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Insight Fel Gargantuan Greater Daemon, Land Raider, Baneblade +3 bonus die to hit +3 bonus die
Intimidation
Investigation
Wil
Int
AMMO
pages 184, 229
NPC ATTITUDES
Leadership Wil
Medicae Int AMMO TYPE VALUE RARITY
Persuasion Fel Projectile 1 Common page 168)
Pilot A Las 2 Common DN MODIFIER ATTITUDE NPC... VISION MODIFIERS
Psychic Mastery Wil Flame 2 Common Won’t help page 191
Scholar Int Bolt 2 Uncommon unless Agents
offer a generous DN Modifier
Stealth A Plasma 2 Rare +4 Hostile DN Modifier
reward or NPC Ballistics &
Survival Wil Melta 2 Rare has their own Awareness Melee Tests
motivation to do so. CONDITION Tests
Tech Int Shuriken 2 Very Rare
Is unwilling to Twilight, light
Weapon Skill I Un- shadows, +1 +0
+2 help without
cooperative heavy mist
significant reward.
Willingly helps Very dim light,
with small heavy rain, fog, +2 +1
requests. Requires drifting smoke
None Neutral
good pay or
WEAPON TRAITS
Heavy fog,
personal motive deployed smoke, +3 +2
for major requests. torrential storm
page 208 Goes out of their Total darkness,
-2 Friendly +4 +3
way to help. thermal smoke
Agonising +1 Shock per Wound dealt Pistol Fire while Engaged (pg 184)
Fully willing to
Arc (X) +X ED vs vehicles Rad (X) Add X to results of ED rolled
-4 Helpful help for little to
Assault +2 DN as part of a Sprint Rapid Fire (X) +X ED at Short range no recompense.
Blast (X) Hit X targets Reliable +1 die on Tests to maintain
Brutal ED do 0-2 damage (pg 208) Rending (X) +X AP when you Shift a result
Force
PSYKER: +Wil/2 dam
OTHERS: +2 DN
Silent Only -2 dice on Stealth INFLUENCE
+1 bonus die when page 169
Flamer Ignore cover Sniper (X)
you Aim. +X ED Call in favours, exert authority, and get others to act on your behalf. An Agent must share at least
one Keyword with a group they’re attempting to influence. +1 die per additional shared Keyword.
+3 bonus dice vs Mobs. Hit all
Heavy (X) Required Strength = X Spread
targets within 3m of each other DN LEVEL DESCRIPTION
Choose to do +3 ED, but 1 Trivial Part of normal duties
Inflict Imposes condition on
Supercharge take 1d6 Mortal Wounds
(Condition, X) target, DN X Test to avoid 3 Easy A minor, low risk service.
on Complication
Kustom Replace with another Trait Unwieldy (X) +X DN 5 Challenging A service that’s either risky, expensive, or inconvenient.
Orks gain +1 bonus die. 7 Difficult A service that’s risky, expensive, and inconvenient.
Melta Inflict 0-2 damage (pg 209) Waaagh!
Wounded Orks also gain +1 ED 9 Extreme Something only a high ranking member of the organisation could authorise.
Parry +1 Defence vs Melee 10+ Almost Impossible Something that severely impedes ability to carry out normal duties.
COMBAT COMPLICATIONS
page 191
MOVEMENT A 1 on the Wrath die generates a different set of Complications in combat.
page 21
Use this table to decide how many dice
CORRUPTION TESTS CONDITIONS an NPC should have for a Test, based
on how skilled they are in that area.
page 170 page 199 DICE SKILL LEVEL
Roll Conviction to resist Warp Corruption. Take a Mortal Wound at the end of your turn. Treat with
Bleeding 2 Poor
Corruption Level a Tougness Test (DN4) or Medicae Test (+1 DN if self)
4 Average
LEVEL POINTS TEST DN MODIFIER +4 DN on all sight-based tasks. Use a Combat Action
Blinded 6 Proficient
with an appropriate skill to remove this condition.
0 Pure 0-5 +0 8 Adept
Can Walk or Crawl, Fall Back or perform a Basic Combat Action.
1 Tarnished 6-11 +1 Exhausted
Remove when you recover Shock, or rest, as appropriat 10 Veteran
2 Contaminated 11-15 +2 +2 DN to all Tests. Lasts until end of scene, or until an
Fear 12 Expert
ally passes a Leadership (Wil) Test at DN 2 + Fear value
3 Tainted 16-20 +3
14 Champion
Immune to Fear and Pinned. Must All Out Attack. +1
4 Defiled 21-25 +4 Frenzied
Strength. If you wish, make a Willpower Test (DN3) to resist 16 Exemplar
5 Chaos Spawn 26+ — Hindered +1 DN to all Tests. Lasts until end of turn
Corruption DN Take 1D3 Mortal Wounds at the start of your turn. Must
On Fire use action to go Prone and make a DN 3 Athelthics Test
DN EXAMPLES
Exposure to radioactive or toxic substances, seeing a
to remove, or make a DN 3 Willpower Test to ignore.
Must stay in cover, or run to nearest cover. +2 DN to
WRATH POINTS
1
Chaos cultist, listening to someone preach heresy. Pinned shoot at whoever is pinning you. Ends if an ally passes page 164
a Leadership Test with DN equal to weapon Salvo Spend to: Reroll Failures,
Speaking the name of one of the Ruinous Add Narrative Element
3 +2 DN to all Tests. Toughness or Medicae Test
Powers, torturing a captive. Poisoned Restore Shock equal to Rank + Tier
(DN based on Poison rating) to end.
Reading a tome of Chaos lore, witnessing a heretical
5 ritual or a daemon, speaking heresy, condemning Prone Defence -2 to Threats within 5m, +1 to Threats further away
someone to death for an act you committed. Restrained Can’t use Movement. Defence -2
PAGE
Participating in a Chaos ritual, destroying a populated Staggered Halve Speed. Can’t Run or Sprint. Lasts to end of turn
7 REFERENCE
planet, undergoing a psychic awakening.
Terror As Fear, plus must use all Actions to move away Combat Actions p. 178
Making a pact with, or becoming possessed Perils of the Warp p. 263 Cubicle 7 Entertainment Ltd.
9 Vulnerable -1 Defence. Lasts to end of turn.
by, a daemon, looking into the Warp. Cover p. 181 © Games Workshop 2022