Ad ep t

Adept Archivist
XP Level: 0–499

Adept
“It’s simple really. If we place the signifier here in this position,
the rest of the cipher solves itself.”
Ranks Scrivener
XP Level: 500–999

T
— Scholar Gabel Troken, Librarium Centris, Scintilla.
Scribe

T
XP Level: 1,000–1,999
he Administratum is a vast, monolithic organisation and
the largest, most powerful of all the divisions that make
Inditor Chirurgeon
up the Adeptus Terra. It is said the Adeptus Terra is the XP Level: 2,000–2,999 XP Level: 2,000–2,999
cogs and gears that drive the Imperium, and the Administratum
is the grease and oil that smooths and coats the machinery.
Scholar
Without the Administratum, the gears of the Adeptus Terra XP Level: 3,000–5,999

would grind to a halt and the Imperium would fail.
Billions staff the Administratum, the majority of which are Lexographer Comptroller
adepts of varying grades and specialties. Many are in hereditary XP Level: 6,000–7,999 XP Level: 6,000–7,999

positions, the titles passed down from generation to generation.
Such is the immense size of the Administratum, it has been Loremaster Logister
Lexographer Comptroller
known for whole departments to become lost in a sea of XP Level: 8,000–9,999 XP Level: 8,000–9,999
complex bureaucracy only to resurface centuries later. Entire
divisions have been founded and dogmatically continue to
Loremaster Sage
exist, even after their original intent has long since expired. Magister Logister
Most adepts labouring within the gargantuan vaults, forgotten XP Level: 10,000–14,999 XP Level: 10,000–14,999

archive halls or sitting at ancient, parchment-reading, logic engines
are considered to be learned by Imperial standards. They range
from studious librarians, who have spent their entire lives
within the dusty confines of manuscript-filled archives, to
younger, knowledge-hungry scholars ambitious to climb
the multitudinous ranks of the Administratum.
Inquisitors and their agents frequently have
need of such academics, archivists, curators, scribes,
logisters, translators, and all manner of specialists in
lore. Adepts become involved with an Inquisitor in
many ways: some may already be in service within
the Inquisition, others may unwittingly cross paths
during an Inquisitor’s investigation, but the majority
of adepts are seconded from the Administratum. For
an ageing scholar, used to a rigid and dogmatic routine,
entering the employ of an Inquisitor is an intimidating
experience. Some are reluctant, but see it as an important duty
that must be fulfilled. Others can become resentful, making
it clear they are only in service out of fear and loss of status
rather than any idealist sense of saving the Imperium. Not
all react negatively: Some, often younger, adepts see it as an
opportunity, a rare chance to leave the overbearing structures
of the Administratum and quench their thirst for curiosity, and
study forbidden knowledge.
In the field, adepts are rarely armed with anything more
than an autopistol; firepower is someone else’s job. They are
present to give sage tactical advice, unlock codes, confirm the
existence of STC data or brief on local customs and rituals.
Their role may not be in the forefront of a firefight but it
is no less pivotal or dangerous. Whilst other Acolytes can
secure a heavily defended data-crypt with firepower and
psychic force, someone needs to download and decipher the
data from the terminal in the midst of the combat.
Adepts may be thought of as meek when compared to
other Acolytes, but they have access to one of the most
powerful weapons in the 41st Millennium—knowledge.
44

Table 2-2: Adept Characteristic Advances
Characteristic Simple Intermediate Trained Expert
Weapon Skill 500 750 1,000 2,500
Ballistic Skill 250 500 750 1,000
Strength 500 750 1,000 2,500
Toughness 500 750 1,000 2,500
Agility 250 500 750 1,000
Intelligence 100 250 500 500
Perception 100 250 500 750
Willpower 100 250 500 750
Fellowship 250 500 750 1,000

Archivist Advance Cost Type Prerequisites
Advances Drive (Ground Vehicle) 100 S —
“Throne blind you boy, fetch Drive (Hover Vehicle) 100 S —
those books before I use your Pilot (Civilian Craft) 100 S —
hide for a binding!” Scholastic Lore (Legend) 100 S —
Trade (Cook) 100 S —
Archivists keep manuscripts
Trade (Valet) 100 S —
and tend the needs of Sages,
scurrying between tottering Resistance (Cold) 100 T —
bookshelves and datacrypts, Sound Constitution 100 T —
ever with an eye to escaping Sprint 100 T —
their servitude. Unremarkable 100 T —
Swim 200 S —
Melee Weapon Training (Primitive) 200 T —
Pistol Training (Primitive) 200 T —
Pistol Training (Las) 200 T —
Pistol Training (SP) 200 T —
Thrown Weapon Training (Primitive) 200 T —

Scrivener Advance Cost Type Prerequisites
Advances Awareness 100 S —
Common Lore (Administratum) 100 S —
“Dharkins, your illuminations
Common Lore (Imperium) +10 100 S Common Lore (Imperium)
are positively Rabeliean. You’ll
Drive (Ground Vehicle) +10 100 S Drive (Ground Vehicle)
do well; just not here.”
Drive (Hover Vehicle) +10 100 S Drive (Hover Vehicle)
Forbidden Lore (Cults) 100 S —
Scriveners have wormed their
way into a position of trust, Inquiry 100 S —
whence they may actually Literacy +10 100 S Literacy
deal with scrolls, books and Logic 100 S —
data-slates directly. Of course, Pilot (Civilian Craft) +10 100 S Pilot (Civilian Craft)
they are the primary oppres- Scholastic Lore (Legend) +10 100 S Scholastic Lore (Legend)
sors of Archivists, as is only Speak Language (High Gothic) 100 S —
right and proper. Trade (Artist) 100 S —
Trade (Cartographer) 100 S —
Trade (Copyist) 100 S —
Basic Weapon Training (Primitive) 100 T —
Peer (Academics) 100 T Fel 30
Blather 200 S —
Peer (Administratum) 200 T Fel 30

45

Scribe Advances Advance Cost Type Prerequisites
Awareness +10 100 S Awareness
“A scribe is always useful.
Knowledge can make the Common Lore (Administratum) +10 100 S Common Lore (Administratum)
difference between life and Common Lore (Ecclesiarchy) 100 S —
death, particularly if you send Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10
the scribe in first…” Common Lore (Tech) 100 S —
Drive (Ground Vehicle) +20 100 S Drive (Ground Vehicle) +10
Scribes are vessels of
knowledge, skilled in the Drive (Hover Vehicle) +20 100 S Drive (Hover Vehicle) +10
byzantine art of extracting Forbidden Lore (Cults) +10 100 S Forbidden Lore (Cults)
information from all manner Forbidden Lore (Heresy) 100 S —
of sources. Many secretly
Literacy +20 100 S Literacy +10
fear they will never rise
further within the ranks of Pilot (Civilian Craft) +20 100 S Pilot (Civilian Craft) +10
the Administratum, hence Scholastic Lore (Bureaucracy) 100 S —
they are naturally keen to Scholastic Lore (Legend) +20 100 S Scholastic Lore (Legend) +10
take risks to get ahead. Scholastic Lore (Occult) 100 S —
Secret Tongue (Administratum) 100 S —
Basic Weapon Training (Las) 100 T —
Basic Weapon Training (SP) 100 T —
Flagellant 100 T —
Resistance (Poisons) 100 T —
Blather +10 200 S Blather
Electro Graft Use 200 T —
Sound Constitution 200 T —
Ambidextrous 300 T Ag 30

Inditor Advance Cost Type Prerequisites
Advances Awareness +20 100 S Awareness +10
Common Lore (Tech) +10 100 S Common Lore (Tech)
“If you’ve a mind to dig to the Common Lore (Machine Cult) 100 S —
bottom of something, an inditor Evaluate 100 S —
is invaluable. If they don’t
Forbidden Lore (Mutants) 100 S —
know it, they can find it out
for you. If they can’t find it… Forbidden Lore (Inquisition) 100 S —
well, you’re probably not meant Inquiry +10 100 S Inquiry
to know it anyway.” Logic +10 100 S Logic
Scholastic Lore (Chymistry) 100 S —
Inditors are trusted members
of the Administratum, having Scholastic Lore (Numerology) 100 S —
been initiated into some of its Scholastic Lore (Occult) +10 100 S Scholastic Lore (Occult)
deeper secrets. Even the lore Secret Tongue (Administratum) +10 100 S Secret Tongue (Administratum)
of other Adepta is not beyond
Tech-Use 100 S —
their scrutinising gaze.
Total Recall 100 T Int 30
Swift Attack 100 T WS 35
Barter 200 S —
Blather +20 200 S Blather +10
Navigation (Stellar) 200 S —
Melee Weapon Training (Shock) 200 T —
Arms Master 200 T BS 30 Basic Weapon Training (any two)
Marksman 300 T BS 35

46

Chirurgeon Advance Cost Type Prerequisites
Advances Awareness +20 100 S Awareness +10
“Them chirurgeons issa odd Common Lore (Imperial Creed) 100 S —
bunch. Watch it if they of- Deceive 100 S —
fers ta cut ya fer free. Iss the
Forbidden Lore (Mutants) 100 S —
way they looks at yer as they’re
rummagin’ in yer guts. Kinda Forbidden Lore (Inquisition) 100 S —
like yera cross ’tween an essper- Inquiry +10 100 S Inquiry
iment anna pork lunch.” Medicae 100 S —
Medicae +10 100 S Medicae
Chirurgeons investigate the
secrets of the human form, Master Chirurgeon 100 T Medicae +10
studying the cryptic cham- Talented (Blather) 100 T Blather
bers of the heart, the enig-
Talented (Medicae) 100 T Medicae
mas of flesh and bone, and,
of course, the moist grey Peer (the Insane) 100 T Fel 30
mysteries of the brain. Carouse 200 S —
Carouse +10 200 S Carouse
Decadence 200 T T 30
Heightened Senses (Sight) 200 T —
Heightened Senses (Smell) 200 T —
Heightened Senses (Touch) 200 T —
Melee Weapon Training (Chain) 200 T —
Charm 300 S —
Sleight of Hand 300 S —

Scholar Advance Cost Type Prerequisites
Advances Common Lore (Adeptus Arbites) 100 S —
Common Lore (Administratum) +20 100 S Common Lore (Administratum) +10
“Scholar Dharkins passes— Common Lore (Ecclesiarchy) +10 100 S Common Lore (Ecclesiarchy)
bow your head! He cured Common Lore (Tech) +20 100 S Common Lore (Tech) +10
the Seeping Cough and the
Deceive 100 S —
Dread-Pox. Whisper has it
Dodge 100 S —
he advises the hive council.
’Twernt for him, Throne Drive (Walker) 100 S —
knows where we’d be!” Forbidden Lore (Heresy) +10 100 S Forbidden Lore (Heresy)
Forbidden Lore (Inquisition) +10 100 S Forbidden Lore (Inquisition)
A Scholar is in full bloom of Forbidden Lore (Mutants) +10 100 S Forbidden Lore (Mutants)
his powers, wise, learned and Scholastic Lore (Astromancy) 100 S —
skilled in getting results from Scholastic Lore (Bureaucracy) +10 100 S Scholastic Lore (Bureaucracy)
the almighty machine that is Scholastic Lore (Heraldry) 100 S —
the Administratum. Should Scholastic Lore (Imperial Creed) 100 S —
they avoid peevish theo- Scrutiny 100 S —
retical debate and infighting, Speak Language (High Gothic) +10 100 S —
Scholars become respected
Armour of Contempt 100 T WP 40
and mighty indeed.
Binary Chatter 100 T —
Navigation (Stellar) +10 200 S Navigation (Stellar)
Basic Weapon Training (Bolt) 200 T —
Die Hard 200 T WP 40
Pistol Training (Bolt) 200 T —
Sound Constitution 200 T —
Step Aside 200 T Ag 40, Dodge

47

Lexographer Advance Cost Type Prerequisites
Advances Forbidden Lore (Cults) +20 100 S Forbidden Lore (Cults) +10
Forbidden Lore (Heresy) +20 100 S Forbidden Lore (Heresy) +10
“Lexographers is so smart, dey
Forbidden Lore (Inquisition) +20 100 S Forbidden Lore (Inquisition) +10
get ta make up words an’ no one
says they’s inedukated.” Forbidden Lore (Mutants) +20 100 S Forbidden Lore (Mutants) +10
Speak Language (High Gothic) +20 100 S Speak Language (High Gothic) +10
All the knowledge of the Resistance (Fear) 100 T —
Imperium is hidden within the Paranoia 100 T —
spidery High Gothic script of Blind Fighting 200 T Per 30
temples, shrines and archives. Pistol Training (Flame) 200 T —
The Lexographer is the Quick Draw 200 T —
guardian and keeper of these Lip Reading 300 S —
sacred words.

Loremaster Advance Cost Type Prerequisites
Advances Scholastic Lore (Occult) +10
Lip Reading +10
100
200
S
S
Scholastic Lore (Occult)
Lip Reading
“When you understand the Minor Psychic Power‡ 200 T —
Peer (Astropaths) 200 T Fel 30
secrets of the universe, you will
Rapid Reload 200 T —
understand yourself.”
Sound Constitution 200 T —
Psyniscience 300 S Psy Rating 1
Loremasters have reached
Exotic Weapon Training (Needle Pistol) 300 T —
such a level of knowledge
Psy Rating 1 300 T —
of the galaxy that they have
Unshakeable Faith 300 T —
now turned their attentions
Pistol Training (Plasma) 400 T —
inward, looking into the very ‡
You may take this Talent up to three times at this Rank.
mysteries of the human soul.

Comptroller Advance Cost Type Prerequisites
Advances Command
Common Lore (Machine Cult)
100
100
S
S


Common Lore (Machine Cult) +10 100 S Common Lore (Machine Cult)
“Stop staring, lad. It’s not for Deceive +10 100 S Deceive
the likes of archivists like you Evaluate 100 S —
to look upon Comptrollers. Of Evaluate +10 100 S Evaluate
course, he has an extra brain. Inquiry +20 100 S Inquiry +10
Scholastic Lore (Astromancy) +10 100 S Scholastic Lore (Astromancy)
You would too, if you had to
Scholastic Lore (Bureaucracy) +20 100 S Scholastic Lore (Bureaucracy)
work like that.” Scholastic Lore (Chymistry) 100 S —
Scholastic Lore (Chymistry) +10 100 S Scholastic Lore (Chymistry)
Comptrollers direct the ebb Scholastic Lore (Cryptology) 100 S —
and flow of information that Scholastic Lore (Heraldry) +10 100 S Scholastic Lore (Heraldry)
passes through the Adminis- Scholastic Lore (Imperial Creed) +10 100 S Scholastic Lore (Imperial Creed)
tratum, plucking seemingly Scholastic Lore (Judgement) 100 S —
unconnected facts from the Scholastic Lore (Numerology) 100 S —
sea of know-ledge to con- Scholastic Lore (Numerology) +10 100 S Scholastic Lore (Numerology)
Scholastic Lore (Tactica Imperialis) 100 S —
struct masterful solutions
Search 100 S —
and cunning plans of attack. Secret Tongue (Administratum) +10 100 S Secret Tongue (Administratum)
Secret Tongue (Administratum) +20 100 S Secret Tongue (Administratum) +10
Chem Geld 100 T —
Disturbing Voice 100 T —
Resistance (Psychic Powers) 100 T —
Interrogation 200 S —
Tech-Use 200 S —
Tech-Use +10 200 S Tech-Use
Blind Fighting 200 T Per 30
Deadeye Shot 200 T BS 30
Jaded 300 T WP 30

48

” Exotic Weapon Training (Needle Rifle) 200 T — Minor Psychic Power‡ 200 T — Magisters possess an implicit Sound Constitution 200 T — understanding of the nature Psy Rating 2 300 T Psy Rating 1 Melee Weapon Training (Power) 400 T — of the galaxy. You did say you wanted Air of Authority 100 T Fel 30 a swift solution…” Orthoproxy 100 T — Peer (Government) 100 T Fel 30 Logisters apply their phe. Pistol Training (Flame) 100 T — nomenal powers of reason. What? No. This solves both the Scholastic Lore (Imperial Creed) +20 100 S Scholastic Lore (Imperial Creed) +10 crime and industry problems Scholastic Lore (Judgement) +10 100 S Scholastic Lore (Judgement) most elegantly. they unlock hidden powers. Mental Fortress 100 T WP 50. Tech-Use +20 200 S Tech-Use +10 Forbidden Lore (Archeotech) 300 S Tech-Use +20 Nerves of Steel 300 T — Peer (Adeptus Mechanicus) 300 T Fel 30 Peer (Ecclesiarchy) 300 T Fel 30 Sound Constitution 300 T — Magister Advance Cost Type Prerequisites Advances Catfall 100 T Ag 30 Interrogation 200 S — “If there’s one thing worse than Psyniscience +10 200 S Psyniscience a psyker.Logister Advance Cost Type Prerequisites Advances Common Lore (Adeptus Arbites) +10 100 S Common Lore (Adeptus Arbites) Common Lore (Ecclesiarchy) +20 100 S Common Lore (Ecclesiarchy) +10 Logic +10 100 S Logic “The cogitation of Logister Logic +20 100 S Logic +10 Veritas is that the city be Scholastic Lore (Cryptology) +10 100 S Scholastic Lore (Cryptology) razed. Resistance (Psychic Powers) of problems. slicing through Talented (Logic) 100 T Logic Command +10 200 S Command quandaries with the keen Interrogation +10 200 S Interrogation scalpel of their intellect. Resistance (Fear) 100 T — ing and logic to the toughest Strong Minded 100 T WP 30. Sage Advances Advance Cost Type Prerequisites Common Lore (Adeptus Arbites) +20 100 S Common Lore (Adeptus Arbites) +20 “They say even the mysteries of Forbidden Lore (Cults) +20 100 S Forbidden Lore (Cults) +10 the Tyrant Star are not beyond Forbidden Lore (Heresy) +20 100 S Forbidden Lore (Heresy) +10 the mind of a sage. Through the study Psy Rating 3 500 T Psy Rating 2 of this forbidden knowledge ‡ You may take this Talent up to three times at this Rank. it’s a psyker that Tech-Use +10 200 S Tech-Use knows everything. I’m Scholastic Lore (Tactica Imperialis) +10 100 S Scholastic Lore (Tactica Imperialis) afraid his plan is already in Search +10 100 S Search action. Strong Minded Peer (Nobility) 100 T Fel 30 Command +20 200 S Command +10 Exotic Weapon Training (Web Pistol) 200 T — Quick Draw 200 T — Rapid Reload 200 T — Talented (Command) 200 T Command Concealment 300 S — Forbidden Lore (Archeotech) +10 300 S Forbidden Lore (Archeotech) Peer (Adeptus Arbites) 300 T Fel 30 Sound Constitution 300 T — Unnatural Intelligence 500 — — 49 .” Forbidden Lore (Inquisition) +20 100 S Forbidden Lore (Inquisition) +10 Forbidden Lore (Mutants) +20 100 S Forbidden Lore (Mutants) +10 Few secrets remain hidden Scholastic Lore (Tactica Imperialis) +20 100 S Scholastic Lore (Tactica Imperialis) +10 from the mind of a sage. and man’s place Pistol Training (Melta) 400 T — within it.

” T — Regulator Hanz Rikennan.000–1. Where civil unrest and crime threaten the stability of a world. trained to think on their feet. but organised crime on a scale never even considered XP Level: 2. and hunting down the rabble-rousers. to restore law and order.999 a far greater scale. The Adeptus Arbites is not a Marshal Magistrate XP Level: 8. to root out corruption. crime is rife. Not just the petty crimes of individuals for personal Investigator gain. This can often lead to overt hostility between the Judge and his subject. Some Arbitrators openly investigate and make no secret who their quarry is.000–9. Entire sub-sectors and planets have been in the thrall of illegal cartels and criminal organisations. The relationship between the Inquisition and the Adeptes Arbites is often one of the more cordial within the Adeptus Terra. They demand utter obedience from the citizens they come into contact with. Hive Tarsus. ordering the local enforcers.999 XP Level: 8. 50 . it has little interest in petty crimes such as theft. Arbitrators are infamous for their prodigious stamina and zeal. IVth Precinct. Arbitrators are resolute and fearless. for these fall under the responsibility of the Lord Marshal Justicar local planetary forces. although there is no question who off-world forces of the Imperium would side with should they be requested to attend.999 dominion as their own paltry fiefdom.000–7. Arbitrators often see working with Inquisitors as a way of further enforcing justice.000–14. not unlike the way Inquisitors go about their work. labour and riches for their own. Regulator T XP Level: 1. maintain the Imperial tithe and to guard against witchery.000–9. such arrangements have not always worked so well.000–2. This means Inquisitors of the more Radical factions must be wary when recruiting members of the Adeptus Arbites to become their Acolytes.000–7. claiming the planet’s natural resources.000–5. This is by no means the only mode of investigation. The means used can be different depending on their mentors. what Schola Progenium the individual attended and other such factors. It has been known for Judges to turn on the Inquisitors they have been seconded to serve if they perceive the Inquisitor to have broken sacrosanct Imperial laws.999 In these dire situations it falls to the Adeptus Arbites to defend the Imperium’s rights and prevent whole sub-sectors going rogue for generations.999 galactic police force.999 XP Level: 6. the Arbitrators are in the field: unflinching. even if he is of noble birth or high rank. all members of the Adeptes Arbites have the same goal and responsibility—to uphold the Emperor’s justice. these men and women are stoic in their duty and unquestionably loyal to the Imperium. Proctor Intelligencer XP Level: 6. unlike Inquisitors who have their own private agendas. combat-hardened and beyond reproach in their faith.000–14. even in Hive Ranks Enforcer XP Level: 500–999 Tarsus. The Adeptus Arbites is there to keep order on XP Level: 10. However.999 hroughout the millions of worlds of the Imperium. However. The Judges’ methods are varied. or even permanently. and their ability to survive all manner of wounds and punishment in the quest to catch their quarry. Also known as Judges. There are even Arbitrator wayward planetary governors who shun the Imperium and treat the XP Level: 3. Inquisitors often go to the Adeptes Arbites when in need of a trustworthy Acolyte. Ar bitr a to r Arbitrator Arbitrator Trooper XP Level: 0–499 “He demands? The demands of the law come first. From the Adeptus Arbites come the fearsome Arbitrators.999 in humanity’s past. murder or tax evasion.999 XP Level: 10. other officers of the Adeptes Arbites are quite methodical in their approach—meticulously sourcing evidence and questioning contacts and witnesses.

000 Fellowship 250 500 750 1. we’ll break Security 100 S — these scum on our shields and shock mauls. Melee Weapon Training (Shock) 100 T — Peer (Adeptus Arbites) 100 T Fel 30 Resistance (Cold) 100 T — Resistance (Heat) 100 T — Sound Constitution 100 T — Takedown 100 T — Barter 200 S — Ciphers (Acolyte) 200 S — Tech-Use 200 S — 51 . men.000 Trooper Advance Cost Type Prerequisites Advances Awareness 100 S — Common Lore (Adeptus Arbites) +10 100 S Common Lore (Adeptus Arbites) “Call yourself an arbitrator? Drive (Ground Vehicle) 100 S — You’re not fit to wear the Drive (Hover Vehicle) 100 S — uniform.500 Intelligence 100 250 500 750 Perception 250 500 750 1. Enforcer Advance Cost Type Prerequisites Advances Common Lore (Adeptus Arbites) +20 100 S Common Lore (Adeptus Arbites) +10 Common Lore (Underworld) 100 S — Intimidate 100 S — “Stand to. Leap Up 100 T Ag 30 ing shoulder to shoulder Light Sleeper 100 T Per 30 with his fellow Arbitrators.000 2.000 Willpower 250 500 750 1.000 2.” Inquiry +10 100 S Inquiry Scrutiny 100 S — A Trooper is drilled in Swim 100 S — combat and his duties to Basic Weapon Training (Primitive) 100 T — the Imperium: he is stout of Basic Weapon Training (SP) 100 T — heart and eager to enforce Melee Weapon Training (Primitive) 100 T — the Emperor’s law. Table 2-3: Arbitrator Characteristic Advances Characteristic Simple Intermediate Trained Expert Weapon Skill 250 500 750 1. Pistol Training (Las) 100 T — Pistol Training (Primitive) 100 T — Pistol Training (SP) 100 T — Rapid Reload 100 T — Sound Constitution‡ 100 T — Thrown Weapon Training (Primitive) 100 T — ‡ You may take this Talent up to three times at this Rank. stand.500 Toughness 100 250 500 500 Agility 500 750 1.” Tracking 100 S — Basic Weapon Training (Las) 100 T — An Enforcer is taught how Disarm 100 T Ag 30 to keep order in the most Double Team 100 T — desperate situations.000 Ballistic Skill 100 250 500 750 Strength 500 750 1.

find out what people know. Regulator Advance Cost Type Prerequisites Advances Ciphers (Underworld) 100 S — “I want you to hunt them down Common Lore (Imperium) 100 S — like the dogs they are.” Dodge 100 S — Interrogation 100 S — Regulators take the law to the underworld. charm and dirty tactics to Tracking +10 100 S Tracking uncover the truth. using contacts. Ag 35 Survival 300 S — Crushing Blow 300 T S 40 Investigator Advance Cost Type Prerequisites Advances Charm 100 S — Common Lore (Administratum) 100 S — “This is a tough one. Sound Constitution 100 T — Climb 200 S — Silent Move 200 S — Basic Weapon Training (Flame) 200 T — Basic Weapon Training (Launcher) 200 T — Heavy Weapon Training (SP) 200 T — Pistol Training (Flame) 200 T — Sprint 200 T — Street Fighting 200 T — Two-Weapon Wielder (Ballistic) 200 T BS 35.” Inquiry +20 100 S Inquiry +10 Search +10 100 S Search Investigators learn the arts Security +10 100 S Security of inquiry. Hit the Deceive 100 S — hab-block. Basic Weapon Training (Bolt) 100 T — Decadence 100 T T 30 Hard Target 100 T Ag 40 Heightened Senses (Hearing) 100 T — Heightened Senses (Sight) 100 T — Iron Jaw 100 T T 40 Peer (Underworld) 100 T Fel 30 Pistol Training (Bolt) 100 T — Rapid Reaction 100 T Ag 40 Blather 200 S — Carouse 200 S — Evaluate 200 S — Sound Constitution 200 T — Tech-Use +10 300 S Tech-Use 52 . holding Scholastic Lore (Judgement) 100 S — their own against any who Search 100 S — challenge the Emperor’s Die Hard 100 T WP 40 law. Ag 35 Two-Weapon Wielder (Melee) 200 T WS 35.

Total Recall T 100 Int 30 Their powerful intellect is Disguise S 200 — matched only by their dedica. Dodge +10 100 S Dodge there’s a real arbitrator for Interrogation +10 100 S Interrogation Intimidation +10 100 S Intimidation you…” Scholastic Lore (Tactica Imperialis) 100 S — Scrutiny +10 100 S Scrutiny Arbitrators are guardians of Secret Tongue (Gutter) 100 S — order and the rule of law Ambidextrous 100 T Ag 30 within the Imperium. Strong Minded T 100 WP 30. Secret Tongue (Administratum) 300 S Peer (Government) Counter Attack 300 T WS 40 Crippling Strike 300 T WS 50 Resistance (Psychic Powers) 300 T — 53 . Dodge tice. Step Aside 100 T Ag 40. Concealment 100 S — but he still got his man. and Nerves of Steel 100 T — Peer (Government) 100 T Fel 30 nigh-on impossible to kill. Intelligencer Advance Cost Type Prerequisites Advances Common Lore (Administratum) +10 S 100 Common Lore (Administratum) Interrogation +20 S 100 Interrogation +10 Search +20 S 100 Search +10 “There’s low cunning. then Security +20 S 100 Security +10 there’s Intelligencers. Melee Weapon Training (any one) Sound Constitution T 200 — Talented (Logic) T 200 Logic Talented (Shadowing) T 200 Shadowing Scholastic Lore (Chymistry) S 300 — Common Lore (Administratum). unrelenting. True Grit 100 T T 40 Forbidden Lore (Cults) 200 S — Forbidden Lore (Mutants) 200 S — Logic 200 S — Scholastic Lore (Occult) 200 S — Shadowing 200 S — Silent Move +10 200 S Silent Move Sleight of Hand 200 S — Basic Weapon Training (Plasma) 200 T — Combat Master 200 T WS 30 Deadeye Shot 200 T BS 30 Heavy Weapon Training (Flame) 200 T — Melee Weapon Training (Chain) 200 T — Pistol Training (Plasma) 200 T — Sound Constitution‡ 200 T — Exotic Weapon Training (Web Pistol) 300 T — Exotic Weapon Training (Webber) 300 T — Swift Attack 300 T WS 35 ‡ You may take this Talent up to three times at this Rank. Sure Strike 100 T WS 30 they are the Emperor’s jus. Im. Saints Speak Language (High Gothic) S 100 — help the scum if those boys are Tracking +20 S 100 Tracking +10 on the trail…” Resistance (Insanity) T 100 — Intelligencers are spymasters. Scholastic Lore (Bureaucracy) S 200 — Scholastic Lore (Cryptology) S 200 — Melee Weapon Training (Power) T 200 — Blademaster T 200 WS 30. Hardy 100 T T 40 placable.Arbitrator Advance Cost Type Prerequisites Advances Charm +10 100 S Charm Climb +10 100 S Climb “Took sixteen slugs to the gut. Now. manifest. Resistance (Psychic Powers) tacticians and forensic experts. Lip Reading S 200 — tion to the Imperium.

” Forbidden Lore (Cults) +10 200 S Forbidden Lore (Cults) Forbidden Lore (Heresy) +10 200 S Forbidden Lore (Heresy) The Justicar brings the light Forbidden Lore (Mutants) +10 200 S Forbidden Lore (Mutants) of the Emperor’s judgement Forbidden Lore (Psykers) +10 200 S Forbidden Lore (Psykers) to decadent nobles. Sure Strike Resistance (Fear) 100 T — Command 200 S — Forbidden Lore (Heresy) 200 S — Air of Authority 200 T Fel 30 Arms Master 200 T BS 30. Two-Weapon Wielder (Melee) Heavy Weapon Training (Bolt) 200 T — Hip Shooting 200 T BS 40. corrupt officials and worlds brought Scrutiny +20 200 S Scrutiny +10 low by dark worship. By dispensing Scholastic Lore (Occult) +10 100 S Scholastic Lore (Occult) death. Magistrate Advance Cost Type Prerequisites Advances Charm +20 100 S Charm +10 Common Lore (Ecclesiarchy) 100 S — “Every crime has its price. nobles Scholastic Lore (Tactica Imperialis) +10 100 S Scholastic Lore (Tactica Imperialis) tremble. Basic Weapon Training (any two) Sound Constitution† 200 T — Forbidden Lore (Psykers) 300 S — Furious Assault 300 T WS 35 † You may take this Talent up to two times at this Rank. Basic Weapon Training (Melta) 200 T — Dual Shot 200 T Ag 40. Two-Weapon Wielder (Ballistic) Dual Strike 200 T Ag 40. Justicar Advance Cost Type Prerequisites Advances Literacy +20 100 S Literacy +10 Scholastic Lore (Judgement) +20 100 S Scholastic Lore (Judgement) +10 “Where Justicar tread. Speak Language (High Gothic) +10 100 S Speak Language (High Gothic) Blind Fighting 100 T Per 30 Lightning Reflexes 100 T — Precise Blow 100 T WS 40. Command Peer (Nobility) 200 T Fel 30 Pistol Training (Melta) 200 T — Talented (Command) 200 T Command Wall of Steel 200 T Ag 35 Forbidden Lore (Inquisition) 300 S — Crack Shot 300 T BS 40 Lightning Attack 300 T Swift Attack Sound Constitution† 300 T — † You may take this Talent up to two times at this Rank. 54 . and Common Lore (Imperial Creed) 100 S — the magistrate collects that Literacy 100 S — debt.” Scholastic Lore (Bureaucracy) +10 100 S Scholastic Lore (Bureaucracy) Scholastic Lore (Cryptology) +10 100 S Scholastic Lore (Cryptology) Magistrates rule upon in- Scholastic Lore (Judgement) +10 100 S Scholastic Lore (Judgement) tricate cases of heresy and sedition. they keep the soul Scholastic Lore (Philosophy) 100 S — of the Imperium alive. Ag 40 Independent Targeting 200 T BS 40 Iron Discipline 200 T WP 30.

Two-Weapon Wielder (Ballistic) Heavy Weapon Training (Plasma) 200 T — muzzle flare. Dual Strike 300 T Ag 40. Ciphers (War Cant) 200 S — Secret Tongue (Military) 200 S — Basic Weapon Training (Melta) 200 T — Blind Fighting 200 T Per 30 Heavy Weapon Training (Bolt) 200 T — Heavy Weapon Training (Las) 200 T — Heavy Weapon Training (Launcher) 200 T — Heavy Weapon Training (Primitive) 200 T — Marksman 200 T BS 35 Melee Weapon Training (Power) 200 T — Pistol Training (Melta) 200 T — Lightning Attack 300 T Swift Attack Sound Constitution 300 T — Marshal Advance Cost Type Prerequisites Advances Command +10 Scholastic Lore (Tactica Imperialis) +10 100 100 S S Command Scholastic Lore (Tactica Imperialis) Security +20 100 S Security +10 “When a Marshal arrives.” Speak Language (High Gothic) 100 S — Into the Jaws of Hell 100 T Iron Discipline Common Lore (Administratum) +10 200 S Common Lore (Administratum) As the Imperium is mighty. Two-Weapon Wielder (Ballistic) Independent Targeting 100 T BS 40 Marshals take the rule of law Iron Discipline 100 T WP 30.Proctor Advance Cost Type Prerequisites Advances Climb +20 100 S Climb +10 Command 100 S — Interrogation +20 100 S Interrogation +10 “Open fire!” Intimidation +20 100 S Intimidation +10 Survival +10 100 S Survival Proctors lead Adeptes Arbites Tracking +20 100 S Tracking +10 riot squads and suppression Arms Master 100 T BS 30. Lord Marshal Advance Cost Type Prerequisites Advances Command +20 Scholastic Lore (Judgement) +10 100 100 S S Command +10 Scholastic Lore (Judgement) Scholastic Lore (Judgement) +20 100 S Scholastic Lore (Judgement) +10 “Such men are beyond mere Scholastic Lore (Tactica Imperialis) +20 100 S Scholastic Lore (Tactica Imperialis) +10 mercy. Two-Weapon Wielder (Melee) Heavy Weapon Training (Melta) 200 T — Mighty Shot 300 T BS 40 Sound Constitution† 300 T — † You may take this Talent up to two times at this Rank. 55 . Bulging Biceps 100 T S 45 blood and gun smoke follow. dispensing Common Lore (War) 200 S — justice in a bright arc of Gunslinger 200 T BS 40. Common Lore (War) +10 200 S Common Lore (War) so too is the Lord Marshal. Command to the darkest dens of scum Resistance (Poisons) 100 T — and depravity. criminals. The cold rule Cleanse and Purify 200 T Basic Weapon Training (Flame) of law is his only measure. Basic Weapon Training (any two) forces against highly armed. Peer (Military) 200 T Fel 30 Crack Shot 300 T BS 40 Sound Constitution† 300 T — † You may take this Talent up to two times at this Rank.” Dual Shot 100 T Ag 40. Literacy +10 200 S Literacy His will is not blunted Scholastic Lore (Bureaucracy) 200 S — by the petty whims of Scholastic Lore (Philosophy) 200 S — circumstance. Counter Attack 300 T WS 40 and woe betide those that Crippling Strike 300 T WS 50 fall short. Hip Shooting 100 T BS 40. Ag 40 and highly foolish.

Whether a Death Cultist or member of an Assassin Order.999 Marque XP Level: 8.999 XP Level: 10. from the agencies of the Adepta down to petty crime Temples. lords of the underhives—a professional killer is always in such is the secrecy surrounding the Officio Assassinorum. to mundane-looking everymen who practise Ranks Shadesman XP Level: 500–999 the use of potions and poisons. demand. Nighthawk XP Level: 1. and so those who are found II lacking are unlikely to survive. they are Imperator-Mortis Assassin Palatine experts in exotic weaponry but they also have intimate XP Level: 10. Though there will be an element of penitence to the Emperor. XP Level: 3. for this is where the Temple Masters recruit and induct the most promising individuals.000–5. although the Assassin is unaware of this even at this stage.000–14.999 XP Level: 6. These Assassin can range from unsubtle brutes. The — Lyra Trix. are fronts for Death Adept Freeblade the Assassin Temples that form the highly secretive Officio XP Level: 6. Assassin at Nihilator The Assassins of such Orders are highly trained killers XP Level: 8. it is beautiful—an art form older than any If an Assassin survives long enough into his career and his painting or sculpture.999 Assassinorum. Assassi Assassinn and personality of an Assassin can vary as much as there are ways to kill. Such individuals can range from freelancers. such as the use of poisons and the creation of fatal booby traps. Sell-Steel Assassins come in all shapes and guises.000–7. be it from a Death Cult or Order.000–9. who are self-taught.999 capable of feats far and above that of mere humans. so some sort Assassin funding or tithe would be required to gain their services.999 Unbeknownst to even the aspirants that belong to these semi- legal organisations and cults most.000–1. though this will be heavily influenced by the teachings and training. in the duties they perform the Secluse XP Level: 2. “When I kill. demeanour 56 . Malfian Noble House Assassin. and are able to slip a deadly concoction into the unsuspecting target’s next meal.000–14. and it is often the XP Level: 0–499 person a potential target least expects that is their killer. who will crush every bone in the target’s body.000–9. trials are likely extremely lethal.999 knowledge of other lethal crafts. if not all.999 There are many Orders. Guilds and Death Cults that thrive in the Imperium. he will be unknowingly tested. The methods.000–2.999 Orders are either a functioning off-shoot of some monolithic Adepta or may even have a commercial interest. The few who do successfully n the Imperium assassination is a valued tool and it is used make it through the trials become initiates in one of the Assassin by all.” superiors deem him worthy. to members of Assassin Orders and Guilds.000–7.

” Navigation (Surface) 100 S — Pilot (Civilian Craft) +10 100 S Pilot (Civilian Craft) Shadesmen are talented mur.000 Fellowship 500 750 1.” Pilot (Civilian Craft) 100 S — The Imperium is rife with Silent Move 100 S — killers. honing Heightened Senses (Hearing) 100 T — their bloodletting skills and turning their minds to a pas.000 Willpower 250 500 750 1. Table 2-4: Assassin Characteristic Advances Characteristic Simple Intermediate Trained Expert Weapon Skill 100 250 500 750 Ballistic Skill 100 250 500 750 Strength 500 750 1.000 Agility 100 250 500 500 Intelligence 250 500 750 1.000 2.000 Perception 250 500 750 1. no fuss.500 Sell-Steel Advance Cost Type Prerequisites Advances Climb 100 S — Drive (Ground Vehicle) 100 S — “Two in the head makes sure Inquiry 100 S — they’re dead. then Drive (Ground Vehicle) +10 100 S Drive (Ground Vehicle) melted back into the shadows Drive (Hover Vehicle) 100 S — like he was never there. Swim +10 100 S Swim They seek to turn their kill- Tracking 100 S — ing into an art form. Some even have the Basic Weapon Training (Primitive) 100 T — skills to deliver. Security 100 S — derers whose skills extend Shadowing 100 S — beyond those of mere killers. Furious Assault 100 T WS 35 Sound Constitution 100 T — Speak Language (Low Gothic) +10 200 S Speak Language (Low Gothic) Wrangling 200 S — Sprint 200 T — Sure Strike 200 T WS 30 57 .500 Toughness 250 500 750 1. men and women Swim 100 S — who promise murder for Basic Weapon Training (Las) 100 T — a fee. Shadesman Advance Cost Type Prerequisites Advances Acrobatics 100 S — Ciphers (Acolyte) 100 S — “Killed ’em all with a single Common Lore (Underworld) 100 S — round: no waste. Basic Weapon Training (SP) 100 T — Catfall 100 T Ag 30 Heightened Senses (Sight) 100 T — Pistol Training (Las) 100 T — Pistol Training (Primitive) 100 T — Pistol Training (SP) 100 T — Sound Constitution† 100 T — Thrown Weapon Training (Primitive) 100 T — Literacy 200 S — † You may take this Talent up to two times at this Rank. Berserk Charge 100 T — sionless pursuit of death.000 2.

Figure a murderer Common Lore (Imperial Creed) 100 S — like her ain’t got much need Common Lore (Underworld) +10 100 S Common Lore (Underworld) for either. Ag 40 Sound Constitution 200 T — Thrown Weapon Training (Shock) 200 T — 58 . Crack Shot 100 T BS 40 but fear also. with maxi. Ag 35 Secluse Advance Cost Type Prerequisites Advances Acrobatics +10 100 S Acrobatics Awareness +10 100 S Awareness Chem-Use +10 100 S Chem-Use “We didn’t even know he Ciphers (War Cant) +10 100 S Ciphers (War Cant) was there until the screams Common Lore (Underworld) +20 100 S Common Lore (Underworld) +10 started. Lightning Reflexes 100 T — Melee Weapon Training (Chain) 100 T — Pistol Training (Bolt) 100 T — Quick Draw 100 T — Common Lore (Ecclesiarchy) 200 S — Lip Reading 200 S — Speak Language (High Gothic) 200 S — Tech-Use 200 S — Deadeye Shot 200 T BS 30 Dual Shot 200 T Ag 40. Striking Secret Tongue (Acolyte) 100 S — from darkness. Drive (Ground Vehicle) +20 100 S Drive (Ground Vehicle) +10 and these killers are just one Pilot (Civilian Craft) +20 100 S Pilot (Civilian Craft) +10 of the reasons why.” Common Lore (War) 100 S — Concealment 100 S — Dodge +10 100 S Dodge Many cultures fear the night. Silent Move +10 100 S Silent Move mum effect. Security +10 100 S Security able to go where others Tracking +10 100 S Tracking Basic Weapon Training (Bolt) 100 T — can’t and willing to do Heightened Senses (Taste) 100 T — what others won’t. Heightened Senses (Smell) 100 T — Jaded 100 T WP 30 Pistol Training (Flame) 100 T — Rapid Reload 100 T — Sleight of Hand 200 S — Survival 200 S — Basic Weapon Training (Flame) 200 T — Basic Weapon Training (Launcher) 200 T — Heavy Weapon Training (SP) 200 T — Melee Weapon Training (Shock) 200 T — Mighty Shot 200 T BS 40 Sound Constitution 200 T — Swift Attack 200 T WS 35 Two-Weapon Wielder (Ballistic) 200 T BS 35. of course by then it Drive (Hover Vehicle) +10 100 S Drive (Hover Vehicle) was far too late…” Inquiry +10 100 S Inquiry Scholastic Lore (Imperial Creed) 100 S — Accustomed to working Scrutiny 100 S — alone. the Nighthawk Swim +20 100 S Swim +10 leaves behind not only death. Nighthawk Advance Cost Type Prerequisites Advances Chem-Use 100 S — Ciphers (War Cant) 100 S — “Never seen the sun. the Secluse is skilled Search 100 S — at infiltration and stealth. Ag 35 Two-Weapon Wielder (Melee) 200 T WS 35. Two-Weapon Wielder (Ballistic) Exotic Weapon Training (Needle Pistol) 200 T — Exotic Weapon Training (Web Pistol) 200 T — Heavy Weapon Training (Flame) 200 T — Hip Shooting 200 T BS 40. nor mercy Climb +10 100 S Climb neither.

” Contortionist +10 100 S Contortionist Drive (Walker) 100 S — The Death Adept pursues Intimidate +10 100 S Intimidate killing as an art form.Assassin Advance Cost Type Prerequisites Advances Contortionist 100 S — Disguise 100 S — “I think Lord Varcus needs to be Dodge +20 100 S Dodge +10 reminded of his place. perhaps Inquiry +20 100 S Inquiry +10 it is time he was introduced to Interrogation 100 S — our mutual friend. Melee Weapon Training (Power) 100 T — ten enforced at the tip of Rapid Reaction 100 T Ag 40 an assassin’s blade. Deadeye Shot Death Adept Advance Cost Type Prerequisites Advances Ciphers (War Cant) +20 100 S Ciphers (War Cant) +10 Climb +20 100 S Climb +10 “Your screams are as music.” Intimidate 100 S — Search +10 100 S Search Assassination is a constant Ciphers (Acolyte) +10 100 S Ciphers (Acolyte) Security +20 100 S Security +10 throughout the Imperium Shadowing +10 100 S Shadowing and an accepted political Tracking +20 100 S Tracking +10 tool on countless worlds. Dual Strike 200 T Ag 40. Melee Weapon Training (Primitive) Exotic Weapon Training (Needle Rifle) 200 T — Exotic Weapon Training (Webber) 200 T — Heavy Weapon Training (Launcher) 200 T — Heavy Weapon Training (Primitive) 200 T — Pistol Training (Plasma) 200 T — Sharpshooter 200 T BS 40. Heightened Senses (Touch) 100 T — The absolute rule of many Leap Up 100 T Ag 30 planetary governors is of. Many Death Assassin Strike 100 T Ag 40. Silent Move +20 100 S Silent Move +10 training themselves into a Survival +10 100 S Survival perfection of martial grace Ambidextrous 100 T Ag 30 and death. Dodge 59 . Chem-Use +20 200 S Chem-Use +10 Ciphers (Underworld) 200 S — Medicae 200 S — Scholastic Lore (Chymistry) 200 S — Scholastic Lore (Heraldry) 200 S — Tech-Use +10 200 S Tech-Use Wrangling +10 200 S Wrangling Lightning Attack 200 T Swift Attack Marksman 200 T BS 35 Sound Constitution 200 T — Thrown Weapon Training (Chain) 200 T — Basic Weapon Training (Plasma) 200 T — Blademaster 200 T WS 30. Two-Weapon Wielder (Melee) Frenzy 200 T — Heavy Weapon Training (Bolt) 200 T — Heavy Weapon Training (Las) 200 T — Nerves of Steel 200 T — Pistol Training (Melta) 200 T — Sound Constitution 200 T — Step Aside 200 T Ag 40. and Concealment +10 100 S Concealment your blood is as wine to me. but rather Counter Attack 200 T WS 40 to indulge in the purity of death itself. Acrobatics Adepts no longer kill for Double Team 100 T — money or on the whim of Blind Fighting 200 T Per 30 their masters.

Sound Constitution 200 T — Wall of Steel 200 T Ag 35 Arms Master 300 T BS 30. Disarm 100 T Ag 30 losophy of the Death Adept Combat Master 200 T WS 30 a step further.” Pilot (Military Craft) 100 S Pilot (Civilian Craft) A Nihilator takes the phi.” Pilot (Military Craft) +10 200 S Pilot (Military Craft) The Imperator-Mortis is Sleight of Hand +10 200 S Sleight of Hand an embodiment of graceful Battle Rage 200 T Frenzy slaughter. Freeblade Advance Cost Type Prerequisites Advances Disguise +10 100 S Disguise “I thought it was Ferstin coming Light Sleeper 100 T Per 30 to relieve us. an angel of death Deflect Shot 200 T Ag 50 with few peers. Imperator.” Charm 200 S — Deceive 200 S — A Freeblade is an infiltrator. Advance Cost Type Prerequisites Mortis Acrobatics +20 100 S Acrobatics +10 Advances Concealment +20 100 S Concealment +10 Intimidate +20 100 S Intimidate +10 “I am death incarnate. Talented (Shadowing) 200 T Shadowing Gamble 300 S — Ciphers (Secret Society) 300 S — Peer (Underworld) 300 T Fel 30 Sound Constitution 300 T — Nihilator Advance Cost Type Prerequisites Advances Awareness +20 100 S Awareness +10 “He killed and killed and killed. Hard Target 200 T Ag 40 most religious moment Precise Blow 200 T WS 40. Contortionist +20 100 S Contortionist +10 and all the time the bastard had Shadowing +20 100 S Shadowing +10 that blood-soaked grin on his Survival +20 100 S Survival +10 face. Turned Unremarkable 100 T — out Ferstin had been dead for Blather 200 S — days. embracing Crippling Strike 200 T WS 50 the act of murder. skilled in disguise and de. Only the Heavy Weapon Training (Melta) 200 T — extinguishing of another’s Heavy Weapon Training (Plasma) 200 T — life fills the Nihilator with Sound Constitution 200 T — purpose. at least until he Resistance (Poisons) 100 T — shot Jyanus in the face. Sure Strike when they wrest the life from their victims. Basic Weapon Training (any two) Fearless 300 T — 60 . the al. His tactics include Scrutiny +10 200 S Scrutiny confusing his enemies and Secret Tongue (Acolyte) +10 200 S Secret Tongue (Acolyte) leaving them jumping at Talented (Charm) 200 T Charm shadows while he closes in Talented (Inquiry) 200 T Inquiry for the kill. Demolition 200 S — ception. stirring his spirit Thrown Weapon Training (Power) 200 T — and touching his soul.

Pistol Training (Melta) 300 T — Resistance (Psychic Powers) 300 T — Sound Constitution 300 T — 61 . Assassins Palatine are both Forbidden Lore (Psykers) 300 S — charismatic leaders and Logic 300 S — cold-blooded killers. They work both in and out Talented (Deceive) 200 T Deceive of the shadows. Talented (Disguise) 200 T Disguise so too is there the Assassin Talented (Scrutiny) 200 T Scrutiny Palatine. When Deceive +10 200 S Deceive he says kill. She looks like a delicate lady of the Deceive +10 200 S Deceive high house but for enough coin Demolition +10 200 S Demolition she’d have your heart on that dainty little fork she’s holding. Talented (Chem-Use) 200 T Chem-Use putes between power groups.Assassin Advance Cost Type Prerequisites at Marque Search +20 100 S Search +10 Advances Resistance (Fear) 100 T — Charm +10 200 S Charm “Don’t let her finery fool you. you’d damn well Speak Language (High Gothic) +10 200 S Speak Language (High Gothic) better.” Talented (Blather) 200 T Blather Where there are assassins. equally at Talented (Interrogation) 200 T Interrogation home in the ballrooms of Command 300 S — the high spires as they are in the hab gutters. Often in control Forbidden Lore (Cults) 300 S — of vast guilds of killers.” Interrogation +10 200 S Interrogation Lip Reading +10 200 S Lip Reading Assassins at Marque move Gunslinger 200 T BS 40. taking Independent Targeting 200 T BS 40 contracts and settling dis. Two-Weapon Wielder (Ballistic) among the upper echelons of Imperial society. the very god of assassins. Scholastic Lore (Legend) 300 S — Sound Constitution 300 T — Assassin Advance Cost Type Prerequisites Palatine Disguise +20 100 S Disguise +10 Advances Blather +10 200 S Blather Carouse 200 S — “He is the master. the lord.

the Ministorium has gained many disparate groups and ideals. Over the years. Unlike the cardinals and pontifex that scurry around the ancient corridors of the great cathedrals of Ancient Hierophant Redemptionist Terra and Ophelia IV. Bishop Zealot XP Level: 8.000–5. From a Cleric’s point of view his reasons for shunning the duties of the Ministorum and becoming an agent of the Inquisition can be manifold. spread the faith and shepherd the human race. At the forefront of this vast church are the clerics. the more zealous see service with an Inquisitor as a way of fighting heretics up close. it is in the details of how to pursue that faith where such disagreements and inconsistencies arise.000–14. However. can hold his own in combat and is wise.000–2. to those who will steep themselves in ancient lore. Fenksworld. Cle ric Cleric Cleric Novice XP Level: 0–499 “By the Saints and the Sigillite himself! If you don’t move. the local population have proved valuable on many occasions.000–7. concerned with looking after mankind’s spiritual XP Level: 2. the majority of clerics belong to one of the different orders and this has a profound effect on how the clergyman performs his duties and preaches to the masses.999 across the far reaches of Imperial space. though open bloodshed is rare. Yet the Ministorum endures. They are charismatic men and great orators. respect and wonder in the Emperor and His ordained servants. others view Inquisitors with awe and unthinkingly follow these most worthy of the Emperor’s servants. Nevertheless.999 XP Level: 8. for if they were negligent in such duties Chaos would take hold. Although all have the common theme of worshiping Him-On-Earth. preachers. Despite many attempts by numerous Ecclesiarchs.999 and other such clergy live and work amongst the population. the clerics XP Level: 10. Still. or Ecclesiarchy.000–9. who lead from the front. spending years in great dusty catacombs studying ageing scrolls on pointless intricacies of ceremonies and rituals. Some see it as a form of penance. tends to the religious needs of the Imperium. and influence. the chance to purge the galaxy of foul deviants too much of an opportunity to ignore. guiding humanity in its superstitious and dogmatic worship of the Emperor.999 Age of Apostasy. Clerics are fiery individuals.000–14.000–1. 62 . there are those within the Ministorum that follow a path long after others have moved on to learn a new lesson.999 XP Level: 6.999 confessors and missionaries. who see heresy around every corner and stir up entire populations to burn innocents on a burning pyre.000–7.999 needs rather than maintaining a galaxy-spanning empire. commanding loyalty. the spiritual homes of the Ecclesiarchy. such a broad base of skills means that they rarely specialise. It is here that they preach the word. such as the Confessor Exorcist XP Level: 6. T Priest T XP Level: 1.000–9. it has been rumoured that occasionally these orders have gone to war with each other. This breeds such diverse clergy from overly suspicious zealots. A Cleric has many skills.999 he Adeptus Ministorum. It is completely separate from the Preacher Adeptus Terra. Although never acknowledged publicly. the Ecclesiarchy is a vast and powerful institution comprising of Cleric millions of clergymen and hundreds of thousands of dioceses spread XP Level: 3. able to incite and inspire common folk with their speeches. I’ll Ranks Initiate XP Level: 500–999 take this hammer to your head!” — Preacher Silon Constantine. On many occasions the Imperium has used such men to rouse populations to action at a critical moment of a foul xenos invasion or to flush out a deep- rooted Chaos cult. this has spawned numerous different orders within the Ecclesiarchy. he is an orator.999 XP Level: 10. Inquisitors find Clerics useful Acolytes as their abilities to interact with. In the past this has led the Ecclesiarchy into abuses of power and outright civil war.

000 Ballistic Skill 100 250 500 750 Strength 250 500 750 1. Basic Weapon Training (Primitive) 100 T — chy body and soul.000 Agility 250 500 750 1.000 Perception 250 500 750 1. 63 . Table 2-5: Cleric Characteristic Advances Characteristic Simple Intermediate Trained Expert Weapon Skill 250 500 750 1. Resistance (Cold) 100 T — selves in the Ecclesiarchy Resistance (Heat) 100 T — (which is quite a few people Sound Constitution ‡ 100 T — indeed). Performer (Singer) 200 S — Thrown Weapon Training (Primitive) 200 T — ‡ You may take this Talent up to three times at this Rank.” Deceive 100 S — Literacy +10 100 S Literacy Initiates are instructed to Performer (Singer) +10 100 S Performer (Singer) defend the Cult of the Swim +10 100 S Swim Emperor with more than Basic Weapon Training (Las) 100 T — simple words. Hatred (Mutants) 100 T — Peer (Ecclesiarchy) 100 T Fel 30 Sound Constitution† 100 T — Ciphers (Acolyte) 200 S — Performer (Musician) 200 S — Rapid Reload 200 T — Heightened Senses (Hearing) 200 T — † You may take this Talent up to two times at this Rank. looking Pistol Training (Las) 100 T — to the examples of the Impe- Pistol Training (Primitive) 100 T — rial saints to inspire acts of greatness. you little ingrate. so that the Basic Weapon Training (SP) 100 T — Emperor’s light may be Die Hard 100 T WP 40 brought to the ignorant and Flagellant 100 T — truculent. They also serve Pistol Training (SP) 100 T — those higher than them.” Trade (Cook) 100 S — Trade (Copyist) 100 S — Novices serve the Ecclesiar. if his will be Common Lore (Imperium) 100 S — strong enough.000 Intelligence 250 500 750 1.000 Willpower 100 250 500 750 Fellowship 100 250 500 750 Novice Advance Cost Type Prerequisites Advances Awareness 100 S — Common Lore (Ecclesiarchy) 100 S — “Do you think Saint Thrastus Drive (Ground Vehicle) 100 S — complained when he was strung up Inquiry 100 S — by his petard? No! Not one word! Pilot (Civilian Craft) 100 S — That’s piety. Now get on with your Swim 100 S — work.000 Toughness 250 500 750 1. Initiate Advances Advance Cost Type Prerequisites Barter 100 S — Climb 100 S — “Even the lowly initiate may Common Lore (Ecclesiarchy) +10 100 S Common Lore (Ecclesiarchy) become a martyr.

Melee Weapon Training (any) Hatred (Xeno—choose one) 100 T — Master Orator 100 T Fel 30 Melee Weapon Training (Chain) 100 T — Peer (Middle Classes) 100 T Fel 30 Unshakeable Faith 100 T — Sound Constitution† 100 T — Pistol Training (Bolt) 200 T — Pistol Training (Flame) 200 T — Talented (Gamble) 200 T Gamble Disguise 300 S — Gamble 300 S — † You may take this Talent up to two times at this Rank. and to drive the Speak Language (High Gothic) 100 S — word of the Ecclesiarchy Decadence 100 T T 30 home—upon the teeth of Basic Weapon Training (Bolt) 100 T — an eviscerator if need be. 64 . to inspire and guide Scholastic Lore (Occult) 100 S — mankind. Basic Weapon Training (Flame) 100 T — Basic Weapon Training (Launcher) 100 T — Blademaster 100 T WS 30. Priest Advances Advance Cost Type Prerequisites Awareness +10 100 S Awareness “Emperor’s teeth! You half. Performer (Singer) +20 100 S Performer (Singer) +10 Scholastic Lore (Imperial Creed) 100 S — Scholastic Lore (Legend) 100 S — Scrutiny 100 S — Secret Tongue (Ecclesiarchy) 100 S — Swim +20 100 S Swim +10 Disarm 100 T Ag 30 Hatred (Criminals) 100 T — Peer (Workers) 100 T Fel 30 Sprint 100 T — Sound Constitution 100 T — Tech-Use 200 S — Hard Target 200 T Ag 40 Heightened Senses (Sight) 200 T — Quick Draw 200 T — Melee Weapon Training (Shock) 300 T — Preacher Advance Cost Type Prerequisites Advances Barter +10 Blather +10 100 100 S S Barter Blather Carouse 100 S — “You hold within you the Command 100 S — Emperor’s own truth! Never Common Lore (Imperial Creed) +20 100 S Common Lore (Imperial Creed) +10 forget we are right and they are Deceive +10 100 S Deceive wrong!” Forbidden Lore (Cults) 100 S — Pilot (Civilian Craft) +10 100 S Pilot (Civilian Craft) A Preacher learns to lead Scholastic Lore (Legend) +10 100 S Scholastic Lore (Legend) men. Blather 100 S — witted fools wouldn’t know a Charm 100 S — heretic from a hairy Grox!” Common Lore (Imperial Creed) +10 100 S Common Lore (Imperial Creed) Common Lore (Imperium) +10 100 S Common Lore (Imperium) A Priest learns more of the Dodge 100 S — things that seek to undo Drive (Ground Vehicle) +10 100 S Drive (Ground Vehicle) the Emperor’s works. and Forbidden Lore (Heresy) 100 S — the methods whereby such Inquiry +10 100 S Inquiry enemies may themselves Performer (Musician) +10 100 S Performer (Musician) be undone.

Heavy Weapon Training (Flame) 200 T — Heavy Weapon Training (SP) 200 T — Navigation (Surface) 200 S — Scrutiny +10 200 S Scrutiny Tech-Use +10 200 S Tech-Use Crushing Blow 200 T S 40 Two-Weapon Wielder (Melee) 200 T WS 35.Cleric Advance Cost Type Prerequisites Advances Charm +10 100 S Charm Command +10 100 S Command “The Emperor guides with his Common Lore (Ecclesiarchy) +20 100 S Common Lore (Ecclesiarchy) +10 knowledge. Command may inspire upon the field Iron Jaw 100 T T 40 of battle.” Inquiry +20 100 S Inquiry +10 Interrogation 100 S — The Cleric navigates the Scholastic Lore (Philosophy) 100 S — twisting corridors of power. Secret Tongue (Ecclesiarchy) +10 100 S Secret Tongue (Ecclesiarchy) learning the wisdom of the Air of Authority 100 T Fel 30 Ecclesiarchy in order to be Hatred (Psykers) 100 T — a better leader. Peer (Administratum) 100 T Fel 30 heresy and doubt. in the halls of Nerves of Steel 100 T — learning or the holdings of True Grit 100 T T 40 the Ministorum. Resistance (Psychic Powers) sign of their dedication to Ciphers (Acolyte) +10 200 S Ciphers (Acolyte) humanity. and its master. Ag 35 Resistance (Psychic Powers) 300 T — 65 . The Cleric Iron Discipline 100 T WP 30.” Scholastic Lore (Imperial Creed) +10 100 S Scholastic Lore (Imperial Creed) Scholastic Lore (Legend) +20 100 S Scholastic Lore (Legend) +10 A Confessor watches his Scholastic Lore (Tactica Imperialis) 100 S — Leap Up 100 T Ag 30 fellow man for weakness. Many take Rapid Reaction 100 T Ag 40 up the Hammer of Doctrine Resistance (Insanity) 100 T — and the Blade of Piety as a Strong Minded 100 T WP 30. We are but blind Drive (Ground Vehicle) +20 100 S Drive (Ground Vehicle) +10 men groping towards His light Forbidden Lore (Heresy) +10 100 S Forbidden Lore (Heresy) amidst the darkness of the Forbidden Lore (Psykers) 100 S — universe. but Father Logic 100 S — Kyrinov got his confessions in Pilot (Civilian Craft) +20 100 S Pilot (Civilian Craft) +10 the end. the Common Lore (Administratum) 200 S — Emperor. Lip Reading 200 S — Navigation (Surface) +10 200 S Navigation (Surface) Scholastic Lore (Bureaucracy) 200 S — Search 200 S — Silent Move 200 S — Tech-Use +20 200 S Tech-Use +10 Melee Weapon Training (Power) 200 T — Sound Constitution 200 T — Sure Strike 200 T WS 30 Takedown 200 T — Talented (Search) 200 T Search Total Recall 200 T Int 30 Two-Weapon Wielder (Ballistic) 200 T BS 35. Ag 35 Talented (Medicae) 200 T Medicae Sound Constitution 200 T — Medicae 300 S — Secret Tongue (Gutter) 300 S — Swift Attack 300 T WS 35 Confessor Advance Cost Type Prerequisites Advances Awareness +20 Barter +20 100 100 S S Awareness +10 Barter +10 Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10 “We had to put more than half Literacy +20 100 S Literacy +10 of them into the fire.

Strong Minded 100 T WP 30. Resistance (Psychic Powers) and knows only the deepest Forbidden Lore (Warp) 200 S — zeal can withstand the cor. and therefore. Command +20 100 S Command +10 Emperor. Intimidate +10 200 S Intimidate rupting grip of Chaos. and your death will Deceive +20 100 S Deceive +10 Interrogation +10 100 S Interrogation not be in vain. Forbidden Lore (Daemonology) 200 S — Forbidden Lore (Mutants) 200 S — Intimidate 200 S — Basic Weapon Training (Plasma) 200 T — Pistol Training (Plasma) 200 T — Resistance (Fear) 200 T — Sound Constitution 200 T — Common Lore (War) 300 S — Heavy Weapon Training (Launcher) 300 T — Heavy Weapon Training (Primitive) 300 T — Bishop Advance Cost Type Prerequisites Blather +20 100 S Blather +10 Advances Carouse +10 100 S Carouse Charm +20 100 S Charm +10 “Heed the teachings of the God.” Scholastic Lore (Occult) +10 100 S Scholastic Lore (Occult) Speak Language (High Gothic) +10 100 S Speak Language (High Gothic) The Exorcist learns of the Cleanse and Purify 100 T Basic Weapon Training (Flame) forbidden. Deadeye Shot Concealment 300 S — Forbidden Lore (Mutants) 300 S — Sleight of Hand 300 S — Secret Tongue (Administratum) 300 S — Ambidextrous 300 T Ag 30 Wall of Steel 300 T Ag 35 Sound Constitution 300 T — Zealot Advance Cost Type Prerequisites Advances Scholastic Lore (Legend) +20 100 S Scholastic Lore (Legend) +10 Scholastic Lore (Occult) +20 100 S Scholastic Lore (Occult) +10 “Doubt is a weakness that must Scholastic Lore (Tactica Imperialis) 100 S — be cut from the flesh. Security 200 S — the Ecclesiarchy.” Logic +10 100 S Logic Scholastic Lore (Bureaucracy) +10 100 S Scholastic Lore (Bureaucracy) The Bishop is a sage and Scholastic Lore (Tactica Imperialis) +10 100 S Scholastic Lore (Tactica Imperialis) charismatic leader. advisor Secret Tongue (Ecclesiarchy) +20 100 S Secret Tongue (Ecclesiarchy) +20 and champion of the Speak Language (High Gothic) +10 100 S Speak Language (High Gothic) Light Sleeper 100 T Per 30 Ecclesiarchy. Exorcist Advance Cost Type Prerequisites Advances Dodge +10 100 S Dodge Forbidden Lore (Psykers) +10 100 S Forbidden Lore (Psykers) Interrogation +10 100 S Interrogation “Better the flesh should die clean Scholastic Lore (Imperial Creed) +10 100 S Scholastic Lore (Imperial Creed) than the soul become tainted.” Fearless 100 T — Hatred (Cult—choose one) 100 T — The Zealot has learnt well the Peer (Military) 100 T Fel 30 terrible lessons of the past. 66 . Deadeye shot 200 T BS 30 Pistol Training (Plasma) 200 T — Sharpshooter 200 T BS 40. the corrupt and Hatred (Daemons) 100 T — Melee Weapon Training (Power) 100 T — the Daemonic in order to Orthoproxy 100 T — better destroy that which Resistance (Psychic Powers) 100 T — would harm the Imperium. Close ties with Peer (Adeptes Arbites) 100 T Fel 30 the Administratum brings Peer (Nobility) 100 T Fel 30 knowledge and power to Resistance (Poisons) 100 T — the Bishop.

Forbidden Lore (Psykers) +10 300 S Forbidden Lore (Psykers) Forbidden Lore (Warp) 300 S — Sound Constitution 300 T — Redemptionist Advance Cost Type Prerequisites Awareness +20 100 S Awareness +10 Advances Charm +20 100 S Charm +10 Command +20 100 S Command +10 “Burn the heretic!” Forbidden Lore (Daemonology) +10 100 S Forbidden Lore: (Daemonology) Forbidden Lore (Heresy) +20 100 S Forbidden Lore (Heresy) +10 The Redemptionist leads Forbidden Lore (Psykers) +20 100 S Forbidden Lore (Psykers) +10 the battle charge. to discover how Pistol Training (Melta) 200 T — they may be crushed be- Evaluate 300 S — neath the armies of the na. yet also Lip Reading +10 200 S Lip Reading deadly. Forbidden Lore (Daemonology) 300 S — tions they advise. Wise. Two-Weapon Wielder (Ballistic) Independent Targeting 200 T BS 40 mankind. Hierophants study Gunslinger 200 T BS 40. Why? Because Scholastic Lore (Philosophy) +10 100 S Scholastic Lore (Philosophy) it involves the Imperium of Scholastic Lore (Tactica Imperialis) +20 100 S Scholastic Lore (Tactica Imperialis) +10 course…” Speak Language (High Gothic) +20 100 S Speak Language (High Gothic) +10 Wrangling 100 S — The Hierophant whispers Combat Master 100 T WS 30 in the ears of governors Crippling Strike 100 T WS 50 and kings. counselling on Peer (Astropaths) 100 T Fel 30 matters spiritual. Into the Jaws of Hell 100 T Iron Discipline Litany of Hate 100 T Hatred (any) Forbidden Lore (Warp) +10 200 S Forbidden Lore (Warp) Forbidden Lore (Inquisition) 300 S — Forbidden Lore (Xenos) 300 S — Secret Tongues (Military) 300 S — Pistol Training (Melta) 300 T — Sound Constitution 300 T — 67 . Two-Weapon Wielder (Ballistic) the greatest enemies of Dual Shot 200 T Ag 40. the Combat Master 100 T WS 30 Independent Targeting 100 T BS 40 Imperium and man. spewing Interrogation +20 100 S Interrogation +10 litany and destruction upon Secret Tongue (Ecclesiarchy) +20 100 S Secret Tongue (Ecclesiarchy) +10 those that would seek to Speak Language (High Gothic) +20 100 S Speak Language (High Gothic) +10 harm the Emperor. political Peer (Government) 100 T Fel 30 and malefic.Zealot Forbidden Lore (Mutants) +10 200 S Forbidden Lore (Mutants) Advances Basic Weapon Training (Melta) 200 T — (continued) Insanely Faithful 200 T — Sound Constitution 200 T — Talented (Chem-Use) 200 T Chem-Use Chem-Use 300 S — Ciphers (War Cant) 300 S — Battle Rage 300 T Frenzy Bulging Biceps 300 T S 45 Crack Shot 300 T BS 40 Frenzy 300 T — Lightning Attack 300 T Swift Attack Hierophant Advance Cost Type Prerequisites Advances Carouse +20 100 S Carouse +10 Common Lore (Machine Cult) 100 S — Interrogation +20 100 S Interrogation +10 “Of course this is a matter for Logic +20 100 S Logic +10 the Ecclesiarchy.

others could be hardened gangers from murky industrial worlds. For instance.999 up of billions upon billions of soldiers. a Guardsman’s role within the cell is always that of combat and fire-control. The Guard does not even try to impose a standard uniform.000–14. stealth. style of dress. blood-drinking savages from a far-flung feral world. only to be pressed into service of the Inquisition.999 force will be called upon.999 XP Level: 6. others still could be axe- wielding. Others still are hive gangers that may have had the gall to ambush an Inquisitor on his rare travels into an underhive. No matter what the origin.” Ranks Guard XP Level: 500–999 N — Eli Plex. the only kind of unity within the Imperial Guard is the use of standard equipment such as the lasgun.999 of the Imperial Guard but even this organisation has no idea of exactly how many troops are under arms as the continuous Storm Trooper Commander Sniper XP Level: 10. It is made XP Level: 6. Some are wayward mercenaries who have spent their lives as a hired gun. In fact. preferring to exploit the unique strength of each company.000–7. Assault Veteran of the Secondus 21st. This is the Guardsmen’s role.000–2. They are a tough. kill anything that moves and then blow the structure with a demo charge. the Imperial Guard is Assault Veteran Lieutenant Scout the largest fighting force in the history of the galaxy.999 toll of casualties and influx of recruits will run into millions in a single day.999 XP Level: 10. Not all Guardsmen—or the role the Inquisitors define by that label—actually come straight from the Imperial Guard. Some may have crossed paths with the Inquisitor as hired thugs for another agency. The Departmento Munitorum is Shock Trooper Captain Marksman tasked with supervising. It is from this vast army that Inquisitors will recruit the muscle they often need to go about their duties. Guardsman Guardsman Conscript XP Level: 0–499 Guardsman “We go in. all recruited from the many worlds of the Imperium.000–9.000–9.000–9. The Guard regiments come from many different planets and their native cultures. elite stormtroopers.000–7. technological background and warrior traditions are all different too. although their choice may often be influenced if the would-be Acolytes have a secondary set of skills—albeit with a battlefield application. or a highly drilled and regimented unit of Cadians. most likely already killers before even being inducted into the Guard. experts in field craft and various ranged weaponry—anything from the humble lasgun to the Veteran XP Level: 3.999 sophisticated sniper rifle.000–1. at some point talking. Inquisitors will second Guardsmen mainly for their combat experience and expertise with weapons. Known as the Hammer of the Emperor. and the use of cunning cease and the need for sheer brute Sergeant XP Level: 2. each regiment is trusted to instruct their own troops in the war craft they have developed in their own culture. supplying and sourcing the regiments XP Level: 8.000–5. 68 . N Armsman o matter how subtle the Acolytes may go about their XP Level: 1.000–14. To this end there is no formal training.000–14. may have triage and medical expertise or even be competent in the use of communications equipment. Because each regiment is so different. Guardsmen are frequently trained to be able to drive and maintain vehicles.999 XP Level: 10.999 XP Level: 8.999 XP Level: 8. be it a tribal warrior clan.000–7.999 XP Level: 6. a Guardsman can vary wildly—some are professional. ruthless bunch.999 investigation.

Guard Advances Advance Cost Type Prerequisites “They left the drop pods as mere Dodge 100 S — conscripts… they returned as Drive (Ground Vehicle) +10 100 S Drive (Ground Vehicle) men. Basic Weapon Training (Launcher) 100 T — Quick Draw 100 T — Sound Constitution 100 T — Common Lore (War) 200 S — Inquiry 200 S — Heavy Weapon Training (SP) 200 T — Two-Weapon Wielder (Ballistic) 200 T BS 35.000 2.000 2.” Drive (Ground Vehicle) 100 S — Swim 100 S — Conscripts learn the raw basics of combat: the Basic Weapon Training (Las) 100 T — charge. they can hold a gun.500 Perception 250 500 750 1. Ag 35 69 . Table 2-6: Guardsman Characteristic Advances Characteristic Simple Intermediate Trained Expert Weapon Skill 100 250 500 750 Ballistic Skill 100 250 500 750 Strength 100 250 500 500 Toughness 250 500 750 1. They may Basic Weapon Training (Primitive) 100 T — be fresh from an Imperial Basic Weapon Training (SP) 100 T — Guard founding.500 Fellowship 500 750 1.” Ciphers (War Cant) 100 S — Guard have survived in Common Lore (Imperial Guard) 100 S — battle long enough to learn that survival is often a Survival 100 S — case of speed and superior Swim +10 100 S Swim tactical knowledge. the way of the gun and the blade. pressed into service or serving a Pistol Training (Las) 100 T — penal sentence.500 Conscript Advance Cost Type Prerequisites Advances Awareness 100 S — “If they can bleed and run.000 Willpower 500 750 1. Pistol Training (Primitive) 100 T — Pistol Training (SP) 100 T — Sound Constitution‡ 100 T — Thrown Weapon Training (Primitive) 100 T — ‡ You may take this Talent up to three times at this Rank.000 Intelligence 500 750 1.000 Agility 250 500 750 1.000 2.

Two-Weapon Wielder (Ballistic) Heavy Weapon Training (Flame) 200 T — Heavy Weapon Training (Primitive) 200 T — Hip Shooting 200 T BS 40. Armsman Advance Cost Type Prerequisites Advances Drive (Ground Vehicle) +20 100 S Drive (Ground Vehicle) +10 “Without death. Crippling Strike 100 T WS 50 and strong in the arm— Pistol Training (Flame) 100 T — men to trust when the las Rapid Reload 100 T — bolts are flying. They are stout of heart. there are no Intimidate 100 S — heroes.” Navigation (Surface) 100 S — Armsmen increase their Pilot (Military Craft) 100 S — knowledge of the weapons Swim +20 100 S Swim +10 they might wield against Basic Weapon Training (Flame) 100 T — enemies of the Emperor. Two-Weapon Wielder (Melee) Melee Weapon Training (Chain) 100 T — Pistol Training (Bolt) 100 T — Sound Constitution 100 T — Takedown 100 T — Carouse 200 S — Interrogation 200 S — Tech-Use 200 S — Crushing Blow 200 T S 40 Dual Shot 200 T Ag 40. Ag 35 Barter 300 S — 70 . Ser. Sound Constitution 100 T — Common Lore (Imperium) 200 S — Gamble 200 S — Inquiry +10 200 S Inquiry Ambidextrous 200 T Ag 30 Melee Weapon Training (Shock) 200 T — Swift Attack 200 T WS 35 Literacy 300 S — Sergeant Advance Cost Type Prerequisites Advances Ciphers (War Cant) +10 100 S Ciphers (War Cant) Common Lore (Imperial Creed) 100 S — “Get up and out of that trench Demolition 100 S — before I come over there and make you!” Intimidate +10 100 S Intimidate Navigation (Surface) +10 100 S Navigation (Surface) As proven warriors. Dual Strike 100 T Ag 40. Ag 40 Two-Weapon Wielder (Melee) 200 T WS 35. Pilot (Military Craft) +10 100 S Pilot (Military Craft) geants learn to finesse their attacks and widen their skills Secret Tongue (Military) 100 S — to encompass all manner of Basic Weapon Training (Bolt) 100 T S 30 eventualities.

Medicae +10 200 S Medicae Scrutiny 200 S — Pistol Training (Plasma) 200 T — Sound Constitution 200 T — Blather 300 S — Charm 300 S — Deceive 300 S — Evaluate 300 S — 71 . fearlessness and Hard Target 100 T Ag 40 sheer killing power. and their luck True Grit 100 T T 40 proven by their continu.Veteran Advance Cost Type Prerequisites Advances Command 100 S — Demolition +10 100 S Demolition Dodge +10 100 S Dodge +10 “You think this is bad. In the Chem-Use 200 S — close press of fighting. kid? Just Pilot (Military Craft) +20 100 S Pilot (Military Craft) +10 wait till the big guns start!” Secret Tongue (Military) +10 100 S Secret Tongue (Military) Survival +10 100 S Survival Basic Weapon Training (Melta) 100 T — Veterans hold their own Basic Weapon Training (Plasma) 100 T — upon the battlefield. Assault Veteran Advance Cost Type Prerequisites Advances Common Lore (Imperial Creed) +10 100 S Common Lore (Imperial Creed Demolition +20 100 S Demolition +10 Survival +20 100 S Survival +10 “It’s going to get close and messy Blademaster 100 T WS 30. Heavy Weapons Training (Las) 100 T — Heavy Weapons Training (Launcher) 100 T — pensable. Their Heavy Weapon Training (Bolt) 100 T — battle wisdom is indis. Lightning Attack 300 T Swift Attack Lieutenant Advance Cost Type Prerequisites Advances Command +10 Common Lore (Ecclesiarchy) 100 100 S S Command — Common Lore (Imperial Creed) +10 100 S Common Lore (Imperial Creed) “Watch your formation and Interrogation 100 S — stay sharp!” Navigation (Surface) +20 100 S Navigation (Surface) +10 Scholastic Lore (Tactica Imperialis) 100 S — Lieutenants lead their men Trade (Copyist) 100 S — into glorious battle. stay close to me and don’t Combat Master 100 T WS 30 be afraid to get it on ya…” Frenzy 100 T — Furious Assault 100 T WS 35 Freedom is bought at the point Leap Up 100 T Ag 30 of a blade. It falls Hatred (Mutants) 100 T — to an officer to accept the Melee Weapon Training (Power) 100 T — weight of command and Chem-Use 200 S — responsibilities for success Literacy +10 200 S Literacy of failure on the battlefield. in. Gamble +10 200 S Gamble Medicae 200 S — Search 200 S — Hatred (Xeno—choose one) 200 T — Iron Jaw 200 T T 40 Sound Constitution† 200 T — † You may take this Talent up to two times at this Rank. Bulging Biceps 100 T S 45 spiring others with their Die Hard 100 T WP 40 prowess. Melee Weapon Training (any) lads. and Assault Veterans Melee Weapon Training (Power) 100 T — know this all too well. Climb 200 S — ing vitality. they Dodge +20 200 S Dodge +10 wield their chainblades with Sound Constitution 200 T — deadly efficiency.

Iron Discipline 200 T WP 30.” Hardy 200 T T 40 Heavy Weapon Training (Melta) 200 T — Shock Troopers know how to Heavy Weapon Training (Plasma) 200 T — storm bunkers and lay down Sound Constitution† 200 T — their life for the Emperor. Deadeye Shot Marksman to support the rest Sound Constitution† 200 T — Talented (Shadowing) 200 T Shadowing of its members with accurate Disguise 300 S — long-range fire support. Command The skill of a bold Captain is Nerves of Steel 200 T — vital to any successful attack Sound Constitution† 200 T — or defence. Heightened Senses (Sight) 200 T — Heightened Senses (Smell) 200 T — Leap Up 200 T Ag 30 Melee Weapon Training (Power) 200 T — Sound Constitution 200 T — Shock Trooper Advance Cost Type Prerequisites Advances Carouse +10 200 S Carouse Chem-Use +10 200 S Chem-Use “The heretics were still reeling Concealment 200 S — from the door charges when the Cleanse and Purify 200 T Basic Weapon Training (Flame) shock troopers hit them. Silent Move 200 S — They are keen observers. and well feared. They Shadowing 300 S — are adept at digging in and † You may take this Talent up to two times at this Rank. Marksman Advances Advance Cost Type Prerequisites Survival +20 100 S Survival +10 Mighty Shot 100 T BS 40 “I may not look much but I can take Chem-Use 200 S — out your left eye with this baby from Concealment +10 200 S Concealment a thousand yards. Resistance (Psychic Powers) Captains command large Exotic Weapon Training (Web Pistol) 200 T — formations and battle groups. and Heightened Senses (Hearing) 200 T — skilled in the art of stealth. † You may take this Talent up to two times at this Rank. well trained. Captain Advance Cost Type Prerequisites Advances Interrogation +10 Scholastic Lore (Imperial Creed) 100 100 S S Interrogation Common Lore (Imperial Creed) +10 Scholastic Lore (Tactica Imperialis) +10 100 S Scholastic Lore (Tactica Imperialis) “Squad Five! I want suppressing fire Secret Tongue (Military) +20 100 S Secret Tongue (Military) +10 on that blockhouse! Squad Seven. They Talented (Chem-Use) 200 T Chem-Use are well armed. Scout Advances Advance Cost Type Prerequisites Awareness +10 100 S Awareness “I swear dead men make more Navigation (Surface) +20 100 S Navigation (Surface) +10 noise than that bastard. Talented (Blather) 200 T Blather Talented (Charm) 200 T Charm Logic 300 S — Lightning Attack 300 T Swift Attack Resistance (Psychic Powers) 300 T — † You may take this Talent up to two times at this Rank. Air of Authority 100 T Fel 30 move into flanking positions!” Hatred (Psykers) 100 T — Pistol Training (Melta) 100 T — Strong-minded 100 T WP 30. picking off the enemy. 72 .” Deadeye Shot 100 T BS 30 Climb +10 200 S Climb Concealment 200 S — Scouts are adept at locating Security 200 S — the enemy in all terrain.” Security +10 200 S Security Lightning Reflexes 200 T — Most Imperial forces include a Sharpshooter 200 T BS 40.

Commander Advance Cost Type Prerequisites Advances Command +20 100 S Command +10 Scholastic Lore (Tactica Imperialis) +20 100 S Scholastic Lore (Tactica Imperialis) +10 “Men of the Imperium stand Frenzy 100 T — tall. Many find them Lightning Attack 300 T Swift Attack hard to understand.Storm Trooper Advance Cost Type Prerequisites Advances Intimidate +20 100 S Intimidate +10 “Storm troopers? Them throne. All in the name of the Silent Move +10 200 S Silent Move Emperor of course. they nonethe- Pistol Training (Plasma) 200 T — less have a well-deserved reputation for being the Sound Constitution† 300 T — best of the best. Leap Up 200 T Ag 30 and the cold. Im. Tracking 300 S — then melt away from view. Talented (Tracking) 100 T Tracking isfying about making a man’s Chem-Use +10 200 S Chem-Use head explode like a blood melon.” Pistol Training (Melta) 200 T — Pistol Training (Plasma) 200 T — Snipers are masters of their art. Crack Shot 300 T BS 40 They are silent. hard determi- nation to use them.” Insanely Faithful 200 T — Storm Troopers create utter Pistol Training (Launcher) 200 T — destruction. 73 . † You may take this Talent up to two times at this Rank. Berserk Charge 100 T — groaning glory boys get all the prime action—and all the credit. from Unshakable Faith 100 T — planning to execution. skilled and Exotic Weapon Training (Needle Rifle) 300 T — often have a grim sense of humour. able to kill at a distance. Often regarded by the regular Guard as vain Pistol Training (Melta) 200 T — parade apes. Litany of Hate 200 T Hatred (any) Master Orator 200 T Fel 30 Sound Constitution† 300 T — † You may take this Talent up to two times at this Rank. Exotic Weapon Training (Web Pistol) 200 T — Don’t listen to the propaganda— Exotic Weapon Training (Webber) 200 T — it’s us regular Guard that does all Fearless 200 T — the grit-work. for you are the favoured of Hatred (Cult: Choose One) 100 T — the Emperor!” Talented (Deceive) 100 T Deceive Total Recall 100 T Int 30 Commanders control the entire flow of battle. Sniper Advance Cost Type Prerequisites Advances Awareness +20 100 S Awareness +10 Talented (Disguise) 100 T Disguise “There’s something really sat. Sound Constitution † 300 T — † You may take this Talent up to two times at this Rank. too. Carouse +10 200 S Carouse perial Commanders have at Concealment 200 S — their disposal the greatest Into the Jaws of Hell 200 T Iron Discipline armies in the known galaxy.

so too does the lure of Chaos and the attention of Daemons who lurk hungrily in the warp. Their abilities vary from prognostication. The first.999 XP Level: 8. Even ten thousand years after the Emperor was inducted into His sarcophagus. Imp e ri a l Imperial Imperial Sanctionite Psy ke r XP Level: 0–499 Psyker Psyker Ranks Neonate XP Level: 500–999 Aspirant XP Level: 1. An even smaller minority—after close scrutiny—are sent out to fill numerous roles throughout the Imperium. that information has been lost to the ravages of time. so he can go deeper and unlock latent abilities and more fearsome powers. A psyker Acolyte is most likely still discovering his powers and as he progresses. an Imperial psyker.999 XP Level: 6. to telepathy. Now imagine that door is Savant Militant Scholar materium XP Level: 2. Despite the benefits they bring to the Imperium. and they draw malignant entities to that glow. an undiscovered or unsanctioned psyker can place entire populations and planets in danger. for no matter how exhaustive the training. 74 . The Emperor Himself is the most powerful Savant Adjunct Scholar Obscurus XP Level: 8. thus allowing His light to spread across the galaxy that the Imperium may endure.000–7.999 mankind forever. Once there they have the honour of becoming one with the Emperor’s Golden Throne. Psykers weak in mind or untrained in protective arts can be easily tainted. This could be as indentured servants to high-ranking lords within the Administratum. Psykers are both the greatest boon and curse that has afflicted humanity.000–14.999 Terra in the Black Ships of the Inquisition. but Lieutenant-Savant Scholar Arcanum one thing is certain.999 inside your head. psykers continue to fuel the Imperium. like bait on a line.999 XP Level: 3. The psykers who are traced and gathered upon the foreboding Black Ships of the Inquisition suffer one of two fates.000–1. innumerable souls are shipped to Preceptor-Savant Scholar Empyrean XP Level: 10. and the slightest inattention on your behalf would see them batter it down and rip you to shreds. a psyker’s soul flickers brightest in the warp. Some will serve the Adeptus Astra Telepathica as an Astropath. and in the worst cases possessed by Daemonic entities and used as a gateway between realspace and the warp.000–7. Psykers’ essences glow brightly in the warp. to pyromancy and telekinesis. is after meticulous mind-scanning they are found to be lacking the talent or strength of mind to serve in any other capacity and so are sent to worship at the Golden Throne. Even at such an elevated state.000–2. That’s what being a psyker is like. because as more power flows to the psyker. and most likely.000–5.000–5. Savant Adjunct. N Savant Warrant Scholar Medicae N XP Level: 3.000–9.999 o one knows when the first human psykers appeared.999 “Imagine knowing there was a door to the realm of Daemons.” — Castus Lupa. is always monitored.000–14. whether he is aware of it or not. Each day. amongst many others. The minority who do pass the rigorous sanctioning tests are reprieved and selected to serve the Imperium in some other vocation.000–2. Psykers have always been used as agents for the Inquisition. their emergence changed the fate of XP Level: 6.999 XP Level: 2.999 XP Level: 10. battlefield psykers used to counter xenos mystics.000–9. or in the service of the Inquisition.999 psyker the human race has ever seen. The Inquisitor and his fellow Acolytes are both the guide and possible executioner.

yet even Chem Geld 100 T — then.500 Ballistic Skill 250 500 750 1. Pilot (Civilian Craft) 100 S — tices. Table 2-7: Imperial Psyker Characteristic Advances Characteristic Simple Intermediate Trained Expert Weapon Skill 500 750 1.000 Agility 500 750 1. 75 . servants and bonds.” Swim 100 S — Sanctionites are bound to Trade (Soothsayer) 100 S — the Emperor’s will.000 2. Wrangling 100 S — men to elder psykers or such Basic Weapon Training (Primitive) 100 T — bodies as the Adeptus Astra Leap Up 100 T Ag 30 Telepathica deems suitable.000 2.000 2. Light Sleeper 100 T Per 30 During this time. Pistol Training (Las) 100 T — Pistol Training (Primitive) 100 T — Pistol Training (SP) 100 T — Quick Draw 100 T — Unremarkable 100 T — Thrown Weapon Training (Primitive) 100 T — Sound Constitution 200 T — Neonate Advance Cost Type Prerequisites Advances Chem-Use 100 S — Deceive 100 S — Forbidden Lore (Psykers) 100 S — “I always thought he was aide Performer (Musician) 100 S — to the Reeve.000 Strength 250 500 750 1.000 Toughness 250 500 750 1. but I ain’t Scholastic Lore (Occult) 100 S — never met a normal psyker yet.500 Sanctionite Advance Cost Type Prerequisites Advances Awareness 100 S — Common Lore (Imperial Creed) 100 S — Common Lore (Imperium) 100 S — “Throne knows what them Drive (Ground Vehicle) 100 S — sanctioneers do to ’em when Forbidden Lore (Warp) 100 S — they get to Earth. turns out he was a psyker all along!” Performer (Singer) 100 S — Performer (Storyteller) 100 S — Neonates serve as appren. Peer (the Insane) 100 T Fel 30 Rapid Reload 100 T — Sleight of Hand 200 S — Psy Rating 2 200 T Psy Rating 1 ‡ You may take this Talent up to three times at this Rank. they learn Minor Psychic Power‡ 100 T — humility. Hatred (Daemons) 100 T — They have been tested upon Meditation 100 T — Holy Terra. and found Minor Psychic Power 100 T — worthy… for now. they must be watched Flagellant 100 T — for weakness of the soul.500 Intelligence 100 250 500 750 Perception 100 250 500 750 Willpower 100 250 500 750 Fellowship 500 750 1. obedience and the Paranoia 100 T — true price of their powers.

Ag 40 Melee Weapon Training (Chain) 100 T — Mental Rage 100 T Frenzy Minor Psychic Power 100 T — Nerves of Steel 100 T — Technical Knock 100 T Int 30 Two-Weapon Wielder (Ballistic) 100 T — Two-Weapon Wielder (Melee) 100 T — Demolition 200 S — Security 200 S — Pistol Training (Bolt) 200 T — Pistol Training (Flame) 200 T — Psychic Power 200 T — Swift Attack 300 T WS 35 76 . petitioning the Trade (Copyist) 100 S — Adeptus Astra Telepathica for Trade (Soothsayer) +10 100 S Trade (Soothsayer) placement within the Imperial Ambidextrous 100 T Ag 30 Guard. the As.” Literacy +10 100 S — Scholastic Lore (Heraldry) 100 S — Having proven themselves Scholastic Lore (Legend) 100 S — stable and humble. Advance Cost Type Prerequisites Warrant Carouse +10 Ciphers (War Cant) 100 100 S S Carouse — Advances Common Lore (Imperial Guard) 100 S — Common Lore (Tech) 100 S — “I’ve seen some terrifying things Common Lore (War) +10 100 S Common Lore (War) in my time but none quite so Drive (Hover Vehicle) +10 100 S Drive (Hover Vehicle) chilling as the way a battle Drive (Walker) +10 100 S Drive (Walker) Gamble 100 S — psyker kills his foes.” Inquiry +10 100 S Inquiry Pilot (Military Craft) 100 S — The Savant-Warrant has Search 100 S — proved themself reliable in Secret Tongue (Military) 100 S — the face of fire. Aspirant Advance Cost Type Prerequisites Advances Awareness +10 100 S Awareness Blather 100 S — Ciphers (Acolyte) 100 S — “If you’re to join the Savant Dodge 100 S — Militant. and lots of it. Tech-Use 100 S — tions carefully. you better get used to Inquiry 100 S — blood. Savant. Secret Tongue (Acolyte) 100 S — pirant studies his future op. Trade (Cook) +10 100 S Trade (Cook) Trade (Technomat) 100 S — Basic Weapon Training (Bolt) 100 T — Battle Rage 100 T Frenzy Crack Shot 100 T BS 40 Deadeye shot 100 T BS 30 Hip Shooter 100 T BS 40. Basic Weapon Training (SP) 100 T — Blind Fighting 100 T Per 30 Die Hard 100 T WP 40 Melee Weapon Training (Shock) 100 T — Minor Psychic Power¥ 100 T — Peer (Academics) 100 T Fel 30 Rapid Reaction 100 T Ag 40 Unshakeable Faith 100 T — Sound Constitution 200 T — ¥ You may take this Talent up to four times at this Rank. Scholastica Psykana or Basic Weapon Training (Las) 100 T — other such institutions. and is duly Tech-Use +10 100 S Tech-Use trained for a greater role.

an’ now he keeps Literacy +20 100 S Literacy +10 muckin’ about with lightning Medicae +10 100 S Medicae an’ dead animals. sire. Basic Weapon Training (Flame) 100 T — Cleanse and Purify 100 T Basic Weapon Training (Flame) Corpus Conversion 100 T Psy Rating 2 Crippling Strike 100 T WS 50 Crushing Blow 100 T S 40 Frenzy 100 T — Hard Target 100 T Ag 40 Iron Jaw 100 T T 40 Minor Psychic Power† 100 T — Resistance (Cold) 100 T — Resistance (Heat) 100 T — Street Fighting 100 T — Power Well 200 T Psy Rating 2 Psy Rating 3 200 T Psy Rating 2 Psychic Power 200 T — Sound Constitution 200 T — † You may take this Talent up to two times at this Rank. Logic 100 S — putting their destructive Navigation (Surface) 100 S — powers to good use upon Survival 100 S — Trade (Cook) 100 S — the battlefield. bone Crushing Blow 100 T S 40 and the living being. and now turns Trade (Embalmer) 100 S — his powers to understanding Crippling Strike 100 T WS 50 the mysteries of flesh. Decadence 100 T T 30 Jaded 100 T WP 30 Master Chirurgeon 100 T Medicae +10 Minor Psychic Power† 100 T — Psychic Power† 100 T — Street Fighting 100 T — Two-Weapon Wielder (Ballistic) 100 T — Two-Weapon Wielder (Melee) 100 T — Corpus Conversion 200 T Psy Rating 2 Discipline Focus 200 T Psy Rating 3 Melee Weapon Training (Shock) 200 T — Psy Rating 4 200 T Psy Rating 3 Sound Constitution 200 T — † You may take this Talent up to two times at this Rank.” Drive (Ground Vehicle) +10 100 S Drive (Ground Vehicle) Drive (Hover Vehicle) 100 S — The Imperial Guard often Drive (Walker) 100 S — use the Savants Militant. Bloody messy Scholastic Lore (Archaic) 100 S — it is too.” Scholastic Lore (Chymistry) +10 100 S Scholastic Lore (Chymistry) Scholastic Lore (Imperial Creed) 100 S — The Scholar Medicae has Scrutiny 100 S — Trade (Agri) 100 S — learnt well the lessons of Trade (Apothecary) 100 S — base matter.Savant Militant Advance Cost Type Prerequisites Advances Barter Carouse 100 100 S S — — “Ignore the chantin’ coming Chem-Use +10 100 S Chem-Use from their tents—it’s when Climb 100 S — they fall silent that you’ve got Common Lore (War) 100 S — Dodge +10 100 S Dodge to watch. Scholar Advance Cost Type Prerequisites Awareness +20 100 S Awareness +10 Medicae Barter 100 S — Carouse 100 S — Advances Chem-Use +20 100 S Chem-Use +10 Deceive 100 S — Forbidden Lore (Mutants) 100 S — “He says he’s solved the riddle Inquiry +10 100 S Inquiry of steel. 77 .

but Ciphers (War Cant) 100 S — Command 100 S — I’ll be damned if I ever take an Common Lore (Administratum) 100 S — order from one. Scholar Advance Cost Type Prerequisites Materium Chem-Use +10 100 S Chem-Use Ciphers (Occult) 100 S — Advances Common Lore (Tech) 100 S — Evaluate 100 S — “’E said sommat about levers an’ Forbidden Lore (Psykers) +10 100 S Forbidden Lore (Psykers) Invocation +10 100 S Invocation movin’ the universe. Melee Weapon Training (any) Disarm 100 T Ag 30 Furious Assault 100 T WS 35 Jaded 100 T WP 30 Melee Weapon Training (Power) 100 T — Minor Psychic Power† 100 T — Precise Blow 100 T WS 30. sire. ain’t it sir?” Scholastic Lore (Astromancy) 100 S — Scholastic Lore (Chymistry) 100 S — As a full initiate of the Secret Tongue (Acolyte) +10 100 S Secret Tongue (Acolyte) Speak Language (High Gothic) 100 S — Scholastica Psykana. Pilot (Military Craft) +10 100 S Pilot (Military Craft) Scholastic Lore (Tactica Imperialis) 100 S — Scrutiny 100 S — Secret Tongue (Military) +10 100 S Secret Tongue (Military) Berserk Charge 100 T — Blademaster 100 T WS 30. Logic 100 S — lege. Sure Strike Resistance (Fear) 100 T — Sure Strike 100 T WS 30 True Grit 100 T T 40 Interrogation 200 S — Discipline Focus (choose one) 200 T Psy Rating 3 Exotic Weapon Training (Needle Pistol) 200 T — Peer (Military) 200 T Fel 30 Psy Rating 4 200 T Psy Rating 3 Sound Constitution 200 T — † You may take this Talent up to two times at this Rank. yet is under constant Navigation (Surface) +10 100 S Navigation (Surface) surveillance nonetheless.” Common Lore (Imperial Guard) +10 100 S Common Lore (Imperial Guard) Common Lore (War) +20 100 S Common Lore (War) +10 The Lieutenant-Savant enjoys Deceive +10 100 S Deceive Demolition +10 100 S Demolition an officer’s rank and privi. Binary Chatter 100 T — Catfall 100 T Ag 30 Deadeye Shot 100 T BS 30 Iron Jaw 100 T T 40 Minor Psychic Power† 100 T — Peer (Astropaths) 100 T Fel 30 Sprint 100 T — Technical Knock 100 T Int 30 Common Lore (Machine Cult) 200 S — Power Well 200 T Psy Rating 2 Psy Rating 3 200 T Psy Rating 2 Psychic Power 200 T — † You may take this Talent up to two times at this Rank. es. Don’t Logic 100 S — see that there’s anythin’ wrong Medicae 100 S — with it where it is. but that’s Psyniscience +10 100 S Psyniscience scholars for you. Trade (Wright) 100 S — sence and immutable form. the Tech-Use +10 100 S Tech-Use Scholar Materium studies Trade (Prospector) 100 S — the foundations of being. Advance Cost Type Prerequisites Savant Barter +10 Blather +10 100 100 S S Barter Blather Advances Charm 100 S — Chem-Use +20 100 S Chem-Use +10 “They call them officers. 78 . Lieutenant.

‡ You may take this Talent up to three times at this Rank. Foresight 100 T Int 30 Hard Target 100 T Ag 40 Mimic 100 T — Minor Psychic Power‡ 100 T — Peer (Void Born) 100 T Fel 30 Power Well 200 T Psy Rating 2 Psychic Power† 100 T — Resistance (Psychic Powers) 100 T — Strong Minded 100 T WP 30. He Secret Tongue (Military) +20 100 S Secret Tongue (Military) +10 is valued for his powers. Speak Language (High Gothic) 100 S — yet greatly feared by those Trade (Valet) 100 S — who command him. the Schol. Still.” Scholastic Lore (Cryptology) 100 S — Scholastic Lore (Imperial Creed) +10 100 S Scholastic Lore (Imperial Creed) Scholastic Lore (Legend) +10 100 S Scholastic Lore (Legend) Versed in the ways of mat- Secret Tongue (Acolyte) +20 100 S Secret Tongue (Acolyte) +10 ter and flesh.” Dodge +20 100 S Dodge +10 Evaluate 100 S — The Savant Adjunct has the Intimidate 100 S — Logic +10 100 S Logic power to bend flesh and Medicae 100 S — metal. Resistance (Psychic Powers) Discipline Focus (choose one) 200 T Psy Rating 3 Favoured by the Warp 200 T WP 35 Forbidden Lore (Heresy) 300 S — † You may take this Talent up to two times at this Rank. the Trade (Cartographer) 100 S — realm of theory. academic Trade (Copyist) +10 100 S Trade (Copyist) learning and philosophi. that’s it. whatever can he be Forbidden Lore (Xenos) 100 S — doin’? All that paper ain’t good Interrogation 100 S — for yer health. Concealment 100 S — we’ll be sent over the top. Crack Shot 100 T BS 40 cal conjecture. Common Lore (Imperial Guard) +20 100 S Common Lore (Imperial Guard) +10 ficer’s gear. Speak Language (High Gothic) +10 100 S Speak Language (High Gothic) ar Arcanum studies the Tech-Use +20 100 S Tech-Use +10 sphere of the mind.Scholar Advance Cost Type Prerequisites Arcanum Blather +10 100 S Blather Advances Ciphers (Occult) +10 100 S Ciphers (Occult) Dodge +10 100 S Dodge Forbidden Lore (Psykers) +20 100 S Forbidden Lore (Psykers) +10 “I ain’t never seen so many Forbidden Lore (Warp) +10 100 S Forbidden Lore (Warp) books. to send his mind Scholastic Lore (Judgement) 100 S — forth amongst the enemy Scholastic Lore (Legend) +10 100 S Scholastic Lore (Legend) forces and to ken the nature Scholastic Lore (Tactica Imperialis) +10 100 S Scholastic Lore (Tactica Imperialis) of unnatural opponents. Savant Adjunct Advance Cost Type Prerequisites Advances Awareness +20 Common Lore (Adeptes Arbites) 100 100 S S Awareness +10 — Common Lore (Ecclesiarchy) 100 S — “Watch the pale cove in the of. Charm +10 200 S Charm Forbidden Lore (Psykers) +10 200 S Forbidden Lore (Psykers) Invocation +10 200 S Invocation Sound Constitution 200 T — Command +10 300 S Command Literacy +10 300 S Literacy Scrutiny +10 300 S Scrutiny Pistol Training (Plasma) 300 T — Power Well 200 T Psy Rating 2 79 . sir. least he Invocation +20 100 S Invocation +10 ain’t cuttin’ up no dead Grox Scholastic Lore (Astromancy) +10 100 S Scholastic Lore (Astromancy) no more. When he whispers Common Lore (Tech) +10 100 S Common Lore (Tech) in the commander’s ear.

Steeped in Forbidden Lore (Cults) 200 S — forgotten lore and constantly Forbidden Lore (Inquisition) 200 S — Dark Soul 200 T — muttering catechisms and Discipline Focus (choose one) 200 T Psy Rating 3 charms against the creatures Melee Weapon Training (Chain) 200 T — of the warp. 80 . success! He made three Forbidden Lore (Archeotech) 100 S — Forbidden Lore (Mutants) +20 100 S Forbidden Lore (Mutants) +10 pounds of gold yesterday! Forbidden Lore (Xenos) +10 100 S Forbidden Lore (Xenos) Funny fish though. Put me Scholastic Lore (Legend) +20 100 S Scholastic Lore (Legend) +10 off my gruel.” Scholastic Lore (Chymistry) +20 100 S Scholastic Lore (Chymistry) +10 Scholastic Lore (Heraldry) +20 100 S Scholastic Lore (Heraldry) +10 Scholastic Lore (Imperial Creed) +20 100 S Scholastic Lore (Imperial Creed) +10 The mind of the Scholar Scholastic Lore (Judgement) 100 S — Empyrean ranges free. Scholar Advance Cost Type Prerequisites Obscurus Ciphers (Occult) +20 Common Lore (Tech) +10 100 100 S S Ciphers (Occult) +10 Common Lore (Tech) Advances Forbidden Lore (Mutants) +10 100 S Forbidden Lore (Mutants) Inquiry +20 100 S Inquiry +10 Lip Reading 100 S — “You talk to him. the Minor Psychic Power‡ 100 T — Scholar Obscurus studies Psychic Power† 100 T — the wisdom and folly of the Resistance (Fear) 100 T — human spirit. but he don’t Psyniscience +20 100 S Psyniscience +10 answer. Peer (Inquisition) 200 T Fel 30 Psy Rating 5 200 T Psy Rating 4 Sound Constitution 200 T — Forbidden Lore (Daemonology) 300 S — Forbidden Lore (Heresy) +10 300 S Forbidden Lore (Heresy) † You may take this Talent up to two times at this Rank. Scholar Advance Cost Type Prerequisites Empyrean Blather +20 Common Lore (Tech) +20 100 100 S S Blather +10 Common Lore (Tech) +10 Advances Deceive +10 100 S Deceive Evaluate +10 100 S Evaluate “Sire. even Scrutiny +20 100 S Scrutiny +10 whilst their will is securely Trade (Artist) 100 S — chained to the immeasurable Air of Authority 100 T Fel 30 protection of the Emperor’s Armour of Contempt 100 T WP 40 Discipline Focus (choose one) 100 T Psy Rating 3 own soul. the Scholar Empy. Studying the Fearless 100 T — deepest mysteries of psychic Logis Implant 100 T — ability. it can. ‡ You may take this Talent up to three times at this Rank. Peer (Inquisition) Sound Constitution 200 T — Forbidden Lore (Daemonology) +10 300 S Forbidden Lore (Daemonology) † You may take this Talent up to two times at this Rank.” Scholastic Lore (Philosophy) 100 S — Scrutiny +10 100 S Scrutiny Trade (Soothsayer) +20 100 S Trade (Soothsayer) +10 Abandoning the petty realm Mental Fortress 100 T WP 50. Master Orator 100 T Fel 30 rean care little for worldly Minor Psychic Power¥ 100 T — goods or the petty demands Nerves of Steel 100 T — Peer (Government) 100 T Fel 30 of the corpus. didn’t look Logic +10 100 S Logic happy or nothing. ¥ You may take this Talent up to four times at this Rank. Psychic Power† 100 T — Forbidden Lore (Cults) +10 200 S Forbidden Lore (Cults) Forbidden Lore (Inquisition) +10 200 S Forbidden Lore (Inquisition) Psy Rating 6 200 T Psy Rating 5 Good Reputation (Inquistion) 200 T Fel 50. Strong Minded of human knowledge. You can feel him Scholastic Lore (Archaic) +10 100 S Scholastic Lore (Archaic) rummagin’ in your thoughts Scholastic Lore (Heraldry) +10 100 S Scholastic Lore (Heraldry) right enough though. just wanted Medicae +20 100 S Medicae +10 be left to his proper studies— Scholastic Lore (Astromancy) +20 100 S Scholastic Lore (Astromancy) +10 whatever that means. these psykers Melee Weapon Training (Power) 200 T — grow strange and distant.

Peer (Imperial Guard) Into the Jaws of Hell 100 T Iron Discipline Iron Discipline 100 T WP 30. Advance Cost Type Prerequisites Savant Ciphers (War Cant) +20 Command +20 100 100 S S Ciphers (War Cant) +10 Command +10 Advances Deceive +20 100 S Deceive +10 Demolition +20 100 S Demolition +10 Forbidden Lore (Psykers) +20 100 S Forbidden Lore (Psykers) +10 “You know how Commissars Lip Reading 100 S — are strict? Well that ain’t Logic +20 100 S Logic +10 nothing to a Preceptor.” Navigation (Surface) +20 100 S Navigation (Surface) +10 Pilot (Spacecraft) 100 S — Psyniscience +10 100 S Psyniscience The Preceptor-Savant is Scholastic Lore (Heraldry) +10 100 S Scholastic Lore (Heraldry) a psyker charged with Scholastic Lore (Judgement) +10 100 S Scholastic Lore (Judgement) manifold duties—to lead Scholastic Lore (Philosophy) 100 S — the Savant Militant.Preceptor. Strong Minded Minor Psychic Power‡ 100 T — Peer (Government) 100 T Fel 30 Psychic Power 100 T — Strong Minded 100 T WP 30. to Scholastic Lore (Tactica Imperialis) +20 100 S Scholastic Lore (Tactica Imperialis) +10 protect key command staff Scrutiny +20 100 S Scrutiny +10 and to instruct officers in Air of Authority 100 T Fel 30 Armour of Contempt 100 T WP 40 the best deployment of Binary Chatter 100 T — psychic forces. Command Litany of Hate 100 T Hatred (any) Mental Fortress 100 T WP 50. Shoot Medicae +10 100 S Medicae his men as soon as blink—and Navigation (Stellar) 100 S — a good job too. 81 . Resistance (Psychic Powers) Total Recall 100 T Int 30 Forbidden Lore (Cults) 200 S — Forbidden Lore (Heresy) 200 S — Forbidden Lore (Inquisition) 200 S — Discipline Focus (choose one) 200 T Psy Rating 3 Favoured by the Warp 200 T WP 35 Pistol Training (Melta) 200 T — Psy Rating 5 200 T Psy Rating 4 Sound Constitution 200 T — ‡ You may take this Talent up to three times at this Rank. Foresight 100 T Int 30 Good Reputation (Imperial Guard) 100 T Fel 50.

000–1. there are many who have skills Inquisitors find useful in their line of work. Barking Saint. I told you I was no good at cards.000–7. For an Inquisitor it matters little what the motive is. whilst others have the skills an Inquisitor needs and so are ordered or threatened to participate.999 Scum is a catch-all term that covers everything from thieves.999 hard regime to subsist in. and will.999 XP Level: 8.000–9. gangers. although some missionaries persist in trying to Stubjack Shark save their souls.000–7. you’ve won again. fallen nobles.999 place in Imperial society—even the Ecclesiarchy seems to have given up on them. When an Inquisitor needs someone with low moral values. deserted hab-blocks and even entire moons that are now robbed of any valuable resource. The Imperium is a vast and unforgivably XP Level: 2.999 XP Level: 10.000–14. the flotsam and jetsam of humanity seems to attract each other and thrives in the Renegade darkest of places. He needs to be more than just a common ganger. who will fire upon innocents when ordered or shoot someone in the back without a second thought. Sc um Scum Dreg XP Level: 0–499 Scum “You see. hab-rats and all manner XP Level: 10. Inquisitors can. not the method in achieving it. 82 . a mark that needs charming or a suspect intimidating are all talents that make the Acolytes’ lives easier.000–9. the fast-talking charmer who can play the long con.999 of criminals and unsavoury characters. Rogue XP Level: 3. Agents such as this can range from the nimble. They are mankind’s detritus.000–2.000–5. it is going to be the Acolyte who has spent his life on the fringes of the Imperial society. Reasons why such a character may join the employ of an Inquisitor in the first place are manifold: some do it for the sheer thrill. use all tools necessary to carry out their duties. Having lived and survived in such tough conditions means that it will frequently be the Scum that is the source of some acrimony and he does not always get on with other Acolytes in the cell. Despite the collective term. As well as moral ambiguity. Breaking in to property unnoticed. escaped penal convicts. Scum often have more practical skills that come in use during an investigation.000–14. double-jointed cat burglar. A Outlaw XP Level: 1.999 XP Level: 6. hold what the enforcers Cutter Fixer collectively call scum. as long as they fulfil their part in the mission. some as sentence for some past crime. and so the unwanted and uncared for fester and even flourish in the most unlikely and inhospitable places. An Inquisitor does not pick just any felon he happens to stumble across to become his agent and to serve as an Acolyte the Scum must be trustworthy—to an extent—and their talents need to be considerable. His moral values and reasons for participating may be entirely different from the others and so make him a source of contention. but only because you insist.999 The underhives. confidence Gang Lord Charlatan tricksters. finding black market goods. Ranks Outcast XP Level: 500–999 I’ll play one more round. Hive Sibellius. Imperial Guard deserters. murderers. some are being paid. who have no XP Level: 6.999 A s has always been the case.” — Reetheus Orl. they do not care if that is using the highest-born noble or the most inhuman villain—it is the end goal that is important. even if their intercession is not requested! XP Level: 8. the card shark that never loses or the fence with contacts across the breadth of the sub-sector.

Navigation (Surface) 100 S — Swim 100 S — Basic Weapon Training (Primitive) 100 T — Pistol Training (Las) 100 T — Pistol Training (Primitive) 100 T — Ambidextrous 100 T Ag 30 Unremarkable 100 T — Sound Constitution † 100 T — Thrown Weapon Training (Primitive) 100 T — † You may take this Talent up to two times at this Rank.000 Perception 250 500 750 1. Sound Constitution 100 T — Deceive +10 200 S Deceive Medicae 200 S — Wrangling 200 S — Basic Weapon Training (Las) 200 T — Literacy 300 S — 83 .000 2. you’ll only encourage them. Outcast Advance Cost Type Prerequisites Advances Ciphers (Acolyte) 100 S — Common Lore (Underworld) 100 S — “Them cretescreevin Outcast Concealment 100 S — scum would swipe the Inquiry 100 S — chronometer off yer wrist as Secret Tongue (Gutter) 100 S — soon as look at yer.500 Agility 100 250 500 500 Intelligence 250 500 750 1.000 2.000 Fellowship 100 250 500 750 Dreg Advances Advance Cost Type Prerequisites Awareness +10 100 S Awareness “Don’t look at the dreg.000 Ballistic Skill 100 250 500 750 Strength 500 750 1.500 Toughness 500 750 1.” Barter 100 S — Charm 100 S — Beggars. Table 2-8: Scum Characteristic Advances Characteristic Simple Intermediate Trained Expert Weapon Skill 250 500 750 1. thieves and base.” Security 100 S — An Outcast has survived long Sleight of Hand 100 S — enough outside the bounds Swim +10 100 S Swim of society to develop a certain Light Sleeper 100 T Per 30 rapport with the seedier side Peer (Workers) 100 T Fel 30 of life—as well as an ability Peer (Underworld) 100 T Fel 30 to slink into the background Quick Draw 100 T — when trouble comes their way. Tarquis.000 Willpower 250 500 750 1. Dodge 100 S — born scum: the dregs of society are nevertheless hardy Drive (Ground Vehicle) 100 S — and surprisingly capable.

morals. skilled and Scrutiny 200 S — dangerous foe. along. Deadeye Shot life can throw at him. the Rapid Reaction 100 T Ag 40 Renegade knows the basics Sound Constitution 100 T — of the thieving trade. that’s knockin’ Silent Move 100 S — on trouble’s door so as hell an’ Catfall 100 T Ag 30 all will answer. the Basic Weapon Training (Launcher) 200 T — Disarm 200 T Ag 30 Renegade is a dangerous Heavy Weapon Training (SP) 200 T — piece of scum. Sprint 200 T — Renegade Advance Cost Type Prerequisites Advances Carouse Dodge +10 100 100 S S — Dodge Drive (Ground Vehicle) +10 100 S Drive (Ground Vehicle) “Don’t wanna be messing with Secret Tongue (Gutter) +10 100 S Secret Tongue (Gutter) Renegades m’boy. If Resistance (Poisons) 100 T — society will not provide for Sound Constitution 100 T — them. yer get yer face on Drive (Ground Vehicle) +20 100 S Drive (Ground Vehicle) +10 the pict caster an’ pretty young Evaluate +10 100 S Evaluate things will be wantin’ ta make Arms Master 100 T BS 30. Street Fighting 100 T — side all manner of other Chem-Use 200 S — dirty tactics. Common Lore (Adeptus Arbites) 100 S — Thrown him to the razehounds! Evaluate 100 S — See how he steals with his fingers Gamble 100 S — bit off!” Pilot (Civilian Craft) 100 S — Search 100 S — A wary creature of Blind Fighting 100 T Per 30 questionable. fast and violent. to Heightened Senses (Hearing) 100 T — Heightened Sense (Sight) 100 T — better thieve another day. they are happy to take Double Team 200 T — what they need to survive Rapid Reload 200 T — and law be damned. if any. Basic Weapon Training (any two) yer acquaintance. the Intimidate 200 S — Rogue is a smart. Tracking 200 S — Melee Weapon Training (Chain) 200 T — Sound Constitution 200 T — Takedown 200 T — 84 Two-Weapon Wielder (Ballistic) 200 T BS 35.” Basic Weapon Training (Bolt) 100 T — Marksman 100 T BS 35 Pistol Training (Bolt) 100 T — Toughened by all that Sharpshooter 100 T BS 40. Hard Target 100 T Ag 40 the Outlaw has learnt to Hardy 100 T T 40 fight and run away. never to be Scholastic Lore (Judgement) 200 S — underestimated. Outlaw Advance Cost Type Prerequisites Advances Blather 100 S — Ciphers (Acolyte) +10 100 S Ciphers (Acolyte) Ciphers (Underworld) 100 S — “Hanging’s too good fer ’em. and always Tech-Use 200 S — to be watched carefully. Nerves of Steel 200 T — Pistol Training (Flame) 200 T — Sure Strike 200 T WS 30 Melee Weapon Training (Shock) 300 T — Rogue Advances Advance Cost Type Prerequisites Awareness +20 100 S Awareness +10 “There’s some as is destined fer Barter +10 100 S Barter greatness… and some fer infamy. Ag 35 . Whether alone Basic Weapon Training (Flame) 200 T — or with ganger friends.” Counter Attack 100 T WS 40 Deadeye Shot 100 T Ballistic Skill 30 Leap Up 100 T Ag 30 Slick. Common Lore (Imperium) +10 100 S Common Lore (Imperium) Common Lore (Underworld) +10 100 S Common Lore (Underworld) Either way.

If Lex Common Lore (Underworld) +20 100 S Common Lore (Underworld) +10 sends a Cutter on you.” Dodge +20 100 S Dodge +10 Sleight of Hand +10 100 S Sleight of Hand A bladesman. others operate alone. Attacked my Common Lore (Adeptus Arbites) +10 100 S Common Lore (Adeptus Arbites) Grav-Sedan bold as blood! One Concealment +10 100 S Concealment of the Stubjacks even had the gall to wink and call me ‘Lady’! Demolition +10 100 S Demolition Percivas. robbery Security +10 100 S Security and turf war. Dodge Sound Constitution 200 T — Heavy Weapon Training (Bolt) 300 T — Heavy Weapon Training (Launcher) 300 T — Swift Attack 300 T WS 35 Stubjack Advance Cost Type Prerequisites Advances Acrobatics +10 100 S Acrobatics Ciphers (Acolyte) +20 100 S Ciphers (Acolyte) +10 “They took everything. Silent Move +10 100 S Silent Move but in all cases Stubjacks Furious Assault 100 T WS 35 use strength.” Navigation (Surface) +10 100 S Navigation (Surface) Search +10 100 S Search Savvy and brutal. there ain’t Demolition 100 S — a place in this hive or the next that’ll take you in or save you. even my Climb +10 100 S Climb mother’s deathring. enforcer and Swim +20 100 S Swim +10 bounty hunter. cunning and intimidating weapons to get True Grit 100 T T 40 what they want. Resistance (Fear) 100 T — Resistance (Heat) 100 T — Two-Weapon Wielder (Melee) 100 T WS 35. Ag 35 Interrogation 200 S — Intimidate +10 200 S Intimidation Medicae +10 200 S Medicae Iron Jaw 200 T T 40 Melee Weapon Training (Power) 200 T — Step Aside 200 T Ag 40. I demand you have the Evaluate +20 100 S Evaluate +10 entire block eradicated. a Cutter is a Die Hard 100 T WP 40 dangerous person to have at Resistance (Cold) 100 T — your heels. Stubjacks specialise in ambush. you go there Climb 100 S — and beg for forgiveness. Ciphers (War Cant) 200 S — Scholastic Lore (Tactica Imperialis) 200 S — Tracking +10 200 S Tracking Decadence 200 T T 30 Jaded 200 T WP 30 Heavy Weapon Training (Flame) 300 T — Sound Constitution 300 T — 85 .Cutter Advance Cost Type Prerequisites Advances Acrobatics 100 S — Ciphers (Underworld) +10 100 S Ciphers (Underworld) “Mark my muzzle. Some lead Shadowing 100 S — gangs.

so they Inquiry +10 100 S Inquiry say. Ag 40 Peer (Military) 200 T Fel 30 Sound Constitution 200 T — 86 . Mighty Shot 100 T BS 40 Total Recall 100 T Int 30 Performer (Dancer) 200 S — Performer (Musician) 200 S — Performer (Singer) 200 S — Wrangling +10 200 S Wrangling Gunslinger 200 T BS 40. from Sleight of Hand +20 100 S Sleight of Hand +10 assassination to cat burglary Tech-Use +10 100 S Tech-Use and data-heists. and people. The Spire nobs are quaking Navigation (Surface) +20 100 S Navigation (Surface) +10 in their boots. A Inquiry +10 100 S Inquiry skilled fence. or simply Combat Master 100 T WS 30 awe the local underworld Crippling Strike 100 T WS 50 with his low cunning and Dual Strike 100 T Ag 40. Gamble +10 100 S Gamble hidden or dangerous. but you ain’t in no place Common Lore (Imperial Creed) 100 S — to bargain right now. Could steal your shadow Demolition +20 100 S Demolition +10 while you’re blinking. Two-Weapon Wielder (Ballistic) Hip Shooting 200 T BS 40. Gang Lord Advance Cost Type Prerequisites Advances Acrobatics +20 100 S Acrobatics +10 Ciphers (Underworld) +20 100 S Ciphers (Underworld) +10 Climb +20 100 S Climb +10 “The Robber-Monk they calls Concealment +20 100 S Concealment +10 him. He can put Blademaster 100 T WS 30. Course. the Fixer prowls the hiveways and city streets Decadence 100 T T 30 with the easy grace of a Exotic Weapon Training (Web Pistol) 100 T — predator. twice as Contortionist 100 S — quick. You mark my Pilot (Civilian Craft) +10 100 S Pilot (Civilian Craft) muzzle. Disguise 100 S — no matter how illegal. sleek as silver. Melee Weapon Training (any) together a crew. are you?” Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10 The Fixer knows the art of Common Lore (War) 100 S — finding things. Exotic Weapon Training (Needle Pistol) 100 T — Melee Weapon Training (Power) 100 T — Wall of Steel 100 T Ag 35 Logic 200 S — Lightning Reflexes 200 T — Forbidden Lore (Archaeotech) 300 S — Sound Constitution 300 T — Fixer Advances Advance Cost Type Prerequisites Carouse +10 100 S Carouse “I know a fella… he could… Charm +10 100 S Charm sort you out. and deadly Secret Tongue (Gutter) +20 100 S Secret Tongue (Gutter) +10 shot. he’s mighty Ciphers (Acolyte) +20 100 S Ciphers (Acolyte) +10 pricy. there’s more than one Scholastic Lore (Cryptology) 100 S — family safe that’ll be cracked Search +20 100 S Search +10 tonight!” Security +20 100 S Security +10 Shadowing +10 100 S Shadowing The Gang Lord is skilled in Silent Move +20 100 S Silent Move +10 high-stakes operations. Two-Weapon Wielder (Melee) high returns.

I write to beg you Blather +10 100 S Blather reconsider. Two-Weapon Wielder (Melee) Furious Assault 200 T WS 35 Independent Targeting 200 T BS 40 Master Orator 200 T Fel 30 Peer (Government) 300 T Fel 30 Peer (Nobility) 300 T Fel 30 Sound Constitution 300 T — 87 .Shark Advances Advance Cost Type Prerequisites Barter +20 100 S Barter +10 “Father. Speak Language (High Gothic) 100 S — Air of Authority 100 T Fel 30 Melee Weapon Training (Power) 100 T — Medicae +10 200 S Medicae Scholastic Lore (Judgement) +10 200 S Scholastic Lore (Judgement) Tech-Use +10 200 S Tech-Use Die Hard 200 T WP 40 Dual Shot 200 T Ag 40. Using sophisticated Pilot (Civilian Craft) +20 100 S Pilot (Civilian Craft) +10 and long-term plans. they Scholastic Lore (Cryptology) 100 S — are architects of cunning Scholastic Lore (Legend) 100 S — subterfuges that put even Search +10 100 S Search the sharpest of lawmen on Security +10 100 S Security the back foot. who can bind even Interrogation +10 100 S Interrogation planetary governors to Intimidate +10 100 S Intimidation their web of elaborate Lip Reading +10 100 S Lip Reading deceit. Melee Weapon Training (any) Pistol Training (Melta) 100 T — Pistol Training (Plasma) 100 T — Step Aside 200 T Ag 40. Trade (Copyist) 100 S — they fleece their targets with a smile. Blademaster 100 T WS 30. Masters Sleight of Hand +10 100 S Sleight of Hand of lies and misdirection. Dodge Sound Constitution 200 T — Peer (Administratum) 300 T Fel 30 Peer (Ecclesiarchy) 300 T Fel 30 Peer (Middle Classes) 300 T Fel 30 Charlatan Advance Cost Type Prerequisites Advances Blather +20 100 S Blather +10 Carouse +20 100 S Carouse +10 Common Lore (Machine Cult) 100 S — “He seemed like such a nice Deceive +20 100 S Deceive +10 young man…” Disguise +20 100 S Disguise +10 The Charlatan is a master Dodge +20 100 S Dodge +10 thief. Scholastic Lore (Heraldry) 100 S — proud and gullible. If I were to invest Charm +20 100 S Charm +10 the full sum of my inheritance. cons or codes. Mr Curzon could guarantee a Common Lore (Administratum) 100 S — full one hundred per cent return Common Lore (Ecclesiarchy) 100 S — in the first year alone! These are Deceive +10 100 S Deceive not the claims of a fraud—I Disguise +10 100 S Disguise have inspected the mine with my Gamble +20 100 S Gamble +10 own eyes!” Inquiry +10 100 S Inquiry Lip Reading 100 S — Be it cards. Pilot (Civilian Craft) +10 100 S Pilot (Civilian Craft) Sharks prey on the foolish.

the Omnissiah. such as the biologius.000–14. the last piece of withered organic material losing what was left of its humanity centuries ago.999 development in the Imperium’s technological base.” T — Quintass Delta III.999 XP Level: 8. an insular priesthood that worship the Machine God and whose goal is to harvest all Tech-Priest XP Level: 3.000–7. which is often quite separate from that of the other Acolytes. methodical and terse. he is relieved from the more trivial day-to-day tasks and allowed to study and learn of the greater mysterious and Cyber-Seer Omniprophet missing techniques that have prevented any kind of progressive XP Level: 8. Te Tcech- h-Pri est Priest Technographer XP Level: 0–499 Tech-Priest “Bzzttt… our alliance must terminate here—your objectives Ranks Mech-Wright XP Level: 500–999 are no longer compatible with mine. Nevertheless. via a neural plug. Many are given leave to seek out lost technologies or investigate rumoured sightings of STC templates. A Tech-Priest may even have the means. making him a very desirable ally. xenology and the use of rediscovered weaponry to name but a few. Mech-Wright. The Adeptus XP Level: 2.000–14. ranging from outright hostility to merely strained in less tumultuous times. It is not uncommon for the most senior Tech-Priests. even terror.999 he Cult Mechanicus holds a virtual monopoly on technology. An Inquisitor is always wary when allying with a Magos as chances are they are following their own agenda.000–1. All Tech-Priests have an advanced grasp of how to maintain Magos Magos Errant most of the standard technologies that are used throughout the XP Level: 10. and even xenos.000–9.999 Mech-Deacon XP Level: 6. to be almost entirely machine. The appearance of Tech-Priests can be frightening. the Tech-Priests are fiercely independent and distrustful of others who do not worship the Machine God. A Tech-Priest Acolyte rarely fits in well with a team of non-Mechanicus personnel. they will be cold.999 Mechanicus is run by the Tech-Priests of Mars. Its tenets and beliefs permeate through their rituals into the Engineer common superstition of Imperial citizens.999 Imperium. to communicate directly with the machine spirit of certain technologies.000–7. This proportion of organic to machine parts increases as the Tech-Priest gets older. Electro-Priest T XP Level: 1. The lowest ranks of Tech-Priests have mainly maintenance and construction duties.999 greater knowledge. the two powerful organisations have worked together many times especially when it is perceived to be in the common interest.000–5. As much as fifty to sixty per cent of a Tech-Priest’s body may have been replaced with bionics and even the addition of extra limbs like mechadendrites or in-built weaponry. and away from the weak frailties of the flesh. It is on these missions Tech-Priests most likely come into contact with an Inquisitor or a cell. to those who have never had contact with such beings before. but as a Tech-adept progresses and acquires Technomancer XP Level: 6. 88 . In these situations a Tech-Priest may be present in a cell.999 XP Level: 10. However. There are also many specialities a Tech-Priest can study.000–9. inducing. The Tech-Priests themselves explain that these changes bring them ever closer to their Machine God. Tech-Priests are not confined to Mars or the numerous Forge Worlds that are scattered throughout the galaxy. His knowledge of Imperial. known as Magos.999 the lost technology that has been missing since before the Age of Strife.000–2. The Lathes. The relationship between the Inquisition and the Priesthood of Mars has been a stormy one. technology will always prove useful.

(See page 27 for the full details on each of these implants. he is considered to be repairing any damage to this machinery as well as to his body. Tech-Priest Player Characters can also purchase other cybernetic implants.000 Strength 500 750 1. As far as Player Characters are concerned. These implants are such an integral part of a Tech-Priest that he would not survive their wholesale removal—or even want to. No doubt this wise and august person will provide a common-sense answer. Table 2-9: Tech-Priest Characteristic Advances Characteristic Simple Intermediate Trained Expert Weapon Skill 250 500 750 1. these are treated just like any other cybernetic implant.000 2. the character learns to use these implants to generate all sorts of effects. Tech-Priest powers are expressed in a very simple way.000 Willpower 100 250 500 750 Fellowship N/A N/A N/A N/A Technographer Advance Cost Type Prerequisites Advance Scheme Common Lore (Machine Cult) 100 S — Common Lore (Tech) 100 S — Drive (Ground Vehicle) 100 S — “If yer find owt with mystech Evaluate 100 S — properties. a Tech-Priest’s Wounds represent damage to both his soft tissue and these trait-specific augmentations. In addition to these “free” augmentations. This represents the various augmentations that have been fitted inside the character. damaged. They are indistinguishable from his mortal flesh. The augmentations described in the Mechanicus Implants trait are so closely intertwined with the Tech-Priest’s body they are not considered to be equipment. Pistol Training (Primitive) 100 T — Pistol Training (SP) 100 T — Rapid Reload 100 T — Sound Constitution† 100 T — Technical Knock 100 T Int 30 Thrown Weapon Training (Primitive) 300 T — † You may take this Talent up to two times at this Rank. As ever. They Feedback Screech 100 T Tech-Priest can identify and catalogue Light Sleeper 100 T Per 30 technology with ease. As a Tech- Priest heals damage. should be adjudicated by the Game Master.000 2.) By spending Experience Points on various Talents. agreeable to all.500 Intelligence 100 250 500 750 Perception 250 500 750 1. They can be targeted. They’ll diagnosticatearise Logic 100 S — it alright. each character in the Tech-Priest career starts play with the Mechanicus Implants trait. like. Life without them is no life at all. mummery and religion. Binary Chatter 100 T — hend the many mysteries Chem Geld 100 T of the Omnissiah. Unlike the augmentations granted by the Mechanicus Implants trait.” Pilot (Civilian Craft) 100 S — Trade (Copyist) 100 S — Technographers learn the Trade (Scrimshawer) 100 S — many patterns of manu. or improved—see Bionic Replacement Limbs & Body Parts on page 153 for more details. In Dark Heresy. Literacy +10 100 S Literacy raphers. tek it t’ Technog. and what this does to a Tech-Priest’s Talents.000 Ballistic Skill 250 500 750 1. mechadendrites and bionic limbs. it is sometimes useful to know how to translate these seemingly miraculous powers into game terms. removed. questions about the damage or removal of implants. Basic Weapon Training (Primitive) 100 T — facture and formation that Basic Weapon Training (SP) 100 T — they might better compre. from bolts of bio-electrical energy to powerful magnetic fields. Tech-Priest Abilities In Game Terms Whilst the abilities of Tech-Priests are a complicated blend of technology. 89 .500 Toughness 100 250 500 750 Agility 500 750 1. To all intents and purposes. such as auger arrays.

Deadeye Shot 100 T BS 30 factorum processes. Heightened Senses (Sight) 100 T — Iron Jaw 100 T T 40 Luminen Charge 100 T Tech-Priest Mimic 100 T — Peer (Adeptus Mechanicus) 100 T Fel 30 Quick Draw 100 T — Sound Constitution 100 T — Blind Fighting 200 T Per 30 Luminen Shock 200 T Tech-Priest Electro. Trade (Technomat) 100 S — They conduct heavy repairs Arms Master 100 T BS 30. Heightened Senses (Hearing) 100 T — selves to the sacred study of Heightened Senses (Touch) 100 T — energy. Basic Weapon Training (any two) and tend dangerous manu. then it Drive (Walker) +10 100 S Drive (Walker) touched him. Ciphers (Acolyte) 200 S — Secret Tongue (Acolyte) 200 S — Basic Weapon Training (Bolt) 200 T — Basic Weapon Training (Launcher) 200 T — Luminen Blast 200 T Tech-Priest Mechadendrite Use (Medicae) 200 T Tech-Priest Melee Weapon Training (Shock) 200 T — Pistol Training (Bolt) 200 T — 90 . and Throne blind Literacy +20 100 S Literacy +10 me if he didn’t fly back across the Logic +10 100 S Logic room with an almighty thump! Scholastic Lore (Numerology) 100 S — I knew there was a reason they Secret Tongue (Tech) +10 100 S Secret Tongue (Tech) guarded the generator-temple!” Speak Language (High Gothic) 100 S — Trade (Wright) 100 S Having mastered form Crack Shot 100 T BS 40 and material components. Drive (Walker) 100 S — tttt… shell gantry five… gz. Security 100 S — wright team immediately!” Tech-Use +10 100 S Tech-Use Trade (Miner) 100 S — Mech-Wrights learn the properties of metal. plasteel Trade (Smith) 100 S — and many other materials. Thence they learn Leap Up 100 T Ag 30 the animating principles Mechadendrite Use (Utility) 100 T Tech-Priest of machine spirits. Mech-Wright Advance Cost Type Prerequisites Advance Common Lore (Tech) +10 100 S Common Lore (Tech) Scheme Demolition 100 S — Drive (Ground Vehicle) +10 100 S Drive (Ground Vehicle) “Explosive breech… bzz. Advance Cost Type Prerequisites Priest Advance Common Lore (Machine Cult) +10 100 S Common Lore (Machine Cult) Common Lore (Imperial Creed) 100 S — Scheme Common Lore (Imperium) 100 S — Drive (Ground Vehicle) +20 100 S Drive (Ground Vehicle) +10 “Dunno what he said but this Drive (Hover Vehicle) 100 S — red light started blinking under the electro-priest’s hood. and the Nerves of Steel 100 T — means by which they may Sound Constitution 100 T — be propitiated. Medicae 100 S — zkkkkttt… plete macro cannon Scholastic Lore (Chymistry) 100 S — failure… zzztkkkk… mech. Electrical Succour 100 T Tech-Priest Electro-Priests apply them.

that the hive Scholastic Lore (Archaic) 100 S — Scholastic Lore (Chymistry) +20 100 S Scholastic Lore (Chymistry) +10 breathe easy. He struck the sacred Scholastic Lore (Imperial Creed) 100 S — rune. Resistance (Poisons) 100 T — Total Recall 100 T Int 30 Two-Weapon Wielder (Ballistic) 100 T BS 35. Sound Constitution 100 T — Priests seek out the many Swift Attack 100 T WS 35 Pilot (Spacecraft) 200 S — forms of the Omnissiah. sir. From Disturbing Voice 100 T — simple door mechanisms Energy Cache 100 T Tech-Priest Independent Targeting 100 T BS 40 to ancient tech dug from Rite of Awe 100 T Tech-Priest mouldering ruins. and know Trade (Wright) +20 100 S Trade (Wright) +10 Blademaster 100 T WS 30. Ambidextrous 100 T Ag 30 Basic Weapon Training (Flame) 100 T — nents into the art of tending Concealed Cavity 100 T — complicated machines. Pilot (Military Craft) 100 S — if the Emperor commands…” Scholastic Lore (Astromancy) 100 S — Scholastic Lore (Chymistry) +10 100 S Scholastic Lore (Chymistry) Scholastic Lore (Numerology) +10 100 S Scholastic Lore (Numerology) Enginseers draw together Trade (Technomat) +10 100 S Trade (Technomat) their knowledge of form. they cajole machine Heightened Senses (Smell) 100 T — spirits into life. but Drive (Hover Vehicle) +10 100 S Drive (Hover Vehicle) we would have lost the Chimera Drive (Walker) +20 100 S Drive (Walker) +10 if we didn’t jury rig it… what? Evaluate +10 100 S Evaluate Navigation (Stellar) 100 S — … demands penance? Front Navigation (Surface) 100 S — line you say? Throne… Well. finding faults Mechadendrite Use (Manipulator) 100 T Tech-Priest and removing error from all Mechadendrite Use (Optical) 100 T Tech-Priest Pistol Training (Flame) 100 T — manner of technology. Ag 35 Awareness 200 S — Common Lore (Imperial Guard) 200 S — Secret Tongue (Acolyte) +10 200 S Secret Tongue (Acolyte) Melee Weapon Training (Chain) 200 T — Resistance (Fear) 200 T — Sound Constitution 200 T — Tech-Priest Advance Cost Type Prerequisites Common Lore (Administratum) 100 S — Common Lore (Imperial Creed) +10 100 S Common Lore (Imperial Creed) “He stood before the fan cyclers Common Lore (Imperium) +10 100 S Common Lore (Imperium) Drive (Hover Vehicle) +20 100 S Drive (Hover Vehicle) +10 barefoot and humble.Enginseer Advance Cost Type Prerequisites Chem-Use 100 S — “Yes. Combat Master 100 T WS 30 ignition and restarting. donned his boots once more. Maglev Grace 200 T Tech-Priest Melee Weapon Training (Power) 200 T — Mechadendrite Use (Gun) 200 T Tech-Priest Dodge 300 S — Command 300 S — Inquiry 300 S — Intimidate 300 S — 91 . Scholastic Lore (Tactica Imperialis) 100 S — and lo! The fans began.” Security +20 100 S Security +10 Speak Language (High Gothic) +10 100 S Speak Language (High Gothic) Secret Tongue (Tech) +20 100 S Secret Tongue (Tech) +10 Tech-Priests are initiated Tech-Use +20 100 S Tech-Use +10 into the deeper mysteries Trade (Technomat) +20 100 S Trade (Technomat) +10 of technology. In the Forbidden Lore (Archeotech) 100 S — language of the Tech-Priests he Logic +20 100 S Logic +10 bid the engines start. Tech. Melee Weapon Training (any) many rites of maintenance. but we had to open Common Lore (War) 100 S — Demolition +10 100 S Demolition the machine casing… yes. Ag 35 Two-Weapon Wielder (Melee) 100 T WS 35. to Basic Weapon Training (Melta) 200 T — add yet more knowledge Basic Weapon Training (Plasma) 200 T — to the data crypts of the Heavy Weapon Training (Bolt) 200 T — Adeptus Mechanicus. I know the enginseer Common Lore (Machine Cult) +20 100 S Common Lore (Machine Cult) +10 is annoyed. Trade (Wright) +10 100 S Trade (Wright) energy and material compo. Using Crippling Strike 100 T WS 50 the alchemy of prayer and Ferric Lure 100 T — Heavy Weapons Training (SP) 100 T — ritual.

Two-Weapon Wielder (Ballistic) forbidden and occult matters Foresight 100 T Int 30 of machinery with frighten.” Scholastic Lore (Occult) 100 S — Search +10 100 S — Cyber Seers delve into the Dual Shot 100 T Ag 40. No one Scholastic Lore (Bureaucracy) +10 100 S Scholastic Lore (Bureaucracy) could keep all that… you Scholastic Lore (Judgement) +10 100 S Scholastic Lore (Judgement) know… dangerous stuff in Scholastic Lore (Legend) 100 S — their skull an’ stay normal. Search 100 S — mation that may be of use Speak Language (High Gothic) +20 100 S Speak Language (High Gothic) +10 to the Machine Cult. From unnatural Marksman 100 T BS 35 geometries to warp-touched Mental Fortress 100 T WP 50. Cyber Seers do Rapid Reaction 100 T Ag 40 not shirk or sway from look. Technomancer Advance Cost Type Prerequisites Ciphers (Secret Society) 100 S — “Minds sharp as knives. and Common Lore (Adeptus Arbites) 100 S — know their way round the Common Lore (Ecclesiarchy) 100 S — Administratum too. Resistance (Psychic Powers) knowledge. Dodge heretical in their quest for Strong Minded 100 T WP 30. especially if Common Lore (Imperial Creed) +20 100 S Common Lore (Imperial Creed) +10 you work on a spaceship. Maglev Grace Peer (Administratum) 200 T Fel 30 Prosanguine 200 T — Sound Constitution 200 T — Thrown Weapon Training (Chain) 300 T — 92 .” Interrogation 100 S — Medicae +10 100 S Medicae Technomancers apply all Scholastic Lore (Bureaucracy) 100 S — their considerable mental Scholastic Lore (Judgement) 100 S — powers to extracting infor. Deceive +10 200 S Deceive Interrogation +10 200 S Interrogation Scholastic Lore (Numerology) +20 200 S Scholastic Lore (Numerology) +10 Dark Soul 200 T — Ferric Summons 200 T Ferric Lure. You’ll Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10 be reassigned to a leaky rig Evaluate +20 100 S Evaluate +10 before you can sign the aquila. Master Chirurgeon 100 T Medicae +10 Orthoproxy 100 T — Pistol Training (Plasma) 100 T — Deceive 200 S — Exotic Weapon Training (Needle Pistol) 200 T — Sound Constitution 200 T — Thrown Weapon Training (Shock) 300 T — Cyber Seer Advance Cost Type Prerequisites Common Lore (Adeptus Arbites) +10 100 S Common Lore (Adeptus Arbites) Common Lore (Ecclesiarchy) +10 100 S Common Lore (Ecclesiarchy) “They ain’t quite human no Forbidden Lore (Archeotech) +10 100 S Forbidden Lore (Archeotech) more. Strong Minded autonoma. Be it Armour of Contempt 100 T WP 40 currying favour with the Autosanguine 100 T — Ecclesiarchy to interroga- Fearless 100 T — tion of xenos prisoners. Gun Blessing 100 T Tech-Priest Technomancers conjure an- swers with ruthless logical Jaded 100 T WP 30 efficiency. I mean. more than yer Forbidden Lore (Warp) 100 S — average Tech-Priest. Tech-Priest Maglev Transcendence 200 T Tech-Priest. Don’t cross a technomancer. Lightning Reflexes 100 T — ing zeal. Resistance (Psychic Powers) 100 T — ing upon the damning and Step Aside 100 T Ag 40.

learning many ways Bulging Biceps 100 T S 45 of dealing with those ig. these Interrogation +20 200 S Interrogation +10 sage individuals serve the Adeptus Mechanicus with Medicae +20 200 S Medicae +10 their enormous accumulated Search +20 200 S Search +10 knowledge. T’aint nothin’ Trade (Apothecary) 100 S — he don’t know. Autosanguine 100 T — edge. Two-Weapon Wielder The Mech-Deacon also (Ballistic) studies the art of self de. We makes twice what we Sleight of Hand 100 S — did back then. but Forbidden Lore (Heresy) 100 S — exceedingly deep vision. Command Sound Constitution 200 T — 93 . Gun Blessing 100 T Tech-Priest Hard Target 100 T Ag 40 Deceive 200 S — Inquiry +10 200 S Inquiry Medicae +10 200 S Medicae Scrutiny 200 S — Heavy Weapon Training (Las) 200 T — Heavy Weapon Training (Launcher) 200 T — Heavy Weapon Training (Primitive) 200 T — Iron Discipline 200 T WP 30. Command biologis to the alien hunting Lightning Attack 100 T Swift Attack magos xenologis. Cleanse and Purify 100 T Basic Weapon Training (Flame) norant of the Omnissiah. an’ the milling. Two-Weapon Wielder fence.” Scholastic Lore (Judgement) +20 100 S Scholastic Lore (Judgement) +10 Scholastic Lore (Legend) +10 100 S Scholastic Lore (Legend) A Magos has perfected Scholastic Lore (Occult) +10 100 S Scholastic Lore (Occult) and refined his field of Scholastic Lore (Philosophy) 100 S — expertise to render him the Dual Strike 100 T Ag 40. of their cunning Scholastic Lore (Bureaucracy) +20 100 S Scholastic Lore (Bureaucracy) +10 and their obsessions. to guard him in his (Melee) wanderings.” Trade (Embalmer) 100 S — Trade (Mason) 100 S — The Mech-Deacon treads Trade (Tanner) 100 S — a broad path of knowl. Each chooses a realm of dominion.Magos Advance Cost Type Prerequisites Forbidden Lore (Archeotech) +20 100 S Forbidden Lore (Archeotech) +10 “An Adeptus Mechanicus Magos Forbidden Lore (Daemonology) 100 S — is a creature of narrow. Peer (Ecclesiarchy) 200 T Fel 30 Peer (Inquisition) 200 T Fel 30 Rite of Pure Thought 200 T Tech-Priest Sound Constitution 200 T — Pistol Training (Melta) 300 T — Thrown Weapon Training (Power) 400 T — Mech-Deacon Advance Cost Type Prerequisites Common Lore (Underworld) 100 S — Demolition +20 100 S Demolition +10 “T’were Mech-Deacon Evaluate +20 100 S Evaluate +10 Abnightus that changed the Scholastic Lore (Archaic) +10 100 S Scholastic Lore (Archaic) forge-customs. I reckon. Dual Strike 100 T Ag 40. Hard Target 100 T Ag 40 From the fleshwise magos Iron Discipline 100 T WP 30. Two-Weapon Wielder (Melee) master of a certain study. Dual Shot 100 T Ag 40. Forbidden Lore (Inquisition) 100 S — and sets about learning all there Forbidden Lore (Psykers) 100 S — is to know about said subject. an’ the distillation Secret Tongue (Military) 100 S — plant. Search 100 S — engines. Be Forbidden Lore (Warp) +10 100 S Forbidden Lore (Warp) wary of them.

the Magos Trade (Soothsayer) 200 S — Errant is prepared for all Into the Jaws of Hell 200 T Iron Discipline eventualities.” Scholastic Lore (Legend) 100 S — Scholastic Lore (Occult) 100 S — The master of many trades. Peer (Underworld) 200 T Fel 30 Prosanguine 200 T — Rite of Fear 200 T Tech-Priest Sound Constitution 200 T — Barter +10 300 S Barter Deceive +20 300 S Deceive +10 Performer (Musician) 300 S — 94 . from bejewelled merchant princes to ragged Decadence 100 T T 30 colonists. Die Hard 100 T WP 40 ed to go forth on behalf Fearless 100 T — of the Adeptus Mechanicus. Master Chirurgeon 100 T Medicae +10 to explore new frontiers. lest we cast you from Secret Tongue (Ecclesiarchy) 100 S — the mine as a heretic!” Sleight of Hand +10 100 S Sleight of Hand Tracking 100 S — The Omniprophet speaks Trade (Prospector) 100 S — with all manner of Imperial Armour of Contempt 100 T WP 40 subjects. Strong Minded 100 T WP 30. a magos errant Gamble 100 S — attached to the Rogue Trader Interrogation 100 S — vessel. Ferric Lure Heavy Weapon Training (Melta) 200 T — Heavy Weapon Training (Plasma) 200 T — Maglev Transcendence 200 T Tech-Priest. The very breath in Scholastic Lore (Tactica Imperialis) +10 100 S Scholastic Lore (Tactica Imperialis) your lungs is his blessing upon Secret Tongue (Administratum) 100 S — you! Pray. Luminol. Deflect Shot 100 T Ag 50 the Magos Errant is expect. Jaded 100 T WP 30 and also watches for any Marksman 100 T BS 35 items or matters of interest Step Aside 100 T Ag 40. but still. The scroll is Scholastic Lore (Archaic) +20 100 S Scholastic Lore (Archaic) +10 expunged of Adeptus Mechanicus matters. Maglev Grace Peer (Imperial Navy) 200 T Fel 30 Sound Constitution 200 T — Magos Errant Advance Cost Type Prerequisites Ciphers (Underworld) 100 S — Common Lore (Adeptus Arbites) 100 S — “What we know of the Adranti Forbidden Lore (Archaeotech) +10 100 S Forbidden Lore (Archeotech) Blood-Lighters is from the work Forbidden Lore (Xenos) 100 S — of Abnightus. Dodge to the Tech-Priests of Mars. He spreads the Furious Assault 100 T WS 35 ways of the Cult Mechanicus. Barter 200 S — Deceive +10 200 S Deceive Trade (Merchant) 200 S — Ferric Summons 200 T Tech-Priest. Orthoproxy 100 T — worlds and technologies. we can infer Scholastic Lore (Beasts) 100 S — much from what remains. Resistance (Psychic Powers) 100 T — Privy to all manner of sec. Resistance (Psychic Powers) ret knowledge. Omniprophet Advance Cost Type Prerequisites Ciphers (War Cant) 100 S — “Hark unto the omniprophet! Common Lore (Ecclesiarchy) 100 S — Get down on your knees and thank the air-recyks for their Scholastic Lore (Heraldry) 100 S — benediction.

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