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Ambidextrous Prerequisites: Agility 30.You can use either hand equally well.

You do not take the normal 20 penalty for making attacks with your secondary hand. Special: If you have the Two-Weapon Wielder talent, the penalty for making attacks with both weapons in the same Turn drops to 10.

Combat Master Prerequisites: Weapon Skill 30. Through a combination of reflex and perception you are able to keep many more opponents at bay in melee than a lesser skilled Acolyte might. Opponents fighting you in hand-to-hand gain no bonuses for outnumbering you. Crack Shot Prerequisites: Ballistic Skill 40. You are able to target your shots at the places where they will inflict more harm. When your ranged attack deals Critical Damage, you deal an extra 2 points. Deadeye Shot Prerequisites: Ballistic Skill 30. You always hit an opponent right between the eyes or wherever else you intended to hit him. When making a Called Shot, you take only a 10 penalty instead of the normal 20.

Evaluate (Basic, Investigation) Intelligence You can use Evaluate to determine the approximate value of everyday objects, as well as valuables such as archeotech and other objects dart. A successful Test reveals the items market price and possibly a little bit about the item itself. Since a failed Test may result in the miscalculation of an items true value, it is recommended that the GM rolls Evaluate Tests in secret and tells the player what his character believes to be true. Evaluating an item usually takes at least one minute, although the GM may decide to give a bonus if the character takes more time or a penalty if he simply gives it a quick once over. Into the Jaws of Hell Prerequisites: Iron Discipline. Such is the fervour and loyalty you inspire in your followers that they would follow you wherever you lead, even in search of the dread Tyrant Star. Whilst you are visible to them, your minions are immune to Fear and Pinning. LeapUp Prerequisites: Agility 30. You are hard to keep down. You may stand up as a Free Action. Melee WeaponTraining Talent Groups: Primitive, Chain, Shock, Power.You have received basic training in a group of hand-to-hand weaponry, and can use them without penalty. Nerves of Steel You are able to remain calm, even when bullets fly past and bombs fall around you. You may re-roll a failed Willpower Test to avoid or recover from Pinning. Pistol Training Talent Groups: Bolt, Flame, Las, Launcher, Melta, Plasma, Primitive, SP. You have received training in a group of pistols and can use them without penalty. Quick Draw You are quick to the draw, able to have a weapon in your hand and ready for combat in the blink of an eye. You can Ready as a Free Action. Resistance Talent Groups: Cold, Fear, Heat, Poisons, Psychic Powers. Whether through past exposure, gruelling physical training or luck of genetics, you are highly resistant to a particular thing. When you pick this Talent select a group to be resistant to. You gain a +10 bonus when making a test to resist or avoid the object of your resistance. Sharpshooter Prerequisites: Ballistic Skill 40, Deadeye Shot. You are skilled at making difficult shots. When making a Called Shot you do not incur the normal 20 penalty. This Talent replaces Deadeye Shot. Takedown You are skilled at taking an opponent alive. As a Half Action you may declare that you are attempting to Takedown an opponent before Testing Weapon Skill. If you hit and do at least 1 point of Damage, this damage is ignored and your opponent must make a Toughness Test or be stunned for one Round.

Wrangling (Advanced) Intelligence This Skill may be used in order to ride domesticated animals of appropriate size. The Wrangling skill also allows you to care for and control domesticated animals, like bloodhounds, Spike Pigs, horses, Grox and the like. Routine care and feeding requires no Test. Tests are most commonly made to spot developing illnesses or signs of discomfort, or for special grooming (preparing a mount for a parade, for instance). Wrangling can also be used to train animals to perform tricks and obey simple commands. Properly training an animal takes some time. Tests should be made once a week during training. A simple trick can be learned with one successful Test, a moderately difficult trick can be learned with three successful Tests and a difficult trick can be learned with ten successful Tests. Common tricks include guarding, fetching, attacking, and so on. You may also use this Skill to befriend animals. Domestic animals are always friendly to you. Wild animals or those trained to be hostile (like attack dogs) can be calmed with a successful Test. GMs may impose penalties for particularly loyal or ornery animals. Wrangling is of no use against cyber-animals such as familiars, even if they are built to resemble an animal. A Wrangling Test takes a variable amount of time, depending on what the character is attempting to accomplish. Training an animal takes at least a week of hard work, whereas attempting to befriend an animal is a Full Action. Awareness (Basic) Perception The Awareness skill reflects your ability to perceive hidden dangers and to notice small details about your physical surroundings. You use the Awareness skill to notice ambushes, spot traps and discern other threats to you and your allies. Awareness is not tied to any one sense; it encompasses them all. When using Awareness to detect a hidden enemy, the Test is always Opposed. Otherwise, the thing you are trying to detect applies a Difficulty based on how cunningly concealed it is. An Awareness Test is usually a Free Action made in reaction to something. Blather (Advanced, Interaction) Fellowship When you make a Blather Test, you stall for time by running off at the mouth, spewing a stream of words and nonsense in an attempt to confuse and distract others. A Blather Test is always Opposed by your targets Willpower (or Scrutiny). If you succeed and the target fails, the target is distracted by you and can do nothing for one Round, staring dumbfounded and wondering if you are drunk, crazy or both. For every degree of success, you dumbfound the target for an additional Round. If your target succeeds and you fail, or if you both fail, your attempt at verbal acrobatics fails and the target may act normally. In the case where you both succeed, the character that had the most degrees of success determines the outcome. You can also use Blather against multiple opponents. For similar opponentsthose that have the same general Characteristicsmake a Blather Test as normal, but the GM rolls just one Willpower Test. If you win the Opposed Test, you affect a number of targets equal to your Fellowship Bonus. NPCs, while confused by your banter, are unaffected by your words if they are in obvious danger or if it is clear there are preparations being made to harm them. The target must understand the language you are speaking or the Test automatically failsyou cannot, for instance, use this Skill against animals. A Blather Test is a Full Action. Command (Basic) Fellowship Command is used to make subordinates follow your orders. You may only use this Skill on those who are under your authority. A successful Command Test indicates that those whom you direct follow your instructions. On a failed Test, they either misinterpret the command or do nothing at all, or if you fail by five or more degrees, contradict your orders entirely. A Command Test can affect a number of targets equal to your Fellowship Bonus and your targets must be able to see and hear you clearly, and understand what you say. A Command Test is a Half Action for simple commands and a Full Action for more involved instructions. CommonLore (Advanced, Investigation) Intelligence Skill Group: Adeptus Arbites, Machine Cult, Administratum, Ecclesiarchy, Imperial Creed, Imperial Guard, Imperium, Tech, Underworld, War. Other Common Lores may be available at the GMs discretion. Use the Common Lore skill to recall the habits, institutions, traditions, public figures and superstitions of a particular world, cultural group, organisation or race. This Skill does not represent scholarly learning (that is Scholastic Lore), nor obscure forbidden knowledge (that is Forbidden Lore), but rather the basics you learn by growing up or travelling extensively through a region. When making a Common Lore Test, you recall basic information about the subject. Each degree of success reveals a bit more information as determined by the GM. Adeptus Arbites: Knowledge of the various arms and sub-sects of the Arbites, including such things as their ranking structure and common procedures. Machine Cult: A general understanding of the symbols and practices of the Mechanicus, as well as such things as formal greetings and identifying rankings. Administratum: Broad knowledge of the inner workings, rules and regulations of the Administratum. Ecclesiarchy: Understanding of the hierarchy of the Cult of the Emperor, its rankings, greetings and general practices. Imperial Creed: Knowledge of the rites and practices of the Imperial Cult, the most common observances to the Emperor and the most wellknown saints. Imperial Guard: Basic information about the ranking systems, logistics and structure of the Imperial Guard as well as such things as their common practices, both tactical and strategic. Imperium: Knowledge of the sectors, segmentums and most well-known worlds of the Imperium. Tech: An understanding of simple litanies and rituals to sooth and appease machine spirits. Underworld: Understanding of organised crime and sedition within the Imperium. War: Knowledge of great battles, notable (and notorious) commanders and heroes, as well as famous stratagems. Using Common Lore takes no time at all. You either know something or you do not. Dodge (Basic, Combat) Agility You may use the Dodge skill once per Round to negate a successful hand-to-hand or ranged attack. On a successful Test, the attack deals no Damage. See Chapter VII: Playing the Game for more information on Dodge. A Dodge Test is a Reaction.

ForbiddenLore (Advanced, Investigation) Intelligence Skill Group: The Black Library, Cults, Daemonology, Heresy, Inquisition, Archeotech, Mutants, Ordos, Adeptus Mechanicus, Psykers, Warp and Xenos. Forbidden Lore skills represent dangerous and often heretical knowledge gleaned from the myriad of unconventional sources an Acolyte often finds in his possession. This Skill represents a combination of scholarly learning and knowledge gained through practical experience. Simply possessing the Forbidden Lore skill is often sufficient to warrant termination at the hands of the Inquisition, and a character must tread carefully when revealing such knowledge. When making a Forbidden Lore Test, you recall basic information about the subject. Each degree of success reveals a bit more information as determined by the GM. A character that learns the Forbidden Lore skill in play, or who uses it to gain some insight into the mysteries of the galaxy, may also gain a number of Corruption or Insanity Points, depending on the danger the knowledge represents, at the GMs discretion. The Black Library: Secret know-ledge of the Black Library, its forbidden contents, strange industries and the unspeakable pale, hairless things that toil within its walls. Cults: Knowledge of the most notorious Imperial Cults and some of their sub-sects and splinter cabals. Daemonology: Terrible comprehension of some of the recorded warp entities and their various manifestations. Heresy: Unpleasant appreciation for those acts and practices deemed heretical by the Imperium. Inquisition: A general understanding (often based on hearsay and rumour) of that most terrible and secret of organisations known as the Inquisition. Archeotech: Knowledge of the great tech devices of ancient times and clues to their function and purpose. Mutants: Covering the study of both stable and unstable mutations and some of their more unfortunate results. Ordos: Either Malleus, Hereticus or Xenos and granting some slightly more specialised knowledge of that particular ordos practices. Adeptus Mechanicus: An understanding of the followers of the Machine God, including such things as their observances, common beliefs and core philosophies. Psykers: Skill in identifying the signs of psykers as well as the results of their powers and the extent of their capabilities. Warp: An understanding of the ways of the warp, especially its interaction with realspace and how its tides and eddies can affect travel between the stars. Xenos: Knowledge of the most commonly encountered species of aliens within the Imperium. Using Forbidden Lore takes no time at all. You either know something or you do not, although the consequences for knowing such things can last a lifetime. Interrogation(Advanced, Investigation) Willpower The key tool in an Inquisitors arsenal is interrogationthe ability to extract quality information from an unwilling subject. There is a fine line between interrogation and crude torture. In the case of the latter, subjects tend to reveal whatever their tormenter wishes to hear, but in the case of the former, a skilled interrogator can tease out the darkest secrets by utilising a variety of devices, serums and techniques. Gear, environmental conditions and circumstances can all apply additional modifiers at the GMs discretion. Make an Opposed Test, pitting your Interrogation skill against your opponents Willpower. If you beat your opponent, you get one answer plus one other answer for each degree of success. If your opponent wins the Opposed Test, you get nothing of worth. On a serious failure, you botch the procedure and inflict 1d10 plus your Willpower Bonus in Damage. If you fail by five or more degrees, you deal Damage as before but your subject gains a +30 bonus to Willpower Tests made to resist Interrogation. Each Interrogation Test inflicts one level of Fatigue on the target. An Interrogation Test consumes 1d5 hours of time. LipReading (Advanced) Perception Use the Lip Reading skill to listen in on conversations that take place out of earshot. To use this Skill, you must have an unobstructed view of the speakers mouth and you must also be able to understand the language spoken. Distance is the biggest factor. The further away the subject is, the harder the Test. The base Difficulty is Challenging (+0), but it worsens by one step for every ten metres of distance. Note that equipment that magnifies vision can be used to offset this penalty and even provide bonuses. A successful Test reveals the general gist of the conversation, such as the person is talking about the weather, new tariffs at the space dock, and so on. Each degree of success reveals more specific details. A Lip Reading Test is a Full Action, though it lasts as long as the target speaks. Literacy(Advanced) Intelligence The Literacy skill enables you to read any language you can speak. You normally do not need to Test Literacy for everyday instances of reading or writing, but the GM may call for a Literacy Test when you attempt to read a challenging dialect, poor penmanship, decipher obscure phraseology, archaic usage or unusual idioms. To read one page of text approximately 750 wordsa Literacy Test takes about a minute. Logic (Basic, Investigation) Intelligence Logic represents your proficiency at mathematics and your ability at problem solving. Logic Tests might be made to decipher a code or to solve a particularly troublesome equation. Logic is also used by Tech-Priests to incant mathematical rituals on machinery. Note that Logic is a purely theoretical SkillTech-Use is its practical counterpart. A Logic Test usually takes one minute of pondering and thinking, although especially difficult problems might require much longer.

Medicae (Advanced) Intelligence The Medicae skill is used to treat and repair injuries by closing wounds and restoring the balance of the bodys humors. There are two general methods for using Medicae: First Aid and Extended Care. You can use the former to attend fallen or injured comrades, while the latter serves to hasten the removal of damage. First Aid Using the Medicae skill to perform First Aid offers a quick fix for injured or dying characters. A successful Medicae Test removes Damage equal to your Intelligence Bonus to Lightly Wounded characters, 1 Damage from Heavily Wounded characters and 1 point of Critical Damage from Critically Wounded characters. On a failure, the patient is not adversely affected and simply removes Damage at the natural healing rate. However, a failure by three or more degrees indicates that Lightly or Heavily Wounded take a point of Damage, whilst a character on 0 Wounds must make a Toughness Test or die. First Aid may only be applied to each Wound once and is a Full Action by you and your patient. Extended Care Extended Care speeds the healing process. You can attend a number of patients equal to your Intelligence Bonus. Each patient above this number imposes a cumulative 10 penalty to your Medicae Tests to provide extended care. For Lightly Wounded patients make one Test at the end of each day. For Heavily or Critically Wounded patients, Test once at the end of each week. On a success, your patient removes twice the normal Damage (removing Critical Damage first then normal Damage), plus 1 Damage for each degree of success. On a failure, your patients are not adversely affected, removing Damage at the normal rates. A failure by three or more degrees indicates that all Lightly Wounded or Heavily Wounded characters take 1 Damageuse Sudden Death to resolve Critical Damage. Failing by five or more degrees indicates that all patients take 1d10 Damageagain, use Sudden Death to resolve Critical Damage. For more information on Healing, see Chapter VII: Playing the Game. Special: The Master Churgeon talent expands your options with the Medicae skill, see page 118. Speak Language (Advanced) Intelligence Skill Group: High Gothic, Hive Dialect, Low Gothic, Ship Dialect, Tribal Dialect. Other languages may be available at the GMs discretion. The Speak Language skill is used to communicate with others using a common tongue. Although the people of the Imperium are widely scattered, they are united by an official tonguethat of Low Gothic. However, every world has its own local dialects and peculiarities, and sometimes even its own language. Under normal circumstances, Tests are unnecessary if all speakers know the language. High Gothic: The language of nobility, law and Ecclesiarchy liturgy. Hive Dialect: A debased form of Low Gothic unique to a given hive. Low Gothic: The common tongue of the Imperium. Ship Dialect: Code, slang and idiom unique to a given vessel. Tribal Dialect: The rough and primitive tongue spoken by the natives of a particular planet. A Speak Language Test is usually a Free Action. Tech-Use (Advanced) Intelligence A character may use Tech-Use to repair mechanical items and to work out how unusual technical artefacts work. When using a basic, simple piece of mechanical equipment under normal circumstances, such as a vox or auspex, no Test is required. A Tech-Use Test is needed if the item is unusual, malfunctioning or conditions are especially troublesome, such as attempting to use an auspex during an electrical storm, or trying to get an ancient warp engine to start up after a thousand years disuse. Tech-Use may also be used to repair faulty or damaged items, the difficulty depending on the complexity of the item and the damage dealt to it. Tech-Use might sometimes be used to build an item from scratch, although a relevant Trade skill is more commonly used. A Tech-Use Test to figure out how an item works usually takes one minute, but might take less or more time depending on the complexity. A Test made to repair an item can take much longer, usually one hour but reduced by ten minutes for every degree of success. CARAPACE ARMOUR Carapace armour is made of densely layered plates of armaplas, ceramite or some other kind of highly durable material. It is heavy to wear and cannot easily cover flexible areas such as joints, but it offers significantly better protection than lighter kinds of armour. Carapace All 6 15 kg Very Rare Maccabien Rosarius More than a simply a field projector, a Rosarius is an icon of the Imperial Creed, and is often only entrusted to the highest officials in the Ecclesiarchy. A Rosarius appears to be a square, stylised cross of adamantium or some other dense and durable metal, with a jewel or Ecclesiarchy symbol in the centre. It is worn around the neck or waist on prayer beads or a sash. However, within each is a powerful field mechanism. A Maccabien Rosarius is named because each includes a small chip of stone cut from the bedrock of that sacred world. A Rosarius does not give off the same glow as a Refractor Field. However, they do convert some of the energy they observe into visible light, causing them to flash and spark when they are hit. They are also a holy icon, meaning they do not suffer the touch of the foul enemies of mankind. An Ecclesiarchical Rosarius always overloads on a roll of 20 or lower when wielded by a servant of the Ruinous Powers, daemon, alien, or heretic. Soul of Stone Prerequisites: Willpower 40 Replaces: Armour of Contempt, Fearless, Insanely Faithful, Jaded, Resistance (Fear), Unshakeable Faith The characters soul is as cold and unfeeling as stone. Sights that would terrify others are as nothing to them and the corrupting claws of the warp can find no purchase within them. The character is immune to the effects of fear, pinning, and intimidation, and never gains insanity points from sights of blood, death or violence, or indeed any mundane horror. Whenever the character would gain corruption points, reduce the amount he would earn by 5. In addition, he may test Willpower as a Free Action to ignore the effects of his accumulated corruption for 1 minute.

The Shriving I went into that wilderness with nought, nought but my pain. I returned enriched, the word of the Emperor booming in my ears, and ready to face whatever horrors the galaxy can throw at me. Prelate-Imperialis Alkinwak Dias (sometimes called the Mad Monk of Mara) As a servant of the God-Emperor progresses along the spiritual journey that is a lifetime of service to the Saviour of Mankind, it is not uncommon for them to pause along the way in order to test themselves before continuing. Such self-imposed penance takes many forms, some proscribed by the writings of learned Adeptus Ministorum theosophists, others revealed on a more personal level during prayer or fasting. In order to be recognised as a Hierophant, an individual must demonstrate a burning, inner faith that often comes only after they have faced and conquered such threats as would shatter the belief of a lesser man. This process is often referred to as the Shriving. The essence of the Shriving is that an adherent of the Imperial Creed has faced things that are a direct blasphemy against the God-Emperor of Mankind, and emerged with their faith not weakened, but confirmed. As such, it is only undertaken by those utterly dedicated to the teachings of the Ecclesiarchy, for there may be great risk in exposing ones soul to the uncounted vile heresies at large in the galaxy. The blasphemies that must be endured during the Shriving are many and varied. They range from exposure to heretical doctrines through delving into forbidden archives, to facing the enemies of Mankind on the field of battle. Following the exposure, the individual experiences a period of fundamental spiritual crisis, and often seeks to separate himself from the bulk of humanity. Many literally go off into the wilderness, walking miles into toxic wastes or ravening Death World jungles in order to endure inner and outer turmoil and to face every challenge to their faith imaginable. There, the individual meditates upon the nature of his faith, praying fervently day and night and fasting until purged, body and soul. How long is spent in this state depends upon the individual as well as the nature of the blasphemy they were exposed to. He may have sustained bodily, as well as spiritual wounds, and needs to heal injuries inflicted by the slavering xenos or the unholy followers of the Ruinous Powers. Some experience a short, but burning period of revelation, attaining a state of grace and oneness with the Emperor even the most holy Ecclesiarch could scarce imagine. Others entirely lose their minds for a period of years, until one day they emerge from the wilderness, ragged and filthy, but visibly filled with the Emperors power. Effects Characteristics: Increase Toughness by 1d10. Corruption: Reduce Corruption points by 1d5. Insanity: Add 1d5 Insanity Points Mercy of the Emperor A skilled Hierophant can use his connection to the Lord of Mankind to mend wounds and restore the broken, though it is a rare and special gift given only to a few. The Hierophant can perform a faith healing a number of times per day equal to his Fellowship Bonus. To perform this miracle, he must lay both his hands on the subject and make a Routine (+20) Fellowship Test. This restores 2 wounds to the subject plus an additional 2 wounds for each degree of success. This counts as a Full Action if performed in combat. This healing may only be performed once per person per injury. Note that this power does not affect and is not affected by any Faith powers the Hierophant may have. Instead, this ability exists in addition to any Faith ability. Pious Observation The character makes a great show of his devotion to the Imperial Creed, and his intense faith in the Emperor is well known throughout his peers and those of consequence. The character carries with him an air of gravity and holy purpose, often quoting from sacred works to illustrate his points, and is arrayed in clothes woven in holy writ and is ever seeking guidance through prayer. Such a reputation for devotion makes him the natural ally of the Ecclesiarchy and those of most closely bound to the Imperial Creed. Effect: The character may re-roll failed Influence Tests when overtly influencing members of the Ecclesiarchy.