Professional Documents
Culture Documents
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.
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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
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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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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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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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Sisters Hospitaller
Our medicae knowledge of these xenos bioweapons is
limited; fortunately, my faith in the Emperor is not.
—Nikola Riviyera, Sister Hospitaller
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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
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
Inquisitorial Acolyte
Tier 1 Species Human
Keywords IMPERIUM, INQUISITION,
[ANY], [ORDO]
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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
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
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
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
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
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.
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Kroot Mercenary
You have nothing to fear from me, Sergeant. I only eat the
strong.
—Trokah the Scaleskin, Kroot Mercenary
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.
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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
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.
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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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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.
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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).
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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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• 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.
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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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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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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
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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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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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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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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.
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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.
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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.
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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.
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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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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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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Mutation Tables
D66 Roll Subtle Mutation D66 Roll Minor Mutation D66 Roll Severe Mutation
- - - - 43-44 Corpulent
- - - - 53-56 Amorphous
- - - - 61-63 Afflicted
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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.
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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.
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