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Chambers Militant

Rules for playing as the elite forces


of the Imperium in Dark Heresy
Table of Contents
Table of Contents 2 Step IV - Invest Experience Points 54
Introduction 5 Step V - Determine Derived Attributes 54
What is in this book? 5 Step VI - Determine Motivations 54
Step VII - Choose Gear, Appearance and Personality 56
Chapter I: Elite Level Play 6 Sanctic Daemonology (Intellect) 57
Integrating Chambers Militant 7 Sanctic Daemonology Minor Powers 59
Chambers Militant Parties 8 Chapter IV: Adepta Sororitas 60
Chapter II: Deathwatch 9 Creating Sororitas Characters 61
Step I - Determine Background 10 Sororitas and Equipment 62
Step II - Marine Type 11 Chapter V: Faith and Fury 65
Step III - Select a Home Chapter 15 Faith Powers 66
Black Templars 16 Aspects of Faith 66
Blood Angels 17 Emperor's Sign 67
Dark Angels 18 Tier 3 Powers 67
Imperial Fists 19 Tier 4 Powers 69
Iron Hands 20 Emperor's Mercy 71
Raven Guard 21 Tier 3 Powers 71
Salamanders 22 Tier 4 Powers 73
Space Wolves 23 Tier 5 Powers 74
Ultramarines 24 Emperor's Wrath 75
White Scars 25 Tier 3 Powers 75
Black Shield 26 Tier 4 Powers 77
Step IV - Career 27 Tier 5 Powers 78
Apothecary 28 Chapter VI: Elite Talents 79
Assault Marine 29 Tier 1 Talents 80
Chaplain 30 Tier 3 Talents 80
Devastator 31 Tier 4 Talents 81
Hellblaster 32 Tier 5 Talents 81
Inceptor 33
Intercessor 34 Chapter VII: Elite Armoury 82
Librarian 35 New Item Qualities 83
Reiver 36 Faction Specific Gear 83
Scout 37 Nothing New
Tactical Marine 38 Under the Sun 83
Tech-Marine 39 Amongst Giants 83
Vanguard 40 Elite Acquisitions 84
Step V - Invest Experience Points 41 Requisition 85
Step VI - Determine Derived Attributes 41 Permanent Rewards 85
Step VII - Determine Motivations 41 Ranged Weapons 86
Step VII - Choose Gear, Appearance and Personality 42 Standard Ammunition 95
Special Ammunition 95
Chapter III: Grey Knights 43 Grenades and Explosives 100
Step I - Determine Background 44 Melee Weapons 106
Step II - Archetype 44 Protective Gear 112
Archetype: Grey Knight 45 Item Attachments 119
Step III - Career 46 Wargear 132
Apothecary 47 Servitors and
Chaplain 48 Cyber-Constructs 145
Librarian 49 Cybernetics 147
Purifier 50
Index of Tables 153
Purgator 51
Strike Marine 52 Credits and Acknowledgements 154
Tech-Marine 53 Contact Details 154

2 Table of Contents
It is the 41st Millenium
For more than a hundred centuries the Emperor has sat immobile on the
Golden Throne of Earth. He is the master of Mankind by the will of the
gods, and master of a million worlds by the might of his inexhaustible
armies. He is a rotting carcass writhing invisibly with power from the Dark
Age of Technology. He is the Carrion Lord of the Imperium for whom a
thousand souls are sacrificed every day, so that he may never truly die.
Yet in his deathless state, the Emperor continues his eternal vigilance.
Mighty battle fleets cross the Daemon-infested miasma of the Warp, the
only route between distant stars, their way lit by the Astronomican, the
shining psychic manifestation of the Emperor’s will. Vast armies give bat-
tle in his name on uncounted worlds. Greatest amongst his soldiers are
the Adeptus Astartes, the Space Marines, bioengineered super-warriors.
Their comrades in arms are legion; the Imperial Guard, the ever-vigilant
Inquisition, and the Tech-Priests of the Adeptus Mechanicus to name but
a few. But for all their multitudes, they are barely enough to hold off the
ever-present threat from aliens, heretics, mutants—and worse.
To be a man in such times is to be one amongst untold billions. It is to live
in the cruelest and most bloody regime imaginable. Forget the power
of technology and science, for so much has been forgotten, never to be
re-learned. Forget the promise of progress and understanding, for in
the grim darkness of the far future, there is only war. There is no peace
amongst the stars, only an eternity of carnage and slaughter, and
the laughter of the thirsting gods.
Prepare to enter the nightmare world of Dark Heresy.
Introduction
The Inquisition is a singularly powerful force,
commanding incredible levels of influence and
What is in this book?
talent across their ranks. But even still, some Chambers Militant is broken into seven chapters.
threats outstrip the capabilities of an Inquisitor In Chapter I: Elite Level Play, guidance is given
and their Acolytes. Sometimes the scalpel that is for how to properly integrate these powerful war-
the Inquisition is not enough; sometimes a ham- riors into a campaign featuring regular members
mer is needed. The Chambers Militant serve that of the Inquisition.
role; powerful armed forces oath-bound to pro-
vide aid to Inquisitors in need. Chapter II: Deathwatch provides game me-
chanics for creating Deathwatch Space Marines.
This book provides rules for creating and Along with special rules for creating and playing
playing as members of the Chambers Militant; as the supernaturally capable Astartes, this chap-
the military forces allied to the Holy Ordos of ter includes character options for every founding
the Inquisition. This includes character options, chapter of the Adeptus Astartes.
new gameplay systems and entire armouries of
high-powered military equipment. These rules are Chapter III: Grey Knights provides rules for
intended for high level play; only Acolyte Cells of creating the powerful psyker warriors of the Grey
considerable renown and experience are likely to Knights, the Chamber Militant of the Ordo Mal-
have such powerful warriors amongst their ranks. leus. This includes rules for their powerful psychic
powers, governed by a new psychic discipline;
Sanctic Daemonology.
In Chapter IV: Adepta Sororitas you will find
expanded character options for bringing the Bat-
tle Sisters of the Adepta Sororitas to life. This in-
cludes new Careers, Elite Advances and other op-
tions.
Chapter V: Faith and Fury provides rules for
Faith Powers, potent miracles manifested by those
truly devoted to the God Emperor.
In Chapter VI: Elite Talents, new talents spe-
cific to members of the Chambers Militant are
provided, including a range of talents focusing on
the unique capabilities of the Adeptus Astartes.
Finally, Chapter VII: Elite Armoury provides
statistics for the potent arms and armour used by
Grey Knights, Deathwatch and Sororitas.

Release Version 0.0 BETA

5
Introduction
Chapter I:
Elite Level Play
“I thought it was the end for us and the hive. Luckily we had some help."
– Karlon Feht, after the Scouring of Hive Orinocanna

Inquisitors possess the authority to press any war- Integrating the powerful warriors of the Cham-
rior in the Imperium into service, from a lowly bers Militant into a typical Dark Heresy campaign
Astra Militarum conscript to an agent of the Offi- is a tall order; their powerful capabilities far out-
cio Assasinorum. While Inquisitors will typically strip those of mortal Acolytes in many situations,
tailor their choice of allies to the mission at hand, and they are often ill-suited to investigative work.
each Ordo of the Inquisition has a particular force There are many ways to handle this, depending on
with which it maintains close ties, known histori- the nature of your campaign, but this chapter pro-
cally as their Chamber Militant. The Ordo Xenos vides some common examples which can help to
call on the Deathwatch, the Ordo Malleus ally integrate Space Marines and Battle Sisters into a
with the Grey Knights, and the Ordo Hereticus Dark Heresy campaign effectively.
have a storied history of purging heretics along-
side Battle Sisters of the Adepta Sororitas.

6 Chapter I - Elite Level Play


This option could also be used simply to replace
Integrating one or two members of the group; maybe the el-
Chambers Militant derly savant of the group stays home during the
epic final confrontation, and instead his player
The following are some common options for how
plays as the Deathwatch Marine support called
to integrate characters from Chambers Militant
in by the party. These reinforcement characters
into a campaign, but remember, this is not an ex-
can become recurring characters in an ongoing
haustive list—the best option is whatever provides
campaign, building tight bonds (or deep conflicts)
the most enjoyable and memorable experience for
with members of the Acolyte Cell. This option has
everyone at the table.
the added benefit of not requiring a particularly
high level party. allowing low level players to expe-
Party Member rience an exciting change of pace when they pick
The most obvious option, you might opt to use a
up the character sheet of a power armoured war-
Chambers Militant character as a standard par-
rior.
ty member, accompanying the group on all their
missions just as any other Acolyte would. For a Chapter VI: Narrative Tools in the Dark Her-
suitably high level Acolyte Cell with a few hun- esy core book provides guidelines for spending
dred XP under their belts, this can work just fine. Influence to bring reinforcements into the team.
This can be a great time to use the rules contained
It is worth considering the narrative restraints
in Chambers Militant.
this places on a group. While members of the
Adepta Sororitas are regular humans, and can
integrate into an investigative group fairly well
Chambers Militant Campaigns
It’s possible to have an entire campaign where
despite their religious zeal, a Space Marine is a
players each take up the role of a Chambers Mil-
towering, inhuman creature. Working undercover
itant character. Fantasy Flight Games’ original
becomes markedly more difficult with an Astartes
Deathwatch roleplaying game focused on this
in tow; an important thing to consider before in-
concept in great detail, and the books produced
cluding a Space Marine PC in your group.
for that game line can be an excellent source of
This is not always a bad thing, of course. It can inspiration for this sort of campaign. A campaign
be a source of excellent roleplay to portray how where every party member is a Deathwatch Ma-
a massive genetically engineered weapon of war rine, Grey Knight or Battle Sister is going to play
integrates into a team of mundane humans, and very differently to the dark, investigative focus of
Space Marines possess unique abilities which can Dark Heresy, but that doesn’t mean it isn’t an en-
make them an asset to an Acolyte Cell. tirely viable option.

Reinforcements
Sometimes, when an investigation goes downhill,
Acolytes need to call in support. This can be an
ideal time to integrate the Chambers Militant;
have your players each build one member of a
strike team to play as for a session or two, deploy-
ing to deal with threats that are well outside the
capabilities of the Acolytes.

7
Chapter I - Elite Level Play
Sisters of Battle
Chambers The militant orders of the Adepta Sororitas, known
Militant Parties as Battle Sisters, may only be included in a party
Regardless of the campaign structure you choose with a Renown score of 6 or higher.
to use, there’s a few key mechanical consider- Purchasing the Battle Sister Elite Advance costs
ations. Firstly, each Chambers Militant has its own 80 experience points, and as such only parties
requirements for character creation; in the form of with at least this many earned experience points
experience point requirements, and a minimum can include Battle Sisters.
Renown score.
Non-militant orders of the Adepta Sororitas
such as the Orders Dialogus or Orders Hospitaller
Deathwatch can be included in any party regardless of their
The xenos hunters of the Deathwatch may only be Renown score, using an Elite Advance priced at 55
included in a party with a Renown score of 8 or experience points. Details for playing these char-
higher. acters are included in Chapter IV: Adepta Soror-
Purchasing the Deathwatch Space Marine Elite itas.
Advance costs 280 experience points, and as such
only parties with at least this many earned expe-
rience points can include Deathwatch Space Ma-
rines.
The Deathwatch Primaris Marine Elite Ad-
vance is more expensive, at 330 experience points,
and as such only parties with at least this many
earned experience points can include Deathwatch
Primaris Space Marines.

Grey Knights
The powerful warriors of the Ordo Malleus, the
Grey Knights, may only be included in a party
with a Renown score of 10 or higher.
Purchasing the Grey Knight Elite Advance costs
340 experience points, and as such only parties
with at least this many earned experience points
can include Grey Knights Space Marines.

8 Chapter I - Elite Level Play


Chapter II:
Deathwatch
“How many have given their lives in service to Humanity, their names never to be recorded, their
deeds never to be celebrated? The Deathwatch seek not laurels; it is sufficient that the Emperor knows
our names and our deeds.”
– Deathwatch Brother Sergeant Ghalis

The Deathwatch is a Space Marine Chapter, but en terrible oaths to provide their most experienced
one quite different from every other Chapter alien-fighters whenever called upon to do so. Such
known to exist. There are many things that set the an honour is afforded to a Space Marine that has
Deathwatch apart from their fellow Battle-Broth- served in the Deathwatch that many continue to
ers, the first of which is the fact that the Chapter’s bear the Chapter’s distinctive heraldic shoulder
brethren are not permanent members, but second- plate even once they have returned to their parent
ed from other Chapters for a specific mission or a Chapter.
set period of time. Not all Chapters dispatch their Creating Space Marines of the Deathwatch fol-
Battle-Brothers to serve in the Deathwatch, but lows a slightly different process to the one followed
for those who do, the service does great honour to then creating a mundane Acolyte in Dark Heresy.
both the individual Brother and to the Chapter as This chapter provides an overview of the character
a whole. The origins of this practice are lost to his- creation process for Deathwatch Marines.
tory, but certainly many Chapters have undertak-

9
Chapter II - Deathwatch
Creating a Deathwatch Marine largely follows some thought as to what factors were involved
the same process described in the Genesys Core with that choice.
Rulebook and the Dark Heresy Core Rulebook. Perhaps they accomplished some particularly
This is broken up into eight steps, which are ex- difficult task, or defeated an especially dangerous
plained across the following pages. enemy. Perhaps they survived a nigh-unstoppable
As outlined in Chapter I: Elite Level Play, it's assault, or were wounded defending an important
important to be aware that creating a Deathwatch objective... perhaps even a luminary of the Imperi-
Marine requires 280 experience points be invested um, such as an Inquisitor or Imperial Command-
into a mandatory Elite Advance, or 330 for a Pri- er. It is also possible that you have been sent to the
maris Marine. This means that Deathwatch char- Deathwatch as a form of exile, perhaps to teach
acters typically cannot join a Dark Heresy party you humility or atone for some failure, real or per-
at the start of a campaign, unless the campaign is ceived. Whatever the case, the circumstances of
starting at a higher XP level that usual. your selection to join the Deathwatch will likely
colour your opinions and beliefs for some time to
Step I - Determine come.
Background What does the Deathwatch
The Deathwatch is no traditional Space Ma- mean to your Marine?
rine chapter. Its numbers are not recruited from
The Deathwatch is an elite force gathered from
a single home world, nor from trusted source
Space Marine Chapters across the galaxy. Its pur-
planets rich in quality genetic stock. Instead
pose is to hunt the alien forces that threaten the
the organisation is comprised of Space Marines
Imperium of man, operate in small Kill-teams in
from Chapters that have pledged to tithe a por-
special missions that often taken them behind en-
tion of their strength to the war against the alien.
emy lines, and venture into dark, secret places at
Its ranks number only heroes, and each of them
the bequest of the Inquisition. Were it not for the
had already proven himself an expert alien hunter
Deathwatch, the Imperium would have long since
even before his training as a Deathwatch opera-
crumbled into oblivion at the hands of heretics,
tive began. Every Deathwatch Marine has his own
Chaos renegades, and foul xenos.
unique story which lead to his secondment to the
Deathwatch. There are a few important questions However, the performance of these duties is
to think about when creating a Deathwatch Ma- often done in contravention of the Codex As-
rine, to help inform choices made later in charac- tartes, and involves Chapters who may be rivals
ter creation. (or even enemies) of one another. How does your
Space Marine reconcile the differences between
Why was your Marine how the Deathwatch operates and the values of
selected for the his home Chapter? Does he believe in the purpose
Deathwatch? of the Deathwatch, or does he consider his assign-
For many Chapters, the selection of a Space Ma- ment a dangerous distraction from the efforts of
rine to join the Deathwatch is an honour. Some his Chapter? Is his role in the Deathwatch a step
Chapters consider it to be a very high honour, down from the authority and rank he enjoyed in
whilst others believe that service with the Death- his home Chapter, or is it a humble reminder of
watch is little more than a diversion of his true his place in the Emperor’s plan for the universe? Is
duties amongst his Battle-Brothers. Your Space service in the Deathwatch an opportunity to gain
Marine was specially chosen, and you should give great glory, or is it a chance to atone for past sins?

10 Chapter II - Deathwatch
materiel – directly to the watch fortresses scat-
Step II - Marine Type tered across the Imperium. So desperate was the
While Elite Advances are typically purchased at hour that nearly every Watch Master accepted
the end of character creation, this step has been these untested new recruits without question.
placed earlier as it involves an important decision; Soon enough the Primaris Marines’ might was
what type of Marine you are creating. proven, and put to good use.
During the Ultima Founding in 999.M41, Pri- Elite Advance
maris Space Marines were revealed to the world, Two elite advances exist for Deathwatch Marines;
a new legion of transhuman warriors developed one for Primaris Marines, and one for their tradi-
and perfected over ten thousand years as the re- tional Firstborn brethren. These are detailed over
sult of a pact formed between Roboute Guilliman, the following pages.
Primarch of the Ultramarines, and Archmagos
Dominus Belisarius Cawl of Mars. You must decide on one of these Elite Advances
before progressing to selecting a Home Chapter,
The Deathwatch themselves were in desperate as this decision will influence some of your char-
need of reinforcement. In some places, the Great acter's derived characteristics and character traits.
Rift had cut watch fortresses off from any support.
In others, furious warp storms drove desperate Obviously, if your campaign is set before 999.
xenos migrations before them, leaving the Death- M41, you may only create a standard Deathwatch
watch embattled against waves of displaced ene- Marine.
mies that had nothing left to lose.
Foreseeing that Humanity's shield would soon
be sundered without aid, Guilliman issued the
Ultimaris Decree. This order bound every new-
ly founded Primaris Space Marine Chapter to
the tithe of the Deathwatch in perpetuity.
It also seconded several Chapters’ worth
of the newly awakened Primaris bat-
tle-brothers and deployed them –
along with all their supporting

11
Chapter II - Deathwatch
Elite Advance: Deathwatch Space Marine
An Astartes stands head and shoulders above • And They Shall Know No Fear: Space Ma-
a human, and they are almost twice as wide in rines reduce the difficulty of all Fear checks
their blessed Power Armour. Their genetically once.
enhanced bodies are stronger, faster, and tough- • Implanted Organs: Space Marines gain a
er than a mortal could hope to be. Their thoughts variety of effects from their implanted organs.
race with unfathomable swiftness, with a purpose, See page 14 for a full list of Space Marine
willpower, and incorruptibility that undeniably organs. These organs provide the following
marks them as the greatest defenders of humanity. gameplay advantages -
• Space Marines add s to any skill checks
Deathwatch Space Marine
relating to one of their 19 implants, if the
Abilities
GM agrees it is appropriate. They may
Cost: 280 XP
spend 2 strain to add a further s.
Restrictions: Must be taken during character cre-
ation when creating a Space Marine. Party must • The Poison Bite: Space Marines have a
be Renown 8 or higher. Ranged (Light) attack with a range of En-
gaged, a damage of 3, Pierce 2 and Toxic 2.
• Unnatural Strength: Space Marines increase aaa or t on a successful check can be
their Brawn by 2 and Agility by 1, which is re- spent to blind the target for one round.
flected in their Home Chapter statistics.
• The Imbiber: Space Marines have the Am-
• Inhuman Resistance: Space Marines receive phibious trait.
+5 to their wound threshold, and +3 to their
strain threshold; this is reflected in their Home
Chapter statistics.
• Hypno-Indoctrination Training: Space Ma-
rines gain one rank in Athletics, Cool, Gun-
nery, Melee (Light), Ranged (Light), Ranged
(Heavy) and Vigilance. This may result in their
skills being elevated beyond rank 2 during
character creation.
• Xeno-Hunter: A Deathwatch warrior's mind
is filled with every detail the Deathwatch has
gleaned about the nature of its xenos nem-
eses. Deathwatch Marines decrease the
difficulty of Forbidden Lore
checks made to learn about xe-
nos by 1. Deathwatch Marines
may spend a maneuver and suffer 2 strain
to add damage equal to their Intellect to one
hit of the next combat check they make this
round, as long as that attack targets an alien.

12 Chapter II - Deathwatch
Elite Advance: Primaris Deathwatch Marine
Nearly every Space Marine created since the First • And They Shall Know No Fear: Space Ma-
Founding possesses nineteen specialised organs rines reduce the difficulty of all Fear checks
derived from their geneseed. The Primaris Ma- once.
rines – originally engineered by Archmagos Cawl • Stable Gene-Seed: Primaris Space Marines
on the orders of Roboute Guilliman – have three do not suffer the chapter flaw for their chosen
more. It was the Sangprimus Portum, a device Home Chapter.
containing potent genetic material harvested from
• Implanted Organs: Primaris Space Marines
the Primarchs, that allowed for this breakthrough.
gain a variety of effects from their implanted
Entrusted to Cawl shortly after the Second Found-
organs. See page 14 for a full list of Space
ing, this device resulted in a new breed of Adeptus
Marine organs. These organs provide the
Astartes that were deployed en masse during the
following gameplay advantages -
Ultima Founding.
• Space Marines add s to any skill checks
Primaris Deathwatch relating to one of their 22 implants, if the
Marine Abilities GM agrees it is appropriate. They may
spend 2 strain to add a further s.
Cost: 330 XP
Restrictions: Must be taken during character • The Poison Bite: Space Marines have a
creation when creating a Primaris Space Marine. Ranged (Light) attack with a range of En-
Party must be Renown 8 or higher. gaged, a damage of 3, Pierce 2 and Toxic 2.
aaa or t on a successful check can be
• Unnatural Strength: Space Marines increase
spent to blind the target for one round.
their Brawn by 2 and Agility by 1, which is re-
flected in their Home Chapter statistics. • The Imbiber: Space Marines have the Am-
phibious trait.
• Amplified Resistance: Primaris Space Ma-
• The Revitaliser: When a Primaris Marine
rines receive +8 to their wound threshold, and becomes incapacitated due to suffering
+5 to their strain threshold; this is reflected in excess strain or wounds, they recover at
their Home Chapter statistics. the start of their next turn, reducing their
• Hypno-Indoctrination Training: Space Ma- strain or wounds (whichever incapacitated
rines gain one rank in Athletics, Cool, Gun- them) to 1 below the relevant threshold.
nery, Melee (Light), Ranged (Light), Ranged This ability may only be used once per
(Heavy) and Vigilance. This may result in their session.
skills being elevated beyond rank 2 during
character creation.
• Xeno-Hunter: Deathwatch Marines decrease
the difficulty of Forbidden Lore checks made
to learn about xenos by 1. Deathwatch Ma-
rines may spend a maneuver and suffer 2
strain to add damage equal to their ranks in
Intellect to one hit of the next combat check
they make this round, as long as that attack
targets an alien.

13
Chapter II - Deathwatch
Space Marine Organs
1. Secondary Heart (The Maintainer): Boosts 14. Oolitic Kidney (The Purifier): Filters poi-
blood supply and maintains life functions if sons from the bloodstream.
primary heart destroyed. 15. Neuroglottis (The Devourer): Enhances
2. Ossmodula (The Ironheart): Strengthens taste and smell to detect trace toxins, nu-
bones, fuses ribcage for structural integrity. trients etc.
16. Mucranoid (The Weaver): Secretes a waxy
3. Biscopea (The Forge of Strength): Releas-
substance onto the skin to seal against ex-
es hormones that massively increase muscle
treme temperatures and vacuum.
mass and physical strength.
17. Betcher’s Gland (The Poison Bite): Mod-
4. Haemastamen (The Blood Maker): Increases ified salivary gland producing acidic poi-
haemoglobin content of the blood, making it son.
more efficient at carrying oxygen around the
18. Progenoids (The Gene-seed): Two glands,
body.
one in neck, one in chest. When extracted
5. Larraman’s Organ (The Healer): Facilitates and cultured, produces new organs.
hyper-rapid clotting to staunch wounds al-
19. Interface (The Black Carapace): Subcuta-
most instantly.
neous uplink to neural controls of power
6. Catalepsean Node (The Unsleeping): Con- armour and Terminator armour.
trols circadian rhythms, ensures peak perfor-
mance without sleep. Primaris Organs
7. Preomnor (The Neutraliser): Pre-stomach al- 20. Sinew Coils (The Steel Within): Dura-
lowing digestion of poisonous or inedible ma- metallic coil cables woven into sinews to
terials without consequence. hugely increase strength and durability.
8. Omophagea (The Remembrancer): Provides 21. Magnificat (The Amplifier): Increases
partial memory transfer from consumed flesh growth, enhances function of other or-
or genetic material. gans, especially biscopea and ossmodula.
9. Multi-lung (The Imbiber): Enables breathing 22. Belisarian Furnace (The Revitaliser):
in poisonous atmospheres and water. Dormant gland. When triggered produces
10. Occulobe (The Eye of Vengeance): Sharper hyper-cocktail of combat stimms and en-
eyesight and enhanced low-light vision. hanced rapid flesh regrowth before falling
11. Lyman’s Ear (The Sentinel): Enhances audio dormant again.
detection and improves balance, enables Ma-
rine to consciously filter out or enhance cer-
tain sounds.
12. Sus-an Membrane (The Hibernator): Allows
the Space Marine to enter a voluntary state of
hibernation
13. Melanochrome (The Skinshield): Releas-
es photo-chromatic skin pigments to protect
against radiation and extreme sunlight.

14 Chapter II - Deathwatch
the Deathwatch Primaris Marine Elite Advance
Step III - Select a (page 13), and all Deathwatch characters must
Home Chapter purchase one of these advances as part of charac-
ter creation.
Rather than selecting a Home World, Deathwatch
Marines derive their backgrounds from their In addition to the usual character creation im-
Home Chapters; the force they served in before plications, Home Chapters provide a Chapter
being seconded to the Deathwatch. Flaw, a particular quirk of the chapter's mentality
or gene-seed which has a negative impact on the
In an identical manner to Home Worlds, home
character. Primaris Space Marines ignore these
Chapters have a variety of mechanical implica-
flaws, as they possess a gene seed which is much
tions on a character, from their starting char-
less prone to defects, and their youth prevents
acteristic spread to more specific chapter traits.
them from internalising many of the behaviours
While Home Chapters pose a variety of mechan-
and habits of their Home Chapters.
ical impacts upon a character, it's also important
to consider the roleplay implications your choice Generally the provided chapters can account
might have; different chapters possess very differ- for most character concepts. Chapters created af-
ent ideologies, personality traits and approaches ter the First Founding can be represented by their
to combat. parent chapter; if your character hails from the
Angels of Redemption, simply use the Dark An-
These Home Chapter options have statistics far
gels chapter rules. However, if you wish to create
outpacing those provided by the Home World op-
unique rules for a chapter, you can use the Arche-
tions in Dark Heresy. This is because they factor
type creation rules from the Genesys Core Rule-
in the statistic increases provided by the Death-
book, page 192.
watch Space Marine Elite Advance (page 12), or

15
Chapter II - Deathwatch
Black Templars
All Space Marines are re- Chapter Abilities
nowned for their fervent ded-
ication, but the extent of the 5 3 2 2 3 2
Black Templars’ faith is often Brawn Agility Intellect Cunning Willpower Presence

described as fanatical. They


• Wound Threshold: 17 + Brawn
seek nothing less than to
(20 + Brawn for Primaris Marines)
crush every last enemy of mankind. They have ab-
• Strain Threshold: 14 + Willpower
solutely no tolerance of heretics, mutants, witches,
(16 + Willpower for Primaris Marines)
aliens, or any other abomination against the Em-
peror. For ten thousand years they have crusaded • Starting Experience: 40 XP
to prove their loyalty, and this creed has become so • Holy Crusaders: Black Templars begin the
embedded in their doctrines that they are utterly game with one rank in Melee (Light) or Melee
ruthless towards anyone or anything perceived as (Heavy), and one rank in Discipline. They still
a threat to the Emperor. They have been known to may not train these skills above rank 2 during
mercilessly wipe out entire planetary populations character creation.
to expunge the sin of heresy, while the mere pres- • Righteous Zeal: Once per encounter, a Black
ence of a witch on the battlefield drives them into Templar can perform the Righteous Zeal ma-
a zealous fury against which few enemies have any neuver. For a number of rounds equal to the
hope of standing. Marine’s Willpower, his weapons gain the
Sanctified quality, and his soak increases by 3
Black Templars Characters against attacks made by Daemons or damage
The Black Templars have no single home world.
from psychic powers.
Instead, they live in their Crusade fleets, upon
many battle-barges, strike cruisers, training ves- Chapter Flaw
sels, and gigantic forgeships. The Black Templars
Zealous: The righteous hatred of the Black Tem-
establish chapter keeps on every world they con-
plars extends even to those psykers in the employ
quer or reclaim for the Emperor. The main pur-
of the Imperium.
pose of the chapter keeps is to recruit new Space
Marines from the population, and to act as staging Black Templars characters upgrade the diffi-
posts for mustering the Crusades. culty of Charm, Leadeship and Negotiation skill
checks targeting psykers twice.
In battle, the Black Templars seek to contin-
ue to fight in the manner of their founder, Sigis- If a Black Templar finds himself in combat with
mund, preferring close combat over ranged war- a psyker, he may not retreat, surrender or cease
fare. Face-to-face with his enemy, a Black Templar combat in any way unless he succeeds on a Hard
seeks to earn glory and respect and be sure that (ddd) Discipline check, which can be attempt-
his foe is truly vanquished, fighting with righteous ed once per turn.
fury and the noblest ideals of honour. As descendants of the Imperial Fists, Black Tem-
plars do not have implant 12: Sus-an Membrane,
or implant 17: Betcher’s Gland. See page 14 for
more information on Space Marine implants.

16 Chapter II - Deathwatch
Blood Angels
The Blood Angels are the no- then there is hope for mankind yet. This belief
ble descendants of that most can be seen in everything the Blood Angels do.
puissant and angelic of the They strive for perfection in all of their endeav-
primarchs—Sanguinius. They ours. Their works of art are things of beauty and
are perhaps one of the most symmetry. Their martial disciplines are practised
celebrated Chapters in the en- unceasingly. Their doctrines are permeated with a
tire Imperium, their countless heroic deeds and sense of mortality and the fallen greatness of Man.
victories known to untold billions of the Emper-
or’s subjects across the length and breadth of the Chapter Abilities
Imperium. The beauteous, angelic visages of the
5 4 2 2 2 2
Chapter’s heroes adorn gothic facades and stained Brawn Agility Intellect Cunning Willpower Presence
glass windows in a million holy basilicas, and their
portraits gaze serenely from endlessly copied and • Wound Threshold: 15 + Brawn
much cherished illuminated tomes. Yet, hidden (18 + Brawn for Primaris Marines)
from the multitudes, the Blood Angels harbour a • Strain Threshold: 13 + Willpower
terrible curse. (15 + Willpower for Primaris Marines)
• Starting Experience: 50 XP
Blood Angels Characters
The Blood Angels are amongst the longest-lived • Sons of Sanguinius: Blood Angels begin the
of all of the Space Marine Chapters, their gene- game with one rank in Melee (Light) or Melee
seed granting a vastly increased lifespan on all (Heavy). They still may not train these skills
who possess it. It is not uncommon, therefore, for above rank 2 during character creation.
a Blood Angel to live for a millennium or more, • Blood Frenzy: Once per encounter, a Blood
if death in battle or the Red Thirst does not claim Angel can perform the Blood Frenzy maneu-
him first. These vastly extended life spans allow ver. For a number of rounds equal to the Ma-
the Blood Angels to perfect their techniques in art rine’s Willpower, he adds 3 damage to all me-
as well as in war. They have centuries to perfect lee attacks, and reduces the crit rating of melee
the disciplines to which they turn their minds, weapons by 1 (to a minimum of 1). When this
and this accounts for the fact that Blood Angels’ effect ends, the Blood Angel suffers 2 strain.
armour and banners are amongst the most ornate
ever produced. Chapter Flaw
Following the example of their primarch, the The Red Thirst: The dark flaw of the Chapter
Blood Angels espouse a vision of the galaxy in is a secret well kept—they harbour a destruc-
which the enemies of the Emperor can be defeated tive yearning, a battle fury and almost insatiable
and mankind can progress to the life he was al- blood-hunger.
ways fated to live. There is a deeply mystical streak The first time your character inflicts a critical
in the Blood Angels’ doctrines, and a strong be- injury or defeats a foe in melee combat during an
lief that things can be made better. After all, the encounter, they must succeed on a Hard (ddd)
Blood Angels are recruited from the scrofulous Discipline check or immediately become frenzied
wastelanders of Baal, and if such can be trans- (see Dark Heresy page 63).
formed into a tall, proud, and handsome warrior,

17
Chapter II - Deathwatch
Dark Angels
The Dark Angels stand first the Chapter know the terrible, shameful secret of
amongst the Space Marine what occurred ten thousand years ago.
Chapters, as they have done
Chapter Abilities
since their very inception.
Theirs is a proud Chapter, 5 3 3 2 2 2
with traditions and rituals Brawn Agility Intellect Cunning Willpower Presence

that date back to the earliest days of the Imperi-


• Wound Threshold: 15 + Brawn
um. The origins of the Dark Angels Chapter are
(18 + Brawn for Primaris Marines)
shrouded in mystery, however. Few records of its
beginnings exist, nor are there many mentions • Strain Threshold: 14 + Willpower
of the part it played in the Emperor’s Great Cru- (16 + Willpower for Primaris Marines)
sade. Most references in the histories of the Im- • Starting Experience: 45 XP
perium to its deeds during the accursed times of • Sons of The Lion: Dark Angels begin the
the Horus Heresy have been expunged. But yet, a game with one rank in Gunnery or Ranged
legend persists that at one point the Dark Angels (Heavy). They still may not train these skills
teetered on the very brink of heresy, committing a above rank 2 during character creation.
grave betrayal that nearly damned them all. • Stoic Defence: Once per encounter, a Dark
Their terrible secret is that during the Horus Angel may perform a Stoic Defence maneu-
Heresy, some of the brethren were turned to the ver. Until the end of the encounter, the char-
side of Chaos. The renegades were defeated in acter’s melee and ranged defence increase by
a battle that destroyed the Dark Angels’ home 2, and he increases his soak by 2. This effect
world, Caliban, but many of the traitor Dark An- ends if the character moves from his position.
gels survived to be cast through space and time by
the intervention of the Chaos Gods. Chapter Flaw
The story of treachery and betrayal is the The Unforgiven: The secret that plagues this tac-
Dark Angels’ hidden shame, and their se- iturn Chapter plagues their every social interac-
cret mission to destroy all of the Fallen is tion, their guilt weighing heavy. They are beset
now their only hope of salvation. No one knows with memories of past times and deep, hidden se-
of this other than the Dark Angels, their successor crets that cast a shadow over periods of rest and
Chapters and, perhaps, the Emperor himself on meditation.
his Golden Throne. Dark Angels characters add b to all social in-
teraction skill checks with anyone outside of their
Dark Angels Characters chapter.
The Chapter has been shaped by its dark past and
After a night's rest or meditation when others
is secretive and monastic in nature, with much
would usually remove all their strain, Dark An-
time given over to worship and prayer. There are
gels must succeed on an Average (dd) Discipline
many different levels within the Chapter which in-
dividuals may gradually rise through. On attain- check in order to recover their strain. If this is
ing each new level, they are granted a little more failed, they only remove half their strain, round-
knowledge of the truth behind the Dark Angels' ing down.
origins, but only the highest-ranking members of

18 Chapter II - Deathwatch
Imperial Fists
The Imperial Fists are second the ranks of the close support or battleline squads.
only to the noble Ultrama- The Imperial Fists also have a penchant for heavy
rines in the honours they have firepower, which lends itself to besieging and de-
earned through their dedica- fending fortresses—a fact that has brought them
tion to the Imperium and to into combat with their arch-enemies, the heretic
Humanity. Since before the Iron Warriors Legion, many times.
dawn of the Age of Imperium, the Imperial Fists
have stood resolute against any and every threat, Chapter Abilities
standing firm where others have given ground and
5 3 2 2 3 2
frequently making the ultimate sacrifice in the Brawn Agility Intellect Cunning Willpower Presence
name of honour and duty. The steadfastness, sto-
icism and selflessness the Imperial Fists is legend- • Wound Threshold: 17 + Brawn
ary, and the Chapter’s Primarch, the mighty Rogal (20 + Brawn for Primaris Marines)
Dorn, is a figure of adoration across the length • Strain Threshold: 13 + Willpower
and breadth of the Domains of Man. (15 + Willpower for Primaris Marines)
• Starting Experience: 45 XP
Imperial Fists Characters
Though Rogal Dorn was lost to the Imperium, his • Sons of Dorn: Imperial Fists begin the
legacy remains amongst the strongest of all the game with one rank in Resilience or Ranged
Primarchs'. Dorn's final moments were of cour- (Heavy). They still may not train these skills
age and sacrifice, and this example still drives above rank 2 during character creation.
the Imperial Fists onwards to fresh victories. In- • Stoic Defence: An Imperial Fist may suffer 2
deed, if the Defenders of Terra have a fault, it is strain to ignore any defensive bonuses grant-
that they continue to strive when others would ed by an opponent’s cover for one round. In
yield or withdraw. Such unquestioning steadfast- addition, Imperial Fists gain 1 extra defence
ness has rescued many a victory from the ashes of from their own cover.
defeat, but only at a steep cost in lives. In extre-
mis, Imperial Fists forces have been wholly over- Chapter Flaw
run, their annihilation bringing Imperial defeat Suffer Not Failure: Imperial Fists are prone to self
where a more prudent, less stubborn course of ac- blame, and obsessively review every detail of every
tion might instead have yielded eventual victory. action they take in a battle, finding every tiny fault
Such cases are rare, for the Chapter’s warriors are with their own tactics.
as skilled as they are indomitable, but each such
If an Imperial Fist generates 3 or more f sym-
black mark on the combat record of the Imperial
bols on a failed skill check, he suffers 2 strain. If an
Fists must be avenged in blood.
Imperial Fist ever ends an encounter in a retreat or
Much like their Primarch, the Imperial Fists loss, he may not roll Discipline or Cool to recover
place great value in accuracy, and its warriors Strain.
are justly famed for their marksmanship. The
Imperial Fists do not have implant 12: Sus-an
majority of Chapter’s battle-brothers thus spend
Membrane, or implant 17: Betcher’s Gland. See
a disproportionate amount of time waging war
page 14 for more information on Space Marine
amongst the fire support squads, mastering the
implants.
art of the long-range kill before progressing into

19
Chapter II - Deathwatch
Iron Hands
The Iron Hands were created replaced with a bionic version in a ritual inspired
by the Emperor as the tenth by a tale of the Primarch when his own hands were
Legion, forged in fire and war encased in living metal following a battle with a
to bring the light of humanity great metal serpent.
to the long lost human worlds
scattered across the galaxy. Chapter Abilities
Central to the unique identity of the Iron Hands is
5 3 2 2 2 2
their belief that the flesh is inherently weak; sub- Brawn Agility Intellect Cunning Willpower Presence
ject to decay and temptation, it is a frailty to be
purged to the fullest extent. • Wound Threshold: 19 + Brawn
(22 + Brawn for Primaris Marines)
Iron Hands Characters • Strain Threshold: 13 + Willpower
Following the loss of their Primarch in the Ist- (15 + Willpower for Primaris Marines)
vaan V massacre the surviving members of the
• Starting Experience: 55 XP
Legion returned to their home world and fanned
the embers of a hatred that would endure for ten • Sons of Manus: Iron Hands begin the game
thousand years. Isolating themselves from many with one rank in Resilience or Tech-Use. They
of their fellow Space Marines, the Iron Hands still may not train these skills above rank 2
became bitter recluses, cleaving to their anger as during character creation
the only constant in a universe of weakness and • Suffer No Weakness: Once per encounter, an
insanity. It soon came to pass that none were im- Iron Hand can select a single enemy. Until the
mune from their ire. The traitors had renounced end of the encounter, the character gains the
their oaths and turned against their brothers, but
Hatred talent against the selected enemy, and
the loyalists had allowed it to happen, and the Em-
adds his Intellect to the damage of all attacks
peror had fallen. The Iron Hands harboured a spe-
cial resentment for the other loyal Legions present made against the chosen opponent.
at Istvaan V. They believe that had the Legions • Iron Flesh: Iron Hands can install twice as
been sufficiently strong and fought on instead of many Cybernetics as usual before reducing
retreating, their Primarch would not have been their strain threshold.
lost, the traitors would have been defeated, and the
Heresy would have been crushed. Chapter Flaw
The Iron Hands’ abhorrence of weakness is not Ruthless Logic: Suppressing all emotion and de-
limited to the moral however, for they hold that veloping an unfeeling logic, their meticulous and
the body itself, even that of a genetically enhanced apathetic nature make them cold allies to all but
Space Marine of the Adeptus Astartes, is frail and the Adeptus Mechanicus, and they carry a bitter
impermanent and subject to sickness and aging. resentment for the weakness they see in others.
The Iron Hands are driven to replace the weak bi- Iron Hands characters add b to all social in-
ological matter all men are born into with cold, teraction skill checks targeting anyone who is not
unyielding iron, a practise that begins when a neo- from the Iron Hands, or the Adeptus Mechanicus.
phyte is initiated into the Chapter as a full Bat-
tle-Brother. The initiate’s left hand is removed and Iron Hands characters cannot use the assist
maneuver unless they voluntarily suffer 2 strain.

20 Chapter II - Deathwatch
Raven Guard
The Raven Guard are the sci- es specialise in deploying to a war zone unseen by
ons of the old nineteenth Le- friend and foe alike, and in launching ambushes
gion, whose Primarch Corax and assassinations on key enemy facilities and
was said to have skin as white personnel. On many occasions, the Raven Guard
as ivory and eyes as black as have coordinated their attacks so that when other
night. The Raven Guard and Imperial forces arrive the enemy is faced with two
their Successors are masters of infiltration and opponents, at which point the Raven Guard strike
subterfuge, able to defeat an enemy of the Imperi- the killing blow. It is not uncommon for the Raven
um with a precisely aimed and overwhelming as- Guard to deliberately keep the main force igno-
sault in the manner of their Primarch, whose loss rant of their presence, even when the main force
they mourn to this very day. With their numbers are also Adeptus Astartes, causing friction with
low due to the state of their gene-stock, the Ra- allies resentful of the Raven Guards' secrecy.
ven Guard now avoid frontal assaults, though they
Chapter Abilities
are not averse to sacrifice when called for. Instead,
Raven Guard strike forces specialise in deploying 5 4 2 2 2 2
to a war zone unseen by friend and foe alike, and Brawn Agility Intellect Cunning Willpower Presence

in launching ambushes and assassinations on key


• Wound Threshold: 15 + Brawn
enemy facilities and personnel.
(18 + Brawn for Primaris Marines)
Raven Guard Characters • Strain Threshold: 13 + Willpower
The acceleration of the gene-seed implantation (15 + Willpower for Primaris Marines)
and replication process instigated in the wake of • Starting Experience: 50 XP
the Istvaan Drop Site Massacres had implications • Sons of Corax: Raven Guard begin the game
for the Raven Guard Chapter’s genetic inheritance with one rank in Stealth or Ranged (Heavy).
with which they would grapple for millennia. The They still may not train these skills above
Chapter has rarely been able to field the full ten rank 2 during character creation.
companies mandated by the Codex Astartes, and
• Master of the Shadows: Raven Guard may re-
particularly gruelling campaigns have resulted in
roll a Stealth check once per encounter.
the Chapter operating at perilously under-strength
levels for extended periods or being forced to
withdraw for decades at a stretch to rebuild. Over
Chapter Flaw
time the gene-seed has become perilously unsta- Dark Heritage: Ghostly pale with dark, haunting
ble: minor mutations in the Melanchromic Organ eyes, the Raven Guard gene-seed has slight defi-
resulted in gradual changes in skin, hair and eye ciencies that make them unnerving to behold with
colouration, so that after several decades of service dwindling numbers.
a Battle-Brother has ivory white skin, his eyes are Raven Guard add b to Charm, Leadership and
gleaming black orbs, and his hair is the colour of Negotiation checks targeting anyone that could be
a raven’s feathers. frightened of their appearance, but add b to Co-
With their numbers low due to the state of their ercion checks against such targets.
gene-stock, the Raven Guard now avoid frontal Raven Guard do not have implant 16: Mucra-
assaults, though they are not averse to sacrifice noid, or implant 17: Betcher’s Gland. See page 14
when called for. Instead, Raven Guard strike forc- for more information on Space Marine implants.

21
Chapter II - Deathwatch
Salamanders
The Salamanders hail from Chapter Abilities
a world wracked by volca-
nic instability, but possessing 5 3 2 2 2 3
Brawn Agility Intellect Cunning Willpower Presence
the very rarest kinds of min-
eral resources. The violence
• Wound Threshold: 17 + Brawn
of the cyclic volcanic activity
(20 + Brawn for Primaris Marines)
creates and churns up minerals highly prized by
• Strain Threshold: 14 + Willpower
the Adeptus Mechanicus, yet the planet has been
(16 + Willpower for Primaris Marines)
occupied by Mankind since long before the Age
of Imperium. When it comes to combat doctrine, • Starting Experience: 40 XP
the Salamanders favour above all else the appli- • Sons of Vulcan: Salamanders begin the game
cation of heat and flame. What may have started with one rank in Ranged (Heavy) or Resil-
as a symbolic honouring of the volcanic nature of ience. They still may not train these skills
Nocturne and the fire-breathing beasts that live above rank 2 during character creation.
amongst the basalt-formed mountains has evolved • Fire-Born: When selecting their loadout, Sal-
into a lethal specialisation. amanders can make a modification to one
of their selected weapons. Add one of the
Salamanders Characters following qualities: Disorient 1, Pierce +1,
Salamanders characters are renowned for their
Reinforced, Reliable, Superior, Vicious +1.
unwavering endurance, their considered wisdom
Alternatively, remove one of the following:
and their skill with metalwork and technology.
Cumbersome 1, Inferior, Prepare 1, Unreli-
The Promethean Cult teachings they follow preach
able, Unwieldy 1.
the value of self-reliance and never giving up, de-
spite the odds. Promethean warriors aspire to be Chapter Flaw
level-headed and wise, and loyal to a fault, holding
Infernal Inheritance: Through a combination of
personal honour above all else.
their Gene-seed and the high radiation of their
Unlike most other Chapters, the Salamanders homeworld, Nocturne, the Salamanders' skin is
do not reside in their fortified home base. When stained a coal-like pitch black, their eyes glowing
not engaged on operations or training for them, like red-hot forges. They are simultaneously in-
the Salamanders live amongst their people, and stilled with altruism, with every Astartes keenly
each is the headman of a smaller community of feeling the pain of every fallen ally.
families. The people of Nocturne therefore grow
Whenever an ally within short range of you is
up in the company of god-like warriors, to whom
killed, a Story Point moves from the player pool to
they themselves are related, and they aspire above
the GM pool, if one is available.
all else to join their ranks and fight for the Emper-
or. As every Salamander practises the trade of the Salamanders add b to Charm, Leadership and
smith, so many take young apprentices into their Negotiation checks targeting anyone that could be
service, the best of these being judged worthy to frightened of their appearance, but add b to Co-
become aspirants and undertake the trials to join ercion checks against such targets.
the Chapter as neophytes.

22 Chapter II - Deathwatch
Space Wolves
Since the Imperium came don a standard tactical structure in favour of sim-
into being, the Space Wolves ply rushing headlong at the enemy, howling at the
have fought tooth and nail tops of their voices. This has been known to aggra-
for the cause of the Emperor. vate allies from other units, who must adapt their
Amongst the most famous battle plans in the face of the Space Wolves’ ac-
of the Chapters of the Adep- tions. However, far from being uncontrolled ber-
tus Astartes, their sagas are told from one end of serkers, the Space Wolves simply relish the thrill
the galaxy to the other. As headstrong as they are of close combat above all else. Nonetheless, their
fierce, the Space Wolves excel at close-quarters battle tactics are undeniably effective; the Space
fighting, their warriors vying keenly for glory on Wolves have fought in such a manner on a hun-
the field of battle. The Space Wolves live to fight, dred thousand battlefields since their conception,
and death holds no fear for them. and a hundred thousand battle honours bear wit-
ness to their bravery.
Space Wolves Characters
The Battle-Brothers of the Space Wolves are fero- Chapter Abilities
cious and aggressive warriors. Though far from
mindless berserkers, they are certainly possessed 5 3 2 3 2 2
Brawn Agility Intellect Cunning Willpower Presence
of a feral exuberance for battle. They have an over-
riding sense of duty and honour, and are driven • Wound Threshold: 16 + Brawn
ever onwards by a strong desire to right the many (19 + Brawn for Primaris Marines)
wrongs that have befallen the Imperium of Man • Strain Threshold: 13 + Willpower
since the heady days of the Great Crusade. Space (15 + Willpower for Primaris Marines)
Wolves exhibit a fierce sense of loyalty to their
• Starting Experience: 45 XP
comrades in arms and this is on occasion extend-
ed to their compatriots in other branches of the • Sons of Russ: Space Wolves begin the game
Imperium’s military. with one rank in Melee (Light) and Surviv-
al. They still may not train these skills above
In temperament, most Space Wolves are blunt rank 2 during character creation.
and plain speaking, even to the point of giving
• Wolf Senses: Space Wolves can reroll a Per-
offence to those not used to their ways. They ab-
ception check once per encounter, and add b
hor pretension and despise politicking. They are
to scent based Perception, Survival and Vigi-
honest to a fault, and expect the same quality in
lance checks.
those they fight alongside. Space Wolves embrace
their lot with an uncomplicated enthusiasm, from
the headstrong, newly recruited Blood Claw to the
Chapter Flaw
grey haired and taciturn Long Fang. Each plays Savage Within: Headstrong in their pursuit of
the role fate lays before him, knowing that a life valour, Space Wolves do not back down from
spent in service to the Emperor is a life well lived. death in glorious melee combat.

The Space Wolves’ combat doctrine is not as or- Space Wolves cannot use the move maneuver to
ganised as that of their brother Chapters. Given disengage from an opponent unless the opponent
that they live for the honour of battle, it is almost has been incapacitated, or the Space Wolf passes a
certain that the younger Space Wolves will aban- Hard (ddd) Cool check (performed as an inci-
dental once per turn).

23
Chapter II - Deathwatch
Ultramarines
Of all the thousand and more This is not to say that the Ultramarines are
Space Marine Chapters, it is hidebound or unimaginative in their thinking,
the blue-clad Ultramarines for it Primarch Roboute Guilliman is regarded as
that, in the mind of the count- one of the most imaginative military thinkers of
less billions of the Emperor’s all time. It is rather a deep-seated belief that every
subjects, personify everything problem can be solved with recourse to the Codex
that the Adeptus Astartes stands for. The Ultra- Astartes, that there is no need to reinvent solu-
marines and their many successor Chapters have tions to dilemmas solved long ago.
stood at the very forefront of the war against the
traitor, the alien, and the fiend since the very foun- Chapter Abilities
dation of the Imperium.
5 3 2 2 2 3
Across the domains of the Emperor, Ultrama- Brawn Agility Intellect Cunning Willpower Presence

rines are celebrated as heroic, virtuous, and noble


• Wound Threshold: 15 + Brawn
defenders of Humanity, their deeds celebrated in
(18 + Brawn for Primaris Marines)
devotional works the length and breadth of the
galaxy. The Ultramarines are rightly held as ex- • Strain Threshold: 15 + Willpower
emplars of all that a Space Marine can and should (17 + Willpower for Primaris Marines)
be. They are noble and virtuous, self-sacrificing • Starting Experience: 40 XP
and stoic, and truthful and just in thought and • Sons of Guilliman: Ultramarines begin the
deed. Unlike the Battle-Brothers of some other game with one rank in Leadership or Ranged
Chapters, they are not arrogant in their dealings (Heavy). They still may not train these skills
with the common man, and have served and died above rank 2 during character creation.
alongside warriors of every other military force in • Favoured Son: Ultramarines add b to Charm
the Imperium. and Leadership checks made towards other
Space Marines, or members of the Imperium’s
Ultramarines Characters armed forces.
The Ultramarines are rightly held as exemplars of
all that a Space Marine can and should be. They are • Spiritual Liege: All allies within Medium
noble and virtuous, self-sacrificing and stoic, and range of an Ultramarine add b to their fear
truthful and just in thought and deed. Unlike the checks.
Battle-Brothers of some other Chapters, they are
not arrogant in their dealings with the common Chapter Flaw
man, and have served and died alongside warriors Pride of Ultramar: Ultramarines are trained to
of every other military force in the Imperium. follow the Codex Astartes to the letter and inter-
pret its teachings flawlessly. They are distrustful of
As befits the Chapter of Roboute Guilliman,
those who do not adhere to the Codex's teachings.
the Ultramarines adhere rigidly to the tenets laid
down in the Codex Astartes. For ten thousand Leadership skill checks to activate leadership
years they have fought in the manner described in focused talents such as Inspiring Rhetoric or
its holy pages. Other Chapters may freely interpret Heroic Leadership increase their difficulty by d
the words of Guilliman, but to the Ultramarines when targeting an Ultramarine character, unless
such deviation is unthinkable. the person making the check is also an Ultrama-
rine.
24 Chapter II - Deathwatch
White Scars
The fierce, honour-scarred are set down in this way, the permanence of mar-
Battle-Brothers of the White ble far outweighing the convenience of mass stor-
Scars Chapter are the inher- age. When confined for long periods in an entirely
itors of the Fifth Legion. Re- artificial environment, many White Scars become
cruited from the most savage short tempered. The older and more experienced,
nomad tribes of the Feral however, have mastered themselves to such a de-
world of Chogoris, the White Scars fight in the gree that they can enter a restorative trance and
manner of the warriors of the steppes. Mounting meditate for days on end on the wildness of Chog-
lightning assaults utilising the fastest of vehicles, oris and emerge at peace once more.
the White Scars descend upon their foes in an un-
stoppable torrent, their hearts filled with savage Chapter Abilities
joy and the battle cry “For the Emperor and the
5 4 2 2 2 2
Khan!” on their lips. Brawn Agility Intellect Cunning Willpower Presence

White Scars Characters • Wound Threshold: 15 + Brawn


Because the tribes from which the White Scars re- (18 + Brawn for Primaris Marines)
cruit are so attuned to the land and the seasons, • Strain Threshold: 13 + Willpower
the Chapter’s Battle-Brothers have an intrinsic (15 + Willpower for Primaris Marines)
empathy with their environment. Wherever they
• Starting Experience: 45 XP
go, they are able to read the soil beneath their feet
and the air in their lungs and gain an instant un- • Sons of Russ: White Scars begin the game
derstanding of how best to fight in such places. with one rank in Drive and one rank in Sur-
Though Chogoris is a land of wide-open steppes vival. They still may not train these skills
punctuated by mighty forests and towering moun- above rank 2 during character creation.
tains, the enhanced physiology of the Adeptus As- • As Swift As The Wind: After making a ranged
tartes multiplies the Chogorians’ deep-seated un- attack, a White Scar may spend 1 strain and
derstanding of the land and turns it into an all but attempt a Hard (ddd) Athletics check to
preternatural awareness. move one range band towards his target as an
incidental. This check is instead substituted
Some have made the error of assuming the sav-
for a Driving check when operating a vehicle.
age sons of the wild steppes to be crude in man-
ners or unsophisticated in temperament, but this
perception could not be further from the truth
Chapter Flaw
(and voicing it would be unwise in any case). Wild Heart: White Scars are ill at-ease in artifi-
White Scars Battle-Brothers are complex individ- cial environments, finding great discomfort in
uals, and the product of a heady cocktail of their the towering spires of Hive Cities or the bowels of
environment, tribal tradition and Adeptus As- gloomy voidships.
tartes doctrine, training and genetic engineering. If a White Scar character has not spent time in
Many regard the trappings of civilisation with a nature at any point within the last week, they add
measure of suspicion. They would far prefer to b to all skill checks. This b remains until they
commit the wisdom of the ancients to mighty either spend some time in a natural environment
stone tablets than within crystal data-stacks for or commit themselves to meditation for an entire
example. Many of the teachings of the Primarch day.

25
Chapter II - Deathwatch
Black Shield
For a Space Marine, the icon his actions and will do nothing to imperil those
of their Chapter is more than around him, but he always stands ready to give his
just a marking on their armour life if circumstances call upon him to do so. In his
and their banners. The Chap- own mind he is already dead, and his life only has
ter icon is a sacred symbol of value in how it may best serve the Deathwatch.
all that their Chapter stands
for, a mark of all the proud history that can be Chapter Abilities
traced back to the Chapter’s very founding. How-
5 4 2 2 2 2
ever, among the ranks of the Deathwatch there are Brawn Agility Intellect Cunning Willpower Presence
warriors that bear no Chapter mark. Where the
other Battle-Brothers proudly display their Chap- • Wound Threshold: 15 + Brawn
ter’s heraldry, the right pauldron of these warriors (18 + Brawn for Primaris Marines)
shows only featureless black. By ancient tradition, • Strain Threshold: 14 + Willpower
a Space Marine with his heraldry obscured may (16 + Willpower for Primaris Marines)
present himself before a Watch Commander and • Starting Experience: 55 XP
petition for admittance to the Deathwatch. He
• Unknown Warrior: Black Shields begin the
may not be pressed to divulge anything about his
origins, all such information having beem ritually game with one rank in any one skill of their
obliterated by the removal of his Chapter’s mark. choice. They still may not train this skill above
rank 2 during character creation.
Black Shield Characters • Price of Redemption: Black Shields can
Black Shields are rare individuals; a Watch Com-
spend a Story Point to ignore the effects of a
mander will normally see only perhaps a handful
single critical injury for the duration of an en-
in his lifetime. No two share the same motiva-
counter. This does not work on injuries which
tion for taking up the Black Shield, and specu-
involve loss of limbs, eyes or other body parts.
lation as to their motives follows them wherever
they go. One universal trait is clear among Black Chapter Flaw
Shields: a fierce determination to expunge their
Dark Origins: Every Black Shield carries some
past through service in the Deathwatch. They
terrible secret, a great shame which has lead them
maintain a gruelling penitent's regime of prayer
to abandon their heraldry and petition to join the
and self-castigation between training exercises to
Deathwatch. It's unlikely they will ever share this
harden themselves for the battles ahead. In battle
secret, but it weighs heavy on their soul, leading
they fight without consideration for their wounds
them to disregard their own safety as a form of
or the perils of the battlefield to achieve the Kill-
penance.
team's goals.
If an ally within engaged range of a Black Shield
When recklessness and even self-sacrifice are
is the target of an attack, a Black Shield must suffer
called for a Black Shieldis without heistation and
3 strain or put themselves in the path of the attack
has no fear of putting himself in harm's way. A
as an out-of-turn incidental, becoming the new
Black Shield will think nothing of placing him-
target of the attack.
self as bait in a trap or drawing enemy fire. The
Black Shield does not seek personal glory through

26 Chapter II - Deathwatch
Step IV - Career Table 2-1: Deathwatch Careers
Career Skills Page
Deathwatch Marines use an entirely new set of ca- Standard Marine Careers
reers, different to those provided in the Dark Her- Assault Coordination, Driving,
29
esy core rulebook. These careers function in the Marine Melee (Light), Ranged (Light)
Athletics, Gunnery,
same way as those presented in Dark Heresy, giv- Devastator
Perception, Ranged (Heavy)
31
ing your character four pre-selected career skills, Perception, Ranged (Heavy),
Scout 37
and allowing you to pick four of your own. Stealth, Survival
Tactical Athletics, Cool,
38
While typically Space Marine roles are highly Marine Leadership, Ranged (Heavy)
specialised, designed to fit within the structure of Primaris Marine Careers
Athletics, Gunnery,
a company's military forces, a Deathwatch Ma- Hellblaster
Resilience, Vigilance
32
rine's role is one which requires a high level of Coordination, Driving,
Inceptor 33
flexibility. While your character's career may say Perception, Ranged (Light)
Athletics, Perception,
they are a Devestator, or a Tactical Marine, this Intercessor
Ranged (Heavy), Resilience
34
places no restrictions on the equipment or tactics Coercion, Melee (Light),
Reiver 36
they can utilise on a mission. Stealth, Survival
Cool, Ranged (Heavy),
Vanguard 40
Marine Type Stealth, Tech-Use
General Careers
Some of the careers in this chapter are exclusive to Medicae, Ranged (Light),
Apothecary 28
standard Space Marines, and some are only avail- Scholastic Lore, Tech-Use
able to Primaris Space Marines, while a few are Discipline, Leadership,
Chaplain 30
Melee (Light), Scholastic Lore
available to both. This is identified in the write- Discipline, Forbidden Lore,
Librarian 35
up for each career, as well as in Table 2-1: Death- Melee (Light), Perception
watch Careers. Melee (Heavy), Perception,
Tech-Marine 39
Scholastic Lore, Tech-Use

Useful Talents for Careers


Genesys' open character creation system allows
you to give your character any skills or talents.
However, each career includes a sidebar with sug-
gestions for talents that may be particularly appro-
priate or useful.

Common Loadouts
Deathwatch Marines have access to a broad array
of specialised equipment, able to tailor their load-
out to perfectly suit each mission. However, each
career has a standardised loadout which is com-
mon for their battlefield role, and this is detailed
in the profile for each career.

27
Chapter II - Deathwatch
Apothecary
Available to: Any Deathwatch Marine. Apothecary Characters
Apothecaries are charged with maintaining the An Apothecary counts the following skills as ca-
bodily health of their Battle-Brothers, whether reer skills: Medicae, Ranged (Light), Scholastic
this is monitoring their genetically engineered Lore and Tech-Use. In addition, the Apothecary
implants or administering emergency medical may select four other skills, and also count those
attention on the field of battle. Only the bravest as career skills. Before spending experience during
of warriors are chosen for this honoured duty, for character creation, the Apothecary may choose
each must look first and foremost to the health of four of their career skills and gain one rank in
his companions, and consider his own life as sec- each of them.
ondary. Apothecaries are at once mighty warriors Common Loadout: The following represents a
and selfless servants, and each would fight their typical loadout for an Apothecary.
way through hordes of vile enemies to reach a
• Deathwatch Power Armour with a
fallen Battle-Brother and then transfuse the very
diagnostor helmet.
last drop of his own blood to save the life of the
wounded. • A chainsword and a bolt pistol.
• 3 frag grenades and 3 krak grenades.
Deathwatch Apothecaries take on a number of
additional duties over those performed in their • A narthecium and a reductor.
parent Chapter. For a start, they must master the • 1 dose of repair cement.
genetic inheritance not only of their own helix,
but of a myriad of other Chapters too. Apothecar-
ies also act as a watch-guard against mutation and
corruption, monitoring their battle-brothers for
any sign of xenos taint. In addition, Apothecaries
play an important role in designing training reg-
imens for the Deathwatch, utilising their detailed
knowledge of Space Marine physiology.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Apothecaries.

Tier 1: Apothecary
Tier 1: Physician
Tier 1: Specialist Knowledge
Tier 2: Combat Medicine
Tier 2: Sawbones
Tier 3: Xeno-Anatomist

28 Chapter II - Deathwatch
Assault Marine
Available to: Standard Space Marines only. Assault Marine Characters
Assault Marines are specialists in the brutal art An Assault Marine counts the following skills
of close quarters combat. They carry a range of as career skills: Coordination, Driving, Melee
weaponry, usually a lethal combination of a pistol (Light), and Ranged (Light). In addition, the
and a melee weapon, the most common being the Assault Marine may select four other skills, and
iconic bolt pistol and chainsword. Many choose to also count those as career skills. Before spending
take to the battlefield equipped with a jump pack, experience during character creation, the Assault
allowing them to close rapidly on their foes, often Marine may choose four of their career skills and
descending from above in a devastating charge. gain one rank in each of them.
A Deathwatch Assault Marine is likely to be a Common Loadout: The following represents a
warrior who has mastered all of the methods of typical loadout for an Assault Marine.
war, and discovered that he is most skilled at close • Deathwatch Power Armour.
combat. To serve as an Assault Marine is to go • A chainsword and a bolt pistol.
quite literally face to face with the most terrible of
• 3 frag grenades and 3 krak grenades.
Humanity's foes, and to have pitted wits against
the vilest of beasts countless times, and won. An • A jump pack.
Assault Marine is a master with his chosen weap- • 1 dose of repair cement.
ons combination, and he practices endlessly in
their use. Many Assault Marines hone their skills
in long duels with their brethren, perfectly willing
to risk injury so that their abilities might be honed
to perfection. As a result of their training, many
Assault Marines uffer more scars than a veteran of
centuries of warfare, and they bear them proudly
as a sign of their calling.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Assault Marines.

Tier 1: All Out Attack


Tier 1: Jump Up
Tier 1: Parry
Tier 2: Hard Target
Tier 2: Insert talent here.
Tier 3: Death From Above

29
Chapter II - Deathwatch
Chaplain
Available to: Any Deathwatch Marine. Chaplain Characters
Absolute faith, when coupled with the Space Ma- A Chaplain counts the following skills as career
rine’s superhuman physique, can achieve the nigh skills: Discipline, Leadership, Melee (Light) and
impossible. The forms of the xenos are beyond Scholastic Lore. In addition, the Chaplain may
counting, and no few of these abominations are select four other skills, and also count those as
supernatural. Against the stranger species in the career skills. Before spending experience during
galaxy, the surest defence is the bulwark of a strong character creation, the Chaplain may choose four
belief in the Imperium's rightful rule, twinned of their career skills and gain one rank in each of
with the burning conviction of the righteous. The them.
Chaplains of the Deathwatch provide this in lim- Common Loadout: The following represents a
itless supply. Their fiery rhetoric steels the souls of typical loadout for a Chaplain.
their battle-brothers and fills those nearby with a
• Deathwatch Power Armour with a skull
desire to wreak violent vengeance.
helm.
Upon seeing the triumphant image of a Chap- • Crozius Arcanum and a bolt pistol.
lain tearing into foul xenos foes, roaring praise to
• 3 frag grenades and 3 krak grenades.
the Emperor, even those warriors whose souls are
tired and bodies are broken find themselves in- • 1 dose of repair cement.
vigorated as the fog of doubt is burned away, and
the path to victory is made clear once more. No
matter how hideous and unnatural the xenos foe,
the presence of such a redoubtable servant of the
Emperor fills loyal Imperial hearts with fire. Fol-
lowing the Chaplain's stalwart example, they hurl
themselves into battle, driven by absolute xeno-
phobic conviction and the desire to prevail at any
cost.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Chaplains.

Tier 1: Disturbing Voice


Tier 1: Hatred
Tier 1: Fearsome
Tier 2: Inspiring Rhetoric
Tier 2: Battle Hymn
Tier 3: Into the Jaws of Hell

30 Chapter II - Deathwatch
Devastator
Available to: Primaris Space Marines only. Devestator Characters
Devastator Marines are those Battle-Brothers A Devestator Marine counts the following skills as
tasked with manning the very heaviest and most career skills: Athletics, Gunnery, Perception and
powerful of portable weapons. In his parent Chap- Ranged (Heavy). In addition, the Devestator may
ter, the Devastator Marine might recently have as- select four other skills, and also count those as
cended from the 10th Scout Company, and there- career skills. Before spending experience during
fore be undertaking a crucial stage in the process character creation, the Devestator may choose
of mastering all of the arts of war. In the Death- four of their career skills and gain one rank in
watch, however, it is more likely that the Devasta- each of them.
tor Marine has already served in his parent Chap- Common Loadout: The following represents a
ter as a Devastator, Assault, and Tactical Marine, typical loadout for a Devestator Marine.
and is returning to the role he most excels in—the
• Deathwatch Power Armour.
application of overwhelming firepower.
• Heavy bolter.
In battle, the Deathwatch Devastator Marine
• Bolt pistol and an Astartes combat knife.
carries one of a wide range of heavy weapons,
and his role is to provide fire support for the other • 3 frag grenades and 3 krak grenades.
members of the Kill-team. It is often the case that • 1 dose of repair cement.
a concentrated burst of fire from a heavy weapon
will force the enemy to seek cover, thus allowing
the Kill-team to advance across otherwise peril-
ous ground. Weapons such as the heavy bolter are
ideal for this task, as they combine a high rate of
fire with a powerful ammunition type. For this
reason, the heavy bolter is the most common type
of heavy weapon carried by Devastator Marines.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Devestators.

Tier 1: Pinning Fire


Tier 1: Brace
Tier 1: Toughened
Tier 2: Tank Gunner
Tier 2: Bulging Biceps
Tier 3: Dig In

31
Chapter II - Deathwatch
Hellblaster
Available to: Primaris Space Marines only. Hellblaster Characters
The galaxy seethes with dread terrors, monstrous A Hellblaster counts the following skills as career
beasts and heretical war engines that vent their skills: Athletics, Gunnery, Resilience and Vigi-
fury upon the Emperor's servants. It is the job of lance. In addition, the Hellblaster may select four
the Hellblasters to eradicate such abominations. other skills, and also count those as career skills.
With searing plasma they scour them from exis- Before spending experience during character cre-
tence, until nothing but glassy craters and glowing ation, the Hellblaster may choose four of their ca-
clouds of ash remain. reer skills and gain one rank in each of them.
Considering the plethora of monstrosities field- Common Loadout: The following represents a
ed by xenos armies, it is no surprise that almost typical loadout for a Hellblaster.
every watch fortress has a standing requisition • Mark X Tacticus Power Armour.
order for Hellblasters. Many Watch Captains pre- • Plasma incinerator.
fer to field these warriors as Guilliman intended,
• Bolt pistol and an Astartes combat knife.
lacing small squads of them in amongst more var-
ied Kill Teams to provide reliable close-range fire • 3 frag grenades and 3 krak grenades.
support. Indeed, some watch fortresses have taken • 1 dose of repair cement.
to using Hellblasters much like lighter, more ma-
noeuvrable Devastator Squads.
When fielded as part of a Kill Team, Hellblasters
adopt a protective role. They cover their brothers'
backs, calmly picking off foes that pose the great-
est threat to their team. They use their weapons to
eliminate enemy leaders, blast tanks and walkers
to glowing slag, and breach armoured hatches that
may bar the Kill Team's path.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Hellblasters.

Tier 1: Crack Shot


Tier 1: Pinning Fire
Tier 1: Toughened
Tier 2: Rapid Reload
Tier 2: Lucky Strike
Tier 3: Weapon Training

32 Chapter II - Deathwatch
Inceptor
Available to: Primaris Space Marines only. Inceptor Characters
Inceptors are fast-moving Primaris Space Marine An Inceptor counts the following skills as career
shock troops. Equipped with heavy jump packs skills: Coordination, Driving, Perception, and
and wearing heat-shielded Mk X Gravis armour, Ranged (Light). In addition, the Inceptor may
they are capable of making combat drops from a select four other skills, and also count those as
planet's upper atmosphere, streaking down upon career skills. Before spending experience during
the battlefield like living missiles from the troop character creation, the Inceptor may choose four
bays of orbiting battleships. Upon landing, they of their career skills and gain one rank in each of
raise a sweeping storm of fire with their brutally them.
effective assault bolters or terrifying plasma exter- Common Loadout: The following represents a
minators. Hails of mass-reactive shells and sear- typical loadout for an Inceptor.
ing plasma bolts spew from their barrels, blasting
• Mark X Gravis Power Armour with a grav
apart everything in their vicinity in a tornado of
chute.
gore and sun-bright energies.
• 2 assault bolters and an astartes combat
When they fight as part of a Kill Team, Incep- knife.
tors fulfil a somewhat different role. The speed af-
• A jump pack.
forded by their heavy jump packs allows them to
operate as forward scouts for their battle-brothers, • 1 dose of repair cement.
moving at the forefront of their Kill Team to spy
out enemy locations, or ascending to command-
ing positions where they can spy out the wider
strategic picture. They are equally adept at react-
ing swiftly to developing situations, jetting across
the battlefield to come to the aid of beleaguered
comrades or defend vital locations.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Inceptors.

Tier 1: Catfall
Tier 1: Swift
Tier 1: Toughened
Tier 2: Dual Wielder
Tier 2: Side Step
Tier 3: Wings of Angels

33
Chapter II - Deathwatch
Intercessor
Available to: Primaris Space Marines only. Intercessor Characters
Intercessor Squads form the beating heart of the An Intercessor counts the following skills as ca-
Primaris Space Marine forces. Harking back to reer skills: Athletics, Perception, Resilience and
the single-armament squads of the Great Crusade, Ranged (Heavy). In addition, the Intercessor may
every Intercessor is armed with one of several select four other skills, and also count those as
marks of bolt rifle. These weapons boast superior career skills. Before spending experience during
range and stopping power to even the holy bolt- character creation, the Intercessor may choose
gun, allowing Intercessor Squads to level wither- four of their career skills and gain one rank in
ing storms of firepower that annihilate many en- each of them.
emies before they can even bring their own guns Common Loadout: The following represents a
into range. Against those few foes who survive the typical loadout for an Intercessor.
concentrated fire of their bolt weapons and the
• Mark X Tacticus Power Armour.
detonations of their frag and krak grenades, the
Intercessors's physical strength and resilience is • An astartes combat knife.
so formidable that they can withstand the most • A bolt rifle and a bolt pistol.
horrific wounds without falling, and punch clean • One clip of hellfire bolt shells, one clip of
through steel plating to rend the flesh and bone inferno shells.
beneath. • 3 frag grenades and 3 krak grenades.
Amongst most Space Marine Chapters, Inter- • 1 dose of repair cement.
cessors form part of the main battle line. They are
relied upon to hold their ground against onrush-
ing foes, secure key objectives and wear down the
enemy's strength with weight of fire. Their role in
the Deathwatch echoes this, forming the back-
bone of Fortis Kill Teams.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Intercessors.

Tier 1: Toughened
Tier 1: Side Step
Tier 1: Rapid Reaction
Tier 2: Storm of Iron
Tier 2: Tactical Focus
Tier 3: Hold It Steady

34 Chapter II - Deathwatch
Librarian
Available to: Any Deathwatch Marine. Librarian Characters
Librarians are those Space Marines born as psykers, A Librarian counts the following skills as career
able to wield the powers of the mind against the skills: Discipline, Forbidden Lore and Melee
foes of Mankind. To be a Space Marine is to be one (Light), Perception. In addition, the Librarian
in a billion—a man judged strong, tough, and bold may select four other skills, and also count those
enough to stand against the horrors of the galaxy. as career skills. Before spending experience during
To be also a psyker, judged capable of holding back character creation, the Librarian may choose four
the ravenous beings of the warp and to wield his of their career skills and gain one rank in each of
powers in combat, the Librarian is truly one of them.
Mankind's most exceptional warriors. As Librarians are psykers, one or more of their
Librarians fulfil a number of roles within the chosen career skills should likely be psychic dis-
Deathwatch. Chief among them is that of the ciplines, but these have not been included in the
combat psyker. By focusing his prodigious psychic Librarian's standard set of career skills to avoid
powers, the Librarian is able to unleash withering forcing players to pick a particular discipline.
blasts of searing energy at his foe, reducing them to Common Loadout: The following represents a
ashes with but a thought. They are also the guard- typical loadout for a Librarian.
ians of the secrets of the Deathwatch. Watch For-
• Deathwatch Power Armour.
tresses contain sealed vaults filled with dangerous
relics and vast archives of proscribed knowledge. • Force sword or force staff.
Not even the Watch Commander has ac- • Bolt pistol.
cess to these archives—only the Librari- • 3 frag grenades and 3 krak grenades.
ans are entrusted with their access codes, • 1 dose of repair cement.
and only they are judged strong enough
to withstand the sanity shattering secrets
sealed within.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Librarians.

Tier 1: Specialist Knowledge


Tier 1: Rapid Recovery
Tier 1: Grit
Tier 2: Archivator
Tier 2: Fettered Power
Tier 3: Know Thy Enemy

35
Chapter II - Deathwatch
Reiver
Available to: Primaris Space Marines only. Reiver Characters
Skull-helmed terror troops that strike from the A Reiver counts the following skills as career
shadows with devastating force, Reivers embody skills: Coercion, Melee (Light), Stealth and Sur-
the most frightening and inhuman aspects of the vival. In addition, the Reiver may select four other
Adeptus Astartes. They are masters of stealth, slip- skills, and also count those as career skills. Before
ping deep behind enemy lines or dropping secret- spending experience during character creation,
ly onto planets weeks in advance of any other Im- the Reiver may choose four of their career skills
perial forces. However, unlike more conventional and gain one rank in each of them.
scouting forces who withdraw once their task is Common Loadout: The following represents a
accomplished, Reivers drop their shroud of se- typical loadout for a Reiver.
crecy when the moment to strike is at hand. Then
• Mark X Phobos Power Armour with grav
they launch their assault in shocking and terrify-
chute.
ing style.
• Bolt carbine or heavy bolt pistol.
Such warriors excel against ill-disciplined or
• Astartes combat knife.
superstitious xenos races, who scatter in abject
terror when their attack begins. When faced with • 3 shock grenades and 3 krak grenades.
the less comprehensible psychology of alien rac- • Grapnel launcher.
es such as the Tyranids or Necrons, Reivers have • 1 dose of repair cement.
proven better employed as members of Kill Teams.
Their scouting abilities, mastery of stealth, and
strengths as sudden ambush-killers are a substan-
tial boon to their battle-brothers. That is not to say
that teams of Reivers cannot have a deadly impact
against such inhuman foes, able to hunt down and
remove key enemy threats with surgical precision.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Reivers.

Tier 1: Fearsome
Tier 1: Quick Strike
Tier 1: Rapid Reaction
Tier 2: Dirty Tricks
Tier 2: Menacing
Tier 3: Lethal Blows

36 Chapter II - Deathwatch
Scout
Available to: Standard Space Marines only. Scout Characters
When first inducted into a Chapter, a recruit joins A Scout counts the following skills as career skills:
the 10th Company as a Scout, where he learns to Perception, Ranged (Heavy), Stealth and Sur-
wage war as a warrior of the Adeptus Astartes. vival. In addition, the Scout may select four other
Space Marine Scouts chiefly fight as skirmishers, skills, and also count those as career skills. Before
relying on stealth rather than brute force to ac- spending experience during character creation,
complish missions. Lightly armed and armoured the Scout may choose four of their career skills
in comparison to their more experienced bat- and gain one rank in each of them.
tle-brothers, they operate independently of the Common Loadout: The following represents a
main Adeptus Astartes force, infiltrating enemy typical loadout for a Scout.
positions and clearing the way for the Chapter’s
• Deathwatch Scout Armour.
advance.
• Scout shotgun or scout sniper rifle.
While in most chapters Scout duties are left
• Bolt pistol and an Astartes combat knife.
to the initiates, the unique nature of the Death-
watch's work finds many Deathwatch Marines • 3 frag grenades and 3 krak grenades.
returning to the tactics and equipment of their • Auspex.
youth. The terrifying might of an Astartes in full • Chameleoine cloak.
power armour might be an asset in a warzone,
but when the work of the Deathwatch requires
more subtlety, a softer approach is often beneficial.
Scouts can be an asset to their Kill Team, infiltrat-
ing enemy positions in advance of their comrades,
and providing long-range sniping support while
their more well-protected battle-brothers take up
the front.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Scouts.

Tier 1: Survivalist's Instinct


Tier 1: Swift
Tier 1: Tumble
Tier 2: Hard Target
Tier 2: Honed Senses
Tier 3: Elusive

37
Chapter II - Deathwatch
Tactical Marine
Available to: Standard Space Marines only. Tactical Marine Characters
Tactical Marines are the most numerous of Space A Tactical Marine counts the following skills as
Marine warriors, and as their name suggests they career skills: Athletics, Cool, Leadership and
are equipped and trained to fulfil the widest range Ranged (Heavy). In addition, the Tactical Ma-
of battlefield roles. Armed with the iconic bolt- rine may select four other skills, and also count
gun, Tactical Marines provide the bulk of the Kill- those as career skills. Before spending experience
team’s firepower, which they are able to lay down during character creation, the Tactical Marine
in a devastating fusillade even as they advance may choose four of their career skills and gain one
implacably towards their objective. Most Bat- rank in each of them.
tle-Brothers taking up service in the Deathwatch Common Loadout: The following represents a
have advanced to the position of Tactical Marine typical loadout for a Tactical Marine.
in their parent Chapters, and so are veteran war-
• Deathwatch Power Armour.
riors well versed in the many disciplines of war.
Truly, there are very few enemies that the Tactical • Boltgun, bolt pistol and an astartes combat
Marine has not encountered and defeated, and no knife.
battlefield holds any terror for him. • One clip of hellfire bolt shells, one clip of
inferno shells.
The primary task of a Kill-team’s Tactical Ma-
rines is to engage the bulk of the foe, and to bring • 3 frag grenades and 3 krak grenades.
about the achievement of its objectives. Any spe- • 1 dose of repair cement.
cialists in the team such as Devastator Marines
and Assault Marines, are present mainly to sup-
port the Tactical Marines in their task. To this
end, the Tactical Marines are masters of a wide
range of combat tactics, and they are adept in the
use of a variety of weapons and other equipment.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Tactical Marines.

Tier 1: Grit
Tier 1: Toughened
Tier 1: Calm and Collected
Tier 2: Coordinated Assault
Tier 2: Tactical Focus
Tier 3: Field Commander

38 Chapter II - Deathwatch
Tech-Marine
Available to: Any Deathwatch Marine. Tech-Marine Characters
Tech-Marines are those brethren schooled in the A Tech-Marine counts the following skills as ca-
forbidden knowledge of the Omnissiah—the Ma- reer skills: Melee (Heavy), Perception, Scholastic
chine God. Those aspirants who display an affin- Lore and Tech-Use. In addition, the Tech-Marine
ity for the operation of machines undergo special may select four other skills, and also count those
trials to discern their suitability to receive addi- as career skills. Before spending experience during
tional training under the Adeptus Mechanicus. character creation, the Tech-Marine may choose
Upon their ascension to the status of Battle-Broth- four of their career skills and gain one rank in
er, those judged worthy are dispatched to a Forge each of them.
world of the Adeptus Mechanicus, where they are Common Loadout: The following represents a
inducted into the secrets of the Machine Cult. typical loadout for a Tech-Marine.
The most critical of their tasks is to operate, • Deathwatch Power Armour.
maintain, and, if necessary, repair the myriad of • Astartes-Pattern Omnissian Axe.
war machines used by the Space Marines. Every
• Bolt pistol.
item of technology, from a imple round of ammu-
nition to a battle barge, is revered as an instrument • 3 frag grenades and 3 krak grenades.
of the Emperor’s divine will, and the Techmarine • Servo-arm.
knows that to neglect such equipment is akin to • 1 dose of repair cement, 2 doses of sacred
dereliction of duty and blasphemy. After all, a bolt- unguents.
er not cleaned, oiled, blessed, and beseeched can
scarcely be expected to be reliable in battle, and so
a Space Marine’s life may depend upon how well
such weapons are maintained. Techmarines over-
see this process, guiding the battle brothers in the
correct and proper rituals by which the war spirit
of each and every weapon is appeased.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Tech-Marines.

Tier 1: Cant Mechanicus


Tier 1: Resourceful Mechanic
Tier 1: Durable
Tier 2: Binary Chatter
Tier 2: Quick Fix
Tier 3: The Flesh Is Weak

39
Chapter II - Deathwatch
Vanguard
Available to: Primaris Space Marines only. Vanguard Characters
Elite killers, saboteurs and terror troops who A Vanguard counts the following skills as career
spread fear and ruin throughout the enemy's do- skills: Cool, Ranged (Heavy), Stealth and Tech-
main—these are the Vanguard Space Marines, the Use. In addition, the Vanguard may select four
first into battle and the last sight their enemies will other skills, and also count those as career skills.
ever see. Precision and ruthless efficiency are the Before spending experience during character cre-
watchwords of the Vanguard Space Marines, and ation, the Vanguard may choose four of their ca-
the silence of death is all that they leave in their reer skills and gain one rank in each of them.
wake. Performing duties ahead of the main bat- Common Loadout: The following represents a
tle line, these forward operatives sow discord and typical loadout for a Vanguard.
panic throughout the enemy force.
• Mark X Phobos Power Armour.
Vanguard Space Marines are not a single unit, • Marskman bolt carbine.
but several different types of squads who perform
• Bolt pistol and astartes combat knife.
different tactical roles for an overall Vanguard
force. Vanguard Infiltrators focus on disrupting • 3 smoke grenades and 3 frag grenades.
enemy communications and sabotaging targets • Omni-scrambler.
of opportunity, while Vanguard Eliminators are • 1 dose of repair cement.
dedicated marksmen removing targets from a dis-
tance with surgical precision. Vanguard Suppres-
sors deploy behind enemy lines with jump packs
and grav chutes, taking enemies off-guard with
hails of fire from heavy weaponry. The value of a
Vanguard Space Marine to a Kill Team is undeni-
able, as their sheer tactical flexibility makes them
an asset to their battle-brothers.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Vanguards.

Tier 1: Crack Shot


Tier 1: Hamstring Shot
Tier 1: Pinning Fire
Tier 2: Lucky Strike
Tier 2: Honed Senses
Tier 3: Target Selection

40 Chapter II - Deathwatch
Step V - Invest Step VI - Determine
Experience Points Derived Attributes
With the basic building blocks of your character in Now that your final character statistics are in place,
place, the next step is to invest experience points. determined by your character’s Home Chapter
Your character’s Home Chapter determines how and career, you can work out their derived attri-
many experience points they have to spend. This butes. These are wound threshold, strain thresh-
step allows you to round out your character by in- old, defense, and soak value.
creasing characteristics and skills and even pick- Information on how to determine these derived
ing up a few talents before you start play. attributes and on how they function in the game
Information on how to spend starting ex- can be found on page 45 of the Genesys Core
perience points can be found in page 44 of the Rulebook.
Genesys Core Rulebook. Remember that experi- In Dark Heresy, one new derived attribute is
ence points cannot be directly invested into char- introduced; Corruption Threshold. A character's
acteristics after character creation, so it’s import- corruption threshold represents their soul's re-
ant to consider investing some of your starting silience against the foul influence of Chaos, and
experience into your characteristics. is covered in more detail in Chapter VIII - Cor-
It's important to note that experience points ruption of the Dark Heresy Core Rulebook. Your
from your Home World choice can't be spent on character's corruption threshold is equal to their
Space Marine Elite Advances; only extra expe- Willpower rating, plus 10. After you determine
rience points (discussed below) may be spent on this initial value, further increases to your char-
these. acter’s Willpower rating do not increase their cor-
ruption threshold—this attribute never increases.
Extra Experience Points
If your campaign allows for Space Marines in the Step VII - Determine
party, your GM has elected to grant some addi-
tional experience points to characters. This could
Motivations
be because you are making a new character to Perhaps the most important aspect of your char-
join a roster of established characters, or simply acter is their Motivation. This is going to help you
because the campaign is geared towards more ex- figure out how your character responds to any
perienced characters. given situation, how they deal with dangers and
threats, and what drives them to succeed.
A significant chunk of this extra experience will
have to be spent on one of two Elite Advances to Marines, as far removed from humanity as they
represent your Space Marine capabilities. See pag- are, still have feelings, desires, and deep terrors,
es 11-13 for further details. although these might take on a very different form
to those of mundane humans.
Remember that only experience that comes
from your Home Chapter may be spent on increas- How Motivations work and lists of Motivations
ing characteristics; any extra experience granted to choose from can be found on page 46 of the
by the GM must be spent on other things, such as Genesys Core Rulebook.
skills and talents.

41
Chapter II - Deathwatch
Step VII - Choose Starting Equipment
Deathwatch Marines do not handle gear in the
Gear, Appearance same way as Inquisitorial Acolytes. They do not
and Personality purchase equipment, and are not required to req-
uisition their armaments with Influence. Instead,
Lastly, you should round out your character by
they select their loadout each time they visit a
choosing their gear and determining their appear-
Watch Fortress or other Deathwatch armoury,
ance and personality.
with access to a range of gear based on the group’s
Appearance encompasses all of your character’s Renown score. This is detailed further in Chapter
physical traits. Many Space Marines have scars VII - Elite Armoury.
from past battles against the Imperium’s numer-
While this means Deathwatch Marines have
ous foes. Some bear special service studs implant-
much more tactical flexibility in deciding their
ed into their forehead to mark a century of service
loadout, it may be wise to spend some time in
with his Chapter. Space Marines may have short
character creation thinking up what a "standard"
hair, long hair, or can be completely bald; many
loadout for your character might be. Each career
have a piercing gaze or a deep, commanding voice.
write-up has some suggestions, but nothing is
You should select some of these details or create
stopping you from ignoring these suggestions en-
your own to personalise your character’s appear-
tirely, they are simply a guide.
ance. It's also worth considering your character's
Chapter, as their genetic heritage can have a mas- It's worth noting that your choice of Marine
sive impact on their appearance. type and career will factor into the gear you can
access. Firstborn Marines and Primaris Marines
If seeking inspiration for fleshing out your
have access to different armour, to suit their dif-
character's appearance, personality, beliefs and
fering physiques. Additionally, some gear is exclu-
other details, the Deathwatch roleplaying game
sive to specific roles, such as the Crozius Arcanum
published by Fantasy Flight Games is an excellent
of the Chaplain, or the Apothecary's Narthecium.
source of inspiration. The entire game-line fo-
Further details of these restrictions are provided
cused on playing in Deathwatch Kill Teams, and
in Chapter VII: Elite Armoury.
as such provides a great wealth of information on
how to appropriately design and roleplay a mem-
ber of the Deathwatch.

42 Chapter II - Deathwatch
Chapter III:
Grey Knights
“I am the Hammer. I am the sword in His hand. I am the Gauntlet about His fist. I am the Bane of
His foes and the woes of the treacherous. I am the End.”
– Justicar Tancred

Humanity has precious little defence against the posal when openly engaging daemons and follow-
horrors of the Warp. While Man’s unwavering ers of the Dark Gods. Each Grey Knight is capable
faith may offer him some comfort, there are few of laying waste to scores of cultists and lesser dae-
among the ranks of the Imperium's warriors capa- mons as an Imperial Guardsman might dispatch
ble of handling even the most minor of daemonic grots.
incursions. It was for this reason that the Emperor The resources of the Grey Knights are limited,
created the Grey Knights. The Grey Knights are a however, and the deployment of even a single Grey
dedicated Chapter of Adeptus Astartes. They are Knight is something that the Inquisition and the
highly elite psychic soldiers, each armed and ar- Grey Knights Chapter must carefully consider.
moured with the finest equipment available and While the legions of the Warp are near infinite in
trained to face the worst the Warp has to offer. their numbers and can strike at any point within
While few in number, the Grey Knights represent the galaxy, the ranks of the Grey Knights are not.
the most potent tool the Inquisition has at its dis-

43
Chapter III - Grey Knights
Creating a Grey Knight largely follows the same Grey Knight Names
process described in the Genesys Core Rulebook
When a warrior is inducted into the Grey Knights,
and the Dark Heresy Core Rulebook. This is
he leaves behind his name along with his past,
broken up into seven steps, which are explained
forgetting much of who he was so that his mind
across the following pages. This process is quite
might be clear to focus on his sacred duty. It is
similar to that used to create Deathwatch Marines.
only if he survives his years of arduous training
As outlined in Chapter I: Elite Level Play, it's and joins the Chapter as a fully fledged member
important to be aware that creating a Grey Knight that he receives a new name, one carefully chosen
Marine requires 340 experience points be invested by the Chapter's scribes for its potency and signif-
into a mandatory Elite Advance. This means that icance against daemons.
Grey Knights characters typically cannot join a
These names are in themselves instruments of
Dark Heresy party at the start of a campaign, un-
power as much as the Grey Knight’s nemesis force
less the campaign is starting at a higher XP level
halberd or storm bolter, and each one is keyed to
that usual.
a specific foe designed to turn the nature of the
Step I - Determine daemon's own true name back upon itself. Many
of these names of power have been passed down
Background through the centuries and carried by numerous
Grey Knights are all cut from similar cloth, their Grey Knights, and carry with them a sacred duty
origins (and even their original names) swept away to hunt down a specific daemon or its spawn.
during their years of training and induction into A GM may wish to work with Grey Knight
the Adeptus Astartes. However, there are a few players to determine what daemon their name
things to consider when making a Grey Knights is paired with. While the Grey Knight may nev-
character. er find himself confronted by his fated foe, he
will doubtless wish to pursue it. A Grey Knight's
Great Deeds
name should be anathema to a powerful Herald or
The Grey Knights who are chosen
Greater Daemon. If he ever finds himself in mortal
to work alongside an Inquisitor or
combat with this prophesied fiend he increases the
his agents are typically chosen for
damage of all his melee attacks by his Willpower.
the duty based on past actions in
the eternal war against Daemons.
Your character likely accomplished some great
Step II - Archetype
deed to draw the attention of his masters, which is Grey Knights do not select a Home World or Home
worth considering. Chapter, instead being assigned a standard Arche-
type representing their background as a member
Perhaps your character thwarted a great dae- of the Grey Knights.
monic prophecy through his own prescience and
sheer wit. Your character might have been in- This Archetype has statistics far outpacing
volved in the slaying of a Greater Daemon, bring- those provided by the Home World options in
ing a whole world back into the God Emperor's Dark Heresy. This is because it factors in the
grace. Your character may even have a less noble statistic increases provided by the Grey Knights
past, called upon to execute an order that would Space Marine Elite Advance (page 55), a man-
make even the most jaded Inquisitor hesitate... but datory purchase for Grey Knights.
you did not.

44 Chapter III - Grey Knights


Archetype: Grey Knight
The life of a Grey Knight is one of sacrifice and Archetype Abilities
duty as he faces the worst horrors of the Warp and
sends them screaming back to their foul masters. 5 3 2 2 3 2
He will never know peace or respite and he will Brawn Agility Intellect Cunning Willpower Presence

never know mercy from his enemies, not that a


• Wound Threshold: 15 + Brawn
Grey Knight would ever hope for such things. For
• Strain Threshold: 15 + Willpower
a Grey Knight, his life only has meaning while
in service to the God-Emperor and his deeds • Starting Experience: 40 XP
only carry weight when undertaken in His name. • Mental Aegis : Grey Knights begin the game
Should he live long enough, however, and sur- with one rank in Sanctic Daemonology. They
vive the countless trials and struggles against his still may not train this skill above rank 2
daemonic foes, he can hope to rise up within the during character creation.
Chapter and take on another mantle, such as that
of a Paladin or a Purifier, and be counted as an
elite warrior among the Emperor’s elite.

45
Chapter III - Grey Knights
Step III - Career Table 3-1: Grey Knights Careers
Grey Knights use an entirely new set of careers, Career Skills Page
different to those provided in the Dark Heresy Discipline, Medicae,
Apothecary 47
Scholastic Lore, Tech-Use
core rulebook. These careers function in the same Discipline, Leadership,
Chaplain 48
way as those presented in Dark Heresy, giving Melee (Light), Scholastic Lore
your character four pre-selected career skills, and Cool, Discipline, Forbidden
Purifier 50
Lore, Ranged (Heavy)
allowing you to pick four of your own. Discipline, Gunnery,
Purgator 51
Perception and Tech-Use
While typically Grey Knight roles are highly
Discipline, Forbidden Lore,
specialised, designed to fit within the structure Librarian 49
Melee (Light) and Perception
of a company's military forces, a Grey Knight as- Strike Discipline, Leadership,
52
signed to work with an Inquisitor requires a cer- Marine Melee (Light) and Tech-Use
Discipline, Perception,
tain degree of freedom. While your character's ca- Tech-Marine 53
Scholastic Lore and Tech-Use
reer may imply certain equipment or tactics, this
places no restrictions on their gear or approach to
combat. Common Loadouts
Grey Knights have access to a broad array of spe-
Useful Talents for Careers
cialised equipment, able to tailor their loadout to
Genesys' open character creation system allows
perfectly suit each mission. However, each career
you to give your character any skills or talents.
has a standardised loadout which is common for
However, each career includes a sidebar with sug-
their battlefield role, and this is detailed in the
gestions for talents that may be particularly appro-
profile for each career.
priate or useful.

46 Chapter III - Grey Knights


Apothecary
So few are the Grey Knights, and so numerous the Apothecary Characters
horrors they must face, that each is an invaluable An Apothecary counts the following skills as ca-
weapon of their Chapter, and it is to the Apoth- reer skills: Discipline, Medicae, Scholastic Lore
ecaries that the vital task of healing wounded and Tech-Use. In addition, the Apothecary may
battle-brothers falls. Amidst enemy hordes, un- select four other skills, and also count those as
der hails of fire and blasts of daemonic energy, an career skills. Before spending experience during
Apothecary sets about their duty, hastily using the character creation, the Apothecary may choose
tools of their narthecium to bring the fallen back four of their career skills and gain one rank in
from the brink of death. While unleashing psy- each of them.
chic blasts and slicing at oncoming foes with their
Nemesis force sword, they excise bullets and splin- Common Loadout: The following represents a
tered daemonic claws from the flesh of their breth- typical loadout for an Apothecary.
ren. After cauterising gaping lacerations, they use • Aegis power armour with a diagnostor
stimulant injectors to rouse the wounded once helmet.
more to battle, enabling them to overcome even • Wrist-mounted stormbolter and a nemesis
the most grievous injuries as they rejoin the fight. force sword.
Once a Grey Knight has received honours • A narthecium and a reductor.
enough to become an Apothecary, they are • 3 frag grenades and 3 krak grenades.
trained in advanced combat triage and taught the • 1 dose of repair cement.
sacred rites of creating new Adeptus Astartes us-
• A copy of the Liber Daemonica.
ing harvested gene-seed by the Chapter’s existing
Apothecaries. Unlike those in most Space Ma-
rines Chapters, Grey Knights Apothecaries learn a
series of ritual blessings that are performed on ev-
ery bio-implant to form an enduring ward against
daemonic incursion.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Apothecaries.

Tier 1: Apothecary
Tier 1: Physician
Tier 1: Specialist Knowledge
Tier 2: Combat Medicine
Tier 2: Sawbones
Tier 3: Lethal Blows

47
Chapter III - Grey Knights
Chaplain
Within the Grey Knights, the Chaplains lead their Chaplain Characters
battle-brothers in prayer at great gatherings in the A Chaplain counts the following skills as career
Hall of Champions. New recruits receive tutelage skills: Discipline, Leadership, Melee (Light) and
in the Chapter's strictures and dicta through a Scholastic Lore. In addition, the Chaplain may
Chaplain's fervently bellowed litanies, and it is the select four other skills, and also count those as
Chaplains who administer merciless—and often career skills. Before spending experience during
fatal—discipline to those who question or waver character creation, the Chaplain may choose four
in their dedication. of their career skills and gain one rank in each of
A Chaplain's duty is doubly important on the them.
battlefield, where they physically embody the sa- Common Loadout: The following represents a
cred duty of the Adeptus Astartes. Recruits and typical loadout for a Chaplain.
veterans alike face down insidious Daemons that
• Aegis power armour with a skull helm.
can exploit even the slightest weakness in a Grey
Knight's defences. Just a momentary lapse of will- • Storm bolter and a Crozius Arcanum.
power is enough for many entities to penetrate a • 3 frag grenades and 3 krak grenades.
battle-brother's psychic shielding, to rip his soul • 1 dose of repair cement.
from his body or flay him alive. The cost of this • A copy of the Liber Daemonica.
dereliction is one the Chapter simply cannot bear.
No matter the circumstances, and regardless of
how dire the situation, the impassioned canticles
of a Chaplain ring loud and pure through the
clangour of battle. By attuning his mind to that of
his followers, a Grey Knights Chaplain can com-
mune psychically with his followers, ensuring the
litanies suffer no interruption.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Chaplains.

Tier 1: Disturbing Voice


Tier 1: Hatred
Tier 1: Fearsome
Tier 2: Inspiring Rhetoric
Tier 2: Battle Hymn
Tier 3: Into the Jaws of Hell

48 Chapter III - Grey Knights


Librarian
All Grey Knights recruits have some latent psychic Librarian Characters
talent, but few battle-brothers exercise this pow- A Librarian counts the following skills as career
er with free rein. For most, careful practice and skills: Discipline, Forbidden Lore, Melee (Light)
supervision allows them to focus their abilities in and Perception. In addition, the Librarian may
concert with those of their battle-brothers. How- select four other skills, and also count those as
ever, those who prove to have a strength of mind career skills. Before spending experience during
far greater than that of their fellows will go on to character creation, the Librarian may choose four
join the ranks of the Chapter's Librarians. of their career skills and gain one rank in each of
Grey Knights Librarians have a will of iron. They them.
must, for they court the dangers of the warp even As Librarians are psykers, one or more of their
more than their fellows. While most Grey Knights chosen career skills should likely be psychic dis-
will master a single incantation to great effect, a ciplines, but these have not been included in the
Librarian’s knowledge is much more diverse. The Librarian's standard set of career skills to avoid
further one’s mind reaches into the warp, the forcing players to pick a particular discipline.
brighter it shines, acting as a beacon to the preda-
tory evils that lurk there. To allow the slightest wa- Common Loadout: The following represents a
vering of concentration, even a momentary weak- typical loadout for a Librarian.
nesses of spirit, is to offer oneself up body and • Aegis Power Armour with a psychic hood.
soul to those otherworldly hunters and to eternal • Storm bolter and a nemesis force halberd.
damnation beyond. Little is beyond a Librarian, • 3 frag grenades and 3 krak grenades.
for in the Sanctum Sanctorum is recorded every
• 1 dose of repair cement.
sigil of power and incantation known throughout
• A copy of the Liber Daemonica.
the Imperium, and it is from these tomes that the
Librarian draws his knowledge – though most
of the evocations contained there are far too dan-
gerous and volatile to be put to use.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Librarians.

Tier 1: Specialist Knowledge


Tier 1: Rapid Recovery
Tier 1: Grit
Tier 2: Archivator
Tier 2: Fettered Power
Tier 3: Focus of the Justicar

49
Chapter III - Grey Knights
Purifier
Just as the Paladins embody the epitome of the Purifier Characters
Grey Knight' martial prowess, so the Purifiers A Purifier counts the following skills as career
demonstrate the best of their strength of purpose skills: Cool, Discipline, Forbidden Lore and
and founding principles. Purifiers are selected not Ranged (Heavy). In addition, the Purifier may
for their skill at arms nor the glory of their deeds, select four other skills, and also count those as
but based on the purity of their souls and their career skills. Before spending experience during
single-minded devotion to their sacred purpose. character creation, the Purifier may choose four
Only the most pure of heart and clear of purpose of their career skills and gain one rank in each of
can hope to face the most powerful foes of the them.
Warp.
Common Loadout: The following represents a
The Purifiers stand apart from the Chapter, a typical loadout for a Purgator.
secretive order within a secretive order. They have
• Aegis power armour.
the sacred duty to maintain the seals and bind-
ings on the Chapter's daemonic prisoners and • Malleus incinerator and a nemesis force
deal with the worst the Warp has to offer. In bat- sword.
tle, Purifiers can turn their purity into a weapon, • 3 frag grenades and 3 krak grenades.
channeling it with their psychic talents to create • 1 dose of repair cement.
an ethereal fire which can literally burn away the • A copy of the Liber Daemonica.
souls of their foes and reduce a fully manifested
daemon to noting but a memory in a few moments
of blazing light and inhuman screams.

Useful Talents
Here are a few suggestions for talents
that may be especially appropriate for
“typical” Purifiers.

Tier 1: Purifying Flame


Tier 1: Hamstring Shot
Tier 1: Grit
Tier 2: Lucky Strike
Tier 2: Rapid Reload
Tier 3: Cleanse and Purify

50 Chapter III - Grey Knights


Purgator
In the Grey Knights, Purgation Squads fill the tra- Purgator Characters
ditional heavy weapons role normally carried out A Purgator counts the following skills as career
by Devastator Squads. Like a Devastator Squad, a skills: Discipline, Gunnery, Perception and
Purgation Squad carries heavy weapons into battle Tech-Use. In addition, the Purgator may select
and targets powerful enemy adversaries, emplace- four other skills, and also count those as career
ments, and war machines. Purgators are masters skills. Before spending experience during charac-
of using psychically impregnated ammunition to ter creation, the Purgator may choose four of their
devastating effect, laying down hails of fire im- career skills and gain one rank in each of them.
bued with their own iron will.
Common Loadout: The following represents a
Unlike Devastators, the members of a Purga- typical loadout for a Purgator.
tion Squad are entrusted with weapons far more
• Aegis power armour.
valuable and specialized than those more com-
monly brought to war by the Adeptus Astartes. • Malleus psycannon and a nemesis force
These include weapons specially designed to fight sword.
daemonic and psychic foes such as Psycannons • 3 frag grenades and 3 krak grenades.
and Incinerators, which a Purgation Squad mem- • 1 dose of repair cement.
ber must know how to use to their greatest effect. • A copy of the Liber Daemonica.
They must have both an understanding of dae-
monic foes as well as an intimate understanding
of their weapons’ capabilities and limitations. A
Grey Knight must prove both his worthiness and
his skill at arms before he is honoured with the
right to carry such potent weaponry.

Useful Talents
Here are a few suggestions for talents
that may be especially appropriate for
“typical” Purgators.

Tier 1: Pinning Fire


Tier 1: Brace
Tier 1: Toughened
Tier 2: Tank Gunner
Tier 2: Bulging Biceps
Tier 3: Dig In

51
Chapter III - Grey Knights
Strike Marine
The Grey Knights that form the mainstay of the Strike Marine Characters
Chapter, are commonly formed into Strike Squads A Strike Marine counts the following skills as ca-
to persue the execution of their holy duties. Dae- reer skills: Discipline, Leadership, Melee (Light)
monic threats must be met with sudden, over- and Tech-Use. In addition, the Strike Marine may
whelming force, often with the use of precognition select four other skills, and also count those as
to arrive at the appropriate moment. Grey Knights career skills. Before spending experience during
are required to take up multiple roles on the bat- character creation, the Strike Marine may choose
tlefield. They may be equipped with Terminator four of their career skills and gain one rank in
armour while boarding a space hulk or acting in a each of them.
traditional warfare capacity. When rapid response
is required, Strike Squads may be equipped with Common Loadout: The following represents a
personal teleporters and deployed as an Intercep- typical loadout for a Strike Marine.
tor Squad. • Aegis power armour with a personal
teleporter.
Grey Knights serving as part of an Interceptor
Squad are equipped with personal teleporters that • Wrist-mounted stormbolter and a nemesis
allow them to translocate from one place to anoth- force sword.
er without any need for a dedicated teleportarium. • 3 frag grenades and 3 krak grenades.
This device was once used by Justicar Maligante • 1 dose of repair cement.
to teleport from a planet's surface to its moon in • A copy of the Liber Daemonica.
pursuit of the Daemon Prince Hazashe, an act of
psychic and technical proficiency that few others
could hope to duplicate. The potential is none-
the-less staggering, in the hands of a Grey Knight
Space Marine to make rapid surgical attacks at en-
emy positions.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Strike Marines.

Tier 1: Swift
Tier 1: Parry
Tier 1: All Out Attack
Tier 2: Coordinated Assault
Tier 2: Side Step
Tier 3: Bolter Drill

52 Chapter III - Grey Knights


Tech-Marine
A tech-marine is trained to work with blessed ma- Tech-Marine Characters
chine spirits in the forges of Mars. Here he is im- A Tech-Marine counts the following skills as ca-
mersed in the ancient and jealously guarded lore reer skills: Discipline, Perception, Scholastic
of the Adeptus Mechanicus. He learns to master Lore and Tech-Use. In addition, the Tech-Ma-
the tools of the tech-marine, which will allow him rine may select four other skills, and also count
to visit miracles upon sundered technology. Few those as career skills. Before spending experience
are the harms that a Techmarine cannot make during character creation, the Tech-Marine may
hale; he can fix minor weapon malfunctions with choose four of their career skills and gain one
but a deft touch and, given time and appropriate rank in each of them.
facilities, bring wrecked and ruined battle tanks
back to life. Common Loadout: The following represents a
typical loadout for a Tech-Marine.
Once he returns to Titan, a Techmarine is for-
• Aegis power armour.
ever apart from his battle-brothers, for long years
of training on Mars inculcate an entirely new set • Wrist-mounted stormbolter and a nemesis
of traditions and rituals upon him. Few of these force sword.
doctrines are entirely compatible with those of the • 3 frag grenades and 3 krak grenades.
Grey Knights. In fact, many stand in direct con- • 1 dose of repair cement, 2 doses of sacred
tradiction to the aims and goals of the Chapter. So unguents.
it is that a Techmarine is called upon to balance • A servo-arm.
these two opposed sides of his nature on a daily
• A copy of the Liber Daemonica.
basis. Thus, Grey Knight Techmarines are typi-
cally a solemn and distant breed, finding greater
comfort in the observance of their strange cere-
monies and machine rites than in forging bonds
of fellowship in the dueling chambers.

Useful Talents
Here are a few suggestions for
talents that may be especially appropriate
for “typical” Tech-Marines.

Tier 1: Cant Mechanicus


Tier 1: Resourceful Mechanic
Tier 1: Durable
Tier 2: Binary Chatter
Tier 2: Quick Fix
Tier 3: The Flesh Is Weak

53
Chapter III - Grey Knights
Step IV - Invest Step V - Determine
Experience Points Derived Attributes
With the basic building blocks of your character in Now that your final character statistics are in
place, the next step is to invest experience points. place, determined by your character’s Archetype
Your character’s Archetype determines how many and career, you can work out their derived attri-
experience points they have to spend; in the case butes. These are wound threshold, strain thresh-
of Grey Knights, this is 40. This step allows you to old, defense, and soak value.
round out your character by increasing character- Information on how to determine these derived
istics and skills and even picking up a few talents attributes and on how they function in the game
before you start play. can be found on page 45 of the Genesys Core
Information on how to spend starting ex- Rulebook.
perience points can be found in page 44 of the As Grey Knights are totally immune to Corrup-
Genesys Core Rulebook. Remember that experi- tion, you do not need to calculate a Corruption
ence points cannot be directly invested into char- Threshold for Grey Knights characters,
acteristics after character creation, so it’s import-
ant to consider investing some of your starting
experience into your characteristics.
Step VI - Determine
It's important to note that experience points
Motivations
from your Archetype can't be spent on the Grey Perhaps the most important aspect of your char-
Knights Space Marine Elite Advance; only extra acter is their Motivation. This is going to help you
experience points (discussed below) may be spent figure out how your character responds to any
on these. given situation, how they deal with dangers and
threats, and what drives them to succeed.
Extra Experience Points Marines, as far removed from humanity as they
If your campaign allows for Grey Knights in the are, still have feelings, desires, and deep terrors,
party, your GM has elected to grant some addi- although these might take on a very different form
tional experience points to characters. This could to those of mundane humans.
be because you are making a new character to
How Motivations work and lists of Motivations
join a roster of established characters, or simply
to choose from can be found on page 46 of the
because the campaign is geared towards more ex-
Genesys Core Rulebook.
perienced characters.
A significant chunk of this extra experience will
have to be spent an Elite Advances to represent
your Space Marine capabilities. See page 55 for
further details.
Remember that only experience that comes
from your Archetype may be spent on increas-
ing characteristics; any extra experience granted
by the GM must be spent on other things, such as
skills and talents.

54 Chapter III - Grey Knights


Elite Advance: Grey Knight Space Marine
Grey Knights are potent warriors, possessing all • Psychic Warriors: All Grey Knights are
the genetic blessings of a regular Space Marine, psykers, and treat Sanctic Daemonology as a
coupled with potent psychic conditioning to make career skill.
them the ultimate Daemon hunters. • Brotherhood of Psykers: When a Grey Knight
chooses to manifest a psychic power, other
Grey Knight Grey Knights in the party who have not acted
Space Marine Abilities this round may perform the assist maneuver
Cost: 340 XP out-of-turn, sacrificing the free maneuver on
Restrictions: Must be taken during character cre- their next turn to add b to the active char-
ation when creating a Grey Knight. Party must be acter's check. Grey Knights can provide assis-
Renown 10 or higher. tance on psychic power checks from within
• Unnatural Strength: Space Marines increase short range, rather than the usual requirement
their Brawn by 2 and Agility by 1, which is re- to be engaged with the target.
flected in their Home Chapter statistics. • Implanted Organs: Space Marines gain a va-
• Inhuman Resistance: Space Marines receive riety of effects from their implanted organs.
See page 14 for a full list of Space Marine
+5 to their wound threshold, and +3 to their
organs. These organs provide the following
strain threshold; this is reflected in their Home
gameplay advantages -
Chapter statistics.
• Space Marines add s to any skill checks
• Hypno-Indoctrination Training: Space Ma- relating to one of their 19 implants, if the
rines gain one rank in Athletics, Cool, Gun- GM agrees it is appropriate. They may
nery, Melee (Light), Ranged (Light), Ranged spend 2 strain to add a further s.
(Heavy) and Vigilance. This may result in their
• The Poison Bite: Space Marines have a
skills being elevated beyond rank 2 during
Ranged (Light) attack with a range of En-
character creation.
gaged, a damage of 3, Pierce 2 and Toxic 2.
• And They Shall Know No Fear: Space Ma- aaa or t on a successful check can be
rines reduce the difficulty of all Fear checks spent to blind the target for one round.
once.
• The Imbiber: Space Marines have the Am-
• Incorruptible: Grey Knights are totally im- phibious trait.
mune to Corruption, and never perform Cor-
ruption checks. Additionally, Grey Knights do
not upgrade the difficulty of fear checks due to
a foe's Daemonic trait.

55
Chapter III - Grey Knights
Justicars and Grey Knights in Terminator Ar-
Step VII - Choose mour display this personal heraldry above their
Gear, Appearance left breast, on a shield attached to their armour.
Grey Knights in power armour paint their person-
and Personality al heraldry on their right shoulder guard.
Lastly, you should round out your character by
choosing their gear and determining their appear- Starting Equipment
ance and personality. Grey Knights do not handle gear in the same way
Appearance encompasses all of your character’s as Inquisitorial Acolytes. They do not purchase
physical traits. Many Space Marines have scars equipment, and are not required to requisition
from past battles against the Imperium’s numer- their armaments with Influence. Instead, they
ous foes. Some bear special service studs implant- select their loadout each time they visit a strike
ed into their forehead to mark a century of service cruiser or other Grey Knights armoury, with ac-
with his Chapter. Space Marines may have short cess to a range of gear based on the group’s Re-
hair, long hair, or can be completely bald; many nown score. This is detailed further in Chapter
have a piercing gaze or a deep, commanding voice. VII - Elite Armoury.
You should select some of these details or create While this means Grey Knights have much
your own to personalise your character’s appear- more tactical flexibility in deciding their load-
ance. out, it may be wise to spend some time in char-
While Grey Knights can be particularly homo- acter creation thinking up what a "standard
genised in their appearance compared to some loadout for your character might be. Each career
other Space Marines, they do have one prominent write-up has some suggestions, but nothing is
form of individuality; their heralrdy. Every Grey stopping you from ignoring these suggestions en-
Knight has a personal heraldry that is displayed tirely, they are simply a guide.
on his oath shield. This shield is not large enough It's worth noting that your choice of career will
to be used in defence, but many Grey Knights im- factor into the gear you can access. Some special-
bue the emblem with great personal importance. ised gear is exclusive to specific roles, such as the
The coat of arms is most commonly a red, black, Crozius Arcanum of the Chaplain, or the Apoth-
and white. Table 4-2: Grey Knights Heraldry de- ecary's Narthecium. Further details of these re-
scribes some common symbols and their typical strictions are provided in Chapter VII: Elite Ar-
meanings. moury.

Table 3-2: Grey Knights Heraldry


Symbol Past Experiences
Among many things, the sword (or a diagonal line) can represent skill at arms. The Grey Knight may
The Sword
spend additional hours honing his martial prowess in anticipation of conflict with the enemy.
Many believe that this is a symbol (also represented by circles or curved shapes) of the mind, but there
The Skull
are those who see it as a representation of a Grey Knights personal devotion to purity of purpose.
Commonly seen as representing learned understanding and tactical expertise, the book (or horizontal
The Open
line) is a common symbol amongst those who seek to understand the enemy, so that it might better be
Book
destroyed.
Symbol of the
Many assume that this symbol (or vertical line) represents a devotion to the cause of the Holy Ordos.
Inquisition
As either a linear pattern or an actual cog shape, this symbol may show a Grey Knight's
The Cog devotion to honouring the wargear of the Chapter, and reclaiming lost artefacts from the
daemonic.

56 Chapter III - Grey Knights


Sanctic Knights characters should seek the GM's permis-
sion before purchasing ranks in this skill.
Daemonology
Sanctic Daemonology grants access to five
(Intellect) psychic powers; Attack, Augment, Curse, Dispel
The practice of Sanctic Daemonology is amongst and Utility. In addition, it has a small selection of
the most difficult arts a psyker can study, and unique Minor Power talents. The basic mechanics
amongst the most potent. Few have the necessary for these powers are detailed in the Dark Heresy
will to excel in this discipline, which is the pur- Core Rulebook, but this section provides some
view of the legendary Grey Knights. Many who modifications to those powers and their effects. If
have attempted to master the discipline have lost Perils of the Warp is triggered on a Sanctic Dae-
their sanity or succumbed to the temptation of- monology check, use the Telekinesis Perils of the
fered by the darker branch of Daemonology. The Warp table.
psychic powers of the Daemonhunter are not sub-
tle—they are weapons of war against the foes of Attack
the God-Emperor of Mankind. Attacks made using this discipline often take the
form of intoning words of banishment, or conjur-
Sanctic Daemonology is a new psychic disci-
ing great holy flames to burn the impure.
pline available to all Grey Knights characters (who
treat it as a career skill). Rarely, psychic agents of Attacks made using the Sanctic Daemonology
the Ordo Malleus might learn these secrets too, as discipline increase their damage by 2 per uncan-
the powers of this discipline deal specifically with celled s, rather than the usual 1.
persecuting foul Daemons of Chaos. Non Grey

Table 3-3: Attack Additional Effects


Additional Effects Difficulty
Blast: The attack gains the Blast quality with a rating equal to your character’s ranks in Discipline. +d
Close Combat: May select a target engaged with your character. +d
Deadly: The attack gains a Critical Rating of 2. The attack also gains the Vicious quality with a rating
+d
equal to the character’s ranks in Discipline.
Impact: The attack gains the Knockdown quality. The attack also gains the Disorient quality with a
+d
rating equal to your character’s ranks in Discipline.
Repel: If the attack hits, you may spend a to move the target up to one range band in any direction. +d
This quality may only be applied when targeting creatures with the Daemonic trait.
Range: Increase the range of this power by one range band. This may be added multiple times,
+d
increasing the range band each time.
Rapid-Fire: The attack gains the Auto-Fire quality. (You must increase the difficulty by one to use the
+d
Auto-Fire quality as normal)
Cleansing Flame: The attack gains the Burn quality with a rating equal to your character’s ranks in
+d
Discipline. This quality may only be applied when targeting creatures with the Daemonic trait.
Snare: The attack gains the Ensnare quality with a rating equal to your character’s ranks in Discipline. +d
Withering: The attack gains the Stun quality with a rating equal to your character’s ranks in
+d
Discipline.
Destructive: The attack gains the Destructive and Sunder qualities. The attack also gains the Pierce
+dd
quality with a rating equal to twice your character’s ranks in Discipline.
Empowered: The attack deals damage equal to three times the characteristic linked to the skill
(instead of dealing damage equal to twice the characteristic). If the attack has the Blast quality, it +dd
affects all characters within short range, rather than engaged.

57
Chapter III - Grey Knights
Before making a psychic attack check, choose added to the check. This table replaces the equiv-
any number of additional effects listed on Table alent table in the Dark Heresy Core Rulebook
3-3: Attack Additional Effects. These effects are- when manifesting Sanctic Daemonology powers.
added to the attack. This table replaces the equiv-
alent table in the Dark Heresy Core Rulebook Curse
when manifesting Sanctic Daemonology powers. Psykers of the Ordo Malleus are proficient in a
variety of methods of restricting the daemon's in-
Augment fluence on realspace, binding them with words of
Grey Knights are masters of using their psychic power and sheer will.
powers to bless their allies, amplifying their Before making a curse check, choose any num-
strength and warding their spirits against the foul ber of additional effects listed on Table 3-5: Curse
influence of Chaos. Additional Effects. These effects are added to the
Before making an augment check, choose any check. This table replaces the equivalent table in
number of additional effects listed on Table 3-4: the Dark Heresy Core Rulebook when manifest-
Augment Additional Effects. These effects are ing Sanctic Daemonology powers.

Table 3-4: Augment Additional Effects


Additional Effects Difficulty
Haste: Targets affected by the power can always perform a second maneuver during their turn
+d
without spending strain (they may still only perform two maneuvers per turn).
Fear Not The Daemon: Targets affected by the power ignore the negative effects of fear, if the source
+d
of the fear was a daemon.
Range: Increase the range of this power by one range band. This may be added multiple times,
+d
increasing the range band each time.
Hammerhand: When making a melee attack while affected by this power, the target adds their
+d
Brawn to the weapon's damage twice.
Psychic Communion: Targets affected by this power add ss to any Discipline or Vigilance checks +d
made to determine initiative order.
Swift: Targets affected by the power ignore the effects of difficult terrain and cannot be immobilised. +d
The Shrouding: Targets affected by this power decrease the difficulty of all Stealth checks once, and
+d
any ranged attacks targeting them increase their difficulty by d.
Additional Target: The power affects two additional targets within range. In addition, after
manifesting the power, you may spend a to affect one additional target within range of the power +dd
(and may trigger this multiple times, spending a each time).

Table 3-5: Curse Additional Effects


Additional Effects Difficulty
Banishment: If the target has the Warp Instability trait, they must perform a warp instability check at
+d
the end of each of their turns.
Enervate: If the target suffers strain for any reason, they suffer 1 additional strain. +d
Range: Increase the range of this power by one range band. This may be added multiple times,
+d
increasing the range band each time.
Word of the Emperor: The target must succeed on a Hard (ddd) Discipline check when
attempting to move into engaged range with the psyker. If failed, the creature does not move (but the +d
maneuver is still spent), and suffers 1 strain for each f on the check.
Additional Target: The power affects one additional targets within range. In addition, after
manifesting the power, you may spend a to affect one additional target within range of the power +dd
(and may trigger this multiple times, spending a each time).

58 Chapter III - Grey Knights


Sanctic The Summoning
Tier: 3
Daemonology Activation: Active (Action)
Minor Powers Ranked: No
This ability can target a number of allies equal to
Masters of Sanctic Daemonology demonstrate the psyker's ranks in Discipline, though the psyker
a great level of command over the Warp, able to must have met each one personally and must
manipulate the tides of the Immaterium in unusu- know them by name so that the psyker can recog-
al ways unfamiliar to psykers of other disciplines. nise their presence in the Warp across space and
The minor power talents in this section represent time. Characters can be targeted at a range equal
some of the more specific ways Sanctic Daemon- to the psyker's Willpower in kilometres.
ology can be used.
When you use this talent, make a Hard (cdd)
These talents follow all the rules governing mi- Sanctic Daemonology check. If successful, the
nor powers, as detailed in Chapter VII: Psychic character "calls" to the targeted allies and they are
Powers of the Dark Heresy Core Rulebook. instantly aware that they are being summoned. If
they choose to answer the call (an out of turn in-
cidental) they are instantly transported through
Tier 3 Talents the Warp to the psyker's side, appearing within
engaged range.
Warp Quake Such transportation is not without its perils and
Tier: 3
those summoned suffer a single point of Corrup-
Activation: Active (Action)
tion for their time in the Warp, without perform-
Ranked: No
ing a Corruption check. hh on the Sanctic Dae-
When you use this talent, make an Average (cd)
monology check can be spent to cause all targets
Sanctic Daemonology check. If successful, the
to be disoriented until the end of their next turn,
Warp tremors around your character, causing
while hhh or d can be spent to cause them to
denizens of the Warp to lose their hold on reali-
become staggered until the end of their next turn
ty and equipment that uses it for guidance to fail.
instead.
Within short range, nothing may enter realspace
through the warp, including newly manifested
daemons. All attempts to do so automatically fail.
You may maintain this effect using concentration,
otherwise it lasts until the end of your next turn.
If your character has a Willpower of 4 or great-
er, the range of this effect increases to long.

59
Chapter III - Grey Knights
Chapter IV:
Adepta Sororitas
“By bolter shell, flamer burst and melta blast, the mutant, the heretic and the traitor alike are
cleansed of their sin of existence. So has it been for five millennia, so shall it be unto the end of time.”
– Words of Devotion, Verses IV-V, Chapter X, Volume LII

Legends say that in the final moments of the Reign In the Reformation that followed, the Decree
of Blood, Alicia Dominica, leader of the warrior Passive was enacted to forbid the Adeptus Minis-
Daughters of the Emperor, stood before the Gold- torum from controlling any men under arms, and
en Throne with a select few trusted of her order. thus prevent the Ecclesiarchy from threatening
There they received the Light of the Emperor, the Adeptus Administratum’s rule over the Im-
filling them with terrible purpose to defy the ty- perium. The all-female Daughters were deemed
rant who had taken control of the Ecclesiarchy exempt, though, and became the Orders Militant
and instigated the worst civil war since the Horus of the Adepta Sororitas—a powerful presence to
Heresy. When they emerged from that most holy ensure the will of the Ecclesiarchy was enacted
chamber, they carried His righteous fire within faithfully. The fierce devotion of the Sisters to their
them. Dominica descended upon the treacherous Emperor has ended many a threat from within the
High Lord Vandire and ended his terrible Reign Imperium since those dark days. No heretic can
along with his life. stand against their zeal.

60 Chapter IV - Adepta Sororitas


This chapter provides advice and gameplay me-
chanics for creating and playing as sisters of the
Adepta Sororitas. Gameplay mechanics for creat-
ing characters from both militant and non-mili-
tant orders are detailed.
As outlined in Chapter I: Elite Level Play, it's
important to be aware that creating a Battle Sister
requires 80 experience points for the relevant Elite
Advance. Orders non-militant characters require
55 experience points. While technically this would
allow a character to purchase these elite advanc-
es with the starting experience points from their
Home World, it's recommended that GMs do not
allow this. Investing such a substantial chunk of
starting experience severely limits a player's ability
Agents of the Inquisition are often exceptions
to purchase characteristics during character cre-
to the norm however, and not all Sisters are cut
ation, and Battle Sisters in particular can be quite
from the same cloth. In rare circumstances, Sis-
overpowered compared to their comrades at such
ters might be drawn from outside organisations,
a low level of experience, due to their free access to
in particular the ranks of the servants of the In-
powerful wargear. It's also worth noting that cre-
quisition, although this is relatively unusual and
ating a Battle Sister requires a minimum Renown
only undertaken following lengthy consideration.
score of 6, although non-militant sisters have no
Some worlds particularly loyal to the Emperor,
such restriction.
such as Shrine Worlds, are also used as recruiting
Creating Sororitas grounds for Sororitas on rare occasions. Due to the
exceptional nature of non-Schola recruitment, any
Characters Home World choice other than the Schola Proge-
Unlike Space Marines, Adepta Sororitas char- nium should be discussed with and approved by
acters largely follow the character creation rules the GM.
outlined in the Dark Heresy Core Rulebook. The
only difference is that you must purchase the rel-
Career
evant Elite Advance, detailed later in this chapter. Adepta Sororitas characters can use any career in
However, there are some guidelines worth consid- the Dark Heresy Core Rulebook. However, there
ering when making an Adepta Sororitas character. are some which make for a particularly appropri-
ate fit.
Home World
Sisters of Battle fit well into the Crusader, Fanat-
The majority of recruits into the Adepta Sorori-
ic, Heirophant and Militant careers. Sisters of the
tas are drawn from the Schola Progenium, having
Orders Hospitaller are a natural fit for the Chiru-
been identified by the Drill Abbesses as suitable
geon career. Orders Dialogus characters often fit
candidates from an early age. As such, the Schola
best into the Sage career, while Orders Famulous
Progenium is the default Home World choice for
characters make good Heirophants.
Adepta Sororitas characters.

61
Chapter IV - Adepta Sororitas
Non-militant Sisters may use the same Influ-
Sororitas and ence systems regular Acolytes have access to in
Equipment order to acquire equipment, and can accumulate
thrones and purchase gear with them as usual.
As devout servants of the Emperor, Adepta So-
roritas have little regard for personal possessions. On top of the usual systems of acquiring equip-
They utilise different gameplay mechanics to ac- ment, members of the non-militant Orders may
cess equipment, compared to typical Acolytes. access equipment from the Sororitas armoury us-
ing the Elite Acquisitions rules detailed in Chap-
Sisters of Battle ter VII: Elite Armoury. However, they count
Battle Sisters utilise the rules for Elite Acquisi- the Requisition value of any such equipment as 1
tions detailed in Chapter VII: Elite Armoury higher (this means that items with a score of "-"
to acquire equipment. Typically a Sister of Battle increase to 1).
will not attempt to accumulate wealth in any way,
The only exception to the above rule is equip-
and won't purchase equipment, relying on the ar-
ment specific to their role, such as the Dialogus
moury of her convent. A Battle Sister ignores any
staff for sisters of the Orders Dialogus, or the med-
money gained during character creation, instead
ical tools of a Sister Hospitaller, which remain at
selecting her equipment from the Chambers Mil-
no Requisition Point cost. Additionally, all Soror-
itant armoury.
itas characters have access to a Chaplet Ecclessiar-
Sisters Non-Militant citus for free, and ignore any restrictions on Rarity
Non-militant Sororitas may acquire equipment to acquire this item.
and thrones as per usual, although much like Bat-
tle Sisters they rarely focus on the accumulation of
wealth. They are expected to be more self sufficient
than Battle Sisters, due to long periods spent away
from their Order.

62 Chapter IV - Adepta Sororitas


Elite Advance: Sister of Battle
The Sisters of Battle represent some of the dead- • Pure Faith: Once per session, an Adepta So-
liest and most fanatical warriors humanity can roritas character may temporarily reduce the
muster, and any members of the Adepta Sororitas activation cost of a faith power by one story
who reach this lofty rank are fighters of renown point, until the end of their turn. See Chapter
amongst their order. Clad in power armour and VI: Faith and Fury for details on faith powers.
adamantine faith, they smite the foes of the Eccle- • Unwavering: Adepta Sororitas characters do
siarchy, driven on by their unwavering zeal. While not upgrade the difficulty of fear checks due to
few can stand in the path of these holy warriors, a foe's Daemonic trait. Additionally, they may
the effect their actions have on the populace is as spend a story point to ignore a fear check en-
great as their strength of arms. The might of the tirely (this must be done before any rolls are
Sisters of Battle lies not only in their martial prow- made).
ess, but also in the sacred dread they evoke in all
• Combat Doctrine: Sisters of Battle gain one
who bear witness to their crusades.
rank in Athletics, Discipline, and Ranged
(Heavy) . This may result in their skills being
Sister of Battle Abilities
elevated beyond rank 2 during character
Cost: 80 XP
creation.
Restrictions: Must be selected during character
creation. Party must be Renown 6 or higher.
• Incorruptible Devotion: Whenever an Adep-
ta Sororitas character would develop a malig-
nancy due to accumulating too much Corrup-
tion, they instead develop a mental trauma.
This does not cause their Corruption Thresh-
old to be reduced.

Power Level
While Space Marine characters
require a very significant XP investment
in order to be playable, Sisters of Battle can
be included in much lower powered groups
(although a Renown minimum of 6 does
apply).
This can present some challenges for
balancing the game effectively, as they can
access more powerful arms and armour
than their Acolyte comrades. Players
should seek their GM's permission
before creating a Battle Sister
character.

63
Chapter IV - Adepta Sororitas
Elite Advance: Sister Non-Militant
The Daughters of the Emperor were more than a • Incorruptible Devotion: Whenever an Adep-
community of warriors, and devoted themselves ta Sororitas character would develop a malig-
to a wide range of disciplines by which they could nancy due to accumulating too much Corrup-
serve the God-Emperor. Many of these disciplines tion, they instead develop a mental trauma.
survived the Age of Apostasy, and have been fur- This does not cause their Corruption Thresh-
ther developed by the Adepta Sororitas through old to be reduced.
specialised categories of non-militant Orders. • Pure Faith: Once per session, an Adepta So-
Common examples of such Sisters include the roritas character may temporarily reduce the
scholars of the Orders Dialogus, the diplomat ad- activation cost of a faith power by one story
visers of the Orders Famulous, and the battlefield point, until the end of their turn. See Chapter
chirugeons of the Orders Hospitaller. VI: Faith and Fury for details.
• Unwavering: Adepta Sororitas characters do
Sister Non-Militant not upgrade the difficulty of fear checks due to
Abilities a foe's Daemonic trait. Additionally, they may
Cost: 55 XP spend a story point to ignore a fear check en-
Restrictions: Must be selected during character tirely (this must be done before any rolls are
creation. made).

64 Chapter IV - Adepta Sororitas


Chapter V:
Faith and Fury
“A single man with faith can triumph over a legion of the faithless. Untold billions of the faithful
can never be opposed.”
– Sermons, Volume XI Chapter IV

For those of pure heart that truly believe in the Faith as a manifest power is an ability that only
glory of the Emperor, faith is much more than an the most dedicated of the Emperor’s servants will
unseen force which guides their lives through the ever see, let alone command. How and why it
words and teachings of the Ministorum's preach- works, and just why certain individuals or groups
ers. For a rare few blessed individuals such is their of individuals display it is even less understood
connection to the divine glory of the God-Emper- than the powers of the psyker or the gifts of the
or that their unshakable power of belief can man- Navigator. In fact there is only a tiny fraction of
ifest into psychic phenomena, changing the world the Imperium that know it exists. Even within the
around them and rippling across the Materium ranks of the Ecclesiarchy, most priests live their
and into the Immaterium. This is the power of entire lives accepting faith without ever seeing
faith, the ability to turn the prayers and symbols such wondrous miracles as can be performed by
of the Emperor into potent weapons or powerful those touched by the divine..
wards against evil.

65
Chapter V - Faith and Fury
This chapter provides gameplay mechanics for the
powerful acts of faith demonstrated by only the
most holy servants of the Emperor. These abilities
are most commonly demonstrated by the bless-
ed warriors of the Adepta Sororitas, but they are
known to manifest in other pious warriors of the
faith, most commonly (but by no means exclusive-
ly) amongst agents of the Ministorum.

Faith Powers
Faith powers are represented as talents, and work
in much the same way as regular talents in the
Genesys system. However, there are two main
points of difference.

Activation Cost
All faith powers are listed with a cost, typically of Additionally, in some campaigns the GM may
at least 1 story point, but sometimes more. This rule that faith powers are totally inaccessible to
story point cost must be paid in order to activate players. Faith powers can easily change the tone of
the talent's effects. If you do not have the required a campaign from gritty survival to religious hero-
number of story points in your story pool, faith ism, and some GMs may prefer to make these abil-
powers cannot be activated. ities inaccessible to their players entirely.
Adepta Sororitas characters have an advantage
here, due to their Pure Faith trait. Once per ses- Aspects of Faith
sion, an Adepta Sororitas character may tempo- There are three kinds of faith powers reflecting
rarily reduce the activation cost of a faith power different aspects of the God-Emperor and the dif-
by one story point, until the end of their turn. This ferent ways in which his servants interpret His
can result in the faith power effectively being free Will. The three groups of faith powers are:
to activate.
• The Emperor’s Sign: Wards and symbols used
Purchasing Faith Powers by the faithful of the God-Emperor to protect
Only a blessed few in the galaxy are truly touched against his enemies or repel evil.
by the God-Emperor's divine hand, shielding • The Emperor's Mercy: Healing and resto-
them from the machinations of Chaos and grant- ration miracles which can mend flesh and bone
ing them access to potent manifestations of faith. as well as grant divine vigour to the faithful.
Typically only Adepta Sororitas characters have • The Emperor's Wrath: Holy damage and exor-
access to faith powers. Exceptions to this rule ex- cism with which the faithful can strike down
ist however, with several powerful servants of The their foes or banish daemons back to the warp.
Emperor throughout history manifesting these
powers. If wishing to purchase faith powers as a These different aspects are detailed throughout
non-Sororitas character, you should consult your the proceeding pages, with each containing many
GM for final approval before purchasing any of different talents to be purchased by The Emperor's
the relevant talents. faithful.

66 Chapter V - Faith and Fury


Emperor's Sign Burden of Guilt
Tier: 3
Faith powers of the Emperor's Sign are focused Activation: Active (Maneuver)
on protection and warding, allowing a character Ranked: No
of pure faith to enact powerful protective ritu- Cost: 2 story points
als and keep at bay the powers of the warp. With The God-Emperor suffers not the lies of his en-
these symbols a faithful disciple of the Emperor emies and in His presence even the darkest of
can repel warp spawn, shield themselves or others hearts will feel the weight of their falsehood heavy
from harm or even uncover a person's true intent on their shoulders. With this power, the faithful
by bathing them in the unforgiving light of the projects the Emperor’s disdain for deceit so that
Emperor. all who look upon him or hear his voice will feel
their own secrets gnawing at their conscience like
a frenzied rat hungry for escape.
Tier 3 Powers When this power is activated, any character
Blessed Ignorance who can hear your character's voice, either face to
Tier: 3 face or via remote means such as a vox, will find
Activation: Active (Maneuver) it extremely difficult to lie to them. The difficulty
Ranked: No of any Deception check targeting your character
Cost: 2 story points is upgraded twice. This effect lasts until the end of
Look not upon the daemon, the heretic or the un- the encounter.
clean enemies of the Emperor; it is through your
Daemon Trap
eyes the foes of purity will lay siege to your soul.
Tier: 3
This power allows the faithful to blind themselves
Activation: See description
or others to creatures and objects which would
Ranked: No
rend their minds or tarnish their souls. Unfortu-
Cost: 2 story points
nately for the faithful, that which they cannot see
Just as the sign of the Emperor is abhorrent to the
can still tear their throat out.
daemon, so too are the marks of his faith; these
When this power is activated, your character sacred runes are the shackles of the just and the
and a number of allies within long range equal chains of the true, binding and fettering the warp
to your Presence cannot perceive anything with spawn within a prison of the Materium.
the Fear or Daemonic traits. They are also blind
Activating this power requires at least five min-
to the presence of corrupting objects such as Cha-
utes of focused effort, as your character must draw
os tainted artifacts. Such creatures and objects
a protective circle on the ground, several metres
become effectively invisible to them (in actuali-
in diameter. The circle might be made of chalk,
ty those affected simply cannot look directly at
blood, salt, bones or similar materials. The faith-
them). This means that the faithful and their allies
ful then blesses the circle, turning it into a dae-
will not need to make fear checks or corruption
mon trap. Any daemon stepping into the trap or
checks from such sources. However, this in no way
attempting to cross it must succeed on a Hard
prevents such a creature from attacking or acting
(ddd) Discipline check or become trapped and
in any other way, and should the faithful or his
unable to leave the circle.
allies attempt to fight such creatures they must do
so as if they were blind. This effect lasts until the
end of the encounter.

67
Chapter V - Faith and Fury
Trapped daemons cannot themselves disturb Holy Light
the circle, though they can otherwise act normal- Tier: 3
ly. If a trapped daemon attempts to use a psychic Activation: Active (Maneuver)
power, fff is added to the results, reflecting Ranked: No
the difficulty of drawing from the warp while Cost: 2 story points
within the circle. The circle will remain indefinite- From His eyes the sight of clarity, from His mouth
ly until it is broken in some way. A daemon will the words of truth and from His heart the light
remain trapped in the circle until it is broken and of the just which shines across the stars into the
the daemon freed, or the daemon is destroyed and darkest corners of His domain. This power causes
returns to the warp. the faithful to glow with a pearly white radiance,
dispelling darkness and making them hard to look
Divine Symbol
upon, especially to the corrupt or the servants of
Tier: 3
the warp.
Activation: Active (Action)
Ranked: No When this power is activated, the faithful burns
Cost: 1 story point with a bright white inner light, illuminating the
With His mark you are protected, with His sign area around them as clear as day out to short
you shield yourself against the dark and with His range, and in twilight out to medium range. Look-
symbol you lock your soul against the evil of the ing at the faithful close up is hard, and any attacks
warp. This power allows the faithful to place a di- targeting them made within engaged range in-
vine mark upon themselves or one of their allies, crease their difficulty by 1. However, ranged at-
protecting them from psychic attack, possession tacks against them from short range or further
and other daemonic tampering. add b as the bright light makes the faithful an
easy target.
When you activate this power, your character
inscribes a divine symbol onto themselves or an This power does more than merely illuminate;
engaged ally. The bearer of the symbol is immune it also burns those touched by the warp. Warp-
to possession, and any psychic powers targeting touched creatures (such as psykers, mutants, dae-
them add bb. Finally daemons and other crea- mons or Chaos cultists) suffer 1 wound for every
tures of the warp add b to any attack checks round they spend engaged with your character.
made to strike the bearer with their natural weap- The effects of Holy Light last until the end of the
ons such as claws and fangs. These effects last until encounter.
the end of the encounter. On targets with two or
more malignancies, this power has no effect; such
individuals have a gateway in their soul through
which the evils of the warp might travel.

68 Chapter V - Faith and Fury


Holy Radiance ing them with their sin. This power turns a crea-
Tier: 3 ture’s corruption inwards, wracking its body with
Activation: Active (Out-of-turn Incidental) pain and burning its flesh as its evil is reflected
Ranked: No back upon it by the blessed presence of the Emper-
Cost: 2 story points or’s chosen.
To stand in the presence of a truly faithful disciple When this power is activated, select a target
of the God-Emperor is to bathe in their confidence who can both hear and see your character clearly.
and conviction. The target must be in some way tainted by Chaos;
When this power is activated, your character mutants, psykers, cultists and daemons are some
and all allies that can both see and hear them do common examples. The targeted creature is struck
not upgrade the difficulty of fear checks due to a with soul decay until the end of the encounter,
foe's Daemonic trait, and reduce the difficulty of and wracked with searing pain; it adds b to all
all fear checks once. If this would reduce the dif- checks, and suffers 1 wound at the start of each of
ficulty to Trivial (-), no fear check is performed. its turns.
This effect lasts until the end of the encounter.

Holy Radiance (Improved) Tier 4 Powers


Tier: 3 Repel Daemon
Activation: Passive Tier: 4
Ranked: No Activation: Active (Action)
Cost: - Ranked: No
Your character must have purchased the Holy Ra- Cost: 1 story point
diance talent to benefit from this talent. The light Cast out the daemon, the unclean, and the spawn
of the Emperor fills the mind of the faithful and of the warp; by His holy graces you are delivered
their allies with a powerful calm, preventing even into the light and to the darkness of the pit your
the most horrific of things from unsettling them foes will return. This power allows the faithful to
and allowing them to fight the foes of the Emperor force a creature of the warp, such as a daemon, to
with detached brutality. retreat and can, with a suitable strength of will,
When Holy Radiance is active, affected charac- keep it at bay, powerless to approach the favoured
ters reduce the difficulty of fear checks twice. Such servant of the God-Emperor.
is the disturbing calm this Talent bestows upon When you activate this power, select a dae-
the faithful, however, that while under its effects mon within long range that can see and hear your
they increase the difficulty of all social skill checks character and make an opposed Discipline ver-
by d as they fail to read emotions in others and sus Discipline check. If successful, the daemon
display none themselves. suffers 2 strain each time it performs a maneuver
Soul Decay to move closer to your character until the end of
Tier: 3 the encounter. aa or t on the Discipline check
Activation: Active (Maneuver) can be spent to force the target to move one range
Ranked: No band away from your character, and this may be
Cost: 2 story points done multiple times to push the daemon away fur-
The wicked and the corrupt will rot in the sight ther, up to a maximum of extreme range. t on
of the Emperor’s faithful, His divine light turning any of the daemon's subsequent checks during the
their dark hearts to acid in their chests and burn- encounter may be spent to end this effect.

69
Chapter V - Faith and Fury
Seal of Purity
Tier: 4
Activation: See description.
Ranked: No
Cost: 2 story points
And the enemies of the God-Emperor looked upon
His seal and despaired, for in its shadow they were
powerless and could only cower before His might.
With this power the faithful can inscribe a potent When this power is activated, your character
and sacred version of the Aquila upon the ground and a number of allies within long range equal
and bless it with the divine power of the God Em- to your Presence become hardened against inju-
peror Himself so that his foes might recoil from ry. Affected characters increase their soak by your
its presence and be unable to cross its outstretched Willpower, and the results of any Critical Injury
wings. rolls are reduced by 10. This effect lasts until the
Crafting a Seal of Purity takes no less than one end of the encounter.
hour to complete and requires a suitable surface
and materials (such as chalk, bones, blood etc). Spiritual Mirror
The faithful then blesses the seal. Once blessed no Tier: 4
daemon or creature of warp can cross the seal or Activation: Active (Out-of-turn Incidental)
any point within short range of it (for this reason Ranked: No
seals are often placed on doors, bridges and the Cost: 1 story point
like). Nor can daemons disturb the seal directly Fear is the currency of the alien, the heretic, and
(though their human minions might). Finally psy- the mutant; through the strength of the God-Em-
chic powers used by daemons cannot cross the peror and the will of the just, the faithful will repay
seal, their effects negated if their target or area of such coin in kind. With this power, the faithful
effect lies beyond it. The seal will remain active can turn fear back upon their foes, breaking their
and in place until it is broken. Greater daemons minds as the minds of the faithful's flock may be
are not affected by this ability. broken, visiting upon them the darkest darkness
from within their own twisted hearts.
Spirit of the Martyr This power can be activated whenever yourself
Tier: 4 or an ally within long range is forced to perform a
Activation: Active (Maneuver) fear check due to an enemy's Fear trait, or a simi-
Ranked: No lar talent/effect. The foe which prompted the fear
Cost: 2 story points check may choose to voluntarily suffer 3 strain. If
Through sacrifice and blood that we shall prove they do not, all negative effects resulting from the
our devotion to the Emperor; we offer up our lives fear check (including the results of h and d sym-
willingly in His service so that He may judge us bols) are applied to the enemy as if they had rolled
worthy in His light. With this power the faithful the fear check themselves (the effects still apply
infuses themself and their allies with the spirit to the character that performed the fear check as
of the holy martyr, strengthening life and limb well). This power must be activated before the fear
against hardship so that they might go on serving check is rolled. Enemies who are immune to fear
the Master of Mankind where others fail. cannot be affected by this power.

70 Chapter V - Faith and Fury


Emperor's Mercy Martyr's Gift (Improved)
Tier: 3
Faith powers of the Emperor's Mercy are focused Activation: Passive
on mending the body, minds, and souls of the Ranked: No
faithful, though usually at a cost (only in sacrifice Cost: -
can one serve the Emperor). Mercy powers can Your character must have purchased the Martyr's
also harden the body and mind against terrible Gift talent to benefit from this talent. Through the
trials and impart divine strength and fortitude blessings of the Emperor, the faithful can bring
when in the service of the God-Emperor so that their allies back from the brink of death, but this
the faithful may complete vital tasks despite hid- takes a horrible toll on their own body. Your char-
eous wounds. acter can use their Martyr's Gift power to bring
the recently deceased back to life, provided their
body is relatively intact.
Tier 3 Powers Select a target who is engaged with your charac-
Martyr's Gift ter that died within the last two rounds. The char-
Tier: 3 acter is brought back to life, with wounds equal to
Activation: Active (Action) half their wound threshold. As a result, your char-
Ranked: No acter suffers wounds equal to their wound thresh-
Cost: 1 story point old plus one, and the resulting critical injury roll
Only through pain and blood is the body made adds +40.
pure, its fragile flesh made whole through the sac-
rifice of the faithful and the tears of the willing
martyr. With this power the faithful can heal the
injured, knitting together bloody flesh and mend-
ing splintered bones. Such a great gift comes with
a heavy price however, and for every cut or rend
the faithful restores he will himself suffer a similar
wound.
When you activate this power, select a target
who is engaged with you. You may transfer any
number of their wounds to your character's own
body at a 1:1 ratio; for each wound healed in the
target, your character suffers one wound. Critical
injuries can be healed as well—for each critical in-
jury healed in this manner, your character suffers
5 wounds. Missing limbs or other body parts can't
be restored with this power.
Note that it is entirely possible for the faithful
to kill themselves with this power; suffering too
many wounds will cause the character to become
incapacitated and suffer critical injuries as per
usual.

71
Chapter V - Faith and Fury
Miraculous Recovery When activating this power, select a target ally
Tier: 3 who can both see and hear your character. Until
Activation: Active (See description) the start of your next turn, the target ignores the
Ranked: No effect of critical injuries (save for those which re-
Cost: - sult in missing body parts, or death), and recovers
So potent is the power of the God-Emperor that 2 strain at the start of their turn. This power may
even the greatest of injuries and the most griev- be sustained across multiple turns by dedicating
ous of wounds are as nothing when bathed in an action in each of your turns to praying, but as
his divine light. This power allows the faithful to soon as a turn of prayer is missed, the power ceas-
perform a miraculous healing and mend broken es to take effect.
limbs and torn flesh. Only the faithful may benefit
Spiritual Cleansing
from this miracle however and they seldom sur-
Tier: 3
vive completely intact.
Activation: Active ( Out-of-turn Incidental)
To use this talent, your character must spend Ranked: No
an entire evening praying over the body of a crit- Cost: 1 story point
ically injured character and beseeching the aid Your body is a temple to the God-Emperor, your
of the God Emperor. In the morning, one of the blood and bones your sacrament, your soul a sym-
target's critical injuries is healed (although this bol of your faith; let none foul your temple lest
does not regrow missing limbs). Such is the strain your faith be likewise fouled. Through dedication
of this ritual on both the faithful and the subject to the Imperial Creed, you purge your soul of the
that upon its completion, both your character and taint of the warp, casting off a portion of its dark
the target must perform an Average (dd) Cool power before it has time to take root and begin a
check. Any character who fails this check imme- slow decay of spirit.
diately develops a mental trauma. h can be spent
This power may be activated at the end of an
to reduce the character's strain threshold by 1 un-
encounter, targeting any character within short
til the following day (this may be done multiple
range. Removed up to 2 corruption suffered by the
times). This power has no effect if the target has
target during this encounter. This power can't be
more than one malignancy.
used to negate corruption from previous encoun-
Respite ters, and it cannot target characters with three or
Tier: 3 more malignancies—they are too far gone already.
Activation: Active (Action) Spiritual Cleansing (Improved)
Ranked: No Tier: 3
Cost: 1 story point Activation: Passive
The strong are bolstered by the word of the God Ranked: No
Emperor and the prayers of the faithful. With an Cost: -
open heart and a vengeful mind the songs of the Your character must have purchased the Spiritual
just will lift him up and allow him to soar like Cleansing talent to benefit from this talent. When
a holy warrior striking fear into the souls of the Spiritual Cleansing is activated, its effects may be
unclean. With this power the faithful may pray applied to a number of targets equal to your char-
for one of their allies, granting them the strength acter's Presence.
and spirit to overcome their wounds, cast off their
mortal shackles, and push on to the very edge of
death itself.

72 Chapter V - Faith and Fury


Tier 4 Powers Divine Ministration
Tier: 4
Divine Endurance Activation: Active (Incidental)
Tier: 4 Ranked: No
Activation: Active (Action) Cost: 1 story point
Ranked: No Blessed are the hands of the healer that they may
Cost: 2 story points restore the mangled limbs of the faithful and send
In the service of the God-Emperor a man will them back into the fray. This power allows the
endure as the Imperium has endured and he will faithful to enhance their healing abilities and dis-
stand unbowed and unbroken as has the Impe- pel the effects of fatigue upon their allies, restor-
rium of Mankind. With this Talent the faithful ing their vigour and allowing them to continue to
imparts the ageless endurance of the Imperium, bring death and ruin to the God-Emperor’s foes.
realm of the God-Emperor, into their allies, allow- This power may be activated as part of a Medi-
ing them to press on even when their bodies grow cae check made to heal an ally's wounds. The target
tired or their limbs weary—motivated by visions of the medicae check recovers 2 wounds for each
of the glory of the Emperor’s domain which has s generated by the skill check. This power has no
lasted millennia. effect if the target has more than one malignancy.
When this power is activated, your character
and a number of allies within long range equal to
Revelation
Tier: 4
your Presence increase their strain threshold by 5
Activation: Active (Action)
until the end of the encounter. At the GM’s discre-
Ranked: No
tion this power's duration may be extended to last
Cost: 2 story points
for the course of a journey (provided it is for a suit-
Free the mind from doubt, fear, and darkness!
ably holy purpose) such as a trek across a world or
Look to the light of the God-Emperor and let his
climbing a mountain.
divine presence remind you of your purpose—you
are the faithful of the Imperium and you cannot
falter in the face of its foes. With this power, the
faithful can free their mind from the grip of fear
or the insidious powers of the psyker, restoring
themselves to clarity and control.
When this power is activated, your character
and a number of allies within long range equal to
your Presence immediately negate the effects from
any fear checks they have failed this encounter,
along with the ongoing effects of any h and d
generated by fear checks during this encounter.

73
Chapter V - Faith and Fury
Tier 5 Powers Resurrection
Tier: 5
No Rest for the Faithful Activation: Incidental (Out of Turn)
Tier: 5 Ranked: No
Activation: Active (Action) Cost: 3 story points
Ranked: No And they rose anew, as if lifted from the grave by
Cost: 2 story point the hand of the God-Emperor, restored by divine
Only in death does duty to the God-Emperor end, providence and ready once again to face the foes
and only when faith is extinguished will you truly of mankind.
die. Those who are truly faithful to the Emperor This power can be activated when the character
push themselves beyond the frailties of their mor- or one of their allies within long range dies. The
tal frames, shaking off wounds, casting aside in- character is immediately revitalised, removing all
jury and ignoring pain so that they may serve His wounds, strain and critical injuries, although lost
will until the end. Such a divine drive has its price body parts remain lost. In effect, the target is re-
and once the faithful's task is done their bodies of- stored completely. Each character can only be res-
ten never recover. urrected in this manner once per campaign.
When this power is activated, your
character and a number of allies within
long range equal to your Presence are
graced with an unnatural resilience until
the end of the encounter. Affected char-
acters ignore the effects of critical inju-
ries for the duration of the encounter,
with the exception of those that would
result in limb loss or death. Should they
suffer a critical effect that would result
in death, they can instead choose to per-
manently reduce their Brawn by 1 and
ignore the critical injury. If this would
reduce their Brawn to 0, they die imme-
diately.
At the end of the encounter, all affect-
ed characters suffer 6 strain, and may not
perform a skill check to recover strain.

74 Chapter V - Faith and Fury


ammo, or until the end of the encounter, which-
Emperor's Wrath ever comes first, the weapon gains the Sanctified
Faith powers of the Emperor’s Wrath are focused trait. If it is already Sanctified, it gains Daemon-
on dealing damage to the foes of the Emperor: the bane instead. In addition, the weapon's damage
alien, the heretic, and the daemon. With these is increased by 1 against daemons, Chaos wor-
powers the faithful can strengthen their sword shippers, psykers, mutants and similarly tainted
arms, guide their bolt shells, and create blessed abominations.
promethium with which to burn enemies to ash.
Those especially skilled in channelling the wrath Divine Touch
of the Emperor can even exorcise daemons, cast- Tier: 3
ing them out of their mortal shells and hurling Activation: Active (Action)
them back into the warp. Ranked: No
Cost: 1 story points
Even the lightest of touches by those blessed by the
Tier 3 Powers divine God-Emperor are as acid to the flesh of the
corrupt, the pure light of the faithful’s soul burn-
Armoury of the Emperor ing into the vile darkness of the heretic’s mind
Tier: 3 and causing him to cry out in pain and despair.
Activation: Passive This power allows the faithful to bring terrible
Ranked: No pain and crippling agony to those tainted by the
Cost: - warp, either diminishing their power (in the case
When your character uses the Blessed Bolts, of daemons) or causing them debilitating torment
Flames of Faith or The Unforgiving Blade pow- (in the case of psykers and others tainted by the
ers, you may change the cost to 2 story points and warp).
the activation to Active (Action). This allows your When this power is activated, your character
character to extend their blessings to a number of reaches out and attempts to touch the exposed
weapons or items equal to their Presence, with- flesh of an engaged target. This is an Average (d
in engaged range. Your character must be able to d) Melee (Light) check, and at the GM's discre-
touch each weapon. tion it may be upgraded to a Hard (ddd) check
if the target is heavily armoured. The target's me-
Blessed Bolts
lee defence applies to this check as if it were a me-
Tier: 3
lee attack.
Activation: Active (Maneuver)
Ranked: No If the target is a psyker, mutant, Chaos wor-
Cost: 1 story points shipper or other such tainted mortal, they suffer 1
May the Emperor's fury fill my weapon, unleash- wound for each s, and immediately suffer a crit-
ing holy devestation unto my foes. This ability ical injury.
allows the faithful to sanctify a ranged weapon's If the target is a Daemon and the check is suc-
ammunition stores, anointing them with holy wa- cessful, they instead must immediately perform a
ter and imparting them with a small portion of Warp Instability check with a difficulty of Hard
the Emperor's wrath. (ddd). aaa or t on the Melee (Light) check
When this power is activated, your character can be spent to increase this difficulty to Daunt-
may lay hands upon a ranged weapon, blessing its ing (dddd).
ammunition stores. Until the weapon runs out of

75
Chapter V - Faith and Fury
Flames of Faith Such a weapon is difficult for the unclean to
Tier: 3 wield, and when grasped by a psyker or character
Activation: Active (Maneuver) with 2 or more malignancies it will burn, inflict-
Ranked: No ing 2 wounds each round they hold it, which can-
Cost: 1 story points not be reduced by soak.
Holy is the flame of the Emperor, that it might
Wrath of the Righteous
burn away the evil of his enemies and cast those
Tier: 3
spawned from the warp back into their places of
Activation: Active (Maneuver)
freezing darkness and unending night. This power
Ranked: No
places a powerful blessing on the fires of the faith-
Cost: 2 story points
ful making them burn more fiercely and making
May the God-Emperor guide my hand toward the
them especially deadly to daemons and creatures
foes that I might rend him with my righteous in-
of the Immaterium.
dignation, breaking his bones, spilling his blood
When this power is activated, your character and piercing his flesh with my faith. This ability
may lay hands upon an incendiary weapon. This focuses the faithful’s Emperor-born rage into their
could be a flamer, an inendiary explosive device, attacks, channelling His divine anger and wrath
or something else which causes enemies to burst into each stroke of their blade as they fell heretics
into flame. That weapon's Burn rating is increased and unbelievers.
by 3, and the difficulty of Coordination checks
When this power is activated, your character
made to put out the flames increase by 1. In addi-
and a number of allies within long range equal to
tion, the damage inflicted by the Burn quality of
your Presence are filled with the Emperor’s wrath.
this weapon is considered Sanctified. These effects
This increases the damage characteristic of their
last until the end of the encounter.
melee weapons by 1, and reduces the critical rating
The Unforgiving Blade of their weapons by 1, to a minimum of 1. This
Tier: 3 effect lasts until the end of the encounter.
Activation: Active (Maneuver)
Ranked: No
Cost: 1 story points
Blessed are the blades that smite the daemon, the
witch, and the psyker. With divine steel the chil-
dren of the warp are cut deep, and their blood
spilled as a sign of their betrayal of the purity of
humanity. This ability allows the faithful to bless
a blade to deal horrific damage to those who are
either touched by the warp or call upon its powers
as part of their cursed existence.
When this power is activated, your character
can place a blessing on a single melee weapon,
lasting until the end of the encounter. The weapon
gains the Sanctified trait, and increases its dam-
age by 4 when used against daemons, psykers, mu-
tants, chaos worshippers and other tainted abom-
inations.

76 Chapter V - Faith and Fury


Tier 4 Powers Righteous Frenzy (Improved)
Tier: 4
Righteous Frenzy Activation: Passive
Tier: 4 Ranked: No
Activation: Active (Action) Cost: -
Ranked: No Your character must have purchased the Righ-
Cost: 2 story points teous Frenzy talent to benefit from this talent.
Never forget the righteousness of our cause, for Such is the power of the Frenzy that the faithful
to waver in our conviction to the God-Emperor and his allies gain strength from shedding the
is to invite his foes into our heart and infect us blood of their foes. Characters under the effects
with their filth. With this Talent the faithful and of Righteous Frenzy recover 1 wound and 2 strain
their allies fill themselves with a divine madness each time they kill a foe in melee combat. Only
and rage against their foes, flying into a righteous the character which deals the killing blow gains
frenzy and striking out at the unbelievers and the this benefit.
heretics like a bottomless pit of anger.
When this power is activated, your character
Wrath of the Righteous
(Improved)
and a number of allies within long range equal to
Tier: 4
your Presence are whipped into a religious frenzy.
Activation: Passive
Affected characters may enter a state of frenzy, as
Ranked: No
if they had the Frenzy talent (Dark Heresy, page
Cost: -
63). If a targeted character already has the Fren-
Your character must have purchased the Wrath
zy talent, they may enter frenzy as an incidental.
of the Righteous talent to benefit from this tal-
While under the effects of this power, characters
ent. When Wrath of the Righteous is activated,
will never strike their allies; if they run out of suit-
the melee weapons of affected characters gain the
able targets other than their allies, their frenzy
Sanctified trait. In addition, the faith power can
simply ends. These effects last until the end of the
now affect a number of allies equal to twice your
encounter.
Presence.

77
Chapter V - Faith and Fury
When this power is activated, your character is
Tier 5 Powers filled with divine power, increasing their physical
Divine Guidance power and might. The character's Brawn and Agil-
Tier: 5 ity are increased by 1, to a maximum of 6. Howev-
Activation: Active (Maneuver) er the power also fills the faithful’s mind with re-
Ranked: No ligious madness and visions of the God-Emperor’s
Cost: 2 story points glory, diminishing their ability to think and inter-
Let the Emperor guide my aim, let his eye be my act socially. This reduces the character's Cunning,
eye as I fire my weapon at the foes of the Imperium Intellect and Presence by 1, to a minimum of 1.
so that my shots might strike true and send my en- In addition the character speaks in a mix of reli-
emies to their eternal rest. This ability guides the gious riddles and holy verse which can be difficult
aim of the faithful so that they sense more than to understand, requiring any ally to ucceed on a
see when to fire at the enemy, their shots striking Hard (ddd) Scholastic Lore check to compre-
home over extreme distances or even in the pitch- hend what the faithful is saying. The GM should
dark, guided to their targets by the will of the encourage players to role-play this mania. These
God-Emperor and the power of their faith. effects lasts until the end of the encounter
When this power is activated, your character
The Passion
and a number of allies within long range equal to
Tier: 5
your Presence are blessed with Divine Guidance.
Activation: Active (Maneuver)
When affected characters make a ranged attack,
Ranked: No
they can reduce the difficulty of the attack check
Cost: 2 story points
by 1, to a minimum of Easy (d). In addition, t
Your love for the God-Emperor will know no
on these ranged attack checks may be spent to
bounds, his glory will fill your heart to bursting
treat the weapon as if it has Breach 1 until the at-
and you will run and scream with joy at the sound
tack check's effects are resolved. This effect lasts
of His name; filled with his divine light you are a
until the end of the encounter.
tireless soldier of the Imperium and a holy instru-
Might of the Emperor ment of the faith. This ability infuses the faithful
Tier: 5 with a powerful passion and energy, allowing him
Activation: Active (Maneuver) and his allies to move in a frenzy of righteous
Ranked: No speed so that they might better reach their foes
Cost: 2 story points and rend them to pieces.
Blessed are the faithful, for they have within them When this power is activated, your character
the power of the God-Emperor and are trans- and a number of allies within long range equal to
formed by it into His divine vessel and tool of your Presence are gifted with a fathomless passion
vengeance. This power allows the faithful to be- for serving the God-Emperor, increasing their
come a vessel for the Emperor’s power, increasing agility and speed. All those affected may perform
their strength and stamina but at the same time a second maneuver each turn without suffering
overcoming him with a religious mania which can any strain to do so. In addition, the strain cost to
blind him to reason and make his words unintelli- activate defensive talents such as Dodge and Par-
gible to the ears of common men. ry is reduced by 1, to a minimum of 1. This effect
lasts until the end of the encounter

78 Chapter V - Faith and Fury


Chapter VI:
Elite Talents
“With flamer, bolter and melta do we purge our unclean enemies. With power armour do we turn
aside their cruellest blows. With doctrine and with strategy do we win our battles. Yet it is with faith,
Sisters, and faith alone, that we shall conquer this sinful galaxy.”
– Canoness Superior Junith Eruita

The warriors of the Chambers Militant are in- these under any circumstances. In addition, some
credibly powerful, immaculately trained warriors. of these talents are restricted to specific types of
They are capable of feats that mundane servants Chambers Miltiant characters, which is detailed
of the Emperor could only dream of achieving. As in each individual talent entry. Otherwise these
such, Chambers Militant characters have access to talents follow all the ordinary rules for purchas-
unique talents and abilities not accessible to regu- ing and using talents, as detailed in the Genesys
lar agents of the Imperial Inquisition. Core Rulebook. Chambers Militant characters
retain access to all the talents available to regular
The talents detailed in this chapter are only
Dark Heresy characters, this chapter simply pro-
available to Chambers Militant characters—or-
vides additional options.
dinary Dark Heresy characters may not purchase

79
Chapter VI - Elite Talent
Tier 1 Talents Table 6-1: Elite Talents
Talent Ranked Army
Primaris Perspective Tier 1
Primaris Perspective No d
Tier: 1 Tier 3
Activation: Passive Bolter Drill No dg
Ranked: No Divine Vengeance No s
Focus of the Justicar No g
Restrictions: Primaris Deathwatch Marines The Flesh Is Weak Yes dgs
You have been held in suspended animation since Tier 4
Armour-Monger No dgs
the 31st Millennium, just after the Horus Heresy Furious Zeal No s
ended, and remember a very different galaxy. Guardian of Purity No d
Unrelenting Devastation No dgs
Knowledge skill checks made regarding histor- Tier 5
ical events from the 31st Millennium or earlier re- Artificer Achievement No d
Pure Soul No g
duce their difficulty once, to a minimum of Easy Rapid Assault No g
(d).
d = Deathwatch, g = Grey Knights, s = Adepta Sororitas

Tier 3 Talents Focus of the Justicar


Bolter Drill Tier: 3
Tier: 3 Activation: Passive
Activation: Active (Incidental) Ranked: No
Ranked: No Restrictions: Grey Knights
Restrictions: Deathwatch and Grey Knights When your character receives assistance from an
When your character makes an attack with a bolt allied psyker to manifest a psychic power, he may
weapon, they may suffer 1 strain to give the weap- choose to add s to the results of the psychic pow-
on Linked 1, or increase its existing Linked quality er check instead of adding b to the check.
by 1 until the attack check is resolved.
The Flesh is Weak
Divine Vengeance Tier: 3
Tier: 3 Activation: Passive
Activation: Passive Ranked: Yes
Ranked: No Restrictions: Chambers Militant characters
Restrictions: Adepta Sororitas When you purchase this talent for your character,
The first time you successfully inflict a critical in- select one cybernetic with a rarity equal to or less
jury in an encounter, remove a story point from than your party's current Renown. Your charac-
the Game Master pool and add one to the play- ter has this cybernetic installed the next time they
er pool. If there are no story points in the Game have access to appropriate facilities and medical
Master pool, nothing happens. care, such as at their home base. Each additional
time you purchase this talent for your character,
you may select a new cybernetic to install.

80 Chapter VI - Elite Talents


Tier 4 Talents Tier 5 Talents
Furious Zeal Artificer Achievement
Tier: 4 Tier: 5
Activation: Passive Activation: Passive
Ranked: No Ranked: No
Restrictions: Adepta Sororitas Restrictions: Deathwatch
Your character must have the Hatred talent to ben- Only Tech-Marines may purchase this talent.
efit from this talent. Your melee weapons increase Your character has successfully crafted their own
their damage by a value equal to the severity of suit of artificer armour. They gain a suit of arti-
your current mental trauma if they are used to at- ficer armour to keep, and can take this on any
tack a foe for which you have the Hatred talent. mission without paying Requisition Points, even
if they do not meet the Renown requirements for
Guardian of Purity this armour.
Tier: 4
Activation: Passive Pure Soul
Ranked: No Tier: 5
Restrictions: Deathwatch Activation: Passive
Only Apothecaries may purchase this talent. The Ranked: No
Apothecary carefully monitors his Battle-Broth- Restrictions: Grey Knights
ers’ gene-seed for any signs of taint. Any time a Characters with this talent are not affected by Per-
Space Marine in your character's kill-team suffers ils of the Warp effects triggered by either them-
Corruption, they reduce the amount suffered by 2, selves or others, including damage and possession.
to a minimum of 1. Indirect effects such as attacks from creatures
summoned by Perils of the Warp may still affect
Unrelenting Devastation the character.
Tier: 4
Activation: Passive Rapid Assault
Ranked: No Tier: 5
Restrictions: Chambers Militant characters Activation: Active (Incidental, Out of Turn)
When attacking a minion group using a Gunnery Ranked: No
weapon, your character may spend a story point Restrictions: Grey Knights
to give the weapon the Blast quality with a rating Once per round, you may spent a Story point to
equal to the weapon's base damage until the end activate your character's personal teleporter (if one
of their turn. is equipped) as an out-of-turn incidental, moving
to anywhere within medium range and ignoring
any obstacles along the way. If this is done, your
character may not use their personal teleporter on
their next turn.

81
Chapter VI - Elite Talent
Chapter VII:
Elite Armoury
“The history of our chapter is in this bolter. Twelve times it has passed from one of our fallen
Brothers to his successor. May the deeds it performs in your hands live up to theirs.”
– Sergeant Caelicus of the Ultramarines, upon a Scout’s induction to the 10th Company

The warriors of the Chambers Militant are infa- This chapter provides a full account of the
mous for their equipment. Many stained glass wargear available to the Deathwatch, the Grey
windows across the Imperium's chapels depict Knights, and the Adepta Sororitas. As well, new
the angelic form of towering Space Marines in re- rules are provided for the mechanisms through
splendent battle-plate, and shrine worlds through- which these warriors can acquire new equipment,
out the galaxy erect huge statues of Adepta Soror- accessing the expansive armouries of their organi-
itas warriors. While deadly even when unarmed, sations. The equipment in this chapter is exclusive
Chambers Militant warriors come into their own indeed, and Acolytes of the Inquisition could only
when paired with the deadly wargear they are dream of accessing some of the powerful relics de-
known for. tailed on the coming pages.

82 Chapter VII - Elite Armoury


New Item Qualities Nothing New
The following item qualities apply to weapons Under the Sun
in this book, in addition to those detailed in the
Many of the items detailed in this chapter—espe-
Genesys Core Rulebook (page 86), and the Dark
cially weapons—are very similar (or sometimes
Heresy Core Rulebook (page 100).
identical) to items detailed in the Dark Heresy
Phase (Active): This bizarre weapon makes mock- Core Rulebook. This was done to make it more
ery of force fields and armour, phasing through convenient to outfit your Chambers Militant
defences regardless of their physical properties. characters; outside of checking item qualities, you
A weapon with the Phase quality ignores all de- shouldn't need to flip back to the core book at all
fence granted by weapons, armour or force fields. while picking gear for your characters.
Melee weapons with the Phase quality cannot be In addition, some of the gear in this chapter
parried. aaa or t on a successful attack with has a slightly different rarity to its core rulebook
a Phase weapon can be spent to ignore the target’s equivalent. The rarity of items in this chapter is
Soak when calculating damage. primarily a way of controlling which gear Cham-
bers Militant characters can access at different
Faction Specific Renown levels (detailed further on "Elite Acquisi-
Gear tions" on page 84), and reflects the equipment's
rarity within these organisations. None of the
This chapter combines the equipment of all three
equipment in this chapter can be purchased with
Chambers Militant into one convenient place, but
thrones, and it cannot be requisitioned with Influ-
because of this it can become easy to lose track
ence. In some exceptional circumstances Inquis-
of which equipment a specific faction can access.
itorial Acolytes might be able to get their hands
Some equipment might be exclusive to Space Ma-
on some pieces of equipment in this chapter, but
rine characters, or only be accessible to the Adepta
that would be a rare exception to the norm, and
Sororitas.
not governed by a simple skill check or financial
Each equipment table in this chapter has a new transaction.
column labelled "Army", which denotes which
factions that specific piece of gear is accessible to. Amongst Giants
This is noted using the following symbols.
This chapter details equipment for all the Cham-
• d - Deathwatch bers Militant, which places it in an unusual posi-
• g - Grey Knights tion of detailing equipment for the superhuman
• s - Adepta Sororitas giants of the Space Marines, and the unaugment-
ed humans of the Adepta Sororitas.
If a piece of equipment is not noted as being
accessible to your faction, you may not acquire it Rather than providing two versions of every
through typical means, although in exceptional item in the chapter, it's assumed that any equip-
circumstances the GM may make this gear avail- ment acquired by a Space Marine is built to be
able to you. used by their larger frame, and vice versa. Space
Marine items will be bigger and bulkier, built to
None of the equipment in this chapter can be
be operated with their power armoured gauntlets,
requisitioned or purchased by Inquisitorial Aco-
but have the same statistics and rules.
lytes.

83
Chapter VII - Elite Armoury
Elite Acquisitions
While Acolytes of the Inquisition must keep me- Table 7-1: Requisition Points
ticulous account of the finances to ensure access Adepta Grey
Renown Deathwatch
Sororitas Knights
to the appropriate equipment for their missions, or
0-5 0 0 0
exploit their influnce and connections, warriors of 6-7 1 0 0
the Chambers Militant have no such obligations. 7-8 2 1 0
Instead, they are granted access to well-main- 9-10 3 2 1
11-12 4 3 2
tained armouries, able to hand-select equipment 13-14 4 4 3
appropriate to each mission they embark upon. 15+ 4 4 4

The rules for managing equipment for Cham-


bers Militant characters rely on the Influence and
Renown systems, detailed in Chapter VI: Narra-
tive Tools of the Dark Heresy Core Rulebook.
A group’s Renown score determines their access
to equipment, with more capable and successful
warriors being granted access to rare and power-
ful relics of their respective organisations.
Every time a character returns to a facility of
their organisation, such as a battle barge for a
Grey Knight, or a Preceptory for a Sister of Bat-
tle, they can adjust their loadout. Orders Militant
characters have access to all equipment with a
rarity equal to or less than their group’s Renown
score. Characters may select as much equipment
as they can reasonably carry, but some rarer items
are restricted; see the rules for Requisition below.
The GM should try to provide ample opportu-
nity for Chambers Militant characters to re-arm
between missions; it can be tense and enjoyable to
be cut off from new equipment temporarily, but
if this is dragged out for too long it can become
frustrating, as Chambers Militant characters can’t
simply buy new equipment with Thrones.
Interludes are an ideal time for allow-
ing Chambers Militant characters
to pick up some new gear. Equip-
ment is an important part of
character progression, and
shouldn’t be stifled.

84 Chapter VII - Elite Armoury


Requisition Permanent Rewards
Some items in the armouries of the Chambers Practically all equipment used by the Chambers
Militant have a Requisition score; this indicates Militant is effectively “on loan”, belonging to the
an item which is particularly rare or difficult to organisation rather than the individual. While
maintain, and as such the armouries of these ven- these warriors will likely keep the same bolters
erable organisations must be very particular about and power armour all their lives, any more spe-
handing them out. cialised equipment is likely to be returned to the
armoury as needed.
To acquire an item with a Requisition score,
a character must spend that many Requisition Sometimes however, particularly noble deeds
Points. See Table 7-1: Requisition Points for guid- might reward a character with the right to wield
ance on how many Requisition Points a character a particular relic or piece of specialised wargear
has access to; this is determined by their Renown for as long as they live, before it is passed on to
Score. the next generation of warriors. When receiving
Inquisitorial Rewards (see the Influence and Re-
These Requisition Points are refunded in full
nown rules in Dark Heresy), if a warrior of the
when the item in question is returned to the ar-
Chambers Militant elects to receive equipment as
moury, however if for some reason the item is
their reward, they may select an item from their
lost or destroyed, these Requisiton Points remain
organisation’s armoury to acquire permanently. If
spent; this represents a loss of trust in the charac-
this item has a Requisition score, they no longer
ter’s ability to maintain valuable equipment.
need to spend Requisition Points to take this item
At the GM’s discretion, the character may earn into a mission, and are not penalised for losing the
back these lost Requisition Points at the end of item (beyond losing such a valuable piece of per-
their next mission, by achieving their goals and sonal wargear, at least).
avoiding any further loss of valuable materiel.

Making Do
Sometimes, a character may not have easy access to their home base; sometimes a Death-
watch Marine’s Watch Station is much too far away, and a new loadout is needed desperately. In
such circumstances, characters can attempt to draw on other Imperial allies. A Grey Knight might
be able to attend the home planet of a local Space Marine chapter to re-arm, or a warrior of the
Adepta Sororitas could access a local Imperial Guard barracks.
This presents two restrictions; firstly, these agencies are unlikely to grant access to the full range of
equipment an Orders Militant member would usually benefit from. A Novamarine garrison could
certainly provide a Deathwatch Marine with a new Meltagun and some Bolter magazines, but they
would have no access to the unique arms and ammunition of the Deathwatch, such as the Frag
Cannon or Dragonfire Bolts.
Secondly, these organisations might require some convincing to part from their equipment, as they
are under no obligation to provide this to individuals outside of their own organisation. Standard
ammunition, boltguns and the like are usually easy enough to acquire, but more specialised equip-
ment might require an appropriate social check, using a skill like Charm, Coercion or Negotiation.

85
Chapter VII - Elite Armoury
Ranged Weapons Bolt Carbine: A shortened, more compact version
This section details the ranged weapons available of the standard bolter, the bolt carbine is designed
to warriors of the Chambers Militant. for use in close quarters combat scenarios, often
wielded by Primaris Reivers and Infiltrators.
Bolt Weapons Bolt Pistol: Bolt pistols are the standard sidearm
Thundering with the righteous fury of the for Space Marines and Battle Sisters alike, and are
God-Emperor himself, bolt weapons promise a every part as destructive as their larger counter-
swift and bloody end to the enemies of the Impe- parts, although they carry relatively small maga-
rium. Firing armour piercing micro-missiles the zines.
size of ration cans, these fearsome firearms are
Boltgun: Boltguns are the most common arma-
synonymous with the Adeptus Astartes, who have
ment for all the Imperium's power armoured forc-
wielded them for millennia.
es. Battle Sisters of the Adepta Sororitas common-
Absolvor Bolt Pistol: This larger variant of the ly use the Godwyn-De'az pattern boltgun, while
standard bolt pistol has much more stopping pow- the Artifex pattern is the standard armament for
er than a standard bolt weapon, and can pierce the Space Marines of the Deathwatch.
through all but the thickest armour. It is com-
monly wielded by Primaris Space Marine Chap-
lains and Apothecaries, but can be found in the
hands of many Deathwatch warriors who seek im-
pressive stopping power in a compact frame.

Bolt Rifle: Crafted by Archmagos Dominus Belis-


arius Cawl, the Mark II Bolt Rifle is the warforged
evolution of the Astartes’ most iconic armament.
Firing high calibre bolts with enhanced range and
Assault Bolter: Mag-shielded and auto-loading armour penetration, these oversized Boltguns are
for maximum destructive potential, the Assault already birthing legends that compete with their
Bolter is an unrelenting instrument of ultraviolent long-venerated ancestors.
death found at the spearhead of Primaris Astartes
Bolt Sniper Rifle: The standard weapon of Pri-
formations.. Although short-ranged, its rate of fire
maris Eliminator squads, the bolt sniper rifle is
and damage are considerable. Primaris Inceptor
a formidable weapon in the hands of a capable
Squads commonly dual wield these formidable
sniper. Built to chamber a wide variety of special-
assault weapons, able to blanket the battlefield in
ised rounds, the bolt sniper rifle is an adapatable
fire after dropping into the middle of an enemy
weapon, making it a valued asset to the warriors
formation from low orbit.
of the Deathwatch. The profile provided in this
Auto Bolt Rifle: An Auto Bolt Rifle is a variant of section assumes the weapon is firing standard bolt
the Mark II Cawl Pattern Bolt Rifle that has been shells—statistics for more specialised ammuni-
altered to make use of a high-capacity magazine, tion are available later in this chapter.
created for use by the Primaris Space Marines.

86 Chapter VII - Elite Armoury


Table 7-2: Ranged Weapons
Name Skill Dam Crit Range Enc HP Rarity Req Army Special
Bolt Weapons
Absolvor Inaccurate 1, Pierce 4,
Light 12 2 Medium 4 2 10 1 d
Bolt Pistol Scarce Ammo, Vicious 2
Auto-Fire (Only), Pierce 3,
Assault Bolter Light 14 2 Short 6 1 9 - d Scarce Ammo, Unwieldy 4,
Vicious 3
Auto-Fire, Pierce 2, Vicious
Auto Bolt Rifle Heavy 10 2 Long 7 1 9 - d 2
Auto-Fire, Inaccurate 1,
Bolt Carbine Heavy 10 2 Medium 5 2 8 - d Pierce 2, Vicious 2
Pierce 2, Scarce Ammo,
Bolt Pistol Light 10 2 Medium 3 2 6 - dgs Vicious 2
Boltgun Heavy 10 2 Long 6 3 6 - dgs Pierce 2, Vicious 2
Bolt Rifle Heavy 10 2 Long 7 2 8 - d Pierce 4, Vicious 2
Accurate 1, Pierce 4,
Bolt Sniper Rifle Heavy 12 2 Extreme 8 1 11 1 d Prepare 1, Vicious 2
Pierce 4, Scarce Ammo,
Heavy Bolt Pistol Light 10 2 Medium 4 2 9 - d Vicious 2
Auto-Fire (Only), Cumber-
Heavy Bolter Gunnery 14 2 Long 9 3 6 - dgs some 5, Pierce 3, Vicious 3
Auto-Fire (Only), Cum-
Infernus
Gunnery 14 2 Long 8 3 10 1 d bersome 5, Pierce 3, Scarce
Heavy Bolter
Ammo, Special, Vicious 3
Cumbersome 5,
Malleus
Gunnery 15 2 Extreme 8 1 11 1 g Daemonbane, Pierce 2,
Psycannon
Special, Vicious 2
Accurate 1, Pierce 2,
Stalker Boltgun Heavy 10 2 Extreme 6 2 9 1 d Special, Vicious 2
Accurate 1, Pierce 4,
Stalker Bolt Rifle Heavy 10 2 Extreme 7 1 10 1 d Special, Vicious 2
Linked 3, Pierce 2,
Storm Bolter Heavy 10 2 Long 7 3 10 - dgs Vicious 2
Flame Weapons
Flamer Heavy 8 3 Short 6 3 6 - dgs Burn 3, Blast 8
Burn 2, Blast 5, Scarce
Hand Flamer Light 5 3 Short 4 2 6 - dgs Ammo
Burn 4, Blast 11,
Heavy Flamer Gunnery 11 2 Medium 10 3 6 - dgs Cumbersome 4
Malleus Burn 2, Blast 9, Daemon-
Heavy 9 3 Short 6 1 11 - g bane, Pierce 3, Special
Incinerator
Las Weapons
Accurate 1, Breach 2,
Las Fusil Heavy 15 1 Extreme 8 1 12 1 d Destructive, Prepare 1
Backpack, Breach 2,
Man Portable
Gunnery 3 1 Extreme 10 3 8 - dg Cumbersome 7, Planetary
Lascannon
Scale
Launcher Weapons
Auxillary Grenade
Gunnery - - Long 5 2 6 - ds Special
Launcher
Cyclone Blast 10, Pierce 4, Scarce
Gunnery 20 2 Extreme 12 1 12 1 dg Ammo, Special
Missile Launcher
Blast 10, Limited Ammo
Soundstrike
Gunnery 20 2 Extreme 7 2 8 - dg 6, Slow-Firing 1, Pierce 4,
Missile Launcher
Special

d = Deathwatch, g = Grey Knights, s = Adepta Sororitas

87
Chapter VII - Elite Armoury
Table 7-2: Ranged Weapons (Continued)
Name Skill Dam Crit Range Enc HP Rarity Req Army Special
Melta Weapons
Breach 2, Destructive,
Inferno Pistol Light 13 1 Short 3 0 10 2 ds Scarce Ammo, Vicious 3
Breach 2, Destructive,
Meltagun Heavy 15 1 Short 6 1 8 1 dgs Scarce Ammo, Vicious 3
Backpack, Breach 3, Cum-
Multi-Melta Gunnery 3 1 Medium 9 2 9 1 dgs bersome 6, Planetary Scale,
Vicious 4
Plasma Weapons
Auto-Fire, Gets Hot,
Assault Plasma
Gunnery 12 2 Medium 8 1 10 1 d Maximal, Pierce 6, Vicious
Incinerator
2
Backpack, Gets Hot,
Heavy Plasma
Gunnery 14 2 Long 8 2 10 1 d Maximal, Pierce 6, Vicious
Incinerator
2
Backpack, Blast 12, Breach
Plasma Cannon Gunnery 16 2 Long 9 3 9 1 dg 1, Cumbersome 6, Gets
Hot, Overcharge, Vicious 2
Auto-Fire, Gets Hot,
Plasma Maximal, Pierce 6, Scarce
Light 12 2 Short 5 1 10 1 d
Exterminator Ammo, Unwieldy 4,Vicious
2
Gets Hot, Maximal, Pierce
Plasma Gun Heavy 12 2 Medium 6 3 8 - dg
5, Vicious 2
Plasma Gets Hot, Maximal, Pierce
Gunnery 12 2 Long 8 2 9 - d
Incinerator 6, Special, Vicious 2
Gets Hot, Maximal, Pierce
Plasma Pistol Light 11 2 Short 3 2 8 - dgs
5, Vicious 2
Solid Projectile Weapons
Auto-Fire (Only),
Assault Cannon Gunnery 2 3 Long 9 2 12 1 dg
Planetary Scale, Special
Deathwatch Backpack, Blast 14, Pierce
Gunnery 16 1 Short 9 2 10 1 d
Frag Cannon 4, Vicious 3
Deathwatch Auto-Fire, Blast 8,
Heavy 10 3 Medium 3 3 8 - d
Shotgun Knockdown, Reliable
Exotic Weapons
Condemnor
Heavy 10 2 Long 7 2 9 2 s Pierce 2, Special, Vicious 2
Bolter (Bolter)
Condemnor
Prepare 1, Sanctified,
Bolter Heavy 10 2 Medium - - - - -
Special
(Crossbow)
Conversion Backpack, Cumbersome 7,
Gunnery * * Long 10 1 13 3 dg
Beamer Special
Concussive 1, Graviton,
Graviton Gun Heavy 11 3 Short 6 2 10 2 d
Pierce 7, Sunder
Concussive 1, Graviton,
Graviton Pistol Light 8 3 Short 3 1 12 2 d
Pierce 5, Sunder
Psilencer Gunnery 11 3 Long 6 1 12 2 g Sanctified, Special
Webber Heavy - - Medium 5 3 6 - d Blast 0, Ensnare *, Special
Scout Sniper Rifle Heavy 8 - Extreme 5 3 8 - d Accurate 2, Toxic 5

d = Deathwatch, g = Grey Knights, s = Adepta Sororitas

88 Chapter VII - Elite Armoury


Heavy Bolt Pistol: This larger variant of the Stalker Boltgun and Bolt Rifle: Fitted with au-
standard bolt pistol is commonly used by Reiv- dio suppressors and a longer barrel that eliminates
er squads, and is able to punch through armour muzzle flash, Stalker pattern weapons are ideal for
more effectively than its smaller counterpart. long-range assassinations and picking off the lead-
ers of the alien armies.
Heavy Bolter: The outsized brother of the bolt-
er, these heavy weapons are as terrifying as one Special: Perception or Vigilance checks made
would expect. With sustained fire these huge guns to hear shots made by a Stalker weapon increase
can reduce heavily armoured infantry and light their difficulty twice, and cannot be made from
vehicles to naught but unrecognisable chunks of Long range or further.
smouldering ruin.
Infernus Heavy Bolter: The Deathwatch mag-
clamp rare suspensor discs onto their infernus
heavy bolters that reduce the weapon’s effective
weight considerably. Such weapons are further
bolstered by underslung heavy flamers that can
incinerate those enemies that make it through the
hail of explosive bolts. Storm Bolter: A double-barrelled Bolter, with all
Special: An Infernus Heavy Bolter features the ammo reserves and prodigious weight that
an integrated Heavy Flamer, with the Scarce entails. Storm Bolters bring to bear a torrent of
Ammo quality. The user can choose to fire ei- bellowing bolts capable of rending annihilation.
ther weapon when attacking. The Heavy Bolter Storm Bolters are the standard-issue ranged weap-
and the Heavy Flamer each run out of ammo on for warriors of the Grey Knights, mounted di-
separately; if you run out of ammo when firing rectly to their power armour gauntlets.
the Heavy Flamer due to rolling d or hhh
you can still continue to use the Heavy Bolter
Flame Weapons
Flame weapons are venerated as holy tools of the
without reloading, and vice versa.
Emperor's justice by the Adepta Sororitas, used to
bathe the impure in cleansing promethium.
Flamer: A brutally simple mechanism; sticky, liq-
uid Promethium is propelled down the barrel and
across a steady pilot light. The stream of ignited
liquid adheres to any surface it touches, melting
flesh and plasteel.

Malleus Psycannon: One of the most formida- Hand Flamer: Hand flamers are the standard
ble weapons of the Grey Knights, psycannons fire armament for Battle Sister Seraphim squadrons,
explosive shells tipped with Truesilver. Capable wielded in pairs to bathe foes in holy flame from
of smashing through psychic defences, each shell point blank range.
contains a small latticework of psycho-conductive Heavy Flamer: Often sporting multiple barrels
fibres that allow the user to channel some of his and hefty tanks to fuel them, Heavy Flamers cast
own psychic power into each bolt. streaming arcs of liquid flame across the battle-
Special: When wielded by a psyker, Malleus field. They specialise in flooding trenches and
Psycannons add +1 damage for each rank in buildings in an all-consuming nightmare of hell-
Discipline. fire.
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Chapter VII - Elite Armoury
Launcher Weapons
Sometimes all the precision and skill in the uni-
verse simply cannot halt the overwhelming hoards
of the heretic and xenos. At times like this, desper-
ate warriors turn to more explosive methods.

Auxillary Grenade Launcher: An auxiliary gre-


Malleus Incinerator: Common weapons in the nade launcher is most commonly mounted above
ranks of the Grey Knights, incinerators use psy- or below the barrel of a basic weapon in a manner
chically impregnated promethium that burns similar to a combi-weapon. They are commonly
mortal flesh and unholy skin with equal ferocity. found mounted to the Bolt Rifles of Primaris In-
Special: Malleus Incinerators are particular- tercessors, but any Deathwatch Warrior can find
ly effective when wielded by Psykers - when a use for these versatile weapons.
target attempts a skill check to negate the Burn
Special: The grenade launcher uses grenades as
quality that was inflicted by this weapon, in-
ammo. When the character reloads the grenade
crease the difficulty of that check once for each
launcher (requiring a maneuver in structured
two ranks in Discipline the firer possesses, as
time), he can choose any grenade he owns to
long as the firer is a psyker. An Incinerator ig-
load into the launcher. The damage, crit rating
nores any protective benefits granted by psychic
and special qualities of the launcher change to
powers.
suit the type of grenade loaded into it. Auxillary
Grenade Launchers occupy one Hard Point on
Las Weapons the weapon they are attached to (any Ranged
Las weapons are uncommon amongst the ranks of
(Heavy) weapon).
the Chambers Militant, due to their limited stop-
ping power. However, some heavy duty las weap- Cyclone Missile Launcher: Cyclone missile
ons see occasional deployment, due to their potent launchers were specially designed for use with
capacity for breaching enemy armour. Tactical Dreadnought armour. Valuable enough
for their ability to launch missiles rapidly from the
Las Fusil: Effectively a half-way point between a
twin racks, this back-mounted missile system also
long-las and a lascannon, the las fusil is a heavy
makes up for some of Terminator armour’s inflex-
duty laser sniper, utilised primarily by Vanguard
ibility by providing more options in combat.
Eliminator forces in an anti-armour role.
Special: Cyclone Missile Launchers can only
Man-Portable Lascannon: Unwieldy cannons
be used when mounted to Terminator Armour.
powered by oversized charge packs that thrum
As they are directly mounted to the armour,
with destructive potential, Lascannons are the Im-
they do not occupy a hand. A Cyclone Missile
perium's mass produced answer to the armoured
Launcher can't be reloaded in the field due to its
terrors of the galaxy. Most often mounted to vehi-
complex mechanism; once it runs out of ammo,
cles or in static defensive positions, they can none-
it remains unusable until it can be rearmed at a
theless be mobilised by a power-armoured Space
suitable Astartes facility.
Marine.

90 Chapter VII - Elite Armoury


Plasma Weapons
Barely understood, notoriously unstable, and yet
widely used, plasma weapons are some of the most
potent and dangerous weapons any dare to car-
ry. Projecting pulses of superheated matter, they
vaporise targets on impact—provided they don't
misfire and do the same to their wielder first.
Plasma Cannon: Heavy, dangerous, and stretch-
Soundstrike Missile Launcher: The standard As-
ing the destructive limits of man portable weap-
tartes missile launcher is a tube-like weapon that
onry. Each crackling blast burns brighter than the
fires a single round at great accuracy. The Sound-
sun, igniting all in its path and cutting through
strike pattern overcomes the single capacity of the
flesh and steel like they were naught but air.
launch tube by attaching a special missile rack
and auto-loader to a backpack power unit. The au- Plasma Exterminator: Essentially a handheld
to-loader’s gripping claw rapidly refills the launch- plasma incinerator, these compact weapons are
er from the back-mounted ammo source, allow- typically wielded by Primaris Inceptors. Their
ing the Battle-Brother to fire the missiles of his rapid rate of fire makes them difficult to control
choice without interruption until his missile rack and prone to overheating, but the destruction they
is depleted. The Soundstrike's profile represents a bring to bear is hard to argue with.
weapon loaded with frag missiles. Plasma Gun: These hefty rifles sport distinctive
Special: The Soundstrike Missile Launcher can heat sinks along their barrels that sizzle and glow
be loaded with up to six missiles, and some or distressingly with every punishing shot.
all of these may be special ammunition.

Man's Reach Exceeds His Grasp


Grave religious taboos exist throughout most of the Imperium against daring to touch
weapons meant for the hands of the Emperor’s Angels of Death. Astartes weapons react violently to
the grip of the unworthy, and men bearing terrible burn scars are living proof of a flamer’s outrage
in the hands of an ignoble master. Still, there are invariably those bold and foolish enough to try
taming the machine spirits of Astartes weapons.
Any mundane human who attempts to wield an Astartes weapon treats it as one category larger;
Ranged (Light) weapons become Ranged (Heavy), Ranged (Heavy) weapons become Gunnery, and
Gunnery weapons are completely unusable. The same goes for melee weapons; Melee (Light) be-
comes Melee (Heavy), and Melee (Heavy) weapons are unusable. In addition, the difficulty of all
attack checks is upgraded twice, and the weapon’s Encumbrance is increased by 2.
By the same token, conventional human weapons are a poor fit for Astartes. Gunnery weapons can
be used with some slight modification (removing trigger guards and such), but any Ranged (Light)
or Ranged (Heavy) weapon designed for human hands needs substantial modification before it can
be used properly by Astartes. Melee weapons are generally less difficult to use, although all mun-
dane human weapons count as Melee (Light) for Astartes.

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Chapter VII - Elite Armoury
a heavy bolter, although its size and weight some-
what preclude man-portability.
Special: Assault Cannons can only be used
when mounted to Terminator Armour.
Deathwatch Frag Cannon: The Deathwatch frag
cannon is akin to a man-portable artillery piece,
capable of laying down a horde-shattering salvo or
a dense solid shell that can blast through adaman-
Plasma Incinerator: Developed by Magos Belis-
tium at close range. The statistics provided for the
arius Cawl, the Plasma Incinerator is a refinement
frag cannon assume it is loaded with frag rounds.
of the older Plasma Gun design and the most ad-
For the solid shell option, see page 96.
vanced of its kind in the Imperial arsenal. The
Plasma Incinerator fires a potent armour-melting
blast with no risk of overload, though safety can
not be assured when it is fired on an overloaded
charge setting.
Special: The Gets Hot quality of the Plasma
Incinerator only applies when it is fired on
Deathwatch Shotgun: Optimised for the close
Maximal mode. This trait only applies to the
quarters warfare typically fought in space hulks
standard Plasma Incinerator, not the heavy or
and xenos-infested asteroids, the Deathwatch shot-
assault variants.
gun has a hair trigger and a wide radius of effect.
Plasma Pistol: Small enough to be used at close The Deathwatch shotgun can fire several distinct
quarters, but with all the destructive capability of types of cartridge, ranging from the explosive cyl-
a fully fledged Plasma Gun, these rare weapons are inders of shot known as cryptclearer rounds to the
normally seen in the hands of officers and close fanning flame-bursts of the wyrmsbreath shell.
combat specialists who are willing to risk loss of The statistics provided for the shotgun assume it is
limb for decisive firepower. loaded with standard Astartes shotgun shells. See
page 95 for more exotic ammunition options.
Solid Projectile Weapons
Although slug-throwers are exceedingly plentiful
across the Imperium, they find limited use among
most Space Marine Chapters. A few specific pat-
terns have use amongst the Astartes however.

Assault Cannon: An assault cannon is a mas-


sive, brutal weapon with a ring of rotating barrels
that spray explosive shells at terrifying speed and
velocity. This weapon’s incredible firepower can
shred troops or vehicles even more efficiently than
92 Chapter VII - Elite Armoury
Conversion Beamer: A small number of these
Backpacks rare and deadly archeotech devices circulate
Several weapons in this section use through the hands of senior Techmarines. When
the Backpack special quality, indicating fired, a conversion beamer expels a stream of neu-
some form of backpack ammunition feed. tron-bombarded particles, beginning an atomic
chain reaction that converts matter to energy in
In the case of Space Marine and Battle Sister a blazing beam that hurtles towards the target. As
weapons, backpack ammo supplies are the escalating reaction travels, more and more air
typically integrated into the power pack of molecules are converted into a deadly blast that fi-
the user’s armour. This requires mechanical nally consumes the target in an explosive release
adjustments to the power armour, which of energy.
can typically only be done when the user
Special: Conversion Beamers have different
re-arms at a watch station, strike cruiser,
damage, crit rating and special qualities de-
preceptory or other Astartes, Sororitas,
pending on the range at which they are fired.
or Mechanicus facility as appro-
priate. • Short: 14 damage, Crit 4, Pierce 1.
• Medium: 20 damage, Crit 3, Pierce 3
• Long: 30 damage, Crit 2, Blast 15,
Exotic Weapons Breach 2, Destructive
Some weapons defy categorisation, often ancient
examples of archaeotech only available to the most
elite of Imperial warriors. Typically these weapons
are only handed out to warriors who command
considerable respect.
Condemnor Bolter: A Condemnor Bolter is a
combi-weapon that couples the iconic might of
the Imperial Bolter with a secondary launcher in
Graviton Weapons: The secrets of grav-weap-
the form of a single-shot crossbow armature that
on construction are known only to a select few.
fires blessed silver stakes engraved with sigils of
In battle, grav weaponry affects the local gravity
disruption. These are particularly deadly to Chaos
field, using its victim’s own mass against them, an
corrupted psykers. A direct hit from the crossbow
ordeal that will stun those it does not kill outright.
component of the Condemnor Bolter will there-
Heavily armoured targets find themselves crushed
fore not only deal a severe physical wound to an
as if by the mighty fist of a god, while vehicles are
enemy psyker, it will also send their power spiral-
left as crumpled, smoke belching wrecks.
ing out of control, consuming the user in a storm
of untramelled psychic energy.
Special: A Condemnor Bolter has two profiles;
one for when it is fired as a bolter, and one for
when it is fired as a crossbow.
Whenever a psyker or daemon is struck by a
Condemnor Crossbow Bolt, it must succeed on
an Average (dd) Discipline check or be forced
to roll on a random Perils of the Warp table and
suffer 3 strain.

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Chapter VII - Elite Armoury
Webber: When a battle-brother finds it necessary Special: Psilencers can only be operated by
to take a target alive, or sometimes just incapaci- psykers, and they never run out of ammunition.
tate persistent but innocent civilians, the webber Psilencers have the Linked quality with a rating
offers a quick and effective means of incapacitat- equal to the wielder's Discipline score.
ing a fleeing assassin or a small crowd of citizens. Scout Sniper Rifle: This needle rifle offers the per-
The weapon fires masses of filaments, which ex- fect combination of range, stealth, and deadliness.
pand to form a sticky, near unbreakable net. A low-power laser beam propels small slivers of
Special: When the Ensnare quality is triggered crystallised toxin that, once lodged in flesh, dis-
on a webber weapon, the target is immobilised solve into the bloodstream almost instantly. Many
indefinitely unless they break free with a Hard chemicals can be solidified into such rounds with
(ddd) Athletics check. The filaments become the right equipment, and a variety are in use by
brittle and dissolve away after two to three the Deathwatch. The most common compound
hours. (and the standard ammunition for this weapon) is
a viral toxin that leaves most enemies dead within
Psilencer: The Psilencer does not fire traditional
moments of being wounded. Due to their lack of
ammunition. Rather, it focuses the psychic might
a muzzle flash, needle weapons are ideal for assas-
of the wielder into an amplified energy pulse that
sinations. The only argument against these exqui-
is focused into a beam of unstoppable force. These
site weapons is that the brittle rounds have little
arcane weapons harness the psychic potential of
penetrating power, making them next to useless
the user, who must unleash a bolt of psychic force
against heavily armoured targets.
into the containment core of the device. This burst
of energy is then amplified and directed by the
crystals in the weapon.

94 Chapter VII - Elite Armoury


Standard Special
Ammunition Ammunition
The Chambers Militant are as reliant on ammuni- Tactical flexibility is paramount given the un-
tion as anyone else, and managing this on the bat- known situations Chambers Militant warriors are
tlefield is crucially important. Table 7-3: Standard often thrust into. The Deathwatch in particular
Ammunition provides the details of standard are known to make extensive use of variant bolt
ammunition for Chambers Militant weapons. rounds, tailoring their armaments to each engage-
ment.
Standard ammunition uses the same rules for
ammunition outlined in Chapter V: Armoury of Special ammunition for Deathwatch weapons
the Dark Heresy Core Rulebook. uses the exact same rules for special ammunition
as human weapons, outlined in Chapter V: Ar-
moury of the Dark Heresy Core Rulebook.
If special ammunition has a Requisition cost,
this represents the price of one reload worth of
that ammunition; if a character wishes to carry
multiple magazines of this ammo, they must in-
vest Requisition Points accordingly.

Table 7-3: Standard Ammunition


Name Compatible Weapons Maneuvers Rarity Req Encumbrance
Bolt Weapons
All bolt weapons except heavy
Bolt Shells bolters, Malleus Psycannon and 1 6 - 1
Assault Bolter
Heavy Bolt Shells Heavy bolters and Assault bolter 2 6 - 2
Psycannon Bolt Shells Malleus Psycannon 2 11 - 2
Flame Weapons
Incinerator Fuel Malleus Incinerator 2 11 - 1
Promethium Canister Hand Flamer, Flamer 1 6 - 1
Promethium Tank Heavy Flamer 2 6 - 2
Las Weapons
Lascannon Battery Las Fusil, Man Portable Lascannon 2 7 - 2
Launcher Weapons
Frag Missile Soundstrike Missile Launcher 1 6 - 1 (Each)
Melta Weapons
Melta Canister Inferno Pistol, Meltagun 1 8 - 1
Melta Tank Multi-Melta 2 8 - 2
Plasma Weapons
Plasma Flask All plasma weapons 2 7 - 1
Solid Projectile Weapons
Assault Cannon Rounds Assault Cannon 2 12 - 2
Deathwatch Frag Rounds Deathwatch Frag Cannon 2 10 - 2
Astartes Shotgun Shells Deathwatch Shotgun 1 8 - 1
Exotic Weapons
Condemnor Crossbow Bolt Condemnor Bolter 1 9 - 1 (Each)
Conversion Beamer Battery Conversion Beamer 2 13 - 2
Gravitonic Reloads Graviton Gun, Graviton Pistol 2 9 - 1
Needle Rounds Scout Sniper Rifle 1 8 - 1
Webber Filament Webber, Web Pistol 1 6 - 1

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Chapter VII - Elite Armoury
Blessed Bolts: It takes an artificer a lifetime to
produce just one of these blessed bolts, which are
said to be imbued with the Emperor’s divine ven-
geance. Dragonfire Bolt Shells: Dragonfire bolts are high-
Modifiers: A weapon loaded with blessed bolts ly pressurised metal shells that contain a violently
gains the Sanctified trait, and increases its dam- combustible gas. Designed to detonate in pyro-
age by 2 against psykers, sorcerers, mutants and technic air bursts, these shells make a mockery
Chaos worshippers. of cover and slaughter lightly armoured foes en
masse.
Cryptclearer Rounds: Explosive cylinders of shot,
cryptclearer rounds are known to shred flesh with Modifiers: A weapon loaded with dragonfire
ease. bolts reduces its damage by 3, and gains Burn
2 and Blast 8.
Modifiers: A weapon loaded with cryptclearer
rounds reduces its range to Short, but gains Vi- Executioner Rounds: Executioner rounds are so-
cious 3. phisticated self-guiding missiles slaved to a minia-
turised Cogitator that can seek their target behind
Custom Needler Payload: Needle weapons come
cover, even changing direction mid-flight with
loaded with a virulent neurotoxin as standard,
tiny bursts of ballistic propellant.
able to easily overwhelme the immune system of
an unwitting target. However, sometimes a more Modifiers: A weapon loaded with executioner
specialist touch is needed. Virtually any chemical rounds ignores any defence granted by cov-
can be loaded into a needler round. er, and increases its Accurate quality by 1. The
weapon may be used to target enemies that are
Modifiers: A weapon loaded with this ammu-
not visible to the user (as long as the user is
nition loses the Toxic quality. When acquiring
aware of their approximate position), but this
a custom needler payload, select any drug or
increases the difficulty of the attack check by d.
poison. If an attack made by this weapon suc-
cessfully wounds the target, they count as hav-
ing inhaled/injected one dose of the chemical
loaded into the ammunition. Custom needler
payloads have a rarity equal to the chemical in
question, plus 2. Hellfire Bolt Shells: Hellfire rounds house a crys-
talline reservoir of tailored bio-corrosives that
Deathwatch Solid Shells: Dense, solid shells of
rapidly dissolve xenos abominations from the in-
hard metal, shells trade the explosive power of a
side out
frag cannon for a more powerful single shot which
can blast through adamantium at close range. Modifiers: A weapon loaded with hellfire bolt
shells increases its Pierce value by the target’s
Modifiers: A weapon loaded with frag shells
Brawn; effectively negating any Soak granted by
rounds loses the Blast quality, but increases its
Brawn. The weapon’s Vicious rating increases
damage by 3 and extends its range to medium.
by 1. If loaded into a heavy bolter, that weap-
If fired from within Short Range, the weapon
on loses the Auto-Fire (Only) quality and gains
replaces its Pierce quality with Breach 1.
Blast 12.

96 Chapter VII - Elite Armoury


Table 7-4: Special Ammunition
Name Compatible Weapons Rarity Req Army
Blessed Bolts All bolt weapons (except Psycannon) 10 1 s
Cryptclearer Rounds Deathwatch Shotgun 9 - d
Custom Needler Payload Scout Sniper Rifle * 1 dgs
Deathwatch Solid Shells Deathwatch Frag Cannon 10 - d
Dragonfire Bolt Shells All bolt weapons (except Psycannon) 10 1 d
Executioner Rounds Bolt Sniper Rifle 11 - d
Hellfire Bolt Shells All bolt weapons (except Psycannon) 9 1 d
Hyperfrag Rounds Bolt Sniper Rifle 11 - d
Implosion Bolt Shells All bolt weapons (except Psycannon) 11 1 dgs
Inferno Shells All bolt weapons (except Psycannon), shotguns 9 - dgs
Kraken Bolt Shells All bolt weapons (except Psycannon) 9 1 d
Krak Missile Missile launchers 8 - dg
Metal Storm Bolt Shells All bolt weapons (except Psycannon) 9 - dgs
Mortis Bolts Bolt Sniper Rifle 11 - d
Plasma Missile Missile launchers 12 1 dg
Psybolt Shells All bolt weapons (except Psycannon) 11 1 dg
Stalker Bolt Shells All bolt weapons (except Psycannon) 9 - d
Tempest Bolt Shells All bolt weapons (except Psycannon) 12 - dgs
Vengeance Bolt Shells All bolt weapons (except Psycannon) 10 1 dgs
Witch Bolt Shells All bolt weapons (except Psycannon) 11 1 dgs
Wyrmsbreath Shells Deathwatch Shotgun 9 - d
Xenopurge Slugs Deathwatch Shotgun 9 - d

d = Deathwatch, g = Grey Knights, s = Adepta Sororitas

Hyperfrag Rounds: Hyperfrag rounds detonate Inferno Shells: Inferno bolts are designed to im-
in a shower of shrapnel, sending out a cloud of molate their targets and destroy them with super-
lacerating shards that devastates closely-packed heated chemical fire.
infantry. Modifiers: Weapons loaded with inferno shells
Modifiers: A weapon loaded with hyperfrag gain the Burn 2 quality. Instead of dealing the
rounds gains Blast 9 and increases its Vicious weapon’s base damage each round, this Burn
rating by 2. quality instead inflicts a flat 6 damage. The GM
is encouraged to spend d and h results to rep-
Implosion Bolt Shells: An implosion shell replac-
resent stray shots causing undesirable spot fires.
es its explosive core with an infinitesimal amount
of antimatter; this creates a violently decom-
pressing vacuum when exposed to matter. Like
the standard bolt shell, these rounds activate via
their mass-reactive core, meaning they embed Kraken Bolt Shells: Kraken bolts are fashioned
partially in their target before the implosion takes around an adamantium core that lends them ad-
effect. The round’s force is therefore not directed ditional weight and stopping power. These shells
at cracking open armour, but to collapsing the can punch through even the thickest xenos hides.
unfortunate victim’s body from the inside out - Modifiers: A weapon loaded with kraken bolt
enough to debilitate even a Space Marine. shells increases its Pierce quality by 3, and ex-
Modifiers: A weapon loaded with implosion tends its range by one band, to a maximum of
bolt shells gains the Disorient 2 quality, and in- Extreme.
creases its Vicious quality by 3.
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Chapter VII - Elite Armoury
Krak Missile: Designed for armour penetration,
these missiles focus their explosion into a concen-
trated effect that can punch holes in most tanks or
bunker walls
Modifiers: A missile launcher loaded with krak
missiles changes its damage to 30, gains Breach
1, and gains Vicious 4, but loses the Blast qual-
ity.
Plasma Missile: A larger incarnation of the plas-
ma grenade, a salvo of plasma missiles can easily
turn enemy troops into a smoking crater. Indeed,
a Battle-Brother must take care when firing one of
these dangerous weapons that his own Kill-team
is sufficiently out of harm’s way.
Modifiers: A missile launcher loaded with plas-
ma missiles changes its damage to 25, gains
Breach 1, and changes its Blast rating to 15. The
dense plasma core of an Astartes plasma mis-
sile is not fully consumed in the initial explo-
sion and leaves a glowing, energized orb that
continues to sear the area like a miniature sun.
Any character who starts their turn within the
blast radius of the missile takes 15 damage as
if struck by the Blast effect (applying Breach 1).
This effect lingers for the next two rounds, but
aa on the attack check may be spent to in-
Mortis Bolts: Mortis bolts spew self-replicating
crease this duration by an additional round.
mutagenic toxins into the flesh of the target, caus-
Plasma missiles pose an extra threat to vehi-
ing the rapid and complete collapse of all vital
cles. aa on a successful attack check causes
biological systems while making for a horrifying
the plasma orb to adhere to the vehicle’s hull,
spectacle into the bargain.
travelling with it if the vehicle moves.
Modifiers: A weapon loaded with mortis
Metal Storm Bolt Shells: Metal storm rounds
rounds gains Toxic 5.
are tipped with proximity triggers, causing them
to detonate sooner than standard bolt shells and Psybolt Shells: Psybolts lack the potency of true
release their payload of explosive frag before fully psycannon ammunition, but can still blast lesser
penetrating the target. When employed in a bolter Daemons to pieces with a few well-placed hits.
with a high rate of fire, they can decimate groups Modifiers: Weapons using Psybolts gain the
of lightly armoured enemies. Daemonbane quality, ignore all protective ben-
efits provided by psychic powers, and when
Modifiers: A weapon loaded with Metal Storm
fired by a psyker, add +1 damage for each rank
shells reduces its damage by 2 and its Pierce
in Discipline.
quality by 1, but gains Blast 10.

98 Chapter VII - Elite Armoury


Stalker Bolt Shells: Stalker rounds were designed Witch Bolt Shells: Based on a Black Templars de-
for sniping use in Stalker-pattern boltguns. How- sign, these bolts release a small core of neuro-in-
ever, they may be used in other bolt weapons to hibitors laced with warp-reductive compounds
reduce their report. A stalker round’s core is re- that disrupt a creature’s connection to the warp.
placed with gas propellant and the mass-reactive Modifiers: Psykers who suffer wounds from
explosive replaced with solid mercury. this weapon increase the difficulty of all psychic
Modifiers: When loaded in a stalker-pattern power checks by 1 until the end of the encoun-
bolt weapon, skill checks to detect the sound or ter. A t on a successful attack may be spent to
muzzle flash of a weapon shot are impossible; increase difficulty of psychic power checks by 2
the weapon is utterly silent and undetectable. until the end of the encounter instead.
When loaded in any other bolt weapon, reduce Creatures with the Warp Instability trait must
the weapon’s damage by 2. Perception or Vig- make an Average (dd) Discipline check as if
ilance checks made to hear shots made by the their Warp Instability trait was triggered when-
weapon increase their difficulty twice, and can- ever they suffer wounds from a weapon firing
not be made from Long range or further. witch bolts.
Tempest Bolt Shells: Tempest Bolts were designed Wyrmsbreath Shells: Wyrmsbreath shells fire
to be particularly effective at incapacitating ma- fanning bursts of flame, allowing a shotgun to be
chines and other electronic devices. Each contains used as a flamer in its own right.
a powerful miniaturised plasma-shock generator
Modifiers: A weapon loaded with wyrmsbreath
that releases a pulse of electromagnetic and ther-
shells decreases its range to Short and loses the
mal energy as the shell detonates.
Auto-Fire and Knockdown qualities, but in-
Modifiers: Weapons loaded with tempest bolt creases its Blast quality by 3 and gains Burn 2.
shells gain Stun 3, increasing to Stun 6 against
Xenopurge Slugs: Slugs of solid adamantium,
machine targets, or targets with four or more
xenopurge rounds lose the spread which makes
cybernetics installed. They also gain the Hay-
Deathwatch shotguns so spectacular for clearing
wire quality.
hordes of enemies, but gain in its place a much
stronger punch, able to slice through thick armour
and put down xenos in one pull of the trigger.
Modifiers: A weapon loaded with wyrmsbreath
shells loses the Blast and Knockdown qualities,
Vengeance Bolt Shells: As their name suggests,
but gains Pierce 4 and increases its damage by 2.
Vengeance rounds were developed for use against
the Traitor Legions. Their unstable plasma cores
are equally lethal against elite xenos warriors,
however. Vengeance rounds. Each delicately en-
gineered bolt is supremely effective at thwarting
armour and eradicating even the most resilient
target, but the technology needed to imbue a bolt
shell with such power carries great risks.
Modifiers: A weapon loaded with Vengeance
Bolt Shells replaces its Pierce quality with
Breach 1, and gains the Dangerous quality.
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Chapter VII - Elite Armoury
Blind Grenade: Blind explosives detonate with a
Grenades and burst of dense smoke, IR bafflers, and broadband
Explosives EM-spectrum chaff, all of which is designed to
block detection through the cloud. Sensors and
The devices listed in this section are designed to
vision that would pierce normal smoke cannot see
explode violently, releasing shards of deadly met-
through haze thus created.
al, obscuring smoke, or other effects designed to
smite enemies. Special: Any attacks made against targets con-
cealed by the smoke created by this weapon add
Grenades bbb. Auspexes, sensor arrays and other elec-
Grenades come in a wide variety of forms, from tronic means of detection provide no benefit to
the traditional explosive devices that are frag and detecting or attacking targets concealed by this
krak grenades, to obscure archeotech relics like smoke.
the horrifying vortex grenade.
Choke Grenade: Designed primarily for combat-
Grenades can be set to detonate on impact, or ting riots, a choke grenade’s foul gases can reduce
set with a timer to detonate up to 3 rounds after violent mobs to easily dispersed groups of cough-
being activated at the beginning of the attacker’s ing, sobbing wretches. In dense hives the gases
action. Some also have a “dead man’s” or pressure often spread across hab areas, a reminder of the
switch that, once pressed, detonates immediately price for disobeying the Emperor’s Laws.
upon release. Unless otherwise specified, all gre- Special: Any target that begins their turn in-
nades can be loaded into a grenade launcher. side this smoke created by this weapon must
Anti-Plant Grenade: These grenades release a succeed on a Hard (ddd) Resilience check or
wide range of toxic and viral agents that quickly suffer 5 strain, bypassing soak. hhh on this
reduce almost any type of flora to a foul-smelling check causes the character to be disoriented for
muck that deprives the enemy of cover while not one round.
seriously harming other materials. Larger versions Frag Grenade: Frag grenades explode
are also used to create improvised landing zones into a cloud of deadly metal shards,
and clear foliage for quick camp sites or building and make excellent anti-personnel
locations. weapons. Many close-quarters combat
Special: Anti-plant grenades only deal damage specialists carry bandoliers of them to
to flora. Against life which is not plant-based, hurl into enemy positions as part of an
they have no effect. assault, and they're standard issue for
Argent Globe: Ordo Malleus agents often use most Chambers Militant troops.
these perfect spheres of gleaming silver against Haywire Grenade: Haywire grenades ignore the
groups of daemonic foes. Against mortal targets flesh and instead seek to injure machine spirits
the sudden blast of Truesilver filaments wounds and technological devices through a shower of
like a frag grenade, but against Warpspawn the harmful electromagnetic radiation. Machines that
consecrated blast leaves even the mightiest Dae- suffer such indignities are often crippled, leaving
mon smouldering in agony. their users helpless against attacking foes.
Special: An Argent Globe has Vicious 2 when Special: Haywire grenades only affect ma-
used against creatures with the Daemonic trait, chines, or characters with four or more cyber-
and reduces its critical rating to 3. netics.

100 Chapter VII - Elite Armoury


Table 7-5: Grenades and Explosives
Name Skill Dam Crit Range Enc Rarity Req Army Special
Grenades
Anti-Plant
R. Light 15 3 Short 1 8 - dg Blast 13, Limited Ammo 1, Special
Grenade
Blast 8, Limited Ammo 1,
Argent Globe R. Light 10 4 Short 1 10 1 g Sanctified, Special
Blind Grenade R. Light - - Short 1 6 - dgs Limited Ammo 1, Smoke 2
Choke Grenade R. Light - - Short 1 6 - dgs Limited Ammo 1, Smoke 5
Frag Grenade R. Light 10 4 Short 1 6 - dgs Blast 8, Limited Ammo 1
Blast 10, Disorient 3, Haywire,
Haywire Grenade R. Light 10 - Short 1 8 1 d Limited Ammo 1, Special, Stun
Damage
Incendiary
R. Light 8 4 Short 1 6 - dgs Burn 3, Blast 7, Limited Ammo 1
Grenade
Ironfaith Incense
R. Light - - Short 1 7 - gs Limited Ammo 1, Smoke 3
Grenade
Breach 1, Destructive, Limited
Krak Grenade R. Light 16 2 Short 1 6 - dgs Ammo 1, Vicious 4
Nova Grenade R. Light - - Short 1 10 - d Limited Ammo 1, Special
Photon Flash
R. Light - - Short 1 6 - dgs Limited Ammo 1, Special
Grenade
Plasma Grenade R. Light 11 4 Short 1 7 1 dg Blast 9, Limited Ammo 1, Pierce 5
Psyk-Out
R. Light 6 5 Short 1 9 1 dgs Blast 6, Limited Ammo 1, Smoke 3
Grenade
Blast 9, Disorient 3, Limited Ammo
Shock Grenade R. Light 9 - Short 1 7 - dgs 1, Stun Damage
Smoke Grenade R. Light - - Short 1 3 - dgs Limited Ammo 1, Smoke 3
Stasis Grenade R. Light - - Short 1 13 2 dg Limited Ammo 1, Special
Tears of the
R. Light 5 5 Short 1 9 1 s Blast 4, Limited Ammo 1, Special
Emperor
Blast 0, Ensnare 4, Limited Ammo
Web Grenade R. Light - - Short 1 6 - dgs 1, Special
Whitefire Burn 3, Blast 7, Limited Ammo 1,
R. Light 7 5 Short 1 9 - dgs Smoke 2, Sunder
Grenade
Vortex Grenade R. Light - - Short 1 13 2 dg Limited Ammo 1, Special
Explosives
Demolition
Tech-Use 15 - Engaged 2 5 - Blast 10, Limited Ammo 1, Special
Charge
Blast 2, Breach 2, Limited Ammo 1,
Haywire Mine Tech-Use 2 - Engaged 3 8 1
Planetary Scale, Special
Blast 2, Breach 3, Limited Ammo 1,
Melta Bomb Tech-Use 3 - Engaged 3 7 1
Planetary Scale, Special

d = Deathwatch, g = Grey Knights, s = Adepta Sororitas

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Chapter VII - Elite Armoury
Incendiary Grenade: Incendiary explosives are Photon Flash: These grenades explode
commonly employed to flush out enemies en- with an intensely brilliant light that
trenched behind cover. These projectiles contain overloads unprotected eyes with tempo-
slow-burning promethium distillate that ignites rary blindness, and make for excellent
when the grenade explodes. non-lethal weapons.
Ironfaith Incense Grenade: Filled with vials of Special: Any character within Short range of
blessed waters and purified ashes of the Imperi- a photon flash grenade when it detonates must
um’s saints, these grenades burst open with thick succeed on an Average (dd) Vigilance check
clouds of fragrant incense. For the impure and or be blinded for a number of rounds equal to
tainted, the sanctified smoke tears at their unholy the number of f generated on the check.
forms and burns their wretched souls. Plasma Grenade: These grenades use a deliberate
Special: Any character that begins their turn plasma containment failure, causing a blast of heat
inside the incense fumes created by this weap- and light to burst forth like a miniature sun. They
on’s Smoke quality suffer wounds equal to their are highly lethal against almost all targets.
number of Malignancies or Daemonic trait,
Psyk-Out Grenade: These grenades
whichever is higher. This ignores soak.
disperse a cloud of psi-refractive par-
Krak Grenade: Krak grenades and mis- ticles thought to have been created as
siles use concentrated explosives to punch a by-product of the processes that sus-
holes in armoured targets such as vehicles tain the Astronomican, and disrupt a
or bunkers. The powerful detonations do psyker’s connection to the Warp.
not produce a blast effect however, making Special: Any psyker that begins their turn in-
them impractical for use against most infantry or side the cloud of particles created by this weap-
moving targets. on’s Smoke quality, or who enters it after deto-
Nova Grenade: Photo-visors and similar ocular nation, must make a Formidable (ddddd)
protection are common among the Deathwatch’s Discipline check or increase the difficulty of
foes. This more powerful version of a flash gre- all psychic power checks by d, plus d for each
nade was designed to overpower standard input ff. If this would cause check difficulty to rise
filtering. Each sphere contains a minute amount above Formidable (ddddd), the check is
of plasma suspended in carbon gas. When ignit- simply impossible. If the Discipline check gen-
ed, the resulting fusion is similar to the effect of a erates hhh or d, the psyker must roll on a
collapsing star, and the emitted light achieves an random Perils of the Warp table. After rough-
extreme absolute magnitude. However, the ability ly six hours have passed, these effects subside.
to thwart auto-senses is a double-edged sword for Additionally, manifesting psychic powers from
Battle-Brothers, and nova grenades must be stra- within the cloud is impossible.
tegically utilised lest they blind their own forces. Shock Grenade: Shock grenades use a combi-
Special: Any character within Short range of a nation of a loud explosive and a flash of light to
nova grenade when it detonates must succeed momentarily incapacitate targets without causing
on a Hard (ddd) Vigilance check or be blind- lasting injury before an assault is launched, mak-
ed for a number of rounds equal to the number ing them an excellent opener in non-lethal en-
of f generated by the check. Photo visors and gagements.
other visual filters which would usually make
the wearer immune to these blasts only reduce
the check’s difficulty to Average (dd).
102 Chapter VII - Elite Armoury
Smoke Grenade: A relatively simple and Special: A psyker struck by Tears of the Em-
easy-to-construct device, smoke grenades peror (regardless of whether or not damage is
release huge gouts of thick, black clouds caused) immediately rolls on a randomly se-
that obscure vision. They do not block lected Perils of the Warp table. When a crea-
detection systems that use heat or other ture with the Daemonic trait is struck by this
spectral bands outside of normal human eyesight, weapon, it gains the Warp Instability trait until
but are much more widely available and easier to the end of the encounter. If it already had Warp
construct than their more sophisticated counter- Instability, it instead adds bb to all Warp In-
parts. stability checks until the end of the encounter.
Special: Any attacks made against targets con- Web Grenade: Web grenades use the same en-
cealed by the smoke created by this weapon add snaring filament-filled gel as webber weapons, and
bbb. can entangle masses of targets in moments when
Stasis Grenade: Stasis fields are used through- they detonate. Web filaments becomes brittle and
out the Imperium to hold time at bay, essentially dissolve away after several hours.
trapping whatever is inside them in a single mo- Special: The Ensnare quality on a web grenade
ment. Uses run from mundane food storage to automatically activates on a successful attack;
the preservation of the Ultramarine’s Primarch. A there is no need to spend a.
stasis grenade is simply an impact-triggered ver- Whitefire Grenade: Whitefire is a terrifying sub-
sion of the same technology, most commonly used stance that burns exposed flesh more quickly than
to temporarily neutralize a threat. To call a sta- promethium. It also creates a caustic smoke that
sis grenade rare and dangerous is a grave under- both obscures vision and poisons the air. Used
statement; they are obscure relics, only entrusted throughout the Askellon Sector for both crowd
to Inquisitors embarking upon gravely important control and to quickly eliminate massed hordes of
missions. foul mutants, this grenade has built up a reputa-
Special: The grenade generates a stasis field af- tion as a weapon of divine retribution.
fecting all within engaged range of the point of Special: Any character that begins their turn
detonation. It lasts for 3 rounds; aa can be inside the caustic smoke created by this weap-
spent to extend this by one round, while hhh on’s Smoke quality suffers 3 wounds and 3
can be spent to decrease the duration by one strain, ignoring soak. Breathing apparatus such
round (to a minimum of one). Everything in- as gas masks and rebreathers protect against the
side this bubble is cut off from the normal flow strain loss, but suffer one level of damage.
of time. Anyone and anything inside the affect-
ed area does (and perceives) nothing until the
field dissipates. Characters outside the stasis
field can see the frozen moment but cannot in-
teract with it in any way.
Tears of the Emperor: Seen as a miraculous weap-
on and the Will of the Emperor made manifest,
Tears of the Emperor contain a blood-like sub-
stance said to weep from statues and relics across
the Imperium. Carefully collected in ornate crys-
tal bottles, they are a potent weapon against the
forces of Chaos.

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Chapter VII - Elite Armoury
Vortex Grenade: This dreaded example of lost Explosives
technology tears open the very fabric of reali- The explosives category describes those weapons
ty, creating a rift into the warp. Needless to say, more suited to planned, deliberate demolition
the results of such a desperate action are highly work. While they certainly could be used in the
unpredictable and almost as likely to backfire on heat of combat, explosives are typically employed
he who used it. For all the nightmarish stories of to demolish structures, or to lay traps for unwit-
daemons crawling through the breach, and vor- ting foes long before the bullets start to fly.
texes that still re-appear like phantoms on old bat-
tlefields, there is no better way to ensure a threat Explosives are planted using an Easy (d) Tech-
is utterly destroyed than to see it sucked into the Use check. Their fuse can be set between 1-3
immaterium. They are an utter rarity, kept only rounds; after this amount of time has passed, the
in the vaults of the most powerful Inquisition explosive detonates. hh or d on this check can
strongholds. cause the bomb to detonate one round sooner or
later than intended. Failure generally means the
Special: The vortex grenade affects all charac-
charge has been improperly placed or set up. The
ters within engaged range of the point of det-
consequences of this are up to the GM, but by de-
onation. Anyone within this area can make an
fault, this means the bombs explode but do not
Average (dd) Coordination check to dive out
damage their intended target, or the detonator fiz-
of the way. Those who fail, along with every-
zles and the device does not even detonate. Some
thing else in the area, are dragged into the warp,
explosives might also be rigged to a remote deto-
never to be seen again. At the end of the round,
nator. The blast quality on explosives automatical-
the capricious vortex winks out of existence.
ly activates without expending any a.
The effects linger, however; until the end of the
encounter, d on any skill check may be spent Demolition Charge: A demolition charge is a sim-
to have the vortex re-appear within engaged ple explosive device, commonly used for blowing
range of the character who made the check, or open doors, breaching bulkheads, and destroying
within engaged range of some valuable item or infrastructure. The profile provided represents a
mission objective. t can be spent to have the single charge, though it is possible to rig charges
vortex re-appear within engaged range of a foe. together, thus increasing their destructive poten-
As when it first manifested, an Average (dd) tial.
Coordination check can be made to dive out of Special: Multiple demolition charges may be
the way before the vortex fully manifests, and it placed together to increase their destructive
disappears again at the end of the round. potential. For each additional charge laid be-
At the end of the encounter, all characters yond the first, the damage increases by 10, but
who spent any time within Long range or closer the difficulty of the Tech-Use check to plant the
of the warp vortex must make a Hard (ddd) charge increases by d. If two or more charges
corruption check. Characters who were En- are placed together, the radius of the Blast effect
gaged with the warp vortex at any point instead increases to Short.
make a Formidable (ddddd) corruption
check.

104 Chapter VII - Elite Armoury


Haywire Mine: Commonly deployed by Astart-
es Incursor squads, these heavy duty mines are
designed to cripple vehicles, but they make short
work of infantry as well. Using a combination of
shaped explosives and haywire field technology,
they're ideally suited to destroying or destabilising
Melta Bomb: Melta bombs are unwieldy but ex-
enemy infrastructure and tanks.
tremely powerful explosives that can rip apart
Special: Any vehicle struck by a haywire mine even the thickest of tank hulls or bunker walls.
immediately suffers a critical hit with a +40 They adhere to their target through magnetic
modifier. Additionally, the vehicle suffers 10 clamps, then detonate with a shaped charge blast
system strain. similar in effect to a melta weapon.
Haywire mines can be set up as proximity Special: Any vehicle struck by a melta bomb
explosives, wired to detonate when a vehicle immediately suffers a critical hit with a +40
or character triggers proximity sensors built modifier. Any critical injuries inflicted on a
into the mine. Anyone who moves within short character (such as when they become incapaci-
range of the mine can notice its presence with tated) add +50.
success on an Average (dd) Vigilance check.
The character who plants the mine may in-
crease this check's difficulty to Hard (ddd)
by spending aaa or t on the Tech-Use
check made to plant the explosive. If this
check is failed, the character triggers the
mine, causing it to detonate. Charac-
ters who succeed on this check can gen-
erally move around the mine's trigger
radius without too much issue, al-
though vehicles may need to take
another path entirely if there is no
suitable path around the mine.

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Chapter VII - Elite Armoury
Melee Weapons Force Weapons
In the hands of an attuned Psyker, Force weapons
Any witness to the ruthless efficiency of an Assault crackle with power and emit the acrid stench of
squad can attest that Space Marines are as great the Warp. Drawing upon a Psyker's intimate con-
a threat at close range as they are raining bolter nection to the Empyrean, they channel devastat-
fire from a distance. The Codex Astartes lays out ing immaterial energies directly into their target,
many tactical uses for warriors that can engage shattering minds and sundering flesh with ev-
the enemy in close quarters, but for some Chap- ery blow. Force Weapons are commonly used by
ters, the drive to excel in hand to hand is as sim- Adeptus Astartes librarians.
ple as the need to look one’s foe in the eyes before
eviscerating him. The Sisters of Battle, too, revel Nemesis Force Weapons
in the fracas of violent melee, bringing the Emper- Like the Grey Knights themselves, Nemesis weap-
or's justice to foul heretics through the medium of ons are a deadly fusion of advanced technology
rumbling chain-blades. and the arcane. Crafted in iron and silver in the
fortress monastery on Titan, these prized imple-
Chain Weapons ments of warfare are inset with ancient runes and
Overt in their savage appearance and the grating power field generators which cause them to crack-
roar the emit when activated, chain weapons chew le with eldritch energy.
through armour and rend flesh with violently
spinning chains of serrated metal teeth. Nemesis Force Weapons are power weapons,
and follow the rules for power weapons.
Chain weapons rely on blessed power cells to
keep their vicious teeth turning. The power of a Nemesis Force Falchion: Typically wielded in a
chain weapon can be disabled as an incidental; pair, Nemesis Falchions are smaller variants of the
while disabled, the weapon uses the statistics of Nemesis Force Sword. By triggering the circuitry
its nearest low-tech equivalent. If a chain weapon within each Falchion, a Grey Knight can swing
succumbs to moderate damage or worse, the pow- the Force Weapon with incredible speed, striking
er is automatically disabled, and cannot be turned several blows with pinpoint accuracy
back on until the weapon is repaired up to minor Special: When making a two weapon combat
damage or better. check with a pair of falchions, only a single a
is needed to hit with the second weapon.
Nemesis Warding Stave: Unlike most of the Nem-
esis Force Weapons used by the Grey Knights,
the Nemesis Warding Stave has abilities used in
defensive situations. The wielder of the stave can
channel his psychic might into the haft to activate
the refractor fields within. The refractor fields,
once activated, then project a force field around
the wielder, softening any blows and thus increas-
ing the chance for retaliation.
Special: As an out-of-turn incidental, a Grey
Knight can suffer 2 strain to increase the ward-
ing stave's Defensive and Deflection ratings to 4.

106 Chapter VII - Elite Armoury


Table 7-6: Melee Weapons
Name Skill Dam Crit Range Enc HP Rarity Req Army Special
Chain Weapons
Chainaxe Light +4 3 Engaged 3 2 5 - dgs Pierce 1, Vicious 4
Chainblade Light +2 2 Engaged 2 1 5 - dgs Pierce 1, Vicious 3
Chainsword Light +4 2 Engaged 3 2 5 - dgs Defensive 1, Pierce 1, Vicious 3
Breach 1, Cumbersome 4,
Eviscerator Heavy +7 1 Engaged 6 3 7 - dgs Dangerous, Vicious 5
Force Weapons
Force Axe Light +3 3 Engaged 3 2 9 - dg Force, Vicious 1
Cumbersome 4, Disorient 4,
Force Hammer Heavy +5 3 Engaged 6 2 10 1 dg Force, Knockdown
Force Sword Light +3 2 Engaged 3 2 9 - dg Defensive 1, Force
Force Staff Heavy +2 4 Engaged 4 2 9 - dg Defensive 1, Disorient 3, Force
Nemesis Force Weapons
Breach 2, Cumbersome 4,
Nemesis Daemon
Heavy +8 2 Engaged 6 1 13 2 g Daemonbane, Disorient 4,
Hammer
Force, Knockdown, Sunder
Breach 1, Daemonbane,
Nemesis Force
Light +2 2 Engaged 2 1 10 - g Defensive 1, Force, Special,
Falchion
Sunder
Accurate 1, Breach 1,
Nemesis Force
Heavy +4 2 Engaged 5 2 10 - g Daemonbane, Defensive 1,
Halberd
Force, Sunder
Nemesis Force Breach 1, Daemonbane,
Light +4 2 Engaged 3 1 10 - g
Sword Defensive 1, Force, Sunder
Nemesis Breach 1, Daemonbane,
Heavy +5 2 Engaged 4 1 10 - g
Greatsword Defensive 1, Force
Nemesis Warding Daemonbane, Defensive 2,
Light +3 2 Engaged 3 0 12 1 g
Stave Deflection 2, Force, Special
Low-Tech Weapons
Astartes Combat
Light +2 3 Engaged 1 2 6 - dg -
Knife
Defensive 1, Disorient 3,
Dialogus Staff Heavy +2 4 Engaged 3 2 6 - s Special, Unwieldy 3
d = Deathwatch, g = Grey Knights, s = Adepta Sororitas

Low Tech Weapons ers, the forging of metal into blade is simultaneous
Overt in their savage appearance and the grating with the forging of a recruit into Space Marine,
roar the emit when activated, chain weapons chew and his combat knife is laid to rest when he is.
through armour and rend flesh with violently Dialogus Staff: Many sisters of the Orders Dia-
spinning chains of serrated metal teeth. logous choose to carry the Dialogous staff. These
Astartes Combat Knife: Every Space Marine is hardy staffs are fitted with a Laud Hailer and an
issued one of these blades as soon as he recovers audio recording device and can be used in combat
from receiving his implants, and he carries it up if necessary.
until his final moment of battle. This large knife - Special: A dialogus staff integrates a laud hail-
easily the size of a normal human’s sword - holds er, allowing the users's speech to carry across
an edge that never dulls, even through centuries a great distance. In addition, the integrated re-
of service. In some Chapters combat knives are
cording device adds b to any skill checks made
passed down through the generations, with the
to understand sounds or speech at a distance.
deeds of their owners etched upon them. In oth-

107
Chapter VII - Elite Armoury
Table 7-6: Melee Weapons (Continued)
Name Skill Dam Crit Range Enc HP Rarity Req Army Special
Power Weapons
Breach 4, Inaccurate 2, Sunder,
Chainfist Light +4 2 Engaged 4 1 12 2 dg Special, Vicious 4
Defensive 2, Deflection 2,
Combat Shield Light +2 4 Engaged 4 2 10 - dg Inaccurate 1, Knockdown
Crozius Arcanum Light +6 3 Engaged 2 1 10* - dg Breach 2, Special, Sunder
Breach 2, Disorient 4,
Deathwatch Heavy
Heavy +10 2 Engaged 6 1 12 1 dg Inaccurate 2, Knockdown,
Thunder Hammer
Vicious 3, Sunder
Accurate 1, Breach 2, Special,
Lightning Claw Light +6 2 Engaged 4 1 11 1 d Sunder, Vicious 2
Neural Whip Light +4 4 Short 3 1 8 1 s Breach 1, Ensnare 2, Special
Breach 2, Cumbersome 3,
Omnissian Axe Heavy +7 2 Engaged 5 3 8* - dg Special, Sunder, Vicious 2
Power Axe Light +6 3 Engaged 3 1 8 1 dgs Breach 2, Sunder, Vicious 2
Power Blade Light +4 2 Engaged 1 0 8 1 dgs Breach 1, Sunder
Power Claymore Heavy +7 1 Engaged 4 1 10 1 dgs Breach 2, Defensive 1, Sunder
Breach 2, Knockdown, Sunder,
Power Fist Light +4 2 Engaged 4 1 9 1 dg Special
Power Maul Light +6 3 Engaged 2 1 8 1 dgs Breach 1, Stun 4, Sunder
Accurate 1, Breach 2, Defensive
Power Spear Heavy +6 2 Engaged 4 1 8 1 dgs 1, Sunder
Power Sword Light +6 2 Engaged 3 1 8 1 dgs Breach 2, Defensive 1, Sunder
Breach 2, Inaccurate 2,
Storm Gauntlets Light +4 2 Engaged 4 0 10 1 d Knockdown, Sunder, Special
Defensive 4, Deflection 4,
Storm Shield Light +2 4 Engaged 4 2 12 2 dg Inaccurate 1, Knockdown
Breach 2, Cumbersome 4,
Thunder Hammer Heavy +8 2 Engaged 6 1 10 1 dg Disorient 4, Knockdown,
Sunder
Exotic Weapons
Breach 1, Daemonbane,
Blessed Blade Heavy +7 1 Engaged 4 0 12 2 s Defensive 1, Special, Sunder
Brazier of Holy
Heavy +4 2 Engaged 6 3 7 1 s Burn 2, Inaccurate 1, Special
Fire
Cumbersome 6, Defensive
Praesidium
Light +2 4 Engaged 6 1 9 1 s 3, Deflection 3, Inaccurate 1,
Protectiva
Knockdown
Xenophase Blade Light +6 2 Engaged 3 0 13 2 d Defensive 1, Phase

d = Deathwatch, g = Grey Knights, s = Adepta Sororitas

108 Chapter VII - Elite Armoury


Power Weapons
Rare and revered, power weapons resem- Crozius Arcanum: The Crozius Arcanum
ble mundane but well-crafted weapons is a Space Marine Chaplain’s ornate rod of
when dormant. When ignited, a crack- office. It is often adorned with the Impe-
ling field of pale-blue energy is projected rial Aquila or symbols that reinforce the
along the weapon's edge, emitting a sinis- Chaplain’s role, such as winged skeletons
ter hum and the sharp smell of burning or skulls. Some Crozius Arcanums are shaped
ozone as it rips apart matter on impact. by the Chapter’s iconography, such as a smith’s
Power weapons are sheathed in a field of ener- hammer or a dragon’s head for the Salamanders.
gy, allowing them to slice through armour as if Within the Crozius Arcanum is a generator that
it wasn’t even there. These fields have the added produces a powerful energy field capable of dis-
benefit of keeping the weapon underneath un- rupting matter in the same manner as a power
damaged. While a power weapon has an active weapon. Chaplains are powerful warriors, and
power field, it is immune to the Sunder quality. the blows struck with a Crozius Arcanum can
The power field of can be disabled as an inciden- overwhelm nearly any defense.
tal; while disabled, the weapon uses the statis- Special: Only Chaplains can acquire a Crozius
tics of its nearest low-tech equivalent. If a power Arcanum. If a Chaplain armed with a Crozius
weapon succumbs to moderate damage or worse, Arcanum makes an attack check targeting a foe
the power field is automatically disabled, and can- for whom he has the Hatred talent, the target’s
not be turned back on until the weapon is repaired melee defence is halved (rounding down).
up to minor damage or better.
Neural Whip: Typically carried by a Repentia
Chainfist: A chainfist combines the matter-cleav- Superior, a veteran Sister of Battle charged with
ing power field of a power fist with the rending ad- commanding a group of Sisters Repentia, these
amantite teeth of a chainblade. The field envelopes whips are laced with electrosynaptic fibres. Upon
both the huge gauntlet and the whirring blade, contact, these send a jolt of physical and mental
yielding a weapon capable of slicing through ar- anguish coursing through a target’s body.
mour, vehicles, heavy cruiser bulkheads, or nearly
Special: Before attacking with the neural whip,
any other substance in the galaxy given enough
the wielder can disable the power field as an
time.
incidental. If they do so, the weapon loses the
Special: When attacking with a Chainfist, a Breach quality and gains the Stun Dam-
character adds their Brawn to the damage twice age quality.
These weapons are too unbalanced for even a
Lightning Claw: A lightning claw is a
Battle-Brother in standard Astartes power ar-
heavy gauntlet that replaces the nor-
mour to wield effectively; chainfists are only
mal glove on Astartes power armour.
capable of being used with Terminator armour.
Its extra bulk contains the mecha-
The weapon’s considerable bulk reduces the us-
nisms that power four individual pow-
er’s dexterity in the equipped hand substantial-
er blades, which extend like crackling
ly; the wielder is unable to hold or operate any
talons from the back of the hand.
other weapon in a hand occupied by a chainfist,
and most fine manual tasks such as operating a
keypad become impossible.

109
Chapter VII - Elite Armoury
Special: When making a two-weapon attack
with a pair of lightning claws, each s on the
attack check adds 2 damage, rather than 1. The
weapon’s considerable bulk reduces the user’s
dexterity in the equipped hand substantial-
ly; the wielder is unable to hold or operate any
other weapon in a hand occupied by a lightning
claw, and most fine manual tasks such as op-
erating a keypad become impossible. The claws The generators are also rare and difficult to main-
themselves can be retracted or deployed as an tain, making such a weapon a sign of status, even
incidental, although this does little to help the within the Adeptus Astartes.
wearer’s dexterity.
Special: When attacking with a power fist,
Omnissian Axe: Often carried by Techmarines to a character adds their Brawn to the damage
show their devotion to the Omnissiah, this weap- twice. The weapon’s considerable bulk reduces
on has a long staff-like body tipped with half of the user’s dexterity in the equipped hand sub-
the circular Adeptus Mechanicus skull and cog stantially; the wielder is unable to hold or op-
icon. The symbol forms a blade and is sheathed in erate any other weapon in a hand occupied by a
a power field. Arcs of energy power fist, and most fine manual tasks such as
illuminate the ridged blade operating a keypad become impossible.
and light the skull’s eyes
with a hungry glow, leaving Storm Gauntlet: Commonly wielded by Primaris
little doubt that even while Space Marine Captains and Aggressor squads.
covered with inscribed cir- These weapons combine the destructive might of
cuitry designs indicating its a Power Fist with a backpack-fed ranged weapon.
sacred nature, this religious icon is also Three common variants exist; the Flamestorm
a deadly weapon in a Space Marine’s Gauntlet, Boltstorm Gauntlet and Auto Boltstorm
powerful hands. Gauntlets. The prodigious bulk of the weapon
makes it somewhat ungainly in melee compared
Special: Only Techmarines can ac- to a regular power fist.
quire Omnissian axes. An Omnis-
sian axe featrues an integrated combi Special: When attacking in melee with a storm
tool, adding b to Tech-Use checks. gauntlet, a character adds their Brawn to the
damage twice. Storm Gauntlets integrate a
Power Fist: A power fist generates an ranged weapon, selected from the following:
energy field so violently disruptive that
the weapon inside it is of little con- • Boltgun (Boltstorm Gauntlet)
sequence. Therefore, instead of sur- • Bolt Carbine (Auto Boltstorm Gauntlet)
rounding a traditional weapon, the • Flamer (Flamestorm Gauntlet)
field envelopes an oversized and augmented glove.
Backed by a warrior's strength, a power fist can
sunder even the heaviest armour or rupture flesh
as though bursting a bloody, overripe fruit. Keep-
ing these superior energy fields charged requires
heavy cables linked to the armour’s power system.

110 Chapter VII - Elite Armoury


Exotic Weapons Praesidium Protectiva:
Unusual weapons that require specific training Constructed from layers of
to master or are notably rare, these weapons turn armaplas and ceramite, these
heads and mark the wielder out. shields are said to contain
small fragments of armour
Blessed Blade: Holy relic blades typically wielded originally worn by the Emperor.
by decorated Canonesses, these weapons are reli- They are only found among the
gious icons in their own right, and have been used Adepta Sororitas, and even then
to accomplish glorious deeds in the name of the are only issued to those Sisters who
Emperor. So great is their legacy that they shine excel (and prefer to engage in) hand-
with the Emperor's light, able to cleave armoured to-hand combat.
foes in twain despite lacking a power field genera-
tor of any kind. Xenophase Blade: Rarely seen outside
the Deathwatch, the xenophase blade
Special: All allies who can draw line of sight to is an ancient and barely understood artefact
a warrior wielding a blessed blade add bb to weapon. Some believe it has its origins amongst
any fear checks they perform, and the wield- long-defeated xenos dynasties, though speaking
er adds b to all Leadership and Charm skill of its history has long been forbidden on pain of
checks targeting loyal followers of the Emperor. excruciation. Its efficacy is beyond question, for its
The holy metals of the weapon are anathema blade ripples with a molecular realignment field
to the corrupt. Chaos worshippers, daemons, that allows it to cleave through force fields and
psykers, sorcerers, and anyone with two or more metaphysical wards as easily as it cuts through
malignancies are repelled by the blade, and suf- physical armour.
fer 5 strain for every turn they spend grasping
the weapon's hilt.
Brazier of Holy Fire: A versatile weapon in the
hands of a skilled user, the Brazier of Holy Fire
works as a devastating melee weapon, an inspira-
tional icon, and, in times of need, a deadly flame-
thrower to incinerate heretics and witches.
Special: Any character who can draw line of
sight to an ally wielding an active Brazier of
Holy Fire gains a b to their Discipline and fear
checks. Additionally, the Brazier can be used
as a heavy flamer with Limited Ammo 1. Once
fired, the brazier loses its Burn quality until re-
loaded with a promethium canister, a process
that takes roughly twenty minutes and involves
several special hymns.

111
Chapter VII - Elite Armoury
ers the Space Marine’s torso, shoulders and groin
Protective Gear area worn over a reinforced body glove. Since
Warriors of the Chambers Militant are perhaps Deathwatch Scout armour is essentially a half-suit
most well known for their armour, typically strid- over a form-fitted body glove, and is made of light
ing into battle in resplendant powered battle-plate. materials, it doesn’t hinder the wearer’s movement
Power armour utilised by the Sororitas and As- and allows him to retain his natural agility and
tartes is much more advanced and well main- stealthiness while still providing excellent protec-
tained than the armour available to most Imperial tion.
servants, each suit a holy relic in its own right. Scout armour provides the following benefits in
addition to its protective qualities:
Deathwatch Armour
• Body Glove: Adds b to any Resilience checks
The Astartes of the Deathwatch are known to cus-
made to resist contact poisons, radiation, ac-
tomise their armour quite extensively, much like
ids, or chemicals.
the weapons they wield.
• Intregrated Vox: Scout armour has an in-
Note that Primaris Space Marines cannot wear
tegrated vox with a range of 35 kilometres,
the armour detailed here; they can only wear vari-
which can broadcast both voice and data. This
ants of their Mark X Armour, detailed later in this
vox also broadcasts an encrypted locator bea-
section. As well, this armour is much too large for
con to allies, which acts as a distress beacon if
mundane humans to equip, even if they can get
the Marine becomes incapacitated.
their hands on it.
• Anointment of Obfuscation: Any Perception,
Deathwatch Scout Armour: Similar to the ar- Tech-Use or Vigilance check made to detect
mour worn by sniper Scouts of chapters like the the wearer of this armour via electronic means
Raven Guard, Deathwatch Scout armour is com- (like auspexes, auger arrays and preysense
posed of a hardened ceramite chestplate that cov- goggles) add b.

Table 7-7: Protective Gear


Type Defense Soak Encum Hard Points Rarity Req Army
Deathwatch Armour
Deathwatch Scout Armour 2 3 4 3 9 - d
Deathwatch Power Armour 2 5 16 3 9 - d
Artificer Armour 2 6 16 4 13 1 d
Tactical Dreadnought (Terminator) Armour 3 7 20 2 12 1 d
Primaris Deathwatch Armour
Mark X "Phobos" Armour 2 4 13 3 9 - d
Mark X "Tacitus" Armour 2 5 16 3 9 - d
Mark X "Gravis" Armour 2 7 18 2 11 1 d
Grey Knights Armour
Aegis Power Armour 2 5 16 2 10 - g
Aegis Terminator Armour 3 7 20 1 12 1 g
Adepta Sororitas Armour
Shield Robes 1 1 2 1 5 - s
Sororitas Carapace 2 3 4 3 6 - s
Sororitas Power Armour 2 5 14 3 8 - s
Forcefields
Rosarius 3 - 1 0 8* 1 dgs

d = Deathwatch, g = Grey Knights, s = Adepta Sororitas

112 Chapter VII - Elite Armoury


Deathwatch Power Armour: Astartes power ar- • Magnetised Boot Soles: Toggled on or off as
mour is the high standard against which other a maneuver, these make all terrain count as
forms of Imperial protection are measured. The difficult terrain for the purposes of movement,
commanding sight of the God-Emperor’s warriors but allows the wearer to move normally when
in their iconic battle gear has routed more than in low or zero-gravity areas, provided there is
one enemy force without firing a shot. a suitable metallic surface to walk upon.
Heavy ceramite plates form the basis for most • Nutrient Recycling: Filters in the armour
suits, actuated by electrically motivated fibre bun- capture and purify body waste, re-constituting
dles that replicate the movements of the wearer it into a nutrient solution that is intravenously
and enhance his strength. Not only are Adeptus returned to the body. The wearer can go for
Astartes patterns the pinnacle of power armour two weeks without any food or water without
technology, but a Space Marine’s unique interface suffering any adverse effects.
implants ensure that his armour responds with • Recoil Suppression: Ranged (Heavy) weapons
the speed and precision of his own body. may be fired one-handed without penalty.
Astartes power armour provides the following They still use Ranged (Heavy) as their skill
benefits in addition to its protective qualities: when wielded in this way. The Cumbersome
quality of wielded weapons is reduced by 2
• Enhanced Strength: Astartes power armour
while wearing Astartes power armour.
increases the wearer’s Brawn by 1. This may in-
crease the wearer’s Brawn to 6, rather than the • Backpack Power Unit: All of the above
usual limit of 5. Power armour does not count benefits require the armour to be powered.
against the wearer’s encumbrance threshold Astartes armour is powered by a hefty
while it is powered. backpack power supply, featuring redundant
reserve power cells and an emergency solar
• Vox Link: Serves as a standard vox which can
collector. Astartes power armour never runs
transmit voice and data, with a range of ap-
out of power, but if it suffers Moderate damage,
proximately 10 kilometres. A bio-monitor feed
d or hhhh on any skill check made by the
also transmits through this link, permitting
wearer may be spent to have the power armour
a squad to view each others’ vitals. The voice
shut down until the end of the encounter. If
link can be fed through the collar of the power
the armour suffers Major damage, the power
armour, allowing it to be used with or without
shuts down permanently until repaired.
a helmet.
• Giant Among Men: A space marine in power
• Auto-Senses: Adds b to any Perception or
armour has a Silhouette of 2. This bulk makes
Vigilance checks based on sight or sound. The
it rather difficult for them to hide effectively,
wearer is immune to the effects of photon flash
an issue not helped by the hissing of powered
grenades and similar weapons. These benefits
servos. Space Marines in power armour add
require the helmet to be worn.
bb to Stealth checks.
• Osmotic Gill Life Sustainer: With the helmet
• Poor Manual Dexterity: Delicate tasks suffer
on, the armour is environmentally sealed and
bb unless using equipment specifically
can maintain an adequate oxygen supply for
designed for Space Marines. Similarly, ranged
as long as the unit is powered. This provides
weapons other than those of Astartes design
total protection against the inhalation of
are too small for an armoured Battle-Brother
external vapors and toxins.
to wield at all without modification.

113
Chapter VII - Elite Armoury
Artificer Armour: Painstakingly cared for and
customised for each esteemed bearer, artificer Ancient Armour
armour is the rarest form of power armour. The
technology and super-dense materials used to Astartes power armour has had many
construct these suits is unparalleled inside the different iterations over the millenia, from
Imperium. Each one is a masterwork of artificer the ancient Mark II “Crusade” Armour to
ingenuity and (outside of Techmarines labouring the more modern Mark VIII “Errant” Ar-
towards their own) is awarded only to true Chap- mour common amongst Deathwatch Ma-
ter heroes. rines. While these suits have differences, it is
outside the scope of this book to detail them
Artificer armour provides all the benefits of
in full; the default Astartes Power Armour
regular Astartes power armour, and also features
profile covers all of these different suits.
an integrated Mind Impulse Unit (MIU). See page
150 for details of the MIU.

114 Chapter VII - Elite Armoury


Tactical Dreadnought Armour: Tactical Dread- • Specialist Armament: In order for the
nought armour, more commonly called Termi- Terminator’s frame to properly support,
nator armour, turns an Adeptus Astartes into a aim, and interface with weapons, they must
nigh-unstoppable force of destruction. These ex- be affixed by special couplings. Arming
ceedingly rare suits are the superlative form of Tactical Dreadnought units is a laborious and
individual protection in Space Marine armouries, sacred ritual that may only be performed by
and enable a Battle-Brother to unleash firepower high-ranking Techmarines with the proper
rivalling combat vehicles. Terminator Armour is ceremonial accoutrements and facilities. This
only deployed on the most dangerous missions prohibits the weapon configuration from
and only to veterans who have proven themselves being changed mid-mission. In addition, a
worthy of wearing the Crux Terminatus: the icon character wearing Terminator armour can
found on the left shoulder of every suit of Termi- only use certain weapons. These include;
nator armour. Each one of these honour badg- Any combi-weapon, Power Weapon or Force
es is said to contain a fragment of the Emperor’s Weapon, Storm Bolter, Storm Shield, Heavy
own armour from his final battle with the traitor Flamer, Assault Cannon, Cyclone Missile
Horus. Launcher.
Terminator armour provides all the benefits of
standard Astartes power armour, and in addition
has the following effects:
• Advanced Servos: The wearer may use
Gunnery and Ranged (Heavy) weapons one-
handed. The Cumbersome quality of any
weapon is ignored entirely, and the wearer's
encumbrance threshold is increased by 5.
• Sensorium: A full auspex system (see page
139) is integrated into the armour's helmet,
and can be operated by thought.
• Gratuitous Bulk: Terminator
armour is slow and unwieldy. Any
Agility based checks (other than
those made to fire weapons) have
their difficulty increased by d,
and certain evasive talents (such as
Dodge, Assassin Strike and others determined
by the GM) become unusable due to the
restrictive, bulky frame. A character wearing
Terminator Armour can never perform two
maneuvers in one turn.

115
Chapter VII - Elite Armoury
Primaris This armour can only be worn by Primaris Ma-
Deathwatch Armour rines, due to their increased size compared to reg-
Utilised by the Primaris Space Marines exclusive- ular Marines.
ly, Mark X battle plate is intended to be a modu- Mark X Phobos Armour: Commonly used by
lar design of power armour, more versatile than Reivers and Vanguard Marines, this suit's light-
its predecessors and drawing upon the most ad- er-weight Ceramite and streamlined design allow
vanced patterns of the past, particularly the Mark for greater mobility, and its servo-motors are engi-
IV Maximus and Mark VIII Errant Patterns. Mark neered to be completely silent.
X Power Armour does not have a single appellation Phobos armour provides all the benefits of reg-
like earlier variants of Astartes battle-plate (such ular Astartes power armour, with the following
as Mark VII Aquila Armour). Instead, different additional effects:
variants of the same mark are worn depending on
the Primaris Space Marines' combat role. • Running Silent: The Phobos comes equipped
with specially engineered servo-motors that
allow its wearer to move in silence. Unlike nor-
mal Astartes power armour, Phobos armour
does not apply any penalty to Stealth checks.
• Enhanced Agility: The stripped down design
of this armour is optimised for agile move-
ment. Athletics and Coordination checks
made to avoid danger, navigate difficult ter-
rain, or other tasks requiring a great deal of
agility add b.
Mark X Tacticus Armour: Tacitus armour is the
standard configuration for Mark X armour, and
strongly resembles standard Astartes battle ar-
mour. Tacitus armour provides all the benefits of
regular Astartes power armour.
Mark X Gravis Armour: The Gravis pattern is
more heavily protected and allows for a level of
protection near that of Tactical Dreadnought Ar-
mour, but with the flexibility of standard designs.
Gravis armour provides all the benefits of reg-
ular Astartes power armour, with the following
additional effects:
• Drop Shielding: When used in tandem with a
grav chute, the wearer automatically succeeds
on any Coordination or Driving checks made
due to falling.
• Heavy Duty: Marines in Gravis Armour ig-
nore the Cumbersome quality of weapons
entirely, and add +5 to their encumbrance
threshold.
116 Chapter VII - Elite Armoury
Grey Knights Armour Aegis Terminator Armour: Terminator armour is
The Grey Knights stride into battle in gleaming exceedingly rare amongst the forces of the Adep-
silver Aegis battleplate, warded against the terrors tus Astartes. Space Marines hold it a great honour
of the warp and inscribed with ancient prayers. to be permitted to wear such a suit in battle, and
it is only members of the Chapter's elite 1st Com-
Aegis Power Armour: Aegis armour is anointed
pany to whom this honour is normally granted
and inscribed with prayers and wards, ritually
in Codex Astartes-compliant Chapters. The Grey
consecrated and psychically-charged. Working in
Knights, however, can muster enough Tactical
tandem with the Grey Knights' formidable psy-
Dreadnought Armour to outfit almost their entire
chic powers, the Aegis warding within the armour
Chapter.
protects the wearer from psychic attack unleashed
Aegis terminator armour functions in the same
by the effects of the Immaterium and the daemons
way as standard Astartes Tactical Dreadnought
it spawns, using the wearer's own psychic power as
Armour, but also grants all the benefits of Aegis
its energy source.
power armour. In addition to the usual weapons
Aegis armour provides all the benefits of reg-
which can be mounted on a suit of terminator ar-
ular Astartes power armour, and additionally
mour, Aegis terminator armour can be equipped
grants the following benefits:
with Malleus Psycannons, Malleus Incinerators
• The Aegis: Aegis warding within the armour and Psilencers.
protects the wearer from psychic attack using
the wearer’s own psychic power. Any hostile
psychic powers targeting the wearer increase
their difficulty by d.
• The Shrouding: The armour's ritual blessings
and psychic resonance serve to confound the
psychic perception of any enemy that draws
upon the power of the Warp. Aegis Armour
increases the Defence it provides by 1 against
attacks from Daemons, and b is added to any
Perception or Vigilance checks made by
Daemons to detect a Grey Knight in Aegis
Armour.
• Wrist Mounting: This specially
designed wrist mount allows
a storm bolter to be mounted
on the wrist and fired empty
handed. This allows the
Grey Knight to wield a
Melee (Heavy) weapon
while still being able
to fire his storm
bolter without
penalty.

117
Chapter VII - Elite Armoury
Adepta Sororitas Armour Sororitas Carapace: While even non-militant or-
The Adepta Sororitas features a wide range of or- ders of the Adepta Sororitas have access to heavy
ders, both militant and non-militant, and as such armour, often the bulk and maintenance involved
they have access to several different forms of ar- with power armour is too impractical for their
mour. duties. In these cases non-militant Sororitas often
make use of carapace armour, similar to the ar-
Shield Robes: When not clad in their well-known
mour worn by Imperial Stormtroopers.
power armour, the Adepta Sororitas will often
wear their armoured robes. These are consecrat- Sororitas Power Armour: The power armour
ed mesh robes designed for both devotional study worn by the Sisters of the Orders Militant is based
and martial training. Traditionally worn by the upon the same archaic systems as that worn by the
Orders Non-militant in their support roles and by Space Marines. While it forgoes those auxiliary
noviciates as they are being instructed in the ways systems that require a Space Marines’ gene-en-
of the Sisterhood, they act as secondary clothing hanced physiology to function, it still provides an
for a Battle Sister while their power armour is be- indomitable degree of protection to its wearer.
ing maintained or when they return to their Con- Sororitas power armour provides the following
vent. Eschewing regular clothing, the robes and benefits in addition to its protective qualities:
the power armour are typically all a Battle Sister • Enhanced Strength: Increases the wearer’s
will wear. Brawn by 1. Power armour does not count
against the wearer’s encumbrance threshold
while it is powered. The Cumbersome quali-
ty of wielded weapons is reduced by 2 while
wearing Soroitas power armour.
• Comm-Link: Serves as a standard vox which
can transmit voice, with a range of approxi-
mately 10 kilometres.
• Environmental Seal: With the helmet on, the
armour is environmentally sealed and can
maintain an adequate oxygen supply for as
long as the unit is powered. This provides total
protection against the inhalation of external
vapors and toxins.
• Backpack Power Unit: All of the above benefits
require the armour to be powered. Sororitas
power armour never runs out of power, but if
it suffers Moderate damage, d or hhhh
on any skill check made by the wearer may
be spent to have the power armour shut down
until the end of the encounter. If the armour
suffers Major damage, the power shuts down
permanently until repaired.
• Loud: Battle Sisters in power armour add bb
to Stealth checks.

118 Chapter VII - Elite Armoury


Force Fields
The warriors of the Chambers Militant have less
need of force fields than Inquisitorial Acolytes, as
their powered armour already offers significant
protection. However, some forms of force field still
see use in their ranks.
Rosarius: A symbol of office for the Adeptus
Ministorum and Chaplains of the Space Marines,
the Rosarius takes the form of an Imperial Aquila
or a gothic cross with a jewel or skull emblazoned
at its centre. The Rosarius houses a powerful con-
version field emitter, protecting the wearer from
attack by converting all incoming energy into
sparkling flashes of light.
Allies who can draw a line of sight to a charac-
ter with a rosarius add b to fear tests; this is lost
if the wearer becomes incapacitated or suffers a
critical injury during the encounter. A Rosarius is
typically only available to Space Marine Chaplains
and members of the Adepta Sororitas.

Item Attachments
These attachments use the Item Attachments tility to deal with enemies close-up without having
and Hard Points rules found on page 206 of the to change weapons. However, the common spear-
Genesys Core Rulebook. These are the only at- like attachments made for normal human weap-
tachments available to Chambers Militant charac- ons would be an insult to both a Space Marine and
ters; they may not draw on the attachments de- his weapon. The Adeptus Astartes utilize fine, mo-
tailed in the Dark Heresy Core Rulebook. no-edged blades and whirring chain attachments
that are almost as effective in melee combat as a
Weapon Attachments dedicated sword.
It’s rare to see a warrior of the Deathwatch sport- Use With: Any Ranged (Heavy) weapon.
ing an unadorned bolter; even the most basic of Modifiers: Two varieties of this attachment ex-
Deathwatch marine loadouts will typically include ist; the basic version allows the weapon to be
at least a silacharibdis shot selector and some form used as an Astartes combat knife. The chain
of advanced optics. The Grey Knights and Sorori- version allows the weapon to be used as a chain-
tas are less prone to modifying their weapons, but axe.
the unique nature of work with the Inquisition of-
Hard Points Required: 1 (2 for chain)
ten prompts them to make a few key alterations to
their equipment. Backpack Ammo Supply: The weapon is fed from
a backpack supply, which flows ammunition along
Astartes Melee Attachment: The value of a bay- fuel lines, power cables, or linked shells to the
onet or similar combat attachment on a ranged weapon. Though the user can now fire much lon-
weapon is unquestioned, giving the wielder versa-

119
Chapter VII - Elite Armoury
ger, its more cumbersome form means reloading
must wait until the combat is concluded. Table 7-8: Weapon Attachments
Attachment HP Rarity Req Army
Use With: Any bolt, flame, las, melta, plasma or Astartes Melee
1 9 - dg
solid projectile weapon without the Backpack Attachment (Basic)
Astartes Melee
quality. Attachment (Chain)
2 10 - dg

Modifiers: The weapon gains the Backpack Backpack Ammo Supply 2 6 - dgs
Balanced Hilt 1 6 - dgs
quality. Increase its Encumbrance by 2.
Ballistic Cogitator 3 8 1 dgs
Hard Points Required: 2 Combi-Flamer 2 6 - dgs
Combi-Grav 2 11 1 dg
Balanced Hilt: Balance is key in a well-construct- Combi-Melta 2 10 1 dgs
ed melee weapon. Professional weaponsmiths can Combi-Needler 2 8 - dgs
use lightweight materials to create a sword or axe Combi-Plasma 2 9 - dgs
Custom Grip 1 7 - dgs
that is not only lighter, but also more accurate in
Data-Feed 1 7 - dg
the hands of a skilled warrior. Dipole Mag Lock 1 7 - dgs
Use With: Any Melee (Light) weapon. Enflamed 2 6 - dgs
Exterminator 2 4 - dgs
Modifiers: The weapon gains the Accurate 1 Fire Selector 2 7 - dgs
item quality or increases its existing Accurate Forearm Mounting 2 6 - dgs
rating by 1. (If the weapon has the Inaccurate Modified Stock 1 6 - dgs
item quality, it reduces that quality’s rating by 1, Mono 1 6 - dgs
Motion Predictor 1 8 - dgs
to a minimum of 0, instead.) Occulus Sight Array 2 12 1 d
Hard Points Required: 1 Omni-Scope 2 10 1 dgs
Paired Weapons 1 4 - dgs
Ballistic Cogitator: An obscure and little-under- Poison Reservoir 1 7 - dgs
stood example of STC technology unearthed by Preysense Sight 1 8 - dgs
the Adeptus Mechanicus, this attachment involves Red-Dot Laser Sight 1 6 - dgs
Sacred Inscriptions 1 6 dgs
a total rebuild of a weapon’s internals to integrate Sarissa 1 4 - s
several complex optics and an internal cogitator. Superior Weapon
1 7 - dgs
These complex systems are networked with the Customisation
Suspensors 2 9 - dgs
user’s helmet visor, or in more extreme examples, Telescopic Sight 1 5 - dgs
directly with their cranial augmentations, feeding Tox Dispenser 2 7 - dgs
through a huge volume of targeting information. Weighted Head 2 3 - dgs
Use With: Any Ranged (Heavy) or Gunnery d = Deathwatch, g = Grey Knights, s = Adepta Sororitas
weapon.
Modifiers: The user reduces the difficulty of
ranged combat checks made with this weapon
at ranges greater than medium by 2, to a min-
imum of Average (dd). This bonus cannot be
combined with any other bonus from a differ-
ent scope or sight.
Hard Points Required: 3

120 Chapter VII - Elite Armoury


Data-Feed: This modification involves restructur-
ing a weapon’s chassis to allow a direct mind-link
to the machine spirit, either via an interface port
or a mind impulse unit. Being able to fire a weap-
on with a mental command is faster than pulling
the trigger, but it takes careful mental discipline to
avoid doing so with a stray thought
Use With: Any ranged weapon.
Modifiers: Your character must have a MIU, in-
Combi-Weapon: Popular amongst the ranks of terface port, or other means of interfacing mind
the Adeptus Astartes, combi-weapons involve with machine to benefit from this attachment.
the integration of two powerful weapons into one When your character makes their first combat
frame. Due to space limitations, the secondary check with this weapon in an encounter, add
weapon typically has very limited ammunition sh to the results. Your character can also use
reserves, but still provides the wielder with a po- mental commands to fire this weapon even if
tent edge in battle. Various combi-weapons exist, they are not holding it, as long as the weapon
allowing users to attach Flamers, Graviton Guns, is within long range. In addition, any Tech-Use
Meltaguns, Needle Rifles and Plasma Guns to checks made to repair this weapon add b.
their weapons. Each has a different cost and rarity.
Hard Points Required: 1
Use With: Any Ranged (Heavy) weapon.
Dipole Mag-Lock: For warriors in power armour,
Modifiers: The weapon’s Encumbrance increas-
mag-locks are as common as holsters for securing
es by 2, and it can now be fired as the attached
weapons. The typical mag-lock consists of strong
weapon, with the Limited Ammo 1 quality. At-
electromagnets near a suit of power armour’s sur-
tached weapons use the same reloads as their
face, and mirrored magnets on the weapon to be
full sized equivalents, requiring an action to
attached. A dipole mag-lock can reverse its mag-
reload.
netic field to literally propel the weapon into the
Hard Points Required: 2 wielder’s hand. This is typically accomplished by
Custom Grip: Though minor, altering the weap- embedding small proximity triggers in the glove
on’s grip to perfectly match its owner’s hand can of the weapon hand that cause the magnet to re-
make the weapon feel like a literal extension of his verse polarity when brought near it. However, ver-
arm. For the warriors of the Chambers Militant, sions using verbal and more sophisticated somatic
this typically involves sculpting the weapon's grip cues also exist
to the specific contours of their power armour's Use With: Any weapon.
gauntlets. Modifiers: Your character gains the Quick
Use With: Any weapon. Draw talent (Genesys page 74) for the purpos-
Modifiers: The owner of this weapon removes es of drawing this weapon. If your character
b from all attack checks when using this weap- already has the Quick Draw talent, they may
on. Anyone else who attacks with this weapon draw this weapon as an out-of-turn incidental,
adds bb. allowing such feats as drawing a holstered blade
Hard Points Required: 1 to parry an attack the instant before it hits.
Hard Points Required: 1

121
Chapter VII - Elite Armoury
Enflamed: Popular amongst the most religious Forearm Mounting: This heavy bracing allows
and puritan members of the Ministorum, weap- a single ranged weapon to be mounted along the
ons can be modified with small promethium arm, with specific hand movements triggering
tanks to blaze in a glorious fire, scorching all they the weapon. It allows the user to keep both hands
touch and striking fear into the hearts of heretics. free and can have a strong visual impression on
Use With: Any melee weapon. their foes, as fire seems to appear from the user’s
outstretched arms. It is also possible to mount a
Modifiers: An enflamed weapon’s attacks gains
weapon at the shoulder instead of on the forearm,
the Burn 1 and Dangerous qualities. While
with the same effects.
alight, it illuminates everything within medi-
um range, and enemies add b to their Will- Use With: Any Ranged (Light) weapon.
power based checks. Modifiers: The weapon can now be fired hands
Hard Points Required: 2 free, but reduces its range by one band (to a
minimum of short).
Exterminator: Many of the more zealous religious
Hard Points Required: 2
warriors of the Imperium use an exterminator
cartridge on their regular weapons. This small de- Modified Stock: When the character holds a
vice contains a small one-shot device that shoots weapon with a modified stock up to aim, its con-
out a sheet of fire. tours perfectly align to his form. As the character
Use With: Any weapon except for Ranged takes aim with the weapon, it feels like a natural
(Light) weapons. extension of his arms.
Modifiers: Rather than attacking with the Use With: Any Ranged (Heavy) weapon.
weapon as normal, the wielder may discharge Modifiers: When the character takes the aim
the exterminator cartridge as an action, resolv- maneuver, they gain the benefits of aiming
ing the effects as if they had made an attack twice consecutively.
with a flamer. This must be reloaded to be used Hard Points Required: 1
again, requiring a Promethium Canister and
Mono: Mono weapons have extraordinarily sharp
two actions.
edges, making each blade an even greater threat.
Hard Points Required: 2 Melee weapons without an actual edge, such as
Fire Selector: A staple tool of the Deathwatch, a mauls or hammers, can also use this upgrade;
shot selector allows for speed and ease of switch- for these weapons the effect can be due to pneu-
ing between magazines of different ammunition, mo-shocks, inertial multipliers, or some other
maximising tactical flexibility when deployed un- more fitting enhancement.
der uncertain parameters. Use With: Any low-tech or chain melee weap-
Use With: Any ranged weapon. on.
Modifiers: The weapon can now have up to Modifiers: The weapon gains Pierce 1, or in-
three different types of ammunition loaded, creases its existing Pierce quality by 1. Its criti-
switching between them as an incidental once cal rating is reduced by 1 (to a minimum of 1).
per turn. An out of ammo result causes the cur- Hard Points Required: 1
rently selected magazine to run out of ammo.
Hard Points Required: 2

122 Chapter VII - Elite Armoury


Motion Predictor: The powerful cogitator with- Omni-Scope: A vastly expensive and rare device,
in this device processes movement, and when the the omni-scope is a cluster of finely-tuned sensor
weapon is fired the machine spirit uses this data to wands linked to a precision lens. It's one of the fin-
follow its prey with a long, accurate burst. est optics known to the Imperium, with only pre-
Use With: Any weapon with Auto-Fire, Au- cious few found in circulation.
to-Fire (Only) or Linked. Use With: Any projectile-based ranged weap-
Modifiers: The first extra hit in an Auto-Fire/ on.
Linked attack costs only a to activate rather Modifiers: The omni-scope combines the bene-
than aa. fits of a preysense sight, red-dot laser sight, and
Hard Points Required: 1 telescopic sight. This bonus cannot be combined
with any other bonus from a different scope or
Occulus Sight Array: Feeding directly into the us-
sight.
er's helmet visor, this sight array integrates a Div-
Hard Points Required: 2
inator-class auspex and a slaved machine spirit to
collate a massive amount of sensor data at a thou- Paired Weapons: While dual wielding is uncom-
sand times the speed of human thought. Armed mon amongst the ranks of the Adeptus Astartes,
with this tightly-controlled flood of intelligence, save for the iconic sword and pistol combination,
the wielder can fight in an almost precognitive the Deathwatch attracts unique operators who
fashion, seeing their foes through walls, predict- defy convention. This weapon modification bal-
ing enemy movements, and detecting the subtle ances a pair of weapons, allowing the wielder to
prematerialisation energy signatures of teleport- use them in perfect tandem.
ing foes. The sheer information overload can be Use With: Any one-handed weapon.
stressful for even an Astartes mind, but the payoff Modifiers: When making a two weapon com-
is typically well worth it. bat check with two weapons that have this at-
Use With: Any projectile based Ranged (Heavy) tachment, only a single a is needed to hit with
weapon. the second weapon.
Modifiers: Prior to attacking with this weapon, Hard Points Required: 1
the user may suffer 2 strain to use the occulus
sight array. When using the array, the user re-
moves bbb imposed on the attack check by
cover or environmental circumstances such as
smoke or low light. In addition, the user ignores
any defensive bonuses granted to foes by talents
or abilities such as Dodge or Side
Step. This bonus cannot be com-
bined with any other bonus from a
different scope or sight.
Hard Points
Required: 2

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Chapter VII - Elite Armoury
Poison Reservoir: This weapon enhancement
is sometimes deployed by Deathwatch warriors
wishing to deliver virulent toxins to specific Xe-
nos foes. Tiny pores along a weapon's blade weep
the loaded toxin, spilling the poison into open
wounds when an attack hits true.
Use With: Bladed and piercing melee weapons.
Modifiers: The weapon can be loaded with a
dose of any injectable substance, a process tak-
ing several minutes. The first time the weapon is Sacred Inscriptions: The character inscribes a
used to strike at an opponent, the poison is ex- sacred script from the Imperial Creed upon the
pelled. If the attack successfully bypasses soak weapon. These inscriptions are generally etched
and inflicts damage, the effects of the poison into the weapon’s surface and might be lavishly
are automatically applied to the target. Attacks illuminated with valuable metals, jewels, and em-
which miss, or fail to deal damage simply waste bedded relics, medals, or talismans from members
the poison, oozing out ineffectually against the of the Ecclesiarchy. The constant reminder of his
opponent’s armour or the empty air. faith serves to instill additional courage in the
Hard Points Required: 1 weapon’s wielder when his courage is tested.
Use With: Any weapon.
Preysense Sight: This device shows thermal im-
ages and reveals the hiding places of enemies who Modifiers: The wielder of this weapon gains b
lurk in the darkness. on all fear checks.
Use With: Any projectile-based ranged weap- Hard Points Required: 1
on. Sarissa: These are heavy spiked blades the Soror-
Modifiers: A character using a preysense sight itas often attach to their bolters in order to allow
suffers no penalties due to darkness, and re- them to engage in hand-to-hand combat without
ceives bb to Perception checks made in the switching weapons.
darkness of night. This bonus cannot be com- Use With: Any Ranged (Heavy) weapon.
bined with any other bonus from a different Modifiers: The weapon can be used as an axe in
scope or sight. close combat.
Hard Points Required: 1 Hard Points Required: 1
Red-Dot Laser Sight: This small, crimson laser Superior Weapon Customisation: While each
sight is common on many guns, where it aids in weapon of the Chambers Militant is a relic unto it-
both targeting and intimidating foes. self, they are ultimately mass-produced to a specif-
Use With: Any ranged weapon. ic pattern. This attachment tweaks a weapon to an
Modifiers: The weapon adds b to all attack individual’s specifications, making it an extension
checks, other than those made to Auto-Fire. of the user rather than a standard issue weapon.
This bonus cannot be combined with any other Use With: Any weapon.
bonus from a different scope or sight. Modifiers: This weapon gains the Superior item
Hard Points Required: 1 quality.
Hard Points Required: 1

124 Chapter VII - Elite Armoury


Suspensors: The anti-grav plates and studs of sus-
pensors attach to a weapon or equipment, making
it easier to use by offsetting some of the weight.
Gun Sights
These have limited usefulness for power armoured While a ranged weapon can only gain
warriors, but come into their own when deploying the benefits of one weapon sight at a time,
without the assistance of heavy power armour. some warriors might opt to attach multiple
Use With: Any Gunnery weapon. sights to their weapon, switching between
these as the situation demands. This is par-
Modifiers: A weapon with Suspensors reduces
ticularly common amongst the ranks of the
its Cumbersome rating by 2.
Deathwatch, who have to be prepared to fight
Hard Points Required: 2
in a variety of circumstances.
Telescopic Sight: This sight magnifies images, al-
There is noting stopping characters from
lowing the user to better target enemies at greater
equipping multiple sights to their ranged
distances, and is a common upgrade when preci-
weapons; they must simply decide which
sion shots are needed.
sight they are using before performing an at-
Use With: Any projectile-based ranged weap- tack.
on.
Modifiers: The weapon’s range increases by
Weighted Head: Weapons designed to bludgeon
one range band, as long as an aim maneuver is
foes to unconsciousness or death often benefit
performed before firing. This bonus cannot be
from extra weight added to the striking surface.
combined with any other bonus from a differ-
This can be accomplished through using heavier
ent scope or sight.
materials in the construction, or just by adding
Hard Points Required: 1 metal bands or studs to the business end.
Tox Dispenser: The custom of lining a blade with Use With: Any bludgeoning melee weapon.
deadly toxins has been with humanity since the Modifiers: The weapon’s damage increases by 1,
dawn of recorded time. Although smearing a poi- and it gains Disorient 2, or increases its existing
son on the blade has the advantage of simplicity, Disorient rating by 2.
technology has since provided a better solution. A
Hard Points Required: 1
series of micro-dispensers allow a wielder to coat
his weapon with poisons by simply pushing a but-
ton.
Use With: Any low-tech or chain melee weap-
on.
Modifiers: As a maneuver, the character may
coat their weapon with toxins. On the charac-
ter’s next attack with the weapon, it gains Tox-
ic 3. On a hhh the tox dispenser runs out of
toxin, and must be refilled. This requires two
actions. Refills have the same rarity as the tox
dispenser, and no requisition cost, but have an
encumbrance of 1.
Hard Points Required: 2

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Chapter VII - Elite Armoury
Armour Attachments Table 7-9: Armour Attachments
The following attachments allow users to custom- Attachment HP Enc Rarity Req Army
ize their armor to their own specifications. Some Astartes Signum 2 +1 11 1 dg
Astartes Targeter 1 - 11 1 dg
armour attachments increase the encumbrance Bioscryer Cuff 1 - 10 0 dgs
of the armour; this is detailed in Table 5-10: Ar- Brazier 1 +2 4 0 dgs
mour Attachments. This is added to the armour's Ceramite Plating 1 +1 9 0 dgs
Chameleoine
overall encumbrance, and is subject to all the usu- Coating
1 - 9 0 dgs
al rules for armour encumbrance. Diagnostor Helmet 1 - 9 0* dg
Environmental
2 +1 6 0 dgs
Astartes Signum: A signum is a sensorium and Adaptation
transmitter array that can be mounted on a Bat- Grav Chute 1 - 6 0 dgs
Hexagrammic
tle-Brother’s armour. It broadcasts enhanced tac- 1 - 10 1 dgs
Wards
tical readings to all members of a squad, allowing Iron Halo 1 - 15 1 dg
them to benefit from the targeting data. Masking Screen 2 +1 12 1 d
Omni-Scrambler 1 - 10 1 d
Use With: Any power armour. Pentagrammatic
1 - 12 2 dgs
Wards
Modifiers: As long as they are wearing their
Personal Teleporter 2 +1 12 1 g
helmets, allied Astartes within long range of Preysense Masking 2 - 10 0 d
the wearer (including the wearer himself) add Psychic Hood 1 - 11 1 dg
b to all ranged attack checks. As an action, the Sacred Incense
1 +1 7 0 dgs
Burner
wearer may make an Average (dd) Tech-Use Shock Field 2 - 7 0 dgs
check. If successful, allies add bb instead un- Skull Helm 1 - 9 0* dg
til the user’s next turn. Stealth Servos 2 - 8 0 dgs
Weapon Mount 2 +2 6 0 dgs
Hard Points Required: 2
d = Deathwatch, g = Grey Knights, s = Adepta Sororitas
Astartes Targeter: The Space Marine version of a
targeter encompasses several sights connected to a they suffer an extra 2 strain. The targeter counts
guidance cogitator array that improves overall ac- as a weapon sight, and as such may not be used
curacy. Rather than being hard-wired to a specific in tandem with other scopes or sights.
weapon, the array fixes at the shoulder or back-
Hard Points Required: 1
pack unit and links into the power armour’s gen-
eral targeting systems, providing its benefits to all Bioscryer Cuff: The right forearm of a suit of pow-
ranged weapons the user wields. Its sophisticated er armour can bear a complex monitron relay that
target-lock system makes evading a shot from a allows the wearer to analyse the hostility of the
weapon guided by it extremely difficult. environment—and their own vital signs—at the
Use With: Any power armour. touch of a rune.
Modifiers: If the user performs an aim maneu- Use With: Any power armour.
ver before firing a ranged weapon, they add b Modifiers: This attachment can be used as an
to the attack check and increase the weapon's auspex. In addition, any Medicae checks made
range by one band. If a character suffers strain to diagnose or treat the wearer add b courtesy
to use an evasive talent (such as Side Step) to of the enhanced diagnostic information
resist an attack made using an Astartes targeter, Hard Points Required: 1

126 Chapter VII - Elite Armoury


Brazier: Common among Ecclesiarchy priests Diagnostor Helmet: Apothecaries often replace
and devoted Inquisitors of the Ordo Hereticus, their usual helmet with a diagnostor helmet,
braziers serve little practical purpose, but act as which contains upgraded sensors and readouts to
beacons of inspiration for the faithful. assist with their charge of treating the injured and
Use With: Any armour maintaining their brothers’ physical combat read-
iness. A paired infralense and x-ray imager help
Modifiers: The brazier can be ignited with a
the Apothecary monitor small changes in a pa-
maneuver. While alight, it illuminates every-
tient and diagnose internal injuries, even through
thing within medium range, and adds b to
power armour.
Charm and Leadership checks against those
loyal to the Emperor, bb to Coercion checks, Use With: Any power armour.
and increases the difficulty of Stealth checks by Modifiers: Add b to all Medicae checks to di-
dd. If the wearer is knocked prone, or begins agnose or treat a patient. The improved sensory
their turn prone, they take 6 points of damage capabilities duplicate the effects of a Preysense
from the roaring flames. sight for any ranged weapons.
Hard Points Required: 2 Hard Points Required: 1
Ceramite Plating: Ceramite protects against heat-
based attacks, granting the wearer greater levels
of protection against those who would turn ire
against him.
Use With: Carapace and power armour
Modifiers: Gain +1 soak against flamers, melta
weapons and other heat based attacks.
Hard Points Required: 1
Chameleoline Coating: Armour can be coated
with the same materials used to create cha-
meleoline cloaks, allowing the armour to
blend into its surroundings and enhance a
warrior's stealth capabilities.
Use With: Any armour.
Modifiers: Add aa to Stealth checks.
Perception tests to detect the wearer add
bb.
Hard Points Required: 1

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Chapter VII - Elite Armoury
Environmental Adaptation: Armour can be
adapted to suit hostile environments; adding in-
ternal heating or cooling systems, thick insula-
tion, rebreathers and other life preserving im-
provements.
Use With: Any armour which covers the whole
body.
Modifiers: Armour grants the benefits of a sur-
vival suit, adding bb to any checks made to Iron Halo: Exceedingly rare and reserved only
withstand the effects of extreme environments. for Battle-Brothers who have proven themselves
It also provides a rebreather with an hour of air time and again through exceptional deeds, the
supply, if the armour does not already provide Iron Halo is as much a mark of valour as it is a
this. protective device; a function which should not be
Hard Points Required: 2 understated. These devices radiate an energy field
almost as powerful as a storm shield, while their
Grav Chute: When equipping for an orbital strike,
typical design of a literal halo crowning the wear-
Space Marines eschew the bulky grav-chutes used
er’s head leaves his hands free for battle.
by the Astra Militarum, instead opting to inte-
grate grav chute hardware into their armour's Use With: Any power armour.
power pack. Modifiers: An iron halo is a force field with a
Use With: Any power armour except Termina- Defence rating of 4. The wearer adds bb to all
tor armour. Leadership checks targeting Astartes.

Modifiers: Grav chutes can be deployed when Hard Points Required: 1


falling. If the character passes an Average (dd)
Coordination check or an Easy (d) Driving
check, the grav chute allows for a safe, guided
fall from any height; otherwise the character
counts as falling from Short range, or Medium
if the check is failed with hhh or d.
Hard Points Required: 1
Hexagrammic Wards: This upgrade uses pow-
erful wards and a latticework of null circuitry to
protect not just the wearer’s body, but also his soul.
Use With: Any armour.
Modifiers: All psychic attacks against wearer
add bb, and the armour’s soak is doubled
when resisting damage from psychic powers.
Daemon weapons do not apply their Breach or
Pierce qualities when striking this armour.
Hard Points Required: 1

128 Chapter VII - Elite Armoury


Masking Screen: In a long history of clashes Pentagrammatic Wards: One of the Ordo Mal-
with the Velk’Han Sept of the alien Tau forces, leus’s most closely guarded secrets, these wards
the Deathwatch has captured a limited number come about through a complex and arcane process
of their prized stealth field generators. While the of occult rituals, holy symbology, and the applica-
Crucible Resolviate has been unable to produce tion of lost aerythmetical formulae. When com-
a perfect equivalent purged of alien taint, pains- plete, pentagrammatic wards block Warp entities,
taking research has created a functionally similar and are often so potent that even approaching one
device, if not quite as potent. It combines light re- is enough to damage or banish a Daemon.
fraction with noise dampeners to hide the subject Use With: Any armour.
from most senses, even at close range, however Modifiers: Whenever a creature with the Dae-
this distortion of light can interfere with the user's monic or Warp Instability trait becomes En-
own sight significantly. gaged with the warded armour’s wearer or be-
Use With: Any armour. gins their turn Engaged with the wearer, that
Modifiers: The field can be toggled on or off character must make a Hard (ddd) Disci-
with a maneuver. While the field is active, de- pline check. If the creature fails, they suffer 2
crease the difficulty of all Stealth checks once. wounds per f. If the creature succeeds with
Additionally, all Perception checks made by the aaa or t, the pentagrammatic ward shat-
user add b. Ranged attacks against the user ters and the armour permanently loses this at-
add b at Short range, and bb at Medium or tachment.
greater ranges. The user’s own ranged attacks Hard Points Required: 1
add b at Medium and greater ranges.
Hard Points Required: 2
Omni-Scrambler: This portable, back-mounted
device intercepts wave signals across a broad spec-
trum, scrambling frequencies and diverting ho-
lo-broadcasts to ensure that enemy communiques
never reach their intended recipients.
Use With: Any power armour.
Modifiers: Omni-Scramblers can be engaged or
deactivated with a maneuver. When active, all
electronic communications within long range
are scrambled, causing vox casters, microbeads
and similar technologies to completely fail to
send or receive data. As an action, the user can
attempt an Average (dd) Tech-Use check. If
successful, the range is expanded to extreme,
lasting one minute for every s.
Hard Points Required: 1

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Chapter VII - Elite Armoury
Personal Teleporter: The ancient Personal Tele- Psychic Hood: The arcane devices known as psy-
porter is a backpack sized site-to-site teleportation chic hoods are lined with psi-enhancing crystals
device that allows the user to traverse the battle- that amplify the wearer’s psychic powers. Some
field without the need for a massive shipboard would say more importantly, they render the
teleportarium. With a thought, the user can tele- wearer capable of nullifying the effects that other
port through the Warp in order to instantly re- psykers have on the warp nearby.
act to battlefield conditions. It can even be used Use With: Any power armour.
to move great distances or to teleport into battle Modifiers: A psychic hood is considered a
from orbit, though this is much more difficult. Psychic Implement. A character attuned to a
Use With: Aegis power armour (not Termina- psychic hood may attempt to nullify a psychic
tor armour). power being manifested by another psyker
Modifiers: As a maneuver, the user may in- within Medium range as an out-of-turn inci-
stantly teleport anywhere within Medium dental by suffering 2 strain. This attempt should
range, ignoring any obstacles in the way. be declared before the enemy psyker makes his
A Grey Knight may travel across greater skill check. The psychic hood’s wearer makes an
distances using his psychic potential to shield Average (dd) Discipline check. For each s,
him on the journey in much the same way as the opponent adds a f to their psychic pow-
a Gellar Field protects a Warp-capable vessel. er check. This skill check counts as a check to
Succeeding on a Hard (ddd) Tech-Use check manifest a psychic power, and so the difficul-
allows the character to travel across great dis- ty is upgraded once as usual, and Perils of the
tances, with a maximum distance dependent Warp may be triggered. Additionally, the wear-
on their Discipline rating (see Table 7-X). d on er of a psychic hood adds b to all rolls to man-
this check can be spent to cause the character to ifest psychic powers.
be lost in the Warp for one round, or to cause Hard Points Required: 1
them to miscalculate their destination, ending
Sacred Incense Burner: Filled with blessed herbs
up in a disadvantageous position.
and oils, a sacred incense burner sends billowing
Hard Points Required: 2 clouds of strong-smelling smoke in all directions.
Preysense Masking: While visual masking will Daemons find the holy odours repulsive, leaving
confound sentries and simple scans, often one’s them weakened and disoriented.
own body heat will give you away to an auspex Use With: Any armour
with thermal capability. Using a canister of liquid Modifiers: Burner can be ignited with a ma-
cooling agent that circulates through capillaries neuver. While alight, any creature with the
integrated into the armour, preysense masking Daemonic trait within engaged range adds b
brings the wearer’s heat signature level with the to melee checks and Warp Instability checks.
environment.
Hard Points Required: 1
Use With: Scout armour.
Modifiers: The wearer adds bbb to Stealth
checks made to hide from infrared sensors or
creatures with heat-based vision.
Hard Points Required: 2

130 Chapter VII - Elite Armoury


Shock Field: This adaptation is often built into Weapon Mount: Armour can be modified to ac-
power armour when a warrior is expecting to commodate a mounting point for a weapon, al-
wade into melee combat, particularly with swarms lowing the wearer to keep their hands free while
of weaker creatures. still being well defended. These can be controlled a
Use With: Any carapace or power armour. number of ways, including voice activation, pres-
sure sensitive gloves, or a connection to a Mind
Modifiers: When the wearer of this armour is
Impulse Unit.
struck in melee, hh on the check can be spent
to cause the attacker to suffer 2 strain. This ef- Use With: Any armour.
fect is ignored if the attack was made with a Modifiers: Mounts a single Ranged (Light) or
non-conductive weapon (wood, glass, ceramite Ranged (Heavy) weapon to the armour. Can be
etc). aimed and fired hands free.
Hard Points Required: 1 Hard Points Required: 2
Skull Helm: The armour of a Space Marine Chap-
lain is a daunting sight, adorned with icons of bat-
tle and death. One of the most iconic elements of a
Chaplains wargear is his skull helm, a stern visage
that evokes the Emperors wrath. These helms may
take many different forms and have been crafted
by numerous Space Marine artificers across the
galaxy. Universally, however, they are all fearsome
in aspect.
Use With: Any power armour. Only chaplains
can acquire this attachment.
Modifiers: Add b to all Coercion checks. All
Leadership checks targeting Astartes add b.
Hard Points Required: 1
Stealth Servos: The powerful servos of power ar-
mour are anathema to stealth missions, their noise
giving away any would-be assassins. Through
careful retooling and lubrication of the armour's
servos, they can be made near-silent.
Use With: Power armour.
Modifiers: The wearer no longer adds bb
to Stealth checks due to their armour.
Hard Points Required: 1

131
Chapter VII - Elite Armoury
Wargear Clandestine Gear
While Space Marines and Sororitas aren't well
Weapons and armour only make up a part of a known for their subtlety, sometimes the nature of
soldier’s kit. These items represent the tools and a mission demands a more delicate approach.
gadgets used by the Chambers Militant to interact
with the world of the 41st Millennium. Auto-Sense Goggles: These bulky goggles (most
often worn by Space Marine Scout snipers) provide
Carrying and Storage the wearer with a number of vision enhancements.
When working with the Inquisition, Chambers These goggles have the benefit of light amplifica-
Militant warriors often have to carry a wide range tion, can detect and see a broad range of radioac-
of equipment to adapt to ever-changing situations tivity frequencies, can record pict-captures, have
and lengthy missions. a 5x optical enhancement, 5x micro-magnifica-
tion, and a number of coloured filters that can be
Combat Webbing: Combat webbing usually con- flipped in and out of the view ports. These gog-
sists of a sturdy web belt and detachable load-bear- gles also have an integral laser range finder that
ing suspenders. Other designs might come in the allows the wearer to act as a forward observer or
form of simple utility belts, but the function is the fire controller for artillery and aerospace units by
same. The webbing is designed to carry hard and pinpointing targets, calculating firing solutions,
soft-sided pouches for equipment and ammuni- and broadcasting the data to waiting units.
tion that a warrior needs readily at hand. Combat
The wearer suffers no penalty to Perception or
webbing can hold 3 encumbrance worth of equip-
Vigilance checks in the dark, and adds b to all
ment; this equipment can be retrieved as an inci-
sight-based Perception checks. As an action, the
dental, rather than a maneuver.
user can paint a target within Extreme range us-
Stasis Cage: The Stasis Cage is a fast and porta- ing the laser range finder, reducing the difficulty
ble method of holding xenos creatures for further of any Gunnery checks made by artillery or aero-
study. Deathwatch warriors make use of this to space units against that target once until the end
capture Xenos speciments for study. of the round.
A Stasis Cage generates a field large enough Chameleoline Cloak: Chameleoline material is
to hold anything with a Silhouette of 2 or lower made up of mimic fibres that blend the coloration
that does not possess the Incorporeal trait for five of the wearer into their surroundings, and is the
hours (if using the battery pack), or indefinitely garb of choice for snipers. The wearer adds bb
if connected to a power source. A creature inside to Stealth checks. If the wearer remains stationary
cannot take any actions, and characters outside during their turn, they gain 1 ranged defense.
cannot attack or interact with anything inside.
The cage itself is compact and unfurls into a flat Multikey: As it can open most standard Imperi-
circular plate three metres across. It activates via a al locks, a multikey is reason for suspicion in the
small remote mechanism; once active, it can hover hands of a common citizen. For organisations
with its captive two metres above ground and can like the Deathwatch they are indispensable, as it
be pushed or towed as desired. is considerably faster and quieter to infiltrate the
enemy’s fortifications than to blast through them.
A character with a multikey adds bb to any
Skulduggery check made to open a mechanical
lock.

132 Chapter VII - Elite Armoury


Table 7-10: Wargear

Item Enc Rarity Req Army Item Enc Rarity Req Army
Carrying and Storage Survival and Protective Gear
Combat Webbing - 8 - dgs Astartes Grapnel 2 8 - dg
Stasis Cage 30 9 1 d Cartograph 1 7 1 dgs
Clandestine Gear Clip/Drop Harness 2 3 - dgs
Auto-Sense Goggles 2 10 - d Deadspace Earpiece 0 7 - dgs
Chameleoline Cloak 2 7 - dgs Glow-globe/Stablight 1 1 - dgs
Multikey 1 7 - d Grav Chute 5 6 - dgs
Night Cloak 2 7 - dgs Grav-flares 1 5 - dgs
Photo Visors 0 5 - dgs Holo-Spectus 3 7 1 dgs
Preysense Goggles 1 7 - dgs Luminator Signal Flare
0 5 - dgs
Stummer 2 6 - dgs Capsule
Tracking Device 1 5 - dgs Magboots 2 6 - dgs
Comms Magnoculars 1 4 - dgs
Micro-bead 0 4 - dgs Multicompass 3 9 - dgs
Vox Caster 3 5 - dgs Rebreather 1 5 - dgs
Drugs and Consumables Respirator 1 4 - dgs
Anaesthetic 0 4 - dgs Screamer 2 5 - dgs
Deadlock 0 9 - dgs Voidsuit 5 5 - dgs
Delay Agent 0 7 - dgs Tools and General Gear
De-Tox 0 6 - dgs Auspex 1 5 - dgs
De-Tox (Astartes-grade) 0 8 1 dg Battle Standard 3 9 - dgs
Genophage 0 11 1 d Combi-tool 1 6 - dgs
Neurotoxin 0 6 - dgs Consecrated Scrolls 1 5 - dgs
Resuscitex Dataslate 0 3 - dgs
0 8 - dg Diagnosticator 1 12 -
(Astartes-grade) dg
Ration Pack 1 2 - dgs Helix Gauntlet 1 8 -* dg
Sacred Unguents 0 7 - dgs Hospitaller Medicae
1 6* - s
Stimm 0 4 - dgs Tools
Jump Pack 6 7 - dgs
Lascutter 3 4 - dgs
Narthecium 1 9* - dg
Reductor 1 9* - dg
Restraints 1 6 - dgs
Siege Auspex 2 8 - dgs
Stalker Flares 2 6 - dgs
Teleport Homer 4 12 - dgs
Vivisection Gage 2 12 - dg
Exotic Gear
Adaptive Logis Engine 3 10 1 d
Banishing Rod 3 8 1 gs
Chaplet Ecclessiarcitus 1 6* - s
Clavis 1 14* - d
Eludicator 1 10 1 ds
Empyrean Brain Mine 1 8 1 g
Infiltriol Enamel 0 9 1 d
Liber Daemonica 1 10 - g
Null Rod 1 10 1 dgs

d = Deathwatch, g = Grey Knights, s = Adepta Sororitas

133
Chapter VII - Elite Armoury
Night Cloak: Normally fashioned into a large Tracking Device: Consisting of both a marker
cloak, or more rarely a stormcoat complete with (which is approximately the size of a throne coin)
hood, a night cloak will absorb almost all ambient and a tracker (roughly the size of an auspex), the
light and emit almost no heat. When the hood is system indicates direction and distance to the
completely furled the user can disappear into the marker so long as it remains within range. With-
dark, hidden even from infrared sensors. It gets in 1 kilometre, the signal will remain strong, and
very hot inside the cloak from the internalised even out to 2 kilometres, the signal will read prop-
heat, and a wearer suffers 2 strain for every hour of erly so long as there isn’t a large amount of stone
heavy exertion while wearing the cloak (although or metal between the marker and tracker (such
environmentally sealed power armour can pro- as a hive or tunnel system). The tracker is backed
tect against this). The wearer adds bb to Stealth with an adhesive that will bond with virtually any
checks made in the dark. material, but can be removed with relative ease ei-
ther before or after discovery. Detecting a hidden
Photo Visors: These can be worn as corneal lens-
tracker is a Perception check opposed by the Skul-
es or as outer eyewear, and amplify any low-level
duggery of the one who planted it.
light to allow the wearer to see as if normal lighting
was present. A character wearing photo visors can
see in complete darkness with no issue, and suffers Comms
no penalty for performing actions in poor lighting Usually warriors of the Chambers Militant utilise
conditions. More advanced versions (costing 200 comms systems in their power armour for com-
extra thrones and increasing their rarity by 2) can munications, but sometimes dedicated equipment
filter out harsh light, making the wearer immune becomes necessary.
to photon flash grenades. Micro-bead: Also known as a bead-comm, these
Preysense Goggles: This eyewear device reveals small devices are worn in the ear and allow for
thermal images so that the wearer can detect short-range communications out to roughly 1 ki-
things that would be otherwise hidden in obscur- lometre (depending on weather conditions and in-
ing mists and shadow. A character wearing these tervening terrain).
suffers no penalty for performing actions in poor Vox Caster: A standard Imperial long-distance
lighting conditions or darkness, and receives bb communications device, vox casters can transmit
to Perception checks made in dark environments. and receive to other units within 100km, and can
reach most orbiting vessels overhead.
Stummer: The reverse of a screamer, a stummer
blankets sound within Short range through sonic
detection and dampening projectors. A character Drugs and Consumables
carrying an active stummer adds bbb to Stealth Common combat drugs such as Slaught or Ghost-
fire Pollen would only serve to pollute the perfect-
checks to move silently, but this bonus reduces to
ly engineered Space Marine’ blood, and Adepta
b if there is a chance the character could be seen,
Sororitas deplore the use of such substances. How-
as stummers provide no visual concealment bo-
ever, chemical compounds have a place in their
nuses. A stummer typically has enough power for
arsenal, primarily for use on enemies, but also in
20 minutes of continuous use before needing to be
the specially formulated concentrates used to help
recharged, a process that takes about one hour.
a warrior shrug off debilitating injuries. Unless

134 Chapter VII - Elite Armoury


otherwise noted, the Requisition cost listed is for Delay Agent (Toxin): Not a toxin in and of itself,
a single unit or dose of the substance. Chambers a delay agent encapsulates the molecules of drugs
Militant drugs are usually delivered through hy- and poisons with a slowly decaying non-reactive
po-sprays which require skin-contact to use, usu- microshell that allows the payload to take effect
ally achieved by removing a helmet. Due to this, substantially after delivery. Any drug or toxin may
administering or using drugs requires an action if be cut with a delay agent, causing it to take effect 5
the target is wearing a helmet, and a maneuver if hours after it is administered.
they are not. De-tox: De-tox can negate most of the dangerous
Some items in this section are designed for As- effects of other drugs or toxins. A dose immedi-
tartes physiology. They may be used on normal ately ends the effects, both positive and negative,
humans, but this requires a Medicae check when of any chemicals the subject has consumed, un-
administered to correctly cut the dosage. The diffi- less the item specifically states de-tox cannot work
culty of this check is Easy (d) for Astartes Apoth- against it. Its use is extremely unpleasant however,
ecaries, and Average (dd) for humans. Failure with common side-effects so extreme (excessive
inflicts 6 strain on the target and staggers them vomiting and diarrhea being the mildest) that
for one round in addition to any other effects. many would rather abide their current woes.
Anesthetic: A variety of anesthetic drugs exist Taking a dose of De-tox immediately ends the
across the Imperium, often used to subdue valu- effects of any drugs or poisons in the body. When
able prisoners. the character takes a dose of De-tox, they must
succeed on a Hard (ddd) Resilience check or be
Resisting a single dose requires an Average
(dd) Resilience check, while two or more doses Staggered for two rounds. Each h generated on
this check inflicts 1 strain on the character.
combined increase the difficulty to Hard (ddd).
Failure inflicts 5 strain. h can be spent to make
the target give up their free maneuver for the next
turn, while hhh can be spent to stagger the tar-
get. d can be spent to force the target to make the
Resilience check again in the following round, as
the poison remains in their system.
Deadlock (Toxin): This paralytic chemical caus-
es the target’s muscles to seize, immobilising him
for easy elimination or capture without rendering
him unconscious. This toxin is most commonly
found crystallised in needler rounds.
A character dosed with deadlock must make a
Hard (ddd) Resilience check. If the victim fails,
his Brawn is reduced by 1. hhhh or d on this
Resilience check may be used to reduce the target’s
Brawn by a further 1 (this may be done multiple
times). If this effect causes the target’s Brawn to
reduce to 0 or below, he is paralysed and unable to
act. These effects wear off at the end of the encoun-
ter, or after approximately five minutes.

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Chapter VII - Elite Armoury
Neurotoxin: The Imperium is host to a variety of
foul, virulent toxins which wrack the body with
pain and bring the afflicted creature to a quick
end.
Resisting a single dose requires an Average
(dd) Resilience check, while two or more doses
combined increase the difficulty to Hard (ddd).
De-tox (Astartes-grade): A more powerful form Failure inflicts 5 wounds, and each h inflicts one
of the anti-toxins found in Astartes power armour, point of strain. d can be spent to force the target
this drug can negate the effects of most dangerous to make the Resilience check again in the follow-
gases and toxins if administered quickly enough. ing round, as the poison remains in their system.
A dose of de-tox immediately ends the ongoing Ration Pack: Chambers militant rations come
effects, both positive and negative, of any drugs, in a variety of forms, from nutrient paste piped
toxins, or gases affecting the character (unless through IV feeds in the user's power armour, to
the effect states that de-tox is not effective against more traditional meals. For Astartes, these are of-
them) and renders him immune until the end of ten unnecessary due to the nutrient recycling sys-
the encounter. tems in their armour.
Genophage: Lethally effective, every dose of geno- Resucitex (Astartes-grade): This stimm is in-
phage is tailored to attack the weaknesses in the tended to revive an unconscious comrade. It im-
molecular structure of a particular individual. A mediately wakes an unconscious character. If the
secret known to few outside the Magos Biologis, character was unconscious due to suffering excess
this toxin is highly illegal and deadly effective. strain, it reduces his current strain to be equal to
Victims of genophage stand little chance of resist- his strain threshold.
ing the quick-acting enzymes that immediately
Repair Cement: Repair Cement is a spray-gel
shut down circulatory and respiratory functions.
composed of dual tubes of polyplas allomers that
Genophage is so deadly that it only needs to
bond instantly with each other to seal power ar-
make contact with its intended target to be effec-
mour damage. It is typically used for quick field
tive. If used in weapon form, this means the at-
repair of breaches until the armour can be attend-
tack only needs to overcome the soak provided
ed properly by a follower of the Omnissiah.
by armour; soak provided by the target’s Brawn
is ignored. If contact is made, the target must pass A Space Marine learns how to use repair cement
a Daunting (dddd) Resilience check. If failed, as soon as he is issued power armour; its applica-
the target suffers 6 wounds, plus one wound for tion takes two maneuvers but requires no check.
each f. This is repeated on the character’s next An application of repair cement repairs one lev-
turn (or within a few seconds, outside of struc- el of damage on a suit of power armour, however
tured time), and continues until the character ei- cannot restore a suit suffering major damage.
ther passes the check or dies. Sacred Unguents: Holy lubricating oils that have
Manufacturing genophage requires a genetic received the blessings of the Omnissiah, these
sample from the intended target, and the skills of a liquids are highly sought after for their calming
highly talented chymist, such as the Techpriests of effect on recalcitrant machine spirits. A dose of
the Magos Biologis. As each dose is custom made, sacred unguents may be expended to add bb to
acquiring Genophage usually requires roughly a a Tech-Use check to repair or modify an item, ap-
week. plied as an action.

136 Chapter VII - Elite Armoury


Stimm: A dose of stimm is enough to energise the This item adds bb to all Survival checks made
weary and mask pain with short-term vitality, of- to navigate a planet’s surface, provided it is load-
ten enough to finally bring a protracted combat to ed with the appropriate data. It is also capable of
a successful conclusion. storing detailed maps and schematics, which can
When a character takes a dose of stimm, he ig- be useful for planning out missions.
nores all negative effects from critical injuries, and Clip/Drop harness: A simple (but robust) spooled
cannot be staggered until the end of the encoun- safety line with a magnetic or hooked clasp at the
ter. When stimm wears off, the character receives end, these tools attach to harnesses which can be
bb to all Strength and Agility based checks for adjusted to fit most forms of armour, and the ver-
the next hour, and suffers 4 strain. sions used by the Chambers Militant are heavy
duty enough to hold up a fully armoured Space
Survival and Marine. When deployed, they allow for relative
Protective Gear safety in rappelling down vertical surfaces or pre-
The 41st Millennium is a hostile place, and protec- venting falls from unsteady rooftops. A character
tive equipment is an absolute necessity to survive using a clip harness to descend gains bbb to
the toxic environments that make up the galaxy. their Athletics checks made to climb, and will not
Astartes Grapnel: Sometimes used by Space suffer a fall if the check fails.
Marine Scout Squads in the field, a grapnel fires Deadspace Earpiece: Each of these tiny devices
a hooked or magnetic grapnel from a bolt pistol, can limit high-volume sonic disturbances (such
connected to the launcher with a thin but strong as explosions) by automatically detecting and
100m wire. Once the grapnel attaches to the de- dampening the excessive noise down to a tolera-
sired rock outcropping, gargoyle edifice or other ble level. Users wearing this earpiece gain bb to
anchor, the user can manually climb the line or Resilience checks made to resist sonic effects, and
activate a powered winch. suffer 2 less strain from sonic weaponry.
As an action, a character may make an Average Glow-globe/Stablight: Just as the Inquisition acts
(dd) Ranged (Light) check to fire the grapnel as a light against soul-devouring darkness, so
onto an object at up to long range. As a maneuver, these small portable lamps act against the physi-
he may reel in the cord, pulling himself to the tar- cal darkness of night. Glow-globes are roughly the
get object (or, if the object is unsecured and lighter size of a clenched fist, and can illuminate an area
than he is, pulling the object to himself). Char- a dozen or so metres in radius, while cylindrical
acters in Terminator armour cannot use grapnels, stablights can project a narrower, conical beam
due to the excessive weight of the armour. but at twice that distance. Both last roughly five
Cartograph: This specialised data-slate accepts hours before their power packs need recharging or
geographical and navigational information on a replacing.
planet, either from existing data-banks or gathered
by a ship’s Augur Arrays in orbit. Its geo-locator
tracks the user’s planetary coordinates, enabling it
to provide distance and bearing to any known lo-
cation. Many cartographs are also equipped with
a small holo-projector that displays three-dimen-
sional maps of its contents.

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Chapter VII - Elite Armoury
Grav Chute: Used by the Imperial Guard to drop area below the hovering pict-recorder out for sev-
onto the battlefield from the air, grav chutes use eral kilometres. The control interface allows the
anti-grav fields to slow a rapid fall into a con- character to zoom and highlight parts of the holo-
trolled (and safe) descent, with small attitude jets graphic display, and turning on the spot causes the
allowing for extra braking and directional finesse. recorder above to turn, allowing the character to
Unlike jump packs, grav chutes are only useful for survey the area around them in great detail, add-
safe landings and cannot be used for bounding or ing bb to any Survival checks made to navigate
aerial leaps. The heavy power armour used by the or track targets. The recorder can stay airborne for
Chambers Militant requires dedicated grav chutes 5 hours before its power cell is exhausted.
integrated into the armour's systems, but these
Luminator Signal Flare Capsules: Roughly half
standalone units can be used by soldiers deploying
the size of a standard bolt round, these high in-
in lighter armour.
tensity beacons have two operating modes, steady
If the character passes an Average (dd) Coor- and stroboscopic. In steady mode they are used
dination check or an Easy (d) Driving check, the for marking and illuminating, and can light an
grav chute allows for a safe, guided fall from any area five metres in diameter. In stroboscopic mode
height; otherwise the character counts as falling the Luminator Flare flashes on and off hundreds
from Short range, or Medium if the check is failed of times per minute and is typically used as a dis-
with hhh or d. tress beacon. Unlike lamp packs or glow globes,
Grav-flares: Fired from integral tube launchers, Luminator Flares are one-use only - simply dis-
Grav-flares are used to light large swaths of ter- carded when they run out of power. Luminators
rain. With a small rocket motor to get it to altitude last 10 hours in steady mode, and 5 hours in stro-
and a low-power grav-system similar to a grav boscopic mode.
plate to keep it there, these extremely high-inten- Magboots: Heavy and bulky, these oversized boots
sity chemical flares can illuminate an area rough- contain electromagnets. They allow the wearer to
ly ten kilometres across and lasts for 15 minutes. adhere to metallic surfaces such as exterior hull
They come in a variety of colours. plating, and are often found in voidship emergen-
Holo-Spectus: Consisting of a powerful launch- cy lockers. Magboots make all terrain count as
ing tube, a long-range pict-recorder, and a holo- difficult terrain for the purposes of movement, but
graphic display, the holo-spectus allows its user to allows the wearer to move normally when in low-
survey a large area to plan movements, seek out or zero-gravity areas, provided there is a suitable
targets, or even find his bearings. Aimed skyward, metallic surface to walk upon. Astartes power ar-
the compact launcher blasts the fist-sized record- mour has integrated magboots.
er several hundred metres vertically into the air, Magnoculars: These powerful vision aids can
where it floats on tiny grav plating, feeding what magnify distant items into clear focus, helping
it sees to a three-dimensional holographic display ensure no heresy goes unspotted. More advanced,
on the base-unit. As the user turns on the spot, so high-quality magnoculars can also do such things
does the floating recorder, allowing the user to see as give range read-outs, detect heat sources, calcu-
kilometres in every direction. With a simple flick late target location positioning, and take pict-cap-
of a switch, the recorder zeroes in on the base unit tures of a view for later analysis.
and returns to the launcher in a matter of seconds.
Multicompass: When exploring new worlds, a de-
Successfully firing a holo-spectus into the air vice of this ancient tech pattern is indispensable—
requires an Average (dd) Tech-Use check, after but few have the means or influence to acquire
which the user gains a visual representation of the one. After a few seconds of analysing planetary
138 Chapter VII - Elite Armoury
data, a multicompass can display directions, show an auspex may make an Average
topographical maps, point out compass bearings, (dd) Tech-Use check to spot
indicate altitude, and much more. Possessing a things not normally visible to hu-
multicompass adds bbb to all Survival checks man senses, such as invisible gas-
made to navigate a planet’s surface. es, nearby signs of life, non-visi-
ble radiation, or other things as
Rebreather: These devices store and recycle
appropriate. The standard range
breathable air via a mask and external supply
is Long, though walls more than
tank, making the user to immune to toxic atmo-
50cm thick and certain shielding
spheres, even allowing them to survive underwa-
materials can block a scanner.
ter. The air canister lasts only for about one hour
and then must be replaced, which takes an action. Battle Standard: All the chambers militant pos-
New tanks cost half as much as a new rebreather. sess some form of standard they wear into battle,
whether it is the back banners of the Deathwatch
Respirator: A simple breathing mask that cov-
heralding the past slaughter of terrible xenos, the
ers the nose and mouth or entire face, these of-
holy stanchions brandished by Sororitas Imag-
fer much better protection than filtration plugs. A
ifiers, or the brotherhood banners of the Grey
character wearing a respirator decreases the dif-
Knights. Regardless of the specific form, they all
ficulty or any Resilience check made to resist the
have the same purpose; inspiring allies to great
effects of damaging gases by dd.
deeds.
Screamer: These proximity alarms set off a pierc-
Once per encounter, the carrier of a battle
ing wail when they detect intruders. Screamers
standard may spend one story point to allow all
can detect sound, movement, and even odours.
allies within long range to recover 2 strain, plus
Once set, a screamer has a Cunning of 6 for the
a number of strain equal to the character’s ranks
purposes of detecting sounds or motions. If it de-
in Leadership. These effects only apply to mem-
tects an intruder, it sounds its alarm, which can
bers of the same Chambers Militant; Deathwatch
be heard anywhere out to one kilometre. Doors,
warriors gain no benefit from observing a Grey
walls, and other barriers reduce the alarm’s range.
Knights battle standard, and the significance of
Void Suit: These fully-sealed suits are essential for these bold battlefield gestures are lost on Inquis-
operating in the vacuum of space, but can also be itorial Acolytes.
useful in toxic or hostile environments. Void suits The standard is unwieldy and impractical, and
have 12 hours of air, but add b to all Agility based increases the difficulty of all Athletics, Coordina-
checks. When worn, a void suit’s encumbrance is tion and Stealth checks by d. Battle standards can
2. be worn on the back (usually mounted to a pow-
er-armour backpack), or wielded in the hand.
Tools and General Gear
Combi-tool: Most combi-tools are small, compact
A wide array of equipment is available to the war-
devices filled with foldout and extending probes,
riors of the Chambers Militant, to enable them to
blades, hooks, and socket-plugs. They are ideal for
complete a variety of missions.
coaxing operation from recalcitrant machinery,
Auspex: These standard Imperial detection devic- repairing damaged devices, and in general bend-
es are used to reveal energy emissions, motion, life- ing errant machine spirits to the will of the user. A
signs, and other information. A character using combi-tool adds b to Tech-Use checks.\
an auspex adds bb to their Perception checks.
Once per round, as an maneuver, a character with

139
Chapter VII - Elite Armoury
Consecrated Scrolls: Soaked in sacred oils and made on a Space Marine patient. A helix gauntlet
covered in illuminated texts of devotion, conse- also holds three doses of any one drug (acquired
crated scrolls offer a small measure of protection separately), which can be adminstered to an en-
against the machinations of the Warp. gaged ally as a maneuver, even through power ar-
Before making a psychic power check, a char- mour. As an action, the wielder of a reductor can
acter possessing one of these scrolls may choose retreive one progenoid from a fallen Battle-Broth-
to burn a single one as an incidental; this destroys er. Space Marines have two progenoids, so a full
that scroll. If the psychic power check generates recovery requires two actions.
Perils of the Warp, the character may choose to Usually only one helix gauntlet can be taken per
reroll their Perils result. kill-team; if more than one character in a group
wishes to equip a helix gauntlet, each gauntlet be-
Dataslate: These devices
yond the first has a Requisition value of 1.
are common across the
Imperium, and are the Hospitaller Medicae Tools: The Order Hospi-
primary means of stor- taller equips its Sisters with the best battlefield
ing and reading printed medicine tools found outside the Apothecaries of
text and other forms of the Adeptus Astartes. The kit has a variety of sa-
data such as pict or audio cred oils, unguents, surgical tools, and sterilisers
recordings. Well crafted to help those who lay wounded in battle.
dataslates can also re-record new information, or Hospitaller medicae tools adds bb to Medicae
transmit and receive data from other devices. checks so long as the user possesses the Medicae
Diagnosticator: This small, hand-held device skill. In addition, they reduce the difficulty of skill
contains a number of technological diagnostic checks to treat critical injuries once, to a mini-
tools and a small cogitator array that allows a mum of Easy (d). Only Sisters Hospitaller can ac-
Deathwatch Techmarine to diagnose what ails a quire Hospitaller Medicae Tools. In a pinch, Hos-
machine’s spirit. It has a number of common plugs pitaller medicae tools can be used as a chainblade.
and adaptors that allow it to be plugged into nearly Jump Pack: Jump packs are large backpacks con-
every machine of human manufacture, as well as taining powerful turbofans or rocket engines.
sensors and scanners that can see through hulls A user triggers a jump pack to lift high into the
and casings, detect microscopic cracks and mate- air and then swoop down as part of their assault.
rial fatigue, and generally help the Techmarine in Jump packs are also useful in leaping over high
his daily obligations to the Omnissiah. obstacles and reaching rooftops in a single bound,
A Techmarine using a machine-spirit diagnos- but without training most users will seriously in-
tor adds bb to all Tech-use checks when diag- jure themselves in crashes.
nosing or repairing malfunctioning equipment. A jump pack grants all the benefits of a grav-
Helix Gauntlet: Essentially a scaled down ver- chute. In addition, the user can make an Average
sion of an Apothecary's Narthecium, typically (dd) Driving check as a maneuver to jump to
carried into battle by Helix Adepts; Space Marine anywhere within Medium range. Failure indicates
warriors given basic training by the Apothecari- the character misses their mark, and suffers a fall
on so that they can administer basic medical pro- from Short range. Alternatively, the pack can give
cedures to their allies, and retreive gene-seed if a the wearer the Flyer and Swift traits for up to four
fully-fledged Apothecary is not available to assist. rounds at a time, activated as an incidental. After
A helix gauntlet adds bb to Medicae checks roughly an hour of active use, the jump pack’s en-
ergy cells need to be recharged at a power source.
140 Chapter VII - Elite Armoury
Lascutter: Ideal for slicing open doors and bulk- Reductor: Retrieval and storage of a fallen Bat-
heads, lascutters were originally designed for min- tle-Brother’s gene-seed is so critical that Apothe-
ing, where their short-range, intense cutting beam caries carry a special tool for this operation. While
could chop apart even the toughest rock. Most can a reductor is not required for Progenoid remov-
cut or weld around 10cm of metal depending on al, it significantly reduces the time. This surgical
the thickness involved. implement fastens under the wrist. It includes
Lascutters are large and cumbersome, but can a monomolecular saw for penetrating power ar-
be used as a weapon in a pinch. A lascutter is a mour and Ossmodula-enhanced rib cages, and a
Melee (Heavy) weapon which otherwise has the diamantine-tipped extractor drill.
same profile as a Meltagun, but with the Danger- As an action, the wielder of a reductor can re-
ous quality and a range of engaged. When attack- treive one progenoid from a fallen Battle-Brother.
ing with a lascutter, the difficulty of the attack Space Marines have two progenoids, so a full re-
check is upgraded twice. covery requires two actions. Although generally
regarded as disrespectful to the machine’s som-
Narthecium: The tool of an Apothecary’s trade,
bre purpose, it can also be used as a Melee (Light)
a narthecium contains implements specially de-
weapon which does 7 damage, with a crit rating of
signed for Space Marine physiology and for per-
2, and Breach 1. Only Apothecaries can acquire a
forming first aid without having to remove the
reductor.
patient’s power armour. It also comprises various
counterseptics, skin patches, transfusions and Restraints: Despite their designation, Kill-teams’
other compounds engineered for the Space Ma- mission objectives are far more varied than simple
rine’s physiology, and several stasis tubes for stor- target elimination. Live capture may be the means
ing recovered gene-seed. to an end or the goal itself. Simple but effective,
A narthecium adds bb to Medicae checks Deathwatch restraints size to most roughly hu-
made on a Space Marine patient. A narthecium man-shaped bodies and are strong enough to hold
also holds ten doses of any one drug (acquired sep- even a thrashing Ork. Sororitas also often access
arately), which can be adminstered to an engaged restraints to detain arch-heretics for later interro-
ally as a maneuver, even through power armour. gation and punishment.
Only Apothecaries can acquire a narthecium. Siege Auspex: The siege auspex is a powerful
scanner that can see through the densest materi-
als to find their weak points. These items are used
for finding stress fractures, reinforced or up-ar-
moured areas, hidden passages, power conduits,
and the numerous other items of interest to a siege
engineer. The machine-spirits of a siege auspex,
while canny, can only see so far through solid ob-
jects and have a fixed range of about 20 metres.
Things like energy fields, thick bulkheads, iron,
stone, armaplas, and plasteel can reduce the range
of the unit or blind it all together. GMs should take
into consideration the materials being scanned
and adjust the siege auspex’s range accordingly.

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Chapter VII - Elite Armoury
Stalker Flares: Invisible to the naked eye, these Exotic Gear
small chemical markers can only be detected The Chambers Militant have access to a great
through photo or preysense sights or by those us- many bizarre devices. Sororitas reliquaries con-
ing auto-sense goggles. They allow Space Marines tain many ancient marvels, while the techmarines
to mark trails and landing zones in ways diffïcult of the Deathwatch have dedicated millenia to un-
or impossible to detect by enemy forces. derstanding and reverse engineering the technol-
Stummer: The reverse of a screamer, a stummer ogy of foul xenos.
blankets sound within Short range through sonic Adaptive Logis Engine: Many heretically ad-
detection and dampening projectors. A charac- vanced alien species use arcane encryptions and
ter carrying an active stummer adds bbb to mechanical systems far beyond the understand-
Stealth checks to move silently, but gains no vi- ing of the Adeptus Mechanicus. Nevertheless,
sual concealment benefits. A stummer typically dedicated Explorator Tech-Priests of the Adeptus
has enough power for 20 minutes of continuous Mechanicus have recovered archaeotech devices
use before needing to be recharged, a process that from The Imperium’s past that can defeat the alien
takes about one hour. and show the superiority of the Omnissiah. The
Teleport Homer: These powerful signal transmit- Adaptive Logis-Engine uses intrusion machine
ters allow ships equipped with a Teleportarium or spirits, chem dispensers, electromagnetic pulses,
similar technology to zero in on a person, object, and other forceful means to break into alien net-
or area. Teleport homers may be used to target works and make them accessible to the agents of
points for squad deployment or to locate a moving the Imperium.
individual who needs to be retrieved. To operate an Adaptive Logis-Engine, achar-
Vivisection Gage: Primarily a tool used by Death- acter must place it onto the alien computer, lock,
watch Techmarines and Apothecaries, especial- or other interface device that they wish to crack,
ly those affiliated with the Magos Biologis, this and make a Hard (ddd) Tech-Use check. If suc-
wicked looking device is used mainly to maintain cessful, the engine accesses the alien device, and
the ranks of Deathwatch servitors. The vivisec- the character treats it like any other cogitator or
tion gage is an elbow-length gauntlet composed electronic lock for the purposes of additional tests.
of tightly interlocking plates of adamantine and This process usually takes several minutes.
ceramite. The hand itself contains augmenta- Banishing Rod: Made of darkened iron slabs
tion similar to that of a cybernetic hand, and the enscrolled with hallowed parchment and curled
fingers contain a number of laser cutters, bio-sol- purity seals, banishing rods do not subdue the
vents, auto-injectors, shears and flensing instru- Warp so much as calm it. When held aloft or even
ments. While designed as a medical or scientific jammed into the ground, they create an area where
device, the vivisection gage can also be used as an psychic energy flows sluggishly. In groups, such
extremely efficient interrogation device as well. devices can ward large areas, aiding in exorcisms
When used by a Techmarine or Apothecary for and impeding the advance of malefic entities
the purposes of research or maintaining servitors, Psykers within Short range of a banishing rod
the vivsection gage adds b to Medicae and Tech- cannot push their psychic powers, and reduce
Use checks. When pressed into service as an in- their Perils of the Warp rolls by 5, to a minimum
terrogation device, the vivsection gage adds b to of 1. Creatures with the Daemonic trait treat this
Coercion checks. area as difficult terrain.

142 Chapter VII - Elite Armoury


Chaplet Ecclesiasticus: Every member of the Eludicator: The galaxy is rife with planets out of
Adepta Sororitas carries a Chaplet Ecclesiasticus contact with the Imperium for thousands of years,
either around her neck or her waist. Each adaman- pockets of humanity lost during the Age of Shadow
tium bead serves as a reminder of an act of pen- or even before. During that time, their language
itence, but in the case of very experienced Sisters may have diverged radically from Low Gothic. An
each bead could represent many more such acts. elucidator is a hand-held device that can analyse
A Sister who openly displays her Chaplet Eccle- speech or text, and translate it into a standard lan-
siasticus reduces the difficulty of Charm checks guage and dialect (and vice versa). An elucidator’s
targeting members of the Ecclesiarchy who are of output can display on its screen, project from its
equal or lower status once. Members of the Adepta vox, or transmit through a vox channel.
Sororitas can acquire a Chaplet Ecclessiarcitus at An eludicator is most useful in dealing with cul-
any Renown level, regardless of its Rarity. tures whose languages have a basis in Low Goth-
ic, requiring no skill check to perform its trans-
Clavis: A clavis is a special sil-
lation functions. However, a character may make
vered vambrace, a piece of armour
a Hard (ddd) Forbidden Lore check to use an
granted to Space Marines upon
elucidator to decipher basic meanings from truly
becoming a Deathwatch Keeper.
alien languages. The GM may reduce this check to
Created during the Dark Age of
Average (dd) if the character is already familiar
Technology, the workings of the
with similar languages.
clavis are not fully understood by
the Adeptus Mechanicus, but it is Empyrean Brain Mine: Thought to be created
known that it interfaces with the using forbidden technologies found on a ghost
Space Marine’s nervous system world, these objects latch onto a victim’s body and
and monitors his vital signs. send disruptive energies directly into the brain,
The clavis acts as a unique and complex key that rendering the target temporarily catatonic.
contains a myriad of Inquisitional override codes A brain mine must be attached to a target with
and other, more arcane systems that allow it to by- a Hard (ddd) Melee (Light) check. At the start
pass nearly any technological seal. The clavis com- of their turn for the following 3 rounds, the target
municates with light, vibration, and other, less- must make a Hard (ddd) Resilience check. If
known means to unseal magnetic locks and shield successful, they are Staggered for the entire round;
barriers at the Keeper’s command. Servitors and if failed they are Staggered and Immobilised. The
other auto-defences register the Keeper as a friend mine deals 8 damage that is not reduced by soak
and stand down in his presence. The clavis is what if forcibly removed, but after 3 rounds, it burns
allows a Keeper to walk his vigil undisturbed and out and dislodges from the target. If this damage
reach nearly any secure zone. causes the target to suffer a critical wound, +30 is
The clavis bypasses nearly any Imperial lock, added to the roll.
seal, or automated defence system. If a skill check
is required, the skill check’s difficulty is reduced
twice. In addition, Medicae checks used on the
wearer of a clavis add b due to the device’s abili-
ty to monitor its wearer’s vital information. Only
those elevated to the position of Keeper or Watch
Master within the Deathwatch can acquire a Cla-
vis.

143
Chapter VII - Elite Armoury
Infiltriol Enamel: On rare occasions, a mission Liber Daemonica: The
requires a Kill-team to deploy on a planet where Liber Daemonicum is the
the Tyranid threat rages unabated. Although the Grey Knights Chapter's
Adeptus Astartes are mighty indeed, the odds are sacred book that contains
not in their favour against numberless swarms prayers, battle rituals, lit-
of Tyranids. A battle-brother would never shirk anies, funeral rites, and
from such a mission, but his life is too valuable to Chaos lore. Page after
squander. page discusses tactics and
To solve this problem, the Adeptus Mechani- how to fight the denizens
cus synthesised Infiltriol, which takes advantage of the Immaterium, as
of the strong scent receptors common in most well as, listing the True
Tyranids. Infiltriol uses essential pheromones ex- Names of a great many Daemonic entities; infor-
tracted from members of the gaunt genus to mask mation collected from the Librarium Daemoni-
the bio-signature of the subject receiving an appli- ca, the repository of dangerous knowledge pieced
cation of this substance. When a battle-brother’s together by the Ordo Malleus over the millennia.
power armour is treated with Infiltriol enamel, The book is standard issue for every Grey Knight,
most Tyranid organisms do not recognise him as usually chained to the front of their armour.
an enemy. This allows him to walk through areas The Liber Daemonica can be consulted to re-
teeming with brood relatively unimpeded. How- duce the difficulty of a Forbidden Lore check fo-
ever, drawing too close to more intelligent and cusing on Daemons twice, to a minimum of Easy
perceptive species such as synapse creatures or (d). However, each time it is consulted the user
vanguard organisms risks revealing the deception gains 2 corruption. This is no issue to the Grey
and bringing down the Tyranid’s wrath upon the Knights, who are immune to corruption, but can
intruder. cause significant issues for Ordo Malleus inquisi-
A character must be inside an environmental- torial adepts who might try to consult the tome.
ly sealed unit (such as Astartes power armour) for Null Rod: Few things invoke terror as much as a
the enamel to be effective. While bio-masked, a psyker calling on the unholy powers of the Warp
character does not warrant notice by members of to twist reality and rend souls. While faith in the
the Hive Fleet, remaining effectively “invisible” as Emperor is always essential, a null rod can also be
long as he does not approach within Short range effective in negating such threats. Most null rods
of a Tyranid creature. Once a character enters that appear as short obsidian cylinders, often crawling
range, any Tyranid creature the GM deems ap- with arcane icons and glyphs. Each can dampen
propriate can make an Average (dd) Perception the powers of any psykers within Short range,
check to recognise the character as food. Such dis- causing them to increase the difficulty of psychic
covery by any Tyranid creature, or any attack on power checks by d.
a member of the Hive Fleet, automatically reveals
They also offer a character personal protection
the character to all Tyranids in sight. An applica-
from psychic attacks by adding bbb to any psy-
tion of Infiltriol lasts 15 hours. Naturally, psy-ac-
chic power that directly targets them. A null rod
tive Tyranids (such as Hive Tyrants) are rarely
acts as a truncheon with Breach and Sunder when
fooled by such a deception, and thus make an Easy
used as a close combat weapon.
(d) Perception check instead.

144 Chapter VII - Elite Armoury


Servitors and Table 7-11: Servitors and
Cyber-Constructs Item
Cyber-Constructs
Rarity Req Army
While warriors of the Chambers Militant are a Servitors
Arco-Flagellant 9 2 s
force unto themselves, sometimes even they can
Armourium Cherub 8 1 dgs
benefit from a helping hand granted by cybernetic Cherubim 6 1 dgs
allies. Gun Servitor 6 1 dgs
Incensor Cherub 8 1 s
Full details for these servitors are provided in Industrial Servitor 5 1 dgs
Chapter V: Armoury and Chapter X: Allies and Penitent Engine 12 3 s
Adversaries of the Dark Heresy Core Rulebook, Servo-Skulls
including statistics. Augur Servo-Skull 7 dgs
Illumination Servo-Skull 6 dgs
Arco-Flagellant: Sisters of Battle are sometimes Laud Hailer Servo Skull 6 dgs
granted the authority to bring an Arco-Flagellant Medicae Servo Skull 7 dgs
Utility Servo Skull 6 dgs
along on a mission, and they're a common sight at
the front of Adepta Sororitas battle lines, crash- d = Deathwatch, g = Grey Knights, s = Adepta Sororitas
ing into the enemy like a wave of rage and flailing
steel. Arco-flagellants are far from a subtle weap- Gun Servitor: Adeptus Astartes Tech-Marines are
on. Cranial goads can direct them to a point, but sometimes accompanied into battle by gun servi-
anything standing in the path of their mad ram- tors, helping to provide a hail of covering fire while
page is certain to be overrun and lashed to pieces. the Marine focuses on mending a broken tread or
Armourium Cherub: These cherubs assist with calming the machine spirit of some wrathful ar-
the task of reloading weapons, typically deployed tillery.
alongside Devestator or Retributor squads. Gun servitors can be equipped with any Gun-
An armorium cherub assists with reloading nery or Ranged (Heavy) weapon, which must be
weapons, and while it is within engaged range of acquired along with the servitor, paying the rele-
its master, it reduces the number of maneuvers vant cost. Common options include Heavy Bolters
needed to reload their ranged weapons by 1. If the and Multi-Meltas.
weapon typically requires only a single maneuver Incensor Cherub: These cherubs sing Imperial
to be reloaded, this means it can be reloaded as an hymns as they haphazardly hover over the battle-
incidental. This is in addition to a cherub's usual field, swinging huge censers full of holy incense.
capabilities. Their presence bolsters the will of the faithful,
Cherubim: Fitted with simple anti-grav motors, driving them to perform great acts of faith.
these vat-grown bio-constructs are able to fly over If an incensor cherub is within engaged range
the battlefield alongside the Ecclesiarchal war- of a character when they spend story points to ac-
riors, and through inloaded doctrines assist the tivate a faith power, roll 1d10. On a 6+, one of the
Sisters with front-line weapon maintenance and story points spent is retained, and does not leave
purification rituals. Depending on its role, a cher- the player pool.
ub's flesh is integrated with different mechanical
appendages and daubed with unique unguents,
allowing it to better fulfil its sacred duty.

145
Chapter VII - Elite Armoury
Industrial Servitor: These servitors often accom- vo-skull can be equipped with a Ranged (Light)
pany Tech-Marines to assist in large repair jobs, weapon (purchased separately). The servo-skull
fitted with heavy hydraulic jacks and servo-arms. will only fire its weapon under orders, and gener-
ally lacks the sophisticated intelligence needed for
Penitent Engine: Penitent Engines are often de-
complex combat tactics. If the equipped weapon
ployed beside the ranks of the Orders Militant.
runs out of ammo, the skull's handler must reload
The Sisters of Battle consider it their sacred duty to
the weapon manually; the skull itself cannot re-
witness these great machines in the fires of com-
load its own weapon.
bat, observing the actions of their fallen brothers
and sisters as they atone for past sins. Every ene- Illumination: The skull is fitted with a glow-globe
my slain by a Penitent Engine’s brutal stampede or burning brazier to light out to Medium range.
proves the righteousness of this form of punish- It serves no specific purpose other than to illumi-
ment. nate the path ahead, but acts as an inspiring sight,
adding b to Charm and Leadership checks made
Monotask Servo-Skulls by its owner while illuminated.
Servo-skulls represent the honoured remains of Laud Hailer: The servo-skull incorporates a
valued Imperial servants and Tech-Priests who laud-hailer, which can play recorded speech or
continue their service even after death. The skull is amplify its master’s speech as directed. The skull's
carefully cleansed and engraved, then fitted with a mechanisms incorporate a basic vox receiver, al-
machine spirit to guide its actions, and tiny grav lowing it to receive and play back messages re-
platings to sustain it in flight. Monotask models motely.
are dedicated to a single, basic function and are
Medicae: The skull is fitted with a medicae scanner
a common sight on many worlds. Each responds
and tools. The owner gains the benefits of a stan-
to basic verbal commands, and unless otherwise
dard medi-kit as long as the servo-skull is within
commanded, always hovers near its master. The
engaged range and active. The skull also has an in-
types below represent only a fraction of the count-
jector appendage which can hold one dose of any
less patterns found across the galaxy.
drug or medicine, which it can be commanded to
Augur: The skull carries a scanner and vox-da- inject into a willing (or incapacitated) target as a
ta systems to relay its findings. A character gains maneuver.
the benefits of an auspex as long as an augur ser-
Utility: The skull is equipped with probes, plugs,
vo-skull is within engaged range and active, and
and tools to aid in technical tasks. The character
the servo-skull has two ranks in Perception.
gains the benefits of a combi-tool as long as the
Combat: While generally understood to make servo-skull is within engaged range and active.
poor combatants, servo-skulls can still be im-
planted with rudimentary targeting cants and
equipped with basic firearms. These skulls of-
ten act as bodyguards for spire nobles. This ser-

146 Chapter VII - Elite Armoury


Cybernetics
Typically Space Marines will only install cyber- Table 7-12: Cybernetics
netics to replace lost functionality from a severe Cybernetic Rarity Req Army
Bionic Replacements
injury. A few exceptions exist to this, such as Bionic Limb 6 2 dgs
Tech-Marines and the Battle-Brothers of the Iron Bionic Organ 8 2 dgs
Hands chapter, but generally speaking Adeptus Bionic Respiration 7 2 dgs
Bionic Senses 7 2 dgs
Astartes are not likely to replace parts of their
Bionic Augmentations
flesh with cybernetics unless it becomes necessary. Augur Array 7 2 dgs
Battle Sisters typically hold a similar view, only in- Baleful Eye 10 2 dgs
stalling cybernetics as a result of injury. Cerebral Implants 8 2 dg
Ferric Lure Implants 7 2 dg
A Chambers Militant character who loses a Implant Tool 5 2 dgs
limb, eye, or any other body part acquires a ful- Implant Weapon 6 2 dgs
Interface Port 6 2 dgs
ly functional replacement upon their return to
Luminen Capacitor 8 2 dg
headquarters, installed by a highly trained profes- Mind Impulse Unit 7 2 dgs
sional. This does not cost any requisition points, Pain Ward 7 2 dgs
and provides no mechanical bonuses beyond the Subskin Armour 8 2 dgs
Vocal Implant 6 2 dgs
character's usual capabilities. No Medicae check is
Mechadendrites
typically required for Chambers Militant charac- Astartes Servo Arm 8 2 dg
ters to install a new cybernetic. Astartes Servo Harness 11 3 dg
Ballistic Mechadendrite 7 2 dgs
If a Chambers Militant character wishes to ac- Manipulator Mechadendrite 7 2 dgs
quire a cybernetic outside of these free replace- Medicae Mechadendrite 7 2 dgs
ments, they must do so by investing into the Optical Mechadendrite 7 2 dgs
ranked talent "The Flesh is Weak", detailed on Utility Mechadendrite 7 2 dgs

page 80. d = Deathwatch, g = Grey Knights, s = Adepta Sororitas

Characters can install a number of cybernetics


equal to their Brawn rating and receive no ill-ef- Bionic Replacements
fects. For every cybernetic installed beyond this Bionic replacements are cybernetics which replace
limit, the character decreases their strain thresh- some existing party of the body. A common exam-
old by 1, until the cybernetic is removed. ple is bionic limbs, which are often used to replace
Each statistic, characteristic and skill can only limbs lost in the line of duty. As Chambers Mil-
be increased once with the aid of cybernetics, no itant characters acquire cybernetic replacements
matter how many different cybernetics a character for free, this section only details those cybernetics
has that would increase that number. Cybernetics that enhance a user's capabilites beyong their nat-
can never raise a characteristic above 5, and may ural capacity.
never raise a character's skill ranks beyond 5. The Bionic Limbs: Bionic limbs come in two variants.
only exception is Brawn, which may be raised to 6 Simple, cheaper models simply replace the func-
for Space Marine characters. However, Space Ma- tion of a regular limb, providing no mechanical
rine characters already have Brawn 6 when factor- benefit. More expensive models provide charac-
ing in the bonus from their power armour, so the ters with a boost to their characteristics: either +1
utility of this advantage is limited. Brawn or +1 Agility.

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Chapter VII - Elite Armoury
Bionic Organ: Bionic organs can take many Bionic Senses: Bionic senses can take the form of
forms, improving the body’s ability to function, replacement ears or cybernetic eyes. Bionic Senses
and providing an extra safety net against disease provide +1 rank to your character’s Perception and
and injury. A bionic organ provides either +2 Vigilance, and remove b added to their checks
wound threshold (this is an exception to the +1 due to environmental factors such as darkness or
increase limit, but cannot be increased past +2), ambient noise.
+1 Resilience, or +1 Athletics (you choose which
when you purchase the organ). Multiple bionic or- Bionic Augmentations
gans can be taken, allowing characters to access Not all cybernetics are designed to replace human
the full range of potential bonuses. limbs or organs; others are integrated into the holy
Bionic Respiration: Bionic respiration systems form of man purely to add functionality, or create
replace the lungs, enhancing the body’s ability to entirely new abilities. Most are highly visible and
cope with toxins in the air, and provide a limited act as clear indications of the Ominissiah’s bless-
supply of backup oxygen. Characters with a bionic ing.
respiration system reduce the difficulty of any Re- Augur Array: These implanted devices duplicate
silience checks to resist airborne toxins once, and the effects of sensor systems that go beyond nor-
can survive without air for three times as long.

148 Chapter VII - Elite Armoury


mal human senses. An augur array acts as an im- Implant Weapon: Favoured by Adeptus Mechani-
planted auspex (see page 156). A character with cus Secutors, weapons can be physically integrated
an Augur Array can reroll a Perception check once into the user's body. From combat blades sprout-
per session. ing from the elbow to hip-mounted cannons, im-
plant weapons come in a huge variety of forms.
Baleful Eye: A legendary archeotech bionic eye
pattern that incorporates a tiny las weapon, sacri- The cost of this attachment merely covers the
ficing some of the normal abilities of a cybernet- hardware needed to mount a weapon; as an addi-
ic vision implant in order to include this device. tional cost the user must purchase their weapon
Each baleful eye has been passed from recipient to of choice, which can be any non-Gunnery weapon
recipient across centuries or millennia, reclaimed with an encumbrance of 5 or less. The weapon's
by the Machine Cult whenever its present owner available hard points are reduced by 1.
dies. An implant weapon is always considered
A character with this implant has a weapon equipped, and cannot be disarmed or removed
equivalent to a hellpistol integrated into their eye. in any way, unless the limb it is mounted to is re-
The baleful eye can be fired even if the character's moved by a critical injury or similar effect.
hands are full. This weapon can never run out of Interface Port: An interface port is a mechanical
ammunition and cannot be disarmed (unless the port implanted in the body, commonly in the rear
character loses an eye!). of the neck, which can be connected to machines
Cerebral Implants: Commonly used to repair a via a data cable. A character with this cybernet-
severely damaged brain or (hopefully) augment its ic adds b to any Tech-Use checks they make to
abilities, these often-risky implant systems repre- interact with a connected device, and can control
sent a major step from simply replacing a limb to connected devices without use of their hands.
altering a character from human to mechanism. Luminen Capacitor: This implanted energy source
Cerebral Implants grant a character +1 Intellect. charges internal capacitors, allowing the charac-
Ferric Lure Implants: Powerful electromagnets ter to recharge devices or even unleash powerful
are implanted in the character, allowing him to energy blasts. With a successful Resilience check,
cast forth a net of invisible energy and manipulate the character recharges or powers machinery. This
magnetic fields. As an action, they may summon requires one minute of mental focus and medita-
an unsecured metal Sil 0 object within short range tion. The difficulty of the Resilience check varies
to his hand. depending on the nature of the powered system.

Implant Tool: An implant tool is a catch-all term • Easy (d) - Simple power cell, glow-globe
for any tool installed within the body. Typical • Average (dd) - Lasgun charge pack,
applications include replacing limbs with power dataslate
tools for labour use, or integrating the sacred tools • Hard (ddd) - Shuttle launch systems,
of a Tech-Priest directly into the flesh. servo-skull
Any tool or piece of equipment (not including • Daunting (dddd) - Lascannon charge
weaponry) with an encumbrance value of 4 or be- pack, servitor
low may be installed as an implant tool, with the • Formidable (ddddd) - Cogitator core,
GM’s approval. The wielder cannot lose or drop xenos technology
the implanted tool. The cost of this augmentation
This exertion of energy can be physically stress-
does not cover the cost of the tool to be implanted;
ful. Each uncanclled h generated by the check in-
that must be acquired separately.
flicts one strain.
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Chapter VII - Elite Armoury
Mind Impulse Unit (MIU): These devices, also Mechadendrites
known as sense-links, allow the owner to inter- Mechadendrites are mechanical attachments of
face directly with a machine or technological de- brass and steel that act as additional arms. They
vice. MIUs see widespread use among the Adep- are normally mounted on the shoulders or back,
tus Mechanicus, who regard them as objects of though some within the Mechanicum also project
divine communion. A character with this cyber- these cybernetics from their waists or chests. Each
netic adds b to any Tech-Use checks they make is usually 2 metres in length when fully extended,
to interact with a connected device, and b to any and has a specialised function based around the
Driving checks they make to interact with a con- mechanisms affixed at their end.
nected vehicle.
For warriors of the Chambers Militant, these
Pain Ward: The pain ward implant redirects in- are usually designed to integrate with the us-
capacitating levels of pain to other regions of the er's power armour in such a way that they can
brain, causing the sufferer to experience that pain be detached. In the case of Space Marines, the
as colours, hallucinations, or tastes. mechadendrite interfaces with the warrior's Black
If your character has a pain ward, once per Carapace through the power armour, while Soror-
encounter when your character suffers a Critical itas who utilise mechadendrites will have dermal
Injury, they may activate the pain ward as an out- plugs installed in their flesh to allow the hardware
of-turn incidental. Until the end of the encoun- to connect to their nervous systems through wir-
ter, they ignore any penalties that Critical Inju- ing in their blessed battleplate.
ry would otherwise impose on skill checks they
This means that mechadendrites can be de-
make. (At your GM’s discretion, this may not ap-
tached between missions, if this ever becomes
ply to penalties inflicted by certain Critical Inju-
necessary. They still count as an implanted cy-
ries, such as blindness or loss of a limb.) At the end
bernetic however, due to the interface ports and
of the encounter, your character no longer ignores
nervous system implants installed in the user's
those penalties and suffers the effects of the Crit-
flesh to account for the modification. A detached
ical Injuries.
mechadendrite does not have to be re-acquired us-
Subskin Armour: Thin carapace plating is insert- ing requisition points; it is kept safe in the user's
ed under the skin in various locations, giving the home base until it is re-attached at a later date.
user added protection against damage. While not
Astartes Servo Arm: Techmarine servo-arms
as impressive as most augmentations and some-
are powerful manipulators tipped with crushing
times uncomfortable, subskin armour is very reli-
pincers, useful for field repairs and punishing en-
able. Subskin armour increases a character's soak
emies. Ports for these detachable appendages are
by 1. This stacks with worn armour.
installed at the shoulder, and the Battle-Brother’s
Vocal Implant: This implant is usually found with armour must also be upgraded with more power-
those who use their voice to project commands or ful gyro-stabilisers to use one effectively. So sup-
proclamations, such as Ecclesiarchy Preachers or ported, a servo-arm can lift one side of a Rhino
Adeptus Arbites Crowd Dispersal Officers. This APC to repair a broken tread link.
implant works to amplify the vocal cords to an When using the servo arm, a character reduc-
inhuman range in order to shout commands over es the difficulty of any Athletics checks to lift or
the noise of a raging battle. A vocal implant acts as move heavy objects by ddd. A servo-arm is even
an implanted laud hailer.

150 Chapter VII - Elite Armoury


less delicate than the already clumsy manipulator
mechadendrite, and any attempt to use it for fine
manipulation will likely end in disaster.
As an incidental, the servo arm can tether the
user to a suitable support in the environment, re-
moving bbb imposed by environmental condi-
tions such as buffeting winds or low gravity.
Astartes servo arms are built for combat, count-
quire recharging. This laspistol can be fired while
ing as a Melee (Heavy) weapon dealing 15 damage,
the user’s hands are otherwise occupied, using
with a crit rating of 3, Breach 1 and Inaccurate 1.
their Ranged (Light) skill as normal. Once per ses-
Servo Arms are standard issue for Techmarines; sion, the ballistic mechadendrite can be fired as a
they can acquire one without spending any requi- maneuver.
sition, and this may be done as part of character
creation. If a Tech-Marine wishes to acquire fur- The laspistol on this mechadendrite can be re-
ther Servo-Arms, they must pay requisition points placed with any other Ranged (Light) weapon, al-
as usual. though this must be acquired as any other weap-
on would be, paying any relevant requisition cost
Astartes Servo Harness: Like a servo-arm, a full each mission. Unless the chosen weapon is also a
servo-harness integrates with the Techmarine’s las weapon, it is capable of running out of ammo
power armour and is controlled through the same as usual.
spine interface that makes him one with his ar-
mour. Radiating from a boosted fusion backpack
capable of powering them all, this cluster of auxil-
iary limbs aid in battlefield repairs as well as com-
bat.
A typical servo harness consists of two ser-
vo-arms, a combi-tool, a fyceline welding torch
and a plasma cutter. The plasma cutter can cut
through a metre of adamantine plating up to 20
centimetres thick every minute (thinner material
can be cut through faster). It may also be used as
Manipulator Mechadendrite: A heavy and pow-
though it were a plasma pistol with a range of en-
erful attachment, this mechadendrite is designed
gaged.
for heavy lifting and handling of industrial gear.
The ingenious machine spirit of a servo-harness When using the manipulator, a character reduc-
is capable of far more sublime communion with es the difficulty of any Athletics checks to move
its master than a simple servo-arm. Once per en- heavy objects by d.
counter, the Techmarine may make an attack us-
As an incidental, the manipulator mechaden-
ing one of the weapons on the harness as a maneu-
drite can tether the user to a suitable support in
ver rather than an action.
the environment, removing bb imposed by en-
Ballistic Mechadendrite: Designed for ranged vironmental conditions such as buffeting winds or
combat, this mechadendrite is fitted with a weap- low gravity.
on that functions as a laspistol that does not re-

151
Chapter VII - Elite Armoury
The manipulator mechadendrite can be uti- tion and detection. The mounted pict devices al-
lised as a weapon in a pinch, counting as a Me- low it to examine surfaces at a microscopic level or
lee (Heavy) weapon dealing 5 damage, with a crit to be used as telescopic sight.
rating of 4. While powerful, the manipulator is An optical mechadendrite grants bb to any
not subtle, and attempts to use it for such tasks vision based Perception checks. It contains an in-
as dataslate typing, inscribing sacrificial etchings, frared torch and sensors extending out to medium
handling delicate objects or the like only ends range, and so within this area the user ignores b
with equipment being dropped, smashed, or oth- imposed by darkness, smoke or similar effects.
erwise ruined.

Utility Mechadendrite: The most common type


Medicae Mechadendrite: This attachment hosts of mechadendrite, these are tipped with a variety
a variety of medical and surgical tools ideal for of mechanisms for the repair and succor of blessed
combat first aid, and is sometimes used by high technologies. A character with a utility mechaden-
ranking Orders Hospitaller chirugeons. drite always counts as having the tools needed to
A character with a medicae mechadendrite al- repair, modify or otherwise manipulate machin-
ways counts as having the tools needed for most ery, and adds bb to these Tech-Use checks.
medical procedure, and adds bb to Medicae The limb also houses six injector pistons, each
checks. The mechadendrite houses six injector of which may be filled with one dose of sacred
pistons, each of which may be filled with one dose unguents, administered to an engaged weapon or
of a drug and injected on a willing target within machine with a maneuver.
engaged range as a maneuver. Unwilling targets In addition to this, the limb contains an elec-
can be injected with an opposed Medicine vs Vig- trically-powered censer, which can gust incense
ilance check, adding bb. fumes over troublesome faults. Unless it is de-
The medicae mechadendrite can be utilised as activated (which would surely count as a minor
a weapon in a pinch, counting as a Melee (Light) tech-heresy at best), all Perception checks made to
weapon dealing 3 damage, with a crit rating of 2 detect the Tech-Priest based on sense of smell gain
and Vicious 2. bb.
As a maneuver, the censer can create a “blast” of
incense smoke once per encounter, which imposes
a b on all checks made within engaged range.
The utility mechadendrite can be utilised as a
weapon in a pinch, counting as a Melee (Light)
weapon dealing 3 damage, with a crit rating of 3
Optical Mechadendrite: Often consisting of and Pierce 2.
highly flexible, snake-like tubing, this contains
pict-capture and other sensory devices for inspec-

152 Chapter VII - Elite Armoury


Index of Tables

Table 2-1: Deathwatch Careers 27 Table 7-4: Special Ammunition 97


Table 3-1: Grey Knights Careers 46 Table 7-5: Grenades and Explosives 101
Table 3-2: Grey Knights Heraldry 56 Table 7-6: Melee Weapons 107
Table 3-3: Attack Additional Effects 57 Table 7-6: Melee Weapons (Continued) 108
Table 3-4: Augment Additional Effects 58 Table 7-7: Protective Gear 112
Table 3-5: Curse Additional Effects 58 Table 7-8: Weapon Attachments 120
Table 6-1: Elite Talents 80 Table 7-9: Armour Attachments 126
Table 7-1: Requisition Points 84 Table 7-10: Wargear 133
Table 7-2: Ranged Weapons 87 Table 7-11: Servitors and Cyber-Constructs 145
Table 7-2: Ranged Weapons (Continued) 88 Table 7-12: Cybernetics 147
Table 7-3: Standard Ammunition 95

153
Final Notes
Credits and
Acknowledgements
For acknowledgements and credits about the
broader project, check out the core book’s back
page.
For this supplement in particular, I don’t have
any particular credit to give, but I did want to give
a general shout-out to all the people who have been
giving me positive feedback and donations over
the time I’ve been working on Chambers Militant.
It’s been a very inflated development process, so
thanks for all your patience, I really hope you like
the final result!

Contact Details
If you want to get into contact with me for any
reason, I can be reached through the following
channels. Very open to discussing the details of
this conversion, and any advice on typos, balance
issues or anything else are welcome.
• Discord - Hoob#3184
• Email - rossdevans2@gmail.com
If you want to keep up to date with errata, up-
dates and other changes to this conversion, keep
an eye on the development blog, which can be
found at https://genesys40k.com/
That’s where I’ll keep update logs, new versions
of the PDF, and anything else relevant I’m working
on . I also try to regularly post some insights into
changes, updates or new content I’m developing.

No Rights Reserved and all trademarks are owned by their respective companies.

Warhammer 40,000 is Copyright Games Workshop Limited 2017. Dark Heresy, GW, Games Workshop, the Games Workshop logo, Space Marine,
40K, Warhammer, Warhammer 40,000 Role Play, Warhammer 40,000 device, Double-Headed Eagle device, and all associated marks, logos, places,
names, creatures, races and race insignia/ devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and il-
lustrations from the Warhammer 40,000 universe and the Dark Heresy game setting are either ® or TM, and/or © Games Workshop Limited, variably
registered in the UK and other countries around the world. All other trademarks or trade names are the property of their respective owners.

Genesys is Copyright 2016 Fantasy Flight Games. Fantasy Flight Games is a registered trademark of Fantasy Flight Publishing, Inc.

154 Final Notes

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