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CHARACTERISTIC ADVANCES: (simple, intermendiate, trained, expert)

Apts | S | I | T | E
Two 100 xp 250 xp 500 xp 750 xp
One 250 xp 500 xp 750 xp 1000 xp
Zero 500 xp 750 xp 1000 xp 2500 xp

A characteristic can be upgraded 4 times, each time it's upgraded by 5 points.


To buy an advancement, you must buy the previous one first.

CHARACTERISTIC APTITUDES:

Weapon Skill Offence


Ballistic Skill Finesse
Strength Offence
Toughness Defence
Agility Finesse
=========================
Intelligence Knowledge
Perception Fieldcraft
Willpower Psyker
Fellowship Social

The first list are your characteristics, both lists are aptitudes you can have for
them.
E.g: having either Agility OR Finesse aptitude will cost 250 xp for the first
upgrade to your Agility stat.
Having both will reduce the cost to 100 xp.

SKILL ADVANCES: (known, trained, expert, veteran)

Apts | K | T | E | V
Two 100 xp 200 xp 300 xp 400 xp
One 200 xp 400 xp 600 xp 800 xp
Zero 300 xp 600 xp 900 xp 1200 xp

SKILL APTITUDES:

Skill Name: | Apt 1 | Apt 2 | Type


===================================================================
Acrobatics Agility General Movement
Athletics Strength General Movement
Awareness Perception Fieldcraft --
Charm Fellowship Social Investigation, Interaction
===================================================================
Command Fellowship Leadership Interaction
Commerce Intelligence Knowledge Investigation, Interaction
Common Lore* Intelligence Knowledge Investigation, Interaction
Deceive Fellowship Social Investigation, Interaction
===================================================================
Dodge Agility Defence Movement, Combat
Forbidden Lore* Intelligence Knowledge Investigation, Interaction
Inquiry Fellowship Social Investigation, Interaction
Interrogation Willpower Social Investigation, Interaction
===================================================================
Intimidate Strength Social Investigation, Interaction
Linguistics* Intelligence General --
Logic Intelligence Knowledge Investigation
Medicae Intelligence Fieldcraft --
===================================================================
Navigate* Intelligence Fieldcraft --
Operate* Agility Fieldcraft --
Parry Weapon Skill Defence Combat
Psyniscience Perception Psyker --
===================================================================
Scholastic Lore* Intelligence Knowledge Investigation, Interaction
Scrutiny Perception General Investigation, Interaction
Security Intelligence Tech --
Slight of Hand Agility Knowledge --
===================================================================
Stealth Agility Fieldcraft Movement
Survival Perception Fieldcraft Crafting, Movement
Tech-Use Intelligence Tech Crafting, Investigation
Trade* Intelligence General Crafting, Interaction

General is something everyone has. Consider it a free aptitude.


The same price rules for characteristics apply to skills.
Skills denoted with an asterisk (*) grant a specialty each time, e.g: learning a
different language each time you take Linguistics.
If you have no upgrades in a skill, you can use it, but with a 20 point penalty. K
is without penalty, T=+10, E=+20, V=+30.

TALENT ADVANCES:

Apt | Tier 1 | Tier 2 | Tier 3


Two 200 xp 300 xp 400 xp
One 300 xp 450 xp 600 xp
Zero 600 xp 900 xp 1200 xp

TALENT LIST:

Tier 1 | Prerequisites | Aptitude 1 | Aptitude 2 | Benefit


===================================================================================
======================================
Air of Authority Fel 30 Fellowship Leadership Affect more targets
with Command.
Ambidextrous Ag 30 Weapon Skill Ballistic Skill Use either
hand equally well—reduce penalties for using two weapons.
Berserk Charge — Strength Offence Gain an extra
bonus to hit when charging.
Blind Fighting Per 30 Perception Fieldcraft Suffer half usual
penalties for obscured vision.
===================================================================================
======================================
Catfall Ag 30 Agility Fieldcraft Reduce
falling damage.
Cold Hearted — Willpower Defence Immune to Seduction,
resistant to Charm.
Combat Formation Int 40 Leadership Fieldcraft Use intelligence
bonus for Initiative.
Combat Sense Per 30 Perception Fieldcraft Use Per bonus
instead of Ag bonus for Initiative.
===================================================================================
======================================
Deadeye Shot BS 30 Ballistic Skill Finesse Reduce
penalties for ranged called shots.
Die Hard WP 40 Willpower Defence Improves chances
of surviving Blood Loss.
Disarm Ag 30 Weapon Skill Defence Force
opponent to drop weapon.
Disturbing Voice — Fellowship Social +10 to Intimidate, –10
to Charm.
===================================================================================
======================================
Double Team — General Offence Gain additional +10 for
outnumbering opponent.
Enemy — General Social An organization or
group particularly despises the character.
Ferric Summons Ferric Lure Implants Willpower Tech Can summon larger
metallic objects.
Mechanicus Implants
Frenzy — Strength Offence Enter psychotic
rage to gain combat bonuses.
===================================================================================
======================================
Heightened Senses — Perception Fieldcraft Gain +10 bonus to
particular sense.
Iron Jaw T 40 Toughness Defence Test Toughness to
overcome Stunning.
Jaded WP 40 Willpower Defence Ignore mundane horrors.
Leap Up Ag 30 Agility General Stand as a
Free Action.
===================================================================================
======================================
Light Sleeper Per 30 Perception Fieldcraft Count as awake
even when sleeping.
Lightning Reflexes — Agility Fieldcraft Roll twice
and take the highest for Initiative rolls.
Meditation — Willpower Knowledge Character may enter a trance to
ignore Fatigue.
Mimic — Fellowship Social Character can copy voices.
===================================================================================
======================================
Orthoproxy — Willpower Tech +20 bonus to resist mind control
or interrogation.
Peer Fel 30 Fellowship Social Character has good
reputation amongst chosen group.
Polyglot Int 40, Fel 30 Intelligence Social Character
has innate grasp of languages.
Psychic Power Psyker Willpower Psyker May take one
psychic power.
===================================================================================
======================================
Quick Draw — Agility Finesse Draw weapon as Free
Action.
Radiant Presence Fel 40 Fellowship Leadership Character has an
inspiring aura.
Rapid Reload — Agility Fieldcraft Reduce reload
time.
Resistance — Toughness Defence Gain +10 bonus to particular
resistance Test.
===================================================================================
======================================
Sound Constitution — Toughness General Gain an
additional Wound.
Street Fighting WS 30 Weapon Skill Offence Add half WS
to Critical Damage.
Sure Strike WS 30 Weapon Skill Finesse Reduce penalties
for melee Called Shots.
Takedown — Weapon Skill Offence Make special
attack to stun opponent.
===================================================================================
======================================
Technical Knock Int 30 Intelligence Tech Un-jam gun as
Half Action.
Total Recall Int 30 Intelligence Knowledge Character can
remember trivial facts and minor details.
Unarmed Warrior WS 35, Ag 35 Strength Offence Improves
unarmed attacks.
Unremarkable — General Social Character is
easily forgettable.
===================================================================================
======================================
Warp Sense Psy Rating Perception Psyker Allows Psyniscience Test as
Free Action.
Psyniscience, Per 30
Weapon-Tech Tech Use T, Int 40 Intelligence Tech Increase potency
of advanced weaponry.
Weapon Training — General Finesse Use Weapon Group
without penalty.

Tier 2 | Prerequisites | Aptitude 1 | Aptitude 2 Benefit


===================================================================================
======================================
Armour-Monger Int 35, Tech-Use Intelligence Tech Increase the
efficacy of physical armour.
Trade (Armourer)
Battle Rage Frenzy Strength Defence Parry while
frenzied.
Bulging Biceps S 45 Strength Offence Remove bracing
requirement from certain weapons.
Combat Master WS 30 Weapon Skill Defence Opponents
get no bonus for outnumbering the character.
===================================================================================
======================================
Counter Attack WS 40 Weapon Skill Defence May attack
after successful Parry.
Crack Shot BS 50 Ballistic Skill Finesse Add +2 to ranged
Crit Damage.
Crippling Strike WS 50 Weapon Skill Finesse Add +2 to
melee Crit Damage.
Deflect Shot Ag 50 Weapon Skill Defence Add WS
Bonus to AP against Primitive ranged attacks.
===================================================================================
======================================
Exotic Weapon — Intelligence Finesse Gain proficiency
with one exotic weapon.
Training
Foresight Int 30 Intelligence Knowledge Contemplate to
gain +10 bonus to next Test.
Furious Assault WS 35 Weapon Skill Offence On a
successful WS Test, gain a free second attack.
Hard Target Ag 40 Agility Defence –20 to hit
character when he Charges or Runs.
===================================================================================
======================================
Hardy T 40 Toughness Defence Character always heals as if
lightly wounded.
Hatred — Weapon Skill Social Gain +10 bonus to
attack hated creatures.
Hip Shooting BS 40, Ag 40 Ballistic Skill Finesse Characters
may shoot when moving.
Hotshot Pilot Ag 40, Operate (any) Agility Fieldcraft Character
can drive or fly anything.
===================================================================================
======================================
Independent BS 40 Ballistic Skill Finesse Fire at
multiple targets more than 10 metres apart.
Targeting
Inspire Wrath Air of Authority Fellowship Leadership Inspire crowd to hatred
and anger.
Iron Discipline Fel 30 Fellowship Leadership Comrades resist Pinning
and Fear.
Killing Strike WS 50 Weapon Skill Offence Spend Fate
Point to make melee attacks unavoidable.
===================================================================================
======================================
Luminen Shock Luminen Capacitors Weapon Skill Tech Character can
discharge energy in melee attack.
Mechanicus Implants
Maglev Maglev Coils/ Intelligence Tech Character can
hover for longer periods of time.
Transcendence Mechanicus Implants
Marksman BS 35 Ballistic Skill Finesse No penalties for
firing at long or extreme range.
Mechadendrite Use Mechanicus Implants Intelligence Tech Gain ability to
use certain Mechadendrites.
===================================================================================
======================================
Munitorum — Fellowship Social +5 Bonus to Squad Logistics
Rating.
Influence
Nerves of Steel — Willpower Defence Reroll Pinning Tests.
Paranoia — Perception Fieldcraft Character is always
alert for danger.
Precise Blow WS 40, Sure Strike Weapon Skill Finesse
Reduce penalty for melee called shots.
===================================================================================
======================================
Prosanguine Autosanguine Implant Toughness Tech Test to heal 1d5
Damage.
Mechanicus Implants
Rapid Reaction Ag 40 Agility Fieldcraft Test Ag to
ignore surprise.
Sharpshooter BS 40, Deadeye Shot Ballistic Skill Finesse
Decrease penalty for ranged called shots.
Strong Minded WP 30 Willpower Defence May reroll failed
WP Tests to resist Psychic Powers.
Resistance (Psychic Powers)
===================================================================================
======================================
Storm of Iron BS 45, Weapon Ballistic Skill Offence Allocate
extra full-auto and semi-auto hits to additional targets within five metres.
Training (any one ranged)
Swift Attack WS 30 Weapon Skill Finesse May make
multiple melee attacks.
Two-Weapon — Weapon Skill/ Finesse May fight with two
weapons.
Wielder Ballistic Skill
Unarmed Master WS 45, Ag 40 Strength Offence Deadly
fighter while unarmed.
Unarmed Warrior
===================================================================================
======================================
Unshakable Faith WP 35 Willpower Defence May reroll failed
Fear Tests.
Warp Conduit Psy Rating, WP 50 Willpower Psyker Spend Fate
Point to get +1d5 to Psy Rating.
Strong Minded
Whirlwind of Death WS 40 Weapon Skill Finesse Make
one attack for each melee opponent.

Tier 3 | Prerequisites | Aptitude 1 | Aptitude 2 | Benefit


===================================================================================
======================================
Arms Master WS 40, BS 40 Weapon Skill Ballistic Skill Less penalty for
using weapons untrained.
Weapon Training (any two)
Assassin Strike Ag 40, Acrobatics Weapon Skill Fieldcraft After
making melee attack, test Acrobatics to move.
Bastion of Iron Will Psy Rating, WP 40 Willpower Psyker Gain
bonus to Opposed Tests when defending against psychic powers.
Strong Minded
Blademaster WS 30, Weapon Weapon Skill Finesse Reroll missed
attack, once per Round.
Training (any melee)
===================================================================================
======================================
Blade Dancer WS 40, Two-Weapon Weapon Skill Finesse Reduced
penalties for fighting with two melee weapons.
Wielder (Melee)
Crushing Blow WS 40 Weapon Skill Offence Add half WS
Bonus to Damage inflicted in melee.
Eye of Vengeance BS 50 Ballistic Skill Offence Adds Damage
and Pen to ranged attack.
Favoured by the Warp WP 35 Willpower Psyker Roll twice for
Psychic Phenomena and choose.
===================================================================================
======================================
Fearless Nerves of Steel Willpower Defence Immune to Fear
and Pinning.
Gunslinger BS 40, Two-Weapon Ballistic Skill Finesse Reduce penalties
for fighting with two pistols.
Wielder (Ballistic)
Hammer Blow Crushing Blow Strength Offence Make a thunderous
strike with a melee weapon.
Infused Knowledge Int 40, Lore (any one) Intelligence Knowledge Know a
little bit about everything.
===================================================================================
======================================
Into the Jaws of Hell Iron Discipline, Fel 50 Fellowship Leadership Comrades
ignore Fear and Pinning.
Lasgun Barrage Weapon Training (Las) Ballistic Skill Offence
Additional DoS when firing Las weapons.
BS 40
Lightning Attack Swift Attack Weapon Skill Finesse Character
may make many melee attacks with a single roll.
Luminen Blast Luminen Shock Ballistic Skill Tech May discharge
stored energy as a ranged attack.
Luminen Capacitors
Mechanicus Implants
===================================================================================
======================================
Master Chirurgeon Medicae T Intelligence Fieldcraft Perform advanced
medical procedures.
Master Enginseer Tech-Use +20 Intelligence Tech Gain +10 to Tech-
Use Tests, and spend Fate Points to automatically succeed on Tech-Use Tests.
Mechanicus Implants
Master Orator Inspire Wrath Fellowship Leadership Affect larger groups
with Charm and Intimidate.
Mastery Rank 4 in Skill Intelligence Knowledge May spend Fate
Point to succeed on Test.
===================================================================================
======================================
Mighty Shot BS 40 Ballistic Skill Offence Add half BS Bonus
to ranged Damage rolls.
Never Die WP 50, T 50 Toughness Defence Ignore penalties from
Critical Damage by spending Fate Point.
Preternatural Speed WS 40, Ag 50 Agility Offence
Double speed when charging.
Sidearm WS 40, BS 40, Two Weapon Skill Ballistic Skill
Reduce penalties for fighting with pistol and melee weapon.
Two-Weapon Wielder
(Ballistic, Melee)
===================================================================================
======================================
Sprint — Agility Fieldcraft Move more quickly
in combat.
Step Aside Agility 40, Dodge/ Agility Defence May make
additional Dodge or Parry attempt.
Parry
Target Selection BS 50 Ballistic Skill Finesse May shoot
into melee without penalty.
Thunder Charge S 50 Strength Offence Break enemies
with armoured charge.
===================================================================================
======================================
True Grit T 40 Toughness Defence Reduce Critical Damage
taken.
Warp Lock Psy Rating, WP 50 Willpower Psyker Ignore Psychic
Phenomenon once per session.
Strong Minded

EXAMPLE NAMES:

If you want to roll a name, here's the list.


Male Names: Female Names:
Roll | Primitive | L Gothic | H Gothic | Archaic | Informal Roll |
Primitive | L Gothic | H Gothic | Archaic | Informal
================================================
================================================
01-06 Artho Aubray Aloysius Alexsandr Alt 01-06 Attie Barbarella
Arnette Anastasia Astra
07-12 Bron Cort Aphesius Casmirre Bane 07-12 Bess Cynthia
Carnelia Boadicea Blanche
13-18 Carno Emil Cornelius Gilliam Cutter 13-18 Flur Diane
Dominique Cymbry Ceile
19-24 Hob Harmon Darrien Haddon Echo 19-24 Halia Dorah
Faydra Emilia Flora
================================================
================================================
25-30 Galt Jace Fortunus Johnstonne Gant 25-30 Jessee Elisabeta
Inessa Gillian Jet
31-36 Jorn Lucien Godwinne Kennoch Hal 31-36 Kal Faye Jessilea
Loraynne Katya
37-42 Keeghan Malakai Holt Merdcai Jak 37-42 Marra Genevie
Lucretia Kaitlin Luna
43-48 Lok Nathan Ibram Ossian Mord 43-48 Narine
Isabella Marcella Miriam Mae
================================================
================================================
49-54 Marn Piotr Macharius Patronius Notch 49-54 Ovina Jayne Janine
Nyota Poise
55-60 Pak Roland Quinilli Ramirez Rook 55-60 Ralle Lidiah
Noelle Pallas Rosa
61-66 Quin Solar Regiam Sebastion Sawyer 61-66 Salia Natalia
Regina Serafina Sola
67-72 Stiehr Teodor Sarvus Sigismund Serge 67-72 Tasso Odette
Symonne Samara Trenne
================================================
================================================
73-78 Thale Vorgen Tristan Torian Stubbs 73-78 Unna
Shandra Ursulla Undynne Val
79-84 Vin Yuriy Victrus Veknironth Torque 79-84 Vyn Tandy
Wintre Victrix Zandra
85-90 Ziel Zacharias Xanatov Yorke Veche 85-90 Yasha Zora
Yekaterina Zephyr Zel
91-00 (((Roll female name))) 91-00 (((Roll male name)))

If you want to roll for handedness, roll 1d10. 1-9 is right-handed, 10 is left-
handed.
To be ambidextrous, you must buy the talent for it.

DEMEANOUR LIST:

2 Addict 52 Never Bathes


4 Affable 54 Nihilist
6 Backwater 56 Numb
8 Heroic 58 Oblivious
10 Bilious 60 Obsessive
=============================================
12 Boisterous 62 Old
14 Braggart 64 Optimist
16 Cocky 66 Pessimist
18 Cook 68 Pious
20 Coward 70 Psycho
=============================================
22 Death Wish 72 Quiet
24 Dissenter 74 Reckless
26 Dreamer 76 Sarcastic
28 Gambler 78 Sensible
30 Green (new) 80 Shell-Shocked
=============================================
32 Incompetent 82 Slacker
34 Jaded 84 Slow (Careful)
36 Joker 86 Smooth
38 Lateral Thinker 88 Steely
40 Loner 90 Strict
=============================================
42 Loose Cannon 92 Superstitious
44 Loyal 94 Talaktive
46 Lucky 96 Thief
48 Mentor 98 Twitchy
50 Leech 100 Unlucky

TRAITS:

Amorphous Creature is a blob, and slow.


Amphibious Creature can breathe underwater.
Auto-stabilised Always counts as braced.
Bestial Automatically passes Survival Skill Tests, test Willpower
to avoid flight.
Blind Cannot see.
=================================================================================
Brutal Charge Deals additional Damage on a Charge.
Burrower Move by digging.
Crawler No penalties for moving over difficult terrain.
Daemonic Double TB against normal weapons, immune to disease and poison.
Dark-sight See in darkness.
=================================================================================
Deadly Natural Weapons Natural weapons are no longer primitive.
Fear Forces others to make Fear Tests to avoid Shock and Madness.
Flyer Fly and enter any altitude.
From Beyond Immune to Fear, Pinning, Insanity Points, and mind-affecting
powers.
Hoverer Fly and enter the hover altitude.
=================================================================================
Incorporeal Insubstantial and weightless, cannot be affected by mundane
weaponry.
Machine Creature gains immunities and resistances.
Mechanicus Implants Character has mechanical augmentaions.
Multiple Arms Creature gains extra attacks.
Natural Armour Gain additional Armour Points to all locations.
=================================================================================
Natural Weapons Unarmed attacks deal 1d10+SB damage.
Phase Switch between incorporeal and corporeal as a Half Action.
Possession Take control of another creature.
Psyker Creature has a Psy Rating of 1 or more.
Quadruped Movement equals AB×2.
=================================================================================
Regeneration Test Toughness to remove 1 or more Damage.
Size Determines creature size and benefits.
Sonar Sense Perceive surroundings flawlessly within 30 metres.
Soul-bound Bound to a particular group or creatures in exchange for certain
benefits.
Stampede Failed Willpower Test causes creature to flee, trampling
anything in its path.
=================================================================================
Stuff of Nightmares Gain appalling list of immunities.
Sturdy +20 bonus to resist grapple and Takedown.
Touched by the Fates Has Fate Points.
Toxic Gain poisonous attack.
Undying The creature is immune to many environmental and natural
dangers.
=================================================================================
Unnatural Characteristic Increases one Characteristic Bonus.
Unnatural Senses Perceive surroundings by uncanny means.
Warp Instability Creature must deal damage if damaged, or be cast back into
the Warp.
Warp Weapons Creature’s attacks ignore armour.

SIZE CHART:

Size | Hit Mod | Stealth | Base Movement


==============================================================
Miniscule (1) (Autoquill, Knife) –30 +30 AB–3
Puny (2) (Bolt pistol, Servo-skull) –20 +20 AB–2
Weedy (3) (Gretchin, Human Child) –10 +10 AB–1
Average (4) (Human, Eldar) 0 0 AB
==============================================================
Hulking (5) (Space Marines) +10 –10 AB+1
Enormous (6) (Sentinel Walker, Krootox) +20 –20 AB+2
Massive (7) (Greater Daemon) +30 –30 AB+3
Immense (8) (Land Raider) +40 –40 AB+4
==============================================================
Monumental (9) (Baneblade) +50 –50 AB+5
Titanic (10) (Ordinatus War Machine) +60 –60 AB+6

CHARACTER SHEET:

NAME:
AGE:
HEIGHT:
WEIGHT:
FACTION:
ROLE: Medic
DEMEANOUR:
HANDEDNESS:

+++STATISTICS+++ (S/I/T/E)
WEAPON SKILL:
BALLISTIC SKILL:
STRENGTH:
TOUGHNESS:
AGILITY:
INTELLIGENCE:
PERCEPTION:
WILLPOWER:
FELLOWSHIP:

PSY RATING: 0
WOUNDS: :
FATIQUE: 0
INSANITY: 0
CORRUPTION: 0
FATE POINTS:

Experience Spent: 0
Experience Total: 600

+++STATUS+++
[Healthy]

+++APTITUDES+++

+++SKILLS+++ (K/T/E/V)
Acrobatics
Athletics
Awareness
Charm
Command
Commerce
Common Lore
Deceive
Dodge
Forbidden Lore
Inquiry
Interrogation
Intimidate
Linguistics
Logic
Medicae
Navigate
Operate
Parry
Psniscience
Scholastic Lore
Scrutiny
Security
Sleight of Hand
Stealth
Survival
Tech Use
Trade

+++TALENTS AND TRAITS+++

+++WEAPONS+++

+++ARMOUR+++

+++TACTICAL EQUIPMENT+++

+++COMPANION+++

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