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Last Update: 01/10/2023

Sultan Ali Al-Maadeed

Wrath & Glory Character Creation


W
rath & Glory Character Creation rules, a
modification of the base system's character
creation, with a new background
Species
customization system, modification on The Milky Way has a myriad of species to choose from,
some of the Archetypes, modifications on from Humans, to intentionally modified humans, to
some of the Skills, Skill costs, an added new skill, and new unintentionally modified humans... and some fungus
Archetypes. people.
Species XP Attributes Skills Speed Size Species Abilities
Cost
Human 0 - - 10 Medium -

Adeptus 180 Agility 4 Athletics 3 18 Large Defender of Humanity: Add +Tier Icons to any successful
Initiative 4 Awareness 3 attack against a mob.
Astartes Intellect 3 Ballistic Skill 3
Strength 4 Stealth 3 Honour the Chapter: You are subject to the orders of your
Toughness 4 Weapon Skill 3 chapter master, and must honour the beliefs and traditions of
Willpower 3 your chapter. Your Resolve increases by +1.

Space Marine Implants: You are immune to the Bleeding


Condition. You gain +2 bonus dice to any test related to one
of the 19 implants if the GM agrees it is appropriate.
Primaris 198 Agility 4 Athletics 3 20 Large Defender of Humanity: Add +Tier Icons to any successful
Initiative 4 Awareness 3 attack against a Mob
Astartes Intellect 3 Ballistic Skill 4
Strength 5 Stealth 3 Honour the Chapter (Primaris): You are subject to the
Toughness 5 Weapon Skill 3 orders of your chapter master, and must honour the beliefs
Willpower 3 and traditions of your chapter.
Your Resolve increases by +1
As a Primaris, you ignore any impurities in your Chapter
Gene-Seed, and also gain +3 Wounds.

Space Marine Implants: You are immune to the Bleeding


Condition. You gain +2 bonus dice to any test related to one
of the 22 implants if the GM agrees it is appropriate.
Aeldari 10 Agility 3 - 15 Medium Intense Emotion: +1DN to all Resolve Tests. If you fail a
Willpower based test in a scene involving emotion, the GM
gains +1 Ruin.
Ork 20 Strength 3 - 10 Medium Orky: +1 bonus dice to Intimidation Tests
Toughness 3
Bigga is Betta: You calculate influence using Strength
instead of Fellowship
Ogryn 76 Strength 5 Survival 2 10 Large Avalanche of Muscle: When you Charge you gain an
Toughness 5 additional +Tier Bonus Dice to your melee attack Test.

Claustrophobic: Whenever you enter an enclosed area you


must make a Fear Test (default DN2). Additionally,
whenever you roll a Complication in an enclosed space, the
GM can spend 1 Ruin to force you to repeat this Fear Test.

Simple Loyalty: Whenever an ally with the IMPERIUM


Keyword makes a Leadership Test targeting an Ogryn they
gain Bonus Dice equal to the Ogryn’s Tier

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Ratling 30 Agility 2 Awareness 2 8 Small Gourmand: +Double Tier Bonus Dice to any Test made to
Fellowship 2 Ballistic Skill 1 prepare food.
Cunning 1 Prepared food can be used during a Regroup to recover +Tier
Deception 2 Shock.
Stealth 2
Kroot 22 - Athletics 1 15 Medium Kroot Mutations: You have a number of Kroot Mutations
Awareness 1 equal to your Tier, and gain additional Kroot Mutations as
Stealth 2 part of Ascension.
Survival 2
Weapon Skill 2

Humans Of The Imperium Ogryn


The uncounted trillions of Humans are the most numerous Standing larger even than the Adeptus Astartes with
and widespread Species in the galaxy. Their fathomless gargantuan, overly muscled frames, Ogryns are a mutant
multitudes are spread across a million worlds with endless subspecies of Humanity. Thought to be a result of
variety in mind and body. Little of the pure Human form adaptation to harsh, high-gravity worlds, Ogryns are
has changed in the past forty Millennia, united as most incredibly strong, highly resilient, and instinctively violent.
Humans are in the God- Emperor’s vast Imperium. This adaptation came at a cost — Ogryn physiology is so
focused on strength their minds have simplified over
Astartes millennia, resulting in a universally unintelligent Species
The Emperor’s Angels of Death were all once mortal men. bright enough only to ensure they can focus their primeval
All have undergone incredible trials and Gene-Seed violence on threats to their survival. However, small minds
implantation to become something more: transhuman are easier to mold, and the Imperium has found the ignorant
demigods created for war who know no fear. An Astartes Ogryns take simple orders well, making them excellent
stands head and shoulders above a Human, and are almost shock troops. Ogryns are easily filled with faith in the
twice as wide in their blessed Power Armour. Their Emperor and happily wage war in His name.
genetically enhanced bodies are stronger, faster, and
tougher than a mortal could hope to be. Their thoughts race Though mutants are unsanctioned in the Imperium,
with unfathomable swiftness, with a purpose, willpower, exceptions are made for abhumans such as Ogryns due to
and incorruptibility that undeniably marks them as the their usefulness in fighting the Emperor’s uncountable
greatest defenders of Humanity. wars. The Militarum Auxilla employ them as brutally
efficient shock troops; their commanders simply point them
Aeldari toward the enemy and watch as they are obliterated by an
avalanche of dumb muscle.
Ancient and inscrutable, the Aeldari are an innately psychic
Species whose technologically advanced empire once Employed on the frontlines — often simply to shield the
spanned the stars. Taller and slighter than Humans, their troopers behind them — Ogryns ignore wounds that would
undeniably alien appearance is compounded by their eerily slay most other mortals. Many Ogryns desire above all else
elegant movements. Though they have life spans millennia to become a Bone’ead, promoted through displays of
longer than Humans, their Species is dying and close to uncharacteristic intelligence and augmented to further raise
extinction, a pain they feel acutely with their unnaturally their brain function.
deep emotions.
Ogryn populations considered too far from Astra Militarum
recruitment stations or too dull-witted to serve are
Orks employed as heavy laborers and bodyguards. Their
Savage, insensible brutes, these green skinned xenos powerful frames make them prime candidates for
monstrosities think only of war. Crude but inventive, they lobotomization and transformation into servitors, negating
seek battle at any cost, fighting even amongst themselves the impact of their low intelligence. Of course, the
when no other foe is available. Their hulking height is Imperium is rife with ignorance, and many zealous souls
comparable to an Astartes, and almost twice as wide with a view Ogryns as oversized monsters — some are murdered
thick, brawny muscle mass that will continue to fight by mobs, others ostracized and driven into the welcoming
unabated if limbs are removed. Their bulky jaws are filled arms of the archenemy.
with spiked teeth, and their red eyes show brutal cunning
and an urge to destroy, but little intelligent thought.

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limb structure, and biological quirks, but their forms are


Ratling stable enough to ensure the Species can be easily identified.
Diminutive, dexterous, and duplicitous, Ratlings do not Believed to be descended from the avian creatures of their
differ dramatically from their baseline Human counterparts. homeworld Pech, the wiry, muscular frame of a Kroot is
Ratlings hail from the miniscule percentage of Agri Worlds typically far taller than a Human. Their appearance is
that are free from horrific danger, and fully suitable for undeniably alien, with beaked jaws and long, sensitive
Human habitation. According to the propagandists that quills instead of hair.
spread antiabhuman rhetoric, the Ratling form adapted to The warrior culture of the Kroot revolves around their
these conditions. Over time, their forms supposedly strayed unique physiology. Every Kroot belongs to a tribal kindred
from the ideal Human due to the safety of their of carnivores led by a Shaper, a shamanic leader who
environment, becoming short, squat, and indolent, living instinctively senses which prey are suitable to their kin.
social lives where all their needs were met. The soft, loamy Shapers lead their kindred, directing them to battle and
soil of their homeworlds even removed the necessity of devour creatures to spontaneously guide their evolutionary
footwear, leaving Ratlings with large, overly hairy, path. Kindreds have spread far from their homeworld of
toughened feet. These worlds have all been lost, destroyed, Pech, a primitive backwater subsumed into the
or systematically stripped of their resources, but the ever- technologically advanced T’au Empire. Some elder Shapers
fertile Ratlings have spread across the galaxy. have sworn to fight exclusively for the T’au, but the Kroot
do not hold themselves beholden to this agreement as a
Though weaker and less resilient than Humans, Ratlings Species — each Shaper is focused only on empowering
have well established places in Imperial society as their kindred, with many leaving Pech on ancient voidships
sharpshooters and skilled stealth experts. The greatest of known as warspheres to pursue mercenary engagements.
their ilk serve in the Militarum Auxilla, formed into close-
knit units of Ratling Snipers that strike unseen at the
enemies of the Imperium from almost impossible distances. Kroot Mutations
Their small size has helped them perfect the art of stealth, a The Kroot are unique amongst the Species of the galaxy in
necessity as they cannot hope to face the horrors of close that they can advance their evolution individually by
combat. absorbing the traits of the living creatures they eat. This
practice is tied to the primitive spirituality of each Kroot
Ratlings have gained a reputation for a rapacious hunger kindred, ‘burying’ the warrior spirits they defeat by
that far exceeds their size, and are well known for consuming them and inheriting their powers, but is
exploiting their naturally sly movement to steal food functionally a biological occurrence — when a Kroot eats
supplies. Though Imperial society sees them as greedy, the strong, they become stronger. A Kroot character starts
Ratlings claim the Administratum have simply never play with a number of Kroot Mutations equal to their Tier,
allocated them enough food, either due to their small size so if you start playing at Tier 1 with a Kroot character, you
or the widespread rejection of abhuman subspecies. Magos may select a single Kroot Mutation to represent the prey
Biologis that have studied the abhuman strain simply state they have consumed before your adventures begin. Some
they have a high propensity to kleptomania. The fact that Kroot Mutations may not be suitable for starting characters,
many Imperials will simply ignore the presence of their and are marked with an asterisk. You may gain an
Ratling lessers makes thievery even easier. additional Kroot Mutation as part of Ascension — work
with your GM to determine which Mutation is most
Ratlings work wherever nimble-fingered skill is needed applicable based on the prey you have consumed in the
more than raw strength. Many are employed in course of your adventures.
manufactorums or on Forge Worlds to crawl into sewers or
the inner workings of machinery, and expire in industrial
accidents or are simply forgotten in these inaccessible A Matter of Taste
places. Others lean into the guileful fast-talk that comes so A Kroot cannot consume any target with the CHAOS or
naturally to their Species, assisting traders or thriving in TYRANID Keywords. The reality-mutating powers of
shady underworlds. the Warp and the ever-shifting, extra-galactic molecular
Kroot makeup of Tyranid bioforms are both too unstable for a
Kroot’s strange genetic osmosis. Kroot also can’t eat
Strange and savage xenos hailing from the fringes of the mechanical constructs, such as Necrons, Wraithguard,
galaxy, the inscrutable Kroot are known for serving many or the augmetics of Skitarii.
Species as mercenaries. Their primitive warrior culture is
intertwined with a unique quirk of their biology — the
Kroot devour the corpses of their defeated foes and absorb
their genetic traits, evolving through consumption. Kroot
that fight and feast on the brutish Orks have enhanced
muscle mass, whilst those that devour the elegant Aeldari
become more lithe and agile.
Because of this, one Kroot can differ wildly in
appearance and ability to another depending on the
creatures they have consumed, with differing muscle mass,

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Kroot Mutations
Kroot Prey Consumed Description Effect
Mutation
Maneater Humans Humans offer little evolutionary benefit to +1 to your lowest Attribute (your
the Kroot choice if the Attributes are equal)

Astartes Eater* Astartes Astartes are genetically enhanced to be +2 to any Attribute of your choice.
greater than other mortal species in almost
every way. Their amplified DNA can offer
many benefits to Kroot Biology.
Aeldari Eater Aeldari Kroot that consume the lithe and +1 to Agility or Willpower
psychically attuned Aeldari either adopt
their otherworldly grace and agility or steel
their minds
Ork Eater Orks Kroot that consume the brutal Orks are +1 to Strength or Toughness
more suited for brazen battle, becoming
larger, tougher, stronger, and greener.
Armoured Hide Any creature with The number of sturdy quills in your skin You gain +Tier to your base
toughened skin (such steadily increases as your thickens into a Resilience.
as Ambull or Grox) rugged hide.
Bioluminescence Any bioluminescent Light-emitting molecules bloom in the You may cause any part of your
creature. quills that cover your body, allowing you to body to glow with light. If your
glow with bioluminescence at will. entire body is emitting light, it sheds
enough light to see in a 10m radius.
Camouflage Any creature You gain a measure of control over As a Simple Action, you can control
with the ability pigmentation of your skin, allowing you to the appearance of your hide, with the
to manipulate blend into your environment. same effects as a Cameleoline
its appearance. Cloak.
Facultative Any Quadruped. Your body lengthens and hunches, You may Sprint twice as fast as
Bipedalism exploiting your digitigrade legs and normal and make Athletics (S) Tests
extended arms to allow you to run like a to jump or climb with +Double Tier
quadruped when needed. Bonus Dice.
Hypersensitive Any creature with The sensitive quills emerging from your Your quills act as an Auspex with a
Quills enhanced senses skull become even more receptive to range of 50 metres.
(Such as Clawed movement in your environment, sensing
Fiends or Ambulls). subtle vibrations and disturbances in the air.
Wings Any winged creatures Over many months of agonizing pain your You can fly at your movement
(such as Razorwings biology transforms, recalling ancestral speed.
or Wyvarch). morphology of the ancient Kroothawk to
produce a pair of light, leathery wings.
Weaponized Any Creature with Your four-fingered Claws evolve into fully Your Unarmed Strikes deal
Biology natural weapons (such fledged weapons. Depending on the savage (S)+4/+3ED, and have one of the
as Clawed Fiends or creature you have consumed they may following Traits:
Catachan Devils). harden, sharpen, secrete venom, or extend  Brutal
into functional blades.  Rending (Tier)
 Inflict (Poison (Tier))
 Parry

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Species Biology
ATTRIBUTE RATING MAXIMUMS BY SPECIES
Attribute Human Adeptus Primaris Aeldari Ork Ogryn Ratling Kroot
Astartes Astartes
Strength 8 10 12 7 12 12 6 12
Toughness 8 10 12 7 12 12 6 12
Agility 8 9 9 12 7 7 10 12
Initiative 8 9 9 12 7 4 10 12
Willpower 8 10 10 12 8 8 8 10
Intellect 8 10 10 10 7 1 8 6
Fellowship 8 8 8 6 7 4 10 6
Speed 10 18 20 15 10 10 8 15

Age
You can choose your character’s age, or roll on the table If Species Age Tier Multiplier
you like, you can multiply the result of your roll by the Tier Human 4d6+14 Multiply your age by your
Multiplier to represent the additional experiences your tier
character has had. Astartes 4d6*5 Multiply your age by your
Life expectancy varies wildly for Humans. Though Tier
humanity is of utmost importance to the Imperium, Aeldari 3d6*50 Add 3d6 centuries per Tier
individual Human lives are not. Many perish far before Ork 1d6*1d6 Add 1d6 years per Tier
their prime, exhausted by endless labour or slain fighting Ogryn 2d6+7 Multiply your age by your
xenos monstrosities on some far-flung planet. The few at Tier
the top of the feudal system can afford augmetics and Ratling 4d6+14 Multiply your age by your
rejuvenative procedures to extend their lives beyond a Tier
second century. Kroot 2d6+10 Multiply your age by your
Astartes are widely regarded as immortal until killed. Tier
Known to live centuries, no transhuman is known to have
died of old age. The Emperor's finest continue throwing
themselves into battle until their duty to die for the
Imperium is served.
Many Primaris Astartes were selected for their purpose
millennia ago, placed into stasis until the need for them
arose. Some may be 10,000 years old, but have only
consciously lived for a century or so and remember a very
different Imperium.
Aeldari don’t seem to age at all, each spending entire
human lifetimes rigorously devoting themselves to a single
discipline. Xenobiologist have records on living Aeldari
leaders that are several millennia old.
Ork physiology is little understood; they seem to be at
least part fungoid, sprouting from the ground rapidly and
continuing to grow as they age. Their violent nature and
habitual infighting cut the majority of their lives short.
Ogryns and Ratlings tend to have a shorter lifespan than
baseline humans, thanks to their mutated physique, their
bodies break down much faster than a pure human.
Kroot are known to live over a hundred years, their skin
becoming increasingly pitted and leathery in their last few
years of life.

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Character Attributes & Wounds


Skills A measure of how many injuries you can suffer before you
potentially die or lose a limb.
Your Character has 6 different Stats: Combat Traits, Your Body Maximum Wounds Trait is equal to double
Mental Traits, Social Traits, Attributes, Skills, and Tier. your Tier plus your Toughness Rating. Your Leg
Maximum Wound is half your Body Maximum Wound +
1. Your Arm Maximum Wound is Half your Body
Experience Points Maximum Wound - 1.
You start the game with 100*Tier Experience Points. When an enemy hits you with an attack and does more
damage than your Resilience, the remaining damage is
inflicted as Wounds. When your Wounds exceed your
Tier Body Maximum Wounds you are Dying. When a limb's
Tier of play is your character level. There are 5 Tiers of Wounds exceed its Maximum Wound you lose the ability
play, and each Tier of play increases with each 100 to use that limb.
Experience Points gained. You can recover Wounds through use of a Medikit and
Tier Exp. resting.
Points Determination
1 100 Your ability to continue acting despite the damage to your
2 200 body, ignoring physical harm through force of will.
3 300 Your Determination value is equal to your Toughness
4 400 rating. Whenever you take one or more Wounds, you can
choose to roll Determination to negate those Wounds at the
5 500
cost of Shock.
Shock
A measure of how much mental trauma you can take before
Traits your will breaks.
Your Maximum Shock is equal to your Willpower
Traits are other facets of your character that are derived rating plus your Tier. You suffer Shock when you use
from their Attributes. Whenever an Attribute associated Determination and when you are pushed to your
with a Trait increases, the Trait increases too. There are psychological limits. When you suffer more Shock than
some abilities, Talents, or Wargear that can add bonuses to your Maximum, you are Exhausted. You can recover Shock
your Traits but do not affect your Attributes. by resting.
All of your Traits have a minimum value of 1, except
Corruption. Mental Traits
Combat Traits Corruption
A measure of how much the malign influence of the Chaos
Defence Gods have tainted and warped you.
Your ability to dodge blows and bullets; essentially how Your Corruption usually starts at 0 but might be
hard you are to hit. modified by abilities and Talents. You gain Corruption
Your Defence is equal to your Initiative rating –1. When from failing Corruption Tests.
anyone makes an attack against you, their attack roll must
equal or exceed your Defence to hit you. Defence is Conviction
effectively the Difficulty Number of any attack roll. Whenever you try to resist corruption or the forces of
Chaos, you make a Corruption Test. When you make a
Resilience Corruption Test, your dice pool is equal to your
A representation of how well you can withstand injuries; Conviction. Your starting Conviction is equal to your
the same attack might seriously injure one person and result Willpower.
in a minor flesh wound to another. Your base Resilience is
your Toughness rating +1. When you get hit with an attack, Resolve
you subtract your Resilience from any damage you take. Your courage and overall morale. Your starting Resolve is
Your enemies need to deal more damage than your equal to your Willpower –1, with a minimum of 1. Resolve
Resilience when they attack in order to deal Wounds to is used to resist Fear and other psychological conditions.
you. Passive Awareness
Armour Your ability to notice the unusual and sense threats when
If you are wearing any armour, add its Armour Rating to you aren’t actively searching your environment. Your
your base Resilience for your Total Resilience. The Passive Awareness is equal to half your Awareness (Int)
Armour increases the Resilience of what body part it Skill total, rounded up if necessary.
covers.

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If you’re increasing an Attribute from 1, use the Total


XP Cost column on the table. If you know you want your
character to be smart, you can spend 35 XP to increase their
Social Traits Intellect from 1 to 5.
If you’ve got extra XP at character creation or have
Influence earned some in your adventures, you can also spend it to
A measure of your societal authority and reputation. When increase your Attributes. To do so, use the Incremental XP
you are in a civilized environment you can make Influence Cost column on the table. For example, if your character is
tests to exploit authority and acquire items. Your starting already a very clever Intellect 5 and you want to make them
Influence is equal to your Fellowship –1. even smarter, you can spend 20 XP to increase their
Unlike your Skills, Influence is only applicable when Intellect from 5 to 6.
you are dealing within the social contract of civilization.
The Imperium is functionally a feudal system; your rank or Attribute Costs
your breeding can entitle you to many goods and services. Attribute Rating Total XP Cost Incremental XP
Certain Talents and abilities can increase your Cost
Influence. The GM may award you additional Influence if 1 0 0
you gain significant political power, assets, or a reputation 2 4 4
that can be leveraged. 3 12 8
Wealth 4 24 12
A measure of the 5 42 18
valuable resources you Types of Wealth 6 66 24
own. You can use Medical 7 96 30
Wealth to purchase 8 132 36
wargear and make Electronics 9 176 44
bribes. Each point of 10 228 52
Wealth could be a literal Narcotics 11 288 60
cache of Throne Gelt, 12 356 68
the currency of the Military Hardware
Imperium, or it could be
Precious Metals
something else of value;
a piece of fine art, a Xenotech
Strength (S)
xenos artefact, or some Your raw physical power.
other rare oddity. Archeotech Strength affects your athletic prowess, the weapons you
Your starting Wealth can lift and wield well, and how much damage you can do
is equal to your Tier and Religious Paraphernalia in melee combat.
may be modified by Low Strength characters might be physically weak, or
your abilities or Talents. Promethium (Litres) unable to shift their weight into a melee weapon. High
You may spend XP to Strength characters are muscular and athletic, and able to
buy more Wealth when you create your character; each lift, jump, and climb.
extra point of Wealth costs 1 XP, and you can buy up to 4
Wealth.
Toughness (T)
Your endurance and ability to resist toxin and disease.
Attributes Toughness affects how much damage you can take
before dying as well as your ability to resist and ignore
Attributes are a numeric representation of your character’s damage.
innate abilities; how strong or smart they are, how easy Low-Toughness characters might be feeble, whilst high-
they are to talk to, or how good they are with their hands. Toughness characters can shrug off attacks that would kill
These strengths and weaknesses of body, mind, and or maim others.
personality determine the dice pools for your Tests and
other facets of your character. Agility (A)
Your character’s Attributes start at 1. The Archetype Your dexterity and coordination.
you chose may give you bonuses to your character’s Agility affects your accuracy with ranged weapons,
Attributes based on their experiences or Species. You can your ability to pilot complex machines, and your control
spend XP to increase your character’s Attributes using the over your movement. Agility is a measure of your fine
table. motor skills rather than your speed.
Each Attribute has an abbreviation, such as (S) for Low-Agility characters might be clumsy, whilst high-
Strength and (Wil) for Willpower. Agility characters are graceful and dexterous.
They are also a measure of your character’s physical Initiative (I)
and mental capabilities, as well as their personality. You Your reflexes and reaction speed.
can use the Attribute Costs table to spend XP to purchase Initiative affects your ability to make split second
Attributes. decisions in high-pressure situations, particularly in melee

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combat. Initiative measures your instinctive ability to Athletics (S)


react quickly.
Your ability to run, jump, and swim, dependent on your
Low-Initiative characters might be indecisive, whilst
physical strength.
high-Initiative characters are quick and reactive.
Difficulty for Athletics (S) Tests is determined by what
Willpower (Wil) you’re hoping to do as well as the environment.
Your self-control and mental fortitude. You can use Athletics to make an Interaction Attack to
Willpower affects how well you can resist temptation, maneuver your opponent into a disadvantageous position.
control or ignore the powers of the Warp, and keep a cool Awareness (Int)
head in battle. Willpower can be used to bend others to
Your ability to observe details and changes, including
your desires, and measures your drive to survive in harsh
perceiving things that are hidden.
conditions.
Difficulty of Awareness (Int) Tests is determined by
Low-Willpower characters are easily swayed. High-
how hard something is to notice. If you’re trying to spot
Willpower characters are resolute and focused.
someone who is hiding, the DN for your Awareness (Int)
Intellect (Int) Test is based on the target’s Stealth Score
Your ability to process, retain, and apply information. Ballistic Skill (A)
Intellect affects your ability to observe and take in
Your skill with firearms and other ranged weapons.
details, solve problems, and recall information, including
This includes identifying, understanding, and
your comprehension of history, technology, and medicine.
maintaining ranged weapons.
Low-Intellect characters might be forgetful or oblivious.
If your character shoots someone, their target’s Defence
High-Intellect characters are observant and knowledgeable.
determines the DN of your character’s Ballistic Skill (A)
Fellowship (Fel) Test. The complexity and Rarity of a ranged weapon can
The power of your personality. determine the DN for repairing, identifying, and
Fellowship affects your ability to pick up on social cues, maintaining it.
persuade individuals in conversation, fit in with a crowd, to Cunning (Fel)
charm or lie, and to detect deceit. Fellowship is your
Your ability to think and act like those who operate outside
general social presence and empathic ability.
of the law.
Low-Fellowship characters might be socially awkward,
You can make a Cunning (Fel) Test to hear the word on
whilst high-Fellowship characters are charismatic.
the street, to find dealers of illicit goods or information, or
to make a devious plan. Whenever you succeed on a
General Skill Costs Cunning test, you manage to do something shrewd without
attracting any unwanted attention.
Attribute Rating Total XP Cost Incremental XP Difficulty for Cunning (Fel) Tests to find people or
Cost items is determined by how hard they are to find. Rare,
1 2 2 exotic, and illegal items require higher DNs to locate, as do
2 6 4 people who are skilled at moving secretly and covering
3 12 6 their tracks.
4 22 10 If you are trying to haggle with someone or expose them
5 36 14 during questioning, the GM may call for an Opposed Test
6 52 18 using Cunning. If you are trying to think of a devious way
7 70 26 to solve a problem, the GM may call for a Cunning (Fel)
8 104 34 Test with a DN based on the stress you are currently under.

General Skills Deception (Fel)


Your ability to lie convincingly.
General Skills are a measure of your character’s Whether this is outright untruth, manipulative wording,
experience, training, practice, and research. You can buy or poisonous flattery, the higher you roll on a Deception
Skills at character creation and between sessions by (Fel) Test the more likely your target is to believe you.
spending XP. You can determine XP costs using the Skill More egregious lies have higher Difficulty Numbers. If
Costs table. you make a Deception (Fel) Test, the GM might make an
When you have a Skill Rating of 0 and know what Opposed Test using a NPC’s Insight (Fel) Test — if you
you want your new Skill Rating to be, use the Total XP win, they’ll believe, but if not, they’ll know you’re lying.
Cost column on the Skill Costs table. If you want your You can use Deception to make an Interaction Attack,
character to be a good liar, you can spend 20 XP to tricking the opponent into making a mistake and leaving
increase their Deception Rating from 0 to 4. themselves open.
When you already have a Skill Rating and want to
improve it, use the Incremental XP Cost column to
increase the Skill Rating one point at a time. For
example, if your character already has a silver tongue
with a Deception Rating of 4, you can spend 10 XP to
increase their Deception Rating to a very sly 5.

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Explosive (A) when your character can actually see the information, and
as such can use their own skills to decipher a clue, or when
When a character attempts to lob a grenade, fire a rocket your character needs to do significant research (saving a lot
launcher, plant explosive devices, defuse bombs, or safely of time at the table).
handles or manufactures devices, the explosives skill is
used. Leadership (Fel)
Explosives is used to blow things up without a character Your ability to inspire others to do dangerous things. You
blowing themselves up in the process. can use Leadership to inspire respect and push others
beyond their limits.
Hacking (Int) The difficulty of a Leadership (Fel) Test is dependent
Hacking is the aggressive or hostile act done on a servitor’s on who you are trying to lead and what orders you are
wetware, a terminal, or a noosphere connection in an trying to issue. Loyal, drilled Astra Militarum troopers are
attempt to compromise, disrupt, control, or retrieve data or easier to command than untrained underhivers, and it is
information. easier to convince someone to help extinguish a fire in their
home than to join a charge into a mob of Orks.
Hacking Leadership (Wil) can be used to rally your comrades,
Example DN removing the Fear, Terror, and Pinned Conditions.
Accessing information on a personal terminal 3
Medicae (Int)
Hacking into a digi-lock of a locked door 5 Your ability to diagnose and heal. Medicae can be used to
Breaching a High Security noosphere 7 identify diseases and toxins and counteract their effects, as
Hacking and controlling a Combat Servitor’s 9 well as to remedy other ailments through first aid or
combat parameters surgery.
The difficulty of a Medicae (Int) Test is dependent on
the condition you’re trying to fix, or the rarity of what you
Insight (Fel) are trying to identify. A broken bone would be easy to
Your ability to pick up social cues from others to discern identify, whereas a rare disease would have a high DN to
their motivations. diagnose.
You can make an Insight (Fel) Test when you suspect You can also use a Combat Action to make a Medicae
someone is lying, or to detect anything strange about their (Int) Test to accomplish any of the effects below. If you
behavior. This might be harder when interacting socially attempt Medicae on yourself, the test is made with a +1DN
with individuals from other cultures, but particularly penalty. Attempting Medicae on another species also
insightful characters can still detect whether someone is increases the DN by a minimum of 1, with higher penalties
telling the truth or lying. for Species that are more different to your own.
The difficulty of an Insight (Fel) Test is either set by the
GM based on how well a character is hiding their intentions Heal Wounds
or through an Opposed Test against the character’s Using a Medikit or a similar device, can make a DN 3
Deception. Medicae (Int) Test to restore a Wound to a character. Every
Shifted Exalted Icon on a Medicae (Int) Test to restore a
Intimidation (Wil) Wound restores 1 additional Wound.
Your ability to frighten people into doing what you want by If you have a Medicae Rating you can heal a single
either bullying, coercion, or threats. character’s Wounds during a Regroup using a Medikit or a
The difficulty of an Intimidation (Wil) Test is based on similar device. They automatically regain a number of
who you are trying to Intimidate. If you have more Wounds equal to your Medicae (Int) dice pool.
weaponry and a greater social standing, they will be easier
to coerce. Remove A Condition
However, if the target is also well armed and highly The DN of a Medicae (Int) Test to remove a Condition is
respected, the Difficulty of the Test is higher. The GM may either 3, or equal to the penalty caused by the Condition.
choose to use an Opposed Test with an NPC’s Intimidation If your target is Hindered, the Medicae (Int) Test DN is
to set the DN. 1. If your target is Bleeding, the Medicae Test DN is 3 and
You can use Intimidation to make an Interaction Attack, requires a Medikit or a similar device.
scaring your opponent to put them on the back foot. Some Conditions might have a higher or lower DN
depending on the circumstances. For example, a particular
Investigation (Int) toxin used to inflict the Poisoned Condition may require a
Your ability to decipher clues, perform research, and particularly high DN to cure.
assemble information through proper channels.
You might use an Investigation (Int) Test to find a
Restore Shock
specific piece of information in an Imperial archive, or to If you have a Medikit or a similar device, you can make a
judge which of the objects you found at a crime scene is DN 3 Medicae (Int) Test to restore Rank +1 Shock.
particularly relevant to the case you’re trying to solve. Crippled Limb or Organ
The difficulty of an Investigation (Int) Test is based on When a limb reaches maximum wounds, or you receive a
the complexity and the information available. traumatic injury to an organ, they are considered crippled,
Often, you will be able to put clues together, without and cannot be healed unless you take a respite.
needing to make a roll. Investigation (Int) Tests are used

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Persuasion (Fel) for more information. You cannot purchase this Skill unless
you have the PSYKER keyword.
Your ability to convince others and change their opinion.
Through logic, impassioned pleas, or bargaining, you Scholar (Int)
can influence an individual’s attitude to you or affect the Your ability to recall knowledge from your studies.
actions they plan to take. A common use is to convince Having a higher Scholar Skill means you have spent
someone to assist you. time in the study of any topic and can easily remember
Difficulty for Persuasion (Fel) Tests is based on the what you have learnt. This Skill covers both vital and
target’s current opinion of you and what you are asking esoteric information, publicly mandated announcements
them to do. If the target is unfriendly to you or your and forbidden lore — anything your character might have
Faction, or you have let them down in the past, the test will learned.
be harder. If you are asking them to do something that The difficulty of a Scholar (Int) Test is determined by
requires a sacrifice or puts them in harm’s way, it will be how obscure the knowledge is you are trying to access.
harder to persuade them. You won’t need to make a Scholar (Int) Test for
You can use Persuasion to make an Interaction Attack, anything that you character would easily know, such as
confusing them with honeyed words and tricky double- information about your home planet or basic knowledge of
speak. your Faction. If you are making a Scholar (Int) Test on
something related to one of your Keywords, your GM may
Prayer (Wil) award you +1 bonus dice per associated Keyword.
The Prayer skill is the use of prayer to call upon a higher Stealth (A)
power to aid you in time of need, to meditate on the Your ability to hide, move without being detected,, and
scriptures of holy men, or to focus your mind in preparation disable security systems. If you want to follow someone
for the challenges ahead. without being noticed or sneak up on an enemy you should
While a Sister of Battle may pray to the God-Emperor or use a Stealth (A) Test.
the Saints, a Tech-Priest may recite prayers to the Machine- When you are trying to move undetected past NPCs, the
God or request aid from their weapon’s machine spirit. A results of your Stealth (A) Test are compared against their
Space Marine though, who typically do not believe in a Passive Awareness. If NPCs are looking for you and you
higher power, might instead invoke the name of their are trying to remain hidden, the results of your Stealth (A)
Primarch as self-motivation, or sing a war-chant in the Test are opposed by their Awareness (Int) Test. The
midst of battle. situation you are in, particularly the lighting conditions and
Regardless if your character prays to a higher power, or how much noise there currently is, can give bonuses or
simply meditate on the task ahead, they would receive penalties to a Stealth (A) Test.
certain boons depending on the situation and their own The difficulty of a Stealth (A) Test to bypass a security
alignment and belief if they succeed the DN Test set by the system is dependent on how effective the security system is
GM. — a simple mechanical padlock is much easier to break
In Combat through than the security aegis of an Imperial cruiser.
As a Simple Action, you may roll a Prayer Skill Test Survival (Wil)
against a DN3. If you succeed on the Test, you gain a +1 Your ability to find provisions, secure shelter, and to track
die to your next Combat or Reflexive Action. And a +1 for or navigate through an organic environment. If you want to
every two Exalted Dice you shift. search for food, make yourself safe away from civilization,
In Scenes find a path through the wilderness, or follow some
When met with indecision, insurmountable challenges, or footprints to their source you’ll need to make a Survival
faced with the tribulations of faith, you may roll a Prayer (Wil) Test.
test against a DN set by the GM to request aid or guidance The difficulty of a Survival (Wil) Test is based on the
from your deity, or to look inwards to find answers within environment. Finding food is easy on an Agri World,
you. difficult on a Death World, and impossible on a barren
However, have realistic expectations of what you pray for world with no atmosphere.
and to, as even a success on the Prayer Test may not yield a Tech (Int)
satisfactory answer, if at all. For example, a Tech-Priest
Your ability to understand, use, repair, and dismantle
imploring a machine spirit to help him find True Love may
technology.
find only disappointment, or an Aeldari asking for their
The difficulty of a Tech (Int) Test is determined by the
gods’ help will hear no answers from their dead and lost
complexity of the technology you are interacting with and
deities.
the intricacy of the task you’re trying to perform. The
(Warning: having High Prayer Rating may make your
Difficulty Numbers provided in the table are for interacting
character more attuned to your deity, if applicable, and may
with technology native with your Species; attempting a
come with potential tribulations and consequences).
Tech test on the technology of another Species could
dramatically increase the DN.
Psychic Mastery (Wil)
Your ability to manifest psychic powers, manipulating the
Warp to change reality. Check Chapter 11: Psychic Powers

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Weapon Skill (I) Skill is, the higher quality your food is and benefits you are
able to give it.
Your skill at close combat, armed or unarmed. This
On a regroup, you are able to roll Gastronomy Skill +
includes identifying, understanding, and maintaining melee
Equipment rating against a DN3. On a success, choose 1
weapons.
ingredient type, and another ingredient of a different type
If you try to hit someone, your target’s Defence
for every Exalted Icon shifted.
determines the DN of your Weapon Skill (I) Test. The
complexity or Rarity of a melee weapon determines the DN
for repairing, identifying, and maintaining that weapon. Gastronomy Ingredients
Ingredient Type Effect
Grain Regain +1 Shock, +1
Wound
Lactose +1 Resilience, first time
attacked
Specialized Skills Protein Regain +2 Wound
Specialized Skills are skills attained through specialized Spice +1 to any ingredient it is
training, and relies on using special equipment. When using paired with
a specialized skill, you use external sources as a Vegetation Regain +2 Shock
replacement for Attribute.
(Example: Skullcrush Bloodripper the Khornate Berzerker You are able to buy, forage, or hunt for better ingredients
pursues his inner culinary passion, and attempts to bake a with higher or more varied effects.
souffle using the skull of one of his many slain foes.
Unfortunately for Skullcrush, a skull does not make for an
Gunnery
effective cookware, and so he only rolls Gastronomy Skill Your character uses the Gunnery Skill to aim and fire
without the extra bonus dice he would have gained from weapons that have a middle element to their control and
equipment). firing, from aiming and firing the Battle Cannon of a
Leman Russ Tank, to commanding the gunnery crew of a
Voidship.
Specialized Skill Costs Repairing or maintaining a crewed served or vehicular
At character creation, a character gains Tier*2 Skill Points weapon is a Gunnery test based upon the complexity of the
they can spend on any Specialized Skills. The character device. Characters operating weapon platforms with which
receives 2 Skill Points at the beginning of every Tier after. they have extensive familiarity need not take this test for
Alchemy routine maintenance.
The Alchemy Skill is the creation and mixing of stimms, Operate
medicine, poisons, and any other type of alchemical Voidships are massive vessels designed to travel in deep
concoction that temporarily or permanently affects the space. Some are capable of voyaging through the Warp,
recipient through injection, consumption or inhalation. and even those that are not are still massive crafts.
It is also used to craft chemical compounds that have Operating such vessels is less about personal agility and
multiple applicable uses. For example, the creation of a reflexes, and more about the skill and knowledge to make
promethium-based compound that can be a more efficient correct course decisions and select proper maneuvers.
fuel source, or a more powerful ammunition for Flamer Operate covers the ability to command large void-faring
weapons. vessels that are often kilometers long and millennia old.
Any space going vessel that requires a captain and large
Drive crew, and cannot be conceivably piloted by a single
Your ability to control a land or sea Vehicle. individual, is operated with this skill.
Whenever you drive a vehicle on land or sea, you use the Pilot
Drive skill. If you have any training in this Skill you won’t Your ability to control an Aerial Vehicle.
have to make a Test to get from one place to another. But to Whenever you pilot a vehicle in air or the void, you use
make daring maneuvers or drive under dangerous the Pilot skill. If you have any training in this Skill you
circumstances, you’ll need to make a Test to keep moving won’t have to make a Test to get from one place to another.
at speed or to avoid crashing. But to make daring maneuvers or drive under dangerous
Difficulty for Drive Tests is dependent on the circumstances, you’ll need to make a Test to keep moving
environmental circumstances, your familiarity with the at speed or to avoid crashing.
vehicle, how damaged the vehicle is, and the complexity of Difficulty for Pilot Tests is dependent on the
what you’re trying to do. If a vehicle is unfamiliar or environmental circumstances, your familiarity with the
damaged, you’ll have more difficulty piloting it, especially vehicle, how damaged the vehicle is, and the complexity of
in poor weather or when you’re trying to perform a tricky what you’re trying to do. If a vehicle is unfamiliar or
maneuver. damaged, you’ll have more difficulty piloting it, especially
Gastronomy in poor weather or when you’re trying to perform a tricky
Gastronomy is the ability to prepare and cook food utilizing maneuver.
ingredients and cookware. The higher your Gastronomy

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Effect: Roll on the Subtle Mutation table.


Character Background Swamp Biome
In the vast expanse of the Galaxy, there are worlds of all Swamp Biomes are environments which consist majorly or
types. From Mountain ranges that break the stratosphere, to completely by bogs and swamps. Vast massive of nigh-
deep Ocean gorges that touch a planet's core. wonders impenetrable swamp territories is the main, distinctive
untold, both natural, and artificial, in uncountable numbers feature of these biomes. Also Swamp Biomes are often
in the Emperor’s realm, and far beyond. inhabited by many dangerous creatures.
Each world have their own Biomes, though a world is Effect: +1 to Survival in Swamp Biomes.
not limited to one biome, your character comes from one. Tundra Biome
Choose what Biome you came from, and what kind of
Tundra Biome is the term given to perpetually cold biomes
world that Biome is in.
covered in glaciers and snow and located so far from the
While this is for allowing you to customize your
sun that they are locked in a permanent ice age. Even those
background as you please, you are not limited to creating
accustomed to living amid such cold environment must
your own world. If you wish to be from an established
treat it with a wary respect lest complacency leads to their
world, work with your GM to figure out what biome and
demise.
world would fit best for an established world in the 40K
Effect: +1 to Survival in Tundra Biomes.
Universe. (For example, the Death World of Catachan
would be a Forest Biome Deathworld). Urban Biome
Urban Biomes refers to biomes that are covered in artificial
constructs, towering buildings, and rocrete terrain. It's the
Biomes most populated of biomes in the Imperium, as every Hive
city is classified as an Urban Biome.
Chem Biome Effect: +1 to Survival in Urban Biomes.
whose atmospheres has been poisoned by the industrial Void Biome
waste of billions. Described as being the Imperium's
oubliettes and the filthiest of its worlds, Chem biomes' A Void Biome is an outer space environment, such as a
populations must wear helmets or respirators in order to Ship, or a Space Station. Whole civilizations can be born
safely breathe their atmospheres. and die out in Void-faring constructs, never to see or touch
Effect: +1 to Survival when in a Chem Biome. a single natural terrain.
Effect: +1 to Survival in Void Biomes (ships, space
Desert Biome stations, etc.).
Desert Biomes are desolate regions with no bodies of water Warp Biome
and completely desert terrain. As a result of their hard
environments, the inhabitants of desert biomes are prudent Warp Biomes are biomes that have been twisted and
and cautious people. corrupted by the infernal influence of chaos and the taint of
Effect: +1 to Survival when in a Desert Biome. the warp. Denizens of warp-corrupted biomes are often
born twisted and mutated in some ways.
Forest Biome Effect: +1 to Corruption. Roll on the Subtle Mutation
Forest biomes, though sometimes classified as Jungle table
Biomes in certain environments, are densely populated War-Torn Biome
regions with Flora. Inhabitants of these biomes tend to
learn survival on the land, using the terrain to their War-Torn Biomes are environments that have been left
advantage for warfare. desolate by war, its flora destroyed, and cities razed.
Effect: +1 to Survival when in Forest Biomes. Typically classified as Warzones, what's left of its
population is scattered and fragmented, living off of
Mountain Biome scavenging of what's left.
Mountain biome is the term given to a biome whose surface Effect:+1 to Survival in War-Torn Biomes and
is mostly, or entirely, covered in mountains. People in Warzones.
mountainous regions tend to be hardy, surviving in harsh
winters and low oxygen of high-altitude regions. Worlds
Effect: +1 to Survival in Mountain Biomes.
Ocean Biome Adeptus Astartes Homeworld
A Space Marine homeworld or a Chapter Planet is the base
Ocean Biomes are regions which are mostly, or entirely,
for a Space Marine fortress-monastery. For some Chapters
covered in oceanic water. Populations of Ocean Biomes are
the world also serves as their sole recruiting world; other
usually expert divers and fishermen, as their only source of
chapters draw their recruits from several planets. For some
food and wealth comes from the ocean.
unique Chapters, their homeworld is their ship fleet itself.
Effect: +1 to Survival when in Ocean Biome.
People from an Astartes Homeworld, or Chapter Fleet,
Rad Biome have an extensive understanding of the Chapter's customs
Rad-soaked Biomes are biomes that have been left virtually and traditions.
uninhabitable due to radiation. However despite this, the Effect: +Tier to any Social Tests involving the Adeptus
Imperium has still inhabited these type of biomes and even Astartes Chapter of the Astartes Homeworld.
raises Astra Militarum Regiments from them.

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Agri World human settlement - concentrating forces against intruders to


destroy them. As such, the people of these Deathworlds
An Agri-World (Agricultural World or Farming Planet) or learn how to survival their terrain better than anyone else in
α-class (alpha class) is one devoted to food production. The the Imperium, as even the slightest mistake means life or
majority of its surface is given over to producing food for death.
other worlds reliant on such imports - the food itself forms Effect: +Tier to Survival in the selected Biome.
part of the planet's required tithe. Those born on Agri-
Worlds are generally to be raised to be farmers or Grox Feral World
herders, with an eye for tending to crops or watching their The populations of feral worlds have long ago regressed to
livestock against predators or thieves. primal savagery, often over very long periods of isolation.
Effect: +1 to Awareness. The technological level of these worlds remains pre-black
Cardinal World powder or even Stone Age. Often the population consists of
hunter-gatherer societies using primitive tools and
Cardinal worlds are one of the sub-types of the Civilized
weapons, and in almost all cases human culture is based
World classification, and share the same properties such as
around the interactions of various tribes, gangs or creeds.
self-sufficiency and at minimum, a moderate technological
level. They are Ecclesiarchy worlds, ruled directly by the
The harsh conditions which feral world populations
Ministorum, with the planetary governor also being a
have adapted to makes them ideal recruitment sources for
Cardinal. Temples and other religious sanctuaries often
the Imperial Guard and Adeptus Astartes. Occasionally the
cover vast areas of the planet. Its population is heavily
inhabitants of feral worlds have been pressed into the
influenced by the Imperial Cult, many of them fervent
Imperial Guard when their world lay inside a war zone, and
believers of the Emperor.
the chosen warriors been given rudimentary training in the
Effect: +1 to Faith.
operation of laser or stub-weaponry. It is more common,
Cemetery World however, for feral world natives to be selected for the
In Cemetery Worlds, large areas of the planet are given various Adeptus Astartes recruitment programs. Feral
over to care for the dead. Cemetery worlds may mark the world Guardsmen are usually tribal warriors tithed to the
site of a huge battle, or they may be covered in gigantic Imperial Guard by the elders of their particular clan. They
mausoleums, each dedicated to a particular Imperial noble. are sometimes trained en masse in vast drill camps or ship
In contrast, rare cemetery worlds may be covered in fields holds, whilst others are merely shown a lasgun and trusted
of endless modest plots containing the remains of the to get on with it. Also, there are those instructed by
inhabitants of a nearby hive world. members of their tribe, using rote-learned rites and
People who are raised and live in these worlds learn not religious rituals.
to disturb the dead, which gives them a unique skill at Effect: +1 to Survival.
being as silent as the grave. Feudal World
Effect: +1 to Stealth. A feudal world, or medieval world, is a classification of
Civilized World world existing in a technologically medieval state. The
Of all the types of settlement in the Imperium, civilized most advanced such worlds possess black powder
worlds are the most common (although the term "civilized" weaponry.
here refers to their urban landscapes rather than to any
pretense of social decorum.) On these self-sufficient Feudal worlds are self-sufficient, and due to dependence on
worlds, the main population centres tend to be large cities agriculture, a large part of the populations of these worlds
or other urban environments that are supported by the are peasants, usually ruled by warrior aristocracies. Feudal
planet's own agricultural production. The state of worlds are of relatively little use to the Imperium; the true
development both technologically and socially varies, but is position of their place in the universe may constitute
most commonly around the current Imperial norm. Those something of a culture shock to the inhabitants, making
that come from a Civilized World tend to have lived a, them poor material for Imperial service - although the
relatively speaking, normalized life. warrior nobilities are often a source of recruits for the
Effect: +1 to Insight. Space Marines
Death World Effect: +1 bonus ED to Unpowered and Projectile
weapons.
Death World (sometimes spelled as Deathworld) is a planet
in which the native flora and fauna has evolved into Frontier World
naturally aggressive and dangerous forms. These eco- Frontier Worlds are recently settled worlds which may not
systems are finely balanced between continual destruction be totally explored or have a fully established government
and lightning-fast reproduction. Death worlds take many in place. Often they are havens for those escaping the harsh
forms, ranging from jungle-covered hellholes with rule of the Imperium, or more often escaping the judgement
carnivorous plants and animals to barren, volcanic of the Imperium, and as such often have a lawless
wastelands racked by ion storms reputation.
Effect: +1 bonus ED to Ballistic weapons.
Humans can, and do, live on these worlds, but it is a never-
ending struggle. On many death worlds it is as if the entire
biomass of the planet were consciously motivated against

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Forge World Effect: +1 to Explosive.


Forge Worlds are the worlds of the Adeptus Mechanicus — Paradise World
worlds totally devoted to industry and to the Cult A paradise world is a class of planet characterized by its
Mechanicus's own occult worship. The majority of a Forge outstanding natural beauty. Its natural conditions are
World's solid ground surface is covered in thousands of perfect for human habitation. They have little, if any,
years of built-up, massive industrial complexes: great industry and low populations. Instead of populating or
machine factories, production centres, huge volcanic industrializing these rare planets, some are retained in their
furnaces, skyscraping chimneys, abyss-like quarries and the natural state and used as recreational bases for important
great workshop-fortresses of the Collegia Titanica. No Imperial servants. On these planets, warriors may train their
other world can match the quality and quantity of a forge bodies and minds for war, studying arcane battle-
world's output. philosophy and practicing martial arts.
Effect: +1 to Tech. Effect: +1 to Deception.
Fortress World Penal World
A Fortress World is a category of Imperial planet where the A Penal World is a class of Imperial world that functions as
entire populace is immersed in warfare. They are created as a military prison planet. A single such world's population
bastions against some threat. Because of that, citizens of consists entirely of criminals drawn from hundreds of
Fortress worlds live in a constant state of Martial Law and different worlds.
Military-like lifestyle, making the whole population a This type of world tends to be a barren, barely-habitable
highly trained Militia in times of need. planet that has few other uses and has little, if any,
Effect: +1 to Leadership. indigenous population. Military formations are often raised
Hive World from amongst the prison population as necessary, to serve
as Penal Legion troops within Astra Militarum regiments.
Hive Worlds are estimated to comprise between 10-25% of There, they might earn redemption in the eyes of the
the total quantity of Imperial planets. Billions of people can Emperor through their term of service, which is for life.
live crowded together in a single Hive city. Each of these Effect: +1 to Intimidation.
Hive Worlders is a potential soldier for Imperial forces,
including the Imperial Guard and the Space Marines. Hive Penitent World
Worlds contribute the vast bulk of the recruits for the Penitent World is the term given by the Ecclesiarchy to
Imperial Guard. The violent gangland lifestyle which most harsh and deadly Imperial planets that those seeking
residents are forced to live means they are already hardened penance go to dwell on. Penitent Worlds are normally Relic
and experienced in warfare. Almost every recruit will or Shrine Worlds, while simultaneously being a
already know how to handle a gun. Deathworld or some other ubiquitously murderous planet,
Effect: +1 to Cunning. which penitents seek and survive on as a form of penance.
Knight World Effect: +1 to Conviction.
Knight Worlds are technologically advanced feudal worlds, Quarantined World
ruled by an aristocratic elite of noble families known Quarantined Worlds are an Imperial classification of planet.
as Knight Houses. These worlds are too dangerous to settle or explore, but still
Effect: +1 to Pilot. seen as too valuable to destroy or ignore completely. These
Labyrinth World planets are placed under strict quarantine by the
Administratum or Inquisition and sometimes are even
Labyrinth Worlds are planets that, while once heavily blockaded to ensure that nothing may enter or leave its
urbanized and industrialized, have since been largely surface until the Imperium can properly utilize them.
abandoned for whatever reason. Their cities have since Effect: +1 to Medicae.
become labyrinth-like mazes of ruins and abandoned
streets. Labyrinth worlds are often still rich with resources Administratum World
that can still be reclaimed. Generally the Capital World of a Solar System or sub-
Effect: +double Tier to Skill Tests when navigating sector, Administratum Worlds are the focal point of
Labyrinths. Imperial Bureaucracy, choked full of offices and
Merchant World repositories of ancient velum-filled halls of documents and
folders, some dating back to even before the Great Crusade.
Merchant World is the term given to an Imperial planet Its inhabitants live a monotonous life of paper stamping
whose population, nearly or entirely, belongs to a trading and filing.
guild or merchant-Noble family house. Effect: +1 to Scholar.
Effect: +1 to Persuasion.
Mining World Research World
Research stations are listed in the classification system of
A Mining is a classification for worlds rich in materials Imperial worlds, but are not worlds themselves. Some are
what manufactorums and forge worlds are looking for. based in orbit around planets or on asteroids, or on worlds
Enslaved and penal workers harvest these worlds of their themselves, such as Dead Worlds or Death Worlds. Types
mineral riches, whether they are gas, ore or any other of research stations include actual laboratories, as well as
mineral demanded by the Imperium. Many of these worlds surveillance posts for defensive purposes.
are inhospitable to humans.

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In bureaucratic matters classifications of research


stations and Fortress Worlds overlap
Effect: +Tier Tech to understand a technology
Biomes Effect
Asuryani Paths
Chem +1 to Survival when in a Chem Biome To ensure they do not attract the attention of Slaanesh, each
Desert +1 to Survival when in a Desert Aeldari of a Craftworld devotes themselves entirely to a
Biome single discipline. Through obsessive study and focus they
Forest +1 to Survival when in a Forest limit their intense emotions and psychic impact on the
Biome Warp. These disciplines are formalized as Paths.
Mountain +1 to Survival when in a Mountainous Aeldari lifetimes can span millennia, so each individual
Biome may walk and master multiple Paths to better serve
Asuryani society as a whole. All are required to walk the
Ocean +1 to Survival when in an Ocean
Path of the Warrior so they may defend their home should
Biome
the need arise. Even those that tire of the strictures and
Rad +1 to Survival when in a Radioactive
limitations of Craftworld Paths and set out to explore the
Biome
galaxy as Corsairs or Rangers walk the Path of the Outcast,
Swamp +1 to Survival when in a Swamp and have likely followed other Paths before. Whatever Path
Biome you are currently walking, you may have mastered others
Tundra +1 to Survival when in a Tundra over your long life.
Biome You may choose a single Path you have already walked
Void +1 to Survival when in a Void Biome from the following list. You may have walked additional
Warp Roll on the Subtle Mutation table Paths; it costs 10 XP to walk a second Path, and 20 XP for
War-Torn +1 to Survival when in a War-Torn each Path beyond the second. This replaces your Biome
Biome and World if you have the ASURYANI Keyword.
Worlds Effect Path of Awakening
Adeptus +Tier to any Social Tests involving
You devoted considerable time to the practice of
Astartes the Adeptus Astartes Chapter of the
scrutinizing your surroundings, focusing the mind outwards
Homeworld Astartes Homeworld
to calm the soul.
Agri-World +1 to Awareness You gain +Tier bonus dice to Awareness (Int) Tests.
Cardinal +1 to Faith
World Path of The Artisan
Cemetery +1 to Stealth Embracing an aesthetic pursuit such as sculpture, painting,
World or writing, you have dedicated a lifetime to learning the
Civilized +1 to Insight beauty of Aeldari culture.
World You gain +Double Tier bonus dice to Scholar (Int) Tests
Death World +Tier to Survival in the Selected related to the AELDARI Keyword.
Biome
Feral World +1 to Survival
Path of The Bonesinger
You tended groves of wraithbone, and studied the art of
Feudal World +1 bonus to ED to Unpowered and
psychically shaping the substance into advanced Aeldari
Projectile Weapons
technology.
Frontier World +1 Bonus ED to Ballistic Weapons
You gain +Double Tier bonus dice to Tech (Int) Tests
Forge World +1 to Tech on targets with the AELDARI Keyword.
Fortress World +1 to Leadership
Hive World +1 to Cunning Path of The Dreamer
Knight World +1 to Pilot Dutifully sinking into meditative trances for days at a time,
Labyrinth +Double Tier to Skill Tests when you have looked inward deeply, controlling your dreams to
World navigating Labyrinths resist She Who Thirsts.
Merchant +1 to Persuasion You gain +Tier bonus dice to Corruption Tests.
World Path of The Healer
Mining World +1 to Explosive
Committed to the medical welfare of other Aeldari, you
Paradise +1 to Deception repaired the wounded and tended to the sick, spending
World decades caring to others.
Penal World +1 to Intimidation You gain +Double Tier bonus dice to Medicae (Int)
Penitent +1 to Conviction Tests on targets with the AELDARI Keyword.
World
Quarantined +1 to Medicae Path of The Mariner
World Devoting yourself to spacecraft, you have learned to sail
Administratum +1 to Scholar the void with expert precision and maneuverability,
World becoming one with any craft you pilot.
Research +Tier Tech to understand a You gain +Double Tier bonus dice to Pilot (A) Tests
World technology using vehicles with the AELDARI Keyword.

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Path of The Mourner Path of the Dire Avenger


You lost someone close to you, and followed the Path of These warriors are the least specialized and the most
Grief. You lamented their falling without succumbing to tactically flexible of all the Warrior Aspects, as they serve
emotional extremes that would attract Slaanesh. Aeldari armies as elite ranged infantry.
You gain +Tier Maximum Shock. When using a ranged weapon, gain +1 bonus dice to ED
when making an Attack.
Path of Service
To better aid your entire Species you dedicated yourself to Path of the Swooping Hawk
supplicance, reading the needs of your fellows and The Swooping Hawks take their name from the wild
bettering yourself through empathy. hunting birds of Aeldari Mythology, who symbolize
You gain +Double Tier bonus dice to Insight (Fel) Tests revenge and retribution. Just as these birds of legend
on targets with the AELDARI Keyword. contained the spirit of a murdered Aeldari, hovering over
their killers as a mark of guilt, so too do the Swooping
Path of the Thought Talker Hawks fly across the battlefield, dealing swift death as
You have communicated with a thousand other races, retribution to the enemies of the Aeldari.
bringing the message of peace, or of ruin, to them. As the Gain +Double Tier bonus dice to Pilot (A) Tests when
Craftworld's translator, you have been taught to use using personal flight devices, like a Jetpack.
telepathy to converse with any intelligent species,
regardless of language.
You gain +Tier to Persuasion to any species that does
not have the AELDARI keyword
Path of the Outcast
The restrictions and confined lifestyle of the Asuryani felt
suffocating to you at one point, and the wanderlust was too
much to ignore. You've traveled the galaxy, and
experienced wonders unheard of.
You gain +Tier bonus dice to Survival Tests.
Path of the Warrior
You have trained and honed your skill in as an Aspect
Warrior, turning you into a living weapon. Choose one of
the Aspect Warrior paths:\

Path of the Fire Dragon


Embodying the writhing, sinewy dragon of Eldar myth,
Fire Dragons are aggressive and warlike close combat
fighters who utilized heat weapons to destroy enemy
vehicles and strongpoints.
You gain +Tier bonus ED to any weapon with the
FLAMER or MELTA Keywords.
Path of the Howling Banshee
The scream of a Howling Banshee is able to cripple even
the most hardened of foes.
You are able to use a special Interaction Attack. Make
an Intimidation (Fel) Test against a target's Willpower. The
target takes 1d3+2 Shock if you succeed.
Path of the Striking Scorpion
merciless killers without exception, reveling in the hunt and
the kill, using stealth and shadow to cloak themselves from
sight until the moment of attack.
You gain +Tier bonus dice to Stealth (A) Tests.
Path of the Dark Reaper
Dark Reapers specialize in the use of highly destructive,
long-range heavy weaponry.
When using a ranged weapon with the HEAVY trait,
gain +Tier bonus dice to Ballistic Skill Tests when making
an Attack.

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Carry Rules
All Equipment that can be reasonably carried by a Small Weight Rules
Humanoid will be calculated through a Point System Character Calculation
called Weight Rules and Carry Size, and each segment of Carry (Strength+Toughness)*10
the body can carry an X total amount of points. Lift (Strength+Toughness)*10
The segments are broken up into: Back, Chest, Waist & Push/Pull (Strength+Toughness)*20
Thighs, Left Arm, Right Arm, Left Foot, and Right Foot.
Each piece of Equipment will have a Weight Small Carry Rules
Rules and Carry Size associated with it. Body Part Max Carry Size
This is to represent what Characters can carry with Back 30
relative ease. Left Leg 8
Right Leg 8
Encumbrance Chest 4
If you are carrying more than your Carry Weight, the total Left Foot 2
Heavy trait amount is more than your Strength, or your Right Foot 2
equipment goes above a Body Part's Max Carry Size, you Left Arm 1
become Staggered. Right Arm 1
Heavy Encumbrance Medium Weight Rules
If you are carrying twice as much as your Carry Weight, Character Calculation
the total Heavy trait amount is double your Strength, or Carry (Strength+Toughness)*15
your equipment goes above your total Max Carry Size, you Lift (Strength+Toughness)*20
become Restrained. Push/Pull (Strength+Toughness)*30
Medium Carry Rules
Simplified Carry Rules Body Part Max Carry Size
The extensive carry rules may be overwhelming, or you Back 40
might be in a rapidly-changing situation and constantly Left Leg 10
adjusting your gear take away from the fluidity of the
Right Leg 10
session. You can ask your GM if you can use the
Chest 6
Simplified Carry Rules instead. While it limits what you
Left Foot 4
are able to carry, it is more convenient.
Right Foot 4
When deciding what you can carry, you may use this table Left Arm 2
as an example: Right Arm 2
Simplified Carry Rules Large Weight Rules
Character Size Equipment example Character Calculation
Small Lasgun or Heavy Carry (Strength+Toughness)*20
Stubber, Laspistol and Lift (Strength+Toughness)*30
Knife, 3x grenades, 3x Push/Pull (Strength+Toughness)*45
lasgun magazines. Large Carry Rules
Medium 2x Lasguns or Lasgun Body Part Max Carry Size
and Heavy Stubber, Arc Back 50
Pistol and Chainsword,
Left Leg 14
4x grenades, 4x Lasgun
Right Leg 14
Magazines.
Chest 10
Large 2x Heavy Stubbers, Arc
Pistol and Chainsword, Left Foot 6
5x Grenades, 5x Lasgun Right Foot 6
Magazines. Left Arm 6
Right Arm 6

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Character Archetypes Sisters Hospitaller


Tier 1 Species Human
Your character’s Archetype is the core of who they are.
Keywords IMPERIUM, ADEPTUS
When people talk about your character, they define them
MINISTORUM, ADEPTA
through their Archetype, like Severina Raine the
SORORITA [ORDER]
Commissar, or Gregor Eisenhorn the Inquisitor. An
Attributes Willpower 3, Intellect 3
Archetype is similar to a career. It informs what your
Requirement
character has been trained and educated to do, and the skills
Skill Medicae 1, Scholar 1
they use to survive.
Requirement
Your Archetype will define your characters Species and Archetype Loyal Compassion.
place them in the larger organization that trained them, Ability +Double Tier bonus dice
called a Faction. Your character will also receive whenever you make a
Keywords, further defining their knowledge and Medicae (Int) Test on a
connections to organizations. character with the
Your Archetype will give you bonuses to the Attributes IMPERIUM Keyword.
and Skills that your character needs to do their job, as well Wargear Sororitas Power Armor,
as a unique ability; something they can do that nobody Sororitas Power Armor
outside of the Archetype can. Helmet, Chirugeon’s Tools,
In the war-torn far future, nearly everyone needs to be Chain Bayonet (Wrist
armed and armored. Your Archetype will determine the Mounted), Laspistol
kind of weapons, protection, and tools they receive when
you start playing.

Sisters Hospitaller
Our medicae knowledge of these xenos bioweapons is
limited; fortunately, my faith in the Emperor is not.
—Nikola Riviyera, Sister Hospitaller

A battlefield healer of both mind and soul. You


ministrate to the injured with great Medicae
expertise and inspire the pious with your cavernous
well of faith.

When plague runs rife or blood spills, every Imperial


Citizen prays the Emperor will send a skilled and
compassionate Sister Hospitaller. They are the Emperor’s
loving embrace, devout women sent to purify festering
flesh and stitch the faithful’s wounds.
Becoming a Sister Hospitaller requires complete
dedication to the Adepta Sororitas’ teachings and
meticulous research of anatomy and physiology. They
study the cells that hold the body together as well as ways
that biology can be abused and annihilated. Whilst focusing
on the noble purity of the human form, they also study
xenos biology to undo its ugly existence.
Their expertise in Medicae and resolute will makes
them invaluable assets for unlocking the secrets of bizarre
xenos biology, decoding deadly neurotoxin bombs, and
discovering non-lethal but excruciatingly painful torture
techniques. A Sister Hospitaller fulfils the vital dual role of
physical and spiritual healer in a group. Though they
usually prefer to put people back together, they are also
skilled at taking them apart.
Sisters of the Order of the Sanctified Shield have
zealously plunged into danger across the Gilead System
wherever the need for medical aid is greatest to aid and
embolden the Imperium’s faithful, and are widely revered
as a result.

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Ministorum Priest
Deliverance from your blasphemy is possible, brother.
Take up your blade, and join me in charge! Death in
service is salvation!
—Voigt Charlamagne, Ministorum Priest

You preach and enforce the Imperial Cult. You


lead the faithful to execute His will, inflaming
faithful hearts with your impassioned oration.

Paragons of faith in the Emperor, every moment of a


Ministorum Priests existence is devoted to bringing the
Imperial Cult greater glory. Many members of the
Ecclesiarchy believe they are the mortal manifestations of
the God-Emperor’s Will, brought into existence to
demonstrate His might, His triumphs, and the wisdom of
His creed.

Those that take on the mantle of missionary travel to


new worlds to spread the Creed or revive the faith in fallen
communities. Each priest is a bellowing voice, spreading
the righteous word of the Emperor, rooting out corruption
amongst their flock and punishing it with zealous prejudice.
Any Imperial Citizen can hear the Emperor’s call and
swear their life to Ecclesiarchy, being sanctified and
educated in the Creed. This duty is not taken lightly; a
Priest must follow the numberless strictures of the Creed
doggedly. To fail their sacred duty is a sin akin to heresy.
When priests take to the battlefield they lead the
righteous charge, invigorating allies with hymns and
litanies of zealous hatred, armed only with small arms and
their faith. A priest’s respected position will open doors;
few pious citizens will turn away a priest, as to do so is to
turn away from the light of the God- Emperor Himself.

Ministorum Priest
Tier 1 Species Human
Keywords IMPERIUM, ADEPTUS
MINISTORUM

Attributes Willpower 3
Requirement
Skill Scholar 1
Requirement
Archetype Fiery Invective.
Ability You can preach the word of
the Imperial Creed as a Free
Action once per combat.
You and all allies with the
IMPERIUM Keyword
heal 1d3+Tier Shock.
Wargear Chainsword, Laspistol,
Rosarius, Knife,
Ministorum Robes,
Missionary Kit.

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Imperial Guardsman
Tier 1 Species Human
Imperial Guardsman Keywords IMPERIUM, ASTRA MILITARUM,
[REGIMENT]
I only regret that I have but one life to give for the
Emperor. Skill Ballistic Skill 2
—Ophelia Laika, Imperial Infantry, Gilead Gravediggers Requirement

A foot soldier in the galaxy’s greatest army. You Archetype Look Out, Sir!
are one of billions of raw recruits trained to stand Ability You have been drilled in sacrificing yourself to save
and fire against the monstrous enemies of your allies. Once per combat, you may take a
humanity. Reflexive Action to move up to half your Speed to
get in the way of any attack that hit an ally. The
Citizens plucked from planets across the Imperium’s attacker then rolls against your Resilience instead of
staggering expanse, each member of the Astra Militarum your ally’s, and may deal Wounds to you. Your
survives brutal training to prepare for their purpose; war. Resilience increases by +Tier for the purpose of
Armed with mass-produced weaponry and flung across the calculating this damage.
galaxy on voidships, uncountable waves of Imperial Guard Flak Helmet, Flak Gauntlets, Flak Vest, Flak
fight back the alien and the heretic as the Emperor’s Wargear Greaves, Fatigues, Lasgun, Knife, Monitorum issue
hammer. mess kit, Grooming kit, a copy of the Imperial
An average human is no match for a rampaging Ork, a Infantryman’s Uplifting Primer, 3 ration packs.
sly Aeldari Psyker, or a monstrous Tyranid bioform. Even
those well trained and armed cannot hope to match the
horrors they face. To stand in the face of such nightmares is
akin to madness. And yet the Guard stand, shoulder to
shoulder with brothers and sisters at arms from across the
Imperium. The Astra Militarum proudly proclaim their
strength is their Emperor-inspired bravery in the face of
such dangers.
A Guardsman’s origins are varied; their parentage is
irrelevant compared to their ability to stand fast and fire a
Lasgun. Every Imperial planet provides a tithe of warriors
to replace the constant casualties. To some this is an
honour. To others it’s a death sentence.
Each cope with the physical and mental scars in their
own way. Some embittered souls deal and await death with
weary nonchalance, while others develop a morbid sense of
humor or resort to illicit drugs to keep their personal
demons at bay.
Though the Guard’s more pious members would deny it,
few would think twice about taking a job that freed them
from their duty and the endless cycle of war and death.
Inquisitorial agents and other high-ranking officials prize
skilled veterans as bodyguards.

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Inquisitorial Acolyte
The Emperor bestowed authority to my master; she
bequeathed knowledge to me. My gift to you is freedom
from the crime of your existence.
—Persephone Fredrika, Inquisitorial Acolytes

Conscripted to aid an Inquisitor, you identify and


destroy threats to the Imperium.

Foot soldiers in the fight for the Emperor’s soul, each


Acolyte reports to a higher member of the Inquisition.
Some are assigned to investigate or purge cultist cells,
while others are allowed free reign to cleanse the Imperium
of the alien, the witch, and the heretic.
Each Acolyte has a unique combination of skills,
equipment, and life experiences. There’s no formalized
recruitment process — whenever an Inquisitor finds a
promising individual, or simply needs more numbers to
enact their grand plans, they hire an Acolyte.
The unbound authority of an Inquisitor allows them to
initiate anyone, from a pilgrim with the wit to root out
heresy and the resolve to stand against it to a manufactorum
worker with a knack for noticing details that knows the
area. Some are survivors of
encounters with the daemonic or alien, individuals that
show promise for dangerous work and needn’t be executed
to preserve the secrecy of the Inquisition’s holy mission.
Those that impress their Inquisitor — or stay alive long
enough — receive martial, academic, or psychological
education. They learn to fortify the mind against
temptation, understand their enemies, and how to torture or
manipulate to extract confessions and valuable information.

Inquisitorial Acolyte
Tier 1 Species Human
Keywords IMPERIUM, INQUISITION,
[ANY], [ORDO]

Skill Increase a Skill of your choice to 2


Requirement

Archetype Inquisitorial Decree.


Ability You can invoke the name of your
Inquisitor to gain +Tier bonus dice to
any social skill test when interacting
with an individual with the
IMPERIUM Keyword. You can only
use this ability once per scene.
Flak Vest, Any two IMPERIUM
Wargear weapons with a Value of 5 or less and
a Rarity of Uncommon or lower,
Symbol of Authority.

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Inquisitorial Sage
The planet is not ‘lost’, my liege. It is exactly where it was,
as far as we know. The files have just been misplaced, and
the Prefectus in charge of them passed away… about a
century ago.
—Veltus Wjochek, Inquisitorial Adept

You are a bureaucratic savant, an expert at


sourcing and judiciously applying knowledge to
serve the Imperium and your own ends.

Inquisitors and Acolytes may be expert investigators,


hunting down cultists and nefarious aliens, but their
training will never make it possible for them to recall the
vast information that makes up the Adeptus Terra’s
immense bureaucracy.
The Adeptus Administratum is tasked with collating
reports from every corner of the galaxy. Its ranks consist of
innumerable scribes and clerks who transcribe, archive, and
retrieve vast amounts of data. This includes trillions of
scrolls, data slates, and info vaults, records of troop
placements, the volume of arms in caches, and the tithes of
a million worlds.
Inquisitorial Sages are applied to this impossibly huge
librarium, looking for the grain of truth with which an
Inquisitor may hound their prey. Some uncover heretical
truths before recruitment, drawing the Inquisition’s
attention who seek to prevent a revelation to the wider
Imperium.
When applied to an Inquisitorial mission, these
scholarly individuals discover details that can give insight
into heretical plans or aliens who have influenced a sector
for centuries. Adepts are the silent death, allowing an
Inquisitor to work within the very mechanism of
governance.

Inquisitorial Sage
Tier 1 Species Human
Keywords ADEPTUS ADMINISTRATUM,
IMPERIUM, INQUISITION,
[ORDO]
Attribute Intellect 3
Requirement
Skill Scholar 2
Requirement
Archetype Administratum Records.
Ability You are particularly adept at
navigating the Imperium’s colossal
bureaucracy. You gain +Tier bonus
dice whenever you make a Test to
gather information from Imperial
sources, typically on Influence or
Investigation (Int) tests.
Administratum Robes, Laspistol,
Wargear Knife, Auto Quill, Data-Slate, 3
Scrolls of Ancient Records.
Influence +1

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Ganger
This hive is rife with villainous Scum, fighting with
mutants, racing promethium-fueled death traps, exploring
the dangers of the sump. All they have is each other. Far
better to be up here with me and stand in the Emperor’s
light, eh son?
—Jaquill Blanqart, Manufactorum Baroness

A member of the Imperial underclass, your life is


rife with violence and hardship. Your identity is
tied to a territorial gang, a brutal reflection of
lower hive life.

Life in the Imperium is a fight for survival, but there is


strength in numbers. Overworked citizens band together,
rising from the slums and sewage to take what they can
with threats and violence.
A Ganger fights for their found family. Though some
break the Pax Imperialis for profit, many are normal
citizens taking up arms to find justice. The Rust Hounds
battle over the operation of a Promethium refinery on
Avachrus, while the Pious Fangs of Enoch run protection
rackets and drug rings to fund their witch hunts.
Anything can unite a gang; religious fervour, social
injustice, a passion for technology. Those that survive
develop traditions, initiation rituals, and identifying
markers. The lower classes are used to scrounging for
survival. Many steal their gear or re-create items from scrap
parts to deadly effect. Some gangs are so small they could
all be slain in a single downtown firefight. Others are large
and influential enough to puppet the politics of a planet.
Gangers leap at any chance to improve their position by
abandoning their former ‘family’. Smugglers, assassins,
and bounty hunters are often former Gangers, hired
whenever nobility, Inquisitors, or Rogue Traders need
access to the criminal underworld. If their low cunning,
high wit, and thirst for violence impresses their new
employer they might even get a new, more permanent job.

Ganger
Tier 1 Species Human
Keywords SCUM, [ANY]
Skill Cunning 1
Requirement
Archetype Scrounger
Ability Your life with less has made you
adept at finding spares and supplies
in the most unlikely of places. You
gain +Tier bonus dice to Cunning
(Fel) Tests.
A Knife or a Sword, Bedroll,
Wargear Canteen, Gang colours, any of the
following: a Laspistol or an
Autopistol or a Hand Cannon or a
Stubber
Influence +1

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Tech-Adept
Have you attempted the Rituals of Slumber and
Reanimation?
—Tech-Adept Servilia, attendant to Inquisitor Lord Atlar

You are a technical operator in service of the


Priesthood of Mars, skilled at navigating and
compiling digital systems.

The gargantuan industry of the Adeptus Mechanicus is


fueled by physical labour of indentured workers and
Servitors, the incomprehensible calculations of Machine
Spirits, and the judgement of Tech-Adepts overseeing both.
Whilst a Tech-Adept’s duties are often highly specialized
— monitoring a single machine, or recording a single data
output — all ultimately play a small role in furthering the
Quest for Knowledge.

The essential role Tech-Adepts play in maintaining


Imperial technology is easily overlooked, and many find
this invisibility a useful asset when enacting personal
ambitions. Their agendas may be petty, or in service of a
higher power, but are invariably colored by the
indoctrination of the Cult Mechanicus.

Tech-Adept
Tier 1 Species Human
Keywords IMPERIUM, ADEPTUS
MECHANICUS,
[FORGEWORLD]
Attribute Intellect 2
Requirement
Skill Scholar 2, Tech 3
Requirement
Archetype Admin Access.
Ability Your purpose is to commune with
Machine Spirits and catalogue their
wisdom, to further the Quest for
Knowledge. When you commune
with a Machine Spirit as part of a
Test, you gain Icons equal to your
Tier
Laspistol, Adepts Robes
Wargear (Clothing), Combi-Tool, Data-
Slate, Sacred Machine Oil,
Cybermantle

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Ratling Sniper
Never heard of a ‘Sarvus Veknironth’, Colonel. But if I see
him, or your vintage amasec, I promise you’ll be the first to
know
—Sarvus Veknironth, Ratling Snipe

You are small and elusive, enlisted in the Astra


Militarum as a sharpshooter and an infiltration
specialist.

Though Ratlings are not renowned for their strength or


discipline, their accuracy and keen instincts for good hiding
places makes them excellent snipers. They usually deploy
at long range, eliminating targets of opportunity whilst
minimizing return fire. Occasionally they are retasked as
saboteurs, breaking in and out of supposedly impenetrable
defences undetected.

Experience on the battlefield


sharpens a Ratling’s natural
stealth and sticky-fingered survivalist skills. Troopers
who treat their shorter comrades with respect can acquire
extra rations, intoxicants, and specialist wargear. Those
who insult the Ratlings’ stature instead find their personal
effects mysteriously disappear.

Ratling Sniper
Tier 1 Species Ratling
Keywords IMPERIUM, ASTRA
MILITARUM, [REGIMENT],
ABHUMAN, MILITARUM
AUXILIA
Attribute Toughness 2, Agility 2, Fellowship
Requirement 2
Skill Awareness 2, Ballistic Skill 3,
Requirement Cunning 2, Deception 2, Stealth 3
Archetype Shoot Sharp and Scarper.
Ability When using a weapon with the
Sniper Weapon Trait, increase the
weapon’s Sniper rating by +Tier. In
addition, when you make a
successful ranged Attack Test, you
may immediately move up to your
speed as a Reflexive Action.
Ratling Rifle or Long Las, Knife,
Wargear Flak Vest, 5 Rations (2 stolen),
Ratling Keepsakes.

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Corsair
Why, Mon-Keigh? In your base tongue, because it was…
exciting.
—Anthrillien, Aeldari Corsair

A space pirate, a self-imposed exile of your Species,


you raid and fight for coin, and to experience the
full spectrum of sensation and emotion.

Travelling the stars in small, swift vessels, Corsairs strike


aggressively and opportunistically. Operating in tight bands
rich with camaraderie, they pirate any prey to satiate their
desire for lives filled with passion.

Unbound by the strictures of their Craftworld kin, the


swaggering Corsair embraces the vast depth of their
emotion. They risk death and consumption by She Who
Thirsts to fill their wanderlust, travelling the galaxy at their
whim in a quest for new experiences. Their actions and
motivations are undeniably inhuman, but at least
comprehensible compared to the depravity of the Drukhari
they are often mistaken for.

Corsair bands vary dramatically in appearance, tactics,


and motivation. Some strike for the thrill of the fight,
reveling in combat with advanced Aeldari technology and
rare, stolen wargear. Others are purely materialistic, even
becoming mercenaries.

Corsair
Tier 1 Species Aeldari
Keywords AELDARI, ANHRATHE,
[COTERIE]
Attribute Agility 3
Requirement
Skill Athletics 2
Requirement
Archetype Dancing on the Blade’s Edge.
Ability You throw yourself into danger
with reckless abandon to hide your
ancestral fears. You gain +Tier
bonus dice whenever you make or
resist an Athletics (S) or Persuasion
(Fel) Interaction Attack. You suffer
a +1 DN penalty to Fear Tests.
Wraithbone Breastplate, Aeldari
Wargear Mesh Greaves, Aeldari Mesh
Gauntlets, Mesh Helmet, Shuriken
Pistol, Lasblaster, Spirit Stone, 3
Plasma Grenades, Void Suit.

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Ork Boy
Do not fear their great numbers! Only cowards need
Ork Boy
Tier 1 Species Ork
overwhelm their foes! Do not be intimidated by their size!
Keywords ORK, [CLAN]
These brutes cannot stand against the strength of our faith!
—Final Words of Commissar Xavier Krund Attribute Strength 3, Toughness 3
Requirement
A hulking, brutish creature who lives only to fight. Skill Weapon Skill 2
You are a loutish, anarchic bruiser born for battle. Requirement
Archetype Get Stuck In.
The terrifying tide of charging Ability You gain +Tier bonus dice to melee
green beasts known as a attacks for every ally engaged with
WAAAGH! is made up of the same target as you.
Boyz, the most common of the Shoota, Slugga, Choppa, Ripped
Orks. Few know of anything Wargear clothes.
besides war, and the Boyz like it
that way. Bigger and stronger than
a
Human in every way, with a mind bent
only toward fighting and killing, a
single Ork can rip through a crowd
without exertion. They constantly seek
out violence, fighting amongst
themselves if no better foe presents
itself.

Though part of a clan, each Boy


has their own look cobbled
together from gubbinz and bitz.
Their ramshackle weapons are
built from scrap, but Orks
love their absurd
amalgamations
— provided
they prove as
deadly as
possible. Guns
are prized for
volume and
dakka (or rate of
fire) over accuracy.
The biggest, heaviest,
crudest axes and clubs
are the best.

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Kroot Mercenary
You have nothing to fear from me, Sergeant. I only eat the
strong.
—Trokah the Scaleskin, Kroot Mercenary

You are an alien sell-sword, seeking out mighty


foes to devour, absorbing their strength.

Kroot are notoriously unconcerned who or what they


fight for. Their true reward is the flesh of powerful enemies
they defeat in battle — though they demand payment in
local currency, exchanging it for specialist wargear and
basic survival needs. This is why the Kroot secretly defy
their exclusivity contract with the T’au Empire. Only by
battling beyond T’au spheres of influence can their species
sample sufficient genetic diversity to truly thrive.

A Kroot Mercenary’s personality is coloured by their


employment history and diet, but in general they are
pragmatic and unemotional. They practise the tribal
customs of their homeworld Pech wherever they go, and
adapt easily to new technology and languages as they travel
the breadth of the galaxy in search of strong foes to slay
and consume.

Kroot Mercenary
Tier 1 Species Kroot
Keywords KROOT, [TRIBE]
Attribute Strength 3, Toughness 2, Agility 3,
Requirement Initiative 2
Skill Athletics 1, Awareness 1, Stealth 2,
Requirement Survival 3, Weapon Skill 3
Archetype Adaptive Loyalty.
Ability You scour the galaxy seeking
strong prey to consume, working as
a mercenary to fund your travels.

You gain the [ANY] Keyword,


which should be substituted for the
Faction that currently commands
your allegiance. At the GM’s
discretion, you may swap this
Keyword out for a different one
when your loyalties shift in play.
Kroot Rifle, Kroot Armour
Wargear

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Sororitas Novitiate
Get up Novice! Every second you lay there and die is a
second the enemy pollutes the Emperor's Realm with its
Sororitas Novitiate
Tier 1 Species Human
existence
—Novitiate Exactor Helena Etain, Order of the Burning Keywords IMPERIUM, ADEPTUS
Blade MINISTORUM, ADEPTA
SORORITAS, [ORDER]
On the way to become full Sisters of Battle, Attribute Strength 2, Toughness 2, Willpower 2
Novitiates attempt to prove their worth to their Requirement
Order Skill Athletics 1, Weapon Skill 1
Requirement
Novitiates are female Progena of the Schola Archetype Rekindle the Faith.
Progeniums, who have been selected to undergo training to Ability Discharged to keep fellow Novitiates' faith
join the Adepta Sororitas. These aspirants are then given a unwavering and their focus on the enemies
Ring of Suffrage to wear and take the Oaths of Adherence, of Mankind, through masterful use of
in order to become Novitiates. Neural Whips as a "physical incentive".
Novitiates are also often selected to join the retinues of When you use a Neural Whip on an ally,
Ordo Hereticus Inquisitors, who a Sororitas is asked to join you may instead have them regain Shock
their service. These are likely to be the Novitiates who have equal to the mount they would have lost.
proven themselves to be among the most capable and self- They do not take damage from the attack.
sufficient of their class.
Those chosen have also been deemed strong enough to Or
endure the rigors and perils of serving with an Inquisitor.
The Novitiates who survive such duties, often return to the Of Faith Once Wanting.
Sororitas even firmer in their convictions and further honed Either from wavering faith, or dereliction
in their skills. Sororitas that survive long-term duties with of duty, a Penitent Novitiate seek
the Inquisition, are a very valuable asset for the Adepta in redemption through zealotry and
their war against heresy and faithlessness. As a result of resoluteness to shrug off grave wounds
this, they are often destined to join the high ranks of their against the enemies of Him on Terra
Orders. When you take damage, you regain Shock
Some zealous Novitiates, dubbed Novitiate Exactors, are equal to the Wounds you have lost. This
given neural whips to use on their foes. Occasionally they does not apply to Mortal Wounds.
will use them on fellow Novitiates, if the Exactors feel they Choose:
are lapsing in bravery and faith. Wargear a) Neural Whip and Sword.
Others, called Penitent Novitiates, whose faith is found b) Penitent Eviscerator.
wanting, wield Penitent Eviscerators and are whipped into Ministorum Robes, Ring of Suffrage,
battle by Novitiate Exactors. Chaplet Ecclesiasticus, Writing Kit, a copy
of the Rule of the Sororitas.

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Sister of Battle
By blood and fire we will defend His dominion! Take up
your blades, Sisters; make His will manifest!
— Canoness Jeanne Grace D’Emysa

An unwavering warrior of righteous determination,


you are a warrior monk, raising battle hymns as
you zealously destroy the Emperor’s foes.

When heretics muster and corruption runs rife, the


Sisters of Battle take up their holy arms. The ever faithful
militant arm of the Adeptus Ministorum, they are the
Imperium’s blazing sword, the Imperial Creed’s righteous
shield. They stride the battlefield in ornate powered
armour, wielding bolt and flame with precision and
prejudice to fulfil their sacred duty: purge the galaxy of
heresy and corruption, and immolate any who would stand
against the Imperial Creed. These are the Sisters of Battle.
Repent, or perish!

The Schola Progenium take in the orphans of the


Imperium’s endless wars and educates them in the Imperial
Creed. When the time is right, the most devout undergo
intense military training and further indoctrination as they
are molded into Sisters of Battle. By adulthood, they are
forged into fierce warriors, whose faith in their Sisters and
the Creed is unflinching in the face of annihilation.
Due to this purity of mind and their shared goals, the
Adepta Sororitas often work in conjunction with the
Inquisition. Individual Sisters can often be found acting as
powerful and reliable warriors in the face of corruption
most foul. Sisters are frontline fighters: when not purging
the impure, they are on the lookout for heresy wherever it
lies. Their strength comes not from genetic enhancement,
but a purity of faith and unshakable belief in the Emperor.

Sister of Battle
Tier 2 Species Human
Keywords IMPERIUM, ADEPTUS
MINISTORUM, ADEPTA
SORORITAS, [ORDER]
Attribute Strength 3, Toughness 3, Agility 3,
Requirement Initiative 3
Skill Ballistic Skill 2, Scholar 1,
Requirement Wea[pm Skill 2
Archetype Purity of Faith.
Ability You and any allies within 15 x
Tier metres gain + Double Tier
bonus dice to Corruption Tests.
You gain +Double Tier bonus dice
to any Test to resist the effects of a
Psychic Power.
Sororitas Power Armour, Chaplet
Wargear Ecclesiasticus, Sororitas
Vestments, Writing Kit, a copy of
the Rule of the Sororitas. Choose
from either of the following
options; a Boltgun or a Bolt Pistol
and a Chainsword.
Influence +1

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Primaris Psyker
In the darker past Psykers were considered
I’m Sanctioned, you imbecile. Try and shoot me; you might
unnatural, but their evident value outweighs the
manage to raise the gun before your brain runs out of your
fearful stories of old propaganda. Still, the Warp scars
ears.
every Psyker. Most bear broken bodies and tortured —
— Yvette Wachlitz, Sanctioned Psyker of the 349th Gilead
though resilient — minds.
Gravediggers
Ever present in a Psyker’s mind is the
knowledge that a single mistake could open the gates
A mutant capable of channeling the Warp to
to the Immaterium. In such a case, the best one can
manipulate reality.
hope for is a swift death. Even those that suppress the
fear know they will always be outsiders, suffering the
Feared throughout the Imperium, a Psyker rends
indoctrinated suspicions of others and their own alltoo-
real space and bends it to their will. They summon fire,
real nightmares.
read thoughts, and mould living flesh to their desire.
The unholy power they channel is a cursed blessing;
Psykers are beacons in the dark to daemons, and
each time they channel the Warp they risk becoming a
physical gateway for Chaos to enter real space.
Any human can develop psychic powers, and
more are cursed with the Warp-touch every year.
A Sanctioned Psyker has survived the harrowing
journeying a sinister Black Ship to Holy Terra.
Surviving through Scholastia Psykana training
and indoctrination, they develop unparalleled
discipline. Proven worthy to serve the Emperor,
they are connected to His holy grace so that
they might better resist the call of Chaos.
Strong of mind and pure of will, the Psyker is
ordained an asset to humanity. A small fraction of all
Psykers have the willpower to safely be of use. Some
are sent to the battlefields to wreak otherworldly
havoc, while others touch the timeless veil to predict
the future.

Primaris Psyker
Tier 2 Species Human
Keywords IMPERIUM, ADEPTUS ASTRA
TELEPATHICA, PSYKER,
SCHOLASTIA PSYKANA
Attribute Willpower 4
Requirement
Skill Psychic Mastery 1
Requirement
Archetype Psyker.
Ability You have the PSYKER Keyword,
and are a Psyker. You know
the Universal Psyker Abilities
(p.267), 1 Minor Psychic Power
and the Smite psychic power. You
may purchase additional
psychic powers, following the
rules in Chapter 11.
Laspistol, Force Stave, Psykana
Wargear Mercy Blade, Munitorum Issue
Mess Kit, Blanket, Grooming kit,
2 Ration packs

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Skitarius
The odds of success are approximately 3752 to 1. As the Skitarius
Omnissiah wills, I shall find a way. Tier 2 Species Human
— Zelith-Delta-27, before her heroic defence of the Anval Keywords IMPERIUM, ADEPTUS
chem-plant MECHANICUS, SKITARII,
[FORGE WORLD]
Attribute Toughness 3
A soldier more of steel than sinew, you are a member Requirement
of the standing army of the Adeptus Mechanicus.
Skill Ballistic 2, Tech 1
Requirement
With the sacred instruments of the Machine God,
Archetype Heavily Augmented.
the Skitarius is rebuilt and forged for war. Devout
Ability Your body has been redesigned to
worshippers of the Cult of the Machine, their new
withstand the rigours of
mechanical bodies are a work of divine art dedicated to
war. You do not bleed (making
the Omnissiah. Their duties are to guard and venerate
you immune to the Bleeding
the holy devices of the Adeptus Mechanicus, to follow
Condition) and gain +Tier bonus
orders, and to wage righteous war.
dice to Determination rolls.
Skitarius are survivors of a grueling transformation: flesh is Combi-Tool, Galvanic Rifle,
stripped and replaced with synthetic fibre and adamantium. Wargear Skitarii Auto-Cuirass
Limbs are replaced for untiring augmetics, armour plating
bolted to bone. Cogitators are implanted into their brains to
maintain tireless focus. Every objective is dynamically
analysed, no mission can be forgotten. A Skitarius will
doggedly pursue their goal for centuries unless ordered to
stop. Skitarii might be fallen warriors with no other option
or convicts experiencing divine revelation. Skitarii rarely
remember their past, as their minds are wiped of memories
that could interfere with their purpose. Their worth is
proven as tireless guards, tactical warriors, and calculating
tech advisors. Some are sent to accomplish tasks the flesh
cannot; spacewalking to repair void ships, or working in
deadly manufactorum fumes. The Administratum is
rumoured to have employed their unfeeling logic to
efficiently ration diminishing food supplies in the Apexii
System.

The forges of Avachrus work tirelessly to augment more


warriors; to fight back the terrors of the Great Rift, the
weaknesses of the flesh must be overcome. Though many
are devout or desperate enough to submit to the procedure,
supplies dwindle, and the forges turn away all but the most
pious. Viewed with jealousy, more than once has a
Skitarius been forced to slay a Ganger attempting to steal
their blessed augmetics.

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Space Wolf Blood Claw


To tear out the throat of kings, to cull the weak from the Space Wolf Blood Claw
pack. To bring the death of worlds. That is the true way of Tier 2 Species Human
the Wolf.. Keywords IMPERIUM, ADEPTUS
— Jorik Fangfist, Lord of the Crimson Claws ASTARTES, SPACE WOLVES,
[GREAT COMPANY]
Attribute Strength 4, Toughness 4, Agility 4,
A Blood Claw is a newly inducted Astartes of the Space Requirement Initiative 4, Willpower 3, Intellect 3
Wolves Space Marine Chapter and the equivalent of a Skill Athletics 3, Awareness 3, Ballistic
Codex Astartes-compliant Chapter's neophytes or Scout Requirement Skill 3, Stealth 3, Weapon Skill 3
Marines. Archetype Untamed Savagery.
Ability The wulfen blood throbbing within
you, losing your control into a
Still struggling to control the spirit of the Wulfen within,
berserker rage.
Blood Claws are notoriously savage and fiercely
When you get the Frenzy
aggressive. These hot-headed young warriors cannot wait
condition, your Toughness and
to prove themselves, charging in howling packs at the
Initiative attributes are increased
frontlines of the enemy in their efforts to garner personal
by 1, and your movement is
glory.
increased by 6m.
The first time you take a wound in
They prefer to fight at close quarters and are armed with
a scene, you must make a
melee weapons such as chainswords and Bolt Pistols.
Willpower Test or become
Frenzied.
The Blood Claws are the shock troops of the Space Wolves
and spearhead the majority of assaults. If they survive to Aquila Mark.VII Power Armour,
become mature and capable transhuman warriors, they will Wargear A Bolter and a Combat Knife, or a
eventually be elevated to the veteran ranks of the Grey Bolt Pistol and a Chainsword or a
Hunters. Chainaxe or a Powersword or a
Power Axe
As the youngest and most inexperienced warriors within
the Space Wolves Chapter, the Blood Claws are the most
eager combatants on the field of battle.

They are fierce, often fool-hardy warriors, eager to prove


themselves and earn the respect of their elders. They will
take almost any risk to win the fleeting glory that only
youth and courage can bring.

Confident and fresh, the Blood Claws are constantly abuzz


with the belligerent enthusiasm of youth and the excitement
of having ascended to the ranks of the fabled Sky Warriors
of Fenris.

Both savage and fiercely aggressive without exception, the


Blood Claws have not left their glory-hunting Fenrisian
tribal roots far behind, and are willing to plunge headlong
into the thickest of the fighting regardless of the foes they
may face.

The Blood Claws' infamous berserk charges are known


throughout the galaxy, for they believe in their own
invincibility and dare anyone to prove otherwise.

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Talents Angel Of Death


XP Cost: 30
Talents are tricks, quirks, and abilities unique to your Requirements: Tier 3, Adeptus Astartes Species
character. Some of them impact Tests your character Effect: You are a Space Marine — one of the most
makes, others allow you to take special actions and do feared warriors in the galaxy. You are a highly trained
things nobody else can do. You can purchase Talents using superhuman veteran of hundreds of battles and have
XP during character creation and between sessions, as long mastered the use of many deadly weapons.
as your character meets the requirements listed in the Add Tier to the total Damage Value of successful
Talent. attacks with the following weapons-
XP Cost:  Chainswords
Requirements:  Chainaxes
Effect:  Power Swords
Abhor The Witch  Power Fists
XP Cost: 15
 Unarmed strikes
Requirements: None  Bolt weapons
Effect: Your disdain for sorcery is palpable, repelling  Any weapon with the ADEPTUS ASTARTES
the vile arts of wyrd and witch. Keyword.
When a psyker attempts to target you with a psychic At the GM’s discretion, this Talent may also apply to
power, increase the difficulty of their Psychic Mastery test weapons with the CHAOS Keyword for Chaos Space
by +Tier. This applies to both friendly and enemy psykers, Marines.
as you consider no psyker your ally. Angel Of Mercy
Absolute Incineration XP Cost: 15
XP Cost: 15 Requirements: Medicae Rating 3+
Requirements: None Effect: You are resolved to lend medical assistance to
Effect: You unleash a blistering thermal assault that as many as you can, never resting when there is work to be
reduces flesh and armour alike to liquid. done.
When you use a weapon with the Melta Trait, increase Add +Tier to your Medicae (Int) dice pool to determine
both the ED and AP by +Tier. how many Wounds you can remove in a Regroup of an
hour or longer. You can split the number of Wounds you
Acute Sense remove between multiple characters, rather than a single
XP Cost: 15 target.
Effect: Pick one of your 5 senses (sight, hearing, smell,
taste, or touch). Whenever you make an Awareness Test Animal Wrangler
based on that sense, you gain +Tier bonus dice. XP Cost: 10
Requirements: Survival Rating 2+
Aggressor Imperative Effect: You have a background in taming wild beasts,
XP Cost: 15 domesticating them as beasts of burden or relating to them
Requirements: SKITARII keyword as one animal to another.
Effect: Though doctrine imperatives are normally You gain +Double Tier bonus dice on any social Skill
initiated by a Tech-Priest overseeing the Skitarii in action, Test against a target with the BEAST Keyword. You may
you have been equipped with protocols for independent choose to use the Survival (Wil) Skill for any social Skill
action. You can engage an imperative which enhances your Tests against these targets.
mobility for short periods.
At the start of any of your turns, you may activate the Arch-Performer
Aggressor Imperative. This adds +double Tier to your XP Cost: 10
Speed but reduces your Resilience by 2. At the end of a Requirements: Fellowship 3+
turn in which you activate the Aggressor Imperative, you Effect: You have devoted your body to a creative
suffer 1d3+2 Shock. endeavour you perform live before an audience. As well as
providing personal fulfilment, it occasionally provides an
Analog Warrior excellent distraction.
XP Cost: 20 Choose a type of performance appropriate for the 41st
Requirements: Must NOT have the ADEPTUS Millennium — choral singing, organ playing, hagiographic
MECHANICUS or CULT MECHANICUM Keywords recital, ritual dance, etc. You excel at this art form or craft.
Effect: You may be from a backwater Feudal World, or If an enthusiast of the arts witnesses your performance,
very mistrusting of technology, or simply have bad luck you gain +Tier bonus dice to social Skills targeting them
with Machine Spirits. Whatever the case, you have learned for the rest of the scene. If you ever undertake a skill Test
to rely and become proficient in analog weaponry. to determine the success of the performance itself —
rolling Deception (Fel) to attract attention away from
You add +Tier as bonus ED to any Unpowered and companions, for example — you gain +Double Tier bonus
Projectile Weapons dice on the Test.

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Armourbane You can sacrifice a willing or unconscious individual —


such as a devotee or follower — to gain a point of Wrath.
XP Cost: 15
At the GM’s discretion, this sacrifice triggers a DN 5
Requirements: Weapon Skill Rating 2+
Corruption Test.
Effect: Your furious strikes rend armour, leaving it
broken and useless. Berzerker
When you make a successful melee attack you can Shift XP Cost: 15
Exalted Icons to reduce the target’s Resilience instead of Effect: The very sight of blood energises you in battle.
adding ED. Each Exalted Icon you Shift decreases the Whenever you see an individual within sight suffer a
target’s Resilience by 1. This Resilience is removed before Critical Hit or the Bleeding Condition, you regain 1+Tier
you calculate damage from the attack. Shock.
Your weapon must have one of the following Keywords
to activate this Talent: Biker
 BLADE XP Cost: 15
 CHAIN Requirements: Drive Skill Rating 2+, Athletics Skill
 FORCE Rating 2+
 POWER FIELD Effect: Some Vehicles rely on skill and computational
cogitators, and some rely on the driver’s physical
Armour-Monger capabilities. The skill to control your vehicle with not only
XP Cost: 15 your driving ability, but your body as well is.
Requirements: ADEPTUS MECHANICUS keyword When making maneuvering tests while riding a bike, you
Effect: Your craft allows you to enhance the are able to add your Athletics Skill to the roll.
effectiveness of your armour. Select a single piece of
armour (or 6 individual pieces) you possess when you
choose this Talent. When you wear that armour, increase Binary Chatter
the Armour Rating by +Tier. You must be able to spend at
XP Cost: 20
least an hour a day maintaining and adjusting the armour in
Requirements: ADEPTUS MECHANICUS Keyword
order to gain this bonus.
Effect: You are adept at controlling mechanical
Avatar of Blood constructs.
XP Cost: 20 You gain +Double Tier bonus dice whenever you
Requirements: Weapon Skill Rating 3+ attempt to instruct, program, or question a servitor or a
Effect: Bloodshed inspires and invigorates you. similar construct, such as a cherub or a servo-skull.
Whenever you inflict a Critical Hit with a melee attack,
you immediately recover Double Tier Shock.
Blademaster
XP Cost: 15
Battle-Psyker Requirements: Weapon Skill Rating 2+
XP Cost: 30 Effect: You have mastered the art of blocking and
Requirements: Psychic Mastery Rating 4+ Effect: riposting, giving you the edge when you clash swords with
You wield your powers with unstoppable force, compelling an opponent. Any weapons you use with the BLADE
your victims to submit to your will. Keyword gain a +1 Parry Trait.
When you successfully use a psychic power that forces
targets to take a Test to resist its effects, the DN of that Test
Blindfighter
XP Cost: 15
is increased by +Tier.
Requirements: Awareness Rating 3+
Battle Focus Effect: You have trained to fight blind, relying on your
XP Cost: 10 instincts and other senses to detect and dispatch your foes
Requirements: Aeldari species, ASURYANI keyword even when you cannot see.
Effect: The warriors of the Craftworlds are swift and The Blinded Condition does not affect your attack Tests
certain, able to fight on the move with startling using your Weapon Skill (I).
effectiveness. Bloodhound
You do not have to move in a straight line when you
XP Cost: 10
sprint. Further, when you Sprint, you may make a ranged
Requirements: Survival 2+
attack with any weapon as if that weapon had the Assault
Effect: Once you have the scent of a potential target,
trait. You do not suffer the normal +2DN on the attack for
nothing short of their death or yours can end your pursuit.
doing this. This does not apply to weapons with the Heavy
You may nominate a single creature or individual as the
trait.
target of this Talent — you cannot switch targets until the
Betrayer next Regroup.
XP Cost: 20 You gain +Tier bonus dice to Survival (Wil) Tests to
Requirements: CHAOS Keyword track the target
Effect: You can make mortal sacrifices to the Chaos Bloodlust
Gods to gain their favour. You gain +1 Corruption.
XP Cost: 10
Requirements: Weapon Skill Rating 3+

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Effect: Your fury has not been sated by those you have reduces your Speed by 3. At the end of a turn in which you
already slain... maybe the next one will quench your thirst activate the Bulwark Imperative, you suffer 1d3+2 Shock.
for blood.
Immediately after you kill an enemy with a melee Catfall
attack, you may move up to half your Speed towards the XP Cost: 10
next nearest enemy. Requirements: Agility Rating 3+
Effect: You’re nimble and suffer less from the effects
Blood Must Flow! of falling.
XP Cost: 20 When you fall, count the distance fallen as half the
Requirements: Weapon Skill Rating 2+ actual distance for determining damage.
Effect: You know how to place your strikes to inflict
hemorrhaging injuries. Chainsaw Warrior
You may spend an Exalted Icon whenever you make a XP Cost: 10
successful Weapon Skill (I) attack to inflict the Bleeding Requirements: None
Condition to your target. Effect: Whatever the spinning teeth of your Chainblade
doesn’t catch on the first rotation is shredded on the next
Bombardment pass.
XP Cost: 40 When you use a weapon with the CHAIN Keyword, you
Requirements: Any of the following Keywords: may re-roll any ED dice you choose, but must accept the
ADEPTUS ASTARTES, AELDARI, ASTRA second result.
MILLITARUM, CHAOS, ORK, ROGUE TRADER
Effect: You have the connections and military backup Conqueror Imperative
to call in an airstrike. A bombardment may come from XP Cost: 15
ground-based artillery, aircraft, or even a voidship in low Requirements: SKITARII keyword
orbit. In all cases, the attacks are devastating to their Effect: Though doctrine imperatives are normally
targets. initiated by a Tech-Priest overseeing the Skitarii in action,
Once per game session, a character with this Talent and you have been equipped with protocols for independent
access to communications with their vessel or other forces action. You can engage an imperative which enhances your
may call in a bombardment. The bombardment attack deals ferocity and aggression for short bursts.
20 damage +Double Tier ED to all targets within Tier x 10 At the start of any of your turns, you may activate the
metres of the designated target. Conqueror Imperative. This adds +Double Tier bonus dice
to any melee attacks you attempt during that turn, but
Brutalist increases the DN of any ranged attacks you attempt that
XP Cost: 20 turn by +3. At the end of a turn in which you activate the
Requirements: Strength Rating 3+ Conqueror Imperative, you suffer 1d3+2 Shock.
Effect: Your strike brutal blows regardless of the
weapon you wield. Chaos Familiar
Every melee weapon you wield has the Brutal Weapon XP Cost: 20
Trait (p.209), including your unarmed strikes. Requirements: CHAOS Keyword
If you make a successful melee attack with a weapon Effect: The Dark Gods have rewarded you with a
that already has the Brutal Weapon Trait, you deal an minion drawn from the Warp. This malign creature revels
additional +1 damage. This bonus damage is applied after in violence and deception, and serves as a constant
calculating your total damage, not to the weapon’s Damage reminder of your choices. Chaos familiars are unreliable,
value. fickle, and treacherous, but they can be a powerful tool in
any cultist’s arsenal.
Bull Charge You gain +2 Corruption.
XP Cost: 10 You gain a minion, a lesser daemon spawned from the
Requirements: Strength Rating 3+ Warp. It uses the Brimstone Horror profile (see p.349), but
Effect: The force of your charge is undeniable. has a 1 in all Attributes. Its only Skills are Scholar (5) and
When you Charge, your melee weapons gain the Inflict Stealth (8).
(Prone) trait for that attack. This has no effect on enemies The daemon is fickle. To get it to take action, you must
who are larger than you. first succeed at an Opposed Persuasion or Intimidation
Test. Once persuaded, the daemon goes to extreme
Bulwark Imperative measures to accomplish whatever task you set, to the best
XP Cost: 15 of its limited abilities.
Requirements: Skitarii keyword At the GM’s discretion, if the minion sees you act
Effect: Though doctrine imperatives are normally against the interests of the Warp, the familiar immediately
initiated by a Tech-Priest overseeing the Skitarii in action, turns on you until it’s destroyed or convinced of its
you have been equipped with protocols for independent mistake.
action. You can engage an imperative which braces you If the familiar is slain, you must spend a Wrath Point to
against incoming fire. summon it again — which is time-consuming and requires
At the start of any of your turns, you may activate the the GM’s permission.
Bulwark Imperative. This adds +Tier to your Resilience but

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Commerce Savant Effect: You are a skilled shot, trained to carefully


target your enemies’ weak points.
XP Cost: 20
When you take the Aim action (p.189) and make a
Effect: You have a natural talent to understand the
Called Shot (p.187) you add +Tier as bonus ED.
worth of materials. When negotiating prices, you can add
your Tier to any Fellowship or Intellect test. Death Or Glory!
Furthermore, you add your Tier instead of the +1 when XP Cost: 10
you spend Wealth on a Test. Requirements: Human
Conversational Cogitator Effect: Even when terrified, you can summon the
courage to mount a ferocious attack.
XP Cost: 10
Whenever you are required to make a Fear Test, you
Requirements: ADEPTUS MECHANICUS
may choose to instantly Charge the source of Fear, if you
Keyword, 3 Head Augmetics
are able to, and make a single melee attack.
Effect: The cogitation devices that form your brain are
Make the Fear Test after this attack resolves if the target
finely tuned. Through the cold purity of logic you can
is still alive.
calculate the likely outcomes of a conversation and predict
If you are in combat after the Fear Test resolves, you
the responses of weaker biological minds.
sacrifice your first Turn.
Before making a Cunning (Fel), Deception (Fel), Insight
(Fel), or Persuasion (Fel) Skill Test you can choose to use Deceptive Retreat
this Talent to use your Tech (Int) Skill instead. XP Cost: 15
You must complete a Regroup or Respite before you Requirements: Aeldari species
can use this Talent again. Effect: Aeldari in battle wield deception like a blade,
Counter Attack slipping from the fray in feigned retreat only to follow their
flight with another attack.
XP Cost: 20
After you make a melee attack, whether successful or
Requirements: Weapon Skill Rating 5+
not, you may spend one Glory to Disengage as a free
Effect: You are a master of melee combat, able to find
action.
an opening in your opponent’s guard when they attack.
You can use this Talent whenever an enemy targets you Deductive
with a melee attack. XP Cost: 15
After the enemy has completed their attack, you may Requirements: Intellect Rating 3+
make a single melee attack against that enemy. This is Effect: Your studious mind can pick apart a problem
treated as your Reflexive Action, but you may Counter (or person) with ease.
Attack up to Tier times per Round. As a Simple Action, you may use this Talent to make an
You may not apply any other Talents, Abilities, or Intellect-based Skill Test to recall or notice something
combat options to a Counter Attack. about a target. The target can be anything, from a mag-
If you Counter Attack, you cannot take any Move locked door with a cantankerous machine spirit to an
Actions on your next turn. inscrutable Planetary Governor.
Counter-Curse If you pass the Test, the GM may give you information
based on the Skill you used to make the Test. You also gain
XP Cost: 10
+ Tier bonus dice to any Test made against that target that
Requirements: Psychic Mastery Rating 2+
utilises this information. You may give this bonus to an ally
Effect: Your allies tolerate your presence as a
if you communicate what you have learned.
necessary evil, to prevent the enemy witches from
thwarting their work. De-Escalator
You gain +Tier on Tests to Deny The Witch (Wrath & XP Cost: 10
Glory, pages 267-268). Once per Respite, you can Deny Requirements: Weapon Skill Rating 2+
The Witch as a Reflexive Action. Effect: You can disarm people with your bare hands,
preventing someone you just want to talk to from making a
Culinary Chef mistake they’ll regret.
XP Cost: 10 When making a Shot To Disarm with an Unarmed
Requirements: Gastronomy Skill Rating 2+ Strike, you do not suffer DN penalties for a Called Shot
Effect: You do not view food as simple nourishment. (Wrath & Glory, pages 186-187). The DN for your
opponent’s Strength Test is equal to the Damage you’d
To you, the art of gastronomy is creation of art, and to
have inflicted, instead of half of it.
allow your emotions to sing through every bite of your
artistic masterpieces. You gain a +Tier bonus dice on your Deflect Shot
next Persuasion Skill on a target that has eaten your food. XP Cost: 10
Requirements: Initiative Rating 4+
Effect: Your combat reflexes are so refined that a
Deadshot twitch of your wrist can redirect missiles back on their
XP Cost: 20 shooter.
Requirements: Ballistic Skill Rating 2+ You can only use this Talent when wielding a
weapon that has the Parry Trait and either the POWER

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FIELD or FORCE Keyword. Effect: With a few choice words, or even just a look,
The Defence bonus you gain for wielding a Parry you can slow an enemy’s charge as they think better of
weapon against melee attacks also applies against picking a fight with you.
ranged attacks. If your attacker misses and rolls a When you succeed on an Interaction Attack using
Complication, the attack is resolved as if they had been Intimidation (Wrath & Glory, page 190), your enemy is
struck by their own weapon. Staggered, in addition to other effects.
This Talent only effects weapons with the LAS Keyword
Discipline Savant
XP Cost: 30
Devotees Requirements: Psychic Mastery Rating 4+, and at
XP Cost: 30 least 2 psychic powers from a single Discipline. Effect:
Requirements: Leadership Rating 4+ Your devotion to a psychic discipline has given you
Effect: Through reputation or assignment, you have mastery over your style of Warpcraft.
gathered a number of followers that will do whatever you When you take this Talent, select a psychic discipline in
ask. If you are attacked, they intervene. which you have at least 2 psychic powers.
Your devotees are a Mob of any Troop level Threat, as Whenever you make a Psychic Mastery (Wil) Test to
described in Chapter 14: Bestiary. A number of devotees activate a psychic power from that discipline, reduce the
equal to Double Tier +2 have decided to follow you. You DN by 1.
may use the stats presented in Chapter 14 for each devotee,
or use the following rules: u Devotee Attributes are equal to Disciple Of The Holy Trinity
1 + Double Tier. XP Cost: 30
Requirements: ADEPTA SORORITAS Keyword
• Devotee Skills are equal to 1 + Double Tier.
Effect: The Sisters of Battle venerate the Holy Trinity
• A devotee’s Attributes and Skills cannot be of bolter, flamer and melta above all other weapons, and
higher than your own. veterans of their Order are rewarded with the most
Whenever you are hit by any form of attack, any of your exceptional versions of such sacred tools.
devotees may make a DN5 Initiative Test as a Reflexive You add +Tier to the Damage of any weapons you use
Action. If they succeed, the attack kills the devotee instead with the BOLT, FIRE or MELTA Keywords.
of hitting you.
Slain devotees may be replaced for free with new Disruptive Launch
devotees the next time you visit a major encampment or XP Cost: 10
city. Requirements: Pilot 3+
If you take this Talent more than once, you gain more Effect: You employ short bursts of your Jump Pack as
devotees of the same type you already possess. If you suppressive fire, protecting you from retaliatory assaults.
already have followers from an archetype ability, this When equipped with a Jump Pack, you can spend a
Talent provides additional followers of that type instead. Shift on successful melee attack Tests to inflict the
Hindered (1) Condition on an enemy you’re engaged with.
Die Hard Additional Shifts can be spent to target 1 additional enemy
XP Cost: 20 per Shift, or increase the DN penalty of a victim’s Hindered
Effect: You’re hard to kill. Condition by 1 per Shift.
When you suffer more Wounds than your Maximum
Wounds, you are not Dying. Roll once on the Memorable Disturbing Voice
Injuries table and heal 1 Wound. XP Cost: 10
You may not use this Talent again until you complete a Effect: You have a sinister and upsetting voice. This
Regroup. may be due to infrasonic cadences produced by a vox
synthesiser, interrogation training, or just an inborn air of
Dirty Fighter malice.
XP Cost: 15 You gain + Tier bonus dice to Intimidation (Wil) and
Effect: You’re proficient in the art of foul play. Leadership (Wil) Tests when you use your voice.
Whenever you make an Interaction Attack (p.190) and you Any Fellowship Test made with someone likely to be
shift 2 Exalted Icons, you can inflict your target with an put off by your voice (nervous individuals, Psykers, pious
additional Condition. Choose the most narratively members of the Ecclesiarchy) suffers +2 DN penalty.
appropriate Condition from the following options:
• Blinded (p.199) Dual Wield
• Prone (p.200) XP Cost: 20
Effect: You can wield two weapons with uncanny
• Restrained (p.200)
accuracy.
• Staggered (p.200) When you wield one weapon in each hand the DN
Disarming Stare penalty for using the Multi-Attack option is reduced by 2 if
XP Cost: 10 you use your other weapon for an attack. Each weapon
Requirements: Intimidation Rating 2+ must have the Pistol Trait or be a one-handed melee
weapon.

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You may also use a different weapon you are wielding Favoured By The Warp
for each of your Multi-Attacks, rolling damage separately
XP Cost: 30
for each weapon.
Requirements: PSYKER Keyword
Duty Until Death Effect: The Warp is both dangerous and fickle, its
XP Cost: 15 horrors afflicting some more than others. Even those with
Requirements: Willpower Rating 3+, IMPERIUM great mental conditioning and a seeming control over
Keyword psychic powers can find it turns against them.
Effect: Your ardent faith in the Emperor allows you to You may use this Talent to reroll any Perils of the Warp
push beyond the limits of injury to act in His will, at a cost (p.263) result. You must accept the new result.
to your physical form. Fear
Whenever you suffer more Wounds than your Max
XP Cost: 20
Wounds, you can use this Talent. You may take your next
Effect: Either by the ravages of war on your body, an
Turn normally; you begin Dying at the end of that Turn.
aura of malice, or the weight of your words, you frighten
You may choose to take your next Turn immediately after
those you meet.
activating this Talent, potentially interrupting an enemy’s
When you succeed on an Intimidation (Wil) Test, you
Turn. If you roll a Complication on any Test, you take a
can force the target to make a Fear Test with a DN equal to
Traumatic Wound.
1 + Double Tier.
Encouragement Fearless
XP Cost: 15
XP Cost: 20
Requirements: Leadership Rating 2+
Requirements: Willpower Rating 4+
Effect: Either through encouraging words, or a
Effect: Extensive mental conditioning or intensive
threatening glare, you bolster your allies' will to fight.
training allows you to completely control your fear. You
Make a DN 3 Leadership Rating. If you succeed, you may
automatically pass any Fear Test. You are immune to
choose one ally as a Combat Action, and heal their Shock
Intimidation (Wil) Interaction Attacks.
for 1d3+1.

Eliminator Feel No Pain


XP Cost: 30
XP Cost: 20
Requirements: Toughness Rating 4+
Requirements: Stealth Rating 2+
Effect: Your pain tolerance is above and beyond that of
Effect: You strike from the shadows, using the element
most of your Species.
of surprise to take down your foes in one fell swoop.
You do not suffer a penalty to DN for being Wounded.
When you have a Stealth Score and you attack an
Your Wounds Trait is increased by + Tier.
enemy that is unaware of you, you may add your Stealth
Score as ED, in addition to the bonuses received from a Feint Attack
Surprise Attack. Any decrease to your Stealth Score is XP Cost: 15
resolved after the attack. Requirements: Weapon Skill Rating 2+
Effect: You disorient enemies with distraction attacks,
Escape Artist setting them up for follow-up hits.
XP Cost: 10
You can use Weapon Skill to make Interaction Attacks
Effect: Through bodily contortions, practice, or
against enemies you are Engaged with
subdermally concealed equipment, you are adept at
escaping any form of bondage. Field-Surgeon
You gain +Double Tier bonus dice to all attempts to XP Cost: 50
escape any form of bondage, be it mechanical bonds or an Requirements: Medicae Rating 5+
individual Grappling you. Effect: you are able to bring a creature back to life if
within 1 minute of death, and has not lost a vital organ
Evade (brain, heart, etc.). It costs 4 Medi-kit charges.
XP Cost: 25
Requirements: Agility Rating 3+ Fix Bayonets!
Effect: You are elusive and difficult to target. XP Cost: 10
You gain +Tier to your Defence when you take the Full- Requirements: ASTRA MILITARUM keyword
Defence Action. This does not apply if you are Restrained, Effect: Sharp steel, with some guts behind it, is a vital
Staggered, otherwise unable to move freely. part of defending the Imperium.
You increase the base damage of a bayonet you wield
Ever Vigilant by +Double Tier when you charge, or when you attack an
XP Cost: 15
enemy who charged you since your last turn.
Effect: You never let down your guard. You gain
+Double Tier to your Passive Awareness. Flagellant
XP Cost: 10

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Requirements: IMPERIUM Keyword, Prayer Rating Though the means of transportation are different, you are
3+ not above this ancient practice of warfare. You gain +Tier
Effect: You have dedicated your pain to the service of ED to damage when attacking a target with a melee weapon
the Emperor. while you are in a vehicle, and +Double Tier if you’re
At the start of each day, you must spend 20 minutes moving at half speed or more against a stationary target.
(Terran standard) in prayer, and inflict Wounds to yourself
equal to your Tier through self-flagellation.
You may not roll Determination against these Wounds Guardian
or allow them to be healed by any method other than XP Cost: 15
through a Respite. Effect: You are a shield for your allies.
As long as you are wounded in this way, you gain + Whenever an ally within Tier metres of you is the target
Tier bonus dice to your Determination and Conviction rolls of an attack, you may spend 1 Glory as a Reflexive Action
and may choose to become Frenzied (p.199) as a Combat to interpose yourself an become the target of that attack
Action. If you also have the Frenzy Talent, you may instead. You cannot use this talent if you are Restrained or
become Frenzied as a Simple Action. otherwise have impaired movement.
If you fail to flagellate yourself, you are overcome with If you’re wielding a Shield, you may have the attack
shame and take a +2 DN penalty to all Tests until you strike your shield instead.
flagellate again
Force Of Will Hardy
XP Cost: 20 XP Cost: 20
Requirements: Psychic Mastery Rating 2+ Requirements: Toughness Rating 3+
Effect: To those who risk their souls tangling with Effect: You are innately durable or have undergone
daemons, traumas of the flesh are a distant concern. harrowing endurance training.
You gain +Double Tier bonus dice on Willpower Tests As a Combat Action, you can make a DN 3 Toughness
to continue sustaining psychic powers when you suffer Test. On a failure you recover 1 Shock. On a success you
damage (Wrath & Glory, page 265). recover 1 + Double Tier Shock. Each Shifted Exalted Icon
recovers an additional point of Shock.
Once you use this Talent, you cannot use it again until
you have completed a Regroup (p.196).

Frenzy Hatred [Any]


XP Cost: 20 XP Cost: 15
Effect: You can use a Combat Action to become Effect: You have honed your hatred toward a specific
Frenzied (p.199). foe into a weapon.
Select a Keyword to be the focus of your hatred. You
Furious Charge gain +Double Tier bonus dice on melee attacks against
XP Cost: 15 targets that have the chosen Keyword. You suffer a +2 DN
Requirements: Athletics Rating 2+ and Weapon Skill penalty whenever you interact socially with individuals of
Rating 2+ the chosen Keyword.
Effect: You have practised closing distance to a foe
with speed; swinging your weapon whilst running has Haymaker Swing
become second nature.
XP Cost: 10
You gain + Tier to any melee attack you make as part of
a Charge (p.188). Requirements: Weapon Skill Rating 2+
Effect: You wildly swing at the enemy with
Gallows Humour exhaustible force.
XP Cost: 20 When making a melee attack, you can make a
Effect: You find humour in the darkest of places, and Haymaker Swing attack instead, increasing your weapon’s
can use it to bolster the resolve of your allies. You can take ED by +2 for that attack. You must declare this action
a Simple Action to make a grim joke whenever take before rolling for the Attack.
damage or are suffering from a Condition, until the start of Hit or miss, you lose 1 Shock.
your next turn, as long as you are still able to speak.
Make a DN 2 Fellowship Attribute Test. If you succeed,
you and any allies that can hear you recover Shock equal to
your Tier plus the number of Exalted Icons rolled.
Heavy Weapons Expert
XP Cost: 20
Get Me Closer! Effect: Proficient in all manner of Heavy Weapons,
XP Cost: 15 Heavy Weapons Experts are able to wield these destructive
Requirements: Weapon Skill Rating 2+ guns with deadly effect.
Effect: In ages past on ancient Terra, warriors rode to • Carrier: The Strength required for the Heavy Trait on a
battle on equestrian mammals, charging the frontlines of Weapon is reduced by +Tier.
armies with blade and spear.

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• Loader: The time to reload a Weapon with the Heavy explosive size, cost, weight and CP are on the following
Trait is lowered by 1 Reload Action. Table:
Size CP Weight Cost
Heroic Intervention
XP Cost: 15 3/9 15 1kg 1
Effect: When an enemy takes the Charge action and
concludes their move within 10 metres of you, you may 5/15 45 3kg 3
spend 2 Glory as a Reflexive Action to move up to your 7/21 75 5kg 5
Speed towards that enemy to engage them and make a
melee attack before the enemy makes their attack. You are
considered to be charging for the purposes of your attack.
Indomitable Belief
XP Cost: 20
Hive Explorer Requirements: ADEPTA SORORITAS keyword,
XP Cost: 15 must not possess the CHAOS keyword
Requirements: IMPERIUM Keyword Effect: Your faith is such that you will not yield before
Effect: You are experienced at navigating the urban the Emperor’s enemies.
environments of the Imperium. You, and all ADEPTA SORORITAS characters within
You gain + Tier bonus dice to any Stealth (A) or 15xTier meters of you, add +Tier to Resilience. In addition,
Survival (Wil) Tests when moving through urban when you suffer damage in excess of your Maximum
environments. Wounds, you gain 1 Faith. If you die, all characters with
the ADEPTUS MINISTORUM or ADEPTA SORORITAS
keywords gain 2 Faith and recover +Double Tier Shock, as
Holy Spirit they are spurred on by your martyrdom.
XP Cost: 40
Requirements: Must worship a deity, Prayer Skill Inspirational
Rating 2+. XP Cost: 10
Effect: Either through religious diligence, tribulations, Requirements: Leadership Rating 2+
or an unfolding destiny, your deity seem to be inclined to Effect:
listen to your prayers more keenly. A trait shared by many Your presence bolsters and reassures your allies. When
saints and messiahs throughout history. an ally within 15+Tier metres who can see you fails a
Penalties of Prayer Skill tests are lowered by -Tier. Resolve test, you may make a Leadership test as a
Reflexive Action against the same DN as their Resolve test.
If you succeed, then the ally is considered to have passed
their Resolve test rather than failed it.
Honed to Lethality Jargon [Skill]
XP Cost: 20
XP Cost: 15
Requirements: None
Requirements: A Rating of 1+ in any of the
Effect: You have refined the edge of your weapon’s
following: Ballistic Skill (A), Explosive (A) Medicae (Int),
power field into the perfect armour-shredding tool.
Pilot (A), Scholar (Int), Survival (Wil), Tech (Int), or
When using a weapon with the POWER FIELD
Weapon Skill (I).
Keyword, increase the AP by +Tier.
Effect: You’re knowledgeable enough on a particular
subject to open your mouth and let the information flow
Hot-Shot Pilot out. The mystifying slang, precise vernacular, and strange
XP Cost: 15 idioms are enough to stupefy the unlearned and make fast
Requirements: Pilot Skill Rating 2+ friends of strangers who share your passion.
Effect: You are a member of a rare cadre, a creed of When you take this Talent, you must pick which of your
winged warriors who have left many planes plumbing to Skills it applies to from the list in the Requirements section
their death in their wake. You have mastered the use of the above.
During any social encounter you can make a Skill Test
frontal weapons of your plane, as if it is an extension of
using your Jargon Skill. The DN is determined by the GM
yourself.
based on how friendly the target is to you. If you fail,
When firing frontal weapons while piloting a small craft,
everyone around you ignores your incoherent babbling.
you are able to use your Pilot Skill instead of your If you succeed and the target is interested or trained in
Gunnery Skill when firing them, and are able to add your the Skill, they are likely to become more friendly to you
Ballistic or Explosive (depending on the weapon) Skill to (see p.168). If the target doesn’t share your knowledge and
the Attack Test. slang, they stand stupefied whilst you babble — they are
distracted, unable to get away from your conversation for
up to 20 minutes (Terran standard).
IED Maker
XP Cost: 15
Requirements: Explosives Rating 3+
Effect: You are able to spend Military Hardware
Wealth to make an IED. The Explosive does (3d6)/1/1, and

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Juggernaut When you are targeted by a ranged or melee attack, you


may spend 1 Glory as a Reflexive Action to increase your
XP Cost: 30
Defence by +Double Tier until the start of your next turn
Requirements: Strength Attribute Rating 4+.
Effect: Your uncanny Strength gives you the power to Lip Reader
wield larger weapons one handed. XP Cost: 10
You are able to attack with melee weapons with the 2H Effect: You have learnt how to read lips.
keyword, and ranged weapons that lack the Pistol trait. The GM may call for an Awareness (Int) Test to read
When you use a weapon in this way, it is considered to lips successfully depending on the environment, the
have the Heavy (4) Trait; unless it already has the trait, in speaker’s Species, and the language spoken. The default
which case the Heavy trait of the weapon is doubled DN is 3 and may be modified as the GM sees fit.
Loremaster [Keyword]
Leader XP Cost: 15
XP Cost: 30 Requirements: Scholar Rating 3+
Requirements: Leadership Rating 4+ Effect: You are highly educated in a specific field.
Effect: Once per turn, as a Combat Action, you can When you take this Talent, choose a Keyword.
allow an ally that can hear you to use their Reflexive This could be a bureau of the Imperium, a xenos
Action to make a single attack on an enemy they can see, species, or something esoteric (and forbidden) like
with a 2DN penalty. Furthermore, you change the daemonology. All Keyword selections are subject to GM
Combined Attack Leadership +1 bonus from allies to a +2 approval.
instead. If you select another Species as the keyword, you can
Legacy Of Sorrow speak their native language as well as your own.
Educational insight can have broad applications.
XP Cost: 20
Studying a culture’s history invariably reveals information
Requirements: Aeldari Species
about their traditions, military prowess, and technological
Effect: The long and mournful history of your people
innovations.
weighs upon you, sharpening your focus and emboldening
Whenever you make a Skill Test related to the chosen
your will to live.
Keyword, you gain +Double Tier bonus dice.
You no longer suffer the penalty from the Intense
This includes Scholar Tests, but can also be relevant to
Emotion Species ability (p.29).
any Test that involves interacting with that Keyword,
The group gains +1 Glory every time you recover from
including Interaction Attacks (p.190). The GM is the arbiter
Dying.
of what is sufficiently relevant to your selected Keyword to
receive this bonus.
Let The Galaxy Burn Mark Of Chaos
XP Cost: 20
XP Cost: 30
Requirements: CHAOS Keyword
Requirements: [MARK OF CHAOS] Keyword
Effect: You take pleasure in the destruction of any
Effect: You have been granted the favour of the Chaos
ordered institution. When you see your prey begin to falter,
Gods. This may be from dedicating yourself to one of the
you revel in its collapse and become inspired to commit
named gods or to an act that venerates the entire pantheon.
ever greater atrocities in the names of the Chaos Gods.
Occasionally, one of the Chaos Gods may grant favour out
You gain +1 Corruption.
of amusement or some more inscrutable reason, rather than
Whenever you incapacitate an Adversary or Elite
as a reward.
opponent, the group gains +1 Glory, up to a maximum
You gain +1 Corruption. Select one of the five options
Glory of Double Tier per encounter.
below and apply the bonus to your character sheet. Taking
Lie Low this Talent replaces the [MARK OF CHAOS] Keyword
XP Cost: 10 with the name of your chosen God.
Effect: You know how to avoid attention when trouble If you choose Undedicated, you do not replace the
is near. [MARK OF CHAOS] Keyword.
When you are Prone, you add +Tier to your Defence • Nurgle: Your Toughness increases by +1.
against attacks from 10 or more metres away, and +Tier • Khorne: You gain +2 bonus dice when making
bonus dice on Stealth tests when you attempt to Hide. attacks using the All-Out Attack option. You
Lightning-Fast Reactions can’t take this option if you have the PSYKER
keyword.
XP Cost: 30
Requirements: Aeldari species • Slaanesh: You gain +2 bonus dice on
Effect: The Aeldari process thought and emotion far Awareness and Persuasion Tests.
faster than a human, and their physical reactions are so • Tzeentch: You gain the PSYKER keyword. If
quick that they can slip past flickering blades and fusillades you already possess the PSYKER keyword, you
of gunfire with astonishing ease. gain one minor psychic power of your choice.
Work with the GM to determine which powers
are appropriate for your character.

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• Undedicated: Choose one of the following Effect: When taking the Brace Action with your Shield,
Skills: Awareness, Cunning, Deception, Insight, you may move with half your Movement Action
Persuasion, Psychic Mastery, Stealth, or Weapon
Skill. You gain +Tier bonus dice when using that
Skill.
More Dakka!
XP Cost: 40
Marksman Requirements: Ork Species
XP Cost: 30 Effect: You love the smell and sound of Dakka, and
Requirements: Weapon with the “Sniper” Trait have a knack for expending exorbitant quantities of
Effect: You increase any Sniper trait Rank by +Tier, ammunition; this is somehow an effective tactic for you.
and gain the full benefit of the Aim Action even if you The Salvo value of any weapon you wield is increased
shoot Engaged Targets by + Tier.
You may want to employ an Ammo Runt (p.241) to
Mastered Paths carry extra ammunition.
XP Cost: 20
Requirements: Aeldari Species, ASURYANI
Keyword Noble Peer
Effect: As a Craftworlder, you have travelled and XP Cost: 20
mastered many paths over your elongated lifespan. Requirements: Persuasion Rating 3+
You have likely forgotten more than most humans will Effect: You are a member of a renowned noble class.
ever learn but still retain mastery of your former focus. You may have additional authority over other members of
Select one of your Aeldari Paths. You gain an additional your society, as well as responsibility for your social
+ Tier bonus to the bonus you receive from that Aeldari lessers.
Path. Whenever you are in a social situation where status
plays a factor, gain +Double Tier bonus dice to Influence
Mighty Leap Tests and any Skill Tests involving social interaction.
XP Cost: 10
Requirements: Strength Rating 2+, Agility Rating 2+ Orthopraxy
Effect: You’re capable of leaping considerable XP Cost: 15
distances. When you make a Long Jump or High Jump, add Requirements: IMPERIUM Keyword, Prayer Rating
+Tier to your Strength to determine how far or how high 3+
you can jump. Effect: The litanies of His holy word have burned
themselves deep in your memory. You can recite hymns
and prayers to the Emperor by rote, and can use them to
Mimic Voice bolster your mind.
XP Cost: 10 As a Simple Action you can begin mentally reciting
Requirements: Deception Rating 3+ Ecclesiastical liturgies. As long as you sacrifice your
Effect: You can mimic individuals’ voice patterns with Simple Action in this way, you gain + Tier bonus
uncanny accuracy. You may have learned this Talent Willpower, for a maximum of Double Tier Rounds.
through your environment or difficult training, or gained If you have the “Prayer of Empowerment” Talent, you
this ability from implanted vox synthesisers. are able to give the benefits of “Orthopraxy” to someone
Make an Awareness Test when you listen to an else with the IMPERIUM Keyword.
individual speak for at least 1 hour to study their voice. The You can’t use this Talent again until you complete a
DN is set by the GM based on the difference between your Respite.
target’s voice and your own, and your current auditory
conditions. Paranoid
If you succeed, you gain +Double Tier bonus dice XP Cost: 20
whenever you make a Deception Test to mimic this voice. Requirements: Cunning Rating 3+
You can memorise a number of voices equal to your Effect: You constantly fear for your life. You have
Intellect. established a web of connections to gather information on
dangerous conspiracies.
Mob Rule Once per session when you have access to a
XP Cost: 20 communications device, you may ask your ring of contacts
Requirements: Ork Species one question they may know. The GM rolls a secret
Effect: You know how to manipulate the brutish Cunning (Fel) Test and provides you with whatever
confidence of a mob of Orks. information the contact can provide. The number of Icons
When you command two or more Orks, you and all rolled on the Test determines the quality and amount of
allied Orks within 15 x Double Tier metres may add information.
+Double Tier bonus dice to Resolve Tests.
Prayer of Empowerment
Mobile Bulwark XP Cost: 15
XP Cost: 5 Requirements: ADEPTUS MINISTORUM or CULT
Requirements: Strength Attribute Rating 2+ MECHANICUM Keyword, Prayer Skill Rating 3+.

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Effect: Through motivating prayer, you are able to Effect: At the start of the First Round of Combat, you
bolster a single ally with your Prayer. are able to make a single Attack on a target that goes before
Make a Prayer Skill Test with an extra +2DN. on a you, but before they take their turn.
success, a target of your choice with the IMPERIUM
Keyword gains the benefit of the Prayer Skill. Rebuke the Heretic/tek
XP Cost: 15
Requirements: ADEPTUS MINISTORUM or CULT
Primaris Perspective MECHANICUM Keyword, Prayer Skill Rating 5+.
XP Cost: 40 Effect: with harsh rebukement, you admonish the
Requirements: Primaris Astartes Species faithless and the xeno of their existence.
Effect: You have been held in suspended animation Make a Prayer Skill Test with an extra +2DN. on a
since the 31st Millennium, just after the Horus Heresy success, a target of your choice receives a +1DN penalty.
ended. You remember a very different galaxy, and have a
unique perspective on the Dark Imperium, a perspective
that encompasses memories of both great hope and great
sorrow. Scum Savvy
You gain + Tier bonus dice Resolve and Corruption XP Cost: 15
Tests. Requirements: Human
You gain +Double Tier bonus dice to Scholar Tests Effect: Long years of disreputable carousing during
regarding historical events from the 31st Millennium or business deals with shady individuals have trained you to
earlier. effectively fleece the lawless and process potentially
dangerous chem substances.
Promethium Proficiency You gain +Double Tier bonus dice to any Test related to
XP Cost: 20 resisting the effects of chemicals.
Requirements: IMPERIUM Keyword You gain + Tier bonus dice when making Cunning (Fel)
Effect: You have been trained in the use of the Tests.
Emperor’s holy fire.
When using weapons with the Inflict (On Fire) Trait, Secret Identity
you gain + Tier ED to any damage rolls. XP Cost: 15
Once per Round, you may gain 1 Wrath when you kill Requirements: INQUISITION Keyword
an enemy of the Imperium using a weapon with the Inflict Effect: You maintain a secret identity that lets you
(On Fire) Trait. move through the Imperium unnoticed.
Work with your GM to define your secret identity; you
Protector Imperative might be a minor noble from a far-flung system, a
XP Cost: 15 travelling merchant barely registering on Administratum
Requirements: SKITARII Keyword records, or a surveying member of the Administratum
Effect: Though doctrine imperatives are normally itself. It might help to select one or two Keywords that
initiated by a Tech-Priest overseeing the Skitarii in action, apply to your secret identity.
you have been equipped with protocols for independent Your identity has been well established using
action. You can engage an imperative which heightens Inquisitorial resources. It may afford you benefits when
visual acuity, fine motor control, and reflexes. dealing with particular individuals.
At the start of any of your turns, you may activate the When your secret identity is challenged, you must make
Protector Imperative. This adds +Double Tier bonus dice to a Deception (Fel) Test to maintain the illusion.
any ranged attacks you attempt during that turn but
increases the DN of any melee attacks you attempt that turn Sidestep
by +3. At the end of a turn in which you activate the XP Cost: 20
Protector Imperative, you suffer 1d3+2 Shock. Requirements: Initiative Rating 3+
Effect: You have a practised ability to evade harm in
close combat.
Propa Kaptain! You can use Sidestep as a Reflexive Action whenever
XP Cost: 20 you are attacked in melee and are aware of the attacker.
Requirements: Operate Skill Rating 2+, Leadership Skill You must declare a Sidestep before the Attacker makes
Rating 2+ their Weapon Skill Test — doing so sacrifices your Move
Effect: Let the bulbous and cowardly lord over their Action on your next turn.
vessels behind blast doors and distant commands, a proper When you Sidestep, you gain +Double Tier Defence
captain leads his crew from they can see him! and Resilience for the purpose of resolving the attack.
When rolling an Operate Skill Test, you may add your You can only Sidestep once per round, and the bonuses
Leadership Skill. (WIP) only apply for a single attack.
Silent
Quickdraw XP Cost: 20
XP Cost: 20 Effect: Moving silently comes as second nature to you.
Requirements: Pistol

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You can move at full Speed when Moving Stealthily • Flamer (p.219)
(p.182). Whenever your Stealth Score would be reduced, • Voss-pattern Grenade launcher (p.220) or
reduce it by 1 fewer. Tempestus-pattern Grenade Launcher
(TEMPESTUS SCION only). You also receive 3
frag and 3 krak grenades
Simultaneous Strike • Hot-Shot Volley Gun (TEMPESTUS SCION
XP Cost: 30 only, p.217)
Requirements: Ballistic Skill Rating 4+ or Weapon Spotter
Skill Rating 4+
XP Cost: 15
Effect: You can accurately attack with two weapons at
Requirements: Awareness Rating 3+
once.
Effect: When you use the Aid Action for an Ally
When you take this Talent, you must choose if it applies
making a Ranged Attack Test, they can add +Tier bonus
to your Ballistic Skill (A) or Weapon Skill (I). You must
dice to their Attack Dicepool.
have a Skill Rating of 4+ in the Skill you choose.
You may only Simultaneous Strike with two one- Spring Up
handed melee weapons or two ranged weapons with the XP Cost: 10
Pistol Trait. Requirement: Agility Rating 3+
You can make any Attack Action that has a single target Effect: You can quickly regain your feet.
a Simultaneous Strike. Pick your primary weapon; your When you stand up from Prone you are not restricted in
attack uses all your primary weapon’s statistics, such as AP the actions or combat options you use during your turn.
and Weapon Traits. Make your attack Test as normal; if
you succeed, add half of the secondary weapon’s Damage Stoic
value as ED to the damage roll. XP Cost: 10
Effect: Either through a quirk of biology, surgical
intervention, or traumatic injury, your face no longer
Smash Attack betrays emotion like a normal member of your Species.
XP Cost: 15 You impose a +Double Tier DN penalty on any Insight
Requirements: Weapon Skill Rating 2+ Tests made against you.
Effect: You can concentrate all of your strength and
rage into a single attack; this strike is deadly, but leaves Storm of Death
you open. XP Cost: 30
You gain + Tier ED to any All-Out Attack. Requirements: Weapon Skill Rating 4+
Effect: You make a flurry of attacks in combat.
When the only combat option you take in your turn is a
Specialist [Specialized Skill] Multi-Attack, the DN penalty is decreased by –Double
XP Cost: 30 Tier. Your turn ends after you complete your Multi-Attack.
Effect: Increase one of these Skills by + Tier:
• Alchemy
Strike And Fade
XP Cost: 15
• Drive Requirements: Aeldari species
• Gastronomy Effect: The Aeldari are elusive, withdrawing from
• Gunnery battle mere moments after striking with full force, then
• Operate rallying to strike once more.
• Pilot After making a ranged attack, whether successful or not,
you may spend one Glory to move up to your Speed.

Special Weapons Trooper


XP Cost: 10, plus XP equal to the Value of the chosen
weapon. Sudden Shot
Requirements: Ballistics Skill Rating 3+ ASTRA XP Cost: 20
MILITARUM Keyword Requirements: Ballistic Skill Rating 2+, Stealth
Effect: Many soldiers of the Astra Militarum receive Rating 2+
training in the use of specialty weapons on the battlefield. Effect: You know that there is no shot quite as
Often, this training includes basic chants to appease the effective as the unexpected one.
weapon’s war-spirit if it becomes obstinate or recalcitrant. When you make a ranged attack against an unaware
You may select one of the following weapons as enemy, the target, and all enemies within 5 metres of the
standard Wargear, replacing your primary weapon: target, must pass a Resolve test with a DN equal to your
Stealth score or be Pinned.
• Combat Shotgun (p.218)
• Plasma Gun (p.218) Supplicant
• Meltagun (p.218) XP Cost: 10
• Long Las (p.217) Requirements: Human Species

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Effect: You know your place and how to work Transhuman [Attribute]
Imperial feudalism to your advantage.
XP Cost: 50
You gain + Tier bonus dice whenever you are appealing
Requirements: have the ADEPTUS ASTARTES
to one of your social betters, such as a planetary governor
Keyword
or a superior officer.
Effect: When you take this Talent, you must select one
If your behaviour in any way deviates from the accepted
of your Attributes with a rating of 5 or higher. This Talent
social norms of the Imperium, your GM may refuse this
applies to that Attribute.
bonus.
Whenever you make a Test using the selected Attribute,
Supreme Presence [Skill] you gain +Double Tier bonus dice.
XP Cost: 20 Twin Focus
Requirements: Skill Rating 4+ in any one of the
XP Cost: 20
following: Athletics (S), Deception (Fel), Intimidation
Requirements: Psychic Mastery Rating 4+.
(Wil), Persuasion (Fel) or Tech (Int).
Effect: You have practiced the art of splitting your
Effect: The weight of your presence demands attention,
thoughts, allowing you to more effectively focus on
even from large groups of individuals.
manipulating the Warp in two ways at once.
When you take this Talent, you must select one of the
The DN penalty from sustaining multiple psychic
Skills listed in the Requirements.
powers is decreased by 2.
When you make an Interaction Attack with the chosen
Skill, you may select either 1 + Double Tier targets or a
Mob of any number of Troops. The DN for the Interaction
Attack does not increase. Uncanny [Trait]
XP Cost: 30
Take Cover! Effect: Increase one of these Traits by + Tier:
XP Cost: 15
Requirements: ASTRA MILITARUM keyword • Conviction
Effect: If you mean to survive to fight another day, it • Defence
helps to put something between you and the enemy. • Resilience
When you are targeted by a ranged attack while in • Resolve
cover, you may take cover as a Reflexive action to increase • Shock
your Defence by +Tier until the start of your next turn. If • Determination
you do so, you may not move during your next turn.
• Speed
Tenacious • Wounds
XP Cost: 30
Effect: You have an uncanny knack for mental
perseverance. Unnatural [Skill]
You recover 1 Shock for every Exalted Icon you roll XP Cost: 50
when you roll Determination. Requirements: have the ADEPTUS ASTARTES
Keyword
Touched By Fate Effect: Choose any Skill with a rating of 4+. When
XP Cost: 20 making a Test with the selected Skill, reduce any DN
Effect: Your luck carries you through, even when modifiers by –Double Tier, to a minimum of 0. This does
Wargear or faith might falter. not change the task’s base difficulty, just any modifiers.
You begin each session with an additional +Tier Wrath Examples include attempting a Test without appropriate
Points. tools, in complete darkness, or a specific combat option.
Trademark Weapon Unremarkable
XP Cost: 30 XP Cost: 15
Effect: You have trained extensively with a single Requirements: IMPERIUM Keyword
weapon that you keep on your person at all times. It has Effect: You are forgettable and blend into crowds
almost become an extension of your body. easily.
Choose one of your weapons to become a Trademark Characters of a higher social class with the IMPERIUM
Weapon. This Talent only affects that weapon, and no keyword, such as planetary governors, Imperial nobility, or
others of its type (for example, a single modified manufactorum owners, ignore you completely unless you
Chainsword, not all Chainswords). attract undue attention to yourself.
Whenever you make a successful attack with your Anyone attempting to notice or track you in a crowded
Trademark Weapon, you deal +Double Tier additional ED. area, or trying to remember your face, suffers +2DN.
In addition, reloading your Trademark Weapon is
lowered by one Action. Warp-Hunter
If you lose or destroy your Trademark Weapon, you can XP Cost: 10
no longer receive any benefits from this Talent. Work with Requirements: Willpower Rating 3+
the GM to decide if an appropriate replacement can be Effect: You are able to make a DN3 Investigation Test
found; this could be the focus of an entire adventure. to detect any lingering remnants of warp-based effects in a

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50 metre radius of its origin point, up to 1 hour since its


effect, and +1 hour for every Shifted Exalted Icon.
Warped Mind
XP Cost: 20
Requirements: Psychic Mastery Rating 4+.
Effect: You have opened your mind to access another
psychic discipline, either through intense discipline and
study or traumatic exposure to the Warp.
You may learn psychic powers from an additional
psychic discipline.
You may choose to take Corruption to reduce the XP
cost of this Talent. For every point of Corruption you take,
reduce the XP cost by 5.
War Hymns
XP Cost: 20
Requirements: ADEPTUS MINISTORUM keyword,
Prayer Rating 2+.
Effect: Your voice is heard above the clamour and
clangour of battle, rallying the servants of the Emperor to
greater heights of piety and fury.
You may sing war hymns as a simple action, and all
allies with the IMPERIUM keyword within 15xTier metres
gain +Tier bonus dice on all melee attacks until the start of
your next turn.

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Faith Holy Smite


XP Cost: 15
The Emperor is the immortal father, guardian, and God of Requirements: ADEPTUS MINISTORUM or
Humanity. A living deity, He inspires the citizens of the ADEPTA SORORITAS Keyword, Melee Weapon.
Imperium to seemingly impossible acts. Truly pious Effect: You channel your faith into your weapon,
believers in the Imperial Cult are bathed in His glorious igniting it in Holy flames
light and empowered by His holy strength. You gain +1 Faith.
This manifest belief is represented in Wrath & Glory by As a Simple Action, you can spend 1 Faith to give your
Faith and Faith Talents. Whenever you purchase a Faith weapon the Blessed Trait, with the X Rating equal to your
Talent, you gain a point of Faith and a special ability. You Tier, for +Double Tier Rounds.
can spend your point of Faith to trigger that ability, fuelled If you have the Litany of Hatred Faith Talent, you can
by the righteous strength of the Emperor’s will. If you spend 1 extra Faith to activate Holy Smite on all allies
purchase another Faith Talent, you gain another point of within Tier x 10 metres when activating Holy Smite.
Faith and another ability, meaning you can use each ability
once, or a single ability twice.
Divine Guidance
Your Faith points are restored to maximum at the start XP Cost: 20
of each game session and whenever you complete a Requirements: ADEPTUS MINISTORUM or
Respite. The GM may restore some of your Faith points if ADEPTA SORORITAS Keyword
you perform a particularly pious or righteous act. Effect: Through His direction, no shot will miss its
Faith Talents can be bought like normal Talents, though mark.
only the most pious devotees of the Imperial Cult have You gain +1 Faith.
access to them. As a Combat Action, you can spend 1 Faith to give the
Emperor’s guidance. Select one character with the
Bolstering Purity IMPERIUM Keyword within hearing range — this can be
XP Cost: 15 yourself. The character gains +Double Tier bonus dice to
Requirements: ADEPTUS MINISTORUM or Ballistic Skill (A) Tests for 1 Round.
ADEPTA SORORITAS Keyword
Effect: Your words drip with the Emperor’s
In His Name
immaculate will, reinforcing the faith of your allies. XP Cost: 15
You gain +1 Faith. Requirements: ADEPTUS MINISTORUM or
As a Reflexive Action, you can spend 1 Faith to bolster ADEPTA SORORITAS Keyword, Prayer Rating 1+
another’s purity. Select one character with the IMPERIUM Effect: You have spent time studying the holy writings
keyword within hearing range — this can be yourself. The of the Cult Imperialis and can invoke hallowed passages to
character automatically succeeds all Resolve and sway others.
Conviction Tests until the end of the Round. You gain +1 Faith.
Whenever you target a character with the IMPERIUM
Keyword with a Persuasion or Leadership Test, you can
By His Will spend 1 Faith to add +Double Tier bonus dice to your pool.
XP Cost: 20
Requirements: ADEPTUS MINISTORUM or
Inspired Blessing
ADEPTA SORORITAS Keyword XP Cost: 20
Effect: The depth of your faith allows you to call upon Requirements: ADEPTUS MINISTORUM Keyword
the God-Emperor to assist you when you work with another Effect: Your blessings invoke the majesty of the God-
of His children. Emperor, uplifting your allies and reinforcing their
You gain +1 Faith. determination.
When you Help a character with the IMPERIUM You gain +1 Faith.
Keyword, you add triple the number of bonus dice if you You may make an inspirational statement or prayer as a
spend 1 Faith. Combat Action. When you do so, spend 1 Faith to restore
1d3 + Double Tier Shock to you and all allies with the
Consecrated Light IMPERIUM keyword within 15 x Double Tier metres.
XP Cost: 20
Requirements: ADEPTUS MINISTORUM Keyword
Litany Of Hatred
Effect: The Emperor’s power can manifest physically XP Cost: 20
for the faithful in times of need, a beacon to bolster the Requirements: ADEPTUS MINISTORUM or
citizens of the Imperium. ADEPTA SORORITAS Keyword, the Hatred Talent
You gain +1 Faith. (p.135)
As a Reflexive Action, you may spend 1 Faith and Effect: Hatred is the Emperor’s greatest gift to
present a holy symbol of the Imperial Cult. You and any humanity.
allies with the IMPERIUM Keyword within 15 x Double You gain +1 Faith.
Tier metres gain +Double Tier bonus dice on Fear and You may spend 1 Faith and a Simple Action to recite a
Corruption Tests until the end of the Round. Litany of Hate. The effects of your Hatred Talent now
apply to any of your allies with the IMPERIUM keyword
within Tier x 10 metres.

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Martyr’s Tears
XP Cost: 20
Requirements: ADEPTUS MINISTORUM or
ADEPTA SORORITAS Keyword, Willpower Rating 3+.
Effect: You are destined for martyrdom, prepared and
willing to sacrifice yourself entirely to serve the Emperor’s
grand vision.
You gain +1 Faith.
As Simple Action you can select a human target to heal.
You must spend 1 Faith and take a number of Wounds
up to a maximum equal to your Tier. The target recovers
double the number of Wounds you sacrificed.
Repent!
XP Cost: 15
Requirements: ADEPTUS MINISTORUM or
ADEPTA SORORITAS Keyword Willpower Rating 3+
Effect: The righteousness of your indignation rings in
the ears of those true to the Imperial Cult
You gain +1 Faith.
You can attempt to force another adherent of the
Imperial Cult to repent using the force of your will. Spend
1 Faith and make an opposed Intimidation (Wil) Test
against your target with + Tier bonus dice.
If you are in combat, this takes a Combat Action. If you
succeed on the Test and the target has the IMPERIUM
Keyword, they kneel and repent for Double Tier x 10
seconds.
Righteous Wrath
XP Cost: 15
Requirements: ADEPTUS MINISTORUM or
ADEPTA SORORITAS Keyword, Prayer Rating 3+
Effect: Your burning fervour inspires you to great
deeds and can similarly inspire your allies.
You gain +1 Faith.
As a Combat Action, you can spend 1 Faith to gain +2
Wrath. When you do this, you can sacrifice 1 point of
Wrath to give an ally with the IMPERIUM Keyword that
can hear you and is faithful to the Imperial Cult +1 Wrath.
Shield Of Faith
XP Cost: 20
Requirements: ADEPTA SORORITAS Keyword,
Willpower Rating 3+
Effect: Your indomitable belief steels your mind
against Warp-witchery.
You gain +1 Faith.
As a Reflexive Action, you may spend 1 Faith to ignore
a psychic power or effect (including Perils of the Warp)
until the end of the Round. You may spend an additional
Faith to grant the same bonus to all allies with the
IMPERIUM keyword within 15 + Double Tier metres

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Effect: the Target's next Ranged attack gains +2 AP


Canticles Shroudpsalm
The Tech-Priests of the Machine-God walk into battle XP Cost: 20
roaring hymns of War, or singing litanies of fervorous Robot, servitor and priest shift their binharic emissions
cants. Through prayers and hymns, they channel their faith into the visible spectra, the static pouring from their vox-
into powerful boons in the field of battle. Both as a miracle, grilles manifesting as an electromagnetic storm that hides
and as an optimization parameter, Canticles are simply them from the foe.
another weapon in the Cult Mechanicum's arsenal to Effect: You create an electromagnetic smokescreen
combat the Heretek, the Xenos, and the Unclean. that covers a 10 meter radius centered around a point of
At the beginning of Combat, you can prepare Prayer your choice. The smokescreen dissipates at the beginning
Rating number of Canticles you have bought, and may of the next round.
activate them at any time in Combat.
You must have the ADEPTUS MECHANICUS Prayer of Titanium
keyword to activate a Canticle. XP Cost: 10
Your hand shall be the Omnissiah's hand, and with it,
Litany of Life He shall break the teeth of the enemy.
XP Cost: 10 Effect: The target gains +3 AR against Energy Attacks.
The will of the Omnissiah is so strong within the Lasts until the beginning of your next turn.
prayers canted, the priests will stop at nothing, not even
death. Prayer of Plasteel
Effect: Restore 3 Shock on a Target XP Cost: 10
Lo, their spears shall shatter against our flesh, for ours is
Cant of the Craft the strength of iron
XP Cost: 10 Effect: The target gains +3 AR against Kinetic Attacks.
Though they flee and cower from us, the unrighteous Lasts until the beginning of your next turn.
shall find nowhere beyond our reach.
Effect: The target's next Kinetic attack deals +3 ED. Canticle of the Iron Souls
XP Cost: 10
Benediction of Omniscience Raising their voices in binharic praise, the Disciples of
XP Cost: 10 the Machine God bolster their spirits with the surety of
From the Master of the Machine, who knows all, there iron.
can be found no shelter. Effect: The target gains +Tier to Resolve Tests.
Effect: The target's next Energy attack deals +3 ED.
Bhinaric Harvest
Blessings of the Omnissiah XP Cost: 35
XP Cost: 15 Those blessed enough to comprehend this blazing vox-
Lights of knowledge shine down on those that are prayer find their targeting reticles guided by the
faithful, let those that are not feel the wrath of our intellect. Omnissiah's own vigilance.
Effect: Target gains +3 dice to the next Intellect-based Effect: Restore all Shock and Wrath Points to all allied
Skill Test Units.
Litany of the Electromancer Awaken the Machine Spirit
XP Cost: 20 XP Cost: 20
Let our knowledge be as a lantern in the dark, and our Awaken thou of the Motive Force, Awaken to Wrath
enemies shall burn in its light. and Ruin unto blasphemer and foolish alike.
Effect: The Target's next attack will ignore all armour. Effect: The target's weapon gains the Cognis Weapon
Tutelage of Momentum Upgrade until the end of their turn.
XP Cost: 10 Invocation of Machine Vengeance
Stride across the stars, and spread with you the word of XP Cost: 20
the Machine God. The Tech-Priests lead adherents of the Machine Cult in
Effect: Target gains +10m Movement for one round. a binharic prayer of hatred against the unenlightened. A
Chant of the Remorseless Fist manifestation of power surges through tendons, wires, and
pistons as the righteous eagerly close on the blasphemers.
XP Cost: 10
Effect: all allies gain +Tier ED to their next Charge
In spitting out a staccato chant to the Motive Force, the
Attack
faithful warriors of the Cult Mechanicus are filled with
merciless surety as well as intent Invocation of Machine-Might
Effect: the Target's next Melee attack gains +2 AP XP Cost: 20
Litany of Unwavering Aim The Tech-Priests lead their minions in a binharic prayer
that sends miraculous strength surging through tendons,
XP Cost: 10
wires, and pistons.
let the Omnissiah guide the Faithful’s Shot, let the strike
Effect: all allies gain +1 to their Strength Attribute
be into the enemy’s core.
until the end of their next turn

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combat as quickly as possible, charging the nearest visible


Conditions enemy. If you are in cover, you break cover and move
towards the nearest enemy.
While Frenzied, you are immune to Fear and cannot be
Bleeding Pinned and must always use the All-Out Attack option, if
You’re bleeding, afflicted with a grievous wound that is possible. You gain +2 to your Strength Attribute While
difficult to treat. You suffer one Mortal Wound at the end Frenzied.
of each of your Turns. Bleeding can be stopped with a
successful Toughness Test (DN 4), or if another character Hindered
aids you with the Medicae Skill. You can attempt to use Something’s holding you back. While Hindered increase
Medicae on yourself (see p,124) but do so at +1DN. the DN for all Tests by +1, or higher if the rules of
whatever is hindering you say so. Hindered lasts until the
Blinded end of the next Turn, unless otherwise stated.
You’re unable to see properly. Increase the DN for any
sight-related task (including all combat Tests) by 4, On Fire
replacing any lesser vision penalties. You’re on fire! You take 1d3 Mortal Wounds at the start of
At the GM’s discretion you may use a Combat Action to each of your Turns. You may then use your Action to throw
remove the Blinded condition, using a narratively yourself Prone and roll around in an attempt to extinguish
appropriate Skill. the fire with a DN 3 Athletics (S) Test. If you succeed you
are no longer On Fire.
Exhausted Alternatively, you can attempt to ignore the flames and
You are weary from battle or persistent effort and suffer take your Turn as normal. Make a DN 3 Willpower Test; if
from fatigue. On your Turn, you can only Walk or Crawl, you fail, you are Hindered.
perform a basic Combat Action (attack with no combat
options, such as Aim or Multi-Attack), or Fall Back. Pinned
Additionally, you may not roll Determination. Any Shock You’re under heavy fire, and there’s a chance your Resolve
suffered by an Exhausted character is immediately will break under pressure. If you are targeted with a
converted into Mortal Wounds. Pinning Attack, you may be Pinned.
Certain circumstances directly inflict Exhaustion. You If someone uses a Pinning Attack against you, they
are automatically Exhausted if your Shock increases make a Ballistic Skill (A) Test against your Resolve. If they
beyond your Maximum Shock. Certain weapons, psychic succeed you are Pinned until the start of the attacker’s next
powers, or Ruin Actions can also cause you to become Turn. If you’re behind cover, you hunker down. If you
Exhausted even while you are below your Maximum aren’t behind cover, you immediately move to the nearest
Shock. cover, using your Movement for your next Turn. While
If you are Exhausted from a source other than exceeding Pinned, you can’t leave cover, but may take other Actions
your Maximum Shock, that effect determines how you as normal.
remove the Exhausted condition. Otherwise, the Exhausted You suffer a +2 DN penalty to Ballistic Skill (A) Tests
condition is removed whenever you recover Shock. when you target an enemy using a Pinning Attacks against
you.
Fear You may attempt to rally Pinned comrades on your
You’re scared. Whatever is causing your Fear might also Turn by making a Leadership (Wil) Test as an Action, with
make you anxious, or trigger physical reactions like rapid a DN equal to the enemy weapon’s Salvo value, adding an
breathing, shaking, and a lack of focus. When you extra +1 DN if a Pinned character has taken any damage
encounter something that causes Fear, you roll your (Shock or Wounds) during the combat. If the Test is
Resolve against a DN dictated by the source of Fear. successful, you rally any Pinned allies within 5 metres,
Success allows you to act normally. If you fail, you suffer ending the effect.
+2DN to all Tests. The penalty lasts until the end of the
scene or until an ally passes a Leadership (Wil) Test of DN Poisoned
2 + the source’s Fear value. You’ve been inflicted with one of the galaxy’s countless
A being that causes Fear is immune to Fear and pathogens, plagues, or viruses. You could be suffering from
Intimidation Interaction Attacks. neurotoxins injected into your system, alien acid splashed
on you, or Nurgle’s contagions. All of these dangers leave
Frenzied you Poisoned.
Whether whipped into a zealous fury or auto injecting You suffer a +2 DN penalty to all Tests while Poisoned.
Frenzon combat stims, you’re Frenzied. You lose all sense Some poisons also inflict damage based on the poison.
of self-preservation and throw yourself into the thick of Some poisons may affect your ability to function instead of,
combat. or in addition to, causing damage. The Poisoned condition
When you become Frenzied, you may choose to ends when you are treated using the Medicae Skill or you
embrace the frenzy or attempt to resist it. If you choose to succeed on a Toughness Test (DN based on the poison) at
resist, at the start of your Turn make a DN 3 Willpower the beginning of your Turn.
Test. If you pass, the rage subsides and you resist the
frenzy. Prone
If the effect is triggered, embraced, or otherwise not You’re knocked down on the ground. Your Defence is
resisted, you are Frenzied and must try to get into close reduced by 2 against any attack made by a Threat within 5

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metres of you. Your Defence is increased by 1 when you’re


attacked from 6 or more metres away. If you become Prone
while flying, you fall to the ground and suffer falling
damage (p.201).
Standing up when Prone is a Free Action on your Turn.
If you stand up in this way, you can only use the Standard
Movement option; you can’t use combat options such as
Brace or Aim. An adjacent character may use a Simple
Action to help you stand up immediately when you’re
Prone.
Restrained
You’re bound, possibly by some form of entangling attack
such as an Genestealer Cultist Webber, a Barbed Strangler,
or a good old-fashioned net.
While Restrained you can’t use your Movement and
your Defence is reduced by 2.
Staggered
You’re off balance; you’ve run too fast over rough terrain,
ordnance has impacted nearby, or you’ve been clipped by a
stray bullet.
When you move While Staggered, your Speed is
reduced by half. You can’t Run or Sprint unless otherwise
stated. The Staggered condition lasts until the end of your
next Tun.
Terror
You’re overcome with a sense of intense dread and rational
thought becomes impossible: this is allconsuming Terror.
Make a Resolve Test against the DN of the source of
Terror. If you pass, you may act normally on your Turn. If
you fail, you suffer all of the effects of Fear, and you must
use every action available on each of your Turns to move
as far away as possible until you no longer have line of
sight to the source of Terror.
Terror lasts until the end of the scene or until an ally
passes a Leadership (Wil) Test of DN 2 + the Terror value.
Any effect that grants a bonus to Fear Tests also applies
to Terror Tests. Any effect that grants immunity to Fear
grants one extra Icon on your Resolve Test against Terror.
A being that causes Terror is immune to Fear, Terror, and
Intimidation Interaction Attacks.
Vulnerable
Your defences are open! While Vulnerable, you suffer −1
to your Defence. Certain abilities and effects increase this
penalty. Being Vulnerable lasts until the end of your next
Turn.

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Extreme Heat & Cold


Environmental Hazards Countless planets possess extreme environments that are
The 41st Millennium is hostile to all forms of life. Every far too hostile to support life, but the need for resources and
world in the galaxy boasts treacherous biomes waiting to defensible positions means there are Imperium colonies on
kill you. These hazards are as common on uninhabited and almost every kind of world. Sometimes extreme
alien worlds as they are on crowded Imperial Hive Worlds temperatures occur naturally. Other temperature changes
and Forge Worlds. Most hazards can be grouped into the are caused by destructive weaponry, such as the
following core categories. Exterminatus, or the terraforming process of the Tyranid
Suffocation bio-fleets.
When you find yourself exposed to extreme hot or cold
When deprived of oxygen underwater, in a smokefilled temperatures, you must pass a Toughness Attribute Test
manufactorum, or in the void outside a Space Hulk, the with a DN determined by the GM. During narrative time,
consequence is the same — you suffocate. you make a Test every hour. During combat time, you
You can attempt to hold your breath to conserve oxygen make a Toughness Test after a number of Rounds equal to
for a number of minutes equal to your Toughness Attribute. your Toughness.
Certain enhancements and equipment can extend this time, If you fail the Toughness Test, you become Exhausted
such as the Adeptus Astartes Imbiber or multi-lung. until you Regroup or seek Respite.
If you attempt to hold your breath during combat or any
other Round-based encounter, you can do so for a number Falling
of Rounds equal to double your Toughness Attribute. If you Gravity is inevitable, indiscriminate, and often has painful
reach the end of either of these times without breathing, consequences. When you fall a distance of 3 metres, you
you fall unconscious. must make an Athletics (AGI) Skill Test against DN of 3,
You must pass a DN 3 Toughness Attribute Test every or take 1 Mortal Wound, and fall Prone.
minute or Round you hold your breath. If you fail the Test, For every metre you fall above 3, the Athletics Skill
you suffer 1d3 Shock damage. If suffocation causes you to Test DN, as well as the Mortal Wound taken, increases by
suffer more Shock than your maximum, you fall +1.
unconscious. If you do not breathe oxygen before the
allotted time runs out, then you automatically fall Fire
unconscious, even if you do not exceed your Maximum
Forge World furnaces, promethium tank explosions,
Shock. If you are deprived of oxygen and unconscious, you
overheating Plasma weaponry; the 41st Millennium is filled
die after a number of Rounds equal to your Toughness
with flammable situations. You must make an Athletics (S)
Attribute.
Test every Round you are exposed to a hazard that could
Electricity set you On Fire. The GM determines the DN of this Test. If
you fail, you’re On Fire. If you take a Wound from a
Nature can be as deadly as any foe imaginable. Weaponised weapon with the Inflict (On Fire ) Trait, you are On Fire.
by countless militaries throughout the long and grim history Anything that doesn’t have an Agility Attribute
of the galaxy, electrical currents can turn armour against its automatically passes Agility Attribute Tests to avoid being
wearer, reduce a tank to molten slag, and cook an Ork from ignited or to put out a fire.
the inside out.
Electricity Damage Radiation
Electricity Damage Toughness Test Radiation comes in many different forms, and is one of the
Intensity DN most lethal and hardest to detect of all environmental
Light 7+1ED; 3 hazards. The fuel of a crippled void ship, journeying the
Agonizing (1d3) irradiated plains of a Death World, or encountering a
sabotaged reactor on a Forge World can all lead to radiation
Moderate 12+2ED; 5
exposure. A few weapons in the 41st Millennium even
Agonizing (1d6)
harness this dangerous and volatile power.
Intense 17+3ED; 7
Detecting radiation is difficult. Without the correct
Agonizing (1d9)
equipment, a high DN Survival Test (minimum 9) is
required to detect any source of radiation.
Anyone struck by an electrical discharge faces the same You must immediately take a Toughness Attribute Test
devastating effects. First, you suffer damage equal to the whenever exposed to radiation, which repeats every Turn
intensity of the electricity. All electricity damage is you are exposed. The GM decides on the DN — it should
Agonising. never be easy. If you fail the Test, the results are severe:
After resolving the effects of the damage, you must then
 You take 1d3 Mortal Wounds.
make a Toughness Attribute Test. If you fail, you are
Restrained for one Round and knocked Prone on a
 You take 1d6 Shock damage.
Complication. If you pass, the electrical charge dissipates  You are Staggered for 1 Round.
and you may act normally. Whenever you are exposed to radiation, the GM may
also call for a Corruption Test.

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Rad Poison
If you are exposed to radiation for a significant time, or a
particularly abundant source, you may contract rad
poisoning. The GM should use the following table to select
an intensity and apply the effects listed.
Rad Poison
Intensity Damage Toughness Test
DN
Light 1 Mortal Wound 3
Moderate 1d3 Mortal 5
Wound
Intense 1d6 Mortal 7
Wound

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are usually your main objective during your Turn. You may

Combat Rules perform a single Combat Action (or Action) in a Turn.


Multi-Actions
You can attempt more than one Combat Action in a Round,
but doing so makes all Combat Actions you take more
difficult. You can’t take more than one Attack Action by
using a Multi-Action.
First, declare that you are making a Multi- Action, and
Initiative Order say which actions you want to take. For every additional
Action you declare, you suffer a +2 DN penalty to all Tests
Ambush made as part of an Action that Turn. So, if you make two
Actions, you have a +2 DN penalty on both of those Tests,
Surprise! Either you or your enemies weren’t ready for this and if you make three Actions you have a +4 DN penalty
fight. Characters that are unaware of or unprepared for a on all three Tests.
combat situation are considered ambushed. The GM
decides which (if any) characters are ambushed at the start
Hold Action
of combat. Ambushed characters don’t get a Turn in the You may choose to wait and act later in the Round. To do
first Round. Once all characters that weren’t ambushed so, announce you are holding your Combat Action instead
have had a Turn, the combat proceeds using normal of taking it during your Turn. You may announce you are
initiative order — no one is considered ambushed after the using your held Combat Action at any point later in the
first Round. Round.
If you wish to Interrupt another character, you must
Seize the Initiative succeed at an opposed Initiative Test. Failure means that
the acting character takes their action first before you have
Whenever an Agent has finished their Turn for the Round,
the chance to intervene. If you don’t use your held Combat
the players can Seize the Initiative. Instead of the initiative
Action by the end of the Round it is lost.
order passing to a Threat, the players may choose to spend
one Glory to have another Agent act instead. This can only
be done once before the Threats take their Turn. The GM Simple Actions
may spend one Ruin to Seize the Initiative for a Threat in
the same way. Simple Actions take less time and concentration to perform
than Combat Actions but still represent significant effort
Interrupting Initiative and focus. You may perform one Simple Action per Turn.
You might also be able to use your Simple Action to
You can interrupt the normal initiative order by holding
activate a piece of Wargear, for specific Skill Tests, to use
your Action. To do so, you choose not to make a Combat
abilities, or to activate certain psychic powers.
Action during your Turn, and announce you are holding
your action instead. Once at any point in the Round when Free Actions
another character is about to perform a Movement or any
type of Action, you may declare you are interrupting Some actions take little thought, concentration, or time to
initiative. perform. So little, in fact, that they can be performed while
doing other things without any penalty and may be
To interrupt another character’s Action, you must succeed performed outside of your Turn. These are called ‘Free
on an opposed Initiative Test; the winner gets to take their Actions’. The GM is the final arbiter on how many Free
Action first. A Psyker can hold their Action to activate Actions you can perform in a Turn or Round.
Deny the Witch (see p.267). If a Psyker has already taken Several Talents and pieces of Wargear may allow some
their Turn, they can sacrifice their Turn in the next Round Simple Actions to be performed as Free Actions. Free
to activate Deny the Witch. Activating Deny the Witch Actions should add to the narrative of the game and should
does not require an opposed Initiative Test. never arbitrarily extend a Turn.
Initiative Special Cases Full-Round Actions
In any situation where it is unclear who should act first in a
Performing a Full-Round Action prevents you from taking
Round, each character must make an Initiative roll. This
any other actions (except Free Actions) and you can’t make
roll does not include a Wrath Die, nor does it have a DN.
a Movement unless that is part of the Full- Round Action.
The character with the most Icons goes first, the character
The GM will tell you if what you want to do would be
with the next highest number of Icons goes second, and so
considered a Full-Round option.
on.
Brace
Actions As a Full Action, you can Brace with either a Melee
weapon, a Ranged weapon, or a Shield.
Combat Actions Melee Weapon
Combat Actions require your primary focus in a combat When bracing with a melee weapon, you treat the weapon
Round, taking the most effort to achieve. Combat Actions as if it had the “Reach” Trait, and gain +1 Defence. If the

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Weapon already had the Reach Trait, the weapon does an Standard Movement
additional +1ED.
During a Turn you can move your Speed in metres. You
don’t have to use all of your Movement; you can move as
Ranged Weapon
You must have a suitable platform to Brace against, a little as you want or not at all. There is no additional
tripod, or another means of stabilizing your weapon. Movement cost for changing elevation if you are using an
incline, stairs, or a ladder. You may take any other Action
If there is no suitable platform, you must take the
at any point during a Standard Movement, unless the rules
Crouch Action to Brace.
for that Action state otherwise.
If you Brace, you negate the Heavy trait.
If the Weapon does not have the Heavy Trait, or your Running
Strength Attribute is equal or more than the Heavy Trait, When you Run, you move your Speed in metres; however
you gain a +1 to Attack rolls. it uses your Simple Action, and you cannot Run if you have
already performed a Simple Action during your Turn.
Shield Sprinting
If Bracing with a Shield, your upper body gains the Armour
Rating of the Shield. When you Sprint, you move your Speed in metres as a
Combat Action. You may take the Sprint Action multiple
times. After taking the Sprint Action, you must make an
Full Defence Athletic (S) Test against a 1DN, and a +2DN after each
You can use a Full-Round Action to focus on blocking and Sprint Action. If you fail the Test, you are Staggered.
dodging incoming attacks. Your Speed is reduced by half, Crouching
and you must make an Initiative Attribute Test. Until the
start of your next turn, your Defence increases by 1, +1 for You can Crouch as a Free Action.
every Icon rolled in the Initiative Attribute Test. Crawling
You can activate Full Defence as a Reflexive Action. If You can Crawl half your Speed in metres; you are Prone
you do so, you can’t perform Movement, Combat Actions while Crawling.
or Simple Actions on your next Turn.
Jumping
You can hurdle obstacles up to 1 metre high or leap over
Reflexive Actions gaps up to 1 metre in length as part of your standard
Movement.
Certain actions can be made outside of your Turn. These
Making a Long Jump or High Jump beyond these limits
are known as Reflexive Actions, and under normal
is a Simple Action, and requires an Athletics (S) Test with
circumstances you may only make one per Round. You
a DN determined by the GM based on the current
usually make a Reflexive Action in response to an action
circumstances. Your Long Jump distance is equal to your
someone else makes on their Turn.
Strength in metres. Your High Jump is equal to a quarter of
your Strength in metres. If you Jump onto Difficult Terrain,
Block Action you must make an additional DN 3 Athletics (S) Test to
You can attempt to guide an attack to strike a specific body avoid falling Prone.
part. Roll your Initiative+Agility, and add the roll outcome
to your Defence. If the total is higher than the attack, the
Swimming
attack will hit the designated body part. Your Speed is halved while swimming. If you begin your
If you are equipped with a Shield, you add the Shield Turn in the water you can swim half your Speed in metres.
Armour Rating to the Initiative+Agility roll. If the GM determines that whatever you’re swimming
through is Difficult Terrain, they may call for an Athletics
(S) Test to make progress. The GM decides how many
Throw Back Grenade Athletics (S) Tests are needed to Swim through the area,
If a weapon with the “Grenade” Trait lands within reach,
the DN of all Tests, and the difficulty of any other action
you may use your Reflexive Action to roll your Initiative +
taken While Swimming.
Agility. If you roll higher than the attacker’s attack roll,
If you become submerged for an extended period of
you can roll Explosive (Agi) Attack to throw the grenade.
time, fall unconscious, or are Dying while swimming, you
The grenade is considered cooked.
may begin to drown (see Suffocation p.201).
Flying
Movement Some characters may be able to Fly, whether using a
Positioning can give anyone the upper hand on the sophisticated jump pack, wings gifted by a denizen of the
battlefields of the 41st Millennium. You might be scurrying Warp, or part of a creature’s own biology. Whatever the
between cover to avoid suppressive fire, repositioning to means of flight, they all function in a similar way. Flying
gain a better line of sight to make a shot, or charging across allows you to move a number of metres equal to either your
city ruins to swing your chainsword at a xenos threat. Speed, or a Speed indicated by the method of flight (in your
There are several options for Movement in and out of ability or Wargear text, for example). Flying ignores terrain
combat. Often anything other than Standard Movement penalties and can move over (but not through) other
requires a Simple or Combat Action. characters. If you are knocked Prone while flying, you fall
from the sky (see Falling on p.201).

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Climbing Difficult Terrain


You can use your Movement to Climb at half your Speed in Any terrain the GM considers ‘difficult’ reduces your
metres. You can attempt to Climb at a faster rate, but at the Speed by half. This could be shin-high sewage clinging to
risk of falling. If you succeed on a DN 3 Athletics (S) Test, your boots, sharp rubble that shifts wherever you stand, or
you may instead climb a number of metres up to your something else entirely.
Speed. Using both your Movement and Simple Action Cover
reduces the DN of the Athletics (S) Test by 1. Using both
Cover represents the protection gained from seeking shelter
your Movement and Combat Action reduces the DN of the
from incoming fire. Characters concealed from their
Athletics (S) Test by 2.
attacker gain a bonus to Defence. If less than half of your
Terrain & Cover character is concealed, they receive +1 Defence. If half or
more of your character is concealed, the bonus increases to
The environments of the 41st Millennium are rarely +2 Defence. If three quarters or more of your character is
featureless or bare. Battlefields are littered with debris and concealed, the bonus increases to +3 Defence.
wrecks, while cities are cluttered with ruined and decaying
buildings.
Stealth & Awareness Stealth Score
You can make a Stealth (A) Test as a Combat Action.
In most cases, the GM can resolve attempts to hide or act
Whenever you do this (or whenever the GM calls for a
stealthily by comparing the results of your Stealth (A) Test
Stealth (A) Test), write down the number of Icons you roll.
to the Awareness (Int) or Passive Awareness of nearby
This is your Stealth Score for the scene. Whenever another
characters. If someone rolls more Icons on their Awareness
character uses their Passive Awareness or makes an
Test than you roll on your Stealth Test, they know where
Awareness (Int) Test, they use your Stealth Score for the
you are.
DN of their Test. If the enemy discovers you, you lose your
Whenever you need to establish how stealthy you are in
Stealth Score for the scene. You can’t roll Stealth (A) again
combat, over multiple actions, or just with more specificity,
until the next scene, as dictated by the GM. This means you
use the following rules
can’t hide and may need to confront (or run from) whatever
you were trying to avoid.
Stealth Score Reduction
Action Score
Reduction
Whispering. Readying a quiet weapon. Snapping a twig. -1
Talking softly. Readying a weapon with moving parts, such as racking a Stubber. Reloading. -2
Talking normally. Attacking an unaware target with a Knife. Firing a weapon with the MELTA keyword, -3
generating a loud hiss. Activating any Wargear that generates light.
Sword Duel. Engaging a grav-vehicle’s engines. Firing a weapon with the FLAME Keyword. -4
Shouting or screaming. Revving a weapon with the CHAIN Keyword. Firing a weapon with the ARC, LAS -5
PLASMA, or PROJECTILE Keywords. Engaging a Jump Pack or a Promethium-fueled vehicle’s engines.
Firing a weapon with the BOLT Keyword. Triggering an explosive. Engaging a fluing vehicle’s jet engines. -6

Engaged in close combat, you can only attack targets you


Attacks are Engaged with.
Reflexive Attacks
Melee Attacks If you are Engaged with an enemy and they choose to move
out of Engagement, you may use your Reflexive Action to
Melee attacks are made in the scramble of close quarters,
make a melee attack against them. If you move out of
face-to-face combat. Attacks with melee weapons (or bare
Engagement with an enemy, they may do the same. You
fists) use your Weapon Skill.
cannot make a Reflexive Attack if your target uses the Fall
Unarmed Strike Back Combat Action.
You can attack hand-to-hand without wielding a melee Pistols In Melee
weapon, using the normal rules for attacking. An unarmed
You can fire a weapon with the Pistol Trait when Engaged
strike uses your Strength Attribute as the Damage value
in close combat. Any Ballistic Skill (A) Tests you make
and has +1 ED.
while you are Engaged suffer a +2 DN penalty. You can’t
Engaged Targets Aim and don’t gain a bonus for being in Short Range, but
Combatants who are within their opponent’s melee range you can use other ranged combat options and weapon traits,
are considered to be Engaged in close combat. If you are such as Rapid Fire.

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Ranged Attacks Called Shot


Targeting opponents’ weak points often means the
Ranged attacks use the devastating guns and gadgets of the
difference between success and failure. Firing at a heavily-
41st Millennium. Attacks with ranged weapons are made
armoured opponent is often futile, unless you hit the
using a Ballistic Skill (A) Test.
vulnerable joints. Such precise attacks are often very
Distance difficult, however.
For each 100 metre distance, the DN to hit with a Range You can make an attack a called shot by declaring a
Attack increases by +1. target, such as a gap in some armour, an eye, or a
Reloading vulnerable joint. Your attack suffers a DN penalty
dependent on the size of your target, based on the Called
Each weapon has its reload Action requirement, listed as: Shots table on the next page, or determined by the GM.
S = Simple Action
C = Combat Action Called Shots
F = Full Round Action Target DN
(X)F = X Number of Full Round Actions Penalty
If in some way you increase or decrease the amount of Chest 1
Actions required to reload a weapon, take the next or Leg 3
previous Action type, unless stated otherwise. Arm 5
You can only take the Reload Action once per Round, Head, Hand 7
unless stated otherwise. Vital Organ (eye, lung, etc) 9
Example: Jerry the gunslinger has a weapon that only
requires a Simple Action to Reload. He has added an
upgrade that increases his reload by an extra Action, Shot To Disarm
because of that his reload becomes a Combat Action.
Called shots may be used to disarm an opponent by
Salvo shooting their weapon or the hand that holds it. If the attack
There are Four Salvo Types, which consume Ammunition hits, the victim must make a Strength Test against a DN
based on the type of Salvo and its associated Rating. equal to half the attack’s total Damage. If they fail, they
 Single: All ranged weapons are capable of Single drop their weapon. Using a called shot to disarm does not
Fire, and consumes 1 point of ammo (unless award additional ED, and the shot itself does not deal any
stated otherwise). Damage.
 Semi-Auto: Weapons with Semi-Auto Salvo are Shot To Bypass Armour
able to add Extra Dice to their Attack Test equal
to the Rating of their Salvo, however they lose an Called shots may also bypass a target’s armour. This might
equal amount of Ammunition include shooting at a target’s head who is not wearing a
 Full-Auto: Weapons with Full-Auto Salvo are helmet or targeting an area of weaker armour. The GM
able to add Extra Dice to their Attack Test equal determines how much armour you bypass when using this
to the Rating of their Salvo, however they lose an called shot.
equal amount of Ammunition. You cannot take Multi-Attack
the Aim Action. Multi-Attacks work similarly to Multi-Actions; every
Firing Into Melee additional attack increases the Defence of every target by
When using a ranged attack against a target who is +2 for the purposes of the Multi-Attack. Each attack of
Engaged in melee, there is a chance the shot goes awry. If your Multi-Attack must use the same weapon, and you
the Wrath Die result is a 1, the ranged attack is made cannot Shift as part of a Multi-Attack. Roll damage once,
against a random target in the melee instead of the chosen and apply the result to every target hit.
target. Choose one of the combatants randomly, excluding
the intended target. If the Attack Test result beats their Thrown weapons can only be used in a Multi-Attack at the
Defence, then roll damage against that new target. You GM’s discretion. It may be possible to Multi-Attack with
may choose to shift Exalted Icons from the Attack Test to thrown weapons in some circumstances, such as throwing a
the damage roll after the target has been assigned as usual. spear through two people standing next to each other.
If you use the Aim (p.189) combat option, you can negate If you Multi-Attack with a melee weapon, you must
the penalties for firing into melee instead of taking the move into Engagement with all targets. You provoke
regular Aim bonus. Reflexive Attacks from any targets you leave Engagement
with during this attack. If you cannot reach a target, they
Attack Options are not hit by the Multi-Attack.
Below are several extra options for your attacks that give Interaction Attacks
specific effects or bonuses. Some options are available to Wily characters can use their Skills to trick, disorient, stun,
almost any type of attack, while others are limited to melee or otherwise hinder a target, leaving them vulnerable. The
or ranged attacks. Some Talents may expand or modify the DN of an Interaction Attack is the foe’s opposing Skill
following options. Their rules are applied on a case-by-case Rating or Resolve, whichever is higher. The DN to use an
basis Intimidate Interaction Attack, for example, is either the
foe’s Intimidation or Resolve.

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The following Skills can be used to make Interaction successful, and the Leader can shift for +ED as though this
Attacks: were a normal attack with a weapon.
 Athletics to push your enemy. The leader then chooses one of the supporter’s weapons
 Deception to manipulate your enemy into a poor that successfully hit the target to deal damage, plus any
position. Extra Damage Dice from Shifting, +1 ED for each other
 Intimidate to menace your enemy, cowing them. supporter’s weapon that successfully hit the target.
 Persuasion to throw your enemy off balance with
careful words.
 Tech to use nearby technology to confuse or
Ranged Attack Options
weaken your enemy. Aim
The Aim option allows you to sacrifice your Movement to
Melee Attack Options focus on aiming a weapon. If you Aim, you cannot make a
Movement but gain +1 bonus die to ranged attack Tests
All-Out Attack you make this Turn. You may also use Aim to ignore the
Embrace ultra-violence, throw caution to the wind, and put penalty for firing at a target Engaged in melee (p.185)
all of your effort into aggression. When making an All-Out instead of gaining bonus dice.
Attack, you gain +2 bonus dice to your melee attack dice
pool, but you also suffer −2 to your Defence until the start Pinning Attack
of your next Turn. A Pinning Attack allows you to use suppressive fire to pin
You can’t take a Multi-Action if you All-Out Attack. an enemy behind cover. If you have a ranged weapon with
You can Multi-Attack as part of an All-Out Attack; all of Salvo 1 or more, you can make a Pinning Attack as a
your attacks gain the same bonus. Combat Action. A Pinning Attack deals no damage, and
Charge you must Reload to fire your weapon again after you make
You can Charge a target as a Full-Round Action. When you a Pinning Attack.
Charge, you move up to double your Speed and make a The DN of a Pinning Attack is equal to the target’s
melee attack Test with +2 bonus dice. You must move at Resolve. If you succeed, the target is Pinned (p.199) until
least 6 metres to Charge. the start of your next turn. You can Shift Icons to add
additional targets on a 1-for-1 basis as long as they are
Fall Back within range and the Icons in your pool exceed the highest
You can use your Combat Action to fall back from close Resolve of all of your targets.
combat with any number of Threats. You may then use Shoot Through Cover
your Movement without suffering Reflexive Attacks from
Engaged Threats (see Engaged Targets on p.184). Your Some weapons are powerful enough that conventional
Movement must take you at least half your Speed in metres cover is little more than a nuisance. If your target is visible,
away from the enemy, or as far as possible if this is then you may spend a Combat Action to Shoot Through
impossible due to the environment. Cover.
Make an Attack Test as normal and compare the result
Grapple to the target’s Defence, but don’t add a Defence bonus for
You can use your Combat Action to try to grapple a target the target’s cover. If your attack is successful, calculate
you are Engaged with. Make an Opposed Strength Test damage as normal but add a bonus to the target’s Resilience
with the target. If you win, you grapple the target. based on the type of cover they were behind, using the
Once grappled, a character is Restrained and may only Shoot Through Cover table.
use one-handed weapons. To break free from a grapple, a
character must succeed an Opposed Strength Test using a
Combat Action.
Shoot Through Cover
You may attempt to grapple multiple targets using a Cover Type Resilience
Multi-Attack, but you must be Engaged with all targets and Bonus
you can’t grapple more targets than you have arms. Ultra-light materials: wooden planking, +1
Size plays an important role in grappling. A target gains blast curtains.
+2 bonus dice to the Opposed Strength Test for every size Light materials: thick wood, aluminum +2
category it is larger than you. sheeting, interior building doors
Medium materials: steel sheeting, flak +4
Combined Attack board
You can use a Combat Action make a Combined Attack, Heavy materials: plasteel barricade, +8
and any Ally that has held their Action or have not taken it permacrete walls, security doors
yet can sacrifice their turn to aid in the Combined Attack. Super-heavy materials: adamantium +16
Any ally aiding in the Combined Attack makes the same reinforced barricade, blast doors, bunker
test. Any ally that rolls more icons than the Targets walls
Defence adds a +1 to the Leader's Dice Pool.
The Leader then makes a Leadership (WIL) Test with
the bonus dice from the Supporters. If they roll more icons
than the Target's Defence, then the Combined Attack is

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Cook Grenade
When attacking with an explosive with the “Grenade”
Trait, you can instead decide to “cook” the grenade. You
hold onto the explosive for 1 round. You must declare
which hand you are throwing it with.
A cooked grenade cannot be thrown back, and you are able
to hit targets behind partial cover.
If the hand you are holding is struck, and the attack roll
Wrath die lands on a 6, the grenade detonates.

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you make a Test to activate a psychic power, choose a


Power Level:

. Power Level Effects


Bonus

Gaining Psychic Wrath


Power Level Dice Effects

Powers
Bound 0 NA
You may only make Unbound or
If you have the PSYKER Keyword, you are a Psyker. All Transcendent Psychic Mastery
Psykers begin their careers knowing the Universal Psyker Unbound +1 Tests for the rest of the scene
Abilities. You can learn additional psychic powers by
spending Experience Points equal to the power’s XP cost. You suffer Shock damage equal to
the amount of Wrath Dice in the
dice pool. You may only make
Psychic Disciplines +2 or Transcendent Psychic Master tests
Discipline Description Transcendent more for the rest of the scene
Biomancy Manipulating a biological form Bound
Divination Predicting or reading the future A trained Psyker can control the Warp as it flows through
them — to an extent.
Pyromancy Manipulating or producing fire Roll your Psychic Mastery Test with a single Wrath
Dice, unless you are required to roll with additional Wrath
Telekinesis Exerting kinetic force through thought Dice from another source.
Telepathy Manipulating a mind Unbound
Psykers can unshackle the natural barriers in their minds,
Maleficarum Unleashing the unholy powers of Chaos drawing upon more Warp energy to generate their powers.
Roll your Psychic Mastery (Wil) Test with one bonus
Runes of Wrath Dice in your pool. Any other Psychic Mastery tests
Battle Empowering allies or weakening foes you make in this scene must be made at the Unbound or
Transcendent Power Level.
Minor Psychic Less powerful psychic phenomena outside
Powers of any discipline
Transcendent
Reckless Psykers can open their minds fully, surrendering
Species Disciplines Known themselves and channelling the raw power of the Warp,
despite the extreme risks. Roll your Psychic Mastery (Wil)
You can learn Psychic Powers from Test with bonus Wrath Dice equal to your Rank or Tier,
Divination Discipline, the Runes of Battle whichever is higher, plus one. Any other Psychic Mastery
Discipline, and one other Discipline of your tests you make in this scene must be made at the
Aeldari choice Transcendent Power Level. Whenever you make a
Transcendent Psychic Mastery (Wil) Test, you suffer Shock
You can learn Psychic Powers from a single equal to the number of Wrath Dice in your dice pool.
All of Species Discipline of your choice
Perils of the Warp
Whenever the unpredictable power of the Warp is
There is no maximum number of psychic powers you channelled into realspace, there is a chance the chaotic
can learn. Each Psyker studies a Discipline, a method of force will cause misfortune. The Perils of the Warp table
controlling the unpredictability of the Warp to produce represents a small sample of the myriad nightmarish
consistent desired effects. All Psykers can learn Minor manifestations the Empyrean can take when drawn into the
Psychic Powers and Smite, but you can only learn psychic Materium.
powers from a single Discipline unless you are an Aeldari Whenever you roll a 1 on a Wrath Dice as part of a
or have taken the Warped Mind Talent (p.34). Psychic Mastery (Wil) Test you must roll on the Perils of
Power Levels the Warp table on the next page.
Your dice pool may contain extra Wrath Dice from
A Psyker can open themselves to the Warp and channel multiple sources, including the Power Level of the Psychic
more of their latent power into their psychic powers. Mastery test. If you roll a 1 on any Wrath Dice as part of a
Casting at a higher power level adds extra Wrath Dice to Psychic Mastery test you must roll on the Perils of the
the dice pool, increasing your chance of success at the risk Warp table. For every additional 1 you roll on a Wrath Dice
of potentially triggering the Perils of the Warp. Whenever you must add +10 to your d66 roll. The results from 71 to

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106 on the Perils of the Warp table can only be triggered in


this way.

Perils of the Warp


11-12 FLICKERING LIGHTS: For a brief moment, all light sources flicker and go out.
13-14 HOARFROST: The temperature instantly drops 20 degrees, and all surfaces within 25 m of you are coated with a
thin rime of frost. The temperature returns to normal over the course of a minute. The frost is treated as Difficult
Terrain. Anyone who rolls a Complication whilst on the frost falls Prone.
15-16 ROILING MIST: A clammy mist roils up from the ground, surrounding you in a 50 m radius. The mist obscures
vision and distorts sounds with weird echoes for 1 Round. All Tests made inside the mist that rely on sight or hearing
are made at +2 DN.
21-22 ROILING MIST: A clammy mist roils up from the ground, surrounding you in a 50 m radius. The mist obscures
vision and distorts sounds with weird echoes for 1 Round. All Tests made inside the mist that rely on sight or hearing
are made at +2 DN.
23-24 WARP SPECTRES: For roughly a minute, ethereal images of strange creatures move in and out of existence within
25m of you. These apparitions move awkwardly, passing through objects and the living alike, seemingly unaware of
the real world. All animals immediately flee the area, and any sentient being who witnesses the apparitions must
make a DN 3 Fear Test.
25-26 TEARS OF THE MARTYR: All paintings, statues, or equivalent effigies within 100 m of you begin to weep blood.
If no such features exist in range, then walls or similar surfaces begin to drip with blood. The bleeding persists for 1
minute. All sentient creatures that witness this event must make a DN 3 Fear Test.
31-32 SINISTER CHORUS: A sinister chorus or low laughter swirls around you and those in the vicinity. All sentient
creatures within 100 m must make a successful DN 3 Willpower Test or are Hindered (1) for one Round. The GM
gains 1 Ruin.
33-34 THE WATCHING: An overwhelming paranoia of something watching creeps over you and everyone within 50m.
Lesser creatures and animals cower in fear, while sentient creatures must make a successful DN 4 Willpower Test or
suffer an uncontrollable compunction to second-guess all their actions — they are Hindered (2). This effect lasts for
the remainder of the scene.
35-36 MIASMA OF DECAY: The stench of rotting meat and decaying flesh rises from the ground within 50 m of you. All
creatures within range must make a DN 3 Toughness Test, including those protected by technological breathing
apparatus. Those who fail suffer 1 Shock.
41-42 BANSHEE SCREAM: A mighty roar akin to a sonic boom crashes through the air. Lesser animal lifeforms (insects,
rodents, avians, etc.) within 50 m are instantly killed. All others suffer 1d3 Shock and must make a successful DN 3
Toughness Test or are Staggered.
43-44 UNNATURAL BLOODLUST: All creatures within 30 m of you suffer from a ringing in their ears and taste the
bitterness of iron. During the next round, all melee attacks they make gain +1 ED.
45-46 THE EARTH PROTESTS: The ground within 100 m of you is jolted by a sudden but brief earthquake. The tremor
causes no real damage, but all in range must make a successful DN 3 Agility Test or be thrown Prone and suffer 1
Shock.
51-52 LIFE DRAIN: A numbing cold washes out from you, leeching the very life essence of those nearby. Every living
creature within 50 m immediately suffers 1d3 Shock and all lesser life forms (plants, avians, insects, etc.) wither and
die.
53-54 VISIONS OF POSSIBILITY: An awful droning buzz surrounds you, drowning out all speech. The drone penetrates
the mind. All creatures with the PSYKER Keyword within 10 m must make a DN 4 Intellect Test. Those who fail
are Staggered and suffer 1d3 Shock. Those who succeed gain 1 Wrath.
55-56 PSYCHIC BACKLASH: Lurid-pink Warp lightning dances across your flesh. You suffer 1d3+2 Shock.
61-62 THE VEIL THINS: The air within 50 m of you thins, causing living creatures to suffer shortness of breath and
dizziness. All creatures without artificial breathing apparatus are Hindered (2) for 1 minute. In addition, 1 Wrath Dice
must be added to all Psychic Mastery (Wil) Tests for the remainder of the scene.
63-64 WARP-TOUCHED AURA: The mystical energies of the Warp wash over you and infuse the landscape for 50 m in
every direction. All creatures in the area suffer 1d3 Shock. In addition, the invisible energies flowing through this
area greatly increase the potency of psychic phenomena — 1 Wrath Dice must be added to all Psychic Mastery (Wil)
for the remainder of the scene.
65-66 SURGING WARP ENERGIES: The air seems to shimmer and distort. All creatures within 50 m of you suffer 1d6
Shock and the GM gains 1 Ruin. For the remainder of the scene, all Wrath Dice rolled as part of a Psychic Mastery
Test that don’t result in a 1 or a 6 must be rerolled once.
71-72 UNNATURAL EFFUSIONS: You vomit foul otherworldly materials uncontrollably, far more than your body could
ever produce. You suffer 1d6 Shock and are Restrained for 1d6 Rounds.

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73-74 THE CRAWLING: You are overcome with the sensation of tiny creatures moving just under your skin. You
immediately suffer 1d6+1 Shock and must increase the DN of all Tests by 2 for the remainder of the scene.
75-76 TWISTED FLESH: The energies of the Warp unleash a corruptive force on your physical form and all creatures
within 30m. All affected characters must make a DN 7 Corruption Test. Those who fail gain 1d3 Corruption (instead
of just one) and suffer 1 Mortal Wound.
81-82 GRAVE CHILL: The environment around you grows numbingly cold, a supernatural chill suffusing every surface
with glistening ice. You and every creature within 100 m suffer a -1 to Agility and Strength for the rest of the scene.
In addition, all affected creatures must make a successful DN 5 Toughness Test or suffer 1 Mortal Wound.
83-84 THE SUMMONING: A portal is torn open between the Materium and the Warp. A Daemon appears within 25 m of
you. The exact location and nature of this daemon is at the GM’s discretion. The daemonic entity immediately attacks
the nearest target. The daemon returns to the Warp after 3 rounds, or when it has been destroyed.
85-86 VOICES FROM THE BEYOND: All creatures within 50 m of you hear harsh, guttural voices close to their ear,
though their words are seemingly gibberish. All characters within 10 m must make a DN 5 Fear Test. All sentient
characters in range are Staggered until the end of the scene.
91-92 DARK PASSENGER: A daemon enters your mind. The daemon looks out through your eyes, reporting to whatever
cruel entity rules it, and may attempt to influence your actions whenever you roll a Complication. It may whisper foul
secrets, make disturbing comments, or otherwise make itself known for the remainder of your existence unless
expelled. The GM gains one Ruin, and may rule that the daemon takes other actions.
93-94 WRITHING DISFIGUREMENT: You are wracked with pain, collapsing to the ground. You suffer 1d6 Shock and
gain 1d3+1 Corruption. You must roll on the Minor Mutations table.
95-96 SPECTRAL GALE: Swirling vortexes of misty, inhuman faces sweep past you and spin away in all directions. The
distorted images cackle in maniacal glee, and all mortals who hear them struggle to keep order to their thoughts. All
living creatures within 50 m of you must make a DN 7 Fear Test.
101- EYE OF THE GODS: Your mind fleetingly draws the gaze of one of the Ruinous Powers. You and any mortals
102 within 20 m must make a DN 7 Corruption Test. Those who succeed gain 1 Wrath Point.
103- BLOOD RAIN: A hot and sticky blood rain falls in an 8 m radius centred on you. The supernatural storm starts
104 slowly, but quickly builds to a torrent lasting only minutes. Any creature whose flesh is touched by this blood must
make a successful DN 7 Willpower Test or become Frenzied. The awful stench of the blood will seep into any item ,
and may make surfaces slick and slippery.
105- PSYCHIC OVERLOAD: Streaming Warp energy bursts from your eyes and mouth, flashing in all directions and
106 penetrating all living creatures surrounding you. You suffer 2d6 Mortal Wounds and gain 1d3 points of Corruption.
All other creatures within 25 m suffer 1d3 Mortal Wounds and must make a successful DN 7 Toughness Test or
are Blinded.

Sustaining Psychic Powers


The effects of some psychic powers can be maintained
continuously, though doing so is strenuous. While a Psyker
sustains a power, they must increase the DN of all Tests
they make by +2. The DN penalty increases by +2 for each
additional power you are currently sustaining
. If you are sustaining a psychic power and take any
damage from an external source, such as an attack or
environmental conditions, you must make an immediate
Willpower Test with a DN equal to the total Wounds and
Shock suffered, plus the penalty for sustaining any psychic
powers. If you fail, any sustained powers immediately end.
A Psyker can choose to stop sustaining a psychic power at
any time.
Some powers, when sustained, cause great strain on a
Psyker. These powers cause Shock damage to the psyker at
the end of each combat round, or another increment of time
as described in the power. This damage does not provoke
the Willpower Test described above.

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PSYCHIC POWERS FORMAT from Exalted results, presented in the bracketed number
before a description of the effect.
Power Name: Potency options marked with an asterisk (*) may only
be selected once per use of the power. Other Potency
The name of the psychic power. options may be selected more than once and provide
bonuses that stack if the character has enough shifts to pay
XP Cost: The number of Experience Points required to for them. Some powers add extra damage dice (abbreviated
learn the power. as + ED) to the damage inflicted.

DN: The Icons required on a Psychic Mastery (Wil)


Test to activate the power. Example: Sam’s character Rhalkaz makes a Psychic
Mastery (Wil) Test to activate the Levitation power (DN 5).
Activation: The Action required to activate the power. Sam decides to activate the power Unbound, adding a
You can only activate one psychic power per Round. bonus Wrath Dice for a total dice pool of 9 dice. They roll
Sustaining a power does not count as an activation. the Test with the following result: 1, 3, 3, 4, 5, 5, 6, 6, 6.
Fortunately, the 1 was not on either Wrath Die, so they
Duration: How long the power lasts. Powers with a do not suffer Perils of the Warp. Sam has 3 Icons and 3
duration of ‘Instant’ last only for a moment and end after Exalted Icons. Success requires 5 Icons, so Sam must keep
the effects are completed. A duration of Sustained means 1 of the Exalted Icons to activate the power. They may use
that the Psyker must concentrate to maintain it. the other two to activate one of the following Potency
options:
Range: The maximum distance from the Psyker the • [1] Flying Speed increases by 5 m.
power’s effect can have. Some powers affect all targets
• [2] +1 Strength for determining what the psyker
within this distance, which is detailed in the Effect text of
may carry while flying.
the psychic power or as part of a Potency text (see below).
A range of ‘Self’ means that the Psyker that activates the
power is the only being affected by it. A range of Touch
means that the psyker must physically touch their target. In
cases of an unwilling target, this requires a successful
melee attack. The attack roll is allowed as part of the
Combat Action required for a Power that has an Activation
of ‘Action’. A Psychic Power that has the DN set to the
Target's Defence is also affected by Distance penalties (pg.
39)

Multi-target: This specifies whether the Psyker may


use the psychic power to target multiple targets. If the
psychic power is ‘Multi-target’, the DN to activate the
power is increased by 2 for each additional target the
Psyker chooses beyond the first. Only one Psychic Test is
made using the adjusted DN for additional targets,
succeeding against all targets or failing.

Keywords: Every psychic power has certain traits that


it shares with other powers, energy sources, etc. These
common features, expressed as Keywords, identify the
power’s intrinsic nature. In addition, such Keywords
determine what can amplify, or protect against, the effects
of the given power.

Prerequisites: Anything the Psyker has to have before


they can learn the power. Prerequisites may include other
powers, Talents, or Keywords.

Effect: What the psychic power does. Psychic Powers


that inflict damage list the damage value and any bonus
dice (abbreviated as ‘+ED’) suffered by the victim. Unless
otherwise noted, psychic powers that inflict damage do so
normally (p.183).

Potency: The enhanced effects of the power and their


cost. Each effect requires the use of a set number of shifts

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Universal Psyker Minor Psychic Powers


When anyone comes looking for me I just go downstack and
Abilities find the darkest corner I can find. I stand there and wait for
the hammers to come by and I just… think at them to not
Any character with the PSYKER Keyword gains both of see me. I don’t know why it works.
these abilities. —Phin, underhive scum
Psychic powers rarely develop in an individual as full-
Psyniscience fledged, earth-shattering phenomena. Instead, most Psykers
DN: 3 begin to develop their powers incrementally, displaying
Activation: Free Action abilities of lesser strength or intensity. Some individuals
Duration: Instant don’t even recognise these as psychic powers, passing
Range: 300 m things off as natural talents or luck. Collectively, such
Multi-target: No lesser powers are known as Minor Psychic Powers.
Keywords: PSYCHIC For most Psykers, the development of such powers is
Effect: You can sense the presence of the Warp pressing the full extent of that creature’s potential. This is especially
in against the material world. Existing or imminent true among humanity. Should they survive this initial
distortions of the barrier between Materium and period of development — an uncertain prospect upon any
Immaterium in your immediate presence may betray world of the Imperium, where Psykers are often persecuted
themselves in the flicker of shadows, a brief chill on the as witches, mutants or even monsters — they will be
flesh, or in a thousand other ways. identified and collected for the tithe of the Black Ships.
You can attempt to detect the presence of Warp
phenomena within range and line of sight, including Chameleon
sustained psychic powers, psychic powers being activated, XP Cost: 8
and similar effects as decided by the GM. DN: 5
This won’t show the source of any such phenomenon, Activation: Action
only that it is present within the restrictions, nor does it Duration: Sustained
detect any Psykers. It does, however, provide enough Range: Self
information to activate Deny the Witch. Multi-target: No
If you attempt to activate this power and fail, the Keywords: PSYCHIC
mysteries of the Warp assail your mind. You are Effect: You bend reality just enough to cause your image
automatically under the effects of Fear. As it is not to blend with your surroundings. While this power remains
considered a psychic power, Psyniscience can’t trigger the in effect, you gain +5 bonus dice to Stealth (A) Tests and +
Perils of the Warp. 1 to your Defence against ranged attacks.
Potency:
Deny the Witch
Activation: Action* • [1] Stealth (A) bonus increased by +1.
Duration: Instant • [3] Additional +1 bonus to Defence.
Range: 300 m Compel
Multi-target: No XP Cost: 10
Keywords: PSYCHIC DN: 5
Effect: You can unravel another psyker’s attempt to Activation: Simple Action
manipulate the Warp. Duration: 1 Round
All characters with the PSYKER keyword can attempt Range: 50 m
to prevent the activation of a psychic power within range, Multi-target: No
or nullify an already active Sustained or timed duration Keywords: PSYCHIC
psychic power. Your character must be aware that a power Effect: You implant a simple command in the mind of a
is being used in order to Deny the Witch. nearby creature. This command must be short (consisting
The DN for Deny the Witch is 2 + the DN of the of a single action), simple, and obvious, but can otherwise
psychic power you are trying to deny. If the power you are overcome the given creature’s own interests or base
trying to deny has increased potency from shifting an instincts.
Exalted Icon, the DN is increased by +1 for each Exalted Example commands include: ‘drop the weapon,’ ‘open
Icon shifted. the door’ or ‘push him.’ Suggestions cannot make a
If Deny the Witch succeeds, the power fails to activate creature perform an action that they are simply incapable of
or immediately stops working. performing — for example, you can’t make a Cyber
*Unlike other Actions, this can be used to deny a power Mastiff work a cogitator.
occurring before your Turn, but this uses your Combat The target creature must successfully pass a DN 4
Action for the Round. If you have used your Action for the Willpower Test or is compelled to obey.
Round then you can’t Deny the Witch. Potency:
• [1] +1 DN to the Willpower test to resist.
• [2] +1 Round duration.

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Conceal Phenomena Flash Bang


XP Cost: 5 XP Cost: 8
DN: 3 DN: 4
Activation: Full-Round Action Activation: Action
Duration: Sustained Duration: Instant
Range: Self Range: 50 m
Multi-target: No Multi-target: Yes
Keywords: PSYCHIC Keywords: AUDITORY, LIGHT, PSYCHIC
Effect: You draw the dark energies of the Warp about Effect: You mentally snap Warp energy like a whip,
your mind, cloaking your presence against those who may creating a bright flash and a sharp crack of sound.
attempt to detect you via psychic means. Everyone within range must make a successful DN 3
If successful, you can resist attempts to locate you or Toughness Test or take 1 Shock and be Blinded for 1
identify you as a Psyker via powers such as Psyniscience. round.
Any Psychic Mastery (Wil) Test made to detect you must Potency:
be made with a +2 DN penalty. • [1] Additional +1 Shock.
Potency: • [2] Range increased by 50 m
• [1] +1 to the DN for detection attempts.
Invoke Luck
Conjure Flame XP Cost: 10
XP Cost: 10 DN: 4
DN: 4 Activation: Simple Action
Activation: Movement Duration: 1 Round
Duration: Sustained Range: Self
Range: Self Multi-target: No
Multi-target: No Keywords: PSYCHIC
Keywords: FIRE, PSYCHIC Effect: You manipulate the energies of the Warp, perhaps
Effect: You conjure a simple flame. This flame can vary without even consciously doing it, to make sure
in size, from as small as a match to as large as a crackling probabilities seem to favour you. You may choose to gain
torch. This flame behaves in every way as real fire and can +1 bonus dice to one Test you make during the power’s
be used to ignite combustible materials. duration.
While the flame exists, you are immune to its effects, Potency:
though you are not immune to the effects of fire from any • [1] You gain +1 bonus dice to the chosen Test.
other source (nor is your clothing or any items you’re
holding). When making a melee attack, this flame can be Inflict Pain
used as a weapon inflicting 8+1ED damage. At the GM’s XP Cost: 8
discretion, this can cause the On Fire condition. DN: 4
Potency: Activation: Action
• [1] You generate an additional flame. Duration: Sustained
• [2] +1 ED damage. Range: 50 m
Multi-target: Yes
Dull Pain Keywords: PSYCHIC
XP Cost: 8 Effect: You draw upon the swirling energies of the Warp
DN: 4 and pour them into the mind of your target, wracking them
Activation: Simple Action with debilitating pain.
Duration: 1 Round Choose a target within visual range. That target
Range: 50 m immediately takes 1d3 Shock and must make a successful
Multi-target: Yes DN 3 Willpower Test or is Staggered.
Keywords: PSYCHIC As long as you sustain this power, the target must make
Effect: You use your force of will to desensitise others (or the same Test again at the beginning of each of their Turns
yourself) to pain. While this power remains in effect, the or be dealt another point of Shock and remain Staggered. If
target reduces all Shock they suffer by 1. the target resists, they are immune to being Staggered by
Potency: this power for the rest of the scene, but still takes Shock
• [1] Shock reduced by a further 1. damage.
• [3] Target reduces all Wounds they suffer by 1. Inflict Pain has no effect against targets that aren’t truly
alive (such as Daemons, plants, etc.).
Potency:
• [1] Additional +1 Shock damage per sustained
Round.

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Subvert Machine Phantom Grip


XP Cost: 10 XP Cost: 8
DN: 4 DN: 4
Activation: Action Activation: Full Action
Duration: Instant Duration: Sustained
Range: 250 m Range: 100 m
Multi-target: Yes Multi-target: No
Keywords: KINETIC, PSYCHIC Keywords: KINETIC, PSYCHIC
Effect: You reach into a specific machine or mechanism Effect: You manifest an invisible set of phantom hands
with your mind and cause it to temporarily cease within range.
functioning. A mechanism jammed with this power remains By using the appropriate action, you can use these hands
inoperable for one minute. The mechanism can be cleared to perform any number of tasks that they might do — push
and made operational during this time with a successful DN a button, open/close a door, pull the pin from a grenade,
3 Tech Test. etc., though you must be able to see the object/target to be
Potency: manipulated. For the purposes of these tasks, the Phantom
• [1] Range increased by 250 m. Grip has a Strength and Agility equal to your Willpower.
• [1] Tech Test DN increased by +1. Phantom Grip can’t be used to make an attack, but the
GM may allow you to make an Interaction Attack using a
Hover dice pool equal to your Willpower.
XP Cost: 7 Potency:
DN: 4 • *[1] Activation reduced to an Action.
Activation: Simple Action • [1] Range increased by 100 m.
Duration: Sustained
Range: Self Mental Force
Multi-target: No XP Cost: 8
Keywords: PSYCHIC DN: 3
Effect: You use your force of will to unshackle your body Activation: Action
from the constraints of gravity. Duration: Instant
You can float freely, hovering or moving slowly up or Range: 150 m
down (1/2 Speed). You are not able to truly fly, however, Multi-target: No
so must use some other means to move in any other Keywords: KINETIC, PSYCHIC
direction. This power may be used to attempt to negate a Effect: Through sheer willpower, you summon an
fall. invisible mental force and use it to shove a target in line-of-
Potency: sight.
• *[1] May move at normal Speed up or down. The target must immediately make a successful DN 4
• [2] May also affect a willing creature within 50m. Agility Test or is knocked Prone, possibly incurring
The Psyker controls their vertical movement. additional consequences depending upon their situation at
the time.
Psychic Torch Potency:
XP Cost: 5 • [1] Range is increased by 150 m.
DN: 2 • [2] Agility Test DN increased by 1.
Activation: Simple Action
Duration: Sustained Otherworldly Voices
Range: 50 m XP Cost: 5
Multi-target: No DN: 3
Keywords: KINETIC, PSYCHIC Activation: Action
Effect: You conjure a floating orb of glowing light. Duration: Sustained
Though typically equal in intensity to a common lumen Range: 250 m
torch, you can cause it to become as dim as a candle or as Multi-target: No
bright as a flare through concentration. The orb typically Keywords: AUDITORY, PSYCHIC
floats in the air beside you, but with a mental command it Effect: You mould the cacophonous sounds of the Warp
can be given simple instructions such as to follow you, into a tool for your own purposes, causing ghostly voices or
orbit your head, or to remain stationary at a specific other sounds to appear from places or objects within line of
location. The orb may move up to your Speed, but instantly sight and in range.
dissipates if it passes out of range and must be re- These voices or sounds have an echoing, otherworldly
summoned. quality to them, and cannot rise in volume above a typical
Potency: conversational tone. These sounds are usually used to
• [1] Range is increased by 50 m. unnerve or distract others, but they can also be used to
• [2] May create an additional orb. convey information to distant targets, though such
communication is one-way and disturbing in nature.
Potency:
• [1] Range is increased by 250 m.

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• *[2] voices and sounds increased to level of a


shout.

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Psychic Disciplines
When you activate Witchsight, you lower any sight
penalty DN by 2.
Potency:
The unknowable infinity of the Warp can manifest in
uncountable ways. However, mortals’ minds, Human or • [1] Range is increased by 100 m.
Xenos, are finite. The esoteric nature of forcing thought to • [2] Can pierce through 2 metres of obstruction
become reality is inherently difficult; those that train to do
so develop mental structures to assist them, and focus on
specific applications of their power to maintain
consistency.
A psychic discipline is built around a single idea. A
student of Pyromancy will begin their tutelage attempting
to kindle a flame on their palm. They will come to
understand the manipulation of heat, oxygen and other
factors until they can make a mortal burst into flames
spontaneously with a snap of their fingers. A junior Diviner
may spend years learning to project their mind to another
place, and view events from afar, but in time they could
unveil the mysteries of the future by questioning the
Warp’s timeless beings.
You may be trained in one or more disciplines, and may
learn psychic powers from a discipline you are trained in by
spending XP. Some powers require you to have already
learned other powers from your discipline before they can
be learned.
The Maleficarum and Runes of Battle Disciplines
require specific Keywords to learn. In the vastness of the
galaxy there may be other disciplines that are not listed
here.

Universal Psychic Discipline


Smite
XP Cost: 0 (or 5 if buying this power outside of character
creation)
DN: Target's Defence
Activation: Action
Duration: Instant
Range: 250 m
Multi-target: Yes
Keywords: PSYCHIC
Effect: You concentrate destructive power through the
lens of your will, summoning lethal bolts of raw psychic
energy that blast your enemies into ash.
Target one enemy within range and make a Psychic
Master (Wil) Test against their Defence. If successful, the
target suffers 1d3 Mortal Wounds.
Potency:
• [3] +1 Mortal Wound.
• [1] Range is increased by 250 m.
Witchsight
XP Cost: 0 (or 4 if buying this power outside of character
creation)
DN: 3
Activation: Free Action
Duration: Sustained
Range: 50 m
Multi-target: No
Keywords: PSYCHIC
Effect: You are able to see the corona of psychic energy
that surrounds every living being in realspace that is able to
exude a psychic aura.

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Biomancy Discipline Warp Speed taxes a Psyker physically. You suffer


1d3+1 Shock for every Round you sustain the power
Biomancers channel the Warp through their bodies and the Potency:
bodies of others, manipulating physical forms at will. • *[1] Suffer 1 less Shock when for sustaining this
Masters of flesh-shaping are feared and envied for their power.
ability to forge their own form into whatever their desire, • [2] +1 bonus to Defence.
and reduce their enemies to infirm weaklings.
Phantom Form
Enfeeble XP Cost: 10
XP Cost: 10 DN: 7
DN: Target's Defence Activation: Action
Activation: Action Duration: Sustained
Duration: Sustained Range: Self
Range: 100 m Multi-target: no
Multi-target: Yes Keywords: PSYCHIC
Keywords: PSYCHIC Effect: The light surrounding you grows dim, then so does
Effect: The air grows thick and sticky as you open a slight your body, transformed into a wispy phantom.
tear in the fabric of reality to drain away the life of your While you sustain the power, you can pass freely
enemies. through solid objects of any kind, though your Speed is
The target’s Strength is reduced by 1 and they suffer 1 reduced by half. In effect, you become a phantom, a being
Shock at the beginning of each of their turns while the out of phase with reality. While you can both see and be
power is sustained. Once the power ends, the target regains seen by the real world, you cannot physically interact with
their lost Strength. it in any way.
Potency: Phantom Form is extremely taxing to the spirit. You
• [1] +1 Strength reduction. suffer 1 Shock for every round you sustain the power.
• [3] +1 Shock damage per Round. Should you revert to your normal form while passing
through hazardous conditions, you immediately suffer the
Life Leech consequences of those conditions. If you revert to your true
XP Cost: 10 form while passing through a solid object, you appear at a
DN: Target's Defence random open space next to the object and suffer 1d6 Mortal
Activation: Action Wounds.
Duration: Instant Potency:
Range: 50 m
• [1]* your Speed is normal.
Multi-target: no
Keywords: PSYCHIC • [1]* your speech can be heard.
Effect: The air chills around you as you draw the life from • [3]* you can interact with objects as a Full Round
your enemy in ephemeral wisps. Action.
The target suffers 1d6 Shock and 1d3 Wounds. You Regeneration
heal an amount of Shock and Wounds equal to half the XP Cost: 10
amount inflicted on the target. DN: 8
Potency: Activation: Action
• [1] +1 Shock. Duration: Sustained
• [2] +1 Wound. Range: Self
• *[3] Damage is Mortal Wounds. Multi-target: no
Keywords: PSYCHIC
Warp Speed Effect: Your body is an extension of the Warp itself. You
XP Cost: 10 are one and the same, and master of both.
DN: 7 Once activated, you can use this power to heal injuries
Activation: Action at a phenomenal rate, and, in time, even regrow lost limbs
Duration: Sustained or body parts.
Range: Self While this power is sustained, you heal 1 Wound per
Multi-target: no Round. If you are at maximum Wounds, you heal 1 Shock
Keywords: PSYCHIC per round.
Effect: Your form begins to distort and grow fuzzy as you If you are at maximum Shock and Wounds, you may
draw energy from the Warp and transfer it straight into regenerate whole body parts, though this process is much
your own limbs. slower. A smaller body part, such as a finger or eye, can be
While you sustain this power your Speed is doubled, regenerated in an hour, but regenerating a whole limb takes
you may take one additional Action per round at no penalty an entire day (sustaining the power for so long will leave
(which can be an attack), your Defence increases by +1, you Exhausted).
and you act first in every Round. Potency:
• [1] +1 Shock healed per round.
• [2] +1 Wound healed per round.

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Shape Flesh
XP Cost: 15
DN: 6
Activation: Action
Duration: Sustained
Range: Self
Multi-target: No
Keywords: PSYCHIC
Prerequisite: At least one other Biomancy Power.
Effect: Your physical form is completely mutable to your
will. Through thought alone you can change your body
however you wish.
When you activate this power, choose one of the
following effects. The effect lasts until you stop Sustaining
this psychic power.

-- You assume the appearance of any individual with a


roughly equivalent mass to your own. If you are attempting
to emulate a person you have met, you can alter your vocal
chords to match theirs, as long as you have heard them
speak. You are biologically identical to whatever you have
tried to emulate, but may still be required to make
Deception (Fel) Tests to convince people you are who you
say and appear to be.

-- You modify your body with one of the following options.


Some of these modifications are obviously visible and
likely grotesque, and those who see them will likely view
them as mutations.
• You manifest wings, allowing you to fly freely at
double your normal Speed.
• You develop gills, giving you immunity to the
Suffocating Condition whilst breathing
underwater.
• Your appendages become webbed, making water
normal terrain instead of difficult terrain.
• Your corneas are massively altered, giving you
the same benefits as Preysense Goggles.
• You harden your outer skin, giving you a +4
Resilience bonus.

Potency:
• [2] +1 bonus die to Deception Tests when
emulating another individual.
• [3] You may select a second body modification
when modifying your body.

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Divination Discipline The Immaterium, and those entities that dwell in it that
concern themselves with the vagaries of time as it pertains
The Warp is outside of time and space; distance is Warped to the mortal realms, are loathe to surrender this sort of
in the Immaterium, past, present, and future are one. detail regarding the future. A Psyker risks much in prying
Diviners cast their minds through unreality to view events in this manner. When making the Psychic Mastery (Wil)
that are far away or have not yet come to pass. Test for this power, the roll automatically counts as if a
Gleaning any information from the Warp is difficult and single 1 had been rolled on a Wrath Dice (i.e. meaning that
terrifying. Those that pierce the twisting, demonic veil if no 1s were rolled on a Wrath Dice of the Psychic test, it
endure horrific visions without number, and must then would still count as 1 Wrath Dice showing a 1 and require a
decode the monstrous meanings to find the truth. Many roll on the Perils of the Warp table).
diviners are driven to depression or madness by the You may not use Prescience more than once in any
otherworldly images that flood their minds. scene.
Potency:
Forewarning • [1] Activation reduced by 5 minutes (minimum
XP Cost: 10
5).
DN: 6
Activation: Full-Round Action • *[2] You may ask the GM an additional question
Duration: 1 Combat about the future.
Range: Self Misfortune
Multi-target: No XP Cost: 10
Keywords: PSYCHIC DN: Target's Defence
Effect: You fall into a brief reverie, peering into the Activation: Full-Round Action
immediate future to see how events of a specific encounter Duration: Sustained
will unfold. You pay heed to how your enemies fight and Range: 300 m
what actions they will take, so that armed with this Multi-target: Yes
knowledge, you may better protect against their attacks. Keywords: PSYCHIC
While activated, you may Seize the Initiative without Effect: You fall into a brief reverie, peering into the
spending Glory once during the combat you are currently immediate future of a specific enemy, and then manipulate
engaged in or your next combat, and you gain a +1 bonus the threads of that future so that the most awful outcomes
to your Defence in the combat you are currently engaged in prevail. The target immediately becomes Vulnerable (1)
or your next combat. and Hindered (1) for as long as the power is sustained.
Misfortune is mentally draining. You suffer 1 Shock for
Potency: every minute you sustain the power.
• *[1] Activation reduced to an Action. Potency:
• [2] +1 bonus to Defence. • *[1] Time to Activate reduced to an Action.
Prescience • [2] Target has a –1 penalty to Defence.
XP Cost: 10 • [2] Target has +1DN to ability tests.
DN: 7 Psychometry
Activation: 30 minutes
XP Cost: 10
Duration: 1 Scene DN: 4
Range: Self
Activation: Full-Round Action
Multi-target: No Duration: Sustained
Keywords: PSYCHIC Range: 100 m
Prerequisite: At least one other Divination Power.
Multi-target: No
Effect: You peer into the depths of the Warp and see past Keywords: PSYCHIC
the glimmering possibilities rippling on the surface. Past Prerequisite: At least one other Divination power.
the glamour and misleading promises of what might be,
Effect: Intense emotions leave lasting marks on the
you catch glimpses and images of what really will be — at
timeless threads of the Warp. By opening your mind, you
least in the near future. receive echoes of the past psychically emanating from a
Once activated, Prescience allows you to reroll 1 dice place or an object.
(not the Wrath Dice) in any Tests you make for the
When you use this power you are able to glimpse
remainder of the scene. visions of past events in an area where an individual
In addition, you may petition the timeless beings that expressed an emotional outburst. Initially, only the psychic
dwell in the Warp to answer a single question about what
traces of the specific emotion; enter your senses, for
may come to pass. The GM chooses the being that responds
example the sour-steel taste of murderous rage or the
to your question and privately communicates their
pungent, decaying stench of regret.
response. The response itself may be a short phrase, a
The longer you remain in place and sustain the power,
single word, an emotion, or something else entirely — the the more information you receive about the events
beings of the Warp are unfathomable to mortal minds, and surrounding the emotional outburst. Your senses can detect
may be helpful, unhelpful, or utterly uncaring of your
past events that happen in a 10 m diameter sphere centred
question.
on yourself.

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• 1 Hour: Though vague and indistinct, your senses


can perceive the events immediately preceding,
during, and after the emotional outburst.
Individuals appear ghostly with impermanent,
hazy forms, and all sounds are muffled, echoing
whispers.
• 6 Hours: You can perceive the events preceding,
during, and after the emotional outburst within
range in clear focus.
• 12 Hours: You glean a deeper understanding of
what took place from the Warp; you may ask the
GM a single question about the event that took
place.
You can also use this psychic power on a specific object
you are in physical contact with instead of a location. The
nature of the visions you receive are the same, but the range
of any visions is halved and centered on the object.
Potency:
• [1] You may share your vision with any ally in
range of the psychic power.
• [2] The range of the power is doubled.
• [2] Your visions take half the listed time to
manifest.
Psychometry
XP Cost: 5
DN: 6
Activation: Full-Round Action (or 10 minutes)
Duration: Sustained
Range: 5,000 m
Multi-target: No
Keywords: PSYCHIC
Effect: You project your mind remotely to view events
occurring in another place within range. You must be aware
of the location to view it, and must have at least a general
idea of where it is in relation to yourself. If you are not
exactly aware of these conditions, you must spend 10
minutes to hone in on the location.
You can sustain Scrier’s Gaze to view the targeted
location, but while doing so you cannot move or perform
any other actions and are completely oblivious to your own
surroundings.
Scrier’s Graze is mentally taxing. You suffer 1 Shock
for every 10 minutes you sustain the power. You may not
recover Shock while sustaining this power
Potency:
• [1] Range increased by a factor of 10.

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Pyromancy Discipline Your target must be within in line of sight to activate


this power. If you succeed, you raise the target’s internal
Summoners of Warpfire and controllers of combustion, temperature and they are Hindered.
pyromancers are capable of sculpting and conjuring flame. In order to Sustain this power you must win an Opposed
A discipline known purely for its destructive prowess, Willpower Test against your target at the start of each of
practitioners of this discipline are seen as unstable and your turns.
destructive even amongst Psykers, and many are Whilst this power is affecting a target, the effects of
immediately judged to be pyromaniacs who revel in extreme cold may be reduced or ignored at the GM’s
conflagrations. discretion.
Many pyromancy disciplines are capable of inflicting Potency:
the On Fire condition • [1] Increase target’s level of Hindered by 1.
Fiery Form • *[3] Target is Exhausted.
XP Cost: 10 Molten Beam
DN: 7 XP Cost: 15
Activation: Action DN: Target's Defence
Duration: Sustained Activation: Action
Range: Self Duration: Instant
Multi-target: No Range: 100 m
Keywords: FIRE, PSYCHIC Multi-target: No
Effect: You burst into flame, your body engulfed in a Keywords: FIRE, PSYCHIC
roaring inferno. These flames cause no harm to you or your Effect: You stretch forth your open hand and release a
possessions. beam of blindingly bright energy at your foes. This
While this power is sustained, all creatures within 2 m extremely hot beam of raw power melts even the hardest
of you immediately take 10 +1 ED damage, and take this metals to slag, and the air close to the beam’s passage
damage again at the end of each of their own Turns they catches fire.
remain in range. The beam instantly travels along a straight line for 10 m
You gain a +1 bonus to your Defence and are immune in a direction you choose. Targets struck by the beam suffer
to all damage or effects with the FIRE or MELTA 18 +2 ED damage and must pass a DN 4 Initiative Test or
Keywords. be set On Fire.
Potency: Potency:
• [2] +1 ED damage. • [2] +1 ED damage.
• [3] +1 Defence. • *[1] +100m range
Flame Breath Spontaneous Combustion
XP Cost: 5 XP Cost: 5
DN: 5 DN: Target's Defence
Activation: Action Activation: Action
Duration: Instant Duration: Instant
Range: 50 m Range: 200 m
Multi-target: No Multi-target: Yes
Keywords: FIRE, PSYCHIC Keywords: FIRE, PSYCHIC
Effect: You spew a gout of warpfire. Your Flaming Breath Effect: You focus your rage, eyes glowing with Warpfire,
fills a line 50 m in front of you. Flame Breath does 10 + 4 until your enemies burst into flame.
ED, and is treated as having the Flamer Trait. Targets hit with this power suffer 12 +1 ED damage and
Potency: must make a successful DN 4 Agility Test to avoid being
• [1] +1 ED damage. set On Fire.
• [1] Arc the Flame Breath (Wil x 10) metres. Potency:
Mindfire • [2] +1 ED damage.
XP Cost: 10 • [1] +100m range
DN: Target's Willpower Wall of Flame
Activation: Action XP Cost: 10
Duration: Sustained DN: 7
Range: 1000 m Activation: Action
Multi-target: No Duration: Sustained
Keywords: FIRE, PSYCHIC Range: 200 m
Prerequisite: At least one other Pyromancy power. Multi-target: No
Effect: You subtly raise the internal temperature of your Keywords: FIRE, PSYCHIC
target’s body. As the temperature rises they experience Effect: You throw your arms wide and channel the
intense discomfort and their body falters. seething energies of the Warp, conjuring a wall of flames.

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Initially, you may freely shape this fiery wall as you


please, though its dimensions have limits — up to 3 m
wide, 20 m long and 10 m high. You can summon the Wall
of Flame anywhere within range and line of sight, including
the space occupied by living creatures.
Once the wall has been summoned, its dimensions
cannot be altered, and it burns without fuel for as long as
you sustain it.
Creatures that attempt to pass through the Wall of
Flame or that are caught inside it when it is summoned
immediately take 12 +1 ED damage and are On Fire.
Creatures within 2 m immediately take 10 +1 ED damage
when the wall is summoned, and again each turn they end
within 2 m of the wall.
Potency:
• [2] +1 ED damage.
• [1] *[2] You may use a Move Action to reshape
the wall of flame once while it is Sustained.
• [1] +3 m in height, width or length.

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Telekinesis Discipline ethereal forces as you rise off the ground. You can fly
freely at your normal Speed while you sustain this power.
Telekinesis practitioners translate mental energy into Levitation is mentally taxing. You suffer 1 Shock for
kinetic or physical force. A mind practised in telekinesis every hour you sustain the power,
can bend physics to their will, moving, crushing, or Potency:
blocking objects using raw mental power. • [1] Flying Speed increases by 5 m.
The equivalence of mental to psycho-kinetic power is • [2] +1 Strength for determining what you may
not fully understood, though practitioners of telekinesis carry while flying.
often eschew physical fitness in order to focus on further
sharpening their minds. Telekinetic Dome
XP Cost: 10
Assail DN: 5
XP Cost: 5 Activation: Full Action
DN: Target's Defence Duration: Sustained
Activation: Action Range: Self
Duration: Instant Multi-target: No
Range: 200 m Keywords: KINETIC, PSYCHIC
Multi-target: Yes Prerequisite: At least one other Telekinesis Power.
Keywords: KINETIC, PSYCHIC Effect: At least one other Telekinesis Power Effect: You
Effect: Eyes blazing with inner light, you use nothing draw the inert energies floating all around you and fashion
more than the power of your will to uproot a boulder, tree, an invisible barrier of force to protect yourself from harm.
or similarly large object in the vicinity, and smite your You gain +2 Resilience and may roll Determination
enemies with it. against Mortal Wounds while you sustain this power.
Targets hit by this power suffer 10 +1 ED damage. Telekinetic Dome is mentally taxing. You suffer 1
Potency: Shock for every minute you sustain the power.
• [2] +1 ED damage. Potency:
• [2] +100 m range. • *[2] Increase range to +Rank m, and all beings in
range gain the same protection.
Crush
XP Cost: 5 • [2] Increase bonus to Resilience by +1.
DN: Target's Defence Grav-Warp
Activation: Action XP Cost: 10
Duration: Instant DN: Targets Willpower+2
Range: 200 m Activation: Action
Multi-target: Yes Duration: Sustained
Keywords: KINETIC, PSYCHIC Range: 150 m
Effect: You clamp an invisible force around your enemy, Multi-target: Yes
and tighten it to crush them. Keywords: KINETIC, PSYCHIC
If successfully activated, the target takes 10 +1 ED Effect: You exploit the pressures of the Warp, exerting a
damage and must make a successful DN 5 Strength or force much like gravity on your target.
Willpower Test (their choice) or be Restrained. Make an Opposed Willpower Test with a single target
While Restrained, the target can do nothing on their turn in line of sight to activate this power. If you succeed, you
except try to break free by again making another Strength can choose
or Willpower Test as a Full-Round Action. If the victim • Increase Gravity: Your target is Prone and
does not escape, they take an additional 10 +1 ED at the Restrained.
beginning of each of your turns for as long as you Sustain
the power. • Change Gravity: Choose a direction; gravity
Potency: now acts in that direction for the target.
If you Sustain this power, you may choose another effect
• [3] +1 ED damage. The increased damage applies — such as increasing gravity after changing it — or change
to the continual damage each turn.
the direction of gravity for the target again. Whenever your
• [2] +1 DN to the Strength or Willpower Test. stop sustaining this power or the target moves more than
Levitation 150 m away, the power no longer affects the target.
XP Cost: 4 The gravity the target is subjected to is equivalent to
DN: 5 Terran standard. This may cause them to take damage from
Activation: Action falling.
Duration: Sustained If your target is an object, the DN is determined by the
Range: Self object’s size and weight.
Multi-target: No
Keywords: KINETIC, PSYCHIC Potency:
Effect: Your hair and garments are blown fiercely by • [2] Inflict 1 Mortal Wound to the target.
• [3] Increase Range by +50 m.

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Shock Wave
XP Cost: 10
DN: 7
Activation: Action
Duration: Instant
Range: 5 m
Multi-target: No
Keywords: KINETIC, PSYCHIC
Effect: With a mighty thrust of your fist, you unleash a
burst of mental force that blasts from you in all directions.
All creatures within range take 12 +1 ED damage from
this blast and must make a successful DN 5 Agility Test or
be thrown to the ground Prone.

Potency:
• [1] Range is increased by 5 m.
• [2] +1ED damage.

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Telepathy Discipline envelop a visible target with your mind, imposing your will
on them and forcibly probing their innermost secrets.
Focused on entering and manipulating the minds of others, To activate this power you must win an Opposed
Telepaths arouse suspicion and caution wherever they go. Willpower Test with your target. If you succeed, you can
Their ability to pluck thoughts from others, heads is almost probe the target’s mind for secrets until the power ends or
as feared as their power to implant waking nightmares. either party loses consciousness.
On each of your Turns this power is active, you may ask
Erasure the target one question. The GM will provide as honest an
XP Cost: 10 answer as possible through the target’s memories and
DN: Target's Willpower +2 mental visualisations as they stream into your own
Activation: Full Action consciousness, but be aware that this answer may be
Duration: Instant skewed by the target’s personal perspective. The target
Range: 300 m suffers 1d3 Shock for each question ‘answered’ in this way.
Multi-target: Yes To Sustain this power, you must win an Oppose
Keywords: TELEPATHY, PSYCHIC Willpower Test with your target at the start of each of your
Prerequisite: At least one other Telepathy power. Turns, then may ask another question. If you fail an
Effect: You remove a memory from your target’s mind, Opposed Test, you are expelled from the target’s mind and
casting it off to be lost in the Warp forever. suffer 1d3+3 Shock.
If you successfully activate this power you may remove You may not recover Shock while sustaining this
a recent memory from the target’s mind. You may only power.
remove a number of hours of the target’s memory equal to Potency:
your Tier, and cannot remove memories from more than 24
• [1] The target answers one additional question.
hours before this power was used.
The target is aware of the gap in their recollections, but • *[2] The target suffers no Shock and is unaware
the memories have been fully removed from their psyche of the psyker’s intrusion into their mind.
and cannot be recovered. Psychic Shriek
Potency: XP Cost: 5
• [2] +300 m range. DN: Target’s Willpower
• [3] Double the length of the memory that can be Activation: Action
removed. Duration: Instant
Range: 300 m
Fog The Mind Multi-target: No
XP Cost: 10 Keywords: PSYCHIC
DN: 4 Effect: You unleash a blast of psychic energy to attack the
Activation: Full Action mind of an enemy nearby.
Duration: Sustained The target immediately takes 1d3+3 Shock and must
Range: 100 m make a successful DN 5 Willpower Test or be Staggered.
Multi-target: No Potency:
Keywords: TELEPATHY, PSYCHIC
• [1] +1 Shock.
Effect: You reach into your enemy’s mind and cloud their
thoughts, slowing their cognitive processes and dulling • [2] +1 DN to the Willpower Test.
their wits. Telepathy
A sense of haziness and confusion overcomes all XP Cost: 5
enemies within range, and they must make a successful DN DN: 3
6 Willpower Test or immediately be both Hindered (2) Activation: Action
and Staggered. Duration: Sustained
Fog the Mind is mentally draining. You suffer 1 Shock Range: 1000 m
for every round you sustain the power. Multi-target: Yes
Potency: Keywords: TELEPATHY, PSYCHIC
• [1] +100 Range. Effect: You reach out with your mind to link with another
• *[2] Activation reduced to an Action. and communicate with nothing but thoughts. You don’t
need line of sight to the target, and no obstacles except
Mind Probe those designed specifically for warding off psychic
XP Cost: 10 intrusion can prevent this communication.
DN: Target’s Willpower (Opposed Test) You don’t need to know whether any targets are in
Activation: Full Action range, and may simply use Telepathy to contact the nearest
Duration: Sustained target.
Range: 300 m Once you activate the power, communication continues
Multi-target: No until you end it. If the target wishes to break the link
Keywords: TELEPATHY, PSYCHIC against your will, they must make a successful DN 3
Effect: At least one other Telepathic Power Effect: You Willpower Test. If the target forcibly breaks the telepathic
link in this manner, you suffer 1d3 Shock.

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You may use Telepathy to eavesdrop on a target instead of


communicating, and may still choose to ‘speak’ at any time
using the link. If you use Telepathy in this way, the target
may still become aware of the link and that something is
amiss with a successful Awareness (Int) Test (DN equal to
your Psychic Mastery (Wil) dice pool). If the target
becomes aware of the telepathic communication, it can
choose to use the link itself or attempt to terminate it as
above.
Telepathy only reads active surface thoughts, so you
cannot pry into another’s secrets, unless the target is
actively thinking about them at the time. If you use
Telepathy to communicate with more than one target, you
act as a communication hub and all targets can ‘hear’ one
another through you. Acting as a telepathic hub in this way
is mentally taxing. You suffer 1 Shock for every 20
minutes you sustain the power.
You may not recover Shock while sustaining this
power.
Potency:
• [1] Range is increased by a factor of 10.
Terrify
XP Cost: 10
DN: 7
Activation: Full Action
Duration: Instant
Range: 100 m
Multi-target: No
Keywords: TELEPATHY, PSYCHIC
Effect: Reaching out with your mind, you pluck the latent
fears of enemies nearby from their subconscious, and force
them to the surface.
A supernatural dread of you and your allies overcomes
all enemies within range; they must make a DN 5 Fear
Test.
Potency:
• [2] Fear roll DN increased by +1.
• *[2] Activation reduced to an Action.
• [1] +100 m range.

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Maleficarum Discipline Shock while sustaining this power.


Potency:
Trust not the witch, for their powers are tainted. Fear the • *[1] Activation reduced to an Action.
witch, for their souls are corrupt. Burn the witch, for the • *[2] May sustain the power for a minute before
fire purifies all.. taking Shock.
—Edict of Cardinal Koriv, Arch-Confessorm
Soul Shrivel
Sorcery: a word that terrifies and inspires in equal XP Cost: 15
measure. Psykers’ powers are already impressive, but some DN: Target's Defence
reach for more. Most are Rogue Psykers, individuals who Activation: Action
learned to develop their powers beyond the Emperor’s Duration: Instant
guiding light. But even those Psykers disciplined and Range: 200 m
trained in the Imperium’s Scholastia Psykana sometimes Multi-target: Yes
succumb to the lure of Chaos. The whispers from the other Keywords: CHAOS, PSYCHIC
side never cease, and can even erode a strong mind in time. Prerequisite: Psyker must have the CHAOS Keyword
Called witchcraft, sorcery, black magic, and an endless Effect: You open a minute fissure into the Immaterium
number of similar names, these psychic powers all stem near your enemy, draining the very life energies of their
from the same source the infernal and malignant Warp spirit.
entities humans know as Daemons. The target suffers 1d3 Mortal Wounds and must make a
DN 3 Corruption Test.
Dark Flame Potency:
XP Cost: 10 • [2] +1 Mortal Wound.
DN: 7
Activation: Action • [1] Range increased by 100 m.
Duration: Instant Touch Of Corruption
Range: 200 m XP Cost: 10
Multi-target: No DN: Target's Defence
Keywords: CHAOS, PSYCHIC Activation: Action
Prerequisite: Psyker must have the CHAOS Keyword Duration: Sustained
Effect: You unleash the roiling inferno of your rage. The Range: Touch
power affects all creatures in a 6m radius from a point in Multi-target: Yes
range, unholy flames burning their very souls. Affected Keywords: CHAOS, PSYCHIC
targets suffer 1d3 + your Corruption level in Shock damage Prerequisite: Psyker must have the CHAOS Keyword
and must pass a DN 5 Toughness Test or suffer 1d3 Mortal Effect: You unleash the mutable energies of the Warp to
Wounds as well. forcibly corrupt your target’s flesh.
Potency: The target suffers 1 Corruption and gains a random
• [2] +1 Mortal Wound. mutation from the Minor Mutation table (p.62). The
• *[2] Double the blast radius. resulting mutation is horrific, but temporary. The target’s
flesh returns to normal when the power ends.
Possession Touch of Corruption is mentally draining. You suffer 1
XP Cost: 15 Shock for every minute you sustain the power. You may
DN: Target’s Willpower (Opposed Test) not recover Shock while sustaining this power.
Activation: Full Action Potency:
Duration: Sustained
• [1] Target suffers +2 Shock damage.
Range: 300 m
Multi-target: No • [2] Target suffers 1 additional Corruption.
Keywords: CHAOS, PSYCHIC Infernal Gaze
Prerequisite: Psyker must have the CHAOS Keyword XP Cost: 5
Effect: You breach your enemy’s mind, quashing its will DN: Target's Defence
completely, and turning their body into your puppet. Activation: Action
You and your target make an Opposed Willpower Test. Duration: Sustained
If you succeed, the target is completely dominated — they Range: 250 m
have no free will whatsoever. With a simple thought you Multi-target: Yes
can compel the target to perform any task you choose as Keywords: CHAOS, PSYCHIC
long as the power is Sustained. This control has no limits, Prerequisite: Psyker must have the CHAOS Keyword
and victims do anything you command them to do without Effect: You worm your way into the mind of your victim,
question. You immediately gain 1 Corruption on activation forcing them to experience the dread things that only the
of this power, and the target must make a DN 6 Corruption Warp can unveil.
Test when the power ends. The target temporarily loses 1 Intellect and must make a
Possession is mentally draining, as you must constantly successful DN 7 Willpower Test or suffer intense, personal
overpower the target’s persona. You suffer 1d3+1 Shock hallucinations. These hallucinations take the form of
every Round you sustain the power. You may not recover

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supernatural illusions that only they can see. The target


immediately rolls on the Perils of the Warp table.
The effects of these hallucinations continue for as long
as you sustain the power, or until the Perils of the Warp run
their course, whichever is longer. In certain circumstances,
where the target may question why those around them are
not affected by such an obvious supernatural event as
determined by the roll on the table, the target may be
allowed to reroll its Willpower Test. Temporary lost
Intellect returns at the rate of 1 point per day.
Infernal Gaze is mentally taxing. You suffer 1 Shock for
every minute you sustain the power. You may not recover
Shock while sustaining this power.
Potency:
• [1] +1 temporary Intellect damage.
• *[3] Target must add the psyker’s Corruption
score to the first digit of their d66 roll on the
Perils of the Warp table.

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Librarius Discipline
Fury of the Ancients
Millennia of research into the esoteric madness of XP Cost:10
the Empyrean are contained in every Librarius. DN: 10
Amongst the thousands of scrolls recording battles Activation: Combat Action
with daemons and mutant cleansing rituals are Duration: Instant
tomes detailing the safest and most stable ways to Range: 140 m
manipulate the nightmarish tides of the Warp to best Multi-target: No
serve the Emperor in battle. This is the purpose of the Keywords: PSYCHIC
Librarius Discipline: empowering an Astartes without Effect: Consulting the legendarium of your Librarius,
unduly risking exposure to Chaos, and ensuring they you manifest a monstrosity fought in your Chapter’s
fulfill their duty to battle His enemies. history and unleash the Warp-borne terror on your
The Librarius Discipline can only be mastered by enemies.
psykers with the ADEPTUS ASTARTES Keyword. If you successfully activate this power, the Fury of
the Ancients travels in a straight line for 14m in a
Veil of Time direction you choose. All enemies on that line suffer
XP Cost: 15 2d3 Mortal Wounds.
DN: 8 Potency: [1] +7m Range. [2] +1 Mortal Wound.
Activation: Combat Action
Duration: Sustained Psychic Fortress
Range: 200 m
XP Cost:10
Multi-target: Yes
DN: 6
Keywords: PSYCHIC
Activation: Combat Action
Effect: You channel the Warp to twist the flow of
Duration: Sustained
time, unnaturally stretching a single moment.
Range: 200 m
For as long as you Sustain this power, your target
Multi-target: Yes
may take two Turns in each Round.
Keywords: PSYCHIC
Effect: You fortify your target’s mind with multiple
Might of Heroes mental hexagrammic wards, protecting it from the
XP Cost:10 predations of the Warp and bolstering their bravery.
DN: 7 Your target becomes immune to the Fear and Terror
Activation: Combat Action Conditions for as long as you Sustain this power.
Duration: Sustained Your target also gains Bonus Dice equal to your
Range: 150 m Willpower Attribute when they roll Determination
Multi-target: no against damage caused by a Psychic Power, and may
Keywords: PSYCHIC roll Determination against Mortal Wounds caused
Effect: Summoning the labyrinthine lore of your by Psychic Powers for as long as you sustain this
Librarius, you bestow the martial might of ancestral power.
Astartes brethren unto your ally, siphoning the
Warp to empower their form.
Your target gains +1 Strength, Toughness, and Null Zone
Initiative until the start of your next Turn. XP Cost:10
Potency: [3] Your target gains an additional +1 DN: 7
Strength, Toughness, and Initiative. Activation: Combat Action
Duration: Instant
Range: 200 m
Psychic Scourge Multi-target: No
XP Cost:15 Keywords: PSYCHIC
DN: Target’s Willpower Effect: Drawing on the Emperor’s own purity, you
Activation: Combat Action twist the power of the Warp to temporarily expel its
Duration: Instant malign influence from a specific area.
Range: 200 m When you successfully activate this power, select a
Multi-target: Yes point or target in range. You create a null zone with
Keywords: PSYCHIC a 6m radius centered on that point or target until the
Effect: You perforate your target’s mind, stripping start of your next Turn. The DN of all Psychic Mastery
it of information in an incredibly painful and (Wil) Tests made within the null zone is increased
frightening way. by your Willpower Rating. The Invulnerable Armour
To activate this power, you must win an Opposed Trait has no effect inside the null zone.
Willpower Test with your target. If you succeed, you Potency: [1] +10m Range. [2] Double the radius of
deal 1d3 Mortal Wounds and the target suffers the the null zone.
Fear Condition.
Potency: [3]+1 Mortal Wound

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Aeldari Psychic Powers Once activated, you can cause one of the following
effects:
Understanding? What understanding is there to be gleaned • Conceal: You draw the shadows in and don
by you mon-keighs? You cannot even recall the mistakes them like a cloak to conceal your position. While
your species made that brought you to this precipice, the power is sustained, you and any allies within
Inquisitor. Divination is not a science you can master with 5 m gain a +1 bonus to your Defence and +1
hymns or influence with your ointments and trinkets. It is bonus dice to any Stealth (A) Tests you make.
an artistry woven from what was, what may be, and the lies • Reveal: You push the shadows away from a
the beings of the Immaterium speak regarding both. It is a target within range, revealing them to all. Target
wonder you retain an understanding of fire. No, better you one enemy within range as the centre point for a
clutch tight to your primitive baubles and leave the insight Blast (6) area of effect. Any enemies in that area
to more enlightened life. while the power is sustained can’t benefit from
—Warlock Ishyandra of Il-Kaithe bonuses to Stealth tests due to cover while this
The Aeldari are a psychic species. This latent talent is only power
harnessed and expressed by those who walk the Path of the Potency:
Seer. Learning to gaze upon the strands of fate and fortune,
• [3] Conceal: Benefits improve by +1 Defence and
they use specially crafted psi-reactive Seer Stones, each
+1d to Stealth.
song-formed from wraithbone and etched with runes of
power to guide the threads they see and serve as an arcane • *[2] Reveal: Area of affect increases to Blast
ward against the dangers of the Warp. With these tools and (12).
dedicated training that spans centuries, those walking the Embolden / Horrify
Path of the Seer spin prophecies into being, threading the XP Cost: 15
strands of fortune through their words and weighting them DN: 5
with truth. Activation: Action
These powers can also be used as a potent weapon to Duration: Sustained
enhance the Seer’s fellow Asuryani warriors whilst Range: 250 m
thwarting their enemies. When war comes to the Aeldari, Multi-target: No
some seers don the mask of the battle Psyker: the Warlock. Keywords: AELDARI, PSYCHIC
Surrendering to Khaine’s call, the Warlock reads the tides Prerequisite: Psyker must have the AELDARI Keyword
of fortune, setting aside the art of prophecy to develop Effect: You reach into the minds of those around you,
destructive psychic powers and cast the Runes of Battle! either fortifying or eroding their resolve. Once activated,
Aeldari Psykers you can choose one of the following effects:
Capable of feeling extremes of emotion, the souls of the • Embolden: You instill valour and determination
Aeldari shine bright in the Warp. Slaanesh eyes each into your allies. While the power is sustained,
greedily, awaiting the moment their discipline fails to you and all allies within 5 m gain +1 bonus die to
consume another of the declining Species. Resolve Tests.
If you are an Aeldari and trigger Perils of the Warp you • Horrify: You sap the courage and determination
must roll 2d6; the highest is always the ‘tens’ digit of the of your enemies. Target one enemy within range
d66 roll, and the lower result is the units digit. as the centre point for a Blast (6) area of effect.
Asuryani Psykers Any enemies in that area suffer a +1 DN penalty
to Resolve Tests while the power is sustained.
The Asuryani have practised and honed their psychic
Potency:
abilities for aeons, developing stalwart discipline; they
know well the dangers that lurk within the esoteric plane • [2] Embolden: +1 bonus die to Resolve Tests.
from which the energies that power them flow. • [2] Horrify: +1DN penalty to target’s Resolve
If you are an Aeldari with the ASURYANI Keyword Tests.
you may reroll a single Wrath Dice that rolled a Empower / Enervate
Complication once per Test.
XP Cost: 25
Runes of Battle Discipline DN: 7
Activation: Action
Conceal / Reveal Duration: Sustained
XP Cost: 15 Range: 250 m
DN: 5 Multi-target: No
Activation: Action Keywords: AELDARI, PSYCHIC
Duration: Sustained Prerequisite: Psyker must have the AELDARI Keyword
Range: 250 m Effect: You commune with the spirits of those around you,
Multi-target: Yes expanding their potential or draining their will to fight.
Keywords: AELDARI, PSYCHIC Once activated, you can cause one of the following effects:
Prerequisite: Psyker must have the AELDARI Keyword • Empower: You empower the spirits of yourself
Effect: You reach out with your mind and take command and your allies. Whilst this power is sustained,
of the shadows, bending and shaping them to your will.

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you and all allies within 5 m gain +1 ED to any enemy within range as the centre point for a Blast
successful melee attack. (6) area of effect. Any enemies in that area while
• Enervate: You sap your enemies’ spirits, filling the power is sustained suffer a –1 penalty to their
them with doubt and despair. All enemies in a Base Resilience.
Blast (6) area within range suffer a -1 ED Potency:
penalties to any successful melee attacks, to a • [3] Protect: Additional +1 bonus to Resilience.
minimum of 0. • [3] Jinx: Additional –1 penalty to Resilience.
Potency:
• [3] Empower: +1 ED to damage. Quicken / Restrain
XP Cost: 15
• [3] Enervate: –1 ED to target’s damage.
DN: 5
Enhance / Drain Activation: Action
XP Cost:25 Duration: Sustained
DN: 7 Range: 250 m
Activation: Action Multi-target: No
Duration: Sustained Keywords: AELDARI, PSYCHIC
Range: 250 m Prerequisite: Psyker must have the AELDARI Keyword
Multi-target: No Effect: You twist time itself, briefly altering its flow for a
Keywords: AELDARI, PSYCHIC select few on the battlefield. Once activated, you can cause
Prerequisite: Psyker must have the AELDARI Keyword one of the following effects:
Effect: Drawing upon the favour of Khaine, you enhance • Quicken: You change the flow of time for
the combat prowess of your allies or diminish that of your yourself and your allies, making you seem
enemies. Once activated, you can cause one of the supernaturally swift. While the power is
following effects: sustained, you and all allies within 5 m may make
• Enhance: You channel a fraction of Khaine’s an additional Movement on each of your turns.
skills to enhance your allies’ combat abilities. • Restrain: You change the flow of time for your
While the power is sustained, you and all allies enemies, making them move as if they were
within 5 m gain +1 bonus dice to any Weapon passing through deep water. Target one enemy
Skill (I) Tests they make. within range as the centre point for a Blast (6)
• Drain: You allow a portion of Khaine’s anger area of effect. Any enemies in that area while the
and disdain to suppress the fighting skills of your power is sustained move as if they are in Difficult
enemies. Target one enemy within range as the Terrain.
centre point for a Blast (6) area of effect. Any Potency:
enemies in that area while the power is sustained • [2] Quicken: Increase the radius of the effect to
suffer a +1 DN to any Weapon Skill (I) Tests allies within 100 m.
they make. • [2] Restrain: Area of affect increases to Blast
Potency: (12).
• [2] Enhance: Additional +1 bonus dice to
Weapon Skill (I) Tests.
• [2] Drain: Additional +1DN to target’s Weapon
Skill (I) Tests.
Protect / Jinx
XP Cost: 15
DN: 5
Activation: Action
Duration: Sustained
Range: 250 m
Multi-target: No
Keywords: AELDARI, PSYCHIC
Prerequisite: Psyker must have the AELDARI Keyword
Effect: Tugging on the threads of fate that surround any
field of battle, you isolate and bind those of a specific
individual, reshaping their destiny. Once activated, cause
one of the following effects:
• Protect: You weave your fate and that of your
allies, to inure you from harm. While the power
is sustained, you and all allies within 5 m gain a
+1 bonus to their Base Resilience.
• Jinx: You weave your enemies’ fate, making
them more susceptible to harm. Target one

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Corruption Roll Difficulty


Corruption DN Examples
The foul taint of the Warp can deform the body and afflict
the mind. Whenever malign sorcery is practised, the Exposure to mildly radioactive or toxic substances,
Immaterium bleeds through, deforming and twisting reality. seeing a cultist marked by Chaos, listening to someone
Heinous objects and unnatural acts force the mutating 1 preach heresy without stopping them
powers of Chaos onto those who witness or practise them,
triggering strange changes and grotesque malformations. Speaking the name of one of the Ruinous Powers,
Few walk away with their purity intact. 3 torturing a captive.
Corruption does not turn a character instantly into a
monster, but each point gained takes them ever closer to Reading a tome of Chaotic lore, witnessing a heretical
death and damnation. Roleplaying a character’s descent ritual or a daemon, speaking heresy, condemning
into the terrifying temptations of the Warp can add depth of 5 someone to death for an act you committed.
its own, and create a story arc you may not have been
expecting. Likewise, the desperate struggle to retain one’s Participating in a Chaos ritual, destroying a populated
purity and humanity can be a fulfilling experience for your 7 planet, undergoing a psychic awakening.
character.
Making a pact with, or becoming possessed by, a
9 daemon, looking into the Warp.
SOURCES OF CORRUPTION Chaos
The Warp infects reality in a variety of ways; the Chaos
Daemonic entities may be physical manifestations of the
Gods seek to influence reality through sorcery, coercion,
Warp itself. As beings of concentrated Warp energy,
tainted materials, and their own foul presence. It changes
simply looking upon a daemon or being in its presence can
those who it influences until they are utterly twisted, some
corrupt. More powerful daemons are more connected to the
into the rare embrace of daemonhood, others into the
Warp, causing greater Corruption, and none are greater
wretched mindless masses of insanity made flesh known as
than the Ruinous Powers themselves.
Chaos Spawn.
The Warp Powers Of The Psyker
Manipulating the Warp to change realspace is a dangerous
The Warp itself is the greatest source of Corruption. Reality
and risky business; whenever a Psyker uses a psychic
abhors the chaotic nature of the Immaterium, mutating and
power they open themselves and those around them to
changing whenever the Empyrean seeps through. Entering
Corruption. Channelling greater Warp power (or
the Warp unprotected immediately causes Corruption. Even
controlling it poorly) risks greater Corruption, and the
travelling the Warp in a shielded voidship takes its toll over
possibility of a daemon using the Psyker as a portal to the
time.
Materium.
Items and artefacts that originate in the Warp or have
The potential for a Psyker to inadvertently corrupt those
spent significant time in the Immaterium become suffused
around them fuels the paranoia of their comrades. Many
with foul Warp energies. Sometimes simply touching such
Psykers are executed to save themselves and their fellows
an item can corrupt an individual. Less corrupted items
from damnation.
may not cause Corruption initially, but could be triggered
by certain actions, for example, a tainted sword shedding Ultraviolence & Depravity
innocent blood. Even writings on the Warp can become Savagery and destruction are the domains of the Blood God
infused with its foul touch; studying a dread tome of Khorne, said by blasphemous apostates to have been born
eldritch lore could corrupt the reader. from the first act of violence. As war rages across the 41st
Millennium he is fed in shattered skulls and flowing blood.
Corruption Levels Those that succumb to bloodlust, revel in the slaughter of
Corruption Level Corruption Points Test DN Modifier their foes, or destroy the helpless and the innocent may be
corrupted.
0-Pure 0-5 +0 A descent into decadence is similarly corrupting.
1-Tarnished 6-11 +1 Slaanesh, the Lord of Excess, rewards those who succumb
to passion and hedonism with mutation. Embracing
2-Contaminated 11-15 +2 pleasure for pleasure’s sake calls The Dark Prince and its
daemons. Prideful acts and obsessive searching for
3-Tainted 16-20 +3 perfection empower Slaanesh and allow its malign
influence to shape the mortal world.
4-Defiled 21-25 +4
Example: An Aeldari intentionally destroying an Infinity
5-Chaos Spawn 26+ - Circuit and condemning the souls to She Who Thirsts
would be a heinous action that spills no blood.

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Mundane Sources Ruinous Powers. The GM takes control of the Chaos


Spawn that was once your character, modifying the entry in
Simply hearing a renegade spew heresy without stopping
the Bestiary on p.352 as needed.
them is enough to corrupt the heart of those who hear.
Heresy spreads itself, sullying the mind and soul as it takes Mutation
hold of mortals.
The mutative powers of radiation and toxic pollutants Mutations vary wildly from the fey to the grotesque, some
also corrupt those who are exposed to them; some believe debilitating and some useful. Followers of Chaos often
the grotesque mutations that befall its unfortunates are gifts revel in their mutations seeing them as glorious blessings
from Nurgle, the Plague God. Even certain genetic from the Ruinous Powers. Mutations can twist both flesh
materials can draw the attention of the Ruinous Powers. and mind. Some are evident in their appearance, from
Some environments are inundated with radiation. terrifying tentacles and toxin bile sacs to exceptionally
Repeated low-level exposure will slowly cause Corruption. beautiful angelic wings, or eyes that seem to hold the stars
However, high levels of exposure without radiation- within them. Others are easily concealed, such as eyes that
hardened armour may force a Corruption Test every round can see into spectrums of light beyond normal ranges, the
until you escape or expire. third eye of the Navigator and the strange twisting of the
mind that creates profane prophets of normal citizens.
When To Make A Corruption Test To the Imperium, all mutants are deplorable. Any
Encountering forbidden tomes, fighting the forces of deviation from the purity of mankind is abominable,
Chaos, using vile relics, wading through irradiated waste, especially those mutations that are visible and obvious.
or committing truly heinous acts are all prime causes for a They are the quintessential outcasts of society, pitied at
Gamemaster to call for players to make a Corruption Test. best, scorned and hated by most. If they do not die at their
The GM decides when a character makes a Corruption own hands or from the pernicious effects of their mutations,
Test if they encounter a source of Corruption. The GM mutants live a life of wretched fear, forever concealing
can’t force a player to take an action that automatically their true Warp-tainted nature from those around them.
results in Corruption — indeed, the GM can’t force a Mutation Tests
player to take any action. The player must have the
opportunity to resist with a Corruption Test, or willingly Whenever your Corruption Level increases you must
accept Corruption from the Temptations of the Warp. immediately make a Mutation Test. You may choose to fail
this Mutation Test.
Corruption Tests To make a Mutation Test, roll your Conviction against a
DN of 3, modified by your Corruption Level. If you fail a
To make a Corruption Test, roll a dice pool of your Mutation Test, you gain a mutation; roll on the mutation
Conviction Trait against the DN of the source of severity table at the bottom of this page. Once you have
Corruption. Some sample sources of Corruption and their determined the severity of the mutation, make a d66 roll on
recommended DNs are shown in the Corruption Test the relevant table on the next page. You must add 10 to the
Difficulty table. Your Corruption Level can increase the result of the roll for each of your prior mutations.
DN of the Test.
If you fail a Corruption Test, the GM gains +1 Ruin,
If you receive the same mutation a second time you must
and you gain Corruption Points equal to the difference
reroll on the same table, unless there is an obvious different
between the number of Icons you rolled and the DN of the
way for a duplicate effect to take hold. If you remove a
Test.
mutated body part, you no longer have any associated
If you roll a Complication on a failed Corruption Test,
benefit or detriment from that mutation.
you gain double the amount of Corruption Points. If you
Note: These actions do not remove Corruption points
roll a Wrath Critical on a Corruption Test, the DN of the
or change your Corruption Level.
Test is reduced by 2.
You may choose to spend a single Wrath to reduce the
d6 Roll Mutation Severity
DN of the current Corruption Test by one. This can’t 1-2 Subtle Mutation
reduce the DN below 1.
The Ultimate Fate 3-4 Minor Mutation
If you reach Corruption Level 5 you transform into a Chaos 5-6 Severe Mutation
Spawn, a writhing mass of mutations and mental trauma.
There is no redemption from this fate. All who are Warped
in this way are driven utterly insane by the touch of the

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Mutation Tables
D66 Roll Subtle Mutation D66 Roll Minor Mutation D66 Roll Severe Mutation

11-16 Hint of Red Eyes 11-16 Misshapen 11-12 Extra Appendages

21-26 Voice of the Aurelian 21-26 Grotesque 13-14 Aberration

31-33 Living Shadow 31-33 Bestial Hide 15-16 Corrupted Flesh

34-36 Gossamer Flesh 34-43 Brute 21-22 Wings

41-43 Visions 44-46 Horns, Spines, Fangs, or 23-24 Serpentine Body


Claws
44-46 Echoes 51-53 Corrosive Miasma 25-26 Cannibalistic Drive

51-53 Blighted Soul 54-56 Toxic Blood 31-32 Withered

54-56 Wyrdling 61+ Reroll on the Sever 33-34 Vile Alacrity


Mutation Table
61+ Reroll on the Minor - - 35-36 Fleshmetal
Mutations Table
- - - - 41-42 Corrosive Bile

- - - - 43-44 Corpulent

- - - - 45-46 An Excess of Eyes

- - - - 51-52 Enduring Life

- - - - 53-56 Amorphous

- - - - 61-63 Afflicted

- - - - 64+ The Warp Made Manifest

Subtle Mutations 21–26: Voice Of The Aurelian


The effects of Subtle Mutations are not always apparent. Such a melliferous voice could charm the gods or sway a
While they still represent a measure of vile Warp world. Indeed, in times past it did. But such golden tones
Corruption, many only slightly change your physicality. that drip wonder and light also reach beyond the veil, and
daemons crowd to listen.
Effect: You gain +Tier bonus dice when making any
11–16: Hint Of Red Eyes social Test. However, such glibness is dangerous; any
Psykers that can hear you (excluding you) must reroll must
It’s subtle, and someone would have to be looking at the reroll any Wrath Dice that don’t generate a Complication
right time to see it — a faint glimmer of red in the iris of on any Psychic Mastery rolls they make
your eyes. The strange nature of your eyes reveals hidden
things, though they are now incredibly sensitive to light. 31–33: Living Shadow
It’s common for those possessed of this mutation to wear Something inside you has been twisted, but it doesn’t show
visors to hide their eyes from observers and harsh light. anywhere on your flesh. Your shadow has a life of its own,
Effect: You gain +1 bonus dice to Awareness (Int) Tests. and moves independently of your body. It does not fall
You also suffer +1 DN to any actions requiring vision or naturally away from a light source, and all around it the
visual coordination while in areas of light (daylight or Warp slowly bleeds into the world.
stronger) or during a round of exposure to light (flamer Effect: The Living Shadow opens a gateway to your soul.
burst, stab-light, etc.). Visors and lenses that shade the eyes Any rolls to oppose a psychic power or resist its effects are
remove both the bonus and penalty. made at +1 DN. However, the curious nature of this
mutation makes you aware of any ambush as if you had
spent a point of Glory.

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34–36: Gossamer Flesh 44–46: Echoes


Your mutated skin is impossibly soft and silky, with a You go forward, you come back. This mutation misplaces
heightened sense of receptive touch that goes beyond the you in time, moving you forwards or backwards on the
sublime. Contact sensation is increased sixthousand fold, whim of the Ruinous Powers.
which for some is a glorious wonder and for others a true Effect: Whenever you roll a Complication on the Wrath
curse. Dice the GM may choose to activate the following effect.
Effect: Gossamer Flesh reduces your Base Resilience and Alternatively, the GM can spend a Ruin to force this
Max Shock values by 1 and imposes a +1 DN penalty to effect to activate. For the remainder of the scene you must
resist experiences of painful physical contact. However, it reroll any Wrath Dice once per Test, unless you rolled a
also gives a sense of touch so refined that you can read a Complication or a Wrath Critical.
page of writing with your fingertips alone. You gain 51–53: Blighted Soul
+Double Tier bonus dice to Awareness (Int) Tests
A sickness of spirit has infected you. Like all infections it
involving touch, and can attempt otherwise impossible
seeks to spread, to weaken the host and finally consume
feats.
that which it inhabits.
41–43: Visions Effect: Corruption and Malignancy Tests you and anyone
The Warp twists your mind and time itself. Without within 10 m of you make suffer a +1 DN penalty. Your
warning, your awareness is flooded with visions of past blighted form becomes a little more resistant to toxins,
experiences, things yet to come, or nightmarish giving you +1 bonus dice to Tests to resist poisons.
otherworldly horrors. 54–56: Wyrdling
Effect: Whenever you roll a Complication on the Wrath
Dice the GM may choose to activate the following effect. Exposure to Corruption transforms you into a Psyker.
Alternatively, the GM can spend a Ruin to force this effect Effect: If you are not a Psyker, you gain the PSYKER
to activate. Roll on the Visions table below. The vision Keyword. You also gain one Minor Psychic Power of the
lasts for the remainder of the scene, during which time you GM’s choice. You can now purchase the Psychic Mastery
suffer a +3 DN penalty to all other actions as you Skill whenever the GM deems it appropriate. If you are
hallucinate. already a Psyker, you gain an additional Minor Psychic
Power.
Visions Minor Mutations
D6 Visions Minor mutations are usually visible, and common among
Roll those born mutated. Those afflicted in such a way will find
1 life far more difficult, and are likely to be outcasts, but still
Dark Futures: You see the future ahead, and it have some chance of resisting the lure of the Ruinous
is filled with terror. When the vision ends you Powers.
feel an impending sense of mortal doom, and
your Wrath pool is reduced by 1 for the session.
11–16: Misshapen
Your body contorts in response to Corruption as tissues
2-3 change shape, growing or shrinking in unhealthy ways.
False Divination: You have a vision of a Muscles, tendons, and even bones change in size.
possible future spelling catastrophe for yourself
and your allies, and nothing you can do can stop Effect: Your constant agony decreases your maximum
this from occurring. Fate, it seems, is set. You Shock by 1. However, your exposure to constant pain
suffer a +1 DN penalty to your next Test. inures you to threats and mental assault, increasing your
Resolve by +2.
4-5 True Divination: You have a vision of a 21–26: Grotesque
possible future spelling catastrophe for yourself Corruption flows through your body, altering it at a cellular
and your allies. However, the skeins of fate level. These changes are purely cosmetic, but they mark
reveal just enough that such may be averted! you well. Vicious scars emerge from injuries that you have
You gain +1 bonus dice to your next Test. The never suffered. Facial features may take on a decidedly
vision may be entirely false or uncannily bestial slant. Limbs may slightly change length or joints
accurate. may bend in the wrong direction.
6
Otherworldly: You experience a vision taken Effect: Your new appearance is unnerving to all. You
straight from the heart of the Warp. Each time receive +1 bonus dice to all Intimidation (Wil) Tests, but
you suffer this vision, you must make a DN 9 your grotesquery imposes +1 DN to all other social
Corruption Test. interactions with characters who do not have the CHAOS
Keyword.

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causes no direct harm to you, but it does cause increased


wear on all of your wargear and other possessions.
31–33: Bestial Hide Consequently, equipment must be replaced regularly, or
Your skin thickens and changes shape to resemble that of else becomes ragged and corroded.
an animal. It may take on a thick leathery aspect, the scales
of a fish, or the exoskeleton of an insect. You may choose Whenever you roll a Complication on the Wrath Dice the
the nature of the new appearance, but it must be markedly GM may choose to activate the following effect. The GM
different from your appearance prior to the mutation. can spend a point of Ruin to choose the item of Wargear to
Effect: Your thickened skin grants a +1 to Resilience. You become corroded. When you make a melee attack you may
receive +1 bonus dice to all Intimidation (Wil) Tests, but Shift to give the target the Poisoned Condition with a
you also suffer a +2 DN penalty to all other social damage of 1 Mortal Wound.
interactions with characters who do not have the CHAOS 54–56: Toxic Blood
Keyword.
Corruption transforms your blood into a non-biological
34–43: Brute substance. Radioactive materials, toxic metals, or even
Corruption massively accelerates your muscle growth. You more exotic substances may flow through your veins.
are brawny and burly, but the increased muscle mass is Effect: Getting any medical treatment is far more difficult
obviously inhuman in nature. and dangerous due to your unusual bodily fluids. Any
Effect: Your sudden growth grants +1 to Strength and Medicae (Int) Test made on you suffers a +2 DN penalty. If
Toughness. Most tools and devices are now too small for the Medicae (Int) Test suffers a Complication, the person
you to easily use. Unless you acquire modified versions, administering treatment must succeed on a DN 4
you suffer a +1 DN penalty to all Tests that involve Toughness Test or suffer 1 Mortal Wound when bodily
physical manipulation of tools, including all ranged fluids splash them.
weapons. Your unusual physiology confers resistance to many
44–46: Horns, Spines, Fangs, or Claws biological attacks. You are immune to the Poisoned
condition and disease.
Exposure causes you to grow horns, spines, fangs, or claws.
You may choose which of these mutations arise and the Severe Mutations
location and shape of the deformation. The new growths These mutations are undeniable, shocking to behold and
are an inherent part of your body. They grow back if often grotesque. Though these malignancies can confer
broken or if you attempt to have them removed. You have incredible otherworldly benefits, they make a normal life a
full feeling in these growths. distant impossibility, and draw the afflicted close to the
Effect: You may make melee attacks with these new waiting arms of the Dark Gods.
growths. When these growths are visible, you suffer +2 DN
to all social interactions unless the target character has the
CHAOS Keyword.
11–12: Extra Appendages
The influence of Corruption has Warped your body; roll on
Horn, Spike or Claw the table below to determine the nature of the appendage.
Damage ED Unless you can somehow conceal the extra limb, you
suffer a minimum +2 DN penalty to Persuasion (Fel) Tests
(S)+5 Tier when dealing with characters who do not have the CHAOS
51–53: Corrosive Miasma Keyword. Any of these limbs require unusual modifications
to your armour and clothing.
You are surrounded by a miasma of subtle acids and toxins
that spill forth from pores and sweat glands. This cloud
D6
Roll
Appendage
1 Head: A shrunken head with a face similar to yours grows on your shoulder.
Effect: Once per session, the GM may spend a point of Ruin to force you to make a Conviction Test (DN 5). If you fail,
the shrunken head does whatever it can to make your life difficult, such as saying the most inconvenient thing possible,
biting at a helping hand, or shouting to reveal your location.
2 Malformed Arm: This arm isn’t good for anything except identifying you as a mutant.

3 Strong Arm: You can use this arm as well as you can use your off-hand.
Effect: You may Multi-Attack or Multi-Action using this arm, and may ignore the first +2DN penalty for these actions.
4 Malformed Leg: This leg isn’t good for anything except making standard clothing and armour fit improperly.
Effect: –2 Speed.
5 Strong Leg: This leg balances you on unsteady surfaces.
Effect: You may Brace to fire a Heavy weapon as a Free Action.
6 Prehensile Tail: A fleshy, muscular tail as strong and flexible as a human limb.
Effect: Can be used as a Strong Arm or a Strong Leg.

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13–14: Aberration
The force of Corruption transforms you, twisting your flesh in truly bestial ways to turn you into a hybrid beastman. Roll on the
table below to establish which animalistic traits you gain. While the example animals are all terrestrial, you are encouraged to
coin names for species from other planets that fulfil similar niches. If you and the GM wish to use another animal, we encourage
you to do so using these examples as a model.
When this mutation is visible you suffer a minimum +2 DN penalty to all social interactions unless the target character has the
CHAOS Keyword.
Aberrations
D6 Animal
Roll
1 Equidae (Horse): Your body is covered with equine hair, your head distends into that of an equine, and you grow a
lengthy mane and tail. Your feet transform into hooves and your legs become digitigrade. You must modify any
clothing or armour worn on your head or lower body to have it fit.
Effect: You gain +1 Toughness and +1 Speed.
2 Testudinidae (Tortoise): You lose all body hair and your torso becomes encased in a thick shell, into which you may
withdraw your head and limbs. All clothing and armour must be modified to accommodate the extreme physiological
transformation.
Effect: You gain +1 Toughness and +1 Base Resilience.
3 Caprinae (Goat): Your body is covered with coarse caprine hair, your head distends into that of a goat, and you grow
horns upon your brow. Your feet transform into hooves and your legs become digitigrade. You must modify any
clothing or armour worn on the head or lower body to have it fit.
Effect: You gain +1 Athletics. You may make melee attacks with your horns, treating them as if they were a knife.
4 Carcharodon (Shark): You lose all body hair, and your skin becomes rough to the touch. You grow gills, which you
can distend at will for aquatic respiration. Your jaws expand and your mouth fills with massive fangs.
Effect: You cannot Suffocate underwater. You may make melee attacks with your fangs, treating them as if they were
a knife.
5 Canidae (Dog): Your body is covered with fur, your head distends into that of a dog, including pointed or dropped ears.
Your senses of smell and hearing improve. Your feet transform into paws and your legs become digitigrade. You must
modify any clothing or armour worn on the head or lower body to have it fit.
Effect: You gain +1 Speed and +2 bonus dice to all Awareness Tests based on smell and sound.
6 Aquila (Eagle): Your body is covered in feathers, a hooked beak emerges from your face, and your ears shrink. Your
vision sharpens substantially. Your feet transform into scaly, hooked talons, and your legs become digitigrade. You
must modify any clothing or armour worn on the head or lower body to have it fit.
Effect: You gain +2 bonus dice to Awareness Tests based on sight. You may make melee attacks with your beak,
treating it as if it was a knife.

21–22: Wings as normal. You’re always considered Prone, but don’t


suffer penalties for this status.
Enormous wings sprout from your shoulders, granting a
wingspan of more than double your height. They may
resemble those of a bird, a bat, an insect, or something else 25–26: Cannibalistic Drive
entirely. You can fold the wings, so that they do not extend Corruption triggers ghoulish desire. You can only receive
out from the body, but they cannot be fully concealed. sustenance from the flesh of sentient species. Any other
Effect: All torso clothing and armour must be modified to food is tasteless and provides no nutritive value. You can
accommodate the physiological transformation. You can subsist upon less food than a typical member of your
Fly at double your normal Speed. These wings are species, typically only a pound per week. You also receive
inherently clumsy; make an Athletics (S) Test for any a newfound vigour from consuming the meat. However, if
manoeuverability difficulties while aloft. you do not partake, your mutated body begins to degrade.
23–24: Serpentine Body
Effect: You gain +2 to Toughness and Strength. You must
Your legs fuse together, and your body from the waist
consume one pound of flesh taken from a sentient creature
down transforms into that of a snake, complete with scales.
each week. You need no other food or water. Every week
You can no longer walk without assistance, slithering along
you go without, you must make a DN 8 Conviction Test or
the ground instead.
suffer a cumulative +1 DN penalty to all actions. The
penalty is eliminated as soon as you consume the
Effect: Any clothing or armour worn on the lower body
appropriate flesh. If the cumulative penalty exceeds 4, you
must be modified to accommodate the physiological
lapse into a coma until you consume the substance. Placing
transformation. You gain +2 Wounds and +1 Resilience
flesh in your mouth restores you from the coma enough that
due to your toughened lower body’s hide and musculature.
you can consume it, but you may not take any other action
You’re always considered to be Crawling, but you don’t
until the pound of flesh is devoured.
halve your Speed when doing so. You can Run and Sprint

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31–32: Withered taken as a Free Action, using your Ballistic Skill against
eligible targets.
A miasma of death lingers around you. Your body is
severely emaciated, your breath stinks of decay, and your 43–44: Corpulent
voice rasps like a desert wind. Your complexion takes on a Corruption distends your body horrifically, leaving you
deathly pallor. Your limbs appear as if they would have no mutated and massively swollen. Your body mass is tripled,
strength, and might even snap if any pressure were applied your height increased by about 5%, and your body more
to them. You appear to be firmly in death’s gasp, yet are than doubles in width. Your worn clothing expands to
somehow still alive, having learned to endure suffering that accommodate this growth, though it does tear in places,
might shatter another’s mind. revealing the inflamed and putrescent flesh beneath.

Effect: You suffer –1 Toughness, and gain +2 Willpower. Effect: You gain +2 Toughness. Your added mass
33–34: Vile Alacrity provides +1 bonus dice to Intimidation (Wil) Tests.
You constantly shudder and shake with irrational and 45–46: An Excess Of Eyes
unnatural movements. You move almost faster than the eye Your body is covered in numerous eyes that frequently
can see, leaping from place to place without seeming to blink and are intensely observant. In many cases, clusters
have traversed the intervening distance. Your speech, face, of eyes may replace other orifices entirely. The eyes are
and eyes cycle through emotional states as quickly as your fully functional, providing you with incredible awareness
body moves, leaving viewers confused as to your feelings of your surroundings. Your grotesque appearance makes
and intent. you particularly loathsome, haunting the nightmares of any
Effect: You gain +2 Speed and +1 bonus dice to Athletics who see your pitiable, eye-coated flesh.
(S) Test. Your expressions and tone cause a minimum +2
DN penalty to social interaction Tests against targets that Effect: You gain +2 Awareness and your Passive
do not have the CHAOS Keyword. Awareness increases by 3. You gain +2 Defence. Your
35–36: Fleshmetal strange visage causes a minimum +2 DN penalty to social
interaction Tests against targets that do not have the
The energy of Corruption fuses your body with your
CHAOS Keyword.
armour and any augmetic implants. These items change in
appearance to take on a more organic form, though their 51–52: Enduring Life
function remains unchanged. When the equipment suffers The power of Corruption preserves your life, no matter how
damage, it heals in the same way as your body. However, badly you are injured or might even wish for your existence
in healing, the equipment acquires scars, which are organic to end. This seeming immortality comes at a terrible price,
in appearance. If your armour covers bodily orifices, new as Corruption demands its due. Your connection to
organic portals emerge so that you may continue your unnatural horrors continues to grow, almost inevitably
tortured existence. dooming you to transformation into a Chaos Spawn.
Effect: The union of flesh and armour increases your
Wounds and Shock by 2. You can no longer remove worn Effect: You cannot die. Whenever you take a Traumatic
armour, including helmets, gauntlets, and similar Wound you gain 1d6 Corruption points.
components, as they are a part of your body. Your strange 53–54: Aquatic
visage causes a minimum +2 DN penalty to social
Your lungs are absorbed into your body, while functional
interaction Tests against targets that do not have the
gills form on your neck with corresponding slits. You lose
CHAOS Keyword.
the ability to breathe air. Instead, you survive through
41–42: Corrosive Bile respiration of aerated water. Your fingers and toes become
Your bodily fluids are entirely transformed into a toxic bile. webbed, and you gain the ability to see clearly underwater
Any time you suffer a Wound, the injury sprays out an arc and in dim lighting conditions. You need to wear a water
of poisonous and corrosive fluid. You may also choose to circulation apparatus that delivers aerated water to your
vomit up this nightmarish spew upon all characters within a gills to function normally outside of water. Verbal
2-m radius. The substance violates any understanding of communication remains possible but requires you to expel
physiology, making medical treatment extremely difficult. air from the digestive tract instead of the lungs.
Corrosive Bile
Effect: You no longer treat water as Difficult Terrain, and
Damage ED Range Traits so may Swim at full Speed without an Athletics Test. You
no longer suffer from Suffocation when under water.
Assault, Toxic 7,
However, you cannot breathe air and begin to suffocate
8 1 2 Rending (1), Spread when your gills are not submerged in water.
Water Circulation Apparatus
Effect: All Medicae (Int) Tests made to assist you suffer a
+3 DN penalty. Any time you suffer the Bleeding Weight Size Value Rarity
condition, you spray corrosive fluids on all characters in a 2
m diameter circle. Similarly, you can make a vomit attack
0.5 5 3 Uncommon
with a 2 m range once per scene. Either type of attack is

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55–56: Amorphous
Your bones, cartilage, and tendons dissolve under the force
of Corruption. Somehow you remain alive as a shapeless
mound of flesh, granted form only through the shape of
your skin. You retain all of your organs, and they continue
to function as they would in a normal individual. You may
extend any sense organ upon a pseudopod, just as a normal
person would turn their head or lean to look more closely at
an object. You can also extend pseudopods to grasp
objects, but these flexible temporary limbs are not capable
of supporting your weight.

Effect: You are no longer capable of wearing clothing or


armour. You gain +2 Toughness due to the rearrangement
of your organs. All of your movement is Crawling. You can
Run and Sprint. You are always considered Prone, but
don’t suffer the penalties for this status. You gain a +1
bonus dice to Intimidation (Wil) Tests, but you suffer a
minimum +6 DN penalty to all other social interaction
Tests when dealing with characters who do not have the
CHAOS Keyword.
61–63: Afflicted
Your body is shattered by the Corruption that flows
through it continuously. New wounds emerge even before
old ones have completely healed. These wounds weep
blood and pus constantly. Your body bulges with tumours,
some of which emerge at unnatural angles. You remain in a
state of constant agony — yet these changes harden your
mutated form, leaving you capable of surviving through
ever greater injury.

Effect: You gain +3 Wounds. You gain +2 bonus dice to


Intimidation (Wil) Tests, but suffer a minimum +2 DN
penalty to social interaction Tests when dealing with
characters who do not have the CHAOS Keyword.
64+: The Warp Made Manifest
You are transformed into a daemon-like entity. You begin
to recognise an inherent ability to overcome reality,
impacted by the amount of Corruption that now flows
through you.

Effect: You gain Wings , Wyrdling, and Horns, Spines,


Fangs, or Claws. You must roll 2 additional mutations,
rerolling on the Severe Mutations table if you roll The
Warp Made Manifest a second time. You may substitute
Willpower for any other Attribute when making any Test.

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