TEXT: ™
  A GUIDE TO 
  THE ORDO MALLEUS
  ™
  ®
  ®
  ™
  
  ROLEPLAYING IN THE GRIM 
  DARKNESS OF THE 41ST MILLENNIUM
  TM
  TM
  
  Introduction
  2
  FANTASY
  FLIGHT
  GAMES
  Fantasy Flight Games
  1975 West County Road B2
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  Copyright © Games Workshop Limited 2011. All rights reserved. Games Workshop, Warhammer 40,000, the Warhammer 40,000 logo, Warhammer 
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  ISBN 978-1-58994-765-8 Product Code DH16 Print ID: 975APR11
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  rule queries, or just to pass on greetings, visit us online at
  www.FantasyFlightGames.com
  L
  I
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  D
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  C
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  W
  CREDITS
  A
  A
  P
  TM
  Lead Developer
  Mack Martin
  Written and Developed by
  Andy Hoare, Owen Barnes, Alex Davey, Ian Hardin, Charles May, 
  Kevin Rubitsky, Paul Tucker, and Ross Watson
  Editing
   Ben Lurie
  Proofreading
  Charles May & Onawa Wyatt
  Dark Heresy Designed by
  Owen Barnes, Kate Flack, and Mike Mason
  Graphic Design
  Kevin Childress, Chris Beck, and Mark Raynor
  Cover Art
  Kekai Kotaki
  Interior Art
  Matt Bradbury, Christopher Burdett, Anna Christenson, 
  Ame En, Wayne England, Zach Graves, David Grifﬁ th, Ilich 
  Henriquez, Nikolaus Ingeneri, Igor Kieryluk, Brandon Leach, 
  and Franz Vohwinkel
  Art Direction
  Zoë Robinson
  Art Administration
  Kyle Hough
  Production Manager
  Eric Knight
  FFG Lead Game Designer
  Corey Konieczka
  FFG Lead Game Producer
  Michael Hurley
  Publisher
  Christian T. Petersen
  GAMES WORKSHOP
  Licensing Manager
  Owen Rees
  Head of Licensing
  Andy Jones
  Head of Intellectual Property
  Alan Merrett
  Special Thanks
  Matthew Eustace. “Furies for Everyone!” David R. Schumpert III Esq. 
  with Adam Schumpert, Pierre Wagenseil, Marthinus J. Linde, David 
  Hudock, Paul Shivery, Nathan Walters and Chris Hebert. Charles 
  Kellner with Eve Bloom, Jacob Martasek, Jeff Rubinoff, Megan 
  Cook and Pavel Ort. Dave Cerezo with Andrew Schneider, Dave 
  Evensen, Gregory Sabino and Peter Burke. Michael Underwood with 
  Aaron Bond, Andrew Fields, Jason West, John Beavers and Nathaniel 
  Nicholson. “No Guts No Glory” Sean Connor, Stephen Pitson, Mark 
  Smith, Michael Thompson, Adam Lloyd, Aaron Mcmanus-Wood and 
  Simon Tierney. “Bolter and Chainsword” Ryan Powell, Jon Cox, Max 
  Hardenbrook, Matt Bogart and Richard Sanders.
  E
  C
  F
  F
  L
  Credits
  CREDITS
  Credits
  CREDITS
  H
  P
  H
  H
  H
  H
  S
  GL
  GL
  Lead Developer
  Mack Martin
  Written and Developed by
  Andy Hoare, Owen Barnes, Alex Davey, Ian Hardin, Charles May, 
  Kevin Rubitsky, Paul Tucker, and Ross Watson
  Editing
  E
  Editing
  E
   Ben Lurie
  E
   Ben Lurie
  E
  Proofreading
  Charles May & Onawa Wyatt
  Dark Heresy Designed by
  Owen Barnes, Kate Flack, and Mike Mason
  Graphic Design
  Kevin Childress, Chris Beck, and Mark Raynor
  Cover Art
  C
  Cover Art
  C
  Kekai Kotaki
  C
  Kekai Kotaki
  C
  Interior Art
  Matt Bradbury, Christopher Burdett, Anna Christenson, 
  Ame En, Wayne England, Zach Graves, David Grifﬁ th, Ilich 
  Henriquez, Nikolaus Ingeneri, Igor Kieryluk, Brandon Leach, 
  and Franz Vohwinkel
  Art Direction
  Zoë Robinson
  Art Administration
  Kyle Hough
  Production Manager
  Eric Knight
  FFG Lead Game Designer
  F
  FFG Lead Game Designer
  F
  Corey Konieczka
  FFG Lead Game Producer
  F
  FFG Lead Game Producer
  F
  Michael Hurley
  Publisher
  PPublisher
  P
  Christian T. Petersen
  P
  Christian T. Petersen
  P
  GAMES WORKSHOP
  G
  GAMES WORKSHOP
  G
  Licensing Manager
  L
  Licensing Manager
  L
  G
  Licensing Manager
  GL
  GL
  Licensing Manager
  L
  GL
  Owen Rees
  Head of Licensing
  H
  Head of Licensing
  H
  Andy Jones
  Head of Intellectual Property
  H
  Head of Intellectual Property
  H
  Alan Merrett
  Special Thanks
  S
  Special Thanks
  S
  Matthew Eustace. “Furies for Everyone!” David R. Schumpert III Esq. 
  S
  Matthew Eustace. “Furies for Everyone!” David R. Schumpert III Esq. 
  S
  with Adam Schumpert, Pierre Wagenseil, Marthinus J. Linde, David 
  S
  with Adam Schumpert, Pierre Wagenseil, Marthinus J. Linde, David 
  S
  Hudock, Paul Shivery, Nathan Walters and Chris Hebert. Charles 
  Kellner with Eve Bloom, Jacob Martasek, Jeff Rubinoff, Megan 
  Cook and Pavel Ort. Dave Cerezo with Andrew Schneider, Dave 
  Evensen, Gregory Sabino and Peter Burke. Michael Underwood with 
  Aaron Bond, Andrew Fields, Jason West, John Beavers and Nathaniel 
  Nicholson. “No Guts No Glory” Sean Connor, Stephen Pitson, Mark 
  Smith, Michael Thompson, Adam Lloyd, Aaron Mcmanus-Wood and 
  Simon Tierney. “Bolter and Chainsword” Ryan Powell, Jon Cox, Max 
  Hardenbrook, Matt Bogart and Richard Sanders.
  
  Contents
  3
  Contents
  Introduction
  4
  What’s in this book? ...............................................................4
  Chapter I: The Ordo Malleus 
  6
  The Enemy Beyond ................................................................6
  Origins .....................................................................................7
  The Calixian Malleus ........................................................... 10
  The Masters In Council ....................................................... 11
  Holdings ................................................................................ 11
  Scholariate at Arms .............................................................. 14
  The Roots of the Scholariate at Arms ............................... 15
  Structure ................................................................................ 15
  Calixian Incursions .............................................................. 18
  The Bloodwrath Incident .................................................... 18
  The Fall of the House of Ios............................................... 19
  The Protasian Breach ........................................................... 21
  The Purging of Camp 109 ................................................. 22
  Acolytes of the Ordo Malleus ............................................ 23
  Calixian Daemon Hunters .................................................. 28
  Extreme Measures ................................................................ 34
  Chapter II: Hunter Careers 
  42
  Ordo Malleus Background Packages ................................. 42
  Corporeal Sanctifi cation ...................................................... 43
  Daemonic Vanquisher .......................................................... 44
  Fate-eater ............................................................................... 44
  Host-Bound .......................................................................... 44
  Ordo Maleus Career Ranks ................................................ 45
  Agent of Reliquary 26 ......................................................... 46
  Banisher................................................................................. 48
  Cult-Stalker ........................................................................... 50
  Daemonym Seeker ............................................................... 52
  Ordo Sicarius Initiate ........................................................... 54
  Pyroclast ................................................................................ 56
  Techsorcist ............................................................................ 58
  Theomancer .......................................................................... 60
  Ordo Malleus Cell Directives ............................................. 62
  Using Cell Directives ........................................................... 62
  Cell Directives Format ......................................................... 62
  Carta Extremis Hunters ....................................................... 63
  Reliquary Retreival Strike Team ......................................... 63
  Scholariate  Fatestalkers ...................................................... 64
  Ordo Malleus Retinue ......................................................... 64
  Chapter III: Malleus Armoury 
  66
  Ranged Weapons .................................................................. 66
  Melee Weapons .................................................................... 69
  Armour .................................................................................. 71
  Force Fields ........................................................................... 72
  Field Rules ............................................................................ 72
  Gear, Tools, Drugs & Ammunition .................................... 73
  Anointed Weapons ............................................................... 77
  Creating Anointed Weapons ............................................... 77
  Chapter IV: Daemonic Incursion 
  80
  The Nature of Daemons ...................................................... 80
  Roleplaying Daemonic Threats .......................................... 80
  Themes .................................................................................. 81
  Daemonic Entity Creation .................................................. 84
  The Ruinous Powers ............................................................ 89
  Gifts of the Ruinous Powers ............................................... 89
  Slaanesh ................................................................................. 90
  Nurgle .................................................................................... 92
  Khorne................................................................................... 94
  Tzeentch ................................................................................ 96
  Daemonic Beastiary ............................................................. 98
  Daemonic Weapons ...........................................................102
  Chapter V: Grey Knights 
  104
  Grey Knights in Your Campaign .....................................104
  Origins of the Grey Knights ............................................104
  Grey Knights in the Calixis Sector ..................................106
  Grey Knights in Dark Heresy ...........................................107
  Creating a Grey Knight Character...................................107
  Grey Knight Advancements ..............................................110
  Space Marine Implants ......................................................111
  General Grey Knight Career.............................................112
  Grey Knight Career Advances ..........................................112
  Grey Knight Psychic Training ..........................................117
  Grey Knight Specialisations .............................................121
  Strike Squad Grey Knight .................................................122
  Purgation Squad Grey Knight ..........................................124
  Grey Knight Purifi er ..........................................................126
  Grey Knight Psychic Discipline .......................................128
  Grey Knight Wargear ........................................................130
  Rare and Precious ..............................................................130
  Nemesis Force Weapons ....................................................130
  Armour ................................................................................133
  Other Equipment ...............................................................135
  Grey Knights in Campaigns .............................................136
  Character Strength .............................................................136
  Interludes.............................................................................137
  Grey Knight Ascension Campaigns .................................138
  Daemon Record Sheet .......................................................141
  
  Introduction
  4
  Introduction 
  “Innocence proves nothing.”
  –Common axiom of the Ordo Malleus 
  F
  rom beyond reality, Daemons incessantly scrabble and 
  claw at the minds of mortal men.  The evil bubbling forth 
  in the souls of the heretical constantly strains at the seams 
  of the very fabric of space and time. Even the smallest tear can 
  spew pure Chaos into realspace and threaten entire planets with 
  destruction. From one breach, enough foul beasts may pour 
  forth to consume and damn billions of Imperial souls.
  Through the grace of the God-Emperor, humanity is kept 
  from falling into darkness. His chosen warriors, the Inquisitors 
  of the Ordo Malleus and Space Marines of the Grey Knights, 
  stand at the edge of the abyss. They stare into the maw of 
  Chaos, and yet remain pure, shielded by their faith and sense 
  of duty. They are the light of the Emperor and the hammer of 
  judgment to the impure. 
  The Inquisitors of the Ordo Malleus call upon the greatest 
  weapons of mankind in their never-ending war. Cells of Acolytes 
  risk body and mind to defeat the cultists and heretics who threaten 
  to summon forth Daemons from the Warp. The Inquisitors 
  themselves tirelessly toil to hunt down powerful sorcerers and 
  Daemons. Failure can mean the death of an entire planet’s 
  population, and the corruption may even spread to nearby systems 
  like a plague. If the Inquisition fails, overwhelming force is called 
  for — and none are better at that than the Emperor’s chosen 
  warriors, the Grey Knights Chapter of the Adeptus Astartes.
  WHAT IS IN THIS BOOK?
  D
  aemon Hunter is a powerful resource for campaigns 
  featuring the servants of the holy Ordo Malleus of 
  the Inquisition. It describes in detail the history of the 
  Ordo Malleus within the Calixis Sector and the tools of the 
  Daemon hunter’s trade, as well as containing many GM and 
  player tools for crafting exciting Dark Heresy campaigns.
  Chapter I: the OrdO Malleus
  Chapter One discusses the history of this Daemon-hunting 
  Ordo, its origins, and its current holdings within the 
  Calixis sector such as the secretive Seven Cloisters. Notable 
  organizations like the Scholariate at Arms and the key 
  members of the Ordo Malleus are also covered in detail.
  Chapter II: hunter Careers
  Chapter Two provides new character options for Ordo 
  Malleus Acolytes. The new Banisher career is designed to 
  fight Daemons directly, and new Alternate Career Ranks 
  and Cell Directives allow both new and experienced Dark 
  Heresy characters to serve in the fight against Chaos. 
  Chapter III: Malleus arMOury 
  Chapter Three contains the weapons of the Daemon hunters. 
  These ancient holy relics and common charms present new 
  tools for every tier of character to take the fight to the enemy.
  Chapter IV: daeMOnIC InCursIOns
  Chapter Four presents tools for the Game Master to create 
  Daemonic threats to test the mettle of the lowliest adept 
  or the most powerful Grey Knight. The minions of each of 
  the Chaos Powers are presented for use in a Dark Heresy 
  campaign; they are villains that never tire, never show mercy, 
  and can never be truly vanquished.
  Chapter V: the Grey KnIGhts
  Chapter Five includes everything required to include Grey 
  Knights in a Dark Heresy campaign. Grey Knights are also 
  suitable for play with ascension or DeatHwatcH. They can 
  be used as an interlude to a campaign (as the players take 
  on the roles of the Grey Knights in between Dark Heresy 
  investigations) or as the basis for an entire sector-spanning 
  campaign in the service of the Grey Knights Chapter.
  
  The OrdO 
  Malleus
  The enemy Beyond
  •
  The Calixian  
  malleus
  •
  The sCholariaTe  
  aT arms
  •
  Calixian inCursions
  •
  Calixian daemon 
  hunTers
  
  I: The Ordo Malleus
  6
  Chapter I: 
  The Ordo 
  Malleus
  “You must face the truth squarely and without ﬂ inching from duty. 
  Our enemies are mortal no longer. Any glimpse of humanity they may 
  show is merely a deception. Dedicate this weapon, given into your 
  hand at the behest of the Emperor, to their destruction. Regard its 
  function as your only duty: you live only to purge the Daemon. Take 
  up your rod and staff, your armour and psycannon, and go forth.”
  –Lectures to the Ordo, Inquisitor Galbus Heer
  T
  he Ordo Malleus is one of the tripartite divisions 
  of the Holy Ordos of the Emperor’s Inquisition. Its 
  Inquisitors and servants defend the souls of men from 
  those creatures that dwell in the Warp. No matter where 
  one goes within the Imperium, ravening daemons and fell 
  gods lurk but a thought away, on the other side of the thin 
  skein that separates reality from the Sea of Souls. Within the 
  Warp, ætheric energies form beings of unimaginable potency 
  known to the initiated as well as the heretical as the Ruinous 
  Powers—the Gods of Chaos. Around each Power forms 
  smaller eddies of malignancy; these are the Greater and Lesser 
  Daemons of the Chaos Powers, creatures able to breach the 
  fragile barrier of reality and intrude upon the material universe 
  beyond. When that happens, a Daemonic Incursion takes 
  place, and only the servants of the  Ordo Malleus and their 
  Chamber Militant, the Grey Knights Chapter of the Adeptus 
  Astartes, have any hope of stopping them from causing death 
  and damnation on a planetary scale.
  The Enemy 
  Beyond
  “Some have said that the Daemon can be vanquished and overcome with 
  the power of sorcery. Can we believe it? Can you believe that your petty 
  magics will cast down this thing of night, this lordly servant of Chaos? It 
  is the foolish hope of babes and dribbling ancients that their weak cries can 
  rule the world and stand against the cold-hearted Truth. ”
  –Lectures on Damnation, suppressed
  M
  ankind is beset by enemies, some external and 
  some of its own making. Myriad alien species 
  contest the Imperium’s dominion over the galaxy, 
  while heretics and rebels seek to tear the Emperor’s Realm 
  down from within. Yet the Ordo Malleus cares about none 
  of these. It remains dedicated to the greatest threat of all: the 
  Enemy Beyond.
  Though no sane man except perhaps the Emperor himself 
  can comprehend more than a portion of the true nature of 
  Chaos, it is best understood as the raw stuff of the dimension 
  of spiritual energy known as the Warp, the Sea of Souls, 
  or the Empyrean. The Warp exists parallel to the material 
  universe, and is both the source of all life and inimical to it. 
  The soul of every sentient being in the universe is anchored 
  in the Warp, and returns there once the brief span of its life 
  is over. Because of the fundamental link between the real 
  and unreal dimensions, the Warp echoes the raw passions of 
  the creatures on the other side. When men make war, the 
  Empyrean seethes with murderous power. When men plot 
  and betray and delve into forbidden knowledge, the Warp 
  forms impossible, unreadable patterns. When men surrender 
  to despair and decay, the soul-gruel of the Warp bubbles with 
  putrefaction. And when men indulge in their most extreme 
  desires, the Empyrean undulates and groans in horrid, 
  sympathetic ecstasy.
  Every mortal passion felt since the beginning of time has 
  shaped the Warp, causing it to fl ow and coalesce until it forms 
  beings of its own, beings made of raw emotion and spiritual 
  energy. These beings, known to the mortal races as gods 
  and daemons, are the product of mortal desires and sorrows, 
  which are food and drink to them. Long ago, the sentient 
  races created the Chaos Gods through their ignorance and 
  depravity. But once born, the Chaos Gods began to fuel 
  their own fi res, driving those who serve them to ever-greater 
  excesses in their honour. With each dark deed done in their 
  name, their power grows ever greater. There will come a time, 
  some believe, when the tenuous barrier between the Warp 
  and reality is shattered, and then, the worlds of Man shall 
  become Daemon worlds, fi end-haunted realms fi lled with 
  nightmares made reality. The souls of every living creature 
  will be consumed, and the end of the material universe will 
  come to pass. Only the sacrifi ce and vigilance of the Emperor 
  and the Ordo Malleus, they believe, holds such a fate at bay.
  Praise The Emperor for His sacrifi ce, 
  as He endures, so shall we.
  We who are Hunters of Daemons, 
  shall strive in His name eternally.
  
  I: The Ordo Malleus
  7
  orIgIns
  The history of the Inquisition and its Ordos is a secret kept from 
  all but the most privileged nobles and offi cials in the Imperium, 
  and to these few, the truth is more a curse than a boon. If the 
  deeds of the Inquisition as a whole are obscured by a thousand 
  years of lies, conspiracies, and denial, then those of the Ordo 
  Malleus are buried beneath ten thousand years of revision, 
  counter-revision, and deliberate concealment. The duties of 
  the Ordo Malleus are so terrible, and its methods necessarily 
  so brutal, that its members routinely destroy any records of 
  the true nature of the threats they have faced, keeping this 
  information even from most of the Ordo’s members. 
  The origins of the Ordo Malleus are therefore shrouded by 
  lies and polluted by conjecture. Many truths held as irrefutable 
  by its members for hundreds of years have later turned out to 
  be built on the most tenuous of foundations. There has been 
  such war and devastation throughout the Imperium’s history 
  that many of the central archives that are built have been 
  burned to the ground countless times. Inquisitors, especially 
  those of the Ordo Malleus, often hide the truth even from 
  their brethren and ruthlessly purge those who attempt to lift 
  the veil of history. 
  reBirTh
  The Inquisition is held to have its origins in the immediate 
  aftermath of the Horus Heresy. It is said that even when the 
  Emperor bestrode the worlds of Man, there were those who 
  moved in his shadow, ensuring his proclamations were enacted 
  and that those who spoke against him were silenced. Whether, 
  or to what extent, these men and women were sanctioned by 
  the Master of Mankind is likely never to be known. But soon 
  after the Siege of the Emperor’s Palace, when the Father of the 
  Imperium lay wounded unto death and awaiting the construction 
  of the Golden Throne, these secret servants gathered in council. 
  Though none of the words spoken that night were recorded, it 
  is thought that the foundations of what would one day become 
  known as the Holy Ordos of the Emperor’s Inquisition were laid. 
  The conspirators swore terrible oaths, binding their very souls to 
  the future of Mankind, which had so nearly been consumed by 
  the treachery of the fallen ones. Never again, they swore, would 
  the fate of the human race be entrusted to men such as those 
  who had turned to the Ruinous Powers. The Inquisition set itself 
  above all others, recognizing solely the authority of the High 
  Lords of Terra, and then only with certain caveats. By the time 
  these fi rst masters of the Inquisition made themselves offi cially 
  known to the High Lords, the tendrils of their infl uence reached 
  everywhere, inextricably interwoven into the power structures 
  of the nascent Imperium. 
  How these secretive men and women convinced the new 
  leaders of the Imperium, including the surviving Primarchs of 
  the Space Marines, of their self-appointed mission will never be 
  known. Some claim that the early Inquisition deliberately set itself 
  apart from Roboute Guiliman and his fellow Primarchs, viewing 
  these super-beings as just as dangerous to the future as their fallen 
  kin. Others believe that the Inquisition only made itself known to 
  the High Lords once the last of the Primarchs was lost, when by 
  that time there was no choice but to accept its existence.
  
  I: The Ordo Malleus
  8
  Over time, the Inquisition expanded and divided many 
  times over, forming numerous Ordos, each concerned with 
  the war against a particular threat to Humanity’s existence. 
  In the aftermath of the Horus Heresy however, there was 
  but one all-important foe—the Great Enemy, Chaos. Thus, 
  the majority of Inquisitors focused on hunting down those 
  followers of Chaos who still hid and plotted across the ruined 
  Imperium. While the Traitor Legions had fl ed to the Eye of 
  Terror, their erstwhile allies and followers were everywhere. 
  Some attempted to hold out on citadel-worlds and in pocket 
  empires, while others shrank back into the shadows, hoping 
  to wait out the attentions of the Inquisition and return once 
  it had grown lax. But wherever the armies of Mankind went, 
  there too went the Inquisition, often in secret but occasionally 
  openly. One world at a time, they eradicated the taint of 
  Chaos, so that the gargantuan task of rebuilding the shattered 
  realms of the Emperor could begin.
  To the Inquisition, simply defeating the foes of Mankind 
  was insuffi cient. They insisted that not only should an enemy’s 
  works be cast down, his followers put to death, and his teachings 
  expunged, but also every memory and record that he had ever 
  existed had to be destroyed. The Inquisition understood, as 
  no others at the time could or would, that the true threat of 
  Chaos was spiritual. It was a rot in the soul of Mankind, and 
  the merest heretical thought might be suffi cient to summon it 
  into existence. Thus, the Inquisition took it upon itself to purge 
  all memory and knowledge of Chaos from the population. At 
  fi rst they used mind-wiping machines, but too many had faced 
  the servants of Chaos to be processed in such a way. Soon, 
  entire armies that had fought against Chaos were themselves 
  purged; sometimes bombed from orbit by unregistered kill-
  ships, sometimes falling prey to effi cient, gene-coded viruses. 
  Space Marines and the Titan Legions avoided the worst of the 
  Inquisition’s attentions, though even they were occasionally 
  forced to submit to cerebral scrubbing procedures.
  With Chaos mostly eliminated from living memory, the 
  nascent Inquisition turned its attentions to historical records. 
  Archives and data-mills were seeded with self-replicating 
  data-killers, keyed to hunt down and destroy all reference 
  to Chaos and its servants. While the cogitation-engines of 
  the Administratum were purged silently from within, entire 
  archives of physical records were put to the torch. A few 
  radical Inquisitors have even claimed that in a single year, 
  ninety percent of the sum total of Mankind’s knowledge 
  burned. Entire libraries were destroyed in order to purge a 
  single tome relating to the Ruinous Powers. Some attempted 
  to spirit away any texts they could, regardless of whether they 
  were tainted by Chaos, clinging to the belief that knowledge 
  and understanding would somehow prove Mankind’s 
  deliverance. These fools were declared heretics and ruthlessly 
  hunted down, their bodies thrown to the pyres that burned 
  across the length and breadth of the Imperium.
  forGinG
  And so Mankind stumbled blindly forward into the so-called Age 
  of Forging. The foundations of the Imperium were well and truly 
  set, and its borders pushed outwards into the void. Worlds lost 
  to the Traitor Legions were reclaimed, and Standard Template 
  Constructs recovered from the ruins of rediscovered human 
  worlds. The Administratum imposed its will across the million 
  and more worlds of the Emperor’s domains, and the divisions of 
  segmentae, sectors, and sub-sectors were established. 
  The threat of Chaos appeared to recede, while other foes held 
  the new-forged Imperium’s attentions. But while the masses had 
  forgotten, the Inquisition had not. Silent and grim, Inquisitors 
  watched from the shadows, ever vigilant for the return of the 
  archenemy. Whenever the servants of the Ruinous Powers reared 
  their heads, the Inquisition was there to strike the counter-blow. 
  Orchestrating vast crusades, leading ruthless pogroms, directing 
  the assassin’s bullet, the Inquisition guided the Imperium through 
  the ‘Beheading’ of the mid-33rd Millennium. When the War of the 
  Confessor erupted in the opening years of the 34th Millennium, 
  it was an unknown Inquisitor Lord who put an end to the traitor’s 
  debauched heresy. Without the Inquisition’s intervention during 
  the Year of Ghosts, the resurgent terrors of the Warp might have 
  overcome Mankind once and for all, their deeds making possible 
  the victories won in the name of the honoured dead.
  
  I: The Ordo Malleus
  9
  I: The Ordo Malleus
   The Ordo Malleus
  9
  diVision & aPosTasy
  When at the close of the 36th Millennium the Imperium was 
  split in twain by the Ur-council of the Nova Terra Interregnum, 
  the Inquisition faced perhaps its greatest challenge to date. 
  With the Ecclesiarchy’s teachings rejected on every world 
  of the Segmentum Pacifi cus, the Inquisition was faced with 
  a potentially insurmountable dilemma. The Lords of the 
  Inquisition met somewhere on the border marches between the 
  Imperium and the Protectorate of Ur and agreed on a strategy 
  that would ensure their order’s continued survival. Perhaps 
  one of the darkest secrets of the Inquisition is that during the 
  entire period while the Imperium was divided in two, they 
  stepped back into the shadows and did nothing to intervene. 
  At this time, the Inquisition was still largely concerned with 
  the war against Chaos, and it saw the internecine wars of the 
  Interregnum as a matter for others to settle. Only later, with 
  the formation of the Ordo Hereticus, would such concerns 
  fall formally within the Inquisition’s remit. Throughout the 
  Interregnum, the Inquisition maintained its vigil against 
  the Ruinous Powers, its servants going where they willed 
  regardless of the divisions imposed by others on the star 
  charts and Warp routes.
  It was soon after the Cataclysm of Souls and the casting 
  down of the Ur-council of Nova Terra that the Age of Apostasy 
  befell the Imperium. During an age of renewed Warp storm 
  activity, the entire Imperium was plunged into anarchy and 
  ruin, from which many systems never fully recovered. Terra’s 
  authority, still tenuous following the defeat of the Protectorate 
  of Ur, collapsed once more as xenos pirates, invaders, and slavers 
  tormented world after world. When it appeared that Mankind’s 
  situation could get no worse, Goge Vandire, Ecclesiarch and 
  High Lord of Terra, assumed power and plunged the Imperium 
  into seven decades of bitter civil war and religious strife. 
  While hostilities raged within those regions not cut off, the 
  Inquisition fought a desperate secret war not recorded or 
  remembered in any circles but its own. Through the entire Age 
  of Apostasy, the Inquisition stood against hundreds of Warp 
  incursions as the Daemons of the Warp spewed forth from the 
  raging storms, threatening to turn the worlds trapped within to 
  charnel pyres. Aided by the Grey Knights, countless heroes laid 
  down their lives and their very souls in defence of Mankind, 
  which as payment for their efforts continued to tear itself apart 
  in civil wars raging across the entire Imperium. It was only with 
  the defeat of High Lord Vandire and the subsequent ascension 
  of Saint Sebastian Thor that the Warp storms fi nally receded, 
  and not a moment too soon. Had Thor not brought peace to 
  the Imperium and to the Warp, the forces of the Inquisition 
  might have been totally overwhelmed. After seventy years of 
  relentless battle against the infernal servants of Chaos, their 
  numbers were so depleted that those remaining could not 
  have held back the tide a day longer before it burst forth and 
  engulfed the domains of Man.
  redemPTion
  Throughout the subsequent Age of Redemption, Mankind 
  threw itself body and soul into an era of penitence and 
  crusade, and the Inquisition rebuilt its shattered ranks. Since 
  the Horus Heresy and the foundation of the Holy Ordos of 
  the Inquisition, the institution had been strengthened by 
  the individuality of its servants, who held no doctrine to be 
  beyond debate and no philosophy to be free from scrutiny. 
  The Inquisition imposed very few restrictions on its members, 
  and policed its own if they turned to heresy. Inquisitors were 
  left free to pursue their missions according to the dictates 
  of their own conscience. In time, factions of like-minded 
  Inquisitors came into being, and these coalesced into those 
  broadly adhering to a ‘puritan’ mindset, and those espousing 
  a ‘radical’ one. While such freedom of thought and conscience 
  made the Inquisition very effective in its mission, it also led 
  to the growth of factionalism, bitter disputes, and eventually 
  to the open warfare of the Inquisition Wars. Unbeknownst to 
  the general population, and even many lords, the Imperium 
  became the battleground for opposing factions within the 
  Inquisition, each denouncing the other as traitors to the future 
  of Humanity. Occasionally, these wars spilled over into the 
  Imperium at large, ranging from individual duels to planet-
  wide confl icts in which millions lost their lives for ideologies 
  they did not understand in the slightest. 
  It was also in this age that the Inquisition became formally 
  divided into Ordos. From the very dawn of the Age of 
  Imperium, groups of Inquisitors had focused their efforts 
  on fi ghting particular enemies, but now each group was 
  offi cially charged with the duty to oppose one threat. While 
  many Ordos exist, each founded to combat a specifi c category 
  of enemy, three existential threats to the future of Mankind 
  were identifi ed, and a major Ordo created to combat each: the 
  Ordos Xenos, Hereticus, and Malleus. The Ordo Xenos was 
  tasked with investigating and destroying xenos, and the Ordo 
  Hereticus given the role of combating threats from within 
  Humanity’s own ranks. The Ordo Malleus was formed from 
  those Inquisitors who hunted the servants of the Ruinous 
  Powers. These Inquisitors had for many centuries formed an 
  inner circle within the Inquisition itself, purging its members of 
  Daemonic infl uence and impure thought even as they defended 
  the whole of Mankind against the incursions of the Warp. 
  WaninG
  As the Age of Redemption passed and the Imperium entered 
  the tumultuous time of Waning, rebellion, anarchy, and Chaos 
  once more threatened to consume the worlds of Man. Chaos 
  is again in ascendance, with more incursions from the Warp 
  occurring with each passing year. The servants of the Ordo 
  Malleus stand against the tide of damnation that is steadily 
  waxing, and alongside them stand the ultimate champions of 
  Mankind—the Grey Knights. At times it seems the Ordo is 
  set to tear itself apart from within, but ultimately, its servants 
  stand united against the servants of Chaos, whoever they are 
  and wherever they may be found.
  
  I: The Ordo Malleus
  10
  THE CALIXIAN 
  MALLEUS
  “Death and damnation stalk these stars. Daemon beware, for so too 
  do the servants of the Emperor.”
  –Engraving over the entryway of the First Cloister
  T
  he Inquisition is a supremely fl exible and fl uid 
  institution, and although its members maintain 
  impossibly convoluted webs of power and infl uence 
  that stretch from one end of the Imperium to the other, its 
  actual organisation is purely a matter of circumstance and 
  convenience. In some sectors of the Imperium, an individual 
  Inquisitor might operate for decades without ever hearing of 
  the existence of another Inquisitor working in the same area. 
  In other regions, groups of Inquisitors come together 
  to establish rigid but highly localised power 
  structures, some lasting only the lifetimes 
  of their founders, others enduring for 
  centuries.
  The structure of the Ordo Calixis, 
  the term by which the Inquisitorial 
  Ordos 
  active 
  in 
  the 
  sector are known, is a 
  response to the nature 
  of Calixis itself. While 
  other sectors are riven 
  by rebellion, invasion, or 
  anarchy, Calixis seethes with intrigue 
  and conspiracy, and so the nature 
  and number of Inquisitors operating 
  there, and the manner in which they 
  organise themselves, refl ects this.
  Unusually for many sectors, 
  the Ordo Calixis operates 
  visibly, and maintains the 
  imposing 
  and 
  fearful 
  Tricorn Palace on Scintilla 
  as its base of operations. 
  Within the palace, members 
  of the Ordo come together to 
  coordinate and debate their 
  actions in the body known 
  as the High Council of the 
  Calixian Conclave. The 
  chair of this august body 
  is Inquisitor Lord Aegult 
  Caidin, an individual who keeps 
  his true identity secret from 
  everyone, even his closest aides, 
  and is rarely seen outside of the council 
  chamber. 
  Inquisitor Lord Caidin is an 
  enigma, even to the members 
  of an organization known 
  for deceit. It is said that one of the reasons he maintains his 
  secrecy is so that he might walk unseen amongst the peoples 
  of the Imperium and the ranks of the Inquisition. Some say 
  he is everywhere, and that he sees and hears all that transpires 
  within the dark halls of the Tricorn Palace. Veteran Inquisitors 
  might dismiss such a rumour as intended merely to cow the 
  lesser Acolytes, but others are not so sure. Some even whisper 
  (with one eye on the shadows) that Inquisitor Lord Caidin 
  might have multiple identities, and that several notable fi gures 
  within the Ordos Calixis could all in fact be him.
   While he has never publicly stated his allegiance to an 
  Ordo, Inquisitor Lord Caidin is in fact a member of the Ordo 
  Malleus, and a very senior one at that. The Ordo Malleus has 
  always been concerned with monitoring the Inquisition itself 
  for signs of corruption brought about by the very enemy 
  its members seek to defeat. Caidin’s name is linked with a 
  number of very high profi le internal purges, in which senior 
  members of the Inquisition have been exposed as traitors, 
  heretics, or worse. The fact that Caidin must surely have made 
  many terrible enemies in the process goes a long way towards 
  explaining his obsession with secrecy.
  Lord Caidin arrived in the Calixis Sector over two 
  centuries ago, and even then he hid his face and shunned 
  the company of his peers. He carried with him a mandate, 
  to take on the leadership of the Ordo. Though none could 
  deny his claim to authority, many in the High Council 
  bitterly resented Caidin’s assumption of power, since 
  they aspired to the appointment themselves. In the years 
  that followed, many attempts were made to mobilize 
  opposition to Caidin’s rule. Some factions, notably 
  the Phaenonites and the Oblationists, came 
  out against him, while many Inquisitor Lords 
  plotted independently. Attempts were made to 
  learn something of Caidin’s past, and a few 
  found tantalising clues of his 
  involvement in calamitous 
  events elsewhere in the 
  galaxy. Some believed he 
  was the Deliverer of the 
  Perfi dian Gap, who led 
  a hundred Imperial 
  Guard 
  regiments 
  to their doom 
  yet 
  returned 
  victorious from 
  the hell-worlds of 
  that region. Some thought 
  he was the power behind 
  the forces barring the Gates 
  of Fire. One rival claimed 
  Caidin had fl ed to Calixis 
  from a war-torn region on 
  the other side of the galaxy, 
  utilizing the Warp gate known 
  as 
  Van 
  Grothe’s 
  Rapidity, 
  or perhaps some other, as yet 
  undiscovered, gate on the Eastern 
  Fringe to fl ee his enemies.
  convenience. In some sectors of the Imperium, an individual 
  Inquisitor might operate for decades without ever hearing of 
  the existence of another Inquisitor working in the same area. 
  In other regions, groups of Inquisitors come together 
  to establish rigid but highly localised power 
  structures, some lasting only the lifetimes 
  of their founders, others enduring for 
  The structure of the Ordo Calixis, 
  the term by which the Inquisitorial 
  by rebellion, invasion, or 
  anarchy, Calixis seethes with intrigue 
  and conspiracy, and so the nature 
  and number of Inquisitors operating 
  there, and the manner in which they 
  organise themselves, refl ects this.
  Unusually for many sectors, 
  the Ordo Calixis operates 
  visibly, and maintains the 
  imposing 
  and 
  fearful 
  as its base of operations. 
  Within the palace, members 
  of the Ordo come together to 
  coordinate and debate their 
  actions in the body known 
  as the High Council of the 
  Calixian Conclave. The 
  chair of this august body 
  is Inquisitor Lord Aegult 
  Caidin, an individual who keeps 
  his true identity secret from 
  everyone, even his closest aides, 
  and is rarely seen outside of the council 
  Inquisitor Lord Caidin is an 
  enigma, even to the members 
  of an organization known 
  number of very high profi le internal purges, in which senior 
  members of the Inquisition have been exposed as traitors, 
  heretics, or worse. The fact that Caidin must surely have made 
  many terrible enemies in the process goes a long way towards 
  explaining his obsession with secrecy.
  Lord Caidin arrived in the Calixis Sector over two 
  centuries ago, and even then he hid his face and shunned 
  the company of his peers. He carried with him a mandate, 
  to take on the leadership of the Ordo. Though none could 
  deny his claim to authority, many in the High Council 
  bitterly resented Caidin’s assumption of power, since 
  they aspired to the appointment themselves. In the years 
  that followed, many attempts were made to mobilize 
  opposition to Caidin’s rule. Some factions, notably 
  the Phaenonites and the Oblationists, came 
  out against him, while many Inquisitor Lords 
  plotted independently. Attempts were made to 
  learn something of Caidin’s past, and a few 
  found tantalising clues of his 
  involvement in calamitous 
  events elsewhere in the 
  galaxy. Some believed he 
  was the Deliverer of the 
  Perfi dian Gap, who led 
  a hundred Imperial 
  Guard 
  regiments 
  to their doom 
  the hell-worlds of 
  that region. Some thought 
  he was the power behind 
  the forces barring the Gates 
  of Fire. One rival claimed 
  Caidin had fl ed to Calixis 
  from a war-torn region on 
  the other side of the galaxy, 
  utilizing the Warp gate known 
  as 
  Van 
  Grothe’s 
  Rapidity, 
  or perhaps some other, as yet 
  undiscovered, gate on the Eastern 
  Fringe to fl ee his enemies.
  
  I: The Ordo Malleus
  11
  Yet, Lord Caidin weathered the storms of his rivals’ 
  denunciations, not through blood and counter-accusations as 
  some in his position might have, but through the most subtle 
  of manoeuvring. Some rivals were too vocal to be allowed to 
  continue their accusations, and these simply disappeared. To 
  deal with the others, Caidin established himself over several 
  decades as the very heart of the High Council of the Calixian 
  Conclave, above the petty disputes between factions, blocs, 
  and alliances. No matter what conflicts and rivalries may rage 
  in the chamber or across the sector, Lord Caidin is the eye of 
  the raging storm. He shows no undue favour and rarely needs 
  to act against even the most extreme of factions. Somehow, 
  Lord Caidin keeps order in the chamber, maintains the 
  tenuous balance of power outside it, and according to some, 
  watches over the very fate of the Calixis Sector according to 
  some unknown mission.
  If Lord Caidin truly is, as some claim, a Lord of the Ordo 
  Malleus tasked with monitoring the entire Calixian Conclave, 
  then his power, and that of his Ordo, must be absolute (if all 
  but unseen). With a single piece of data parchment, Caidin 
  ascended to the most powerful position within the Ordo 
  Calixis, and in effect controls every one of its hundreds of 
  Inquisitors and thousands of Acolytes. The reasons that he 
  and the Ordo Malleus were given such power must surely 
  rank among Caidin’s most closely guarded secrets, and his 
  true plans may only come to fruition when and if damnation 
  threatens to consume the Calixis Sector.
  The MasTers In CounCIl
  If it is true that Inquisitor Lord Caidin is a senior member of 
  the Ordo Malleus, he does not appear to take a hand in his 
  Ordo’s activities in the sector, at least not in any visible way. 
  In order for Caidin to maintain the balance of power, he must 
  remain neutral within the Calixian Conclave. If he were seen 
  to be involved in the operations of one particular Ordo, it 
  might compromise his position. Instead, Lord Caidin acts on 
  behalf of the Ordo Calixis on a galaxy-wide scale, leaving the 
  details of their mission in the sector to lesser members.
  The Ordo Malleus within the Calixis Sector maintains 
  a relatively stable, if practically invisible, organizational 
  structure established many centuries ago. The Ordo Malleus 
  Calixis is ruled by a body known as the Masters in Council, 
  a gathering of Inquisitor Lords of the Ordo serving in the 
  sector. It appears that membership in this highly secretive 
  body is not permanent, nor are its numbers maintained at 
  any particular level. Its members gather in secret, hiding 
  their identities, so it is said, even from their fellow Council 
  members. Legend states that the reason for such secrecy is 
  because the Masters might be forced by circumstance to issue 
  such dire orders that millions of lives are lost and their own 
  peers slain in their duty. The shroud of secrecy allows such 
  decisions to be made without fear of reprisal, and much like 
  the executioner behind his hood, the man is subsumed by his 
  rank, and he remains free of responsibility.
  The ProCTors of The ChamBer
  When the Masters in Council issue an order, it is to one of 
  the Proctors of the Chamber. Each Proctor is an Inquisitor 
  Lord or veteran Inquisitor, and is the convener of a cell of 
  Throne agents, generally a loose association of servants of the 
  Ordo Malleus well-used to working and fighting alongside 
  one another in the eternal battle against the enemy beyond. 
  Depending on the scope of the Masters’ orders, the entire 
  Chamber may take to the field as one, combining their retinues 
  and household troops into a force the size of a small army, or 
  a single Proctor of the Chamber may be tasked to carry out 
  the order. When the Masters give an order, it eventually falls 
  to a Proctor’s Acolytes to carry it out no matter the cost, even 
  though they may never know that their master is a member 
  of the Chamber.
  holdIngs
  The Ordo Malleus Chambers operating in the Calixis Sector 
  are secretive in the extreme, and aside from their holdings 
  within the Tricorn Palace, own no Imperial property. Within 
  the Tricorn Palace, entire levels and chambers are given over 
  to the use of the Ordo Malleus, and what goes on within 
  them withheld from those outside the Ordo. In truth, secrecy 
  is so important to the Ordo’s mission that the Masters in 
  Council long ago forbade the use of these places for anything 
  other than the most trivial of matters, preferring to hide their 
  activities in the furthest reaches of the sector, far from the 
  eyes of even the other arms of the Inquisition.
  The Ordo Malleus maintains several major bases across 
  the sector, and many smaller ones. No single member of 
  the Ordo, not even the Masters in Council, knows of the 
  existence of every single one, ensuring that even if one Master 
  is corrupted, the organization will not be fully compromised. 
  When Masters, Proctors, and ordinary Inquisitors spend time 
  in the field, they are each able to make use of a handful of the 
  Ordo’s facilities. The largest are military bases fortified with 
  thick armour and potent energy shielding and armed with a 
  fearsome array of weapons, while the smallest are little more 
  than hidden safe-houses disguised within hive cities and feral 
  settlements across the sector. 
  We, the Order of the Hammer, 
  shall delve into the dark shadows.
  We shall seek out the Tainted, 
  we shall pursue the vilest evil.
  
  I: The Ordo Malleus
  12
  I: The Ordo Malleus
   The Ordo Malleus
  12
  12
  The seVen CloisTers
  The Seven Cloisters are the largest of the Ordo’s bases in the 
  Calixis Sector. The details of the construction of the Cloisters 
  are long lost, and not even the senior Masters know who 
  built them or why. Each takes the form of a fortifi ed tower 
  constructed of an inert material so dark that it appears to be 
  as solid shadow. The walls are laced with the same material 
  used in the construction of ‘psyk-out’ weapons, making them 
  utterly impregnable even to the most powerful of psychically 
  gifted minds. Furthermore, every surface is inscribed with 
  potent warding glyphs, ensuring that even the most cunning 
  daemonic entities cannot cross the threshold.
  All of the Seven Cloisters are fi lled with endless dark 
  passageways and chambers and their walls are adorned only 
  with warding runes, spidery votive script, and mouldering 
  purity seals. Inquisitors come and go from the Cloisters as they 
  will, using the base for a time before moving on. Only the 
  oldest of Ordo Malleus veterans reside there for any length 
  of time, generally those wounded in body, mind, or soul in 
  the pursuit of their duties and unable to take to the fi eld. 
  Sealed archives and repositories within them hold tomes and 
  artefacts recovered by the Ordo in the course of their duties 
  and deemed both too dangerous to be allowed to fall into 
  any other hands and too potent to destroy. The deepest vaults 
  contain the Ordo’s most holy relics—weapons, armour, and 
  icons wrought in ages past to bring death to daemons. Other 
  areas within the Cloisters contain excoriation chambers where 
  heretics are interrogated and judged, as well as shielded vaults 
  built securely and strongly enough that a bound Daemon 
  could be held within, for a short while at least.
  The exact location of each of the Seven Cloisters is one of 
  the Ordo’s closest guarded secrets, and even the most senior 
  of Masters knows only of three or four. Most Proctors know 
  of only one or two, while many ordinary Inquisitors may not 
  be aware of their existence at all. If the duties of an Acolyte 
  bring him to one of the Seven Cloisters, he is typically kept 
  ignorant of its true location and purpose, lest the untried 
  servant inadvertently betray one of the Ordo’s greatest secrets. 
  The greatest of the Seven Cloisters, called the 
  First Cloister, is located on the moon of an 
  unnamed world on the outskirts of the 
  forbidden Threnos Zone. The reason 
  for the First Cloister’s location so 
  close to such a dire region is an 
  unknown even to the Masters of 
  the Council.
  The Wandering Cloister is 
  situated on an empty space hulk 
  drifting in the open void coreward 
  of Fenksworld, technically beyond 
  the border of the Calixis Sector. 
  The Lost Cloister is exactly that—its 
  existence is referred to in various secret 
  tomes, but it has never been located. Many 
  servants of the Ordo Malleus have sought out the 
  Lost Cloister, but to date none have succeeded in their 
  quest. Some now believe the Lost Cloister never actually 
  existed, and that it was created to distract the foolhardy and 
  send them on long, hopeless quests where they could do no 
  real damage to the Ordo’s operations
  The Forbidden Cloister is located not within the boundaries 
  of the Calixis Sector, but within the depths of the Maw, the 
  passage through the Warp storm that leads to the Koronus 
  Expanse out amongst the Halo Stars. This Cloister was built 
  long before the passage was opened up to exploration. Since 
  travel began through the Maw, it has earned a dark reputation 
  amongst Rogue Traders and other travellers. Passage through 
  the Maw is a perilous enterprise, and many vessels have 
  foundered in its depths. Several have attempted to limp to the 
  dead world which the Forbidden Cloister orbits, and been 
  destroyed without warning by the Cloister’s defences. While 
  no offi cial notices have ever been issued, it is generally held 
  amongst voidship captains that this world is to be avoided 
  even in the direst of emergencies.
  The Screaming Cloister is so called because it has fallen to 
  daemonic incursion. Centuries ago, a Radical daemon hunter 
  attempted to summon and bind a Greater Daemon, believing 
  that within the warded fortifi cations of the Cloister he would 
  be able to master it. Sadly, he was wrong, and the daemon 
  and its servants consumed the Inquisitor’s soul and then killed 
  every other person in the Cloister. The fi nal act of the last 
  Acolyte alive was to seal the Cloister from within, setting its 
  wards so that nothing could escape. It is said that the screams 
  of tormented souls can be heard resounding in the Warp for 
  light years around. The location of the Screaming Cloister 
  has been purged from many records, though the task is not 
  yet complete. It is located on a barren planetoid in the empty 
  reaches of the Markayn Marches.
  bring him to one of the Seven Cloisters, he is typically kept 
  ignorant of its true location and purpose, lest the untried 
  servant inadvertently betray one of the Ordo’s greatest secrets. 
  The greatest of the Seven Cloisters, called the 
  First Cloister, is located on the moon of an 
  unnamed world on the outskirts of the 
  forbidden Threnos Zone. The reason 
  for the First Cloister’s location so 
  close to such a dire region is an 
  The Wandering Cloister is 
  situated on an empty space hulk 
  drifting in the open void coreward 
  of Fenksworld, technically beyond 
  The Lost Cloister is exactly that—its 
  existence is referred to in various secret 
  tomes, but it has never been located. Many 
  servants of the Ordo Malleus have sought out the 
  Lost Cloister, but to date none have succeeded in their 
  quest. Some now believe the Lost Cloister never actually 
  existed, and that it was created to distract the foolhardy and 
  
  I: The Ordo Malleus
  13
  Treachery’s Cloister is situated on a rogue planet deep in 
  the swirling nebulae at the centre of the Adrantis Sub-sector. 
  It got its name because the Puritan Inquisitors who lived and 
  worked there were expelled through treachery by a cell of 
  Radicals. Though the Masters of the Council do not yet know 
  the truth, the cell follows the pariah doctrines of the outcast 
  Phaenonites. This particular faction usually operates in secret, 
  its adherents hiding behind a façade of loyalty to other 
  factions and philosophies, and has been declared outright 
  heretical the length and breadth of the Imperium. Should the 
  Masters of the Council in the Calixis Sector discover that a 
  Phaenonite cell took over Treachery’s Cloister, they are likely 
  to mobilise every asset at their disposal to recapture it and 
  kill its inhabitants. No one knows yet why the Phaenonites 
  thought this Cloister was so important, but they are known 
  to covet the most destructive of Warp-based technologies. If 
  such items are to be found anywhere in the Calixis Sector, 
  they will be kept in the secret vaults at the heart of one of the 
  Seven Cloisters…
  The existence of the Ultimate Cloister is a secret known 
  only to the most senior of the Masters in Council, for it 
  is intended to serve as the ultimate sanctuary should the 
  Ordo be brought to its knees in the Calixis Sector. Its walls 
  are ten times the thickness of any other Cloister’s, and its 
  void shields are powered by several dozen independent 
  plasma reactors. In the event of a sector cataclysm, the most 
  privileged of the Masters of the Council would make for the 
  Ultimate Cloister, unseal its void-locked portal and close the 
  doors on the sector until the age of doom has passed. Within 
  a doomsday chamber, seven stasis caskets await, each able to 
  hold a Master immobile and unaging for millennia. When 
  the disaster has passed the machine spirits will awaken them, 
  and they will open the portals once more to see what has 
  become of the galaxy. There are many who claim that the 
  Time of Ending is upon the Imperium and that the doom 
  of the human race is coming. The Masters of the Council 
  intend to outlive that doom and carry forward their mission 
  to destroy the daemonic even should they be the very last 
  humans left alive in the sector.
  soliTariums
  Any holding used exclusively by the Ordo Malleus and smaller 
  than the Seven Cloisters is called a Solitarium. The largest 
  Solitariums are able to house several hundred Acolytes and 
  servants and provide staging posts for the household troops 
  of its Inquisitors. The smallest are little more than boltholes, 
  thousands of which are scattered across the sector, though any 
  one Daemon Hunter likely knows of no more than a dozen. 
  The Solitariums were not established according to any grand 
  plan; each was built to serve one Inquisitor’s immediate needs, 
  and then was useful enough to be maintained by the Ordo. 
  Some Solitariums are permanently staffed by oath-bonded 
  servants or mind-scrubbed servitors, while others are coated in 
  such thick layers of dust that they must not have been visited in 
  centuries. Most contain stockpiles of weapons, foodstuffs, and 
  other useful resources, while the largest contain mothballed 
  battle tanks and even void-capable shuttles. An Inquisitor 
  operating a cadre of Acolytes is likely to entrust them with the 
  location of one or more Solitariums so that they may use their 
  resources in the eternal battle against the archenemy.
  indiVidual holdinGs
  Similar to the majority of Inquisitors, the servants of the 
  Ordo Malleus Calixis maintain extensive private holdings. 
  Even within a single Ordo or Chamber, confl ict can erupt 
  between the adherents of different creeds. Many Inquisitors 
  fi nd it necessary to withhold the details of facilities they 
  have built for themselves in order to improve their chances 
  of weathering the storm of internecine war. These holdings 
  range from sealed habs high atop hive city spires to isolated 
  manses deep in the wilderness. Some are staffed by the 
  Inquisitor’s own household followers, and some host entire 
  private armies. Few Inquisitors are foolish enough to imagine 
  their peers are not aware of at least some of their holdings, 
  but most seek to keep the existence of at least one a secret.
  It is we who stand guard,
  our Eternal Watch shall not fail.
  We are the Ordo Malleus!
  
  I: The Ordo Malleus
  14
  SCHOLARIATE 
  AT ARMS
  “We are at war with forces too terrible to comprehend. We cannot 
  afford mercy for any of its victims too weak to take the morally 
  correct course. Mercy destroys us and saps our resolve. Put aside all 
  such thoughts. They are not worthy of Inquisitors in the service of our 
  Emperor. Praise His name, for in our resolve we only reﬂ ect His will.”
  –The Book of Exorcisms, The Verses of Inquisitor Enoch
  T
  he Scholariate at Arms is a Chamber of the Ordo 
  Malleus Calixis, and its members are amongst the most 
  driven and successful of all of the many Inquisitorial 
  cells active in the Calixis Sector. The Scholariate has existed 
  since the foundation of the Calixis Sector. It operates from 
  an extensive complex in the Tricorn Palace on Scintilla, as 
  well as other facilities across the sector. The current Proctor 
  of the Chamber is Inquisitor Lord Ghankus Dhar, a man who 
  has served as a Master of the Council on at least a dozen 
  occasions, and is said to be as close to Inquisitor Lord Caidin 
  as it is possible to be. Lord Dhar is a highly militant Inquisitor 
  and a veteran of numerous battles against the Ruinous Powers; 
  he rules his Chamber with a will as hard and unyielding as 
  granite. Though a renowned servant of the Ordo Malleus, 
  Lord Dhar has never revealed which, if any, of the factions he 
  supports. No outward clues of his allegiance can be discerned, 
  and it is not even clear what side of the Puritan/Radical divide 
  he occupies. Some have suggested that Ghankus Dhar is a 
  member of an otherwise unknown faction, and that he always 
  leads his Chamber in such a way as to advance his creed. In 
  truth, the Scholariate has always been led by men and women 
  such as Dhar: truly rare individuals able to cast off the shackles 
  of factional adherence and place the Ordo above all. 
  What makes Dhar’s Chamber so unusual is that it appears 
  to consist of Inquisitors drawn from many different factions, 
  both Puritan and Radical. Ordinarily, Inquisitorial cells 
  and the Chambers of the Ordo Malleus Calixis are drawn 
  from individuals of the same broad doctrinal leanings, yet 
  this is not the case with the Scholariate at Arms, and never 
  has been since its inception a thousand years ago. While it 
  might appear that such an arrangement could only succeed 
  if Inquisitors of the same mindset as the Master in Chamber 
  can be pooled together, this is not the case. The members of 
  the Scholariate are in fact bitter rivals, ever striving to outdo 
  one another even in the face of impending doom. Some 
  say that this arrangement creates a dynamic tension that is 
  the source of the Scholariate’s strengths. Others believe the 
  Chamber is some bizarre experiment, or even worse a plot 
  to undermine the Ordo by setting the factions against one 
  another in the worst possible way. Whatever the truth, the 
  results are undeniable—the Scholariate at Arms has been 
  counted amongst the most successful Chambers of the Ordo 
  Malleus Calixis since its inception.
  
  I: The Ordo Malleus
  15
  I  The Ordo Malleus
   The Ordo Malleus
  The rooTs oF The 
  sCholarIaTe aT arMs
  The Scholariate appears to have been in existence in a nascent 
  form at the foundation of the Calixis Sector. Much like the 
  earliest of Inquisitors moved in the shadows of the Emperor, 
  the Scholariate followed in the wake of the Angevin Crusade, 
  descending upon the peoples it had defeated and purging 
  them of any Warp taint they discovered. This self-appointed 
  task was truly gargantuan, for many of the worlds of the 
  Calyx Expanse had been blind to the light of the Emperor for 
  countless millennia, oppressed and corrupted by vile xenos 
  overlords. When Drusus was appointed the fi rst governor of 
  the Calixis Sector, the Scholariate’s leaders made themselves 
  known to him, and told him of the true state of many of 
  the sector’s human worlds. For millennia, Drusus was told, 
  these worlds had been beyond the attentions of the Black 
  Ships and entirely at the mercy of Warp incursions brought 
  about by the existence of un-culled, unsanctioned psykers. 
  With the birth rate of psykers rising, all of the crusade’s great 
  works might collapse to nothing unless Drusus took control. 
  The Scholariate’s leaders knew Drusus to be a stalwart of the 
  Imperial Faith, who would not fl inch at doing what must be 
  done, and in this they were correct. Drusus began to take 
  total Imperial control of the worlds in the Sector, and the 
  Scholariate moved with impunity amongst the newly cowed 
  populations, seeking out the deep, twisted roots of a taint that 
  had been allowed to grow for countless generations.
  In its earliest form, the Scholariate was a cell of Inquisitor-
  Savants, supremely learned men and women dedicated to the 
  task of tracking down and uncovering signs of Daemonic taint. 
  Once they set themselves to the task of purging the newly-
  conquered worlds of the Calyx Expanse, the Scholariate 
  assumed a more militant form. Corruption, the Scholariate 
  discovered, was everywhere, and they needed more resources 
  to destroy it. Their ranks swelled with Daemon Hunters 
  and zealots, well-equipped for the deadly business of facing 
  daemons in combat and banishing them back to the Warp. 
  Thus, the cell became the Scholariate at Arms, combining the 
  scholarly traditions of its founders with the aggressive zeal 
  of its newer members. The result was, and still is a thousand 
  years later, a cell of bloodhounds: Inquisitors capable of 
  detecting the faintest scent of corruption from half a sector 
  away, tracking it down, and destroying it utterly.
  sTruCTure
  The Scholariate at Arms exists as an extended network of 
  Ordo Malleus Inquisitors, operating under the fi rm, guiding 
  hand of Inquisitor Lord Dhar as its Proctor in Chamber. Dhar 
  himself spends most of his time in the Tricorn Palace, though 
  he often has cause to travel to one of the Seven Cloisters and 
  is thought to maintain his own, private citadel on one of the 
  airless moons of Quaddis. Beneath Lord Dhar is the Chamber 
  itself, consisting of twenty-three Inquisitors of the Ordo 
  Malleus. It is rare for all twenty-three Inquisitors to meet at 
  any one time, but attendance at any given Chamber meeting 
  is never allowed to drop below fi ve as a matter of sacred 
  duty. Most of the twenty-three Inquisitors are the masters 
  of extended networks of Acolytes, servants, and contacts, 
  and contact between the servants of different Inquisitors 
  is extremely rare, and for a very good reason—they often 
  despise each other.
  The Chamber is as diverse a body of servants of the 
  Emperor as it is possible to gather. Inquisitors of every creed 
  and philosophy are brought together under the Proctor, and 
  their differences set aside in the Chamber, under punishment 
  of death. In the Chamber of the Scholariate, Radicals 
  and Puritans face one another in grim silence, forced by 
  circumstance to endure the presence of their most hated rivals. 
  Factional debate is highly regimented within the Chamber, 
  a rule which the Proctor enforces ruthlessly. Some say that 
  even the presence of the despised and outcast Phaenonites is 
  suffered in the Chamber, and if this is true, it is probably the 
  only place in the Sector where this is so.
  Exactly what compels the Inquisitors of the Chamber to 
  serve alongside those they hate remains a well-kept secret. 
  While some Inquisitors have left the Scholariate, most have 
  not. Either the Inquisitors have been convinced of some 
  truth so dire that they must set aside their differences, or the 
  Proctor has coerced them in some way, essentially holding 
  them ransom lest some detail of their past be revealed. To join 
  the ranks of the Scholariate, an Inquisitor must take terrible, 
  binding oaths, the substance of which he may never divulge 
  to another.
  When the Chamber is gathered, it is invariably to hear 
  the pronouncements of the Proctor. Lord Dhar informs the 
  Inquisitors in Chamber of their duty, assigning one or more 
  cells to undertake a particular task to advance the Scholariate’s 
  aims and those of the Ordo Malleus Calixis in general. When 
  one or more Inquisitors are required to undertake a mission, 
  the Proctor invariably chooses those of opposing factional 
  doctrines. His choices appear at best capricious, and at worst 
  intended to deliberately undermine the mission.
  When multiple Inquisitors of the Scholariate at Arms 
  undertake a mission together, their operations are invariably beset 
  with internecine rivalries. While violent dispute is forbidden at 
  the Chamber meetings, out in the fi eld things are very different 
  indeed. Each Inquisitor focuses as much on undermining his 
  rivals as completing the mission. Perversely, this doctrine results 
  in far more successes than failures; the constant and bitter 
  competition only serves to drive the Inquisitors onward even in 
  the face of odds others would balk from. 
  TiTles of The ChamBer
  Each of the twenty-three Inquisitors in the Chamber of 
  the Scholariate at Arms is by ancient tradition granted a 
  title relating to the role he is expected to play within the 
  Chamber. There are in fact offi cially two hundred of these 
  roles, but as the Chamber’s membership is fi xed at twenty-
  three, only a portion of them are fi lled at any one time. These 
  roles include the Armourer in Chamber, Archiver in Chamber, 
  and Exorcist in Chamber, the responsibilities of which are 
  largely self-evident. Many more, far less clear titles exist, 
  including Inquisitor Pursuivant, Recaller, Writer of Names, 
  and Master of Seals. While the holder of each appointment 
  
  I: The Ordo Malleus
  16
  bears authority and responsibility in a specifi c fi eld whilst 
  gathered in Chamber, all members except for the Proctor 
  are equal outside of it. Thus, an Inquisitor may be granted 
  access to the Scholariate’s armoury-vaults by the Armourer 
  in Chamber, only to turn his weapon upon the Armourer 
  later on. It appears that this arrangement is understood and 
  accepted, and the traditions adhered to, regardless of the 
  doctrinal stance taken by the holder of each rank.
  The holders of many of these titles have particular areas 
  of responsibility. Often their own cadres assist them in their 
  duties, but in many cases the Inquisitors are entirely unaware 
  of their master’s role. The Armourer in Chamber, for example, 
  is responsible for the maintenance of the Scholariate’s most 
  potent relic-weapons (though only the Keeper of the Key 
  is able to grant access to the armoury-vault). Many of the 
  Acolytes serving under the Armourer in Chambers are tasked 
  with assisting him in his work. The Warden of Writs maintains 
  extensive archives on behalf of the Scholariate, and his cadre 
  includes a great many adepts and savants. Conversely, the 
  Writer of Names is a lonely role, the holder responsible for 
  recording the many names of the Warp entities the Scholariate 
  has slain. This task is too dangerous to involve even the most 
  skilled and trusted of Acolytes, and so is always performed 
  in isolation.
  holdinGs of The sCholariaTe aT arms
  The Chamber maintains dozens of holdings across the Calixis 
  Sector, most of them falling under the category of Solitarium. 
  The largest and most visible to the greater Inquisition is to 
  be found in the Tricorn Palace, but these holdings are only 
  ever used to conduct the most inconsequential of Chamber 
  business. In truth, the Scholariate considers its mission of 
  such importance that not even other members of the Ordos 
  Calixis can be fully trusted.
  The largest of the Scholariate’s holdings is the armoury-
  vault maintained by the Armourer in Chamber. Often referred 
  to by the members of the Scholariate as the Sepulchrum, it 
  lies ten kilometres beneath the lowest levels of Hive Sibellus 
  on Scintilla, and is accessible only to those granted access 
  by the Keeper of the Key. Those allowed to enter the 
  Sepulchrum step into an armoured blister, and the moment 
  the hatch closes behind them a stasis fi eld activates, capturing 
  them like a fl y in amber. The blister descends into the silent 
  depths with its passengers frozen in time, and the stasis fi eld 
  is deactivated once the descent is complete. The Sepulchrum 
  is a vast, armoured storage facility, lined with shelf after 
  shelf of relics and artefacts, as well as hundreds of sealed 
  vaults, within which the most forbidden objects are stored. 
  The Sepulchrum is staffed by several hundred soul-cleansed 
  servitors, whose sole reason for living is to watch over and 
  maintain the contents of the armoury-vault. Some servitors 
  spend their entire lives, which can last for centuries, polishing 
  sanctifi ed armour and holy blades. Others renew the faded 
  text on faded prayer scrolls, mindlessly tracing and retracing 
  script written by the most holy saints. A cerebral charge is 
  implanted into the cranium of each servitor, linked to wards 
  that burn out at the fi rst sign of Warp intrusion, tripping the 
  charge and destroying the servitor utterly. 
  The Pandaemonia are a number of hidden facilities 
  scattered across the Calixis Sector, some within the Seven 
  Cloisters, others elsewhere. Each is an impossible hybrid 
  of techno-arcana and psychic engineering, a great infernal 
  machine within which the Scholariate binds daemons too 
  powerful to banish. Some daemons, the savants claim, are able 
  to return to the real universe after a set amount of time has 
  passed since their banishment; by binding the daemon within 
  a Pandaemonia the fi end might be kept at bay forever, or so the 
  Scholariate hopes. Each of the Pandaemonia is maintained by 
  an Inquisitor and his staff and often guarded by a substantial 
  retinue of household troopers. Most of the Pandaemonia 
  are located where the members of the Scholariate can easily 
  
  I: The Ordo Malleus
  17
  get to them, but not so close to densely inhabited centres 
  of population that should the facility be compromised 
  great damage would be done. For example, a Pandaemonia 
  is maintained on Scintilla, the capital world of the Calixis 
  Sector and seat of its government, several hundred kilometres 
  out into the ash wastes and well hidden from prying eyes. 
  Other Pandaemonia are situated in interplanetary space, on 
  otherwise barren worlds, or in the trackless depths of a Death 
  world jungle, all distant and hidden, yet easily accessible to 
  the Scholariate due to their locations along key Warp conduits. 
  Unlike the Seven Cloisters, the locations of the Pandaemonia 
  are an ‘open secret’ within the upper echelons of the Ordos 
  Malleus Calixis, and even within the wider Ordos Calixis. 
  This is because any Inquisitor or Acolyte may be faced with a 
  daemonic incursion, regardless of which Ordo he is a member 
  of, and may therefore have need of the ability to bind the 
  daemon within a Pandaemonia. This is generally achieved 
  by way of a temporary binding, where the daemon is locked 
  within some form of vessel, either an object or a being. The 
  vessel is then transported to one of the Pandaemonia before 
  being interred within the infernal engine. The process utterly 
  destroys the physical body of the vessel, whatever form it 
  took, and the thing within is released into the engine’s arcane 
  binding matrix. The devices are also used to destroy tainted 
  relics such as daemon weapons. The weapon itself is shattered 
  and the fi end within it trapped.
  The Hall of Canon is another facility maintained by the 
  Ordo Malleus Calixis under the auspices of the Archeaognost 
  in Chamber, an Inquisitor and holder of one of the Chamber’s 
  few permanent appointments. The Hall is located in Hive 
  Ortak on Malfi , though its existence is kept secret from the 
  local government and its subjects. The purpose of the Hall 
  of Canon is to gather any and all possible references to the 
  activities of the archenemy, and to use that information to 
  predict future incursions. Most of the missions that the 
  Inquisitors in Chamber undertake are the result of some vague 
  piece of intelligence from the mighty cogitation stacks of the 
  Hall of Canon. These data-mills are attended by Tech-Priests 
  seconded from the Forge world of JXMA18Z according to 
  ancient and binding pacts, and have by all accounts been 
  continuously active since the facility was built soon after 
  the founding of the Calixis Sector itself. It is also believed 
  that some form of ‘ætheric hyper-scribing’ connects the 
  Hall of Canon with the Administratum archives in the Prol 
  system, somehow allowing the Ordo Malleus to access the 
  Decatalogues’ vaults from light years away. But the systems of 
  the Hall of Canon are far more than cogitation engines—they 
  are actually a hybrid ‘vaticination matrix’, an arcane device 
  built millennia ago by a cult of insane psy-coders long since 
  burned at the stake by the Ordo Hereticus. The matrix allows 
  the Ordo Malleus to introduce elements of foretelling 
  into the predictions of the device, combining data 
  processing and psychic prognostication in a 
  single machine that would be forbidden to 
  anyone but the Inquisition.
  The Hall of Vestiges is a vast chamber 
  maintained by the Scholariate at Arms in 
  Hive Tarsus on Scintilla. The chamber 
  contains several thousand relics of the 
  Scholariate’s countless victories over the daemonic. Some 
  are seemingly insignifi cant while others are terrifying to 
  gaze upon. The largest are the fl ensed and polished skulls of 
  daemons, etched with warding glyphs and exorcised by the 
  most potent Banishers in the segmentum. At the centre of the 
  chamber’s main wall are mounted the skulls of four Greater 
  Daemons, one from each of the Ruinous Powers, sealed within 
  a glittering stasis fi eld. The Hall of Vestiges serves as a temple 
  in which the Scholariate’s members perform their most sacred 
  rites and worship the Emperor. It is also a trophy hall, where 
  the greatest of past Daemon Hunters can be remembered and 
  venerated. Most of the Inquisitors of the Scholariate at Arms 
  hope that one day, one of their own kills will adorn the walls 
  of the Hall of Vestiges.
  The Crypt of the Nameless is a Scholariate holding known 
  only to the Proctor in Council and his most trusted servants 
  and subordinates. The Crypt is located at the heart of the First 
  Cloister on the outskirts of the Threnos Zone, and it is used 
  to contain those Inquisitors who have been driven beyond the 
  threshold of sanity by what they have seen, but who must, for 
  whatever reason, be kept alive. While most Inquisitors affl icted 
  by such mental wounds are killed mercifully or mind-wiped, 
  the Scholariate at Arms commonly spirits such unfortunates 
  away to be held within the Crypt of the Nameless. The 
  Inquisitor is announced dead, having laid down his life with 
  great honour in the name of the Emperor and the mission of 
  the Scholariate. Yet in reality, he lives still, ranting and raving 
  in irons in one of the crypt’s warded cells. His every word is 
  recorded by psychically dampened servitors and forwarded to 
  the Hall of Canon for processing. Many a Daemon has been 
  banished due to clues sifted from the words of their victims, 
  and so the terrible price is deemed worth paying. It is said 
  that as many as a hundred former Inquisitors are held within 
  the Crypt at one time, as well as several thousand Acolytes. It 
  is even said that several former Proctors in Chamber and at 
  least one former member of the Tyrantine Cabal are locked 
  within the Crypt, kept alive by forced rejuv treatments so that 
  their screams and gibberings might provide weapons for the 
  eternal war against the infernal.
  continuously active since the facility was built soon after 
  the founding of the Calixis Sector itself. It is also believed 
  that some form of ‘ætheric hyper-scribing’ connects the 
  Hall of Canon with the Administratum archives in the Prol 
  system, somehow allowing the Ordo Malleus to access the 
  Decatalogues’ vaults from light years away. But the systems of 
  the Hall of Canon are far more than cogitation engines—they 
  are actually a hybrid ‘vaticination matrix’, an arcane device 
  built millennia ago by a cult of insane psy-coders long since 
  burned at the stake by the Ordo Hereticus. The matrix allows 
  the Ordo Malleus to introduce elements of foretelling 
  into the predictions of the device, combining data 
  processing and psychic prognostication in a 
  single machine that would be forbidden to 
  The Hall of Vestiges is a vast chamber 
  maintained by the Scholariate at Arms in 
  Hive Tarsus on Scintilla. The chamber 
  contains several thousand relics of the 
  
  I: The Ordo Malleus
  18
  I: The Ordo Malleus
   The Ordo Malleus
  18
  18
  CALIXIAN 
  INCURSIONS
  “Where the daemon treads, there treads the weakling after. Where 
  stalks the dark hunter of the night, creeps behind the craven fool.”
  –Nine Admonitions, Admonition the First
  T
  he work of the Ordo Malleus is never done, and it can 
  truly be said that entire sectors of the Imperium would 
  have long ago fallen to daemonic incursions were it 
  not for the constant vigilance of the Daemon Hunters. This is 
  certainly true of the Calixis Sector, where a number of major 
  incursions and countless smaller ones have been halted over the 
  last millennium. Some worlds have been lost entirely, all record 
  of their fate and current status purged from the annals of the 
  Imperium’s history. Several regions of the sector are forbidden 
  by Inquisitorial edict, and although few know why, some must 
  surely be the result of catastrophic daemonic incursion.
  On several occasions, the fate of an entire world has stood 
  in the balance. The Ordo Malleus has saved countless souls 
  from eternal damnation, and subsequently purged all records 
  and witnesses so that none now know of the courage and 
  sacrifi ce of these most dedicated servants of the Emperor. 
  This section presents an overview of fi ve such Calixian 
  incursions, details of which exist only in the sealed archives 
  of the Calixian Conclave. Knowledge of these incursions is 
  beyond even the most highly connected Inquisitor or the 
  most obsessive savant, and Acolytes will only ever discover 
  them if specifi cally entrusted such knowledge by a Master 
  in Council. In all probability, the granting of this knowledge 
  will prove the precursor to a do-or-die mission, and the 
  Acolytes may wish they had never heard it at all.
  The Ordo Malleus is monitoring, as best it is able, many 
  more potential incursions, and steadily mobilising resources 
  to combat them. The Ordo has taken an interest in the 
  phenomenon known as the Tyrant Star, although very few 
  members of the Tyrantine Cabal are drawn from the Ordo’s 
  ranks. Others are currently engaged in preliminary operations 
  against a threat emerging on the Spinward border of the 
  Calixis Sector—that of the so-called Lord of Misrule.
  The BloodWraTh 
  InCIdenT
  At the close of 604.M41, the 92nd Brontian Longknives of the 
  Imperial Guard were dispatched to the feral world of Dwimlicht 
  to suppress a widespread and bloody uprising. A confederacy 
  of over a hundred tribes had formed and launched a series of 
  assaults against the few Imperial facilities on the world. Most of 
  these were simple Administratum census-stations, Ecclesiarchy 
  missions, and the like, but one was an Order Famulous outpost, 
  from which the Adepta Sororitas of the Order of the Shining 
  Path kept watch on the natives’ society and traditions. The 
  last thing the sisters reported before they were overrun was 
  the natives’ involvement in a number of highly suspect ritual 
  practices. Where formerly the tribes had made blood offerings 
  of animals to “He who sits on the Golden Throne,” now they 
  made living human sacrifi ces to “He who sits on the Brass 
  Throne.” While the distinction might have been lost to many, 
  the sisters saw the practice as Heretical. Through lengthy 
  interrogations they uncovered it as the worship of the Chaos 
  God Khorne, Lord of Battle and Bloodshed.
  The 92nd Brontian was dispatched to put down the uprising 
  before it spread to the entire world, and its offi cers ordered 
  to spare none in their purge. The operation to suppress the 
  tribal confederacy was over almost as soon as it had begun, 
  for the tribal warriors were entirely incapable of resisting the 
  superior fi repower of the Imperial Guard. Ordinarily, such 
  an uprising would have been expected to disperse before the 
  Imperial troops, to adopt insurgency tactics, and to make the 
  off-worlders bleed for every day of their occupation. Yet, this 
  did not occur. Instead, the tribal warriors threw themselves 
  at the Brontians’ drop-zone fortifi cations, screaming their 
  veneration to their bloodthirsty god as they died on the 
  regiment’s guns. 
  The Offi cio Tacticae advisors accompanying the operation 
  were at a loss to explain what had happened, but most of the 
  offi cers and men were relieved the campaign had concluded 
  itself so quickly. Sector command ordered the regiment to 
  form into company-sized groups and hunt down any further 
  sign of the insurgency. It soon became evident that the short, 
  if bloody, battle at the drop zone had been fought against 
  the entirely of the uprising, and no more insurgents were 
  
  I: The Ordo Malleus
  19
  discovered. The regiment discovered plenty of evidence of the 
  bloodthirsty rituals that had taken hold of the confederacy’s 
  tribes, and a hundred blood-fanes were put to the torch in the 
  fi rst days and weeks of the occupation.
  The 92nd Brontian Longknives assumed occupation and 
  escort duties, accompanying the hundreds of Ecclesiarchy 
  missionaries dispatched to Dwinlicht to ensure no taint of 
  any corruption remained, even though the true nature of that 
  corruption was never revealed to them. After a year, the task 
  was announced complete, and the regiment withdrew to be 
  replaced with a locally raised militia force. The regiment’s 
  company groups assembled at the drop zone, and were shuttled 
  to a transport waiting in orbit, where they would depart on a 
  voyage estimated to take no more than three weeks.
  The voyage actually took three years, and the transport 
  vessel fi nally exited the Warp near Port Wander. The vessel 
  failed to respond to automated far-system transponder beacons, 
  and so an armed mission was dispatched to investigate.
  The vessel was found to be a slaughterhouse, entirely 
  overrun by daemons of Khorne. It was later surmised that the 
  Imperial guardsmen had indulged in the forbidden practice 
  of trophy-taking from the dead tribal warriors, and through 
  these artefacts had become tainted by the same bloodthirsty 
  corruption that had brought about the Dwinlicht uprising. 
  At some point in the Warp transit each relic had become an 
  open portal into the Empyrean, through which the daemonic 
  servants of the Blood God surged.
  As if this was not dire enough, the transport was drifting 
  towards Port Wander, a major Battlefl eet Calixis facility and 
  the gateway to the Maw and the distant Koronus Expanse. 
  The risk to the port was deemed catastrophic, and the Imperial 
  Navy ordered the transport to be destroyed without delay.
  Just as a squadron of torpedo-armed frigates was about 
  to set out from Port Wander, however, two Inquisitors of the 
  Scholariate at Arms made their presence known to the Navy’s 
  commanding offi cer. The admiral was ordered to stand down 
  his vessels and keep them near the station as a last resort. 
  The incredulous naval offi cer was informed that an Ordo 
  Malleus cell would be boarding the daemon-infested vessel to 
  combat the incursion in person and discover for certain how 
  it had happened. Only if the vessel approached to within one 
  million kilometres of Port Wander, the admiral was ordered, 
  was it to be destroyed.
  The Ordo Malleus Inquisitors in question were the Radical 
  Inquisitor Bellas the Elder, who believed that the tools, and 
  indeed the servants, of Chaos could be harnessed in the 
  defence of Mankind, and Inquisitor Dylhin, a Puritan with 
  the exact opposite beliefs. Yet despite their differences, both 
  Inquisitors agreed that the transport must be boarded rather 
  than destroyed outright, though for entirely different reasons.
  Exactly what happened on the transport vessel will never be 
  known for sure, for none of the Inquisitorial cell returned and 
  the communications logs of all naval vessels within range were 
  later purged by Ordo Malleus data-slayer routines. However, 
  the records of the Scholariate at Arms claim that the two 
  Inquisitors fought side-by-side as brothers, slaying daemon 
  after daemon as they made their way through the vessel’s 
  blood-spattered companionways to reach the vessel’s heart, its 
  central cargo bay. There, in the centre of the rune-painted bay, 
  stood a Bloodthirster of Khorne. Inquisitor Bellas the Elder 
  sought to bind the Greater Daemon to his will, while Inquisitor 
  Dylhin sought to banish it through the word of the Emperor. 
  The three-sided battle that ensued raged bitterly for several 
  hours. None could gain the upper hand, not even the terrifying 
  scion of the Blood God. At the last, no one won the battle: the 
  transport vessel crossed over the one million-kilometre mark 
  and was destroyed utterly by a wave of torpedoes.
   In their bitter rivalry and their dogged refusal to cede 
  defeat, the Inquisitors purchased precious time for their own 
  Acolytes to stop a terrible ritual of sacrifi ce elsewhere on the 
  vessel, preventing a full daemonic incursion upon Port Wander. 
  The Fall oF The 
  house oF Ios
  The House of Ios was an honoured line of chartist captains, 
  its origins pre-dating the founding of the Calixis Sector a 
  thousand years ago. The line’s holdings were spread across 
  fi ve sectors, but the vast majority of the family lived on the 
  ocean world of Spectoris. One day in 797.M41, a scion of 
  the House of Ios returned from an out-sector Cold Trade run 
  with a priceless gift for his daughter Antigone—a glittering 
  gem said to have been born in the fi ery heart of the very 
  oldest of stars. The girl had the fantastic stone mounted in a 
  fi ligreed headpiece, and wore it upon her brow so that all in 
  the palace and the surrounding islands might see her status, 
  and bow down before her.
  
  I: The Ordo Malleus
  20
  Over the following decades, Antigone rose to become the 
  head of her line, and her father’s island palace expaned to 
  become a marvellous city amidst the islands. In short order, 
  she assumed total power over the House of Ios, and her line’s 
  coffers swelled. Then, something entirely unexpected occurred.
  Spectoris was ordered by the Munitorum sector command 
  to raise a regiment for the Imperial Guard. A recruitment 
  mission was dispatched to the islands over which the Queen 
  of the House of Ios ruled to ascertain the fi tness of its militia.
  However, upon Munitorum inspection, the population of 
  the island chain was discovered to be entirely unsuitable for 
  induction into the Imperial Guard. The men were listless and 
  effete and the women indolent and soft. All bore expressions 
  of vacant distraction, and appeared disinterested in their 
  surroundings and unresponsive to questions. 
  The recruiting offi cers escalated their investigation to 
  include the nobles of the House of Ios, and soon, disaster 
  befell them. Upon demanding entry into the palace itself, the 
  offi cers were unexpectedly attacked by the household guards 
  claiming that they had to protect their mistress at all costs. A 
  slaughter ensued, but before the last of the Munitorum staff 
  was cut down, he managed to transmit a pict-log to the troop 
  transport waiting in orbit. 
  The transmission was intercepted by agents of the 
  Inquisition, and retribution came three months later. An 
  Ordo Malleus strike force led by Inquisitor Lord Dhar of 
  the Scholariate at Arms descended upon the palace of the 
  House of Ios. Nine Inquisitors, three dozen Acolytes, and a 
  hundred storm troopers were inserted directly into the heart 
  of the palace grounds by Valkyrie airborne assault carriers, 
  supported by a wing of Vulture gunships. The corrupted 
  servants of Antigone were ready for the assault and had 
  fortifi ed the palace, mounting air defences upon its delicate 
  minarets, and daubing the entire structure with blasphemous 
  runes. In the months since the household guards had 
  slaughtered the Munitorum staff, they had become mutated, 
  as if the warping power of Chaos had suffused them with 
  dark splendour. The warriors’ hands had twisted into metre-
  long claws, and razor-sharp horns sprouted from their heads. 
  They had preternatural speed and agility, and they shrieked a 
  song of cacophonous discordance that brought men to their 
  knees as their brains bled out from their ears. Dozens of storm 
  troopers and Acolytes were slain in the fi rst minutes of the 
  assault, but Lord Dhar and his companions steeled their souls 
  and fought through to Antigone’s throne room, and there saw 
  just how close Spectoris was to doom.
  Queen Antigone sat upon her throne, the gleaming gem 
  mounted at her brow. From the gem shone the raw energy 
  of the Warp, and three of Dhar’s brother-Inquisitors were 
  struck down by ravening beams of light before they could 
  take another step. Dhar himself fought through the Warp-
  energy and approached the throne, pronouncing his verdict 
  upon the Queen of the House of Ios: she had opened her 
  soul to the Daemon Prince of Chaos, and would die by the 
  Inquisitor’s hand.
  But before Dhar could carry out his judgment, the gem 
  doubled its infernal luminescence and the air rippled with 
  impossible energies. Its light expanded to fi ll the entire dais, 
  consuming the body of the Queen. The gem had become 
  a gateway into the very depths of the Warp, and through 
  it came the Daemonic servants of Slaanesh—dozens upon 
  dozens of lithe, deadly Daemonettes.
  The battle that ensued raged through the night, and by 
  its end Dhar was the only Inquisitor left standing amidst the 
  shattered bodies of hundreds of Daemonettes. At the very 
  last, a Greater Daemon of Slaanesh—a Keeper of Secrets—
  emerged from the portal, the glittering gemstone set upon its 
  brow. Dhar would have been outmatched and slain, were it 
  not for intervention from an unexpected quarter. A troupe of 
  Eldar Harlequins emerged from a rippling tear in the fabric 
  of reality, and fell upon the daemon, moving too fast for the 
  Inquisitor Lord to follow. The blurred forms of the Harlequins 
  darted in and out, delivering a thousand blows, each of which 
  was too weak to slay the daemon alone, but combined slowly 
  robbed it of its strength and speed. At last, the leader of the 
  troupe delivered the killing blow, skewering the daemon’s 
  gemstone with a lightning fast lunge of his power sword.
  The Keeper of Secrets was transfi xed upon the Harlequin’s 
  blade. Before the Inquisitor Lord’s eyes, its form collapsed in 
  upon itself, until the body of Antigone of Ios lay upon the 
  wrecked dais. Their work done, the Harlequins departed, and 
  Lord Dhar stood alone in the corpse-strewn throne room.
  Judgement had been delivered upon the House of Ios.
  In the months that followed, Lord Dhar led a campaign 
  of retribution against the remaining holdings of the chartist 
  captain line. None escaped his attentions, and even those who 
  fl ed beyond the borders of Calixis were purged by his far-
  ranging operatives. 
  The name of the House of Ios was stricken from all offi cial 
  records, and its name never spoken again. 
  
  I: The Ordo Malleus
  21
  I: The Ordo Malleus
   The Ordo Malleus
  21
  21
  The ProTasIan BreaCh
  Not all of the servants of the Ruinous Powers lurk mindlessly 
  in the Warp waiting to be summoned—some have the means 
  and will to bring about cataclysms through subtle and far 
  reaching manipulation. Five hundred years ago, the war-torn 
  world of Protasia was almost subsumed beneath a wave of 
  Warp-spawned doom the likes of which has seldom been 
  seen even within the Calixis Sector.
  Protasia’s doom began when the planet’s Imperial 
  Governor—Lord Malkun Grund the Fifty-First—took it 
  upon himself to plot secession from the Imperium. Not 
  a stupid man, Grund kept his own counsel on this matter, 
  concocting all manner of ways in which he might cast off the 
  hated yoke and free himself entirely of any obligations to the 
  wider galaxy. Yet, though Grund never told another soul of 
  his slow-burning ambitions, someone, or rather something, 
  heard his thoughts and whispered to him within his mind.
  An envoy of Tzeentch, the Chaos God of sorcery and 
  guile, had heard his plotting, and spoke to him of the power 
  he could gain if he just declared Protasia’s secession. Grund 
  listened closely, for the envoy fl attered him with promises of 
  all he might become once he followed his own path and not 
  that of the Adeptus Terra. Although Grund never needed to 
  say a single incriminating word to any of his subordinates, 
  Tzeentch caused his plots to take root in their minds as well. 
  Step by step, the ties that bound Protasia to the Imperium 
  were cut. Trade missions on favourable terms were declined, 
  Ecclesiarchy tithes were slowly, subtly reduced until they were 
  scarcely worth collecting. Reliance on nearby worlds was 
  reduced, and senior Administratum adepts quietly killed off. 
  At the last, at the insistence of the envoy, Grund declined 
  to undertake a crucial obligation of an Imperial Governor: he 
  cancelled the annual psyker cull.
  It was several years before the cancellation of the cull took 
  effect, but when fi nally it did, doom came to Protasia. In a 
  single day, a dozen rogue psykers came into their powers 
  and ravaged the land, killing thousands in an orgy of psychic 
  murder. The very skies above Protasia seethed with witch-
  lights and arcs of raw psychic power stitched across the 
  boiling clouds. Grund raged—imploring the envoy to deliver 
  him and his world from the chaos that had overtaken it. But 
  for the fi rst time in a decade, the envoy was silent. Grund was 
  abandoned to his fate.
  At the height of the psychic storm, each of the rogue 
  psykers was transfi gured into a grotesque gateway of pulsing 
  fl esh, through which spewed hundreds of vile Enslavers. 
  These utterly alien creatures were native to the Warp, but fed 
  upon the stuff of reality. They entered the material universe 
  through the unprotected minds of rogue psykers, and on 
  Protasia they went forth across the land, turning day to night 
  and taking over the minds of countless millions of Grund’s 
  subjects. Hordes of drooling, mind-slaved drones stumbled 
  across the surface of Protasia, and more and more portals 
  were opened as the Enslavers harnessed the power of the 
  entire population to breach the Warp and draw forth more 
  of their kind.
  And then, as Grund sank to his knees upon the last intact 
  tower of his palace, a bright light appeared in the seething 
  skies. The light descended upon a pillar of fl ame, coming to 
  rest before the uncounted horde. A group of warriors, each 
  armoured in polished silver, emerged from the drop ship, and 
  without pause dove into the heart of the enemy. Fire rained 
  from the skies, and Grund knew that a fl eet of vessels must 
  be in orbit, unleashing a fearsome orbital barrage that was 
  tearing the mind-slaved horde apart before his eyes.
  Grund uttered the laugh of the madmen, for he knew that 
  he was delivered, but that he would soon pay the ultimate 
  price for his treachery. For he knew that had brought about 
  the ruin of his world, and had caused the deaths of millions. 
  But then the barrage abruptly ceased. The Black Ships, 
  battle barges of the Grey Knights Chapter of Space Marines, 
  and cruisers of Battlefl eet Calixis were set upon by another 
  fl eet belonging to the servants of the Ruinous Powers—the 
  Alpha Legion. The envoy appeared once more at Grund’s back, 
  whispered its thanks for his service, and was gone forever.
  The two fl eets engaged even as the battle continued on the 
  surface below. Millions of tons of ordnance were exchanged 
  in the opening salvoes, and within an hour, dozens of ships 
  were afl ame. While the two fl eets tore one another apart, the 
  massively outnumbered Grey Knights on the ground fought 
  their way through the horde to reach the quivering gristle-
  gates that the psykers had become, and one by one, destroyed 
  them. When at last the fi nal gate was closed and the last of the 
  Enslavers slain, the horde fell apart, millions of mind-slaves 
  collapsing to the ground in an instant.
  In orbit, the Alpha Legion war fl eet disengaged, but the 
  Imperials were too weak to pursue. Instead, they turned their 
  attentions upon the ruins of Protasia, which in the course 
  of mere days had been reduced to nigh-complete ruin. Lord 
  Malkun Grund the Fifty-First was the only human being left 
  alive in his palace, and he was soon brought before the Ordo 
  Malleus and their Grey Knight allies. Grund was pronounced 
  guilty of the very worst crimes an Imperial Commander can 
  commit, and executed on the spot.
  Protasia was left a charnel house, its surviving populace 
  reduced to mere shells of their former selves as they wandered 
  an apocalyptic wasteland scattered with uncounted dead. 
  The Inquisition debated scouring the surface with cyclonic 
  torpedoes, in order to remove any trace of xenos or Warp 
  taint. The world received a stay of execution when it was 
  found that the Grey Knights’ intervention had averted a total 
  Warp breach, and all of those enslaved by the xenos were 
  dead. Protasia would rise from the ashes, but only after many 
  decades of rebuilding and constant vigilance for any taint.
  Years later, the taint of secessionism reappeared, and 
  Protasia announced itself beyond the power of the Adeptus 
  Terra. Perhaps the envoy of Tzeentch whispers from 
  the shadows still, manipulating the weak and bringing 
  about death and destruction in the pursuit of its master’s 
  unfathomable schemes…
  
  I: The Ordo Malleus
  22
  The PurgIng oF CaMP 109
  The world of 47 Kapella is a war-torn wasteland, every square 
  mile of its surface torn apart by craters and criss-crossed with 
  mile after mile of trench line. When war fi rst came to 47 
  Kapella, millions were displaced as vast armies clashed against 
  one another, and dozens of huge refugee camps sprung up. 
  Generations later, some of these camps had become cities, 
  vast conurbations of ragged buildings made of the detritus of 
  war and populated by the lost and the damned. 
  It’s no surprise, then, that the Chaos God Nurgle, Lord of 
  Plagues and Despair, reared his scabrous head in one such camp.
  The malady began when the sick and the desperate of 
  Camp 109 turned their faces from the light of the Emperor and 
  beseeched other, darker powers for deliverance. Deep within 
  the Realm of Chaos, Papa Nurgle heard their pleas and sent 
  forth his myriad gifts to grant them life eternal in his name.
  The fi rst to receive Nurgle’s gifts were Imperial Guardsmen 
  recovering from wounds sustained at the front line of the 
  war. Their wounds scabbed over and an unnatural vitality 
  fl ooded through them. Even as their features sloughed into 
  hideous fl esh-masks, these converts went forth amongst the 
  populace of Camp 109 and preached to the masses that only 
  by embracing death and despair would they cast off their fear 
  and enter into a new existence. The converts became an order 
  of demagogues, calling themselves the Scourge, and soon 
  they were preaching at every corner, their fi lth-encrusted 
  robes concealing their faces while their phlegm-ridden voices 
  beseeched any who would listen to follow them into glory.
  The contagion that the Scourge spread through Camp 109 
  was not simply one of bodily infection, but of the spirit as well. 
  Those who heeded their sermons found themselves falling ill 
  with dozens of ravenous plagues at once, yet they felt glad to 
  be sick. Soon, established orders were preaching against the 
  Scourge, denouncing them as servants of the archenemy. It was 
  not long before Camp 109 was beset by civil war every bit as 
  destructive as the battles its population had originally fl ed from.
  The leaders of each side were the preachers of the various 
  orders. On one side, zealots of a dozen different cults of the 
  Imperial Creed gathered the faithful and led them in assaults 
  against the plague-ridden fanes of the Scourge. On the other, 
  the demagogues of the Scourge rallied their sickly fl ock and 
  formed them into a fl y-infested wave of fi lth that overcame 
  any who stood before it.
  When the Scourge launched an attack against an Order 
  Hospitaller fi eld hospital, the situation fi nally came to the 
  attention of the Imperium’s authorities. The Sisters Hospitaller 
  barely escaped with their lives, and the tales they brought to 
  the Imperial Guard high command convinced the generals 
  that something far worse than a refugee camp riot was afoot.
  Even as the generals were requesting aid from the Tricorn 
  Palace, the situation inside Camp 109 was growing desperate. 
  The last followers of the true creed were overcome, and the 
  Scourge enacted a terrible rite to the glory of their dark 
  patron. The bloated corpses of their victims split asunder, and 
  from within each a daemon of Nurgle—a Plague Bearer—
  emerged. Camp 109 became in a single night the centre of 
  a stinking web of corruption, which was inexorably seeping 
  across the surface of 47 Kapella. 
  Salvation came to 47 Kapella in the form of Inquisitor 
  Lystug of the Ordo Malleus and his retinue. The Inquisitor’s 
  fi rst thought was to bomb Camp 109 from orbit, ensuring 
  that no trace of its corruption remained. But one of Lystug’s 
  companions, a former member of the Orders Hospitaller, 
  counselled against such a course of action. She advised that 
  the source of the infestation was as much spiritual as it was 
  biological, and would never be purged unless the original 
  host was located and exorcised. Lystug heeded her words, 
  and sought the aid of the Sisters Hospitaller who had fought 
  their way out of the camp before it had been overrun. The 
  sisters agreed to accompany the Inquisitor and his household 
  on a desperate mission: to return to Camp 109, seek out the 
  host, and purge it.
  The combined force infi ltrated the camp the very next 
  day, but soon reports of unexplained sickness affl icting the 
  front line regiments started to trickle in to high command. 
  Realising that time was short, Lystug abandoned subtlety. 
  Guided by the Sisters Hospitaller, he and his retinue cut 
  their way straight towards the host he knew must reside at 
  the heart of the infestation. The deeper his force penetrated, 
  the more vile the sickness affl icting the camp became. At 
  fi rst, they encountered individual affl icted people, but soon 
  waves of zombie-like followers of the Scourge came at them. 
  While the outer limits of the camp were ragged and stank of 
  corruption, the inner precincts were carpeted with biological 
  matter that reeked with such vile sickness that even the most 
  well-crafted rebreather was incapable of keeping it at bay. It 
  was the Sisters Hospitaller that kept the force moving in such 
  trying conditions, for they exuded a palpable aura of purity 
  that forced back the vile plagues of the enemy, creating a path 
  through which Lystug and his retinue could tread safely.
  That path led to the very centre of Camp 109, where they 
  found the fi rst host waiting for them atop a mountain of bloated, 
  fl y-ridden corpses. The host, the very fi rst of the wounded 
  Imperial Guardsmen to have beseeched the Lord of Plague for 
  aid, had become a Daemon Prince of Nurgle, granted apotheosis 
  for the destruction wrought in his master’s name. 
  Lystug ordered his servants to attack, but his words went 
  unheeded as the Sisters Hospitaller stepped forward as one and 
  formed a circle around the vile daemon. Chanting praises to 
  the saints of their healing order, the Adepta Sororitas crippled 
  the servant of Nurgle, purging its bloated, decaying body of 
  contagion so that only a dried, shrivelled husk remained. 
  Yet still, the power of Nurgle animated the Daemon Prince’s 
  form. It slew the many of the sisters and attempted to fl ee.
  Yet at that moment, Inquisitor Lystug stepped within the 
  circle of purity created by the Sisters Hospitaller and delivered 
  a single, crushing blow. In an instant, the Daemon Prince of 
  Nurgle was struck down and its plagues halted.
  Only when Lystug and the remaining Sisters were 
  evacuated was Camp 109 destroyed. The cleansing fi res of 
  orbital bombardment seared the damned place to ashes, and 
  it remains ruined to this day. Only through the purity of the 
  Sisters Hospitaller and the valor of the Inquisition was 47 
  Kapella saved from a world-ravaging plague. 
  
  I: The Ordo Malleus
  23
  ACOLYTES OF 
  THE ORDO 
  MALLEUS
  “Trust no one… not even yourselves.”
  –Last words of Inquisitor Khasulon to his Acolytes
  V
  ery few Inquisitors work entirely alone, and those 
  of the Ordo Malleus are no different. Behind every 
  successful Daemon Hunter stand dozens, sometimes 
  hundreds, of Acolytes. The servants of the Ordo Malleus 
  often regard themselves as elites within the Inquisition, some 
  of them claiming that the worst a servant of the other Ordos 
  risks is his life while they risk their immortal souls to defend 
  mankind against his ultimate enemies. To die at the hand of 
  an alien monstrosity is no great sacrifi ce, they claim, for the 
  soul of the slain is assured a seat at the right hand of the 
  Emperor. To die at the hand of a daemon, however, 
  is to risk eternal damnation, where the Acolyte’s 
  soul might have to endure an eternity of torment 
  and never break free to join the Emperor and his saints.
  Those that serve under an Inquisitor of the Ordo Malleus 
  are selected fi rst and foremost for their spiritual fortitude. 
  While martial skills are useful, they will avail an Acolyte 
  nothing if he collapses in a mewling, puking heap at the 
  fi rst sign of a daemon. The process by which an Acolyte is 
  selected depends upon the Inquisitor, but invariably consists 
  of a series of more and more diffi cult missions. The servant 
  is observed and tested, often from afar. At fi rst, the Acolyte 
  is exposed to relatively benign, albeit forbidden knowledge. 
  Some crack under the slightest test, their minds and spirits 
  broken by the knowledge that every human soul is adrift 
  upon an ocean of slavering predators. Others steel themselves 
  against such knowledge, drawing strength from the Emperor. 
  Those Acolytes are exposed to yet more horrors, eventually 
  facing heretics who have sold their souls to Chaos, and either 
  striking them down or dying in the attempt. Those who 
  survive such engagements go on to face the horrors of the 
  Warp made real—the Daemons of Chaos themselves. 
  Despite the care taken by most Inquisitors to ensure 
  their servants are mentally and spiritually prepared to face 
  the horrors of the Warp, most Acolytes fail. The majority 
  fall at the fi rst hurdle, their minds unable to accept even the 
  slightest of revelations. Others pass the fi rst few tests, but 
  fail when confronted with the mortal servants of Chaos, 
  unable to comprehend the fact that men would willingly sell 
  their souls to the things lurking in the Warp. Even the most 
  accomplished of Acolytes is, statistically, unlikely to survive his 
  fi rst encounter with the daemonic, but those that do are truly 
  counted amongst the most dedicated servants of Mankind.
  The costs of failing the many tests to which an Acolyte 
  may be exposed are terrible indeed. Insanity followed by a 
  merciful release is the absolute best many can hope for if they 
  live. At the opposite end of the scale, eternal damnation awaits 
  after death at a daemon’s hands. A very few are exposed to 
  such dire corruption that their minds snap and they willingly 
  offer themselves to the enemy they once swore to defeat, 
  becoming the servants of Chaos despite their oaths. It is said 
  that the souls of such traitors are the sweetest of meat to the 
  Ruinous Powers, and that the turncoats serve with all the more 
  dedication knowing that they are damned beyond redemption.
  The ranks of the Inquisition are many and varied, with 
  each servant of the Emperor able to offer the Ordo Malleus a 
  different range of skills in the eternal war against the Ruinous 
  Powers. The rest of this section discusses the role of each of 
  the major types of Acolyte within an Ordo Malleus cell.
  successful Daemon Hunter stand dozens, sometimes 
  hundreds, of Acolytes. The servants of the Ordo Malleus 
  often regard themselves as elites within the Inquisition, some 
  of them claiming that the worst a servant of the other Ordos 
  risks is his life while they risk their immortal souls to defend 
  mankind against his ultimate enemies. To die at the hand of 
  an alien monstrosity is no great sacrifi ce, they claim, for the 
  soul of the slain is assured a seat at the right hand of the 
  Emperor. To die at the hand of a daemon, however, 
  is to risk eternal damnation, where the Acolyte’s 
  soul might have to endure an eternity of torment 
  and never break free to join the Emperor and his saints.
  Those that serve under an Inquisitor of the Ordo Malleus 
  are selected fi rst and foremost for their spiritual fortitude. 
  While martial skills are useful, they will avail an Acolyte 
  nothing if he collapses in a mewling, puking heap at the 
  fi rst sign of a daemon. The process by which an Acolyte is 
  selected depends upon the Inquisitor, but invariably consists 
  of a series of more and more diffi cult missions. The servant 
  is observed and tested, often from afar. At fi rst, the Acolyte 
  is exposed to relatively benign, albeit forbidden knowledge. 
  Some crack under the slightest test, their minds and spirits 
  broken by the knowledge that every human soul is adrift 
  upon an ocean of slavering predators. Others steel themselves 
  against such knowledge, drawing strength from the Emperor. 
  Those Acolytes are exposed to yet more horrors, eventually 
  facing heretics who have sold their souls to Chaos, and either 
  striking them down or dying in the attempt. Those who 
  survive such engagements go on to face the horrors of the 
  Warp made real—the Daemons of Chaos themselves. 
  Despite the care taken by most Inquisitors to ensure 
  their servants are mentally and spiritually prepared to face 
  the horrors of the Warp, most Acolytes fail. The majority 
  fall at the fi rst hurdle, their minds unable to accept even the 
  slightest of revelations. Others pass the fi rst few tests, but 
  fail when confronted with the mortal servants of Chaos, 
  unable to comprehend the fact that men would willingly sell 
  their souls to the things lurking in the Warp. Even the most 
  accomplished of Acolytes is, statistically, unlikely to survive his 
  fi rst encounter with the daemonic, but those that do are truly 
  counted amongst the most dedicated servants of Mankind.
  The costs of failing the many tests to which an Acolyte 
  may be exposed are terrible indeed. Insanity followed by a 
  merciful release is the absolute best many can hope for if they 
  
  I: The Ordo Malleus
  24
  adePT
  Adepts are experts in gathering and processing knowledge, 
  and as such are always in high demand. The Scholariate at 
  Arms in particular makes use of large numbers of Adepts, 
  each employed within the retinue of a different member of 
  that Chamber. Adepts are masters of lore, and able to recall 
  with utter clarity the most obscure of references. They can 
  not only process such information, but perceive and predict 
  patterns within it, uncovering the activities of the servants of 
  the daemonic wherever they may be found.
  Adepts serving an Ordo Malleus Inquisitor are granted access 
  to tomes and archives forbidden to all others. Most such texts 
  are destroyed upon discovery, but many are secreted within the 
  sealed vaults of the Inquisition, and a trusted few are allowed 
  to consult them in the course of their duties. These tomes 
  include bestiaries of vile daemonic beasts and servants, books of 
  blasphemous ritual, forbidden histories of long-fallen cultures, 
  detailed accounts of atrocities committed on a planetary scale 
  and, perhaps worst of all, volume after volume of prophecy. Even 
  the strongest-minded Adept is likely to be affected by exposure 
  to such malefi c knowledge, and so it takes a truly exceptional 
  individual to survive, let alone tolerate, the task.
  The task of an Adept within a cell of Acolytes is to track 
  information that aids the group in its mission, and also to 
  understand all that occurs so that the Ordo’s knowledge of its 
  daemonic foe may be expanded. While many Adepts are ill at 
  ease in combat, their presence in the fi eld can make the difference 
  between survival and damnation. When faced with an infernal 
  servant of the Ruinous Powers, an Adept is often able to recall 
  obscure details of its nature that allows his companions to target 
  an otherwise invisible weakness. He may have read the details 
  of a summoning ritual that an infernal cult is undertaking,  and 
  knows the proper means of disrupting it, without causing a 
  catastrophic Warp breach. He might even recognise himself and 
  his companions in a dire prophecy, and glean actions to undertake 
  or avoid to either bring about or avert the prophecized events. 
  To perform all of these tasks in the fi eld, in the heat of 
  combat and faced with the horrifying servants of the Ruinous 
  Powers, an Adept must be a truly remarkable individual. He 
  may not be as skilled with the blade as the Assassin, or able 
  to quell the daemonic with the word of the Emperor like the 
  Cleric, but without his knowledge many missions would have 
  failed before they even began.
  arBITraTor
  The elite of the Adeptus Arbites are the masters of investigation, 
  able to track a daemon from one end of the sector to the 
  other no matter how cold the trail may have grown. These 
  bloodhounds are of great utility to the Ordo Malleus, whose 
  mission often involves the prosecution of the very worst kinds 
  of heretics. The Ordo Malleus doesn’t hunt mere recidivists 
  or blasphemers. Its foes seek to bring about the doom of 
  the Imperium itself, and many have come terrifyingly close 
  to doing so. These archenemies of Mankind must be found 
  quickly if Humanity is to be kept safe from their plots, and 
  Arbitrators are well trained for such challenges.
  Arbitrators serving the Ordo Malleus often work closely 
  with allied Adepts, who sift through the information the 
  Arbitrator uncovers to fi nd the barest trace of their prey. 
  Arbitrators lead their cells in the pursuit of their targets, 
  tracking them even between worlds and ultimately cornering 
  them no matter where they try to hide.
  Those Arbitrators that have come to specialise in tracing 
  daemonic spoor often develop a preternatural sense for their 
  foe. While the mortal servants of Chaos are men of fl esh and 
  blood, and as such leave the same traces as any other men, the 
  daemonic servants of the Ruinous Powers are another matter 
  entirely. Such creatures go where they will, unconfi ned by 
  the confi nes and laws of the material universe. They lurk in 
  the shadows, whisper in the night, and spy from cracks in 
  the fabric of reality. In the service of the Ordo Malleus, an 
  Arbitrator often comes to know when a Daemon is nearby, 
  sometimes even before those gifted with the psyker’s arts can 
  detect it. Such a sense is almost primal, and those who do not 
  develop it rarely last long in the service of the Ordo Malleus.
  Within the Calixian Ordo Malleus, the Inquisitors of the 
  Scholariate at Arms employ a great many Arbitrators, for the 
  Chamber was founded upon the notion that for the Inquisition 
  to defend against the Daemonic the Imperium must exercise 
  total control over its subjects. Many are devout members of the 
  cult of Saint Drusus and are well-versed in all his teachings, 
  particularly those regarding discipline and authority. 
  The last role to which an Arbitrator must turn his hand is 
  that of executioner. The servants of the Ruinous Powers have 
  many ways of defl ecting the executioner’s blow. The servants 
  of Tzeentch are masters at beguiling their enemies with 
  silken words and pernicious promises, and the followers of 
  
  I: The Ordo Malleus
  25
  Slaanesh can offer the executioner such delights as to tempt 
  the most ardent ascetic. The moment of execution is often 
  the most perilous in the Arbitrator’s duty, and one in which 
  he must be steeled against every ploy the archenemy will use 
  in the attempt to stay his hand, escape justice, and claim his 
  very soul. With the words of Saint Drusus on his lips, the 
  Arbitrator delivers the executioner’s blow so that Mankind 
  might prevail for another day.
  assassIn
  Assassins are valuable resources for many Inquisitors, for often 
  the most effective means of halting a rebellion or silencing a 
  heresy is to put a bullet or blade through the heart of its 
  leader. The Ordo Malleus makes use of such masters of the 
  arts of death in two main ways.
  First, the servants of the Ruinous Powers usually operate 
  by forming hidden cults. Though the infl uence of such cults 
  often stretches into every corner of Imperial society, they are 
  almost invariably centred on a single, charismatic cult leader. 
  These demagogues are often the only members of the cult 
  that know the true extent of its alliance to Chaos, though 
  many maintain an inner circle of equally damned attendants 
  who have been granted access to a small portion of the 
  truth. The vast majority of the cult’s members are ignorant 
  of the powers they actually serve, believing themselves to 
  be following a visionary leader who will deliver them from 
  the oppression of their Imperial overlords. Many Inquisitors 
  invest vast amounts of time and resources in identifying 
  cult leaders, who are often well hidden, using the skills of 
  an Arbitrator to track them to their lairs. Then, the task of 
  executing the arch-heretic is turned over to the Assassin. The 
  Assassin infi ltrates the target’s headquarters, neutralises his 
  guards, and silences him once and for all. Once the head of 
  the serpent is cut off, the rest of the cell has to destroy the 
  body. At this stage indentured Imperial Guard units are often 
  brought in to cut down the lower-ranking cultists while the 
  Assassin creeps silently away.
  The other task that an Assassin serving the Ordo Malleus is 
  expected to undertake is far more perilous and only possible for 
  the most skilled of practitioners. These most puissant of Assassins 
  apply their skills to assassinating not men but daemons.
  To slay a Daemon, an Assassin must be truly blessed by the 
  God-Emperor himself. His soul must be steeled against the 
  corruption he will encounter in infi ltrating the Daemon’s lair, 
  and his heart impervious to the terrors he will witness as he does 
  so. Furthermore, an Assassin serving an Ordo Malleus Inquisitor 
  must be schooled in the nature of his adversary. He must know 
  every strength and weakness of his target—where to aim his 
  bullet, or where to plunge his knife—to slay the beast. 
  Many Assassins have squinted down their scope, seen a 
  daemon’s eye looking back at them, and gone insane from the 
  experience. Most who have felt daemonic fl esh beneath their 
  blade walk away changed forever. It takes a truly exceptional 
  Assassin to undertake such a mission and not only slay his target, 
  but keep his body and soul intact. For such as these, another life 
  in one of the Offi cio Assassinorum Temples cannot be far off, if 
  his master is willing to let go of such a valuable weapon.
  ClerIC
  The enemies that the Ordo Malleus must face are a terrible 
  martial threat, able to slay dozens of the Emperor’s most 
  courageous champions with a single blow. But perhaps worse 
  than this, they are a spiritual and moral threat, able to corrupt 
  and subdue any opposition before champions can rally and 
  take up arms against them.
  Within the Ordo Malleus, it is the task of the Cleric to 
  guard against spiritual corruption and to bolster the souls 
  of his cell. When the envoys of Tzeentch spin their webs 
  of deceit and tempt men with forbidden knowledge and 
  unbridled power, it is the Cleric who reminds his companions 
  that the only power any man requires is that granted him by 
  the Emperor. When the servants of Nurgle offer freedom from 
  the eternal cycle of life and death through the embrace of 
  decay, the Cleric counters that freedom from despair may only 
  be attained when one’s duty is done and the warrior is seated 
  at the right hand of the Emperor. When the seductresses of 
  Slaanesh offer an opportunity to achieve perfection, the Cleric 
  preaches that the Emperor alone represents the exemplar to 
  which all men must aspire. And when the crazed zealots of 
  Khorne offer strength and skill at arms unmatched by any 
  mortal, the Cleric reveals the truth of the hideous ocean of 
  blood that lies at the end of such a path.
  The faithful heed the Cleric’s words, while the infernal 
  shrink before them. For every lie the servant of the Warp 
  utters, the Cleric has a refutation, gleaned from his years of 
  study of the holy texts. His soul is hardened against infernal 
  temptations, and he is all but incorruptible.
  Many Clerics are not only masters of words, but also of 
  arms. They take the battle to the foe, engaging daemons 
  in mortal combat and channelling the power of the God-
  Emperor through themselves to strike the enemy down. Some 
  claim to have witnessed a single Cleric, an aged and stooped 
  veteran well past his prime, standing before the most terrifying 
  of daemons, suffused with the power of the Emperor that he 
  appeared to be surrounded by a blinding halo, striking the 
  beast down with a single, mighty blow.
  Banishers are a class of Cleric common to the Calixis Sector. 
  They are selected and trained by shadow groups within the 
  Ecclesiarchy and the Holy Ordos. They are taught a unique 
  combination of forbidden knowledge and faith. Only a body 
  as powerful as the Calixian Conclave could have brought 
  together such a seemingly contradictory set of disciplines, and 
  the result is a body of Clerics trained from infancy to seek, 
  fi ght, and defeat the daemonic servants of Chaos.
  
  I: The Ordo Malleus
  26
  guardsMan
  Imperial Guardsmen are employed by all branches of the 
  Inquisition to provide fi repower, and plenty of it. They are 
  especially needed by the Ordo Malleus, for many of the Ordo’s 
  foes are so supernaturally tough that only the application of 
  a staggering weight of gunfi re is likely to give them pause.
  Imperial Guardsmen serving with the Ordo Malleus often take 
  great pride in the fact that not every daemon can be banished 
  or bound, or held at bay with holy words or fi nely-inked sigils 
  of warding. Sometimes, they proudly claim, the only thing a 
  daemon understands is a melta blast to the head, and it is their 
  task to deliver such a blow. No matter the daemon’s strength, if 
  the physical body it inhabits can be destroyed, 
  the thing within will have no vessel to control 
  and can be exorcised from the material realm.
  Having said all that, most of the bravado such 
  men and women display hides a deeper courage. 
  They have witnessed the very worst horrors the 
  galaxy and the Warp can throw at them, and those 
  not broken by the experience are often instilled with a 
  deep conviction in the power of the Emperor to defend 
  Humanity from the Daemonic. They are more than 
  lowly soldiers—they are knights of the Emperor, 
  defenders of the Imperium, willing and able to 
  give their all for Mankind’s future. Many regard 
  themselves as dead men walking, knowing that 
  their service to the Inquisition will 
  only end when they themselves 
  are dead. Because they know well 
  the damnation that awaits should 
  a daemon consume their souls, 
  many Imperial Guardsmen are 
  adherents of one of the myriad cults and creeds that operate 
  across the Imperium. They often tattoo every inch of their skin 
  with holy symbols and wear all manner of sacred icons, relics, 
  and fetishes. They affi x prayer scrolls and purity seals to their 
  weapons and armour, imbuing them with the blessings of the 
  Emperor. They seek the benediction of Clerics before battle, 
  consigning their souls to the Emperor should they fall, and 
  denying the daemon its greatest prize—the soul of a loyal 
  servant of the God-Emperor of Mankind.
  Not every Imperial Guardsman serving the Ordo Malleus is a 
  pious warrior of the Emperor. Some are simply so blasted in mind 
  and spirit that they are incapable of knowing fear or despair. These 
  hollow men and women are often silent and withdrawn when not 
  engaged in a mission, their eyes apparently staring at something 
  no others can perceive. Only in the fi eld do they come alive, the 
  vacant stare replaced with the light of hatred and vengeance.
  IMPerIal PsYKer
  Psykers are used throughout the Inquisition for a myriad of 
  tasks. Many use their supernatural abilities to detect or predict 
  the next plots of the Ruinous Powers while others use their 
  powers to combat heretics and daemons in person, unleashing 
  fearsome blasts of raw aetheric power strong enough to reduce 
  any enemy to ashes. The Ordo Malleus uses Imperial Psykers 
  for similar duties, and for many more besides.
  Imperial Psykers are in many ways uniquely able to combat 
  the daemonic and the infernal, for their powers are drawn 
  from the same source as those of the enemy—the Warp. If the 
  daemon is the product of the Empyrean, then so too is the 
  psyker. While the daemon is the stuff of the Warp made solid, 
  if only for a time, the Psyker interacts with that impossible 
  realm by opening his mind but a fraction and channelling its 
  power through his body. Many Psykers in the service of the 
  Ordo Malleus develop an uncanny and disturbing sense for 
  the presence of their infernal enemies, detecting the subtle 
  ripples in the stuff of the Warp that presage even the most 
  stealthy of daemonic incursions.
  Battle Psykers, those gifted with powers useful in combat, 
  are of great utility to the Ordo Malleus, 
  and are often the only weapon able to 
  affect the otherworldly beasts of the 
  Warp. There are some manifestations 
  of the Ruinous Powers that are all but 
  impervious to conventional weapons. 
  Bullets pass straight through their 
  insubstantial forms, or fl ames are 
  absorbed into a corona of fi re around 
  their bodies. When even the massed 
  fi repower of an Inquisitor’s Imperial 
  Guardsmen is ineffective, sometimes the 
  only weapon left is the Imperial Psyker. With 
  arcs of Warp lightning or sheets of unnatural 
  fl ame, the battle-borne Psyker strikes down 
  foes his companions cannot. Such Psykers often 
  work closely with Acolytes such as Banishers 
  and Clerics, holding the daemon at bay until another 
  can strike the killing blow.
  sCuM
  Inquisitors have always turned to the fringes of human society 
  when they needed the help of men and women not weighed 
  down by the burden of conventional morality. Scum typically 
  have a wide range of skills, the majority relating to endeavours 
  that would see them executed on sight if performed openly. 
  Scum are tricksters and thieves of the highest order, with 
  connections within the underground criminal world across 
  the entire Calixis Sector. The Ordo Malleus have as much use 
  for these individuals as any other Ordo does, and exploits 
  their skills in the endless battle against the Enemy Beyond.
  Scum are invariably different from other Acolytes, most 
  of whom are devoted servants of the Imperium of one sort 
  or another. They often end up at odds with the hard-line 
  Arbitrators and Clerics they serve alongside. Yet Scum are 
  valuable to their masters because they are often willing and 
  able to do things that other Acolytes are not. If given the 
  correct incentive, Scum will go anywhere, say anything, and 
  commit any act, all in the name of the mission of the Ordo 
  Malleus. This is of course true amongst the servants of all 
  Ordos, but is especially so in the case of the Daemon Hunters. 
  Some are instructed to watch for signs of corruption amongst 
  their fellow Acolytes, and entrusted with carrying out the 
  ultimate sanction should it occur. Some Inquisitors use Scum 
  to infi ltrate infernal cults, knowing that their self-interest 
  the physical body it inhabits can be destroyed, 
  the thing within will have no vessel to control 
  and can be exorcised from the material realm.
  Having said all that, most of the bravado such 
  men and women display hides a deeper courage. 
  They have witnessed the very worst horrors the 
  galaxy and the Warp can throw at them, and those 
  not broken by the experience are often instilled with a 
  deep conviction in the power of the Emperor to defend 
  Humanity from the Daemonic. They are more than 
  lowly soldiers—they are knights of the Emperor, 
  defenders of the Imperium, willing and able to 
  give their all for Mankind’s future. Many regard 
  themselves as dead men walking, knowing that 
  their service to the Inquisition will 
  only end when they themselves 
  are dead. Because they know well 
  the damnation that awaits should 
  a daemon consume their souls, 
  many Imperial Guardsmen are 
  are of great utility to the Ordo Malleus, 
  are of great utility to the Ordo Malleus, 
  and are often the only weapon able to 
  and are often the only weapon able to 
  affect the otherworldly beasts of the 
  Warp. There are some manifestations 
  of the Ruinous Powers that are all but 
  impervious to conventional weapons. 
  Bullets pass straight through their 
  insubstantial forms, or fl ames are 
  absorbed into a corona of fi re around 
  their bodies. When even the massed 
  fi repower of an Inquisitor’s Imperial 
  fi repower of an Inquisitor’s Imperial 
  Guardsmen is ineffective, sometimes the 
  Guardsmen is ineffective, sometimes the 
  only weapon left is the Imperial Psyker. With 
  only weapon left is the Imperial Psyker. With 
  arcs of Warp lightning or sheets of unnatural 
  arcs of Warp lightning or sheets of unnatural 
  fl ame, the battle-borne Psyker strikes down 
  fl ame, the battle-borne Psyker strikes down 
  foes his companions cannot. Such Psykers often 
  foes his companions cannot. Such Psykers often 
  work closely with Acolytes such as Banishers 
  work closely with Acolytes such as Banishers 
  and Clerics, holding the daemon at bay until another 
  and Clerics, holding the daemon at bay until another 
  can strike the killing blow.
  can strike the killing blow.
  
  I: The Ordo Malleus
  27
  I: The Ordo Malleus
   The Ordo Malleus
  27
  27
  and self-assuredness will keep them safe and allow them to 
  witness horrendous deeds without cracking. Some Inquisitors 
  even use Scum to infi ltrate the retinues of their rivals within 
  opposing factions.
  As Scum are often members of large criminal networks, 
  they have access to information denied to even the most 
  cunning Throne Agent. Whispers and half-truths echo back 
  and forth along the strands of this vast web of deceit, and 
  any fact can be bought, for a price, by those who know who 
  to ask. The Scum are often the fi rst to learn of a criminal 
  enterprise compromised by a cult, or a crime boss who has 
  suddenly gained new supernatural powers. The Scum can 
  lead the cell in missions to track down these rumours and 
  put an end to an incursion or daemonically inspired uprising 
  before it gets going. The other Acolytes may not like a Scum’s 
  methods, but they have little choice but to cooperate for the 
  good of the Imperium.
  sIsTer oF BaTTle
  The Adepta Sororitas—also known as the Sisters of Battle—is 
  the fi ghting arm of the Ecclesiarchy, tasked with prosecuting 
  the many holy wars of the Ministorum and of guarding its 
  most sacred sites and pilgrim routes. Because of its focus on 
  combating heresy, the Sisterhood is more often found fi ghting 
  alongside Inquisitors of the Ordo Hereticus, but on occasion 
  it has common cause with the Ordo Malleus too.
  The Sisters of the Adepta Sororitas are second only to the 
  Grey Knights in their incorruptibility. So few have turned to 
  evil that they remain amongst the most trusted and valued 
  warriors in the Imperium’s arsenal. The servants of the Adepta 
  Sororitas follow many disciplines, but all share this pure faith, 
  making them highly prized Acolytes.
  The Sisters of the Orders Militant—known as the Sisters 
  of Battle—are the holy warriors of the Ministorum. They are 
  equipped with wargear second only to that carried by the 
  Adeptus Astartes, and possessed of exceptional combat abilities. 
  But their true worth lies in their faith, for they are zealous in 
  their prosecution of the enemy and unfaltering on the battlefi eld. 
  The Battle Sisters’ faith goes beyond worship and sometimes 
  manifests itself in almost supernatural ways. When facing heretics 
  and the servants of the Ruinous Powers, the Sisters of Battle often 
  appear as angelic warrior-women sent directly from the Emperor 
  himself to deliver his judgment to his foes. When suffused with 
  the power of the God-Emperor in this manner, even the most 
  monstrous of daemonic entities casuses no fear within the hearts 
  of the Sisters of Battle, for the Father of Mankind guides their 
  strikes and lends them strength and courage.
  Other types of Adepta Sororitas are also found serving 
  amongst the Acolytes of the Ordo Malleus. The Orders 
  Dialogous are experts in translating lost languages and 
  cunning ciphers, and some have come to specialise in infernal 
  tongues. It is only the sisters’ faith and zeal that keeps them 
  from becoming irredeemably corrupted from studying such 
  vile words, but doing so can allow them to uncover the true 
  name of an Inquisitor’s daemonic foe to give him power 
  over it, or enable him to understand the elaborate plots the 
  daemon has constructed so he can unravel them.
  The Orders Famulous also work alongside the Ordo Malleus. 
  These orders provide chamberlains and counsellors to the 
  Imperium’s ruling classes and monitor the bloodlines for signs 
  of corruption. Given their unique placement at the very heart of 
  the many powerful noble houses, the Sisters Famulous are often 
  the fi rst to uncover signs of corruption, and they have the skills 
  to trace it to its source. Some Sisters Famulous even remain in 
  their positions after informing an Inquisitor of the Ordo Malleus 
  of their host house’s taint, acting as spies and infi ltrators and 
  providing the Daemon Hunter with all the evidence he needs to 
  tear down even the most powerful of dynasties.
  TeCh-PrIesT
  The Tech-Priests of the Adeptus Mechanicus serve alongside 
  Acolyte cells when their objectives converge with those of 
  the Inquisition. It is comparatively rare for a servant of the 
  Machine God to be seconded to an Inquisitor for an extended 
  period of time, but some Inquisitors enter into pacts with the 
  Adeptus Mechanicus to gain their aid in the long term. Most 
  Tech-Priests mix poorly with the bulk of Mankind, for they 
  have a very different perspective on the material universe than 
  the majority of Imperial citizens. They do not even venerate 
  the God-Emperor like other men, worshipping instead their 
  own machine manifestation of him called the Omnissiah. 
  This is the cause of much friction between the Mechanicus 
  and the adherents of the Imperial Creed, the most ardent of 
  which are often found serving the Ordo Malleus.
  Yet, the Ordo Malleus often has cause to call upon the aid of 
  the Adeptus Mechanicus. Many of the servants of the Ruinous 
  Powers make use of forbidden Warp technologies, using ancient 
  and proscribed science to manipulate the barrier between the 
  material realm and the Empyrean. Some tech-cults have created 
  machines intended to tear the barrier asunder so the Warp and 
  its creatures can spew forth. Other enemies use Warp-spawned 
  weapons, either of their own creation or recovered from 
  ancient crypts. There even exists a faction within the Calixian 
  Inquisition dedicated to the pursuit of such technologies—
  the fell Oblationists—who make common cause with like-
  minded, often outcast, Tech-Priests. Many of the Tech-Priests 
  that choose to serve alongside an Acolyte cell harbour some 
  obsession with such technology, whether seeking to destroy it 
  utterly, to study it, or to use it for their own ends.
  In addition to seeking out or combating the use of Warp 
  technologies by the enemies of Mankind, Tech-Priests serve 
  as custodians of the technologies used by the Ordo Malleus 
  itself. Wargear such as the holy Incinerator or the mighty 
  Daemon Hammer are constructed by the most skilled of 
  Adeptus Mechanicus artifi cers, imbued with psychic potential 
  by the most powerful of Psykers, and blessed by the Adeptus 
  Ministorum. Without the constant ministrations of the Tech-
  Priests, such wargear might fail at the worst possible moment, 
  bringing about the ultimate victory of the servants of the 
  Ruinous Powers. Unlike the servants of the other branches 
  of the Imperium’s government, the Adeptus Mechanicus has 
  access to long-forbidden archives and histories, and have 
  learned well the lessons of the Horus Heresy. Never again, 
  they swear, will the sacred machine be compromised and 
  turned to the service of Chaos. 
  
  I: The Ordo Malleus
  28
  CALIXIAN 
  DAEMON 
  HUNTERS
  “The zealous martyr is praised for his valour; the craven and the 
  unready are justly abhorred.”
  –The First Book of Indoctrinations
  T
  he Calixian Ordo Malleus consists of hundreds of 
  Inquisitors and their servants, providing endless 
  opportunities for adventure and intrigue. This section 
  presents descriptions of several characters that the Acolytes might 
  encounter or become involved with during the course of their 
  duties. Enterprising Game Masters might produce profi les for 
  these notables of the Ordo Malleus and use them as NPCs in their 
  games. In the former case, GMs should warn their players against 
  reading the descriptions, as several have dark and dangerous 
  aspects that would be ruined if the players had read about them 
  beforehand!
  In addition to background descriptions, each entry 
  includes a sidebar giving ideas of how the character might be 
  used in an adventure. Obviously, players should refrain from 
  reading these details unless given the go-ahead by their GM.
  InQuIsITor lord 
  ghanKus dhar
  Lord Dhar has served as the Proctor of the Scholariate at Arms 
  for almost three decades, guiding his Chamber through a 
  number of major incursions and saving the sector from several 
  full-scale Warp breaches. He is said to have the ear of Lord 
  Caidin himself, having served in the High Council of the 
  Calixian Conclave and as a Master in Council for the Calixian 
  Ordo Malleus. He is devoted to his Ordo, and has defeated 
  several attempts by rivals to oust him from his position. Several 
  of these rivals claimed that by serving as a Master in Council he 
  was undermining the legitimacy of individual Inquisitors, who 
  had no need to recognize any authority but that of the High 
  Lords. In response, Dhar confronted the disaffected Inquisitors, 
  defeated the ringleaders in battle, and expelled the remainder 
  from the Calixis Sector. Dhar operates within a structure 
  established centuries ago by the mutual consent of the majority 
  of Ordo Malleus Inquisitors in the Calixis Sector, and has no 
  intention of stepping down or dismantling a structure that has 
  seen the Ordo through hundreds of turbulent years.
  Lord Dhar is a craggy, weather-beaten man with skin 
  the texture of old leather. It is not known whether he has 
  ever undergone rejuv treatment, but if he has, it was out of 
  devotion to duty rather than vanity, for his face bears the lines 
  and scars of many centuries of service. When called upon to 
  take to the fi eld, Lord Dhar wears a suit of mighty terminator 
  armour, the surface of which resembles black marble shot 
  through with crimson veins. It is said that when Lord Dhar 
  dons his blank-faced marble helmet, he takes on the aspect of 
  an immovable mountain or a titanic statue, standing unbowed 
  as wave after wave of daemons crash against him.
  Lord Dhar carries a Daemon Hammer of great power 
  and obscure pedigree. This weapon is at once both the sign 
  of his status within the Ordo Malleus and a tool by which 
  the infernal enemies of Mankind are banished. The weapon 
  is called formally the “Hammer of Promeus”, but has also 
  been called “Fiend-Hewer”, “Warp-Crusher”, and “Mason’s 
  Hand”. When presiding over the Chamber of the Scholariate 
  at Arms, Dhar keeps his hammer at his side. It has become 
  symbolic of both a judge’s gavel and an executioner’s tool. 
  It is said that this hammer was passed down to Lord Dhar, 
  from generation after generation of predecessors, and that it 
  predates by millennia the foundation of the Calixis Sector. 
  Some have said that the weapon belonged to one of the very 
  fi rst Inquisitors, in particular one who was instrumental in 
  laying the foundations of the Ordo Malleus. The truth about 
  the hammer’s history, however, has been lost to time.
  Inquisitor Lord Dhar is unusual in two ways. First, he appears 
  not to maintain a retinue of Acolytes, or if he does, they operate in 
  secret and have never been detected. He does however command 
  a household of administrators, serfs, and servitors, who are 
  responsible for maintaining the holdings of the Scholariate at Arms. 
  As the Inquisition operates not as a gestalt entity but an extended 
  alliance of individuals and their servants, this arrangement allows 
  the Scholariate at Arms and the other Chambers of the Calixian 
  Malleus to endure from one generation to the next. Upon the death 
  of the Proctor, the other Inquisitors elect one of their number 
  to replace him, and this new Proctor inherits the household of 
  the last. Second, following in the footsteps of all past Proctors 
  of the Scholariate, he displays no outward signs of any factional 
  allegiance. Within the Chamber of the Scholariate at Arms, none 
  are permitted to discuss factional matters, so it is logical that the 
  Proctor should keep his own loyalties to himself. Furthermore, the 
  rules and traditions of the Scholariate at Arms forbid any of Dhar’s 
  peers from enquiring into the matter of his factional leanings, and 
  none who knew him before he ascended to Proctor appear to have 
  been close enough to have guessed his mind. Dhar keeps most 
  of his fellow Inquisitors at arm’s length, relying only on his own 
  counsel on most matters.
  usinG GhanKus dhar
  Inquisitor Lord Dhar should be a distant, awe-inspiring 
  fi gure from the point of view of the average Acolyte, 
  one who is the subject of much conjecture and myth. 
  If the Acolytes serve an Inquisitor who is a member 
  of the Scholariate at Arms they may, rarely, have the 
  chance to meet him. 
  Lord Dhar can be used by the GM to set up some 
  interesting scenarios, especially those in which 
  Inquisitors of opposite factional beliefs are forced to 
  work together. While the Acolyte’s masters indulge in 
  their own politicking, the Acolytes do likewise, just at 
  a lower level. Just as rival Inquisitors are set against one 
  another by their philosophies, so too are their Acolytes.
  
  I: The Ordo Malleus
  29
  KeraMIah Tor, The 
  holloW PrIesT
  A Banisher formerly serving Inquisitor Ahmazzi of the Tyrantine 
  Cabal, Keramiah Tor is now a senior member of the Collegiate 
  Exterminatus and one of the most experienced of his rank in 
  the Calixis Sector. Tor served Ahmazzi for many years, and 
  by all accounts stood on the verge of elevation to the rank of 
  Interrogator. His peers fully expected that he would eventually 
  ascend to bear the Inquisitor’s rosette, but sadly, it was not to 
  be. Two decades ago, Tor was brought before the high council 
  of the Calixian Conclave to be judged, and was found wanting. 
  Although the Banisher was found to be free from corruption 
  and untouched by the taint of the Warp, his mind and soul had 
  become so entrenched and rigid by what he had witnessed in 
  the course of his duties that the assembled Inquisitors decided 
  he lacked the wits to progress further in rank. Ahmazzi, who 
  had willingly submitted his Acolyte to the conclave’s judgement, 
  was bitterly disappointed. Though he could have ignored the 
  judgement of his peers and elevated Tor to Interrogator status, 
  Inquisitor Ahmazzi saw that to do so would be divisive and 
  cause certain other Inquisitors to align themselves against him. 
  Reluctantly, Ahmazzi acceded to the council’s verdict. The 
  Banisher himself appeared unmoved by the judgement, a fact 
  that served to confi rm the decision in the minds of the members 
  of the conclave. Ahmazzi retained Tor’s services, for he had 
  served stoically against the foes of Mankind for many years, and 
  so his master sponsored his induction into the upper echelons of 
  the Collegiate Exterminatus, where he serves to this day.
  Keramiah Tor continues to undertake missions for the 
  Calixian Malleus, though not under the auspices of any one 
  Inquisitor. Instead, he works at the behest of the Collegiate, 
  answering the needs of any Inquisitor who requests his 
  specialized knowledge. Tor is a Banisher of unparalleled skill 
  and experience, and so his services are requested frequently. 
  When a cadre of Inquisitors or a cell of Acolytes faces 
  a daemonic threat too severe for them to defeat alone, the 
  Collegiate dispatches Tor to aid them, since his knowledge of 
  the infernal and his unwavering faith can likely tackle anything 
  the servants of the Ruinous Powers can throw at him.
  Despite his skill and fortitude, Keramiah Tor is a broken 
  man with very little will or passion for anything other 
  than slaying daemons in the name of the God-Emperor of 
  Mankind. Even that task he takes up with grim determination 
  as he recites litanies against the powers of Chaos. His drive 
  has been sapped from him by the forbidden knowledge 
  locked away in his head, and eroded from him by the sights 
  he has seen. For this reason he is referred to by his peers 
  as the “hollow priest”, for his eyes appear empty, and his 
  soul withered. He rarely speaks, and then only to answer 
  queries with mumbled, esoteric riddles. In the fi eld, he does 
  not take charge, instead relying on those around him to lead 
  the way. It is only when confronted with Daemons of Chaos 
  that he shows any passion at all. Then, the holy invective of 
  his calling comes tumbling from his lips and his formidable 
  powers shine forth to blast the infernal scions of the Ruinous 
  Powers back to the dimension they hailed from.
  Tor is not a fi ghter by nature, though he bears a shoulder-
  mounted, mind impulse unit-controlled bolter armed with 
  psybolt ammunition as a weapon of last resort. Despite his 
  lack of social skills and awareness, Karemiah Tor is one of the 
  foremost Banishers in the Calixis Sector, and many Acolytes 
  have been saved from a fate far worse than death by his 
  presence in the midst of a daemonic threat.
  usinG Tor
  Keramiah Tor is a great character to include in a campaign 
  if the Acolytes bite off more than they can chew and 
  fi nd themselves up against a truly terrible incursion. 
  The Acolytes might dispatch a desperate plea for aid, 
  and fi nd Tor answering that plea. Conversely, should 
  Tor be assigned to help the Acolytes out right from the 
  beginning of a mission, they really should be worried!
  Another way to use Tor is for the Acolytes to seek 
  him out for his specialised knowledge of a threat. 
  There is very little of the infernal that the Banisher has 
  not faced or studied, and he can provide a wealth of 
  wisdom — if the Acolytes can understand it.
  
  I: The Ordo Malleus
  30
  MaIa, The BlasTed angel
  Very little is known about the past of Maia Juno, for she 
  appeared in the service of the Scholariate at Arms in her 
  current, somewhat unusual state, prompting some to speculate 
  that she was brought in from elsewhere, possibly another Ordo 
  or another sector entirely. What is known of Juno’s past is that 
  she sustained such terrible wounds in combat with a daemon of 
  Tzeentch that the fl esh was burned from her bones. Only her 
  formidable will and the benefi cence of the Emperor kept her 
  living. Though she was reduced to little more than a blackened 
  skeleton, Juno survived the encounter, and was rebuilt into her 
  current form that she might battle the servants of the Ruinous 
  Powers once more. Who undertook this feat of the biologis’ art 
  and why is unknown, but surely Juno must have allies in very 
  high places indeed. She is not an Inquisitor or Acolyte herself, 
  though she is bonded to the service of the Holy Ordos of the 
  Emperor’s Inquisition in other ways.
  Juno’s body is encased in metal crafted to resemble that of 
  a lithe and youthful angel. The metal is an unknown substance 
  and its surface is polished to a blinding silver sheen. What 
  remains of her face is hidden behind a mask sculpted in the 
  visage of a beatifi c saint. Her voice, artifi cially modulated by her 
  armour’s systems, is so sweet and pure that a single word can 
  quell the anger in the most enraged heart. It is said of Juno that 
  her artifi cial outward appearance is a mirror of her soul, which is 
  pure and angelic beyond even that of the most venerated saint. 
  It refl ects her true, inner self more closely than her mortal body 
  ever could, even before it was ravaged by the daemon’s fi re.
  Maia Juno plays an unusual role in the Calixian Ordo 
  Malleus. Although she is not an Inquisitor, she is accepted 
  as a peer by almost all of the Daemon Hunters in the sector. 
  She serves the Scholariate at Arms, and frequently serves 
  as a Master in Chambers, the only known individual not 
  of Inquisitorial rank to do so. She is often dispatched on 
  missions to confront the infernal, and when she takes to the 
  fi eld alongside the Acolytes of other Daemon Hunters it is 
  always made clear to them that they are to heed her words as 
  if they came from the mouth of their own master.
  Juno’s role within the Scholariate 
  at Arms, and her main duty when 
  operating in the fi eld, is 
  that of the avenging 
  angel of the Emperor’s 
  wrath. Since she almost 
  lost her life to the daemon of 
  Tzeentch, she has faced 
  countless others, and 
  bested or routed every 
  one of them. Those who 
  have witnessed her in combat say that Juno appears 
  as a glorious, angelic saint sent from the Emperor’s side. Her 
  silver armour shines with such a ferocious holy light that only 
  those blessed by the Emperor can look upon it without being 
  blinded. She wields her nemesis force halberd with dazzling 
  speed, its every touch infl icting wounds against her foes when 
  other weapons would be useless. Were true accounts of Juno’s 
  battles to reach the ears of the masses of Humanity, the people of 
  the Calixis Sector might think that they were in the presence of 
  a saint of old. Juno does not seek disciples or followers however, 
  and disappears as soon as the battle is over.
  The daeMonhosT 
  KaPeTh-sheM 
  There are Radical Inquisitors amongst the servants of the 
  Ordo Malleus who believe they have the right and the 
  responsibility to use every weapon at their disposal to fi ght 
  the daemonic, even weapons and methods that might earn 
  them the disdain or hatred of their peers. One such method, 
  postulated in many tomes of forbidden knowledge, is the 
  notion that an individual can be made immune to daemonic 
  possession by deliberately inviting a daemon in and then 
  exorcising it. This process, its proponents claim, renders the 
  subject’s soul an impenetrable fortress that no daemon could 
  ever breach again. In truth, such doctrines have never been 
  proven effective, and countless innocent (and not so innocent) 
  souls have been cast into damnation as a result.
  The daemonhost known as Kapeth-Shem is an example 
  of the process, and a dire warning against following such 
  obviously radical doctrines.
  Kapeth was once a proud Imperial Guardsman who served 
  his master, Inquisitor Selech of the Ordo Malleus, for many 
  years and with great distinction. While Inquisitor Selech started 
  his career as an adherent of the Amalathian philosophy, the dire 
  events he witnessed over the course of his duties set him on a 
  very different path, one that led ultimately to him discarding 
  his old philosophy and turning to the Xanthites. Selech came 
  into the possession of various ancient texts describing in detail 
  the process by which a virtuous servant might be possessed and 
  then purged in order to create an elite cadre of holy warriors. 
  The texts even claimed that such a cadre existed already, 
  operating beyond the rules of the Inquisition in the direct 
  service of the Emperor himself. Inquisitor Selech was all but 
  blinded by this new vision of the Imperium, and he devoted 
  the next decade of his life to studying the process by which he 
  and his followers might join the ranks of this elite.
  usinG Juno
  Maia Juno is the sort of fi gure who should provoke 
  admiration and awe amongst the Acolytes, for stories 
  of her battles have circulated extensively throughout 
  every level of the Scholariate at Arms and the wider 
  Calixian Ordo Malleus. Some Acolytes might be so 
  moved in her presence that they come to regard her as 
  a fi gure worthy of adoration, a situation that she will 
  seek to avoid at all costs. In all likelihood, the Acolytes 
  will only see her from afar, but even at a distance she is 
  a truly angelic and terrible force of nature. 
  Another way to introduce Juno is to have the Acolytes 
  involved in suppressing accounts of her actions on the 
  battlefi eld. The Scholariate at Arms does not want her 
  becoming a popular fi gure, so perhaps the Acolytes are 
  tasked with tracking down those who might have seen 
  her in combat and ensuring they keep their secret.
  Juno’s role within the Scholariate 
  at Arms, and her main duty when 
  operating in the fi eld, is 
  that of the avenging 
  angel of the Emperor’s 
  wrath. Since she almost 
  lost her life to the daemon of 
  Tzeentch, she has faced 
  countless others, and 
  bested or routed every 
  one of them. Those who 
  have witnessed her in combat say that Juno appears 
  as a glorious, angelic saint sent from the Emperor’s side. Her 
  
  I: The Ordo Malleus
  31
  I: The Ordo Malleus
   The Ordo Malleus
  31
  31
  Having absorbed every scrap of knowledge that he could 
  fi nd, Inquisitor Selech determined that his most loyal servant, 
  Imperial Guardsman Kapeth, would be the fi rst to receive the 
  honour of “illumination”. Some say that Selech feared the process 
  would fail and therefore selected one of his servants to undergo 
  it fi rst, but Selech himself wrote just prior to undertaking the 
  rite that Kapeth was his most valued of followers, and the most 
  deserving of the honour. Unfortunately, the rite failed horribly.
  In a blasphemous ritual, Selech called upon the Ruinous 
  Powers to enter the body of his servant, and an entity that 
  called itself “Shem” responded. Bound by holy wards, 
  Kapeth-Shem raged and sought to escape, but could not cross 
  the intricate holy glyphs etched across the fl oor. Then Selech 
  proceeded to the culmination of the ritual, commanding 
  Shem to leave Kapeth’s body and return to the Warp that had 
  spawned it. This Shem did, or so Inquisitor Selech believed.
  Despite every one of the Inquisitor’s precautions, the 
  daemon had tricked him. It was not cast out, but lurked within 
  the very deepest recesses of Kapeth’s soul. When Inquisitor 
  Selech announced the process complete and his servant 
  cleansed, Shem regained control of the vessel, transforming 
  it into a hideous parody of a man, and struck his summoner 
  down. 
  The thing that became known as Kapeth-Shem slaughtered 
  Inquisitor Selech as well as his Banishers, and broke free of 
  its bonds. Three dozen servants of the Ordo Malleus died 
  before the daemonhost was fi nally cornered and bound, deep 
  within the Inquisitor’s fastness in the wastes of Scintilla. 
  Selech’s retinue determined after much debate that the 
  daemonhost was too powerful to destroy outright, and they 
  could not transport it one of the Pandaemonia without great 
  risk. However, after some experimentation they found that it 
  could be controlled for short periods of time and compelled 
  to serve them. The soul of Kapeth still remained, subsumed 
  beneath the will of the raging daemon, and could be called 
  forth to assert control over his body. In time, other Inquisitors 
  allied to the slain Selech came, and assumed ownership of 
  his former holdings. To this day, these individuals maintain 
  Kapeth-Shem’s imprisonment, bringing the daemonhost 
  forth to undertake their bidding when an enemy must be 
  confronted or forbidden knowledge sought.  
  usinG KaPeTh-shem
  The Daemonhost Kapeth-Shem can be used as either 
  an ally or an adversary, depending on the GM’s needs. 
  The most appealing aspect of the character is that 
  Acolytes will be dealing with Kapeth rather than 
  Shem for much of the time that they interact with 
  the daemonhost, but always with the knowledge that 
  the daemon within will soon take control. The PCs 
  might encounter Kapeth-Shem in the depths of one 
  or the Seven Cloisters or out in the fi eld, as suits the 
  adventure. It can be used to impart information and 
  drive an adventure forward, or as a great enemy and 
  servant of a rival Inquisitor.
  
  I: The Ordo Malleus
  32
  InQuIsITor suresYa 
  The ForsaKen
  A veteran Daemon Hunter and long-serving member of the 
  Scholariate at Arms, Inquisitor Suresya espouses the Xanthite 
  philosophy, even going so far as to openly wield a known 
  daemon weapon called Kherez’phyr. Suresya’s methods have 
  earned him the condemnation of dozens of fellow Inquisitors, 
  especially Puritans, but so far he has avoided formal censure. 
  This is largely because his methods have always proven 
  highly successful, but also due to the governing principles 
  of the Scholariate at Arms, which enforce an uneasy truce 
  between peers with widely divergent beliefs.
  Suresya has been instrumental in purging many widespread 
  conspiracies and cults, and has halted several potentially 
  devastating daemonic incursions. He maintains a small, but 
  highly competent, household that includes dozens of oath-
  bound Banishers and Tech-Priests, as well as a large cohort 
  of warded gun-servitors. Suresya rarely undertakes missions 
  alongside other Inquisitors, although he will cooperate in 
  the early stages of an investigation if circumstances dictate. 
  However, the fi nal execution of any mission is always 
  undertaken exclusively by Suresya and his followers. None 
  outside of his household have ever witnessed the methods he 
  uses to such great effect in the banishment of the enemies of 
  Mankind. 
  The true reason that Suresya refuses to work alongside 
  other Inquisitors is that he is not a Xanthite at all. He is in 
  fact a member of a splinter faction of the Xanthites known as 
  the Phaenonites. These individuals are rare indeed, for their 
  philosophies have caused them to be outlawed the length and 
  breadth of the Imperium. The faction was thought wiped out 
  long ago, but has recently reappeared in the Calixis Sector.
   
  The faction takes the philosophy of the Xanthites—that 
  Chaos can be used against Chaos—to such an extreme that 
  even their fellow Radical Inquisitors often believe them to 
  have crossed a line. The Phaenonites believe that the Warp 
  and technology can be fused to create an ultimate weapon, 
  which they are fated to wield. But what truly sets them 
  apart from even the most radical of Xanthites is that they 
  believe that anyone who follows a god—whether that god 
  is a Ruinous Power or the Emperor himself—is nothing but 
  a  deluded fool. They denounce the worship of all gods and 
  believe themselves the true ultimate power in the universe. 
  It is through their mastery of Warp-technology—known to 
  the Adeptus Mechanicus as “Maletek”—that the Phaenonites 
  hope to become far greater than the gods themselves.
  Suresya follows this pariah creed and surrounds himself 
  with servants useful to him in the pursuance of its ends. His 
  daemon blade is in fact the least of his heresies, and he wields 
  it to draw attentions away from his true allegiance. In the fi eld, 
  Suresya uses the most wretched of technologies, including 
  Warp-infused armour and infernal engines of destruction. His 
  legion of gun-servitors are in fact heretical parodies of the 
  constructs used by the Adeptus Mechanicus, created through a 
  combination of daemonhost-summoning rites and forbidden 
  technologies. Very few of Suresya’s servants are aware of his 
  true loyalties, for his every word and deed is part of his web 
  of falsehood and deceit. Even the closest of his allies believes 
  that his Xanthite beliefs are his worst excess and are unaware 
  that impossible depths of heresy lurk below that mask.
  The only Inquisitor in the Calixis Sector seemingly able to 
  exercise any authority over Suresya is Inquisitor Lord Dhar, 
  Proctor of the Scholariate at Arms. Whether or not Dhar is 
  aware of Suresya’s true loyalties remains to be seen, but so 
  long as the false Xanthite maintains his record of success in 
  the eternal battle against the Enemy Beyond, the question is 
  likely to remain unanswered.
  usinG suresya
  Inquisitor Suresya the Forsaken is the sort of character 
  a GM can have a lot of fun with. Perhaps the Acolytes’ 
  master has uncovered some clue as to Suresya’s true 
  factional beliefs, and has ordered them to investigate 
  further. Of course, their master is unlikely to explain 
  his suspicions to the Acolytes, leaving them to work it 
  out for themselves.
  Conversely, it is possible that the Acolytes might 
  be assigned to work alongside a group of Suresya’s 
  followers, especially if the PCs serve a master who is a 
  member of the Scholariate at Arms. Perhaps during the 
  course of the mission the Acolytes uncover some hint 
  that Suresya is not just a Xanthite, but a Phaenonite. 
  What will they do with this information, and is Suresya 
  aware of their suspicions? However the PCs choose 
  to proceed, they are entering a whole new realm of 
  peril and intrigue if they decide to work against such a 
  powerful and ruthless Inquisitor…
  Cell Cypher:
  AC472.93.72 
  Sacrifice
  Thought of The Day
  Faith does not tire.
  With this missive, I task Cell 
  AC472.93.72 with the unfortunate duty of 
  hunting one I believe to warrant the title 
  of Carta Extremis. You are hearby ordered 
  to board the Rogue Trader Vessel "Righteous 
  Indignation,” which will be in orbit within 
  the next month. On board you will find 
  a platoon of able Imperial Guardsmen, as 
  well as a cryptolocked chest with further 
  instructions and special equipment loaned 
  from the Reliquary. 
  It is of the utmost importance that you 
  not fail in your mission. This cancer in 
  the heart of the Ordo Malleus must be dealt 
  with, lest it’s message spread.
  
  I: The Ordo Malleus
  33
  InQuIsITor oCTus enoCh
  Octus Enoch is an Ordo Malleus Inquisitor and a member of 
  the Scholariate at Arms. He holds the title “Prognost Pursuant”, 
  and his primary mission is to hunt down prophesies relating to 
  future daemonic incursions. Once he has found a true prophecy 
  foretelling an incursion, and has interpreted it, he dispatches a cell 
  of Acolytes to ensure that it does not come about; whatever the 
  cost in doing so. To this end, Octus employs a huge household, 
  with a mix of Adepts and more militant Acolytes. The Adepts are 
  tasked with poring through thousands upon thousands of tomes 
  of prophecy, prognostication, and sometimes pure gibberish, and 
  the others work in the fi eld according to their master’s instructions.
  The Inquisitor rarely takes to the fi eld himself, although 
  he has done so in the past, most notably when he bound the 
  daemon Nahterus into a daemonhost and imprisoned it within 
  a shuttle orbiting a dead star. Instead, Octus presides over his 
  many Acolyte cells, dispatching them across the entire Calixis 
  Sector to disrupt the dark prophecies identifi ed by his Adepts. 
  He is utterly ruthless, and his Acolytes have standing orders 
  to assassinate anyone who might bring about a daemonic 
  incursion, whether deliberately or innocently. Over the decades, 
  he has become highly skilled in thwarting the machinations of 
  fate. In one infamous case, his most skilled savant uncovered 
  a coded prophecy predicting that the end of Fenksworld 
  would be brought about by a Warp breach of unprecedented 
  proportions. The prophecy stated that the doom of Fenksworld 
  would be presaged by the agonised baying of the mighty 
  loxophants kept in the Imperial Commander’s private zoo, but 
  gave no other clues to its nature or cause other than the timing 
  of the breach. With time running out, Octus Enoch resorted to 
  ordering that every loxophant on Fenksworld be slain. Despite 
  the protestations of the beasts’ owners, they were put to death 
  and the Warp breach averted.
  Despite his ruthlessness in averting prophecy, Inquisitor Octus 
  Enoch is a reasonable man in all other realms. He husbands his 
  resources with an expert hand, and never sacrifi ces agents unless 
  no other course of action is possible. He has spoken against the 
  use of exterminatus on many occasions, believing it a tragic waste 
  of resources. These traits make him a popular master amongst his 
  Acolytes, though few are so deluded as to believe their master 
  would not sacrifi ce them if it became truly necessary. 
  Inquisitor Enoch’s role as Prognost Pursuant grants him 
  access to all but the most secret of archives and reliquaries. He 
  has the very highest level of clearance within the Scholariate 
  at Arms, as well as access to many of the vaults within the 
  Seven Cloisters. He has many allies within the Scholariate 
  and elsewhere, and has even been known to work alongside 
  Inquisitors of other Ordos. He appreciates the wide-ranging 
  nature of the threat of the Enemy Beyond, and understands that 
  incursions can begin as heresies or xenos worship, necessitating 
  cooperation with the Ordo Hereticus and the Ordo Xenos. On 
  several occasions, this cross-Ordo approach has paid dividends. 
  On Dalthus, Octus uncovered a xenos-worshipping coven, only 
  to discover its foolhardy Warp-dabblings had attracted not the 
  alien overlords the cult members had sought, but the daemonic 
  servants of Nurgle. Octus sent a cell of Acolytes to aid the Ordo 
  Xenos in the battle, and during the event one of his Banishers 
  averted an incursion that might have cost the lives of billions. 
  Since then, Octus Enoch’s star has been ascendant, as all three 
  Ordos have seen him as a reasonable but effective man. He has 
  been invited to speak before the High Council of the Calixian 
  Conclave on three separate occasions. However, this great 
  honour has come at a price. The more prominent he becomes, 
  the more others will begin to manoeuvre against him and his 
  allies and servants, fuelled by the eternal internecine rivalries 
  that bedevil the Holy Ordos of the Emperor’s Inquisition.
  usinG oCTus enoCh 
  Octus Enoch is perhaps best used as a background 
  presence in your adventures, one which the PCs will 
  become to appreciate as a source of great wisdom. 
  He can be the author of cryptic messages and dire 
  warnings, channelled through the Acolytes’ master 
  or to them directly. So extensive is Enoch’s network 
  of agents and allies that the PCs might easily become 
  involved in his machinations, even when investigating 
  other matters entirely.
  to assassinate anyone who might bring about a daemonic 
  
  I: The Ordo Malleus
  34
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   The Ordo Malleus
  34
  34
  EXTREME 
  MEASURES
  “The daemonic leads to two crimes. You turn from the path of 
  righteousness, and you abandon the Emperor as the object of your 
  devotion. For the ﬁ rst, death is a just retribution. The second is a 
  heresy so terrible that no punishment can be sufﬁ cient. Yet the search 
  for an appropriate penalty continues, and it shall be found.”
  –Malleus Daemonicus, Ecclessiarch Issus XLVII
  A 
  Daemon Hunter’s investigations may take him to 
  any or every world in the sector, from the forbidden 
  Threnos Zone to the tallest spires of Hive Sibellus; 
  from the fi lthiest scum-run outland to the most opulent noble 
  court. The Ruinous Powers twist the lowliest of gang juves 
  to their service just as gladly as they corrupt the scions of 
  noble families. An Inquisitor can expect to face a myriad of 
  enemies in the course of his investigation, and the measures 
  he must take to battle them range from targeted assassination 
  to indiscriminate planetary bombardment.
  The threat posed by the Enemy Beyond is considered so dire 
  that any action is justifi ed in combating it. The threat ranges 
  from individual possession up to full daemonic incursion, and 
  frequently the two are connected. What began as heretical 
  cult activity, for example, might lead to an insane attempt 
  by the members of that cult to open a gate and summon a 
  being they believe to be their saviour. The Inquisitors of the 
  Ordo Malleus employ a wide range of sanctions to curtail the 
  activities of their enemies, but sometimes the threat is so great 
  that extreme measures must be taken.
  The most common tool used by the Daemon Hunters is 
  execution. The merest rumour that an individual is considering 
  worshipping the forbidden powers is suffi cient to damn him, 
  and the Ordo Malleus is swift and brutal in its response. Often, 
  however, a Daemon Hunter may decide to stay his hand, even 
  when a daemonologist or the magister of an infernal cult has 
  been identifi ed. In all likelihood, the individual is a small 
  part of a far larger web of deceit and heresy, which must be 
  entirely picked apart in order to ensure that no corruption 
  remains. A single possessed man or heretical sorcerer left 
  undiscovered can bring about a daemonic incursion, and the 
  Inquisitors of the Ordo Malleus go to great lengths to ensure 
  they have identifi ed all such threats before they strike. None 
  are exempt from the sanction of execution, not even Sector 
  Lords. Some executions are carried out in total secrecy, while 
  others are very public indeed. Some involve a sniper’s bullet 
  fi red from the shadows, while others happen at the hand of 
  the Inquisitor himself. Yet the end result is always the same—
  the price of consorting with Daemons is death.
  Heretics are often targeted for assassination when the Ordo 
  Malleus believes that they are likely to spread their infl uence 
  to the population at large. The charismatic leader of a cult 
  or a sorcerer with access to forbidden knowledge might be 
  a primary target, since such fi gures are often the locus of a 
  Warp incursion, and without them the incursion and their cult 
  will wither and die. 
  On occasion, a 
  cryptic prophecy 
  might 
  identify 
  not one but many 
  individuals who are 
  crucial to an incursion, 
  and then a wise Inquisitor 
  must dispatch all his 
  servants to ensure that every 
  single one is eliminated. 
  Cells 
  of 
  Acolytes 
  are 
  tasked to track down all 
  the heretics, however widely 
  scattered they may be, 
  and assassinate them in 
  perfect concert. Generally, 
  assassination is used against the 
  mortal followers of the Ruinous 
  Powers rather than daemons—the supernatural powers of a 
  daemon make them extraordinarily hard targets for a lone 
  sniper or single swordsman to bring down. There are some 
  occasions when an Assassin has been dispatched to hunt 
  down and slay an actual daemonic entity made manifest in the 
  material universe, but such missions are usually suicidal for all 
  but the most accomplished of Acolytes, and are normally left 
  to the master assassins of the Offi cio Assassinorum.
  In theory, an Inquisitor of the Ordo Malleus can employ 
  any sanction he believes appropriate to defeat a potential 
  incursion. His Inquisitorial mandate not only gives him 
  that power, but also requires that he use it when needed. In 
  reality however, the power of an individual is often limited 
  by his position within the Inquisition’s web of infl uence and 
  patronage. In many sectors, Inquisitors are all but free agents, 
  travelling from one world to the next and enacting their duties 
  limited only by the bounds of their own consciences. In the 
  Calixis Sector, however, successive generations of Inquisitor 
  Lords have built an arcane and convoluted power structure. 
  Within the Calixian Ordo Malleus, the system of Masters in 
  Chamber has arisen over the last millennia, and the majority 
  of Daemon Hunters operating in the sector acquiesce to their 
  authority for two reasons. First, membership in a Chamber 
  such as the Scholariate at Arms grants the Inquisitor access 
  to many resources he might not otherwise be able to acquire. 
  Some members of the Scholariate maintain vast libraries 
  of otherwise forbidden knowledge, while others stockpile 
  weapons of fearsome potency. Some have built up huge 
  networks of informants while others command the loyalty of 
  Imperial Commanders and Governors. By operating within 
  the agendas of such Chambers, an Inquisitor becomes part 
  of a larger body, which can mobilise all of its resources at 
  a moment’s notice. Second, although organizations like 
  the Scholariate make potent allies, they can be even more 
  terrible foes. An Inquisitor certainly has the power to execute 
  an Imperial Commander at will, but the will of his peers is 
  likely to stay his hand should they decide that killing the 
  Commander would be detrimental to the Chamber’s long-
  term interests.
  will wither and die. 
  On occasion, a 
  might 
  identify 
  not one but many 
  individuals who are 
  crucial to an incursion, 
  and then a wise Inquisitor 
  must dispatch all his 
  servants to ensure that every 
  single one is eliminated. 
  Cells 
  of 
  Acolytes 
  are 
  tasked to track down all 
  the heretics, however widely 
  scattered they may be, 
  and assassinate them in 
  perfect concert. Generally, 
  assassination is used against the 
  mortal followers of the Ruinous 
  
  I: The Ordo Malleus
  35
  The greY KnIghTs
  While most of the methods of the Ordo Malleus are 
  common to all Inquisitors, there is one sanction that the most 
  knowledgeable Throne Agents associate with them alone—
  the superhuman warriors of the Grey Knights Chapter of the 
  Adeptus Astartes. Within the Calixis Sector, all Ordo Malleus 
  Inquisitors, and the most valued of their Throne Agents, are 
  entrusted with the means to contact the Grey Knights and the 
  authority to demand their assistance should they encounter a 
  threat that the Ordo cannot deal with alone. Many Inquisitors 
  of other Ordos have the means to contact the Grey Knights 
  too, and these elite warriors have seen battle against aliens 
  and heretics on countless worlds.
  The Grey Knights are a Chapter of Space Marines quite 
  unlike any other. Although the Chapter’s Fortress-Monastery 
  is in the Sol system, it has access to the fastest vessels and 
  most skilled Navigators in the Imperium, enabling it to 
  deploy forces anywhere in the galaxy on very short notice. 
  Even with the fastest war ships the Adeptus Mechanicus 
  can construct, however, Warp travel times are unpredictable 
  and dangerous, and so many Grey Knight vessels conduct 
  years-long patrols of the entire galaxy, responding to nearby 
  threats and monitoring the astropathic conduits for pleas for 
  aid. Most of these vessels are just escorts, and carry only a 
  single squad or even a lone Battle-Brother. Nevertheless, the 
  intervention of even such a small force has proved suffi cient 
  to avert disaster on countless occasions. 
  In the Calixis Sector, conventional Space Marine forces 
  are a rare sight, and the Battle-Brothers of the Adeptus 
  Astartes are more fi gures of myth and legend than reality. The 
  Grey Knights therefore are all but unknown, even amongst 
  the upper echelons of the Inquisition. In truth, the Grey 
  Knights rarely fi ght alongside ordinary men and women, for 
  their very presence indicates that an incursion has grown so 
  powerful that none but the Grey Knights are likely to survive 
  it. In the event that a daemonic incursion is turned aside by 
  the Grey Knights, most surviving witnesses are likely to be 
  rounded up and, if they are lucky, relocated to a far-away 
  world where they will be forbidden to tell anyone what they 
  have seen. In all likelihood, only the most trusted servants of 
  the Inquisition will be allowed to live after witnessing the 
  Grey Knights in action, and many of these will be mind-
  cleansed as a precaution.
  When an Inquisitor or Throne Agent decides that the Grey 
  Knights must be called upon, there are several ways in which 
  they may be contacted, some universal and some unique to 
  individual Inquisitors. One of a myriad of methods requires 
  the Agent or Inquisitor to transmit an Astropathic message 
  via conventional means, but ‘tagged’ with a specifi c cipher 
  code. If there is a Grey Knight vessel in the region, its own 
  Astropaths will detect the cipher amidst the churning ocean 
  
  I: The Ordo Malleus
  36
  of Astropathic communication and decode it. Although the 
  Grey Knights are oath-bound to respond to requests from 
  Ordo Malleus Inquisitors, they are unlikely to be able to 
  dispatch more than a handful of warriors to respond to a 
  crisis in the Calixis Sector, as their forces are scattered far and 
  wide. Nevertheless, even a single Battle-Brother dispatched to 
  aid an Acolyte cell is suffi cient to eliminate most threats. If it 
  is not, then the peril is dire indeed, and the Grey Knights will 
  summon more of their brothers to combat it.
  Another way in which a cell of Acolytes might fi nd 
  themselves serving alongside one or more Grey Knights 
  is in the course of a pre-planned mission. A cell may be 
  accompanied by a single Grey Knight Battle-Brother for 
  the duration of the mission. The Battle-Brother’s sole duty 
  in such cases is to combat the daemon at the climax of the 
  mission, and in this matter his authority over mere Acolytes 
  is total. It is quite likely, in fact, that the Acolytes are entirely 
  expendable, their only task to guide the Grey Knight to the 
  target. Such is the reality of a life serving the Ordo Malleus, 
  but those Acolytes who survive such missions are truly fated 
  to achieve great things.
  eXTerMInaTus
  Exterminatus is the fi nal recourse of an Inquisitor who 
  has seen a situation grow so dire that only the complete 
  destruction of an entire world can avert a worse disaster. In 
  truth, this fi nal sanction is of limited utility to the Daemon 
  Hunters, for the daemonic servants of the Ruinous Powers are 
  often all but immune to viral strains and resistant to orbital 
  bombardments. If a daemonic incursion grows to the extent 
  that it might require Exterminatus, the only true reason to 
  do so is to save the souls of the billions of innocents on the 
  surface who might otherwise be slain by the creatures of 
  Chaos and tortured throughout all eternity. Far better, some 
  Daemon Hunters would say, that the innocents die at the 
  hand of the Inquisition and in so doing avoid that eternity 
  of damnation.
  One situation in which Exterminatus might be declared 
  is as an immediate prelude to a mass daemonic incursion. 
  If the interface between the Warp and the material universe 
  becomes suffi ciently compromised, every single mind upon 
  a world, even those with no psychic potential, could form a 
  
  I: The Ordo Malleus
  37
  gateway to the Empyrean. When a planetary-scale incursion 
  is imminent, the Daemons of Chaos can use every such 
  mind as a portal, literally tearing through the thin veil of 
  reality, consuming the soul of the victim and ripping their 
  body asunder. Exterminatus can thus prevent the incursion by 
  destroying all the minds the Daemons might try to use.
  Depending on the nature of the incursion, the Inquisition 
  might simply decide that Exterminatus would make no 
  difference, and abandon the world to its fate. Exterminatus 
  devices are rare and expensive assets, some dating from the 
  Dark Age of Technology itself. While Exterminatus may serve 
  as an example to others considering turning aside from the 
  light of the Emperor, it is more often used to avert some larger 
  threat to the Imperium, such as destroying the biomass of a 
  world being invaded by a Tyranid hive-fl eet in order to starve 
  it of the food it needs to sustain its invasion. Once a world 
  has fallen to a full scale daemonic incursion the Imperium can 
  do nothing to save it. In all likelihood, the region of space 
  in which the planet exists has also become subject to raging 
  Warp storms as the impossible energies of the Empyrean surge 
  forth, fi lling the void around it with turmoil. In such instances, 
  the planet is truly lost for all time, and Exterminatus will serve 
  no purpose whatsoever. Far better, some Inquisitors state, to 
  ensure that the region is sealed off so that none may lay eyes 
  on it ever again. The real danger in this particular viewpoint is 
  that the Warp breach might expand to become a widespread 
  and permanent stellar phenomenon, akin to the Eye of Terror, 
  the Maelstrom, and many other, smaller regions of Warp and 
  Realspace overlap. Should that occur, the breach may become 
  an established gateway and expand to include other systems. 
  Chaos’s mortal followers may then build their armies on 
  worlds entirely beyond the reach of the Imperium, and use 
  the breach itself as a gateway through which they may launch 
  assaults on other points in the galaxy. Thus, the Ordo Malleus 
  and their Grey Knight allies make every effort to track down 
  and eliminate those who would summon forth Daemons long 
  before they reach the point of endangering worlds.
  aCCess denied
  Knowledge of the daemonic is ruthlessly suppressed 
  within the Imperium, although plenty of abstract and 
  dire warnings assail the faithful whenever they attend 
  any sort of religious rite. Those who actually lay 
  eyes upon a Daemon are most unlikely to survive the 
  experience, or if they do their sanity will be so blasted 
  that their accounts will be written off as the ravings 
  of a madman. On occasion, however, the Imperium 
  must fi eld its armies against those of Chaos. Planetary 
  Defence Forces, the Imperial Guard, and the Space 
  Marines will not only witness such creatures, but be 
  called upon to fi ght them on the battlefi eld.
  Should such forces be victorious, their lives hang 
  in the balance yet. They will be subject to the most 
  invasive of investigations in order to ascertain if they 
  have incurred even the slightest hint of corruption. 
  Many planetary militias and Imperial Guard units 
  are, tragically, purged, often by way of orbital 
  bombardment, lest they spread the taint of the Daemon 
  inadvertently. Records and manifests are then altered so 
  that it appears that the unit fell honourably in combat 
  or was lost during warp transit. On occasion, entire 
  populations have had to be purged, while some have 
  been granted the cruel reprieve of enforced isolation, 
  banishment, or imprisonment.
  Only the Space Marines of the Adeptus Astartes are 
  immune to outright purging. Having faced a Daemonic 
  foe, a Space Marine force is examined by its Chaplains 
  for any sign of taint, and those found to have suffered 
  are subject to prolonged rituals of purifi cation and 
  atonement. Occasionally, a Space Marine witnesses 
  such mind-bending horrors that even he cracks. Such 
  unfortunates may be mind-wiped, and in time retrained, 
  though they must fi rst relearn the most basic of tasks 
  and they will never be the warrior they once were.
  37
  37
  and their Grey Knight allies make every effort to track down 
  and eliminate those who would summon forth Daemons long 
  before they reach the point of endangering worlds.
  unfortunates may be mind-wiped, and in time retrained, 
  though they must fi rst relearn the most basic of tasks 
  and they will never be the warrior they once were.
  To my most trusted friend,
    These words I commit to the archive, for the sake of my immortal 
  soul. These years of service to the Holy Ordos have seen me rise 
  to the rank of Inquisitor, an honour I have desired since I first 
  encountered the servants of my master. Throughout my service, 
  I have witnessed sights that withered my soul, and partaken of 
  knowledge that haunts my every waking hour. Upon my ascension, 
  I realized that everything I had seen, done, and learned as an 
  Acolyte was as nothing compared to the true horrors that stalk 
  us across the stars. It will soon come time for me to take on 
  Acolytes of my own, and perhaps to choose one from their ranks 
  to become Interrogator. Though it pains me greatly to do so, I 
  must now recall things I would prefer to forget, and commit 
  what knowledge and wisdom I have gleaned to this tome, so that 
  others who shall come later may benefit. In writing these words, 
  I commit an even greater sin. For that I beg forgiveness.
  
  I: The Ordo Malleus
  38
  I: The Ordo Malleus
   The Ordo Malleus
  38
  38
  The first lesson I must pass on is the most important and terrible 
  one I learned upon becoming an Inquisitor. As an Acolyte, I 
  foolishly believed myself somehow blessed to serve my master, and 
  elevated above the herd of common Humanity. In short, I thought 
  I was special. It was only later that I saw how utterly wrong I 
  was. Now, I understand the true price of failure. None of us, from 
  the newly recruited Acolyte to the most experienced and venerated 
  Lord, is exempt from the sacrifices our duty demands. We must be 
  ready with but a moment of notice to cast aside our lives and the 
  lives of all our servants. Our Acolytes are expendable, though they 
  need not know his terrible truth. I myself abhor waste in all its 
  forms and would never countenance sacrifice without good cause, 
  but others treat their servants differently. 
  For those who read this who have not faced the Enemy Beyond 
  made manifest, I offer these simple words: 
  Turn back. Turn back now. 
  If you refuse to do so, then perhaps you are strong enough to face 
  that which has claimed the lives and the souls of so many of our kin. 
  I can say nothing of the true horror of facing our greatest foes. 
  To attempt to do so would be folly, and perhaps instil some false 
  hope in the reader. I can instead conjure impressions, which in 
  themselves may prove of some use.
   The infernal is utterly inimical to all that makes us what we 
  are. To witness even the least of the servants of the Ruinous Powers 
  is to know insanity. I have seen stalwart priests reduced to gibbering 
  shells by the sight of our enemies, a lifetime of faith shattered in an 
  instant. I have seen mighty warriors void their bowels and collapse 
  to the ground upon hearing a single infernal whisper. I have seen 
  one gifted in the psychic arts turn his powers upon himself in the 
  most hideous fashion, unable to resist the voices that screamed for 
  him to do so. I have looked upon reality itself and known that it is 
  an illusion. I have heard the howls of hunger that echo just beyond 
  our hearing, audible only to those touched by the Emperor. How they 
  endure such clamouring I can scarcely imagine, but they do, and 
  for that we must all be eternally grateful.
  But I digress. I shall describe our foes in the broadest sense, by 
  considering each of the four Great Powers. I shall steel my soul 
  as I write, and I pray that those who read these words will pray 
  for me as they read them.
  The most powerful of the Ruinous Ones, the Blood God, is 
  known to his followers as Khorne, meaning the Lord of War or the 
  Taker of Skulls or any one of a thousand other grim titles. It is 
  my contention that this being is the oldest of the powers, for he was 
  brought into existence the very first time a man raised his fist in 
  anger at another man, something we have been doing since the very 
  dawn of our species. Khorne is the essence of rage and hatred, and 
  revels in violence and bloodshed for its own sake. His followers claim 
  a certain nobility born of martial honour, and feed upon hubris and 
  pride. Where you see men following martial traditions like a faith, 
  look beyond the pomp and tradition, for there may you find fertile 
  ground for the worship of the Blood God. Beware the Blood Cult 
  that hides the servants of Khorne within its inner circle, the feral 
  shamans who demand blood sacrifices to honour nameless gods of 
  war. But be warned too: do not make rash accusations, for those 
  loyal men and women who devote themselves to war are as honoured 
  in the eyes of the Emperor as any other class of servant. You must 
  If you refuse to do so, then perhaps you are strong enough to face 
  that which has claimed the lives and the souls of so many of our kin. 
  If you refuse to do so, then perhaps you are strong enough to face 
  that which has claimed the lives and the souls of so many of our kin. 
  If you refuse to do so, then perhaps you are strong enough to face 
  I can say nothing of the true horror of facing our greatest foes. 
  that which has claimed the lives and the souls of so many of our kin. 
  I can say nothing of the true horror of facing our greatest foes. 
  that which has claimed the lives and the souls of so many of our kin. 
  To attempt to do so would be folly, and perhaps instil some false 
  I can say nothing of the true horror of facing our greatest foes. 
  To attempt to do so would be folly, and perhaps instil some false 
  I can say nothing of the true horror of facing our greatest foes. 
  hope in the reader. I can instead conjure impressions, which in 
  To attempt to do so would be folly, and perhaps instil some false 
  hope in the reader. I can instead conjure impressions, which in 
  To attempt to do so would be folly, and perhaps instil some false 
   The infernal is utterly inimical to all that makes us what we 
  are. To witness even the least of the servants of the Ruinous Powers 
   The infernal is utterly inimical to all that makes us what we 
  are. To witness even the least of the servants of the Ruinous Powers 
   The infernal is utterly inimical to all that makes us what we 
  is to know insanity. I have seen stalwart priests reduced to gibbering 
  are. To witness even the least of the servants of the Ruinous Powers 
  is to know insanity. I have seen stalwart priests reduced to gibbering 
  are. To witness even the least of the servants of the Ruinous Powers 
  shells by the sight of our enemies, a lifetime of faith shattered in an 
  is to know insanity. I have seen stalwart priests reduced to gibbering 
  shells by the sight of our enemies, a lifetime of faith shattered in an 
  is to know insanity. I have seen stalwart priests reduced to gibbering 
  instant. I have seen mighty warriors void their bowels and collapse 
  shells by the sight of our enemies, a lifetime of faith shattered in an 
  instant. I have seen mighty warriors void their bowels and collapse 
  shells by the sight of our enemies, a lifetime of faith shattered in an 
  to the ground upon hearing a single infernal whisper. I have seen 
  instant. I have seen mighty warriors void their bowels and collapse 
  to the ground upon hearing a single infernal whisper. I have seen 
  instant. I have seen mighty warriors void their bowels and collapse 
  one gifted in the psychic arts turn his powers upon himself in the 
  to the ground upon hearing a single infernal whisper. I have seen 
  one gifted in the psychic arts turn his powers upon himself in the 
  to the ground upon hearing a single infernal whisper. I have seen 
  most hideous fashion, unable to resist the voices that screamed for 
  one gifted in the psychic arts turn his powers upon himself in the 
  most hideous fashion, unable to resist the voices that screamed for 
  one gifted in the psychic arts turn his powers upon himself in the 
  him to do so. I have looked upon reality itself and known that it is 
  most hideous fashion, unable to resist the voices that screamed for 
  him to do so. I have looked upon reality itself and known that it is 
  most hideous fashion, unable to resist the voices that screamed for 
  an illusion. I have heard the howls of hunger that echo just beyond 
  him to do so. I have looked upon reality itself and known that it is 
  an illusion. I have heard the howls of hunger that echo just beyond 
  him to do so. I have looked upon reality itself and known that it is 
  our hearing, audible only to those touched by the Emperor. How they 
  an illusion. I have heard the howls of hunger that echo just beyond 
  our hearing, audible only to those touched by the Emperor. How they 
  an illusion. I have heard the howls of hunger that echo just beyond 
  endure such clamouring I can scarcely imagine, but they do, and 
  our hearing, audible only to those touched by the Emperor. How they 
  endure such clamouring I can scarcely imagine, but they do, and 
  our hearing, audible only to those touched by the Emperor. How they 
  But I digress. I shall describe our foes in the broadest sense, by 
  considering each of the four Great Powers. I shall steel my soul 
  But I digress. I shall describe our foes in the broadest sense, by 
  considering each of the four Great Powers. I shall steel my soul 
  But I digress. I shall describe our foes in the broadest sense, by 
  as I write, and I pray that those who read these words will pray 
  considering each of the four Great Powers. I shall steel my soul 
  as I write, and I pray that those who read these words will pray 
  considering each of the four Great Powers. I shall steel my soul 
  The most powerful of the Ruinous Ones, the Blood God, is 
  known to his followers as Khorne, meaning the Lord of War or the 
  The most powerful of the Ruinous Ones, the Blood God, is 
  known to his followers as Khorne, meaning the Lord of War or the 
  The most powerful of the Ruinous Ones, the Blood God, is 
  Taker of Skulls or any one of a thousand other grim titles. It is 
  known to his followers as Khorne, meaning the Lord of War or the 
  Taker of Skulls or any one of a thousand other grim titles. It is 
  known to his followers as Khorne, meaning the Lord of War or the 
  my contention that this being is the oldest of the powers, for he was 
  Taker of Skulls or any one of a thousand other grim titles. It is 
  my contention that this being is the oldest of the powers, for he was 
  Taker of Skulls or any one of a thousand other grim titles. It is 
  brought into existence the very first time a man raised his fist in 
  my contention that this being is the oldest of the powers, for he was 
  brought into existence the very first time a man raised his fist in 
  my contention that this being is the oldest of the powers, for he was 
  anger at another man, something we have been doing since the very 
  brought into existence the very first time a man raised his fist in 
  anger at another man, something we have been doing since the very 
  brought into existence the very first time a man raised his fist in 
  dawn of our species. Khorne is the essence of rage and hatred, and 
  anger at another man, something we have been doing since the very 
  dawn of our species. Khorne is the essence of rage and hatred, and 
  anger at another man, something we have been doing since the very 
  revels in violence and bloodshed for its own sake. His followers claim 
  dawn of our species. Khorne is the essence of rage and hatred, and 
  revels in violence and bloodshed for its own sake. His followers claim 
  dawn of our species. Khorne is the essence of rage and hatred, and 
  a certain nobility born of martial honour, and feed upon hubris and 
  revels in violence and bloodshed for its own sake. His followers claim 
  a certain nobility born of martial honour, and feed upon hubris and 
  revels in violence and bloodshed for its own sake. His followers claim 
  pride. Where you see men following martial traditions like a faith, 
  a certain nobility born of martial honour, and feed upon hubris and 
  pride. Where you see men following martial traditions like a faith, 
  a certain nobility born of martial honour, and feed upon hubris and 
  look beyond the pomp and tradition, for there may you find fertile 
  pride. Where you see men following martial traditions like a faith, 
  look beyond the pomp and tradition, for there may you find fertile 
  pride. Where you see men following martial traditions like a faith, 
  ground for the worship of the Blood God. Beware the Blood Cult 
  look beyond the pomp and tradition, for there may you find fertile 
  ground for the worship of the Blood God. Beware the Blood Cult 
  look beyond the pomp and tradition, for there may you find fertile 
  that hides the servants of Khorne within its inner circle, the feral 
  ground for the worship of the Blood God. Beware the Blood Cult 
  that hides the servants of Khorne within its inner circle, the feral 
  ground for the worship of the Blood God. Beware the Blood Cult 
  shamans who demand blood sacrifices to honour nameless gods of 
  that hides the servants of Khorne within its inner circle, the feral 
  shamans who demand blood sacrifices to honour nameless gods of 
  that hides the servants of Khorne within its inner circle, the feral 
  war. But be warned too: do not make rash accusations, for those 
  shamans who demand blood sacrifices to honour nameless gods of 
  war. But be warned too: do not make rash accusations, for those 
  shamans who demand blood sacrifices to honour nameless gods of 
  loyal men and women who devote themselves to war are as honoured 
  war. But be warned too: do not make rash accusations, for those 
  loyal men and women who devote themselves to war are as honoured 
  war. But be warned too: do not make rash accusations, for those 
  in the eyes of the Emperor as any other class of servant. You must 
  loyal men and women who devote themselves to war are as honoured 
  in the eyes of the Emperor as any other class of servant. You must 
  loyal men and women who devote themselves to war are as honoured 
  
  I: The Ordo Malleus
  39
  39
  39
  I: The Ordo Malleus
   The Ordo Malleus
  develop an understanding of them, and learn the difference between 
  a distasteful victory celebration and a genuine ritual in honour of 
  he who sits upon the Throne of Skulls.
  What words of advice can I give to those who must face the 
  servants of the Blood God? They are warriors of the utmost 
  ferociousness, and in open battle they are equal to all but our most 
  elite forces. The plots of their mortal followers are brutal and 
  simple, and once uncovered, not difficult to shatter. But once 
  manifested, the infernal servants of Khorne are terrible to face. 
  Call upon the Adeptus Astartes, especially the Grey Knights, 
  and pray they reach you in time.
  Next I shall describe something of the Changer of the Ways, the 
  God of Change and Sorcery, Tzeentch. This most unknowable 
  of the Ruinous Powers is the lord of deceit and insanity. It is 
  said that only the truly insane can look upon the true works of 
  Tzeentch and perceive their true nature, and so to study such works 
  is to invite madness. Indeed, I have witnessed soul-warded savants, 
  Omniscentis of our order, driven mad in a heartbeat by some sliver 
  of forbidden knowledge. One of my psi-seers had his mind shattered 
  upon glimpsing but the smallest part of Tzeentch’s realm during a 
  prognostic rite. While not the most overtly powerful of the Ruinous 
  Powers, the Changer of the Ways is perhaps the most dangerous. In 
  an age when ever more psykers are being born, Tzeentch in his aspect 
  of the mastery of vile sorcery has uncounted souls through which 
  he may manipulate us, move amongst us, and ultimately tear down 
  all that we stand for. Tzeentch is the ultimate manipulator, and 
  his mortal servants are cunning plotters and infiltrators. How many 
  secessionist schemes have been revealed as the work of Tzeentch? 
  How many vainglorious demagogues have been revealed as puppets 
  of the God of Change? How many savants have been seduced by 
  the promise of ultimate knowledge, and how many psykers offered 
  powers beyond that which a mortal could ever hope to wield? 
  When faced with the works of Tzeentch, your greatest weapon is 
  you intellect. Hone it to a keen edge; wield it as a cold blade that 
  slices through the web of deceit with which his servants attempt to 
  ensnare you. Should his infernal servants become manifest, counter 
  them with the purest light of the Emperor; surround yourself with 
  the mightiest of sanctioned psykers and pray that their powers are 
  greater than those of your foes.
  The next Ruinous Power I shudder to consider, for his works 
  are so vile as to turn the stomach and render spoiled every iota of 
  that which remains pure within my soul. He is Nurgle, the Lord 
  of Decay. To dwell long upon Nurgle is to court utter despair, 
  for he is the begetter of every foul plague and pox that has ever 
  afflicted mankind. He would transform the realms of Men into 
  gardens of putrefaction, swamps of sweet decay through which his 
  servants may wallow in their own filth. Yet, many of our order 
  make the mistake of believing Nurgle to be the lord of all deathly 
  things. This is the ultimate mistake, and one that has led many 
  bold servants of the Emperor to their deaths. The servants of Nurgle 
  bring about death and decay only that new life may be reborn. 
  They extol the eternal cycle of growth and decay, which feeds 
  their vile god and makes each generation stronger than the last. As 
  a bacterium slays the living and produces food on which fungi 
  grow, so Nurgle seeks to bring about the death of the Imperium by 
  
  I: The Ordo Malleus
  40
  I: The Ordo Malleus
   The Ordo Malleus
  40
  40
  In Faith,
  O.E.
  rotting it from within. His followers may appear withered and 
  afflicted by the most hideous of plagues, but in truth they become 
  all the stronger from the gifts of their lord. 
  When faced with the mortal followers of Nurgle, we must be 
  prepared to face corruption on every level imaginable. They seek 
  to spread contagion on the very air itself. They come upon the 
  afflicted and the desperate and offer deliverance, but those who 
  accept are damned for all time. Put them and their works to 
  the flame, that not even a single cell shall remain. If you must 
  face the Daemonic servants of Nurgle, steel your soul against the 
  foul sights you will see, and shield your body from plague and 
  corruption by whatever means you have at your disposal. Know 
  that to accede to despair is to invite the gifts of Nurgle, so seek 
  the benediction of the God-Emperor, and go forward with his 
  blessing.
  Lastly, I must turn my thoughts towards the youngest of the 
  Ruinous Powers, Slaanesh, called the Prince of Chaos and the 
  Lord of Pleasure. Slaanesh is the embodiment of temptation in 
  all its forms. He causes even the most stoic of souls to cast aside 
  duty and indulge in the most selfish deeds imaginable. He seduces 
  the unwary, offering them every pleasure they can imagine, from 
  undreamed-of riches to the fulfillment of forbidden pleasures. 
  Slaanesh is often mistaken for a female being, yet in truth the 
  Lord of Pleasure is both male and female, and yet neither. His 
  Daemonic servants ordinarily take a hermaphroditic form, yet 
  many who look upon them see that which they most secretly desire. 
  Some of our Ordo mistakenly believe that the realm ofSlaanesh 
  is purely carnal, yet this is far from the truth. Slaanesh offers 
  the unwary a myriad of temptations, looking deep into the unwary 
  soul to draw out that which the victim most desires and offering 
  it in return for his immortal soul.
  When fighting the mortal servants of Slaanesh, be ever vigilant 
  for their temptations. Slaaneshi cults seek to fulfil the darkest 
  of mortal desires, yet if left unchecked soon become dulled to 
  any pleasure. They seek ever greater, more intense diversions, and 
  in between appear unmoved by everything around them. The only 
  defence against the Daemonic servants of the Prince of Chaos is 
  to shield your soul with the armour of contempt and to meditate 
  upon purity. To show the slightest weakness in the face of the 
  Daemons of Slaanesh is to lose your soul for all eternity.
  These brief passages I offer that those who come after me 
  might be granted some slight glimmer of hope in the eternal battle 
  against the enemy beyond. I shall return to my writing soon, I 
  hope, recording what wisdom the Emperor has granted me. I pray 
  that by the end of my days this tome shall be a mighty library 
  of knowledge. I fear my time numbered, however, for damnation 
  stalks me even now. 
  
  Hunter 
  Careers
  Background 
  Packages
  •
  Malleus alternate 
  career ranks
  •
  Malleus cell 
  directives
  
  II: Hunter Careers
  42
  Chapter II:
  Hunter 
  Careers
  "Their singular sense of duty is admirable. I appreciate the fact that 
  the tactics honed against Daemons are equally effective against so 
  many other heretical forces."
  –Inquisitor Acherus, Ordo Hereticus Calixian
  B
  ravery cannot be measured until it is tested. Daemon 
  Hunters are those who seek out such tests. They stand 
  before the worst the galaxy has to offer with the 
  unshakable belief that they will not be broken, and that they 
  have the faith and courage to prevail. 
  The servants of the Ordo Malleus know the true meaning 
  of bravery. They ﬁ ght not for their own lives, or the lives of 
  those they care about. They do not risk merely their bodies, 
  but also their minds and souls, so that all of humanity might 
  have a glimmer of hope towards survival.
  Ordo Malleus 
  Background 
  Packages
  "Every man, no matter his past, can serve to aid the Imperium of 
  mankind. Even if only in death."
  –Inquisitor Javid Donzon
  T
  he following section presents a variety of optional 
  Background Packages for DARK HERESY characters. These 
  backgrounds offer the Acolytes ways to ﬁ ll in more details 
  of their past and experiences before joining the Inquisition and 
  provide the characters with a story of their own, complete with 
  story hooks tied into their personalities, beliefs, and goals. All of 
  the Background Packages set out here provide additional insights 
  into the origins of characters with a puritanical or religious 
  outlook. Depending upon the character’s career, the Background 
  Package may involve terrible events of the characters past or deeds 
  that set the character apart from others of his ilk. Each origin 
  describes a turning point in the character’s past that led them to 
  the light of the Emperor.
  Each Background Package affects the character’s Skills, Talents, 
  or Traits in ways that reﬂ ect their unique origin. Not all of these 
  effects are advantageous; sometimes a character’s past has harmed 
  their health, reputation, or sanity. 
  using Background Packages
  Background Packages provide several adjustments to 
  a character’s Skills, Talents, and, in some cases, Traits. 
  Adjustments made as a result of Background Packages do not 
  count as Advances for the purposes of increasing Ranks, nor 
  do increases or reductions in Characteristics count towards, 
  or affect, their normal means of improvement.
  To select a Background Package, the player must meet any 
  requirements set out under the description of the Package. 
  Some Packages are restricted to particular Careers, while others 
  include a Homeworld or other origin requirement, which must 
  also be met. All Background Packages have an xp cost, which 
  is paid from the character’s starting experience during character 
  creation. The Background must be purchased in its complete 
  state: players cannot purchase half the Package with half the xp. 
  Players may ﬁ nd that the Background Packages grant Talents 
  and Skills not normally available due to character restrictions. 
  A character does not have to meet the normal prerequisites of 
  any listed Talent gained from a Package.
  Players may only acquire a Background Package at character 
  creation. A player cannot go back and select a Package later 
  in the character’s career; these are intended to represent the 
  character’s past, not his present or future. A player can only 
  ever have one Background Package. Background Packages are 
  entirely optional, and a player should always get his GM’s 
  permission before selecting one for his character. 
  eXaMPle
  John has created a Tech-Priest, but wants to take a Background 
  Package to better reﬂ ect his vision of a character with experience 
  dealing with daemonic threats. He looks up those backgrounds 
  available, and settles on the "Daemonic Vanquisher" Background 
  Package. He gets the approval of his GM for this Package, and 
  applies the effects to his character. He adds the Skills and Talents 
  listed under “Effects” to his character sheet. He also marks off 300 
  xp (the Package’s cost) from his starting xp, and goes on to spend 
  the rest of the starting xp given by the GM on the Skills or Talents 
  available under the Tech-Priest Career. 
  The stories included in these Background Packages are 
  not intended to be restrictive; they are intended to inspire and 
  intrigue players. All players are free to vary the details of the 
  story that underpins each Package to reﬂ ect their own views and 
  tastes, provided the effects and cost are the same as those listed.
  eXaMPle
  
  II: Hunter Careers
  43
  CORPOREAL 
  SANCTIFICATION
  Career: Any
  Cost: 100 xp
  With the constant threat of Daemonic incursions from various 
  sources within and without, the Ordo Malleus within the 
  Calixis Sector has taken a unique approach to combating 
  these foes. Through various rituals, both mystical and 
  technological, the Ordo has been able to cover individuals 
  with ritual warding glyphs that repel daemons. Without a 
  Psyker’s mental strength to power these wards, the symbols 
  are carved directly into the recipient’s bones and ﬂ esh. While 
  this is an incredibly painful process, the results are worth it, 
  as the recipient of this distinct honour becomes one of the 
  ﬁ nest weapons against Daemons in the Malleus arsenal. The 
  one downside is that the warding process affects individuals 
  differently. Some say this is due to the persons own psyche 
  fuelling the wards in subtly different ways. Others, primarily 
  Monodominant Inquisitors, feel that the entire process is 
  corrupt and should be ended immediately.
  A character taking this Background Package has been 
  taken at a very young age by the Ordo Malleus Calixian, 
  and has been inscribed with very powerful warding sigils 
  and symbols. Most normal Imperial society will shy away 
  from this person as even if they do not understand what the 
  symbols mean, as they tend to provoke a very primal fear 
  within people. Inquisitors and other scholars see the character 
  as an instrument of the God-Emperor's divine will and tend 
  to be less wary around him.
  eFFects
  Apply all of the following to the character:
  Malleus Conditioning: Due to his intense training 
  by the Ordo Malleus, the character receives the Malleus 
  Conditioning Talent (See Sidebar).
  The Guiding Hand of the Emperor: The effect of this 
  arcane process varies depending on the individual, but the 
  highly skilled chirurgeons who perform the arcane surgeries 
  have come to recognise and cultivate the more beneﬁ cial side 
  effects of the process. Roll once on table 2-1: Sanctiﬁ cation 
  Effects and apply all of the effects listed.
  TABLE 2-1: Sanctiﬁ cation Effects
  1d10
  Result
  1-2
  The character has been blessed with 
  visions of the immortal foe and given the 
  visions of the immortal foe and given the 
  knowledge on how to defeat them at the 
  knowledge on how to defeat them at the 
  small cost of a portion of his sanity.  Gain 
  small cost of a portion of his sanity.  Gain 
  Hatred (Daemons) and 1d10 Insanity points
  Hatred (Daemons) and 1d10 Insanity points
  3-4
  The process has left the body broken, but 
  The process has left the body broken, but 
  the mind sharper than ever.  Reduce the 
  the mind sharper than ever.  Reduce the 
  character's Strength by 1d10, but increase 
  character's Strength by 1d10, but increase 
  his Intelligence by the same amount (roll 
  his Intelligence by the same amount (roll 
  only once for both effects).
  5-6
  The strength of the wards inscribed into 
  The strength of the wards inscribed into 
  his bones has ﬁ lled the character with the 
  his bones has ﬁ lled the character with the 
  light of the Emperor.  Unfortunately this 
  light of the Emperor.  Unfortunately this 
  inner ﬁ re steadily roasts the character's 
  inner ﬁ re steadily roasts the character's 
  skin, which burns and sloughs off in large 
  skin, which burns and sloughs off in large 
  patches and heals slowly.  Reduce the 
  character's Fellowship by 1d10, and he 
  character's Fellowship by 1d10, and he 
  gains a Fate Point (to a maximum of 5).
  gains a Fate Point (to a maximum of 5).
  7-8
  The subject's eyes are constantly aglow 
  The subject's eyes are constantly aglow 
  with the power inscribed within, but this 
  with the power inscribed within, but this 
  makes him a beacon for any foe lashing out 
  makes him a beacon for any foe lashing out 
  psychically.  The character gains the Dark 
  psychically.  The character gains the Dark 
  Sight Trait, but receives a –10 penalty to 
  Sight Trait, but receives a –10 penalty to 
  any Test made to resist psychic powers used 
  any Test made to resist psychic powers used 
  by non–daemons.
  9-0
  The warding process has left no outward 
  The warding process has left no outward 
  markings upon the skin, and the only visible 
  markings upon the skin, and the only visible 
  sign of the process is a small mark on the 
  sign of the process is a small mark on the 
  tongue.  The engraving on the character's 
  tongue.  The engraving on the character's 
  bones, however, is carefully designed to 
  bones, however, is carefully designed to 
  thwart the powers of a speciﬁ c warp entity. 
  thwart the powers of a speciﬁ c warp entity. 
  The GM chooses a daemonic force, and 
  The GM chooses a daemonic force, and 
  the character is completely immune to any 
  the character is completely immune to any 
  fear or corruptive inﬂ uence from this entity. 
  fear or corruptive inﬂ uence from this entity. 
  This could be a single type of lesser daemon 
  This could be a single type of lesser daemon 
  (such as Khorne Bloodletters) or a speciﬁ c 
  (such as Khorne Bloodletters) or a speciﬁ c 
  powerful daemon (one that is pertinent to 
  powerful daemon (one that is pertinent to 
  the campaign).
  talent: Malleus conditioning
  Many Inquisitors of the Ordo Malleus expend 
  considerable effort to make sure that their agents are well 
  protected against the Daemons of the Warp. As such, any 
  character with this Talent ignores the negative modiﬁ er 
  to Willpower Tests from the Daemonic Presence Trait. 
  In addition, the character is immune to Warp Shock. 
  The character still gains Insanity as normal, but does 
  not gain Corruption from Warp Shock.
  
  II: Hunter Careers
  44
  DAEMONIC VANQUISHER
  Career: Any
  Cost: 300 xp
  When the Emperor calls, anyone who can hear it must answer. 
  Few men or women have defeated a Daemon in combat, and 
  the Ordo Malleus spends considerable effort recruiting these 
  invaluable soldiers to their cause. Whether it was in a one-
  on-one confrontation or with a group (such as a platoon of 
  Imperial Guardsmen), the character has defeated one of the 
  foul denizens of the Warp. It is clear to all those who have 
  heard the tale that the character is blessed by the Emperor for 
  his bravery in the face of such a horror.
  eFFects
  Apply all of the following to your character:
  Skills: The Character gains the Forbidden Lore 
  (Daemonology) Skill.
  Talents: The character gains Hatred (Daemons).
  FATE-EATER
  Career: Any
  Cost: 400xp
  The light of the God-Emperor shines upon all of humanity, 
  guiding Mankind through the Warp. Faith in the God-
  Emperor protects from the ravages of Chaos. Imperial citizens 
  will often look to the Emperor's Tarot to receive insight into 
  the God-Emperor's plan and to know their destiny.
  Some are told that they have none. It is believed that these 
  individuals are doomed to commit heresies so great that the 
  God-Emperor has turned his back upon them. Others hold 
  that they are protected from the plots of some great Daemon 
  by the grace of the God-Emperor. Perhaps both are true.
  Whatever is true about these individuals, they are extremely 
  rare. The futures of such people are unknown, for they are 
  anathema to the twisted machinations of those who would 
  plot against Mankind and are highly sought after by the Ordo 
  Malleus as Acolytes against the forces of the Chaos Gods.
  The unknown effect of being without fate is that the 
  character consumes the fate of others. They are a hole in the 
  weave of the future, and those they slay were not meant to die 
  then. Thus, a Fate-Eater is cursed (or blessed) with the duty of 
  fulﬁ lling the destiny of his victims.
  eFFects
  Apply all of the following to your character:
  Talents: The character gains the Dark Soul Talent.
  Divination: The character begins play with no Divination.
  Fate: The character begins with 1 less Fate Point than 
  normal (to a minimum of 1).
  Consume Fate: Every time the character is involved in the 
  killing of any character with Fate Points, the Touched by the Fates 
  Trait, or who the GM feels is signiﬁ cantly important, the character 
  rolls once on the Divination chart and gains that Divination. Keep 
  track of what Divinations have been applied, as no Fate-Eater can 
  have the same Divination more than once. 
  HOST-BOUND
  Career: Any except Tech-Priest or Sanctioned Psyker
  Cost: 400 xp
  The discovery of the stasis chambers aboard the Space Hulk 
  Unbound Corruption would have led any proper Inquisitor 
  to destroy every cryo-cofﬁ n. Unfortunately it was the 
  cybernetically resurrected Inquisitor Herrod who stumbled 
  upon those within the vast chamber. Unknown dark rituals 
  had been performed on hundreds of Imperial citizens, 
  preparing them as an army of Daemonhosts for a now dead 
  cabal. Thus prepared, but never ﬁ lled with a Daemon, the 
  mortals were blessed with some limited defence against 
  the warp, and slumbered undisturbed aboard the Unbound 
  Corruption until Herrod found them.
  The Tyrantine Cabal now allows these poor souls to ﬁ lter 
  back into the population at large, placing them in positions 
  to be selected as Acolytes. Most live quiet lives of faith, as 
  any other Imperial citizen, believing that they have simply 
  emerged from a long trip in stasis as pilgrims to a new planet. 
  Many, however, are recruited into the Ordo Malleus to serve 
  as tools against the Daemonic. 
  eFFects
  Apply all of the following to your character:
  Talents: The character gains the Resistance (Psychic) Talent. 
  Unsulliable: The character is highly resistant to the 
  physical attacks of daemons. The character is treated as having 
  a Force Field with a Protection Rating of 25 (see page 72) 
  against any melee attacks from a creature with the Daemonic 
  Trait. This ﬁ eld cannot be overloaded.
  Psychic Locus: The character begins play with 1d5 
  Corruption Points. In addition, if a psyker within 10m of 
  the Host-Bound must roll on the Perils of the Warp table (see 
  page 163 in the DARK HERESY Rulebook) then the Host-
  Bound will be the affected target of the result instead. Effects 
  that would normally affect the psyker instead affect the Host-
  Bound and any effect with an area is centred on him. 
  
  II: Hunter Careers
  45
  IIII: Hunter Careers
   Hunter Careers
  45
  45
  Ordo Maleus 
  Career Ranks
  “May the God-Emperor protect us. This day we leap into the roiling 
  throat of the Leviathan. There is no victory to snatch from those 
  jaws. Today, my friends, we hope to give it a moment’s pause, to 
  create within it such pains that it notices us and turns it baleful gaze 
  to our destruction. In that moment there is hope that others might 
  escape the wrath of the Dark Gods." 
  –Banisher Whard before the Dybuk Incident
  T
  he following Section details a number of Ranks 
  which may be taken during your character’s Career 
  progression as alternatives to the normal path of 
  his Career. These Alternate Ranks change your character’s 
  potential abilities and direction, but not his fundamental 
  nature. A player won’t swap his character’s Career Path, but 
  rather his character’s fate takes an unusual detour for one 
  Rank along the way. 
  These Alternate Career Paths serve two functions: The 
  ﬁ rst is to offer the player an opportunity to personalise his 
  character. The second is to give characters a very deﬁ nite 
  place within the Ordo Malleus of the Calixis Sector.
  TAKING AN ALTERNATIVE RANK
  A
  lternate Ranks are attractive, and for good reason. 
  Gaining new Skills, Talents, and tools to distinguish 
  a character from others of the same path are all 
  excellent reasons for acquiring an Alternate Rank. To select 
  an Alternate Rank, a player must ﬁ rst secure his GM’s 
  permission. Several of the Alternate Ranks require adopting a 
  speciﬁ c social role that may be at odds with an existing plot 
  line or campaign. Second, most Alternate Ranks include one 
  or more prerequisites that a player must fulﬁ l before taking 
  the rank. Finally, Alternate Career Ranks have a minimum 
  level at which they can be taken by the character (and some 
  can be taken by more than one Career Path). The Rank can 
  be taken at this minimum Rank or at any Rank thereafter.
  Once his character meets all the requirements and the 
  GM agrees, a player may select the Alternate Rank. In every 
  case, the Alternate Rank is "swapped" for the Rank he would 
  otherwise take, and its Advance Scheme is exchanged for 
  the one found in his Career’s normal Path. From this point 
  onward, the character has access to these Advances, and the 
  player may spend his xp freely on them. The rank may also 
  indicate some unique ability or Trait that is gained as well—
  apply this immediately. 
  Despite offering up a slew of new abilities and potential, 
  taking an Alternate Career has its downsides. A character 
  may (and probably will) miss out on certain Skills and Talents 
  from his original Rank, have his maximum ability with 
  certain Skills capped out early, or be forced to pay more xp 
  for them. This is simply the price a character pays to study 
  a new and specialised area. The GM may allow a player to 
  pick up missed Skills and Talents if appropriate, but only as 
  Elite Advances (see Elite Advances from Missed Career Ranks 
  below) during the player’s next Career Rank. 
  Because taking an Alternate Rank complicates the character 
  progression system, it is only recommended for experienced 
  players and GMs.
  EXAMPLE
  Caravelle, a Cleric in service of the Ordo Malleus, decides to 
  become a Banisher, trained by his Inquisitor and the resources of the 
  Scholariate at Arms to confront the Enemy Beyond. He exchanges 
  his usual Rank 1 of the Cleric Career for Rank 1: Banisher and 
  fulﬁ ls the requirements listed in the Banisher Alternate Career 
  Rank. He doesn’t cease to be a Cleric, he is just now a Cleric who 
  also trained for a speceiﬁ c purpose. Caravelle’s player now has 
  access to the Skills and Talents listed under the Banisher advance 
  at the costs listed there, and may spend xp freely on them from 
  this point forward. However, all the time he spends expanding his 
  knowledge of the Dark Gods means that he misses out on certain 
  opportunities from Cleric Rank 1. When he moves on to Cleric 
  Rank 2, if he wishes to still obtain these, and has the xp to spend, 
  he must pay for them as Elite Advances.
  MOVING ON
  Once a player has accumulated and spent enough xp to 
  advance his character to the next Rank, he does so as normal. 
  If his Career Path splits, he must choose one path as he 
  normally would, his Alternate Career standing in the stead 
  of any previous choice he needed to make. The player must 
  then follow his chosen career path normally, although again 
  he may ﬁ nd his tangent has left his character missing certain 
  Skills needed as prerequisites for some of the Advances offered 
  by the new Rank and to acquire them he must obtain them 
  as Elite Advances. More likely, however, he will continue to 
  develop Advances from his Alternate Career to make up for 
  missed Advances. 
  MISSED CAREER RANKS
  Having taken an Alternate Career means a character has 
  deviated from the regular path experience and training he 
  would have undergone, and while the character will have 
  gained new and often unique abilities from this extracurricular 
  activity, he misses out on what would have been his regular 
  development. In this case, Talents and Skills from the missed 
  rank that can be reasonably obtained by the character (with 
  the GM’s approval) can be gained as Elite Advances for their 
  listed costs in the missed rank plus an addition 50 xp.
  EXAMPLE
  the GM’s approval) can be gained as Elite Advances for their 
  listed costs in the missed rank plus an addition 50 xp.
  
  II: Hunter Careers
  46
  IIII: Hunter Careers
   Hunter Careers
  46
  46
  Agent of 
  Reliquary 26
  “Ours is not an easy task. We gather those most important relics, 
  those symbols of the culture of Mankind. We dare the darkness and 
  travel across the stars clinging to rumour and legend as our guide.” 
  –Marcius Dans, Agent of Reliquary 26
  E
  ntombed more than twenty-two hundred feet beneath 
  the majestic Tricorn Palace is the Grand Reliquarium, 
  a series of vaults that are home to many artefacts and 
  powerful relics of the Calixis Sector. In these hallowed halls 
  rest hundreds of items of power, from crafted trinkets of the 
  Dark Age of Technology to the blessed weapons of venerable 
  martyrs or even saints. Each of these countless vaults are heavily 
  guarded, monitored, and tended to by the Custodiatrix, a small 
  organization of curator assassins, each charged with the safety 
  of the artefacts and assigned to one of the vaults. Reliquary 26 
  contains the relics of the Scholariate at Arms.
  In addition to housing artefacts, Reliquary 26 also 
  employs a great number of Agents, men and women 
  who scour the Calixian worlds in search of more items 
  of renown to add to the vaunted collection. Whether 
  through negotiations with powerful nobles or more 
  violent means, the goal of these Agents is a simple one: 
  ensure the safety and survival of the relics of Man. To 
  do so, they must ﬁ rst identify such items of power, decide 
  whether or not the current ownership is valid, and reclaim 
  the item in question, by force if necessary. Often, Agents act 
  alone or in pairs, though it is not uncommon for an entire 
  cadre of mercenaries to be hired if an acquisition proves 
  particularly difﬁ cult. It is rumoured that that the Scholariate 
  at Arms once hired an entire house of assassins to reclaim 
  a shoulder piece from the blessed armour of Saint Drusus, 
  though such rumours have no solid evidence behind them. 
  As one might expect, Agents of Reliquary 26 are very 
  well outﬁ tted. Although they are relatively unknown as an 
  organization, members often ﬁ nd themselves at odds with 
  Calixian nobles, who value their possessions and do not wish 
  to part with them simply because the Inquisition asks. As 
  a result, many Agents have at least one or two enemies in 
  the upper echelons of Imperial society. Though the agency 
  occasionally attempts to reimburse the owners of the relics 
  they acquire, often they have to pry relics from the lifeless 
  ﬁ ngers of some greedy soul.
  Reliquary 26 works quite closely with the larger Ordo 
  Malleus as well. Often, Inquisitors ﬁ nd themselves with 
  items of interest left over from an investigation. In 
  exchange for the safe return of any relics or artefacts 
  found by an Inquisitor in the course of his duties, 
  Reliquary 26 will sometimes loan out an item of great 
  power. Inquisitors will often make use of an Agent of 
  Reliquary 26 as a member of their Acolyte cells, trusting in 
  their skills at handling and wielding ancient artefacts.
  BecoMing an agent oF tHe 
  scHolariate reliQuariuM
  An experienced servant of Reliquary 26 is an indispensible 
  resource to an Acolyte cell. When dealing with nobility, 
  or in areas where ancient (or even xenos) technology may 
  be encountered, an Inquisitor may requisition an Agent of 
  Reliquary 26. More rarely, an Inquisitor may have one of 
  his trusted Acolytes trained by the Custodiatrix to serve him 
  outside the vaults.
  Required Career: Any Career
  Alternate Rank: Rank 4 or higher
  Other Requirements: Must have acquired one item of 
  Near Unique Availability or rarer, and turned it over to his 
  Inquisitor, or directly to the Grand Reliquarium.
  Rival: Noble of GM's choice
  Rare Equipment: The Grand Reliquarium has resources 
  that include ancient equipment often entrusted to those Acolytes 
  serving an Inquisitor. At the beginning of each mission (as 
  determined by the GM) the character gains one item from Table 
  2-2: Reliquarium Assignment. This item must be returned 
  after the mission. Failure to do so may have grave consequences 
  (as determined by the GM).
  of the artefacts and assigned to one of the vaults. Reliquary 26 
  In addition to housing artefacts, Reliquary 26 also 
  employs a great number of Agents, men and women 
  who scour the Calixian worlds in search of more items 
  of renown to add to the vaunted collection. Whether 
  through negotiations with powerful nobles or more 
  violent means, the goal of these Agents is a simple one: 
  ensure the safety and survival of the relics of Man. To 
  do so, they must ﬁ rst identify such items of power, decide 
  whether or not the current ownership is valid, and reclaim 
  the item in question, by force if necessary. Often, Agents act 
  alone or in pairs, though it is not uncommon for an entire 
  cadre of mercenaries to be hired if an acquisition proves 
  particularly difﬁ cult. It is rumoured that that the Scholariate 
  at Arms once hired an entire house of assassins to reclaim 
  a shoulder piece from the blessed armour of Saint Drusus, 
  though such rumours have no solid evidence behind them. 
  As one might expect, Agents of Reliquary 26 are very 
  well outﬁ tted. Although they are relatively unknown as an 
  organization, members often ﬁ nd themselves at odds with 
  Calixian nobles, who value their possessions and do not wish 
  to part with them simply because the Inquisition asks. As 
  a result, many Agents have at least one or two enemies in 
  the upper echelons of Imperial society. Though the agency 
  occasionally attempts to reimburse the owners of the relics 
  they acquire, often they have to pry relics from the lifeless 
  Reliquary 26 works quite closely with the larger Ordo 
  Malleus as well. Often, Inquisitors ﬁ nd themselves with 
  items of interest left over from an investigation. In 
  exchange for the safe return of any relics or artefacts 
  found by an Inquisitor in the course of his duties, 
  Reliquary 26 will sometimes loan out an item of great 
  power. Inquisitors will often make use of an Agent of 
  Reliquary 26 as a member of their Acolyte cells, trusting in 
  their skills at handling and wielding ancient artefacts.
  after the mission. Failure to do so may have grave consequences 
  (as determined by the GM).
  
  II: Hunter Careers
  47
  TAIlLE 2-2, !ZELlQUARjUm ASS1GNmENT 
  Reliquary 26 maintains a xenos beast known as a Jokaero in stasis for study. On occasion it is reie;ued and 
  provided with a weapon to enhance. This lasgun is identical to all others in appearance and function except 
  that it has a RoF 0[S/3/6. 
  2 
  3 
  The Reliquary has placed an Ulumeathi Plasma Siphon in the Agent's possession so he can test it in the field. 
  Following a vision by one of the Reliquary's psykers, the Acolyte has been issued a Condemner Bolt Gun 
  and a singie silver stake. 
  4 
  5 
  The agent may choose a digital weapon that blends in with his clothing. 
  This ancient scope attaches to the Acolyte's weapon and serves as a Psyocculum when looked through. 
  6 
  The origin of these alien devices is unknown, but the Reliquary calls them "Brain Mines" and they are 
  capable of rendering an opponent catatonic without harming him physically. 
  7 
  This Hellrifle is designed for taking out heavily armoured targets, and is issued "just in case.' 
  8 
  This suit ofTruesilver Platemail has minute wards engraved on every inch of its surface and is anathema to the 
  Daemonic This is a Be.<t Craftsmanship suit of Feudal Plate. 
  9 
  o 
  The effects of this Psychotroke Grenade are impossible to predict, but it is jmt as impossible to deny their usefulness. 
  The agent may roll twice on this chart and choose which of the two relics he will be issued. 
  GMs may wish to choose the item given to the Acolyte based on what they feel is appropriate to the Acolytes mission. The GM 
  may also wish to make some =igmnents more permenant rather than having the Acolyte randomly determine the relic. 
  AGENT OF RELlQUARY 26 ADYANCES 
  Namt 
  Cost 
  Typt 
  Prtrt quisitts 
  Barter 
  100 
  Skill 
  Barter + 10 
  100 
  Skill 
  Barter 
  Charm 
  100 
  Skill 
  Chern-Use 
  100 
  Skill 
  Chern-Use + 10 
  100 
  Skill 
  Chern-Use 
  Deceive 
  100 
  Skill 
  Deceive + 10 
  100 
  Skill 
  Deceive 
  Evaluate 
  100 
  Skill 
  Evaluate + 10 
  100 
  Skill 
  Evaluate 
  Inquiry 
  100 
  Skill 
  Inquiry + 10 
  100 
  Skill 
  Inquiry 
  Scholastic Lore (Archaic) 
  100 
  Skill 
  Scrutiny 
  100 
  Skill 
  Search 
  100 
  Skill 
  St arch + 10 
  100 
  Skill 
  Search 
  Trade (Techno mat) 
  100 
  Skill 
  Air of Authority 
  100 
  Talent 
  Fel 30 
  Chern Geld 
  100 
  Talent 
  Exotic Wt apon Training (Choose one) 
  100 
  Talent 
  Command 
  200 
  Skill 
  Forbiddt n wre (Archeotech) 
  200 
  Skill 
  Int 40 
  Intimidate 
  200 
  Skill 
  Ttch-Ust 
  200 
  Skill 
  Foresight 
  200 
  Talent 
  Int 30 
  lron Disciplint 
  200 
  Talent 
  WP 30, Command 
  
  II: Hunter Careers
  48
  Banisher
   "To defeat the Daemon, you must hate the Daemon. To hate the 
  Daemon, you must know the Daemon. To know the Daemon is to 
  know madness."
  –Banisher proverb 
  I
  n the eternal battle against the Enemy Beyond, faith 
  and knowledge are weapons. Few Acolytes wield these 
  weapons with greater prowess than the Banisher. Whether 
  stalking the darkest halls of a hive librarium in search of 
  omens or enacting the Rites of Dispossession in the ﬁ elds of 
  battle, Daemonic lore is vitally important to the servants of 
  the Collegia Exterminatus. 
  Banishers in the Calixis Sector are a relatively new 
  phenomenon. In 335.M41, a small cabal of Ordo Malleus 
  Inquisitors came to the Calixis Sector on the trail of a 
  prophecy regarding a greater Daemon. Lord Inquisitor 
  Caidan found himself most impressed with their retinue of 
  scholar-priests, who studied a rare copy of a book called the 
  Liber Daemonica to learn their enemy’s tricks. Although the 
  Inquisitors and their tome soon moved on, Caidan's interest 
  in the scholar-priests only grew. The Calixian Conclave 
  decreed that Ecclesiarchal resources could not be adequately 
  spared for the task of researching Daemonic threats in the vast 
  quantities required, while Adepts did not typically have the 
  faith necessary to fortify themselves against the information 
  they might uncover. Thus, the Calixian Ordo Malleus began 
  to formalize the training of the Banishers, a type of holy 
  warrior who would be equally skilled at researching 
  and eradicating Daemonic forces. An Inquisitor would 
  be wise to have several of these individuals among his 
  immediate companions, with many more acting behind 
  the scenes to uncover a Daemons’ dark secrets. 
  Banishers in the Calixis Sector are, like many other 
  agents of the Ecclesiarchy, chosen at a young age from 
  the most pious children. Their training takes a great 
  deal of time as they are armed with the tools to seek out 
  forbidden knowledge while maintaining their faith. 
  As a result, many Banishers are relatively advanced 
  in age by the time they become Acolytes. The 
  intensity of their training often leaves them 
  with scars and augmetic replacements. Their 
  bodies show the sacriﬁ ces they have made for 
  their purity. 
  Not all Banishers are trained by the 
  Ministorium. On many Calixis Feudal or Feral worlds, 
  wise men steel themselves to study that which dwells in the 
  dark, seeking wisdom to help them vanquish Warp-spawned 
  entities. While these elders are not usually steeped in the tutelage 
  of the Ecclesiarchy, they are no less devout to the Imperial Creed, 
  and can be quite useful in rooting out long forgotten omens 
  and ancient secrets in Imperial archives. Many Inquisitors 
  have also been known to train Banishers to 
  combat speciﬁ c daemons. 
  Banishers hold a delicate position in an Acolytes Cell. 
  Experienced Acolytes revere them for their wisdom and 
  temperance in the face of terrible secrets, and often owe 
  their survival and success to the madness the Banisher has 
  interpreted for them. Yet these same Acolytes know that 
  no mind can understand the unknowable and walk away 
  unscathed. Therefore Banishers are seen with a distant respect 
  and watched closely for fear that they may suddenly snap 
  under the weight of their dark knowledge. 
  Though occasionally found within other Ordos, Banishers 
  are usually under the employ and oversight of the Ordo 
  Malleus. A Malleus Inquisitor may employ dozens, or 
  hundreds of Banishers all working diligently to uncover the 
  details of a Daemonic incursion into the materium. 
  Many Banishers work in groups, though not for the sake 
  of efﬁ ciency. There have been cases of Banishers using their 
  knowledge to gain personal power or to trafﬁ c with daemons. 
  Thanks to their training, however, these instances have been 
  few, and placing them in a larger group allows other Acolytes 
  to keep an eye on them as needed.
  Banishers in the Calixis Sector are a relatively new 
  phenomenon. In 335.M41, a small cabal of Ordo Malleus 
  Inquisitors came to the Calixis Sector on the trail of a 
  prophecy regarding a greater Daemon. Lord Inquisitor 
  Caidan found himself most impressed with their retinue of 
  scholar-priests, who studied a rare copy of a book called the 
  Liber Daemonica to learn their enemy’s tricks. Although the 
  Inquisitors and their tome soon moved on, Caidan's interest 
  in the scholar-priests only grew. The Calixian Conclave 
  decreed that Ecclesiarchal resources could not be adequately 
  spared for the task of researching Daemonic threats in the vast 
  quantities required, while Adepts did not typically have the 
  faith necessary to fortify themselves against the information 
  they might uncover. Thus, the Calixian Ordo Malleus began 
  to formalize the training of the Banishers, a type of holy 
  warrior who would be equally skilled at researching 
  and eradicating Daemonic forces. An Inquisitor would 
  be wise to have several of these individuals among his 
  immediate companions, with many more acting behind 
  Banishers in the Calixis Sector are, like many other 
  agents of the Ecclesiarchy, chosen at a young age from 
  the most pious children. Their training takes a great 
  deal of time as they are armed with the tools to seek out 
  forbidden knowledge while maintaining their faith. 
  As a result, many Banishers are relatively advanced 
  in age by the time they become Acolytes. The 
  Ministorium. On many Calixis Feudal or Feral worlds, 
  wise men steel themselves to study that which dwells in the 
  dark, seeking wisdom to help them vanquish Warp-spawned 
  entities. While these elders are not usually steeped in the tutelage 
  of the Ecclesiarchy, they are no less devout to the Imperial Creed, 
  and can be quite useful in rooting out long forgotten omens 
  and ancient secrets in Imperial archives. Many Inquisitors 
  knowledge to gain personal power or to trafﬁ c with daemons. 
  knowledge to gain personal power or to trafﬁ c with daemons. 
  Thanks to their training, however, these instances have been 
  Thanks to their training, however, these instances have been 
  few, and placing them in a larger group allows other Acolytes 
  few, and placing them in a larger group allows other Acolytes 
  to keep an eye on them as needed.
  to keep an eye on them as needed.
  
  II: Hunter Careers
  49
  IIII: Hunter Careers
   Hunter Careers
  49
  49
  creating a BanisHer
  To be a Banisher is to seek out knowledge many believe 
  is best left buried. They combine lore with faith, without 
  failing to bring a ﬂ amer to bear should it be necessary. Their 
  will is fortiﬁ ed against the madness which accompanies such 
  endeavours, for they must go where few dare. They must be 
  prepared to face many horrors in their search for manuscripts, 
  ancient legends, and even the true name of a powerful Daemon. 
  Required Career: Cleric 
  Alternate Rank: Rank 1 or higher
  Starting Talents: A character who replaces Rank 1 with 
  Banisher gains the Hatred (Daemons) Talent.
  Starting Gear: A character who replaces Rank 1 with 
  Banisher replaces his starting equipment with a Best Quality Staff 
  (with the Sanctiﬁ ed Trait) or a Stub Revolver with 6 Sanctiﬁ ed 
  rounds, chain coat or ﬂ ak vest, aquila necklace, Ecclesiarchy robes 
  (Good Quality), charm (Skull) and a backpack.
  Income: The character's Income becomes Learned Class.
  Banisher Advances
  Name
  Cost
  Type
  Prerequisites
  Awareness
  100
  Skill
  —
  Common Lore (Ecclesiarchy)
  100
  Skill
  —
  Common Lore (Imperial Creed)
  100
  Skill
  —
  Inquiry
  100
  Skill
  —
  Literacy
  100
  Skill
  —
  Hatred (Daemons)
  100
  Talent
  —
  Melee Weapon  Training (Primitive)
  100
  Talent
  —
  Pistol Training (Primitive)
  100
  Talent
  —
  Drive (Ground Vehicle)
  200
  Skill
  —
  Forbidden Lore (Daemonology)
  200
  Skill
  —
  Scholastic Lore (Occult)
  200
  Skill
  —
  Chem Geld
  200
  Talent
  —
  Speed Reading
  200
  Talent
  —
  Unremarkable
  200
  Talent
  —
  Aura of Faith
  300
  Talent
  Rank 3
  Intellectualization
  300
  Talent
  Rank 2
  Total Recall
  300
  Talent
  Int 30
  Rite of Banishment
  400
  Talent
  Rank 4
  talent: intellectualiZation
  The character is adept at rationalizing words and text and stripping them of their power over him. If called to make a Test against 
  Fear, Insanity or Corruption as a result of reading or hearing forbidden words or language (such as from reading a corrupted 
  tome), the character may reroll any failed Willpower Tests substituting his Intelligence for Willpower on the reroll.
  talent: sPeed reading
  Through years of practice the character has developed the ability read text at an astonishing rate. The character may make a 
  Challenging (+0) Literacy Test to read text at the rate of 20 pages per minute, plus an additional 5 pages per minute per degree 
  of success. The character automatically passes any Total Recall Tests required of him to recall the information within the book.
  talent: aura oF FaitH
  Daemonic entities reel from the Acolyte, their daemonic powers cleansed in his presence. Any Daemon within a radius equal to 
  the Acolyte's Willpower Bonus in meters suffers 1d5 damage if it fails a Warp Instability Test plus an additional 1d5 damage per 
  degree of failure. This damage is not affected by armour or Toughness Bonus.
  talent: rite oF BanisHMent
  This rite is closely guarded, written only in the most sacred texts and taught only to experienced Banishers. With this rite the 
  Daemonic can be banished from the material world. The character chooses a single daemonic entity and spends three Rounds 
  inscribing holy symbols into the ﬂ oor in up to a 10m radius. The targetted daemon need not be present at the time of the 
  inscribing. While in the area the chosen daemon does not beneﬁ t from the Daemonic Trait and may not enter or leave the area 
  unless it passes a Very Hard (–30) Willpower Test.
  
  II: Hunter Careers
  50
  IIII: Hunter Careers
   Hunter Careers
  50
  50
  Cult-Stalker
  "We are at war with forces too 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 worthy of Inquisitors in the 
  service of our Emperor. Praise His name for in our resolve we only 
  reﬂ ect His purpose of will."
  –The Verses of Inquisitor Octus Enoch
  O
  ne of the greatest threats facing the Holy Inquisition 
  within the Calixis Sector is that of recidivism. There 
  are cults devoted to the Dark Gods hidden within 
  all levels of society and it is the Inquisition's job to root them 
  out. Each Chaos cult plans its own way to escape detection 
  until it can grow to the point of dominating society. Mere 
  survival is particularly important on Imperial worlds, where 
  Chaos worship is the greatest of heresies and Inquisitors are 
  always vigilant for any taint of Chaos. Extremist political 
  organizations make especially good fronts for cults, 
  since they naturally attract power-hungry and 
  mentally unbalanced individuals, who are often 
  well-suited to becoming cult members. A very 
  successful cult can even gain enough power to 
  become the governing body of its home planet 
  without having to resort to rebellion. Thus, many 
  Calixis Adeptus Arbites precincts keep dedicated 
  squads of Cult-Hunters on hand. The Arbites' 
  Judges prefer to take care of cult problems 
  quickly and quietly as the knowledge of a cult’s 
  ongoing survival within their sphere of inﬂ uence 
  could lead to further civil unrest, or draw the 
  attention of heavy-handed Inquisitors.
  Often, cults lair in unsavory parts of cities 
  where no Arbitrator would dare go without 
  formidable backup. As they do not want to call 
  attention to this problem, a “troubleshooter” is 
  occasionally brought in from the local criminal element 
  to assist the Adeptus Arbites by inﬁ ltrating the cult. 
  Usually this service comes at the price of a pardon for 
  the troubleshooter's lesser crimes, but some rare street 
  scum are willing to help with an investigation purely 
  out of devotion to the God-Emperor.
  One notable success took place on Malﬁ  when the 
  Adeptus Arbites conscripted several small Hive gangs 
  to inﬁ ltrate a suspected blood cult. Judge 
  Chal York coerced a troubled Kestrali noble 
  dynasty to enter into the slave trade, selling 
  his Cult-Stalkers into the pit ﬁ ghts. York was 
  assassinated shortly afterwards. The nobles 
  of the Kestrali dynasty, unable to prove 
  their innocence in the sanctioned operation, 
  were put to death in the wake of the Judge's 
  death. The Cult-Stalkers were forgotten to 
  the Adeptus Arbites.
  Nearly a decade later, Inquisitor Medina uncovered the 
  blood cult in her investigations. The ex-gang's numbers had 
  dwindled to only a handful, but they were now the elite guard 
  and some of the cults most trusted members. Never failing 
  in their duties or faith, these former criminals had proven 
  that they were loyal to the God-Emperor above all else. They 
  presented their years of meticulously gathered information to 
  the Inquisitor, and on her authority executed over a thousand 
  citizens in one bloody night, and presented themselves for 
  execution. Their sacriﬁ ce ended a daemonic incursion before 
  it even began.
  
  II: Hunter Careers
  51
  BecoMing a cult-stalker
  Cult-Stalkers need to have a keen eye for detail and strong, 
  inquisitive minds. Those that come from the Scum career are 
  more often than not con-men who use their silver tongues 
  to gain access to a cult and inﬁ ltrate its ranks. They pass any 
  information they gain on to their Arbites contacts, who can 
  then swiftly and mercilessly destroy the cult.
  Required Career: Arbitrator or Scum
  Alternate Rank: Rank 1 or higher
  Income: The character's Income becomes Outcast, but 
  uses Table 2-3: Cult-Stalker Income rather than the Scum 
  Income Table presented in the DARK HERESY Rulebook.
  Cult-Stalker Advances
  Cult-Stalker Advances
  Name
  Cost
  Type
  Prerequisites
  Blather
  100
  Skill
  —
  Ciphers (Underworld)
  Ciphers (Underworld)
  100
  Skill
  —
  Deceive
  100
  Skill
  —
  Inquiry
  100
  Skill
  —
  Interrogation
  100
  Skill
  —
  Scholastic Lore (Judgement)
  Scholastic Lore (Judgement)
  100
  Skill
  —
  Scrutiny
  100
  Skill
  —
  Forbidden Lore (Cults)
  Forbidden Lore (Cults)
  100
  Skill
  — 
  Concealed Cavity
  Concealed Cavity
  200
  Skill
  —
  Unremarkable
  200
  Talent
  —
  Hatred (Cults)
  200
  Talent
  —
  Forbidden Lore (Cults) +10
  Forbidden Lore (Cults) +10
  200
  Skill
  Forbidden Lore (Cults)
  Inquiry +10
  200
  Skill
  Inquiry
  Cult Brieﬁ ng
  400
  Talent
  —
  neW talent: cult BrieFing
  The character has undergone indoctrination so that he may blend into a Chaos cult. Depending on the type of cult he 
  has been tasked with inﬁ ltrating, he gains the following beneﬁ ts:
  Political: The character has spent weeks memorizing the intricate relationships of noble families, powerful local 
  Governors, cabinet advisors and military personnel. The character may treat all Common Lore Skills as Basic Skills. In 
  addition, he is treated as having the Total Recall Talent when attempting to recall someone's name within one world’s 
  political or social elite.
  Heretek: The character has spent hours alongside Tech-Priests, learning their ways and examining their mannerisms. He has 
  been implanted with a single augmetic designed to appear "questionable" to Mechanicus observers. He is trained in the Tech-
  Use Skill and gains one of the following Talents: Autosanguine, Logis Implant, Orthoproxy or Technical Knock.
  Pleasure: Steady doses of poison within controlled environments, chemical treatments, and dozens of surgeries 
  have prepared the character to resist the call of a pleasure cult while simultaneously making them look like a perfect 
  candidate. The character gains +5 Fellowship and chooses either the Chem-Geld or Decadence Talent.
  Infestation: These cults can be some of the hardest to inﬁ ltrate, requiring years of training and surgery to prepare an 
  Acolyte to be a plausible candidate. The character is trained in the Medicae Skill and gains the Hardy Talent.
  Blood: Endless hours of martial training and physical conditioning have prepared the Acolyte to impress cult members 
  with his martial prowess. The character gains the Melee Weapon Training (any, choose one) and Frenzy Talents.
  Culture: Hypno-indoctrination and months of linguistic drills have prepared the character to blend seamlessly in 
  with a society alien to his own and work his way into the halls of power. The character chooses one Homeworld other 
  than his own and gains all the Traits associated with that Homeworld (both negative and positive).
  Table 2-3: Cult-Stalker Income
   D10  
  Result 
   
  Earnings
   1–3 
  Scrounge 
   
  10+1d10
   4–5 
  Conﬁ dence 
   
  20+FB d10
   6–7 
  Exort 
   
  25+SB d10
   8–9 
  Embezzle 
   
  35+IB d10
   
  10 
  Luck 
   
  50+FP d10
  FB=Fellowship Bonus 
  AB=Agility Bonus
  IB=Intelligence Bonus 
  FP=Fate Points
  SB = Strength Bonus
  
  II: Hunter Careers
  52
  IIII: Hunter Careers
   Hunter Careers
  52
  52
  Daemonym 
  Seeker
  “The most ideal of conditions for defeating the daemon: be on a ﬁ rst-
  name basis.” 
  –High Banisher Segrin
  W
  ithin the Collegia Exterminatus it is considered 
  a blessing that summoning a powerful Daemon 
  is not easy; it can take a lifetime of devotion 
  and hundreds of years of preparation. Generational cults 
  of worship exist that have secretive agendas hidden behind 
  layers of faithful rhetoric. However, banishing 
  or controlling a Daemon is a far less difﬁ cult 
  task if the summoner or banisher possesses 
  the True Name of the Daemon.
  The True Name of even the most minor 
  Daemon is a closely guarded secret among 
  Warp entities. Knowing the True Name 
  of a Daemon gives one power over that 
  Daemon, any minions of that Daemon, and 
  possibly even its worshippers. Most daemons 
  are known by a variety of pseudonyms, should 
  they desire to be called anything at all. However, 
  among the Banishers, there are some who would 
  seek out the True Name of a Daemon; they are 
  called the Daemonym Seekers.
  When a Banisher wishes to become a Seeker, there 
  is no training or ceremony; he simply begins to hunt for 
  the name of a speciﬁ c Warp entity. This may be a Daemon 
  who has given his Inquisitor trouble in the past or simply a 
  beast that caught his attention during the course of his normal 
  studies. Whatever his reasons, the Seeker devotes himself 
  completely to the pursuit of this daemon's True Name.
  The path of the Daemonym Seeker is rooted in the work of 
  Inquisitor Adorjin. She was a potent psyker, and employed a 
  great number of Banishers. Many of her Banishers considered 
  her one of their own, as she pursued Daemons with zealous 
  determination. Adorjin devoted her life to hunting one 
  vicious and particularly powerful Warp entity. For nearly two 
  centuries, she studied the creature, learning it's True Name 
  and tracking it to the Calixis Sector. She brought with her 
  several Banishers who had studied with her, a small squad 
  of Grey Knights, a powerful relic weapon, and an ancient 
  copy of the Liber Daemonica. Though she fell in the battle, her 
  strategies were adopted by a great many Banishers, and her 
  name was be remembered by all of the Calixis Ordo Malleus.
  Daemonym Seekers employ every resource they can 
  in their search for the names of daemons, from the study 
  of ancient prophesy to dangerous séances. The majority 
  of Seekers devote their entire careers to the study of one 
  greater Daemon, declaring that Daemon their nemesis and 
  often growing to be obsessed with the target of their study. 
  Daemonym Seekers are rarely trusted by any but the most 
  radical of Inquisitors, and more than a few Seekers have had 
  their quests and lives cut short by puritanical Inquisitors who 
  did not approve of the dark path their Acolyte was travelling. 
  The Puritans’ judgment is not unwarranted; more than a few 
  Seekers have attempted to harness a Daemon for the beneﬁ t 
  of the Imperium, but such a noble effort almost always ends 
  in tragedy. Even more dangerous are those who secretly grow 
  to respect or worship the Daemon they obsess over.
  BecoMing a daeMonYM seeker
  To become a Daemonym Seeker is to take up the single-
  minded cause of exterminating a great evil from the galaxy. 
  There is no ceremony; there are no badges of ofﬁ ce. Once 
  you have set out on the path to discover the True Name of a 
  ﬁ end, you have taken it upon yourself to become the hunter, 
  dogging your prey across the sector. It will not be long before 
  the beast knows that you are its enemy. 
  Required Career: Adept or Cleric
  Required Experience: Rank 5 or higher
  a blessing that summoning a powerful Daemon 
  is not easy; it can take a lifetime of devotion 
  and hundreds of years of preparation. Generational cults 
  of worship exist that have secretive agendas hidden behind 
  layers of faithful rhetoric. However, banishing 
  or controlling a Daemon is a far less difﬁ cult 
  task if the summoner or banisher possesses 
  The True Name of even the most minor 
  Daemon, any minions of that Daemon, and 
  possibly even its worshippers. Most daemons 
  are known by a variety of pseudonyms, should 
  they desire to be called anything at all. However, 
  among the Banishers, there are some who would 
  seek out the True Name of a Daemon; they are 
  When a Banisher wishes to become a Seeker, there 
  is no training or ceremony; he simply begins to hunt for 
  the name of a speciﬁ c Warp entity. This may be a Daemon 
  who has given his Inquisitor trouble in the past or simply a 
  beast that caught his attention during the course of his normal 
  studies. Whatever his reasons, the Seeker devotes himself 
  completely to the pursuit of this daemon's True Name.
  The path of the Daemonym Seeker is rooted in the work of 
  Inquisitor Adorjin. She was a potent psyker, and employed a 
  great number of Banishers. Many of her Banishers considered 
  her one of their own, as she pursued Daemons with zealous 
  determination. Adorjin devoted her life to hunting one 
  vicious and particularly powerful Warp entity. For nearly two 
  centuries, she studied the creature, learning it's True Name 
  and tracking it to the Calixis Sector. She brought with her 
  several Banishers who had studied with her, a small squad 
  of Grey Knights, a powerful relic weapon, and an ancient 
  . Though she fell in the battle, her 
  strategies were adopted by a great many Banishers, and her 
  name was be remembered by all of the Calixis Ordo Malleus.
  Daemonym Seekers employ every resource they can 
  in their search for the names of daemons, from the study 
  of ancient prophesy to dangerous séances. The majority 
  of Seekers devote their entire careers to the study of one 
  greater Daemon, declaring that Daemon their nemesis and 
  often growing to be obsessed with the target of their study. 
  Daemonym Seekers are rarely trusted by any but the most 
  radical of Inquisitors, and more than a few Seekers have had 
  There is no ceremony; there are no badges of ofﬁ ce. Once 
  you have set out on the path to discover the True Name of a 
  ﬁ end, you have taken it upon yourself to become the hunter, 
  dogging your prey across the sector. It will not be long before 
  the beast knows that you are its enemy. 
  Required Career: Adept or Cleric
  Required Experience: Rank 5 or higher
  
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  53
  Daemonym Seeker Advances
  Name
  Cost
  Type
  Prerequisites
  Prerequisites
  Ciphers (Occult)
  100
  Skill
  Ciphers (Occult) +10
  Ciphers (Occult) +10
  Evaluate
  100
  Skill
  —
  Evaluate +10
  100
  Skill
  Evaluate
  Evaluate
  Forbidden Lore (Daemonology)
  100
  Skill
  —
  Forbidden Lore (The Black Library)
  100
  Skill
  —
  Forbidden Lore (The Black Library) +10
  100
  Skill
  Forbidden Lore (The Black Library)
  Forbidden Lore (The Black Library)
  Scholastic Lore (Legend)
  100
  Skill
  —
  Scholastic Lore (Occult)
  100
  Skill
  —
  Search
  100
  Skill
  —
  Minor Daemonym
  100
  Talent
  Forbidden Lore (Daemonology)
  Forbidden Lore (Daemonology)
  Talented (Forbidden Lore (Daemonology))
  100
  Talent
  Forbidden Lore (Daemonology)
  Forbidden Lore (Daemonology)
  Scrutiny
  200
  Skill
  Scrutiny 
  Scrutiny 
  Search +10
  200
  Skill
  Search
  Search
  Basic Weapon Training (Bolt)
  200
  Talent
  —
  Deadeye Shot
  200
  Talent
  BS 30
  BS 30
  Die Hard
  200
  Talent
  WP 40
  WP 40
  Lesser Daemonym
  500
  Talent
  Minor Daemonym
  Minor Daemonym
  Greater Daemonym
  500
  Talent
  Lesser Daemonym
  Lesser Daemonym
  talents: daeMonYM (Minor, lesser, and greater)
  Daemonym is a series of Talents available to the Daemonym Seeker, reﬂ ecting the character's growing knowledge of the 
  daemon's True Name and special training in how to use that name against the daemon. This is a difﬁ cult undertaking, as 
  the True Name of a Greater Daemon is usually very long and quite complex.  Pronunciation must be exact, and the name 
  may even have a melody, requiring the name to be sung. The GM should create the Daemon, if there is not a suitable 
  one already in the campaign, and careful planning should be taken with regards to the character's motivations and how 
  this zealous pursuit will effect the game.
  Minor daeMonYM
  The character has begun to understand the very basics of the subject's True Name, granting a certain level of control 
  over the worshippers of the daemon. While the devoted cult may know nothing of the daemon's true nature they are still 
  susceptible to coercion and subtle manipulation by those who do understand the nature of the beast.
  Effect: When dealing with human cultists who are servants of the chosen daemon, the character gains a +10 bonus 
  to any Interaction Tests and may even command them as if the cultists are his subordinates per the GM’s discretion.
  lesser daeMonYM
  At this stage of his studies, the Seeker understand the True Name of the daemon on a conceptual level, giving him a 
  great deal of power. While not in full control, the Daemonym allows the Seeker to sap much of the fearsome strength 
  away from their powerful foe. 
  Effect: The character gains +10 WS on any melee attacks against his chosen daemon and any of its minions. The 
  GM has the ﬁ nal say on what counts as such a minion. Furthermore, any melee weapon counts as Sanctiﬁ ed against the 
  daemon and his minions when the character wields it.
  greater daeMonYM
  The Acolyte has mastery over his foe's True Name, understanding all its subtle nuances and pronunciation. While many 
  may view this knowledge as heresy, some within the Ordo Malleus know that this gives the Seeker great power against 
  his chosen enemy.
  Effect: The character is capable of performing the intricate reading of the daemon's True Name from the Liber 
  Daemonic (or similar text) and may banish the daemon with this knowledge. As a Full Action the character makes a 
  Literacy Test opposed by the daemon's Willpower or Toughness (player's choice) dealing 1d10 damage per degree of 
  success that cannot be reduced by armour (but may be reduced by Toughness). The damage counts as Sanctiﬁ ed and is 
  of any type the GM feels is appropriate. The daemon's True Name may require more than a Full Action to recite, but the 
  mere act of doing so deals damage to the daemon every round.
  
  II: Hunter Careers
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   Hunter Careers
  54
  54
  Ordo Sicarius 
  Initiate
  "Some may be able to avoid the Judges of the Adeptus Arbites, fewer may 
  be able to face off against the Imperial Guard and the Adeptus Astartes, 
  but let it be known that none can stand against the Ofﬁ cio Assassinorum." 
  –Ofﬁ cio Assassinorum
  F
  ollowing the Age of Apostasy and Goge Vandire’s 
  despotic rule came the Wars of Vindication within the 
  Ofﬁ cio Assassinorum. The Ofﬁ cio had become riddled 
  with corruption and the Grand Master of Assassins was forced 
  to kill many of its members in order to fully eliminate the 
  heretics. The Ofﬁ cio’s hierarchy was shattered and needed to be 
  rebuilt from the ground up. Following a thorough investigation, 
  Inquisitor Jaeger deemed that a special order of the Inquisition 
  was needed to monitor and to control the Ofﬁ cio much more 
  closely. His proposal was accepted and the Ordo Sicarius was 
  created to monitor the Ofﬁ cio for signs of corruption. As 
  the Ofﬁ cio Assassinorum is a highly secretive branch of the 
  Imperial hierarchy, the only way to properly monitor them was 
  to plant Assassin-Acolytes and Inquisitors within their ranks. 
  Acolytes of the Ordo Sicarius often ﬁ nd themselves placed 
  within the trusted circles of many high-ranking members of 
  the Imperium or on loan to Inquisitors of other Ordos where 
  their skill set is extremely useful. 
  One notable example dates from the early years of the 
  39th Millenium. Praetor Golgenna Angevin was raised to 
  the rank of Lord Militant and granted a writ to prosecute a 
  crusade to liberate and dominate the area of space known as 
  the Calyx Expanse. At his side was a man he believed to be his 
  trusted chamberlain. In fact, this servant was Inquisitor Treyus 
  Godan, of the Ordo Sicarius. Inquisitor Godan's purpose was 
  to monitor Angevin's crusade and to determine, on behalf of 
  the Inquisition, whether or not he was faithfully carrying out 
  his duties. If he was not, then it was Godan's duty to eliminate 
  him. As the Crusade entered its third and ﬁ nal stage, Godan 
  personally witnessed Saint Drusus slain by a rogue assassin. 
  Before his life was ended, Godan saw Drusus rise anew, reborn 
  as Saint Drusus. Capitalizing on this, Godan ended his charade 
  as a servant to Lord-Militant Angevin and began impersonating 
  an Inquisitor of the Ordo Malleus. Using the Ordo's resources 
  as his own, he threw his support behind Drusus during his 
  persecution of the turncoats within the crusade forces. At the 
  crusade's glorious end, the Ordo Malleus sent an Inquisitor 
  Lord to serve as Master of the Ordo within the newly 
  named Calixis Sector. Inquisitor Treyus Godan was 
  brought up on charges of impersonating an Inquisitor, but was 
  granted clemency due to the undeniable results of his duplicity. 
  He was stripped of rank and spent the rest of his life as a 
  servitor in service of the Holy Ordos. To this day, the Ordo 
  Malleus of the Calixis Sector often calls upon members of the 
  Ordo Sicarius to assist them with the elimination of 
  Daemonic cults and to provide trained Acolytes 
  for clandestine cells.
  BecoMing an ordo sicarius initiate
  Becoming an initiate of the Ordo Sicarius is no simple feat. The 
  Assassin in question must be both a skilled warrior and adept at 
  subterfuge. When a prospective initiate is chosen by the Ordo 
  Sicarius, he is merely given a dataslate with the name of a target, 
  and a stated goal of "Interrogation and Extermination required" 
  written underneath. How the prospect goes about this mission is 
  his decision. Upon successfully completing his assignment, the 
  prospect is taken to the Ordo Sicarius' main temple and begins 
  his training in the ways of the Assassin-Inquisitor.
  Required Career: Any
  Alternate Rank: Rank 4 or higher
  ollowing the Age of Apostasy and Goge Vandire’s 
  despotic rule came the Wars of Vindication within the 
  Ofﬁ cio Assassinorum. The Ofﬁ cio had become riddled 
  with corruption and the Grand Master of Assassins was forced 
  to kill many of its members in order to fully eliminate the 
  heretics. The Ofﬁ cio’s hierarchy was shattered and needed to be 
  rebuilt from the ground up. Following a thorough investigation, 
  Inquisitor Jaeger deemed that a special order of the Inquisition 
  was needed to monitor and to control the Ofﬁ cio much more 
  closely. His proposal was accepted and the Ordo Sicarius was 
  created to monitor the Ofﬁ cio for signs of corruption. As 
  the Ofﬁ cio Assassinorum is a highly secretive branch of the 
  Imperial hierarchy, the only way to properly monitor them was 
  to plant Assassin-Acolytes and Inquisitors within their ranks. 
  Acolytes of the Ordo Sicarius often ﬁ nd themselves placed 
  within the trusted circles of many high-ranking members of 
  the Imperium or on loan to Inquisitors of other Ordos where 
  One notable example dates from the early years of the 
  39th Millenium. Praetor Golgenna Angevin was raised to 
  the rank of Lord Militant and granted a writ to prosecute a 
  crusade to liberate and dominate the area of space known as 
  the Calyx Expanse. At his side was a man he believed to be his 
  trusted chamberlain. In fact, this servant was Inquisitor Treyus 
  Godan, of the Ordo Sicarius. Inquisitor Godan's purpose was 
  to monitor Angevin's crusade and to determine, on behalf of 
  the Inquisition, whether or not he was faithfully carrying out 
  his duties. If he was not, then it was Godan's duty to eliminate 
  him. As the Crusade entered its third and ﬁ nal stage, Godan 
  personally witnessed Saint Drusus slain by a rogue assassin. 
  Before his life was ended, Godan saw Drusus rise anew, reborn 
  as Saint Drusus. Capitalizing on this, Godan ended his charade 
  as a servant to Lord-Militant Angevin and began impersonating 
  an Inquisitor of the Ordo Malleus. Using the Ordo's resources 
  as his own, he threw his support behind Drusus during his 
  persecution of the turncoats within the crusade forces. At the 
  crusade's glorious end, the Ordo Malleus sent an Inquisitor 
  Lord to serve as Master of the Ordo within the newly 
  named Calixis Sector. Inquisitor Treyus Godan was 
  brought up on charges of impersonating an Inquisitor, but was 
  granted clemency due to the undeniable results of his duplicity. 
  He was stripped of rank and spent the rest of his life as a 
  servitor in service of the Holy Ordos. To this day, the Ordo 
  Malleus of the Calixis Sector often calls upon members of the 
  Ordo Sicarius to assist them with the elimination of 
  Daemonic cults and to provide trained Acolytes 
  Required Career: Any
  Alternate Rank: Rank 4 or higher
  
  II: Hunter Careers
  55
  Ordo Sicarius Initiate Advances
  Name
  Cost
  Type
  Prerequisites
  Prerequisites
  Ciphers (Underworld)
  100
  Skill
  —
  Deceive
  100
  Skill
  —
  Deceive +10
  100
  Skill
  Deceive
  Deceive
  Disguise
  100
  Skill
  —
  Forbidden Lore (Ofﬁ cio Assassinorum)
  100
  Skill
  —
  Forbidden Lore (Cults)
  100
  Skill
  — 
  — 
  Interrogation
  100
  Skill
  —
  Concealment
  200
  Skill
  —
  Forbidden Lore (Ofﬁ cio Assassinorum)+10
  200
  Skill
  Forbidden Lore (Ofﬁ cio Assasniorum)
  Forbidden Lore (Ofﬁ cio Assasniorum)
  Forbidden Lore (Cults) +10
  200
  Skill
  Forbidden Lore (Cults)
  Forbidden Lore (Cults)
  Inquiry
  200
  Skill
  Inquiry
  Inquiry
  Shadowing
  200
  Skill
  Shadowing
  Shadowing
  Hip Shooting
  200
  Talent
  BS 40, Ag 40
  BS 40, Ag 40
  Minor Psychic Power (x2)
  200
  Talent
  —
  Resistance (Fear)
  200
  Talent
  —
  Sicarius Training
  200
  Talent
  —
  Psy-Rating 1
  300
  Talent
  —
  neW talent: sicarius tutoring
  Each Acolyte receives different training from their Ordo Sicarius contacts before returning to the service of the Ordo 
  Malleus. When this Talent is purchased the Acolyte gains a different beneﬁ t depending upon his career, as follows:
  Adept: The character is forced to memorized a staggering number of reasonable responses to common inquiries, 
  allowing him to craft logical lies quickly. The character may use Intelligence in place of Fellowship for all Deceive Tests.
  Arbitrator: The character has spent countless hours tracking masters of the arts of stealth, honing an ability to notice 
  even the faintest traces of a target's passing. The character gains the Talented (Shadowing) Talent.
  Assassin: The character is forced to remain motionless for days a time, his exact position monitored by servitors for 
  even the slightlest twitch. The character gains the Talented (Concealment) Talent.
  Battle Sister: Learning from some of the most skilled swordsmen the Ordo Sicarius has to offer, the Battle Sister 
  learns to trust the Chainsword as she would her Bolter. The character gains the Swift Attack Talent.
  Cleric: Months of working alongside the most resolute murderers in the Calixis Sector has taught the character how 
  to unnerve even these hardened men. The character gains the Disturbing Voice Talent.
  Guardsman: The weapon training of the character is augmented further by experts within the Ordo Sicarius. The 
  character gains an Exotic Weapon Training Talent of his choice.
  Imperial Psyker: The Ordo tests the physical limitations of the character mercilessly. The character gains one 
  additional Wound.
  Scum: A myriad of false identities, pulled strings, and brazen lies has created a persona with contacts in a useful 
  orginization. The Acolyte gains a Peer Talent of his choice.
  Tech-Priest: The character studies hundreds of logistaristic formulae that map out the most successful line of 
  questioning for advantageous results. The character may use Intelligence in place of Fellowship for all Inquiry Tests.
  
  II: Hunter Careers
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   Hunter Careers
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  56
  Pyroclast
  "You must face the truth squarely and without ﬂ inching from duty. 
  Our enemies are mortal no longer. Mercy for such as they is a 
  chimera, self-deception is its only ally. Dedicate this weapon, given 
  unto your hand at the behest of the Emperor, to their destruction. 
  Regard its function as your only duty: you live only to bring 
  cleansing ﬁ re. Take up your rod and staff, your armour and 
  psycannon, and go forth." 
   
  –Lectures to the Ordo, Inquisitor-Historical Galbus Heer
  W
  hat others of the Inquisition do through stealth 
  and guile, the Pyroclast does through 
  the cleansing ﬂ ame of righteousness. 
  Originally created as a group by Inquisitor 
  Malachai Heritor in 643.M40, the Pyroclasts 
  were intended to be sent in when the only hope 
  of ending a xenos infestation was through the 
  application of holy ﬁ re. The success of the Ordo 
  Xenos Pyroclast squads led the Ordo Malleus to 
  apply the same principles to Daemon hunting. 
  Original records of which Inquisitor ﬁ rst 
  attempted this have been lost to time, 
  but the results cannot be overstated. The 
  ﬁ rst recorded use of Pyroclasts happened 
  on the Agri-world of Dreah. Grain that 
  had been tainted by Chaos was planted in 
  the ﬁ elds of many unsuspecting farmers. 
  During the harvest, the stalks of this grain 
  poisoned the tithe of Dreah. Learning 
  of this tragedy, Inquisitor Helden Karros 
  equipped three full regiments of Imperial 
  Guard to combat this menace. Within a single 
  month, the entire crop of questionable grain had 
  been incinerated under the relentless onslaught of 
  the ﬂ amers of the Pyroclasts. To be sure that 
  the taint had been rooted out sufﬁ ciently, 
  Inquisitor Karros ordered a cleansing of 
  all vegetation with a thousand kilometre 
  radius of the original planting site.
  With the Cleansing of Dreah 
  complete, the Calixian Ordo Malleus 
  created a training bastion on the Shrine 
  World of Reshia for Inquisitorial agents 
  specializing in the use of Incinerators. Within this 
  bastion recruits are schooled in the nature of ﬂ ame 
  and the cleansing power that it holds. Other Inquisitors 
  are known to maintain elite groups of such Guardsmen, 
  either privately trained or sent to Reshia for instruction.
  BecoMing a PYroclast
  Pyroclasts are mostly recruited from experienced Guardsmen. 
  Those chosen must already have an instinctive understanding 
  of the nature of ﬁ re. During Pyroclast training, this grows 
  into an almost religious love and faith. Once selected, the 
  majority of Pyroclasts are sent to Reshia for a period of six 
  months for indoctrination and training, and then returned 
  to their Inquisitor with the skills necessary to illuminate the 
  dark shadows of corruption with the light of the Incinerator.
  Required Career: Guardsman
  Alternate Rank: Rank 5 or higher
  Other Requirements: Basic Weapon Training (Flame)
  and guile, the Pyroclast does through 
  the cleansing ﬂ ame of righteousness. 
  Originally created as a group by Inquisitor 
  Malachai Heritor in 643.M40, the Pyroclasts 
  were intended to be sent in when the only hope 
  of ending a xenos infestation was through the 
  application of holy ﬁ re. The success of the Ordo 
  Xenos Pyroclast squads led the Ordo Malleus to 
  apply the same principles to Daemon hunting. 
  Original records of which Inquisitor ﬁ rst 
  attempted this have been lost to time, 
  but the results cannot be overstated. The 
  ﬁ rst recorded use of Pyroclasts happened 
  on the Agri-world of Dreah. Grain that 
  had been tainted by Chaos was planted in 
  the ﬁ elds of many unsuspecting farmers. 
  During the harvest, the stalks of this grain 
  poisoned the tithe of Dreah. Learning 
  of this tragedy, Inquisitor Helden Karros 
  equipped three full regiments of Imperial 
  Guard to combat this menace. Within a single 
  month, the entire crop of questionable grain had 
  been incinerated under the relentless onslaught of 
  the ﬂ amers of the Pyroclasts. To be sure that 
  the taint had been rooted out sufﬁ ciently, 
  Inquisitor Karros ordered a cleansing of 
  all vegetation with a thousand kilometre 
  radius of the original planting site.
  With the Cleansing of Dreah 
  complete, the Calixian Ordo Malleus 
  created a training bastion on the Shrine 
  World of Reshia for Inquisitorial agents 
  specializing in the use of Incinerators. Within this 
  bastion recruits are schooled in the nature of ﬂ ame 
  and the cleansing power that it holds. Other Inquisitors 
  are known to maintain elite groups of such Guardsmen, 
  either privately trained or sent to Reshia for instruction.
  
  II: Hunter Careers
  57
  Pyroclast Advances
  Name
  Cost
  Type
  Prerequisites
  Common Lore (Imperial Creed)
  100
  Skill
  —
  Demolition +10
  100
  Skill
  Demolition
  Bulging Biceps
  100
  Talent
  S 45
  True Grit
  100
  Talent
  T 40
  Common Lore (Imperial Creed) +10
  200
  Skill
  Common Lore (Imperial Creed)
  Common Lore (Imperial Creed)
  Intimidate +20
  200
  Skill
  Intimidate +10 
  Armour of Contempt
  200
  Talent
  WP 40
  Cleanse and Purify
  200
  Talent
  Basic Weapon Training (Flame)
  Basic Weapon Training (Flame)
  Hatred (Daemons)
  200
  Talent
  —
  Litany of Hate
  200
  Talent
  Hatred (Any)
  Resistance (Fear)
  200
  Talent
  —
  Resistance (Heat)
  200
  Talent
  —
  Unshakeable Faith
  200
  Talent
  —
  Blessed Flame
  300
  Talent
  Cleanse and Purify
  Cleanse and Purify
  Flames of Faith
  500
  Talent
  Unshakeable Faith, Cleanse and Purify
  Unshakeable Faith, Cleanse and Purify
  talent: Blessed FlaMe
  Specialized training in holy litanies of maintenance 
  combined with blessed promethium allows the Acolyte 
  to bring his ﬂ amers to bear against daemons with 
  potent effect. The character treats all Flame weapons 
  as having the Sanctiﬁ ed Trait (see page 66). So skilled 
  is the character with ﬂ amer weaponry that he can even 
  use an Astartes Incenerator (see page 132) without the 
  penalty for not being an Adeptus Astartes.
  talent: FlaMes oF FaitH
  The Acolyte’s faith in both the God-Emperor of 
  Mankind and his trusted weapon causes Psyﬂ ame 
  ammunition to burn even brighter. The acolyte is 
  treated as having a Psy Rating of 3 when using 
  weapons loaded with Psyﬂ ame Ammunition.
  57
  57
  use an Astartes Incenerator (see page 132) without the 
  penalty for not being an Adeptus Astartes.
  The training regimen for specialist Guardsman capable of making use of the psychically 
  infused promethium is necessarily harsh. Only the most disciplined and hardened of 
  veterans are suitable for such duties and even those who would otherwise be capable of 
  surviving the ordeal lack the honed sense required to succeed in the more delicate aspects 
  of the program.
  I have trained nearly a dozen Guardsmen successfully in this manner; more than any 
  other, to the best of my knowledge. My most recent attempts have met with nearly a 
  thirty percent success rate, which is high because of my strict selection of subjects.
  The program begins with such a selection. I observe the recommended candidate during 
  normal field drills, making sure that their Sergeant has them working with holy fire 
  in the heaviest flamer available. If their control proves satisfactory I will request their 
  transfer to my facilities on Idumea.
  Next a single limb will be seared away over the course of a several weeks to a month. The 
  chosen limb is typically their non-primary arm, but in the case of ambidextrous candidates, 
  or other circumstances, I have allowed a leg to be tak
  
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  58
  Techsorcist
  "When uttering the incantation, mark well that the rod is upon and 
  not within the intake. The second incantation should not be uttered 
  until all the fumes have come forth, then the way shall be clear for 
  the sacred words to penetrate unto the heart of the engine. If the 
  mounting be hot say the third rune, if it be cold the fourth rune is 
  more appropriate. For if the wrong rune is used, the wrath of the 
  engine will be aroused... "
  –From the "Book of Five Runes"
  S
  ome Forge world Tech-Priests develop an interest in 
  analyzing corrupted machine spirits. Unusually 
  for Tech-Priests, Techsorcists are capable of 
  intuitive thinking, speculation, and improvisation, 
  and are famous for their lateral and 
  often 
  unorthodox 
  process 
  when 
  strict logic and standard procedures 
  fail. This is an invaluable tool for an 
  Inquisitor trying to understand his 
  foe’s weaknesses. In the service of the 
  Inquisition, a Techsorcist performs all 
  the typical tasks of a Tech-Priest, but 
  has a deeper understanding of how 
  Chaos mutates and adapts technology. 
  Created by Magos Eremor in the latter half 
  of M36 in response to the reappearance from 
  the Warp of the Space Hulk Fatum Posterus, 
  the Techsorcists have long been on the front 
  lines whenever heretical technology has been 
  found. The success of this branch within the 
  Calixis Sector has caused their ranks to swell 
  as the demand for trained Daemon-hunting 
  Tech-Priests has grown. In fact a quiet, but 
  popular, joke within the Ordos Calixian is 
  that there are four Ordos of the Inquisition: 
  Xenos, Hereticus, Malleus, and Mechanicus. 
  This is a view which the Adeptus Mechanicus 
  is more than happy to foster, as it allows their 
  representatives to be the ﬁ rst to deal with any 
  strange technological discoveries found during 
  the course of an investigation.
  A trained Techsorcist, if not several, are in the 
  employ of nearly every Ordo Malleus Inquisitor in 
  the sector. On the tidally-locked world of Barsapine 
  the Adeptus Mechanicus has over a dozen highly 
  trained Techsorcists poring over the logs and 
  remains of several technological devices of dubious 
  origin. The Ecclesiarchy keeps a close eye on their 
  research after the Macharian Incident. The call for 
  additional assistance is strong, and many Inquisitors 
  investigating the remains of the devices found there 
  have petitioned for the Tech-Priests in their employ 
  to be trained as Techsorcists.
  BecoMing a tecHsorcist
  Becoming a Techsorcist is a simple affair for members of the 
  Mechanicus. First, a petition of transfer must be ﬁ led with 
  their superiors, countersigned by the Inquisitor whom they 
  are assigned to. Then, a special mechadendrite is installed 
  that includes hexagrammic data-gates. Finally, the potential 
  is given three hours to access selected records regarding 
  corrupted machine spirits, then three more hours to complete 
  a 7,000-question test. Assuming he passes, the Tech-Priest 
  is now ofﬁ cially recognized as a Techsorcist and is given 
  clearance to request additional texts from the Ordo Malleus.
  Required Career: Tech-Priest
  Alternate Rank: Rank 6 or higher (6,000 xp)
  Book of Five Runes
  ome Forge world Tech-Priests develop an interest in 
  analyzing corrupted machine spirits. Unusually 
  for Tech-Priests, Techsorcists are capable of 
  intuitive thinking, speculation, and improvisation, 
  and are famous for their lateral and 
  often 
  unorthodox 
  process 
  when 
  strict logic and standard procedures 
  fail. This is an invaluable tool for an 
  Inquisitor trying to understand his 
  foe’s weaknesses. In the service of the 
  Inquisition, a Techsorcist performs all 
  the typical tasks of a Tech-Priest, but 
  has a deeper understanding of how 
  Chaos mutates and adapts technology. 
  Created by Magos Eremor in the latter half 
  of M36 in response to the reappearance from 
  the Warp of the Space Hulk Fatum Posterus, 
  the Techsorcists have long been on the front 
  lines whenever heretical technology has been 
  found. The success of this branch within the 
  Calixis Sector has caused their ranks to swell 
  as the demand for trained Daemon-hunting 
  Tech-Priests has grown. In fact a quiet, but 
  popular, joke within the Ordos Calixian is 
  that there are four Ordos of the Inquisition: 
  Xenos, Hereticus, Malleus, and Mechanicus. 
  This is a view which the Adeptus Mechanicus 
  is more than happy to foster, as it allows their 
  representatives to be the ﬁ rst to deal with any 
  strange technological discoveries found during 
  A trained Techsorcist, if not several, are in the 
  employ of nearly every Ordo Malleus Inquisitor in 
  the sector. On the tidally-locked world of Barsapine 
  the Adeptus Mechanicus has over a dozen highly 
  trained Techsorcists poring over the logs and 
  remains of several technological devices of dubious 
  origin. The Ecclesiarchy keeps a close eye on their 
  research after the Macharian Incident. The call for 
  additional assistance is strong, and many Inquisitors 
  investigating the remains of the devices found there 
  have petitioned for the Tech-Priests in their employ 
  Required Career
  Alternate Rank: Rank 6 or higher (6,000 xp)
  
  II: Hunter Careers
  59
  Techsorcist Advances
  Name
  Cost
  Type
  Prerequisites
  Common Lore (Imperial Creed) +10
  Common Lore (Imperial Creed) +10
  100
  Skill
  Common Lore (Imperial Creed)
  Common Lore (Imperium) +10
  100
  Skill
  Common Lore (Imperium)
  Forbidden Lore (Tech-Heresy)
  100
  Skill
  —
  Armour of Contempt
  100
  Talent
  WP 40
  Autosanguine
  100
  Talent
  —
  Mechadendrite Use (Techsorcist)
  Mechadendrite Use (Techsorcist)
  100
  Talent
  Tech-Priest, 
  Sound Constitution
  100
  Talent
  —
  Forbidden Lore (Adeptus Mechanicus)
  Forbidden Lore (Adeptus Mechanicus)
  200
  Skill
  —
  Forbidden Lore (Archeotech) +10
  Forbidden Lore (Archeotech) +10
  200
  Skill
  Forbidden Lore (Archeotech)
  Forbidden Lore (Ordo Malleus)
  200
  Skill
  —
  Forbidden Lore (Tech-Heresy) +10
  Forbidden Lore (Tech-Heresy) +10
  200
  Skill
  —
  Fearless
  200
  Talent
  —
  Furious Assault
  200
  Talent
  WS 35
  Independent Targeting
  200
  Talent
  BS 40
  neW talent: MecHadendrite use (tecHsorcist)
  The Techsorcist has chosen to alter one of his mechadendrites to assist in his duties. This mechadendrite has special 
  electronic wards put in place to resist the effects of corruption from Chaos-infested machine spirits. It also houses a small 
  memory unit for storing proscribed documents and is set to automatically wipe itself upon removal of the mechadendrite 
  or the death of the Techsorcist. When using a mechadendrite the Techsorcist gains a +10 to Forbidden Lore (Tech-
  Heresy) rolls, and a +10 to all Tech-Use Tests when interfacing with a corrupted machine spirit.
  +++
  Communication sub-litany four null-response four.
  Mech-Deacon Stachi, Lathe attachment: Ordo Malleus
  M39.undetermined
  +++
  It is unknown how long this vessel has been within warp transit, as I suspect the Gellar 
  ﬁ eld is not operating within acceptable parameters but as yet have not had access or 
  opportunity to properly discuss the litanies performed by the ship's Explorator who is 
  kept to his duties by the necessities of such a new ship. We have had to translocate into 
  realspace several times simply to prepare for further travel.
  Thus it was my interface with the primary cogitator on the "Last Haul" that led me to my 
  discovery. A sub-cogitator had been installed within the primary process of the seventeenth 
  atmosubstation redistribution anex. As this was obviously unnecessary, I tasked Guie with 
  quietly discovering who would perform such a litany without the Explorator’s knowledge, 
  as obviously no true disciple of the Machine-God would perform such a rite under any 
  calculable scenario.
  The sub-cogitator was indeed infested with a machine spirit whose designation I do not 
  dare commit to data-memory. Had the Explorator attempted to interface with the device his 
  success rate would have approached null as cycles approached seventy-eight, the scrapcode 
  assailing his systems. Only the electro-graft warding of my mechadendrite protected me from 
  such a fate. Indeed it was the source of our Gellar ﬁ eld instability. Further, it has begun 
  to re-route power within the atmosubstation redistribution anex so as to create a graft 
  feedback loop in the heavenward deck hydroporium. I leave it to Inquisitor Octus Enoch to 
  decipher the purpose of such a creation, although trans-warp matter shift is not out of the 
  question. I have since removed the sub-cogitator and informed the Explorator, you should 
  expect his communication shortly.
  
  II: Hunter Careers
  60
  IIII: Hunter Careers
   Hunter Careers
  60
  60
  Theomancer
  "Though Mankind is at the brink of this great apotheosis, you must 
  be ever vigilant for the stillborn harbingers of this change. Where 
  you seek the pure and strong, there too will you ﬁ nd the impure and 
  weak. But be ever vigilant, for even should you ﬁ nd one with the 
  gift, only one in a thousand psykers will be strong enough to resist the 
  perils of the Empyrean and be allowed to live." 
  –Admonitions on the Duty of the Witch Finder, Inquisitor Malich 
  (Suppressed, M38)
  T
  heomancy has its roots in the 
  disciplines 
  of 
  soothsaying 
  common amongst the Feral 
  worlds in the Calixis Sector. Ancient 
  practitioners of this art would use crude objects such as 
  chicken bones and dice in the hope of a glimpse of the 
  future. As the Ecclesiarchy's inﬂ uence spread with the 
  Angevin Crusade, these practices were more and more 
  seen as counter to the Imperial Creed. Those who 
  attempted to use these skills were hunted down 
  as heretics. The practice was eventually replaced 
  by the reading of the Emperor's Tarot. The 
  Collegiate Exterminatus began training 
  psykers to aid Inquisitors with divination 
  from the Drusian Emperor's Tarot; 
  which includes the Shattered World, the 
  Chalice, and the Tyrant Star among its 
  portents. While the debate on what these 
  symbols represent is ongoing within the 
  Calixian Scholastica Psykana Divinatio, it 
  is generally accepted that the Shattered World 
  represents war when aligned normally and the 
  end of a war when inverted. The Chalice is seen 
  to represent life, but also death, or even the Calixis 
  Sector as a whole. The Tyrant Star is the card that 
  is most often debated within the Calixian sector. 
  Many scholars believe that it was never part of the 
  original design of the Tarot, but nonetheless it 
  appears in the current version.
  Many Inquisitors employ Theomancers to 
  help them learn about the nature of upcoming 
  threats. When Artemis Thoth, a psyker in the 
  service of Inquisitor Lord Caidin, performed 
  a reading regarding the outcome of the 
  Tranch Insurrection, the seven portents he 
  received included signs that rendered 
  the diviner catatonic for nearly six 
  months. Upon his recovery he could 
  speak only to Inquisitor Caidin. It is 
  unknown what transpired there, but a 
  cell of Caidin's most trusted Acolytes 
  was 
  immediately 
  dispatched 
  to 
  locate Justicar Maligante and beg his 
  assistance on the world of Kulth.
  The Tarot itself is a closely guarded mystery. It is impossible 
  to tell what the Emperor's Tarot actually is. Some have even 
  claimed that no such object actually exists and that the Psyker 
  is simply a charlatan. If that were true the frequency of their 
  correct predictions would, at least, be a statistical anomaly of 
  miraculous proportions.
  So potent is the Theomancer's powers of prediction, 
  that there are some within the Ecclesiarchy who view their 
  powers as so heretical that there can be no true sanction of 
  the practice. Some go so far as to hire assassins to discreetly 
  deal with Theomancers.
  Admonitions on the Duty of the Witch Finder, Inquisitor Malich 
  Admonitions on the Duty of the Witch Finder, Inquisitor Malich 
  Admonitions on the Duty of the Witch Finder
  (Suppressed, M38)
  heomancy has its roots in the 
  disciplines 
  of 
  soothsaying 
  common amongst the Feral 
  worlds in the Calixis Sector. Ancient 
  practitioners of this art would use crude objects such as 
  chicken bones and dice in the hope of a glimpse of the 
  future. As the Ecclesiarchy's inﬂ uence spread with the 
  Angevin Crusade, these practices were more and more 
  seen as counter to the Imperial Creed. Those who 
  attempted to use these skills were hunted down 
  as heretics. The practice was eventually replaced 
  by the reading of the Emperor's Tarot. The 
  Collegiate Exterminatus began training 
  psykers to aid Inquisitors with divination 
  from the Drusian Emperor's Tarot; 
  which includes the Shattered World, the 
  Chalice, and the Tyrant Star among its 
  portents. While the debate on what these 
  symbols represent is ongoing within the 
  Calixian Scholastica Psykana Divinatio, it 
  is generally accepted that the Shattered World 
  represents war when aligned normally and the 
  end of a war when inverted. The Chalice is seen 
  to represent life, but also death, or even the Calixis 
  Sector as a whole. The Tyrant Star is the card that 
  is most often debated within the Calixian sector. 
  Many scholars believe that it was never part of the 
  original design of the Tarot, but nonetheless it 
  appears in the current version.
  Many Inquisitors employ Theomancers to 
  help them learn about the nature of upcoming 
  threats. When Artemis Thoth, a psyker in the 
  service of Inquisitor Lord Caidin, performed 
  a reading regarding the outcome of the 
  Tranch Insurrection, the seven portents he 
  received included signs that rendered 
  the diviner catatonic for nearly six 
  months. Upon his recovery he could 
  speak only to Inquisitor Caidin. It is 
  unknown what transpired there, but a 
  cell of Caidin's most trusted Acolytes 
  was 
  immediately 
  dispatched 
  to 
  locate Justicar Maligante and beg his 
  assistance on the world of Kulth.
  
  II: Hunter Careers
  61
  BecoMing a tHeoMancer
  A Theomancer is usually drawn from the ranks of the Calixis 
  Scholastica Psykana Divinatio. Using the skills learned during 
  the sanctioning process, combined with the formidable 
  schooling of the Inquisition, the Theomancer becomes a 
  potent weapon in the Calixian Ordo Malleus' arsenal. The 
  Theomancer is able to use his skills at Divination to augment 
  his combat skills in a much more ﬂ uid manner than the typical 
  Imperial Psyker. He can see glimpses of the future and choose 
  the correct path for his Inquisitor to follow.
  Required Career: Imperial Psyker
  Alternate Rank: Rank 4 or higher (2,000xp)
  Other Requirements: At least one Psychic Power from 
  the Divination Discipline.
  Theomancer Advances
  Name
  Cost
  Type
  Prerequisites
  Deceive
  100
  Skill
  —
  Psyniscience +10
  100
  Skill
  Psyniscience
  Psyniscience +20
  200
  Skill
  Psyniscience +10
  Forbidden Lore (Psyker) +10
  100
  Skill
  Forbidden Lore (Psyker)
  Logic
  100
  Skill
  —
  Medicae
  100
  Skill
  —
  Search
  100
  Skill
  —
  Search +10
  100
  Skill
  Search
  Psy Rating 3
  200
  Talent
  Psy Rating 2
  Discipline Focus (Divination)
  200
  Talent
  Psy Rating 3
  Emperor's Tarot
  200
  Talent
  —
  Foresight
  200
  Talent
  Int 30
  talent: eMPeror's tarot
  Once per Game Session, the Psyker may read the 
  portents of the Emperor's Tarot.  This requires a 
  psychic power roll with a Threshold of 12.  Should 
  he succeed, the character has divined the truth of a 
  situation, reading the strands of time to see a fragment 
  of the future and past at once. The character may make 
  a single Common Lore, Scholastic Lore, or Forbidden 
  Lore Test treating the Skill as trained. If the Acolyte has 
  the Skill trained he may instead reroll the Test if failed. 
  The character is also prone to visions of the future 
  during his use of the Emperor's Tarot and the GM may 
  wish to seed prophetic glimpses into the use of this 
  psychic power.
  61
  61
  Foresight
  200
  Talent
  Int 30
  Psychic Power (Personal Augury)
  200
  Talent
  —
  Power Well
  200
  Talent
  Psy Rating 2
  Upon the shutting of the blinded eyes vision became all the clearer. 
  Small moments were no longer small, but instead the turning of a 
  key that unlocked a door. Behind the door was an abyss of change, 
  or tumbling dice hammered by choices into existence. Only by the 
  grace of the God-Emperor would divination be possible.
  The Tarot spoke, quietly at first, and the blinded eye listened. 
  As you should listen now.
  Upon the world where there is eternal day and eternal night, 
  where twilight and dusk give life. There the Cathedral of the Sky 
  will guide the learned to its sister. A Cathedral of bloody ruined 
  lives, sleeping. It sleeps and dreams of a secret so dire that no 
  prognostication can hope to know it. A cloudy past to make clear 
  the future. A future where the chalice burns.
  
  II: Hunter Careers
  62
  IIII: Hunter Careers
   Hunter Careers
  62
  62
  Ordo Malleus 
  Cell Directives
  "Your deeds have been documented within the Tricorn Palace. Inquisitor 
  Octus Enoch has heard the evidence against you. I pronounce you Carta 
  Extremis and deliver you unto the God-Emperor's ﬁ nal sanction."
  –Sister Audra to Inquisitor Laif
  C
  ell Directives represent the communal abilities available 
  to a group of Acolytes who have special training or 
  doctrines of procedure. Similar to Alternate Career 
  Ranks, they give characters additional or different options for 
  training and Talent choices that their Career may not normally 
  allow. Unlike Alternate Career Ranks, Cell Directives are 
  purchased by entire groups of Acolytes. Each player in a group 
  must pay the Induction cost in experience points and the group 
  must meet any other listed requirements to gain access to the 
  Advance Table for the Cell Directive. In addition all members 
  of the group gain any special abilities of the Cell Directive. 
  Cell Directives do not replace a Rank of the player's Career 
  but instead allow them to purchase options from another 
  Advance Table at any time. If the group wishes to add 
  another member to their 
  cell, the new member 
  must simply pay the 
  Induction cost.
  USING CELL DIRECTIVES
  The entire group must willingly elect to use a Cell Directive 
  and get the GM’s permission to do so. Cell Directives apply 
  a theme to all the Acolytes and as such should be carefully 
  discussed. Once a Cell Directive has been chosen by the group, 
  each character must spend the Induction Cost in experience 
  points to form the cell. They then have access to the special 
  ability associated with the cell as well as the Advances listed 
  on the cell’s Advance Table.
  If another character wishes to join the cell he must get 
  permission from the group. If they agree (perhaps requiring 
  some sort of initiation) he may pay the Induction Cost and 
  gain access to the special ability and Advance Table of the cell.
  CELL DIRECTIVES FORMAT
  Each Cell Directive uses the following format:
  naMe
  Each cell has a unique name. It is often a title used by 
  Inquisitors to describe the purpose of the cell.
  descriPtion
  In each cell section is a description illustrating the purpose 
  of the cell. This will help to give you some ideas about how 
  your group might look and act if they choose to form a cell 
  of this type.
  induction cost
  This gives the cost in experience points each player must pay 
  to create or join the cell. Some GM's may wish to remove the 
  Induction Cost if they feel the Cell Directive ﬁ ts the theme 
  and goals of the campaign.
  reQuireMents
  These are the requirements the cell must meet at all times. If 
  for any reason the cell stops meeting these requirements the 
  members of the cell may not purchase further advances from 
  the cell’s Advance Table until they meet the requirements again.
  sPecial aBilitY
  Every member of the cell gains access to a special ability 
  immediately upon becoming a member of the cell.
  advance taBle
  This is the Advance Table associated with the cell. Members may 
  purchase abilities from the cell as if it were a Career Advance 
  Table. This may give them advance options that they would not 
  normally have or earlier than normal or at a lower cost.
  Advance Table at any time. If the group wishes to add 
  another member to their 
  cell, the new member 
  must simply pay the 
  Induction cost.
  
  II: Hunter Careers
  63
  CARTA EXTREMIS HUNTERS
  Those members of the Calixian Ordo Malleus who are given 
  the solemn duty of hunting down traitor Inquisitors are often 
  the most fervent when it comes to screening their Acolytes. 
  Many times, an Inquistor will want only those Acolytes who 
  have proven themselves resilient to Daemonic manipulations to 
  accompany him during such an investigation. In these situations, 
  it is common for him to form a cell of Acolytes who specialise in 
  tracking down people who do not wish to be found. 
  Induction Cost: 100 xp
  Requirements: When the cell is created the group must 
  include at least one Assassin. The cell must also have an 
  average Rank of no less than 5, as only experienced Acolytes 
  could ever be expected to accompany an Inquisitor on such 
  an assignment.
  Hidden Adversary: Due to their constant need to trail 
  targets, all members of this cell receive Training in the 
  Shadowing Skill.
  RELIQUARY RETREIVAL 
  STRIKE TEAM
  The curators of the Reliquary assigned to the Scholariate at 
  Arms are extremely proactive about recovering interesting 
  artefacts. Inquisitors may call upon the Reliquary to assemble 
  a strike team to recover a lost artefact or even a rare alien 
  device. These cells may ﬁ nd themselves working for a single 
  Inquisitor on several missions, or the Reliquary may loan 
  them out to a series of Inquisitors. The Career of those 
  Acolytes assigned to one of the Retrieval Teams would be 
  quite exciting and impressive—if they were permitted to ever 
  tell anyone.
  Induction Cost: 100 xp
  Requirements: The cell must include at least one Acolyte 
  with the Agent of Reliquary 26 Alternate Career rank or take 
  orders from an appropriate NPC in service of Reliquary 26.
  Picked up a thing or two: Those serving Reliquary 26 
  often see things that man should not see. Each Acolyte may 
  choose to train in one Scholastic or Forbidden Lore Skill.
  Carta Extremis Hunters Advances
  Name
  Cost
  Type
  Prerequisites
  Prerequisites
  Concealment
  100
  Skill
  —
  Disguise
  100
  Skill
  —
  Inquiry
  100
  Skill
  —
  Scholastic Lore (Judgement)
  100
  Skill
  —
  Resistance (Psychic Powers)
  100
  Talent
  —
  Concealment +10
  200
  Skill
  Concealment
  Concealment
  Forbidden Lore (Heresy)
  200
  Skill
  —
  Shadowing +10
  200
  Skill
  Shadowing
  Shadowing
  Peer (Inquisition)
  200
  Talent
  —
  Talented (Shadowing)
  200
  Talent
  —
  Forbidden Lore (Inquisition)
  300
  Skill
  —
  Deadeye Shot
  300
  Talent
  BS 30
  BS 30
  Strong Minded
  300
  Talent
  WP 30, Resistance (Psychic Powers)
  WP 30, Resistance (Psychic Powers)
  Good Reputation (Inquisition)
  500
  Talent
  Fel 50, Peer (Inquisition)
  Fel 50, Peer (Inquisition)
  Mental Fortress
  500
  Talent
  WP 50, Strong Minded
  WP 50, Strong Minded
  Reliquary Retrieval Strike Team Advances
  Name
  Cost
  Type
  Prerequisites
  Prerequisites
  Awareness
  100
  Skill
  —
  Barter
  100
  Skill
  —
  Ciphers (Acolyte)
  100
  Skill
  —
  Evaluate
  100
  Skill
  —
  Awareness +10
  200
  Skill
  Awareness
  Awareness
  Dodge
  200
  Skill
  —
  Security
  200
  Skill
  —
  Trade (Any)
  200
  Skill
  —
  Concealed Cavity
  300
  Talent
  —
  Exotic Weapon Training (Any)
  300
  Talent
  —
  
  II: Hunter Careers
  64
  SCHOLARIATE  
  FATESTALKERS
  Omens foretelling great Daemonic threats are of the utmost 
  interest to the Ordo Malleus. Preventing such terrible 
  occurrences is its primary purpose. While deciphering and 
  halting such events demands signiﬁ cant resources, so does 
  the uncovering of the prophecies themselves. Fatestalkers 
  are learned Acolytes given the task of assembling complete 
  prophecies from fragments scattered across the Calixis Sector. 
  Comprised of scholars, historians, and legend seekers, the 
  Fatestalkers employed by the Scholariate at Arms are one of 
  their most important resources.
  Induction Cost: 100 xp
  Requirements: The cell must contain at least one Adept 
  with the Scholastic Lore (Legend) Skill.
  Well Read: Even the most barbaric among the Fatestalkers 
  are prepared to deal with odd passages of text or strange 
  heretical wording. Acolytes treat Literacy as a Basic Skill and 
  gain the Talented (Literacy) Talent.
  ORDO MALLEUS RETINUE
  Each of the Holy Ordos of the Inquisition is unique in its 
  purpose and focus. Those who hunt the daemonic have rariﬁ ed 
  skillsets that allow them, as a group, to cope with the horrors 
  they will face. Inquisitors of the Ordo Malleus often provide 
  additional training and conditioning to those Acolytes who 
  prove themselves useful. While some Inquisitors will tailor 
  the training regimen they place Acolytes into, Ordo Malleus 
  Cells likely have a few traits in common.
  Induction Cost: 200 xp
  Requirements: The cell must serve an Ordo Malleus 
  Inquisitor who provides additional training to them.
  Ordo Malleus Conditioning: The Acolytes gain the 
  Ordo Malleus Conditioning Talent (see page 43).
  IIII: Hunter Careers
   Hunter Careers
  64
  64
  SCHOLARIATE  
  FATESTALKERS
  Omens foretelling great Daemonic threats are of the utmost 
  interest to the Ordo Malleus. Preventing such terrible 
  occurrences is its primary purpose. While deciphering and 
  halting such events demands signiﬁ cant resources, so does 
  the uncovering of the prophecies themselves. Fatestalkers 
  are learned Acolytes given the task of assembling complete 
  prophecies from fragments scattered across the Calixis Sector. 
  Comprised of scholars, historians, and legend seekers, the 
  Fatestalkers employed by the Scholariate at Arms are one of 
  their most important resources.
  Induction Cost: 100 xp
  Requirements: The cell must contain at least one Adept 
  with the Scholastic Lore (Legend) Skill.
  Well Read: Even the most barbaric among the Fatestalkers 
  are prepared to deal with odd passages of text or strange 
  heretical wording. Acolytes treat Literacy as a Basic Skill and 
  gain the Talented (Literacy) Talent.
  ORDO MALLEUS RETINUE
  Each of the Holy Ordos of the Inquisition is unique in its 
  purpose and focus. Those who hunt the daemonic have rariﬁ ed 
  skillsets that allow them, as a group, to cope with the horrors 
  they will face. Inquisitors of the Ordo Malleus often provide 
  additional training and conditioning to those Acolytes who 
  prove themselves useful. While some Inquisitors will tailor 
  the training regimen they place Acolytes into, Ordo Malleus 
  Cells likely have a few traits in common.
  Induction Cost: 200 xp
  Requirements: The cell must serve an Ordo Malleus 
  Inquisitor who provides additional training to them.
  Ordo Malleus Conditioning: The Acolytes gain the 
  Ordo Malleus Conditioning Talent (see page 43).
  Scholariate Fatestalkers Advances
  Name
  Cost
  Type
  Prerequisites
  Awareness
  100
  Skill
  —
  Charm
  100
  Skill
  —
  Ciphers (Occult)
  100
  Skill
  —
  Literacy
  100
  Skill
  —
  Ciphers (Occult) +10
  200
  Skill
  Ciphers (Occult)
  Disguise
  200
  Skill
  —
  Inquiry
  200
  Skill
  —
  Scholastic Lore (Any)
  200
  Skill
  —
  Peer (Academics)
  200
  Talent
  —
  Unremarkable
  200
  Talent
  —
  Ordo Malleus Retinue Advances
  Name
  Cost
  Type
  Prerequisites
  Awareness
  100
  Skill
  —
  Ciphers (Acolyte)
  100
  Skill
  —
  Secret Tongue (Acolyte)
  100
  Skill
  —
  Chem Geld
  100
  Talent
  —
  Forbidden Lore (Daemonology)
  200
  Skill
  —
  Forbidden Lore (Warp)
  200
  Skill
  —
  Interrogation
  200
  Skill
  —
  Logic
  200
  Skill
  —
  Forbidden Lore (Daemonology) +10
  300
  Skill
  Forbidden Lore (Daemonology)
  Melee Weapon Training (Power)
  300
  Talent
  —
  Hatred (Daemons)
  300
  Talent
  —
  
  Malleus 
  arMoury
  Ranged & Melee 
  Weapons
  •
  aRMouR
  •
  FoRce Fields
  •
  geaR, Tools, dRugs  
  & aMMuniTion
  •
  annoinTed Weapons
  
  III: Malleus Armoury
  66
  Chapter III:
  Malleus 
  Armoury
  “Trust in the God-Emperor. But trust your blade, too.”
  –Inquisitor Atellus Thrax
  When daemons rend the veil between the dread realm of 
  Chaos and the world of mortal men, when unholy creatures 
  walk the lands of the God-Emperor, when rivers run red with 
  blood and vile plagues torment the faithful, when the hour is 
  darkest and all hope seems lost, Inquisitors and Grey Knights 
  alike turn to their weapons and armour to help them stand 
  against the maelstrom.
  Deep within hidden vaults and shrouded vestries under 
  the Tricorn Palace lie weapons of enormous power—blessed 
  implements of the God-Emperor’s holy wrath, bequeathed to his 
  faithful servants that they may purge the evil from his domain.
  Ranged 
  Weapons
  “Turning the weapons of the enemy against him is, of course, of 
  grave danger to one’s soul. It is nonetheless a satisfying thing to see.”
  –Inquisitor Havelock Brundsted
  T
  he taint of corruption is an ever-present threat when 
  ﬁ ghting the Daemonic. One of the best defences 
  against such a threat is to simply have enough distance 
  from the monstrosity that its claws cannot rend ﬂ esh and soul.
  BaRaspian palM gun
  Palm guns are a popular choice for those who wish a covert 
  weapon without the high expense of a digi-weapon. When 
  assembled they appear as a small barrel with horizontal 
  hand-grip. To ﬁ re, they are clasped within the ﬁ st with the 
  barrel sticking out between the middle ﬁ ngers. Single-shot 
  only, they are dangerous to use, and many wielders have lost 
  a ﬁ nger due to imprecise or hasty ﬁ ring. While prevalent 
  throughout the sector, they originated on the Hive world of 
  Baraspine and it is there that the “art” of the palm gun is at its 
  highest, with overt weaponry being considered crass within 
  the hive.
  Baraspian Palm Guns are difﬁ cult to detect and can be 
  readily taken apart into unobtrusive objects, often appearing 
  as simple tools or items of jewellery to those unfamiliar with 
  the weapon. It takes an Ordinary (+10) Tech-Use Test to 
  assemble or disassemble a Palm Gun and, when deconstructed, 
  searches and Tests to recognize it as a weapon have a –20 
  penalty. A roll of 94-00 on the ﬁ rer’s Ballistic Skill Test when 
  using it indicates that the user has shot himself—resolve as a 
  successful attack on the arm location used to ﬁ re the weapon 
  with 1 degree of success.
  conVeRsion BeaMeR
  A small number of these rare and deadly archaeotech devices 
  circulate through the hands of senior Inquisitors. A Conversion 
  Beamer can annihilate creatures, vehicles, or anything its beam 
  reaches, provided it is given time to build to critical mass. 
  When ﬁ red, a conversion beamer expels a stream of neutron-
  bombarded particles, beginning an atomic chain reaction 
  that converts matter to energy in a blazing beam that hurtles 
  towards the target. As the escalating reaction travels, more and 
  more air molecules are converted into a deadly blast that ﬁ nally 
  consumes the target in an explosive release of energy.
  Conversion Beamers are more powerful at long ranges 
  as they can absorb more matter into the blast’s strength. At 
  distances of up to 15 metres, a conversion beamer does 1d10+9 
  damage and has a Penetration of 2. Over that distance and up 
  to Short Range, it does 3d10+9 damage with a Penetration of 
  8 and gains the Felling (1) quality. Against targets further than 
  Short Range it does 6d10+12 Damage with a Penetration of 
  14 and possesses the Felling (2) and Blast (2) qualities.
  Weapon special QualiTies
  Felling
  Designed to puncture and to mangle, this weapon 
  is capable of toppling even the mightiest foes. If the 
  weapon hits, it ignores a number of levels of Unnatural 
  Toughness possessed by the target equal to the number 
  in the parenthesis. For instance, a Felling (1) weapon 
  ignores the beneﬁ ts of Unnatural Toughness (x2) and 
  would reduce the beneﬁ rts of unnatural Toughness 
  (x3) by one multiplier.
  sancTiFied
  Any damage inﬂ icted by a Sanctiﬁ ed weapon counts 
  as Holy damage, which has certain effects on some 
  Daemonic and Warp creatures (see page 329 of the 
  DARK HERESY Rulebook). 
  sToRM
  A weapon with the Storm Quality doubles the number 
  of hits inﬂ icted on the target. Every degree of success 
  (for Full Auto), or two degrees of success (for Semi-
  Auto), up to the weapon’s listed rate of ﬁ re results 
  in two hits instead of one (including when ﬁ ring a 
  single shot). A weapon with the Storm Quality uses 
  up ammunition twice as fast as usual (meaning that if 
  a Storm weapon ﬁ res on Semi-auto with a rate of ﬁ re 
  equal to 2, it uses 4 rounds of ammunition).
  
  III: Malleus Armoury
  67
  III
  III: Malleus Armoury
   Malleus Armoury
  digiTal laseR
  Digital Lasers, or digi-weapons as they are commonly known, 
  are miniaturized guns so advanced that most foes mistake them 
  for mere ornamentation until the digi-weapon unleashes the 
  ﬁ repower of a full-sized pistol. Most Throne Agents or Acolytes 
  outﬁ tted with such archaeotech devices usually wear them as 
  a ring or necklace. Each weapon can only be ﬁ red once, and 
  reloading a digi-weapon is exceptionally difﬁ cult. A character 
  can wear up to one digi-weapon per ﬁ nger, but not thumbs, 
  and a digi-weapon can be ﬁ red even if the character is holding 
  something else in his hands. Digi-weapons may be used in melee 
  like pistols. 
  eMpYRian BRain Mines
  These small grenade-sized devices are of unknown origin, 
  though rumour traces them to a distant ghost world. When 
  activated they latch onto the victim’s body and send a 
  pulse of disruptive energy directly into his brain, causing a 
  momentary catatonic state. The mines are not re-usable, as 
  their power core burns out after only a few seconds of use.
  A Brain Mine must be attached to an enemy with a melee 
  attack. If it hits, it acts as a grenade that affects only the target. 
  The target must make a Hard (+20) Agility Test each round or 
  be unable to take any action. Even if successful the target can 
  only take one Half Action. The mine cannot be removed safely; 
  removing it deals 1d10+5 R damage that is not reduced by 
  armour. The Brain Mine burns out and ceases to function after 3 
  Rounds, dislodging itself from the target in the process.
  Hell RiFle
  Hell Riﬂ es are frowned upon by more puritanical elements 
  within the Ordo Malleus as a sign of Radicalism. Their 
  effectiveness, however, cannot be disputed. Intricate weapons 
  that often appear ancient, Hell Riﬂ es ﬁ re impossibly sharp 
  shards of matter that may be Daemonic in origin. No 
  Inquisitor of the Calixian Ordo Malleus has relinquished a 
  specimen to the Adeptus Mechanicus, so the true function of 
  the weapon may be lost forever.
  sTing-BlunT
  Most commonly found throughout the Malﬁ an Sub, Sting-
  Blunts are popular with Malﬁ an Bloodsworn undertaking a 
  warrant that requires their target be taken alive. Low calibre 
  pistols, Sting-Blunts are a fusion of technologies, requiring 
  a power pack as well as specially created ammunition. After 
  being loaded into the gun, the circuitry-traced bullets are 
  given an electro-static charge. This results in the characteristic 
  high-pitched whining crack of the Sting-Blunt, and causes 
  those hit to be given an electric shock together with the 
  impact of the bullet. Ammunition for the Sting-Blunt costs 
  50 Thrones per magazine.
  Table 3-1: Ranged Weapons
  Name
  Class
  Range
  RoF
  Dam
  Pen Clip
  Rld
  Special
  Wt
  Cost
  Availability
  Las
  Digital Laser
  Pistol
  4m
  S/–/–
  1d10+3 E 7
  1
  Special Reliable
  0.1
  9000 Unique
  Synapse Disruptor
  Basic
  40m
  S/–/–
  Special
  0
  10
  2 Full
  —
  5kg
  3500 Very Rare
  Solid Projectile
  Baraspian Palm 
  Gun
  Pistol
  5m
  S/–/–
  1d10 R
  0
  2
  Full
  —
  .5kg
  150
  Rare
  Hell Riﬂ e
  Basic
  300m
  S/–/–
  2d10+4 R 7
  —
  —
  Felling (2) 10kg
  —
  Unique
  Sting-Blunt
  Pistol
  30m
  S/2/–
  1d10 R
  0
  5
  Full
  Shocking
  1.5kg 350
  Common
  Exotic
  Conversion 
  Beamer
  Heavy
  100m
  S/–/–
  †
  †
  4
  2 Full
  — 
  85kg
  —
  Unique 
  Empyrian Brain 
  Mines
  Exotic
  SB x 
  3m
  S/–/–
  †
  0
  1
  N/A
  —
  1kg
  500
  Very Rare
  Tyranicus Heavy 
  Webber
  Heavy
  75m
  S/–/–
  †
  0
  1
  2 Full
  Blast (4) 
  Snare
  12kg
  2500 Rare
  Grenade
  Psyk-Out Grenade Thrown SBx3m S/–/–
  1d10 X†
  0
  1
  —
  Blast (3)
  1kg
  5000 Very Rare
  Psykotroke 
  Grenades
  Thrown SBx3m S/–/–
  †
  †
  1
  —
  Blast (3)
  1kg
  500
  Rare
  Rad Grenades
  Thrown SBx3m S/–/–
  1d10 E
  0
  1
  —
  Blast (2)
  1kg
  500
  Rare
  †See Item Entry for details
  
  III: Malleus Armoury
  68
  sYnapse disRupToR
  The Terlain Cluster, found trailing from the Hazeroth Abyss, 
  has long been a hub of the Cold Trade. It is home to many 
  unscrupulous weapon smugglers and Rogue Traders visiting 
  who seek out exotic items to ﬁ ll the vaults and armouries 
  of jaded Calixian nobles. While of limited battleﬁ eld use, 
  Synapse Disruptors are carried by the reptilian-looking Vault-
  Keepers of the cluster. The weapon has found populararity 
  with ﬂ esh merchants, pit-ﬁ ghters, and those who simply 
  delight in the unusual for their methods of inﬂ icting pain and 
  discomfort. Insidiously, the weapon is often manufactured to 
  look like a standard Imperium lasgun and only by taking it 
  apart or seeing it in operation can one discern its true nature. 
  For that reason, Ordo Malleus agents make use of the weapon 
  when seeking to capture or disrupt cult activities without 
  overt force.
   Synapse Disruptors ﬁ re a near-invisible beam at their 
  target, the initial effect of which is a dull-ache beginning 
  in the extremities. If the beam is maintained for more than 
  three rounds (requiring a successful Ballistic Skill Test each 
  round to keep it “locked” on the victim if the target moves 
  more than 5m. If the beam is maintained then the target must 
  make a Challenging (+0) Willpower Test. The ﬁ rst failure 
  causes a delusional state, requiring the target to roll on the 
  Hallucinogen Effects Table (see page 137 in the DARK 
  HERESY rulebook). If the Synapse Disruptor is kept trained 
  on the target for a further three rounds (and they fail a second 
  Challenging (+0) Willpower Test), then the effects escalate 
  and the target suffers a –20 penalty to any Test requiring 
  concentration for 1d5 minutes after exposure. 
  Synapse Disruptors often appear as normal lasguns but 
  require special power cells that cost 200 thrones each, but can 
  be recharged in the same manner as a normal power cell. 
  TYRanicus paTTeRn HeaVY WeBBeR
   Found primarily in use by slavers operating in the Periphery, 
  the manufacturing location is rumoured to be in a secret 
  location within the Koronus Expanse. Some Inquisitors have 
  found the weapon useful for capturing larger mutants or 
  groups of cultists for interrogation. It also sees limited use 
  with the Adeptus Arbites riot-suppression squads on Scintilla. 
  A large version of the standard webber gun, the Tyranicus 
  pattern Heavy Webber requires a backpack or vehicle-
  mounted ammunition supply. The Heavy Webber ﬁ res a wide 
  spray of ﬁ laments which expand in the air to form a web 
  of sticky, nearly unbreakable material. Targets are quickly 
  entangled, and if they attempt to struggle the ﬁ laments 
  constrict. In addition to the normal effects of Snare weapons, 
  each time a character ensnared by a Heavy Webber fails a 
  Strength or Agility Test to escape, he suffers a cumulative 
  –10 penalty to future Escape Tests. Should this reach –30, 
  the character takes 1d5+1 Damage for each failed Test. The 
  webbing breaks down on its own and ﬂ akes away after 2d5 
  hours. 
  psYKoTRoKe gRenades
  The nerve agent within these grenades is incredibly psycho-
  reactive. The smallest amount can cause hallucinations or even 
  a psychotic breakdown through its mere presence—there is 
  no need to breathe it in. Thus, sealed suits are useless against 
  it. Anyone in the blast radius of the grenade must pass a Hard 
  (–20) Willpower Test or roll on the Hallucinogen Effect 
  Table (see page 137 in the DARK HERESY rulebook). For 
  every degree by which the victim fails the Willpower Test, 
  add a +5 to the Hallucinogen Effect roll.
  psYK-ouT gRenade
  Terrifying to psykers, Psyk-Out grenades are extremely rare 
  and controlled weapons, typically available only to the most 
  fervent and loyal of the Imperium’s servants. Manufactured 
  solely on Holy Terra, Psyk-Out grenades contain minute 
  dust particles which are impregnated with negative psychic 
  energies. The exact manufacture of these items is a secret to 
  all but the highest powers of the Imperium, and the loss or 
  battleﬁ eld theft of these weapons has been cause for entire 
  Imperial Guard regiments to be dispatched to ensure they do 
  not fall into the hands of xenos or heretical forces.  
  Any Psyker within the blast radius of a psyk-out grenade 
  when it explodes, or entering the dust ﬁ eld before it dissipates, 
  must make a Very Hard (–30) Willpower Test. Psykers who fail 
  the Test lose 1 Psy Rating for each degree of failure. Psy-Rating 
  lost this way returns at the rate of 1 Psy Rating every six hours. 
  In addition, a Psyker who loses two or more Psy Rating from 
  the Psyk-Out grenade automatically suffers Psychic Phenomena 
  when manifesting a psychic power for 10 rounds minus his 
  Willpower Bonus after being affected by the grenade.
  The dust from the Psyk-Out grenade lingers in the area of 
  the blast for ﬁ ve rounds after the explosion. Any Psyker who 
  attempts to manifest a psychic power within the area of the 
  blast before the dust has dispersed automatically fails.
  eXaMple
  Rodriguez successfully throws a Psyk-Out grenade at Markov 
  Edrantes, a recidivist Psyker. Markov’s armour absorbs the blast of 
  the explosion but he still has to make a Very Hard (–30) Willpower 
  Test and rolls a 57; his Willpower is 62, so he fails the Test by two 
  degrees. Markov’s Psy Rating is reduced by two. In six hours it will 
  only be reduced by one and twelve hours after the explosion he will 
  be fully recovered. Given that Markov was attempting to control a 
  Warp-spectre, though, both he and Rodriguez have more pressing 
  issues to worry about.
  Rad gRenades
  The tiny radioactive particles housed within this grenade 
  create a cloud of dense radiation with such a miniscule 
  duration that only those in the initial blast radius are affected. 
  In addition to the damage dealt by the blast of radiation,  a 
  victim hit by the blast must pass a Hard (–20) Toughness Test 
  or suffer 2d10 Toughness damage.
  eXaMple
  
  III: Malleus Armoury
  69
  III
  III: Malleus Armoury
   Malleus Armoury
  69
  69
  Melee Weapons
  “I’ve seen men torn apart by the claws of beasts so foul they dare not exist 
  in our world for long. I was there when my master was cut down by a 
  blade made of gnashing maws. I once witnessed a Chimera ﬂ ung end over 
  end by a single swing of a hammer. Don’t listen to the grumbling of those 
  still wet behind the ears who think my halberd is an outdated play toy.”
  —Old Rallo, Veteran of the Hash Incedent 
  T
  he blade and the hammer are not only potent weapons 
  against the Daemonic, but also powerful symbols of 
  faith in the God-Emperor of Mankind.
  BlacKWing HalBeRd
  On certain volcanic asteroids within the Koronus Expanse, 
  sheer black cliffs tower above seas of liquid magma. The stone 
  of these mighty ediﬁ ces resembles obsidian but is stronger 
  than steel and nearly impossible to quarry. Expertly-placed 
  explosives can fracture this rock into thin, striated slivers that 
  resemble the wing of a black bird—albeit one that’s sharper 
  than a razor blade. Afﬁ xed to a suitable shaft, the result is a 
  weapon of matchless speed and elegance, perfectly balanced 
  for both offence and defence. 
  concussion Mace
  Desperate times call for desperate measures, which may explain 
  the Concussion Mace’s recent popularity as a melee weapon. 
  Designed on Hadd for use by asteroid miners who need an 
  instrument they can employ within the tight conﬁ nes of a 
  tumbling zero-gravity rock, the Concussion Mace is essentially 
  a small explosion on a stick. The ﬂ anged shell of the “mace” acts 
  as a sort of containment cage for an ancient fragment of gravity 
  plate, which activates when the mace strikes a target with 
  sufﬁ cient force, creating a small crushing ﬁ eld. Unfortunately, 
  the mace does not discriminate between friend and foe, and 
  many overzealous Acolytes have been the unwitting cause of 
  their own demise by attempting to use this weapon in tight 
  quarters. The shaft is 1.5 metres in length, so when properly 
  used the wielder is out of the effective blast radius. On a 
  Weapon Skill roll of 94–00 the user is within the blast radius 
  and takes damage equal to the weapon’s normal damage.
  daggeRed VaMBRaces
  Amid the madness and slaughter of battle, a few seconds delay 
  can cost even the mightiest warrior his life. Many deathblows 
  have been dealt in the time it takes to drop a gun and draw 
  a sword. Daggered Vambraces are an attempt to remedy this 
  problem. Vicious curved blades afﬁ xed to stiff metal bracers, 
  Daggered Vambraces allow their wearer to wield a ranged 
  weapon in each hand and still strike in melee. The bearer may 
  make melee attacks with the vambraces even when his hands 
  are otherwise occupied. 
  gReaT HaMMeR
  These iconic symbols of Inquisitorial might operate on the 
  simple theory that there is very little that faith in the Emperor 
  and a solid hunk of steel can’t move. Though slow and 
  cumbersome in the extreme, a Great Hammer can crush armour, 
  break bones, and knock even the most intransigent heretic to 
  the ﬂ oor. Great hammers add +10 to Weapon Skill Tests to 
  Stun opponents. This weapon requires two hands to wield.
  null Rod
  These mysterious obsidian rods crackle and pop with Warp-
  disrupting energy, threatening daemons’ hold on reality and 
  ﬁ lling psykers’ heads with nausea and vertigo. A Null Rod emits 
  a power ﬁ eld and has additional effects against daemons and 
  psykers.
  All psychic powers used within or entering the ﬁ eld have 
  a 70% chance of failure. This Test should be made before 
  checking for any Psychic Phenomena; if the Null Rod 
  prevents the psychic power from working then no Psychic 
  Phenomena are invoked.
  For every 10 continuous Rounds a psyker spends within 
  the area of an activated Null Rod, he must make a Challenging 
  (+0) Willpower Test or gain 1 Insanity Point. 
  QuicKsilVeR Blade
  Commonly found among the nobility of Kulth, these duelling 
  blades were forged by a xenos race of unknown origin, and 
  are possessed of such ﬂ uid grace that they are difﬁ cult to track 
  with the human eye. They seem to bend and twist in the 
  wielder’s hand, a blurred silver arc whistling through the air, 
  and are nearly impossible to parry. Opponents attempting to 
  parry the blade (but not dodge) suffer a –10 penalty to their 
  Weapon Skill Test.
  ReliQuaRY sWoRd
  Reliquary Swords are buried with the bodies 
  of saints and seers, laid across their breasts 
  and swaddled in holy grave-shrouds. In 
  times of dire need, these swords are retrieved 
  from the crypts and catacombs where they have 
  rested for centuries and pressed into service 
  once again. Reliquary Swords are always Best 
  Craftsmanship swords with the Sanctiﬁ ed 
  quality.
  sacRed incense
  Before confronting a Daemonic host, 
  Inquisitors and Acolytes of the Ordo 
  Malleus often ﬁ ll great iron braziers or 
  swinging bronze censers with holy herbs and 
  sacred spices. When battle is joined, these herbs are lit on ﬁ re, 
  and the choking cloud of sweet-smelling smoke they produce 
  over the next hour weakens and disorients daemonkind. 
  Daemons within ten metres of a character bearing Sacred 
  Incense receive a –10 penalty to their Weapon Skill and a –10 
  penalty to all Warp Instability Tests they are forced to make.
  for both offence and defence. 
  Reliquary Swords are buried with the bodies 
  of saints and seers, laid across their breasts 
  and swaddled in holy grave-shrouds. In 
  times of dire need, these swords are retrieved 
  from the crypts and catacombs where they have 
  rested for centuries and pressed into service 
  once again. Reliquary Swords are always Best 
  Craftsmanship swords with the Sanctiﬁ ed 
  Before confronting a Daemonic host, 
  Inquisitors and Acolytes of the Ordo 
  Malleus often ﬁ ll great iron braziers or 
  
  III: Malleus Armoury
  70
  sHocK sTaFF
  These staves are popular amongst the Scholariate at Arms, 
  feature a crackling electrical tip capable of delivering a high-
  voltage shock. Nothing quells a volatile situation quite like the 
  sight of a would-be attacker writhing in pain at an Acolyte’s 
  feet, ready for interrogation. In addition to the obvious 
  martial beneﬁ ts, the Shock Staff often ﬁ nds utilitarian benﬁ t 
  in the hands of aging Banishers or other Inquisitorial staff 
  that simply ﬁ nd walking long distances on foot exhausting. 
  When not activated the weapon is almost impossible to 
  distinquish from a simple iron or steel walking staff, imposing 
  a -20 modiﬁ er on any attempts to identify it as a weapon.
  THundeR HaMMeR
  A cousin to the famous Daemon Hammer, Thunder Hammers 
  are designed to thoroughly incapacitate foes, smashing them 
  to the ground with stunning force. It is a fearsome foe indeed 
  that can absorb a blow from a Thunder Hammer and carry 
  on the ﬁ ght. This weapon requires two hands to use and 
  doubles the users strength bonus when calculating damage 
  (or increases the users Unnatural Strength multiplier by 1).
  TRuenaMe sTaFF
  True Names hold particular dread for daemons. To capitalize 
  on this, the Ordo Malleus created Truename Staves—ornate 
  staves etched with the True Names of nine and ninety 
  daemons. Each blow from a Truename Staff tears at the 
  essence of daemonhood itself. Truename Staves 
  are Best Craftsmanship staves with the 
  Sanctiﬁ ed quality.
  Table 3-2: Melee Weapons
  Name
  Class
  Dam
  Pen Special
  Wt
  Cost
  Availability
  Primitive
  Blackwing Halberd
  Melee
  1d10+3 R
  4
  Balanced
  5kg
  500
  Rare
  Great Hammer
  Melee
  1d10+4 R
  2
  Unwieldly
  8kg
  70
  Common
  Daggered Vambracers
  Melee
  1d10 R
  0
  Unwieldly
  1kg
  100
  Common
  Quicksilver Blade
  Melee
  1d10+2 R
  0
  Balanced
  2kg
  1000 Rare
  Reliquary Blade
  Melee
  1d10+2 R
  3
  Balanced, Sanctiﬁ ed
  3kg
  3000 Very Rare
  Sacred Incense
  Melee
  1d10+2 I
  0
  Flexible, Sanctiﬁ ed
  5kg
  3000 Very Rare
  Truename Staff
  Melee
  1d10 I
  0
  Balanced, Sanctiﬁ ed
  4kg
  2000 Very Rare
  Power
  Null Rod
  Melee
  1d10+4 I
  6
  Power Field
  3kg
  9000 Very Rare
  Thunder Hammer
  Melee
  2d10+4 E
  10
  Power Field, Unwieldly
  18kg
  5000 Very Rare
  Shock
  Concussion Mace
  Melee
  1d10+3 I
  4
  Unwieldly, Volatile, Blast (1)
  15kg
  200
  Scarce
  Shock Staff
  Melee
  1d10 I
  0
  Shocking
  4kg
  250
  Scarce
  †See Item Entry for details
  daemons. Each blow from a Truename Staff tears at the 
  essence of daemonhood itself. Truename Staves 
  are Best Craftsmanship staves with the 
  Sanctiﬁ ed quality.
  
  III: Malleus Armoury
  71
  III
  III: Malleus Armoury
   Malleus Armoury
  71
  71
  Armour
  “Faith might be your shield Deacon, I’d rather have a good ﬂ ak jacket 
  and a metre of ceramite between me and the enemy.” 
  —Sergeant Thrace Xhosic, while defending the Templum of 
  Tylia from the Crimson Shadows cult
  T
  he best defence is often a strong defence. When protecting 
  themselves from the Daemonic, Acolytes may call upon a 
  wide array of physical and spiritual protection. Inquisitors 
  of the Ordo Malleus make use of a variety of armours for defence, 
  many going so far as to maintain a suit of battle-ready power 
  armour or even terminator armour for their personal use.
  iRon collaR
  Investigations into the Murder Room and other such death 
  and blood cults within the Calixis Sector have seen many 
  servants of the Inquisition murdered. The common practice 
  of head-taking, both as a warning and for intimidation by 
  such cults has led several Inquisitors to require their servants 
  to make use of rigid iron collars, similar to those included 
  in heavy armour from Strank. These metal gorgets limit the 
  wearer’s ﬂ exibility and impose a -10 penalty on his Dodge 
  Tests. Any critical damage to the wearers head is reduced by 2. 
  Malleus poWeR aRMouR
  Rare even among the Holy Ordos, this power armour is inscribed 
  with pentagrammatic wards in the vaults deep below the Tricorn 
  Palace. It is highly prized by those who expect to ﬁ ght daemons 
  in hand-to-hand combat, and an Inquisitor who allows an 
  Acolyte access to it must have good (or desperate) reasons. The 
  wards inscribed onto the armour harm Daemonic creatures who 
  directly strike the wearer. The wards are temporary at best, some 
  failing after a single encounter, but servants of the Ordos Malleus 
  regard them as a retributive strike, hoping that with their death 
  they might still weaken or slay such accursed creatures.
  This armour is Best Craftsmanship (already included in the 
  proﬁ le). It is identical to normal Power Armour (page 145 of 
  the DARK HERESY Rulebook). Additionally, the power pack 
  used in Ordo Malleus power armour allows it to operate for a 
  week without recharging. Alternatively, it can be equipped with 
  a power supply like that used by the Adeptus Astartes. If it does, 
  it follows the Astartes Power Armour rules for damaging power 
  armour on page 131.
  Any Daemon striking a character in Malleus Power 
  Armour with its natural weapons takes 1d5 points of damage 
  that ignores Armour and Toughness. 
  Malleus TeRMinaToR aRMouR
  Tactical Dreadnought armour is more commonly called 
  Terminator Armour. Inquisitors who don this armour become 
  hulking defenders of the Imperium. There is no ﬁ ner personal 
  protection anywhere in the Imperium and the Inquisitor who 
  maintains a suit of Terminator Armour for his personal use is 
  not someone to be triﬂ ed with on the battleﬁ eld. 
  Each suit of Terminator Armour is crafted by one of the most 
  skilled Tech-Priests for a speciﬁ c user. While the suit can later 
  be adapted for another user, the process is extremely involved 
  and can take years. Crafting a new suit of Malleus Terminator 
  Armour can take decades. Each is given a distinct name and 
  some even notice small quirks—a personality of sorts. 
  Terminator Armour incorporates all the systems of standard 
  power armour with several upgrades. Superior actuator and 
  stabilization systems allow for Heavy and Mounted weapons 
  to be ﬁ red one-handed. This also provides the Auto-Stabilised 
  Trait and grants +30 to Strength instead of +20. The auto-
  senses are part of a sensorium, which provides the same 
  capabilities as an auspex. Terminator Armour’s heavy layers of 
  protective alloys can deﬂ ect even the heaviest bombardments. 
  In addition, the built in refractor ﬁ eld on the Terminator’s 
  shoulder plate serves as a ward capable of turning aside attacks 
  from power weapons, melta ﬁ re, and even the baleful energies 
  of the Warp. This protection provides a slightly better chance 
  to emerge unscathed as a Refraction Field (see page 72) with 
  a Protection Rating of 35. This ﬁ eld does not overload under 
  normal circumstances. 
  The massive frame of Terminator Armour is not without 
  limitations. A Terminator cannot tun, and the wearer suffers 
  –20 to Agility and cannot dodge (but may still parry). 
  Furthermore, in order for the Terminator’s frame to properly 
  support, aim, and interface with weapons, they must be afﬁ xed 
  by special couplings. Arming Tactical Dreadnought units is 
  a laborious and sacred ritual that may only be performed 
  by high-ranking Tech-Priests with the proper ceremonial 
  accoutrements and facilities. The weapon conﬁ guration may 
  not be changed under other circumstances. 
  Any Daemon striking a character in Malleus Terminator 
  armour with its natural weapons takes 1d5 points of damage 
  ignoring Armour and Toughness.
  Terminator-Compatible Weapons
  Termiantor Armour has a sturdy wrist mount that adds the 
  Auto-Stabilised trait to any ranged weapon attached to it. 
  The Following weapons can be used with Malleus Terminator 
  Armour; Any Combi-weapons, Power Weapons, Power Fists, 
  Nemesis Force Weapons, Thunder Hammers, Storm Bolters, 
  Incinerators and Psycannons.
  Table 3-3: Malleus Armour
  Name
  Location(s) Covered
  AP
  Wt
  Cost
  Availability
  Iron Collar
  Head
  3
  3kg
  20
  Common
  Malleus Power Armour
  All
  9
  180kg
  25000
  Near Unique
  Malleus Terminator Armour
  All
  12
  400kg
  —
  Unique
  
  III: Malleus Armoury
  72
  Force Fields
  “... Finally, my acolytes, when the Daemon does come, you may call on 
  me for anything. Then I will share with you the glory of battle, and 
  stand with you to shield the Imperium against dangers from beyond.”
  –Inquisitor Astrid Skane
  D
  espite the undeniable beneﬁ ts of personal armour, 
  not every situation allows for a Throne Agent to 
  be wearing full battle kit. Additionally, there are a 
  multitude of weapons designed to punch through even the 
  thickest power armour. 
  Fields, however, provide an altogether different level of 
  protection. They are small and easily concealed, yet have 
  the ability to stop the most powerful attacks. Each is also 
  a relic, centuries old if not older, and extremely difﬁ cult for 
  the Tech-Priests to re-create. Therefore, they are only issued 
  to the most valued members of the Imperium: Imperial 
  Guard ofﬁ cers, Adeptus Astartes Chapter Masters, and senior 
  members of the Holy Ordos. 
  FIELD RULES
   A character may only beneﬁ t from one ﬁ eld at a time, regardless 
  of how many different ﬁ elds he may have equipped. When a 
  character wearing an active ﬁ eld is attacked, roll d100. If the 
  result is less than or equal to the ﬁ eld’s protection rating, the 
  attack is nulliﬁ ed and has no effect on the protected character 
  (although the attack may have an impact on the character’s 
  surroundings or other nearby characters, such as weapons 
  with the Blast quality). 
  Fields may also overload. Compare the result of the d100 
  roll to avoid damage to the overload rating on the following 
  chart. If the result is less than or equal to the listed number, 
  the ﬁ eld is overloaded and ceases to function until it is 
  recharged or repaired (requiring the Luminen Charge Talent 
  or a successful Very Hard (–30) Tech-Use Test).
  JoKaeRian Field
  This odd Jokaero altered Imperial force ﬁ eld operates on 
  similar technologies to the massive Gellar Fields that protect 
  vessels while in Warp transit. Inquisitors of the Calixian Ordo 
  Malleus prize this rare and practical device as a means for 
  defence against Warp entities.
  The Force Field only functions against psychic attacks, but 
  provides its defence against all psychic powers, even friendly 
  ones, that originate more than 5 meters from the user. In 
  addition, any creature with the Daemonic trait that passes or 
  remains within 5 meters of the user suffers 1d10 damage that 
  ignores armour and Toughness Bonus.
  ReFRacTion BRaceR
   A small (and relatively weak) ﬁ eld provides a shield like wall of 
  force that protects the user’s upper body and arms. This Force 
  Field ﬁ nds use amongst the private guard of many Inquisitors 
  of the Scholariate at Arms, where they are trained to interlock 
  the ﬁ elds to protect their charge. While it is less common than 
  proper Refraction Fields, the Refraction Bracer is an inexpensive 
  option for Acolytes working in dangerous conditions.
  The Refraction Bracer only protects against hits that would 
  strike the body or arms, leaving the head and legs unprotected. 
  In addition it does not function against area attacks (although 
  it may help against some Flame weapons if the GM wishes.)
  ReFRacTion Field (BRonTian paTTeRn)
  This common refractor ﬁ eld is often found in the hands of 
  the Ofﬁ cers of the Brontian Longknives. It has found recent 
  use in by the Ordo Malleus of the Calixis Sector after a large 
  cache was recovered during a routine search and sanction 
  action by Inquisitorial Acolytes. 
  Acolytes and Throne Agents in service of the Calixis Ordo 
  Malleus treat this Refraction Field as Rare (rather than Very 
  Rare) and reduce the cost to purchase it by 25%.
  Table 3–4: Force Field Overloading
  Force Field Craftsmanship Overload Roll
  Poor
  01–15
  Common
  01–10
  Good
  01–05
  Best
  1
  Table 3-5: Force Fields
  Name
  Protection Rating
  Wt
  Cost
  Availability
  Refraction Bracer
  30
  .3kg
  5,000
  Rare
  Refraction Field (Brontian Pattern)
  30
  .4kg
  15,000
  Very Rare
  Jokaerian Field
  70
  .5kg
  50,000
  Near Unique
  
  III: Malleus Armoury
  73
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   Malleus Armoury
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  73
  Gear, Tools, 
  Drugs & 
  Ammunition
  “Service to His Holy Emperor’s Ordos requires one to be ﬂ exible 
  concerning such matters as property and law. Allowing the Ruinous 
  Powers to gain even an inch because of some archaic writing on the 
  use of xenos materials is a far greater wrong than the writers of such 
  a law could ever have imagined.”
  —Interrogator Yahtal, outcast hunted by the Inquisition
  T
  he tools of the Daemon Hunter are as varied as their 
  weapons and the hunters themselves. Often chosen or 
  crafted in moments of desperate need, these tools help 
  Inquisitors and Acolytes hold back the forces of the Warp.
  cRYpTus sHoTgun sHells
  On the world of Cryptus, the Templum of The Sacred Lights 
  of the God-Emperor was renowned for being constructed 
  entirely of glass. Its foundations were laid on the day the planet 
  was reclaimed by the Imperium during the Angevin crusade. In 
  702.M39, the cathedral was unexpectedly attacked by a hitherto 
  unknown renegade cult calling themselves the Light-burners. 
  During the ﬁ ghting, as the cathedral’s Frateris Militia rallied and 
  drove back the assault, several cultists broke through the militia’s 
  lines, reached the towering 
  gates of the cathedral, and 
  sacriﬁ ced 
  themselves 
  to 
  summon forth ﬁ ve towering 
  daemons wreathed in black 
  ﬂ ames. At the moment the 
  daemons set foot within 
  the cathedral, a sonorous 
  bell was heard and moments 
  later the glass shattered and 
  the cathedral exploded into a 
  stream of white ﬁ re. The ﬁ res that swept out of the cathedral 
  extended for almost a mile and burned for over a month. When 
  the ﬁ res ﬁ nally died out, nothing was left of the great ediﬁ ce but 
  thousands of white glass shards covering the ground.
  Experiments by members of the Holy Ordos revealed that 
  the glass was naturally resistant to the Warp and caused great 
  pain and harm to the foul denizens of the immaterium. Over 
  time, the Ordos Malleus ended up with nominal control over 
  the ruined site, grudgingly accepted by the Ministorum save for 
  the hundreds of pilgrims who regularly process to the blasted 
  wasteland on the anniversary of its destruction. The glass, when 
  used in a shotgun shell, causes the weapon’s attack to be treated as 
  Sanctiﬁ ed which has certain effects on Daemons and some Warp 
  creatures (as will be noted in their description). Furthermore, any 
  Daemonic or Warp creature struck at short range by a shotgun 
  loaded with Cryptus shotgun shells must make a Challenging 
  (+0) Toughness Test or be blinded for 1d5 rounds.
  consecRaTed scRolls
  Blessed with sacred unguents and illuminated with the tenets 
  and scriptures of the God-Emperor, Consecrated Scrolls are 
  commonly carried by psychic Inquisitors and their Acolytes. These 
  scrolls allow the bearer one reroll on the Psychic Phenomena 
  table. Scrolls require time and devotion and must be prepared 
  speciﬁ cally for the bearer. Once a scroll is used to absorb the taint 
  of the Warp it crumbles to dust and becomes useless.
  dReaMJuice
  Dreamjuice is a popular recreational drug upon Archaos in the 
  Drusus Marches. Aspiring philosophers often make use of the 
  drug for insight into the universe or to gain an edge in the 
  debates that occur amongst differing schools of thought within 
  the planet’s hives. For psykers of the Ordo Malleus the drug is 
  of far greater use as it dulls its users’ resistance to interrogation. 
  Dreamjuice is a clear, bitter liquid that takes effect within ﬁ ve 
  minutes. A dose of Dreamjuice adds +10 to all Intelligence 
  Tests made by the target for it’s half hour duration. However, 
  all Willpower Tests made under its effects suffer a –20 
  Penalty. After the effects have worn off, the user has distorted 
  perceptions, suffering a –10 penalty to all Perception Tests. 
  While it is not physically addictive, many users take multiple 
  doses throughout each day, leading to the common description 
  of Archaen philosophers: “dreamed up.”
  Bonus sTacKing
  In the course of an Ordo Malleus campaign it is very 
  likely that Acolytes will accumulate an array of tools 
  that augment their abilities in certain situations. It is 
  not impossible for characters to have many items with 
  overlapping effects, resulting in a greater bonus to 
  Tests than the GM would like, or forcing players to 
  remember dozens of circumstantial bonuses over the 
  course of the game. There are two easy ways to prevent 
  the equipment options from getting out of hand.
  First, the GM can simply cap the maximum bonus 
  to +30 for general effects, and +40 for speciﬁ c effects. 
  For instance a character might have a +30 bonus to 
  Fear Tests but a +40 vs Fear Tests caused by psychic 
  powers. In this way the GM can still challenge the 
  Acolytes and at the same time provide them with items 
  for different situations. 
  The second option is to combine abilities to provide 
  effects that mimic Talents instead of simple bonuses. At 
  the beginning of the game the GM and player should 
  discuss the equipment being used and come up with a 
  suitable Talent or two that the Acolyte simply counts 
  as having by the virtues of his equipment. An Acolyte 
  with several similar items might count as having the 
  Iron Jaw or Jaded talents. A character with more might 
  be granted the Armour of Contempt talent. This way 
  of dealing with multiple equipment and Talent options 
  can speed up game play considerably, and gives the 
  player and GM a chance to describe the Acolyte’s 
  appearance and gadgetry more ﬂ avourfully.
  lines, reached the towering 
  
  III: Malleus Armoury
  74
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   Malleus Armoury
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  74
  gRiMoiRe oF TRue naMes
  The Ordos Malleus rivals the Administratum in its exacting 
  approach to record-keeping. However, while the Administratum 
  has access to entire planets of cogitators, information 
  concerning the Ruinous Powers is rarely entered into a machine 
  for fear of corrupting the machine spirits. Over the millennia, 
  Daemon hunters have recorded vast amounts of information 
  concerning cults, sorcerers, and the daemons they have fought. 
  Within the Calixis Sector, following the death of the Seventeen 
  Holy Martyrs in 385.M41, Lord Inquisitor Heydrich Tarlemon 
  ordered that the Ordo Malleus of the sector was to collate all 
  records regarding the names and activities of any daemons 
  they had encountered. Over the centuries since then, these 
  records have grown to encompass thousands of tomes and, as 
  a result, scribes serving the Holy Ordos have been forced to 
  reduce the information down to accessible, portable versions of 
  the complete Nomina Daemonica Tenemus found within the 
  Tricorn Palace on Scintilla.
  While large and cumbersome, a Grimoire of True Names 
  is but a condensed account of the miles of bookshelves 
  archived by the Ordo Malleus concerning the myriad cults 
  and Daemonic adversaries that have plagued the Calixis 
  Sector. Unfortunately, deciphering the records of long-dead 
  Inquisitors is often as much luck as scholarship. The bearer 
  of a Grimoire of True Names may use the grimoire to seek 
  knowledge on any Daemon of note he encounters. Doing 
  so requires two successes on a Hard (–20) Forbidden Lore 
  (Daemonology) Test; each research attempt takes thirty 
  minutes. This difﬁ culty may be increased by the GM based 
  on the amount of information the character already has about 
  the Daemon in question. A successful result on the Test, 
  combined with calling out portions of the Daemon’s True 
  Name during any attack, allows the character to automatically 
  conﬁ rm any Righteous Fury damage result when attacking 
  the Daemon. Because of the mad nature of the Warp, the 
  exact pronunciation and mental imagery of a daemon’s True 
  Name will fade after 2d10+Intelligence Bonus days and must 
  be re-studied. Grimoires are very rarely encountered outside 
  of the hands of the Ordo Malleus. Ironically, outside of the 
  daemon hunters they are most often found in the hands of 
  Warp-cultists and jaded nobles who have taken them from 
  fallen Acolytes or Inquisitors.
  iMpeRiuM’s FeRVouR
   Commonly given to Brontian Longknives inducted into the 
  service of the Scholariate at Arms, this drug is a long-term 
  mind-altering substance which inures soldiers to some of 
  the horrors they might encounter while acting for the Holy 
  Ordos. Typically given as an injection, it is also available in 
  tablets although taking the drug orally reduces its duration 
  by half. 
  Users of Imperium’s Fervour gain a measure of resistance to 
  Fear and Insanity at the cost of their memories. While under 
  its effects all Fear Tests are reduced by one degree of severity. 
  Insanity points gained under the inﬂ uence of the drug are 
  reduced by 2 (to a minimum of 1). Perception Tests while 
  using the drug have a –10 penalty, and users are prone to acts 
  Table 3—6: Malleus Tools
  Name
  Cost
  Wt
  Availability
  Cryptus Shotgun Shells
  50 per 5
  —
  Rare
  Consecrated Scrolls
  100
  1kg
  Scarce
  Dreamjuice
  75
  —
  Scarce
  Grimoire of True Names
  5,000
  10kg
  Very Rare
  Imperium’s Fervour
  20
  —
  Scarce
  Litany Micro-Beads
  100
  —
  Scarce
  Neural Scourge
  1700
  2kg
  Rare
  Psybolt Ammunition
  100 per 1
  —
  Very Rare
  Psyﬂ ame Ammunition
  100 per 1
  —
  Very Rare
  Psyocculum
  1200
  1.5kg
  Rare
  Sacred Incense Burner
  800
  3kg
  Rare
  Soubirous Power Pack
  150
  —
  Very Rare
  Ulumeathi Plasma Siphon
  8000
  10kg
  Near Unique
  Unguents of Warding
  50
  —
  Common
  
  III: Malleus Armoury
  75
  of insane courage and have little instinct for self-preservation. 
  After the effects wear off, memories of any events that took 
  place while drugged become hazy. It requires a Hard (–20) 
  Intelligence Test to recall anything that took place while 
  under the effects of the drug, increasing to Very Hard after a 
  month. Each dose of the drug lasts for 24 hours and troopers 
  seconded to the Inquisition’s service are typically drugged 
  with Imperium’s Fervour before any missions.
  liTanY MicRo-Beads & VoX casTeR
  The corrupting songs of cults and the whispers of daemons are 
  a constant threat to those carrying out the work of the Ordo 
  Malleus. Many Inquisitors travel with a choir of Ministorum 
  priests singing the litanies of the God-Emperor. Those 
  desiring a more subtle approach while still gaining some 
  protection from the aural assaults of heretics and blasphemous 
  sorcerers often make use of a litany micro-bead. A blessed 
  vox-caster within range (1 mile) broadcasts a constant stream 
  of blessings, prayers and inspirational hymns. These signals 
  cut out when the micro-beads are used to transmit, but while 
  not transmitting, the wearers of these beads are considered 
  deafened (see page 201 of the DARK HERESY rulebook). 
  There are three liturgical channels which may be chosen 
  for a litany micro-bead; changing the channels requires a half 
  action to perform the proper rites:
  • The Catechism of Devotion and Sanctity grants the user the 
  beneﬁ t of the Chem Geld Talent while listening.
  • The Prayers of St Drusus grants the user the beneﬁ t of the 
  Jaded Talent while listening.
  • The Petitions of Redemption grant the user a +10 bonus to 
  Willpower Tests made to resist mind control.
  neuRal scouRge
  The planet of origin of these insidious devices is hotly 
  debated, though their commonality among the fringe worlds 
  of the Periphery suggests they are to be found Spinward of 
  the sector. The Nerural Scourge’s ﬁ rst appearance was noted 
  towards the end of the Angevin Crusade when many Imperial 
  Guardsmen were rescued from prison camps and found to 
  have severe psychological problems and, in some cases, 
  physical ailments. Some within the Inquisition believe that 
  these scourges originate with Eldar raiders, though there are 
  equally many who hold to the belief that they are the tools 
  of some more insidious, as yet unknown cult with designs on 
  the sector. Whoever their creators, scourges began to appear 
  among the black markets of the sector in the middle of the 
  last century, their use becoming widespread in well-funded 
  criminal organisations undergoing internal purges or seeking 
  out informants.
  A Neural Scourge appears as an ornate metal gauntlet with 
  dozens of protruding thin wires that seemingly move of their 
  own accord. When the gauntlet is placed against a subject’s 
  head, these wires begin to burrow into his skull, making their 
  way through eye-sockets, nose, and ears into the subject’s 
  brain. Using a scourge requires a Difﬁ cult (–10) Tech-Use Test 
  or a Challenging (+0) Medicae Test. Failure on either of these 
  Tests results in the target suffering 1d5 Wounds regardless of 
  their Toughness bonus. Using the Neural Scourge requires 
  precision and so it may not be employed against a subject who 
  is not controlled or fully restrained. Once activated the Neural 
  Scourge grants a +20 bonus to opposed Interrogation Tests 
  against the subject. However, if the subject wins the Test he 
  take 1d5 points of damage ignoring Toughness. Because of 
  this, it is exceptionally easy to kill a subject while interrogating 
  them under the effects of a Neural Scourge.
  psYBolT aMMuniTion
  Psychically charged bolt shells tipped with truesilver and 
  etched with powerful rites, Psybolt ammunition glows with 
  an eerie blue light when ﬁ red from a bolt weapon. 
  Any Bolt weapon equipped with Psybolt ammunition 
  ignores any protective beneﬁ ts the target has based on psychic 
  powers or Sorcery. In addition, the weapon counts as Sanctiﬁ ed 
  and adds the Psy Rating of the user to the damage dealt.
  psYFlaMe aMMuniTion
  The promethium used in ﬂ amers can be replaced with the 
  psychically charged promethium, like that used in Incinerators, 
  with a few simple modiﬁ cations that prevent undue stress 
  on the weapon. Flamer weapons equipped with Psyﬂ ame 
  Ammunition ignore any protection based on psychic powers or 
  Sorcery. The weapon’s damage counts as Sanctiﬁ ed, and targets 
  in the weapon’s area of affect suffer a –5 modiﬁ er to the Agility 
  Test to avoid the blast for every point of Psy Rating of the user.
  psYocculuM
  Commonly called witch-glasses, a Psyocculum grants the 
  wearer a measure of sight into the Immaterium. A Challenging 
  (+10) Awareness Test reveals any psychic individuals or 
  manifested Warp-creatures within the area to the wearer, 
  highlighting them in a corona of white light. Following a 
  successful Test, the wearer has the Dark Sight trait for the 
  purpose of perceiving psykers and gains a +10 bonus to 
  Ballistic Skill Tests when ﬁ ring single shots at the revealed 
  psyker or Warp-creature. Any other sight-based Awareness 
  Tests made while using a psyocculum suffer a –20 penalty 
  due to the distorted images and traces of the Warp perceived 
  by the wearer. Using a Psyocculum for more than a minute 
  causes the wearer to gain one level of Fatigue and they may not 
  remove this fatigue or otherwise rest while it is worn.
  
  III: Malleus Armoury
  76
  souBiRous poWeR pacK
  Upon the mining world of Soubirous, there are four rocks 
  scattered throughout the endless mine tunnels that are 
  naturally formed in the shape of the Imperium’s double-
  headed eagle. The mine has since been converted into a 
  shrine, the stones wreathed in a blue-white eternal ﬂ ame. 
  While Soubirous is not a common destination, pilgrims who 
  undertake the hazardous journey to each of the burning eagles 
  may be allowed access to a small Templum deep within the 
  planet’s crust. Within the Templum, a well of ever-burning 
  promethium is said to be blessed by the Emperor. Numerous 
  prophets have spoken of hearing the Emperor’s voice ringing 
  out within the caverns. If they approach it, they may place 
  a single lasgun charge close to the well overnight, which 
  recharges it. Recharging a lasgun powerpack in this way 
  renders it incapable of being recharged again. However, shots 
  ﬁ red with a las-weapon using such a “blessed” power pack 
  count as Sanctiﬁ ed which has certain effects on Daemons 
  and some Warp creatures (as noted in their descriptions). Any 
  creature with the Warp Instability trait which takes one or 
  more points of damage from a lasgun ﬁ red with a blessed 
  power pack must Test for Warp Instability.
  uluMeaTHi plasMa sipHon
  It is unknown where these strange arrangement of crystals 
  comes from or why the name Ulumeathi is so connected to 
  them. Rumours of a lost xenos race, or an Inquisitor who 
  discovered them are given equal weight. The crystals disrupt 
  plasma in a small area around themselves, causing it to veer 
  wildly through the air and rapidly lose energy.
  A character with an Ulumeathi Plasma Siphon reduces the 
  Ballistic Skill of anyone attempting to ﬁ re a Plasma weapon at 
  a target within 10 meters (or who is ﬁ ring a Plasma weapon 
  from within 10 meters) by –30. In addition, any Plasma 
  weapon affected by the Ulumeathi Plasma Siphon also loses 
  the Volatile trait. 
  unguenTs oF WaRding
  These blessed and pungent ointments may be used to scribe 
  sacred rituals and litanies of protection onto armour, which 
  grant the bearer a measure of protection against Warp entities 
  and psychic attacks. Inscribing the unguents onto armour takes 
  10 minutes per location and each location must be warded. A 
  single pot of unguents is enough to grant protection to one 
  armour location. 
   Inscribing the unguents requires a Hard (–20) Scholastic 
  Lore (Occult) or Scholastic Lore (Imperial Creed) Test for 
  each location. Failure means the runes and litanies must be 
  cleaned off and started again. Any character who is warded 
  gains a +20 bonus to Tests to resist Fear from Daemonic 
  entities and +10 to all Willpower Tests to resist psychic 
  powers. Wards last for one month, though their beneﬁ ts may 
  be removed earlier at the GM’s discretion (if the character is 
  set on ﬁ re, doused in water, or other effect that would remove 
  the Unguents of Warding).
  
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   Malleus Armoury
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  77
  Anointed 
  Weapons
  “When she drew her blade and spoke its name, the Daemon’s ﬁ res 
  dimmed and it recoiled—as though it could read its doom in that 
  silvered edge. And then, of course, everything went straight to hell.”
  –Eli Knock, Sole Survivor of Priapus V
  A
  nointed weapons are holy relics steeped in lore 
  and legend, bright lights in a dark and unforgiving 
  universe. Many of them are still in the service of the 
  Inquisition, with glorious histories and countless notches on 
  their hilts. Others have passed from this world entirely and 
  into the realm of myth. 
  Whether newly forged or tried and tested, Anointed 
  weapons are formidable tools in the battle against Chaos. 
  The following section provides rules for creating Anointed 
  weapons for use in DARK HERESY campaigns. 
   One such story tells of a young man named Farulfr, a 
  salt miner on a frozen world at the onset of the Angevin 
  Crusade. When a blood cult unleashed a living tide of 
  berserker daemons, he took up his pick and stood before the 
  army. Though armed only with a miner’s pick, his faith in 
  the Emperor was implacable, and his calm in the face of such 
  rage made him like water to a ﬂ ame. No Daemon could come 
  within arm’s reach without being struck and banished back 
  into the Immaterium. According to legend (though the story 
  is surely apocryphal), Farulfr and a small band of survivors 
  then calmly walked over a hundred leagues to the capitol and 
  escaped the planet minutes before the Inquisition destroyed it 
  with cyclonic torpedoes.
  Farulfr served the Holy Ordos for the rest of his life, 
  carrying his faith and the pick into battle after battle. Upon 
  his death, the pitted and ruined pick was restored and placed 
  within the Grand Reliquarium beneath the Tricorn palace.
  CREATING ANOINTED 
  WEAPONS
  Anointed weapons can serve as the centre of several adventures 
  as part of an ongoing campaign, or can be the focus of an 
  entire campaign themselves. Any weapon can be anointed, 
  although primitive weapons are the most common. 
  In addition to the stats and qualities the weapon normally 
  possesses, all Anointed weapons are Best Craftsmanship and 
  have the Sanctiﬁ ed quality. The weapons do not retain the 
  Primitive quality; Anointed weapons are crafted from the 
  ﬁ nest materials and are virtually ﬂ awless. The GM should feel 
  free to exercise his creativity and create custom weapons of 
  his own design.
  Ancient Anointed weapons can simply be randomly 
  generated by the GM using the following tables (roll once on 
  each). Acolytes (especially Clerics) may also wish to construct 
  an Anointed weapon. To do so requires such craftsmanship 
  and near unique unguents that creating an Anointed weapon 
  cannot be done with simple Skill Tests. Instead the creation 
  should be the focus of several game sessions. No Skill Tests 
  should be required under normal circumstances, as crafting 
  a new Anointed weapon is so important to the Holy Ordos 
  in the Calixis Sector that the resources of master craftsman 
  would be readily available to an Acolyte who manages to 
  acquire the necessary items and perform the required tasks. 
  At the end of the process the Acolyte creating the weapon 
  must permanently burn one Fate Point. Acolytes who have 
  no remaining Fate Points may still craft Anointed weapons 
  but the cost is ultimately up to the GM and will no doubt be 
  very steep indeed.
  The appearance and potency of Anointed weapons are not 
  limited to those provided on the sample charts, but should 
  assist GMs in creating the weapons, or building weapons used 
  by NPC’s that the Acolytes might encounter. 
  Anointed weapons are each Unique and no cost could 
  possibly be listed, as the sale of an Anointed weapon would 
  bring the full wrath of the Calixian Holy Ordos as well as the 
  might of the Sector Synod to bear on such a heretic. 
  
  III: Malleus Armoury
  78
  III
  III: Malleus Armoury
   Malleus Armoury
  78
  78
  appeaRance
  Anointed weapons are beacons of faith that give hope 
  and inspiration to all around them. Each one has a unique 
  appearance which should be described in as much detail as 
  possible. Below are a few examples that the GM can use as 
  presented or as a guide for creating his own. Each of these 
  options is tied to a type of daemon, and the players and the 
  GM can customize the results to be unique to their campaign 
  and characters.
  The appearance of the weapon gives a glimpse into its 
  purpose, and any character who takes up arms against the 
  forces of Chaos ﬁ nds that some foes suffer even greater at the 
  touch of the armament.
  The weapon allows any character that can see the weapon 
  clearly (GM’s discretion) to spend a Fate Point to automatically 
  pass any Fear Test caused by a Daemon.
  poWeR oF FaiTH
  In addition to its potency against creatures of the Warp, 
  Anointed weapons provide additional abilities to a hero whose 
  faith in the God-Emperor does not faulter. Each weapon has 
  a special ability only usable by characters with the Pure Faith 
  or Unshakeable Faith Talent.
  In addition to this special ability, a wielder with Pure Faith 
  or Unshakeable Faith may spend a Fate Point before making 
  an attack (before the dice are rolled) agianst a daemon. This 
  attack cannot be dodged or parried. 
  Many Anointed weapons are particularly fearsome to 
  one daemon with whom they have a history. At the GM’s 
  discretion a character who slays this daemon with an Anointed 
  weapon may burn a Fate Point, banishing it to the Warp for 
  a great length of time. The length of time is up to the GM, 
  but should require a prophecy to be fulﬁ lled, or great ritual 
  performed, for the daemon to return.
  Table 3-8: Anointed Weapon Power of Faith
  Roll
  Result
  01-20
  Righteous: This weapon shines righteousness even in the darkest of places. The weapon automatically 
  passes any Tests  to conﬁ rm Righteous Fury. 
  21-40
  Unyielding: Pure and clean as springwater, this weapon is anathema to daemonkind and they cannot look 
  upon it. Daemons suffer a -20 penalty to Dodge or Parry attacks from this weapon.
  41-60
  Tearing: This weapon shreds and mars a daemon’s psychic essence as it strikes home. The weapon gains the 
  Tearing Quality against daemons.
  61-80
  Sacred Shield: This weapon grants a +15 bonus to Parry Tests against daemons and Warp-creatures. Reroll 
  this result if the base weapon is Unwieldy.
  81-90
  Aetherblade: This weapon ignores the physical armour of daemons entirely, slicing through such Warp-
  conjured material with ease.
  91-00
  Holy Flame: Daemons struck by this weapon burst into crackling, white-hot ﬂ ames. Successful hits do an 
  additional 1d5 Energy damage that ignores armour and Toughness.
  Table 3-7: Anointed Weapon Appearance
  Roll
  Result
  01-20
  This weapon radiates purity, and is without a dent, scratch, or speck of rust visible anywhere on its surface. 
  Clean lines and bright polish give it an aura of utter incorruptibility. It gains the Proven (4) Quality against 
  daemons of ﬁ lth, disease and degradation.
  21-40
  This weapon is designed to end matters quickly, with a minimum of bloodshed. Surgical, precise, and cold, 
  it has a reputiation with beasts of carnage and bloodshed. Attacks made with it cannot be dodged or parried 
  by daemons borne of blood and battle.
  41-60
  Simple, functional, blunt, and far from pretty, the mere sight of this weapon is anathema to daemons who 
  venerate beauty above all things. It gains the Unstable Quality against daemons of twisted beauty and 
  debauched pleasure.
  61-80
  It is said that all things must change, but this weapon seems to contradict that assertion. It seems somehow 
  more solid, more real than other weapons—as though its fundamental nature is truly un-bendable. It gains 
  the Toxic Quality against daemons of ﬂ ux and transformation.
  81-00
  Ornate and gilded, this weapon is afﬁ xed with charms, sigils, and purity seals warding against all manner of 
  evil. The bearer may reroll one failed attack with the weapon each round when attacking any daemon.
  
  Daemonic 
  incursion
  The NaTure of 
  DaemoNs
  •
  DaemoNic eNTiTy 
  creaTioN
  •
  The ruiNous Powers
  •
  DaemoNic BeasTiary
  •
  DaemoNic weaPoNs
  
  IV: Daemonic Incursion
  80
  Chapter IV: 
  Daemonic 
  Incursion
  "Blood! Blood! Blood! Skulls! Skulls! Skulls! BLOOD! BLOOD! 
  BLOOD! SKULLS! SKULLS! SKULLS!"
  –Last transmission from Havechrys Minoris
  D
  aemons of Chaos are vicious creatures, spawned from the 
  nightmare dimension of the Warp. Daemons feed upon 
  the emotions of mortal creatures and serve the will of the 
  Ruinous Powers, the Dark Gods of Chaos. From time to time, 
  they enter the material world, sometimes as individuals or in small 
  numbers, other times as ravening armies bent on corrupting and 
  destroying everything within reach.
  This chapter provides a primer on these foul beings for the 
  Game Master, including advice for making memorable Daemonic 
  foes and a variety of options for creating daemons for Acolytes 
  of the Inquisition to face in battle. DARK HERESY campaigns that 
  centre on the Ordo Malleus will undoubtedly involve a number 
  of cultists and daemons, and the creatures in this chapter will help 
  the GM create fresh and interesting encounters.
  THE NATURE OF DAEMONS
  Daemons are servants of the Chaos Gods, a conscious 
  manifestation of the Warp given life by one of the Ruinous 
  Powers. A Daemon’s form reﬂ ects emotions and beliefs that 
  have been reﬂ ected in the Warp for millennia. Capricious and 
  cruel, daemons are incomprehensible to many mortals—they 
  are the darkest echoes of the mind given ﬂ esh.
  It is important to note that the plans of Chaos do not 
  necessarily need to make sense. Chaos is the essence of 
  insanity—it is, at its heart, truly unknowable. Much of the 
  same is true for daemons; there is no need to deﬁ ne or codify 
  every aspect of Chaos. Attempting to understand the insanity 
  of the Warp leads only to madness. This is perhaps the most 
  important aspect of dealing with Daemons.
  ROLEPLAYING DAEMONIC 
  THREATS
  Whilst the activities and actions of a Daemon need not make 
  any logical sense to the characters, it is important for the 
  GM to understand the roles a Daemon can play in his DARK 
  HERESY campaign.
  DaemoNic moTiVaTioNs
  Daemons enter the material world at the bidding of the 
  Ruinous Power that spawned them. The ways of the Warp are 
  far too varied and mysterious to completely codify, but most 
  encounters with daemons in DARK HERESY fall into one of 
  four broad categories.
  iNfLueNce eVeNTs
  Occasionally, the Dark Gods of Chaos choose to focus their 
  attention on a particular individual, event, place, or thing. 
  Daemons are sometimes sent to whisper promises into the 
  ear of a traitorous governor, to slay a popular demagogue, or 
  simply to distract a foe from some other plan. Daemons have 
  been dispatched to start massive wars between two otherwise 
  friendly groups. Many enemies have been weakened by the 
  predations of a particular hunter-Daemon, whilst others have 
  been inspired to create artistic displays of twisted madness in 
  honour of Chaos. These are the ways of Chaos, and daemons 
  are the favoured tools of the Dark Gods.
  DaemoNic Voice
  Whenever a Daemon deigns to speak to a mortal, the 
  result should be suitably terrifying. The voice of a 
  Daemon is not something that is supposed to exist in 
  the material world, and it is a form of warped reality 
  much like the Daemon’s Daemonic Presence. 
  Example Voices: grating metal, numerous voices, 
  underwater, breaking glass, a furnace being opened, death 
  rattles, discordant music, or anything suitably disturbing.
  
  IV: Daemonic Incursion
  81
  Sometimes these events have a larger purpose, but often 
  they are just distractions, forcing Inquisitors to attempt to 
  discern a pattern in such Daemonic activities that does not 
  exist. Sometimes entire conspiracies are created from a few 
  theories and tenuous threads of evidence. The Ocularian 
  faction (see page 104 in THE RADICAL’S HANDBOOK) is 
  particularly susceptible to such thinking.
  DeLiVer a messaGe
  Daemons are sometimes used as messengers by the Dark Gods. 
  The very presence of the Daemon is a form of message in itself, 
  but the Daemon may also bear tidings from his master or have 
  some scheme of his own he is attempting to carry out. Particularly 
  crafty or powerful daemons may seek to set their own plans into 
  motion with a whispered word, a pact sealed in blood, or the tears 
  of the innocent. Many daemons seek out desperate mortals to 
  offer them power, delighting in the knowledge that the mortal’s 
  actions will sooner or later cast many others into ruin. Only the 
  foolish and the mad trust the words of a Daemon, but in the 41st 
  Millennium, there is no shortage of either...
  PLace or reTrieVe aN arTefacT
  Items of power often intrigue the Dark Gods, either as gifts 
  they craft for their favoured servants or artefacts unearthed 
  in ancient tombs upon dead worlds in the cold depths of 
  space. There have been a number of alien civilizations who 
  have been tempted into worshipping the Ruinous Powers, 
  and such peoples often venerate the Dark Gods with bizarre 
  constructions of sorcery and technology. 
  Occasionally, daemons are sent forth to gather particularly 
  amusing offerings. The daemons appear out of nowhere to 
  bewitch or slay the item’s guardians before stealing it away 
  to the Realm of Chaos. Other times, the daemons bring an 
  artefact (often an expression of the Warp’s temptations, such 
  as a Daemon weapon or a grimoire of forbidden knowledge) 
  into the material world. Such items are often a gift presented 
  to a particularly favoured champion. Sometimes, the daemons 
  that bear the artefact do so purely as a display of the Chaos 
  God’s power; other times, the artefact acts as bait to lure an 
  enemy into a trap or exploit a weakness. Many such Warp-
  tainted relics have been secured in the vaults of the Grand 
  Reliquarium, deep beneath the Inquisitorial Tricorn Palace.
  whim of The GoDs
  As mentioned above, a Daemon’s actions do not need to 
  conform to any rhyme or reason; however, in the context of 
  a DARK HERESY game, a Daemon can provide a great tool to 
  move the story forward. As an antagonist the daemon himself, 
  his underlings (such as various cultists, lesser daemons or even 
  daemonhosts), or his inﬂ uence, can oppose the Acolytes at every 
  turn. Alternatively, the Daemon could also intervene on the 
  Acolyte’s behalf or tempt them with offers of power (such as a 
  Dark Pact; see page 241 in the DARK HERESY Rulebook). Lastly, 
  the GM should consider using a Daemon if things seem to be 
  proceeding too slowly; the slow cackling of a Warp-spawned 
  enemy lurking somewhere behind the Acolytes in the darkness 
  can be an excellent motivator to get them moving again!
  THEMES
  The incursion of the daemons of Chaos into the material 
  world involves several linked themes. Whether the daemons 
  are few in number or a vast, teeming horde, these warp-
  spawned beings of Chaos twist the nature of reality and ruin 
  all that they touch. When a GM wishes to bring a Daemonic 
  incursion into his DARK HERESY campaign, the themes listed 
  in this section provide useful guidelines for portraying the 
  experience of confronting such a bizarre and dangerous threat.
  corruPTioN
  Daemons present a unique threat to a character’s body and 
  mind. The bizarre energies and fabric of the Warp are far 
  more dangerous than any radiation and constantly twist 
  reality into new and nightmarish forms. The power of the 
  Warp can cause hideous transformations of a person’s mind, 
  body, and soul. The body is tormented with foul mutations 
  and dark hungers, the mind becomes obsessed with bloodlusts 
  and strange addictions, and the soul is damned, forever forfeit 
  to the amusement of the Dark Gods. 
  A DARK HERESY campaign has a number of ways to 
  represent corruption, including the aptly named Corruption 
  Points (and their attendant Malignancies, see page 238 in 
  the DARK HERESY Rulebook). However, when a Daemon 
  is involved, the GM has even more options available. One 
  such tool (and a subtler one than out-and-out mutations 
  and Malignancies) is temptation—the Daemon seeks to ﬁ nd 
  something that the character wants or needs, and then offers 
  it to him at a price. Often, the price is his very soul. These 
  bargains can result in a Dark Pact (see page 241 in the DARK 
  HERESY Rulebook), granting knowledge of Sorcery (see page 
  116 in DISCIPLES OF THE DARK GODS), or nearly any other gift 
  or boon the GM wishes.
  When a character becomes physically corrupted, new 
  Malignancies can be crafted from the Gifts of the four Chaos 
  Gods (see page 89) as new mutations or even Dark Gifts. 
  Characters who struggle against Khorne may ﬁ nd themselves 
  with mutations not unlike the Lesser Gifts of Khorne. 
  Alternatively, he might ﬁ nd himself granted mutations by 
  another god who opposes Khorne, thus aligning his actions 
  with the will of another dark power. 
  DaemoNic machiNaTioNs
  Each of the descriptions of the daemons of the Ruinous 
  Powers in this section are merely a handful of possible 
  interpretations of such beings' motives and plans. 
  Some daemons possess free will and have ambitions 
  of their own, and all GMs should feel free to create 
  their own unique daemons to serve the needs of their 
  individual campaigns. One of the great themes of the 
  Warhammer 40,000 setting is the laughter of thirsting 
  gods as they watch the galaxy burn for the mere 
  pleasure of doing so. A GM who keeps this in mind 
  will have an easier time working the machinations of 
  warpspawn and daemons into his campaign!
  IV
  IV
  IV:
  IV:
  IV:
  IV:
  IV Daemonic Incursion
   Daemonic Incursion
  81
  81
  Sometimes these events have a larger purpose, but often 
  they are just distractions, forcing Inquisitors to attempt to 
  discern a pattern in such Daemonic activities that does not 
  exist. Sometimes entire conspiracies are created from a few 
  theories and tenuous threads of evidence. The Ocularian 
  faction (see page 104 in THE RADICAL’S HANDBOOK) is 
  particularly susceptible to such thinking.
  DeLiVer a messaGe
  Daemons are sometimes used as messengers by the Dark Gods. 
  The very presence of the Daemon is a form of message in itself, 
  but the Daemon may also bear tidings from his master or have 
  some scheme of his own he is attempting to carry out. Particularly 
  crafty or powerful daemons may seek to set their own plans into 
  motion with a whispered word, a pact sealed in blood, or the tears 
  of the innocent. Many daemons seek out desperate mortals to 
  offer them power, delighting in the knowledge that the mortal’s 
  actions will sooner or later cast many others into ruin. Only the 
  foolish and the mad trust the words of a Daemon, but in the 41st 
  Millennium, there is no shortage of either...
  PLace or reTrieVe aN arTefacT
  Items of power often intrigue the Dark Gods, either as gifts 
  they craft for their favoured servants or artefacts unearthed 
  in ancient tombs upon dead worlds in the cold depths of 
  space. There have been a number of alien civilizations who 
  have been tempted into worshipping the Ruinous Powers, 
  and such peoples often venerate the Dark Gods with bizarre 
  constructions of sorcery and technology. 
  Occasionally, daemons are sent forth to gather particularly 
  amusing offerings. The daemons appear out of nowhere to 
  bewitch or slay the item’s guardians before stealing it away 
  to the Realm of Chaos. Other times, the daemons bring an 
  artefact (often an expression of the Warp’s temptations, such 
  as a Daemon weapon or a grimoire of forbidden knowledge) 
  into the material world. Such items are often a gift presented 
  to a particularly favoured champion. Sometimes, the daemons 
  that bear the artefact do so purely as a display of the Chaos 
  God’s power; other times, the artefact acts as bait to lure an 
  enemy into a trap or exploit a weakness. Many such Warp-
  tainted relics have been secured in the vaults of the Grand 
  Reliquarium, deep beneath the Inquisitorial Tricorn Palace.
  whim of The GoDs
  As mentioned above, a Daemon’s actions do not need to 
  conform to any rhyme or reason; however, in the context of 
  a DARK HERESY game, a Daemon can provide a great tool to 
  DARK HERESY game, a Daemon can provide a great tool to 
  DARK HERESY
  move the story forward. As an antagonist the daemon himself, 
  his underlings (such as various cultists, lesser daemons or even 
  daemonhosts), or his inﬂ uence, can oppose the Acolytes at every 
  turn. Alternatively, the Daemon could also intervene on the 
  Acolyte’s behalf or tempt them with offers of power (such as a 
  Dark Pact; see page 241 in the DARK HERESY Rulebook). Lastly, 
  the GM should consider using a Daemon if things seem to be 
  proceeding too slowly; the slow cackling of a Warp-spawned 
  enemy lurking somewhere behind the Acolytes in the darkness 
  can be an excellent motivator to get them moving again!
  THEMES
  The incursion of the daemons of Chaos into the material 
  world involves several linked themes. Whether the daemons 
  are few in number or a vast, teeming horde, these warp-
  spawned beings of Chaos twist the nature of reality and ruin 
  all that they touch. When a GM wishes to bring a Daemonic 
  incursion into his DARK HERESY campaign, the themes listed 
  in this section provide useful guidelines for portraying the 
  experience of confronting such a bizarre and dangerous threat.
  corruPTioN
  Daemons present a unique threat to a character’s body and 
  mind. The bizarre energies and fabric of the Warp are far 
  more dangerous than any radiation and constantly twist 
  reality into new and nightmarish forms. The power of the 
  Warp can cause hideous transformations of a person’s mind, 
  body, and soul. The body is tormented with foul mutations 
  and dark hungers, the mind becomes obsessed with bloodlusts 
  and strange addictions, and the soul is damned, forever forfeit 
  to the amusement of the Dark Gods. 
  A DARK HERESY campaign has a number of ways to 
  represent corruption, including the aptly named Corruption 
  Points (and their attendant Malignancies, see page 238 in 
  the DARK HERESY Rulebook). However, when a Daemon 
  is involved, the GM has even more options available. One 
  such tool (and a subtler one than out-and-out mutations 
  and Malignancies) is temptation—the Daemon seeks to ﬁ nd 
  something that the character wants or needs, and then offers 
  it to him at a price. Often, the price is his very soul. These 
  bargains can result in a Dark Pact (see page 241 in the DARK 
  HERESY Rulebook), granting knowledge of Sorcery (see page 
  116 in DISCIPLES OF THE DARK GODS), or nearly any other gift 
  or boon the GM wishes.
  When a character becomes physically corrupted, new 
  Malignancies can be crafted from the Gifts of the four Chaos 
  Gods (see page 89) as new mutations or even Dark Gifts. 
  Characters who struggle against Khorne may ﬁ nd themselves 
  with mutations not unlike the Lesser Gifts of Khorne. 
  Alternatively, he might ﬁ nd himself granted mutations by 
  another god who opposes Khorne, thus aligning his actions 
  with the will of another dark power. 
  DaemoNic machiNaTioNs
  Each of the descriptions of the daemons of the Ruinous 
  Powers in this section are merely a handful of possible 
  interpretations of such beings' motives and plans. 
  Some daemons possess free will and have ambitions 
  of their own, and all GMs should feel free to create 
  their own unique daemons to serve the needs of their 
  individual campaigns. One of the great themes of the 
  Warhammer 40,000 setting is the laughter of thirsting 
  gods as they watch the galaxy burn for the mere 
  pleasure of doing so. A GM who keeps this in mind 
  will have an easier time working the machinations of 
  warpspawn and daemons into his campaign!
  
  IV: Daemonic Incursion
  82
  horror
  Daemons are nightmarish creatures that terrify even the most 
  stalwart soul. In DARK HERESY, this is represented by the 
  creature’s Fear Rating (see page 232 in the DARK HERESY 
  Rulebook). The GM should present daemons as utterly hostile 
  and inhuman creatures to be feared. It is important not to 
  overplay the Daemon’s nature through its environment. It is 
  easy, for example, to use gore or bloodshed to exemplify a 
  Daemon’s evil nature, but it is also easy to go overboard using 
  this particular approach. A GM can also portray the fearsome 
  nature of a Daemon by showing his players the results of 
  those who have trusted the Daemon’s lies, the tragic outcomes 
  of Dark Pacts, and the miserable mutant slaves who have 
  been duped by the Daemon’s promises. Another method is 
  to keep the Daemon’s presence subtle and understated until 
  the Acolytes can confront it face-to-face, thus saving the full 
  impact of the Daemon’s true nature for the climax of the story.
  iNsaNiTy
  In the eyes of most mortal creatures, daemons are things that 
  simply should not be, denizens of another reality so strange 
  and unnatural that it can snap an observer’s mind in moments. 
  Bearing witness to a Daemonic incursion is a sanity-shattering 
  experience for most citizens of the Imperium, and the agents 
  of the Inquisition are no exception. 
  Insanity Points (see page 234 in the DARK HERESY 
  Rulebook) are one method to represent the impact of a 
  Daemon’s presence upon the mind, and many characters who 
  encounter a Daemon are liable to suffer a number of disorders 
  along the way. The theme of madness, however, goes beyond 
  the game mechanics. Much has been discussed in this chapter 
  about the illogical nature of Chaos, and GMs are encouraged 
  to consider alluding to this during a Daemonic incursion. 
  Naturally, the effects of insanity can have an affect on the 
  story and the surroundings; during a search for a Daemon, 
  Acolytes are likely to encounter rioting mobs of ranting 
  madmen or have to deal with insane ofﬁ cials or nobles who 
  have simply seen too much. 
  VioLeNce
  Daemons are cruel and have no concern for mortal life, 
  human or otherwise. Daemonic incursions invariably lead to 
  bloodshed and slaughter, with any human forces struggling 
  just to survive.
  In a DARK HERESY campaign, the threat of violence is ever-
  present. The challenge for the GM is to present and emphasize 
  this theme to a higher degree when a Daemonic incursion is 
  involved. Much as with the other themes in this chapter, the 
  GM should consider showing the effects of violence through 
  the story and surroundings. Acolytes should never consider 
  a Daemon easy prey; daemons are all dangerous opponents 
  who will stop at nothing to achieve their foul ambitions.
  DAEMONS OF KHORNE
  Daemons of Khorne are the embodiments 
  of eternal war, horriﬁ c violence, and 
  boundless rage. It is rare for a Daemon 
  of Khorne to desire anything more than 
  blood, skulls, and slaughter in the name 
  of his god.
  aDVeNTure seeDs
  A Khornate Daemon or daemonhost has a list of the Sector’s 
  greatest warriors inscribed onto its ﬂ esh. One by one, the 
  Daemon hunts down these mighty foes in order to claim their 
  skulls for Khorne. The Ordo Malleus has divined the nature 
  of this Daemon’s quest, and the name of the Daemon’s next 
  target is known. This rare opportunity to halt the Daemon’s 
  rampage and banish it back to the Warp is granted to an 
  Ordo Malleus Inquisitor. He and his Acolytes are tasked 
  with defeating this Daemon, but they must also contend 
  with the Daemon’s target—who may not be amenable to the 
  Inquisition’s plan to use him as bait!
  Inquisitor Golgol of the Ordo Malleus believes that he 
  has ﬁ nally tracked down the source of the enigmatic “Murder 
  Room,” (see page 159 Disciples of the Dark Gods) a bizarre 
  Warp phenomenon that is linked to slaughter and produces 
  daemons known as Blood Wraiths that parasitically possess 
  their victims. A mysterious pattern of killings upon Fenksworld 
  is leading up to some great event, an outcome Golgol believes 
  involves summoning one of the most powerful servants of the 
  Blood God. The Acolytes or Throne Agents have only a few 
  hours to unravel the enigmatic pattern and stop the summoning 
  before the planet is plunged into a nightmare of carnage.
  DAEMONS OF NURGLE
  Daemons of Nurgle come in many 
  varieties; some are a dour lot, gravely 
  counting and indexing the various 
  plagues that ravage the galaxy. Other 
  daemons, however, share their Dark 
  God’s tireless joy in spreading pestilence 
  far and wide.
  aDVeNTure seeD
  A heretic known to dabble in the sorcerous arts leads an 
  Inquisitorial cell of Acolytes or Throne Agents to the Sheol 17 
  Mechanicus Facility. Sheol 17 is a prison for those convicted 
  of tech-heresy, and within its walls lay many secrets the 
  Mechanicus would prefer to remain undisturbed. However, 
  soon after the Acolytes’ arrival, a ﬁ lth-ridden tide of viruses 
  and plagues erupts from the heretic’s cell. His ﬂ esh has been 
  infested with the power of a Nurgle Daemon. The Acolytes 
  must somehow contain the Daemon or destroy it before the 
  creature can escape Sheol 17 and spread its legion of plagues 
  across the rest of the Calixis Sector.
  
  IV: Daemonic Incursion
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  IV
  IV
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  83
  DAEMONS OF SLAANESH
  The daemons who serve Slaanesh are 
  creatures of passion and pleasure. They 
  enjoy wreaking havoc in the material 
  world, seducing mortals into the 
  decadent worship of their Dark God, 
  and corrupting the pure of heart.
  aDVeNTure seeD
  The pleasure world of Cyprian’s Gate has experienced a 
  cultural renaissance; artists and aesthetes of all kinds have 
  lauded the works that have been created there over the last 
  ﬁ fty years. However, a number of these works have come 
  to the attention of the Ordo Malleus; it is believed that a 
  particular stable of artists, poets, and sculptors has become 
  tainted by the forbidden theories of Ateanism (see DISCIPLES 
  OF THE DARK GODS, page 132). The Ordo Malleus has 
  dispatched a group of Acolytes to investigate an upcoming 
  gala event featuring these artists to determine the source of 
  the corruption. However, a number of Slaanesh daemons 
  are already present on Cyprian’s Gate, and the arrival of the 
  Inquisition brings these daemons a unique chance to try and 
  tempt the Acolytes into the service of their god.
  DAEMONS OF TZEENTCH
  The daemons of Tzeentch can present a 
  challenge to portray in a DARK HERESY 
  campaign; Tzeentch’s plots typically 
  involve 
  prolonged 
  machinations, 
  convoluted to the point of randomness 
  and laced with madness. A Daemon of 
  Tzeentch is a plotter and schemer, always 
  ready to declare every event to be part of 
  its greater plan.
  aDVeNTure seeD
  A Daemon of Tzeentch has set into motion a series of events 
  that leads inexorably towards cataclysm for the planet of 
  Luggnum. Daemonhunter Ahmazzi, Inquisitor of the Ordo 
  Malleus, has uncovered a few clues as to the nature of the 
  threat, knowing for certain only the target world and the 
  approximate date that it will meet its end. The Acolytes 
  must ﬁ nd a way to uncover and unravel the Daemon’s plot 
  before it is too late. The Acolytes may consider any means 
  necessary, including a Dark Pact of Knowledge (see page 241 
  in the DARK HERESY Rulebook), questioning a being with 
  great occult knowledge, such as the Burning One (see page 
  113 in CREATURES ANATHEMA), or by consulting a relic or 
  artefact linked to reading the strands of destiny, such as the 
  Ragged Oracle on Seedworld AFG: 218 (see page 212 in THE 
  RADICAL’S HANDBOOK), in order to ﬁ nd out the nature of the 
  Daemon’s plot.
  DaemoNic PheNomeNa
  Each Daemonic Presence also has an associated Daemonic 
  Phenomenon. See Table 12-8: Daemonic Phenomena 
  on page 357 of the DARK HERESY Core Rulebook for 
  some sample Daemonic Phenomena that Daemons share 
  with Daemonhosts. Below are some sample Daemonic 
  Phenomena based on a Daemon’s Allegiance:
  In a Daemon of Khorne's presence...
  • ...peoples’ blood feels warm and thick in their veins.
  • ...old wounds and scars begin to itch.
  • ...all those nearby notice that their peripheral 
  vision slowly begins to shade crimson.
  • ...bladed weapons start to quiver.
  In a Daemon of Nurgle's presence...
  • ...an oppressive stench of certain death and foul 
  decay ﬁ lls the area.
  • ...people constantly feel as if they’re on the verge 
  of uncontrollable laughter.
  • ...memories of dead loved ones come unbidden to 
  people’s thoughts.
  • ...people feel a gripping and urgent sense of nausea. 
  In a Daemon of Slaanesh’s presence...
  • ...shivers of alternating pleasure and pain judder up 
  and down people’s spines.
  • ...colours seem to bleed together, and moving 
  objects and people appear to have faint contrails.
  • ...the smell of stale perfume ﬁ lls the air.
  • ...people feel the sensation that someone behind them 
  is lightly caressing their skin (even through armour).
  In a Daemon of Tzeentch’s presence...
  • ...extremely brief glimpses of tragic possible futures 
  ﬂ ash before people’s eyes.
  • ...clocks, personal chronos, and other timekeeping 
  devices stop or run backwards.
  • ...walls appear to shift and meet at impossible angles.
  • ...people begin to obsessively ﬁ nd patterns in otherwise 
  innocuous shapes or groups of objects, believing that 
  they have hidden meanings or messages.
  
  IV: Daemonic Incursion
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  IV Daemonic Incursion
   Daemonic Incursion
  Daemonic 
  Entity Creation
  "And behold, a Daemon Lord comes in the full panoply of battle. At 
  his passing, the trees gibber their rage and the stones shout their hate 
  to the uncaring sky. He hunts the enemies of his Master, for his meat 
  is mortal ﬂ esh and his wine mortal souls. Behold, a Daemon Lord 
  comes, and we are doomed..."
  –Excerpt from the Codex Daemonica
  T
  he Daemon generation process is designed to give 
  the GM a quick way of creating unique Daemonic 
  adversaries of varying levels of complexity and power 
  for Daemon hunting DARK HERESY adventures.
  The meThoD
  Creating a Lesser Daemon has six stages as detailed below:
  Stage One: Choose the Type of Daemon.
  Stage Two: Generate the Daemon’s Characteristics.
  Stage Three: Determine the Ruinous Power to which the 
  Daemon owes its allegiance.
  Stage Four: Apply the Daemon’s Skills, Talents, and Traits. 
  Stage Five: Determine the Daemon’s fearsome appearance 
  and minor powers.
  Stage Six: Determine the powerful gifts and abilities the 
  Daemon receives from its Chaos God.
  Stage Seven: Determine the Daemon’s weakness (optional).
  Stage Eight: Add ﬁ nishing touches to the Daemon.
  STAGE ONE: DAEMON TYPE
  The ﬁ rst stage in creating a new Daemonic entity for Acolytes 
  to face is to determine the type of Daemon. This stage should 
  not be randomly determined but should be chosen to ﬁ t the 
  speciﬁ c needs of the campaign. There are three main kinds of 
  Daemons, each with different levels of power.
  Lesser Daemons are the foot soldiers of the Dark Gods. 
  They are deadly combatants and even a single Lesser Daemon 
  can doom an entire planet. Cults in service of Warp powers 
  may have Lesser Daemons enslaved to them or may treat them 
  as brothers in arms. A beginning group of Acolytes might be 
  challenged by a single Lesser Daemon. 
  Herald Daemons are powerful entities that can be found at 
  the head of any major incursion. They are direct servants of 
  the Dark Gods, so there are no unaligned Heralds. Daemonic 
  cults often receive their orders from Heralds who also grant 
  power to the leaders of the cult. A single Herald is a challenge 
  for an experienced group of Acolytes. A world with a Herald 
  upon it can only hope for Inquisitorial intervention.
  Greater Daemons are among the most powerful servants of 
  the Dark Gods. Daemonic cults have been known to sacriﬁ ce 
  tens of thousands of innocents in the hopes of calling a single 
  Daemon of such power into the material world. Battling a 
  single Greater Daemon is a challenge for even the mightiest 
  Inquisitors and often entire armies must be sent against it. 
  Should a greater Daemon manifest on a world it is surely 
  doomed, save intervention by the Holy Ordo’s chamber 
  militant—the Grey Knights.
  DaemoNic ProfiLes
  Denizens of the Warp are, by their very nature, 
  incomprehensible. They do not have to abide by 
  common sense, rationality, or any set of rules. 
  Daemons presented in DARK HERESY supplements may 
  have different abilities and proﬁ les than those that can 
  be created using the Daemonic Entity Creation rules 
  in this book. These rules are designed to allow the 
  GM to build the widest possible variety of threats for 
  his players to face. As such, daemons found in other 
  supplements do not follow these rules, but can be used 
  by the GM in addition to daemons he may create on 
  his own.
  DaemoNic aND uNNaTuraL TraiTs
  For ease of gameplay a creature with both the 
  Daemonic and Unnatural Toughness trait does not 
  multiply their Toughness Bonus twice. Instead they 
  simply add 1 to the Unnatural Toughness trait for the 
  purposes of calculating their ﬁ nal Toughness Bonus.
  Table 4-1: Daemon Types
  Ruinous Power
  Lesser Daemon
  Greater Daemon
  Slaanesh
  Daemonette
  Keeper of Secrets
  Nurgle
  Plaguebearer
  Great Unclean One
  Khorne
  Bloodletter
  Bloodthirster
  Tzeentch
  Horror
  Lord of Change
  Unaligned
  Fury
  —
  
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   Daemonic Incursion
  85
  85
  STAGE TWO: GENERATE 
  CHARACTERISTICS
  Once you have determined the type of Daemon you are 
  creating, cross reference it with the Characteristics proﬁ le 
  given on table Table 4-2: Daemonic Characteristics to 
  generate its characteristics just as you would for an Acolyte. 
  STAGE THREE: ALLEGIANCE
  Now it is time to determine which Ruinous Power is the 
  Daemon’s master. This decision will probably be based on 
  the current story or situation, but it can also be randomly 
  determined. All Heralds or Greater Daemons must select a 
  Ruinous Power, although some Lesser Daemons (Furies) may 
  not be aligned with one of the Dark Gods.
  STAGE FOUR: SKILLS, 
  TALENTS, AND TRAITS
  All daemons are created with the following Skills, Talents, and 
  Traits. A Daemon’s Allegiance may further alter these and can 
  be found in the section on individual Ruinous Powers starting 
  on page 89. Heralds and Greater Daemons have all the abilities 
  of lesser daemons plus the additional abilities listed.
  aLL DaemoNs
  All Daemons, regardless of their Allegiance, have the 
  following Skills, Talents and Traits:
  Skills: Awareness (Per), Psyniscience (Per), Forbidden Lore 
  (Daemonology, Warp) (Int), Secret Tongue (Daemonic) (Int) 
  +20, and Speak Language (any one) (Int)
  Traits: Daemonic, Daemonic Presence, Fear 1, From Beyond, 
  Natural Weapon (Teeth and Claws), and Warp Instability
  Talents: Ambidextrous, Dark Sight, and Two-Weapon 
  Wielder (Melee)
  aDDiTioNaL heraLD aBiLiTies
  All Heralds, regardless of their Allegiance, add the following 
  Skills, Talents and Traits: 
  Skills: Dodge, Awareness +10
  Traits: Fear 2
  Talents: Swift Attack
  aDDiTioNaL GreaTer aBiLiTies
  All Greater Daemons, regardless of their Allegiance, add the 
  following Skills, Talents and Traits: 
  Skills: Dodge +10, Awareness +10
  Traits: Fear 3, Size (Enormous), Unnatural Strength (x2), 
  and Unnatural Toughness (x2)
  Talents: Combat Master, Lightning Attack, Swift Attack
  Table 4-2: Daemonic Characteristics
  Characteristic
  Lesser
  Herald
  Greater
  Weapon Skill (WS) 35+2d10 40+2d10
  50+2d10
  Ballistic Skill (BS)
  15+2d10 15+2d10
  50+2d10
  Strength (S)
  30+2d10 30+2d10
  60+2d10
  Toughness (T)
  40+2d10 40+2d10
  60+2d10
  Agility (Ag)
  20+2d10 30+2d10
  40+2d10
  Intelligence (Int)
  20+2d10 35+2d10
  60+2d10
  Perception (Per)
  25+2d10 35+2d10
  60+2d10
  Willpower (WP)
  20+2d10 30+2d10
  60+2d10
  Fellowship (Fel)
  2d10
  10+2d10
  30+2d10
  Wounds
  10+1d10 20+1d10
  120+10d10
  Table 4-3: Ruinous Allegiance
  Roll
  Ruinous Power
  1-20
  Slaanesh: This wicked creature is bound to the 
  Prince of Pleasure and Pain and has inherited 
  a part of Slaanesh’s preternatural grace. The 
  bonuses that a Daemon of Slaanesh receives are 
  explained further on page 90.
  21-40
  Nurgle: This daemon is an underling of the 
  Plague Lord and has been gifted with Nurgle’s 
  resilience. The powers gained by a Daemon of 
  Nurgle can be found on page 92.
  41-60
  Khorne: This daemon is servant to the 
  Slaughterer and lives for the thrill of hand-
  to-hand combat. A further explanation of the 
  bonuses that a Daemon of Khorne receives can 
  be found on page 94. 
  61-80
  Tzeentch: The daemon is a devotee of the 
  Architect of Fate.  The myriad gifts received by a 
  Daemon of Tzeentch can be found on page 96.
  81-100
  Unaligned: The daemon is not aligned with 
  any Chaos God in particular. It gains the traits 
  and abilities common to all daemons, but does 
  not receive any additional traits. Reroll this 
  result if determining the allegiance of a Herald 
  or Greater Daemon.
  DaemoNic PreseNce
  All Daemons gain the Daemonic Presence trait as 
  appropriate to its power level. Daemonic Presence can 
  be found starting on page 350 of DARK HERESY.
  • Lesser and Herald Daemons: All creatures within 
  20 metres take a -10 penalty to Willpower Tests. 
  • Greater Daemons: All creatures within 25 metres 
  take a -20 penalty to Willpower Tests.
  
  IV: Daemonic Incursion
  86
  STAGE FIVE: 
  MANIFESTATIONS
  Each Daemon presents itself differently when transitioning 
  from the formless, howling chaos of the Empyrean to 
  realspace. These traits are referred to as Manifestations. The 
  Manifestation examples provided in the tables below are a 
  starting point. This is an opportunity to create some truly 
  memorable and unique daemons.
  A daemon’s Manifestation is usually heavily tied to its 
  Allegiance. An experienced Daemon Hunter should be able 
  to guess the Ruinous Power a given Daemon serves by sight 
  alone. Further examples of Manifestation based on Allegiance 
  are discussed in the Gifts of the Ruinous Powers section 
  (starting on page 89).
  Each distinct Daemon has its own unique and terrifying 
  form. These can either be rolled or chosen to the GM's taste.
  Lesser Daemons: Two Manifestations from Table 4-4: 
  Lesser Manifestations. 
  Heralds: Three Manifestations from Table 4-4: Lesser 
  Manifestations.
  Greater Daemons: Three Manifestations from Table 
  4-4: Lesser Manifestations and one trait from Table 4-5: 
  Greater Manifestations.
  Table 4-4: Lesser Manifestations
  Roll
  Manifestation
  1-12
  Warp Eyes: The Daemon has unearthly eyes.
  Effect: The Daemon gains the Heightened Sense (Sight) Talent and increases its Fear Rating by 1 (to a 
  maximum of 4).
  Examples: All Black, Fiery, Cat’s, Too Large, Fly’s, Cyclopean, Eyeball on End of Tongue, Hypnotic 
  Patterns, Iridescent Colours, Disturbing Scenes
  13-27
  Horriﬁ c Horns: Something sharp and deadly juts from the Daemon’s head.
  Effect: The Daemon gains the Natural Weapon (Horn) trait and increases its Weapon Skill by +5.
  Examples: Smooth, Twisted, Spikes, Antlers, Jet Black, Bone
  28-37
  Outlandish Appendages: The Daemon’s arms, legs, or feet are impossibly weird.
  Effect: The Daemon increases its Strength by +5, and gains the Multiple Arms or Quadruped traits as 
  appropriate to the Manifestation.
  Examples: Backwards-jointed, Spindly, Second Pair, Heavily Muscled, Clawed Feet, Animalistic, Centaur-
  esque, Carried by a carpet of Nurglings
  38-49
  Freakish Grasp: The Daemon’s hands are vicious and strange.
  Effect: The daemon gains a +5 Penetration when attacking with its natural weapons or a daemonic weapon.
  Examples: Fused into Blades, Pincers, Hooks, Paws, Extremely Long Claws, Doubled Digits
  50-69
  Daemonic Tail: The Daemon has a ghastly tail.
  Effect: The Daemon gains the Sturdy trait and Agility +5.
  Examples: Prehensile, Scorpion-like, Barbed
  70-79
  Ghastly Maw: The Daemon’s mouth is an unspeakable abomination.
  Effect: The Daemon gains a +3 to damage when attacking with its natural weapons or a daemonic 
  weapon, and increases its Fear Rating by 1 (to a maximum of 4).
  Examples: Multiple Rows of Razor Sharp Teeth, Proboscis, Mandibles, Tongue with Mouth on End, 
  Serpent Tongue, Tongue That is a Serpent, Wicked Fangs, Distendable Jaw, Beak
  80-89
  Beast with a Thousand...: The Daemon has a horriﬁ c overabundance of certain... 
  Effect: The Daemon gains the Unnatural Perception (x2) trait. 
  Examples: A thousand Eyes, Nostrils, Mouths, or other unkown Oriﬁ ces.
  90-94
  Chaos Breath: The Daemon’s very breath is hostile to life.
  Effect: The Daemon has a Natural Weapon (Breath) attack that functions like a ﬂ amer with a range of 10 
  metres and a damage of 1d10+ 5 E. Add the Flame, Tearing or Toxic Quality as appropriate.
  Examples: Fiery, Molten Brass, Putrescence, Poisonous Perfume, Fire of Tzeentch, Razor-Teeth, etc.
  95-00
  Bizarre Visage: There is something terrifying and wrong about the Daemon’s head. 
  Effect: Characters must re-roll successful Fear Tests caused by this Daemon.
  Examples: Animalistic Appearance (Canine, Goat-like, Elephantine, or Vulture-like Head, etc.), Featureless 
  Face, Multiple Faces Twisted in Agony, etc.
  
  IV: Daemonic Incursion
  87
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  87
  Table 4-5: Greater Manifestations
  Roll
  Manifestation
  1-35
  Wicked Wings: The Daemon can ﬂ y.
  Effect: The Daemon gains the Flyer (10) trait.
  Examples: Feathery, Leathery, Eerily Floating, etc.
  36-60
  Atrocious Adornment: The Daemon may be festooned with all manner of clothing, trinket, or artefact.
  Effect: Gain an additional two points of Armour in one location.
  Examples: Wrapped in Chains, Nipple Rings the Size of Small Shields, Big Brass Collar with Spikes, Huge 
  Icon of Patron Ruinous Power Hanging From Neck, etc.
  61-75
  Strange Skin: The Daemon’s very skin is unholy.
  Effect: Increase the daemon’s Toughness by +5 or give it the Armour Plating Trait as appropriate.
  Examples: Charred, Smouldering, Sloughing Off, Pearlescent, Unnaturally Vibrant, Patches of Feathers, 
  Glowing Sigils, Metallic, Crystalline, Machine Parts Jutting Out, etc.
  76-85
  Sickening Secretion: The creature is constantly oozing some sort of dangerous substance.
  Effect: The Daemon gains +3 to damage with its natural weapons, and anyone who damages the Daemon 
  must make an Ordinary (+10) Agility Test or be hit by the secretion and suffer 1d10+5 E damage (with 
  the Fire or Toxic qualities as appropriate).
  Examples: Caustic Blood, Poison, Acid, Virulent Pus, etc.
  86-91
  Terrifying Tentacles: The Daemon has grotesque, quivering tentacles.
  Effect: The Daemon gains the Multiple Arms trait and a +10 bonus on Climb Tests and Grapple attacks.
  Examples: Spiny Tendrils, Barbed Horrors, Cephalopodic Suckers, etc.
  92-96
  Warped Physiology: Take one Manifestation and switch its location with another, or put something 
  somewhere it normally doesn’t belong.
  Effect: Increase the Daemon’s Toughness by +5 to reﬂ ect its nonstandard composition.
  Examples: Claws Sprouting From Elbows, Eyes on Hands, etc.
  97-00
  Guah?: The creature has some truly bizarre traits. Its existence in reality deﬁ es the laws of physics and to 
  merely look upon it causes the viewer to glimpse raw madness.
  Effect: The ﬁ rst time an Acolyte looks at the daemon he must fail a Challenging (+0) Intelligence Test or 
  gain 2d10 Insanity Points. Thereafter the daemons visage is comprehendible, but only as a visual metaphor.
  Examples: Free Floating Limbs, Can Only Be Seen In Mirrors, Numerous Wormlike Creatures of Various 
  Sizes Wriggle and Writhe Through the Daemon’s Body While Screeching a Haunting Hymn to the Dark 
  Gods Like Some Sort of Blasphemous Choir, A Small Version of the Daemon Grows Out of the Daemon’s 
  Head (with a Smaller Version of the Smaller Daemon Growing Out of that Daemon’s Head), etc.
  DuPLicaTe resuLTs
  If a Daemonic Gift or Manifestation is rolled twice, simply give the Daemon a second version of the power or attribute 
  rolled (i.e., the Daemon gains another pair of claws jutting out from its wrists or wields a second Hellblade). If the second 
  trait is not appropriate for the Daemon (i.e., two instances of Daemonic Armour), pick one of the traits directly above 
  or below it.
  sToryTeLLiNG maNifesTaTioNs
  Some of the more powerful or bizarre Manifestations can become a signature of the Daemon. If the Acolytes are 
  investigating a Daemonic cult that worships a Herald of Nurgle with the Sickening Secretion Greater Manifestation, 
  they may ﬁ nd remnants of the pus the cult has used to make a contagion. The same Manifestation from a Herald of 
  Khorne could be blood from a weeping wound. Medicae Tests would show that it is something Daemonic and ingesting 
  it would send the victim into a frenzy. Even the Manifestations of Lesser Daemons can be used to tie them into a larger 
  threat. When described vividly the appearance and abilities of a Daemon become a powerful visual clue for the players 
  to spur a story forward.
  
  IV: Daemonic Incursion
  88
  STAGE SIX: PATRON GIFTS
  Daemonic Gifts are powers given to the Daemon by its Chaos 
  God. Unaligned Daemons do not have access to Daemonic 
  Gifts. Each Daemon gains a number of Gifts, Talents, Traits or 
  Characteristic bonuses based on the patron deity they serve. 
  Daemons may exchange their lesser and greater gifts for 
  those of their patron deity. In addition, each daemon gains 
  additional Gifts based on their type (see Gifts of the Ruinous 
  Powers on page 89).
  STAGE SEVEN: WEAKNESS
  You have the option of applying a weakness to the Daemon 
  being created. Weaknesses are most appropriate for toning 
  down the challenge level of a Greater Daemon, but you may 
  want to apply one to a Herald if it will be facing low- or 
  mid-level Acolytes. It is also possible to tie the weakness into 
  the true name of a Daemon or into a prophecy concerning a 
  Daemonic incursion. GMs should be careful to not allow the 
  chosen weakness to undermine the horror of the daemon, but 
  instead use it to make the creature more confusing and horriﬁ c.
  STAGE EIGHT: FINISHING 
  TOUCHES
  Now name your Daemon and add some ﬁ nishing touches. It 
  is advisable to write up a description for the beast, so that the 
  GM is prepared to describe such a horriﬁ c creature vividly 
  when it appears in-game.
  Unaligned daemons usually rely on their natural weaponry, 
  but other daemons may use weapons to defeat their foes. 
  These weapons are discussed on page 102. Daemons may 
  also manifest with primitive weapons such as swords or clubs. 
  These weapons do not have the Primitive Quality as they are 
  formed from the very stuff of Chaos. Not every Daemon will 
  have two weapons, although they all have the Two-Weapon 
  Wielder (Melee) trait.
  Lesser Daemons usually have a Threat Rating ranging from 
  Malleus Minoris to Malleus Majoris (though most unaligned 
  Daemons are Malleus Minoris). Heralds range from Malleus 
  Majoris to Malleus Extremis. Greater Daemons are almost all 
  rated at the high end of Malleus Extremis (though some truly 
  powerful threats are rated Malleus Terminus).
  Table 4-6: Optional Weakness
  Roll
  Manifestation
  1-16
  Spoor: The Daemon has an easy trail to follow (of ﬂ owing blood, brackish water, foul-smelling slime, 
  bodies, etc.).
  17-29
  Ban: There is something the Daemon cannot do (cross running water, enjoy a song, refrain from trying 
  to murder everything it sees). If somehow forced or tricked into performing this action the daemon will 
  discorporate immediately.
  30-42
  Bane: There is a substance or object that the daemon cannot abide. If the daemon is struck with its bane 
  (or sometimes even touched by it) it will treat the strike as Sanctiﬁ ed.
  43-55
  Weak Entry: The daemon has only partially manifested into reality, having left a key piece of itself in the 
  Warp. Reduce all of the Daemon’s Characteristics by 20.
  56-68
  Turned By Faith: Invocations made in the name of the God-Emperor have the power to repel this 
  daemon. Anyone invoking the name of the God-Emperor (forcefully and as a Half action) to drive the 
  daemon back may make an Opposed Willpower Test with the daemon. If successful the daemon cannot 
  attack the character for 1d5 turns, and it must recoil at least ﬁ ve metres from the character as early as 
  possible (and remain at that distance until able to attack again). Add +20 to the Opposed Willpower Test if 
  the character is brandishing an appropriate charm.
  69-82
  Inscribed: The daemon’s true name is somehow written on its body, either in some sort of script or in a 
  series of patterns that would likely take a Hard (-20) Logic Test to puzzle out.
  83-94
  Artefact-Bound: The daemon is tied to some sort of physical object. The holder of the object gains power 
  over the daemon as if invoking its True Name. If the object is destroyed the daemon is cast back into the 
  Warp. Anyone with a sufﬁ cient knowledge of the Occult (a Hard (-20) Scholastic Lore (Occult) Test) may 
  alter the artefact so that the daemon is trapped completely within it (or they may free the daemon from the 
  object entirely).
  95-00
  Apocalyptic Harvester: The daemon must reap an exponential number of souls every day (or week, or 
  month, or astral convergence, etc.) or it will weaken and disappear.  Every time it successfully devours the 
  requisite number of souls, though, the daemon grows exponentially more powerful.
  
  IV: Daemonic Incursion
  89
  The Ruinous 
  Powers
  "They are of young and old. Of blood and shape and skin and soul. 
  The war did birth the raging tide. Feather formed the hex inside. 
  Flesh did rot and take time's toll. The senses wrought by ancient 
  fools. The madman sees, the madman gleans. The third eye watches, 
  the bound spirit screams. What is left when they come for us? Not 
  bones, not towns, not books. Dust."
  –Written on the walls of the Chapel of the Faultless Sacriﬁ ce 
  on Kulth 8,976 times
  T
  he majority of daemons, even lesser daemons, serve 
  one of the Ruinous Powers. Several common Daemonic 
  Manifestations for followers of each power have been 
  documented. While many may debate the motivations or 
  powers of these daemons, none can argue that they repeatedly 
  appear in the same form.
  Even those daemons that vary slightly in appearance still 
  possess marked similarities to their brethren. For example, 
  all Bloodletters have horns and carry the Hellblade typical 
  of their master. When creating a new Daemonic threat to 
  challenge the Acolytes, the GM can use these traits to tie it to 
  one of the Dark Gods.
  While unaligned Daemons exist (notably Furies), they are 
  never as powerful as their aligned counterparts. The Gifts 
  bestowed by the Ruinous Powers elevate a Daemon above 
  the masses of formless beings in the Warp.
  GIFTS OF THE 
  RUINOUS POWERS
  There are four Ruinous Powers. Khorne the Skull Lord is the 
  master of bloodshed. Slaanesh the Dark Prince rules over 
  those who seek pleasure and pain. Nurgle the Grandfather of 
  Plague is the god of pestilence. Lastly, Tzeentch the Changer 
  of Ways is the lord of magic and will.
  Daemons who are aligned with one of the Ruinous Powers 
  receive further Skills, Talents, Traits, and Powers based on 
  their patron Chaos God. 
  Daemons gain a number of Gifts from their patron god 
  based on their type, as shown on Table 4-7: Patron Gifts.
  Additional Gifts may be selected to make the Daemon 
  appear more like its patron deity, but these additional Gifts 
  do not have any effect other than to alter the look of the 
  Daemon. A daemon may also exchange his Manifestations for 
  equivelant Gifts of his patron Ruinous Power.
  Table 4-7: Patron Gifts
  Table 4-7: Patron Gifts
  Daemon Type
  Daemon Type
  Lesser Gifts Herald Gifts Greater Gifts
  Lesser Daemon
  Lesser Daemon
  1
  —
  —
  Herald Daemon
  Herald Daemon
  2
  1
  —
  Greater Daemon
  Greater Daemon
  3
  —
  1
  
  IV: Daemonic Incursion
  90
  IV
  IV
  IV:
  IV:
  IV:
  IV:
  IV Daemonic Incursion
   Daemonic Incursion
  90
  90
  Slaanesh
  "When we found them they were but husks. They just sat there, 
  staring into the sky. It was a beach of bodies ready to die. I could 
  have waited for the tide to come in; I'm sure they would have 
  drowned. We ended their suffering. It took nearly three hours, and 
  they did not move. They just waited for their turn.”
  —Guardsman Gayzon at the Bex Day Landing
  T
  he Prince of Pleasure is the youngest of the Chaos 
  Gods. Slaanesh is divinely beautiful, but his beauty is 
  so bizarre that it cannot be comprehended by mortal 
  minds. He is the great tempter, impossible to look upon 
  without losing one’s soul.
  Pleasure cults and nobles often turn to 
  daemons of Slaanesh to help them in their 
  quest for increasingly vile depravities. 
  They operate in secret, undermining the 
  fabric of the Imperium's society. The 
  Gifts of Slaanesh can make a loyal 
  servant supernaturally inspiring to his 
  followers and popular even among 
  his rivals.
  A Daemonette whispers dark 
  thoughts into the minds of those 
  desperately seeking pleasure or pain. 
  Dark rituals involving unspeakable 
  acts can then lead to possession or a 
  Warp incursion.
  As a worshipper becomes more 
  devoted to Slaanesh, he inevitably 
  ﬁ nds that mundane pleasures grow 
  stale. He seeks out ever greater 
  sources of pleasure, pain, or intensity in 
  increasingly debased acts of self-fulﬁ lment 
  and greater hedonistic pursuits. In time, 
  the worshipper will seek out acts he cannot 
  hide from the Inquisition, but by then it may 
  already be too late to stop an incursion.
  On Scintilla the entirety of the noble House 
  of Thrungg was reduced to only three surviving 
  members in M41.622 when the line was purged by 
  Inquisitor Estroz. Only those members living off world 
  were spared the wrath of the Ordo Malleus after the 
  House’s actions led to the summoning of Merthen 
  the Skindancer. The timely intervention of an 
  Acolyte cell saw to the eventual banishment 
  of the Daemon, but not before Sebellus 
  Hive’s manufacturing potential was crippled for months. 
  Descendants of the House Thrungg survivors are found on 
  Scintilla occasionally, trying to corrupt the powerful noble 
  families in retribution for the House’s fall.
  GIFTS OF SLAANESH
  Daemons of Slaanesh gain the following when created:
  Characteristics: Increase Agility and Fellowship by +20. 
  Raise the Agility of a Greater daemon to a minimum of 75. 
  Skills: Lesser Daemons of Slaanesh gain the Charm and 
  Dodge Skills. Heralds of Slaanesh gain Charm +10 and 
  Greater Daemons of Slaanesh gain Charm +20.
  Talents: All Daemons of Slaanesh gain the Heightened 
  Senses (All) Talent. Greater Daemons of Slaanesh also gain 
  Counter Attack, Hard Target, Precise Blow, Step Aside, Sure 
  Strike, and Wall of Steel.
  Traits: Heralds of Slaanesh gain Unnatural Agility (x2) 
  and Unnatural Fellowship (x2). Greater Daemons of Slaanesh 
  gain Unnatural Agility (x3) and Unnatural Fellowship (x3).
  Weapons: Lesser Daemons and Heralds of Slaanesh 
  sometimes wield swords, but most often attack 
  enemies 
  with 
  large, 
  crab-like 
  pincers. 
  Greater Daemons 
  wield greatswords 
  as well as their 
  natural 
  pincer 
  claw attacks.
  Appearance: 
  Daemons of Slaanesh 
  are usually vaguely 
  feminine, 
  with 
  pale, purplish skin. 
  One of their arms 
  will usually mutate 
  at the elbow into a 
  huge pincer or other natural 
  weapon. Daemons of Slaanesh often 
  have extraordinarily long, prehensile 
  tongues, and the right side of their 
  torso may have a row of breasts, starting 
  at chest height and going down to the 
  waist. A Greater Daemon of Slaanesh 
  will sometimes have four arms, the 
  top pair wielding weapons and the 
  bottom pair ending in huge, crab-
  claws. Slaanesh daemons can also 
  be androgynous in their features. 
  Greater daemons have also been 
  reported with goat-like heads, 
  crowns of horns, and scorpion 
  tails.
  Pleasure cults and nobles often turn to 
  daemons of Slaanesh to help them in their 
  quest for increasingly vile depravities. 
  They operate in secret, undermining the 
  fabric of the Imperium's society. The 
  Gifts of Slaanesh can make a loyal 
  servant supernaturally inspiring to his 
  followers and popular even among 
  A Daemonette whispers dark 
  thoughts into the minds of those 
  desperately seeking pleasure or pain. 
  Dark rituals involving unspeakable 
  acts can then lead to possession or a 
  As a worshipper becomes more 
  devoted to Slaanesh, he inevitably 
  ﬁ nds that mundane pleasures grow 
  stale. He seeks out ever greater 
  sources of pleasure, pain, or intensity in 
  increasingly debased acts of self-fulﬁ lment 
  and greater hedonistic pursuits. In time, 
  the worshipper will seek out acts he cannot 
  hide from the Inquisition, but by then it may 
  already be too late to stop an incursion.
  On Scintilla the entirety of the noble House 
  of Thrungg was reduced to only three surviving 
  members in M41.622 when the line was purged by 
  Inquisitor Estroz. Only those members living off world 
  were spared the wrath of the Ordo Malleus after the 
  House’s actions led to the summoning of Merthen 
  the Skindancer. The timely intervention of an 
  Acolyte cell saw to the eventual banishment 
  of the Daemon, but not before Sebellus 
  Hive’s manufacturing potential was crippled for months. 
  Descendants of the House Thrungg survivors are found on 
  Scintilla occasionally, trying to corrupt the powerful noble 
  families in retribution for the House’s fall.
  Weapons
  sometimes wield swords, but most often attack 
  enemies 
  with 
  large, 
  crab-like 
  pincers. 
  Greater Daemons 
  wield greatswords 
  as well as their 
  natural 
  pincer 
  claw attacks.
  Appearance
  Daemons of Slaanesh 
  are usually vaguely 
  feminine, 
  with 
  pale, purplish skin. 
  One of their arms 
  will usually mutate 
  at the elbow into a 
  huge pincer or other natural 
  weapon. Daemons of Slaanesh often 
  have extraordinarily long, prehensile 
  tongues, and the right side of their 
  torso may have a row of breasts, starting 
  at chest height and going down to the 
  waist. A Greater Daemon of Slaanesh 
  will sometimes have four arms, the 
  top pair wielding weapons and the 
  bottom pair ending in huge, crab-
  claws. Slaanesh daemons can also 
  be androgynous in their features. 
  Greater daemons have also been 
  reported with goat-like heads, 
  crowns of horns, and scorpion 
  tails.
  
  IV: Daemonic Incursion
  91
  TABLE 4-8, LESSER (j1PTS OF SLAANESH 
  Roll 
  1-20 
  21-40 
  41-60 
  6 1-80 
  81-00 
  Trait 
  R£nding Claw One of the Daemon's arms terminates into a huge, crab-like pincer Its Natltral Weapon (Claw) damage 
  increases by +3, and the claw gains the Tearing Qyality. If it did no t before, this attack now does Rending damage 
  Keening Wail: The Daemon lets out a haunting, high-pitched cry as a Full Action. All characters within earshot must make 
  an immediate Fear Test at Fear 1 
  Ensnaring Tongue: The Daemon opens its mouth and an impossibly long tongue lashes out and enwraps the character 
  The creature may use its vile tongue as an Excruciating Whip (see page 102 ) 
  Hypnotic Movement: The Daemon becko ns lithely and seductively, its movement; rupernaturally enthralling. As a Half 
  Action the Daemon may make an Opposed Fellowship ver= 
  Willpower Test with any character within eyesight. If the 
  target fails he is stunned for Id5 rounds, and this stun effect canno t be negated by, use of the Iron Jaw Talent. A character 
  may only be a victim of this attack once per encounter 
  Heady Musk: This Daemon is emits by a heavily intoxicating cloud. Any character in melee or point blank range must 
  make a Challenging (+0) Toughness Test each turn in melee, or rufer a -20 penalty to all Tests made dltring that round 
  Characters with the Decadent Talent need only make an Ordinary (+ 10) Toughnes" Test to negate the penalty imposed by 
  the cloud 
  TABLE 4-9, HERALD GlFTS OF SLAANESH 
  Roll 
  Trait 
  Scion of the Serpent All Slaaneshi daemons wm can see the Herald ofSlaanesh gain the Step Aside and Swift Attack 
  1-33 
  Talents, if they do not already have them. This daemon is often accompanied by Id l 0 Daemonettes (see page 35 1 of the 
  DARK HEREH Rulebook) 
  34-66 Fiend-Borne: The daemon has as its mount a Steed ofSlaanesh ~p age 98) 
  67-00 Greater Gift: Roll for, or cm ose, a trait from Table 4-10: Greater Gifts ofSlaanesh 
  TABLE 4-10, GREATER G1PTS OF SLAANESH 
  Roll 
  1-12 
  13-25 
  26-38 
  39-5 1 
  52-64 
  65-77 
  7S-90 
  9 1-00 
  Trait 
  Soporific Musk The Daemon exu:!es a paralyzing pink mist. Any character within 10 metres of the Daemon mwt make a 
  Difficult (- 10) Willpower Test each round. Any characters failing this Test may only take a Half action that round 
  Narcotic Stinger: The Daemon strikes at its foes with an exotic psychoactive po ison, usually delivered through a scorpion-
  like tailor barbed tongue. The Daemon makes a melee attack, which can be made in addition to any other actions the 
  Daemon is norm ally allowed to make in a round. If ruccessful the Daemon does 2d 10 damage to the target. Any character 
  taking damage from this attack must make a Challenging (+0) Toughness Test or b egin to hallucinate for Id 10 rounds. If he 
  fails he suffers Hallucinogen Effects (see page 137 of the DARK HEREH Rulebook) 
  Mesmerizing Pavane: This daemon's every movement is spellbindingly graceful. E:ven its demeanoltr is hypno tizing and 
  oddly alluring. Upon first seeing the Daemon a character must make an Opposed Willpower Test ver= 
  the daemon's 
  Fellowship .. If the character fails the Opposed Test they stare, dumbstruck, at the n lemon. The character is considered 
  stunned. At the beginning of his next turn he can make a Challenging (+0) Willpower Test and if ruccessful the character 
  may act normally that round. Ifunsuccessful the character is still confused and may only take a Half Action that round. The 
  character must continue to make a Challenging (+0) Willpower Test at the beginning of each of his rubsequent turns and 
  may only take Half Actio ns until successful 
  Aura of Acquiescence: The Daemon has a mind-altering aura of powerful com pulsion, bending those around it to its will 
  As a Half Action the Daemon may make an Op posed Willpower Test with one chan cter within 25 metres. If the Daemon 
  rucceeds it is in complete control of its target. The target loses its norm al turn, rut ,)n his initiative may make a Challenging 
  (+0) Willpower Test to break free of the Daemon's control. If he does so he may ac t normally on his following turn. As 
  a Half Action the Daemon may direct any controlled characters, which act immediately. This power may affect multiple 
  characters at one time rut they must all be directed to take the same action 
  Rapturous Mutilation: Instead of agony, wounds inflicted by this Daemon cause the most exquisite bliss. Do no t tell a 
  player whose character has been physically wounded by this Daemon how much damage has been done to his character 
  Keep a separate tally of that character's current Wounds for yourself Feel free to let the player know about any critical 
  effects their character might be experiencing, however, and be rure to remind them m w delightful his character is finding 
  being ripped apart. This effect wears off after combat 
  Soul Devourer: Daemon may make an immediate Opposed Willpower Test with any sentient enemy slain within 5 metres 
  If ruccessful the Daemon eats their soul, and regains a number of Wounds equal to its victim's maximum Wounds 
  slurxsh's Grace: Increase the Daemon's Unnatltral Agility and Unnatural Fellowship traits by one 
  Sorcerer: The Daemon wields the sorcerous power that is the purview of the Dark Prince. It gains a Psy Rating of 6 and 
  may choose a Psychic Discipline that it has mastered and knows all Psychic Powers of that Discipline 
  
  IV: Daemonic Incursion
  92
  IV
  IV
  IV:
  IV:
  IV:
  IV:
  IV Daemonic Incursion
   Daemonic Incursion
  92
  92
  Nurgle
  "Specimen 38: Lung expulsion of viscous mass. Risk of 
  Contamination: Majoris. Schedule for Termination.
  Specimen 39: In excellent health. Risk of Contamination: Negligible. 
  Schedule for Termination.
  Speciment 40: Deceased. Risk of Contamination: Majoris. Schedule 
  for Immolation."
  –The log of Sister Ignitia, location classiﬁ ed
  T
  he Great Lord of Entropy, Nurgle is a lord of death 
  in his own fashion. Disease, putriﬁ cation, decay, 
  and physical corruption are his domain. His body is 
  bloated and sickly, with leaking pus and, rivulets of necrotic 
  green ﬂ uid. His leathery skin is cracked with sores, and his 
  intestines are exposed and constantly spilling forth Nurglings.
  Infestation cults and the sickly often call upon Nurgle for 
  aid in spreading their plagues. The lives of the Imperium's 
  citizens are threatened by contagion spread throughout a hive 
  or planet, a foe most weapons of war are unprepared to battle. 
  The Gifts of Nurgle can make a servant feel welcome and 
  protected. Warm and caring, he protects his children from 
  death by disease, but not its symptoms, in which they learn 
  to revel.
  His Daemons, the Plaguebearers, bring new and 
  horriﬁ c contagions to cultists to spread among 
  humanity so they can perfect each disease 
  and claim souls for their lord. Plague Zombie 
  outbreaks or Warp incursions often occur if 
  an Infestation cult is allowed to prosper.
  The Rogue Trader vessel Glorious Repose 
  was lost in the Warp after it left Landunder 
  en route to Ganf Magna in 810.M38. 
  It arrived three years ago, emerging 
  from Warp on a dangerous collision 
  course with the planet. With the 
  Imperial Navy weeks away, 
  Planetary 
  Defence 
  Force 
  Captain Tilanders boarded 
  the vessel with ﬁ fty of 
  his veteran Guardsman. 
  The ship's course was 
  diverted, 
  but 
  upon 
  their return to Ganf 
  Magna, 
  Tilanders 
  demanded that he 
  and his men be placed 
  in isolation, where 
  they remain to this 
  day. Many have died of 
  a horrible contagion seemingly contracted 
  without any human contact. Each victim 
  suffers from different symptoms, and the 
  entire company currently awaits Inquisitorial 
  investigation and execution.
  GIFTS OF NURGLE
  Daemons of Nurgle gain the following when created:
  Characteristics: Increase the daemons Toughness by 
  +20 and Wounds by +10. Raise the Toughness of a Greater 
  daemon to a minimum of 75.
  Talents: All Daemons of Nurgle gain the Iron Jaw Talent.
  Traits: Heralds and Greater Daemons of Nurgle gain 
  Unnatural Toughness (x2).
  Weapons: Lesser Daemons and Heralds of Nurgle often 
  wield swords, while Greater Daemons of Nurgle sometimes 
  ﬁ ght with large maces.
  Manifestations: Daemons of Nurgle are putrescent, 
  rotting horrors with plagued, greenish ﬂ esh. Lesser daemons 
  and Heralds of Nurgle are often cyclopean, one-horned, 
  and surrounded by ﬂ ies. Greater Daemons of Nurgle are 
  grotesquely corpulent, and occasionally sport strange antlers 
  growing out of their heads. Nurgle favours rot, 
  pus, and pestilence in his minions, and their 
  skin is usually covered in warts, buboes, and 
  boils. It is not uncommon for a Daemon of 
  Nurgle to have its intestines hanging out 
  of its belly and dragging on the ground.
  Infestation cults and the sickly often call upon Nurgle for 
  aid in spreading their plagues. The lives of the Imperium's 
  citizens are threatened by contagion spread throughout a hive 
  or planet, a foe most weapons of war are unprepared to battle. 
  The Gifts of Nurgle can make a servant feel welcome and 
  protected. Warm and caring, he protects his children from 
  death by disease, but not its symptoms, in which they learn 
  His Daemons, the Plaguebearers, bring new and 
  horriﬁ c contagions to cultists to spread among 
  humanity so they can perfect each disease 
  and claim souls for their lord. Plague Zombie 
  outbreaks or Warp incursions often occur if 
  an Infestation cult is allowed to prosper.
  The Rogue Trader vessel Glorious Repose
  was lost in the Warp after it left Landunder 
  en route to Ganf Magna in 810.M38. 
  It arrived three years ago, emerging 
  from Warp on a dangerous collision 
  course with the planet. With the 
  Imperial Navy weeks away, 
  Planetary 
  Defence 
  Force 
  Captain Tilanders boarded 
  the vessel with ﬁ fty of 
  his veteran Guardsman. 
  The ship's course was 
  diverted, 
  but 
  upon 
  their return to Ganf 
  Magna, 
  Tilanders 
  demanded that he 
  and his men be placed 
  in isolation, where 
  they remain to this 
  day. Many have died of 
  a horrible contagion seemingly contracted 
  without any human contact. Each victim 
  suffers from different symptoms, and the 
  entire company currently awaits Inquisitorial 
  investigation and execution.
  growing out of their heads. Nurgle favours rot, 
  pus, and pestilence in his minions, and their 
  skin is usually covered in warts, buboes, and 
  boils. It is not uncommon for a Daemon of 
  Nurgle to have its intestines hanging out 
  of its belly and dragging on the ground.
  
  IV: Daemonic Incursion
  93
  TABLE 4-11, LESSER (jlFTS OF NURGLE 
  Roll 
  1-25 
  26-35 
  36-45 
  46-60 
  61-80 
  8 1-00 
  Trait 
  Plague5word This servant of the Plaguefather wields a blade that weeps virulent ichor and drips with disease. The 
  Daemon carries a Plaguseword (see page 102) 
  Pus-Filled Buboes: The Daemon's skin is covered with quivering, b acteria-laden pockets of flesh just aching to rurs! 
  Whenever the Daemon is damaged by a melee attack, the attacking character must make a Hard (-20) Agility Test or Hard 
  (-20) Toughness Test (player's choice) to get out of the way of the spray of pus that comes flying from the wound. If the 
  Agility Test is failed, the character takes l ci l O damage that bypasses any armour that is no t environmentally sealed 
  Distended Entrails: The Daemon's own guts hang from his midsection, swinging about when he laughs or moves. The 
  Daemon adds 1 to its Fear Rating (to a maximum of 4). In addition, it reduces the effective total of any Critical Damage it 
  ruffers to it's body by its Toughness Bonus (to a minimum of 0) 
  Vomitous Conuption: The Daemon vomits forth a potent, virulent sickness. The Daemon makes a Ballistic skill Test as 
  a Half Action, which the target can attem pt to dodge rut cannot parry. Ifruccessful the Daemon does 1d 10+TB energy 
  damage to the target. This damage bypasses any armow- not environmentally sealed, and in lieu of critical damage does 
  3d10 Toughness damage 
  Plague Carrier: This Daemon is a walking epidemic. Any attacks made with the Daemon's natural weapons (or with the 
  Daemon's Plaguesword, if it has one) have a chance to transmit a plague or infection. If a character is damaged with one of 
  these attacks have him make a Difficult (-10) Toughness Test. If the character fails this Test he contracts a terrible Disease 
  (see page 99) which immediately progresses to Stage One 
  Fly Swarm: A Sl'{arm of flies surrounds the Daemon, hazing and biting at any foe that gel.': too close All characters in 
  melee or point blank range with the Daemon take a - 10 to all actio ns 
  TABLE 4-12, HERALD GIFTS OF NURGLE 
  Roll 
  1-22 
  23-44 
  45-66 
  67-00 
  Trait 
  Harbinger of the Fly Lord All Daemons ofNurgle who can see the Herald gain the True Grit Talent and the Regeneration 
  (3) trait, if they do not already have them. This daemon is often accompanied by 2d 10 Lesser Daemons of Nurgle 
  Beast Keeper: The Daemon is accompanied by 1d5 Beasts of Nurgle and can comm and them with a Free Action. The 
  Beasts love the Herald and will refuse to move out of sight of the Herald 
  Palanquin-Carried: The daemon spreads plague and pestilence atop a palanquin made of Dtting bo ards carried by dozens 
  of Nurglings (see page 98). Nurglings spill forth from the Palanquin and the Herald ofNurgle may, as a Free Action, order 
  the Nurglings to attack. The Nurglings will hw-l their own offal at everything nearby. This ~ : treated as an Area Effect attack 
  with a range of 10 metres. T rose cought in the area may choose to use their Toughness to avoid damage instead of Agility. 
  This attack deals 1d10 Toxic damage that bypasses armour that is not environmentally sealed 
  Greater Gift: Roll for, or cro ose, a trait from Table 4-13: Greater Gifts of Nurgle 
  TABLE 4-13, GREATER GIFTS OF NURGLE 
  Roll 
  1-12 
  13-25 
  26-38 
  39-5 1 
  52-64 
  65-77 
  9 1-00 
  Trait 
  cloud of Flies The Daemon is rurrounded by a luge cloud of buzzing insects. Characters must re-roll ruccessful melee 
  attacks made against this Daemon 
  Grandfather's Laughter: The Daemon bellows with a ruml:ting, hideous, gurgling laughtEr that frays the very edges of 
  the mortal mind. Any mortal who can hear it must make a Difficult (-10) Willpower Test on the Daemon's turn each round 
  or gain 1d5 Insanity Points 
  Nurgle's RDt: The claws and teeth of this Daemon contain Nurgle's most devastating pestilonces. Any character damaged 
  by the Daemon's natural weaponry must rucceed at a Hard (-20) Toughness Test or contract a random disease (see page 99) 
  with a + 1 Virulence Rating 
  Nurgling Host: The Daemon has a mass of cruel and disgusting minor daemons living inside of it. On the first round of 
  combat, at the beginning of the daemon's turn, 1d5 Nurglings pow- out of the daemon's Sl'{ollen and distended belly (see 
  Nurglings, page 98). Each round of combat thereafter roll 1d10: 1-6 nothing happens, 7-8 ano ther Nurgling pops out, 9-10 
  1d5 more Nurglings burst out of the daemon 
  P laguefather's Persistence: No matter how many times the Daemon's guts spill out there ;llways seems to be more The 
  Daemon gains Regeneration 10 
  Tainted Trail: Any place the Greater Daemon passes over becomes a blasted wasteland of Cisgusting foulness. Any 
  character standing on, or moving over, ground so polluted must make a Challenging (+0) Toughness Test or take 1d 10 
  damage (this damage bypasses armour that is not environmentally sealed) 
  Nurglr:'s Rtsilir:ncr:: Increase the Daemon's Unnatural Toughness trait by one 
  Sorcerer: This Greater Daemon knows mystical secrets of the old Father. It gains a Psy Rating of 6 and may choose a 
  Psychic Discipline to have mastered and knows all Psychic Powers of that Discipline 
  
  IV: Daemonic Incursion
  94
  Khorne
  "BLOOD FOR THE BLOOD GOD!"
  –Commissar Swaitech
  T
  he Blood God, Khorne, is in an endless state of rage. 
  He is often depicted sitting upon a massive brass throne 
  atop a mountain formed from the skulls collected by 
  himself and his worshippers. 
  His followers are barbaric death cults ﬁ lled with bloodthirsty 
  berserkers willing and able to shed blood in the service of their 
  Dark God. The conquest of a planet by the servants of the Blood 
  God is, unsurprisingly, a violent affair. It is not uncommon for 
  battles in the streets to be presaged by the bodies of enemies 
  raised on spikes. Less common, but no less dangerous, is a 
  population’s subtle conversion to Khorne. When gladiatorial 
  games become too popular, vicious, and depraved, 
  those who are vaunted for 
  their martial prowess can 
  become gladiator kings or 
  elite warrior castes who 
  turn to Khorne to gain 
  the power they need to 
  succeed in battle. Through 
  public reverence for these 
  warriors the entire population 
  can be turned to the gory worship 
  of Khorne.
  Bloodletters, 
  the 
  Lesser 
  Daemons 
  of 
  Khorne, 
  are 
  embodiments of violence. Armed with a 
  vicious sword or axe, the hunt with tactical 
  focus fueled by their own rage. Bloodletters, 
  however, are not without tact and guile. They 
  may ﬁ ght alongside other daemons or cultists 
  as they gather skulls for the grim trophy racks 
  beneath the brass throne of Khorne.
  The world of Kulth was torn apart by 
  bloodlust in the aftermath of a repelled 
  Ork invasion. Minor Ork uprisings still 
  occasionally happened when small bands 
  of barbaric Orks would attack the outskirts 
  of the smaller cities only to be repelled by the well-armed 
  Planetary Defense Force. Young nobles began to try to prove 
  themselves worthy of ofﬁ cership by personally felling an Ork 
  and burning its body in front of witnesses. As the ofﬁ cer corps 
  attempted to defeat Orks in more and more spectacular ways, 
  many began to crave the violence of combat. Small private 
  demonstrations of skill at arms were arranged, beginning 
  with trick shots and stunts in the early years but ending with 
  bloody pit ﬁ ghting among the highest planetary ofﬁ cials. 
  This escalation of violent one-upsmanship amongst these 
  nobles ended in 813.M41 when Inquisitor Vilane made the 
  difﬁ cult decision to eradicate the entire Planetary Defence 
  Force, sparking the 19 Hours War that ended with the near-
  total destruction of Kulth's southern continent. 
  GIFTS OF KHORNE
  Daemons of Khorne gain the following when created:
  Characteristics: Increase the Daemon's Weapon Skill 
  and Strength by +20. Raise the Weapon Skill of a Greater 
  daemon to a minimum of 70.
  Skills: Lesser Daemons of Khorne gain the Dodge (Ag) Skill.
  Talents: All Daemons of Khorne gain the Berserk Charge, 
  Frenzy, and Hatred (All) Talents. Greater Daemons of Khorne 
  also gain Battle Rage, Brutal Charge, Furious Assault, and 
  Resistance (Psychic Powers).
  Traits: Heralds and Greater Daemons of Khorne gain 
  Unnatural Strength (x2). Daemons of Khorne may Frenzy as 
  a Free Action.
  Weapons: Lesser Daemons and Heralds of Khorne often 
  wield swords and axes. Greater Daemons usually wield great 
  axes and whips (see Daemonic Weapons on page 102).
  Manifestations: Daemons of Khorne are crimson-skinned, 
  heavily muscled monstrosities. Lesser 
  Daemons and Heralds of Khorne 
  often have exaggerated, angular facial 
  features, sharp teeth, and wicked horns. 
  Greater Daemons of Khorne commonly 
  manifest with canine or bull-like features. 
  The equipment of a Daemon of Khorne 
  may be unusually hot, their 
  armour and weapons searing 
  the ﬂ esh of foes. Khorne 
  favours 
  Manifestations 
  of brass, blades, spikes, 
  collars, smoke, and 
  ﬁ re in his daemons.
  population’s subtle conversion to Khorne. When gladiatorial 
  games become too popular, vicious, and depraved, 
  those who are vaunted for 
  their martial prowess can 
  become gladiator kings or 
  elite warrior castes who 
  turn to Khorne to gain 
  the power they need to 
  succeed in battle. Through 
  public reverence for these 
  warriors the entire population 
  can be turned to the gory worship 
  Bloodletters, 
  the 
  Lesser 
  Daemons 
  of 
  Khorne, 
  are 
  embodiments of violence. Armed with a 
  vicious sword or axe, the hunt with tactical 
  focus fueled by their own rage. Bloodletters, 
  however, are not without tact and guile. They 
  may ﬁ ght alongside other daemons or cultists 
  as they gather skulls for the grim trophy racks 
  beneath the brass throne of Khorne.
  The world of Kulth was torn apart by 
  bloodlust in the aftermath of a repelled 
  Ork invasion. Minor Ork uprisings still 
  occasionally happened when small bands 
  of barbaric Orks would attack the outskirts 
  of the smaller cities only to be repelled by the well-armed 
  Planetary Defense Force. Young nobles began to try to prove 
  themselves worthy of ofﬁ cership by personally felling an Ork 
  and burning its body in front of witnesses. As the ofﬁ cer corps 
  attempted to defeat Orks in more and more spectacular ways, 
  many began to crave the violence of combat. Small private 
  demonstrations of skill at arms were arranged, beginning 
  with trick shots and stunts in the early years but ending with 
  bloody pit ﬁ ghting among the highest planetary ofﬁ cials. 
  This escalation of violent one-upsmanship amongst these 
  nobles ended in 813.M41 when Inquisitor Vilane made the 
  difﬁ cult decision to eradicate the entire Planetary Defence 
  Force, sparking the 19 Hours War that ended with the near-
  total destruction of Kulth's southern continent. 
  Manifestations: Daemons of Khorne are crimson-skinned, 
  heavily muscled monstrosities. Lesser 
  Daemons and Heralds of Khorne 
  often have exaggerated, angular facial 
  features, sharp teeth, and wicked horns. 
  Greater Daemons of Khorne commonly 
  manifest with canine or bull-like features. 
  The equipment of a Daemon of Khorne 
  may be unusually hot, their 
  armour and weapons searing 
  the ﬂ esh of foes. Khorne 
  favours 
  Manifestations 
  of brass, blades, spikes, 
  collars, smoke, and 
  ﬁ re in his daemons.
  
  IV: Daemonic Incursion
  95
  TABLE 4-14, LESSER (jlFTS OF I\HORNE 
  Roll 
  Trait 
  1-20 
  21-40 
  41-50 
  51-60 
  61-70 
  71-80 
  81-00 
  Hellish Weaponry These wicked-edged, warp-forged blades are im possibly sharp. The Daemon carries a Helll:tade (see 
  page 102) 
  Daemonic Armour: The Daemon is fitted with riveted brass armour, formed from Khorne's fury and forged in his rage 
  The Daemon gains Armoltr 6 to all1ocations excep t its head 
  Blood for the Blood God: This daemon ruITers no penalties from gore and blood-a11 critical hit effects involving gore 
  and blood (ruch as requiring an Agility Test not to fall over) do not apply to creatltres ofKm rne 
  Savagery: This Daemon's ferocicus cruelty is beyond compare. Whenever the Daemon takes a Multiple Attack; Action, it gains a 
  + 10 bonus to the Weapon skill Tests when not charging. In addition, it may make a Multiple Attack Action when charging (instead 
  of the norm al j ngle attack) 
  skulls for the skull Throne: Whenever this daemon kills a target in melee combat, any other daemons of Khorne within 
  10 metres will heal l d5 Wounds as the head of the victim is held aloft in gruesome victory. 
  Let the Blood Flow: The daemon gains a +2 bonus to any Critical Damage it deals with Melee weapons. In addition, any 
  Critical Dam age the daemon deals to a target's head autom atically slays the victim, decapitating him 
  Psyker's Bane: Khorne pro tects his minions from the depredations of the hated psyker. Once per round, as a Reaction, this 
  Daemon may make a Challenging (+0) Willpower Test to ignore the effects of anyone Psychic Power that affects him 
  TABLE 4-15, HERALD GIFTS OF I\HORNE 
  Roll 
  1-19 
  20-39 
  40-59 
  60-79 
  80-00 
  Trait 
  Herald of the Blood Throne All daemons wm can see the Herald of Km rne gain the Blademaster Talent and Brutal Charge 
  Trait, if they do not already have them. This daemon is often accompanied by 2d l 0 Lesser Daemons of Km rne 
  Juggernaut-Mounted: The Daemon rides at the head of the Blood God's armies on a Juggernaut of Khorne (see page 100) 
  GlUesome Display: The Daemon carries a b anner of bones and Hood arranged from pieces of h mdreds of victims. Enemies 
  who fail a Fear Test in its presence must reroll the first rerult on the shock Table (see page 233 of the DARK HBlEH 
  Rulebook) if it is below 30 
  Collar of Khorne: The daemon wears a thick brass collar that pro tects him from Pyschic effects. Any Psychic Powers used 
  against the Flesh Hound have their Threshold increased by 10. The daemon's takes dam age from a Force Weapon as if it 
  were a mundane weapon of the same type, he does not take additional damage and his Daemonic Trait is no t ignored 
  Greater Gift: Roll for, or cm ose, a trait from Table 4-16: Greater Gifts of Khorne 
  TABLE 4-16, GREATER GIFTS OF I\HORNE 
  Roll 
  1-12 
  13-25 
  Trait 
  Axe ofKhorne The Daemon brandishes an enormous Hellaxe (see page 102). Sm aller Daemons require two hands to use 
  the weapon, rut a Greater Daemon can wield it one-handed 
  ExclUciating Lash: This attack is often delivered through a b arbed whip made of heavy brass chains. The Daemon gains 
  an Excruciating Whip (see page 102) 
  26-38 Smouldering Brass Armour: The Daemon has Armoltr 10 in all locatio ns except its head 
  39-51 
  52-64 
  Unending Slaughter: This Daemon is raging, bladed death. As a Full Action, the Daemon may make a single melee attack, 
  and it may make an additional melee attack after every melee attack that ruccessfully damages an opponent. The use of 
  Unending Slaughter is a Full Action, and the Daemon may not use any other type of attack that round. Each ruccessive 
  attack in that round after the first receives a cumulative -10 penalty. 
  Murderous Roar: The Daemon lets out an unearthly ro ar of hate and fury. The use of this power requires a Full Action and 
  affects everyone within earshot. Targets must succeed at a Challenging (+0) Willpower Test or attack their nearest ally with 
  their next action 
  Unquenchable Bloodthirst: This Daemon is a walking massacre-an unstoppable frenzy of carnage, slaughter, and 
  65-77 destruction. Whenever the Daemon inflicts Critical Damage it heals a number of wounds equal to doilile the amount of the 
  Critical Damage dealt 
  7&-90 Khornr's Might: Increase the Daemon's Unnatural Strength trait by one 
  91-00 
  Psychic Anathema: The Daemon may make a Challenging (+0) Willpower Test to negate any Psychic Power used against 
  it. If the power is ruccessfully negated, roll l d l 0. On a 1-6 there is no further effect, rut on a 7-10 Khorne curses the being 
  brazen enough to attempt to use psychic energy on a servant of the Blood God The psyker takes Id l 0 Rending damage 
  that is not reduced by armour or Toughness Bonus 
  
  IV: Daemonic Incursion
  96
  IV
  IV
  IV:
  IV:
  IV:
  IV:
  IV Daemonic Incursion
   Daemonic Incursion
  96
  96
  Tzeentch
  "Your lord's power is rooted merely in the world of man. He may 
  claim the lives of all upon a world with but a single decree. That 
  pales in a dream of the power that is the Lord I serve. Just as the 
  hands on a clock are but a shadow of the tinkerer who built it, you 
  are but a shade of change."
  –Silacious Osbad as his charred corpse was ground to dust
  T
  he Changer of Ways is the master of sorcery and 
  fortune. His ﬂ esh is a mutable canvas of fate that ﬂ ows 
  chaotically through time. Faces appear and disappear 
  at random on his body, jeering those who look upon him. 
  Should Tzeentch speak, the faces echo every syllable with 
  minor changes in inﬂ ection, conveying dozens of possible 
  meanings at once.
  Machiavellian schemers often form conspiracies of like-
  minded plotters to achieve their goals. When they begin to crave 
  the power to alter reality, they turn to Tzeentch. The Master of 
  Fortune gifts them with power, but inevitably tricks them into 
  betraying each other in an attempt to push their own personal 
  plans forward. As the cult continues its quest for power, it 
  becomes just another pawn in Tzeentch's inﬁ nite maze of plots. 
  Those who attempt to understand the labyrinthine plans of the 
  Great Conspirator tempt insanity, for his plans are beyond the 
  understanding of the mortal mind.
  The Horror is the embodiment 
  of 
  Tzeentch’s 
  change-based 
  essence, 
  ever 
  mutating 
  in 
  unspeakable and impossible ways. 
  So mutable is a Horror that it can split 
  into two lesser beings and reform 
  into one again.
  Inquisitor Osbad Teyn was 
  ancient by Imperial standards 
  at nearly four hundred years of 
  service to the Ordo Hereticus. 
  He had witnessed the destruction 
  wrought by the power-hungry 
  within the Calixis Sector for 
  centuries. As he bore witness to 
  their scheming and plans, he 
  discerned a pattern that he could 
  use to thwart Chaos plots. It was 
  subtle and visible only to the long-
  lived, but he knew that the pattern 
  would repeat. He also knew that 
  should he die, this understanding 
  would die with him. In desperation, 
  he turned to the sorcerous arts to 
  unnaturally extend his own life so 
  that he could continue to root out 
  conspiracies within the Ecclesiarchy. 
  Unfortunately, his own greed for 
  life and power got the better of him. 
  Now fully devoted to the worship of Tzeentch, Osbad Teyn 
  has been declared Carta Extremis and is currently pursued by 
  Ordo Malleus Inquisitors.
  GIFTS OF TZEENTCH
  Daemons of Tzeentch gain the following when created:
  Characteristics: All Daemons of Tzeentch increase their 
  Willpower by +10. Raise the Willpower of a Greater Daemon 
  to a minimum of 75.
  Skills: Heralds of Tzeentch gain the Deceive (Fel) +10 
  Skill. Greater Daemons of Tzeentch gain Deceive (Fel) +20, 
  Scrutiny (Per) +20, and Search (Per).
  Psy Rating:  Lesser daemons gain a Psy Rating of 3 (and 
  may pick any three Minor Psychic Powers) and Heralds gain 
  a Psy Rating of 4 (and may pick any three Minor Psychic 
  Powers and one Major Psychic Power). Greater Daemons of 
  Tzeentch gain a Psy Rating of 8 and may pick any number of 
  Minor Psychic Powers and one Discipline to have mastered. All 
  Psychic Powers Manifested by a Daemon of Tzeentch count 
  as both Sorcery and Psychic Powers and may be enhanced or 
  disrupted by anything that affects Sorcery or Psychic Powers. 
  All Daemons of Tzeentch must choose at least one of their 
  Psychic Powers from the Sorcery of Tzeentch (see page 101).
  Talents: Greater Daemons of Tzeentch have the Resistance 
  (Psychic Powers) and Strong Minded Talents.
  Traits: Heralds of Tzeentch gain Unnatural Willpower 
  (x2) and Unnatural Intelligence (x2). Greater Daemons of 
  Tzeentch gain Unnatural Willpower (x3) and Unnatural 
  Intelligence (x3).
  Weapons: Most Daemons of Tzeentch attack 
  their foes with claws or fearsome 
  Psychic Powers, though some 
  Heralds and Greater Daemons 
  of Tzeentch wield staves.
  Manifestations: Lesser Daemons 
  of Tzeentch are often pinkish or 
  bluish, with faces, arms, and legs 
  all sprouting from a central 
  torso. Greater Daemons 
  of Tzeentch often have 
  vulture-like heads and long, 
  hunched bodies. Tzeentch 
  favours Fire of Tzeentch, 
  feathers, 
  robes, 
  ornate 
  staves and other occult 
  implements, 
  and 
  bird-like features in 
  his minions. 
  becomes just another pawn in Tzeentch's inﬁ nite maze of plots. 
  Those who attempt to understand the labyrinthine plans of the 
  Great Conspirator tempt insanity, for his plans are beyond the 
  understanding of the mortal mind.
  The Horror is the embodiment 
  of 
  Tzeentch’s 
  change-based 
  essence, 
  ever 
  mutating 
  in 
  unspeakable and impossible ways. 
  So mutable is a Horror that it can split 
  into two lesser beings and reform 
  Inquisitor Osbad Teyn was 
  ancient by Imperial standards 
  at nearly four hundred years of 
  service to the Ordo Hereticus. 
  He had witnessed the destruction 
  wrought by the power-hungry 
  within the Calixis Sector for 
  centuries. As he bore witness to 
  their scheming and plans, he 
  discerned a pattern that he could 
  use to thwart Chaos plots. It was 
  subtle and visible only to the long-
  lived, but he knew that the pattern 
  would repeat. He also knew that 
  should he die, this understanding 
  would die with him. In desperation, 
  he turned to the sorcerous arts to 
  unnaturally extend his own life so 
  that he could continue to root out 
  conspiracies within the Ecclesiarchy. 
  Unfortunately, his own greed for 
  life and power got the better of him. 
  Now fully devoted to the worship of Tzeentch, Osbad Teyn 
  has been declared Carta Extremis and is currently pursued by 
  Tzeentch gain Unnatural Willpower (x3) and Unnatural 
  Intelligence (x3).
  Weapons: Most Daemons of Tzeentch attack 
  their foes with claws or fearsome 
  Psychic Powers, though some 
  Heralds and Greater Daemons 
  of Tzeentch wield staves.
  Manifestations: Lesser Daemons 
  of Tzeentch are often pinkish or 
  bluish, with faces, arms, and legs 
  all sprouting from a central 
  torso. Greater Daemons 
  of Tzeentch often have 
  vulture-like heads and long, 
  hunched bodies. Tzeentch 
  favours Fire of Tzeentch, 
  feathers, 
  robes, 
  ornate 
  staves and other occult 
  implements, 
  and 
  bird-like features in 
  his minions. 
  
  IV: Daemonic Incursion
  97
  TABLE 4-17, LESSER (jlFTS OF'iZEENTCH 
  Roll 
  1-20 
  21-40 
  41-60 
  61-80 
  81-00 
  Trait 
  Warp Staff: The Daemon carries a crescent-moon staff that writhes with Warp energy to bring ruin upon the hapless 
  denizens of the material realm (see page 102) 
  Split: When slain, the Daemon splits into two smaller versions of itself, either by splitting in half or by vomiting forth the 
  new copies before expiring. Each new Daemon has all of the original Daemon's skills, Talents, Traits, Daemonic traits, 
  Manifestations and Psychic Powers, rut half the Daemon's starting Characteristics (round down, including half of the 
  Daemon's Psy Rating and Wounds) 
  Flaming: This Daemon is alight with the warped flames of Chaos. Any characters in melee or point !:tank range with the 
  Daemon take lci5+WB Energy damage at the beginning of their turn. If a character is rubject to this damage for two or 
  more consecutive rounds (whether damaged by the effect or not), he gains 1 Corruption Point per round after the second 
  Sorcerous Shielding: The daemons is protected by a field of psychic energy. It gains a Force Field (see page 72) with a 
  Protection Rating of25 that does not overload 
  Withering Gaze: The stare of this Daemon causes its victims to pucker and wither, like the withered and inscrutable face of 
  Tzeentch himself. The Daemon must be able to establish eye contact with the target as a Free Action. The target must make 
  an Ordinary (+ 10) Willpower Test or take 2dl0 Agility Damage 
  Sorcerer: The Daemon is a powerful sorcerer, even compared to others of its kind. The Daemon's Psy Rating increases by 
  I. Pick one Psychic Power from any Discipline and one Psychic Power from the Sorcery ofTzeentch(see page 101) 
  TABLE 4-18, HERALD GIFTS OF TZEENTCH 
  Roll 
  Trait 
  Agent of Change All Tzeentchian daemons who can see the Herald ofTzeentch gain the Resistance (Psychic Powers) 
  1-33 
  Talent, if they do not already have it, and may reroll a failed Power Roll once per turn. This daemon is often accompanied 
  by 2dl0 Lesser Daemons ofTzeentch 
  34-66 Screamer Rider: The daemon is oorne into battle on the back ofa Screamer ofTzeentch (see page 101) 
  Master Sorcerer: The Daemon is a master sorcerer, with an expanded array of Psychic Powers. The Daemon's Psy Rating 
  increases by I. The daemon is a master of one Psychic Discipline and knows all Powers within that Discipline and gains the 
  Discipline Focus Talent for the chosen Psychic Discipline 
  67-00 Greater Gift: Roll for, or dnose, a Trait from Table 4-19: Greater Gifts ofTzeentch 
  TABLE 4-19, (jREATER (jlFTS OF 'iZEENTCH 
  Roll 
  1-12 
  13-25 
  26-38 
  39-51 
  52-64 
  65-77 
  Trait 
  Transforming Gaze In the Daemon's eyes can be seen the very stuff of Chaos. The Daemon must be able to establish eye 
  contact with the target as a Free Action. The target of the Transforming Gaze must make a Challenging (+0) Toughness 
  Test or a Challenging (+0) Willpower Test. If the target fails, he takes 2dl0 damage (not reduced by armour or Toughness 
  oonusj and gains Idl0 Corruption Points 
  Unbridled Chaos: The very stuff of the Em pyrean roils dangerously around the Daemon. All characters with Psyniscience 
  as a Trained skill within 25 metres of the Daemon ruffer a -10 to all Characteristic and skill Tests. Any psyker within range 
  of Unbridled Chaos will invoke Psychic phenomena on any die rerult of7, 8, or 9 on his Power Roll 
  Manipulation: The Daemon is a master of misdirection, and can warp reality itself to befwdle its opponents. The Daemon 
  spends a Reaction and interrupts a character right before he is about to take his turn. The character's turn is delayed, and 
  he will not act again until directly after the Greater Daemon's next action. Any character so delayed is restored to regular 
  initiative order the Round afterv.rards 
  Prescience: The Daemon has gleaned knowledge of the near future, and can change its plans accordingly. It may re-roll one 
  roll once per turn 
  Muter of Fate: The Daemon can see and manipulate fate itself. It may negate the use of a Fate Point once per character per 
  combat, though it cannot negate the rurning of a Fate Point. The Fate Point is still spent, rut has no effect 
  Power Vortex: The Daemon can channel tremendous power, rut even a being of such towering psychic might must pay 
  a price. At the cost of 5 Wounds, the Daemon may use a second Psychic Power each round (even one that would normally 
  require a Full Action) 
  78-90 Tzttntch'li Will: Increase the Daemon's Unnatltral Willpower and Unnatural Intelligence traits by one 
  Supreme Sorcerer: The Daemon is an absolute master of the occult. The Greater Daemon ofTzeentch gains an effective 
  91-00 Psy Rating of 10 and access to all Psychic Powers and probal:ty some new ones the Daemon creates on a whim He does 
  not need to rucceed on a Focus Power Test to manifest Psychic Powers and never causes Psychic phenomena 
  
  IV: Daemonic Incursion
  98
  Daemonic 
  Beastiary
  "For every star a simpleton can ﬁ nd in the night sky I can ﬁ nd a 
  hundred-fold daemons waiting on the edge of sanity to snuff it out."
  –Inquisitor Hildabrandt Von Runklelahne, Carta Extremis
  T
  hreats from beyond have a bewildering variety and an 
  endless number. The lesser daemons of the Dark Gods 
  can be found in the "From Beyond" section (starting on 
  page 350 of the DARK HERESY Rulebook). While many of the 
  daemonic threats have been presented in other DARK HERESY 
  supplements, some of the daemons not in the DARK HERESY 
  Rulebook are presented here for the GM's convenience. 
  Lesser chaos sPawN
  This grotesque, mewling mass of ﬂ esh was once a mortal 
  form, but now its sad existence serves only the Dark Powers. 
  Its mind and soul have been consumed by the Warp, all that 
  is left is suffering and mutation.
  Lesser Chaos Spawn
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (10)
  32
  —
  42
  51
  12
  02
  03
  09
  ––
  Move: 2/4/6/12      
   
   
  Wounds: 19 
  Traits: Daemonic (TB 10), From Beyond, Improved Natural 
  Weapon, Natural Weapon (Tentacle), Warp Instability.
  Weapons: Tentacle (1d10+4 R).
  Threat Rating: Malleus Minima.
  fieNDs of sLaaNesh
  Graceful and strong, the mounts of Slaanesh are serpentine 
  horses. They have narrow heads and long, slender tongues that 
  dart about. Their two hind legs are muscular, allowing them to 
  leap great distances and run indeﬁ nitely without tiring. 
  Fiend of Slaanesh
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (8)
  30
  —
  40
  45
  60
  10
  35
  30
  ––
  Move: 8/16/24/48      
   
   
  Wounds: 15 
  Skills: Awareness (Per) +20.
  Traits: Daemonic (TB 8), Fear 1, From Beyond, Improved 
  Natural Weapon, Natural Weapon (Teeth), Warp Instability.
  Weapons: Tongue (1d10+5 R, Excruciating).
  Threat Rating: Malleus Minima.
  NurGLiNGs
  Quite possibly the most disgusting creatures in existence, 
  Nurglings are covered in horns, pustules, and tumours. The 
  lowest servants of Nurgle, these diminutive yet corpulent 
  daemons chatter and squabble amongst themselves, seeming 
  to take delight in malicious mischief. They support the 
  followers of their blasphemous deity in battle by swarming 
  over foes, biting and blinding them. Often Nurglings act as 
  chortling servants, bearing champions of decay into combat 
  atop pestilential palanquins made up of rotted boards.
  Nurgling
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (4)
  25
  —
  10
  21
  25
  15
  15
  40
  ––
  Move: 1/2/4/8      
   
   
  Wounds: 6 
  Skills: Awareness (Per) +20.
  Traits: Daemonic (TB 4), Fear 1, From Beyond, Improved 
  Natural Weapon, Natural Weapon (Teeth), Size (Scrawny), 
  Warp Instability.
  Armour: None. 
  Weapons: Teeth (1d10+1 R, Toxic); A victim who suffers 
  damage from a Nurgling’s bite must pass a Toughness Test 
  or contract a virulent disease (see Diseases and Infections 
  Sidebar on page 99). 
  Threat Rating: Malleus Minima.
  BeasTs of NurGLe
  These foul, slug-like beasts trail slime behind them wherever they 
  go. They often appear in packs alongside Plaguebearers, and their 
  needle-like teeth and massive jaws are as sharp and dangerous as 
  Plagueswords. Excited by the decay and destruction that follows 
  in their wake, they rush at targets gleefully, playing with them like 
  a dog might. Their “playful“ attacks, however, are no less deadly 
  for their casual appearance.
  Beast of Nurgle
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (10)
  38
  —
  45
  55
  25
  05
  05
  30
  ––
  Move: 1/2/4/8      
   
   
  Wounds: 30 
  Traits: Daemonic (TB 10), Fear 2, From Beyond, Improved 
  Natural Weapon, Natural Weapon (Teeth), Size (Hulking), 
  Warp Instability.
  Armour: None. 
  Weapons: Teeth (1d10+5 R, Toxic); A victim who suffers 
  damage from a Beast of Nurgle's bite must pass a Toughness 
  Test or contract a virulent disease (see Diseases and Infections 
  Sidebar on page 99). 
  Threat Rating: Malleus Majoris.
  Daemonic 
  Beastiary
  "For every star a simpleton can ﬁ nd in the night sky I can ﬁ nd a 
  hundred-fold daemons waiting on the edge of sanity to snuff it out."
  –Inquisitor Hildabrandt Von Runklelahne, Carta Extremis
  hreats from beyond have a bewildering variety and an 
  endless number. The lesser daemons of the Dark Gods 
  can be found in the "From Beyond" section (starting on 
  . While many of the 
  daemonic threats have been presented in other DARK HERESY
  daemonic threats have been presented in other DARK HERESY
  daemonic threats have been presented in other
  supplements, some of the daemons not in the DARK HERESY
  Rulebook are presented here for the GM's convenience. 
  This grotesque, mewling mass of ﬂ esh was once a mortal 
  form, but now its sad existence serves only the Dark Powers. 
  Its mind and soul have been consumed by the Warp, all that 
  Per WP Fel
  03
  09
  ––
  Wounds: 19 
   Daemonic (TB 10), From Beyond, Improved Natural 
  Weapon, Natural Weapon (Tentacle), Warp Instability.
  Graceful and strong, the mounts of Slaanesh are serpentine 
  horses. They have narrow heads and long, slender tongues that 
  dart about. Their two hind legs are muscular, allowing them to 
  leap great distances and run indeﬁ nitely without tiring. 
  Per WP Fel
  35
  30
  ––
  Wounds: 15 
   Daemonic (TB 8), Fear 1, From Beyond, Improved 
  Natural Weapon, Natural Weapon (Teeth), Warp Instability.
   Tongue (1d10+5 R, Excruciating).
  NurGLiNGs
  Quite possibly the most disgusting creatures in existence, 
  Nurglings are covered in horns, pustules, and tumours. The 
  lowest servants of Nurgle, these diminutive yet corpulent 
  daemons chatter and squabble amongst themselves, seeming 
  to take delight in malicious mischief. They support the 
  followers of their blasphemous deity in battle by swarming 
  over foes, biting and blinding them. Often Nurglings act as 
  chortling servants, bearing champions of decay into combat 
  atop pestilential palanquins made up of rotted boards.
  Nurgling
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (4)
  25
  —
  10
  21
  25
  15
  15
  40
  ––
  Move: 1/2/4/8      
   
   
  Wounds: 6 
  Skills: Awareness (Per) +20.
  Traits: Daemonic (TB 4), Fear 1, From Beyond, Improved 
  Natural Weapon, Natural Weapon (Teeth), Size (Scrawny), 
  Warp Instability.
  Armour: None. 
  Weapons: Teeth (1d10+1 R, Toxic); A victim who suffers 
  damage from a Nurgling’s bite must pass a Toughness Test 
  or contract a virulent disease (see Diseases and Infections 
  Sidebar on page 99). 
  Threat Rating: Malleus Minima.
  BeasTs of NurGLe
  These foul, slug-like beasts trail slime behind them wherever they 
  go. They often appear in packs alongside Plaguebearers, and their 
  needle-like teeth and massive jaws are as sharp and dangerous as 
  Plagueswords. Excited by the decay and destruction that follows 
  in their wake, they rush at targets gleefully, playing with them like 
  a dog might. Their “playful“ attacks, however, are no less deadly 
  for their casual appearance.
  Beast of Nurgle
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (10)
  38
  —
  45
  55
  25
  05
  05
  30
  ––
  Move: 1/2/4/8      
   
   
  Wounds: 30 
  Traits: Daemonic (TB 10), Fear 2, From Beyond, Improved 
  Natural Weapon, Natural Weapon (Teeth), Size (Hulking), 
  Warp Instability.
  Armour: None. 
  Weapons: Teeth (1d10+5 R, Toxic); A victim who suffers 
  damage from a Beast of Nurgle's bite must pass a Toughness 
  Test or contract a virulent disease (see Diseases and Infections 
  Sidebar on page 99). 
  Threat Rating: Malleus Majoris.
  
  IV: Daemonic Incursion
  99
  Diseases aND iNfecTioNs
  The galaxy is ﬁ lled with all manner of plague and pestilence. Diseases and infections are serious concerns for Acolytes 
  operating in the Calixis Sector. Each disease is unique, and curing them is often of the utmost importance.
  Disease aND iNfecTioN characTerisTics
  Virulence Rating: This is the severity of the disease. Each level of Virulence past the ﬁ rst imposes a cumulative -10 
  modiﬁ er on any Toughness or Medicae Tests made to resist or cure the disease.
  Incubation Period: This is the length of time it takes for the disease to go from one stage to the next.
  Characteristic Damage: This is the Characteristic that suffers damage as a result of the disease.
  INITIAL INFECTION
  This is the initial point of contact between the disease and the character. The character makes his ﬁ rst Ordinary (+10) 
  Toughness Test to see if the infection will be able to take hold. Whether the character knows he's been infected or not 
  is at the GM’s discretion, but it is rare that any symptoms will manifest at this stage.
  sTaGe oNe
  After the incubation period the character makes a Challenging (+0) Toughness Test. If successful the character has 
  fought off the disease. If the character fails he will suffer the ﬁ rst symptoms of 1d10 Characterstic Damage. Any 
  Characteristic Damage cannot be removed until the disease has been healed.
  sTaGe Two
  The character makes another Challenging (+0) Toughness Test. If successful the character has recovered, and may now 
  begin to heal his Characteristic Damage. If the character fails he suffers a further 1d10 Characteristic Damage.
  sTaGe Three
  The character makes a ﬁ nal Challenging (+0) Toughness Test. If successful the character has fought off the disease and 
  may begin to recover. If he fails he suffers a further 2d10 Characteristic Damage. The plague has now run its course. 
  Assuming the character has survived, his Characteristic Damage is now permanent.
  meDicae aND coNTaGioN
  A character may attempt a Extended Care Medicae Test (see page 104 of the DARK HERESY Rulebook) to counter the effects 
  of the infection once per stage. Any character that has prolonged exposure to an infected character should be required to 
  make an Initial Contact Test (at the GM’s discretion). A character that has been infected with a disease cannot contract 
  the same disease again.
  samPLe Diseases
  BONE AGUE
  Virulence Rating: 2 
  Incubation Period: 2 days 
  Characteristic Damage: Strength or Weapon Skill
  Effect: The victim’s bones painfully twist and warp. Strenous exertion becomes increasingly difﬁ cult.
  creePiNG BuBoes
  Virulence Rating: 3 
  Incubation Period: 4 days 
  Characteristic Damage: Fellowship
  Effect: This disease manifests as hideous and painful sores, bursting with black, foul-smelling bile. 
  eye roT
  Virulence Rating: 2 
  Incubation Period: 3 days 
  Characteristic Damage: Perception or Ballistic Skill
  Effect: The character's eyes ﬁ ll with liquid, blurring and distorting vision. 
  ochre PoX
  Virulence Rating: 3 
  Incubation Period: 5 hours 
  Characteristic Damage: Toughness
  Effect: This pox causes ochre brown spots and pulsating pimples. 
  Grey feVer
  Virulence Rating: 1 
  Incubation Period: 1 week 
  Characteristic Damage: Intelligence or Willpower
  Effect: There are no visible outward signs of this plague, but the unfortunate character’s brain begins to waste away. 
  The shaKes
  Virulence Rating: 2 
  Incubation Period: 1 day  
  Characteristic Damage: Agility
  Effect: This disease causes uncontrollable shaking ﬁ ts. 
  
  IV: Daemonic Incursion
  100
  IV
  IV
  IV:
  IV:
  IV:
  IV:
  IV Daemonic Incursion
   Daemonic Incursion
  100
  100
  JuGGerNauGhTs of KhorNe
  Massive Daemonic beasts of brass and iron, Juggernauts are 
  nigh-unstoppable brutes covered in metal plates. They crush 
  foes beneath their brazen hooves and can shrug off direct blows 
  from all but the strongest of foes. In combat, the Juggernaut 
  charges headlong into the fray, lashing out with its iron 
  horns. Far more massive than any normal steed, a Juggernaut 
  resembles a rhinoceros with its hide plated in thick, riveted 
  sheets of brass. Its armour is bedecked with spikes and the eye-
  wrenching symbols of Khorne. The most lethal of all the Blood 
  God’s war-mounts, Juggernaughts sometimes serve as steeds for 
  powerful mortals favoured by Khorne, or particularly bold or 
  battle-hungry Bloodletter daemons.
  Juggernaut Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (10)
  (10)
  45
  —
  55
  55
  22
  15
  15
  40
  15
  Move: 6/12/18/36      
   
   
  Wounds: 20
  Skills: Awareness (Per) +20.
  Talents: Berserk Charge, Frenzy.
  Traits: Bestial, Blood for the Blood God, Brutal Charge, 
  Daemonic (TB 10), Dark Sight, Fear 3, From Beyond, 
  Furious Impact, Improved Natural Weapons, Natural Armour 
  (All 6), Natural Weapons (Hooves and Horns), Quadruped, 
  Size (Enormous), Unnatural Strength (x2),  Warp Instability.
  Blood for the Blood God: Creatures of Khorne suffer 
  no penalties from gore and blood—all critical hit effects 
  involving gore and blood (such as requiring an Agility Test 
  not to fall over) do not apply to creatures of Khorne.
  Furious Impact: Instead of performing a normal charge, 
  the Juggernaut may instead use Furious Impact. When using 
  Furious Impact, the Juggernaut moves its normal charge 
  distance in a straight line towards a single target. If the 
  Juggernaut engages the target, that target and any targets, 
  friend or foe, within 1 metre of the original target suffer 
  1d10+10 Impact Damage. The target and any other targets 
  hit by this attack may make a Dodge Reactions as normal to 
  avoid the damage. The Juggernaut does not need to roll to 
  hit in order to use Furious Impact. Furious Impact may only 
  be used once every other round.
  Armour: None (All 6). 
  Weapons: Horn and Hooves (1d10+10 R).
  Threat Rating: Malleus Majoris.
  fLesh houNDs
  Few are foolish enough to deliberately offend the Lord of 
  the Skull Throne. On countless worlds across the Calixis 
  Sector, terriﬁ ed men and women tell stories around glowing 
  campﬁ res or in the dark alleys of dingy habs about the Blood 
  Lord’s ire. To invoke his unquenchable wrath, they whisper, 
  is to invite retribution in the form of his chosen hunters, the 
  dreaded Flesh Hounds. 
  Flesh Hounds, it is said, are ﬁ erce and bestial daemons, 
  with a sinuous, wolf-like form, thick, scaled hides, and 
  a blunt maw full of sharp, shredding teeth. They roam the 
  Immaterium in packs, never resting, always hunting. At times, 
  Khorne summons them to the Skull Throne, as a packmaster 
  might call his dogs. He gives his hounds the scent of the blood 
  of some doomed soul, and unleashes them upon the world.
  Flesh Hound Proﬁ le
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (8)
  (8)
  45
  —
  45
  40
  30
  15
  60
  40
  09
  Move: 7/14/28/56      
   
   
  Wounds: 15 
  Skills: Awareness (Per) +20.
  Talents: Frenzy, Resistance (Psychic Powers), Swift Attack.
  Traits: Bestial, Blood for the Blood God, Collar of Khorne, 
  Daemonic (TB 8), Dark Sight, Fear 2, From Beyond, Improved 
  Natural Weapons, Natural Armour 4, Natural Weapons (Claws 
  and Teeth), Quadruped, Size (Hulking), Unnatural Senses (30 
  Metres), Unnatural Strength (x2), Warp Instability.
  Blood for the Blood God: Creatures of Khorne suffer no 
  penalties from gore and blood—all critical hit effects involving 
  gore and blood (such as requiring an Agility Test not to fall over) 
  do not apply to creatures of Khorne.
  Collar of Khorne: The Flesh Hound does not suffer extra 
  damage from the Psy Rating of a wielder of a force weapon. In 
  addition, any Psychic Powers used against the Flesh Hound have 
  their Threshold increased by 10. The Flesh Hound’s Daemonic 
  trait is not ignored by force weapons unless the wielder succeeds 
  at a Difﬁ cult (-10) Willpower Test.
  Armour: None (All 4). 
  Weapons: Teeth and Claws (1d10+8 R, Tearing).
  Threat Rating: Malleus Minoris. 
   Horn and Hooves (1d10+10 R).
   Malleus Majoris.
  
  IV: Daemonic Incursion
  101
  screamers of TZeeNTch
  The Sky-Sharks in service of the Lord of Change glide 
  effortlessly through the air. Although they usually hunt 
  in large packs, an individual Screamer is still a deadly 
  adversary. They emit a high-pitched sound (from which 
  they derive their name) as they ﬂ y, leaving a trail of 
  sparkling light in their path. Even the most heavily 
  armoured victim has little hope of defending against their 
  powerful Warp-ﬁ lled maws.
  Screamers of Tzeentch
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (4)
  30
  —
  45
  45
  50
  15
  25
  40
  ––
  Move: 8/16/24/48      
   
   
  Wounds: 15 
  Skills: Awareness (Per) +20.
  Traits: Daemonic (TB 4), Fear 2, Flyer (8), From Beyond, 
  Improved Natural Weapon, Natural Weapon (Warp Maw), 
  Warp Instability.
  Armour: None. 
  Weapons: Warp Maw (1d10+5 E, Pen 4, Tearing, Unstable) 
  Threat Rating: Malleus Majoris.
  sorcery of TZeeNTch
  The Sorcery of Tzeentch is a collection of Minor 
  Psychic Powers unique to daemons of Tzeentch. 
  Psykers wishing to learn these powers must treat the 
  Sorcery of Tzeentch as its own (albeit small) Psychic 
  Discipline. These powers count as both Psychic Powers 
  and Sorcery for any effects relating to either. 
  Fire of Tzeentch is an eldritch, multi-hued Warp 
  energy that is a signature of Tzeentch and his minions. 
  Any ability that summons ﬁ re or causes Energy damage 
  used by a servant of Tzeentch creates Fire of Tzeentch 
  instead of mundane ﬂ ame. While its effects are similar, 
  its appearance is incredibly disturbing.
  warP fire
  Threshold: 9
  Focus Time: Half Action
  Sustained: No
  Range: 30m
  The Daemon summons a torrent of magical energy 
  that burns with Chaos. It may manifest Warp Fire 
  anywhere within range and line of sight. This power 
  deals 1d10+Psy Rating Energy Damage.
  Overbleed: For every 9 points by which the Daemon 
  exceeds the Threshold, increase the damage by 1d10.
  BooN of muTaTioN
  Threshold: 18
  Focus Time: Full Action
  Sustained: No
  Range: 5m
  The power of the Daemon is enough to cause its 
  victim’s body to warp and twist itself apart. The target 
  suffers 1d10 Toughness Damage. If the target is slain 
  it becomes a Lesser Chaos Spawn (see page. 98) under 
  the control of it's new daemonic master.
  Overbleed: For every 9 points by which the Daemon 
  exceeds the Threshold, increase the damage by 1d10.
  BoLT of TZeeNTch
  Threshold: 27
  Focus Time: Full Action
  Sustained: No
  Range: 45m
  This powerful blast of Warp energy manifests as a solid 
  beam of force and swirling light. Anything in its path is 
  burnt in a furnace of pure Warp ﬁ re, melting stone and 
  metal, or vaporizing anything else. The target suffers 
  1d10 per Psy Rating Energy damage. This damage is 
  treated as Unstable (see page 130 of the DARK HERESY 
  Rulebook) and has a Penetration of 4+Psy Rating.
  Overbleed: For every 9 points by which the Daemon 
  exceeds the Threshold increase the damage by 1d10. If 
  the daemon exceeds the Threshold by 18, the damage 
  gains the Tearing Quality.
  
  IV: Daemonic Incursion
  102
  IV
  IV
  IV:
  IV:
  IV:
  IV:
  IV Daemonic Incursion
   Daemonic Incursion
  102
  102
  Daemonic 
  Weapons
  "The beast stood before Drusus. Its blade dripped with the plagues of 
  a thousand worlds, as if it had been heated in the death rattles of the 
  sick and tempered in the blood of lepers."
  –The Deeds of St. Drusus, Vol. CDXLVIII
  The weapons of the Daemonic are typically similar to 
  their mundane counterparts, save for their otherworldly 
  construction and warped appearance. Each Power of Chaos 
  favours certain weapons amongst its followers.
  Daemons may, on rare occasions wield different weapons 
  than those favoured by their patron Dark God. To make a 
  weapon suitable for a daemon, the GM should simply remove 
  the Primitive Quality from the weapon's proﬁ le. These 
  weapons are forged from daemonic power and are warped, 
  hellish, and mutated, but are statistically the same as their 
  more mundane counterparts. The GM may wish to add 
  other qualities, such as Tearing, Excruciating, or Toxic, as is 
  appropriate to the daemon in question.
  eXcruciaTiNG whiP
  Made from ﬂ esh, bones, or even links of chain, this whip 
  delivers painful blows that rend the body in the most painful 
  way possible. A target snared in an Excruciating Whip 
  must Test against the Excruciating Quality every round 
  that it is snared. Daemons of Slaanesh often carry these 
  weapons or have long prehensile tongues that mimic the 
  effect. Daemons of Khorne have been known to wield an 
  Excruciating Whip in battle, snaring their opponents long 
  enough to decapitate them in one poweful blow.
  heLLish weaPoNs
  The axes and swords carried by the servants of Khorne are 
  terrible and viscious versions of their mundane counterparts. 
  The hellish weapon gifted to his daemons by the Blood 
  God are even more terrifying. The Hellblade and Hellaxe 
  are blackened brass weapons covered in chains, skulls, and 
  leather straps harvested from victims. The blades are honed 
  to such a razor sharp edge and the wielder may add his 
  Strength Bonus to the Penetration of the weapon.
  PLaGuesworD
  Dripping with poisons and disease distilled from contagions 
  from across the galaxy (and some places unimaginable), the 
  Plaguesword is capable of felling even the most powerful 
  of the Emperor's servants. Favored by the Plaguebearers of 
  Nurgle, these weapons are most commonly rusting glaives, 
  although maces or short spears have also been reported by 
  the unlucky survivors of an attack.
  The GM may wish to have the weapon cause a disease (see 
  page 99) rather than having the Toxic Quality. 
  warP sTaff
  This rod of glimmering metal is studded with shining 
  iconography (typically the crescent moon) and engraved with 
  runes that defy sight. The Warp Staff is a powerful tool in 
  the hands of the Changer of Way's followers, allowing them 
  to wield Psychic Powers and Sorcery with reckless abandon.
  Any daemon or sorcerer wielding the staff does not suffer 
  Psychic Phenomena. Instead, every time the wielder would 
  cause a Psychic Phenomenon, they add their Psy Rating to 
  the damage of the next Psychic Power they manifest. If the 
  next Psychic Power would not deal damage, this bonus is lost 
  until the next Psychic Phenomenon would be caused.
  Table 4-20: Daemonic Weapons
  Name
  Class
  Dam
  Pen Special
  Wt
  Cost
  Availability
  Excruciating Whip
  Melee
  1d10 I
  2
  Snaring, Excruciating
  5kg
  —
  Very Rare
  Hellblade
  Melee
  1d10+2 R
  0
  Balanced
  4kg
  —
  Very Rare
  Hellaxe††
  Melee
  2d10+4 R
  0
  Unwieldly
  9kg
  —
  Very Rare
  Plaguesword
  Melee
  1d10+1 R
  2
  Balanced, Toxic
  4kg
  —
  Very Rare
  Warp Staff
  Melee
  1d10 I
  0
  Balanced, Special†
  3kg
  —
  Very Rare
  †See Item Entry for details.
  ††This weapon requires two hands to wield.
  weaPoN QuaLiTy: eXcruciaTiNG 
  The target of this weapon is wracked with unbearable 
  agony. Targets damaged by a weapon with this trait 
  must succeed at a Difﬁ cult (-10) Willpower Test or a 
  Difﬁ cult (-10) Toughness Test (target chooses), or else 
  become stunned for 1 Round.
  
  Grey 
  KniGhts
  Origins Of the grey 
  Knights Chapter
  •
  grey Knights in the 
  Calixis seCtOr
  •
  grey Knight 
  CharaCters
  •
  psyChiC DisCipline  
  anD pOwers
  •
  equipment
  
  V: Grey Knights
  104
   Grey Knights
   Grey Knights
  Chapter V: 
  Grey Knights
  “I do not know if daemons feel fear, doubt, or uncertainty in the face 
  of their foes. If anything could elicit such a response in those damned 
  creatures, then surely it would be the Grey Knights.”
  –Inquisitor Lord Zagthusa Zeist, Ordo Malleus
  H
  umanity has precious little defence against the 
  horrors of the Warp. While Man’s unwavering faith 
  may offer him some comfort, there are few among 
  the ranks of the Imperium’s warriors capable of handling 
  even the most minor of daemonic incursions. It was for this 
  reason that the Emperor created the Grey Knights. The Grey 
  Knights are a dedicated Chapter of Adeptus Astartes. They 
  are highly elite psychic soldiers, each armed and armoured 
  with the fi nest equipment available and trained to face the 
  worst the Warp has to offer. While few in number, the Grey 
  Knights represent the most potent tool the Inquisition has at 
  its disposal when openly engaging daemons and followers 
  of the Dark Gods. Each Grey Knight is capable of laying 
  waste to scores of cultists and lesser daemons as an Imperial 
  Guardsman might dispatch grots.
  The resources of the Grey Knights are limited, however, and 
  the deployment of even a single Grey Knight is something that the 
  Inquisition and the Grey Knights Chapter must carefully consider. 
  While the legions of the Warp are near infi nite in their numbers 
  and can strike at any point within the galaxy, the ranks of the Grey 
  Knights are not. For this reason, among others, the very existence 
  of the Grey Knights is a mere legend even among the lower ranks 
  of the Inquisition. An Acolyte is likely to have only heard vague 
  rumours of these gods of war, over two-metres tall, clad in their 
  silver armour. Fighting alongside one can therefore be a daunting 
  task even for an Inquisitor; their raw power is fearsome to behold 
  even for allies, but their terrible effectiveness cannot be denied. 
  Among all of the Emperor’s troops, there are none better prepared 
  to deal with daemonic dangers.
  GreY KniGHtS in 
  YOUr caMpaiGn
  This chapter presents everything a GM needs to introduce 
  Grey Knight characters into Dark Heresy. In addition to 
  an overview and history of the Grey Knights, it covers the 
  rules for creating Grey Knight characters as NPCs or PCs. 
  Guidelines on using these characters in campaigns and 
  reasons a Grey Knight might accompany an Inquisitor, and 
  his Acolytes, are also discussed. 
  Also in this chapter are rules for Grey Knight psychic 
  powers, as each Grey Knight is an accomplished psyker in 
  his own right. Several Grey Knights can also combine their 
  powers to accomplish more impressive feats of psychic 
  carnage. Grey Knights use their own selection of specialized 
  equipment which can be found on page 128. Finally, this 
  chapter examines ways to run Grey Knight campaigns, 
  covering such things as how to centre plots around the 
  deployment or involvement of Grey Knights and (should the 
  GM and players want) how to run a dedicated Grey Knight 
  game where each player takes on the role of one of the 
  legendary warriors of Titan.
  OriGinS OF tHe 
  GreY KniGHtS
  The Grey Knights can trace their origins back to the fi nal days 
  of the Horus Heresy, when the great traitor Horus stood poised 
  above Terra to deliver the killing blow to the Emperor and the 
  galaxy burned as brother struggled against brother. It was during 
  this time that the Emperor foresaw the role the Warp and the 
  powers of Chaos would have on the future, and realized that 
  even if he defeated Horus, the Ruinous Powers would continue 
  to present a threat to the Imperium. He choose one of his most 
  trusted servants, Malcador the Sigilite, to create a special founding 
  of the Adeptus Astartes, warriors specially chosen and trained to 
  fi ght back against the worst horrors of the Immaterium. Unlike the 
  Space Marine Legions of that time this new founding would be 
  far smaller. Formed into a self contained Chapter, it resembled in 
  many ways the Space Marine chapters after they were reorganised 
  in the aftermath of the Horus Heresy. 
  
  V: Grey Knights
  105
  V:
  V:
  V:
  V:
  V Grey Knights
   Grey Knights
  Malcador spent many years gathering together the fi rst 
  members of this new Chapter, and established in absolute 
  secrecy a monastery for them on the frozen moon of Titan, 
  which though sorcerous means he had hidden away from 
  the eyes of the Imperium (and its enemies) within the Warp. 
  Hidden behind layers of rock and potent Gellar fi elds, he set in 
  motion the training and creation of this most secret of warrior 
  orders. He also appointed the Chapter’s fi rst Grand Master, 
  Janus, the man who would complete his task and fulfi l the 
  Emperor’s vision for a dedicated force to counter the legions 
  of the Dark Powers. When the moon was fi nally returned to 
  its rightful place in orbit around Saturn, the Horus Heresy had 
  ended and the Emperor was entombed in the Golden Throne. 
  The Imperium was still weak, however, having been bled 
  white by years of war and chaos, and fractured from within 
  by the treachery of many of the Emperor’s own warriors. It 
  was during this period of reorganisation and rebirth that the 
  Inquisition took root across the Emperor’s domain and the 
  Grey Knights were embedded within the Inquisition as their 
  Chamber Militant in a war against Chaos that has lasted until 
  this very day. 
  warriOrs Of legenD
  The Grey Knights share many of the traits of other Space Marine 
  Chapters, such as great strength, peerless fi ghting skills, bio-
  engineered combat implants, and an unfl agging loyalty to the 
  Emperor. They are also different in many ways. The fi rst of these 
  differences is the level at which they are selected and trained. 
  While all Space Marine Chapters are careful to select only those 
  they deem worthy of the gift of their Gene-seed (the biological 
  heritage all Space Marines are gifted with when inducted into a 
  Chapter) and then whittle these candidates down further though 
  harsh training and testing until they become a fully fl edged 
  Battle-Brother, Grey Knights are even more rigorous in their 
  choice of candidates. In addition to meeting all the requirements 
  to become a member of the Adeptus Astartes, all Grey Knights 
  must also have at least a spark of psychic power, which the 
  Chapter will then nurture and shape into a potent weapon 
  against their adversaries. This focus on psychic power is a vital 
  and necessary part of the Chapter, and is counted among their 
  greatest weapons against things which bolters and chainswords 
  would be of little use. Grey Knights also have the potential and 
  the expertise to muster their psychic powers as a group, using a 
  single Battle-Brother or Brother-Librarian as a conduit for the 
  group’s will. This greatly enhancing the effects they can manifest 
  and the kinds of enemies they can defeat. This training also 
  allows them to take on the most fearsome of daemons, against 
  which no normal mortal force could hope to stand.
  The second key difference is the extensive training a 
  Battle-Brother must go through. If he is to be considered a 
  member of the Chapter the Battle-Brother must harden both 
  his mind and body against the psychic powers and tangible 
  temptations of the daemonic foes he will eventually combat. 
  There are few warriors with both the necessary psychic 
  strength and this extraordinary resistance to the powers of 
  the Warp. 
  DaemOn hunters
  The Grey Knight Chapter is based on Titan, one of Saturn’s 
  moons, in a massive fortress-monastery that sits atop a mountain 
  on the frozen lunar surface. In orbit above Titan, the vast 
  Broadsword Station acts as a launching platform for the Chapter’s 
  fl eet and a home for its sleek and deadly Strike Cruisers. Buried 
  in the ice and rock below, the monastery is a training ground for 
  the Chapter’s men and an armoury for its equipment. It is also 
  rumoured that in the dark, sealed depths of the moon, far from 
  the light of Sol and the touch of the stars, the Grey Knights keep 
  vanquished foes and captured daemons locked in hexagrammatic 
  prisons for all eternity. Titan has been the home of the Grey 
  Knights for nearly ten millennia and remains the centre of all 
  their operations against the enemies of Mankind.
  From this heavily defended base in the very heart of the 
  Imperium, the Grey Knights range out across the galaxy to face 
  the most dire of daemonic incursions and the most dangerous of 
  Warp-spawned enemies. As part of the covenant forged between 
  the Inquisition and the Grey Knights during those dark days in 
  the wake of the Horus Heresy, the Chapter pledged to work for 
  the Inquisition and hunt down those enemies its agents uncovered. 
  As the Chamber Militant of the Ordo Malleus, the Grey Knights 
  have become a legend within a rumour, their existence a secret 
  within even that most secret of orders. It is little wonder that they 
  have maintained such a mythical reputation given the nature of 
  their work. Few, if any, ever survive an "event" for which the 
  Grey Knights are required. There can be no doubt the Grey 
  Knights are the last word and ultimate weapon in the Imperium’s 
  arsenal against daemonic foes. They are bred and trained for the 
  singular purpose of combating this most vile threat to Humanity 
  as dictated by the God-Emperor himself. 
  spaCe marines
  The Adeptus Astartes, more commonly known as 
  the Space Marines, are the fi nest of all the Emperor’s 
  warriors. Bio-engineered super soldiers, they begin life 
  as ordinary human males, selected (often from feral or 
  feudal worlds) for their bravery, fi ghting prowess, and 
  strength of will. Once chosen by a Chapter they begin 
  years of training and a process of cybernetic implantation, 
  gene modifi cation, and hypno-indoctrination, which 
  changes them in both body and mind. Should they 
  survive the process they will become far stronger and 
  tougher than an ordinary human could hope to be; they 
  will be able to see in near darkness, survive for extended 
  periods in extreme climates, and even spit acid at their 
  foes. Combined with this superiority of body and mind, 
  Space Marines are also equipped with the fi nest weapons 
  and armour known to the Imperium. From masterfully 
  crafted boltguns, chainswords, and powerfi sts, to 
  hulking suits of power armour and Terminator Tactical 
  Dreadnought armour, there are few things which can 
  withstand a Space Marine assault force.
  More details on the Adeptus Astartes, their relationships 
  with the Inquisition, and their place within the Imperium, 
  can be found on page 261 of Dark Heresy.
  
  V: Grey Knights
  106
  GreY KniGHtS in tHe 
  caliXiS SectOr
  The Grey Knights are no strangers to the Calixis Sector and more 
  than once since its founding they have hunted daemonic prey 
  within its borders. With its proximity to both the Eye of Terror 
  and the Halo Stars it is little wonder that the sector has spawned 
  so many heretical cults and potent denizens of the Warp, not 
  to mention the Tyrant Star, whose very presence remains a 
  constant and lingering interest to the Inquisition. While the Grey 
  Knight's presence in the sector is not great, nor permanent, the 
  very fact that they are present at this time is signifi cant given the 
  many tens of thousands of sub-sectors in the Imperium and the 
  relatively minute numbers of the Chapter. All of this speaks of 
  the importance of the sector to the Ordo Malleus. 
  There have been numerous major confrontations between 
  Warp creatures and the Inquisition during the history of the 
  sector, and several of these have escalated to such a catastrophic 
  level that it required the attention of the Grey Knights. Perhaps 
  the most well-known of these (at least within Titan’s halls) was 
  the Chapter’s confrontation with an avatar of the Arch-Daemon 
  Balphomael. The great beast was focus of a heretical malefi c 
  cult known as the Brotherhood of the Horned Darkness. As 
  a result of a series of failed investigations by the Inquisition 
  and an elaborate game of misdirection, a cult of Balphomael 
  was allowed to thrive and multiply on the world of Landunder, 
  festering in the shadows while the Imperium looked the 
  other way. Only when Balphomael manifested, consuming 
  thousands of innocent souls in his bloody transition into reality, 
  was the danger realized. It was the quick arrival of the Grey 
  Knights and the purge of an entire continent was the situation 
  contained and the daemon’s physical form destroyed. The Grey 
  Knights have long memories and though they vanquished 
  the daemon’s avatar they know it still endures, lurking in the 
  shadows of the Warp and waiting to once again manifest to 
  wreak its vengeance. Then, the Grey Knights will fi nish what 
  they began.
  the spinwarD threat
  In more recent times yet another great threat has arisen which 
  demands the attention of the Inquisition and the Grey Knights. 
  A powerful Warp entity is close to breaking the veil between the 
  Materium and the Immaterium. Known as the Lord of Misrule, 
  this greater daemon has only recently come to the full attention 
  of the Inquisition, though its history stretches back centuries 
  in myth and rumour. A number of horrifi c and destructive 
  incursions have been blamed on this daemon’s manipulations, 
  and all sources seem to indicate that its larger plans are just 
  beginning to come to fruition. To combat this threat Titan has 
  dispatched the Strike Cruiser Righteous Dawn and a cadre of 
  Grey Knights under the command of Justicar Maligante. From 
  their swift and heavily armed vessel they have been acting 
  on Ordo Malleus intelligence and striking ‘hot spots’ across 
  the sector, especially along the Periphery. Able to traverse the 
  sector in record time, the Righteous Dawn hunts for the daemon’s 
  trail and tirelessly works to contain incursions triggered in its 
  wake. Maligante was chosen especially for this task as he has 
  been declared the nemesis of the Lord of Misrule, a duty given 
  to him by the mandate of the Grand Master. Thus, Maligante 
  is driven to hunt down the daemon and vanquish it for the 
  glory of the God-Emperor and the honour of his Chapter. This 
  single-minded focus has more than once placed him at odds 
  with members of the Calixian Conclave and brought him into 
  the center of confl ict between multiple Inquisitors. 
  righteOus Dawn
  While the Adeptus Astartes (and by extension the Grey Knights) 
  sometimes employ the services of the Imperial Navy, they also 
  maintain their own fl eets of vessels. For a Space Marine Chapter 
  this will often consist of several monolithic Battle Barges, many 
  smaller and more agile Strike Cruisers, and various supporting 
  escorts giving them the power to engage in signifi cant space 
  battles or even full-fl edged planetary invasions. The Grey 
  Knights, however, tend to favour smaller and faster ships better 
  suited to the nature of their missions, which often call for small 
  but rapid responses, and their own fl eets (based in Broadsword 
  Station above Titan) contain reliable Strike Cruisers, as well as 
  many other voidships suited to the task. These are some of the 
  most advanced craft in the entire galaxy, and are always ready 
  to deliver Grey Knights wherever needed.
  The Righteous Dawn is one such vessel, roughly equal in size to 
  an Imperial Dauntless Light Cruiser but with the fi repower and 
  speed to take on ships much larger than itself. It functions as a 
  staging point for the Grey Knights and carries enough equipment 
  and weaponry to sustain them for years away from Titan. Much 
  like the Grey Knights themselves, the Righteous Dawn is also 
  designed for a single purpose: the combating of Warp-spawn. As 
  such, it is heavily warded against daemonic assault, equipped with 
  potent devices for measuring the strength of the barrier between 
  Materium and Immaterium, and comes fi tted with warded cells to 
  hold daemonic captives.
  the eye Of the abyss
  When the Hades class heavy cruiser The Eye of the Abyss 
  translated into realspace near the Hazeroth Abyss it caused 
  the Navigator of the Silent Slayer to inexplicably alter the 
  vessel's course to intercept. Watch-Captain Brand and 
  the Kill-Team aboard the Silent Slayer found their Strike 
  Cruiser in deep space alongside an, apparently adrift, The 
  Eye of the Abyss. The DeaTHWaTCH were not the only ones 
  to respond. The Righteous Dawn appeared moments later in 
  pursuit of the tainted voidship. The two groups deployed 
  in an extremely rare joint mission to destroy the corrupted 
  vessel. Some eighty hours later they escaped aboard their 
  Thunderhawks amid explosions rocking the possessed 
  cruiser’s infrastructure. 
  The Eye of the Abyss disappeared into the Warp, it’s 
  fi nal fate uncertain. What transpired abourd is known 
  only to the survivors, but in the wake of the incident 
  the DeaTHWaTCH Marines were not mind scrubbed, as 
  is common after serving alongside the Grey Knights 
  chapter. In the years since, Justicar Maligante has, 
  although rarely, assigned one of his Grey Knights to 
  assist a Kill-Team at the request of Watch-Captain Brand. 
  
  V: Grey Knights
  107
  Grey Knights in 
  Dark Heresy
  “The Emperor must have really hated his enemies when he created the 
  Space Marines.”
  –Calbor Drayn, Lieutenant-Commander, Stygian 23rd 
  G
  rey Knights are fearsome warriors trained for a single 
  deadly purpose: the eradication of daemons and 
  other Warp-spawn. Unlike Acolytes, a Grey Knight 
  has been completely removed from normal life and his past 
  has been washed away by years of conditioning and genetic 
  enhancement. A Grey Knight exists to vanquish his foes and 
  only ever leaves the towering walls of the Chapter’s fortress-
  monastery on Titan to answer the call to arms. Of course, 
  Grey Knights are more than mere killing machines; they are 
  also cunning and intelligent, schooled in millennia of lore and 
  secrets about their foes and able to carefully consider threats 
  and act with meticulous planning. All of these traits make 
  them a favoured tool of the Ordo Malleus and the warriors 
  of choice when it comes to combating the greatest and most 
  fearsome threats the Warp has to offer.
  By their very nature, Grey Knight characters will be 
  signifi cantly more powerful in combat than even the most 
  experienced Acolytes, and rightly so, considering they are 
  among the fi nest warriors the Imperium has to offer. In the role 
  of NPCs, this means that they will bring considerable fi repower 
  and combat prowess to a group of Acolytes, while in the hands 
  of a player, a Grey Knight character will far outshine even the 
  most grizzled Guardsman or accomplished Assassin. For these 
  reasons, as well as the role-playing impact of having a Space 
  Marine in the party, the GM should consider carefully before 
  allowing players to take on the role of a Grey Knight and be 
  aware of the fearsome power they bring to the table. More 
  details on how to include Grey Knight characters in campaigns 
  of Dark Heresy can be found on page 136.
  creatinG a GreY 
  KniGHt cHaracter
  Though far superior to Acolytes, Grey Knights follow the 
  same basic rules for character creation and development. This 
  means that Grey Knight characters can be created using the 
  character creation rules and guidelines presented in Chapter 
  1: Character Creation of the Dark Heresy Rulebook with 
  the following changes and additions as detailed below.
  stage One: Origins
  Grey Knights do not choose a Home World, as all trace of their 
  origins have been swept away during their years of training 
  and induction into the Adeptus Astartes. The Grey Knights 
  operating within the Calixis Sector have been chosen for the 
  duty based on past actions in the eternal war against Daemons. 
  Justicar Maligante has need of Grey Knights useful in his pursuit 
  of the Lord of Misrule. The GM and player should discuss 
  options for the Grey Knights history, inventing some deed or 
  personal attribute that lead to the character being chosen for 
  service aboard the Righteous Dawn. Alternatively, the player can 
  simply randomly determine his history using the Grey Knight 
  History Table below.
  stage twO: CharaCteristiCs 
  anD grey Knight training
  Grey Knights, like all Adeptus Astartes, are more than most 
  men could ever aspire to, both physically and mentally. A 
  Grey Knights starting characteristics begin play much higher 
  than normal Acolytes.
  Grey Knights generate each of their Characteristics by 
  rolling 2d10 and then adding 30 to the result, giving them 
  a result between 32 and 50. Do this once for Weapon Skill, 
  Ballistic Skill, Strength, Toughness, Agility, Perception, 
  Intelligence, Willpower, and Fellowship. After all the 
  Characteristics have been generated, the player may choose to 
  reroll one Characteristic, but he must accept the second result.
  Grey Knights History
  1d5 Result
  Past Experiences
  1
  Unravelled the Tapestry: Through sheer guile and quick thinking, you were able to sense, and thusly 
  thwart, an impossibly complex prophecy. As the stars aligned against the Imperium of Man, it was you 
  who shattered the machinations of the enemy. 
  2
  Hammer of Daemons: Together with your brother Grey Knights, you were a champion that ended 
  the reign of a mighty daemon, bringing a lost world back into the view of the God-Emperor's grace. It 
  is your ability to create a whole greater than its parts that brought you to the Calixis Sector.
  3
  The Hunt Continues: Having failed to prevent the loss of an Imperial world, the Ordo Malleus has 
  tracked a powerful daemonic Herald to the Calixis Sector. It is the Chapters hope that your previous 
  encounter will prepare you to deal with the threat on these new worlds.
  4
  Sacriﬁ ce of Millions: The daemon threatens more than just the souls that go willing to it, all those 
  nearby are equally damned. You were called upon to execute an order that would make even the most 
  jaded Inquisitor hesitate... but you did not. 
  5
  Prophecy: A foul Warp-prophet warned of a daemonic summoning that would bring the Calixis sector 
  to its knees. The daemon's name is not unknown to the Chapter... and you are it's named foe.
  
  V: Grey Knights
  108
   Grey Knights
   Grey Knights
   Grey Knights
  stage three: grey Knight training
  All Grey Knights go through a period of hypno-indoctrination 
  and training that provides them with an array of special skills and 
  abilities. To represent this hypno-indoctrination in-game, Grey 
  Knight characters begin play with the following Skills, Talents, 
  and Traits. Note that many of the starting Traits are provided from 
  the list of Space Marine Implants listed on page 111. The Grey 
  Knight does not need to meet the prerequisites (if any) for these 
  starting Skills and Talents. Starting Skills are considered Trained 
  Skills (either Advanced or Basic depending on the Skill).
  Characteristics: The Grey Knight gains a +5 bonus to 
  Weapon Skill and Willpower.
  Starting Skills: Awareness, Ciphers (Grey Knight), 
  Climb, Dodge, Common Lore (Adeptus Astartes, Imperium, 
  War), Concealment, Drive (Ground Vehicles), Forbidden Lore 
  (Daemonology, Inquisition), Intimidate, Invocation, Literacy, 
  Navigation (Surface), Psyniscience, Scholastic Lore (Codex 
  Astartes), Silent Move, Speak Language (High Gothic, Low 
  Gothic), Tracking.
  Starting Talents: Ambidextrous, And They Shall Know 
  No Fear, Astartes Weapons Training, Brotherhood of Psykers, 
  Bulging Biceps, Daemon Hunter, Hatred (Daemons), Heightened 
  Senses (Hearing, Sight), Nerves of Steel, Psy Rating 2, Quick 
  Draw, Resistance (Psychic Powers), True Grit, Warp Bane.
  Starting Traits: Unnatural Strength (x2), Unnatural 
  Toughness (x2).
  stage fOur: ChOOse a speCialisatiOn
  Grey Knights do not choose separate Career Paths like Acolytes 
  but instead come from a single ‘General Grey Knight Career' 
  detailed on page 112. Grey Knights have access to a number 
  of Specialisations, representing the various paths of study 
  and training available within the Chapter. Grey Knights must 
  choose one Specialisation and gains additional Talents from that 
  Specialisation. Grey Knight Specialisations can be found starting 
  on page 121.
  stage fiVe: psyChiC training
  All Grey Knights are trained psykers and even the least among 
  their numbers is superior in ability to many Imperial psykers. Grey 
  Knight characters begin play with a Psy Rating of 2. In addition, 
  their special training and mental conditioning grants them great 
  mental fortitude and resistance, making them less likely to suffer 
  Perils of the Warp or gain Corruption Points and allowing them 
  to combine their power with other Grey Knights to create more 
  powerful psychic effects. Full details on the Psychic Resistances, 
  Psychic Abilities, and psychic powers of the Grey Knights can be 
  found in Grey Knight Psychic Training on page 117.
  Every Grey Knight knows two psychic powers chosen from 
  the Divination, Telepathy, or Grey Knight disciplines (see page 
  126 for Grey Knight Psychic Discipline). Unlike other Psychic 
  Disciplines, the Grey Knight Discipline has pre-requisites for each 
  psychic power, and the Grey Knight must meet the pre-requisites 
  to select the power, even during character creation.
  stage six: heralDry
  Every Grey Knight has a personal heraldry that is displayed 
  on his personal shield. This shield is not large enough to be 
  used in defence, but many Grey Knights imbue the emblem 
  with great personal importance. The coat of arms is most 
  commonly a red, black, and white. The symbols here are 
  presented as the fi ve most common, but some Grey Knights 
  have other symbols with their own personal meaning.
  Justicars and Grey Knights in Terminator Armour display 
  this personal heraldry above their left breast, on a shield 
  attached to their armour. Grey Knights in power armour paint 
  their personal heraldry on their right shoulder guard.
  The Heraldry a Grey Knight chooses may say much about 
  him, although only to other Grey Knights could possibly 
  interpret it. The player should choose or randomly determine a 
  personal Heraldry for his Grey Knight, selecting 2 symbols that 
  feature prominently on his personal heraldry. Each symbol grants 
  a +3 bonus to one attribute. The same symbol can be used twice 
  (or often as a single image on the shield), doing so provides a +5 
  bonus rather than two separate +3 bonuses. Consult the Grey 
  Knight Heraldry table for each symbols effect.
  Grey Knights Heraldry
  1d5
  Past Experiences
  1
  The Sword: Among many things, the sword (or a diagonal line) can represent valour or skill at arms. The 
  Grey Knight may spend additional hours honing his martial prowess in preparation of confl ict with the enemy. 
  The Grey Knight gains +3 Weapon Skill.
  2
  The Skull: Many believe that this is a symbol (also represented by circles or curved shapes) of the mind, but 
  there are those who see it as a representation of a Grey Knights personal devotion to purity of purpose. The 
  Grey Knight gains +3 Willpower.
  3
  The Open Boo
  The Open Book: Commonly seen as representing learned understanding and tactical expertise, the book (or 
  k: Commonly seen as representing learned understanding and tactical expertise, the book (or 
  horizontal line) is a common symbol amongst those who seek to understand the enemy, so that it might better 
  be destroyed. The Grey Knight gains +3 Intelligence.
  4
  The Symbol of the Inquisition: Many assume that this symbol (or vertical line) represents a devotion to the 
  cause of the Holy Ordos. The Grey Knight gains a +3 Fellowship.
  5
  The Cog: As either a linear pattern or an actual cog shape, this symbol may show a Grey Knight's devotion 
  to honouring the wargear of the Chapter, and reclaiming lost artefacts from the daemonic. The Grey Knight 
  gains +3 Ballistic Skill.
  
  V: Grey Knights
  109
  V:
  V:
  V:
  V:
  V Grey Knights
   Grey Knights
   Grey Knights
   Grey Knights
  stage seVen: mOVement, wOunDs, 
  anD fate pOints
  Grey Knights then determine their additional characteristics 
  in much the same way as Acolytes, though their superior 
  natures mean that they will have considerably more Fate 
  Points and Wounds than an ordinary human.
  Grey Knights are blessed by the Emperor and so begin 
  play with 1d5+2 Fate Points with a maximum of 5 Fate 
  Points.
  Grey Knights are also extraordinary robust and hard to kill 
  and so start with 1d5+19 Wounds.
  Grey Knight movement is calculated as normal. A Grey 
  Knight in Power or Terminator Armour is considered 
  Hulking, which grants a +1 bonus to Agility Bonus for the 
  purpose of determining the character's movement rate (see 
  page 133 for more information on Grey Knight Armour).
  stage seVen: experienCe pOints
  Grey Knights begin play with a total of 12,000 xp already spent 
  on their character which represents their advanced level of power; 
  the Skills, Talents, and Traits gained as part of their Grey Knight 
  Training, as well as their higher starting Characteristics. 
  In addition to this foundation, Grey Knights receive an 
  additional 1000 xp at Rank 1 which they may spend freely on 
  Rank 1 Advances from General Grey Knight Career Advances, 
  their Specialisation, Grey Knight Psychic Training, and 
  Characteristic advances.
  stage eight: starting equipment
  All of a Grey Knight's equipment is provided by his Chapter, 
  but will include his suit of power armour, a nemesis force 
  weapon and a storm bolter. Before each mission a Grey 
  Knight is equipped with (or may request) specifi c wargear 
  appropriate to the mission or his specialisation. 
  All Grey Knights begin play with; a suite of power armour, 
  an astartes storm bolter, a nemesis force sword, and a copy 
  of the Liber Daemonica (worn in a ceramite case on his chest).
  Grey Knight Ranks
  Rank
  XP Level
  Rank
  XP Level
  1
  13,000–16,999
  5
  30,000–34,999
  2
  17,000–20,999
  6
  35,000–39,999
  3
  21,000–24,999
  7
  40,000–44,999
  4
  25,000–29,999
  8
  45,000–49,999
  grey Knight names
  When a warrior is inducted into the Grey Knights, he leaves behind his name along with his past, forgetting much of 
  who he was so that his mind might be clear to focus on his sacred duty. It is only if he survives his years of arduous 
  training and joins the Chapter as a fully fl edged member that he receives a new name, one carefully chosen by the 
  Chapter’s scribes for its potency and signifi cance against daemons. 
  These names are in themselves instruments of power as much as the Grey Knight’s nemesis force halberd or storm 
  bolter, and each one is keyed to a specifi c foe designed to turn the nature of the daemon's own true name back upon 
  itself. Many of these names of power have been passed down through the centuries and carried by numerous Grey 
  Knights, and carry with them a sacred duty to hunt down a specifi c daemon or its spawn. Some daemons know of the 
  Grey Knights practise of using these names of power for their warriors and actively hunt down Battle-Brothers with 
  these titles. Of course this is just as the Grey Knights prefer it.
  A GM may wish to work with Grey Knight players to determine what daemon their name is paired with. While the 
  Grey Knight may never fi nd himself confronted by his fated foe, he will doubtless wish to pursue it. A Grey Knight's 
  name should be anathema to a powerful Herald or Greater Daemon. If he ever fi nds himself in mortal combat with this 
  prophesied fi end he will gain the Felling (Willpower Bonus) Quality to all of his melee attacks.
  
  V: Grey Knights
  110
  stage eight: bringing yOur 
  CharaCter tO life
  This fi nal stage of creating a Grey Knight character is much 
  like that of creating an Acolyte, and the GM or player can 
  fl esh out details about the Grey Knight to give him more 
  depth. For a Grey Knight this can include such things as 
  signifi cant battles they may have fought, or foes vanquished, 
  their relationship with other Grey Knights, or even other 
  Space Marines they may have come in contact with, and their 
  relationship with the Inquisition and Humanity in general.
  Below are presented some questions that Grey Knight 
  characters might consider, the answers to which can present some 
  very interesting roleplaying opportunities, internal confl ict, or 
  story factors within the campaign.
  roleplaying Space Marines
  Grey Knights are larger than life characters whose dedication 
  and service to the Holy Ordos make for complex characters. 
  Here are three tips for roleplaying your Grey Knight.
  • Space Marines generally do not use contractions or slang 
  when they speak —they are angelic warrior knights, and 
  their manner of speech often refl ects this.
  • The Grey Knight's service to the Holy Ordos and their 
  Daemon Hunting focus does not mean that they ignore 
  other threats. The Holy Ordo's can all call upon the Grey 
  Knights and this may bring them into confl ict with Heretics 
  and Xenos. It is highly unlikely that a Grey Knight will 
  stand aside while these threats rampage through a bastion 
  of Imperial society.
  • The phrase “And They Shall Know No Fear,” is famously 
  attributed to the Adeptus Astartes. It means that they 
  are exceptionally brave and motivated warriors, but it is 
  not literally true: most Space Marines understand and 
  experience fear, but they control it and channel it to a 
  much greater degree than any normal man. This means 
  that Space Marines are wise and tactical forces on the 
  battlefi eld—if Space Marines retreat, they do so for a 
  reason; they do not fl ee pell-mell before an enemy advance.
  GreY KniGHt 
  aDVanceMentS
  Despite a Grey Knight's specialised training and psychic 
  potential he still has much that he can personally improve. 
  Between their psychic training, specialisation and the 
  resources of the chapter a Grey Knight has multiple Career 
  Paths to choose from as they advance.
  When purchasing advancements Grey Knights may 
  purchase Advances free from the General Grey Knight 
  Advances, their Specialisation, Grey Knight Psychic Training, 
  and Characteristic advances. 
  Grey Knights begin play with 13,000 xp, marking them 
  as experienced servants of the Holy Ordos. As they spend 
  experience in any of their Careers the total xp spent in all 
  Careers is used to determine their current Rank.
  astartes weapOns training
  Battle-Brothers of the Adeptus Astartes spend years 
  becoming profi cient with all manner of weapons. By the 
  time that a Battle-Brother has entered service in a squad, 
  he will have not only trained with both Heavy and 
  Melee weapons, but used those weapons on countless 
  battlefi elds. The Battle-Brother is profi cient with all 
  Bolt, Chain, Melta, Plasma, Power, Flame, Primitive 
  (ranged and melee), Solid Projectile, and Las weapons, as 
  well as Launchers, and Thrown weapons of all Classes. 
  In essence, the only weapons that the Battle-Brother is 
  not profi cient with are Exotic weapons; for these, he 
  must acquire individual profi ciencies as normal.
  height anD weight
  Whilst wearing their power armour, an unarmed Grey 
  Knight typically stands slightly over 2.1 metres tall and 
  weighs between 500–1,000 kg. When you visualise 
  your Grey Knight character, you should decide if he is 
  taller or shorter, lighter or heavier. Generally speaking, 
  Grey Knights rarely vary to a large degree in height or 
  weight. Your character, however, may have been one 
  of those unusual few who is the exception to the rule!
  hanDeDness
  Grey Knights are naturally ambidextrous, so it is not 
  important to note which hand is dominant. You may, of 
  course, choose that your Space Marine prefers to use one 
  hand or the other if you wish.
  
  V: Grey Knights
  111
  Space Marine iMplantS
  Grey Knights have a series of special organs and modifications 
  implanted into their bodies. The Traits and Talents provided by 
  these implants have already been taken into account and are listed 
  in the Grey Knight’s starting Traits (see page 108). Grey Knights 
  have additional implants that work in unison to grant the Grey 
  Knight his Unnatural traits. These include the Space Marine's 
  Secondary Heart, Ossmodula, Biscopea, and Haemastamen.
  larraman’s Organ
  Space Marines do not normally suffer from Blood Loss (see 
  the Dark Heresy Rulebook page 211). In addition, the Space 
  Marine gains the True Grit Talent. However, attacks with the 
  Warp Weapon Quality (see the Dark Heresy Rulebook page 
  333) may still inflict Blood Loss as normal. 
  Catalepsean nODe
  A Space Marine suffers no penalties to Perception-based Tests 
  (such as Awareness) when awake for long periods of time. 
  preOmnOr
  The Space Marine gains a +20 bonus to any Toughness Test 
  against ingested poisons.
  OmOphagea
  By devouring a portion of an enemy, a Space Marine can gain 
  access to certain information (such as the whereabouts of a 
  cult’s hidden lair, access codes, and so forth). The information 
  he can access is at the GM’s discretion, keeping in mind what 
  may have been known by the enemy in the first place. In 
  addition, a Space Marine can temporarily gain access to a Skill 
  or Skill Group (such as Pilot, Lore, Ciphers, and so forth) that 
  he did not already possess. The Skills he may gain are at the 
  GM’s discretion, depending on the Skills originally possessed 
  by the enemy. The Space Marine may access this acquired 
  Skill or Skill Group as an untrained Basic Skill for a number 
  of hours equal to his Intelligence Bonus. After this time, the 
  information begins to fade and the Skill is no longer useable 
  by the Space Marine (until he devours another portion of an 
  enemy, of course).
  multi-lung
  The Space Marine may re-roll any failed Toughness Tests for 
  drowning or asphyxiation (see the Dark Heresy Rulebook 
  page 210). In addition, the Space Marine gains a +30 bonus 
  to Toughness Tests made to resist the effects of gases, and 
  may re-roll failed results. The Space Marine may also breathe 
  water through his Multi-Lung.
  OCCulObe
  This implant grants the Space Marine the Heightened Senses 
  (Sight) Talent.
  lyman’s ear
  This implant grants the Space Marine the Heightened Senses 
  (Hearing) Talent.
  sus-an membrane
  The Space Marine may voluntarily enter a form of suspended 
  animation. To do so, the Space Marine must meditate for 
  1d5 Rounds. This organ also automatically activates if the 
  Space Marine is knocked unconscious by Critical Damage. 
  While in suspended animation, the Space Marine’s wounds 
  will not deteriorate or heal. It requires chemical therapy, auto-
  suggestion techniques, and a successful Hard (–20) Medicae 
  Test to revive a Space Marine in suspended animation.
  melanChrOmiC Organ
  This organ has no in-game effect besides contributing to the 
  Space Marine’s Unnatural Toughness (x2) Trait. At the GM’s 
  discretion, the Space Marine may ignore or be resistant to 
  exposure to radiation, depending on the severity.
  OOlitiC KiDney
  This implant gives the Space Marine the ability to re-roll any 
  failed Toughness Test to resist poisons and toxins, including 
  attacks with the Toxic Quality.
  neurOglOttis
  The Space Marine may detect any poison or toxins by taste 
  with a successful Challenging (+0) Awareness Test. He may also 
  detect poisons or toxins by smell with a successful Hard (–20) 
  Awareness Test. The Space Marine may (at the GM’s discretion) 
  gain a +10 bonus to any Tracking Tests against an opponent 
  he has tasted.
  muCranOiD
  The Space Marine may re-roll any failed Toughness Tests caused 
  by temperature extremes, such as heat or the cold of outer space.
  betCher’s glanD
  The Space Marine may spit acid at his foes. This acts as a ranged 
  weapon with the following profile: (Range: 3m; Damage: 1d5; 
  Pen: 4; Toxic). If the Space Marine gains three or more Degrees 
  of Success on his Ballistic Skill Test, he may also blind the 
  opponent for 1d5 Rounds. At the GM’s discretion, the Space 
  Marine may also slowly chew his way through nearly any 
  nonliving substance. The rate at which he does so is at the 
  GM’s discretion (one example includes chewing through iron 
  bars, which would be roughly at a rate of 4 kg per minute).
  blaCK CarapaCe
  This implant gives the Space Marine exceptional control over 
  his power armour. Although a Space Marine in power armour 
  has the Size (Hulking) Trait, his enemies gain no bonus to hit 
  him thanks to the Black Carapace.
  
  V: Grey Knights
  112
   Grey Knights
   Grey Knights
  General Grey 
  Knight Career
  "... and they are the judgement of the righteous man upon the impure. 
  They bring the wrath of the God-Emperor against those creatures 
  who cannot be understood by the faithful..."
  –Inquisitor Octus Enoch
  T
  he life of a Grey Knight is one of sacrifi ce and duty 
  as he faces the worst horrors of the Warp and sends 
  them screaming back to their foul masters. He will never 
  know peace or respite and he will never know mercy from 
  his enemies, not that a Grey Knight would ever hope for such 
  things. For a Grey Knight, his life only has meaning while in 
  service to the God-Emperor and his deeds only carry weight 
  when undertaken in His name. Should he live long enough, 
  however, and survive the countless trials and struggles against 
  his daemonic foes, he can hope to rise up within the Chapter 
  and take on another mantle, such as that of a Paladin or a 
  Purifi er, and be counted as an elite warrior among the 
  Emperor’s elite.
  GreY KniGHt 
  career aDVanceS
  Given their skill and level of experience, Grey 
  Knight characters start with more experience 
  points and then advance more slowly than 
  Acolytes. In all other respects, however, 
  Grey Knight advances work in exactly the 
  same way as normal advances (see the 
  Dark Heresy Rulebook page 41) and 
  Grey Knight characters can choose 
  to spend their experience on any of 
  the Skills or Talents available to 
  them as indicated by their rank
  and advance tables. Grey Knights can also increase their 
  Characteristics in the same way as Acolytes by spending 
  experience as detailed in the Grey Knight Characteristic 
  Advances table.
  Note: Where an advance has a number in brackets after it, 
  such as (x3), this indicates that it may be taken multiple times 
  up to the number indicated, paying the experience point cost 
  each time.
  112
  112
   Grey Knights
   Grey Knights
  things. For a Grey Knight, his life only has meaning while in 
  service to the God-Emperor and his deeds only carry weight 
  when undertaken in His name. Should he live long enough, 
  however, and survive the countless trials and struggles against 
  his daemonic foes, he can hope to rise up within the Chapter 
  and take on another mantle, such as that of a Paladin or a 
  Purifi er, and be counted as an elite warrior among the 
  Emperor’s elite.
  GreY KniGHt 
  career aDVanceS
  Given their skill and level of experience, Grey 
  Knight characters start with more experience 
  points and then advance more slowly than 
  Acolytes. In all other respects, however, 
  Grey Knight advances work in exactly the 
  same way as normal advances (see the 
  Dark Heresy Rulebook page 41) and 
  Grey Knight characters can choose 
  to spend their experience on any of 
  the Skills or Talents available to 
  them as indicated by their rank
  
  V: Grey Knights
  113
  V:
  V:
  V:
  V:
  V Grey Knights
   Grey Knights
  Grey Knight Characteristic Advances
  Characteristic
  Simple
  Intermediate
  Trained
  Expert
  Weapon Skill
  200
  500
  1000
  1500
  Ballistic Skill
  500
  1000
  1500
  2000
  Strength
  500
  1000
  1500
  2000
  Toughness
  500
  1000
  1500
  2000
  Agility
  750
  1500
  2000
  5000
  Intelligence
  500
  1000
  1500
  2000
  Perception
  200
  500
  1000
  1500
  Willpower
  200
  500
  1000
  1500
  Fellowship
  750
  1500
  2000
  5000
  Rank 1 Grey Knight Career Advances
  Advance
  Cost
  Type
  Prerequisites
  Carouse
  400
  Skill
  —
  Drive (any)
  500
  Skill
  —
  Search
  400
  Skill
  —
  Silent Move
  800
  Skill
  —
  Speak Language (any)
  200
  Skill
  —
  And They Shall Know No Fear...†
  500
  Talent
  —
  Crack Shot
  1000
  Talent
  BS 40
  Daemon Hunter†
  500
  Talent
  —
  Defl ect Shot
  500
  Talent
  Ag 50
  Foresight
  500
  Talent
  Int 30
  Hammer Blow
  1000
  Talent
  S 40
  Sound Constitution (x2)
  500
  Talent
  —
  Step Aside
  500
  Talent
  Ag 40, Dodge
  Swift Attack
  1000
  Talent
  WS 35
  Wall of Steel
  500
  Talent
  Ag 35
  †Grey Knight characters begin play with these Talents (see Grey Knight Training on page 108).
  anD they shall KnOw nO fear...
  Space Marines do not deal with Fear as do other men. They are only marginally affected by fearsome foes and then only by 
  those of truly mind-breaking terror. The Fear rules presented in the Dark Heresy Rulebook are intended to be used either on 
  the Grey Knights’ allies (such as Imperial agents or citizens) or on their foes (it is quite possible for the Battle-Brothers to cause 
  Fear themselves). For a Battle-Brother, Fear has the following effects, and then only when in the presence of Fear-causing foes:
  When facing a Fear-causing foe, a Battle-Brother must fi ght both its physical form as well as the horrifying nature of 
  its presence. This additional effort imposes a –10 penalty to all Willpower Tests for each Degree of Fear the creature 
  possesses (see page 329 in the Dark Heresy Rulebook). When facing multiple Fear-causing foes, the Battle-Brother 
  only counts the highest (or most fearsome) source each Round.
  In all other respects, Fear does not apply to Battle-Brothers, and they may even fi nd its effects hard to understand in 
  their allies, as it is truly an alien emotion to them.  
  DaemOn hunter
  A Grey Knight’s training is almost entirely focused on destroying daemonic forces. Because of their intensive training, 
  Grey Knights will always confi rm Righteous Fury against a Daemon. In addition, a Grey Knight taking an All Out Attack 
  Action against any target (not just Daemons) may spend a Fate Point to make the attack impossible to Dodge or Parry.
  hammer blOw
  The character strikes a single blow with great focus and force. When the character makes an All Out Attack Action to make a 
  single melee attack, he may add half his Strength Bonus to the weapon’s Armour Penetration. The attack also counts as having 
  the Shocking Quality to represent the concussive force of the blow’s impact.
  
  V: Grey Knights
  114
  RANK 2 ORjlY K.NlGHT CA"-EE"- ADVANCES 
  AdVllDCt 
  Co~ 
  Typt 
  Prtrtquisitts 
  Awareness + 10 
  800 
  skill 
  Awareness 
  Carouse + 10 
  200 
  skill 
  Carouse 
  charm 
  800 
  skill 
  Climb + 10 
  400 
  skill 
  Climb 
  Comm and 
  800 
  skill 
  Common Lore (Imperial Guard) 
  200 
  skill 
  Common Lore (Imperial Navy) 
  200 
  skill 
  Deceive 
  400 
  skill 
  Demolition 
  400 
  skill 
  Gamble 
  200 
  skill 
  Literacy + 10 
  200 
  skill 
  Literacy 
  Inquiry 
  800 
  skill 
  Logic 
  400 
  skill 
  Scrutiny 
  400 
  skill 
  Speak Language (any) + 10 
  200 
  skill 
  Speak Language (same skill group) 
  Survival 
  800 
  skill 
  Swim + 10 
  200 
  skill 
  Swim 
  Trade (any) + 10 
  400 
  skill 
  Trade (same skill group) 
  Wrangling 
  200 
  skill 
  Air of Authority 
  1000 
  Talent 
  Fel 30 
  Nerves of Steel 
  500 
  Talent 
  Sound Co nstitution (x2) 
  1000 
  Talent 
  Total Recall 
  500 
  Talent 
  Int 30 
  RANK 3 O"-EY K.NlGHT CA"-EE"- ADVANCES 
  Advan~ 
  Cost 
  Typt 
  Pn~nquisitts 
  Awareness +20 
  800 
  skill 
  Awareness + 10 
  Climb +20 
  400 
  skill 
  Climb + 10 
  Ciphers (Grey Knight) + 10 
  200 
  skill 
  Ciphers (Grey Knight) 
  Common Lore (Adeptus Astartes) + 10 
  400 
  skill 
  Common Lore (Adeptus Astartes) 
  Common Lore (EcdesiarchJr) 
  200 
  skill 
  Common Lore (Imperial Guard) + 10 
  200 
  skill 
  Common Lore (Imperial Guard) 
  Common Lore (Imperial Navy) + 10 
  200 
  skill 
  Common Lore (Imperial Navy) 
  Common Lore (Imperium) + 10 
  400 
  skill 
  Common Lore (Imperium) 
  Common Lore (Tech) 
  200 
  skill 
  Common Lore (War) + 10 
  400 
  skill 
  Common Lore (War) 
  Concealment + 10 
  800 
  skill 
  Concealment 
  Contortionist 
  800 
  skill 
  Drive (any) + 10 
  800 
  skill 
  Drive (same skill group) 
  Forbidden Lore (Adeptus Astartes) 
  400 
  skill 
  Interrogation 
  400 
  skill 
  Intimidate + 10 
  400 
  skill 
  Intimidate 
  Literacy +20 
  200 
  skill 
  Literacy + 10 
  Pilo t (any) 
  800 
  skill 
  Search + 10 
  400 
  skill 
  Search 
  Security 
  800 
  skill 
  silent Move + 10 
  800 
  skill 
  Silent Move 
  Speak Language (any) +20 
  200 
  skill 
  Speak Language (same skill grour ) + 10 
  SUlVival+ 10 
  800 
  skill 
  Survival 
  Swim +20 
  200 
  skill 
  Swim 
  Rapid Reload 
  1000 
  Talent 
  Sound Constitution (x2) 
  1000 
  Talent 
  
  V: Grey Knights
  115
  RANK 4 {jRjlY K.NlGHT CA"-EE"- ADVANCES 
  Advanct 
  Cost 
  Typt 
  Prtrtquisitts 
  Carouse +20 
  200 
  skill 
  Carouse + 10 
  Charm + 10 
  800 
  skill 
  charm 
  Command + 10 
  800 
  skill 
  Comm and 
  Common Lore (Ecc1esiarchy) + 10 
  200 
  skill 
  Common Lore (Ecdesiarchy) 
  Common Lore (Imperial Guard) +20 
  200 
  skill 
  Common Lore (Imperial Guard) + 10 
  Common Lore (Imperial Navy) +20 
  200 
  skill 
  Common Lore (Imperial Navy) + 10 
  Common Lore (Tech) + 10 
  200 
  skill 
  Common Lore trech) 
  Deceive + 10 
  400 
  skill 
  Deceive 
  Demolition + 10 
  400 
  skill 
  Demolition 
  Evaluate 
  400 
  skill 
  Gamble + 10 
  200 
  skill 
  Gamble 
  Inquiry + 10 
  800 
  skill 
  Inquiry 
  Logic + 10 
  400 
  skill 
  Logic 
  Navigation (Surfac:J 
  400 
  skill 
  Performer (any) 
  400 
  skill 
  Scrutiny + 10 
  400 
  skill 
  Scrutiny 
  Survival +20 
  800 
  skill 
  Survival + 10 
  Tracking 
  400 
  skill 
  Trade (any) +20 
  400 
  skill 
  Trade (same ty pel~ 
  Disarm 
  1000 
  Talent 
  WS 30 
  Iron Discipline 
  1000 
  Talent 
  WP 30, Comm and 
  Iron Jaw 
  1000 
  Talent 
  T40 
  Lightning Attack 
  1000 
  Talent 
  Swift Attack 
  Sound Co nstitution (x2) 
  1000 
  Talent 
  Sprint 
  1000 
  Talent 
  RANK 5 {jRjlY K.NlGHT CA"-EE"- ADVANCES 
  Advanct 
  Cost 
  Typt 
  Prtrtquisitts 
  Ciphers (Grey Knight) +20 
  200 
  skill 
  Ciphers (Grey Knight) +10 
  Common Lore (Adeptus Astartes) +20 
  400 
  skill 
  Common Lore (Adep tus Astartes) + 10 
  Common Lore (Ecc1esiarchy) +20 
  200 
  skill 
  Common Lore (Ecc1esiarchy) + 10 
  Common Lore (Imperium) +20 
  400 
  skill 
  Common Lore (!.mperium) + 10 
  Common Lore (Tech) +20 
  200 
  skill 
  Common Lore (Tech) + 10 
  Common Lore (War) +20 
  400 
  skill 
  Common Lore (War) + 10 
  Concealment +20 
  800 
  skill 
  Concealment + 10 
  Dodge + 10 
  1000 
  skill 
  Dodge 
  Drive (any) +20 
  800 
  skill 
  Drive (same skill group) + 10 
  Evaluate + 10 
  400 
  skill 
  Evaluate 
  Intimidate +20 
  400 
  skill 
  Intimidate + 10 
  Navigation (Stellar) 
  400 
  skill 
  Performer (any) + 10 
  400 
  skill 
  Performer (same skill group) 
  p ilot (any) + 10 
  800 
  skill 
  Pilot (same skill group) 
  ScllJlastic Lore (any) 
  800 
  skill 
  search +20 
  400 
  skill 
  search + 10 
  Security + 10 
  800 
  skill 
  Secltrity 
  Silent Move +20 
  800 
  skill 
  Silent Move + 10 
  Tracking + 10 
  400 
  skill 
  Tracking 
  Wrangling + 10 
  200 
  skill 
  Wrangling 
  [)(>wle Team 
  500 
  Talent 
  Hardy 
  1000 
  Talent 
  T 40 
  htr ("<!trIte Ast3ft!':l) 
  500 
  Talent 
  Fel 30 
  Sound Co nstitution (x2) 
  1000 
  Talent 
  
  V: Grey Knights
  116
  stOrm bOlter speCialiZatiOn
  Through long practice and an affi nity for the storm 
  bolter the Grey Knight has reached a level of mastery 
  that hones the weapon to a tool of perfect destruction. 
  When using a storm bolter the Grey Knight never 
  suffers a penalty of more than –30.
  Duty untO Death
  The character's will or faith can sustain him when his 
  fl esh fails. He ignores the effects of Critical Damage, 
  Fatigue, and Stunning during combat. This Talent 
  does not prevent the damage, but allows the character 
  to ignore its effeects for the duration of the combat. 
  Death still affects him normally.
  RANK. 6 GREY KNIGHT CAREER ADVANCES 
  Advance 
  Cost 
  Type 
  Prerequisites 
  Charm +20 
  800 
  Skill 
  Charm +10 
  Command +20 
  800 
  Skill 
  Command +10 
  Deceive +20 
  400 
  Skill 
  Deceive +10 
  Demolition +20 
  400 
  Skill 
  Demolition + 10 
  Gamble +20 
  200 
  Skill 
  Gamble +10 
  Inquiry +20 
  800 
  Skill 
  Inquiry +10 
  Logic +20 
  400 
  Skill 
  Logic +10 
  Navigation (Surface) + 10 
  400 
  Skill 
  Navigation (Surface) 
  Performer (any) +20 
  400 
  Skill 
  Performer (same Skill group) + 10 
  Scrutiny + 20 
  400 
  Skill 
  Scrutiny + 10 
  Shadowing 
  400 
  Skill 
  Duty Unto Death 
  1000 
  Talent 
  Exotic Weapon Training (Pick One) 
  500 
  Talent 
  Paranoia 
  500 
  Talent 
  Sound Constitution (x2) 
  1000 
  Talent 
  Storm Bolter Specialization 
  1500 
  Talent 
  Astartes Weapon Training 
  RANK. 7 GREY KNIGHT CAREER ADVANCES 
  Advance 
  Cost 
  Type 
  Prerequisites 
  Chern-Use 
  800 
  skill 
  Evaluate + 20 
  400 
  skill 
  Evaluate + 1 0 
  Interrogation + 1 0 
  400 
  skill 
  Interrogation 
  Forbidden Lore (Adeptus Astartes) + 10 
  400 
  skill 
  Forbidden Lore (Adeptus Astartes) 
  Navigation (Surface) +20 
  400 
  skill 
  Navigation (Surface) + 10 
  pilot (any) +20 
  800 
  skill 
  pilot (same skill group) + 10 
  Security + 20 
  800 
  skill 
  Security + 10 
  Tech-Use 
  800 
  skill 
  Tracking + 20 
  400 
  skill 
  Tracking + 10 
  Wrangling + 20 
  200 
  skill 
  Wrangling + 10 
  Blind Fighting 
  1500 
  Talent 
  Per 30 
  Sound Constitution 
  1000 
  Talent 
  RANK. 8 GREY KNIGHT CAREER ADVANCES 
  Advance 
  Cost 
  Type 
  Prerequisites 
  Dodge +20 
  1000 
  Skill 
  Dodge +10 
  Interrogation +20 
  400 
  Skill 
  Interrogation + 10 
  Forbidden Lore (Adeptus Astartes) +20 
  400 
  Skill 
  Forbidden Lore (Adeptus Astartes) + 10 
  Medicae 
  800 
  Skill 
  Into the Jaws of Hell 
  1500 
  Talent 
  Iron Discipline 
  Master Orator 
  1000 
  Talent 
  Fel30 
  Sound Constitution 
  1000 
  Talent 
  
  V: Grey Knights
  117
  V:
  V:
  V:
  V:
  V Grey Knights
   Grey Knights
  Grey Knight 
  Psychic Training
  “A Grey Knight’s greatest weapon against the Warp is not his blade 
  or bolter but his mind and the will to bend reality and rend his foes 
  with but a thought.”
  –Brother Librarian Clavanus 
  A
  ll Grey Knights possess a degree of psychic ability 
  which is further developed and enhanced by their 
  years of training on Titan. While only a handful of 
  Battle-Brothers ever achieve the levels of power commanded 
  by the Chapter’s Librarians, they are all capable of manifesting 
  certain powers and abilities, especially in the company of 
  other Grey Knights where they can combine their gifts to 
  create great effects and more devastating psychic attacks. Grey 
  Knights follow all of the rules for using psychic powers as 
  detailed in Chapter VI: psychic powers of Dark Heresy, 
  with a few exceptions.
  insanity anD COrruptiOn 
  Grey Knights do not suffer the corruption of the Warp and are 
  nigh invulnerable to its longer-term effects. While daemonic 
  forces may effect them physically, or even confuse them, they 
  are the purest of Space Marines and the most resistant to the 
  powers of the Warp. Grey Knights do not gain Corruption 
  Points or Malignancies.
  Grey Knights are far less susceptible to insanity than 
  normal men and their constant exposure to daemonic horrors 
  and foul Warp sorcery hardens them against the worst of its 
  effects. In any instance when a Grey Knight would suffer 
  Insanity Points, regardless of the source, he reduces the fi nal 
  total gained by an amount equal to his Willpower Bonus. This 
  reduction only applies once for each gain in Insanity Points 
  (not once for each die should he suffer multiple dice worth of 
  Insanity at once) but does apply to each individual gain even 
  within the same encounter. This reduction cannot reduce the 
  amount to less than 0.
  In addition to being more resistant to Insanity than most 
  men a Grey Knight can also rid himself of Insanity more easily 
  through ancient techniques and the secret rituals and practices 
  of his Chapter. A Grey Knight may remove 1 Insanity Point 
  by spending 50 xp. This cleansing is involved and requires 
  the character to spend many days in meditation and prayer, 
  depending on the amount of Insanity being removed. Finally, 
  no man can ever truly free his mind completely, not even 
  a Grey Knight, and so when using this method to remove 
  Insanity Points a Grey Knight character may never reduce his 
  Insanity to less than his current Rank.
  grey Knight psyChiC pOwers
  Like other Space Marine Chapters, the Grey Knights tend 
  to focus their psychic training on potent destructive powers. 
  A Grey Knight will therefore often only know a handful 
  of powers compared to the arsenal of parlour tricks at the 
  disposal of a lesser psyker. However, each one will be able to 
  wreak immense havoc in battle. 
  Grey Knights training focuses on mastering abilities 
  powerful enough to destroy daemons. They do not learn 
  Minor psychic powers. To learn a new psychic power, a Grey 
  Knight must also have all the pre-requisite psychic powers as 
  show on Table 5-1:Daemon Hunter Powers on page 126.
  Grey Knights do not gain new psychic powers through the 
  Psy Rating Talents as other Psykers. When he gains a point of 
  Psy Rating, he gains a single psychic power chosen from the 
  Divination, Telepathy, or Grey Knight Disciplines (see page 
  126 for Grey Knight Psychic Discipline). In addition he may 
  purchase specifi c powers through his Grey Knight Training 
  or Specialisation, as noted in the Advancement tables. A Grey 
  Knight begins play knowing 2 psychic powers chosen from the 
  Divination, Telepathy or Grey Knight Psychic Disciplines.
   using DeathwatCh
  DeaTHWaTCH psychic powers function very differently 
  than those presented in Dark Heresy. If a GM is using 
  DeaTHWaTCH to run a Grey Knight campaign, then the 
  rules presented for Brotherhood of Psykers will not 
  function as intended. DeaTHWaTCH characters do not use 
  Overbleed and have different psychic power options. 
  aCquiring psyChiC pOwers
  Grey Knights gain one Psychic ability per Psy Rating 
  (they begin the game with two psychic powers of their 
  choice). Only psychic powers from the Divination, 
  Grey Knight or Telepathy Disciplines may be selected. 
  They may not choose Codex powers.
  altereD psyChiC talents
  The Brotherhood of Psykers Talent (see page 118) does 
  not lend Psy Rating as normal. Instead, every Grey Knight 
  lending his psychic power to the "Focus" adds 1 level of 
  Overbleed to the result (for those powers with Overbleed) 
  and adds +10 to the Focus Power Test. Psychic powers 
  do not normally gain Overbleed effects under the 
  DeaTHWaTCH psychic power rules and this allows them to 
  gain these effects on those Grey Knight powers that use 
  Overbleed to effect their Battle-Brothers. Grey Knights 
  using the DeaTHWaTCH psychic rules should not have 
  access to psychic powers in the Dark Heresy Rulebook.
  Other Psychic Talents may not function or may 
  have versions of the Talent in DeaTHWaTCH. GMs 
  may wish to convert suitable Psychic Talents for Grey 
  Knights to purchase or may use new Talents presented 
  in DeaTHWaTCH such as Bastion of Iron Will or Warp 
  Conduit in their place. Non-Librarian Grey Knights, 
  however, should be somewhat restricted in their choices, 
  as Psychic mastery is the realm of the Librarian.
  
  V: Grey Knights
  118
  the warp
  Grey Knights do not trigger multiple Psychic Phenomena 
  when they roll more than one 9 on the Power Dice. The Warp 
  Bane Talent causes a Grey Knight to trigger only a single 
  Psychic Phenomena regardless of the number of 9's rolled.
  In all other respects, Grey Knights are considered to be 
  psykers and can be targeted and affected by attacks which 
  would affect psykers or have special effects on them. They 
  can also use the Invocation and Psyniscience Skills as psykers.
  Finally, all Psychic Phenomena and Perils of the Warp 
  effects apply only to the Grey Knight actually manifesting 
  the power and not those supporting him, though nearby Grey 
  Knights may still be affected by area effects, environmental 
  changes, or summoned creatures just like any other bystanders.
  manifesting psyChiC pOwers
  To be a Grey Knight is to constantly face madness, death, 
  and far, far worse. To fuel their supernatural abilities, Grey 
  Knights draw on the limitless potential of the Immaterium. 
  However, the Warp is anathema to humanity, fi lled with 
  predatory creatures and malign intelligences. Should a Grey 
  Knight drink too deeply from the Warp’s power, he runs the 
  risk of attracting the unpleasant attention of its denizens. 
  A psyker as well-trained and pure as a Grey Knight learns 
  how to mask his presence from the Warp. He can moderate, 
  or fetter, his powers, reducing the amount of Warp energy 
  he channels through his mind. Doing so has the drawback 
  of reducing the sheer power behind his abilities, but his 
  presence does not stand out amongst the Warp’s chaotic, 
  shifting tides of energy. 
  Of course, sometimes caution must be forsaken if the 
  circumstances are dire enough. Just as the Grey Knight can 
  temper the power he taps from the Warp, so can he exceed 
  his limits and gather as much as his psyche can hold, and 
  more. This is known as "pushing," and both the results and 
  the consequences can be truly impressive. 
  When a Grey Knight wishes to use a psychic 
  power, he has the option of using it at a fettered 
  level, an unfettered level, or he can push. This 
  is in addition to the rules for 
  “Using Psychic Abilities” found 
  on page 161 of the Dark 
  Heresy Rulebook. He may 
  attempt to manifest any 
  of his psychic powers 
  at any of these three 
  levels, 
  unless 
  the 
  power specifi cally states 
  otherwise 
  (including 
  Minor, 
  Major, 
  and 
  Ascended Powers). 
  When using psychic powers, a psyker rolls a number 
  of d10s based on his Psy Rating, then adds his Willpower 
  Bonus, with the goal of equalling or beating the power’s 
  Psychic Threshold with the fi nal result. If a psyker wants to 
  use his power at a fettered level, he may only roll a number of 
  d10 dice equal to or less than half his Psy Rating (rounding 
  up). However, his roll does not 
  invoke Psychic Phenomena, no matter how many 9s he rolls. 
  Powers that are manifested at the fettered level do not cause 
  Overbleed effects.
  If a Grey Knight wants to use his power at an unfettered 
  level, he may roll a number of d10 dice equal to or less than 
  his Psy Rating. If the psyker does this, he may manifest Psychic 
  Phenomena normally as described on page 161, except that he 
  will at most manifest only one Psychic Phenomenon regardless 
  of how many 9's he rolls as per 'The Warp'.
  If a psyker wishes to push when using a power, however, 
  he must roll a number of dice equal to his Psy Rating plus 
  three additional dice. When a psyker pushes to use a psychic 
  power, he automatically invokes Psychic Phenomena and 
  must roll on the Psychic Phenomenon table. 
  In addition, he adds +5 to his roll on this 
  Psychic Phenomenon table for every 9 he 
  rolled to use the power. If his roll results 
  in Perils of the Warp, he does 
  not also add the +5 to his 
  Perils of the Warp roll. 
  When using psychic powers, a psyker rolls a number 
  of d10s based on his Psy Rating, then adds his Willpower 
  Bonus, with the goal of equalling or beating the power’s 
  Psychic Threshold with the fi nal result. If a psyker wants to 
  use his power at a fettered level, he may only roll a number of 
  d10 dice equal to or less than half his Psy Rating (rounding 
  up). However, his roll does not 
  power, he automatically invokes Psychic Phenomena and 
  must roll on the Psychic Phenomenon table. 
  In addition, he adds +5 to his roll on this 
  Psychic Phenomenon table for every 9 he 
  rolled to use the power. If his roll results 
  in Perils of the Warp, he does 
  not also add the +5 to his 
  Perils of the Warp roll. 
  would affect psykers or have special effects on them. They 
  can also use the Invocation and Psyniscience Skills as psykers.
  Finally, all Psychic Phenomena and Perils of the Warp 
  effects apply only to the Grey Knight actually manifesting 
  the power and not those supporting him, though nearby Grey 
  Knights may still be affected by area effects, environmental 
  changes, or summoned creatures just like any other bystanders.
  manifesting psyChiC pOwers
  To be a Grey Knight is to constantly face madness, death, 
  and far, far worse. To fuel their supernatural abilities, Grey 
  Knights draw on the limitless potential of the Immaterium. 
  However, the Warp is anathema to humanity, fi lled with 
  predatory creatures and malign intelligences. Should a Grey 
  Knight drink too deeply from the Warp’s power, he runs the 
  risk of attracting the unpleasant attention of its denizens. 
  A psyker as well-trained and pure as a Grey Knight learns 
  how to mask his presence from the Warp. He can moderate, 
  or fetter, his powers, reducing the amount of Warp energy 
  he channels through his mind. Doing so has the drawback 
  of reducing the sheer power behind his abilities, but his 
  presence does not stand out amongst the Warp’s chaotic, 
  shifting tides of energy. 
  Of course, sometimes caution must be forsaken if the 
  circumstances are dire enough. Just as the Grey Knight can 
  temper the power he taps from the Warp, so can he exceed 
  his limits and gather as much as his psyche can hold, and 
  more. This is known as "pushing," and both the results and 
  the consequences can be truly impressive. 
  When a Grey Knight wishes to use a psychic 
  power, he has the option of using it at a fettered 
  level, an unfettered level, or he can push. This 
  is in addition to the rules for 
  “Using Psychic Abilities” found 
  on page 161 of the 
   Rulebook. He may 
  attempt to manifest any 
  of his psychic powers 
  at any of these three 
  levels, 
  unless 
  the 
  power specifi cally states 
  otherwise 
  (including 
  Minor, 
  Major, 
  and 
  Ascended Powers). 
  When using psychic powers, a psyker rolls a number 
  will at most manifest only one Psychic Phenomenon regardless 
  of how many 9's he rolls as per 'The Warp'.
  If a psyker wishes to push when using a power, however, 
  he must roll a number of dice equal to his Psy Rating plus 
  three additional dice. When a psyker pushes to use a psychic 
  power, he automatically invokes Psychic Phenomena and 
  the power and not those supporting him, though nearby Grey 
  Knights may still be affected by area effects, environmental 
  changes, or summoned creatures just like any other bystanders.
  manifesting psyChiC pOwers
  To be a Grey Knight is to constantly face madness, death, 
  and far, far worse. To fuel their supernatural abilities, Grey 
  Knights draw on the limitless potential of the Immaterium. 
  However, the Warp is anathema to humanity, fi lled with 
  predatory creatures and malign intelligences. Should a Grey 
  Knight drink too deeply from the Warp’s power, he runs the 
  risk of attracting the unpleasant attention of its denizens. 
  A psyker as well-trained and pure as a Grey Knight learns 
  how to mask his presence from the Warp. He can moderate, 
  or fetter, his powers, reducing the amount of Warp energy 
  he channels through his mind. Doing so has the drawback 
  of reducing the sheer power behind his abilities, but his 
  presence does not stand out amongst the Warp’s chaotic, 
  shifting tides of energy. 
  Of course, sometimes caution must be forsaken if the 
  circumstances are dire enough. Just as the Grey Knight can 
  temper the power he taps from the Warp, so can he exceed 
  his limits and gather as much as his psyche can hold, and 
  more. This is known as "pushing," and both the results and 
  the consequences can be truly impressive. 
  When a Grey Knight wishes to use a psychic 
  power, he has the option of using it at a fettered 
  level, an unfettered level, or he can push. This 
  is in addition to the rules for 
  “Using Psychic Abilities” found 
  Dark 
   Rulebook. He may 
  attempt to manifest any 
  of his psychic powers 
  at any of these three 
  levels, 
  unless 
  the 
  power specifi cally states 
  otherwise 
  (including 
  Minor, 
  Major, 
  and 
  When using psychic powers, a psyker rolls a number 
  power, he automatically invokes Psychic Phenomena and 
  must roll on the Psychic Phenomenon table. 
  In addition, he adds +5 to his roll on this 
  Psychic Phenomenon table for every 9 he 
  rolled to use the power. If his roll results 
  in Perils of the Warp, he does 
  not also add the +5 to his 
  Perils of the Warp roll. 
  
  V: Grey Knights
  119
  COmbining psyChiC pOwers
  Grey Knights train to fi ght as small units in battle. Each 
  member of a squad supports the others with close combat 
  attacks and well-placed bolter fi re. This unity of purpose and 
  high level of training extends to their use of psychic powers, 
  and Grey Knights have developed the ability to manifest their 
  powers by tapping into the potential of the Battle-Brothers 
  around them. Grey Knight characters may only combine their 
  psychic powers with other Grey Knights; they cannot include 
  any other kind of psyker. To combine powers Grey Knight 
  characters follow the following steps:
  At the start of his turn a Grey Knight character with the 
  Brotherhood of Psykers Talent may choose to declare that 
  he is combining his psychic potential with those nearby to 
  enhance his psychic powers. This character then becomes the 
  Focus for the power.
  Any other Grey Knight character within a distance 
  up to twice his Willpower Bonus in metres can choose to 
  lend support to the Focus at this time. Characters who lend 
  support must expend a Half Action during their next turn 
  to refl ect the concentration of offering such aid. In addition 
  each supporting character cannot use a psychic power on his 
  next turn.
  The Focus then attempts a psychic power following the 
  normal rules; however, each supporting Grey Knight can also 
  roll a number of dice up to his Psy Rating to add to the attempt. 
  Treat only the Focus as the psyker for the purpose of calculating 
  any effects; all other characters are simply lending support.
  example
  Brother Hargan wants to manifest a power with a threshold of 
  18. He only has a Psy Rating of 2, so the chances are slim. He has 
  has the support of two nearby Grey Knights, both also with a Psy 
  Rating of 2. Brother Hargan declares he is combining his power 
  with his Battle-Brothers and is manifesting the power Fettered. The 
  two nearby Grey Knights then decide whether to support him or not. 
  One chooses not to as he wants to make a Full Action on his next 
  turn. Brother Hargan rolls half his Psy Rating 2 (1 die) and gets 
  an 8. One of his Battle-Brothers chooses to offer support and makes 
  his own power roll, scoring an 11. This 11 is then added to Brother 
  Hargan’s 8 for a total of 19, meaning he has successfully manifested 
  the power. The Grey Knight who gave support, however, must use a 
  Half Action in his next turn as a result of his assistance.
  Rank 1 Grey Knight Psychic Training Advances
  Advance
  Cost
  Type
  Prerequisites
  Brotherhood of Psykers†
  200
  Talent
  —
  Hatred (Psykers)
  500
  Talent
  —
  Power Well
  250
  Talent
  Psy Rating 2
  Warp Bane†
  †Grey Knight characters begin play with these Talents (see Grey Knight Training on page 108).
  Rank 2 Grey Knight Psychic Training Advances
  Advance
  Cost
  Type
  Prerequisites
  Invocation
  400
  Skill
  —
  Orthoproxy
  500
  Talent
  —
  Psychic Power (Nemesis Hammerhand)
  500
  Talent
  —
  Rank 3 Grey Knight Psychic Training Advances
  Advance
  Cost
  Type
  Prerequisites
  Forbidden Lore (Warp)
  400
  Skill
  —
  Focus of the Justicar
  500
  Talent
  Brotherhood of Psykers
  Psyniscience +10
  1000
  Talent
  Psyniscience
  Psy-Weapon Attunement
  1000
  Talent
  Psy Rating 2
  Resistance (Psychic Powers)
  500
  Talent
  —
  Rank 4 Grey Knight Psychic Training Advances
  Advance
  Cost
  Type
  Prerequisites
  Forbidden Lore (Daemonology) +10
  400
  Skill
  Forbidden Lore (Daemonology)
  Forbidden Lore (Psykers)
  400
  Skill
  —
  Invocation +10
  400
  Skill
  Invocation
  Psy Rating 3
  1000
  Talent
  Psy Rating 2
  example
  
  V: Grey Knights
  120
   Grey Knights
   Grey Knights
  Rank 6 Grey Knight Psychic Training Advances
  Advance
  Cost
  Type
  Prerequisites
  Forbidden Lore (Psykers) +10
  400
  Skill
  Forbidden Lore (Psykers) +10
  Invocation +20
  1000
  Skill
  Invocation +10
  Favored by the Warp
  500
  Talent
  WP 35
  Rank 7 Grey Knight Psychic Training Advances
  Advance
  Cost
  Type
  Prerequisites
  Forbidden Lore (Daemonology) +20
  400
  Skill
  Forbidden Lore (Daemonology) +10
  Forbidden Lore (Warp) +10
  400
  Skill
  Forbidden Lore (Warp)
  Two-Weapon Wielder (Melee)
  1000
  Talent
  WS 35, Ag 35
  Psy Rating 4
  1000
  Talent
  Psy Rating 3
  Rank 8 Grey Knight Psychic Training Advances
  Advance
  Cost
  Type
  Prerequisites
  Feared by the Warp
  1500
  Talent
  Focus of the Justicar
  Fearless
  1000
  Talent
  —
  Psychic Power (Warp Quake)
  1500
  Talent
  —
  new grey Knight talents
  Grey Knights have access to a series of new Talents during their psychic training.
  warp bane
  The Grey Knight triggers only a single Psychic Phenomena regardless of the number of 9's rolled on the power dice. If 
  the Grey Knights are using Brotherhood of Psykers to activate a psychic power then the Grey Knight acting as the powers 
  focus triggers the Psychic Phenomena regardless of whose Power Die results in a 9.
  brOtherhOOD Of psyKers
  The Grey Knight is trained in the skill of combining his power with others. Only Grey Knights with this Talent may act 
  as a focus or lend their own psychic power to an attempt to Combine Powers.
  psy-weapOn attunement
  The Grey Knight can attune his Psybolt or Psyfl ame ammunition to his psychic powers. When fi ring a weapon with 
  Psybolt ammunition, Psyfl ame ammunition or a Nemesis Force weapon he treats the weapon as having the Proven Quality 
  equal to his base Psy Rating (see page 130).
  fOCus Of the JustiCar
  The Grey Knight is experienced in acting as the Focus for combined psychic powers. Brothers who aid the psyker may 
  roll half their Psy Rating in support of the character’s combined psychic power rather than their full Psy Rating. If they 
  do so they are not restricted to a Half Action on their next turn but still cannot use a power of their own.
  feareD by the warp
  The character does not falter when acting as a focus for his brothers’ psychic powers. When he is acting as the Focus, only 
  this character's Power Dice are used to determine whether or not the power causes a Psychic Phenomenon. The character 
  must roll at least one Power Dice when activating the psychic power.
  Rank 5 Grey Knight Psychic Training Advances
  Advance
  Cost
  Type
  Prerequisites
  Favoured by the Warp
  500
  Talent
  WP 35
  Hatred (Psykers)
  500
  Talent
  —
  Power Well
  250
  Talent
  Psy Rating 2
  Psyniscience +20
  1000
  Talent
  Psyniscience +10
  
  V: Grey Knights
  121
  V:
  V:
  V:
  V:
  V Grey Knights
   Grey Knights
  Grey Knight 
  Specialisations
  "I was here when the crucible was spilt and ﬁ lled again with the 
  corpse god's vinegar. I have survived a thousand lifetimes and a 
  thousand deaths. I do not fear Maligante and his dogs, but I am no 
  fool, I will not be the one they sacriﬁ ce themselves to destroy."
  —Sektoth the False Whisper
  T
  he Grey Knights are as varied as any of the Imperium’s 
  Space Marine Chapters and include in their numbers 
  specialised warriors to deal with the myriad of combat 
  situations. Many of these, such as Techmarines and Librarians, 
  are organised and trained in much the same way as they would 
  be in other Chapters, following the ancient guidelines and 
  traditions laid out in the Codex Astartes. Others are unique to 
  the Grey Knights and only found within their ranks, such as 
  the Strike squad, Purgation squad, and Purifi ers, each specially 
  trained and equipped for a task specifi c to the Grey Knights’ war 
  against daemonic forces. Most Grey Knights do not have a "true" 
  Specialisation (instead they use the Grey Knight Space Marine 
  Specialisation), since a rank and fi le Battle-Brother of the Chapter 
  is already an accomplished warrior and often must adapt to new 
  battlefi eld roles as his commander deems it necessary. 
  Specialisations represent special roles and skill sets which 
  can be found within the Grey Knights, enhancing the standard 
  Grey Knight career path with new advances, equipment and 
  special rules. Specialisations are also a way for groups of Grey 
  Knights to combine different sets of abilities and provide 
  distinct options for Grey Knight characters. 
  using DeathwatCh
  While Grey Knights are designed to be used as an 
  occasional interlude during a Dark Heresy campaign, 
  the DeaTHWaTCH roleplaying game can be used to run 
  a Grey Knight campaign with a little effort on the part 
  of the GM. When selecting a character's Specialisation, 
  the player can fi nd three additional Specialisations 
  appropriate to Grey Knights in the DeaTHWaTCH 
  Rulebook. Grey Knight characters always use the 
  Grey Knight Characteristic advances rather than those 
  from the DeaTHWaTCH Specialisations. When selecting 
  Specialisations, the following choices can also be used:
  apOtheCary
  The Apothecary requires little (if any) adjustment 
  to function as a Grey Knight specialisation. While 
  Apothecaries typically serve alongside Paladins in elite 
  units, it is not especially unusual for one to accompany 
  other Battle-Brothers. In the Calixis Sector, Justicar 
  Maligante often assigns Apothecaries in this way to 
  conserve his resources. Apothecaries replace their 
  Storm Bolter with a Narthecium.
  librarian
  Grey Knight Librarians are powerful psykers who have 
  sharpened their psychic power to a razor-edged weapon 
  against the Daemonic. When selecting the Librarian 
  Specialisation, Grey Knights are not restricted in the 
  Disciplines their psychic powers can come from. They have 
  acess to the Codex Discipline but not Chapter Disciplines 
  (other than Grey Knight). In addition, they obey the rules 
  in DeaTHWaTCH for selecting psychic powers instead of 
  gaining a Power per point of Psy Rating.
  teChmarine
  While all Techmarines balance their devotion to the 
  Machine Cult with their faith in the Primarchs and 
  the Emperor, their loyalty lies with the chapter when 
  the two confl ict. Considering the sheer volume of 
  mechanical artefacts the Grey Knights employ, the 
  Techmarines of the chapter often fi nd themselves at 
  the centre of diffi culties between the Grey Knights 
  and the Mechanicus. Grey Knight Techmarines couple 
  powerful pscyhic abilities with technical training in 
  maintaining the ancient weapons of the chapter.
  Other speCialties
  Grey Knights do not have Assault Marines, Tactical 
  Marines or Devastators. Instead the Grey Knights of 
  their Strike Squads and Purgation Squads fi ll these roles. 
  At the GM's discretion, however, Talents from these 
  specialties can be made available to the Grey Knight as 
  Elite Advances for the cost and requirements listed in 
  the advance tables. This allows the Grey Knight to have 
  a wider variety of options as he advances through the 
  ranks. The GM will need to monitor this to ensure that 
  the player characters remain relatively equal in power.
  Martial prowess and a fearless soul 
  are not enough to prove even a Grey 
  Knight worthy of the Paladin mantle. 
  The challenges they must face are 
  the very fabric of legends, even 
  amongst the Adeptus Astartes. Those 
  who emerge from the eight trials are 
  so tempered by war that none would 
  question their dedication to the 
  cause.
  The nature of the eight challenges 
  is so dire that only the boldest of 
  Grey Knights set foot upon the path. 
  No records exist of a Grey Knight 
  stepping from the path once upon it, 
  one will either succeed or perish in 
  the undertaking.
  The Paladins serve not only Chapter 
  666, but the Grand Masters as well. 
  They accompany the Grand Masters into 
  battle as their retinue, fighting 
  alongside them in the darkest of 
  hours. The place of a Paladin is 
  in the midst of the worst enemies 
  acting as champion to the most dire 
  of quests. 
  
  V: Grey Knights
  122
  Strike Squad 
  Grey Knight
  "We stood staring into the abyss. The maw of Chaos had opened wide 
  to swallow us and then devour the world. We knew that we had failed 
  and billions would die. You cannot understand the despair our failure 
  brought. You cannot, therefore, know the joy we felt when we saw 
  them arrive. They were armoured gods who appeared from nowhere 
  and shattered the warp-spawn before they could devour our souls."
  –Acolyte Vogen Reximus, now mind-cleansed
  W
  hile most Adeptus Astartes fi ght in wars, launch 
  raids, and engage in other traditional military 
  actions, the Grey Knight Chapter is specialized in 
  responding to daemonic threats with only a moment’s notice, 
  ready for battle, and ending the threat quickly before it can 
  damn entire planets. 
  The Grey Knights that form the mainstay of the Chapter, 
  are commonly formed into Strike Squads to persue the 
  execution of their holy duties. Daemonic threats must 
  be met with sudden, overwhelming force, often with the 
  use of precognition to arrive at the appropriate moment. 
  Grey Knights are required to take up multiple roles on the 
  battlefi eld. They may be equipped with Terminator armour 
  while boarding a space hulk or acting in a traditional warfare 
  capacity. When rapid response is required, they may be 
  equipped with personal teleporters and assigned to 
  an Interceptor Squad. On the rare occasions Justicar 
  Maligante has tasked a single Grey Knight, clad in 
  power armour, to accompany an Inquisitor or one of 
  Watch Captain Servais’ Kill-Teams. Justicar Maligante 
  has always chosen a Grey Knight Strike Squad Marine, 
  and never a Purifi er or a Purgation Squad Marine. 
  Grey Knights serving as part of an Interceptor 
  Squad are equipped with personal teleporters that allow 
  them to translocate from one place to another without 
  any need for a dedicated teleportarium. This device 
  was once used by Justicar Maligante to teleport 
  from a planet’s surface to its moon in pursuit of 
  the Daemon Prince Hazashe, an act of psychic 
  and technical profi ciency that few others 
  could hope to duplicate. The potential is 
  none-the-less staggering, in the hands of a 
  Grey Knight Space Marine to make rapid 
  surgical attacks at enemy positions.
  speCial traits
  angel of Death
  The Grey Knight gains the Swift Attack Talent and is trained 
  in the Command Skill.
  In addition, choose one of the following:
  First to Fight
  Grey Knights are often the fi rst to enter the battle, and so they 
  train to enter the fray with guns blazing. The Grey Knight 
  rolls 2d10 and adds his Agility Bonus to determine Initiative. 
  If he attacks a target that has not yet taken an action during 
  the combat, the Grey Knight causes Righteous Fury on any 
  damage roll of a 9 or 10 (not just 10). This additional dice 
  only triggers further additional damage die on a roll of 10. 
  rapid assault
  A Grey Knight is able to use his Personal Teleporter in the midst 
  of battle with merely a moment’s thought. The character may 
  spend his Reaction to activate a Personal Teleporter and move up 
  to 20 metres but cannot otherwise move afterwards on his turn. 
  In addition the Grey Knight may avoid area attacks (such as a 
  fl amer or rocket) with a successful Challenging (+0) Agility Test, 
  appearing up to 20 metres away rather than being limited to his 
  Agility Bonus in metres.
  battlefi eld. They may be equipped with Terminator armour 
  while boarding a space hulk or acting in a traditional warfare 
  capacity. When rapid response is required, they may be 
  equipped with personal teleporters and assigned to 
  an Interceptor Squad. On the rare occasions Justicar 
  Maligante has tasked a single Grey Knight, clad in 
  power armour, to accompany an Inquisitor or one of 
  Watch Captain Servais’ Kill-Teams. Justicar Maligante 
  has always chosen a Grey Knight Strike Squad Marine, 
  and never a Purifi er or a Purgation Squad Marine. 
  Grey Knights serving as part of an Interceptor 
  Squad are equipped with personal teleporters that allow 
  them to translocate from one place to another without 
  any need for a dedicated teleportarium. This device 
  was once used by Justicar Maligante to teleport 
  from a planet’s surface to its moon in pursuit of 
  the Daemon Prince Hazashe, an act of psychic 
  and technical profi ciency that few others 
  could hope to duplicate. The potential is 
  none-the-less staggering, in the hands of a 
  Grey Knight Space Marine to make rapid 
  surgical attacks at enemy positions.
  
  V: Grey Knights
  123
  RANK 1 STI\1KE SQUAD {jRjlY KNIGHT ADVANCES 
  Advanct 
  pilot (Personal) 
  Doilile Team 
  Takedown 
  Cost 
  500 
  200 
  500 
  RANK 2 STI\1KE SQUAD {jRjlY KNIGHT ADVANCES 
  Advanct 
  Co~ 
  ClUlhing Blow 
  600 
  Rapid Reaction 
  500 
  Mighty Sill! 
  500 
  RANK 3 STI\1KE SQUAD {jRjlY KNIGHT ADVANCES 
  Advanct 
  Cost 
  pilot (Personal) + 10 
  500 
  Marksman 
  600 
  Sure Strike 
  500 
  RANK 4 STI\1KE SQUAD {jRjlY KNIGHT ADVANCES 
  Advance 
  Combat Master 
  Counter-Attack 
  Lightning Attack 
  Cost 
  500 
  600 
  500 
  RANK 5 STI\1KE SQUAD {jRjlY KNIGHT ADVANCES 
  Advance 
  Co~ 
  Deadeye Sill! 
  500 
  Precise Blow 
  700 
  'TWo-Weapon Wielder (Melee) 
  500 
  RANK 6 {jRjlY KNIGHT S~ACE mAI\1NE ADVANCES 
  Advance 
  Co~ 
  pilot (Personal) +20 
  500 
  Berserk Charge 
  700 
  Sharpshooter 
  600 
  RANK 7 STI\1KE SQUAD {jRjlY KNIGHT ADVANCES 
  AdVllDCt 
  Co~ 
  owl Strike 
  500 
  Furious Assault 
  1000 
  Litany o f Hate 
  500 
  RANK 8 STI\1KE SQUAD {jRjlY KNIGHT ADVANCES 
  AdVllDCt 
  Co~ 
  6ladtmu ler 
  1000 
  Crip pling Strike 
  1500 
  Talenttd (Pilot (Pttsonaij) 
  500 
  Typt 
  Prtrtquisitts 
  skill 
  Talent 
  Talent 
  Typt 
  Talent 
  Talent 
  Talent 
  Type 
  skill 
  Talent 
  Talent 
  Type 
  Talent 
  Talent 
  Talent 
  Type 
  Talent 
  Talent 
  Talent 
  Type 
  skill 
  Talent 
  Talent 
  Typt 
  Talent 
  Talent 
  Talent 
  Typt 
  Talent 
  Talent 
  Talent 
  Prtrtquisitts 
  S 40 
  BS 40 
  Prerequisitts 
  Pilot (Pesonal) 
  BS 35 
  WS 30 
  Pnrequisites 
  WS 30 
  WS 40 
  Prerequisitts 
  BS 30 
  WS 40, Sure Strike 
  WS 35, Ag 35 
  Prerequisitts 
  p ilot (Personal) + 10 
  BS 40, Deadeye Sillt 
  Prtrtquisitts 
  AG 40, 'TWo-Weapon Wielder (Melee) 
  WS 35 
  Hatred (Any) 
  Prtrtquisitts 
  WS 30 
  WS 50 
  
  V: Grey Knights
  124
   Grey Knights
   Grey Knights
  Purgation 
  Squad 
  Grey Knight
  "When one requires the divine sanction of every heretic or daemon 
  within an assault zone, accept no alternative to the Purgation Squad."
  –Inquisitor Ordale 
  I
  n the Grey Knights, the Purgation Squads fi ll the traditional 
  heavy weapons role normally carried out by Devastator Squads. 
  Like a Devastator Squad, a Purgation Squad carries heavy 
  weapons into battle and targets powerful enemy adversaries, 
  emplacements, and war machines. However, unlike Devastators, 
  the members of a Purgation Squad are entrusted with weapons 
  far more valuable and specialized than those more commonly 
  brought to war by the Adeptus Astartes. These include weapons 
  specially designed to fi ght daemonic and psychic foes such as 
  Psycannons and Incinerators, which a Purgation Squad member 
  must know how to use to their greatest effect. They must have 
  both an understanding of daemonic foes as well as an intimate 
  understanding of their weapons’ capabilities and limitations. A 
  Grey Knight must prove both his worthiness and his skill at arms 
  before he is honoured with the right to 
  carry such potent weaponry.
  speCial traits
  purgative Master
  The Grey Knight knows the Astral Aim psychic power in 
  addition to other powers he may know. A Purgation Squad 
  Grey Knight also treats the Rank requirement of Heavy Weapons 
  as two lower than normal (see page 130).
  In addition, choose one of the following:
  nowhere to Hide
  Purgation Squads are adept at gunning down foes who think 
  themselves safe behind cover. When using a Heavy Weapon, a 
  Purgation Marine ignores a number of enemy armour points 
  provided by cover equal to his Perception Bonus.
  psybolt attunement
  Purgation Squads know that while their weapons are priceless 
  artefacts, they are also some of the best and most powerful 
  weapons available for destroying daemonic and psychic 
  enemies. They have learned to activate psybolt ammunition 
  in their weapons with their own psychic potential. They may 
  fi re a single shot from weapons that do not have a single 
  shot mode as long as they are using Psybolt ammunition. In 
  addition, when fi ring a single shot from any weapon with 
  Psybolt or Psyfl ame ammunition the target suffers a–20 to 
  any Dodge or Agility Tests to avoid being hit (this includes 
  the Agility Test to avoid area effect weapons).
  astral aim
  Threshold: 15
  Focus Time: Half Action
  Sustained: Yes
  Range: You
  The Grey Knight extends his senses and possibly those of 
  his allies to peer though the very Warp itself, picking out 
  foes hidden from sight or behind concealing cover. Those 
  affected by Astral Aim can shoot targets they would not 
  normally be able to see, such as though walls, in complete 
  darkness or through shrouding mist. It does not allow 
  those affected to see anything else apart from their targets 
  (whom they perceive as shifting luminescent shapes) such 
  as inanimate objects or details of what might lie beyond 
  a closed door. When resolving a shooting attack against 
  such targets, ignore any penalties to hit which cover or 
  concealment would grant the target. Cover functions as 
  normal, however, and doors, walls, and bulkheads will 
  still provide armour points to those on the other side (see 
  Dark Heresy page 199).
  Overbleed: For each 5 points by which the Grey 
  Knight exceeds the Threshold, one ally within 20m 
  may also be affected by this ability.
  understanding of their weapons’ capabilities and limitations. A 
  Grey Knight must prove both his worthiness and his skill at arms 
  before he is honoured with the right to 
  carry such potent weaponry.
  addition, when fi ring a single shot from any weapon with 
  Psybolt or Psyfl ame ammunition the target suffers a–20 to 
  any Dodge or Agility Tests to avoid being hit (this includes 
  the Agility Test to avoid area effect weapons).
  astral aim
  Threshold: 
  Focus Time: 
  Sustained: 
  Range: 
  The Grey Knight extends his senses and possibly those of 
  his allies to peer though the very Warp itself, picking out 
  foes hidden from sight or behind concealing cover. Those 
  affected by Astral Aim can shoot targets they would not 
  normally be able to see, such as though walls, in complete 
  darkness or through shrouding mist. It does not allow 
  those affected to see anything else apart from their targets 
  (whom they perceive as shifting luminescent shapes) such 
  as inanimate objects or details of what might lie beyond 
  a closed door. When resolving a shooting attack against 
  such targets, ignore any penalties to hit which cover or 
  concealment would grant the target. Cover functions as 
  normal, however, and doors, walls, and bulkheads will 
  still provide armour points to those on the other side (see 
  Dark Heresy page 199).
  Knight exceeds the Threshold, one ally within 20m 
  may also be affected by this ability.
  
  V: Grey Knights
  125
  RANK. 1 PURGATION SQUAD GREY KNIGHT ADVANCES 
  Advance 
  Cost 
  Type 
  Prerequisites 
  Mighty Shot 
  500 
  Talent 
  Iron Jaw 
  500 
  Talent 
  T 40 
  Demolition 
  400 
  skill 
  RANK. 2 PURGATION SQUAD GREY KNIGHT ADVANCES 
  Advance 
  Cost 
  Type 
  Prerequisites 
  Deadeye Shot 
  500 
  Talent 
  BS 30 
  Hard Target 
  500 
  Talent 
  Ag40 
  Awareness + 10 
  200 
  skill 
  Awareness 
  RANK. 3 PURGATION SQUAD GREY KNIGHT ADVANCES 
  Advance 
  Cost 
  Type 
  Prerequisites 
  Crack shot 
  500 
  Talent 
  BS 40 
  Hip Shooting 
  500 
  Talent 
  BS 40, Ag 40 
  Demolition + 10 
  400 
  skill 
  Demolition 
  RANK. 4 PURGATION SQUAD GREY KNIGHT ADVANCES 
  Advance 
  Cost 
  Type 
  Prerequisites 
  Cleanse and PurifY 
  500 
  Talent 
  Rapid Reload 
  500 
  Talent 
  Awareness + 20 
  200 
  skill 
  Awareness + 10 
  RANK. 5 PURGATION SQUAD GREY KNIGHT ADVANCES 
  Advance 
  Cost 
  Type 
  Prerequisites 
  Demolition + 20 
  100 
  skill 
  Demolition + 1 0 
  Marksman 
  500 
  Talent 
  BS 35 
  Sharpshooter 
  600 
  Talent 
  BS 40, Deadeye Shot 
  RANK. 6 PURGATION SQUAD GREY KNIGHT ADVANCES 
  Advance 
  Cost 
  Type 
  Prerequisites 
  Tech-Use 
  500 
  skill 
  -
  Rapid Reaction 
  500 
  Talent 
  Ag40 
  Blindfighting 
  500 
  Talent 
  -
  RANK. 7 PURGATION SQUAD GREY KNIGHT ADVANCES 
  Advance 
  Cost 
  Type 
  Prerequisites 
  Tech-Use + 10 
  700 
  skill 
  Tech-Use 
  Autosanguine 
  1000 
  Talent 
  -
  Unnatural Perception (x2) 
  1000 
  Talent 
  -
  RANK. 8 PURGATION SQUAD GREY KNIGHT ADVANCES 
  Advance 
  Cost 
  Type 
  Prerequisites 
  Tech-Use + 20 
  800 
  skill 
  Tech-Use +10 
  Prosanguine 
  100 
  Talent 
  Autosanguine 
  Talented (Awareness) 
  500 
  Talent 
  -
  
  Grey Knight 
  Puriﬁ er
  "When they came, they brought the ﬁ res of the God-Emperor with 
  them. Though I am blind, I know the light of the God-Emperor 
  when I see it."
  –Astropath Von Shruk
  J
  ust as the Paladins embody the epitome of the Grey 
  Knights’ martial prowess, so the Purifi ers demonstrate the 
  best of their strength of purpose and founding principles. 
  Purifi ers are selected not for their skill at arms nor the glory 
  of their deeds, but based on the purity of their souls and 
  their single-minded devotion to their sacred purpose. Only 
  the most pure of heart and clear of purpose can hope to face 
  the most powerful foes of the Warp. 
  The Purifi ers stand apart from the Chapter, a secretive 
  order within a secretive order. They have the sacred duty to 
  maintain the seals and bindings on the Chapter’s daemonic 
  prisoners and deal with the worst the Warp has to offer. 
  In battle, Purifi ers can turn their purity into a weapon, 
  channelling it with their psychic talents to create an ethereal 
  fi re which can literally burn away the souls of their foes and 
  reduce a fully manifested daemon to noting but a memory in 
  a few moments of blazing light and inhuman screams.
  speCial traits
  cleansing Flame
  The Grey Knight knows the Cleansing Flame psychic power 
  in addition to his other powers.
  In addition, choose one of the following:
  pure Soul
  Purifi ers are perfect examples of a Grey Knights’ resistance to 
  the Warp and their inner purity and strength of will protect 
  them from the worst effects of uncontrolled psychic energies. 
  Purifi ers are not affected by Perils of the Warp effects 
  triggered by either themselves or others, including damage 
  and possession. Indirect effects such as attacks from creatures 
  summoned by Perils of the Warp may still affect the Purifi er.
  too Many Secrets
  Purifi ers are keepers of some of the worst daemons the 
  Grey Knights have ever faced and spend years listening to 
  the constant whispered secrets of the servants of Chaos. 
  The Purifi er treats all Common Lore, Forbidden Lore and 
  Scholastic Lore Skills as Basic Skills.
  V: Grey Knights
  126
  them. Though I am blind, I know the light of the God-Emperor 
  –Astropath Von Shruk
  ust as the Paladins embody the epitome of the Grey 
  Knights’ martial prowess, so the Purifi ers demonstrate the 
  best of their strength of purpose and founding principles. 
  Purifi ers are selected not for their skill at arms nor the glory 
  of their deeds, but based on the purity of their souls and 
  their single-minded devotion to their sacred purpose. Only 
  the most pure of heart and clear of purpose can hope to face 
  the most powerful foes of the Warp. 
  The Purifi ers stand apart from the Chapter, a secretive 
  order within a secretive order. They have the sacred duty to 
  maintain the seals and bindings on the Chapter’s daemonic 
  prisoners and deal with the worst the Warp has to offer. 
  In battle, Purifi ers can turn their purity into a weapon, 
  channelling it with their psychic talents to create an ethereal 
  fi re which can literally burn away the souls of their foes and 
  reduce a fully manifested daemon to noting but a memory in 
  a few moments of blazing light and inhuman screams.
  pure Soul
  Purifi ers are perfect examples of a Grey Knights’ resistance to 
  the Warp and their inner purity and strength of will protect 
  them from the worst effects of uncontrolled psychic energies. 
  Purifi ers are not affected by Perils of the Warp effects 
  triggered by either themselves or others, including damage 
  and possession. Indirect effects such as attacks from creatures 
  summoned by Perils of the Warp may still affect the Purifi er.
  too Many Secrets
  Purifi ers are keepers of some of the worst daemons the 
  Grey Knights have ever faced and spend years listening to 
  the constant whispered secrets of the servants of Chaos. 
  The Purifi er treats all Common Lore, Forbidden Lore and 
  Scholastic Lore Skills as Basic Skills.
  Cleansing flame
  Threshold: 11
  Focus Time: Half Action
  Sustained: No
  Range: You
  Purifi ers can call on their purity, psychic gifts, and 
  fanatical devotion to duty to create a nimbus of fl ame 
  around themselves that burns all nearby enemies with 
  white hot soul fi re. When this power is manifested the 
  Purifi er bursts with white light and is momentarily 
  surrounded by a corona of consecrated fl ame. This 
  power infl icts 2d10+5 Energy damage to all enemies 
  (per the Psykers choice) within a radius of 1m x Psy 
  Rating. Those struck by the blast also suffer the effects 
  of a Photon Flash grenade (see Dark Heresy page 
  137) as if the Purifi er had dropped one at his feet. The 
  Purifi er or his allies do not suffer any ill effects from 
  either the fi re or the fl ash. 
  Overbleed: For every 10 points which the Purifi er 
  exceeds the Threshold, one additional ally within 20 
  metres also manifests the fl ame. Each enemy is only 
  struck by the fl ame once, regardless of how many 
  characters manifest it, but additional enemies may be 
  caught in the fi ery explosion.
  fi re which can literally burn away the souls of their foes and 
  reduce a fully manifested daemon to noting but a memory in 
  Purifi ers can call on their purity, psychic gifts, and 
  fanatical devotion to duty to create a nimbus of fl ame 
  around themselves that burns all nearby enemies with 
  white hot soul fi re. When this power is manifested the 
  Purifi er bursts with white light and is momentarily 
  surrounded by a corona of consecrated fl ame. This 
  power infl icts 2d10+5 Energy damage to all enemies 
  (per the Psykers choice) within a radius of 1m x Psy 
  Rating. Those struck by the blast also suffer the effects 
   page 
  137) as if the Purifi er had dropped one at his feet. The 
  Purifi er or his allies do not suffer any ill effects from 
  For every 10 points which the Purifi er 
  For every 10 points which the Purifi er 
  exceeds the Threshold, one additional ally within 20 
  metres also manifests the fl ame. Each enemy is only 
  struck by the fl ame once, regardless of how many 
  characters manifest it, but additional enemies may be 
  
  V: Grey Knights
  127
  RANK 1 {jRjlY K.NlGHT I'URlRE", ADVANCES 
  Advanct 
  Schoalastic Lore (Any) x3 
  Forbidden Lore (Any) x3 
  Cleanse and PurifY 
  Advance 
  Interrogation 
  Medicae 
  Resistance (psychic Powers) 
  Advance 
  Scholastic Lore (Any) + 10 (x3) 
  Unshakeable Faith 
  Strong Minded 
  Advance 
  Forbidden Lore (Any) + 10 (x3) 
  Interrogation + 10 
  Litany of Hate 
  Advance 
  Scholastic Lore (Any) +20 (x3) 
  Fearless 
  Resistance (Heat) 
  Advance 
  Mediae +10 
  Master Orator 
  Mental Fortress 
  AdVllDCt 
  Pt a (Grty Knights) 
  Interrogation +20 
  Forbiddt n Lore (Any) +20 (x3) 
  AdVllDCt 
  Taienttd (Forbiddt n Lnre [AnyD (x3) 
  Good Reputation (Grey Knights) 
  Medtcat +20 
  Cost 
  200 
  500 
  500 
  Co~ 
  200 
  400 
  400 
  Cost 
  200 
  500 
  1000 
  Cost 
  500 
  200 
  500 
  Co~ 
  200 
  1000 
  400 
  Co~ 
  400 
  700 
  1000 
  Co~ 
  500 
  200 
  500 
  Co~ 
  1000 
  500 
  400 
  Typt 
  Skill 
  Skill 
  Talent 
  Type 
  Skill 
  Skill 
  Talent 
  Type 
  Skill 
  Talent 
  Talent 
  Type 
  Skill 
  Skill 
  Talent 
  Type 
  Skill 
  Talent 
  Talent 
  Typt 
  Skill 
  Talent 
  Talent 
  Typt 
  Talent 
  Skill 
  Skill 
  Typt 
  Talent 
  Talent 
  Skill 
  Prtrtquisitts 
  Prer equisitts 
  Prerequisitts 
  Scholastic Lore (of the same type) 
  WP 30, Resistance (Pyschic Powers) 
  Pnrequisites 
  Forbidden Lore (of the same type) 
  Interrogation 
  Hatred (Any) 
  Prer equisites 
  Scholastic Lore (of the same type) + 10 
  Prt r t quisitts 
  Medicae 
  Fei30 
  WP 50, Strong Minded 
  Prtrtquisitts 
  Fei30 
  Interrogation +20 
  Forbidden Lore (of the same type) + 10 
  Prt r t quisitts 
  Fei30, Peer (Grey Knights) 
  Medicat +10 
  
  V: Grey Knights
  128
   Grey Knights
   Grey Knights
  Grey Knight 
  Psychic 
  Discipline
  "There is no weapon that, when wielded by a Grey Knight, cannot 
  be used to smite the daemonic."
  –Inquisitor Hele of the Ordo Sicarius 
  T
  he Grey Knights’ selection of psychic powers has been 
  formed over a millennia of against the worst monsters 
  the galaxy has to offer. While these powers are most 
  commonly used by Grey Knight Librarians, it is not unheard 
  of for an Ordo Malleus Inquisitor to learn these abilities or a 
  Primaris Psyker to train in this rare Discipline. The psychic 
  powers of the Daemonhunter are not subtle—they are weapons 
  of war against the foes of the God-Emperor of Mankind.
  The GM should be careful about allowing low rank 
  characters to have access to this Discipline—it is a powerful 
  Discipline and the Grey Knights are unlikely to teach it to 
  anyone who has not earned their respect. asCeNsION characters 
  might only know a single ability from the Grey Knight 
  Discipline, and even that knowledge would be a powerful and 
  treasured secret outside the Grey Knights chapter.
  might Of titan
  Threshold: 18
  Focus Time: Half Action
  Sustained: Yes
  Range: 50m
  Summoning up the power of the Chapter’s ancestors and 
  calling on the genetic heritage which all Battle-Brothers 
  possess, the Grey Knight hardens muscles and boosts the 
  strength of those nearby. The target increases his Strength 
  Bonus by the Grey Knight's Psy Rating as long as the power is 
  sustained. Note that this addition happens after multiplication 
  effects (such as Unnatural Strength). 
  Overbleed: For every 5 points by which the Grey Knight 
  exceeds the Threshold, an additional Grey Knight may be 
  affected by this power.
  minD blaDes
  Threshold: 19
  Focus Time: Half Action
  Sustained: Yes
  Range: 20m
  The Grey Knight imbues the blades of his allies with unerring 
  accuracy and the ability to seek out even the smallest of chinks 
  in their foes’ armour, helping his friends land devastating blows 
  to quickly dispatch their enemies. Those affected add the Grey 
  Knight’s Psy Rating to the Penetration of all their melee attacks 
  and any such attacks, whether unarmed or with weapons, do 
  not count as having the Primitive Quality if they possess it. In 
  addition, such attacks are harder to defend against, and Parry 
  Tests versus attacks from those under the effects of the power 
  suffer a –10 penalty. Both these effects last as long as the power 
  is sustained.
  Overbleed: For every 5 points by which the Grey Knight 
  exceeds the Threshold, an additional Grey Knight may be 
  affected by this power.
  quiCKsliVer
  Threshold: 18
  Focus Time: Half Action
  Sustained: Yes
  Range: 20m
  The Grey Knight enhances the reactions of his allies fi lling 
  them with an uncanny speed and swift movements. Those 
  affected by this ability gain a bonus to Initiative equal to the 
  Grey Knight's Psy Rating as long as the power is sustained. In 
  addition characters who do not have the Swift Attack Talent 
  are treated as having it while this power is sustained. 
  Overbleed: For every 5 points by which the Grey Knight 
  exceeds the Threshold an additional Grey Knight may be 
  affected by this power.
  Table 5-1: Daemon Hunter Powers
  Name
  Threshold
  Focus Time
  Sustain
  Prerequisite
  DeaTHWaTCH Cost
  Might of Titan
  18
  Half Action
  Yes
  Nemesis Hammerhand
  1000
  Mind Blades
  19
  Half Action
  Yes
  Quicksilver, Might of Titan
  Quicksilver, Might of Titan
  1000
  Quicksilver
  18
  Half Action
  Yes
  Nemesis Hammerhand
  1500
  Nemesis Hammerhand 20
  Free Action
  No
  —
  500
  Sanctuary
  17
  Full Action
  Yes
  —
  500
  The Shrouding
  15
  Full Action
  Yes
  —
  500
  The Summoning
  24
  Full Action
  No
  Warp Quake
  1000
  Warp Quake
  15
  Half Action
  Yes
  —
  1500
  Warp Rift
  26
  Half Action
  No
  The Summoning
  1500
  using DeathwatCh
  Characters using the DeaTHWaTCH Rulebook to run a 
  Grey Knight campaign should note that when a Grey 
  Knight gains a point of Psy Rating he does not gain an 
  additional psychic power. Instead, he is able to purchase 
  one power from the Divination, Telepathy or Grey Knight 
  Discipline at the listed DeaTHWaTCH Cost.
  
  V: Grey Knights
  129
  V:
  V:
  V:
  V:
  V Grey Knights
   Grey Knights
  nemesis hammerhanD 
  Threshold: 20
  Focus Time: Half
  Sustained: No
  Range: 100m
  The character puts the strength of his mind behind the blows 
  of his fi sts or weapons, striking fi ercely enough to wound even 
  the toughest foes. When using this ability, the Grey Knight 
  adds 1 to his Unnatural Strength multiplier (x2 becomes x3) 
  for the purpose of calculating melee damage.
  Overbleed: For every 5 points by which the Grey Knight 
  exceeds the Threshold, one additional Grey Knight may be 
  affected by this power.
  sanCtuary
  Threshold: 17
  Focus Time: Full Action
  Sustained: Yes
  Range: You
  By creating a barrier of psychic turbulence around himself, 
  the Grey Knight forms a bubble of shifting air and fl icking 
  space which is diffi cult for foes to cross. This barrier extends 
  out around the Grey Knight in a 10m radius and impedes 
  all those who try to cross. Anyone trying to enter or move 
  through the 5m area around the Grey Knight, treats it as 
  Rubble (see Dark Heresy page 213). The barrier does not 
  impede the Grey Knight’s movement in any way.
  Overbleed: For every 5 points by which the Grey Knight 
  exceeds the Threshold, increase the radius of Sanctuary by 5m.
  the shrOuDing
  Threshold: 15
  Focus Time: Full Action
  Sustained: Yes
  Range: You
  Shrouding himself and those nearby in an impenetrable 
  psychic fog, the Grey Knight makes it almost impossible for his 
  foes to see him and his allies. This protects them from ranged 
  attacks and enhances their stealth. The Shrouding extends 
  out around the Grey Knight in a 20 meter radius and makes 
  those within it hazy and indistinct when viewed from without 
  while not restricting the vision of those within it. Ranged 
  attacks at targets within The Shrouding from those beyond its 
  radius suffer a –30 to hit in addition to any other modifi ers. 
  In addition, those within the shroud add +30 to all Silent 
  Move and Concealment Skill Tests against those not within 
  the shroud. 
  Overbleed: For every 5 points by which the Grey Knight 
  exceeds the Threshold, he may expand or shrink the radius by 
  10m. The Grey Knight may reduce the radius to 0m so that the 
  power will only affect himself.
  the summOning
  Threshold: 24
  Focus Time: Full Action
  Sustained: No
  Range: Special
  The Grey Knight reaches out through the Immaterium and calls 
  upon his allies, drawing them across the intervening distance 
  in the blink of an eye. The Grey Knight can use this power on 
  a number of allies up to his Psy Rating, though he must have 
  met each one personally and must know them by name so that 
  he can recognise their presence in the Warp across space and 
  time. When he invokes this power he "calls" to these chosen 
  allies and they are instantly aware that he is summoning them. 
  If they choose to answer the call (considered a Free Action) 
  they are instantly transported through the Warp to his side 
  (appearing within 1d10 metres of the Grey Knight). If this 
  location is occupied by a person or another object the target 
  instead lands in an adjacent safe area, but suffers 1d10 damage 
  that ignores Toughness and Armour.
  Such transportation is not without its perils and those 
  summoned suffer a Corruption Point for their time in the Warp 
  (although Grey Knights are normally protected from this, other 
  allies may not be) and must make a Hard (–20) Willpower Test 
  or be unable to act in the following turn as they recover from 
  the disorientation. The Grey Knight may summon allies from a 
  maximum distance in kilometres equal to his Psy Rating, and all 
  those summoned must be within 10 metres of each other.
  Overbleed: For every 5 points the Grey Knight exceeds the 
  Threshold, the maximum distance of The Summoning increases 
  by one kilometre and he may affect one additional target.
  warp quaKe
  Threshold: 15
  Focus Time: Half Action
  Sustained: Yes
  Range: Special
  The Grey Knight causes the warp to tremor, causing denizens 
  of the warp to lose their hold on reality and equipment that 
  uses it for guidance to fail. In a radius equal to the Grey 
  Knight's Psy Rating x 5m nothing may enter realspace 
  through the warp. All attempts to do so automatically fail.
  Overbleed: For every 10 points by which the Grey Knight 
  exceeds the Threshold, increase the radius by Psy Rating x 5m.
  warp rift
  Threshold: 26
  Focus Time: Half Action
  Sustained: No
  Range: Special
  The Grey Knight tears apart reality with a gesture and opens 
  a rent in to the Warp which can swallow up those nearby. This 
  attack is an Area Effect attack with a range of 20m and deals 
  2d10 Energy Damage without any reduction from armour. 
  Daemons struck by this attack may not reduce the damage by 
  their Toughness Bonus.
  Overbleed: For every 5 points by which the Grey Knight 
  exceeds the Threshold, increase the damage by 1d10. 
  
  V: Grey Knights
  130
  Grey Knight 
  Wargear
  “I am the Hammer. I am the Sword. I am the Gauntlet. I am the Bane 
  of foes and the woe of the treacherous. I am the End.”
  –Grey Knight Prayer
  G
  rey Knights possess some of the fi nest weapons 
  and armour known to the Imperium and are well-
  equipped to maintain and use them as part of their 
  sacred duty to the Emperor. Since they are supplied by the 
  forges of Mars, few other military forces, including other 
  Chapters of the Adeptus Astartes, can boast an arsenal that 
  even approaches that of the Grey Knights. On top of the fi ne 
  craftsmanship of the Tech-Priests and Magi, the Grey Knights 
  also incorporate many wards and potent blessing into their 
  weapons and armour to adapt them to face the threat of the 
  daemon and the Warp. A Grey Knight’s weapon and armour 
  are sacred to him, cherished possessions which he cares for 
  and maintains so that they might never fail him in battle. In 
  fact, when a Grey Knight enters the Chapter he is given a 
  unique suit of armour which becomes his own. He will wear 
  it for the duration of his duty to the Emperor until, upon his 
  death, it is passed on to a new member of the Chapter so its 
  service might continue. 
  rare anD preciOUS
  Grey Knight weapons and armour are fabulous artefacts far 
  removed from the common stub guns and combat shotguns that 
  line the racks of weapons dealers everywhere. These are weapons 
  crafted by the best Tech-Magi of Mars, or the Grey Knights’ own 
  Forge Masters and Techmarines, specifi cally for the warriors of 
  Titan. For this reason, their profi les do not include either a price 
  or an availability, as such an item should never be for sale, and 
  they are so insanely rare that they are practically never found 
  outside the hands of a Grey Knight. Of course, Grey Knights and 
  other Adeptus Astartes equipment does occasionally fi nd its way 
  into the hands of nefarious individuals and black-marketeers, 
  though such instances are more the realm of game plots and 
  investigations than casual shopping.
  The standard equipment of a Grey Knight is his power or 
  terminator armour, an astartes storm bolter and a nemesis force 
  weapon. Grey Knight equipment has a Rank requirement listed 
  in each profi le. A Grey Knight may exchange his starting gear 
  for any piece of equipment for which he meets the requirement. 
  A Grey Knight may only own and wear one suit of armour at 
  a time, but necessity often requires a Grey Knight to don a 
  different type of armour for a specifi c mission. He may carry 
  a storm Bolter and nemesis force weapon together or a single 
  heavy weapon (Incenerator, Psilencer or Psycannon) but may 
  not carry a nemesis force weapon with a heavy weapon unless 
  he is wearing terminator Armour.
   Depending on the nature of his mission and his 
  Specialisation, the GM may grant him additional equipment 
  or even equipment from the Dark Heresy armoury.
  neMeSiS FOrce WeapOnS
  The most distinctive weapon of the Grey Knights is probably 
  the nemesis force sword and its variants. Finely tuned to the 
  wielder’s mind, it is a perfect weapon to use against daemons 
  and other denizens of the Warp. Table 5-2: Nemesis Force 
  Weapons covers the six most common variations of them 
  used by the Grey Knights. Unless otherwise noted all nemesis 
  force weapons are of good Quality.
  In the hands of a wielder with a Psy Rating, Nemesis 
  Force Weapons are much more potent than their mundane 
  counterparts. For every point of Psy Rating the wielder has, 
  the weapon’s Damage and Penetration increase by +1. 
  In addition to normal Damage, whenever a psyker wielding 
  any kind of Nemesis Force Weapon damages an opponent 
  with it, he may, as a Free Action, channel psychic force into 
  the weapon. This requires an Opposed Willpower Test. For 
  every degree of success, the force weapon’s wielder deals an 
  additional 1d10 Damage, ignoring the victim’s Armour and 
  Toughness Bonus. Force weapons cannot be destroyed by a 
  power weapon’s fi eld.
  man’s reaCh exCeeDs his grasp
  Grave religious taboos exist throughout most of the 
  Imperium against daring to touch weapons meant for 
  the hands of the Emperor’s Angels of Death. Astartes 
  weapons react violently to the grip of the unworthy, 
  and men bearing terrible burn scars are living proof of a 
  fl amer’s outrage in the hands of an ignoble master. Still, 
  there are invariably those bold and foolish enough to try 
  taming the machine spirits of Astartes weapons.
  Obtaining an Astartes weapons or armour should 
  require considerable effort on a character’s part and 
  never simply be the result of an Acquisition or Infl uence 
  roll. Astartes Ranged weapons count as one Class 
  heavier to anyone lacking in Space Marine physiology. 
  For example, a Pistol is a Basic weapon; a Basic weapon 
  is Heavy, and so on. Furthermore, Astartes weapons 
  impose a –30 penalty to all Tests made with them by 
  presumptuous mortals due to improper scale, weight, 
  and/or recoil. Even power armour is not enough to 
  compensate. The GM may also choose to impose other 
  problems from the rebellious machine spirit based on 
  the nature of a weapon (a Plasma weapon may require 
  Toughness Tests from routine heat venting; a power 
  weapon may run the risk of feedback, etc). Space 
  Marines may use weapons scaled for normal humans 
  without penalty if they choose, although the GM may 
  wish to require that the Space Marine take an extra 
  action or two to remove parts that get in the way (such 
  as the trigger guard or the stock!).
  
  V: Grey Knights
  131
  nemesis fOrCe halberDs
  As ancient in design and purpose as the Grey Knights 
  themselves, Nemesis Force Halberds are fi nely crafted 
  polearms with long, curved blades and sturdy hafts. 
  A Grey Knight can easily use such a weapon one-
  handed in short deadly chops. However the weapon 
  becomes even more dangerous should he wield it 
  two-handed. As a Free Action a Grey Knight may 
  change his grip on a Force Halberd to two-handed 
  (provided his other hand is free). When wielded two-
  handed, a Force Halberd gains the Tearing Quality.
  nemesis fOrCe swOrDs
  A lighter version, of the force halberd, a force sword can 
  take many forms. Force swords are crafted using arcane 
  magicks and complex scientifi c formulae and incorporates 
  a powerfi eld like all Nemesis Force Weapons. Their 
  balanced grips and nearly indestructible construction 
  makes them perfect for parrying even the attacks of 
  even the most powerful daemonic foe. If the bearer 
  has a Force Field, the Nemesis Force Sword adds 
  +10 to the Field Rating.
  nemesis DaemOn hammer
  The most common Nemesis Force weapon to be 
  used by non-Grey Knights, the Nemesis Daemon 
  Hammer is often used by high ranking Inquisitors 
  of the Ordo Malleus. It combines the crushing 
  power of the Daemon Hammer with the arcane 
  construction of the Nemesis Force Weapon to craft a 
  deadly bane of the daemonic.
  nemesis falChiOns
  Always used in a pair, the Nemesis Falchions can be carried by 
  a Grey Knight with a Storm Bolter thanks to the Storm Bolter’s 
  wrist mounting. The falchions contain monofi lament circuitry 
  that greatly enhance the speed at which they can be brought to 
  bear. Opponents attempting to Dodge or Parry an attack from 
  a Nemesis Falchion suffer a –10 penalty to the attempt.
  nemesis warDing staVe
  Designed as a defensive tool, the Nemesis Warding Stave can 
  be used in melee combat to protect a bearer from attacks that 
  would breach even the armour of a Terminator. When making 
  a guarded attack with the stave, the character gains a +20 to 
  Dodge and Parry Tests. In addition, the weapon includes 
  psychically activated refractor fi elds that add the users Psy 
  Rating to his armour value against melee strikes and removes the 
  Warp Weapon Quality from any melee weapon striking the user.
  nemesis greatswOrD
  Found only on the Dreadknight battle suit (see page 132) the 
  Nemesis Greatsword is a massive blade of silver and iron so 
  large that not even an Adeptus Astartes in power armour can 
  lift it. Despite its immense size, it is perfectly balanced in the 
  hands of a Dreadknight, and is a powerful tool against even 
  a greater daemon.
  nemesis DOOmfist
  A variants of the Astartes powerfi sts found on Dreadnoughts, 
  the Nemesis Doomfi st is a massive weapon easily able to 
  crush a man in its grip. Nemesis Doomfi sts are only found 
  as part of the Dreadknight battle suit (see page 132). The 
  Nemesis Doomfi st adds 1 to the user’s Unnatural Strength 
  modifi er for the purposes of calculating damage. 
  using DeathwatCh
  The requisition system in the DeaTHWaTCH can be 
  easily modifi ed to allow Grey Knight characters to 
  select equipment from the Armoury chapter. While 
  the weapons and armour of the Grey Knight should 
  be limited to those in this book, Tools or equipment 
  appropriate to the character's Specialization might be 
  extremely useful to a character.
  Specefi c items are up to the GM's discretion. A general 
  rule for determining what is appropriate would is:
  • Initiated equipment available at Rank 1
  • Respected equipment available at Rank 3
  • Distinguished equipment available at Rank 5
  • Famed equipment available at Rank 7
  • Hero equipment available at GM's discretion (as 
  most Hero items are chapter specefi c).
  Any equipment that is Standard Issue at Rank 1 to a 
  DeaTHWaTCH Specialization (such as the Apothecary's 
  Narthecium) should be made available to the character 
  at Rank 1. Grey Knights do not need to requisition 
  equipment as normal, as the Chapter has access to a 
  almost anything it could need in abundance.
  As ancient in design and purpose as the Grey Knights 
  themselves, Nemesis Force Halberds are fi nely crafted 
  polearms with long, curved blades and sturdy hafts. 
  A Grey Knight can easily use such a weapon one-
  handed in short deadly chops. However the weapon 
  becomes even more dangerous should he wield it 
  two-handed. As a Free Action a Grey Knight may 
  change his grip on a Force Halberd to two-handed 
  (provided his other hand is free). When wielded two-
  handed, a Force Halberd gains the Tearing Quality.
  nemesis fOrCe swOrDs
  A lighter version, of the force halberd, a force sword can 
  take many forms. Force swords are crafted using arcane 
  magicks and complex scientifi c formulae and incorporates 
  a powerfi eld like all Nemesis Force Weapons. Their 
  balanced grips and nearly indestructible construction 
  makes them perfect for parrying even the attacks of 
  even the most powerful daemonic foe. If the bearer 
  has a Force Field, the Nemesis Force Sword adds 
  nemesis DaemOn hammer
  The most common Nemesis Force weapon to be 
  used by non-Grey Knights, the Nemesis Daemon 
  Hammer is often used by high ranking Inquisitors 
  of the Ordo Malleus. It combines the crushing 
  power of the Daemon Hammer with the arcane 
  construction of the Nemesis Force Weapon to craft a 
  a guarded attack with the stave, the character gains a +20 to 
  Dodge and Parry Tests. In addition, the weapon includes 
  psychically activated refractor fi elds that add the users Psy 
  Rating to his armour value against melee strikes and removes the 
  Warp Weapon Quality from any melee weapon striking the user.
  nemesis greatswOrD
  Found only on the Dreadknight battle suit (see page 132) the 
  using DeathwatCh
  The requisition system in the 
  easily modifi ed to allow Grey Knight characters to 
  select equipment from the Armoury chapter. While 
  the weapons and armour of the Grey Knight should 
  be limited to those in this book, Tools or equipment 
  appropriate to the character's Specialization might be 
  extremely useful to a character.
  Specefi c items are up to the GM's discretion. A general 
  rule for determining what is appropriate would is:
  • Initiated equipment available at Rank 1
  • Respected equipment available at Rank 3
  • Distinguished equipment available at Rank 5
  • Famed equipment available at Rank 7
  • Hero equipment available at GM's discretion (as 
  most Hero items are chapter specefi c).
  Any equipment that is Standard Issue at Rank 1 to a 
  DeaTHWaTCH Specialization (such as the Apothecary's 
  Narthecium) should be made available to the character 
  at Rank 1. Grey Knights do not need to requisition 
  equipment as normal, as the Chapter has access to a 
  almost anything it could need in abundance.
  Table 5-2 Nemesis Force Weapons
  Name
  Class
  Dam
  Pen
  Special
  Wt
  Rank
  Nemesis Force Sword
  Melee
  1d10+2 E
  2
  Power Field, Sanctifi ed, Balanced
  6
  1
  Nemesis Force Halberd
  Melee
  1d10+3 E
  2
  Power Field, Sanctifi ed, Tearing
  9
  3
  Nemesis Daemon Hammer Melee
  2d10+5 E
  8
  Power Field, Sanctifi ed, Unwieldy
  20
  5
  Nemesis Falchions
  Melee
  1d10+1 E
  2
  Power Field, Sanctifi ed
  5 (each) 6
  Nemesis Warding Stave
  Melee
  1d10+1 I
  0
  Power Field, Sanctifi ed, Defensive
  5
  6
  Nemesis Greatsword
  Melee
  2d10+5 E
  6
  Power Field, Sanctifi ed, Balanced
  1500
  8
  Nemesis Doomfi st
  Melee
  2d10+5 E
  6
  Power Field, Sanctifi ed, Unwieldly
  1500
  8
  
  V: Grey Knights
  132
   Grey Knights
   Grey Knights
  ranGeD WeapOnS
  Like other Space Marine Chapters, the Grey Knights favour 
  bolt weapons. Their brutal damage and potent armour 
  penetration makes them ideal assault weapons—not to 
  mention the demoralising effect on the enemy that seeing 
  a comrade torn apart by a .75 bolt round may have. Grey 
  Knights also employ a number of special ranged weapons such 
  as Incinerators and Psycannons, all designed for maximum 
  effectiveness against daemons and psykers. Table 5-3: Grey 
  Knight Ranged Weapons covers the most commonly used 
  Grey Knight ranged weaponry.
  astartes stOrm bOlters
  Grey Knight bolt weapons function in much the same way 
  as regular bolt weapons, albeit of a larger design and more 
  robust manufacture. The advantages they gain from their size 
  and superior ammunition quality is included in their profi le.
  These weapons are common to the Grey Knights and often 
  mounted on the wrist so that they might have a free hand to 
  wield their force halberd two-handed. Essentially incorporating 
  two boltguns side-by-side, these weapons are often issued with 
  Psybolt Ammunition (see page 75). Grey Knights wear their 
  Storm Bolters on a special wrist mount that allows them to fi re 
  the bolter while keeping their hands free. 
  astartes inCineratOr
   Incinerators are Heavy Flamers that use a psychically 
  impregnated promethium so that they might burn with hotter 
  and more fi erce fl ames. An Incinerator ignores any protective 
  benefi ts granted by Psychic Abilities or Sorcery. Its damage 
  counts as Sanctifi ed and targets in the its area of affect suffer 
  a –5 penalty to the Agility Test to avoid the blast for every 
  point of the wielder’s Psy Rating
  astartes psilenCer
  The Psilencer does not fi re tradition ammunition. Rather, it 
  focuses the psychic might of the wielder into an amplifi ed energy 
  pulse that is focused into a beam of unstoppable force. These 
  arcane weapons harness the psychic potential of the user, who 
  must unleash a bolt of psychic force into the containment core of 
  the device. This burst of energy is then amplifi ed and directed by 
  the crystals in the weapon.
  The weapon fi res two additional shots per Psy Rating of the 
  user. In addition, it does not contain ammunition and does not 
  need to be reloaded. It may not be fi red by a wielder without Psy 
  Rating 1 or greater.
  astartes psyCannOn
  An ancient weapon whose manufacturing process has long 
  been lost, the Psycannon was specially designed for the Grey 
  Knights. Psycannons always use Psybolt ammunition (see 
  page 75) and incorporate special suspensors which reduce 
  their weight and make them easier to fi re on the move. A 
  Grey Knight wielding a Psycannon counts as having the 
  Auto-stabilised Quality (see Dark Heresy page 329).
  Table 5-3 Ranged Weapons
  Name
  Class
  Range RoF
  Dam
  Pen Clip
  Rld
  Special
  Wt
  Rank
  Astartes Storm Bolter
  Basic
  100m S/2/4 1d10+9 X
  5
  60
  2 Full Storm, Tearing
  26
  1
  Astartes Incinerator
  Basic
  30m
  S/–/–
  2d10+6 E
  6
  10
  2 Full Flame, Sanctifi ed
  65
  3
  Astartes Psilencer
  Heavy
  100m –/–/4 1d10+10 E 0
  –
  –
  Sanctifi ed
  60
  7
  Astartes Psycannon
  Heavy
  120m –/2/5 2d10+15
  5
  200
  2 Full Proven (4)
  50
  5
  new weapOn quality: prOVen
  Weapons with a Proven rating treat any damage die 
  result lower than the Proven rating as if it were the 
  Proven rating instead. Thusly a Proven 3 weapon 
  would treat any die roll of 1 or 2 as a 3 for the purposes 
  of calculating damage.
  psybOlt anD psyflame ammunitiOn
  Many Grey Knight weapons can be equipped (or come 
  standard wth) Psybolt or Psyfl ame Ammunition. These 
  are detailed on page 75.
  
  V: Grey Knights
  133
  V:
  V:
  V:
  V:
  V Grey Knights
   Grey Knights
  arMOUr
  Almost universally, Grey Knights wear Terminator Armour 
  (or Power Armour) whenever they set out on a mission 
  and seldom remove it outside of the walls of their fortress 
  monastery. For this reason, Astartes Armour has been 
  designed so that a warrior might live in it for months at a 
  time never needing to give up its protection. Table 5-5: 
  Grey Knight Armour covers the standard versions of Grey 
  Knight Power Armour and Terminator Armour as well as the 
  daemon crushing Nemesis Dreadknight armour.
  grey Knight pOwer armOur
  The iconic symbol of the Space Marine, power armour is 
  among the fi nest protection a warrior of the Imperium can 
  ever hope to wear. The armour’s ceramite plating provides AP 
  10 to the Body and AP 8 to all other Locations. In addition 
  to this ample protection power armour also grants the wearer 
  the following effects:
  Enhanced Strength: Increase his Strength by +20. The 
  effect on SB is calculated after the Unnatural Strength multiplier.
  Auto-senses: The Space Marine gains the Dark Sight Trait, 
  and Heightened Senses (+10 to relevant Tests) for Sight and 
  Sound. Input fi ltering provides immunity to photon, fl ash, 
  and stun grenades. Note that these benefi ts only apply whilst 
  the Space Marine is wearing his helmet, and the benefi ts from 
  the Auto-senses stack with the benefi ts of the Space Marine’s 
  Lyman’s Ear and Occulobe implants (meaning that Space 
  Marines have a +20 to Sight- and Sound-based Awareness 
  Tests). Additionally, the Auto-Senses make the Called Shot 
  Action (see Dark Heresy page 198) into a Half Action.
  Osmotic Gill Life Sustainer: With the helmet on, 
  the armour is environmentally sealed and can maintain an 
  adequate oxygen supply as long as the unit is powered.
  Bio-monitor and Injectors: If the internal cogitator 
  detects a problem with the wearer’s bio-signs, it can 
  administer pain suppressors, combat stimms, and anti-toxins. 
  This provides the following benefi ts:
  • +10 to Tests resisting the Toxic Quality and similar 
  poison effects.
  • The pain suppressor reservoir has a total of 6 doses, each 
  of which can be used to ignore Critical Effects for 1d10 
  rounds. The doses may be used in succession or staggered.
  • If the wearer is Stunned, the effect lasts a maximum of 
  one Round before the bio-monitor detects and negates it.
  Vox Link: Serves as a standard vox and a channel for any 
  more sophisticated data transmissions the suit or its wearer can 
  access. The bio-monitor feed also transmits through this link, 
  allowing properly equipped allies to view each others’ vitals.
  Magnetized Boot Soles: Can be activated to provide the 
  equivalent of Magboots.
  Nutrient Recycling: Filters in the armour capture and 
  purify body waste, re-constituting it into a nutrient solution that 
  is intravenously returned to the body. This can sustain a Space 
  Marine for long periods of time, but not indefi nitely. For every 
  two weeks that no other source of nutrition is ingested, make a 
  Toughness Test or suffer one level of Fatigue until nutrition is 
  consumed. The Diffi culty of this Test increases one step for every 
  two weeks without food or Preomnor-derived sustenance.
  Wrist Mount: This specially designed wrist mount allows 
  a storm bolter to be mounted on the wrist and fi red empty 
  handed. The Grey Knight may therefore wield a Nemesis 
  Force Staff, Nemesis Force Halberd or a pair of Nemesis 
  Falchions without giving up ranged capabilities. The wrist 
  mount is integrated into the armour and does not hamper the 
  range of the weapon.
  Giant Among Men: A Space Marine in power armour is 
  Hulking. This increases his Base Movement by 1; however, 
  the grace afforded by his Black Carapace negates the modifi er 
  enemies would otherwise have to attack him. He still suffers 
  the usual penalties to Concealment and Silent Move for being 
  heavily armoured.
  Poor Manual Dexterity: While protective, armoured 
  gloves are not ideal for fi ne manipulation. Delicate tasks 
  suffer a –10 penalty unless using equipment designed for 
  Space Marines.
  The Aegis: Aegis warding within the armour protects the 
  wearer from psychic attack using the wearer’s own psychic power. 
  Increase the Threshold of any hostile psychic powers targeting 
  the wearer (or that include the wearer in their area of effect) by 5. 
  This effect is not cumulative with other Aegis effects.
  Donning power armour is a sacred ritual, honouring the 
  machine spirit’s history of valiant deeds and praying for its boons 
  in the battles to come. It takes 20 minutes to remove or don 
  power armour un-aided, but never less than 5 minutes no matter 
  the amount of assistance, as the proper rites must be observed.
  Damaging pOwer armOur
  Once a Battle-Brother takes Damage greater than the Armour 
  Points of his armour, it no longer counts as environmentally sealed. 
  An application of repair cement is usually suffi cient to re-seal it 
  until permanent repairs can be made. Astartes power armour uses 
  a fusion generator backpack which can sustain power forever 
  with proper care. However, it is possible for the power unit to 
  be damaged, hindering or even disabling the suit. If the wearer 
  takes Critical Damage to the Body from behind, consult the 
  Power Unit Critical Effects chart (in addition to normal Critical 
  Effects). The problems continue until the unit can be repaired with 
  a Challenging (+0) Tech-Use Test.
  Table 5–4: Power Unit Critical Effects
  Critical 
  Damage
  Result
  1–3
  Unaffected: The power unit continues 
  functioning normally.
  4–5
  Damaged: The power fl ow is diminished, 
  causing system failures and diffi culty moving. 
  All benefi ts granted by the armour (except its 
  inherent AP) are lost. All physical actions suffer 
  inherent AP) are lost. All physical actions suffer 
  a –10 penalty. Decrease Base Movement by 2.
  6+
  Unpowered: The suit completely shuts down. 
  All benefi ts granted by the armour (but not its 
  inherent AP) are lost. The wearer must make an 
  Arduous (–40) Strength Test to simply move. 
  If he passes the Test, his Base Movement is still 
  reduced to 1, and all physical actions suffer a 
  –30 penalty.
  
  V: Grey Knights
  134
  grey Knight terminatOr armOur
  Tactical Dreadnought Armour, more commonly called 
  Terminator Armour, turns an Adeptus Astartes into a nigh-
  unstoppable force of destruction. Terminator Armour 
  incorporates all the systems of standard Astartes Power 
  Armour with several upgrades. Superior actuator and 
  stabilisation systems allow for Heavy and Mounted weapons 
  to be fi red one-handed. This also provides the Auto-stabilised 
  Trait and grants +30 to Strength instead of +20. The auto-
  senses are part of a sensorium, which provides the same 
  capabilities as an auspex. Terminator armour’s heavy layers of 
  protective alloys can defl ect even the heaviest bombardments.
  In addition, the Crux Terminatus on every Terminator’s 
  shoulder plate serves as a ward capable of turning aside 
  attacks from power weapons, melta fi re, and even the baleful 
  energies of the warp. This functions as a Best Quality Force 
  Field with a Protection Rating of 35 (see page 72). This fi eld 
  does not become overloaded under normal circumstances.
  The massive frame of a Terminator is not without limitations. 
  A Terminator cannot Run, and the wearer suffers –20 to Agility, 
  and cannot Dodge (but may still Parry). Furthermore, in order 
  for the Terminator’s frame to properly support, aim, and interface 
  with weapons, they must be affi xed by special couplings. Arming 
  Tactical Dreadnought units is a laborious and sacred ritual that 
  may only be performed by high-ranking Techmarines with the 
  proper accoutrements and facilities. This prohibits the weapon 
  confi guration from being changed under other circumstances.
  nemesis DreaDKnight
  The Nemesis Dreadknight is a fearsome combination of 
  some of the Imperium’s most powerful technology and the 
  indomitable will of the Grey Knights to face the horrors of the 
  Warp. Designed for use by a single terminator armoured Grey 
  Knight, the Dreadknight is a massive exoskeleton, powered by 
  a plasma reactor and mounting two massive nemesis doomfi sts. 
  Such a fearsome battle suit allows a single Grey Knight the raw 
  power and close combat strength to take on Daemon Princes 
  or Greater Daemons in hand to hand with a chance of success. 
  Against lesser foes the Dreadknight has also proven highly 
  effective. A single such behemoth can tear its way through 
  entire daemonic hordes in a rampage of destruction.
  A Grey Knight piloting a Nemesis Dreadknight need 
  not make any special rolls to control it. Once he is strapped 
  in, it will follow his movements and respond to his mental 
  commands. However, it is massive and cumbersome. The 
  Nemesis Dreadknight pilot has all the benefi ts of Grey Knight 
  Power Armour. Additionally he gains the following effects:
  • The Nemesis Dreadknight increases the Grey Knight’s 
  Size to Enormous.
  • The Grey Knight does not use his own Strength, 
  Toughness, Agility or Wounds while in the Dreadnight. 
  Instead he uses the Dreadnight's Strength and Toughness 
  of 75 and Agility of 40. The Dreadknight has Unnatural 
  Strength (x3) and Unnatural Toughness (x3) and 100 
  Wounds. If the Dreadknight is reduced to 0 wounds it 
  is destroyed. The Grey Knight pilot is also reduced to 0 
  wounds and he must burn a Fate point to survive.
  • The Dreadknight mounts two Doomfi sts (see page 129). 
  One Doomfi st may be replaced with a Nemesis Great Sword.
  • It incorporates a powerful force fi eld similiar to 
  Terminator armour and is treated as having a Best Quality 
  Force Field with a Protection Rating of 35. This fi eld 
  does not become overloaded under normal conditions.
  • The Dreadknight may mount two additional ranged 
  weapons: a Gatling Psilencer, Heavy Incinerator, or Heavy 
  Psycannon. It may only mount each weapon once. These 
  are identical to the Incinerator, Psycannon, and Psilencer, 
  but with the augmented attributes found in Table 5-6.
  • The Dreadknight may have a personal teleporter, 
  allowing the Dreadknight to quickly respond to 
  battlefi eld conditions.
  Table 5-6 Nemesis Dreadknight Ranged Weapons
  Name
  Class
  Range RoF
  Dam
  Pen Clip
  Rld
  Special
  Wt
  Rank
  Heavy Incinerator
  Heavy
  60m
  S/–/–
  2d10+6 E
  6
  20
  2 Full Flame, Sanctifi ed
  200
  8
  Gatling Psilencer
  Heavy
  100m –/–/8 1d10+8 E
  0
  –
  –
  Sanctifi ed, Storm
  240
  8
  Heavy Psycannon
  Heavy
  120m S/–/–
  2d10+15
  5
  40
  2 Full Proven (4), Blast (6)
  190
  8
  Table 5-5: Grey Knight Armour
  Table 5-5: Grey Knight Armour
  Name
  Location(s) Covered
  AP
  Wt
  Rank
  Grey Knight Power Armour
  Grey Knight Power Armour
  All
  8 (Body 10)
  180
  1
  Grey Knight Terminator Armour
  Grey Knight Terminator Armour
  All
  14
  400kg
  3
  Nemesis Dreadknight
  Nemesis Dreadknight
  All
  15
  2000kg
  8
  using DeathwatCh
  Grey Knight Space Marines have access to Terminator 
  Armour from Rank 3, which is often sooner than Space 
  Marines of other Chapters. It is up to the GM what 
  armour is available for a mission, but it is common for 
  Grey Knights to have access to either Terminator or 
  Power Armour in many situations.
  In addition, Grey Knight armour does not have an 
  Armour History. While the deeds of those Grey Knights 
  who wore the armour before may be well documented 
  this has no mechanical effect. Grey Knight armour has 
  the Aegis trait instead, an in Deathwatch campaigns 
  this would impose a -10 penalty on Focus Power Tests 
  instead of a penalty to the Threshold.
  
  V: Grey Knights
  135
  OtHer eQUipMent
  The Grey Knights are outfi tted with the best equipment the 
  Imperium of Mankind can provide, and this does not stop at 
  their arms and armour. Their ships are some of the fastest, and 
  they have access to gear that some consider so unmatched in 
  battlefi eld utility that it borders on the miraculous.
  brOtherhOOD banner
  The sacred banners of the Grey Knights Chapter are relics 
  that inspire the Adeptus Astartes in their grim duty. Woven 
  with extremely rare strands of truesilver, the ancient warding 
  within a Brotherhood Banner serves to inspire Battle-
  Brothers to even greater heights of martial prowess as they 
  fi ght beneath the watch of those who carried their sacred 
  duty before them.
  Any Grey Knight within a 20m radius of a Brotherhood 
  Banner fi ghts on with a sense of certainty of purpose so pure 
  that his strikes land true on even the most skilled opponents. 
  Grey Knights may re-roll any failed Weapon Skill Test while 
  under its infl uence. 
  The Brotherhood Banner requires both hands to carry. 
  While a Grey Knight can still fi re his wrist-mounted weapon 
  while carrying the banner, he must forgo his Nemesis Force 
  Weapon to properly care for such a secred relic.
  persOnal telepOrter
  The ancient Personal Teleporter is a backpack sized site-
  to-site teleportation device that allows the user to traverse 
  the battlefi eld without the need for a massive shipboard 
  teleportarium. With a thought, the user can teleport through 
  the Warp in order to instantly react to battlefi eld conditions. 
  It can even be used to move great distances or to teleport into 
  battle from orbit, though this is much more diffi cult. Grey 
  Knights making use of a Personal Teleporter can disappear 
  and re-appear instantly, to charge a foe from behind or defend 
  a critical location.
  A Personal Teleporter requires the Pilot (Personal) Skill to 
  operate effectively. It allows for a safe, guided Warp-jump to 
  any visible location. Such jumps allow the Battle-Brother to 
  double his Base Movement and travel in any direction without 
  regard for obstacles. For all other purposes, he counts as having 
  taken the appropriate Movement action. He cannot stay in the 
  Warp for longer than his normal movement and he must appear 
  by the end of his turn. Alternatively, the pack can be used to 
  move across greater distances, although this requires great 
  expertise and courage.
  The character doubles his Base Movement when equipped 
  with a Personal Teleporter. He may even use the Personal 
  Teleporter as part of a Charge or Run. To perform more 
  complex actions, the character needs to make a Pilot (Personal) 
  Test at the GM's discretion.
  The Grey Knight may travel across greater distances using 
  his Psy Rating to protect him on the journey in much the 
  same way as a Gellar Field protects a Warp-capable vessel. A 
  Hard (–20) Navigation (Stellar) Test allows the character to 
  travel between planetary bodies and ships. The fi nal distance 
  is left to the GM's discretion, but the Grey Knight needs to 
  be certain of his destination and the distance is limited by the 
  character's Psy Rating. 
  The Personal Teleporter of this size only works with Power 
  Armour, although larger versions exist that function with the 
  Nemesis Dreadnight armour. Grey Knights wishing to make 
  use of a Personal Teleporter must forgo their normal Terminator 
  Armour for lighter and more mobile Power Armour.
  Table 5-7: Personal Teleporter Range
  Psy Rating
  Distance
  2
  Ship in low orbit to planet surface (up 
  to 5000 km)
  3
  Ship in geosynchronous orbit to planet 
  surface (up to 40,000 km)
  4
  Planet surface to ship in nearby void 
  (up to 120,000 km)
  5
  Planet surface to orbiting moon (up to 
  500,000 km) 
  6
  Planet surface to closest planet
  7
  Planet surface to distant planet
  8+
  Across an entire solar system (from 
  one planet to another)
  
  V: Grey Knights
  136
   Grey Knights
   Grey Knights
  Grey Knights 
  in Campaigns
  "I wish I could tell you that these so called Grey Knights exist. It 
  would bring me comfort to believe that there is an entire chapter of 
  the Adeptus Astartes dedicated to ﬁ xing our mistakes. Think about 
  how absurd that is, for just a moment. Then know that it ends here 
  with us. We cannot afford the luxury of hope today."
  –Sergeant Raway
  T
  he most potent of the Emperor’s Servants present 
  a unique storytelling opportunity. Their powerful 
  weapons and dedicated mission have a singularity of 
  purpose that can be used by a GM to create moments of epic 
  confl ict, where good and evil clash with all of reality wagered. 
  Where Acolytes are on the front line, the Grey Knights are 
  the last defence from the forces of the Warp. When an Acolyte 
  fails, it results in a Hive, or perhaps a single world, falling to 
  Chaos. Should they fail there is no, still more capable, force 
  ready to intervene. If the Grey Knights fail in their task, 
  systems or entire sub-sectors can be lost, or sent spinning into 
  a war that threatens the entire Calixis sector.
  This section provides advice and ideas for a GM who wishes 
  to include the Grey Knights in his Dark Heresy campaign or 
  create an entire campaign around a group of Grey Knights.
  cHaracter StrenGtH
  Acolytes are servants of the Holy Ordos and have many 
  resources and abilities that exceed that of typical Imperial 
  Citizens. They are mortal men and women who act as agents of 
  an Inquisitor’s will. Despite this additional authority and their 
  augmented resources, the typical Acolyte is not personally 
  powerfully. They rely upon their Inquisitor for everything 
  they need to perform their duties. A single Bloodletter is a 
  powerful foe, likely to slay an Acolyte. The destruction of 
  such a beast can be the focus of several adventures.
  Grey Knights, by comparison, have considerable personal 
  power. A single Bloodletter will present little challenge for a 
  group of Grey Knights, a single Grey Knight may be likely 
  to banish such a creature with little effort. A Bloodletter will 
  challenge a group of Grey Knights, but would certainly end 
  the lives of Acolytes without special circumstances.
  It is this reason that makes Grey Knights diffi cult to 
  integrate into a campaign alongside Acolytes. A group of 
  Acolytes would fi nd themselves dwarfed by such a character. 
  It is unlikely that an Inquisitor would ask a single Grey Knight 
  to serve alongside Acolytes, as the Acolytes are disposable, 
  often executed or mind-scrubbed after they witness any proof 
  that the Grey Knights exist. It would be a truly remarkable 
  group of Acolytes, in remarkable need, chosen to serve 
  alongside any Adeptus Astartes, let alone a Grey Knight.
  theme anD mOOD
  Acolytes exist in a world of subterfuge and intrigue. 
  Investigation and the prevention of Daemonic Incursions is 
  their primary focus. A Grey Knight focuses on the destructions 
  of daemons where Acolytes fail. This difference in focus can, 
  with a little attention by the GM, create exciting moments of 
  drama.
  While Acolytes often engage in heroic combat, these 
  desperate last stands where a mortal faces down a powerful 
  threat are moments of fear. The Acolyte assumes he will die 
  in defeating a daemon, but can he drag it down with him. He 
  has to ask himself if his sacrifi ce will be enough.
  When a Grey Knight faces similar threats it is larger in 
  scale. Where an Acolyte would sacrifi ce himself to allow 
  the rest of his Cell to escape, a Grey Knight would sacrifi ce 
  himself to destroy a powerful Greater Daemon who is the 
  focus of an entire campaign.
  When used during an Interlude (discussed below), Grey 
  Knights can provide a meaningful counterpoint to the Acolytes' 
  more mundane power level.
  nO witnesses
  The Grey Knights rarely leave witnesses. Entire platoons of 
  Guardsmen may be given fi nal benediction to prevent word 
  of the Grey Knights' existence from spreading. If an incursion 
  requires the attention of the God-Emperor’s fi nest warriors, 
  then any who were present are likely corrupted beyond 
  redemption. Those who are allowed to live might be instead 
  subjected to a mind-cleansing.
  An Inquisitor, however, has the authority to prevent this 
  waste of his resources when he feels it is appropriate. While 
  protecting an entire platoon is risky, potentially even a radical 
  act, a small group of trusted Acolytes might be spared. These 
  Acolytes must have great potential, and should see their 
  protection as a badge of honour.
  Even more rare are Acolytes who are told of the Grey 
  Knights' existence, and given the authority and capability to 
  request the Grey Knights for aid. Such Acolytes are certainly 
  on their way to becoming Throne Agents themselves. Even 
  with this potential, it would require a serious threat to give 
  a group of Acolytes permission to contact the Grey Knights 
  serving aboard the Righteous Dawn.
  
  V: Grey Knights
  137
  V:
  V:
  V:
  V:
  V Grey Knights
   Grey Knights
  interlUDeS
  The simplest way to include Grey Knights in a Dark Heresy 
  campaign is through the use of an Interlude. An Interlude takes 
  place between game sessions featuring the investigations of 
  Acolytes. This can occur in a variety of ways and a squad of 
  Grey Knights might be a re-occurring event in a campaign, the 
  players occasionally taking on the roles of Grey Knights.
  aCOlyte inVestigatiOns
  The Grey Knights are a fi ghting force, their talents are ill-
  suited for investigations. Inquisitors know how to properly use 
  their resources, and Acolytes are required for subtle inquiry. 
  One way to include Grey Knights in a campaign is to have 
  them respond to information the Acolytes uncover. At the 
  end of an investigation, the Acolytes uncover some powerful 
  secret that they cannot, on their own, deal with. The Cell’s 
  patron Inquisitor recalls the Acolytes and the Grey Knights 
  take over to deal with the threat more directly.
  This allows the players to feel both the awesome strength of 
  the Grey Knights, while enjoying the full story of an Incursion 
  that includes all the twists and surprises of Acolyte-level play.
  Calling in the grey Knights
  Rare and special Acolytes may be given the means to contact 
  the Grey Knights should they discover something that 
  requires their attention. Measures this drastic are probably 
  only undertaken when an Inquisitor is needed elsewhere, 
  but he still believes there is a high chance that his trusted 
  Acolytes will uncover something truly horrifi c.
  In games where the Acolytes have the power to call upon the 
  might of the Adeptus Astartes they are required to have good 
  reasons, outlined in detail by their Inquisitor, and the response 
  time may not be instant. It can be quite thrilling for a group of 
  Acolytes to be forced on the run, desperately trying to activate 
  their beacon and survive long enough for the Grey Knights to 
  appear in the nick of time, teleporting in to the rescue.
  Keeping things sCary
  In games with a focus on Horror, characters as powerful as 
  Grey Knights can make villains less terrifying. If the GM 
  wishes to maintain a suitable level of fear he can still make 
  use of the Grey Knights in his campaign. The GM must use 
  the difference between Acolyte and Grey Knight power to his 
  advantage, raising the stakes of the adventure.
  In this situation it is effective to use the Grey Knights as a 
  prequel to an investigation. The players can take on the rolls of 
  Grey Knights in the distant past, defeating a powerful greater 
  daemon, temporarily, at great cost. When the Acolytes then 
  take over, they must fi nd a way to defeat the same evil on their 
  own. This could be a re-occurring event in a campaign, as the 
  Cell’s psyker (or faithful character) routinely receives visions 
  of the glorious actions of the Grey Knights a millennium ago, 
  information vital to their defeat of the beasts revealed to them. 
  the big reVeal
  If the GM creates the Grey Knight characters in advance, he can 
  surprise the players with a sudden shift in the focus of his story. 
  This drastic jump in locations and power level can be a great way 
  to change the pace of a story. Should the campaign's major story 
  come to a dead end the players can be given key information 
  through a game session using the Grey Knights.
  This use of the Grey Knights can put the Acolytes on the trail 
  of cultists, daemons, or even xenos. In this way, secrets about a 
  campaign can be revealed to the players through the Grey Knights, 
  and trickle down to the Acolytes. As this allows the players to 
  discover new avenues of adventure themselves, rather than relying 
  on the Inquisitor to give them marching orders, it alleviates 
  possible frustration at hitting a dead end in an investigation. 
  grey Knights tO the resCue
  When things go wrong for Acolytes, they go extremely 
  wrong. Worlds will burn in the fi res of Chaos, civilizations 
  will become enthralled by foul xenos, and the faithful will 
  turn their eyes from the light of the God-Emperor. This puts 
  the Acolytes in a diffi cult position, often hoping to escape, 
  knowing their mission has failed.
  The players can take on the role of the Grey Knights, 
  coming to the rescue at the behest of an Inquisitor. The GM 
  is able to employ the Grey Knights, in this way, to prevent 
  the players from feeling helpless. Instead they play as Grey 
  Knights, rescuing themselves. This can lead to further 
  information being found (and given to them directly by the 
  Adeptus Astartes), as well as the survival of the Acolyte Cell.
  aDVenture seeDs
  Here are some quick adventure ideas for the GM who wishes to include Grey Knights in his campaign:
  • Having discovered the secrets of House Thrungg, the Acolytes, attempting to destroy an accursed artefact, require a rare 
  mineral found only on a legendary world lost to daemonic forces. The Acolytes must locate the planet (or a manifest 
  recording the ore on a space hulk) and inform their Inquisitor. Can the Grey Knights retrieve the priceless reagent in time?
  • The Inquisitors of the Ordo Malleus are unsure how the prophecies of Drill-Abbot Bradok were ignored, but it is 
  feared that the time is right for the Lord of Misrule to fully manifest. All is not lost, as a Sister of Battle has received 
  visions of the Lord of Misrule’s defeat, some thousand years ago, giving a small group of Acolytes all the clues they 
  need to prevent the prophecies' dark promise.
  • An investigation into the daemon weapon “Claws of Gorfathe” has lead the Acolytes to a small Ork warband on 
  Kulth. What began as a routine extermination of the greenskins was interrupted by a massive Rok colliding with the 
  planet. Amidst the devastation, Warboss Kozgrob has arisen to control the Ork hordes. Can the Grey Knights arrive 
  in time to prevent the daemon weapon from falling into Kozgrob's hands?
  
  V: Grey Knights
  138
  GreY KniGHt 
  aScenSiOn caMpaiGnS
  When the GM wants to allow a player (or players) to take control 
  of Grey Knights for an entire campaign he must fi nd ways to 
  challenge the characters. Grey Knights can serve the Inquisition 
  in a variety of ways, and indeed Justicar Maligante dutifully takes 
  orders, when the Calixian Ordos require their chamber militant to 
  take action. Grey Knights can be the focus of a campaign either as 
  a single player character acting alongside Throne Agents, or as an 
  entire campaign focused around a group of Grey Knights.
  the rOle Of inquisitOrs
  In an asCeNsION game where a player has taken on the role of 
  an Inquisitor, it is possible that he has need of a Grey Knight 
  during his investigations. While an Inquisitor more commonly 
  calls upon the chamber militant to act as a military force, it is 
  not unheard of, in the Calixis Sector, for Justicar Maligante to 
  allow one of his Grey Knights to accompany an Inquisitor on his 
  investigation. While this is rare, it has proved prudent in the past, 
  which is the main reason the practice has been allowed.
  When a Grey Knight does accompany an Inquisitor he refrains 
  from declaring his chapter, often calling himself "An Adeptus 
  Astartes", to prevent the necessity of maintaining the Chapter's 
  secret existence through execution. He may even keep his Chapter 
  reserved from the Throne Agents with whom he serves. He is in 
  service of the Inquisitor and follows his commands, although a 
  wise Inquisitor looks to the Grey Knight not as a servant, but as a 
  trusted ally and bulwark against the daemonic.
  thrOne agent strength
  Characters created using the asCeNsION supplement are 
  far more capable than typical Acolytes. The more militant 
  Ascended Careers may fi nd that they can hold their own with 
  an Adeptus Astartes. A Grey Knight is a potent combatant, 
  but alongside Throne Agents, this power is less pronounced 
  (although he may still be more powerful). The GM should 
  craft combat encounters with each Throne Agent in mind, 
  making sure that militant Throne Agents have opportunities 
  to showcase their unique fi ghting skills. 
  all grey Knight Campaigns
  Campaigns comprised of nothing but Grey Knight characters 
  can also be rewarding and exciting. These games follow a 
  simple mission format, with the Grey Knight's orders coming 
  from Justicar Maligante as he pursues the Lord of Misrule or 
  assists a variety of Inquisitors in the execution of their duties.
  GM’s wishing to run all Grey Knight campaigns may 
  wish to use the DeaTHWaTCH Rulebook instead of the Dark 
  Heresy Rulebook. Some GM attention will be required, but 
  the “Using DeaTHWaTCH” sidebars throughout this chapter 
  provide further advice. Important notes to keep in mind are:
  • Grey Knights do not requisition gear. The chapter 
  provides the tools they will require for a mission. Instead, 
  equipment has a simple Rank requirement that a Grey 
  Knight must meet to be issued a piece of wargear.
  • Grey Knights do not have a Squad or Solo mode ability. 
  Instead, they have access to their psychic powers and 
  the Brotherhood of Psykers Talent. Because they are all 
  members of the same Chapter, they do not track Cohesion.
  • Additional Specialisations might be available at a GM’s 
  discretion, as the Grey Knights do have Apothecaries, 
  Librarians, and Techmarines. They do not have Tactical 
  Marines or Assault Marines (they have Grey Knight 
  Strike Squads instead).
  • New Talents may be presented in the DeaTHWaTCH 
  Rulebook that make sense for a Grey Knight. The GM 
  may wish to allow them as Elite Advances.
  aDVenture seeDs
  Here are some quick adventure ideas for the GM who 
  wishes to include Grey Knights in his campaign:
  • An Inquisitor has assembled a cell of trusted 
  Throne Agents to investigate a daemonic cult that 
  is rising to power in the Calixis sector. Preliminary 
  investigations have revealed that the cult worships 
  a Keeper of Secrets. It is with the Emperor's 
  guidance that a Grey Knight named its nemesis is 
  serving aboard the Righteous Dawn.
  • The seers of the Grey Knight chapter have received 
  visions of a daemonic incursion surrounding a cell 
  of Throne Agents. The prophecy is, unfortunately, 
  murky. Unsure whether the cell will cause or 
  prevent this incursion, Justicar Maligant has 
  ordered one of his Grey Knights to accompany 
  them as their bodyguard... or as their executioner.
  
  V: Grey Knights
  139
  A
  Abhor the Witch (Talent) 
  113
  Actions 
  234, 236
  Advanced Skills 
  94
  Agil-
  ity
   
  25
  Aim
   
  237
  Air of 
  Author-
  ity (Tal-
  ent)
   
  113
  All Out Attack 
  237
  Ambidextrous (Talent) 
  113
  Ammunition 
  158
  Arming (Missions) 
  230
  Armour 
  160
  Armour Craftsmanship 
  165
  Armour-Monger (Talent) 
  113
  Assassin Strike (Talent) 
  113
  Assistance 
  204
  Astartes Weapons 
  142
  Astartes Weapon Specialisation (Talent) 
  113
  Astartes Weapon Training (Talent) 
  113
  Attack 
  244
  Attack Patterns 
  221
  Autosanguine (Talent) 
  113
  B
  Ballistic Skill 
  25
  Basic Skills 
  92
  Basic Weapon Training (Talent) 
  113
  Bastion of Iron Will (Talent) 
  114
  Battle Rage (Talent) 
  114
  Berserk Charge (Talent) 
  114
  Binary Chatter (Talent) 
  114
  Blademaster (Talent) 
  114
  Blind Fighting (Talent) 
  114
  Blood Soaked Tide (Horde) (Trait) 
  130
  Bolter Drill (Talent) 
  114
  Bolt Weapons 
  146
  Brace Heavy Weapon 
  238
  Briefing (Missions) 
  227
  Bulging Biceps (Talent) 
  114
  Burning Fate 
  205
  C
  Called Shot 
  238
  Call to Vengeance (Talent) 
  114
  Carrying, Lifting, and Pushing Objects 
  208
  Carrying Weight 
  208
  Catfall (Talent) 
  114
  Chain Weapons 
  153
  Chaos Heretic 
  364
  Chaos Space Marine 
  363
  Chapter Advances 
  66
  Chapter Squad Mode Abilities 
  217
  Character Advancements 
  57
  Characteristic Advance 
  57
  Characteristic Damage 
  251
  Characteristics 
  25
  Charge 
  238
  Chem 
  Geld 
  (Talent)
   
  114
  Cleanse 
  and Pu-
  rify (Tal-
  ent)
   
  115
  Climb-
  ing
   
  206
  Codex Squad Mode Abilities 
  216
  Cohesion 
  211
  Combat 
  234
  Combat Formation (Talent) 
  115
  Combat Master (Talent) 
  115
  Combat Sense (Talent) 
  115
  Common Lore 
  100
  Concealed Cavity (Talent) 
  115
  Conditions and Special Damage 
  260
  Corruption 
  282
  Counter Attack (Talent) 
  115
  Cover 
  246
  Crack Shot (Talent) 
  115
  Crafting Skills 
  94
  Craftsmanship 
  140
  Crippling Strike (Talent) 
  115
  Critical Damage 
  250
  Critically Damaged 
  262
  Crushing Blow (Talent) 
  115
  Cybernetic and Bionic Replacements 
  262
  D
  Damage 
  250
  Darkness 
  247
  Deadeye Shot (Talent) 
  115
  Death 
  262
  Death From Above (Talent) 
  115
  Deathwatch Advances 
  64
  Deathwatch Apothecary 
  68
  Deathwatch Assault Marine 
  72
  Deathwatch Devastator Marine 
  76
  Deathwatch Hypno-conditioning 
  36
  Deathwatch Librarian 
  80
  Deathwatch Relics 
  168
  Deathwatch Tactical Marine 
  84
  Deathwatch Techmarine 
  88
  Deathwatch Training 
  36
  Deathwatch Training (Talent) 
  115
  Deciding How to Advance Your Character 
  58
  Defensive Stance 
  238
  Defensive Stances 
  223
  Deflect Shot (Talent) 
  115
  Degrees of Success and Failure 
  203
  Delay 
  238
  Demeanours 
  32
  CHaraCTer NaMe _________________________________  PLayer NaMe _____________________________________
   sPeCIaLITy ________________________________________   Rank ______________________________________________
  DesCrIPTION _______________________________________________________________________________________________________
  ______________________________________________________________________________________________________________________
  SKILLS
  Acrobatics (Ag)
     
  Awareness (Per)
     
  Barter (Fel)
     
  Blather (Fel)
     
  Carouse (T)
     
  Charm (Fel)
     
  Chem-Use (Int)
     
  Ciphers (Int)†
     
  Grey Knight
     
  _______________________    
  Climb (S)
     
  Command (Fel)
     
  Common Lore (Int)†
     
  Adeptus Astartes
     
  Imperium
     
  War
     
  _______________________    
  _______________________    
  Concealment (Ag)
     
  Contortionist (Ag)
     
  Deceive (Fel)
     
  Demolition (Int)
     
  Disguise (Fel)
     
  Dodge (Ag)
     
  Drive (Ag)†
     
  Ground Vehicles
     
  _______________________    
  Evaluate
     
  Forbidden Lore (Int)†
     
  Daemonology
     
  Inquisition
     
  _______________________    
  Gamble (Int)
     
  Inquiry (Fel)
     
  Interrogation (WP)
     
  Intimidate (S)
     
  Invocation (WP)
     
  Lip Reading (Per)
     
  Literacy (Int)
     
  Logic (Int)
     
  Medicae (Int)
     
  Navigation (Int)†
     
  Surface
     
  _______________________    
  Performer (Fel)†
     
  _______________________    
  Pilot (Ag)†
     
  _______________________    
  _______________________    
  Psyniscience (Per)
     
  Scholasic Lore (Int)†
     
  Codex Astartes
     
  _______________________    
  _______________________    
  Scrutiny (Per)
     
  Search (Per)
     
  Secret Tongue (Int)†
     
  _______________________    
  _______________________    
  Security (Ag)
     
  Shadowing (Ag)
     
  Silent Move (Ag)
     
  Sleight of Hand (Ag)
     
  Speak Language (Int)†
     
  High Gothic
     
  Low Gothic
     
  _______________________    
  _______________________    
  Survival (Int)
     
  Swim (S)
     
  Tech-Use (Int)
     
  Tracking (Int)
     
  Trade (Int)†
     
  _______________________    
  _______________________    
  Wrangling (Int)
     
  _________________________    
  Basic
  Trained
  +10%
  +20%
  Basic
  Trained
  +10%
  +20%
  Basic
  Trained
  +10%
  +20%
  CHARACTERISTICS
  Secondary Heart/Ossmodula/Biscopea/
  Haemastamen: You gain the Unnatural Strength and 
  Toughness Traits.
  Larraman’s Organ: You do not suffer from Blood Loss.
  Catalepsean Node: You suffer no penalties to Perception-
  based Tests when awake for long periods of time.
  Preomnor: You gain +20 to Toughness Tests against 
  ingested poisons.
  Omophagea: You may gain a Skill or Skill Group by 
  devouring a portion of an enemy.
  Multi-Lung: You may re-roll any failed Toughness Test 
  for drowning or asphyxiation. In addition, you gain a +30 
  to Toughness Tests made to resist gases, and may re-roll 
  failed results.
  Occulube and Lyman’s Ear: You gain the Heightened 
  Senses (Sight and Hearing) Talents, +10 to relevant 
  Awareness Tests.
  Sus-an Membrane: You may enter suspended animation. 
  Oolotic Kidney: You may re-roll any failed Toughness 
  Test ro resist poisons and toxins, including attacks with the 
  Toxic Quality.
  Neuroglottis: You may detect any poison or toxin by 
  taste with a successful Awareness Test. You gain a +10 to 
  Tracking Tests against a target you have tasted.
  Mucranoid: You may re-roll any failed Toughness Tests 
  caused by temperature extremes.
  Betcher’s Gland: You may spit acid as a ranged weapon 
  with the following profi le:
  Range: 3m; Damage: 1d5; Pen 4; Toxic. If you hit your target by 3 
  or more degrees of success, you have blinded him for 1d5 Rounds.
  Progenoids: These may be retrieved with a successful 
  Medicae Test.
  Black Carapace: While wearing Power Armour, enemies 
  do not gain a bonus to hit you due to your size.
  WOUNDS:
  〔  〕
  〔  〕
  〔  〕
  TOTaL 
  CUrreNT
  FaTIGUe
  CrITICaL DaMaGe ________________________
  ______________________________________
  FATE POINTS:
  〔  〕
  〔  〕
  TOTaL 
  CUrreNT
  INSANITY:
  〔  〕
  CUrreNT POINTs
  〔 SPACE MARINE ABILITIES 〕
  MOVEMENT:
  〔  〕
  〔  〕
  HaLF 
  FULL
  〔  〕
  〔  〕
  CHarGe 
  rUN
  WeaPON skILL
  (Ws)
  BaLLIsTIC skILL 
  (Bs)
  TOUGHNess
  (T)
  sTreNGTH
  (s)
  aGILITy
  (aG)
  INTeLLIGeNCe
  (INT)
  PerCePTION
  (Per)
  WILLPOWer
  (WP)
  FeLLOWsHIP
  (FeL)
  Permission granted to photocopy for personal use. © Games Workshop Ltd 2011. Character sheet also available for download at www.FantasyFlightGames.com
  
  V: Grey Knights
  140
  PSYCHIC POWERS
    Psy Rating: 〔 _____ 〕    ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  GEAR
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  Ambidextrous
  Astartes Weapon Training
  Brotherhood of Psykers
  Bulging Biceps
  Hatred (Daemons)
  Heightened Senses (Hearing, Sight)
  Nerves of Steel
  Quick Draw
  Resistance (Psychic Powers)
  True Grit
  Unarmed Master
  ____________________________
  ____________________________
  And They Shall Know No Fear
  Daemon Hunter
  Unnatural Strength (x2)
  Unnatural Toughness (x2)
  Warp Bane
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  SPACE MARINE TALENTS & TRAITS
  EXPERIENCE:
  〔 _________________________ 〕
  〔 _________________________ 〕
  XP TO sPeND 
  TOTaL XP sPeNT
  naMe
  claSS 
   
  DaMaGe  
     tYpe        pen 
  ranGe 
     rOF 
   
     clip 
   
  rlD
  Special rUleS
  claSS 
   
  DaMaGe  
     tYpe        pen 
  claSS 
   
  DaMaGe  
     tYpe        pen 
  ranGe 
     rOF 
   
     clip 
   
  rlD
  naMe
  claSS 
   
  DaMaGe  
     tYpe        pen 
  ranGe 
     rOF 
   
     clip 
   
  rlD
  WeapOn
  naMe
  claSS 
   
  DaMaGe  
     tYpe        pen 
  ranGe 
     rOF 
   
     clip 
   
  rlD
  Special rUleS
  claSS 
   
  DaMaGe  
     tYpe        pen 
  claSS 
   
  DaMaGe  
     tYpe        pen 
  ranGe 
     rOF 
   
     clip 
   
  rlD
  WeapOn
  naMe
  claSS 
   
  DaMaGe  
     tYpe        pen 
  ranGe 
     rOF 
   
     clip 
   
  rlD
  Special rUleS
  claSS 
   
  DaMaGe  
     tYpe        pen 
  claSS 
   
  DaMaGe  
     tYpe        pen 
  ranGe 
     rOF 
   
     clip 
   
  rlD
  WeapOn
  naMe
  claSS 
   
  DaMaGe  
     tYpe        pen 
  ranGe 
     rOF 
   
     clip 
   
  rlD
  Special rUleS
  claSS 
   
  DaMaGe  
     tYpe        pen 
  claSS 
   
  DaMaGe  
     tYpe        pen 
  ranGe 
     rOF 
   
     clip 
   
  rlD
  naMe
  claSS 
   
  DaMaGe  
     tYpe        pen 
  ranGe 
     rOF 
   
     clip 
   
  rlD
  ARMOUR
  HEAD
  (1-10)
  Type:
  BODY
  (31-70)
  Type:
  LEFT ARM
  (21-30)
  Type:
  RIGHT ARM
  (11-20)
  Type:
  RIGHT LEG
  (71-85)
  Type:
  LEFT LEG
  (86-00)
  Type:
  〔 POWER ARMOUR ABILITIES 〕
  Servo-Augmented Musculature: +20 Strength
  Auto-senses: Dark Sight, immune to Photon Flash and Stun Grenades; 
  Called Shots are Half Actions; +10 to Sight and Hearing Awareness Tests 
  (total of +20 bonus with Heightened Senses)
  Built-in Vox Link 
  Built-in Magboots
  Nutrient Recycling: Can operate for two weeks without re-supply 
  Recoil Suppression: May fi re Basic weapons 1-handed without penalty
  Size: Hulking (Black Carapace means no bonus for enemies to attack)
  Poor Manual Dexterity: Delicate tasks suffer a –10 penalty, unless using 
  equipment designed for Space Marines
  Osmotic Gill Life Sustainer: With the helmet on, the armour is 
  environmentally sealed
  WeaPON skILL
  (Ws)
  BaLLIsTIC skILL 
  (Bs)
  TOUGHNess
  (T)
  sTreNGTH
  (s)
  aGILITy
  (aG)
  INTeLLIGeNCe
  (INT)
  PerCePTION
  (Per)
  WILLPOWer
  (WP)
  FeLLOWsHIP
  (FeL)
  CHARACTERISTICS
  WeapOn
  Permission granted to photocopy for personal use. © Games Workshop Ltd 2011. Character sheet also available for download at www.FantasyFlightGames.com
  
  V: Grey Knights
  141
  Imperial Designation: __________________________
  Daemon Type: ________________________________
  Allegiance: ___________________________________
  Weakness: ____________________________________
  MaNIFesTaTIONs & GIFTs 
  Lesser 
  ____________________ __________________
  ____________________ __________________
  ____________________ __________________
  HeraLD
  ____________________ __________________
  ____________________ __________________
   
  GreaTer 
  ____________________ __________________
  ____________________ __________________
  Armour
  Fear Rating
  aPPearaNCe: 
  _________________________________________________________________________________
  _________________________________________________________________________________
  NOTes:
  _________________________________________________________________________________
  _________________________________________________________________________________
  _________________________________________________________________________________
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
  naMe
  claSS 
   
  DaMaGe  
     tYpe        pen 
  ranGe 
     rOF 
   
     clip 
   
  rlD
  Special rUleS
  WeapOn
  naMe
  claSS 
   
  DaMaGe  
     tYpe        pen 
  ranGe 
     rOF 
   
     clip 
   
  rlD
  Special rUleS
  WeapOn
   
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  ____________________________
  DAEMON TALENTS & TRAITS
  SKILLS
    Psy Rating: 〔 _____ 〕    ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  _____________________________ ___________________________
  PSYCHIC POWERS
  Wounds
  Total
  Current
  Fatigue
  Critical
  {  }
  {  }
  {  }
  {  }
  WeaPON skILL
  (Ws)
  BaLLIsTIC skILL 
  (Bs)
  TOUGHNess
  (T)
  sTreNGTH
  (s)
  aGILITy
  (aG)
  INTeLLIGeNCe
  (INT)
  PerCePTION
  (Per)
  WILL POWer
  (WP)
  FeLLOWsHIP
  (FeL)
  Daemon Record Sheet
  Basic
  Trained
  +10%
  +20%
  Basic
  Trained
  +10%
  +20%
  Permission granted to photocopy for personal use. © Games Workshop Ltd 2011. Character sheet also available for download at www.FantasyFlightGames.com
  
  V: Grey Knights
  142
  
  V: Grey Knights
  143
  V:
  V:
  V:
  V:
  V Grey Knights
   Grey Knights
  143
  143
  Aliens, Heretics, and Daemons scheme from the 
  shadows to oppose the Imperium of Man, but the 
  Space Marines of the Deathwatch are sworn 
  to hunt down and destroy all enemies of the 
  Emperor. Remain vigilant! Learn the nature 
  of your foes, that you might better purge 
  them from the stars.
  Mark of the Xenos, a supplement for Deathwatch, 
  presents a myriad of worthy challenges for 
  any Space Marine, from the ravening Tyranid 
  swarm to the sleek, technologically-advanced 
  Tau... and many more! Discover guidance 
  and counsel from notable members of the 
  Deathwatch on how best to exterminate each 
  threat. Plus, experience new advanced 
  rules for battling hordes of creatures in 
  massive engagements.  With bolt, shell, 
  and flame, purge the vile alien from 
  the stars of the Jericho 
  Reach!
  www.FantasyFlightgames.com
  Copyright © Games Workshop Limited 2011. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, the foregoing 
  marks’ respective logos, Mark of the Xenos 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 Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2011, variably registered in the UK and other countries 
  around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners.
  
  V: Grey Knights
  144
  V:
  V:
  V:
  V:
  V:
  V Grey Knights
   Grey Knights
  144
  144
  Beyond the gates of the Maw, savage enemies raise arms 
  against the Imperium. Rogue Traders, backed by the 
  might of the Imperial Navy, must arm their vessels to 
  wrest fortunes from their enemies in bloody warfare!
  With Battlefleet Koronus, a Rogue Trader supplement, 
  new rules and components allow Explorers to man some 
  of the Expanse’s most powerful warships! Take the helm 
  of grand cruisers and battlecruisers and decimate 
  your foes with torpedo salvoes, attack craft wings, 
  and fearsome Nova Cannons. Learn of the Imperial Navy 
  and its squadrons in the Koronus Expanse, the famed 
  Battlefleet Koronus; their ships can prove useful 
  allies, or powerful enemies. Then study the dread 
  warships of vile xenos races and villainous Chaos 
  reavers, the better to know and destroy your foes! 
  Rules for NPC starships and squadron operations make 
  space combat easier to run than ever 
  before; plus, rules for waging ground 
  wars allow you to fight 
  entire 
  campaigns 
  to 
  the final blows!
  www.FantasyFlightgames.com
  Copyright © Games Workshop Limited 2011. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Rogue Trader, Battlefleet Koronus, the foregoing marks’ respective logos, 
  Rogue Trader, 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 Rogue Trader game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2011, variably registered in the UK and other 
  countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reserved to their respective owners. No part of this publication may be reproduced, 
  stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
  TM
  
  ™
  ™
  The nightmare dimension of the Warp 
  is filled with daemons pressing against 
  the membrane of reality. It is the Ordo 
  Malleus that holds the line between the 
  Imperium of Mankind and this daemonic 
  threat.
  This book contains new rules, backgrounds, alternate 
  careers, and equipment for playing Acolytes in service of 
  the Ordo Malleus.
  In this tome you will information about the Ordo Malleus and 
  their holdings in the Calixis Sector, such as the Scholariate at 
  Arms, and the Grand Reliquarium.
  Take up your Halberd and Sword as one of the most 
  secretive of the Emperor’s servants, the silver-clad Grey 
  Knights Chapter of the Space Marines!
  TAKE ARMS AGAINST THE DARK GODS!
  BANISH THE ENEMY BEYOND!
  Suitable for players of all levels. 
  A copy of the Dark Heresy Core Rulebook
  is needed to use this supplement. 
  ™
  www.FantasyFlightgames.com
  TM
  Daemon Hunter
                    DH16
        ISBN: 978-1-58994-765-8
  9 781589 947658
  53995
  975APR11 
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Roleplaying Games/Dark Heresy/First Edition/Rulebooks/Dark Heresy - Daemon Hunter.pdf