TEXT: CORE RULEBOOK
  ™
  ®
  ™
  
  1
  ROLEPLAYING IN THE GRIM 
  DARKNESS OF THE 41ST MILLENNIUM
  ™
  
  2
  CREDITS
  Designed and written by
  Owen Barnes, Kate Flack & Mike Mason
  With major contributions from
  Dan Abnett, Gary Astleford, Alan Bligh, 
  Ben Counter, John French, Guy Haley, Andy Hall,  
  Tim Huckelberry, Andrew Kenrick, 
  Mark Latham, TS Luikart, 
  Chris Pramas & Rick Priestley
  Invaluable advice at every stage
  John Blanche, Alan Merrett & Rick Priestley
  Undying thanks
  Chris Pramas and Green Ronin for 
  getting us started on this epic journey, 
  Max Bottrill & the Games Workshop Design Studio,  
  Dave Allen, Robert Clark, Richard Ford, 
  David Gallagher, Mal Green, Stuart Jeckle, 
  Nick Kyme, Caroline Law, Karen Miksza, 
  Dylan Owen, Lindsey Priestley, Rob Schwalb, 
  all who worked on Warhammer Fantasy Roleplay, 
  & all playtesters (see p.395)
  Cover art
  Clint Langley
  Interior art & graphics
  John Blanche, Alex Boyd, Paul Dainton, Wayne England, David 
  Gallagher, Des Hanley, Neil Hodgson, Paul Jeacock, Nuala 
  Kinrade, Karl Kopinski, Stefan Kopinski,  
  Clint Langley, Pat Loboyko, Mark Raynor, Adrian Smith, Paul 
  Smith, Andrea Uderzo, Kev Walker & John Wigley
  Cartography
  Darius Hinks, Andy Law & Mark Raynor
  Graphic Design
  Mark Raynor
  Project Manager/Art Direction
  Zoë Wedderburn
  Games Workshop
  Licensing Manager
  Owen Rees
  Licensing & Acquired Rights Manager
  Erik Mogensen
  Head of Legal & Licensing
  Andy Jones
  Fantasy FliGht Games
  Managing Developer
  Michael Hurley
  Executive Developer
  Jeff Tidball
  Additional Graphic Design
  Kevin Childress
  Publisher
  Christian T. Petersen
  Credits
  D
  C
  U
  I
  W
  I
  C
  G
  P
  M
  E
  A
  P
  L
  L
  H
  G           W
  F            F          G
    
  Copyright © Games Workshop Limited 2008.  Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Dark Heresy, the foregoing marks’ respective 
  logos, Rogue Trader, Dark Heresy 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 Dark Heresy game setting are either ®, TM and/or © Games 
  Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. This edition 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.
  This copy of Dark Heresy has been revised from the first printing to incorporate the errata listed in  
  version 1.0 of the Dark Heresy FAQ available at www.FantasyFlightGames.com.
   
   
  Printed in China
  For details of the whole Dark Heresy range, an ever-growing selection of free downloads, answers to rule queries, or just to pass on greetings, visit us online at
  www.FantasyFlightGames.com
  Fantasy Flight Games
  1975 West County Road B2
  Roseville, MN 55113
  USA
  Product Code DH01
  ISBN 978-1-58994-454-1
  FANTASY
  FLIGHT
  GAMES
  
   INTRODUCTION 
  It is the 41st Millennium  
   6
  The War for the Soul of Mankind  
   7
  What’s in this Book?  
   8
  An Example of Play  
   10
  CHAPTER I – CHARACTER CREATION 
  Creating Your Acolyte  
   12
  Stage One: Homeworld  
   13
  Stage Two: Generate Characteristics  
   22
  Stage Three: Determine Career Path  
   24
  Stage Four: Spend Experience Points, Buy Equipment   28
  Stage Five: Bringing Your Character to Life  
   30
  Stage Six: Play the Game  
   37
  Example of Completed Character Sheet  
   38
  CHAPTER II – CAREER PATHS 
  Getting Started  
   40
  Character Advancements  
   41
  Adept  
   44
  Arbitrator  
   50
  Assassin  
   56
  Cleric  
   62
  Guardsman  
   68
  Imperial Psyker  
   74
  Scum  
   82
  Tech-Priest  
   88
  CHAPTER III – SKILLS 
  Gaining Skills  
   96
  Basic & Advanced Skills  
   96
  Skill Descriptions  
   98
  Acrobatics–Dodge  
   98
  Drive–Scholastic Lore  
   101
  Scrutiny–Wrangling  
   105
  CHAPTER IV – TALENTS 
  Gaining Talents  
   110
  Talent Groups  
   110
  Talent Descriptions  
   113
  Air of Authority–Feedback Screech  
   113
  Ferric Lure–Paranoia  
   116
  Peer–Wall of Steel  
   120
  CHAPTER V – ARMOURY 
  Money  
   124
  Availability  
   125
  Craftmanship  
   126
  Weapons  
   127
  Weapon Special Qualities  
   128
  Las-Weapons  
   131
  Solid Projectile Weapons  
   132
  Bolt Weapons  
   133
  Melta, Plasma & Flame Weapons  
   134
  Primitive Weapons  
   135
  Launchers & Grenades  
   136
  Exotic Weapons  
   138
  Melee Weapons  
   138
  Chain Weapons  
   140
  Power Weapons  
   140
  Shock Weapons  
   141
  Weapon Upgrades  
   141
  Ammo  
   142
  Armour  
   144
  Primitive & Flak Armour  
   144
  Mesh, Carapace & Powered Armour  
   145
  Gear  
   146
  Drugs & Consumables  
   148
  Tools  
   150
  Services  
   152
  Medical Care  
   152
  Cybernetics  
   153
  Bionic Replacements  
   153
  Implants  
   154
  CHAPTER VI – PSYCHIC POWERS 
  Types of Psyker  
   158
  Measuring Psychic Ability  
   160
  Using Psychic Ability  
   161
  Overbleed  
   164
  Sustaining Psychic Abilities  
   164
  Detecting Psychic Abilities  
   164
  Psychic Powers  
   164
  Minor Psychic Powers  
   164
  Psychic Disciplines – Biomancy  
   169
  Psychic Disciplines – Divination  
   171
  Psychic Disciplines – Pyromancy  
   174
  Psychic Disciplines – Telekinetics  
   176
  Psychic Disciplines – Telepathy  
   178
  CHAPTER VII – PLAYING THE GAME 
  Tests  
   182
  Skill Tests  
   182
  Characteristic Tests  
   183
  Degrees of Success and Failure  
   184
  Opposed Skill Tests  
   184
  The Role of Circumstance  
   184
  The Role of Fate  
   185
  Using Fate Points  
   185
  Burning Fate  
   185
  Gaining Additional Fate Points  
   185
  Investigation  
   186
  Using Investigation Skills  
   186
  Combat  
   186
  Rounds, Turns & Time  
   186
  Combat Overview  
   187
  Surprise  
   187
  Initiative  
   188
  Actions  
   188
  The Attack  
   194
  Injury  
   200
  Fatigue  
   200
  Becoming Stunned  
   200
  Characteristic Damage  
   200
  Critical Damage  
   201
  Special Damage  
   210
  Damage & Healing  
   211
  Movement  
   212
  Movement and Environment  
   213
  Climbing  
   213
  Jumping, Leaping & Swimming  
   214
  Moving & Lifting  
   215
  Exceeding Your Carrying Limits  
   215
  Lighting  
   216
  Flying  
   216
  3
  
  4
  CHAPTER VIII – THE GAME MASTER 
  The GM’s Lot  
   218
  Running Dark Heresy  
   218
  The Emperor’s Inquisition  
   219
  Know Them by Their Works  
   219
  Many are Called, Most are Found Wanting  
   220
  Themes in Dark Heresy  
   220
  One Minute to Midnight  
   220
  There is Taint in All Things  
   220
  Calcified Knowledge and Mystical Technology  
   221
  There is Only War  
   221
  Know Your Place  
   221
  We’re on a Mission from the God-Emperor  
   222
  Heroes, Heretics and Everyone in Between  
   222
  A Proper Stage  
   222
  Heresies Great and Small  
   223
  For Glory or Gain?  
   228
  Experience Points  
   228
  Interaction  
   230
  Interaction Skills  
   230
  Using Interaction Skills  
   230
  Fear & Damnation  
   232
  Insanity and Corruption Points  
   232
  Fear  
   232
  Going Insane  
   234
  Degrees of Madness  
   234
  Mental Trauma  
   234
  Gaining Mental Disorders  
   234
  The Severity of Disorders  
   235
  Types of Mental Disorder  
   235
  Removing Insanity Points from Your Character  
   237
  Corruption  
   238
  Corruption Points  
   238
  Moral Threats  
   238
  The Malignancy Teat  
   238
  Mutation  
   239
  The Dark Powers  
   240
  Khorne, Tzeentch, Slaanesh and Nurgle  
   240
  Servants of the Dark Gods  
   241
  Dark Pacts  
   241
  Striking the Bargain  
   242
  Your Deal with Darkness  
   242
  Pact of Survival and Dominion  
   242
  Pact of Vengeance, Desire and Knowledge  
   243
  Dark Pacts and Corruption  
   243
  The Mask of Seeming  
   244
  Invoking the Daemon  
   244
  Counting the Cost  
   244
  Denying the Daemon  
   244
  CHAPTER IX – LIFE IN THE IMPERIUM 
  The Feudal Order  
   246
  The Adeptus Terra  
   246
  The Adeptus Ministorum  
   247
  The Inquisition  
   248
  Planets of the Imperium  
   249
  Types of Planet  
   249
  Types of Culture  
   249
  Planetary Government   
    251
  Planetary Appearance  
   251
  Imperius Dominatus (MAP)  
   252
  Travel in the Imperium  
   254
  Slower Than Light Travel  
   254
  Warp Travel  
   255
  Communication  
   256
  Threats to Humanity  
   256
  Disciples of the Dark Gods  
   256
  Mutation  
   256
  Rebellion  
   259
  On Organisational Disagreement  
   259
  War  
   260
  Imperial Guard  
   260
  Imperial Navy  
   260
  Adeptus Astartes  
   261
  Deathwatch and Grey Knights  
   262
  Superstition & Faith  
   263
  The Cult of the Emperor  
   263
  The Ghost in the Machine  
   264
  CHAPTER X – THE INQUISITION 
  Organisation  
   267
  Overview  
   267
  The Ordos of the Inquisition  
   268
  Conclaves  
   273
  Factions  
   274
  Methods  
   276
  An Inquisitor’s Cadre  
   276
  An Acolyte’s Duties  
   278
  Tradition  
   279
  Symbols  
   279
  Customs of the Calixian Conclave  
   281 
  CHAPTER XI – THE CALIXIS SECTOR 
  Overview  
   286
  The Hereticus Tenebrae  
   287
  The Calixis Sector (MAP)  
   288
  Scintilla  
   290
  Overview  
   290
  Hive Sibellus  
   293
  Hive Tarsus  
   295
  Ambulon  
   296
  Gunmetal City  
   298
  The Wilderness  
   299
  Iocanthos  
   300
  Port Suffering  
   300
  The Levies of King Skull the Magnificent  
   301
  Seth the Voice  
   301
  The Abbey of the Dawn  
   302
  The Badlands  
   302
  Sepheris Secundus  
   303
  The Suffering Kingdom  
   303
  Icenholm  
   304
  Gorgonid Mine  
   305
  Fathomsound Mine  
   307
  The Misericord  
   308
  Locations of Note  
   309
  Power Groups  
   311
  The Adeptus Terra  
   311
  The Adeptus Ministorum  
   311
  The Adeptus Arbites  
   311
  The Redemption  
   312
  
  5
  It is the 41st Millennium  
   6
  What You Need to Play Dark Heresy  
   7
  Reading and Rolling the Dice  
   9
  Feral World Careers  
   14
  Hive World Careers  
   16
  Imperial World Careers  
   18
  Void Born Careers  
   20
  Starting Psychic Powers  
   26
  Trait: Sanctioned Psyker  
   26
  Trait: Mechannicus Implants  
   27
  It’s a Hard Life  
   29
  Handedness  
   31
  Multiple Names  
   36
  Tech-Priest Abilities in Game Terms  
   89
  Vehicles in the Imperium  
   102
  Communicating Without Language  
   107
  A Dark Age of Technology  
   124
  Calixian Currencies  
   125
  Availability and Technology  
   126
  A Galaxy of Guns  
   127
  Bracing  
   127
  Weapon Craftmanship  
   128
  Using Weapons Without Talent  
   130
  Recharging Power Packs  
   132
  Throwing Grenades  
   136
  Blindness  
   136
  Explosive Mishaps  
   137
  Armour Craftmanship  
   144
  Clothing in the Imperium  
   146
  Excessive Drug Use  
   148
  Attaching Bionics and Implants  
   153
  Witches & Psykers  
   159
  Psykers in Dark Heresy  
   160
  Am I a Psyker?  
   160
  Psychic Foci  
   162
  Closer Than Flesh  
   179
  Combat Abstractions  
   191
  Fleeing  
   192
  The Tactical Map  
   194
  Righteous Fury!  
   195
  Combining Difficulties  
   197
  The Effects of Gravity  
   213
  Golden Rules  
   219
  Playing the Inquisitor  
   220
  Very Bad Things  
   233
  Only the Insane Shall Prosper  
   237
  Chaos and the Common Citizen  
   238
  A Warning to the Curious  
   240
  Masters of Corruption  
   244
  Language  
   249
  Psykers  
   251
  The Chartist Captains  
   254
  Navigators  
   255
  On Witchcraft  
   257
  On Daemons  
   258
  On Xenos  
   258
  The Commissariat  
   260
  Preachers & Confessors  
   263
  Excommunication  
   267
  The Sisters of Battle  
   269
  Daemons!  
   271
  The Black Ships  
   273
  Ranks and Player Characters  
   276
  Exterminatus  
   278
  Customs in Game Terms  
   281
  The Scintillan Dictates  
   282
  Shoulder Your Burden  
   284
  Sector Governor Marius Hax  
   286
  Using the Calixis Sector  
   287
  Senior Astropath Xiao  
   294
  Guns of Gunmetal  
   299
  Queen Lachryma III  
   304
  The Traditions of Serfdom  
   307
  The Misericordian Castes  
   309
  Archdeacon Ludmilla  
   312
  The Great Houses  
   313
  Threat Rating  
   330
  Sorcery!  
   337
  House Krin  
   312
  The Cestelle Alliance  
   313
  The Devayne Incorporation  
   313
  The Machenko Dynasty  
   314
  The Skaelen-Har Hegemony  
   314
  The Calixian Conclave  
   315
  The Tyrantine Cabal  
   316
  Komus the Tyrant Star  
   317
  Other Sector Worlds  
   323
  CHAPTER XII – 
  ALIENS, HERETICS & ANTAGONISTS 
  Traits  
   328
  Trait Descriptions  
   329
  Mutations  
   334
  Gaining Mutations  
   334
  Dramatis Persona  
   336
  Arbitrator–Cult Magus  
   336
  Dreg–Entertainer  
   338
  Furnace Worker–Heavy  
   340
  Merchant Magnate–Scribe  
   342
  Scum to Witch  
   344
  The Bestial and the Alien  
   346
  Animals and Vermin  
   349
  From Beyond  
   350
  Astral Spectre–Daemonettes  
   350
  Dispayres–Unclean Spirit  
   352
  Daemonhosts  
   355
  CHAPTER XIII – ILLUMINATION 
  Introduction & Game Master’s Section  
   360
  Part One: The Brazen Sky  
   362
  Part Two: Planetfall  
   365
  Into the Barren Lands  
   371
  Part Three: The Black Cathedral  
   372
  Part Four: Faith Betrayed  
   380
  Part Five: Dancer at the Threshold  
   384
  NPCs & Creatures  
   389
  APPENDIX – INDEX  
   392
  APPENDIX – TABLE INDEX  
   395
  APPENDIX – CHARACTER SHEET  
   396
  SIDEBARS
  
  6
  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 Astronomican, 
  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 billons. 
  It is to live in the cruellest and 
  most bloody regime imaginable. 
  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 darkness of the far 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.
  
  7
  The War 
  for the Soul 
  of Mankind
  What is a 
  Roleplaying Game?
  W
  The War 
  for the Soul 
  of Mankind
  W
  elcome to Dark Heresy, a roleplaying game full 
  of danger, mystery and brutal violence, set in the 
  decaying far future of Warhammer 40,000. You are 
  about to embark on perilous adventures into the dark heart 
  of the 41st Millennium. You stand on the front line of a great 
  and secret war. As an Acolyte of the powerful Inquisition, 
  you will root out threats to the Imperium of Man. You will 
  engage in deadly combat against heretics, aliens and witches. 
  You will face Daemonic possession, and battle for your very 
  survival amidst a web of conspiracy and betrayal. But perhaps 
  the biggest threat you face is your fellow man, for the human 
  soul is such fertile ground for corruption. It is your duty to 
  shepherd mankind from the manifold paths of damnation, 
  with a smoking boltgun if necessary.
  Do not shrink from your noble calling, hard as it might be. 
  Desperate times call for desperate measures, and these are the 
  darkest times that humanity has ever known. The Imperium 
  is beset by enemies, both from within and without. It is up to 
  you to stand tall and make a difference.
  WHAT IS A 
  ROLEPLAYING GAME?
  Right about now you might be wondering just how a 
  roleplaying game works, and what you need to jump into the 
  action. Excellent. Such inquisitiveness is the mark of a fine 
  Acolyte (of course, surviving what your curiosity uncovers is 
  another).Well, rest assured, not only is roleplaying fun and 
  exciting, it is also very easy to learn. This book contains all 
  the rules and information you need to get started—so you’re 
  already halfway there. Of course, if you are merely reading 
  this book in your local gaming store or bookshop, you should 
  buy it immediately. Not only will it be a sign of your extremely 
  good taste, you’ll also be able to introduce your friends to a 
  whole new world of compelling gaming.
  You may well have already played a roleplaying game 
  (or RPG) on your computer or games console, or indeed 
  our companion hobby game, Warhammer Fantasy Roleplay. 
  If you haven’t, what you basically need to know is that a 
  roleplaying game allows you and your friends to take the 
  role of a hero at the centre stage of a dramatic story. You get 
  to pick what your heroes, or Player Characters (PCs), get to 
  do. From what they say, to how they fight and what they 
  look like, you and your friends get to shape the action.
  In concept, this all might seem rather chaotic. How is the 
  story told? How do you decide what happens? What do you 
  do if you and your friends disagree? That’s where this book 
  comes in. Warhammer 40,000 Roleplay presents you with the 
  rules of play, and describes the dark and gothic world of the 
  41st Millennium. This book explains how to create your 
  character, how to blast down aliens, how to uncover heretical 
  secrets, and much more.
  Before you can begin, you and your roleplaying group 
  have to make an important decision: who is going to be the 
  Game Master? The Game Master (referred to as the GM) 
  is the referee and the lead storyteller, the person in charge 
  of running the game. The GM does not play as others 
  do; instead, he or she presents the stories and situations, 
  describes the wonders and perils of the galaxy, plays other 
  characters and adjudicates the rules. The GM is the most 
  important member of your group, so choose wisely. The 
  GM ought to be fair-minded, well spoken and imaginative. 
  An eye for detail is also helpful.
  What You Need 
  to PlaY dark heresY
  When you’re ready to start playing Dark Heresy, you’ll 
  need the following items:
  	 •	This	rulebook
  	 •	Three	or	more	people	to	play	the	game
  	 •	A	quiet	place	to	play	(around	a	table	is	ideal)
  	 •	Three	or	four	hours	of	gaming	time
  	 •	Some	ten-sided	dice	(two	or	more	per	player)
  	 •	Paper
  	 •	Pencils	and	an	eraser
  	 •	Snacks,	drinks,	etc
  You should be able to find ten-sided dice in the shop 
  where you bought this book, or failing that, there are 
  many internet stores that sell these dice in a variety of 
  different colours and finishes. If you have access to a 
  photocopier you may like to copy the character sheet 
  at the back of this book for each of your group to use, 
  though this isn’t essential. (You can also download free 
  printable character sheets from our website at www.
  blackindustries.com.)
  To help visualise the action, you may wish to use 
  suitable miniatures to represent your characters and 
  enemies during combat. Games Workshop’s own 
  Citadel range of Warhammer 40,000 miniatures are 
  ideal for this task. See www.games-workshop.com for 
  more details and nearest stockists.
  
  8
  What ’s  in  this  book?
  If you are the GM, you need to know the rules of this book 
  quite well. You can learn more about your job in Chapter VIII: 
  The Game Master, and you may head there now if you wish. 
  If you have already played Warhammer Fantasy Roleplay you will 
  find much of Dark Heresy familiar, but be aware that a few 
  important details of the rules differ from that game.
  If you are intending to be a player, keep reading. The next 
  chapter will guide you through the process of creating your 
  alter ego in the 41st Millennium. In less than half an hour, you 
  can be ready to play. If you’d like to know a little more about 
  the setting of Dark Heresy, have a read through Chapter IX: 
  Life in the Imperium and Chapter X: The Inquisition.
  If you’re still not clear on what roleplaying is, be sure to 
  read the Example of Play on page 10. This description 
  illustrates what a game is like.
  WHAT’S IN THIS BOOK?
  Dark Heresy is divided into thirteen chapters. They are:
  INtroductIoN
  The section you are reading right now. It provides an overview 
  of Dark Heresy and roleplaying in general.
  chaPter I: character creatIoN
  This chapter takes you step by step through the process of 
  creating your character for the game.
  chaPter II: career Paths
  Career Paths are the building blocks of your character. They 
  both describe what you did before you became an Acolyte 
  and your role within your investigative group. This chapter 
  details all the various Career Paths, and also explains how you 
  can improve and develop your character through game play. 
  chaPter III: skIlls
  From Interrogation to Tech-Use, every character has a variety 
  of learned skills that they can employ. This chapter describes 
  them all in detail.
  chaPter IV: taleNts
  Whether it’s Bulging Biceps or Unshakeable Faith, every 
  character also has certain special abilities that make them 
  unique. This chapter describes all of these talents.
  chaPter V: armourY
  This chapter describes some of the tools, trappings, weapons 
  and armour your Acolyte may use or encounter.
  chaPter VI: PsYchIc PoWers
  From firing bolts of pyrokinetic fl ame or issuing telepathic 
  commands, Emperor-gifted Psychic Powers are rare and 
  dangerous. This chapter explains how they work and what 
  happens when they go wrong.
  
  9
  chaPter VII: PlaYINg the game
  In Dark Heresy you will be forced to fight for your life 
  against a variety of heretical foes, and this chapter tells you 
  how to do it. It also tells you how to make Skill Tests, spend 
  Fate Points and perform other rules-related actions.
  chaPter VIII: the game master
  The GM has a special role to play in any roleplaying game and 
  this chapter explains how to take it on. In addition to advice on 
  how to run a Dark Heresy game and how to be a good Game 
  Master, it also contains rules for corruption and experience.
  chaPter IX: lIfe IN the ImPerIum
  This chapter describes the Imperium of the 41st Millennium 
  in all its decaying, war-torn glory.
  chaPter X: the INquIsItIoN
  In Dark Heresy you take on the role of an Acolyte of the 
  Inquisition. This chapter provides key background details 
  about the mysterious organisation of the Inquisition.
  chaPter XI: the calIXIs sector
  The Calixis Sector is the core setting for Dark Heresy. 
  This chapter provides an overview of the sector and then 
  zooms in on three key planets. This should give the GM 
  plenty of material to work with when running games.
  chaPter XII: alIeNs,
  heretIcs & aNtagoNIsts
  The galaxy is fraught with all manner of deadly creatures, and 
  this chapter provides background and game stats for various 
  adversaries that can be found in the Calixis Sector.
  chaPter XIII: IllumINatIoN
  Illumination is an introductory adventure that GMs can use to 
  kick off their Dark Heresy campaigns. Be warned though—this 
  chapter is for GMs only and should not be read by the players.
  readINg aNd rollINg the dIce
  Warhammer 40,000 Roleplay: Dark Heresy contains everything you need to get started except dice. Ten-sided dice (d10) 
  are the only type of dice you need to play Dark Heresy. Everyone will need access to at least two d10s, preferably of 
  two different colours.
  Just like in a boardgame or table-top wargame, dice are used to inject an element of chance into Dark Heresy.
  As you read through this book, you’ll discover that there are various ways you can use your dice to produce results. 
  The most common use of dice is the percentage roll (abbreviated to d% or d100). This roll produces a number between 
  1 and 100. To make a percentage roll, you’ll need two ten-sided dice. Choose one to indicate the “tens” and the other 
  to indicate the “units”. You’ll probably find it useful to have dice of different colours to differentiate between them. Roll 
  the dice and observe the results. The “tens” die forms the first digit of your result, whilst the “units” die gives you the last 
  digit of your result.
  Example: Steve makes a percentage roll. His “tens” die shows an 8 whilst his “units” die shows a 6. Thus, Steve has rolled 86.
  Sometimes you will be asked to roll a number of dice and add the results together. In these cases the number of dice 
  you need to roll are clearly written before the d10 abbreviation. For example, 2d10 requires two ten-sided dice to be 
  rolled and added together, 4d10 requires four dice to be rolled and totalled, and so on.
  Example: Steve wants to find out the amount of damage done by his lascannon. He needs to roll 5d10. He picks up five ten-sided dice 
  and rolls them. He gets a 3, 4, 7, 7 and a 2. He adds these together to get 23 (3 + 4 + 7 + 7 + 2 = 23).
  Finally, on some occasions you will need to create a number between 1 and 5. This is known as rolling a five-sided 
  dice, or d5. Though you can get actual five-sided dice, you can easily create the same effect by rolling a d10 and halving 
  the result, rounding any fractions up.
  Example: Steve’s character has been knocked unconscious for d5 hours. Steve rolls 1d10. He gets a 7 and halves this to get a result of 
  4. (7÷2 = 3.5. Rounded up, this is 4.) Unfortunately, Steve’s character will now be comatosed for 4 hours.
  
  I
  An Example 
  of Play
  10
  AN EXAMPLE
  OF PLAY
  I
  f you are new to roleplaying, you may still be unclear on 
  how it all works. What follows is an example of play. It 
  doesn’t explain the rules of the game (that comes later), 
  but it does show the basics of roleplaying and the Game 
  Master’s job in setting the scene, relating what the players 
  discover as they explore and interpreting the rules.
  In this example, Jez is the Game Master. Lyra is playing 
  Amosis Tem, an assassin trained by one of the Imperium’s 
  many noble houses. Rick is playing Vilmos Palvi, an Imperial 
  Guardsman from Naval Security. Will is playing Sylus Ozdemir, 
  an Adept from the Scrivener’s Star of Prol IX. Steve is playing 
  Lazaro Uridar, an Adeptes Arbites Arbitrator. The four Player 
  Characters are all Acolytes serving under Inquisitor Hastor 
  Whitlocke of Ordo Xenos. They have been sent to a research 
  station on the fringes of the Calixis Sector to investigate a 
  bizarre astropathic communication that Inquisitor Whitlocke 
  received from an agent (Tomas) on the station…
  Jez [GM]: You have yet to find a living soul on the research 
  station. No one greeted you in the landing bay. No one 
  guarded the entryway. No one has appeared in the shadowy, 
  vaulted halls. Now you’re approaching what you think is the 
  command centre. What do you want to do?
  Rick [Vilmos]: I’ll sweep the corridor, shotgun ready.
  Lyra [Amosis]: When I get the hand-sign from Vilmos, I’ll 
  approach the door and see if I can open it.
  Steve [Lazaro]: “Sylus, you and I should hang back and 
  cover them.”
  Will [Sylus]: “Agreed.”
  Jez [GM]: Okay. Vilmos, you sweep the corridor and find 
  no threats. Amosis, you get up to the door and discover it’s 
  security locked.
  Lyra [Amosis]: Thought so. I’ll use my Security skill to 
  try to open it.
  Lyra rolls a Security Skill Test.
  Lyra [Amosis]: I passed my test.
  Jez [GM]: That’s good enough, the lock was not hard to 
  override. The rusting door slides open to reveal the command 
  centre. The first thing you notice is that there’s a lot of blood 
  in here. Then the stench hits you like a blow to the face. The 
  source of the smell and the blood soon becomes clear. There 
  are three bodies inside the command centre.
  Lyra [Amosis]: “Emperor preserve us…”
  Rick [Vilmos]: Any enemies?
  Jez [GM]: Not that you can see.
  Will [Sylus]: I’ll examine the bodies and check for 
  survivors.
  Steve [Lazaro]: I’ll see if I can access the station’s data 
  logs. “Vilmos, cover us.”
  Rick [Vilmos]: “But of course. You don’t want me fooling 
  with the machinery.”
  Lyra [Amosis]: “No, we certainly don’t. Weapons and 
  cogitators don’t mix.”
  Jez [GM]: Amosis is right, as is evident from the ruined 
  cogitators. They weren’t shot, but something smashed them 
  to pieces. As for the crew, there are no survivors.
  Will [Sylus]: Whitlocke said there might be renegade Eldar 
  in the area. I’ve seen wounds caused by their foul weapons 
  before. Can I tell if this is what killed the crew?
  Jez [GM]: Good question. Make a Medicae Test.
  Will rolls a Medicae Skill Test.
  Will [Sylus]: I made it—just!
  Jez [GM]: Good work. You can easily tell that these wounds 
  were not caused by alien weaponry. Two of the corpses seem 
  to have been slashed by a close-combat weapon or maybe 
  some kind of sharp claw. The third corpse is headless. It 
  appears as if his head exploded.
  Will [Sylus]: A bolter shell maybe? They explode inside 
  their targets.
  Jez [GM]: You don’t think so. There’d at least be some 
  head left from a bolter shot. As you take a closer look at this 
  corpse, you notice something else. Underneath the blood and 
  gore, you can see he’s wearing the robes of an astropath.
  Will [Sylus]: “Lazaro, I think I found our missing 
  astropath…”
  Steve [Lazaro]: “An astropath whose head exploded? 
  Emperor save us, that cannot be good.”
  Jez [GM]: The words are barely out of Lazaro’s mouth 
  when you hear a blood-curdling scream and the air turns 
  chill. You hear heavy thuds from behind the closed door. 
  Something is coming.
  Will [Sylus]: “Throne protect us!”
  Lyra [Amosis]: “Take cover!”
  Steve [Lazaro]: “Stand firm and do your duty!”
  The adventure continues on from here. Who or what is behind 
  the door? Just what happened at the research station? And 
  where is Tomas, the missing agent of Inquisitor Whitlocke? 
  Rick, Lyra, Will and Steve will find out as their adventure 
  continues. Your own game, however, is just beginning…
  aN ImPortaNt Note about realItY
  When you take part in a roleplaying game you set aside 
  reality and literal truth for a world of imagination and 
  adventure. The Game Master is there to create a world 
  for the players. All the ideas and rules in this book 
  are tools for the GM to use as they see fit. The GM is 
  the ultimate arbitrator of the rules and may choose to 
  modify, amend or even ignore certain rules to better suit 
  the playing style of your group. Abide by your GM’s 
  decisions as they are the one doing all the work to keep 
  you and your group entertained!
  On a final note, it must be pointed out that Dark 
  Heresy deals with mature themes and concepts. Daemons, 
  insanity, death, corruption and despair are all integral 
  elements of the Warhammer 40,000 setting. Just because 
  Dark Heresy deals with these things, it doesn’t mean every 
  game session needs to be a harrowing experience. Dark 
  Heresy is a game and it’s meant to enjoyable! Similarly, all 
  the things depicted in this book do not exist. Don’t get 
  confused—just play the game and have fun!
  
  11
  creatINg 
  Your acolYte
  •
  homeWorld
  •
  geNerate 
  characterIstIcs
  •
  determINe 
  career Path
  •
  sPeNd 
  eXPerIeNce 
  PoINts, 
  buY equIPmeNt
  •
  brINgINg 
  Your character 
  to lIfe
  
  12
  T
  Creating  your 
  Acolyte
  I
  Chapter : 
  Character 
  Creation
  Chapter I: 
  Character 
  Creation
  “What is your duty? To look the universe in the face and then 
  spit in its eye. To die with a curse on your lips and your finger on 
  the trigger. To know that you are doomed, but try anyway.”
  — Inquisitor Soldevan, Ordo Hereticus.
  I
  n Dark Heresy, you take the role of an Acolyte, 
  a trainee investigator in the service of a powerful 
  Inquisitor. You, out of the countless billions, have been 
  chosen to play a part in a war so great and terrible that 
  ordinary men must never learn its secrets. Your master will 
  task you with all manner of missions, in which you will 
  encounter witches, aliens and even Daemons. You will be 
  tempted with power and exposed to corruption. You, your 
  allies or even your master may fall under the thrall of the 
  Dark Gods. Should this happen, it will be your duty to 
  purge with fire and righteousness, for the Ruinous Ones, 
  the Chaos Powers, are insidious in their evil and would 
  destroy you and all of mankind if they could.
  You and your fellow Acolytes must struggle to hold back 
  the many threats that face humanity. You must do this 
  knowing that your name will never be recorded in the annals 
  of history. Power, fame and grandeur shall never be yours—
  but you do not fight for these things. You fight because you 
  must. You fight because failure will mean the destruction of 
  the Imperium… the destruction of all mankind.
  It’s not going to be easy. In the earliest stages, you are little better 
  than anyone else of the 41st Millennium. You are merely one of 
  the many scores of Acolytes recruited into the Inquisition. You’ll 
  need to use your wits, luck and the skills of your companions to 
  the best of your abilities if you are to survive. The longer you last 
  and the stronger you become, the greater the foes you will be 
  asked to face. The war for the soul of mankind is unending, and 
  even should you live long enough to become an Inquisitor, you 
  will never know peace until the cold embrace of death.
  When you die, you will not be missed, but then mere 
  glory never made heroes. Your struggle, your triumph, 
  your failure—these are the things that matter. They matter 
  because, Emperor willing, you will have made a difference, 
  however small. In the 41st Millennium, that is the greatest 
  legacy a man may dare hope for.
  Creating your 
  Acolyte
  “You are not required to think, only to act!”
  — Cadet Commissar, Jourian Eutar.
  T
  o get started on your mission, you need to make your 
  alter ego, known as a Player Character (PC). Creating 
  your Player Character is a simple process that many 
  people find fun in itself. As you move through this chapter, 
  you will find the tools to construct an interesting persona 
  with a history, motivations and a clear idea about what the 
  future will hold. Be aware, there may be unfamiliar terms, 
  places and concepts within this chapter, but have no fear—
  all will be explained as you explore the rest of this rulebook 
  and learn of the Dark Heresy.
  Before you get started, you will need to gather some supplies. 
  You will require two ten-sided dice (or 2d10 as they will be 
  referred to throughout the rules), a character sheet, a pencil and 
  an eraser. It is best to write everything in pencil to start with, as 
  you may end up changing or adding to things as you go along. 
  You may like to have some spare scraps of paper to make notes. 
  It is also useful to get together with the group of people you’ll 
  be playing with when you make your PC. Not only is it more 
  fun to compare things as you go along, you will also be able to 
  make sure that your characters all complement one another.
  There are six steps you should follow whenever you 
  are creating a new Acolyte. Each step is relatively simple, 
  consisting of making a few choices and recording your 
  selections onto your character sheet. Each stage in the 
  character creation process is as follows.
  
  13
  Y
  Stage  One:  
  Homeworld
  stage oNe: home World
  The very first step in creating your character is to 
  determine your Home World. The Imperium is a vast 
  place, filled with innumerable worlds, cultures and 
  civilisations. Dark Heresy contains four broad Home 
  World archetypes common to the Calixis Sector: Feral 
  World, Hive World, Imperial World and Void Born. Your 
  Home World says a lot about you, where you came from, 
  what you may look like, your mannerisms and your 
  perspective on dealing with others.
  stage tWo: geNerate characterIstIcs
  Many of the key things about your character are defined in 
  terms of numbers. These are called Characteristics. They 
  represent your Acolyte’s capabilities, ranging from physical 
  Characteristics such as Strength and Toughness, to mental 
  ones like Intelligence and Willpower.
  stage three: determINe career Path
  While your Home World and Characteristics are important 
  for understanding your character, it is your Career Path that 
  defines your character’s function within the game. Dark 
  Heresy has eight Career Paths: Adept, Arbitrator, Assassin, 
  Cleric, Guardsman, Imperial Psyker, Scum and Tech-Priest. 
  As you play the game, your Rank within your Career Path 
  will increase. This opens doors to a host of new options, 
  giving you the means to customise your Acolyte.
  stage four: sPeNd eXPerIeNce 
  PoINts, buY equIPmeNt
  This is where you can further customise your Acolyte. All 
  characters begin play with an amount of Experience Points 
  (xp) to refl ect their lives prior to serving an Inquisitor. You 
  may spend your starting experience to purchase new Skills 
  and Talents or improve your Characteristics. See Chapter II: 
  Career Paths for details.
  Acolytes also receive some starting money, which you can use 
  to buy additional weapons, armour and equipment from Chapter 
  V: Armoury for your character should you so choose.
  This is also the point where you add Fate Points and Wounds.
  stage fIVe: brINgINg Your 
  character to lIfe
  Once all the numbers are finished with, it is time to 
  fl esh out your Acolyte. This stage helps you define your 
  character’s appearance, their past, temperaments, beliefs 
  and more. This is an important step as it helps you portray 
  the character during game play and makes your Acolyte 
  a unique being, helping to set him apart from others who 
  may fill a similar niche.
  stage sIX: PlaY dark heresY
  With all of this complete, you are now ready to play Dark Heresy!
  Stage One: 
  Home World
  “Your home is no longer a place, but a people. The Imperium is 
  yours, and you are the Imperium’s.”
  — Catechism of the Founding, Gunmetallicus 104th.
  Y
  our Dark Heresy character may work for the 
  Inquisition now, but that was not always the case. The 
  type of world a character grew up on affects many 
  things about them, from their physical abilities, skills and 
  temperament to their appearance and the Career Paths they 
  may choose. If you have an idea about the type of character 
  you would like to play, you may select a Home World from 
  any of the types described on Table 1-1: Random Home 
  World. Otherwise, feel free to roll the dice and see what the 
  Emperor has chosen for you.
  When you have chosen your Home World, note down your 
  starting Skills and Traits on your character sheet and move on 
  to the next stage.
  Table 1–1: Random Home World
    Roll Result
  (D100)
  01–20 Feral World: Feral worlders are big, strong 
  and tough—perfect if you want to play a 
  character that is good at fighting.
  21–45 Hive World: Hivers are fast-talking, quick-
  thinking individuals, perfect if you want to 
  play a character who can bluff their way out 
  of anything.
  46–90 Imperial World: Imperial citizens come 
  from all sorts of different planets and cultures, 
  so make great characters if you want to play 
  someone who is a good all-rounder. Imperial 
  citizens have the widest choice of careers 
  available to them. 
  91–00 Void Born: Void Born are weirdly lucky and 
  strong willed—perfect if you want to play a 
  psyker or scholastic character.
  
  14
  Feral World
  FERAL WORLD
  “Most of your life has been spent among your people on a harsh 
  feral world, where strength, courage and martial skill are 
  valued above all else. You are big, strong and brave, but also 
  superstitious. You almost certainly belonged to a warrior clan, 
  and you are valued for your skill in battle.”
  Feral worlds are tough places in which to survive. Whether 
  living in a steaming death-filled jungle or upon the burning 
  sands of a desert planet, man has reverted to a more primitive 
  existence, living in tribes, gangs or creeds without much 
  care for technology or the soft living ways of the so-called 
  “civilised folk”.
  lIfe oN a feral World
  Feral worlds are among the most primitive of populated 
  planets in the Imperium, partly due to the environment 
  and partly because they have long been out of touch 
  with the rest of the Imperium. These planets often have 
  a technological base that is pre-black powder, even Stone 
  Age in the most backward cases, and the inhabitants have 
  often descended into savagery. When a feral world lies in a 
  war-zone, the Imperial Guard may supplement the natives’ 
  armaments and train them in the use of lasguns, heavy 
  stubbers and the like. Despite a rudimentary knowledge of 
  such weapons, the feral worlders have no concept of how to 
  manufacture or maintain them.
  Some feral worlds are planets that are simply too 
  dangerous to support widespread human settlement. These 
  death worlds vary a great deal in type. Some may be 
  covered in jungles, which harbour man-eating plants and 
  fearsome carnivorous animals, or barren rock-scapes strewn 
  with volcanoes and wracked by nuclear storms. Some lie 
  close to a sun and mostly consist of parched deserts, which 
  are sometimes home to small tribes of nomadic humans. 
  Conversely, some worlds are covered largely in ice and 
  arctic tundra, utterly inhospitable and inhabited only by the 
  most resilient humans. Death worlds are almost impossible 
  to colonise, but are often explored as they can harbour rich 
  minerals, gas deposits or other attractive resources.
  human settlers in these places, though uncommon, can 
  take several forms. They could be remnants of an ancient 
  colony, long since fallen into ruin. Perhaps they are the 
  researchers and Imperial Guardsmen from an outpost gone 
  feral, or perhaps the descendants of stranded spacefarers 
  who have been forced to survive generations of terrible 
  hardship. Whatever the case, feral worlders are likely to be 
  primitive headhunters, beast-hunting nomads, axe-wielding 
  barbarians or other such folk.
  Like all worlds brought back into the bosom of the 
  Emperor’s rule, feral worlds are controlled by a planetary 
  governor. In many cases, this ruler governs his planet from 
  orbit, travelling to the surface only to establish purges of 
  psychic talent and mutation. Religious deviancy is rife on 
  feral worlds, especially amongst the warrior cults, and 
  vigilance is a necessity. However, governors in charge of 
  feral worlds are often under close scrutiny, frequently under 
  suspicion of “going native”. With some feral world tribes, 
  people cling to the belief in deities other than the Emperor. 
  These have often been modified by the Ecclesiarchy, or just 
  brutally stamped out. Heretical cults are constantly hunted 
  down by the authorities and feral worlds are a haven for 
  such heretics.
  feral World careers
  Characters from feral worlds may take the following Career Paths:
  Assassin
  Feral world Assassins are usually plucked from their home world at a young age by Death Cults or Assassinorum schools. 
  They soon begin a savage training regime which thins out the unworthy. Learning the art of the kill, they become fierce 
  and merciless Assassins, much in demand on many worlds. Inured to pain and accustomed to death, they are deadly in 
  the extreme.
  Guardsman
  Feral world Guardsmen are usually tribal warriors tithed to the Imperial Guard by the elders of their particular clan. They 
  are sometimes trained en masse in vast drill camps or ship holds, whilst others are merely shown a lasgun and trusted to 
  get on with it. Also, there are those instructed by members of their tribe, using rote-learned rites and religious rituals. 
  They make tough and dedicated warriors—perfect for protecting a cadre of Acolytes.
  Imperial Psyker
  Imperial Psykers from feral worlds were once the shamans, witch doctors or cunning folk of their clan. Their talent is 
  such that they have been sought out and taken away for sanction by the agents of the Black Ships of the Inquisition. They 
  wield strange powers, from healing charms to deadly, unstoppable hexes. Some peer into entrails to perceive the future, 
  whilst others can create blight dolls to strike down their foes. They are naturally tough and hard to kill, which can be 
  both a blessing and a curse.
  Scum
  Feral world Scum are the scavengers and survivors of their peoples. Some hang around colonies and outposts, thereby becoming 
  semi-civilised, whilst others have come from post-apocalyptic worlds where theft and gang warfare are the norm. Adept at 
  thievery and tricks, they manage to survive by using a combination of wits, light fingers and barefaced cheek.
  
  15
  The inhabitants of feral worlds are strong, hardy people, 
  who disdain weakness and often band together in tribal 
  warrior clans. The survivalist mentality and physical prowess 
  of feral worlders makes these planets good recruiting grounds 
  for the Imperial Guard or even the Space Marines. Sometimes, 
  removing a feral worlder from their familiar environment will 
  be an unnerving experience for them, and their primitive mind 
  will be unable to cope with the knowledge of basic concepts 
  such as space travel. In these instances, madness ensues and 
  the poor feral worlder must either be imprisoned or put out of 
  his misery. Even those who make it into the wider Imperium 
  retain many of their tribal traits and traditions. Sometimes this 
  can be incredibly useful—the Catachan jungle fighters or the 
  Space Wolves of Fenris are prime examples—but sometimes 
  these traditions can appear to be strange affectations or social 
  hindrances, such as an insistence on wearing the bones of 
  dead comrades in battle, spitting whenever a psyker uses his 
  powers, or applying war paint before a mission.
  feral World Pcs
  Feral World characters are those who have made it off-
  world and remained sane—for the most part. They 
  are robust, straightforward characters, most usually 
  following the Guardsman career, and they excel at close 
  combat due to their size and strength. However, feral 
  worlders are uncomfortable in any strange situation, 
  and do not react well to psychic phenomena, extremes 
  of technological accomplishment or the polite society 
  of the Imperial nobility. They are born to fight and to 
  survive, and they do it well.
  feral Worlder skIlls
  All feral worlders can converse in their regional tongue, 
  unique to their world of origin. Feral worlders gain the 
  Speak Language (Tribal Dialect) (Int) skill.
  feral Worlder traIts
  Feral worlders gain the following Traits. Record all of these 
  on your character sheet:
  Iron Stomach
  Food is often scarce on feral worlds and those born on such 
  worlds learn to set aside their revulsion and eat whatever 
  they must to survive.
  Benefit: You gain a +10 bonus to Carouse Skill Tests made to 
  resist the effects of ingested toxins, poison or tainted foods. This 
  bonus applies to Tests made to consume unusual or unpleasant 
  meals—rotting meat, Grox testes, corpse starch rations, to 
  name a few—as well as Tests made to resist throwing up.
  Primitive
  Feral worlders have no time for the mysteries of technology 
  or the rubbishy constraints of etiquette and social niceties.
  Penalty: You take a –10 penalty on Tech-Use (Int) Tests 
  and a –10 penalty to Fellowship Tests made in formal or 
  civilised surroundings.
  Rite of Passage
  Life is harsh for a feral worlder, and blood spills all too 
  frequently. Whether through surviving a brutal initiation 
  ritual or through tribal teachings, feral worlders are adept at 
  tending bleeding wounds.
  Benefit: You may spend a Full Action to make an 
  Intelligence Test to staunch Blood Loss (see Chapter VII: 
  Playing the Game on page 211). This is a Full Action. 
  On a success, you manage to stop the bleeding.
  Wilderness Savvy
  Feral worlders are accustomed to hunting their own food.
  Benefit: Navigation (Surface) (Int), Survival (Int) 
  and Tracking (Int) count as Basic Skills for feral 
  worlders.
  
  16
  Hive World
  HIVE WORLD
  “The great hives are not like other worlds in the Imperium, and 
  you are not like the common man. Technology has surrounded 
  you all your life, and you find its rarity elsewhere bemusing. You 
  are an adventurer, an opportunist—more inquisitive than your 
  fellows and certainly quicker on the draw!”
  Hive worlds are home to countless teeming millions. The 
  population is so dense that frequently the entire surface of the 
  world is covered with enormous cities stretching from horizon to 
  horizon. Many hivers labour in thankless obscurity, manning huge 
  factories that churn out endless streams of weapons, chemicals or 
  other vital goods. Others run with violent gangs in the dark of 
  the underhives, living off their wits, guts and firepower.
  lIfe oN a hIVe World
  Hive worlds are vital to the welfare of the Imperium. They are 
  industrial worlds, producing munitions for the Emperor’s armies 
  in vast factories, mining valuable minerals and refining fuel for 
  the Imperial fl eet.
  These planets are usually barren and hostile with the much 
  of the hive world’s surface inhospitable, sometimes deadly to 
  human life after centuries of pollution. The hives themselves 
  are astonishingly large—massive urban conglomerations, 
  spires of adamantium and rockcrete that can cover continents 
  and stretch for miles into the sky. Each hive houses millions, 
  even billions, of Imperial citizens, and is a nation in its own 
  right, with noble houses ruling mini-empires, trading and 
  sometimes fighting with other hives.
  Palls of thick, acrid smoke cling to the lower portions of the 
  hives below the upper sections—those gleaming spires that rise 
  above the cloud cover. Only the wealthy can afford to live in the 
  upper sections of a hive, and the working classes never see the light 
  of the sun. Within the spires reside the noble houses—decadent, 
  wealthy members of great Imperial families, or the richest merchant 
  overlords. Spires contain broad, airy spaces and splendours 
  unimaginable to those who dwell in the darkness below.
  Below the spires, heavy gateways and security patrols regulate 
  passage between the upper levels and the rest of the hive. Beyond 
  this point lies the vast bulk of the working hive—the hive-city. 
  The populations are often so large as to be unmanageable, and 
  the hives rely on constant recycling and imports to provide food 
  hIVe World careers
  Characters from hive worlds can take the following Career Paths:
  Arbitrator
  Hive world Arbitrators are usually skilled riot officers, adept at beating down uprisings and sedition in the tightly packed 
  corridors of the hive. They may come from a family of traditional law keepers, or perhaps they joined out of a sense of hivic 
  duty. Whatever the case, they learn to bring justice to those that would threaten the order of the Imperium.
  Assassin
  Hive world Assassins are usually prowling bounty hunters, skilled in finding and destroying their man. They might be hired by 
  rivals to settle a difficult gang war or end a competing trade house. Others move amongst the glittering spire nobility, sowing 
  poison and death in their wake—a deadly instrument in the cut-and-thrust world of politics.
  Cleric
  Hive world Clerics usually minister to the toiling masses of the middle hive, exhorting them to ever greater works in the Emperor’s name. 
  Others may tend to the spiritual needs of the upper classes, or even seek to save the souls of gang scum deep in the bowels of the hive.
  Guardsman
  Hive world Guardsmen are often from the ranks of the hive militia or Imperial Guard tithe—trained troops who act to defend the hive 
  against rival cities, attacks by out-wall savages or internal strife. Others are “Privates”, foot soldiers drawn from the ranks of the personal 
  armies controlled by nobles or trade houses. Others still are brutal gangers, adept at dealing death and defending their gang territory.
  Imperial Psyker
  Hive world psykers are usually plucked from their birth class and dragged into the service of the nobility. Many endure a life 
  of indentured servitude, truthsaying business dealings or reading fortunes for fashionable noble matrons. Others are recruited 
  to dampen the psychic resonance of the millions of souls packed within the metal skin of the hive. Some soothe and numb the 
  workers, whilst others hunt out the seditious, mutated or secretly psychic.
  Scum
  Hive world Scum are usually of the downtrodden lower classes of the hive. Some are vicious gangers, ready to murder at a 
  moment’s notice, whilst others are petty thieves and cretescreevers. Some may be middle hivers living a life outside the norm, 
  whilst a rare few might be the children of noble families, driven to a life of disrepute by scandal, disinheritance or boredom. 
  Whatever the case, they possess a reckless disregard for authority and law, living by theft, lies and chicanery.
  Tech-Priest
  Hive world Tech-Priests are usually recruited from hereditary castes dedicated to maintaining the fabric of the hive itself. Many 
  Tech-Priests view other hivers as little more than organic components in the glorious machine-spirit of the city. Others delve 
  into the deep and forgotten places to seek out the lost secrets of the hive’s origins.
  
  17
  and basic materials for the teeming masses. For most people, life 
  in the hives is tough. Conditions are squalid and unsanitary. The 
  very air breathed by the countless hivers is recycled from the 
  spire above and pumped through the rest, growing ever more 
  bitter and poisonous the further down it filters. Even the water is 
  distilled from the discharge of the upper hive, and food is factory-
  produced, sometimes algae-based or spun from corpse starch. 
  Pollution and overcrowding are the least of the hivers’ worries, 
  as gang violence and outright anarchy is part of everyday life, 
  particularly in the lower levels. Most hivers know only their own 
  hive-city and do not leave it during their lifetime. They never see 
  the sky or set foot on the surface of their own planet. Their life 
  is one of servitude in a manufactorum, coupled with a struggle 
  for survival in the increasingly crime ridden hab-levels. Those 
  few that do manage to leave the hives are often of a nervous 
  disposition, and suffer terribly from agoraphobia.
  Beneath the hive-city is a lawless frontier known as the underhive. 
  These underhives are creations of catastrophe—explosions, water 
  pollution, power failure and collapsing access tunnels are common 
  occurrences in the lowest parts of the hive-cities. Sometimes the 
  damage is repaired, but more often than not the appeals of the 
  refugees fall on deaf ears and the underhive expands. In this area, 
  normal habitation is impossible, but the underhive still serves as a 
  refuge for hive scum, outlaws and the mentally unstable, though 
  in some rare instances entire sub cultures manage to develop and 
  subsist in this inhospitable realm. It is a region outside the formal 
  social structure of the hive, though some people are forced to live 
  there as entire levels are accidentally cut off from the hive-city. 
  Heavily barricaded settlements form the only havens of order in 
  the underhive, though even here the law of the gun is the only 
  recognised authority, and those who go unarmed are rare.
  Underhives are frontiers in more ways than one, and are often 
  seen as a necessary evil. They separate the hive-city from the hive 
  bottom—a desolate, polluted waste, long since abandoned, and 
  partially fl ooded by centuries of effl uence and industrial waste. In 
  the hive bottom, the only living things are the most monstrous 
  mutants. Sometimes these foul creatures find their way into the 
  underhive, and in a hive-city, parents scare their children with 
  stories of sump spawn and plague zombies. Minor mutation 
  is common in the underhive and is often overlooked by the 
  desperadoes who reside there. However, sometimes fanatical cults, 
  such as the Redemptionists, launch one of their crusades into the 
  underhive to cleanse it of mutants. Some are never seen again.
  hIVe World Pcs
  Not all hivers are content to serve their world in the timeless 
  fashion: some dream of better lives, driven by a desire for 
  wealth, freedom, power or adventure, or just the urge to 
  escape bludgeoning poverty. You are one such hiver—a young 
  adventurer, willing to chance all for a taste of wealth, prestige 
  and power. Hivers are resourceful and quick-witted, more likely 
  to rely on gadgets and fast-talking than outright confrontation.
  hIVe Worlder skIlls
  All hive worlders can converse in the common cant of their 
  home, each one  unique to their hive of origin. Hive worlders 
  gain the Speak Language (Hive Dialect) (Int) skill.
  hIVe Worlder traIts
  Hive worlders gain the following Traits. Record all of these 
  on your character sheet:
  Accustomed to Crowds
  Hivers grow up surrounded by immense herds of humanity. They 
  are used to weaving through even the densest mob with ease.
  Benefit: Crowds do not count as Difficult Terrain for hivers, 
  and when Running or Charging through a dense crowd, 
  hivers take no penalty to the Agility Test to keep their feet.
  Caves of Steel
  To a hiver, surrounded at all times by metal, machinery and 
  industry, the arcane mysteries of technology are not so strange.
  Benefit: Hivers treat the Tech-Use (Int) skill as a Basic Skill.
  Hivebound
  Hivers seldom endure the horrors of the open sky or the 
  indignity of the great outdoors.
  Penalty: Hivers take a -10 penalty to all Survival (Int) 
  Tests, and while out of a “proper hab” (e.g. places without 
  manufactured goods, solid ceilings and electrical power) 
  the hiver takes a –5 penalty to all Intelligence Tests.
  Wary
  Hivers are constantly alert for the first hint of trouble, be it a 
  gang shoot-out, hab riot, or hivequake.
  Benefit: All hivers gain a +1 bonus to Initiative rolls.
  
  18
  Imperial World
  IMPERIAL WORLD
  “You hail from an Imperial world, one of a million planets united by 
  a belief in the immortal Emperor. Soldier, fanatic, thief, mercenary, 
  noble: these are some of your many possible backgrounds. Whatever 
  your previous calling, you are now in the employ of the Inquisition, 
  and your adventure has only just begun…”
  A bewildering variety of worlds are known to the Imperium. 
  From hyper-technological democratic societies to drudging 
  medieval worlds, many planets offer their fealty and devotion 
  to the immortal God-Emperor of Man.
  lIfe oN aN ImPerIal World
  The Imperium covers such an utterly vast area of the galaxy that 
  it is almost impossible to conjure an image of a “typical” Imperial 
  world. In truth, no such thing exists. Amongst the million worlds 
  of man, there is endless variety. Agri-worlds, for instance, are little 
  more than vast farms, producing food for the good of the Imperium. 
  Similarly, mining worlds produce ore and raw mineral for use in 
  the vast factories of the forge worlds. Cardinal worlds are ruled by 
  the Ministorum and are given over entirely to the Priesthood of 
  the Imperium—the mysterious Ecclesiarchy. Stranger still are the 
  garden worlds, which serve as havens for Imperial nobles. Paradise, 
  however, comes at a price, for temptation and heresy may be rife 
  in these places. Some Imperial worlds are utterly remote, having 
  had no contact with the rest of humanity for centuries. As a result, 
  cultural and societal diversity is to be expected from planet to planet, 
  sometimes even within the same solar system.
  The closer a world lies to Holy Terra—the home planet of 
  mankind—the more important, advanced and well governed it is 
  likely to be. Those far-fl ung planets on the fringes, on the other 
  hand, are likely to be frontier worlds, left to their own devices for 
  much of the time, and lying under the constant threat of attack, 
  both physically and spiritually. Many worlds have a technological 
  base akin to Holy Terra, while many more have devolved into 
  ImPerIal World careers
  Characters from Imperial worlds can take any of the following Career Paths:
  Adept
  Imperial Adepts are the civil servants that run the Empire of Man: the Administratum. They ceaselessly work to record and archive the 
  workings of the Emperor’s dominion with nearly all information passing through their ink-stained fingers. Whether interpreting ancient 
  tomes of lore, stamping Imperial Tithe orders or sending fl eets to war, they administrate the vastest Empire mankind has ever known.
  Arbitrator
  Imperial Arbitrators are tasked with defending the rule of the Imperium. They might be part of an Adeptus Arbites precinct 
  on some technocratic capital, or a law keeper upon an emerging colony world. Others still are stationed upon shrine worlds to 
  watch for signs of Ecclesiarchy schism, whilst others itch for action upon peaceful paradise worlds.
  Assassin
  Imperial Assassins are often members of a minor death cult or else professional killers. Some may hunt criminals for money, whilst others may 
  act for powerful nobles or even governments. Indeed, some are products of planetary or Imperium controlled Assassinorum schools, whilst 
  others have merely found themselves as accomplished executioners due to war, persecution or other circumstances.
  Cleric
  Imperial Clerics are valued members of the Ecclesiarchy. They might hail from a shrine world or minister to the peoples of an 
  agri-world. Some might be the orphans of war heroes, raised by the Ecclesiarchy to be fanatically loyal servants of the Emperor. 
  Some work amidst the blood and gunfire of the battlefield, whilst others may seek to raise the spirits of frontier world colonists 
  in the face of terrible hardships and ravening xenos.
  Guardsman
  Imperial world Guardsmen are usually warriors and troopers tithed to the Imperial Guard. Given up as part of their home 
  world’s obligation to the Emperor, these Acolytes have been trained and equipped with the best their world had to offer. Other 
  Guardsmen may have been seconded from mercenary or private armies controlled by the rich and powerful.
  Imperial Psyker
  Psykers from Imperial worlds are sanctioned by the Throne of Terra, thereby gaining some measure of respectability and 
  acceptance. Most are servants of some Imperial institution, camoufl aged behind scholastic-seeming titles and almost Ecclesiastical 
  robes. Largely indistinguishable from their fellow adepts, they advise, investigate and serve the Imperium as best they may. 
  Their superiors, meanwhile, watch them closely for signs of corruption or betrayal.
  Scum
  Imperial Scum are the smugglers, thieves, deserters and desperados of the Imperium. Some hail from rogue worlds, where 
  there is no government or law, whilst others have been plucked from the penal legions for their dubious skills. Many prey like 
  parasites upon the society of their planet, perhaps trading in forbidden materials, or siphoning off food supplies.
  Tech-Priest
  Imperial Tech-Priests are often the children of a forge world. Some are brought up to be part of the Adeptus Mechanicus, 
  whilst others join due to natural skill. They attend the rites of technology for their world, be it tending the harvester machines, 
  spaceport cogitators, governmental vox mechanisms or colonial mining gear. Some do little more than contemplate the ancient 
  Standard Template Constructs, whilst others actively search them out.
  
  19
  feudal backwaters with little more than black powder technology. 
  Such worlds make excellent recruiting grounds for the Imperial 
  Guard, the Space Marines and the Inquisition, as nothing assures 
  obedience quite so well as fear. Upon such planets, the Imperial 
  Cult is surrounded by an atmosphere of superstition, demanding 
  fealty to the immortal God-Emperor who, for many citizens of the 
  Imperium, is so distant as to be little more than a myth.
  Most major scientific advances in the Imperium come from the 
  rediscovery of forgotten secrets from the Dark Age of Technology. 
  The reliance on these ancient templates creates a mishmash of tech-use 
  on many worlds. For example, it is possible for a planet’s industry to 
  rely on gigantic steam-powered monorails for long-distance transport, 
  yet still be unable to produce smaller versions of these aged devices, 
  resorting instead to horse-drawn carts for commuting. Governmental 
  organisation is equally as varied. Most Imperial worlds are ruled by a 
  planetary governor, who assumes absolute control either by birthright 
  or by election. The nobility frequently assume all positions of power 
  and privilege on a planet, while the lower echelons of the class structure 
  comprise workers, militia, fanatics, slaves and dregs. While many planets 
  are free of the levels of scum that infest hive worlds, those closer to the 
  Emperor’s grace harbour countless numbers of crazed individuals—
  workers who have lost their place in a zero-tolerance society, or who 
  have realised that the galaxy is not only unimaginably vast, but full 
  of hate and hostility towards mankind. Such realisation often leads to 
  paranoia or outright insanity, and Imperial worlds are rife with broken 
  individuals, prophets of doom, criminals and gutter-trash.
  The waifs and strays of society, however, also serve their purpose. 
  The millions of orphans produced by constant warfare, within and 
  without, are taken in by the Schola Progenium. Many Imperial 
  Worlds are pocked with vast orphanages, where the strict drill-abbots 
  of the Ecclesiarchy produce faithful servants of the Emperor. Those 
  of noble blood may become officers in the Imperial Navy, or even 
  commissars, while the rest will undoubtedly find employment with 
  the Ministorum, the Adeptus Terra or one of the Emperor’s armies.
  With religion, superstition and fear dominating so much of 
  society within the Imperium, deviancy is rarely tolerated. People 
  place their faith in good, honest hatred to guard them against the 
  manifold horrors of the universe. Man swarms in vast numbers 
  working, praying, eating and sleeping in an endless cycle, each 
  soul forming a faceless cog in the endless grinding machinery 
  of the Imperium. Law and order within society is often kept by 
  the Adeptus Arbites. Sometimes, however, more remote worlds 
  employ civil militias instead. On such planets, mercenaries—
  sometimes even off-worlders—are hired to bulk out the standing 
  garrisons that not only provide domestic security, but also form 
  part of the Imperial Guard. If a world lies within a war zone, then 
  often these fighters are the only thing that stand in the way of the 
  destruction of an entire world.
  ImPerIal World Pcs
  To have broken away from the dogmatic constraints of Imperial 
  life, your character must either be of exceptional spirit or have 
  real potential. Perhaps you are an adventurer or soldier, or a 
  true believer beginning a long pilgrimage to prove your faith; 
  maybe you are a mercenary, brought in to defend a planet 
  during wartime. You have undoubtedly seen confl ict, madness 
  or perhaps even heresy, and now, for whatever reason, you are 
  embarking into the unknown in the name of the Emperor.
  ImPerIal Worlder traIts
  Imperial worlders gain the following Traits. Record all of 
  these on your character sheet:
  Blessed Ignorance
  Imperial citizens know that the proper ways of living are 
  those that are tried and tested by the generations that have 
  gone before. Horror, pain and death are the just rewards of 
  curiosity, for those that look too deeply into the mysteries of 
  the universe are all too likely to find malefic beings looking 
  back at them.
  Penalty: Your wise blindness imposes a –5 penalty on 
  Forbidden Lore (Int) Tests.
  Hagiography
  Meditation upon the lives–and, more importantly, deaths—
  of the Emperor’s blessed saints grants Imperial citizens a 
  wide knowledge of the Imperium of Man.
  Benefit: Imperial worlders treat the Common Lore 
  (Imperial Creed) (Int), Common Lore (Imperium) (Int), 
  and Common Lore (War) (Int) skills as Basic Skills.
  Liturgical Familiarity
  Surrounded as they are by folk of the faith, Imperial citizens 
  are accustomed to the preaching of the Ecclesiarchy.
  Benefit: Imperial world characters treat Literacy (Int) and 
  Speak Language (High Gothic) (Int) as Basic Skills.
  Superior Origins
  Imperial citizens know that of all the worlds in the Imperium, 
  theirs is, in fact, the most beloved of the Emperor.
  Benefit: Increase your Willpower by +3.
  
  20
  Void Born
  VOID BORN
  “You were not born on one of the Emperor’s worlds, but instead 
  on a vast ship in the depths of space–perhaps even in the warp 
  itself. Why this sets you apart from your fellow man is unknown, 
  but the way you look, act and think is somehow different. You 
  have been raised in the company of psykers, and what other men 
  fear or loathe is commonplace to you.”
  Born out in the darkness between the stars, the void born are 
  an odd collection of misfits, strangers and ill-omened folk. 
  Perhaps birthed in the belly of a pilgrimage ship, or aboard 
  an ancient orbital satellite, these people are often considered 
  to be somehow touched by the taint of the warp.
  lIfe as a VoId borN
  The Imperial fl eet is a vital factor in the maintenance of the 
  Imperium; without it human worlds would be isolated from 
  each other and from the protection of the Imperium. Trade 
  could not exist, weapons could not reach the Emperor’s 
  armies and world after world would grind to a halt.
  Space travel throughout the Imperium is dangerous 
  and arduous. Most interstellar travel is undertaken using 
  powerful warp engines. Within the warp, a ship can cover 
  many thousands of light years within a relatively short time, 
  dropping back into realspace far beyond its starting point. 
  Some parts of the warp, however, act as power vortices—
  sucking helpless spacecraft to their doom. There is also the 
  constant danger of turbulence, warp storms and loops. Ships 
  can be sent thousands of light years off course, or trapped in 
  stasis forever. In the warp there is no time and distance—only 
  the constantly fl owing stream of the immaterium. On board a 
  ship in the warp, a single month of perceived time may pass, 
  yet in the material realm anything from six months to several 
  years may elapse. Fleets responding to distress calls, or supply 
  vessels on long voyages, have been known to arrive months 
  or even years too late.
  VoId borN careers
  Void born characters can take any of the following Career Paths:
  Adept
  Void born Adepts are often part of the adminisphere of the ship, acting to serve the officer caste by analysing data, 
  attending the Navigators, recording the contents of various holds and so on. Others are tasked with more bizarre duties, 
  such as keeping accurate maps of the vessel, preserving the integrity of the ship’s bloodlines or engraving the names of 
  every crew member into the hull of the craft.
  Arbitrator
  Void born Arbitrators stride the corridors of the ship ever alert for trouble and sedition. Some work at the behest of the 
  captain, watching for signs of witchery and rebellion in the crew. Others maintain close links with the Adeptus Arbites, 
  and instead watch the officers for signs of corruption.
  Assassin
  Void born Assassins frequently take orders from the high-ranking officers of the ship. These Assassins kill off troublemakers 
  and suspected cult leaders before any corruption or sedition can spread through the ship. Others are members of strange 
  death cults, mandated by the enginseers, plucking their victims seemingly at random to offer up to the Emperor.
  Cleric
  Void born Clerics often act as padre to the lower orders of the ship, walking the bunk-holds offering confession to the 
  sleepless, or screaming blessings amidst the crash and thunder of the gun deck. Some lead choirs of bilge-scrubbers in 
  litanies against the warp, whilst others ensure the Emperor icons are properly adored. Others act as spiritual advisors to 
  the captain, while others still are part of the officer class.
  Imperial Psyker
  Void born psykers are prized and feared members of the crew. Some are employed to detect emerging psykers within the crew, 
  hunting them out before they can become prey to some malefic horror of the warp. Others act to maintain defences against such 
  intrusion, whilst others bleed out portions of their soul to aid the ships’ Navigators, and some are trained to receive astropathic 
  communications. Whatever their role, they are watched closely by everyone aboard their ship.
  Scum
  Void born Scum are the misbegotten and outcast members of the crew, perhaps spawned through some forbidden inter-caste liaison 
  or maybe from a traditional class of untouchables. Whatever the case, void born Scum drive and control the black market aboard 
  ship and are adept at scrounging, stealing or concocting all manner of illicit treats—from alcohol to fresh meat and worse.
  Tech-Priest
  Void born Tech-Priests are those given to care for the fabric and soul of their ship. Perhaps dedicated from birth, or recruited 
  through natural aptitude, these Tech-Priests display an eerie connection with their vessel. Some specialise in knowing the 
  ways and rites of particular systems, whilst others dedicate themselves to repair. Others still whisper into the captain’s ear, their 
  buzzing voices speaking of the desires of the ship itself.
  
  21
  Those who live their lives on spacecraft must become used 
  to the reality-altering process of warp space, of living in low or 
  even zero-gravity environments and of never knowing the feel 
  of solid ground beneath their feet. Quite often a ship conducts 
  its business in an endless cycle. Trade or mining vessels may 
  never make berth, instead raising generations of families in the 
  cold depths of space. Gravitational pressures, inbreeding and 
  warp anomalies take their toll. What effect the warp has on 
  these void born workers is uncertain, but there is something 
  strange about them for all to see. Their features are drawn and 
  their skin pallid. They may have some minor deformity, or 
  oddness about their speech, gait or general appearance.
  Some void born are raised on huge space stations—asteroid 
  mining bases, battlefl eet refit stations or research platforms. The 
  rest come from a variety of backgrounds: the crew of merchant 
  vessels or warships, miners, prison guards (or prisoners) or 
  even the servants of a Rogue Trader. The largest ships are vast, 
  city-sized constructions, many of which are thousands of years 
  old. Lobotomised servitors and tech-adepts scuttle about their 
  business, while menial crew, passengers and merchants co-exist 
  in cramped corridors and tiny quarters. At the head of the ship’s 
  crew sits the Navigator, a strange breed of psyker who expertly 
  guides the vessel through the immaterium, following the psychic 
  beacon of the Astronomicon. Those void born raised in the 
  service of the Imperial Navy or among the crew of a Rogue 
  Trader know first-hand the horrors of space and the sheer 
  multitude of the Emperor’s enemies. This knowledge often forces 
  ships’ crew to form insular cliques, too afraid to look up from 
  their duties or mini-societies for fear of what might stare back at 
  them from the void.
  Worst of all are the Black Ships of the Inquisition. These 
  vessels are part of a large fl eet travelling the Imperium in a huge 
  circuit, visiting each Imperial world on their route once every 
  hundred years or so. Their mission is to collect the psychic 
  levy from each world—hundreds of psykers rounded up and 
  handed over to the authorities for some unknown fate. Only 
  when the vast holds of these ships are full of psykers do they 
  return to Holy Terra. Some may display the strength and 
  potential to serve the Imperium, however most are sacrificed to 
  the God-Emperor, their gruesome deaths ensuring the survival 
  of the Imperium. Life aboard these vessels is particularly harsh, 
  for the psykers themselves are packed into huge holding cells, 
  treated little better than cattle.
  VoId borN Pcs
  You have called the interior of a hulking vessel or space station 
  home all your life. Now you have been thrust into the company 
  of others—people completely unlike you—and the culture 
  shock is akin to plunging head first into freezing water. You feel 
  awkward in the company of anyone who is not void born. Your 
  lack of social skills, unusual appearance, nervous disposition 
  and inability to carouse like your comrades combine to make 
  you feel like a loner, a fish out of water. You only come into your 
  own when your expertise is required—unlike the rest of them, 
  you are at ease around psychic phenomena, warp anomalies and 
  spacecraft, and as such your kind make the best Adepts and 
  Imperial Psykers. As long as the common man stands in awe of 
  you, he’ll leave you alone, and that’s just how you like it.
  VoId borN skIlls
  All void born can speak a language unique to their 
  home vessel. Void born gain the Speak Language (Ship 
  Dialect) skill.
  VoId borN traIts
  The void born gain the following Traits. Record all of these 
  on your character sheet:
  Charmed
  The void born unconsciously channel the fickle powers of 
  the warp, making them preternaturally lucky.
  Benefit: Whenever you spend a Fate Point (though not if 
  you burn one), roll a 1d10. On the roll of a natural 9, you 
  do not lose the Fate Point.
  
  22
  C
  Stage  Two 
  Generate 
  Characteristics
  Ill-Omened
  Whether because of their strange looks, clannish ways or 
  unwholesome air, the void born are shunned and mistrusted 
  by most. In addition the void born are most likely to attract 
  any negative attention that the party of Acolytes creates—
  accusations of curdling milk, disgruntled merchants, children 
  with handfuls of Grox dung and so on.
  Penalty: You take a –5 penalty on all Fellowship Tests 
  made to interact with non-void born humans.
  Shipwise
  Birthed in the depths of a spacefaring craft, the void born 
  have a natural affinity for such vehicles.
  Benefit: Navigation (Stellar) (Int) and Pilot (Spacecraft) 
  (Ag) are Basic Skills for you.
  Void Accustomed
  Due to their strange and unnatural childhood, the void born 
  are used to the vagaries of changing gravity.
  Benefit: You are immune to space travel sickness. In 
  addition, zero- or low-gravity environments are not 
  considered Difficult Terrain for you.
  Stage Two: 
  Generate 
  Characteristics
  “Character is forged upon the anvil of war, hammered by 
  circumstance and shaped by will.”
  — Warmaster Slaydo.
  C
  haracteristics represent your character’s raw ability in 
  a variety of physical and mental areas. Characteristics 
  are rated on a scale of 0 to 100. Your character’s 
  Characteristics are important for a variety of reasons, but 
  principally, they refl ect your ability to succeed at certain 
  actions. Since you want to roll under your Characteristic when 
  attempting to do something in the game that has dramatic 
  consequences, the higher your Characteristic the better off 
  you will be.
  Weapon Skill (WS)
  Weapon Skill measures your character’s competence in 
  hand-to-hand fighting, whether using fists, knives or 
  chainswords.
  Ballistic Skill (BS)
  Ballistic Skill refl ects your character’s accuracy with ranged 
  weapons, such as lasguns, crossbows and autopistols.
  Strength (S)
  Strength describes how physically strong your character is.
  Toughness (T)
  Toughness defines how easily you can shrug off injury as well 
  as how easily you can resist toxins, poisonous environments, 
  disease and other physical ailments.
  Agility (Ag)
  Agility measures your character’s quickness, refl exes and poise.
  Intelligence (Int)
  Intelligence is a measurement of your character’s acumen, 
  reason and knowledge.
  Perception (Per)
  Perception describes how well your character perceives his 
  surroundings. It refl ects the acuteness of senses.
  Willpower (WP)
  Willpower demonstrates your character’s ability to withstand 
  the horrors of war, the terrors of space and the awfulness he 
  is bound to encounter in his missions.
  Fellowship (Fel)
  Fellowship is your character’s ability to interact with other 
  creatures, to deceive, charm or befriend.
  eXamPle
  Steve sits down to create his character. Since this is 
  his first character for Dark Heresy, he’s not quite 
  sure what he wants to play, so he leaves his choice to 
  fate. He rolls percentile dice (d100) and gets a 60. 
  Comparing the result to Table 1-1: Random Home 
  World, he finds his Acolyte hails from an Imperial 
  world. He reads over the description and makes a 
  few notes about his life before serving an Inquisitor. 
  Then he records all of the information on his character 
  sheet and then applying the effects of his Traits to his 
  Skills (Forbidden Lore, Literacy and Speak Language 
  (High Gothic)). Finally he makes a note to increase 
  his Willpower Characteristic by +3. Now that 
  he’s done with this step, he’s ready to generate his 
  Characteristics.
  
  23
  Generating 
  Charactersitics
  characterIstIc boNuses
  Each Characteristic has a corresponding bonus. A 
  Characteristic Bonus equals the tens digit of the score. For 
  example, a character with 41 Strength has a 4 Strength Bonus. 
  Generally, Characteristic Bonuses are used to determine 
  success in situations or tests that have variable results. See 
  Chapter VII: Playing the Game for more details.
  GENERATING 
  CHARACTERISTICS
  All Characteristics are generated by rolling 2d10 and adding 
  the numbers on the dice together. This done, you add a 
  modifier determined by your Home World. These modifiers 
  can be found on the Table 1-3: Generating Characteristics 
  table. Do this for each Characteristic until you have results 
  for all nine. When recording your Characteristics on your 
  character sheet remember to write the first digit of the number 
  in the circle. This is so you can see what your Characteristic 
  Bonuses are at a glance.
  Since you are playing a character that is expected to be a 
  cut above the rest of humanity, you may re-roll any one result. 
  Should you choose to do this, you must keep the new result, 
  even if it is worse than the old one.
  Table 1–2: Characteristic Benchmarks
   Score  Significance 
  Examples
   10–15 Feeble 
  A small child’s Strength
   16–20 Poor 
  A Grox’s Intelligence
   21–25 Inferior 
  A feral worlder’s Fellowship
   26–35 Average 
  Average range of all humanity
   36–40 Superior 
  A hive worlder’s Fellowship
   41–45 Great 
  An Ork’s Strength
   46–50 Magnificent 
  An Eldar Corsair’s Agility
   51+ 
  Heroic 
  A Daemon’s Willpower
  Table 1–3: Generating Characteristics
   
  —Homeworld Modifiers—
  Characteristic 
  Base 
  Feral 
   Hive 
  Imperial 
  Void Born
  Weapon Skill (WS) 
  2d10+ 
  20 
   20 
  20 
  20
  Ballistic Skill (BS) 
  2d10+ 
  20 
   20 
  20 
  20
  Strength (S) 
  2d10+ 
  25 
   20 
  20 
  15
  Toughness (T) 
  2d10+ 
  25 
   15 
  20 
  20
  Agility (Ag) 
  2d10+ 
  20 
   20 
  20 
  20
  Intelligence (Int) 
  2d10+ 
  20 
   20 
  20 
  20
  Perception (Per) 
  2d10+ 
  20 
   20 
  20 
  20
  Willpower (WP) 
  2d10+ 
  15 
   20 
  20 
  25
  Fellowship (Fel) 
  2d10+ 
  15 
   25 
  20 
  20
  eXamPle
  From our previous example, Steve’s character is from 
  an Imperial world, so when he rolls for his starting 
  Characteristics, he uses the Imperial column. He rolls 
  2d10 and adds the Home World modifier nine times. 
  Then he records the results on his character sheet. He 
  rolls the dice, getting the following results:
  Characteristic 
  Dice 
  Roll 
  Total
  Weapon Skill (WS) 2d10+20 
  10 
  30(Average)
  Ballistic Skill (BS) 
  2d10+20 
  6 
  26 (Average)
  Strength (S) 
  2d10+20 
  9 
  29 (Average)
  Toughness (T) 
  2d10+20 
  7 
  27 (Average)
  Agility (Ag) 
  2d10+20 
  12 
  32 (Average)
  Intelligence (Int) 
  2d10+20 
  15 
  35 (Average)
  Perception (Per) 
  2d10+20 
  12 
  32 (Average)
  Willpower (WP) 
  2d10+20 
  13 
  33 (Average)
  Fellowship (Fel) 
  2d10+20 
  7 
  27 (Average)
  Steve gets one re-roll. Looking at his Characteristics, his 
  worst score is Ballistic Skill. Since he hopes to be gunning 
  down mutants and xenos, he decides to roll for Ballistic 
  Skill again. He rolls 2d10 and gets a 15! He replaces his 
  BS with 35, so his Characteristics now look like this.
   WS BS 
  S 
  T 
  Ag 
  Int Per WP Fel
   30 
  35 29 27 
  32 
  35 
  32 
  33 
  27
  “as each WarrIor dIes aNd Is laId uPoN the mIghtY 
  altar of battle, WIth toll of bell aNd scratch of quIll 
  We shall couNt hIs daYs IN death as IN lIfe.”
  
  24
  Adept
  Arbitrator
  Stage  Three: 
  Determine 
   Career   Path
  A
  Stage Three: 
  Determine 
  Career Path
  “Be what the Emperor intended you to be, for then you shall 
  succeed.”
  — Chant of Abrogation, The Books of Solace.
  A
  fter generating your Home World and Characteristics, 
  your next step is to determine your Career Path. A 
  Career Path is a rough guideline to who you are, what 
  you can do and your place in the Imperium. A Career Path helps 
  guide your character’s development, determining your starting 
  gear, Skills, Talents and a variety of other factors, helping to 
  build a place for yourself within your party of Acolytes.
  To determine your Career Path you may either choose from 
  those available for your Home World or, if you wish to trust 
  your fate to the Emperor, you can generate it randomly. If you 
  choose the latter, roll a d100 and compare the result under your 
  Home World column on the Table 1-4: Career Paths. Once 
  you know which Career Path your character is on, copy down 
  all of the relevant information onto your character sheet—
  starting Skills, Talents and Gear. In some cases you will need to 
  make a choice between one thing or another. If in doubt over 
  which to choose, ask your GM for advice. In addition, some 
  Talents require prerequisites, such as having a certain score in 
  a Characteristic; for the purposes of starting Talents characters 
  may ignore these prerequisites.
  Before play begins, you will get the chance to make further 
  improvements to your character (for details, see Stage Four: 
  Spend Experience Points, Buy Equipment, pages 28–29).
  ADEPT
  “Knowledge is power. Do not waste it on the masses.”
  — Sector Governor Marius Hax.
  Adepts are wise and learned scholars, at least they hope to 
  be one day. They are skilled with languages, knowledge and 
  often act as the brains of the group. They are not very good 
  at fighting, and some are very poor at talking to people. 
  When it comes to the realm of the mind however, they leave 
  everyone else for dust.
  Starting Skills: Speak Language (Low Gothic) (Int), 
  Literacy (Int), Trade (Copyist) (Int) or Trade (Valet) (Fel), 
  Common Lore (Imperium) (Int), Scholastic Lore (Legend) 
  (Int) or Common Lore (Tech) (Int).
  Starting Talents: Melee Weapon Training (Primitive) 
  or Pistol Training (SP), Light Sleeper or Resistance (Cold), 
  Sprint or Unremarkable.
  Starting Gear: Stub revolver and 6 bullets or staff, 
  Administratum robes (Common Quality Clothing), auto-quill 
  or writing kit, chrono or hour glass, data-slate or illuminated 
  tome, backpack.
  Starting Rank: Archivist—turn to page 44 for more 
  details on this Career Path.
  ARBITRATOR
  “No shield may stay the blade of justice.”
  — Meditations of the Adeptus Arbites.
  Arbitrators are tough law-keepers and judges. They ensure 
  that the Imperium’s laws are maintained, whilst also acting 
  as executioners for rebels, seditionists and trouble-makers. 
  Arbitrators do not serve on any local planetary police force, 
  rather they are members of a higher organisation: the 
  Adeptus Arbites. Arbitrators are not very strong, and they 
  sometimes lack social graces. When it comes to sheer ability 
  to soak up damage and to track down their prey, however, 
  they are certainly the ones you want on your side.
  Starting Skills: Speak Language (Low Gothic) (Int), 
  Literacy (Int), Common Lore (Adeptus Arbites) (Int), Common 
  Lore (Imperium) (Int), Inquiry (Fel).
  Table 1-4: Career Paths
   
   
    
  —Home World—
  Career Path 
  Feral World 
  Hive World 
  Imperial World 
  Void Born
  Adept 
  — 
  — 
  01–12 
  01–10
  Arbitrator 
  — 
  01–17 
  13–25 
  11–20
  Assassin 
  01–30 
  18–20 
  26–38 
  21–25
  Cleric 
  — 
  21–25 
  39–52 
  26–35
  Guardsman 
  31–80 
  26–35 
  53–65 
  —
  Imperial Psyker 
  81–90 
  36–40 
  66–79 
  36–75
  Scum 
  91–00 
  41–89 
  80–90 
  76–85
  Tech-Priest 
  — 
  90–00 
  91–00 
  86–00
  “as the mINd to the bodY so the soul to the sPIrIt, 
  as death to the mortal maN so faIlure to the 
  Immortal, such Is the PrIce of all ambItIoN.”
  
  25
  Guardsman
  Cleric
  Assassin
  Starting Talents: Basic Weapons Training (SP), Melee 
  Weapon Training (Primitive), Quick Draw or Rapid Reload
  Starting Gear: Shotgun and 12 shells, club, brass 
  knuckles, knife, chain coat or fl ak vest or mesh vest, 
  uniform (Good Quality Clothing), 3 doses of stimm, 
  injector, Arbitrator ID, chrono, pack of lho-sticks or fl ask 
  of amasec.
  Starting Rank: Trooper—turn to page 50 for more 
  details on this Career Path.
  ASSASSIN
  “The Emperor wills all things, even death. Some deaths He wills 
  swifter than others…”
  — Asthrid, Assassinorum Priestess.
  Assassins are skilled killers, adept at getting close to a target 
  and ending their days. Some are cold-blooded executioners 
  that revel in bloodshed, while others are consummate 
  professionals who take great pride in their art. Whatever 
  their motivations, they represent some of the most dangerous 
  men and women of the Inquisition, each one a finely honed 
  tool of murder.
  Starting Skills: Speak Language (Low Gothic) (Int), 
  Awareness (Per), Dodge (Ag).
  Starting Talents: Melee Weapon Training (Primitive), 
  Ambidextrous or Unremarkable, Thrown Weapon Training 
  or Pistol Training (Las), Basic Weapon Training (SP), Pistol 
  Training (SP).
  Starting Gear: Shotgun and 12 shells or hunting rifl e 
  and 16 rounds or autogun and 1 clip, sword, knife, compact 
  las pistol and 1 charge pack or 10 throwing knives, 3 doses 
  of stimm, charm (corpse hair), black bodyglove (Common 
  Quality Clothing).
  Starting Rank: Sell-Steel—turn to page 56 for more 
  details on this Career Path.
  CLERIC
  “A man without faith is a man without a soul. Suffer not the 
  soulless in thy ministry, for they make doors for dangerous 
  forces.”
  — Commandments to the Ecclesiarchy.
  Clerics are the priests of the Emperor, members of the vast 
  organisation known as the Ecclesiarchy. They are charismatic and 
  capable leaders, as well as respected figures of authority. Clerics 
  are trained in a wide variety of abilities, and can turn their hand to 
  pretty much anything. Most notably they know how to lead and 
  inspire, preaching from the front line as they charge into battle.
  Starting Skills: Speak Language (Low Gothic) (Int), 
  Common Lore (Imperial Creed) (Int), Literacy (Int), Performer 
  (Singer) (Fel) or Trade (Copyist) (Int), Trade (Cook) (Int) or 
  Trade (Valet) (Fel).
  Starting Talents: Melee Weapon Training (Primitive), 
  Pistol Training (SP), Basic Weapon Training (Primitive) or 
  Thrown Weapon Training (Primitive).
  Starting Gear: Hammer or sword, stub revolver and 6 
  bullets or autopistol and 1 clip, crossbow and 10 bolts or 
  5 throwing knives, chain coat or fl ak vest, aquila necklace, 
  Ecclesiarchy robes (Good Quality Clothing), 4 candles, charm 
  (skull), backpack.
  Starting Rank: Novice—turn to page 62 for more details 
  on this Career Path.
  GUARDSMAN
  “Life is war. And I’m gonna win!”
  — “Trench Head” Jones.
  Guardsmen are the fighters, killers and warriors of the 41st 
  Millennium. Some may be members of a formal army, or even 
  part of the Imperial Guard. Others may be nothing more 
  than mercenaries and thugs. Some may even be convicted 
  criminals, fitted with explosive collars and sentenced to serve 
  in penal legions to pay for their terrible crimes. Needless to 
  say, Guardsmen are neither particularly smart nor sociable. 
  They more than make up for this with their ability to make 
  things die in loud and unpleasant ways.
  Starting Skills: Speak Language (Low Gothic) (Int), Drive 
  (Ground Vehicle) (Ag) or Swim (S).
  Starting Talents: Melee Weapon Training (Primitive), 
  Pistol Training (Primitive) or Pistol Training (Las) Basic 
  Weapons Training (Las), Basic Weapon Training (Primitive) 
  or Basic Weapons Training (SP).
  Starting Gear: Sword or axe or hammer, fl intlock pistol 
  and 12 shots or las pistol and 1 charge pack, lasgun and 
  1 charge pack, bow and 10 arrows or musket and 12 
  shots or shotgun and 12 shells, knife, guard fl ak armour, 
  uniform or stealth gear or street clothes (Common Quality 
  Clothing), 1 week corpse starch rations, mercenary licence 
  or explosive collar (still attached) or Imperial Infantryman’s 
  Uplifting Primer.
  Starting Rank: Conscript—turn to page 68 for more 
  details on this Career Path.
  
  26
  Imperial Psyker
  IMPERIAL PSYKER
  “I have stood within the palace of the Throne on Holy Terra 
  itself. There my soul was shattered and re-formed, a living 
  weapon forged on the Emperor’s will.”
  — Primary Psyker Thassail Kain.
  Psykers are otherworldly individuals with supernatural powers, they 
  have many and varied abilities, from reading minds to throwing bolts 
  of bio-electrical energy. These strange powers come with a terrible 
  price however, for each psyker is a doorway to the hellish dimension 
  of the immaterium, the abode of Daemons, psychic predators and 
  worse. Each Imperial psyker risks his very soul every time he uses his 
  abilities, knowing that the cold edge of a mercy blade is the kindest 
  fate the Daemon-possessed can expect to meet.
  Starting Skills: Speak Language (Low Gothic) (Int), 
  Psyniscience (Per), Invocation (WP), Trade (Merchant) (Fel) 
  or Trade (Soothsayer) (Fel), Literacy (Int).
  Starting Talents: Melee Weapon Training (Primitive), Pistol 
  Weapon Training (SP) or Pistol Weapon Training (Las), Psy Rating 1.
  Starting Gear: Axe or sword, staff, compact stub revolver 
  and 3 bullets or compact las pistol and 1 charge pack, knife 
  (psykana mercy blade), quilted vest, tatty robe (Poor Quality 
  Clothing), book of Imperial saints or deck of cards or dice, 
  Psy-Focus, sanctioning brand.
  Starting Rank: Sanctionite—turn to page 74 for more 
  details on this Career Path.
  Table 1–5: Sanctioning Side Effects
  Result  Effect
  01-08 
   Reconstructed Skull: Some part of your sanctioning fractured your skull. Perhaps it was a form of psycho-surgery, 
  instructive beating or blast of untrammelled power that split your head like a Malfian pus-grape. You have large metal plates in 
  your head, some of which are clearly visible. Reduce your Intelligence by 3, but gain 5d10 Throne Gelt in compensation.
  09-14 
   Hunted: Your sanction-visions have induced a mild paranoia. You believe certain parts of your psyche, those 
  amputated by the sanctioners, have gained sentience and are tracking you down. Whilst part of you realises that 
  this is foolish, you still refuse to sit with your back to the door, just in case. Gain 1d10 Insanity Points.
  15-25 
   Unlovely Memories: Such was your sanctioning, that you visibly twitch and grimace whenever Holy Terra is 
  mentioned. Gain 1d5 Insanity Points.
  26-35 
   The Horror, the Horror: Your hair is pure white, you occasionally gibber quietly to yourself and you endure 
  terrible nightmares every night.  Gain 1d5 Insanity Points.
  36-42 
   Pain through Nerve Induction: The skin on the back of your right hand is horribly scarred. You are 
  uncomfortable around bald, robed women.
  43-49 
   Dental Probes: You no longer have any teeth in your head. Perhaps they were shattered, or removed, or simply 
  fled your skull in protest at the psychic agony within. You have a set of carven dentures, formed from the teeth 
  of dead pilgrims. They are of Good quality and, whilst they have inestimable sentimental value to you, on the 
  open market they are worth approximately 50 Thrones.
  50-57 
   Optical Rupture: Your sanctioning rituals have done great violence to your eyes. They have been removed and 
  replaced with Common quality cybernetic senses. See Chapter V: Armoury for more details on these. 
  58-63 
   Screaming Devotions: Your ruined vocal cords have been replaced with a vox inducer. This thumb-sized implant gleams 
  in the flesh of your neck. Other than granting you a rather mechanical timbre to your voice, this has no game effect.
  64-70 
   Irradience: You have seen the true power of the Golden Throne. You have no hair anywhere upon your body, face or head.
  71-75 
   Tongue Bound: Your lips, gums and soft palate are tattooed with hexegrammatic wards. You must make 
  a Hard (–20) Will Power Test to speak the names of the Ruinous Ones (Khorne, Tzeentch, Slaanesh and 
  Nurgle). Additionally, you stutter terribly when speaking of daemons.
  76-88 
   Throne Wed: You cleave only unto the Emperor. You gain the Chem Geld talent, (see page 113) and a 
  chattallium ring, worth 100 Thrones.
  89-94 
   Witch Prickling: Your body is covered in thousands of tiny scars. You have a thorough dislike of needles. 
  Increase your Toughness by 3.
  95-00  Hypno-doctrination: Powerful conditioning causes you to chant the Litany of Protection in a whispered voice 
  whenever you are asleep or unconscious. Increase your Willpower by 3.
  traIt: saNctIoNed PsYker
  You have been taken aboard the Black Ships to Holy Terra. 
  There you have been sanctioned by agents of the Golden Throne 
  through a variety of solemn, profound and very painful rituals 
  designed to test the strength of your soul against the psychic 
  predators of the warp. Roll on Table 1-5: Sanctioning Side 
  Effects to discover what mark this has left upon you. Your 
  starting age is increased by 3d10 years see page 30.
  startINg PsYchIc PoWers
  All starting Psykers begin with Psy Rating 1, providing a 
  number of Minor Psychic Powers equal to one-half your 
  Willpower Bonus (round up) from those described in 
  Chapter VI: Psychic Powers. 
  
  27
  Tech-Priest
  Scum
  SCUM
  “Yeah, crime pays. Why else do you think I do it?”
  — “Verbal” Boze, Fenksworld Hive Ganger.
  Scum are the criminals, outcasts, conmen, gangers, thieves 
  and desperados of the Imperium. They are the flotsam 
  and jetsam of society. For all their dubious origins, 
  they do have numerous skills that are highly useful for 
  secretive, quasi-legal tasks. From picking locks to street 
  stabbings, forgery and fencing illegal goods, Scum have 
  what it takes to get dodgy things done. Whilst neither 
  strong nor particularly tough, Scum are good at social 
  skills, as well as being rather agile. Perfect for getting in 
  and out of trouble.
  Starting Skills: Speak Language (Low Gothic) (Int), 
  Blather (Fel), Charm (Fel) or Dodge (Ag), Deceive (Fel), 
  Awareness (Per), Common Lore (Imperium) (Int).
  Starting Talents: Ambidextrous or Unremarkable, Melee 
  Weapon Training (Primitive), Pistol Training (SP), Basic 
  Weapon Training (SP).
  Starting Gear: Autogun and 1 clip or shotgun and 12 
  shells, autopistol and 1 clip, brass knuckles or club, knife, 
  quilted vest or beast furs, street ware or rags or dirty coveralls 
  (Poor Quality Clothing).
  Starting Rank: Dreg—turn to page 82 for more details 
  on this Career Path.
  TECH-PRIEST
  “I am a Child of the Omnissiah, cultist of the Machine God. The rites of 
  manifold applications, the liturgies of ignition and the songs of Engine-seeing 
  are mine own to know. I speak to the spirits of ancient tech-machines, from 
  the warrior heart of a battle tank to the secret wisdom of the cogitator.”
  — Vox Servitor Th3ta, on behalf of Cult Mechanicus 
  Adept Manuel.
    
  Tech-Priests are the guardians of machine-spirits and the 
  preserver of the traditions of tech. They tend to incredibly 
  arcane machines and learn many mysteries, such as the rites of 
  ignition and the art of maintenance. As they learn of ancient 
  science, they seek out lost technology, and also replace their frail 
  fl esh with gleaming steel or chattering circuitry.
  Starting Skills: Speak Language (Low Gothic) (Int), Tech-
  Use (Int), Literacy (Int), Secret Tongue (Tech) (Int), Trade 
  (Scrimshawer) (Ag) or Trade (Copyist) (Int).
  Starting Talents: Melee Weapon Training (Primitive), Basic 
  Weapon Training (Las), Pistol Training (Las), Electro Graft Use.
  Starting Traits: Mechanicus Implants.
  Starting Gear: Metal staff, las pistol and 1 charge pack, 
  las carbine and 1 charge pack, knife, fl ak vest, glow lamp, 
  data-slate, Mechanicus robes and vestments (Good Quality 
  Clothing), 1d10 spare parts (power cells, wires, chronometers 
  etc), vial of Sacred Machine Oil.
  Starting Rank: Technographer—turn to page 88 for 
  more details on this Career Path.
  traIt: mechaNIcus ImPlaNts
  Over the course of many complicated rituals, you have been blessed and purified. You have been judged a suitable vessel for the 
  following implants:
  Electro-Graft
  This is a small port that is grafted into your nervous system. Once you have been properly trained, this will allow you to interface with machine 
  data ports, and certain types of data nets. Electro-grafts can take many forms, such as electoos, skull shunts, finger probes or spine jacks.
  Electoo Inductors
  These are palm-sized metal skin grafts that appear much like tattoos to the uninitiated. The electoos are wired into your nervous system, 
  where they derive power from the bio-electrical emanations of the fl esh. They can be used to emit or siphon power in many ways. Electoo 
  inductors can be any colour, and can appear anywhere on the body—though hands or mechadendrites are the usual sites.
  Respirator Unit
  This implant covers the lower half of your face with a network of grilles and tubing. It purifies your air supply, granting a +20% bonus 
  to resist airborne toxins and gas weapons.  The respirator unit also contains a vox-synthesiser capable of transmitting your voice in a 
  variety of ways. Respirators can appear as simple grille units or intricate mask-like carvings.
  Cyber-Mantle
  This is a framework of metal, wires and impulse transmitters that is bolted on to your spine and lower ribcage. As you gain further 
  implants, this mantle will act as a sub-dermal anchorage point. Amongst some servants of the Omnissiah, this cyber-mantle is often 
  referred to as ‘the true fl esh’. One would have to look beneath the red robes of a Tech-Priest to discover what a cyber-mantle looks like, 
  and thus no one admits to having seen one.
  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 
  fields. Coils come in many types, from small crystal stack affairs, to bulky electrical galvinators salvaged from vehicle engines. Many a 
  hunchback within the Adeptus Mechanicus is blamed upon a primitive coil. 
  Cranial Circuitry
  This is a series of linked processors, implants and cortical circuits that augments your mental capacities. Most sit within housing bolted 
  onto the skull, whilst others nestle within the brain itself. As you grow in the seriousness of your devotions, more and more of the brain 
  that deals with useless things such as emotion and intuition can be scooped away to provide room for additional augmentations. Cranial 
  circuits are often very crude-looking, and frequently rather aged.
  
  28
  Starting Wealth, 
  Monthly Income & 
  Buying Equip&t
  O
  Wounds
  Movement
  Monthly Income
  Fate Points
  Stage Four: Spend 
  Experience Points, 
  Buy Equipment
  “If you knew back then, what you know now, you wouldn’t ask 
  ‘Why, my lord?’, but ‘How?’”
  — from The Rhyme of the Ancient Acolyte.
  O
  nce you have determined your Career Path, your next step is to 
  note down your character’s Wounds, Fate Points, Movement 
  and starting Wealth. Finally you spend your starting 
  Experience Points by referencing the appropriate Rank Advances in 
  Chapter II: Career Paths before moving onto Stage Five.
  WOUNDS
  Wounds are a vital part of any character and represent how 
  much punishment they can take before suffering serious 
  injury. Roll on Table 1-6: Starting Wounds to determine 
  your character’s starting number of Wounds. 
  FATE POINTS
  Acolytes are unique individuals that are destined to do the Emperor’s 
  work. Fate represents this special destiny that sets them aside from 
  the teeming masses of humanity. Roll on Table 1-7: Fate Points to 
  determine your charcter’s starting number of Fate Points. 
  MOVEMENT
  Characters may move at one of four speeds: Half Move, Full 
  Move, Charge, or Run. The number of metres a character may 
  move in his turn is determined by his Agility Bonus. Traits can 
  modify some or all Movement speeds. Details on these modes of 
  Movement can be found in Chapter VII: Playing the Game 
  STARTING WEALTH, 
  MONTHLY INCOME & 
  BUYING EQUIPMENT
  All Acolytes begin play with some money, known in Dark Heresy 
  as Throne Gelt or just Thrones. This starting wealth can either 
  be saved for later or spent immediately on additional equipment. 
  Players should generate their starting wealth using Table 1-9: 
  Starting Wealth based on your character’s Career Path.
  Players receive all the listed starting gear for their career at no 
  cost. As long as their GM approves, players may buy additional 
  weapons, armour and gear from Chapter VI: Armoury at 
  the listed prices. When buying items during character creation 
  players do not need to worry about the availability of items.
  MONTHLY INCOME
  All Acolytes gain a monthly income while in the employ of 
  an Inquisitor. Refer to Table 1-9: Income and Social Class 
  on page 124 to determine your monthly income.
  eXamPle
  Steve is now ready to determine his Career Path. He rolls a d100 
  and compares the result to the Table 1-4: Career Paths. He rolls a 
  44, indicating he is an Imperial world Cleric. He records his starting 
  Skills, Talents and Gear, but he has some choices to make. He may 
  select Performer (Singer) or Trade (Copyist), Trade (Cook or Valet), 
  Basic Weapon Training (Primitive) or Thrown Weapon Training 
  (Primitive). Steve opts for Trade (Copyist) and Trade (Valet) for 
  his Skills and selects Basic Weapon Training (Primitive) for his 
  Talents—the latter since he has a good Ballistic Skill.
  Steve has the following Skills and Talents:
  Skills: Speak Language (Low Gothic), Common Lore 
  (Imperial Creed), Literacy, Trade (Copyist, Valet).
  Talents: Melee Weapon Training (Primitive), Basic Weapon 
  Training (Primitive), Pistol Training (SP)
  Steve also has a few choices about Gear. He chooses those that 
  reflect his Talents and begins play with the following stuff:
  Gear: Hammer, stub revolver and 6 bullets, crossbow and 
  10 bolts, flak vest, aquila necklace, Ecclesiarchy robes (Good 
  Quality Clothing), 4 candles, charm (skull), backpack.
  Table 1–6: Starting Wounds
  Home World 
  Base 
  Modifier
  Feral World 
  d5+ 
  9
  Hive World 
  d5+ 
  8
  Imperial World 
  d5+ 
  8
  Void Born 
  d5+ 
  6 
  Table 1–8: Movement in Metres per Round
  Ag Bonus Half Move  Full Move 
  Charge 
  Run
   
  1 
  1 
  2 
  3 
  6
   
  2 
  2 
  4 
  6 
  12
   
  3 
  3 
  6 
  9 
  18
   
  4 
  4 
  8 
  12 
  24
   
  5 
  5 
  10 
  15 
  30
  Table 1–7: Fate Points
   
               Dice Roll
   
  1–4 
  5–8 
  9–10
  Feral World 
  1 
  2 
  2
  Hive World 
  1 
  2 
  3
  Imperial World 
  2 
  2 
  3
  Void Born 
  2 
  3 
  3
  Stage  Four:Spend 
  Experience Points, 
  Buy Equipment
  
  29
  Starting Experience
  Quick Play Characters
  Equipment
  EQUIPMENT
  Players receive all the listed starting gear for their career at no 
  cost. As long as their GM approves, players may buy additional 
  weapons, armour and gear from Chapter V: Armoury at the 
  listed prices. When buying items during character creation, 
  players do not need to worry about the availability of items.
  STARTING EXPERIENCE
  With your basic information in place and recorded, it is time 
  to spend your starting Experience Points (xp). All characters 
  begin play with 400 xp which they may use to increase 
  Characteristics, acquire or improve Skills, acquire new 
  Talents, and so on. Chapter II: Career Paths describes 
  the cost of these Advances as well as what Advances are 
  available based on your Career Path. Be sure to note how 
  much xp you spend as spent xp determines your character’s 
  Rank within his Career Path.
  QUICK PLAY CHARACTERS
  If you want to dive straight into the action, here are some 
  starting Advance, Skill and Talent packages you can use, 
  each worth 400 xp.
  adePt
  Intelligence Advance Simple (+5) 100
  Drive (Ground Vehicle) 100
  Common Lore (Administratum) 100
  Sound Constitution 100
  arbItrator
  Ballistic Skill Advance Simple (+5) 100
  Awareness 100
  Scrutiny 100
  Sound Constitution 100
  assassIN
  Weapon Skill Advance Simple (+5) 100
  Inquiry 100
  Heightened Senses (Sight) 100
  Sound Constitution 100
  clerIc
  Fellowship Advance Simple (+5) 100
  Awareness 100
  Inquiry 100
  Sound Constitution 100
  guardsmaN
  Weapon Skill Advance Simple (+5) 100
  Ballistic Skill Advance Simple (+5) 100
  Pistol Training (SP) 100
  Sound Constitution 100
  ImPerIal PsYker
  Willpower Advance Simple (+5) 100
  Forbidden Lore (The Warp) 100
  Common Lore (Imperium) 100
  Sound Constitution 100
  scum
  Ballistic Skill Advance Simple (+5) 100
  Agility Advance Simple (+5) 100
  Fellowship Advance Simple (+5) 100
  Sound Constitution 100
  tech-PrIest
  Toughness Advance Simple (+5) 100
  Logic 100
  Feedback Screech 100
  Technical Knock 100
  It’s a hard lIfe
  A starting Experience of 400 represents the fact that your 
  Acolyte is freshly recruited to the Inquisition, one amongst the 
  hundreds conscripted by each Inquisitor. Surviving the 41st 
  Millennium is going to be tough, but the challenge of surviving 
  and rising above the common herd is a rewarding one. If 
  your Game Master is running a campaign intended for more 
  experienced characters, he may decide to gift your character 
  with additional starting Experience and Money. If this is the 
  case, simply spend the xp as if you had earned them through 
  play. Chapter II: Career Paths describes this process in 
  detail. For each 400 xp you are given, you receive a full month’s 
  wages (see Chapter V: Armoury for more details).
  Table 1–9: Starting Wealth
  Career 
  Throne Gelt
  Adept 
  100+1d10
  Arbitrator 
  50+2d10
  Assassin 
  120+3d10
  Cleric 
  300+5d10
  Guardsman 
  70+1d10
  Imperial Psyker 
  50+1d5
  Scum 
  10+1d5
  Tech-Priest 
  150+1d10
  eXamPle
  Steve’s character is now taking shape; the next step is to spend his starting 
  Experience. He has 400 points and looking at the first Rank Advances 
  for Clerics he decides to buy the simple advance for Fellowship, costing 
  100 points and increasing his character’s Fellowship by 5. He then 
  decides to buy a couple more Skills, purchasing both Awareness and 
  Inquiry for 100 points each. Finally he chooses to make his Cleric a little 
  more robust and spends his last 100 points on the Sound Constitution 
  talent, increasing his character’s Wounds by 1.
  
  30
  Gender
  Appearance
  T
  Stage  Five 
  Bringing your 
  Character to Life
  Stage Five: 
  Bringing your 
  Character to Life
  “There is surprisingly less to most men than meets the eye.”
  — Lady Olianthe Rathbone, Inquisitrix Prima.
  T
  he numbers and words that you have written 
  down so far are the nuts and bolts that define your 
  character’s capabilities. They say little about the 
  character’s appearance, age and other personal details that 
  help you and others visualise your Acolyte. The following 
  tables provide a randomised method for generating these 
  details, but you need not roll on all of them; you may 
  choose which features take your fancy if you prefer.
  GENDER
  The wartorn 41st Millennium is not always an encouraging place to 
  be for a female. Few get the opportunities of their male counterparts, 
  but by the same token they also do not get exposed to the dangers 
  out there in the wilder parts of the galaxy. Certain Imperial Guard 
  regiments recruit females to fight alongside men; the Ecclesiarchy 
  and the Inquisition likewise employ females at all ranks, but again 
  their numbers are not in proportion to men. For Dark Heresy, 
  players may pick whichever gender they wish to play, with no 
  handicap. On some planets, however, as the GM determines, being 
  a female will present its own extra challenges.
  Note that in the text we refer to “he” throughout, but only 
  as shorthand. This can equally be considered to say “she”.
  APPEARANCE
  Appearance encompasses all of your character’s physical traits, such 
  as build, age, colouration and physical quirks. Note down your 
  quirks and history in the background section of your character 
  Table 1–10: Build
   
   
   
  —Feral World— 
   
   
  —Hive World—
   Roll 
  Description  
  Male 
  Female 
  Description   
  Male 
  Female
   01–20 
  Rangy 
  1.90m/65kg  
  1.80m/60kg 
  Runt 
  1.60m/45kg  
  1.55m/40kg
   21–50 
  Lean 
  1.75m/60kg 
  1.65m/55kg 
  Scrawny 
  1.70m/55kg 
  1.60m/50kg
   51–80 
  Muscular 
  1.85m/85kg 
   1.70m/70kg 
  Wiry 
  1.75m/65kg 
  1.65m/55kg
   81–90 
  Squat 
  1.65m/80kg 
   1.55/70kg 
  Lanky 
  1.80m/65kg 
   1.70/60kg
   91–00 
  Strapping 
  2.10m/120kg  
  2m/100kg 
  Brawny 
  1.75m/80kg 
   1.65/75kg
   
   
   
  —Imperial World— 
   
   
  —Void Born—
   Roll 
  Description 
  Male 
  Female 
  Description 
  Male 
  Female
   01–20 
  Slender 
  1.75m/65kg 
   1.65m/60kg 
  Skeletal 
  1.75m/55kg 
    1.70m/50kg
   21–50 
  Svelte 
  1.85m/70kg 
   1.75m/65kg 
  Stunted 
  1.65m/55kg 
    1.55m/45kg
   51–80 
  Fit 
  1.75m/70kg 
  1.65m/60kg 
  Gaunt 
  1.80m/60kg 
  1.75m/60kg
   81–90 
  Well-built 
  1.90m/90kg 
  1.80m/80kg 
  Gangling 
  2m/80kg 
  1.85m/70kg
   91–00 
  Stocky 
  1.80m/100kg 
  1.70m/90kg 
  Spindly 
  2.10m/75kg 
    1.95m/70kg
  Table 1–11: Age
   Roll  
  —Feral World— 
  —Hive World— 
  —Imperial World— 
  —Void Born—
   01–10  
  Warrior (15+1d10)  
  Nipper (15+1d10) 
  Stripling (20+1d10) 
  Youth (15+1d10)
   11–20  
  Warrior (15+1d10) 
  Nipper (15+1d10) 
  Stripling (20+1d10) 
  Youth (15+1d10)
   21–30  
  Warrior (15+1d10) 
  Nipper (15+1d10) 
  Stripling (20+1d10) 
  Youth (15+1d10)
   31–40  
  Warrior (15+1d10) 
  Adult (25+1d10) 
  Stripling (20+1d10) 
  Youth (15+1d10)
   41–50  
  Warrior (15+1d10) 
  Adult (25+1d10) 
  Stripling (20+1d10) 
  Mature (20+1d10)
   51–60  
  Warrior (15+1d10) 
  Adult (25+1d10) 
  Mature (30+1d10) 
  Mature (20+1d10) 
   61–70  
  Warrior (15+1d10) 
  Adult (25+1d10) 
  Mature (30+1d10) 
  Mature (0+1d10)
   71–80  
  Old One (25+1d10) 
  Adult (25+1d10) 
  Mature (30+1d10) 
  Methuselah (50+1d10)
   81–90  
  Old One (25+1d10) 
  Adult (25+1d10) 
  Veteran (40+1d10) 
  Methuselah (50+1d10)
  91–00  
  Old One (25+1d10) 
  Old Timer (35+1d10) 
  Veteran (40+1d10) 
  Methuselah (50+1d10)
  
  31
  The Past
  sheet. While it is fun to randomly generate your appearance, you 
  should feel free to alter any rolls on these tables if you want to, or 
  even make up your own results to suit your needs.
  THE PAST
  Your past has a strong infl uence on your character (unless of 
  course, your maddened mind is choosing to block it all out). 
  You may already have a great idea about where your character 
  comes from, or what may have happened to them. If this is the 
  case, go ahead and write it all down. If you would like a little 
  inspiration, use the tables to figure out what happened before 
  fate chose a greater role for your insignificant life.
  haNdedNess
  Whether your character is left- or right-handed can 
  have an effect on the game. You can either choose 
  the handedness of your character or roll a die. On a 9 
  you are left-handed, otherwise you are right-handed. 
  Obviously characters with the Ambidextrous talent do 
  not need to know which hand they favour.
  Table 1–12: Colouration
   
   
   
   
  —Feral World— 
   
   
  —Hive World— 
   
   Roll  
  Skin 
  Hair 
  Eyes 
  Skin 
  Hair 
  Eyes 
   01–30  
  Dark 
  Red 
  Blue 
  Dark 
  Brown 
  Blue
   31–50  
  Tan 
  Blond 
  Grey 
  Tan 
  Mousy 
  Grey
   51–70  
  Fair 
  Brown 
  Brown 
  Fair 
  Dyed (any) 
  Brown
   71–90  
  Ruddy 
  Black 
  Green 
  Ruddy 
  Grey 
  Green
   91–00  
  Bronze 
  Grey 
  Yellow 
  Stained (any) 
  Black 
  Lenses (any)
   
   
   
   
   —Imperial World— 
   
   
  —Void Born— 
   
   Roll  
  Skin 
  Hair 
  Eyes 
  Skin 
  Hair 
  Eyes 
   01–30  
  Dark 
  Dyed (any) 
  Blue 
  Porcelain 
  Ginger 
  Watery Blue
   31–50  
  Tan 
  Blond 
  Grey 
  Fair 
  Blond 
  Grey
   51–70  
  Fair 
  Brown 
  Brown 
  Bluish 
  Copper 
  Black
   71–90  
  Ruddy 
  Black 
  Green 
  Greyish 
  Black 
  Green
   91–00  
  Dyed (any) 
  Grey 
  Lenses (any) 
  Milky 
  Auburn 
  Violet
  Table 1–13: Quirks
   Roll  
  —Feral World— 
  —Hive World— 
  —Imperial World— 
  —Void Born—
   01–06  
  Hairy Knuckles 
  Pallid 
  Missing Digit 
  Pallid
   07–13  
  Joined Eyebrows 
  Grimy Skin 
  Aquiline Nose 
  Bald
   14–20  
  Warpaint 
  Outrageous Hair 
  Warts 
  Long Fingers
   21–27  
  Hands like Spatchcocks 
  Rotten Teeth 
  Duelling Scar 
  Tiny Ears
   28–34  
  Filed Teeth 
  Electoo 
  Pierced Nose 
  Spindly Limbs
   35–41  
  Beetling Brows 
  Piercing 
  Nervous Tic 
  Yellow Fingernails
   42–48  
  Musky Smell 
  Set of Piercings 
  Aquila Tattoo 
  Stumpy Teeth
   49–55  
  Hairy 
  Hacking Cough 
  Faint Smell 
  Widely Spaced Eyes
   56–61  
  Ripped Ears 
  Tattoos 
  Pox Marks 
  Large Head
   62–68  
  Long Fingernails 
  Bullet Wound Scar 
  Devotional Scar 
  Curved Spine
   69–75  
  Tribal Tattooing 
  Nervous Tic 
  Electoo 
  Hairless
   76–82  
  Scarring 
  Large Mole 
  Quivering Fingers 
  Elegant Hands
   83–87  
  Piercing 
  Pollution Scars 
  Pierced Ears 
  Flowing Hair
   88 
   
  Cat’s Eyes 
  Hump 
  Sinister Boil 
  Albino
   89–95  
  Small Head 
  Small Hands 
  Make-up 
  Limping Gait
   96–00  
  Thick Jaw 
  Chemical Smell 
  Slouched Gait 
  Stooped Stance
  
  32
  feral World: trIbal taboos
  Life on a feral world is often short and bloody. Monstrous 
  beasts, harsh living conditions, disasters and war cut 
  short many a life. Feral tribes know all too well that 
  the universe is a cruel and savage place, hostile to man 
  and full of malevolent forces that must be placated at all 
  costs. There are many strange and varied beliefs upon 
  these worlds, and growing up in such a place, your 
  character has undoubtedly been affected by them. Table 
  1-14: Feral World Superstitions provides examples 
  of the sorts of taboos your character might believe in, 
  though obviously these are just a few of the many and 
  varied superstitions that exist.
  hIVe World: hIVe class
  Life within the packed spires of a hive is frenetic at best. 
  A strong sense of place runs through many hives and it 
  is frequently this alone that stops the untold masses from 
  rising up and attacking their betters. Your character’s 
  position within the hive determines whether he was 
  forced to struggle up from the hyper-violent filth of the 
  underhive or had it easy as a high-living spire noble. 
  Table 1-15: Hive Class will determine your position 
  within hive society.
  Table 1–14: Feral World Superstitions
   Roll 
   Belief
  01–10 Dirt 
  Ward: Bathing allows enemy 
  spirits to smell you out. You must keep 
  a protective layer of grime to ward their 
  bad luck away.
  11–20 
  Unlucky Colour: Orange is the colour of 
  disaster and death.
  21–30 
  Hunter’s Oath: Never eat something you 
  could not kill yourself lest fate punish you for 
  your arrogance.
  31–40 Thirsty Blade: The spirit of your weapon is 
  a hungry ghost. It must taste blood every time 
  it is drawn lest great ill befall you and yours.
  41–50 
  Spirit Shackle: If you take a trophy from a 
  vanquished foe, you own their soul.
  51–60 
  Warrior Death: A glorious death honours 
  your people, whilst a coward’s death shames 
  them. Your ancestors are watching; do not 
  disappoint.
  61–70 
  Power of Names: Never use the true names 
  of your friends and loved ones, lest daemons 
  hear and use them for evil.
  71–80 Lonely Dead: Never utter the names of 
  the dead, lest you summon them back from 
  the void.
  81–90 
  Living Record: Scar your victories into your 
  skin, so that upon your death your flayed hide 
  may be presented to the Emperor that He may 
  read of your deeds.
  91–00 Nemesis: The Emperor has decreed the time 
  and manner of your death. Somewhere out 
  there is the beast that will kill you. Your fate 
  is to seek out this creature and face it head 
  on. Until that time, you believe that nothing 
  will harm you.
  Table 1–15: Hive Class
   Roll 
  Result
  01–20 Dross Hound: You grew up in the dankest, 
  darkest depths of the hive, scrabbling for food, 
  light and warmth. You have had to be vicious 
  to survive, and likely prize your possessions 
  and comfort above all.
  21–40 Ganger Scum: You ran with a pack of violent 
  gangers to survive the squalid underhive. You 
  have seen turf war, betrayal and outstanding 
  loyalty—often in the same gunfight. You likely 
  prize your pride, territory and gang mates 
  above all.
  41–60 Factory Dregs: Your parents toiled in the 
  manufactorum, working themselves into the 
  grave for the good of the hive. You were 
  poor, but at least you were honest, unlike the 
  ganger scum. You likely prize duty, honour and 
  obligation above all things.
  61–80 Middle Hive: You grew up in the middle hive, 
  where things were cramped, but at least you 
  did not have to work in the more dangerous 
  manufactorum. You have always been part 
  of a vast crowd—whether sleeping, eating 
  or relaxing of an eve-cycle. You likely prize 
  individuality, privacy and your personal rights 
  above all things.
  81–90 Specialist: Your family were of a special caste. 
  Perhaps they knew the arcane workings of 
  the air conditioning units or they cleansed the 
  outside of the hive. You have grown up part of 
  the hive, but apart from it all. You likely prize 
  your area of expertise, opinions and individual 
  merits above all things.
  91–00 Hive Noble: Your family were of the 
  privileged few at the top of the spire, living in 
  luxury unimaginable to other hivers. You had 
  everything you could ever want: space, privacy, 
  sunlight—yet also the burden of leadership. 
  You likely prize dignity, respect from your 
  lessers and strength above all things.
  
  33
  ImPerIal World: bIrth PlaNet
  The Imperium sprawls across the galaxy, filled with a 
  near-endless variety of planets. Mankind survives on all 
  manner of worlds, living in all manner of societies. The 
  type of planet your character grew up on will determine 
  much about them. Table 1-16: Planet of Birth gives an 
  idea of the sorts of worlds you may call home, and what 
  that means for your character.
  VoId borN: shIP tradItIoN
  Reared aboard spacecraft travelling between the distant 
  stars, the void born, like all ship crew, are intensely loyal 
  to the vessel of their birth. Rather like those living within 
  the protective walls of a city-state, the void born look 
  to their craft for protection, employment and identity. 
  Many go from cradle to coffin without ever leaving 
  their ship, and often that suits them very well. The 
  type of craft dictates much about the lives of the people 
  aboard it, from their daily routine to their personalities 
  and desires. Roll on Table 1-17: Void Born Craft of 
  Origin to find ideas of how the ship of your birth might 
  affect your character.
  Table 1–16: Planet of Birth
   Roll 
  Result
  01–20 Agri-world: You were born on a world 
  devoted to producing food. Perhaps your home 
  world supported a nearby hive world, or the 
  Imperial tithe inexplicably demands it. Your 
  people likely seek excitement and the exotic to 
  vary the dull routine of the farm.
  21–40 Backwater: Your home world is largely forgotten 
  by the Imperium. Lost from the Administratum 
  scrolls and isolated from the universe, your people 
  are likely to be self-sufficient and sceptical.
  41–60 Feudal World: Your home world is a primitive 
  planet, with but the simplest of technologies, such as 
  swords, chariots and black powder. Your people are 
  likely to be loyal, practical and highly superstitious.
  61–70 War Zone: Whatever your home world once 
  was, it is now a seething mass of bloodied ruins, 
  struggling soldiers and whistling ordnance. 
  Perhaps civil war rages, or maybe Orks seek to 
  destroy all. Whatever the case, your people are 
  likely to be grim, tenacious and dedicated.
  71–80 Dead Planet: Your home world is little more 
  than a habitat perched upon some blasted rock. 
  Maybe a mining colony upon an airless moon, 
  or perhaps an expedition to uncover some long-
  dead alien race, your people are likely to be 
  thoughtful, melancholy types, with a curiousity 
  for greenery and the outdoors.
  81–90 Shrine World: Your home world is controlled 
  by the priests of the Emperor. Perhaps it is 
  covered in gleaming spires and vast temples, 
  or perhaps it welcomes countless pilgrims to 
  its holy battle sites. Whatever the case, your 
  people are likely to be devoted servants of the 
  Emperor, pious, dependable and honest.
  91–00 Paradise Planet: Your home world is one of 
  the rare and coveted paradise planets, where it 
  is forever summertime, and the living is easy. 
  Aside from being objects of envy and scorn for 
  the rest of the Imperium, your people are likely 
  to be somewhat bemused by the cruel nature of 
  the universe, with a naive optimism that others 
  find highly foolish.
  Table 1–17: Void Born Craft of Origin
  Roll 
  Result
  01–20 
  Space Hulk: You were born upon a ragged mass 
  of fl otsam and jetsam—space worthy, but only just. 
  Probably the survivors of some terrible accident 
  stuck aboard an abandoned wreck, you grew up in a 
  world of leaking door seals, dark corridors, haunted 
  decks and the knowledge that “things” were aboard 
  ship just out of sight. You are likely to be cautious, 
  superstitious and trigger-happy.
  21–40 Orbital: You were born upon a vast and ancient 
  satellite, orbiting some star, moon or planet. Likely 
  part of a scientific mission, isolationist retreat or 
  military stationing, you grew up in a world of 
  routine and repetition, with endless orbital cycles, 
  rituals of observance and maintenance rotes. You 
  are likely to be very methodical, with a secret 
  desire for rebellion and indulgence.
  41–60 Chartist Vessel: You were born upon one of 
  the great trading vessels of old. As part of a crew 
  endlessly plying a traditional route, you grew 
  up within the gloomy holds, packed with exotic 
  riches you could never own. Fearfully accepted 
  into port, yet welcomed at none, you are likely 
  to be materialist in nature, with a great eye for 
  deals and a cynical view of human nature.
  61–80 War Ship: You were born amidst the crash and 
  thunder of battle, and grew up amidst the gun 
  crews and the troopers, crammed into rank-
  smelling bunks or the stultifying formality of 
  the officers’ quarters. You are likely to be a great 
  respecter of authority, with a liking for procedure 
  and a no-nonsense attitude towards slackers.
  81–00 Rogue Trader: You were born on an eccentric 
  craft that knew no authority other than the 
  charismatic Rogue Trader at the helm. You grew 
  up in a chaotic whirl of exploration, battle, fl ight 
  and negotiation with all manner of aliens, nations 
  and forces. You are likely to be rebellious by 
  nature, with a dislike of routine and discipline. 
  
  34
  dIVINatIoN
  Many folk look to the Imperial Tarot as an instrument of 
  the Emperor’s divine guidance. On entrance to the service 
  of the Inquisition, many Acolytes take part in strange 
  and terrible divination rites, in order to learn more of 
  their part in the Throne’s great plan. In smoke-filled 
  rooms, blind robe-clad seers peer into their holorogic 
  decks, proclaiming sage advice for those who would 
  serve at the left hand of the Emperor. Sometimes these 
  divinations point to the death and undoing of a soul, 
  other times they are stout words to live by. In some cases, 
  they have a bitter irony only discovered in hindsight. To 
  discover what words of wisdom were bestowed upon your 
  character, roll on Table 1-18: Imperial Divination. All 
  divinations provide a mechanical effect that further alters 
  your character.
  Table 1–18: Imperial Divination
   Roll Result
   
  01 
  “Mutation without, corruption within.” Begin play with one Minor Mutation (see page 334). 
   02–03 “Only the insane have strength enough to prosper. Only those who prosper may judge what is sane.” Begin play 
  with 2 Insanity Points.
   04–07 “Sins hidden in the heart turn all to decay.” Begin play with 3 Corruption Points.
   
  08 
  “Innocence is an illusion.” Begin play with 1 Insanity Point and 1 Corruption Point.
   09–11 “Dark dreams lie upon the heart.” Begin play with 2 Corruption Points.
   12–15 “The pain of the bullet is ecstasy compared to damnation.” Increase Toughness by +1.
   16–18 “Kill the alien before it can speak its lies.” Increase Agility by +2.
   19–21 “Truth is subjective.” Increase Intelligence by +3. Begin play with 3 Corruption Points.
   22–26 “Know the mutant; kill the mutant.” Increase Perception by +2.
   27–30 “Even a man who has nothing can still offer his life.” Increase Strength by +2.
   31–33 “If a job is worth doing it is worth dying for.” Gain the Frenzy talent.
   34–38 “Only in death does duty end.” Gain 1 Wound.
   39–42 “A mind without purpose will wander in dark places.” Gain 1 Fate Point.
   43–46 “There are no civilians in the battle for survival.” Increase Toughness by +2 and gain 1 Wound.
   47–50 “Violence solves everything.” Increase Weapon Skill by +3.
   51–54 “To war is human.” Increase Agility by +3.
   55–58 “Die if you must, but not with your spirit broken.” Increase Willpower by +3.
   59–62 “The gun is mightier than the sword.” Increase Ballistic Skill by +3.
   63–66 “Be a boon to your brothers and bane to your enemies.” Increase Fellowship by +3.
   67–70 “Men must die so that Man endures.” Increase Toughness by +3.
   71–74 “In the darkness, follow the light of Terra.” Increase Willpower by +3.
   75–79 “The only true fear is of dying with your duty not done.” Gain 2 Wounds.
   80–85 “Thought begets Heresy; Heresy begets Retribution.” Increase Strength by +3.
   86–90 “The wise man learns from the deaths of others.” Increase Intelligence by +3.
   91–94 “A suspicious mind is a healthy mind.” Increase Perception by +3.
   95–97 “Trust in your fear.” Increase Agility by +2 and gain 1 Fate Point.
   98–99 “There is no substitute for zeal.” Increase Toughness and Willpower each by +2.
   
  00 
  “Do not ask why you serve. Only ask how.” Increase Weapon Skill and Ballistic Skill each by +2.
  
  35
  Nature
  NATURE
  The character creation process provides you with the 
  skeleton of your alter ego, however these numbers and 
  notes are not the sum total of your character—there is of 
  course a vital fifth element: you! The background details 
  of your character’s life are largely up to you as is of course 
  their personality.
  Some people like to develop their characters during 
  play and that is a perfectly reasonable approach. When 
  you start to play, it may be enough to know that your 
  character is hive world Scum who has left Scintilla to serve 
  the Inquisition. Many players, however, prefer to work 
  out background and personality before play begins. If you 
  need some help fl eshing out your character, try answering 
  these six questions. They should allow you to focus your 
  thoughts on your emerging alter ego.
  What Is Your PersoNalItY lIke?
  Perhaps the first thing to consider is your disposition. What 
  are you like? Fiery and passionate or earthy and practical? 
  Are you pessimistic or do you always believe the best will 
  happen? Are you a people person or a misanthrope? How do 
  you take to extremes of pressure? What makes you different 
  to the other Acolytes in your group? Here are some traits that 
  might get you started:
  Bilious: Suspicious, angry yet very watchful and aware.
  Cardinal: Seeks balance in all things, yet often cannot 
  choose a path forward.
  Choleric: Active, takes charge, yet easy to anger.
  Fixed: Solid, unyielding and definitive in all things.
  Melancholic: Thoughtful, introspective and prone to 
  depression.
  Mutable: Unpredictable, undisciplined and rebellious.
  Phlegmatic: Practical, careful, yet very reserved.
  Sanguine: Confident, optimistic, yet prone to dreams and 
  whimsy.
  Supine: Loyal, devout yet easily led.
  hoW dId You meet Your 
  INquIsItor?
  Your introduction to the Inquisition would have been a 
  crucial moment in your history. Did you meet by chance, or 
  did your Inquisitor seek you out for recruitment? Perhaps 
  you saved your Inquisitor’s life upon the battlefield, or 
  maybe a chance ink blot on an Administratum scroll saw 
  you chosen above another. Maybe you accused a stranger 
  of heresy, only to discover the stranger was an Inquisitor. 
  Perhaps you were sold upon the slave block in an exotic 
  bazaar, or perhaps your shiv-crew gave you away as a 
  blood debt. Perhaps you were hired to catalogue the 
  ancient library of a noble, only to discover a secret cache 
  of heretical tomes, and that your true patron was involved 
  in dark conspiracies. Perhaps a great chariot arrived 
  from the sky, in a mist of fl ame and smoke, and you were 
  offered to its master as a way of appeasing the great Eagle 
  of the Sun. Whatever the case, the circumstances of your 
  initiation into the Inquisition will likely colour your 
  opinions and beliefs for some time to come…
  What does the INquIsItIoN meaN 
  to You?
  The Inquisition is a bastion of defence in a universe hostile 
  to mankind. Threats are all around, and certain doom looms 
  closer than folk know. The forces of Chaos, heresy, xenos 
  and sedition would drag the Imperium into the blackness 
  of oblivion, were it not for people like you… or so they say. 
  Do you believe what you are told about the horrors of the 
  universe and your role as a foot soldier in the great and secret 
  game? Is your role as an Acolyte a holy one, ordained by 
  the Emperor, or is it a chance to gain power, possessions or 
  maybe even revenge? Will you work to defend the Imperium, 
  or merely your own skin?
  What WIll You sacrIfIce?
  The Emperor will not judge you by your medals, but by 
  your scars. How many are you willing to receive in the 
  name of the Inquisition? How far will you go to do your 
  duty? Death is certain, but does its manner matter? What 
  methods are you willing to use in order to fulfil your 
  obligations to your Inquisitor? Perhaps you are willing 
  to sacrifice the fl esh, but the thought of insanity turns 
  your stomach. Perhaps you arrange things so that other 
  Acolytes take the fall, and you are left with naught but 
  a guilty conscience. Perhaps your zeal is so deep that 
  you are willing to deal with dark forces to get results, no 
  matter that it costs your very soul.
  What do You desIre?
  You stand at the left hand of the Emperor, ready to give your 
  life to defend all that humanity holds dear. What are the 
  things that warm your heart through the long dark night of 
  the soul? Perhaps a person or place, or a world destroyed? 
  Perhaps you love the God-Emperor with great fervour, or 
  perhaps you are very attached to your own hide. Maybe 
  you love the muzzle fl are of your boltgun and the satisfying 
  smack of chainblade on xenos bone. Perhaps you love justice, 
  truth or violence a great deal. Maybe you’ll settle for a lho-
  stick and a measure of rotgut in a dirty glass…
  What do You hate?
  Hatred’s fl ame burns long and cold, even when all hope 
  is extinguished. What will sustain you through violence, 
  horror and death? Do you seek to purge all mutants? Do you 
  wish to lay low the vile aliens that slaughtered your colonist 
  friends? Perhaps a loved one fell foul of the blandishments of 
  the Dark Powers. Maybe you escaped the clutches of a cult, 
  or perhaps you have seen the despair of war. Perhaps you hate 
  the enemies of mankind with a passion. Maybe you simply 
  cannot stand to be wrong, or to miss a shot. Maybe there is 
  a secret weakness in your soul, a fault line of corruption that 
  only you can see…
  
  36
  Name
  NAME
  “What’s in a name? An Ork by any other term would still see 
  us as meat.”
  — Catuldynus, The Once-Pure Hive.
  Choosing a name for your character can be very difficult. If 
  you are lucky enough to have a name in mind, go ahead and 
  write it down. If, like most of us, you have difficulty coming 
  up with a name on the spot, this section will help guide you 
  in creating a great name for your Player Character.
  Names within the 41st Millennium are as varied as the many 
  thousands of worlds that make up the Imperium. As mankind is an 
  inventive and contrary creature, there are no standard or universal 
  conventions that govern the names people give themselves. In 
  some places, a single simple name might indicate low birth and 
  ignominy, whilst in others it might act as a mark of extreme power, 
  fame and good breeding. When deciding upon a name, feel free to 
  mix and match any of the suggestions made by the naming tables. 
  The idea, of course, is to create a name that suits your character, 
  and no one knows more about your character than you do.
  tYPes of Name
  There are five types of name presented here:
  High Gothic names are drawn from the ancient High Gothic 
  tongue. They have an air of authority, seriousness and power to them.
  Primitive names are short and brutal—often like the lives 
  of their owners.
  Low Gothic names trace their lineage to a High Gothic 
  past, but have become much debased with centuries of use 
  and abuse.
  Archaic names herald from the distant past. They might 
  be the names of mighty saints, heroes or other figures from 
  Ministorum legends. Others are so incredibly old as to have 
  lost all trace of their origins.
  Informal names are just that—nicknames, terms and slang 
  names that a person might earn through deeds (or misdeeds).
  You may decide that a particular type of name is especially 
  appropriate for your character. If this is the case, you should 
  roll or pick from the appropriate list for your character’s 
  gender. If nothing immediately springs to mind, roll the dice, 
  consult name tables and choose the name you prefer.
  Table 1-19: Male Names
  Roll 
   Primitive 
  Low 
  High 
  Archaic   
  Informal 
  01–03 
  Arl 
  Barak 
  Atellus 
  Alaric 
  Able
  04–06 
  Bruul 
  Cain 
  Brutis 
  Attilas 
  Bones
  07–09 
  Dar 
  Dariel 
  Callidon 
  Barbosa 
  Crisis
  10–13 
  Frak 
  Eli 
  Castus 
  Cortez 
  Cutter
  14–16 
  Fral 
  Enoch 
  Drustos 
  Constantine 
  Dekko
  17–20 
  Garm 
  Frastus 
  Flavion 
  Cromwell 
  Dakka
  21–23 
  Grish 
  Gaius 
  Gallus 
  Dorn 
  Frag
  24–27 
  Grak 
  Garvel 
  Haxtes 
  Drake 
  Flair
  28–30 
  Hak 
  Hastus 
  Intios 
  Eisen 
  Finial
  31–33 
  Jarr 
  Ignace 
  Jastilus 
  Ferrus 
  Grim
  34–37 
  Kar 
  Ishmael 
  Kaltos 
  Grendel 
  Gob
  38–40 
  Kaarl 
  Jericus 
  Litilus 
  Guilliman 
  Gunner
  41–44 
  Krell 
  Klightus 
  Lupus 
  Havelock 
  Hack
  45–47 
  Lek 
  Lazerus 
  Mallear 
  Iacton 
  Jakes
  48–50 
  Mar 
  Mordeci 
  Metalus 
  Jaghatai 
  Krak
  51–54 
  Mir 
  Mithras 
  Nihilius 
  Khan 
  Lug
  55–57 
  Narl 
  Nicodemus 
  Novus 
  Leman 
  Mongrel
  58–60 
  Orl 
  Pontius 
  Octus 
  Lionus 
  Plex
  61–63 
  Phrenz 
  Quint 
  Praetus 
  Magnus 
  Rat
  64–66 
  Quarl 
  Rabalias 
  Quintos 
  Mercutio  
  Red
  67–69 
  Roth 
  Reestheus 
  Raltus 
  Nixios 
  Sawney
  70–72 
  Ragaa 
  Silvanus 
  Ravion 
  Ramirez 
  Scab
  73–75 
  Stig 
  Solomon 
  Regis 
  Serghar 
  Scammer
  76–79 
  Strang 
  Thaddius 
  Severus 
  Sigismund 
  Skive
  80–82 
  Thak 
  Titus 
  Silon 
  Tybalt 
  Shanks
  83–85 
  Ulth 
  Uriah 
  Tauron 
  Vern 
  Shiv
  86–89 
  Varn 
  Varnias 
  Trantor 
  Wolfe 
  Sham
  90–93 
  Wrax 
  Xerxes 
  Venris 
  Wollsey 
  Stern
  94–96 
  Yarn 
  Zaddion 
  Victus 
  Zane 
  Stubber
  97–00 
  Zek 
  Zuriel 
  Xanthis 
  Zarkov 
  Verbal
  
  37
  Stage  Six 
  Play the Game
  Stage Six: 
  Play the Game!
  W
  ith your Dark Heresy character created, you 
  are ready to play the game. Before you start 
  throwing dice around and getting into all sorts 
  of trouble, you should probably take a good look at Chapter 
  VII: Playing the Game, which describes what all of these 
  numbers mean, how to fight and move about the worlds of 
  the 41st Millennium. Once you have a handle on gameplay, 
  it won’t hurt to give a look at Chapter IX: Life in the 
  Imperium, which explains the core setting concepts that 
  define the world of Warhammer 40,000. Other than these two 
  chapters, you are ready to embark on your new adventure into 
  the darker corners of the Dark Heresy universe!
  multIPle Names
  Man is a superstitious creature, and rightly so, for the 
  universe is filled with beings that seem bent on his 
  destruction. A surprising number of cultures believe that 
  a person needs a selection of different names for different 
  purposes. Many have a common or “use” name which is 
  for everyday purposes. These are often debased terms, 
  worn down with use into short, strong-sounding names. 
  In contrast, a personal name with soft and pleasant 
  connotations might be used with family and friends. Some 
  cultures have a secret or “true” name which is believed to 
  hold considerable power over a person. These names are 
  said to be consumed should a person foolishly make some 
  form of pact with a daemonic entity. If you would like 
  multiple names for your character, feel free to roll several 
  times on the name tables.
  Table 1–20: Female Names
  Roll 
   Primitive 
  Low 
  High 
  Archaic 
  Informal
  01–03 
  Arla 
  Akadia 
  Atella 
  Aenid 
  Alpha
  04–06 
  Brulla 
  Chaldia 
  Brutilla 
  Albia 
  Blaze
  07–09 
  Darl 
  Cyrine 
  Callidia 
  Borgia 
  Blue
  10–13 
  Fraka 
  Diona 
  Castella 
  Cimbria 
  Cat
  14–16 
  Fraal 
  Deatrix 
  Drustilla 
  Devi 
  Calamity
  17–20 
  Garma 
  Ethina 
  Flavia 
  Ephese 
  Dame
  21–23 
  Grisha 
  Ephrael 
  Gallia 
  Euphrati 
  Dice
  24–27 
  Graki 
  Fenria 
  Haxta 
  Inez 
  Flair
  28–30 
  Haka 
  Gaia 
  Intias 
  Imperatrice 
  Gold
  31–33 
  Jarra 
  Galatia 
  Jestilla 
  Jemadar 
  Gunner
  34–37 
  Karna 
  Hazael 
  Kalta 
  Jezail 
  Hack
  38–40 
  Kaarli 
  Isha 
  Litila 
  Joss 
  Halo
  41–44 
  Krella 
  Ishta 
  Lupa 
  Kadis 
  Lady
  45–47 
  Lekka 
  Jedia 
  Mallia 
  Kali 
  Luck
  48–50 
  Marlla 
  Judicca 
  Meta 
  Lethe 
  Modesty
  51–54 
  Mira 
  Lyra 
  Nihila 
  Mae 
  Moll
  55–57 
  Narla 
  Magdela 
  Novia 
  Millicent 
  Pistol
  58–60 
  Orla 
  Narcia 
  Octia 
  Merica 
  Plex
  61–63 
  Phrix 
  Ophilia 
  Praetia 
  Midkiff 
  Pris
  64–66 
  Quali 
  Phebia 
  Quintilla 
  Megehra 
  Rat
  67–69 
  Rotha 
  Qualia 
  Raltia 
  Odessa 
  Red
  70–72 
  Ragaana 
  Rhia 
  Ravia 
  Orlean 
  Ruby
  73–75 
  Stigga 
  Salomis 
  Regia 
  Plath 
  Scarlet
  76–79 
  Stranga 
  Solaria 
  Scythia 
  Severine 
  Spike
  80–82 
  Thakka 
  Thyratia 
  Sila 
  Thiopia 
  Steel
  83–85 
  Ultha 
  Thebe 
  Taura 
  Thrace 
  Starr
  86–89 
  Varna 
  Uriel 
  Trantia 
  Tzarine 
  Trauma
  90–93 
  Wraxa 
  Veyda 
  Venria 
  Venus 
  Trick
  94–96 
  Yarni 
  Xantippe 
  Xanthia 
  Walperga 
  Trix
  97–00 
  Zekka 
  Ziapatra 
  Zethina 
  Zetkin 
  Zee
  W
  
  38
  As a player, the Character Sheet is your most important possession 
  as it clearly details everything about your Player Character. 
  One side of the sheet details all of your character’s Skills and 
  Talents—called the investigation side of the sheet. The reverse of 
  the sheet details your equipment, weapons and armour—called 
  the combat side. You’ll refer to both sides throughout a game of 
  Dark Heresy. Here are some tips for its upkeep:
  Make a back-up: Every few gaming sessions, make a 
  photocopy of your character sheet, or copy it onto a new 
  sheet. If you don’t, a spilt drink or pizza accident is all that it 
  will take to spell disaster!
  Share with your Game Master: Let your GM see your sheet 
  from time to time. It’s good for the GM to keep up to date with 
  your character’s abilities and Advances. Some GMs might want 
  to take a copy of your sheet every few weeks for their reference.
  Character Folio: You’ll probably find that you go through 
  a number of sheets as your character progresses. This is where 
  the Character Folio comes in—a deluxe version of a Character 
  Sheet, with more space and sections for fully detailing your 
  character and their exploits in the service of the Inquisition. 
  Printed in a small booklet form and on quality paper, the 
  Character Folio is a more permanent option. Character Folios 
  should be available wherever you bought this book.
  EXAMPLE CHARACTER SHEET
  Personal Info goes here (name, 
  career, age, height, weight, etc)—
  see Chapter I & II
  Skills and Talents go here—
  see Chapter I, III & IV.
  Characteristics go 
  here—see Chapter I.
  Background and Notes go 
  here—see Chapter I.
  Weapon information goes 
  here—see Chapter I & V.
  Psychic Powers go here—
  see Chapter I & VI.
  Armour and Gear goes 
  here—see Chapter I & V.
  Wounds and Fate go 
  here—see Chapter I.
  
  39
  gettINg started
  •
  character 
  adVaNcemeNts
  •
  adePt
  •
  arbItrator
  •
  assassIN
  •
  clerIc
  •
  guardsmaN
  •
  ImPerIal PsYker
  •
  scum
  •
  tech-PrIest
  
  40
      Chapter II: 
  Career   Paths
  A
  Y
  Getting 
  Started
  Chapter II: 
  Career Paths
  “There is no greater glory than a lifetime of dutiful service.”
  — Imperial adage.
  A
  s an Acolyte of the Inquisition, you are apart from 
  everyone else in the Imperium of Man. Humanity 
  toils and prays, forever ignorant of the great forces 
  threatening to destroy the galaxy. Whilst they go about their 
  lives, Acolytes like you wage a secret war against malefic 
  beings whose names must never be spoken. Whilst the masses 
  sleep at night, you are investigating secretive cults who meet 
  in darkness to spill blood and pray to their obscene gods. As 
  they slave in the manufactorum, you are bringing righteous 
  fire to twisted mutants in the depths of a hive. As they peer 
  fearfully at the blackness of space, you are plunging into the 
  very darkness between the stars, uncovering ancient horrors 
  upon planets long dead. You of all the teeming billions have 
  been chosen to serve at the Emperor’s left hand. Yours is a 
  weighty duty, yet a vital one.
  Not all Acolytes serve the Inquisition in the same way. 
  Sometimes an Inquisitor has need of capable Guardsmen 
  who can purge a nest of xenos cultists or an Arbitrator 
  who can wring the truth from a petty thief. Sometimes an 
  Inquisitor will need the services of an Adept to translate 
  an ancient tome of knowledge or perhaps he must resort 
  to dealing with Scum to get what he needs.
  Your Career Path represents your character’s abilities 
  and potential—effectively, your role within an Inquisitor’s 
  retinue. It defines what you were before you joined the 
  Inquisition, and how you will continue to develop. Your 
  career will define how you are viewed, what new abilities 
  you can learn, as well as the sorts of things you will be 
  getting up to. Part of the fun of Dark Heresy is deciding 
  exactly how your character will develop within your 
  Career Path, for there are many choices available and no 
  one “right” way of progressing.
  GETTING 
  STARTED
  “Serve the Emperor today, for tomorrow you may be dead!”
  — Lexiconum Moralis.
  Y
  our character’s Career Path is decided during the 
  character creation process. Your choice of Home 
  World will determine what paths are available to 
  your character. You may decide to pick your Career Path for 
  yourself, or to use the random tables in Chapter I: Character 
  Creation to choose for you.
  Each Career Path has its own dedicated section within 
  this chapter. Once you know what path your character is 
  following, take the time to have a good read through the 
  appropriate section. This will tell you all the important things 
  you need to know about playing your character, and how you 
  can expect them to develop over time.
  Table 2-1: Careers
  Career  
  Description 
  Page
   
   
   
  Reference
  Adept 
   
  Knowledgeable 
  44
   
   
  scholars and logisters
  Arbitrator 
  Investigators and lawmen 
  50
  Assassin  
  Skilled killers 
  56
  Cleric 
   
  Priests, diplomats and 
  62
   
   
  leaders of men
  Guardsman 
  Warriors, soldiers  
  68
   
   
  and brawlers 
  Imperial Psyker Practitioners of 
  74
   
   
  psychic disciplines
  Scum 
   
  Thieves, outcasts and,  
  82
   
   
  well, scum
  Tech-Priest 
  Keepers of mysterious 
  88
   
   
  technology
  
  41
  A
  Character 
  Advancements
  Career   Path Format
  Ranks
  Characteristic 
  Advance
  CAREER PATH FORMAT
  Each Career Path uses the following format:
  descrIPtIoN
  In each Career Path section you can find a description and 
  illustration to help give you some ideas about what your 
  character might be like. This section tells you a little bit 
  about the background for the career and how it fits into the 
  Imperium as a whole.
  raNk chart
  Each Career Path is divided into a series of Ranks. This 
  chart tells you the name of each Rank, as well as the level of 
  progression necessary to reach a certain Rank.
  characterIstIc adVaNce scheme
  Each Career Path allows you to improve your character’s raw 
  abilities, or Characteristics. Depending on the nature of the 
  Career Path, some Characteristics are more difficult to increase 
  than others. This chart lists the cost of each Characteristic 
  Advance you can take.
  raNk adVaNce scheme
  For each Rank within your Career Path you will find a table 
  that shows you what new abilities your character can learn, 
  and what you must do in order to learn them. You’ll also find 
  a short quote and description for each Rank.
  CHARACTER 
  ADVANCEMENTS
  “Thought for the day: hard work conquers everything.”
  — The Gunmetallicus Primer.
  A
  s you adventure through the 41st Millennium, your character 
  will have plenty of opportunity to improve. Your Game Master 
  will reward you with Experience Points that you can spend to 
  further develop your character. Each career has plenty of room for you 
  to customise your character and make them unique.
  There are three types of improvement that can happen to 
  your character:
  •	Characteristic	Advance—Increases	your	raw	abilities
  •	Rank	increase—Opens	new	training	opportunities
  •	Skill	or	Talent	Advance—Learn	new	Skills	or	Talents
  In addition to the Advances listed for the Ranks within your 
  Career Path, sometimes your GM will allow you to purchase 
  an Elite Advance. See page 43 for more on this.
  CHARACTERISTIC 
  ADVANCE
  A Characteristic Advance is an increase to your character’s 
  raw abilities. When you buy a Characteristic Advance, you 
  add +5 to the Characteristic on your character sheet.
  Characteristic Advancements are divided into four 
  progression levels. These are as follows:
  Simple: A small fulfilment of your potential.
  Intermediate: A significant improvement to your capabilities.
  Trained: Active, focused effort upon improving one’s prowess.
  Expert: The limit of your natural capabilities.
  As you set about increasing a Characteristic, you must 
  progress through each of the progression levels in turn, 
  starting at Simple and ending with Expert.
  The costs for each career are listed in the relevant career 
  section in a table, which looks like this:
  arbItrator characterIstIc
  adVaNce scheme
  Characteristic Simple Intermediate Trained Expert
   
  WS 
  250 xp 
  500 xp 
  750 xp 1,000 xp 
  As you can see, the first +5 increase to an Arbitrator’s 
  Weapon Skill costs 250 xp; the next +5 (the Intermediate 
  progression level) would cost 500 xp; a further +5 
  improvement (the Trained progression level) would cost 750 
  xp; while the final possible improvement (Expert progression 
  level) costs 1,000 xp.
  The costs for Characteristic Advances are cumulative. So 
  you couldn’t just pay 500 xp for a +10 increase. Instead, 
  you’d pay 250 xp for the Simple Advance, and then pay 500 
  xp for the Intermediate Advance.
  RANKS
  Your Rank is a general measure of your experience and 
  capabilities. It represents the progression of your character’s 
  abilities as they try to prove themselves worthy of Inquisitorial 
  status. Your Rank is determined by the total amount of 
  Experience Points your character has spent. The Advancement 
  Scheme for each Rank has a combination of Skills and Talents, 
  which you may purchase with xp.
  eXamPle
  Steve decides he wants to improve his Arbitrator’s Weapon 
  Skill. His starting profile is 25. Steve wishes to increase it 
  to 35. Looking at the Characteristic Advance Scheme for the 
  Arbitrator career, Steve notes the cost of a Simple progression 
  is 250 xp. He purchases this advance, and increases his 
  Weapon Skill to 30 (25+5=30). Next, Steve notes the 
  cost of an Intermediate progression, which costs 500 xp. He 
  purchases this advance, increasing his Weapon Skill from 30 
  to 35 (30+5=35). In total Steve has paid 750 xp to increase 
  his Weapon Skill by 10 (250+500=750).
  
  42
  Buying An Advance
  Skill and 
  Yalent Advances
  You may buy Advances from any Rank Advancement 
  Scheme that you currently or have previously held.
  As your Rank rises, you have access to more and more 
  Advancement Schemes, and therefore have more options on 
  how to customise your character.
  As with Characteristic Advances, it is easy to gain Ranks to 
  start with, and becomes progressively harder throughout the 
  life of your character.
  Each Career Path has unique Ranks. As your character 
  progresses in power, you may sometimes find yourself eligible 
  for two or more Ranks. When this occurs, you must make a 
  choice between the Ranks available to you.
  Some of the greater Ranks have prerequisites attached to 
  them. These are things like Skills, Characteristic levels, or 
  previous Ranks that you must possess before you can choose 
  a particular Rank.
  Career Rank tables look like this:
  gaININg raNks
  Characters automatically gain Ranks by spending xp. Once a 
  character’s total spent xp reaches the necessary amount, the character’s 
  Rank increases. Note, Rank increases always occur after an Advance 
  has been taken.
  SKILL AND  
  TALENT ADVANCES
  A Skill Advance teaches you a new Skill or improves an existing Skill 
  to make it more effective. A Talent Advance gives you a knack or 
  aptitude for something.
  Depending on your career choice, some Skills and Talents 
  are easier to learn than others. A scholarly Adept, for 
  example, would have to spend far fewer Experience Points 
  to learn Logic than a Guardsman would. The wide range of 
  Skills and Talents allows you to customise your character as 
  you would wish.
  PrerequIsItes
  If you take a look at the listed Advances for each Rank, you’ll 
  notice some require you to have a Talent or a Characteristic at 
  a particular rating. You must meet all the listed prerequisites 
  before purchasing the Advance. If you are ever in doubt about 
  a prerequisite, ask your GM, who can overrule or change 
  prerequisites as they wish.
  BUYING AN ADVANCE
  Buying an Advance is simple. Once you have had a good look 
  at your Advance schemes, and chosen what you want to buy, 
  follow these steps:
  1) Check with the GM to make sure the Advance you’d like 
  is available (the GM may restrict certain Skills and Talents to 
  meet the needs of the campaign, or he might offer a better 
  option).
  2) Deduct the Advance’s cost from your current pool of 
  Experience Points.
  3) Write down the name of the Advance on the Advances 
  section of your Character Sheet.
  4) Apply any changes to Characteristics, Skills, Talents or 
  Traits that the Advance brings.
  5) Finally, add the spent xp to your total xp.
  As you undertake adventures, you will earn more Experience 
  Points as a reward for good roleplaying, completing missions 
  and for coming up with clever ideas. These rewards allow you 
  to buy further Advances for your character.
  eXamPle
  Steve’s Guardsman character has spent 2,800 xp in total on 
  advances. Steve decides to spend a further 500 xp to increase one of 
  his Characteristics. Steve gains permission from his GM to take the 
  advance, then crosses 500 xp off his current xp score. He then notes 
  down the name of the advance, and alters his Characteristic profile. 
  Finally, he adds the 500 xp he has spent to his total xp score. Steve 
  has now spent 3,300 xp (2,800+500=3,300). Looking at the 
  Guardsman Ranks, he sees he has now spent enough xp to earn a new 
  Rank, Veteran. He removes his old Rank and notes “Veteran” on the 
  Rank section of his Character Sheet.
  Guard
  XP Level: 500–999
  Armsman
  XP Level: 1,000–1,999
  Sergeant
  XP Level: 2,000–2,999
  Veteran
  XP Level: 3,000–5,999
  Assault Veteran
  XP Level: 6,000–7,999
  ShockTrooper
  XP Level: 8,000–9,999
  Captain
  XP Level: 8,000–9,999
  Comamnder
  XP Level: 10,000–14,999
  Storm Trooper
  XP Level: 10,000–14,999
  Sniper
  XP Level: 10,000–14,999
  Marksman
  XP Level: 8,000–9,999
  Lieutenant
  XP Level: 6,000–7,999
  Scout
  XP Level: 6,000–7,999
  Conscript
  XP Level: 0–499
  guardsmaN 
  raNks
  
  43
  decIdINg hoW to 
  adVaNce Your character
  Figuring out which Advances you should take can be a little daunting 
  at first. Whilst Characteristic Advances are expensive, they do have 
  wide-ranging effects on your character’s ability. Meanwhile, Skills and 
  Talents are relatively cheap and do open a lot of new opportunities. 
  You will need to decide if you want to focus on improving your 
  core abilities, concentrate on gaining Skills and Talents or forge a 
  compromise between the two tactics.
  You can expect to gain around 200 xp with each session of play, 
  provided you are reasonably successful and roleplay well. When 
  planning your Advances you might find it handy to use this as a 
  measure of how long it will take you to gain a certain improvement. 
  For example, a Simple +5 Weapon Skill Advancement which costs 
  250 xp will take roughly two sessions to gain. Meanwhile, a new 
  Talent which costs 100 xp could be gained after only a single session 
  of play. If you get stuck, or simply aren’t sure which would be a 
  better Advance for your character, ask your GM to help you out.
  elIte adVaNces
  Your character is broadly described by their Career Path, however 
  the Advancements listed are not the sum total of all that your 
  character could learn. Sometimes your character will be exposed to 
  certain Skills or Talents during play. For example you might spend 
  an adventure living amongst the dialect-jabbering Yakzi nomad 
  tribe, or riding strange xeno beasts. If you think that you have a good 
  reason for learning a Skill or Talent not listed on your Advancement 
  Scheme you can request an Elite Advance from your GM. To make a 
  request you will need the following:
  •	Logical	justification	for	the	Elite	Advance—e.g.	“I’ve	spent	3	
  months with the tribe, so it makes sense I would pick up the Speak 
  Language (Yakzi Tribe Dialect) skill.”
  •	In-character	explanation	for	how	you	gained	the	Advance—e.g.	“I	
  was taught by one of the cauldron-maidens who took a shine to me”.
  •	An	offer	of	how	many	experience	points	you	are	willing	to	pay	
  to gain the Advance—e.g. “I’ll happily pay 200 xp to learn Speak 
  Language (Yakzi Tribe Dialect) skill”.
  Your GM may decide not to grant you the Elite Advance, or 
  request a higher Experience Point cost than you have suggested. 
  In these cases, gracious acceptance of the GM’s decree is the best 
  course. Your GM may also rule that you need to pass a series of 
  tests in order to successfully learn the requested Skill or Talent. 
  This will usually tie into your explanation for how you gained 
  the Advance; e.g. “Make a Charm Test to convince the Yakzi 
  cauldron-maiden that you are worth teaching”. The quest for an 
  Elite Advance can be an adventure in and of itself.
  Sometimes your GM will offer you an opportunity to take an 
  Elite Advance as part of the reward for completing an adventure. For 
  example, you may have encountered a powerful psyker during your 
  investigations. Having defeated the witch, your GM might offer you 
  the chance to purchase Forbidden Lore (Warp). Sometimes these Elite 
  Advances will come with additional side effects, such as Corruption 
  or Insanity points. Think carefully before taking up such an offer!
  Occasionally, you can gain Elite Advances as the consequence 
  of specific acts, such as making a pact with Daemonic forces. 
  See Chapter VIII: The Game Master for more information 
  on Elite Advances and Dark Pacts.
  creatINg Your oWN career Paths
  Whilst the Career Paths detailed here are purposely broad in scope, 
  once you’ve had some experience adventuring within the 41st 
  Millennium, you might find it fun to develop something a little 
  more specific. Perhaps you feel like making up an alien race, or 
  maybe you’ve always wanted to be a Grox Herder. If this is the case, 
  work closely with your GM to develop an Advance scheme that is 
  balanced and sensible. Remember to make sure that your new career 
  fits in with the other members of your group—after all, if Acolytes 
  cannot work smoothly together, mutants, aliens, and the forces of 
  darkness will be only too happy to exploit your weaknesses.
  comPletINg all the raNks
  Through a combination of skill, caution and sheer luck, your 
  character may survive the manifold horrors of the 41st Millennium 
  long enough to progress to the top Rank within their career. In game 
  terms, the character who has attained the top Rank of their career is 
  considered to have completed their Career Path. The character has 
  now passed beyond the scope of Dark Heresy, and into the realms 
  of other Warhammer 40,000 roleplaying games.
  It might be that such a character is invited to become an 
  Interrogator (after suitable purifying rituals of course) or that they 
  might find a way to escape their master altogether. Perhaps they 
  will be given a role within the Imperium as a planetary governor, 
  Administratum official or Ecclesiarchy pontiff. Some might simply 
  retire, whilst others might choose to plunder the farfl ung stars with 
  a Rogue Trader crew. Some might become nothing more than 
  whispered legend and infamy. There are many options, only limited 
  by your imagination.
  
  44
  T
  Adept
  Adept
  “It’s simple really. If we place the signifier here in this position, 
  the rest of the cipher solves itself.”
  — Scholar Gabel Troken, Librarium Centris, Scintilla.
  T
  he Administratum is a vast, monolithic organisation and 
  the largest, most powerful of all the divisions that make 
  up the Adeptus Terra. It is said the Adeptus Terra is the 
  cogs and gears that drive the Imperium, and the Administratum 
  is the grease and oil that smooths and coats the machinery. 
  Without the Administratum, the gears of the Adeptus Terra 
  would grind to a halt and the Imperium would fail.
  Billions staff the Administratum, the majority of which are 
  adepts of varying grades and specialties. Many are in hereditary 
  positions, the titles passed down from generation to generation. 
  Such is the immense size of the Administratum, it has been 
  known for whole departments to become lost in a sea of 
  complex bureaucracy only to resurface centuries later. Entire 
  divisions have been founded and dogmatically continue to 
  exist, even after their original intent has long since expired.
  Most adepts labouring within the gargantuan vaults, forgotten 
  archive halls or sitting at ancient, parchment-reading, logic engines 
  are considered to be learned by Imperial standards. They range 
  from studious librarians, who have spent their entire lives 
  within the dusty confines of manuscript-filled archives, to 
  younger, knowledge-hungry scholars ambitious to climb 
  the multitudinous ranks of the Administratum.
  Inquisitors and their agents frequently have 
  need of such academics, archivists, curators, scribes, 
  logisters, translators, and all manner of specialists in 
  lore. Adepts become involved with an Inquisitor in 
  many ways: some may already be in service within 
  the Inquisition, others may unwittingly cross paths 
  during an Inquisitor’s investigation, but the majority 
  of adepts are seconded from the Administratum. For 
  an ageing scholar, used to a rigid and dogmatic routine, 
  entering the employ of an Inquisitor is an intimidating 
  experience. Some are reluctant, but see it as an important duty 
  that must be fulfilled. Others can become resentful, making 
  it clear they are only in service out of fear and loss of status 
  rather than any idealist sense of saving the Imperium. Not 
  all react negatively: Some, often younger, adepts see it as an 
  opportunity, a rare chance to leave the overbearing structures 
  of the Administratum and quench their thirst for curiosity, and 
  study forbidden knowledge.
  In the field, adepts are rarely armed with anything more 
  than an autopistol; firepower is someone else’s job. They are 
  present to give sage tactical advice, unlock codes, confirm the 
  existence of STC data or brief on local customs and rituals. 
  Their role may not be in the forefront of a firefight but it 
  is no less pivotal or dangerous. Whilst other Acolytes can 
  secure a heavily defended data-crypt with firepower and 
  psychic force, someone needs to download and decipher the 
  data from the terminal in the midst of the combat.
  Adepts may be thought of as meek when compared to 
  other Acolytes, but they have access to one of the most 
  powerful weapons in the 41st Millennium—knowledge.
  Scrivener
  XP Level: 500–999
  Scribe
  XP Level: 1,000–1,999
  Inditor
  XP Level: 2,000–2,999
  Lexographer
  XP Level: 6,000–7,999
  Loremaster 
  Lexographer
  XP Level: 8,000–9,999
  Loremaster 
  Magister
  XP Level: 10,000–14,999
  Chirurgeon
  XP Level: 2,000–2,999
  Comptroller
  XP Level: 6,000–7,999
  Logister 
  Comptroller
  XP Level: 8,000–9,999
  Sage 
  Logister 
  XP Level: 10,000–14,999
  Scholar
  XP Level: 3,000–5,999
  Archivist
  XP Level: 0–499
  adePt 
  raNks
  
  45
  archIVIst 
  adVaNces
  “Throne blind you boy, fetch 
  those books before I use your 
  hide for a binding!”
  Archivists keep manuscripts 
  and tend the needs of Sages, 
  scurrying between tottering 
  bookshelves and datacrypts, 
  ever with an eye to escaping 
  their servitude.
  scrIVeNer 
  adVaNces
  “Dharkins, your illuminations 
  are positively Rabeliean. You’ll 
  do well; just not here.”
  Scriveners have wormed their 
  way into a position of trust, 
  whence they may actually 
  deal with scrolls, books and 
  data-slates directly. Of course, 
  they are the primary oppres-
  sors of Archivists, as is only 
  right and proper.
  Table 2-2: Adept Characteristic Advances
  Characteristic 
  Simple 
  Intermediate 
  Trained 
  Expert
  Weapon Skill  
  500 
  750 
  1,000 
  2,500
  Ballistic Skill 
  250 
  500 
  750 
  1,000
  Strength  
  500 
  750 
  1,000 
  2,500
  Toughness 
  500 
  750 
  1,000 
  2,500
  Agility 
   
  250 
  500 
  750 
  1,000
  Intelligence 
  100 
  250 
  500 
  500
  Perception 
  100 
  250 
  500 
  750
  Willpower 
  100 
  250 
  500 
  750
  Fellowship 
  250 
  500 
  750 
  1,000
  Advance 
  Cost 
  Type 
  Prerequisites
  Drive (Ground Vehicle) 
  100 
  S 
  —
  Drive (Hover Vehicle) 
  100 
  S 
  —
  Pilot (Civilian Craft) 
  100 
  S 
  —
  Scholastic Lore (Legend) 
  100 
  S 
  —
  Trade (Cook) 
  100 
  S 
  —
  Trade (Valet) 
  100 
  S 
  —
  Resistance (Cold) 
  100 
  T 
  —
  Sound Constitution 
  100 
  T 
  —
  Sprint 
  100 
  T 
  —
  Unremarkable 
  100 
  T 
  —
  Swim 
  200 
  S 
  —
  Melee Weapon Training (Primitive) 
  200 
  T 
  —
  Pistol Training (Primitive) 
  200 
  T 
  —
  Pistol Training (Las) 
  200 
  T 
  —
  Pistol Training (SP) 
  200 
  T 
  —
  Thrown Weapon Training (Primitive) 
  200 
  T 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness 
  100 
  S 
  —
  Common Lore (Administratum) 
  100 
  S 
  —
  Common Lore (Imperium) +10 
  100 
  S 
  Common Lore (Imperium)
  Drive (Ground Vehicle) +10 
  100 
  S 
  Drive (Ground Vehicle)
  Drive (Hover Vehicle) +10 
  100 
  S 
  Drive (Hover Vehicle)
  Forbidden Lore (Cults) 
  100 
  S 
  —
  Inquiry 
  100 
  S 
  —
  Literacy +10 
  100 
  S 
  Literacy
  Logic 
  100 
  S 
  —
  Pilot (Civilian Craft) +10 
  100 
  S 
  Pilot (Civilian Craft)
  Scholastic Lore (Legend) +10 
  100 
  S 
  Scholastic Lore (Legend)
  Speak Language (High Gothic) 
  100 
  S 
  —
  Trade (Artist) 
  100 
  S 
  —
  Trade (Cartographer) 
  100 
  S 
  —
  Trade (Copyist) 
  100 
  S 
  —
  Basic Weapon Training (Primitive) 
  100 
  T 
  —
  Peer (Academics) 
  100 
  T 
  Fel 30
  Blather 
  200 
  S 
  —
  Peer (Administratum) 
  200 
  T 
  Fel 30
  
  46
  scrIbe adVaNces
  “A scribe is always useful. 
  Knowledge can make the 
  difference between life and 
  death, particularly if you send 
  the scribe in first…”
  Scribes 
  are 
  vessels 
  of 
  knowledge, skilled in the 
  byzantine art of extracting 
  information from all manner 
  of sources. Many secretly 
  fear they will never rise 
  further within the ranks of 
  the Administratum, hence 
  they are naturally keen to 
  take risks to get ahead.
  INdItor 
  adVaNces
  “If you’ve a mind to dig to the 
  bottom of something, an inditor 
  is invaluable. If they don’t 
  know it, they can find it out 
  for you. If they can’t find it… 
  well, you’re probably not meant 
  to know it anyway.”
  Inditors are trusted members 
  of the Administratum, having 
  been initiated into some of its 
  deeper secrets. Even the lore 
  of other Adepta is not beyond 
  their scrutinising gaze.
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness +10 
  100 
  S 
  Awareness
  Common Lore (Administratum) +10 
  100 
  S 
  Common Lore (Administratum)
  Common Lore (Ecclesiarchy) 
  100 
  S 
  —
  Common Lore (Imperium) +20 
  100 
  S 
  Common Lore (Imperium) +10
  Common Lore (Tech) 
  100 
  S 
  —
  Drive (Ground Vehicle) +20 
  100 
  S 
  Drive (Ground Vehicle) +10
  Drive (Hover Vehicle) +20 
  100 
  S 
  Drive (Hover Vehicle) +10
  Forbidden Lore (Cults) +10 
  100 
  S 
  Forbidden Lore (Cults)
  Forbidden Lore (Heresy) 
  100 
  S 
  —
  Literacy +20 
  100 
  S 
  Literacy +10
  Pilot (Civilian Craft) +20 
  100 
  S 
  Pilot (Civilian Craft) +10
  Scholastic Lore (Bureaucracy) 
  100 
  S 
  —
  Scholastic Lore (Legend) +20 
  100 
  S 
  Scholastic Lore (Legend) +10
  Scholastic Lore (Occult) 
  100 
  S 
  —
  Secret Tongue (Administratum) 
  100 
  S 
  —
  Basic Weapon Training (Las) 
  100 
  T 
  —
  Basic Weapon Training (SP) 
  100 
  T 
  —
  Flagellant 
  100 
  T 
  —
  Resistance (Poisons) 
  100 
  T 
  —
  Blather +10 
  200 
  S 
  Blather
  Electro Graft Use 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Ambidextrous 
  300 
  T 
  Ag 30
  Advance 
  Cost Type 
  Prerequisites
  Awareness +20 
  100 
  S 
  Awareness +10
  Common Lore (Tech) +10 
  100 
  S 
  Common Lore (Tech)
  Common Lore (Machine Cult) 
  100 
  S 
  —
  Evaluate 
  100 
  S 
  —
  Forbidden Lore (Mutants) 
  100 
  S 
  —
  Forbidden Lore (Inquisition) 
  100 
  S 
  —
  Inquiry +10 
  100 
  S 
  Inquiry
  Logic +10 
  100 
  S 
  Logic
  Scholastic Lore (Chymistry) 
  100 
  S 
  —
  Scholastic Lore (Numerology) 
  100 
  S 
  —
  Scholastic Lore (Occult) +10 
  100 
  S 
  Scholastic Lore (Occult)
  Secret Tongue (Administratum) +10 
  100 
  S 
  Secret Tongue (Administratum)
  Tech-Use 
  100 
  S 
  —
  Total Recall 
  100 
  T 
  Int 30
  Swift Attack 
  100 
  T 
  WS 35
  Barter 
  200 
  S 
  —
  Blather +20 
  200 
  S 
  Blather +10
  Navigation (Stellar) 
  200 
  S 
  —
  Melee Weapon Training (Shock) 
  200 
  T 
  —
  Arms Master 
  200 
  T 
  BS 30 Basic Weapon Training (any two)
  Marksman 
  300 
  T 
  BS 35
  
  47
  chIrurgeoN 
  adVaNces
  “Them chirurgeons issa odd 
  bunch. Watch it if they of-
  fers ta cut ya fer free. Iss the 
  way they looks at yer as they’re 
  rummagin’ in yer guts. Kinda 
  like yera cross ’tween an essper-
  iment anna pork lunch.”
  Chirurgeons investigate the 
  secrets of the human form, 
  studying the cryptic cham-
  bers of the heart, the enig-
  mas of fl esh and bone, and, 
  of course, the moist grey 
  mysteries of the brain.
  scholar 
  adVaNces
  “Scholar Dharkins passes—
  bow your head! He cured 
  the Seeping Cough and the 
  Dread-Pox. Whisper has it 
  he advises the hive council. 
  ’Twernt for him, Throne 
  knows where we’d be!”
  A Scholar is in full bloom of 
  his powers, wise, learned and 
  skilled in getting results from 
  the almighty machine that is 
  the Administratum. Should 
  they avoid peevish theo-
  retical debate and infighting, 
  Scholars become respected 
  and mighty indeed.
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness +20 
  100 
  S 
  Awareness +10
  Common Lore (Imperial Creed) 
  100 
  S 
  —
  Deceive 
  100 
  S 
  —
  Forbidden Lore (Mutants) 
  100 
  S 
  —
  Forbidden Lore (Inquisition) 
  100 
  S 
  —
  Inquiry +10 
  100 
  S 
  Inquiry
  Medicae 
  100 
  S 
  —
  Medicae +10 
  100 
  S 
  Medicae
  Master Chirurgeon 
  100 
  T 
  Medicae +10
  Talented (Blather) 
  100 
  T 
  Blather
  Talented (Medicae) 
  100 
  T 
  Medicae
  Peer (the Insane) 
  100 
  T 
  Fel 30
  Carouse 
  200 
  S 
  —
  Carouse +10 
  200 
  S 
  Carouse
  Decadence 
  200 
  T 
  T 30
  Heightened Senses (Sight) 
  200 
  T 
  —
  Heightened Senses (Smell) 
  200 
  T 
  —
  Heightened Senses (Touch) 
  200 
  T 
  —
  Melee Weapon Training (Chain) 
  200 
  T 
  —
  Charm 
  300 
  S 
  —
  Sleight of Hand 
  300 
  S 
  —
  Advance 
  Cost Type 
  Prerequisites
  Common Lore (Adeptus Arbites) 
  100 
  S 
  —
  Common Lore (Administratum) +20 
  100 
  S 
  Common Lore (Administratum) +10
  Common Lore (Ecclesiarchy) +10 
  100 
  S 
  Common Lore (Ecclesiarchy)
  Common Lore (Tech) +20 
  100 
  S 
  Common Lore (Tech) +10
  Deceive 
  100 
  S 
  —
  Dodge 
  100 
  S 
  —
  Drive (Walker) 
  100 
  S 
  —
  Forbidden Lore (Heresy) +10 
  100 
  S 
  Forbidden Lore (Heresy)
  Forbidden Lore (Inquisition) +10 
  100 
  S 
  Forbidden Lore (Inquisition)
  Forbidden Lore (Mutants) +10 
  100 
  S 
  Forbidden Lore (Mutants)
  Scholastic Lore (Astromancy) 
  100 
  S 
  —
  Scholastic Lore (Bureaucracy) +10 
  100 
  S 
  Scholastic Lore (Bureaucracy)
  Scholastic Lore (Heraldry) 
  100 
  S 
  —
  Scholastic Lore (Imperial Creed) 
  100 
  S 
  —
  Scrutiny 
  100 
  S 
  —
  Speak Language (High Gothic) +10 
  100 
  S 
  —
  Armour of Contempt 
  100 
  T 
  WP 40
  Binary Chatter 
  100 
  T 
  —
  Navigation (Stellar) +10 
  200 
  S 
  Navigation (Stellar)
  Basic Weapon Training (Bolt) 
  200 
  T 
  —
  Die Hard 
  200 
  T 
  WP 40
  Pistol Training (Bolt) 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Step Aside 
  200 
  T 
  Ag 40, Dodge
  
  48
  leXograPher 
  adVaNces
  “Lexographers is so smart, dey 
  get ta make up words an’ no one 
  says they’s inedukated.”
  All the knowledge of the 
  Imperium is hidden within the 
  spidery High Gothic script of 
  temples, shrines and archives. 
  The 
  Lexographer 
  is 
  the 
  guardian and keeper of these 
  sacred words.
  loremaster 
  adVaNces
  “When you understand the 
  secrets of the universe, you will 
  understand yourself.”
  Loremasters have reached 
  such a level of knowledge 
  of the galaxy that they have 
  now turned their attentions 
  inward, looking into the very 
  mysteries of the human soul.
  comPtroller 
  adVaNces
  “Stop staring, lad. It’s not for 
  the likes of archivists like you 
  to look upon Comptrollers. Of 
  course, he has an extra brain. 
  You would too, if you had to 
  work like that.”
  Comptrollers direct the ebb 
  and fl ow of information that 
  passes through the Adminis-
  tratum, plucking seemingly 
  unconnected facts from the 
  sea of know-ledge to con-
  struct masterful solutions 
  and cunning plans of attack.
  Advance 
  Cost Type 
  Prerequisites
  Forbidden Lore (Cults) +20 
  100 
  S 
  Forbidden Lore (Cults) +10
  Forbidden Lore (Heresy) +20 
  100 
  S 
  Forbidden Lore (Heresy) +10
  Forbidden Lore (Inquisition) +20 
  100 
  S 
  Forbidden Lore (Inquisition) +10
  Forbidden Lore (Mutants) +20 
  100 
  S 
  Forbidden Lore (Mutants) +10
  Speak Language (High Gothic) +20 
  100 
  S 
  Speak Language (High Gothic) +10
  Resistance (Fear) 
  100 
  T 
  —
  Paranoia 
  100 
  T 
  —
  Blind Fighting 
  200 
  T 
  Per 30
  Pistol Training (Flame) 
  200 
  T 
  —
  Quick Draw 
  200 
  T 
  —
  Lip Reading 
  300 
  S 
  —
  Advance 
  Cost Type 
  Prerequisites
  Scholastic Lore (Occult) +10 
  100 
  S 
  Scholastic Lore (Occult)
  Lip Reading +10 
  200 
  S 
  Lip Reading
  Minor Psychic Power‡ 
  200 
  T 
  —
  Peer (Astropaths) 
  200 
  T 
  Fel 30
  Rapid Reload 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Psyniscience 
  300 
  S 
  Psy Rating 1
  Exotic Weapon Training (Needle Pistol) 
  300 
  T 
  —
  Psy Rating 1 
  300 
  T 
  —
  Unshakeable Faith 
  300 
  T 
  —
  Pistol Training (Plasma) 
  400 
  T 
  —
  ‡You may take this Talent up to three times at this Rank.
  Advance 
  Cost Type 
  Prerequisites
  Command 
  100 
  S 
  —
  Common Lore (Machine Cult) 
  100 
  S 
  —
  Common Lore (Machine Cult) +10 
  100 
  S 
  Common Lore (Machine Cult)
  Deceive +10 
  100 
  S 
  Deceive
  Evaluate 
  100 
  S 
  —
  Evaluate +10 
  100 
  S 
  Evaluate
  Inquiry +20 
  100 
  S 
  Inquiry +10
  Scholastic Lore (Astromancy) +10 
  100 
  S 
  Scholastic Lore (Astromancy)
  Scholastic Lore (Bureaucracy) +20 
  100 
  S 
  Scholastic Lore (Bureaucracy)
  Scholastic Lore (Chymistry) 
  100 
  S 
  —
  Scholastic Lore (Chymistry) +10 
  100 
  S 
  Scholastic Lore (Chymistry)
  Scholastic Lore (Cryptology) 
  100 
  S 
  —
  Scholastic Lore (Heraldry) +10 
  100 
  S 
  Scholastic Lore (Heraldry)
  Scholastic Lore (Imperial Creed) +10 
  100 
  S 
  Scholastic Lore (Imperial Creed)
  Scholastic Lore (Judgement) 
  100 
  S 
  —
  Scholastic Lore (Numerology) 
  100 
  S 
  —
  Scholastic Lore (Numerology) +10 
  100 
  S 
  Scholastic Lore (Numerology)
  Scholastic Lore (Tactica Imperialis) 
  100 
  S 
  —
  Search 
  100 
  S 
  —
  Secret Tongue (Administratum) +10 
  100 
  S 
  Secret Tongue (Administratum)
  Secret Tongue (Administratum) +20 
  100 
  S 
  Secret Tongue (Administratum) +10
  Chem Geld 
  100 
  T 
  —
  Disturbing Voice 
  100 
  T 
  —
  Resistance (Psychic Powers) 
  100 
  T 
  —
  Interrogation 
  200 
  S 
  —
  Tech-Use 
  200 
  S 
  —
  Tech-Use +10 
  200 
  S 
  Tech-Use
  Blind Fighting 
  200 
  T 
  Per 30
  Deadeye Shot 
  200 
  T 
  BS 30
  Jaded 
  300 
  T 
  WP 30
  
  49
  logIster 
  adVaNces
  “The cogitation of Logister 
  Veritas is that the city be 
  razed. This solves both the 
  crime and industry problems 
  most elegantly. What? No, I’m 
  afraid his plan is already in 
  action. You did say you wanted 
  a swift solution…”
  Logisters apply their phe-
  nomenal powers of reason-
  ing and logic to the toughest 
  of problems, slicing through 
  quandaries with the keen 
  scalpel of their intellect.
  magIster 
  adVaNces
  “If there’s one thing worse than 
  a psyker, it’s a psyker that 
  knows everything.”
  Magisters possess an implicit 
  understanding of the nature 
  of the galaxy, and man’s place 
  within it. Through the study 
  of this forbidden knowledge 
  they unlock hidden powers.
  sage adVaNces
  “They say even the mysteries of 
  the Tyrant Star are not beyond 
  the mind of a sage.”
  Few secrets remain hidden 
  from the mind of a sage.
  Advance 
  Cost Type 
  Prerequisites
  Common Lore (Adeptus Arbites) +10 
  100 
  S 
  Common Lore (Adeptus Arbites)
  Common Lore (Ecclesiarchy) +20 
  100 
  S 
  Common Lore (Ecclesiarchy) +10
  Logic +10 
  100 
  S 
  Logic
  Logic +20 
  100 
  S 
  Logic +10
  Scholastic Lore (Cryptology) +10 
  100 
  S 
  Scholastic Lore (Cryptology)
  Scholastic Lore (Imperial Creed) +20 
  100 
  S 
  Scholastic Lore (Imperial Creed) +10
  Scholastic Lore (Judgement) +10 
  100 
  S 
  Scholastic Lore (Judgement)
  Scholastic Lore (Tactica Imperialis) +10 
  100 
  S 
  Scholastic Lore (Tactica Imperialis)
  Search +10 
  100 
  S 
  Search
  Air of Authority 
  100 
  T 
  Fel 30
  Orthoproxy 
  100 
  T 
  —
  Peer (Government) 
  100 
  T 
  Fel 30
  Pistol Training (Flame) 
  100 
  T 
  —
  Resistance (Fear) 
  100 
  T 
  —
  Strong Minded 
  100 
  T 
  WP 30, Resistance (Psychic Powers)
  Talented (Logic) 
  100 
  T 
  Logic
  Command +10 
  200 
  S 
  Command
  Interrogation +10 
  200 
  S 
  Interrogation
  Tech-Use +20 
  200 
  S 
  Tech-Use +10
  Forbidden Lore (Archeotech) 
  300 
  S 
  Tech-Use +20
  Nerves of Steel 
  300 
  T 
  —
  Peer (Adeptus Mechanicus) 
  300 
  T 
  Fel 30
  Peer (Ecclesiarchy) 
  300 
  T 
  Fel 30
  Sound Constitution 
  300 
  T 
  —
  Advance 
  Cost Type 
  Prerequisites
  Catfall 
  100 
  T 
  Ag 30
  Interrogation 
  200 
  S 
  —
  Psyniscience +10 
  200 
  S 
  Psyniscience
  Tech-Use +10 
  200 
  S 
  Tech-Use
  Exotic Weapon Training (Needle Rifle) 
  200 
  T 
  —
  Minor Psychic Power‡ 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Psy Rating 2 
  300 
  T 
  Psy Rating 1
  Melee Weapon Training (Power) 
  400 
  T 
  —
  Pistol Training (Melta) 
  400 
  T 
  —
  Psy Rating 3 
  500 
  T 
  Psy Rating 2
  ‡You may take this Talent up to three times at this Rank.
  Advance 
  Cost Type 
  Prerequisites
  Common Lore (Adeptus Arbites) +20 
  100 
  S 
  Common Lore (Adeptus Arbites) +20
  Forbidden Lore (Cults) +20 
  100 
  S 
  Forbidden Lore (Cults) +10
  Forbidden Lore (Heresy) +20 
  100 
  S 
  Forbidden Lore (Heresy) +10
  Forbidden Lore (Inquisition) +20 
  100 
  S 
  Forbidden Lore (Inquisition) +10
  Forbidden Lore (Mutants) +20 
  100 
  S 
  Forbidden Lore (Mutants) +10
  Scholastic Lore (Tactica Imperialis) +20 
  100 
  S 
  Scholastic Lore (Tactica Imperialis) +10
  Mental Fortress 
  100 
  T 
  WP 50, Strong Minded
  Peer (Nobility) 
  100 
  T 
  Fel 30
  Command +20 
  200 
  S 
  Command +10
  Exotic Weapon Training (Web Pistol) 
  200 
  T 
  —
  Quick Draw 
  200 
  T 
  —
  Rapid Reload 
  200 
  T 
  —
  Talented (Command) 
  200 
  T 
  Command
  Concealment 
  300 
  S 
  —
  Forbidden Lore (Archeotech) +10 
  300 
  S 
  Forbidden Lore (Archeotech)
  Peer (Adeptus Arbites) 
  300 
  T 
  Fel 30
  Sound Constitution 
  300 
  T 
  —
  Unnatural Intelligence 
  500 
  — 
  —
  
  50
  T
  Arbitrator
  Arbitrator
  “He demands? The demands of the law come first, even in Hive 
  Tarsus.”
  — Regulator Hanz Rikennan, IVth Precinct, Hive Tarsus.
  T
  hroughout the millions of worlds of the Imperium, crime 
  is rife. Not just the petty crimes of individuals for personal 
  gain, but organised crime on a scale never even considered 
  in humanity’s past. Entire sub-sectors and planets have been in the 
  thrall of illegal cartels and criminal organisations. There are even 
  wayward planetary governors who shun the Imperium and treat the 
  dominion as their own paltry fiefdom, claiming the planet’s natural 
  resources, labour and riches for their own.
  In these dire situations it falls to the Adeptus Arbites to defend 
  the Imperium’s rights and prevent whole sub-sectors going rogue 
  for generations, or even permanently. The Adeptus Arbites is not a 
  galactic police force; it has little interest in petty crimes such as theft, 
  murder or tax evasion, for these fall under the responsibility of the 
  local planetary forces. The Adeptus Arbites is there to keep order on 
  a far greater scale, to root out corruption, maintain the Imperial tithe 
  and to guard against witchery.
  From the Adeptus Arbites come the fearsome Arbitrators. Also 
  known as Judges, these men and women are stoic in their duty and 
  unquestionably loyal to the Imperium. Inquisitors often go to the 
  Adeptes Arbites when in need of a trustworthy Acolyte, trained to 
  think on their feet, combat-hardened and beyond reproach in their 
  faith. Arbitrators are infamous for their prodigious stamina and zeal, 
  and their ability to survive all manner of wounds and punishment in 
  the quest to catch their quarry.
  Arbitrators are resolute and fearless. They demand utter obedience 
  from the citizens they come into contact with. Where civil unrest 
  and crime threaten the stability of a world, the Arbitrators are in the 
  field: unfl inching, ordering the local enforcers, and hunting down 
  the rabble-rousers, to restore law and order.
  The Judges’ methods are varied, not unlike the way Inquisitors go 
  about their work. The means used can be different depending on 
  their mentors, what Schola Progenium the individual attended and 
  other such factors. However, unlike Inquisitors who have their own 
  private agendas, all members of the Adeptes Arbites have the same 
  goal and responsibility—to uphold the Emperor’s justice.
  Some Arbitrators openly investigate and make no secret who their 
  quarry is, even if he is of noble birth or high rank. This can often 
  lead to overt hostility between the Judge and his subject, although 
  there is no question who off-world forces of the Imperium would 
  side with should they be requested to attend. This is by no means the 
  only mode of investigation; other officers of the Adeptes Arbites are 
  quite methodical in their approach—meticulously sourcing evidence 
  and questioning contacts and witnesses.
  The relationship between the Inquisition and the Adeptes Arbites 
  is often one of the more cordial within the Adeptus Terra. Arbitrators 
  often see working with Inquisitors as a way of further enforcing 
  justice. However, such arrangements have not always worked so 
  well. It has been known for Judges to turn on the Inquisitors they 
  have been seconded to serve if they perceive the Inquisitor to have 
  broken sacrosanct Imperial laws. This means Inquisitors of the more 
  Radical factions must be wary when recruiting members of the 
  Adeptus Arbites to become their Acolytes.
  Enforcer
  XP Level: 500–999
  Regulator
  XP Level: 1,000–1,999
  Investigator
  XP Level: 2,000–2,999
  Proctor
  XP Level: 6,000–7,999
  Marshal
  XP Level: 8,000–9,999
  Lord Marshal
  XP Level: 10,000–14,999
  Intelligencer
  XP Level: 6,000–7,999
  Magistrate
  XP Level: 8,000–9,999
  Justicar 
  XP Level: 10,000–14,999
  Arbitrator
  XP Level: 3,000–5,999
  Trooper
  XP Level: 0–499
  arbItrator 
  raNks
  
  51
  trooPer 
  adVaNces
  “Call yourself an arbitrator? 
  You’re not fit to wear the 
  uniform.”
  A Trooper is drilled in 
  combat and his duties to 
  the Imperium: he is stout of 
  heart and eager to enforce 
  the Emperor’s law.
  eNforcer 
  adVaNces
  “Stand to, men, we’ll break 
  these scum on our shields and 
  shock mauls.”
  An Enforcer is taught how 
  to keep order in the most 
  desperate situations, stand-
  ing shoulder to shoulder 
  with his fellow Arbitrators.
   
  Table 2-3: Arbitrator Characteristic Advances
  Characteristic 
  Simple 
  Intermediate 
  Trained 
  Expert
  Weapon Skill 
  250 
  500 
  750 
  1,000 
  Ballistic Skill 
  100 
  250 
  500 
  750
  Strength  
  500 
  750 
  1,000 
  2,500
  Toughness 
  100 
  250 
  500 
  500
  Agility 
   
  500 
  750 
  1,000 
  2,500
  Intelligence 
  100 
  250 
  500 
  750
  Perception 
  250 
  500 
  750 
  1,000
  Willpower 
  250 
  500 
  750 
  1,000
  Fellowship 
  250 
  500 
  750 
  1,000
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness 
  100 
  S 
  —
  Common Lore (Adeptus Arbites) +10 
  100 
  S 
  Common Lore (Adeptus Arbites)
  Drive (Ground Vehicle) 
  100 
  S 
  —
  Drive (Hover Vehicle) 
  100 
  S 
  —
  Inquiry +10 
  100 
  S 
  Inquiry
  Scrutiny 
  100 
  S 
  —
  Swim 
  100 
  S 
  —
  Basic Weapon Training (Primitive) 
  100 
  T 
  —
  Basic Weapon Training (SP) 
  100 
  T 
  —
  Melee Weapon Training (Primitive) 
  100 
  T 
  —
  Pistol Training (Las) 
  100 
  T 
  —
  Pistol Training (Primitive) 
  100 
  T 
  —
  Pistol Training (SP) 
  100 
  T 
  —
  Rapid Reload 
  100 
  T 
  —
  Sound Constitution‡ 
  100 
  T 
  —
  Thrown Weapon Training (Primitive) 
  100 
  T 
  —
  ‡You may take this Talent up to three times at this Rank.
  Advance 
  Cost Type 
  Prerequisites
  Common Lore (Adeptus Arbites) +20 
  100 
  S 
  Common Lore (Adeptus Arbites) +10
  Common Lore (Underworld) 
  100 
  S 
  —
  Intimidate 
  100 
  S 
  —
  Security 
  100 
  S 
  —
  Tracking 
  100 
  S 
  —
  Basic Weapon Training (Las) 
  100 
  T 
  —
  Disarm 
  100 
  T 
  Ag 30
  Double Team 
  100 
  T 
  —
  Leap Up 
  100 
  T 
  Ag 30
  Light Sleeper 
  100 
  T 
  Per 30
  Melee Weapon Training (Shock) 
  100 
  T 
  —
  Peer (Adeptus Arbites) 
  100 
  T 
  Fel 30
  Resistance (Cold) 
  100 
  T 
  —
  Resistance (Heat) 
  100 
  T 
  —
  Sound Constitution 
  100 
  T 
  —
  Takedown 
  100 
  T 
  —
  Barter 
  200 
  S 
  —
  Ciphers (Acolyte) 
  200 
  S 
  —
  Tech-Use 
  200 
  S 
  —
  
  52
  regulator 
  adVaNces
  “I want you to hunt them down 
  like the dogs they are.”
  Regulators take the law to 
  the underworld, holding 
  their own against any who 
  challenge the Emperor’s 
  law.
  INVestIgator 
  adVaNces
  “This is a tough one. Hit the 
  hab-block, find out what people 
  know.”
  Investigators learn the arts 
  of inquiry, using contacts, 
  charm and dirty tactics to 
  uncover the truth.
  Advance 
  Cost 
  Type 
  Prerequisites
  Ciphers (Underworld) 
  100 
  S 
  —
  Common Lore (Imperium) 
  100 
  S 
  —
  Dodge 
  100 
  S 
  —
  Interrogation 
  100 
  S 
  —
  Scholastic Lore (Judgement) 
  100 
  S 
  —
  Search 
  100 
  S 
  —
  Die Hard 
  100 
  T 
  WP 40
  Sound Constitution 
  100 
  T 
  —
  Climb 
  200 
  S 
  —
  Silent Move 
  200 
  S 
  —
  Basic Weapon Training (Flame) 
  200 
  T 
  —
  Basic Weapon Training (Launcher) 
  200 
  T 
  —
  Heavy Weapon Training (SP) 
  200 
  T 
  —
  Pistol Training (Flame) 
  200 
  T 
  —
  Sprint 
  200 
  T 
  —
  Street Fighting 
  200 
  T 
  —
  Two-Weapon Wielder (Ballistic) 
  200 
  T 
  BS 35, Ag 35
  Two-Weapon Wielder (Melee) 
  200 
  T 
  WS 35, Ag 35
  Survival 
  300 
  S 
  —
  Crushing Blow 
  300 
  T 
  S 40
  Advance 
  Cost 
  Type 
  Prerequisites
  Charm 
  100 
  S 
  —
  Common Lore (Administratum) 
  100 
  S 
  —
  Deceive 
  100 
  S 
  —
  Inquiry +20 
  100 
  S 
  Inquiry +10
  Search +10 
  100 
  S 
  Search
  Security +10 
  100 
  S 
  Security
  Tracking +10 
  100 
  S 
  Tracking
  Basic Weapon Training (Bolt) 
  100 
  T 
  —
  Decadence 
  100 
  T 
  T 30
  Hard Target 
  100 
  T 
  Ag 40
  Heightened Senses (Hearing) 
  100 
  T 
  —
  Heightened Senses (Sight) 
  100 
  T 
  —
  Iron Jaw 
  100 
  T 
  T 40
  Peer (Underworld) 
  100 
  T 
  Fel 30
  Pistol Training (Bolt) 
  100 
  T 
  —
  Rapid Reaction 
  100 
  T 
  Ag 40
  Blather 
  200 
  S 
  —
  Carouse 
  200 
  S 
  —
  Evaluate 
  200 
  S 
  —
  Sound Constitution 
  200 
  T 
  —
  Tech-Use +10 
  300 
  S 
  Tech-Use
  
  53
  arbItrator 
  adVaNces
  “Took sixteen slugs to the gut, 
  but he still got his man. Now, 
  there’s a real arbitrator for 
  you…”
  Arbitrators are guardians of 
  order and the rule of law 
  within the Imperium. Im-
  placable, unrelenting, and 
  nigh-on impossible to kill; 
  they are the Emperor’s jus-
  tice, manifest.
  INtellIgeNcer 
  adVaNces
  “There’s low cunning, then 
  there’s Intelligencers. Saints 
  help the scum if those boys are 
  on the trail…”
  Intelligencers are spymasters, 
  tacticians and forensic experts. 
  Their powerful intellect is 
  matched only by their dedica-
  tion to the Imperium.
  Advance 
  Cost 
  Type 
  Prerequisites
  Charm +10 
  100 
  S 
  Charm
  Climb +10 
  100 
  S 
  Climb
  Concealment 
  100 
  S 
  —
  Dodge +10 
  100 
  S 
  Dodge
  Interrogation +10 
  100 
  S 
  Interrogation
  Intimidation +10 
  100 
  S 
  Intimidation
  Scholastic Lore (Tactica Imperialis) 
  100 
  S 
  —
  Scrutiny +10 
  100 
  S 
  Scrutiny
  Secret Tongue (Gutter) 
  100 
  S 
  —
  Ambidextrous 
  100 
  T 
  Ag 30
  Hardy 
  100 
  T 
  T 40
  Nerves of Steel 
  100 
  T 
  —
  Peer (Government) 
  100 
  T 
  Fel 30
  Sure Strike 
  100 
  T 
  WS 30
  Step Aside 
  100 
  T 
  Ag 40, Dodge
  True Grit 
  100 
  T 
  T 40
  Forbidden Lore (Cults) 
  200 
  S 
  —
  Forbidden Lore (Mutants) 
  200 
  S 
  —
  Logic 
  200 
  S 
  —
  Scholastic Lore (Occult) 
  200 
  S 
  —
  Shadowing 
  200 
  S 
  —
  Silent Move +10 
  200 
  S 
  Silent Move
  Sleight of Hand 
  200 
  S 
  —
  Basic Weapon Training (Plasma) 
  200 
  T 
  —
  Combat Master 
  200 
  T 
  WS 30
  Deadeye Shot 
  200 
  T 
  BS 30
  Heavy Weapon Training (Flame) 
  200 
  T 
  —
  Melee Weapon Training (Chain) 
  200 
  T 
  —
  Pistol Training (Plasma) 
  200 
  T 
  —
  Sound Constitution‡ 
  200 
  T 
  —
  Exotic Weapon Training (Web Pistol) 
  300 
  T 
  —
  Exotic Weapon Training (Webber) 
  300 
  T 
  —
  Swift Attack 
  300 
  T 
  WS 35
  ‡You may take this Talent up to three times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Common Lore (Administratum) +10 
  100 
  S 
  Common Lore (Administratum)
  Interrogation +20 
  100 
  S 
  Interrogation +10
  Search +20 
  100 
  S 
  Search +10
  Security +20 
  100 
  S 
  Security +10
  Speak Language (High Gothic) 
  100 
  S 
  —
  Tracking +20 
  100 
  S 
  Tracking +10
  Resistance (Insanity) 
  100 
  T 
  —
  Strong Minded 
  100 
  T 
  WP 30, Resistance (Psychic Powers)
  Total Recall 
  100 
  T 
  Int 30
  Disguise 
  200 
  S 
  —
  Lip Reading 
  200 
  S 
  —
  Scholastic Lore (Bureaucracy) 
  200 
  S 
  —
  Scholastic Lore (Cryptology) 
  200 
  S 
  —
  Melee Weapon Training (Power) 
  200 
  T 
  —
  Blademaster 
  200 
  T 
  WS 30, Melee Weapon Training (any one)
  Sound Constitution 
  200 
  T 
  —
  Talented (Logic) 
  200 
  T 
  Logic
  Talented (Shadowing) 
  200 
  T 
  Shadowing
  Scholastic Lore (Chymistry) 
  300 
  S 
  —
  Secret Tongue (Administratum) 
  300 
  S 
  Common Lore (Administratum),
   
   
   
  Peer (Government)
  Counter Attack 
  300 
  T 
  WS 40
  Crippling Strike 
  300 
  T 
  WS 50
  Resistance (Psychic Powers) 
  300 
  T 
  —
  
  54
  magIstrate 
  adVaNces
  “Every crime has its price, and 
  the magistrate collects that 
  debt.”
  Magistrates rule upon in-
  tricate cases of heresy and 
  sedition. By dispensing 
  death, they keep the soul 
  of the Imperium alive.
  JustIcar 
  adVaNces
  “Where Justicar tread, nobles 
  tremble.”
  The Justicar brings the light 
  of the Emperor’s judgement 
  to decadent nobles, corrupt 
  officials and worlds brought 
  low by dark worship.
  Advance 
  Cost Type 
  Prerequisites
  Charm +20 
  100 
  S 
  Charm +10
  Common Lore (Ecclesiarchy) 
  100 
  S 
  —
  Common Lore (Imperial Creed) 
  100 
  S 
  —
  Literacy 
  100 
  S 
  —
  Scholastic Lore (Bureaucracy) +10 
  100 
  S 
  Scholastic Lore (Bureaucracy)
  Scholastic Lore (Cryptology) +10 
  100 
  S 
  Scholastic Lore (Cryptology)
  Scholastic Lore (Judgement) +10 
  100 
  S 
  Scholastic Lore (Judgement)
  Scholastic Lore (Occult) +10 
  100 
  S 
  Scholastic Lore (Occult)
  Scholastic Lore (Philosophy) 
  100 
  S 
  —
  Speak Language (High Gothic) +10 
  100 
  S 
  Speak Language (High Gothic)
  Blind Fighting 
  100 
  T 
  Per 30
  Lightning Reflexes 
  100 
  T 
  —
  Precise Blow 
  100 
  T 
  WS 40, Sure Strike
  Resistance (Fear) 
  100 
  T 
  —
  Command 
  200 
  S 
  —
  Forbidden Lore (Heresy) 
  200 
  S 
  —
  Air of Authority 
  200 
  T 
  Fel 30
  Arms Master 
  200 
  T BS 30, Basic Weapon Training (any two)
  Sound Constitution† 
  200 
  T 
  —
  Forbidden Lore (Psykers) 
  300 
  S 
  —
  Furious Assault 
  300 
  T 
  WS 35
  †You may take this Talent up to two times at this Rank.
  Advance 
  Cost Type 
  Prerequisites
  Literacy +20 
  100 
  S 
  Literacy +10
  Scholastic Lore (Judgement) +20 
  100 
  S 
  Scholastic Lore (Judgement) +10
  Scholastic Lore (Tactica Imperialis) +10 
  100 
  S 
  Scholastic Lore (Tactica Imperialis)
  Forbidden Lore (Cults) +10 
  200 
  S 
  Forbidden Lore (Cults)
  Forbidden Lore (Heresy) +10 
  200 
  S 
  Forbidden Lore (Heresy)
  Forbidden Lore (Mutants) +10 
  200 
  S 
  Forbidden Lore (Mutants)
  Forbidden Lore (Psykers) +10 
  200 
  S 
  Forbidden Lore (Psykers)
  Scrutiny +20 
  200 
  S 
  Scrutiny +10
  Basic Weapon Training (Melta) 
  200 
  T 
  —
  Dual Shot 
  200 
  T 
  Ag 40, Two-Weapon Wielder (Ballistic)
  Dual Strike 
  200 
  T 
  Ag 40, Two-Weapon Wielder (Melee)
  Heavy Weapon Training (Bolt) 
  200 
  T 
  —
  Hip Shooting 
  200 
  T 
  BS 40, Ag 40
  Independent Targeting 
  200 
  T 
  BS 40
  Iron Discipline 
  200 
  T 
  WP 30, Command
  Peer (Nobility) 
  200 
  T 
  Fel 30
  Pistol Training (Melta) 
  200 
  T 
  —
  Talented (Command) 
  200 
  T 
  Command
  Wall of Steel 
  200 
  T 
  Ag 35
  Forbidden Lore (Inquisition) 
  300 
  S 
  —
  Crack Shot 
  300 
  T 
  BS 40
  Lightning Attack 
  300 
  T 
  Swift Attack
  Sound Constitution† 
  300 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  
  55
  Proctor 
  adVaNces
  “Open fire!”
  Proctors lead Adeptes Arbites 
  riot squads and suppression 
  forces against highly armed, 
  and highly foolish, criminals.
  marshal 
  adVaNces
  “When a Marshal arrives, 
  blood and gun smoke follow.”
  Marshals take the rule of law 
  to the darkest dens of scum 
  and depravity, dispensing 
  justice in a bright arc of 
  muzzle fl are.
  lord marshal 
  adVaNces
  “Such men are beyond mere 
  mercy.”
  As the Imperium is mighty, 
  so too is the Lord Marshal. 
  His will is not blunted 
  by the petty whims of 
  circumstance. The cold rule 
  of law is his only measure, 
  and woe betide those that 
  fall short.
  Advance 
  Cost Type 
  Prerequisites
  Climb +20 
  100 
  S 
  Climb +10
  Command 
  100 
  S 
  —
  Interrogation +20 
  100 
  S 
  Interrogation +10
  Intimidation +20 
  100 
  S 
  Intimidation +10
  Survival +10 
  100 
  S 
  Survival
  Tracking +20 
  100 
  S 
  Tracking +10
  Arms Master 
  100 
  T BS 30, Basic Weapon Training (any two)
  Hip Shooting 
  100 
  T 
  BS 40, Ag 40
  Ciphers (War Cant) 
  200 
  S 
  —
  Secret Tongue (Military) 
  200 
  S 
  —
  Basic Weapon Training (Melta) 
  200 
  T 
  —
  Blind Fighting 
  200 
  T 
  Per 30
  Heavy Weapon Training (Bolt) 
  200 
  T 
  —
  Heavy Weapon Training (Las) 
  200 
  T 
  —
  Heavy Weapon Training (Launcher) 
  200 
  T 
  —
  Heavy Weapon Training (Primitive) 
  200 
  T 
  —
  Marksman 
  200 
  T 
  BS 35
  Melee Weapon Training (Power) 
  200 
  T 
  —
  Pistol Training (Melta) 
  200 
  T 
  —
  Lightning Attack 
  300 
  T 
  Swift Attack
  Sound Constitution 
  300 
  T 
  — 
  Advance 
  Cost Type 
  Prerequisites
  Command +10 
  100 
  S 
  Command
  Scholastic Lore (Tactica Imperialis) +10 
  100 
  S 
  Scholastic Lore (Tactica Imperialis)
  Security +20 
  100 
  S 
  Security +10
  Bulging Biceps 
  100 
  T 
  S 45
  Dual Shot 
  100 
  T 
  Ag 40, Two-Weapon Wielder (Ballistic)
  Independent Targeting 
  100 
  T 
  BS 40
  Iron Discipline 
  100 
  T 
  WP 30, Command
  Resistance (Poisons) 
  100 
  T 
  —
  Common Lore (War) 
  200 
  S 
  —
  Gunslinger 
  200 
  T 
  BS 40, Two-Weapon Wielder (Ballistic)
  Heavy Weapon Training (Plasma) 
  200 
  T 
  —
  Peer (Military) 
  200 
  T 
  Fel 30
  Crack Shot 
  300 
  T 
  BS 40
  Sound Constitution† 
  300 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  Advance 
  Cost Type 
  Prerequisites
  Command +20 
  100 
  S 
  Command +10
  Scholastic Lore (Judgement) +10 
  100 
  S 
  Scholastic Lore (Judgement)
  Scholastic Lore (Judgement) +20 
  100 
  S 
  Scholastic Lore (Judgement) +10
  Scholastic Lore (Tactica Imperialis) +20 
  100 
  S 
  Scholastic Lore (Tactica Imperialis) +10
  Speak Language (High Gothic) 
  100 
  S 
  —
  Into the Jaws of Hell 
  100 
  T 
  Iron Discipline
  Common Lore (Administratum) +10 
  200 
  S 
  Common Lore (Administratum)
  Common Lore (War) +10 
  200 
  S 
  Common Lore (War)
  Literacy +10 
  200 
  S 
  Literacy
  Scholastic Lore (Bureaucracy) 
  200 
  S 
  —
  Scholastic Lore (Philosophy) 
  200 
  S 
  —
  Cleanse and Purify 
  200 
  T 
  Basic Weapon Training (Flame)
  Counter Attack 
  300 
  T 
  WS 40
  Crippling Strike 
  300 
  T 
  WS 50
  Dual Strike 
  300 
  T 
  Ag 40, Two-Weapon Wielder (Melee)
  Heavy Weapon Training (Melta) 
  200 
  T 
  —
  Mighty Shot 
  300 
  T 
  BS 40
  Sound Constitution† 
  300 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  
  56
  I
  Assassin
  Assassin
  “When I kill, it is beautiful—an art form older than any 
  painting or sculpture.”
  — Lyra Trix, Malfian Noble House Assassin. 
  I
  n the Imperium assassination is a valued tool and it is used 
  by all, from the agencies of the Adepta down to petty crime 
  lords of the underhives—a professional killer is always in 
  demand. Such individuals can range from freelancers, who are 
  self-taught, to members of Assassin Orders and Guilds.
  Assassins come in all shapes and guises, and it is often the 
  person a potential target least expects that is their killer. These 
  can range from unsubtle brutes, who will crush every bone in 
  the target’s body, to mundane-looking everymen who practise 
  the use of potions and poisons, and are able to slip a deadly 
  concoction into the unsuspecting target’s next meal.
  There are many Orders, Guilds and Death Cults that 
  thrive in the Imperium. Though there will be an element 
  of penitence to the Emperor, in the duties they perform the 
  Orders are either a functioning off-shoot of some monolithic 
  Adepta or may even have a commercial interest, so some sort 
  funding or tithe would be required to gain their services. 
  Unbeknownst to even the aspirants that belong to these semi-
  legal organisations and cults most, if not all, are fronts for 
  the Assassin Temples that form the highly secretive Officio 
  Assassinorum, for this is where the Temple Masters recruit 
  and induct the most promising individuals.
  The Assassins of such Orders are highly trained killers 
  capable of feats far and above that of mere humans. Whether 
  a Death Cultist or member of an Assassin Order, they are 
  experts in exotic weaponry but they also have intimate 
  knowledge of other lethal crafts, such as the use of poisons 
  and the creation of fatal booby traps. The methods, demeanour 
  and personality of an Assassin can vary as much as there are 
  ways to kill, though this will be heavily infl uenced by the 
  teachings and training, be it from a Death Cult or Order.
  If an Assassin survives long enough into his career and his 
  superiors deem him worthy, he will be unknowingly tested. The 
  trials are likely extremely lethal, and so those who are found 
  lacking are unlikely to survive. The few who do successfully 
  make it through the trials become initiates in one of the Assassin 
  Temples, although the Assassin is unaware of this even at this stage, 
  such is the secrecy surrounding the Officio Assassinorum.
  Shadesman
  XP Level: 500–999
  Nighthawk
  XP Level: 1,000–1,999
  Secluse
  XP Level: 2,000–2,999
  Death Adept
  XP Level: 6,000–7,999
  Nihilator
  XP Level: 8,000–9,999
  Imperator-Mortis
  XP Level: 10,000–14,999
  Freeblade
  XP Level: 6,000–7,999
  Assassin at 
  Marque
  XP Level: 8,000–9,999
  Assassin Palatine
  XP Level: 10,000–14,999
  Assassin
  XP Level: 3,000–5,999
  Sell-Steel
  XP Level: 0–499
  assassIN 
  raNks
  
  57
  sell-steel 
  adVaNces
  “Two in the head makes sure 
  they’re dead.”
  The Imperium is rife with 
  killers, men and women 
  who promise murder for 
  a fee. Some even have the 
  skills to deliver.
  shadesmaN 
  adVaNces
  “Killed ’em all with a single 
  round: no waste, no fuss, then 
  melted back into the shadows 
  like he was never there.”
  Shadesmen are talented mur-
  derers whose skills extend 
  beyond those of mere killers. 
  They seek to turn their kill-
  ing into an art form, honing 
  their bloodletting skills and 
  turning their minds to a pas-
  sionless pursuit of death.
  Table 2-4: Assassin Characteristic Advances
  Characteristic 
  Simple 
  Intermediate 
  Trained 
  Expert
  Weapon Skill 
  100 
  250 
  500 
  750
  Ballistic Skill 
  100 
  250 
  500 
  750
  Strength  
  500 
  750 
  1,000 
  2,500
  Toughness 
  250 
  500 
  750 
  1,000
  Agility 
   
  100 
  250 
  500 
  500
  Intelligence 
  250 
  500 
  750 
  1,000
  Perception 
  250 
  500 
  750 
  1,000
  Willpower 
  250 
  500 
  750 
  1,000
  Fellowship 
  500 
  750 
  1,000 
  2,500
  Advance 
  Cost 
  Type 
  Prerequisites
  Climb 
  100 
  S 
  —
  Drive (Ground Vehicle) 
  100 
  S 
  —
  Inquiry 
  100 
  S 
  —
  Pilot (Civilian Craft) 
  100 
  S 
  —
  Silent Move 
  100 
  S 
  —
  Swim 
  100 
  S 
  —
  Basic Weapon Training (Las) 
  100 
  T 
  —
  Basic Weapon Training (Primitive) 
  100 
  T 
  —
  Basic Weapon Training (SP) 
  100 
  T 
  —
  Catfall 
  100 
  T 
  Ag 30
  Heightened Senses (Sight) 
  100 
  T 
  —
  Pistol Training (Las) 
  100 
  T 
  —
  Pistol Training (Primitive) 
  100 
  T 
  —
  Pistol Training (SP) 
  100 
  T 
  —
  Sound Constitution† 
  100 
  T 
  —
  Thrown Weapon Training (Primitive) 
  100 
  T 
  —
  Literacy 
  200 
  S 
  —
  †You may take this Talent up to two times at this Rank.
  Advance 
  Cost Type 
  Prerequisites
  Acrobatics 
  100 
  S 
  —
  Ciphers (Acolyte) 
  100 
  S 
  —
  Common Lore (Underworld) 
  100 
  S 
  —
  Drive (Ground Vehicle) +10 
  100 
  S 
  Drive (Ground Vehicle)
  Drive (Hover Vehicle) 
  100 
  S 
  —
  Navigation (Surface) 
  100 
  S 
  —
  Pilot (Civilian Craft) +10 
  100 
  S 
  Pilot (Civilian Craft)
  Security 
  100 
  S 
  —
  Shadowing 
  100 
  S 
  —
  Swim +10 
  100 
  S 
  Swim
  Tracking 
  100 
  S 
  —
  Heightened Senses (Hearing) 
  100 
  T 
  —
  Berserk Charge 
  100 
  T 
  —
  Furious Assault 
  100 
  T 
  WS 35
  Sound Constitution 
  100 
  T 
  —
  Speak Language (Low Gothic) +10 
  200 
  S 
  Speak Language (Low Gothic)
  Wrangling 
  200 
  S 
  —
  Sprint 
  200 
  T 
  —
  Sure Strike 
  200 
  T 
  WS 30
  
  58
  NIghthaWk 
  adVaNces
  “Never seen the sun, nor mercy 
  neither. Figure a murderer 
  like her ain’t got much need 
  for either.”
  Many cultures fear the night, 
  and these killers are just one 
  of the reasons why. Striking 
  from darkness, with maxi-
  mum effect, the Nighthawk 
  leaves behind not only death, 
  but fear also.
  secluse 
  adVaNces
  “We didn’t even know he 
  was there until the screams 
  started, of course by then it 
  was far too late…”
  Accustomed to working 
  alone, the Secluse is skilled 
  at infiltration and stealth, 
  able to go where others 
  can’t and willing to do 
  what others won’t.
  Advance 
  Cost 
  Type 
  Prerequisites
  Chem-Use 
  100 
  S 
  —
  Ciphers (War Cant) 
  100 
  S 
  —
  Climb +10 
  100 
  S 
  Climb
  Common Lore (Imperial Creed) 
  100 
  S 
  —
  Common Lore (Underworld) +10 
  100 
  S 
  Common Lore (Underworld)
  Common Lore (War) 
  100 
  S 
  —
  Concealment 
  100 
  S 
  —
  Dodge +10 
  100 
  S 
  Dodge
  Drive (Ground Vehicle) +20 
  100 
  S 
  Drive (Ground Vehicle) +10
  Pilot (Civilian Craft) +20 
  100 
  S 
  Pilot (Civilian Craft) +10
  Secret Tongue (Acolyte) 
  100 
  S 
  —
  Silent Move +10 
  100 
  S 
  Silent Move
  Swim +20 
  100 
  S 
  Swim +10
  Crack Shot 
  100 
  T 
  BS 40
  Heightened Senses (Smell) 
  100 
  T 
  —
  Jaded 
  100 
  T 
  WP 30
  Pistol Training (Flame) 
  100 
  T 
  —
  Rapid Reload 
  100 
  T 
  —
  Sleight of Hand 
  200 
  S 
  —
  Survival 
  200 
  S 
  —
  Basic Weapon Training (Flame) 
  200 
  T 
  —
  Basic Weapon Training (Launcher) 
  200 
  T 
  —
  Heavy Weapon Training (SP) 
  200 
  T 
  —
  Melee Weapon Training (Shock) 
  200 
  T 
  —
  Mighty Shot 
  200 
  T 
  BS 40
  Sound Constitution 
  200 
  T 
  —
  Swift Attack 
  200 
  T 
  WS 35
  Two-Weapon Wielder (Ballistic) 
  200 
  T 
  BS 35, Ag 35
  Two-Weapon Wielder (Melee) 
  200 
  T 
  WS 35, Ag 35
  Advance 
  Cost Type 
  Prerequisites
  Acrobatics +10 
  100 
  S 
  Acrobatics
  Awareness +10 
  100 
  S 
  Awareness
  Chem-Use +10 
  100 
  S 
  Chem-Use
  Ciphers (War Cant) +10 
  100 
  S 
  Ciphers (War Cant)
  Common Lore (Underworld) +20 
  100 
  S 
  Common Lore (Underworld) +10
  Drive (Hover Vehicle) +10 
  100 
  S 
  Drive (Hover Vehicle)
  Inquiry +10 
  100 
  S 
  Inquiry
  Scholastic Lore (Imperial Creed) 
  100 
  S 
  —
  Scrutiny 
  100 
  S 
  —
  Search 
  100 
  S 
  —
  Security +10 
  100 
  S 
  Security
  Tracking +10 
  100 
  S 
  Tracking
  Basic Weapon Training (Bolt) 
  100 
  T 
  —
  Heightened Senses (Taste) 
  100 
  T 
  —
  Lightning Reflexes 
  100 
  T 
  —
  Melee Weapon Training (Chain) 
  100 
  T 
  —
  Pistol Training (Bolt) 
  100 
  T 
  —
  Quick Draw 
  100 
  T 
  —
  Common Lore (Ecclesiarchy) 
  200 
  S 
  —
  Lip Reading 
  200 
  S 
  —
  Speak Language (High Gothic) 
  200 
  S 
  —
  Tech-Use 
  200 
  S 
  —
  Deadeye Shot 
  200 
  T 
  BS 30
  Dual Shot 
  200 
  T Ag 40, Two-Weapon Wielder (Ballistic)
  Exotic Weapon Training (Needle Pistol) 
  200 
  T 
  —
  Exotic Weapon Training (Web Pistol) 
  200 
  T 
  —
  Heavy Weapon Training (Flame) 
  200 
  T 
  —
  Hip Shooting 
  200 
  T 
  BS 40, Ag 40
  Sound Constitution 
  200 
  T 
  —
  Thrown Weapon Training (Shock) 
  200 
  T 
  —
  
  59
  assassIN 
  adVaNces
  “I think Lord Varcus needs to be 
  reminded of his place; perhaps 
  it is time he was introduced to 
  our mutual friend.”
  Assassination is a constant 
  throughout the Imperium 
  and an accepted political 
  tool on countless worlds. 
  The absolute rule of many 
  planetary governors is of-
  ten enforced at the tip of 
  an assassin’s blade.
  death adePt 
  adVaNces
  “Your screams are as music, and 
  your blood is as wine to me.”
  The Death Adept pursues 
  killing as an art form, 
  training themselves into a 
  perfection of martial grace 
  and death. Many Death 
  Adepts no longer kill for 
  money or on the whim of 
  their masters, but rather 
  to indulge in the purity of 
  death itself.
  Advance 
  Cost Type 
  Prerequisites
  Contortionist 
  100 
  S 
  —
  Disguise 
  100 
  S 
  —
  Dodge +20 
  100 
  S 
  Dodge +10
  Inquiry +20 
  100 
  S 
  Inquiry +10
  Interrogation 
  100 
  S 
  —
  Intimidate 
  100 
  S 
  —
  Search +10 
  100 
  S 
  Search
  Ciphers (Acolyte) +10 
  100 
  S 
  Ciphers (Acolyte)
  Security +20 
  100 
  S 
  Security +10
  Shadowing +10 
  100 
  S 
  Shadowing
  Tracking +20 
  100 
  S 
  Tracking +10
  Heightened Senses (Touch) 
  100 
  T 
  —
  Leap Up 
  100 
  T 
  Ag 30
  Melee Weapon Training (Power) 
  100 
  T 
  —
  Rapid Reaction 
  100 
  T 
  Ag 40
  Chem-Use +20 
  200 
  S 
  Chem-Use +10
  Ciphers (Underworld) 
  200 
  S 
  —
  Medicae 
  200 
  S 
  —
  Scholastic Lore (Chymistry) 
  200 
  S 
  —
  Scholastic Lore (Heraldry) 
  200 
  S 
  —
  Tech-Use +10 
  200 
  S 
  Tech-Use
  Wrangling +10 
  200 
  S 
  Wrangling
  Lightning Attack 
  200 
  T 
  Swift Attack
  Marksman 
  200 
  T 
  BS 35
  Sound Constitution 
  200 
  T 
  —
  Thrown Weapon Training (Chain) 
  200 
  T 
  —
  Basic Weapon Training (Plasma) 
  200 
  T 
  —
  Blademaster 
  200 
  T WS 30, Melee Weapon Training (Primitive)
  Exotic Weapon Training (Needle Rifle) 
  200 
  T 
  —
  Exotic Weapon Training (Webber) 
  200 
  T 
  —
  Heavy Weapon Training (Launcher) 
  200 
  T 
  —
  Heavy Weapon Training (Primitive) 
  200 
  T 
  —
  Pistol Training (Plasma) 
  200 
  T 
  —
  Sharpshooter 
  200 
  T 
  BS 40, Deadeye Shot
  Advance 
  Cost Type 
  Prerequisites
  Ciphers (War Cant) +20 
  100 
  S 
  Ciphers (War Cant) +10
  Climb +20 
  100 
  S 
  Climb +10
  Concealment +10 
  100 
  S 
  Concealment
  Contortionist +10 
  100 
  S 
  Contortionist
  Drive (Walker) 
  100 
  S 
  —
  Intimidate +10 
  100 
  S 
  Intimidate
  Silent Move +20 
  100 
  S 
  Silent Move +10
  Survival +10 
  100 
  S 
  Survival
  Ambidextrous 
  100 
  T 
  Ag 30
  Assassin Strike 
  100 
  T 
  Ag 40, Acrobatics
  Double Team 
  100 
  T 
  —
  Blind Fighting 
  200 
  T 
  Per 30
  Counter Attack 
  200 
  T 
  WS 40
  Dual Strike 
  200 
  T 
  Ag 40, Two-Weapon Wielder (Melee)
  Frenzy 
  200 
  T 
  —
  Heavy Weapon Training (Bolt) 
  200 
  T 
  —
  Heavy Weapon Training (Las) 
  200 
  T 
  —
  Nerves of Steel 
  200 
  T 
  —
  Pistol Training (Melta) 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Step Aside 
  200 
  T 
  Ag 40, Dodge
  
  60
  freeblade 
  adVaNces
  “I thought it was Ferstin coming 
  to relieve us, at least until he 
  shot Jyanus in the face. Turned 
  out Ferstin had been dead for 
  days.”
  A Freeblade is an infiltrator, 
  skilled in disguise and de-
  ception. His tactics include 
  confusing his enemies and 
  leaving them jumping at 
  shadows while he closes in 
  for the kill. 
  NIhIlator 
  adVaNces
  “He killed and killed and killed, 
  and all the time the bastard had 
  that blood-soaked grin on his 
  face.”
  A Nihilator takes the phi-
  losophy of the Death Adept 
  a step further, embracing 
  the act of murder, the al-
  most 
  religious 
  moment 
  when they wrest the life 
  from their victims. Only the 
  extinguishing of another’s 
  life fills the Nihilator with 
  purpose, stirring his spirit 
  and touching his soul.
  ImPerator-
  mortIs 
  adVaNces
  “I am death incarnate.”
  The Imperator-Mortis is 
  an embodiment of graceful 
  slaughter, an angel of death 
  with few peers.
  Advance 
  Cost Type 
  Prerequisites
  Awareness +20 
  100 
  S 
  Awareness +10
  Contortionist +20 
  100 
  S 
  Contortionist +10
  Shadowing +20 
  100 
  S 
  Shadowing +10
  Survival +20 
  100 
  S 
  Survival +10
  Pilot (Military Craft) 
  100 
  S 
  Pilot (Civilian Craft)
  Disarm 
  100 
  T 
  Ag 30
  Combat Master 
  200 
  T 
  WS 30
  Crippling Strike 
  200 
  T 
  WS 50
  Hard Target 
  200 
  T 
  Ag 40
  Precise Blow 
  200 
  T 
  WS 40, Sure Strike
  Heavy Weapon Training (Melta) 
  200 
  T 
  —
  Heavy Weapon Training (Plasma) 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Thrown Weapon Training (Power) 
  200 
  T 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Acrobatics +20 
  100 
  S 
  Acrobatics +10
  Concealment +20 
  100 
  S 
  Concealment +10
  Intimidate +20 
  100 
  S 
  Intimidate +10
  Pilot (Military Craft) +10 
  200 
  S 
  Pilot (Military Craft)
  Sleight of Hand +10 
  200 
  S 
  Sleight of Hand
  Battle Rage 
  200 
  T 
  Frenzy
  Deflect Shot 
  200 
  T 
  Ag 50
  Sound Constitution 
  200 
  T 
  —
  Wall of Steel 
  200 
  T 
  Ag 35
  Arms Master 
  300 
  T 
  BS 30, Basic Weapon Training (any two)
  Fearless 
  300 
  T 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Disguise +10 
  100 
  S 
  Disguise
  Light Sleeper 
  100 
  T 
  Per 30
  Resistance (Poisons) 
  100 
  T 
  —
  Unremarkable 
  100 
  T 
  —
  Blather 
  200 
  S 
  —
  Charm 
  200 
  S 
  —
  Deceive 
  200 
  S 
  —
  Demolition 
  200 
  S 
  —
  Scrutiny +10 
  200 
  S 
  Scrutiny
  Secret Tongue (Acolyte) +10 
  200 
  S 
  Secret Tongue (Acolyte)
  Talented (Charm) 
  200 
  T 
  Charm
  Talented (Inquiry) 
  200 
  T 
  Inquiry
  Talented (Shadowing) 
  200 
  T 
  Shadowing
  Gamble 
  300 
  S 
  —
  Ciphers (Secret Society) 
  300 
  S 
  —
  Peer (Underworld) 
  300 
  T 
  Fel 30
  Sound Constitution 
  300 
  T 
  —
  
  61
  assassIN 
  at marque 
  adVaNces
  “Don’t let her finery fool you. She 
  looks like a delicate lady of the 
  high house but for enough coin 
  she’d have your heart on that 
  dainty little fork she’s holding.”
  Assassins at Marque move 
  among the upper echelons 
  of Imperial society, taking 
  contracts and settling dis-
  putes between power groups. 
  They work both in and out 
  of the shadows, equally at 
  home in the ballrooms of 
  the high spires as they are in 
  the hab gutters.
  assassIN 
  PalatINe 
  adVaNces
  “He is the master, the lord, the 
  very god of assassins. When 
  he says kill, you’d damn well 
  better.”
  Where there are assassins, 
  so too is there the Assassin 
  Palatine. Often in control 
  of vast guilds of killers, 
  Assassins Palatine are both 
  charismatic leaders and 
  cold-blooded killers.
  Advance 
  Cost 
  Type 
  Prerequisites
  Search +20 
  100 
  S 
  Search +10
  Resistance (Fear) 
  100 
  T 
  —
  Charm +10 
  200 
  S 
  Charm
  Deceive +10 
  200 
  S 
  Deceive
  Demolition +10 
  200 
  S 
  Demolition
  Interrogation +10 
  200 
  S 
  Interrogation
  Lip Reading +10 
  200 
  S 
  Lip Reading
  Gunslinger 
  200 
  T 
  BS 40, Two-Weapon Wielder (Ballistic)
  Independent Targeting 
  200 
  T 
  BS 40
  Talented (Chem-Use) 
  200 
  T 
  Chem-Use
  Talented (Deceive) 
  200 
  T 
  Deceive
  Talented (Interrogation) 
  200 
  T 
  Interrogation
  Command 
  300 
  S 
  —
  Scholastic Lore (Legend) 
  300 
  S 
  —
  Sound Constitution 
  300 
  T 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Disguise +20 
  100 
  S 
  Disguise +10
  Blather +10 
  200 
  S 
  Blather
  Carouse 
  200 
  S 
  —
  Deceive +10 
  200 
  S 
  Deceive
  Speak Language (High Gothic) +10 
  200 
  S 
  Speak Language (High Gothic)
  Talented (Blather) 
  200 
  T 
  Blather
  Talented (Disguise) 
  200 
  T 
  Disguise
  Talented (Scrutiny) 
  200 
  T 
  Scrutiny
  Forbidden Lore (Cults) 
  300 
  S 
  —
  Forbidden Lore (Psykers) 
  300 
  S 
  —
  Logic 
  300 
  S 
  —
  Pistol Training (Melta) 
  300 
  T 
  —
  Resistance (Psychic Powers) 
  300 
  T 
  —
  Sound Constitution 
  300 
  T 
  —
  
  62
  Cleric
  T
  Cleric
  “By the Saints and the Sigillite himself! If you don’t move, I’ll 
  take this hammer to your head!”
  — Preacher Silon Constantine, Fenksworld.
  T
  he Adeptus Ministorum, or Ecclesiarchy, tends to the religious 
  needs of the Imperium. It is completely separate from the 
  Adeptus Terra, concerned with looking after mankind’s spiritual 
  needs rather than maintaining a galaxy-spanning empire. Nevertheless, 
  the Ecclesiarchy is a vast and powerful institution comprising of 
  millions of clergymen and hundreds of thousands of dioceses spread 
  across the far reaches of Imperial space. In the past this has led the 
  Ecclesiarchy into abuses of power and outright civil war, such as the 
  Age of Apostasy. Yet the Ministorum endures, guiding humanity in its 
  superstitious and dogmatic worship of the Emperor.
  At the forefront of this vast church are the clerics, preachers, 
  confessors and missionaries. Unlike the cardinals and pontifex that 
  scurry around the ancient corridors of the great cathedrals of Ancient 
  Terra and Ophelia IV, the spiritual homes of the Ecclesiarchy,  the clerics 
  and other such clergy live and work amongst the population. It is here 
  that they preach the word, spread the faith and shepherd the human 
  race, for if they were negligent in such duties Chaos would take hold.
  Clerics are fiery individuals, who lead from the front. They are 
  charismatic men and great orators, able to incite and inspire common 
  folk with their speeches, commanding loyalty, respect and wonder 
  in the Emperor and His ordained servants. On many occasions the 
  Imperium has used such men to rouse populations to action at a 
  critical moment of a foul xenos invasion or to fl ush out a deep-
  rooted Chaos cult.
  A Cleric has many skills, he is an orator, can hold his own in 
  combat and is wise. However, such a broad base of skills means that 
  they rarely specialise. Still, there are those within the Ministorum 
  that follow a path long after others have moved on to learn a new 
  lesson. This breeds such diverse clergy from overly suspicious zealots, 
  who see heresy around every corner and stir up entire populations to 
  burn innocents on a burning pyre, to those who will steep themselves 
  in ancient lore, spending years in great dusty catacombs studying ageing 
  scrolls on pointless intricacies of ceremonies and rituals.
  Despite many attempts by numerous Ecclesiarchs, the Ministorium 
  has gained many disparate groups and ideals. Although all have the 
  common theme of worshiping Him-On-Earth, it is in the details of 
  how to pursue that faith where such disagreements and inconsistencies 
  arise. Over the years, this has spawned numerous different orders within 
  the Ecclesiarchy; the majority of clerics belong to one of the different 
  orders and this has a profound effect on how the clergyman performs 
  his duties and preaches to the masses. Although never acknowledged 
  publicly, it has been rumoured that occasionally these orders have gone 
  to war with each other, though open bloodshed is rare.
  Inquisitors find Clerics useful Acolytes as their abilities to interact 
  with, and infl uence, the local population have proved valuable on many 
  occasions. From a Cleric’s point of view his reasons for shunning the 
  duties of the Ministorum and becoming an agent of the Inquisition can 
  be manifold. Some see it as a form of penance; others view Inquisitors 
  with awe and unthinkingly follow these most worthy of the Emperor’s 
  servants; the more zealous see service with an Inquisitor as a way 
  of fighting heretics up close, the chance to purge the galaxy of foul 
  deviants too much of an opportunity to ignore.
  Initiate
  XP Level: 500–999
  Priest
  XP Level: 1,000–1,999
  Preacher
  XP Level: 2,000–2,999
  Confessor
  XP Level: 6,000–7,999
  Bishop
  XP Level: 8,000–9,999
  Hierophant
  XP Level: 10,000–14,999
  Exorcist
  XP Level: 6,000–7,999
  Zealot
  XP Level: 8,000–9,999
  Redemptionist
  XP Level: 10,000–14,999
  Cleric
  XP Level: 3,000–5,999
  Novice
  XP Level: 0–499
  clerIc 
  raNks
  
  63
  NoVIce 
  adVaNces
  “Do you think Saint Thrastus 
  complained when he was strung up 
  by his petard? No! Not one word! 
  That’s piety. Now get on with your 
  work, you little ingrate.”
  Novices serve the Ecclesiar-
  chy body and soul, looking 
  to the examples of the Impe-
  rial saints to inspire acts of 
  greatness. They also serve 
  those higher than them-
  selves in the Ecclesiarchy 
  (which is quite a few people 
  indeed).
  INItIate 
  adVaNces
  “Even the lowly initiate may 
  become a martyr, if his will be 
  strong enough.”
  Initiates are instructed to 
  defend the Cult of the 
  Emperor with more than 
  simple words, so that the 
  Emperor’s light may be 
  brought to the ignorant and 
  truculent.
  Table 2-5: Cleric Characteristic Advances
  Characteristic 
  Simple 
  Intermediate 
  Trained 
  Expert
  Weapon Skill 
  250 
  500 
  750 
  1,000
  Ballistic Skill 
  100 
  250 
  500 
  750
  Strength  
  250 
  500 
  750 
  1,000
  Toughness 
  250 
  500 
  750 
  1,000
  Agility 
   
  250 
  500 
  750 
  1,000
  Intelligence 
  250 
  500 
  750 
  1,000
  Perception 
  250 
  500 
  750 
  1,000
  Willpower 
  100 
  250 
  500 
  750
  Fellowship 
  100 
  250 
  500 
  750
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness 
  100 
  S 
  —
  Common Lore (Ecclesiarchy) 
  100 
  S 
  —
  Drive (Ground Vehicle) 
  100 
  S 
  —
  Inquiry 
  100 
  S 
  —
  Pilot (Civilian Craft) 
  100 
  S 
  —
  Swim 
  100 
  S 
  —
  Trade (Cook) 
  100 
  S 
  —
  Trade (Copyist) 
  100 
  S 
  —
  Basic Weapon Training (Primitive) 
  100 
  T 
  —
  Pistol Training (Las) 
  100 
  T 
  —
  Pistol Training (Primitive) 
  100 
  T 
  —
  Pistol Training (SP) 
  100 
  T 
  —
  Resistance (Cold) 
  100 
  T 
  —
  Resistance (Heat) 
  100 
  T 
  —
  Sound Constitution‡ 
  100 
  T 
  —
  Performer (Singer) 
  200 
  S 
  —
  Thrown Weapon Training (Primitive) 
  200 
  T 
  —
  ‡You may take this Talent up to three times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Barter 
  100 
  S 
  —
  Climb 
  100 
  S 
  —
  Common Lore (Ecclesiarchy) +10 
  100 
  S 
  Common Lore (Ecclesiarchy)
  Common Lore (Imperium) 
  100 
  S 
  —
  Deceive 
  100 
  S 
  —
  Literacy +10 
  100 
  S 
  Literacy
  Performer (Singer) +10 
  100 
  S 
  Performer (Singer)
  Swim +10 
  100 
  S 
  Swim
  Basic Weapon Training (Las) 
  100 
  T 
  —
  Basic Weapon Training (SP) 
  100 
  T 
  —
  Die Hard 
  100 
  T 
  WP 40
  Flagellant 
  100 
  T 
  —
  Hatred (Mutants) 
  100 
  T 
  —
  Peer (Ecclesiarchy) 
  100 
  T 
  Fel 30
  Sound Constitution† 
  100 
  T 
  —
  Ciphers (Acolyte) 
  200 
  S 
  —
  Performer (Musician) 
  200 
  S 
  —
  Rapid Reload 
  200 
  T 
  —
  Heightened Senses (Hearing) 
  200 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  
  64
  PrIest adVaNces
  “Emperor’s teeth! You half-
  witted fools wouldn’t know a 
  heretic from a hairy Grox!”
  A Priest learns more of the 
  things that seek to undo 
  the Emperor’s works, and 
  the methods whereby such 
  enemies may themselves 
  be undone.
  Preacher 
  adVaNces
  “You hold within you the 
  Emperor’s own truth! Never 
  forget we are right and they are 
  wrong!”
  A Preacher learns to lead 
  men, to inspire and guide 
  mankind, and to drive the 
  word of the Ecclesiarchy 
  home—upon the teeth of 
  an eviscerator if need be.
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness +10 
  100 
  S 
  Awareness
  Blather 
  100 
  S 
  —
  Charm 
  100 
  S 
  —
  Common Lore (Imperial Creed) +10 
  100 
  S 
  Common Lore (Imperial Creed)
  Common Lore (Imperium) +10 
  100 
  S 
  Common Lore (Imperium)
  Dodge 
  100 
  S 
  —
  Drive (Ground Vehicle) +10 
  100 
  S 
  Drive (Ground Vehicle)
  Forbidden Lore (Heresy) 
  100 
  S 
  —
  Inquiry +10 
  100 
  S 
  Inquiry
  Performer (Musician) +10 
  100 
  S 
  Performer (Musician)
  Performer (Singer) +20 
  100 
  S 
  Performer (Singer) +10
  Scholastic Lore (Imperial Creed) 
  100 
  S 
  —
  Scholastic Lore (Legend) 
  100 
  S 
  —
  Scrutiny 
  100 
  S 
  —
  Secret Tongue (Ecclesiarchy) 
  100 
  S 
  —
  Swim +20 
  100 
  S 
  Swim +10
  Disarm 
  100 
  T 
  Ag 30
  Hatred (Criminals) 
  100 
  T 
  —
  Peer (Workers) 
  100 
  T 
  Fel 30
  Sprint 
  100 
  T 
  —
  Sound Constitution 
  100 
  T 
  —
  Tech-Use 
  200 
  S 
  —
  Hard Target 
  200 
  T 
  Ag 40
  Heightened Senses (Sight) 
  200 
  T 
  —
  Quick Draw 
  200 
  T 
  —
  Melee Weapon Training (Shock) 
  300 
  T 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Barter +10 
  100 
  S 
  Barter
  Blather +10 
  100 
  S 
  Blather
  Carouse 
  100 
  S 
  —
  Command 
  100 
  S 
  —
  Common Lore (Imperial Creed) +20 
  100 
  S 
  Common Lore (Imperial Creed) +10
  Deceive +10 
  100 
  S 
  Deceive
  Forbidden Lore (Cults) 
  100 
  S 
  —
  Pilot (Civilian Craft) +10 
  100 
  S 
  Pilot (Civilian Craft)
  Scholastic Lore (Legend) +10 
  100 
  S 
  Scholastic Lore (Legend)
  Scholastic Lore (Occult) 
  100 
  S 
  —
  Speak Language (High Gothic) 
  100 
  S 
  —
  Decadence 
  100 
  T 
  T 30
  Basic Weapon Training (Bolt) 
  100 
  T 
  —
  Basic Weapon Training (Flame) 
  100 
  T 
  —
  Basic Weapon Training (Launcher) 
  100 
  T 
  —
  Blademaster 
  100 
  T 
  WS 30, Melee Weapon Training (any)
  Hatred (Xeno—choose one) 
  100 
  T 
  —
  Master Orator 
  100 
  T 
  Fel 30
  Melee Weapon Training (Chain) 
  100 
  T 
  —
  Peer (Middle Classes) 
  100 
  T 
  Fel 30
  Unshakeable Faith 
  100 
  T 
  —
  Sound Constitution† 
  100 
  T 
  —
  Pistol Training (Bolt) 
  200 
  T 
  —
  Pistol Training (Flame) 
  200 
  T 
  —
  Talented (Gamble) 
  200 
  T 
  Gamble
  Disguise 
  300 
  S 
  —
  Gamble 
  300 
  S 
  —
  †You may take this Talent up to two times at this Rank.
  
  65
  clerIc 
  adVaNces
  “The Emperor guides with his 
  knowledge. We are but blind 
  men groping towards His light 
  amidst the darkness of the 
  universe.”
  The Cleric navigates the 
  twisting corridors of power, 
  learning the wisdom of the 
  Ecclesiarchy in order to be 
  a better leader. The Cleric 
  may inspire upon the field 
  of battle, in the halls of 
  learning or the holdings of 
  the Ministorum.
  coNfessor 
  adVaNces
  “We had to put more than half 
  of them into the fire, but Father 
  Kyrinov got his confessions in 
  the end.”
  A Confessor watches his 
  fellow man for weakness, 
  heresy and doubt. Many take 
  up the Hammer of Doctrine 
  and the Blade of Piety as a 
  sign of their dedication to 
  humanity, and its master, the 
  Emperor.
  Advance 
  Cost 
  Type 
  Prerequisites
  Charm +10 
  100 
  S 
  Charm
  Command +10 
  100 
  S 
  Command
  Common Lore (Ecclesiarchy) +20 
  100 
  S 
  Common Lore (Ecclesiarchy) +10
  Drive (Ground Vehicle) +20 
  100 
  S 
  Drive (Ground Vehicle) +10
  Forbidden Lore (Heresy) +10 
  100 
  S 
  Forbidden Lore (Heresy)
  Forbidden Lore (Psykers) 
  100 
  S 
  —
  Inquiry +20 
  100 
  S 
  Inquiry +10
  Interrogation 
  100 
  S 
  —
  Scholastic Lore (Philosophy) 
  100 
  S 
  —
  Secret Tongue (Ecclesiarchy) +10 
  100 
  S 
  Secret Tongue (Ecclesiarchy)
  Air of Authority 
  100 
  T 
  Fel 30
  Hatred (Psykers) 
  100 
  T 
  —
  Iron Discipline 
  100 
  T 
  WP 30, Command
  Iron Jaw 
  100 
  T 
  T 40
  Nerves of Steel 
  100 
  T 
  —
  True Grit 
  100 
  T 
  T 40
  Heavy Weapon Training (Flame) 
  200 
  T 
  —
  Heavy Weapon Training (SP) 
  200 
  T 
  —
  Navigation (Surface) 
  200 
  S 
  —
  Scrutiny +10 
  200 
  S 
  Scrutiny
  Tech-Use +10 
  200 
  S 
  Tech-Use
  Crushing Blow 
  200 
  T 
  S 40
  Two-Weapon Wielder (Melee) 
  200 
  T 
  WS 35, Ag 35
  Talented (Medicae) 
  200 
  T 
  Medicae
  Sound Constitution 
  200 
  T 
  —
  Medicae 
  300 
  S 
  —
  Secret Tongue (Gutter) 
  300 
  S 
  —
  Swift Attack 
  300 
  T 
  WS 35
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness +20 
  100 
  S 
  Awareness +10
  Barter +20 
  100 
  S 
  Barter +10
  Common Lore (Imperium) +20 
  100 
  S 
  Common Lore (Imperium) +10
  Literacy +20 
  100 
  S 
  Literacy +10
  Logic 
  100 
  S 
  —
  Pilot (Civilian Craft) +20 
  100 
  S 
  Pilot (Civilian Craft) +10
  Scholastic Lore (Imperial Creed) +10 
  100 
  S 
  Scholastic Lore (Imperial Creed)
  Scholastic Lore (Legend) +20 
  100 
  S 
  Scholastic Lore (Legend) +10
  Scholastic Lore (Tactica Imperialis) 
  100 
  S 
  —
  Leap Up 
  100 
  T 
  Ag 30
  Peer (Administratum) 
  100 
  T 
  Fel 30
  Rapid Reaction 
  100 
  T 
  Ag 40
  Resistance (Insanity) 
  100 
  T 
  —
  Strong Minded 
  100 
  T 
  WP 30, Resistance (Psychic Powers)
  Ciphers (Acolyte) +10 
  200 
  S 
  Ciphers (Acolyte)
  Common Lore (Administratum) 
  200 
  S 
  —
  Lip Reading 
  200 
  S 
  —
  Navigation (Surface) +10 
  200 
  S 
  Navigation (Surface)
  Scholastic Lore (Bureaucracy) 
  200 
  S 
  —
  Search 
  200 
  S 
  —
  Silent Move 
  200 
  S 
  —
  Tech-Use +20 
  200 
  S 
  Tech-Use +10
  Melee Weapon Training (Power) 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Sure Strike 
  200 
  T 
  WS 30
  Takedown 
  200 
  T 
  —
  Talented (Search) 
  200 
  T 
  Search
  Total Recall 
  200 
  T 
  Int 30
  Two-Weapon Wielder (Ballistic) 
  200 
  T 
  BS 35, Ag 35
  Resistance (Psychic Powers) 
  300 
  T 
  —
  
  66
  eXorcIst 
  adVaNces
   
  “Better the flesh should die clean 
  than the soul become tainted.”
  The Exorcist learns of the 
  forbidden, the corrupt and 
  the Daemonic in order to 
  better destroy that which 
  would harm the Imperium.
  bIshoP 
  adVaNces
  “Heed the teachings of the God-
  Emperor, and your death will 
  not be in vain.”
  The Bishop is a sage and 
  charismatic leader, advisor 
  and 
  champion 
  of 
  the 
  Ecclesiarchy. Close ties with 
  the Administratum brings 
  knowledge and power to 
  the Bishop, and therefore, 
  the Ecclesiarchy.
  Zealot 
  adVaNces
  “Doubt is a weakness that must 
  be cut from the flesh.”
  The Zealot has learnt well the 
  terrible lessons of the past, 
  and knows only the deepest 
  zeal can withstand the cor-
  rupting grip of Chaos.
  Advance 
  Cost 
  Type 
  Prerequisites
  Blather +20 
  100 
  S 
  Blather +10
  Carouse +10 
  100 
  S 
  Carouse
  Charm +20 
  100 
  S 
  Charm +10
  Command +20 
  100 
  S 
  Command +10
  Deceive +20 
  100 
  S 
  Deceive +10
  Interrogation +10 
  100 
  S 
  Interrogation
  Logic +10 
  100 
  S 
  Logic
  Scholastic Lore (Bureaucracy) +10 
  100 
  S 
  Scholastic Lore (Bureaucracy)
  Scholastic Lore (Tactica Imperialis) +10 
  100 
  S 
  Scholastic Lore (Tactica Imperialis)
  Secret Tongue (Ecclesiarchy) +20 
  100 
  S 
  Secret Tongue (Ecclesiarchy) +20
  Speak Language (High Gothic) +10 
  100 
  S 
  Speak Language (High Gothic)
  Light Sleeper 
  100 
  T 
  Per 30
  Peer (Adeptes Arbites) 
  100 
  T 
  Fel 30
  Peer (Nobility) 
  100 
  T 
  Fel 30
  Resistance (Poisons) 
  100 
  T 
  —
  Security 
  200 
  S 
  —
  Deadeye shot 
  200 
  T 
  BS 30
  Pistol Training (Plasma) 
  200 
  T 
  —
  Sharpshooter 
  200 
  T 
  BS 40, Deadeye Shot
  Concealment 
  300 
  S 
  —
  Forbidden Lore (Mutants) 
  300 
  S 
  —
  Sleight of Hand 
  300 
  S 
  —
  Secret Tongue (Administratum) 
  300 
  S 
  —
  Ambidextrous 
  300 
  T 
  Ag 30
  Wall of Steel 
  300 
  T 
  Ag 35
  Sound Constitution 
  300 
  T 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Dodge +10 
  100 
  S 
  Dodge
  Forbidden Lore (Psykers) +10 
  100 
  S 
  Forbidden Lore (Psykers)
  Interrogation +10 
  100 
  S 
  Interrogation
  Scholastic Lore (Imperial Creed) +10 
  100 
  S 
  Scholastic Lore (Imperial Creed)
  Scholastic Lore (Occult) +10 
  100 
  S 
  Scholastic Lore (Occult)
  Speak Language (High Gothic) +10 
  100 
  S 
  Speak Language (High Gothic)
  Cleanse and Purify 
  100 
  T 
  Basic Weapon Training (Flame)
  Hatred (Daemons) 
  100 
  T 
  —
  Melee Weapon Training (Power) 
  100 
  T 
  —
  Orthoproxy 
  100 
  T 
  —
  Resistance (Psychic Powers) 
  100 
  T 
  —
  Forbidden Lore (Daemonology) 
  200 
  S 
  —
  Forbidden Lore (Mutants) 
  200 
  S 
  —
  Intimidate 
  200 
  S 
  —
  Basic Weapon Training (Plasma) 
  200 
  T 
  —
  Pistol Training (Plasma) 
  200 
  T 
  —
  Resistance (Fear) 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Common Lore (War) 
  300 
  S 
  —
  Heavy Weapon Training (Launcher) 
  300 
  T 
  —
  Heavy Weapon Training (Primitive) 
  300 
  T 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Scholastic Lore (Legend) +20 
  100 
  S 
  Scholastic Lore (Legend) +10
  Scholastic Lore (Occult) +20 
  100 
  S 
  Scholastic Lore (Occult) +10
  Scholastic Lore (Tactica Imperialis) 
  100 
  S 
  —
  Fearless 
  100 
  T 
  —
  Hatred (Cult—choose one) 
  100 
  T 
  —
  Peer (Military) 
  100 
  T 
  Fel 30
  Strong Minded 
  100 
  T 
  WP 30, Resistance (Psychic Powers)
  Forbidden Lore (Warp) 
  200 
  S 
  —
  Intimidate +10 
  200 
  S 
  Intimidate
  
  67
  Zealot 
  adVaNces 
  (coNtINued)
  hIeroPhaNt 
  adVaNces
  “Of course this is a matter for 
  the Ecclesiarchy. Why? Because 
  it involves the Imperium of 
  course…”
  The Hierophant whispers 
  in the ears of governors 
  and kings, counselling on 
  matters spiritual, political 
  and malefic. Wise, yet also 
  deadly, Hierophants study 
  the greatest enemies of 
  mankind, to discover how 
  they may be crushed be-
  neath the armies of the na-
  tions they advise.
  redemPtIoNIst 
  adVaNces
  “Burn the heretic!”
  The Redemptionist leads 
  the battle charge, spewing 
  litany and destruction upon 
  those that would seek to 
  harm the Emperor, the 
  Imperium and man.
  Forbidden Lore (Mutants) +10 
  200 
  S 
  Forbidden Lore (Mutants)
  Basic Weapon Training (Melta) 
  200 
  T 
  —
  Insanely Faithful 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Talented (Chem-Use) 
  200 
  T 
  Chem-Use
  Chem-Use 
  300 
  S 
  —
  Ciphers (War Cant) 
  300 
  S 
  —
  Battle Rage 
  300 
  T 
  Frenzy
  Bulging Biceps 
  300 
  T 
  S 45
  Crack Shot 
  300 
  T 
  BS 40
  Frenzy 
  300 
  T 
  —
  Lightning Attack 
  300 
  T 
  Swift Attack
  Advance 
  Cost 
  Type 
  Prerequisites
  Carouse +20 
  100 
  S 
  Carouse +10
  Common Lore (Machine Cult) 
  100 
  S 
  —
  Interrogation +20 
  100 
  S 
  Interrogation +10
  Logic +20 
  100 
  S 
  Logic +10
  Scholastic Lore (Philosophy) +10 
  100 
  S 
  Scholastic Lore (Philosophy)
  Scholastic Lore (Tactica Imperialis) +20 
  100 
  S 
  Scholastic Lore (Tactica Imperialis) +10
  Speak Language (High Gothic) +20 
  100 
  S 
  Speak Language (High Gothic) +10
  Wrangling 
  100 
  S 
  —
  Combat Master 
  100 
  T 
  WS 30
  Crippling Strike 
  100 
  T 
  WS 50
  Peer (Astropaths) 
  100 
  T 
  Fel 30
  Peer (Government) 
  100 
  T 
  Fel 30
  Lip Reading +10 
  200 
  S 
  Lip Reading
  Gunslinger 
  200 
  T 
  BS 40, Two-Weapon Wielder (Ballistic)
  Dual Shot 
  200 
  T 
  Ag 40, Two-Weapon Wielder (Ballistic)
  Independent Targeting 
  200 
  T 
  BS 40
  Pistol Training (Melta) 
  200 
  T 
  —
  Evaluate 
  300 
  S 
  —
  Forbidden Lore (Daemonology) 
  300 
  S 
  —
  Forbidden Lore (Psykers) +10 
  300 
  S 
  Forbidden Lore (Psykers)
  Forbidden Lore (Warp) 
  300 
  S 
  —
  Sound Constitution 
  300 
  T 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness +20 
  100 
  S 
  Awareness +10
  Charm +20 
  100 
  S 
  Charm +10
  Command +20 
  100 
  S 
  Command +10
  Forbidden Lore (Daemonology) +10 
  100 
  S 
  Forbidden Lore: (Daemonology)
  Forbidden Lore (Heresy) +20 
  100 
  S 
  Forbidden Lore (Heresy) +10
  Forbidden Lore (Psykers) +20 
  100 
  S 
  Forbidden Lore (Psykers) +10
  Interrogation +20 
  100 
  S 
  Interrogation +10
  Secret Tongue (Ecclesiarchy) +20 
  100 
  S 
  Secret Tongue (Ecclesiarchy) +10
  Speak Language (High Gothic) +20 
  100 
  S 
  Speak Language (High Gothic) +10
  Combat Master 
  100 
  T 
  WS 30
  Independent Targeting 
  100 
  T 
  BS 40
  Into the Jaws of Hell 
  100 
  T 
  Iron Discipline
  Litany of Hate 
  100 
  T 
  Hatred (any)
  Forbidden Lore (Warp) +10 
  200 
  S 
  Forbidden Lore (Warp)
  Forbidden Lore (Inquisition) 
  300 
  S 
  —
  Forbidden Lore (Xenos) 
  300 
  S 
  —
  Secret Tongues (Military) 
  300 
  S 
  —
  Pistol Training (Melta) 
  300 
  T 
  —
  Sound Constitution 
  300 
  T 
  —
  
  68
  N
  Guardsman
  Guardsman
  “We go in, kill anything that moves and then blow the structure 
  with a demo charge.”
  — Eli Plex, Assault Veteran of the Secondus 21st.
  N
  o matter how subtle the Acolytes may go about their 
  investigation, at some point talking, stealth, and the 
  use of cunning cease and the need for sheer brute 
  force will be called upon. This is the Guardsmen’s role. They 
  are a tough, ruthless bunch, experts in field craft and various 
  ranged weaponry—anything from the humble lasgun to the 
  sophisticated sniper rifl e.
  Known as the Hammer of the Emperor, the Imperial Guard is 
  the largest fighting force in the history of the galaxy. It is made 
  up of billions upon billions of soldiers, all recruited from the 
  many worlds of the Imperium. The Departmento Munitorum is 
  tasked with supervising, supplying and sourcing the regiments 
  of the Imperial Guard but even this organisation has no idea 
  of exactly how many troops are under arms as the continuous 
  toll of casualties and infl ux of recruits will run into millions in 
  a single day. The Guard regiments come from many different 
  planets and their native cultures, style of dress, technological 
  background and warrior traditions are all different too. The 
  Guard does not even try to impose a standard uniform, 
  preferring to exploit the unique strength of each company, be it 
  a tribal warrior clan, or a highly drilled and regimented unit of 
  Cadians. To this end there is no formal training; each regiment 
  is trusted to instruct their own troops in the war craft they 
  have developed in their own culture. In fact, the only 
  kind of unity within the Imperial Guard is the use of 
  standard equipment such as the lasgun.
  It is from this vast army that Inquisitors will recruit 
  the muscle they often need to go about their duties. 
  Because each regiment is so different, a Guardsman 
  can vary wildly—some are professional, elite 
  stormtroopers; others could be hardened gangers from 
  murky industrial worlds, most likely already killers before 
  even being inducted into the Guard; others still could be axe-
  wielding, blood-drinking savages from a far-fl ung feral world.
  Inquisitors will second Guardsmen mainly for their combat 
  experience and expertise with weapons, although their 
  choice may often be infl uenced if the would-be Acolytes 
  have a secondary set of skills—albeit with a battlefield 
  application. For instance, Guardsmen are frequently trained 
  to be able to drive and maintain vehicles, may have triage 
  and medical expertise or even be competent in the use of 
  communications equipment.
  Not all Guardsmen—or the role the Inquisitors define by 
  that label—actually come straight from the Imperial Guard. 
  Some may have crossed paths with the Inquisitor as hired 
  thugs for another agency. Some are wayward mercenaries 
  who have spent their lives as a hired gun, only to be 
  pressed into service of the Inquisition. Others still are hive 
  gangers that may have had the gall to ambush an Inquisitor 
  on his rare travels into an underhive. No matter what the 
  origin, a Guardsman’s role within the cell is always that of 
  combat and fire-control.
  Guard
  XP Level: 500–999
  Armsman
  XP Level: 1,000–1,999
  Sergeant
  XP Level: 2,000–2,999
  Storm Trooper
  XP Level: 10,000–14,999
  Commander
  XP Level: 10,000–14,999
  Sniper
  XP Level: 10,000–14,999
  Veteran
  XP Level: 3,000–5,999
  Conscript
  XP Level: 0–499
  guardsmaN
  raNks
  Assault Veteran
  XP Level: 6,000–7,999
  Lieutenant
  XP Level: 6,000–7,999
  Scout
  XP Level: 6,000–7,999
  Shock Trooper
  XP Level: 8,000–9,999
  Captain
  XP Level: 8,000–9,999
  Marksman
  XP Level: 8,000–9,999
  
  69
  coNscrIPt 
  adVaNces
  “If they can bleed and run, they 
  can hold a gun.”
  Conscripts learn the raw 
  basics of combat: the 
  charge, the way of the gun 
  and the blade. They may 
  be fresh from an Imperial 
  Guard founding, pressed 
  into service or serving a 
  penal sentence.
  guard adVaNces
  “They left the drop pods as mere 
  conscripts… they returned as 
  men.”
  Guard have survived in 
  battle long enough to learn 
  that survival is often a 
  case of speed and superior 
  tactical knowledge.
  Table 2-6: Guardsman Characteristic Advances
  Characteristic 
  Simple 
  Intermediate 
  Trained 
  Expert
  Weapon Skill 
  100 
  250 
  500 
  750
  Ballistic Skill 
  100 
  250 
  500 
  750
  Strength  
  100 
  250 
  500 
  500
  Toughness 
  250 
  500 
  750 
  1,000
  Agility 
   
  250 
  500 
  750 
  1,000
  Intelligence 
  500 
  750 
  1,000 
  2,500
  Perception 
  250 
  500 
  750 
  1,000
  Willpower 
  500 
  750 
  1,000 
  2,500
  Fellowship 
  500 
  750 
  1,000 
  2,500
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness 
  100 
  S 
  —
  Drive (Ground Vehicle) 
  100 
  S 
  —
  Swim 
  100 
  S 
  —
  Basic Weapon Training (Las) 
  100 
  T 
  —
  Basic Weapon Training (Primitive) 
  100 
  T 
  —
  Basic Weapon Training (SP) 
  100 
  T 
  —
  Pistol Training (Las) 
  100 
  T 
  —
  Pistol Training (Primitive) 
  100 
  T 
  —
  Pistol Training (SP) 
  100 
  T 
  —
  Sound Constitution‡ 
  100 
  T 
  —
  Thrown Weapon Training (Primitive) 
  100 
  T 
  —
  ‡You may take this Talent up to three times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Dodge 
  100 
  S 
  —
  Drive (Ground Vehicle) +10 
  100 
  S 
  Drive (Ground Vehicle)
  Ciphers (War Cant) 
  100 
  S 
  —
  Common Lore (Imperial Guard) 
  100 
  S 
  —
  Survival 
  100 
  S 
  —
  Swim +10 
  100 
  S 
  Swim
  Basic Weapon Training (Launcher) 
  100 
  T 
  —
  Quick Draw 
  100 
  T 
  —
  Sound Constitution 
  100 
  T 
  —
  Common Lore (War) 
  200 
  S 
  —
  Inquiry 
  200 
  S 
  —
  Heavy Weapon Training (SP) 
  200 
  T 
  —
  Two-Weapon Wielder (Ballistic) 
  200 
  T 
  BS 35, Ag 35
  
  70
  armsmaN 
  adVaNces
  “Without death, there are no 
  heroes.”
  Armsmen increase their 
  knowledge of the weapons 
  they might wield against 
  enemies of the Emperor. 
  They are stout of heart, 
  and strong in the arm—
  men to trust when the las 
  bolts are fl ying.
  sergeaNt 
  adVaNces
  “Get up and out of that trench 
  before I come over there and 
  make you!”
  As proven warriors, Ser-
  geants learn to finesse their 
  attacks and widen their skills 
  to encompass all manner of 
  eventualities.
  Advance 
  Cost 
  Type 
  Prerequisites
  Drive (Ground Vehicle) +20 
  100 
  S 
  Drive (Ground Vehicle) +10
  Intimidate 
  100 
  S 
  —
  Navigation (Surface) 
  100 
  S 
  —
  Pilot (Military Craft) 
  100 
  S 
  —
  Swim +20 
  100 
  S 
  Swim +10
  Basic Weapon Training (Flame) 
  100 
  T 
  —
  Crippling Strike 
  100 
  T 
  WS 50
  Pistol Training (Flame) 
  100 
  T 
  —
  Rapid Reload 
  100 
  T 
  —
  Sound Constitution 
  100 
  T 
  —
  Common Lore (Imperium) 
  200 
  S 
  —
  Gamble 
  200 
  S 
  —
  Inquiry +10 
  200 
  S 
  Inquiry
  Ambidextrous 
  200 
  T 
  Ag 30
  Melee Weapon Training (Shock) 
  200 
  T 
  —
  Swift Attack 
  200 
  T 
  WS 35
  Literacy 
  300 
  S 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Ciphers (War Cant) +10 
  100 
  S 
  Ciphers (War Cant)
  Common Lore (Imperial Creed) 
  100 
  S 
  —
  Demolition 
  100 
  S 
  —
  Intimidate +10 
  100 
  S 
  Intimidate
  Navigation (Surface) +10 
  100 
  S 
  Navigation (Surface)
  Pilot (Military Craft) +10 
  100 
  S 
  Pilot (Military Craft)
  Secret Tongue (Military) 
  100 
  S 
  —
  Basic Weapon Training (Bolt) 
  100 
  T 
  S 30
  Dual Strike 
  100 
  T 
  Ag 40, Two-Weapon Wielder (Melee)
  Melee Weapon Training (Chain) 
  100 
  T 
  —
  Pistol Training (Bolt) 
  100 
  T 
  —
  Sound Constitution 
  100 
  T 
  —
  Takedown 
  100 
  T 
  —
  Carouse 
  200 
  S 
  —
  Interrogation 
  200 
  S 
  —
  Tech-Use 
  200 
  S 
  —
  Crushing Blow 
  200 
  T 
  S 40
  Dual Shot 
  200 
  T 
  Ag 40, Two-Weapon Wielder (Ballistic)
  Heavy Weapon Training (Flame) 
  200 
  T 
  —
  Heavy Weapon Training (Primitive) 
  200 
  T 
  —
  Hip Shooting 
  200 
  T 
  BS 40, Ag 40
  Two-Weapon Wielder (Melee) 
  200 
  T 
  WS 35, Ag 35
  Barter 
  300 
  S 
  —
  
  71
  VeteraN 
  adVaNces
  “You think this is bad, kid? Just 
  wait till the big guns start!”
  Veterans hold their own 
  upon the battlefield, in-
  spiring others with their 
  prowess, fearlessness and 
  sheer killing power. Their 
  battle wisdom is indis-
  pensable, and their luck 
  proven by their continu-
  ing vitality.
  assault VeteraN 
  adVaNces
  “It’s going to get close and messy 
  lads, stay close to me and don’t 
  be afraid to get it on ya…”
  Freedom is bought at the point 
  of a blade, and Assault Veterans 
  know this all too well. In the 
  close press of fighting, they 
  wield their chainblades with 
  deadly efficiency.
  lIeuteNaNt 
  adVaNces
  “Watch your formation and 
  stay sharp!”
  Lieutenants lead their men 
  into glorious battle. It falls 
  to an officer to accept the 
  weight of command and 
  responsibilities for success 
  of failure on the battlefield.
  Advance 
  Cost 
  Type 
  Prerequisites
  Command 
  100 
  S 
  —
  Demolition +10 
  100 
  S 
  Demolition
  Dodge +10 
  100 
  S 
  Dodge +10
  Pilot (Military Craft) +20 
  100 
  S 
  Pilot (Military Craft) +10
  Secret Tongue (Military) +10 
  100 
  S 
  Secret Tongue (Military)
  Survival +10 
  100 
  S 
  Survival
  Basic Weapon Training (Melta) 
  100 
  T 
  —
  Basic Weapon Training (Plasma) 
  100 
  T 
  —
  Bulging Biceps 
  100 
  T 
  S 45
  Die Hard 
  100 
  T 
  WP 40
  Hard Target 
  100 
  T 
  Ag 40
  Heavy Weapon Training (Bolt) 
  100 
  T 
  —
  Heavy Weapons Training (Las) 
  100 
  T 
  —
  Heavy Weapons Training (Launcher) 
  100 
  T 
  —
  True Grit 
  100 
  T 
  T 40
  Climb 
  200 
  S 
  —
  Gamble +10 
  200 
  S 
  Gamble
  Medicae 
  200 
  S 
  —
  Search 
  200 
  S 
  —
  Hatred (Xeno—choose one) 
  200 
  T 
  —
  Iron Jaw 
  200 
  T 
  T 40
  Sound Constitution† 
  200 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Common Lore (Imperial Creed) +10 
  100 
  S 
  Common Lore (Imperial Creed
  Demolition +20 
  100 
  S 
  Demolition +10
  Survival +20 
  100 
  S 
  Survival +10
  Blademaster 
  100 
  T 
  WS 30, Melee Weapon Training (any)
  Combat Master 
  100 
  T 
  WS 30
  Frenzy 
  100 
  T 
  —
  Furious Assault 
  100 
  T 
  WS 35
  Leap Up 
  100 
  T 
  Ag 30
  Melee Weapon Training (Power) 
  100 
  T 
  —
  Chem-Use 
  200 
  S 
  —
  Dodge +20 
  200 
  S 
  Dodge +10
  Sound Constitution 
  200 
  T 
  —
  Lightning Attack 
  300 
  T 
  Swift Attack
  Advance 
  Cost 
  Type 
  Prerequisites
  Command +10 
  100 
  S 
  Command
  Common Lore (Ecclesiarchy) 
  100 
  S 
  —
  Common Lore (Imperial Creed) +10 
  100 
  S 
  Common Lore (Imperial Creed)
  Interrogation 
  100 
  S 
  —
  Navigation (Surface) +20 
  100 
  S 
  Navigation (Surface) +10
  Scholastic Lore (Tactica Imperialis) 
  100 
  S 
  —
  Trade (Copyist) 
  100 
  S 
  —
  Hatred (Mutants) 
  100 
  T 
  —
  Melee Weapon Training (Power) 
  100 
  T 
  —
  Chem-Use 
  200 
  S 
  —
  Literacy +10 
  200 
  S 
  Literacy
  Medicae +10 
  200 
  S 
  Medicae
  Scrutiny 
  200 
  S 
  —
  Pistol Training (Plasma) 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Blather 
  300 
  S 
  —
  Charm 
  300 
  S 
  —
  Deceive 
  300 
  S 
  —
  Evaluate 
  300 
  S 
  —
  
  72
  scout adVaNces
  “I swear dead men make more 
  noise than that bastard.”
  Scouts are adept at locating 
  the enemy in all terrain. 
  They are keen observers, and 
  skilled in the art of stealth.
  shock trooPer 
  adVaNces
  “The heretics were still reeling 
  from the door charges when the 
  shock troopers hit them.”
  Shock Troopers know how to 
  storm bunkers and lay down 
  their life for the Emperor. They 
  are well armed, well trained, 
  and well feared.
  caPtaIN 
  adVaNces
  “Squad Five! I want suppressing fire 
  on that blockhouse! Squad Seven, 
  move into flanking positions!”
  Captains command large 
  formations and battle groups. 
  The skill of a bold Captain is 
  vital to any successful attack 
  or defence.
  marksmaN 
  adVaNces
  “I may not look much but I can take 
  out your left eye with this baby from 
  a thousand yards.”
  Most Imperial forces include a 
  Marksman to support the rest 
  of its members with accurate 
  long-range fire support. They 
  are adept at digging in and 
  picking off the enemy. 
  Advance 
  Cost 
  Type 
  Prerequisites
  Carouse +10 
  200 
  S 
  Carouse
  Chem-Use +10 
  200 
  S 
  Chem-Use
  Concealment 
  200 
  S 
  —
  Cleanse and Purify 
  200 
  T 
  Basic Weapon Training (Flame)
  Hardy 
  200 
  T 
  T 40
  Heavy Weapon Training (Melta) 
  200 
  T 
  —
  Heavy Weapon Training (Plasma) 
  200 
  T 
  —
  Sound Constitution† 
  200 
  T 
  —
  Talented (Chem-Use) 
  200 
  T 
  Chem-Use
  †You may take this Talent up to two times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Survival +20 
  100 
  S 
  Survival +10
  Mighty Shot 
  100 
  T 
  BS 40
  Chem-Use 
  200 
  S 
  —
  Concealment +10 
  200 
  S 
  Concealment
  Security +10 
  200 
  S 
  Security
  Lightning Reflexes 
  200 
  T 
  —
  Sharpshooter 
  200 
  T 
  BS 40, Deadeye Shot
  Sound Constitution† 
  200 
  T 
  —
  Talented (Shadowing) 
  200 
  T 
  Shadowing
  Disguise 
  300 
  S 
  —
  Shadowing 
  300 
  S 
  —
  †You may take this Talent up to two times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Interrogation +10 
  100 
  S 
  Interrogation
  Scholastic Lore (Imperial Creed) 
  100 
  S 
  Common Lore (Imperial Creed) +10
  Scholastic Lore (Tactica Imperialis) +10 
  100 
  S 
  Scholastic Lore (Tactica Imperialis)
  Secret Tongue (Military) +20 
  100 
  S 
  Secret Tongue (Military) +10
  Air of Authority 
  100 
  T 
  Fel 30
  Hatred (Psykers) 
  100 
  T 
  —
  Pistol Training (Melta) 
  100 
  T 
  —
  Strong-minded 
  100 
  T 
  WP 30, Resistance (Psychic Powers)
  Exotic Weapon Training (Web Pistol) 
  200 
  T 
  —
  Iron Discipline 
  200 
  T 
  WP 30, Command
  Nerves of Steel 
  200 
  T 
  —
  Sound Constitution† 
  200 
  T 
  —
  Talented (Blather) 
  200 
  T 
  Blather
  Talented (Charm) 
  200 
  T 
  Charm
  Logic 
  300 
  S 
  —
  Lightning Attack 
  300 
  T 
  Swift Attack
  Resistance (Psychic Powers) 
  300 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness +10 
  100 
  S 
  Awareness
  Navigation (Surface) +20 
  100 
  S 
  Navigation (Surface) +10
  Deadeye Shot 
  100 
  T 
  BS 30
  Climb +10 
  200 
  S 
  Climb
  Concealment 
  200 
  S 
  —
  Security 
  200 
  S 
  —
  Silent Move 
  200 
  S 
  —
  Heightened Senses (Hearing) 
  200 
  T 
  —
  Heightened Senses (Sight) 
  200 
  T 
  —
  Heightened Senses (Smell) 
  200 
  T 
  —
  Leap Up 
  200 
  T 
  Ag 30
  Melee Weapon Training (Power) 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  
  73
  storm trooPer 
  adVaNces
  “Storm troopers? Them throne-
  groaning glory boys get all the prime 
  action—and all the credit, too. 
  Don’t listen to the propaganda—
  it’s us regular Guard that does all 
  the grit-work.”
  Storm Troopers create utter 
  destruction. Often regarded 
  by the regular Guard as vain 
  parade apes, they nonethe-
  less have a well-deserved 
  reputation for being the 
  best of the best.
  commaNder 
  adVaNces
  “Men of the Imperium stand 
  tall, for you are the favoured of 
  the Emperor!”
  Commanders control the 
  entire fl ow of battle, from 
  planning to execution. Im-
  perial Commanders have at 
  their disposal the greatest 
  armies in the known galaxy, 
  and the cold, hard determi-
  nation to use them.
  sNIPer 
  adVaNces
  “There’s something really sat-
  isfying about making a man’s 
  head explode like a blood 
  melon. All in the name of the 
  Emperor of course.”
  Snipers are masters of their 
  art, able to kill at a distance, 
  then melt away from view. 
  They are silent, skilled and 
  often have a grim sense of 
  humour. Many find them 
  hard to understand.
  Advance 
  Cost 
  Type 
  Prerequisites
  Command +20 
  100 
  S 
  Command +10
  Scholastic Lore (Tactica Imperialis) +20 
  100 
  S 
  Scholastic Lore (Tactica Imperialis) +10
  Frenzy 
  100 
  T 
  —
  Hatred (Cult: Choose One) 
  100 
  T 
  —
  Talented (Deceive) 
  100 
  T 
  Deceive
  Total Recall 
  100 
  T 
  Int 30
  Unshakable Faith 
  100 
  T 
  —
  Carouse +10 
  200 
  S 
  Carouse
  Concealment 
  200 
  S 
  —
  Into the Jaws of Hell 
  200 
  T 
  Iron Discipline
  Leap Up 
  200 
  T 
  Ag 30
  Litany of Hate 
  200 
  T 
  Hatred (any)
  Master Orator 
  200 
  T 
  Fel 30
  Sound Constitution† 
  300 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness +20 
  100 
  S 
  Awareness +10
  Talented (Disguise) 
  100 
  T 
  Disguise
  Talented (Tracking) 
  100 
  T 
  Tracking
  Chem-Use +10 
  200 
  S 
  Chem-Use
  Silent Move +10 
  200 
  S 
  Silent Move
  Pistol Training (Melta) 
  200 
  T 
  —
  Pistol Training (Plasma) 
  200 
  T 
  —
  Tracking 
  300 
  S 
  —
  Crack Shot 
  300 
  T 
  BS 40
  Exotic Weapon Training (Needle Rifle) 
  300 
  T 
  —
  Lightning Attack 
  300 
  T 
  Swift Attack
  Sound Constitution† 
  300 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Intimidate +20 
  100 
  S 
  Intimidate +10
  Berserk Charge 
  100 
  T 
  —
  Exotic Weapon Training (Web Pistol) 
  200 
  T 
  —
  Exotic Weapon Training (Webber) 
  200 
  T 
  —
  Fearless 
  200 
  T 
  —
  Insanely Faithful 
  200 
  T 
  —
  Pistol Training (Launcher) 
  200 
  T 
  —
  Pistol Training (Melta) 
  200 
  T 
  —
  Pistol Training (Plasma) 
  200 
  T 
  —
  Sound Constitution† 
  300 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  
  74
  N
  Imperial 
  Psyker
  Imperial 
  Psyker
  “Imagine knowing there was a door to the realm of Daemons, 
  and the slightest inattention on your behalf would see them 
  batter it down and rip you to shreds. Now imagine that door is 
  inside your head. That’s what being a psyker is like.”
  — Castus Lupa, Savant Adjunct.
  N
  o one knows when the first human psykers appeared; 
  that information has been lost to the ravages of time, but 
  one thing is certain, their emergence changed the fate of 
  mankind forever. Psykers are both the greatest boon and curse that 
  has affl icted humanity. The Emperor Himself is the most powerful 
  psyker the human race has ever seen. Even ten thousand years after 
  the Emperor was inducted into His sarcophagus, psykers continue 
  to fuel the Imperium. Each day, innumerable souls are shipped to 
  Terra in the Black Ships of the Inquisition. Once there they have 
  the honour of becoming one with the Emperor’s Golden Throne, 
  thus allowing His light to spread across the galaxy that 
  the Imperium may endure.
  Despite the benefits they bring to the Imperium, 
  an undiscovered or unsanctioned psyker can place 
  entire populations and planets in danger. Psykers’ 
  essences glow brightly in the warp, like bait on a 
  line, and they draw malignant entities to that glow. 
  Psykers weak in mind or untrained in protective arts 
  can be easily tainted, and in the worst cases possessed 
  by Daemonic entities and used as a gateway between 
  realspace and the warp.
  The psykers who are traced and gathered upon the 
  foreboding Black Ships of the Inquisition suffer one of two fates. 
  The first, and most likely, is after meticulous mind-scanning they 
  are found to be lacking the talent or strength of mind to serve 
  in any other capacity and so are sent to worship at the Golden 
  Throne. The minority who do pass the rigorous sanctioning tests 
  are reprieved and selected to serve the Imperium in some other 
  vocation. Some will serve the Adeptus Astra Telepathica as an 
  Astropath. An even smaller minority—after close scrutiny—are 
  sent out to fill numerous roles throughout the Imperium. This 
  could be as indentured servants to high-ranking lords within the 
  Administratum, battlefield psykers used to counter xenos mystics, 
  or in the service of the Inquisition. Even at such an elevated state, 
  an Imperial psyker, whether he is aware of it or not, is always 
  monitored, for no matter how exhaustive the training, a psyker’s 
  soul fl ickers brightest in the warp.
  Psykers have always been used as agents for the Inquisition. 
  Their abilities vary from prognostication, to telepathy, to 
  pyromancy and telekinesis, amongst many others. A psyker 
  Acolyte is most likely still discovering his powers and as he 
  progresses, so he can go deeper and unlock latent abilities and 
  more fearsome powers. The Inquisitor and his fellow Acolytes 
  are both the guide and possible executioner, because as more 
  power fl ows to the psyker, so too does the lure of Chaos and the 
  attention of Daemons who lurk hungrily in the warp.
  Neonate
  XP Level: 500–999
  Aspirant
  XP Level: 1,000–1,999
  Savant Militant
  XP Level: 2,000–2,999
  Savant Warrant
  XP Level: 3,000–5,999
  Preceptor-Savant
  XP Level: 10,000–14,999
  Scholar Empyrean
  XP Level: 10,000–14,999
  Sanctionite
  XP Level: 0–499
  ImPerIal 
  PsYker
  raNks
  Lieutenant-Savant
  XP Level: 6,000–7,999
  Scholar Arcanum
  XP Level: 6,000–7,999
  Savant Adjunct
  XP Level: 8,000–9,999
  Scholar Obscurus
  XP Level: 8,000–9,999
  Scholar materium
  XP Level: 2,000–2,999
  Scholar Medicae
  XP Level: 3,000–5,999
  
  75
  saNctIoNIte 
  adVaNces
  “Throne knows what them 
  sanctioneers do to ’em when 
  they get to Earth, but I ain’t 
  never met a normal psyker yet.”
  Sanctionites are bound to 
  the Emperor’s will, yet even 
  then, they must be watched 
  for weakness of the soul. 
  They have been tested upon 
  Holy Terra, and found 
  worthy… for now.
  NeoNate 
  adVaNces
  “I always thought he was aide 
  to the Reeve, turns out he was a 
  psyker all along!”
  Neonates serve as appren-
  tices, servants and bonds-
  men to elder psykers or such 
  bodies as the Adeptus Astra 
  Telepathica deems suitable. 
  During this time, they learn 
  humility, obedience and the 
  true price of their powers.
  Table 2-7: Imperial Psyker Characteristic Advances
  Characteristic 
  Simple 
  Intermediate 
  Trained 
  Expert
  Weapon Skill 
  500 
  750 
  1,000 
  2,500
  Ballistic Skill 
  250 
  500 
  750 
  1,000
  Strength  
  250 
  500 
  750 
  1,000
  Toughness 
  250 
  500 
  750 
  1,000
  Agility 
   
  500 
  750 
  1,000 
  2,500
  Intelligence 
  100 
  250 
  500 
  750
  Perception 
  100 
  250 
  500 
  750
  Willpower 
  100 
  250 
  500 
  750
  Fellowship 
  500 
  750 
  1,000 
  2,500
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness 
  100 
  S 
  —
  Common Lore (Imperial Creed) 
  100 
  S 
  —
  Common Lore (Imperium) 
  100 
  S 
  —
  Drive (Ground Vehicle) 
  100 
  S 
  —
  Forbidden Lore (Warp) 
  100 
  S 
  —
  Scholastic Lore (Occult) 
  100 
  S 
  —
  Swim 
  100 
  S 
  —
  Trade (Soothsayer) 
  100 
  S 
  —
  Chem Geld 
  100 
  T 
  —
  Flagellant 
  100 
  T 
  —
  Hatred (Daemons) 
  100 
  T 
  —
  Meditation 
  100 
  T 
  —
  Minor Psychic Power 
  100 
  T 
  —
  Pistol Training (Las) 
  100 
  T 
  —
  Pistol Training (Primitive) 
  100 
  T 
  —
  Pistol Training (SP) 
  100 
  T 
  —
  Quick Draw 
  100 
  T 
  —
  Unremarkable 
  100 
  T 
  —
  Thrown Weapon Training (Primitive) 
  100 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Chem-Use 
  100 
  S 
  —
  Deceive 
  100 
  S 
  —
  Forbidden Lore (Psykers) 
  100 
  S 
  —
  Performer (Musician) 
  100 
  S 
  —
  Performer (Singer) 
  100 
  S 
  —
  Performer (Storyteller) 
  100 
  S 
  —
  Pilot (Civilian Craft) 
  100 
  S 
  —
  Wrangling 
  100 
  S 
  —
  Basic Weapon Training (Primitive) 
  100 
  T 
  —
  Leap Up 
  100 
  T 
  Ag 30
  Light Sleeper 
  100 
  T 
  Per 30
  Minor Psychic Power‡ 
  100 
  T 
  —
  Paranoia 
  100 
  T 
  —
  Peer (the Insane) 
  100 
  T 
  Fel 30
  Rapid Reload 
  100 
  T 
  —
  Sleight of Hand 
  200 
  S 
  —
  Psy Rating 2 
  200 
  T 
  Psy Rating 1
  ‡You may take this Talent up to three times at this Rank.
  
  76
  asPIraNt 
  adVaNces
  “If you’re to join the Savant 
  Militant, you better get used to 
  blood, and lots of it.”
  Having proven themselves 
  stable and humble, the As-
  pirant studies his future op-
  tions carefully, petitioning the 
  Adeptus Astra Telepathica for 
  placement within the Imperial 
  Guard, Scholastica Psykana or 
  other such institutions.
  saVaNt-
  WarraNt 
  adVaNces
  “I’ve seen some terrifying things 
  in my time but none quite so 
  chilling as the way a battle 
  psyker kills his foes.”
  The 
  Savant-Warrant 
  has 
  proved themself reliable in 
  the face of fire, and is duly 
  trained for a greater role.
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness +10 
  100 
  S 
  Awareness
  Blather 
  100 
  S 
  —
  Ciphers (Acolyte) 
  100 
  S 
  —
  Dodge 
  100 
  S 
  —
  Inquiry 
  100 
  S 
  —
  Literacy +10 
  100 
  S 
  —
  Scholastic Lore (Heraldry) 
  100 
  S 
  —
  Scholastic Lore (Legend) 
  100 
  S 
  —
  Secret Tongue (Acolyte) 
  100 
  S 
  —
  Tech-Use 
  100 
  S 
  —
  Trade (Copyist) 
  100 
  S 
  —
  Trade (Soothsayer) +10 
  100 
  S 
  Trade (Soothsayer)
  Ambidextrous 
  100 
  T 
  Ag 30
  Basic Weapon Training (Las) 
  100 
  T 
  —
  Basic Weapon Training (SP) 
  100 
  T 
  —
  Blind Fighting 
  100 
  T 
  Per 30
  Die Hard 
  100 
  T 
  WP 40
  Melee Weapon Training (Shock) 
  100 
  T 
  —
  Minor Psychic Power¥ 
  100 
  T 
  —
  Peer (Academics) 
  100 
  T 
  Fel 30
  Rapid Reaction 
  100 
  T 
  Ag 40
  Unshakeable Faith 
  100 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  ¥You may take this Talent up to four times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Carouse +10 
  100 
  S 
  Carouse
  Ciphers (War Cant) 
  100 
  S 
  —
  Common Lore (Imperial Guard) 
  100 
  S 
  —
  Common Lore (Tech) 
  100 
  S 
  —
  Common Lore (War) +10 
  100 
  S 
  Common Lore (War)
  Drive (Hover Vehicle) +10 
  100 
  S 
  Drive (Hover Vehicle)
  Drive (Walker) +10 
  100 
  S 
  Drive (Walker)
  Gamble 
  100 
  S 
  —
  Inquiry +10 
  100 
  S 
  Inquiry
  Pilot (Military Craft) 
  100 
  S 
  —
  Search 
  100 
  S 
  —
  Secret Tongue (Military) 
  100 
  S 
  —
  Tech-Use +10 
  100 
  S 
  Tech-Use
  Trade (Cook) +10 
  100 
  S 
  Trade (Cook)
  Trade (Technomat) 
  100 
  S 
  —
  Basic Weapon Training (Bolt) 
  100 
  T 
  —
  Battle Rage 
  100 
  T 
  Frenzy
  Crack Shot 
  100 
  T 
  BS 40
  Deadeye shot 
  100 
  T 
  BS 30
  Hip Shooter 
  100 
  T 
  BS 40, Ag 40
  Melee Weapon Training (Chain) 
  100 
  T 
  —
  Mental Rage 
  100 
  T 
  Frenzy
  Minor Psychic Power 
  100 
  T 
  —
  Nerves of Steel 
  100 
  T 
  —
  Technical Knock 
  100 
  T 
  Int 30
  Two-Weapon Wielder (Ballistic) 
  100 
  T 
  —
  Two-Weapon Wielder (Melee) 
  100 
  T 
  —
  Demolition 
  200 
  S 
  —
  Security 
  200 
  S 
  —
  Pistol Training (Bolt) 
  200 
  T 
  —
  Pistol Training (Flame) 
  200 
  T 
  —
  Psychic Power 
  200 
  T 
  —
  Swift Attack 
  300 
  T 
  WS 35 
  
  77
  saVaNt mIlItaNt 
  adVaNces
  “Ignore the chantin’ coming 
  from their tents—it’s when 
  they fall silent that you’ve got 
  to watch.”
  The Imperial Guard often 
  use the Savants Militant, 
  putting their destructive 
  powers to good use upon 
  the battlefield.
  scholar 
  medIcae 
  adVaNces
  “He says he’s solved the riddle 
  of steel, sire, an’ now he keeps 
  muckin’ about with lightning 
  an’ dead animals. Bloody messy 
  it is too.”
  The Scholar Medicae has 
  learnt well the lessons of 
  base matter, and now turns 
  his powers to understanding 
  the mysteries of fl esh, bone 
  and the living being.
  Advance 
  Cost 
  Type 
  Prerequisites
  Barter 
  100 
  S 
  —
  Carouse 
  100 
  S 
  —
  Chem-Use +10 
  100 
  S 
  Chem-Use
  Climb 
  100 
  S 
  —
  Common Lore (War) 
  100 
  S 
  —
  Dodge +10 
  100 
  S 
  Dodge
  Drive (Ground Vehicle) +10 
  100 
  S 
  Drive (Ground Vehicle)
  Drive (Hover Vehicle) 
  100 
  S 
  —
  Drive (Walker) 
  100 
  S 
  —
  Logic 
  100 
  S 
  —
  Navigation (Surface) 
  100 
  S 
  —
  Survival 
  100 
  S 
  —
  Trade (Cook) 
  100 
  S 
  —
  Basic Weapon Training (Flame) 
  100 
  T 
  —
  Cleanse and Purify 
  100 
  T 
  Basic Weapon Training (Flame)
  Corpus Conversion 
  100 
  T 
  Psy Rating 2
  Crippling Strike 
  100 
  T 
  WS 50
  Crushing Blow 
  100 
  T 
  S 40
  Frenzy 
  100 
  T 
  —
  Hard Target 
  100 
  T 
  Ag 40
  Iron Jaw 
  100 
  T 
  T 40
  Minor Psychic Power† 
  100 
  T 
  —
  Resistance (Cold) 
  100 
  T 
  —
  Resistance (Heat) 
  100 
  T 
  —
  Street Fighting 
  100 
  T 
  —
  Power Well 
  200 
  T 
  Psy Rating 2
  Psy Rating 3 
  200 
  T 
  Psy Rating 2
  Psychic Power 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness +20 
  100 
  S 
  Awareness +10
  Barter 
  100 
  S 
  —
  Carouse 
  100 
  S 
  —
  Chem-Use +20 
  100 
  S 
  Chem-Use +10
  Deceive 
  100 
  S 
  —
  Forbidden Lore (Mutants) 
  100 
  S 
  —
  Inquiry +10 
  100 
  S 
  Inquiry
  Literacy +20 
  100 
  S 
  Literacy +10
  Medicae +10 
  100 
  S 
  Medicae
  Scholastic Lore (Archaic) 
  100 
  S 
  —
  Scholastic Lore (Chymistry) +10 
  100 
  S 
  Scholastic Lore (Chymistry)
  Scholastic Lore (Imperial Creed) 
  100 
  S 
  —
  Scrutiny 
  100 
  S 
  —
  Trade (Agri) 
  100 
  S 
  —
  Trade (Apothecary) 
  100 
  S 
  —
  Trade (Embalmer) 
  100 
  S 
  —
  Crippling Strike 
  100 
  T 
  WS 50
  Crushing Blow 
  100 
  T 
  S 40
  Decadence 
  100 
  T 
  T 30
  Jaded 
  100 
  T 
  WP 30
  Master Chirurgeon 
  100 
  T 
  Medicae +10
  Minor Psychic Power† 
  100 
  T 
  —
  Psychic Power† 
  100 
  T 
  —
  Street Fighting 
  100 
  T 
  —
  Two-Weapon Wielder (Ballistic) 
  100 
  T 
  —
  Two-Weapon Wielder (Melee) 
  100 
  T 
  —
  Corpus Conversion 
  200 
  T 
  Psy Rating 2
  Discipline Focus 
  200 
  T 
  Psy Rating 3
  Melee Weapon Training (Shock) 
  200 
  T 
  —
  Psy Rating 4 
  200 
  T 
  Psy Rating 3
  Sound Constitution 
  200 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  
  78
  scholar 
  materIum 
  adVaNces
  “’E said sommat about levers an’ 
  movin’ the universe, sire. Don’t 
  see that there’s anythin’ wrong 
  with it where it is, but that’s 
  scholars for you, ain’t it sir?”
  As a full initiate of the 
  Scholastica Psykana, the 
  Scholar Materium studies 
  the foundations of being, es-
  sence and immutable form.
  lIeuteNaNt-
  saVaNt 
  adVaNces
  “They call them officers, but 
  I’ll be damned if I ever take an 
  order from one.”
  The Lieutenant-Savant enjoys 
  an officer’s rank and privi-
  lege, yet is under constant 
  surveillance nonetheless.
  Advance 
  Cost 
  Type 
  Prerequisites
  Chem-Use +10 
  100 
  S 
  Chem-Use
  Ciphers (Occult) 
  100 
  S 
  —
  Common Lore (Tech) 
  100 
  S 
  —
  Evaluate 
  100 
  S 
  —
  Forbidden Lore (Psykers) +10 
  100 
  S 
  Forbidden Lore (Psykers)
  Invocation +10 
  100 
  S 
  Invocation
  Logic 
  100 
  S 
  —
  Medicae 
  100 
  S 
  —
  Psyniscience +10 
  100 
  S 
  Psyniscience
  Scholastic Lore (Astromancy) 
  100 
  S 
  —
  Scholastic Lore (Chymistry) 
  100 
  S 
  —
  Secret Tongue (Acolyte) +10 
  100 
  S 
  Secret Tongue (Acolyte)
  Speak Language (High Gothic) 
  100 
  S 
  —
  Tech-Use +10 
  100 
  S 
  Tech-Use
  Trade (Prospector) 
  100 
  S 
  —
  Trade (Wright) 
  100 
  S 
  —
  Binary Chatter 
  100 
  T 
  —
  Catfall 
  100 
  T 
  Ag 30
  Deadeye Shot 
  100 
  T 
  BS 30
  Iron Jaw 
  100 
  T 
  T 40
  Minor Psychic Power† 
  100 
  T 
  —
  Peer (Astropaths) 
  100 
  T 
  Fel 30
  Sprint 
  100 
  T 
  —
  Technical Knock 
  100 
  T 
  Int 30
  Common Lore (Machine Cult) 
  200 
  S 
  —
  Power Well 
  200 
  T 
  Psy Rating 2
  Psy Rating 3 
  200 
  T 
  Psy Rating 2
  Psychic Power 
  200 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Barter +10 
  100 
  S 
  Barter
  Blather +10 
  100 
  S 
  Blather
  Charm 
  100 
  S 
  —
  Chem-Use +20 
  100 
  S 
  Chem-Use +10
  Ciphers (War Cant) 
  100 
  S 
  —
  Command 
  100 
  S 
  —
  Common Lore (Administratum) 
  100 
  S 
  —
  Common Lore (Imperial Guard) +10 
  100 
  S 
  Common Lore (Imperial Guard)
  Common Lore (War) +20 
  100 
  S 
  Common Lore (War) +10
  Deceive +10 
  100 
  S 
  Deceive
  Demolition +10 
  100 
  S 
  Demolition
  Logic 
  100 
  S 
  —
  Navigation (Surface) +10 
  100 
  S 
  Navigation (Surface)
  Pilot (Military Craft) +10 
  100 
  S 
  Pilot (Military Craft)
  Scholastic Lore (Tactica Imperialis) 
  100 
  S 
  —
  Scrutiny 
  100 
  S 
  —
  Secret Tongue (Military) +10 
  100 
  S 
  Secret Tongue (Military)
  Berserk Charge 
  100 
  T 
  —
  Blademaster 
  100 
  T 
  WS 30, Melee Weapon Training (any)
  Disarm 
  100 
  T 
  Ag 30
  Furious Assault 
  100 
  T 
  WS 35
  Jaded 
  100 
  T 
  WP 30
  Melee Weapon Training (Power) 
  100 
  T 
  —
  Minor Psychic Power† 
  100 
  T 
  —
  Precise Blow 
  100 
  T 
  WS 30, Sure Strike
  Resistance (Fear) 
  100 
  T 
  —
  Sure Strike 
  100 
  T 
  WS 30
  True Grit 
  100 
  T 
  T 40
  Interrogation 
  200 
  S 
  —
  Discipline Focus (choose one) 
  200 
  T 
  Psy Rating 3
  Exotic Weapon Training (Needle Pistol) 
  200 
  T 
  —
  Peer (Military) 
  200 
  T 
  Fel 30
  Psy Rating 4 
  200 
  T 
  Psy Rating 3
  Sound Constitution 
  200 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  
  79
  scholar 
  arcaNum 
  adVaNces
  “I ain’t never seen so many 
  books, whatever can he be 
  doin’? All that paper ain’t good 
  for yer health. Still, least he 
  ain’t cuttin’ up no dead Grox 
  no more, sir.”
  Versed in the ways of mat-
  ter and fl esh, the Schol-
  ar Arcanum studies the 
  sphere of the mind, the 
  realm of theory, academic 
  learning and philosophi-
  cal conjecture.
  saVaNt adJuNct 
  adVaNces
  “Watch the pale cove in the of-
  ficer’s gear. When he whispers 
  in the commander’s ear, that’s it, 
  we’ll be sent over the top.”
  The Savant Adjunct has the 
  power to bend fl esh and 
  metal, to send his mind 
  forth amongst the enemy 
  forces and to ken the nature 
  of unnatural opponents. He 
  is valued for his powers, 
  yet greatly feared by those 
  who command him.
  Advance 
  Cost 
  Type 
  Prerequisites
  Blather +10 
  100 
  S 
  Blather
  Ciphers (Occult) +10 
  100 
  S 
  Ciphers (Occult)
  Dodge +10 
  100 
  S 
  Dodge
  Forbidden Lore (Psykers) +20 
  100 
  S 
  Forbidden Lore (Psykers) +10
  Forbidden Lore (Warp) +10 
  100 
  S 
  Forbidden Lore (Warp)
  Forbidden Lore (Xenos) 
  100 
  S 
  —
  Interrogation 
  100 
  S 
  —
  Invocation +20 
  100 
  S 
  Invocation +10
  Scholastic Lore (Astromancy) +10 
  100 
  S 
  Scholastic Lore (Astromancy)
  Scholastic Lore (Cryptology) 
  100 
  S 
  —
  Scholastic Lore (Imperial Creed) +10 
  100 
  S 
  Scholastic Lore (Imperial Creed)
  Scholastic Lore (Legend) +10 
  100 
  S 
  Scholastic Lore (Legend)
  Secret Tongue (Acolyte) +20 
  100 
  S 
  Secret Tongue (Acolyte) +10
  Speak Language (High Gothic) +10 
  100 
  S 
  Speak Language (High Gothic)
  Tech-Use +20 
  100 
  S 
  Tech-Use +10
  Trade (Cartographer) 
  100 
  S 
  —
  Trade (Copyist) +10 
  100 
  S 
  Trade (Copyist)
  Crack Shot 
  100 
  T 
  BS 40
  Foresight 
  100 
  T 
  Int 30
  Hard Target 
  100 
  T 
  Ag 40
  Mimic 
  100 
  T 
  —
  Minor Psychic Power‡ 
  100 
  T 
  —
  Peer (Void Born) 
  100 
  T 
  Fel 30
  Power Well 
  200 
  T 
  Psy Rating 2
  Psychic Power† 
  100 
  T 
  —
  Resistance (Psychic Powers) 
  100 
  T 
  —
  Strong Minded 
  100 
  T 
  WP 30, Resistance (Psychic Powers)
  Discipline Focus (choose one) 
  200 
  T 
  Psy Rating 3
  Favoured by the Warp 
  200 
  T 
  WP 35
  Forbidden Lore (Heresy) 
  300 
  S 
  —
  †You may take this Talent up to two times at this Rank.
  ‡You may take this Talent up to three times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness +20 
  100 
  S 
  Awareness +10
  Common Lore (Adeptes Arbites) 
  100 
  S 
  —
  Common Lore (Ecclesiarchy) 
  100 
  S 
  —
  Common Lore (Imperial Guard) +20 
  100 
  S 
  Common Lore (Imperial Guard) +10
  Common Lore (Tech) +10 
  100 
  S 
  Common Lore (Tech)
  Concealment 
  100 
  S 
  —
  Dodge +20 
  100 
  S 
  Dodge +10
  Evaluate 
  100 
  S 
  —
  Intimidate 
  100 
  S 
  —
  Logic +10 
  100 
  S 
  Logic
  Medicae 
  100 
  S 
  —
  Scholastic Lore (Judgement) 
  100 
  S 
  —
  Scholastic Lore (Legend) +10 
  100 
  S 
  Scholastic Lore (Legend)
  Scholastic Lore (Tactica Imperialis) +10 
  100 
  S 
  Scholastic Lore (Tactica Imperialis)
  Secret Tongue (Military) +20 
  100 
  S 
  Secret Tongue (Military) +10
  Speak Language (High Gothic) 
  100 
  S 
  —
  Trade (Valet) 
  100 
  S 
  —
  Charm +10 
  200 
  S 
  Charm
  Forbidden Lore (Psykers) +10 
  200 
  S 
  Forbidden Lore (Psykers)
  Invocation +10 
  200 
  S 
  Invocation
  Sound Constitution 
  200 
  T 
  —
  Command +10 
  300 
  S 
  Command
  Literacy +10 
  300 
  S 
  Literacy
  Scrutiny +10 
  300 
  S 
  Scrutiny
  Pistol Training (Plasma) 
  300 
  T 
  — 
  Power Well 
  200 
  T 
  Psy Rating 2
  
  80
  scholar 
  obscurus 
  adVaNces
  “You talk to him, but he don’t 
  answer. You can feel him 
  rummagin’ in your thoughts 
  right enough though. Put me 
  off my gruel, it can.”
  Abandoning the petty realm 
  of human knowledge, the 
  Scholar Obscurus studies 
  the wisdom and folly of the 
  human spirit. Steeped in 
  forgotten lore and constantly 
  muttering catechisms and 
  charms against the creatures 
  of the warp, these psykers 
  grow strange and distant.
  scholar 
  emPYreaN 
  adVaNces
  “Sire, success! He made three 
  pounds of gold yesterday! 
  Funny fish though, didn’t look 
  happy or nothing, just wanted 
  be left to his proper studies—
  whatever that means.”
  The mind of the Scholar 
  Empyrean ranges free, even 
  whilst their will is securely 
  chained to the immeasurable 
  protection of the Emperor’s 
  own soul. Studying the 
  deepest mysteries of psychic 
  ability, the Scholar Empy-
  rean care little for worldly 
  goods or the petty demands 
  of the corpus.
  Advance 
  Cost 
  Type 
  Prerequisites
  Ciphers (Occult) +20 
  100 
  S 
  Ciphers (Occult) +10
  Common Lore (Tech) +10 
  100 
  S 
  Common Lore (Tech)
  Forbidden Lore (Mutants) +10 
  100 
  S 
  Forbidden Lore (Mutants)
  Inquiry +20 
  100 
  S 
  Inquiry +10
  Lip Reading 
  100 
  S 
  —
  Psyniscience +20 
  100 
  S 
  Psyniscience +10
  Scholastic Lore (Archaic) +10 
  100 
  S 
  Scholastic Lore (Archaic)
  Scholastic Lore (Heraldry) +10 
  100 
  S 
  Scholastic Lore (Heraldry)
  Scholastic Lore (Legend) +20 
  100 
  S 
  Scholastic Lore (Legend) +10
  Scholastic Lore (Philosophy) 
  100 
  S 
  —
  Scrutiny +10 
  100 
  S 
  Scrutiny
  Trade (Soothsayer) +20 
  100 
  S 
  Trade (Soothsayer) +10
  Mental Fortress 
  100 
  T 
  WP 50, Strong Minded
  Minor Psychic Power‡ 
  100 
  T 
  —
  Psychic Power† 
  100 
  T 
  —
  Resistance (Fear) 
  100 
  T 
  —
  Forbidden Lore (Cults) 
  200 
  S 
  —
  Forbidden Lore (Inquisition) 
  200 
  S 
  —
  Dark Soul 
  200 
  T 
  —
  Discipline Focus (choose one) 
  200 
  T 
  Psy Rating 3
  Melee Weapon Training (Chain) 
  200 
  T 
  —
  Melee Weapon Training (Power) 
  200 
  T 
  —
  Peer (Inquisition) 
  200 
  T 
  Fel 30
  Psy Rating 5 
  200 
  T 
  Psy Rating 4
  Sound Constitution 
  200 
  T 
  —
  Forbidden Lore (Daemonology) 
  300 
  S 
  —
  Forbidden Lore (Heresy) +10 
  300 
  S 
  Forbidden Lore (Heresy)
  †You may take this Talent up to two times at this Rank.
  ‡You may take this Talent up to three times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Blather +20 
  100 
  S 
  Blather +10
  Common Lore (Tech) +20 
  100 
  S 
  Common Lore (Tech) +10
  Deceive +10 
  100 
  S 
  Deceive
  Evaluate +10 
  100 
  S 
  Evaluate
  Forbidden Lore (Archeotech) 
  100 
  S 
  —
  Forbidden Lore (Mutants) +20 
  100 
  S 
  Forbidden Lore (Mutants) +10
  Forbidden Lore (Xenos) +10 
  100 
  S 
  Forbidden Lore (Xenos)
  Logic +10 
  100 
  S 
  Logic
  Medicae +20 
  100 
  S 
  Medicae +10
  Scholastic Lore (Astromancy) +20 
  100 
  S 
  Scholastic Lore (Astromancy) +10
  Scholastic Lore (Chymistry) +20 
  100 
  S 
  Scholastic Lore (Chymistry) +10
  Scholastic Lore (Heraldry) +20 
  100 
  S 
  Scholastic Lore (Heraldry) +10
  Scholastic Lore (Imperial Creed) +20 
  100 
  S 
  Scholastic Lore (Imperial Creed) +10
  Scholastic Lore (Judgement) 
  100 
  S 
  —
  Scrutiny +20 
  100 
  S 
  Scrutiny +10
  Trade (Artist) 
  100 
  S 
  —
  Air of Authority 
  100 
  T 
  Fel 30
  Armour of Contempt 
  100 
  T 
  WP 40
  Discipline Focus (choose one) 
  100 
  T 
  Psy Rating 3
  Fearless 
  100 
  T 
  —
  Logis Implant 
  100 
  T 
  —
  Master Orator 
  100 
  T 
  Fel 30
  Minor Psychic Power¥ 
  100 
  T 
  —
  Nerves of Steel 
  100 
  T 
  —
  Peer (Government) 
  100 
  T 
  Fel 30
  Psychic Power† 
  100 
  T 
  —
  Forbidden Lore (Cults) +10 
  200 
  S 
  Forbidden Lore (Cults)
  Forbidden Lore (Inquisition) +10 
  200 
  S 
  Forbidden Lore (Inquisition)
  Psy Rating 6 
  200 
  T 
  Psy Rating 5
  Good Reputation (Inquistion) 
  200 
  T 
  Fel 50, Peer (Inquisition)
  Sound Constitution 
  200 
  T 
  —
  Forbidden Lore (Daemonology) +10 
  300 
  S 
  Forbidden Lore (Daemonology)
  †You may take this Talent up to two times at this Rank.
  ¥You may take this Talent up to four times at this Rank.
  
  81
  PrecePtor-
  saVaNt 
  adVaNces
  “You know how Commissars 
  are strict? Well that ain’t 
  nothing to a Preceptor. Shoot 
  his men as soon as blink—and 
  a good job too.”
  The Preceptor-Savant is 
  a psyker charged with 
  manifold duties—to lead 
  the Savant Militant, to 
  protect key command staff 
  and to instruct officers in 
  the best deployment of 
  psychic forces.
  Advance 
  Cost 
  Type 
  Prerequisites
  Ciphers (War Cant) +20 
  100 
  S 
  Ciphers (War Cant) +10
  Command +20 
  100 
  S 
  Command +10
  Deceive +20 
  100 
  S 
  Deceive +10
  Demolition +20 
  100 
  S 
  Demolition +10
  Forbidden Lore (Psykers) +20 
  100 
  S 
  Forbidden Lore (Psykers) +10
  Lip Reading 
  100 
  S 
  —
  Logic +20 
  100 
  S 
  Logic +10
  Medicae +10 
  100 
  S 
  Medicae
  Navigation (Stellar) 
  100 
  S 
  —
  Navigation (Surface) +20 
  100 
  S 
  Navigation (Surface) +10
  Pilot (Spacecraft) 
  100 
  S 
  —
  Psyniscience +10 
  100 
  S 
  Psyniscience
  Scholastic Lore (Heraldry) +10 
  100 
  S 
  Scholastic Lore (Heraldry)
  Scholastic Lore (Judgement) +10 
  100 
  S 
  Scholastic Lore (Judgement)
  Scholastic Lore (Philosophy) 
  100 
  S 
  —
  Scholastic Lore (Tactica Imperialis) +20 
  100 
  S 
  Scholastic Lore (Tactica Imperialis) +10
  Scrutiny +20 
  100 
  S 
  Scrutiny +10
  Air of Authority 
  100 
  T 
  Fel 30
  Armour of Contempt 
  100 
  T 
  WP 40
  Binary Chatter 
  100 
  T 
  —
  Foresight 
  100 
  T 
  Int 30
  Good Reputation (Imperial Guard) 
  100 
  T 
  Fel 50, Peer (Imperial Guard)
  Into the Jaws of Hell 
  100 
  T 
  Iron Discipline
  Iron Discipline 
  100 
  T 
  WP 30, Command
  Litany of Hate 
  100 
  T 
  Hatred (any)
  Mental Fortress 
  100 
  T 
  WP 50, Strong Minded
  Minor Psychic Power‡ 
  100 
  T 
  —
  Peer (Government) 
  100 
  T 
  Fel 30
  Psychic Power 
  100 
  T 
  —
  Strong Minded 
  100 
  T 
  WP 30, Resistance (Psychic Powers)
  Total Recall 
  100 
  T 
  Int 30
  Forbidden Lore (Cults) 
  200 
  S 
  —
  Forbidden Lore (Heresy) 
  200 
  S 
  —
  Forbidden Lore (Inquisition) 
  200 
  S 
  —
  Discipline Focus (choose one) 
  200 
  T 
  Psy Rating 3
  Favoured by the Warp 
  200 
  T 
  WP 35
  Pistol Training (Melta) 
  200 
  T 
  —
  Psy Rating 5 
  200 
  T 
  Psy Rating 4
  Sound Constitution 
  200 
  T 
  —
  ‡You may take this Talent up to three times at this Rank.
  
  82
  A
  Scum
  Scum
  “You see, you’ve won again. I told you I was no good at cards. 
  I’ll play one more round, but only because you insist.”
  — Reetheus Orl, Barking Saint, Hive Sibellius.
  A
  s has always been the case, the fl otsam and jetsam of 
  humanity seems to attract each other and thrives in the 
  darkest of places. The Imperium is a vast and unforgivably 
  hard regime to subsist in, and so the unwanted and uncared for 
  fester and even fl ourish in the most unlikely and inhospitable places. 
  The underhives, deserted hab-blocks and even entire moons that 
  are now robbed of any valuable resource, hold what the enforcers 
  collectively call scum. They are mankind’s detritus, who have no 
  place in Imperial society—even the Ecclesiarchy seems to have 
  given up on them, although some missionaries persist in trying to 
  save their souls, even if their intercession is not requested!
  Scum is a catch-all term that covers everything from thieves, 
  Imperial Guard deserters, escaped penal convicts, confidence 
  tricksters, fallen nobles, gangers, murderers, hab-rats and all manner 
  of criminals and unsavoury characters. Despite the collective term, 
  there are many who have skills Inquisitors find useful in their line of 
  work. When an Inquisitor needs someone with low moral values, 
  who will fire upon innocents when ordered or shoot someone in 
  the back without a second thought, it is going to be the Acolyte 
  who has spent his life on the fringes of the Imperial society.
  As well as moral ambiguity, Scum often have more practical 
  skills that come in use during an investigation. 
  Breaking in to property unnoticed, finding 
  black market goods, a mark that needs 
  charming or a suspect intimidating are all talents 
  that make the Acolytes’ lives easier.
  An Inquisitor does not pick just any felon he 
  happens to stumble across to become his agent 
  and to serve as an Acolyte the Scum must be 
  trustworthy—to an extent—and their talents need 
  to be considerable. He needs to be more than just a 
  common ganger. Agents such as this can range from 
  the nimble, double-jointed cat burglar, the fast-talking 
  charmer who can play the long con, the card shark that never loses 
  or the fence with contacts across the breadth of the sub-sector.
  Having lived and survived in such tough conditions means 
  that it will frequently be the Scum that is the source of some 
  acrimony and he does not always get on with other Acolytes 
  in the cell. His moral values and reasons for participating may 
  be entirely different from the others and so make him a source 
  of contention. Reasons why such a character may join the 
  employ of an Inquisitor in the first place are manifold: some 
  do it for the sheer thrill, some as sentence for some past crime, 
  some are being paid, whilst others have the skills an Inquisitor 
  needs and so are ordered or threatened to participate. For an 
  Inquisitor it matters little what the motive is, as long as they 
  fulfil their part in the mission. Inquisitors can, and will, use 
  all tools necessary to carry out their duties, they do not care 
  if that is using the highest-born noble or the most inhuman 
  villain—it is the end goal that is important, not the 
  method in achieving it.
  Outcast
  XP Level: 500–999
  Outlaw
  XP Level: 1,000–1,999
  Renegade
  XP Level: 2,000–2,999
  Rogue
  XP Level: 3,000–5,999
  Gang Lord
  XP Level: 10,000–14,999
  Charlatan
  XP Level: 10,000–14,999
  Dreg
  XP Level: 0–499
  scum
  raNks
  Cutter
  XP Level: 6,000–7,999
  Fixer
  XP Level: 6,000–7,999
  Stubjack
  XP Level: 8,000–9,999
  Shark
  XP Level: 8,000–9,999
  
  83
  dreg adVaNces
  “Don’t look at the dreg, Tarquis, 
  you’ll only encourage them.”
  Beggars, thieves and base-
  born scum: the dregs of 
  society are nevertheless hardy 
  and surprisingly capable.
  outcast 
  adVaNces
  “Them cretescreevin Outcast 
  scum 
  would 
  swipe 
  the 
  chronometer off yer wrist as 
  soon as look at yer.”
  An Outcast has survived long 
  enough outside the bounds 
  of society to develop a certain 
  rapport with the seedier side 
  of life—as well as an ability 
  to slink into the background 
  when trouble comes their way.
  Table 2-8: Scum Characteristic Advances
  Characteristic 
  Simple 
  Intermediate 
  Trained 
  Expert
  Weapon Skill 
  250 
  500 
  750 
  1,000
  Ballistic Skill 
  100 
  250 
  500 
  750
  Strength  
  500 
  750 
  1,000 
  2,500
  Toughness 
  500 
  750 
  1,000 
  2,500
  Agility 
   
  100 
  250 
  500 
  500
  Intelligence 
  250 
  500 
  750 
  1,000
  Perception 
  250 
  500 
  750 
  1,000
  Willpower 
  250 
  500 
  750 
  1,000
  Fellowship 
  100 
  250 
  500 
  750
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness +10 
  100 
  S 
  Awareness
  Barter 
  100 
  S 
  —
  Charm 
  100 
  S 
  —
  Dodge 
  100 
  S 
  —
  Drive (Ground Vehicle) 
  100 
  S 
  —
  Navigation (Surface) 
  100 
  S 
  —
  Swim 
  100 
  S 
  —
  Basic Weapon Training (Primitive) 
  100 
  T 
  —
  Pistol Training (Las) 
  100 
  T 
  —
  Pistol Training (Primitive) 
  100 
  T 
  —
  Ambidextrous 
  100 
  T 
  Ag 30
  Unremarkable 
  100 
  T 
  —
  Sound Constitution† 
  100 
  T 
  —
  Thrown Weapon Training (Primitive) 
  100 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  Advance 
  Cost 
  Type 
  Prerequisites
  Ciphers (Acolyte) 
  100 
  S 
  —
  Common Lore (Underworld) 
  100 
  S 
  —
  Concealment 
  100 
  S 
  —
  Inquiry 
  100 
  S 
  —
  Secret Tongue (Gutter) 
  100 
  S 
  —
  Security 
  100 
  S 
  —
  Sleight of Hand 
  100 
  S 
  —
  Swim +10 
  100 
  S 
  Swim
  Light Sleeper 
  100 
  T 
  Per 30
  Peer (Workers) 
  100 
  T 
  Fel 30
  Peer (Underworld) 
  100 
  T 
  Fel 30
  Quick Draw 
  100 
  T 
  —
  Sound Constitution 
  100 
  T 
  —
  Deceive +10 
  200 
  S 
  Deceive
  Medicae 
  200 
  S 
  —
  Wrangling 
  200 
  S 
  —
  Basic Weapon Training (Las) 
  200 
  T 
  —
  Literacy 
  300 
  S 
  —
  
  84
  outlaW 
  adVaNces
  “Hanging’s too good fer ’em. 
  Thrown him to the razehounds! 
  See how he steals with his fingers 
  bit off!”
  A 
  wary 
  creature 
  of 
  questionable, if any, morals, 
  the Outlaw has learnt to 
  fight and run away, to 
  better thieve another day. If 
  society will not provide for 
  them, they are happy to take 
  what they need to survive 
  and law be damned.
  reNegade 
  adVaNces
  “Don’t wanna be messing with 
  Renegades m’boy, that’s knockin’ 
  on trouble’s door so as hell an’ 
  all will answer.”
  Slick, fast and violent, the 
  Renegade knows the basics 
  of the thieving trade, along-
  side all manner of other 
  dirty tactics. Whether alone 
  or with ganger friends, the 
  Renegade is a dangerous 
  piece of scum.
  rogue adVaNces
  “There’s some as is destined fer 
  greatness… and some fer infamy. 
  Either way, yer get yer face on 
  the pict caster an’ pretty young 
  things will be wantin’ ta make 
  yer acquaintance.”
  Toughened by all that 
  life can throw at him, the 
  Rogue is a smart, skilled and 
  dangerous foe, never to be 
  underestimated, and always 
  to be watched carefully.
  Advance 
  Cost 
  Type 
  Prerequisites
  Blather 
  100 
  S 
  —
  Ciphers (Acolyte) +10 
  100 
  S 
  Ciphers (Acolyte)
  Ciphers (Underworld) 
  100 
  S 
  —
  Common Lore (Adeptus Arbites) 
  100 
  S 
  —
  Evaluate 
  100 
  S 
  —
  Gamble 
  100 
  S 
  —
  Pilot (Civilian Craft) 
  100 
  S 
  —
  Search 
  100 
  S 
  —
  Blind Fighting 
  100 
  T 
  Per 30
  Hard Target 
  100 
  T 
  Ag 40
  Hardy 
  100 
  T 
  T 40
  Heightened Senses (Hearing) 
  100 
  T 
  —
  Heightened Sense (Sight) 
  100 
  T 
  —
  Resistance (Poisons) 
  100 
  T 
  —
  Sound Constitution 
  100 
  T 
  —
  Double Team 
  200 
  T 
  —
  Rapid Reload 
  200 
  T 
  —
  Sprint 
  200 
  T 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Carouse 
  100 
  S 
  —
  Dodge +10 
  100 
  S 
  Dodge
  Drive (Ground Vehicle) +10 
  100 
  S 
  Drive (Ground Vehicle)
  Secret Tongue (Gutter) +10 
  100 
  S 
  Secret Tongue (Gutter)
  Silent Move 
  100 
  S 
  —
  Catfall 
  100 
  T 
  Ag 30
  Counter Attack 
  100 
  T 
  WS 40
  Deadeye Shot 
  100 
  T 
  Ballistic Skill 30
  Leap Up 
  100 
  T 
  Ag 30
  Rapid Reaction 
  100 
  T 
  Ag 40
  Sound Constitution 
  100 
  T 
  —
  Street Fighting 
  100 
  T 
  —
  Chem-Use 
  200 
  S 
  —
  Basic Weapon Training (Flame) 
  200 
  T 
  —
  Basic Weapon Training (Launcher) 
  200 
  T 
  —
  Disarm 
  200 
  T 
  Ag 30
  Heavy Weapon Training (SP) 
  200 
  T 
  —
  Nerves of Steel 
  200 
  T 
  —
  Pistol Training (Flame) 
  200 
  T 
  —
  Sure Strike 
  200 
  T 
  WS 30
  Melee Weapon Training (Shock) 
  300 
  T 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Awareness +20 
  100 
  S 
  Awareness +10
  Barter +10 
  100 
  S 
  Barter
  Common Lore (Imperium) +10 
  100 
  S 
  Common Lore (Imperium)
  Common Lore (Underworld) +10 
  100 
  S 
  Common Lore (Underworld)
  Drive (Ground Vehicle) +20 
  100 
  S 
  Drive (Ground Vehicle) +10
  Evaluate +10 
  100 
  S 
  Evaluate
  Arms Master 
  100 
  T BS 30, Basic Weapon Training (any two)
  Basic Weapon Training (Bolt) 
  100 
  T 
  —
  Marksman 
  100 
  T 
  BS 35
  Pistol Training (Bolt) 
  100 
  T 
  —
  Sharpshooter 
  100 
  T 
  BS 40, Deadeye Shot
  Intimidate 
  200 
  S 
  —
  Scrutiny 
  200 
  S 
  —
  Scholastic Lore (Judgement) 
  200 
  S 
  —
  Tech-Use 
  200 
  S 
  —
  Tracking 
  200 
  S 
  —
  Melee Weapon Training (Chain) 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Takedown 
  200 
  T 
  —
  Two-Weapon Wielder (Ballistic) 
  200 
  T 
  BS 35, Ag 35
  
  85
  cutter 
  adVaNces
  “Mark my muzzle, you go there 
  and beg for forgiveness. If Lex 
  sends a Cutter on you, there ain’t 
  a place in this hive or the next 
  that’ll take you in or save you.”
  A bladesman, enforcer and 
  bounty hunter, a Cutter is a 
  dangerous person to have at 
  your heels.
  stubJack 
  adVaNces
  “They took everything, even my 
  mother’s deathring. Attacked my 
  Grav-Sedan bold as blood! One 
  of the Stubjacks even had the 
  gall to wink and call me ‘Lady’! 
  Percivas, I demand you have the 
  entire block eradicated.”
  Savvy and brutal, Stubjacks 
  specialise in ambush, robbery 
  and turf war. Some lead 
  gangs, others operate alone, 
  but in all cases Stubjacks 
  use strength, cunning and 
  intimidating weapons to get 
  what they want.
  Advance 
  Cost 
  Type 
  Prerequisites
  Acrobatics 
  100 
  S 
  —
  Ciphers (Underworld) +10 
  100 
  S 
  Ciphers (Underworld)
  Climb 
  100 
  S 
  —
  Common Lore (Underworld) +20 
  100 
  S 
  Common Lore (Underworld) +10
  Demolition 
  100 
  S 
  —
  Dodge +20 
  100 
  S 
  Dodge +10
  Sleight of Hand +10 
  100 
  S 
  Sleight of Hand
  Swim +20 
  100 
  S 
  Swim +10
  Die Hard 
  100 
  T 
  WP 40
  Resistance (Cold) 
  100 
  T 
  —
  Resistance (Fear) 
  100 
  T 
  —
  Resistance (Heat) 
  100 
  T 
  —
  Two-Weapon Wielder (Melee) 
  100 
  T 
  WS 35, Ag 35
  Interrogation 
  200 
  S 
  —
  Intimidate +10 
  200 
  S 
  Intimidation
  Medicae +10 
  200 
  S 
  Medicae
  Iron Jaw 
  200 
  T 
  T 40
  Melee Weapon Training (Power) 
  200 
  T 
  —
  Step Aside 
  200 
  T 
  Ag 40, Dodge
  Sound Constitution 
  200 
  T 
  —
  Heavy Weapon Training (Bolt) 
  300 
  T 
  —
  Heavy Weapon Training (Launcher) 
  300 
  T 
  —
  Swift Attack 
  300 
  T 
  WS 35
  Advance 
  Cost 
  Type 
  Prerequisites
  Acrobatics +10 
  100 
  S 
  Acrobatics
  Ciphers (Acolyte) +20 
  100 
  S 
  Ciphers (Acolyte) +10
  Climb +10 
  100 
  S 
  Climb
  Common Lore (Adeptus Arbites) +10 
  100 
  S 
  Common Lore (Adeptus Arbites)
  Concealment +10 
  100 
  S 
  Concealment
  Demolition +10 
  100 
  S 
  Demolition
  Evaluate +20 
  100 
  S 
  Evaluate +10
  Navigation (Surface) +10 
  100 
  S 
  Navigation (Surface)
  Search +10 
  100 
  S 
  Search
  Security +10 
  100 
  S 
  Security
  Shadowing 
  100 
  S 
  —
  Silent Move +10 
  100 
  S 
  Silent Move
  Furious Assault 
  100 
  T 
  WS 35
  True Grit 
  100 
  T 
  T 40
  Ciphers (War Cant) 
  200 
  S 
  —
  Scholastic Lore (Tactica Imperialis) 
  200 
  S 
  —
  Tracking +10 
  200 
  S 
  Tracking
  Decadence 
  200 
  T 
  T 30
  Jaded 
  200 
  T 
  WP 30
  Heavy Weapon Training (Flame) 
  300 
  T 
  —
  Sound Constitution 
  300 
  T 
  —
  
  86
  gaNg lord 
  adVaNces
  “The Robber-Monk they calls 
  him, sleek as silver, twice as 
  quick. Could steal your shadow 
  while you’re blinking, so they 
  say. The Spire nobs are quaking 
  in their boots. You mark my 
  muzzle, there’s more than one 
  family safe that’ll be cracked 
  tonight!”
  The Gang Lord is skilled in 
  high-stakes operations, from 
  assassination to cat burglary 
  and data-heists. He can put 
  together a crew, or simply 
  awe the local underworld 
  with his low cunning and 
  high returns.
  fIXer adVaNces
  “I know a fella… he could… 
  sort you out. Course, he’s mighty 
  pricy, but you ain’t in no place 
  to bargain right now, are you?”
  The Fixer knows the art of 
  finding things, and people, 
  no matter how illegal, 
  hidden or dangerous. A 
  skilled fence, and deadly 
  shot, the Fixer prowls the 
  hiveways and city streets 
  with the easy grace of a 
  predator.
  Advance 
  Cost 
  Type 
  Prerequisites
  Acrobatics +20 
  100 
  S 
  Acrobatics +10
  Ciphers (Underworld) +20 
  100 
  S 
  Ciphers (Underworld) +10
  Climb +20 
  100 
  S 
  Climb +10
  Concealment +20 
  100 
  S 
  Concealment +10
  Contortionist 
  100 
  S 
  —
  Demolition +20 
  100 
  S 
  Demolition +10
  Inquiry +10 
  100 
  S 
  Inquiry
  Navigation (Surface) +20 
  100 
  S 
  Navigation (Surface) +10
  Pilot (Civilian Craft) +10 
  100 
  S 
  Pilot (Civilian Craft)
  Scholastic Lore (Cryptology) 
  100 
  S 
  —
  Search +20 
  100 
  S 
  Search +10
  Security +20 
  100 
  S 
  Security +10
  Shadowing +10 
  100 
  S 
  Shadowing
  Silent Move +20 
  100 
  S 
  Silent Move +10
  Sleight of Hand +20 
  100 
  S 
  Sleight of Hand +10
  Tech-Use +10 
  100 
  S 
  Tech-Use
  Blademaster 
  100 
  T 
  WS 30, Melee Weapon Training (any)
  Combat Master 
  100 
  T 
  WS 30
  Crippling Strike 
  100 
  T 
  WS 50
  Dual Strike 
  100 
  T 
  Ag 40, Two-Weapon Wielder (Melee)
  Exotic Weapon Training (Needle Pistol) 
  100 
  T 
  —
  Melee Weapon Training (Power) 
  100 
  T 
  —
  Wall of Steel 
  100 
  T 
  Ag 35
  Logic 
  200 
  S 
  —
  Lightning Reflexes 
  200 
  T 
  —
  Forbidden Lore (Archaeotech) 
  300 
  S 
  —
  Sound Constitution 
  300 
  T 
  —
  Advance 
  Cost Type 
  Prerequisites
  Carouse +10 
  100 
  S 
  Carouse
  Charm +10 
  100 
  S 
  Charm
  Ciphers (Acolyte) +20 
  100 
  S 
  Ciphers (Acolyte) +10
  Common Lore (Imperial Creed) 
  100 
  S 
  —
  Common Lore (Imperium) +20 
  100 
  S 
  Common Lore (Imperium) +10
  Common Lore (War) 
  100 
  S 
  —
  Disguise 
  100 
  S 
  —
  Gamble +10 
  100 
  S 
  Gamble
  Inquiry +10 
  100 
  S 
  Inquiry
  Secret Tongue (Gutter) +20 
  100 
  S 
  Secret Tongue (Gutter) +10
  Decadence 
  100 
  T 
  T 30
  Exotic Weapon Training (Web Pistol) 
  100 
  T 
  —
  Mighty Shot 
  100 
  T 
  BS 40
  Total Recall 
  100 
  T 
  Int 30
  Performer (Dancer) 
  200 
  S 
  —
  Performer (Musician) 
  200 
  S 
  —
  Performer (Singer) 
  200 
  S 
  —
  Wrangling +10 
  200 
  S 
  Wrangling
  Gunslinger 
  200 
  T 
  BS 40, Two-Weapon Wielder (Ballistic)
  Hip Shooting 
  200 
  T 
  BS 40, Ag 40
  Peer (Military) 
  200 
  T 
  Fel 30
  Sound Constitution 
  200 
  T 
  —
  
  87
  shark adVaNces
  “Father, I write to beg you 
  reconsider. If I were to invest 
  the full sum of my inheritance, 
  Mr Curzon could guarantee a 
  full one hundred per cent return 
  in the first year alone! These are 
  not the claims of a fraud—I 
  have inspected the mine with my 
  own eyes!”
  Be it cards, cons or codes, 
  Sharks prey on the foolish, 
  proud and gullible. Masters 
  of lies and misdirection, 
  they fl eece their targets 
  with a smile.
  charlataN 
  adVaNces
  “He seemed like such a nice 
  young man…”
  The Charlatan is a master 
  thief, who can bind even 
  planetary 
  governors 
  to 
  their web of elaborate 
  deceit. Using sophisticated 
  and long-term plans, they 
  are architects of cunning 
  subterfuges that put even 
  the sharpest of lawmen on 
  the back foot.
  Advance 
  Cost 
  Type 
  Prerequisites
  Barter +20 
  100 
  S 
  Barter +10
  Blather +10 
  100 
  S 
  Blather
  Charm +20 
  100 
  S 
  Charm +10
  Common Lore (Administratum) 
  100 
  S 
  —
  Common Lore (Ecclesiarchy) 
  100 
  S 
  —
  Deceive +10 
  100 
  S 
  Deceive
  Disguise +10 
  100 
  S 
  Disguise
  Gamble +20 
  100 
  S 
  Gamble +10
  Inquiry +10 
  100 
  S 
  Inquiry
  Lip Reading 
  100 
  S 
  —
  Pilot (Civilian Craft) +10 
  100 
  S 
  Pilot (Civilian Craft)
  Scholastic Lore (Heraldry) 
  100 
  S 
  —
  Sleight of Hand +10 
  100 
  S 
  Sleight of Hand
  Trade (Copyist) 
  100 
  S 
  —
  Blademaster 
  100 
  T 
  WS 30, Melee Weapon Training (any)
  Pistol Training (Melta) 
  100 
  T 
  —
  Pistol Training (Plasma) 
  100 
  T 
  —
  Step Aside 
  200 
  T 
  Ag 40, Dodge
  Sound Constitution 
  200 
  T 
  —
  Peer (Administratum) 
  300 
  T 
  Fel 30
  Peer (Ecclesiarchy) 
  300 
  T 
  Fel 30
  Peer (Middle Classes) 
  300 
  T 
  Fel 30
  Advance 
  Cost 
  Type 
  Prerequisites
  Blather +20 
  100 
  S 
  Blather +10
  Carouse +20 
  100 
  S 
  Carouse +10
  Common Lore (Machine Cult) 
  100 
  S 
  —
  Deceive +20 
  100 
  S 
  Deceive +10
  Disguise +20 
  100 
  S 
  Disguise +10
  Dodge +20 
  100 
  S 
  Dodge +10
  Interrogation +10 
  100 
  S 
  Interrogation
  Intimidate +10 
  100 
  S 
  Intimidation
  Lip Reading +10 
  100 
  S 
  Lip Reading
  Pilot (Civilian Craft) +20 
  100 
  S 
  Pilot (Civilian Craft) +10
  Scholastic Lore (Cryptology) 
  100 
  S 
  —
  Scholastic Lore (Legend) 
  100 
  S 
  —
  Search +10 
  100 
  S 
  Search
  Security +10 
  100 
  S 
  Security
  Speak Language (High Gothic) 
  100 
  S 
  —
  Air of Authority 
  100 
  T 
  Fel 30
  Melee Weapon Training (Power) 
  100 
  T 
  —
  Medicae +10 
  200 
  S 
  Medicae
  Scholastic Lore (Judgement) +10 
  200 
  S 
  Scholastic Lore (Judgement)
  Tech-Use +10 
  200 
  S 
  Tech-Use
  Die Hard 
  200 
  T 
  WP 40
  Dual Shot 
  200 
  T 
  Ag 40, Two-Weapon Wielder (Melee)
  Furious Assault 
  200 
  T 
  WS 35
  Independent Targeting 
  200 
  T 
  BS 40
  Master Orator 
  200 
  T 
  Fel 30
  Peer (Government) 
  300 
  T 
  Fel 30
  Peer (Nobility) 
  300 
  T 
  Fel 30
  Sound Constitution 
  300 
  T 
  —
  
  88
  T
  Tech-Priest
  Tech-Priest
  “Bzzttt… our alliance must terminate here—your objectives 
  are no longer compatible with mine.”
  — Quintass Delta III, Mech-Wright, The Lathes.
  T
  he Cult Mechanicus holds a virtual monopoly on technology. 
  Its tenets and beliefs permeate through their rituals into the 
  common superstition of Imperial citizens. The Adeptus 
  Mechanicus is run by the Tech-Priests of Mars, an insular priesthood 
  that worship the Machine God and whose goal is to harvest all 
  the lost technology that has been missing since before the Age of 
  Strife. The lowest ranks of Tech-Priests have mainly maintenance 
  and construction duties, but as a Tech-adept progresses and acquires 
  greater knowledge, he is relieved from the more trivial day-to-day 
  tasks and allowed to study and learn of the greater mysterious and 
  missing techniques that have prevented any kind of progressive 
  development in the Imperium’s technological base.
  All Tech-Priests have an advanced grasp of how to maintain 
  most of the standard technologies that are used throughout the 
  Imperium. There are also many specialities a Tech-Priest can 
  study, such as the biologius, xenology and the use of rediscovered 
  weaponry to name but a few.
  Tech-Priests are not confined to Mars or the numerous Forge 
  Worlds that are scattered throughout the galaxy. Many are given 
  leave to seek out lost technologies or investigate rumoured sightings 
  of STC templates. It is on these missions Tech-Priests most likely 
  come into contact with an Inquisitor or a cell.
  The relationship between the Inquisition and the Priesthood 
  of Mars has been a stormy one, ranging from outright hostility 
  to merely strained in less tumultuous times. Nevertheless, the 
  two powerful organisations have worked together many times 
  especially when it is perceived to be in the common interest. 
  In these situations a Tech-Priest may be present in a cell. His 
  knowledge of Imperial, and even xenos, technology will 
  always prove useful. A Tech-Priest may even have the means, 
  via a neural plug, to communicate directly with the machine 
  spirit of certain technologies, making him a very desirable 
  ally. However, the Tech-Priests are fiercely independent and 
  distrustful of others who do not worship the Machine God; they 
  will be cold, methodical and terse. A Tech-Priest Acolyte rarely fits 
  in well with a team of non-Mechanicus personnel.
  The appearance of Tech-Priests can be frightening, even terror-
  inducing, to those who have never had contact with such beings 
  before. As much as fifty to sixty per cent of a Tech-Priest’s body 
  may have been replaced with bionics and even the addition of 
  extra limbs like mechadendrites or in-built weaponry. This 
  proportion of organic to machine parts increases as the Tech-Priest 
  gets older. The Tech-Priests themselves explain that these changes 
  bring them ever closer to their Machine God, the Omnissiah, and 
  away from the weak frailties of the fl esh. It is not uncommon 
  for the most senior Tech-Priests, known as Magos, to be almost 
  entirely machine, the last piece of withered organic material 
  losing what was left of its humanity centuries ago. An Inquisitor 
  is always wary when allying with a Magos as chances are they 
  are following their own agenda, which is often quite separate from 
  that of the other Acolytes.
   
   
   
   
   
   
   
   
  Mech-Wright
  XP Level: 500–999
  Electro-Priest
  XP Level: 1,000–1,999
  Engineer
  XP Level: 2,000–2,999
  Tech-Priest
  XP Level: 3,000–5,999
  Magos
  XP Level: 10,000–14,999
  Magos Errant
  XP Level: 10,000–14,999
  Technographer
  XP Level: 0–499
  tech-PrIest
  raNks
  Technomancer
  XP Level: 6,000–7,999
  Mech-Deacon
  XP Level: 6,000–7,999
  Cyber-Seer
  XP Level: 8,000–9,999
  Omniprophet
  XP Level: 8,000–9,999
  
  89
  techNograPher 
  adVaNce scheme
  “If yer find owt with mystech 
  properties, like, tek it t’ Technog-
  raphers. They’ll diagnosticatearise 
  it alright.”
  Technographers learn the 
  many patterns of manu-
  facture and formation that 
  they might better compre-
  hend the many mysteries 
  of the Omnissiah. They 
  can identify and catalogue 
  technology with ease.
  Table 2-9: Tech-Priest Characteristic Advances
  Characteristic 
  Simple 
  Intermediate 
  Trained 
  Expert
  Weapon Skill 
  250 
  500 
  750 
  1,000
  Ballistic Skill 
  250 
  500 
  750 
  1,000
  Strength  
  500 
  750 
  1,000 
  2,500
  Toughness 
  100 
  250 
  500 
  750
  Agility 
   
  500 
  750 
  1,000 
  2,500
  Intelligence 
  100 
  250 
  500 
  750
  Perception 
  250 
  500 
  750 
  1,000
  Willpower 
  100 
  250 
  500 
  750
  Fellowship 
  N/A 
  N/A 
  N/A 
  N/A
  Advance 
  Cost 
  Type 
  Prerequisites
  Common Lore (Machine Cult) 
  100 
  S 
  —
  Common Lore (Tech) 
  100 
  S 
  —
  Drive (Ground Vehicle) 
  100 
  S 
  —
  Evaluate 
  100 
  S 
  —
  Literacy +10 
  100 
  S 
  Literacy
  Logic 
  100 
  S 
  —
  Pilot (Civilian Craft) 
  100 
  S 
  —
  Trade (Copyist) 
  100 
  S 
  —
  Trade (Scrimshawer) 
  100 
  S 
  —
  Basic Weapon Training (Primitive) 
  100 
  T 
  —
  Basic Weapon Training (SP) 
  100 
  T 
  —
  Binary Chatter 
  100 
  T 
  —
  Chem Geld 
  100 
  T
  Feedback Screech 
  100 
  T 
  Tech-Priest
  Light Sleeper 
  100 
  T 
  Per 30
  Pistol Training (Primitive) 
  100 
  T 
  —
  Pistol Training (SP) 
  100 
  T 
  —
  Rapid Reload 
  100 
  T 
  —
  Sound Constitution† 
  100 
  T 
  —
  Technical Knock 
  100 
  T 
  Int 30
  Thrown Weapon Training (Primitive) 
  300 
  T 
  —
  †You may take this Talent up to two times at this Rank.
  tech-PrIest abIlItIes IN game terms
  Whilst the abilities of Tech-Priests are a complicated blend of technology, mummery and religion, it is sometimes useful to 
  know how to translate these seemingly miraculous powers into game terms.
  As far as Player Characters are concerned, Tech-Priest powers are expressed in a very simple way. In Dark Heresy, each 
  character in the Tech-Priest career starts play with the Mechanicus Implants trait. This represents the various augmentations 
  that have been fitted inside the character. (See page 27 for the full details on each of these implants.) By spending 
  Experience Points on various Talents, the character learns to use these implants to generate all sorts of effects, from bolts of 
  bio-electrical energy to powerful magnetic fields.
  The augmentations described in the Mechanicus Implants trait are so closely intertwined with the Tech-Priest’s body they are 
  not considered to be equipment. They are indistinguishable from his mortal fl esh. These implants are such an integral part of a 
  Tech-Priest that he would not survive their wholesale removal—or even want to. Life without them is no life at all. To all intents 
  and purposes, a Tech-Priest’s Wounds represent damage to both his soft tissue and these trait-specific augmentations. As a Tech-
  Priest heals damage, he is considered to be repairing any damage to this machinery as well as to his body.
  In addition to these “free” augmentations, Tech-Priest Player Characters can also purchase other cybernetic implants, 
  such as auger arrays, mechadendrites and bionic limbs. Unlike the augmentations granted by the Mechanicus Implants trait, 
  these are treated just like any other cybernetic implant. They can be targeted, damaged, removed, or improved—see Bionic 
  Replacement Limbs & Body Parts on page 153 for more details.
  As ever, questions about the damage or removal of implants, and what this does to a Tech-Priest’s Talents, should be adjudicated 
  by the Game Master. No doubt this wise and august person will provide a common-sense answer, agreeable to all.
  
  90
  mech-WrIght 
  adVaNce 
  scheme
  “Explosive 
  breech… 
  bzz-
  tttt… shell gantry five… gz-
  zkkkkttt… plete macro cannon 
  failure… zzztkkkk… mech-
  wright team immediately!”
  Mech-Wrights learn the 
  properties of metal, plasteel 
  and many other materials. 
  They conduct heavy repairs 
  and tend dangerous manu-
  factorum processes.
  electro-
  PrIest adVaNce 
  scheme
  “Dunno what he said but this 
  red light started blinking under 
  the electro-priest’s hood, then it 
  touched him, and Throne blind 
  me if he didn’t fly back across the 
  room with an almighty thump! 
  I knew there was a reason they 
  guarded the generator-temple!”
  Having 
  mastered 
  form 
  and material components, 
  Electro-Priests apply them-
  selves to the sacred study of 
  energy. Thence they learn 
  the animating principles 
  of machine spirits, and the 
  means by which they may 
  be propitiated.
  Advance 
  Cost 
  Type 
  Prerequisites
  Common Lore (Tech) +10 
  100 
  S 
  Common Lore (Tech)
  Demolition 
  100 
  S 
  —
  Drive (Ground Vehicle) +10 
  100 
  S 
  Drive (Ground Vehicle)
  Drive (Walker) 
  100 
  S 
  —
  Medicae 
  100 
  S 
  —
  Scholastic Lore (Chymistry) 
  100 
  S 
  —
  Security 
  100 
  S 
  —
  Tech-Use +10 
  100 
  S 
  Tech-Use
  Trade (Miner) 
  100 
  S 
  —
  Trade (Smith) 
  100 
  S 
  —
  Trade (Technomat) 
  100 
  S 
  —
  Arms Master 
  100 
  T 
  BS 30, Basic Weapon Training (any two)
  Deadeye Shot 
  100 
  T 
  BS 30
  Heightened Senses (Sight) 
  100 
  T 
  —
  Iron Jaw 
  100 
  T 
  T 40
  Luminen Charge 
  100 
  T 
  Tech-Priest
  Mimic 
  100 
  T 
  —
  Peer (Adeptus Mechanicus) 
  100 
  T 
  Fel 30
  Quick Draw 
  100 
  T 
  —
  Sound Constitution 
  100 
  T 
  —
  Blind Fighting 
  200 
  T 
  Per 30
  Luminen Shock 
  200 
  T 
  Tech-Priest
  Advance 
  Cost 
  Type 
  Prerequisites
  Common Lore (Machine Cult) +10 
  100 
  S 
  Common Lore (Machine Cult)
  Common Lore (Imperial Creed) 
  100 
  S 
  —
  Common Lore (Imperium) 
  100 
  S 
  —
  Drive (Ground Vehicle) +20 
  100 
  S 
  Drive (Ground Vehicle) +10
  Drive (Hover Vehicle) 
  100 
  S 
  —
  Drive (Walker) +10 
  100 
  S 
  Drive (Walker)
  Literacy +20 
  100 
  S 
  Literacy +10
  Logic +10 
  100 
  S 
  Logic
  Scholastic Lore (Numerology) 
  100 
  S 
  —
  Secret Tongue (Tech) +10 
  100 
  S 
  Secret Tongue (Tech)
  Speak Language (High Gothic) 
  100 
  S 
  —
  Trade (Wright) 
  100 
  S
  Crack Shot 
  100 
  T 
  BS 40
  Electrical Succour 
  100 
  T 
  Tech-Priest
  Heightened Senses (Hearing) 
  100 
  T 
  —
  Heightened Senses (Touch) 
  100 
  T 
  —
  Leap Up 
  100 
  T 
  Ag 30
  Mechadendrite Use (Utility) 
  100 
  T 
  Tech-Priest
  Nerves of Steel 
  100 
  T 
  —
  Sound Constitution 
  100 
  T 
  —
  Ciphers (Acolyte) 
  200 
  S 
  —
  Secret Tongue (Acolyte) 
  200 
  S 
  —
  Basic Weapon Training (Bolt) 
  200 
  T 
  —
  Basic Weapon Training (Launcher) 
  200 
  T 
  —
  Luminen Blast 
  200 
  T 
  Tech-Priest
  Mechadendrite Use (Medicae) 
  200 
  T 
  Tech-Priest
  Melee Weapon Training (Shock) 
  200 
  T 
  —
  Pistol Training (Bolt) 
  200 
  T 
  —
  
  91
  eNgINseer
  “Yes, sir, I know the enginseer 
  is annoyed, but we had to open 
  the machine casing… yes, but 
  we would have lost the Chimera 
  if we didn’t jury rig it… what? 
  … demands penance? Front 
  line you say? Throne… Well, 
  if the Emperor commands…”
  Enginseers draw together 
  their knowledge of form, 
  energy and material compo-
  nents into the art of tending 
  complicated machines. Using 
  the alchemy of prayer and 
  ritual, they cajole machine 
  spirits into life, finding faults 
  and removing error from all 
  manner of technology.
  tech-PrIest
  “He stood before the fan cyclers 
  barefoot and humble. In the 
  language of the Tech-Priests he 
  bid the engines start, that the hive 
  breathe easy. He struck the sacred 
  rune, donned his boots once more, 
  and lo! The fans began.”
  Tech-Priests are initiated 
  into the deeper mysteries 
  of technology, and know 
  many rites of maintenance, 
  ignition and restarting. From 
  simple door mechanisms 
  to ancient tech dug from 
  mouldering ruins, Tech-
  Priests seek out the many 
  forms of the Omnissiah, to 
  add yet more knowledge 
  to the data crypts of the 
  Adeptus Mechanicus.
  Advance 
  Cost 
  Type 
  Prerequisites
  Chem-Use 
  100 
  S 
  —
  Common Lore (Machine Cult) +20 
  100 
  S 
  Common Lore (Machine Cult) +10
  Common Lore (War) 
  100 
  S 
  —
  Demolition +10 
  100 
  S 
  Demolition
  Drive (Hover Vehicle) +10 
  100 
  S 
  Drive (Hover Vehicle)
  Drive (Walker) +20 
  100 
  S 
  Drive (Walker) +10
  Evaluate +10 
  100 
  S 
  Evaluate
  Navigation (Stellar) 
  100 
  S 
  —
  Navigation (Surface) 
  100 
  S 
  —
  Pilot (Military Craft) 
  100 
  S 
  —
  Scholastic Lore (Astromancy) 
  100 
  S 
  —
  Scholastic Lore (Chymistry) +10 
  100 
  S 
  Scholastic Lore (Chymistry)
  Scholastic Lore (Numerology) +10 
  100 
  S 
  Scholastic Lore (Numerology)
  Trade (Technomat) +10 
  100 
  S 
  Trade (Technomat)
  Trade (Wright) +10 
  100 
  S 
  Trade (Wright)
  Ambidextrous 
  100 
  T 
  Ag 30
  Basic Weapon Training (Flame) 
  100 
  T 
  —
  Concealed Cavity 
  100 
  T 
  —
  Crippling Strike 
  100 
  T 
  WS 50
  Ferric Lure 
  100 
  T 
  —
  Heavy Weapons Training (SP) 
  100 
  T 
  —
  Heightened Senses (Smell) 
  100 
  T 
  —
  Mechadendrite Use (Manipulator) 
  100 
  T 
  Tech-Priest
  Mechadendrite Use (Optical) 
  100 
  T 
  Tech-Priest
  Pistol Training (Flame) 
  100 
  T 
  —
  Resistance (Poisons) 
  100 
  T 
  —
  Total Recall 
  100 
  T 
  Int 30
  Two-Weapon Wielder (Ballistic) 
  100 
  T 
  BS 35, Ag 35
  Two-Weapon Wielder (Melee) 
  100 
  T 
  WS 35, Ag 35
  Awareness 
  200 
  S 
  —
  Common Lore (Imperial Guard) 
  200 
  S 
  —
  Secret Tongue (Acolyte) +10 
  200 
  S 
  Secret Tongue (Acolyte)
  Melee Weapon Training (Chain) 
  200 
  T 
  —
  Resistance (Fear) 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Common Lore (Administratum) 
  100 
  S 
  —
  Common Lore (Imperial Creed) +10 
  100 
  S 
  Common Lore (Imperial Creed)
  Common Lore (Imperium) +10 
  100 
  S 
  Common Lore (Imperium)
  Drive (Hover Vehicle) +20 
  100 
  S 
  Drive (Hover Vehicle) +10
  Forbidden Lore (Archeotech) 
  100 
  S 
  —
  Logic +20 
  100 
  S 
  Logic +10
  Scholastic Lore (Archaic) 
  100 
  S 
  —
  Scholastic Lore (Chymistry) +20 
  100 
  S 
  Scholastic Lore (Chymistry) +10
  Scholastic Lore (Imperial Creed) 
  100 
  S 
  —
  Scholastic Lore (Tactica Imperialis) 
  100 
  S 
  —
  Security +20 
  100 
  S 
  Security +10
  Speak Language (High Gothic) +10 
  100 
  S 
  Speak Language (High Gothic)
  Secret Tongue (Tech) +20 
  100 
  S 
  Secret Tongue (Tech) +10
  Tech-Use +20 
  100 
  S 
  Tech-Use +10
  Trade (Technomat) +20 
  100 
  S 
  Trade (Technomat) +10
  Trade (Wright) +20 
  100 
  S 
  Trade (Wright) +10
  Blademaster 
  100 
  T 
  WS 30, Melee Weapon Training (any)
  Combat Master 
  100 
  T 
  WS 30
  Disturbing Voice 
  100 
  T 
  —
  Energy Cache 
  100 
  T 
  Tech-Priest
  Independent Targeting 
  100 
  T 
  BS 40
  Rite of Awe 
  100 
  T 
  Tech-Priest
  Sound Constitution 
  100 
  T 
  —
  Swift Attack 
  100 
  T 
  WS 35
  Pilot (Spacecraft) 
  200 
  S 
  —
  Basic Weapon Training (Melta) 
  200 
  T 
  —
  Basic Weapon Training (Plasma) 
  200 
  T 
  —
  Heavy Weapon Training (Bolt) 
  200 
  T 
  —
  Maglev Grace 
  200 
  T 
  Tech-Priest
  Melee Weapon Training (Power) 
  200 
  T 
  —
  Mechadendrite Use (Gun) 
  200 
  T 
  Tech-Priest
  Dodge 
  300 
  S 
  —
  Command 
  300 
  S 
  —
  Inquiry 
  300 
  S 
  —
  Intimidate 
  300 
  S 
  —
  
  92
  techNomaNcer
  “Minds sharp as knives, and 
  know their way round the 
  Administratum too. Don’t cross 
  a technomancer, especially if 
  you work on a spaceship. You’ll 
  be reassigned to a leaky rig 
  before you can sign the aquila.”
  Technomancers apply all 
  their considerable mental 
  powers to extracting infor-
  mation that may be of use 
  to the Machine Cult. Be it 
  currying favour with the 
  Ecclesiarchy to interroga-
  tion of xenos prisoners, 
  Technomancers conjure an-
  swers with ruthless logical 
  efficiency.
  cYber seer
  “They ain’t quite human no 
  more. I mean, more than yer 
  average Tech-Priest. No one 
  could keep all that… you 
  know… dangerous stuff in 
  their skull an’ stay normal.”
  Cyber Seers delve into the 
  forbidden and occult matters 
  of machinery with frighten-
  ing zeal. From unnatural 
  geometries to warp-touched 
  autonoma, Cyber Seers do 
  not shirk or sway from look-
  ing upon the damning and 
  heretical in their quest for 
  knowledge.
  Advance 
  Cost Type 
  Prerequisites
  Ciphers (Secret Society) 
  100 
  S 
  —
  Common Lore (Adeptus Arbites) 
  100 
  S 
  —
  Common Lore (Ecclesiarchy) 
  100 
  S 
  —
  Common Lore (Imperial Creed) +20 
  100 
  S 
  Common Lore (Imperial Creed) +10
  Common Lore (Imperium) +20 
  100 
  S 
  Common Lore (Imperium) +10
  Evaluate +20 
  100 
  S 
  Evaluate +10
  Interrogation 
  100 
  S 
  —
  Medicae +10 
  100 
  S 
  Medicae
  Scholastic Lore (Bureaucracy) 
  100 
  S 
  —
  Scholastic Lore (Judgement) 
  100 
  S 
  —
  Search 
  100 
  S 
  —
  Speak Language (High Gothic) +20 
  100 
  S 
  Speak Language (High Gothic) +10
  Armour of Contempt 
  100 
  T 
  WP 40
  Autosanguine 
  100 
  T 
  —
  Fearless 
  100 
  T 
  —
  Gun Blessing 
  100 
  T 
  Tech-Priest
  Jaded 
  100 
  T 
  WP 30
  Master Chirurgeon 
  100 
  T 
  Medicae +10
  Orthoproxy 
  100 
  T 
  —
  Pistol Training (Plasma) 
  100 
  T 
  —
  Deceive 
  200 
  S 
  —
  Exotic Weapon Training (Needle Pistol) 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Thrown Weapon Training (Shock) 
  300 
  T 
  —
  Advance 
  Cost Type 
  Prerequisites
  Common Lore (Adeptus Arbites) +10 
  100 
  S 
  Common Lore (Adeptus Arbites)
  Common Lore (Ecclesiarchy) +10 
  100 
  S 
  Common Lore (Ecclesiarchy)
  Forbidden Lore (Archeotech) +10 
  100 
  S 
  Forbidden Lore (Archeotech)
  Forbidden Lore (Warp) 
  100 
  S 
  —
  Scholastic Lore (Bureaucracy) +10 
  100 
  S 
  Scholastic Lore (Bureaucracy)
  Scholastic Lore (Judgement) +10 
  100 
  S 
  Scholastic Lore (Judgement)
  Scholastic Lore (Legend) 
  100 
  S 
  —
  Scholastic Lore (Occult) 
  100 
  S 
  —
  Search +10 
  100 
  S 
  —
  Dual Shot 
  100 
  T Ag 40, Two-Weapon Wielder (Ballistic)
  Foresight 
  100 
  T 
  Int 30
  Lightning Reflexes 
  100 
  T 
  —
  Marksman 
  100 
  T 
  BS 35
  Mental Fortress 
  100 
  T 
  WP 50, Strong Minded
  Rapid Reaction 
  100 
  T 
  Ag 40
  Resistance (Psychic Powers) 
  100 
  T 
  —
  Step Aside 
  100 
  T 
  Ag 40, Dodge
  Strong Minded 
  100 
  T 
  WP 30, Resistance (Psychic Powers)
  Deceive +10 
  200 
  S 
  Deceive
  Interrogation +10 
  200 
  S 
  Interrogation
  Scholastic Lore (Numerology) +20 
  200 
  S 
  Scholastic Lore (Numerology) +10
  Dark Soul 
  200 
  T 
  —
  Ferric Summons 
  200 
  T 
  Ferric Lure, Tech-Priest
  Maglev Transcendence 
  200 
  T 
  Tech-Priest, Maglev Grace
  Peer (Administratum) 
  200 
  T 
  Fel 30
  Prosanguine 
  200 
  T 
  —
  Sound Constitution 
  200 
  T 
  —
  Thrown Weapon Training (Chain) 
  300 
  T 
  —
  
  93
  magos
  “An Adeptus Mechanicus Magos 
  is a creature of narrow, but 
  exceedingly deep vision. Each 
  chooses a realm of dominion, 
  and sets about learning all there 
  is to know about said subject. Be 
  wary of them, of their cunning 
  and their obsessions.”
  A Magos has perfected 
  and refined his field of 
  expertise to render him the 
  master of a certain study. 
  From the fl eshwise magos 
  biologis to the alien hunting 
  magos 
  xenologis, 
  these 
  sage individuals serve the 
  Adeptus Mechanicus with 
  their enormous accumulated 
  knowledge.
  mech-deacoN
  “T’were 
  Mech-Deacon 
  Abnightus that changed the 
  forge-customs, an’ the milling-
  engines, an’ the distillation 
  plant. We makes twice what we 
  did back then. T’aint nothin’ 
  he don’t know, I reckon.”
  The Mech-Deacon treads 
  a broad path of knowl-
  edge, learning many ways 
  of dealing with those ig-
  norant of the Omnissiah. 
  The Mech-Deacon also 
  studies the art of self de-
  fence, to guard him in his 
  wanderings.
  Advance 
  Cost Type 
  Prerequisites
  Forbidden Lore (Archeotech) +20 
  100 
  S 
  Forbidden Lore (Archeotech) +10
  Forbidden Lore (Daemonology) 
  100 
  S 
  —
  Forbidden Lore (Heresy) 
  100 
  S 
  —
  Forbidden Lore (Inquisition) 
  100 
  S 
  —
  Forbidden Lore (Psykers) 
  100 
  S 
  —
  Forbidden Lore (Warp) +10 
  100 
  S 
  Forbidden Lore (Warp)
  Scholastic Lore (Bureaucracy) +20 
  100 
  S 
  Scholastic Lore (Bureaucracy) +10
  Scholastic Lore (Judgement) +20 
  100 
  S 
  Scholastic Lore (Judgement) +10
  Scholastic Lore (Legend) +10 
  100 
  S 
  Scholastic Lore (Legend)
  Scholastic Lore (Occult) +10 
  100 
  S 
  Scholastic Lore (Occult)
  Scholastic Lore (Philosophy) 
  100 
  S 
  —
  Dual Strike 
  100 
  T 
  Ag 40, Two-Weapon Wielder (Melee)
  Hard Target 
  100 
  T 
  Ag 40
  Iron Discipline 
  100 
  T 
  WP 30, Command
  Lightning Attack 
  100 
  T 
  Swift Attack
  Interrogation +20 
  200 
  S 
  Interrogation +10
  Medicae +20 
  200 
  S 
  Medicae +10
  Search +20 
  200 
  S 
  Search +10
  Peer (Ecclesiarchy) 
  200 
  T 
  Fel 30
  Peer (Inquisition) 
  200 
  T 
  Fel 30
  Rite of Pure Thought 
  200 
  T 
  Tech-Priest
  Sound Constitution 
  200 
  T 
  —
  Pistol Training (Melta) 
  300 
  T 
  —
  Thrown Weapon Training (Power) 
  400 
  T 
  —
  Advance 
  Cost 
  Type 
  Prerequisites
  Common Lore (Underworld) 
  100 
  S 
  —
  Demolition +20 
  100 
  S 
  Demolition +10
  Evaluate +20 
  100 
  S 
  Evaluate +10
  Scholastic Lore (Archaic) +10 
  100 
  S 
  Scholastic Lore (Archaic)
  Search 
  100 
  S 
  —
  Secret Tongue (Military) 
  100 
  S 
  —
  Sleight of Hand 
  100 
  S 
  —
  Trade (Apothecary) 
  100 
  S 
  —
  Trade (Embalmer) 
  100 
  S 
  —
  Trade (Mason) 
  100 
  S 
  —
  Trade (Tanner) 
  100 
  S 
  —
  Autosanguine 
  100 
  T 
  —
  Bulging Biceps 
  100 
  T 
  S 45
  Cleanse and Purify 
  100 
  T 
  Basic Weapon Training (Flame)
  Dual Shot 
  100 
  T 
  Ag 40, Two-Weapon Wielder
  (Ballistic)
  Dual Strike 
  100 
  T 
  Ag 40, Two-Weapon Wielder
  (Melee)
  Gun Blessing 
  100 
  T 
  Tech-Priest
  Hard Target 
  100 
  T 
  Ag 40
  Deceive 
  200 
  S 
  —
  Inquiry +10 
  200 
  S 
  Inquiry
  Medicae +10 
  200 
  S 
  Medicae
  Scrutiny 
  200 
  S 
  —
  Heavy Weapon Training (Las) 
  200 
  T 
  —
  Heavy Weapon Training (Launcher) 
  200 
  T 
  —
  Heavy Weapon Training (Primitive) 
  200 
  T 
  —
  Iron Discipline 
  200 
  T 
  WP 30, Command
  Sound Constitution 
  200 
  T 
  —
  
  94
  omNIProPhet
  “Hark unto the omniprophet! 
  Get down on your knees and 
  thank the air-recyks for their 
  benediction. The very breath in 
  your lungs is his blessing upon 
  you! Pray, lest we cast you from 
  the mine as a heretic!”
  The Omniprophet speaks 
  with all manner of Imperial 
  subjects, from bejewelled 
  merchant princes to ragged 
  colonists. He spreads the 
  ways of the Cult Mechanicus, 
  and also watches for any 
  items or matters of interest 
  to the Tech-Priests of Mars.
  magos erraNt
  “What we know of the Adranti 
  Blood-Lighters is from the work 
  of Abnightus, a magos errant 
  attached to the Rogue Trader 
  vessel, Luminol. The scroll is 
  expunged of Adeptus Mechanicus 
  matters, but still, we can infer 
  much from what remains.”
  The master of many trades, 
  the Magos Errant is expect-
  ed to go forth on behalf 
  of the Adeptus Mechanicus, 
  to explore new frontiers, 
  worlds and technologies. 
  Privy to all manner of sec-
  ret knowledge, the Magos 
  Errant is prepared for all 
  eventualities.
  Advance 
  Cost Type 
  Prerequisites
  Ciphers (War Cant) 
  100 
  S 
  —
  Common Lore (Ecclesiarchy) 
  100 
  S 
  —
  Scholastic Lore (Heraldry) 
  100 
  S 
  —
  Scholastic Lore (Tactica Imperialis) +10 
  100 
  S 
  Scholastic Lore (Tactica Imperialis)
  Secret Tongue (Administratum) 
  100 
  S 
  —
  Secret Tongue (Ecclesiarchy) 
  100 
  S 
  —
  Sleight of Hand +10 
  100 
  S 
  Sleight of Hand
  Tracking 
  100 
  S 
  —
  Trade (Prospector) 
  100 
  S 
  —
  Armour of Contempt 
  100 
  T 
  WP 40
  Decadence 
  100 
  T 
  T 30
  Furious Assault 
  100 
  T 
  WS 35
  Jaded 
  100 
  T 
  WP 30
  Marksman 
  100 
  T 
  BS 35
  Step Aside 
  100 
  T 
  Ag 40, Dodge
  Barter 
  200 
  S 
  —
  Deceive +10 
  200 
  S 
  Deceive
  Trade (Merchant) 
  200 
  S 
  —
  Ferric Summons 
  200 
  T 
  Tech-Priest, Ferric Lure
  Heavy Weapon Training (Melta) 
  200 
  T 
  —
  Heavy Weapon Training (Plasma) 
  200 
  T 
  —
  Maglev Transcendence 
  200 
  T 
  Tech-Priest, Maglev Grace
  Peer (Imperial Navy) 
  200 
  T 
  Fel 30
  Sound Constitution 
  200 
  T 
  — 
  Advance 
  Cost 
  Type 
  Prerequisites
  Ciphers (Underworld) 
  100 
  S 
  —
  Common Lore (Adeptus Arbites) 
  100 
  S 
  —
  Forbidden Lore (Archaeotech) +10 
  100 
  S 
  Forbidden Lore (Archeotech)
  Forbidden Lore (Xenos) 
  100 
  S 
  —
  Gamble 
  100 
  S 
  —
  Interrogation 
  100 
  S 
  —
  Scholastic Lore (Archaic) +20 
  100 
  S 
  Scholastic Lore (Archaic) +10
  Scholastic Lore (Beasts) 
  100 
  S 
  —
  Scholastic Lore (Legend) 
  100 
  S 
  —
  Scholastic Lore (Occult) 
  100 
  S 
  —
  Deflect Shot 
  100 
  T 
  Ag 50
  Die Hard 
  100 
  T 
  WP 40
  Fearless 
  100 
  T 
  —
  Master Chirurgeon 
  100 
  T 
  Medicae +10
  Orthoproxy 
  100 
  T 
  —
  Resistance (Psychic Powers) 
  100 
  T 
  —
  Strong Minded 
  100 
  T 
  WP 30, Resistance (Psychic Powers)
  Trade (Soothsayer) 
  200 
  S 
  —
  Into the Jaws of Hell 
  200 
  T 
  Iron Discipline
  Peer (Underworld) 
  200 
  T 
  Fel 30
  Prosanguine 
  200 
  T 
  —
  Rite of Fear 
  200 
  T 
  Tech-Priest
  Sound Constitution 
  200 
  T 
  —
  Barter +10 
  300 
  S 
  Barter
  Deceive +20 
  300 
  S 
  Deceive +10
  Performer (Musician) 
  300 
  S 
  —
  
  95
  gaININg 
  skIlls
  •
  basIc 
  & 
  adVaNced 
  skIlls
  •
  skIll 
  descrIPtIoNs
  
  96
  Basic  & 
  Advanced Skills
       Chapter III: 
  Skills
  P
  S
  W
  Gaining Skills
  Skill Mastery
  Skill Descriptions
  Advanced Skills
  Basic Skills
  Chapter III: 
  Skills
  “It is likely that I have forgotten more about the Imperium than 
  you will ever know, acolyte.”
   
   
  — Kyos Veeble, Autosavant.
  P
  art of the fun of Dark Heresy is deciding which 
  Skills to develop and learn during the career of 
  your character. This chapter contains all the detailed 
  information you might need to help you use Skills to their 
  full effect. See Chapter VII: Playing the Game on page 
  182, for details on Skill Tests, Characteristics and how 
  they are made.
  GAINING SKILLS
  “Foolish are those who fear nothing, yet claim to know 
  everything.”
  — Lexiconum Moralis.
  W
  hen you create your character you begin with a 
  list of starting Skills based on your home world, 
  as well as a selection of Skills from your Career 
  Path. These Skills represent what you have learned in your 
  life up to the point where you chose to serve the Inquisition. 
  Over time, you will gain additional Experience, which you 
  can spend to acquire new Skills or improve existing ones.
  SKILL MASTERY
  Sometimes you will have the opportunity to acquire the 
  same Skill more than once. Each time you acquire a Skill 
  a second or subsequent time, you gain Skill Mastery with 
  it. Skill Mastery adds a +10 bonus to all Skill Tests made 
  with this Skill. You can acquire the same Skill no more 
  than three times (granting a maximum Skill Mastery of 
  +20). This represents additional training and experience 
  with the Skill you have gained during your career.
  BASIC & 
  ADVANCED SKILLS
  “Even the lowest trade is blessed, if it is done in the Emperor’s 
  name.”
  — Administratum Motto.
  S
  kills are divided into two categories: Basic and Advanced. 
  This distinction defines which Skills you can use without 
  special training and which Skills you can’t.
  BASIC SKILLS
  Basic Skills are those common to citizens throughout the 
  Imperium, and simply growing up on a world under Imperial 
  rule exposes characters to the rudiments of the Skill. As a 
  result, you can make Skill Tests using Basic Skills even if you 
  don’t have the Skill in question. Since you are relying on 
  natural aptitude rather than any sort of formal training, you 
  make the test at half (round down) your Characteristic.
  ADVANCED SKILLS
  Advanced Skills are those that require training and experience 
  in order to master and understand. If you do not have an 
  Advanced Skill, you cannot attempt it. No matter how 
  intelligent you are, for instance, you will not be able to access 
  an encrypted cogitator engine without some formal training.
  SKILL DESCRIPTORS
  Some Skills are fl agged with special descriptors such as combat, 
  crafting, interaction, investigation, movement or operator. These 
  Skills use special rules that are described in Chapter VII: 
  Playing the Game and Chapter VIII: The Game Master. 
  In summary, Crafting skills are those used to create items from 
  scratch and spare parts. Interaction skills are those used when 
  interacting with NPCs. Investigation skills are those used to 
  ferret out additional information about a subject. Movement 
  skills offer alternative means to get around your environment. 
  And finally, Operator skills allow you to operate a vehicle.
  craftINg skIlls
  Certain Skills enable you to create items from parts and materials. 
  To do so, you must have the materials, as determined by the 
  GM, available. You then test the appropriate Skill (e.g. Chem-
  Use or Trade (any)) applying any bonuses or penalties due to 
  the quality of materials, environmental factors and anything else 
  as determined by the GM. On a success, you generate the item. 
  Note that the quality/finish/usefulness of the item improves for 
  each degree of success gained. Failing by three degrees indicates 
  you have ruined some of the materials. Failing by five or more 
  eXamPle
  Mordechai has the Interrogation skill. At a later date his 
  Arbitrator Career Path gives him the opportunity to acquire 
  the Skill again. As he already has the Skill, he gains Skill 
  Mastery, granting him a +10 bonus to any Skill Tests made 
  with Interrogation.
  
  97
  Skill Groups
  degrees indicates that you have completely ruined all of the 
  materials and must start over from scratch. Note that the time it 
  takes to create the item is determined by the GM.
  INteractIoN skIlls
  The difficulty of the Skill Test depends on the target’s disposition, 
  which is determined by the GM. See Chapter VIII: The Game 
  Master for guidelines. Note that this is a guide, and your GM may 
  modify the difficulties based on the circumstances of the encounter.
  SKILL GROUPS
  Some of the listed Skills are actually groups of related abilities. 
  Skill groups are listed under one entry for the sake of ease, but 
  each one is a separate ability that must be acquired individually. 
  For example: Scholastic Lore (Imperial Law) and Scholastic 
  Lore (Imperial History) are different Skills. A character with 
  Scholastic Lore (Imperial History) cannot make Scholastic Lore 
  (Imperial Law) Tests and vice versa.
  Table 3-1: Skills
  Skill Name 
  Type 
  Characteristic 
  Descriptor
  Acrobatics 
  Advanced 
  Agility 
  Movement
  Awareness 
  Basic 
  Perception 
  —
  Barter 
  Basic 
  Fellowship 
  —
  Blather 
  Advanced 
  Fellowship 
  Interaction
  Carouse 
  Basic 
  Toughness 
  —
  Charm 
  Basic 
  Fellowship 
  Interaction
  Chem-Use 
  Advanced 
  Intelligence 
  Crafting, Investigation
  Ciphers† 
  Advanced 
  Intelligence 
  —
  Climb 
  Basic 
  Strength 
  Movement
  Command 
  Basic 
  Fellowship 
  Interaction
  Common Lore† 
  Advanced 
  Intelligence 
  Investigation
  Concealment 
  Basic 
  Agility 
  —
  Contortionist 
  Basic 
  Agility 
  Movement
  Deceive 
  Basic 
  Fellowship 
  Interaction
  Demolition 
  Advanced 
  Intelligence 
  Crafting
  Disguise 
  Basic 
  Fellowship 
  —
  Dodge 
  Basic 
  Agility 
  Movement
  Drive† 
  Advanced 
  Agility 
  Operator
  Evaluate 
  Basic 
  Intelligence 
  Investigation
  Forbidden Lore† 
  Advanced 
  Intelligence 
  Investigation
  Gamble 
  Basic 
  Intelligence 
  —
  Inquiry 
  Basic 
  Fellowship 
  Investigation
  Interrogation 
  Advanced 
  Willpower 
  Investigation
  Intimidate 
  Basic 
  Strength 
  Interaction
  Invocation 
  Advanced 
  Willpower 
  —
  Lip Reading 
  Advanced 
  Perception 
  —
  Literacy 
  Advanced 
  Intelligence 
  —
  Logic 
  Basic 
  Intelligence 
  Investigation
  Medicae 
  Advanced 
  Intelligence 
  —
  Navigation† 
  Advanced 
  Intelligence 
  —
  Performer† 
  Advanced 
  Fellowship 
  —
  Pilot† 
  Advanced 
  Agility 
  Operator
  Psyniscience 
  Advanced 
  Perception 
  —
  Scholastic Lore† 
  Advanced 
  Intelligence 
  Investigation
  Scrutiny 
  Basic 
  Perception 
  —
  Search 
  Basic 
  Perception 
  —
  Secret Tongue† 
  Advanced 
  Intelligence 
  —
  Security 
  Advanced 
  Agility 
  —
  Shadowing 
  Advanced 
  Agility 
  —
  Silent Move 
  Basic 
  Agility 
  —
  Sleight of Hand 
  Advanced 
  Agility 
  —
  Speak Language† 
  Advanced 
  Intelligence 
  —
  Survival 
  Advanced 
  Intelligence 
  —
  Swim 
  Basic 
  Strength 
  Movement
  Tech-Use 
  Advanced 
  Intelligence 
  —
  Tracking 
  Advanced 
  Intelligence 
  —
  Trade† 
  Advanced 
  Intelligence 
  Crafting
  Wrangling 
  Advanced 
  Intelligence 
  —
  †Denotes a Skill Group.
  
  98
  Skill Descriptions
  SKILL DESCRIPTIONS
  “Educate men without faith and you make them nothing more than clever devils.”
  — Kross Vorgt, Drill Abbot.
  Descriptions of both Basic and Advanced Skills follow, presented in alphabetical order.
  acrobatIcs 
  (adVaNced, moVemeNt)
  Agility
  The 
  Acrobatics 
  skill 
  encompasses 
  a variety of movement techniques 
  unavailable to less fl exible Acolytes. From 
  performing somersaults to tumbling, 
  from fl ipping through the air to daring 
  leaps and jumps, this Skill expands your 
  movement options.
  Use this Skill to perform some 
  spectacular feat of derring-do. The 
  Difficulty depends on the desired action. 
  The more complicated the manoeuvre, 
  such as somersaulting over a group of 
  enraged cultists to grab the skids of a 
  Vulture as it takes off, the harder the 
  difficulty. The more degrees of success you 
  attain, the more impressive the result.
  There are two special rules associated 
  with this Skill:
  Disengage: You may make an Acrobatics 
  Test when attempting a Disengage Action 
  to reduce it to a Half Action.
  Jumping & Leaping: You may 
  substitute an Acrobatics Test for an 
  Agility Test when Jumping or Strength 
  Tests when Leaping.
  An Acrobatics Test is typically a Full 
  Action.
  aWareNess (basIc)
  Perception
  The Awareness skill refl ects your 
  ability to perceive hidden dangers 
  and to notice small details about your 
  physical surroundings. You use the 
  Awareness skill to notice ambushes, 
  spot traps and discern other threats to 
  you and your allies. Awareness is not 
  tied to any one sense; it encompasses 
  them all.
  When using Awareness to detect 
  a hidden enemy, the Test is always 
  Opposed. Otherwise, the thing you are 
  trying to detect applies a Difficulty based 
  on how cunningly concealed it is.
  An Awareness Test is usually a Free 
  Action made in reaction to something.
  barter (basIc)
  Fellowship
  You can use the Barter skill to negotiate 
  deals and get better prices on goods and 
  services. When dealing with day-to-day 
  affairs, like haggling in a bazaar over the 
  price of a fine set of tarot cards, or trading 
  lho-sticks for food in an arbitrator cell 
  block, a single Test is sufficient. However, 
  for important deals, such as those entailing 
  risk to one side, carried out under 
  dangerous circumstances or involving a 
  large amount of Thrones (negotiating the 
  bounty on the head of a dangerous alien, 
  for instance), the GM may call for an 
  Opposed Test, with both sides using their 
  Barter skill. As a rough guide, a success 
  will reduce the price of an item by 10%, 
  with each additional success reducing it by 
  a further 5%.
  A typical Barter Test takes about 
  five minutes, but delicate dealings and 
  intricate negotiations may require more 
  time, as decided by the GM.
  blather 
  (adVaNced, INteractIoN)
  Fellowship
  When you make a Blather Test, you stall for 
  time by running off at the mouth, spewing a 
  stream of words and nonsense in an attempt 
  to confuse and distract others. A Blather 
  Test is always Opposed by your target’s 
  Willpower (or Scrutiny). If you succeed and 
  the target fails, the target is distracted by you 
  and can do nothing for one Round, staring 
  dumbfounded and wondering if you are 
  drunk, crazy or both. For every degree of 
  success, you dumbfound the target for an 
  additional Round. 
  If your target succeeds and you fail, 
  or if you both fail, your attempt at 
  verbal acrobatics fails and the target 
  may act normally. In the case where 
  you both succeed, the character that 
  had the most degrees of success 
  determines the outcome.
  You can also use Blather against 
  multiple 
  opponents. 
  For 
  similar 
  opponents—those that have the same 
  general Characteristics—make a Blather 
  Test as normal, but the GM rolls just one 
  Willpower Test. If you win the Opposed 
  Test, you affect a number of targets 
  equal to your Fellowship Bonus.
  NPCs, while confused by your banter, 
  are unaffected by your words if they are 
  in obvious danger or if it is clear there 
  are preparations being made to harm 
  them. The target must understand the 
  language you are speaking or the Test 
  automatically fails—you cannot, for 
  instance, use this Skill against animals.
  A Blather Test is a Full Action.
  carouse (basIc)
  Toughness
  Whether consuming the finest amasec 
  brandy or the cheapest stomach-stripping 
  hive juices, you use the Carouse skill to 
  resist the effects of alcohol and narcotics. 
  Experienced carousers can build up quite 
  a tolerance and remain clear-headed and 
  lucid while those around them succumb 
  to the effects of their amusements. Use this 
  Skill whenever you must resist the effects of 
  alcohol or similar intoxicants.
  Each time you take a drink or some 
  other form of intoxicant, make a Carouse 
  Test. Failure indicates you have gained a 
  level of Fatigue. Should you pass out as 
  a result, you become unconscious for a 
  number of hours equal to 1d10 minus 
  your Toughness Bonus (minimum one 
  hour). Your GM may incur further Test 
  penalties as a result of intoxicant use as 
  they see fit.
  A Carouse Test is a Free Action. You 
  use this Skill whenever you imbibe.
  charm
  (basIc, INteractIoN)
  Fellowship
  The Charm skill is used to befriend 
  others. You make Charm Tests whenever 
  you want to change the minds of 
  individuals or small groups, to beg, or 
  seduce. You need not make a Charm 
  
  99
  Test every time you talk to an NPC; 
  only when you want to change their 
  opinions of you or convince them to 
  do something for you, such as giving 
  you a tip, a dance or a kiss.
  A Charm Test can affect a number 
  of targets equal to your Fellowship 
  Bonus and your targets must be 
  able to see and hear you clearly, and 
  understand what you say.
  A Charm Test typically takes one 
  minute.
  chem-use 
  (adVaNced, craftINg, 
  INVestIgatIoN)
  Intelligence
  You can use the Chem-Use skill 
  to handle and prepare chemicals 
  safely, especially toxins, poisons and 
  drugs. Chem-Use covers the use and 
  manufacture of toxins and it can also be 
  used to identify a variety of chemicals 
  (Investigation use).
  To prepare or apply a chemical, you 
  must succeed at a Chem-Use Test, with 
  modifiers determined by the GM. On a 
  failed test the chemical is wasted. If you fail 
  by five or more degrees, you accidentally 
  poison yourself or overdose. See Chapter 
  V: Armoury for more information on 
  chemicals and their effects.
  When using a toxin wand or 
  administering an antidote, the time 
  taken to do so is halved with a successful 
  Chem-Use Test.
  A Chem-Use Test to administer a 
  chemical is a Full Action.
  Using Chem-Use to manufacture 
  toxins utilises the rules for Crafting 
  items as described on page 96.
  cIPhers (adVaNced)
  Intelligence
  Skill Group: Acolyte, War Cant, Secret 
  Society, Occult and Underworld.
  The 
  Ciphers 
  skill 
  refl ects 
  an 
  understanding of shorthand codes 
  employed by certain groups to confer 
  basic ideas, warnings, and information 
  about a given area. This can be in the form 
  of hand signals or as physical symbols 
  inscribed on a surface, usually in a subtle 
  place. Ciphers are not very sophisticated, 
  mostly used to warn of danger, mark a 
  target or indicate protection. Skill Tests 
  are not required to read basic messages 
  but may be necessary to decipher 
  complicated communications or worn 
  or damaged signs.
  Acolyte: Used to communicate a 
  private and prearranged code between 
  given members of an Acolyte’s cell. 
  Note that this code is unique to each 
  cell of Acolytes.
  War Cant: Used to convey instructions 
  to troops by means of hand signals, body 
  language or musical code.
  Secret Society: Used by members 
  of a given secret society or cult to 
  identify one another and convey simple 
  messages. Note that this code is unique 
  to each secret society.
  Occult: Mystical gestures used to 
  focus the mind during incantation, 
  to identify fellow sorcerers and to 
  supplicate or castigate Daemons.
  Underworld: Convoluted systems 
  of hand gestures, clothing styles, signs 
  and other such chicanery used by 
  criminal fraternities to communicate 
  key information.
  A Ciphers Test usually takes a Full 
  Action to give or inscribe the sign, and 
  a Free Action to comprehend it.
  clImb 
  (basIc, moVemeNt)
  Strength
  Use the Climb skill to ascend or descend 
  surfaces described as sheer. Sheer surfaces 
  are walls without handholds, overhangs 
  and other poor climbing conditions. 
  Generally, a successful Test allows you 
  to ascend or descend at half of your 
  Half Move rate. Note that poor climbing 
  conditions may impose a penalty to the 
  Test. See Climbing in Chapter VII: 
  Playing the Game for more details.
  A Climb Test is a Half Action.
  commaNd (basIc)
  Fellowship
  Command is used to make subordinates 
  follow your orders. You may only use this 
  Skill on those who are under your authority. 
  A successful Command Test indicates 
  that those whom you direct follow your 
  instructions. On a failed Test, they either 
  misinterpret the command or do nothing 
  at all, or if you fail by five or more degrees, 
  contradict your orders entirely.
  A Command Test can affect a number 
  of targets equal to your Fellowship 
  Bonus and your targets must be able to 
  see and hear you clearly, and understand 
  what you say.
  A Command Test is a Half Action for 
  simple commands and a Full Action for 
  more involved instructions.
  commoN lore 
  (adVaNced, INVestIgatIoN)
  Intelligence
  Skill Group: Adeptus Arbites, Machine 
  Cult, Administratum, Ecclesiarchy, Imperial 
  Creed, Imperial Guard, Imperium, Tech, 
  Underworld, War. Other Common Lores 
  may be available at the GM’s discretion.
  Use the Common Lore skill to recall the 
  habits, institutions, traditions, public figures 
  
  100
  and superstitions of a particular world, 
  cultural group, organisation or race. This 
  Skill does not represent scholarly learning 
  (that is Scholastic Lore), nor obscure 
  forbidden knowledge (that is Forbidden 
  Lore), but rather the basics you learn by 
  growing up or travelling extensively 
  through a region.
  When making a Common Lore Test, you 
  recall basic information about the subject. 
  Each degree of success reveals a bit more 
  information as determined by the GM.
  Adeptus Arbites: Knowledge of the 
  various arms and sub-sects of the Arbites, 
  including such things as their ranking 
  structure and common procedures.
  Machine 
  Cult: 
  A 
  general 
  understanding of the symbols and 
  practices of the Mechanicus, as well 
  as such things as formal greetings and 
  identifying rankings.
  Administratum: Broad knowledge 
  of the inner workings, rules and 
  regulations of the Administratum.
  Ecclesiarchy: Understanding of the 
  hierarchy of the Cult of the Emperor, its 
  rankings, greetings and general practices.
  Imperial Creed: Knowledge of the 
  rites and practices of the Imperial Cult, the 
  most common observances to the Emperor 
  and the most well-known saints.
  Imperial Guard: Basic information 
  about the ranking systems, logistics and 
  structure of the Imperial Guard as well as 
  such things as their common practices, 
  both tactical and strategic.
  Imperium: 
  Knowledge of the 
  sectors, segmentums and most well-
  known worlds of the Imperium.
  Tech: An understanding of simple 
  litanies and rituals to sooth and appease 
  machine spirits.
  Underworld: 
  Understanding of 
  organised crime and sedition within 
  the Imperium.
  War: Knowledge of great battles, 
  notable (and notorious) commanders and 
  heroes, as well as famous stratagems.
  Using Common Lore takes no time 
  at all. You either know something or 
  you do not.
  coNcealmeNt (basIc)
  Agility
  Concealment is used whenever you 
  want to hide from sight. To use this 
  Skill, there must be appropriate terrain 
  (trees, walls, buildings or some other 
  obstacle) or some concealing effect 
  like fog or darkness. Otherwise, the 
  test automatically fails. Concealment 
  is always an Opposed Test, in which 
  you pit your Concealment Test 
  against your opponent’s Awareness 
  Test (or half their Perception if they 
  do not have the Awareness skill). You 
  need not Test Concealment when you 
  hide, only when someone is looking 
  for you. If you succeed, you remain 
  unseen.
  If you remain perfectly still, you gain a 
  +10 bonus to your Test.
  A Concealment Test is usually a Half 
  Action.
  coNtortIoNIst 
  (basIc, moVemeNt)
  Agility
  The Contortionist skill is used to 
  wriggle free from bonds, squeeze 
  through a narrow opening, or slip out 
  of chains.
  Escape Bonds
  Whenever you attempt to slip free 
  from any kind of bonds, you make 
  a Contortionist Test. The Difficulty 
  depends on the Intelligence of the 
  person who secured you in the first 
  place. If their Intelligence exceeds 
  your Agility Characteristic, the Test 
  is Hard (–20). Other factors may 
  worsen or diminish the Difficulty, 
  such as whether simple manacles or 
  complicated arbitrator restraint cuffs 
  were used, or whether you were 
  hastily secured or your captor took 
  his time to ensure that you could not 
  escape.
  
  101
  Escape Grapple
  When you have been Grappled 
  in combat, you may use the 
  Contortionist skill to escape. Make 
  a Contortionist Test opposed by 
  the grappler’s Strength Test. If you 
  win you break free, otherwise you 
  remain Grappled.
  Squeeze through a Tight Space
  You can make a Contortionist Test 
  to squeeze through a tight space, 
  such as between the bars of your 
  jail cell, past a cave-in blocking 
  your path or through the air vents 
  of a space hulk. The difficulty of 
  the Test is set according to how 
  tight the space is. The GM is well 
  within his rights to rule that a space 
  is simply too narrow to squeeze 
  through, and common sense applies 
  as always. Success allows you 
  to squeeze through unhindered, 
  whereas failure means that the 
  opening is too narrow after all. If 
  you fail by five or more degrees, 
  you become stuck until you can pass 
  a subsequent Contortionist Test or 
  until someone helps you out of your 
  predicament by dragging you out, 
  greasing the passage and so on.
  Most Contortionist Tests take one 
  minute, with each degree of success 
  reducing this time by ten seconds. 
  Escaping a Grapple is a Full Action 
  attempted during combat.
  deceIVe 
  (basIc, INteractIoN)
  Fellowship
  The Deceive skill is used to lie and 
  con others. You make Deceive Tests 
  whenever you would convince others 
  of something that is not necessarily 
  true, want to dupe them or otherwise 
  swindle and mislead them. You need 
  not make a Deceive Test every time 
  you lie to an NPC; only when you 
  want to change their opinions of you 
  or convince them of something.
  A Deceive Test can affect a number 
  of targets equal to your Fellowship 
  Bonus and your targets must be able 
  to see and hear you clearly, and 
  understand what you say. Deceive is 
  typically opposed by Scrutiny.
  A Deceive Test typically takes one 
  minute.
  demolItIoN 
  (adVaNced, craftINg)
  Intelligence
  You use the Demolition skill to blow 
  things up without blowing yourself 
  up at the same time! It is used to plant 
  explosive devices and defuse bombs, 
  as well as for the safe handling and 
  manufacture of explosives. Demolition 
  involves explosive devices that are 
  planted or set, rather than those that 
  are simply lobbed at the enemy.
  Manufacture Explosives
  Given enough time and resources you 
  may use the Demolition skill to make 
  an explosive device from scratch, or 
  rig an otherwise normal device to 
  explode. The Difficulty of the Test 
  varies according to what ingredients 
  you have available and how long you 
  have to manufacture it. Rigging a frag 
  grenade to explode when primed is 
  a simple matter, but building a melta 
  bomb from scratch is considerably 
  harder. 
  Generally, 
  manufacturing 
  explosives uses the rules for Crafting 
  items described on page 96.
  Planting Explosives
  Explosive devices such as demolition 
  charges, melta bombs and krak grenades 
  are far more effective when planted on 
  a target. To plant an explosive make 
  a Demolition Test. Success indicates 
  that you have successfully planted the 
  explosive, with a trigger mechanism 
  and 
  condition 
  of 
  your 
  choice. 
  Possible triggers include timers, fuses, 
  proximity sensors or remote controls. 
  Failure indicates that you believe the 
  explosives to be planted properly, but 
  when triggered they fail to go off. If 
  you fail by five or more degrees, you 
  accidentally set the explosives off 
  yourself ! Boom!
  You may voluntarily make the Test 
  more difficult, for example increasing 
  the time to plant a bomb in a more 
  vulnerable location. By doing so, the 
  Damage dealt is increased by +2 for 
  each level of Difficulty increased or 
  additional minute spent setting the 
  explosive.
  For every degree of success on the 
  Demolition Test, the explosive is harder 
  to detect and to defuse. Note the number 
  of degrees of success down when you 
  plant an explosive—it will be used in 
  any Opposed Demolition Tests made to 
  defuse or discover the bomb.
  Defusing a Bomb
  A character can also use the Demolition 
  skill to defuse a bomb. To defuse a 
  bomb before it explodes requires you 
  to make an Opposed Demolition Test 
  against the Demolition Test of the 
  character who set the bomb in the first 
  place. Success means that the bomb has 
  been defused in time. Failure means 
  that you have not disarmed the bomb 
  yet, although in all but a catastrophic 
  failure you can try again next Round, 
  if you still have the time. Failing by 
  five or more degrees indicates that you 
  have accidentally set the bomb off by 
  mistake!
  A Demolition Test to plant or defuse 
  an explosive is usually a Full Action. A 
  test made to manufacture an explosive 
  takes at least one minute, and usually 
  considerably longer, depending on the 
  complexity of the device.
  dIsguIse (basIc)
  Fellowship
  The Disguise skill is used to mask your 
  true appearance. Appropriate clothing, 
  props, make-up and prosthetics are 
  often key to a successful disguise, as 
  are more radical accoutrements such 
  as plastic surgery, bionic implants 
  or polymorphine. It is also possible 
  to masquerade as a member of the 
  opposite sex, a different race or a 
  specific person, though these are more 
  difficult to pull off. Often, Disguise 
  is an Opposed Skill Test against your 
  foes’ Scrutiny.
  The time it takes to create a 
  disguise varies greatly depending on 
  its complexity, but it usually requires 
  a minimum of one minute to don a 
  simple disguise.
  dodge (basIc, combat)
  Agility
  You may use the Dodge skill once per 
  Round to negate a successful hand-to-
  hand or ranged attack. On a successful 
  Test, the attack deals no Damage. See 
  Chapter VII: Playing the Game for 
  more information on Dodge.
  A Dodge Test is a Reaction.
  
  102
  drIVe 
  (adVaNced, oPerator)
  Agility
  Skill Group: Ground Vehicle, Hover 
  Vehicle, Walker
  The Drive skill is used to control 
  autos, trucks, landspeeders and other 
  land-based or hover vehicles. Driving 
  under normal conditions does not 
  require a Test. However, Tests may be 
  called for when navigating treacherous 
  terrain, going at excessive speed or 
  attempting 
  dangerous 
  manoeuvres. 
  Opposed Drive Tests are made between 
  pursuers and pursued during a chase.
  A Drive Test is typically a Half 
  Action, but certain manoeuvres may 
  require more or less time.
  eValuate 
  (basIc, INVestIgatIoN)
  Intelligence
  You can use Evaluate to determine the 
  approximate value of everyday objects, 
  as well as valuables such as archeotech 
  and other objects d’art. A successful 
  Test reveals the item’s market price 
  and possibly a little bit about the item 
  itself. Since a failed Test may result 
  in the miscalculation of an item’s true 
  value, it is recommended that the GM 
  rolls Evaluate Tests in secret and tells 
  the player what his character believes 
  to be true.
  Evaluating an item usually takes at 
  least one minute, although the GM may 
  decide to give a bonus if the character 
  takes more time or a penalty if he simply 
  gives it a quick once over.
  forbIddeN lore 
  (adVaNced, INVestIgatIoN)
  Intelligence
  Skill Group: The Black Library, Cults, 
  Daemonology, 
  Heresy, 
  Inquisition, 
  Archeotech, Mutants, Ordos, Adeptus 
  Mechanicus, Psykers, Warp and Xenos.
  Forbidden Lore skills represent dan-
  gerous and often heretical knowledge 
  gleaned from the myriad of unconven-
  tional sources an Acolyte often finds 
  in his possession. This Skill represents 
  a combination of scholarly learning 
  and knowledge gained through practi-
  cal experience. Simply possessing the 
  Forbidden Lore skill is often sufficient 
  to warrant termination at the hands of 
  the Inquisition, and a character must 
  tread carefully when revealing such 
  knowledge.
  When making a Forbidden Lore Test, 
  you recall basic information about the 
  subject. Each degree of success reveals 
  a bit more information as determined 
  by the GM.
  A character that learns the Forbidden 
  Lore skill in play, or who uses it to 
  gain some insight into the mysteries 
  of the galaxy, may also gain a number 
  of Corruption or Insanity Points, 
  depending on the danger the knowledge 
  represents, at the GM’s discretion.
  The Black Library: Secret know-
  ledge of the Black Library, its forbidden 
  contents, strange industries and the un-
  speakable pale, hairless things that toil 
  within its walls.
  Cults: Knowledge of the most noto-
  rious Imperial Cults and some of their 
  sub-sects and splinter cabals.
  Daemonology: Terrible comprehen-
  sion of some of the recorded warp enti-
  ties and their various manifestations.
  Heresy: Unpleasant appreciation for 
  those acts and practices deemed hereti-
  cal by the Imperium.
  Inquisition: A general understanding 
  (often based on hearsay and rumour) of 
  that most terrible and secret of organisa-
  tions known as the Inquisition.
  Archeotech: Knowledge of the 
  great tech devices of ancient times and 
  clues to their function and purpose.
  Mutants: Covering the study of both 
  stable and unstable mutations and some 
  of their more unfortunate results.
  Ordos: Either Malleus, Hereticus or 
  Xenos and granting some slightly more 
  specialised knowledge of that particular 
  ordo’s practices.
  Adeptus Mechanicus: An un-
  derstanding of the followers of the 
  VehIcles IN the ImPerIum
  The Imperium is home to a dizzying array of vehicles, from rickety handcarts 
  to mighty Emperor class battleships. Presented here are a few examples of the 
  kinds of vehicles that Acolytes can expect to come across in Dark Heresy.
  Riding Beasts
  Across the galaxy there are innumerable creatures trained as riding beasts for 
  mankind. The most common is the horse, which spread across the stars with 
  mankind. Many planets are heavily dependent on such beasts, especially feral 
  planets or low-tech agri-worlds.
  Bikes
  Bikes are common throughout the Imperium, ranging from a variety of civilian 
  models to heavily armed and armoured vehicles designed for combat. Each can carry 
  one driver and equipment, and a further passenger if room permits on the seat.
  Guncutters
  Guncutters are light aircraft, often capable of reaching low orbit. They are 
  combat-ready and usually covered with heavy weaponry. As such, they 
  immediately project an intimidating appearance, often useful for dangerous 
  negotiations. Most can only carry a small crew and limited passengers.
  Chimera
  The Chimera Armoured Personnel Carrier is a staple transport and light support 
  vehicle for military and paramilitary organisations throughout the Imperium. It 
  has good armour, can mount a range of heavy weapons and has the capacity to 
  carry up to twelve passengers along with a crew of three.
  Aquila Lander
  The Aquila Lander is commonly used by the Imperial Navy to carry dignitaries, 
  officials and other high-ranking individuals to and from planetside to other orbiting 
  vessels. The vehicle name comes from the distinctive double-headed “aquila” symbol 
  of the Imperium embossed into its hull and wings. It has no interplanetary capability, 
  but is an excellent light shuttle designed with style and comfort in mind for an 
  official and his retinue, easily carrying seven plus a crew of one pilot.
  
  103
  Machine God, including such things 
  as their observances, common beliefs 
  and core philosophies.
  Psykers: Skill in identifying the 
  signs of psykers as well as the results 
  of their powers and the extent of their 
  capabilities.
  Warp: An understanding of the ways 
  of the warp, especially its interaction with 
  realspace and how its tides and eddies can 
  affect travel between the stars.
  Xenos: Knowledge of the most 
  commonly encountered species of aliens 
  within the Imperium.
  Using Forbidden Lore takes no time at 
  all. You either know something or you 
  do not, although the consequences for 
  knowing such things can last a lifetime….
  gamble (basIc)
  Intelligence
  The Gamble skill is used to participate 
  in games of chance, such as card games 
  or crude (and often violent) dice games 
  popular amongst the lower classes. 
  Each participant in a game wagers the 
  same amount and makes an Opposed 
  Gamble Test. The player with the most 
  degrees of success (or fewest degrees of 
  failure) wins the pot. You may, at your 
  option, choose to throw the game, in 
  which case you lose automatically.
  You may also opt to use Sleight of 
  Hand instead of Gamble to hide cards up 
  your sleeve or palm dice. Success gives 
  you a +20 bonus to your Gamble Test. 
  However, failing by five or more degrees 
  indicates that your ruse is revealed with 
  predictably unpleasant consequences.
  Making a Gamble Test can represent 
  anything from controlling a single hand of 
  cards to an entire day spent gaming.
  INquIrY
  (basIc, INVestIgatIoN)
  Fellowship
  The Inquiry skill is your ability to 
  pick up rumours, secrets and guarded 
  information by asking questions, 
  buying drinks and generally watching 
  and listening for anything of interest 
  that might bubble up. Inquiry can be 
  used in one of two ways. The first 
  and most common way is to pick 
  up general information about local 
  developments. A successful Test reveals 
  basic information, with additional and 
  higher-quality intelligence with each 
  degree of success.
  Inquiry can also be used as an 
  Investigation skill, wherein you might be 
  chasing after a particular fact or secret. 
  For more information on investigation, 
  see Chapter VII: Playing the Game.
  Making an Inquiry Test usually 
  represents an hour or so of activity, but 
  may represent a much longer or shorter 
  period as circumstances dictate.
  INterrogatIoN 
  (adVaNced, 
  INVestIgatIoN)
  Willpower
  The key tool in an Inquisitor’s arsenal 
  is interrogation—the ability to extract 
  quality information from an unwilling 
  subject. There is a fine line between 
  interrogation and crude torture. In 
  the case of the latter, subjects tend to 
  reveal whatever their tormenter wishes 
  to hear, but in the case of the former, 
  a skilled interrogator can tease out the 
  darkest secrets by utilising a variety of 
  devices, serums and techniques.
  Gear, environmental conditions and 
  circumstances can all apply additional 
  modifiers at the GM’s discretion. 
  Make an Opposed Test, pitting 
  your Interrogation skill against your 
  opponent’s Willpower. If you beat 
  your opponent, you get one answer 
  plus one other answer for each degree 
  of success. If your opponent wins the 
  Opposed Test, you get nothing of 
  worth. On a serious failure, you botch 
  the procedure and infl ict 1d10 plus 
  your Willpower Bonus in Damage. If 
  you fail by five or more degrees, you 
  deal Damage as before but your subject 
  gains a +30 bonus to Willpower Tests 
  made to resist Interrogation.
  Each Interrogation Test infl icts one level 
  of Fatigue on the target. An Interrogation 
  Test consumes 1d5 hours of time.
  INtImIdate
  (basIc, INteractIoN)
  Strength
  You make Intimidate Tests whenever you 
  want to coerce or frighten individuals 
  or a small group. You need not make 
  an Intimidate Test every time you make 
  a threat. Usually Intimidate is backed 
  up by Strength, but more subtle threats 
  such as blackmail may use Intelligence 
  or Fellowship at the GM’s option. The 
  more degrees of success, the more 
  frightened your opponent becomes.
  An Intimidate Test can affect a number 
  of targets equal to your Strength Bonus, 
  Intelligence Bonus, or Fellowship Bonus, 
  depending on the Characteristics you 
  are using for your Test. In addition, your 
  targets must be able to see and hear you 
  clearly, and understand what you say.
  An Intimidate Test is a Full Action.
  INVocatIoN (adVaNced)
  Willpower
  An Invocation Test allows you to boost 
  your Power Roll when using Psychic 
  Powers by an amount equal to your 
  Willpower Bonus. An Invocation Test is 
  a Full Action. During this time, you clear 
  your mind through various means, such as 
  muttering mantras, meditating, fingering 
  psychic-foci and so on. A successful Test 
  indicates that your mind is well prepared 
  to touch the warp. On the next Round, 
  you may add your Willpower Bonus in 
  addition to any other bonus you add to 
  your Power Roll.
  Failure on an Invocation Test indicates 
  that you are not composed enough to 
  gain any benefits from your preparations. 
  If you make a successful Invocation Test 
  and then do not take the Focus Power 
  Action on the following Turn, there are 
  no side effects (aside from you possibly 
  looking a little foolish).
  eXamPle
  Doc Skul decides to visit the Inflict Pain 
  Minor Psychic Power on his hated rival, 
  Slippery Zim. He spends a full Turn shaking 
  his bone rattle and muttering spitefully under 
  his breath as part of his Invocation Test. He 
  rolls to see if these preparations will help him 
  Focus Power. He rolls 15—a success! On 
  the following Round, he attempts to manifest 
  Inflict Pain. He gets 4 on his Power Roll and 
  adds his Willpower Bonus of 3 to this as 
  normal. Because of his successful Invocation, 
  he may now add an additional 3 points 
  to this roll. In total, Doc Skul has made a 
  Power Roll of 10 (4+3+3=10). His Focus 
  Power Action succeeds, and Slippery Zim 
  doubles over in pain!
  
  104
  lIP readINg 
  (adVaNced)
  Perception
  Use the Lip Reading skill to “listen 
  in” on conversations that take place 
  out of earshot. To use this Skill, you 
  must have an unobstructed view of the 
  speaker’s mouth and you must also be 
  able to understand the language spoken. 
  Distance is the biggest factor. The further 
  away the subject is, the harder the Test. 
  The base Difficulty is Challenging (+0), 
  but it worsens by one step for every ten 
  metres of distance. Note that equipment 
  that magnifies vision can be used to offset 
  this penalty and even provide bonuses.
  A successful Test reveals the general 
  gist of the conversation, such as the 
  person is talking about the weather, 
  new tariffs at the space dock, and so 
  on. Each degree of success reveals more 
  specific details.
  A Lip Reading Test is a Full Action, 
  though it lasts as long as the target speaks.
  lIteracY (adVaNced)
  Intelligence
  The Literacy skill enables you to read 
  any language you can speak. You 
  normally do not need to Test Literacy 
  for everyday instances of reading or 
  writing, but the GM may call for a 
  Literacy Test when you attempt to read 
  a challenging dialect, poor penmanship, 
  decipher obscure phraseology, archaic 
  usage or unusual idioms.
  To read one page of text—
  approximately 750 words—a Literacy 
  Test takes about a minute.
  logIc (basIc, 
  INVestIgatIoN)
  Intelligence
  Logic represents your proficiency at 
  mathematics and your ability at problem 
  solving. Logic Tests might be made to 
  decipher a code or to solve a particularly 
  troublesome equation. Logic is also used 
  by Tech-Priests to incant mathematical 
  rituals on machinery. Note that Logic is 
  a purely theoretical Skill—Tech-Use is 
  its practical counterpart.
  A Logic Test usually takes one minute 
  of pondering and thinking, although 
  especially difficult problems might 
  require much longer.
  medIcae (adVaNced)
  Intelligence
  The Medicae skill is used to treat and 
  repair injuries by closing wounds and 
  restoring the balance of the body’s 
  humors. There are two general methods 
  for using Medicae: First Aid and 
  Extended Care. You can use the former 
  to attend fallen or injured comrades, 
  while the latter serves to hasten the 
  removal of damage.
  First Aid
  Using the Medicae skill to perform 
  First Aid offers a quick fix for injured 
  or dying characters. A successful 
  Medicae Test removes Damage equal 
  to your Intelligence Bonus to Lightly 
  Wounded characters, 1 Damage from 
  Heavily Wounded characters and 1 
  point of Critical Damage from Critically 
  Wounded characters. On a failure, the 
  patient is not adversely affected and 
  simply removes Damage at the natural 
  healing rate. However, a failure by three 
  or more degrees indicates that Lightly 
  or Heavily Wounded take a point of 
  Damage, whilst a character on 0 Wounds 
  must make a Toughness Test or die. 
  First Aid may only be applied to each 
  Wound once and is a Full Action by 
  you and your patient.
  Extended Care
  Extended Care speeds the healing 
  process. You can attend a number of 
  patients equal to your Intelligence 
  Bonus. Each patient above this number 
  imposes a cumulative –10 penalty to 
  your Medicae Tests to provide extended 
  care. For Lightly Wounded patients 
  make one Test at the end of each day. For 
  Heavily or Critically Wounded patients, 
  Test once at the end of each week. On 
  a success, your patient removes twice 
  the normal Damage (removing Critical 
  Damage first then normal Damage), plus 
  1 Damage for each degree of success. On 
  a failure, your patients are not adversely 
  affected, removing Damage at the normal 
  rates. A failure by three or more degrees 
  indicates that all Lightly Wounded or 
  Heavily Wounded characters take 1 
  Damage—use Sudden Death to resolve 
  Critical Damage. Failing by five or 
  more degrees indicates that all patients 
  take 1d10 Damage—again, use Sudden 
  Death to resolve Critical Damage.
  For more information on Healing, 
  see Chapter VII: Playing the Game.
  Special: The Master Churgeon talent 
  expands your options with the Medicae 
  skill, see page 118.
  NaVIgatIoN (adVaNced)
  Intelligence
  Skill Group: Surface, Stellar.
  You employ the Navigation skill 
  whenever you want to use maps, 
  technical readouts, innate knowledge 
  and landmarks to chart a proper course 
  and avoid becoming lost. A successful 
  Navigation Test can also estimate 
  travel times based on geography, 
  cosmography, time of year, weather and 
  so on. Under normal circumstances, 
  a single successful Test each day is 
  sufficient to keep you on track, though 
  the GM may call for additional Tests 
  if there are unusual conditions, such as 
  fl uctuating landmasses, swirling eddies 
  of plasma or violent storms.
  Surface Navigation is used to 
  navigate across a planet’s surface, using 
  logi-compasses, map readouts and 
  geographical knowledge.
  Stellar Navigation is used to 
  navigate in space between planets, using 
  star charts and carto mantic rituals.
  A Navigation Test usually represents 
  several hours of charting courses, consulting 
  maps and making heading corrections, but 
  it may take one minute or less if its purpose 
  is just to find out where you are.
  
  105
  Performer (adVaNced)
  Fellowship
  Skill Group: Dancer, Musician, Singer, 
  Storyteller. Others may be available 
  with the GM’s discretion.
  Use the Performer skill to entertain 
  and enthrall crowds of spectators. 
  The Performer skill may be used to 
  earn an income, much as with Trade. 
  In addition, the Performer skill may 
  be substituted for certain Skills under 
  specific circumstances.
  Charming 
  Performance: 
  You 
  may make a Difficult (–10) Performer 
  (Storyteller) or Performer (Singer) Test 
  instead of Charm, to win round your 
  audience, causing them to respond 
  more favourably to you.
  Enthralling 
  Performance: 
  You 
  may make a Difficult (–10) Performer 
  (Musician) or Performer (Singer) Test 
  instead of Blather, utterly enthralling and 
  distracting your audience for a moment. 
  This use is subject to the normal rules 
  governing the Blather skill.
  A Performer Test can take a variable 
  amount of time, and can represent 
  anything from a short poem or song to 
  an elaborate and long-winded opera.
  PIlot
  (adVaNced, oPerator)
  Agility
  Skill 
  Group: 
  Civilian 
  Craft, 
  Military Craft, Spacecraft.
  The Pilot skill is used to fl y anything 
  from small atmospheric craft such as 
  ornithopters and landers, all the way 
  up to spaceship-sized vessels. Piloting 
  a ship under normal conditions does 
  not require a Test. However, Tests may 
  be called for when fl ying in conditions 
  such as storms, going at excessive speed 
  or attempting dangerous manoeuvres.
  When chasing another vehicle, you 
  and your opponent make Opposed 
  Pilot Tests.
  A Pilot Test is typically a Half Action, 
  but certain manoeuvres may require 
  more or less time.
  PsYNIscIeNce 
  (adVaNced)
  Perception
  You can use the Psyniscience skill 
  to become attuned with the ebb and 
  fl ow of the warp and the immaterium. 
  The most common application of 
  this Skill is to detect the presence or 
  absence of Daemons or other psykers. 
  To do so, make a Psyniscience Test. 
  On a success, you extend your senses 
  out to a number of metres equal to 
  your Perception Bonus plus 1d10. 
  Each degree of success allows you to 
  add 1d10+PB metres to your roll.
  You can also Test to detect unusual 
  psychic 
  phenomena, 
  areas 
  where 
  realspace has been “disrupted”, areas 
  where the immaterium seems to be 
  blocked (or shielded against), and so 
  on. The GM may wish to make the Test 
  in secret depending on just what it is 
  that the psyker may detect.
  The results of any Psyniscience Test 
  are summarised on the following chart:
  Degrees 
      of
  Success Result
  Standard Awareness that success the 
   
  immaterium is being disrupted. 
  One 
  General location from where 
   
  the phenomena emanates.
  Two+ 
  Exact location of the individual  
   
  channelling or blocking the 
   
  immaterium.
  Using Psyniscience is a Full Action.
  scholastIc lore 
  (adVaNced, 
  INVestIgatIoN)
  Intelligence
  Skill Group: Archaic, Astromancy, 
  Beasts, Bureaucracy, Chymistry, Cryp-
  tology, Heraldry, Imperial Creed, 
  Judgement, Legend, Numerology, Oc-
  cult, Philosophy, Tactica Imperialis.
  The Scholastic Lore skill grants you 
  knowledge of a particular scholarly 
  subject. A successful Test enables you 
  to recall pertinent facts and—if you 
  have access to the proper facilities or 
  resources—to do research. Scholastic 
  Lore represents a depth of learning 
  far beyond Common Lore and it 
  requires extensive study.
  You make Scholastic Lore Tests to 
  identify an object, creature or place 
  that falls under your particular area 
  of expertise. A successful Test about 
  a subject related to your speciality 
  reveals the basic information. Each 
  degree of success reveals more 
  information as follows:
  Degrees 
      of
  Success 
  Result
  Standard 
  Reveals basic information 
  success 
  known to people of your   
   
  training.
  One 
  Reveals uncommonly known 
   
  information, even among 
   
  your peers.
  Two 
  Reveals obscure information 
   
  about the subject. Such 
   
  information is known to but 
   
  a few scholars.
  Three+ 
  Reveals extremely obscure 
   
  information, known only to 
   
  a handful of experts.
  In some areas, Scholastic Lore overlaps 
  with Common Lore and Forbidden 
  Lore, but almost always represents a far 
  greater—and more academic—level of 
  study. A character with Common Lore 
  (Imperial Creed) might understand the 
  day-to-day rituals and prayers gained 
  from living under the creed, whereas a 
  character with Scholastic Lore (Imperial 
  Creed) might be able to explain why 
  such rituals exist and how they have 
  changed over the millennia.
  To recall a fact or titbit about the 
  subject, a Scholastic Lore Test takes no 
  time at all. You either know the fact 
  or not. Researching, assuming you are 
  in the proper environment to do so, 
  takes far longer. You may make one 
  Academic Lore Test every 1d10 hours. 
  See Chapter VII: Playing the Game 
  for details.
  Archaic: An understanding of the 
  murky past of the Imperium and how 
  the long millennia have changed the 
  face of mankind.
  Astromancy: A knowledge of 
  stars, heavenly bodies and the nature 
  of worlds, as well as theoretical 
  understanding of how to use telescopes, 
  astrolabes and so on.
  Beasts: An understanding of the 
  classification of animals and familiarity 
  with the properties of many types of 
  semi-sentient creatures.
  Bureaucracy: An understanding 
  of how to deal with governments, 
  particularly the Administratum, and 
  their many and varied departments, 
  forms and policies.
  
  106
  Chymistry: 
  A 
  knowledge 
  of 
  chemicals, their alchemical applications 
  and their use throughout the Imperium.
  Cryptology: An understanding of 
  codes, ciphers, secret languages and 
  numerical keys. This may be used to 
  either crack a code, or create one.
  Heraldry: A grasp of the principles 
  of heraldry, as well as a knowledge of 
  the most common liveries, seals and 
  heraldic devices used in the Imperium.
  Imperial Creed: An understanding 
  of the rituals of the Ecclesiarchy, the 
  construction of their temples and the 
  finer points of liturgy. May be used to 
  conduct rituals for others.
  Judgement: Knowledge of the 
  proper punishments for the myriad 
  of crimes and heresies punishable by 
  Imperial law.
  Legend: A knowledge of the great 
  histories of old, such as the terrible Horus 
  Heresy and the Dark Age of Technology.
  Numerology: An understanding of 
  the mysterious properties of numbers, 
  from Catastrophe theory to the 
  Sadleirian litany.
  Occult: An understanding of occult 
  ritual, theories and superstitions, as 
  well as the better known mystical uses 
  of occult items.
  Philosophy: A knowledge of the 
  theories of thought, belief and criticism. 
  May be used for debate and for creating 
  philosophical works.
  Tactica Imperialis: A grounding in 
  the Tactica Imperialis, as well as other 
  theories of war, troop deployment and 
  battle techniques. May be used to plan a 
  battle or deduce the likely fl ow of war.
  scrutINY (basIc)
  Perception
  Use the Scrutiny skill to make 
  assessments about people you encounter, 
  to determine if someone is lying to you, 
  to sense ulterior motives and generally 
  appraise the worth of another being. 
  When trying to perceive a falsehood, 
  or some other form of deception, you 
  make an Opposed Test, pitting your 
  Scrutiny against the target’s Deceive. If 
  you beat your opponent by achieving 
  more degrees of success, you get a 
  hunch that something is not right.
  Note that Scrutiny does not confer 
  telepathy and cannot be used to reveal 
  all the secrets about a target. Rather, this 
  Skill serves to counteract attempts to 
  manipulate you through Interaction skills 
  such as Charm, Deceive and Intimidate.
  search (basIc)
  Perception
  Use the Search skill whenever you 
  want to examine an area for concealed 
  objects, clues and anything else that 
  might be hidden. Search differs from 
  Awareness in that you Test Awareness 
  passively, Testing whenever some 
  hidden danger might appear or to 
  notice a small detail as you move past 
  it. Search, on the other hand, represents 
  an active effort to check an area.
  A single Search Test is sufficient to 
  cover a small room or area. When an 
  object or individual is deliberately 
  hidden, a Search Test is resolved as an 
  Opposed Test, pitting your Search Test 
  against your target’s Concealment Test.
  A Search Test takes a minimum of 
  five minutes, dependent on the area 
  being examined.
  secret toNgue 
  (adVaNced)
  Intelligence
  Skill Group: Acolyte, Administratum, 
  Ecclesiarchy, Gutter, Military, Tech. 
  Other secret tongues may be available 
  at the GM’s discretion.
  Secret Tongue is used to speak and 
  comprehend a particularly obscure and 
  arcane language known to only those of 
  a specific profession, organisation or class. 
  Secret tongues are more like codes than 
  real languages. By the use of signifiers, 
  body language and code words, users 
  can speak in one tongue but use a secret 
  language to impart deeper meaning 
  or to relay a lot of information quickly. 
  Under normal circumstances, Skill Tests 
  are unnecessary if all speakers know the 
  secret language. They may be required in 
  adverse conditions such as communicating 
  in a noisy venue, or during the chaos of 
  battle. Groups of Acolytes may develop 
  their own coded language, unique to 
  their cell. This is represented by the 
  Secret Tongue (Acolyte) skill.
  Acolyte: A pre-arranged series of 
  code phrases and infl ections intelligible 
  only to a fellow cell member. Note 
  that each cell of Acolytes has a unique 
  version of this language.
  Administratum: A collection of 
  acronyms, 
  jargon 
  and 
  procedural 
  formalities used by the Administratum. 
  Note that this is an exceedingly long-
  winded language.
  Ecclesiarchy: An allegorical language 
  of devotion and politics, full of strange 
  metaphors and specialised High Gothic.
  Gutter: A pidgin version of Low 
  Gothic spoken by the lowest levels 
  of Imperial society, incorporating a 
  mishmash of colourful slang terms.
  Military: A selection of coded 
  phrases, jargon, references to ancient 
  battles and a surprising number of 
  terms for death.
  Tech: The Lingua Technis of the 
  Adeptus Mechanicus, comprising of 
  jargon, binary and in some cases low or 
  high frequency sound waves.
  A Secret Tongue Test is usually a Free 
  Action.
  securItY (adVaNced)
  Agility
  You can use the Security skill to bypass 
  locks and other security systems. The 
  Difficulty of the Test depends on the 
  quality of the defence. Generally one 
  Test is sufficient, but more complicated 
  systems may require additional Tests or 
  degrees of success.
  A Security Test takes one minute, 
  with each degree of success reducing 
  this time by ten seconds.
  shadoWINg (adVaNced)
  Agility
  The Shadowing skill allows you to 
  follow another creature or vehicle 
  without being seen. Shadowing differs 
  from Concealment in that you are 
  moving while masking your presence, 
  often slipping from one place of cover to 
  another or, if that is not possible, acting 
  as if you are doing something else, 
  such as reading through a data-slate, 
  scrutinizing a wanted poster or anything 
  else that makes you blend in with your 
  environment. A Shadowing Test is 
  always an Opposed Test, pitting your 
  Skill against your opponent’s Awareness 
  skill (or half their Perception if they do 
  not have the Awareness skill).
  A single Shadowing Test is sufficient 
  to follow your opponent unseen for one 
  minute.
  
  107
  sIleNt moVe (basIc)
  Agility
  Use the Silent Move skill whenever 
  you want to creep about without 
  making a noise. The Difficulty 
  depends on the surface on which 
  you 
  walk—broken 
  glass, 
  twigs, 
  gravel and so on, can all make extra 
  noise. A Silent Move Test is always 
  an Opposed Test, pitting your Skill 
  against your opponent’s Awareness 
  skill (or half their Perception if they 
  do not have the Awareness skill).
  A Silent Move Test is usually a Free 
  Action made as part of a Move Action.
  sleIght of haNd 
  (adVaNced)
  Agility
  The Sleight of Hand skill is used to 
  palm objects, pick pockets or perform 
  tricks with small items like coins 
  and cards. The smaller the object, 
  the easier it is to pick up, which 
  is reflected in the task’s Difficulty 
  as set by the GM. In most cases, a 
  Sleight of Hand Test is an Opposed 
  Test, pitting your Skill against your 
  opponent’s Awareness skill (or half 
  their Perception if they do not have 
  the Awareness skill).
  You may also opt to use Sleight 
  of Hand instead of Gamble to 
  hide cards up your sleeve or palm 
  dice. See the Gamble skill for more 
  information.
  Sleight of Hand is usually a Half 
  Action. You may make a Sleight of 
  Hand Test as a Free Action, but you 
  worsen the Difficulty by –10.
  sPeak laNguage 
  (adVaNced)
  Intelligence
  Skill Group: High Gothic, Hive 
  Dialect, Low Gothic, Ship Dialect, 
  Tribal Dialect. Other languages may be 
  available at the GM’s discretion.
  The Speak Language skill is used 
  to communicate with others using 
  a common tongue. Although the 
  people of the Imperium are widely 
  scattered, they are united by an 
  official tongue—that of Low Gothic. 
  However, every world has its own 
  local dialects and peculiarities, and 
  sometimes even its own language. 
  Under normal circumstances, Tests 
  are unnecessary if all speakers know 
  the language.
  High Gothic: The language of 
  nobility, law and Ecclesiarchy liturgy.
  Hive Dialect: A debased form of 
  Low Gothic unique to a given hive.
  Low Gothic: The common tongue 
  of the Imperium.
  Ship Dialect: Code, slang and idiom 
  unique to a given vessel.
  Tribal Dialect: The rough and 
  primitive tongue spoken by the natives 
  of a particular planet.
  A Speak Language Test is usually a 
  Free Action.
  surVIVal (adVaNced)
  Intelligence
  You use the Survival skill to subsist in 
  the wild. This Skill encompasses such 
  activities as fishing, game hunting, 
  making fires, finding edible food, 
  constructing 
  improvised 
  shelters, 
  finding safe resting places, and so on. 
  The Difficulty of the Test depends on 
  the environment, with death worlds 
  being much more difficult to survive 
  on than an agri-world.
  Failing a Survival Test usually 
  indicates that you have failed to 
  find what you are looking for, either 
  because you are inept or because 
  it is simply not there to be found. 
  Failing by five or more degrees 
  indicates that you fail spectacularly, 
  usually by bringing trouble down on 
  your head—perhaps by triggering a 
  rockslide, or stirring up a den of angry 
  silt-bears or foolishly consuming 
  poisoned berries.
  A Survival Test takes one hour, with 
  each degree of success reducing this 
  time by ten minutes. Under certain 
  circumstances, like trying to find a 
  crude shelter from a meteor storm, the 
  Difficulty can be increased and the time 
  taken reduced to one minute.
  sWIm 
  (basIc, moVemeNt)
  Strength
  The Swim skill is used to swim and dive. 
  Swimming under normal conditions 
  does not require a Test. However, 
  Tests may be called for when waters 
  are rough or when swimming for an 
  extended period is required. For more 
  information on the Swim skill, see 
  Swimming in Chapter VII: Playing 
  the Game, page 214.
  The Swim skill assumes a character 
  is attempting to swim in water, but 
  on alien worlds a character might 
  encounter unusual substances such as 
  lakes of sulphuric acid. The Difficulty 
  of the Test might be increased to 
  represent particular conditions. Swim 
  does not protect a character from harm 
  when swimming in toxic or otherwise 
  dangerous liquids, nor does it negate 
  the need for protective clothing.
  A Swim test is a Free Action made as 
  part of a Move Action.
  commuNIcatINg 
  WIthout laNguage
  In a place as vast as the Imperium, 
  player characters are likely to 
  encounter xenos that are not 
  enlightened by the glory of the 
  Emperor and are ignorant of the 
  favoured tongue. Whilst many 
  Acolytes may be inclined to purge 
  the xenos with a well-placed 
  shot from a bolter, there may 
  be times when communication 
  is necessary. In these cases, a 
  character must use pantomime 
  to get his point across. To do 
  so, the character must make a 
  Fellowship Test and the target 
  must make an Intelligence Test. 
  Obviously, phrases such as “he’s 
  behind you” are relatively easy to 
  deliver, whilst more complicated 
  comments might be very difficult, 
  or even impossible to deliver. 
  Each degree of success on the 
  Fellowship Test grants the target 
  a +10 bonus to its Intelligence 
  Test to figure out what the 
  character is saying. A failed 
  Fellowship Test indicates that 
  the message is incomprehensible. 
  A failed Intelligence Test means 
  the wrong message comes across, 
  which may result in unfortunate 
  consequences.
  
  108
  tech-use (adVaNced)
  Intelligence
  A character may use Tech-Use to repair 
  mechanical items and to work out how 
  unusual technical artefacts work. When 
  using a basic, simple piece of mechanical 
  equipment under normal circumstances, 
  such as a vox or auspex, no Test is 
  required. A Tech-Use Test is needed if 
  the item is unusual, malfunctioning or 
  conditions are especially troublesome, 
  such as attempting to use an auspex 
  during an electrical storm, or trying to 
  get an ancient warp engine to start up 
  after a thousand years’ disuse.
  Tech-Use may also be used to repair 
  faulty or damaged items, the difficulty 
  depending on the complexity of the 
  item and the damage dealt to it.
  Tech-Use might sometimes be used 
  to build an item from scratch, although 
  a relevant Trade skill is more commonly 
  used.
  A Tech-Use Test to figure out how an 
  item works usually takes one minute, but 
  might take less or more time depending 
  on the complexity. A Test made to repair 
  an item can take much longer, usually 
  one hour but reduced by ten minutes for 
  every degree of success.
  trackINg (adVaNced)
  Intelligence
  The Tracking skill is used to follow prey, 
  be it animal or otherwise. Following 
  obvious tracks requires no Test and 
  can be done without slowing down. 
  However, any instance when climate, 
  lighting or terrain conditions would 
  interfere always require a Tracking Test. 
  The Difficulty depends on the quality 
  of the prints and the circumstances. For 
  example, a recent snowfall would make 
  tracking prints Difficult (–10) or even 
  Hard (–20). When following obscure 
  tracks, the tracker’s Movement rate 
  drops to half.
  Sometimes you will be following 
  quarry that has attempted to cover its 
  tracks, in which case this becomes an 
  Opposed Test made against the quarry’s 
  Concealment Test result.
  You may also make Tests to deduce 
  your distance from the quarry, their 
  numbers and their racial type.
  A Tracking Test is a Free Action made 
  as part of a Move Action.
  trade
  (adVaNced, craftINg)
  Various
  Skill Group: Agri (S), Apothecary (Int), 
  Armourer (S), Artist (Ag), Cartographer 
  (Ag), Cook (Int), Copyist (Int), Embalmer 
  (Int), Mason (Ag), Merchant (Fel), Miner 
  (S), Prospector (S), Scrimshawer (Ag), 
  Smith (S), Soothsayer (Fel) Tanner (S), 
  Technomat (Int), Valet (Fel) and Wright 
  (Int). Others may be available at the 
  GM’s discretion.
  Having a Trade skill indicates that you 
  know how to practice a trade or craft. 
  With this Skill, you can make a living 
  or create items suited to your trade. You 
  can also make a Trade Test to identify the 
  handiwork of a particular craftsman, or to 
  know something about a particular item. 
  See page 96 for rules on Crafting.
  A Trade Test normally represents a 
  day’s hard work. A Trade Test made to 
  identify an item or craftsman is usually 
  a Full Action, during which time the 
  tradesman sucks his teeth and sighs 
  before making his prognosis.
  Agri: Used to grow, care and harvest 
  crops and animals.
  Apothecary: Used to blend and 
  prepare herbal remedies.
  Armourer: Used to create and 
  maintain armour and weapons.
  Artist: Used to create works of art.
  Cartographer: Used to take accurate 
  measurements and turn them into 
  maps.
  Cook: Used to create and identify 
  food.
  Copyist: Used to swiftly copy 
  text, illuminate manuscripts and forge 
  written material.
  Embalmer: Used to prepare and 
  preserve corpses.
  Mason: Used to assess and construct 
  stone buildings.
  Merchant: Used to find, bargain and 
  sell trade goods.
  Miner: Used to extract minerals, 
  maintain mines and identify common 
  hazards.
  Prospector: Used to find and 
  identify valuable materials.
  Scrimshawer: 
  Used 
  to 
  inscribe 
  patterns, text and imagery onto materials.
  Smith: Used to forge metals into 
  shape.
  Soothsayer: Used to give the 
  appearance of telling the future.
  Tanner: Used to prepare and tan 
  hides.
  Technomat: Used to maintain 
  mechanical and tech items, often 
  without any understanding of a 
  machine’s true purpose.
  Valet: Used to refine the appearance, 
  give droll asides and tend to the needs 
  of superiors in a gentlemanly fashion.
  Wright: Used to assess, design and 
  construct buildings, vehicles and the like.
  WraNglINg (adVaNced)
  Intelligence
  This Skill may be used in order 
  to ride domesticated animals of 
  appropriate size.
  The Wrangling skill also allows you 
  to care for and control domesticated 
  animals, like bloodhounds, Spike Pigs, 
  horses, Grox and the like. Routine 
  care and feeding requires no Test. 
  Tests are most commonly made to 
  spot developing illnesses or signs of 
  discomfort, or for special grooming 
  (preparing a mount for a parade, for 
  instance).
  Wrangling can also be used to 
  train animals to perform tricks and 
  obey simple commands. Properly 
  training an animal takes some time. 
  Tests should be made once a week 
  during training. A simple trick can 
  be learned with one successful Test, 
  a moderately difficult trick can be 
  learned with three successful Tests 
  and a difficult trick can be learned 
  with ten successful Tests. Common 
  tricks include guarding, fetching, 
  attacking, and so on.
  You may also use this Skill to 
  befriend animals. Domestic animals 
  are always friendly to you. Wild 
  animals or those trained to be hostile 
  (like attack dogs) can be calmed with 
  a successful Test. GMs may impose 
  penalties for particularly loyal or 
  ornery animals.
  Wrangling is of no use against cyber-
  animals such as familiars, even if they 
  are built to resemble an animal.
  A Wrangling Test takes a variable 
  amount of time, depending on 
  what the character is attempting 
  to accomplish. Training an animal 
  takes at least a week of hard work, 
  whereas attempting to befriend an 
  animal is a Full Action.
  
  109
  gaININg 
  taleNts 
  •
  taleNt 
  grouPs
  •
  taleNt 
  lIstINg
  
  110
        Chapter IV: 
  Talents 
  Talents
  A
  Gaining Talents
  Talent Groups
  Prerequisites
  Talents
  “Choice is the one burden we need not suffer.”
  — Indentees of Gorgonid Mine.
  Chapter IV: 
  Talents
  “Use the talent that your toil has made, for what use a solar-cell 
  in the shade?”
  — Catuldynus, The Once Pure Hive.
  A
  n Acolyte’s duties will see him performing all sorts 
  of deeds in the name of the Inquisition. From 
  fighting debased mutants to investigating ancient 
  xenos ruins, Acolytes will need a wide array of abilities to 
  survive in the 41st Millennium.
  Just like Skills, Talents represent some of the things your 
  character can do. These are often things your character has 
  learnt through training, such as running faster or being able 
  to shrug off near-fatal wounds. Sometimes they are special or 
  unique powers, such as Psychic Talents, or miraculous Tech-
  Priest abilities. Unlike Skills, you usually don’t need to test 
  against Talents to activate them. Most are always active. In fact, 
  there are many Talents that will give you bonuses to your Skill 
  Tests, or even allow you to use Skills in different ways.
  Deciding which Talents you would like to give your 
  character is an enjoyable process, but it can be very hard to 
  choose. Fortunately, the advancement schemes in Chapter II: 
  Career Paths provide plenty of help.
  GAINING TALENTS
  During character creation you will automatically receive some 
  Talents, and be asked to choose between others (see Chapter 
  I: Character Creation for more information). Once you’ve 
  started playing, you can use Experience Points to purchase new 
  Talents from the various Advancement Schemes in your Career 
  Path (see Chapter II: Career Paths for more information).
  TALENT GROUPS
  Some of the listed Talents are actually groups of related 
  abilities. Talent groups are listed under one entry for the 
  sake of ease, but each one is a separate ability that must be 
  acquired individually. For example, Basic Weapon Training 
  (Las) and Basic Weapon Training (Bolt) are different Talents. 
  If a character wanted to effectively use both a lasgun and a 
  boltgun they would require both Talents.
  PREREQUISITES
  Some Talents may require the character to meet some form of 
  prerequisite before they can be acquired. This is usually a certain 
  level in a Characteristic or another Skill or Talent, though 
  sometimes a Talent may require something more dramatic such 
  as the character being able to use Psychic Powers.
  Table 4–1: Talents
  Talent Name 
  Prerequisite 
  Benefit
  Air of Authority 
  Fel 30 
  Affect more targets with Test.
  Ambidextrous 
  Ag 30 
  Use either hand equally well.
  Armour of Contempt 
  WP 40 
  You are resilient to Corruption.
  Arms Master 
  BS 30, Basic Weapon Training (any two) Use non-proficient weapons at –10 penalty.
  Assassin Strike 
  Ag 40, Acrobatic 
  On a successful Acrobatics Test after making a 
   
   
  melee attack, you may move as a Free Action.
  Autosanguine 
  — 
  Heal 2 Damage/day, always Lightly Wounded.
  Basic Weapon Training† 
  — 
  Use weapon group without penalty.
  Battle Rage 
  Frenzy 
  Parry while Frenzied.
  Berserk Charge 
  — 
  Gain +20 bonus when Charging.
  Binary Chatter 
  — 
  +10 bonus to control servitors.
  Blademaster 
  WS 30, Melee Weapon Training (any) 
  Re-roll a missed attack, once per Round.
  Blind Fighting 
  Per 30 
  Suffer half the usual penalties when vision is obscured.
  Bulging Biceps 
  S 45 
  Remove bracing requirement for certain weapons.
  Catfall 
  Ag 30 
  Reduce falling Damage.
  Chem Geld 
  — 
  Immune to seduction, resistant to charm.
  Cleanse and Purify 
  Basic Weapon Training (Flame) 
  Penalty to avoid being hit by your flamer attacks.
  †Denotes Talent group.
  Descriptions of the various Talents follow.
  
  111
  Combat Master 
  WS 30 
  Opponents get no bonus for outnumbering you.
  Concealed Cavity 
  — 
  You have a secret compartment on you.
  Corpus Conversion 
  Psy Rating 2 
  Take Damage to improve Power Roll.
  Counter-attack 
  WS 40 
  Gain free attack with a successful Parry.
  Crack Shot 
  BS 40 
  Deal +2 Critical Damage with a ranged weapon.
  Crippling Strike 
  WS 50 
  Deal +1d5–1 Critical Damage with a melee weapon.
  Crushing Blow 
  S 40 
  Deal +2 Damage with a melee weapon.
  Dark Soul 
  — 
  Take half the penalty on Malignancy Tests.
  Deadeye Shot 
  BS 30 
  Called Shots are at –10 penalty.
  Decadence 
  T 30 
  Gain uncanny resistance to drugs and alcohol.
  Deflect Shot 
  Ag 50 
  You can Parry Primitive ranged attacks.
  Die Hard 
  WP 40 
  Re-roll death chance incurred by Blood Loss.
  Disarm 
  Ag 30 
  Force opponent to drop his weapon.
  Discipline Focus† 
  Psy Rating 3 
  Gain +2 on Power Rolls to manifest discipline powers.
  Disturbing Voice 
  — 
  +10 bonus to Intimidate and Interrogation, –10 penalty to Fel.
  Double Team 
  — 
  Gain additional +10 bonus for ganging up.
  Dual Shot 
  Ag 40, Two-Weapon Wielder 
  One Ballistic Skill Test hits target twice.
  Dual Strike 
  Ag 40, Two-Weapon Wielder 
  One Weapon Skill Test hits target twice.
  Electrical Succour 
  Tech-Priest 
  +10 bonus to Toughness Tests to remove Fatigue.
  Electro Graft Use 
  — 
  +10 bonus to Inquiry, Tech Use, Common Knowledge.
  Energy Cache 
  Tech-Priest 
  Luminen Blast, Charge and Shock are Fatigue free.
  Exotic Weapon Training† 
  — 
  Use an exotic weapon without penalty.
  Favoured by the Warp 
  WP 35 
  Roll twice for Psychic Phenomena (see page 162)   
   
   
  and take the better result.
  Fearless 
  — 
  Immune to Fear and Pinning.
  Feedback Screech 
  Tech-Priest 
  30m radius, Test Willpower or lose Half Action.
  Ferric Lure 
  Tech-Priest 
  WP Test to call 1kg/WP Bonus of metal objects.
  Ferric Summons 
  Tech-Priest, Ferric Lure 
  WP Test to call 2kg/WP Bonus of metal objects.
  Flagellant 
  — 
  Injure self to gain mental fortitude.
  Foresight 
  Int 30 
  Contemplate to gain +10 bonus on next Test.
  Frenzy 
  — 
  Enter psychotic rage to gain combat bonuses.
  Furious Assault 
  WS 35 
  On a successful WS Test, gain a free second attack.
  Good Reputation† 
  Fel 50, Peer 
  You have a good reputation amongst a certain group.
  Gun Blessing 
  Tech-Priest 
  Unjam a number of guns equal to Int bonus in a 10m radius.
  Gunslinger 
  BS 40, Two-Weapon Wielder 
  Fighting with two pistols incurs only a –10 penalty.
  Hard Target 
  Ag 40 
  Opponents take –20 to BS Tests when you Charge or Run.
  Hardy 
  T 40 
  You always heal as if Lightly Wounded.
  Hatred† 
  — 
  Gain +10 bonus to attack hated creatures.
  Heavy Weapon Training† 
  — 
  Gain proficiency with a heavy weapon group.
  Heightened Senses† 
  — 
  Gain +10 bonus to a particular sense.
  Hip Shooting 
  BS 40, Ag 40 
  Gain a free attack when you make a Full Move.
  Independent Targeting 
  BS 40 
  Fire at two or more targets further than 10m apart.
  Insanely Faithful 
  — 
  Re-roll the effects of Shock.
  Into the Jaws of Hell 
  Iron Discipline 
  Minions gain immunity to Pinning and Fear whilst   
   
   
  in your presence.
  Iron Discipline 
  WP 30, Command 
  Minions can re-roll Fear and Pinning Tests.
  Iron Jaw 
  T 40 
  Toughness Test to overcome Stunning.
  Jaded 
  WP 30 
  Never gain Insanity Points from ordinary horrors.
  Leap Up 
  Ag 30 
  Stand up as a Free Action.
  Light Sleeper 
  Per 30 
  Count as awake, even when asleep.
  Lightning Attack 
  Swift Attack 
  Attack three times with a Full Action.
  Lightning Reflexes 
  — 
  Add twice AB to Initiative rolls.
  Litany of Hate 
  Hatred 
  Extend benefits of hatred to allies.
  Logis Implant 
  — 
  +10 bonus on WS and BS on successful Tech-Use Test.
  Luminen Blast 
  Tech-Priest 
  1d10+WP Bonus Energy Damage Bolt. Causes Fatigue.
  Luminen Charge 
  Tech-Priest 
  Toughness Test to power/charge tech. Causes Fatigue.
  †Denotes Talent group.
  
  112
  Luminen Shock 
  Tech-Priest 
  1d10+3 Energy Damage Shock. Causes Fatigue.
  Maglev Grace 
  Tech-Priest 
  Hover 1d10+TB minutes once per day.
  Maglev Transcendence 
  Tech-Priest, Maglev Grace 
  Hover 2d10+TB minutes twice per day.
  Marksman 
  BS 35 
  No penalties for firing at Long or Extreme range.
  Master Chirurgeon 
  Medicae +10 
  Perform advanced medical procedures.
  Master Orator 
  Fel 30 
  Affect 10 times the normal numbers with a  
   
   
   
  Fellowship Test.
  Mechadendrite Use† 
  Tech-Priest 
  You can use a type of mechadendrite.
  Meditation 
  — 
  You may enter a trance to remove Fatigue.
  Melee Weapon Training† 
  — 
  Gain proficiency with a group of melee weapons.
  Mental Fortress 
  WP 50, Strong-Minded 
  Gain protection against psychic attacks.
  Mental Rage 
  Frenzy 
  You may use Psychic Powers while in the throes of Frenzy.
  Mighty Shot 
  BS 40 
  Deal +2 Damage with ranged attacks.
  Mimic 
  — 
  You can copy voices.
  Minor Psychic Power† 
   
  You gain a Minor Psychic Power.
  Nerves of Steel 
  — 
  Re-roll failed Tests to avoid Pinning.
  Orthoproxy 
  — 
  +20 bonus to resist mind control or interrogation.
  Paranoia 
  — 
  You are alert for danger.
  Peer† 
  Fel 30 
  Gain +10 bonus on Fel Tests to interact with  
   
   
   
  organisation.
  Pistol Training† 
  — 
  Gain proficiency with a group of pistol weapons.
  Power Well 
  Psy Rating 2 
  Gain bonus to Power Rolls.
  Precise Blow 
  WS 40, Sure Strike 
  No penalty for attacks against specific Hit Locations.
  Prosanguine 
  — 
  Heal 1d5 Damage once per day.
  Psy Rating 1 
  — 
  Gain powers, roll 1d10+WP bonus for Power Rolls.
  Psy Rating 2 
  Psy Rating 1 
  Gain powers, roll 2d10+WP bonus for Power Rolls.
  Psy Rating 3 
  Psy Rating 2 
  Gain powers, roll 3d10+WP bonus for Power Rolls.
  Psy Rating 4 
  Psy Rating 3 
  Gain powers, roll 4d10+WP bonus for Power Rolls.
  Psy Rating 5 
  Psy Rating 4 
  Gain powers, roll 5d10+WP bonus for Power Rolls.
  Psy Rating 6 
  Psy Rating 5 
  Gain powers, roll 6d10+WP bonus for Power Rolls.
  Psychic Power† 
  — 
  Gain an extra Psychic Power.
  Quick Draw 
  — 
  Ready as a Free Action.
  Rapid Reaction 
  Ag 40 
  Test Ag to negate Surprise.
  Rapid Reload 
  — 
  Reduce reload time.
  Resistance† 
  — 
  Gain +10 bonus to Resistance Tests.
  Rite of Awe 
  Tech-Priest 
  50m radius, –10 to all Tests due to Fear.
  Rite of Fear 
  Tech-Priest 
  Fear rating 1 for two minutes. 50m radius.
  Rite of Pure Thought 
  Tech-Priest 
  You are immune to emotion.
  Sharpshooter 
  BS 40, Deadeye Shot 
  No penalties for Called Shots.
  Sound Constitution 
  — 
  Gain an additional Wound.
  Sprint 
  — 
  Move more quickly in combat.
  Step Aside 
  Ag 40, Dodge 
  Gain extra Dodge in a Round.
  Street Fighting 
  — 
  Deal +2 Critical Damage with knives or unarmed attacks.
  Strong Minded 
  WP 30, Resistance (Psychic Powers) 
  Re-roll failed WP Tests made to resist Psychic Powers.
  Sure Strike 
  WS 30 
  Choose Hit Location on a successful attack.
  Swift Attack 
  WS 35 
  Attack twice with a Full Action.
  Takedown 
  — 
  Make a special attack to Stun your opponent.
  Talented† 
  — 
  Gain +10 bonus to corresponding Skill Test.
  Technical Knock 
  Int 30 
  Unjam a gun as a Half Action.
  Thrown Weapon Training† 
  — 
  Gain proficiency with a group of thrown weapons.
  Total Recall 
  Int 30 
  Remember trivial facts and minor details.
  True Grit 
  T 40 
  Reduce Critical Damage you take.
  Two-Weapon Wielder† 
  WS 35 or BS35, Ag 35 
  Attack twice when wielding two weapons.
  Unremarkable 
  — 
  You are easily forgettable.
  Unshakeable Faith 
  — 
  You may re-roll failed Fear Tests.
  Wall of Steel 
  Ag 35 
  Gain an extra Parry each Round.
  †Denotes Talent group.
  
  113
  aIr of authorItY
  Prerequisites: Fellowship 30.
  You exude a natural aura of command, 
  instilling subservience in all around you. 
  On a successful Command Test, you 
  may affect a number of targets equal 
  to 1d10 plus your Fellowship Bonus. 
  Such is the authority in your voice that 
  even those who are not in your service 
  jump to attention when you speak. You 
  may attempt to get non-servants to 
  follow your commands by making a 
  Command Test with a –10 penalty.
  ambIdeXtrous
  Prerequisites: Agility 30.
  You can use either hand equally well. 
  You do not take the normal –20 penalty 
  for making attacks with your secondary 
  hand.
  Special: If you have the Two-Weapon 
  Wielder talent, the penalty for making 
  attacks with both weapons in the same 
  Turn drops to –10.
  armour of coNtemPt
  Prerequisites: Willpower 40.
  You drape yourself in the armour 
  of scorn and hatred. Whenever you 
  would gain Corruption Points, reduce 
  the amount you would earn by 1. In 
  addition, you may Test Willpower as a 
  Free Action to ignore the effects of your 
  accumulated Corruption for one Round.
  arms master
  Prerequisites: Ballistic Skill 30, Basic 
  Weapon Training in at least two groups 
  of weapons.
  Such is your skill with a gun that you 
  are able to pick up an unfamiliar weapon 
  and use it as though you had trained 
  with it for years. You can use ranged 
  weapons you do not have training in at 
  –10 rather than –20.
  assassIN strIke
  Prerequisites: Agility 40, Acrobatics.
  You are like a serene dancer when 
  engaged in combat, leaping and spiralling 
  between dismembered corpses like some 
  butcher ballerina. Whenever you engage 
  an opponent and make a melee attack, 
  you may make an Acrobatics Test to 
  move at your Half Move rate as a Free 
  Action. Your opponent may not take the 
  customary free attack.
  autosaNguINe
  Ancient and blessed technology filters 
  your blood. Handed down from 
  generations past, your implants repair 
  minor injuries. For the purposes of 
  healing, you are always considered 
  to be Lightly Wounded. In addition, 
  you naturally heal at an increased rate, 
  removing 2 points of Damage each day. 
  Your autosanguinators also sooth the 
  minor pains and sores caused by the 
  blessed metal of your implants pressing 
  upon your weak fl esh. This has no game 
  effect, but does make you slightly less 
  irritable than before.
  basIc WeaPoN 
  traININg
  Talent Groups: Bolt, Flame, Las, 
  Launcher, Melta, Plasma, Primitive, SP.
  You have received Basic Weapon 
  Training in a group of weapons, and 
  can use them without penalty.
  battle rage
  Prerequisites: Frenzy talent.
  Despite your frenzied nature, you 
  remain in control when engaging in 
  melee. You can spend reactions to Parry 
  while Frenzied.
  berserk charge
  You hurl yourself at your enemies with 
  reckless abandon, using the force of 
  your Charge to add force to your strikes. 
  When you make a Charge manoeuvre 
  you gain a +20 bonus to Weapon Skill 
  instead of the usual +10.
  bINarY chatter
  You are adept at controlling servitors. 
  Gain a +10 bonus to any attempt to 
  instruct, program or question servitors.
  blademaster
  Prerequisites: Weapon Skill 30, Melee 
  Weapon Training.
  Your mastery of sword and knife 
  is unsurpassed and your blade always 
  strikes true. When attacking with a 
  sword or a knife of any type, including 
  chainswords and power swords, you may 
  re-roll a missed attack once per Round.
  blINd fIghtINg
  Prerequisites: Perception 30.
  Through years of practice and 
  heightening your senses, you no longer 
  need to be able to see your opponents 
  to be able to hit them. You take half 
  the usual penalties when fighting in 
  environments that obscure your vision, 
  such as fog, smoke and darkness.
  bulgINg bIcePs
  Prerequisites: Strength 45.
  Whereas a weaker man would be sent 
  fl ying when using powerful weapons, 
  your strong physique allows you to 
  remain standing. You can fire a heavy 
  weapon on semi- or autofire modes 
  without first bracing.
  catfall
  Prerequisites: Agility 30.
  You are nimble and balanced, like a cat, 
  and are able to fall much greater distances 
  unharmed than others might. Whenever 
  you fall, you may Test Agility as a Free 
  Action. On a success, and for every degree 
  of success, reduce the distance fallen by a 
  number of metres equal to your Agility 
  Bonus for the purposes of determining 
  the Damage dealt by the fall.
  chem geld
  A variety of chemical and surgical 
  treatments have rendered you immune to 
  the temptations of the fl esh. Seduction 
  attempts against you automatically fail, 
  and the Difficulty of all Charm Tests 
  made against you increase by one step (a 
  Challenging (+0) Test becomes Difficult 
  (–10) and so on). When you take this 
  Talent you gain one Insanity Point.
  cleaNse aNd PurIfY
  Prerequisites: Basic Weapon Training 
  (Flame) talent.
  Burn! Burn! Burn! None shall escape 
  your fiery wrath! Targets exposed to 
  your fl amer attacks take a –20 penalty 
  to avoid being hit.
  
  114
  combat master
  Prerequisites: Weapon Skill 30.
  Through a combination of refl ex and 
  perception you are able to keep many 
  more opponents at bay in melee than a 
  lesser skilled Acolyte might. Opponents 
  fighting you in hand-to-hand gain no 
  bonuses for outnumbering you.
  coNcealed caVItY
  You have a small compartment hidden 
  upon your person. This might be a pouch 
  within your fl esh, or a chamber fitted 
  into one of your cybernetic implants. 
  You may conceal one small item, no 
  bigger than the palm of your hand, 
  within this cavity. The compartment 
  may be discovered on a Difficult (–10) 
  Search Test. If the searcher employs 
  additional technology, such as a medicae 
  scanner or chem-sniffer, this difficulty 
  is reduced to Ordinary (+10).
  corPus coNVersIoN
  Prerequisites: Psy Rating 2.
  You can siphon the health of your 
  physical body to fuel your powers. 
  For every 2 points of Damage you 
  voluntarily take, you may add your 
  Willpower Bonus to your Power Roll. 
  Using this Talent is a Free Action.
  couNter-attack
  Prerequisites: Weapon Skill 40.
  You are skilled at switching from defence 
  to attack in the blink of an eye. When you 
  successfully Parry an opponent’s attack, 
  you may immediately make an attack 
  against that opponent using the weapon 
  with which you Parried. This attack takes 
  a –20 penalty to the Test.
  crack shot
  Prerequisites: Ballistic Skill 40.
  You are able to target your shots at the 
  places where they will infl ict more harm. 
  When your ranged attack deals Critical 
  Damage, you deal an extra 2 points.
  crIPPlINg strIke
  Prerequisites: Weapon Skill 50.
  You are able to land your blows in the 
  spot where they will infl ict the most harm. 
  Whenever you deal Critical Damage to 
  an opponent using a melee weapon, you 
  may deal an additional 1d5–1 points.
  crushINg bloW
  Prerequisites: Strength 40.
  Your melee strikes land with force 
  enough to shatter bone. You add +2 to 
  Damage you infl ict in melee.
  dark soul
  Your soul is darkly stained, making you 
  resilient to the effects of Corruption. 
  Whenever you are called to make a 
  Malignancy Test, you take half the 
  normal penalty. See Chapter VIII: 
  The Game Master, page 238 for 
  details on Corruption.
  deadeYe shot
  Prerequisites: Ballistic Skill 30.
  You always hit an opponent right 
  between the eyes… or wherever else 
  you intended to hit him. When making 
  a Called Shot, you take only a –10 
  penalty instead of the normal –20.
  decadeNce
  Prerequisites: Toughness 30.
  Either through mental and physical 
  conditioning or long years of abuse, your 
  body has built up a tolerance to chemicals. 
  When drinking alcohol or similar 
  beverages, you do not pass out until you 
  have failed a number of Toughness Tests 
  equal to twice your Toughness Bonus. 
  You also gain a +10 bonus to tests made 
  to continue using drugs within 24 hours.
  deflect shot
  Prerequisites: Agility 50.
  You are able to knock aside Thrown 
  weapons and shots fired from Primitive 
  weapons. You may spend a Reaction 
  to Parry an incoming ranged attack so 
  long as the attack is from a Primitive or 
  Thrown weapon.
  dIe hard
  Prerequisites: Willpower 40.
  It takes more than most to finish you 
  off. When you suffer from Blood Loss, 
  you may roll twice to avoid death.
  dIsarm
  Prerequisites: Agility 30.
  You are able to knock your 
  opponent’s weapons from their hands. 
  When engaged with an opponent 
  wielding a melee weapon, you may 
  use a Full Action to disarm your foe by 
  making an Opposed Weapon Skill Test. 
  If you beat your opponent, he drops 
  his weapon to his feet. Should you get 
  three or more degrees of success, you 
  not only disarm him but also take his 
  weapon from him!
  dIscIPlINe focus
  Talent Groups: Biomancy, Divination, 
  Pyromancy, Telekinetics, Telepathy.
  Prerequisites: Psy Rating 3
  You devote a great deal of time and 
  effort into mastering your Discipline. 
  Choose one of your Disciplines. You 
  gain a +2 to Power Rolls made to 
  manifest any powers of this Discipline.
  dIsturbINg VoIce
  You have a sinister and upsetting 
  voice. This may be due to infrasonic 
  cadences produced by a vox synthesiser, 
  interrogation training or just an inborn 
  air of malice. You gain +10 bonus to all 
  Intimidate or Interrogation Tests when 
  you use your voice. You take a –10 
  penalty to Fellowship Tests when dealing 
  with persons who are likely to be off put 
  by your manner (psykers, small children, 
  nervous Grox and so on).
  double team
  You fight best shoulder to shoulder 
  with a loyal ally. When ganging up on 
  an opponent with an ally, you gain an 
  additional +10 bonus to Weapon Skill 
  Tests. If you both have this Talent you 
  both gain an additional +10 bonus, 
  for a total of +20. This bonus is in 
  addition to the normal bonuses gained 
  from outnumbering an opponent.
  dual shot
  Prerequisites: 
  Agility 
  40, 
  Two-
  Weapon Wielder.
  You are able to focus the firepower 
  of two guns to maximise the impact. 
  When armed with two pistols, you 
  
  115
  can fire both simultaneously as a Full 
  Action. Make a single Ballistic Skill 
  Test. On a success, you hit the target 
  with both shots.
  dual strIke
  Prerequisites: 
  Agility 
  40, 
  Two-
  Weapon Wielder.
  You are able to focus your melee 
  attacks to maximise the impact. When 
  armed with two melee weapons, you 
  can attack with both simultaneously as 
  a Full Action. Make a single Weapon 
  Skill Test. On a success, you hit the 
  target with both weapons.
  electrIcal succour
  Prerequisites: Tech-Priest (Electoo 
  inductor/Potentia coil).
  You call upon the sacred fl ow of 
  energy to replenish your weak fl esh. 
  Whilst in contact with a functioning, 
  powered machine, or fully charged 
  battery, you may make an Ordinary 
  (+10) Toughness Test. If you succeed, 
  remove one level of Fatigue plus 
  one additional level of Fatigue for 
  each degree of success. This takes 
  one minute of meditation and ritual 
  incantation to activate.
  electro graft use
  You have the ability to use an electro 
  graft to access data points and commune 
  with machine spirits. This grants you a 
  +10 bonus to Common Lore, Inquiry 
  or Tech-Use Tests whilst connected to 
  a data point.
  eNergY cache
  Prerequisites: Tech-Priest (Potentia 
  coil).
  You have learnt how to focus some of 
  the power stored within your potentia 
  coil. You no longer gain Fatigue from 
  using Luminen Charge, Luminen Shock 
  and Luminen Blast.
  eXotIc WeaPoN 
  traININg
  Talent Groups: All Exotic Weapons.
  You have received Exotic Weapon 
  Training in a single exotic weapon, and 
  can use it without penalty.
  faVoured bY the WarP
  Prerequisite: Willpower 35.
  Whenever a Power Roll triggers 
  Psychic Phenomena, you may roll two 
  dice on that table and take the more 
  favourable result.
  fearless
  Whether through fervent loyalty or 
  a derangement of the mind, you are 
  impossible to frighten or unnerve. 
  You are immune to the effects of 
  Fear and Pinning, but to disengage 
  from combat or back down from a 
  fight you must first succeed on a 
  Willpower Test.
  feedback screech
  Prerequisites: Tech-Priest (Respirator 
  Unit).
  By muttering illogical formulae under 
  your breath, you are able to foment 
  rebellion within your vox synthesisers. 
  Your audio circuits protest in a screeching 
  blast of noise, shocking and distracting 
  others in equal measure. All creatures, 
  except Daemonic and machine-based, 
  within a 30 metre radius must make a 
  Willpower Test or lose a Half Action on 
  their next Turn as they shudder, swear, 
  cover their ears or otherwise react to the 
  horrid noise. This is a Full Action and 
  may not be used again for 1d5 Rounds 
  while your audio circuits reset.
  
  116
  ferrIc lure
  Prerequisites: Tech-Priest (Electoo 
  inductor/Potentia coil).
  You can call an unsecured metal object 
  that you can see to your hand. You may 
  summon objects of up to 1 kilogram per 
  point of your Willpower Bonus. The 
  object must be within a 20 metre radius. 
  To use this Talent, you must succeed on 
  a Willpower Test as a Full Action.
  ferrIc summoNs
  Prerequisites: Tech-Priest (Electoo 
  inductor/Potentia coil), Ferric Lure.
  You can call an unsecured metal 
  object that you can see to your hand. 
  You may summon objects of up to 2 
  kilograms per point of your Willpower 
  Bonus. The object must be within 
  a 40 metre radius. You must make a 
  Willpower Test and spend a Full Action 
  to enact this rite.
  flagellaNt
  You have dedicated your pain to the 
  service of the Emperor. Each day, you 
  must spend twenty minutes praying 
  and infl icting 1 point of Damage upon 
  yourself. You may not treat this Damage 
  or allow it to be healed. Once you have 
  castigated your fl esh, you gain a +10 
  bonus to Willpower Tests made to resist 
  mind control or Malignancy. Additionally, 
  if you have the Frenzy talent, you may 
  enter a frenzied state as a Free Action. 
  Should you fail to fl agellate yourself on 
  any given day, you take a –5 penalty to 
  all Tests due to shame and guilt.
  foresIght
  Prerequisites: Intelligence 30.
  You are adept at identifying the 
  consequences of any action. If you take 
  some time to consider what you are doing, 
  you can deduce the best action for success. 
  You may spend ten minutes contemplating 
  a problem to gain a +10 bonus to your 
  next relevant Intelligence Test.
  freNZY
  You can incite yourself into a frothing 
  rage. You must spend one Round 
  psyching 
  yourself 
  up 
  (howling, 
  beating yourself or injecting psychosis-
  inducing drugs). The next round you 
  lose control and go berserk, gaining a 
  +10 bonus to Strength and Willpower 
  but a –10 penalty to Weapon Skill 
  and Intelligence. You must attack the 
  nearest enemy in melee combat and 
  you may not fl ee, retreat or Parry. 
  When possible, you must use the All-
  Out Attack Manoeuvre. You remain 
  frenzied for the duration of the combat. 
  Some creatures, particularly certain 
  types of Daemon, do not need to spend 
  a Round inciting the frenzy—they are 
  either permanently Frenzied or can 
  Frenzy at will. Unless you have a Talent 
  that allows you to do so, you may not 
  use Psychic Powers whilst in Frenzy.
  furIous assault
  Prerequisites: Weapon Skill 35.
  Your blows follow one another in 
  quick succession, raining down on your 
  opponents like fiery bolts. Whenever you 
  hit an opponent whilst using the All-
  Out Attack Manoeuvre, you may spend 
  your Reaction to make an extra attack 
  (this extra attack retains any bonuses or 
  penalties of the original attack).
  good rePutatIoN
  Prerequisites: Fellowship 50, Peer.
  Talent 
  Groups: 
  Administratum, 
  Ecclesiarchy, Imperial Guard, Imperial 
  Navy, Inquisition, Underworld
  You are well respected within your 
  social group or organisation. You gain 
  an additional +10 bonus to Fellowship 
  Tests when dealing with this group. 
  This Talent is cumulative with the Peer 
  talent, for a total of a +20 bonus.
  guN blessINg
  Prerequisites: Tech-Priest (Electoo 
  inductor/Potentia coil).
  With a wave you can unjam a number 
  of guns equal to your Intelligence Bonus. 
  You may bless any weapon in a 10 metre 
  radius. To do so, make an Intelligence 
  Test. A success indicates that you have 
  rallied the spirits of the weapons. This 
  blessing is a Full Action.
  guNslINger
  Prerequisites: Ballistic Skill 40, Two-
  Weapon Wielder.
  You are ready for anything when 
  you have a pistol in each hand. When 
  so armed, you reduce the penalty for 
  fighting with two weapons by –10. 
  If you have the Ambidextrous talent, 
  you take no penalty when firing 
  both weapons.
  hard target
  Prerequisites: Agility 40.
  The best way to stay alive is to keep 
  on moving, no matter what might come 
  your way. Whenever you Charge or 
  Run, all opponents take a –20 penalty 
  to Ballistic Skill Tests made to hit you 
  with a ranged weapon. This penalty 
  lasts until the start of your next Turn.
  hardY
  Prerequisites: Toughness 40.
  For the purposes of removing 
  Damage, you are always considered to 
  be Lightly Wounded.
  
  117
  hatred
  Talent 
  Groups: 
  Criminals, 
  Cult 
  (specific), Daemons, Xeno (specific), 
  Psykers, Heretics, Mutants.
  You have reason to hate one particular 
  race or organisation, and your malice 
  hones your melee attacks. Choose one 
  race or group from those listed above. 
  When fighting opponents that qualify 
  as members of that group, you gain a 
  +10 bonus to all Weapon Skill Tests 
  made to attack them.
  heaVY WeaPoN 
  traININg
  Talent Groups: Bolt, Flame, Las, 
  Launcher, Melta, Plasma, Primitive, SP.
  You know how to use one 
  particular type of heavy weapon, and 
  can use weapons of that type without 
  penalty.
  heIghteNed seNses
  Talent Groups: Sight, Sound, Smell, 
  Taste, Touch.
  One of your senses is better than 
  average. When you gain this Talent, 
  select one of the five senses. You gain a 
  +10 bonus to any Tests involving this 
  sense.
  hIP shootINg
  Prerequisites: 
  Ballistic 
  Skill 
  40, 
  Agility 40.
  You are able to shoot whilst on 
  the move. As a Full Action, you may 
  simultaneously move up to your Full 
  Move rate and make a single attack 
  with a pistol.
  INdePeNdeNt targetINg
  Prerequisites: Ballistic Skill 40.
  You are skilled enough with firearms 
  that you can fire in two directions at 
  once. When firing two weapons at 
  once, you may attack targets that are 
  more than 10 metres apart.
  INsaNelY faIthful
  You take refuge in your madness. When 
  rolling to determine the effects of 
  Shock, you may roll twice and take the 
  better result.
  INto the JaWs of hell
  Prerequisites: Iron Discipline.
  Such is the fervour and loyalty you 
  inspire in your followers that they would 
  follow you wherever you lead, even in 
  search of the dread Tyrant Star. Whilst 
  you are visible to them, your minions are 
  immune to Fear and Pinning.
  IroN dIscIPlINe
  Prerequisites: Willpower 30, Command.
  Not through mercy and kindness 
  but through a stern demeanour and a 
  sense of justice do you inspire loyalty 
  in your followers. So long as you are 
  visible to them, your minions may re-
  roll failed Willpower Tests made to 
  resist Fear and Pinning.
  IroN JaW
  Prerequisites: Toughness 40.
  You are made of sturdy stuff and 
  can weather minor blows. When you 
  become Stunned you may make a 
  Toughness Test to shrug off its effects.
  Jaded
  Prerequisites: Willpower 30.
  You have seen the worst the galaxy 
  has to throw at you to the point that 
  you are acclimatised to the worst 
  horrors. You never gain Insanity 
  Points from the sight of blood, death 
  or violence, or indeed any mundane 
  horror. Supernatural terrors still affect 
  you as normal, however.
  leaP uP
  Prerequisites: Agility 30.
  You are hard to keep down. You may 
  stand up as a Free Action.
  lIght sleePer
  Prerequisites: Perception 30.
  You are a light sleeper and remain 
  alert when most would be fast asleep. 
  You are always assumed to be awake, 
  even if you are asleep, for the purposes 
  of making Awareness Tests, being 
  Surprised or getting up in a hurry. 
  The downside is that you often feel 
  tired during the day and as a result are 
  grumpy or distracted.
  lIghtNINg attack
  Prerequisites: Swift Attack.
  As a Full Action, you may make 
  three melee attacks on your Turn. This 
  Talent replaces Swift Attack. You may 
  not use the Dual Strike talent during a 
  Lightning Attack Full Action.
  lIghtNINg refleXes
  You react like a fl ash of lightning. When 
  rolling for Initiative, you add twice your 
  Agility Bonus to the roll of 1d10.
  lItaNY of hate
  Prerequisites: Hatred (any).
  You are so impassioned in your 
  hatred that you can rouse others 
  to similar heights of emotion. As a 
  Full Action, you may make a Charm 
  Test to extend the effects of your 
  Hatred talent to those around you. A 
  successful Test grants a +10 bonus 
  to Weapon Skill Tests to one target 
  per point of your Fellowship Bonus 
  when fighting your hated foes. The 
  effects last for the duration of the 
  encounter.
  logIs ImPlaNt
  You may utilise analytical circuits to 
  calculate trajectory and reactions to 
  a preternatural extent. Your ability 
  to read possible outcomes lets you 
  anticipate the movement of your 
  opponents. As a Reaction you may 
  make a Tech-Use Test to activate your 
  Logis Implant. Note that this uses up 
  your Reaction for the Round. Until 
  the end of your next Turn, you gain 
  a +10 bonus to all Weapon Skill and 
  Ballistic Skill Tests. Each successful 
  use of this Talent causes one level of 
  Fatigue.
  lumINeN blast
  Prerequisites: Tech-Priest (Electoo 
  inductor/Potentia coil).
  With the proper prayer and projection 
  of will, you are able to strike at the 
  enemies of the Omnissiah. Using your 
  electoo inductors, you may create a 
  crackling ball of bio-electrical energy 
  that you may fl ing at your foes. On a 
  successful Ballistic Skill Test, you may 
  
  118
  direct this energy against a single target 
  within 10 metres. The target takes 
  Energy Damage equal to 1d10 plus 
  your Willpower Bonus.
  Each time you use this Talent, you 
  gain a level of Fatigue.
  lumINeN charge
  Prerequisites: Tech-Priest (Electoo 
  inductor/Potentia coil).
  You have learnt how to lend 
  your life force to technology. On 
  a successful Toughness Test you 
  may use your bio-electrical field to 
  recharge or power machinery. This 
  takes one minute of meditation and 
  ritual incantation to activate. The 
  Difficulty of the Toughness Test 
  varies depending on the nature of the 
  technology, as follows:
  Difficulty 
  Example
  Ordinary (+10) 
  Chemical battery, glow 
  globe.
  Challenging (+0) Las gun charge pack, 
  data-slate, personal 
  heater.
  Difficult (–10) 
  Overcharge pack, air 
  conditioning unit, servo-
  skull.
  Hard (–20) 
  Land speeder engine, 
  lascannon 
  charge 
  pack, servitor.
  Very Hard (–30) 
  Industrial press, cogita-
  tor engine, xenos tech.
  Note that at the GM’s discretion, 
  some technology is simply too 
  arcane, broken or power-hungry for 
  you to be able to activate. Each time 
  you use this Talent, you gain a level 
  of Fatigue.
  lumINeN shock
  Prerequisites: Tech-Priest (Electoo 
  inductor/Potentia coil).
  By focusing your bio-electrical 
  energy through electoo inductors, you 
  are able to damage your opponents. 
  You must touch your enemy for this 
  ability to work. In combat, you must 
  either make a successful Weapon 
  Skill Test or be Grappling to deliver 
  the blast. Each Luminen Shock deals 
  1d10+3 points of Energy Damage. 
  Each time you use this Talent, you 
  gain a level of Fatigue.
  magleV grace
  Prerequisites: Tech-Priest (Potentia 
  coil).
  By long hours of rote learning, you 
  have mastered one of the miracles 
  of the Omnissiah. By spending a 
  Half Action, you may hover 20–30 
  centimetres off the ground for a 
  number of minutes equal to 1d10 
  plus your Toughness Bonus. You may 
  move at your normal walking pace 
  and must employ a Half Action each 
  round to concentrate on maintaining 
  the rite. You may activate this rite 
  whilst falling to slow your rate of 
  descent. Treat all falling Damage 
  as 1d10+3 Impact Damage. Each 
  Maglev Grace exhausts the power 
  stored in your potentia coil, and thus 
  you may only use this rite once in 
  every twelve hour period.
  magleV 
  traNsceNdeNce
  Prerequisites: Tech-Priest (Potentia 
  coil), Maglev Grace.
  Devotion to the Machine God has 
  granted you greater knowledge of 
  miracles. As a Half Action, you may 
  hover 20–30 centimetres off the ground 
  for a number of minutes equal to 2d10 
  plus your Toughness Bonus. You may 
  move at your normal running speed and 
  must employ a Half Action each Round 
  to concentrate on maintaining your rite. 
  You may activate this rite whilst falling to 
  produce a controlled descent. Provided 
  that this rite is active when you reach the 
  ground, then you take no Damage from 
  falling. You may enact this rite twice in 
  every twelve hour period.
  marksmaN
  Prerequisites: Ballistic Skill 35.
  Distance is no object with a gun in 
  your hand, and you are just as adept 
  at picking off far away targets as those 
  nearby. You suffer no penalties for 
  shooting at Long or Extended range.
  master chIrurgeoN
  Prerequisites: Medicae +10.
  You are trained in the most advanced 
  medical techniques known to man. 
  You gain a +10 bonus on all Medicae 
  Tests. If you are treating a Heavily or 
  Critically Wounded patient, a successful 
  Test heals 2 Wounds instead of the 
  normal 1. If this character is in danger 
  of losing a limb from a Critical Hit (see 
  Chapter VII: Playing the Game), 
  you also provide the patient with a +20 
  bonus to the Toughness Test to resist 
  limb loss.
  master orator
  Prerequisites: Fellowship 30.
  You are skilled at speaking to large 
  audiences. 
  Your 
  Fellowship 
  Tests 
  and Fellowship-based Skill Tests can 
  affect 10 times the normal number of 
  people.
  mechadeNdrIte use
  Prerequisites: 
  Tech-Priest 
  (Cyber 
  Mantle/Cranial Circuitry).
  Talent Groups: Gun, Manipulator, 
  Medicae, Optical, Utility.
  You 
  have 
  been 
  given 
  the 
  appropriate training, initiation and 
  hypnodoctrination to use a particular 
  type of mechadendrite.
  medItatIoN
  By putting your mind at rest and 
  entering a trance you can repair the 
  hurts of your body. You must succeed 
  on a Willpower Test. If so, for every 
  ten minutes you remain in a trance, you 
  remove one level of Fatigue.
  melee WeaPoN 
  traININg
  Talent Groups: Primitive, Chain, 
  Shock, Power.
  You have received basic training in a 
  group of hand-to-hand weaponry, and 
  can use them without penalty.
  meNtal fortress
  Prerequisites: Willpower 50, Strong 
  Minded.
  You are trained to aggressively resist 
  psychic attacks. Whenever you are the 
  target of a psychic attack, you force the 
  psyker to make a Willpower Test. On 
  a failure, the psyker takes 1d10 points 
  of Damage plus 1 Damage per point of 
  your Willpower Bonus. This Damage is 
  
  119
  considered Impact Damage, directed at 
  the head (more specifically, the face). 
  The psyker can reduce this Damage 
  by an amount equal to his Willpower 
  Bonus. This Damage bypasses armour 
  and any Toughness Bonus.
  meNtal rage
  Prerequisites: Frenzy.
  You channel your madness and hate 
  into your Psychic Powers. You may 
  use your Psychic Powers whilst in a 
  Frenzied state,.
  mIghtY shot
  Prerequisites: Ballistic Skill 40.
  You know how to blast away with 
  a gun to cause the most damage to 
  a target. You add +2 to Damage you 
  infl ict with a ranged weapon.
  mImIc
  You have an extraordinary ability to 
  copy another person’s voice patterns. 
  This may be due to implanted vox 
  synthesisers, 
  training 
  or 
  natural 
  Talent. You must have listened to your 
  target for at least one hour in order 
  to study their voice properly. You 
  must also understand their language 
  and be of the same race (a human, for 
  example, cannot convincingly copy 
  an Ork). Listeners must succeed on a 
  Difficult (–10) Scrutiny Test to realise 
  that you are not the person you are 
  mimicking. If you have based your 
  voice patterns on anything other than 
  “live” conversations where you are 
  in the same room as your target (for 
  example vox recordings, or comm-
  link conversations), the Difficulty 
  of this Scrutiny Test is reduced to 
  Challenging (+0). Note this does not 
  make you look like your target; you 
  merely sound like them. If a listener 
  can clearly see you are not the person 
  you are copying, your deception 
  automatically fails.
  mINor PsYchIc PoWer
  Talent Groups: All Minor Psychic 
  Powers.
  You have acquired an additional 
  psychic ability. You gain one Minor 
  Psychic Power.
  NerVes of steel
  You are able to remain calm, even when 
  bullets fl y past and bombs fall around 
  you. You may re-roll a failed Willpower 
  Test to avoid or recover from Pinning.
  orthoProXY
  You have learnt to draw mental fortitude 
  from a liturgical circuit buried deep within 
  your skull. You may “tune out” mind control 
  attempts by concentrating on the prayers 
  recited by the proxy unit. This grants you 
  a +20 bonus to Willpower Tests made to 
  resist mind control or interrogation.
  ParaNoIa
  You are always on the look out for 
  danger and secretly know that the 
  galaxy is out to get you. You gain a +2 
  bonus on Initiative rolls. In addition, the 
  GM may secretly Test your Perception 
  to see if you notice hidden threats. 
  Others, however, may find your constant 
  muttering and twitchy looks unnerving.
  
  120
  Peer
  Prerequisites: Fellowship 30.
  Talent Groups: Academics, Adeptus 
  Arbites, Adeptus Mechanicus, Admin-
  istratum, Astropaths, Ecclesiarchy, Feral 
  Worlders, Government, Hivers, Inquisi-
  tion, Middle Classes, Military, Nobility, 
  The Insane, Underworld, Void Born, 
  Workers.
  You know how to deal with a 
  particular social group or organisation. 
  You gain a +10 bonus to all Fellowship 
  Tests when interacting with your 
  chosen group.
  PIstol traININg
  Talent Groups: Bolt, Flame, Las, 
  Launcher, Melta, Plasma, Primitive, SP.
  You have received training in a group of 
  pistols and can use them without penalty.
  PoWer Well
  Prerequisites: Psy Rating 2.
  Power suffuses your being, allowing 
  you to manifest powers more easily. 
  When manifesting powers, you gain 
  a +1 bonus to your Manifesting rolls. 
  You may select this Talent multiple 
  times. Its effects are cumulative.
  PrecIse bloW
  Prerequisites: Weapon Skill 40, Sure 
  Strike.
  You are skilled at making difficult 
  strikes. When making a Called Shot 
  with a melee weapon, you do not incur 
  the normal –20 penalty.
  ProsaNguINe
  Prerequisites: Autosanguine.
  By an act of will, you speed the 
  workings of your autosanguinators. Once 
  every twelve hours you may make a Tech-
  Use Test. On a success, you remove 1d5 
  points of Damage. If you roll a 96-100 
  however, in addition to failing, you 
  overstrain your implants. They cease to 
  function for one week. For that time you 
  are unable to use this Talent, and gain 
  none of the benefits of the Autosanguine 
  talent. Once the week is over, both 
  Talents are restored. Prosanguination 
  takes ten minutes of meditation and 
  ritual incantation to activate.
  PsY ratINg 1
  You have unlocked your Psychic Powers. 
  Select a number of Minor Psychic 
  Powers equal to one-half your Willpower 
  Bonus (round up) from those described 
  in Chapter VI: Psychic Powers. You 
  gain a Psy Rating of 1 and roll one dice 
  and add your Willpower Bonus when 
  manifesting Psychic Powers.
  Special: If your Willpower Bonus 
  later increases, you do not retroactively 
  gain additional powers.
  PsY ratINg 2
  Prerequisites: Psy Rating 1.
  You have advanced knowledge of 
  Psychic Power. Select a number of 
  Minor Psychic Powers equal to half 
  your Willpower Bonus (round up). 
  You now have a Psy Rating of 2 and 
  may roll up to two dice and add your 
  Willpower bonus when manifesting 
  Psychic Powers.
  Special: If your Willpower Bonus 
  later increases, you do not retroactively 
  gain additional powers.
  PsY ratINg 3
  Prerequisites: Psy Rating 2.
  Your psychic abilities grow in power 
  and proficiency. Select one Discipline. 
  Gain one power from this Discipline. 
  You also gain a number of Minor Psychic 
  Powers equal to one-half your Willpower 
  Bonus (round up). You now have a Psy 
  Rating of 3 and may roll up to three dice 
  and add your Willpower bonus when 
  manifesting Psychic Powers.
  Special: If your Willpower Bonus 
  later increases, you do not retroactively 
  gain additional powers.
  PsY ratINg 4
  Prerequisites: Psy Rating 3.
  You have distinguished yourself by 
  your skill with psychic energy and 
  the breadth of your knowledge of 
  Psychic Powers. Gain a number of 
  Discipline Powers in any Discipline 
  that you know equal to one-half your 
  Willpower Bonus and the same number 
  of Minor Psychic Powers (round up). 
  Alternatively, instead select one new 
  Discipline and gain one power from 
  this Discipline. You now have a Psy 
  
  121
  Rating of 4 and may roll up to four 
  dice and add your Willpower bonus 
  when manifesting Psychic Powers.
  Special: If your Willpower Bonus 
  later increases, you do not retroactively 
  gain additional powers.
  PsY ratINg 5
  Prerequisites: Psy Rating 4.
  You are among the most powerful 
  psykers in the Imperium. Gain a 
  number of Discipline powers in any 
  Discipline that you know equal to 
  one-half your Willpower Bonus (round 
  up). Alternatively, instead select one 
  new Discipline and gain one power 
  from this Discipline.You now have a 
  Psy Rating of 5 and may roll up to five 
  dice and add your Willpower bonus 
  when manifesting Psychic Powers.
  Special: If your Willpower Bonus 
  later increases, you do not retroactively 
  gain additional powers.
  PsY ratINg 6
  Prerequisites: Psy Rating 5.
  You have reached perhaps the 
  greatest human potential with psychic 
  powers and few can compare with 
  your mastery. Gain a number of 
  Discipline Powers in any Discipline 
  that you know equal to one-half your 
  Willpower Bonus and the same number 
  of Minor Psychic Powers (round up). 
  Alternatively, instead select one new 
  Discipline and gain one power from 
  this Discipline. You now have a Psy 
  Rating of 6 and may roll up to six dice 
  and add your Willpower bonus when 
  manifesting Psychic Powers.
  Special: If your Willpower Bonus 
  later increases, you do not retroactively 
  gain additional powers.
  PsYchIc PoWer
  Talent Groups: All Psychic Powers.
  You have acquired an additional 
  Psychic Power. You gain one power of 
  any Discipline you know.
  quIck draW
  You are quick to the draw, able to have 
  a weapon in your hand and ready for 
  combat in the blink of an eye. You can 
  Ready as a Free Action.
  raPId reactIoN
  Prerequisites: Agility 40.
  You have a hair trigger and react to 
  a change in any situation in an instant. 
  When Surprised or ambushed, you may 
  make an Agility Test to act normally.
  raPId reload
  You have spent so long practising 
  weapons drills that you can reload a 
  gun in an instant. All reload times are 
  reduced by half (round down)—so 
  a Half Action reload become a Free 
  Action, a Full Action reload becomes a 
  Half Action and so on.
  resIstaNce
  Talent Groups: Cold, Fear, Heat, 
  Poisons, Psychic Powers.
  Whether through past exposure, 
  gruelling physical training or luck of 
  genetics, you are highly resistant to a 
  particular thing. When you pick this 
  Talent select a group to be resistant to. 
  You gain a +10 bonus when making 
  a test to resist or avoid the object of 
  your resistance.
  rIte of aWe
  Prerequisites: Tech-Priest (Respirator 
  Unit).
  You may recite an infrasonic liturgy 
  that causes awe and fear. All humans 
  within a 50 metre radius regardless 
  of their ability to hear, feel a sense of 
  dread and religious guilt. Alongside 
  these emotional effects, all humans 
  take a –10 penalty to their next Skill 
  Test. Characters may make a Willpower 
  Test to shake off these effects. Whilst 
  incanting the rite, you may not talk on 
  any additional frequency. The rite is 
  two minutes long, and it is considered 
  very bad form to break off incantations 
  at any point within the liturgy. Note 
  that humans without auditory implants 
  cannot hear infrasonic sound, and thus 
  will assume you are not speaking.
  rIte of fear
  Prerequisites: Tech-Priest (Respirator 
  Unit).
  You may recite an infrasonic dirge, 
  which causes terror within the weak. 
  All humans, regardless of their ability 
  to hear, within a 50 metre radius 
  consider you to have a Fear Rating of 
  1. Whilst incanting the dirge, you may 
  not talk on any additional frequency. 
  The rite is two minutes long, and 
  it is considered very bad form to 
  break off incantations at any point 
  within the liturgy. Note that humans 
  without auditory implants cannot hear 
  infrasonic sound, and thus will assume 
  you are not speaking.
  rIte of Pure thought
  Prerequisites: Tech-Priest (Cranial 
  Circuitry).
  You have replaced the creative right 
  half of your brain with a cogitator. 
  You no longer feel emotion, and are 
  instead filled with the cold purity 
  of logic. You are now immune to 
  Fear, Pinning and any effects that 
  cause emotional disturbance. Others 
  now find you disturbing to say the 
  least. Your GM will remove any 
  Mental Disorders that are no longer 
  relevant, and grant you new ones of 
  equal severity.
  sharPshooter
  Prerequisites: 
  Ballistic 
  Skill 
  40, 
  Deadeye Shot.
  You are skilled at making difficult 
  shots. When making a Called Shot you 
  do not incur the normal –20 penalty. 
  This Talent replaces Deadeye Shot.
  souNd coNstItutIoN
  You are able to absorb more damage 
  before you die. You gain an additional 
  Wound. If your advance scheme 
  allows it, you may purchase this Talent 
  multiple times.
  sPrINt
  You are able to put on a burst of speed 
  to get out of—or into—trouble fast. 
  When taking the Full Move action, 
  you may move an extra number of 
  metres equal to your Agility Bonus. 
  When taking the Run action, you 
  may double your Movement for one 
  Round. If you use this Talent two 
  turns in a row, you gain one level 
  of Fatigue.
  
  122
  steP asIde
  Prerequisites: Agility 40, Dodge.
  You are quick at getting out of the way 
  of attacks. You may make an additional 
  Dodge once per Round. In effect this 
  gives a character a second Reaction 
  that may only be used to Dodge, thus 
  allowing them to make two Dodges in a 
  Turn. Note they may still only attempt a 
  single Dodge against any one attack.
  street fIghtINg
  You are a master of dirty tricks such 
  as the low punch and the knife in the 
  gut. When dealing Critical Damage 
  with an unarmed attack or knife, you 
  deal +2 points of Damage.
  stroNg mINded
  Prerequisites: 
  Willpower 
  30, 
  Resistance (Psychic Powers).
  Your mind is like a fortress guarded 
  against psychic attack. You may re-
  roll failed Willpower Tests to resist 
  any Psychic Powers that affect your 
  mind. Psychic Powers that have a 
  physical effect, such as Telekinesis, are 
  unaffected by this Talent.
  sure strIke
  Prerequisites: Weapon Skill 30.
  You strike with precision, landing 
  your blows wherever you intend them 
  to hit. When determining where you 
  hit an opponent with a melee attack, 
  you may use the dice as you rolled 
  them or reverse them, choosing the 
  location you prefer. For example, Beam 
  rolls a 37 to hit an Ork. Ordinarily, Beam 
  would strike location 73—the right leg—
  but because he has the Sure Strike talent, 
  he could choose to hit the alien in location 
  37—the body.
  sWIft attack
  Prerequisites: Weapon Skill 35.
  As a Full Action, you may make two 
  melee attacks on your Turn.
  takedoWN
  You are skilled at taking an opponent 
  alive. As a Half Action you may declare 
  that you are attempting to Takedown 
  an opponent before Testing Weapon 
  Skill. If you hit and do at least 1 point 
  of Damage, this damage is ignored and 
  your opponent must make a Toughness 
  Test or be Stunned for one Round.
  taleNted
  Talent Groups: All Skills.
  Choose any one of your Skills. 
  You gain a +10 bonus to Tests when 
  using this Skill.
  techNIcal kNock
  Prerequisites: Intelligence 30.
  With a honeyed whisper and ritual 
  motion, you can awaken sleeping 
  gun-spirits into furious action once 
  more. You may unjam any gun as a 
  Half Action. You must touch the gun 
  in question to enact this rite. You may 
  only perform this rite on one weapon 
  per Round—any more would be 
  disrespectful.
  throWN WeaPoN 
  traININg
  Talent Groups: Primitive, Chain, 
  Shock, Power.
  You have received basic training in a 
  group of thrown weaponry, and can use 
  such weapons without penalty.
  total recall
  Prerequisites: Intelligence 30.
  Through long years of mental 
  conditioning and practice, your mind 
  is like an archive, able to record and 
  recall great amounts of information. 
  You can automatically remember any 
  trivial fact or piece of information that 
  you might feasibly have picked up in 
  the past. When trying to recall more 
  detailed or obscure facts, such as the 
  precise layout of a crime scene or a 
  page you read in an ancient grimoire 
  five years ago, the GM may require 
  you to make an Intelligence Test.
  true grIt
  Prerequisites: Toughness 40.
  You are able to shrug off wounds that 
  would fell lesser men. Whenever you 
  suffer Critical Damage, halve the result 
  (rounding up).
  .
  tWo-WeaPoN WIelder
  Talent Groups: Ballistic, Melee.
  Prerequisites: Ballistic Skill 35 or 
  Weapon Skill 35, Agility 35.
  When armed with two weapons of a 
  particular type, you may spend a Full 
  Action to attack with both on your 
  turn. Each Test made to attack with 
  the weapons takes a –20 penalty (see 
  Chapter VII: Playing the Game, 
  page 197 for more details). You must 
  take Two-Weapon Wielder (Melee) and 
  Two-Weapon Wielder (Ballistic) if you 
  wish to use a gun and hand weapon at 
  the same time.
  uNremarkable
  You have a forgettable face and are able to 
  blend in with a crowd. Attempts to notice 
  you when amongst other people or anyone 
  attempting to describe you or recall details 
  about you incurs a –20 penalty.
  uNshakeable faIth
  Your faith that the Emperor will 
  preserve you is so strong that you are 
  unafraid of stepping into danger. You 
  may re-roll any failed Willpower Tests 
  to avoid the effects of Fear.
  Wall of steel
  Prerequisites: Agility 35.
  Your blades are so quick that they form 
  a wall of impenetrable steel. You may 
  make an additional Parry once per Round. 
  In effect, this gives a character a second 
  Reaction that may only be used to Parry, 
  thus allowing them to make two Parries in 
  a Turn. Note they may still only attempt a 
  single Parry against any one attack.
  eXamPle
  Drake has the True Grit talent and is shot for 
  12 points of Damage. He has a TB of 3, 2 
  points of armour and 3 Wounds remaining. 
  This means that after reduction for TB, 
  armour and Wounds, the Critical Damage 
  he takes (i.e. damage suffered once a character 
  reaches 0 Wounds) is 4 (12-3+2+3=4). 
  Because he has the True Grit talent this 
  Damage is then halved. Drake therefore only 
  takes 2 points of Critical Damage.
  
  123
  moNeY
  •
  aVaIlabIlItY
  •
  craftsmaNshIP
  •
  WeaPoNs
  •
  armour
  •
  gear
  •
  cYberNetIcs
  
  124
  Money
        Chapter  V:
  Armoury
  T
  Chapter V: 
  Armoury
  “Place your faith in the Emperor, and always carry a big gun.”
  — Mordechai Voght, High Marshall.
  T
  he 41st Millennium is a dangerous place, rife 
  with war and confl ict, and if an Acolyte hopes to 
  survive he must make sure that he is well armed 
  and equipped. This chapter deals with some of the many 
  types of weapons, armour and gear that exist within the 
  Imperium. Equipment, especially weapons and armour, 
  make up a vital part of an Acolyte’s resources and the 
  difference between success and failure on a mission can 
  often come down to having the right gear.
  MONEY
  “You might see a sky full of stars; I see money to be made.”
  — Mistress Katrina Zaat, Rogue Trader.
  A
  s Acolytes quickly discover, money is an essential part 
  of what makes the Imperium tick. From the simple 
  street hawkers of a grubby feral world up to the most 
  powerful Rogue Traders, the fl ow of cash is a vital part of life.
  throNe gelt
  Wealth and money takes many forms throughout the Calixis 
  Sector. On some worlds Acolytes may find people trading with 
  precious shell tokens or coins of rare metals, while on others 
  they may encounter cloth trade scrits and currency tracked 
  only in the circuits of cogitators. In Dark Heresy all of these 
  kinds of currency are referred to as Throne Gelt or Thrones. A 
  Throne is a measure of currency throughout the Calixis Sector, 
  secured against the massive amounts of wealth generated by 
  Imperial planetary tithes. In its most literal form, Throne Gelt 
  refers to what is essentially the Emperor’s money.
  You can use Thrones to gauge the price of items from world to 
  world as well as the Acolyte’s own personal wealth, even though 
  they may carry a myriad of different forms of currency.
  INcome
  All Acolytes gain a monthly income while in the employ of an 
  Inquisitor. This represents money they generate in their spare time 
  doing other (sometimes shady) jobs, investments or trusts they 
  might have or even a stipend from their illustrious employer. In 
  game terms, however, a character always receives their income 
  without having to specifically do anything. GMs of course are free 
  Table 5-1: Income and Social Class
  Social Class 
  Thrones/Month 
  Rank Increase  Description
  Outcasts (Scum) 
  20† 
  Special† 
  Those that have no rightful place within the structure of 
   
   
   
   
  Imperial society, living below even the lowest classes.
  Drudging Classes 
  30 
  3 
  Those that work in the fields, factoriums and hives of 
   
   
   
   
  the Imperium, by far making up the bulk of mankind.
  Military Class (Guardsmen) 
  50 
  5 
  Those that fight.
  Supine Class (Arbitors, Psykers)  
  70 
  7 
  Those that serve classes better than themselves, 
   
   
   
   
  benefiting from the wealth of their masters.
  Learned Class (Adepts) 
  100 
  10 
  Those that make their way with knowledge.
  Trading Classes (Assassins) 
  120 
  12 
  Those that buy and sell or have specialist trades with 
   
   
   
   
  which to make their living.
  Mechanicus (Tech-Priests) 
  150 
  15 
  Those that follow the Machine God are a class unto 
   
   
   
   
  themselves.
  Ministorum (Clerics) 
  200 
  20 
  Those of the Cult of the Emperor and benefit greatly 
   
   
   
   
  from the uncounted wealth of His domain.
  Nobility  
  500 
  50 
  Those born to wealth and power by right of blood.
  Unbound Classes 
  <Expunged> 
   
  Those with the freedom to travel the Imperium as they 
   
   
   
   
  wish, such as Inquisitors of the dreaded Ordos or elusive 
   
   
   
   
  Rogue Traders.
  †see Table 5-2: Scum Income.
  A
  a dark age of techNologY
  In the 41st Millennium most technology is a mystery to 
  man and many of its secrets have been buried beneath 
  countless centuries of ignorance and superstition. 
  Acolytes may understand the rudiments of how their 
  weapons and tech gear work, at least in principle, but 
  more likely they know that if they mumble the right 
  words and make the right motions and gestures (rubbing 
  oil here, twisting that knob there) their equipment will 
  work. Showing this respect for the spirit that dwells 
  within a weapon is always wise and only those who 
  want their gun to fail in the midst of battle would 
  ignore such observances.
  
  125
  Availability
  to increase, decrease or halt an Acolyte’s income should he decide 
  the plot calls for it, or if they are not pleasing their master!
  All income is based on social class. An Acolyte’s starting 
  Career Path determines his social class and consequently his 
  starting wealth—see Table 1-9: Starting Wealth on page 
  29. All of this does not, of course, preclude a character from 
  engaging in other moneymaking schemes during play. 
  Every time a character gains a new Rank in their Career 
  Path their monthly income may increase, subject to the GMs 
  agreement, by the amount indicated in the Rank Increase 
  column of Table 5-1: Rank and Social Class. For example, a 
  Guardsman has a basic monthly income of 50 Thrones. This will increase 
  to 55 Thrones after he achieves his second Rank in his Career Path. GMs 
  should feel free to change this Rank-based increase depending 
  on such achievements as titles and honours which would not 
  otherwise have any game effect.
  Players with characters on the Scum Career Path should 
  roll 1d10 and refer to Table 5-2: Scum Income in order to 
  calculate the Thrones they “earn” each month. 
  acolYte stIPeNd
  As Acolytes prove their worth by successfully accomplishing 
  missions and assignments, their Inquisitor may decide to provide 
  further support. For example, this could include increasing the 
  Acolyte’s monthly income by a further 10–50 Thrones or more, 
  or furnishing them with regular ammo supplies. Ultimately this 
  will be decided by the GM, and it is an important indicator of 
  the Inquisitor’s regard for his Acolytes.
  AVAILABILITY
  “Listen friend, where you come from every man and his grox 
  might have a lasgun, but in my shop you can either buy a 
  crossbow or get out.”
  — Greeb, Port Suffering Armourer.
  H
  aving the money does not always guarantee the 
  desired goods or services are at hand. Squalid 
  medieval worlds are a lot less likely to have expensive 
  goods than the marketplaces of a hive city. Moreover, finding 
  a high-quality weapon on a backwater planet is far more 
  difficult than locating such a weapon in a teeming metropolis. 
  To refl ect availability, each piece of equipment or service has 
  an associated Availability, ranging from abundant to very rare. 
  GMs can use the following guidelines as a starting point for 
  determining whether a place has such an item or not.
  Characters searching for a particular item or service must 
  make a successful Inquiry Test modified by the Availability of 
  the item, Table 5-3: Consequences of Availability on page 
  126 provides a baseline modifier for Inquiry Tests to find an 
  item in a community of 1,000 people or less. For communities 
  larger than 1,000 people, reduce the Difficulty for finding an 
  object by one step for communities of 10,000 or less, or two 
  steps for communities of 10,000 or more. If the community has 
  100 people or less, increase the Difficulty by one step. Table 
  5-4: Availability by Population, page 126 shows how the 
  Difficulty changes based on population size.
  H
  Calixian Currencies
  While Thrones are a common term throughout the sector, most citizens continue to use local names for currency. These can vary widely from one 
  planet to the next and may even differ within a world itself. Some of the more prominent terms for Thrones within the Calixis Sector include: 
  Scints, Scolds and Scabs—These are all terms used in the hives of Scintilla, and have become synonyms with the most valuable denominations of the 
  Thrones, based in no small part on that world’'s excessive levels of wealth.
  Soules—On the war world of Iocanthos many believe that their money is forever stained by the blood of mercenaries, giving rise to the idea of trading 
  in the souls of fallen warriors.
  Rounds—Used in the depths of Gunmetal City, where actual bullets are sometimes used as currency.
  Chips or Lumps—In the mines and villages of Sepheris Secundus, life revolves around endless mining, to the point where chips and lumps of ore 
  are synonymous with Thrones.
  Lords and Ladies—On the medieval backwater of Acreage, each noble is responsible for minting his own coins, with the value of each make of 
  coin being directly tied to the fortunes of the lord or lady whose likeness it bears.
  Scales or Fins—On the water world of Spectoris, fish are found in all aspects of life, to the point where being particularly flush with cash is often 
  referred to as having a shoal of fins or looking a bit scaly.
  Table 5-2: Scum Income
   D10  
  Result 
   
  Earnings
   1–3 
  Scrounge 
   
  10+1d10
   4–5 
  Scam 
   
  15+FB d10
   6–7 
  Steal 
   
  15+AB d10
   8–9 
  Scheme 
   
  15+ IB d10
   
  10 
  Luck 
   
  50+ FP d10
  FB=Fel Bonus, AB=Ag Bonus, IB=Int Bonus, 
  FP=Fate Points
  eXamPle
  Pincher Smyth, underhiver Scum, calculates his income by 
  rolling 1d10 and consulting the table. Pincher rolls a 6, so his 
  income mainly comes from stealing. Now Pincher works out 
  his income as 28 Thrones (rolls 3d10 (AB of 3), giving 3, 4, 
  6—a total of 13, adds this to 15 giving a total of 28).
  
  126
  Time
  N
  Craftmanship
  TIME
  Just because a large community actually has the item a character 
  seeks does not necessarily mean that it is easy to locate. The larger 
  the community, the more time it takes to track the item down. A 
  community’s size determines the base time it takes to find the item. 
  Each degree of success reduces this time by a certain amount (minutes, 
  hours, days, weeks, or months, depending on the base time). See 
  Table 5-5: Availability and Time. The GM should make the roll 
  in secret for particularly dangerous or costly items, to emphasise the 
  struggle and possible risks entailed by such searching.
  CRAFTSMANSHIP
  “You will treasure this weapon, you will use it wisely in battle 
  and you will honour its sacred spirit with prayer, for after you 
  are long gone this weapon’s service to the Emperor will go on.”
  — Ergar Keer, Enginseer.
  N
  ot all goods are of the same quality. In the vastness 
  of the Imperium, and beyond, the craftsmanship of 
  items can vary widely from crudely made, mass-
  produced materials to handcrafted masterpieces.
  Normally, Craftsmanship has little effect on game play for 
  regular goods and services. As a general rule items of Poor 
  Craftmanship are more prone to failure and breaking while 
  Good and Best Craftsmanship are more durable, though it is 
  up to the GM how and when these effects might enter play. 
  In the case of weaponry and armour, there are effects on the 
  item’s performance or weight (as detailed later), but in cases of 
  general goods and services, differences of quality are merely 
  descriptive. The GM may reduce the Difficulty of certain tests, 
  eXamPle
  Drake needs a new lasgun. A lasgun is a Common item, and so 
  he gains a +10 bonus on his Inquiry Test to find it in a typical 
  settlement with a population of about 7,000. If he looks in 
  a small farming outpost with a population of only 400 the 
  Difficulty becomes Challenging (no bonus), but if he looks in 
  a city with a population of 80,000, the Difficulty lessens to 
  Routine, giving him a +20 bonus.
  Table 5–3: Consequences of Availability
  Availability 
  Difficulty 
  Modifier
  Abundant 
  Easy 
  +30
  Plentiful 
  Routine 
  +20
  Common 
  Ordinary 
  +10
  Average 
  Challenging 
  +0
  Scarce 
  Difficult 
  –10
  Rare 
  Hard 
  –20
  Very Rare 
  Very Hard 
  –30
  Table 5–4: Availability by Population
  Difficulty by Population
   Availability 
  Below 1,000 
  Below 10,000 
  Below 100,000 
  100,000 or more
   
  Abundant 
  Routine 
  Easy 
  Automatic 
  Automatic
   
  Plentiful 
  Ordinary 
  Routine 
  Easy 
  Automatic
   
  Common 
  Challenging 
  Ordinary 
  Routine 
  Easy
   
  Average 
  Difficult 
  Challenging 
  Ordinary 
  Routine
   
  Scarce 
  Hard 
  Difficult 
  Challenging 
  Ordinary
   
  Rare 
  Very Hard 
  Hard 
  Difficult 
  Challenging
   
  Very Rare 
  GM’s discretion 
  Very Hard 
  Hard 
  Difficult
  Table 5–5: Availability and Time
  Difficulty by Population (Base Time by Availability)
  Population 
  Very Rare 
  Rare 
  Scarce 
  Average 
  Common 
  Plentiful 
  Abundant
  Below 1,000 
  1d10 hours 
  1 hour 
  30 minutes 
  15 minutes 
  10 minutes 
  5 minutes 
  1 minute
  Below 10,000 
  1d10 days 
  1d10 hours 
  1 hour 
  30 minutes 
  15 minutes 
  10 minutes 
  5 minutes
  Below 100,000 
  1d10 weeks 
  1d10 days 
  1d10 hours 
  1 hour 
  30 minutes 
  15 minutes 
  10 minutes
  100,000 or more 
  1d5 months 1d10 weeks 
  1d10 days 
  1d10 hours 
  1 hour 
  30 minutes 
  15 minutes
  aVaIlabIlItY aNd techNologY
  Some things are not just hard to find on certain worlds, 
  but impossible. For instance, while a lasgun may be 
  a common piece of equipment in most parts of the 
  Imperium, you are unlikely to find one pretty much 
  anywhere on a feral or medieval world. The GM can 
  therefore decide to either make an item harder to find 
  or even impossible to acquire because it uses technology 
  not readily available to the world or locale.
  
  127
  W
  Weapons
  but it is entirely at his discretion. Unless specifically stated, 
  the Craftsmanship of any object is considered Common.
   Craftsmanship 
  Cost Multiplier 
  Availability
   
  Best 
  ×10 
  Drop 2 steps
   
  Good 
  ×3 
  Drop 1 step
   
  Common 
  ×1 
  —
   
  Poor 
  ×1/2 
   Increase 1 step
  WEAPONS
  “There is no arguing with the barrel of a gun.”
  — Ancient (pre-Heresy) Proverb.
  W
  eapons are divided into several groups covering 
  a plethora of ranged weapons, dealing with 
  everything from crossbows to plasma cannons, and 
  melee weapons covering all manner of close combat weaponry. 
  Unless they are of Poor quality, all weapons come with the 
  appropriate holster or carrying strap as part of their cost.
  All weapons have a profile that is presented using the 
  following statistics, providing players and GMs with all the 
  relevant information needed to use them:
  Name: What the weapon is called.
  Class: Describes what class the weapon is, either a melee, 
  thrown, pistol, basic or heavy weapon.
  •	Melee weapons can be used in close combat. When using a 
  melee weapon you add your SB to the damage you infl ict.
  •	Thrown weapons cover anything propelled by muscle power 
  alone and covers knives, axes, spears and such 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 you add your SB to the damage you infl ict 
  (with the exception of explosives such as grenades).
  •	 Pistol weapons are fired one-handed and can be used 
  in close combat. However, when a pistol is used in close 
  combat, the firer gains no bonuses or penalties to hit for 
  range or targeting equipment.
  •	 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 equally 
  it could be a windowsill or sandbag (or the firer’s shoulder 
  in the case of RPG launchers), to be fired without penalties. 
  Firing a heavy weapon without bracing incurs a –30 penalty 
  to hit and prohibits Semi-Auto and Full Auto fire.
  Range: This number is used to determine how far the 
  weapon can be accurately fired 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: 
  Playing the Game, pages 198-199). Weapons cannot be 
  fired at targets more than four times their range distance.
  RoF (Rate of Fire): Tells you if the weapon can be fired 
  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 a weapon can be fired in. The 
  first entry indicates whether the weapon can be fired singly 
  (with an S). The second entry indicates whether or not a 
  weapon can be fired semi-automatically, and the number listed 
  describes the shots fired. Finally, the third entry describes if 
  the weapon can be fired on full automatic. Any mode in which 
  the weapon cannot be fired is indicated with a “—”.
  Some weapons can be fired in more than one mode. If this 
  is the case each of its different rates of fire will be listed in its 
  profile. Characters must choose which mode they are firing 
  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 Criticals (as shown in 
  brackets): (E) Energy, (X) Explosive, (R) Rending, (I) Impact.
  Pen (Penetration): Refl ects how good the weapon is at 
  going 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 work out Damage 
  as normal. So for example, if a weapon with a Penetration of 3 
  eXamPle
  Drake realises he cannot afford a brand new lasgun, so he 
  decides to settle for a Poor quality one. The cost for such a 
  weapon is halved, and there are plenty of them, increasing the 
  availability from Common to Plentiful.
  a galaXY of guNs
  The Imperium is vast, and amongst its billions of inhabited 
  worlds there are countless forge worlds, factories, craftsmen, 
  artificers and blacksmiths turning out weapons and armour. 
  As can be imagined this produces a practically limitless 
  variety of makes, patterns and brands. It would be impossible 
  to detail each and every different make of weapon in the 
  Imperium (or even a small fraction of them), so the weapons, 
  armour and equipment in this chapter represent the most 
  common designs and designations. You can, of course, 
  create the makes and patterns for your weapons as you see 
  fit; after all, having a Gorgon-Pattern H-12 Widowmaker is 
  far cooler than just having a stub revolver.
  bracINg
  Bracing a weapon takes a Half Action and once braced 
  the firer cannot move without losing the benefits of 
  being braced. They can however traverse their weapon 
  depending on the kind of bracing they have (i.e. a sill 
  or pile of rubble would allow a 45 degree traverse as 
  would simply lying on the ground, a bipod would allow 
  a 90 degrees traverse and a tripod 180 degrees, while a 
  pintle mounting could be turned in any direction).
  
  128
  Weapon Special Qualities
  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 fields, 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 2 Full Rounds.
  Special: This tells you if the weapon has any special 
  qualities, such as creating a blast when fired or needing to 
  recharge between shots.
  Wt (Weight): Represents how much the weapon weighs, 
  normally in kg (kilograms).
  Cost: Indicates the standard value of the weapon within 
  the Imperium. Cost is always represented in Thrones.
  Availability: This identifies the weapon’s availability (see 
  Table 5-3: Consequences of Availability, page 126).
  WEAPON SPECIAL QUALITIES
  Some weapons possess special qualities to represent such 
  things as special damage or unusual effects.
  accurate
  Some weapons are designed with precision in mind and respond 
  superbly in skilled hands. They grant an additional bonus of 
  +10 to the firer’s Ballistic Skill when used with an Aim Action, 
  this is in addition to the bonus granted from Aiming.
  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 Weapon Skill Tests made to Parry.
  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 Hit Location and 
  Damage individually for each person affected by a blast.
  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.
  flame
  Flame weapons project a cone of fl ame out to the range of the 
  weapon. Unlike other weapons, fl amers have just one range, and 
  when fired, cast fiery death out to this distance. The wielder 
  does not need to Test Ballistic Skill; he simply fires the weapon. 
  All creatures in the fl ame’s path, a cone-shaped area extending 
  in a 30 degree arc from the firer out to the weapon’s range, 
  must make an Agility Test or be struck by the fl ames and take 
  damage normally. If they take damage, they must succeed on 
  a second Agility Test or be set on fire. Cover does not protect 
  characters from attacks made by Flame weapons.
  Because Flame weapons make no roll to hit, they are always 
  considered to hit targets in the body, and will Jam if the firer 
  rolls a 9 on his Damage dice (before adding any bonuses).
  fleXIble
  Some weapons are made up from lots of loosely connected 
  segments, such as chains or supple woven hides, such as whips. 
  These kinds of weapons lash about when used to attack and 
  cannot be Parried.
  INaccurate
  Weapons with this quality are either badly designed or simply 
  woefully made, and regardless of the care taken when used, 
  offer little better than a lucky chance to hit. No bonus is gained 
  froom the use of the Aim Action with such weapons.
  WeaPoN craftsmaNshIP
  All the weapons detailed here are of Common 
  craftsmanship. For weapons of better or worse manufacture 
  use the following modifiers:
  Poor: These cheaply constructed ranged weapons are 
  more prone to malfunction. A ranged weapon of Poor 
  craftmanship has the Unreliable quality. If the weapon 
  already has this quality then it will jam on any failed rolled 
  to hit. Melee weapons of Poor craftsmanship incur a –10 
  penalty to tests made to attack.
  Good: More carefully constructed and finished, these 
  weapons are consequently more reliable. Ranged weapons 
  of Good craftsmanship have the Reliable quality. If it 
  already has this quality there is no further effect beyond 
  the obvious fine workmanship of the weapon. Melee 
  weapons of Good craftsmanship add a +5 bonus to tests 
  made to attack.
  Best: A work of art as much as a weapon, these items 
  are created by skilled artisans and are often centuries old. 
  Ranged weapons of Best craftsmanship never suffer from 
  jamming or overheating. If a roll would result in either of 
  these occurrences, simply count it as a miss instead. Melee 
  weapons of Best craftsmanship add a +10 bonus to tests 
  made to attack and add 1 to the Damage they infl ict.
  “It is the savage beast of war that drives mankind on 
  his course and pursues him to his destruction.  It 
  feeds upon his terror. It grows more hungry with 
  each passing year and soon it shall consume him 
  whole.”
  
  129
  129
  oVerheats
  Certain weapons are prone to overheating, either because of 
  poor design or they fire unstable superheated ammunition. 
  An unmodified to hit roll of 91 or higher causes the weapon 
  to Overheat. Roll 1d10 and consult Table 5-6: Weapon 
  Overheating to see what happens.
  PoWer fIeld
  A field of power wreathes weapons with this quality, increasing 
  its Damage and Penetration. Such modifiers are already 
  included in the weapon’s profile. When you successfully use 
  this weapon to Parry an attack made with a weapon that 
  lacks this quality, you have a 75% chance of destroying your 
  attacker’s weapon.
  PrImItIVe
  Crude and basic in design, these kinds of weapons, while still 
  deadly, are less effective against modern armour. All Armour 
  Points are doubled against hits from Primitive weapons, unless 
  the armour also has the Primitive quality.
  recharge
  Because of the volatile nature of the weapon’s ammunition or 
  due to the way it fires, the weapon needs time between shots 
  to Recharge. The weapon must spend the Round after firing 
  building up a charge and cannot be fired—in effect you can 
  only fire the weapon every other Round.
  relIable
  Based on tried and true technology, Reliable weapons seldom 
  fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 
  10 has it in fact Jammed, otherwise it just misses as normal.
  scatter
  The standard ammunition of these weapons spreads out 
  when fired, hitting more of the target. If fired at a foe within 
  Point Blank range, each two degrees of success the firer 
  scores indicates another hit (use Table 7-6: Multiple Hits 
  on page 190). However, at longer ranges this spread of 
  small projectiles reduces its effectiveness. All Armour Points 
  are doubled against hits from scatter weapons at Long or 
  Extreme Range.
  shockINg
  Shocking weapons can Stun their opponents with a powerful 
  surge of energy. A target that takes at least 1 point of Damage 
  from a Shocking weapon, after Armour and Toughness 
  Bonus, must make a Toughness Test, though they receive a 
  +10 bonus for every Armour point they have on the location 
  hit. If they fail, they are Stunned for a number of Rounds 
  equal to half the Damage they suffered.
  smoke
  Rather than inflicting 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 3d10 
  metres in diameter from the point of impact. This screen lasts 
  for 2d10 Rounds, or less in adverse weather conditions (see 
  the effects of Smoke on page 210).
  sNare
  Weapons with this quality are designed to entangle enemies. 
  On a successful hit, the target must make an Agility Test or be 
  immobilised. 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. The target is considered helpless until he escapes.
  tearINg
  Tearing weapons are vicious devices, often using multitudes 
  of fast-moving jagged teeth to rip into flesh and bone. These 
  weapons roll two dice for Damage and choose the highest.
  toXIc
  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 –5 penalty for every point of Damage taken. Success 
  indicates there is no further effect from the weapon. Failure 
  however deals an immediate 1d10 points of Impact Damage to 
  the target with no reduction from Armour or Toughness Bonus.
  “We eNdeaVour IN the darkNess of battle Who caNNoN 
  WIth the fIght.  the tIme for Peace Is oVer aNd NoW 
  It Is tIme to dIe.  It Is the age of War aNd our lasts 
  daYs must be lIVed amIdst the souNd of our oWN 
  destructIoN.”
  Table 5–6: Weapon Overheating
  Roll 
   Effect
  1–5
  The firer must make a Toughness Test or drop 
  the weapon. The weapon cannot be fired for 
  1d10 Rounds.
  6–8
  The f irer takes 1d10+2 Energy Damage and 
  must drop the weapon. In addition the weapon 
  is too hot to pick up (anyone trying takes 
  1d10+1 Energy Damage) for 1d10 Rounds.
  9–10
  The weapon explodes and is destroyed. The firer 
  and anyone within four metres takes Damage as 
  if they had taken a single hit from the weapon.
  
  130
  uNbalaNced
  Heavy and difficult to ready after an attack, these kinds of 
  weapons impose a –10% penalty when used to Parry.
  uNrelIable
  Certain weapons misfire 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 fired on Semi- 
  or Full Auto.
  uNstable
  Weapons with this quality use ammunition that is both 
  volatile and unstable and can react unpredictably when 
  detonated. When an Unstable weapon scores a hit, roll 
  1d10. On a score of 1 it infl icts only half Damage, on a 
  score of 2–9 it deals normal Damage, and on a score of 10 
  it infl icts twice the normal Damage.
  uNWIeldY
  Huge and often top-heavy, Unwieldy weapons are too 
  awkward to be used defensively. Unwieldy weapons cannot 
  be used to Parry.
  usINg WeaPoNs WIthout a taleNt
  Many of the weapons described in this chapter require 
  a Talent to use them effectively; lacking the necessary 
  ability makes weapons particularly dangerous to 
  employ. Still, there are bound to be circumstances when 
  a character needs to use a weapon for which he does 
  not have the Talent. Doing so imposes a –20 penalty on 
  the relevant Test. If the weapon has the Flame special 
  quality, the target is granted a +30 to his Agility Test 
  to avoid being hit. In addition, when a ranged weapon 
  is used untrained, it counts as having the Unreliable 
  quality, increasing its chance of jamming.
  Table 5–7:Ranged Weapons
  Las Weapons
  Name 
  Class 
  Range 
  RoF 
  Dam 
  Pen 
  Clip 
  Rld 
  Special 
  Wt 
  Cost 
  Availability
  Laspistol 
  Pistol 
  30m 
  S/–/– 
  1d10+2 E 
  0 
  30 
  Full 
  Reliable 
  1.5kg 
  50 
  Common
  Las Carbine 
  Basic 
  60m 
  S/2/– 
  1d10+2 E 
  0 
  40 
  Full 
  Reliable 
  3kg 
  75 
  Common
  Lasgun 
  Basic 
  100m 
  S/3/– 
  1d10+3 E 
  0 
  60 
  Full 
  Reliable 
  4kg 
  75 
  Common
  Long Las 
  Basic 
  150m 
  S/–/– 
  1d10+3 E 
  1 
  40 
  Full 
  Accurate, Reliable 4.5kg 
  100 
  Scarce
  MP Lascannon 
  Heavy 
  300m 
  S/–/– 5d10+10 E 
  10 
  5 
  2Full 
  — 
  55kg 
  5,000 
  Very Rare
  Solid Projectile Weapons
  Name 
  Class 
  Range 
  RoF 
  Dam 
  Pen 
  Clip 
  Rld 
  Special 
  Wt 
  Cost 
  Availability
  Autopistol 
  Pistol 
  30m 
  S/–/6 
  1d10+2 I 
  0 
  18 
  Full 
  — 
  2.5kg 
  75 
  Common
  Stub Revolver 
  Pistol 
  30m 
  S/–/– 
  1d10+3 I 
  0 
  6 
  2Full 
  Reliable 
  1kg 
  40 
  Plentiful
  Stub Automatic 
  Pistol 
  30m 
  S/3/– 
  1d10+3 I 
  0 
  9 
  Full 
  — 
  1.5kg 
  50 
  Plentiful
  Hand Cannon 
  Pistol 
  35m 
  S/–/– 
  1d10+4 I 
  2 
  5 
  2Full 
  — 
  3kg 
  65 
  Average
  Autogun 
  Basic 
  90m 
  S/3/10 
  1d10+3 I 
  0 
  30 
  Full 
  — 
  3.5kg 
  100 
  Average
  Hunting Rifle 
  Basic 
  150m 
  S/–/– 
  1d10+3 I 
  0 
  5 
  Full 
  Accurate 
  5kg 
  100 
  Scarce
  Shotgun 
  Basic 
  30m 
  S/–/– 
  1d10+4 I 
  0 
  2 
  2Full 
  Scatter, 
  5kg 
  60 
  Common
    
   
   
   
   
   
   
   
  Reliable
  Pump-Action Shotgun Basic 
  30m 
  S/–/– 
  1d10+4 I 
  0 
  8 
  2Full 
  Scatter 
  5kg 
  75 
  Average
  Combat Shotgun 
  Basic 
  30m 
  S/3/– 
  1d10+4 I 
  0 
  18 
  Full 
  Scatter 
  6.5kg 
  150 
  Scarce
  Heavy Stubber 
  Heavy 
  120m 
  –/–/10 
  1d10+4 I 
  3 
  200 
  2Full 
  — 
  35kg 
  750 
  Scarce
  Bolt Weapons
  Name 
  Class 
  Range 
  RoF 
  Dam 
  Pen 
  Clip 
  Rld 
  Special 
  Wt 
  Cost 
  Availability
  Bolt Pistol 
  Pistol 
  30m 
  S/2/– 
  1d10+5 X 
  4 
  8 
  Full 
  — 
  3.5 kg 
  250 
  Rare
  Boltgun 
  Basic 
  90m 
  S/2/– 
  1d10+5 X 
  4 
  24 
  Full 
  — 
  7 kg 
  500 
  Very Rare
  Heavy Bolter 
  Heavy 
  120m 
  –/–/10 
  2d10 X 
  5 
  60 
  2Full 
  — 
  40 kg 
  2,000 
  Very Rare
  Melta Weapons
  Name 
  Class 
  Range 
  RoF 
  Dam 
  Pen 
  Clip 
  Rld 
  Special 
  Wt 
  Cost 
  Availability
  Inferno Pistol 
  Pistol 
  10m 
  S/–/– 
  2d10+4 E 
  12 
  3 
  Full 
  — 
  2.5 kg 7,500 
  Very Rare
  Meltagun 
  Basic 
  20m 
  S/–/– 
  2d10+4 E 
  12 
  5 
  2Full 
  — 
  8 kg 
  4,000 
  Rare
  Plasma Weapons
  Name 
  Class 
  Range 
  RoF 
  Dam 
  Pen 
  Clip 
  Rld 
  Special 
  Wt 
  Cost 
  Availability
  Plasma Pistol 
  Pistol 
  30m 
  S/–/– 
  1d10+6 E 
  6 
  10 
  4Full 
  Recharge,  
  4 kg 
  4,000 
  Very Rare
    
   
   
   
   
   
   
   
  Overheats
  Plasma Gun 
  Basic 
  90m 
  S/2/– 
  1d10+6 E 
  6 
  20 
  8Full 
  Recharge,  
  11 kg 
  3,000 
  Very Rare
    
   
   
   
   
   
   
   
  Overheats
  
  131
  Las Weapons
  LAS WEAPONS
  Laser or “las” weapons are the most numerous weapons 
  found in the Imperium. Based on reliable technology, they 
  are cheap to manufacture and easy to maintain. Las weapons 
  work by emitting short, sharp pulses of laser energy emitted 
  from high-storage fast-discharge capacitors, with a fl ash of 
  light and a distinctive snap like the cracking of a whip as the 
  trigger is pulled. To use the various classes of las weapons you 
  must have the Pistol Training (Las), Basic Weapon Training 
  (Las) or Heavy Weapon Training (Las) talents.
  lasPIstol
  The laspistol is a light, compact 
  and reliable weapon, common 
  throughout the Imperium. Designs 
  vary widely and can range 
  from elaborate heirloom devices 
  inscribed with ornate carvings and gold filigree, to simplistic 
  but brutally robust weapons used by gangs and criminals.
  las carbINe
  A lighter, cut 
  down version of 
  the lasgun, the 
  las carbine has 
  fewer shots and 
  a shorter range but is easier to carry and aim, often coming with 
  a folding stock. Las carbines can be fired in one hand with only a 
  –10 penalty rather than the normal –20 for basic weapons.
  lasguN
  Produced in a multitude of different styles and patterns, the 
  lasgun can be found on almost every world of the Imperium, 
  where its robust design and dependability make it a favoured 
  weapon of both the Emperor’s faithful and many of their foes.
  Table 5–7: Ranged Weapons (cont)
  Flame Weapons
  Name 
  Class 
  Range 
  RoF 
  Dam 
  Pen 
  Clip 
  Rld 
  Special 
  Wt 
  Cost Availability
  Hand Flamer 
  Pistol 
  10m 
  S/–/– 1d10+4 E 
  2 
  2 
  2Full 
  Flame 
  3.5 kg 
  200 
  Rare
  Flamer 
  Basic 
  20m 
  S/–/– 1d10+4 E 
  3 
  3 
  2Full 
  Flame 
  6 kg 
  300 
  Scarce
  Primitive Weapons
  Name 
  Class 
  Range 
  RoF 
  Dam 
  Pen 
  Clip 
  Rld 
  Special 
  Wt 
  Cost Availability
  Bolas 
  Thrown 
  10m 
  S/–/– 
  — 
  0 
  1 
  — 
  Primitive, Snare, 
  1.5 kg 
  10 
  Average
    
   
   
   
   
   
   
   
  Inaccurate
  Hand Bow 
  Pistol 
  15m 
  S/–/– 
  1d10 R 
  0 
  1 
  Full 
  Primitive 
  1 kg 
  200 
  Rare
  Flintlock Pistol 
  Pistol 
  15m 
  S/–/– 1d10+2 I 
  0 
  1 
  3Full 
  Primitive, Unreliable 4 kg 
  10 
  Common
    
   
   
   
   
   
   
   
  Inaccurate
  Musket 
  Basic 
  30m 
  S/–/– 1d10+2 I 
  0 
  1 
  5Full 
  Primitive, Unreliable 7 kg 
  30 
  Common
    
   
   
   
   
   
   
   
  Inaccurate
  Bow 
  Basic 
  30m 
  S/–/– 
  1d10 R 
  0 
  1 
  Half 
  Primitive, 
  2 kg 
  10 
  Common
    
   
   
   
   
   
   
   
  Reliable
  Sling 
  Basic 
  15m 
  S/–/– 1d10–2 I 
  0 
  1 
  Full 
  Primitive 
  0.5 kg 
  10 
  Plentiful
  Crossbow 
  Basic 
  30m 
  S/–/– 
  1d10 R 
  0 
  1 
  2Full 
  Primitive 
  3 kg 
  10 
  Common
  Launchers
  Name 
  Class 
  Range 
  RoF 
  Dam 
  Pen 
  Clip 
  Rld 
  Special 
  Wt 
  Cost Availability
  Grenade Launcher 
  Basic 
  60m 
  S/–/– 
  * 
  * 
  6 
  Full 
  * 
  9 kg 
  500 
  Scarce
  RPG Launcher 
  Heavy 
  120m 
  S/–/– 
  * 
  * 
  1 
  Full 
  * 
  15 kg 
  1,200 
  Rare
  *Damage, Armour Piercing and Special Qualities are determined by the ammunition (i.e. the grenade) fired.
  Grenades
  Name 
  Class 
  Range 
   
  Dam 
  Pen 
   
   
  Special 
  Wt 
  Cost Availability
  Frag 
  Thrown 
  SB×3 
   
  2d10 X 
  0 
   
   
  Blast (4) 
  0.5 kg 
  10 
  Common
  Krak 
  Thrown 
  SB×3 
   
  2d10+4 X 
  6 
   
   
  — 
  0.5 kg 
  50 
  Rare
  Blind 
  Thrown 
  SB×3 
   
  — 
  0 
   
   
  Smoke 
  0.5 kg 
  25 
  Scarce
  Photon Flash 
  Thrown 
  SB×3 
   
  Special 
  0 
   
   
  — 
  0.5 kg 
  60 
  Scarce
  Hallucinogen 
  Thrown 
  SB×3 
   
  Special 
  0 
   
   
  — 
  0.5 kg 
  40 
  Rare
  Fire Bomb 
  Thrown 
  SB×3 
   
  1d10+3 E 
  6 
   
   
  Blast (3) 
  0.5 kg 
  5 
  Plentiful
  Exotic Weapons
  Name 
  Class 
  Range 
  RoF 
  Dam 
  Pen 
  Clip 
  Rld 
  Special 
  Wt 
  Cost Availability
  Needle Pistol 
  Pistol 
  30m 
  S/–/– 
  1d10 R 
  0 
  6 
  Full 
  Accurate, Toxic 
  1.5 kg 
  1,250 
  Very Rare
  Web Pistol 
  Pistol 
  30m 
  S/–/– 
  — 
  0 
  1 
  Full 
  Snare 
  3.5 kg 
  1,200 
  Rare
  Needle Rifle 
  Basic 
  180m 
  S/–/– 
  1d10 R 
  0 
  6 
  2Full 
  Accurate, Toxic 
  2 kg 
  1,000 
  Very Rare
  Webber 
  Basic 
  50m 
  S/–/– 
  — 
  0 
  1 
  Full 
  Blast (5), Snare 
  8 kg 
  1,800 
  Rare
  
  132
  Solid Projectile
    Weapons
  loNg las
  Favoured by snipers, the long las is a specially modified version 
  of the lasgun constructed for added range and accuracy. As its 
  name implies, a long las also has a much longer barrel than 
  a lasgun, sometimes being up to twice the length, making it 
  unwieldy in close quarters.
  maN Portable lascaNNoN
  Built for war, lascannons use huge power packs that 
  provide enough energy to punch holes in the thickest 
  armour even at very long ranges. Lascannons also require 
  separate power packs, which is why they are often crewed 
  by two or more people.
  SOLID PROJECTILE 
  WEAPONS
  Solid projectile weapons, or slug-throwers, are almost as 
  plentiful in the Imperium as las weapons. Popular with 
  Imperial servants and renegades alike, they are prized for 
  their ease of manufacture and versatility, not to mention 
  the satisfying sound they make when fired. No other class 
  of weapon boasts as many varieties. Slug-throwers can 
  offer a weapon for all occasions. To use the various classes 
  of SP weapons you must have the Pistol Training (SP), 
  Basic Weapon Training (SP) or Heavy Weapon Training 
  (SP) talents.
  autoPIstol
  Compact 
  and 
  rapid-firing, 
  autopistols are favourites of 
  gangers and outlaws.
  stub reVolVer
  Based on an ancient and well-
  tested design, the stub revolver 
  is an ideal backup weapon.
  stub automatIc
  Just as common as the revolver 
  variant, the stub automatic 
  allows for a greater rate of fire 
  and clip capacity, though at 
  the cost of reliability.
  haNd caNNoN
  A variant of the stub revolver, 
  the huge hand cannon fires 
  enormous rounds designed 
  to not only take down a 
  target but make a loud and 
  intimidating 
  noise 
  when 
  doing so. These weapons produce ferocious recoil, 
  and unless fired two-handed, impose a –10 penalty to 
  Ballistic Skill Tests.
  autoguN
  Cheap and easy 
  to produce on 
  even the low-
  est-tech planets, 
  autoguns are a 
  staple weapon 
  across the Im-
  perium. Durable, rugged and easily stocked with readily 
  available ammunition, these weapons are a common sight es-
  pecially in the rougher parts of the galaxy.
  rechargINg PoWer Packs
  A reason for the large number of las weapons in the 
  Imperium is the relative abundance of ammunition. 
  Las power packs can be charged in the field from most 
  power sources. Characters may make a Tech-Use Test to 
  successfully charge any power pack if there is a suitable 
  power source available. The time the pack takes to charge 
  is determined by the power output of the source and 
  is ultimately up to the GM, but typically takes several 
  hours. Alternatively, power packs may be charged by 
  placing them in an open fl ame. This however takes at 
  least a day and permanently reduces the clip size by half 
  (this only occurs the first time it is charged in this way) as 
  well as removing a las weapon’s Reliable special quality, 
  or giving it the Unreliable special quality if it was not 
  Reliable to start with. Each time a pack is recharged in 
  this way there is a 30% chance it will be permanently 
  rendered useless.
  
  133
  Bolt Weapons
  huNtINg rIfle
  Hunting rifl es can be found in the hands of a frontier hunter, 
  or carried by a wealthy sportsman in the pursuit of prey. 
  Highly accurate in the arms of a trained user, even at extreme 
  long ranges, a hunting rifl e can bring down its target be it 
  man or beast.
  shotguN
  Even the lowest-tech factories can produce these weapons, 
  making them a common sight in the galaxy. Favoured for 
  urban and shipboard combat, where their short-range 
  stopping power comes into play, shotguns have found their 
  way into the arsenal of many Imperial organisations.
  PumP-actIoN shotguN
  Favoured by enforcers, the pump-action shotgun has all 
  the strengths of its double-barrelled cousin with the added 
  benefits of increased clip capacity. There are also few things 
  as distinctive (and frightening) as the sound of a pump-action 
  shotgun chambering a shell.
  combat shotguN
  These automatic shotguns, often fed from a drum magazine, 
  are designed purely for warfare and are even deadlier 
  than the normal shotgun. In addition to their short-range 
  destructive power, they hammer out an intimidating racket 
  when being fired.
  heaVY stubber
  A mainstay support weapon on lower-tech planets, and also 
  popular with outlaws and hive gangers, the heavy stubber is 
  ideal for fighting off large numbers of enemies or even lightly 
  armoured vehicles. Heavy stubbers can also be used with an 
  ammunition drum (rather than belt fed), changing its clip size 
  to 40 and increasing is cost by 100 Thrones but decreasing its 
  reload time to a single Full Action.
  BOLT WEAPONS
  If there is one weapon type that defines the Imperium, it is the 
  bolter. No other weapon combines high technology levels with 
  deliberate brutality, and no other race would consider making it 
  but mankind. Bolter weapons fire rounds of self-propelled mass-
  reactive shells called bolts, set to explode just after penetration. 
  Overall they are superb, if temperamental, devices requiring skilled 
  maintenance using the correct rituals and blessings. Furthermore, 
  these are all very rare weapons, available only to the lucky or well-
  connected few. Many are centuries old, handed down from veteran 
  to successor, and some have long legends attached to them of their 
  great lineage. It would be a mistake to confuse these “civilian” issue 
  weapons with those of the Adeptus Astartes.
  Bolter ammunition is expensive and difficult to manufacture, 
  and only the elite of the Imperium has ready access to it. The 
  standard bolter round is .75 calibre and has a super-dense metallic 
  core with a diamantine tip. To use the various classes of bolt 
  weapons you must have the Pistol Training (Bolt), Basic Weapon 
  Training (Bolt) or Heavy Weapon Training (Bolt) talents.
  bolt PIstol
  Carrying a bolt pistol is a sign of high 
  status in the Imperium, one that only 
  a minority can afford due to the high 
  cost of maintenance and ammunition. 
  However, few can argue with their 
  destructive power in combat and after experiencing their potent 
  capabilities, a man might beggar himself to own one.
  boltguN
  Boltguns are known for 
  the 
  unique 
  roar 
  they 
  make when fired, as the 
  propellant in their shells 
  ignite, followed shortly by 
  the explosive detonation 
  as they hit their target. It is an experience only slightly less 
  satisfying than seeing the results of such a weapon in action.
  
  134
  Flame Weapons
  Plasma Weapons
  Melta Weapons
  heaVY bolter
  A larger sup-
  port version of 
  the boltgun, the 
  heavy 
  bolter 
  is seldom seen 
  outside military 
  organisations. 
  It uses a much 
  larger version of the 
  standard bolt shell, with 
  more propellant for greater dis-
  tance and stopping power, which also 
  makes it more deadly to armoured vehicles.
  MELTA WEAPONS
  Melta weapons (also known as cookers or melters) are a specialist 
  type of weapon that have short ranges but are devastatingly 
  powerful. Most work by combining highly pressurised gases into 
  an unstable sub-molecular thermal state, which is fired out in an 
  intense blast of heat that can turn even tank armour into molten 
  slag. Targets are vaporised within seconds, usually accompanied 
  by a distinctive hissing sound as the beam boils away the water 
  vapour in the air. To use the various classes of melta weapons you 
  must have the Pistol Training (Melta), Basic Weapon Training 
  (Melta), or Heavy Weapon Training (Melta) talents.
  INferNo PIstol
  The 
  technology 
  behind 
  the inferno pistol is hard 
  to reproduce, making these 
  weapons exceptionally rare 
  and expensive. Possessing an 
  inferno pistol is a sign of status, 
  and usually only powerful and infl uential individuals have the 
  honour of owning one of these valuable relics.
  meltaguN
  Meltaguns are the most common form of melta weapon, coveted 
  by soldiers for their massive close-range destructive power. There 
  are also few things as good at cutting through armour than a 
  meltagun, and they are often pressed into service for breaching 
  bulkheads. As an alternative to using a meltagun with attached 
  canisters, you may instead have a backpack and feed line, which 
  doubles the clip size, adds 6 kg to the weight and increases the cost 
  by 100 Thrones.
  PLASMA WEAPONS
  Plasma weapons represent an almost lost art for the Imperium. 
  The secrets of their manufacture are now known to but a 
  handful of the inner circle of the Adeptus Mechanicus Magos 
  Munitorum and their tech-adept artisans. They function 
  by using sturdy fl asks of hydrogen suspended in a photonic 
  state to provide the fuel needed for the plasma reaction. This 
  photohydrogen fuel core gives off tremendous heat when fired 
  and the firer often must wait for the core to cool and recharge 
  between shots. To use the various classes of plasma weapons 
  you must have the Pistol Training (Plasma), Basic Weapon 
  Training (Plasma) or Heavy Weapon Training (Plasma) talents.
  Plasma PIstol
  Few pistols are deadlier than the plasma 
  pistol, and those willing to take the risk 
  of using one possess a weapon capable 
  of taking down almost any foe at close range.
  Plasma guN
  An uncommon weapon, even in the ranks of the Imperial 
  Guard or illustrious Space Marine forces, most extant plasma 
  guns are hundreds if not thousands of years old. However, as a 
  testament to their design, they remain as deadly today as they 
  were on the day of their fabrication. As an alternative to using 
  a plasma gun with attached plasma fl asks, you may instead have 
  a backpack and feed line, which doubles the clip size, adds 6 kg 
  to the weight and increases the cost by 100 Thrones.
  FLAME WEAPONS
  Flame weapons all operate in much the same manner by firing 
  gouts of fl ame at the target. They use a fuel generically referred to as 
  promethium, though it can also consist of home-made concoctions 
  or other chemical brews depending on the local technology level. 
  Once produced, the intense jet that spurts from the barrel creates 
  a torrent of liquid fire, which spreads out in an inferno that burns 
  even on water. Once set ablaze, enemies are hard-pressed to put 
  out the fire. To use the various classes of fl ame weapons you must 
  have the Pistol Training (Flame), Basic Weapon Training (Flame) 
  or Heavy Weapon Training (Flame) talents.
  haNd flamer
  Flame pistols or hand fl amers are 
  designed for personal combat at close 
  range where their very short range 
  and poor accuracy are not an issue.
  
  135
  Primitive Weapons
  flamer
  Flamers are terrifying and indiscriminate weapons ideal for 
  attacking enemies in cover or confined spaces. As an alternative 
  to using a fl amer with an underslung canister, you may instead 
  have a backpack and fuel hose, which doubles the clip size, 
  adds 6 kg to the weight and adds 100 Thrones to the cost.
  PRIMITIVE WEAPONS
  Even in the 41st Millennium there is a call for low-tech weapons, 
  found on feral, undeveloped planets or post-apocalyptic environments 
  where technology has collapsed, or on vicious hive worlds that see 
  combat take on all forms. Though these weapons may be hopelessly 
  outdated by more advanced firearms, in the hands of a skilled user 
  they can be just as deadly. To use the various classes of primitive 
  weapons you must have the Thrown Weapon Training (Primitive), 
  Pistol Training (Primitive), Basic Weapon Training (Primitive) or 
  Heavy Weapon Training (Primitive) talents.
  bolas
  Bolas are nor-
  mally non-lethal 
  and as such can 
  be seen employed 
  by bounty hunt-
  ers or local law 
  enforcement members, where the swirling balls (some styles 
  use up to eight of these dense objects) can entangle a target 
  with heavy cords or wire.
  haNd boW
  This weapon offers the hitting 
  power of a crossbow but 
  in a pistol grip, suitable for 
  one-handed operation but 
  at shorter ranges. The ease at 
  which they can be broken down and concealed, as well as their silent 
  operation, makes them a favoured weapon of assassins.
  flINtlock PIstol
  These 
  primitive 
  blackpowder 
  weapons can take many forms, from 
  finely crafted pistols constructed 
  for the nobles of low-tech worlds, 
  to simple pipe and powder affairs 
  used by underhive scum.
  musket
  These crude devices can only fire once before reloading, are prone 
  to failure, and only the most low-tech savage or desperate renegade 
  would generally fight with one. When they do strike, however, 
  they are deadly against unarmoured foes.
  boW
  Bows have changed little through 
  their many countless centuries 
  of usage, and can be found 
  across the galaxy in a variety 
  of designs and constructions. 
  Even on high-tech worlds, these 
  weapons, like hand bows, are a 
  favourite amongst assassins and 
  gangers for their silence and 
  reliability.
  slINg
  Slings are a difficult weapon to master, but can be used to throw 
  anything from rocks picked off the ground, to specialised 
  metallic balls, to even grenades. When using a sling to throw 
  grenades, replace the sling’s Damage with the effects of the 
  grenade but retain the weapon’s Range.
  crossboW
  Crossbows are less common than bows as they require more 
  advanced mechanical fittings, but they are equally as deadly.
  
  136
    Launchers  
  and Grenades
  LAUNCHERS 
  AND GRENADES
  In a galaxy raked by war and disorder there is a high 
  demand for extremely destructive ordnance. To that end the 
  forge worlds of the Imperium send out a steady stream of 
  explosives, grenades and similar weaponry, some of which 
  may find its way into the hands of Acolytes and their foes. To 
  use the various classes of launchers you must have the Pistol 
  Training (Launcher), Basic Weapon Training (Launcher) 
  or Heavy Weapon Training (Launcher) talents. Setting 
  explosives requires the Demolition skill (see Chapter III: 
  Skills, page 101)
  greNade lauNcher
  The standard grenade launcher uses compressed gas 
  charges to launch a variety of grenade types at the 
  enemy. These shots can be arced high into the air as 
  suppressive fire at unseen targets as well as being used 
  directly against foes.
  rocket ProPelled greNade (rPg) 
  lauNcher
  More powerful than a standard grenade launcher, an RPG 
  launcher is capable of accurately hitting a target hundreds of 
  metres away.
  greNades
  All of the grenades listed here can either be thrown by hand 
  or used in a grenade launcher or RPG launcher.
  Frag
  These grenades use an explosive charge 
  and special fillers of shrapnel fragments. 
  Imperial frag grenades are roughly the 
  size of a clenched fist and covered with 
  a heavily notched shell, both to increase 
  the shrapnel produced and provide a 
  more secure grip for throwing.
  Krak
  Krak grenades have powerful conc-
  entrated explosives designed to punch 
  holes in armoured targets such as vehicles 
  or bunkers. While stronger than frag 
  grenades, krak detonations do not produce 
  a Blast effect and their more focused 
  explosion makes them impractical for use 
  against people.
  Blind
  Blind grenades explode with a burst of dense 
  smoke, IR baffl ers and broadband EM-
  spectrum chaff, all of which is designed to 
  block detection through the cloud. Sensors and 
  vision that would pierce normal smoke cannot 
  see through haze created by a blind grenade. In 
  calm conditions the cloud of smoke is roughly 
  3m wide and 2m tall and lasts 3 Rounds. In 
  high winds this may be reduced.
  Hallucinogen
  These kinds of grenades induce a variety of 
  short-lived psychological states and delusions. 
  Anyone within 10 metres of a detonating 
  hallucinogen grenade must succeed on 
  a Difficult (–10) Toughness Test or be 
  overcome with delusions and hallucinations 
  for 1d10 Rounds. Whilst affected, on the character’s Turn, roll 
  d100. On a 50 or less, the character may act normally. On a 
  51–75, the character runs around screaming in response to some 
  throWINg greNades
  Throwing grenades requires no special training or Talents 
  and is resolved using a Ballistic Skill Test just as if the 
  character was firing a weapon, including any modifiers 
  for range, visibility and the like.
  blINdNess
  Blind characters are bereft of vision and consequently 
  they have a much harder time surviving. Blind characters 
  automatically fail all Ballistic Skill Tests and any other test 
  that involves vision. Such characters take a –30 penalty 
  to all Weapon Skill, Dodge and Parry tests. Finally, 
  blind characters move at half their normal rates when 
  in unfamiliar environments as they must feel around to 
  make their way. Should they attempt to move faster, they 
  must succeed on a Difficult (–10) Agility Test or fall to 
  ground at the end of their Movement.
  
  137
  perceived weirdness. On a 76 or higher, the character attacks the 
  closest creature to him, regardless of friend or foe, using whatever 
  weapons he has.
  Optional Rule: When the character is first affected 
  by a hallucination grenade, you can roll on Table 5–8: 
  Hallucinogen Effects, page 137 to see how the character 
  behaves for the next 1d10 Rounds.
  Fire Bomb
  A relatively primitive grenade, the fire bomb is normally a 
  breakable canister of fl ammable liquid with a fuse made from 
  cloth or other material that the liquid can soak into. Once the 
  fuse is set afl ame, the bomb is hurled at the enemy; the canister 
  breaks open on impact to release the now burning liquid. A 
  target struck by a fire bomb must make an Agility Test or catch 
  on fire (see Chapter VII: Playing the Game, page 210).
  Photon Flash
  Photon fl ash grenades detonate like a 
  small star, blinding anyone nearby and 
  bright enough to overload cheap or 
  primitive vision protection systems. Anyone within 15 metres 
  of a photo fl ash grenade when it detonates must succeed on 
  a Toughness Test or be blinded for 1d5 Rounds.
  Table 5–8: Hallucinogen Effects
   Roll 
  Effect
   01–10 
  Bugsbugsbugsbugs! The character drops to the floor, flailing and screaming as he tries to claw off imaginary 
  insects. The character counts as being Stunned.
   11–20 
  My hands…! The character believes his hands have turned into slimy tentacles, or perhaps the flesh 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. The character counts as being Stunned.
   21–30 
  They’re coming through the walls! The character sees gruesome aliens bursting through the walls/ceiling/
  floor/bushes and opens fire. The character must spend each Turn firing at a random piece of terrain within his 
  line of sight. Any creatures caught in the line of fire are subject to attacks as normal. Each round, choose a new 
  target at random (usually by assigning a number to a direction and rolling 1d10 to see where the character 
  shoots—a 1 is at the ground and a 10 is in the air).
   31–40 
  Nobody can see me! The character believes he is invisible and wanders aimlessly, pulling faces at those around him. 
  He waddles about in random directions each round, using a Full Action to move. The character retains his Reactions.
   41–50 
  I can fly! The sky looks so big and inviting, the character flaps his arms trying to imitate a ptera-squirrel. 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 most usual outcomes.
   51–60 
  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.
   61–70 
  They got me, mother… The character believes that the gas is toxic and collapses to the floor 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.
   71–80 
  I’ll take you all on! The character is filled with a burning rage and a desire for violence. The character enters a 
  Frenzy (see page 116) and attacks the closest opponent.
   81–90 
  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.
   91–00 
  The worms! The character desperately tries to remove a massive fanged worm he thinks is slowly winding its 
  way up and around 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 whatsoever, 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.
  eXPlosIVe mIshaPs
  Whenever a jam results from throwing a grenade or 
  firing a grenade, something unfortunate has happened. 
  Roll on the table below to find out the results.
  Roll  Result
  1–5  Dud. The explosive or round fails to explode 
  and, in the case of grenade launchers, the weapon 
  must be reloaded before it can fire.
  6–8  “It might be ok…” Nothing happens. Roll 
  again on this table next round.
  9–0  BOOM! The round or explosive detonates 
  immediately. Centre the effect on the character. 
  If this was the result of firing a grenade launcher, 
  the grenade detonates in the barrel, having its 
  normal effect as well as destroying the weapon.
  
  138
  Melee Weapons
  Exotic Weapons
  EXOTIC WEAPONS
  Many weapons are not only uncommon in the Imperium, but 
  also unimaginable to most of its citizens. These weapons are 
  always expensive and beyond the reach of all but the elite or 
  most resourceful. Because these weapons are so specialised, a 
  character must have a Talent for each individual exotic weapon 
  he wishes to use. For example, to use a needle pistol a character 
  would need Exotic Weapon Training (Needle Pistol).
  Needle PIstol
  Needle pistols use a low-power 
  laser beam to propel small 
  slivers of crystalline coated in 
  viral toxins. Enemies wounded 
  by them are almost instantly 
  paralysed or dead within moments. As they are virtually silent and 
  have no muzzle fl ash, needle weapons are ideal for assassins.
  Web PIstol
  Web pistols fire masses of filaments, 
  which expand in the air to form a web 
  of sticky, near-unbreakable material. 
  Targets are quickly entangled in a 
  painful embrace; if they attempt to 
  struggle the filaments constrict even 
  more, further entrapping them. In addition to the normal effects 
  of Snare weapons, each time an ensnared character fails a Strength 
  or Agility Test to escape he imposes a cumulative –10 penalty on 
  future tests. Should this exceed –30, the character takes 1d5+1 
  Damage for each future failed test. The webbing breaks down on 
  its own and fl akes away after 1d10 Rounds.
  Needle rIfle
  Prized by snipers, the needle rifl e offers the perfect combination 
  of range, stealth and deadliness. The only argument against 
  these exquisite weapons is that they are next to useless against 
  heavily armoured targets.
  Webber
  The 
  most 
  commonly 
  used web weapon, it is 
  often called into play to 
  subdue those violating 
  the Emperor’s Law. They 
  have a longer range and 
  each shot can cover a small group of people, incapacitating 
  entire crowds when used in large numbers. The webbing 
  breaks down on its own and fl akes away after 1d5 hours.
  MELEE WEAPONS
  Close combat weapons are a common sight throughout the 
  galaxy, and in many places it would be unthinkable to venture 
  without at least one such weapon on your person. Depending 
  on the planet’s level of technology (and the wealth of the 
  user), these can range from simple metal blades to high-tech 
  weapons of plastic or exotic metals and can include swords, 
  axes, pole arms, clubs, mauls, bludgeons and other simple 
  devices. To use melee weapons you must have the Melee 
  Weapon Training (Primitive) talent to use them effectively in 
  close combat and the Thrown Weapon Training (Primitive) 
  talent for ranged attacks.
  aXe
  An axe sports a brutal blade, used both as a tool and weapon. 
  While they generally do not have the reach of a sword and 
  lack its ability to parry away blows, a strike from an axe will 
  generally create a more lethal effect when it lands, ripping 
  apart fl esh and shattering bone with ease.
  brass kNuckles
  In their most basic form, simple knuckle dusters worn around 
  the foremost fingers can turn a simple punch into a powerful 
  hit, enough to break bones.
  club
  Clubs, mauls and bludgeons are amongst the most primitive melee 
  weapons, relying on weight and strength to cave in a foe’s skull.
  flaIl
  Flails consist of one or more heavy spiked balls attached to the 
  weapon’s pole (with lengths of chain or metal rods), and while 
  difficult to wield, they are capable of infl icting terrible wounds.
  great WeaPoN
  Most melee weapons can also be found in larger and heavier 
  versions, usable only with two hands. Great weapons of this 
  kind (such as huge axes, giant hammers, double-handed 
  swords, and so on, including huge clubs) are massive, brutal 
  weapons that can infl ict serious damage with each blow.
  
  139
  hammer
  Hammers 
  are 
  heavier 
  versions of the regular hand 
  tool, using a large weighted 
  end to infl ict a harder 
  and deadlier blow. Many 
  Imperial 
  servants 
  favour 
  the hammer as an enduring 
  symbol of the Emperor’s 
  righteous justice.
  ImProVIsed
  Improvised weapons can take many forms, but are generally any 
  handy weighted object such as table legs, severed limbs or artillery 
  shell casings. Hitting someone with the butt of a basic ranged weapon 
  (such as a lasgun or boltgun) counts as an improvised weapon.
  kNIfe
  The knife is the ubiquitous back-up weapon for warriors all across the 
  Imperium, be they lowly hive scum or the elite soldiers of a planetary 
  governor. Some, such as the psykana mercy blade, are designed for a 
  specific purpose, whilst others are more generic in nature.
  throWINg kNIfe/star
  Throwing knives and stars are designed purely to be thrown; carefully 
  crafted, their sharp cutting edges can infl ict serious wounds.
  Table 5-9: Melee Weapons
  Primitive Weapons
  Name 
  Class 
  Range 
  Dam 
  Pen 
  Special 
  Wt 
  Cost 
  Availability
  Axe 
  Melee 
  — 
  1d10+1 R 
  0 
  Primitive, Unbalanced 
  4 kg 
  20 
  Average
  Brass Knuckles 
  Melee 
  — 
  1d5–1 I 
  0 
  Primitive 
  0.5 kg 
  5 
  Plentiful
  Club 
  Melee 
  — 
  1d10 I 
  0 
  Primitive 
  2 kg 
  5 
  Abundant
  Flail† 
  Melee 
  — 
  1d10+2 I 
  0 
  Flexible, Primitive 
  4 kg 
  20 
  Scarce
  Great Weapon† 
  Melee 
  — 
  2d10 R 
  2 
  Primitive, Unwieldy 
  7 kg 
  70 
  Scarce
  Hammer 
  Melee 
  — 
  1d10+1 I 
  0 
  Primitive, Unbalanced 
  4 kg 
  10 
  Common
  Improvised 
  Melee 
  — 
  1d10–2 I 
  0 
  Primitive, Unbalanced 
  — 
  — 
  —
  Knife 
  Melee, Thrown 
  3m 
  1d5 R 
  0 
  Primitive 
  0.5 kg 
  5 
  Abundant
  Throwing Star/Knife 
  Thrown 
  5m 
  1d5 R 
  0 
  Primitive 
  0.5 kg 
  5 
  Plentiful
  Shield 
  Melee 
  — 
  1d5 I 
  0 
  Defensive, Primitive 
  3 kg 
  25 
  Average
  Spear† 
  Melee, Thrown 
  10m 
  1d10 R 
  0 
  Primitive 
  3 kg 
  15 
  Common
  Sword 
  Melee 
  — 
  1d10 R 
  0 
  Balanced, Primitive 
  3 kg 
  15 
  Common
  Staff† 
  Melee 
  — 
  1d10 I 
  0 
  Balanced, Primitive 
  3 kg 
  10 
  Plentiful
  Chain Weapons
  Name 
  Class 
  Range 
  Dam 
  Pen 
  Special 
  Wt 
  Cost 
  Availability
  Chainsword 
  Melee 
  — 
  1d10+2 R 
  2 
  Balanced, Tearing 
  6 kg 
  275 
  Rare
  Chain Axe 
  Melee 
  — 
  1d10+4 R 
  2 
  Tearing 
  13 kg 
  450 
  Very Rare
  Power Weapons
  Name 
  Class 
  Range 
  Dam 
  Pen 
  Special 
  Wt 
  Cost 
  Availability
  Power Blade 
  Melee 
  — 
  1d10+3 E 
  6 
  Power Field 
  1.5 kg 
  1,750 
  Very Rare
  Power Sword 
  Melee 
  — 
  1d10+5 E 
  6 
  Balanced, Power Field 3.5 kg 
  2,500 
  Very Rare
  Shock Weapons
  Name 
  Class 
  Range 
  Dam 
  Pen 
  Special 
  Wt 
  Cost 
  Availability
  Shock Maul 
  Melee 
  — 
  1d10 I 
  0 
  Shocking 
  2.5 kg 
  150 
  Scarce
  Electro-Flail† 
  Melee 
  — 
  1d10+2 I 
  0 
  Flexible, Shocking 
  4.5 kg 
  375 
  Rare
  †This weapon requires two hands to use.
  Note: Characters using melee weapons add their SB to the Damage they inflict.
  
  140
  Power  Weapons
  Chain Weapons
  shIeld
  Shields are a useful protective device, either in conjunction 
  with armour or on their own. They can be made from a 
  variety of materials, ranging from improvised wooden or 
  plastic sheets to advanced metal or armourplas plates. Sizes 
  can range from light bucklers to huge full-body shields as 
  large as a man. As they are intended for defence, attacking 
  with a shield imposes a –20 penalty.
  sPear
  Common on feral and medieval worlds, spears can equally be 
  found in the hands of hunters as well as warriors.
  sWord
  Swords can range from short dagger-like models to longer 
  elaborate duelling blades. The nature of the blade (single or 
  double-edged, curved or straight, fl exible or stiff, cutting or 
  stabbing, and so on) varies with the intent of the sword and 
  the taste of its user.
  staff
  Longer basic weapons use a staff of wood or other material, 
  with the longer reach useful for hitting an enemy before 
  he can strike. The staff is just that, and is a common sight 
  especially among pilgrims trekking throughout the galaxy to 
  retrace the steps of the saints.
  CHAIN WEAPONS
  Chain weapons are popular amongst most warriors in the 
  41st Millennium, as most races and planets have the basic 
  technology to produce these brutal weapons. They all have 
  fast-moving chains of serrated metallic teeth running across 
  what would normally be the weapon’s bladed edge. Even 
  the slightest hit can rip open fl esh, and solid strikes can cut 
  through armour. Most are loud and all are visibly dangerous, 
  and the sight of one can demoralise even the most fanatical 
  opponent. To use chain weapons you must have the Melee 
  Weapon Training (Chain) talent.
  chaINsWord
  Chainswords are roughly sword-like in shape as the name 
  suggests, with a large fl at housing containing the chain. 
  Generally only the forward curved section is open, and is 
  thrust at the enemy where the spinning chain teeth can bite 
  into fl esh and bone.
  chaIN aXe
  Chain axes are heavy, brutal weapons that deliver hideous 
  damage with each blow. Like a regular axe, these can have one 
  edge or be two-sided. Each open edge contains its own chain 
  loop, meaning that the double-sided version can still operate 
  if one side is fouled.
  POWER WEAPONS
  Power weapons work by projecting a disruptive energy field 
  along the length of a blade or head of a weapon, allowing it 
  to slice through most armour as well as limbs. Many of these 
  weapons conceal their true nature via subtle power packs and 
  energy projection veins, appearing as a normal weapon until 
  activated when crackles of lightning run across the blade. 
  Most can function as a simple weapon when powered down, 
  a useful ability should their energy source run dry or become 
  dangerous to use. To use power weapons you must have the 
  Melee Weapon Training (Power) talent. If not activated, the 
  weapon counts as a normal weapon and characters with the 
  appropriate Melee Weapon Training (Primitive) talent can use 
  it without penalty.
  PoWer blade
  Power blades are dagger-sized weapons made infinitely more 
  dangerous than their size would suggest by the addition of 
  a power field. They are also easily concealed, making them 
  popular with those who prefer to appear unarmed.
  PoWer sWord
  Power swords are rare and valuable weapons within the 
  Imperium, often being passed down through generations as 
  valued family heirlooms. In addition to being a potent status 
  symbol, a power sword is also utterly deadly in the hands of 
  a skilled swordsman.
  
  141
  Weapon Upgrades
  Shock  Weapons
  Table 5-10: Weapons Upgrades
  Name  
  Weight 
  Cost 
  Availability
  Compact 
  ×1/2 
  50 
  Average
  Exterminator 
  +1 kg 
  35 
  Common
  Extra Grip 
  ×1/3 
  25 
  Plentiful
  Fire Selector 
  +0.5 kg 
  25 
  Scarce
  Melee Attachment 
  +2 kg 
  25 
  Plentiful
  Mono 
   
  0 
  40 
  Scarce
  Overcharge Pack 
  +0.5 kg 
  15 
  Common
  Red-Dot Laser Sight +0.5 kg 
  50 
  Scarce
  Silencer  
  +0.5 kg 
  10 
  Plentiful
  Telescopic Sight 
  +1 kg 
  35 
  Average
  SHOCK WEAPONS
  Shock weapons are designed to be generally non-lethal, 
  attacking the subject with incapacitating force through 
  electrical shocks released on impact. As shock weapons 
  have little or no destructive impact on fl esh other than burn 
  marks, they are useful for crowd control and “encouraging” 
  workers such as shipboard press gangs or other forced 
  labour. To use shock weapons you must have the Melee 
  Weapon Training (Shock) talent.
  shock maul
  Shock mauls are mostly commonly found in the hands of the 
  Adeptus Arbites and enforcer squads on countless worlds to 
  enforce the Emperor’s Law. While they are intended for crowd 
  control and riot suppression in the hands of an enthusiastic 
  user they can also be deadly combat weapons.
  electro-flaIl
  Electro-fl ails are groups of tendril-like lashes, attached 
  to a short staff or handle. These fl ails have a short reach, 
  but as they strike in devastating masses of hits they can be 
  extraordinarily effective at incapacitating a foe.
  WEAPON UPGRADES
  Weapons can be given upgrades to enhance their performance. 
  Which weapons and how many upgrades can be applied 
  are noted in the upgrade descriptions. A character with the 
  Trade (Armourer) skill may upgrade weapons by making a 
  successful test.
  The cost and availability of each upgrade refers to the 
  component and not the cost of attaching it, which characters 
  must pay for separately. For weapons purchased with upgrades 
  already attached, simply add the cost of the upgrade to that of 
  the weapon. This does not change the availability of the weapon. 
  Upgrades also modify a weapon’s weight as noted below.
  comPact
  Compact weapons are smaller versions of pistol and basic 
  weapons that are favoured by those that prefer concealment 
  over stopping power. This upgrade halves the weight of 
  the weapon but also halves its clip size and range as well as 
  reducing its Damage by 1.
  Upgrades: Any Pistol or Basic Las, Solid Projectile, Flame, 
  Bolt or Plasma weapon.
  eXtermINator
  Many of the more zealous religious warriors of the Imperium 
  use an exterminator cartridge on their regular weapons. This 
  small device contains a small one-shot fl amer weapon that 
  shoots out a sheet of fire. Rather than firing the weapon 
  as normal, the shooter may use the exterminator cartridge, 
  working out the effects as if he was armed with a fl amer. 
  Exterminators are one-shot weapons and must be replaced 
  once used.
  Upgrades: Any weapon.
  eXtra grIP
  Also known as a pistol grip, this allows the weapon to be 
  wielded in one hand without the usual –20 penalty. However, 
  it becomes more difficult to aim accurately and its Range is 
  halved.
  Upgrades: Any Basic ranged weapon.
  
  142
  Ammo
  fIre selector
  For weapons that can use differing ammunition rounds, a shot 
  selector can be fitted for ease of switching from one type to 
  another. A weapon with a fire selector can have up to three 
  different clips added. At the start of the shooter’s Turn, he can 
  use his fire selector to choose which clip he wishes to draw 
  ammo from that round.
  Upgrades: (Bolt) and (SP) Pistols or (SP) and (Bolt) Basic 
  Weapons.
  melee attachmeNt
  Bayonets and chain blades and other long-bladed combat 
  attachments can be fitted to most ranged weapons, making 
  them more useful in assaults. A weapon with a melee attachment 
  counts as a spear in close combat.
  Upgrades: Any Basic ranged weapon can have melee 
  attachments.
  moNo
  Mono weapons have specially fashioned blades with superfine 
  edges, which can easily cut through armour and never lose 
  their edge. Mono weapons no longer count as Primitive and 
  add a +2 bonus to their Penetration.
  Upgrades: Any close combat weapon.
  oVercharge Pack
  This is an enhanced power pack for a las weapon increasing the 
  strength of its fire. An overcharge pack adds 1 to the weapon’s 
  Damage. Unfortunately the increased output of damage reduces 
  the number of shots and so the clip size is halved.
  Upgrades: Any Pistol (Las) or Basic weapon (Las).
  red-dot laser sIght
  This is a laser sight that grants a +10 bonus to Ballistic Skill 
  Tests when the weapon is fired on single shot.
  Upgrades: Any Pistol or Basic Las, Solid Projectile, Bolt, 
  Primitive or Plasma weapon. A red-dot laser sight counts as a 
  sight and a gun may only have one sight.
  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.
  Upgrades: Stub revolver, stub automatic, hand cannon, 
  autogun and hunting rifl e.
  telescoPIc sIght
  Telescopic sights magnify the target’s image, especially useful 
  for long-range shots that need to hit a very specific 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.
  Upgrades: Any Basic Las, Solid Projectile, Bolt, Primitive 
  or Plasma weapon. A telescopic sight counts as a sight and a 
  gun may only have one sight.
  AMMO
  Without ammo a gun is just a glorified club. Presented 
  here is a selection of ammunition, including a variety of 
  special types. Each type of ammo can only be used with 
  certain weapons as detailed in its description. The table 
  below details each type of ammo’s cost in Thrones as well 
  as the amount of shots this buys. Ammo weight is not 
  listed; however, should it be important to know how much 
  ammunition weighs, consider a weapon’s full clip to weigh 
  10% of the weight of the weapon itself.
  arroWs/quarrels
  Arrows and quarrels come in a variety of shapes, sizes and 
  materials ranging from crude wooden shafts with fl int tips to 
  steel darts with razor-sharp points.
  Used With: Bows, crossbows and hand bows.
  shot
  Shot is solid lead or stone balls and a powder charge used in 
  primitive blackpowder weapons.
  Used With: Flintlock pistol and musket.
  Table 5-11: Ammo
  Name  
  Cost/Amount 
  Availability
  Arrows/Quarrels 
  1/20 
  Common
  Shot 
  1/20 
  Common
  Bullets 
  1/20 
  Plentiful
  Shells 
  1/20 
  Common
  Charge Pack (pistol) 
  10/full clip 
  Common
  Charge Pack (basic) 
  15/full clip 
  Common
  Charge Pack (heavy) 
  30/full clip 
  Rare
  Fuel (pistol) 
  8/full clip 
  Scarce
  Fuel (basic) 
  10/full clip 
  Scarce
  Bolt Shells 
  16/1 
  Rare
  Melta Canister (pistol) 20/full clip 
  Very Rare
  Melta Canister (basic) 
  15/full clip 
  Rare
  Plasma Flask (pistol) 
  24/full clip 
  Rare
  Plasma Flask (basic) 
  18/full clip 
  Rare
  Exotic 
  20/1 
  Very Rare
  Dumdum Bullets 
  5/6 
  Scarce
  Hot-Shot Charge 
  15/1 
  Scarce
  Inferno Shells 
  18/1 
  Rare
  Man-Stopper Bullets 
  5/6 
  Scarce
  
  143
  bullets
  Hard rounds are common for many weapons within the 
  Imperium and vary greatly in calibre and design. Bullets from 
  one kind of firearm cannot be used in another unless they are 
  very similar in make. So for example you could use bullets 
  bought for a stub revolver in a stub automatic, but not in an 
  autogun.
  Used With: Autopistol, stub revolver, stub automatic, hand 
  cannon, autogun, hunting rifl e and heavy stubber.
  shells
  Shells contain dozens of tiny balls and are designed to scatter 
  over a wide area when fired, making them ideal for close-in 
  work where accuracy is less important.
  Used With: Shotguns, pump-action shotguns and combat 
  shotguns.
  charge Pack
  Charge packs are powerful batteries used almost exclusively 
  by las weapons. The cost of a charge pack varies depending 
  on the class of the weapon. In all cases, however, it provides 
  shots equal to the weapon’s full clip value.
  Used With: Laspistol, las carbine, lasgun, long las, MP 
  lascannon.
  fuel
  Flame weapons use liquid fuel, which can vary greatly in 
  composition and quality from purest promethium to crude 
  fl ammable alcohols. The cost of fuel varies depending on the 
  class of the weapon. In all cases, however, it provides shots 
  equal to the weapon’s full clip value.
  Used With: Hand fl amer and fl amer.
  bolt shells
  The mass-reactive explosive bolt shell is among the deadliest 
  kind of round in the Imperial arsenal. However the difficulty 
  and cost of its manufacture restricts its use to all but the most 
  wealthy or well connected.
  Used With: Bolt pistols, bolters and heavy bolters.
  melta caNIster
  Meltaguns use specially refined chemicals injected into highly 
  pressurised canisters. The cost of a melta canister varies 
  depending on the class of the weapon. In all cases, however, 
  it provides shots equal to the weapon’s full clip value.
  Used With: Inferno pistols and meltaguns.
  Plasma flask
  Raw plasma weapon fuel consists of highly dangerous and 
  volatile photonic hydrogen, compressed and contained within 
  reinforced fl asks. The cost of a plasma fl ask varies depending 
  on the class of the weapon. In all cases, however, it provides 
  shots equal to the weapon’s full clip value.
  Used With: Plasma pistols and plasma guns.
  eXotIc
  There are many kinds of weapons in the Imperium that use unusual 
  types of ammunition, from the viscous gel of a webber to the finely 
  crafted darts of a needle pistol. GMs should feel free to increase the 
  cost of exotic ammunition depending on its rarity.
  Used With: Needle pistol, needle rifl e, web pistol and 
  webber.
  dumdum bullets
  These heavy blunt bullets are designed to 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, however Armour Points count double against them.
  Used With: Stub revolvers, stub automatics and hand 
  cannons.
  hot-shot charge
  This is a single powerful charge pack for a las weapon. A 
  weapon using a hot-shot charge adds 1 to its Damage, rolls 
  two dice for its Damage and picks the highest, and gains 
  an Penetration of 4. However the weapon loses its Reliable 
  special quality, and its clip is reduced to 1 (basically hot-shots 
  are one-use charge packs).
  Used With: Laspistols, las carbines, lasguns, and long las.
  INferNo shells
  These shells contain a phosphorous gel that ignites on contact 
  with the target. A target hit by an inferno shell must make an 
  Agility Test or catch on fire, in addition to suffering damage 
  as normal. Inferno shells may also be used to set things on fire 
  besides people at the discretion of the GM.
  Used With: Shotguns, pump-action shotguns, combat 
  shotguns and all bolt weapons.
  maN-stoPPer bullets
  These densely tipped bullets are designed to punch through armour. 
  A weapon using man-stopper rounds adds 3 to its Penetration.
  Used With: Stub revolvers, stub automatics, hand cannons, 
  autopistols and autoguns.
  
  144
  Flak Armour
  Primitive Armour
  Armour
  ARMOUR
  “Of course the Emperor protects! It’s just that He protects me 
  better when I’m in a full carapace suit.”
  — Licensed Bounty Hunter, Elron Zaph.
  G
  iven the numerous weapons available in the 41st 
  Millennium as well as their sheer lethality, it is no 
  wonder that personal armour and protective energy 
  fields are commonplace. Most important civilians always 
  wear some sort of body armour when in public, and some of 
  the more paranoid (or well prepared) also use them in private. 
  Military personnel and Imperial agents are always equipped 
  with some sort of armoured protection, ranging from cheap 
  layered padding to highly sophisticated armoured shells 
  built to withstand almost any attack.
  Armour provides Armour Points (AP) to various locations 
  on your body. In addition, some kinds of armour have special 
  properties that are 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 all four locations 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 armour weighs in 
  kilograms, for information on how much a character can carry 
  refer to Chapter VII: Playing the Game, page 215.
  Cost: Indicates the standard price of the armour in the 
  Imperium.
  Availability: This identifies the armour’s availability (see 
  Table 5-3: Consequences of Availability, page 126).
  Mixing arMour
  You 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. For example, if a character wearing 
  heavy leathers and xeno hides is hit in the body, the lower 
  Armour Points of the heavy leathers (AP 2) are ignored, 
  and the Armour Points of the xeno hides (6) are used for 
  the purposes of calculating damage.
  PRIMITIVE ARMOUR
  Often made from basic materials such as hides and soft 
  metals, this kind of armour is better suited to turning blades 
  than stopping bullets. Armour with the Primitive quality only 
  provides full protection against attacks made with weapons 
  that also have the Primitive quality. Against all others, it 
  provides half the normal AP (round up).
  FLAK ARMOUR
  Comprised of layers of ablative and impact-absorbent material, 
  fl ak armour is effective against small arms, shrapnel and 
  proximity blasts. Flak armour counts as AP 5 against any 
  hit from a weapon with the Blast quality, provided the 
  wearer was not on the spot where the blast originated.
  armour craftsmaNshIP
  All the types of armour detailed here are of Common 
  craftsmanship. For armour of better or worse manufacture 
  use the following modifiers.
  Poor: Badly fitted, designed or damaged, Poor armour 
  is difficult to wear. Characters wearing Poor armour take 
  a –10 penalty to all Agility Tests.
  Good: Well constructed and better fitting, this armour 
  is easier to wear. Against the first attack in any round, the 
  armour increases its AP by 1.
  Best: Finely wrought and perfectly fitted Best armour 
  is like donning a second skin. Best armour weighs half 
  the normal amount and increases the AP by 1.
  G
  
  145
  Power Armour
  Carapace   Armour
  Mesh Armour
  MESH ARMOUR
  Of alien design, and sometimes manufacture, mesh is formed 
  from thousands of thermoplas cells linked together to create 
  a fabric-like material. It is lightweight and can withstand 
  most impacts or heat energy by becoming momentarily rigid, 
  spreading and dissipating the attack.
  CARAPACE ARMOUR
  Carapace armour is made of densely layered plates of armaplas, 
  ceramite or some other kind of highly durable material. It is heavy 
  to wear and cannot easily cover fl exible areas such as joints, but it 
  offers significantly better protection than lighter kinds of armour.
  POWER ARMOUR
  The heaviest and most sophisticated kinds of armour use 
  their own power source increasing the user’s strength. 
  Power armour adds +20 to the wearer’s Strength 
  Characteristic and increases his size by one step (so for 
  example a human who is average size would become 
  hulking). Power armour also requires a constant power 
  supply, which must be carried by the wearer (usually as a 
  backpack). A standard non-military power supply lasts for 
  1d5 hours before it needs to be replaced or recharged.
  Table 5-12: Armour
  Armour Type 
  Location(s) Covered 
  AP 
  Wt 
  Cost 
  Availability
  Primitive Armour
  Gang Leathers 
  Arms, Body, Legs 
  1 
  5 kg 
  25 
  Average
  Heavy Leathers 
  Arms, Body, Legs 
  2 
  7 kg 
  100 
  Common
  Quilted Vest 
  Body 
  2 
  2 kg 
  10 
  Common
  Beast Furs 
  Body 
  2 
  10 kg 
  5 
  Average
  Grox Hides 
  Body 
  3 
  14 kg 
  60 
  Common
  Chain Coat 
  Arms, Body, Legs 
  3 
  18 kg 
  50 
  Average
  Feudal Plate 
  All 
  5 
  30 kg 
  120 
  Scarce
  Xeno Hides 
  Body 
  6 
  22 kg 
  5,000 
  Very Rare
  Flak Armour
  Flak Helmet 
  Head 
  2 
  2 kg 
  25 
  Average
  Flak Gauntlets 
  Arms 
  2 
  1 kg 
  50 
  Average
  Light Flak Coat 
  Arms, Body, Legs 
  2 
  4 kg 
  80 
  Scarce
  Flak Vest 
  Body 
  3 
  5 kg 
  50 
  Average
  Flak Jacket 
  Arms, Body, Legs 
  3 
  6 kg 
  100 
  Average
  Flak Cloak 
  Body 
  3 
  8 kg 
  80 
  Scarce
  Guard Flak Armour 
  All 
  4 
  11 kg 
  300 
  Scarce
  Mesh Armour
  Mesh Cowl 
  Head 
  3 
  0.5 kg 
  100 
  Rare
  Mesh Gloves 
  Arms 
  3 
  0.5 kg 
  120 
  Rare
  Xeno Mesh 
  Arms, Body, Legs 
  4 
  2 kg 
  375 
  Rare
  Mesh Vest 
  Body 
  4 
  1 kg 
  150 
  Rare
  Mesh Combat Cloak 
  Arms, Body 
  4 
  1.5 kg 
  350 
  Very Rare
  Carapace Armour
  Carapace Helm 
  Head 
  4 
  2 kg 
  250 
  Rare
  Carapace Vambraces 
  Arms 
  5 
  2 kg 
  300 
  Rare
  Carapace Greaves 
  Legs 
  5 
  3 kg 
  375 
  Rare
  Enforcer Light Carapace 
  Arms, Body, Legs 
  5 
  15 kg 
  575 
  Rare
  Carapace Chest Plate 
  Body 
  6 
  7 kg 
  600 
  Rare
  Storm Trooper Carapace 
  All 
  6 
  17 kg 
  3,750 
  Very Rare
  Power Armour
  Light Power Armour 
  All 
  7 
  40 kg 
  8,500 
  Very Rare
  Power Armour 
  All 
  8 
  65 kg 
  15,000 
  Very Rare
  
  146
  Clothing
  Gear
  GEAR
  “Prepare for the worst, because that is where you are headed.”
  – Imperial Guard proverb.
  I
  n addition to weapons and armour there is a host of 
  other equipment that Acolytes can make use of in the 
  service of the Emperor.
  CLOTHING
  backPack
  A personal carrying device can take many forms, but is usually 
  some kind of bag with attached straps for ease of carrying. A 
  backpack can usually carry approximately 50 kilograms.
  cameleolINe cloak
  Cameleoline material is made up of mimic fibres that blend 
  the coloration of the wearer into their surroundings. A 
  character wearing a cameleoline cloak gains a +20 bonus to 
  Concealment Tests. If the wearer remains stationary, he counts 
  as being at Extreme Range (see Chapter VII: Playing the 
  Game, page 198) when targeted by ranged weapons.
  charm
  A charm is a keepsake, holy relic or good luck token that 
  is intended to draw the benevolent eye of the Emperor 
  to the wearer. They take a myriad of forms including 
  such things as saintly finger bones, fragments of blessed 
  bolter casings, water from holy rivers and even corpse 
  hair woven into significant patterns. Throughout the 
  Imperium, there is no shortage of folk that will sell such 
  items to Acolytes, though discerning the true relics from 
  the false is an almost impossible task (thus the cost of a 
  charm is entirely up to the GM and how well the Acolyte 
  can haggle with the seller).
  Charms have no tangible benefits. However, when the 
  adventure calls for something bad to happen to a random 
  character, at the GMs discretion a character with a charm will 
  be exempt. If all the characters carry charms (as all Emperor-
  fearing citizens should) then it is up to the GM to choose 
  which charms are the most potent.
  Table 5-13: Clothing & Personal Items
  Name  
  Wt 
  Cost 
  Availability
  Backpack 
  1 kg 
  10 
  Plentiful
  Cameleoline Cloak 
  0.5 kg 500 
  Rare
  Charm 
  — 
  Var 
  Average
  Chrono 
  — 
  40 
  Abundant
  Clip/Drop Harness 
  2 kg 
  25 
  Common
  Clothing 
  — 
  Var 
  Abundant
  Explosive collar 
  1 kg 
  55 
  Rare
  Filtration Plugs 
  — 
  15 
  Common
  Infra-Red Goggles 
  0.5 kg 275 
  Rare
  Photo-Visors/Contacts 0.5 kg 100 
  Scarce
  Re-Breather 
  1 kg 
  50 
  Scarce
  Recoil Glove 
  0.5 kg 
  85 
  Common
  Respirator/Gas-Mask 
  0.5 kg 
  25 
  Average
  Void Suit 
  8 kg 
  100 
  Plentiful
  Synskin 
  2 kg 2,500 
  Very Rare
  I
  Clothing In The Imperium
  H ere are a few examples of the kinds of clothing that can be found on the various worlds of the Imperium:
  Rag-Castings (Poor Quality Clothing)
  Many folk within the Imperium have no choice but to clothe themselves in whatever bits of scavenged material they can. These kinds of tattered 
  outfits are know as rag-castings and often give the wearer the appearance of being encased in rubbish.
  Coveralls (Common Quality Clothing)
  Often disposable and made from whatever cheap and plentiful materials are available, the coverall is standard clothing on countless worlds. 
  In the same way as a bodyglove is designed to meet the extreme demands of an Imperial agent's job, so too is the coverall intended to offer 
  the average Imperial citizen all he needs.
  Bodyglove (Good Quality Clothing)
  Skilled operatives and physical adepts often wear form-fitting bodygloves. These can range from simple rubberised flesh sheaths to bodygloves 
  made of enhanced materials with integral cooling coils. In all cases, they are designed for comfort and freedom of movement.
  Billow Robes (Best Quality Clothing)
  A sure sign of opulence, the billow robe is fashioned from a special lighter-than-air material that seems to float and drift around the wearer 
  as he or she moves. Terribly impractical but impressive to behold, such clothing is usually restricted to those whose only task is to stand around 
  and look pretty.
  
  147
  chroNo
  Chronos are hand-held or wrist-worn timepieces, generally 
  dependable and simple to use.
  clIP harNess/droP harNess
  A compact spool-stored safety line, with a magnetic or hooked 
  clasp. These are ideal for safety on rooftops or rappelling 
  down buildings. A character using a clip harness to descend a 
  vertical surface gains a +30 bonus to Climb Tests and cannot 
  fall if he fails.
  clothINg
  The citizens of the Imperium wear a staggering range of 
  clothing of all styles imaginable, and fashion is tied directly to 
  the importance of the individual. For Acolytes, this represents 
  such things as a suit of practical street wear, military uniform 
  or religious garb. The cost of clothing is up to how much the 
  Acolytes choose to spend on their apparel, from basic rags 
  costing a few Thrones up to exquisite and expensive attire 
  costing thousands.
  eXPlosIVe collar
  These unpleasant devices are most often seen attached to penal 
  legionnaires to serve as an additional incentive in fighting 
  for the Emperor. Collars usually come with a remote trigger 
  that can be used to detonate the collar up to, and sometimes 
  over, ranges of 1,000 metres. When the collar explodes it 
  instantly kills the wearer and infl icts 1d10 Explosive Damage 
  on anyone within three metres. The remote trigger can also 
  be used to remove the collar. Removing the collar without 
  the trigger requires a Hard (–20) Tech-Use Test. A serious or 
  worse failure indicates that the collar explodes.
  fIltratIoN Plugs
  These are simple plugs worn in each nostril to screen out 
  most pollutants and harmful gases. A character wearing 
  filtration plugs gains a +20 bonus to any Toughness Test 
  made to resist the effects of gas.
  INfra-red goggles
  Relatively simple devices, IR goggles allow the wearer to see 
  thermal images from warm bodies, revealing hiding enemies 
  at night. A character wearing IR goggles suffers no penalties 
  due to darkness and gains a +20 bonus to vision-based 
  Perception Tests at night. Advanced models can be disguised 
  to appear as simple eyeglasses.
  Photo-VIsors/Photo-coNtacts
  Advanced lenses designed to enhance the low-level light 
  available on even the darkest nights. Users can see in the dark 
  almost as well as in daylight with them. Characters wearing 
  these gain the Dark Sight trait (see page 325). Good Quality 
  visors also dampen the effects of photon fl ash grenades, 
  making the wearer immune to their effects.
  re-breather
  Consisting of a mask or helmet, re-breathers contain their own 
  air supply and are designed to preserve the user in even the most 
  toxic atmospheres. A character wearing a re-breather is immune 
  to the effects of gases and can even survive underwater. However, 
  re-breathers typically have air canisters that last for about one 
  hour and then must be replaced. Replacing a canister is a Full 
  Action. Replacement canisters cost 25 Thrones and are scarce.
  recoIl gloVes
  These gloves have interlocking plates connected with memory 
  wire. When the user grips a weapon, it locks together into a 
  rigid strut around the hand and wrist, thus preventing wrist or 
  arm damage when the weapon discharges. A character using 
  a recoil glove can fire a Basic weapon with one hand without 
  the normal –20 penalty. In addition, Pistol weapons that 
  require two hands can be used one-handed without penalty.
  resPIrator/gas mask
  This is a breathing mask that covers the nose and mouth or entire face, 
  and offers much better protection than filtration plugs. A character 
  wearing a respirator or gas mask gains a +30 bonus to Toughness 
  Tests made to resist the effects of gas, and may re-roll failed results.
  VoId suIt
  These sealed suits are intended to preserve the wearer in the most 
  hostile environments. A void suit incorporates a re-breather and 
  in addition allows the wearer to survive in vacuum.
  sYNskIN
  Synskin is a bio-reactive bodyglove with an inert non-refl ective 
  surface that moulds itself to the wearer’s form. Synskin adds 2 
  Armour Points to all locations and the wearer gains a +10 bonus to 
  Concealment and Silent Move Tests. In addition, synskin renders the 
  wearer invisible to the effects of infra-red goggles and Dark Sight.
  
  148
  Drugs and
  Consumables
  DRUGS AND 
  CONSUMABLES
  amasec
  Amasec is a popular alcoholic drink distilled from wine. It 
  can range from lesser brews barely fit for firebombs to well-
  aged and fl avourful brands suitable for only the finest of the 
  Emperor’s servants.
  de-toX (drug)
  This drug can negate the effects of most dangerous gases and 
  toxins if administered fast enough. A dose of de-tox 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, however, is both painful and debilitating, 
  causing such unpleasant side effects as vomiting, nose bleeds 
  and a great voiding of the bowels. 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 that 
  the character suffers no ill effects.
  freNZoN (drug)
  A generic name for a variety of combat drugs most often used 
  within penal legion units. Once administered, the subject 
  becomes fearless and fanatical in combat. A character using 
  frenzon gains the Frenzy talent and also gains immunity to 
  Fear. A single dose of frenzon lasts for 1d10 minutes.
  INJector
  Injectors 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 a single dose of any drug, 
  which a character may administer as a Full Action.
  lho-stIcks
  Lho-sticks are common with Imperial Guard troopers and 
  many menial workers. Each rolled paper tube contains 
  a scented, mildly narcotic (and addictive) plant-derived 
  substance, which is then lit and the resulting smoke inhaled 
  through the tube.
  medIkIt
  This is vital bit of equipment for any medic. A typical medikit 
  contains various cataplasm patches, contraseptics and synth-
  skin. A character that has a medikit at hand when using 
  the Medicae skill gains a +20 bonus to their test. Medikits 
  also come with 6 doses of stimm, which must be replaced 
  separately when used.
  obscura (drug)
  While prohibited and the subject of widespread crackdowns, 
  obscura remains a widely used narcotic among many Imperial 
  subjects. Smugglers can often make a good living importing 
  and selling the drug to all classes of civilians and military 
  personnel. Those taking obscura enter a dream-like state for 
  1d5 hours (if required to engage in combat consider them 
  under the effects of a hallucinogen grenade (see page 136). 
  Then for 1d10 hours after the effects wear off, they enter a 
  deep depression, unless another dose of obscura is taken.
  Table 5-14: Drugs and Consumables
  Name 
  Wt 
  Cost 
  Availability
  Amasec† 
  — 
  50 
  Scarce
  De-Tox† 
  — 
  65 
  Rare
  Frenzon† 
  — 
  95 
  Very Rare
  Injector 
  — 
  5 
  Abundant
  Lho-sticks† 
  — 
  10 
  Common
  Medikit 
  2 kg 
  150 
  Common
  Obscura† 
  — 
  285 
  Rare
  Ration Packs† 
  — 
  10 
  Plentiful
  Recaf† 
  — 
  5 
  Abundant
  Rotgut Booze† 
  — 
  10 
  Abundant
  Sacred Machine Oil† 
  — 
  150 
  Very Rare
  Slaught† 
  — 
  75 
  Scarce
  Spook† 
  — 
  395 
  Rare
  Stimm† 
  — 
  20 
  Average
  †Cost indicates 1 dose for drugs or 1 pack/bottle for rations/
  alcohol and lho-sticks.
  eXcessIVe drug use
  When the same drug is used too often, especially in a 
  short period of time, there is a chance for it to have no 
  effect. This represents an Acolyte’s body building an 
  immunity. If you use more than one dose of a drug within 
  a 24 hour period you must make a Toughness Test for 
  each use after the first, with a cumulative –20 penalty. 
  Should you fail, the drug has no effect and further doses 
  do not affect you for a full 24 hours.
  
  149
  ratIoN Packs
  Most food in the Imperium is packaged, processed and usually 
  completely unrecognisable as anything edible. The quality of 
  ration packs varies widely, from simple and poor fare such as 
  corpse starch (CS) rations and cultured algae up to fl avoured 
  strips of grox meat and finest nutrislurry.
  recaf
  Recaf is a popular hot beverage, made from crushed and 
  brewed leaves. The composition can vary from planet to 
  planet, but most blends have a stimulant such as caffeine as a 
  basic release agent.
  rotgut booZe
  Alcohol comes in many shapes and sizes throughout the 
  Imperium, and most cultures are noted for at least one kind 
  of fermented liquid. The catch-all term for these more basic 
  brews (especially by travellers) is rotgut booze.
  sacred machINe oIl
  Machine oil blessed by the Omnissiah is much sought after 
  for its mystical properties when applied to machines. If 
  applied to a weapon (a Full Action) it becomes immune 
  to Jamming (see Chapter VII: Playing the Game, 
  page 196) for a number of shots equal to its clip size. 
  If the weapon is Jammed and the oil is then applied, it 
  immediately unjams, but there is no further effect.
  slaught (drug)
  Also know as onslaught, this drug heightens awareness 
  and improves reaction time, literally speeding up the user 
  but causing Fatigue and neural damage with prolonged 
  use. Taking a dose increases the user’s Agility Bonus and 
  Perception Bonus by 3 for 2d10 minutes. When the drug 
  runs its course, the user must Test Toughness or take a –20 
  penalty to Agility Tests and Perception Tests for 1d5 hours.
  sPook (drug)
  This drug can augment and even produce short-term psychic 
  abilities in the user. If a character without any Psy Rating takes 
  a dose of spook he must successfully make a Willpower Test 
  or gain 1d5 Insanity Points as his mind is filled with horrible 
  visions of the warp. On a success, the user gains a power from 
  Table 5-15: Random Psychic Powers—see descriptions in 
  Chapter VI: Psychic Powers. The power lasts for 1d5 hours 
  and the user manifests the power—if he does not have the Focus 
  Power skill—by making a Hard (–20) Willpower Test.
  If a character with a Psy Rating of 1 or more uses spook 
  they must make a Willpower Test. If they fail they gain an 
  Insanity Point and no further effects. If they pass they add 2 
  to all Power Rolls for the next hour. However, add +25 to 
  any rolls made on the Psychic Phenomena table (see Table 
  6-2: Psychic Phenomena, page 162).
  stImm (drug)
  Stimm is a powerful drug that works to mask pain and 
  drive fighters on when their bodies would otherwise 
  give up. A dose of stimm lasts 3d10 Rounds. During 
  this time a character ignores any negative effects to 
  their Characteristics from Damage or Critical Damage 
  and cannot be Stunned. When the stimm wears off, the 
  character takes a –20 penalty to Strength, Toughness and 
  Agility Tests for one hour.
  Table 5-15: Random Psychic Powers
   Roll 
  Minor Power
   01–02 
  Call Creatures
   03–05 
  Call Item
   06–08 
  Chameleon
   09–11 
  Déjà vu
   12–14 
  Distort Vision
   15–17 
  Dull Pain
   18–20 
  Enhance Phenomena
   21–23 
  Fearful Aura
   24–26 
  Flash Bang
   27–29 
  Float
   30–32 
  Forget Me
   33–35 
  Healer
   36–38 
  Inflict Pain
   39–41 
  Inspiring Aura
   42–44 
  Knack
   45–47 
  Lucky
   48–50 
  Precognition
   51–53 
  Psychic Stench
   54–56 
  Resist Possession
   57–59 
  Sense Presence
   60–63 
  Spasm
   64–67 
  Spectral Hands
   68–70 
  Staunch Bleeding
   71–72 
  Time Skip
   73–74 
  Touch of Madness
   75–77 
  Trick
   78–80 
  Unnatural Aim
   81–82 
  Wall Walk
   83–84 
  Warp Howl
   85–86 
  Weaken Veil
   87–88 
  Weapon Jinx
   89–90 
  White Noise
   91–92 
  Wither
   93–94 
  Roll twice, gaining both Powers
   95–96 
  Pick any one Power
   97–00 
  Gain 1 Insanity point and roll again
  
  150
  Tools
  TOOLS
  ausPeX/scaNNer
  These devices are used to detect energy emissions, motion 
  and biological life signs. A character using an auspex gains 
  a +20 bonus to Awareness Tests and may make a Tech-Use 
  Test to use an auspex to spot things not normally detectable 
  to human senses alone, such as invisible gases, nearby bio-
  signs or ambient radiation. The standard range for an auspex 
  is 50m, though walls more than 50cm thick and certain 
  shielding materials can block the scanner.
  auto quIll
  These arcane-looking scribing devices allow the user to copy 
  text at an impressive rate with great accuracy. A character 
  with the Trade (Copyist) skill can use an auto quill to gain a 
  +10 to their Skill Tests.
  combI-tool
  Commonly found in the hands of member of the Adeptus 
  Mechanicus, combi-tools are versatile if somewhat bizarre 
  mechanical devices. A character using a combi-tool gains a 
  +10 bonus to Tech-Use Tests.
  data-slate
  Data-slates are commonplace in the Imperium, as the primary 
  means of storing and reading printed text and other media such 
  as video or audio recordings. They are so cheap and easy to 
  make that many contain a single media recording, such as text, 
  and can only play that single file. Others can re-record new 
  information, and transmit and receive data from other devices.
  demolItIoN charge
  A demolition charge is a simple explosive device, commonly 
  used for blowing open doors, breaching walls and destroying 
  bridges. The cost and weight for a demolition charge represents 
  1 kg of explosives, though it is possible to rig charges together 
  thus increasing their destructive potential. When a demolition 
  charge explodes, anyone (or anything) caught within its blast 
  radius takes 3d10 Explosive Damage plus an additional 2 
  points of Damage for every kilogram used. The blast radius of 
  the charge is equal to the number of kilograms used times 5 
  metres. For setting and defusing explosives see the Demolition 
  skill in Chapter III: Skills, page 101.
  eXcrucIator kIt
  These devices are used in the questioning of captured enemies 
  of the Imperium, or in revealing to those who have turned 
  away from the Emperor the nature of their sins. Each is a 
  dazzling array of blades, needles, chemicals, drugs, thermal 
  prongs, neural links and other devices any explicator would 
  need in his duties. A character with an excruciator kit gains a 
  +20 bonus to all Interrogation Tests.
  gloW-globe/lamP Pack
  A common source of light at night or in darkened areas, these handy 
  devices can usually illuminate an area a dozen or more metres in 
  diameter. A typical glow-globe or lamp pack lasts 1d5 hours before 
  it needs to be recharged or have its power cell replaced.
  graPNel
  Grapnels use a small launcher or gun to fire a hooked or magnetic 
  grapnel, connected to the launcher with a thin but strong wire 
  (100m). Once the grapnel attaches to the desired spot, such 
  as a rooftop, the user can manually climb the line or activate a 
  powered winch. In a pinch they can also be used as a crude (and 
  messy) projectile weapon (counting as a single-shot crossbow).
  lascutter
  When a door (or more commonly a bulkhead) cannot be 
  opened normally, a lascutter comes into play. Originally used 
  by miners, these short-range devices emit an intense laser 
  beam, which can knife through hard, dense materials such 
  as rock, steel and even armour plate with relative ease. As a 
  general rule, a lascutter can cut through, or weld shut, 10 cm 
  of metal a Turn (this length of time can be adjusted up or 
  down depending on the thickness of the material in question). 
  Lascutters are too unwieldy to be used in combat.
  magNoculars
  These are powerful vision aids, which magnify distant 
  objects. More advanced, higher-quality magnoculars can 
  also do such things as give range read-outs, detect heat 
  sources, calculate target location positioning and take image 
  snapshots for later analysis.
  Table 5-16: Tools
  Name 
  Wt 
  Cost Availability
  Auspex/Scanner 
  0.5 kg 145 
  Scarce
  Auto Quill 
  — 
  55 
  Scarce
  Combi-tool 
  1 kg 
  200 
  Rare
  Data-slate 
  0.5 kg 
  25 
  Common
  Demolition Charge 
  1 kg 
  250 
  Scarce
  Excruciator Kit 
  1 kg 
  375 
  Very Rare
  Glow-globe/Lamp pack 
  0.5 kg 
  15 
  Abundant
  Grapnel 
  2 kg 
  30 
  Common
  Lascutter 
  4 kg 
  65 
  Average
  Magnoculars 
  0.5 kg 
  55 
  Average
  Manacles 
  1 kg 
  35 
  Plentiful
  Micro-bead 
  — 
  20 
  Average
  Multikey 
  — 
  150 
  Scarce
  Pict Recorder 
  1 kg 
  100 
  Average
  Psy-focus 
  — 
  100 
  Rare
  Screamers 
  2 kg 
  140 
  Scarce
  Stummers 
  2 kg 
  25 
  Average
  Vox-caster 
  4 kg 
  300 
  Scarce
  Writing Kit 
  2 kg 
  20 
  Common
  
  151
  maNacles
  These are solid restraints often used by bounty hunters and 
  enforcers, which can equally be found in the hands of more 
  nefarious individuals for darker purposes.
  mIcro-bead
  A micro-bead or comm-bead is a short-range communication 
  device worn in the ear, good out to about one kilometre. Such 
  things as bad weather, dense terrain and intervening rock or 
  plasteel can greatly reduce this range, however.
  multIkeY
  As it can open most standard Imperial locks, the multikey is not 
  a standard item for most honest Imperial citizens. For the same 
  reason though, they are widely sought after by criminals and 
  other disreputable elements. A character with a multikey gains 
  a +30 bonus to any Security Test when trying to open locks.
  PIct recorder
  Pict recorders are relatively simple live-media recording 
  devices, and some have holographic capabilities. Most also 
  allow for playback as well as recording, and some are even 
  built into special servitors so they can capture important 
  archaeological tech-quests, weapons tests, alien interrogations 
  and other possibly dangerous events.
  PsY-focus
  Pyskers often use devices to help them focus their powers. A 
  psy-focus could be sacred bones, carved wytch staves, blessed 
  icons or crystals. When a Psyker with a Psy-focus makes an 
  Invocation Test (see Chapter III: Skills, page 103) he gains 
  a +10 bonus.
  screamers
  Screamers are proximity alarms that detect motion or sound 
  (depending on the model) and alert their users to incoming 
  dangers by setting off a horrendous noise. To use a screamer, 
  you must succeed on a Tech-Use Test. The GM rolls this test 
  in secret so you are not sure of whether or not the device will 
  work properly. 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.
  stummers
  The reverse of a screamer, stummers generate sound waves 
  to cancel out ambient sounds and noises made by moving 
  personnel in a small area. A character carrying an active 
  stummer gains a +30 bonus to Silent Move Tests. A stummer 
  typically has enough power for 20 minutes of continuous use 
  before needing to be recharged (taking about one hour).
  VoX-caster
  A vox is a simple communication device that can be used to 
  send signals over great distances, up to and including ships in 
  orbit from a planet’s surface. Using a vox to receive or transmit 
  signals requires a successful Ordinary (+10) Tech-Use Test.
  WrItINg kIt
  A writing kit contains papers, inks and quills.
  
  152
  Medical Care
  Services
  SERVICES
  Services indicate those things that are often essential to an 
  Acolyte’s life, such as finding a place to sleep, food to eat and 
  some fool with a vehicle willing to transport them into carrion 
  swamps, ash wastes or some other equally dangerous locale.
  Because of the near limitless supply and variety of services 
  on offer, GMs are encouraged to create prices for these things 
  as they see fit. After all, the cost of a drink at a lower-hab 
  bar will vary from street-to-street, let alone hive-to-hive or 
  beyond. However, you may want to use the prices, availabilities 
  and categories below as a guide:
  Accommodation: Covering all manner of lodgings and 
  rented shelters, from the crude tavern rooms of a medieval 
  world to the glittering suites of a high spire.
  Provisions: This includes any kind of consumables, such 
  as foodstuffs and beverages.
  Transportation: All manner of travel (though it should 
  be noted that transportation is considered to cover only 
  travel within a fixed local, such as a single world and not 
  interplanetary or interstellar journeys).
  The cost of a service, given in Thrones, indicates only a 
  single night’s accommodation or a single meal or trip. In 
  the case of transportation, the GM is free to modify this rate 
  dependant on such things as travel in dangerous regions and 
  unusually long journeys.
  MEDICAL CARE
  Acolytes are going to get hurt, often badly. When this 
  unfortunate event occurs they need someone to patch them 
  up. GMs can use Table 5-18: Medical Care as a guide for 
  Acolytes seeking medical assistance.
  Type: This indicates the level of medical care on offer, 
  ranging from poor to excellent.
  Cost: This is how much it costs for a doctor to make a 
  single attempt to heal the character. For extended care, cost 
  can be used as the cost per day, not including food and 
  accommodation. Cost does not take into account charlatans 
  and doctors who greatly overestimate their skills, nor those 
  few honest souls that care for the sick and wounded out of 
  the goodness of their hearts. GMs should feel free to adjust 
  the price as needed.
  Availability: Good doctors are hard to find and when 
  looking for medical attention Acolytes must often check 
  their availability (see Table 5-3: Consequences of 
  Availability, page 126).
  Effect: To work out the effects of medical care use the 
  relevant information on the doctor administrating and make 
  any Skill Tests as necessary. See Chapter III: Skills for 
  information on medical attention.
  Table 5-18: Medical Care
  Type 
  Cost Availability 
  Effect
  Poor 
   
   
  Int 30,
  (feral world shaman) 
  50 
  Average 
  Medicae skill
  Average 
   
   
  Int 40,
  (trained medic) 
  75 
  Scarce 
  Medicae skill
  Good
  (trained doctor, 
  150 
  Rare 
  Int 50,
  med-servitor) 
   
   
  Medicae skill +10
  Excellent 
   
   
  Int 60,
  (skilled physician) 
  500 
  Very Rare Medicae skill +20,
   
   
   
  Master Chirurgeon
  Table 5-17: Services
  Type 
  Cost Availability
  Accommodation
  Low Grade (Hab Sleeper Capsule,
  Grox Pen, Bilge Berth) 
  5 
  Plentiful
  Mid Grade (Down Cell,
  Single Lodge Room, Mid Cabin) 
  20 
  Common
  High Grade (Grand Hall Lodgings,
  High Berth Quarters) 
  100 
  Scarce
  Provisions
  Low Grade (Vermin Meat,
  Hydro-Fungus, Silt Ale) 
  1 
  Plentiful
  Mid Grade (Proto Paste,
  Side of Grox, Round of Amasec) 
  5 
  Common
  High Grade (Roasted Vex Worm,
  Liquid of Amberic) 
  40 
  Scarce
  Transportation
  Low Grade (Dust Dog,
  Sub-level Conveyer, Silt Barge) 
  5 
  Plentiful
  Mid Grade (Light Civ Ground
  Vehicle, Atmospheric Flight) 
  20 
  Common
  High Grade (Low Orbit Flight,
  Sedan Chair) 
  150 
  Scarce
  
  153
  B
  Cybernetics
  Bionic Replacement
  Limbs and Body Parts
  CYBERNETICS
  “Your flesh belongs to the Omnissiah, that he may shape it anew 
  in his own image.”
  – Excerpt from the Mechanicus Rites of Bonding.
  B
  ionic implants and cybernetic augmentation are a fact of 
  life in the Imperium. They are blessings of the Machine 
  God, enabling damaged or diseased parts of the body to 
  be replaced, improving on the abilities and powers of the human 
  body and, in certain cases, extending life. There is a price to be 
  paid for such improvements, and this cost is measured not simply 
  in fl esh but, it can be argued, in humanity and even sanity.
  Thanks to superstition and the uneven level of technology 
  across the Imperium, the sophistication and use of bionics 
  varies widely (as does the reaction to those who display 
  them). Each different kind of cybernetic grants the user 
  different benefits (and sometimes penalties) depending on its 
  craftsmanship (see Craftsmanship, page 126). The exception 
  to this is Best quality cybernetics that provide no additional 
  benefits beyond those of Good quality, but are more impressive 
  in the construction and design. The cost and availability listed 
  below represents Common cybernetics.
  All mechadendrite cybernetics are considered to be of 
  Good craftsmanship unless otherwise noted.
  BIONIC REPLACEMENT 
  LIMBS AND BODY PARTS
  Bionic replacement limbs are assumed to operate at the 
  same level of strength and dexterity as the body they 
  are attached to (rather than risk ripping themselves out 
  of their host through overpressure), though their robust 
  construction does add +2 to the owner’s Toughness Bonus 
  against hits scored to the particular location. Damage taken 
  to these locations counts towards Damage to the character, 
  and Critical Damage dealt to these locations function as 
  normal. However, any result that causes bleeding or some 
  other inappropriate result renders the bionic limb useless. 
  Critical Damage to a limb that results in death has the full 
  effect as it can be assumed that the limb explodes into 
  shrapnel, incinerates or discharges stored energy through 
  its owner with lethal effect.
  Replacement and additional limbs (such as mecha-
  dendrites) can only be used to perform tasks that the 
  owner already knows how to do. So for example, a 
  character with a medicae mechadendrite must have the 
  Medicae skill in order to take advantage of the extra 
  abilities the limb grants.
  Note that bonuses and penalties relate only to tests 
  made using the bionic limb, and characters that have two 
  bionic limbs do not gain double the bonus, but rather 
  they may apply the bonus regardless of which bionic 
  limb they are using.
  bIoNIc arm
  Common versions of these systems mirror the function of the 
  human arm and hand exactly, retaining strength, dexterity 
  and sense of touch.
  Poor versions half the owner’s Agility score where matters 
  of fine dexterity are involved and Weapon Skill and Ballistic 
  Skill Tests take a –10 penalty when using the limb.
  Good bionic arms provide a +10 bonus on Agility Tests 
  requiring delicate manipulation (such as Sleight of Hand) and 
  add a +10 bonus to Strength Tests using the arm.
  Table 5–19: Cybernetics
  Name 
  Cost 
  Availability
  Bionic Arm 
  1,000 
  Scarce
  Bionic Locomotion 
  1,500 
  Scarce
  Bionic Respiratory System 
  800 
  Rare
  Auger Arrays 
  1,000 
  Rare
  Ballistic Mechadendrite 
  600 
  Adeptus 
   
   
  Mechanicus Only
  Cortex Implants 
  5,000 
  Very Rare
  Cybernetic Senses 
  2,250 
  Rare
  Manipulator Mechadendrite 
  500 
  Adeptus 
   
   
  Mechanicus Only
  Medicae Mechadendrite 
  500 
  Adeptus 
   
   
  Mechanicus Only
  Mind Impulse Unit 
  1,750 
  Rare
  Optical Mechadendrite 
  400 
  Adeptus 
   
   
  Mechanicus Only
  Utility Mechadendrite 
  500 
  Adeptus 
   
   
  Mechanicus Only
  attachINg bIoNIcs aNd ImPlaNts
  Implants and bionics are only available if the character 
  has access to both the resources and skilled labour to 
  have them installed; commonly this is only available in 
  substantial medicae facilities and worlds with a very 
  high technological base.
  If a character can find a doctor willing to install a bionic 
  or implant then the process takes no less than 2d10 days, 
  minus one day for each point of his Toughness Bonus 
  (to a minimum of one day). How difficult it is to attach 
  a bionic or implant is up to the GM. He may decide that 
  given enough time, and in an advanced enough facility, 
  it is automatic, or he may call on the doctor to make a 
  series of Medicae or even Tech-Use Tests that could lead 
  to such things as permanent crippling or Blood Loss (see 
  Chapter VII: Playing the Game, page 211).
  “strIke fast aNd suddeNlY. attack WIthout WarNINg.  
  secure VIctorY before the foe Is aWare of hIs 
  daNger.  remember alWaYs, a War Is easIlY WoN If 
  Your eNemY does Not kNoW he Is fIghtINg.”
  
  154
  Implant Systems
  bIoNIc locomotIoN 
  (legs, hIPs, PelVIs, etc.)
  Common locomotion bionics must be fully integrated into the spine 
  and nervous system to function properly; basic models accomplish 
  this without any loss of function over the human norm.
  Poor versions halve the character’s Movement Rates (round 
  up), and such characters that attempt to run must succeed on 
  an Agility Test or fall at the end of their movement.
  Good versions of these systems grant the owner the Sprint 
  talent. In addition they add a +20 bonus to Athletics Tests 
  made to jump or leap.
  bIoNIc resPIratorY sYstem
  Common bionic lungs and implanted respiratory systems 
  mimic the action of human lungs and keep the body supplied 
  with oxygen. Such characters gain a +20 bonus to Toughness 
  Tests made to resist airborne toxins and gas weapons.
  Poor bionic lungs offer the same benefits as the Common 
  system. However, they are raucously loud affairs and characters 
  take a –20 penalty to all Silent Move checks. A generally poor 
  oxygen supply to the body means all tests involving strenuous 
  physical activity are increased by one level of Difficulty.
  Good bionic lungs count as a full life support system (thus 
  if for any reason the user’s own respiratory system fails, 
  his bionic lungs will keep his blood oxygenated), and their 
  presence may be unnoticeable if designed to be so.
  IMPLANT SYSTEMS
  What follows are some of the more widely used bionic and 
  cybernetic implants desired to improve or salvage the human body. 
  Implants usually serve to grant a human some ability they did not 
  already possess, or integrate external devices into their bodies.
  auger arraYs
  These are implanted devices duplicating the effects of special 
  sensors. In all cases their use requires concentration and a 
  Half Action.
  Common systems function identically to a standard auspex 
  (see page 150).
  Poor systems possess only a single detection ability (either heat, 
  radiation or electromagnetics) and only function within 20 metres.
  Good systems function as a full auspex but also allow re-
  rolls on all Perception based Tests when using its functions.
  ballIstIc mechadeNdrIte
  This solid, shoulder-mounted mechadendrite is designed for self-
  defence. This two metre limb is mounted with a sleek-looking 
  laspistol of Adeptus Mechanicus design. This weapon counts as 
  a laspistol with the Compact upgrade. As a reaction, the Tech-
  Priest may use this mechadendrite as if it were his off-hand, 
  but suffers no penalties to hit. Note that this weapon has no 
  optical targeting facilities built in. You must have the appropriate 
  Mechadendrite Use talent to operate this implant.
  Mechadendrite, Ballistic
  Mechadendrite, Manipulator
  Mechadendrite, Medicae
  Mechadendrite, optical
  Mechadendrite, utility
  
  155
  corteX ImPlaNts
  These systems may be used to repair a severely damaged 
  brain, or seek to augment its abilities.
  Common cortex implants are used to restore paralysed and 
  brain-damaged individuals to some semblance of normality. 
  The best that can be managed by these systems is a permanent 
  loss of 1d10 points from the character’s Weapon Skill, Ballistic 
  Skill, Agility, Intelligence and Fellowship. In addition, such 
  characters gain 1d10 Insanity Points.
  Poor cortex implants restore brain function but destroy the 
  personality and memories of the subject, effectively making 
  them a servitor, and are obviously unsuitable for characters.
  Good cortex implants are extremely rare even among the 
  Mechanicus, and their creation is an almost lost art (therefore 
  they cost ten times the usual cost for a rare item). They grant the 
  trait Unnatural Intelligence (×2) (see page 332) and in addition 
  perform all the functions of a cogitator system. However, 
  characters with this implant gain 1d10 Insanity Points.
  cYberNetIc seNses
  Sight, hearing and even touch and taste may be duplicated 
  artificially, and more esoteric senses may be added.
  Common systems, while usually very obviously artificial and often 
  oversized, manage to more or less duplicate the approximate human 
  range of senses adequately and have no further game effects.
  Poor cybernetic senses are troublesome and poor imitations 
  of the real thing (hearing may be troubled by static, vision 
  glitches or rendered in low-resolution monochrome, and so 
  on). A character with this system takes a –20 penalty to Tests 
  made involving the cybernetic sense.
  Good cybernetic senses grant the Heightened Senses talent 
  for that particular sense, and a +20 bonus to Tests made to 
  resist attacks on the sense itself (deafening noises, blinding 
  fl ashes and so on). Basic and advanced cyber-eyes may also 
  incorporate telescopic sights (counting as a telescopic sight, 
  see page 142 for more details), a full photo-visor, and/or a 
  system allowing the Dark Sight trait (see page 329). 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 cost.
  maNIPulator mechadeNdrIte
  This powerful shoulder-mounted mechadendrite is designed 
  for heavy lifting and manipulation of industrial gear. Built of 
  fire-hardened ceramite and steel, this limb may extend to a 
  length of 1.5m. When using the arm, the character gains a 
  +20 bonus to Strength Tests. This limb is tipped with two 
  sets of gripping and crushing pincers. These may be locked 
  around a suitable anchor point as a Free Action to safely tether 
  the Tech-Priest to lifting gear, high gantries and so on. Finally, 
  a character may use the manipulator as a club. It counts as a 
  Primitive weapon that deals 1d5+2 Impact Damage.
  The manipulator may not be used for any task requiring fine 
  manipulation (typing on a key pad, handling delicate objects, 
  doing up a zip and so on). You must have the appropriate 
  Mechadendrite Use talent to operate this implant.
  
  156
  medIcae mechadeNdrIte
  This two-metre long, flexible limb is designed to provide 
  medical and surgical assistance in the field. It grants 
  a +10 bonus to Medicae Tests. The mechadendrite 
  houses six injector pistons, each of which may be filled 
  with one dose of a drug. These must be supplied and 
  replaced separately. In addition to providing first aid, the 
  mechadendrite’s flesh staplers may be used to staunch 
  Blood Loss as a Half Action. A small chainscalpel 
  attachment reduces the difficulty of limb amputation 
  to Challenging (+0). This blade may be used as an 
  improvised weapon, and on a hit it deals 1d5 Rending 
  Damage. Finally, the medicae mechadendrite may be 
  used to gain a +10 bonus to Interrogation Tests. This 
  mechadendrite may be shoulder or sternum-mounted. 
  You must have the appropriate Mechadendrite Use talent 
  to operate this implant.
  mINd ImPulse uNIt
  These devices, also known as sense-links, allow the owner 
  to directly interface with a machine or technological device, 
  and see very widespread use among the Adeptus Mechanicus 
  who regard them as objects of divine communion. A basic or 
  crude 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 spinal plug.
  Common models impose no modifiers to machine spirit 
  communication and add a +10 bonus to Tech-Use, Pilot 
  or Drive Tests used in conjunction with devices capable of 
  MIU linking.
  Poor MIU systems require a successful Willpower Test 
  to use and impose a –10 penalty to interact with machine 
  spirits.
  Good models grant a +10 bonus to communicate with 
  machine spirits, and with Tech-Use, Pilot, Drive, Logic, 
  Inquiry and Weapon Skill Tests when interfaced with MIU 
  systems.
  oPtIcal mechadeNdrIte
  This highly flexible, camera-studded mechadendrite 
  is designed to assist in inspection and detection. This 
  mechadendrite may extend to a length of three metres, 
  and can reduce its width to pencil thickness. It grants 
  a +10 bonus to all Perception-based Tests. The optical 
  feed allows the user to examine surfaces at a microscopic 
  level and may also be used as a telescopic sight. The 
  mechadendrite is also mounted with an infra-red torch 
  and sensors. A character using the mechadendrite suffers 
  no penalties due to darkness and gains a +20 bonus 
  to vision-based Perception Tests at night. Finally, the 
  mechadendrite is fitted with a light that may be tinted a 
  variety of different colours, depending on the controller’s 
  whim. This mechadendrite may be shoulder or sternum-
  mounted. You must have the appropriate Mechadendrite 
  Use talent to operate this implant.
  utIlItY mechadeNdrIte
  This two-metre long limb houses a variety of tools and 
  attachments designed to assist a Tech-Priest in the course of 
  his holy duties. This mechadendrite counts as a combi-tool, 
  granting a +10 bonus to all Tech-Use Tests. The limb also 
  houses six injector pistons, each of which may be filled with 
  one dose of sacred machine oil. These must be supplied and 
  replaced separately. In addition to this, the limb contains an 
  electrically powered censer, which can gust incense fumes 
  over particularly troublesome faults. The censer generates one 
  “blast” of smoke every fifteen minutes. This 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 made to 
  detect the Tech-Priest that rely on a sense of smell gain a +10 
  bonus. Finally, the mechadendrite contains a cutting blade. 
  This counts as a knife with the Defensive quality and mono 
  upgrade. You must have the appropriate Mechadendrite Use 
  talent to operate this implant.
  
  157
  tYPes of PsYker
  •
  usINg PsYchIc 
  abIlItIes
  •
  PsYchIc PoWers
  •
  mINor PoWers
  •
  PsYchIc 
  dIscIPlINes
  •
  bIomaNcY
  •
  dIVINatIoN
  •
  PYromaNcY
  •
  telekINetIcs
  •
  telePathY
  
  158
  Types of Psyker
  W
  Chapter VII:
  Psychic 
  Powers
  Chapter VI: 
  Psychic 
  Powers
  “My blade can shear through adamantium as if it were paper, 
  but it is a blunt club compared to the edge of my will.”
  — Inquisitor Kaede, Ordo Hereticus.
  W
  ithin the Imperium of man, some people are born different. 
  Some fickle turn of fate or chance twist in the genome has 
  seen them join the growing ranks of psychic individuals 
  within the human race. These psykers labour under a blessing and 
  a curse. They have the rare talent to draw power from the warp, the 
  hidden dimension of Chaos that lurks beneath the fabric of reality, and 
  shape it into all manner of strange and supernatural effects. Using such 
  power, however, comes with a terrible risk.
  Whether they know it or not, the mind of each psyker shines 
  brightly within the otherworldly dimension of the warp, or 
  immaterium as it is also known. This psychic realm is home to 
  unspeakable beings, hungry predators that look upon such soul-
  fires with great anticipation. The denizens of the immaterium—
  warp beasts, Daemons and worse—find great sport in weak and 
  unprotected minds. An unwary psyker is easily attacked, consumed 
  or used as a gateway from the warp to the physical realm.
  Psykers are regarded in many different ways across the Imperium’s 
  countless worlds. On the more primitive planets, they are thought 
  of as shamans, witches and sorcerers. More sophisticated societies 
  are usually aware of psychic abilities and refer to psykers by other 
  titles such as “gifted” or “the touched”. But in almost all cases, and 
  on all worlds, they are feared for the darkness and chaos they can 
  bring down on those around them.
  There are many that believe psykers represent a gross perversion 
  of all that humanity is, and a constant reminder of the terrible powers 
  of the warp. This idea seems to hold some weight as the majority of 
  psykers succumb to madness and ruin, often at the cost of countless 
  other lives. Those that can master psychic power, however, become 
  a prized, if somewhat dangerous, commodity to the Imperium. The 
  Inquisition, especially, makes great use of psykers in rooting out the 
  enemies of mankind, fighting fire with fire as it were.
  “The dominion of Man the Animal is done. The age of Man the 
  Psyker has just begun!”
  — Heretic Thaylon Sol, final words.
  “Man only spoke of it once. He say bein’ psyker not so unlike us 
  spine-divers. Spend all your time with your parts in sea-dark, 
  awaitin’ the day when d’ fang-fish bite.”
  — Spectoris Agri-hand, Dermay.
  “If the worst happens, and your Savant-Warrant falls to corruption, 
  pray the Psykana conditioning holds. If you’re lucky, he’ll fall upon 
  his mercy blade before anything too terrible can manifest. If he doesn’t 
  open his veins… well, that’s a whole other lecture.”
  — Officer Training, Gunmetallicus 104th.
  TYPES OF PSYKER
  There are many roles within the Imperium that utilise psykers in 
  some way or another. Some of these roles are revered and vital, 
  whilst others are reviled utterly. However people feel about psykers, 
  they are as much a part of the vast Imperium of Man as the Imperial 
  Guard, the Administratum and even the Emperor Himself.
  astroPaths
  These psykers are capable of transmitting messages across 
  the vast distances of space. Though frequently inexact, 
  arriving too late, and occasionally lost all together, these 
  psychic transmissions are the best means the Imperium has 
  of communicating across its enormous volume of dominion. 
  Astropaths are part of the Adeptus Astra Telepathica, an 
  Imperial organisation dedicated to recruiting and training 
  psykers. Most astropaths are blind, a side effect of the agonising 
  Soul Binding ritual which forms part of their initiation.
  ImPerIal PsYkers
  These psykers are individuals deemed strong enough to serve the 
  Imperium without significant dangers to others. These psykers 
  serve in many parts of the Empire of Man, nominally as vassals 
  to the Adeptus Astra Telepathica; from the Administratum to the 
  Imperial military, within merchant houses or even for planetary 
  governors. Imperial psykers often blend into their seconded post 
  with surprising skill. Clad in monkish robes or secure behind 
  scholarly titles, they often appear indistinguishable from the vast 
  ranks of Administratum scribes. That is, until they must call upon 
  their eldritch powers. Others serve within carefully constructed 
  roles such as the Savant Militant of the Imperial Guard. Sanctioned 
  psykers follow various schools of training, known collectively as 
  the Scholastica Psykana. Much like the Imperial Creed, the exact 
  teachings of the Scholastica Psykana may vary from sector to 
  sector (or even planet to planet) yet the intent remains the same—
  training dutiful psykers to serve the Imperium.
  NaVIgators
  These unusual mutants have the ability to navigate the precarious 
  tides of the warp with the aid of third eye that allows them see 
  into the immaterium. Vital to space travel, Navigators have close 
  ties to the Imperial Navy, Rogue Traders, and many powerful 
  houses. Not so much an organisation as a series of bloodlines and 
  families, the Navis Nobilite are closely watched by the Imperium, 
  for every warp-capable Navigator is sorely needed.
  sacrIfIces
  The Black Ships of the Inquisition sweep up great tides of 
  psykers as they ply their way across the Imperium. The vast 
  majority of the psykers gathered in this way are found to be too 
  weak and pliant in soul to stand against the corruption of the 
  warp. They are passed to the care of the Adeptus Astronomica. 
  This august body helps the Emperor maintain the Astronomican, 
  the great psychic beacon of Terra. By burning the very stuff of 
  their souls, the Astromonican’s martyrs power the Emperor’s 
  
  159
  Golden Throne, sending astral light fl aring through the warp. 
  By providing a single fixed point, the Astronomican forms a 
  vital part of warp travel, allowing Navigators to effectively 
  triangulate their position. Perhaps a thousand such martyrs 
  are sacrificed to the Emperor in this manner each day. Most 
  consider this a small price to pay in return for the protection 
  and guidance offered by the Master of Mankind.
  lateNt PsYkers
  There are some psykers that are unaware of their abilities. 
  They may hail from a primitive world ignorant of proper 
  ways, or else their powers might manifest in subtle ways, 
  such as strange luck with dice, “poltergeist activity”, uncanny 
  hunches and so on. These psykers might never be detected, 
  or more likely they might become host to all manner of 
  warp corruption. Some might be infected with weird psychic 
  parasites which slowly gnaw away at their mind until insanity 
  results. Others might become host to Daemons, or even be 
  snatched away into the warp to make a plaything for the 
  Ruinous Ones which lurk there. Some have been known 
  to fl ower into full-blown psychic ability—a phenomenon 
  known as emerging—under stress, often with spectacular 
  results. In any case, latent psykers are considered dangerous 
  weak points, and the agents of the Black Ships do not shy 
  away from hunting them down.
       Witches & 
          Psykers
  T
  he people of the Imperium fear that which is different strange or unusual. Such is the 
  brutal and unforgiving nature of the 41st Millennium that this mindset is a wise survival 
  strategy. Unusual growths, rumours of deviance, supposed magic powers or simple unpopularity 
  are often enough to see a person branded a witch and lynched, burned or worse. The paranoid fear 
  of witches is common throughout the Imperium, and many innocent souls are sacrificed upon the 
  altar of hysteria. Those accused of being witches might be psykers but just as often they are simply a 
  wizened crone ugly misfit or drooling simpleton. Some cultures add charges of witchcraft to other 
  crimes for reasons political and otherwise. For example, a charismatic sed tionist within the mines 
  of Sepheris Secundus might be tried as a traitor and warlock. His followers might be described 
  as being enchanted or bewitched into acting against their baron. Even on planets with advanced 
  technology such fears still run deep. A dissolute hive world noble might be mind cleansed by his 
  family for treating with the occult or having heretical psychosis. One of the more common tasks of 
  the Inquisition is discovering if a witch has any real connection with the warp  or if their crimes are 
  of a more domestic nature. The majority err on the side of guilt just to be sure. 
  Whilst sorcerers,  witches and, to some extent, latent psykers are feared and hated by the 
  common man. Imperial psykers and Astropaths enjoy a different status. Sanctioning imparts 
  a measure of orthodoxy and authority to these psykers marking them as part of the Imperium. 
  After all  the Imperial psyker has made the great pilgrimage to Holy Terra and beheld the 
  Emperor s light first hand. Whilst the common man will almost certainly be full of awe and fear at the psyker's presence  it is little different to the feeling he 
  might experience when encountering a commissar or an Administratum tax prefect. That said, Imperial psykers usually take pains to avoid making their 
  abilities too apparent  Mob rule and superstitious rage is never far away  particularly when psychic phenomena begin to manifest. Astropaths are usually 
  sequestered far away from the public gaze  but even they are conscious that their presence is unsettling for the blunt masses.  Most folk will never have heard of 
  a Navigator, let alone seen one for they are a rare breed which is kept closely cloistered and hard at work. On the rare occasions that they deal with human 
  society like other orthodox psykers they choose to hide from plain sight.
  
  160
  Measuring 
  Psychic Ability
  sorcerers
  Some psykers choose the path of damnation in their quest for power. 
  Heeding the whispered lure of Daemonic promises, they give up 
  their souls in return for secret knowledge, raw power and mastery 
  of things that man was not meant to know. These psykers embrace 
  the Dark Gods as their lords and masters, making vile pacts to 
  further their own depraved avarice. They are despised and feared 
  for their unnatural practises and Daemonic taint. The Inquisition 
  regards these sorcerers as highly dangerous foes, for they often act 
  as doors through which Daemons may enter realspace.
  uNtouchables
  Untouchables are individuals who have no warp signature. 
  They are not psykers, in fact they are completely the opposite. 
  Their presence frequently acts as a damper on psychic activity, 
  lessening or even completely halting its effects. Untouchables, 
  like psykers, actually have different grades of “ability”, though 
  few savants have actually been able to study them closely due 
  to their extreme rarity. Their strange aura makes most folk 
  uncomfortable around them, and for this reason they are 
  often loners, outcasts and pariahs. Of all Imperial institutions, 
  the Inquisition makes the greatest use of Untouchables.
  MEASURING 
  PSYCHIC ABILITY
  Psychic ability typically manifests between the ages of ten and 
  twenty, though there are psykers who have emerged in infancy 
  or later in life. What triggers latent psychic ability is unknown 
  to Imperial scholars, though not for lack of trying. Only the 
  rare psyker is strong enough to “stand alone” against the terrible 
  dangers inherent in possessing psychic abilities. Even the majority 
  of the strongest psykers still require a great deal of training to 
  effectively utilise their abilities. In order to be properly trained, 
  each psyker needs to go through a reckoning of their powers.
  Assessing the capabilities of a psyker is a difficult and 
  imprecise art. The primary consideration is the psyker’s strength 
  against predation and corruption from the warp. Sanctioneers 
  have many ways of measuring this peculiar strength of will, 
  from demanding years of devotional training, to simply 
  intuiting with a glance. Those deemed weak and pliable are 
  granted the Emperor’s mercy, or sent to join the throngs of 
  martyrs on Holy Terra. Those who have the strength to resist 
  the maddening touch of the warp and exhibit some control over 
  their gifts are then divided into groups and types, according to 
  their powers, raw ability and finesse. Some are soul bound and 
  become Astropaths. Others are sent out by the Adeptus Astra 
  Telepathica to serve in various roles and to study under the 
  auspice of the Scholastia Psykana.
  Each tradition or branch of the Scholastia Psykana has a different 
  method for measuring psychic ability. Some grade the individual 
  on raw power; from the fl ickering power of an Omicron Grade 
  psyker, to the world shattering awe of the Alpha Grade psyker. 
  Others prefer to group their novices by the Discipline they study, 
  whilst others still rate the psyker on the level of training and finesse 
  they have attained. This rating might follow a scientific numeral 
  system, depend on mystical degrees of initiation, or use any 
  method in between. However it is measured, the psyker is expected 
  to study the traditions, Disciplines, powers and obligations of the 
  Scholastia Psykana with the utmost devotion.
  PsYkers IN dark heresY
  For the sake of clarity, Psykers in Dark Heresy have been 
  graded on a Psy Rating scale of 1–6. This is very much game 
  terminology, designed to make the rules simple and easy for 
  you to use. In the 41st Millennium, Psyker abilities are not 
  so cut and dried! There are many names for the different 
  levels of Psyker, each with their own subtle meanings and 
  significances. Whilst you, the player, might happily discuss 
  Psy Ratings, your character would not know what “Psy 
  Rating 3” means. For an idea of how differing Disciplines 
  of psychic study grade their members, take a look at Table 
  6-1: Scholastica Psykana Calixis. This is an example of 
  how the larger schools of the Scholastica Psykana within 
  the Calixis Sector describe their initiates.
  am I a PsYker?
  To be formally considered a Psyker in game terms, a character 
  must have one of the Psy Rating talents. However, there are 
  other ways to gain Psychic Powers, especially minor ones, 
  through Talents, Traits and even drugs. It is also possible for 
  a character with some psychic ability to improve their level of 
  power, effectively increasing their Rating. For details on the 
  effects of the various Psyker Ratings and other Talents that 
  grant Psychic Powers see Chapter IV: Talents.
  Table 6-1: Scholastica Psykana Calixis
   Psy Rating 
  Telekine 
  Telepath/Diviner 
  Biomancer 
  Pyromancer
   
  1 
  Grammatican 
  The Crimson Aeon 
  Novice Carnate 
  Ignis
   
  2 
  Rhetorite 
  The Golden Aeon 
  Novice Sanguis 
  Cauterite
   
  3 
  Dilectate 
  The Silver Aeon 
  Novice Cognate 
  Pyrist
   
  4 
  Trigmestus 
  The Hermetic Aeon 
  Novice Tuitus 
  Cinorator
   
  5 
  Quadrivite 
  The Silent Aeon 
  Novice Spiritus 
  Incandate
   
  6 
  Iptissimus 
  The Spectral Aeon 
  Novice Tenebrae 
  Crematist
  
  161
  T
  Using Psychic 
  Abilities
  USING PSYCHIC 
  ABILITIES
  “When you stare into the warp, the warp stares back into you.”
  — Scholastica Psykana aphorism.
  T
  o use a Psychic Power, a Psyker directs his will into 
  the sea of the immaterium, pulling forth power 
  from the warp to create an effect in realspace. To 
  do this, the Psyker must make a Focus Power Action. 
  They then make a Power Roll by rolling a number of 
  dice up to their Psy Rating (typically 1–6) and adding 
  their Willpower Bonus. Compare the total of the roll to 
  the Power’s Psychic Threshold (PT). If this number equals 
  or exceeds the PT, the power takes effect. Otherwise, the 
  Psyker has been unable to gather the necessary power, or 
  perhaps they have been repelled by something in the warp 
  and the power fails.
  PsYchIc PheNomeNa
  When a Psyker focuses their power they invite the very 
  essence of the warp into the real world causing such things 
  as frost to cover nearby surfaces, ghostly whispers to fill 
  the air and statues to weep tears of blood. These psychic 
  disturbances are rarely dangerous (most of the time). 
  However, they do instantly alert others to the presence of the 
  Psyker and even harmless effects can cause the superstitious 
  citizens of the Imperium to fl ee in terror.
  When a Psyker rolls an 9 on any of the dice used to manifest 
  a power, they will invoke Psychic Phenomena and must roll 
  on Table 6–2: Psychic Phenomena, page 162 once for 
  each 9 rolled. Psychic Phenomena can open the doorway to 
  darker things and can cause a Psyker to conjure the Perils of 
  the Warp.
  Note: It is possible to successfully manifest a power and 
  still cause Psychic Phenomena or Perils of the Warp.
  eXamPle
   Elyra Yivor, a Psyker with Psy Rating of 2, tries to activate a 
  power with a PT of 13. Her Psy Rating of 2 means she can 
  roll two dice and adds her WP Bonus, meaning she will roll 
  2d10+3. Rolling the dice she scores a total of 15. As she has 
  beaten the PT she has managed to manifest the power.
  Characters with the Invocation skill can take a Full Action 
  prior to trying to manifest a power to gain a bonus to their 
  Power Roll (see Chapter III: Skills)
  Note that a Psyker need not roll all of their dice when 
  making a Power Roll.
  eXamPle
  Elyra Yivor is trying to conjure a Fire Bolt to smite her foes. 
  As she has a Psy Rating of 2 she rolls two dice and adds her 
  WP Bonus. Rolling the dice she scores a 4 and an 9. Adding 
  these together and her WP Bonus she scores a total of 16, 
  enough to manifest the power. However, as she rolled an 9 she 
  must also roll on Table 6-2: Psychic Phenomena. Rolling on 
  the table she scores a 13. So even as she flings her fiery bolts, 
  a Grave Chill fills the air around her.
  
  162
  Table 6-2: Psychic Phenomena
   Roll  Effect
   1–3 
  Dark Foreboding: A very faint breeze blows past the Psyker and those near him, and everyone gets the eerie 
   
   
  feeling that something unfortunate has just happened somewhere in the galaxy.
   3–5 
  Warp Echo: For a few seconds, voices and other noises cause echoes regardless of surroundings.
   6–8 
  Ethereal Stench: The air around the Psyker fills with a faint smell, which can either be pleasant or noxious.
   9–11 
  Mounting Paranoia: The Psyker gets an itch between his shoulder blades for a few moments.
   12–14 Grave Chill: The temperature drops sharply for a few seconds and a fine coating of frost covers everything  
   
   
  within 3d10 metres of the Psyker.
   15–17 Unnatural Aura: All animals within 1d100 metres become spooked and restless.
   18–20 Memory Worm: All people within line of sight of the Psyker forget something trivial.
   21–23 Spoilage: Food goes off and drink goes stale in a radius of 5d10 metres.
   24–26 Haunting Breeze: Moderate winds whip up around the Psyker for a few seconds, blowing very light objects 
   
   
  about within 3d10 metres.
   27–29 Veil of Darkness: For a brief moment (effectively the remainder of the round) it seems to everyone within 3d10 
   
   
  metres of the Psyker that night has fallen, plunging the area into darkness.
   30–32 Distorted Reflection: Mirrors break and other reflective surfaces distort or ripple within 5d10 metres of the Psyker.
   33–35 
  Breath Leech: Everyone (including the Psyker) become short of breath for a round and cannot make any Run or Charge Actions.
   36–38 Daemonic Mask: For a fleeting moment the Psyker takes on a Daemonic appearance and gains a Fear Rating 
   
   
  of 1 for the remainder of the Round, but also gains 1 Corruption Point.
   39–41 Unnatural Decay: All plants within 3d10 metres of the Psyker wither and die.
   42–44 Spectral Gale: Howling winds erupt around the Psyker, lifting him slightly into the air and forcing both him  
   
   
  and anyone within 4d10 metres to make an Easy (+30) Agility Test or be 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  
   
   
  of people or statues in this radius, 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 Psy Discharge: Static electricity fills the air for 6d10 metres causing hair to stand on end, while the Psyker rises 
   
   
  1d5 metres into the air, falling back to earth after a second or two.
   5–56 
  Warp Ghosts: Ghostly apparitions fill the air for 3d10 metres around the Psyker, flying around and howling in 
   
   
  pain for a few brief moments. Everyone in the radius must make a WP Test or gain 1 Insanity Point.
   57–59 Falling Upwards: Everything within 2d10 metres of the Psyker (including him) rises 1d10 metres into the air 
   
   
  as gravity briefly disappears before falling to the ground after a second or two.
   60–62 Banshee Howl: A deafening keening sounds out for a kilometre, shattering glass and forcing everyone in the  
   
   
  area (including the Psyker) to make a Toughness Test or be deafened for 1d10 Rounds.
   63–65 The Furies: The Psyker is thrown to the ground by unseen hands and thrashes about for a few moments as  
   
   
  winds howl about within 6d10 metres of him, lifting up light objects and forcing those in the area to make  
   
   
  Agility Tests or be blown down.
   66–68 Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres 
   
   
  has a glimpse at the heart of the warp. Everyone in the area (including the Psyker) must make a WP Test or  
   
   
  gain 1d5 Insanity Points.
   69–71 Tech Scorn: The machine spirits reject your unnatural ways. All tech devices within 5d10 metres malfunction 
   
   
  momentarily and all ranged weapons Jam (see Chapter VII: Playing the Game).
   72–74 Warp Madness: A violent ripple of discord causes all creatures within 2d10 metres (with the exception of the 
   
   
  Psyker) to become Frenzied for a Round and gain a Corruption Point.
   75+ 
  Perils of the Warp: Invoking the Psychic Power calls down a maelstrom of warp energy power. Roll on Table 6-3: 
   
   
  Perils of the Warp, page 163 and apply the results to the Psyker.
  PsYchIc-focI
  One of the principle ways a Psyker can enhance or control his powers is through the use of Psychic-foci. There are many 
  different types of psychic-foci, which range from simple tricks that are known to help focus the mind when using certain 
  abilities, to some exceedingly rare and sophisticated devices crafted by the Adeptus Mechanicus designed to boost or 
  amplify Psychic Power. The most famous psychic-foci in the Imperium is doubtless the Emperor’s Tarot, which helps act 
  as a powerful divinatory tool in the hands of a trained Psyker. In mechanical terms Psychic-foci add a bonus to a Psyker’s 
  Invocation skill Test. For details on Psy-focus see Chapter V: Armoury, page 151.
  
  163
  PerIls of the WarP
  The warp is a dangerous and unpredictable entity and every 
  time a Psyker draws from it he risks insanity, death and ruin. 
  When a Psyker invokes Psychic Phenomena there is a chance 
  that it might actually indicate that something far, far worse 
  has occurred. Psykers who have rolled 75 or more on Table 
  6-2: Psychic Phenomena must immediately roll on Table 
  6-3: Perils of the Warp.
  In addition to any other effects, whenever a Psyker invokes 
  the Perils of the Warp he gains 1 Corruption Point.
  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 unprotected mind. 
   
   
  He must make a Willpower Test or gain 1d5 Insanity Points.
   06–09 
  Warp Burn: A violent burst of energy from the warp smashes into the Psyker’s mind, sending him reeling. He  
   
   
  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 Willpower Test or be Stunned for a Round.
   14–18 
  Psy-Blast: There is an explosion of power and the Psyker is thrown 1d10 metres into the air, falling to the  
   
   
  ground (see page 210 for Falling Damage).
   19–24 
  Soul Sear: Warp power courses through the Psyker’s body, scorching his very soul. The Psyker cannot use any  
   
   
  powers for one hour and gains 5 Corruption Points.
   25–30 
  Locked In: The power cages the Psyker’s mind in an ethereal prison. The Psyker falls to the ground in a catatonic state.  
   
   
  Each Round thereafter, he must spend a Full Action to Test Willpower. On a success, his mind is freed and restored to his body.
   31–38 
  Chronological Incontinence: Time warps around the Psyker. The character winks out of existence and  
   
   
  reappears in 1d10 Rounds (or one minute if you’re using Narrative Time).
   39–46 
  Psychic Mirror: The Psyker’s power is turned upon him. Resolve the power’s effects as normal but the power  
   
   
  targets the Psyker instead. Should the power be of benefit, it instead deals 1d10+5 Energy Damage to the Psyker 
   
   
  and the beneficial effect is cancelled. Armour offers the Psyker no protection against this Damage.
   47–55 
  Warp Whispers: The ghostly voices of Daemons fill the air within 4d10 metres of the Psyker. Everyone in the 
   
   
  area (including the Psyker) must make a Hard (–20) Willpower Test or gain 1d10 Corruption Points.
   56–61 
  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 within 50 metres swap minds for 1d10 Rounds. This may include fellow Acolytes, 
   
   
  or even enemy combatants. Each creature retains its Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, 
   
   
  and Fellowship during the swap, but gain the other Characteristics of the new body. Should either body be slain, 
   
   
  the effect immediately ends. Both beings are strangely revolted by the process and are unable to meet each other’s 
   
   
  gaze for some time afterwards. Each gains 1d5 Insanity Points for the experience. If there are no  
   
   
  creatures within this range, the Psyker must make a Willpower Test or become catatonic for 1d5 Rounds whilst 
   
   
  his mind wanders the warp and gains 1d5 Insanity Points.
   62–67 
  Dark Summoning: A Lesser Daemon (see Chapter XII: Aliens, Heretics & Antagonists) pops into existence within 
   
   
  3d10 metres of the Psyker for 1d10 Rounds or until it is slain. It detests the Psyker and trains its attacks on the fool that 
   
   
  summoned it.
   68–72 
  Ethereal Storm: All sentient creatures (including the Psyker) within 1d100 metres take 1d10 Energy Damage 
   
   
  that ignores Armour.
   73–78 
  Blood Rain: A psychic storm erupts, covering an area of 5d10 metres. In addition to whipping winds and raining  
   
   
  blood, any Psychic Powers used in the area automatically invoke the Perils of the Warp for 1d5 Rounds.
   79–82 
  Cataclysmic Blast: The Psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within  
   
   
  2d10 metres of him (including the Psyker) takes 1d10+5 Energy Damage and all of the Psyker’s clothing and gear 
   
   
  are destroyed, leaving him naked and smoking on the ground.
   83–86 
  Mass Possession: Daemons ravage the minds of every living thing within 1d100 metres for 2d10 Rounds. Every  
   
   
  character in the area must Test Willpower at the start of their Turn. A failed Test indicates that the character must spend his entire 
   
   
  Turn fighting off the attack and counts as helpless. Characters that also fail the Test gain 1d5 Corruption Points.
   87–90 
  The Surly Bonds of Earth: Reality buckles and all gravity within 1d100 metres reverses for 1d10 Rounds. All  
   
   
  creatures and unattended objects begin to lift off the ground at a rate of three metres per Round. At the end of this 
   
   
  time, reality asserts itself and everything comes crashing down, likely dealing Damage to all those affected.
   91–99 
  Daemonhost: The Psyker must immediately pass a Very Hard (–30) Willpower Test or be possessed by a Daemon and become 
   
   
  a Daemonhost! Create an Unbound Daemonhost (See Chapter XII: Aliens, Heretics & Antagonists) that will immediately  
   
   
  attack. Only the destruction of the Daemonhost will free the Psyker (though he may die anyway if his body is destroyed in the 
   
   
  process). If the Psyker does somehow manage to survive this result, he automatically gains 4d10 Corruption Points.
   100 
  Warp Feast: A rift in reality is torn open and the Psyker is sucked into the warp with a little burping noise. He  
   
   
  is no more.
  
  164
  Detecting 
   Psychic Powers
  The Psychic 
  Disciplines
  Minor 
  Psychic Powers
  Sustaining 
    Psychic Abilities
  Overbleed
  T
  Psychic 
  Powers
  OVERBLEED
  A Psyker sometimes channels more warp energy than he requires 
  to manifest a power. In most cases he bleeds off the excess into 
  the immaterium and it is lost. However, with some powers it is 
  possible to funnel this energy directly into manifesting greater 
  effects. If a Psyker beats the power’s Psychic Threshold by a 
  certain amount he will gain extra effects, such as increased Range, 
  Damage or Duration. If a power has this ability, it is mentioned 
  in the entry along with the extra effects of Overbleed.
  SUSTAINING 
  PSYCHIC ABILITIES
  There are a number of Psychic Powers that are worth “keeping 
  on” for an extended length of time. Powers that can be used in 
  such manner are referred to as being “sustainable”, which is noted 
  in their entries. Sustaining a Psychic Power for an extended period 
  of time is very taxing and only the most proficient Psykers can 
  accomplish it. Every 10 Rounds a power is active, the Psyker 
  must make a Power Roll to maintain it—just as if he were rolling 
  to manifest it. Unlike a normal Power Roll, this is performed as 
  a Free Action at the start of the Psyker’s Turn and cannot invoke 
  either Psychic Phenomena or the Perils of the Warp.
  sustaININg multIPle PoWers
  A Psyker can sustain a single Psychic Power without much effort 
  once properly activated. However, all Power Rolls the Psyker makes 
  while sustaining a single Psychic Power are reduced by 4. A Psyker 
  can sustain multiple powers, but all Power Rolls get progressively 
  more difficult as he must expend more and more of his power on 
  maintaining the powers already in effect. A Psyker sustaining two 
  powers reduces all Power Rolls by 8 while a Psyker sustaining 
  three powers reduces all Power Rolls by 16. It is not possible to 
  sustain more than four powers at once. These penalties to the 
  Power Roll also apply to sustaining powers already in effect.
  cumulatIVe effects
  Modifiers, Characteristic Bonuses, and other benefits generated 
  by Psychic Powers do not stack. If two powers provide the 
  same kind of bonus, such as an increase in Strength, then only 
  the highest applies.
  DETECTING 
  PSYCHIC POWERS
  All Psykers can, to a greater or lesser degree, feel the movements 
  of the immaterium about them. They are very sensitive to the 
  warp’s ebb and fl ow, often feeling when others of their ilk 
  reach out to touch the psychic currents about them. All Psykers 
  can Test Psyniscience when Psychic Powers are used in their 
  presence in order to help determine the source (see Chapter 
  III: Skills, page 105 for details on this Skill).
  PSYCHIC 
  POWERS
  “Power Corrupts?”
  — Traditional meditation of the Scholastica Psykana.
  T
  he remainder of this chapter presents an assortment of the 
  most common Psychic Powers found in the Imperium. 
  These are certainly not all of the powers that might be 
  found, even within the specific Disciplines. The Imperium is a 
  vast and strange place and nearly anything is possible.
  MINOR 
  PSYCHIC POWERS
  While Psykers may aspire to mastering the Psychic Disciplines, 
  the reality is that most never rise far above only being able to 
  manifest minor powers and effects. This plethora of lesser abilities 
  is collectively known as Minor Psychic Powers and often forms 
  the standard arsenal of most Psykers. Unlike the more powerful 
  Disciplines, these powers are relatively easy to learn and use. 
  Minor Psychic Powers can be purchased by spending Experience 
  Points on the relevent Talents (see Chapter IV: Talents).
  THE PSYCHIC 
  DISCIPLINES
  There are a number of different groupings of psychic 
  abilities, which are referred to as Psychic Disciplines 
  by the savants of the Imperium. Because each Psychic 
  Discipline requires a certain type of training and well, 
  discipline, it is easier by far for a Psyker to learn multiple 
  powers from one Discipline then try to learn from another. 
  Mastering a specific Psychic Discipline is considered to 
  be a great milestone for a Psyker.
  Biomancy: The art of sculpting fl esh to conform to 
  one’s will.
  Divination: The art of reading past, present and future in 
  the shadows of the immaterium.
  Pyromancy: The art of controlling heat and fl ame.
  Telekinetics: The art of translating thought into 
  physical force.
  Telepathy: The art of reading and controlling minds.
  dIscIPlINe masterY
  Once you have learnt ten or more powers of a particular 
  Discipline, you are said to have mastered it. When 
  manifesting any power within the Discipline reduce the 
  power’s PT by 5. Those who have mastered a Discipline 
  are extraordinarily powerful, capable of manifesting 
  powers quickly and efficiently.
  
  165
  Minor Powers
  Power Format
  POWER FORMAT
  All powers use the following format.
  PoWer Name
  Threshold: This is the amount of 
  accumulated energy needed to manifest 
  the power.
  Focus Time: This entry describes 
  the length of the Focus Power Action 
  required to manifest the power.
  Sustained: Yes or No. If yes, the 
  power’s effects remain in play for up 
  to 10 Rounds. Beyond this, you must 
  make Tests to keep the power active. 
  If no, the power’s effects may remain 
  in play or be instantaneous, though in 
  either case the Psyker no longer needs 
  to maintain them.
  Range: This entry describes the power’s 
  Range. This is expressed in one of four 
  Ranges: “You” indicates that the power 
  can be cast only upon yourself; “Touch” 
  indicates that you must touch a target—a 
  Weapon Skill Test—for the power to take 
  effect; “Touch (You)” functions as touch, 
  but you can also manifest the power on 
  yourself; and “Metres or Kilometres” 
  indicates that the power takes effect at 
  the listed distance. A description of the 
  power’s effects follows.
  Overbleed: If the power has 
  additional effects for exceeding the 
  threshold, it is listed here. Otherwise 
  this entry is absent.
  MINOR POWERS
  Minor Psychic Powers are tricks 
  and knacks that those with even a 
  shadow of psychic ability can learn. 
  They are nothing compared to the 
  “true” Disciplines, but are useful 
  nonetheless.
  call creatures
  Threshold: 
  9
  Focus Time: 
  Full Action
  Sustained: 
  No
  Range: 
  1 km radius
  You call a number of simple-minded 
  creatures within range to travel to 
  your location. Creatures called depend 
  on the nature of the environment, 
  though the sorts of creatures called 
  may include rats, ash slugs and other 
  kinds of vermin. If no such creatures are 
  likely to be in the area, the power has 
  no effect. Under most circumstances, 
  1d10 such creatures appear after 2d10 
  minutes have passed. The creatures are 
  not compelled to serve the Psyker; they 
  simply appear and behave as normal for 
  their species.
  Overbleed: For every 5 points by 
  which you exceed the Threshold, you 
  extend the powers Range by 1km.
  call Item
  Threshold: 
  5
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  Unlimited
  You summon a specially prepared item 
  to instantly appear in your hand. To 
  prepare the object, you must spend one 
  hour in deep meditation, infusing the 
  object with your psychic imprint, and 
  marking it with glyphs and runes. The 
  object must be small and light enough 
  to be carried in one hand. You may only 
  have one prepared item at a time.
  chameleoN
  Threshold: 
  7
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  You
  You cause reality to blur around 
  you, distorting your image and 
  allowing you to blend in with your 
  surroundings. You gain a +30 bonus 
  to Concealment Tests. In addition, 
  all opponents using ranged weapons 
  to attack you suffer a –20 penalty to 
  their Ballistic Skill Tests.
  Table 6–4: Minor Psychic Powers
  Name  
  Threshold 
  Focus Time 
  Sustain
  Call Creatures 
  9 
  Full Action 
  No
  Call Item 
  5 
  Half Action 
  No
  Chameleon 
  7 
  Half Action 
  Yes
  Déjà vu 
  8 
  Half Action 
  No
  Distort Vision 
  8 
  Free Action 
  No
  Dull Pain 
  8 
  Half Action 
  No
  Fearful Aura 
  7 
  Full Action 
  Yes
  Flash Bang 
  6 
  Half Action 
  No
  Float 
  8 
  Half Action 
  Yes
  Forget Me 
  6 
  Half Action 
  No
  Healer 
  7 
  Full Action 
  No
  Inflict Pain 
  8 
  Half Action 
  Yes
  Inspiring Aura 
  6 
  Full Action 
  Yes
  Knack 
  7 
  Half Action 
  No
  Lucky 
  6 
  Half Action 
  No
  Precognition 
  6 
  Half Action 
  Yes
  Psychic Stench 
  5 
  Half Action 
  No
  Resist Possession 
  6 
  Reaction 
  No
  Sense Presence 
  7 
  Half Action 
  Yes
  Spasm 
  7 
  Half Action 
  No
  Spectral Hands 
  10 
  Full Action 
  No
  Staunch Bleeding 
  8 
  Half Action 
  No
  Torch 
  5 
  Half Action 
  Yes
  Touch of Madness 
  11 
  Full Action 
  No
  Trick 
  5 
  Half Action 
  Yes
  Unnatural Aim 
  8 
  Half Action 
  No
  Wall Walk 
  8 
  Half Action 
  Yes
  Warp Howl 
  8 
  Full Action 
  No
  Weaken Veil 
  9 
  Full Action 
  Yes
  Weapon Jinx 
  8 
  Full Action 
  No
  White Noise 
  8 
  Full Action 
  Yes
  Wither 
  6 
  Full Action 
  No
  
  166
  déJà Vu
  Threshold: 
  8
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  30m
  You create a brief memory loop in 
  the mind of the target, causing their 
  thoughts to slip back several seconds 
  in time. You must be able to see the 
  target and they must be within the 
  range of the power to be affected. 
  They are also permitted a Willpower 
  Test to resist its effects. If they fail to 
  resist, however, they must repeat the 
  same Action that they took last Round 
  in their next Turn, be it firing a gun 
  at a target that is no longer there, 
  continuing to run from slain enemy, 
  or diving for cover from a grenade 
  that has already gone off. Any action 
  that would obviously be harmful to 
  the target, such as running off a cliff, 
  automatically allows them to resist the 
  power.
  dIstort VIsIoN
  Threshold: 
  8
  Focus Time: 
  Free Action
  Sustained: 
  No
  Range: 
  You
  With this power, you disappear and 
  your image reappears in another 
  space no more than 10 metres away. 
  Until the start of your next Turn, you 
  are effectively invisible to all other 
  creatures, defeating even sensory 
  equipment. All attacks against you, 
  should your position be discovered 
  by means of a Psyniscience Test, 
  are Very Hard (–30). Creatures and 
  sensors that do not rely on sight are 
  not affected by this power.
  dull PaIN
  Threshold: 
  8
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  10m
  You can nullify the pain of any creature, 
  including yourself, within Range. The 
  target of this power reduces their levels 
  of Fatigue by one step.
  Overbleed: For every 5 points 
  by which you exceed the Threshold, 
  you remove an additional level of 
  Fatigue.
  fearful aura
  Threshold: 
  7
  Focus Time: 
  Full Action
  Sustained: 
  Yes
  Range: 
  You
  You twist reality in such a way as to make 
  you appear more sinister and dangerous. 
  You become the source of dread for anyone 
  who looks upon you. Whilst this power is 
  active, you have a Fear Rating of 2. See 
  Chapter VIII: The Game Master, page 
  232 for details on Fear Ratings.
  Overbleed: For every 10 points by 
  which you exceed the Threshold, your 
  Fear Rating increases by 1.
  flash baNg
  Threshold: 
  6
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  20m
  You create a bright fl ash of light and a 
  deafening bang. Anyone within Range must 
  succeed on a Routine (+20) Willpower Test 
  or become Stunned for 1 Round.
  Overbleed: For every 10 points by which 
  you exceed the Threshold, the Difficulty 
  worsens by one step, from Routine (+20) 
  to Ordinary (+10), from Ordinary (+10) to 
  Challenging (+0), and so on.
  float
  Threshold: 
  8
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  You
  You focus your concentration and slowly 
  begin to lift off the ground. You can only 
  move up and down while under the effects 
  of this power, and you cannot rise higher 
  than 5 metres. You can use this power to 
  stop yourself from falling, but you must 
  succeed on a Difficult (–10) Willpower 
  Test in addition to beating the PT.
  forget me
  Threshold: 
  6
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  10m
  You become instantly forgettable to a 
  single creature within range. They can’t 
  seem to recall having met you before 
  this very instant and you effectively 
  suppress all memories of your previous 
  encounters. The target is entitled to 
  an Ordinary (+10) Willpower Test to 
  resist this power. Their memory returns 
  after 1d10 minutes.
  Overbleed: For every 5 points by 
  which you exceed the Threshold, you may 
  do any of the following: extend the effects 
  of this power to either one additional 
  target, add an extra 1d10 minutes to the 
  duration, or worsen the Difficulty of the 
  Willpower Test by one step.
  healer
  Threshold: 
  7
  Focus Time: 
  Full Action
  Sustained: 
  No
  Range: 
  10m
  You channel your power into a single 
  target to knit fl esh and mend bones. You 
  may only use this power on a willing 
  target, including yourself. The target of 
  this power removes 1d5 points of Damage 
  (removing Critical Damage first).
  Repeated uses of this power can be 
  dangerous, however, not to mention 
  painful, and the person’s fl esh rebels 
  against the intrusion of warp energy. If a 
  person (including the Psyker) is the subject 
  of this power more than once in a 6 hour 
  period, they must Test Toughness or take 
  1d5 points of Damage (with no reduction 
  for Toughness Bonus or Armour), rather 
  than being healed.
  
  167
  INflIct PaIN
  Threshold: 
  8
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  100m
  You cause a person to be wracked 
  with agony, filling their minds with 
  unspeakable pain. The target is entitled 
  to a Willpower Test to resist the effects 
  of this power. On a failed Test, the 
  target suffers a –10 to all their Tests as 
  they struggle to control their pain.
  Overbleed: For every 10 points by 
  which you exceed the Threshold you 
  can extend the effects of this power to 
  affect another target.
  INsPIrINg aura
  Threshold: 
  6
  Focus Time: 
  Full Action
  Sustained: 
  Yes
  Range: 
  You
  You seem to glow with an inner light 
  and all those around you are filled 
  with confidence. While this power is 
  active, all allies that can see you gain 
  a +20 bonus to Tests made to resist 
  Fear and Pinning. They may also feel 
  compelled to say nice things about 
  you. Which is nice.
  kNack
  Threshold: 
  7
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  You
  You tap into your unconscious to 
  awaken a deeper understanding of your 
  capabilities. Until the end of your next 
  Turn, you may gain a +10 bonus to any 
  one non-combat Test. After this point, 
  your enlightened mood fades.
  luckY
  Threshold: 
  6
  Focus Time:  
  Half Action
  Sustained: 
  No
  Range: 
  You
  It is said that luck acts strangely 
  around Psykers, no doubt in part 
  to powers like this one. When you 
  manifest this power, any time before 
  the end of your next Turn, you may 
  re-roll any one roll of your dice 
  (including Damage rolls).
  PrecogNItIoN
  Threshold: 
  6
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  You
  You get a fuzzy picture of what will 
  occur a few moments into the future. As 
  you draw nearer to the event, the picture 
  becomes clearer. For as long as this 
  power is active, you gain a +10 bonus to 
  Dodge Tests and to Weapon Skill Tests 
  made to Parry incoming blows.
  PsYchIc steNch
  Threshold: 
  5
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  Touch
  By momentarily handling an item you imbue 
  it with an unnatural psychic smell. Anyone 
  coming within five metres of the tainted item 
  will smell it, regardless of barriers or other 
  smells present. What a person smells when 
  around an item affected by psychic stench 
  depends on what they find most distasteful, 
  so the aroma can vary greatly. As the smell 
  only exists in a person’s mind, it will also 
  affect creatures that do not have a sense 
  of smell or have had their sense of smell 
  impaired. Psychic stench remains in effect for 
  1d10 days, after which time it dissipates.
  resIst PossessIoN
  Threshold: 
  6
  Focus Time: 
  Reaction
  Sustained: 
  No
  Range: 
  You
  You create mental wards to shield your 
  mind from the malign denizens of the 
  warp. Any time in the next hour you 
  may re-roll any failed Test to resist 
  being possessed by a Daemon.
  seNse PreseNce
  Threshold: 
  7
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  50m (see text)
  Reaching out with your mind, you get a 
  vague inkling of other life forms within 
  range. You automatically detect all living 
  creatures in the area. Walls in excess of 1 
  metre thick block this power.
  Overbleed: For every 5 points by which 
  you exceed the Threshold, you extend the 
  Range by an additional 10 metres.
  sPasm
  Threshold: 
  7
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  50m
  You cause a target’s muscles to 
  spasm. The target is entitled to a 
  Willpower Test to resist this power. 
  On a failure, the target twitches in an 
  uncontrollable and possibly amusing 
  way. If the target is carrying any 
  ballistic weapon, the weapon goes 
  off—make a Ballistic Skill Test as 
  normal to hit the closest creature. In 
  addition, the target immediately falls 
  to the ground and must use a Stand 
  Action to regain their feet.
  Overbleed: For every 5 points by 
  which you exceed the Threshold, you 
  may either affect an additional target or 
  worsen the Difficulty of the Willpower 
  Test by one step.
  sPectral haNds
  Threshold: 
  10
  Focus Time: 
  Full Action
  Sustained: 
  No
  Range: 
  30m
  You create an invisible force that you 
  can use to manipulate any object 
  within 30 metres. The force has a 
  Strength Characteristic equal to your 
  Willpower. This power lasts until the 
  end of your next Turn. You can use it 
  to knock over objects, push buttons, 
  pull levers or do any number of other 
  things requiring force. You cannot 
  perform any action that requires 
  precision, such as typing on a data-
  slate, pulling the pin from another 
  creature’s grenade, pull a trigger, and 
  so on. In addition, Spectral Hands has 
  no effect on living targets.
  stauNch bleedINg
  Threshold: 
  8
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  10m
  You cause yourself or another creature 
  within Range to halt Blood Loss. See 
  Chapter VII: Playing the Game, 
  page 211 for details on Blood Loss.
  Overbleed: For every 5 points by 
  which you exceed the Threshold, you 
  may affect another target.
  
  168
  torch
  Threshold: 
  5
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  You
  By burning the very stuff of your 
  thoughts, you create a ball of glowing 
  psy-fl ame. The light cast by Torch is 
  equivalent to a glow-lamp. The fl ame 
  may issue from any point on your 
  body. The fl ame is roughly the size 
  of your palm, and pulses slightly in 
  time with your heartbeat. It may be 
  coloured according to your whim. The 
  light produces no heat.
  Overbleed: For every 10 points 
  by which you exceed the Threshold 
  you may double or half the size of 
  the light or cause it to float up to 
  one metre from your body in any 
  direction.
  touch of madNess
  Threshold: 
  11
  Focus Time: 
  Full Action
  Sustained: 
  No
  Range: 
  100m
  You reach into the mind of a target 
  within Range and force them to 
  believe something that just isn’t 
  true. The target is entitled to a 
  Willpower Test to resist this power. 
  On a failed Test, the target must 
  roll 1d100 and consult Table 8-6 
  Mental Traumas on page 235.
  Overbleed: For every 10 points by 
  which you exceed the Threshold, you 
  affect an additional target.
  trIck
  Threshold 
   5
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  You
  You subtly influence the fields of 
  probability flowing around you, 
  making you especially good at 
  cheating at games of chance. If you 
  do not have the Gamble skill, you 
  gain it at two levels of mastery for as 
  long as the power is sustained. If you 
  have Gamble, you gain an additional 
  +20 bonus to Gamble Tests. If 
  you already have Skill Mastery in 
  Gamble, this power has no effect, as 
  you are already that good.
  uNNatural aIm
  Threshold: 
  8
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  You
  You draw upon the power of the warp to 
  guide your aim. Before the end of your 
  next Turn, any ranged attacks you make 
  count as being made at Point Blank 
  Range (+30 to hit).
  Wall Walk
  Threshold: 
  8
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  You
  You bend gravity to your will. You negate all 
  penalties incurred by low- or high-gravity 
  worlds. In addition, you can walk on walls 
  or ceilings for as long as this power is active. 
  You move across such surfaces at half your 
  normal rate. You must also Test Agility to 
  go between a wall and ceiling and vice 
  versa, unless you take a Full Action to ease 
  yourself onto the new surface.
  WarP hoWl
  Threshold: 
  8
  Focus Time: 
  Full Action
  Sustained: 
  No
  Range: 
  50m
  You send out a long, keening screech 
  throughout the warp that tears through 
  into reality in a cacophonous burst. This 
  power drowns out all sound within 
  Range for 1 Round.
  Overbleed: For every 5 points by which 
  you exceed the Threshold, you extend the 
  Range by 10 metres.
  WeakeN VeIl
  Threshold: 
  9
  Focus Time: 
  Full Action
  Sustained: 
  Yes
  Range: 
  30m
  You weaken the fabric of space within 30 
  metres by drawing the immaterium closer. 
  Anyone within Range that uses Psychic 
  Powers gains a +2 bonus on Power Rolls. 
  However, as the veil between worlds is 
  weakened, Psychic Phenomena occur on the 
  roll of an 8, 9 or 10.
  Overbleed: For every 5 points by which 
  you exceed the Threshold, you extend the 
  Range by an additional 10 metres.
  WeaPoN JINX
  Threshold: 
  8
  Focus Time: 
  Full Action
  Sustained: 
  No
  Range: 
  50m
  You reach into nearby machines with 
  your mind to scramble their circuitry. All 
  mechanical devices within range cease 
  to function for 1 Round. In addition, 
  you may Test Willpower to force a 
  single weapon within range to jam. The 
  jammed weapon can be cleared as normal 
  (see page 196). Note that the Adeptus 
  Mechanicus are especially loathing of 
  this kind of ability and tend to take a very 
  dim view of Psykers that employ it.
  Overbleed: For every 5 points by which 
  you exceed the Threshold, you extend the 
  Range of this power by 10 metres, or you 
  can affect an additional weapon.
  WhIte NoIse
  Threshold: 
  8
  Focus Time: 
  Full Action
  Sustained: 
  Yes
  Range: 
  10m
  You fill the warp with static, fouling psychic 
  detection and making tech sensors less 
  reliable. While active, any Tests made to 
  detect your presence, as well as that of 
  anyone within range of you, using either 
  psychic or technological means, count 
  as Hard (–20). If the means of detection 
  would not normally require a Test, the user 
  must make an Ordinary (+10) Willpower 
  Test if using psychic means, or an Ordinary 
  (+10) Intelligence Test if they are using 
  technological means.
  Overbleed: For every 5 points by which 
  you exceed the Threshold, you extend the 
  Range of this power by 10 metres.
  WIther
  Threshold: 
  6
  Focus Time: 
  Full Action
  Sustained: 
  No
  Range: 
  3d10m
  You cause a vile wave of invisible 
  pestilence to emerge from your body, 
  extending out to the Range of the power. 
  The wave withers all normal plant life in 
  the area in a matter of moments, leaving 
  the area barren and utterly dead.
  Overbleed: For every 5 points by which 
  you exceed the Threshold, you extend the 
  Range of this power by 1d10 metres.
  
  169
  P
  Biomancy
  Psychic  Disciplines
  bIo-lIghtNINg
  Threshold: 
  14
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  10m
  You channel your life force through 
  the meridians of your body, causing 
  your form to crackle with living 
  energy. You may direct this energy 
  against a single target within 
  Range. The target takes 1d10 plus 
  your Willpower Bonus in Energy 
  Damage.
  Overbleed: For every 5 points by 
  which you exceed the Threshold, you 
  extend the Range of this power by 
  10 metres. For every 10 points that 
  you exceed the Threshold, you can 
  launch another bolt of energy against 
  the same or a different target.
  blood boIl
  Threshold: 
  19
  Focus Time:  
  Half Action
  Sustained: 
  Yes
  Range: 
  10m
  With a rhythmic crushing gesture, you 
  tune into an enemy’s body, fl exing their 
  heart muscles to accelerate their pulse. 
  This continues until their blood pressure 
  reaches lethal levels. As you continue to 
  exert your will, blood vessels begin to 
  rupture, causing haemorrhaging across 
  the target’s body. Each Round (including 
  the Round in which the power manifests), 
  you may spend a Half Action to make an 
  Opposed Test, pitting your Willpower 
  against your target’s Toughness. If you 
  win the Test, your opponent takes one 
  level of Fatigue plus one level of Fatigue 
  per degree of success, until he collapses 
  unconscious. Each level of Fatigue 
  beyond those that the target can take 
  deals 5 Damage instead. Should Damage 
  equal the target’s Wounds, their heart and 
  brain explodes, showering gore around.
  Overbleed: For every 5 points by 
  which you exceed the Threshold, you 
  gain a +10 bonus on your Opposed 
  Willpower Tests.
  cellular coNtrol
  Threshold: 
  16
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  You
  You learn various ways of transcending 
  your body’s natural limitations by 
  balancing your humors, modifying 
  cellular structure and meditating 
  upon the meridians of your body. 
  This power enables you to achieve 
  any one of the following effects:
  •	Gain	immunity	to	all	poisons.
  •	Ignore	the	effects	of	extremes	of	
  temperature.
  •	 Increase	 any	 Characteristic—
  except Weapon Skill and Ballistic 
  Skill—by +10.
  •	Gain	immunity	to	Fatigue.
  •	Count	as	though	wearing	a	void	
  suit in a vacuum (though you still 
  need to breathe).
  Each Round you sustain this power, 
  you must succeed on a Toughness Test. 
  On a failed Test, you take 1d5 points 
  of Damage, ignoring your Toughness 
  Bonus and Armour as your body 
  begins to break from the strain.
  Unlike most powers, you can 
  manifest this power multiple times. 
  Each time, choose a different effect.
  Table 6–5: Biomancy Powers
  Name 
   
  Threshold 
  Focus 
  Sustain 
   
   
  Time
  Bio-lightning 
  14 
  Half Action 
  No
  Blood Boil 
  19 
  Half Action 
  Yes
  Cellular Control 
  16 
  Half Action 
  Yes
  Constrict 
  13 
  Half Action 
  No
  Enhance Senses 
  10 
  Half Action 
  Yes
  Hammerhand 
  15 
  Full Action 
  Yes
  Regenerate 
  23 
  Full Action 
  Yes
  Seal Wounds 
  10 
  Half Action 
  No
  Shape Flesh 
  19 
  Full Action 
  Yes
  Toxic Siphon 
  11 
  Half Action 
  No
  PSYCHIC DISCIPLINES
  P
  sychic Discipline refl ect a deeper understanding of a Psyker’s capabilities and allow him to manifest some of the 
  most destructive powers known to Man. A Psyker that has mastered one or more Disciplines is truly a horror to 
  behold, capable of such things as reducing his enemies to ash, repairing torn fl esh in the blink of an eye, and even 
  defying the march of time itself.
  BIOMANCY
  Biomancers specialise in manipulating bio-electrical energy with their minds. They are masters of the fl esh, learning to shape 
  and direct their bodies according to their wills. Biomancers are often considered venal souls. Most are viewed with no small 
  amount of jealousy, as they freely feast and drink, yet maintain a healthy, toned physique.
  
  170
  coNstrIct
  Threshold: 
  13
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  10m
  With a word, thought or gesture, you 
  can command the flesh of your target 
  to sharply contract. The target’s 
  windpipe closes, choking them 
  and cutting off their breath. They 
  begin to Suffocate. (See Suffocation 
  on page 210) Each Round, the 
  target must spend a Full Action to 
  Test Toughness. On a success, they 
  regain control over their body and 
  clear their windpipe. On a failure 
  they continue to suffocate. The 
  target is considered to be engaged in 
  strenuous activity.
  Overbleed: For every 10 points 
  by which you exceed the Threshold, 
  the Difficulty of the Toughness Test 
  worsens by one step.
  eNhaNced seNses
  Threshold: 
  10
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  You
  With a moment’s thought, you force 
  your senses into impossible feats of 
  perception that can only be equalled 
  among humans by the biomechanically 
  augmented. When you manifest this 
  power, choose one of your five senses. 
  You gain a +30 bonus to all Tests 
  made with this sense. The sense organ 
  involved becomes strained as you push 
  it past all normal human limits; the eyes 
  weep and grow hugely dilated, skin 
  fl ushes red, the nose drips mucus and 
  so on.
  Overbleed: For every 5 points by 
  which you exceed the Threshold, you 
  may enhance an additional sense.
  hammerhaNd
  Threshold: 
  15
  Focus Time: 
  Full Action
  Sustained: 
  Yes
  Range: 
  You
  Biomancers who have learned to 
  channel the fierce power of the 
  warp into their limbs can eventually 
  master the art of letting the energy 
  of the immaterium flow unhindered 
  through their body, phenomenally 
  increasing their fighting capabilities. 
  Your body becomes a lethal engine, 
  capable of shredding flesh and 
  bone as if they were tissue paper. 
  Such power comes at a cost though, 
  for there is no subtlety to the 
  Hammerhand. While this power is 
  in effect, your Strength Bonus  is 
  multiplied by 4, and you gain the 
  Natural Weapon trait (see page 
  330) However, you can wield no 
  weapon save for your bare hands 
  (not that you need any!).
  regeNerate
  Threshold: 
  23
  Focus Time: 
  Full Action
  Sustained: 
  Yes
  Range: 
  You
  One of the pinnacles of a biomancer’s 
  abilities, this power allows you to 
  knit your fl esh back together at a 
  phenomenal rate, letting you swiftly 
  overcome any non-fatal injury. This 
  is a hard ability to master, but the 
  rewards are great—Regenerate can 
  eventually regrow lost limbs and 
  organs. Each Round this power is 
  active, you remove 1d5 points of 
  Damage (removing Critical Damage 
  first) and have all levels of Fatigue 
  removed. Once all Damage is removed, 
  you begin to regrow lost organs, limbs, 
  and so on. Limbs and organs replaced 
  by cybernetics do not regrow unless 
  the bionic is first removed.
  seal WouNds
  Threshold: 
  10
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  10m
  You focus your power to repair 
  your damaged flesh or that of any 
  character within Range. Ragged 
  wounds fuse and cuts vanish. Broken 
  bone knits together, and burnt skin 
  sloughs away as fresh tissue grows 
  beneath. The target of this power 
  removes 1d10 points of Damage 
  plus an amount of Damage equal to 
  your Willpower Bonus. This power 
  can remove Critical Damage as well 
  as normal Damage.
  Overbleed: For every 5 points by 
  which you exceed the Threshold, you 
  may achieve any of the following: 
  extend the Range by 10 metres, target 
  an additional character within Range, 
  or remove an additional 1d10+WB 
  Damage from the target.
  shaPe flesh
  Threshold: 
  19
  Focus Time: 
  Full Action
  Sustained: 
  Yes
  Range: 
  You
  Shape Flesh is the point where 
  your 
  flesh 
  and 
  will 
  become 
  indistinguishable—the 
  goal 
  of 
  many a biomancer. Shape Flesh 
  allows you to twist your physical 
  frame in nearly any way you can 
  imagine. Each manifestation of 
  this power produces one of the 
  following effects:
  •	 Gain	 any	 one	 of	 the	 following	
  traits—Burrower (1), Crawler, Dark 
  Sight, Flier, Hoverer, Natural Armour 
  (2), Natural Weapons or Quadruped. 
  These 
  traits 
  are 
  described 
  in 
  Chapter XII: Aliens, Heretics & 
  Antagonists, page 329.
  •	Assume	the	appearance	of	any	one	
  creature. You may make Disguise Tests 
  as if you had the Disguise skill and 
  at a +10 bonus. If you already have 
  the Skill, you gain an additional +20 
  bonus.
  •	 Gain	 Natural	 Weapons	 (Bite,	
  Claws, and so on) to deal 1d10+SB 
  Damage.
  Unlike most powers, you can manifest 
  this power multiple times. Each time, 
  choose a different effect.
  toXIc sIPhoN
  Threshold: 
  11
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  Touch (You)
  You draw poisons from the flesh. 
  This has the same effect as taking 
  a dose of de-tox (see Chapter V: 
  Armoury, page 148) with the 
  exception that the target must lose a 
  Full Action as the toxin expels itself 
  from the body naturally.
  Overbleed: For every 5 points by 
  which you exceed the Threshold, you 
  may draw poison from an additional 
  target, who must be touching you or 
  another person being purged by you.
  
  171
  Divination
  dIVINe shot
  Threshold: 
  15
  Focus Time: 
  Free Action
  Sustained: 
  No
  Range: 
  You
  Using this power enables you to 
  make near impossible ranged shots, 
  allowing you to strike virtually any 
  target you can perceive. You must 
  concentrate on a single firearm 
  or other missile weapon in your 
  possession and the ammunition it 
  carries before casting your psychic 
  gaze into the warp to search down 
  the near-infinite paths of potential 
  future trajectories. When you find 
  the one you seek, you shoot, and 
  while the damage to the target may 
  vary, the attack cannot be avoided in 
  any way. In effect, you automatically 
  hit any one target you can see 
  regardless of Range. Only one shot 
  automatically hits, even if you are 
  using a semi-automatic or automatic 
  weapon. All other shots require Tests 
  as normal.
  doWsINg
  Threshold: 
  11
  Focus Time: 
  Full Action
  Sustained: 
  Yes
  Range: 
  You
  By focusing his mind the diviner 
  can single out an object or person 
  somewhere in his immediate 
  vicinity, 
  pushing 
  aside 
  all 
  other distractions until he can 
  unerringly find it. First the Psyker 
  must choose an item or person to 
  be the subject of the power. This 
  can be anything, but it must be 
  a specific item. So for instance, 
  the Psyker could say, “I want to 
  know where the key to this lock 
  is” but not “I want to know where 
  a key is”. Likewise with a person, 
  the Psyker must have either seen 
  them before (possibly remotely 
  or in a pict) or know their name. 
  Simply trying to find the person 
  who murdered the governor, for 
  example, will not work.
  Once the Psyker has chosen his 
  subject, he makes a Pysniscience 
  Test. The following factors modify 
  this roll:
  •	 He	 is	 intimately	 familiar	 with	
  the subject (an object he has been 
  carrying for a long time or a person 
  he knows well): +10
  •	He	has	a	portion	of	the	subject	
  (a lock of a person’s hair, a stone 
  chip from a statue): +5
  •	The	subject	is	within	100m:	+5
  •	The	subject	is	over	500m	away:	
  –10
  •	Subject	is	surrounded	by	others	
  of its kind (i.e. a person in a crowd, 
  a key in a draw full of keys): –10
  If the Psyker passes the Test, and 
  the subject is within a number of 
  kilometres equal to or less than his 
  Perception Bonus, then he will have 
  some idea of its location depending 
  on how many degrees of success he 
  scored.
  Degrees
      of
  Success 
  Result
   0 
  The rough direction of the 
  subject
   1 
  The specific direction of the 
  subject and a roughly how far 
  away it is
   2 
  The specific direction of the 
  subject and exactly how far away 
  it is
   4 
  A visual image of the current 
  location of the subject as well as 
  knowledge of in which direction 
  and how far away it is
  As long as the Psyker sustains this 
  power he can spend a Full Action 
  to gain updated information on the 
  location of the subject (the level of 
  this information remains dependant 
  on his original degrees of success). 
  Thus, a Psyker can follow a person 
  who is actively trying to evade them 
  for instance. 
  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 find the answers they seek. Their art is horribly taxing, though. The warp lies heavy on diviners; many of them 
  are morose and sullen individuals. Insanity is common amongst their ranks. Divination is the most widely known Psychic 
  Discipline, mainly due to use of the Emperor’s Tarot.
  Table 6–6: Divination Powers
  Name 
   
  Threshold 
  Focus 
  Sustain 
   
   
  Time
  Divine Shot 
  15 
  Free Action No
  Dowsing 
  11 
  Full Action Yes
  Far Sight 
  17 
  Full Action Yes
  Glimpse 
  18 
  Half Action No
  Precognitive 
  Dodge 
  11 
  Free Action No
  Precognitive 
  Strike 
  17 
  Free Action No
  Preternatural 
  Awareness 
  9 
  Half Action Yes
  Psychometry 
  16 
  Full Action Yes
  Personal 
  Augury 
  14 
  Full Action No
  Soul Sight 
  23 
  Full Action Yes
  
  172
  far sIght
  Threshold: 
  17
  Focus Time:  
  Full Action
  Sustained: 
  Yes
  Range: 
  1km/Willpower Bonus
  Some diviners are capable of opening 
  their inner eye to perceive events that 
  occur at places far away from them. Far 
  Sight may be used to make you aware of 
  a single space anywhere within Range 
  of this power. You need not be aware 
  of the destination; you merely need to 
  identify how far away you need to cast 
  your senses (for example: “I look two 
  kilometres to the west”). Should the point 
  you select be inside a solid object, such 
  as a wall, tree, cliff face or the like, the 
  power simply fails. You may use Far Sight 
  to cast your view inside buildings, bodies 
  of water, pockets of gas and so on without 
  impediment.
  Once you have cast your sight to a 
  particular place, you can see up to the 
  normal range of your vision from a 
  specific point of view. You may change 
  your facing by 90-degrees by spending 
  a Half Action. Once you choose your 
  point, you may not select another. You 
  must use the power again to select a 
  new point. Far Sight does not grant 
  any special forms of vision; if your 
  clairvoyant point is within a darkened 
  room and you cannot normally see in 
  darkness, you perceive nothing but 
  darkness. In addition, Far Sight does 
  not pick up sound (though if you have 
  the Lip Reading skill, you can use it to 
  work out what speakers are saying).
  While under the effects of this power, 
  you are disoriented and cannot spend 
  more than a Half Action each Round. In 
  addition, you take a –30 penalty to all 
  Tests.
  Overbleed: For every 10 points by 
  which you exceed the power’s Threshold, 
  you can double the Range of this power.
  glImPse
  Threshold: 
  18
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  You
  You peer into the future, sensing the 
  manifold web of different possible 
  pathways and potential outcomes. Until 
  the end of your next Turn, you gain a +30 
  bonus to any single Skill Test.
  PrecogNItIVe strIke
  Threshold: 
  17
  Focus Time: 
  Free Action
  Sustained: 
  No
  Range: 
  You
  Like a spider on a web, you are able to sense 
  disturbances to your immediate future. 
  This ability to read possible outcomes 
  lets you anticipate the movement of your 
  opponents. Until the end of your next 
  Turn, you gain a +20 bonus to all Weapon 
  Skill and Ballistic Skill Tests.
  PrecogNItIVe dodge
  Threshold: 
  11
  Focus Time: 
  Free Action
  Sustained: 
  No
  Range: 
  You
  You may manipulate probability to your 
  own advantage. The threads of your 
  immediate future appear clearly in your 
  mind. You have the power to Dodge 
  projectiles before they’ve been fired. 
  When you manifest this power, you can 
  walk into combat with what appears 
  to be astounding grace (or incredible 
  luck), weaving your way through fields 
  of gunfire without a scratch. Until the 
  end of your next Turn, all Ballistic 
  Skill Tests made to hit you with ranged 
  weapons suffer a –30 penalty.
  PreterNatural 
  aWareNess
  Threshold: 
  9
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  You
  Casting your perception from the 
  limited vessel of your bodily senses, 
  you gain an unnatural awareness of 
  the world around you. Your eyes 
  roll white within their sockets and 
  your senses roam about you, at once 
  glancing above, behind, before and 
  sideways. You also gain impressions of 
  future events, granting you uncanny 
  accuracy in anticipating them. You gain 
  a +20 bonus on all Awareness Tests. 
  In addition, you add your Willpower 
  Bonus to your Initiative count.
  Overbleed: For every 10 points 
  by which you exceed the power’s 
  Threshold, you may add your Willpower 
  bonus to your Initiative again.
  PsYchometrY
  Threshold: 
  16
  Focus Time: 
  Full Action
  Sustained: 
  Yes
  Range: 
  You (see text)
  Intense displays of emotion leave a 
  psychic “residue” on objects and places 
  exposed to them. Similarly, anything that 
  has been actively carried or used by an 
  individual for a long time will eventually 
  pick up similar psychic impressions. With 
  this power, you can read the psychic 
  traces that others leave behind, giving 
  you images directly connected to the 
  place or object in question. These traces 
  often take the form of sensory data. For 
  example, a diviner may taste the hot 
  blood-tang of murder, or smell the rank 
  sweat-stench of desperation.
  You may use this power in one of two 
  ways. First, you may use it to divine the 
  impressions of an object, or, second, 
  you may use it to divine psychic 
  impressions in an area. In the case of 
  the former, you must be handling the 
  object. In the case of the latter, you 
  may divine any pertinent details that 
  occurred within a number of metres 
  equal to your Willpower Bonus.
  The quality and nature of the 
  information depends on how long 
  you sustain the power. You derive a 
  new piece of information for every ten 
  Rounds you spend handling an object 
  or concentrating on an area.
  Rounds Result
  10  
  You sense the most recent strong 
  emotion associated with the 
  area—love, hated, amusement, 
  fear and so on.
  20  
  You perceive the general features 
  of the person who experienced 
  the emotion.
  30  
  You get a clear image of the 
  features of the person who 
  experienced the emotion.
  40  
  You are able to identify the 
  person’s occupation (e.g. Career 
  and Rank).
  50  
  You are able to discern the name 
  of the person.
  +10 
  You discover an additional 
  fact about the person as 
  determined by the GM.
  Overbleed: For every 10 points by 
  which you exceed the power’s Threshold, 
  
  173
  you cut the time required by half: if you 
  exceed the PT by 10 points, you derive 
  a new fact every 5 Rounds; if you exceed 
  by 20 points, every 2 Rounds; and for 30 
  points, every Round.
  PersoNal augurY
  Threshold: 
  14
  Focus Time: 
  Full Action
  Sustained: 
  No
  Range: 
  Touch
  Personal Augury allows you to peer into 
  the fate of a single, willing target. You 
  may warn the querant of impending 
  dangers, opportunities and even divine 
  specific advice for your client. To begin 
  the augury, you clasp the hands of 
  your client, and ask them to specify a 
  circumstance that they wish divined. This 
  may be as detailed as, “What terrors does 
  the headquarters of the Barbed Chalice 
  hold?” or as vague as, “How can I please 
  my Inquisitor?” The more precise the 
  question, the more specific the reading 
  may be. Once the question is established, 
  the diviner and client spend the next 
  thirty minutes using his Psychic-foci. 
  This may be reading the Imperial Tarot, 
  casting runes, examining entrails, or any 
  other such act. At the end of this time, 
  you may make a Psyniscience Test to 
  accurately sense the weave of the client’s 
  future. Each degree of success reveals 
  more information.
  Degrees 
      of 
  Success  Result
   
  0 
  Doom: The diviner receives 
  a symbolic warning of the 
  greatest peril or obstacle faced 
  by the client with regards to the 
  question. This is a vague hint at 
  what is to come.
   
  1 
  Malign Influences: The di-
  viner gains intuition of the 
  client’s doom, and a further 
  two negative infl uences that 
  the client will face.
   
  2 
  Benign Factors: The diviner 
  gains an additional impression 
  of the greatest advantage or 
  weapon the client has in their 
  possession.
   3+ 
  Fate: The diviner is aware of all 
  of the previous effects, and may 
  also offer a single sentence of 
  mystical advice to the client.
  soul sIght
  Threshold: 
  23
  Focus Time: 
  Full Action
  Sustained: 
  Yes
  Range: 
  You
  Diviners are said to be able to read a 
  person’s shifting aura, the ghost self 
  they unconsciously project into the 
  warp. From observing the nature of 
  this aura, they can learn many things 
  about a person’s emotions and feelings: 
  from their current emotions, to habitual 
  moods, to their levels of injury, and 
  even any addictions or madness they 
  may suffer from.
  When this power is manifested, the 
  diviner may try to read the aura of any 
  person they can see as a Full Action. 
  This requires a successful Psyniscience 
  Test with each degree of success 
  granting him more information. The 
  diviner must manifest this power each 
  time he wishes to view an additional 
  person’s aura.
  Degrees
      of
  Success Result
   0 
  Hue. You focus on the 
  dominant colours in the 
  target’s aura. This allows you 
  to detect the strongest three 
  emotions they are currently 
  experiencing. You are also able 
  to detect their race, and if they 
  have any Psychic Discipline 
  Powers (though not what they 
  are). From the brightness and 
  consistency of the aura, you 
  are also able to gain a rough 
  idea of the target’s physical 
  and mental health. This does 
  not tell you their exact Wounds 
  or Insanity Points, but rather 
  grants a loose impression 
  (good, poor, slightly weak, 
  and so on). Finally, you may 
  tell whether the target is an 
  Untouchable.
   1 
  Flow. 
  You gain all the 
  impressions of the previous 
  result, 
  and 
  also 
  gain 
  a 
  greater 
  understanding 
  of 
  their emotional state. You 
  can read all of the target’s 
  current feelings. You also gain 
  an insight into the target’s 
  nature and their habitual 
  tides of sentiment (depressive, 
  misanthrope, optimist etc). 
  These 
  perceptions 
  grant 
  you +10 to all Fellowship 
  Tests made against the target 
  whilst this power is active. 
  In addition to this, you can 
  see undercurrents of emotion 
  caused by biological feedback, 
  such as hunger, desire, fatigue, 
  intoxication and pain. You 
  may determine the target’s 
  current Wounds and Fatigue 
  levels. Finally, if the target has 
  any Psychic Discipline Powers, 
  you may tell which Disciplines 
  these powers originate from 
  (though not which specific 
  powers these are).
   2 
    Shape. You gain all the 
  impressions of the previous 
  result, and gain a greater 
  understanding of the target’s 
  longstanding emotions and 
  emotional states. The aura’s 
  connection to the warp around 
  it reveals if the target has any 
  Corruption Points (though 
  not how many). Ripples in 
  the aura reveal the three major 
  emotions experienced by the 
  target over the past twelve 
  hours. You may determine the 
  target’s Insanity Points and 
  any madness or addictions 
  they are currently suffering 
  from. If the target has any 
  Psychic Disciplines, you may 
  infer their precise Psy Rating.
   3 
    Pattern. You gain all the 
  impressions of the previous 
  result, 
  and 
  gain 
  a 
  full 
  appreciation of the target’s 
  aura. You may determine 
  the exact Corruption Points 
  of the target. You may also 
  detect if the target has any 
  Minor 
  Psychic 
  Powers 
  (though not what they are). 
  Finally, you may tell if the 
  projected aura is genuine, or 
  has been produced by some 
  unnatural 
  means 
  (Psychic 
  Power, 
  Daemonic 
  ability, 
  technological 
  means 
  etc). 
  Note that you cannot divine 
  what the target’s genuine 
  aura should be; only that it is 
  artificial.
  
  174
  Pyromancy
  blINdINg flash
  Threshold: 
  11
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  12m
  You focus blazing mental energy 
  into a single point within your 
  mind before releasing it all in 
  a burst of searing bright light, 
  blinding anyone who sees you 
  and is within Range. Those with 
  appropriate glare shielding and 
  beings that don’t have visual 
  sensory organs are immune. All 
  those affected must make an 
  Agility Test or be blinded for a 
  number of Rounds equal to 1d10 
  times the Psyker’s Psy Rating. 
  Blinded 
  targets 
  automatically 
  fail vision-based Tests, move 
  at half normal speed and take 
  a –20 penalty on any Test that 
  involves fighting, movement or 
  reactions. Note that a Psyker may 
  accidentally blind himself with 
  this power (if he’s very stupid).
  Overbleed: For every 10 
  points by which you exceed the 
  power’s Threshold, you extend 
  the Range by 4 metres.
  burNINg fIst
  Threshold: 
  10
  Focus Time 
   Half Action
  Sustained: 
  Yes
  Range: 
  You
  With intense concentration, you 
  wreathe your hands in waves of 
  shimmering flame. Your unarmed 
  attacks deal 1d10+SB Energy 
  Damage. 
  In 
  addition, 
  your 
  unarmed strikes do not count 
  as having the Primitive special 
  quality.
  call flame
  Threshold: 
  8
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  You
  One of the first powers commonly 
  learned in this discipline is to 
  summon fire with thought. This 
  allows you to conjure a small fl ame 
  (about the size and intensity of a 
  burning torch) into your palm. The 
  primary purpose of this power is not 
  to attack—though it adds 2 points 
  of Damage to your unarmed attacks 
  and makes them Energy attacks—but 
  rather it is used to set things alight or 
  as fuel for other Pyrokinetic powers, 
  such as Sculpt Flame. While this 
  power is in effect, you cannot use 
  your hand for anything else besides 
  holding the fl ame.
  douse flames
  Threshold: 
  16
  Focus Time 
   Half Action
  Sustained: 
  Yes
  Range: 5m × Willpower Bonus
  It takes a potent mind to deny the 
  natural tendency of fl ames to run 
  out of control. Douse Flames allows 
  you to instantly extinguish all fires 
  within range as well as interfere with 
  fire-based weapons such as fl amers, 
  causing them not to function for as 
  long as they are within Range of the 
  power although their fuel may still 
  spray forth, depending on the design 
  of the weapon. Note that chemically 
  fl ammable 
  substances, 
  such 
  as 
  promethium, that burn continuously 
  once exposed to the air, burst back 
  into fl ame the moment the power’s 
  effect ends or as soon as the chemical 
  is brought outside of Range.
  Overbleed: For every 5 points 
  by which you exceed the Threshold, 
  you extend the Range by 5 metres.
  PYROMANCY
  Deemed by the majority of Imperial savants (those who are at liberty to discuss such matters, that is) to be both the most 
  common and the most limited of Psychic Disciplines. Pyromancy is the art of creating and controlling fire. Students of 
  this discipline are known as pyromancers or pyrokinetics. Less charitable souls, and some of those who’ve been on the 
  receiving end of their abilities, frequently refer to them as “pyromaniacs”. Few indeed, however, question the effectiveness 
  of a master pyrokinetic on the battlefield.
  Note: Any Pyromancy power that inflicts Damage may also set the target on fire; see page 210 for details of things 
  catching fire.
  Table 6–7: Pyromancy Powers
  Name 
   
  Threshold 
  Focus 
  Sustain 
   
   
  Time
  Blinding Flash 11 
  Half Action No
  Burning Fist 
  10 
  Half Action Yes
  Call Flame 
  8 
  Half Action Yes
  Douse Flames 16 
  Half Action Yes
  Fire Bolt 
  11 
  Half Action No
  Fire Storm 
  16 
  Half Action No
  Holocaust 
  23 
  Full Action Yes
  Incinerate 
  19 
  Full Action Yes
  Sculpt Flame 
  13 
  Half Action Yes
  Wall of Fire 
  17 
  Full Action Yes
  
  175
  fIre bolt
  Threshold: 
  11
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  100m
  Fire Bolt allows you to create bolts 
  of flame with your mind and hurl 
  them at your foes. The appearance 
  of these flames is up to you—for 
  example, searing white light or 
  green-black spheres of obscenity-
  mouthing faces. You can direct the 
  bolt at any target you can see within 
  range. Make a Challenging (+0) 
  Willpower Test to strike the target. 
  On a hit, the bolt deals 1d10+5 
  Energy Damage.
  Overbleed: For every 5 points by 
  which the Power Roll exceeds the 
  Threshold, you generate an additional 
  Fire Bolt, which can be directed at any 
  targets within Range. Test Willpower 
  for each separate target.
  fIre storm
  Threshold: 
  16
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  50m
  Fire Storm instantly creates an 
  intense conflagration about your 
  target as the air itself ignites, 
  burning all within to cinders. You 
  can call a Fire Storm anywhere 
  within range to a point you have 
  line of sight to. The Fire Storm has 
  a 6 metre radius from the point (or 
  individual) targeted. The Fire Storm 
  deals 1d10+5 Energy Damage to all 
  creatures and objects in the area.
  Overbleed: For every 5 points 
  by which you exceed the Threshold, 
  you deal an additional 1d10 points 
  of Damage.
  holocaust
  Threshold: 
  23
  Focus Time: 
  Full Action
  Sustained: 
  Yes
  Range: 
  6m
  A 
  legendary 
  ability 
  that 
  few 
  pyrokinetics are strong enough 
  to even wield, much less have the 
  courage to use. Holocaust calls forth 
  a raging white-hot firestorm ignited 
  by the Psyker’s own soul. The 
  flames of a Holocaust burn across 
  dimensions, affecting the entities of 
  the immaterium as well as material 
  beings, but the cost is high as the 
  psyker risks losing his own spirit to 
  the fury of the conflagration. The 
  fires of a Holocaust always burn 
  outward from you, dealing 1d10 
  Energy Damage per point of your 
  Willpower Bonus to all creatures 
  and objects in the area. This Damage 
  bypasses Toughness Bonus and 
  Armour. You take 1d10+1 Energy 
  Damage (ignoring Toughness Bonus 
  and armour) each Round that you 
  sustain this power. There is no 
  immunity to the fires of a Holocaust 
  and Warp Entities, as well as other 
  immaterial creatures, are burned as 
  readily as the fleshbound. Those slain 
  by Holocaust are killed forever.
  INcINerate
  Threshold: 
  19
  Focus Time: 
  Full Action
  Sustained: 
  Yes
  Range: 
  10m
  Incinerate allows you to generate 
  intense heat as well as fl ame. By 
  psychically agitating the molecules 
  in a tightly focused area, you create 
  an effect even more devastating than 
  a meltagun. However, Incinerate 
  requires you to concentrate on a 
  single point, making it difficult to 
  use against non-stationary targets. 
  Incinerate has a range of 10 metres 
  and deals 1d10+1 Energy Damage. 
  Each Round, beyond the first, that 
  you use a Full Action concentrating 
  on the target (it must remain in Range 
  and in line of sight) this power deals 
  the Damage of the previous Round 
  plus 1. Damage caused by Incinerate 
  ignores both Armour and Toughness.
  sculPt flame
  Threshold: 
  13
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  5m×Willpower Bonus
  You control the shape of the fires 
  burning around you. With this 
  power, you can intensify any flames 
  or shape them to assume any 
  appearance you desire. A successful 
  use of this power allows you to do 
  any of the following effects with an 
  existing fire:
  •	 Double	 a	 fire’s	 area	 (assuming	
  there are combustibles).
  •	Diminish	a	fire’s	area	by	half.
  •	Spread	fire	into	a	number	of	1	
  metre squares in any direction equal 
  to your Willpower Bonus.
  •	
  Create	
  crude	
  shapes	
  that	
  resemble creatures, body parts, 
  people or objects.
  •	 Cause	 a	 fire	 to	 burst,	 requiring	
  all adjacent targets to Test Agility, 
  catching fire should they fail the 
  Test.
  •	 Cause	 a	 fire	 to	 spew	 smoke,	
  filling three times the area of the 
  fire (treat as fog).
  Each Round you can choose a 
  new effect or apply the same effects 
  to the same source of fire.
  Overbleed: For every 5 points 
  by which you exceed the power’s 
  Threshold, you can manipulate fire 
  more efficiently. If you exceed the 
  PT by 5 points, you can create easily 
  recognisable images. If you exceed by 
  10 points, you can create near life-
  like figures, as if carved from fl ame. 
  You can increase the distance of 
  spreading fire: for every 5 points you 
  exceed the PT, the distance is double 
  your Willpower Bonus; for exceeding 
  by 10 points the distance is four times 
  your Willpower Bonus and so on.
  Wall of fIre
  Threshold: 
  17
  Focus Time: 
  Full Action
  Sustained: 
  Yes
  Range: 
  60m
  A relatively blunt, but effective, 
  ability in the pyrokinetic’s arsenal, 
  this power allows you to place an 
  immobile barrier of flame that 
  lingers for as long as you will it. 
  The wall is three metres high and 
  a metre thick and can be up to ten 
  metres long for every point of your 
  Willpower Bonus. You can place it 
  anywhere within Range and even 
  on top of foes, though they are 
  allowed an Easy (+20) Agility Test 
  to get out of the way. Foes crossing 
  the wall or failing the Test take 
  1d10+5 Energy Damage (ignoring 
  Armour) and must Test Agility again 
  or catch on fire.
  
  176
  Telekinetics
  catch ProJectIles
  Threshold: 
  16
  Focus Time: 
  Reaction
  Sustained:  
  No
  Range:  
  1m×Willpower Bonus
  You can use your telekinetic 
  abilities 
  to 
  catch 
  incoming 
  projectiles. 
  This 
  power 
  only 
  works against solid projectiles 
  and so energy attacks get through 
  normally. Until the end of your 
  next Turn, you automatically 
  discount a number of hits from 
  incoming missiles equal to your 
  Willpower Bonus, causing them to 
  immediately stop and hang in the 
  air. When this power ends, they 
  fall harmlessly to the ground.
  flINg
  Threshold:  
  14
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  10m
  You can telekinetically lift an 
  unattended object from the ground 
  and fl ing it at a target. You may lift 
  up to 5 kilograms per point of your 
  Willpower Bonus. You can throw 
  the object a number of metres 
  equal to your Willpower Bonus ×3. 
  To hit a target, Test Willpower. On 
  a success resolve the hit as if your 
  Test was an attack. The object deals 
  1d10 Impact Damage plus 1 point 
  per 5 kilograms of weight.
  Overbleed: For every 5 points by 
  which you exceed the Threshold, you 
  may lift an additional 5 kilograms 
  per point of your Willpower Bonus.
  force barrage
  Threshold: 
  21
  Focus Time: 
  Full Action
  Sustained: 
  No
  Range: 
  10m×Willpower Bonus
  This power functions as Force Bolt 
  except you create one bolt per point 
  of your Willpower Bonus. You may 
  fire each bolt when you manifest this 
  power.
  Overbleed: For every 5 points 
  by which you exceed the power’s 
  Threshold, 
  you 
  generate 
  an 
  additional bolt.
  force bolt
  Threshold: 
  13
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  10m×Willpower Bonus
  Use this power to hurl a burst 
  of tangible mental force at your 
  opponent. Test Willpower to hit the 
  target. If you succeed, your attack 
  deals 1d10 Impact Damage +1 
  Damage per point of your Willpower 
  Bonus.
  Overbleed: For every 5 points 
  by which you exceed the power’s 
  Threshold, you deal 1 additional 
  point of Impact Damage.
  PrecIsIoN 
  telekINesIs
  Threshold: 
  23
  Focus Time: 
  Half Action
  Sustain: 
  Yes
  Range: 
  10m
  If Telekinesis is a sledgehammer, 
  then Precision Telekinesis is 
  a scalpel. This ability allows 
  you to achieve far more subtle 
  effects with telekinetic force. 
  At its most basic, this power 
  can pull the pins on grenades, 
  press 
  buttons, 
  jog 
  triggers, 
  undo latches and direct small 
  projectiles to deadly effect. 
  Essentially, with this power, you 
  can manipulate objects as if you 
  were physically handling them. 
  In any situation where the task 
  would call for a Characteristic 
  Test 
  you 
  substitute 
  your 
  Willpower instead.
  TELEKINETICS
  The art of the Telekinetic Discipline is to translate mental energy into physical force. Wielders of these powers are known as the 
  telekine, and they readily break the laws of physics with their abilities. Telekine are notorious for their forceful personalities, 
  which, while unpleasant to deal with, are fairly understandable. In many places, there is a common image of the telekine as a 
  pallid, unfit and spoilt individual. In reality, Telekinetics often suffer intense migraines, nose bleeds and high blood pressure as 
  a result of focusing their powers.
  Table 6–8: Telekinetic Powers
  Name 
   
  Threshold 
  Focus 
  Sustain 
   
   
  Time
  Catch 
  Projectiles 
  16 
  Reaction 
  No
  Fling 
  14 
  Half Action No
  Force Barrage 21 
  Full Action No
  Force Bolt 
  13 
  Half Action No
  Precision 
  Telekinesis 
  23 
  Half Action Yes
  Psychic Blade 19 
  Half Action Yes
  Psychic Crush 17 
  Half Action No
  Push 
  13 
  Half Action No
  Telekinesis 
  11 
  Half Action Yes
  Telekinetic 
  Shield 
  17 
  Half Action Yes
  
  177
  PsYchIc blade
  Threshold: 
  19
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  You
  A phenomenally complicated ability 
  to master, this power allows you to 
  project your will as a blade of psychic 
  force. Because the blade is formed of 
  psychic energy, it can be formed almost 
  impossibly thin, as little as a molecule 
  thick. A Psychic Blade can thus shear 
  through almost any physical object 
  with ease, and is capable of cutting 
  through most forms of armour as if 
  they were made of cloth. The Psychic 
  Blade is a terribly dangerous weapon to 
  use, though, for any stray thoughts can 
  misdirect it with devastating effect.
  Once manifested, treat the Psychic 
  Blade as a sword wielded by the 
  Psyker (though it does not require 
  a free hand) that requires no Melee 
  Training to use, but cannot Parry. 
  To strike with the Psychic Blade, 
  the telekine uses their Willpower 
  Characteristic rather than Weapon 
  Skill. On a successful hit, the weapon 
  deals 1d10 Rending Damage, plus 2 
  additional points of Damage per point 
  of your Willpower Bonus. In addition, 
  the weapon has Penetration equal to 
  twice your Willpower Bonus.
  PsYchIc crush
  Threshold: 
  17
  Focus Time: 
  Half Action
  Sustain: 
  No
  Range: 
  10m
  You can direct your Telekinetic power 
  directly against your opponents, 
  wrapping them in bands of force that 
  constrict and crush the life out of 
  them. Once manifested, you may use 
  this power against any target within 
  Range. Make an Opposed Test, 
  pitting your Willpower against your 
  opponent’s Toughness. If you beat 
  your opponent, you deal 1d10 Impact 
  Damage plus 1 per point of your 
  Willpower Bonus. For each degree 
  of success, you deal an additional 2 
  points of Damage.
  Overbleed: For every 5 points 
  by which you exceed the power’s 
  Threshold, you may extend the 
  Range by 10 metres.
  Push
  Threshold: 
  13
  Focus Time: 
  Half Action
  Sustained: 
  No
  Range: 
  10m
  You gather a ball of telekinetic 
  energy and direct it against any 
  single target within range. Make 
  an Opposed Test, pitting your 
  Willpower against your target’s 
  Strength. If you beat your opponent, 
  you knock them to the ground. For 
  each degree of success, you also 
  deal one level of Fatigue.
  Overbleed: For every 5 points 
  by which you exceed the power’s 
  Threshold, you may extend the Range 
  by 10 metres or gain a +10 bonus to 
  your Willpower Test.
  telekINesIs
  Threshold: 
  11
  Focus Time: 
  Half Action
  Sustain: 
  Yes
  Range: 
  10m
  Telekinesis is the ability to use 
  the strength of one’s will to move 
  physical inanimate objects around. 
  You may lift or move any object 
  within Range, whose weight does 
  not exceed 5 kilograms × your 
  Willpower Bonus. You may move 
  the object slowly anywhere within 
  Range of the power. This power 
  cannot affect living creatures. You 
  cannot make attacks with objects 
  you manipulate. Once you cease 
  concentrating on the object, it falls 
  slowly to the ground.
  telekINetIc shIeld
  Threshold: 
  17
  Focus Time: 
  Half Action
  Sustained: 
  Yes
  Range: 
  You
  You erect a field of telekinetic energy 
  about you. This field functions as a 
  force shield, granting 1 Armour Point 
  on every location in addition to any 
  other armour you are wearing. By 
  spending a Full Action to activate this 
  Psychic Power, you may opt to cause the 
  Telekinetic Shield to vibrate at a colour 
  frequency of your choosing (golden 
  yellow, skull white, ice blue, and so on). 
  Note that whatever its hue, the shield 
  only produces a gentle shimmer in the 
  air. It is not opaque and cannot block 
  your opponent’s line of sight.
  Overbleed: For every 10 points 
  by which you exceed the power’s 
  Threshold, you increase the Armour 
  Point by 1.
  
  178
  Telepathy 
  beastmaster
  Threshold: 
  13
  Focus Time: 
  Half Action
  Sustain: 
  Yes
  Range: 
  8m
  You 
  may 
  stretch 
  out 
  your 
  thoughts to animals, becoming 
  able to perceive their emotions 
  and establish a rudimentary form 
  of communication. The relative 
  simplicity of an animal’s mind 
  allows you to dominate them. 
  Affected animals must follow 
  your every command. When 
  you manifest this power, select 
  one animal within Range. Each 
  Round you sustain the power, 
  you may spend a Reaction to 
  give the animal a command. The 
  command must be simple, such 
  as “come”, “guard”, “flee”, “heel”, 
  “attack” and so on. The animal 
  follows the command to the best 
  of its ability. If the animal feels 
  threatened or is ordered to act 
  in a way that is not suited to its 
  nature, it may make a Willpower 
  Test to break your control. How 
  it acts if it succeeds depends on 
  your treatment of it.
  comPel
  Threshold: 
  17
  Focus Time: 
  Half Action
  Sustain: 
  No
  Range: 
  8m
  One of the most direct of all 
  “psyker mind tricks”, Compel 
  allows you to force others into 
  briefl y acting against their own 
  will. Compel is a highly versatile 
  power, useful for both subtle and 
  blatant effects. When you manifest 
  this power, make an Opposed Test, 
  pitting your Willpower against the 
  target’s. If you succeed, the target 
  must follow your command. The 
  nature of the command must be 
  simple and must be able to be taken 
  in a single Round. Good commands 
  include “fl ee”, “attack that target”, 
  “dance a jig”, and so on. If the 
  command would result in a suicidal 
  act, the target gets a +20 bonus to 
  its Willpower Test.
  Overbleed: For every 10 points 
  by which you exceed the power’s 
  Threshold, you gain a +10 bonus on 
  your Opposed Willpower Test.
  domINate
  Threshold: 
  24
  Focus Time: 
  Half Action
  Sustain: 
  Yes
  Range: 
  8m
  One of the most infamous of all 
  telepathic abilities, you reach out 
  with your mind to seize control of 
  another’s body. Make an Opposed 
  Test, pitting your Willpower against 
  the target’s. If you succeed, you 
  control your target’s body as if it 
  were a puppet. For as long as the 
  power remains active, you may divide 
  up your Actions between yourself 
  and your target. For example, on 
  your Turn, you might spend a Half 
  Action to fire your laspistol at an 
  Ork and then for your other Half 
  Action, order your puppet to fire his 
  bolter at the Ork. The dominated 
  target uses its own Characteristics, 
  but takes a –10 penalty to all Tests 
  because it is controlled. Any action 
  that could be deemed as suicidal 
  grants the target a new Willpower 
  Test to try and break your hold.
  Overbleed: For every 10 points 
  by which you exceed the power’s 
  Threshold, you gain a +10 bonus on 
  your Opposed Willpower Test.
  TELEPATHY
  The Discipline of Telepathy allows the practitioner to contact and control the minds of others. From outright mental domination 
  to subtle perceptual effects, the telepath can shape and mould thoughts with but a whim. For all this power, telepaths tend 
  towards misanthropic depression. All too easily they can detect the foetid overspill of thought and emotion that oozes from the 
  human mind, leaving them under no illusions about the nobility of man’s soul. As they grow in skill, many telepaths are unable 
  to completely shut out the constant low level chatter of other minds. Consequently many develop great loathing for crowds of 
  people. Along side this constant irritation, telepaths face another peril as they practise their art. By immersing themselves in another 
  person’s mind, they can often “catch” personality traits, mad beliefs or even psychic corruption. Sometimes a telepath can lose their 
  selves entirely, becoming little more than a mirror of those around them, a tragic figure with dim memories of the individual they 
  once were. Such telepaths are often given the mercy of mind cleansing and reassignment as some form of servitor.
  Table 6–9: Telepathic Powers
  Name 
   
  Threshold 
  Focus 
  Sustain 
   
   
  Time
  Beastmaster 
  13 
  Half Action Yes
  Compel 
  17 
  Half Action No
  Dominate 
  24 
  Half Action Yes
  Inspire 
  9 
  Half Action Yes
  Mind Scan 
  23 
  Full Action No
  Projection 
  21 
  Full Action Yes
  Psychic Shriek 18 
  Half Action No
  See Me Not 
  14 
  Half Action Yes
  Telepathy 
  11 
  Free Action Yes
  Terrify 
  13 
  Half Action No
  
  179
  INsPIre
  Threshold: 
  9
  Focus Time: 
  Half Action
  Sustain: 
  Yes
  Range:  
  6m
  You bolster your comrades by subtly 
  implanting images of great courage, and 
  masking various negative emotional 
  stimuli, allowing them to swiftly 
  shake off fears and doubts. A number 
  of targets equal to your Willpower 
  Bonus immediately overcome the 
  effects of Pinning and Fear, and remain 
  impervious to these effects for as long 
  as they stay within Range and for as 
  long as you sustain the power. Such 
  psychic propaganda is frequently used 
  amongst the Imperial Guard.
  mINd scaN
  Threshold: 
  23
  Focus Time: 
  Extended Action
  Sustain: 
  No
  Range: 
  Touch
  With this power, you can read a target’s 
  mind, probing whatever secrets are 
  hidden therein. You must touch the 
  target for this power to work, which, 
  unless clever methods are employed, 
  means you must successfully Test 
  Weapon Skill. If you manage to touch 
  the target, you may enter a contest of 
  wills in order to pierce your target’s 
  mental barriers and discover all sorts of 
  information.
  Mind Scan is a lengthy process, 
  extending over five Rounds. During 
  each of these Rounds the Psyker 
  and target make Opposed Willpower 
  Tests. If the Psyker succeeds, he may 
  delve deeper into the target’s psyche. 
  Should the target succeed, it indicates 
  that he has managed to thrust the 
  Psyker from his mind, and the Mind 
  Scan power ends.
  Each Round that Mind Scan is 
  successfully maintained, the following 
  information is revealed:
  Round 1 (Contact)
  Information: The Psyker contacts 
  the target’s mind, learning basic 
  information such as name, mood, 
  Insanity Level, physical health, and 
  so on.
  Round 2 (Surface Thoughts)
  Information: The Psyker investigates 
  the thoughts which are uppermost in 
  the target’s mind, such as opinions on 
  the Psyker, immediate fears, conscious 
  lies, a single location, object, event or 
  person which is significant to the target 
  (such as a lover, personal hab block, 
  treasured heirloom or cult initiation). 
  It is not apparent why the significant 
  thing is important—only the emotions 
  associated 
  with 
  it. 
  The 
  target’s 
  Corruption Level is also apparent to 
  the Psyker.
  Round 3 (Short Term Memory)
  Information: The Psyker may rifl e 
  through the target’s memories over the 
  previous twelve hours, and may uncover 
  two 
  further 
  significant 
  locations, 
  objects, events or persons. Again, it is 
  not apparent why the significant thing 
  is important—only the key emotions 
  associated with it. The Psyker may also 
  dredge up simple passwords and routine 
  behaviours from the target’s mind 
  (e.g. hab block entry code, habitual 
  paths to work, bank ident numerals 
  or frequently used Skills, Talents and 
  Characteristics).
  Round 4 (Subconscious)
  Information: The Psyker may 
  gain detailed understanding of why 
  significant locations, objects, events 
  or persons hold importance to the 
  target, and how they relate to each 
  other. The target’s beliefs, motivations 
  and personal goals are apparent to the 
  Psyker, as are the target’s immediate 
  network of contacts. Complicated 
  ciphers may be extracted from the 
  target’s mind, and the Psyker is aware 
  of pivotal moments in the target’s life 
  (earliest memory, adolescence, coming 
  of age and so on).
  Round 5 (Soul Baring)
  Information: The Psyker may 
  plunder the target’s mind at will. Any 
  information contained within the 
  target’s psyche is there for the Psyker 
  to do with what he wishes.
  The Psyker may attempt to scan his 
  target’s mind covertly. In this case, 
  the Psyker must make an Opposed 
  Willpower Test at a -10 penalty. 
  Should the Psyker succeed in a covert 
  scan, the target gains a faint sense of 
  unease, but is unaware that his mind 
  is being probed.
  If the Psyker does not attempt a 
  covert scan, the target is fully aware 
  that his psyche is under attack. 
  He may attempt to break physical 
  contact with the Psyker or even 
  strike out.
  closer thaN flesh
  Telepathy is an intimate act, more personal and affecting in some ways than any petty communion of the body. To slip into 
  the consciousness of another is a disturbing and disorienting task, for no two minds are alike and there is no telling what 
  a telepath may find within another’s psyche. Unwilling targets of telepathic acts are apt to conceive of a deep loathing for 
  the invading psyker, in some cases bordering on a psychopathic hatred for the telepath.
  Aside from making enemies for himself, the telepath also risks mental contamination when he enters another person’s 
  mind. It is all too easy to take on the personality traits of another, or worse still be infected by the putrid pus of their 
  madness. Psykers who are promiscuous with their powers often find their original personalities much altered, or even 
  completely eroded, by continuous contact with foreign minds. Sad indeed is the fate of such lost souls. Worse than this 
  loss of the self, however, is the fate of telepaths who stumble upon dark and corrupted souls. Chaos is all too willing to 
  exploit the mental bridge that the telepath forges between his mind and his target. If a Psyker uses a telepathic power 
  on a target who has twice his own Insanity or Corruption Points, he must make a Willpower Test. Should the psyker fail 
  the Willpower Test, he contracts some form of psychic rot from his debased contact. Psychic rot infl icts 1d10 Insanity or 
  Corruption Points on the Psyker, depending on which type of mental foulness caused the psychic rot in the first place. 
  Should the target have both Insanity and Corruption Points equal to double the Psyker’s own, the Psyker must make a 
  second Willpower Test with failure resulting in the loss of a further 1d10 Insanity or Corruption Points.
  
  180
  ProJectIoN
  Threshold: 
  21
  Focus Time: 
  Full Action
  Sustain: 
  Yes
  Range: 
  You
  You can send out your disembodied 
  mind and spirit, allowing you to 
  touch other minds from a great 
  distance away. You project a “mental 
  self ”, which you can shape to look 
  like whatever you choose. The 
  projection can travel at great speed, 
  literally the speed of thought, but 
  it can also be vary dangerous as 
  creatures native to the immaterium 
  and other Psykers may be able to 
  directly attack your mind. Whilst 
  using Projection, you are completely 
  unaware of what is happening with 
  your physical body. This power lets 
  you communicate with any creature 
  you know well (such as a companion 
  or your Inquisitor), and is somewhere 
  within the same solar system. 
  Unwilling targets, or possibly those 
  that do not look kindly at having 
  people invade their thoughts, may 
  make an Opposed Willpower Test 
  with the Psyker to force them back 
  into their bodies. Whilst using this 
  power, your body functions as if it 
  were unconscious.
  PsYchIc shrIek
  Threshold: 
  18
  Focus Time: 
  Half Action
  Sustain: 
  No
  Range: 
  10m
  A voice’s volume is limited to the 
  realities of vocal capacity and a 
  listener’s ability to hear. Minds have 
  no such limitations. With this power, 
  you gather your will and launch 
  it as a blast of screaming mental 
  energy designed to overload nervous 
  systems and knock one or more 
  targets unconscious. All creatures 
  within Range that you specify must 
  succeed on a Willpower Test or suffer 
  a number of levels of Fatigue equal to 
  your Willpower Bonus.
  Overbleed: For every 10 points by 
  which you exceed the power’s Threshold, 
  you may extend the Range by 10 metres.
  see me Not
  Threshold: 
  14
  Focus Time: 
  Half Action
  Sustain: 
  Yes
  Range: 
  20m
  You erase your presence from the minds 
  of others. This power is more than just 
  “invisibility”; targets that this power has 
  been used successfully on literally cannot 
  perceive you at all. While they may suspect 
  that someone else is present, they can only 
  react to the effects of what you do. For 
  example, you could punch a guard while 
  using See Me Not. The guard would 
  know that he had been hit by “something” 
  and would certainly do his best to find the 
  source of the attack, in hopes of stopping 
  a second blow, but he would look “right 
  through you” while he was searching.
  Upon manifesting this power, select 
  a number of targets within Range equal 
  to your Willpower Bonus. Each target 
  must succeed on a Willpower Test or 
  they can no longer perceive you for as 
  long as you sustain the power. Lack of 
  perception means they cannot directly 
  attack you: they cannot see, hear, smell 
  or perceive you in any way.
  Oddly, this power has no effect on 
  creatures with an Intelligence of 10 or less.
  Overbleed: For every 5 points by 
  which you exceed the power’s Threshold, 
  you may add another target or impose a 
  –10 penalty on one target’s Willpower 
  Test made to resist this power.
  telePathY
  Threshold: 
  11
  Focus Time: 
  Free Action
  Sustain: 
  Yes
  Range: 
  1km/Willpower Bonus
  You can send your thoughts into the minds 
  of those around you. You can choose to 
  send your message to one or more persons 
  in a select group of individuals, which 
  is known as a “placed sending”, or can 
  transmit your thoughts to anyone within 
  Range, an art known as “broadcasting”.
  terrIfY
  Threshold: 
  13
  Focus Time: 
  Half Action
  Sustain: 
  No
  Range: 
  8m
  You dredge up a person’s worst 
  nightmare and project it directly 
  into their mind, causing them to fl ee 
  screaming. You may affect a number 
  of targets within Range up to your 
  Willpower Bonus. Each target must 
  pass a Willpower Test or roll on the 
  Shock Table (see page 233).
  Overbleed: For every 5 points 
  by which you exceed the power’s 
  Threshold, the target adds +10 to their 
  roll on the Shock Table.
  
  181
  tests
  •
  the role of fate
  •
  INVestIgatIoN
  •
  combat
  •
  INJurY
  •
  damage & healINg
  •
  moVemeNt
  •
  moVINg & lIftINg
  •
  lIghtINg
  
  182
  Tests
  A
  I
      Chapte VII: 
  Playing the 
  Game
  Skill Tests
  Chapter VII: 
  Playing the 
  Game
  “You have been chosen to serve the God-Emperor of Mankind 
  with your very lives! But before you are even worthy to honour 
  Him with your demise there are some things you need to know...”
  — Inquisitor Saffena Sengir, Ordo Xenos.
  I
  n the service of the Holy Inquisition, Acolytes are called 
  upon to perform all manner of tasks, such as rooting out 
  heretics, travelling through the warp and combating the 
  many foes of mankind. To achieve these things, characters 
  need to draw upon all their skills and abilities. Having created 
  your character, this chapter explores all the different sorts of 
  things your Acolyte might have to do in the service of the 
  God-Emperor.
  TestS
  “There is nothing to fear but failure.”
  — Warmaster Slaydo.
  A
  s your Acolyte undertakes adventures, explores strange 
  environments and exposes villainy, he will engage in all 
  manner of actions. Shooting a lasgun, scaling a cliff wall, 
  avoiding the power sword of a heretic: these are just a sample of the 
  typical sorts of things your character might face in his service to an 
  Inquisitor. While it might be sufficient to say that you can or cannot 
  achieve these things, Dark Heresy uses a system for resolving the 
  challenges that characters must overcome during game play. 
  The basic way of determining success or failure is determined 
  by what is called a “Test”. Whenever the action, task or effort 
  could have dramatic consequences—things that affect the 
  story, your character’s health and so on—you must take a 
  Test. To do so make a percentile dice roll. See Reading and 
  Rolling the Dice on page 9 for more information on how 
  to do this. Now compare the result rolled to the Characteristic 
  that best describes the action you’re attempting. If you roll 
  lower than or equal to the Characteristic, you succeed. If you 
  roll higher than the Characteristic, you fail.
  If the d100 roll is greater than the Characteristic, you fail. 
  If the d100 roll is equal to or less than the Characteristic, 
  you succeed.
  SKILL TESTS
  The most common sorts of Tests you have to take during play are 
  Skill Tests. Every skill (see Chapter III: Skills) is governed by a 
  particular Characteristic. For example, the Agility Characteristic 
  governs the Dodge skill. Whenever you would use a Skill—again, 
  for any Action with dramatic consequences—you make a Skill 
  Test, making a percentile dice roll as described above.
  You can sometimes make Skill Tests even when you do not 
  actually have the Skill. You can only make Skill Tests with 
  Skills you do not have if the Skill is a Basic Skill. Advanced 
  Skills require specialised training and experience. If you don’t 
  have the Advanced Skill, you can’t make the attempt. 
  When making a Skill Test with a Basic Skill you do not 
  have, roll as normal, but halve the Characteristic (round up).
  Many Talents (see Chapter IV: Talents) can improve 
  your chances of success, as can Skill Mastery (see page 
  eXamPle
  Drake, a Veteran Guardsman with Agility 34, fights a hive ganger. 
  The unwashed hive scum makes a successful attack with his lead 
  pipe. Drake has the Dodge skill, so he tries to get out of the way. 
  Drake’s player makes a Dodge Test, rolling 42 on his percentile 
  dice. Since this is over Drake’s Agility characteristic, the ill-fated 
  Guardsman fails and the ganger’s weapon strikes home.
  
  183
  Characteristic Tests
  96). Talented, for example, provides a +10 bonus on Skill 
  Tests made with any one Skill.
  CHARACTERISTIC TESTS
  Sometimes you may want to do something that is not covered 
  by a Skill (using brute force to knock down a door, for example). 
  In these cases, you make a Characteristic Test instead of a Skill 
  Test. The GM determines the most appropriate Characteristic 
  for what you’re trying to do. Then roll a percentile dice and 
  compare the roll to the Characteristic. As with Skill Tests, if 
  the roll is equal to or less than the Characteristic you succeed; 
  if the roll is greater than the Characteristic you fail.
  usINg characterIstIcs
  For everything not covered by Skills, you should always fall 
  back to Characteristic Tests. See Table 7–1: Characteristic 
  Tests for examples of typical Characteristics Tests.
  characterIstIc boNuses
  Except for Weapon Skill and Ballistic Skill, all Characteristics 
  have an associated bonus. The Characteristic Bonus is equal 
  to the tens digit of the Characteristic. For example, Jonas has 
  a 45 Toughness, so his Toughness Bonus is 4. Adriel has a 36 
  Perception, so her Perception Bonus is 3. Since these bonuses 
  are determined by the Characteristic, they may rise and fall 
  throughout the adventure. Should a Characteristic take a penalty, 
  that penalty likewise applies to the Characteristic Bonus. 
  Using Characteristic Bonuses
  Characteristic Bonuses are used in a number of ways. Usually 
  they are added to a dice roll to give a modified result. For 
  example, to ascertain the Damage infl icted by a successful 
  attack with a club, you roll 1d10 and add your Strength 
  Bonus (1d10+SB).
  Table 7-1: Characteristics Tests
  Characteristic Example Tests
  Weapon Skill 
  Make an attack with a melee weapon.
  Ballistic Skill 
  Make an attack with a ranged weapon.
  Strength 
  Bend bars, break down a door, push 
   
  over a Grox.
  Toughness 
  Resist poison or disease, tolerate temperature 
   
  extremes, stave off hunger, resist mutation.
  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 a Psychic Power, torture or Fear.
  Fellowship 
  Make a good impression, seduce a target, get 
   
  someone to do you a favour.
  Table 7–2: Characteristic Bonuses
  Characteristic 
  Example Tests
  Strength Bonus Used to determine Damage from melee 
   
  attacks.
  Toughness 
  Used to resist Damage taken in combat.
  Agility 
  Used to determine Initiative.
  Intelligence 
  Used with Skills, the Medicae skill for 
   
  example.
  Perception 
  Used with Skills, the Psyniscience skill 
   
  for example.
  Willpower 
  Used with Focus Power to manifest 
   
  Psychic Powers.
  Fellowship 
  Used when interacting with people.
  eXamPle
  Nursing a nasty lump on his head, Drake tries to bargain down 
  the price of a medi-kit from a local hive merchant. He doesn’t 
  have the Barter skill, but Barter is a Basic Skill so he can 
  give it a try anyway. Drake has a Fellowship 34, but he must 
  halve it because he doesn’t have the skill. He must roll below or 
  equal to 17 (34/2=17) to successfully haggle the price down. 
  Drake rolls a 15—a success! He has managed to convince the 
  merchant to lower the price.
  eXamPle
  Kiera, a Death Cult Assassin, runs across a narrow gantry high 
  above a space port in the driving rain. The gantry is very narrow 
  and extremely slippery, but with the Crimson Alliance in pursuit, 
  Kiera is not going to slacken her pace. The GM calls for an Agility 
  Test. Kiera’s Agility is 37. She rolls the dice and gets a 26, enough 
  to safely cross the gantry, leaving her enemies behind.
  eXamPle
  Drake, who’s Toughness is 45, is suffering from poisoning, and 
  therefore takes a –10 penalty to all Toughness Tests. This means 
  that his Toughness functions as if it is 35. Thus Drake’s Toughness 
  Bonus, for as long as he takes the penalty, is reduced to 3.
  “maNkINd staNds uPoN the brINk; oN the oNe haNd 
  lIes a realm of uNImagINable PoWer, oN the other 
  aWaIts darkNess, death aNd utter damNatIoN.  
  oNlY those that folloW the guIdINg lIght of the 
  emPeror maY saVe theIr souls.”
  
  184
  The Role of 
  Circumstance
  Degrees of Success 
  and Failure
  Extended Tests
  Opposed SkillTests
  Sometimes you will be asked to add or subtract a number from a 
  Characteristic Bonus before you apply it to a result. For example, to 
  ascertain the Damage infl icted by a successful hammer attack, you 
  roll 1d10 and add your Strength Bonus minus one (1d10+SB-1).
  In addition, Characteristic Bonuses can be used to break 
  ties—see Opposed Skill Tests for more details.
  DEGREES OF SUCCESS 
  AND FAILURE
  For most tests, it is enough to know whether you succeeded 
  or failed. Sometimes, however, it is useful to know how well 
  you succeeded, or how badly you failed. This is particularly 
  important with social skills like Charm and Inquiry, as it gives 
  the GM a guideline to help determine Non-Player Character 
  (NPC) attitudes and to portion out the information attained.
  Measuring degrees of success and failure is straightforward. 
  Compare the result of your Test with your score. For each 
  full 10 points by which you exceed your Characteristic, you 
  achieve one degree of success. Conversely, for each full 10 
  points by which you fail, you gain one degree of failure. Your 
  GM will let you know if degrees of success or failure are 
  important for a particular Test.
  EXTENDED TESTS
  Some tasks are quite complicated and may take extra time to 
  finish. In these cases, the GM may decide that it takes more 
  than one successful Skill Test to complete the task. This is 
  known as an Extended Test. Generally, the Skill in question 
  will describe whether it requires an Extended Test, though the 
  GM may adjust the time represented by each Test depending 
  on what is in fact being attempted.
  OPPOSED SKILL TESTS
  Sometimes you have to Test your Skill against that of an 
  opponent. This is known as an Opposed Skill Test. If you 
  were trying to hide from a searching Guardsman, for example, 
  you would make a Concealment Test, while the Guardsman 
  would make an Awareness Test. In these situations, both 
  parties make Skill Tests as normal. Whoever succeeds on the 
  Test wins. If both participants succeed, the one with the most 
  degrees of success wins. If the degrees of success are the same, 
  the higher Characteristic Bonus wins out. And if this still 
  results in a tie, then the lowest dice roll wins.
  Should both parties fail, one of two things occurs. Either 
  there is a stalemate and nothing happens or both parties 
  should re-roll until there is a clear winner.
  THE ROLE OF 
  CIRCUMSTANCE
  Not all Skill Tests are equal. Climbing a fence is quite easy, 
  for instance, but ascending the face of a sheer cliff is quite 
  difficult. The GM assigns bonuses or penalties to Skill or 
  Characteristic Tests depending on the circumstances. While 
  published adventures define these modifiers for the GM, there 
  are many instances where the GM has to determine them on 
  the wing. Making judgements like this is a big part of being 
  a Game Master.
  For each Test, the GM should decide the Difficulty and 
  then consult Table 7–3: Test Difficulty to determine the 
  appropriate modifier. GMs may choose to assign even greater 
  bonuses or penalties than those shown on the table, but such 
  modifiers should only be used in extremely unusual situations. 
  It is recommended that all modifiers be given out in 10-point 
  increments to keep the numbers simple. GMs who prefer more 
  finesse, however, may hand out modifiers in 5-point increments.
  eXamPle
  Father Horst is boasting, none too truthfully, of his success in 
  smiting mutants. He makes a Deceive Test. Since Deceive is 
  a Fellowship-based skill, Father Horst must roll beneath his 
  Fellowship Characteristic to successfully convince the drill-abbots 
  that his actions were indeed “like the Imperial heroes of old”. Horst 
  rolls 12 against a Fellowship of 44. Not only does he succeed, he 
  beats his target by 3 degrees of success (44–12 = 32). The Drill-
  Abbots completely believe his tale and decide that, as Horst is such 
  a hero, he is best employed at the front line of a local war.
  eXamPle
  Having eluded the Crimson Alliance on the gantry, Kiera is now 
  trying to sneak out of the space port and past one of their sentries. 
  The GM calls for a Silent Move Test and opposes it with the sentry’s 
  Perception Test. Both the player and the GM roll. Kiera must roll 
  below 37 and the sentry must roll below 30. Kiera rolls a 24 for a 
  success, while the GM gets a 28, also a success. Kiera beat her number 
  by 13 while the sentry beat his only by 2. As Kiera has the greater 
  degree of success, she manages to slip past and off into the night.
  eXamPle
  Vos, a Feral warrior, tries to find the tracks of an unruly Grox he is 
  hunting. He makes a Tracking Test. Under normal circumstances, he’d 
  simply use his Intelligence Characteristic as his base chance of success. 
  However, the GM decides that the rain last night washed away most of the 
  tracks. He deems the task Very Hard and imposes a –30 penalty on Vos’s 
  Skill Test. His Intelligence is 41, with the penalty, he has to roll under an 
  11 (41–30=11) to succeed. Vos rolls a 35, which would have been a 
  success under normal circumstances, but in this instance the rain foiled him 
  and the test is failed. To make matters worse, Vos failed the Test by more 
  than 20, so the GM rules that he becomes lost for 1d5 hours.
  
  185
  Assisstance
  Burning Fate
  Using Fate Points
  Gaining Additional 
  Fate Points
  The Role 
  of Fate
  A
  ASSISTANCE
  In some situations, multiple characters working together have a 
  better chance of completing the task than if a character attempts 
  it alone. With the GM’s permission, a character can assist another 
  character that’s taking a Test. When doing so, the character with 
  the best chance to succeed rolls the dice. Each character assisting 
  reduces the Difficulty by one step. If the Test succeeds, the 
  character who rolled the dice gains an extra degree of success. 
  lImIts oN assIstaNce
  Characters can assist each other in most tasks but there are limits: 
   
  •	To	assist,	both	characters	must	have	the	Skill	being	Tested.
  •	The	assisting	character	must	be	adjacent	to	the	character	
  taking the Test.
  •	You	cannot	assist	on	Reactions	or	Free	Actions.
  •	You	may	not	assist	on	Tests	made	to	resist	disease,	poison,	Fear,	
  hazards or anything else the GM deems inappropriate.
  •	No	more	than	two	characters	may	attempt	to	assist	another.
  THE ROLE 
  OF FATE
  “There is no fate, but what the Emperor makes.”
  — Catechism of the Founding, Gunmetallicus 104th.
  A
  ll Player Characters begin play with a number of Fate 
  Points. The number of Fate Points a character receives is 
  decided during character creation. Fate Points are what 
  separates Acolytes from the ordinary people of the Imperium. PCs 
  have destinies and the Emperor has marked them for greater things. 
  While their ultimate fate is a mystery, with no guarantees that it will 
  be glorious, enriching or pleasant, they are a cut above the rest.
  USING FATE POINTS
  Fate Points allow you to turn luck to your advantage, hitting 
  with that bolter shot when you would have otherwise missed, 
  or cracking the security code on a door just in time to make 
  a hasty escape. Using these twists of fate, you can take a few 
  more risks, which makes the game faster and far more exciting 
  than would otherwise be the case.
  That said, you have a limited pool of Fate Points and 
  whenever you spend a Fate Point, you reduce your pool by 
  one, so choose wisely. Fate Points are restored at the start 
  of the next gaming session. Spending a Fate Point allows a 
  character to do one of the following things:
  •	Re-roll	any	one	failed	Test.	The	results	of	the	re-roll	
  are final.
  •	Count	as	having	rolled	a	10	for	their	Initiative.
  •	Add	an	extra	degree	of	success	to	a	Test.
  •	Instantly	recover	1d5	Wounds.
  •	Recover	from	being	Stunned.
  BURNING FATE
  Sometimes a re-roll or an extra degree of success is not going 
  to be enough to save a character’s life. In these instances, the 
  character may choose to burn a Fate Point and permanently 
  reduce their Fate Points by 1. The result is that the character 
  survives whatever it was that would have killed him, but 
  only just. So for example, if the character was shot with a 
  lascannon and suffered a Critical Hit that would have killed 
  him, instead he will only be horribly wounded, hideously 
  burnt and rendered unconscious on 0 Wounds. In more 
  extreme circumstances, such as being trapped on a space ship 
  during a warp drive implosion, it is up to the player and the 
  GM to work out just how the character makes his escape.
  Note that you may burn a Fate Point even if you have 
  already used all of your Fate Points for that gaming session. 
  This just means that at the start of the next session, when your 
  points are restored, you will have 1 less Fate Point.
  GAINING ADDITIONAL 
  FATE POINTS
  Since Fate Points are an expendable resource, you may be reluctant 
  to burn them for fear of never gaining more. However, as your 
  character undertakes adventures, he may gain additional Fate 
  Points to replenish those that have been burnt away. Your GM may 
  grant Fate Points for particular acts of heroism, cunning or good 
  roleplaying. See Chapter VIII: The Game Master for details.
  eXamPle
  Hannah and Boris search a room. The GM declares that a Challenging 
  (+0) Search Test is required, so Boris decides to help Hannah rather 
  than search on his own. Since Boris is helping, the Difficulty drops to 
  Ordinary (+10). If Hannah, who has the higher Perception, succeeds, 
  she gains an extra degree of success because of Boris’s help.
  Table 7-3: Test Difficulty
   
  Difficulty 
  Test Modifier
   
  Easy 
  +30
   
  Routine 
  +20
   
  Ordinary 
  +10
   
  Challenging 
  +0
   
  Difficult 
  –10
   
  Hard 
  –20
   
  Very Hard 
  –30
  “the foolIsh maN Puts hIs trust IN luck, the WIse maN 
  Puts hIs trust IN the emPeror.”
  
  186
  Investigation
  Combat
  Rounds, Turns & Time
  Using  Investigation 
  Skills
  A
  M
  INVESTIGATION
  “Wisdom is the beginning of fear.”
  — Ordos Hereticus maxim.
  A
  nother key element of Dark Heresy games is, of course, 
  investigation. Over the course of an adventure, you are 
  likely to spend a fair amount of time pouring through 
  dusty libraries, searching through forbidden texts or chatting with 
  the locals to uncover the heresy you seek. Chapter III: Skills 
  offers a number of Investigation skills, such as Inquiry, Scholastic 
  Lore, Forbidden Lore and so on, to help you through this process.
  USING INVESTIGATION 
  SKILLS
  In many cases, clues come as a result of achieving certain 
  objectives in the game. You might travel to another planet 
  to search through ancient xenos ruins, before heading on 
  to a hive-city to find someone who knows a bit about what 
  you found, only to head back to a shrine world to find the 
  corrupted priest who heads up a cult to the Dark Powers. All 
  of these instances can result from knowing where to look, 
  who to talk to, and where to go once you find the information 
  you seek. Sometimes, though, you may need to roll up your 
  sleeves and do some digging to discover the truth. Examples 
  of investigation could be to find out the background to a 
  forbidden planet, to learn more information about a xenos, or 
  to research a particularly famous figure in the history of the 
  Imperium. Luckily, all Investigation skills work the same way.
  All Investigation tests require a character to have access to 
  an Investigation skill. The Difficulty of the Test depends on its 
  complexity, which also determines the base time it should take 
  to uncover the information sought. A success on the Test allows 
  you to roll 1d10 and add the appropriate Characteristic Bonus (as 
  determined by the Characteristic used for the Test) and subtract 
  this value in hours from the time it takes to uncover the information 
  sought. A failed Test indicates no progress gained. Failing by three 
  or more degrees indicates a setback, adding 1d10 hours to the 
  total time required by the Test. Failing by five or more degrees 
  means that your investigation comes to a complete halt and that 
  the information’s complexity increases by two steps. Once you 
  reduce the time to 0 or less, you get the available information on 
  the subject you’re investigating.
   Table 7–4: Investigation Benchmarks offers a selection of 
  example Difficulties, times and Actions based on secrecy. As with 
  many other Tests, you may benefit from assistance from other Player 
  Characters subject to the same limitations described under Assistance 
  (see Assistance, page 184).
  Investigation should never be used to replace roleplaying or 
  participating in adventures, but rather to augment roleplaying 
  and assist in arriving at the facts of a matter.
  COMBAT
  “Strike fast and suddenly. Attack without warning. Secure 
  victory before the foe is aware of his danger. Remember always, 
  a war is easily won if your enemy does not know he is fighting.”
   
   
   
  — Tactica Imperialis.
  M
  ake no mistake: the Imperium is a dangerous place. 
  Over the course of their investigations, explorations 
  and travels, the characters are bound to encounter those 
  who would see them dead. Unless the characters plan to spend 
  their lives running away from their enemies, they will have to make 
  a stand and fight. As a result, combat can form a key component 
  in your Dark Heresy game. Being familiar with the ins and outs of 
  battle can only improve your chances of survival.
  ROUNDS, TURNS & TIME
  For most occasions whilst playing Dark Heresy, the GM 
  simply describes the scene or situation and asks the players 
  how they react. Time is fl exible, and is subject to the GM’s 
  decision based on the choices the characters make. Whilst the 
  GM should have an idea about how much time approximately 
  passes, it’s not necessary to track the passage of time down to 
  the exact second, or even the minute or hour. It is enough to 
  say that “it takes about an hour to reach the spectral vestibule” 
  or “after about fifteen minutes of walking, you come upon a 
  crashed Aquila Lander”. This sort of approach is known as 
  “game time” or “Narrative Time”.
  In contrast to the loose laws of Narrative Time, there are many 
  situations when every second counts and the GM must closely 
  monitor what is going on. It might be that the GM needs to 
  adjudicate a furious sword fight, or to track the characters’ pace as 
  they pursue fl eeing cultists through the alleys of Gunmetal City. 
  Table 7-4: Investigation Benchmarks
  Complexity 
  Difficulty 
  Modifier 
  Example 
  Time
  Simple 
  Easy 
  +30 
  Discovering marketplace gossip 
  1 hour
  Basic 
  Routine 
  +20 
  Finding a general’s major victories 
  6 hours
  Drudging 
  Ordinary 
  +10 
  Finding a general’s service record 
  24 hours
  Taxing 
  Challenging 
  +0 
  Identifying an obscure poison 
  72 hours
  Arduous 
  Difficult 
  –10 
  Tracing the origin of a machine spirit 
  14 days
  Involved 
  Hard 
  –20 
  Translating an entire book 
  1 month
  Labyrinthine 
  Very Hard 
  –30 
  Cataloguing a datacrypt 
  1d5 years
  
  187
  Combat Overview
  Surprise
  When playing in such detailed moments of time, the 
  GM must slice the action up into Rounds and Turns. A 
  Round is approximately five seconds of Action. During a 
  Round, participants in the encounter each have a Turn to 
  act. Each character’s Turn overlaps slightly, so Actions are 
  almost simultaneous within the Round. Combat is the most 
  common time that players will encounter detailed time or 
  “Combat Time”, but is by no means the only circumstance 
  where Rounds and Turns are used. See Movement on 
  page 212 for more details.
  COMBAT OVERVIEW
  Each character, including NPCs, takes a Turn within the 
  Round. It is therefore necessary to determine the order in 
  which Actions are taken. When combat begins, follow these 
  steps to determine what happens.
  steP oNe: surPrIse
  When beginning a combat, the GM determines if any of 
  the combatants are Surprised. This only affects the first 
  Round and isn’t always necessary even then. Surprised 
  combatants lose their Turn on the first Round of combat. 
  They are caught unawares and their opponents get a full 
  Round’s “drop” on them. If no one is Surprised, then move 
  immediately onto Step Two.
  steP tWo: roll INItIatIVe
  At the start of the first Round, each combatant must roll for 
  Initiative. Each combatant rolls 1d10 and adds his Agility 
  Bonus (the tens digit of his Agility characteristic). The result 
  of the roll applies for all successive Rounds in the combat.
  steP three: determINe INItIatIVe order
  The GM ranks all the Initiative rolls, including those of the 
  NPCs and creatures, from highest to lowest. This is the order 
  that characters will act in during each Round of combat.
  steP four: characters take turNs
  Starting with the participant with the highest Initiative roll, 
  each character takes a Turn. During his Turn, a character can 
  perform one or more Actions. Once a character has finished 
  his Actions, the next participant takes a Turn and so on.
  steP fIVe: rouNd eNds
  Once each participant has taken a Turn, the Round is over.
  steP sIX: rePeat stePs four aNd 
  fIVe as Needed
  Continue to play successive Rounds until the combat is 
  complete or until you finished whatever it is that triggered 
  the switch from Narrative Time to Combat Time.
  SURPRISE
  Surprise only affects the first Round of 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 
  a Perception 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 
  a Perception 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 fixated 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. Whilst it’s often the case that 
  one entire side or the other is Surprised, there can be 
  individual exceptions. For example, mutants may easily 
  Surprise a unit of green Guardsmen, but not their keen-
  eyed commissar.
  If no one is Surprised, proceed with the combat as 
  normal. Surprised characters lose their Turn in the first 
  Round. They can do nothing except stand dumbfounded 
  whilst their opponents fall upon them, with the attackers 
  gaining +30 to hit during the first Round of combat only. 
  After the first Round, Surprised characters recover their 
  wits and can act normally.
  eXamPle
  Having dealt with one group of cultists, Mordechai and 
  Drake continue on their mission only to fall foul of an 
  ambush by more members of the Barbed Chalice. The 
  combat begins when the cultists attempt to shoot their 
  autoguns at the Acolytes from concealed positions. The 
  GM decides that Mordechai and Drake are Surprised. 
  The cultists aim and shoot at the unlucky Acolytes. Since 
  they are Surprised, Mordechai and Drake do not get a 
  chance to act. Once the cultists have taken their shots, 
  the Surprise Round ends. The GM starts at the top of the 
  Initiative order for Round two and the combat proceeds 
  as normal.
  
  188
  Initiative
  Actions
  INITIATIVE
  Initiative determines the order in which participants act during 
  each Round. To determine Initiative, roll 1d10 and add the result 
  to the character or NPC’s Agility Bonus. Naturally, the GM rolls 
  the Initiative of any NPCs and creatures present.
  GMs can make one Initiative roll for each group of like 
  characters. For example, if there are three gangers in the 
  combat, all of which have the same Characteristics, it isn’t 
  necessary to roll Initiative separately for each ganger. One 
  roll will do for all of them and they’ll act at the same time in 
  the Initiative order.
  Once everyone has rolled, the GM makes a list and places 
  each character or creature in order, from highest to lowest. 
  This 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 first.
  Most combats last for multiple Rounds. You only need to 
  determine Initiative at the start of the fight, however. Once 
  the Initiative order has been established, it remains the same 
  from Round to Round. If new combatants join in the midst 
  of the encounter, simply roll Initiative for them and add them 
  to the 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 five types of Actions in Dark Heresy.
  Full Action
  A Full Action requires a character’s complete attention to 
  accomplish on his Turn. A character that takes a Full Action 
  cannot take any Half Actions this Round.
  Half Action
  A Half Action is fairly simple, like moving or drawing a 
  weapon. A character can take two different Half Actions on 
  his Turn instead of taking a Full Action.
  Note that you may not take the same Half Action twice.
  Reactions
  A Reaction is an Action that is made in response to 
  some event such as an attack. All characters receive one 
  Reaction each Round, which may only be used when it 
  is not their Turn. Examples include making a Dodge Test 
  or Parrying an attack.
  Free Action
  A Free Action takes but a split second and so can be 
  taken in addition to any other Actions you make in a 
  Round. There is no formal limit to the number of Free 
  Actions a character can make in a Round, but a GM 
  should use common sense to set reasonable limits on 
  what can be done in a few seconds.
  Extended Actions
  Some Actions take more time than a single Round to 
  complete. Once you commit yourself to an Extended 
  Action, you are considered to be working towards 
  completing that Action for as long as it takes. Should 
  you be interrupted or if you abandon the Extended 
  Action, all progress towards completing it is lost.
  usINg actIoNs
  Typical Actions include drawing a weapon, attacking and 
  moving. 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 the time—obviously 
  a terse warning or a wry aside to a comrade would be 
  acceptable. Reciting the complete one-hundred and 
  seventeen rules for the denunciation and chastisement of 
  traitors to the Imperium would not be.
  eXamPle
  Mordechai, an Arbitrator with AB of 3 (the tens digit from 
  his Agility of 35), rolls for Initiative when his group is 
  attacked by three cultists of the Barbed Chalice. He rolls a 
  6 on a d10, so his Initiative for this combat is 9 (6+3). His 
  companion, Drake, gets an 8 and the cultists 7. So, Mordechai 
  goes first, followed by Drake, and then by the cultists.
  eXamPle
  The combat has been raging for three Rounds now and one 
  of the cultists has been slain. Alerted by the noise ,a corrupt 
  enforcer arrives to aid the cultists, so the GM rolls Initiative 
  and gets a 7. The enforcer has 25 Agility (giving him an AB of 
  2), so he goes after Mordechai (Initiative roll of 7 plus Agility 
  Bonus of 2=Initiative of 9). In the new Round, the revised 
  Initiative order is Mordechai (9), enforcer (9), Drake (8), and 
  finally the two remaining cultists (7).
  “strIke fast aNd suddeNlY. attack WIthout 
  WarNINg.  secure VIctorY before the foe Is aWare 
  of hIs daNger.  remember alWaYs, a War Is easIlY 
  WoN If Your eNemY does Not kNoW he Is fIghtINg.”
  
  189
  Most Actions must be completed during your Turn. You 
  can’t start a charge attack in one Round and finish it on the 
  next. Some Actions, however, take longer than a single Round 
  to complete. These are known as Extended Actions and they 
  are noted in the following descriptions.
  A character attempting an Extended Action must continue 
  with that Action until it’s finished. He can’t start to reload 
  a musket, move and then finish reloading, for example. A 
  character may abort the Action part-way through, but this 
  means that all the time spent on it thus far is wasted.
  eXamPle
  Vos has rolled an Initiative of 11 this Round. When his Turn 
  comes, he must decide what to do. As he has finally found the 
  Grox he has been tracking, he decides to move up to the beast 
  and then hack at it with his chain axe. Moving and attacking 
  are both Half Actions, so Vos can’t do anything more this 
  Round. Once his Actions are resolved, the next combatant in 
  Initiative order (in this case, the rather annoyed Grox, with an 
  Initiative of 10) takes its Turn.
  eXamPle
  Hybris, a Tech-Priest, needs to reload his heavy stubber, which 
  takes two Full Actions. He starts on his next Turn, taking one 
  Full Action. On his following Turn, he finishes reloading by 
  spending another Full Action. If he had chosen to abandon his 
  reloading efforts after the first Round, the Extended Action 
  would have been aborted and he’d have to start the process all 
  over again later, if he still wanted to reload.
  Table 7-5: Combat Actions
  Attack Actions
  Action 
  Type 
  Description
  All Out Attack 
  Full 
  +20 to WS, cannot Dodge or Parry.
  Charge 
  Full 
  Must move 4 metres, +10 to WS.
  Defensive Stance 
  Full 
  Enemies –20 WS, you cannot attack.
  Feint 
  Half 
  Opposed WS Test, if you win, your next attack cannot be Dodged or Parried.
  Full Auto Burst 
  Full 
  +20 to BS, additional hit for every degree of success.
  Grapple 
  Full 
  Make a Grapple attack (see page 197).
  Guarded Attack 
  Full 
  –10 WS, +10 to Parry and Dodge.
  Knock-Down 
  Half 
  Try and knock an opponent to the ground (see page 190).
  Multiple Attacks 
  Full 
  Use Swift Attack or Lightning Attack talents to make multiple attacks.
  Overwatch 
  Varies 
  Shoot targets coming into a set kill zone, –20 to BS.
  Semi-Auto Burst 
  Full 
  +10 to BS, additional hit for every two degrees of success.
  Standard Attack 
  Half 
  Make one melee or ranged attack.
  Stun 
  Full 
  Try to Stun an opponent.
  Suppressing Fire 
  Full 
  Force opponents to take cover, –20 to BS.
  Move Actions
  Action 
  Type 
  Description
  Disengage 
  Full 
  Break off from melee and move.
  Jump/Leap 
  Full 
  Leap or Jump (see page 214).
  Manoeuvre 
  Half 
  Opposed WS Test, if you win move enemy 1 metre.
  Move 
  Half/Full 
  Move up to your movement as a Half Action or twice your movement as a Full Action.
  Run 
  Full 
  Move triple, enemies –20 BS and +20 WS.
  Stand/Mount 
  Half 
  Stand up or mount a riding animal.
  Tactical Advance 
  Full 
  Move from cover to cover.
  Miscellaneous Actions
  Action 
  Type 
  Description
  Aim 
  Half/Full 
  +10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack.
  Delay 
  Half 
  Before your next Turn take any Half Action.
  Dodge 
  Reaction 
  Test Dodge to negate a hit.
  Focus Power 
  Varies 
  Use a Psychic Power.
  Parry 
  Reaction 
  Test Weapon Skill to negate a hit.
  Ready 
  Half 
  Ready a weapon or item.
  Reload 
  Varies 
  Reload a ranged weapon.
  Use Skill 
  Varies 
  You may use a Skill.
  
  190
  actIoNs
  These Actions provide players with a variety of manoeuvres, 
  giving their characters a range of options in combat. Actions 
  are divided up into Attack Actions, Movement Actions and 
  Miscellaneous Actions.
  attack actIoNs
  Attack Actions are any Action that involves attacking and 
  damaging your opponents.
  All Out Attack (Full Action)
  You make a furious melee attack, exposing yourself to danger 
  in order to land a forceful blow. You gain a +20 bonus on 
  your Weapon Skill Test, but you may not Parry or Dodge 
  until your next Turn.
  Charge (Full Action)
  You rush up to an opponent and deliver a single attack. The 
  opponent must be at least 4 metres away from you, but within 
  your Charge Move (see Table 7-28: Movement (Metres/
  Round) on page 212). The last 4 metres of the Charge must 
  be in a straight line, so you can build up speed and line up 
  with your opponent. You gain a +10 bonus to your Weapon 
  Skill Test made at the end of the Charge.
  Defensive Stance (Full Action)
  You strike no blows this Round as you concentrate on self-
  defence. Until your next Turn, all opponents suffer a –20 
  penalty to Weapon Skill Tests made to attack you.
  Feint (Half Action)
  You pretend to attack in one direction, deceiving your 
  opponent and throwing off his defence. This is resolved by 
  an Opposed Weapon Skill Test. If you win, your next attack 
  cannot be Dodged or Parried. If your next Action is anything 
  other than a Standard Attack, you lose this advantage.
  Full Auto Burst (Full Action)
  You hurl a burst of fully automatic fire at your opponents. You 
  must be using a weapon capable of fully automatic fire to take 
  this Action. (See Rate of Fire on page 127)
  Your vast hail of fire grants a +20 modifier to your Ballistic 
  Skill Test. If the ranged attack is successful, a hit is scored as 
  normal. Furthermore, every degree of success scores an extra 
  hit. The number of extra hits you can score in this manner may 
  not exceed the fully automatic rate of fire for your weapon. 
  Your extra hits can be either allocated to the original target or 
  any other target within 2 metres (provided that the new target 
  would not have been harder to hit).  See Table 7-6  Multiple 
  Hits, page 190 to determine the Hit Locations for multiple 
  hits against the same target. Alternatively, as an optional rule, 
  you may roll dice to determine the location of each additional 
  hit, though doing so will slow the game down.
  A result of 94 to 00 on your Ballistic Skill Test indicates that 
  your weapon has Jammed (see Weapon Jams on page 196).
  If you have a pistol in either hand you may fire them both 
  (see Two-Weapon Fighting on page 197).
  Grapple (Full Action)
  Whether you are Grappling or being Grappled, you may 
  only take the Grapple Action. If Grappling, you may make an 
  Opposed Strength Test to injure your opponent. If you beat 
  your opponent, you deal normal unarmed Damage (1d5–3 
  plus SB, with Armour Points counting double) and one level 
  of Fatigue. If your opponent wins, you deal no Damage, but 
  your opponent is still Grappled.
  If you are being Grappled, you may make an Opposed 
  Strength Test to break free or take control of the Grapple. 
  If you win the Test, you escape the Grapple or you begin 
  Grappling your opponent and can now deal Damage on 
  your next Action. See Grappling on page 197 for more 
  information on starting a Grapple.
  Guarded Attack (Full Action)
  You attack carefully, making sure you are well defended from 
  counter-attacks. You make a melee attack with a –10 penalty 
  to your Weapon Skill Test. Until your next Action, though, 
  you gain a +10 bonus on Dodge or Parry Tests.
  Knock-Down (Half Action)
  You smash into your opponent in the hopes of knocking him 
  from his feet. You and your opponent make Opposed Strength 
  Tests. If you succeed, you Knock-Down your opponent who 
  falls to the ground and must use the Stand Action to get 
  back to their feet. If you succeed by two or more degrees of 
  success your opponent also takes SB–4 Damage and one level 
  of Fatigue. If your opponent wins, he keeps his footing. If 
  your opponent wins by two or more degrees of success and 
  you fail, you are Knocked-Down instead. If you spent a Half 
  Action to move first, you gain a +10 bonus to your Test.
  Multiple Attacks (Full Action)
  If you have the Swift Attack or Lightning Attack talents, you 
  may spend a Full Action to make multiple attacks as determined 
  by the Talent you have. Or, if you have a weapon in your 
  secondary hand you may also make an extra attack with this 
  weapon (see Two-Weapon Fighting on page 197).
   Overwatch (Varies)
  You guard a particular area, poised to hurl an enormous volley 
  of fire at any opponent foolish enough to approach. You must be 
  using a weapon capable of full automatic fire to take this Action 
  (see Rate of Fire on page 127). Overwatch is an Extended 
  Action, which may operate over multiple Rounds of combat.
  Pick an area to watch. The size of this area, known as your 
  kill zone, extends 45 degrees out from the direction you are 
  facing up to half the Range of the weapon. It is often easier 
  Table 7-6: Multiple Hits
  Location Second Third Fourth Fifth 
  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
  
  191
  to say that you are covering a specific area such as a corridor, 
  doorway or section of treeline. If there is any doubt, the GM 
  has final say on whether a target is in your kill zone or not. 
  Establishing your kill zone takes a Full Turn.
  Once your kill zone is established, you may spend 
  subsequent Turns waiting for targets to enter your kill zone. 
  Whilst lying in wait, at any time before your next Turn, you 
  may take the Full Auto Burst Action to fire at any targets within 
  your kill zone (see Full Auto Burst on page 190). Additionally, 
  when you use your reserved Full Auto Burst, characters within 
  the kill zone must make a Hard (–20) Pinning Test (see Pinning 
  on page 196). If this Action occurs at the same time as another 
  character’s, the character with the higher Agility Bonus acts first. 
  If both characters have the same Agility Bonus, you must make 
  an Opposed Agility Test to see who acts first. 
  You may continue Overwatch for up to your Willpower Bonus 
  in hours. After this time you must rest and refresh yourself for 
  1d10×10 minutes. Once you have used your Full Auto Burst 
  Action, Overwatch ends. You may opt to end Overwatch during 
  your Turn, even if you have not used your reserved shot.
  If you take any other Action or Reaction whilst reserving 
  your shot in this manner, Overwatch immediately ends, 
  whether you have used your reserved shot or not. Note that 
  this does not include Free Actions, such as speech.
  Semi-Auto Burst (Full Action)
  You hurl a burst of semi-automatic fire at your opponents. 
  You must be using a weapon capable of semi-automatic fire to 
  take this Action (see Rate of Fire on page 127).
  Your increased volume of fire grants a +10 modifier to your 
  Ballistic Skill Test. If the ranged attack is successful, a hit is scored 
  as normal. Furthermore, every two degrees of success scores an 
  extra hit. The number of extra hits you can score in this manner 
  may not exceed the semi-automatic rate of fire for your weapon. 
  Your extra hits can be either allocated to the original target or 
  to any other target within two metres (provided the new target 
  would not have been harder to hit). See Table 7-6: Multiple 
  Hits, page 190 to determine the Hit Locations for multiple hits 
  against the same target. Alternatively, as an optional rule, you 
  may roll dice to determine the location of each additional hit, 
  though doing so will slow the game down.
  A result of 94–00 on your Ballistic Skill Test indicates that 
  your weapon has Jammed (see Weapon Jams on page 196).
  If you have a pistol in either hand you may fire them both 
  (see Two-Weapon Fighting on page 197).
  Standard Attack (Half Action)
  You can make one melee or ranged attack by Testing Weapon 
  Skill or Ballistic Skill. Certain weapons require Talents to use 
  them effectively (see Chapter IV: Talents). You can still make 
  attacks with these weapons if you lack the proper Talents, but 
  you do so with a –20 penalty to your Weapon Skill for melee 
  weapons or Ballistic Skill for ranged weapons.
  Stun (Full Action)
  When unarmed or armed with a melee weapon, you can strike 
  to Stun rather than attempt to land a killing blow. Whilst any 
  character may attempt this Action, only characters with the 
  Takedown talent stand a good chance of succeeding. Striking 
  to Stun is resolved in a similar way to making a Standard 
  Attack. Test Weapon Skill. If you don’t have Takedown, take 
  a –20 penalty to the Test. On a success, roll 1d10 and add 
  your Strength Bonus. Your opponent rolls 1d10 and adds his 
  Toughness Bonus +1 per Armour Point protecting his head. 
  If your roll is equal to or higher, your opponent is Stunned 
  for a number of Rounds equal to the difference between the 
  rolls and gains one level of Fatigue.
  Suppressing Fire (Full Action)
  You unleash a devastating hail of firepower to force your 
  opponents into cover. You must be using a weapon capable 
  of fully automatic fire to take this Action (see Rate of Fire 
  on page 127).
  Pick an area to suppress. The size of this area, known as 
  your kill zone, extends 45 degrees out from the direction you 
  are facing up to half the range of the weapon. It is often easier 
  to say you are covering a specific area such as a corridor, 
  doorway or section of treeline. If there is any doubt, the GM 
  has final say on whether a target is in your kill zone or not. 
  Targets within this area must make a Hard (–20) Pinning Test 
  (see Pinning on page 196).
  Additionally, you must make a Hard (–20) Ballistic Skill 
  Test to see if your wild spray of fire has hit anyone, friend or 
  foe, within the kill zone. If the ranged attack is successful, 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 Suppressing Fire 
  Action does not affect the defensive benefits of armour or cover. 
  The number of hits scored may not exceed the fully automatic 
  rate of fire for your weapon. See Table 7-6: Multiple Hits, 
  page 190 to determine the Hit Locations for multiple hits 
  against the same target. Alternatively, as an optional rule, you 
  may roll dice to determine the location of each additional hit, 
  though doing so will slow the game down.
  A result of 94 to 00 on your Ballistics Skill Test 
  indicates that your weapon has Jammed (see Weapon 
  Jams on page 196).
  combat abstractIoNs
  Combat in Dark Heresy is fast and furious, designed so 
  your games don’t become bogged down with minutia. 
  As such, the rules take certain licences with reality and 
  assumptions must be made about what is really going on 
  during a combat. Generally speaking, when two characters 
  are engaged, they are exchanging attacks, Parries, 
  Dodges, Feints and a number of other manoeuvres, all of 
  which are rolled into the Standard Attack. Therefore, a 
  Test against Weapon Skill or Ballistic Skill assumes that 
  the defender is attempting to defend himself to some 
  degree—hence a typical Attack Test is Challenging (+0). 
  A failed Test means that the defender was too difficult 
  to hit effectively, whilst a successful Test means that the 
  attacker was able to strike a telling blow. Where Dodge 
  and Parry come into play, they represent your last line of 
  defence against an attacker, giving you one more chance 
  to avoid a bullet or the swing of a chainsword.
  
  192
  moVe actIoNs
  Move Actions let you manoeuvre on the battlefield.
  Disengage (Full Action)
  You break off from melee combat and may move up to your 
  Half Move rate. Opponents whom you were engaged with do 
  not gain the customary free attacks. See Fleeing sidebar for 
  more details.
  Jump/Leap (Full Action)
  You can Jump up or down, or Leap across something. For 
  Jumping and Leaping, see page 214.
  Manoeuvre (Half Action)
  By using superior footwork and aggression, you can force your 
  opponent to move one metre in a direction of your choosing by 
  making an Opposed Weapon Skill Test. If desired, you can advance 
  one metre as well. The opponent cannot be forced into another 
  character or some other obstacle (wall, barrel, and so on).
  Move (Half or Full Action)
  You can make a short move. If you spend a Half Action to 
  move, you may move up to that described on Table 7-28: 
  Movement in Metres/Round on page 212. If you use a 
  Full Action, you may move twice this value. Whenever you 
  end your movement adjacent to an adversary, you are said to 
  be engaged with that opponent.
  Run (Full Action)
  You run at full speed (see Table 7-28: Movement in Metres/
  Round on page 212 for distances). This makes you harder to hit 
  with missile weapons, but easy prey for melee attacks because you 
  are not actively defending. Until your next Turn, ranged attacks 
  made against you take a –20 penalty to Ballistic Skill Tests, but 
  melee attacks gain a +20 bonus to Weapon Skill Tests. 
  Stand/Mount (Half Action)
  You can get up if currently on the ground, or mount a riding 
  beast or a vehicle.
  Tactical Advance (Full Action)
  You can move up to your Full Move rate provided that you 
  move from a position of cover and end your movement in 
  a position of cover. For the duration of your move, you are 
  considered to benefit from cover, even though you are moving 
  in the open for a brief time.
  mIscellaNeous actIoNs
  Miscellaneous Actions encompass everything else you might 
  wish to do in combat.
  Aim (Half or Full Action)
  You may take extra time to set up a melee or ranged attack 
  to increase the chance to hit. If you spend a Half Action to 
  aim, your next attack is made at a +10 to your Weapon Skill 
  (for melee attacks) or Ballistic Skill (for ranged attacks). If 
  you spend a Full Action Aiming, the bonus increases to +20. 
  The attack must follow immediately otherwise the benefits of 
  Aiming are lost.
  Delay (Half Action)
  You watch and wait for an opportunity. When you use the 
  delay Action, your Turn ends immediately, but you reserve 
  a Half Action for later use. Any time before your next Turn, 
  you can take your reserved Half Action. If you try to do 
  something at the same time as another character that used a 
  delay Action, you must make an Opposed Agility Test to see 
  who acts first. If the prepared Action is not taken before your 
  next Turn, it is lost.
  Dodge
  fleeINg
  Sometimes it is just best to get away from your opponent 
  by any means you can. In combat, you may voluntarily 
  fl ee from an opponent or be forced to fl ee because of 
  Fear, a Psychic Power or some other effect. When fl eeing 
  under your own control, you can take any of the following 
  actions: Disengage, Move or Run. When fl eeing against 
  your will, you must take the Run action. Under most 
  circumstances (except for Disengaging), you’re turning 
  your back on your opponent and leaving yourself open 
  for an attack. If you are trying to move away from one 
  or more melee opponents without using the Disengage 
  Action, each opponent gets a free attack against you as you 
  move away. This is an extra attack and is made in addition 
  to any other attacks they make during their Turn.
  
  193
  Dodge is a Basic Skill, so anyone may attempt it even without 
  training. Once a hit is scored, but before Damage is rolled, you 
  can try to Dodge if you were aware of the attack. This is simply 
  a Dodge Test. If the Dodge Test succeeds, you get out of the 
  way at the last minute and the attack is considered to have 
  missed (and thus there is no Damage roll). If you fail the Test, 
  the attack connects and your opponent may roll for Damage as 
  usual. You may Dodge both melee and ranged attacks.
  Dodging Auto-Fire and Area Effect Attacks
  Some attacks are more difficult to Dodge either because they 
  cover a large area, like a grenade or fl amer, or because they 
  throw out large amounts of rounds, like a weapon fired on 
  Full or Semi-Automatic Bursts.
  When Dodging an area effect weapon, a successful Dodge 
  Test will move the character to the edge of the area of effect, 
  as long as it is no further away than their Agility Bonus in 
  metres. If they would need to move further than this to avoid 
  the attack then the Dodge Test automatically fails.
  When Dodging Full or Semi-Automatic fire, each degree 
  of success negates an additional hit. 
  Focus Power (Varies)
  This Action is used to manifest your Psychic Powers in combat. 
  How long the Focus Power Action takes is dependant on the power 
  being manifested. When you take this Action you roll a number 
  of dice and add a bonus dependant on your Psy Rating. Then 
  compare the total to the Psychic Threshold (PT). If this number 
  equals or exceeds the PT, the power takes effect. Otherwise, it has 
  failed and you may try again next Turn. For more information on 
  Psychic Powers, see Chapter VI: Psychic Powers.
  Parry
  You can attempt to Parry a successful attack if you are wielding 
  a drawn melee weapon (see Chapter V: Armoury) and are 
  aware of the attack. To Parry, Test Weapon Skill. If you succeed, 
  you beat back the attack and it is considered to have missed 
  (thus, there’s no Damage roll). If you fail the Test, the attack 
  connects and your opponent may roll for Damage as usual. 
  Parrying requires no special Skill or Talent to attempt.
  You may only use Parry to negate melee attacks. 
  Ready (Half Action)
  You can draw a weapon or retrieve an object stowed in a 
  pouch or pocket. You can also put an item away that you are 
  currently holding. So, you could holster a pistol and unsheathe 
  a knife as one Half Action. You can also use this Action to do 
  such things as apply a medi-patch, inject stimm or some other 
  kind of drug, or coat a weapon with the contents of a vial of 
  poison, for example. You may use the Ready Action twice in 
  one Turn if you are preparing two different items.
  Reload (Varies)
  You can reload a missile weapon. See Chapter V: Armoury 
  for the time it takes to reload different missile weapons. 
  Reload can be an Extended Action.
  Use a Skill (Varies)
  You may use a Skill. This usually involves making a Skill 
  Test. This can be an Extended Action, depending on the 
  Skill and the circumstances.
  eXamPle
  Vos is still battling the ill-tempered Grox. He has scored an 
  Initiative of 7 while the Grox has an Initiative of 4, meaning 
  Vos goes first. In his turn he spends a Half Action to Aim with 
  his chain axe and then his remaining Half Action to attack. 
  Unfortunately, Vos misses, despite the bonus for Aiming. 
  It is now the Grox’s Turn. Angered by the large hairy creature 
  trying to kill it, the Grox uses a Full Action to make an All-
  Out Attack, though fortunately for Vos it also misses. As a Free 
  Action the Grox lets out a whining bray calling for help from the 
  herd. Since there are no more combatants, the Round ends.
  As the new Round begins, a Bull-Grox appears from the forest 
  in answer to its fellow’s cry for aid. The GM rolls Initiative for 
  the new combatant and determines that the Bull-Grox can act 
  before Vos. The Bull-Grox Charges (a Full Action) and hits 
  the feral warrior inflicting a nasty wound. Now it is Vos’ Turn 
  again. Wisely, he decides that two Grox is a Grox too many and 
  beats a hasty retreat using a Disengage Action.
  eXamPle
  Father Horst is surprised by a mutant trooper with an autogun 
  sneaking into the far end of his chapel-trench. The mutant has 
  the drop on Father Horst, and so gets a Full Turn to act before 
  Father Horst can do anything.
  The debased-looking trooper uses his Turn to spray a Full 
  Auto Burst (a Full Action) at Father Horst. The mutant gains 
  +20 to his Ballistic Skill of 30 because of the sheer number 
  of slugs his autogun is hurling. The mutant scores a 19 on his 
  Test—a hit! As he has three degrees of success (50–19=31) 
  the trooper has managed to score one additional hit.
  Being a sensible soul, Father Horst decides use his Reaction 
  to try and Dodge the Full Auto Burst. Father Horst Tests 
  against his Agility of 40, and scores a 17. As this grants two 
  degrees of success (40–17=23) Father Horst can escape two 
  of the mutant’s hits. Somehow, Father Horst has avoided all 
  Damage—a miracle!
  eXamPle
  It seems that the barman has taken exception to Drake’s treatment 
  of his paying customers and on his Initiative, starts combat by 
  charging the Guardsman with a shock maul. The barman makes 
  a Weapon Skill Test and hits. Drake can Test Dodge to get out of 
  the way. He rolls the dice and compares the result to his Agility. He 
  succeeds and manages to duck beneath the arc of the shock maul.
  
  194
  The Attack
  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—you are 
  fighting, after all. Whether armed with a melee or ranged 
  weapon, the process is the same. Follow these steps to resolve 
  attacks in combat.
  Step One: Test
  To make a melee attack with a hand-held weapon, you must be 
  engaged with your target. Test Weapon Skill. When making a 
  ranged attack, you Test Ballistic Skill. Both of these are like 
  any other Tests. If you roll equal to or below your Weapon 
  Skill or Ballistic Skill, you hit your opponent.
  Step Two: Determine Hit Location
  On a successful hit, you next need to determine where 
  the hit landed. Using the Test result, reverse the order 
  of the dice, (e.g. a roll of 32 becomes 23, 19 becomes 
  91, and so on) and compare this number to Table 7-7: 
  Hit Locations. Note that certain creatures with different 
  body shapes, or mounted opponents, may use different 
  hit location tables.
  Step Three: Determine Damage
  Once you’ve determined the Hit Location, it is time to work out any 
  Damage you have dealt. Each weapon has a Damage listing. This 
  is usually a die roll, plus or minus a number. Roll the appropriate 
  die, and add the Damage Bonus of the weapon. Finally, if you are 
  using a melee weapon, add your Strength Bonus.
  This is the Damage total. If you roll a “10” on any of 
  your Damage dice, you have a chance of Righteous Fury! 
  (see sidebar).
  Step Four: Apply Damage
  From the Damage total, your opponent subtracts his Toughness 
  Bonus and any Armour Points that protect the location that is 
  hit. If this reduces the Damage total to 0 or less, your opponent 
  has shrugged off the attack. Any remaining Damage is recorded 
  on his character sheet as Damage. Should this injury equal or 
  exceed his Wounds, he notes any excess as Critical Damage and 
  the tactIcal maP
  The Dark Heresy rules are written so you can use a tactical 
  map and 28mm miniatures whilst playing out combat. This 
  approach adds a visual element to the game and allows 
  you to instantly understand the relative positions of all the 
  combatants. You can find maps that are blank and can be 
  written on with wet-erase pens. These allow you to sketch 
  out the terrain and other important features on the map 
  before combat begins. Wet-erase maps also make it easy 
  to track the duration of Psychic Powers, reload times, and 
  the like since you can scribble notes on the map. A tactical 
  map is overlaid with a grid of one-inch squares to make 
  measuring distances easier. In Dark Heresy, these squares 
  represent a distance of one metre.
  To make fullest use of the tactical map, you’ll need 
  miniatures. You’ll want one for each PC, and the GM 
  should try to collect a fair number of the most common foes 
  (gangers, cultists, mutants and so on). If you don’t have any 
  miniatures, there are all sorts of things you can substitute, 
  like counters, coins, or stones. Humans, mutants and other 
  similarly sized creatures occupy a single square on the map. 
  Larger creatures can take up 2, 4, or even more squares.
  If you don’t like tactical maps, but still want to use 
  miniatures, the rules can easily accommodate this. Simply use 
  a tape measure and each inch of distance equals one metre. 
  This makes movement more fl exible and has the advantage of 
  allowing the easy use of three-dimensional terrain.
  Some gamers don’t like to use miniatures at all, preferring 
  to imagine all the action. This is okay too. This method 
  requires the GM to keep a snapshot of the action and the 
  relative positions of all the combatants in his head, but it 
  also allows for greater narrative freedom in describing 
  encounters.
  eXamPle
  Pieter (BS35) shoots at the oncoming ganger, rolling 13—a 
  hit! Reversing the number rolled gives 31, the ganger has been 
  shot in the body.
  Table 7-7: 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
  
  195
  the GM consults the appropriate table based on the weapon 
  used and the amount of Critical Damage accumulated. See 
  Critical Damage on page 201 for more information.
  dealINg damage
  Any attack, Psychic Power or hazard that deals Damage 
  generally indicates the amount of Damage with a die type, 
  and Damage modifier.  For example, a lasgun’s Damage is 
  1d10+3. This means that in order to discover the injury 
  caused by the weapon, you roll one d10 and add 3 to the 
  result. This gives your Damage total. In some cases, the 
  modifier will subtract from the Damage you have rolled. 
  When dealing Damage with a melee attack, your 
  Strength Bonus also comes into play. 
  To calculate Damage done with a hand-to-hand weapon, 
  such as a chainsword, hammer or spear, you calculate the 
  Damage as normal and then add your Strength Bonus. 
  Whether your Damage total can be reduced depends on the 
  nature of the attack, but Damage is typically reduced by the 
  target’s Toughness Bonus and Armour Points that protect the 
  location struck.
  raNged attacks
  Ranged attacks—lasguns, scatterguns, thrown weapons, 
  etc.—are resolved in the same way as melee attacks, 
  except that you Test Ballistic Skill instead of Weapon 
  Skill. In addition, there are a few extra considerations 
  that apply to these attacks.
  •	 	Ranged	 attacks	 cannot	 be	 Parried,	 unless	 you	 have	 a	
  special Talent.
  •	You	do	not	add	your	Strength	Bonus	to	the	Damage	of	
  ranged attacks.
  •	You	cannot	make	ranged	attacks	whilst	engaged	in	melee,	
  unless you are armed with a ranged weapon that is classed 
  as a pistol.
  •	You	must	be	able	to	see	the	target.	You	may	still	attack	
  targets that are partly visible, such as those standing behind 
  a tree or behind other targets, but they will often be in 
  cover. If you are aware of an opponent that is completely 
  concealed from you by a barrier, you can attempt the 
  shot, but at a –30 penalty and the shot must deal enough 
  Damage to breach the barrier. When shooting at unseen 
  targets you also gain no bonuses for range.
  rIghteous furY!
  Normally, when you hit with an attack, the resulting 
  Damage includes rolling one or more d10s. When you 
  roll a 10 on any die (this includes a result of 10 when 
  using a d5—even though the number is halved), it 
  may indicate that the eye of the Emperor is upon you. 
  This calls for a second attack roll, Testing Weapon 
  Skill or Ballistic Skill as if you were making another 
  attack. If this second Test is successful, the spirit of 
  the Emperor is within you, aiding your attack and 
  guiding your aim. You can roll an additional 1d10 
  and add the result to the Damage total.
  Should the result of this die also be a 10, the 
  Emperor has indeed smiled upon you. You may 
  immediately roll a third 1d10 and add that to the 
  Damage total as well. This process continues until 
  you roll a number other than 10.
  Not content to let things lie, the gambler has charged 
  Drake with a knife. The Veteran Guardsman responds 
  by smashing him across the face with the butt of his 
  lasgun. Drake rolls for Damage, and scores a 10! 
  He has a chance of dealing extra Damage. He makes 
  a second attack roll and succeeds again. He rolls 
  another d10 and once again gets a 10. Rather than 
  make another Weapon Skill Test, Drake just rolls 
  another d10. This time it comes up 8. The Damage 
  total for this attack is 4 (Drake’s SB) + 10 +10 + 
  8, for a total of 32 Damage. It doesn’t look like the 
  gambler will be getting up anytime soon.
  Normally NPCs do not benefit from the Righteous Fury 
  rule, however, at the GM’s discretion particularly important 
  or powerful NPCs might take advantage of this rule.
  eXamPle
  Drake has a Ballistic Skill of 42 and uses his triplex-pattern 
  lasgun to shoot a gambler foolish enough to accuse him of 
  cheating. He rolls a 27. Since this is less than his Ballistic Skill, 
  he has scored a hit. Next, he reverses the dice rolled to see where 
  he hits, which is a 72—the Right Leg. Now he rolls Damage. He 
  is using a lasgun, which does 1d10+3 Damage. He rolls 1d10 
  and gets an 8, for a total of 11 (8+3=11). The gambler has a 
  Toughness Bonus of 3 and is wearing a concealed quilted vest. 
  Since the armour does not cover the legs, the gambler can only use 
  his Toughness Bonus to reduce the Damage. The gambler takes 
  8 Wounds (11–3=8), hopefully discouraging him from making 
  any rash accusations in future.
  eXamPle
  Father Horst is fighting in a mud-filled trench on a Throne-
  forsaken battlefield. A crazed Chaos worshipper moves in to 
  attack Horst, and misses. Hefting his blessed hammer, Horst 
  swings at the degenerate scum. Success! His attack hits. The 
  Damage of Horst’s hammer is 1d10+1. Horst rolls a 6 on his 
  Damage die, and then adds the Damage modifier of 1. Finally, 
  Horst adds his Strength Bonus of 2 (his Strength is 29). In 
  total, Horst has dealt 9 points of Damage (6+1+2=9).
  
  196
  Shooting into Melee
  There will be times when a target is already engaged with another 
  enemy. Ballistic Skill Tests against these opponents are harder 
  than normal. You can still make a ranged attack at an opponent 
  engaged in melee, but you take a –20 penalty to the Test.
  Optional Rule: GMs keen on reinforcing the merciless nature 
  of the 41st Millennium may rule that if you would have hit the 
  target were it not for the penalty, you instead hit the target’s 
  opponent. The GM might also rule that anyone shooting into 
  melee with a semi-automatic or full automatic weapon must 
  allocate at least one of their hits against the target’s opponent.
  Missing
  Sometimes, when fl inging a thrown weapon, it’s important to 
  know where the weapon lands should you fail on your 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.
  Pinning
  Being shot at is a terrifying experience at the best of times 
  and even the most inexperienced Acolytes 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. While he may want to charge headlong into 
  a storm of bullets, he first needs to steel his nerves. When a 
  character is on the receiving end of suppressive fire, even if the 
  shot struck a Hit Location that is behind cover or the character 
  suffers no Damage, he must make a Hard (–20 ) Pinning Test. 
  This is a 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 
  must take a –20 penalty to Ballistic Skill Tests if he fires, snapping off 
  shots while being mindful of their own safety. If a Pinned character 
  is in cover relative to the attacker that Pinned them, he may not 
  leave it except to retreat (provided that 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 Test Willpower at 
  the end of his Turn to escape Pinning, in which case he may act as 
  normal in his next Turn. This Test is Easy (+30) if the character is no 
  longer under fire (i.e. no one tried to shoot him since his last Turn). 
  A character engaged in close combat automatically escapes Pinning. 
  There are some special Talents, Skills and Psychic Powers that can 
  also free a character from the effects of Pinning—as well as such 
  things as combat drugs and terrifying commissars.
  Weapon Jams
  Such is the capricious whim of the 41st Millennium that 
  many of the ranged weapons that an Acolyte uses will have an 
  unfortunate tendency to malfunction, either through extreme age, 
  maltreatment of their machine spirit, or just plain poor design. 
  To represent these unfortunate occurrences, an unmodified result 
  of 96 to 00, in addition to being an automatic miss, also indicates 
  the weapon has jammed. A Jammed weapon cannot be fired 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 fire also increases 
  the likelihood of Jamming. This is described within the Semi-Auto 
  Burst, Full Auto Burst and Suppressing Fire Actions.
  Target
  1
  2
  3
  4
  5
  8
  6-7
  9-0
  eXamPle
  Vos is being pursued by the Grox. Fortunately for him he has 
  found the burnt-out remains of an Arbites APC to shelter in, 
  complete with intact pintle-mounted heavy stubber. Aiming 
  the powerful machine gun in the direction of the Grox, Vos 
  decides that rather than firing a full auto burst, he will lay 
  down Suppressive Fire. He chooses a narrow gully nearby as 
  his kill zone, as this is where the Grox are emerging from. 
  Each of the three Grox in the kill zone must make a Hard (–20) 
  Pinning Test to ignore the terrifying effects of Vos’ Suppressing 
  Fire. Each fails, meaning that the Grox will be forced to use their 
  Turn to fall back into cover. Vos makes a Hard (–20) Ballistic 
  Skill Test to see if his volley has struck any of the Grox. He scores 
  a 55, which means that none of his bullets hit.
  On the Grox’s turn, each flees into the cover of the gully. Each 
  then Tests Willpower to see if they feel brave enough to risk the 
  hail of bullets once more. Two succeed and one fails.
   Seeing that the heavy stubber’s ammo belt is empty, Vos uses 
  his turn to run away as fast as possible. 
  The two Grox who managed to escape Pinning are free to 
  use their turn to chase Vos. The Grox which failed to escape 
  Pinning, meanwhile, is forced to remain in cover, emptying its 
  bowels and snorting nervously to itself. As it is no longer under 
  fire from the heavy stubber, at the end of its turn the cowardly 
  Grox makes an Easy (+30) Willpower Test to escape Pinning. 
  The Grox succeeds, meaning that on its subsequent Turn, it 
  may break from cover and rejoin the chase.
  Scatter Diagram
  
  197
  Two-Weapon Fighting
  Many warriors fight with a weapon in either hand (this 
  includes shields). There are advantages and disadvantages 
  to this style of fighting. While it offers some improved 
  opportunities to make attacks, it reduces the chances of 
  successfully striking a target. The following apply when 
  you are fighting with two weapons:
  •	 You	 may	 use	 any	 close	 combat	 weapons	 or	 ranged	
  weapons that you may reasonably use in one hand 
  when fighting with two weapons.
  •	You	may	use	either	hand	to	make	an	attack.	Attacks	
  made using your secondary hand take a –20 penalty.
  •	If	you	have	the	Two-Weapon	Wielder	talent,	you	may	
  spend a Full Action to attack with both weapons, but 
  each takes a –20 penalty to the Test. If you have the 
  Ambidextrous talent, this penalty drops to –10.
  •	 If	 you’re	 wielding	 a	 melee	 weapon	 as	 one	 of	 your	
  two weapons you may make a Parry once each Round 
  as a Reaction as normal with this weapon, though 
  you still may not Parry more than once in a Round. 
  This Weapon Skill Test is not an attack, and therefore 
  it does suffer the standard penalty for attacks made 
  using your secondary hand.
  •	 If	 armed	 with	 a	 melee	 weapon	 in	 one	 hand	 and	 a	
  pistol in the other, you may, with the Two-Weapon 
  Wielder talent use both in close combat. Resolve each 
  attack separately by Testing Weapon Skill for the 
  melee weapon and Ballistic Skill for the pistol. Using 
  both attacks simultaneously is a Full Action and is 
  subject to the usual penalties.
  •	When	firing	a	ranged	weapon	with	each	hand,	you	may	
  fire each weapon on a different mode, for example, 
  one on full automatic and one on semi-automatic. 
  When firing a full automatic weapon in each hand, 
  you may only lay down one area of suppressive fire.
  •	You	may	fire	your	weapons	at	different	targets,	though	
  they must be within 10 metres of each other.
  uNarmed combat
  Not every fight in Dark Heresy requires bolters and 
  power swords. Some conflicts can be settled the old-
  fashioned way with fists (not to mention feet and, if 
  you’re a dirty scummer, teeth). A successful Weapon Skill 
  Test made with an unarmed attack deals 1d5–3 Impact 
  Damage, plus the character’s Strength Bonus. Armour 
  Points count as double against the attack. In addition, a 
  successful hit also causes one level of Fatigue. 
  During unarmed combat, if you roll a 10 on a die for 
  Damage the rules for Righteous Fury apply (see page 195) 
  with 10s counting as 5s in terms of Damage caused.
  Grappling
  Instead of inflicting Damage with an unarmed attack, you 
  can attempt to Grapple and immobilise your opponent. 
  You can attempt a Grapple with either a Charge or a 
  Standard Attack. Resolve a Grapple by following these 
  steps.
  Step One: Make the Attack
  Make an unarmed attack by Testing Weapon Skill as normal. 
  Step Two: Avoid the Attack
  If you succeed, your opponent may use their Reaction to 
  make an Agility Test. If this Test fails, or they have already 
  used their Reaction this Round, the opponent is Grappled. If 
  he succeeds, the Grapple attempt fails.
  Step Three: Grapple!
  While two or more characters are Grappling, the following 
  effects apply.
  •	Participants	in	a	Grapple	may	not	Dodge	or	Parry.
  •	Other	attackers	gain	a	+20	bonus	to	Weapon	Skill	Tests	
  made to hit a Grappling target.
  •	Grappled	characters	may	only	take	the	Grapple	Action	(see	
  Grapple Action on page 190).
  •	As	a	Free	Action,	you	can	voluntarily	end	the	Grapple	that	
  you initiated on your Turn.
  combININg dIffIcultIes
  There will be instances where multiple factors make 
  taking a particular action more difficult than normal. For 
  example, while in a shadowy hanger bay, trying to shoot 
  at an opponent at long range is harder that shooting at 
  the same opponent if the hanger was brightly lit. To 
  combine multiple factors, use the following guidelines:
  •	If	the	situation	would	apply	two	or	more	penalties,	simply	
  add the modifiers together to a maximum of –60. For 
  example, fog and Aiming for a specific body part each 
  make Ballistic Skill Tests –20 (Hard). When combined, 
  the test would be –40.
  •	If	the	situation	would	apply	a	penalty	and	a	bonus,	add	
  them together to find the new Difficulty. Attacking 
  an opponent while standing in deep snow normally 
  requires a Very Hard (–30) Test. But attacking an 
  opponent who is Stunned requires a Routine (+20) 
  Test. In a situation where both apply, the Test would 
  be Difficult (–10) since –30 plus +20 equals –10.
  •	If	the	situation	would	apply	two	or	more	bonuses,	add	
  the modifiers together to a maximum of +60. Two 
  characters that attack the same Stunned opponent 
  would ordinarily gain a +10 bonus for ganging up 
  and a +20 bonus for attacking a Stunned target. Thus 
  the need to make Easy (+30) Weapon Skill Tests to 
  hit their opponent.
  When adjudicating Difficulty, common sense should 
  prevail. No matter what limit there is on Test penalties, 
  some shots are simply impossible.
  
  198
  combat cIrcumstaNces
  The chances of hitting in combat can be modified in a similar manner to 
  Skill Tests. These combat circumstances can be used to refl ect the effects 
  of terrain, the weather, tactical situations and a variety of other factors. 
  Characters should make as much use of beneficial circumstances as 
  possible. A good plan, suitable equipment or skilful use of tactics can often 
  make the difference between life and death for an Acolyte. 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 final say about the Difficulty of any particular Test.
  Called Shots
  Weapon Skill and Ballistic Skill Tests made to hit a specific 
  location are Hard (–20). Note you cannot make Called Shots 
  when firing a weapon on semi-automatic or full automatic fire.
  Darkness
  Weapon Skill Tests made in darkness are regarded as Hard (–20), 
  while Ballistic Skill Tests are regarded as Very Hard (–30).
  Difficult Terrain
  Weapon Skill and Dodge Tests made whilst standing in difficult 
  terrain such as mud are Difficult (–10). Tests made whilst standing in 
  arduous terrain such as deep snow or upon ice are Very Hard (–30).
  Extreme Range
  Targets that are at a distance of three times the range of a 
  character’s weapon, are at Extreme range. Rolls to hit these 
  targets with a ranged weapon are Very Hard (–30).
  Fatigued
  When a character is Fatigued all their Tests, including any 
  Weapon Skill and Ballistic Skill Tests, suffer a –10 penalty.
  Firing a Weapon on Semi-Automatic
  Ballistic Skill Tests made to hit targets when firing a weapon 
  on Semi-Automatic are Ordinary (+10).
  Firing a Weapon on Full Automatic
  Ballistic Skill Tests made to hit targets when firing a weapon 
  on Full Automatic are Routine (+20).
  Fog, Mist or Shadow
  Ballistic Skill Tests made to attack targets concealed by fog, 
  mist or shadow are Hard (–20).
  Ganging Up
  You have an advantage when you and your allies engage the 
  same foe in melee combat. If you outnumber your opponent 
  Table 7-8: Combat Difficulty Summary
  Difficulty 
  Skill Modifier 
  Example
  Easy 
  +30 
  Attacking a Surprised opponent.
   
   
  Shooting a Massive target.
   
   
  Shooting a target at Point Blank range.
  Routine 
  +20 
  Close combat with foe who is outnumbered three to one or more.
   
   
  Attacking a Stunned opponent.
   
   
  Shooting a target with Full Automatic fire.
   
   
  Shooting an Enormous target.
  Ordinary 
  +10 
  Close combat with a foe who is outnumbered two to one.
   
   
  Attacking a Prone opponent.
   
   
  Attacking from higher ground.
   
   
  Shooting a target with Semi-Automatic fire.
   
   
  Shooting a Hulking target.
   
   
  Shooting a target at Short range.
  Challenging 
  +0 
  A Standard Attack.
  Difficult 
  –10 
  Attacking whilst you are Knocked Down.
   
   
  Fatigued.
   
   
  Attacking or Dodging whilst in the mud or heavy rain.
   
   
  Shooting a target at Long range.
   
   
  Shooting a Scrawny target.
  Hard 
  –20 
  A Called Shot to a specific location.
   
   
  Shooting into melee combat.
   
   
  Dodging whilst Prone.
   
   
  Making an unarmed attack against an armed opponent.
   
   
  Secondary hand attack.
   
   
  Attacking with a weapon in either hand.
   
   
  Close combat attack 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.
   
   
  Shooting a Minuscule target.
   
   
  Shooting a target at Extreme range.
   
   
  Shooting at a completely concealed target.
   
   
  Shooting at a target in darkness.
  
  199
  two to one, your Weapon Skill Tests are Ordinary (+10). If 
  you outnumber your opponent by three to one or more, your 
  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 two dice and add the results. 
  If either die rolled comes up as a 10, you have a chance at 
  Righteous Fury. If both dice come up as 10, you automatically 
  gain Righteous Fury, and roll Damage again.
  Higher Ground
  Characters standing on higher ground—such as standing on a 
  table, fighting from the top of a mound of dead comrades, on 
  top of a hill, and so on—have a combat 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. Rolls to hit these 
  targets with a ranged weapon are Difficult (–10).
  Point Blank
  Rolls to hit a target within three metres with a ranged weapon 
  are Easy (+30). Note that this bonus does not apply when 
  shooting targets that are in close combat with the character.
  Prone
  Targets that have been Knocked Down are easier to hit 
  and they find it harder to hit other foes. Weapon Skill 
  Tests made to attack Prone targets are Ordinary (+10). 
  Weapon Skill and Ballistic Skill Tests made by Prone 
  targets are Difficult (–10). Dodge Tests made whilst 
  Prone are Hard (–20).
  Off Hand Attacks
  Weapon Skill and Ballistic Skill Tests made to attack foes 
  whilst you’re using a weapon in your off hand are considered 
  Hard (–20).
  Short Range
  Targets that are at a distance of less than half the Range of 
  a character’s weapon are at Short range. Rolls to hit these 
  targets with a ranged weapon are Ordinary (+10).
  Shooting into Melee Combat
  Ballistic Skill Tests made to hit a target in melee combat with 
  an opponent are Hard (–20).
  Size
  Size is an important factor when shooting at a target: it is 
  far easier to hit a Land Raider than a grav-bike for instance. 
  Use Table 7-9: Size Modifiers for working out bonuses and 
  penalties based on size.
  Stunned Targets
  Weapon Skill and Ballistic Skill Tests made to attack Stunned 
  targets are Routine (+20).
  Unaware Targets
  Weapon Skill or Ballistic Skill Tests made to attack unaware 
  targets (i.e. Surprised targets), are Easy (+30).
  Unarmed
  When making an unarmed attack against an armed opponent, 
  your Weapon Skill Test is Hard (–20).
  Weather and Unnatural Conditions
  Weapon Skill and Ballistic Skill Tests made to attack whilst enduring 
  harsh weather or unnatural conditions, such as standing in heavy 
  rain, an ash storm or knee-deep in waves of fungus are considered 
  Hard (-20).
  coVer
  Cover is a vital part of surviving a firefight and a good Acolyte knows 
  that you go for your cover first 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 player to decide which 
  parts of his body he is exposing when behind cover. Unless the 
  Acolyte is attempting a rather crude form of psychological warfare, 
  as a rule of thumb, a character firing 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 7-10: Cover Types 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 Damage in excess of the Armour Points it provides 
  will reduce the cover’s Armour Points by 1. For example, a 
  bolter shot that penetrates a light wooden door would reduce 
  the door’s AP to 3. 
  Table 7-10: Cover Types
  Cover Type 
  AP
  Light Wood, Armour-glas, Light Metal 
  4
  Heavy Wood, Flakboard, Sandbags, Ice 
  8
  Rockcrete, Thick Iron, Stone 
  16
  Plasteel, Armaplas 
  32
  Table 7-9: Size Modifiers
  Size 
  Modifier
  Minuscule (Door handle, knife) 
  –30
  Puny (Rat, servo-skull) 
  –20
  Scrawny (Child, ash slug) 
  –10
  Average (Human, mutant) 
  0
  Hulking (Grox, combat servitor) 
  +10
  Enormous (Silt spider, Land speeder) 
  +20
  Massive (Battle tank, scar wyrm) 
  +30
  
  200
  Becoming Stunned
  Characteristic 
  Damage
  Fatigue
  Injury
  A
  INJURY
  “Better crippled in body than corrupt in mind.”
   
   
   
  — Lexiconum Moralis.
  A
  s a consequence of fighting, characters take Damage. 
  A combatant can take Damage up to an amount 
  equal to his Wounds. When the Damage equals the 
  character’s Wounds, he is a bloodied mess barely clinging 
  to consciousness. Further blows become Critical Damage, 
  resulting in such things as permanent disability, the loss of 
  limbs and of course, death.
  FATIGUE
  Not all Damage is lethal in Dark Heresy. Exhaustion, combat 
  trauma or swapping licks with bare fists can all leave a 
  character battered, but more or less intact. Fatigue measures 
  the amount of non-lethal Damage a character can take over 
  the course of game play. Characters gain Fatigue from certain 
  types of attacks, Grappling, forced marching and other Actions 
  which push them beyond safe limits. A character can take a 
  number of levels of Fatigue equal to his Toughness Bonus, 
  so a character with a four Toughness Bonus can take four 
  levels of Fatigue. Should a character take a number of levels 
  of Fatigue in excess of his Toughness Bonus, he collapses, 
  unconscious for 10–TB minutes.
  Characters suffering from Fatigue are at a –10 penalty to 
  all Tests.
  Removing Fatigue
  If left alone, Fatigue goes away in time. Each hour of rest 
  which includes no combat, no Psychic Powers and nothing 
  strenuous, removes one level of Fatigue. Eight consecutive 
  hours of rest remove all levels of Fatigue.
  BECOMING STUNNED
  In addition to Wound loss and other sorts of Damage, characters 
  may also become Stunned. A character can become Stunned due to 
  the effects of some Psychic Powers, Critical Hits, or the Takedown 
  talent. Weapon Skill and Ballistic Skill Tests to hit Stunned characters 
  are considered Routine (+20). In addition, Stunned characters cannot 
  take Actions of any kind, even free ones like Dodge.
  CHARACTERISTIC 
  DAMAGE
  Some Psychic Powers, poisons, diseases and other hazards 
  circumvent your Wounds and deal Damage directly to your 
  Characteristic. Characteristic loss cannot reduce a Characteristic 
  below 0. Unless otherwise specified, Characteristic Damage is 
  never permanent and you recover lost points at a rate of one 
  each hour. Remember, penalties to Characteristics as well as 
  Characteristic Damage may also affect the Characteristic’s 
  bonus. Should the Damage or penalty reduce the tens digit of a 
  Characteristic, the associated bonus also drops by 1.
  Consult the following entries for information on what 
  happens if a Characteristic is reduced to 0. Remember when a 
  Characteristic like Strength, Toughness or Agility is reduced, 
  it will also reduce your corresponding Strength Bonus, 
  Toughness Bonus or Agility Bonus.
  Weapon Skill: You may not take Tests based on this 
  Characteristic.
  Ballistic Skill: You may not take Tests based on this 
  Characteristic.
  Strength: You collapse into unconsciousness.
  Toughness: You die.
  Agility: You are paralysed and helpless. Take no Actions.
  Intelligence: You slip into a dreamless coma, possibly 
  drooling on yourself in an embarrassing way.
  Perception: You are bereft of your senses. Take a –30 penalty 
  to all tests (except Toughness) until you recover.
  Willpower: You collapse into a nightmare filled sleep. When you 
  awaken, gain 1 Insanity Point (see Fear, Terror and Insanity 
  in Chapter VIII: The Games Master).
  Fellowship: You withdraw into a catatonic state. You may 
  not speak or take Tests based on this Characteristic.
  damage tYPes
  All Damage is divided up into four types: Energy (lasers, fire, 
  plasma), Explosive (grenades, bolt rounds, missiles), Impact 
  (clubs, bullets, falling) and Rending (swords, chain weapons, 
  claws). What kind of Damage a weapon or effect deals will be 
  noted in its description. Damage types only apply to Critical 
  Hits and serve to determine which Critical Effects table you 
  use when infl icting Critical Hits.
  If it is not specified what type of Damage an attack 
  deals, count it as Impact. If it does not specify what 
  location an attack hits, count it as the Body.
  eXamPle
  Drake has been on a forced march for several hours, 
  causing him to take two levels of Fatigue. Finally, he 
  arrives at the settlement of Stern Hope, and makes his way 
  to the local dive for a cold flagon of spitbrew. Whilst 
  quaffing the (slightly chunky) ale, he manages to get on 
  the wrong side of Slippery Zim, a local gangster. Zim 
  takes a swing at him with a bottle. Drake is forced to 
  Dodge out of the way. He makes a Dodge Skill Test, and 
  rolls 30. As Drake’s Agility is 34, this would normally be 
  a success. However, as Drake is Fatigued he would need to 
  roll 24 or less to successfully Dodge (34–10 = 24). Too 
  tired to leap out of the way properly, Drake gets the bottle 
  smashed into his skull.
  
  201
  Critical Damage
  CRITICAL DAMAGE
  Any Damage taken in excess of a character’s Wounds counts 
  as Critical Damage. When this occurs, immediately consult 
  the table that corresponds with the location (arm, body, 
  etc.) and the type of attack (Energy, Explosive, Impact or 
  Rending). The Critical Damage total determines the severity 
  of the injury to the location. Should the character survive, 
  the Critical Damage still remains. If the same character 
  takes Damage again, the Critical Damage is added to the 
  existing Damage and the cumulative Damage total is used 
  to determine the new Critical Effect.
  Sudden Death Critical Hits
  Sometimes players just want to know if an opponent is 
  dead or not and don’t much care about the details. Where 
  convenient (or if a situation demands it), the GM can speed 
  along combat without adjudicating detailed Critical Hits. In 
  some cases, grievous wounds have already been infl icted, so 
  it’s just a matter of finishing an enemy off. In these instances, 
  use the Sudden Death method. Any Critical Damage results 
  in the target’s death, i.e. they will die when they take any 
  Damage in excess of their Wounds. This rule is especially 
  useful when dealing with minor foes, such as nameless 
  gangers and cultists, though it should not be used for PCs or 
  NPCs, who probably deserve better.
  PermaNeNt effects
  Some Critical Effects are permanent. Should a character 
  suffer more than one of these effects, it’s probably time to 
  start looking for some bionic replacements (see Chapter V: 
  Armoury, page 153) or retire the poor fellow and roll up 
  a new one. Whenever a character suffers a permanent effect, 
  they apply the following changes to their character.
  Lost Hand
  You take a –20 penalty on all Skill and Characteristic Tests 
  that rely on the use of two hands and you cannot wield two-
  handed weapons. A shield can be strapped to the injured arm, 
  however. Should this be your primary hand, you take the 
  customary -20 penalty to Weapon Skill Tests made to attack 
  with weapons using your secondary hand. For every 100 xp 
  you spend, you can reduce this penalty by 10.
  If you lose both hands, you can either secure at least one 
  replacement or get someone to sharpen your teeth.
  Lost Arm
  As for a lost hand, but you cannot strap a shield to the arm 
  since you don’t have one. Losing both arms is just as bad, 
  plus it’s a bit difficult to reach those hard-to-clean spots. 
  Once again, either look into replacement limbs or consider 
  rolling up a new character.
  Lost Eye or Blinded
  Losing one eye permanently reduces your Ballistic Skill by 
  -10. In addition, you take a –20 penalty to all Skill and 
  Characteristics Tests that rely on sight. Should you have 
  the misfortune to lose both eyes, you gain the Blind trait 
  (see Chapter XII: Aliens, Heretics & Antagonists, page 
  329). You can of course continue to serve the Inquisition as 
  you don’t need your eyes to see the truth.
  Lost Foot
  Reduce all your movement by half permanently (round up) 
  and take a –20 penalty to Skill and Characteristic Tests that 
  rely on mobility, such as the Dodge skill. Losing both feet 
  makes it hard to walk. Perhaps one of your fellow Acolytes 
  will carry you…
  Lost Leg
  Treat this as a lost foot, but you cannot use the Dodge skill. 
  Losing both legs makes you half the servant of the Emperor 
  you were—a fact not lost on your enemies.
  Deafened
  You cannot hear at all, or at least not well enough to 
  communicate with others. Until you recover or have this 
  disability repaired, you will automatically fail any Skill 
  or Characteristic Test that relies on sound. Apart from 
  also having trouble communicating with your fellow 
  Acolytes, the GM is free to decide whenever being deaf 
  will have an effect in the game.
  eXamPle
  Mordechai takes a nasty hit from a ganger’s axe, taking 
  10 points of Damage. Mordechai has only 10 Wounds, 
  so he’s probably in trouble. On the next Round, the filthy 
  ganger hits him again, dealing another 3 points of Damage 
  (after reducing the Damage total by Mordechai’s TB and 
  Armour Points) to the head. These three points exceed 
  Mordechai’s Wounds, so they count as Critical Damage. 
  The GM looks at the Critical Rending–Head table, looks 
  at the third row and announces the result. Mordechai loses 
  one eye, is Stunned, and takes 1d5 levels of Fatigue. The 
  GM rolls for Fatigue, getting a 3. Luckily, Mordechai’s 
  Toughness Bonus is 5, so he can take two more levels of 
  Fatigue before falling unconscious.
  On Mordechai’s next Turn, he spends a Fate Point to 
  recover from being Stunned, then attacks feebly, noting 
  that he’s at a –10 penalty for his Fatigue, and misses. The 
  ganger, sensing the end is near, lashes out with his axe and 
  hits Mordechai again, this time dealing 5 points of Damage 
  (after TB and AP) to the body. Mordechai adds 5 Critical 
  Damage to the 3 he’s already accumulated for a total of 
  8. Looking at the Critical table, this time for the body, the 
  GM reads the “8” result, “With a vile tearing noise, the skin 
  on your chest comes away revealing a red ruin of muscle. 
  You must make a Toughness Test or die. If you pass, you 
  permanently lose 1d10 from your Toughness, take 1d10 
  levels of Fatigue, and now suffer Blood Loss.” This could 
  well be the end for poor Mordechai.
  
  202
  Table 7-11: Energy Critical Effects – Head
   Critical Damage Effect
   
  1 
  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.
   
  3 
  The attack cooks off the target’s ear, leaving him Stunned for 1 Round and inflicting 1 level of Fatigue.
   
  4 
  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.
   
  5 
  A blast of energy envelopes the target’s head, burning his face and hair, and causing him to scream like a stuck 
   
   
  Grox. In addition to losing his hair, he is blinded for 1d10 Rounds and takes 3 levels of Fatigue.
   
  6 
  The attack cooks the target’s face, melting his features and damaging his eyes. The target is blinded 
   
   
  for the next 1d10 hours and permanently reduces his Fellowship characteristic by 1d10 points. The 
   
   
  target also takes 1d5 levels of Fatigue.
   
  7 
  In a gruesome display, the flesh is burned from the target’s head, exposing charred bone and muscle 
   
   
  underneath. The target is blinded permanently and takes 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 nobody really notices 
   
   
  the difference.
   
  8 
  The target’s head is destroyed in a convocation of fiery death. He does not survive.
   
  9 
  Superheated by the attack, the target’s brain explodes, tearing apart his skull and sending flaming 
   
   
  chunks of meat flying at those nearby. The target is no more.
   
  10+ 
  As above, except the target’s entire body catches fire and runs off headless 2d10 metres in a random 
   
   
  direction (use the Scatter Diagram on page 196). Anything flammable it passes, including characters, 
   
   
  must make an Agility Test or catch fire (see Special Damage).
  Table 7-12: Energy Critical Effects – Arm
   Critical Damage Effect
   
  1 
  A blast to the arm leaves it all numb and tingly. Tests made involving the arm are at –30 for 1 Round. 
   
  2 
  The attack smashes the arm, sending currents of energy crackling down to the fingers and up to 
   
    
  the shoulder. The arm is useless for 1d5 Rounds and the character takes 1 level of Fatigue.
   
  3 
  The attack burns the target’s arm leaving him Stunned for 1 Round and inflicts 2 levels of Fatigue. 
   
    
  The arm is useless for 1d5 Rounds.
   
  4 
  The shock of the attack makes the target vomit. He is Stunned for 1 Round and takes 3 levels of Fatigue. 
   
    
  The arm is useless for 1d10 Rounds.
   
  5 
   The arm suffers superficial burns inflicting no small amount of pain on the target. The target’s WS and 
   
    
  BS are halved (round down) for 1 Round and the target takes 1d5 levels of Fatigue.
   
  6 
  The attack wreathes the arm in flame, scorching clothing and armour, and temporarily fusing together 
   
    
  the target’s fingers. The target halves WS and BS for 1d10 Rounds, takes 1d5 levels of Fatigue, and must 
   
    
  successfully Test Toughness 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 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 also takes 1d5 levels of Fatigue.
   
  8  
  Energy sears through the arm at the shoulder, causing the limb to be severed from the body. The 
   
    
  target must take a Toughness Test or become Stunned for 1 Round. In addition the target takes 1d10 
   
    
  levels of Fatigue and is suffering from Blood Loss. The target now only has one arm.
   
  9 
  Fire consumes the target’s arm, burning the flesh to a crisp right down to the bone. The target must 
   
    
  make an immediate Toughness Test or die from shock. If he survives, however, the target takes 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 they 
   
    
  immediately die from shock, clutching their smoking stump.
  
  203
  Table 7-14: Energy Critical Effects – Leg
   Critical Damage Effect
   
  1 
  A blow to the leg leaves the target gasping for air. The target gains 1 level of Fatigue.
   
  2 
  A grazing strike against the leg slows the target for a bit. The target halves all movement for 1 Round.
   
  3 
  The blast breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for 1d5 Rounds.
   
  4 
  A solid blow to the leg sends electric currents of agony coursing through the target. The target takes 1d5 
   
    
  levels of Fatigue and halves all movement for 1d5 Rounds.
   
  5 
  The target’s leg endures horrific burn Damage, fusing clothing and armour with flesh and bone. The 
   
    
  target takes 1 level of Fatigue and moves at half speed for 2d10 Rounds.
   
  6 
  The attack burns the target’s foot, charing the flesh and emitting a foul aroma. The target must 
   
    
  successfully Test Toughness or lose the foot. On a success, the target’s movement rates are halved 
   
    
  until he receives medical attention. In addition, the target takes 2 levels of Fatigue.
   
  7  
  The energy attack fries the leg, leaving it a mess of blackened flesh. The leg is broken and until repaired, 
   
    
  the target counts as having lost the leg. The target must take a Toughness Test or become Stunned 
   
    
  for 1 Round. In addition the target gains 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 Toughness Test 
   
    
  or become Stunned for 1 Round. In addition the target gains 1d10 levels of Fatigue and 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 must 
   
    
  Test Toughness or die from shock. The leg is utterly lost.
   
  10+ 
  In a terrifying display of power, the leg immolates and fire consumes the target completely. The target dies 
   
    
  in a matter of agonising seconds
  Table 7-13: Energy Critical Effects – Body
   Critical Damage Effect
   
  1 
  A blow to the target’s body steals a breath 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, inflicting 1 level of Fatigue upon him.
   
  3 
  The attack cooks the flesh on the chest and abdomen, inflicting 2 levels of Fatigue and leaving the target 
   
   
  Stunned for 1 Round.
   
  4 
  The energy ripples all over the character, scorching his body and inflicting 1d10 levels of Fatigue.
   
  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 fire (see Special Damage). 
   
   
  The target takes 1d5 levels of Fatigue and must take the Stand Action to regain his feet.
   
  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 takes 1d5 levels of Fatigue. 
   
   
  In addition, he must make an Agility Test or catch fire (see Special Damage on page 210).
   
  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 reduces his Toughness by half (round down).
   
  8 
  As the attack washes over the target, his skin turns black and peels off while body fat seeps out of his 
   
   
  clothing and armour. The target is Stunned for 2d10 Rounds and the attack halves his Strength, 
   
   
  Toughness and Agility. The extensive scarring permanently halves the target’s Fellowship characteristic.
   
  9 
  The target is completely encased in fire, 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 Dodge 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.
  
  204
  Table 7-15: Impact Critical Effects – Head
   Critical Damage Effect
   
  1 
  The impact fills the target’s head with a terrible ringing noise. The target must Test Toughness or take 
   
   
  1 level of Fatigue.
   
  2 
  The attack causes the target to see stars. The target takes 1 level of Fatigue and takes a –10 penalty to 
   
   
  Weapon Skill and Ballistic Skill Tests for 1 Round.
   
  3 
  The target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue.
   
  4 
  The concussive strike staggers the target, dealing 1d5 levels of Fatigue.
   
  5 
  The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round.
   
  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 and takes 2 levels of Fatigue.
   
  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.
  Table 7-16: Impact Critical Effects – Arm
   Critical Damage  Effect
   
  1 
   The attack numbs the target’s limb causing him to drop anything held in that hand.
   
  2 
   The strike leaves a deep bruise. The target takes 1 level of Fatigue.
   
  3 
   The impact inflicts crushing pain and the target takes 1 level of Fatigue and drops whatever was held 
   
   
   in that hand.
   
  4 
   The impact leaves the target reeling from pain. The target is Stunned for 1 Round. The limb is useless 
   
   
   for 1d5 Rounds and the target takes 1 level of Fatigue.
   
  5 
   Muscle and bone take a pounding as the attack rips into the arm. The target’s WS and BS are both 
   
   
   halved (round down) for 1d10 Rounds. In addition, the target takes 1 level of Fatigue and must make 
   
   
   an Agility Test or drop anything held in that hand.
   
  6 
   The attack pulverises the target’s hand, crushing and breaking 1d5 fingers (for the purposes of this 
   
   
   Critical, a thumb counts a finger). The target takes 1 level of Fatigue and must immediately make a 
   
   
   Toughness Test or lose the use of his hand.
   
  7 
   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 
   
   
   and takes 2 levels of Fatigue.
   
  8 
   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 Toughness Test or die from shock. If he passes the Test, 
   
   
   he is still Stunned for 1d10 rounds, takes 1d5 levels of Fatigue and is suffers from Blood Loss. He 
   
   
   now only have one arm.
   
  9 
   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.
   
  10+ 
   As above, except as the arm is removed it is smashed apart by the force of the attack, and bone, 
   
   
   clothing and armour fragments fly about like shrapnel. Anyone within 2 metres of the target takes 
   
   
   1d10–8 Impact Damage.
  
  205
  Table 7-18: Impact Critical Effects – Leg
   Critical Damage Effect
   
  1 
  A light blow to the leg leaves the target gasping for air. The target takes 1 level of Fatigue.
   
  2 
  A grazing strike against the leg slows the target. The target halves all movement for 1 Round and takes 
   
   
  1 level of Fatigue.
   
  3 
  The blow breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for 1d5 
   
   
  Rounds. The target takes 1 level of Fatigue.
   
  4 
  A solid blow to the leg sends lightning agony coursing through the target. The target takes 1d5 levels 
   
   
  of Fatigue and halves all movement for 1d5 Rounds.
   
  5 
  A powerful impact causes micro fractures in the target’s bones, inflicting considerable agony. The 
   
   
  target’s Agility is reduced by –20 for 1d10 Rounds and he takes 1d5 levels of Fatigue.
   
  6 
  Several of the tiny bones in the target’s foot snap like twigs with cracking noises. The target must 
   
   
  make an immediate Toughness Test or permanently lose the use of his foot. On a success, halve all 
   
   
  movement until medical attention is received. The target takes 2 levels of Fatigue.
   
  7 
  With a nasty crunch, the leg is broken and the target is knocked down 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 takes 2 levels of Fatigue.
   
  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 Toughness Test or die from shock. On a success, the target is Stunned for 1d10 
   
   
  rounds, takes 1d5 levels of Fatigue and suffers Blood Loss. He now only has one leg.
   
  9 
  The hit rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target 
   
   
  tries futilely to stop the sudden flood of vital fluid, he falls to 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 – Body
   Critical Damage Effect
   
  1 
  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, inflicting 1 level of Fatigue.
   
  3 
  The attack breaks a rib and inflicts 2 levels of Fatigue. The target is also Stunned for 1 Round.
   
  4 
  The blow batters the target, shattering ribs. The target takes 1d5 levels of Fatigue and is Stunned for 1 Round.
   
  5 
  A solid blow to the chest winds the target and he momentary doubles over in pain, clutching himself 
   
   
  and crying in agony. The target takes 1d5 levels of Fatigue and is Stunned for 2 Rounds.
   
  6 
  The attack knocks the target sprawling on the ground. The target flies 1d5 metres away from the 
   
   
  attacker and falls prone (if the target strikes a wall of other solid object, he stops). The target takes 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 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 takes 1d5 levels of Fatigue.
   
  8 
  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 takes 1d10 levels of Fatigue.
   
  9 
  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 
   
   
  successfully Test Agility or be Knocked Down.
  
  206
  Table 7-19: Explosive Critical Effects – Head
   Critical Damage Effect
   
  1 
  The explosion leaves the target confused. He can take only a Half Action on his next Turn and takes 
   
   
  1 level of Fatigue.
   
  2 
  The flash and noise leaves the target blind and deaf for 1 Round. The target takes 2 levels of Fatigue.
   
  3 
  The detonation leaves the target’s face a bloody ruin from scores of small cuts. The target takes 2 
   
   
  levels of Fatigue.
   
  4 
  The force of the burst knocks the target to the ground and Stuns him for 1 Round. The target takes 2 
   
   
  levels of Fatigue.
   
  5 
  The explosion flays the flesh from the target’s face and bursts his eardrums with its force. The target 
   
   
  is Stunned for 1d10 Rounds and is permanently deafened. The target takes 1d5 levels of Fatigue and 
   
   
  can only take Half Actions for 1d5 hours. Finally, the target’s Fellowship drops by 1d10 due to 
   
   
  hideous scarring.
   
  6 
  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.
   
  7 
  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 Energy Damage to any creatures within 1d5 
   
   
  metres. If 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 in the 
   
   
  ground. For the rest of the fight, anyone moving over this spot must make an Agility Test or fall over.
   
  9 
  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 target’s who are within two metres of where the target stood, must make an immediate Willpower 
   
   
  Test or spend their next Turn fleeing from the attacker.
  Table 7-20: Explosive Critical Effects – Arm
   Critical Damage Effect
   
  1 
  The attack throws the limb backwards, painfully jerking it away from the body, inflicting 1 level of Fatigue.
   
  2 
  The attack sends a fracture through the limb. The target drops anything held in the hand and takes 2 
   
   
  levels of Fatigue.
   
  3 
  The explosion takes 1d5 fingers from the target’s hand. The target takes 3 levels of Fatigue and 
   
   
  anything carried in the hand is destroyed. If this is an explosive, it goes off. Messy.
   
  4 
  The blast causes the target to howl in agony. He takes 1d5 levels of Fatigue, is Stunned for 1 Round, 
   
   
  and the limb is useless until medical attention is received.
   
  5 
  Fragments from the explosion tear into the target’s hand, ripping away flesh and muscle alike. He must 
   
   
  immediately Test Toughness or lose the hand. Even on a success, the hand is useless until medical 
   
   
  attention is received. The target takes 1d5 levels of Fatigue.
   
  6 
  The explosive attack shatters the bone and mangles the flesh turning the target’s arm into a red ruin, inflicting 
   
   
  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 flesh, the arm is blown apart. The target must immediately make a Toughness Test 
   
   
  or die from shock. On a success, the target is Stunned for 1d10 rounds, takes 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 Damage to anyone within two metres.
   
  10+ 
  As above, except if the target is carrying any ammunition it explodes dealing 1d10+5 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.
  
  207
  Table 7-22: Explosive Critical Effects – Leg
   Critical Damage Effect
   
  1 
  A glancing blast sends the character backwards one metre.
   
  2 
  The force of the explosion takes the target’s feet out from under him. He lands Prone and takes 1 level of Fatigue.
   
  3 
  The concussion cracks the target’s leg, leaving him Stunned for 1 Round and halving all movement for 
   
   
  1d5 Rounds. The target takes 1 level of Fatigue.
   
  4 
  The explosion sends the target spinning through the air. The target travels 1d5 metres away from the 
   
   
  explosion and takes 1 level of Fatigue per metre travelled. It takes the target a Full Action to regain his 
   
   
  feet and he halves all movement for 1d10 Rounds.
   
  5 
  Explosive force removes part of the target’s foot and scatters it over a wide area. The target must make an 
   
   
  immediate Toughness Test or permanently loses the use of his foot, inflicting 1d5 levels of Fatigue. On a success, 
   
   
  the target takes 1d5 levels of Fatigue and halves his movement until he receives medical attention.
   
  6 
  The concussive force of the blast, shatters the target’s leg bones and splits apart his flesh, inflicting 1d10 levels 
   
   
  of Fatigue. The leg is broken and, until repaired, the target counts as having only one leg. In addition, the 
   
   
  horrendous nature of the wound means that he now suffers from Blood Loss.
   
  7 
  The explosion reduces the target’s leg into a hunk of smoking meat. The target must immediately 
   
   
  make a Toughness Test or die from shock. On a successful Test, the target is still Stunned for 1d10 
   
   
  Rounds, takes 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 
   
   
  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, clothing, and armour hurtling off in all directions. Anyone within two metres of the target 
   
   
  takes a 1d10+2 Impact Damage.
   
  10+ 
  As above, except in addition, if the target is carrying any ammunition, it explodes dealing 1d10+5 
   
   
  Damage to anyone within 1d10 metres. If the target is carrying any grenades or missiles, these too 
   
   
  detonate on the target’s person.
  Table 7-21: Explosive Critical Effects – Body
   Critical Damage Effect
   
  1 
  The target is blown backwards 1d5 metres and takes 1 level of Fatigue per metre travelled. He is Prone 
   
   
  when he lands.
   
  2 
  The target is blown backwards 1d10 metres, taking 1 level of Fatigue per metre travelled. If he strikes 
   
   
  a solid object, he takes 1d5 additional levels of Fatigue. 
   
  3 
  The explosion destroys whatever armour protected the body. If the target wore none, the target is blown 
   
   
  backwards 1d10 metres, as above but the target takes 2 levels of Fatigue for every metre travelled.
   
  4 
  The explosion sends the target sprawling to the ground. He takes 1d5 levels of Fatigue, is Stunned for 1 
   
   
  Round, and must spend a Full Action to regain his feet.
   
  5 
  Concussion from the explosion knocks the target to the ground and tenderises his innards. The target falls 
   
   
  down Stunned for 1 Round and takes 1d10 levels of Fatigue.
   
  6 
  Chunks of the target’s flesh are ripped free by the force of the attack leaving large, weeping 
   
   
  wounds. The target is Stunned for 1 Round, takes 1d10 levels of Fatigue and is now suffering Blood Loss.
   
  7 
  The explosive force of the attack ruptures the target’s flesh and scrambles his nervous system, knocking 
   
   
  him to the ground. The target falls down, is Stunned for 1d10 Rounds and takes 1d10 levels of 
   
   
  Fatigue. In addition, he now suffers Blood Loss and can only take Half Actions for the next 1d10 hours 
   
   
  as he tries to regain control of his body.
   
  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 fly in all directions as he his torn into bloody gobbets by the attack. In addition, 
   
   
  if the target is carrying any ammunition, it explodes dealing 1d10+5 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 an Agility 
   
   
  Test or take a -10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round as blood fouls their sight.
  
  208
  Table 7-23: Rending Critical Effects – Head
   Critical Damage Effect
   
  1 
  The attack tears skin from the target’s face dealing 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 takes 1 level of Fatigue.
   
  3 
  The attack tears the target’s helmet from his head. If wearing no helmet, the target loses an ear instead 
   
   
  and inflicts 2 levels of Fatigue.
   
  4 
  The attack scoops out one of the target’s eyes, inflicting 1d5 levels of Fatigue and leaving the target 
   
   
  Stunned for 1 Round.
   
  5 
  The attack opens up the target’s face, leaving him Stunned for 1d5 Rounds and inflicting 1d5 levels of 
   
   
  Fatigue. If the target is wearing a helmet, the helmet comes off.
   
  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 201), 4–7: Nose (permanently halve 
   
   
  Fellowship), 8–10: Ear (permanently reduce Fellowship by 1d10; you can always hide the wound with your 
   
   
  hair.) In addition the target is now suffering Blood Loss and takes 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 takes 1d10 levels of Fatigue. 
   
  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 flies 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 take an Agility Test. Anyone who fails the Test, suffers a –10 penalty to his Weapon Skill and Ballistic 
   
   
  Skill Tests for 1 Round as gore fills his eyes or fouls his visor.
  Table 7-24: Rending Critical Effects – Arm
   Critical Damage 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 inflicts 1 level of Fatigue.
   
  3 
  The shredding attack sends the target screaming in pain. He takes 2 levels of Fatigue and drops 
   
   
  whateverwas held in that hand.
   
  4 
  The attack flays the skin from the limb, filling 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 takes 1d5 
   
   
  levels of Fatigue and vomits all over the place in agony. He drops whatever was held and the limb is 
   
   
  useless until medical attention is received. The target also suffers Blood Loss.  
   
  6 
  The blow mangles flesh and muscle as it hacks into the target’s hand, liberating 1d5 fingers in the 
   
   
  process (the rol of a 5 means that the thumb has been sheared off ). The target takes 3 levels of Fatigue 
   
   
  and must immediately make a 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, 
   
   
  inflicting 1d5 levels of Fatigue. 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 flies free of the body trailing blood behind it 
   
   
  in a crimson arc. The target must immediately make a Toughness Test or die from shock. If he passes the 
   
   
  Test, he is Stunned for 1d10 Turns and suffers Blood Loss. He also takes 1d10 levels of Fatigue and 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 fingers 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 will be hit by these shots, in which case resolve 
   
   
  a single hit from the target’s weapon as normal.
  
  209
  Table 7-26: Rending Critical Effects – Leg
   Critical Damage Effect
   
  1 
  The attack knocks the limb backwards, painfully jerking it away from the body. The target takes 1 
   
   
  level of Fatigue.
   
  2 
  The target’s kneecap splits open. He must Test Agility or fall to the ground. Regardless, he takes 1 level 
   
   
  of Fatigue.
   
  3 
  The attack rips a length of flesh from the leg, causing blood to gush from the wound. The target takes 
   
   
  1 level of Fatigue 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 
   
   
  moves at half speed until medical attention is received. In addition, he takes 2 levels of Fatigue.
   
  5 
  In a spray of blood, the target’s leg is opened up, exposing bone, sinew and muscle. The target takes 
   
   
  1d5 levels of Fatigue and halves his movement for 1d10 hours.
   
  6 
  The blow slices a couple of centimetres off the end of the target’s foot. The target must make an immediate 
   
   
  Toughness Test or permanently lose the use of his foot. On a success, movement is halved until he receives medical 
   
   
  attention. In either case, the target takes 1d5 levels of Fatigue.
   
  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 takes 1d10 levels of Fatigue.
   
  8 
  In a single bloody hack the leg is lopped off the target, spurting its vital fluids across the ground. The target 
   
   
  must immediately make a Toughness Test or die from shock. On a success, the target is Stunned for 
   
   
  1d10 Rounds, takes 1d10 Fatigue 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 moments later.
   
  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 an Agility Test or fall over.
  Table 7-25: Rending Critical Effects – Body
   Critical Damage 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 
  The attack Damages the target’s armour, reducing its Armour Points by 1. In addition, the target takes 
   
   
  1 level of Fatigue. If not armoured, the target is also 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 takes 2 levels of Fatigue.
   
  4 
  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 takes 1d5 levels of Fatigue.
   
  5 
  The blow opens up a long wound in the target’s torso, causing him to double over in terrible pain. The 
   
   
  target takes 1d5 levels of Fatigue.
   
  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 Prone and takes 1d10 levels of Fatigue.
   
  7 
  The attack cuts open the target’s abdomen, causing considerable Blood Loss and exposing some of 
   
   
  his innards. 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 fight 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 takes 1d5 levels of Fatigue 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 Toughness Test or die. If he passes, he permanently loses 1d10 from his Toughness, 
   
   
  takes 1d10 levels of Fatigue, 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 fight, anyone 
   
   
  moving within four metres of the target’s corpse must make an Agility Test or fall over.
  
  210
  Special Image
  SPECIAL DAMAGE
  The horrors of battle are not the only way to die in the 
  Dark Heresy universe. Acolytes may find themselves set 
  on fire, suffocating to death, falling from a great height or, 
  worst of all, exposed to the cold vacuum of space. These are 
  collectively known as Special Damage and they are dealt with 
  in this section.
  fIre
  Characters take Damage each Round if exposed to fire. If you 
  are exposed to the same fire source for two or more consecutive 
  Rounds (or if you are hit with a Flame weapon as detailed in 
  Chapter V: Armoury, page 128), you must make an Agility 
  Test each Round or catch on fire. Once you are blazing, you lose 
  1d10 Wounds (with no reduction for armour) and take 1 level 
  of Fatigue each Round until the fire is extinguished. All Damage 
  from fire is counted as Energy Damage for the purpose of Critical 
  Damage, and applied to the body. When on fire, a character must 
  make a Willpower Test to act normally, otherwise they may only 
  run around and scream (count as a Full Action).
  Once a character is on fire, he may try and put himself out 
  by taking a Full Action and making a Hard (-20) Agility Test, 
  i.e. stop, drop and roll. The GM may make this Test easier or 
  harder depending on such factors as allies helping to beat out the 
  fl ames, leaping into water or loose sand, high winds etc.
  fallINg
  Characters can fall off things for all manner of reasons, 
  though the results are usually the same. To work out Damage 
  from falling, find the distance fallen and consult Table 7-27: 
  Falling Damage to work out the Damage the character 
  suffers. Roll on the Table 7-27: Hit Location, page 194 to 
  see which part of his body hits the ground first. Armour offers 
  no protection against falls. Damage from falling is counted as 
  Impact Damage for the purpose of Critical Damage.
  suffocatIoN
  There are many ways to suffocate. Drowning is the most 
  common, but the inhalation of smoke and certain gases also does 
  the trick. The rate of suffocation depends on your activity level. 
  If you are actively trying to conserve oxygen, you may hold your 
  breath for a number of minutes equal to your Toughness Bonus. 
  Test Toughness each minute. A failure indicates that you take 
  1 level of Fatigue. If you do not gain a fresh source of oxygen 
  at the end of this period, regardless of your Fatigue level you 
  immediately fall unconscious and start to expire. From this point 
  onwards, at the end of each Round, you take 1d10 Damage until 
  you experience death once you reach 0 Wounds. Armour or 
  Toughness Bonus’ do not reduce the Damage incurred.
  If you are engaged in strenuous activity (combat, swimming 
  and the like) you may hold your breath for a number of Rounds 
  equal to twice your Toughness Bonus. After this period, you 
  lose 1 Wound and gain a level of Fatigue at the end of each 
  Round. Should you fall unconscious due to Fatigue, you take 
  1d10 Damage at the end of each Round until death. Armour 
  or Toughness Bonus do not reduce the Damage incurred.
  Vacuum
  There is nothing good about being exposed to vacuum. 
  There are two 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 trapped on a star 
  ship as its atmosphere is vented into space).
  If suddenly exposed to vacuum, you may survive unharmed 
  for a number of Rounds equal to your Toughness Bonus. Unless 
  you have an oxygen source, you will also begin to suffer from 
  the effects of suffocation. At the end of each Round after this, 
  you suffer 1d10+3 Explosive Damage from depressurisation. 
  If you are in the vacuum of space, at the end of each Round 
  make a Toughness Test. A  failure indicates that you suffer 
  1d10 Energy Damage from the extreme cold. In both cases, 
  any armour worn does not reduce the Damage incurred.
  eXamPle
  Shawnmaker, an Arbitrator with a TB of 3, is trapped in an airless 
  corridor. Knowing that his allies are nearby with a lascutter, he 
  decides to sit down and conserve his breath. Shawnmaker can hold 
  his breath for three minutes, so his friends have just enough time to 
  slice through the corridor walls. After the first minute of breath 
  holding, Shawnmaker takes a level of Fatigue. After the second 
  minute, he takes a further level of Fatigue. Finally, after the third 
  minute Shawnmaker takes another level of Fatigue. If rescue does 
  not arrive in the fourth minute Shawnmaker will take another level 
  of Fatigue, fall unconscious and start to suffocate.
  eXamPle 
  Shawnmaker has a TB of 3 and 9 Wounds. He can hold his breath 
  under the murky waters of a hive sump for six Rounds before he 
  begins to take Fatigue and lose Wounds. After a further four Rounds, 
  he falls unconscious and begins to take 1d10 Damage each Round.
  Table 7-27: Falling Damage
   
  Distance Fallen 
  Damage
   
  3 metres 
  1d10+3
   
  6 metres 
  1d10+5
   
  9 metres 
  1d10+7
   
  12 metres 
  1d10+9
   
  15 metres 
  1d10+11
   
  18 metres 
  1d10+13
   
  21 metres 
  1d10+15
   
  24 metres 
  1d10+17
   
  25+ metres 
  1d10+20
  
  211
  Damage & 
  Healing
  A
  If you die in space, it takes five Rounds for your corpse to freeze. If 
  your corpse suffers any Damage whilst frozen, it shatters into thousands 
  of blood-red ice shards. There is precious little, except perhaps a 
  Daemonic pact, which can bring you back from such a fate.
  If you are trapped in a gradually worsening atmosphere, you 
  may survive unharmed for a number of Rounds equal to twice your 
  Toughness Bonus. At the end of this time, you will begin to experience 
  suffocation. You will also begin to feel the effects of depressurisation. 
  From this point onwards, at the end of each Round you must make 
  a Toughness Test with a cumulative –10 penalty. Success indicates 
  that you take 1d5 Explosive Damage but are otherwise unaffected. 
  Failure means that you suffer 1d10 Explosive Damage. In both cases 
  armour will not reduce the Damage incurred. 
  Damage & 
  Healing
  “Success is measured in blood; yours or your enemy’s.”
   
   
   
  — Tactica Imperialis.
  A
  s you accumulate Damage, you become more injured until 
  finally, you suffer dreaded Critical Damage. How much 
  Damage you have taken determines the severity of your 
  injuries, describing whether you are Lightly, Heavily, or Critically 
  Wounded. These states determine the time it takes to heal. You remove 
  Damage at a fixed rate regardless of your level of activity. However, 
  if you spend your time resting comfortably and not engaging in any 
  strenuous activity (e.g. fighting, using Psychic Powers, herding Grox, 
  etc.), you can remove Damage more quickly.
  Lightly Wounded
  You are considered Lightly Wounded if you have taken 
  Damage equal to or less than twice your Toughness Bonus. 
  (if you have a 3 Toughness Bonus, then you are Lightly 
  Wounded if you take 1, 2, 3, 4, 5 or 6 Damage.) Without 
  medical attention or drugs, you remove 1 Damage per day. If 
  you spend this time resting in bed, you remove an amount of 
  Damage equal to your Toughness Bonus.
  Heavily Wounded
  You are Heavily Wounded whenever you have taken more 
  Damage than twice your Toughness Bonus (so if you have 
  3 Toughness Bonus, you are considered Heavily Wounded 
  if you have taken more than 6 Damage). Without medical 
  attention, you remove 1 Damage per week through natural 
  healing. If you spend the entire week resting, you remove an 
  amount of Damage equal to your Toughness Bonus. Once 
  your Damage is equal to or less than your Toughness Bonus, 
  you become Lightly Wounded.
  Critically Wounded
  You are Critically Wounded whenever you have taken Critical 
  Damage. You do not recover without medical attention. With 
  medical attention, you remove 1 point of Critical Damage 
  for each week of rest. Once all Critical Damage has been 
  removed, you become Heavily Wounded instead.
  medIcal atteNtIoN
  Medical attention is any Action by another character or by yourself 
  to treat your injuries. Such efforts can range from the application of 
  healing drugs, being the recipient of a successful Medicae Test, or 
  even using Psychic Powers that can restore lost Wounds. Medical 
  Attention can provide immediate recovery or can speed the process 
  of natural healing. For more information, check out the Medicae 
  skill in Chapter III: Skills on page 104.
  Blood Loss
  Characters suffering from Blood Loss have a 10% chance of dying 
  each Round unless treated in some way. Provided the character 
  is conscious, they may attempt a Medicae Test each Round to 
  staunch the bleeding. If they are stationary whilst attempting to 
  stop the blood, this test is merely Difficult (-10). If they are taking 
  part in strenuous activity, such as combat or movement, this test is 
  Very Hard (–30). If the character is not conscious, or doesn’t fancy 
  his chances, another character may attempt the test. 
  Broken Limbs
  Certain Critical Effects indicate a risk of permanently losing a limb. 
  To avoid this fate, the character must succeed on a Toughness Test. 
  Should a character with the Medicae skill be present and assisting 
  the injured character, the victim gains a +20 bonus to this test to 
  retain the limb. The limb must be held in a sling for 1d5+1 weeks 
  and is useless during this time.
  Should this test fail, the limb must be removed, requiring a 
  character with the Medicae skill to succeed on a Difficult (-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 following).
  Amputated Limbs
  A character that loses body parts (except for their heads—this 
  pretty much means death, unless you have the good fortune of 
  having your brain somewhere else in your body) is also affected by 
  Blood Loss and must be treated for that first. Should this succeed 
  and 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 it 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 will not start removing Damage for 
  1d10+2 days.
  Cybernetic and Bionic Replacements
  It is possible to restore lost limbs with bionic replacements; 
  in fact, sometimes you may prefer to lop off a perfectly good 
  arm or leg to gain the benefits of having a cybernetic one. 
  The rules for both removing and attaching cybernetic, bionic 
  and bio-enhanced limbs, implants and weapons are detailed 
  fully in Chapter V: Armoury.
  
  212
  Movement
  U
  MOVEMENT
  “Hope is the first step on the road to disappointment.”
   
   
  — Concordium dogma.
  U
  nder most circumstances, you need only say that you 
  want your character to go somewhere and eventually 
  he gets there. How fast the character moves rarely 
  matters in ordinary situations, but when it comes to some 
  things, the speed with which a character can move can 
  become very important. A chase through the streets, a charge 
  against a brutal Ork or any number of other factors can all 
  mean the difference between life and death.
  During a Round, characters may move at one of four speeds: 
  Half Move, Full Move, Charge, or Run. The number of metres 
  a character may move in his Turn is determined by his Agility 
  Bonus. Traits can modify some or all movement speeds. Details 
  on these modes of movement can be found under Combat.
  In some situations, it may be important to note how fast a character 
  can travel in Narrative Time. Table 7-29: Narrative Movement 
  describes the standard speeds a character can move at a leisurely 
  pace under ideal circumstances. Environment (see following) can 
  affect these speeds, hindering the characters as they travel.
  NarratIVe moVemeNt aNd terraIN
  Terrain conditions affect how fast your character can cover 
  ground during Narrative Time. Obviously, picking your way 
  through a death world jungle is far more laborious than 
  moving along a major road. 
  Halve distances when moving through tightly packed 
  foliage, dense urban areas or similarly difficult terrain.
  The Game Master will determine what, if any, modifiers 
  apply to Narrative Time caused by the environment. 
  hurrYINg
  Characters can pick up the pace, moving up to double their 
  movement in Narrative Time for a number of hours equal to 
  their Toughness Bonus. At the end of this time, characters 
  must successfully Test Toughness or take 1 level of Fatigue. In 
  addition, hurrying characters are less likely to pay attention 
  to their surroundings and thus take a –10 penalty to all 
  Perception Tests. Characters may push on, even with these 
  penalties, but they must Test Toughness, with a cumulative –10 
  penalty, again after a number of hours equal to their reduced 
  Toughness Bonus or take additional levels of Fatigue.
  ruNNINg aNd NarratIVe tIme
  Characters can run during Narrative Time, but doing so is 
  tiring. When running, a character triples his rate of movement, 
  but each hour of sustained running requires the character to 
  Test Toughness, with a cumulative –10 penalty per hour after 
  the first, to sustain the pace. On a failed Test, the character 
  takes 1 level of Fatigue. Characters moving at this brisk pace 
  are focused on running and watching their steps, so they take a 
  –20 penalty to all Perception Tests. As with hurrying, characters 
  can continue running after a failed Test, but penalties gained 
  from multiple failed Tests are cumulative.
  Table 7-28: 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 
  24
   
  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 7-29: Narrative 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
  †Assumes 10 hours of walking.
  eXamPle
  Lucretious is hurrying to reach a research outpost, so 
  he covers 12 kilometres per hour. His Toughness is 41, 
  so he can hurry for four hours before he needs to Test 
  Toughness.
  eXamPle
  Kyba has a TB of 2 and runs to reach the village ahead of the Orks, 
  some 30 kilometres away, who should arrive in four hours. She 
  normally moves at 4kph. But because she’s running, she’s moving 
  12kph, meaning she’ll reach the village in just over two hours if 
  she can sustain the pace. After the first hour of running, she Tests 
  Toughness and fails. She takes 1 level of Fatigue. After her second 
  hour, she’s covered 24 kilometres, but she needs to Test Toughness 
  again, this time at a -20 penalty. She fails again! Half an hour later, 
  Kyba reaches the village exhausted, having taken 2 levels of Fatigue. 
  
  213
    Movement and 
  Environment
  Climbing
  forced marchINg
  There’s nothing stopping characters from pushing themselves 
  beyond the standard ten hours of marching. Characters may 
  safely push themselves for a number of extra hours equal to their 
  Toughness Bonus. Beyond this, a character must Test Toughness, 
  with a cumulative –10 penalty per hour, for each hour he travels 
  beyond his Toughness Bonus. A failed Test indicates that the 
  character takes a level of Fatigue. It is possible to march oneself 
  into unconsciousness. Fatigue taken from forced marching is 
  removed after the character has rested for two hours for each 
  hour they marched beyond their Toughness Bonus. 
  MOVEMENT AND 
  ENVIRONMENT
  The movement rates for characters described on Table 7-28: 
  Movement (Metres/Round) assume a relatively clear battlefield. 
  There may be a few obstacles, puddles or wisps of fog, but 
  characters can more or less, move at their standard rates. There are, 
  however, some circumstances that reduce a character’s speed. These 
  can include rubble-strewn hallways, deep snow, dense fog, thick 
  underbrush and a variety of other conditions that make it tough to 
  navigate. In such environments, a character’s movement is halved. 
  If a character charges or runs, he must succeed on an Agility Test 
  or fall prone. The difficulty of this Test depends on the terrain. See 
  Table 7-30: Treacherous Environments for suggestions.
  CLIMBING
  There are bound to be times when you want to climb over a 
  wall, scale a cliff, or scramble up a tree to escape the claws of 
  a vicious xenos. Any character with both hands free can climb 
  any non-sheer surface with a Strength (or Climb) Test. On a 
  success, you ascend or descend at a rate of one-half your Half 
  Move speed (to a minimum of a 1/2 metre). For each degree 
  of success, you climb an extra metre. On a failed Test, you 
  fall from your starting climbing position. Climbing Difficulty 
  varies with the nature of the climbing surface, though most 
  tests should be Challenging (+0).
  sheer surfaces
  Certain surfaces are beyond the means of ordinary characters 
  to climb. Naked stone walls without hand-holds, vertical 
  ascents and overhangs all require some skill at climbing to 
  navigate. You may attempt a Climb Skill Test to climb these 
  surfaces at one-half your Half Move speed. Otherwise, you 
  must have tools such as a knotted rope or blanket, rope ladder 
  or ladder. If you can take your time and are not threatened by 
  opponents, you may ascend at one-half your Half Move rate 
  without Testing Strength. You may try to climb more quickly 
  or when you are being attacked, but you must Test Strength 
  as if you were climbing a non-sheer surface.
  Abseiling
  You can descend ropes and ladders more quickly by abseiling. 
  You descend at a rate of 10 metres per Round with a successful 
  Agility Test. If the Test is failed, the rate is reduced to 5 metres 
  per Round. However, if the Test is failed by two or more 
  degrees, you must Test Strength or lose your grip. Unless you 
  have a climbing harness, you fall.
  Table 7-30: Treacherous Environments
   
  Condition 
  Difficulty
   
  Fog or Smoke 
  Ordinary (+10)
   
  Mud 
  Challenging (+0)
   
  Shallow Water 
  Challenging (+0)
   
  Darkness 
  Difficult (–10)
   
  Snow 
  Difficult (–10)
   
  Underbrush 
  Difficult (–10)
   
  Dense Crowds 
  Hard (–20)
   
  Zero Gravity 
  Hard (–20)
   
  Rubble 
  Hard (–20)
   
  Tremors 
  Hard (–20)
  the effects of graVItY 
  Although the inhabited worlds of the Imperium may vary slightly in terms of gravity, the effects on game play are 
  minimal. Only when characters explore high- or low-gravity worlds are movement, lifting and other factors affected.
  Low Gravity Worlds
  On worlds of low gravity, all characters increase their Agility Bonus by 2 for the purposes of movement . In addition, characters add 4 to 
  the total of their Strength Bonus and Toughness Bonus for the purpose of determining carrying, lifting and pushing limits. Characters 
  also add 2 to their Strength Bonus for determining how far they can throw objects. Double all Jumping and Leaping distances.
  High Gravity Worlds
  On worlds of high gravity, all characters decrease their Agility Bonus by 2 (to a minimum of 1) for the purposes of 
  movement. In addition, characters subtract 4 (to a minimum 0) from the total of their Strength Bonus and Toughness Bonus 
  for the purpose of determining carrying, lifting and pushing limits. Characters also subtract 2 from their Strength Bonus (to 
  a minimum of 0) for determining how far they can throw objects. Finally, halve all Jumping and Leaping distances.
  
  214
  Jumping
  Leaping
  Swimming
  JUMPING
  A Jump is a controlled vertical ascent or descent that generally 
  allows you to reach a ledge overhead or land on your feet. If 
  you’re pushed, or plummet, you’re not Jumping but falling 
  (see Falling).
  JumPINg uP
  You can make a standing Jump to hop up to reach 
  something above you or land on a higher level. Doing 
  so requires an Agility Test. On a success, you Jump up a 
  number of centimetres equal to 20 times your Strength 
  Bonus. For each degree of success, you add another number 
  of centimetres equal to 10 times your Strength Bonus.
  JumPINg doWN
  When Jumping down, you must make an Agility Test for 
  each metre of descent. On a failed Test, you stop making 
  Agility Tests and fall the remaining distance. So if you fail 
  the first Test, you fall the entire distance and take Damage 
  for falling (see Falling).
  LEAPING
  A Leap is a horizontal jump. It is used to traverse from roof to 
  roof or to cross chasms, ditches and so on. There are two types of 
  Leap: running and standing. In both cases, they are Full Actions.
  ruNNINg leaPs
  In a Running Leap, you must move at least four metres in a straight 
  line leading up to the Leap. At the end of your movement, you 
  Leap across a number of metres equal to your Strength Bonus. 
  Make a Strength Test. For each degree of success, you Leap an 
  extra 50 centimetres. For each degree of failure, you Leap 50 
  centimetres less (minimum 0 metres—you probably move a few 
  dozen centimetres, but not a full metre). For every four metres 
  run up beyond those required for the Leap you get a +10 bonus 
  (maximum +30) to your Strength Test.
  staNdINg leaPs
  A Standing Leap is similar to a Running Leap, except, obviously, 
  you don’t have to run first. You calculate your distance as a 
  running Leap, but you take a –10 penalty to your Strength Test.
  VertIcal dIstaNce
  Should it be important, the height you attain while leaping is 
  equal to one quarter the distance in metres travelled. A result 
  of 0 or less means that you gained enough altitude to leap, 
  but not enough to clear any obstacles.
  SWIMMING
  A character doesn’t need to make a Swim Test under ideal 
  circumstances, but hazardous conditions such as rough waters, 
  hands being tied, or swimming whilst fighting all require Swim 
  Tests to move. To swim under hazardous conditions, you must 
  make a Swim Test as a Move Action. A success indicates that 
  you move in any direction up to a number of metres equal to 
  one-half your Strength Bonus or simply tread water at your 
  option. A failed Test means that you make no progress and 
  cannot move. If you fail by 2 degrees or more, you sink one 
  metre for every 20kg of your weight.
  Characters that are unable to swim for some reason 
  (unconsciousness, paralysis etc.) automatically sink one metre of 
  depth for each 20kg of their weight on their Turn. Theoretically, 
  a character could sink all the way to the bottom and walk their 
  way out of the water if they can hold their breath long enough.
  sWImmINg aNd NarratIVe tIme
  Prolonged swimming can be exhausting. You may swim for 
  a number of hours equal to your Toughness Bonus (simply 
  substitute your Strength Bonus for Agility Bonus to determine 
  how much distance you travel each hour). After this point, you 
  must make a Toughness Test, with a cumulative –10 penalty 
  per hour and each hour thereafter. On a failed Test, you take 
  1 level of Fatigue. If knocked unconscious from Fatigue, you 
  sink and probably drown.
  eXamPle
  Keira wants to Jump up and catch the lip of a ledge 
  about one metre (100 centimetres) over her head. She 
  has a 36 Strength (3 SB). She rolls and gets a 22. She 
  succeeds with one degree of success. So, she Jumps up 90 
  centimetres ([SB×20]+30). Not quite enough for her to 
  grab the edge of the ledge.
  eXamPle
  Our friend Keira is on a rooftop. To get onto the building 
  containing her target, she must make a Leap of four metres. 
  Keira has 36 Strength (3 SB) so she had better roll well 
  or she’s going to splatter on the street below. Keira backs 
  up eight metres and then starts her run. She crosses the 
  distance and then makes a Strength Test. Because she ran 
  four extra metres, she gets a +10 bonus to her Strength 
  Test. She rolls and gets a 26! A success by two degrees 
  (36+10=46). If she had just succeeded on the Test, she 
  would have leapt three metres, but because she got two 
  degrees of success, she instead leapt four metres, which is 
  just enough to cross the gap.
  
  215
  Exceeding  your 
  Carrying  Limits
  Throwing
  Moving  & 
  Lifting
  N
  MOVING & 
  LIFTING
  “The mortal burden carried dutifully to its destination is the 
  Emperor’s greaTest praise.”
   
   
   
  — Lexconicum Moralis.
  N
  ormally, you don’t need to keep track of how much 
  of each item of your equipment you’re carrying. 
  Characters in Dark Heresy are assumed to be able 
  to shoulder their backpacks, carry their weapons and don 
  armour without being too hampered. However, there are 
  likely to be instances where it’s useful to know how much 
  your character can reasonably lift.
  The amount of weight a character can move depends on 
  the sum of your character’s Strength Bonus and Toughness 
  Bonus. Compare the total to Table 7-31: Carrying, Lifting, 
  and Pushing to find out the limits of your might. Note that 
  certain Traits may increase these values.
  EXCEEDING YOUR 
  CARRYING LIMITS
  If you find yourself carrying more than your normal carrying limits 
  and less than your lifting limit, you are encumbered. You take a 
  –10 penalty to all movement-related Tests and reduce your Agility 
  Bonus by 1 for the purposes of determining movement rates. In 
  addition, after a number of hours equal to your Toughness Bonus 
  have passed while carrying this weight, you must successfully 
  make a Toughness Test or take 1 level of Fatigue.
  While handling weights at your lifting or pushing limits, to 
  move at your normal rate requires a Full Action.
  You can try to lift or push more than your limit by Testing 
  Strength. Each degree of success on a Strength Test adds a 
  +1 bonus to the sum of your Strength Bonus and Toughness 
  Bonus for the purpose of determining your limits. If you fail 
  this Test by 2 degrees or more, you take 1 level of Fatigue.
  THROWING
  As described in Chapter V: Armoury, some weapons are 
  designed to be thrown. The further away the target is from 
  you, the harder it is to hit the target. While ranges for these 
  weapons are determined by your modified Strength Bonus, 
  this system doesn’t cover objects not designed for throwing, 
  such as bags of sand, bricks, and so on.
  You can throw any object whose weight is equal to or less 
  than half of your lifting weight. To see how far the object 
  travels, Test Strength. A successful Test means that the object 
  fl ies a number of metres equal to your Strength Bonus. For 
  each degree of success, this distance increases by a factor of 
  1, so one degree means that you throw the object a number 
  of metres equal to twice your SB, two degrees means that the 
  object is thrown a number of metres equal to your SB×3, 
  three degrees at SB×4 and so on. On a failed Test, the object 
  fl ies a number of metres equal to half your Strength Bonus 
  (round down; a result of 0 means it fell at your feet). If the 
  object hits a hard surface such as a wall, it takes 1d10+SB 
  Damage plus 1 for every degree of success on your Test.
  If you’re throwing such an object as an improvised weapon 
  you must make a Ballistics Skill Test rather than a Strength 
  Test. Throwing heavier objects more than half than your 
  lifting weight, but no more than your lifting weight, imposes 
  a Hard (–20) Test penalty.
  Table 7-31: Carrying, Lifting & Pushing
   Total 
  Carry† 
  Lift‡ 
  Push¥
   
  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 
  225kg
   
  9 
  67kg 
  135kg 
  270kg
   10 
  78kg 
  157kg 
  315kg
   11 
  90kg 
  180kg 
  360kg
   12 
  112kg 
  225kg 
  450kg
   13 
  225kg 
  450kg 
  900kg
   14 
  337kg 
  675kg 
  1,350kg
   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
  †Carrying Weight indicates how much you can comfortably carry. 
  ‡Lifting Weight describes how much you can lift off the ground. 
  ¥Pushing Weight describes how much weight you can shove.
  
  Flying
  Lighting
  M
  216
  LIGHTING 
  “If you dare enter these dark times, enter.”
  — Ordos Hereticus Maxim.
  M
  any adventures in Dark Heresy take place under 
  the cover of night, in the shadowy depths of caves, 
  or in the dank and foetid underhive. As a result, the 
  oppressive darkness becomes a constant enemy, concealing 
  countless terrors and monstrous threats in its depths. For 
  these reasons, light sources are of paramount importance 
  when exploring the dark places of the Imperium.
  For simplicity, Dark Heresy uses three levels of light: 
  Bright, Shadow and Darkness. Bright light is any light that 
  allows normal vision, such as sunlight or being within the 
  radius of a torch, glo-lantern, candle and so on. Shadow 
  occurs whenever a normal light source is obscured such as 
  by fog, distance or some similar effect. Darkness, naturally 
  enough, is the absence of light.
  Aside from the obvious effects of Darkness and Shadow—being 
  the inability to see, areas of Shadow and Darkness can interfere 
  with a character’s movement and combat capabilities. Characters 
  may move through areas of Shadow at no penalty, but may move 
  at only half speed or less through Darkness. Exceeding this speed 
  means that the character may drift in a random direction unless 
  the character succeeds on a Hard (-20) Perception Test. For the 
  effects of lighting on combat, see Combat.
  FLYING
  “It is my belief that foreign travel narrows the mind wonderfully.”
  — Helem Boesch, Ordo Xenos.
  F
  lying is not a common occurrence for characters in 
  Dark Heresy. Aside from certain rare pieces of tech, 
  or managing to convince a fl ying creature to hold you, 
  the odds are that the Acolytes will live and die with both feet 
  on the ground. This said, there are plenty of creatures in the 
  Warhammer 40,000 universe that do benefit from the ability 
  to fl y and when they attack it changes the character of the 
  battlefield in challenging ways. The following rules provide 
  an abstract system for dealing with fl ying.
  altItude
  On a planet, there are three broad altitude levels: Hovering, Low, 
  and High. You can change altitude by one level (up or down) 
  during each Move Action taken. If you’re using the Charge or 
  Run Actions, you can change altitudes by two levels.
  Hovering
  Hovering means that you are skimming just above the ground, 
  no higher than two metres. You can move over obstacles or 
  pits with ease, but attacks can affect you as normal. You can 
  both attack and be attacked by creatures on the ground.
  Low
  This altitude indicates that you are fl ying no more than 15 
  metres above the ground. You cannot attack or be attacked in 
  melee, but ranged attacks and Psychic Powers are possible. You 
  take no penalties for shooting downwards, but those firing up 
  at you treat you as being 16 metres further away and take a -10 
  penalty to their Ballistic Skill Tests made to attack you.
  High
  When fl ying at this altitude, you are fl ying far above the 
  ground, beyond the range of all attacks, even those coming 
  from low altitude. You can only attack or be attacked by other 
  creatures fl ying at High altitude.
  flYINg moVemeNt
  Flying creatures and characters are broken up into two 
  categories, each of which is a Trait (see Chapter XII: Aliens, 
  Heretics & Antagonists). They are Hoverers and Flyers. 
  Hoverers can move through the air, but are incapable of 
  gaining more than 2 metres of altitude. A Flyer can go high 
  into the sky, just like a bird.
  Each Trait has an associated number. This number describes 
  the character or creature’s Flying Movement. This works just 
  like regular movement, but applies only when the creature 
  is fl ying. In the case of spells and other supernatural effects, 
  Flying Movement is included in its description.
  When fl ying, a character must spend at least one Move 
  Action on his Turn each Round or he’ll fall. Hoverers simply 
  land, which causes no Damage. Flyers at Low altitude take 
  Damage from a 15 metre fall, while those at High altitude take 
  Damage from a 25+ metre fall. See Falling on page 210 for 
  more details. The Charge, Attack and Run Actions both count 
  as movement for the purposes of staying in the air.
  eXamPle
  Hybris has secured a powerful grav-harness, granting 
  him a flying movement of 6. On the first Round, he 
  goes from the ground to Hovering and moves 12 metres. 
  On the second Round, he ascends from Hovering to Low 
  altitude and moves another 12 metres. Should a renegade 
  PDF trooper 24 metres away now shoot at Hybris, the 
  Range would be 40 metres because flying at Low altitude 
  adds 16 metres to the Range.
  “We are at War WIth forces to terrIble to comPreheNd. 
  We caNNot afford mercY for aNY of Its VIctIms too 
  Weak to take the correct course. mercY destroYs us; 
  It WeakeNs us aNd saPs our resolVe. Put asIde all such 
  thoughts. theY are Not Worth of INquIsItors IN the 
  serVIce of our emPeror. PraIse hIs Name for IN our 
  resolVe We oNlY reflect hIs PurPose of WIll.”
  
  217
  the gms lot
  •
  the emPeror’s 
  INquIsItIoN
  •
  themes IN dark 
  heresY
  •
  We’re oN a 
  mIssIoN from 
  the god-emPeror
  •
  for glorY or gaIN
  •
  INteractIoN
  •
  fear & damNatIoN
  •
  goINg INsaNe
  •
  corruPtIoN
  •
  the dark PoWers
  
  218
  Chapter   VIII: 
  The Game 
  Master
  T
  The GM’s Lot
  Chapter VIII: 
  The Game 
  Master
  “Every soul wavers between the Void and the Emperor’s Holy 
  Light. Most falter.”
  — Inquisitor Kaede, Ordo Hereticus.
  T
  he Imperium of Man is vast beyond all mortal 
  reckoning. A legion of Administratum scribes 
  working their entire lives to produce a single 
  accurate accounting of the God-Emperor’s realm would 
  be doomed to failure before they had even started as 
  the numbers exist only in a continuous fl ux. Worlds are 
  constantly being found, lost, rediscovered and destroyed 
  throughout the Imperium. Across this grand sweep of 
  planets every conceivable culture, political system and 
  ideal is somewhere represented. There are wonders and 
  atrocities, saviours and lunatics, sinners and tyrants. There 
  is courage that can break the heart and knowledge that 
  can harrow the soul. All these worlds, as well as those 
  teeming masses dwelling on and between them, are yours 
  to define should you take up the mantle of Game Master. 
  But remember, power corrupts they say, but it is those 
  without it that most often speak thus…
  THE GM’S LOT
  The Game Master has the vital task of bringing the grim 
  darkness of the far future to life for the rest of the group, 
  mainly by subjecting the Player Characters to the many 
  horrible confrontations they will doubtless have as they make 
  themselves useful to the Inquisition. It is the GM who runs 
  the game, sets the stage that is the Imperium and ensures that 
  everyone is enjoying themselves. It isn’t always easy, but it 
  can be a lot of fun and very rewarding. If you’re the GM for 
  your group, this chapter is designed to help you with your 
  job, explaining what this game is about and assisting you in 
  coming up with memorable experiences (the terminology 
  for such incidents is usually “adventures” or “scenarios”) for 
  your Acolyte band. If you’re a player, you may wish to lightly 
  peruse this chapter just to catch a glimpse of some of the 
  horrors that may be in store for your Acolyte.
  Your job as GM is a bit like being the director of a play 
  without a finalised script. You’ve assembled your cast (the 
  players), know where the action is located (somewhere in 
  the Dark Heresy universe), set the proper mood (a dark and 
  merciless future) and have an idea of how the story goes 
  (an adventure)—now you have to bring all these elements 
  together to craft an exciting production. If you do your 
  job well, everyone participating will have fun, perhaps in 
  spite of growing to love and hate you for all the terrifying 
  events you keep subjecting their PCs to!
  Before you run your first game, you should prepare yourself:
  Read this rulebook—Don’t just skim it—read it. You 
  need to know the rules better than anyone else in the 
  group. You don’t need to memorise them, but you should 
  certainly know where to look should a question come up. 
  If you are familiar with Warhammer Fantasy Roleplay, you’ll 
  find the rules familiar, but note that there are a few critical 
  differences in approach.
  Have a plot in mind—Before you can run a game, you 
  need to have at least some idea of what will happen. That 
  idea may be as vague as, “The Acolytes meet Ethern the 
  Bone Numberer and then we’ll see…” to a fully described, 
  published adventure from Black Industries (one of which 
  is included in the back of this book). Our website also has 
  an ever-growing selection of free adventures to download 
  and run. A pre-designed adventure has the advantage of 
  being ready to play, whereas making up your own, while 
  time-consuming, has its own rewards. Whichever course 
  you choose, be as familiar as you can with the story you’ve 
  chosen before beginning.
  Ready your supplies—You will need a small collection 
  of ten-sided dice—two for each player, including 
  yourself—to run Dark Heresy. One character sheet per 
  player, writing implements and some notepaper is also a 
  good idea.
  ruNNINg dark heresY
  Once everyone has generated an Acolyte, you can start the 
  game. As Game Master, the following tasks are your main 
  responsibilities:
  Framing the story—The far future of the Imperium 
  is enormously different from the world we know. It is 
  to you that your players will look for their cues on how 
  their PCs should act and react to the world around them, 
  for you are the lens through which they view the dark 
  future. Describe their surroundings in detail, lingering 
  on what their senses tell them, the sights, the sounds 
  and the smells. The better you are at depicting the right 
  atmosphere, the more invested your players will become 
  in their characters and the adventure.
  Act as the referee—You are the final arbiter of game 
  rules in all circumstances. When a player wishes to make 
  a Skill Test, you tell them what dice to roll and what 
  penalties or bonuses might be appropriate. You decide what 
  is probable, possible, unlikely and fl at-out insane. Keep in 
  mind that it’s easy to say “No” to the various stunts your 
  PCs will try to pull off, but often a lot more fun to say 
  “Yes, but there will be consequences…”
  Take on the role of the Non-Player Characters— 
  Everyone and everything who is not an Acolyte is played 
  by you. Big job, that. This extensive variety of beings 
  are known as Non-Player Characters (NPCs). In Dark 
  Heresy, they range from simple serfs to a variety of 
  alien races with inhuman mindsets. There are several 
  sections later in this chapter to assist in characterising 
  the many roles you will be playing. The important thing 
  to remember is that the PCs are really whom the story is 
  about, and the NPCs you introduce are supposed to serve 
  that end.
  
  219
  The Emporer’s 
  Inquisition
  T
  Know Them 
  By Their Works
  THE EMPEROR’S 
  INQUISITION
  T
  he central premise of Dark Heresy is that the PCs are 
  Acolytes of an Inquisitor—exceptional individuals 
  from other paths, whose unique personal attributes 
  have brought them to the attention of a member of the 
  Inquisition. The Acolytes have been recruited to serve their 
  Inquisitor to the best of their ability. Inquisitors are few 
  and scattered, for the Imperium of Man is vast and the its 
  enemies are legion. The powerful Inquisitors have neither 
  the time nor the resources to personally follow up every 
  accusation of heresy that may come to their attention. This 
  is where the players come in.
  They are operatives of the Inquisition, empowered to 
  investigate allegations of heresy and other charges of 
  deviant behaviour on behalf of their Inquisitor. While the 
  power of Acolytes is definitely limited compared to that of 
  a full Bearer of the Seal, when the time comes for them to 
  brandish their Inquisitorial Rosettes, few will take them 
  lightly. Most of the time though, Acolytes work in disguise 
  or from the shadows, as word of their presence or actual 
  identities could alert their enemies, especially if the local 
  authorities are the ones they’ve been sent to investigate.
  Acolytes join the Inquisition for as many reasons as there 
  are Acolytes. Many believe the work of the Inquisition is 
  holy and in serving its needs they serve the God-Emperor. 
  Some seek redemption for past deeds, while others just 
  want a clean data-slate. A fair number care only that 
  the Inquisition pays well. Regardless of their reasons 
  for joining their Inquisitor’s retinue, the PCs must work 
  together as part of a group that includes the Inquisitor 
  who recruited them along with other agents that may or 
  may not be known to them. For more details, see Chapter 
  X: The Inquisition.
  KNOW THEM 
  BY THEIR WORKS
  The type of Inquisitor each group of Acolytes works for 
  will affect the majority of Dark Heresy adventures you 
  run for them and will certainly end up colouring their 
  perceptions of the Imperium. While players are often 
  willing to be fairly flexible in what they’ll put up with 
  for a one-off game, you can rest assured that if you wish 
  to run a series of linked adventures, usually known as 
  a “campaign”, they’ll want a say in the nature of their 
  patron Inquisitor. Actually, this can be a great asset to you 
  as a GM and you should strongly consider discussing the 
  merits of various potential Inquisitors with your players 
  before the game begins. Several of the Inquisitors of the 
  Calixian Conclave are detailed from pages 316–322. 
  They represent a wide range of beliefs and philosophies, 
  affording you and your players a fair number of patron 
  choices. If none of them interest you, you can create 
  another Inquisitor to better suit your group’s desires. The 
  sort of Inquisitor they prefer can tell you a lot about what 
  it is they might want from adventures and your campaign. 
  Anyone wanting to work for the Ordo Malleus clearly 
  wishes to struggle against Daemons, just as those seeking 
  employment with an Inquisitor of the Ordo Xenos crave 
  alien conspiracies. Those that would follow the Ordo 
  Hereticus wish to seek out and eradicate the corruption 
  that lies within.
  goldeN rules
  There are five golden rules to remember when running a game. While one could, and indeed several people have, written 
  books about the art of game mastering, if you keep these rules in mind you won’t go far wrong.
  Always be fair. Remember, you are the referee. The rules are here to help you make decisions, but many of them 
  rely on your sense of fair play. Since you control the game in a very real sense, it’s easy to let that go to your head. Do not 
  give in to that temptation and do not start acting arbitrarily. Roleplaying is a group experience and your players must trust 
  that you’ll do the right thing.
  Give them a chance. Players come up with all kinds of crazy ideas. Often, your first instinct will be to say, ‘No, you 
  can’t do that.’ Resist that urge and stop to consider the action. Players are frequently quite inventive and you don’t want to 
  squash that. Rather than just saying ‘no’, give them a chance—even if it’s a small one. They are the heroes of your story 
  after all and they deserve it.
  Lay down the law. That said, remember you are in charge. Some players delight in running roughshod over carefully 
  prepared games. It is thus sometimes necessary to remind them who’s the boss. Other players will try to endlessly argue 
  with you about the rules. Do not let them get away with it. Simply say, “That’s my ruling, it’s time to move on.”
  Don’t play favourites. This goes back to the point about fair play. All your players should get equal “screen time”. If 
  one character is dominating a scene, make sure to ask the others what they are doing and try to re-engage them in the 
  game. Also, make sure that everyone gets a chance at interesting story opportunities and whatever special items you deem 
  appropriate to hand out.
  Keep the pace brisk. You are the narrator of this story, so it is your responsibility to keep it moving. It’s easy to get 
  bogged down looking up rules,  or going off on a wild tangent. Try to rein that in and keep up the pace. The last thing you 
  want to see when you look up from behind your GM screen is bored faces.
  
  220
  W
  Themes in 
  Dark Heresy
  Many are Called, 
  Most areFound 
  Wanting
  There is Taint 
    In All Things
  One Minute to 
  Midnight
  MANY ARE CALLED, 
  MOST ARE FOUND 
  WANTING
  A lot of roleplaying games start characters off with few built-
  in presumptions and no particular expectation of action other 
  than “adventuring”—translation: you are a group of random 
  individuals of varying talents who have coincidentally met 
  in a tavern and decided to set out in search of riches and 
  excitement. Dark Heresy supposes that the PCs are all skilled 
  individuals who were hired by their Inquisitor employer at 
  some point in the “past” of your game’s time-line for the 
  specific purpose of assisting him in rooting out heresy within 
  the Calixis Sector. In fact, one or more of the characters may 
  have worked for the Inquisition in such a capacity for many 
  years. Your initial adventure, however, is likely to be the first 
  time the PCs have ever met or worked with one another 
  as a group, as many Inquisitors are fond of gathering cells 
  of diverse Acolytes together whose skills complement one 
  another—a convenient practice from a GM’s point of view. A 
  single adventure can take anywhere from one game session to 
  a dozen or more to conclude. Most Dark Heresy adventures 
  are liable to continue until a given case of the Inquisition has 
  been investigated and a variable number of heretics have been 
  either identified for others to handle or dealt with directly 
  by the PCs.
  THEMES IN 
  DARK HERESY
  W
  hether you intend to plot out a single adventure 
  or lay the framework for an entire campaign, 
  there are certain ideas that resonate throughout 
  Dark Heresy. By planning adventures that help to evoke 
  and further these themes, you will help to immerse your 
  players into the dark distant future of the Imperium.
  ONE MINUTE TO 
  MIDNIGHT
  The Imperium is tottering on the brink of ruin and disaster. 
  Enemies surround mankind: terrible, rapacious and horrific 
  enemies that seek to destroy humanity utterly. Across the 
  Imperium, man is caught up in countless struggles to survive. 
  Doom fills the air, and the end is nigh. In the Calixis Sector, 
  the terrifying Tyrant Star waxes fat and powerful, ready to 
  unleash hell, unless, that is, the Inquisition can somehow turn 
  back the overwhelming tide of dread and ruin.
  THERE IS TAINT 
  IN ALL THINGS
  Corruption, in every manner it can be expressed, is 
  everywhere. Entropy is the natural state of the universe. 
  All things inevitably seek to break down into the primal 
  chaos from which they came. The efforts of humanity to 
  hold corruption at bay will ultimately prove to be futile, 
  as every system that has ever been erected to hold off the 
  decay are also subject to it.
  Libraries built to maintain accurate knowledge of the 
  past corrode; their codifiers break down introducing errors 
  into the data records. Scrolls are burned, lost, miscopied 
  or deliberately falsified by those who would control the 
  future by altering the past. Institutions form, fl ourish for 
  a time, then fall short of their promises, forgetting their 
  original purpose. Eventually, many such organisations exist 
  only because tradition dictates that they should do so, for 
  nobody knows why they were created or the meaning of 
  the work they do.
  Most obvious to all is the corruption of the body, for 
  mutation has become common on many Imperial worlds, 
  and incidents regarding psykers grow more frequent with 
  every passing century. Subtler still is the threat posed by 
  the many people who slowly adapt physically to their 
  environments, losing the “purity” of the human form and 
  those who have forgone “meat” in favour of metal. Souls 
  and minds fester as surely as fl esh. Daemonic infl uence is 
  ever present. Insanity is rife. Those that seek to do what is 
  just lose their way, their pure motives corroding until they 
  find themselves performing the most debased and vile of 
  acts all in the name of decency.
  PlaYINg the INquIsItor
  Whatever sort of Inquisitor you end up choosing, 
  remember it is the Acolytes who are the true protagonists 
  of your Dark Heresy adventures. Since the Inquisitor is 
  likely to be an NPC played by you, don’t make a habit of 
  upstaging the PCs. Make certain the Inquisitor is often 
  busy with other cases, ideally those that are whole sub-
  sectors away. In the Imperium, communication between 
  worlds is very slow—astropathic transmissions can take 
  a great deal of time and requests for immediate assistance 
  are often in vain. Your Acolytes should never get the idea 
  that if they call their master whenever they’re in trouble 
  he’ll be able (or willing) to come rushing to their rescue. 
  Your greatest resource in this could very well be your 
  players—just ask them what their master is doing and 
  why he can’t help them. Their answers could even serve 
  to set up future adventures!
  “some maY questIoN Your rIght to destroY teN 
  bIllIoN PeoPle.  those Who uNderstaNd realIse 
  that You haVe No rIght to let them lIVe…”
  
  221
  Calcified 
  Knowledge and 
  Mystical Technology
  There is Only War
  Know Your Place
  CALCIFIED 
  KNOWLEDGE AND 
  MYSTICAL TECHNOLOGY
  In the Imperium, most of its citizens have no idea how the 
  manifold examples of extant and ancient technology work 
  or that they even exist. A soldier of the Imperial Guard 
  can field strip his lasgun in under thirty seconds, yet he 
  has no grasp of what purpose the various mechanisms 
  he has pulled out of his weapon actually serve. Even the 
  low level Tech-priests of the Mechanicus of Mars have no 
  comprehension of what it is that they do—their knowledge 
  is by rote. Machines work because their operators followed 
  the appropriate rituals to appease the machine’s “spirit”—
  not because they pushed the runic button inscribed with the 
  sacred word of power “ON”.
  The Imperium prizes a stasis of thought. Traditional ways 
  are always the best ways and obedience to dogma without 
  any consideration for what it may mean is common. Thus, 
  both technology and knowledge have become sacred. All 
  but the most basic of technological devices are thought of 
  as supernatural and capable of being regarded as either holy 
  or unholy. Superstition is commonplace, as the breakdown 
  of knowledge has meant that the majority of the populace 
  are unable to comprehend the reasons why something may 
  be so; the citizens of the Imperium rely on charms and 
  ceremonies to allay their fears as they have little capacity 
  for self-examination or critical thinking. Frequent users of 
  any form of technology know a variety of rituals that they 
  must observe to keep the spirits of their machines placated. 
  There are many who truly believe that ignorance is a form of 
  strength. Active scientific research is rare and often regarded 
  with fear. Outside of the followers of the Omnissiah, it is 
  practically non-existent in the Imperium.
  THERE IS ONLY WAR
  The Imperium has a vast number of worlds that haven’t known 
  even a hint of battle for over ten thousand years, but there is 
  no Imperial world within the reach of the Astronomican that 
  doesn’t have what is known as a “siege mindset”. Constantly 
  harangued about the dangers of xenos threats and more nebulous 
  enemies that lurk out in the dark, the people of the Imperium 
  are forever being reminded that war could come to their 
  world at any time. Every planet’s tithes go towards fuelling the 
  Imperial war machine, which is eternally engaged in hundreds, 
  if not thousands, of confl icts across the galaxy. Some are 
  unquestionably large-scale wars, such as the struggle against the 
  chitinous alien horde of living weapons known as the Tyranids 
  that are presently attacking large swathes of the Eastern Fringe, 
  or the ten thousand years long fight against the traitorous ancient 
  followers of the Ruinous Powers that lurk inside the Segmentum 
  Obscurus within the region known as the Eye of Terror. Almost 
  all industries within the Imperium aid the various war efforts in 
  one way or another and the authorities of many planets are often 
  at pains to point out to their citizens how important their efforts 
  are in securing the Imperium’s future.
  KNOW YOUR PLACE
  The Imperium clings strongly to a feudal mentality. Nations 
  brought up following the Imperial Creed have a very definite 
  sense of obligation and a clear idea of what their “place” is 
  within their society. Travel is rare and most citizens never 
  leave the world of their birth. Conformity to what is expected 
  is the norm. Indeed, one of the many reasons why mutants 
  and psykers are so persecuted is because they generally exist 
  outside of the accepted bounds of Imperial culture. The 
  Imperium has three tithes, which it levies against the majority 
  of its worlds:
  •	 Control	your	psykers	and	give	them	over	to	the	Black	
  Ships.
  •	 Whether	 troops	 or	 materials,	 supply	 the	 required	
  amount when asked.
  •	 Have	no	dealings	with	enemies	of	the	Imperium.
  In exchange for adhering to these three obligations, the 
  Imperium safeguards its worlds against the many dark forces 
  arrayed against them. The majority of Imperial citizens 
  see nothing wrong with this system. Most will report any 
  “witches” they know of (though superstition may silence 
  them) and deviant behaviour when they see it. They willingly 
  join the Imperial Guard when called upon to do so, and the 
  thought of seeing an alien, much less speaking with one, is 
  abhorrent. They proudly serve their leaders and exult in the 
  Imperium’s victories. They whisper in awe about the glorious 
  campaigns of the Space Marines and tremble in fear at the 
  thought of ever crossing the Inquisition…
  That said, Inquisitors and those they tend to choose as 
  Acolytes are notorious for not knowing their place or even 
  for refusing to accept that they might have a place. It is one 
  of the great ironies of the Inquisition that in order to protect 
  Imperial society, its agents frequently remain outside of it.
  
  222
  S
  Heroes, Heretics and 
  Everyone inbetween
  We’re on 
  A Mission 
  from The 
  God-Emporer
  WE’RE ON 
  A MISSION 
  FROM THE 
  GOD-EMPEROR
  S
  o your players all have their Acolytes ready to uncover 
  heresy, seek out corruption and purge the xenos threat. 
  Time to summon the Daemon into the details. Time 
  to discuss some plot elements you’ll need to help craft an 
  adventure worthy of the name Dark Heresy.
  HEROES, HERETICS AND 
  EVERYONE IN-BETWEEN
  It is the Non-Player Characters (NPCs) that you create and play 
  that will do the most to bring the grim future of Dark Heresy alive 
  for your players. A roleplaying game is populated with all manner 
  of persons that don’t matter too much in the overall structure of 
  your adventures. Every irate clerk doesn’t really need to be given 
  game statistics. These faceless masses of NPCs serve mainly 
  as setting aids. The few that your Acolytes may actually face in 
  combat should usually have game statistics, but they can’t take a 
  whole lot of damage as they mainly serve as cannon fodder.
  There are others though, who are special. These are more 
  detailed NPCs and their interactions with the Acolytes should 
  ultimately serve to drive the plots of many of your adventures. 
  Major NPCs do not necessarily need to be as fully detailed as a 
  PC, though they most often will be. Their purpose in your game 
  is to bring depth to the setting by highlighting different aspects of 
  it, and often, to create confl ict. Confl ict is what drives every good 
  story, though the nature of the confl ict varies. In many roleplaying 
  games, confl ict is often violent, but the desires and needs of NPCs 
  can cause other sorts of clashes as well. Whenever you introduce 
  a major NPC, you should consider exactly how he/she/it will 
  interact with your band of Acolytes. The desires and needs of these 
  NPCs will directly affect what they may want from your PCs. The 
  following broad categories cover the majority of what most such 
  major characters could want.
  helP
  The NPC wishes or needs the assistance of one or more of the 
  Acolytes. The characters’ master could questionably fall into 
  this category. No one approaches agents of the Inquisition 
  lightly, so if your PCs have settled in one area long enough 
  to be known to the locals, those approaching them are likely 
  to have very serious problems. Travelling or incognito, PCs 
  could still be asked for help for any number of reasons. Since 
  PCs tend to be fairly competent individuals, one common 
  reason they may be approached is because the NPC wishes to 
  make use of the skills that they have.
  eXPloIt
  The NPC intends to use the PCs to his advantage, regardless 
  of their personal desires on the subject. Such an NPC may 
  frame the band (or expose their actual practices to the right 
  people) in order to advance his own position or further his 
  plans. Some Inquisitors push their Acolytes until they break, 
  then casually discard them when they are no longer of use. 
  Note, however, that not all NPCs that set out to utilise the PCs 
  necessarily intend them harm. The nobleman who wishes to 
  see his corrupt brother removed so that he has a clearer line to 
  power may offer his assistance freely to the characters—he is 
  still exploiting them for his own ends, but he is also helping 
  them do their job.
  resIst
  The NPC opposes the PCs in some way—a state that can 
  range from “friendly rivalry” to “willing to destroy an entire 
  planet, if it will kill one or more of the Acolytes”. Generally, 
  any dangerous heretics the PCs ever fight will fall under this 
  category, with the really clever ones perhaps attempting to 
  exploit them as well.
  teach
  Often the rarest of NPCs, but still among the most important, 
  instructors and mentors both have this motivation. Such 
  NPCs wish to increase one or more of the Acolytes’ skills or 
  understanding. Some truly have an altruistic desire to teach, 
  whereas others will have selfish reasons for imparting their 
  wisdom, in which case they may well intend to use their 
  position of trust with the PCs to manipulate them. One or 
  more of your players’ Acolytes could be a student of their 
  employer, especially if the PC is intending to become an 
  Inquisitor himself one day. 
  Finally, consider how the NPC intends to get what he 
  wants from the Acolytes. What sort of person is he? Will he 
  ask politely, or ruthlessly blackmail the PCs into doing his 
  bidding? Will he seek to have them all killed from a distance 
  or will his honour insist that he look them each one directly in 
  the eyes before he gives orders for them to be cut down. What 
  resources are at his disposal to accomplish his aims? How far 
  is he willing to go if the PCs defy him? Thinking about the 
  answers to these questions before the Acolytes even meet your 
  NPC will help you roleplay them effectively, especially since 
  no PC will ever do exactly what you expect them to.
  There are many ways to run foul of the Emperor’s Inquisition. 
  A fair number of Imperial transgressions are not the choice 
  of the offender in question, for example, nobody asks to be 
  born a mutant. Those that wilfully break the Emperor’s laws, 
  though, tend to be fairly dangerous types as the penalties 
  are invariably harsh. When creating “bad guys” for your 
  Acolytes to take on, remember that few “villains” ever see 
  themselves as such. Regardless of whatever crimes they have 
  committed, they justify their behaviour, to themselves at least, 
  as appropriate considering their circumstances. In some cases, 
  the PCs may even agree with them, which doesn’t make the 
  heretics in question any less guilty.
  
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  A Proper Stage
  Variety, as the old saying has it, is the spice of life—it 
  is certainly the key to creating engaging foes for your 
  Acolytes. If every heretic is a Chaos cultist that represents 
  a galaxy-striding evil, your adventures can swiftly become 
  somewhat repetitious. Choose foes with a variety of 
  different means and abilities. It’s always worthwhile to 
  come up with one or two really nasty villains—perhaps 
  they/him/it reappear a couple of times in a campaign 
  and become a nemesis to the Acolytes. When your players 
  discover that their Acolytes are trying to stop something 
  truly monstrous, their engagement in the game will be 
  heightened and their fun increased.
  A PROPER STAGE
  The sheer number of settings available in the Imperium may 
  be somewhat overwhelming. While deciding where you want 
  to set an adventure, think about its scope. Are the Acolytes 
  meant to track down a single fugitive or do you intend them 
  to uncover the tendrils of a massive cult that worships strange 
  alien masters? By thinking in advance about what your PCs 
  will be doing, you can help pick a proper stage (or stages) 
  for them to do it on. Many campaigns can begin and end 
  on a single planet—some of them may never even leave the 
  bowels of a specific hive—but others may well roam from 
  world to world.
  The types of adventures you’re running are surely 
  influenced by where you set them as well. A “murder 
  mystery” set on a desolate colony world will feel very 
  different to one that plays out in a noble’s court. The 
  setting itself can be the primary element in some 
  adventures, especially if you highlight one or more of 
  the parts of the setting unique to Dark Heresy. Take, for 
  example, a ship travelling through the warp, one protected 
  only by the geller fields that hold warp predators at bay. 
  Anyone travelling on such a ship is effectively trapped 
  until it makes its next stop in realspace. But let’s persist 
  in this—what is one of the worst things that can happen 
  when you’re trapped? Being hunted. So what could hunt 
  the Acolytes? A xenoform? An assassin? Eversor assassins 
  tend to be somewhat… unstable. What if the PCs were 
  hitching a ride with an Inquisitorial ship when an Eversor 
  got loose in the hold, an Eversor whose last orders were 
  to kill everything he came into contact with, until given 
  the right code words to make him stand down? What if 
  the same accident that set him loose killed the only man 
  on board that knew the code words? One night’s setting 
  and adventure (staying alive!) all in one.
  Just as there are appropriate settings for various 
  adventures, there are a lot of exciting places to have a fight. 
  Whenever there is a likelihood that combat will occur in 
  your game, see if you can arrange for it to be somewhere 
  interesting. Very few fights in Dark Heresy happen out 
  in open fields with no cover. Thinking about the “terrain” 
  in advance will give you some idea of what could happen 
  during the fight, as well as making the fight exciting for 
  your PCs. Combat is deadly in Dark Heresy and battles 
  should always be swift and uncertain—a course one only 
  engages in if there is no other option.
  
  224
  Heresies 
  Great and Small
  HERESIES 
  GREAT AND SMALL
  The following are examples of the types of adventures that 
  members of the Inquisition face on a regular basis. A few 
  of these situations only challenge the inexperienced, for if 
  you’re still alive after having investigated the shadows of the 
  Imperium for a century or two, you’ll have doubtless learned 
  more than you care to about heresy. Others will test the mettle 
  of even the most stalwart of Inquisitors.
  somethINg Is aWrY
  The greatest troubles often begin with only the smallest of 
  warnings; like an iceberg, the modest peak that shows above the 
  surface gives no indication of the scope of that which lies beneath. 
  Many investigations crucial to the Imperium’s history have begun 
  simply, heralded by an ominous phrase such as, “Ezekial has been 
  acting strange lately”. Experienced agents of the Inquisition soon 
  develop a keen eye for noticing unusual patterns of behaviour 
  and what they might indicate, such as cult activity, Daemonic 
  possession, psychic emergence, xenos infl uence and so on—the 
  list is long. They also have to be wary that they don’t start reading 
  ominous doom in every stray glance and odd bit of conduct that 
  they happen to notice, as there are a fair number of non-heretical 
  explanations for a wide range of unusual activities.
  Many Acolytes end up spending a fair amount of time secretly 
  studying suspicious individuals from a distance in order to discern 
  if anything heretical is actually occurring. If they do discover 
  that their subject has succumbed to heresy, their response varies 
  depending on what the heretic is up to. Frequently, however, 
  criminal dealings of one sort or another are the reason for wary 
  conduct. Inquisitors generally expect their Acolytes to report 
  such activity to the local authorities to handle when they find it, 
  as they have better uses for their agents than allowing them to 
  act as impromptu police. Sometimes what appears to be “normal’ 
  criminal behaviour is in fact the first clue to a deeper and darker 
  conspiracy, where random threads and clues start to build an 
  elaborate picture of a grand criminal or Daemonic plan. Some 
  Inquisitors, especially those with more fl exible morals, are deft at 
  using underworld elements to their advantage—their Acolytes may, 
  in fact, find themselves acting as liaisons between their master and 
  the criminals they’ve discovered. Such Inquisitors are frequently 
  willing to extend a certain amount of “protection” to the right sort 
  of thugs, in exchange for information, black market goods, extra 
  muscle when needed, etc.
  We’re all cultIsts here
  The only religion “officially” recognised by the Imperium is the Cult 
  of the God-Emperor, which ostensibly follows the Imperial Creed as 
  taught by the preachers of the Adeptus Ministorum. All other cults 
  are heretical, including the Cult Mechanicus, though only the most 
  unthinkingly zealous of priests attempt to preach against the beliefs 
  of the Machine God’s followers. While this seems straightforward on 
  the surface, the Imperial Creed has in fact been interpreted countless 
  different ways over the various worlds on which it fl ourishes. What’s 
  more, the Ecclesiarchy was only established as the official religion of 
  
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  the Imperium close to 3,000 years after the Emperor was encased in 
  the Golden Throne as it had, prior to its ascension, been the largest 
  and most infl uential of the many cults dedicated to the God-Emperor, 
  all of which had sprung up after His “deification”. Consequently, 
  there are many, many different sects within the Imperium, the 
  majority of which can legitimately claim authenticity—although if 
  each was to explain their beliefs in detail to one another a holy war 
  of epic proportions would likely occur, as all sides would regard the 
  others as heretics on account of their deviations from the “one true 
  faith”. The Adeptus Ministorum exists to prevent such occurrences, 
  but they still arise from time to time. Generally, the Ecclesiarchy is 
  loath to bring the Inquisition into such matters, though if they must 
  summon an Inquisitor, they will invariably request a member of the 
  Ordo Hereticus.
  Whichever particular strain of the Imperial Creed that the 
  Ecclesiarchy favours in any given century is not what concerns 
  the Inquisition, but the ease with which true deviancy can slip by 
  unnoticed into the many variations of the God-Emperor’s Cult. 
  Since few Imperial citizens are raised to question authority and 
  the majority are encouraged to believe in what they are told by 
  the members of the Ecclesiarchy, a subtly corrupt priest can do 
  massive damage before being discovered. The populace of entire 
  worlds have been lost to suicide cults and much worse because 
  of warp-tainted demagogues. The medieval mindset of Imperial 
  citizens encourages them to deeply believe in spiritual powers 
  beyond their comprehension, which the Ecclesiarchy tells them 
  should be the God-Emperor. The followers of the Ruinous Powers 
  have learned to take advantage of the Imperial “need to believe” 
  by combining it with the subtle lure of secret lore or privileges. 
  By posing as one of the countless sects of the God-Emperor, one 
  offering certain advantages or boasting a lofty or elitist status, a 
  Chaos cult can ensnare many infl uential followers. By the time 
  such people are initiated into the “deeper mysteries” that their 
  new sect offers, it is far too late for them to escape its clutches. 
  Those who embrace the worship of the foul Chaos gods turn 
  their back on the Emperor and His works, involving themselves 
  in acts of heinous depravity and utter madness as they walk the 
  razor-lined path to power that the Ruinous Powers offer.
  It is one of the primary duties of the Inquisition to root out 
  and destroy cults dedicated to the dark gods of Chaos before 
  they can do any lasting harm. One of the most dangerous 
  tasks that a band of Acolytes can take on is the infiltration and 
  possible elimination of a Chaos cult. Not only is there a very real 
  danger if one is discovered, there is also a terrible chance of warp 
  corruption of the soul from learning too much of a heretical cult’s 
  beliefs. These secretive cults are incredibly dangerous opponents, 
  as it can be very difficult to tell how far their infl uence has 
  spread. It is difficult to rely on local backup if you think they may 
  suddenly turn on you! Worse still, the corruption inherent in such 
  depraved beliefs can often manifest itself in disturbingly tangible 
  ways—the leaders of such cults often have strange powers and 
  are frequently mutants, powerful psykers, Daemon-touched or 
  a combination thereof. While the majority of Acolyte bands 
  will only be involved in the discovery and elimination of such 
  groups, there are some Radical Inquisitors who allow and even 
  encourage heretical cults in the belief that they can use them to 
  further their aims—fighting fire with fire, so to speak. Acolytes 
  working for such an Inquisitor may find their faith sorely tested 
  if they are asked to cooperate in certain rituals…
  the creatures outsIde
  The Adeptus Ministorum preaches that the Emperor’s greatest 
  glory lies in His protection of humanity from the horrors of the 
  immaterium. The Astronomican, which guides the ships of the 
  Imperium through the darkness of the warp, is the most tangible 
  example of his benevolence. The Ecclesiarchy makes a point of not 
  discussing what those unseen terrors might be, though. Within the 
  Imperium, the Navis Nobilite and the Inquisition have the greatest 
  knowledge of what resides in the darkness of the empyrean. The 
  warp is thought to be a dark refl ection of the material universe, a 
  place of raw emotion given form. Psykers claim that every soul (save 
  those of Untouchables) fl ickers as a light in the immaterium. The 
  light of a psyker burns the brightest and, without the proper mental 
  discipline or training, can serve to summon forth the beings that call 
  the warp home when they invoke their powers. While there are a 
  variety of strange life forms that exist in the warp, the type that tends 
  to concern the Inquisition the most are known as warp entities.
  Warp entities are creatures that the Ordo Malleus believes to be 
  formed of the raw energy of the immaterium itself. The majority 
  of such creatures seem to be hostile to terrestrial life, but the most 
  dangerous by far are the Daemons of Chaos. Daemons are typically 
  formed from the most extreme thoughts and emotions congealed into 
  a single sentience. The Daemonhunters have spent millennia trying to 
  catalogue all the different forms the Daemon can take, but the task is 
  never complete, as the Daemon hordes seem to be endless. All Daemons 
  hate, yet desire, the world of fl esh with terrible endless malice. They 
  hunger for a solid form and the sensations that a body can provide, 
  even as they despise the weaknesses of living beings. Unprotected 
  psykers represent the surest way that Daemons can force their way 
  into realspace, using the unfortunate psyker as an energy conduit to 
  allow them access. Daemons take on a myriad of different appearances 
  in realspace, but all are composed of energy made fl esh and even the 
  most “lesser” Daemon is incredibly deadly. Fortunately, as creatures 
  of the immaterium, they require a continuous fl ow of emotional or 
  psychic power to sustain them or they soon lose physical form and 
  collapse back into energy, returning to the warp whence they came. 
  Unfortunately, areas where Daemons have succeeded in attaining fl esh 
  become corrupt as the dimensions stretch thin, making the process 
  of crossing into realspace progressively easier. Eventually the barrier 
  between dimensions can collapse entirely, permanently juxtaposing an 
  area of the immaterium with an equal area of realspace, resulting in a 
  hellish Chaos realm where spirit and fl esh become equally malleable. 
  Daemons that wish to stay in realspace for an extended time will try 
  to possess a psyker by seizing control of his body. If the Daemon 
  is successful, the resulting creature is known as a Daemonhost and 
  while often not as powerful as a manifested Daemon, they are still 
  some of the most dangerous beings in the galaxy. Daemons frequently 
  cooperate with the followers of the Chaos gods to benefit from the 
  blasphemous rituals that cultists perform to bring them across from the 
  empyrean and into reality, in order to further the cultists’ own power.
  Acolytes of the Inquisition, especially those seconded to the Ordo 
  Malleus, are trained to look for signs of Daemonic possession. Such 
  foes cannot go long unopposed, for their power can grow greatly 
  very, very quickly—and Acolytes that discover the undue infl uence 
  of the warp often have to act swiftly to stop it before it can spread 
  beyond control. The role of the Daemonhunter is a lonely one, for 
  few have the strength of will or the spirit to long endure the terrible 
  knowledge of the Daemonic. Acolytes who take up this most sacred 
  
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  of roles frequently start out pious but often become greatly troubled 
  by what they encounter. Numerous agents eventually succumb to 
  corruption of some sort, if they manage to survive for long. The few 
  that endure with their sanity intact frequently request that they be 
  allowed to either concentrate on other foes or retire entirely from 
  active fieldwork in the service of the Inquisition. Despite the many 
  obvious and manifest dangers of the Daemonic, there are those 
  Inquisitors who believe that the power of Chaos can be used against 
  itself. The most audacious, be they knowledgeable or simply foolish, 
  dare to bind a Daemon into a specially prepared body marked with 
  blessed runes of binding and snared with eldritch sigil-carved chains 
  to form a creature known as a Daemonhost. Daemonhosts are bound 
  to serve their creator and theoretically obey his commands without 
  question, though this is a dubious prospect at best. Any Inquisitor 
  that is ever proved to have created a Daemonhost is automatically 
  declared Excommunicate Traitoris and hunted down by his fellows, 
  invariably led by a squad of Grey Knights—the legendary Chapter 
  of Adeptus Astartes that serves as the Ordo Malleus’s chamber 
  militant. So why do Radical Inquisitors even risk such a reprimand? 
  Because Daemonhosts are grotesquely powerful and a potent asset 
  when combating other Daemons and rogue psykers. Acolytes that 
  become aware of an Inquisitor who employs Daemonhosts are 
  honour-bound to report the matter to the Ordo Malleus. Those that 
  don’t are automatically condemned along with him if his heresy is 
  ever discovered and their silence is proven.
  the Problem WIth PsYkers
  Psykers are feared and hated, widely denounced as heretics. 
  The mightiest of their number can unerringly command entire 
  populations, fl ing their thoughts to the farthest reaches of the galaxy 
  and crush a Battle Titan with their will. They are dangerous potential 
  conduits for Daemons from the immaterium.
  One of the responsibilities that Acolytes may take on is the search 
  for newly emerging psykers. Such a task can be a heavy emotional 
  burden, as psykers come from every walk of life and almost none 
  of them asked to be one. Many of them fear and hate what they’ve 
  become. They are often filled with rage and self-loathing, which, 
  when combined with their newly acquired powers, can make them 
  dangerous and unpredictable opponents. Psykers who have embraced 
  their abilities are even worse. Their control over their psychic talent is 
  seldom precise, but they are often still devastatingly lethal to everyone 
  around them. Psykers who manage to avoid early Imperial detection 
  are forced to hide their powers by going where the standard 
  authorities would be loath to follow them; many Imperial worlds 
  have lawless areas where even the toughest arbitrators will not go and 
  it is there that wyrds can be found, selling their powers to the highest 
  bidder. Wyrds are mercenary psykers, self-taught individuals of wildly 
  varied abilities who eke out a living as far from Imperial scrutiny as 
  they can. The Inquisition is not the only group on the lookout for 
  psykers, though. A number of fl edging psykers are inducted into 
  cults or other groups willing to hide them from the Black Ships’ tithe. 
  Psykers in league with the forces of Chaos are one of the greatest 
  dangers the Imperium faces. Acolytes fighting rogue psykers who 
  are allied with the Ruinous Powers face an enemy that may very well 
  know what they intend to do before they can even enact it. Such 
  opponents are willing to pull forth the secrets of the Acolytes’ past in 
  order to mentally violate them, making the fight against experienced 
  psykers as emotionally damaging as fighting against Daemons. The 
  Inquisition is thus one of the foremost bodies of the Imperium for 
  making use of Untouchables to serve the cause of the Ordo Hereticus 
  in the capture and/or execution of rogue psykers.
  XeNos amoNg us
  The Ecclesiarchy preaches that it is the manifest destiny of the 
  God-Emperor’s Imperium to rule the entire galaxy and even those 
  of more secular leanings believe this to be so. All other races are 
  regarded as trespassing in humanity’s space. The majority of humans 
  that willingly deal with sentient xenos in any other than a violent 
  fashion are considered to be heretics. Still, the scattered nature of the 
  Imperium’s many systems means there are a vast number of planets 
  that bear xenoforms interlaced with those of humanity. While there 
  are a few alien species that simply wish to be left alone, the greater 
  majority ever encountered by the Imperium are all actively hostile 
  to humankind. The Ordo Xenos is continually on the watch for 
  the many threats posed by alien life forms, from deadly diseases 
  to invasion forces. They must constantly guard against the sinister 
  threats posed by alien-worshiping cults, Eldar raiders, the Great 
  Devourer and the brutal Orks to name but a few.
  A more insidious threat is present in the form of xenos technology. 
  The more orthodox members of the Adeptus Mechanicus preach 
  that all technology that doesn’t derive from humankind is corrupt 
  and capable of endangering its user’s soul (at least, that’s how they 
  often justify their “requisitions”). Alien works are therefore often 
  deemed suspect. Imperial propaganda generally depicts all items 
  of non-human manufacture as inferior to those of humanity. If 
  forced to acknowledge the efficacy of another race’s technology, 
  they swiftly forward the Mechanicus’s arguments that xenos 
  devices are all potentially damning. None of this changes the fact 
  that a number of xenos artefacts are very powerful or can produce 
  effects unknown to humanity’s devices. Where there are illegal 
  goods, there is profit to be had and a number of criminal groups 
  throughout the Imperium deal in various xenos commodities, 
  ranging from technology to drugs to slavery.
  The Acolytes of the Ordo Xenos are forever on the watch 
  for any signs of xenos infl uence. Cults dedicated to various 
  xenos gods or venerating strange aliens themselves fall under 
  their charter as do the many suspect criminal cartels and users 
  of proscribed xenos technology. The agents of the Inquisition 
  ceaselessly search for patterns when xenos become involved in 
  any enterprise, because history has repeatedly shown that small 
  intrusions often pave the way for full-scale invasions.
  rebellIous INteNt
  If they are able to do so, most of the Imperium’s citizens seem to 
  be content to go about their lives in relative peace. Many of the 
  societies of the Imperium’s worlds are oppressive though, which 
  breeds resentment. Even the worlds that embrace a more egalitarian 
  viewpoint frequently encourage conformity. Neither resentment 
  nor forced compliance makes for contented people though. The 
  Administratum, which runs the Imperium, is not unaware of this 
  phenomenon. While planetary governors are allowed to run their 
  worlds as they see fit, they are always encouraged to use the twin 
  outlets of “faith” and “fear” as channels to redirect aggression. The 
  Ecclesiarchy assists with the former, and constant vague rhetoric 
  about the many threats of the galaxy helps with the latter. As long as 
  
  227
  the Imperial tithes fl ow when needed, the Administratum often turns 
  a blind eye to all but the most brutal of excesses. It is when the tithes 
  end that the troubles start, for the Imperium does not suffer rebellion 
  lightly. The greatest censure of an errant governor generally arrives in 
  the form of an Imperial assassin, though larger rebellions frequently 
  merit larger forces to put them down. Mutinous planets have been 
  decimated as examples to others—yet rebellions, no matter how 
  hopeless, will still occur, as defiance seems to be one of the defining 
  traits of humanity.
  Acolytes can find themselves involved in many different ways 
  on either side of a rebellion. Some bands specialise in going 
  undercover as they seek out particularly deadly threats lurking in 
  the downtrodden shanties and seedy drinking halls. Some Radical 
  Inquisitors may encourage rebellions (see Chapter X: The 
  Inquisition) and Acolytes working for them may take up a career 
  of rabble rousing. Neither supporting a rebellion, nor attempting to 
  put one down, makes for a sedate life.
  burNINg Words
  There are many doors that should never be opened, some secrets 
  that should be allowed to remain secrets. Nevertheless, there are 
  various groups in the Imperium that seem determined to seek 
  knowledge that has either been suppressed or deemed blasphemous. 
  There are certain factions of scholars, often ones funded by the noble 
  houses, which specialise in disciplines such as xenoarchaeology and 
  psychic phenomena. As long as their findings are “approved”, the 
  Ecclesiarchy allows them to function with little interference, but 
  a questing mind is seldom content with dogma and predisposed 
  to stray into heretical thought. The followers of the Machine God 
  are notorious for seeking out answers to forbidden questions, even 
  when their superiors have forbidden them to continue down certain 
  lines of inquiry. Finally, there are the more radical members of the 
  Inquisition itself, who often consider themselves above the need 
  to explain themselves or their reading choices. The Inquisition 
  maintains a long list of heretical texts, many of which are to be 
  burned unopened should they be discovered, that some individuals 
  often treat as a “wish list”.
  Depending on the type of Inquisitor they’re working for, 
  Acolytes could find themselves involved in either the suppression 
  of knowledge, its acquisition, or both. Stealing or destroying texts 
  and data-files, pict doctoring, secretly corrupting the journals of 
  soon-to-be-dead scholars so that their colleagues abandon certain 
  roads of inquiry, record suppression, “fact” alteration, torching labs 
  along with their occupants, searching for ancient texts—heretical 
  or otherwise, are all distinct possibilities in the pursuit of guarding 
  secrets. Remember that some knowledge is like a disease: once 
  known it cannot be unknown no matter how badly an Acolyte 
  wishes to forget what he has learned.
  We are our oWN Worst eNemY
  The single most dangerous institution in the Imperium of Man 
  is the Emperor’s Inquisition. The greatest threat many Acolytes 
  will ever face may very well come at the hands of a rival 
  Inquisitor and his retinue. The Acolytes of the Inquisition are 
  often the best at what they do: ruthless, dedicated and driven 
  by the certain knowledge that what they do is right.
  Trust is a luxury that Acolytes can seldom afford.
  
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  Experience Points
  A
  For Glory 
  or Gain?
  FOR GLORY 
  OR GAIN?
  A
  colytes join the Inquisition for many reasons, but few 
  ever manage to retire. Learning the dark secrets of 
  the galaxy is not conducive to keeping one’s sanity. 
  Acolytes regularly face deadly foes, some of which are capable 
  of rending not just bodies but souls as well. Why, then, do they 
  walk into the darkness? Each answers for themselves alone. 
  This section describes the rewards for PCs, as well as advice for 
  how to hand them out.
  EXPERIENCE POINTS
  Experience Points (xp) are the most common reward in 
  Dark Heresy. Characters use them to buy Advances, Skills, 
  Talents and Career Path changes, as this overall process 
  represents the way they become more adept over time. 
  As the GM you are responsible for awarding Experience 
  Points. You want to give out enough to ensure that 
  characters are progressing but not so much that they blow 
  through their Career Path too quickly. There are several 
  different approaches to handing out Experience 
  Points; descriptions of these follow.
  the abstract method
  This is the easiest way to hand out Experience Points and 
  the one recommended for beginners. It has one simple 
  guideline: give each player 200 xp for every four hours of 
  play time. This represents the length of an average session, 
  so this method ensures that after each game a player can 
  take an Advance, or a new Skill or Talent.
  While other methods are success-oriented, the abstract method 
  is predicated on the notion that all experience is valuable. In fact, 
  failure is often more instructive than success, so what matters is 
  simple survival. If characters can endure everything the galaxy 
  can throw at them, they deserve a reward.
  The four-hour mark is a guideline and it is meant to be 
  fl exible. If your group spends a lot of time joking around, taking 
  snack breaks and so on, you may decide that six hours is more 
  appropriate. If your sessions average three hours, but are packed 
  with adventure, that can deserve Experience Points too.
   the detaIled method
  As the name indicates, this is the most time-consuming method of 
  handing out xp, but it also gives you the greatest control. When 
  using the detailed method, you break the adventure down into 
  its component parts and give out an xp award for the successful 
  completion of each section. Essentially, each step of the plot has its 
  own reward. Awards can be as little as 5 xp for a minor event and 
  as large as 50 xp for a major one. When considering an appropriate 
  reward for each scene, you can use Table 8–1: Encounter 
  Difficulty. This breaks down each scene using the basic 
  framework of the Test Difficulty table.
  
  229
  As with Test Difficulty, you should try to be fair when 
  determining encounter difficulty. Was the obstacle easily 
  overcome or was the victory dearly bought? Were the PCs at 
  a disadvantage (perhaps due to psychic ability or numbers)? 
  How many Fate Points did they use to get through the 
  fight? These are all questions to consider when assigning 
  encounter difficulty.
  You should also consider the importance of the 
  encounter when awarding xp. Randomly killing innocents, 
  or even the guilty, without purpose merits nothing; what 
  matters is bringing heretics to face the Emperor’s justice. 
  The climactic encounter at the end of a long adventure, 
  however, is worth extra xp, perhaps up to double the 
  normal award.
  rolePlaYINg aWards
  In addition to story-based Experience Points awards, you 
  may also want to hand out individual awards for good 
  roleplaying after each session. Roleplaying awards should 
  generally be in the 20-50 xp range and they are by no 
  means automatic. The idea is to reward players who do an 
  exceptional job portraying their characters.
  What “good roleplaying” is can be quite subjective. 
  There is a temptation to reward the boisterous and 
  entertaining player, but you should try to consider 
  the personality of the character being portrayed. A 
  brooding Adeptus Mechanicus enginseer is not going 
  to dominate social situations, but effective roleplaying 
  of that personality is still worthy of an award. As the 
  campaign goes on and the characters evolve, everyone 
  in the group will gain a greater understanding of the 
  personalities of the various PCs. This ought to make 
  judging roleplaying easier.
  fate PoINts
  You may, on rare occasions, wish to award a Fate Point to an 
  Acolyte who has accomplished something truly remarkable at 
  the end of a major story arc, but you should be sparing when 
  handing them out.
  raNk & PrIVIleges
  As Acolytes of the Inquisition, the PCs already have 
  access to a great deal of worldly infl uence. Still, there 
  are many groups that will not automatically kowtow to 
  the Inquisition. Acquiring friends and allies within other 
  groups such as the underworld or the Adeptus Mechanicus 
  is always a useful “reward” for an Acolyte. Gaining fame 
  and social status within Imperial society is a bit of a 
  double-edged sword for an Acolyte—while useful, it 
  makes their frequent task of going undercover somewhat 
  difficult. Then again, such connections may make going 
  undercover unnecessary.
  Membership in exclusive groups and access to dearly 
  held secrets are great rewards for Acolytes. The Inquisition 
  has many forbidden books that only trusted agents ever 
  get access to. Characters may also have greater resources 
  allocated to them, allowing them to call in greater 
  amounts of support without having to check with their 
  Inquisitor first. A rookie Acolyte can muster almost no 
  one but his immediate companions—having to fend for 
  himself and earn the privileges long service and trust can 
  bring. An Acolyte with a century of loyal service can ask 
  for and expect to receive whole battalions of Imperial 
  Guard if he deems a situation requires it.
  elIte adVaNces
  Normally, characters cannot learn Skills and Talents that 
  are not part of their Career Advances. This is intentional. 
  If characters could pick and choose whatever Skills and 
  Talents they wanted, the entire Career Path structure 
  would break down.
  That said, you may reward characters with special 
  training that lets them buy Skills and Talents outside 
  their Career Path, but this should be a rare occurrence. 
  You also must make sure that characters justify these 
  acquisitions through their actions. Characters must 
  seek out teachers, spend time training and often pay 
  exorbitant prices for the lessons. Even then, such Skills 
  and Talents should cost at least 200 xp, if not more. 
  You may relax some of these strictures under special 
  circumstances, but don’t make it too easy. Your players 
  should never assume that they can acquire whatever 
  Skill they want regardless of their career.
  eXamPle
  In one session, the PCs followed a tip to find a seedy bar in the 
  underhive. There they met an information broker who was willing 
  to point them in the direction of a notorious smuggler, supposedly 
  dealing in xenos weapons. First, however, the broker wanted the 
  Acolytes to remove one of her competitors, and since he was a mutant, 
  they agreed. She didn’t bother to mention his well-armed gang. After 
  dealing with the underhive scum, the characters finally acquired the 
  location of the smuggler they’d been searching for. For this session, the 
  GM awards 30 xp for finding and dealing with the information 
  broker; 50 xp for the fight with the mutant and his gang; and 40 xp 
  for determining where the smuggler was located. Next session they’ll 
  doubtless pay the heretical xenos-coddling scum a visit…
  Table 8–1: Encounter Difficulty
   
  Difficulty 
  XP Award
   
  Very Easy 
  20
   
  Easy 
  30
   
  Routine 
  40
   
  Average 
  50
   
  Challenging 
  80
   
  Hard 
  100
   
  Very Hard 
  130
  
  230
  Interaction Skills
  Using 
  Interaction Skills
  M
  Interaction
  INTERACTION
  “A suspicious mind is a healthy mind.”
  — Inscription within the Bastion Serpentis
  M
  uch of Dark Heresy centres on dealing with the 
  many and varied peoples that inhabit the worlds of 
  the Imperium. From the lax guards that monitor the 
  entrances into the underhive, to the quartermasters that portion 
  out vital gear, to witnesses, contacts and spies, knowing how 
  to deal with the peoples of the 41st Millennium can give you a 
  decided advantage in rooting out and burning the heretics.
  INTERACTION SKILLS
  Chapter III: Skills presents a number of Interaction skills such 
  as Charm, Command, Deceive and Intimidate. Each of these are 
  basic Fellowship skills meaning any characters can employ them, 
  albeit at a reduced rate if they don’t have the Skill. To befriend 
  another, a player would use Charm; to issue an order, he would use 
  Command; to fool or dupe, 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
  Usually, a player doesn’t need to Test Skills to interact with other 
  characters. He simply plays the role of his character. The interactions 
  between the player, in the role of his character, and the GM, in the role 
  of the NPC, determine the outcome of the conversation. As in any 
  situation with dramatic consequences, though, a player should make an 
  appropriate Test if there are consequences for failure, if he is trying to 
  convince an NPC to do something that he or she would ordinarily not 
  do: spilling information about a secret, accept a bribe and so on, or if 
  success would advance the plot in a considerable way. Ultimately, when 
  a player does or does not make a Test is up to the GM. He will have 
  final say about the circumstances of the encounter.
  dIsPosItIoNs
  When Testing an Interaction skill, circumstances can dictate 
  the Difficulty of the Test. Such situations include atmosphere, 
  situation and an NPCs particular circumstances. However, the 
  most important factor is the NPCs disposition toward the player 
  character—how the character regards him and what feelings or 
  lack of feelings the NPC displays. The NPCs disposition, which is 
  always set by the GM, determines the base difficulty. Other factors 
  can adjust the Difficulty up or down as the situation demands. 
  Table 8–2: Dispositions provides sample dispositions based on 
  the Test a player is attempting and the corresponding Difficulty.
  On a successful Test, the target’s disposition improves by 
  one step, plus one step per degree of success. On a failed Test, 
  the target’s disposition remains unchanged and worsens by 
  one step for each degree of failure.
  Generally, a target must at least be Indifferent to do as requested, 
  and then the target will only do what the player wants 50% of 
  the time if left to his own devices. Each step above Indifferent 
  indicates that the target is 10% more likely to do as requested. 
  Under supervision, the base chance increases by 20%.
  INteractIoN aNd grouPs
  When a player uses an Interaction skill against a group of 
  individuals, he resolves the Test in the way already described, 
  but the GM sets the disposition based on the overall attitudes 
  of the group. The player makes the Test as normal, but if he 
  succeeds, he can affect a number of individuals equal to his 
  Fellowship Bonus. The total indicates the number of targets the 
  player affects with his successful Test. Note that certain Talents 
  can increase the number of targets a player can affect.
  Table 8–2: Dispositions
    
   
   
  —Dispositions by Skill—
  Difficulty 
  Modifier 
  Charm 
  Command 
  Deceive 
  Intimidate
  Easy 
  +30 
  Infatuated 
  Fanatical 
  Gullible 
  Terrified
  Routine 
  +20 
  Affectionate 
  Devoted 
  Trusting 
  Frightened
  Ordinary 
  +10 
  Favourable 
  Loyal 
  Accepting 
  Startled
  Challenging 
  +0 
  Indifferent 
  Indifferent 
  Indifferent 
  Indifferent
  Difficult 
  –10 
  Disdainful 
  Resentful 
  Suspicious 
  Brave
  Hard 
  –20 
  Contemptful 
  Disloyal 
  Sceptical 
  Courageous
  Very Hard 
  –30 
  Disgusted 
  Mutinous 
  Disbelieving 
  Foolhardy
  eXamPle
  Drake and his fellow Acolytes have conscripted a group of local 
  PDF troopers to help them in their hunt for a dangerous xenos 
  in the depths of an ancient hive. Coming unexpectedly upon the 
  creature in the dank waste reclamation tunnels, Drake must try and 
  get his cohort of suddenly reluctant PDF troopers to attack.
  The GM decides that the PDF troopers are well trained but 
  not happy about being seconded by the Acolytes. The GM classes 
  their disposition as Resentment, so Drake will need to succeed on 
  a Difficult (–10) Command Test. Drake needs to succeed on the 
  Test to improve the troopers’ disposition to Indifferent, but then the 
  troopers might run away if the fight goes badly. Luckily, Drake has 
  a 46 Fellowship. He rolls d100, getting a 25: a success! Since he 
  passed the Test by 21, he also got two degrees of success, meaning he 
  improves the troopers’ disposition to Devoted, which the GM rules is 
  more than sufficient to ensure that they will fight to the bitter end.
  
  231
  
  232
  Fear
  Insanity and 
  Corruption Points
  Fear 
  & 
  Damnation
  FEAR 
  & 
  DAMNATION
  T
  he 41st Millennium is a dark and terrible place 
  where mankind’s billions inhabit a universe filled 
  with unnumbered horrors and countless dangers. 
  Murderous aliens stalk the cold stars, rebellion and treachery 
  fester within the shadow of the Imperium’s decaying might 
  and nightmarish forces eternally claw at the very fabric of 
  reality from beyond, seeking both to feast and to corrupt. 
  The Acolytes must struggle against this backdrop of sinister 
  menace, dark violence and entropy, and fear; horror, madness 
  and the subtle taint of Chaos are fundamental aspects of the 
  games you will play.
  The rules presented here reflect these many threats 
  to the mind and soul, and how the player characters 
  interact with them. They are separated into three 
  distinct, interlinking sections: Fear covers a character’s 
  immediate reaction to frightening events and creatures, 
  Insanity details with the long-term effects of mental 
  trauma on a character, while Corruption deals with 
  the insidious influence of the warp and forbidden 
  knowledge. During combat encounters, the only rules 
  that will be used from this chapter are those for Fear. 
  the effects of Insanity and Corruption are dealt with in 
  the aftermath of a battle rather than during it.
  INSANITY AND 
  CORRUPTION POINTS
  Insanity Points (IP) and Corruption Points (CP) are 
  Characteristics that characters gain during play. Both of 
  these scores begin at 0 when a player starts and increase 
  over time as damage is done to a character’s state of 
  mind (IP) and the purity of his soul (CP). The higher 
  these scores, the more twisted, damaged and debilitated a 
  character becomes, and should either of these scores ever 
  reach 100, a character is hopelessly driven mad or tainted 
  and his career and life come to a sudden and abrupt end, 
  exactly as if he had been killed.
  FEAR
  Fear comes into effect when the Acolytes are confronted 
  with scenes of atrocity or horror, or when they are called 
  on to battle against terrifying aliens, insane perversions 
  of science and nightmarish entities from the warp. When 
  an Acolyte is confronted by such a frightening event or 
  adversary, they must take a Fear Test; this is a Willpower 
  Test, modified by how frightening the thing is. If the 
  Acolyte passes this Test then he may continue to act as 
  normal. If he fails however, he succumbs to Fear.
  degrees of fear
  Some things are clearly more frightening than others; for an 
  Acolyte, having a gun waved in his face by a ganger, although 
  obviously dangerous, is not sufficient to call for a Fear Test. 
  However, having a gun waved at him by the walking corpse of 
  his dead brother, while luminous white spiders scurry in and 
  out of his bloodless open wounds—that calls for a somewhat 
  severe one. The Table 8-3: Fear Test Difficulties, offers 
  some guidelines on the severity of Fear Tests.
  faIlINg the fear test
  If in a combat situation a character fails a Fear Test, he must 
  immediately roll on Table 8-4: The Shock Table, adding 
  +10 to the result for each degree of failure. The effects listed 
  are applied immediately to the character.
  If in a non-combat situation the character fails the Fear Test, the 
  character becomes unnerved and suffers a -10 penalty to any Skill 
  or Test that requires concentration on his part. This penalty lasts 
  while the character remains in the vicinity of the object of their 
  Fear (simply leaving and coming back again doesn’t stop this!).
  In addition, if a non-combat Fear Test is failed by 30 or 
  more, the character also gains +1d5 Insanity Points.
  Shock and snapping out of it
  Characters may be able to shake off some of the effects of Fear after 
  the initial shock has worn off. Where specified on Table 8-4: The 
  Shock Table that a character may “snap out of it”, a character can 
  make a Willpower Test when it is his next Turn. If this succeeds then 
  he regains his senses, shrugs off the effects and may act normally 
  from then on. If he fails this Test, the effect continues and he may try 
  again when it is his next Turn.
  Table 8–3: Fear Test Difficulties
  Severity of Fear 
  Test Mod 
  Example
   
   
  Adversaries
  Fear (1) Disturbing 
   (0) 
  Nightwing, Revenant, 
   
   
  Synofian Bore Worm
  Fear (2) Frightening  (–10) 
  Carnosaur,
   
   
  Dusk Stalker,
   
   
  Murder Gholam
  Fear (3) Horrifying  (–20) 
  Incarnate Daemon,
   
   
  Astral Spectre,
   
   
  Psychneuein
  Fear (4) Terrifying  (–30) 
  The King in Rags
   
   
  and Tatters
  T
  “as the mINd to the bodY so the soul to the 
  sPIrIt, as death to the mortal maN so faIlure to 
  the Immortal, such Is the PrIce of all ambItIoN”
  
  233
  Table 8-4: The Shock Table
  Roll a d100 and add 10 for every degree of failure.
   01–20 
  The character is badly startled. He may only take a single Half Action when in 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 232).
   41–60 
  Reeling with shock, the character backs away from the thing that confronts them. The character cannot 
  willingly approach the object of his fear, but may otherwise act normally, with a –10 penalty on all Tests 
  until the end of the encounter. The character gains 1 Insanity Point.
   61–80 
  The character is frozen by terror. The character may make no Actions until he snaps out of it. After snapping 
  out of it, the character will make all Tests with a –10 penalty for the rest of the encounter. The character 
  gains 1d5 Insanity Points.
   81–100 
  Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from 
  doing so he may only take Half Actions and is at a –20 penalty to all Tests. The character gains 1d5 Insanity 
  Points. Once away from the danger he must successfully snap out of it to regain control.
   101–120 
  Fainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regain 
  consciousness he is still shaken and takes all Tests with a –10 penalty until the end of the encounter. The 
  character gains 1d5 Insanity Points.
   121–130 
  Totally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time he is helpless, 
  may do nothing and drop anything he is holding. Afterwards, until the end of the encounter, the character may 
  only take a single Half Action each Turn until he can rest. The character gains 1d5 Insanity Points.
   131–140 
  The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly 
  or using whatever weapon he has to hand. This effect lasts until the character snaps out of it, or until he is 
  knocked unconscious. The character gains 1d5 Insanity Points.
   141–160 
  The character crumples to the ground for 1d5+1 Rounds sobbing, babbling and tearing at his own flesh, 
  and may do nothing. Even after he returns to his senses, he is a complete mess and at a –20 penalty on all 
  Tests until the end of the encounter. The character gains 1d5+1 Insanity Points.
   161–170 
  The character’s mind snaps and he becomes catatonic for 1d5 hours and may not be roused. The character 
  gains 1d10 Insanity Points.
   171+ 
  The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. 
  The character suffers the effects of “acute hallucinations” (see Disorders, page 234) for 2d10 Rounds. After 
  the hallucinations fade, the character will make all Tests with a –20 penalty while the encounter lasts. The 
  character gains 2d10 Insanity Points and takes 1d10 points of permanent Willpower damage.
  VerY bad thINgs
  Fear Tests in non-combat situations are very much the GM’s call as to when and where they occur and should not be 
  considered to be automatic. They should instead be used to build dramatic tension to your games, as their over-use will 
  diminish their effectiveness and novelty, as well as grind down your Acolytes. That having been said, here are a few 
  appropriate examples of events that can cause Fear:
  Disturbing (0) Viewing the scene of a gruesome murder, minor unknown supernatural or psychic phenomena—strange 
  lights, spectral voices, weeping statues, etc.
  Frightening (–10) Meeting someone you know to be dead, being buried alive, major supernatural or psychic phenomena—
  the skies raining blood, a painting forming shrieking mouths, etc.
  Horrifying (–20) Sudden, shocking and inexplicable death (the man next to you on the shuttle suddenly dies, vomiting 
  maggots), hideous moments of revelation (finding yourself covered in blood, surrounded by bodies with a meat cleaver in 
  your hand and no memory of how you got there), the dead rising across a whole planet, etc.
  Terrifying (–30) Experiencing a full-scale Daemonic incursion, discovering your failure is responsible for the deaths of 
  millions, staring unprotected into the warp.
  
  234
  Gaining 
  Mental Disorders
  Mental Trauma
  Degrees of Madness
  C
  Going 
  Insane
  GOING 
  INSANE
  C
  haracters in Dark Heresy are at the centre of terrible 
  events: battling indescribable horrors, uncovering 
  shocking truths and engaging in desperate struggles 
  where perhaps the lives and souls of countless innocents 
  hang in the balance. Such are the stresses and terror involved 
  that the slow slide into insanity is a constant threat. No 
  human mind, not even one hardened by the harsh rigours 
  of life in the Imperium, is immune to the slow erosion of 
  sanity by the horrors of the 41st Millennium, and Acolytes 
  are no exception.
  In Dark Heresy these dangers are represented by 
  Insanity Points. Insanity Points represent the strain put on 
  a character’s mind by his experiences; the more Insanity 
  Points a character has the more fragile his mind. The 
  cumulative effects of gaining Insanity Points are divided 
  into Traumas, which represent the short term after-effects 
  of particularly terrible experiences, and Disorders, which 
  are permanent mental affl ictions that sign post a character’s 
  slide into total madness.
  DEGREES OF MADNESS
  A character is classified as having a certain degree of 
  madness depending on how many Insanity Points they 
  have. This classification gives a player a broad idea of 
  the state of a character’s mind and how close to the edge 
  he has become. A character’s degree of madness also 
  determines the modifier that will apply to Tests taken to 
  avoid Mental Trauma.
  MENTAL TRAUMA
  Mental Trauma represents the relatively short-term 
  damage to a character’s state of mind that he suffers after 
  experiencing a horrific or supernatural event. Each time 
  the character gains 10 Insanity Points he must make 
  a Trauma Test. This is a Willpower Test, modified in 
  difficulty by how many Insanity Points the character has 
  accrued in total (see Table 8–5: The Insanity Track). If 
  the Test is passed the character manages to cope with his 
  experience without extra ill effect. If the Test is failed roll 
  d100, adding 10 for every degree of failure, comparing 
  the result to Table 8–6: Mental Traumas. The result is 
  applied to the character in the aftermath of any encounter 
  that inflicted the Insanity Points on him.
  GAINING 
  MENTAL DISORDERS
  Mental disorders refl ect the permanent, long-term effects 
  on a character’s mind of exposure to things horrific and 
  unnatural. A new disorder (or a more severe version of an 
  existing disorder) is automatically gained each time the 
  character has enough Insanity Points to increase his degree 
  of madness by one stage as shown on Table 8–5: The 
  Insanity Track. When a character acquires a disorder, the 
  severity of that disorder will depend on his new degree of 
  madness, as shown.
  A character must have the preceding severity of a 
  disorder for it to get worse, (so for a disorder to have 
  become “Severe” the character must have the “Minor” 
  version of the disorder first, with the exception of “The 
  Flesh is Weak” that has no Minor version).
  Table 8–5: The Insanity Track
  Insanity Points 
  Degree of Madness 
  Trauma Modifier 
  Disorders
   
  0–9 
  Stable 
  n/a 
  None
   
  10–19 
  Unsettled 
  +10 
  —
   
  20–29 
  Unsettled 
  +10 
  —
   
  30–39 
  Unsettled 
  +10 
  —
   
  40–49 
  Disturbed 
  +0 
  1st–Minor
   
  50–59 
  Disturbed 
  +0 
  —
   
  60–69 
  Unhinged 
  –10 
  2nd–Severe
   
  70–79 
  Unhinged 
  –10 
  —
   
  80–89 
  Deranged 
  –20 
  3rd–Acute
   
  90–99 
  Deranged 
  –20 
  —
   
  100+ 
   
  Terminally Insane—character retires from play
  eXamPle
  Beam Rollings becomes unhinged after witnessing the 
  horrifying Beast of Solomon. He already has a Minor 
  Delusion of Invulnerability and so the GM decides to 
  increase the level of the delusion to Severe rather than 
  give him a new disorder.
  
  235
  The Severity of 
  Disorders
  Types of Mental 
  Disorder
  THE SEVERITY OF 
  DISORDERS
  All disorders are rated as being Minor, Severe or Acute in 
  ascending order of effect.
  Minor Disorder: The effects of the disorder manifest 
  rarely or are experienced only to a small degree. Any Test 
  to overcome the effects of the disorder gain a +10 bonus.
  Severe Disorder: The effects of the disorder are stronger 
  and may occur regularly. There is no modifier to Tests 
  made to overcome the effects of the disorder.
  Acute Disorder: The effects of the disorder are very 
  strong and occur at the slightest stimulation. Any Test to 
  overcome the effects of the disorder take a –10 penalty.
  TYPES OF MENTAL 
  DISORDER
  There is potentially no end to the variety of unpleasant and 
  unwholesome disorders that might affl ict a character, and a 
  few examples are presented here. GMs should also feel free to 
  invent their own to suit the individual Player Character and 
  the horrors they undergo.
  the flesh Is Weak!
  Seriousness: Severe, Acute.
  The character sees his fl esh as weak and will constantly blame 
  it for his failures and problems. He will also try to change 
  and/or remove his fl esh, becoming increasingly obsessed 
  with surgical modification as well as bionic replacement.
  PhobIa
  Seriousness: Minor, Severe, Acute.
  The character has a deep dislike and fear for a particular 
  thing or circumstance. A phobic character must succeed on 
  a Willpower Test to interact with the focus of his phobia. 
  Enforced or gratuitous exposure to the focus of his exposure 
  may incur Fear Tests. Examples of this disorder are:
  Fear of the Dead
  The character has an abiding fear and loathing of corpses and 
  the dead, possibly due to the fact that sometimes they don’t 
  stay dead…
  Fear of Insects
  Scuttling things with many legs are the character’s 
  waking nightmare: faceless, numberless and hungry, 
  forever hungry.
  Table 8–6: Mental Traumas
  Roll 1d100 and add +10 for every degree of failure.
   
  01–40 
  The character becomes withdrawn and quiet. The character is at –10 to all Fellowship-based Tests. This lasts 
  for 3d10 hours.
   
  41–70 
  The character must compulsively perform an action such as fevered praying, frantically cleaning a weapon, 
  reciting verse, and so on, and pays little attention to anything else. All Tests that are based on Intelligence, 
  Fellowship or Perception suffer a –10 penalty. This effect lasts for 3d10 hours.
   
  71–100 
  The character is constantly fearful, seeing danger everywhere and extremely jumpy. The character gains a 
  +10 bonus to all Perception-based Tests and is at –10 penalty to his Willpower for the next 1d5 days.
   101–120 
  The character suffers from a temporary severe phobia (see Disorders, page 235). This effect lasts for 1d5 
  days.
   121–130 
  The character reacts to the slightest stress or pressure by becoming extremely agitated. When performing 
  any task that involves a Test, the character must first pass a Willpower Test or suffer a –10 modifier to the 
  Test. If the character gets into combat, all Tests during combat automatically suffer a –10 modifier. This 
  effect lasts for 1d5 days.
   131–140 
  The character suffers vivid and extreme nightmares whenever they try to sleep. The next day and for the next 1d10 
  days the character will be exhausted by lack of sleep and gains a level of fatigue. This effect lasts for 1d5 days.
   141–150 
  The character is struck dumb and is unable to speak. This lasts for 1d5 days.
   151–160 
  Extremely distressed and unfocused, the character refuses to eat or drink and looks in a terrible state. The 
  character takes a –10 penalty to all Characteristics (no Characteristic can be reduced below 1) for 1d10 days.
   161–170 
  The character temporarily becomes hysterically blind or deaf. This effect lasts for 1d10 days.
   
  171+ 
  The character becomes completely traumatised and virtually unresponsive. He can’t initiate actions but may 
  be gently led. This effect lasts for 1d10 days.
  
  236
  
  237
  Removing Insanity 
  PointsFrom 
  Your Character
  obsessIoN/comPulsIoN
  Seriousness: Minor, Severe, Acute.
  The character has a compulsion to perform a particular action 
  or is obsessed with a particular thing. A character must make 
  a Willpower Test not to act in a compulsive way or not pursue 
  his obsession when the opportunity arises. Examples of this 
  disorder include any of the following:
  Kleptomania
  The character compulsively steals small objects if he has the 
  opportunity. Often the character attaches no value to such objects.
  Self-Mortification
  The character must scourge and whip his fl esh on a regular 
  basis (or after a particular event such as killing), in order to 
  purge away the sin of his actions through pain.
  VIsIoNs aNd VoIces
  Seriousness: Minor, Severe, Acute.
  The character sees things that are not there and hears things 
  that others do not. Acute sufferers may experience visions 
  into which they are totally immersed.
  Dead Comrade
  The character hears the voice of an old friend now long-dead. 
  At a Severe level, he may even have visions of his friend or 
  converse with them, if his condition becomes Acute.
  Flashbacks
  The character relives traumatic moments from his life. The 
  length and vividness of these episodes vary according to the 
  seriousness of his condition.
  delusIoN
  Seriousness: Minor, Severe, Acute.
  The character suffers from a particular false belief that he has 
  to act on as if it were the truth, despite his better judgement 
  or evidence to the contrary.
  Invulnerability
  The character believes that he will never get severely injured, either 
  through luck or divine providence. Such a character would have to 
  pass a Willpower Test not to enter a ganghouse and throw insults 
  and punches instead of exercising due caution, for example.
  Righteousness
  The character believes his choices are right and justified, no 
  matter what the cost. Such a character might claim to be a 
  Puritan despite using proscribed knowledge, or refuse to act 
  subtly where it would otherwise be prudent to do so.
  horrIfIc NIghtmares
  Seriousness: Minor, Severe.
  The character suffers from vivid and reoccurring nightmares; trying 
  to run from a black sun in the sky, or being imprisoned in an endless 
  machine, for example. After any stressful day, the character must pass 
  a Willpower Test in order not to succumb to his terrors while asleep. 
  If he fails, the character will suffer from a single level of Fatigue (see 
  Fatigue, page 200) on the following day.
  REMOVING INSANITY 
  POINTS FROM 
  YOUR CHARACTER
  With the GMs permission, a character may use xp to remove 
  Insanity Points. It costs 100 xp to remove a single Insanity 
  Point. A character may never go down a degree of madness 
  and so will never lose their disorders. All buying back of 
  Insanity Points should be properly represented as time and 
  effort spent by the character in game. Possible ways of 
  representing the removal of Insanity are:
  •	Prayer,	fasting,	penance	and	mortification	of	the	flesh.
  •	Long-term	palliative	care.
  •	Recuperation	in	quiet	and	pleasant	surroundings.
  •	Contemplation	 of	 the	 great	 holy	 works	 or	 other	
  articles of faith (the Credo Omnissiah for example for 
  Mechanicus characters).
  oNlY the 
  INsaNe shall ProsPer…
  The more insane a character becomes the less horrific things 
  seem. After all, what are the monsters of reality compared 
  to those one sees whenever one closes one’s eyes? If the first 
  digit of a character’s Insanity total is double or more a thing’s 
  Fear Rating (see page 325) the character is unaffected by it 
  and does not need to make a Fear Test.
  eXamPle
  Quinn Valentine has 21 Insanity Points and so will be unaffected 
  by anything with a Fear Rating of 1.
  
  238
  The Malignancy Test
  Moral Threats
  Corruption Points
  T
  Corruption
  CORRUPTION
  T
  he most insidious threat facing Acolytes in Dark 
  Heresy, and indeed the Imperium as a whole, is 
  the corrupting taint of Chaos. Encounters with 
  Daemons, dark rituals and even the knowledge that such 
  things are possible are all paths to corruption. Quite aside 
  from the malevolency and manipulation of Daemons and 
  their mortal followers, there is immense danger in exposure 
  to the substance of the warp itself. The swirling tempest of 
  psychoactive energies and pseudo-matter that make up the 
  fabric of warp space is more deadly than any radiation. It can 
  instantly destroy, but it can also infl ict hideous transformations 
  on material, body and mind, far beyond anything found in a 
  sane universe. To most, corruption is a doom to be avoided 
  at all costs, but some, once they find themselves walking the 
  path to damnation, will seek to embrace the darkness.
  CORRUPTION POINTS
  All Acolytes sooner or later gain Corruption Points (CP). 
  Corruption Points operate almost exactly like Insanity Points, 
  except that they are gained through exposure to the warp, dark 
  rituals, cursed artefacts and Daemonic infl uence. The more 
  Corruption Points a character has, the more affl icted he becomes; 
  this is refl ected in the rules by the risk of Malignancies and 
  Mutation as shown on Table 8-7: The Corruption Track.
  MORAL THREATS
  The exact level of Corruption Points infl icted by a particular 
  event, revelation or encounter is determined by the GM. The 
  following presents some guidelines:
  Warp Shock
  If a character suffers Insanity Points resulting from a 
  failed Fear Test involving entities from the warp, the 
  number of Corruption Points inflicted on him are equal 
  to the being’s Fear Rating score (i.e. Frightening 2 
  equals 2 CP).
  Rending the Veil
  Characters caught in a full-blown intrusion of the warp into 
  corporeal reality gain Corruption Points from the experience. 
  Just how many depends on what occurs and the severity of 
  the breach. This might be anywhere from a single point to 
  several d10s in value.
  Sorcery
  The practice of sorcery, witnessing dread rituals and invoking 
  Daemons are all causes of Corruption, regardless of the 
  reason. Normally minor rituals cause 1d10 Corruption Points 
  and major ceremonies can cause many more.
  Blasphemous Lore
  Knowledge itself can corrupt, and the study of certain 
  tomes, pict-logs and even some debased artwork can cause 
  Corruption in the viewer.
  Dark Deeds
  Evil acts done in the furtherance of a malignancy, or in pursuit 
  of forbidden lore, or done to appease a Daemon always cause 
  Corruption Points.
  Vile Persuasion
  Many Daemons and cult leaders are masters of insidious 
  temptation and of sowing the seeds of doubt in a faithful 
  heart. Their words and arguments can corrupt where force 
  alone would fail. 
  THE MALIGNANCY TEST
  For every 10 Corruption Points a character gains, he must Test 
  Willpower to see if his corruption has manifested as literal 
  damage to his body and soul. This roll is modified depending 
  on the number of CPs the character already possesses as 
  noted on Table 8-7: The Corruption Track. If the Test is 
  failed, the character’s corruption of spirit is given form. These 
  metaphysical and psychosomatic scars are called Malignancies, 
  and are randomly rolled on Table 8-8: Malignancies. If a 
  player rolls a result that he has previously suffered for failing 
  a previous Malignancy Test, he must roll again.
  chaos aNd the commoN cItIZeN
  The rules for Corruption presented here are for use 
  with Player Characters; Acolytes are men and women 
  of destiny and purpose—exactly the sort of people that 
  the Ruinous Powers seek to slowly corrupt and toy 
  with. For most, the touch of Chaos brings summary 
  destruction, madness, mutation and death.
  Table 8–7: The Corruption Track
  CP Total 
  Degree of 
  Malignancy 
  Mutation
   
  Corruption 
  Test
  01–30 
  Tainted 
  +0 
  —
  31–60 
  Soiled 
  –10 
  First Test
  61–90 
  Debased 
  –20 
  Second Test
  91–99 
  Profane 
  –30 
  Third Test
  00               Damned—Character removed from play
  
  239
  Mutation
  MUTATION
  A character’s Corruption Points total is also used to determine the 
  warping effects of Chaos upon his body. As his Corruption builds, 
  his fl esh may revolt, twisted by the Dark Gods. Of course, such is the 
  insidious nature of Chaos that it is constantly hunting for weakness in 
  mind and body, testing a character’s defences until it can find a way 
  into his soul. For every 30 Corruption Points a character gains, he 
  must make a Test against two Characteristics of his choice or suffer 
  a random Minor Mutation (see Chapter XII: Aliens, Heretics & 
  Antagonists). He may not Test against the same Characteristics twice 
  to resist mutation. A player should make a note on his Character Sheet 
  of which Characteristics he has already Tested to resist mutation.
  Table 8–8: Malignancies
   Roll 
  Effect
   01–10 
  Palsy: The character suffers from numerous minor tics, shakes and tremors with no medical cause. Reduce his Agility 
  by 1d10.
   11–15 
  Dark-hearted: The character grows increasingly cruel, callous and vindictive. Reduce his Fellowship by 1d10.
   16–20 
  Ill-fortuned: Whenever the character uses a Fate Point roll a d10. On a score of 7, 8, 9 or 10 it has no effect 
  but it is lost anyway.
   21–22 
  Skin Afflictions: The character is plagued by boils, scabs, weeping sores and the like. He takes a –20 
  penalty to all Charm Tests.
   23–25 
  Night Eyes: Light pains the character, and unless he shields his eyes, he suffers a –10 penalty on all Tests 
  when in an area of bright light.
   26–30 
  Morbid: The character finds it hard to concentrate as his mind is filled with macabre visions and tortured, 
  gloom-filled trains of thought. The character’s Intelligence is reduced by 1d10.
   31–33 
  Witch-mark: The character develops some minor physical deformity or easily concealable mutation. It is small, 
  but perhaps enough to consign him to the stake if found out by a fanatical witch hunter. He must hide it well!
   34–45 
  Fell Obsession: This is the same as the Obsession Disorder (see page 237). However, in this case the character 
  is obsessed by a sinister or malign focus, such as collecting finger-bone trophies, ritual scarification, carrying 
  out meaningless vivisections, etc.
   46–50 
  Hatred: The character develops an implacable hatred of a single group, individual or social class. The character 
  will never side with or aid them without explicit orders or other vital cause, and even then grudgingly.
   51–55 
  Irrational Nausea: The character feels sick at the sight or sound of some otherwise innocuous thing such 
  as prayer books and holy items, bare flesh, human laughter, fresh food, shellfish, etc. When he encounters 
  the object of his revulsion, he must Test Toughness or suffer a –10 penalty to all Tests as long as he remains 
  in its presence.
   56–60 
  Wasted Frame: The character’s pallor becomes corpse-like and his muscles waste away. The character’s 
  Strength is reduced by 1d10.
   61–63 
  Night Terrors: The character is plagued by Daemonic visions in his sleep. See Horrific Nightmares, page 
  237 for details.
   64–70 
  Poor Health: The character constantly suffers petty illnesses and phantom pains, and his wounds never 
  seem to heal fully. The character’s Toughness is reduced by 1d10.
   71–75 
  Distrustful: The character cannot conceal the distrust and antipathy he has for others. He must take a –10 
  penalty to Fellowship Tests when dealing with strangers.
   76–80 
  Malign Sight: The world seems to darken, tarnish and rot if the character looks too long at anything. The 
  character’s Perception is reduced by 1d10.
   81–83 
  Ashen Taste: Food and drink hold disgusting tastes and little sustenance for the character, and he can 
  barely stomach eating. The character doubles the negative effects for levels of Fatigue.
   84–90 
  Bloodlust: Murderous rage is never far from the character’s mind. After being wounded in combat, he must Test 
  Willpower to incapacitate or allow his enemies to flee, rather than kill them outright, even if his intent is otherwise.
   91–93 
  Blackouts: The character suffers from inexplicable blackouts. When they occur and what happens during 
  them is up to the GM.
   94–00 
  Strange Addiction: The character is addicted to some bizarre and unnatural substance, such as eating rose 
  petals, drinking blood, the taste of widows’ tears etc. This acts like a Minor Compulsion (see Disorders, 
  page 237), but is freakish enough to cause serious suspicion if found out.
  eXamPle
  Havelock has 31 Corruption Points and must make a Test to 
  resist mutation. He chooses to Test against his Strength and his 
  Fellowship, two of his best Characteristics. If he fails either 
  roll, he will gain a random mutation. If Havelock reaches 61 
  Corruption Points or more, he will need to Test once again 
  against two Characteristics of his choice to avoid mutation. 
  However, as he has already used his Strength and Fellowship to 
  resist mutation he may not choose either of these.
  
  240
  Nurgle
  Slaanesh
  Tzeentch
  Khorne
  B
    The
  Dark 
  Powers
  THE 
  DARK 
  POWERS
  “If you stare long enough into the warp, the warp will stare back.”
  — Navis Nobilite saying.
  B
  eneath the fabric of reality lurks the warp, a realm 
  of unspeakable horror and maddening Chaos—a 
  realm inhabited by the Dark Powers. Since time 
  immemorial, man has believed in the existence of spirits, 
  gods and Daemons: otherworldly powers to be appeased, 
  feared and bargained with. In the darkness of the 41st 
  Millennium, such things are all too real and find fertile 
  ground to prosper in the souls of men.
  The true nature of these powers can only be guessed 
  at, their dark names whispered by traitorous lips into 
  heretical ears. Most of humanity knows nothing of these 
  powers, nor would ever want to. However, their influence 
  cannot be denied. Of all the Dark Powers, the four Chaos 
  gods, Khorne, Tzeentch, Slaanesh and Nurgle, cast all 
  others into shadow.
  KHORNE
  The Blood God, the Skull Lord, the Master of Battle
  Khorne is the Chaos god of 
  murder, rage and war. His 
  great brass throne sits atop a 
  mountainous pile of skulls, rising 
  above an endless sea of blood. 
  He is the Hunter of Souls and 
  Harbinger of War, driving the 
  frenzied servants of Chaos before 
  him. His glory can be found in the 
  meat-rending explosion of a bolt 
  shell or the wet, tearing teeth of a chainsword. His followers 
  exist only to harvest skulls for their dark lord.
  TZEENTCH
  The Changer of Ways, the Master of Fortune, the Great 
  Conspirator, the Architect of Fate
  Tzeentch is the Chaos god of 
  change, mutation and sorcery. He 
  waits in a place where time runs 
  soft and wax-like, psychic energy 
  wreathing his head like liquid 
  smoke. Father of paradoxes and 
  master of intrigue, he twists the 
  strands of fate to his unknowable 
  ends, 
  blessing 
  his 
  followers 
  with arcane power and horrific 
  mutations.
  SLAANESH
  The Pleasure Lord, the Prince of Pleasure, the Despoiler
  Slaanesh is the Chaos god of hedonism, 
  temptation and excess. No pleasurable 
  pursuit is too perverse for its followers. 
  The Golden-Haired God watches over 
  the writhing fl esh pits and ecstatic 
  rites of its slaves, urging them on to 
  greater depravity and debauchery in 
  his name. Under the gleaming gaze of 
  the Prince of Lust, his servitors weave 
  their wicked works, luring pure souls 
  into heinous debasement.
  NURGLE
  The Lord of Pestilence, the Great Corruptor, the Master 
  of Plague, the Fly Lord
  Nurgle is the Chaos god of decay, 
  disease 
  and 
  entropy. 
  Spreader 
  of disease and Father of Decay, 
  Grandfather Nurgle gathers all in 
  his rotting embrace. His leprous 
  kisses swell in the fullness of time, to 
  glorious pus-fl owers, the marks of his 
  favoured children. His laughter echoes 
  across the blasted battlefields of the 
  Imperium with only the bloated corpses of the dead to hear it.
  Table 8-9: Signs of the Dark Gods details some of the 
  colours, symbols, emotions and other aspects associated with each 
  of the Chaos gods. GMs can use this information to add tell-tale 
  details to locations and cultists, such as the eight brass rings that 
  would be worn by a servant of Khorne or the great golden serpent 
  sculpture that would dominate a Slaaneshi cult temple.
  a WarNINg to the curIous
  The use of Dark Pacts in the game is optional and should 
  be decided upon by the GM who always has the final say in 
  their use and application. GMs should always consider their 
  potential effects on their games and group, and whether they 
  are going to handle them openly or secretly during the game. 
  Players should never take the step of entering a Pact lightly 
  and should always consider that, as well as offering benefits 
  for a character, pacts also have very substantial liabilities and 
  ultimately will probably destroy them. Despite their potential 
  difficulties, Dark Pacts add a fantastic extra layer of intrigue 
  and depth to the game, and they afford a treasure-trove of 
  roleplaying opportunities, plot hooks, motivations and goals 
  for Player Characters and GMs alike. They also offer a perfect 
  accompaniment to the themes of Dark Heresy itself, where no 
  one is immune to the lure of Chaos, not even the Acolytes.
  It should almost go without saying that Dark Heresy 
  is just a game, and as such is meant to be enjoyable 
  fun. The things depicted in it do not exist. However, 
  if you do not want your players to get drawn into the 
  temptations of Chaos, steer clear.
  
  241
  Servants 
  of the Dark Gods
  Dark Pacts
  SERVANTS 
  OF THE DARK GODS
  The gods of Chaos interact with the materium through a 
  myriad of warp entities and Daemonic servants. Taking 
  many forms and guises, these creatures appear to mortals, 
  spreading their taint throughout the worlds of the Imperium. 
  Dealing with Daemons is a dangerous affair, as they are 
  natural deceivers, quite capable of hiding their true master 
  or even their Daemonic nature if it serves their own ends.
  Most who seek the favour of these terrible beings 
  inevitably fall into ruin and madness, their weak fl esh 
  twisted and their souls snuffed out, becoming little more 
  than pawns in the Daemon’s plans. Some, however, prosper 
  in the dark light of Chaos, striking Dark Pacts with these 
  creatures of the warp.
  DARK PACTS
  There are numerous ways that Acolytes might take to make 
  Dark Pacts. However, it is not simply enough to desire a 
  pact with Dark Powers; you must also have an opportunity 
  to make one. This can occur by a number of means such as 
  the performance of a secret ritual, travelling to a particular 
  accursed location or gaining possession of a particular item 
  (or a combination of all three!). An Acolyte may discover 
  these means quite coincidentally during the course of play 
  (through items confiscated from cultists for example), or 
  they may actively seek them out of their own accord. This 
  search is never easy and a Forbidden Lore (Daemons) Test or 
  specifically applied Investigation skill Test is required. This 
  quest should be handled in concert with the GM, and may 
  indeed form a mini-adventure in itself for the character.
  Pacts Sought After
  These are the classic circumstances in which Dark Pacts are 
  made. Through the use of forbidden knowledge or dark 
  myth, a Daemon or other entity is called on by a character 
  and bargained with for power or aid. The more corrupted 
  and powerful the character, the more likely their chances 
  for success.
  Opportunistic Pacts
  Often this takes the form of an approach by a Daemon to 
  the character. This might be because of the character’s level 
  of Corruption (see page 238) or because the GM deems it 
  appropriate. Visions on the point of death, dream sending or 
  a Daemonic visitation when a Psychic Power goes horribly 
  wrong are all possible ways for such offers to be made. In 
  these cases, the Daemon itself is trying to actively ensnare 
  the character, and the Pact is almost certain to succeed if the 
  character agrees.
  Blasphemous Locations
  There are some places where the veil between reality and 
  the warp stretches thin. In such places Daemons await and 
  darkness listens; here forbidden rituals find favour and 
  myths gather. Ancient ruins, sites of Chaos atrocity and 
  murder, forgotten hulks and dead worlds once lost and 
  saturated in the warp, all might provide locations where a 
  character could lose their soul.
  Table 8–9: Signs of the Dark Gods
   
  Khorne 
  Tzeentch 
  Slaanesh 
  Nurgle
  Colour 
  Red, Brass 
  Blue, Yellow 
  Purple, Gold 
  Green, Rust
  Number 
  Eight 
  Nine 
  Six 
  Seven
  Animal 
  Hound 
  Bird 
  Serpent 
  Fly
  Sphere 
  War 
  Change 
  Excess 
  Decay
  Symbols 
  Axes 
  Chalice 
  Symbols of Virility 
  Maggots
   
  Skulls 
  Eye 
  Symbols of Fertility 
  Insects
   
  Blood 
  Lightning 
  Hermaphrodites 
  Rusting Metal
  Names 
  Blood God 
  Changer of Ways 
  Despoiler 
  Fly Lord
   
  Brass Lord 
  Great Conspirator 
  Serpent 
  Great Corruptor
   
  Skull Lord 
  Architect of Fate 
  Prince of Pleasure 
  Lord of Pestilence
  God of Opposition 
  Slaanesh 
  Nurgle 
  Khorne 
  Tzeentch
  Emotions 
  Hate, Rage 
  Intrigue, Deceit 
  Desire, Avarice 
  Mirthful Fatalism
  Major Daemons 
  Bloodthirster 
  Lord of Change 
  Keeper of Secrets 
  Great Unclean One
   
  Bloodletter 
  Horror 
  Daemonette 
  Plaguebearer
   
  Flesh Hound 
  Flamer 
  Fiend 
  Nurgling
  
  242
  Striking 
   the Bargain
  Your Deal 
  withDarkness
  Pact of Survival
  Pact of Dominion
  Pact of Vengeance
  STRIKING 
  THE BARGAIN
  Once the character has found the means to make the Pact, they 
  must formulate and chance the bargain itself. What a player 
  asks for from a Dark Pact should be based on their character’s 
  motivations for striking the bargain in the first place. The best 
  thing is for the player to write down a list of “wants”. These 
  should be in broad descriptive terms and never involve specific 
  game mechanics. Pacts should be about roleplaying and 
  character goals and not naked power gaming (i.e. you may say 
  “Grant me the skill and power to avenge myself on Vathek the 
  Defiler and his murderous cult”, but you cannot ask for a “+20 
  bonus in WS and BS and an extra combat Talent”). The trick 
  here is for a player to keep his wants fairly easily expressed and 
  clear. The more he demands, the higher the cost.
  YOUR DEAL 
  WITH DARKNESS
  Once the bargain is successfully entered into, the GM should either 
  agree to your list of wants or offer their own counter-proposals 
  on behalf of the Daemon. These, along with a descriptive set 
  of costs which the Daemon imposes for its agreement, should 
  be presented to the player. At the GMs discretion he may allow 
  players to use Social skills such as Charm to try and gain favourable 
  terms with a Daemon, though such Tests should always be Very 
  Hard. Once an agreement is struck, the GM should work out the 
  game effects they impose and what powers and effects (called 
  boons) they will grant; the more powerful the aid, the more 
  costly the bargain should be. A Pact may have more than one 
  boon, but for each boon there should be an associated cost (see 
  Counting the Cost, page 244).
  In order to help you out in crafting your own Dark Pacts, 
  the section that follows provides extensive details on five 
  iconic types of Dark Pact and their potential boons (which 
  are by no means exclusive).
  PACT OF SURVIVAL
  “Release me from the weakness of this flesh and let me live!”
  Ironically there are those who are willing to bargain their 
  souls to preserve their mortal lives, either through fear of 
  dying or burning hatred for the living. Typically this Pact 
  restores a dying, crippled or aged character to full health and 
  vigour, and may grant additional boons of unnatural life.
  Infernal Vitality: The character counts as having the 
  Unnatural Toughness (×2) trait in the case of resisting poisons 
  and diseases.
  Unsettling Recovery: If the character takes Damage but 
  is not killed by it, then he recovers from all Damage suffered 
  within a day. Any effect of Critical Damage that do not result 
  in the loss of limb or death turn out to be “not as bad as it 
  looks”. Remove all Damage and Characteristic Damage after 
  rest. For a day or so, once healed, the character experiences 
  vast hunger, especially for fresh meat.
  Leech Life Force: The character can steal the life force 
  of living things. When the character deals Damage using his 
  bare hands (or teeth), he steals life energy from his victim. Any 
  Damage he deals instantly repairs any Damage he himself has 
  suffered. Excess points count as temporary Wounds, allowing 
  the character to take more Damage than he otherwise could. 
  A character with this boon cannot gain more than twice his 
  starting Wounds. Temporary Wounds fade after one hour. In 
  order to further this regrowth process, the character must 
  consume a large amount of blood. In all cases, leeching life 
  force is instantly and completely addictive.
  Timeless: The character does not age and, if elderly, 
  he slowly regresses physically over time to how he was 
  when he was at his most vigorous. The character only 
  needs to spend two Fate Points to avoid certain death, as 
  opposed to burning one Fate Point.
  PACT OF DOMINION
  “Whether by fear or love I care not; so long as they obey me!”
  Of all the Pacts brokered with the warp, none is so common 
  a bargain as that which gives the petitioner power over their 
  fellow man. A character with such a Pact seems favoured by 
  chance and destiny, and is meant for great things. He has the 
  respect of his peers and those above him, and is preferred for 
  promotion and recognition over his contemporaries. Even in 
  the case of failure or folly, blame is more likely to be given 
  to others or to circumstance than the broker of the Pact. For 
  many though, mere favour is not enough and such a character 
  will require more direct boons to master his fellows.
  An Eye for Weakness: The character may Test Intelligence 
  to discover with perfect accuracy whether someone is lying 
  and to gauge their emotional state.
  Commanding Presence: The character is always treated 
  with respect by everyone he meets and never suffers a negative 
  modifier to any Fellowship Test to Command, Charm or 
  Intimidate others.
  Unquestionable Order: The character may spend a Fate 
  Point to make a command that must be obeyed if the subject 
  is able and it is within their rational bounds. This is an order 
  that the subject is inclined to follow without question, not 
  mind control. So, for example, the character could order an 
  elite guard to release a prisoner, but could not order the guard 
  to shoot himself.
  Destiny Writ in Shadows: Dark forces conspire to aid 
  and protect the character. Every time the character spends a 
  Fate Point, the GM makes a percentile roll. If it is less than the 
  character’s current number of Corruption Points the character 
  recovers the Fate Point immediately.
  PACT OF VENGEANCE
  “Their destruction will be mine, whatever the cost!”
  When those who you hate are so protected it seems that they 
  cannot be touched, what choice is there? This Pact sustains 
  and empowers a character to destroy the specific target of 
  
  243
  Dark Pacts 
  and Corruption
  Pact of Knowledge
  Pact of Desire
  his personal hatred. As such, a Pact of Vengeance must be 
  made against a distinct group of people or a specific, named 
  individual (such as, for example, all those who bear the blood 
  of the Sinderfell family, the crime-lord Pater Telos or the cult 
  of the Artisans of Pain). When rolling for Damage against the 
  subjects of his vengeance, the character may always opt to re-
  roll a Damage result, and may spend Fate Points to add 10 to 
  the Damage. Additionally, this Pact might grant further boons.
  Death by a Single Word: The character may once specify 
  a single individual. The individual dies within 1d10 days, 
  unless he is protected by superior powers.
  Whistle and I Shall Come: The Daemon appears once when so 
  called, and destroys the character’s enemies. All the character must 
  do is call when in the presence of the subjects of their vengeance. 
  (See Invoking the Daemon, page 244 for more details).
  A Reckoning: The character can specify a single 
  person who is the subject of his vengeance and within 
  a month events transpire so that he encounters them in 
  person if at all possible.
  Dark Power: The player may wish for strength and power 
  to defeat his enemies by his own hands; this might mean 
  Characteristic increases, gaining additional Talents and even 
  acquiring new traits. If this boon is granted it should always 
  have a heavy cost, or take a sinister and terrible form such as 
  mutation or possession.
  PACT OF DESIRE
  “Grant me my heart’s desire!”
  To obtain the seemingly unobtainable, there are some who are 
  willing to traffic with dark things and make terrible bargains 
  for what to others might seem vain and empty goals. But be 
  careful what you wish for…
  Creating Perfection: The character may specify a particular 
  task that he wishes to undertake, such as sculpting a statue or 
  writing a book, and succeed in it to such a degree that the 
  result is “perfect”. Given such perfection’s source, however, the 
  work may have unforeseen side effects, and may be too much 
  for mortals to bear, irrevocably tainted or extremely dangerous 
  (works of art that drive the viewer mad and the like).
  Goods & Chattels: The character may specify something he 
  desires, such as a particular object, fame, title, deed or wealth, and 
  he comes into its possession, fate itself seeming to conspire to 
  make it so. The exact mechanism of how this is accomplished is 
  up to the GM, but as the boon is the gift of a Daemon, somebody, 
  somewhere should suffer as a result.
  Mastery: The character may select a single Skill over which 
  he gains complete Mastery. From this point on, he never suffers 
  negative modifiers when using the Skill. Also, if he spends a Fate 
  Point, he automatically succeeds at a Test of this Skill.
  PACT OF KNOWLEDGE
  “Show me… everything!”
  Lust for knowledge may draw a character to forbidden lore 
  and things that “man was not meant to know”. From there, 
  it is but a short step to desiring more such knowledge, blind 
  to the price that he and others must pay. Upon the granting 
  of this Pact, a character knows everything about a particular 
  subject if that knowledge is knowable at all (enough to grant 
  them a +20 bonus to the associated Skill). Alternately, there 
  are other ways a Pact of Knowledge can manifest.
  Show Me: The character gains the powers of a seer, and is 
  able to see clairvoyant visions (of distant or hidden people, 
  places, events and so on). These visions may be limited in 
  scope to things present, past or of possible future, and by 
  other occult factors. The more powerful the boon of vision, 
  the more costly to the character it will be. The visions are 
  always experienced in the same way, in a manner particular 
  to the character, as images captured in a refl ected surface 
  or as a sudden painful delirium, for example. The character 
  must spend a Fate Point to see such a vision wilfully.
  True Savant: The character may make any Lore Test as if 
  he has that Skill, and may re-roll any Test for a Lore skill that 
  he is learned in.
  Monstrous 
  Memory: The character remembers 
  everything and gains complete and perfect recall of his life 
  up to that point.
  Knowledge Familiar: The character is gifted a familiar 
  that answers questions put to it with complete truth 
  (although perhaps grudgingly). The familiar requires 
  payment for each question asked before it answers. Payment 
  varies but examples might include an eye or tongue, a piece 
  of the questioner’s fl esh, or an object of beauty it might 
  destroy. The familiar itself may be a conjured creature or 
  may appear to be something innocuous, such as a small 
  statue of black glass, a strange portrait or a clockwork 
  artefact.
  DARK PACTS 
  AND CORRUPTION
  Entering into a Dark Pact is a stain on a character’s soul 
  that will never be clean again, and even attempting such 
  a thing is an unforgivably foul act. Conversely, if a Pact is 
  successful, the character will gain some small measure of 
  control over the warp taint infesting him, and indeed will 
  become less subject to its more minor effects.
  A character that successfully enters into a Dark Pact 
  gains +20 Corruption Points to a maximum total of 90 
  points. GMs may elect to increase this dependent on the 
  nature and benefits of the Pact.
  A character with a Dark Pact is shielded somewhat from 
  the effects of petty corruptions and low levels of warp 
  contamination after it takes effect. He halves the result of 
  any randomly rolled Corruption Points infl icted on him 
  (rounding fractions down).
  THE MASK OF SEEMING
  Daemons mask their grip on their victim’s souls, hiding the 
  corruption within from prying eyes and psychic probing. Any 
  attempt to ascertain the effects of corruption, warp taint or 
  possession against a character with a Dark Pact by Divination, 
  Psyniscience, or Telepathy suffers a -30 penalty.
  The Mask of Seeming
  
  Invoking 
  the Daemon
  Counting the Cost
  Denying the Daemon
  244
  INVOKING 
  THE DAEMON
  In addition to the boons of their Pact, a character may seek to 
  invoke his patron Daemon directly to appear and aid him; this 
  is an act of desperation and incredibly dangerous. Invoking the 
  Daemon requires the burning of a Fate Point and succeeding 
  on a Hard (-20) Willpower Test. If successful, an incarnation or 
  greater servant of the Daemon appears (treat this as an unbound 
  Daemonhost), and the character gains 1d10 Corruption Points. 
  The incarnation is more or less inclined to help the character, 
  although the character has no direct control over it, and it will 
  depart once the immediate encounter is over.
  How fellow Acolytes react to this “help” is another matter.
  COUNTING THE COST
  Dark Pacts always have a terrible price. GMs are encouraged to 
  be creative with the costs the character must pay, both in terms of 
  liabilities and the demands of his new patron. As a basic guideline, 
  for each boon a Pact grants there should be a cost. Some basic 
  examples of costs are presented here: in the first instance, service 
  is a common feature of most Pacts; while in the second, fealty is 
  the price of many Pacts that offer major power.
  Service
  The character must serve his patron’s needs and designs as 
  best he is able, and the terms of this service should be laid 
  down during the initial bargain, making the Acolyte in essence 
  a double-agent for his new Daemonic patron. His Daemon 
  may communicate its desires to the Acolyte at will through 
  any number of occult and esoteric means, though his master’s 
  goals are far from transparent; indeed Daemons are inconstant 
  and they fashion labyrinthine plots that few mortals can grasp. 
  Worse, they ceaselessly war and scheme against their own 
  hellish kind, and who better to persecute such confl icts than an 
  Inquisitorial Acolyte whose allegiance has been turned?
  Fealty
  The Acolyte has sold his soul to his dark patron to be 
  collected upon his death. The light of the Emperor is denied 
  him. Such characters gain no benefit from blessings, faith 
  healing and other holy effects, nor regain sanity through 
  prayer and fasting.
  Sacrifice
  An initial sacrifice may be demanded by the Daemon before the 
  Pact takes effect. This may take the form of an infl icted malignancy 
  of a type favoured by the Daemon, periodic possession, or the 
  death or betrayal of a companion or loved one. Alternatively, the 
  Daemon might demand that the character perform some criminal 
  act that suits its plans or successfully undertake a dangerous task 
  in its service.
  Observance
  The Daemon may require that regular rituals, oblation or 
  other strange observances be performed in its name. Failure 
  to do so will incur its displeasure.
  DENYING THE DAEMON
  If you deny the Daemon its price after the bargain is struck, 
  or betrays its interests, it violently withdraws its patronage, 
  infl icting a malignancy and instantly undoing the Pact’s 
  boons. Daemons are spiteful beings and rarely simply kill 
  those that have betrayed them, and the GM may wish to 
  ensure that a complex and terrible vengeance ensues.
  masters of corruPtIoN
  Many are the Daemons and dread entities that enter into Dark Pacts with mortals to corrupt and enslave them. Here are 
  three examples:
  Balphomael: Said to take shape as a great horned man as dark as the void with eyes of fl ame, this Daemon grants power, 
  wealth, long-life and unnatural vitality to those hungry and ruthless enough to gain his favour. Souls are Balphomael’s 
  only currency, worship his due and murder his delight. Old myths, occult lexicons and forbidden records scattered across 
  the Calixis Sector make much of the “horned darkness”, and some whisper that many great and noble families owe their 
  position to his shadowy ministry.
  The Lord of Misrule: Tales of the Lord of Misrule are woven into the folklore of a dozen worlds, and the truth of his 
  existence are shuttered in the proscribed vaults of the Inquisition. Fickle, manic and terrifying, the Lord of Misrule brings 
  anarchy and madness in his wake. This strange figure is said to speak through the babblings of lunatics, the drunkard’s slur 
  and the last gasps of the dying. Appearing to those on the edge of death or who suffer as outcasts, only the most desperate 
  take up his riddling bargains and those in his service quickly come to regret accepting his aid.
  The Dusk Hag: On the accursed world of Dusk, a dark legend speaks of the Hag. Black Annaiys, Old Mother Ruin 
  and a hundred other names she has, and if you should risk the journey into the deepest, most trackless swamps with 
  hatred and desire burning in your heart, you might come to the black hollow where she dwells. It is said that her price is 
  paid in fl esh, sinew and bone, but her curses can strike death and terror worlds away, and all the secrets that men whisper 
  in the night are hers. Just a legend perhaps, on a world shrouded in countless dark fables, but still petitioners seek her out 
  and some return, maimed and mutilated, but filled with dark purpose.
  
  245
  the feudal order
  •
  the adePtus terra
  •
  PlaNets of the 
  ImPerIum
  •
  the ImPerIum & 
  Its galactIc 
  reaches
  •
  traVel IN the 
  ImPerIum
  •
  threats to 
  humaNItY
  •
  War
  •
  suPerstItIoN 
  & faIth
  
  246
  The Adeptus Terra
  Chapter IX: 
  Life in the 
  Imperium
  The 
  Feudal Order
  T
  T
  Chapter IX: 
  Life in the 
  Imperium
  “The martyr’s grave is the keystone of the Imperium.”
  — Liber Imperialis.
  T
  he Imperium of Man is a war-torn empire, teetering on the 
  brink of collapse. For ten thousand years it has been ruled 
  by the deathless Emperor, a being of incredible power, 
  to whom thousands of souls are sacrificed daily. The peoples of 
  the Imperium live in a place where Daemons are real, mutation 
  is frequent and death is a constant companion. To be alive in the 
  41st Millennium is to know that the universe is a terrifying and 
  hostile place. It is a place where you are but one amongst billions 
  and, no matter how heroic your death, you will not be missed.
  A truly vast domain, the Imperium is spread amongst the 
  many stars of the galaxy. Its territories encompass untold 
  millions of stars and countless more human lives. In its name, 
  terrible wars are fought and desperate sacrifices made, yet 
  even this river of carnage and blood is a small price to pay, 
  for the Imperium is the guardian of mankind. Were it to pass 
  into nothingness, so too would the human race, destroyed by 
  enemies uncountable, to the laughter of the Dark gods.
  THE 
  FEUDAL ORDER
  “The Emperor asks only that you obey.”
  — Queen Coralie of Acreage.
  T
  he Imperium covers a wide area of galactic space, 
  sprawling over countless worlds. There are few universals 
  amongst these varying planets. Culture, language and 
  even the human form appear in seemingly infinite variation 
  across the universe. One of the few constants (at least amongst 
  those worlds of the Imperium that are aware of its existence) is 
  the network of feudal obligation and responsibility.
  Each Imperial planet owes fealty to a planetary governor. This 
  individual in turn renders to the Imperium’s priesthood a tithe 
  of men, materials and loyalty. The governor is also expected to 
  reject enemies of the Imperium, and to ensure that the psykers 
  upon his planet do not fall into witchery or possession. In return, 
  the governor can call upon the priesthood (or Adeptus Terra as 
  they are properly known) in times of dire threat and request aid.
  The Adeptus Terra comprises a bewildering variety of departments, 
  bureaus, sub-divisions and offices, each of which deal with a 
  particular aspect of maintaining the continuity of the Imperium. 
  Each order has an obligation to care for its given area of control. 
  This weight of responsibility grows as feudal obligation passes up 
  through a mind-numbing array of ranks within each Adepta. From 
  lowly scribes computing a hive world’s annual nutra-slurry yield to 
  mighty sector commanders overseeing the assemblage of a crusading 
  fl eet, vassalage and power passes ever upwards to the titular heads of 
  the Imperium, the High Lords of Terra. These powerful individuals 
  rule from ancient Terra in the Emperor’s name.
  Based on Terra itself, the Emperor is a silent being of 
  awesome power. His withered carcass is cradled within an 
  arcane artefact of incredibly occult design. This Golden 
  Throne, as it is known, sustains the Emperor’s life force 
  whilst He guards humanity from the Daemonic beings that 
  would destroy mankind utterly. For hundreds of centuries He 
  has fought this psychic battle and for hundreds of centuries 
  mankind has offered Him their fealty, worship and devotion.
  THE ADEPTUS TERRA
  The priesthood which serves the Lord of humanity is often 
  referred to as “the right hand of the Emperor”. It falls to the 
  Adeptus Terra to interpret His will and minister to the Imperium. 
  Many hundreds of thousands of souls labour across the galaxy 
  to serve this vast organisation. There are numerous ancient 
  institutions that make up the priesthood, each with various 
  names on various planets. These varying Adepta, as they are 
  traditionally known, each have a specific function to carry out 
  in the Emperor’s name.
  the adePtus arbItes 
  (the Judges, laWgIVers)
  The Adeptus Arbites are the watchers of the law. 
  It is given to them to maintain order amongst 
  the higher echelons of Imperial governance—
  wherever a planetary governor seeks to abuse his 
  rule, wherever populist unrest seeks to unseat the 
  rightful dominion of the Imperium, wherever thoughts of personal 
  gain at the Emperor’s expense cross the minds of the ruling classes, 
  there you will find the dogged agents of the Lawgivers.
  the adePtus astra telePathIca 
  (the astroPaths, PsYkers)
  Blessed are the blind, for they have looked upon the 
  glorious light of the Emperor directly and no true 
  servant of the Golden Throne could ask for more. 
  Through the agonising ritual of soul-binding, these 
  psykers have been gifted with a small portion of the 
  Emperor’s incredible will. Thus protected from the 
  worst evils of predation by warp entities, these unseeing servants of 
  Terra can fulfil their primary function, preserving communication 
  between the far-fl ung worlds of the Imperium.
  
  247
  The Adeptus Ministorum 
  The Ecclesiarchy,  Cult 
  Imperialis, Ministorum
  the adePtus astroNomIca 
  (the beacoN, the lIght of the 
  emPeror, the Ward of maN)
  The Black Ships bring thousands of psykers daily to 
  the birthplace of man and many of those so tithed 
  find themselves contributing to the vast psychic 
  choir of the Astronomican. This steady beacon burns 
  bright in the warp; it is the Emperor’s will manifest, 
  shining from Holy Terra, and guides Navigators 
  across the Imperium. The process of lending their 
  psychic power to focus the beam quickly leaves the choristers as 
  lifeless husks, but they give themselves willingly, for without the 
  Astronomican the Imperium would cease to exist.
  the adePtus custodes 
  (the guardIaNs, Watchers of the 
  throNe, the thousaNd comPaNIoNs)
  These 
  are 
  among 
  the 
  mightiest warriors in all the 
  Imperium, the praetorians 
  of the Emperor. They stand 
  ever-vigilant outside the 
  brazen doors which seal His holy chamber. They are 
  entirely beyond reproach and they are among the few 
  over whom the Inquisition has no power.
  They never leave the inner sanctums of the Imperial Palace 
  and serve from birth to death within its hallowed halls. Yet 
  they are among the few of the servants of mankind who will 
  ever look upon the Emperor directly, and for that they receive 
  blessings beyond all measure.
   the adePtus mechaNIcus 
  (the PrIesthood of mars, tech-PrIests)
  The domains of the Adepts of Mars exist 
  semi-autonomously within the Imperium, 
  an empire within an empire, a right given 
  to them by the Emperor Himself at the 
  very dawn of recorded history. They are 
  the guardians of technology, the magi of 
  machinery. It is theirs alone to know how to coax forth the 
  life of a sun in a plasma containment field, how best to apply 
  the blessings of activation and maintenance to the massive 
  Titan war machines, how to ensure that the engines of the 
  Emperor’s starships run smooth and true.
  The Adepts of Mars worship the Emperor in the guise of the 
  Machine God. To them, mankind is in a fallen state that was at 
  the height of its powers during the Dark Age of Technology, 
  when the secrets of the universe were known to all. Knowledge 
  then, lies in the past and the Adeptus Mechanicus will go to 
  any lengths to uncover the great secrets of antiquity, scouring 
  the universe for any scrap of information from their holy 
  book—the Standard Template Construct system. They hold 
  that, were the STC to be restored in full, it would reveal all of 
  the powers of the hallowed past.
  The Tech-Priests venerate machines and regard them as 
  superior to fl esh. Many of them believe that the Machine 
  God desires them to shed this weakness and so they often 
  sport numerous bionic modifications. These mechanical 
  enhancements add to their air of otherness and further help 
  to set them apart from the rest of humanity.
  Through rune and hammer, the Tech-Adepts are the wards of the 
  arcane and they guard their knowledge jealously. But for all their 
  might, they are not beyond the watchful gaze of the Inquisition.
  the admINIstratum 
  (the scrIPtIsts, the eNumerators)
  The huge Administratum sees to the running 
  of the Imperium. Needless to say, its servants 
  are legion. At the will of the Adeptus Terra, 
  the Administratum collects the Imperial tithe, 
  sends out colonists, mobilises the military, 
  catalogues planets and much, much more. 
  Truly stultifying levels of bureaucracy exist within the 
  Administratum and some wayward souls believe that the 
  Imperium survives despite, rather than because of, its 
  efforts. The Administratum has become synonymous with 
  the Adeptus Terra in many places and, incorrectly, the terms 
  are often used interchangeably. The faceless servants of the 
  Administratum can be found all over the Imperium, ensuring 
  that all things are accomplished in the correct manner, even 
  if that may take a thousand years.
  THE ADEPTUS MINISTORUM 
  (THE ECCLESIARCHY, CULT 
  IMPERIALIS, MINISTORUM)
  The Adeptus Ministorum is not formally part 
  of the Adeptus Terra. Rather it is a sister 
  organisation which works hand-in-glove with 
  the servants of Earth. The Adeptus Ministorum 
  derives its power and authority from the 
  common belief in the Emperor’s divinity. Also 
  known as the Ecclesiarchy, after its chief high priest, the 
  Ecclesiarch, the Adeptus Ministorum is vast and powerful. 
  Its duty is to guide and interpret the innumerable ways that 
  humanity has found to worship the Emperor, shepherding 
  the myriad worlds of man along the unsteady path that 
  lies between heresy and true devotion. Whole worlds lie 
  within its administration and on many others still they are 
  the most powerful Imperial institution.
  Like the Administratum, the Ecclesiarchy is a complex 
  and byzantine organisation. A bewildering hierarchy of 
  priests, confessors, cardinals, novices, clerics, bishops and 
  missionaries all owe fealty to the Ecclesiarch in his palace 
  on Earth. Just as varied are the various roles within the 
  Ministorum, from wandering missionaries, to charismatic 
  preachers and theosophical scholars. Two of the most 
  famous institutions within the Adeptus Ministorum are 
  the training orphanages of the Schola Progenium and the 
  battle-sisters of the Adepta Sororitas.
  
  248
  The Inquisition
  THE INQUISITION
  The Imperium is assailed by countless 
  enemies both from within and without. The 
  attentions of unclean xenos, the invidious 
  infl uences of the misguided followers of the 
  Ruinous Powers, planetary unrest, mutation, 
  rogue psykers, rebellious Imperial lords 
  and more all work constantly to bring the 
  Imperium down, to the ultimate extinction of mankind. Yet 
  somehow it survives and humanity endures.
  The Inquisition is one of the many reasons for the persistence 
  of man in a hostile universe. Known as the “left hand of the 
  Emperor”, the Inquisition operates across the Imperium and 
  beyond to suppress and eliminate those forces that would 
  destroy the holy dominion of mankind over the stars.
  Inquisitors are empowered to go anywhere and do anything—
  whatever they must to ensure the survival of the Imperium. 
  Their Inquisitorial Seal opens all doors bar none, and even the 
  vaunted planetary governors must acquiesce to their demands 
  without complaint or delay, lest they be themselves regarded as 
  suspect. They will commit acts, no matter how vile, to maintain 
  the unchanging integrity of the Imperium, and they will put 
  whole planets to death in order to see that this is so.
  The members of the Inquisition vary enormously in physical 
  appearance, methodology and mentality. Some operate alone 
  and in secret, hidden from the eyes of the common man, 
  while others operate openly and carry dozens of acolytes and 
  agents in their cadre. What they do have in common is that 
  they answer only to their Order, and each Order answers only 
  to the Emperor. Their efforts can be checked by no Adepta 
  and they are utterly, fanatically devoted to the defence of the 
  Imperium. Even the most loyal and honest Imperial citizen 
  is likely to break into a cold sweat on learning that the 
  Inquisition is nearby—and that suits its members perfectly. 
  For more information see Chapter X: The Inquisition.
  The Structure & Interaction Of The Imperium
  Planetary 
  Governors
  The 
  Inquisition
  Imperial 
  Guard
  Imperial 
  Navy
  Adeptus 
  Astartes
  Adepta 
  Sororitis
  Titan 
  Legions
  Adeptus 
  Custodes
  Adeptus 
  Arbites
  Adeptus
  Administratum
  The God-Emperor
  Adeptus 
  Astronomica
  The 
  High 
  Lords 
  of 
  Terra
  Adeptus Astra 
  Telepathica
  Officio 
  Assassinorum
  Grey Knights
  Deathwatch
  Adeptus 
  Mechanicus
  Rogue 
  Traders
  Adeptus 
  Ministorum
  
  249
  Planets of 
  the Imperium
  T
  Types  of  Planet
  Types  of  Culture
  PLANETS OF 
  THE IMPERIUM
  “True faith is blind and justified.”
  — Confessor Faust. 
  T
  he Imperium encompasses countless worlds. No one has ever 
  been able to map them and no one can even say how many 
  there are. Entire departments of the Adeptus Administratum 
  are devoted to cataloguing the worlds in the Emperor’s domains, a 
  never-ending task, for it is in a state of eternal fl ux.
  Furthermore, the Adeptus Terra holds that the whole 
  human race and the entire galaxy are under the Emperor’s 
  rule—the Imperium has a manifest destiny to unite mankind, 
  impose its laws on every human world and destroy all alien 
  life. The true scope of the Imperium is, therefore, the entire 
  galaxy, though this is far from actuality. The Imperium 
  jealously guards its territory whenever it can but its sheer 
  size means that it cannot react to every circumstance. Many 
  planets live and die alone, with only the truly great threats 
  commanding the attention of the Adeptus Terra. Worlds are 
  frequently lost to aliens, rebellion or disasters, with news 
  of their destruction sometimes taking centuries to reach 
  Terra. The Imperium’s borders undergo constant change, 
  with new worlds discovered, conquered or colonised and 
  old ones lost.
  TYPES OF PLANET
  The galaxy teems with worlds—gas giants, worlds of frozen 
  methane, huge, globular masses of hydrogen that failed to 
  become stars, and many more besides. Some of these are mined 
  or exploited in some way, they may even harbour their own 
  forms of truly bizarre alien life, but it is mostly upon small 
  rocky worlds that mankind, and its enemies, are found. Within 
  this category of world, however, are many variations and 
  humanity endures all manner of environments in its quest to 
  survive in a cruel and unwelcoming universe.
  TYPES OF CULTURE
  Just as the people of the Imperium live in hugely varied 
  environments, so too do their cultures vary immensely.
  hIVe Worlds
  The Imperium’s most populous worlds 
  are its hive worlds. The populations of 
  these planets are so high that the people 
  live in huge cities, truly immense many-
  layered structures that reach high into the 
  sky,  each housing billions of individuals. 
  Hive worlds often provide much-needed 
  labour, their manufactoria producing mountains of war materiel 
  and other goods to meet the Imperial tithe demands. Most hive 
  worlds started out as relatively hospitable places but have become 
  severely polluted, the areas outside the hives reduced to ash wastes 
  or radioactive desert by the never-ceasing industry of the great 
  cities. Equally dangerous can be the hives themselves. The crime-
  ridden, poverty-stricken areas, almost always found in the most 
  polluted and decrepit lower levels of the underhive, are home to 
  violent gangs, criminals and assorted scum as well as mutants and 
  heretical cults who hide there from the authorities.
  agrI-Worlds
  These farming planets, in their own way, 
  are as vital to the Imperium as its hives. 
  These planets are given over entirely to 
  the production of food, which hive worlds 
  cannot produce in sufficient quantities to 
  keep their huge populations from starving. 
  Many a world has whole continents given 
  over to livestock or fields of crops. Some agri-worlds are covered 
  in oceans teeming with fish and a few are far stranger—worlds 
  covered in edible fungus, scoured by swarms of nutritious insects or 
  gas giants home to fl ocks of fl ying creatures. A few planets are used 
  solely to provide clean water to nearby hive worlds. Agri-worlds are 
  sometimes ruled directly by the Administratum, to help ensure that 
  their produce is grown and harvested with maximum efficiency.
  forge Worlds
  Much of a forge world is like an immense 
  factory, with industrial complexes soaring 
  into the sky and mine workings burrowing 
  deep into the crust. Forge worlds build great 
  numbers of complex machines, like tanks 
  or spacecraft parts. They are ruled by the 
  Adeptus Mechanicus, whose training and 
  research facilities are located there, along with the grand cathedrals to 
  their deity, the Omnissiah, in which the Archmagi of the Tech-Priests 
  enact the grandest, most complex rituals to honour the Machine God. 
  The Adeptus Mechanicus’ fl eets, its tech-guard armies and, most 
  formidably of all, the Titan Legions, are also all based on forge worlds. 
  The forge worlds are sovereign ground and the Adeptus Mechanicus 
  is loath to allow anyone on their surface other than Tech-Priests and 
  the legions of menials who serve them.
  laNguage
  Low Gothic (also called Imperial Gothic or simply Gothic) 
  is the “official” language of the Imperium, the tongue of its 
  Adepts and of Terra. Most worlds have been a part of the 
  Imperium for long enough to have adopted Low Gothic as a 
  universal tongue but there are still a great many feral worlds 
  on which Imperial Gothic is not spoken. Inevitably, dialects 
  of Gothic differ from world to world and can be mutually 
  unintelligible. Older planets frequently maintain archaic 
  tongues of their own, to the extent that ruling aristocracies 
  might only know enough Low Gothic to swear in. For 
  highly formal matters, the Adeptus Terra use High Gothic, 
  a precursor language of Imperial Gothic. Many Ecclesiarchy 
  rituals, Administratum edicts and Imperial charters use this 
  ancient and venerable language.
  
  250
  deVeloPINg Worlds
  These worlds are split into geographical 
  areas with widely varying levels of 
  advancement and culture. Depending 
  on the prevailing governments, these 
  might be countries, states, power blocks 
  or tribal homelands. It may be the case 
  that higher levels of technology and 
  wealth are concentrated around original colonisation sites. 
  Other planets might exhibit gross variations in culture due 
  to environment, with areas weak in natural resources being 
  similarly weak in terms of military power, economic muscle 
  and so on. Some planets preserve a great divide due to ancient 
  tribal taboos, religious notions or plain old-fashioned habit. A 
  great many worlds of the Imperium fit into this broad category, 
  but no two are alike in the way they realise these divides.
  feudal Worlds
  These planets are populated by folk 
  who have lost access to all but the most 
  basic of technologies. Farming, simple 
  machines such as pulleys, windmills 
  and the like are known, but propelled 
  fl ight, automatic weaponry and even 
  powered vehicles are likely to be rare 
  or non-existent. These worlds are often said to be the most 
  politically harmonious of all the planets of the Imperium, 
  because their peoples know their place.
  feral Worlds
  These worlds are populated by tribal 
  peoples largely living without the assistance 
  of maintained technology. This may be due 
  to a failed colonisation project, religious 
  preferences, cultural choice, environment 
  or some other reason. They may be aware 
  of the Imperium in some fashion but are 
  unlikely to know much more than something about a large group 
  of distant people living in the stars. These planets are frequently 
  unsuitable for later colonisation, either due to the circumstances which 
  drove the natives feral or because the natives themselves actively resist 
  new people settling on their lands. People of feral worlds can range 
  widely in culture, from Grox-hunting tribes of ancestor worshippers 
  to wild-eyed, post-apocalyptic road warriors, fighting endlessly 
  amongst the toxic, sand-strewn ruins of their civilisation.
  shrINe Worlds
  These worlds are dominated by religion 
  and acts of devotion. It may be that 
  these places saw the birth of a famous 
  saint or formed the battleground for a 
  particularly important war. Often studded 
  with temples and shrines, these worlds are 
  frequently controlled by the Ecclesiarchy 
  and may form training grounds for members of their Adepta.
  There are also the dark mirrors to these places of Imperial 
  devotion—fallen worlds where the inhabitants offer up 
  ceaseless prayer to the Dark Gods. These places of obscene 
  sacrifices and bloody rites are not suffered continued 
  existence for long.
  quaraNtINed Worlds
  The existence of these planets is rarely 
  made obvious but there are many 
  of them throughout the Imperium. 
  Travel to these worlds is forbidden 
  except for the most well-informed 
  and heavily armed expeditions, and 
  even then only with a very good 
  reason. Death worlds, alien empires or planets where the 
  creatures of the warp have broken through into realspace are 
  all examples of quarantined worlds, as are planets wracked 
  with plague. Some worlds are quarantined because no one 
  can fathom the origins of what has been found there, be it 
  mysterious artefacts or ancient cities—it is thought better 
  to live in ignorance of what lies on such worlds than risk 
  it becoming a threat. Other worlds are quarantined because 
  every expeditionary mission there has failed to return. 
  Planets are often quarantined by the pronouncements of 
  Inquisitors, especially if they have uncovered some warp 
  taint or xenos infestation that cannot be cleansed. Many 
  quarantined worlds possess great resources that would be 
  extremely valuable to the Imperium if they were properly 
  explored and exploited, but there are enough tales of 
  ancient horrors awoken on sinister alien worlds that few 
  adepts would try to defy a planetary quarantine.
  War ZoNes
  There are a great many worlds in the 
  Imperium that can be classed as war 
  zones. The Imperium is constantly 
  at war and in those wars whole 
  planets can burn. Massive campaigns 
  can envelop dozens of systems and 
  hundreds of worlds, many of which 
  are utterly devastated by orbital bombardments and artillery in 
  planet-spanning battles that last decades. Long-term war zones 
  are hellish places where death comes quickly. The Imperium 
  can field truly immense armies of millions of men, grinding 
  their way across a devastated planet and reducing cities to 
  rubble. Mercenaries fl ock to such places, hoping to leave soon 
  after with their ships loaded with pay. Deserters and escaped 
  prisoners form bands of pirates, preying on any ships unable 
  to defend themselves or roam the war-torn planets in feral 
  packs stealing and killing. The Administratum sends colonists 
  from overcrowded worlds to populate war-torn worlds after 
  the fighting has ended but the wheels of the Imperium grind 
  slowly and a world can lie devastated for centuries before any 
  effort is made to resettle it. These places can be some of the 
  most ghastly in the Imperium, with ravaged environments, 
  cracked planetary crusts, burnt-out cities and plains covered in 
  the bones of the fallen.
  
  251
  Planetary 
  Appearance
    Planetary 
  Government
  PLANETARY 
  GOVERNMENT
  Just as the environments and cultures of Imperial worlds 
  vary, so too does the way they are governed. The 
  Imperium allows most of its worlds to govern themselves, 
  using whatever method of government the population 
  gravitates towards. Some are hereditary monarchies, 
  others ruled by aristocracies or warlords. Some are ruled 
  by elected parliaments, while on others power is given to 
  whoever can pay for it. On some worlds these are the same 
  thing. Upon other planets, such things as democracy, free 
  choice and even personal rights are present, though these 
  are few and far between. Some worlds are administered 
  directly by the various Adepta, such as agri-worlds run 
  by the Administratum or cardinal worlds ruled by the 
  Ecclesiarchy.
  Whilst 
  the 
  individual 
  countries, 
  states, 
  tribes, 
  corporations, hegemonies, peoples’ work collectives, and 
  so on, may have their own various leaders, the Adeptus 
  Terra will look to one person to fulfil the planet’s tithes 
  and obligations to the Imperium. Titles for this governor 
  vary from planet to planet. In some cases the person 
  judged responsible for the tithe may not even be aware 
  that this is the case until too late. Certainly, more than one 
  titular head of state has discovered this upon rejoining the 
  Imperium after a period of isolation through warp storm, 
  war or other calamity.
  All governors are expected to recognise the authority of 
  the Imperium and to uphold its laws. These responsibilities 
  include aiding the agents of the Adeptus Arbites and the 
  Inquisition, as well as arranging the allotted tithes for 
  the Administratum. Governors are also expected to yield 
  psykers up to the Black Ships of the Inquisition when 
  required and to keep the population free of mutants, 
  cultists, radicals and witches. In practice, some planets 
  escape from these duties with relative ease, whilst others 
  are placed under seemingly tyrannical restrictions. Due to 
  the sheer size of the Imperium and the unpredictability of 
  travel, there are many occasions where the Administratum 
  never manages to extract its levy, or the Black Ships never 
  arrive to take psychic individuals away. Planets can be 
  isolated for generations and it is not unusual to encounter 
  worlds where the Imperial tithe has been all but forgotten. 
  Certainly the scribes of the Prol System have, in their 
  vast libraries, several accounts of Administratum logisters 
  arriving at worlds lost for centuries, only to discover 
  their yearly tithe burning on vast pyres as the natives 
  offer their dues up to the sky.
  In some cases, a group of planets might have enough 
  contact with one another to form political alliances and 
  even minor empires. Other clusters of worlds might 
  be connected by huge corporations, the powers of 
  hereditary nobles, religious leaders or other such ties. 
  In such cases, planetary governors must not only tend to 
  the needs of the Imperium but also the whims of these 
  power blocs.
  PLANETARY 
  APPEARANCE
  The peoples of the Imperium vary in their form just as their 
  home worlds do. Whilst there is a generally agreed human 
  standard, consisting of four limbs, one head, twenty digits 
  and so on, local environment and genetic stock have caused 
  all manner of interesting anomalies, evolutionary adaptations 
  and fashions. These differences are usually cosmetic in effect; 
  however, the more radical alterations walk the line between 
  accepted variation and outright mutation. It is a subject of 
  intense debate amongst some Inquisitors, and indeed the 
  Ecclesiarchy, on what it is to be human and therefore accepted 
  into the Imperium.
  Certain planets will betray their colonial origins with 
  the appearance of their peoples—perhaps a particular 
  type of nose or skin colour will be dominant. Others will 
  have clear tribal divisions. Some populations will possess 
  unusual adaptations as a consequence of their environment. 
  The folk of the agri-world Dreah, for example, have 
  a grey skin, hair and eye tone, which exactly matches 
  the flora, fauna, sky and waters of their notoriously 
  dull planet. Some cultures may impose certain ideals of 
  beauty that drastically alter the looks of their peoples. 
  Certainly, many strange and terrible gangs of underhivers 
  have been discovered, clad in hyper-fashionable armour, 
  sporting glowing electoos, skull studs, gang mutilations 
  and shiv scars with pride.
  To some extent a similar appearance and culture binds 
  the people of a planet together into a common stock. 
  Usually speaking, citizens of the Imperium will prefer 
  to spend their time with fellow natives of their world. 
  That said, however, man has ever been titillated by the 
  exotic, so friendship, love affairs and even children with 
  off-worlders is not unknown on planets with a culture of 
  such travel.
  PsYkers
  Humans with psychic powers, from telepathy to 
  pyrokenesis, have existed since the dawn of mankind, 
  but their position in the Imperium is uncomfortable at 
  best. An untrained psyker is an unguarded gateway to 
  the warp, through which psychic predators can enter 
  realspace and wreak havoc. It is said that whole worlds 
  have been lost to hideous monsters of the empyrean, 
  while rogue psykers have committed horrible crimes with 
  their powers or led dangerous and destructive cults. On 
  some worlds all psykers are tried as witches, subjected 
  to tortuous ordeals and burned at the stake when their 
  inevitable guilt is proven. Imperial law requires all worlds 
  to monitor its psykers and subject them for testing by the 
  Adeptus Astra Telepathica. Those who are strong enough 
  to withstand the perils of the warp are trained to serve 
  the Imperium. Those who are too weak are taken away 
  by the Black Ships and never seen again.
  
  	
  Imperial	World	
  Inquisition	Stronghold	
  Space	Marine	Homeworld	
  Cardinal	World	
  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
  req. PlaNet: 
  SCINTILLA
  sector: 
   
  Calixis
  sub-sector: 
  Golgenna Reach
  c 1.0.666
  orb. dIstaNce:  
  2.49 au
  1.12g/ temP: 22 c
  PlaNet grade: 
  Industrial World
  tIthe grade: 
  Exactus Extremis
  geograPhY: 
  Temperate
  goVerNor:  
  Marius Hax
  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 e 
  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
  Ruins of Caliban
  Cadia
  Nemesis Tessera
  Mordian
  Valhalla
  Cypra Mundi
  Port Maw
  Chiros
  Joura
  Macharia
  Tarsis Ultra
  Ichabarr
  Eustis Majoris
  Holy Terra
  Hydrapur
  Fenris
  Armageddon
  Medrengard
  Arch Maniac 
  of Calvera
  Calixis 
  Sector
  Ixaniad 
  Sector
  Scarus
  Sector
  Overfiend of 
  Octarius
  Scintilla
  …higher clearance 
  password required…
  
  “The	Revered	Houses	of	the	Navis	Nobilite	are	one	of	the	bastions	
  upon	which	the	Imperium	is	founded	and	the	institution	claims	it	
  can	trace	its	ancestry	back	to	the	birth	of	our	Great	Empire.	
  The	Great	Families	of	the	Navis	Nobilite	are	uniquely	composed	
  of	 a	 particular	 form	 of	 human	 called	 a	 Navigator.	 Tech-adepts	
  have	 speculated	 widely	 over	 the	 development	 and	 nature	 of	 the	
  Navigators’	unusual	talents	and	many	cast	hints	at	shadowy	genetic	
  transmutation	 and	 interbreeding	 during	 the	 founding	 of	 the	 Navis	
  Nobilite.	Whatever	their	origins,	the	Navigators	today	are	a	glorious	
  and	esteemed	organisation,	loyal	to	the	Imperium	and	stalwart	in	their	
  faith.	The	peculiar	powers	of	the	Navigators	can	only	be	preserved	
  by	intermarriage;	breeding	with	mundane	humans	eliminates	the	special	
  abilities.	This	factor	has	led	to	the	development	of	the	closely-related	
  Navigator	families	and	the	Navis	Nobilite	as	a	whole.”
  Preface	–	Historia	Et	Structura
  Res	Navis	Nobilite
  “For	the	warp	is	a	strange	and	terrible	place.	You	might	as	well	throw	a	traveller	
  into	a	sea	of	sharks	and	tell	him	to	swim	home	as	send	him	through	the	warp	
  unprotected.	Better	it	is	not	to	let	common	man	travel	through	the	stars.	Better	still,	
  let	him	not	know	such	a	thing	is	feasible.”
  Fra	Safrane,	5th	aide	to	Navigator	Da’el.	
  Comment	made	prior	to	the	departure	of	the	second	
  mission	to	search	for	the	missing	freighter	‘Pride	of	Angelus’.
  Imperial	Navy	
  Imperial	Guard	Homeworld	
  Forge	World	
  Daemon	World
  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
  Baal
  Maelstrom
  Storm of the 
  Emperor’s Wrath
  Gryphone IV
  Bakka
  Arch-arsonist 
  of Charadon
  Dimmamar
  Attila
  San Leor
  
  254
  Slower 
  Than Light Travel
  Travel  in  the  
    Imperium
  T
  TRAVEL IN THE 
  IMPERIUM
  “You cannot fathom the mysteries of the Universe, you must 
  simply trust in the righteousness of the Emperor’s Command.”
  — Edicts of the Navigator Guild Calixis.
  T
  ravel between the worlds of the Imperium is rare and 
  dangerous. The vast majority of civilians will never 
  know the roaring tedium of shuttle fl ight, the sickening 
  plummet of a drop pod or the unnerving silence of deep 
  space. Given the huge size of the Imperium, it is impossible 
  to cross it in the fl eeting span of time given to ordinary men. 
  Colonists, pilgrims and refugees spend many generations in the 
  vastness of space, and many ships never survive the vagaries of 
  travel to reach their destination. Some have theorised that the 
  universe actively resists mankind’s crude attempts to explore its 
  mysteries. The darkness between the stars keeps its secrets close 
  and yields them to inquisitive humanity only rarely.
  SLOWER 
  THAN LIGHT TRAVEL
  Used mostly for journeys between planets or closely neighbouring 
  systems, slower than light travel involves speeds that confound 
  mortal imagination and yet are still nothing when measured 
  against the sheer size of the 
  galaxy. Those attempting to use slower than light drives to 
  travel any appreciable distance condemn themselves and their 
  descendants to a shipboard life, endlessly whittling away the 
  years until they arrive at the distant star they set out to reach.
  The average citizen is unlikely to experience slower than 
  light space travel. Even those individuals living within a 
  system with plentiful ships for interplanetary travel are likely 
  to prefer the world of their birth over distant places with 
  strange customs, odd food and “funny-looking” people. In 
  many places, space travel is reserved for the privileged few 
  who can afford to maintain the rituals, priests and shrines 
  that such craft require, as well as the vast cost of the ships 
  themselves. Tech-Priests do what they can to sate the spirits 
  of these craft, but often even their unfathomable lore is not 
  enough to prevent these temperamental ships from venting 
  their rage (and oxygen) to the detriment of passengers. Sheer 
  odds dictate that sooner or later those that frequently travel in 
  ships between planets will experience such a disaster.
  Those worlds that have not lost the art of creating and 
  maintaining slower than light ships jealously guard their 
  arcane craft. This reluctance to share their guild secrets ensures 
  the reliability and price of their vessels but also robs others of 
  vital information required to placate their own craft.
  Institutions such as the Imperial Navy, Inquisition and 
  various Adepta have access to much better-quality vessels, 
  maintained with religious awe and reverence by countless 
  generations of the Adeptus Mechanicus.
           The
  Chartist Captains
  T
  he space lanes of the Imperium are plied by huge, often 
  ancient, merchant ships commanded by the Chartist 
  Captains. Lacking Navigators or Astropaths to guide them, 
  these civilian craft take years to travel their circuitous routes 
  between the stars, trading and bringing supplies to worlds which 
  need them. The ships of the Chartist Captains are the only contact 
  many worlds have with the galaxy at large, and to some primitive 
  worlds their arrivals are long-prophesied events of great spiritual 
  significance. Similarly, the reports of Chartist Captains are the 
  only evidence that many worlds still exist at all. The route of each 
  ship, set down in its charter written up by the Adeptus Terra, 
  can take generations to complete and a Chartist ship is home to a 
  spacefaring community of “void born” souls who can live and die 
  without ever setting foot on the surface of a planet.
  
  255
  Warp Travel
  WARP TRAVEL
  To move any appreciable distance within the Imperium, voyagers 
  must resort to warp travel. This method of faster than light travel 
  is rare, expensive and dangerous, as it requires the use of the 
  unpredictable realm known as the warp, or immaterium. Vessels 
  equipped with a functional warp drive are able to translate 
  themselves into this other dimension of being by generating 
  an envelope of Geller fields. These quixotic waves “bend” the 
  ship through the veil of realspace into the immaterium. Once 
  within this strange place, the ship is able to ride the currents and 
  eddies that fl ow within the warp, frequently dropping back into 
  realspace to check its positioning.
  The immaterium is a bizarre and contradictory place, entirely 
  unnatural to mankind. Looking upon the warp unprotected 
  causes madness and corruption, and thus is greatly feared by 
  almost everyone. Dimensions, colours, forces and emotions 
  operate entirely differently within the warp’s embrace, and this 
  can drive even the most thick-headed crewman insane. Psykers 
  of course, find such travel even more disturbing as their mystical 
  senses are able to comprehend much more of the immaterium 
  and the foul creatures that dwell within it.
  Those that travel through the warp emerge to discover another 
  of its disconcerting effects. Time does not operate normally within 
  this other realm and so travellers can emerge to discover that 
  centuries have passed since they started their journey, that they 
  have merely been absent for a few seconds, or have even arrived 
  before they left. Even skilled Navigators cannot predict how much 
  time will be lost, gained or repeated over the course of a journey. 
  Those that embark upon warp travel know that they will probably 
  never return home, or that if they do so they will find it so changed 
  that it is unrecognisable. When two or more captains of ships meet, 
  they invariably trade dates, attempting to reconstruct the time they 
  are missing or have gained. Needless to say, warp travel is not 
  embarked upon lightly.
  The warp is occasionally prone to great turbulence or 
  storms of activity. These strike at random and last for an 
  unpredictable amount of time. Whilst these storms rage, any 
  vessels within are tossed about on roiling currents, sometimes 
  being spat out at random locations. Other ships simply become 
  trapped, unable to translate back into realspace, cursed to an 
  eternity upon the waves of the warp. These storms disrupt 
  communication across the Imperium and can sometimes 
  herald a great disaster within realspace.
  Navigators
  T he Navis Nobilite, or Navigators, form a sprawling 
  network of extended families, all of which bear the 
  Navigator gene. Navigators are different to other men, with 
  some seeing them as mutants, but their differences are stable 
  and, unusually, are not only tolerated by the Imperium but are 
  essential to its very existence. A Navigator possesses a third 
  eye in his forehead through which he can perceive the warp itself 
  and read its currents and eddies. For anyone else to look upon 
  the warp would be to invite madness and possession, but a 
  Navigator’s power allows him to guide a ship through the 
  warp and reach its destination far faster than any ship 
  could travel without him. Navigators use the great psychic 
  beacon of the Astronomican as a fixed point to aid their 
  route-finding. In this way they are able to complete a journey 
  with far fewer drops into realspace to plot position. The great 
  majority of Navigators serve in the Imperial Navy and many 
  Navigator families are tied to Naval aristocracies by complex 
  bonds of honour, debt and patronage.
  
  256
  Threats  to 
  Humanity
  Mutation
  Disciples  of 
  the Dark Gods
  Communication
  P
  COMMUNICATION
  Just as travel within the Imperium is a complicated and 
  inexact science, so too is the business of exchanging 
  messages between the many and varied planets that make 
  up the Empire of Man. Planetary communications systems 
  such as vox-casters, hardwired lines and the more advanced 
  vox-communicators suffice to pass messages amongst the 
  nations of a world, yet have almost no use beyond the 
  bounds of the planet’s surface. Such devices require many 
  years for their signal to reach even the nearest planet 
  and have no surety of even being detected when they 
  arrive. The perils of travel ensure that human or servitor 
  messengers are just as unreliable and potentially as slow as 
  radio or other energy wave communications.
  The Imperium then, is forced to rely upon communication 
  by psychic, or astropathic means. Astropaths communicate 
  with symbols and iconic images, projecting these messages 
  through vast distances of space by means of psychic power. 
  This process is usually exhausting and requires ritual and 
  focus in order to keep the pskyer in the right frame of mind. 
  These can take a wide variety of forms, such as use of the 
  Emperor’s Tarot, vision quests, automatic writing, trances, 
  séances and the like. The Gaolist Astropaths of Hredin for 
  example, spend many years etching their messages onto 
  painstakingly illuminated sheets of iron and then destroy 
  the work of art upon a massive grinding wheel. The pain of 
  annihilating a much-loved labour is said to produce psychic 
  messages of unparalleled clarity.
  These messages are received by fellow astropaths in various 
  ways. Some appear as vague and troubling dreams, whilst 
  others appear as visions or mystic portents. Others appear 
  within whatever ritual method or divination technique the 
  receiving psyker happens to practise. Thus warning of an 
  Ork invasion might appear as a glistening imperfection in 
  fish entrails, a looming cloud of smoke, bleeding orifices 
  or a worrying combination of runes or sigils within a 
  holographic matrix.
  These messages must not only be transmitted from one 
  astropath to another but decoded at the other end. Each 
  astropath employs slightly different symbols and each has 
  a preferred style or “fl avour”. Some messages take weeks of 
  poring over tomes of augurs and symbolism before they 
  can be reconstructed, though the best astropaths can do 
  this word for word. Some remain a mystery forever. Some 
  messages are received by astropaths at entirely the wrong 
  end of the galaxy and must be passed on to others who are 
  nearer the place in question.
  Some messages simply do not get to their intended recipient 
  or are drastically misinterpreted along the way. In addition, 
  there are too few astropaths. Most worlds, especially those 
  with small populations or on the fringes of the Imperium, 
  have no astropaths at all, and must rely on the infrequent visits 
  of passing Chartist ships or Administratum census-takers to 
  make contact with the outside galaxy at all. For this reason 
  the Adeptus Terra cannot react quickly to every event in the 
  Imperium, even when an event occurs that is great enough to 
  attract the notice of the vast and ponderous bureaucracy. On 
  most worlds, the Imperium feels very far away.
  THREATS TO 
  HUMANITY
  “Beware the enemy within!
   Scorn the enemy without!
   Fear the enemy beyond!”
  — Excerpt from The Acolyte’s Oath.
  P
  erversely, for the largest empire that humanity has 
  ever known, many planets within the Imperium 
  feel isolated and alone in the long night of space. 
  Across all the peoples and planets of the Imperium, 
  fear gnaws away at the psyche, worming mistrust and 
  desperate faith into the conscious and unconscious mind. 
  Time and again the universe has proved itself an uncaring 
  and frightening place. People sicken, the warp rages, 
  xenos attack and worlds die. The people of the Imperium 
  watch their neighbours for signs of heresy and witchery. 
  Mankind prays to the Emperor to protect them from the 
  woes of the universe, of which there are many.
  DISCIPLES OF 
  THE DARK GODS
  Time and again, the minds of man have proven fertile soil 
  for the seeds of corruption. There are certain dark powers 
  abroad in the universe that seduce the weak and foolish into 
  their damnable service. These ageless beings, their names 
  unspeakable, prey upon mankind’s needs and desires. With 
  honeyed words, forbidden knowledge, bloody rites and 
  festering secrets they lure humanity to become their slaves.
  Some within the Imperium choose to worship these 
  Daemon gods. The ways of these cults are many. Some meet 
  in clandestine rituals of sacrifice and incantation. Others 
  are foolish scholars, meddling with powers beyond their 
  ken. Others still are organisations, companies or political 
  groups drunk with power gained through pacts with 
  unspeakable creatures of the warp. Perhaps worst of all are 
  the instances of entire worlds that worship the Chaos gods 
  through ignorance or choice. All of these profane cultists 
  invite ruin upon themselves, the Imperium and humanity.
  The Adeptus Terra, planetary governors and the Inquisition 
  watch for these disciples of Chaos, for the inevitable 
  consequence of their meddling is pain, disaster and blood 
  shed. The ordinary peoples of the Imperium rightly fear 
  these cults and their malevolent masters. On many worlds 
  an undercurrent of paranoia, suspicion and fear of Chaos 
  cultists is the norm.
  MUTATION
  The degeneration of the holy human form is one of the 
  Ecclesiarchy’s greatest concerns. Environmental pollution, 
  deliberate genetic alteration, stellar radiation, alien diets 
  and simple evolutionary adaptation have wrought manifold 
  
  257
  changes upon the physique of man across his empire of stars. 
  Some of these mutants have a standard, stable, morphological 
  type and are tolerated by the authorities—notable among 
  them being the abhuman Ogryns and the ancient and noble 
  Navigators. But to find whole worlds where the population 
  has no eyes due to never-ending darkness, or unusually long 
  legs because of millennia of nomadic living, is not unusual. 
  Whether these aberrant populations are declared acceptable 
  or not is the business of the Adeptus Terra.
  But mutation can also be a sign of the Dark gods. Just 
  as they twist and destroy the minds and souls of man, so 
  too do they toy with his flesh, bending it into profane 
  shapes, gifting strange abilities and creating monsters 
  for their perverse amusement. Where such mutation is 
  present, it is rightly abhorred. Few are willing to tolerate 
  such a aberation within their midst and fear of mutants 
  runs through the populations of many worlds, even those 
  where such things have happened but once in a hundred 
  generations. Perhaps worse still is the constant fear of 
  becoming a mutant oneself. Many folk pray that should 
  this worst of all things occur, they will have the strength 
  to end their own lives, before the mob or the Inquisition 
  does it for them.
  Some poor fools are willing mutants, seeing the distortion 
  of their fl esh as a sign of favour from the Dark gods. They 
  seek out ways to gain more of these gifts, either by begging 
  the Daemon gods for more of their touch or by doing their 
  bidding in the hope of reward. Others, more poignantly, claim 
  innocence of any wrong doing or foul worship. Whatever the 
  case, a mutant is a mutant and must be feared, hated and 
  destroyed. This is but one of the many reasons Imperial 
  citizens tend to be highly intolerant and many innocent men, 
  upon finding themselves on a new world, have been murdered 
  by a frenzied mob for merely appearing to be different.
              Concerning The Three Great Threats To The Safety Of Man
  On Witchcraft
  T
  he question of witchcraft exercises the minds of a great many of the 
  Emperor’s servants. Indeed, one whole arm of the holy Inquisition—the 
  Ordo Hereticus—has the finding and destruction of these dangerous beings as one 
  of its primary activities, and several other organisations exist to contain, exploit 
  and control these human psychics.
  It is said by a heretical few that mankind stands upon the brink of an 
  evolutionary change, that every year the incidence of psykers rises and that one day 
  the entirety of mankind will become a new, psychic race.
  True or not, the psykers of the Imperium are a double-edged sword. On the 
  one hand, they enable the continued existence of the Imperium—the astropaths, the 
  seers, Imperial psykers, the savant battle-psykers of the Guard, the Librarians of 
  the Space Marines, even the Emperor Himself—these loyal, good and necessary 
  servants of mankind are psykers all. Yet they are few in number and for every 
  mind that is strong enough to stand against the perils of the warp, there are 
  hundreds of others whose minor gifts, whether they seem a boon or a burden to the 
  individual, are a clear danger to the worlds of man. The employ of their talents can 
  lead to intrusions into the physical universe by warp entities or leave the individual 
  open to manipulation by certain strains of perfidious xenos.
  By far the most dangerous are the witches, those who revel in their abilities 
  and seek to use them in a personal quest for power. Alone, they can wreak 
  untold havoc, intentionally or unintentionally. It is for this reason that, of all the 
  threats from within, the populace fears the witch most. It is a hidden danger that 
  can spring up unbidden even inside a man’s own family, and parents dread the 
  birth of a witch child above all things.
  All psykers must be given over to the appropriate Imperial body or be purified by 
  death. Those psykers that appear to have evaded the tithe-men of the Black Ships, 
  by accident or design, are guilty until proven innocent and the cleansing flame is their 
  only fate.
  
  258
  Concerning The Three Great Threats To The Safety Of Man
  On Xenos
  It is mankind’s manifest destiny to rule this galaxy, of that there is no doubt. Spiritual perils 
  may beset us, the physical universe may assail us, but it is the Emperor’s will that mankind 
  and mankind alone will bestride the stars, and to that end we fervently bend our lives.
  There are many other creatures in this galaxy, unclean creatures born of worlds far from 
  the sacred soil of Holy Terra, whose misbegotten forms are an insult to those who wear the 
  shape decreed by the Lord of Man as fitting and right. Some of these creatures are weak and 
  harmless, and easily extirpated, their planets expropriated for the true masters of the stars, their 
  memory expunged. But there are other, stronger races that would see the will of the Emperor 
  foiled and mankind cast down.
  Among them are the savage greenskin Orks, whose numberless multitudes plague the 
  galaxy with their endless desire for war. Hulking creatures, bigger than a man, they are 
  mindless, yet powerful and unafraid. Elsewhere can be found the fickle Eldar, those who 
  cannot be trusted, beings which extend the hand of friendship whilst clasping a dagger 
  behind their back. Beware these fiends; their machineries of war are as swift and as 
  deadly as their lying tongues. Likewise the Tyranids, blasphemous monstrosities who 
  reduce worlds to bare rocks in their feeding frenzy, their endless armies made up of hell-
  spawned bio-constructs.
  Other things dwell in the dark places of space—the Hrud, whose very presence is poison even 
  to the rightful progression of time; the Tau, whose heretical technicians enslave technology to their 
  grotesque ends with no thought for the proper rites; the Verminthiculians, wild mercenaries and 
  reavers. But fear not, the alien may be legion but man is the stronger, and their warmongering is 
  but the desperate savagery of those who know that their end draws near.
  Concerning The Three Great Threats To The Safety Of Man
  On Daemons
  On Daemons we shall not dwell here, for the very existence of such fell beings is a 
  terrible secret and must be hidden from the minds of those who would fall prey to 
  them.
  A Daemon is a warp entity, a terrible creature of thought and energy brought forth 
  into existence by the twisted needs of sentient beings, or at least so the high masters of the 
  Ordo Malleus say. To even think of them is to invite their attention and only the steeliest 
  mind, the most powerful faith, is enough to overcome their utter, monstrous evil.
  Inconceivable as it may seem, there are those who would consort with the Daemon, 
  for they whisper dark things in the night to those who would listen and make many 
  promises of temporal or eternal power. They can be brought forth willingly, by the 
  witch or by certain arcane sorceries, or they may try to force a way through into the 
  world through the unsuspecting portal of an untrained psyker’s mind.
  However they become incarnate, if they achieve their goal, just one Daemon can 
  bring ruination to all it encounters. One need not talk of the Night of Silence in 
  Atraxian III’s capital, nor of the lost world of Abandoned Hope, which to this 
  day is warded by the Inquisition, knowledge of its existence forbidden to all.
  Make no mistake, to face a Daemon is to face damnation, to court a Daemon is to 
  embrace it.
  
  259
  On Organisational 
  Disagreement
  Rebellion
  REBELLION
  The Imperium is the only rightful authority of mankind. It 
  has been decreed by the Emperor, and His will, executed by 
  the Adepts of Terra, is absolute. But man has ever been a 
  fractious creature and not all agree that this should be the 
  case. Therefore the rule of Terra must, by necessity, be harsh. 
  Be this as it may, the size of the Imperium means the grip of 
  governance is, perforce, loose, and rebellion is only regarded 
  to have taken place when one of the tithes goes refused.
  Worlds which rise up to shake off the fatherly hand of the 
  Emperor fall into the following four main categories:
  Governmental Revolt: Occasionally the ruling body of such 
  a world might misguidedly decide that their world would be far 
  better off outside of the Imperium. They might not have been 
  visited for a thousand years or the planetary governor may harbour 
  territorial ambitions, but whatever their motivations, the result is 
  the same—ruthless and immediate repression. These revolts must 
  be dealt with swiftly and graphic examples made of the ringleaders, 
  for if just one planet is shown to succeed in such a quest, others 
  will certainly follow. It may take centuries to quash a revolt, but no 
  human world must be allowed to secede. Assassination, planetary 
  assault and, occasionally, Exterminatus are all righteous tools that 
  may be employed to bring the wayward world to heel.
  Popular Revolt: It is a regrettable fact that many citizens of 
  the Imperium suffer the most horrendous living conditions in 
  less than ideal environments. From time to time, a particularly 
  bold demagogue may rally his fellows and overthrow the 
  government. This only becomes a problem if they then go 
  on to defy the authority of the Imperium, otherwise the new 
  regime will go unmolested—it is ordinarily not the adepts’ way 
  to impose governmental form upon a population. Foolishly, 
  fl ush with success, the rebellious people of a world often go 
  on to do just that, mistakenly identifying the Imperium with 
  their oppression and not their salvation.
  Also, it is sometimes better in planets with a particular strategic 
  importance to ensure continuance of governance. In both these 
  cases the forces of the Imperium are brought to bear.
  Xenos Infiltration: There are many creatures in the universe 
  that exist by using other creatures as their proxy. These may be 
  creatures from the physical realm, such as Genestealers, or beings 
  such as the Enslavers, who somehow have a material being but 
  dwell within the empyrean. Sometimes these worlds carry on 
  seemingly as normal, the rest of the galaxy unaware of the dark, 
  alien cancer eating at their heart. As often as not though, the 
  alien-dominated population will rise up in armed rebellion. 
  In either case, utter destruction of the infested inhabitants is, 
  regrettably, the best course of action. This can be effected via 
  tectonic destabilisation, Exterminatus, cyclonic torpedoes or viral 
  (general or geno-tailored) bombardment, dependant upon the 
  importance of the world and possibilities of recolonisation.
  Daemonic Infiltration: A planet may turn to worship of 
  the Dark gods under a number of circumstances. Suppression 
  of such revolts must be handled carefully—destruction of 
  the population may be the Dark Powers’ actual aim, as the 
  psychic death scream of millions of people can be enough to 
  permanently open a rift between the warp and the real universe. 
  Planetary invasion by specialist formations is advisable, followed 
  immediately by planetary cleansing or destruction.
  ON ORGANISATIONAL 
  DISAGREEMENT
  Regrettably, even the true organs of galactic governance 
  can become embroiled in disagreements with each other. 
  The very creation of the Imperium as it stands today 
  is entirely predicated by the actions of the Warmaster 
  <CENSORED—CODE 15/775/Sigma> and one only 
  has to look at the wickedness perpetuated by the High Lord 
  Goge Vandire to see that it is inadvisable to rest too much 
  power in the hands of any one of the Emperor’s hands. It 
  is only fitting that each Adept should maintain a healthy 
  suspicion of his peers.
  Divided we stand, united we fall. E Unis Pluribum.
  Taken from The Inquisitorial Omnibus of Actual Governmental Destabilisation 
  vol 987, Chapter 2: Threat & Consequences. Passages quoted penned by 
  Explicator-General Diomedes Gann, of the Cross-Ordo Harmonisation 
  Conclave, M36.3679. Revised by Inquisitor Eusebius Bhail, M39.4487.
  
  260
  Imperial  Navy
  Imperial Guard
  I
  War
  WAR
  “The Emperor asks only that you hate.”
  — Last words of Commissar Roth.
  I
  n war humanity excels, and the Emperor’s armies are 
  spread across the galaxy. The threat or effects of war 
  are never far away, no matter where you go in the 
  Imperium. Mankind seeks to purge the stars of its enemies, 
  and the bloody carnage it wreaks in doing so shows no 
  sign of abating. The Imperium’s military is at once mighty, 
  glorious and terrible.
  IMPERIAL GUARD
  The Imperial Guard is the backbone of the Imperium’s 
  military might. Millions upon millions of well-trained men 
  and women, organised into thousands of regiments, make 
  up the Guard. With lasgun and bayonet they march upon 
  alien battlefields and garrison vital worlds. They form the 
  Imperium’s first line of defence and they strike the first blow 
  in many crusades. Its regiments are drawn in great tithes of 
  manpower from the Imperium’s worlds and each regiment 
  has a unique character and fighting tradition, from the rigid 
  discipline of the Steel Legion to the stealthy brutality of the 
  pale-skinned Stygian 23rd and the unfl inching bravery of the 
  Vostroyans. Vast conscript armies, elite special forces, massive 
  tank columns and glorious sabre-wielding cavalry can all be 
  found in the Imperial Guard, often fighting alongside one 
  another on Emperor-forsaken worlds they have never heard 
  of. Regiments do not remain on their home worlds but are 
  raised explicitly to be sent to fight and die light years away 
  from home. And die they do, for the Imperial Guard bear the 
  weight of the Imperium’s wars. It is said that the Emperor 
  knows the name of every soldier that has fallen fighting in 
  His wars—but if that is true, He is the only one who can 
  comprehend just how many Imperial Guardsmen have died 
  in the ten thousand years since the Emperor ascended to the 
  Golden Throne. Those who survive the grinding horrors of a 
  lifetime of war are frequently gifted a portion of the very land 
  they fought to conquer as a reward. As with many things in 
  the Imperium, this is a mixed blessing indeed.
  The Imperial Guard regiments are raised from the local 
  armies of the Imperium’s worlds as part of a planet’s tithe to the 
  Imperium. These regiments are normally deployed according 
  to the orders of the Adeptus Terra. However, when the High 
  Lords declare a major military campaign (often referred to as a 
  “crusade”) they appoint a Warmaster chosen from among high-
  ranking Imperial Guard officers to command the campaign’s 
  regiments. One of the most famous Warmasters, Macharius, 
  was given the title Lord Solar on account that he conquered a 
  thousand worlds on the Imperium’s eastern fringe and expanded 
  the Imperium to the very edge of the Astronomican’s reach.
  IMPERIAL NAVY
  The Imperial Navy holds nearly all of the Imperium’s fighting 
  vessels; local governments, Warmasters and others are forbidden 
  to maintain their own fl eets of warships. Their spacecraft include 
  some of the most potent engines of destruction in the whole 
  galaxy, including mighty battleships thousands of years old. 
  The Navy’s ships range from small escorts with a crew of a few 
  dozen to the immense Emperor-Class battleships which might 
      The Commissariat
  The Imperial Guard is exposed to terrible threats which can shake the resolve 
  of even the most steel-hearted veteran, from bizarre aliens to the terrifying 
  inhabitants of the warp. To encourage the men to fight the most horrendous 
  of situations, commisars are attached to regiments of Imperial Guard. The 
  role of a commissar is to fight alongside the regiment’s officers and take control 
  when morale is flagging or the men are not fighting with sufficient zeal. In such 
  situations a commissar can take over command from an officer and summarily 
  execute any man who tries to flee. Even the colonel of a regiment must be sure to 
  display courage and zeal at all times when a commissar is watching him.
  Commissars are orphans educated within the Ecclesiarchy’s Schola Progenium 
  and selected from among those who show fearless faith in their Emperor. They are 
  then assigned by the Commissariat to Imperial Guard regiments whether the 
  regiment in question likes it or not. Commissars are pious, self-righteous and 
  unswerving in their purpose. They are exceptionally brave and many a seemingly 
  hopeless battle has been turned by a commissar taking command. However, they 
  are universally feared and loathed by the men of the Imperial Guard and are 
  always the first against the wall when a regiment mutinies.
  
  261
  The Adeptus Astartes
  have twenty thousand souls or more on board. The Navy also 
  includes fighter and bomber crews and aircraft that support the 
  Imperial Guard on the ground.
  The Navy’s officer class is highly traditional and aristocratic 
  in character. The Imperium’s noble families frequently boast 
  naval officers among their number and naval dynasties 
  dominate many battlefl eets. Elitism is a virtue on most ships, 
  where the officers’ lives are in stark contrast to those of the 
  ratings and engine crews. With thousands of crew living and 
  dying on ships that can spend decades without seeing port, a 
  ship of the Imperial Navy becomes a society in its own right; 
  a city in space. Mutinies are not unknown and the Naval 
  security battalions are a familiar sight on the decks of all Naval 
  ships, their black visors and shotguns constantly reminding 
  the men that obedience is their duty to the Emperor.
  The Navy relies on many other organisations to function. 
  Perhaps most importantly, these ancient and complex ships 
  could not function without a complement of Tech-Priests who 
  know how to appease the ships’ machine-spirits and maintain 
  technology that is too old and mysterious to be replicated. 
  The Navy is also reliant on the Tech-Priests of Mars for refits, 
  upgrades, repairs and new ships.
  It is usual for a warship to have astropaths on board, for proper 
  communication is essential if the Imperium is to be defended. 
  Many captains are glad to have Ministorum clergy among their 
  crew, ministering to the spiritual needs of the men and steeling 
  their spirits with sermons. Commissars are appointed to the 
  larger ships, watching over the moral fibre of the crew and 
  providing a watch against mutiny and impiety. Then, of course, 
  there is the Navigator of each vessel, whose family can occupy 
  entire spires jutting out into space atop the ship.
  THE ADEPTUS ASTARTES
  The Adeptus Astartes, known as the Space Marines, are the elite 
  warriors of the Imperium. They are few in number and regarded 
  with almost mythical awe by most folk, for they are inheritors of 
  traditions founded by the Emperor Himself. The Space Marines are 
  divided into Chapters, each possessing a thousand Space Marines 
  along with its own support staff and spacefl eet. It is said that there 
  are around a thousand such Chapters in the Imperium.
  A Space Marine is recruited in adolescence from among the 
  most violent cultures of the Imperium. His body is hugely 
  enhanced with new organs promoting muscle and bone 
  growth to give him immense strength, size and resilience. His 
  mind is similarly enhanced; hypno-doctrination and sleep-
  learning give him both a fervent belief in the Imperium and 
  the knowledge of weapons and tactics to bring the Emperor’s 
  wrath to the battlefield. Upon completing his augmentation 
  and training (which not all novices survive), he is issued with 
  his wargear, including a suit of power armour. This armour is 
  one of the most powerful symbols of Imperial might, depicted 
  in statuary and stained-glass windows across the Imperium. 
  Equipped with nerve-fibre bundles so it moves in sync with 
  his body, a Space Marine’s armour not only grants him great 
  strength and protection but is a work of art, resplendent in 
  the heraldry of his Chapter.
  Each Chapter is independent from the Adeptus Terra. 
  While most will eagerly answer the summons of a Warmaster 
  or a plea for help from somewhere in the Imperium, some 
  Chapters have their own agendas and cannot be relied 
  upon entirely. All, however, serve the Emperor loyally with 
  complete devotion.
  All Chapters have proud traditions and distinct characteristics 
  that translate into the way they fight. The ferocious Space 
  Wolves, for instance, are more fiercely independent than most 
  other Chapters and fight on their own terms up close with 
  chainswords and bolt pistols. The Iron Hands, on the other 
  hand, have close ties to the Adeptus Mechanicus and are the 
  masters of siege warfare, arming their warriors with an array 
  of devastating heavy weapons and tanks. Many Chapters are 
  legends, and names such as the Blood Angels, Ultramarines, 
  Dark Angels and Imperial Fists are spoken of with hushed 
  awe among Imperial citizens. A Space Marine Chapter has its 
  own fl eet of fast spacecraft and can react far more quickly to a 
  threat than the Imperial Guard or Navy, making the Adeptus 
  Astartes one of the only forces in the Imperium that can mount 
  a rapid response to a crisis. The Space Marines are extremely 
  few in number compared to the size of the Imperium and few 
  citizens will ever see one in the fl esh, but without them the 
  Imperial military and the human race would slide ever faster 
  towards destruction.
  
  262
  Deathwatch
  Grey Knights
  GREY KNIGHTS
  The Space Marines of the Grey Knights Chapter are amongst 
  the most highly specialised of the Adeptus Astartes, designed to 
  specifically defend the Imperium against the threat of Chaos. The 
  Grey Knights are permanently attached to Ordo Malleus and their 
  Chapter Master is rumoured to be a member of the Inner Conclave of 
  the Inquisition. No ordinary warriors, Grey Knights are chosen from 
  amongst the most fearsome and savage feral cultures, each one an 
  emergent psyker who has undergone arduous tests of faith, strength, 
  endurance and courage that would break all but the strongest. 
  Grey Knights fight in baroque, heavily ornamented suits of 
  armour, carrying mighty sigil-encrusted swords and halberds. These 
  warriors alone can stand before the might of a Greater Daemon with 
  any hope of banishing it back to the warp from whence it came.
  The millennia the Grey Knights have spent in battle against the 
  forces of Chaos has furnished them with blasphemous knowledge, 
  painstaking pieced together by the Inquisitors of Ordo Malleus. 
  Each warrior carries a copy of the sacred Liber Daemonica, the holy 
  battle rites of the Chapter, in a ceramite case on his breastplate, and it 
  is this which most symbolises a Grey Knight’s most potent weapon; 
  an unshakable faith in the Divine Emperor of Mankind.
  DEATHWATCH
  Mysterious figures who battle in black power armour, 
  fighting with preternatural skill and dedication against the 
  most terrible of alien creatures. Appearing without warning 
  and vanishing as quickly as they arrived, leaving no trace of 
  themselves or of the creatures they have fought. These are the 
  Imperium’s most highly trained xenos fighters, known simply 
  as the Deathwatch.
  Forming the chamber militant of Ordo Xenos, the 
  Deathwatch uniquely draws its members from across the 
  many different Space Marine Chapters, all of which have 
  sworn sacred oaths to maintain specially trained xenos 
  fighters and stand ready to deploy them at a moment’s 
  notice. These specialised warriors are drawn together as 
  and when needed by the Ordo to combat alien menace 
  whenever and wherever it rears its vile head.
  Rumour has it that Ordo Xenos maintains a number of 
  secret fortresses at the fringes of the Imperium where the 
  Deathwatch keeps a silent and constant vigil, ever watchful 
  for the tell-tale signs of alien encroachment.
  
  263
  The Cult 
  of  the Emperor
  Superstition 
     &Faith
  T
  SUPERSTITION 
  & FAITH
  “Thought for the day: Blind faith is a just cause.”
  — Liber Imperialis.
  T
  he weapons of war may do much to guard the Imperium 
  from the threats that assail it. Yet the strongest armour 
  is not forged from ceramite, it is formed of faith.
  THE CULT 
  OF THE EMPEROR
  The Cult Imperialis is one of the few common factors that 
  link the disparate worlds of the Imperium together. No matter 
  what conditions prevail upon a world within the Imperium, 
  the Imperial cult will be found there.
  The ways in which the Emperor is worshipped are multitudinous. 
  To some He is revered as a distant, patriarchal and human figure. 
  Others identify Him with some aspect of nature, many others, 
  such as the primitive Epheisians of Dwimlicht, regard Him as a 
  star-god, for His agents only visit occasionally and they descend 
  from the heavens when they do so. But all the creeds of the cult 
  agree upon this one thing: there is only one Emperor. To worship 
  a pantheon of gods and put other gods alongside Him is heresy. 
  However, there have been many individuals over the millennia 
  who have been seen as His saints, people visibly touched by the 
  Emperor, and they are venerated all over the Imperium. There are 
  saints for every aspect of life and there is a thriving trade in their 
  relics on many worlds.
  The worship of the Emperor is, in the main, highly organised. 
  Cathedral complexes can be found in the capitals of all worlds 
  of any meaningful populations. On the densely populated, 
  teeming hive worlds, these can occupy entire spires. The graceful 
  structure of the Emperor Triumphant, constructed after the 
  Second Armageddon war at Hive Primus on Armageddon, climbs 
  delicately skyward, its main tower nearly a full kilometre in height. 
  The statue of the Emperor at the top brushes the troposphere, 
  looking benignly down upon the seething, polluted world 
  below. Most towns will have a church or temple to the Emperor 
  and even the crudest village of the most primitive tribesman will 
  sport a sacred cave or grove dedicated to his name.
  Of course, in some places, the worship of the Emperor 
  supercedes all other aspects of life—these are the shrine worlds 
  of the Imperium, where perhaps one of the great saints, or even, 
  in the distant past, the Emperor Himself, performed a great deed. 
  These planets can be one, vast, religious complex, or huge cemetery 
  worlds such as Granithor, where the wealthy spend vast fortunes 
  bringing the dead scions of their families for burial, usually those 
  who have perished in the service of the Emperor. Then there are 
  the cardinal worlds, which attract millions of pilgrims and are the 
  strongholds of the cult. These planets are directly governed by the 
  Ecclesiarchy and are the seats of functionaries high in the Cult, 
  responsible for the spiritual health of vast areas of space.
  The Ecclesiarchy maintains and promotes the cult 
  galaxy-wide and, where possible, tries to sanction the 
  worship of the Emperor no matter how bizarre it may 
  seem. Very few practices are proscribed, and even such 
  abominations as human sacrifice to the Emperor are 
  useful to the Imperium, for it is easy to convince a newly 
  encountered culture that approves of such custom to give 
  up its psykers to the Black Ships.
  One of the Ecclesiarchy’s tasks is to record this multiplicity 
  of tradition with which the Emperor is honoured. In that way, 
  two preachers from opposite sides of the galaxy will know, no 
  matter what their title or manner of expressing their devotion 
  might be, that neither is a heretic. The Ecclesiarchy sends out 
  mission fl eets for precisely this purpose, whose fl otillas of 
  blessed spacecraft slowly circle a particular part of the galaxy, 
  recording new variants of the cult, correcting serious heresies 
  and proselytising to newly discovered populations of humans.
  To all, the Emperor is a living god. He may be tens of 
  thousands of light years away, but that He exists, the 
  inhabitants of the Imperium know, so faith is an easy thing. 
  Some amongst the Ecclesiarchy and Inquisition may argue 
  that men should be more ardent in their devotion to Him, 
  but though some may be lax in their adulation and may 
  blaspheme or heretically curse the Master of Mankind for 
  their lot, it is nevertheless rare to meet a man who would dare 
  to deny the Emperor’s divinity.
  Preachers & Confessors
  The Ecclesiarchy presides over the souls of the Imperium’s citizens, dividing its countless diocese into 
  parishes, some of which are centred upon a particular planet, others focused to tending to a particular 
  locale or holy shrine. Each parish is ministered by a preacher, seeing to the well-being and purity of his flock’s 
  souls. It is their duty to watch for deviancy and ensure that heretical belief is purged wherever found.
  A truly pious preacher may rise to become a pontifex, whose authority extends over several parishes and 
  preachers. The responsibilities of a pontifex are diverse and can encompass the protection and ministration of 
  routes of pilgrimage, the consideration of beatitudes and recommendation of canonisation to the holy synods. 
  Confessors are the booming voices of the Ecclesiarchy, exalting the faithful to deeds of penitence, fervour and 
  righteousness. Confessors are not charged with the ministrations of a diocese, but rather roam the Imperium 
  wherever the hand of the God-Emperor calls them. Under the spell of a confessor a city can burn at the 
  hands of its own citizens, armies may jubilantly throw themselves into the waiting guns of an enemies’ hands 
  and heretics shrink fearing their holy wrath.
  
  The Ghost 
     in  the Machine
  264
  THE GHOST 
  IN THE MACHINE
  Technology and its mysteries are the preserve of the 
  followers of the Machine God, the Tech-Priests. For they 
  believe that machines are imbued with a life-force of their 
  own, a soul granted to them by the Machine God—a will 
  and a personality. The more ancient a piece of technology, 
  the greater reverence it will elicit from these robed followers, 
  who will spend many hours anointing a machine with the 
  correct unguents before pressing the sigils of activation to 
  coax its spirit into life.
  A machine that is both old and complicated is given 
  the same status by the Tech-Priests as the Ecclesiarchy 
  would give a major saint, for many of the systems on these 
  machines are irreplaceable, their secrets lost to time. Among 
  the greatest of such machines are the vast battleships of the 
  Imperial Navy, or the super-heavy Titan war machines. But 
  the Tech-Priests will also lavish their attention upon an 
  antique lasgun or prognosticator and will spend much time 
  trying to understand the intricacies of a device’s workings. 
  All machines though, no matter what their pedigree, are 
  treated as living things by the Tech-Priests and they will 
  treat all with reverence, for all are gifts from the long-lost 
  past, knowledge of their function handed on through time 
  only by the beneficence of the Machine God. Woe betide 
  any man who fails to treat his weapon with respect or hurls 
  abuses at his desktop logicator within the range of the 
  machine enhanced senses of a Tech-Priest.
  Paradoxically, true machine intelligences are held to be 
  anathema by the Tech-Priests, for they view these as soulless 
  automata, spiritless things cast into the galaxy to confound 
  the will of the Machine God. Shrouded in myth and legend, 
  these abominations are rumoured to have originated during 
  the Dark Age of Technology. Supposedly pathologically 
  dangerous, an Inquisitor may encounter them, although 
  rarely, in the course of his duties. Should they learn of these 
  creations, the Tech-Priests will hunt them down, investigate 
  them and then destroy them. Only properly sanctioned 
  logic engines, those deemed to have a spirit gifted them by 
  the Omnissiah, are allowed to persist.
  
  265
  orgaNIsatIoN
  •
  ordos 
  of the 
  INquIsItIoN
  •
  methods
  •
  tradItIoN
  
  266
       Chapter X: 
  The 
  Inquisition
  A
  Chapter X: 
  The 
  Inquisition
  “Innocence proves nothing.”
  — Inscription above the gates of the 
  Calixian Conclave spire.
  A
  colytes of the Inquisition work for a secretive and 
  wide-ranging organisation, which is charged with a 
  vital task. The Inquisition guards the soul of mankind, 
  fending off Daemonic corruption, witchery and mutation lest 
  humanity succumb to their blandishments and fall into darkness. 
  The Inquisition is by necessity a clandestine and complicated 
  organisation. Mystery and fear are essential tools in its mission 
  and Acolytes soon learn to use them to their advantage. The 
  common man fears the agents of the Inquisition as harbingers 
  of woe who steal away loved ones or uncover horrific cults. 
  Even planetary governors, Imperial nobles and military leaders 
  blanch at the mention of an Inquisitor’s presence, as well they 
  might, for all hide some guilty secret.
  “Come in acid-storm they did, with the rain and the lightning 
  licking the spireport as they landed. They cut the power to 
  the big estate-habs. Whole half the hive went dark with it, 
  and by the time they got it running again and stopped the 
  riots and scraped up the dead, it were too late. They never 
  found no one left up there. Just cold and empty palaces, not 
  a lick of scrap left in the place. Five noble houses gone—
  and they never did say why neither. I venture I could make 
  a guess or two though—the things you see when you’re 
  cleaning viewports…” 
  — Phormbis, Hive Tranch Windowjack.
  “Mutants are bad, and what’s worse is what comes in 
  their wake. Listen up, stubberscum, if you spy something 
  strange with your platoon mates, report it! Otherwise 
  the Inquisition will be through here like the worst dose 
  of gutflush you ever swallowed, giving each and every 
  one of you a Commissar’s Welcome—the last and loudest 
  noise you’ll ever hear!” 
  — Arms-Sergeant Heikon Thrass, Mortressen 103rd.
  “’Quisitors? Hush now, we don’t even speak of ’em. You names 
  ’em, you call ’em an’ that’s the last thing yer want. They’ll ’ave 
  an excruciater up yer fundament afore yer can scream ‘Throne 
  blind me!’” 
  — Agri-hand Jaspus Sawney.
  The Inquisitorial Organisation
  Contacts & Minions
  Conclaves
  The God-Emperor
  Inquisitors
  Acolytes
  Common 
  Man
  Imperium 
  without
  Inquisitor Lords
  
  267
  A
  Organisation
  Overview
  ORGANISATION
  “Understanding is overrated.”
  — Stormtrooper Sergeant Havlock.
  A
  s with the other Adepta, the Inquistion is a 
  confusing tangle of duty and power, secrecy and 
  division. The highly autonomous and covert nature 
  of most Inquisitors only serves to exacerbate the situation. 
  There are wheels within wheels, and many hidden depths 
  to the knowledge and power of the Inquisition. Many 
  Acolytes are ignorant of all but the most fundamental 
  structure of their organisation. Others still know nothing 
  at all of the monolithic, byzantine order.
  OVERVIEW
  Broadly speaking, the Inquisition is a feudal organism. At its 
  base are a great number of thralls toiling to support a complex 
  edifice of infl uence and duty. At its very peak rests the master of 
  mankind, the God-Emperor, in whose name all acts are justified. 
  In between sit all manner of offices, fiefdoms, ranks and privileges, 
  all of which an aspiring Acolyte may one day hope to claim.
  At the very lowest level, a person may work for the 
  Inquisition unknowingly. These minions may have some 
  inkling that they are involved with a secretive organisation 
  but believe it to be mundane in nature, such as a crime 
  syndicate, religious order or governmental murder squad (on 
  some planets, of course, these are one and the same). These 
  folk are not considered to be Acolytes of the Inquisition—
  merely pawns, employees and agents to be moved upon the 
  field of operations and dropped or sacrificed at will. In their 
  way, they may play an important role but they will never 
  know the truth of their deeds.
  An Acolyte is a different creature altogether. The Acolyte 
  is aware that he serves the Inquisition, and will have spoken 
  to his master at least once in his career. He is thought of as 
  a seed of potential that may one day stand to become a fully 
  fl edged Inquisitor. Though he starts at an admittedly lowly 
  level, as disposable as any unwitting agent, he has a certain 
  something that sets him apart. This may be an incredible skill 
  or talent, a prophesied destiny, the luck to be in the right 
  place at the right time, or simply something about him that 
  appeals to the Inquisitor in some way.
  As he progresses in his service, gaining skill, experience 
  and success to his name, an Acolyte becomes more valuable 
  to his master. Those considered to have proven themselves 
  will be given more and more important tasks and will gain 
  greater knowledge. These trusted Acolytes may come to have 
  cadres of Acolytes or unwitting agents working for them, and 
  may even be asked to seek out potential recruits for their 
  Inquisitor to assess. With time, their master may even deem 
  them ready to begin the long and arduous task of training to 
  become an Inquisitor themselves.
  Though far fewer in number than Acolytes or unwitting 
  minions, Inquisitors very firmly form the heart and soul of the 
  Inquisition. These independent and wildly varying individuals 
  drive the organisation forward, seeking out all manner of 
  foulness and ensuring its destruction. There are countless types 
  of Inquisitor, with endless levels of power. Each controls an 
  intricate and subtle web of agents, Acolytes, resources, infl uences 
  and contacts. Functioning very much as a microcosm of the 
  Inquisition itself, each of these networks is capable of operating 
  independently if need be—though what manner of necessity 
  would require such isolation is a troubling thought indeed.
  Whilst the chain of command amongst the ranks of the 
  Inquisitors is obscure at best, the ultimate expression of the 
  group’s tremendous powers is the Inquisitorial Representative 
  to the High Lords of Terra. The Representative’s role is to 
  observe the workings of the Imperium and inform the High 
  Lords of dire threats uncovered by the Inquisition. The means 
  by which an Inquisitor is appointed as the Representative are 
  very obscure and the Representative changes constantly, with 
  the same Inquisitor rarely serving on the High Lords’ Council 
  twice. He is not the leader of the Inquisition, because no one 
  man could ever claim leadership over the wilful and scattered 
  ranks of its Inquisitors. He is at best an advisor who can 
  whisper in the ears of the High Lords and, through them, the 
  Emperor Himself. Beyond this basic structure, the Inquisition 
  is further organised into loose groups, roles and affiliations. 
  Each of these serves to further muddy the treacherous waters 
  of the organisation. These ordos, conclaves and factions are as 
  diverse as those who make up their ranks. Whether it was these 
  structures that have shaped the Inquisitors into the varied force 
  that they are, or vice versa, is a matter of great debate.
  Excommunication
  A
  n Inquisitor has the power to declare an 
  individual, or sometimes an organisation or whole 
  planet, as “Excommunicate Traitoris”. This declaration 
  excommunicates the accused from the human race and is 
  an indication to other Inquisitors and Adepta that the 
  excommunicate party should be hunted down and killed 
  for the good of the Imperium. Inquisitorial gatherings 
  are often the venue for declaring excommunications and, 
  in extreme circumstances, even a fellow Inquisitor can 
  be labelled Excommunicate Traitoris. Excommunication 
  is never done lightly but is a principal weapon of the 
  Inquisition and one of the ways its authority can be 
  used to protect the Imperium.
  
  268
  The Ordos 
  of the Inquisition
  THE ORDOS 
  OF THE INQUISITION
  The great ordos are the principal means by which the Inquisition 
  organises itself, and most Inquisitors belong to one of them. 
  The ordos are groups given over to rooting out a particular 
  threat against mankind. With millennia of specialisation, each 
  has become a sharply honed weapon with which to excise 
  those that would seek to move against mankind.
  ordo heretIcus
  The Ordo Hereticus is the largest of the ordos and its 
  Inquisitors watch for enemies among the Imperium’s own 
  population. Members of the Ordo Hereticus are sometimes 
  known as “Witch Hunters” because of the priority they place 
  on apprehending psykers. Mutants, rebels and heretics are also 
  targeted by the Ordo Hereticus. The Ordo has no qualms at all 
  about acting against threats in the other Adepta and many a 
  renegade Ministorum cardinal or corrupt Tech-Priest has met 
  his end at the hands of a Witch Hunter.
  The Ordo Hereticus often makes use of Imperial forces, like 
  the Imperial Guard or Adeptus Arbites, to aid in the fulfilment 
  of its duties. However, armed forces led by a Witch Hunter 
  Inquisitor frequently include Sisters of Battle. Centuries ago, 
  following the Age of Apostasy, the newly reformed Adepta 
  Sororitas and the Ordo Hereticus forged an agreement 
  to assist one another in fighting the Emperor’s enemies. 
  This agreement, made at the Convocation of Nephilim, is 
  still shrouded in mystery and it is suggested among some 
  Inquisitors that the Sisters of Battle and the Ordo Hereticus 
  are following some secret plan that only the canonesses of 
  the Sororitas and a few Inquisitor Lords fully understand. 
  Whether this is true or not, a Witch Hunter can expect to 
  find common purpose with the Sisters of Battle, and the two 
  organisations work together extensively.
  Inquisitors of the Ordo Hereticus are commonly figures of 
  incredibly strong will. Some are fitted with special psychic hoods 
  designed to nullify hostile witcheries targeting their mind or 
  person. Others prefer to trust in the Emperor, uttering litanies 
  of protection and hate as they move against rogue psykers. As 
  with the other ordos of the Inquisition, the Witch Hunters are 
  happy to use individuals with psychic powers, provided they 
  have been properly sanctioned. Perhaps surprisingly, there are 
  many Inquisitors amongst the Ordo Hereticus who are capable of 
  using psychic disciplines themselves. Woe betide the witch who is 
  hunted by one such individual, for these Inquisitors are notorious 
  in their zeal. Perhaps it is because they are fully aware of the 
  terrible dangers that lurk within the warp, or perhaps it is a result 
  of their training—whatever the case, these psychic Witch Hunters 
  will stop at nothing to destroy the corrupt and tainted.
  Some Inquisitors within the Ordo Hereticus specialise in 
  the identification and eradication of mutants. They may have 
  numerous cells of Acolytes at their disposal, which range 
  from hive-toughened fl amer squads, trained to purge large 
  infected areas, to precision assassination cells, which remove 
  and replace key political figures that have succumbed to the 
  lure of the Dark gods. In most cases, such Inquisitors will 
  be less concerned with the mutants themselves (as they are 
  a relatively simple matter to deal with) and more with the 
  causes of mutation. An outbreak of mutation may herald a 
  terrible event, point to an upswing in cult activity or simply 
  be the inexplicable whim of the Ruinous Powers. Whatever 
  the cause, the Ordo Hereticus will require an investigation 
  and purge. This can sometimes cause the Ordo to be involved 
  in high-profile events, such as the removal of a head of state, 
  the cleaning up of corrupted pollutants or even outright war.
  Occasionally the Ordo will find itself pitted against an individual 
  being or phenomenon which presents a significant threat. This 
  might be as varied as a psyker of unprecedented power, a mutant 
  with terrifying abilities or even a governor unwilling to carry 
  out necessary pogroms. In such cases, the Ordo Hereticus will 
  excommunicate the offending person from the human race and 
  then hunt them down with frightening ruthlessness. The ordos will 
  call upon any allies they feel necessary, from the Sisters of Battle, 
  to members of other Adepta or servants of another ordo. They are 
  willing to do whatever is needed to get at the excommunicated 
  party, even if it should mean sending the Imperial Guard against 
  the Imperium’s own people. Better to end a thousand innocent 
  lives than to suffer the spread of corruption.
  
  269
  Perhaps more so than other arms of the Inquisition, the 
  Ordo Hereticus is concerned with the big picture. Their 
  duty tasks them with tending to a vast fl ock, and as such, 
  individuals within that mass are seldom of importance. The 
  Imperium is comprised of billions of souls, each of which is a 
  potential psyker, mutant or rebel. The Ordo Hereticus fights 
  on countless fronts, endlessly, with no warning of where 
  fresh heresy may arise. Whilst cells of Acolytes or particular 
  Inquisitors may have the luxury of dealing only with the local 
  situation, the scholars and masters of the Ordos look upon 
  events with a distanced eye, thinking in terms of systems and 
  sectors rather than planets or countries. To some observers, 
  this impersonal attitude is vile, but to members of the Ordo 
  Hereticus it is necessary to protect mankind from itself.
  The Sisters of Battle
  The Sisters of Battle are the Chamber Militant of 
  the Ordo Hereticus	and are more properly known 
  as the Orders Militant of the Adepta Sororitas. 
  Their duties include performing purity sweeps through 
  Imperial organisations, persecuting apostate clerics, 
  guarding some of the most dangerous of the Ordo's 
  prisoners and acting as wardens on the infamous 
  Black Ships. These and a thousand other duties 
  are entrusted to these most holy servants of the 
  Emperor.	The Adepta Sororitas is also closely 
  allied with the Ecclesiarchy and perform 
  beneficial works throughout the Imperium. This 
  includes the Orders Hospitaller, which provides 
  medicae to almost all arms of the Imperial 
  military, and the Orders Famulous, which 
  forms a network of advisors and diplomats 
  to insure that the Imperium’s noble 
  households work towards the ultimate good 
  of Mankind. Lastly there is the Sisters 
  of the Orders Dialogous who are scholars 
  and experts in the translation of texts both 
  human and xenos, holy and blasphemous.
  The Sisters of Battle are a powerful 
  fighting force in their own right,	defending 
  religious sites, guarding Ecclesiarchy adepts, 
  watching over the safety of the huge pilgrim 
  convoys criss-crossing the Imperium and 
  fighting Imperial campaigns of a religious 
  significance.
  
  270
  ordo malleus
  The Ordo Malleus is the smallest and closest-knit 
  of the ordos, and its Inquisitors are among the most 
  knowledgeable, incorruptible and dangerous men and 
  women in the galaxy. This is because the Ordo Malleus 
  fights perhaps the most dangerous opponent that mankind 
  can face—the Daemon. Daemons are creatures of the warp, 
  servants of the foul powers that dwell there, and they are 
  things of utter evil and madness whose very presence can 
  only lead to corruption and death. The Ordo Malleus—the 
  Daemonhunters—have the responsibility of battling these 
  otherworldly horrors, risking their very souls to fight what 
  might be humanity’s ultimate battle against the madness 
  and malevolence of the warp.
  The fight against the Daemon requires the Ordo Malleus to 
  share precious information among its Inquisitors and work 
  together. Alone amongst the ordos, the Daemonhunters 
  have a distinct home base—the Inquisitorial facilities 
  on the moons of Saturn. This is where the Ordo’s great 
  libraries of Daemonic lore are kept, its volumes carefully 
  warded against the malevolent nature of the information 
  they contain. The Ordo Malleus fl eet is docked among 
  Saturn’s rings along with its principal fortress, where new 
  Inquisitors are trained and old ones impart the knowledge 
  painfully acquired over centuries of facing the direst and 
  most corruptive of threats.
  Ordo Malleus Daemonhunters tend to be very martially 
  minded. They trust only themselves to execute a Daemon’s 
  destruction and so go to battle armed with sacred weapons and 
  armoured with potent psychic wards. It is not unknown for 
  Malleus Inquisitors to command whole armies from the front, 
  charging into combat against Daemonic foes and inspiring 
  the men around them to do battle with the most horrible 
  of enemies. For this reason many Daemonhunters consider it 
  their duty to be strong in both mind and body, great warriors 
  with the finest battlegear as well as the strongest will. Some 
  Ordo Malleus Inquisitors are investigators rather than fighters, 
  hunting down Daemonic lore and searching for the signs of 
  a Daemon’s presence, but when it comes to destroying this 
  most heinous of foes, the Daemonhunters, with their sacred 
  power hammers and blessed armour, come to the fore.
  The Ordo Malleus needs the most elite and dedicated 
  Chamber Militant to combat Daemons, and it has them: 
  
  271
  the Space Marines of the Grey Knights Chapter. The Grey 
  Knights are trained specifically to fight Daemons and they 
  are perhaps the only force in the Imperium who can do so 
  without eventually losing their souls. Every Grey Knight 
  has some psychic ability, which is trained and honed until 
  they can shield their minds against Daemonic corruption. 
  Their power armour is imbued with potent anti-Daemonic 
  wards and their distinctive Nemesis force weapons are 
  designed to focus their psychic strength into formidable 
  destructive power. The Grey Knights are based at their 
  fortress-monastery on Saturn’s moon of Titan but the 
  majority of them are elsewhere in the galaxy at any given 
  time, forming the retinues of Ordo Malleus Inquisitors 
  or fighting in the cutting edge of an army led by a 
  Daemonhunter. The Grey Knights, like most chapters, have 
  their own fl eet and support staff but, unlike most, they do 
  not act completely independently—they are commanded 
  by the Ordo Malleus, who alone know how to use such a 
  potent weapon as the Grey Knights to maximum effect. 
  In all the history of the chapter, a Grey Knight has never 
  become corrupted by the forces of the warp and the tomb-
  vaults of Titan are the resting places of some of the greatest 
  heroes the Imperium has ever known.
  In spite of their skill and dedication, the Inquisitors of 
  the Ordo Malleus are still ultimately mortal. One of the 
  biggest dangers they face is the possibility of one of their 
  own becoming corrupted and ending up in thrall to the very 
  powers they once sought to destroy. Contact with Daemons 
  provides a constant threat of corruption, especially given that 
  the Ordo Malleus collects knowledge about Daemons to help 
  find and destroy them. Such is the potency of the Daemon 
  that even knowledge of them can be dangerous. The Ordo 
  Malleus polices its ranks thoroughly for any sign that its 
  members may be susceptible to corruption or even already in 
  league (knowingly or not) with the Dark gods. Nevertheless, 
  the Ordo Malleus must often hunt down one of its own before 
  all their knowledge of Daemonic lore is used to bring forth 
  the horrors of the warp instead of to destroy them.
  One Radical concept is the idea that the warp is a 
  source of immense power that, if it could be harnessed, 
  could usher forth a golden age for the human race. Some 
  Radicals therefore search for ways in which Daemons can 
  be controlled, binding them with complex forbidden rituals 
  or entering into bargains with them in the belief that an 
  Inquisitor’s willpower and knowledge will allow him to 
  cheat the damnation that is sure to follow. Some Inquisitors 
  research the warp-spawned sorcery that disciples of the Dark 
  gods have in turn learned from Daemons, hoping to use the 
  warp’s own magic against the Emperor’s foes. Still other 
  Radicals seek to employ Daemonic weapons or other items 
  of power, believing that it is the will of the user, and not the 
  Daemons bound into the items themselves, that determine 
  whether they are used for good or ill. For every Radical 
  purged from the ranks of the Ordo Malleus, another dares 
  to read a forbidden tome instead of burning it, or takes up a 
  mighty Daemon weapon instead of destroying it. It is a cruel 
  irony that while knowledge is essential for the Ordo Malleus 
  to fight the Daemon, that same knowledge can become the 
  Dark gods’ most dangerous weapon of all.
  “Daemons cannot normally exist outside the warp. They 
  must be brought through either by cultists enacting 
  ancient rituals to the Dark gods or by possessing 
  unguarded psykers. Daemons are cunning and deceitful 
  and many humans serve them willingly at first, 
  foolishly believing their lies of power. However, once 
  a Daemon is called into realspace it can do untold 
  damage. A Daemon is not just a destructive force, 
  although I have known of some that can lay waste to 
  whole cities and even worlds. Their real danger lies 
  in their corruptive powers. Even the strong-minded 
  can be driven mad by a Daemon’s powers, becoming 
  no more than a slave to the Daemon’s whims. Cultists 
  may act in helping it call forth more of its kind 
  from the warp, or even attempt to build an empire 
  from among the Imperium’s unguarded worlds. The 
  result is always damnation—the worst excesses 
  of the Ordo Malleus are as nothing compared to 
  the eternal woe that awaits all the servants of the 
  Dark gods. The servants of the Daemon, as well as 
  the Daemon itself, are justifiable targets for our 
  wrath.”
  — Daemonhunter Ahmazzi
  
  272
  ordo XeNos
  The Inquisitors of the Ordo Xenos accept responsibility for 
  protecting humanity from the predations of aliens. To most 
  of the Imperium, the alien is an abomination, a heathen who 
  desires humanity’s destruction and who must be slain for the 
  good of mankind. Most Inquisitors share this view and pursue 
  the alien to the point of extinction if they can.
  Some aliens are a threat to the Imperium in a military sense, 
  invading large swathes of Imperial space, ransacking planets and 
  killing or enslaving the inhabitants. The green-skinned rampaging 
  Orks and voracious Tyranids are chief among these large-scale 
  threats. The Imperial Guard and Imperial Navy are the main 
  weapons against these xenos hordes, and the Imperium’s war zones 
  are constantly ablaze with battles against them. The Ordo Xenos is 
  instrumental in leading the Imperium’s military forces against major 
  xenos invasions, gathering intelligence and deploying troops. An 
  Inquisitor in this position makes decisions that can cost millions 
  of lives and must be prepared to go further than even the most 
  hard-hearted Imperial Guard general or Navy admiral in stemming 
  the alien tide. Some of the Ordo Xenos’ greatest Inquisitors, such 
  as the legendary Inquisitor Kryptmann, have sacrificed entire 
  worlds to deny them to alien forces.
  Other aliens are far more subtle. These in a way are 
  more dangerous, because the Imperium’s armed forces 
  cannot be brought to bear against such a foe. Some aliens 
  can control humans or otherwise hide their tracks, living 
  among human communities and corrupting them. Alien-
  led cults can persist for centuries, sometimes attaining great 
  power and prestige for their members, taking advantage 
  of the superstitious and repressive nature of many Imperial 
  worlds to enslave hundreds of thousands of people. Inquisitors 
  of the Ordo Xenos search for tell-tale signs of alien infiltration, 
  often gathering groups of nearby Inquisitors to them before they 
  move to destroy it wherever it is found. Such Inquisitors are 
  hard-nosed investigators who must be prepared to face inhuman 
  enemies and show no mercy to those in thrall to the alien.
  A few alien threats are dormant, waiting to emerge. Many 
  examples of fallen alien civilisations are dotted around the 
  galaxy on dead and quarantined worlds, and not all the aliens 
  there are completely extinct. It only takes an ill-advised mining 
  colony or Explorator mission to awaken something ancient 
  and slumbering. To prevent this, many Ordo Xenos Inquisitors 
  actively investigate the relics of alien civilisations, hunting for 
  potential dangers among cyclopean alien cities and forgotten 
  tomb-worlds. These Inquisitors frequently work alone and, 
  needless to say, one of the dangers they face is awakening the 
  very alien horrors they seek to keep dormant.
  While many Ordo Xenos Inquisitors believe that all aliens 
  must be killed, this is not true for all of them. Some believe that if 
  an alien species does not wish the Imperium harm and does not 
  move against Imperial interests then cooperating with them is 
  not out of the question. Some aliens possess technology that far 
  surpasses the Imperium’s own, such as the elegant digital weapons 
  made by the ape-like Jokaero, and trading for such technology 
  may be to the Imperium’s benefit. Furthermore, the Imperium 
  shares common enemies with some species, and alliances 
  between Imperial and alien forces are sometimes a necessity. 
  Some Ordo Xenos Inquisitors actively foster these alliances, 
  believing that their superior knowledge of alien methods and 
  mindsets negates the risks of collaborating with xenos. These 
  beliefs are considered  Radical among the Ordo Xenos and their 
  adherents can be shunned or even hunted down by their brother 
  Inquisitors. Nevertheless, the contact an Ordo Xenos Inquisitor 
  has with alien species can impart a belief that some of them can 
  be used, not just destroyed, by the Imperium.
  As well as having the capacity to command the Imperium’s military 
  forces, the Ordo Xenos also have access to the Ordo’s Chamber 
  Militant—the Deathwatch Space Marines. The Deathwatch is an 
  unusual Space Marine Chapter that draws its members from the 
  other Chapters of the Adeptus Astartes, with Marines serving in the 
  Deathwatch for a set period of time before returning to their original 
  Chapters. Most Space Marine Chapters are a part of this ancient 
  agreement, sending Space Marines with the most appropriate skills 
  to be trained and equipped for a term of service as specialised 
  alien hunters under the command of the Ordo Xenos. A squad of 
  Deathwatch Space Marines is invaluable when an Inquisitor comes to 
  exterminate an alien infestation, investigate a potentially deadly alien 
  world or eliminate a particularly loathsome xenos creature. Some 
  Deathwatch squads are placed at the disposal of a conclave, but most 
  of them are appointed to the retinue of a particular Inquisitor until 
  his mission is complete.
  
  273
  Conclaves
  other ordos
  Whilst the three great ordos are perhaps the best known and 
  established, there are a number of other smaller ordos charged with 
  guardianship of particular aspects of the Imperium. Some police 
  the ranks of assassin death cults, whilst others tend the workings of 
  the Black Ships. Rumours persist of Inquisition ordos which watch 
  the officers of the Imperial Guard and Navy, and others whose 
  sole task is to purge the ranks of the Inquisition itself. Whilst in 
  theory these smaller ordos are of equal rank and power to Ordo 
  Hereticus, Ordo Xeno and Ordo Malleus, in practice they seldom 
  control as many resources as these great organisations.
  CONCLAVES
  Aside from their membership of an Ordo, many Inquisitors also 
  serve in a regional grouping generally known as a conclave. 
  These federations of Inquisitors watch over a particular area 
  of Imperial space, although the whole Imperium is by no 
  means covered by conclaves and endless tracts of it are devoid 
  of a permanent Inquisitorial presence.
  Conclaves can include Inquisitors from all manner of 
  ordos as well as those who belong to no other organisations. 
  The largest conclaves, those which watch over particularly 
  populous or dangerous areas of the Imperium, have 
  enormous resources available for the use of their dozens of 
  Inquisitors, from spaceships to private armies. The smallest 
  might number only three or four Inquisitors and a handful 
  of trusted agents.
  the calIXIaN coNclaVe
  As with many others throughout the Imperium, the Calixian 
  Conclave has a long and labyrinthine history. This ancient 
  establishment has gathered many resources over the years, 
  ranging from small safe houses on distant planets to mighty 
  fortresses like the Tricorn officio on Scintilla. Troops, secret 
  libraries, ancient pacts and even entire merchant companies 
  are in the control of the conclave—though many would be 
  hard pressed to find any evidence of such a thing. There are 
  also numerous hidden heresies and forbidden episodes buried 
  within the annals of the conclave.
  The symbol of the Calixian Conclave is a golden 
  chalice. At Inquisitorial gatherings, an ornate version of 
  this chalice is often displayed upon a table, plinth or other 
  prominent position. Tradition holds that it should be filled 
  only half-way with clear liquid. The mythology of the 
  conclave holds that this is either a draught from the well 
  of knowledge or the waters of forgetfulness. The original 
  charter in which this detail was recorded has been lost and 
  copies of the tattered manuscripts seem to contradict one 
  another. Darker whispers from the more Radical elements 
  of the conclave whisper that the symbolic cup is in fact 
  the Chalice of Corruption, a warning to those who would 
  taste the mysteries locked within the Calixis Sector’s 
  apocalyptic fate.
  The Black Ships
  A
  major duty of the Inquisition, alongside the primarily investigative role of the various ordos, is running the Black Ships. These craft, crewed and commanded in 
  conjunction with the Adeptus Astra Telepathica, transport psykers from all over the Imperium to Terra. These psykers are given up by Imperial worlds as part of 
  their tithe, and indeed surrendering psykers to the Inquisition is one of the most important rules of Imperial law. The skill of the Inquisition at finding the truth about a planet’s 
  psyker population and the power of intimidation that the Inquisitorial Seal brings with it means that the Black Ships could not function effectively without the Inquisition’s help. 
  Some of the psykers transported to Terra are strong enough to be trained as Imperial psykers or astropaths.
  The rest are never seen again and as far as most people see it, what happens to them is a secret known only to a few Lord Inquisitors and senior Adepts of the Telepathica.
  The crews of the Black Ships come from both the Telepathica and the Inquisition. Adepts of the Telepathica test the psykers being transported, selecting those who are strong 
  enough to shield themselves from possession by warp entities to begin their training. The Inquisition’s role is to scrutinise the tithe gathered from each world to make sure that 
  there is no shortfall in the number of psykers given up, monitor the psykers being transported in case they pose a threat while in transit and (though not their official duty) pick 
  the best psykers for training and use by the Inquisition itself. Indeed, many Acolytes with psychic powers began their careers as unwilling passengers on a Black Ship, where 
  their talents were first recognised.
  The Black Ships themselves are dark places of despair, for they are little more than spacefaring high-security prisons and many of the psykers being transported 
  know full well that they will meet a grim fate at their journey’s end.
  
  274
  cabals
  Any conclave has the power to commission a special cabal to 
  investigate a particular matter, though they are rare. Sometimes 
  the line between cabal and conclave are none too clear, 
  particularly in areas where there are few Inquisitors. Cabals are, 
  in practice, autonomous bodies, specialist taskforces charged 
  with the prosecution of a particular sensitive concern. Cabals 
  are despised by many, who see them as secret societies or 
  unnnecesary inner factions within a conclave. However, they 
  have been shown to be a highly effective tool: by combining 
  and focusing the activities of varied Inquisitors on a particular 
  scheme, cabals have often achieved noteworthy successes.
  The Tyrantine Cabal of Inquisitors within the Calixis Sector 
  is an example of a large and comparatively close-knit cabal. 
  The ominous threat of the much prophesied Tyrant Star—a 
  strange apparition that heralds great disaster—has forced 
  Inquisitors to band together. Appearing as it does, seemingly 
  at random throughout the sector, the Tyrantines have so far 
  been unable to track or predict its wax and wane. Whenever 
  events begin to herald the arrival of the Tyrant Star—mass 
  riots, dreams of a black wreathed sun, natural disasters, 
  unprecedented psychic phenomena and so on—nearby 
  Inquisitors and Acolytes race to observe the appearance. The 
  data they record is shared amongst the other members of the 
  cabal and is much debated upon.
  
  275
  Factions
  FACTIONS
  A further division within the Inquisition is the personal 
  philosophy adopted by each Inquisitor and, to some 
  extent, their Acolytes. The members of the Inquisition are 
  men and women of strong character and convictions, and 
  each has a different view of how the Imperium should best 
  be saved from the many threats that beset it (including 
  the Inquistion itself ). There are as many beliefs as there 
  are stars in the sky but over the centuries Inquisitors have 
  found common cause and banded together into factions. 
  Some factions are ancient and can claim many powerful 
  Inquisitors among their ranks, while others are little more 
  than cells of two or three like-minded Inquisitors.
  Many Inquisitors describe a broad split in their ranks 
  between Puritans and Radicals. Puritans more or less 
  believe the Imperial Truth as it is handed down to the 
  Imperium’s citizens—the Emperor is a god, the dark 
  forces of the warp are unutterably evil, and mutants, 
  heretics and witches must not be tolerated. Furthermore 
  they tend to believe in maintaining the status quo of the 
  Imperium, since it is the instrument of the Emperor’s 
  will. Puritans are mostly young and full of fire, eager 
  to prove themselves to their peers and their Emperor by 
  hunting down mankind’s traditional foes and preserving 
  the stability of the Imperium. Many Acolytes also share 
  this zeal, particularly as they are often at the sharp end 
  of any engagement with cultists, mutants and other such 
  scum. Even if he does not entirely agree with this view of 
  the Imperium, an Inquisitor will often encourage Puritan 
  ideals within his servants, knowing that they will expedite 
  the task of rooting out corruption with great gusto.
  Radicals, meanwhile, have deviated from the Imperial 
  Truth. They vary immensely in their beliefs, from those 
  who use the forces of the warp against its inhabitants to 
  Inquisitors who seek to shatter the very Imperium they 
  serve. A Radical will often say that all Inquisitors start out 
  as Puritans, but that as they are exposed to the realities 
  of the Imperium and the galaxy beyond, they inevitably 
  become more and more fl exible in their ideas and all 
  become Radicals in the end. Puritans, on the other hand, 
  consider the more extreme Radicals to have been corrupted 
  by the very power they wield and the dreadful knowledge 
  to which they are exposed. Most Radicals try to conceal 
  their divergent beliefs when in the company of many other 
  Inquisitors, preferring to pursue their agendas away from 
  the sight of more puritanical souls. Some, however, are 
  outspoken in their views and can gain many enemies in 
  attempting to convert Puritans to their cause. Inquisitors 
  are generally wary of such beliefs within their Acolytes, 
  at least until they have proven themselves over many 
  successful investigations.
  It is not unknown for Inquisitors to come into direct 
  confl ict over their beliefs. On a few occasions Inquisitors 
  have been dragged into hidden, internecine wars, using the 
  Inquisition’s valuable resources (and often their Acolytes) 
  to purge the ranks of their enemies and settle old disputes. 
  Such confl icts are rigorously concealed from the rest of 
  the Imperium, and even the highest-ranking adepts would 
  be deeply shocked to discover that these inscrutable, 
  all-powerful guardians of humanity can be riven with 
  dissent and even murder. Even when these confl icts are 
  not exposed, they simmer beneath the surface—there is 
  probably not a single Inquisitor in the Imperium who does 
  not have an ideological opponent among the Inquisition’s 
  ranks. Given that Inquisitors are men and women of action, 
  such confl icts always come to a head sooner or later.
  For these reasons, Inquisitors are often unwilling to 
  openly identify themselves with one faction or another. 
  Acolytes are frequently in the dark as to their master’s 
  true predilections. Some Inquisitors hold that such things 
  are not for the likes of Acolytes, whilst others refuse 
  to discuss such complicated matters until the Acolyte 
  is astute enough to have guessed where their master’s 
  beliefs lie. Rumours and half-truths constantly circulate 
  between cells of Acolytes, which only further serves to 
  muddy the water. Acolytes who succeed in divining their 
  master’s faction may discover that he holds beliefs that 
  are very different to their own, which can lead to some 
  very interesting moral quandaries.
  PurItaNs
  Perhaps the largest Puritan faction in the Calixis Sector 
  are the Amalathians, named after the Conclave of Amalath 
  at which many Inquisitors swore to uphold the stability 
  of the Imperium. Amalathians believe that the Imperium 
  is the Emperor’s own work and that it must be preserved 
  in its current state—maintaining the status quo is the goal 
  of the Amalathians. The most extreme Puritan faction is 
  the Monodominants. These hard-line Inquisitors believe 
  that the Imperium can only survive if everything else is 
  destroyed. Monodominants are intolerant in the extreme, 
  advocating the wholesale slaughter of heretics and rebels 
  and xenocidal campaigns against alien races. There are a 
  great many crimes in the mind of a Monodominant, and 
  death is the only sentence.
  radIcals
  There are too many Radical factions to count, but some have 
  a great many adherents. One of the most prevalent is the 
  Xanthite faction, named after Inquisitor Xanthus who was 
  hunted down and killed by fellow Inquisitors for his beliefs. 
  He believed that the warp, and even the Daemons that lived 
  within it, could be harnessed for the good of humanity. 
  Xanthites study the warp and the ways of Chaos, employ 
  forbidden sorcery, Daemon-wrought artefacts and even bind 
  Daemons into their service. Knowledge is the weapon of 
  choice for a Xanthite, and turning their enemy’s weapons 
  against him is their favoured tactic. Meanwhile, the Isstvanian 
  faction, named after Horus’ great betrayal of the Imperium 
  at Isstvan III, believes that the Imperium becomes stronger 
  through war and catastrophe. Isstvanians attempt to ferment 
  rebellion and disaster at every opportunity, with mayhem 
  and strife as their primary goal. Many an Inquisitor has 
  investigated a dire threat to the Imperium, only to discover 
  that it is the work of an Isstvanian.
  
  276
  AnInquisitor’s
  Cadre
  T
  Methods
  Methods
  “The end justifies the means.”
  — High Justicar Prateus.
  T
  he methods employed by an Inquisitor can often 
  provide a clue as to their personal philosophies. Each 
  Inquisitor works in a different way, as befits such highly 
  individual beings. Some like to work alone, whilst others 
  employ thousands. Some lean towards direct, personal action, 
  whilst others like to puzzle things out from a sequestered 
  retreat filled with comm-links and data-lines. Whatever the 
  case, the modus operandi of each Inquisitor is unique.
  AN INQUISITOR’S 
  CADRE
  Broadly speaking, each Inquisitor controls a network of 
  agents beholden to serve his needs and interests. In turn, 
  each Inquisitor also has certain obligations to his Ordo, 
  conclave or conscience, which he must fulfil. An Acolyte 
  quickly learns that he is but a small part of a wide and subtle 
  web of infl uence, knowledge and power. Frequently he will 
  merit little direct attention from his master—at least until he 
  proves himself capable and worthy.
  An Inquisitor may inherit a cadre of people, resources 
  and obligations—particularly if they are taking over from a 
  mentor or deceased colleague. More usually, however, they 
  will create a network over a number of years. Acolytes often 
  find themselves part of a cadre that has an intricate history 
  and must be carefully dealt with. They may find themselves 
  caught up in petty rivalry or suffer jealous outbursts from 
  other cells of Acolytes. They may have to deal with various 
  eccentricities and habits that seem bizarre at first. For example, 
  they may find that their master will only speak to them over 
  vox-link from another room or that they are forbidden to 
  wear the colour blue in the Inquisitor’s presence.
  NeW recruIts
  Freshly recruited Acolytes are usually bound together into 
  small groups and tasked with simple investigations. Sometimes 
  a promising Acolyte will be told to remain a “sleeper agent”—
  living a normal life until such time as the Inquisitor has 
  found a suitable number of companions to form a cell. Some 
  Inquisitors like to craft finely balanced groups, filled with 
  Acolytes whose skills and personalities perfectly complement 
  one another. Others prefer to throw individuals together and 
  hope that they get on.
  These newly forged cells will sometimes be required to 
  swear binding oaths of companionship but, more often than 
  not, the Inquisitor will leave the group alone to figure out 
  their own loyalties, hierarchy and so on. Most Inquisitors do 
  not have the time to nursemaid young Acolytes and view the 
  behaviour of the group at this time to be particularly revealing 
  of their future potential.
  New cells will feel pressure to produce results. Successful 
  investigations, thorough purgings, insightful observations 
  and other such victories, all serve to cement their reputation. 
  Cells that fail to perform seldom remain active for long. 
  Occasionally the members will be split up and reassigned, 
  but usually they simply disappear. Dark rumours of mind 
  scrubbings, servitor assignment and other terrible fates 
  constantly circulate between groups of Acolytes, becoming 
  more sinister with each retelling.
  Depending on the nature of their master, new Acolytes may 
  have contact with other cells. These may be other inexperienced 
  peers or elder groups. Through these contacts, new Acolytes 
  will generally find out very quickly that there is a great deal 
  they do not know about their master. They certainly will not 
  know the full extent of their Inquisitor’s cadre. Other cells 
  within the cadre are just as likely to purposely mislead them 
  about this as they are to help and guide them.
  raNks aNd PlaYer characters
  In game terms, an Acolyte’s progression through the stages of trust and responsibility is represented by their Rank within 
  their Career Path. As a Player Character gains Ranks, so too does their importance to their master rise.
  1st–3rd Ranks: New Recruit. Promising, but do they have what it takes?
  4th–6th Ranks: Proven Acolyte. Demonstrated ability, but are they a survivor?
  7th–8th Ranks: Trusted Acolyte. Tough and competent—Inquisition material?
  Completed Career Path: Ready to become an Interrogator?
  The manner in which they have gained these Ranks is important. Should they be smart, successful and devoted to the 
  Emperor, they will receive many rewards and exciting tasks to fulfil. If they have merely bumbled through investigations, 
  yet still managed to not die, their master will consider them an Acolyte who is lucky, rather than competent. Of course, 
  in some situations a lucky fool is exactly what is required…
  
  277
  ProVeN acolYtes
  Once a cell has a number of successful missions to its name, it rises 
  in estimation and status within the Inquisitor’s cadre. The Acolytes 
  have proven themselves capable and independent enough to take 
  on more difficult assignments. They will gain marginally more 
  time with their master and be given slightly more insight into 
  the nature of the Inquisition. At the same time that they begin 
  to understand what they are involved with, the danger of their 
  duties begins to increase. Inquisitors frequently regard this stage as 
  a crucible, through which only the most driven and capable may 
  pass. Losses at this stage are often high, both of life and limb.
  trusted acolYtes
  Naturally enough, the dangers and travails of the Acolyte’s lot 
  mean that as time goes on, the ranks thin. The weak, foolish, 
  indiscreet and unlucky do not survive assignment to dangerous 
  tasks. Those that remain are considered capable indeed. Some 
  may even gain the trust of their master. Acolytes that gain their 
  Inquisitor’s confidence become powerful and highly useful 
  servants. Often completely accustomed to their master’s ways 
  after years of service, trusted Acolytes are allowed to organise 
  and control entire sections of the Inquisitor’s cadre. This may 
  be as simple as keeping track of certain cells or as complicated 
  as setting up planet-wide investigations. Trusted Acolytes are 
  often the seneschals and chatelains of the Inquisitor’s holdings, 
  running households, businesses, elaborate false identities and the 
  like whilst he is away. Some trusted Acolytes are primed for long-
  term undercover assignments, becoming vital sleeper agents, 
  nestled in positions of power. Indeed, some shrewd Acolytes 
  hold that Inquisitorial infl uence is the best way to gain coveted 
  political positions on some worlds. Trusted Acolytes gain a level 
  of independence and knowledge unimaginable to Acolytes lower 
  down the pecking order, to the point where some new recruits 
  are unable to distinguish them from true Inquisitors.
  INquIsItors IN traININg
  At some point or another in their career, most Inquisitors will 
  sponsor a promising Acolyte to become a full member of the 
  Inquisition. As usual for the quixotic organisation, there is no 
  single standard way that the Inquisition does this. In some 
  places, Acolytes are sent to formal training schools, where 
  they learn the arts of the Explicator and Interrogator. In other 
  places, the Acolyte is “adopted” by the Inquisitor and learns 
  at their side as an apprentice. On occasion the Acolyte is 
  subjected to strange and painful rituals or abandoned upon 
  some hellish world to walk their own path and prove their 
  worth. The Acolyte may or may not be aware that they are 
  being groomed for power. There have been instances where 
  an aged master has vanished, only to leave their cadre, status 
  and library of secrets to a very surprised Acolyte. Whilst an 
  Inquisitor in training is generally thought to be of a higher 
  status than the ordinary Acolyte, they are still beholden to their 
  master and owe him fealty. Only once they have completed 
  all the necessary rites to become a full Inquisitor will they be 
  considered to have left the Inquisitor’s cadre. Even then, their 
  former master will still be able to exert considerable infl uence 
  upon the new Inquisitor.
  Inquisitor’s Cadre – relationship & Interaction
  Inquisitor
  Trusted Acolytes
  Proven Acolytes
  Common Man
  Contacts & 
  Informants
  Ordo
  Conclave
  Allies & 
  Friends
  
  278
  An Acolyte’s Duties
  other INquIsItors
  Though the structure of the Inquisition is such that a chain of 
  command does not really exist, in practice there are many ways 
  in which other Inquisitors can have infl uence upon an Inquisitor 
  and their cadre.
  At the lowest level, an Inquisitor may spend time assisting 
  lower-ranking Inquisitors with their investigations. There are many 
  reasons why this may be done. The lesser Inquisitor may be an 
  old apprentice or may have information that is much needed. An 
  alliance where the Inquisitor can be sure of a controlling hand may 
  be temporarily necessary or, of course, they may choose to do such 
  a thing out of kindness. Lending assistance will place a strain upon 
  the Inquisitor’s resources and Acolytes may well feel the pinch as 
  a result of this. Lower-level, unimportant cells may be temporarily 
  seconded over to the lesser Inquisitor—perhaps even permanently 
  gifted should the need be there. Some Inquisitors see this practice 
  as a perfect way to be rid of troublesome or awkward cells.
  An Inquisitor’s peers may also have a great effect upon his 
  cadre. It may be that two or more Inquisitors decide to pool their 
  resources to deal with a particular problem. In which case, Acolytes 
  may find themselves working alongside another cell. In other cases, 
  Acolytes may find themselves caught up in rivalries or outright 
  hostility. Should their master be a member of an unpopular faction, 
  Acolytes might find themselves the victims of threats and violence 
  designed to disturb or persuade their Inquisitor away from 
  dangerous beliefs. Zealous rivals might even seek to destroy the 
  cadre completely—and the lives of the Acolytes along with it.
  More subtle manipulations might also be passed down from 
  older Inquisitors. It may be that they have specific instructions from 
  an ordo or conclave, which the Acolytes may end up enacting for 
  their master. Elders may act as a mentor for the Inquisitor, guiding 
  them towards particular actions or discouraging them from others. 
  Sometimes Acolytes may find themselves in the uncomfortable 
  position of mistrusting their master’s mentor, knowing that a 
  particular deed is suspect, even whilst being forced to carry it out. 
  Even more disturbingly, Acolytes might even be asked to report 
  upon their own master, in cases where corruption is suspected. In 
  these cases, they are frequently trapped between disloyalty to their 
  Inquisitor and seeming to share guilt with a suspected renegade.
  AN ACOLYTE’S DUTIES
  As part of an Inquisitor’s cadre, Acolytes may be called upon to perform 
  various tasks on behalf of their master. They may receive formal orders 
  from their master, written requests, missions dictated by intermediaries 
  or may even be managed by older, more trusted Acolytes.
  INVestIgatIoN
  Perhaps the most common mission an Acolyte will be tasked with 
  is the gathering of information. Knowledge is power and the 
  actions of Acolytes allow their master to cast his net wide indeed. 
  Investigations might be full-on covert operations, making use of all 
  manner of high-tech and low cunning. They might also be simple 
  catch-and-question missions. In some cases, psychic disciplines will 
  be necessary. Sometimes Acolytes will need to gather evidence or 
  follow a confusing tangle of leads. In some cases, particularly when 
  uncovering a cult, Acolytes will need to be skilled at following 
  people and extracting information. Wits, skill and speed are all vital 
  parts of succeeding at these sorts of missions.
  Purge
  Sometimes Acolytes will be charged with the destruction of something, 
  or someone, deemed to be abhorrent. This might be as simple as a 
  surgical strike upon a criminal organisation or as complicated as the 
  destruction of a powerful cult magus. Most cells of Acolytes have 
  standing instructions to destroy any mutants, cultists and the like who 
  they uncover in the course of their investigations. By way of contrast, 
  some cells specialise in assassination of particular targets, such as political 
  leaders, freethinking agitators or all too charismatic preachers.
  Occasionally a particularly dangerous object must be located and 
  destroyed, in which case Acolytes will need both the skills to find and 
  destroy the item, as well as fend off whatever terrible effects it has, and 
  the attentions of other groups who wish to claim it for themselves.
  Whilst Acolytes are expected to be capable of defending 
  themselves—indeed, some cells specialise in it—serious assaults 
  where high body counts are necessary are seldom likely to be the 
  sole purview of a cell of Acolytes. Inquisitors will usually call upon 
  the Chambers Militant of their Ordo or conclave to bring additional 
  firepower to the fray. Acolytes can sometimes find themselves working 
  alongside Sisters of Battle, or even the Deathwatch. Of course, these 
  forces are only involved if serious resistance is anticipated. If Acolytes 
  walk into a room full of highly armed cultists by accident, escaping 
  with their lives is their own concern.
  sPecIal cIrcumstaNces
  Sometimes Acolytes will find themselves sent to perform tasks that they 
  do not understand or that are somewhat unusual. Perhaps they will 
  be asked to take a tour of duty aboard one of the Black Ships or to 
  help round up rogue psykers. Sometimes they might be asked to guard 
  an item or individual, or courier shipments between worlds. Perhaps 
  they will be asked to trial new combat stimms, live amongst xenos or 
  masquerade as a hive gang for a number of months. Sometimes they 
  will need to do darker deeds, such as find a suitable Daemonhost or 
  investigate a rival Inquisitor for corruption. These sorts of tasks are often 
  the ones that produce the most hesitation and moral quandary within 
  Acolytes, for it is not always clear if their action is a good or bad one.
  Exterminatus
  E
  xterminatus is the term used for the destruction of an 
  entire planet by order of the Inquisition. As such, 
  it is an incredibly rare and vastly powerful event. The 
  Inquisition has, in theory at least, sole access to the weapons 
  with the potency to destroy a whole world and they vary 
  from high-yield virus weapons to cyclonic torpedoes that can 
  penetrate a planet’s crust and tear it apart in a chain reaction. 
  It is a measure of an Inquisitor’s strength of will that he 
  is willing to cause the deaths of billions of people through the 
  Exterminatus, but in the case of alien or Daemonic infestation, 
  it takes an Inquisitor to understand that it is for the good of 
  those same people that sometimes the ultimate sanction must 
  ken.
  
  279
  Symbols
  O
  Tradition
  Tradition
  “Only the wisest and stupidest men ever change.”
  — Lady Olivia Ol’Wynn of Hive Sibellus.
  O
  ne of the few constants of the Inquisition is that 
  there are no standard regulations, codes of practice 
  or “correct” behaviour. Whilst the other Adepta 
  follow dogma set down millennia ago, the Inquisition 
  remains a fl exible and unpredictable organisation. An 
  Inquisitor is free to arrange his affairs in any manner that 
  suits his needs and personality. However, humans being the 
  creatures they are, the Inquisition does possess a certain 
  level of tradition and custom within its various ordos and 
  conclaves. The Calixian Conclave, for example, looks to 
  the ancient wisdom of the Scintillan Dictates to guide 
  it, inscribing and interpreting its principles until they 
  have an almost liturgical quality to them.
  SYMBOLS
  Perhaps the most common 
  shared traditions are those 
  steeped in powerful symbol-
  ism. In many ways, man 
  is a very simple creature, 
  who responds very well 
  to certain images. The 
  Inquisition knows this, 
  and is happy to exploit it 
  to suit its own needs.
  Fire 
  is 
  traditionally 
  associated 
  with 
  the 
  Inquisition 
  and 
  its 
  works. The image of 
  the cleansing fl ame is a 
  strong one and Acolytes 
  are encouraged to employ 
  it when they have need to strike 
  fear. Wherever there is the white-
  hot excruciator, a witch pyre or a 
  promethium-dripping fl amer, there 
  too is the Inquisition. Other than the 
  literal interpretation of fire as a weapon, 
  there are other uses for such symbolism. 
  Many Inquisitors consider their role to be 
  that of the cleansing fl ame, there to burn 
  away the rotting fl esh of corruption. Some 
  also hold that they are guardians of the Emperor’s 
  light, the holy fl ame of faith. Those that attend the 
  Black Ships speak of fuelling the mystical beacon 
  of the Astronomican, casting willing souls into the 
  furnace of the Emperor’s will.
  The hammer is also associated with the 
  Inquisition. Many Inquisitors carry gorgeously 
  bedecked warhammers with which to smite 
  their foes. Like the Ecclesiarchy, many 
  members of the Inquisition regard the hammer as a metaphor 
  for piety, the force by which heresy and corruption are 
  crushed. Warhammers are common gifts for Acolytes who 
  have proven themselves especially adept at destroying 
  cultists and heretics.
  
  280
  
  281
  Customs of the 
  Calixian Conclave
  Aside from the fl ame and the hammer, perhaps the most 
  powerful of the Inquisition’s symbols is the Seal. Each 
  Inquisitor bears an Inquisitorial Seal. This is a small amulet 
  or icon in the shape of a stylised column. Thought to depict 
  a pillar of strength or rod of control, this seal is their badge 
  of office and for an Inquisitor to reveal it shows that he is 
  demanding that his authority be respected. An Inquisitor 
  who shows his seal to a planetary governor, for instance, 
  expects to have the planet’s resources at his disposal from 
  that moment onwards. The Inquisitorial Seal is, in a sense, an 
  Inquisitor’s most important item of equipment, and he will 
  never willingly relinquish it. Some seals incorporate circuits 
  and sonic probes that can be used to hack into cogitators and 
  open electronic locks, or double as simple weapons to ensure 
  that the Inquisitor is never unarmed.
  An Inquisitor and his cadre can also display the 
  Inquisitorial Rosette, a symbol of the Inquisition worn 
  on an Inquisitor’s clothing or wargear. The rosette can be 
  worn by those in an Inquisitor’s employ and can also be 
  displayed on vehicles or by the armed forces being used 
  by the Inquisitor. The rosette signifies that an individual is 
  in the employ of the Inquisition and is enough to ensure 
  the fearful cooperation of most adepts and citizens who 
  know of the Inquisition’s purpose. The rosette, however, 
  is used very sparingly, as most Inquisitors prefer to keep 
  themselves and their Acolytes low-key. The rosette is most 
  commonly used when in the company of fellow members 
  of the Inquisition or when an Inquisitor wishes to strike 
  fear and awe into the common man.
  CUSTOMS OF THE 
  CALIXIAN CONCLAVE
  The Calixian Conclave has many traditions and rites 
  unique to its organisation. These have grown up over the 
  many hundreds of years that the conclave has watched 
  over the sector and serve to bind the Acolytes and 
  Inquisitors together through common custom. Whilst 
  some pay little more than lip service to these habits, 
  others treat them as seriously as the Imperial Creed.
  When they are new to the Inquisition, Acolytes are 
  unlikely to be party to the mysteries and traditions of 
  the conclave. They are likely to find the unwritten rules 
  of the group inexplicable at first. Their first encounter 
  with such things might be to attend a consecration of a 
  temple as an honour guard or to stand outside the door 
  of an Inquisitorial gathering, knocking three times and 
  being refused access. Others might be sent to collect an 
  annual tithe of thanks, only to discover it is naught but 
  a slap in the face and a sack of grain.
  As they become accustomed to the ways of the 
  conclave, Acolytes may be invited to take part in the 
  cycle of gatherings and rituals. They may also get to 
  know the unspoken laws of etiquette and behaviour 
  common to the conclave. Their master, for example, 
  may instruct them in the Scintillan Dictates, or else an 
  elder cell of Acolytes may decide to take them under 
  their wing. Acolytes may choose to reject the trappings 
  of the conclave, indeed, if their Inquisitor is of Radical 
  tendencies, they may be encouraged to ride roughshod 
  over the “proper way” of doing things. They are, of 
  course, free to do so but such behaviour will mark them 
  out as “strange”, “difficult” and “unreliable”.
  There are countless rituals and practices used by the 
  Calixian Conclave. Some are highly obscure, attended 
  only by a few or only taught to those with the proper 
  level of initiation. Others are widely known by Acolytes 
  and Inquisitors alike. Some of the most common customs 
  are presented below.
  PetItIoNINg
  An Inquisitor expects much of his Acolytes, however, as 
  with any feudal master, he holds some obligation to his 
  servants. Acolytes have a right to request things from their 
  master. This may be as simple as a shot of amasec and a 
  ten minute briefing or as grandiose as an entire moon. 
  The Inquisitor may not always grant these petitions, but 
  cleverly made, apt or amusing requests may be heard. 
  Experienced Acolytes know only to ask for things that 
  cannot be had in any other way and to ask for them in an 
  unusual fashion. Those that ask for too much too often 
  are considered to be somewhat foolish and are generally 
  ignored. Many Acolytes spend some time sizing up their 
  master’s foibles before making a petition.
  customs IN game terms
  The customs of the Calixian Conclave can add to 
  games of Dark Heresy in many ways. For example, 
  if a Game Master wishes to run a game involving 
  intrigue between Inquisitors, a great feast or ritual 
  gathering can make a perfect backdrop. Similarly, 
  scenarios where Acolytes must sneak into a shrine 
  of Saint Aret to recover a hidden file are full of 
  possibility. Severely wounded characters that spend a 
  Fate Point to avoid death might see a vision of Saint 
  Uthur guiding them or even believe that the Saint 
  has performed a miracle. Some Player Characters 
  might spend a long time working out the details of 
  a spectacularly intricate petition, whilst others might 
  merely carry an icon of Saint Castor to smooth away 
  their troubles.
  Players and Game Masters should feel free to 
  invent their own saints, customs and rituals, for 
  the Calixian Conclave is a huge and convoluted 
  organisation. No book could ever hope to chart 
  all of the traditions of such a complicated and 
  superstitious group.
  
  282
  282
  the emPeror’s grace
  Acolytes and their masters see and do many things that the 
  mortal mind was not meant to witness. Faith is all too easily 
  tested by the horrors of Daemons, mutation and corruption. 
  The Calixian Conclave offers its servants indulgence, grace 
  and confession via Inquisitor-Priests skilled in the arts of 
  absolution. Acolytes may be offered forgiveness for the 
  deaths of innocents and for heresies gone unpunished whilst 
  undercover. Preparatory funerary rites can also offer the 
  Emperor’s grace to those about to embark on tasks where 
  death is likely. These Inquisitor-Priests also form a vital part of 
  the Exterminatus ritual, in which they cleanse the soul of the 
  murder of a world.
  The Calixian Conclave also has a small and secret 
  number of Imperial saints ordained and worshipped in a 
  furtive manner by blind, mute priests of the Ecclesiarchy. 
  Acolytes often call upon these saints to intercede on their 
  behalf, bringing prayer and confession before the eyes of 
  the Emperor Himself. They also swear oaths by the saints, 
  particularly when in a tight spot.
  Saint Uthur the Cataplast
  Known as “Uthur the Unfortunate” or “The Cursed”, Saint 
  Uthur is said to accept misfortune and suffering upon the 
  behalf of others. Acolytes insist that he was once one of 
  their number, where that official canon states that he was an 
  Inquisitor-Priest. Uthur is usually invoked to guard against 
  injuries. Tradition states that if one screams to the Saint loud 
  enough before looking at a wound, he may be convinced to 
  take some of the injury upon himself. Devotees burn bandages 
  in his honour or smear statues of him in medicae balm. Saint 
  Uthur is usually depicted as a weeping middle-aged man 
  clutching an imbalanced scale and a lightning rod. Images of 
  Uthur traditionally have ninety-nine wounds, each caused by a 
  different calamity. It is a point of pride amongst statue carvers 
  to ensure that no two icons of Saint Uthur are the same.
  Saint Castor the Obviate
  The remover of obstacles and patron of truth. Legend has it 
  that this missionary endured all manner of undignified public 
  punishments upon the feudal world of Maccabeus Quintus, 
  including five attempts to cut off his head. Each one failed 
  until he pointed out an error with the guillotine’s mechanism. 
  According to the legend of his beatification, the people of 
  Maccabeus Quintus were so impressed by his pious devotion 
  that they rose up in support of the Imperial Creed, casting down 
  their government to much rejoicing. Acolytes call upon Saint 
  Castor to watch over interrogations, smile upon investigations 
  and speed answers to the minds of researchers.
  Saint Aret the Lethecant
  Saint Aret is a martyr. The nature of his death, and indeed 
  his true name, has been lost over the ages. At the time it 
  was generally agreed that his miraculous death was truly 
  one of the most spectacular cases of martyrdom ever seen. 
  However, it seems in the centuries between the petition for 
  his beatification and the eventual granting of the sainthood, 
  his legend was forgotten. When the scribes of the Calixian 
  The Scintillan Dictates
  Some centuries past, legendary Inquisitor Heraclion Theos issued a series of letters 
  that have now become common teaching for Acolytes of the Calixian Conclave. 
  Originally intended for investigators stationed on the capital planet of Scintilla, later 
  generations of scholars have read many deeper levels of meaning and interpretation into 
  what, on the face of it, seem very simple instructions.
  Thy master’s will shalt be the whole of the law.
  This is loosely translated to mean that Acolytes should not be held back by local 
  custom and law. In the service of the Inquisition, even the darkest of illegal acts 
  are sometimes justified.
  Thou shalt know thy duties.
  Broadly speaking, Acolytes should know their remit and dutifully follow their instructions. 
  This dictat is also interpreted to mean that Acolytes should not stand by and allow heresy 
  and other transgressions to go unpunished even if their Inquisitor seems unaware of them.
  Thou shalt not over-esteem thine own importance.
  This dictat causes some confusion amongst scholars. It is generally agreed to be an 
  admonishment to remember that each Acolyte is but a small part of a larger picture, 
  which only the Inquisitor has access to. Some believe it to be a reminder that sacrifice, 
  even of one's own life, is a necessary part of the Inquisition’s work.
  Thou shalt not make improper use of thy master’s purse, nor his seal, nor his name either.
  Perhaps the clearest of the dictates, this is almost universally held to be a warning 
  against abusing the incredible resources an Inquisitor can call upon. Most also believe 
  that it is a commandment to be subtle in one’s work, invoking the Inquisition only 
  when absolutely necessary. Some Acolytes take this dictat to extremes, living in 
  penury and never speaking the name of their master, lest they draw his wrath.
  Thou shalt seek no reward but the satisfaction of thy master.
  Commonly believed to be a warning against profiteering from investigations, this dictat 
  has perhaps the widest leeway attached to it. Some Inquisitors closely watch their 
  Acolytes and their possessions to ensure that they are not becoming too luxuriant. 
  Others seldom bother looking into their servants’ dealings. Most ensure that Acolytes 
  do not display their status too openly, knowing that the temptation to show off, 
  impress attractive strangers, claim recognition, free drinks or notoriety can all too 
  easily lead to disaster or corruption.
  Thou shalt be glad of thy master’s punishment, for it is 
  deserved and it improves thee.
  Opinions vary wildly about this dictat, depending mostly, it seems, upon the nature of the 
  person doing the interpretation. Some flagellants hold that “deserved punishment” is an 
  Acolyte’s lot, as a poor and stumbling vessel of the Emperor’s will. Meanwhile, some point 
  to the concept of constant improvement implied in the dictat as proof that Acolytehood is 
  but a crucible, intended to burn away impurity and forge a strong and powerful Inquisitor 
  from what was once humble clay. Some, admittedly more cynical in nature, hold that the 
  true essence of this dictat is a commandment to rejoice, for even whilst being punished, the 
  lot of an Acolyte is far, far better than that of the average citizen.
  
  283
  Conclave searched their archives, they found that the only 
  book of his deeds was damaged, his name half-erased and 
  his achievements mouldered away. After much debate, it was 
  decided that Saint Aret should guard over that which should 
  not be remembered. His shrines are dust-filled archive rooms 
  where forbidden scrolls are abandoned and data is sent to 
  decay and die. Statues of Aret usually have large ears, so that 
  Acolytes may whisper their fears, deeds and memories to the 
  Saint, who will bear them away, to trouble them no more.
  death
  Acolytes and Inquisitors of the Calixian Conclave are 
  offered a great honour upon death that many Imperial 
  citizens could never dream of attaining. When death in 
  service arises, the name of the departed is passed along 
  to the script-savants of the conclave. This ancient brood 
  of lexiconographers record the names of the dead in 
  vast tomes, bound in creaking leathers and smeared with 
  preservative oils. The skulls of especially honoured servants 
  are ground within mortuary pestles and the bone dust 
  used to set the ink upon the vellum pages. Once full—a 
  regrettably frequent event—the tome is sealed with gold 
  and lead. These golden ledgers are then sent to Terra, where 
  the books are interred in vast subterranean data-crypts, 
  there to rest for all eternity near the Emperor Himself. This 
  practice is known as “descripting”, and many Acolytes say 
  that a dead comrade has been “written up” or “gilded”.
  283
  
  284284
  Now, Shoulder Your Burden for the Glory of the Emperor
  C
  ontained herein has been the merest overview of the Imperium of Man. The glory of our 
  Emperor casts its light upon a million worlds and so the information I present here is, 
  sadly, of a limited nature.
  There is much more to learn about the galaxy and a great deal of that will test the body, mind and 
  soul. Perils unnumbered lie around every corner and the sights and sounds of a million cultures 
  will attempt to confound you, but be strong and you will prevail.
  In reading this you have begun to prepare yourself for the journey you must take. The enemies 
  of the Imperium are everywhere and the long war needs new soldiers. Soldiers like you. For 
  whatever reason, you have been selected by an Imperial operative to serve him in his travails as 
  he seeks to bring order to the chaos of the galaxy. Serve him well and you will forever know 
  the light of the Emperor and dwell in His favour. Survive, and one day you may find yourself 
  recruiting others as you yourself have been recruited, passing on the torch of duty and obligation to 
  others so that more men may come to dwell in peace under the watchful eye of our undying lord.
  That it is a burden not shouldered lightly is plain, but we carry the weight of the galaxy lightly 
  upon our backs, for should we stumble, the Emperor will be at our side to steady our steps.
  Now, gird yourself, take up your weapons and prepare your mind. The Emperor and mankind 
  needs you.
  O. S. C.
  
  285
  oVerVIeW
  •
  homeWorld
  •
  the calIXIs 
  sector maP
  •
  scINtIlla
  •
  IocaNthos
  •
  sePherIs secuNdIs
  •
  the mIserIcord
  •
  PoWer grouPs
  •
  the calIXIaN coNclaVe
  •
  the tYraNtINe cabal
  •
  komus, the tYraNt star
  •
  other sector Worlds
  
  286
  T
  T
        Chapter X: 
  The Calixis 
  Sector
  Overview
  Chapter XI: 
  The Calixis 
  Sector
  “It is an ill omened place, my lord. Cursed, they say, a fount of 
  witches and other foulness. A chalice of corruption, haunted 
  by a dead sun. They say it is but a matter of time before the 
  stars align and the entire place is torn asunder by Daemons. Of 
  course, they say that about a great many places. But in this case, 
  master, the Tarot indicates it is actually true.”
  — Diviner Adept Harpious Mundis.
  T
  he Calixis Sector is located in the Segmentum 
  Obscurus, on the northern edge of the known 
  galaxy, and represents a portion of the considerable 
  territories conquered by the Imperial hero Lord Militant 
  Angevin more than a thousand years ago. Its first governor 
  was Drusus, one of Angevin’s most capable generals, a man 
  now revered as an Imperial saint.
  This territory represents a vulnerable fraction of the 
  Imperium, far from the millions-strong armies and mighty 
  battlefl eets that protect its most ancient and important worlds 
  and defend its war-torn frontiers. The fate of the sector is 
  tainted with disturbing prophecies and haunted by an 
  inexplicable evil. Within its ill-portended bounds there are 
  countless threats to keep the adepts of the Imperium stretched 
  beyond capacity. It is up to a few extraordinary individuals 
  to save the sector from being consumed by a dark future of 
  corruption and suffering.
  OVERVIEW
  T
  he Calixis Sector has many heavily populated 
  and important worlds, but it lies a great distance 
  from the Imperium’s heartland and, like so much 
  of the Imperium, it must ultimately fend for itself. Like 
  all Imperial territories, the Calixis Sector is at risk from 
  the chronic dangers facing humanity: war, mutation, xenos 
  activity, the mark of Chaos, and so on. However, a singular 
  threat lurks somewhere in the Calixis Sector, a mysterious, 
  Sector Governor Marius Hax
  Lord Hax (whose formally correct title is “Lord Sector” or “Lord Calixis”) is descended from 
  an ancient family of Terran stock, a bloodline bred for leadership in the Imperial heartland of the 
  Segmentum Solar. He was appointed governor of the sector by the High Lords of the Adeptus Terra more 
  than one hundred and fifty years ago, and maintains a firm, unflinching grip on the planets under his 
  control. The Lord Sector is a man of immense gravitas and solemnity, a glowering, intimidating presence 
  at the heart of the Lucid Palace on Scintilla. Hax makes few public appearances, and personal audiences 
  are rare. His devotion to the minutiae of leadership is legendary—it is said that he sleeps just four hours a 
  night, and personally reviews the daily fiscal and economic reports in great detail. His reputation in the sector 
  at large is therefore chilly and austere: he is popularly mocked as an unsmiling hardliner and administrative 
  stickler, and also feared as a figure of unsympathetic authority. This widely accepted image, however, misses 
  the essential truth. He is a painfully fair, even-handed man, devoted to the principles of ordered rule. In 
  person, he is tall and granite-featured, and dresses in starkly simple dark robes, eschewing all aristocratic 
  finery. He is over two hundred Scintillan years old, though modest juvenat treatments make him appear to 
  be a robust fifty year old. Hax is not a man to be trifled with, nor underestimated.
  The Lord Sector is driven by his convictions, not in the right or even divine authority of the Imperium, 
  but in the absolute necessity of order and obedience for the survival of the human race. Hax cares little for 
  events on individual planets and is even dismissive of happenings on Scintilla (of which he is nominally 
  planetary governor). He cannot be distracted by the fates of a few million citizens here and there and is more 
  concerned with the big picture, levying correct tithes and collecting them, monitoring psykers and rebellious 
  groups (Hax despises rebels above all others, including cultists and witches) and maintaining the conspicuous 
  majesty of the Imperium.
  Hax is surrounded by a lavish court populated by representatives and advisors from organisations and 
  worlds across the sector. He values good advisors and is willing to listen to them, as long as they do not 
  overstep the mark and openly contradict his philosophies. Hax has the power to request military assistance 
  from the Segmentum Governor on distant Cypra Mundi, but he is loathe to do so. The Calixis Sector is his, 
  and his presence and the activities of his adepts should be enough to awe its citizens into obedience.
  
  287
  TheHereticus 
  Tenebrae
  prophesied doom that has drawn the particular scrutiny 
  of the Inquisition to this group of worlds. This enigmatic 
  threat, the Hereticus Tenebrae, or the Tyrant Star as it is 
  known, is something the forces of the Inquisition most 
  fervently wish to uncover, to comprehend and to destroy, 
  before it is too late.
  To trailing, the Calixis Sector is bordered by the hazardous 
  territories of the Fydae Great Cloud and to spinward by 
  the Scarus Sector. Bordering to coreward, its immediate 
  neighbour is the Ixaniad Sector. To rimward lie the contested 
  and unregulated frontiers of the Halo Stars.
  The hive world of Scintilla, situated in the Golgenna Reach, 
  is the capital of the Calixis Sector. Along with the hellish 
  mining world Sepheris Secundus and the war-torn planet 
  Iocanthos, it forms a triumvirate of worlds essential for the 
  sector’s survival. The most powerful man in the Calixis Sector 
  is officially Sector Governor Marius Hax, who rules in the 
  name of the Adeptus Terra from the Lucid Palace on Scintilla. 
  However, the Calixian Conclave, led by Lord Inquisitor 
  Caidin, is the ultimate authority in the sector, a clandestine 
  and all-powerful presence behind the visible emblems and 
  figureheads of power. No one has the power to gainsay the 
  word of the Inquisition. Other important Imperial servants 
  are Lord Inquisitor Zerbe of the Tyrantine Cabal, Cardinal 
  Ignato of the Adeptus Ministorum, Lord Marshal Goreman 
  of the Adeptus Arbites, Senior Astropath Xiao and Canoness 
  Goneril of the Adepta Sororitas. The power of the Adepta, 
  however, is rivalled by the Great Houses, the noble families 
  and corporations, which maintain a presence across the sector. 
  Even the minor noble houses, those whose infl uence is limited 
  to a single world, hold a great deal of power over ordinary 
  citizens.
  THE HERETICUS  
  TENEBRAE
  The Calixis Sector is beset by many threats but few of 
  them are as obvious as rampaging aliens or widespread 
  rebellion. Perhaps the most troubling is the prophecy of the 
  Tyrant Star, the horrific harbinger of ruin and desolation, 
  the spectral sun which consumes light, hope and sanity. 
  This prophecy is known as the Hereticus Tenebrae (“the 
  black doctrine” or “the shadow heresy”) by the Inquisitors 
  of the Calixis Sector. Reports of the conflict, destruction 
  and psychic cataclysm that accompany apparitions of the 
  black sun are often suppressed, in case disorder and fear 
  overtake entire worlds.
  The baleful Tyrant Star casts an ill light upon the Calixis 
  Sector and nowhere seems immune from its infl uence. Cults 
  and seditionist groups fester in its underhives and moral 
  corruption gnaws away at the nobility, which holds much 
  of the power on the sector’s scattered worlds. Confl icts 
  brew between the Adepta and the great noble families 
  who trace their lineage to the times before Angevin’s 
  conquests. Mysteries abound, for the Calixis Sector was 
  quite evidently occupied by more than one long-vanished 
  civilisation in the past. The previous inhabitants of this 
  province of the galaxy have left their indelible traces 
  behind them. Certainly, many Inquisitors of the Calixian 
  Conclave fervently hope that the spectral sun is a legacy 
  of aliens long since gone to dust, for the alternatives have 
  implications that are unspeakable.
  For more on the Hereticus Tenebrae, see Komus, the 
  Tyrant Star on page 317.
  Using the Calixis Sector
  This chapter presents an overview of the Calixis Sector’s worlds and power groups. There are many reasons why this 
  information has been included in Dark Heresy. For instance, it provides enough information for a GM to run a campaign 
  without having to come up with a sector and its worlds by themselves. The GM can then concentrate on the adventures his 
  players engage in without worrying about the backdrop and setting. In addition, the information presented here provides 
  a sample taste of the worlds, people and organisations of the Imperium for GMs who are not particularly familiar with 
  the 41st Millennium. Even players and GMs who have a thorough knowledge of the Warhammer 40,000 universe will find 
  information in this chapter that they will not have come across before. Perhaps most importantly, this chapter presents some 
  of the themes on which Dark Heresy is based, such as corruption, moral ambiguity, power and secrecy. In addition to the 
  information presented here, there is an extensive “living encyclopaedia” detailing all of the planets and sub-sectors of the 
  Calixis Sector. All of this and more can be found at www.blackindustries.com/calixis/
  In the campaign setting given here, players take on the roles of Acolytes serving one of the Inquisitors of the Calixian 
  Conclave. The worlds described provide plenty of opportunities for Inquisition-based adventures, from investigating the 
  nobility of Scintilla, to hunting debased mutant cults in the blackest pits of Sepheris Secundus. The locations vary from 
  towering hives, home to billions of citizens, to the hardy frontier settlements of Iocanthos. The inhabitants of these worlds 
  are more varied still: astonishingly wealthy aristocrats, dedicated adepts, underhive gang scum, mad cultists, heartless 
  warlords, impassioned preachers, downtrodden mutants, pious citizens living in ignorance and countless others. Any of 
  them could provide GMs with enemies or allies for their Acolytes and some of the most important individuals are fully 
  described in this chapter.
  Nothing in the Calixis Sector is set in stone. GMs can set their games in the sector as it is written, change it to suit the 
  campaign they had in mind, or even pick their favourite parts and transport them to somewhere else in the galaxy.
  
  288
  
  289
  Hive World
  Shrine World
  Agri-world
  Feudal World
  Feral World
  Pleasure World
  Penal World
  Mining World
  Forge World
  Cemetary World
  Frontier World
  Special
  Forbidden World
  Dead World
  Gas Giant
  Death World
  War World
  Unclassified
  
  290
  Overview
  Scintilla
  SCINTILLA
  Population: 25 billion.
  Tithe Grade: Exactus Extremis.
  Geography: Climate temperate 
  with extensive equatorial deserts. 
  Three main continents—–moun-
  tainous/volcanic southern polar 
  cap, equatorial crescent deserts/
  jungle (Hive Tarsus, Hive Tenebra 
  [extinct]), northern temperate 
  landmass (Hive Sibellus, Ambulon, Gunmetal City). Remainder 
  of planetary surface covered in ocean (heavily polluted, severely 
  depleted fish stocks). Two moons (Sothus and Lachesis). Orbital 
  docks geostationary above Hive Tarsus.
  Government Type: Adeptus Terra.
  Planetary Governor: Sector Governor Marius Hax.
  Adept Presence: Adeptus Terra, Administratum (Goldenhand 
  Consular Taskforce), Adeptus Ministorum, Adeptus Astra 
  Telepathica (Astropathic Choir at Hive Sibellus), Adeptus 
  Arbites, Ordos of the Calixian Conclave High Council Officio 
  (palace headquarters at Hive Sibellus).
  Military: Army of the Scintillan Protectorate (medium/high 
  quality force, based at Hive Tarsus).
  Trade: Scintilla is a major exporter of manufactured goods 
  including ship-drive components and weaponry. It is also an 
  important source of manpower, with a large planetary defence 
  force (PDF) and a huge underhive population, both of which 
  make for excellent Imperial Guard recruit sources. Scintilla 
  cannot support itself and requires massive imports of food 
  from the Calixis Sector’s agri-worlds.
  OVERVIEW
  Scintilla is the capital world of the Calixis Sector, a thriving 
  Imperial hub that supports the largest planetary population 
  in the territory. It is dominated (some observers say “shared’) 
  by two vast hive cities, Hive Sibellus and Hive Tarsus, into 
  which the vast majority of the planet’s groaning population 
  is crammed. Despite the dominance of the two great hives, 
  the “offspring” communities of Ambulon and Gunmetal City 
  contribute significantly to the planet’s economic function. 
  Scintilla is a world of splendours where the wealthy and 
  powerful compete with ruthless appetite. Astonishing 
  magnificence abounds, from the wondrous fashions of the 
  hive nobility to the towering spectacle of the hives themselves. 
  Landmarks, like the Lucid Palace and the Cathedral of 
  Illumination, are famous throughout the sector.
  Scintilla is also a world of corruption. Moral decay eats away 
  at the noble houses, whose members are often deluded by their 
  own wealth and status. In the rarefied culture of the high-born, 
  the corruption of power and privilege runs deep. Noble houses 
  consider themselves (sometimes correctly) as above or outside 
  of Imperial law and can wield immense infl uence. Their attitude 
  towards those who are lower-born is callous: it is not unknown 
  for thrill-seeking degenerates from noble houses to prey upon 
  lesser humans as sport. At the other end of the social spectrum, 
  the underhives are rife with mutants, outlaws and ultra-violent 
  gangs, as well as the psychotic zealots of the Redemption. 
  The middle hivers trapped between the aristo spires and the 
  rancid underhives live out thankless lives of unending toil, 
  where ignorance is a virtue and death a reward for a lifetime 
  of loyal, drone servitude, fulfilling the exorbitant tithes levied 
  on Scintilla by the Administratum. It has been this way since 
  the days of Angevin, and Scintilla’s various corruptions are so 
  deeply ingrained that they have become invisible even to those 
  who perpetrate them.
  Scintilla’s most important features are its two hives: immense, 
  multi-levelled cities that house billions of citizens. Both hives 
  on Scintilla are largely independent, ruled by councils drawn 
  from the nobles of the spire. The majority of the inhabitants 
  are middle hivers, the labouring classes, without whom the 
  planet’s manufactories and trade houses would cease to 
  function. Almost all middle hivers are owned or indentured to 
  nobles from the great sector-wide families or from Scintilla’s 
  own lesser houses. The poorest and most neglected areas are 
  the underhives: polluted, crime-ridden places where life is 
  cheap and brutal gangs struggle for supremacy before violent 
  death inevitably claims them. As long as the violence does not 
  spill into the middle hives, the authorities are happy to let the 
  gangs murder each other in the cesspits of the underhive.
  Scintilla’s two great hives have always compared with one 
  another for prestige and infl uence, but no rational observer 
  could fail to acknowledge Hive Sibellus’s dominance. 
  Geographically the larger of the two hives, it is often referred 
  to as “the Capital” or the “ruling hive”, and is both the seat of 
  political and administrative power, and the centre of the planet’s 
  manufacturing might. Hive Tarsus functions as a dark, shadowy 
  twin, popularly referred to, by Sibellians, as the “other place”. 
  Hive Tarsus is a mercantile hive and controls all off-world trade 
  and commerce. Neither hive could function without the other, 
  a fact celebrated in Scintillan proverbs and myths. However, 
  neither great hive would openly admit to the importance of the 
  “offspring” communities, Ambulon and Gunmetal City, both of 
  which wield considerable infl uence of their own.
  cIVIl order
  Law on Scintilla is the province of the Magistratum, the 
  planet’s police force. In the hive spires, the dark green 
  greatcoats of Magistratum officers are a common sight as they 
  patrol the streets and investigate anything from petty theft 
  upwards. In the middle spires, they are concerned mainly 
  with serious or violent crime, unable and unwilling to deal 
  with other common crimes. In the underhives, they are almost 
  completely absent. The quality of the Magistratum’s officers 
  and procedures varies enormously through the layers of 
  Scintilla’s hives, depending on the funding and support they 
  are given by the ruling noble councils, and on the environments 
  they have to work in. Inevitably, it is far easier for a noble 
  victim to get the Magistratum to investigate a crime, and far 
  easier for a middle hiver criminal to be arrested for one. The 
  Adeptus Arbites have a strong presence on Scintilla but they 
  leave everyday policing to the Magistratum, concentrating on 
  sedition, interference with the tithes, certain cult and psyker 
  
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  activity, and in using their paramilitary strength to help put 
  down major riots. Most citizens never see an Arbites officer 
  unless it is from the wrong side of a riot shield. The Arbites 
  and the Magistratum despise each other and have little interest 
  in working together except under dire circumstances.
  The laws across Scintilla vary from place to place, but two 
  constants are trial by combat and duelling. Both are legal on 
  Scintilla, and trials by combat are especially common when the 
  hive nobility are involved. Trials by combat, where the accuser 
  and defendant fight to decide who is right, have conditions 
  attached depending on the nature of the crime (murder and 
  severe violent crime is to the death, while some crimes have 
  restrictions on the weapons to be used and sometimes bizarre 
  conditions for victory, from first blood to the removal of limbs). 
  It is permitted for either party to have a champion fight in their 
  place and a skilled combatant can find lucrative, if perilous, 
  employment in the Bloodsquares run by the Magistratum. 
  Needless to say, good champions do not come cheap, and 
  the very best are retained by the noble houses of the spires. 
  Similarly, duelling is permitted on Scintilla and forms a part 
  of the culture in the hives and elsewhere. The Magistratum 
  does not interfere with duels and killing an opponent in a duel 
  is not considered murder. This means it is entirely possible 
  to eliminate an enemy by manufacturing a matter of honour 
  between him and an opponent who happens to excel at the 
  form of combat used in the duel.
  
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  293
  Hive Sibellus
  HIVE SIBELLUS
  Hive Sibellus is the oldest city on Scintilla, almost certainly predating 
  Angevin’s invasions. Its immense, eight thousand kilometre-wide 
  bulk dominates the coastal plains and lowlands of the northern 
  temperate landmass. Where its enormous, multi-layered skirts touch 
  the coast itself—in a five hundred kilometre belt—they spill out 
  over the black granite cliffs like shelves or glacial ridges. Sibellus has 
  twice the population of its “twin” Hive Tarsus.
  Like almost all Imperial hives, Hive Sibellus is composed of an 
  extraordinary conglomeration of architectural forms. Countless 
  generations have added their own embellishments and every 
  available surface is crammed with gargoyles, frescoes, columns 
  and mosaics. The hive spire is a jumble of glittering wonders, 
  while the middle hive—and even the underhive—is composed 
  of long-fallen statues and temples to wealth and power. The 
  middle hivers live in rickety tenements built inside the shells 
  of great mansions and basilicas, and trudge to work each day 
  through avenues formed by fallen statues. The underhivers live in 
  buried hovels built into the eyes of great stone heads or clustered 
  around the broken columns of fallen temples.
  The sprawl of the hive is at its most spectacular along the rugged 
  coastline. The hive looms—indeed, spills—over towering black 
  granite cliffs, which are lashed by ferocious seas during the stormy 
  season. The Lucid Palace, a city in its own right, stands on a massive 
  column of rock rising from the sea just off the coast, connected to 
  the hive by a single, cyclopean, stone processional bridge, as well 
  as by countless smaller rope bridges and a fl eet of ferries which 
  transport strong-stomached passengers across the debris-strewn 
  waters. Hundreds of rickety elevators scale the cliffs and the rock 
  column on which the palace stands, and the hovels of ferrymen and 
  fishermen cling to the rock face like barnacles. The bulk of Hive 
  Sibellus itself rises up many times the height of the cliffs, casting a 
  permanent shadow over the headland and the waters.
  hIVe socIetY
  Hive Sibellus is Scintilla’s power centre and every noble house on the 
  planet seeks to have its own estate on the hive spire. These estates 
  form an extraordinary riot of architectural styles, from stern fortresses 
  to gilded pleasure palaces. The spire is constantly growing, the new 
  estates built on the remains of the old, and so a noble house must 
  constantly strive to embellish its own estates to keep up.
  Antiquity is everything in Hive Sibellus. A family draws prestige 
  from the number of ancestral generations it can trace and even the 
  newest estates look like age-weathered bastions of tradition. Hive 
  Sibellus’s nobles are intensely competitive and demonstrate their 
  superiority through the magnificence of their estates as well as the 
  antiquities they collect, from artefacts excavated from the deserts and 
  jungles of Scintilla to works of art from across the Imperium. Most 
  estates conceal a high-security gallery or museum, which sometimes 
  holds extremely valuable and illegal items, like xenos artefacts or 
  even dangerous proscribed texts.
  The streets of the hive spire are constantly busy. Hive Sibellus’ 
  noble fashions are spectacular, impractical and perpetually changing, 
  and the nobles travel the streets of the spire accompanied by large 
  retinues of servants whose primary role is to look impressive. The 
  streets in the spire are very safe thanks to the large private armies 
  that guard every estate and the efforts of the Magistratum to man 
  checkpoints, which regulate the people coming in and out of the 
  hive spire. Violence in the spire, apart from trials by combat and 
  sanctioned duels, is rare—the crime that most nobles fret about is 
  burglary, since their collections or artworks and relics are so important 
  to them. Tales of impossibly skilled cat burglars are a staple of Hive 
  Sibellus’ folklore and many of those tales are true, since there are a 
  great many things worth stealing in the spire of Hive Sibellus.
  Hive Sibellus’s middle hive is dominated by manufactories devoted 
  to heavy production and the enormous blocks of cheap, warren-like 
  housing for the factoria workers. The traditions of the hive spire filter 
  down to the middle hive, with many hivers collecting curious objects 
  to beautify their meagre homes, aping the extraordinary fashions of 
  the spire nobles or even keeping crudely stuffed dead relatives. The 
  middle hive’s factories and tenement blocks are built among layers of 
  compressed mansions and statuary, making it a confusing and dark 
  place of collapsed finery.
  Somewhere deep amongst the fragments of vast statues and 
  toppled remains of great temple-mansions, the middle hive 
  becomes the underhive. Composed of countless compressed layers 
  of the city above, Hive Sibellus’ vast underhive is impossible to 
  navigate and prone to frequent collapse. Underhive settlements 
  huddle in the few stable areas, separated from one another by 
  endless deadly warrens where hive-quakes and cave-ins are a 
  constant threat. Many settlements are completely isolated, their 
  inhabitants hunting underhive vermin to survive and having no 
  idea that there is a hive city above them at all. It is not unknown 
  for nobles of the spire to sponsor heavily-armed expeditions into 
  the underhive to dig up coveted artefacts from Scintilla’s past or to 
  explore the tombs of a family’s distant ancestors.
  Notable locatIoNs
  Hive Sibellus’ most extraordinary single landmark is the Lucid 
  Palace, which houses the magnificent court of Sector Governor 
  Marius Hax. The Lucid Palace, and the vast column rising from 
  the waves on which it sits, is thought to be much older than Hive 
  Sibellus or indeed, anything on Scintilla. The palace resembles a 
  vast fl ower of stone, its granite petals overlapping to form its huge 
  dome and the many archways used as entrances. The palace is 
  draped with hundreds of banners representing the institutions of 
  Scintilla and its noble houses, and having a banner fl uttering from 
  the palace dome is an honour that some will murder for.
  Another spectacular landmark is the Bastion Porphyr. This 
  slender tower of purple-black stone is the tallest point in 
  Hive Sibellus and the headquarters for Scintilla’s astropaths. 
  Scintilla’s Astropathic Choir consists of about half a dozen 
  astropaths, the largest concentration of these powerful psykers 
  in the Calixis Sector, led by Senior Astropath Xiao. These 
  astropaths are the only means for contacting other sectors and 
  without them the Calixis Sector would be cut off from the 
  rest of the Imperium. Anyone who wishes to use them to send 
  a message must personally climb the apparently endless spiral 
  staircase up the tower and make their request personally to 
  Senior Astropath Xiao. Each astropath has a different method 
  of visualising and sending messages, and they spend their 
  lives amid the draughty belfries of the Bastion performing 
  intensive mental exercises and studying the tomes of symbolic 
  code. Aside from a few servitors to assist them, no one lives in 
  the Bastion other than the astropaths.
  
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  Hive Tarsus
  INquIsItIoNal holdINgs
  The other most notable landmark in the hive is the Tricorn, 
  the palace of the Inquisition. A dark and austere trio of linked 
  towers at the northern end of the hive sprawl, the palace is the 
  headquarters of the High Council of the Calixian Conclave, which 
  is to say that it is the administrative seat of the Inquisition in the 
  sector. Since earliest times, the Inquisition has often convened 
  and empowered a conclave of its members for each sector of the 
  Imperium. Each sector conclave is ruled by a Lord Inquisitor of 
  unimpeachable merit, selected and appointed by the High Lords 
  of the Inquisition on Terra. For the past two hundred years, 
  the Lord Inquisitor of the Calixian Conclave has been Aegult 
  Caidin. Though respectful of the Lord Sector, Caidin answers to 
  no one except the distant High Lords. From the Tricorn Palace, 
  he supervises and directs the general policies and activities of the 
  Inquisitors under his command, as well as individual specialist 
  cabals of Inquisitors sent upon “special circumstance” missions.
  The Lord Inquisitor is seldom seen in public. It is said that 
  he keeps his true likeness secret, even from close aides and 
  allies, so as to be free to operate unmolested and unrecognised. 
  His true age is not known.
  Lord Inquisitor Caidin chairs the High Council of the Calixian 
  Conclave, a ruling body of seventy senior Inquistors drawn from 
  all three Ordos, which orchestrates and monitors the Inquisition’s 
  work throughout the sector territories. Estimates suggest that over 
  eight thousand Inquisitorial personnel toil in the officio of the 
  Tricorn, from lowly scribes to archivists, from savants to specialist 
  Tech-Adepts. A small but potent army of Inquisitorial troops is 
  garrisoned at the Tricorn and dedicated starships of the Inquisition 
  are permanently stationed at high anchor above Scintilla for rapid 
  response deployment. It is also suggested, but unconfirmed, that 
  the Tricorn possesses its own astrotelepathic choir. In times of 
  great crisis, the Officio of the High Council Calixis can call upon 
  the help of any Imperial Adeptus it requires.
  The general multitudes shun the Tricorn, regarding it as a 
  place of fear, peril and downright evil, though largely this 
  is because the average citizen has no real grasp of the work 
  and duties of the conclave. Nevertheless, to be seized by the 
  Inquisition and carried to the Tricorn for questioning is a grim 
  fate that few ever return from.
  HIVE TARSUS
  Hive Tarsus is Scintilla’s second largest population centre and 
  is the seat of the planet’s trade and commerce. It maintains an 
  aggressive independence from Hive Sibellus, though it relies 
  on the export produce of Sibellus’s manufactories.
  Hive Tarsus is in the centre of Scintilla’s least hospitable 
  desert, baking in the relentless sun and battered by sandstorms. 
  The hive’s construction is based around a foundation of 
  immense vertical bars, between which stretch the great 
  conglomerations of buildings that make up the body of the 
  hive. As a result, Hive Tarsus is more vertical than horizontal, 
  with more middle hivers climbing to work than walking.
  tarsIaN socIetY
  Hive Tarsus’s unusual structure and hostile location mean that 
  darkness and cold are valued commodities and, as such, very 
  unusually for a hive city, the richest areas are those on the 
  bottom of the hive instead of at the top. Hive Tarsus’s nobility 
  enjoy the shade afforded by having a whole city strung in a 
  dizzying web above them, while they are far enough from the 
  merciless sun to live in cool comfort. The very wealthiest live 
  in pitch-black subterranean mansions where inhabitants and 
  visitors carry dim lanterns to see by, while the air is cooled to 
  sub-zero temperatures that require everyone to wear lavish furs. 
  The nobility here demonstrate their superiority by controlling 
  their environment at immense cost, even to the extent of making 
  their handsome estates as dangerous to the ill-prepared as the 
  worst summer droughts. Hives cum that stray too close to the 
  base of the city are often found frozen to death, caught out by 
  the dramatic drops in temperature the closer they get to the 
  wealthiest districts.
  The closer to the surface of Hive Tarsus, the poorer and 
  more dangerous the hive becomes. Middle hivers labour in 
  sweltering workshops bathed in the heat filtering down from 
  the sun, plagued by sunbeams that sweep through the hive 
  during the day and burn exposed skin. The outermost layers 
  (known as the Hiveskin) are hellish; it is 
  Senior Astropath Xiao
  Xiao is an improbably tall and broad-shouldered man with a shaven head 
  and large grey-streaked beard. His blindness—he wears an embroidered 
  band around his head to cover his empty eye sockets—is the only note of 
  physical weakness about him, for even in his robes he is obviously a large and 
  muscular man. Xiao does not permit anyone to send a message through his 
  astropaths unless he deems it necessary. Lord Hax is rarely refused by Xiao, 
  but anyone else must justify the use of the astropaths’ rare talents. Though Xiao 
  is unfailingly polite he is still a very intimidating man and calmly refuses to 
  compromise once he has made his decision. Xiao is one of the most powerful 
  psykers in the Calixis Sector but he never sends astropathic messages personally, 
  even for Hax, always having one of his astropaths do so instead, although it is 
  rumoured that he has an arrangement with someone very powerful for whom he 
  ds messages exclusively.
  
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  almost too hot to breathe and hivers are bathed in sunlight so 
  potent it can make those caught in it blacken and shrivel up 
  in a few minutes. Layers of hovels cling to the top and sides 
  of the hive, too fl imsy to completely block out the deadly 
  sun or the frequent lethal sandstorms. Worst of all, the heat is 
  relentless, easily hot enough to kill those not adapted to it. The 
  hiveskinners scrabble like scarabs across the outermost layers 
  to avoid the worst of the sun as it moves overhead during the 
  day. They are a sunburned, sand-scarred lot who survive by 
  hunting the hardy fauna that dwells here including dangerous 
  Scaldbats and mildly poisonous Fingerburner Beetles. Many 
  wear improvised, iridescent armour suits to refl ect the sun, so 
  that they themselves resemble human-sized beetles.
  trade WIthIN hIVe tarsus
  Hive Tarsus manufactures very little. Instead, its middle hive 
  is dominated by the Goldenhand, a vast complex of trading 
  halls and auction houses held like a great golden nugget in the 
  heart of Tarsus’s city-web. The Goldenhand houses a massive, 
  infinitely complex financial market where commodities are 
  bought and sold at a dizzying rate, and enormous amounts of 
  money and goods change hands hourly. Traders representing 
  both planetary and sector-wide houses buy, sell and try to 
  swindle each other. The Goldenhand never shuts and is 
  constantly thronged with people yelling out offers and curses in 
  a complicated trader’s code called Goldentongue. Most traders 
  are accompanied by armed bodyguards, since the application of 
  violence or even assassination are recognised tactics for gaining 
  the upper hand. Activity in the Goldenhand is extremely 
  intense, with few who work there lasting very long before they 
  are burned out. Many is the man who has lost a fortune for his 
  noble patrons in the Goldenhand and chosen to walk to certain 
  death into the desert to do penance for his failures.
  Activity in the Goldenhand is regulated by two bodies. 
  The first is the Goldenhand’s own staff of auction masters and 
  functionaries; dressed in browns and brass, their faces painted 
  deep gold, they look appropriately enough like a part of the 
  Goldenhand itself. The second group is the Administratum. The 
  adepts of the Administratum’s Goldenhand Consular Taskforce 
  (under the leadership of the energetic and surprisingly good-
  humoured Consul Sevavin) forms the largest concentration of 
  adepts on Scintilla and probably in the whole Calixis Sector. They 
  are a familiar sight in their stark grey uniforms, contrasting with 
  the outlandish fashions of the various noble traders, and are never 
  jostled or threatened as they go about their business. The adepts 
  are considered above the violence that fl ourishes between the other 
  traders, partly because they represent the interests of the Holy 
  Emperor, but mainly because they have the very best protection 
  in the form of veteran soldiers from the death world of Mortressa. 
  The adepts’ purpose in the Goldenhand is to ensure that the tithes 
  handed over to the Administratum from the hives of Scintilla do 
  not consist of inferior goods with infl ated values, and to maintain 
  awareness of all the major deals going on among the planet’s 
  noble houses. Another important player is House Krin, one of the 
  great sector-wide noble houses, which revels in its reputation as 
  “Drusus’s bankers” and can arrange banking and massive loans to 
  anyone confident that they can pay up when the time comes. The 
  adepts of the Administratum are based in a building of gold and 
  glass suspended over the Goldenhand’s largest trading hall, while 
  House Krin’s household troops protect the family’s complex of 
  vaults and safe rooms just beneath the Goldenhand.
  Hive Tarsus’s trade dominance is due to the fact that the 
  planet’s orbital docks are geostationary above the hive. It is said 
  that Tarsus is the “lungs and stomach” of Scintilla. Vast wharfs 
  and warehousing/handling vaults dominate the middle hive, 
  pulsing with the import and export of goods. There are said to 
  be chambers the size of cathedrals in the dense heart of Hive 
  Tarsus, packed with crated goods never claimed or shifted.
  Protectorate barracks
  Hive Tarsus’s proximity to the orbital docks means that it is 
  also the home of the planet’s military units. Scintilla’s planetary 
  defence force, the Army of the Scintillan Protectorate, is based 
  at Hive Tarsus. It draws its troops from across the planet and 
  there is considerable rivalry between regiments. The regiments 
  raised from Gunmetal City’s ruffians consider themselves 
  to be superior and they are mostly justified in this, with the 
  Gunmetal regiments being the equal of the Imperial Guard. 
  The Gunmetallicus 41st, in particular, is a prestigious elite 
  formation whose troops are used to escort VIPs and perform 
  dangerous missions in the wastelands between the hives. When 
  the Imperium needs new Imperial Guard regiments raised for 
  confl icts close to the Calixis Sector, Scintilla’s tithe is often 
  raised to include a draft of manpower for the Imperial Guard. 
  This draft is mostly taken from the Army of the Scintillan 
  Protectorate, with some Imperial Guard also being raised from 
  the ultra-violent gangers of Gunmetal City’s notorious Infernis. 
  Since the Scintillan troops often cut their teeth battling the 
  Infernis gangs, care must be taken to keep the resulting Imperial 
  Guard regiments apart. The Army of the Scintillan Protectorate, 
  while answering to Hax in his role as planetary governor, is 
  effectively sponsored by the noble families who contribute 
  their household troops to tours in the army, and most of its 
  officer class is drawn from the younger sons and daughters 
  of noble houses. Warrior brotherhoods, secret societies often 
  born of loyalties to a particular noble house, are common in 
  the army, with the most prestigious having fraternal meeting 
  houses in the spire of Hive Tarsus.
  the cathedral of IllumINatIoN
  Hive Tarsus is also the site of one of Scintilla’s sector-
  famous landmarks. The Cathedral of Illumination is the most 
  important place of worship in the whole Calixis Sector. It 
  is the base of operations for Cardinal Ignato, the sector’s 
  most senior Adeptus Ministorum clergyman, who leads the 
  Synod Calixis from the cathedral’s lavish auditorium. The 
  cathedral is an extraordinary collection of spires surrounding 
  a cavernous central nave, topped with an enormous stained-
  glass dome, through which the scorching light of Scintilla’s 
  equatorial sun blazes. The decoration on the cathedral is paid 
  for by nobles and prominent citizens from across the sector, 
  all eager to purchase a piece of the Emperor’s grace. The 
  outside of the cathedral is covered in statues, depicting scenes 
  of Imperial history and images of the saints, all gleaming gold 
  in the fierce sunlight. It is said that some of the cathedral’s 
  
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  Ambulon
  least accessible places conceal bizarre statues, like grotesque 
  monsters or scenes of bizarre occult rituals. The area around 
  the cathedral is a forest of statues of saints and important 
  citizens of Scintilla, the most impressive of these being an 
  enormous statue of Saint Drusus that has pride of place 
  outside the main doors to the nave.
  Inside, the cathedral is just as magnificent. The cavernous 
  nave’s glass dome is supported by columns carved into the 
  likenesses of past cardinals and there are enough pews to 
  sit tens of thousands of worshippers. The nave is dominated 
  by an altar that sits in front of a triple portrait in gold and 
  silver, depicting the Emperor (with His face turned from the 
  congregation) fl anked by Saint Drusus and Lord Militant 
  Angevin, as well as effigies of several saints. Behind the altar 
  is a choir of two thousand servitors filling the nave with 
  soaring choruses. A pulpit overlooks the nave, and it is from 
  here that Ignato and the other Ministorum preachers speak 
  the word of the Emperor. On days of religious importance, 
  such as the Feast of the Emperor’s Ascension, many thousands 
  of nobles and adepts from across Scintilla fill the nave, while 
  lesser citizens crowd outside in the hope of glimpsing some 
  of the splendour within.
  The cathedral also contains the cardinal’s quarters, the 
  Synod Auditorium, where the sector’s cardinals meet to 
  discuss spiritual issues, and the Hall of Relics where holy 
  items are kept for safekeeping and study. These include relics 
  of Saint Drusus’s life, including bones purported to be from 
  Drusus’s own body (enough to reconstruct several skeletons). 
  The Archivum Spiritual, a library of theological works and 
  religious records, also resides below the cathedral, as do the 
  extensive catacombs where members of the Ecclesiarchy 
  are buried. The cathedral has a huge staff made up of both 
  lay volunteers (mostly ex-pilgrims) and members of the 
  Ecclesiarchy. Armed laymen of the Frateris Militia protect 
  the cathedral, assisted by a single squad of Sisters of Battle 
  from the Order of the Ebon Chalice.
  The presence of the cathedral means that the Ecclesiarchy 
  has immense infl uence in Hive Tarsus, to the extent that 
  Cardinal Ignato has more power here than the hive’s nobles 
  and the Frateris Militia have a stronger presence on the streets 
  than the Magistratum. All the trade and warehousing halls of 
  the middle hive have lay clergy preaching to the workers about 
  the sacred nature of obedience and the heinous sins of leisure 
  and curiosity. A large proportion of Hive Tarsus’s population 
  is made up of pilgrims who are journeying through the city to 
  reach the Cathedral of Illumination. Queues of pilgrims snake 
  from the cathedral throughout the middle hive, sometimes 
  spending years waiting for a glimpse of the cathedral 
  while surviving off the efforts of Ecclesiarchy handouts, 
  lay volunteers and unscrupulous traders. The pilgrims are 
  an essential part of Hive Tarsus’s economy and most never 
  leave, finding themselves among the labourers of the middle 
  hive or, for a lucky few, working as volunteers among the 
  glittering majesty of the cathedral itself. Hive Sibellus may be 
  the seat of power, but Hive Tarsus is the seat of faith, despite 
  many attempts to shift the Ecclesiarchy’s base to the ruling 
  hive. Almost single-handedly, the cathedral accounts for Hive 
  Tarsus’s continued importance and infl uence in the shadow 
  of its giant rival.
  AMBULON
  Ambulon is a bizarre sight indeed, claimed by many to be a 
  hive in its own right. The entire city is mounted on the back of 
  a machine that slowly walks across the unstable rocky regions 
  in the centre of Scintilla’s main continent. The machine is 
  extremely old, and was almost certainly already on Scintilla 
  when the Imperium conquered the Calixis Sector. It is probably 
  a pre-Imperial artefact, constructed by a civilisation that fell 
  before the foundation of the Imperium, though some claim it is 
  a relic of pre-Heresy terraforming technologies. Certainly the 
  skeletal ruins of moving constructs similar to Ambulon dot the 
  central steppes. Ambulon’s unusual form affects every aspect of 
  life in the city, from the industries that employ its middle-class 
  citizens to the city’s customs and folklore.
  coNtrol of ambuloN
  Ambulon is navigated via a huge and very complicated control 
  centre, powered by arcane engines of incredibly occult design, 
  in the area corresponding to its head. The Guild Peripatetica, 
  highly superstitious engineers who keep the secrets of how 
  to control the citadel-mechanicus, are constantly scrambling 
  about the intricate controls making tiny adjustments to keep the 
  edifice moving. Many tales of hive folklore dwell on the terrible 
  consequences should Ambulon ever stop, varying from the city 
  simply collapsing, to the machines becoming self-aware and 
  devouring the humans clinging to its back. The noble houses 
  quarrel constantly over what orders to give to the guild, but they 
  are also well aware that they should not bully or otherwise cross 
  the Guild Peripatetica lest the engineers point them towards a 
  crevasse or other dangerous obstacle and hold the citadel to 
  ransom. The path that the machine takes is crucial to harvesting 
  the deposits of oil, natural gas and precious stones that form 
  Ambulon’s contribution to Scintilla’s tithe, and everyone has 
  an opinion about where it should go next. Ambulon stalks 
  the wastelands, mining and harvesting the planet’s natural 
  resources, supplying the manufactories of Hive Sibellus and the 
  foundries of Gunmetal City. Neither could function without 
  Ambulon’s resources. Ambulon tours the steppe wastes once 
  every twenty-eight months, slowing to minute speeds in order 
  to dock with Sibellus and Gunmetal City for a few days to 
  offl oad ore and mineral resources. Between these celebrated 
  ceremonial times of docking, Ambulon supplies Sibellus and 
  Gunmetal City by way of regular land trains: ore-cargo crawler 
  pods many kilometres long.
  lIfe oN ambuloN
  Ambulon’s constant movement means that even the most 
  solid buildings are in danger of being shaken off the city’s 
  structure. This in turn means that the city’s wealthiest and 
  most important districts are located in the places where they 
  are least likely to be destroyed, especially along the city-
  machine’s Spine. The Spine’s buildings are rarely as big as 
  on hive spires, since space is at such a premium on Ambulon’s 
  carapace, nor are they as tall, as they have to endure the 
  constant swaying of the city-machine’s slow, rolling gait. 
  The style of the Spine sees elegance and even minimalism 
  
  297
  preferred to the grotesquely grandiose ornamentation 
  common in the great hives. The nobles of Hive Sibellus, 
  in particular, consider Ambulon to be a cultural backwater, 
  whose nobles neglect the proper pursuits of beautifying 
  their city and venerating their dead.
  Ambulon’s equivalent of the middle hivers are the hundreds 
  of thousands of workers who inhabit tenement blocks piled 
  up on the vast, shield-shaped back of the city-machine. These 
  tenements are plagued by cityquakes caused by the city’s 
  movement, and are all shored up and extensively repaired after 
  past collapses. Few streets run between Ambulon’s buildings 
  since there is not enough space for them, so the middle classes 
  tramp to work across the roofs of the tenements, or even 
  through each others’ homes. Almost all the middle classers 
  are engaged in harvesting or refining the raw materials that 
  Ambulon gathers from the igneous wastes. The “head” of the 
  city is equipped with immense drills that can be lowered into 
  the rock, and when the city strikes oil, thousands of fl exible 
  pipelines are lowered from the edge of the city to pipe up 
  as much of the oil as possible as the city-machine passes by. 
  Working on these pipelines, which are controlled by webs 
  of chains like the strings of vast puppets, is very dangerous 
  and requires a hardy breed of men and women with no fear 
  of heights. Ambulon’s many refineries process this oil into 
  promethium fuel, some of which is piped back into the city-
  machine, while most forms the majority of the city’s tithe 
  contribution, to be delivered to Hive Sibellus and Gunmetal 
  City. Other citizens sift through the rock thrown up by the 
  drilling to pick out precious stones, which are then worked 
  into industrial components, or cut for jewellery in workshops 
  inhabited by generations of gemcutters (considered a 
  hereditary occupation on Ambulon). Ambulon’s lack of space 
  means that every citizen must justify his presence there and 
  unemployment is illegal. Each household in the middle city 
  is tied to a particular refinery, workshop or other industry, 
  and its members may not work anywhere else. It is vitally 
  important for every middle citizen to be properly recorded 
  in the Rolls of Justification which each place of industry 
  maintains, because if they cannot prove to the authorities of 
  the Spine that they are permitted to fulfil the role in which 
  they work, they are banished to the Underbelly.
  Ambulon’s “underhive” clings precariously to the belly of 
  the city-machine. It is known by a variety of colourful names 
  such as the Underbelly, the Guts, the Vitals or the Hivegroin. 
  Clusters of hovels blister down from the city-machine like 
  warts, connected by makeshift catwalks and rope bridges. 
  Many thousands of people live only a footstep away from 
  plummeting to their deaths towards the rocky ground that 
  constantly grinds by hundreds of metres below. Underbelly 
  settlements are often scraped off the city-machine’s underside 
  by ridges or peaks that the city-machine walks over, or are 
  simply shaken off by the city’s movement. Life is short and 
  very difficult here, and the Gutscum live off the detritus of 
  the carapace above, constructing scoops to catch the effl uent 
  and waste thrown off the edge of the city, or they form 
  bandit gangs to prey on the citizens who work near the 
  edge of the city-machine’s back. One prominent feature of 
  the Underbelly is the cages hung from the edge of the city 
  above containing prisoners condemned to the much-feared 
  punishment of “dangling”. The prisoners are locked in a 
  cage attached to a long chain, which is then fl ung off the 
  edge of the city-machine and left to dangle, swaying with 
  the city’s movement, until the prisoner starves and the cage 
  is hauled back up. Hundreds of dangled prisoners hang from 
  the city at any one time, and the Gutscum sometimes use 
  them as target practice or, on very rare occasions, “rescue” 
  them to induct them into Underbelly gangs, enslave them or 
  pit them against one another in bloody gladiatorial fights. 
  Ambulon folklore maintains that some dangled prisoners 
  have survived for months hanging below the city, thanks 
  to divine intervention from the Emperor, and were released 
  when the cage was brought back up again to live saintly 
  lives. In practical terms, however, dangling is a cruel, drawn-
  out death sentence.
  
  298
  Gunmetal Gity
  GUNMETAL CITY
  Gunmetal City is a huge industrial mass, built into the crater 
  of an immense volcano, Mount Thollos, that rises from 
  the smouldering lava fields of the northern coast. A mere 
  megapolis compared to the planet’s two great hives, Gunmetal 
  City’s spires tower high above the volcano’s peak, while its 
  lowest districts delve right down into Scintilla’s crust.
  metallIcaN socIetY
  Gunmetal City is a place of soaring steel, with towers like 
  great, tarnished silver needles piercing the sky. The volcano’s 
  crater limits the size of the city’s foundation, so nobles have 
  built upwards, the most prestigious locations being perched 
  precariously on slender columns of steel hundreds of metres 
  high. The city is frequently bathed in smoke from the foundries 
  of the middle city below and the houses employ small armies 
  of menials whose job is to scour the surfaces of the skybound 
  mansions until they gleam. Clean air is a valued commodity, 
  with every mansion having powerful filtration systems to cut 
  out the smoke, while the most ostentatious hosts pipe air 
  imported from cleaner worlds into their magnificent homes.
  The middle level of the city is dominated by immense 
  foundries powered by the heat from the heart of Mount 
  Thollos. Almost all of Gunmetal City’s middle classers work 
  in these foundries over cauldrons of molten metal or blazing 
  furnaces the size of tenement blocks. Gunmetal City’s main 
  export is munitions, and endless crates of weapons emerge 
  from its foundries, forming an important part of Scintilla’s 
  tithe to the Imperium as well as arming many of the Calixis 
  Sector’s own planetary defence force troops. The foundries 
  are sweltering, filthy places where accidents are common 
  and even a fortunate worker’s life is shortened by decades 
  thanks to the choking air and cruel environment. The middle 
  classers’ homes are clustered around the foundries and often 
  fashioned from cargo containers. People are an afterthought in 
  Gunmetal City. The foundries and the weapons they produce 
  form the real purpose behind the place.
  The Infernis is a region formed by the lowest levels of 
  factories that have collapsed or become uninhabitable. This 
  far down, the city is unbearably hot and prone to fl oods of 
  lava or toxic gas from Mount Thollos’s occasional lurches 
  out of dormancy. The gangs of the Infernis are the toughest 
  and best-armed on Scintilla and almost no one else lives 
  there save hardbitten killers toting weapons extorted from 
  the middle hivers. There is nothing to live for in the Infernis 
  save superiority over enemy gangs, and so gang warfare is 
  literally a way of life.
  the laWless cItY
  In truth, Gunmetal City is an upstart. Younger and far, far 
  smaller than the dominant hives, Gunmetal is a feral community 
  that thrives simply because of what it produces. Hives Sibellus 
  and Tarsus tolerate it because of its export materials. It is a 
  jumped-up, uncivilised boomtown in the Wilderness, a city 
  that got too big for itself. One day, in a thousand years’ 
  time, it might become powerful enough to challenge for the 
  dominance of Scintilla. For now, it is a four billion strong 
  foundry station where law is slack and noble houses fight, 
  literally, for ownership of lucrative mercantile output. Of all 
  the main population centres on Scintilla, Gunmetal City is the 
  most dangerous and lawless.
  The gun is everywhere in Gunmetal City, from the weapons 
  churned out by its foundries, to the symbols of the city’s 
  noble houses and the guns carried by almost every citizen. 
  Gunfighting is a leisure activity, with designated areas 
  throughout the city set aside for shoot-outs. Duels in Gunmetal 
  are fought with pistols, and a great many people, especially 
  from the middle hives where life is quite short anyway, seek out 
  brief but glorious careers as gunfighters. Shots ring around the 
  foundries of the middle city incessantly and the nobles often 
  hire prestigious gunslingers to battle in elaborate arenas while 
  the audience watches from behind bulletproof screens. Some of 
  the best gunslingers come from Infernis, and it is little wonder 
  that the gangers adore their guns so much when expertise in 
  their use brings such wealth and status.
  
  299
  The Wilderness
  THE WILDERNESS
  The hive inhabitants refer to the areas outside the 
  great hives as “the Wilderness”. This is something of a 
  misnomer, as there are a great many settlements outside 
  the hives, but certainly none of them can compare to 
  the importance of the great hives themselves. Scintilla’s 
  natural resources have either been drained long ago or are 
  monopolised by the great hives and Ambulon, so many 
  people exist as nomads. Those permanent settlements 
  that do exist are often founded by mercenaries, who 
  lived by selling their services to the land trains that criss-
  cross the planet. The mercenaries, easily recognisable by 
  the white bands painted or tattooed across their faces, 
  are essential to providing security against the more 
  predatory nomad tribes. Land trains consist of dozens 
  of huge tracked vehicles that crawl in from hive to hive 
  transporting goods and passengers. Some land trains 
  even cross Scintilla’s oceans, loading their vehicles onto 
  great barges for risky journeys across polluted waters 
  with their fair share of predators and pirates.
  With resources in short supply away from the hives, 
  settlements can grow up and die out rapidly. Few 
  survive for more than a generation and the Wilderness 
  is studded with ghost towns. In some places, on the very 
  fringes of Scintilla’s habitable lands, small communities 
  continue to exist as they have done for centuries far 
  from the shadow of the great hives. These people have 
  often been in the same place for centuries. Isolated and 
  ignored by Scintilla’s authorities, they live in ignorance 
  that the hives exist at all, much less that they live in a 
  galactic empire ruled from distant Terra. Scholars of the 
  Magnopticon sometimes send expeditions out to search 
  for such benighted peoples, in the hope that studying 
  them will reveal some secrets about the pre-Imperial 
  history of Scintilla.
  The most extraordinary feature of the Wilderness is the 
  ruin of Hive Tenebra. This necropolis was once the heart 
  of Scintilla’s high culture and arts, built around a circle 
  of stepped pyramids rising like enormous altars from the 
  steaming jungles of Scintilla’s equator. The hive is now 
  a titanic mass of wreckage gradually being reclaimed 
  by the voracious jungle. The disaster that claimed Hive 
  Tenebra along with millions of lives happened over 
  eight centuries ago, and is thought by most to have 
  been caused by a collapse of the geothermal heatsinks 
  that provided it with power. There is no shortage of 
  conspiracy theories about what “really” happened to the 
  hive, however, ranging from ill-advised summonings 
  of warp creatures to a deliberate act of sabotage by 
  agents of the Imperium. Tales about its destruction are 
  outnumbered only by stories about what might lurk in 
  the ruins now: ravenous monsters, renegade nobles and 
  hordes of hideous mutants ruled by a mighty deformed 
  overlord. No one ventures close to Hive Tenebra with 
  any regularity, and when they do they rarely penetrate 
  into the collapsed interior of the hive where the foulest 
  horrors are said to lurk.
  Guns of Gunmetal
  A
  i  few of the guns produced by Gunmetal City 
  are famous, either through their iconic nature 
  or exceptional performance. These guns are status 
  symbols, especially for the Infernis gangers, and 
  are carried by officers of the Scintillan army as 
  side arms. The Thollos Service Autopistol, or the 
  “Tholl ”, is an autopistol that sacrifices capacity for 
  stopping power and is much coveted by Magistratum 
  officers in particular. The Scalptaker on the other hand, 
  is a very solidly built and extremely uncomplicated slug 
  pistol designed for use by just about anyone. It is such 
  a common weapon that any self-respecting ganger 
  will try to upgrade his Scalptaker, even though it is a 
  very easily maintained weapon designed to survive the 
  rigours of the Infernis. The Fykos Forge Nomad 
  Hunting Instrument is one of the most precise and 
  well-calibrated weapons produced in Gunmetal City, 
  and is the rifle of choice for hunters who stalk big 
  game in Scintilla’s wastelands. Procuring a “Nomad” 
  costs an enormous amount of money and involves a five-
  year waiting list. Finally, the Blackhammer Defence 
  Shotgun is a brutal, massive-bore shotgun that can 
  blast holes in doors and shred opponents. Its limited 
  range and single-shot capacity do little to diminish 
  its value as a weapon of intimidation in the hands of 
  hardened criminals and enforcers.
  
  300
  Port Suf fering
  Iocanthos
  IOCANTHOS
  Population: 5 billion (estimated).
  Tithe Grade: Exactus Median.
  Geography: Four main continents 
  and extensive island chains. Only 
  the largest continent is populated 
  (mountainous/rocky, dense south-
  ern forests. Largely arid climate 
  with frequent dust storms). Very 
  few sources of fresh water.
  Government Type: None/Tribal.
  Planetary Governor: Vervai (“King”) Skull.
  Adept Presence: Very low. Adepta Sororitas (Commandery at the 
  Abbey of the Dawn), Administratum (Port Suffering).
  Military: Massive armies in service of warlords. Large mercenary 
  presence.
  Trade: Iocanthos’s only meaningful export is Ghostfire pollen. 
  The Ghostfire harvest is essential to the existence of the Imperial 
  Guard penal legions in the Segmentum Obscurus.
  Iocanthos is a lawless world dominated by warlords and their 
  huge armies, which clash across its jungles, forests and plains. The 
  planet’s importance in the Calixis Sector is defined by the fact that 
  it is one of the few places in the Imperium where the Ghostfire 
  fl ower can grow. Ghostfire pollen can be refined into the combat 
  drugs used extensively in the penal legions of the Imperial Guard.
  Iocanthos’s warlords (usually styling themselves “vai” or 
  tribal prince) battle constantly for control of the Ghostfire 
  harvest. The Ghostfire crop cannot be cultivated normally 
  and so once a patch of it is harvested another one must be 
  found. The warlords’ armies are therefore constantly on 
  the move, travelling in enormous hordes across Iocanthos’s 
  main continent and clashing violently wherever they meet. 
  Iocanthos’s wide plains, dense, dark forests and forbidding 
  mountain passes are studded with old battlefields where 
  burned-out vehicles and age-bleached skeletons abound.
  Every five years, a taskforce of Administratum officials 
  descends onto Iocanthos to gather the planet’s Ghostfire 
  tithe. The warlords exchange their harvests of Ghostfire 
  pollen with the Administratum in exchange for weapons, 
  vehicles, fuel, clean water and other essentials. The warlord 
  who hands over the most Ghostfire pollen is considered the 
  planetary governor and claims the lion’s share of support 
  from the Imperium and the title Vervai (literally “prince of 
  princes” or “king”). The title brings with it immense prestige 
  and confirms the warlord’s position as the most dangerous 
  and skilled on Iocanthos. The current planetary governor is 
  “King” Skull, a terrifying warrior at the head of an enormous 
  and supposedly invincible army of madmen and killers. The 
  warlords of Iocanthos are also required to hand over their 
  psykers as well as the Ghostfire harvest, but these are taken 
  from them not by the Administratum but by nameless grey-
  uniformed men who herd the psykers onto their sleek black 
  ship and take their leave.
  The Administratum fully accepts the situation on Iocanthos. 
  The Ghostfire pollen is harvested very efficiently because so 
  many warlords’ armies battle to find every last blossom. Were the 
  Administratum to take over Iocanthos themselves, the planet would 
  first have to be conquered by the Imperial Guard at enormous 
  expense and the Administratum themselves would be hard-pressed 
  to match the vigour with which Iocanthos’s warlords hunt down 
  every Ghostfire fl ower. They therefore leave the warlords to do the 
  hard work, safe in the knowledge that none of them can rebel against 
  Imperial authority lest their supplies of guns and fuel be cut off.
  PORT SUFFERING
  Port Suffering, the largest permanent settlement on Iocanthos, 
  is a sturdy fortified town that serves as the base for Imperial 
  operations on Iocanthos. The town’s largest and most important 
  feature is its spaceport, an expanse of rockcrete broken by 
  docking clamps and refuelling ports that can accommodate 
  the landing craft that deliver supplies and pick up Ghostfire 
  shipments. Equally important for the people living in Port 
  Suffering are the huge freshwater tanks beneath the town. 
  Freshwater is very valuable on Iocanthos, and Port Suffering 
  not only has its own supply brought down on Imperial ships, 
  but can trade its surplus water to the warlords (mainly for 
  guarantees that the warlords will not attack the town). Port 
  Suffering’s architecture is based around a standard hab-block 
  pattern since most of its buildings, from the chapel to the 
  accommodation blocks, were dropped from spaceships directly 
  to the surface when the town was first founded as an Imperial 
  trading post. Its dry, dusty streets and prefabricated rust-red 
  buildings are home to a community mostly geared towards 
  maintaining the spaceport and ensuring that the port remains 
  self-sufficient.
  The town’s population is broadly Emperor-fearing and 
  law-abiding, and they attend the town’s chapel and send 
  their children to the seminary school run by Preacher Goudt. 
  The largest building in Port Suffering is the Administratum 
  counting-house where the town’s small body of adepts 
  calculates the projected Ghostfire crop and receives envoys 
  from the various warlords. The under-consul in charge of 
  the counting-house, Adept Sabetha Kosloff, serves as the de 
  facto mayor of Port Suffering, sometimes against her will as 
  she is not very good at dealing with townsfolk and would 
  rather stick to ensuring that the Emperor’s forms are correctly 
  filed. Other important citizens include the sharp-tongued 
  but compassionate Sister Xanthe, the Sister Hospitaller who 
  runs Port Suffering’s hospital along with a small staff of 
  inexperienced laymen. Unkind rumours suggest that Sister 
  Xanthe was given her thankless post as a punishment by her 
  canoness at the Abbey of the Dawn.
  Port Suffering’s walls are always manned by the citizens 
  who serve in the Port Militia. The town’s greatest protection, 
  however, is the fact that it is considered neutral by most of 
  Iocanthos’s warlords. If Port Suffering was to be attacked, 
  the more powerful warlords would lose their supply of 
  weapons, freshwater and fuel from the Imperium and what 
  little structure that exists on Iocanthos would fall apart. 
  Some lesser warlords eye the support received by the more 
  powerful with jealousy, however, and endlessly plan to launch 
  devastating raids on Port Suffering. Should this ever happen, 
  the stoutness of the town’s defences and the dedication of its 
  well-armed but inexperienced militia will be sorely tested.
  
  301
  The Levies of 
  King Skull the 
  Magnificent
  Seth the Voice
  THE LEVIES OF 
  KING SKULL THE 
  MAGNIFICENT
  King Skull, as Vervai, is the most powerful man on Iocanthos and 
  styles himself on the legendary warrior-kings from the planet’s 
  history. In truth, the great ages of martial kingship are long past, 
  with the old traditions have been bastardised into the modern, 
  ruthless business of controlling the Ghostfire commerce.
  Nevertheless, King Skull’s army is many millions strong and 
  dominates huge swathes of Iocanthos’s main continent at any one 
  time. Skull himself is a tall, saturnine man clad in elaborate black 
  steel armour, wielding a huge spear with a head cut from the 
  fl int of Iocanthos’s highest peak. “Skull” is clearly a deliberately 
  assumed name—the Vervai’s tribal banner is a bleached human 
  skull—though there is little clue as to his real name, as his origins 
  are very obscure and are the subject of considerable speculation. 
  Some say he is a deposed noble who fl ed to Iocanthos to avoid 
  some scandal or tragedy, others that he is a dangerous fugitive 
  criminal who found his true calling among the warlords and 
  madmen. Most rumours centre around his supposed capabilities 
  in battle. Skull is undoubtedly a tenacious warrior, but tales 
  whispered in Iocanthos’s frontier towns hint at far more, such as 
  allegations that he drinks blood to gain strength from his enemies, 
  or is a powerful witch who can summon mighty storms of black 
  lightning down on his foes. Skull’s rule is based on the immense 
  loyalty the core of his army feels towards him. Warriors must 
  first prove themselves in battle before they are ever armed with 
  the weapons and equipment that Skull acquires in return for the 
  Ghostfire harvest. As they demonstrate prowess in battle, they are 
  further armed and drawn towards the core of battle-hardened, 
  well-equipped veterans of the Harrowguard who surround Skull 
  himself. Skull leads these warriors into battle personally, and the 
  sight of his black-armoured form is enough to demoralise those 
  unfortunate enough to meet the Harrowguard in battle.
  lIfe IN the horde
  King Skull’s army welcomes all as long as they are willing to 
  fight their first battles armed with little more than sticks and 
  stones. Skull deploys huge numbers of new, expendable troops 
  to swamp the enemy while the Harrowguard function as shock 
  troops. Skull’s army in battle is a terrible thing to witness, with 
  swarms of madmen hurling themselves upon the enemy while 
  the better-armed sections of the army fire volleys of lasgun shots 
  into the shocked enemy or charge alongside the Vervai himself.
  Skull’s army travels on a number of huge, smoke-belching 
  vehicles. The Throne is Skull’s personal transport, which was 
  once a huge-tracked mining vehicle, refitted to function as a 
  mobile throne room and prison for captured enemies. This soot-
  stained monstrosity is festooned with captured banners and other 
  trophies, and Skull himself sits on a throne platform suspended 
  over hundreds of cages where his prisoners languish. Skull sells 
  these prisoners back to their families or comrades in exchange 
  for Ghostfire pollen or offers them a place in the ill-armed 
  hordes of his army. Those who are good for neither Ghostfire 
  nor fighting are left to rot, their sobs and screams accompanying 
  the Vervai everywhere he goes. Another mobile landmark is the 
  Sanctum, a tower supported by a raft of lashed-together Chimera 
  vehicles. It is home to Gurgerin, the Vervai’s advisor and, it is 
  widely assumed, a sorcerer whose divinations are essential to 
  Skull’s plans. The Sanctum is a stone tower pulled from some 
  long-forgotten mountain ruin, said to be full of bewildering 
  and grotesque experiments (or captive aliens, shambling warp 
  monstrosities or a cabal of the Calixis Sector’s rich and powerful, 
  depending on which stories you believe). Gurgerin, a man of 
  extremely advanced age with tiny glinting eyes like specks 
  of fl int, can sometimes be seen on the Sanctum’s uppermost 
  battlements watching the vast throng of the army marching 
  beneath him. Several other massive vehicles, used either to 
  house the Harrowguard or to transport the precious Ghostfire 
  crop, travel alongside the army, often hung with trophies or the 
  weathered corpses of particularly hated enemies.
  SETH THE VOICE
  One of the largest and newest armies of Iocanthos is that 
  led by Seth the Voice, self-styled Prophet of the Emperor 
  and figurehead of an apocalyptic splinter cult of the Imperial 
  Creed. Vai (“prince”) Seth is almost certainly an ex-adept, 
  probably from Port Suffering’s Administratum contingent, 
  who became convinced that the Emperor was granting him 
  visions that demanded he immediately take over Iocanthos. 
  Since then, through force of personality and by tapping into 
  Iocanthos’ need for religion and redemption, Seth has forged 
  a ragtag but huge army with which he is challenging the most 
  powerful rival warlords, especially that of the great Vervai.
  Vai Seth himself is a slight, balding, bespectacled figure 
  in white robes. He travels in a battered old scout vehicle 
  converted into a mobile pulpit from which he can preach. And 
  preach he does, almost constantly, his voice transmitted by 
  bulky vox-units carried by his devout followers. The passion 
  with which Seth exhorts the people of Iocanthos to claim the 
  planet for their Emperor is genuine and convincing.
  Everywhere he goes he gathers more souls for his army, be 
  they drifters looking for a purpose or hard-bitten mercenaries 
  searching for a way to redeem themselves of their many sins. 
  Seth is not a soldier, but he has a gift for getting others to fight 
  for him that is so profound that it might as well have been 
  granted by the Emperor Himself.
  the armY of the VoIce
  Vai Seth’s army is ill-equipped, undertrained and frequently 
  starving. It is, however, uniquely motivated, for all its members 
  believe that fighting for Seth will grant them a far better 
  afterlife than is awaiting all the galaxy’s other sinners. The 
  Army of the Voice, uniquely, has no problem getting new 
  members to replace its frequent losses, as even defeated enemies 
  are sometimes swayed to join by Seth’s impassioned preaching. 
  The army travels on many hundreds of vehicles, most of them 
  looted from enemies or donated by recruits, and as a result it 
  is constantly in the throes of a critical fuel shortage. Capturing 
  more fuel is essential to the army’s continued existence.
  The men and women of the army are as varied as the sins they 
  are trying to cleanse, but they all wear white robes, or at least they 
  
  302
  The Badlands
  The Abbey 
    of the Dawn
  did when they joined up, for the constant travel and fighting means 
  that most of them are actually dressed in dirty greys. Some are 
  armed with lasguns and other reliable weapons, but most have the 
  hunting rifl es or stub pistols they were armed with when recruited. 
  The most experienced fighters, normally ex-mercenaries or recruits 
  from other warlords’ armies, are referred to as Seth’s “Saints” and 
  are the focal points of the army, instructing the enthusiastic, but 
  often clueless, faithful in the best ways to avoid dying too quickly. 
  In spite of the army’s inexperience it is a formidable military force. 
  As well as having the numbers and the determination, the effect 
  of Seth’s own presence seems to demoralise enemy troops and 
  even cause them to fl ee or mutiny. Mercenaries in particular are a 
  superstitious lot, and even an experienced killer can baulk at the 
  idea of killing a man who so convincingly claims to be a holy man 
  ordained by the Emperor’s will.
  THE ABBEY 
  OF THE DAWN
  The Abbey of the Dawn is the Adepta Sororitas’ main training 
  facility in the Calixis Sector. A spectacular fortress of pale yellow 
  ouslite built into the knife-like slopes of a dark fl int mountain, the 
  abbey is the most secure place on Iocanthos. Its location means that, 
  while it is close to the heartland of the Calixis Sector, its immediate 
  surroundings are bleak and rugged, and the abbey’s Sisters are cut 
  off from the corruptive infl uences of the outside world.
  The abbey’s purpose is to train initiates into fully-fl edged 
  Sisters, who then go on to perform devotional works across 
  the Calixis Sector and beyond. The abbey is run by Canoness 
  Goneril, who leads the Lesser Order Famulous of the Opening 
  Eye. The Opening Eye’s purpose is to offer counsel to the Calixis 
  Sector’s powerful noble families. Most novices at the abbey are 
  trainees of the Opening Eye and are schooled in a variety of 
  subjects from Imperial history to theology and sector economics. 
  Most importantly they are trained in the strength of mind to 
  resist the secular temptations that are a constant threat to the 
  Sisters Famulous. A Sister Famulous must be disciplined and 
  incorruptible as she is sent out to fend mostly for herself, and 
  is surrounded by the sometimes morally questionable nobles to 
  whose house she is attached. Canoness Goneril has her novices 
  undergo a strict regime of fasting, prayer, lectures and theological 
  study. She stops short of outright cruelty, but life is far from easy 
  for a novice of the Opening Eye. Goneril’s Mistress of Novices, 
  the formidable Sister Gert, is a physically intimidating reminder 
  of a Sister’s duty to obey her order at all times.
  The Abbey of the Dawn is also home to a Mission of Sisters 
  of Battle from the Order of the Ebon Chalice, who are led by 
  Palatine Rhiannon. The Ebon Chalice is based on Holy Terra, 
  and the Battle Sisters at the abbey, even if they have only 
  glimpsed the spires of the Imperium’s holiest world, are regarded 
  with something like religious awe by the novices. Their duties 
  include maintaining the Sororitas honour guard at the Cathedral 
  of Illumination on Scintilla and guarding important Ecclesiarchy 
  adepts who visit the Calixis Sector. Both Canoness Goneril 
  and Palatine Rhiannon are adherents to the long-standing 
  agreement between the Adepta Sororitas and the Ordo Hereticus, 
  and would willingly lend the Battle Sisters’ martial prowess to an 
  Inquisitorial operation should it be needed. Lord Inquisitor Zerbe 
  of the Calixian Conclave does not take this agreement lightly and 
  will not permit the Sisters of the Ebon Chalice to be sent to battle 
  by an Inquisitor unless it is absolutely necessary. Though they 
  number only around fifty, Rhiannon’s Sisters of the Ebon Chalice 
  are the most elite and dedicated troops in the Calixis Sector.
  THE BADLANDS
  This is the rugged interior of Iocanthos, bounded to the south 
  by dense forests and the sea, and to the north by the jagged fl int 
  mountains. The Badlands are an endless sweep of plains, scrub 
  and steppe where most of the Ghostfire crops can be found and 
  where the warlords clash. It is dotted with battlefields, some of 
  them no more than a tangle of recently slain bodies and others 
  titanic fields of bones and burned-out wrecks. A fortunate and 
  hardy individual can make a good living scavenging these 
  battlefields to find valuables and weapons to sell. Iocanthos’s 
  folklore is full of the tales of the sticky ends experienced by such 
  scavengers, from dread curses to old-fashioned walking dead, 
  and most normal folk stay away from these battlefields.
  
  303
  The 
  Suf fering Kingdom
  Sepheris 
  Secundus
  SEPHERIS 
  SECUNDUS
  Population: 12 billion.
  Tithe Grade: Exactus Extremis.
  Geography: Planet-wide overcon-
  tinent, small polar oceans. Moun-
  tainous, forested, extensive areas of 
  open mine workings. Arctic climate, 
  atmosphere moisture-laden and 
  blizzards constant. Three moons, 
  none inhabited.
  Government Type: Feudal monarchy.
  Planetary Governor: Queen Lachryma III.
  Adept Presence: Very low. Some Adeptus Ministorum clergy, 
  Adeptus Arbites Precinct-Fortress.
  Military: Royal Scourges, Baronial armies, noble private 
  armies. Poor/medium quality.
  Trade: Sepheris Secundus is the largest exporting planet in 
  the Calixis Sector. Without its massive exports of ore, metals 
  and fuel, the trade of the Calixis Sector could not function. 
  Sepheris Secundus relies on imports of food from the sector’s 
  agri-worlds. Its vast population makes it a potential supplier of 
  Imperial Guard recruits, although a relatively small proportion 
  of the population would be suitable because of universally 
  poor health, along with the risk of exposing the subjugated 
  masses to the possibility of life outside the mines.
  Sepheris Secundus is a world of immense mineral wealth, 
  city-sized mines, billions-strong hordes of serfs and the 
  sharpest divide between the elites and the masses in the 
  Calixis Sector. It is a grim place of snow and twilight, feral 
  mutants and lives spent in back-breaking labour deep beneath 
  the ground. The Imperium’s eagerness to exploit Sepheris 
  Secundus’s vast resources is such that the planet is at the same 
  time the richest and poorest world in the sector.
  Sepheris Secundus’s climate is cold and stormy, its surface 
  obscured by a mantle of cloud. It has no oceans save for the 
  small polar seas, so the moisture in its atmosphere comes 
  from below the crust, spewed out from failed mine workings 
  or natural geysers that pockmark the planet like pustules. Its 
  surface is split between the vast open mines like deep scars in 
  the crust and the dense, snow-laden forests broken only by the 
  ruins of failed kingdoms that tried to claim Sepheris Secundus 
  in the past. With its endless blizzards, widespread ignorance 
  and antiquated methods for doing everything, Sepheris 
  Secundus would be a meaningless backwater were it not for 
  the enormous mineral wealth beneath its surface.
  THE 
  SUFFERING KINGDOM
  While the whole Imperium is a feudal empire, feudalism is 
  an extreme on Sepheris Secundus. Everyone born on the 
  planet must have a master to whom they pay nine-tenths of 
  everything they produce, which for most citizens means the 
  ore they hack from the rock faces of the planet’s mines. Queen 
  Lachryma III, the planet’s absolute monarch, sits at the top of 
  this feudal system. The rights to the labour of these billions 
  of serfs belong to the barons appointed by the queen or to 
  noble families and business consortiums that purchase them 
  from the crown. The queen’s own master is the Imperium, to 
  whom she hands over truly staggering amounts of ore, metals 
  and raw fuel to fulfil the planet’s tithe. Sepheris Secundus’s 
  tithe is the highest in the Calixis Sector, and without its 
  immense output of raw materials, the economy of the whole 
  province would be badly unsettled.
  Two principal forces maintain Sepheris Secundus’s feudal 
  system. The first is the weight of tradition: every serf labouring 
  in the mines is doing what his father did and his grandfather 
  before that, often at the same rock face. Mothers tell their 
  children tales about the horrible fates met by disobedient serfs 
  who deny the demands of their masters, and the lay preachers 
  who administer the Imperial creed describe no greater sin 
  than having ideas above one’s station.
  The second force is physical violence. One of the reasons that 
  Sepheris Secundus’s culture is so primitive by many standards 
  is that weaponry and other technology is monopolised by 
  the crown. The queen’s Royal Scourges are equipped with 
  lasguns, grenades and chainblades, contrasting with their 
  gaudy, stained-glass-like armour. Though few in number, the 
  technological advantage that these troops possess has been 
  enough to put down a great many uprisings in the mines of 
  Sepheris Secundus, and the planet’s history is littered with 
  massacres where thousands of serfs fell to volleys of lasgun 
  fire. The barons each have their own forces, some of which 
  are permitted to use a few high-tech weapons, although most 
  of them are armed with primitive but well-made weapons and 
  armour with which to enforce the baronial will. Meanwhile, 
  when the serfs rise up, they do so with improvised weapons 
  and mining equipment. The serfs, even when roused to 
  
  304
  Icenholm
  violence in significant numbers, have never held one of 
  Sepheris Secundus’s mines for very long because of the 
  massive superiority in equipment and training possessed by 
  the forces of their masters. When the baronial armies fail, the 
  Royal Scourges do not. The Royal Scourges answer directly 
  to the queen, which also makes them ideal for keeping the 
  barons themselves in line. Many an overambitious baron has 
  refused to send the queen her rightful tribute, only to find his 
  supposedly elite army cut to pieces by the Royal Scourges.
  the rule of laW
  Order upon Sepheris Secundus is enforced by the troops 
  of the various barons. While Sepheris Secundus has some 
  generally observed laws—a serf who strikes his master will 
  usually be put to death, for example—each baron enforces his 
  own laws in his own way, and some do not bother at all as 
  long as there is no open rebellion. Other barons, by contrast, 
  have troops patrolling the upper mines ensuring that no one 
  wears the wrong colour on the wrong day, spits in the street 
  or fails to use the traditional forms of address. In Icenholm, 
  the capital, the Royal Scourges enforce order and are also sent 
  to restore obedience where it has broken down.
  ICENHOLM
  Sepheris Secundus’s capital is Icenholm, a wondrous city 
  built into the mountain crags that loom over the vast 
  smoking pit of the Gorgonid Mine. Icenholm’s glass 
  spires encrust the mountain peak like a crown, bathed in 
  an otherworldly light. This light is actually concentrated 
  on Icenholm by a series of enormous reflecting mirrors 
  positioned around the peaks overlooking the Gorgonid 
  Mine, an expensive and complicated process that makes 
  it look as if the light of some distant heaven is shining 
  directly onto the capital.
  The main body of the city is suspended between three vast peaks 
  on thousands of thick cables and chains, like a glittering jewel 
  upon a complex necklace. The origins of this unusual structure are 
  not recorded anywhere, but a common theory is that it was built 
  around the core of an enormous warship that docked there during 
  Angevin’s crusade and never left, the hive growing up around it 
  like a pearl around a speck of grit. Many buildings dangle from 
  the city’s mass, reaching down hundreds of metres towards the 
  floor of the valley below the city like strands of hanging moss.
  Icenholm is constructed of stained glass that shines in 
  a dazzling array of colours in the sunlight. Its spires house 
  some of the most senior barons along with members of the 
  royal family. The majority of Icenholm’s population is made 
  up of hereditary servants, pledged to either the queen or one 
  of her barons. They form small armies of clerks who ensure 
  that the planet’s barons are offering up the correct tithes to 
  their queen, and attend to other matters of governance such 
  as the regulation of heraldry. These servants have their own 
  hierarchies, with the queen’s own servants very much in charge. 
  They wear the liveries of their masters, which in the case of the 
  queen’s servants is red (red is a colour reserved for royal use 
  on Sepheris Secundus—anyone else wearing it is likely to be 
  arrested by baronial troops). Icenholm’s gates do not open to 
  just anyone, so while adepts and barons will be received into 
  Icenholm anyone else will have to sweet-talk the hereditary 
  family of gate servants who are difficult to impress.
   The peak of Icenholm is taken up by the palace, which 
  consists of the various chambers of state along with Queen 
  Lachryma’s own quarters. The throne room is spectacular indeed, 
  set beneath a soaring spire of stained glass depicting the glories 
  of Sepheris Secundus’s past monarchs. The throne itself is of ice 
  kept permanently frozen, and the voluminous royal robes which 
  the queen wears are partly to keep her from being frozen herself. 
  The queen’s chambers are lavishly appointed, with three separate 
  bedrooms alone: one for sleeping, one for promulgating the royal 
  line (not used since the Prince Consort passed away twenty years 
  ago) and one for receiving morning visitors.
  Queen Lachryma III
  The queen of Sepheris Secundus is an elderly woman who has successfully led Sepheris 
  Secundus through numerous revolts, baronial uprisings and increasingly spectacular tithe 
  demands from the Administratum. Now, however, she is getting old. Though her mind 
  is still sound, her body is infirm and, some of the more ambitious barons say, she is losing 
  the ruthlessness and willpower that once served her so well.
  Queen Lachryma’s aged, underweight form is swamped by her royal regalia, with its 
  voluminous gown made from thousands of panes of stained glass and its crown of white gold. 
  Her voice is thin and shaky, and she no longer has the presence that once acted as an anchor 
  for the feudal system of Sepheris Secundus. In her later years, the queen has sunk into the 
  throes of a personal crisis. Why do her serfs have to live such grim lives of toil? Is there 
  another way that Sepheris Secundus could be ruled? She has ordered her barons to investigate 
  what actually goes on in the depths of the planet’s mines, but her barons have resisted this and a 
  few of them have sensed weakness and doubt in their queen. Though she would never admit it 
  to anyone, Queen Lachryma is afraid of how she will be remembered, and knows that she is 
  running out of time before she can get to the root causes of Sepheris Secunduss miser
  
  305
  Gorgonid  Mins
  GORGONID MINE
  The Gorgonid is one of Sepheris Secundus’s largest and most 
  productive mines. Though it is within sight of Icenholm and 
  the royal palace, the structure and society of the mine itself 
  is typical of many across Sepheris Secundus’s surface. The 
  exact population of the Gorgonid is impossible to calculate, 
  but it is vast, consisting of enormous hordes of serfs, most of 
  whom never see the world outside the mine. The Gorgonid is 
  a vast open mine hundreds of metres deep. Rickety scaffolding 
  reaches down into its lower depths, and countless pulleys and 
  cranes lift containers of ore to the edge of the enormous mine 
  pit, where it accumulates in mountainous heaps waiting for 
  cargo ships to transport it off the surface. From the edge of the 
  mine pit can be glimpsed the heaped-up wooden tenements 
  known as the Commons, while cart tracks and well-worn paths 
  lead below the edge of the pit towards the mining areas deep 
  below the ground. Only the central part of the Gorgonid is 
  open to the air. All the mining faces and many homes are below 
  the surface, existing in eternal darkness.
  Most inhabitants of the Gorgonid live in the Commons. 
  This is the collective term for the areas of built-up wooden 
  housing where the serfs live. In theory, all of this is owned 
  by the Gorgonid’s barons, who allow the serfs to live there 
  in return for nine-tenths of everything the serfs mine. In 
  practice serfs simply live where they can, often cramming 
  large families into a single candle-lit room. The Commons 
  are teeming, but it is not a boisterous, lively place. The serfs 
  go everywhere with their heads bowed, trudging to and from 
  the mine faces, snatching a few moments of rest in the squalor 
  of the Commons. Besides work, sleep and sermons by the lay 
  clergy who represent the Imperial Creed in the Gorgonid, 
  there is very little levity in a serf ’s life.
  The barons of the Gorgonid live in the Commons, tradition 
  demanding that they live in fastness keeps and small castles. 
  The serfs are expected to show deference to all barons, 
  particularly the one who owns their labour, at all times. A 
  baron travelling through the streets can expect to have serfs 
  present him with small handcrafted trinkets or other gifts. 
  He will then burn these outside the gates of his tower to 
  symbolise the relationship between serf and master. Most 
  barons have large entourages of troops and other servants 
  to ensure that the serfs do not get too close. These include 
  the distinctive Stench Wardens, servants who carry censers of 
  scented water to help fend off the “Commons stink” when a 
  baron must endure walking the poverty-stricken streets.
  The Face is the term for those areas where there is ore to be 
  mined, and it is here that most of the Gorgonid’s work is done. 
  The Face consists of thousands of kilometres of open rock face 
  stretching deep beneath the ground, from massive cliff faces 
  covered in precarious scaffolding to narrow, stifl ing tunnels too 
  low for a man to stand upright. Every serf has the right to mine 
  a particular section of open mine, and the Face is covered in 
  markers driven into the rock to state which serf is permitted to 
  work that spot. In times past, the serfs had to chain themselves, 
  or one of their children, to the marker to ensure that the claim 
  was respected. Nowadays, however, a smear of the serf ’s blood 
  is enough to demonstrate that the serf is currently working the 
  spot. Serfs must frequently draw blood to renew this mark, hence 
  the process is known as “staking” a claim. The means by which 
  the serfs mine is very primitive. Most use tools handed down 
  by their forefathers, and fortunate is the serf who earns enough 
  from his minuscule portion of the rock’s bounty to buy a brand 
  new set of tools. Each morning countless thousands of serfs 
  trudge to the Face from the Commons and every evening they 
  trudge back again, pausing only to pay deference to the barons 
  who tour the Face to ensure that the slothful are punished. 
  When the explosives engineers of the Disassemblers’ Guild 
  blast a new area of the Face, a stampede occurs as thousands 
  of serfs rush to stake their new claims. These occasions can be 
  dangerous, as many are trampled or killed in fights over the 
  best claims, but this is accepted as the price for making sure the 
  fittest, most determined serfs mine the most productive seams.
  The Shatters is the term given to the deepest, darkest, most 
  dangerous parts of the Gorgonid, which even the barons 
  recognise are too dangerous for serfs to work. Caverns filled 
  with deadly gas, fl ooded, partially collapsed or simply lethally 
  hot or radioactive can be found in the Shatters. No claim may 
  be staked in the Shatters and ore mined there is not owned 
  by anyone. The Shatters are home to the very lowest of the 
  Gorgonid’s low, comprising two main groups. The first consists 
  of the dispossessed: those who have no master, either having 
  been born outside a marriage sanctioned by the barons or 
  condemned to lose even a serf ’s meagre rights after being 
  convicted of a crime. These hapless individuals invariably die 
  very quickly in the Shatters. Those who survive to illicitly sell a 
  few handfuls of ore fare well compared to most.
  The second group consists of mutants. Mutants are common 
  in the Gorgonid, as on the rest of Sepheris Secundus, perhaps 
  due to the massive amounts of dangerous metals and chemicals 
  that find their way into the dubious water supply. In any case, 
  mutants gravitate towards the Shatters, which is the only place 
  where they can survive in any numbers without being hunted 
  down by baronial troops or burned by torch-wielding serfs. 
  Some mutants are well adapted to the hostile conditions, and a 
  few even thrive in the Shatters. Mutants have their own crude 
  society where seniority is based on brute strength and the 
  degree of mutation. The mutant barons and kings, it is said, 
  are inhuman monsters from the depths of a nightmare, hellish 
  abominations that range from enormous tentacled horrors to 
  three-eyed seers who can read thoughts. The more criminally 
  minded serfs buy the ore mined by the outcasts and mutants 
  in exchange for food and other essentials, and a major part of 
  Sepheris Secundus’ economy is made up by the labour of the 
  mutant underclass. It is even possible that more ore comes out 
  of the Shatters than out of the exhausted seams of the Face.
  The Tumble is the only area outside the Gorgonid that most of 
  its serfs ever see. It is a wasteland on the surface above the mine, 
  dominated by titanic heaps of rock spoil and other trash. In this 
  polluted twilight, thickly carpeted with toxins, shady deals are 
  made that take place outside the mine’s proper feudal economy. 
  These range from serfs selling off their surplus, to organised 
  criminals selling their services as killers or smugglers. The 
  mutants of the Shatters have a tunnel that links to somewhere 
  in the Tumble, and on the darkest nights, shambling, hideous 
  creatures emerge from the poison smog to take their cut. Barons 
  and off-worlders are sometimes known to frequent the Tumble, 
  every one of them eager to hide their identities.
  
  306
  
  307
  Fathomsound Mine
  cults aNd malcoNteNts
  The Gorgonid’s large, oppressed population has led to the 
  formation of groups of criminals and other malcontents. The 
  baronial troops eagerly hunt down criminals and execute them on 
  the street corners of the Commons. Other groups are cults and 
  secret societies lurking in the Gorgonid’s dark places. The Loathers, 
  for example, is a group that has forsaken all happiness and hope, 
  and sells its services as assassins and destroyers of lives to spread 
  the misery that has affl icted them. Some whisper that cutting off a 
  finger and nailing it to a signpost in the Commons will bring the 
  Loathers to your doorstep when you least expect it, and that you 
  can then bargain with them to destroy someone you despise.
  The Orphans’ Crusade, on the other hand, searches discreetly 
  for those with unusual abilities, reading minds or precognition 
  for example, and spirits them away before they are handed over 
  to the baronial troops by fearful relatives. No one knows what 
  the Crusade needs these gifted individuals for, but the fate that 
  awaits them can surely be no more sinister than being dragged 
  away by the baronial troops, never to be seen again. The grey-
  hooded agents of the Orphan’s Crusade can sometimes be 
  glimpsed at the bloodsport pits popular in the Commons or 
  at the witherhouses where victims of diseases and accidents 
  languish, always looking for something. Perhaps most terrifying 
  of all the Gorgonid’s hidden cults, though, is the Granite Crown. 
  This group’s sinister symbol of a blinded eye is carved on many 
  entrances to the Shatters and many an old serf miner tells tales of 
  how the Granite Crown rules over even the mightiest of mutant 
  shatterchiefs, who pay fealty to the Granite Crown’s lords. These 
  “lords” are said to dwell in the most ancient of places beneath the 
  ground. No one knows where these stories originated, let alone 
  whether they hold any truth, but similar tales are told by firelight 
  all across Sepheris Secundus.
  FATHOMSOUND MINE
  The Fathomsound is the most unusual of Sepheris 
  Secundus’s mines. Within its enormous basin is an 
  underground lake upon which float thousands of rafts, 
  barges and lashed-together wooden structures that 
  form the home of Fathomsound’s serfs. The frequent 
  blizzards that rip across Sepheris Secundus churn up the 
  waters of the Fathomsound, and many serfs are lost to 
  the freezing waters with every storm. The Flotsam, as 
  this floating city is known, is one of the most poverty-
  stricken and desperate places on Sepheris Secundus, with 
  its inhabitants literally clinging to life, permanently ill 
  thanks to the fouled water, and condemned to lives spent 
  in the deadly underwater mines.
  The barons of the Fathomsound are obliged by 
  planetary law to live within the mine whose serfs they 
  own, but none would willingly dwell on the dangerous 
  Flotsam. Instead, they live in mansions suspended from 
  the edge of the mine pit, hanging from mighty chains 
  and served by precarious elevators and cable cars. The 
  barons typically enjoy taking caffeine on the balconies 
  along the lower surface of these extraordinary homes, 
  from where the Fathomsound is a spectacular sight and 
  its poverty and dangers are not obvious. The mansions 
  swing alarmingly when the wind is up and it is not 
  unknown for them to break free and plunge into the lake. 
  Inside, the furniture and ornamentation is bolted down 
  and visitors to the Fathomsound’s barons have to find 
  their sea legs quickly.
  The Traditions of Serfdom
  Sepheris Secundus’s centuries of serfdom have created many traditions that confirm the relationship between baron and serf, some of which seem very 
  strange to outsiders. The details of these traditions differ across the planet but their spirit is preserved everywhere. They include:
  Marriage. A marriage between serfs must be sanctioned by both serfs’ barons. The prospective husband and wife each cut off a finger and send it to 
  their baron, which symbolises the serfs handing over of their rights of any children born out of wedlock.
  Death. To demonstrate the fact that no serf ever fully pays off his debt to his baron, his body becomes his baron’s property upon his death. Most barons dispose 
  of these bounties by burying them under heaps of mine spoil, but some more ostentatious barons make a point of feeding dead serfs to their hounds.
  Mandatory Celebrations. On an occasion important to the baron, such as the birth of a child, the baron’s serfs are required to celebrate by breaking into dance 
  upon hearing the news and whenever the baron approaches. Many barons take this very seriously and will flog nearby serfs until they begin to dance, regardless 
  of whether they have heard the baron’s good news or not.
  Faceday. A serf celebrates the day when he becomes old enough to stake his own claim on the Face (normally in early adolescence). The first Faceday is marked 
  with three days of ceaseless toil, to demonstrate that the young serf indeed deserves the bounty of the Face. Anniversaries of this Faceday are marked with 
  ceremonies that vary wildly but are always painful or humiliating, varying from simple beatings to being painted with offensive slogans and forced to run naked 
  through the Commons.
  Day of Thanks. An annual holiday observed across Sepheris Secundus, the Day of Thanks is a chance for the serfs to remember and mourn their dead 
  (a practice otherwise frowned upon or even prohibited). Since mourning is considered a selfish act, participants ritually disguise their identities by wearing masks, 
  painting their faces or attending gatherings in pitch darkness.
  
  308
  T
  The Misericord
  THE MISERICORD
  T
  he Misericord is an example of the many Chartist 
  spacecraft that ply the trade routes between Scintilla, 
  Iocanthos and Sepheris Secundus and the other worlds 
  of the sector. It is an ugly and enormous ship, resembling 
  a barnacle-encrusted, spacefaring whale, from which jut 
  haphazard clusters of engines and towers, and it trails a 
  long tail of debris like a comet. The Misericord carries huge 
  quantities of trade goods between the client worlds, along 
  with many passengers. Buying passage on a ship like the 
  Misericord is the most common method of travelling between 
  planets. 
  Its 
  round 
  trip—Scintilla/Iocanthus/Sepheris 
  Secundus—a route laid down on the charter carried by its 
  captains, takes well over a year. Ships like the Misericord 
  are very common in the Calixis Sector and throughout the 
  Imperium, plying a slow, thankless route across the stars. 
  Without the Chartist ships, large swathes of the Imperium 
  would be completely cut off and sector economies would fail. 
  In spite of this, few have much regard for the Chartist ships, 
  and their crews are stereotyped as rough, untrustworthy void 
  born with few scruples and even fewer refinements. Each 
  Chartist craft needs a charter that sets out its permitted trade 
  routes and activities, and the Misericord’s charter was signed 
  by one of the earliest generation of sector commanders.
  The Misericord is considered an ill-omen at any place it 
  docks. There are many Chartist craft in the Calixis Sector but 
  for some reason the Misericord has an especially evil reputation. 
  It is considered very bad luck to marry, give birth or embark 
  on a major venture while the Misericord is docked in system, 
  and during the ship’s many centuries of operation, tales have 
  grown up about the dark things that occur while it is in port, 
  such as plagues, tech-failures and the random disappearance of 
  children. In addition, the crew are mostly void born, people 
  who were born in space and rarely set foot on a planet, and the 
  void born, as everyone knows, just aren’t right in the head.
  Inside, the Misericord resembles a huge, complex and 
  grotesquely ornate castle. Many different ships make up the 
  Misericord and they each have their own style, which in turn 
  has been embellished and replaced over the centuries. In places 
  where the component ships connect, corridors can become 
  precipitous shafts, rooms can be upside-down and moving 
  from place to place can be very complex, although the void 
  born crew are adept at clambering up makeshift ladders or even 
  leaping pits in the fl oor. The Misericord’s interior is archaic, with 
  feasting halls, dungeons, cobwebbed processional galleries and 
  many other places that seem to have little connection to the 
  business of the ship or the needs of the crew.
  shIP socIetY
  Life on the Misericord is defined by the castes into which the crew 
  are divided. There are dozens of castes, each one responsible 
  for a particular function aboard ship. Crewmen are either born 
  into these castes or assigned to them on the few occasions 
  they join from outside. These castes range from the Scourhand 
  Brotherhood (who scrub the filth from the fl oors of the engine 
  decks) to the Company of Imbeciles (the ship’s entertainers, 
  consisting of various clowns, actors and storytellers). The officers 
  of the Misericord form their own caste and wear distinctive and 
  rather sinister masks to mark them out from the rest of the 
  crew. Each caste has its own leadership, which reports to the 
  officer caste, and the officers in turn receive their orders from 
  the twin captains Anapollo and Luneros. The captains believe 
  that the caste system is the reason the Misericord has survived 
  for so long and are quick to bring anyone opposing it to trial. 
  Castes are insular and proud, and sometimes they can come 
  into bitter confl ict, such as the regular skirmishes between the 
  Lamplighters’ Guild and the Followers of the Wire over who gets 
  to change the glowbulbs. All have their own baffl ing traditions, 
  from the large wood and paper animal masks of the Obeyers’ 
  Guild (the ship’s lawyers and executioners) to the ritual removal 
  of an ear from every member of the Enginists (who maintain the 
  ship’s temperamental engines). This latter ritual is said to be born 
  of respect for a mythological Enginist of ages past, the heroic 
  Bessimer “One-lug” Jone, who supposedly saved the Misericord 
  from “dire disassemblage and ventation”.
  Most crew are true void born and live their whole life on the 
  ship. However, since the castes are not permitted to interbreed, the 
  ship needs new crew members from outside to replenish the gene 
  pool. Some older legends remember the terrible “Age of Six Toes” 
  when a mad previous captain refused to allow new blood onto the 
  Misericord. Crew who join from outside—referred to as “clayfeet”—
  are both blessed and cursed. They are valuable to the crew and are 
  given the least dangerous duties, but on the other hand they can 
  never be regarded as true members of the Misericord’s crew, and are 
  treated as outsiders no matter how long they serve on the ship.
  
  309
  Locations of Note
  LOCATIONS OF NOTE
  The bridge of the Misericord is located close to the centre 
  of the ship, in one of its very oldest parts, where the walls 
  are covered in layers of faded frescoes depicting scenes from 
  long-forgotten myths and tragedies in the vessel’s history. The 
  captains and the bridge officers command the Misericord from a 
  raised area, known as the captain’s fl oor, which is fl anked by a 
  series of ornate and ancient fl ags which are changed to match 
  the work shifts. Gilded war banners attend the day shift whilst 
  silvered mercantile pennants are displayed at night. No one can 
  remember the origination of this curiously theatrical practice, 
  though it may be down to the whim of the twin captains. 
  Bridge uniforms and staff are changed from gold (day) to silver 
  (night) as the bridge hands over from one “ban” (ship jargon for 
  a work shift) to another. Subsidiary helms, manned by officers 
  who monitor the ship’s systems, plot courses, man the ship’s 
  vox-casters and so on, stand to the side of the captain’s fl oor. 
  By ancient tradition, these lesser officers may not take the fl oor, 
  unless specifically invited. To do so is to rise above one’s station, 
  an unforgivable and treasonous act against the strict hierarchy 
  of command. Traitorous helmsmen have been thrown into the 
  vastness of space for such a deed.
  The twins require an audience on the bridge at all times 
  and lots are drawn to determine which crew members must 
  spend a day in an area known as the watch court. From here 
  the watchmen are supposed to observe procedures on the 
  bridge to ensure protocol. In reality, crew members treat 
  their days on the court benches as if it were a theatrical 
  performance. Most spend their time eating, commenting 
  raffishly on various officers or staring in wonder at the 
  captains. It is a point of strict protocol that officers on the 
  bridge studiously ignore any comments, noisy chewing, 
  thrown food or jeering from the court. In reality, crew who 
  behave poorly often find that they suffer the consequences 
  once they return to their normal work.
   Key ceremonial decisions, like a course change, are 
  considered especially interesting by members of the crew, 
  and those lucky enough to have their number drawn on a day 
  when such an event is to occur will often sell their ticket to the 
  highest bidder. Attending court on a false ticket is technically 
  an offence against regulation, but in practice most officers turn 
  a blind eye to the custom. Visitors to, and passengers aboard, 
  the Misericord are often delighted by the arcane pageantry 
  of bridge activity, which they are free to observe from an 
  outer circle of seating beyond the watch court. This captive, 
  intrigued audience may, of course, be why the captains have 
  allowed this curious behaviour to develop.
  Passengers on the Misericord stay in the Beyonder’s 
  Hostelry, a sprawl of small but well-appointed rooms kept 
  by the Minions of Stewardship. The Minions have a number 
  of quirks including being forbidden to speak, so they 
  communicate through written notes (illiterate passengers 
  tend to have difficulty on the Misericord) and with rapid 
  sign language among themselves. The Minions decorate 
  the Hostelry with the hundreds of shiny or brightly 
  coloured things they find, many of which are left behind 
  by previous passengers. The Hostelry is cramped and 
  rather dusty, and while they are obliging, the Minions have 
  a habit of getting things slightly wrong—most notably 
  the food they bring to passengers always tastes bizarre. 
  It is possible that the Minions deliberately misinterpret 
  requests to make sure that passengers understand they are 
  not a proper part of the Misericord’s world.
  The Misericord 's Castes
  The castes into which the Misericord ’s crew are organised are insular, specialised and hereditary. It is impossible to change castes and most crew are born into 
  them. Old castes can be dissolved and new ones founded by the order of the captain, but some of the Misericord ’s castes are as old as the ship itself. The ship’s 
  castes include the following:
  The Lords, Siblings and Officers is the full name of the officer caste. Members go everywhere masked, and assist the captains in making and enforcing decisions.
  The Merciful form the ship’s security wing, armoured in archaic plate and mail, and carrying ominous shotguns. They can change from impeccable politeness to 
  extreme aggression instantly, even during the course of a mundane conversation.
  The Suturers’ Parliament is the Misericord ’s body of medical personnel. The Suturers practise their procedures on the ship’s small complement of live animals, so cats, 
  pygmy Grox and other creatures wander around their sick bays and surgeries.
  The Immortals recover the bodies of dead crewmen, conduct void burials and investigate suspicious deaths. They enjoy reminding other crewmen of the fact that one 
  day, they too will require the ministrations of the Immortals.
  The Communion of Ratters is dedicated to tackling the Misericord ’s constant vermin problem. There are only a few crewmen among the Ratters, with the rest of the 
  Communion being made up of old, patched-up ratting servitors.
  The Renders are the Misericord ’s cooks and they are also responsible for raising livestock raised on the ship for food. The caste’s members take great pride in their food 
  and are extremely vocal and sometimes violent in proclaiming the superiority of their personal recipes. No one argues like a Render.
  The Bringers of Silence are the only caste not to have a generally known purpose. They answer to the twin captains and are occasionally seen walking purposefully through 
  the ship in midnight blue uniforms, their faces painted with stars.
  
  310
  The Gallery of Sin is one of the few places where the crewmen 
  of the various castes mix. The Gallery is a wide, high-ceilinged 
  deck with a small bustling town built inside it. Several of the castes, 
  such as the Guardians Mercantile and the Coinwrackers, sell goods 
  and services to crew and passengers. The Gallery of Sin (the name 
  is of uncertain origin) is the closest thing to a “normal” community 
  on the Misericord, but strange rituals and traditions still abound—
  shopkeepers regularly hold mock battles in the streets, engage in 
  elaborate and foul-mouthed haggling rituals with customers, and 
  make sham sacrifices to vegetables. It is in the Gallery of Sin that 
  the Company of Imbeciles performs in small street corner theatres. 
  Some of these entertainers roam around singling out passers-by 
  (preferably bemused passengers) to follow them performing mimes 
  or poetry. The ethos of the Gallery seems to be that because it 
  fulfils a fairly mundane purpose, its normality must be balanced by 
  oddness and symbolism as much as possible.
  
  311
  S
  The Adeptus Arbites
  Power Groups
  The Adeptus Terra
  The Adeptus  
  Ministorum
  POWER GROUPS
  S
  everal groups in the Calixis Sector hold power that 
  is not restricted to one planet, but can be felt across 
  the whole sector. These include the adepta of the 
  Imperium, as well as the five Great Houses, which are as old 
  as the Calixis Sector itself. Members of these groups can 
  turn up on any of the sector’s worlds, and they all possess 
  enough resources to make themselves major players in the 
  sector’s complex tapestry of power.
  THE ADEPTUS TERRA
  The Adeptus Terra is nominally the most important group in 
  the Calixis Sector. As the “government” of the Imperium, the 
  Adeptus Terra’s members are responsible for ensuring that the 
  Calixis Sector fulfils its obligations to the Imperium: offering up 
  the correct tithes of materials, manpower and psykers, obeying 
  Imperial laws and never harbouring the Emperor’s foes. Lord 
  Sector Marius Hax is the sector governor and he appoints the 
  subsector commanders who oversee the various areas of the 
  Calixis Sector in Terra’s name. Commander Hax himself answers 
  to the commanders of the Segmentum Obscurus. Through this 
  connection, Hax can request military aid from the Imperial Guard 
  or Navy, or even the mighty Space Marines. However, unless 
  he has strong evidence that the Calixis Sector is in immediate 
  peril, his requests will not be answered. On a smaller scale, 
  Commander Hax could have considerable sway over many of 
  the sector’s Adepts, such as members of the Adeptus Arbites or 
  the Ecclesiarchy. Though Hax rules in a “hands-off ” manner, this 
  infl uence is not to be underestimated.
  THE ADEPTUS 
  MINISTORUM
  The Ministorum is a powerful force in the Calixis Sector. The 
  area is sacred to Saint Drusus and is a destination for pilgrims 
  from many sectors around, with many of its most notable 
  places being religious in nature. Cardinal Ignato is energetic 
  in keeping up the numbers of preachers and confessors active 
  in the sector and these promulgators of the Imperial word are 
  the most common adepts by far on most of the sector’s worlds. 
  Many planets have their own cardinal and these form the Sector 
  Synod, headed by Ignato, which rules on spiritual matters 
  affecting the Calixis Sector. Pious, Emperor-fearing citizens 
  abound and pronouncements by Ignato or the Synod can be 
  disseminated by the clergy and reach the ears of the average 
  citizen far more effectively than through any other means.
  The majority of citizens perform some act of worship 
  regularly, from trudging along to a dingy temple once a month 
  to nightly prayers in a noble’s private chapel. Most permanent 
  places of worship are home to a member of the Ecclesiarchy, 
  which means that the Ecclesiarchy’s adepts are numerous 
  and strongly connected to the population in a way that no 
  other adepts are. On worlds where adepts are lacking (such 
  as Sepheris Secundus) much of the day-to-day preaching is 
  done by lay clergy, pious individuals trained and deployed by 
  Ecclesiarchy adepts to spread the word in places where even a 
  devoted preacher baulks to tread. While there are few places in 
  the Calixis Sector where the Emperor’s word is not preached, 
  the scattered nature of the adepts and the use of lay clergy 
  mean that strict dogma is not always observed. Sometimes 
  the teaching of the Imperial Creed can drift away from the 
  Ecclesiarchical line. On Sepheris Secundus, for example, the 
  barons and the queen are sometimes portrayed as sacred 
  beings imbued with the Emperor’s power by lay preachers 
  who grew up in the planet’s feudal system. On Iocanthos, 
  mercenaries pay fealty to the Emperor as paymaster, while 
  in Scintilla’s underhives, countless versions of the Emperor 
  are worshipped, from a fearsome god of destruction appeased 
  with murder to the spirit of the hives themselves. While the 
  Imperial creed reaches everywhere in the Calixis Sector, in 
  truth Ignato and the other cardinals of the Sector Synod often 
  have to strive hard to maintain orthodoxy there.
  THE ADEPTUS ARBITES
  The role of the arbitrators is to ensure that the Calixis Sector’s 
  worlds obey Imperial law. Most worlds have an Adeptus 
  Arbites presence and the arbitrators tend to be based in grim, 
  precinct-fortresses to remind the population of the unyielding 
  nature of Imperial law and to insure that there will always be a 
  defendable location for the Arbites to hold in case of widespread 
  rebellion. In the Calixis Sector few worlds aside from Scintilla 
  have a major arbitrator presence, and most worlds only have a 
  single precinct-fortress along with a few regional stations. In 
  spite of this, the arbitrators are a feared force because they are 
  loyal to nothing save Imperial law. Even a planetary governor 
  can be arrested by the Adeptus Arbites should he harbour the 
  Emperor’s enemies or seek to throw off the yoke of Imperial 
  authority. While they are a formidable presence with great 
  authority, the arbitrators can only act to defend Imperial law 
  and have little infl uence beyond this.
  Lord Marshal Goreman is the most senior arbitrator in the 
  Calixis Sector. Goreman began his long career as an enforcer, 
  and his lack of sympathy for the desperate mass of Imperial 
  citizens borders on disdain. He sees no greater crime than that 
  of an Imperial citizen abandoning his duties to take up arms 
  against a rightful authority, and he is known to personally 
  lead riot suppression forces on Scintilla. The lord marshal 
  demands regular reports from arbitrators on the sector’s other 
  planets, and is pessimistic in character, constantly issuing dire 
  warnings about the Calixis Sector careering down a slippery 
  slope towards lawlessness and terror. Goreman sees doom and 
  anarchy in everything, including the activities of Scintilla’s 
  Magistratum. As far as he is concerned, the Magistratum are 
  part of the problem and he actively despises them.
  Goreman has recently permitted the development of the 
  Divisio Immoralis, a small taskforce of arbitrators whose 
  purpose is to collect intelligence on cult activities across the 
  Calixis Sector and explain a recent rise in unrest and acts of 
  terrorism by fringe cults. The Divisio Immoralis numbers 
  only a few arbitrators led by the veteran, and rather burned-
  out, Senior Arbitrator Kae Drusil, but they have considerable 
  leeway for their investigations and may turn up anywhere 
  in the sector.
  
  312
  House Krin
  The Redemption
  On Scintilla, the Adeptus Arbites is based at the Fortress of 
  the Just, a massive rockcrete slab that sits in the relentless desert 
  a short fl ight away from Hive Tarsus. It is here that Goreman’s 
  headquarters can be found, along with the training facilities for 
  the arbitrator cadets sent to the Calixis Sector, and the Sector 
  Judicial archive. The Divisio Immoralis is based in a cramped 
  set of offices in the Archive, while Scintilla’s large pool of 
  enforcers trains regularly in the bullet-scarred mock town just 
  outside the fortress. On Sepheris Secundus, the arbitrators 
  are based at the Isolatorium and are mainly concerned with 
  battling cults and mutant groups among the massive serf 
  populations of the planet’s mines. On Iocanthos, the Adeptus 
  Arbites’ presence is limited to a single squad of enforcers and 
  an arbitrators stationed at Port Suffering, although they are 
  almost always to be found out in the Wasteland following up 
  some new allegation of cultists or rogue psykers.
  THE REDEMPTION
  The Adeptus Ministorum’s preachers are in short supply in the 
  very deepest, darkest parts of the Calixis Sector’s cities. Instead, 
  another religious force brings the fiery word of the Emperor 
  to these forsaken places, one that operates well beyond the 
  reach of the Adepta: the Redemption. Many consider the 
  Redemptionists to be the true terror of the underhives, rather 
  than the bandits, mutants or criminals. Violent zealots who see 
  sin everywhere, the tactics of the Redemptionists are simple: 
  they roam the underhive putting sinners to the fl ame, holding 
  impromptu stake-burnings, exhorting the fearful underhivers 
  to give up their friends and relatives to the purifying fire, and 
  preaching impassioned sermons about the intolerance of the 
  Emperor and the wickedness of anyone who does not agree 
  with the Redemption’s point of view. The Redemption’s 
  masked foot soldiers are clad in red robes and are armed with 
  anything that burns, from lit torches to fl amers. The most 
  blessed among them carry the eviscerator, a massive two-
  handed chainsaw, with which to mortify the fl esh of sinners. 
  Many Redemptionists are broken-minded souls who have lost 
  everything to the violence of the underhive, and seek solace 
  and vengeance in the religious hatred promised by the cult.
  The Cult of the Redemption is strong in many areas of 
  the Imperium and was probably brought to the Calixis 
  Sector by zealots making a pilgrimage to the Cathedral of 
  Illumination. It is active on several planets, but its spiritual 
  home is Scintilla. The cult is organised into many Crusades, 
  each led by a charismatic deacon. Though the Crusades 
  operate independently, they all recognise the authority of one 
  woman, the Archdeacon Ludmilla.
  HOUSE KRIN
  House Krin are “Drusus’s Bankers”, a very old and close-knit 
  family whose immense fortune stems from offering banking 
  and loans to the other noble houses. They are possibly the 
  oldest of the Great Houses still to have a sector-wide presence 
  and are sharp in their criticism of the “new money” that has so 
  much power in the modern sector. There are houses on almost 
  every planet that rely on House Krin to help maintain their 
  own finances. The conspicuous expenditure of Hive Sibellus, 
  for example, would be impossible without House Krin loans, 
  and the DeVayne Incorporation could not purchase the rights 
  to generations of Sepheris Secundus’s serfs without House 
  Krin advancing them the funds to do so. House Krin keeps 
  itself to itself but its estates can be found on a great many 
  worlds. They are not as lavish as those of other houses, as their 
  position is secure enough for them not to rely on such vulgarity 
  to ensure their position. House Krin has a sizeable body of 
    Archdeacon Ludmilla
  Ludmilla is a sturdily built, middle-aged woman who is the self-styled 
  leader of the Redemption in the Calixis Sector. She believes that the 
  Emperor is vengeful in the extreme and that it is her duty as a human 
  being to punish every sin, from impure thoughts to excessive cursing, with 
  excessive amounts of fire. Ludmilla believes in purifying fire as strongly as 
  she believes in the Emperor, and loves to see sinners, places of ill repute and 
  whole sections of the underhive consumed in flame.
  Ludmilla is devoted and not a little crazed. She is an impassioned hellfire 
  preacher and a competent fighter, although she wields her sacred weapon, a 
  pair of massive industrial shears, with more enthusiasm than skill. Ludmilla’s 
  true skill is in encouraging her faithful to let the Emperor’s fury consume them, 
  until there is nothing left of themselves: no compassion, not even any memory, 
  just the burning hatred of the Emperor for all sinners. Her grandest project is to 
  have the Redemption accepted as a part of the Imperial Creed, and she sends 
  tributes to Cardinal Ignato in the hope that he will declare the Redemptionists 
  to be valued members of the Adeptus Ministorum. These tributes mostly consist 
  of cartloads of charred sinners left outside the Cathedral of Illumination. So 
  far, Ignato has not responded.
  
  313
  The Cestelle 
  Alliance
  The Devayne 
    Incorporation
  agents in the Goldenhand in Hive Tarsus on Scintilla and keeps 
  smaller taskforces anywhere they can use their large amounts 
  of accessible wealth to make more money. Many nobles are 
  certain that House Krin must have a vault somewhere filled 
  with unimaginable wealth, and even suggest that the house’s 
  senior members view this accumulation of gold with religious 
  awe, but if any of this is true, the location of the House Krin 
  vaults is a closely guarded secret. Similarly House Krin’s most 
  important members rarely deal with anyone outside the house, 
  preferring to have lesser members deal with “outsiders” (a fact 
  that does little to endear them to nobles from other houses).
  THE CESTELLE 
  ALLIANCE
  The origins of the Cestelle Alliance 
  lie on the world of Regulus in the 
  Hazeroth Abyss. Regulus was an 
  agri-world run by the Administratum 
  but when their adepts were all killed 
  by a meteor impact, the small feudal 
  kingdoms took over the management 
  of their world. By the time contact 
  with the Imperium was re-established, it was clear that the 
  alliance of indigenous peoples was running the agri-world more 
  efficiently than the Administratum, and the natives of Regulus 
  were left to their own devices as long as their tithe of food was 
  met. From this string of events was born the Cestelle Alliance, 
  the unified people of Regulus, who sent members to other, less 
  promising worlds and transformed them over the following 
  decades into fertile agri-worlds in their own rights, passing on 
  enormous tithes to Sector Governor Hax’s government. Slowly, 
  almost without the other Great Houses knowing, the Cestelle 
  Alliance amassed the wealth and power to make them the equal 
  of the other sector houses.
  The Cestelle Alliance now controls many agri-worlds in the 
  Calixis Sector. It has not escaped the notice of Lord Sector 
  Hax that the Alliance, if it wished, could cut off food supplies 
  to the sector’s most populated worlds and create a crisis of 
  famine to hold the sector to ransom. To keep the Alliance firmly 
  on the Imperial side, Hax has appointed Egoyan Cestelle as 
  the governor of the Adrantis Nebula and continues to permit 
  the Alliance rights to its agri-worlds. The members of the 
  Alliance must walk a curious tightrope between maintaining 
  the traditions of their home worlds and kingdoms, and 
  acting like fully recognised nobles of the Calixis Sector. The 
  traditions of Regulus include facial tattooing (with the higher-
  ranking nobles sporting extraordinarily intricate scrollwork), 
  incinerating the house’s dead on funeral pyres and praying to 
  the Emperor in the raucous manner first taught to the people 
  of Regulus by Imperial missionaries.
  The Alliance participates in the sector’s games of politics and 
  etiquette, even though it is considered little more than a gang of 
  primitive yokels by most other nobles, but they are very reluctant 
  to allow any interference on the planets they control, even resisting 
  visits by adepts to their agri-worlds. Those few who have gone 
  to a Cestelle Alliance world have sometimes reported wide-eyed 
  tales of abased rituals around giant burning effigies. The Alliance 
  goes to great lengths to show a sophisticated, aristocratic face to 
  the Calixis Sector but some say they are unable to completely 
  hide their primitive side. The colours of the Cestelle Alliance are 
  red and golden yellow, and their emblem is a sea of crops, gently 
  bending in the wind.
  THE DEVAYNE 
  INCORPORATION
  The DeVayne Incorporation is an unusual 
  sector house that was originally a large 
  and 
  powerful 
  religious 
  order. 
  The 
  Sepulchral Brotherhood was a movement 
  of the Imperial Creed that trained laymen 
  in religious matters. Specifically, it sent 
  out emissaries to the most downtrodden 
  masses, to preach to them how they 
  were blessed to have the opportunity to give their 
  lives in service to their Emperor and how they should 
  be grateful for the decades of backbreaking labour 
  that made up their future. The Brotherhood grew in 
  popularity and was originally a valued part of the 
  Adeptus Ministorum, but a distance grew between the 
  Ministorum and the Brotherhood’s army of lay preachers 
  who had become the only religious authority in many 
  areas. Several centuries ago, following a declaration by 
  The Great Houses
  The term “Great House”, or “Sector House”, refers to those civilian organisations that have a presence across the 
  Calixis Sector. This sets them apart from “planetary” or “lesser” houses, which might wield enormous power on a 
  particular planet but do not have any particular influence elsewhere. In the earliest days of the Calixis Sector, all the 
  Great Houses, and most of the planetary houses, were based around noble families. The old Great Houses were enormous 
  extended familial lines, with strict rules of heredity to maintain their monopoly on power. In the current days, several 
  of the Great Houses are actually corporations. They may act as if they were noble families but the truly hereditary Great 
  Houses are quick to point out that their memberships are based on ambition and skill, rather than bloodline. The Great 
  Houses play their own game of politics and wealth, and with their thousands of members and troops, they have the 
  potential to exercise enormous power in the Calixis Sector. Some dominate whole worlds and some harbour ambitions that 
  will one day pit them against the Adepta of the Imperium.
  
  314
  The Skaelen-Har 
  Hegemony
    The Machenko 
  Dynasty
  the Synod Calixis, the Ministorum withdrew its adepts 
  and demanded that the Brotherhood cease preaching. 
  The Brotherhood abandoned its religious functions 
  in the wake of the “Sepulchral Schism” but it did not 
  disappear. Instead, it took advantage of the hold it had 
  over the labourers of many worlds and its lay preachers 
  became instead members of the newly founded DeVayne 
  Incorporation.
  The DeVayne Incorporation bases its wealth and infl uence 
  on the labour of those same hordes of menial workers 
  (referred to by the Incorporation as “thralls”). It owns the 
  rights to millions of lives in places such as the lower forges 
  of Gunmetal City. The Incorporation is the single biggest 
  purchaser of serf rights from the crown of Sepheris Secundus 
  outside the local barons and on dozens of other worlds, 
  the labour of DeVayne’s thralls allows the Incorporation to 
  amass wealth and infl uence. If another Great House needs 
  raw materials, they often come from mines, fields or refineries 
  managed by DeVayne thralls. The Incorporation is famous 
  for the small army of clerks it employs to keep the records 
  of its thralls. It is said that every single thrall is named in 
  DeVayne’s records and that the Incorporation has contracts 
  with mercenaries and bounty hunters whose job is to bring 
  back runaway thralls. DeVayne’s household troops, veterans 
  of serf uprisings on Sepheris Secundus, are famously brutal 
  when they lend their strength to putting down rebellions 
  and protests in which thralls are involved.
  Though the Sepulchral Brotherhood has been officially 
  dead for centuries, the DeVayne Incorporation’s members 
  have a strong air of religiosity about them. It recruits new 
  members from among the children of its thralls, a practice 
  unique among the Great Houses and one which elicits great 
  suspicion amongst noble families who do not understand how 
  base peasants can rise to become members of a Great House. 
  The Incorporation’s members consider the thralls to have 
  no value except in financial terms, which mystifies observers 
  considering most of them were once thralls themselves. 
  Cynics insist that the Incorporation must still have some 
  religious purpose at its heart to command such devotion 
  from the same people whose lives it made a misery.
  Certainly DeVayne’s organisation, with its members 
  divided into “orders” each responsible for an area of house 
  business, resembles that of a religious body, and its members 
  can be evangelical about the Incorporation’s mission to 
  help the people of the Imperium fulfil their duties to the 
  Emperor and their fellow man. These impassioned outbursts 
  are excellent for convincing thralls that they are working 
  for the good of the Imperium but are less welcome among 
  sector nobility. The low-born nature of the Incorporation’s 
  members means that they are treated like pariahs by 
  most noble houses, but none can deny that the DeVayne 
  Incorporation is one of the driving forces behind the 
  economy of the Calixis Sector. The Adeptus Ministorum 
  harbours a deep mistrust of the DeVayne Incorporation and 
  many of its adepts believe that the Sepulchral Brotherhood 
  is alive and thriving among the Incorporation’s leadership, 
  intent on spreading some form of religious corruption. The 
  Incorporation’s colours are dove grey and its symbol is an 
  open hand.
  THE MACHENKO 
  DYNASTY
  The Machenko Dynasty, an extended 
  family organised along strictly 
  hereditary lines in the manner of the 
  old houses, is the most mysterious of 
  the Great Houses. Seventy-five years 
  ago the dynasty’s patriarch, Lord 
  Scelestes Machenko, was accused of 
  witchcraft, heresy and impiety, and 
  burned at the stake. The dynasty fell with him, its estates 
  invaded by rival families and its wealth confiscated by 
  the Administratum. The dynasty spent the following 
  decades rebuilding itself, and its members have kept its 
  record scrupulously clean since the Machenkan Purge. 
  Although a dark shadow hangs over the dynasty because 
  of its past, no one has ever been able to find evidence of 
  impiety during the dynasty’s return to power. The source 
  of the dynasty’s wealth, with which it funded its return 
  to Great House status and currently plays the great games 
  of noble politics, is a complete mystery and the source 
  of the darkest of rumours. Certainly the dynasty owns a 
  great deal, from hive spire estates to tracts of land, but 
  it does not seem to control any agri-worlds or factoria 
  with which to make the money it so clearly has. When 
  questioned about the source of the dynasty’s capital, 
  Machenkan nobles reply (with impeccable politeness) 
  that they keep their own counsel about such matters.
  The members of the Machenko Dynasty have turned 
  etiquette into an art form and house scholars compile 
  great volumes of etiquette, which Machenkan nobles 
  carry around with them by means of a lectern-servitor. 
  So complex are the dynasty’s ritualised greetings and 
  forms of address that nobles from rival houses often 
  claim they are some kind of secret code. In any case, 
  the Machenkan nobles dismiss the great mysteries of 
  their house with charm and politeness, and without 
  exception make for gracious guests and accommodating 
  hosts. As dark as the rumours about them may be, few 
  nobles turn down an invitation from the dynasty. The 
  Machenko Dynasty’s symbol is a ringed planet and its 
  house colours are a deep blue.
  THE SKAELEN-HAR 
  HEGEMONY
  Skaelen-Har is a massive corporation 
  founded on a set of comprehensive 
  philosophical 
  principles 
  known 
  as the Concordium. The Skaelen-
  Har Hegemony is a very powerful 
  and efficient heavy manufacturing 
  corporation with concerns across the 
  Calixis Sector, including hundreds of factoria in Hive 
  Sibellus and Gunmetal City. One of its major products is 
  spaceship parts and the Battlefleet Calixis in particular 
  
  315
  relies on Skaelen-Har to keep its warships in space. 
  The connection between the Imperial Navy and the 
  Hegemony is strong, since without the Hegemony the 
  Battlefleet Calixis would be completely grounded.
  Every member of the Hegemony follows the 
  Concordium, a set of strictures that emphasise the 
  realisation of an individual’s potential through the 
  destruction of his personality. The Concordium describes 
  an “ideal” personality as obedient but ambitious, 
  amoral and unmoved by emotive arguments, decisive 
  and unforgiving. People who display these traits, claim 
  Skaelen-Har, are those most likely to succeed in the 41st 
  Millennium. A member of Skaelen-Har is required to 
  gradually put aside his own personality in favour of the 
  Concordium. His original personality is only permitted 
  to emerge in controlled environments at Skaelen-Har 
  gatherings. Members of Skaelen-Har are recruited from 
  all strata of society, as long as they have the potential 
  to accept the Concordium. They then advance up the 
  strict Hegemony hierarchy, with the higher circles being 
  composed of those who have abandoned their personality 
  completely. These higher circles form the leadership of 
  Skaelen-Har and with their Concordium so in control 
  there is little dissent or indecisiveness displayed in the 
  Hegemony’s activities. Skaelen-Har members make 
  for excellent Naval officers and there are many in the 
  Battlefleet Calixis, but many in the officer class are 
  suspicious of the Hegemony’s motives in placing so many 
  of its members on the sector’s warships.
  Members of Skaelen-Har are all required to give up 
  a part of themselves to the Concordium. To symbolise 
  this, they all have a body part replaced, usually a hand 
  or facial feature. The replacements range from simple 
  prosthetics for lower-circle members to state-of-the-
  art augmentations for the most devoted followers of 
  the Concordium. Skaelen-Har’s members wear the 
  hegemony’s colours of black and silver and bear the 
  symbol of a silver starburst.
  
  316
  T
  The Tyrantine 
  Cabal
  The Calixian 
  Conclave
  T
  THE CALIXIAN 
  CONCLAVE
  T
  he branch of the Inquisition that watches the Calixis Sector 
  is known as the Calixian Conclave. Overseen by Lord 
  Inquisitor Caidin, its High Council and Officio are based 
  in the Tricorn Palace on Scintilla. It has many sub-officios and 
  a grim fortified outpost can be found on or near most major or 
  highly populated planets. Sub-officio administrators are known 
  by the rank Planetia Inquisitor and control local conclavium 
  councils that resemble the High Council in miniature. The Calixian 
  Conclave has troops, spacecraft and acolytes at its disposal, but 
  its most valuable commodity is its Inquisitors themselves, who 
  possess skills and authority beyond the imaginings of most 
  Imperial citizens. The Calixian Conclave watches over the whole 
  sector and there is no limit to its jurisdiction.
  It should be noted that, despite the governing hand of Caidin 
  and the High Council, the Inquisitors of the Calixian Conclave 
  are not all of the same mind. They are independent souls, set on 
  individual missions and enterprises. Each one has very strong ideas 
  about the way the Inquisition should conduct itself and the length 
  to which they must go to preserve the Imperium. Some become 
  outright enemies and no two have exactly the same agenda. Should 
  they ever pull together they would form by far the greatest power 
  block in the area, eclipsing even the great noble families in the 
  resources they can muster. Until that happens, the Inquisitors of the 
  Calixian Conclave are their own worst enemies, scheming against 
  one another or pursuing their goals in secret, using their acolytes 
  as playing pieces in games of superiority. Some of the Calixian 
  Inquisitors are noble and pious, exemplars of Imperial values, others 
  are more free-thinking or, as a Puritan would put it, corrupt. Any 
  one of them could be the Calixis Sector’s greatest saviour or its 
  most notorious villain. Caidin and the High Council do their best 
  to keep the scattered Inquisitors moving with a unified purpose, 
  but sometimes they have to arbitrate disputes.
  THE TYRANTINE 
  CABAL
  T
  he Tyrantine Cabal was commissioned many years ago 
  in response to the dread prophesy of the Tyrant Star. 
  Its members are known as Tyrantites or Spectarians (or 
  more dismissively as star gazers), for they are charged with 
  investigating apparitions of the spectral sun and the infl uence 
  of the baleful Tyrant Star. The Tyrantine Cabal is based at 
  the Bastion Serpentis, a bleak fortress of age-polished black 
  stone jutting from the surface of Scintilla’s moon Lachesis. 
  The Bastion is typical of the Inquisition waystations and local 
  fortresses peppered across the sector. The Spectarians were 
  granted sole discretionary use of the Bastion Serpentis at the 
  inception of their cabal. Lord Sector Hax, Chief Astropath Xiao 
  and a few others know of its existence, and those who do not 
  are kept away from the moon by dire warnings about geological 
  instability. Lord Inquisitor Zerbe can normally be found at the 
  Bastion and it is here in its grand audience chamber that he 
  holds the semi-regular meetings with all the cabal’s Inquisitors, 
  at which they report on their activities and share information. 
  These gatherings are as much a venue for making allies and 
  enemies as they are a forum for exchanging intelligence on the 
  sector’s various threats and power groups.
  As the threat of the Tyrant Star is felt across the Calixis 
  Sector, the membership of the cabal is not formally fixed. Some 
  Inquisitors, those listed here, have stayed in the Calixis Sector for 
  some time and accept Zerbe’s authority (although they do not 
  all obey him by any means). Other Inquisitors might join on a 
  temporary basis, especially if an investigation elsewhere brings 
  them to the Calixis Sector in matters intersecting the Hereticus 
  Tenebrae, while some simply come to lend their support while 
  they tap the expertise of the cabal’s most experienced Inquisitors. 
  The individuals listed here are confirmed Spectarians, but 
  Inquisitors join and leave all the time, with Zerbe’s blessing.
  
  317
  K
  Komus, 
  The  
  Tyrant Star
  KOMUS, 
  THE 
  TYRANT STAR
  The so-called Tyrant Star resists easy interpretation but 
  certain key facts are evident.
  K
  omus is described in a doom-laden vision which 
  speaks in apocalyptic terms of a “darkness” that 
  will engulf the worlds of man and ultimately 
  devour human civilisation. The engulfing darkness will 
  be preceded by signs and portents, so-called herald 
  events, that will gradually transmute human minds 
  and make them ready to embrace the darkness. Many 
  believe this to be an obvious allusion to a rising of 
  Chaos and the warp, though this explanation is far from 
  universally agreed. There are many considerable threats 
  in the galaxy. The prophecy could as much apply to 
  the Tyranids (scholars note a repeated use of the word 
  “devour” in the prophecy text) or the Eldar as to the 
  warp. However, given the warp’s manifest ability to 
  uncreate and mutate reality, much weight is given to 
  this idea by the Tyrantian Conclave. The actual text of 
  the prophecy is secured in the archives of the Bastion 
  Serpentis, and Zerbe only allows a very favoured few to 
  examine the complete transcript.
  In speaking of the herald events, the Propheticum 
  Hereticus Tenebrae, as the manuscript is called, makes 
  many references to “Komus” or the “Tyrant Star”. Komus 
  is said to be the harbinger, a portent of the encroaching 
  darkness. It is said to be a “black sun” or a “halo of black 
  flame”. This preternatural harbinger is represented by an 
  unholy rune, best described as a clawed bird’s foot. The 
  rune has resisted specific translation and no previous 
  occurrence of it has yet been found.
  Zerbe believes it can be no coincidence that the 
  Calixis Sector is fraught with a curious, recurring 
  phenomena: that of the “Spectral Sun”. From time 
  to time—no specific interval period has been 
  identified—a monstrous “black sun” matching the 
  prophetic descriptions has mysteriously appeared in 
  various locations throughout the sector.
  No two appearances have been quite the same but 
  the pattern of visitation is usually this: with little 
  warning, a ghostly star apparently emitting black 
  flames and esoteric, unknown radiations, spontaneously 
  materialises in a planetary system, shines malevolently 
  for a few days, and then, just as mysteriously, vanishes 
  without trace. The visitation is accompanied by psychic 
  disturbance, geological upheaval and sociological 
  problems, including mass rioting and unrest.
  Most often, the Spectral Sun actually eclipses a system’s 
  natural star, as if possessing it, causing consternation and 
  panic on the orbiting worlds as their sun goes black. 
  However, the Spectral Sun has also on occasion appeared 
  less directly—a strangely bright star at night, a phantom 
  corona around a moon—before disappearing.
  No astronomer has successfully explained the eerie 
  phenomenon. It belies human science and has thus 
  far evaded close investigation. Its visitations cannot 
  be predicted. The Tyrantine Cabal believes that the 
  Spectral Sun phenomenon is the Tyrant Star, Komus, 
  as it so closely matches various descriptions in the 
  prophecy. Some suggest the Tyrant Star is the ghost 
  image of some stellar body in the immaterium, 
  shining through the worn fabric of space. Others 
  say it is a mirror image, a warp-space star that is 
  partially translating into realspace, trying to find a 
  way through. Yet others claim that the Tyrant Star 
  is an artificial body, driven by xenos engines and 
  mechanisms mankind cannot comprehend.
  Whatever the truth, the phenomenon is a fact. It 
  has manifested eighteen times in the Calixis Sector 
  during the last century. Every single visitation has 
  caused public unrest and geological instability. Where 
  the Tyrant Star appears, earthquakes and volcanic 
  upsurges follow. A world will experience a violent 
  period of upset and revolution prior to its appearance. 
  Many more psykers than usual will be born or become 
  active. Mutation will occur. These things will usually 
  take place in the two or three months leading up to a 
  manifestation.
  Signs and portents will be widespread: these generally 
  are a matter of birthmarks, odd runic sigils appearing 
  upon walls without explanation and the rise of fanatical 
  cults. Some sources also describe premonitory half-
  sightings, fleeting glimpses of the black-flamed sun in 
  mirrors, pools, puddles or even on the surface of wine 
  or water in drinking vessels.
  Mass panic and insanity precede a visitation of the 
  Tyrant Star. No one has been able to explain how 
  it appears and covers a system’s natural star with its 
  noxious black smoke. Sometimes, disorder and civil 
  unrest lead to nothing and, for all the portents and 
  cues, the Tyrant Star never actually appears, though 
  this may be because it has manifested in a way that 
  is hard to detect. On at least two recorded occasions, 
  the Tyrant Star has appeared merely as a distant star 
  above a world, no larger than a morning star, instead of 
  eclipsing the local sun.
  The Tyrantine Cabal believes it is a vital part of its 
  work to trace and investigate these visitations, and to 
  actually be on site to witness a manifestation. Zerbe 
  hopes that important data may be gathered during a 
  genuine sighting. In the sector at large, the visitations 
  are a matter of myth and rumour. The Inquisition has 
  carefully suppressed any official confirmation of the 
  phenomenon.
  
  318
  INQUISITORS OF THE 
  TYRANTINE CABAL 
  lord INquIsItor aNtoN Zerbe, 
  ordo heretIcus
  Anton Zerbe is the commissioned leader of the Tyrantine Cabal, 
  a position he was granted by Lord Inquisitor Caidin himself. 
  He does not take his duties lightly, as he believes the black 
  doctrine of the Tyrant Star to be very real indeed. He rarely 
  leaves the Bastion Serpentis, and chairs the frequent meetings 
  of the cabal’s Inquisitors. Zerbe once roamed the Imperium 
  seeking out corruption and incompetence amongst the Adepta 
  but he is now dedicated to his role. Zerbe is never seen without 
  his impassive golden mask and magnificent gilded armour, 
  and he seems perfectly at home on the throne of the Bastion’s 
  audience chamber. He is not an easily approachable man and 
  always remains distant from those around him.
  Zerbe is even-handed to a fault, refusing in all cases to 
  support one Inquisitor over another, no matter how grave 
  an accusation might have been brought. His principal 
  motivation is preventing strife within the Tyrantine Cabal, so 
  that the group can do its holy work. He believes that if any 
  one Inquisitorial faction within the cabal was to prevail, the 
  sector—the Imperium itself even—would be doomed. If the 
  Recongregators got what they wanted, the cabal would devolve 
  into anarchy. If the Xanthites prevailed, Chaos would corrupt 
  the work. Even the Amalathians, if they succeeded in their 
  aims, would drag the cabal into a miserable malaise. Zerbe’s 
  objective is to prevent any one of these factions overcoming 
  the others in the Calixis Sector, so that the Hereticus Tenebrae 
  might be averted. Nothing else matters. He will even go as far 
  as to recruit acolytes of his own to foil one of his Inquisitors’ 
  plans. In addition to his political skills, Zerbe is a powerful 
  psyker, although this fact is not generally known within the 
  cabal. Zerbe keeps his psychic talents in reserve should he be 
  forced to vanquish a particularly dangerous foe personally. 
  WItch fINder rYkehuss, 
  ordo heretIcus
  Rykehuss is the terror of witches, a man for whom everyone is 
  guilty of something and the only punishment is death. To him 
  the Calixis Sector is a cesspit where witches breed like fl ies 
  and the honest, pious Imperial citizens are besieged by sin on 
  all sides. Rykehuss’s bouts of volcanic anger and impassioned 
  sermonising are well known at the Bastion Serpentis, and he 
  constantly exhorts his fellow Inquisitors to descend on all the 
  sinners to purify them with righteous fl ame or condemn them 
  to damnation. Rykehuss wears ornate, heavily customised 
  armour gifted to him by the Adeptus Mechanicus after he 
  sought out a witch cult on a forge world in a nearby sector, 
  and he is an expert with a veritable armoury of weapons.
  The witch finder’s methods are simple. He descends on a 
  particular city, sees depravity everywhere and immediately 
  sets up a Court of Ordeals where pious citizens bring accused 
  neighbours and family members to be tried. When Rykehuss 
  hears of a particularly foul heresy being perpetrated somewhere 
  nearby, he gathers all the torch-wielding backup he can and 
  marches there, trusting in his martial skill to help him put the 
  sinners to death personally. Some who witness Rykehuss’s terrors 
  consider him a hero, others a butcher, and both are right. Many 
  innocents have died at Rykehuss’s hands but so have many rogue 
  psykers and cultists. Rykehuss, however, is not as crude a man 
  as his methods would suggest. He knows that he cannot kill all 
  the sinners, but his bombastic and terrifying style ensures that 
  Imperial citizens are constantly reminded that there are threats 
  in their midst and bigger threats waiting to punish them for 
  their weaknesses. Innocent deaths, while regrettable, are a small 
  price to pay for Rykehuss to spread the fear that helps suppress 
  the activities of witches—and in any case, the Emperor sorts 
  them all out in the end. Rykehuss is obsessed with the notion 
  that it is the widespread activity of witches in the sector that is 
  bringing on the doom of the Hereticus Tenebrae. 
     Inquisitors of the 
  Tyrantine Cabal
  
  319
  daemoNhuNter ahmaZZI, 
  ordo malleus
  Ahmazzi is the Spectarians’ sole Ordo Malleus Inquisitor. 
  He is a grizzled and ancient veteran, close on three 
  hundred years old, whose career has taken him from 
  Titan to the very edges of the Imperium, hunting down 
  Daemons and the corrupt humans who summon them. 
  Now all but decrepit, he has come to the Calixis Sector 
  to, as he puts it, “bask in the radiance of the Tyrant Star 
  and learn its secrets”.
  A long career has left Ahmazzi intensely cynical and 
  pessimistic. He has come to believe that the Emperor is 
  dead, Chaos cannot be stopped and the human race is 
  doomed. The Imperium, Ahmazzi believes, is a grotesque 
  symptom of the fact that the human race is currently 
  living through its inevitable and drawn-out extinction. 
  He has dabbled with Radicalism in his career, even 
  being declared Excommunicate by Puritan colleagues for 
  seeking out Daemonic knowledge but no one in the cabal 
  other than Zerbe knows this. Ahmazzi has no friends 
  and does not particularly care what people think of him, 
  angrily refusing to tell any stories of his astonishing 
  Daemonhunting career, although an acolyte who displays 
  great courage in the face of a Daemonic foe might win 
  Ahmazzi’s grudging respect. Ahmazzi was a martially 
  minded Inquisitor in his prime and secretly would love 
  nothing better than to mount up on his mobile war pulpit, 
  don his armour and take up his Daemonhammer to ride 
  into battle once more against a horde of Daemonic foes. 
  He believes that the Tyrant Star maybe the harbinger of 
  man’s inevitable doom and he wants to be at ground zero 
  to witness the great day when it happens.
  INquIsItor astrId skaNe, 
  ordo heretIcus
  A formidable woman, Inquisitor Skane exudes the rough 
  authority of a seasoned arbitrator officer. Tough and 
  resourceful, she is one of the most active of the cabal’s 
  Inquisitors, happy to get her hands dirty rooting out 
  corruption. Skane is a striking woman with a stern, strong 
  face who wears her hair regulation short. She habitually 
  dresses much as she did when she served as an arbitrator on 
  Scintilla, in a black uniform and body armour, and is rarely 
  seen without her shock maul and shotgun. Skane respects 
  those who respect her, treats her more skilled acolytes as 
  equals and has little time for pomp and appearances.
  Skane follows the Recongregators’ creed, which states 
  that the Imperium must be reformed radically to reduce 
  the suffering of its people and that the Inquisition is the 
  only body with the authority and skill to reform it. Skane 
  believes that the Imperium’s woes are caused by corruption 
  among its ruling classes. She developed a particular hatred 
  for corrupt nobles whilst serving as an arbitrator and has 
  carried that through to her work as an Inquisitor. Her 
  operations, therefore, target corruption among the nobility 
  and the Adepta, including the Adeptus Arbites she once 
  served. She dreams of a future where the Imperium is 
  turned upside-down and justice is the rule rather than the 
  exception, but she realises that she will not live to see it. She 
  fights for what justice she can and hopes that others will 
  follow her to carry on the battle. Skane is convinced that 
  the Tyrant Star can only be appearing due to some form of 
  summons. She believes there is a powerful cult at work in 
  the sector, employing sorcery to call the Tyrant Star down 
  on mankind. That is a cult she would very much like to 
  personally root out.
  
  320
  INquIsItor VaN VuYgeNs, 
  ordo XeNos
  Rarely seen at the Bastion Serpentis, Van Vuygens represents 
  the Ordo Xenos in the conclave. He is a quietly spoken man 
  who is more of a scholar than a warrior and, though he can 
  certainly look after himself if required, he sees more value 
  in dissecting and studying xenos than exterminating them. 
  Slender, bespectacled and dressed in an archivist’s robes, Van 
  Vuygens does not cut as imposing a figure as some of the 
  cabal’s more dramatic characters, but he has the intellect and 
  strength of will to delve into the mindset of the xenos and 
  still retain his humanity. He leaves the human and Daemonic 
  threats to the other Inquisitors, focusing instead on helping 
  provide the Imperium with its chief weapon against the alien: 
  an understanding of what the aliens want and what they will 
  do to get it. Though Van Vuygens seeks knowledge about 
  aliens, he does not trust them and would never fraternise with 
  them. He has not studied a single alien species that does not 
  pose some threat towards the human race.
  A disciple of the legendary Inquisitor Kryptmann himself, 
  Van Vuygens is in the Calixis Sector to watch for the signs of 
  a Tyranid hive fl eet invasion from beyond the edge of charted 
  space. Kryptmann has theorised that the earlier Tyranid invasions 
  of Imperial space have been testing the Imperium’s defences and 
  that the next invasion will come from an unexpected quarter. Van 
  Vuygens has seen nothing that proves that a Tyranid invasion 
  is impending but there are certainly plenty of other signs of 
  alien infl uence among the worlds of the Calixis Sector, from 
  ancient cyclopean ruins to disturbing similarities between the 
  mythological cycles of primitive worlds. Van Vuygens is currently 
  piecing together a picture of the alien civilisation that once 
  inhabited the very edge of the Calixis Sector’s space and he does 
  not like what he sees. He, naturally, subscribes to the view that 
  the Tyrant Star is a matter of xenos origin and has grave fears 
  that it is linked with the dreaded Tyranids.
  INquIsItor globus Vaarak, 
  ordo heretIcus
  Severely wounded as an Interrogator while boarding a 
  pirate ship, Vaarak’s body is broken, scarred and bloated. 
  Both his legs were amputated and he moves by means of 
  a robust mechanical vehicle with mechanical legs and an 
  inbuilt life-support system. His face is horribly burned and 
  pockmarked, with tubes running from his nostrils and mouth 
  to help him breathe. One arm was also lost and has been 
  replaced with an obvious bionic limb. Vaarak’s clothing is a 
  ribbed black bodyglove that barely holds in his enormous 
  girth and which incorporates cooling and regulating devices 
  to keep him alive.
  Vaarak is an Amalathian who believes that the Imperium, 
  as grim a place as it is, must survive in its current state if 
  the human race is to continue existing. He therefore seeks 
  out sedition and rebellion in the Calixis Sector, trying to 
  maintain the careful balance of its power groups. Given 
  that he cannot operate in the guise of a normal citizen or 
  adept, Vaarak must conduct most investigations through 
  his acolytes, of whom he has several teams. His methods 
  are subtle and moderate compared to some of the cabal’s 
  other Inquisitors, for he would prefer that the Inquisition’s 
  hand was not obvious, and encourages his acolytes to avoid 
  open confl ict and violence as much as possible. Vaarak has 
  a bleak and self-deprecating sense of humour and is an 
  excellent judge of character. Many of the conclave’s next 
  generation of Inquisitors will come from among Vaarak’s 
  Interrogators if he remains in favour. He has joined the 
  Spectarians because the Tyrant Star represents a truly 
  destabilising threat to Imperial society.
  
  321
  ladY olIaNthe rathboNe
  Lady Olianthe claims membership of none of the three 
  great Ordos. She originated among the Calixis Sector’s 
  nobility and still favours magnificent ballgowns and 
  elaborate wigs, which would not look out of place in the 
  ballroom of some governor’s palace. Beneath the finery, 
  her piercing, ice-cold grey eyes betray a keen and ruthless 
  intelligence. Some say she was originally an Interrogator 
  in the employ of Lord Inquisitor Zerbe but there is never 
  any obvious familiarity shown between them. Lady 
  Olianthe is very difficult to know and impossible to 
  befriend, and manages to suggest that everyone around 
  her is her inferior without actually stating it out loud.
  Secretly a deep-seated Radical, Lady Olianthe is an 
  Istvaanian and believes that for the Imperium to become 
  stronger, it must be exposed to war and catastrophe. The 
  Calixis Sector, to her way of thinking, is bloated and 
  irredeemable, and desperately needs a major cataclysm 
  to weed out its weak and corrupt citizens. While she is 
  not averse to combating particularly horrible threats like 
  Chaos cultists or the mutants she personally despises, 
  Lady Olianthe is also constantly on the lookout for ways 
  to manipulate the power structures of the Calixis Sector 
  towards strife. She intends to do this by subtly coaxing the 
  sector’s leading noble houses towards confl ict or rebellion. 
  She is willing to pursue this agenda personally, treating 
  her acolytes as little more than intelligence gatherers who 
  have no idea of her destructive ambitions. The Tyrant Star 
  would be a wonderful tool for her purposes.
  INquIsItor soldeVaN, 
  ordo heretIcus
  A handsome man with skin the colour of ebony and a 
  taste in imposing military dress uniforms that only 
  enhance his air of strength and authority. Soldevan was 
  originally an Interrogator in the employ of Witch Finder 
  Rykehuss but never believed in his master’s extreme 
  methods, and quickly broke with Rykehuss after attaining 
  the Inquisitorial Seal. Soldevan believes that knowledge, 
  not wanton destruction, is the key to protecting humanity 
  from the threats it faces.
  Soldevan’s beliefs run deeper than he would ever 
  admit. He believes that the warp is an immense source 
  of power and that an Inquisitor is a man of sufficient 
  intelligence and willpower to harness it. Soldevan wants 
  to open up a pathway to the warp and seek out the 
  consciousnesses that dwell there hoping to bargain with 
  them for the power he needs to combat the enemies of 
  mankind. Soldevan has got quite close to his goal and has 
  several forbidden tomes in his possession that, with the 
  right sacrifices and rituals, will summon forth powerful 
  Daemons for him to negotiate with. He is always seeking 
  more knowledge or artefacts of the warp, either captured 
  during the cabal’s operations or purchased at extortionate 
  prices from unscrupulous dealers in forbidden relics. 
  Somewhere during this process Soldevan has lost his 
  sanity and replaced it with absolute conviction that the 
  warp holds the secrets of humanity’s survival. He believes 
  that the Tyrant Star represents a vital conduit to secrets 
  of the warp.
  
  322
  INquIsItor VoWNus kaede, 
  ordo heretIcus (XeNos)
  Inquisitor Vownus Kaede is a noted scholar, philosopher and an 
  optimist. He is also a skilled swordsman, irreverent scoundrel 
  and a self-righteous reprobate. Named after the rogue hero 
  of Catuldynus’s epic verse allegory The Once-Pure Hive, Kaede 
  has spent most of his life living up to his namesake’s legacy. 
  Originating somewhere, “East of Sol and West of Macragge”, 
  Kaede signed on with a free captain at a young age and has 
  never looked back. The details of his elevation to Inquisitor 
  status are hazy and change every time he tells the story. The 
  only point that remains consistent is that he was once a member 
  of the Ordo Xenos, before finding his true calling as a Witch 
  Hunter. Regardless of his chequered past, Inquisitor Kaede has 
  been a respected member of the cabal for over a decade.
  Though he is nominally of Puritan leanings, Kaede is a 
  skilled psyker who fanatically believes in the psychic future of 
  the human race and is willing to casually commit almost any 
  atrocity in order to safeguard it. He and the martially inclined 
  acolyte bands he employs spend a great deal of time travelling 
  between Calixis’s subsectors chasing down rumours of 
  hidden witches. Kaede absolutely detests Rykehuss’s methods 
  and takes a great deal of pleasure in spiriting promising 
  young psykers out from under the Witch Finder’s pogroms. 
  Inquisitor Kaede appears exactly the way Imperium citizens 
  picture a Witch Hunter. From his wide-brimmed hat, to his 
  Inferno Pistol, to the ancient short-bladed force sword named 
  “Slight Jest” that he bears at his side, there is no mistaking his 
  appearance and what it implies, which is exactly what Kaede 
  wishes. To Kaede, the Tyrant Star prophecy is a delicious 
  mystery to be unlocked.
  INquIsItor al-subaaI, ordo XeNos
  Recently elevated to Inquisitor status after serving 
  as an Interrogator in the service of Inquisitor Van 
  Vuygens. While Van Vuygens combs the very edge of 
  Imperial space for alien civilisations, Al-Subaai’s role 
  is to search for alien influence in the populated worlds 
  of the sector. Probably the youngest Inquisitor in the 
  cabal, Al-Subaai is deeply pious, and he looks it, usually 
  attending gatherings in a monastic habit worn over 
  sturdy, practical carapace armour.
  Al-Subaai believes that everything in the galaxy is 
  connected and that the various alien species and their 
  depredations are part of a larger web of hostility 
  generated by the galaxy. The galaxy, Al-Subaai believes, 
  is reacting to human occupation like a body reacting 
  to a disease. To him, aliens (as well as all creatures of 
  the warp) are symptoms of the galaxy’s enmity towards 
  mankind. Al-Subaai therefore advocates the destruction 
  of all aliens, especially those who influence humans. He 
  considers his remit to cover not only alien-influenced 
  cults and corruption, but also the trafficking in alien 
  creatures and their technology. Anyone dealing with 
  aliens or their artefacts is an enemy of humanity and 
  nothing gives Al-Subaai greater satisfaction than to hunt 
  them down and subject them to whatever punishment the 
  cabal decrees. To Al-Subaai, the Propheticum Hereticus 
  Tenebrae is the handiwork of alien manipulation.
  
  323
  Other Sector 
  Worlds
  Acreage
  Barsapine
  Cloister
  Dreah
  Drusus Shrine 
    World
  41 Pry
  88Tanstar
  T
  OTHER SECTOR 
  WORLDS
  T
  here are many worlds within the Calixis Sector. 
  From the stretches of the Golgenna Reach to the 
  dim coldness of the Hazeroth Abyss, there are 
  many types of planet inhabited by man. Some, such as the 
  Hives of Fenksworld, are well known to the Imperium, 
  whilst others are all but lost, faded from Administratum 
  maps or isolated by warp storms. All have the potential 
  to harbour miscreants, heretics and other, darker forces. 
  Unlike many folk in the 41st Millennium, acolytes may 
  well find themselves ranging far and wide across the sector 
  in the course of their duties.
  41 PRY
  Pry is a gas giant, with a dingy Imperial station in orbit, 
  designated 41 Pry. The station is a famous supply point 
  and a seat of illegal activity. Ghostfire pollen is available 
  here, at a price, if you know who to talk to. If you don’t, 
  such questions will get you killed rather swiftly.
  88 TANSTAR
  A Navy depot on an outlying colony world (seventy eight 
  million population).
  ACREAGE
  A feudal world with sub-Imperial tech-levels, marked out across 
  its continents in feudal demesnes ruled by despot warlords.
  BARSAPINE
  Small Imperial hive world (population two billion) in the 
  Adrantis Nebula. Primary exports: cogitation cells and pottery.
  CLOISTER
  This inhospitable world is the site of a mendicant order 
  whose fraters occupy a vast bastion. The bastion is said to 
  have been built by the Black Templars, during Angevin’s 
  Crusade. Woe betide any inhabitants if the Templars return 
  to claim their property.
  DREAH
  This agri-world is noted the sector over for its grey skies, soil, 
  plants and waters. Dreahans are notoriously dull, with pallid, 
  greyish fl esh and a sullen look to their faces. Traders are able 
  to make large sums selling exotic dyes to the Dreahans. More 
  unsavoury merchants have found a ripe market for hallucinogenic 
  drugs, as Dreahans are particularly fond of the bright colours 
  such substances make them see. The planetary governor is 
  attempting to crack down on this trade, with little success.
  DRUSUS SHRINE 
  WORLD
  Also known as Sentinel, this planet stands at the rimward 
  limits of the sector and is dedicated as a holy shrine world 
  to Saint Drusus. A barren world, dominated by bleak dust 
  bowls and salt-deserts, it supports, thanks to the Chartist 
  ships, a population of pilgrims who maintain the shrine: a 
  five thousand metre tall structure of ouslite and rockcrete 
  located in the southern hemisphere. The shrine is the only 
  significant artificial structure on the planet. There, high up 
  in the draughty reaches of weathered stone, burns the eternal 
  fl ame of Drusus, ministered to by the fl ocks of pilgrims, 
  most of whom come to Sentinel to die. The standard of 
  living is low on this bleak world and there is no system of 
  government or order apart from the rubrics of the Imperial 
  Creed. Outside the shrine—“beyond the shadow” as local 
  slang has it—life is a fringe existence, to say the least. 
  Endless, waterless deserts of dust and calcification stretch 
  out to the very edges of the planet. Jettison collectors and 
  scavengers may be found in the vast salt-licks, but they are 
  transient. A well-supplied man might last twenty days in the 
  barrens of this harsh world.
  However, Sentinel is a world that draws visitors and 
  explorers. Foremost are the pilgrims, those wishing to abase 
  themselves at the foot of Drusus’s shrine. For many, this is an 
  act of suicide. Voyaging to the shrine world is vastly expensive 
  and passage is hard to procure. Even if you get there, there is 
  no guarantee of a return ticket. The licks beneath the shrine 
  are littered with desiccated bones and mummified remains, 
  sometimes in a thick carpet.
  It is said that in the outer bowls of Sentinel, a man may 
  find visions and answers. This rumour has undoubtedly 
  arisen from the mind-altering effect of the emptiness 
  and the heat. Even so, pilgrims come to the shrine and 
  then head off, on foot, into the bleakness, in search of 
  illumination. Any short ride by land car or fl ier from the 
  shrine will reveal tortured bones lying in heaps at the end 
  of long footprint trails that the wind has never erased. 
  “Walking into silence” is what the shrine priests call this 
  behaviour. Rumours suggest that, at the point of death, the 
  silence speaks back to the true of heart.
  Other rumours make mention of a xenos race living on 
  the shrine world. Certainly there are several species of 
  lustrous bug and beetle that thrive in the desert, drinking 
  dew off their armoured carapaces every dawn. The rumours 
  talk of an ancient, insectoid race called the Whisperers, 
  which lives, shelters and breeds in deep tunnels under 
  the dry earth. Far from being an animalistic species, the 
  Whisperers—if the insane rantings of a few, surviving 
  silence walkers can be trusted—are a complex and ancient 
  culture, tunnelling under the crust of Sentinel and only 
  occasionally crawling to the surface. The Whisperers—so 
  named because of the brushing sounds their giant wing 
  cases make—are said to hold great truths and secrets 
  about the cosmos, which may be learned by the aware 
  and the capable. No relic or evidence of the Whisperers 
  has ever been found.
  
  324
  Dusk
  Klybo
  Fedrid
  Fenksworld
  Landunder
  The Lathes
  Ganf Magna
  Grangold
  Heed
  Lehyde Ten
  Endrite
  DUSK
  The feral world of Dusk is noted for the extreme hostility of its native 
  creatures. “A walk on Dusk” has become a byword for horrible and 
  painful death amongst certain Rogue Traders and Chartist captains.
  ENDRITE
  The degenerate medieval populace of this place worship the 
  ruined hulk of an Imperial battlecruiser. It is not clear when 
  this vessel crashed upon the planet, or what technological 
  level its people were before the disaster.
  FEDRID
  The thick forests of this feral world are so dense and so teeming 
  with dangerous carnivores that access is forbidden without a 
  licence. Fedrid is a favourite of game hunters and those individuals 
  procuring animals for the Imperial arenas.
  FENKSWORLD
  A small, grimy hive world to the coreward of the sector and 
  the location of a substation depot of the Battlefl eet Calixis. It 
  is suggested that many cults and other “secret parties” test their 
  infl uence on the Fenksworld population before moving on to 
  dominant worlds like Scintilla and Malfi. Cults and cult activity 
  certainly fester here. Fenksworld’s most notable feature is its 
  Library of Knowing, one of the sector’s most comprehensive 
  sources of data outside the Prol system. The Library of 
  Knowing’s most significant attribute is that it is run under the 
  ordination of the planetary governor and exists outside general 
  Imperial jurisdiction. The Calixian Conclave has made several 
  (subtle) attempts to close the Fenksworld library down, due 
  to its esoteric contents. The library remains a “family-run” 
  enterprise, overseen by the planetary governor’s family, the 
  mercurial House Vaahkon.
  GANF MAGNA
  Despite many purge efforts, this forested wilderness retains 
  several pockets of Ork infestation, left over from the last 
  invasion. They exist as small, tribal units of monsters in the 
  dense forests. The Imperial settlers, mainly frontier farmers, 
  wage a constant war with them.
  GRANGOLD
  A dead world on which stands—or, more appropriately, survives—a 
  single temple to Saint Drusus, despite the ferocious elemental 
  squall. The temple is staffed by two ancient dreadnoughts of the 
  Iron Hands Chapter. The hazardous environment and volatile staff 
  make this a dangerous shrine to approach, although it is said that 
  “on Grangold, the saint answers all questions”.
  HEED
  A dead world and a battle site of Angevin’s Crusade. Renowned 
  for the noxious firestorms that pepper its surface.
  KLYBO
  An extinct world, where the ruins of a lost colony poke from the 
  shifting sands. Klybo’s harsh environment spurned all efforts to settle 
  it. The sector fl eet maintains a waystation on a moon in close orbit.
  Klybo has become proverbial over the years, indicating a 
  worthless or doomed effort. “It all went like Klybo” or “I tried my 
  best, but I had a day on Klybo” are common sector euphemisms.
  Klybo attracts prospectors and tech-archaeologists. It is rumoured 
  that fabulous STC finds are hidden on Klybo, remnants of the 
  colonial attempts to settle the world. Several myths report “walking 
  monsters”, akin to Ambulon, still striding the wastelands. No form of 
  conclusive data has yet been obtained.
  LANDUNDER
  The limp, untrustworthy planetary crust of Landunder fl oats freely 
  on a deep chemical ocean. The colonies here are built to cling 
  underneath the planetary crust in suspension. There are eight 
  “hanging” undercities, containing almost a billion inhabitants, with 
  trade deriving from ocean-depth mining and chemical treatment 
  (processing plants that exploit the curious mix of oceanic chemicals).
  THE LATHES
  A trio of quasi-worlds at the hem of the Malfian subsector, the 
  Lathes are the foremost forge worlds of the sector, rivalling 
  Scintilla’s Gunmetal City for weapons manufacture. The three 
  planetoids, Het, Hesh and Hadd, enjoy an irregular orbit around 
  their star, intersecting to produce events of hyper-gravity. At such 
  times, industry goes into frantic production, as the commingled 
  gravitational urges of the passing planetoids allow for the specialist 
  smelting of rare metals and alloys. Lathe-world blades are famed 
  throughout the Calixis Sector for their unbreakable character. 
  Gravitational duress also accounts for the dense, armour-piercing 
  quality of Lathe-world ammunition. These so-called “body-
  blowers” are expensive and rare, and often purchased singly. The 
  damage they can do to fl esh is astonishing. Blades produced 
  under gravitic circumstances on the Lathes are considered holy 
  and special. Lord Hax owns a rapier of Lathe origin, presented 
  to him by Magus Luol Rho, emissary of the Lathes at the court 
  of Scintilla. It is rumoured that King Skull’s sword is also an 
  unbreakable tongue of Lathe manufacture.
  The workforce of the Lathes is surprisingly small but all 
  those born and bred on those oddly tangling planetoids are 
  meaty, squat and powerful in their demeanour, and built with 
  heavy bones and mounds of fl esh.
  The Lathes are held in the fealty of the Mechanicus of 
  Mars, and are a secretive, closed environment. Visits require 
  special permits and authority, and the Lathes are protected by 
  a fraternity of warrior priests, who can call upon the power of 
  Titans if the circumstances demand.
  LEHYDE TEN
  A pleasant, potentially arable world, which is generally 
  unpopulated. Angevin’s annexation surveys identified Lehyde 
  Ten as a colonial target, but all attempts to land terra-former 
  mechanisms on the world have resulted in failure. The landscape is 
  324
  
  325
  Luggnum
  Malfi
  The Masqued
  littered with the dug-in, dormant hulks of Imperial land-makers. 
  No one can explain the planet’s resistance to development.
  A small Imperial observatory station survives here, recording 
  data from the Adranti Nebula. The crew turnover is alarming: a 
  year or two on the world will, inexplicably, drive a man insane.
  LUGGNUM
  A harsh and inhospitable mining colony with a small 
  settlement called Lugg City which exports ores.
  MALFI
  This hive world, eight hundred days standard from Scintilla, is 
  the main population and manufacturing focal of the rimward 
  territories of the sector. Malfi is a semitropical, gloomy world of 
  overbuilt hives and habitation ledges. Its population approaches 
  that of Scintilla and it subsists on its engineering and metalwork 
  industries. The population of Malfi has a grudge: they believe 
  that Malfi should be the sector capital world and venomously 
  protest the supremacy of Scintilla.
  Certainly, with its super-continental hives and eradication of 
  natural landscape, Malfi resembles a Solar hiveworld far more 
  than any of the other worlds in the sector, and its claim for capital 
  eminence seems reasonable. However, politics and demographics 
  are fickle mistresses. Scintilla is better placed to provide a centre 
  of effective governance for the sector. Early regimes, following the 
  Lord Angevin’s campaign, made their headquarters on Malfi but the 
  province has spread out since then. Despite its efforts, Malfi remains 
  a border world, colossal in both its consumption and its production. 
  It satisfies itself in commanding the Malfian subsector, ruling the 
  territories rimward and spinward of Scintilla. The subsector governor, 
  Jendrous Kaffiq, answers only to Lord Sector Hax himself. Malfi is 
  a seat of the Administratum and several chief banking houses. Its 
  nominal ruler is the Eminence Glydus Matriarch.
  Malfi is—and this may be the very reason that the sector 
  rulers passed over it—a place of the most infernal intrigue. It 
  is impossible to count the courtly factions vying for power and 
  the ear of the Matriarch. The central palace is a labyrinth of 
  chambers and anterooms, a warren that, so proverbs say, many 
  have entered and subsequently died trying to find a way out 
  again. Guides may be procured to steer a visiting party through 
  the warren of Malfi’s central palace: they cannot be trusted. 
  Every act and motion of Malfian life is about dissemblance and 
  intrigue. Hire the wrong guide and you may be damned to 
  years of squabbling diplomacy and sudden duels. It is said of 
  the Malfian palace that “life has a thousand separate doors” and 
  this is no exaggeration. Entering Malfian society, one enters a 
  world of complexity and deceit. Few emerge alive.
  The Calixian Conclave, which supports a district office 
  on Malfi, regards the world as a particular hotbed of dissent 
  and heresy. Apart from the many political factions and 
  underground groups (many sponsored or run by Malfian 
  noble houses) that support and promote Malfi’s usurpation of 
  the capital world role (it is worth noting that three times in 
  the last two centuries, Malfian dissenters have almost triggered 
  open civil war with Scintilla), the excessively secretive and 
  disingenuous society of the Malfian hives propagates many 
  sects and cults. These groups find it ridiculously simple to 
  conceal themselves within Malfi’s layered, elaborate culture of 
  falsehood and deceit. They also find the hive citizenry to be 
  a fertile source of amenable, pliable recruits. In recent years, 
  the Conclave has become aware of a particularly active sect, 
  whose reach is now spreading beyond Malfi.
  THE MASQUED
  This “cult”, which has strong connections to an alarming 
  number of noble houses, is believed to have grown directly 
  out of Malfi’s culture of intrigue. Its original architects took 
  the concepts of falsehood and subterfuge to their limits and 
  arrived at the cult’s guiding tenet: that nothing is what it 
  seems. By extension, human life and the Imperium is a deceit, 
  and Chaos itself is the truth. The Masqued believe that the 
  “civilised Imperium” wears a mask of refinement and devoted 
  duty, beneath which lies man’s natural affinity with the lurid 
  machinations of the warp. They believe that it is simply a 
  matter of time before the mask falls away and mankind’s true 
  nature as a Chaotic species is revealed.
  The Masqued revel in licentious, debauched behaviour 
  and delight in extremes of falsehood and mendacity. All 
  cult members are anonymous and wear, at their gatherings, 
  grotesque and colourful masks derived from the styles worn at 
  courtly masques and entertainments. The Masqued boasts, in 
  its membership, a shockingly large number of nobles and high-
  born, for whom the cult is a mere extension of their courtly 
  world; intrigue taken to its natural conclusion. It is likely that 
  many of them have no real concept of the dark truth lurking 
  at the centre of their compact. More a deviant secret society 
  than an actual cult, the Masqued have avoided censure for a 
  number of reasons: they have connections and infl uence, they 
  are almost impossible to identify and target; and they offer no 
  palpable threat as yet. The Masqued do not seem to be striving 
  to achieve anything: their activities are more a broad excuse for 
  licentious, orgiastic behaviour. Attempts made by the Calixian 
  Conclave, in the most part abortive or unsuccessful, to infiltrate 
  the order have revealed that the cult seems content to meet and 
  worship, waiting for “the inevitable” to happen. They seem to 
  show no desire or intent to bring about a chaotic revolution, 
  as they regard it as a preordained fact. It is known that Caidin 
  himself regards the Masqued as a “dilettante order”, a grouping 
  of deviants rather than an active threat, and therefore not a 
  priority target. However, given the potential membership of 
  the cult, and the wealth, resource and infl uence that implies, if 
  the order ever did decide to become more proactive, it would 
  be the richest and most insidious cult in the Segmentum. For 
  this reason, several key figures in the Conclave believe that it 
  should be dug out and sanctioned without delay.
  The range of the cult’s activity is alarming: suborders and satellite 
  lodges have been noted on Scintilla, Sepheris Secundus, Iocanthos 
  and many other high population worlds in the sector. Traces of it 
  have been found as far away as Cypra Mundi and Eustis Majoris 
  in the Scarus Sector. It goes wherever the noble houses of the 
  Imperium have infl uence. Some say it has links all the way back 
  to Terra. It is also chilling to refl ect that, in the last three decades 
  alone, four high-level operatives, each of unimpeachable character, 
  sent by the Inquisition to infiltrate the cult, have later turned up as 
  bonded members. It is an alluring, seductive order.
  325
  
  Vaxanide
  Spectoris
  Orbel Quill
  Prol IX
  Seedworld AFG:218
  Settlement 228
  Sleef
  Threnos
  Tranch
  Woe
  Zillman’s Domain
  ORBEL QUILL
  An oddly serene, pastoral world of shepherd fl ocks and herding 
  where, curiously, no one lives beyond the age of forty years 
  standard. Often thought to be a rumour or a joke, the “death 
  threshold” of Orbel Quill is quite real. Visitors and travellers 
  must beware, as often they are far above the age of forty in 
  sidereal terms. Anyone forty or over is stricken with a terminal 
  decline and dies within thirty-six hours, even visitors who 
  have amassed their years during ship-time. Many speculate 
  that the planet is governed by some deep-seated system that 
  combs out what it perceives to be the elderly. Certain facts are 
  evident: no one has managed to identify what it is that kills 
  the over-forties on Orbel Quill. Whatever it is, it certainly does 
  kill them without exception. Also, xenos ruins in the southern 
  hemisphere of the planet have never been properly explored.
  It seems likely that it is no coincidence that Eldar have been 
  regularly sighted in the empty quarters of this planet.
  PROL IX
  This crowded, reddish-brown world is the current seat of 
  the scholastic order known as the Decatalogues of Prol. This 
  ninth planet of the “Scrivener’s Star” is an ancient seat of the 
  Administratum. Each of the nine planets is given over to record 
  keeping, collation, statistical analysis, archiving and the like. 
  Space is running out on Prol IX leading to a vicious schism 
  within the ranks of the Decatalogues. The Centurists wish to 
  move to the forbidden tenth planet within the system, whilst 
  the Pyratics wish to destroy the ancient files stored upon Prol 
  I and raise new temples of information from the ashes of the 
  old. Violent debate and long, impeccably researched discourses 
  are being exchanged between the two factions. These written 
  arguments—some as many as one hundred and six volumes 
  long—are not helping the chronic shortage of space.
  SEEDWORLD AFG:218
  Believed to be an Eldar holding, whatever the truth, the world is 
  evidently a place of geo-genic experimentation on the part of a 
  xenos species. It is interdicted by a cordon of the Battlefl eet Calixis.
  SETTLEMENT 228
  A new colony (established four hundred years ago), seating 
  eighteen thousand families on a dry, harsh settlement world. 
  Though “cram beans” have proved a reasonably successful 
  export crop, there is great unrest within Settlement 228’s 
  plantation farms. The settlement families, all exported from 
  Scintilla, believe they were sold their land rights fraudulently. 
  They claim that the planet is nothing like as viable as they were 
  led to believe from the surveys. There is a strong anti-Imperium 
  groundswell here and a hard-bitten drive towards revolution.
  SLEEF
  This outworld, close to the Scarus Sector border, is unninhabited. 
  However, it is famous for its sulphurous volcanic vents, through 
  which, it is said, the voice of the warp whispers. It is said the 
  skin of reality is thin there and one might hear the vibration of 
  the immaterium, just out of reach.
  SPECTORIS
  A waterworld with a thriving Imperial habitat, constructed 
  on top of a submarine peak. With two million population this 
  is the sector’s largest exporter of fish and fish-meal product. 
  The “Complete Ocean” of Spectoris is the subject of many 
  legends, with some saying that there are sentient xeno forms 
  of vast size inhabiting the unexplored depths of the world. 
  Others claim that the world-ocean itself is sentient.
  THRENOS
  Despised by Chartist vessels and Navigators, a satellite relay 
  surrounds this system, blasting Imperial liturgy into the 
  void of space upon all manner of frequencies. No one has 
  travelled to the interior of Threnos’s thirteen planets for some 
  millennia, though it is rumoured to be lifeless.
  TRANCH
  A minor hive world in the Adrantis Nebula, home to a long-
  lasting and vicious civil war. 
  VAXANIDE
  Situated at the edge of sector territory, Vaxanide is a poorly 
  supplied, desperate world, struggling to enter the “inner circle” 
  of sector planets. It has decent mineral output and considerable 
  exports of meat and fish, but it fights to survive. Its three 
  billion population answers to Lord Vaxanide, scion of House 
  Vaxanide, which has holdings on Scintilla, Malfi and Regulus. 
  The economic degeneracy of Vaxanide results in it being a 
  generally lawless, dangerous frontier world, especially beyond 
  the precincts of the central hive, Vaxanhive. The planet is 
  especially famed for its porcelain, glass and fish products. It 
  is also the site of a shrine to Saint Drusus, where miracles are 
  said to occur. Base rumours say that a hidden city exists in the 
  canyons of the dense equatorial jungles. The city is said to be a 
  mirror of the Lucid Palace, populated by phantoms of the actual 
  Lucid Palace’s denizens. All expeditions into the jungle areas 
  have ended in failure, with few members returning alive. Those 
  who survive are usually insane, raving of “grey death” stalking 
  them, or simply ending their lives in a variety of messy ways.
  WOE
  A death world. Extremely hazardous.
  ZILLMAN’S DOMAIN
  A low tech level feudal world with a heavy Imperial tithe burden. 
  Existence here is agricultural and frugal. The king owns a lasgun, 
  which makes him king. The Domain is famous for its brutality 
  and medieval mindset and accidental visitors are often burned at 
  the stake as witches for possessing such items as vox-links.
  The Domain was “visited” by the Spectral Sun eight years ago.
  326
  
  327
  traIts
  •
  traIt 
  descrIPtIoNs
  •
  mutatIoNs
  •
  dramatIs 
  PersoNae
  •
  the bestIal 
  & the alIeN
  •
  aNImals 
  & VermIN
  •
  from 
  beYoNd
  •
  daemoNhosts
  
  328
  A
      Chapter II: 
  Aliens & 
  Witches
  Traits
  Chapter XII: 
  Aliens, 
  Heretics & 
  Antagonists
  “It is our destiny to rule the universe just as it is the destiny of 
  the xeno to pave our way.”
  — Lucretius VII, Inquisitor.
  A
  rrayed against the Acolytes is a galaxy of adversaries, ranging 
  from mortal foes to the most hideous horrors imaginable, 
  each struggling to claw their way out from the warp and 
  visit pain and incalculable suffering on those they encounter. Whilst 
  Dark Heresy is a game of investigation, suspense and fearsome 
  environments, it is also a game set in a universe overwhelmed with 
  confl ict and war. Thus, it stands to reason that over the course of a 
  character’s career, he will undoubtedly face a veritable army of foes.
  TRAITS
  S
  kills and Talents represent ability and knowledge gained over the 
  course of a character’s life. Traits, then, 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 I: Character Creation, 
  Player Characters acquire certain Traits as a result of their birth world, 
  their destiny as revealed to them by their Imperial Divination, and later 
  as they acquire madness, corruption and potentially mutations. Other 
  characters in the universe of Dark Heresy have Traits too, features 
  inherited from their particular type of species or their environment.
  Table 12–1: Traits
  Trait 
  Description
  Amorphous 
  Creature is a blob and slow.
  Armour Plating 
  Increase Armour Points by 2.
  Auto-stabilised 
  Always counts as braced.
  Bestial 
  No need to make Survival Tests in natural habitat, Test Willpower to avoid flight.
  Blind 
  Cannot see.
  Brutal Charge 
  +3 Damage on a Charge.
  Burrower 
  Moves by digging.
  Crawler 
  Calculate movement by half Agility Bonus. No penalties for moving over Difficult Terrain.
  Daemonic 
  Double Toughness Bonus against normal weapons. Immune to disease and poison.
  Dark Sight 
  Can see in darkness.
  Incorporeal 
  Insubstantial and weightless. Cannot be affected by mundane weaponry.
  Fear 
  Forces others to make Fear Tests to avoid Shock and Madness.
  Flyer 
  Can fly and enter any altitude.
  From Beyond 
  Immune to Fear, Pinning, Insanity Points and mind-affecting powers.
  Hoverer 
  Can fly and enter the hover altitude.
  Machine 
  Gains immunities and resistances.
  Multiple Arms 
  Gains extra attack with Multiple Attack Action, +10 Toughness, +10 to Strength Tests 
   
  involving movement.
  Natural Armour 
  Gains one or more Armour Points to all locations.
  Natural Weapons 
  Unarmed attacks deal 1d10+SB Damage.
  Phase 
  Can switch between incorporeal and corporeal as a Half Action.
  Possession 
  Can take control of another creature.
  Quadruped 
  Movement equals twice the creature’s Agility Bonus.
  Regeneration 
  Can Test Toughness to remove 1 Damage.
  Size 
  Determines creature size and benefits.
  Sonar Sense 
  Perceives surroundings flawlessly within 30 metres.
  Soul-bound 
  Bound to a particular group or creatures in exchange for certain benefits.
  Stampede 
  Failed Willpower Test causes creature to flee, trampling anything in its path.
  Strange Physiology 
  Death when Damage equals Wounds.
  Stuff of Nightmares 
  Immune to all but Psychic Powers, force weapons and holy attacks.
  Sturdy 
  +20 bonus to resist Grapple and Takedown.
  Toxic 
  Gains poisonous attack.
  Unnatural Characteristic 
  Increases one Characteristic Bonus.
  Unnatural Senses 
  Perceives surroundings by uncanny means.
  Unnatural Speed 
  Double Agility Bonus for purpose of determining movement.
  Warp Instability 
  Creature must deal Damage if it is damaged or be cast back into the warp.
  Warp Weapons 
  Creature’s attacks ignore Armour.
  S
  
  329
  Trait 
  Descriptions
  TRAIT 
  DESCRIPTIONS
  amorPhous
  An amorphous creature 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 half their Agility Bonus. Amorphous creatures are often 
  missing senses and so rely on the Unnatural Senses trait to 
  perceive their surroundings.
  armour PlatINg
  The creature is encased in armour plating, increasing its Armour 
  Points by 2 to all locations.
  auto-stabIlIsed
  The creature always counts as braced when firing heavy weapons 
  and may fire on semi- or full-automatic as a Half Action.
  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 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 take a 
  –30 penalty to Weapon Skill Tests and most other Tests that 
  ordinarily involve or are benefited by vision.
  brutal charge
  A creature with this Trait deals an extra 3 points of Damage 
  when it charges in the same Round.
  burroWer
  A creature with this Trait can move through solid objects by 
  burrowing through them. This Trait always includes a number 
  to indicate speed. Such creatures can burrow through soil, 
  rock, sand and so on, and 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 move for a creature with this Trait is half its Agility Bonus, 
  but it does not take penalties for moving over Difficult Terrain.
  daemoNIc
  Daemonic creatures are creatures of the warp, but can manifest in 
  realspace either through sheer strength of will, hunger or occult 
  rituals. Creatures with this Trait double their Toughness Bonus 
  against all Damage, except for 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.
  dark sIght
  A creature with this Trait sees normally even in areas of total 
  darkness and never takes a penalty for fighting in areas of dim 
  or no lighting.
  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 Concealment Tests 
  when hiding inside something. If it so wishes, it may become 
  completely silent, automatically passing any Silent Move Tests 
  that it is required to make.
  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 Geller field of a spaceship. Creatures with this Trait 
  cannot pass through such a field.
  fear (VarIable)
  A creature with this Trait has an unnerving appearance. Its Fear 
  Rating  (1–4) refl ects just how awful the creature is to behold. The 
  higher the Fear Rating the harder it is for others to resist going 
  insane from the encounter, as shown on the following chart.
   Fear Rating 
  Description 
  Penalty
   
  1 
  Disturbing 
  0
   
  2 
  Frightening 
  -10
   
  3 
  Horrifying 
  -20
   
  4 
  Terrifying 
  -30 
  When a character encounters a creature with this Trait, he must make 
  a Willpower Test, modified 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: The Shock Table on page 233, adding 
  
  330
  +10 to the roll for every degree of failure by which the Willpower 
  Test failed. The results of this roll have variable effects, but generally 
  leave the character a gibbering mess. For more details on the effects 
  of Fear and Insanity, see Chapter VIII: The Game Master.
  flYer
  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. 
  This Trait always includes a number to indicate at what speeds it 
  moves when it fl ies. For more details on fl ying, see Chapter VII: 
  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 mind.
  hoVerer
  Creatures with this Trait have a limited capability for fl ight, fl ying 
  no higher than two metres. As with the Flyer trait, this Trait always 
  includes a number to indicate speed. For more details on fl ying, see 
  Chapter VII: Playing the Game.
  machINe
  A creature with the Machine trait is fashioned from inorganic 
  materials and is generally more rigorous than fl eshy folks. Machines 
  do not breathe, are immune to the effects of a vacuum, extremes of 
  cold and any mind-infl uencing psychic effect. Their Armour Points 
  apply towards fire Damage. Machines are also resilient to injury, 
  having 1 to 5 Armour Points for each location. This number is 
  indicated next to the Trait.
  multIPle arms
  This creature has more than one pair of arms. It increases its Toughness 
  Characteristic by +10 and gains a +10 bonus on Strength Tests 
  involving movement such as Climb and Swim. Finally, the creature 
  may use the Multiple Attack Action to gain two attacks on its Turn.
  Natural armour
  This creature has a naturally tough hide or an exoskeleton, 
  affording it some protection against attacks. This Trait always 
  includes a numeric value to indicate how many Armour Points the 
  creature gains to all locations.
  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, 
  you hack off its limbs! Natural weapons always count as Primitive.
  threat ratINg
  All the creatures and Dramatis Personae in Dark Heresy 
  have a threat rating in their description based on the 
  classifications used by the Ordos Calixis. The threat rating 
  is divided into two; the first part of which designates 
  the nature of the threat posed, and the second being the 
  degree of threat posed to the Imperium.
  Threat Designation
  Hereticus: The threat comes from within humanity, 
  such as heretical thought, criminality, rebellion, rogue 
  mutants, witches and the like. 
  Xenos: The threat comes from a species other than 
  mankind; be it the alien itself or a product of the alien’s 
  blasphemous nature, infl uence or technology.
  Malleus: The threat comes from the warp, and is either a 
  being born of that infernal realm or is infused by its power. 
  Obscuro: The nature of the threat is either unknown, 
  resists analysis or it falls outside the normal categories 
  of danger. This threat classification is also in rare 
  circumstances applied to forbidden dangers of mankind’s 
  own forgotten antiquity.
  Grade of Threat
  Minima: In small numbers the threat is minimal and 
  only likely to affect isolated or weak individuals. Still 
  potentially dangerous to the unprepared or inexperienced 
  Imperial servant.
  Minoris: In numbers the threat can pose a severe threat 
  to those who confront it. However, unless encountered in 
  large numbers or allied to greater forces, it is unlikely to 
  pose a threat to the Imperium’s control over a particular 
  world or the local dominion of the God Emperor.
  Majoris: Constitutes a considerable physical or moral 
  threat to a civilian population, hazardous to Imperial 
  agents and in large numbers the threat would require 
  specialised or mass forces to neutralise. Containment 
  of such threats, especially the prevention of widespread 
  knowledge or contact with them by the civilian 
  population, is considered crucial.
  Extremis: The threat poses a lethal threat to those who 
  encounter it and is by its very nature or power enough 
  to require the most powerful of responses. Such threats 
  endanger the safety of whole worlds if left unchecked, 
  and, if not locally confined, can have wider implications 
  for the dominion of the God Emperor.
  Terminus: The level of threat posed is such that almost 
  any deployment of forces to combat it is likely to result 
  in serious loss. Such a threat can only be eliminated with 
  extreme prejudice, and if widespread, entrenched or 
  accelerating in severity, then the consideration must be 
  given to the use of the most exceptional measures.
  
  331
  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 
  fields designed to fl ux space or manipulate the warp such as a Geller 
  field or a void shield.
  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 “ware” 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 five degrees of success over the other—this is 
  cumulative over several Rounds. If the entity wins, it successfully 
  possesses its victim. If its 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.
  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 his Strength and Toughness 
  Characteristics by 10 and gains 1d10 Wounds. The victim uses 
  the possessing entity’s Intelligence, Perception, Willpower and 
  Fellowship, and uses the entity’s Psy Rating and Psychic 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 a Daemon, the victim has a good chance of 
  becoming immediately mutated and likely to become further 
  mutated the longer the possession continues.
  Surviving Possession
  Should the victim survive and the entity is cast out by 
  exorcism or some other means, then the ordeal reduces the 
  character’s Toughness and Willpower Characteristics by 2d10 
  permanently. In addition, the victim gains 1d10 Insanity 
  Points.
  quadruPed
  Quadrupeds are much quicker over a distance than their bipedal 
  counterparts. To calculate their movement, double their Agility 
  Bonus. This Trait is intended to cover creatures with hind legs and 
  forepaws. Creatures with more than four legs may gain this Trait but 
  they increase the Agility Bonus by 1 multiplier for every extra set of 
  legs (six legs equals AB×3, eight legs AB×4 and so on).
  
  332
  regeNeratIoN
  Creatures with this Trait heal very quickly. Each Round, at 
  the start of its Turn, the creature Tests Toughness to remove 1 
  point of Damage. It loses this Trait when slain.
  sIZe
  Trait Groups: Minuscule, Puny, Scrawny, 
  Hulking, Enormous, Massive
  Creatures come in one of seven different size categories, 
  as shown on the following chart. Size affects movement 
  and how easy or hard it is to strike that creature in 
  combat. (When calculating movement, apply the size 
  modifier first, and then other modifiers from other Traits 
  or Talents.) For the purposes of comparison, a human is 
  an average-sized creature.
  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 range, and that succeed on a Difficult (–10) Awareness 
  Test, may detect the curious keening.
  soul-bouNd
  The soul of this creature is bound to a higher purpose or 
  being, in return for a measure of protection. When this Trait 
  is first 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 d10 when forced to roll 
  on Table 6-3: Perils of the Warp on page 163, discarding 
  whichever one he chooses to get a more favourable result.
  Upon becoming soul-bound, a character must choose 
  one of the following effects: 1d10 Insanity Points, the 
  permanent loss of sight, the permanent loss of 1d10 from 
  one Characteristic or a random mutation (only if soul-bound 
  to the Ruinous Powers).
  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 is escaped or 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.
  straNge PhYsIologY
  A creature with this Trait has an unusual, alien, or 
  altogether bizarre anatomy. All hits count as Body hits 
  and death results when Damage equals or exceeds the 
  creature’s Wounds.
  the stuff of NIghtmares
  Some warp entities are so terribly powerful that their 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, Blood Loss, Stunning and any Critical 
  result other than one that would destroy them outright, unless 
  caused by a Psychic Power, force weapon or holy attack.
  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.
  toXIc
  A creature with this Trait is poisonous. The toxins 
  might be delivered through the creature’s attacks, in 
  which case a target hit by its natural weapons must 
  make a Toughness Test. The toxins might instead be 
  delivered by contact with the creature’s skin or by 
  inhaling its stench, in which case a Toughness Test 
  must be made upon coming into contact or proximity. 
  A failed Toughness Test indicates that the victim has 
  been poisoned. A typical poison deals 1d10 points of 
  Damage, ignoring Armour Points. Variations, if present, 
  are included in the creature’s description.
  uNNatural characterIstIc
  One or more of the creature’s Characteristics is unnatural. 
  Each time this Trait is gained, select a Characteristic and 
  double its bonus. For example, a creature with a Strength of 41 
  normally has a 4 Strength Bonus. With this Trait, its Strength Bonus 
  increases to 8.
  The Trait may be gained multiple times. Each time, you may 
  select a new Characteristic or one chosen previously. Each time 
  Table 12–2: Creature Size Modifiers
  Size  
  Modifier Concealment Base Movement
  Minuscule 
  –30 
  +30 
  AB–3
  Puny  
  –20 
  +20 
  AB–2
  Scrawny 
  –10 
  +10 
  AB–1
  Average 
  0 
  0 
  AB
  Hulking 
  +10 
  –10 
  AB+1
  Enormous 
  +20 
  –20 
  AB+2
  Massive 
  +30 
  –30 
  AB+3
  
  333
  you apply this Trait to the same Characteristic, the Bonus multiplier 
  increases by 1. For example, one selection multiplies the Characteristic 
  Bonus by ×2, two selections by ×3, and three selections ×4. Note that this 
  Trait does not modify the creature’s movement.
  Applying this Trait to Agility does not increase a creature’s 
  movement. Movement is based on a creature’s unmodified 
  Agility Bonus.
  During Opposed Characteristic Tests, on a success the bonus 
  multiplier is added to the degree of success. For example, Gybalt 
  (S32) is trying to break free of the grip of a Daemon (S35, Unnatural 
  Strength (×2)). This is an Opposed Strength Test with Gybalt rolling 
  12 (2 degrees of success) versus the Daemon’s roll of 
  15 (2 degrees of success plus 2 from the Unnatural 
  Strength, a total of 4 degrees of success). Gybalt 
  fails to shake off the Daemon.
  uNNatural seNses
  The creature can perceive its surroundings 
  using senses other than sight or hearing, 
  using special organs, fine hairs or some 
  other disturbing quality to make itself aware 
  of what’s around it. This Trait always includes 
  a range, usually 15 metres.
  uNNatural sPeed
  The 
  creature 
  moves 
  with 
  incredible speed. For the 
  purposes 
  of 
  determining 
  movement, 
  the 
  creature 
  doubles its Agility Bonus 
  (after modifying AB from 
  other Traits and factors, 
  specifically size).
  WarP INstabIlItY
  Most warp entities have a tenuous hold on our reality, often 
  maintained only by horror and bloodshed, and may be 
  disrupted if sufficient 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 1 Damage for failure, plus 1 Damage for each degree of 
  failure. If this would deal Damage equal to or in excess of the 
  creature’s Wounds, it is cast back into the warp.
  WarP WeaPoN
  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 carries the holy quality. Force fields still work 
  against these attacks normally.
  
  334
  Gaining Mutations
  O
  Mutations
  MUTATIONS
  O
  ne of the most pervasive signs of corruption in the 
  Imperium is the manifestation of mutations. These 
  subtle, or not-so-subtle, changes in the fl esh can 
  result from exposure to toxic pollutants, alien biospheres, 
  genetic engineering, radiation and other hazards, while others 
  might result from exposure to the warp, Daemonic possession 
  and other perils of the universe. The level of tolerance for 
  mutants varies planet to planet. Subtle or cosmetic changes 
  are accepted, and such beings are regarded as abhumans or 
  subs, who in some worlds form an oppressed and exploited 
  underclass. Truly horrific mutants are purged on sight 
  wherever they are found.
  GAINING MUTATIONS
  Characters, creatures and so on, acquire mutations in a variety 
  of ways, but the most common cause is through physical 
  corruption. Warped environments, chemicals, illegal drugs and 
  so on, can all result in mutation and there are few safeguards 
  to prevent a mutation once it takes root. Mutations function 
  as Traits, meaning that characters cannot purchase them with 
  Experience Points.
  mutatIoN
  Whenever a mutation occurs, roll either for a Minor Mutation 
  on Table 12-3: Minor Mutations, or Major Mutations on 
  Table 12-4: Major Mutations to discover what type of 
  mutation is gained. Always re-roll duplicate results.
  Table 12-3: Minor Mutations
  Roll D100 Effect
   01–20 
  Grotesque: The mutant is either badly deformed, scarred or bestial, marking it as accursed and impure, Fellowship 
   
   
  Tests with ‘normals’ are made at –20, but the mutant has a +10 bonus to Intimidate Tests.
   21–30 
  Tough Hide: The mutant has 1 AP worth of Natural Armour thanks to dense skin and scar tissue.
   31–40 
  Misshapen: The mutant’s spine and/or limbs are horribly twisted, giving it a penalty of –1d10 to its Agility. 
   41–50 
  Feels No Pain: The mutant cares little for injury or harm and gains +1 Wound.
   51–60 
  Brute: The mutant is physically powerful with deformed masses of muscle. Apply +10 Strength, +10 Toughness and 
   
   
  –10 Agility.
   61–70 
  Nightsider: The mutant gains the Dark Sight trait, but suffers a –10 penalty to all Actions in bright light or daylight 
   
   
  conditions unless its eyes are shielded.
   71–80 
  Big Eyes: The mutant’s eyes are virtually lidless and watery. Apply +10 Perception and –10 Fellowship. 
   81–85 
  Malformed hands: Apply –10 to WS and BS and the mutant suffers a –20 penalty to all tasks involving fine 
   
   
  physical manipulation.
   86–89 
  Tox Blood: The mutant’s system is saturated with toxic pollutants and poisonous chemicals. As a result it has a 
   
   
  +10 resistance to toxins and poisons, however it suffers a –1d10 penalty to its Intelligence and Fellowship.
   90–99 
  Wyrdling: The mutant has Minor Psychic Powers that it has so far been able to conceal. The mutant has a Psy 
   
   
  Rating of 1. (See Chapter VI: Psychic Powers).
   
  100 
  Roll on Table 12-4: Major Mutations.
  
  335
  Table 12-4: Major Mutations
   Roll D100 Effect
   
  01–25 
  Vile Deformity: The mutant is marked by some terrible deformity that shows the touch of the warp and should not exist in a rational 
   
   
  universe. There is no end to the dire forms this might take such as writhing tentacles in place of arms, skinless glistening flesh, re-arranged 
   
   
  facial features or thousands of restless eyes studding the body, to name but a few. The mutant gains the Disturbing trait.
   
  26–35 
  Aberration: The mutant has become a weird hybrid of man and animal (or reptile, insect, etc.) Apply +10 Strength, +10 Agility, –1d10 
   
   
  Intelligence, -10 Fellowship and the Sprint talent.
   
  36–40 
  Degenerate Mind: The mutant’s mind is warped and inhuman. Apply –1d10 Intelligence, +10 Fellowship, roll 1d10 and apply the 
   
   
  following Talents or Trait: 1–3: Frenzy, 4–7: Fearless, 8–0: From Beyond.
   
  41–50 
  Ravaged Body: The mutant’s body has been entirely re-made by the warp. Roll 1d5 times on Table 12-3: Minor Mutations, re-rolling 
   
   
  duplicate rolls. Such mutations, regardless of their nature, still show the obvious taint of Chaos.
   
  51–60 
  Clawed/Fanged: The mutant gains razor claws, a fanged maw, barbed flesh or some other form of Natural Weapon that inflicts 1d10 
   
   
  R or I Primitive damage in close combat.
   61–65 
  Necrophage: The mutant gains +10 Toughness and the Regeneration trait, but must sustain itself on copious quantities 
   
   
  of raw meat or starve.
   
  66–70 
  Corrupted Flesh: Beneath the mutants’ skin a blasphemous transformation has taken place, exchanging living organs for 
   
   
  writhing creatures and blood for ichorous, maggot-ridden filth. If the mutant suffers Critical Damage, those witnessing it must 
   
   
  take a Fear Test at –10.
   
  71–75 
  Vile Alacrity: The mutant is constantly juddering and shaking unnaturally and can move almost faster than sight. It gains the 
   
   
  Unnatural Agility (x2) trait and the Sprint talent, with a penalty of –10 to Weapon Skill and Ballistic Skill.
   
  76–80 
  Hideous Strength: The mutant gains the Unnatural Strength (x2) trait.
   
  81–85 
  Multiple Appendages: The mutant has sprouted additional functioning limbs in the shape of arms, tentacles or a prehensile tail (or tails).  
   
   
  Gain the Ambidextrous and Two-Weapon Wielder talents and +10 bonus on Climb Tests and Grapple attacks. 
   
  86–90 
  Worm: The mutant’s lower limbs have fused together to form a worm or snake-like tail. They gain the Crawler trait, +5 Wounds and 
   
   
  the Disturbing trait.
   
  91–92 
  Nightmarish: So warped and horrific is the mutant’s appearance, it can cause enemies to flee in fear. It gains the Frightening trait.
   
  93–94 
  Malleable: The mutant possesses a sickeningly liquid flexibility and is able to distend and flatten its body. Apply +10 Agility and +20 
   
   
  to Climb Tests, and Grappling attacks. They may also fit through spaces only one-quarter its usual body dimensions.
   
  95–96 
  Winged: The mutant’s body has warped to accommodate a pair of leathery wings or the like. They gain the Flyer trait (1d10+5).
   
  97–98 
  Corpulent: The mutant’s huge and bloated frame gives them +5 Wounds and the Unnatural Toughness (x2) trait. This mutation  
   
   
  means that the mutant may not run.
   
  99 
  Corrosive Bile: The mutant may vomit burning bile, flesh-eating grubs or some other horrific substance instead of attacking normally in 
   
   
  close combat. The attack uses the mutant’s BS, is a Full Action and can be Dodged but not Parried. This attack inflicts 1d10+5 R 
   
   
  (or E) Tearing Damage.
   
  00 
  Hellspawn: Saturated with the energies of the warp, the mutant is imbued with Daemonic energies and gains the From Beyond, 
   
   
  Frightening and Daemonic traits and a Psy Rating of 2.
  
  336
  Dramatis 
  Persona
  M
  DRAMATIS 
  PERSONAE
  M
  ost adversaries that Acolytes face are of the mundane 
  sorts, being hardened thugs, twisted mutants, soldiers 
  and political rivals. The following entries describe some 
  common foes that the Player Characters are likely to encounter as they 
  tear back the grim facade and stare deep into the abyss of corruption. 
  Do note that weapons, armour and gear are typical for these characters, 
  but are not necessarily consistent for all such characters. Modify an 
  entry’s gear to suit your needs. Also note that in the instance of melee 
  weapon Damage, SB has already been factored in.
  arbItrator
  The Adeptus Arbites are the iron fist of Imperial law. 
  Arbitrators are the militant arm of the Imperial judiciary 
  and the first line of defence against heresy and rebellion, 
  empowered in extremis to take control of a world should its 
  ruling bodies fall from grace.
  Movement: 3/6/9/18 
  Wounds: 15
  Skills: Acrobatics (A), Awareness (Per), Common Lore (Underworld) 
  (Int), Interrogation (WP) +10, Scholastic Lore (Judgement) (Int) 
  +10, Scrutiny (Per), Speak Language (Low Gothic) (Int).
  Talents: Basic Weapon Training (Bolt, SP), Disarm, Melee 
  Weapon Training (Shock), Pistol Training (Bolt, SP), 
  Takedown.
  Armour: Storm Trooper carapace (Head 6, Arms 6, Body 6, 
  Legs 6).
  Weapons: Combat shotgun (30m; S/3/–; 1d10+4 I; Pen 
  0; Clip 18; Reload Full; Scatter), hand cannon (35m; S/–/–; 
  1d10+4 I; Pen 2; Clip 5; Reload 2 Full), shock maul (1d10+3 
  I; Shocking).
  Gear: Micro-bead, photo visor, respirator, 2 combat shotgun 
  magazines, combat shotgun magazine of man-stopper shells, 
  1d10+5 Throne Gelt.
  Threat Rating: Hereticus Minoris.
  astroPath
  Without the astropaths of the Adeptus Astra Telepathica there 
  would be no Imperium. Every message transmitted between the 
  stars must be passed telepathically between thousands of psykers 
  known as astropaths. Without this living web of communication, 
  mankind’s galactic civilisation would be impossible.
  Movement: 2/4/6/12 
  Wounds: 8
  Skills: Common Lore (Imperium) (Int), Forbidden Lore (Warp) 
  (Int) +10, Psyniscience (Per) +20, Speak Language (High 
  Gothic, Low Gothic) +10 (Int), Secret Tongue (Acolyte) (Int).
  Talents: Meditation, Melee Weapon Training (Primitive), 
  Minor Psychic Power, Power Well, Psy Rating 1, Psy Rating 
  2, Psy Rating 3.
  Psychic Powers (Telepathy): Enhance Phenomena, 
  Precognitition, Projection, Resist Possession, Sense Presence, 
  Telepathy.
  Traits: Blind, Soul-bound.
  Weapons: Staff (1d10+2 I; Balanced, Primitive).
  Gear: Hooded robes.
  Threat Rating: Hereticus Minoris.
  bouNtY huNter
  The kind of killer skilled enough to hunt down warranted criminals 
  and renegades within an underhive, or even between worlds, is a 
  dangerous individual. Bounty hunters are lethal beyond any mere 
  ganger or scum—often even more so than their quarry.
  Movement: 4/8/12/24 
  Wounds: 15
  Skills: Awareness (Per) +10, Common Lore (Imperium) (Int), 
  Concealment (Ag), Dodge (Ag), Drive (Ground Vehicle) (Ag), 
  Inquiry (Fel), Interrogation (WP), Intimidate (S) +10, Medicae 
  (Int), Security (Ag), Shadowing (Ag), Silent Move (Ag), Speak 
   Arbitrator Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   38 38 38 38 35 35 34 33 30 
   Astropath Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   10 15 20 20 20 40 35 30 25 
  Bounty Hunter Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   43 43 35 35 45 30 33 35 25 
  Arbitrator
  
  337
  Language (Low Gothic) (Int), Tracking (Int).
  Talents: Basic Weapon Training (Las, SP), Disarm, Heavy 
  Weapon Training (Launcher, SP), Hip Shooting, Melee 
  Weapon Training (Chain, Primitive, Shock), Nerves of Steel, 
  Pistol Training (Bolt, Las, SP), Rapid Reaction.
  Armour: Enforcer light carapace (Head 5, Arms 5, Body 5, Legs 5).
  Weapons: Chainsword (1d10+5 R; Pen 2; Balanced, 
  Tearing), hand cannon (35m; S/–/–; 1d10+4 I; Pen 2; Clip 
  5; Reload 2 Full), shock maul (1d10+3 I; Shocking).
  Gear: Slick clothing, 3 hand cannon clips, photo-visor, 
  respirator, manacles, 1d10 Throne Gelt.
  Threat Rating: Hereticus Minoris.
  cult faNatIc
  The terrible revelations that involvement in a proscribed cult can bring 
  can break the sanity of the strongest. Such “touched” individuals still 
  remain useful to the cult as guards, lackeys and handy sacrifices.
  Movement: 3/6/9/18 
  Wounds: 10
  Insanity Points: 8
  Skills: Awareness (Per), Common Lore (Imperium) (Int), 
  Deceive (Fel), Forbidden Lore (any one) (Int), Speak Language 
  (Low Gothic) (Int), Trade (any one).
  Talents: Fearless, Frenzy, Melee Weapon Training (Primitive), 
  Pistol Training (SP), Unshakeable Faith.
  Weapons: Sacrificial blade (3m; 1d5+3 R; Primitive), hand 
  cannon (35m; S/–/–; 1d10+4 I; Pen 2; Clip 5; Reload 2 Full).
  Gear: Ritual robes, 2 hand cannon clips, false ID.
  Threat Rating: Hereticus Minoris.
  cult INItIate 
  Like cancer cells in the body of the Imperium, hidden 
  conspiracies, blasphemous religions and forbidden creeds 
  fester and ferment in the shadows, and there is no shortage 
  of hapless souls ready to join their ranks.
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Common Lore (Imperium) (Int), 
  Deceive (Fel), Forbidden Lore (any one) (Int), Speak Language 
  (Low Gothic) (Int), Trade (any one).
  Talents: Melee Weapon Training (Primitive), Pistol Training 
  (SP), Unshakeable Faith.
  Weapons: Sacrificial blade (3m; 1d5+3 R; Primitive), stub 
  automatic (30m; S/3/–; 1d10+3 I; Pen 0; Clip 9; Reload Full).
  Gear: Ritual robes, stub auto clip, false ID.
  Threat Rating: Hereticus Minima.
  cult magus 
  The higher echelons of many cults venerating the Ruinous 
  Powers are peopled with men and woman who have sold 
  their souls in return for occult power.
  Movement: 3/6/9/18 
  Wounds: 15
  Skills: Awareness (Per), Ciphers (Occult) (Int), Common Lore 
  (Imperium) (Int), Deceive (Fel) +10, Forbidden Lore (any one) 
  (Int) +10, Secret Tongue (any one) (Int), Speak Language 
  (Low Gothic) (Int), Trade (any one).
  Talents: Melee Weapon Training (Primitive), Pistol Training 
  (SP), Resistance (Psychic Powers), Strong Minded, Unshakeable 
  Faith, Psy Rating 2.
  Psychic Powers: A Cult Magus has a number of Minor 
  Psychic Powers equal to one-and-a-half his WP Bonus.
  Armour: Mesh vest (Body 4).
  Weapons: Sacrificial blade (3m; 1d5+3 R; Primitive), stub 
  automatic (30m; S/3/–; 1d10+3 I; Pen 0; Clip 9; Reload Full).
  Gear: Ritual robes, stub auto clip, false ID.
  Threat Rating: Hereticus Majoris.
  Cult Initiate Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   25 25 30 30 30 30 33 35 28 
  Cult Magus Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   25 25 30 30 30 41 33 40 39 
  Cult Fanatic Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   25 25 30 40 30 27 33 45 23 
  Sorcery!
  Though not a true psyker, a witch can wield the power of the warp 
  through incantation and sorcery. To refl ect the eldritch and esoteric 
  methods they employ, all their Psychic Powers need a Full Action 
  to use (regardless of the actual focus time) and their Psychic Powers 
  have a Psychic Threshold of +2. A Cult Magus must be able to 
  speak and gesture freely in order to use Psychic Powers. Also, the 
  practice of the dark arts is far from safe, even compared to the use 
  of a psyker’s abilities, and they must add +20 to the results of any 
  Psychic Phenomena and Perils of the Warp rolls that they incur.
  Bounty Hunter
  
  338
  dreg
  The lowest of the low, dregs, sometimes known as scavvies 
  or wasters, are addicts, degenerates, outcasts, madmen 
  and worse. Utterly desperate, and often ruined in body 
  and mind, some of them can be far more dangerous than 
  any sane man, and willing to do anything for very little 
  payment at all…
  Movement: 3/6/9/18 
  Wounds: 10
  Insanity Points: 15 or more.
  Skills: Awareness (Per), Carouse (T), Common Lore 
  (Underworld) (Int), Concealment (Ag), Deceive (Fel), 
  Intimidate (S), Speak Language (Low Gothic) (Int).
  Talents: Basic Weapon Training (SP), Melee Weapon 
  Training (Primitive), Pistol Training (Las, SP).
  Weapons: Improvised (1d10 I; Primitive, Unbalanced).
  Gear: Rags, 2 doses of obscura.
  Threat Rating: Hereticus Minima.
  cItIZeN
  The Imperium contains countless billions of men and 
  women, from the hab-workers trudging to and from the 
  manufactora day after day, to the ratings that bloody 
  their feet treading the wheels of magazine hoists on the 
  Emperor’s warships, to the ore miners whose short lives 
  feed the Imperium’s iron heat.
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Common Lore (Imperium) (Int), 
  Speak Language (Low Gothic) (Int), Trade (any one).
  Talents: None.
  Weapons: Unarmed.
  Gear: Drab citizens’ garb, 1d5–1 Throne Gelt.
  Threat Rating: Hereticus Minima.
  combat serVItor
  Combat servitors are armed with highly effective combat 
  weaponry and programmed with basic weapon routines to 
  use them.
  Movement: 1/2/3/6 
  Wounds: 10
  Skills: Awareness (Per) +10.
  Talents: Heightened Senses (Vision), Melee Weapon Training 
  (Chain, Primitive).
  Traits: Armour Plating, Dark Sight, Machine (4), Natural 
  Weapon (Fist).
  Armour: Carapace (Head 6, Arms 6, Body 6, Legs 6).
  Weapons: Fist (1d10+5 I; Primitive), chain axe (1d10+9 R; 
  Pen 2; Tearing).
  Gear: Internal micro-bead (to receive/relay instructions 
  only).
  Threat Rating: Hereticus Minoris.
  Dreg Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   18 18 25 30 30 16 25 20 10 
  Citizen Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   20 20 30 30 30 20 30 30 30 
  Combat Servitor Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   30 15 50 40 15 10 20 30 05 
  Combat Servitor
  “What foes are We to meet IN battle that
  We haVe Not VaNquIshed IN the shadoWs
  of the humaN soul?  What daemoNs scram 
  that haVe Not crIed to us from the dark 
  Places of the mINd?  What fear haVe We of 
  death Who kNoW there Is ImmortalItY IN
  the great aNd Noble deeds of meN”
  ‡
  
  339
  dIssolute Noble
  When the most privileged go bad, they go very bad 
  indeed. With money and influence, a noble can fall into 
  all manner of depravities that are to them no more than 
  mere pastimes to alleviate the boredom of excess.
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Blather (Fel), Carouse (T), 
  Charm (Fel), Command (Fel), Common Lore (Imperium) 
  (Int), Deceive (Fel) +10, Forbidden Lore (any one) (Int), 
  Gamble (Int), Interrogation (WP), Literacy (Int), Sleight 
  of Hand (Ag), Speak Language (High Gothic, Low 
  Gothic) (Int), Trade (any one).
  Talents: Melee Weapon Training (Power, Primitive, 
  Shock), Pistol Training (Las, SP), Quick Draw, Street 
  Fighting.
  Armour: Mesh combat cloak (Arms 4, Body 4).
  Weapons: Knife (3m, 1d5+2 R; Primitive), compact 
  stub automatic (15m, S/3/–; 1d10+2 I; Pen 0; Clip 4; 
  Reload Full), compact laspistol (15m, S/–/–; 1d10+1 E; 
  Shots 15; Reload Full; Reliable), power sword (1d10+8 
  E; Pen 6; Balanced, Power Field).
  Gear: High-fashion clothes, jewellery worth 1d5×10 
  Throne Gelt, 3d10 Throne Gelt.
  Threat Rating: Hereticus Minima.
    
  eNforcer
  While the Adeptus Arbites are the vigilant guardians of 
  Imperial law, everyday policing and enforcement of local 
  laws falls to a planet’s own security forces. Variously 
  called chasteners, prefects, watchmen or any other 
  number of local titles on different worlds, such security 
  forces are most commonly referred to as enforcers.
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Common Lore (Imperium) (Int), 
  Interrogation (WP), Speak Language (Low Gothic) (Int).
  Talents: Basic Weapon Training (SP), Disarm, Melee Weapon 
  Training (Primitive), Pistol Training (SP), Takedown.
  Armour: Light flak coat (Arms 2, Body 2, Legs 2).
  Weapons: Club (1d10+3 I; Primitive), stub automatic 
  (30m; S/3/–; 1d10+3 I; Pen 0; Clip 9; Reload Full).
  Gear: Uniform, 2 stub automatic clips, micro-bead.
  Threat Rating: Hereticus Minoris.
  eNtertaINer
  Given the often crushing misery of life, it is no surprise 
  that a little escape is often desirable for the masses, and 
  entertainment in the Imperium has a tendency towards the 
  simple, direct and visceral.
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Carouse (T), Charm (Fel), Common 
  Lore (Imperium) (Int), Speak Language (Low Gothic) (Int), 
  Trade (any one), plus any one of the following—Acrobatics 
  (Ag), Gamble (Int), or Performer (Fel).
  Talents: None.
  Weapons: Unarmed (1d5; Special).
  Gear: Outlandish garb, gewgaws, deck of cards or musical 
  instrument, advertisements, 1d5 Throne Gelt.
  Threat Rating: Hereticus Minima.
  Dissolute Noble Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   25 25 30 30 30 35 30 35 35 
  Enforcer Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   35 35 35 35 30 30 35 30 30 
  Entertainer Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   20 20 30 30 30 20 30 30 40 
  Enforcer
  
  340
  furNace Worker
  Across the Imperium, in smelteries and forge factories, huge 
  crucibles pour rivers of white-hot metal into moulds and 
  the air is filled with sparks. Amidst the glow, figures lumber 
  under the weight of vulcanised rubber suits, their eyes hidden 
  behind smoked-glass goggles.
  Movement: 2/4/6/12 
  Wounds: 10
  Skills: Awareness (Per), Common Lore (Imperium) (Int), 
  Speak Language (Low Gothic) (Int), Trade (any one).
  Talents: None.
  Armour: Protective gear (Head 4, Arms 4, Body 4, Legs 4; 
  -10 Agility).
  Weapons: Unarmed (1d10; Special).
  Gear: 1d5-2 Throne Gelt.
  Threat Rating: Hereticus Minima.
  guN serVItor
  Gun servitors are military-grade units equipped with enhanced 
  sensors, programmed with targeting cants and fitted with 
  heavy weaponry.
  Movement: 1/2/3/6 
  Wounds: 10
  Skills: Trade (any one) +10.
  Talents: Basic Weapon Training (SP), 
  Heightened Senses (Vision), Melee 
  Weapon Training (Primitive).
  Traits: Armour Plating, Auto-
  stabilised, Dark Sight, Machine 
  (4), Natural Weapon (Fist).
  Armour: None (Head 6, Arms 
  6, Body 6, Legs 6).
  Weapons: 
  Fist 
  (1d10+5 I; Primitive), 
  twin autoguns (90m; 
  –/4/20; 1d10+4 
  I; Tearing; Pen 0; 
  Clip 30; Reload 
  Full).
  Gear: Internal 
  micro-bead 
  (to 
  receive/relay 
  in-
  structions only), ammo 
  hopper equivalent to 3 
  clips.
  Threat Rating: Hereticus 
  Minoris.
  heretek
  Technology is little understood and rightly feared. Hereteks are 
  criminals who specialise in the dark arts of tech-reclamation, 
  science and salvage outside the rightful purview of the Cult 
  Mechanicus, and risk “recycling” into a more productive life as 
  a servitor if the Priesthood of Mars gets hold of them. Some 
  hereteks are little more than scavengers, others are dangerous 
  renegades that supply the underworld with proscribed drugs 
  or arms, and the worst delve into matters best left alone.
  Movement: 3/6/9/18  
  Wounds: 10
  Skills: Awareness (Per), Carouse (T), Chem-Use (Int), 
  Climb (S), Common Lore (Tech) (Int), Deceive (Fel), 
  Evaluate (Int), Intimidate (S), Medicae or Scholastic 
  Lore (any one) (Int), Speak Language (Low Gothic) 
  (Int), Tech-Use (Int) +10.
  Talents: Basic Weapon Training (SP), Master 
  Chirurgeon, Melee Weapon Training (Primitive), 
  Pistol Training (Las, SP).
  Weapons: Compact laspistol (15m, S/–/–; 1d10+1 
  E; Shots 15; Reload Full; Reliable), mono-knife (3m; 
  1d5+3 R; Pen 2).
  Gear: Re-breather, clothing, data-slate, 
  laspistol clip, 1d10 Throne Gelt.
  Threat 
  Rating: 
  Hereticus 
  Minima.
  Furnace Worker Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   20 20 40 30 20 20 30 30 30 
  Gun Servitor Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   15 30 50 40 15 10 20 30 05 
  Gun Servitor
  Heretek
  Heretek Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   28 28 35 30 30 40 35 30 30 
  
  341
  INdustrIal or heaVY rePaIr serVItor
  These servitors have been modified with rigs to lift loads, drill 
  rocks or smash ore in one of the Imperium’s countless industrial 
  complexes, or are fused with specialised repair gear.
  Movement: 1/2/3/6 
  Wounds: 10
  Skills: None.
  Talents: None.
  Traits: Machine (4), Natural Weapon (tools), Unnatural 
  Strength (×2).
  Armour: None (Head 4, Arms 4, Body 4, Legs 4).
  Weapons: Fist (1d10+15 E, I, or R; Primitive).
  Gear: Internal micro-bead (to receive/relay instructions 
  only), photo-visor.
  Threat Rating: Hereticus Minima.
  kIll squad trooPer
  Used to enforce execution warrants or when extreme prejudice is 
  required, the kill squads are some of the most dangerous formations 
  that can exist within an enforcer organisation. On some worlds, 
  where the rule of the planetary governor is dictatorial and harsh, 
  kill squads are the hated embodiments of their power.
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Climb (S), Common Lore 
  (Imperium) (Int), Interrogation (WP), Speak Language 
  (Low Gothic) (Int).
  Talents: Basic Weapon Training (SP), Disarm, Melee Weapon 
  Training (Primitive), Pistol Training (SP), Takedown.
  Armour: Enforcer light carapace (Arms 5, Body 5, Legs 5).
  Weapons: Autogun with man-stopper rounds (90m; S/3/10; 
  1d10+3 I; Pen 3; Clip 30; Reload Full), stub automatic with 
  dumdums (30m; S/3/–; 1d10+5 I; Pen 0; Clip 9; Reload Full; 
  AP counts double).
  Gear: Uniform, 2 autogun clips, micro-bead, respirator, photo-
  visor.
  Threat Rating: Hereticus Minoris.
  heaVY
  Dumb muscle always has a market for hire, and many 
  thugs, cut-throats and brawlers augment their own prowess 
  with crude vat-grown muscle implants, dangerous chemical 
  treatments and brain-damaging combat drugs.
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Carouse (T), Common Lore (Imperium) 
  (Int), Deceive (Fel), Intimidate (S), Speak Language (Low 
  Gothic) (Int).
  Talents: Basic Weapon Training (SP), Iron Jaw, Melee Weapon 
  Training (Chain, Primitive), Pistol Training (Las, SP).
  Weapons: Brass knuckles (1d5+3 I; Primitive, Unbalanced), 
  chainsword (1d10+6 R; Pen 2; Balanced, Tearing).
  Gear: Threadbare clothing, 2 doses of slaught, 1d5 Throne Gelt.
  Threat Rating: Hereticus Minima.
  Kill Squad Trooper
  Repair Servitor Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   15 15 50 40 15 10 20 30 05 
  Heavy Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   28 28 45 40 30 20 25 25 20 
  Kill Squad Trooper Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   35 35 35 35 30 30 35 30 30 
  
  342
  merchaNt magNate
  Merchants owe their station to their ability to survive in a 
  world of profit and loss as they turn fortune’s wheel. Charming 
  yet often utterly ruthless, they are best not crossed.
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Barter (Fel) +10, Command (Fel), 
  Common Lore (Imperium) (Int), Deceive (Fel), Evaluate 
  (Int) +10, Literacy (Int), Logic (Int), Speak Language (High 
  Gothic, Low Gothic) (Int), Trade (any one).
  Talents: Melee Weapon Training (Primitive), Pistol Training 
  (Las, SP).
  Armour: Mesh vest (Body 3).
  Weapons: Compact laspistol (15m, S/–/–; 1d10+1 E; Shots 
  15; Reload Full; Reliable).
  Gear: High-fashion clothes, personal encrypted micro-bead, 
  seal of guild/trade cartel, data-slate, jewellery worth 1d5×10 
  Throne Gelt, 3d10 Throne Gelt.
  Threat Rating: Hereticus Minima.
  mINIstorum Preacher
  To countless billions, the Emperor is nothing less than 
  a god. Over the millennia this faith has created a vast 
  and powerful organisation devoted to His worship; the 
  Ministorum. It is made up of countless ranks and divisions 
  from the deacons, cardinals and high ecclesiarchs that 
  govern the faith to the numberless priests, preachers, 
  mendicants, rectors, psalters, scribes and choristers that 
  make up the body of the priesthood.
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Charm (Fel), Common Lore (Imperial 
  Creed) (Int), Literacy (Int), Scholastic Lore (Imperial Creed) 
  (Int) +10, Speak Language (High Gothic, Low Gothic) (Int).
  Talents: Air of Authority, Master Orator.
  Gear: Ecclesiastical robes, prayer book, numerous small 
  devotional items.
  Threat Rating: Hereticus Minima.
  mutaNt
  Mutation is a sad fact of human existence in the 
  Imperium, and on many worlds the human gene pool has 
  become irrevocably damaged by generations of exposure 
  to pollutants and alien biospheres. Mutants tolerated 
  by the Imperium are generally referred to as abhumans 
  (sometimes even being classified by the Administratum) 
  and often allowed to toil in slave-like conditions in 
  factories and hives.
  Movement: 2/4/6/12 
  Wounds: 12
  Skills: Climb (S), Common Lore (Local) (Int), Speak Language 
  (Low Gothic) (Int), Survival (Int).
  Talents: Basic Weapon Training (Primitive).
  Traits: Mutation (any one; 50% chance to have 1d5–1 
  additional).
  Weapons: Club (1d10+3 I; Primitive).
  Gear: Tattered clothing, combi-tool, 1d5–3 Throne Gelt.
  Threat Rating: Hereticus Minima.
  mutaNt abomINatIoN
  Worse by far than any tragic unfortunate, born twisted from 
  the effects of pollutants and radiation, is the mutant struck 
  down and remade by the infl uence of the warp. These are 
  the lost and damned; their bodies have become the clay of 
  an insane and macabre sculptor, and their minds and souls 
  tainted beyond salvation.
  Movement: 2/4/6/12 
  Wounds: 17
  Corruption Points: 8 
  Insanity Points: 12
  Skills: Awareness (Per), Ciphers (Occult) (Int), Climb (S), 
  Mutant Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   22 22 36 36 22 18 30 25 20 
  Mutant Abomination Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   27 22 41 36 22 18 30 25 15 
  Ministorum Preacher
  Ministorum Preacher Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   20 20 30 30 30 35 30 35 35 
  Merchant Magnate Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   25 25 30 30 30 35 30 35 35 
  
  343
  Common Lore (Underworld) (Int), Concealment (Ag), 
  Intimidate (S), Silent Move (Ag), Speak Language (Low 
  Gothic) (Int), Survival (Int).
  Talents: Basic Weapon Training (Primitive), Pistol 
  Training (SP).
  Traits: Mutation (any one; 75% chance to have 1d5 
  additional).
  Weapons: Axe (1d10+5 R; Primitive, Unbalanced), stub 
  revolver (30m; S/–/–; AP 0; 1d10+3 I; Pen 0; Clip 6; Reload 
  2 Full; Reliable).
  Gear: Rags, random bits of rubbish.
  Threat Rating: Hereticus Minoris.
  ratINg
  Any large star vessel requires crew in the hundreds, 
  if not thousands. It is dangerous and backbreaking 
  laborious work for the most part, where life expectancy 
  is low and slow death through radiation exposure and 
  pressure-ague commonplace.
  Movement: 2/4/6/12 
  Wounds: 10
  Skills: Awareness (Per), Common Lore (Tech) (Int), Speak 
  Language (Low Gothic) (Int), Tech-Use (Int), Trade (any one).
  Talents: None.
  Armour: Work overalls (Head 2, Arms 2, Body 2, Legs 2; 
  –5 Agility).
  Weapons: Unarmed (1d5; Special).
  Gear: Industrial tools, combi-tool.
  Threat Rating: Hereticus Minima.
  recIdIVIst
  Scum they say rises to the surface—and it’s true that 
  there are always those skilled, amoral or clever enough 
  to rise to prominence in the underworld. These crime 
  lords, slavers, fencers and fixers can fulfil many different 
  roles, but the Arbites give them a single damning title, 
  recidivists, and they live like parasites on the soft 
  underbelly of the Imperium.
  Movement: 3/6/9/18 
  Wounds: 12
  Skills: Awareness (Per), Barter (Fel), Blather (Fel), Carouse 
  (T) +10, Chem-Use (Int), Common Lore (Underworld) 
  (Int), Deceive (Fel) +10, Intimidate (S), Security (Ag), Speak 
  Language (Low Gothic) (Int).
  Talents: Basic Weapon Training (SP), Melee Weapon Training 
  (Primitive), Pistol Training (Las, SP).
  Armour: Flak jacket (Arms 3, Body 3).
  Weapons: Compact autopistol with man-stopper rounds 
  (15m; –/–/6; 1d10+1 I; Pen 3; Clip 9; Reload Full), mono-
  knife (3m; 1d5+3 R; Pen 2).
  Gear: Stylish clothing, 2 autopistol man-stopper clips, 1d10 
  Throne Gelt.
  Threat Rating: Hereticus Minoris.
  scrIbe
  Their fingers stained in ink, their backs hunched over 
  parchment-strewn desks, scribes can be found in every dark 
  niche of the Imperium.
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Common Lore (Imperium) (Int), 
  Literacy (Int) +10, Speak Language (High Gothic, Low 
  Gothic) (Int), Trade (any one).
  Talents: None.
  Weapons: Unarmed (1d5; Special).
  Gear: Robes, ink stains, quills, ink bottles, parchment, data-
  slate, 1d5–2 Throne Gelt.
  Threat Rating: Hereticus Minima.
  Rating Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   20 20 35 35 25 20 35 30 30 
  Mutant Abomination
  Recidivist Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   28 28 35 30 30 30 33 35 40 
  Scribe Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   20 20 30 30 30 20 30 30 30 
  
  344
  scum
  Life in the Imperium is harsh and unforgiving, and breeds a 
  variety of scum that prefer to prey on the weak and make a 
  living by victimising those even worse off than themselves. 
  This entry is appropriate for any number of low-rent thugs, 
  robbers, racketeers, bagmen and malcontents.
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Carouse (T), Common Lore (Imperium) 
  (Int), Deceive (Fel), Intimidate (S), Speak Language (Low 
  Gothic) (Int).
  Talents: Basic Weapon Training (SP), Melee Weapon Training 
  (Primitive), Pistol Training (Las, SP).
  Weapons: Knife (3m; 1d5+3 R; Primitive), stub automatic 
  (30m; S/3/–; 1d10+3 I; Pen 0; Clip 9; Reload Full).
  Gear: Threadbare clothing, 2 stub automatic clips, 1d5 
  Throne Gelt.
  Threat Rating: Hereticus Minima.
  serVItor droNe
  Servitors are fusions of fl esh and machine made from culture-
  grown organics or mind-wiped human bodies. Millions of 
  these cyborg creations are found throughout the Imperium 
  and are used to perform monotonous single functions without 
  deviation or question.
  Movement: 1/2/3/6 
  Wounds: 10
  Skills: Trade (any one) +10.
  Talents: None.
  Traits: Machine 4, Natural Weapon (Fist).
  Armour: None (Head 4, Arms 4, Body 4, Legs 4).
  Weapons: Fist (1d10+5 I; Primitive).
  Gear: Internal micro-bead (to receive/relay instructions only).
  Threat Rating: Hereticus Minima.
  skulker
  Some scum prefer thievery, guile and lies to get what they 
  want rather than risk open violence (a bullet in the back is a 
  different matter however). Skulkers often consider themselves 
  a cut above the rest of the underworld, with an arrogant 
  disdain for “dog work”.
  Movement: 4/8/12/24 
  Wounds: 10
  Skills: Awareness (Per), Carouse (T), Climb (S), Common Lore 
  (Imperium) (Int), Concealment (Ag) +10, Deceive (Fel) +10, 
  Dodge (Ag) +10, Evaluate (Int), Inquiry (Fel), Intimidate (S), 
  Security (Ag), Shadowing (Ag), Silent Move (Ag) +10, Speak 
  Language (Low Gothic) (Int).
  Talents: Basic Weapon Training (SP), Melee Weapon 
  Training (Basic, Primitive), Pistol Training (Las, SP), Rapid 
  Reaction, Sprint.
  Weapons: Mono-knife (3m; 1d5+3 R; Pen 2), compact 
  silenced stub automatic (15m; S/3/–; 1d10+2 I; Pen 0; Clip 
  4; Reload Full).
  Gear: Cool clothing, 2 stub automatic clips, multikeys, 1d5 
  Throne Gelt.
  Threat Rating: Hereticus Minoris.
  slaughtermaN
  Clad in leather aprons, stinking of raw meat and wielding 
  saw-toothed cutters, slaughtermen kill and butcher the 
  billions of tons of meat consumed by the populace.
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Common Lore (Imperium) (Int), 
  Speak Language (Low Gothic) (Int), Trade (any one).
  Scum Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   28 28 35 30 30 20 27 25 30 
  Servitor Drones
  Servitor Drone Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   15 15 50 40 15 10 20 30 05 
  Skulker
  Skulker Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   23 28 30 30 40 30 27 25 30 
  Slaughterman Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   25 20 35 30 30 20 30 30 30 
  
  345
  Talents: Melee Weapon Training (Chain).
  Weapons: Chain axe (1d10+7 R; Pen 2; Tearing).
  Gear: Drab citizens’ garb, 1d5–1 Throne Gelt.
  Threat Rating: Hereticus Minima.
  tech adePt
  The ancient priesthood of Mars, the Adeptus Mechanicus 
  are the only sanctioned repositories of scientific thought 
  and technological lore in the Imperium. Steeped in arcane 
  ritual and labyrinthine dogma, to them their arts are a divine 
  mystery of their incarnation of the Emperor—the Omnissiah, 
  and to them all things technological are sacred.
  These are fully initiated acolytes of the Cult Mechanicus 
  and form the bulk of its ordained priesthood.
  Movement: 3/6/9/18 
  Wounds: 12
  Skills: Awareness (Per), Chem-Use (Int), Common Lore 
  (Tech) (Int), Drive (any one) (Ag), Logic (Int) +10, Pilot (any 
  one) (Ag), Scholastic Lore (any one) (Int), Speak Language 
  (Low Gothic) (Int), Secret Tongue (Techno-Cant) (Int) +10, 
  Tech-Use (Int) +10.
  Talents: Binary Chatter, Chem Geld, Electrical Succour, 
  Energy Cache, Gun Blessing, Luminen Charge, Meditation, 
  Melee Weapon Training (Chain, Power, Primitive), Pistol 
  Training (Bolt, Las, Plasma, SP).
  Armour: Flak cloak (Head 3, Arms 3, Body 3, Legs 3).
  Weapons: Chain axe (1d10+7 R; Pen 2; Tearing), laspistol (30m; 
  S/–/–; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable).
  Gear: Mechanicus Implants (see page 27), Basic MIU interface 
  and 1d5 other implants (see page 153),  tools, respirator, data-
  slate, personal cogitator, 2 laspistol clips.
  Threat Rating: Hereticus Minoris.
  WItch
  Witches are a breed of rogue psykers and mystics who 
  have rejected the Imperium and all it stands for, and 
  embraced the fell powers of Chaos. Madmen, lunatics and 
  vile heretics, they are hunted by Inquisitors and destroyed 
  wherever they are found.
  Movement: 3/6/9/18 
  Wounds: 15
  Skills: Awareness (Per), Common Lore (Imperium) (Int), 
  Deceive (Fel) +10, Forbidden Lore (any one) (Int) +10, 
  Secret Signs (Occult), Secret Tongue (any one) (Int), Speak 
  Language (Low Gothic) (Int), Trade (Int).
  Talents: Melee Weapon Training (Primitive), Pistol 
  Training (SP), Resistance (Psychic Powers), Strong-minded, 
  Unshakeable Faith, Psy Rating 3.
  Armour: Mesh vest (Body 4).
  Weapons: Knife (3m; 1d5+3 R; Primitive), stub automatic 
  (30m; S/3/–; 1d10+3 I; Pen 0; Clip 9; Reload Full).
  Gear: Dark and voluminous robes, stub automatic clip, 
  false ID, bits of strangeness, profane amulet, mad glare.
  Threat Rating: Hereticus Majoris.
  Slaughterman
  Tech Adept Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   25 25 30 30 30 40 35 35 20 
  Witch Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   25 25 30 30 30 41 33 40 39 
  Sorcery!
  Witches have the Sense Presence and White Noise Psychic 
  Powers. Also select one of the following packages:
  Puppeteer: Distort Vision, Forget Me, Detect Minds, 
  Compel, Dominate.
  Seer: Infl ict Delusion, Precognition, Psychometry, Visions.
  Pyrokine: Flash-Bang, Wither, Call Flame, Fire Bolt, 
  Sculpt Flame.
  Giest: Spectral Hands, Spasm, Float, Force Bolt, 
  Telekinesis, Telekinetic Shield.
  
  346
  THE BESTIAL 
  & THE ALIEN
  Being an account of xenos, crude beasts and other inhuman 
  horrors that trouble the sector.
  braIN leaf
  Few would believe that of all the enemies faced by mankind, a 
  greyish vine-like plant could pose such an insidious threat. Variously 
  referred to as “slave vine” or “the grey weed”, but most commonly the 
  “brain leaf”, this malignant creature was once thought to originate 
  from the jungle death world of Catachan. In physical form, the brain 
  leaf plant resembles a coarse vine or ivy, each tendril of which is 
  tipped with a single fl eshy leaf. Uniquely, the brain leaf possesses a 
  form of gestalt consciousness, and each leaf is a macro-cell forming 
  part of its utterly alien intelligence. The underside of each vine leaf is 
  barbed to latch onto creatures straying too close and, once attached 
  to a victim, microscopic fibre bundles penetrate the skin and extrude 
  fibrous growths throughout a victim’s nervous system to take control 
  of its body utterly. Though not sentient in any measurable sense, the 
  brain leaf efficiently and swiftly dominates its victim, subverting it to 
  the will of the parent plant. Once this has been accomplished, the 
  leaf detaches from the main body and remains as an attached parasite 
  on the victim, allowing a new leaf to rapidly grow in its place. The 
  victim, now a staggering thrall to the brain leaf plant, is used by the 
  weed to protect itself and proliferate its young.
  Infestations of brain leaf have been discovered on many worlds, 
  and recent emergent evidence is that the brain leaf is no true native of 
  Catachan, but likely a rogue mutation and evolutionary descendant 
  of the Tyranid cortex leech, makes the destruction of any infestation 
  a priority for many in the Ordo Xenos Calixis. The horrors visited 
  on members of the sector’s nobility during the infamous “Slaughter 
  Gardens of Quaddis” incident several years ago have emphasised the 
  need to prevent the spawning and multiplication of this foul vine.
  The Brain Leaf Plant
  The vine is most often encountered wrapped parasitically 
  around another large plant or tree, or crawling across the 
  face of some statue or edifice, and varies in size according to 
  maturity. Some of a brain leaf ’s Characteristics vary according 
  to how much it has grown and there are three levels of growth 
  listed here: Immature, Mature and Ancient.
  Movement: — 
  Wounds: 6
  Movement: — 
  Wounds: 20
  Movement: — 
  Wounds: 40
  Traits: Limited Actions†, Size (Scrawny for immature, Average 
  for mature, Hulking for ancient), Strange Physiology, Taking 
  Control‡.
  †Limited Actions: The only Action a brain leaf may 
  perform is an attempt to latch on to a victim within half a 
  metre of one of its leaves.
  ‡Taking Control: A brain leaf ’s victim is nearly always 
  unaware of the danger he is in and has a single chance to 
  feel the prick of the leaf ’s barbs, and rip it off before it is 
  too late. A resilient, sealed covering over the victim’s head 
  and neck (sufficient to provide 2 AP) can protect against an 
  attack. At the moment that a leaf makes contact, the target 
  must succeed on an Agility Test or the leaf latches on 
  and rapidly begins to subvert the victim’s nervous system, 
  causing the victim to fall prone and twitch. It takes 1d10 
  minutes to infiltrate the victim’s nervous system fully and, 
  if the leaf is removed during this time, the victim recovers 
  consciousness but loses 1d10 points permanently from 
  Toughness and gains 1d10 Insanity Points. Unless the 
  process is stopped, after the required time has passed, the 
  victim becomes a Brain Leaf Thrall.
  Brain Leaf  Thrall
  Thralls of the brain leaf are completely under the control of 
  the malign plant, turning them into nerve-damaged, drooling, 
  twitching shamblers. Modify the thrall Characteristics as follows. 
  Where a “—” is listed, it indicates that the creature loses this 
  Characteristic and can no longer take or fail Tests based on it.
  Wounds: Halve.
  Skills, Talents and Powers: The thrall loses all Skills, 
  Talents and Psychic Powers whilst enthralled. All thralls gain 
  the Fearless talent. They react sluggishly; their only evident 
  behaviour is to stand sentry over their parent plant, hurling 
  themselves spasmodically against anything threatening it.
  Recovering from Thralldom
  Should the leaf be ripped from a thrall, the thrall 
  mmediately lets out a horrific scream of agony and collapses 
  unconscious, as the severing of the plant’s control causes 
  a massive trauma to the victim’s nervous system. Once 
  the leaf is removed, a thrall must pass a Toughness Test 
  or die. If he survives he recovers but retains the reduction 
  of Weapon Skill, Ballistic Skill, Toughness, Agility and 
  Perception as permanent Characteristic Damage. The 
  released thrall also gains 3d10 Insanity Points.
  Threat Rating: Xenos Minoris.
  Brain Leaf Plant Profile – Immature
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   – 
  – 
  – 
  20 – 18 36 60 – 
  Brain Leaf Plant Profile – Ancient
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   – 
  – 
  – 
  60 – 18 36 60 – 
  Brain Leaf Thrall Profile Adjustment
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   -10 -10 +0 -10 -10 – -10 – 
  – 
  Brain Leaf Plant Profile – Mature
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   – 
  – 
  – 
  40 – 18 36 60 – 
  The Bestial 
  & The Alien
  
  347
  dusk stalker
  A terrifying creature that has become the stuff of dark fable 
  across the Calixis Sector, the stalker is one of the most feared 
  of Dusk’s many dangers, haunting the deepest swamps of that 
  world. In appearance, it resembles a frightening hybrid of a 
  withered elderly human and gigantic four-limbed spider.
  Movement: 5/10/15/30 
  Wounds: 20
  Skills: Awareness (Per), Climb (S) +20, Concealment (Ag), 
  Deceive (mimic voices and sounds only) (Fel) +20, Dodge 
  (Ag) +10, Silent Move (Ag).
  Talents: Catfall, Hard Target, Swift Attack.
  Traits: Dark Sight, Fear 2, Natural Armour 2 (Arms and Legs), 
  Natural Armour 4 (Body), Natural Weapon (Bone Spars).
  Armour: None (Head 0, Arms 2, Body 4, Legs 2).
  Weapons: Bone spurs (1d10+5 R; Primitive).
  Threat Rating: Obscuro Majoris.
  groX
  The demand for meat and livestock to feed the Imperium’s 
  countless mouths is immense, and while dozens of other (and 
  far more palatable) species such as spiralhorns, demi-pach and 
  tusk bison are common, it is the Grox that has become the 
  Imperium’s widest used staple.
  Movement: 4/8/12/24 
  Wounds: 22
  Skills: Awareness (Per).
  Traits: Bestial, Brutal Charge, Size (Hulking), Natural Armour 
  2 (Legs), Natural Armour 4 (Body, Head), Natural Weapon 
  (Clawed Hooves), Quadruped, Stampede.
  Armour: None (Head 4, Body 4, Legs 2).
  Weapons: Clawed hooves (1d10+6 I).
  Threat Rating: Xenos Minima.
  Dusk Stalker Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   52 
  0 43 40 53 21 46 28 18 
  Grox Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   25 
  0 62 65 11 12 41 38 10 
  
  348
  NIghtWINg
  The ill-famed world of Dusk is known for its many horrific 
  creatures and sinister predators, and the Nightwing is no 
  exception. A nocturnal creature, strange and disturbing 
  to look upon, its amber, slug-like body is the length of a 
  man’s arm and nearly featureless but for a small round mouth 
  surrounded by hook-like barbs at one end.
  Movement: 3/6/9/18 
  Wounds: 5
  Skills: Dodge (Ag).
  Talents: Fearless.
  Traits: Bestial, Fear 1, Flyer 6, Narcotic Dust†, Natural 
  Weapon (Bite), Sonar Sense, Sucking Bite‡, Scrawny.
  †Narcotic Dust: Any creature without breathing apparatus 
  approaching within one metre of the Nightwing must 
  succeed on a Challenging (+0) Toughness Test or become 
  Stunned for a number of Rounds equal to 1d10 minus its 
  Toughness Bonus (for a minimum of one Round). This is 
  a poisonous attack.
  ‡Sucking Bite: If a Nightwing successfully bites its prey, it 
  automatically latches on and drains its victim’s blood. Each 
  Round, the Nightwing deals 1d10 points of Toughness 
  Damage until the victim’s Toughness falls to 0, at which 
  point death occurs. In addition, the sucking bite infl icts 1 
  level of Fatigue per Round. The Nightwing can be removed 
  by winning an Opposed Strength Test. While a Nightwing 
  is attached, all melee attacks against it gain a +20 bonus.
  Weapons: Bite (1d10+3 R; Primitive).
  Threat Rating: Xenos Minima.
  sabre-Wolf
  The Sabre-wolf is a custom-bred apex predator. Created by 
  centuries of cross-breeding mutant creatures and xenos predators, 
  its hunting grounds are the pleasure parks of the Calixis elite 
  and, in some cases, the fighting pits of the less wealthy. Like its 
  forebears, it is a quadruped and able to move with both stealth 
  through the undergrowth and with frightening speed across open 
  ground. Its disproportionately elongated skull has multiple rows of 
  fangs designed to latch onto, then worry and rend away at its prey. 
  Its body is lean but highly muscled and no larger than many of the 
  felids kept by many nobles as pets and guard animals.
  Movement: 8/16/24/48 
  Wounds: 18
  Skills: Awareness (Per) +20, Concealment (Ag) +10, Silent 
  Move (Ag), Tracking (Int) +20.
  Talents: Berserk Charge, Heightened Senses (Hearing, Sight, 
  Smell), Sprint, Talented (Silent Move), Takedown.
  Traits: Bestial, Dark Sight, Natural Weapon (Bite), Quadruped.
  Weapons: Bite (1d10+6 R; Primitive).
  Threat Rating: Xenos Minoris.
  saurIaN carNosaur
  Giant reptiles and similar creatures, often classified under 
  the name “saurian” by the Magos Biologis, are a relatively 
  common form of life throughout the galaxy, often comprising 
  the primary predatory species on many worlds. Sometimes 
  farmed for meat, but more often aggressively hunted on 
  colony worlds, large saurians remain a favourite of the 
  Imperial fighting pits that operate on many worlds.
  Movement: 6/12/18/36 
  Wounds: 40
  Skills: Awareness (Per).
  Talents: Fearless, Heightened Senses (Smell).
  Traits: Huge Jaws†, Natural Armour 2, Natural Weapon (Bite), 
  Quadruped, Unnatural Strength (×2), Unnatural Toughness 
  (×2), Size (Enormous).
  †Huge Jaws: A carnosaur’s bite deals 1d10+SB+2 R 
  Damage that has the Tearing quality. Its bite attacks 
  cannot be Parried.
  Armour: None (Head 2, Body 2, Legs 2).
  Weapons: Bite (1d10+14 R; Primitive, Tearing).
  Threat Rating: Xenos Majoris.
  Nightwing Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   26 
  0 23 30 42 06 55 48 – 
  Saurian Carnosaur Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
   42 
  0 65 58 31 18 42 38 01 
  Sabre-Wolf Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  38 
  – 40 35 40 15 45 35 10 
  Saurian Carnosaur
  
  349
  ANIMALS & VERMIN
  The following entries can be used for various ordinary 
  creatures the Acolytes might encounter.
  beast of burdeN
  Beasts of burden are mostly harmless herbivores and represent 
  any kind of riding beast, horse or horse-like creature.
  Movement: 6/12/18/36 
  Wounds: 15
  Skills: Awareness (Per).
  Talents: None.
  Traits: Bestial, Natural Weapon, Quadruped, Sturdy.
  Weapons: Bite or hoof (1d10+6 R or I).
  ferocIous creature
  This is a generic term, allowing GMs to invent creatures 
  specific to a particular environment. Ferocious creature 
  includes the common sorts of dangerous animals such as 
  felids, reptilians, warhounds and wolves.
  Movement: 6/12/18/36 
  Wounds: 12
  Skills: Awareness (Per) +10, Silent Move (Ag) +10, Swim 
  (S), Tracking (Int) +10.
  Talents: Sprint.
  Traits: Bestial, Natural Weapon (Bite), Quadruped.
  Weapons: Bite (1d10+3 R; Primitive).
  flYINg creature
  Flying creatures include any sizeable birds, fl ying insects and 
  so on.
  Movement: 2/4/6/12 
  Wounds: 4
  Skills: Awareness (Per) +20, Concealment (Ag) +10.
  Talents: Swift Attack.
  Traits: Bestial, Flyer 8, Natural Weapon, Size (Puny).
  Weapons: Unarmed (1d10–3; Primitive).
  slItherINg creature
  This entry describes any creature that crawls, oozes or slithers. 
  Examples include serpents, massive centipedes, roaches and 
  other disgusting critters.
  Movement: 2/4/6/12 
  Wounds: 8
  Skills: Awareness (Per), Swim (S).
  Talents: None.
  Traits: Bestial, Crawler, Natural Weapon (Bite), Toxic (Bite).
  Weapons: Bite (1d10+1 I; plus Toughness Test or 1d10 
  Damage).
  WalkINg creature
  This entry describes basic walking creatures such as dogs, 
  giant rats, feral cats and so on.
  Movement: 4/8/12/24 
  Wounds: 6
  Skills: Awareness (Per) +10, Concealment (Ag) +10, Silent 
  Move (Ag) +10, Swim (S).
  Talents: None.
  Traits: Bestial, Natural Weapon, Quadruped, Size (Scrawny).
  Weapons: Bite (1d10–2 R; Primitive).
  Flying Creature Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  35 
  – 10 10 40 10 35 20 – 
  Slithering Creature Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  35 
  – 10 35 50 10 35 40 – 
  Walking Creature Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  25 
  – 20 20 30 15 35 20 – 
  Ferocious Creature Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  30 
  – 30 30 30 15 38 40 – 
  Beast of Burden Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  25 
  – 50 40 30 10 33 10 – 
  Animals & Vermin
  “coNtact WIth alIeN races alWaYs
  reNeWs oNes faIth IN humaNItY.  It Is mY 
  belIef that foreIgN traVel NarroWs the 
  mINd WoNderfullY”
  
  350
  From Beyond
  FROM BEYOND
  B
  eing a treatise on the manifold terrors of the warp and its 
  foul denizens. Whilst to the average citizen, the terrors of 
  the Ruinous Powers and their minions are little more than 
  myth, those of the innermost ranks of the Inquisition know all too 
  well the true nature of the ultimate threats to mankind’s future.
  astral sPectre
  Spectres are powerful entities composed of congealed psychic 
  energy and warp-stuff. When manifest in the physical world, they 
  take the shape of incorporeal spectres: patches of moving darkness, 
  unnatural mists boiling with fl ickering images, half-transparent 
  figures that cast no shadow and a host of other forms.
  Movement: 4/8/12/24 
  Wounds: 10
  Skills: Awareness (Per) +10, Speak Language (any one) (Int).
  Talents: None.
  Psychic Powers (Psy Rating 3): Call Creatures, Infl ict Pain, 
  Spectral Hands, Touch of Madness, Warp Howl, Weaken Veil, 
  Wither, Telekinesis.
  Traits: Daemonic (TB 6), Daemonic Presence†, Fear 3, Flyer 8, 
  From Beyond, Incorporeal, Possession, Warp Instability.
  Weapons: None.
  †Daemonic Presence: Living creatures within 25 metres 
  of an Astral Spectre feel chilled and unsettled. Shadows 
  become unnaturally deep, and people may hear voices and 
  glimpse fl eeting echoes of past events. Animals become 
  restless and prone to panic, and machines suffer random 
  glitches and breakdowns. All creatures take a –10 penalty 
  to Willpower Tests.
  Threat Rating: Malleus Minoris.
  charNel daemoN
  Accounts of encounters with the entity known as the Charnel 
  Daemon are some of the most horrific records held by the Ordos 
  Calixis. Powerful and singularly murderous, in order to gain a 
  foothold in our reality, the Charnel Daemon must be summoned 
  by extraordinarily bloody rituals performed by a powerful cult 
  magus. Once manifested, it is in the form of an uncontrollable 
  berserker, that will seek slaughter without end, working to 
  remake the world in an image more pleasing to the Blood God.
  Movement: 5/10/15/30 
  Wounds: 30
  Skills: Awareness (Per), Dodge (Ag).
  Talents: Frenzy, Hard Target, Lightning Attack, Lightning 
  Refl exes, Sprint, Swift Attack.
  Traits: Daemonic (TB 10), Daemonic Presence†, Dark Sight, 
  Fear 4, From Beyond,Fuelled by Slaughter‡, Natural Weapon 
  (Teeth and Claws), Unnatural Strength (×2), Warp Instability.
  †Daemonic Presence: The area within 25 metres of 
  the Daemon is permeated with the radiation of the warp, 
  manifesting as an all-pervasive smell of blood, rippling 
  nausea, and the shrill of a continuous agonized scream on the 
  edge of mortal hearing. All characters take a –10 penalty to 
  Willpower Tests while in the area.
  ‡Fuelled By Slaughter: Every time the Charnel Daemon 
  kills a living creature, it heals 1d10 points of Damage.
  Weapons: Teeth and claws (1d10+10 R; Pen 3, Tearing).
  Threat Rating: Malleus Majoris.
  Astral Spectre Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  25 20 – 
  35 45 30 45 50 15 
  Charnel Daemon Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  48 20 55 53 50 50 50 50 10 
  B
  
  351
  INcarNate lesser daemoN
  The shapes and blasphemous hungers that a Daemon 
  might exhibit are without number, and literally thousands 
  of different manifestations are recorded within the 
  restricted archives of the Ordo Malleus. Many refl ect the 
  nature and drives of their patrons among the powers of 
  Chaos, acting as foot soldiers in the legions of hell, while 
  others represent the congealed stuff of mankind’s worst 
  fears and hidden evils. Regardless of their shape, incarnate 
  Daemons are formed from the pure substance of the warp 
  and cannot maintain their grip on our universe without the 
  aid of bloodshed, misery and death.
  Movement: 3/6/9/18 
  Wounds: 15
  Skills: Awareness (Per), Psyniscience (Per), Speak Language 
  (any one) (Int).
  Talents: None.
  Traits: Daemonic (TB 8), Dark Sight, Daemonic Presence†, 
  Fear 3, From Beyond, Natural Weapon (Teeth or Claws), 
  Warp Instability.
  †Daemonic Presence: All creatures within 20 metres take a 
  –10 penalty to Willpower Tests.
  Weapons: Claws and teeth (1d10+3 R; Primitive, Tearing).
  Threat Rating: Malleus Minoris.
  bloodletters
  Horned and bloody, these Daemon-warriors serve Khorne, 
  the Chaos power of murder and slaughter. They exist only to 
  kill and often materialise clad in bronze armour and wielding 
  vicious hell-forged blades.
  Movement: 3/6/9/18 
  Wounds: 15
  Skills: Awareness (Per), Psyniscience (Per), Speak Language 
  (any one) (Int).
  Talents: Frenzy, Swift Attack.
  Traits: Daemonic (TB 8), Dark Sight, Daemonic Presence†, 
  Fear 3, From Beyond, Natural Armour 6, Natural Weapon 
  (Teeth or Claws), Warp Instability.
  †Daemonic Presence: All creatures within 20 metres take a 
  –10 penalty to Willpower Tests.
  Armour: Bronze plate (Head 6, Arms 6, Body 6, Legs 6).
  Weapons: Great axe (2d10+5 R; Pen 4, Unwieldy), Claws and 
  teeth (1d10+5 R; Primitive, Tearing, Warp).
  Threat Rating: Malleus Majoris.
  daemoNettes
  Lascivious and obscene, these She-Daemons serve the 
  depraved Chaos power Slaanesh. Lean, lithe and hypnotic in 
  their blasphemous allure, they tear their prey apart with their 
  razor-sharp, crab-like claws.
  Movement: 5/10/15/30 
  Wounds: 15
  Skills: Acrobatics (Ag), Athletics (S), Awareness (Per), Dodge 
  (Ag), Psyniscience (Per), Speak Language (any one) (Int).
  Talents: Heightened Senses (all), Swift Attack.
  Traits: Daemonic (TB 8), Dark Sight, Daemonic Presence†, 
  Deadly Allure‡, Fear 3, From Beyond, Natural Weapon (Pincer 
  Claw), Warp Instability.
  †Daemonic Presence: All creatures within 20 metres take a 
  –10 penalty to Willpower Tests.
  ‡Deadly Allure: Living creatures that look upon or are 
  engaged in combat with a Daemonette must succeed on a 
  Willpower Test each Round or can only take a Half Action 
  that Round.
  Weapons: Pincer Claw (1d10+5 R; Pen 3, Tearing).
  Threat Rating: Malleus Minoris.
  Incarnate Lesser Daemon Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  35 25 35 40 30 30 45 40 10 
  Bloodletters Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  55 25 55 40 30 30 45 40 10 
  Daemonettes Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  35 25 35 40 50 30 45 40 30 
  Bloodletters
  Daemonettes
  
  352
  dIsPaYres
  Famished and tattered figures with hollow eye-sockets 
  and mouths frozen in endless silent screams, these 
  Daemons serve no single great power; they desire only 
  to bring sorrow and madness. Darkness clings about 
  them, and they make formidable stalkers and assassins 
  for malefic cults.
  Movement: 4/8/12/24 
  Wounds: 15
  Skills: Awareness (Per), Concealment (Ag) +30, Dodge (Ag), 
  Interrogation (WP), Psyniscience (Per), Shadowing (Ag) +20, 
  Silent Move (Ag) +20, Speak Language (any one) (Int).
  Talents: None.
  Traits: Daemonic (TB 8), Dark Sight, Daemonic Presence†, 
  Fear 3, From Beyond, Natural Weapon (Teeth or Claws), 
  Warp Instability.
  Psychic Powers (Psy Rating 1): Gaze of Oblivion (Psychic 
  Threshold 5; 10m; one target; Willpower Test or take 1d10 
  points of Intelligence damage and gain 1 Insanity Point).
  †Daemonic Presence: All creatures within 20 metres take a 
  –10 penalty to Willpower Tests.
  Weapons: Claws and teeth (1d10+3 R; Primitive, Tearing).
  Threat Rating: Malleus Minoris.
  furIes
  Bestial predators in the service of no single power, these 
  twisted and disfigured hunting Daemons are grim and winged 
  in the manner of nightmarish gargoyles.
  Movement: 4/8/12/24 
  Wounds: 15
  Skills: Awareness (Per), Psyniscience (Per), Speak Language 
  (any one) (Int).
  Talents: Furious Assault.
  Traits: Daemonic (TB 8), Dark Sight, Daemonic Presence†, 
  Fear 3, Flyer 8, From Beyond, Natural Weapon (Teeth or 
  Claws), Warp Instability.
  †Daemonic Presence: All creatures within 20 metres take a 
  -10 penalty to Willpower Tests.
  Weapons: Claws and teeth (1d10+4 R; Primitive, Tearing).
  Threat Rating: Malleus Minoris.
  horrors
  Rolling, twisting, twitching masses of iridescent fl esh and fire. 
  Horrors serve their master Tzeentch, Chaos power of change, 
  intrigue and sorcery. Their many mouths scream and gibber, 
  and their shifting, clawed hands twitch with incantations.
  Movement: 3/6/9/18 
  Wounds: 20
  Skills: Awareness (Per), Psyniscience (Per) +20, Speak 
  Language (any one) (Int).
  Talents: None.
  Traits: Daemonic (TB 8), Dark Sight, Daemonic Presence†, 
  Fear 3, Fire of Tzeentch‡, From Beyond, Natural Weapon 
  (Teeth or Claws), Regeneration, Warp Instability.
  Psychic Powers (Psy Rating 3): Fire Bolt, Float, Psychic 
  Shriek.
  †Daemonic Presence: All creatures within 20 metres take a 
  –10 penalty to Willpower Tests.
  ‡Fire of Tzeentch: Horrors are immune to Perils of the 
  Warp.
  Weapons: Claws and teeth (1d10+3 E).
  Threat Rating: Malleus Minoris.
  Dispayres Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  35 25 35 40 40 30 45 40 10 
  Furies Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  45 25 45 40 40 20 45 40 10 
  Horrors Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  35 25 35 40 30 30 45 50 10 
  Furies
  Horrors
  
  353
  PsYchNeueIN—the mara straIN
  Thankfully rare, Psychneuein are vile warp entities drawn 
  to the mental emanations of unprotected, badly injured or 
  nascent psykers whose minds they attack for the obscene 
  purpose of gestating their progeny. Psychneuein have been 
  known to evidence various distinct genus, of which the 
  Mara Strain is deemed among the most dangerous.
  The Mara Strain
  The Mara Strain was first identified by Ordo Xenos 
  Inquisitor Ark-Ashtyn during a heavy infestation at the 
  mining penitentiary on the ice-world of Mara in the 
  Calixis Sector, three centuries ago. Although the Mara 
  facility was subsequently decommissioned, the tale of the 
  “ice station massacre” remains a favourite dark fable among 
  the sector’s spacefarers. Since then, confirmed incidents 
  of Mara infection have occurred on the sector worlds of 
  Dusk, Lachrymae and Pellucida V as well as several vessels 
  transiting near Mara, although these incidences remain 
  thankfully very few.
  The Infested—Final Stage Mania
  The victim can be any creature with a Psy Rating of 1 or 
  more. Apply all of the following modifications:
  •	Halve	Intelligence	and	Fellowship	Characteristics
  •	Increase	Psy	Rating	by	1.
  •	Gain	Corpus	Conversion,	Die	Hard,	Fearless	talents.
  •	Gain	immunity	to	Stun.
  •	Creatures	that	attempt	to	establish	any	form	of	telepathic	
  contact with the infected creature suffer a psychic backlash 
  and takes a level of Fatigue.
  •	If	the	infected	creature	attempts	a	Psychic	Power	that	
  results in Perils of the Warp, instead of rolling to see 
  what happens, 1d10 adult psychneuein are born, killing 
  the host in the process.
  •	If	the	psyker	is	slain,	there	is	a	25%	chance	of	1d10	adult	
  Psychneuein appearing. Otherwise, 1d10 larvae erupt 
  instead.
  Larval Form
  Movement: 1 
  Wounds: 6
  Skills: None.
  Talents: None.
  Traits: Fear 2, Natural Weapon (Bite), Psychneuein†, Size 
  (Puny).
  †Psychneuein: Whenever the larva takes Damage but isn’t 
  killed outright, it has a 25% chance of metamorphosing 
  into an adult Psychneuein.
  Weapons: Bite (1d10+2 R).
  Adult Psychneuein (Warp Predator)
  Movement: 5/10/15/30 
  Wounds: 20
  Skills: Awareness (Per), Dodge (Ag), Psyniscience (Per).
  Talents: None.
  Traits: Dark Sight, Fear 4, Flyer 10, Immune to the Perils 
  of the Warp, Natural Weapon (Feeding Tube), Phase, Sense 
  Minds†, The Stuff of Nightmares, Unnatural Strength (×2), 
  Unnatural Toughness (×2).
  †Sense Minds: A Warp predator is always aware of any 
  and all sentient minds within 30 metres and can pinpoint 
  their location without regard for lighting, cover or any 
  other form of obscurement.
  Psychic Powers (Psy Rating 5): Blood Boil, Compel, 
  Regenerate.
  Weapons: Feeding tube (1d10+6 R; Warp).
  Threat Rating: Malleus Extremis.
  Larval Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  15 
  – 20 20 20 – 10 70 – 
  Fel
  Adult Psychneuein Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  38 
  – 30 86 52 56 66 70 – 
  
  354
  Plaguebearers
  Bloated and malformed, clutching rusted butcher blades and 
  glaring out with a single milky-white eye, these foulest of 
  Daemons are walking incubators of the most terrible diseases 
  and excrescence, serving Nurgle, Chaos power of decay and 
  contagion.
  Movement: 3/6/9/18 
  Wounds: 20
  Skills: Awareness (Per), Psyniscience (Per), Speak Language 
  (any one) (Int).
  Talents: None.
  Traits: Daemonic (TB 10), Dark Sight, Daemonic Presence†, 
  Fear 3, From Beyond, Infected Wounds‡, Natural Weapon 
  (Teeth or Claws), Vomit¥, Warp Instability.
  †Daemonic Presence: All creatures within 20 metres take a 
  –10 penalty to Willpower Tests.
  ‡Infected Wounds: Any injuries infl icted by a Plaguebearer 
  automatically become infected.
  ¥Vomit: As a Half Action, a Plaguebearer can vomit on any 
  adjacent victim. 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. In lieu 
  of Critical Damage, the vomit deals 3d10 points of Toughness 
  Damage to the victim’s Toughness Characteristic.
  Weapons: Claws and teeth (1d10+3 R; Primitive, Tearing) 
  or sword (1d10+3 R, Pen 2, Balanced, Toxic (1d10)).
  Threat Rating: Malleus Minoris.
  uNcleaN sPIrIt
  The warp is a place of myriad horrors and numberless dangers, 
  and the entities that seethe and boil within its turbulent depths 
  range from the vast powers of the so-called Chaos gods to 
  mindless, verminous predators. The Ordo Malleus classifies 
  some in this latter category as unclean spirits, and while they 
  lack the reality-damaging powers of true Daemons, they can 
  still prove dangerous if loosed on the world.
  Movement: 3/6/9/18 
  Wounds: 8
  Skills: Psyniscience (Per) +10.
  Talents: None.
  Traits: Daemonic (TB 4), Fear 1, Flyer 6, From Beyond, 
  Incorporeal, Possession, Spirit Form†, Warp Instability.
  †Spirit Form: The unclean spirit is invisible to normal sight, 
  although it can be seen normally via Psyniscience, and detected by 
  devices that can register warp disturbance. Those without this ability 
  may still sense the unclean spirit’s presence with a Difficult (-10) 
  Awareness Test if in its immediate area. This registers as a feeling of 
  deep unease, a sudden chill or an unaccountable foul stench.
  Psychic Powers (Psy Rating 1): Sense Presence, Spectral 
  Hands, Warp Howl.
  Weapons: None.
  Threat Rating: Malleus Minima.
  Plaguebearers Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  35 25 35 50 30 30 45 40 10 
  Unclean Spirit Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  15 15 – 
  25 30 18 35 30 10 
  Plaguebearers
  Unclean Spirits
  
  355
  DAEMONHOSTS
  Daemonhosts are unholy creations of foul and dangerous rituals in 
  which a powerful Daemon is bound into a living human host body 
  and enslaved to its creator’s will. An utterly foul act, the creation 
  of a Daemonhost condemns the soul of the host body to eternal 
  torment and provides a lasting home in the universe for a Daemon 
  to work its evil. Despite the horror of their creation, there are those 
  within the Inquisition itself, it is said, who have dared to replicate 
  the act, hoping to turn their creations against enemies of the 
  Imperium. Unfortunately, Daemonhosts are not only the preserve 
  of a handful of Radical Inquisitors. Insane dabblers in proscribed 
  knowledge and the most powerful of cults have also been known 
  to create Daemonhosts to serve them in their designs. Daemons do 
  not rest easily under the will of any mortal, and to earn the enmity 
  of such a creature is to gain an immortal enemy, so a Daemonhost’s 
  creator is faced with a dangerous conundrum: the more powerful the 
  Daemonhost created, the weaker the bindings of the Daemon.
  Daemonhost Generator
  The generator included here is intended to give you a quick 
  way of creating these most potent opponents, or even allies, 
  of the Inquisition, while also giving you ideas to customise 
  your own Daemonhosts.
  The Method
  Creating a Daemonhost has seven stages as detailed below:
  Stage One: Roll on Table 12-5: Binding to determine 
  how many times the Daemonhost has been bound.
  Stage Two:  Generate the Daemonhost’s Characteristics.
  Stage Three: Generate the changes wrought on the host body.
  Stage Four: Generate the phenomena of the Daemonhost’s 
  presence.
  Stage Five: Generate the Daemonhost’s Psychic Powers.
  Stage Six: Determine Skills and Traits.
  Stage Seven: Add your own finishing touches.
  Stage One: Binding
  The less strongly bound a Daemonhost is, the more powerful 
  it will be; but the weaker the binding, the greater the chance 
  the Daemon has to slip its master’s control.
  Table 12-5: Binding
  Roll
  Effect
  01–10
  Unbound: The Daemon, within its host, has broken 
  free of its fetters. Such a creature is the walking 
  embodiment of the corrupting power of the warp.
  11–40
  Once-bound: A Daemonhost that has the least 
  number of bindings placed on it is apocalyptically 
  powerful, but only barely contained.
  41–70
  Twice-bound: More powerfully bound, a 
  Daemonhost is still extremely dangerous, but its 
  raw power is tempered and more easily controlled.
  71–00
  Thrice-bound: The most strongly bound 
  Daemonhosts are the least likely to rebel, but are 
  still not without inhuman strength and power.
  Daemonhosts
  DAEMONHOSTS
  Daemonhosts
  DAEMONHOSTS
  
  356
  Stage Two: Characteristics
  Once you have determined the extent of the Daemonhost’s binding, cross-reference this with the profile given in the following 
  table to give the Daemonhost’s Characteristics.
  Stage Three: Unholy Changes
  Daemonhosts are covered with chains and amulets, their skin punctured by needles and their fl esh etched with sigils. The host 
  body beneath the bindings is warped by the terrible essence trapped within it. To determine what changes have been visited on 
  the Daemon’s fl eshy prison, roll on Table 12-7: Unholy Changes that follows.
  For unbound Daemonhosts, roll 1d5+1 times; for once-bound, roll 1d5; for twice-bound, roll 1d5–1 (minimum once); and 
  for thrice-bound, roll 1d5–2 (minimum once). In all cases, re-roll duplicate results.
  Table 12-6: Daemonhost Characteristics
  Characteristics 
  Unbound 
  Once-Bound 
  Twice-Bound 
  Thrice-Bound
  Weapon Skill (WS) 
  20+2d10 
  20+2d10 
  20+2d10 
  20+2d10
  Ballistic Skill (BS) 
  20+2d10 
  20+2d10 
  20+2d10 
  20+2d10
  Strength (S) 
  45+2d10 
  45+2d10 
  40+2d10 
  35+2d10
  Toughness (T) 
  30+2d10 
  35+2d10 
  40+2d10 
  45+2d10
  Agility (Ag) 
  10+2d10 
  10+2d10 
  10+2d10 
  10+2d10
  Intelligence (Int) 
  70+2d10 
  70+2d10 
  70+2d10 
  70+2d10
  Perception (Per) 
  50+2d10 
  50+2d10 
  50+2d10 
  50+2d10
  Willpower (WP) 
  80+2d10 
  70+2d10 
  60+2d10 
  50+2d10
  Fellowship (Fel) 
  5+2d10 
  5+2d10 
  5+2d10 
  5+2d10
  Wounds  
  30 
  30 
  30 
  30
  Psy Rating 
  8 
  6 
  5 
  4
  Table 12-7: Unholy Changes
   Roll 
  Result
   01–04 
  Vestigial Horns: Two small horns project from the Daemonhost’s forehead.
   05–08 
  Glowing Eyes: The Daemonhost’s eyes glow with a malign light.
   09–12 
  Boils: The flesh of the Daemonhost is covered with weeping boils and sores.
   13–16 
  Cat’s Eyes: The Daemonhost’s eyes are yellow and the pupils are black slits.
   17–20 
  Horns: A set of horns, like those of a ram or goat, spring from the Daemonhost’s head. It gains the Natural Weapon (Horns) trait.
   21–24 
  Claws or Blades: The Daemonhost’s fingers are elongated and sharpened into razor claws, or fused into blades as sharp as sin. It gains the 
   
   
  Natural Weapon (Claws) trait with the Warp Weapon quality.
   25–28 
  Broken Form: The Daemonhost’s body is permanently contorted, its body folded in unnatural ways.
   29–32 
  Snake Tongue: A long forked tongue flicks from between the Daemonhost’s teeth.
   33–36 
  Fluid Form: The Daemonhost’s flesh flows continually: limbs, screaming faces and other terrible things pushing out from its body before 
   
   
  being reabsorbed.
   37–40 
  Wings: Great wings of feathers or stretched skin have sprung from the Daemonhost’s back. It gains the Flyer trait at a rate equal to twice its 
   
   
  Agility Bonus.
   41–44 
  Bleeding Mouth and Eyes: The Daemonhost’s eyes continually weep blood, while viscous gore seeps from between its lips.
   45–48 
  Covered in Eyes: The Daemonhost’s flesh is covered in eyes. The Daemonhost gains a +20 bonus to Awareness Tests involving vision.
   49–52 
  Quills: The Daemonhost’s flesh has sprouted long avian quills. It gains the Natural Armour 2 trait.
   53–56 
  Un-fleshed: The Daemonhost has no skin, its glistening muscles and sinews are exposed.
   57–60 
  Inner Fire: An unearthly fire burns within the Daemonhost, glowing through its flesh, veins and skin. Its natural attacks inflict Energy 
   
   
  Damage.
   61–64 
  Bloated Form: The host body is grossly bloated.
   65–68 
  Snake Nest: Snakes coil around the Daemonhost, flowing from its mouth and rents in its flesh. Whenever it deals Damage, the target must 
   
   
  succeed on a Hard (-20) Toughness Test or be affected as if by a hallucinogen grenade for 1d5 Rounds.
   69–72 
  Insect Hive: The Daemonhost’s body is a hive for a mass of insects that crawl across it. It gains 1d10 Wounds.
   73–76 
  Corpse-Host: The host’s body has expired during the ritual and is visibly rotting—yet it still lives! It increases its Toughness by 1d10.
   77–80 
  Elongated limbs: The Daemonhost’s limbs are distorted and elongated. The Daemonhost can attack creatures up to three metres away in 
   
   
  close combat.
   81–84 
  Scales: The Daemonhost’s body is covered in a fine layer of snake-like scales. It gains the Natural Armour 3 trait.
   85–88 
  Animalistic: The Daemonhost’s body has bestial features, such as the head of a goat, bull or avian, backwards-jointed limbs or fur.
   89–92 
  Featureless Face: Though it has no effect on its senses, the Daemonhost’s head is smooth, featureless flesh.
   93–96 
  Charred Form: The host body appears horrifically burnt. The Daemonhost is immune to all forms of fire and heat damage, even psychic 
   
   
  fire (but not holy flame).
   97–00 
  Seeming Normality: If you roll this result, do not roll any further on this table. Also, any results already rolled are removed. The host body 
   
   
  seems perfectly normal, apart from the instruments of its binding. It adds 1d10 to its Fellowship.
  
  357
  Stage Four: Daemonic Presence
  The very presence of a Daemonhost has an effect on its surroundings. The diameter of this area is equal to the Daemon’s 
  Willpower Characteristic in metres. Within this area, all characters experience a particular set of phenomena and take a -10 
  penalty to Willpower Tests. The number of phenomena caused depends on how strongly the Daemonhost is bound: unbound 
  Daemonhosts cause four phenomena; once-bound Daemonhosts cause three phenomena; twice-bound Daemonhosts cause two 
  phenomena; and thrice-bound Daemonhosts cause one phenomenon. For each phenomenon the Daemonhost has, roll once on 
  Table 12-8: Daemonic Phenomena that follows. Re-roll any duplicate rolls.
  Stage Five: Psychic Powers
  Daemonhosts do not suffer Perils of the Warp. When a Daemonhost is using a Psychic Power and an 9 is rolled on the power 
  dice, the Daemonhost takes a Wound for each 9 rolled. In addition, Daemonhosts do not suffer any negative effects of Psychic 
  Phenomena, although those around the Daemonhost will be affected as normal by any that occur.
  Minor Psychic Powers: Daemonhosts possess all Minor Psychic Powers described in Chapter VI: Psychic Powers.
  Psychic Powers: An unbound Daemonhost has 1d5+4 Psychic Powers, a once-bound Daemonhost has 1d5+2 Psychic 
  Powers, a twice-bound Daemonhost has 1d5+1 Psychic Powers, and a thrice-bound Daemonhost has 1d5 Psychic Powers. 
  Select any Psychic Powers you like from those found in Chapter VI: Psychic Powers.
  Stage Six: Skills, Talents and Traits
  All Daemonhosts have the following Skills, Talents and Traits:
  Skills: Awareness (Per) +10, Deceive (Fel) +20, Forbidden Lore (Daemonology, Heresy, Warp, plus any others you like) (Int) 
  +20, Psyniscience (Per) +20, Secret Tongue (any you like) (Int) +20, Speak Language (all) (Int) +20.
  Talents: None.
  Traits: Daemonic, Dark Sight, Fear 4, Flyer (AB), From Beyond, Natural Weapon (Claws or Fangs). Unbound and once-
  bound Daemonhosts have Unnatural Strength (×3), and twice and thrice-bound have Unnatural Strength (×2).
  Stage Seven: Finishing Touches
  Its now time to pull together all of the randomly generated factors, add in your own details such as a name, and unify it into a 
  consistent whole.
  Threat Rating: Thrice-bound and twice-bound are rated as Malleus Extremis, while once-bound and unbound are rated as 
  Malleus Terminus.
  Table 12-8: Daemonic Phenomena
  Roll 
  Result (In the Daemonhost’s presence…)
  01–04 
  …people will feel nauseous.
  05–08 
  …people perceive a sickly sweet smell.
  09–12 
  …everyone tastes gritty ashes.
  13–16 
  …people’s noses begin to bleed.
  17–20 
  …the sound of scuttling can be heard.
  21–24 
  …there is a smell of burnt paper and hot metal.
  25–28 
  …a single high-pitched note can be heard.
  29–32 
  …liquid falls upwards in drops, pooling on the ceiling.
  33–36 
  …snatches of sound without connection can be heard.
  37–40 
  …plants wither and die, food and drink spoils.
  41–44 
  …the air is hot, as if standing in front of a furnace.
  45–48 
  …the air is filled with the smell of ozone.
  49–52 
  …there is a smell of burning flesh.
  53–56 
  …paint peels as if burnt, metal rusts and wood rots. Once the Daemonhost has passed everything returns to normal.
  57–60 
  …the air is filled with the smell of blood.
  61–64 
  …the buzzing of flies can be heard, though none can be seen.
  65–68 
  …shadows flicker and distort, seemingly to the silhouettes of strange figures.
  69–72 
  …lights dim, candles snuff out, a gloom spreads.
  73–76 
  …strange things are seen out of the corner of people’s eyes.
  77–80 
  …the air is cold, breath forms in the air and surfaces are covered with a sheen of frost.
  81–84 
  …a cold breeze swirls and screaming can be heard distantly.
  85–88 
  …sparks arc across metal and ghostly radiance glimmers from flesh.
  89–92 
  …muttering familiar voices can be heard dimly.
  93–96 
  …everyone feels things scuttling across their skin; when they look, there is nothing there.
  97–00 
  …the taste of bile and of blood fills people’s mouths.
  
  358
  Example Daemonhost:
  HEDRODAL
  Twice-bound Daemonhost
  Created by the false prophets of the Pilgrims of Hayte 
  using the unwilling body of the fallen Interrogator 
  Cripon, Hedrodal is a foul thing. A long purple snake-
  tongue flicks from between its grinning teeth, glowing 
  eyes burn with an icy light and its chain-crossed flesh is 
  covered in rolling eyes and glistening boils. Everywhere 
  Hedrodal passes there is the sound of nameless things 
  scuttling, and lurking shadows of horrible visage can be 
  seen inhabiting the darkness around it.
  Movement: 1/2/3/6 
  Wounds: 30
  Skills: Awareness (Per) +10, Deceive (Fel) +20, Forbidden 
  Lore (Daemonology, Heresy, Warp, plus any others you like) 
  (Int) +20, Psyniscience (Per) +20, Secret Tongue (Daemonic) 
  (Int) +20, Speak Language (all) (Int) +20.
  Talents: None.
  Traits: Daemonic (TB 8), Dark Sight, Fear 4, Flyer 1, From 
  Beyond, Natural Weapon (Claws or Fangs), Unnatural Strength 
  (×2).
  Psychic Powers (Psy Rating 5): All Minor Psychic Powers, 
  plus Blinding Flash, Call Flame, Holocaust, Regenerate, 
  Telekinesis.
  Weapons: Claws and Fangs (1d10+8 R; Primitive).
  Threat Rating: Malleus Extremis.
  358
  Hedrodal Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  28 28 45 44 12 85 65 79 13 
  
  359
  INtroductIoN & 
  game master’s 
  sectIoN
  •
  Part I 
  the braZeN skY
  •
  Part II 
  PlaNetfall
  •
  Part III 
  the 
  black cathedral
  •
  Part IV 
  faIth betraYed
  •
  Part V 
  daNcer at the 
  threshold
  •
  NPcs & creatures
  
  360
      Chapter XIII: 
  Illumination
  T
  Introduction 
  & Game 
  Master’s 
  Section
  An Overview of 
  the Adventure
  INTRODUCTION 
  & GAME 
  MASTER’S 
  SECTION
  T
  his adventure is intended for starting 
  Acolytes and showcases many of the 
  iconic perils that PCs will face in 
  Dark Heresy. It’s also intended to serve as 
  a good introduction to the game mechanics, 
  and so a thorough reading of the rules for 
  Tests, Fear & Insanity and, of course combat, 
  is advised before play.
  The adventure itself is divided up into 
  five parts that should be played through 
  in order, and the game itself may take four 
  or more sessions of play to complete. For 
  brevity and convenience, detailed statistics 
  for noteworthy Non Player Characters 
  (NPCs) are gathered together at the end of 
  this chapter. 
  The adventure breaks down as follows:
  Part One: The Brazen Sky
  Part Two: Planet Fall
  Part Three: The Black Cathedral
  Part Four: Faith Betrayed
  Part Five: Dancer at the Threshold
  AN OVERVIEW OF 
  THE ADVENTURE
  The PCs are Acolytes just beginning their service 
  with the Inquisition. As one of their first tasks, 
  they are brought together as a team to assist and 
  safeguard a senior Inquisitorial agent in carrying 
  out an investigation on the barbaric world of 
  Iocanthos. 
  The senior agent’s name is Aristarchus. He is a 
  sanctioned Imperial psyker and more specifically 
  a seer. His expertise lies in matters of prophesy, 
  prognostication and the investigation of psychic 
  and warp phenomena. Aristarchus is a favoured 
  member in the retinue of the PCs’ own Inquisitor, 
  and also a distant descendent of the famous Saint 
  Drusus—one of the key figures in the founding of 
  the Calixis Sector, a seemingly incidental fact that 
  will be revealed to have dire importance later on.
  The investigation has been triggered by a 
  report of strange and potentially warp-spawned 
  phenomena that have plagued the closing stages of 
  the founding of a new cathedral in the settlement 
  of Stern Hope, and is a result of a formal request 
  from the mission’s abbot, Orland Skae. 
  The Acolytes must first travel to Iocanthos 
  on the void freighter Brazen Sky and meet up 
  with Aristarchus at the Imperial outpost of Port 
  Suffering. Then they must cross the barren and 
  dangerous wastes to Stern Hope where they will 
  investigate a suspected psychic disturbance. If 
  need be they must bring an end to matters by 
  force to ensure that the cathedral is consecrated 
  on Saint Drusus’ feast day as planned.
  Unfortunately for the Acolytes, there is a lot 
  I
  Chapter XIII: 
  Illumination
  “The most dangerous weapon this galaxy has ever produced is faith. All other force is merely a shadow of 
  what that terrible power can achieve.”
  — Inquisitor Globus Vaarak, Ordo Hereticus.
  I
  llumination is an introductory adventure designed to help novice Game Masters and players 
  alike plunge into the grim and mysterious milieu of the Warhammer 40,000 universe. In it 
  Player Characters (PCs) will be pitched into the midst of dark events and journey to a barren 
  and barbaric world where ancient evils are stirring, and the lives, and indeed the souls, of many 
  will depend on the Acolytes’ actions.
  The story as it unfolds is one of treachery, dark secrets revealed, intrigue and deceit (as well as 
  a generous amount of action and mortal danger), so if you are intending to play this scenario as 
  an Acolyte, please read no further as you will spoil the surprises in store for you. Game Master, 
  you may proceed!
  a note 
  For 
  novice 
  Gms
  If you’re a novice 
  Game Master, take care 
  to read the adventure 
  through a few times 
  before running it. 
  Don’t be afraid to 
  make a few notes along 
  the way, as the better 
  you know what’s going 
  on in the adventure’s 
  storyline, the better 
  you’ll be able to react 
  when your players do 
  something unexpected! 
  Also we’ve added a 
  few extra touches to 
  help you keep track of 
  things, such as details 
  on NPCs, and blocks 
  of descriptive text at 
  the start of important 
  encounters. These can 
  simply be read out 
  verbatim or paraphrase 
  to help set the scene 
  for your players. A lot 
  of the drama lies in 
  unravelling the truth 
  and the consequences 
  of being deceived. 
  Illumination is no 
  different, so don’t 
  worry too much if 
  the PCs don’t “get it” 
  all the way up to the 
  end— it’ll just make 
  the final encounter all 
  the more frightening.
  Good Luck &
  Have Fun!
  
  361
  more going on than meets the eye, and they have 
  become entangled in the machinations of an 
  ancient and scheming Daemonic entity known 
  in the dark myths of Iocanthos as Tsyiak—the 
  Crow Father, Dancer at the Threshold, in a plot 
  to unleash itself on the material world.
  Long ago, during the campaign to bring war-
  ravaged Iocanthos into the Imperial fold, the blessed 
  Saint Drusus vanquished Tsyiak’s cult on Iocanthos 
  and destroyed the Daemon’s earthly vessel in the 
  shape of the cult’s leader. Knowledge of this event 
  was completely repressed and even among the 
  natives it has faded into half-remembered myth. The 
  Daemon, however, has not forgotten, and since then 
  it has clawed and scratched at the barriers of reality 
  seeking to revenge itself and to walk Iocanthos once 
  more to work its evils.
  To this end, Tsyiak has whispered corruption 
  into the mind of a good-intentioned but fl awed 
  Imperial missionary—Orland Skae. Manipulating 
  Skae’s pride and blind faith, the Daemon has 
  slowly twisted his mind and brought him 
  completely under its thrall. Betrayal, lies, murder 
  and despair are meat and drink to the Daemon, 
  and it has been secretly orchestrating events 
  from the shadows to use Skae to enact a ritual 
  sacrifice and unleash the Daemon. The Daemon 
  has duped Skae into founding a new cathedral 
  in the wilderness on the very site of Tsyiak’s 
  ancient defeat, with the missionary’s gathered 
  congregation ready to be betrayed and sacrifice 
  when the time is right. But to fully and firmly 
  take a grip on mortal fl esh, Tsyiak needs the body 
  and soul of a powerful psyker to consume and 
  possess, so the Daemon has conspired to bring a 
  descendant of the hated Drusus to fulfil this role.
  The Daemon’s plan has been to cloud Aristarchus’s 
  mind through the gift of a corrupted Emperor’s Tarot 
  deck, which will slowly bring him under Tsyiak’s 
  thrall. However, the arrival of the Acolytes on the 
  scene is an unforeseen complication. They are, at first, 
  useful to the Daemon’s designs as they will serve to 
  escort its chosen prey safely through the barren lands 
  of Iocanthos to Stern Hope, but after that they have 
  outlived their usefulness. The Daemon is not powerful 
  enough (yet) to destroy them directly, and so it will 
  plan to mislead them, seeking to divert their suspicions 
  onto a local Ashleen elder called Esha Raine. The 
  Acolytes are sent off on a wild goose chase, whilst 
  the ritual to incarnate the Dancer at the Threshold is 
  begun and the people of Stern Hope are betrayed to 
  destruction. As matters are reaching fruition, Tsyiak 
  has even gone so far as to begin appearing to Skae 
  in visions as Saint Drusus himself, claiming that the 
  preparations and Aristarchus’s presence will allow him 
  (the saint) to be reincarnated in mortal form—a lie 
  that he will also tell Aristarchus when the time is right, 
  duping him into becoming a willing sacrifice.
  Through deduction and the right actions—
  principally by not falling for the Daemon’s final ruse 
  and killing Raine, the Acolyte’s will be forewarned 
  when the Daemon’s plan reaches fruition. They 
  will have a good chance of stopping Tsyiak from 
  possessing Aristarchus and hurling its Daemon-
  essence back into the warp. If, on the other hand, 
  they have fallen for the lies and intrigues of the 
  Dancer at the Threshold, not even their faith in the 
  God-Emperor is likely to save them or Iocanthos 
  from the Daemon’s wrath.
  dramatIs 
  PersoNae 
  of maJor 
  characters
  The adventure features 
  numerous NPCs, the 
  most important listed 
  in short form here, 
  with full statistics 
  detailed at the end of 
  the adventure.
  Aristarchus: 
  Inquisitorial agent and 
  seer in charge of the 
  Acolyte’s mission.
  Under-Consul 
  Kerred Smyk: An 
  Imperial official at 
  Port Suffering.
  Prelate Orland 
  Skae: Abbot of Stern 
  Hope and leader of 
  the faithful.
  Brother Lamark: A 
  senior cleric at Stern 
  Hope, charged with 
  the people’s welfare.
  Brother Severus: 
  A senior cleric at 
  Stern Hope, charged 
  with defending the 
  settlement.
  Esha Raine the 
  Death Singer: A 
  respected Ashleen 
  elder and folk-healer.
  Kos’ke: A local 
  petty warlord of the 
  Ashleen whose clan is 
  allied to Stern Hope.
  Tsyiak aka The 
  Crow Father aka 
  The Dancer at 
  the Threshold: An 
  ancient and vengeful 
  Daemon once 
  banished by Saint 
  Drusus and clawing to 
  get back into reality.
  
  362
  B
  Part One: 
  The 
  Brazen 
  Sky
  Getting Started
  The Wider 
  Situation on 
  Iocanthos
  THE WIDER 
  SITUATION ON 
  IOCANTHOS
  Iocanthos is a barbaric, war-torn world 
  lying in the Golgenna Reach in the heart 
  of the Calixis Sector. The planet is a dusty, 
  arid wasteland and home to a continuous 
  cycle of strife and internecine conflict that 
  was elevated little by its conquest under 
  the auspices of General (later Saint) Drusus 
  during the Angevin Crusade that carved the 
  Calixis Sector into being. Possessing little 
  by way of resources other than its warlike 
  people, over the years Iocanthos was used 
  intermittently as a dumping ground for 
  convicts and undesirables and a mustering 
  ground for regiments until, centuries later, 
  a strange indigenous plant known as the 
  Ghostfire flower was discovered to possess 
  potent psychoactive properties, particularly 
  when rendered down and concentrated in the 
  form of a bloodlust-inducing combat drug. 
  Ghostfire quickly became a staple of 
  Imperial Guard penal legions across the 
  sector and is even exported beyond. The 
  rendered pollen has become the planet’s 
  only tithe to the Imperium. Otherwise the 
  planet has been left to languish and exists 
  in a near feral state. Indeed, the control of 
  the pollen’s export, traded for arms and 
  the products of off-world industry by the 
  planet’s fractious warlords, has become the 
  measure of power on Iocanthos and even 
  further cause for bloodshed and violence.
  Ghostfire itself has proved all but 
  impossible to synthesise or cultivate on 
  other worlds, and is incredibly difficult to 
  intensively farm as its tangled iridescen 
  blossoms seem to cleave only to the torn 
  and battlefield-strewn lands. This has 
  led to a popular myth that may well have 
  more than a grain of truth to it, that the 
  Ghostfire’s nourishment is anguish, despair 
  and violence and that one blossom springs 
  for every one of the world’s lost souls. Some 
  even whisper the sedition that those who 
  rule the sector prevent anyone from looking 
  too closely into the suspect nature of these 
  “crops”, ignoring what should be obvious to 
  anyone who spends time among the warring 
  clans of Iocanthos: that wherever their 
  soldiers fight and die, the Ghostfire flowers 
  soon follow. 
  The population of Iocanthos are a mixed 
  group; some are outcasts or refugees from 
  elsewhere dumped on the world by Imperial 
  authorities and others are the descendents of 
  former convicts shipped in previous centuries. 
  The largest group are known as the Ashleen, 
  an indigenous clan of humans that predate 
  the sector’s founding. The Ashleen are a 
  warlike, semi-nomadic people who freely mix 
  the primitive skills and lifestyles of hunter-
  gatherers with imported firearms and scavenged 
  machinery. Outside the world’s few off-worlder 
  outposts, wider Imperial culture and law are 
  nothing more than stories and myths, and while 
  the Imperial Creed is kept up by a constant 
  supply of willing missionaries, the persistence 
  of old native beliefs and local variations of 
  Ecclesiarchy teachings are common, something 
  the wider Cult would like to see change. 
  More information on Iocanthos can be 
  found both in Player Handout I and in 
  Chapter XI: The Calixis Sector.
  PART ONE: 
  THE 
  BRAZEN 
  SKY
  GETTING STARTED
  B
  efore running this scenario, you should 
  take the time to read it thoroughly 
  so you get a sense of the plot, the 
  characters, their motivations and the various 
  locations that the PCs are likely to explore. 
  If the players have not done so already, they 
  should create their characters using the rules 
  found in Chapter I: Character Creation. 
  Once they’ve finished and you’ve looked over 
  their character sheets, encourage the players 
  to come up with backgrounds and reasons for 
  their being selected to join the Inquisitor’s 
  retinue. Once all the background elements 
  are in place, give the PCs or read aloud 
  Players Handout I. This handout describes 
  the nature of their mission. Then begin with 
  the section entitled The Brazen Sky.
  from 
  shattered 
  hoPe to 
  IllumINatIoN
  If your characters 
  come straight 
  from the carnage 
  in the Gorgonid 
  Mine depicted in 
  the Shattered Hope 
  preview adventure, 
  they are quickly 
  extracted from the 
  mine workings to 
  a fast system craft.  
  On board they are 
  met by a grey-robed 
  adept who identifies 
  himself by showing 
  the Acolytes a ring 
  bearing the seal of 
  their master. He 
  passes a data-slate to 
  each of the Acolytes. 
  He does not know 
  the contents of 
  the data-slate and 
  only knows that 
  the system vessel 
  will be meeting a 
  trader-hauler called 
  the Brazen Sky which 
  will take them to 
  Iocanthos where their 
  next task waits. Once 
  the characters are on 
  board the Brazen Sky 
  begin the adventure 
  as described.
  The Shattered Hope 
  preview adventure 
  and additional 
  support material 
  is available for 
  download from the 
  Fantasy Flight Games 
  website at,  
  www.FantasyFlightGames.com
  
  363
  Ref: Inq/045678499/BI
  Author: Inquisitor Tyburn Graves
  Subject: Mission Briefing
  Name: Iocanthos
  Location: Segmentum Obscurus
  Sector: Calixis (Scintillan Sub)
  Tithe Grade: Exactus Median
  Notes: ref—Ghostfire Pollen
  Mission Details: The Inquisition offices on Scintilla have been formally issued with a request for assistance from the settlement of Stern 
  Hope on Iocanthos. The report, while vague, suggests suspicious disturbances, possibly psychic or warp-based, occurring in the area of 
  a new cathedral raised to honour Saint Drusus. The cathedral lies at the heart of the remote outpost and its successful completion will do 
  much to further the Imperial faith on this troubled world, a laudable goal and one that the Holy Ordos shares.  
  You are requested and required to proceed to the planet Iocanthos where you will assist a Senior Inquisitorial Agent, Aristarchus the Seer, 
  in investigating the incidents and ensuring that the consecration of the cathedral goes as planned. Your princpal tasks are to gather data 
  about any phenomena encountered and, where needed, eliminate any threats that you find. For the duration of the mission, Aristarchus 
  has the honour of command over you in my name. Assist him and afford him the same loyalty as you would give me, in the God-
  Emperor’s name.
  Passage for you has been arranged on the trade-hauler Brazen Sky for immediate departure to Iocanthos. Make yourself known and 
  familiarise yourself with your fellow Acolytes on board using the codes you have learned during your training. 
  Landing close to the site of the incident is impractical due to its geographical location in a mountain range and the potential hostility of the 
  natives. Instead you will make planetfall at Port Suffering (Iocanthos’ primary Imperial outpost) and meet Aristarchus there. From Port 
  Suffering arrangements have been made for your journey to Stern Hope.
  Addendum 1: The Cathedral Mission
  Missionary-Abbot Orland Skae successfully petitioned for the first Iocanthan cathedral to be built in the settlement Stern Hope two years 
  ago, and since then reports indicate that he has gathered a sizeable congregation of native converts and worthy off-world pilgrims to 
  his cause. Skae himself, a very distant scion of Scintillan nobility, has managed to garner both off-world donations and considerable local 
  support to his mission, so far succeeding where others have failed. 
  Addendum 2: Reported Phenomena
  As the cathedral structure has neared completion, unusual phenomena have been evidenced both at the site and in the surrounding 
  area. These include strange lights in the hills, animal attacks, missing persons, an upsurge in accidents and unexplained deaths. These 
  incidents have culminated recently in more serious and obviously unnatural events such as manifestations of phantom sounds, walls 
  weeping blood, telekinetic disturbances and other such phantasmagoria. 
  Addendum 3: Planetary Briefing
  Society: Iocanthos is an anarchic pseudo-feudal society, where all power-relationships are based on violence or its threat. A war-torn 
  and brutal world, the control of the planet rests with various warlord and clan factions that compete to harvest or steal the planet’s 
  only tithed material, Ghostfire pollen, in order to turn it over to the Imperium in exchange for supplies. The most powerful warlord is 
  currently King Vervai Skull who is currently acknowledged as Iocanthos’s de facto planetary governor. Iocanthos boasts a single fortified 
  Administratum-controlled spaceport settlement, Port Suffering, where the tithe is collected and trans-shipped.
  Founding: Iocanthos was taken by General (Saint) Drusus’s 2nd Army Group during the first great crusades through the sector. As the 
  planet lacked any significant technology, Drusus’s forces defeated the indigenous people, known as the Ashleen, in a single week of 
  bloody fighting. Drusus later remarked in his memoirs that the only memorable aspect of the planet was the vast fields of wild flowers 
  which resembled “Shimmering fields of rippling explosions, caught at that fleeting moment between beauty and destruction” [Ref. pg. 
  526—Breaching the Darkness]. As ever, the general was perceptive as the Ghostfire would become central to the world’s future.
  Additional Notes: In times past, Iocanthos served as a penal dumping ground for undesirables that the Scintillan authorities for various 
  reasons didn’t wish to execute or expatriate further afield. Such exiles were given minimal supplies and allowed to thrive or falter 
  without further interference. The current population is largely a mixture of their descendants and the native Ashleen.
  Imperial xeno-botanist Mogren Thunt was the person who discovered that the pollen of the native Ghostfire flowers contained powerful 
  psychoactive properties and refined their use.
  After being graced with a powerful vision telling her to build a temple, “Where the flowers burn”, Sister Semberle of the Adeptus Sororitas 
  came to the world and ordered the building of the Abbey of the Dawn in one of Iocanthos’s flint mountain ranges. The Sororitas facility 
  is forbidden to outsiders.
  Ref—Ghostfire Pollen: Iocanthos’s sole tithe. It is a powerful psychoactive substance used as the base for a considerable number of 
  combat drugs used by the Imperial Guard’s penal legions throughout the Segmentum Obscurus.
  Past Inquisitorial Involvement: To the average Iocanthan, the Inquisition is merely another half-legendary power from beyond their world, 
  and while there are records of several Inquisitorial missions to Iocanthos in the past, they are all classified beyond your clearance rating. 
  I have reviewed them and judge none to be currently relevant to your mission. 
  The planet historically registers a slightly higher per capita level of psyker birth, but not significantly so. 
  The Sisters of the Abbey of the Dawn regularly report any unusual heretical activity to the Conclave. Other than this, the Holy Ordos retain 
  no standing presence on Iocanthos.
  Player Handout 1
  
  364
  THE BRAZEN 
  SKY
  T
  he adventure begins with the uncomfortable 
  trip to Iocanthos aboard the Brazen Sky, 
  a large and rather down-at-heel cargo 
  vessel. The Acolytes are hustled aboard past 
  scenes of frenetic activity as the ship’s crew load 
  and offl oad goods. They are left in a large and 
  dishevelled-looking open-plan crew bay largely 
  on their own for the duration of the trip, which 
  will last for three days under warp. 
  Their only connection with the crew of 
  the vessel is an alarmingly obsequious purser 
  who goes by the name of Sebek. His fawning 
  manner should be made to irritate somewhat, 
  and he should drop heavy hints about “seeing 
  to their needs”, which basically means selling 
  them low-grade “grey market”, mildly illegal 
  goods. He may also be questioned through 
  the use of Interaction skills, by making either 
  an Ordinary (+10) Inquiry or Charm Test, 
  with some example results shown on Table 
  13-1: Inquiries about Iocanthos. He will be 
  well disposed to any Acolyte who has bought 
  something from him, granting a further +10 
  bonus to that Acolytes test.
  During this time, the PCs can also get to know 
  one another and discuss their upcoming mission. 
  Allow the players to introduce their characters, 
  offer descriptions of themselves, and reveal 
  whatever they wish about their backgrounds, 
  capabilities, and any other interesting details 
  they’re inclined to share. There’s not much to do 
  on the ship, nor is there anywhere to explore. 
  AN UNPLEASANT 
  DESCENT
  Read or paraphrase the following:
  After weeks of continuous shuddering motion, you 
  feel a sudden lurch and a sickening wrenching 
  sensation that can only mean that the Brazen Sky 
  has dropped out of warp. After a few minutes, the 
  pale-faced purser appears in the hatchway with a 
  flourish and advises you that you must “pack your 
  gear and present yourselves in Forward Hold 2/
  DZ015 for debarkation to Iocanthos”. He waits 
  smiling to lead the way.
  Allow the players to make whatever final 
  preparations they need before they head out. 
  Forward Hold 2/DZ015 is a long, narrow and 
  high-vaulted room that holds a modest-sized 
  lighter—a multi-purpose transport designed to 
  move goods and people from orbit down to the 
  planet’s surface. The access hatch is already open 
  and waiting for the Acolytes while workers finish 
  loading supplies and other cargo into the vessel. A 
  deck officer takes a data-slate from the purser who 
  wishes you a last fawning bow of farewell, saying: 
  “Honoured guests you must depart.” 
  Once the purser has gone, the grimy hard-
  faced deck officer asks:
   “Any of you ever been on a drop before?” 
  Characters with a military background 
  undoubtedly have, but it’s less likely for other 
  characters. The deck officer looks with sympathy 
  at those who haven’t and says:
  “Would you like a sedative?” and hands any 
  character who accepts a blue lozenge saying, 
  “This should help.”
  sIghts aNd 
  souNds 
  oNboard the 
  braZeN skY
  As far as ships go, 
  the Brazen Sky is 
  hardly luxurious but 
  in good repair and 
  is a sizeable vessel 
  capable of making 
  the trip across the 
  well-travelled trade 
  route in a few days. 
  Unfortunately, it’s not 
  ideal for transporting 
  passengers, offering 
  one rusty-walled 
  open crew bay filled 
  with lumpy cots, 
  mismatched fittings 
  and fl ickering glow-
  lamps that sometimes 
  wink out for days at 
  a time before coming 
  back to life again. 
  Meals are offered 
  in the ship’s galley, 
  where the PCs rub 
  shoulders with ratings 
  and engineers, but 
  are segregated off 
  and roundly ignored. 
  Further, they have 
  no freedom to move 
  around the ship 
  and must always 
  deal with a single 
  fawning purser. Then 
  there’s the noise, the 
  constant grinding 
  sound of mechanical 
  parts that may or 
  may not be working, 
  screeching behind 
  the plas-steel plates. 
  It’s enough to drive a 
  person mad.
  Table 13-1: Inquiries about Iocanthos
  Test Result 
  Information
  Standard Success “Iocanthos just has the one spaceport, Port Suffering. It’s the door to the world—there’s 
   
  no safe landing anywhere else, what with the raiders, winds and broken terrain.”
  One Degree 
  “Oh it’s rare to get any passengers at all for this leg of our route. Now further on, say the 
   
  Lugnum to Scintilla stretch, this deck will be packed. I’ll warrant you’ll see no business to 
   
  be had down on Iocanthos, that’s the way of it.”
  Two Degrees 
  “A terrible bleak place so I’ve heard, the Ashleen would gut you a soon as look at you, 
   
  they paint their faces like blue fire to ward off evil sprits they say, and value bullets higher 
   
  than gold….To be honest I think even the Administratum sees the place as a punishment 
   
  posting, if you know what I mean.”
  Three+ Degrees “Forgive me for saying so, but you see—no one goes to Iocanthos sir, you understand 
   
  me—no one….not by choice, unless they have ‘hard business’ if you catch my drift, 
   
  rather like yourselves, not that I pretend to know who you are, but I think we understand 
   
  each other, yes?” 
  The Brazen 
  Sky
  An Unpleasant 
  Descent
  
  365
      Part Two: 
  Planetfall
  I
  Arrival
  The lighter’s interior is cramped and 
  uncomfortable, with hard metal seats and heavy 
  padded straps to keep a passenger from fl ying 
  around inside during the bumpy descent. Once 
  the characters are seated, a cold mechanical voice 
  comes over the vox-comm and counts down until 
  descent. The bay doors seal shut with a hissing 
  noise and finally, with a gut-wrenching lurch, 
  the lighter falls into the void of space. Zero-G 
  asserts itself and any loose objects fl oat through 
  the air. After a few moments, an ear-splitting roar 
  sounds from the lighter’s engines as it makes its 
  descent into the atmosphere.
  Conversation is impossible thanks to the roaring 
  from outside of the craft and the vibrations within. 
  The shuttle shakes horribly for the next thirty minutes. 
  All those new to the “re-entry drop experience” need 
  to make an Ordinary (+10) Toughness Test to 
  hold down their last meal. Any PCs who took a 
  sedative take the test as Easy (+30) but feel a little 
  light-headed and take a -10 to all Intelligence 
  Tests for the next 1d5 hours on landing. Characters 
  who are used to this sort of thing can declare that 
  they’re doing whatever they wish, e.g. pray softly, 
  meditate, fall asleep, and so on, and do not have to 
  Test Toughness. 
  After what seems like an interminable amount 
  of time, the shuddering slows and conversation 
  becomes possible as the roaring noise recedes. 
  Bright day can be seen out of the lighter’s 
  viewport.
  PART TWO: 
  PLANET FALL
  ARRIVAL
  I
  t takes thirty minutes for the lighter to punch 
  through the atmosphere and settle on one of the 
  landing pads inside Port Suffering. As the engines 
  wind down, the pilot announces over the vox that they 
  have arrived. The hatch-doors open and a wash of hot 
  air and glaring light surges in, revealing the smoky 
  landing field. Read or paraphrase the following text:
  Through the hatch, you see a scorched landing 
  field, broken ground blackened from innumerable 
  shuttle and lighter engines. Encircling the landing 
  area is a high wire fence and looming above that, 
  the brooding metal-clad walls of the settlement 
  of Port Suffering.
  The air smells foul, of chemicals, propellants 
  and cleaning agents, but beneath the odours one 
  would expect of such a place, there’s a faint and 
  sweet smell of iron.
  Upon leaving the lighter, the PCs see 
  dozens of grubby-faced men scrubbing 
  the hull, attaching hoses to refuel it, and 
  workers approaching with a hover-sled to 
  
  366
  carry the supplies that the ship brought in 
  and to transport the PCs. Within moments, 
  a blotchy-faced official approaches, wearing 
  dusty and once-fine navy-blue robes trimmed 
  in gaudy gold chains. To either side of him 
  are large men wearing re-breathers and 
  casually cradling shotguns in their arms. 
  The official greets the PCs and welcomes 
  them to Port Suffering. He asks them an 
  assortment of questions about their purpose 
  here, where they came from and how long 
  they intend to stay, while the two guards 
  lean over the characters threateningly. At 
  any point, the characters can interrupt the 
  man, who sputters off in confusion. 
  The bureaucrat, a vain and self-important 
  fellow called Kerred Smyk, works for the 
  under-consul who has dispatched him to 
  assess the purpose of the Inquisition’s 
  presence on Iocanthos, hence his numerous 
  questions. In truth, he has no authority 
  over the characters and they can walk away 
  from him at any time. Questioning the man 
  reveals little other than the isolated state of 
  the place and that there’s been “a little local 
  trouble recently, but nothing to warrant 
  high involvement”. He genuinely knows 
  nothing about the events in Stern Hope and 
  will seemed shocked if they are explained to 
  him. An Ordinary (+10) Intimidate Test 
  will see him and his men depart rapidly, 
  with Smyk muttering apologies.
  Once the PCs’ gear and equipment are 
  offloaded, a tiny battered-looking cherubim 
  servitor flutters into view, its cracked and 
  dirty cherubic face beaming. It looks like 
  a child, held aloft in the air on tarnished 
  metallic wings, with pearls in place of eyes. 
  It mutely hands the Acolytes a parchment 
  adorned with a seal recognisable as the 
  cipher of the Acolytes’ Inquisitor’s personal 
  cadre. The parchment instructs them to 
  follow the cherub to Aristarchus “who awaits 
  the pleasure of meeting you”.  
  1
  2
  3
  4
  5
  6
  7
  Port Suffering Key
  1. Spaceport
  2. The Counting House
  3. The Alms House
  4. The Pits
  5. The Refectories
  6. The Bastion Wall
  7. The Works
  Port Suffering
  50M
  150M
  250M
  Population: 
  2,567,560 
               IMP REC  66678/305.21
  
  367
  Key Locations of 
  Port Suf fering
  KEY LOCATIONS OF 
  PORT SUFFERING
  As a world riven by endless fighting and 
  dispute, there are few permanent settlements 
  on Iocanthos. Those that do exist have been 
  erected at the behest of the Imperium. Of 
  those few settlements, Port Suffering is by far 
  the largest, being a heavily fortified spaceport 
  surrounded by a steep wall bristling with gun 
  emplacements. Chapter XI: The Calixis 
  Sector offers additional information about Port 
  Suffering and Iocanthos, so be sure to review 
  all the relevant details.
  Port Suffering serves one purpose and one 
  purpose only—transporting Ghostfire pollen. The 
  spaceport dominates the community’s centre and 
  heaps of rust-red hab-blocks extend out from it 
  in concentric circles: living quarters for the locals 
  who call this wretched place home. Although little 
  more than a messy conglomeration of dusty streets 
  and drab buildings, there are a few locations of 
  interest in the spaceport.
  1: sPacePort
  Occupying the fl at ground at the base of the ridge 
  on which Port Suffering is built, the spaceport 
  is a large area of hard-packed scorched ground, 
  punctuated with rectangular pads of rockcrete 
  and heavy-duty docking clamps surrounded by a 
  high wire fence to keep out wandering creatures. 
  Transports sit along the north-western fence 
  where they draw fuel from the main reservoirs 
  beyond the port in preparation for refuelling 
  vessels. Industrial walkers plod throughout 
  the area, unloading much-needed supplies 
  or hefting pallets of barrels holding precious 
  Ghostfire pollen. The air smells of burnt metal 
  and chemicals and a haze hangs over the place 
  from the scorched earth, even when no lifters or 
  shuttles are present. 
  2: admINIstratum 
  couNtINg house
  The counting house is one of the few structures 
  in Port Suffering that is not cheaply made and 
  shoddily built. Monolithic and intimidating, it 
  towers over the rest of the accommodation blocks, 
  constructed of black stone and decorated with the 
  symbols of the Administratum and the Imperium. 
  Armed guards monitor passers-by from fortified 
  balconies and shelters, and only those citizens who 
  have legitimate business are allowed to approach the 
  place, let alone enter. Adept-Interlocutor Sabetha 
  Kosloff, the Consul in charge, is not a popular 
  person with either her staff or the locals, and she 
  never leaves the building’s shadow corridors if it 
  can be helped.
  3: the alms house
  Port Suffering’s hospital is a grim structure, being 
  a fusion of a dozen or so hab-blocks that house 
  sick and injured workers. Terminally under-
  resourced and understaffed, the alms house is run 
  by the acerbic Sister Xanthe and has a reputation 
  as a charnel house, where the doomed gather to 
  die rather than a place of healing. 
  4: the PIts
  Part marketplace and part slum, this section 
  of the town is home to any number of exiles, 
  freaks and vagabonds who have wound up here 
  through misfortune and necessity. Few structures 
  are permanent, with most being clusters of tents 
  and wagons arranged haphazardly. In spite 
  of its poor reputation, the Pits is one of the 
  commercial backbones of Port Suffering and 
  it’s here where travellers can hire guards and 
  transport, purchase materials and ammunition, 
  and seek out information.
  5: the refectorIes
  This walled compound is maintained by the 
  Imperium for adepts and such that visit the 
  town. Currently Aristarchus resides here and it is 
  where the Acolytes will be put up for the night 
  in austere hospitality.
  6: bastIoN Wall
  A 20 metre-tall adamantine metal wall 
  completely encircles Port Suffering. Studded 
  with gun emplacements and sentry posts, it is a 
  formidable defence that ensures that none of the 
  violent warbands drift too close or, worse, lay 
  siege to the community. The wall is more than 
  just a simple barrier: it is a symbol, a physical 
  division that separates the violence and hostility 
  of the Barrens from what passes as civilised life 
  within the settlement.
  7: the Works
  A series of ugly squat buildings and silos where 
  the Ghostfire pollen is refined and stored for 
  shipping, the whole area is clouded with choking 
  dust thrown up by the refining process.
  sIghts aNd 
  souNds 
  of Port 
  sufferINg
  Port Suffering is a 
  crowded, ramshackle 
  and anarchic place. 
  The buildings are an 
  overbuilt mismatch 
  of prefabricated 
  metal sheeting, clay 
  brickwork faced 
  with crumbling 
  plaster and stone 
  blocks baking in the 
  sun. Everything here 
  is drab and dusty, 
  hot and reeking of 
  scorched metal. The 
  locals are grimy 
  and hard-faced, and 
  have a scavenged 
  appearance wearing 
  patched coveralls, 
  headscarves and 
  coats, most stained a 
  fl at grey-brown with 
  dust.
  During the day 
  the main streets are 
  a sea of dust-stained 
  workers, and anyone 
  walking them will 
  feel the press of 
  people, the din of a 
  hundred different di-
  alects and the strange 
  iron-sweet stink of 
  Ghostfire fl owers 
  hanging heavy in the 
  air, mingling with 
  the heat and stink 
  of too many people 
  crowded into a single 
  space.
  
  368
  Port Suf fering 
  Event 1: Watchers 
  in the Crowd
  PORT SUFFERING 
  EVENT 1: WATCHERS 
  IN THE CROWD
  While the Acolytes are being led from the spaceport, 
  use this opportunity to evoke the atmosphere of the 
  outpost (see Sights and Sounds of Port Suffering 
  on page 367). The servitor fl ies just over the heads 
  of the people, nimbly slipping by vehicles and 
  seemingly unmindful that the characters are having 
  a hard time keeping up. Periodically, it turns, realises 
  that the characters are lagging, waves at them and 
  then zips off once more.
  While the characters are moving about the 
  settlement, have them make Challenging (+0) 
  Awareness Tests. Those that succeed will notice 
  individuals in local grab, standing unmoving and 
  staring at them from a distance. Their faces-bright 
  with gaudy blue and white dye daubed in patterns 
  like fl ame. All other people seem to ignore these 
  individuals, and if the PCs try to pursue them 
  they will disappear into the side streets.
  Characters asking locals who these men 
  and women are should make Inquiry Tests. 
  A success confirms that they are inhabitants 
  of the settlement, and one or more degrees of 
  success means that the Acolytes learn that they 
  are members of a congregation that follows the 
  traditions of the “old ways” and that the patterns 
  on their faces are a mark of their beliefs.
  PORT SUFFERING 
  EVENT 2: 
  THE MADMAN
  Whilst walking through the many alleyways of 
  Port Suffering (whether they spot the watchers 
  or not) the PCs are accosted by a half-naked and 
  badly sunburned stranger with wild dirt-caked 
  hair and blue and white fl ame tattoos across his 
  face. The man shouts a string of wild phrases and 
  obscenities at them and cannot be calmed, charmed 
  or intimidated; he’s too far gone. A Difficult (-10) 
  Perception Test will reveal a few salient phrases, 
  although what they mean isn’t clear. They include:
  “He’s here, he’s here again, the Crow Father come 
  to drown us in lies!”
  “False, false, the two faces he has! First of three 
  has two!”
  “His hill shall run with blood!”
  “They have grasped a serpent to their hearts, fools! 
  Pity the damned fools!”
  If the Acolytes stop for long with the man, 
  or attempt to manhandle him in any way, 
  several young Ashleen hotheads who have been 
  following them since their arrival will attack 
  them with cries of “Begone off-worlder! We don’t 
  need your kind,” and the like. The Ashleen are not 
  out to kill, they are merely restless and violent, 
  Port Suf fering 
  Event 1: 
  The Madman
  PORT SUFFERING ALLEYWAY
  Port Suffering 
  Alleyway Key
  1. Building 
  rooftops
  2. Metal crates 
  (AP 32)
  3. Wooden crates 
  (AP 8)
  4. Raised stairways
  5. Sewer grate 
  coverings 
  (locked down)
  1 square = 1 metre
  1
  1
  2
  5
  2
  3
  3
  4
  4
  
  369
  and looking for a well-heeled target to beat up 
  and rob. The attackers rush the PCs to engage 
  them in hand-to-hand combat. They only pull 
  their guns if the Acolytes fire first. 
  Gunfire here attracts the attention of 1d5+2 
  guards (use the Enforcer statistics in Chapter 
  XII: Aliens, Heretics & Antagonists) who 
  show up 1d5 rounds after the first shot is fired. 
  Characteristics for the Ashleen thugs can be 
  found on page 389. The number that attack 
  should be equal to the number of Acolytes 
  involved, plus two.
  If half or more of the Ashleen are killed or 
  incapacitated, the rest fl ee.
  After the Fight 
  If the Acolytes defeat the Ashleen without resorting 
  to gunfire, they are cheered by the crowd.
  If the guards arrive in the midst of the 
  combat, they side with the Acolytes. Once the 
  dust settles, they question the Acolytes about 
  what was going on. They threaten to bring the 
  Acolytes in for questioning, but a successful 
  Ordinary (+10) Intimidate Test or Ordinary 
  (+10) Charm Test is enough to get them to 
  back down. If the Acolytes talk their way out of 
  this, the guards volunteer the information that 
  the Ashleen clanners from outside the town have 
  been particularly “restless” for a few weeks now. 
  No one knows why. 
  If they are detained by the guards, Aristarchus 
  springs them out an hour later with much roaring 
  about the guards violating the autonomy of the 
  Emperor’s chosen servants (proceed to Event 3 
  with appropriate modification).
  The madman will disappear during the fight.
  Capturing an Assailant
  Taking any of the ambushers alive is relatively 
  fruitless. They will spit on the Acolytes saying 
  that “the wise ones have seen darkness brought from 
  afar!” and little other sense can be got out of 
  them. But a Difficult (-10) Scrutiny Test 
  will reveal that they are genuinely scared.
  PORT SUFFERING 
  EVENT 3: MEETING 
  ARISTARCHUS
  The cherubim eventually leads the Acolytes 
  out of the crowded streets and into a walled 
  compound through doors embossed with the 
  Imperial eagle. Inside, a functionary shows 
  them into a high-vaulted dark room, blessedly 
  cool after the streets of the town. Some effort 
  to make the chamber comfortable has been 
  made, as can be seen from the thick rugs 
  on the floors, the presence of real wooden 
  furniture and even a few tapestries bearing 
  Imperial motifs. Aristarchus sits at a table, 
  examining the local feeds on his data-slate:
  Seated at a wooden table in an old leather 
  chair is presumably the man you’re looking 
  for. He wears charcoal-grey robes and has a 
  small smile on his lean, handsome face. As 
  you enter, he holds a set of large ivory cards 
  in his hands which he replaces in a silver 
  case and returns to the pocket of his robes. 
  “Welcome! I am the Seer Aristarchus. I trust the 
  trip passed quickly?” he says. He stands, comes 
  round the table and offers each of you in turn 
  a hand in greeting before gesturing for you 
  to sit. Close up, you see he has curious gold-
  grey eyes and the sanctioning electoo of the 
  Scholastica Psykana imprinted on one cheek. 
  After shaking hands with you all, he adjusts a 
  black satchel hanging at his side. You notice 
  that the bag is made from emadar silk, an 
  expensive material, and held shut with several 
  lead purity symbols, each one bearing a long 
  crimson ribbon that trails behind him.
  After the pleasantries are complete, Aristarchus 
  will talk about the ambush of the Acolytes 
  freely if asked. He will be sympathetic but 
  dismisses the Ashleen and the attack as 
  indicative of life on Iocanthos. He signals 
  for attention and blank-faced servitors bring 
  in refreshments and carry away any baggage 
  that the Acolytes have brought with them. 
  Once everyone is comfortable, he explains the 
  nature of the mission: 
  Port Suf fering 
  Event 3:Meeting 
  Aristarchus
  
  370
  “While I’m certain that the mission briefing you 
  received from our honoured master describes in 
  some detail the nature of our purpose here, I have 
  had the benefit of spending a few weeks in this… 
  unfortunate… outpost, and I have not been idle. 
  You see, Iocanthos, for all its squalor, is near to my 
  heart. The venerated Saint Drusus himself, to whom 
  I have the very great honour of being distant kin, 
  claimed this world for the Imperium, sweeping over 
  the savage peoples and bringing them into the light 
  and glory of the God-Emperor. As you know, the 
  cathedral of Stern Hope is due to be consecrated to 
  this great hero, and I would not see the memory of this 
  Saint diminished by heresy and such a holy purpose 
  thwarted by a backwoods witch or some such.”
  “So, Stern Hope… the information I have been 
  able to discover does seem to suggest some psychic 
  phenomena occurring there. While I cannot say, based 
  on the muddled reports we have received, whether this is 
  the result of some reckless, previously undetected psyker 
  or of something far darker, the evidence suggests that 
  all such strangeness has occurred in or around the new 
  cathedral. Bleeding statues, manifestations, haunting 
  noises, sounds of scratching from the walls…”  he 
  trails off and stares distractedly a moment into 
  space before retrieving a data-slate from his 
  bag and reading it for a few moments before 
  continuing.
  “Ah yes, Stern Hope lies to the north, high in those 
  mountains you may have seen on your way here. On 
  a more civilised world, we would have gone directly 
  to the outpost by air, but that’s not possible here, so 
  we have to travel by the Pilgrims Road as they call 
  it, a rutted dirt path is more like it. I’ve managed to 
  secure us transport, an all-terrain flatbed, and I’m 
  hoping one of you drives, as I’ve never been much 
  of a hand at the wheel. We must pass through the 
  barren shale wastes first though, and this is not a 
  journey to be taken lightly. The locals claim that 
  the wastes have witnessed all of the greatest battles 
  of Iocanthos’ long and bloody past and remain 
  to this day a favoured battlefield of the clans. No 
  one knows for certain, but rumours claim that all 
  manner of terrible things lurk out there, although 
  bandits and marauders are the most likely threat, so 
  we ought to be prepared for any eventuality. Do you 
  have any questions?”
  Allow the conversation to fl ow naturally and let the 
  characters ask what questions they have. Aristarchus 
  knows a great deal about Iocanthos, including the 
  local politics, important figures and how the world’s 
  economy centres on the harvesting of Ghostfire 
  pollen. Also, if the PCs have any questions about 
  their Inquisitor, why they have been chosen for this 
  mission, Port Suffering or other details, Aristarchus 
  can reveal as much or as little as you like. After an 
  hour or so, Aristarchus suggests that the Acolytes go 
  about their business since:
  “We should leave at dawn. The longer we linger, the 
  greater the threat. The consecration is in five days.” 
  As the conversation moves on, his insistence on 
  haste should be made apparent along with hints 
  of dire consequences should they not be present 
  to see the consecration come to pass. It is their 
  mission, not to mention their duty to the Emperor, 
  the planet and the saint, to be there on time.
  The PCs will lodge with Aristarchus at the 
  refectory tonight (unless they have strong ideas 
  otherwise). If asked about other equipment, 
  Aristarchus has obtained sufficient outdoor gear, a 
  personal vox and a lamp pack for each of them. He 
  will mention an area of town called the Pits where 
  they may wish to go and pick up whatever else 
  they think they need, and if pressed will hand over 
  100 Thrones to share between them if need be. The 
  Pits are a good place to contact local traders and 
  merchants peddling junk, weapons, ammunition, 
  some foodstuffs and other miscellaneous goods, 
  but owing to the world’s paucity of goods, 
  anything the GM regards as “advanced” should 
  be very expensive. It’s also a good place to get 
  information and get into trouble, so feel free to add 
  any encounters there that you feel appropriate. 
  After talking to the Acolytes, Aristarchus will 
  retire for the night.
  Table 13-2: Rumours From The Pits
  Test Result Information
  Standard 
  “Aye, there’s been some bother with the 
  Success 
  Ashleen recently, a few killings and 
   
  robberies, nothing we haven’tseen before.” 
  One 
  “There’s trouble in the wastes and 
  Degree 
  the north country I hear, war clans on 
   
  the move no doubt, though they’re all 
   
  muttering about ‘evil spirits’ and 
   
  painting their faces… but they’re 
   
  killing each other over something. 
   
  Safer here in the shadow of the  
   
  aquila…”
  Two 
  “Stern Hope? I’ve heard of it. They 
  Degrees 
  say some priest is building a cathedral 
   
  up there, attracted a couple of hundred 
   
  lost souls to his flock too. I’m just 
   
  surprised some clan hasn’t just ridden in 
   
  and butchered them all by now…”
  Three  
  “I know a drover-guard who took 
  Degrees+ 
  a herd up to Stern Hope a few weeks 
   
  back, said he’d never go back. The drove,  
   
  lost half his hand to bad water and 
   
  Shale Crows and didn’t see a living 
   
  soul crossing the wastes, not one. There  
   
  was something else too but he wouldn’t 
   
  say, too frightened, or reckoned we’d 
   
  call him a fool on it. Anyway he just 
   
  sold up and headed south to throw in 
   
  with Seth’s lot.”
  arIstarchus 
  the seer
  A widely famed 
  reader of the Emperor’s 
  Tarot, known for the 
  accuracy of his divina-
  tion, Aristarchus also 
  has wide experience at 
  investigating psychic 
  phenomena and has 
  served the Inquisi-
  tion faithfully for 
  several decades. He is 
  a deeply pious man 
  who fervently believes 
  that the Emperor 
  and various saints of 
  Imperial orthodoxy 
  speak to him directly 
  when he uses the Tarot. 
  Aristarchus, somewhat 
  unusually for a seer, 
  also has a warm and 
  charming manner and 
  is clearly originally 
  from a cultured and 
  noble background. He 
  is also a fairly powerful 
  psyker in his own 
  right, although his 
  gifts are of the more 
  subtle and introspective 
  kind than many of the 
  Inquisition’s psykers.
  Unfortunately for 
  him, what he doesn’t 
  even begin to expect 
  is that he is being 
  led on like a lamb to 
  the slaughter. At the 
  Daemon’s whispering, 
  Abbot Skae has sent 
  him a gift in the shape 
  of an ancient set of the 
  Emperor’s Tarot. Skae 
  has claimed that the 
  deck is a family heir-
  loom that he has given 
  to thank Aristarchus 
  for his aid, as well as 
  fl attering his reputation 
  as a seer. The deck is 
  subtly tainted and its 
  purpose is to cloud 
  Aristarchus’ powers 
  and slowly bend him 
  to the Daemon’s will, 
  as well as to soften his 
  mind to accept the 
  Dancer’s lies. 
  Aristarchus’ full 
  profile can be found in 
  the NPC section at the 
  end of this adventure.
  
  371
  Into the 
  Barren 
  Lands
  I
  Travelling 
  the Barrens
  Barrens Event 1: 
  Dead Man Walking
  INTO THE 
  BARREN 
  LANDS
  T
  he morning after the Acolytes arrive, 
  they and Aristarchus set off on their 
  journey. Beyond the shelter of the 
  port’s massive walls is an arid, hostile world.
  TRAVELLING 
  THE BARRENS
  The landscape between Port Suffering and Stern 
  Hope is anything but pleasant, and the trip should 
  take about two days, stopping only to rest during 
  the pitch-black night. It’s a hot, dusty ride and the 
  road is little more than a dirt track. Their vehicle is 
  a rackety old four-wheeled fl atbed truck designed 
  for cross-country use. It has no cab or roof but a 
  tarpaulin cover that can be removed to double as a 
  tent. It carries adequate supplies of food, fresh water 
  and fuel for several days more than they need, and is 
  equipped with a rack of high-power lights. 
  Throughout the journey, Aristarchus makes 
  small talk, gently testing the PCs in terms of their 
  abilities and their loyalty to the Imperium, to the 
  Inquisitor and, above all, to the God-Emperor. He 
  responds civilly but reservedly to any questions that 
  the characters might have, filling them in on details 
  you’d like to offer about Iocanthos and Stern Hope. 
  In quiet moments he will stare for long minutes at 
  the deck of ornate cards and if quizzed, he will 
  tell them of the abbot’s “touching and generous gift”, 
  but will be reluctant to show the Tarot deck to the 
  Acolytes closely, and will not let it leave his person. 
  This is a perfect time to paint Aristarchus as an ally 
  and encourage a friendship, or at least a respect, 
  to develop between him and the PCs. Aristarchus, 
  though, will become increasingly fatigued by the 
  journey and noticeably does not sleep well.
  That day’s journey through the barren lands is 
  uneventful. For the most part the land seems quite 
  literally “dead”. The only animal life in evidence 
  are “Shale Crows” as Aristarchus names them:
  The local carrion eater, vile things more 
  feathered reptile than bird if you get close to 
  them, sharp-beaked too. Local myth has all 
  sorts of unpleasant legends surrounding them. 
  Hardly surprising really. They’re not just 
  scavengers either—they’ll attack wounded and 
  weak creatures, including men.  No eyes in the 
  damn things, no eyes at all. 
  Once the Shale Crows are noticed and pointed 
  out, there will always seem to be one or more 
  somewhere near from that point on, staring with 
  their blind featureless faces. The reason for this 
  will become apparent later.
  The Acolytes will have two encounters out 
  in the barren lands. The first will occur on the 
  night they make camp, the second occurs in the 
  morning of the second day as the barrens begin 
  to give way to the jagged rocky foothills of the 
  mountain range.
  BARRENS EVENT 1: 
  DEAD MAN WALKING
  As they camp for the night, Aristarchus 
  will start a fire (even if the Acolytes don’t 
  think of it), and suggest keeping watches. 
  He will point out that the nights can 
  be murderously cold and dark, and they 
  should prepare accordingly. Sometime after 
  darkness falls, make each Acolyte on watch 
  take a Difficult -10 Awareness Test. The 
  first PC to pass the test notices what seems 
  to be human figure walking slowly towards 
  the camp from the darkness beyond. As they 
  watch it will stop, standing stock still just 
  beyond the range of the firelight. The figure 
  will not respond if called and if attacked or 
  touched will simply crumple to the ground. 
  Examination will reveal it to be an Ashleen 
  who has clearly died by violence some time 
  ago—there is a long diagonal slash across 
  his collarbone and cutting into his neck. 
  The body is sun-baked and already partly 
  decomposed, smelling truly foul, and its 
  eyes have been pecked out. 
  For the Acolyte that detected the figure 
  and any that saw it walk, this is a situational 
  Fear Test at Challenging (+0). Aristarchus 
  will remain unperturbed and dismissive of 
  the event, claiming that the Acolytes should 
  get some rest and stop letting the place get to 
  them. If pressed to examine the body he will 
  distractedly say that he can sense no trace of 
  psychic activity.
  sIghts aNd 
  souNds of 
  the barreNs
  The barrens live 
  up to their name; 
  the landscape is a 
  desolate plain of 
  dun-coloured stone, 
  loose, thin soil 
  and thorny weeds. 
  Stretches are pitted 
  with old blast craters 
  and marred by spills 
  of blackened earth, 
  so arid it seems that 
  nothing will ever live 
  there again. Every 
  few kilometres the 
  remains of a ruined 
  settlement or clan 
  camp lies empty 
  and abandoned; 
  some are old, while 
  others seem newly 
  destroyed and are 
  still splashed with 
  rust-coloured dried 
  blood. Here and 
  there skeletons lie 
  where they fell, and 
  eerily, the Ghostfire 
  fl owers seem to take 
  root wherever the 
  dead rest, wrapping 
  their roots around 
  the shattered bones 
  and opening their 
  multi-hued iridescent 
  blooms. Then there’s 
  the wind. When it 
  blows, it seems to 
  squall from different 
  directions, kicking 
  up eddies and swirls 
  of choking dust, and 
  it always seems to 
  carry the stench of 
  the charnel house, 
  filling the nostrils 
  with the appalling 
  stench of blood and 
  iron, always iron.
  
  372
     Part Three: 
  The Black 
  Cathedral
  A
     Barrens Event 2: 
  Signs & Portents
  Arrivals at 
  Stern Hope
  BARRENS EVENT 2: 
  SIGNS & PORTENTS
  About a day and a half out from Stern Hope, 
  the Acolytes begin to climb the foothills 
  of the dark mountains. As the characters 
  continue forward, call for a Routine (+20) 
  Awareness Test. Those who succeed spot 
  a shadowed shape standing atop a rocky 
  outcrop about 100 metres off the side of the 
  trail. With the sun behind, it the figure is 
  quite indistinct and seems to shimmer before 
  disappearing from sight.
  An 
  Easy 
  (+30) 
  Psyniscience 
  Test 
  allows characters to perceive that something 
  profoundly wrong once occurred near the 
  outcrop, suggesting a weakening of reality 
  around the area. Allow the characters to come 
  up with the idea to use this skill if one of them 
  has it. Otherwise, have Aristarchus claim that 
  he can detect psychic disturbances and order 
  the Acolytes to investigate.
  Reaching the formation is dangerous as 
  there is no clear path through the broken and 
  jumbled rocks. Hidden cracks abound and 
  the loose fields of scree could give way at 
  any time, sliding down the slope and taking 
  any characters with them. Getting to the spot 
  is quite difficult, and each PC needs to take 
  an Ordinary (+10) Climb Test to make it 
  without losing their dignity and falling over. If 
  a PC does fall, he must pass a further Routine 
  (+20) Agility Test or suffer 1d5 Damage to a 
  random location (armour does not affect this).
  Searching the area, there’s no sign of the 
  figure, but the Acolytes quickly come across a 
  large, crude rendition of a pictograph of a bird 
  grasping a skull in its talons burned into a fl at 
  sheet of rock. The area around the pictograph 
  is still hot to the touch.
  When Aristarchus first sees the symbol, 
  he immediately fans his hands against his 
  chest in the sign of the Imperial aquila and 
  whispers, “Throne”. A successful Hard (-20) 
  Common Lore (Imperium) or Scholastic 
  Lore (Legend) Test suggests that the symbol 
  is an archaic one associated with Saint Drusus. 
  A success by two or more degrees reveals that 
  the bird of prey depicted is perhaps a falcon, 
  a raptor native to Holy Terra, and the skull it 
  holds is a variation on the blackened skull and 
  sunburst iconography used by General Drusus’s 
  2nd Army Group. 
  Aristarchus knows this, but does not reveal it 
  to the PCs. However, if any of them ask about 
  his reaction, he states, that this is “Indeed an age 
  of miracles,” and put his hands unconsciously to 
  the deck of cards concealed in his robe.
  PART THREE: 
  THE BLACK 
  CATHEDRAL
  ARRIVAL AT 
  STERN HOPE
  A
  round nightfall on the day they 
  encounter the strange sign on the road, 
  the Acolytes will arrive in Stern Hope. 
  Read out or paraphrase the following text:
  As darkness begins to fall, the foothills 
  rise to either side of the road and the 
  path snakes around the increasingly 
  mountainous terrain until at last you see 
  lights glimmer ahead, growing brighter 
  until you can make out some sort of 
  settlement centred on a broad hill. You 
  continue until your path is barred by a 
  rough wall of crudely piled up stone and 
  black fl int. Watch fires burn along the 
  top of the wall and you see numerous 
  guns jutting out, silhouetted against the 
  firelight. As you get closer, a pair of heavy 
  wire-mesh and steel gates set into the 
  wall swing open and a tall figure walks 
  forward, wrapped in dark cloak with 
  a rifl e slung over his back. In his hand 
  he carries an axe held high. He waves 
  for your vehicle to stop and for you to 
  dismount. Aristarchus orders you all to 
  comply and adds that you should make 
  no sudden moves. 
  Once you are on the ground the man 
  walks closer and glares at each of you. 
  He seems to consider for a time, then in 
  a fluid movement he bows deeply saying, 
  “Welcome Servants of the Emperor, you are 
  free to enter.”
  This is a good time to give the Acolytes their 
  first impression of the settlement (see The 
  Sights and Sounds of Stern Hope). As they 
  drive their fl atbed truck up what looks to be 
  Stern Hope’s main street, a strong voice hails the 
  party from the side of the path. A smiling heavy-
  set man in the dark robes of a monk approaches 
  the vehicle with a shuttered lamp in his hand. 
  He takes a pointed look at the party’s weapons 
  before grinning up at the Acolytes and winking 
  a bright blue eye:
  Sights and 
  Sounds of 
  Stern Hope
  A harsh wind blows 
  through Stern Hope 
  and the air is filled 
  with the chalky 
  smell of dust and the 
  musty scents of hu-
  man living. At night 
  the sky is clear and 
  the stars very bright. 
  Low illumination 
  seeps from the cur-
  tained doors of the 
  dwellings and from 
  the night fires burn-
  ing in old prome-
  thium drums dotted 
  about the camp. The 
  smell of smoke and 
  cooking blends in 
  the chill night air. 
  The settlement has 
  the feel of a refugee 
  camp, and is com-
  posed of scores of 
  haphazardly erected 
  tents, lean-tos, shacks 
  and the occasional 
  fl int-block building 
  ranging from small, 
  one-man affairs to 
  larger family-sized 
  dwellings.  All these 
  are arranged in a 
  rough circle around 
  a bare, rocky hill on 
  which the outline of 
  great domed build-
  ing is visible even at 
  night.  
  The people of 
  Stern Hope appear 
  to be a mix of the 
  various indigenous 
  peoples of Iocan-
  thos and off-world 
  pilgrims and men-
  dicants, and many 
  have formed families, 
  often with young 
  children. Signs of 
  the Imperial faith are 
  everywhere and, as 
  the Acolytes move 
  around the settle-
  ment, they will find 
  themselves being 
  watched expectantly 
  from the shadows of 
  
  373
  “Greetings pilgrims. Such faith and preparation is 
  admirable to see. You are the help that the abbot has 
  sent for, yes? Truly we are not forgotten. I’m Brother 
  Lamark, one of the churchmen of this mission. 
  Welcome to Stern Hope—the abbot awaits your 
  pleasure at the priory in the morning after you are 
  rested. Unfortunately he is currently occupied and 
  apologises for not greeting you himself.”
  Lamark makes a point of greeting each of the 
  Acolytes with a firm hand clasp once he has 
  shown them where to park their truck asking, 
  “You have any trouble on the way here?”
  Aristarchus 
  remains 
  silent; 
  he 
  seems 
  distracted and can’t seem to take his eyes off 
  the outline of a building on a hill in the centre 
  of the settlement—presumably the cathedral. 
  If the Acolytes press for a reason that Abbot 
  Skae hasn’t come out to meet them or ask to 
  be taken directly to him, Lamark answers, his 
  mood now somewhat less welcoming, “Prelate 
  Skae attends a sick girl and her family. He asked me to 
  greet your party in his stead when you all arrived… 
  sir. We arranged accommodations for you at the 
  Crying Clota, our guest hall and an inn of sorts. Not 
  much, but better than a tent.”
  Brother Lamark leads the group to the 
  rickety two-storey building (see Location 2), 
  before stating, “I’ll tell the abbot, you’ve arrived.” 
  He nods and walks off into the sea of tents. 
  The Crying Clota proves to be spacious, if 
  a bit dusty and threadbare. The Acolytes are 
  accommodated two to a room on the first 
  fl oor. Aristarchus has his own room.  
  Aristarchus gives the Acolytes a wan smile: 
  “And here we are. I’m feeling tired. Travel isn’t 
  what it used to be for me. If Abbot Skae arrives 
  before dawn, send him my way if you please. Some 
  of you may wish to have a talk with the locals, 
  hmm? Be wary if you decide to go and have a 
  look about outside. Remember that Iocanthos has 
  no moons. The nights are near pitch black.” He 
  nods and heads off to his room.
  The Acolytes are now free to do as they wish 
  for the remainder of the evening, and there is no 
  further word from the abbot.
  Sights and 
  Sounds of 
  Stern Hope
  (continued)
  of tents, and a 
  murmured hum of 
  whispered talk will 
  follow them. The 
  braver adults will 
  come forward to 
  bow and make the 
  sign of the aquila 
  before them, and 
  some will even beg 
  blessings “from the 
  Emperor” while 
  nervous children will 
  stare wide-eyed at 
  them as they pass. 
  The locals, while 
  a somewhat half-
  starved lot, seem in 
  fairly good spirits, 
  with many now 
  at something of a 
  loose end since the 
  cathedral is nearly 
  completed. Given 
  their harsh surround-
  ings, many are armed 
  or have weapons 
  in the shape of 
  clubs, knives, a rare 
  few hunting rifl es, 
  masonry hammers 
  and a variety of 
  home-made spears, 
  but little else.
  
  374
  Key Locations 
  of Stern Hope
  KEY LOCATIONS 
  OF STERN HOPE
  The Imperial settlement sits in a high mountain valley, 
  securely bracketed with two long spurs of stone. Crude 
  fortifications have been added to the rocky walls 
  forming a partially natural, partially artificial barrier 
  that, while in no way as imposing as the defences of 
  Port Suffering, seems sturdy enough. 
  What follows is a brief overview of the key 
  locations that the PCs are likely to explore 
  during their time in Stern Hope.
  1: the cathedral
  The as yet unconsecrated cathedral has been built 
  with much hard work, using local materials and the 
  unpaid labour of hundreds who have taken to the 
  task as a willing offering to the God-Emperor. In 
  shape it is a large, roughly circular building made of 
  polished and smooth-fitting stone blocks, finished 
  with black quartz facings. Its dominant features 
  are a high central dome and four high pillars set 
  equidistantly around the base, each capped by a tall 
  Imperial aquila. The building is set at the highest 
  point of Stern Hope. It also rests at the top of an 
  angled rise so that any who approach it have to look 
  up as they draw near, making it loom over visitors. 
  Within, the cathedral is a mixture of the ornate 
  and the austere, designed to be a cool, shadowy 
  place; a refuge from Iocanthos’ harsh glaring day. 
  Its most striking feature is the massive mural set on 
  the inner surface of the central dome which depicts 
  Saint Drusus standing triumphant, a short-bladed 
  sword held aloft in one hand and a golden aquila 
  in the other, with a shadowy half-suggested figure 
  laying crushed at his feet, surrounded by intricately 
  engraved patterns of fl owers and wheeling birds.
  2: the crYINg clota
  The Crying Clota is what passes for an inn and a 
  guesthouse in Stern Hope, as well as a scrap trader’s 
  yard and livery stable. In truth, it is mostly a watering 
  hole that just happens to have a few rooms for rent 
  on the second storey. Constructed of old scrap wood, 
  fl int blocks and corrugated iron, it has a shabby 
  appearance, and looks like it would collapse under 
  a strong wind. Hanging from strings all along the 
  front porch are spent brass cartridges and shells that 
  tinkle in the fitful breeze. In spite of its impermanent 
  appearance, the Crying Clota has been around for a 
  while and has proved to be remarkably resilient.
  The interior consists largely of the bar room, and a 
  dozen tables and six booths offer plenty of places to 
  sit. Most days, there’s a handful of people inside, but at 
  night, the place is packed with standing room only.
  The Crying Clota’s permanent residents 
  consist of its owner, a small twitchy Ashleen 
  man named Forst, and a few of his clansmen and 
  women who serve as staff. They are all happy 
  1
  2
  3
  4
  5
  Stern Hope Key
  1. The Cathedral
  2. The Crying 
  Clota Guest Hall
  3. The Priory
  4. Generatoria & 
  Workshops
  5. Warriors Camp
   
     = tents
  1square = 1 metre
  
  375
  An Audience with 
  the Abbot
  The Calm Before 
  the Storm
  to see the “outlanders”, are eager to please, and 
  have a talent for minding their own business.
  The Crying Clota serves the local “spitbrew” ale, 
  grit-water and listless stew, and also holds a few bottles 
  of slightly dubious imported amasec behind the bar.
  3: the PrIorY 
  This sturdy prefabricated building is not far from the 
  path that leads to the cathedral. It strongly resembles 
  an Imperial bunker, on which its architecture is indeed 
  based. The interior is sparsely decorated, the walls 
  adorned with images and icons of the Cult of the 
  God-Emperor. The ground fl oor consists of a large 
  common area and a few adjoining rooms serving as 
  stores, ablutions and a kitchen. On the second fl oor 
  are the private rooms of the abbot, Brother Lamark 
  and Brother Severus, and two dorm rooms that house 
  several other lesser monks, clerics and lay brothers.
  4: geNeratorIa & 
  WorkshoPs
  These single-storey prefabricated block units house 
  Stern Hope’s small generator plant and the workshops 
  where the cathedral’s building materials are prepared 
  and the workers’ tools and gear stored. Stern Hope’s 
  few and often-repaired vehicles are parked in the yard 
  around the back of this location.
  5: the WarrIors camP 
  This area is set aside for visiting Ashleen clanners, 
  clota herd drovers and other nomad groups that 
  may pass this way, and is made up of open tents, 
  a corral and a wellhead. It is isolated enough 
  from the main camp to make everyone feel a 
  little safer while remaining inside the wall.
   THE CALM BEFORE 
  THE STORM
  The next morning after the group’s arrival, Aristarchus 
  gathers the Acolytes together in his room at the 
  Crying Clota and talks matters through as he sees 
  them so far. Start a discussion with the players and 
  take Aristarchus’ part—this is a good chance to get 
  your players to recap to each other the events so far 
  and formulate a plan of action between themselves. 
  Aristarchus at this stage is looking worn out, and 
  if asked, he will admit that he is sleeping badly but 
  smiles and makes light of it, saying he’s “endured 
  far worse than a few sleepless nights in the Emperor’s 
  service.”  Once the discussion has reached a natural 
  conclusion, Aristarchus asks them to accompany 
  him to meet the abbot, and tells them that they 
  should feel free to ask whatever seems pertinent, 
  but should remain polite and keep their eyes open.
  AN AUDIENCE WITH 
  THE ABBOT
  On their arrival at the priory they will be warmly 
  greeted by Brother Lamark who, before ushering 
  them inside, will tell them the good news that the 
  young child that the abbot was standing vigil over 
  will live, as she opened her eyes this morning.  
  Their meeting with the abbot will take place in 
  the priory’s meeting hall, a large square room with a 
  lectern in one corner and furnished with numerous 
  rather crudely fashioned pews and benches. The 
  walls of the hall are decorated with hand-painted 
  scenes of the life of Saint Drusus. In the room waiting 
  for them are Abbot Skae and Brother Severus:
  “Good morning, I am Prelate Orland Skae. I have 
  the honour to be Missionary-Abbot of Stern Hope. 
  Good Brother Lamark greeted you last night in my 
  stead, and this tall and dangerous-looking fellow 
  you may remember from the gate is Brother Severus, 
  our Intercessor here.  My apologies for not meeting 
  you when you arrived but my duties kept me from it. 
  Thank you all for coming to us in our hour of need. 
  When I first issued my request for assistance I could 
  not have hoped for more prompt attention.
  “Let me first tell you of ourselves and our place 
  here, by way of context. I know what you all must 
  be thinking—how did this worn out old man talk 
  the Ecclesiarchy into building such a magnificent 
  cathedral on this forsaken rock? It wasn’t that 
  difficult, really. In another life, ages ago, I was of 
  a noble family and not without a few connections. 
  I let my family know that an old man’s memory is 
  far more apt to slip when he has nothing to occupy 
  his time. That, coupled with the wonderful story 
  of a “lifetime of service”, and working many hours 
  with the locals, has given birth to this place. ‘The 
  Throne helps those who plan well’, as the saying 
  goes, and thanks to the diligent toil and faith of the 
  good people of our congregation we have brought 
  forth a miracle in the barren land, and not one I 
  will see endangered. 
  “In recent times we have been plagued by signs and 
  portents, visions and phantoms that may indicate 
  that some foul evil has come to my congregation. 
  There have also been disappearances, deaths and 
  other portents. I am a priest of the Imperial faith 
  and I have seen much in my years and do not take 
  such things lightly, and so I called on those who 
  you serve to aid us. I ask you, I implore you, get 
  to the bottom of this. If it is nothing—so much 
  the better, but if there truly is…a moral threat…
  find it, destroy it, purge it! Tomorrow on the feast 
  of Saint Drusus we shall consecrate our cathedral 
  to his glory. Nothing must stop that, nothing. You 
  will have our full support. Now I imagine you 
  have some questions?”
  
  376
  Horror in the  
  Heights
  Investigations in 
  Stern Hope
  The abbot is then open for questions—you 
  can either roleplay the interaction, make tests 
  for it, or a bit of both. Neither Lamark nor 
  Severus will say anything unless directly asked, 
  simply remaining in the background. For more 
  information on these characters, see their detailed 
  descriptions on pages 389–390. 
  Phenomena that the priests will confirm 
  include unexplained sickness and deaths among 
  the settlement’s meagre supplies of livestock, 
  several disappearances, strange lights in the hills 
  surrounding the settlement, phantom noises 
  which include a strange hammering, insane 
  laughter and wing beats. Also, up in the heights 
  above the settlement, several bodies were found, 
  possibly bandits judging by their scattered gear. 
  All recently dead, their bones were virtually 
  picked clean—this however, could have a wide 
  variety of causes on Iocanthos.
  Skae will seek to defl ect attention away from the 
  cathedral building itself. It will take a Hard (-20) 
  Scrutiny Test to notice this. If pressed he will 
  mention that the hill on which Stern Hope is built 
  was considered an ill-omened place by the Ashleen 
  before their arrival, but won’t volunteer this fact.
  Regardless of how the conversation goes, Abbot 
  Skae is unfailingly polite, though if the Acolytes press 
  him hard, the humour leaves his speech and eyes. 
  After the discussion concludes, he bids the Acolytes 
  the Emperor’s blessing, offering Brother Lamark’s 
  services to them as a guide for the day, saying that 
  he has much to prepare for tomorrow’s ceremonies 
  and looks forward to seeing them there. 
  Shortly after the meeting, Aristarchus will 
  seem to grow increasingly distracted once more, 
  muttering to himself. He will instruct the Acolytes 
  to conduct investigations in his absence and retire 
  back to his room at the Clota. If the Acolytes 
  return later to check on him they are told he has 
  gone for a “private audience with the abbot” and 
  the pair of them are not to be disturbed.
  INVESTIGATIONS IN 
  STERN HOPE
  The Player Characters can explore Stern Hope at 
  their own pace that day and evening, and pursue 
  leads and clues as they see fit with Lamark 
  as their guide. Keep in mind that the clock is 
  ticking now to the consecration ceremony when 
  the Daemon’s plans will kick into high gear.
  the PeoPle of sterN hoPe
  The congregation are a rag-tag group: Ashleen tired 
  of the endless fighting, refugees from the constant 
  wars, the squalor of Port Suffering and a small 
  number of hardy pilgrims from off-world, drawn 
  here by Skae’s holy mission. Faith and the Imperial 
  Creed has given them strength and Abbot Skae has 
  given them purpose. If robbed of these unifying 
  factors, they will fall into division and despair—in 
  short they will be lambs to the slaughter, just as the 
  Daemon Tsyiak wishes.
  rumours, storIes aNd lIes 
  IN sterN hoPe
  Most of the congregation speak a mismatch 
  of Low Gothic dialects, but are easy enough to 
  understand. The Acolytes’ presence in the town 
  has been announced in advance by the clergy and 
  the people are well disposed toward “servants of 
  the Emperor”, unless they act in an overtly hostile 
  or violent manner. Questioning the people is a 
  Routine (+10) Inquiry or Charm Test. The 
  more degrees of success they achieve on the test, 
  the more they will hear, as shown on Table 13-3: 
  Speaking to the Congregation, which you can 
  either use as it is written, or make up your own 
  responses based on it. The only real difficulty 
  the Acolytes will encounter is sifting the useful 
  information from the mundane or misleading.
  HORROR IN THE 
  HEIGHTS 
  If the Acolytes want to take a trip up into the area in 
  the hills where the lights have been seen or to where 
  the bandit bodies were found they may do so, and 
  Lamark will take them—pausing only to pick up a 
  stout walking staff, a battered-looking lasgun and 
  canteens of water for them all. The round trip will 
  take several hours hard walking, and you may wish 
  to call for Challenging (–10) Toughness or Climb 
  Skill Tests to see how well they get along. Every step 
  of the journey, the ever-present Shale Crows will be 
  blindly watching. 
  High in the hills and far from help they will be 
  ambushed by a predatory beast known as a Hexalid, 
  which has been corrupted by Tsyiak. While the Shale 
  Crows wheel and fl utter frenziedly overhead, a sudden 
  wind picks up carrying a sweet yet unpleasant smell. The 
  Hexalid stalks them and they must make an Opposed 
  Test pitting the single highest Awareness Skill in the 
  group, against the creatures Silent Move Skill. If the 
  Hexalid wins the test, it will achieve Surprise, leaping 
  from rocks above to charge one of them. The Hexalid 
  will randomly attack an Acolyte (but not Lamark, as 
  the Crow Father wants only the Acolytes dead or 
  wounded). The creature will fight on until killed, and 
  once defeated the Hexalid will be seen to be covered in 
  suppurating old wounds, half-rotten and with its eyes 
  already gone—seemingly pecked out by crows. 
  Characteristics for the Hexalid can be found 
  on page 390.
  
  377
  Table 13-3: Speaking to the Congregation
  Degrees of Success Information & Rumours Learned
  Standard Success 
  “The cathedral is due to be consecrated tomorrow on the Saint’s Feast Day (the Acolytes’ second day at Stern Hope). 
  It’s all we’ve worked for these years.”
   
   
  Or
   
  “Abbot Skae is a great and holy man. I lost everything to a warlord’s raiders and he saved me from the scavenger’s 
  life… Before he came I had no purpose and would surely have died without the Emperor’s light.”
   
   
  Or
   
  “I heard that old mother Vossa saw the stone of the altar weep blood, so she did! But then she was always half mad 
  that one, losing all her family to the slavers when she was young. Haven’t seen her now for days, probably wandered 
  off somewhere…”
  One 
  “Strange lights have been seen dancing on the mountains and ill winds blowing up from the hill country. I saw them 
  myself only the other night, the lights, distant, but I saw them. Some fools believe it’s a sign of the Emperor’s favour. 
  But those of Ashleen blood speak of old devils in the lost places angered by our intrusion into their lands.”
   
   
  Or
   
  “The Shale Crows have been bad recently. They give me the shivers they do, staring at you with their blind faces. 
  Nothing like them on Scintilla, where I was birthed!”
  Two 
  “I hear that woman Esha Raine is coming to the ceremony. She’s one of the “widows of the Ashleen”—a respected 
  wise woman and healer. She believes the cathedral will help the Ashleen join “real” Imperial society and better us 
  all. They say that’s why she agreed to help Skae and discouraged those clans nearby from raiding us. Her voice is 
  listened to by many of the war clans and even a few renegades.”
   
   
  Or
   
  “I don’t trust that war-boss Kos’ke—him and his Dustdog riders make a show of being our friends, but he’s as far 
  up to his elbows in blood as any other petty warlord.”
  Three 
  “They say that the murdering zealot Seth the Voice† used to get along well with Abbot Skae as a servant of the 
  God-Emperor, but he’s turned on him out since the missionary announced the building of the cathedral. He claims 
  the place was accursed. Emperor helps us if his army is set against us!”
   
   
  Or
   
  “You want to hear tell of something strange? Well I know’d old Lars a year and more and he was a good man. He’d 
  never had hacked up his wife like that unless some unclean thing had gotten to him. I saw him when Brother Severus 
  took him away, like he was sleepwalking kept muttering… what was it, he kept muttering… “it wasn’t her,” yes that 
  was it, just “it wasn’t her,” over and again.”
  Four+ 
  (From an Ashleen) “When I was young I lived in a steading not far from here. The old widows used to tell 
  us never to stray to this place—that long ago before the saint came, evil men ruled here and worshipped old and 
  terrible gods and the hill ran red with the blood of their victims. But now the Emperor has come and we are saved. 
  Yet I hear the tales of the lights on the hills and I see the thrice-cursed Shale Crows flock here and I remember the 
  old widow’s words round the night fires and I tremble at the darkness.”
   
   
  Or
   
  (From a pilgrim) “Abbot Skae is a holy man. Tireless he is in the service of the God-Emperor. Why once I’d left my 
  tools up by the workings and went up there in the dark to reclaim them. Terrified I was until I heard Abbot Skae’s 
  voice. At least it must have been his voice. It was so soothing and all my troubles and fears left me. Praying aloud 
  on vigil he must have been. Strange thing, I can’t remember what he said. But I saw him leave alone afterward so 
  it must have been him… mustn’t it… ?”
  Further questions about Esha Raine bring a variety of answers. All of those of Ashleen blood will make her out to be almost a 
  saint herself, “a holy woman, that one, and a great healer”, while others will voice cautious respect, and a nervous few will whisper 
  that she is a witch of some sort, and are confused as to why Skae “consorts” with her.
  †For more information on Seth the Voice and the warlords, see the Iocanthos section in Chapter XI: The Calixis Sector.
  
  378
  Principle 
  Characters 
  Encountered in 
  Stern Hope
  PRINCIPAL 
  CHARACTERS 
  ENCOUNTERED IN 
  STERN HOPE
  In addition to the locals, there are a number 
  of key characters in the settlement who play 
  an important part in the unfolding events. The 
  following section briefl y details their motivations 
  and history.
  mIssIoNarY-abbot, Prelate 
  orlaNd skae
  Six decades ago, as a young missionary, 
  Orland Skae left the relative comfort 
  of his post in the high churches of 
  Scintilla. Following what he felt to 
  be his vocation to preach the 
  Emperor’s word, he travelled 
  to Iocanthos. For many 
  years, he operated with little 
  support, and his crusade to 
  bring the vying warlords and 
  clans of Iocanthos more solidly 
  into the Imperial fold and to 
  fully abandon the “old ways” 
  has been a hard and sometimes 
  bloody struggle. His slow but 
  genuine gains have merited further 
  promotion and support from 
  his distant superiors, eventually 
  becoming impressive enough to 
  garner greater resources from the 
  Ecclesiarchy. This, in turn, has been 
  enough to allow for the establishment 
  of Iocanthos’s first cathedral. If Skae is successful, 
  he will be named its bishop by his masters—
  Iocanthos’s first of that rank. 
  Pride and burgeoning ambition, however, has 
  been Skae’s downfall. In searching for a site for the 
  cathedral’s location, he was drawn to an ancient 
  valley that legend told was a former stronghold 
  of the old gods he was determined to eradicate. 
  Unfortunately one of those “old gods” found him, 
  in the shape of the entity known as Tsyiak, the 
  Dancer at the Threshold. Since then, the Daemon 
  has slowly whispered in Skae’s mind, fanned the 
  fl ames of his desire for greatness, eroded his sanity 
  and slowly corrupted him, bending the abbot’s 
  own plans for the cathedral to secretly fulfil its 
  own designs. Although the abbot is outwardly in 
  control, the Daemon has worn away Skae’s mind 
  to shreds, and now appears to him in visions in 
  the guise of the saint, and convinced him that no 
  sacrifice or deceit is too great a price to pay for 
  bringing about the miracle of the saint’s return.
  Skae comes across as a plain-spoken, tough old 
  missionary and a man used to being obeyed. He 
  considers his words carefully before he speaks, 
  but now and then when he becomes agitated his 
  facade of reasoned calm slips and the fervour 
  of a true zealot can be glimpsed underneath. 
  He typically walks with a staff, and wears plain 
  robes of dark grey cloth, with a white stole to 
  mark his rank and a silver aquila at his neck. 
  brother lamark
  Lamark is a garrulous former Imperial Guard NCO 
  who “felt the call” and joined the church as soon as 
  he mustered out. Originally hailing from the sector 
  capital Scintilla, he’s a hearty man in his late fifties, 
  accustomed to getting things done and good at 
  looking after those in his charge, whether that means 
  a squad of recruits, as in the old days, or the Stern 
  Hope pilgrims. Lamark was assigned to Skae’s mission 
  by the Ecclesiarchy and believes wholeheartedly in it. 
  Like the rest he is ignorant of the abbot’s growing 
  corruption. While he cares deeply about the people 
  of Iocanthos and the abbot, he is still a loyal soldier of 
  the Emperor at heart and, as the events of Illumination 
  unfold, he will not yield to the Daemon’s lies.
  Brother Lamark is a loud and talkative sort; he smiles 
  often and laughs a lot. For all that he is a cleric, Lamark 
  still indulges in earthly pleasures from time to time, and 
  will happily drink a willing Acolyte under the table 
  and swap war stories if the opportunity arises.
  If questioned on the strange goings on, he will 
  answer that he has seen nothing personally, and 
  tells the Acolytes that many of the congregation 
  are superstitious people who have suffered much in 
  their lives, a fact which can affect their judgement.
  Having said that, only a fool would discount the 
  possibility of such things happening, and the 
  wiles of the Archenemy are many…
  
  379
  brother seVerus
  This taciturn monk was once a sniper in the 
  infamous Scythewind, a unit fielded by Imperial 
  Guard regiments raised on the death world 
  Mortressa—he has tribal tattoos to prove it. He 
  serves principally as Stern Hope’s Intercessor (a 
  religious enforcer) and is charged with looking 
  to the defence of the settlement.  He is also 
  effectively Abbot Skae’s bodyguard, though the 
  old missionary would deny that he has need 
  for any such protection because the Emperor 
  Himself watches over him.  
  Severus habitually wears a fl ak vest over his 
  robes and carries a laspistol and mono-axe at his 
  belt. When expecting trouble he is also equipped 
  with either a pump shotgun or long las, both of 
  which he keeps in his chamber at the priory. 
  Severus knows little about the strange phenomena 
  in Stern Hope, and at the abbot’s request, he has 
  not investigated the occurrences—Skae having 
  insisted that experts handle the matter.
  Severus hardly speaks at all. A dour and 
  unsociable man, he prefers to act under orders 
  and within established guidelines, and rarely 
  does anything under his own initiative. 
  esha raINe, 
  the death sINger
  Esha Raine is a Death Singer, a title that has a 
  literal meaning among the Ashleen as “one who 
  sings for those who have been killed”. She is also 
  a well-regarded elder of the clans, a keeper of the 
  Ashleen’s oral history and a highly skilled folk 
  healer. Her title is an unusual one and accords 
  her a measure of respect and protection, even 
  on unforgiving Iocanthos. Some would hold 
  that her various herbal cures, chanting rites and 
  soothsaying are the works of a witch, but to the 
  Ashleen it is simply a time-honoured tradition. 
  Raine herself has genuine faith in the Emperor, 
  although like many of her people she doesn’t 
  regard Him as an omnipotent being, but rather as 
  a powerful ancestor-spirit and guiding light for all. 
  She hopes by encouraging her people to follow the 
  God-Emperor, the Imperium will eventually step 
  in and help the Ashleen against some of the more 
  “heretical” warlords on Iocanthos and bring some 
  semblance of peace. To this end she has become 
  a tentative ally of Abbot Skae and his great plan, 
  though she finds the site he has picked for it very 
  troublesome. She also has some dim folk knowledge 
  of the Daemon, a being she knows in myth as the 
  Crow Father, a fact that marks her for death.
  Raine is swathed head to foot in a widow’s 
  weavings of black gauze shot through with fl ashes 
  of crimson, and cuts a striking figure. She keeps 
  a small steading in a gorge connected to a main 
  mountain pass a few hours distant, and is an 
  infrequent but honoured visitor to Stern Hope.
  Raine arrives at dawn, on the second day of 
  the Acolytes’ stay in Stern Hope, to attend the 
  cathedral’s consecration ceremony, escorted by 
  Warchief Kos’ke and his riders.
  WarchIef kos’ke 
  Kos’ke is a distant relative of the great 
  warlord Skull. Kos’ke is the leader of 
  the widely scattered mountain clan 
  that largely dominates the broad area 
  in which Stern Hope lays. A man 
  who has earned his position through 
  a mixture of willpower, naked 
  ambition and outright bloodshed, 
  Kos’ke is not a man to be trifl ed with, 
  nor is he some ignorant savage, 
  despite his appearance. He sees 
  positioning himself as “Stern 
  Hope’s protector” as a way to 
  increase his own power, and understands 
  that having the Ecclesiarchy as a “friend” 
  can only be good for him and his clan. 
  He respects strength, wits and little else. 
  Insults of any kind to his person or that of 
  Raine will bring immediate violence from 
  him and his followers upon the 
  perpetrator. Kos’ke honours the 
  beliefs of his people and considers 
  “holy ones”, such as Raine (and 
  to a lesser extent, Abbot Skae), to be 
  somewhat sacrosanct and unlucky to kill. But like 
  his people, he sees the cathedral’s location in what 
  his clan calls “The Crow’s Valley” as something that 
  is best ill-advised, although he knows nothing of the 
  place other than that it is traditionally shunned.
  Kos’ke and his retinue arrive at dawn on the second 
  day of the Acolytes’ stay in Stern Hope, escorting 
  Raine to the cathedral’s consecration ceremony.
  
  380
  T
     Part Four: 
  Faith 
  Betrayed
  A Red Morning
  PART FOUR: 
  FAITH 
  BETRAYED
  A RED MORNING
  T
  he Ashleen rise before the sun, so Stern 
  Hope is likely to be bustling by the time 
  most of the Acolytes rouse themselves. 
  The dawn seems to linger, hanging heavy and red 
  while Shale Crows wheel silently in the skies. 
  Any character with Psyniscience may make a 
  Routine (+20) Awareness Test. If they succeed, 
  they are filled with a heavy air of foreboding 
  and a sense of the warp drawing close.
  The Acolytes gather for a breakfast of fried 
  clota meat and broth, but Aristarchus does not 
  join them. Just as they are finishing, the sounds 
  of ululating cries echo through the camp, but 
  they don’t seem to be sounds of alarm. Any 
  local can tell them that the Ashleen Warchief 
  Kos’ke and his party have arrived for the 
  consecration. An Ordinary (+10) Inquiry 
  Test will reveal that he is considered to be an 
  ally of Stern Hope, and has protected them 
  from raiders and bandits in the past.
  If any of the Acolytes go to catch a glimpse 
  of the new arrival, small crowds of Stern Hope’s 
  people already line the road watching. Kos’ke 
  and six of his warriors ride through the town 
  on massive Dustdogs. Each beast is a lean, long-
  tailed biped three times the size of a man, and 
  growls and barks as it lopes along. Kos’ke and all 
  of his men are heavily-built fighters clad in dusty 
  hide longcoats, hooded mantles and mismatched 
  scraps of body armour decked out with trinkets. 
  They are also obviously well armed with sabres, 
  bandoliers of shells and saddle-guns, and a few 
  also carry heavy-bladed spears rattling with 
  feathers and fetishes. The one that the PCs guess 
  must be Kos’ke is a huge brute with a full beard 
  whose leather cross-belts are festooned with 
  pistols. He waves as he rides, occasionally calling 
  out a greeting in a tongue unrecognisable to any 
  but a very well-read sage. As the retinue draws 
  close, the Acolytes notice that at the centre of 
  the riders is strikingly different figure—a veiled 
  woman clad in fl owing wrappings of tattered 
  black and grey cloth shot through with crimson 
  ribbons. A murmur goes through the crowd 
  as they pass, phrases such as “Holy One, Esha 
  Raine” and “Death Singer” can easily be heard, 
  and many of the people bow or nod their heads 
  in respect as she passes.
  Kos’ke and his men head for an area of the 
  settlement that locals refer to as the Warriors’ 
  Camp while the veiled woman rides on to 
  the priory. 
  a call to PraYer
  Aristarchus heads down from his room around 
  twenty minutes after Kos’ke’s party arrives. The 
  seer has dark circles under his eyes and looks 
  more haggard than they have seen him before. 
  Despite this, he seems eager and somewhat 
  excited and he waves off questions after his 
  health, and gives the Acolytes the following 
  instructions for the day:
  “The Emperor protects, but His cards can be a 
  harsh master. Be careful today, the High Priest 
  was in the ascendant, which I would normally 
  interpret as a blessing for the day’s occasion, 
  but the Lost Child and the Jackal were present 
  as well. Holy ceremony or not, be on your 
  guard today. Abbot-Missionary Skae has 
  invited us all to the morning plainsong rites 
  that begin today’s ceremonies in an hour’s time. 
  Unfortunately, I do not feel up to attending. 
  I’d like a bit more rest, but I think it wise for 
  you all to attend as a show of our earnestness. 
  Assure the good Abbot that I will be present 
  for the great consecration service at dusk.”
  The Acolytes have about an hour to prepare 
  themselves and maybe conduct a few last minute 
  inquiries or seek out Kos’ke. Acolytes heading 
  to the cathedral find it shining darkly in the 
  morning sun. Many of Stern Hope’s people who 
  are obviously wearing their best attire for the 
  occasion are filing inside the great open doors, 
  and organ music is starting to filter out into the 
  morning air. 
  As they approach, Abbot Skae and two other 
  minor clerics come out to greet them wearing 
  white chasubles over their robes. The abbot 
  asks after Aristarchus and nods sagely once 
  his absence is explained. He then leads them 
  inside to a place of honour in the front benches 
  to the right of the altar, smiling proudly at the 
  Acolytes’ reactions as they step into the nave of 
  the building and get what is probably their first 
  real look at the interior (see Location 1).  
  After a time the abbot departs, and returns 
  leading in the veiled woman escorted by the 
  still-heavily armed Kos’ke and his men to a 
  place opposite the Acolytes. The warriors are 
  looking very uncomfortable. At the last moment, 
  Aristarchus slips in and slides quickly over to 
  stand next to the Acolytes. The organ music 
  swells, voices are raised in praise to the God-
  Emperor and the ceremony begins:
  ruNNINg 
  a large 
  combat
  Having the entire 
  town fall under 
  attack and scores 
  of combatants on 
  either side may seem 
  to be a terrifying 
  and overwhelming 
  prospect as a GM, 
  especially if you’re 
  new to running 
  games. However, fear 
  not! There’s no need 
  to keep track of every 
  encounter, every 
  exchange of gunfire 
  and blows—instead 
  focus only on the 
  events as they happen 
  directly to the PCs, 
  and deal with wider 
  goings on simply by 
  representing it as part 
  of the ongoing story. 
  The Acolytes need 
  only worry about 
  those opponents they 
  directly engage in a 
  fight. This said, one 
  good trick is to have 
  the PCs success or 
  failure infl uence the 
  outcome of the fight, 
  as we have done here.
  
  381
  The Attack 
  on Stern Hope
  The Fanatic Voicers
  A Taste of Battle
  At the height of the plainsong ceremony, 
  Abbot Skae, every inch the commanding 
  servant of the God-Emperor, moves to 
  the altar fl anked by Brothers Lamask and 
  Severus who are holding aloft burning 
  braziers. The music falls silent and the abbot 
  begins his sermon.
  “On this day, brothers and sisters, the God-
  Emperor of humanity casts His eye to this 
  world so distant from His Golden Throne. On 
  this day, He acknowledges your great faith and 
  blesses our endeavours. I know you have long 
  fought in the darkness, thinking to see no dawn. 
  Behold! It is upon you at last, and today shall 
  live in history forever and we shall be witness 
  to a great miracle!” 
  Skae pauses to let his words sink in and 
  in the stillness, you hear the alarm bells of 
  the wall towers begin to ring as the clatter 
  of gunfire and the high zip-crack of las-
  fire echo about the cathedral. The abbot 
  looks about in surprise, but his gaze swiftly 
  hardens. He turns and looks towards you 
  pronouncing loudly, “For blood is the sacrament 
  of the Imperium.”
  A TASTE OF BATTLE
  Stern Hope is under attack! The people of 
  Iocanthos are, sadly, far too accustomed to 
  combat, so despite what the Acolytes might 
  expect, they do not panic, although shocked 
  words quickly echo round the cathedral. Kos’ke 
  bellows, “Aside!”, allowing him and his men to 
  directly depart through the swiftly opening 
  “corridor” of worshippers. If any of the 
  Acolytes ask Aristarchus what they should do, 
  he looks at the questioning Acolyte and raises 
  an eyebrow, saying:
  “Whoever they are, they interrupted the services 
  of a holy feast day in one of the Emperor’s 
  cathedrals. They’re heretics. What do we normally 
  do with heretics?”
  When they exit, the cathedral’s placement in 
  the settlement gives the Acolytes a wide view of 
  Stern Hope and a good picture of what’s going 
  on. A large smoke-belching vehicle with a wide-
  bladed iron plough has been driven into the front 
  gates of the settlement, smashing them aside 
  and jamming itself there in the process. Now at 
  least thirty or so dishevelled-looking warriors, 
  all of whom have strips of yellow cloth tied 
  somewhere on their persons, are running into 
  the town, shooting and hacking at anything that 
  moves. A number of tents are already on fire.
  The time has come for the Acolytes to fight in 
  the name of the God-Emperor.
  THE FANATIC VOICERS
  The attackers are Voicers—followers of the 
  Warlord Seth’s nomadic cult-clan of Imperial 
  zealots. They have been manipulated into 
  conducting a suicidal attack on Stern Hope as 
  a part of the Daemon’s own day of ritual. The 
  Voicers are armed with a wide variety of low-
  grade weaponry, mainly melee weapons, but 
  a few stubbers and lasguns as well. They all 
  frequently scream “Heretic!” and “Blasphemer!” or 
  just howl inarticulately as they attack. 
  Characteristics for the Voicers can be found 
  on page 391.
   THE ATTACK 
  ON STERN HOPE
  To handle this attack, present the Acolytes 
  with a number of threats to deal with while the 
  wider battle goes on around them. Each time the 
  characters manage to thwart one of these threats, 
  they nudge the tide of battle in their favour. 
  Once the PCs achieve three victories, they and 
  the other defenders manage to overcome the 
  fanatics. Should they fail to accumulate the 
  required number of successes in a reasonable 
  period, Stern Hope still survives the attack, 
  but the casualties are far more severe—see 
  Aftermath for what happens at the conclusion 
  of this battle. Some example threats are:
  Kill the Leader: A fearsome, fanatic Voicer 
  leads the charge into Stern Hope. The fanatic 
  Voicers take heart and courage so long as their 
  leader stands. Taking him out could demoralise 
  the rest and give the defenders the advantage 
  they need to repel the attackers. Difficult (–10) 
  Perception Tests can be made to find him in 
  the heart of battle, but he will always have 1d5 
  Voicers about him as he fights.
  The Lit Fuse: A group of six Voicers are 
  charging straight for the cathedral, gunning down 
  anyone in their path. The one in the centre is 
  carrying a large improvised bomb, its fuse already 
  lit and spitting! The bomb will infl ict 2d10+4 X 
  damage with a Blast (4) when it goes off, which it 
  will do if shot, dropped or smashed.
  Dustdog Stampede: The smoke, noise and 
  chaos causes several Dustdogs to panic and 
  break out of their pens in the Warriors’ Camp. 
  Maddened by the fires, the Dustdogs go on the 
  rampage, attacking anyone they encounter—
  attackers and defenders alike. The characters 
  could kill the Dustdogs or perform a Hard (–20) 
  Wrangle Test to regain control over the beasts. 
  See page 391 for the Dustdog profile.
  the fIghtINg 
  eNVIroNmeNt
  Consider incorporating 
  some of these factors 
  into the fight.
  Palls of Smoke: Thick 
  smoke from the burning 
  tents and firebombs will 
  make ranged combat 
  difficult, and combatants 
  shooting through dense 
  smoke will suffer a –20 
  penalty on Ballistic 
  Skill Tests. In addition, 
  the clouds of burning 
  and choking smoke 
  engulfing the characters 
  will force them to take 
  a Challenging (+0) 
  Toughness Test every 
  round they remain in 
  the area. Each failure 
  causing the PC affected 
  to take 1 level of Fatigue 
  (cumulative) and suffer 
  a –10 penalty to all 
  tests until the PC is 
  no longer fatigued. 
  Should a PC accumulate 
  enough Fatigue levels 
  to exceed his Toughness 
  Bonus he collapses into 
  unconsciousness for 
  10-TB minutes—see 
  Fatigue page 200 in 
  Chapter VII: Playing 
  the Game. Remember 
  that the Voicers who are 
  fighting in the smoke 
  also suffer a –10 pen-
  alty to all tests as well! 
  Any Acolyte carrying a 
  filtration mask does not 
  need to make a Tough-
  ness Test.
  Obstacles: Most 
  combatants do not 
  attempt to shoot 
  through buildings as 
  they cannot readily see 
  their target or gauge 
  distances. However, 
  much of Stern Hope 
  is made of canvas 
  tents—which doesn’t 
  provide much in the 
  way of cover. Acolytes 
  can either ambush or 
  be ambushed, right 
  through a group of 
  tents. Remember that 
  shooting at unseen 
  targets incurs a –30 
  penalty to Ballistic 
  Skill Tests.
  
  382
  Aftermath
  Marauders: A band of Voicers (1d5+1) 
  are attacking the generatoria and the 
  workshops with firebombs. If these are 
  damaged, Stern Hope will be plunged back 
  into the dark ages. 
  In addition to their usual gear, the Voicers 
  have several firebombs each (see page 137 of 
  Chapter V: Armoury).
  Protect the Innocent: The Acolytes 
  see a knot of 1d5+2 Voicers armed with 
  cleaver blades hacking and slashing their way 
  through the tents. Directly in their path, a 
  young Ashleen woman has gathered a dozen 
  screaming and shocked children to her and is 
  shouting for help. Let the Acolytes’ wrath be 
  just and swift.
  If you feel like expanding the scope of the 
  combat, you may want to create more scenes 
  or even expand the scope of the confl ict to 
  a large-scale battle. Likewise, don’t be afraid 
  to have aid come in and save the Acolytes 
  at the last minute or have an encounter 
  suddenly break off—battles are anarchic 
  and unpredictable things. The goal here is to 
  present a tense and exciting encounter, not 
  just wear down the characters!
  AFTERMATH
  Read or paraphrase the following:
  As the last of the attackers are overcome, the 
  shocking cost of the battle becomes readily 
  clear. Scores are dead, whole swathes of 
  Stern Hope are burning, and screams of 
  grief and moans of pain fill the air. Yet you 
  know that the outcome could have been far 
  worse. You are surveying the scene when 
  the warchief Kos’ke rides towards you 
  mounted on his soot-stained and bloody 
  Dustdog mount. 
  “You there, you are the champions of the god-
  man Emperor? Why did the Voicers attack so? It 
  was madness even for them… yes? What has Skae 
  done to anger Warlord Seth?”
  Kos’ke will weigh carefully what the Acolytes 
  will have to say, and if asked will inform them that 
  the attackers were followers of Seth the Voice. 
  They are zealots and famously unhinged—but 
  to attack in so suicidal a fashion simply makes 
  no sense, even for them.
  As they finish speaking to Kos’ke, one of his 
  riders comes up looking visibly frightened, 
  and bids him and the Acolytes to come to the 
  cathedral at once. As they reach the summit 
  of the hill, before the doors to the church an 
  ugly scene is developing: 
  On one side is ranged the abbot and the 
  holy brothers, Severus with his wetted axe in 
  hand and Lamark with a hasty blood-stained 
  bandage wrapped round his head. Beside them 
  is Aristarchus and across from them is Esha 
  Raine, fl anked by Kos’ke’s other warriors. On 
  the fl oor between them is a wounded Voicer, 
  his face covered in blood. The Voicer’s eyes 
  stare widely and he’s muttering something 
  over and over, seemingly unaware of where 
  he is. A small crowd has gathered haltingly at 
  the fringes of the two groups, looking nervous 
  and torn. As you follow Kos’ke up the hill you 
  grow close enough to make out what the 
  angry voices are saying.
  “Let us not give these heretics the satisfaction of 
  disrupting our purpose. Let us finish what we have 
  begun. This changes nothing!” shouts the abbot.
  “Honoured Abbot Skae,” Raine replies, her 
  voice clear and authoritative. “How can you 
  not see? Look at this man, he has been maddened 
  by some force. He is touched by unclean spirits 
  and whispers the names that shall not be spoken 
  even now. He knows not who we are, or even why 
  he has fought. Something is very wrong here, how 
  can you not see?”
  Then without warning Aristarchus walks 
  towards the prisoner and raises a laspistol 
  to the Voicer’s head and pulls the trigger. 
  There is a sharp crack and the Voicer slumps 
  lifeless to the fl oor. 
  “Heretic!” Aristarchus shouts and his voice 
  is harsher than you have ever heard it. “We 
  await a holy miracle here, woman. A miracle that 
  has been revealed to me by the Emperor’s grace, 
  and all those who would stand against it are 
  heretics! Do you stand against it?”
  The shock is immediate, and a second 
  later every one of Kos’ke’s riders has a 
  weapon in their hands. 
  “Enough!” Raine cries. “There has been 
  enough bloodshed this day. We will go and shall 
  not return.  I see now that I was wrong. I see now 
  that you are damned and the crow sits whispering 
  on your shoulder. You have led these people to 
  ruin. My people will have no part of it!” 
  Esha Raine slowly and deliberately raises 
  her hands one last time in a warding gesture 
  before mounting the Dustdog behind 
  Kos’ke. The Ashleen ride away at speed, 
  kicking up dust in their wake.
  The abbot seems visibly appalled but 
  quickly gathers his wits and begins a 
  sermon to the crowd. 
  “A single candle illuminates a void, though it 
  may take an eon before its light can be seen from 
  afar. Let this hall be no mere candle, but a mighty 
  sun to shine forth into the outer darkness, even in 
  this time of trial we must have faith!”
  summarY 
  eXecutIoNs 
  aNd other 
  INadVIsable 
  solutIoNs
  It’s quite possible 
  that, with clever 
  players and the right 
  clues, what’s really 
  going on or at least 
  the broad shape of 
  the conspiracy will 
  come to light before 
  the final events of 
  Part 5 or even 4. 
  This is always a 
  possibility in an 
  investigation-based 
  scenario and, if this 
  happens, you as a 
  GM are going to 
  have to think on 
  your feet. If the PCs 
  start to look for 
  solutions to what’s 
  going on or prepare 
  for the worst, so 
  much the better—
  reward them for it, 
  but the danger lies in 
  them going off half-
  cocked and quickly 
  getting themselves 
  killed. Remind them, 
  if needs be, that both 
  Skae and Aristarchus 
  have the benefits of 
  both the weight of 
  Imperial law and 
  quite probably the 
  whole town on their 
  side (not to mention 
  possible Daemonic 
  intervention), and if 
  the Acolytes want to 
  move against them, 
  they had better be 
  subtle and one hun-
  dred per cent sure 
  they are right.
  
  383
  An Act of Infamy
  In the aftermath of the battle and the devastating 
  argument, a brooding hush settles over Stern 
  Hope and the Acolytes are left to their own 
  devices for a time. The fires are extinguished, yet 
  a pall of smoke and the smell of scorched fl esh 
  hangs heavy in the heat of the midday sun.  
  The Acolytes may seek out help if any of them 
  are badly wounded. Poor Medical Care (see 
  page 152) is the best that’s available to them 
  from a shell-shocked junior cleric. 
  If the Acolytes attained their three encounter 
  victories, many of Stern Hope’s people offer them 
  thanks and bring them water and food, and if 
  they saved the woman and children (see Protect 
  the Innocent above) several women will seek 
  them out and bless their names, offering the most 
  likely candidate an amulet made of polished fl int 
  with an aquila carving. This counts as a Charm 
  (see Chapter V: Armoury for more details).
  If the Acolytes seek out Aristarchus they 
  will find him much calmer than previously 
  and entirely reasonable. He admits to losing 
  his temper but stands by his actions. He will 
  claim that there was “No taint in the Voicer, 
  only sunburned madness—but the attack’s timing 
  makes me wonder”.
  If questioned about Raine he will state, “I 
  fear I will regret letting her leave, but there would 
  have been a massacre if we’d tried to stop her”.
  If they ask about the miracle of which he 
  spoke, he will merely smile and say “I cannot 
  say, but trust me and have faith, there is a reason 
  for all this, and a reason the warp would seek to 
  thwart us here”.
  He will not be drawn further and leaves 
  for the privacy of his room to “pray for 
  guidance.”
  Abbot Skae has shut himself up alone 
  in the cathedral to meditate before the 
  consecration—which he is determined will go 
  ahead. Guards are posted on the door with 
  orders to let none pass.
  Brother Lamark has been forced to lie 
  down from his injuries, and if approached 
  cannot hide his tears for Stern Hope’s losses. 
  He knows nothing of a “miracle” but a 
  Routine (+20) Scrutiny Test will reveal 
  that this normally gregarious man is holding 
  something back. If the Acolytes have been 
  friendly towards him in the past, he will 
  tell them as soon as he is challenged that he 
  knows that Aristarchus and the abbot visited 
  the cathedral together in the depths of night 
  along with Severus and a handful of other 
  clergy and guards. He was told that this was 
  to perform rites to “protect the cathedral 
  from malign forces,” however the secrecy 
  with which it was done makes him uneasy.
  Brother Severus is nowhere to be found.
  AN ACT OF INFAMY
  There is approximately an hour to go before 
  the ceremony when an injured and blood-
  splattered Abbot Skae staggers out of the 
  cathedral and into the arms of the guards 
  outside. Alarms are raised and panic grips Stern 
  Hope like never before. The Acolytes are called 
  to the scene to find Aristarchus already tending 
  to the wounded and half-conscious abbot, 
  surrounded by armed men:
  The abbot is pale and breathing listlessly, 
  his white chasuble stained crimson with 
  blood. His voice is enfeebled and reed-thin 
  when he speaks. “I didn’t see what it was, it 
  seemed a woman, a dark shape in the form of a 
  woman. I fought, Emperor protect me. I fought and 
  I prayed but… never, I would never have believed 
  she could…”
  Aristarchus is shaking with fury, “Esha 
  Raine has a steading along the western mountain 
  pass. Go there and arrest her. Bring her here and 
  we shall put her to the question. If this is her doing, 
  God-Emperor help me, she’ll burn for a witch. If 
  she resists, kill her and all with her. Go alone—I 
  trust none of these natives’… loyalties. It is time, 
  Acolytes, to prove your worth to the Holy Ordos.”
  It is indeed time for them to prove their worth. 
  Do they believe that Raine is a witch, or that 
  perhaps Aristarchus is orchestrating events? Or, 
  if they’ve been particularly perceptive, do they 
  suspect the abbot at the head of a conspiracy? 
  Regardless, their superior has given them a 
  direct order, but the test will be in how they 
  execute that order. Either way they should believe 
  that Raine might know more about what’s 
  going on than they do, 
  and seeking her out is 
  a good idea anyway. 
  In any case, the hour 
  of the consecration 
  approaches and events 
  are about to enter their 
  final act.
  
  384
       Part Five: 
  Dancer 
  at the  
  Threshold
  A
  The Steading House
  The Journey 
  to the Pass
  PART FIVE: 
  DANCER 
  AT THE 
  THRESHOLD
   THE JOURNEY 
  TO THE PASS
  A 
  vicious dust storm, blowing from the 
  north, lashes the Acolytes on their 
  journey up to the pass. The Acolytes 
  can either choose to walk (in which case it takes 
  about three hours in the storm) or take their 
  fl atbed, which can make the journey in half that 
  time but will need a Challenging (+0) Drive 
  Test not to throw a wheel, break down or get 
  the vehicle trapped or have some other mishap. It 
  is difficult to be heard above the wind, even if an 
  Acolyte cups a hand over an earpiece-vox, they 
  can still barely hear over the storm. The Acolytes’ 
  journey takes them up into the low slopes of the 
  mountain range that holds Stern Hope. Other 
  than the dust storm and any transport difficulties, 
  it proves to be an uneventful journey as darkness 
  falls around them.
  THE STEADING HOUSE
  Towards the end of their journey the dust storm 
  dies away and, in a side gorge down from the 
  main pass, they see a large dwelling formed 
  from rough-cut stone blocks and the hides of 
  various unidentifiable animals, lit by lanterns 
  from within. Nearby is a water-hole and a small 
  corral in which five Dustdogs lounge. Numerous 
  animal skulls on poles dot the area. Several of 
  the Dustdogs begin to make chuffing-bark 
  sounds when the Acolytes approach. 
  As the Acolytes reach the fl oor of the gorge, 
  Esha Raine emerges from her home, Kos’ke and 
  several of his men follow her, their weapons are 
  at the ready but they do not attack. 
  This next part is entirely up to the Acolytes, 
  they can either go in guns blazing or attempt 
  to talk to Raine. The latter is in fact the smarter 
  option, unsurprisingly enough.
  If the Acolytes simply order Esha Raine 
  to come with them and refuse to give any 
  explanations as to why or claim Inquisitorial 
  authority to seize her, she states that she is sorry 
  but she will not set foot in Stern Hope even if 
  “every soul that came before me demanded it!” 
  If they threaten her, she spits on the ground 
  and says to Kos’ke, “You have my permission to spill 
  blood on this ground”, and goes inside while Kos’ke 
  and his men fan into cover. If the Acolytes force 
  the issue, a gun battle will ensue.
  If the Acolytes (far more sensibly) explain 
  why they’ve come to collect her or simply ask 
  to talk, she will ask them inside saying, “Come 
  if you value the souls of those who languish at Stern 
  Hope. I have things I must show you”. 
  Regardless, the moment the Acolytes express 
  a willingness to talk further with Raine and 
  explain what’s going on instead of immediately 
  taking her into custody or simply attacking, the 
  Dustdogs begin howling and chuffing, and the 
  sky darkens. Seconds later the dust storm returns 
  with a vengeance, and with it comes echoing 
  laughter, baleful sickly lights and fl ocks of Shale 
  Crows descending from the sky.  
  the shale croWs
  The Shale Crows attack in two distinct fl ocks, each 
  driven by the Daemon’s guiding will and acting in 
  concert like a single living creature. The first will strike 
  at Raine and Kos’ke, and the second at the Acolytes.
  Because of the dust storm, bale lights and 
  howling laughter, the Acolytes suffer a –10 penalty 
  to all Ballistic Skill Tests during the fight.
  If the Acolytes are victorious, the wind dies and the 
  lights fade, the hellish power spent for the moment.
  Characteristics for the Shale Crows can be 
  found on page 391.
  The 
  Steadinghouse 
  Key
  1. Raine’s Hut with 
  furniture
  2. Corral of 
  Dustdogs
  3. Fire
  4. Waterhole
  5. Skulls on poles
  6. Mountain pass 
  wall
  1 square = 1 metre
  THE STEADINGHOUSE
  1
  2
  3
  4
  5
  5
  6
  
  385
  The Crow Dance
  Knowledge is Power
  KNOWLEDGE IS POWER
  If the Acolytes survive the attack, so will Raine—
  Kos’ke and his men giving their lives to protect her if 
  needs be, although she and the Ashleen fighters will 
  be badly injured and shocked by the experience. 
  Assuming that at this point the Acolytes will 
  concede that Raine isn’t responsible for what’s 
  going on, she asks them to relate to her all they 
  have seen and witnessed. In answer she will 
  retrieve a concealed book from under a loose 
  stone in her house. The book, which is hand-
  crafted and bound in cracked hide, is clearly 
  extremely old. She calls it a “widow’s book”:
  “A dark spirit has returned. The Ashleen name it the 
  Dancer at the Threshold. Others call it the Crow 
  Father… and we have seen why. It has many names and 
  to say some of them is perilous. It is ancient and wicked, 
  and delights in slaughter and leading men to their deaths 
  with lies of their heart’s desire. My people record their past 
  through spoken tales, but some things are too dangerous to 
  say aloud. Take this book for it may help you.”
  The book is only a few dozen pages long and 
  contains numerous hand-drawn and painted 
  illustrations and lines in cryptic High Gothic script, 
  with odd symbols and runes burned into the pages. 
  Any Acolytes with either Speak Language (High 
  Gothic), Literacy or Forbidden Lore (Warp), may 
  Test to understand its pages. If the PC charged with 
  reading the book has one of these skills, the test is at 
  –20. If the PC has two of the skills listed, the test is at 
  –10; and if he has all three, the test is at +0.
  If the PC passes the test, the contents of the book 
  can be understood. The book tells of Saint Drusus’s 
  battle with a Daemon-possessed cult leader during 
  the conquest of the planet, viewed through the eyes 
  of the Ashleen as a mythic hero-tale. The account 
  refers to the battle taking place on the very hill on 
  which the cathedral has been built. 
  If two or more degrees of success are obtained, 
  the reader learns that the cult was founded on lies 
  and deceit, which delighted on turning brother 
  against brother. The cult’s high ceremonies and 
  sacrifices occurred at dusk after a day when its 
  followers were forced to battle each other to 
  show their worthiness to serve.
  If the Acolytes have treated Raine and her people 
  well, by winning through in the earlier attack on Stern 
  Hope, for example, or by showing determination to 
  battle the Daemon-force that seems to have returned, 
  Raine will favour them with a last piece of knowledge 
  passed down by the old stories.
  “The old widow’s tales from before the saint came said that 
  the only thing the Crow Father feared was the agony he most 
  loved to inflict… but what that might be I cannot say.”
  The Acolytes can’t raise Aristarchus or Stern 
  Hope on the vox, and neither Raine nor the 
  surviving Ashleen are willing to return to Stern 
  Hope with them. They must warn their own 
  people of what they fear is coming.
  THE CROW DANCE
  When the Acolytes return to Stern Hope in the 
  early evening, and they immediately recognise 
  that something is wrong. There are no guards at 
  the gates, or, for that matter, along the wall and 
  there are no lights in evidence anywhere but for 
  a strange dim haze illuminating the shape of the 
  cathedral on the top of the hill. 
  If the Acolytes choose to investigate the surrounding 
  camp, they will find very few people at all, and those 
  that they find are shocked and frightened out of their 
  wits, hiding shivering in the dark. There are also a 
  score or so of bodies, disturbingly they appear to 
  have committed suicide. The majority of Stern Hope’s 
  population is ominously missing.
  The Crying Clota is a wreck, its furnishings 
  smashed and the Acolytes’ rooms ransacked. If they 
  search Aristarchus’s room, it is in a similar state but, 
  with a successful Routine (+20) Search Test, they 
  may find his data-slate journal, damaged but still 
  active. An Ordinary (+10) Tech-Use Test will 
  transfer the open file to another data-slate. A quick 
  reading then reveals the following telling passage:
  “God-Emperor, I cannot believe it, but it is true. 
  Skae took me into the cathedral and I saw the very 
  vision of Saint Drusus himself! He spoke to me, 
  the unworthy soul that I am. Yes it all makes sense 
  now, my posting here, the gift of the Tarot deck, 
  all leading me here, so I can be his Vessel, the 
  blessed instrument of his rebirth!”
  The priory has been the scene of a battle. At the 
  foot of the stairs lie the bodies of Brother Severus and 
  three others the Acolytes recognise as junior clerics. All 
  have had their eyes removed. Slumped half-way up the 
  stairs is Brother Lamark, hanging on to the last threads 
  of life, with an aquila clutched in one hand and his 
  battered old lasgun in the other. He manages to speak, 
  his voice a mere shadow of what it was:
  “My friends, I’m so glad I managed to hang on…
  hang… on until you came… I knew you wouldn’t 
  abandon us… sacred oath… Inqui… bringing 
  light to the dark-darkness. Had faith. You must 
  save them… save my poor flock… he has them in 
  the cathedral, I heard… waiting... waiting to be 
  free and feed… not… not to late…”
  Lamark passes into unconsciousness, and it will 
  take a Hard (–20) Medicae Test to stabilise him or 
  he will die. If they fail, whatever else happens, one 
  man kept his faith and died a martyr here tonight.
  
  386
  The Cathedral 
  of Night
  THE CATHEDRAL 
  OF NIGHT
  Ultimately all that will be left for the Acolytes to do 
  (other than running into the night all the way back 
  to Port Suffering and an eventual firing squad) is 
  to approach the cathedral. Within, the final stages 
  of the ritual are transpiring, but it’s not too late to 
  stop the Daemon from fully possessing Aristarchus 
  and casting its shadow over all Iocanthos. Read or 
  paraphrase the following aloud:
  Walking up to the dark cathedral, the air is heavy 
  and the darkness is so ink-thick it seems to push 
  against the faltering beams of your lamp-packs. 
  As you approach the partly open doors of Skae’s 
  great church, the pale light from within chills 
  your soul and a murderous whisper of chanted 
  voices issues forth from within. 
  Standing before the door, a terrible sight 
  greets you as you see Aristarchus standing atop 
  the altar at the cathedral’s centre, the cards of his 
  Emperor’s Tarot orbit in the air about him, each 
  one burning ghost white, almost too brightly to 
  look at. In the harsh fl ickering glare you see that 
  the pews are filled with the people of Stern Hope, 
  men, women and children frozen, standing as if 
  to attention, eyes wide in terror, tears streaming 
  down their cheeks and their mouths whispering 
  words that are not their own. The domed space 
  of the high ceiling boils with a tangle of seething 
  darkness—the warp is bleeding through.
  Entering into the cathedral and combating 
  the Daemon requires each Acolyte to take a 
  Difficult (–10) Corrupt Fear Test first.
  At the centre of the cathedral, atop the altar strewn 
  with Ghostfire fl owers, stands Aristarchus transfixed 
  with the light of the Tarot cards that revolve in the 
  air around him. As the Acolytes, approach his eyes 
  fl ick open and he shouts a tirade of tortuous speech at 
  them.  Acolytes who make a successful Hard (–20) 
  Speak Language (High Gothic) Test can tell that 
  he is chanting in an obscure dialect, repeating the 
  phrase “the saint is reborn” over and over again.
  Beyond the tortured seer thrown into a silhouette 
  by the fl ickering light, stands Abbot Skae. The 
  man is not himself, that much is clear—his shadow 
  outline is distorted, his limbs judder spasmodically, 
  with his head bowed and his body twitching. 
  Above this scene, the domed ceiling is filled 
  with a whirling, writhing mass of darkness, 
  which fl exes and pushes outward, as if impatiently 
  trying to break some membrane holding it back. 
  With each pulsing surge it draws ever closer to 
  the waiting Aristarchus below.
  If the Acolytes simply go in guns blazing, they 
  will quickly find that they cannot affect Aristarchus 
  at all with gunfire. Impacts and energy simply 
  winks out of existence as they reach him, and the 
  Skae-thing will immediately attack. But if they 
  proceed with caution or attempt to speak to either 
  of the figures, the following will occur:
  In a distorted gurgling voice, the thing that 
  was Abbot Skae says, “I’m glad you could 
  make it, my friends.” The abbot’s body shuffl es 
  forward and fixes you with burning white 
  eyes. “Behold! A miracle of faith! Behold! Saint 
  Drusus is returning to us!” The Skae-thing 
  barks guttural laughter, “Soon I shall be free, oh 
  not in this petty fragment of meat, but in a form 
  imperishable! And all thanks to these witless fools 
  and their faith! They came scrabbling in the dirt 
  for a saint and found instead a god! Fools they 
  were—easily blinded, one by ambition and one by 
  pride, and what shall I blind you with I wonder…. 
  Now, come forth and receive my blessing!”
  The Acolytes must successfully make a 
  Challenging (+0) Willpower Test or drop any 
  weapons they are holding and stumble towards 
  Tsyiak, for indeed this is Tsyiak, the Crow Father, 
  the Dancer at the Threshold, commanding the 
  dead fl esh of Abbot Skae—a temporary shell 
  until a better abode is prepared. 
  Any Acolyte with a religious background 
  that succeeds on the Willpower Test can start 
  calling out the rite of banishment or some similar 
  prayer to the God-Emperor, which will give 
  their companions a second chance at breaking 
  free of the Skae-thing’s dark magnetism.
  the fINal coNfroNtatIoN
  Characteristics for the Skae-Thing can be found 
  on page 391.
  In one way or another, at this point a battle erupts 
  in the cathedral. Tsyiak has at long last regained a 
  measure of material form and it’s in a playful mood. 
  It fully intends to enjoy every moment of killing each 
  sentient being in the cathedral, though it will save the 
  congregation for when it has fully possessed Aristarchus 
  and is hungry from its labours.  The Dancer at the 
  Threshold is phenomenally dangerous—the Acolytes 
  will all die if they don’t find a way to banish it back 
  to the warp quickly. Mere physical violence will at 
  best delay or distract the Daemon. What’s more, while 
  Aristarchus is within the spinning illuminated cards, 
  he cannot be directly harmed.
  There are, however, two ways to best the Daemon. 
  The first is through the seer. Aristarchus’s mind has 
  been all but overthrown by Tsyiak’s infl uence, but he 
  is not entirely gone. Though ensorcelled to believe 
  that Tsyiak is Drusus reborn, somewhere inside the 
  psyker still lurks a voice that tells him that he has 
  been corrupted and betrayed by his ambition. 
  
  387
  Convincing Aristarchus of this should not be 
  determined just by a die roll, but by roleplaying. If one 
  or more of the Acolytes makes a passionate appeal 
  to Aristarchus, especially after Tsyiak has injured 
  or killed one or more people, for example “Look at 
  HIM! Look at him, seer! Is this truly Saint Drusus? Would 
  Drusus butcher and enslave his own flock?” and passes a 
  Difficult (–10) Charm or Intimidate Test to get 
  his attention, Aristarchus will slowly emerge from 
  his delusion over the course of a round. The light of 
  the cards begins to fl icker and the Skae-thing will 
  instantly recognise that something is wrong. 
  If the Acolytes succeed in reaching Aristarchus, 
  he gives his life throwing himself into the glowing 
  cards and short-circuiting the ritual, immolating 
  himself in the process. The shock of the psyker’s 
  fall reverberates through the warp and the cards 
  shatter, fl inging liquid crystal shrapnel and 
  tendrils of psychic fl ame as the roof portal shatters 
  upwards into nothingness and the Skae-thing is 
  consumed—howling as it is returned to the warp.
  The second way, if the Acolytes have been 
  paying attention, is the wound that the Daemon 
  deals to others but fears itself—blinding. 
  Both of the Skae-thing’s eyes must be put out. 
  This is extremely dangerous, requiring a suitable 
  weapon and imposing a –20 to WS based attacks 
  and –30 to BS based attacks. Each eye must be 
  targeted separately, 6 points of Damage must be 
  caused to an eye to destroy it (the Daemon gets 
  no defence against this). If its eyes are put out, 
  warp energy spills from the empty sockets as the 
  Skae-thing collapses and overloads the spinning 
  Tarot deck, destroying it and Aristarchus, and 
  blasting the roof off the cathedral in a surge of 
  darkness and fl ame.
  If they failed to convince Aristarchus, didn’t 
  work out what the Crow Father feared or didn’t 
  try either option, the Skae-thing will rip them 
  apart one at a time.
  It is quite possible for the Acolytes to “lose” 
  even if they have the right ideas. This is after 
  all fullblown Daemonic manifestation—in 
  which case, perhaps, you can start a new game 
  involving the disappearance of an Inquisitorial 
  investigation team on Iocanthos…
  All that’s left of Aristarchus’s Tarot deck after 
  the end is a single card, the faceless Magus of the 
  Executeria suit. Damage to the card reveals the internal 
  crystalline circuitry, which any Acolyte with the skill 
  Forbidden Lore (Archeotech) or Forbidden 
  Lore (Xenos) can tell at a glance has been built using 
  xenos technology—making the deck a blasphemy to 
  both the Ecclesiarchy and the Adeptus Mechanicus.
  The cathedral will be a hollow shell filled 
  with several hundred screaming and traumatised 
  people, but at least they will live. The Acolytes 
  have succeeded in saving countless more lives 
  and souls, which would have been lost if the 
  Dancer at the Threshold were freed.
  Cathedral Key
  1. Hill path
  2. Cathedral steps & 
  entrance
  3. Support pillars
  4. Central raised 
  dias & altar
  5. Pews
  6. Iron dividing rail
  7. Biers and stone 
  coffins (empty)
  8. Aquila statue
  9. Stone plinths of 
  statues of saints 
  (most empty)
  10. Clerical offices 
  (currently empty)
  1 square = 1 metre
  THE CATHEDRAL
  1
  2
  3
  3
  3
  4
  5
  6
  7
  8
  9
  10
  10
  9
  
  388
  Ideas for Follow-Up 
  Adventures
  Rewards
  In Conclusion
  REWARDS
  The Acolytes should gain roughly 50–200 xp per game 
  session if they’ve acquitted themselves well, with extra 
  awards of 50 xp for particularly savvy guesswork, working 
  the plot out and general bravery in the face of the Daemon. 
  If they managed to successfully banish the Dancer and save 
  the people of Stern Hope, an extra bonus of +100 xp per 
  surviving PC in the final scene is appropriate.
  For any Acolyte who was responsible for either blinding 
  the Skae-thing or snapping Aristarchus out of his trance, they 
  permanently receive an extra Fate Point. They’re going to need it, 
  for the Dancer at the Threshold does not forget such an affront.
  IN CONCLUSION
  All that remains now is a description of the game’s aftermath. 
  If the Acolytes have been righteous in their activities, the 
  Ashleen don’t turn their back on the Emperor. Indeed, 
  if they were instrumental in fighting off the Voicers and 
  managed to save Raine, not to mention driving off the 
  Daemon, they acquire a reputation among the Ashleen as 
  heroes. The Acolytes will also discover that the Daemon’s 
  final moments sent out a pulse of energy that knocked 
  astropaths unconscious as far away as the system’s fringes, 
  and once the source is backtracked help will soon arrive.
  The Inquisition will of course want an extensive report on 
  everything that has happened and will recall the whole group 
  back to Bastion Serpentis for “contamination testing”. In 
  particular they will want the details of Aristarchus’ fall from grace 
  and death explaining at length. More personally, the Acolytes’ 
  master will be very interested indeed to find out more about his 
  former retinue member’s corrupt Emperor’s Tarot card…
  IDEAS FOR FOLLOW-UP 
  ADVENTURES
  Whilst the Acolytes have, hopefully, dealt with the immediate 
  threat posed by Aristarchus and Tsyiak, the work of the 
  Inquisition never ceases. Corruption, deceit and heresy are always 
  lurking, ever present, in the dark and grim world of Warhammer 
  40,000. What follows are some possible plot threads for follow-
  up adventures for you, the GM, to work up into full adventures.
  XeNos techNologY
  Aristarchus’ Emperor’s Tarot deck was exposed as being 
  constructed with xenos technology, but where did it come 
  from? The investigation into the source of the illegal 
  technology continues in Rejoice For You Are True found in 
  the Dark Heresy adventure anthology Purge the Unclean.
  the daNcer at the threshold
  Tsyiak is defeated but undeterred. The Daemon has yet again 
  tasted the pleasures of realspace only to be cast back into the 
  warp, serving to further fuel its anger and desire for revenge. 
  The Dancer at the Threshold has a keen eye and will quietly 
  search for a dark corner within one of the Acolytes’ minds 
  in which it can sow the seeds of corruption and downfall. 
  Perhaps Tsyiak could become a major villain in your on-
  going campaign of adventures, littering future missions with 
  traps, deceit and murderous intent for the Acolytes to stumble 
  upon. Over the course of time, disparate clues and encounters 
  lead the Acolytes to realise that some unseen Daemonic hand 
  is guiding their path into damnation, only to discover at the 
  last that it has been their old enemy the Crow Father!
  heresY begets retrIbutIoN
  After undergoing contamination testing at Bastion Serpentis, 
  the Acolytes are (hopefully) declared free of warp taint. The 
  Inquisition is uncertain that the situation is so crystal clear 
  back on Iocanthos and the Acolytes are tasked with returning 
  to Stern Hope to determine if any of the populace was 
  infected by the Daemonic incursion brought about by Abbot 
  Skae. In the time since the Acolytes were last there, Seth the 
  Voice has been waging a war against Warchief Kos’ke and the 
  other leaders of the Ashleen. Amid this ongoing slaughter, 
  the Acolytes arrive and are courted by both sides eager to 
  have the favour of the agents of the Imperium. Is this just 
  another tribal war like countless others on Iocanthos? Or 
  is the unseen hand of Tsyiak guiding events, drawing the 
  Acolytes back to Stern Hope and the revenge of the Dancer 
  at the Threshold?
  uNdercoVer
  As the time approaches for the next tithe of Ghostfire pollen 
  to be collected, evidence of sabotage in and around Port 
  Suffering comes to light. Port workers, tired of low-pay and 
  harsh working conditions, murmur of rebellion. Bodies of 
  murdered workers begin to appear, each choked to death 
  by massive amounts of the pollen forced down their throats. 
  Who is inciting rebellion and unrest in Port Suffering? Who 
  is threatening the security of the port and the fl ow of the 
  precious Ghostfire pollen? The Acolytes are sent in undercover, 
  posing as workers themselves, to investigate the port worker 
  guilds in order to seek out the root of the rebellious behaviour. 
  They must discover who’s committing the murders and put a 
  stop to it all before the situation descends into a full-scale 
  uprising and mutinous riot. Is this simply a case of defiance 
  or does something corrupt and evil lurk in the shadows of 
  Port Suffering? 
  
  389
  Part One: The Brazen Sky
  NPCs & Creatures
  Part Two: Planet Fall
  Part Three 
  The Black Cathedral
  NPCs & CREATURES
  PART ONE: THE BRAZEN SKY
  sebek the Purser
  Movement: 2/4/6/12 
  Wounds: 9
  Important Skills: Awareness (Per), Barter (Fel) +10, Common 
  Lore (Tech) (Int), Charm (Fel), Common Lore (Sector Worlds) 
  (Int), Deceive (Fel), Evaluate (Int) +10, Speak Language (Low 
  Gothic) (Int), Tech-Use (Int), Trade (Valet) (Int) +10.
  Talents: None.
  Armour: None.
  Weapons: Unarmed (1d5; Special).
  Gear: Data-slate, ship’s lesser seal.
  PART TWO: PLANET FALL
  kerred smYk
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Barter (Fel) +10, Command (Fel), 
  Common Lore (Imperium, Administratum) (Int), Deceive (Fel), 
  Evaluate (Int) +10, Literacy (Int), Logic (Int), Speak Language 
  (High Gothic, Low Gothic) (Int), Trade (Tax Collector) (Int).
  Talents: Pistol Training (Las).
  Armour: Concealed mesh vest (Body 4).
  Weapons: Compact laspistol (15m, S/–/–; 1d10+1 E; Shots 
  15; Reload Full; Reliable).
  Gear: Under-consul’s robes, personal vox, Admistratum 
  signet ring coder, data-slate.
  Ashleen Thugs 
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Carouse (T), Dodge (Ag), Deceive 
  (Fel), Intimidate (S), Speak Language (Low Gothic) (Int), 
  Survival (Int).
  Talents: Melee Weapon Training (Primitive), Pistol Training (SP).
  Weapons: Club (1d10+3 I; Primitive), knife (1m; 1d5+3 R; 
  Primitive), stub revolver (30m; S/3/–; 1d10+3 I; Shots 6; 
  Reload Full, Reliable).
  Gear: Scavenged clothing, face dye, 1d10 spare stub rounds.
  arIstarchus the seer  
  Movement: 3/6/9/18 
  Wounds: 15
  Skills: Awareness (Per), Ciphers (Acolyte) (Int), Common Knowledge 
  (Imperial Creed) (Int) +10, Common Knowledge (Imperium) 
  (Int) +10, Deceive (Fel), Dodge (Ag), Drive (Ground Vehicle) 
  (Ag), Invocation (WP) +10, Literacy (Int), Logic (Int), Navigation 
  (Surface) (Int), Psyniscience (Per) +10, Scholastic Lore (Archaic) 
  (Int), Scholastic Lore (Occult) (Int), Scrutiny (Per), Speak Language 
  (Low Gothic) (Int), Survival (Int), Trade (Soothsayer) (Fel) +10.
  Talents: Meditation, Melee Weapon Training (Primitive), Minor 
  Psychic Power (×4), Power Well, Psy Rating 1, Psy Rating 2, Psy 
  Rating 3, Psychic Power (×2), Sound Constitution (×2).
  Psychic Powers (Psy Rating 3; Divination): Call Item (5; Reaction; 
  Unlimited), Déjà vu (8; Half; 30m), Dull Pain (8; Half; 10m), Far 
  Sight (17; Full; Sustainable; 1km/WPB), Forget Me (6; Half; 10m), 
  Glimpse (18; Half; You), Healer (7; Full; 10m), Inspiring Aura (6; Full; 
  Sustainable; You), Precognition (6; Half; Sustainable; You), Psychometry 
  (16; Full; Sustainable; You), Sense Presence (7; Half; Sustainable; 50m), 
  Stanch Bleeding (8; Half; 10m), Weaken Veil (9; Full; Sustainable; 30m), 
  Weapon Jinx (8; Full; 50m), White Noise (8; Full; Sustainable; 10m).
  Armour: Mesh vest (Body 4).
  Weapons: Compact laspistol (15m; S/–/–; 1d10+1 E; Pen 0; Clip 
  15; Reload Full; Reliable), knife (3m; 1d5+2 R; Pen 0; Primitive).
  Gear: Las pistol charge pack, walking cane, auto-stylus, data-slates, 
  lamp pack, personal vox, grey robes, silk satchel with purity seals, 
  book of Imperial Saints, pict recorder, psy-focus (Imperial Tarot 
  deck), sanctioning brand.
  PART THREE: 
  THE BLACK CATHEDRAL
  mIssIoNarY-abbot orlaNd skae
  Movement: 2/4/8/16 
  Wounds: 12
  Skills: Awareness (Per), Barter (Fel), Charm (Fel), Command (Fel), 
  Common Lore (Ecclesiarchy +20, Imperial Creed +10, Imperium 
  +10, Iocanthos +10) (Int), Deceive (Fel), Inquiry (Fel), Forbidden Lore 
  (Heresy) (Int), Literacy (Int) +10, Performer (Singer) (Fel), Scholastic 
  Lore (Legend) (Int), Secret Tongue (Ecclesiarchy) (Int), Speak Language 
  (Low Gothic, High Gothic)  (Int), Trade (Cook (Int), Steward (Fel)).
  Talents: Basic Weapon Training (Primitive, SP), Melee Weapon 
  Training (Primitive), Nerves of Steel, Peer (Ecclesiarchy), 
  Resistance (Heat), Sound Constitution (×2).
  Armour: None.
  Weapons: Knife (3m; 1d5+2 R; Pen 0; Primitive).
  Gear: Staff, ecclesiastical robes, silver aquila (charm), plus 
  anything else needed.
  Sebek the Purser Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  20 20 25 30 28 33 35 30 30 
  Kerred Smyk Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  20 25 22 30 30 31 30 26 35 
  Ashleen Thugs Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  28 28 35 35 30 18 27 25 30 
  Aristarchus the Seer Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  29 31 28 29 33 43 32 47 39 
  Missionary-Abbot Orland Skae Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  28 32 29 38 26 43 33 47 41 
  
  390
  Part Four: Faith Betrayed
  brother lamark
  Movement: 2/4/8/16 
  Wounds: 16
  Skills: Awareness (Per), Carouse (T), Ciphers (War Cant) (Int), 
  Climb (S), Common Lore (Ecclesiarchy, Tech, Imperial Creed, 
  Imperium) (Int), Drive (Ground Vehicle) (Ag), Gamble (Int), Inquiry 
  (Fel), Intimidate (S), Literacy (Int) +10, Secret Tongue (Military) 
  (Int), Speak Language (Low Gothic, High Gothic) (Int), Survival 
  (Int), Tech-Use (Int), Trade (Copyist, Drill Sergeant) (Int).
  Talents: Basic Weapon Training (SP, Las), Melee Weapon 
  Training (Primitive), Pistol Training (Las, SP), Quick Draw, Rapid 
  Reload, Sound Constitution (×3), Swift Attack, Takedown.
  Armour: None.
  Weapons: Mono knife (3m; 1d5+2 R; Pen 2) lasgun (100m; 
  S/3/—; 1d10+3 E; Pen 0; Clip 60; Reload Half; Reliable).
  Gear: Lasgun charge pack, lamp pack, ecclesiastical robes, 
  Imperial Infantryman’s Uplifting Primer.
  brother seVerus
  Movement: 3/6/9/18 
  Wounds: 12
  Skills: Awareness (Per), Common Lore (Imperial Creed, 
  Imperium) (Int), Climb (Ag) +10, Dodge (Ag) +10, Drive 
  (Ground Vehicle) (Ag), Silent Move (Ag) +10, Speak Language 
  (Montressan Dialect, Low Gothic) (Int), Survival (Int) +10.
  Talents: Basic Weapon Training (SP, Las), Heightened Senses 
  (Sight), Melee Weapon Training (Primitive, Chain), Pistol 
  Training (Las), Rapid Reload, Sound Constitution (×2).
  Armour: Flak vest (Body 3).
  Weapons: Mono axe (1d10+5 R; Pen 2; Unbalanced), 
  laspistol (30m; S/–/–; 1d10+2 E; Pen 0; Clip 30; Reload 
  Half; Reliable), knife (3m; 1d5+3 R; Pen 0; Primitive).
  Gear: Lasgun charge pack, laspistol charge pack, ecclesiastical 
  robes.
  Typical Stern Hope Pilgrim
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Common Lore (Imperium) (Int), Speak 
  Language (Low Gothic) (Int), Trade (any one), Survival (Int).
  Talents: Melee Weapon Training (Primitive), some also have 
  Basic Weapon Training (SP).
  Weapons: Unarmed (1d5; Special), or either a club (1d10+3 
  I; Primitive), knife (1m; 1d5+3 R; Primitive), or rarely a rifl e 
  (150m; S/–/–; 1d10+3 I; Pen 0; Clip 5; Reload Full).
  Gear: Dusty garb, votive item.
  Corrupted Hexalid
  Movement: 6/12/18/36 
  Wounds: 20
  Skills: Awareness (Per), Concealment (Ag), Silent Move (Ag)
  Talents: None
  Traits: Bestial, Quadruped, Natural Armour 3, Sturdy, Fear 
  1, From Beyond
  Weapons: Barbed tongue (1d10+6 R; Primitive, may be 
  used for grapple attacks)
  Armour: Natural (3 all)
  PART FOUR: FAITH BETRAYED
  WarchIef kos’ke 
  Movement: 3/6/9/18 
  Wounds: 16
  Skills: Awareness (Per), Barter (Fel), Carouse (T), Climb 
  (S), Command (Fel), Common Lore (Warlord Clans) (Int), 
  Concealment (Ag), Deceive (Fel), Dodge (Ag) +10, Intimidate 
  (S), Navigation (Surface) (Int), Speak Language (Low Gothic, 
  Clan Dialect) (Int), Survival (Int) +10, Wrangling (Fel) +10.
  Talents: Basic Weapon Training (Las, Primitive, SP), Blind Fighting, 
  Iron Jaw, Melee Weapon Training (Primitive), Pistol Training (Las, 
  Primitive, SP), Quick Draw, Sound Constitution (×4), Swift Attack, 
  Thrown Weapon Training (Primitive), True Grit, Two-Weapon 
  Wielder (Ballistic), Two-Weapon Wielder (Melee).
  Armour (Primitive): Miss-Matched armour, (Body 3, Arms 2, Legs 2).
  Weapons: Sabre (1d10+4 R; Pen 0; Balance, Primitive), laspistol 
  (30m; S/–/–; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), 
  pump shotgun (30m; S/–/–; 1d10+4 I; Pen 0; Clip 8; Reload 2 Full; 
  Scatter, Reliable), knife (3m; 1d5+4 R; Primitive), 2x stub revolvers 
  (30m; S/3/–; 1d10+3 I; Shots 6; Reload Full, Reliable).
  Gear: 2 laspistol charge packs, 12 stub rounds, 24 shotgun 
  Shells, Dustdog mount, 30 Thrones (Soules).
  Kos’ke’s Ashleen Riders
  Movement: 3/6/9/18 
  Wounds: 12
  Skills: Awareness (Per), Carouse (T), Concealment (Ag), Deceive 
  (Fel), Silent Move (Ag), Speak Language (Low Gothic, Clan 
  Brother Lamark Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  37 43 41 35 26 25 26 42 39 
  Brother Severus Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  35 57 30 35 37 30 31 33 22 
  Stern Hope Pilgrim Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  24 22 36 30 30 23 30 25 28 
  Corrupted Hexalid Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  38 
  – 50 43 40 13 33 18 – 
  Warchief Kos’ke Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  46 36 48 43 43 36 41 34 31 
  Kos’ke’s Ashleen Riders Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  30 25 35 42 33 27 34 42 28 
  
  391
  Part Five: The Dancer 
  at the Threshold
  Dialect) (Int), Tracking (Int), Wrangling (Fel), Survival (Int) +10.
  Talents: Melee Weapon Training (Primitive), Pistol Training 
  (Primitive, SP), Basic Weapon Training (SP).
  Weapons: Sabre (1d10+4 R; Pen 0; Balance, Primitive), stub revolver 
  (30m; S/–/–; 1d10+3 I; Pen 0; Clip 6; Reload 2 Full; Reliable) or 
  autopistol (30m; –/–/6; 1d10+2 I; Pen 0; Clip 18; Reload Full); 
  spear (10m; 1d10+3 R; Pen 0; Primitive) or shotgun (30m; S/–/–; 
  1d10+4 I; Pen 0; Clip 2; Reload 2 Full; Scatter, Reliable).
  Armour: Reinforced leathers (Body 4, Arms 2, Legs 2, all Primitive).
  Gear: Two full reloads for each weapon, 12 shotgun shells, 
  Dustdog mount, CS rations, canteen, kill token bag (charm).
  Dustdog Mounts
  Movement: 5/10/15/30 
  Wounds: 18
  Skills: Awareness (Per) +20, Concealment (Ag), Silent Move 
  (Ag), Tracking (Int) +20.
  Talents: Bestial, Berserk Charge, Heightened Sense (Hearing, 
  Sight, Smell), Sprint, Talented (Silent Move), Takedown.
  Traits: Dark Sight, Natural Weapon (Bite), Size (Hulking).
  Weapons: Bite (1d10+6 R; Primitive).
  Armour: Natural Armour (All 2).
  esha raINe, the death sINger
  Movement: 3/6/9/18 
  Wounds: 12
  Skills: Awareness (Per) +10, Deceive (Fel), Charm (Fel), Common 
  Lore (Imperial Creed, War Clans) (Int), Forbidden Lore (Warp) 
  (Int), Inquiry (Fel), Invocation (WP), Literacy (Int), Medicae (Int) 
  +10, Performer (Storyteller, Singer) (Fel) +10, Scholastic Lore 
  (Occult, Folk History, Iocanthos) (Int) +10, Speak Language 
  (Low Gothic, High Gothic, Clan Dialect) (Int), Trade (Soothsayer, 
  Herbalist) (Int), Wrangling (Int), Survival (Int).
  Talents: Light Sleeper, Meditation, Melee Weapon Training 
  (Primitive), Paranoid, Sound Constitution.
  Weapons: Knife (3m; 1d5+3 R; Primitive).
  Gear: Widows weavings, gris-gris necklace (charm).
  Fanatic Voicer
  Movement: 3/6/9/18 
  Wounds: 10
  Skills: Awareness (Per), Common Lore (Imperial Creed) (Int), 
  Deceive (Fel), Dodge (Ag), Survival (Int).
  Talents: Frenzy, Melee Weapon Training (Primitive), Pistol 
  Training (SP), Unshakeable Faith.
  Weapons: Varies. The fanatics are typically armed with one of the 
  following weapons: cleaver (1d10+5 R; Primitive, Unbalanced), 
  shotgun (30m; S/–/–; 1d10+4 I; Pen 0; Clip 2; Reload 2 Full; 
  Scatter, Reliable), autopistol (30m; –/–/; 1d10+2 I; Pen 0; Clip 
  18; Reload 18) or lasgun (35m; 100m; S/3/–; 1d10+3 E; Pen 
  0; Clip 60; Reload Half; Reliable).
  Gear: Tattered clothes, 2 full reloads for chosen weapon.
  Fanatic Voice Leader
  As above but add +10 WS, +10 T, +2 Wounds, Intimidate +10 (Fel) 
  and fl ak vest body armour (4), carries a cleaver and a hand cannon.
  PART FIVE: THE DANCER 
  AT THE THRESHOLD
   the shale croWs
  Movement: 2/4/6/12 
  Wounds: 15 per fl ock
  Skills: Awareness (Per) +20, Dodge (Ag) +10.
  Talents: None.
  Traits: Bestial, Flyer 8, Fear 1, Swarm (Flock) Creature† From Beyond.
  †Swarm (Flock) Creature: Any attack from a weapon that 
  does not either have the Blast, Spray or Scatter effects can 
  only infl ict ½ rolled Damage. A swarm creature cannot be 
  grappled, knocked down or pinned in most circumstances.
  Weapons: Shredding beaks (1d5+3 R; Primitive, Tearing).
  the skae-thINg
  Movement: 5/10/15/30 
  Wounds: 37
  Skills: Awareness (Per), Charm (Fel), Command (Fel), 
  Deceive (Fel) +10, Dodge (Ag), Forbidden Lore (Warp) (Int), 
  Psyniscience (Per), Scholastic Lore (any as needed) (Int).
  Talents: Hard Target, Lightning Refl exes, Sprint, Swift Attack.
  Traits: Daemonic (TB 10), Daemonic Presence†, Dark Sight, 
  Fear 2‡, From Beyond, Natural Weapon (Distended Hands), 
  Unnatural Strength (×2), Regeneration.
  †Daemonic Presence: All creatures within 20 metres take a 
  –10 penalty to Willpower Tests thanks to the seething aura of 
  fear and animate darkness that radiates from the Skae-Thing.
  ‡Seeing the Skae-thing causes a (–10) Fear Check—see 
  page 232. 
  Weapons: Brute strength (1d5+10 I; Primitive)
  Note: The Skae-thing is a crude vessel and this form the 
  Dancer wields little of its vast psychic might. The Skae 
  thing has a vulnerability to being blinded, see Part 5.
  Fanatic Voicer Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  25 25 30 40 30 16 33 45 23 
  Esha Raine’s Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  27 28 36 38 35 44 47 43 38 
  Shale Crows Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  35 
  – 10 20 40 10 35 20 – 
  The Skae-Thing Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  48 20 55 53 50 58 53 50 60 
  Dustdog Mounts Profile
   WS BS 
  S 
  T 
  Ag Int Per WP Fel
  38 
  – 40 35 40 15 45 35 10 
  (10) 
  (10)
  
  392
  392
  A 
  Accustomed to Crowds  
   17
  Acrobatics  
   98
  Actions  
   188–194
  Attack  
   190–191
  Miscellaneous  
   192–193 
  Move  
   192
  Other  
   194
  Using  
   188–189
  Aim  
   192
  Air of Authority  
   113
  All Out Attack  
   190
  Ambidextrous  
   113
  Amorphous  
   329
  Armour  
   144–145
  Craftmanship  
   144
  Natural  
   330
  Points  
   194
  Armour of Contempt  
   113
  Armour Plating  
   329
  Arms Master  
   113
  Assassin Strike  
   113
  Attaching Bionics and Implants  
   153
  Auto Sanguine  
   113
  Auto-Stabilised  
   329
  Availability  
   125–126
  Awareness  
   98
  B 
  Barter  
   98
  Basic Weapon Training  
   113
  Battle Rage  
   113
  Beastmaster  
   178
  Bestial  
   329
  Berserk Charge  
   113
  Binary Chatter  
   113
  Bio-Lightning  
   169
  Blademaster  
   113
  Blather  
   98
  Blessed Ignorance  
   19
  Blind  
   329
  Blind Fighting  
   113
  Blinding Flash  
   174
  Blindness  
   136
  Blood Boil  
   169
  Bracing  
   128
  Brutal Charge  
   329
  Bulging Biceps  
   113
  Burning Fist  
   174
  Burrower  
   329
  C 
  Career Path  
   24
  Adept  
   24, 44–49
  Characteristic Advances  
   45
  Arbitrator  
   24–25, 50–55
  Characteristic Advances  
   51
  Assassin  
   25, 56–61
  Characteristic Advances  
   57
  Cleric  
   25, 62–67
  Characteristic Advances  
   63
  Guardsman  
   25, 68–73
  Characteristic Advances  
   69
  Imperial Psyker  
   26, 74–81
  Characteristic Advances  
   75
  Scum  
   27, 82–87
  Characteristic Advances  
   83
  Tech-Priest  
   27, 88–94
  Characteristic Advances  
   89
  Buying an Advance  
   42–43 
  Generating  
   24
  Call Creatures  
   165
  Called Shots  
   198
  Call Flame  
   174
  Call Item  
   165
  Carouse  
   98
  Carrying Limits  
   215
  Catch Projectiles  
   176
  Catfall  
   113
  Caves of Steel  
   17
  Cellular Control  
   169
  Chameleon  
   165
  Characteristics  
   22
  Bonuses  
   183
  Damage  
   200
  Generating  
   23
  Tests  
   183
  Unnatural  
   332
  Charge  
   190
  Charmed  
   21
  Charm  
   98
  Chem Geld  
   113
  Chem-Use  
   99
  Cleanse and Purify  
   113
  Climb  
   99, 213
  Combat Master  
   114
  Common Lore   
   99–100
  Compel  
   178
  Concealed Cavity  
   114
  Concealment  
   100
  Constrict  
   170
  Contortionist  
   100–101
  Corpus Conversion  
   114
  Corruption Points  
   238–239
  Malignancies  
   239
  Counter-Attack  
   114
  Cover  
   199
  Crack Shot  
   114
  Craftmanship  
   126–127
  Crawler  
   329
  Crippling Strike  
   114
  Crushing Blow  
   114
  Cyphers  
   99
  D 
  Daemonhosts  
   355–358
  Daemonic  
   329
  Damage  
   195
  Blood Loss  
   211
  Critical  
   201, 202–209, 211
  Dealing  
   195
  Falling  
   210
  Fire  
   210
  Heavy  
   211
  Light  
   211
  Permanent Effects  
   201
  Sudden Death  
   201
  Suffocation  
   210
  Types  
   200
  Vaccuum  
   210
  Darkness  
   198
  Dark Pacts  
   241–244
  Dark Sight  
   329
  Dark Soul  
   114
  Deadeye Shot  
   114
  Decadence  
   114
  Deceive  
   101
  Defensive Stance  
   190
  Defl ect Shot  
   114
  Degrees of Success  
   184
  Déjà Vu  
   166
  Delay  
   192
  Demolition  
   101
  Die Hard  
   114
  Difficult Terrain  
   198
  Disarm  
   114
  Discipline Focus  
   114
  Disengage  
   192
  Disguise  
   101
  Dispositions  
   230
  Distort Vision  
   166
  Disturbing Voice  
   114
  Divine Shot  
   171
  Dodge   
   101, 193
  Dominate  
   178
  Double Team  
   114
  Douse Flames  
   174
  Dowsing  
   171
  Drive  
   102
  Dual Shot  
   114
  Dual Strike  
   115
  Dull Pain  
   166
  E 
  Electrical Succour  
   115
  Electro Graft Use  
   115
  Elite Advances  
   229
  Energy Cache  
   115
  Enhanced Senses  
   170
  Evaluate  
   102
  Excessive Drug Use  
   148
  Exotic Weapon Training  
   115
  Experience  
   228–229
  Starting  
   29
  Explosive Mishaps  
   137
  Extended Tests  
   184
  F 
  Far Sight  
   172
  Fate Points  
   28, 185, 229
  Burning  
   185
  Starting  
   28
  Using  
   185
  Fatigue  
   200
  Fatigued  
   198
  Removing Fatigue  
   200
  Favoured by the Warp  
   115
  Fear  
   232–233, 329
  Fearful Aura  
   166
  Fearless  
   115
  Feedback Screech  
   115
  Feint  
   190
  Feral World Careers  
   14
  Ferric Lure  
   116
  Ferric Summons  
   116
  Fire Bolt  
   175
  Fire Storm  
   175
  Flagellant  
   116
  Flashbang  
   166
  Fleeing  
   192
  Fling  
   176
  Float  
   166
  Flyer  
   330
  Flying  
   216 
  A
  B
  C
  D
  E
  F
  
  393
  393
  Focus Power  
   193
  Fog  
   198
  Forbidden Lore  
   102–103
  Force Barrage  
   176
  Force Bolt  
   176
  Foresight  
   116
  Forget Me  
   166
  Frenzy  
   116
  From Beyond  
   330
  Furious Assault  
   116
  Full Auto Burst  
   190, 198
  G 
  Gamble  
   103
  Ganging Up  
   198
  Glimpse  
   172
  Good Reputation  
   116
  Grapple  
   190, 197
  Guarded Attack  
   190
  Gun Blessing  
   116
  Gunslinger  
   116
  H 
  Hagiography  
   19
  Hammerhand  
   170
  Handedness  
   31
  Hard Target  
   116
  Hardy  
   116
  G
  H
  Adept Characteristic Advances (Table 2–2)  
   45
  Age (Table 1–11)  
   30
  Ammo (Table 5–11)  
   142
  Arbitrator Characteristic Advances (Table 2–3)  
   51
  Armour (Table 5–12)  
   145
  Assassin Characteristic Advances (Table 2–4)  
   57
  Availability and Time (Table 5–5)  
   126
  Availability by Population (Table 5–4)  
   126
  Binding (Table 12–5)  
   355
  Biomancy Powers (Table 6–5)  
   169
  Build (Table 1–10)  
   30
  Careers (Table 2–1)  
   40
  Career Paths (Table 1–4)  
   24
  Carrying, Lifting and Pushing (Table 7–31)  
   215
  Characteristic Benchmarks (Table 1–2)  
   23
  Characteristic Bonuses (Table 7–2)  
   183
  Characteristics Tests (Table 7–1)  
   183
  Cleric Characteristic Advances (Table 2–5)  
   63
  Clothing and Personal Items (Table 5–13)  
   146
  Colouration (Table 1–12)  
   31
  Combat Actions (Table 7–5)  
   189
  Combat Difficulty Summary (Table 7–8)  
   198
  Consequences of Availability (Table 5–3)  
   126
  Cover Types (Table 7–10)  
   199
  Creature Size Modifiers (Table 12–2)  
   332
  Cybernetics (Table 5–19)  
   153
  Daemonhost Charactersitics (Table 12–6)  
   356
  Daemonic Phenomena (Table 12–8)  
   357
  Dispositions (Table 8–2)  
   230
  Divination Powers (Table 6–6)  
   171
  Drugs and Consumables (Table 5–14)  
   148
  Encounter Difficulty (Table 8–1)  
   229
  Energy Critical Effects – Head (Table 7–11)  
   202
  Energy Critical Effects – Arm (Table 7–12)  
   202
  Energy Critical Effects – Body (Table 7–13)  
   203
  Energy Critical Effects – Leg (Table 7–14)  
   203
  Explosive Critical Effects – Head (Table 7–19)  
   206
  Explosive Critical Effects – Arm (Table 7–20)  
   206
  Explosive Critical Effects – Body (Table 7–21)  
   207
  Explosive Critical Effects – Leg (Table 7–22)  
   207
  Falling Damage (Table 7–27)  
   210
  Fate Points (Table 1–7)  
   28
  Fear Test Difficulties (Table 8–3)  
   232
  Female Names (Table 1–20)  
   37
  Feral World Superstitions (Table 1–14)  
   32
  Generating Characteristic (Table 1–3)  
   23
  Guardsman Characteristic Advances (Table 2–6)  
   69
  Hallucinogen Effects (Table 5–8)  
   137
  Hive Class (Table 1–15)  
   32
  Hit Locations (Table 7–7)  
   194
  Impact Critical Effects – Head (Table 7–15)  
   204
  Impact Critical Effects – Arm (Table 7–16)  
   204
  Impact Critical Effects – Body (Table 7–17)  
   205
  Impact Critical Effects – Leg (Table 7–18) 
   205
  Imperial Divination (Table 1–18)  
   34
  Imperial Psyker Characteristic Advances (Table 2–7)  
   75
  Income and Social Class (Table 5–1)  
   124
  Investigation Benchmarks (Table 7–4)  
   186
  Major Mutations (Table 12–4)  
   335
  Male Names (Table 1–19)  
   36
  Malignancies (Table 8–8)  
   239
  Medical Care (Table 5–18)  
   152
  Melee Weapons (Table 5–9)  
   139
  Mental Traumas (Table 8–6)  
   235
  Minor Mutations (Table 12–3)  
   334
  Minor Psychic Powers (Table 6–4)  
   165
  Movement–Metres/Round (Table 7–28)  
   212
  Movement–Metres/Round (Table 1–8)  
   28
  Multiple Hits (Table 7–6)  
   190
  Narrative Movement (Table 7–29)  
   212
  Perils of the Warp (Table 6–3)  
   163
  Planet of Birth (Table 1–16)  
   33
  Psychic Phenomena (Table 6–2)  
   162
  Pyromancy Powers (Table 6–7)  
   174
  Quirks (Table 1–13)  
   31
  Random Home World (Table 1–1)  
    13
  Random Psychic Powers (Table 5–15)  
   149
  Ranged Weapons (Table 5–7)  
   130–131
  Rending Critical Effects – Head (Table 7–23)  
   208
  Rending Critical Effects – Arm (Table 7–24)  
   208
  Rending Critical Effects – Body(Table 7–25)  
   209
  Rending Critical Effects – Leg (Table 7–26)  
   209
  Sanctioning Side Effects (Table 1–5)  
   26
  Scholastica Psykana Calixis (Table 6–1)  
   160
  Scum Characteristic Advances (Table 2–8)  
   83
  Scum Income (Table 5–2)  
   124
  Services (Table 5–17)  
   152
  Signs of the Dark Gods (Table 8–9)  
   241
  Size Modifiers (Table 7–9)  
   199
  Skills (Table 3–1)  
   97
  Starting Wealth (Table 1–9)  
   29
  Starting Wounds (Table 1–6)  
   28
  Talents (Table 4–1)  
   110–112
  Tech Priest Characteristic Advances (Table 2–9)  
   89
  Telekinetic Powers (Table 6–8)  
   176
  Telepathic Powers (Table 6–9)  
   178
  Test Difficulty (Table 7–3)  
   185
  The Corruption Track (Table 8–7)  
   238
  The Insanity Track (Table 8–5)  
   234
  The Shock Table (Table 8–4)  
   233
  Tools (Table 5–16)  
   150
  Traits (Table 12–1)  
   328
  Treacherous Environments (Table 7–30)  
   213
  Unholy Changes (Table 12–7)  
   356
  Void Born Craft of Origin (Table 1–17)  
   33
  Weapon Overheating (Table 5–6)  
   129
  Weapons Upgrades (Table 5–10)  
   141
  TABLES
  
  394
  394
  Hatred  
   117
  Healer  
   166
  Heavy Weapon Training  
   117
  Heightened Senses  
   117
  Helpless Targets  
   199
  Higher Ground  
   199
  Hip Shooting  
   117
  Hit Locations  
   194
  Hivebound  
   17
  Hiveworld Careers  
   16
  Holocaust  
   175
  Hoverer  
   330
  I 
  Ill-Omened  
   22
  Imperial World Careers   
   18
  Incinerate  
   175
  Income  
   124
  Income and Social Class  
   124
  Starting Wealth  
   29
  Scum Income  
   125
  Incorporeal  
   329
  Independent Targeting  
   117
  Infl ict Pain  
   167
  Initiative  
   188
  Inquiry  
   103
  Insanely Faithful  
   117
  Insanity Points  
   232, 234–237
  Mental Disorders  
   234
  Mental Trauma  
   234
  Severity  
   235
  Types  
   235–237 
  Inspire  
   179
  Inspiring Aura  
   167
  Into the Jaws of Hell  
   117
  Interrogation  
   103
  Intimidate  
   103
  Invocation  
   103
  Iron Discipline  
   117
  Iron Jaw  
   117
  Iron Stomach  
   15
  J 
  Jaded 
   117
  Jump  
   192, 214
  K
  Knack  
   167
  Knock-Down  
   190
  L 
  Leap  
   192, 214
  Leap Up  
   117
  Lighting  
   216
  Lightning Attack  
   117
  Lightning Refl exes  
   117
  Light Sleeper  
   117
  Lip Reading  
   104
  Litany of Hate  
   117
  Literacy  
   104
  Liturgical Familiarity  
   19
  Logic  
   104
  Logis Implant  
   117
  Lucky  
   167
  Luminen Blast  
   117
  Luminen Charge  
   118
  Luminen Shock  
   118
  M
  Machine  
   330
  Maglev Grace  
   118
  Maglev Transcendence  
   118
  Manoeuvre  
   192
  Marksman  
   118
  Master Chirurgeon  
   118
  Master Orator  
   118
  Mechadendrite Use  
   118
  Mechanicus Implants  
   27
  Medicae  
   104
  Medical Attention  
   211
  Meditation  
   118
  Melee Attacks  
   194
  Melee Weapon Training  
   118
  Mental Fortress  
   118
  Mental Rage  
   119
  Mighty Shot  
   119
  Mimic  
   119
  Mindscan  
   179
  Minor Psychic Power  
   119
  Mount  
   192
  Move  
   192
  Movement  
   212–216
  Environment  
  213
  Narrative  
  212–213
  Starting  
   28
  Multiple Arms  
   330
  Multiple Attacks  
   190
  Mutations  
   334–335
  N 
  Natural Armour  
   330
  Natural Weapons  
   330
  Navigation  
   104
  Nerves of Steel 
   119
  O 
  Off Hand Attacks   
   199
  Orthoproxy  
   119
  Opposed Skill Tests  
   184
  Overwatch  
   190
  P 
  Paranoia  
   119
  Parry  
   193
  Peer  
   120
  Performer  
   105
  Personal Augury  
   173
  Phase  
   331
  Pilot  
   105
  Pinning  
   196
  Pistol Training  
   120
  Possession  
   331
  Power Well  
   120
  Precise Blow  
   120
  Precision Telekinesis  
   176
  Precognition  
   167
  Precognitive Strike  
   172
  Precognitive Dodge  
   172
  Preternatural Awareness  
   172
  Primitive  
   15
  Projection  
   180
  Prone  
   199
  Prosanguine  
   120
  Psychic Blade  
   177
  Psychic Crush  
   177
  Psychic Powers  
   158–180
  Biomancy  
   169–170
  Discipline Mastery  
   164
  Divination  
   171–173
  Minor Psychic Powers  
   164–168
  Overbleed  
   164
  Perils of the Warp  
   163
  Psychic Phenomena  
   161–162
  Psychic Power (Trait)  
   121
  Pyromancy  
   174–175
  Starting  
   26
  Sustaining Psychic Powers  
   164
  Telekinetics  
   176–177
  Telepathy  
   178–180
  Psychic Shriek  
   180
  Psychic Stench  
   167
  Psyniscience  
   105
  Psy Rating 1, 2, 3, 4  
   120
  Psy Rating 5, 6,  
   121
  Psychometry  
   172
  Push  
   177
  Q 
  Quadruped  
   331
  Quick Draw  
   121
  R 
  Ranged Attacks  
   195
  Extreme Range  
   198
  Long Range  
   199
  Point Blank Range  
   199
  Short Range  
   199
  Rapid Reaction  
   121
  Rapid Reload  
   121
  Ready  
   193
  Recharging Power Packs  
   132
  Regenerate  
   170
  Regeneration  
   332
  Reload  
   193
  Resistance  
   121
  Resist Possession  
   167
  Righteous Fury  
   195
  Rite of Awe  
   121
  Rite of Fear  
   121
  Rite of Passage  
   15
  Rite of Pure Thought  
   121
  Run  
   192
  S 
  Sanctioned Psyker  
   26
  Scatter  
   196
  Scholastic Lore  
   105–106
  Scrutiny  
   106
  Sculpt Flame  
   175
  Seal Wounds  
   170
  Search  
   106
  Secret Tongue  
   106
  Security  
   106
  See Me Not  
   180
  Semi-Auto Burst  
   191, 198
  Sense Presence  
   167
  Shipwise  
   22
  Shadowing  
   106
  Shape Flesh  
   170
  S
  J
  K
  L
  N
  O
  P
  Q
  R
  I
  M
  
  395
  395
  Sharpshooter  
   121
  Shooting into Melee  
   196, 199
  Silent Move  
   107
  Size  
   332
  Skills  
   96–108
  Advanced  
   96
  Basic  
   96
  Crafting  
   96
  Interaction  
   97, 230
  Investigation  
   186
  Skill Mastery  
   96
  Tests  
   182
  Sleight of Hand  
   107
  Sonar Sense  
   332
  Soul-Bound  
   332
  Soul Sight  
   173
  Sound Constitution  
   121
  Spasm  
   167
  Speak Language  
   107
  Spectral Hands  
   167
  Sprint  
   121
  Stampede  
   332
  Stand  
   192
  Standard Attack  
   191
  Staunch Bleeding  
   167
  Step Aside  
   122
  Strange Physiology  
   332
  Street Fighting  
   122
  Strong Minded  
   122
  Stun  
   191, 199, 200
  Sturdy  
   332
  Superior Origins  
   19
  Suppressing Fire  
   191
  Sure Strike  
   122
  Surprise!  
   187
  Survival  
   107
  Swift Attack  
   122
  Swim  
   107, 214
  T 
  Tactical Advance  
   192
  Takedown  
   122
  Talented  
   122
  Talents  
   110–122
  Technical Knock  
   122
  Tech-Use  
   108
  Telekinesis  
   177
  Telekinetic Shield  
   177
  Telepathy  
   180
  Terrify  
   180
  Tests  
   182–185
  Assistance  
   184
  Difficulty  
   185
  The Stuff of Nightmares  
   332
  Threat Rating  
   330
  Throwing  
   215
  Grenades  
   136
  Thrown Weapon Training  
   122
  Torch  
   168
  Total Recall  
   122
  Touch of Madness  
   168
  Toxic  
   332
  Toxic Syphon  
   170
  Tracking  
   108
  Trade  
   108
  Traits  
   15, 17, 19, 21–22, 328–333
  Trick  
   168
  True Grit  
   122
  Two-Weapon Fighting  
   197
  Two-Weapon Wielder  
   122
  U 
  Unarmed Combat  
   197, 199
  Unaware Targets  
   199
  Unnatural Aim  
   168
  Unnatural Characteristic  
   332
  Unnatural Senses  
   333
  Unnatural Speed  
   333
  Unremarkable  
   122
  Unshakeable Faith  
   122
  Using Weapons without a Talent  
   130
  V 
  Void Born Accustomed 
   22
  Void Born Careers 
   21
  W 
  Wall of Fire  
   175
  Wall of Steel  
   122
  Wall Walk  
   168
  Warp Howl  
   168
  Warp Instability  
   333
  Warp Weapon  
   333
  Wary  
   17
  Weaken Veil  
   168
  Weapon Craftmanship  
   128
  Weapon Jams  
   196
  Weapon Jinx  
   168
  Weapon Special Qualities  
   128–130
  Accurate  
   128
  Balanced  
   128
  Blast  
   128
  Defensive  
   128
  Flame  
   128
  Flexible  
   128
  Inaccurate  
   128
  Overheats  
   129
  Power Field  
   129
  Primitive  
   129
  Recharge  
   129
  Reliable  
   129
  Scatter  
   129
  Shocking  
   129
  Smoke  
   129
  Snare  
   129
  Tearing  
   129
  Toxic  
   129
  Unbalanced  
   130
  Unreliable  
   130
  Unstable  
   130
  Unwieldy  
   130
  Weather  
   199
  White Noise  
   168
  Wither  
   168
  Wilderness Savvy  
   15
  Wounds  
   211
  Starting  
   28
  Wrangling  
   108
  thaNks to our PlaYtesters: 
  “All Records Expunged”: Sean B Schoonmaker, Cliff Drozda, Anita K. Mathur, Andrew J. McDonnell, Barrett Tucker, Eric Ullman. “Armoured Caltrop Division”: Chris Corbett, 
  Ron Bettencourt, Shannon M. Heibler, Matt Schaning. “Collateral Damage”: Alan Bligh, Joel Clarke, Rob Finnegan, Kendra Hourd, Gary Parker, Gabriella Stenson, Stuart Wells. 
  “Dark Brew”: John French, Angela Handley, Paul Handley, Gareth Richards, Paul Scott. “Excommunicatus”: Andy Kybett, David Avery, Daniel Burgess, James Duffy, Matt Harcourt, 
  Khy Perryman. “Forge World Irregulars”: Alan Bligh, Simon Kirkham, Paul Scott, Stephen Morris, John French. “G10”: Jo Bain, Marc Atkins, Jon Blade, Paul Clark, Mark Smith, 
  Stephen Smith, William Trayte, Dan Walker. “Gadianton Robbers”: Scott Llewelyn, Jon Johnson, Mike Renstrom, Brian Van Leuven. “Hapless Protagonists”: Nathan Dowdell, 
  Andy Ballingall, Andy Clark, Dave Cole, Greg Davies, James Hewitt, Simon Skellon, Emma Wignall, Sophie Williams. “Hereticus Finnicum”: Eero Ruokolainen, Aaro Eloranta, 
  Aapo Kauranen, Matti Välimäki. “KIA Special Ops”: Che Webster, Brian Aderson, Cyprian Bogacz, David Laithwaite, Derek McClean, Ian Roberts, Deborah Webster. 
  “Lapsang Souchong”: Wim Van Gruisen, Robbert Raets, Eric Rutjens, Gilbert Van Zeijl. “Legion Llewelyn”: Scott Llewelyn, Sherrie Anderson, Robert Black, Robert Defendi, 
  Matthew Fitt, Brenda Llewelyn, Gary Llewelyn. “Mallei Heretica”: Andrew Law, Steve Hern, Lindsay Law, Andrew Leask. “Minmi”s Minions”: Doug Newton-Walters, 
  Jenni Creagh, Anthony Jurd, Brendan Jurd, Eric Oliver, Alex Rogers. “No Guts, No Glory”: Steven Cook, Robert Barnes, Steve Cansdale, Sean Connor, Leslie Hedges, Jeffery O”Brian, 
  Stephen Pitson, Adam Sparshott, James Sparshott, Michael Thompson. “Noise Marines”: Jude Hornborg, Martin Johnson, Kien-Peng Lim, Anton Nicolaides, Orbis Proszynski, 
  Wayde Zalken. “Obfuscatum”: Dave Allen, Gary Bowerbank, Andrew Kenrick, Oliver Morris, Andrew Read. “Ordo Nihilis”: Chuck Morrison, Leighton Allred, Sean Allred, Troy Allred, 
  Camilyn Morrison. “RoC”: Richard Mawhinney, Clare Gardner, Keith Gardner, Vikki Jones, Allison Mawhinney, Adam Riley. “Saturday Night Terror Knights”: Lance Tracy,Allan 
  dela Cruz, Mary Diehr, Mikey Morris, George Rheubottom, Angela Shaffett. “SaunaMajurit”: Mikko Savolainen, Jari Åkerström, Matti Kekki, Pauli Kiova, Tommi Kujansuu, 
  Tuomas Latvala, Sami Uusitalo.  “Sleeping Jim Games”: Peter Ceccardi, Andy Bartos, Jim Martz, Steve Milobar, Brighton Montenegro. “Team Headshot”: Gabrio Tolentino, Ernie, Lisa, 
  Sam Richmond, Simon, Declan Smith. “The Admiralty”: Jameson Rohrer, Josh Habecker, Michael Hacker, Keith Krider, Alex Melendez. “The Avalonian Guard”: Kirsten Williams, 
  Barry Holliday, Kai Leske-Heed, Laura Pearson Daniel Williams, Dean Winson. “The Fate Breakers”: Yannic Hudziak, Kristoffer Aase, Dave, James Flinders, Steven Ostwald, 
  Stephen Reppe, James “Tzeentch” Ross, Michael Wheat. “The Heligan Dialectic”: Ed Morris, Mal Green, Paul Hill, George Mann. “The Hux”: Ian Huxley, Kim Huxley, Kim Taylor, 
  Richard Taylor. “The Lurkers at the Threshold”: Mike Mason, Matt Anderson, Andy Joyce, Viki King. “The Sons of Leonidas”: Derek Smyk, Luis Arrojo, Dave Heeney, Kim Hudon, 
  Kevin Petker, Jason Russell, Andrew Sinclair, Jay Winger. “The Pioneers”: Karl-Henrik Malmquist, Robert Lindh, Jonas Lindström, Stefan Persson. 
  “The Traveling Men”: Michael Congreve, Andrew Barber, Dave Hedley, Sam Holloway, Matt McGowan, David Morson, David Smith. “UoN RPGSoc”: Adam Curson, 
  Phil Curzon, Andrew Dolphin, Ilya Frantsuzov, Dawn Hazle, Matthew Spencer, Timothy Southall, John Steele, Simon Vallance, Thomas Whitbread, Simon White. 
  T
  U
  V
  W
  
  BASIC SKILLS
  Awareness (Per)
  Barter (Fel)
  Carouse (T)
  Charm (Fel)
  Concealment (Ag)
  Contortionist (Ag)
  Deceive (Fel)
  Disguise (Fel)
  Dodge (Ag)
  Evaluate (Int)
  Gamble (Int)
  Inquiry (Fel)
  Intimidate (S)
  Logic (Int)
  Climb (S)
  Scrutiny (Per)
  Search (Per)
  Silent Move (Ag)
  Swim (S)
  Any Basic Skill that your Character doesn’t have may be tested against, but at
  half the Characteristic value for that skill.
  TALENTS &TRAITS
  Melee Weapon Training (
  )
  Melee Weapon Training (
  )
  Pistol Weapon Training (
  )
  Pistol Weapon Training (
  )
  Basic Weapon Training (
  )
  Basic Weapon Training (
  )
  PSYCHIC POWERS
  Psychic Discipline
  Minor Power (
  )
  Minor Power (
  )
  Minor Power (
  )
  Minor Power (
  )
  Discipline Power (
  )
  Discipline Power (
  )
  Discipline Power (
  )
  Discipline Power (
  )
  MUTATIONS
  ADVANCED SKILLS
  Speak Language ( Low Gothic)
  Speak Language (
  )
  © 2007 Black Industries. Permission granted to photocopy for personal use only.
  WEAPON SKILL (WS)
  BALLISTICSKILL(BS)
  STRENGTH (Str)
  TOUGHNESS (T)
  AGILITY (Ag)
  INTELLIGENCE (Int)
  PERCEPTION (Per)
  WILL POWER (WP)
  FELLOWSHIP (Fel)
  Character Name
  Player Name
  Home World
  Career Path
  Rank
  Divination
  Quirk
  Gender
  Build
  Height
  Weight
  Skin Colour
  Hair Colour
  Eye Colour
  Age
  CHARACTERISTICS
  EXPERIENCE POINTS (XP)
  XP to
  spend
  Total XP
  spent
  Advancements Taken
  (
  )
  (
  )
  (
  )
  (
  )
  (
  )
  (
  )
  (
  )
  (
  )
  (
  )
  (
  )
  (
  )
  (
  )
  (
  )
  (
  )
  (
  )
  SKILLED
  +10
  +20
  SKILLED
  +10
  +20
  Permission granted to photocopy for personal use. © Games Workshop Ltd 2008. Character sheet also available for download at www.blackindustries.com
  ™
  
  NAME
  CLASS
  DAMAGE
  TYPE
  PEN
  SPECIAL RULES
  NAME
  CLASS
  DAMAGE
  TYPE
  PEN
  SPECIAL RULES
  NAME
  CLASS
  DAMAGE
  TYPE
  PEN
  SPECIAL RULES
  NAME
  CLASS
  DAMAGE
  TYPE
  PEN
  SPECIAL RULES
  NAME
  CLASS
  DAMAGE
  TYPE
  PEN
  RANGE
  ROF
  CLIP
  RLD
  SPECIAL RULES
  Walk (1/2 Action)
  Charge
  Walk (Full Action)
  Run
  © 2007 Black Industries. Permission granted to photocopy for personal use only.
  BACKGROUND & NOTES
  ARMOUR
  GEAR
  MELEE WEAPONS
  MISSILE WEAPONS
  HEAD
  (1-10)
  Type
  BODY
  (31-70)
  Type
  RIGHT ARM
  (11-20)
  Type
  RIGHT LEG
  (71-85)
  Type
  LEFT ARM
  (21-30)
  Type
  LEFT LEG
  (86-00)
  Type
  FATE POINTS
  Total
  Current
  WEALTH
  Throne Gelt
  Monthly Income
  WOUNDS
  Total
  Current
  CRITICAL DAMAGE
  FATIGUE
  Max FATIGUE = TB
  INSANITY POINTS
  Insanity Points
  Degree of Madness
  Disorder:
  Severity:
  (
  )
  (
  )
  (
  )
  CORRUPTION POINTS
  Corruption Points
  Degree of Corruption
  Malignancies:
  NAME
  CLASS
  DAMAGE
  TYPE
  PEN
  RANGE
  ROF
  CLIP
  RLD
  SPECIAL RULES
  NAME
  CLASS
  DAMAGE
  TYPE
  PEN
  RANGE
  ROF
  CLIP
  RLD
  SPECIAL RULES
  NAME
  CLASS
  DAMAGE
  TYPE
  PEN
  RANGE
  ROF
  CLIP
  RLD
  SPECIAL RULES
  WEAPON SKILL (WS)
  BALLISTICSKILL(BS)
  STRENGTH (Str)
  TOUGHNESS (T)
  AGILITY (Ag)
  INTELLIGENCE (Int)
  PERCEPTION (Per)
  WILL POWER (WP)
  FELLOWSHIP (Fel)
  CHARACTERISTICS
  HANDEDNESS:
  Permission granted to photocopy for personal use. © Games Workshop Ltd 2008. Character sheet also available for download at www.FantasyFlightGames.com
  ™
  
   You are an Acolyte in the service of the Emperor’s 
  Inquisition. You stand in the front line of a great 
  and secret war where your duty is to hunt out the 
  foul stench of heresy, the vile alien, and the twisted 
  influence of Chaos. You will tread where others 
  fear, venturing to distant planets, ancient space 
  hulks and the unsavoury depths of the hive cities. 
  You will never know fame nor reward, yet if you 
  stand resolute your deeds will be whispered to the 
  God-Emperor of Mankind and your name will be 
  revered for millennia.
  ROLEPLAYING IN THE GRIM DARKNESS 
  OF THE 41ST MILLENNIUM
  Fast character creation to get you into the game 
  quickly, followed by a lifetime of possibilities with an 
  expanded advanced careers system. 
  Dynamic rules for all eventualities that let you handle 
  everything from social interaction to deadly fast-
  paced combat, psykers and psychic powers 
  to insanity and mutation.
  Comprehensive background on the Calixis Sector, the 
  official setting for Dark Heresy written by best-selling 
  Warhammer 40,000 novelists 
  Dan Abnett and Ben Counter.
  A galaxy of guns to equip your acolyte, from lasguns 
  to inferno pistols, chainswords to power blades.
  Pitch your players straight into the midst of dark 
  events with a complete adventure to get you started.
  www.FantasyFlightGames.com
  9 781589 944541
  55995
  Dark Heresy                               DH01
        ISBN: 978-1-58994-454-1
  ™
  The Dark Heresy core rulebook 
  contains everything you need 
  to start your adventure in the 
  Warhammer 40,000 universe. 
  
SOURCE: textdata/thevault/Warhammer/40k/Dark Heresy - Core Rulebook.pdf.pdf