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Dark Heresy Sisters of Silence
Dark Heresy Sisters of Silence
OF
SILENCE
The Sisters
of Silence
•
Advances
•
New Skills
•
New Talents
•
New Beasts
•
New Equipment
C redits
Credits
Sisters of Silence
W ritten
W by A
Art
Richard Littles (ThePatriot) Robban-O
Contributors
C LLayout
Kage2020 DarthBane
Mordheim
Pendeira
(for editing the Untouchable rules)
Cynical Cat
(for the Cyber-Mastiff and the Tyranid section of
the Untouchable Rules)
For more fan-created material visit the unofficial Dark Heresy website, Dark Reign, at
www.darkreign40k.com
D is c laim er
Disclaimer
This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy
Flight Games..
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The
The Sisters o f Si
Sisters of lence
Silence
Sisters of Silence
T
T
he Sisters of Silence are the militant arm of the
Adeptus Astra Telepathica and are internally re-
ferred to as its Departmento Investigates. The Sis- Sisters of Novice
XP Level: 0-499
Starting Skills: Secret Language (Sisters of Silence Starting Equipment: Robes of the Sisterhood
Signage), Speak Language (Low Gothic), Common (Common Quality Clothing), Auto-Pistol and one
Lore (Sisters of Silence), Inquiry, Search. magazine, Auto Rifle and one magazine, Knife, or Stub
Starting Talents: Melee Weapon Training (Primi- Automatic with one magazine, Combat Shotgun with
tive), Pistol Training (SP), Basic Weapon Training (SP), one magazine, Knife.
Untouchable Rank 1. Starting Rank: Novice.
Throne Gelt: 150+1d10.
Sisters of Silence
Advance Cost Type Prerequisites
Advances Ciphers (War Cant) 100 S —
Climb +10 100 S Climb
Well versed both in com-
Common Lore (Sisters of Silence) +20 100 S Common Lore
bat and in scholarly mat- (Sisters of Silence) +10
ters, an Aspirant is given
Common Lore (Imperium) +10 100 S Common Lore (Imperium)
her first taste of real op-
erations by her senior Sis- Common Lore (Imperial Creed) +10 100 S Common Lore (Imperial Creed)
ters. Common Lore (Psykers) +10 100 S Common Lore (Psykers)
Scholastic Lore (Bureaucracy) 200 S —
Blind Fighting 100 T Per 30
Deadeye Shot 100 T BS 30
Light Sleeper 200 T Per 30
Orthoproxy 100 T —
Untouchable Rank 3 100 T Untouchable Rank 2
Two Weapon Wielder (Ballistic) 100 T BS 35, Ag 35
Sisters of Silence
Advance Cost Type Prerequisites
Advances Common Lore (Underworld) +10 200 S Common Lore (Underworld)
Concealment +20 100 S Concealment +10
A prosecutor endlessly
Forbidden Lore (Chaos) +20 200 S Forbidden Lore (Chaos) +10
searches for psykers with-
in the Imperium. They use Forbidden Lore (Archeotech) +10 200 S Forbidden Lore (Archeotech)
massive cyber-mastiffs to Forbidden Lore (Psykers) +20 100 S Forbidden Lore (Psykers) +10
help them carry out their Interrogation 100 S —
search and once found Logic +20 100 S Logic +10
the Vigilators secure the
Medicae +10 200 S Medicae
rogue psyker until Extrac-
tors can get there. Pilot (Military Craft) +10 200 S Pilot (Military Craft)
Pilot (Spacecraft) +10 200 S Pilot (Spacecraft)
Scholastic Lore (Astra Telepathica) +20 100 S Scholastic Lore
(Astra Telepathica) +10
Search +20 100 S Search +10
Tech Use +10 200 S Tech Use
Wrangling +20 100 S Wrangling +10
Double Team 100 T —
Heightened Senses (Smell) 200 T —
Jaded 100 T —
Nerves of Steel 100 T —
Untouchable Rank 6 100 T Untouchable Rank 5
Total Recall 200 T Int 30
Sisters of Silence
Advance Cost Type Prerequisites
Advances Acrobatics +10 100 S Acrobatics
Climb +20 100 S Climb +10
Raptors form the advance
Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10
recon elements of a Sisters
of Silence assault. They Common Lore (Imperial Creed) +20 100 S Common Lore
(Imperial Creed) +10
are able to pin down their
targets until they can be Common Lore (Psykers) +10 100 S Common Lore (Psykers)
relieved for other assign- Demolition 100 S —
ments. Forbidden Lore (Black Ships) +10 100 S Forbidden Lore (Black Ships)
Forbidden Lore (Chaos) 200 S —
Forbidden Lore (Psykers) 100 S —
Navigation (Surface) +10 200 S Navigation (Surface)
Pilot (Jump Pack) 100 S —
Security 100 S —
Shadowing 100 S —
Silent Move 100 S —
Survival 200 S —
Counter-Attack 100 T WS 40
Blade Master 100 T Melee Weapon Training (any),
WS 30
Crack Shot 100 T BS 40
Dual Strike 100 T Two Weapon Wielder (Melee),
Ag 40
Hatred (Unsanctioned Psykers) 200 T —
Swift Attack 100 T WS 35
New
NewS ki l ls
Skills
Sisters of Silence
Untouchable Untouchable Rules
Any Daemon or Tyranid attempting to detect the Un-
touchable must take an immediate Willpower test with
An Untouchable has a rating of 1-6 based on the
a penalty of the Null Modifier. If the test is failed they
strength of their ability, the severity of their effect on
are unaware of the Untouchable unless it attacks them.
psychic creatures and the radius of their powers. Each
rank of the Untouchable ability has four characteris-
A Daemon or Psyker attempting to move within the
tics:
Untouchable’s Protection Radius (or 1m, if the protec-
tion radius is 0) must take a Willpower test with a pen-
Null Rating: The strength of the Untouchable’s abil- alty of the Null Modifier. If the test is failed, they must
ity. This is added to the Untouchable’s Willpower bo-
stop at the edge of this radius and may not attempt to
nus to give the total modifier to many tests. The total of
move within it for the rest of the turn.
the Null Rating added to the Untouchable’s Willpower
bonus is referred to as the Null Modifier.
Disruption Radius: The upper radius of the Un- Effects on Psychic Powers
touchable’s abilities. Within this radius, Psykers find An Untouchable’s main effect is the disruption of psy-
their abilities much harder to call upon. chic powers. Any psyker attempting to use a power on
Protection Radius: The inner radius of the Un- the Untouchable or a target within the Untouchable’s
touchable’s abilities where they become much stronger. Protection Radius increases the threshold of their pow-
Most creatures find the Untouchable unnerving, while er by the Null Modifier
some are physically repulsed by their abilities.
Fellowship Penalty: This number is the penalty ap- If the psyker is within the Disruption radius, the
plied to all Fellowship tests taken by the psyker when threshold of all their powers is increased by two (this is
dealing with someone without the Untouchable trait cumulative with the above rule, so a Psyker within the
within their Protection radius. The modifier can never Disruption radius, using a power on the Untouchable
reduce an Untouchable’s fellowship below 5. adds the Null Modifier+2 to their Threshold)
Untouchable Rank 1
Null Rating: 5 Disruption Radius: 5m Nulls and Tyranids
Protection Radius: 0m Fellowship Penalty: -2
Untouchables disrupt the hive mind throughout the
Untouchable Rank 2 area of their psychic suppression aura. Tyranid or-
Null Rating: 10 Disruption Radius: 10m ganisms instinctively avoid such areas and will not
Protection Radius: 2m Fellowship Penalty: -5 enter unless desperate, starving, or ordered to do so
by a higher order hive organism. A tyranid organ-
Untouchable Rank 3 ism needs to make a Willpower check penalized by
Null Rating: 15 Disruption Radius: 15m the Null Rating in order to willingly enter the dis-
Protection Radius: 5m Fellowship Penalty: -10 ruption zone of an Untouchable.
Untouchable Ranks
Class Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Rank 6
Adept 1 2 4 5 7 8
Arbitrator 1 2 4 5 8 —
Assassin 1 2 4 5 7 8
Cleric 1 2 4 5 7 8
Guardsman 1 2 4 5 8 —
Scum 1 2 4 5 8 —
Tech-Priest 1 2 4 5 7 8
N ew B
New ea sts
Beasts
Cyber-mastiff
Cyber-Mastiffs are used by Prosecutors to hunt down Cost: 1000 Thrones Availability: Scarce
heretic psykers. They have a keen sense of smell and
can track through the worst of conditions. Movement: 4/8/12/24 Wounds: 6
Skills: Awareness (Per) +10, Tracking (Int) +20.
Cyber-Mastiff Talents: Crushing Blow, Fearless, Heightened Senses
WS BS S T Ag Int Per WP Fel (Smell), Takedown.
Traits: Armour Plating (5), Brutal Charge, Dark Sight,
40 -- 41 35 31 12 40 41 11 Natural Weapons (Bite), Quadruped, Size: Scrawny.
Weapons: Bite (1d10+6 R).
Threat Rating: Hereticus Minima.
New E
New quip m ent
Equipment
Sisters of Silence
Jump Pack
The Jump Pack is part of the standard kit that Rap- Jump packs can only fly in a straight line without incur-
tors carry. The jump pack allow Raptors to quickly ring a penalty. Changing direction in mid-flight suffers
cross the battlefield and to engage enemies. The stats a penalty based upon the movement of the character.
and movement rates for jump packs remain the same Acrobatic maneuvers also incur a penalty based upon
for all models of jump packs produced by the Adeptus the movement of the character.
Mechanicus. A character landing into the equivalent of Light Woods
incurs a -10 to a Pilot (Jump Pack) Test and landing
into the equivalent of Heavy Woods incurs a -20 pen-
Rules alty. Failure of the Test results in the character taking
A jump pack grants the Flyer trait to the character. Due
damage as per landing into buildings or impassable ter-
to the design of the jump pack the character can only
rain. Landing into a building or other impassable ter-
achieve Low Altitude for movements up to Full Move.
rain causes damage to the character upon impact. Refer
High Altitude can only be achieved for Charge and As-
to the Movement, Maneuvers, and Collision Damage
sault moves. A character using a jump pack can stay in
Table to figure the damage based upon the speed of the
the air for three rounds of movement. At the end of the
character. The damage incurred is not softened by the
third movement phase the character must land or suffer
armor of the character and takes the full damage listed.
falling damage. The heavy armored design grants an
AP of 8 for any attacks coming from behind the char-
acter that hit the body location.
Armour Protection Half Move Full Move Charge Assault Cost Availability
8 1m–8m 9m–16m 17m–24m 25m–48m 1,500 Rare