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Paths into Grim Darkness

A universal Warhammer 40,000 role-playing game character generator

INTRODUCTION
The galaxy of Warhammer 40,000 is rich and robust, flourishing with all sorts of exotic and
dangerous locales, and teeming billions upon billions of individual characters. Yet consider the options
offered by the 1st edition DH core rulebook: 4 Homeworld types, and 8 classes. The expansion books
introduce additional options, but even then, these options are presented within an inflexible framework, and
tend to be superficial and bound by the narrow pre-existing structure. Leaving aside the crude and
rudimentary archetypes that form the limit of such a system, such a character generation method is neither
realistic nor is it helpful when attempting to fully develop a non-player character. The approach the Dark
Heresy 1st Edition core employs toward NPCs is basically to use DM fiat to slap something together,
hopefully approximating what is needed (pg. 336-345).
In this, the design of 1st edition Dark Heresy achieves the worst of both design worlds: all of the
rigidity and limitations of a class-based system, with all of the complexity and learning curve of a skill-
based system. The most obvious example of this is the 50 pages of class advancement tables, but it runs
throughout the system in smaller and more obscure ways as well. In spite of this, it is a simple matter to
devise a flexible and deep character system that meshes seamlessly with those mechanics, because all of the
core system mechanics are built upon a skill-based foundation.

Paths into Grim Darkness is a skill-based character creation system, designed to be compatible
with all WH40K RPGs published and supported by Fantasy Flight (and Black Industries previously).
Familiarity with Only War’s character system will be necessary, as will a copy of the Only War core rules
(specifically the Aptitude rules). While this character creation system is built upon that framework of rules,
this ruleset creates and merges a few new Aptitudes, in order to amend the immensely powerful aptitudes of
Offense and Finesse, and improve the weaker ones, among other issues. To see the revised Aptitudes, and
the modified Aptitude rules, skip ahead to page 15 of this document.
It is natural to wonder if the system is classless, how are the archetypes constructed and
maintained? Put simply, character creation is based on a series of prerequisites being met for one phase,
which unlocks choices in the next phase, and so on. The product of this series of prerequisites and choices
is a system that tends to retain archetypes, despite the freedom permitted by this character generation
method.
To introduce the basic principle for Aptitudes, Primary Aptitudes are acquired early in a
character’s life, and rarely change, while 2ndary Aptitudes are acquired later, and tend to be both gained and
changed more easily. The limit on the maximum number of 2ndary Aptitudes that may be gained and
exercised at any one time is based on a character’s Intelligence characteristic bonus and education.

As always, the GM is the sole final arbiter of his game, and should feel free to change anything
needed to make this system work for his campaign. This system is designed with inherent modularity to
facilitate exactly such home-brewing and modification, so that the system can function exactly as you wish
it to.
It bears emphasizing that the more option selections you permit, the more powerful the starting
characters will be. That is, the number of starting selections (in addition to the starting XP allotment)
determine starting character power. By core rules, the starting XP allotment ranges from 300 at the low
end, to 1000 at the high end (Space Marines).
For example, a bare-bones selection would permit the characters 1 selection of each of the base 5
steps on the path. Such a character will, virtually automatically, be notably weaker than a character granted
10 selections from the path (say 2 Birth, 1 Homeworld, 1 Primary Education, 1 Secondary Education, 2
Occupational Experience, 1 Eye of the Imperium, and 2 Ambition and Experiences selections). And so on.
Allotting multiple selections from a single category can work for Birth, for Secondary Education,
for Occupational Experience, for Eye of the Imperium, and Ambition and Experiences. A determined GM
could no doubt find a way to make multiple Homeworlds or Primary Educations possible too.
The default characteristic generation method for the most humble of Imperial servants is a 2d10 +
25, with one re-roll of choice. That default is assumed in this ruleset.
THE PATHS

There are several major elements that are fundamental to the creation of a character. These
represent different periods of development in a character’s life, as well as origin points, and individual
experiences. Each of these components tends to transfer different qualities to a character. For example,
Primary Education typically confers Primary Aptitudes (Aptitudes matching characteristics), though
Primary Aptitudes can be gained at other points as well.
When considered as a whole, each character ends up taking a unique pathway into the grim
darkness of the far future. The basic path follows this progression:

Birth >>Homeworld>>Primary Education>>Secondary Education >> Occupational Experience


>>Eye of the Imperium>>Ambition and Experiences
(optional) (optional)

While the default path consists of one choice of each, keep in mind that multiple choices for each
individual element may work as well or better. That option is most sensible for Birth, Eye of the Imperium,
and Ambition and Experiences, but can work well for other categories too. A character (nascent psyker)
could start with their “normal” Secondary Education and Occupational Experience, then be transported on
the Black Ships, and receive the sanctioning of Imperial Psyker. Such a character would receive two sets of
Secondary Education and Occupational Experience.
Eye of the Imperium and Ambition & Experiences are optional selections, which each
GameMaster may include or exclude as seen fit for the campaign. Eye of the Imperium refers to whatever
quality the character has that brought them to the attention of the Inquisition, the Rogue Trader, the SM
Chapter Master, or Commander that resulted in their selection to their special duties. Ambition &
Experiences is a sort of “catch-all” category, that includes the possibility of selecting an additional 2 ndary
Aptitude, and well as anything that does not fit into the other categories.

 Core rules foundation


Path Sequence Typically Confers (But May Also Confer)
Birth - Traits, Starting Fate
Homeworld

Homeworld - Traits, Characteristic Modifiers, Basic Skills, Wounds


 Homeworld

Primary Education - Primary Aptitudes, Basic Skills -Characteristic Modifiers


Starting Class 1mary

Secondary Education - 2ndary Aptitudes, Basic Skills -Skills, Talents


Starting Class

Occupational Experience - Skills, Talents, Wounds, Periodic Income, Starting Equipment


Starting Class, (Alternate Career Ranks)

Eye of the Imperium - Traits, Fate, Skills, Talents -Any


Background Packages, Elite Advances, Lure of the Void, etc.

Ambition & Other Experiences - 2ndary Aptitudes -Any


Alternate Career Ranks, Elite Advances

You, the Game Master, may disagree with any or all of the valuations and assignations given here.
That is why this system is constructed in a modular manner, enabling you to modify, mix, remove, or add as
you see fit.
The RESOURCES

Aside from rolled Characteristics, generating characters essentially involves assigning different
kinds of resources to a character. The general types of resources are:

Traits - Typically an inherent aspect or attribute of a character, whether of mind or


body, which is more complex than a simple characteristic. These innate or intrinsic aspects of a
character are typically a result of Birth (Psykers and Untouchables), ingrained as a result of some
developmental period (Homeworld Traits), or a result of choice (Mechanicus Implants).

Characteristic Modifier - Directly and permanently modifies one of the character’s rolled characteristics,
usually dependent on natural development, but sometimes artificial. These are typically modifiers
of +/- 3, or +/- 5, though, in some extreme cases, it can rise to +/- 10, or higher (see Ratlings,
Ogryns, etc).

Primary Aptitudes - An Aptitude matching one of the characteristics, indicating an inclination or


inherent ability with that characteristic. Generally, these Aptitudes do not change after character
creation, except in certain radical cases (such as Warp mutation).

Secondary Aptitudes - Partly learned, these aptitudes represent a much deeper investment of time
resources and energy than any single skill or talent does. Instead, a character learning a new
Aptitude is building the groundwork for developing an entire skill-set. Sometimes, some 2ndary
Aptitude are lost as others are gained. This represents the character neglecting certain areas in
order to focus on other areas. However, the fact that this character had that Aptitude should be
recorded on the character sheet. If any character learns any 2ndary Aptitude three times, that
Aptitude is permanently acquired, and does not occupy . This represent the old instincts returning,
and habits that never really completely faded away.

Skills - A learned or trained capability, including knowledge, manual training, and so


forth. Some examples include breaking security systems, knowledge of forbidden lore, and
driving and piloting vehicles. The exercise of any such skills typically requires a test (i.e. a roll),
to use it successfully, though a GM may rule otherwise, of course.

Talents - These are more like learned abilities with a single specific use or application,
rather than a skill than can be used in a variety of ways. Generally, use of talents requires a
specific condition to be met, or a specific opportunity to present itself, or the character to possess
certain capabilities. Generally though, they are always “on”, and require no test to function.

Fate - Whether a manifestation of destiny, an extraordinary act of will, and/or the


blessing of the Emperor, Fate points represent intervention in the character’s actions. Fate,
especially a high Fate total, distinguishes a character from the other teeming billions throughout
the Imperium of Man.

Wounds - basically a measure of how much punishment a character can suffer, before
suffering debilitating and lethal wounds. Typically derived from Homeworld and/or Occupation.

Periodic Income - this is generally derived from a character’s Skills and Talents, but can also
come from station and family connections, and is always subject to GM adjudication. Put simply,
this represents the day-to-day occupation of a character, or revenues generated by estates held, or
enterprises (such as a rogue trader may attempt), etc. In cases where this refers to income from a
working occupation, the pay period is typically one month, while in other cases the period can be
seasonally or yearly, or, on the other hand, weekly.
Take note: a soldier’s pay and a soldier’s requisition are two entirely different things, though
particularly devoted soldiers will use their pay to expand or enhance their operational
effectiveness*
Comrades/Followers - derived from the Only War mechanic, this represents assistants, orderlies,
followers, and other aides to the character. In extreme cases (such as a Warmaster or the captain
of a rogue trader vessel) these followers can number in the thousands to millions.

Starting Equipment - self-explanatory; in the long term, this is usually the least important element of
character generation, though in the case of starting Power Armor or Heirlooms, this is less true

BIRTH

While typically only one of these options is chosen (if any), there is no game-breaking reason one
could not select both Ratling and Psyker to apply to the same character, for example, or Noble and Psyker
(the beginning of many a warp-witch and warlock). Traits are bolded.

BIRTH Options

DISCORDANT – see pgs 54-55 of Lathe Worlds, Denormal Fault, Sysop Failure, Mechanical
Disruption, Discordia; may never gain or select: Psy rating, any cybernetics, Pure Faith, Warp-based or
psychic powers

HUMAN STANDARD – the default option, no modifiers

LATHESMASTER – pg. 49 Lathe Worlds; A.K.A. Squats or Dwarves; starting traits: Genetic
Pantropy, Laborer Build, Dark Sight; Rugged Genetics advance table; must select Forge Homeworld,
and Forge primary Education

MUTANT – Tainted (pg. 26 Rogue Trader core)

NAVIGATOR – in addition to the Warp Eye, navigator houses have different effects on Navigator
characters, depending on the specifics of their house (see RT pg. 174-187); access to Noble (Tutelage)
education options (see RT pg. 60), base Periodic Income starts at: 500 Throne/month, can be FAR higher

NOBLEBORN – Etiquette trait, Legacy of Wealth, Supremely Connected, Vendetta; access to


Noble (Tutelage) education options and any others of choice, -5 WP, +5 Fellowship; base Periodic Income:
500 Throne/month (see RT pgs. 23-24)

OGRYN – Auto-Stabilized, But It Dark In Dere, Clumsy, Size (Hulking), Sturdy, Unnatural
Strength +2 and Unnatural Toughness +2; +10 Strength, +10 Toughness, -10 Agility, -15 Intelligence;
Starting Wounds: 25 (see pgs.

PSYKER/WYRD – the Psyker trait, Psy Rating 1

RATLING – Size (Weedy); +10 Perception, +10 Fellowship, -10 Toughness; Starting Wounds: 6

SCHOLAE PROGENIUM – access to Scholae Progenium education options

UNTOUCHABLE – also known as a null; Untouchable trait, Psychic Blank, Psychic


Invulnerability, Psychic Disruption; can never gain the Fellowship 1st Aptitude and starting value of the
Fellowship Characteristic is halved, though acquiring the Social 2ndary Aptitude is possible; additional –10
penalty to all Fellowship -based Interaction tests involving a character with Psy Rating; may never gain
Psychic Powers, Pure Faith, or Warp-based talents such as Sorcery
See Errata section (at end of document) for additional notes on Untouchables.
HOMEWORLDS

The possible Homeworld origins listed here, though longer than the list in the DH or RT core, are
still cursory; further subdivisions are possible, even down to the level of individual regions on individual
homeworlds. All characters start with the Speak Language/Linguistics (Low Gothic) skill, (except those
originating Beyond the Emperor’s Lights, at GM discretion).

Beyond the Emperor’s Light Primary Educational Options


-Planet - Dregs, Feral, Feudal, Military, Noble
-Space Station - Dregs, Military, Noble, Void

Feral
-Dead - Imperial Standard, Forge, Void
-Death - Feral, Imperial Standard, Military, (Ecclesiarchic)
-Frontier - Feral, Feudal, Imperial Standard, (Ecclesiarchic)
-War - Dregs, Feral, Imperial Standard, Military, (Feudal)
-Fortress - Ecclesiarchic, Imperial Standard, Military, (Forge)

Forge World - Forge, Imperial Standard, Void

Imperial World
-Hive & Manufactory - Dregs, Imperial Standard, Noble, (Ecclesiarchic), (Forge)
-Shrine - Ecclesiarchic, Imperial Standard, Noble
Cemetery - Ecclesiarchic, Imperial Standard, Military
-Agri - Feral, Imperial Standard, Noble, (Ecclesiarchic), (Feudal)
-Pleasure - Dregs, Imperial Standard, Noble
-Feudal - Dregs, Feral, Feudal, Noble
*Mining - Dregs, Forge, Imperial Standard, Noble, Void
*Penal - Dregs, Ecclesiarchic, Imperial Standard, Military

Mind-Cleansed - Any except Dregs, typically possess valued trait or skill

Space Marine Chapter Fief - (Feral), (Feudal), (Forge), (Imperial Standard), (Military),
(Void), (Dregs)

Void-Borne
-Space Station - Dregs, Ecclesiarchic, Forge, Imperial Standard, Noble, Void,
(Military)
-Trading Cartel - Dregs, Imperial Standard, Noble, Void, (Forge)
-Imperial Navy - Military, Noble, Void, (Ecclesiarchic), (Forge)
-Machine Cult Explorator - Forge, Void

Selection options in parentheses are subject to GM discretion.


Homeworld Details

Planet Beyond the Emperor’s Light,


There is, of course, a dizzying array of planets beyond the Emperor’s Light, mirroring Imperial
worlds (i.e. Death, Hive, War, Agri, etc), as well as worlds of sorts that would be unthinkable within the
Empire.

Outland Space Station, Beyond the Emperor’s Light

Feral
-Dead
-Death
-Frontier
-War
-Fortress

Forge World

Imperial World
-Hive & Manufactory
-Shrine
Cemetery
-Agri
-Pleasure
-Feudal
*Mining
*Penal

Mind-Cleansed

Space Marine Chapter Fief

Void-Borne
-Space Station
-Trading Cartel
-Imperial Navy
-Machine Cult Explorator
Primary Education
Imperial Standard – Intelligence, Willpower, Fellowship & choose one of WS or BS then any two
except WS or BS
Ecclesiarchic – Toughness, Intelligence, Willpower, Fellowship & choose one of Ballistic Skill
and Weapon Skill and then choose any one
Feral – Ballistic Skill, Toughness, Agility, Strength, Perception & any one of choice
Feudal – Weapon Skill, Toughness, Strength, Agility & choose one of Perception or Ballistic Skill
and then choose any one
Forge – Intelligence, Toughness, Strength, Weapon Skill & Choose two of Ballistic Skill,
Willpower and Perception, may NEVER gain the Fellowship Primary Aptitude
Military – Weapon Skill, Ballistic Skill, Toughness, Strength, Willpower & choose one of Agility
or Intelligence
Noble – Fellowship & choose one of Intelligence, Perception, and Agility and then choose any
three
Dregs (or Lower Decks) –Agility, Perception, Toughness, Fellowship & choose Weapon Skill or
Ballistic Skill and choose any one
Void –Agility, Intelligence, Perception & choose three of Weapon Skill, Ballistic Skill, Willpower,
and Fellowship

Secondary Education
(mostly 2ndary Aptitudes, traits bolded)

2ndary Aptitudes gained here are still subject to the standard character maximum. For example, if a
Secondary Education grants four 2ndary Aptitudes, but the character’s maximum is three 2ndary Aptitudes, then
the character receives only three selections from that Education.

Adept and Remembrancer – Knowledge, Analysis & choose any two (Int & WP req)
Black Ships and Terra* – Sanctioned Psyker trait, Knowledge, Analysis & choose any two of
Fieldcraft, Marksmanship, Offence and Social (req. Psy rating)
Ecclesiarchic – Pure Faith, Social, Analysis, Knowledge & and either Marksmanship or Offence
Feral – Resolve, Fieldcraft
Machine Cult – Mechanicus Implants, Analysis, Knowledge, Fieldcraft & choose Defense or
Marksmanship
Manufactorum & Trade – Defense & choose three of Knowledge, Analysis, Social, Offense,
Resolve
Military – Choose any three of the following: Offence, Marksmanship, Resolve, Defense, Finesse,
and Fieldcraft & choose any one
Noble Tutelage – Social & choose any two 2ndary Aptitudes and one Primary Aptitude
Scholae Progenium – Social, Marksmanship & and choose either Analysis or Knowledge and then
choose any one
Performer – Social, Finesse & choose two of Knowledge, Resolve, Offense and Marksmanship
Underhive – Social, Fieldcraft, Offense and Resolve

*Black Ships take psykers of all ages, and thus may also be Supplemental Education, rather than a
Secondary one
Occupational Experience
In gaining an occupation, a character simply needs to meet the prerequisites, and they may select
the occupation. Typically, a character (especially starting characters) will have only a single occupation,
though the GM has final word of the matter, as always.

Acrobat – Requirements: Agility, Defense & Finesse Aptitudes


Skills: Awareness, Acrobatics, Charm, Dodge, Parry, Performer, Sleight of Hand
Talents: Ambidextrous, Catfall, Hard Target, Leap Up, Rapid Reaction, Deadeye Shot or Sure Strike
Other: +5 Agility or Weaponskill
Adept – Requirements: Intelligence & Knowledge Aptitudes, Intelligence Bonus: 3+

Skills: C.L. (Administratum, Imperium, and Imperial Creed or Tech or War), F.L. (Adeptus Astartes or
Archeotech or Heresy or Xenos), Literacy, S.L. (Astromancy or Bureaucracy or Occult or Tactica
Imperialis, and Legend), Sp. La. (High Gothic), Trade (Copyist, Remembrancer)

Talents: Light Sleeper or Resist (Cold) or Unremarkable, Pistol Weapon Training

Other: +5 Intelligence
Assassin – Requirements: Marksmanship & BS or Offence & WS Aptitudes,
Skills: Awareness, Dodge, Parry, Stealth, Survival or Tech-Use, Sleight of Hand
Talents: Deadeye Shot or Sure Strike, Heightened Senses (Hearing or Sight), Unarmed Warrior, Weapon
training (Basic or Power)
Other: +5 to WS or BS, matching the prerequisite to qualify for this occupation; if both, choose one
Astropath – Requirements: Psy Rating, Soul Bound to the emperor, Perception, Analysis
Skills: Awareness, C.L. (A. Astra Telepathica), F.L. (Psykers), Invocation, Psyniscience, S.L. (Cryptology)
Sp. La. (High Gothic)
Talents: Heightened Senses (Hearing), Pistol Weapon Training
Other: +5 Willpower or Perception, Psy Rating 2, or Psy Rating +1
Battlefield Enginseer – Requirements: Mechanicus Implants trait, Marksmanship & Analysis
2ndary Aptitudes
Skills: C.L. (Machine Cult, Tech), F.L. (Adeptus Mechanicus, Archeotech), Tech Use, Security, Speak
Language (Techna Lingua)
Talents: Basic Weapon Training, Binary Chatter, Logis Implant, Technical Knock
Other: +5 Willpower or Intelligence
Beast Handler – Requirements: Fieldcraft and one of Weapon Skill or Ballistic Skill
Skills: Awareness, F.L. (Xenos), Medicae, S.L. (Beasts), Scrutiny, Security, Survival +10
Talents: Combat Sense, Lightning Reflexes or Combat Master , Rapid Reaction
Other: +5 Ballistic Skill or Perception
Bodyguard – Requirements: Ballistic Skill, Perception, Marksmanship & Fieldcraft Aptitudes
Skills: Awareness, C.L. (War), Dodge, Inquiry, Medicae, Operate (any 1), Parry, Scrutiny, Trade
(Armourer)
Talents: Disarm, Heightened Senses (Sight, Taste), Melee & Pistol Weapon Training, Sound Constitution
Other: +5 Perception
Bounty Hunter – Requirements: Fieldcraft, Social & Marksmanship or Offense

Skills: Awareness, Inquiry, Interrogate, Intimidate, Scrutiny, Speak Language (Underworld), Stealth
Talents: Basic Weapon Training, Disarm, Exotic Weapon Training, Pistol W. T., Takedown
Other: +5 WS or BS
Burglar – Requirements: Agility, Intelligence & Finesse Aptitudes, Agility Bonus: 3+
Skills: Awareness, Acrobatics, Athletics, Ciphers (Underworld), Commerce, C.L. (Imperium, Tech,
Underworld), Deceive, Dodge, Inquiry, Stealth +10, Security +10, Tech-Use
Talents: Blind Fighting, Catfall, Foresight, Leap Up, Mimic, Rapid Reaction, Sprint, Unarmed Warrior,
Unremarkable
Other: +5 Agility or Intelligence
Cleric – Requirements: Ecclesiarchy Education (Primary and Secondary)
Skills: Charm, C.L. (Imperium, Imperial Creed), F.L. (Heresy), Perform (Singer), S.L. (Imperial Creed),
Sp. La. (High Gothic) + 10

Talents: Air of Authority, Basic Weapon Training, Melee Weapon Training, Unshakeable Faith
Other: +5 Willpower or Fellowship, Pure Faith trait
Commissar – Requirements: Scholae Progenium or Noble Tutelage
Skills: Awareness, Charm, Command, Inquiry, Interrogate, Intimidate, Scrutiny +10
Talents: Air of Authority, Disarm or Takedown, Disturbing Voice or Radiant Presence, Hatred (Criminals
or Heretics), Inspire Wrath, Iron Discipline, Light Sleeper, Pistol Weapon Training

Other: +5 Fellowship or Willpower


Duelist – Requirements: WS & Resolve or BS & Finesse, Toughness or Agility
Skills: Awareness, Athletics, Charm, Dodge, Inquiry, Parry, Tech-Use, Speak Language (High Gothic)
Talents: Ambidextrous, Arms Master, Lightning Reflexes, Melee or Pistol Weapon Training, Quick Draw,
Sound Constitution, Weapon-Tech

Other: +5 to Agility or Weapon Skill or Ballistic Skill


Forge Factor – Requirements: Intelligence, Fellowship, Analysis & Social Aptitudes,
Mechanicus Implants, Forge Homeworld

Skills: Blather, Carouse, Charm +10, C.L. (Adeptus Mechanicus, Tech), Deceive (or Disguise),
Diplomacy, F. L. (Archeotech), Inquiry, S. L. (Bureaucracy), Sp. La. (Techna Lingua), Tech Use
Talents: Binary Chatter, Electro-graft Use, Pistol Weapon Training, Peer (Administratum), Peer (any)
Trait: Fabricated Flesh (see Lathe Worlds, pg. 46)
Other: +5 Fellowship, +5 Intelligence, -5 Agility
Ganger – Requirements: Weapon Skill, Toughness & Offense Aptitudes
Skills: Athletics or Deceive, Blather or Stealth, Carouse, C. L. (Underworld), Dodge, Inquiry, Intimidate,
Parry

Talents: Doubleteam, Melee Weapon Training, Peer (Underworld), Pistol Weapon Training, Street Fighting
Other: +5 Weapon Skill
Grifter – Requirements: Social & Fellowship Aptitudes, Primary Edu.: Dregs Secondary
Ed: Underhive Noble or Homeworld PleasureWorld
Skills: Charm, Ciphers (Underworld), C.L. (Imperium, Underworld), Commerce, Deceive, F.L. (Pirates) or
(Xenos), Inquiry or Intimidate, Secret Tongue (Gutter)
Talents: Pistol W.T. (SP), Jaded , Resist (Poison)
Other: +5 Fellowship or Intelligence
Imperial Psyker – Requirements: Psy Rating, Imperial Sanctioning, Analysis
Skills: Awareness, C.L. (A. Astra Telepathica), C. L. (Imperium), F.L. (Psykers), Invocation, Psyniscience,
S. L. (Occult)

Talents: Basic or Pistol Weapon Training,

Traits: Psy Rating 2, or Psy Rating +1, +2 base Powers or +1 Power of choice

Other: +5 Willpower
Merchant – Requirements: Perception, Intelligence, and Fellowship Aptitudes
Skills: Barter, Carouse, Charm, Command, Commerce, C. L. (Imperium), Deceive, Evaluate, Inquiry,
Literacy, Scrutiny, Speak Language (High Gothic), Trade (choose one) or Medicae or Tech-Use
Talents: Pistol Weapon Training
Other: +5 Perception or Intelligence or Fellowship
Ministrorum Priest – Requirements: Ecclesiarchy Education (Primary or Secondary),
Willpower, Ballistic Skill & Knowledge Aptitudes

Skills: Charm, C.L. (Imperium, Imperial Creed, War), F.L. (Heresy, Cults), Perform (Singer), S.L.
(Imperial Creed), Sp. La. (High Gothic)

Talents: Hatred (any 2), Unshakeable Faith, Weapon Training (Basic, Chain, Flame)
Other: +5 Fellowship or Intelligence
Missionary – Requirements: Ecclesiarchy Education (Primary), Willpower &
Knowledge Aptitudes
Skills: Charm, C.L. (Imperium, Imperial Creed), F.L. (Heresy, Xenos), Perform (Singer), S.L. (Imperial
Creed), Sp. La. (High Gothic)
Talents: Air of Authority, Basic Weapon Training, Melee Weapon Training, Unshakeable Faith
Other: +5 Willpower or Fellowship, Pure Faith trait
Navigator – Requirements: Navigator Birth, Fieldcraft 2ndary Aptitude
Skills: Awareness, C. L. (Navis Nobilite), F.L. (Navigators, Warp), Intimidate, Literacy, Navigation
(Stellar, Warp), Psyniscience, S. L. (Astromancy), Speak Language (High Gothic)

Talents: Basic or Pistol Weapon Training, Navigator


Other: +5 Perception
Pit Fighter – Requirements: Weapon Skill, Toughness, Strength, Resolve & Offense Aptitude
Skills: Athletics, Awareness, Dodge, Inquiry, Intimidate, Medicae, Parry, Sleight of Hand
Talents: Disarm, Blind Fighting, Iron Jaw, Street Fighting, Melee Weapon Training, Exotic Weapon
Training (choose one melee)
Other: +5 Weapon Skill
Rogue Trader – Requirements: Noble Birth or earned (in play) warrant of trade
Skills: Carouse, Command +10, Commerce, Charm, C. L. (Imperium, Rogue Traders), Evaluate, Literacy,
Pilot/Operate (Voidship/Spacecraft), S. L. (Astromancy), Speak Language (High Gothic)

Talents: Arms Master, Iron Discipline, Jaded, Pistol Weapon Training


Other: +5 Fellowship, Imperial Warrant of Trade
Seneschal – Requirements: Intelligence, Perception, Fellowship, Knowledge & Social
Skills: Barter, Carouse, Charm, Command, Commerce, C. L. (Imperium, Underworld), Deceive, Evaluate,
F. L. (Archeotech), Inquiry, Literacy, Scrutiny, Secret Tongue (Rogue Traders), Speak Language (Traders
Cant)
Talents: Basic Weapon Training, Pistol Weapon Training
Other: +5 Intelligence or Perception
Soldier – Requirements: Ballistic Skill, Toughness & Marksmanship Aptitudes
Skills: Awareness, C. L. (War, Imperium), Dodge, Intimidate, Secret Tongue (Military), Operate/Drive
(Surface/Ground Vehicle)

Talents: Basic Weapon Training, Pistol Weapon Training, Sound Constitution, Unremarkable
Other: +5 Ballistic Skill
Street Judge – Requirements: Ballistic Skill, Intelligence, Defense, Knowledge, &
Marksmanship
Skills: Awareness, C. L. (Adeptus Arbites, Imperium, Underworld), Inquiry, Literacy, S. L. (Judgement,
Tactica Imperialis), Scrutiny
Talents: Basic Weapon Training, Pistol Weapon Training, Quick Draw, Rapid Reload, Takedown
Other: +5 Ballistic Skill
Venatorius – Requirements: Weapon Skill, Ballistic Skill, Intelligence, Analysis &
Marksmanship, Forge Homeworld

Skills: Common Lore (Machine Cult, Tech), Tech-Use, Security

Talents: Basic Weapon Training, Pistol Weapon Training, Technical Knock


Other: +5 Ballistic Skill, Heart of Steel, Mechanicus Implants, Skin of Iron, see Lathe
Worlds, pg. 39-41
Void Explorator – Requirements: Mechanicus Implants,
Skills: Awareness, Chem-Use, Forbidden Lore (Archeotech, Koronus Expanse, Xenos), Literacy, Logic,
Navigation (Stellar), Operate (Voidship), Survival, Tech-Use +10
Talents: Binary Chatter, Gun Blessing, Heightened Senses (Vision), Technical Knock
Other: +5 Intelligence or Agility
Void Master – Requirements: Voidborn Homeworld (any), Agility & Fieldcraft Aptitudes
Skills: Awareness, C. L. (Imperial Navy, War), Navigate (Stellar), Operate (Voidship) +10,
S. L. (Astromancy), Tech-Use
Talents: Basic Weapon Training, Mastery (Operate (Voidship)), Nerves of Steel, Pistol Weapon Training
Other: +5 Agility

Eye of the Imperium


(i.e. Inquisitor, Rogue Trader, SM Chapter, Commander, etc.)

Some traits acquired early in the character’s history provide more than adequate reason to be
selected for special duty (such as Psykers, Untouchables, Ogryns, etc) or privilege (such as a Noble born to
a Rogue Trader Dynasty, or the scion of as Navigator house), and these may be all the GM deems necessary
for inclusion.
However, many other character types are not so unusual. Imperial Guardsmen, for example are
not some sort of rarity, nor are Scum or Adepts. Thus, for the more typically encountered backgrounds,
some sort of reason or rationale for inclusion in the retinue of an Inquisitor or Rogue Trader can be quite
helpful.
It is this purpose that the Eye of the Imperium serves.

Eye of the Inquisition


This generally assumes the PC is being made an Inquisitorial Acolyte, and accordingly lists
background details from Dark Heresy supplements.

Blighted Scholae - Radical’s Handbook pg. 29, must select Scholae Progenium education

Hive Mutant - this option assumes a useful or beneficial mutation, and a minimum
level of commitment to the Emperor, or Humanity, such that, at the
least, a radical Inquisitor will tolerate them for duty, Radical’s
Handbook pg. 31

Malfian Nobility -must start with Noble birth, Malfi as Homeworld, Radical’s Handbook
pg. 34

Penitent - Radical’s Handbook pg. 37, cost: – 200 XP


Exorcised - Radical’s Handbook pg. 70, cost: – 500 XP and –1 Fate Point,
Suggested prerequisite: WP.B. 3+

Denounced and Condemned -Sororitas only, Radical’s Handbook pg. 36, cost: – 400 XP

Justice, not Law -must select Cleric as starting Occupational Experience, Radical’s
Handbook pg. 36, cost: – 200 XP

Justice, not Law -must select Arbitrator as starting Occupational Experience, Radical’s
Handbook pg. 37, cost: – 200 XP

Penal Legionnaire - must select Guardsman/Soldier as starting Occupational Experience,


Radical’s Handbook pg. 56

Call of the Void


These backgrounds generally assume the PC is becoming part of a Rogue Trader crew, and
accordingly lists background details from Rogue Trader supplements.

A Migrating People -

Crusader -for the Throne, the Ecclesiarchy, or Humanity

Dynast’s Duty -typically of Noble birth, but non-Noble characters may owe duty to a
dynasty, and may even be elevated to nobility with successful service

Exile (Criminality) -tend to be Noble birth option


(Underworld Feud) -many possible, Hive most common homeworld
(Refugee from calamity) -typically War or Dead homeworld
(Free Thinker) -refugee from Cemetery or Shrine world

Seeker -Vision-Quest
-of Destiny
-of Renown

Trail of Vengeance -often become or are bounty hunters and/or assassins

Warp Engulfed -survivor of a vessel lost to the warp, then recovered

Ambition and Experiences


Additional Aptitude – make an new 2ndary Aptitude Selection

Supplemental Education – gaining a supplemental education is a MUCH greater undertaking than simply
gaining a new 2ndary Aptitude, and is really quite abnormal within the Imperium;
nascent Psykers would be the major exception to this.

Cistron – usually Tech background, see Lathe Worlds pg. 52; the possible stories of how
a Cistron ended up in the retinue of an Inquisitor are many, few of these stories
would be predictable
SECONDARY APTITUDE RULES

Allotment of Secondary Aptitudes


Under this system Primary Aptitudes (those matching a Characteristic) are acquired during the
early developmental period of a character’s life. Generally, these are mostly fixed, but a few options allow
a possible choice later (such as Noble).
The 2ndary Aptitudes function differently. Unlike Primary Aptitudes, new 2ndary Aptitude s can be
gained, old ones can be lost, and the net number of 2ndary Aptitudes possessed may increase over time.
The formula for maximum number of 2ndary Aptitude Selections at any given time is given here:

Secondary Aptitude Selections: Intelligence Bonus / 2 (round up) + Number of Secondary Educations
The range thus generated varies between 2 and 6 selections, in the most extreme cases. Starting
characters will typically have 3 2ndary Aptitudes or (less commonly) 4.

Additional Secondary Education


Gaining an additional Secondary Education is fairly unusual within the Imperium. Typically, a
character’s station is set at birth, and that character carries on much in the same way as his ancestors.
However, whether retraining is dictated by the needs of the Imperium, or afforded by dint of some
bloodline, characters can sometimes select more than 1 Secondary Education.
Regardless of the number of Secondary Educations a character has gained, the number of 2ndary
Aptitude Selections possessed at any one time cannot exceed the maximum given above. The character
does, however, retain access to 2ndary Aptitudes unlocked by his Secondary Educations (in other words, the
character may, at any time, use XP to “re-purchase” a 2ndary Aptitude previously possessed.
Mechanically, the character must give priority to the 2ndary Aptitudes from the newly completed
Secondary Education over the previous selections from the previous Secondary Education. However, if the
character has more 2ndary Aptitude Selections available (as calculated above) than the minimum number of
selections required for his new Secondary Education, he may choose to retain a prior, 2ndary Aptitude
Selection.
Lets consider an example character that is allotted an additional Secondary Training selection; he
was found to manifest Psychic Power and taken by the Black Ships. Prior to that, the worked in his home
hive’s manufacturing sector (Manufactorum and Trade 2ndary Education). He has an Intelligence of 36.
First, lets find his base maximum. His 36 Int affords two 2ndary Aptitudes. His first Secondary
Education (Manufactorum & Trade) grants him an additional 2ndary Aptitude. He has a menu of 4 choices to
select his starting three 2ndary Aptitudes from. Defense is required; he also selects Knowledge and Analysis.
In addition to these being his active 2ndary Aptitudes for this period, he also records these three as 2ndary
Aptitudes he has gained once. Later, by the time he is taken by the Black Ships, he has increased his
Intelligence to 51, giving him an additional 2ndary Aptitude Selection, for which he chose Social.
His 2ndary Aptitudes stand thus: Defense, Knowledge, Analysis, and Social

When he acquires the Black Ships Secondary Education, he also gained an additional 2ndary
Aptitude selection, bringing his total to 5. He is required to take Knowledge and Analysis, and may choose
any two from Fieldcraft, Marksmanship, Offence and Social. For his choices, he takes Fieldcraft and
Marksmanship. From his Manufactorum background, he may retain only one selection; he opts to retain
Defense and lose Social.
His 2ndary Aptitudes now stand thus: Knowledge, Analysis, Fieldcraft, Marksmanship, and Defense

His character sheet also indicates he has selected Knowledge and Analysis twice, and Social,
Defense, Fieldcraft, and Marksmanship once. If he selects Knowledge or Analysis again, whether though a
Secondary Education or purchased as Supplemental education, he acquires that 2ndary Aptitude permanently,
and it no longer occupies a 2ndary Aptitude selection.
Assuming he did take Knowledge again, he could then fill the vacated selection with either Social
(again) or Offense, though he would have to pay for the new Aptitude through Supplemental education, as
usual.
His 2ndary Aptitudes now stand thus: Analysis, Fieldcraft, Offense, Marksmanship, and Defense
Permanent 2ndary Aptitude(s): Knowledge
Overview of rules for Secondary Education and Aptitudes
 Access to 2ndary Aptitude s is unlocked by Secondary Education
 Each time a character gains an additional/new Secondary Education, they also permanently gain one
additional 2ndary Aptitude selection
 Any 2ndary Aptitude selected three separate times is gained as a permanent Aptitude, and does not
occupy a 2ndary Aptitude selection
 When a character uses Supplemental Education to gain a 2ndary Aptitude, they must have gained access
to that Aptitude previously though Secondary Education
 The 2ndary Aptitudes granted by a new Secondary Education take precedence over those from a previous
Education
 Once a character has made the minimum number of selections for their current Education, they
are no longer bound to select those granted by their most recent Secondary Education, though the character
retains access to those Aptitudes, of course.

Thus, if by increasing Intelligence, the character gains another 2ndary Aptitude selection, and if they
purchase the Supplemental Education advance (from Ambitions and Experiences), such a character could
then select a 2ndary Aptitude from an earlier education that they had never actually known before.
This character would NOT be forced to select a 2ndary Aptitude from the list available for his most
recent Secondary Education. As long as a character had access to a 2ndary Aptitude from any Education they
had in the past, it can be gained or regained by making the appropriate purchase in Ambitions &
Experiences.
THE REORGANIZED APTITUDES

This system presented here reorganizes the Aptitudes in order to do away with certain disparities
in the Aptitude system of Only War. As an example, lets consider some 2ndary Aptitudes in that system:
Fieldcraft or Finesse on one hand, and Tech on the other.
Aptitude Characteristics Skills Talents
Fieldcraft 1 6 13
Finesse 2 0 20
Tech 0 2 11 (7 require Mechanicus Implants)
One can disagree over whether Fieldcraft or Finesse is more powerful, but no-one can disagree
that either one is VASTLY more powerful than Tech. And the same is true for Offense versus Leadership.
These are the disparities between Aptitudes that underpin this alternate system.
The 2ndary Aptitudes in Only War core looks like this:
Assoc. Characteristics Skills Talents
Offence 2 0 17
Fieldcraft 1 6 13
Finesse 2 0 20
Knowledge 1 6 5
Defense 1 2 20
Social 1 5 9
Psyker 1 1 6
Leadership 0 1 9
Tech 0 2 11
Summing the top 3 aptitudes versus the bottom 3 demonstrates the yawning gulf between the
relative values of 2ndary Aptitudes:
Assoc. Characteristics Skills Talents
Top 3 5 6 50
Bottom 3 1 4 26
The Aptitudes are presented here, reorganized. Three new 2ndary Aptitudes are introduced
(Marksmanship, Resolve, and Analysis), shown here in italics. Three pre-existing 2ndary Aptitudes are also
folded into other Aptitudes, resulting in their disappearance (Leadership into Social, and Tech and Psyker
into Analysis), shown here bolded.

The Reorganized Characteristics and Aptitudes


Characteristic Aptitudes (Primary) Matching Secondary Aptitude
Weapon Skill Offence
Ballistic Skill Marksmanship (split from Finesse)
Strength Resolve (split from Offense)
Toughness Defense
Agility Finesse
Intelligence Knowledge
Perception Fieldcraft
Willpower Analysis (incorporates Psyker and
Tech)
Fellowship Social (includes Leadership)
The resulting Summary Table looks like this:
Assoc. Characteristics Skills Talents
Offence 1 0 10
Marksmanship 1 0 13**
Resolve 1 0 6
Defense 1 2 14**
Finesse 1 0 12**
Knowledge 1 4* 5
Fieldcraft 1 5 13
Analysis 1 6 (Including Psyniscience) 26 (13) ***
Social 1 5 14**
*Specialist skills (includes different specializations of Forbidden Lore, of Scholastic Lore, etc.)
**Specialist Talents (includes talent sub-specializations)
***Specialist Talents in this group, but also 13 requiring a trait (Psyker or Mechanicus Implants) to access

Talents & Secondary Aptitudes


Talent 2ndary Aptitude: Marksmanship Talent 2ndary Aptitude: Finesse
Weapon Training (any ranged) Weapon Training (any melee)
2-Weapon Wielder (Ranged) Exotic Weapon Training (any melee)
Exotic Weapon Training (any ranged) 2-Weapon Wielder (melee)
Independent Targeting Quickdraw
Marksman Sure Strike
Sharpshooter Precise Blow
Deadeye Shot Swift Attack
Gunslinger Crippling Strike
Target Selection Whirlwind of Death
Crack Shot Blademaster
Hip Shoot Blade Dancer
Eye of Vengeance Lightning Attack
Mighty Shot

Talent 2ndary Aptitude: Offence Talent 2ndary Aptitude: Resolve


Crushing Blow Hammer Blow
Unarmed Master Preternatural Speed
Street Fighting Thunder Charge
Double Team Bulging Biceps
Lasgun Barrage Frenzy
Storm of Iron Berserk Charge
Unarmed Warrior
Takedown
Furious Assault
Killing Strike

Talents 2ndary Aptitude: Analysis


Skills: Medicae, Psyniscience, Security, Tech-Use, Logic & Interrogation
All Mechanicus Implants trait required Psyker trait required
Cold Hearted (fD) Ferric Summons Pychic Power
Jaded (fD) Luminen Shock Warp Sense
Resist (Psy, Fear)** (fD) Maglev Transcendence Warp Conduit
Nerves of Steel (fD) Mechadendrite Use** Bastion of Iron Will
Strong Minded (fD) Prosanguine Favored of the Warp
Fearless (fD) Luminen Blast Warp Lock
Unshakeable Faith (fD) Master Enginseer
Paranoia (fFc)
Master Chirurgeon (fFc)
Orthoproxy
Technical Knock
Weapon Tech
Armor Monger

(fD) – taken from Defense


(fFc) – taken from Fieldcraft

Talent 2ndary Aptitude: Defense Talent 2ndary Aptitude: Fieldcraft


Die Hard Blind Fighting
Disarm Catfall
Heightened Senses Combat Formation
Iron Jaw Combat Sense
Resistance† Heightened Senses
Battle Rage Light Sleeper
Combat Master Lightning Reflexes
Counter Attack Rapid Reload
Deflect Shot Hotshot Pilot
Hard Target Rapid Reaction
Hardy Assassin Strike
Never Die Sprint
Step Aside
True Grit

Talent 2ndary Aptitude: Social


Skills: Charm, Command, Deceive, Intimidate, Inquiry
Air of Authority
Disturbing Voice
Enemy
Mimic
Peer
Polyglot
Radiant Presence
Unremarkable
Hatred
Inspire Wrath
Iron Discipline
Munitorum Influence
Into the Jaws of Hell
Master Orator

Skills List with Reorganized Aptitudes


Name Primary Aptitude Secondary Aptitude Descriptors
Acrobatics Agility General Movement
Athletics Strength General Movement
Awareness Perception Fieldcraft —
Charm Fellowship Social Investigation,
Interaction
Command Fellowship Social Interaction
Commerce Intelligence Knowledge Investigation, Interaction
Common Lore† Intelligence General Investigation,
Interaction
Deceive Fellowship Social Investigation,
Interaction
Dodge Agility Defense Movement, Combat
Forbidden Lore† Intelligence Knowledge Investigation,
Interaction
Inquiry Fellowship Social Investigation,
Interaction
Interrogation Willpower Analysis Investigation,
Interaction
Intimidate Strength Social Investigation, Interaction
Linguistics† Intelligence General —
Logic Intelligence Analysis Investigation
Medicae Intelligence Analysis —
Navigate† Intelligence Fieldcraft —
Operate† Agility Fieldcraft —
Parry Weapon Skill Defense Combat
Psyniscience Perception Analysis —
Scholastic Lore† Intelligence Knowledge Investigation,
Interaction
Scrutiny Perception General Investigation,
Interaction
Security Intelligence Analysis —
Sleight of Hand Agility Knowledge —
Stealth Agility Fieldcraft Movement
Survival Perception Fieldcraft Crafting, Movement
Tech-Use Intelligence Analysis Crafting, Investigation
Trade† Intelligence General Crafting, Interaction
† Specialist Skill (this skill is divided into multiple sub-skills)

GAINING SECONDARY APTITUDES


Within this system, the distinction between Primary and Secondary Aptitudes becomes important
to the character over time. Within this ruleset, Primary Aptitudes are fixed and may not change after a
certain point in the character’s life. The Secondary Characteristics can and do change during different
periods of a character’s life.

Skills by 2ndary Aptitude Primary Aptitude


Acrobatics Agility Movement
General Athletics Strength Movement
Common Lore† Intelligence Investigation, Interaction
. Linguistics† Intelligence —
Scrutiny Perception Investigation, Interaction
. Trade† Intelligence Crafting, Interaction
Awareness Perception —
Fieldcraft Navigate† Intelligence —
Operate† Agility —
. Stealth Agility Movement
. Survival Perception Crafting, Movement

Charm Fellowship Investigation, Interaction


Social Deceive Fellowship Investigation,
Interaction
Inquiry Fellowship Investigation, Interaction
. Intimidate Strength Investigation, Interaction

. Command Fellowship Interaction


Commerce Intelligence Investigation, Interaction
Knowledge Forbidden Lore† Intelligence Investigation, Interaction
Scholastic Lore† Intelligence Investigation, Interaction
. Sleight of Hand Agility —
Defense Dodge Agility Movement, Combat
. Parry Weapon Skill Combat
Logic Intelligence Investigation
Analysis Medicae Intelligence —
Psyniscience Perception —
. Security Intelligence —

Tech-Use Intelligence Crafting, Investigation


Interrogation Willpower Investigation, Interaction

Skills by 1st Aptitude Secondary Aptitude


Weapon Skill Parry Defense Combat

Strength Athletics General Movement


. Intimidate Social Investigation, Interaction

Acrobatics General Movement


Agility Operate† Fieldcraft —
Stealth Fieldcraft Movement

. Sleight of Hand Knowledge -

. Dodge Defense Movement, Combat

Common Lore† General Investigation, Interaction


Intelligence Linguistics† General —
Trade† General Crafting, Interaction
. Commerce Knowledge Investigation, Interaction

Forbidden Lore† Knowledge Investigation, Interaction


Scholastic Lore† Knowledge Investigation, Interaction
Logic Analysis Investigation
. Medicae Analysis —

Navigate† Fieldcraft —
Security Analysis —
. Tech-Use Analysis Crafting, Investigation
Scrutiny General Investigation,
Interaction
Perception Awareness Fieldcraft —
Survival Fieldcraft Crafting, Movement
. Psyniscience Analysis —

Willpower Interrogation Analysis Investigation, Interaction


Charm Social Investigation, Interaction
Fellowship Deceive Social Investigation, Interaction
Inquiry Social Investigation, Interaction
Command Social Interaction

Errata and Addenda

The Only War core rules is missing is a serious healing power. The natural objection to this is that
an unlimited, high-fantasy style healing power such as Seal Wounds is inappropriate in the grim darkness of
the far future, and this is a reasonable argument. Perhaps this healing power is more suitable:
DIVINE HEALING
Value: 500xp
Prerequisites: Endurance or Healer, Psy Rating 4, Toughness 30+, Medicae 40+
Focus Time: Full Action
Focus Power: Difficult (–10) Willpower Test or Threshold: 21
Range: Touch
Sustained: Full Action
Subtype: Concentration
Description: Divine Healing is a sustained power, which heals the target of 1 wound per round (for
Light Wounds), 1 wound per minute (for Heavy Wounds), and 1 wound per 10 minutes (for Critical
Wounds). Wounds are healed in order of severity, starting with the most severe first. Thus, Critical
Wounds are healed first, then Heavy Wounds, then Light Wounds. While a character is under the
ministration of Divine Healing, their condition NEVER deteriorates on its own, including due to toxins.
However, a new wound inflicted on a character being healed by this power still has the normal effects.

Wound Class Time per Point Additional Costs per Wound point healed
- Light 1 round
- Heavy 1 minute 1 point of Toughness characteristic
-Critical 10 minutes 1 level of Fatigue per point of Critical Damage*
*This Fatigue is suffered by the recipient, NOT the psyker (unless they are the same); this Fatigue cannot
be removed by any Psy power. The Toughness characteristic points are lost and recovered normally by the
psyker manifesting the power.

While this healing occurs, the recipient is considered Stunned, the psyker must be in physical
contact with the recipient, and no additional powers may be manifested by the psyker (though previously
sustained powers may continue to be sustained). While the psyker maintains the power, the only additional
actions available to him at all are defensive reactions (Dodge only), and the psyker may make Perception
based skill checks normally. These limitations are imposed because rebuilding the tissues of a living thing
in situ demands the full effort of the psyker.
If the Psyker breaks off healing to take any other action, the power is ended, and any Toughness
characteristic points drained from another character and held by the Psyker are also lost. There is only one
exception to this: switching away from Divine Healing and back to the Leech power that was used to drain
Toughness points. When switching back, the Psyker must again make the Leech power’s manifest check,
or both Divine Healing and the Leech power are ended, and any held Toughness points are lost. Divine
Healing is considered a full round action for each round it is sustained, both for the recipient and the
Psyker.
This healing is physically exhausting, and is, in part, a transfer of the life energy of the psyker to
the recipient. Accordingly, each Wound point healed (other than Light Wounds) temporarily drains one
point from the Toughness Characteristic of the psyker manifesting it, as well as the target of the power.
These drained Characteristic points are recovered normally, and can result in a temporarily reduced
Toughness Bonus. If the psyker is using this power on himself, his Toughness characteristic is only drained
once, NOT twice for 1) using the power and 2) for being the target of the power.
-Toughness points are drained by the Life Leech power, and can be held ("banked") as long as the
Life Leech power is sustained/maintained. Divine Healing may drain these absorbed Toughness points
first, before draining the psyker's own Toughness Characteristic. As these Toughness points are drained, the
Unnatural Toughness conferred by the Life Leech power is lost incrementally, as normal (every 5 points).
This power may also target natural animals (if a Lore (Beasts) prerequisite is met).

House Errata

Seal Wounds
DH 1st Core, pg 170 – If Seal Wounds is available, a character may be a recipient of Seal Wounds
once per day. Additional applications to the same character run the same risk as the Healer minor Psychic
power (i.e. recipient must test Toughness, or takes the points as damage instead – WPB + d10 damage with
no reduction for Toughness Bonus or Armor).
Lastly, Seal Wounds may be used only to heal TWO types of damage per application (i.e. Critical
Wounds and Heavy Wounds, Heavy Wounds and Light Wounds, or Light Wounds and Fatigue). Thus, if a
healthy target has 10 Wounds normally, and has taken 12 points of damage (i.e. all five points of Light
Wounds, all five points of Heavy Wounds, and 2 points of Critical Wounds), and the psyker rolls 11 points
healed, the target heals all of his Critical Wounds (two points), and all of his Heavy Wounds (five points),
and no more. The target still has five points of Light Wounds that must be healed separately.

Psychic Disruption
The effective Untouchable level of effect decrements by 1 point at a time, in 1 meter radius
intervals. In other words, if a character is untouchable 5, their disruption effect extends 5 meters, and is
level 5 within 1 meter, level 4 out to 2 meters, level 3 out to 3 meters, level 2 out to 4 meters, level 1 out to
5 meters, and ineffectual beyond 5 meters.
Thus, for effective strength or degree of disruption, measure the distance from the character to the
target in meters, and subtract that distance from the base rating of the Null. The result will be the effective
disruption level of the Untouchable at that range.
As a result, the most effective way to take down a psyker or Warp creature is often to grapple
him/her/it. As long as the Untouchable’s base Disruption level is equal to or greater than the psyker’s Psy
Rating, a maintained, successful grapple by the Untouchable automatically nullifies all of the psyker’s warp
abilities and powers. This assumes the grappler has superior grappling skills and/or weaponry, of course.

Equipment
Gyro-stabilized Weapon Mount Exoskeletal Armor

Periodic Income and the Imperial Guard


Generally, when you are not paying a soldier, you are fighting him, as the Romans learned to their
cost. This simple fact is the reason Rome became an Imperium, instead of remaining a republic. Any
military force where “a…guardsman is a sworn servant …his life is the Imperium’s” is
called a slave army. And what do slave armies always end up doing? They end up
ruling the civilization that they guard, with the Mamluks of Egypt and the Jannissaries
of Turkey as the first examples. And what’s the next step? They end up GETTING
PAID, one way or the other. If not in cash, then in food, livestock, people, raw metals,
whatever works. Giving somebody a gun and demanding they fight for you, then not
giving them a paycheck, is one of the dumbest things you can do. And as far as this
goes: “…to spend in whatever way his commanders see fit…”(Only War pg. 161),
yeah, try that here in reality, bub. Watch what happens.
In a war game where the back-story is a big, dumb joke (complete with space orks), and is just an
excuse to fight, that can slide. In an RPG, it doesn’t. In an RPG, it makes the entire game a big dumb joke.
This point though (an unpaid, suicidal military for 10,000 years) is where the Warhammer 40K
galaxy rips right down the middle like an old poster. The instinct to survive is the strongest force in the
instinct of a living thing. Even lemmings are literally not this stupid. If you treat your characters/players
like bots in an FPS, don’t be surprised when your players treat your game exactly the same.
The closest real-world example to the Imperial Guard (unpaid, suicidal) would be the Isma’ili
Hashishans, except the hashishans make a lot more sense for several reason: 1st) They were (supposedly)
drugged to the gills with hashish (hence the name), 2nd) If they did it right, they wouldn’t die at all; death
was what happened to those who failed and 3rd) They effectively still were “paid” through improved status.

What, then, could explain or be the source of these widespread myths about the Imperial Guard?
Simple: Psy-Ops; Imperial propaganda and disinformation that is part of the larger culture throughout the
Imperium, manifested in holo-vids and penthrift dreadfuls. This serves several purposes. When heavy
losses are inflicted on the Imperial Guard, this propaganda damages enemy morale by leading them to
believe they really accomplished nothing at all, and even larger forces are on the way. It bolsters IG morale
by implying that even if they die the objective will be won, so their sacrifice will not be a waste. It
encourages the enemy to attempt to influence or suborn Guardsmen based upon a false premise (that
guardsmen have no money).

How much should a Guardsman be paid then? Easy, start with the 1st Ed. Dark Heresy core rules,
page 124. It starts at 50 Throne per month, and goes up from there. An alternate source would be real-
world pay rates, including adjustments for high-risk and/or high-skill billets, as a starting point.

Notes on high level play

-each character is eligible for purchasing Sound Constitution once per scenario/chapter completed; no
more.

-each character is eligible for purchasing an Advance for a specific Characteristic once per scenario
completed, no more. This applies per Characteristic. Thus, after completing a scenario, a character could
purchase 4 Characteristic advances, as long as each of the 4 advances were for 4 different Characteristics.

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