Rogue Trader 2nd Edition (Public)
Rogue Trader 2nd Edition (Public)
Based on DHe2
Main Changes
House and Homebrew Rule Changes
Legitimacy
Supplements
Original Homeworlds
Agri-World
Daemon World
Death World
Feral World
Feudal World
Forge World
Frontier World
Garden World
Highborn
Hive World
Penal Colony
Research Station
Shrine World
Voidborn
Quarantine World
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
New Home Worlds
Imperial World
Void Station (similar to Footfallen)
Fortress World
Explorator Fleet
Mining World
Knight World
Industrial World
Pleasure World
Cardinal World
Cemetery World
War World
Original Backgrounds
Adepta Sororitas
Adeptus Administratum
Adeptus Arbites
Adeptus Astra Telepathica
Adeptus Mechanicus
Adeptus Ministorum
Exorcized
Heretek
Imperial Guard
Imperial Navy
Mutant
Outcast
Rogue Trader Fleet
New Backgrounds
Child of Dynasty
Merchant House
Pirate Fleet
Navis Nobilite
Navis Nobilite Houses
Nomadic House
Magisterial House
Shrouded House
Renegade House
Gang
Crime Syndicate
Officio Medicae
Planetary Defense Force
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Great Noble House
Skitarii
Questoris Familia
Missionaria Galaxia
Adeptus Astronomica
Death Cult
Departmento Munitorum
Militarum Tempestus
Original Roles
Ace
Assassin
Chirurgeon
Crusader
Desperado
Fanatic
Hierophant
Mystic
Penitent
Sage
Seeker
Warrior
New Roles
Trader
Emissary
Politico
Socialite
Steward
Artisan
Brawler
Scavenger
Juve
Scholariate
Enforcer
Agent
Secutor
Reclaimator
Explorator
Engineer
Marksman
Grunt
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Scout
Commander
Investigator
Operative
Infiltrator
Careers
Rogue Trader
Arch-Militant
Astropath Transcendent
Converted Psychic Disciplines
Missing Powers
Voidfrost
Soul Ward
Explorator
Missionary
Pure Faith Talents
Navigator
Navigator Powers
Navigator Mutations
Seneschal
Void-Master
New Careers
Executioner
Sister Pariah
Alternative Ranks
Inquisitor (Dark Heresy 2nd)
Sister of Battle (DH2e: Enemies Within)
Astropath (DH2e: Enemies Without)
Acquisitionist (Into the Storm)
Augmenticist (Into the Storm)
Calixian Privateer (Into the Storm)
Drusian Adherent (Into the Storm)
Flight Marshal (Into the Storm)
Genetor (Into the Storm)
Gland Warrior (Into the Storm)
Legend of the Expanse (Into the Storm)
Navis Scion (Into the Storm)
Transubstantial Initiate (Into the Storm)
Torchbearer (Into the Storm)
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Xenographer (Into the Storm)
Acolyte of Abraxas (Navis Primer)
Awakened Psyker (Navis Primer)
Bonetrader (Navis Primer)
Colchite Servo-Master (Navis Primer)
Defender of the Fourth Cipher (Navis Primer)
Elutrian Devotee (Navis Primer)
Psylakis Warder (Navis Primer)
Witness of Dusk (Navis Primer)
Arch-Heretek (Hostile Acquisitions)
Cold Trade Broker (Hostile Acquisitions)
House Operative (Hostile Acquisitions)
Manhunter (Hostile Acquisitions)
Reaver (Hostile Acquisitions)
Swashbuckler (Hostile Acquisitions)
Secessionist (Hostile Acquisitions)
Beastmaster (Faith and Coin)
Witch Finder (Faith and Coin)
Reliquarist (Faith and Coin)
Adherent of Aleynikov (Faith and Coin)
Red Consecrator (Faith and Coin)
Order of the Hammer Initiate (Faith and Coin)
Knight Scion (New)
Throne Mechanicums Imprint
? (X)
New Talents
Air of Authority
Blood Tracker
Delicate Dealings
Exceptional Lord-Captain
Foresight
Grey Soul
Hard Bargain
Heroic Inspiration
Infused Knowledge
Light Sleeper
Master Chirurgeon
Mercantile Magnate
Mimic
Radiant Presence
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Rapid Reaction
Street Fighting
Total Recall
Whispers
Weapon Expertise
Weapon Familiarity
Weapon Mastery
Void Tactician
Void Horrors
Acquisition Rules
Acquisition Modifiers
Availability Tables
Craftsmanship and Scale Tables
Additional Modifiers
Acquisition Steps
Opposed Commerce Bonuses Table
Voidship Acquisition
Acquiring New Crew
Voidship Building
Voidship Hull
Voidship Components
Voidship Finalizing
New Equipment
Voidship Rules
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Main Changes
- Starting Characteristics at 25 instead of normal 20.
- Influence is gone. Profit Factor is back. Influence doesn’t work for RTs. Uses also the
modifiers and rules of Acquisition from Rogue Trader, not Dark Heresy 2. With Upkeep,
Misfortune and Unwanted Attention. However, tables for Rarity and Craftsmanship
modifiers to Acquisition are used from Dark Heresy 2, not Rogue Trader. Refer to
Acquisition rules in this doc.
- Subtlety is out, it works for Inquisitors, not Rogue Traders. A new statistic is
introduced called Legitimacy.
- Everybody gets a “Career” Elite Advance at the start of the game. If character
concept doesn’t work with that “career”, the GM is advised to create a new one or just
give 1000xp to the player.
- When Influence is mentioned, it references the Influence mechanic of the Profit
Factor rules.
Credit where Credit is due. Some stuff here wasn’t done by me, but other, wonderful
people. I just compiled this here for my players.
Mandragora Apocrypha and other stuff - Messiahcide
Trisdekan Primer - Konigstein
https://community.fantasyflightgames.com/topic/75048-rogue-trader-to-only-war-conversion-
peach/ for ideas for additional Talents for Careers.
Old Career Talent Tables.
Major contributors
- Jp#8695 (discord)
- thorien#9610 (discord)
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Profit Factor Changes to Dark Heresy 2
Feral World (Homeworld) - Change -Influence to -Intelligence/Fellowship
Highborn (Homeworld) - Change +Influence to +Intelligence, remove Breeding Counts bonus
and change it to: Only the Highest Quality: Once per session during Acquisition the Highborn
can reduce the penalty for Good/Best quality by 10.
Penal Colony (Homeworld) - Change -Influence to -Intelligence/Fellowship.
Quarantine World (Homeworld) - Change Subtlety to Legitimacy (see below).
Contact Network (Talent) - Change this talent to “The character gains a bonus to Inquiry tests
equal to Commerce ranks.”
Clues from the Crowds (Talent) - Add a line. “Can be used to reroll Inquiry tests for
Acquisition (not Commerce tests).”
Peer (Any) (Talent) - Change “increases his Influence by 1” to “increases the Profit Factor by
1”.
Cover-Up (Talent) - Change this talent to “At the GM’s discretion, the character can reduce the
Profit Factor to increase the group’s Legitimacy. For every burned point of Profit Factor in this
way, the Explorer increases the group’s Legitimacy by 1d5”.
Delicate Interrogation (Talent) - Remove this talent. Add a new Talent:
Delicate Dealings
Tier: 3
Prerequisites: Cover-Up, Deceive, Fellowship 50
Aptitudes: Intelligence, Social
Effect: Whenever the Explorer’s dealings with Xenos would decrease the group’s Legitimacy, at
GM’s discretion, the amount of Legitimacy lost is reduced by 1d5. If this results in a negative
number, the Explorer’s skilled efforts increase the group’s Legitimacy by 1.
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Legitimacy
Need a better name. Instead of Subtlety, the Rogue Trades work on their reputation as law
abiding citizens (or not). The more you work with Xenos, Pirates and Chaos, the lower your
Legitimacy gets and it will get harder to convince the Imperial forces to work with you, and the
other way around.
This can be used to find buyers, contacts and deals with the Underworld, Xenos and Imperial
Forces. If you have low Legitimacy, more Underworld contacts will show up, seeing you as
someone who is willing to work with them. Same with Xeno. However, less so with Imperial
Forces, since seeing you as someone who would “sell his soul to the Xeno” will not be willing to
offer you any deals. Vice versa with high Legitimacy.
Legitimacy Example
The Dynasty is seen as Heretics by almost all of the Imperial Forces. Dealing with anybody
<10 who is adherent to the Imperial Truth is almost impossible. On the other hand, the dark side of
the Imperium and Xenos like you. Even those on the “much darker” side.
The Dynasty is falling from the Imperium grace. These are the moments where the Rogue
11-20 Traders live almost all their lives outside the Imperium to not lose everything, even their lives.
However, they will find new friends in the Heretics and Xenos.
The Dynasty is considered an untrustworthy member of Imperium. Many deals will have
21-30 double or more layers to test their loyalty to the Imperium. The other side will be more willing
to cooperate.
The Dynasty is seen with distrust by many. They believe that the Dynasty has many dealings
31-40 with Xenos and Heretics, but almost always lack evidence beside gossip. This however is
music to the ears of the other side.
The Dynasty is treated like any other. Some suspect them of dealing with Xenos or Heretics,
41-50 but lack the much needed evidence.
The Dynasty is seen with some trust. Very few suspect them of dealing with the enemy. This
51-60 however isn’t very good, if the Dynasty wants to do shady deals, since those shady people
will not see them the same.
The Dynasty is looked up to. Many see them as someone who can do a lot of good. Which
61-70 means that Xenos and Heretics get the flaming stick part of the deal.
The Dynasty is considered a trustworthy member of Imperium. Many will ask for their aid
71-80 against the vile Xenos or Heretics. The other side not so much.
The Dynasty is seen as a rising star among the Rogue Traders. A truly marvel among its
81-90 peers. A beacon of hope for Humanity. Not so much for Heretics and Xenos.
The Dynasty is seen as a scion of Humanity. Barely anyone who is willing to break the law or
>91 is a Xeno will want to make deals with them. However, many in the Imperium praise the
Dynasty’s name.
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Supplements
I’ve created additional supplement docs to Rogue Trader 2. Here are links.
Asuryani Supplement
The first one I’ve created after the Main doc. This is for all your Aeldari needs, it has Character
Creations for Craftworlders, Corsairs, Drukhari and more, new Careers just for Aeldari
Characters and Talents.
Demesne Supplement
My second supplement. This one adds Colony Management and Artifact creation rules! Yes,
artifact creation and GENERATION rules! There are d1000 tables! Archeotech, Demonic, Xenos
or even Psychic items and Voidship Components can be generated. Works well as a “loot”
generator too.
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Kill Marine Supplement
Third supplement for all your Astartes needs! Ever wanted to play an Angel of Death? Here you
go. It’s mainly to add one (1) PC Space Marine to the Dynasty but the rules are made that you
could easily make a squad of Space Marines.
Ascension Supplement
This was created for the inevitable end of all long campaigns, when characters become so
strong that you need that little edge to show them who's boss (or how boss they really are). This
adds rules for higher levels of play like Alpha Grade Psykers, Lord Inquisitors and Talents that
push the characters above their normal limit.
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Da Best Supplement
ORKS DA BEST! Supplement done by a friend of mine to the Rogue Trader 2nd Rules! You can
be a big Nob or some wacky Oddboy! The green is the limit.
Origins Supplement
The Origins Supplement! Remember those Rogue Trader Origins tables? Well, they are back!
Have fun creating monstrous characters!
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Imperial Armour
Due to how Google Docs handles large docs, I needed to move my Equipment from the other
supplements to this one, which in turn is split into many more Volumes! Imperial, Eldar, Ork,
Necron and more like Vehicles, Titans/Knights or Voidships!
Bestiary Supplement
At first I wanted to add Exalted Creatures to the Ascension Supplement but then I’ve added
more non-Exalted creatures and it was getting too bulky and lagged. So, I’ve created this
supplement to battle the lag. As Imperial Armour, this one too is split into Volumes. You can get
your Imperial heroes, diverse Daemons from the Chaos, better Necrons or Exalted encounters
like Daemon Primarchs!
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
T’au’va Supplement
Empty at the moment. In the future this will be the Tau + Minor Races (like Kroot or Demiurge)
supplement adding rules to play as those races in the game with new character creation specific
for Tau Empire and more Careers.
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Abhumans Supplement
Empty at the moment. In the future this will be the Abhuman supplement to allow players to play
as Squats, Beastmen, Ogryns and the like with additional character creation options and
careers to choose from.
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Original Homeworlds
Agri-World
Characteristic Modifiers: +Fellowship, +Strength, -Agility
Fate Threshold: 2 (Emperor’s Blessing 7+)
Strength from the Land: An agri-world character starts with the Brutal Charge (2) trait.
Home World Aptitude: Strength
Wounds: An agri-world character starts with 8+1d5 wounds
Daemon World
Characteristic Modifiers: +Willpower, +Perception, -Fellowship
Fate Threshold: 3 (Emperor’s Blessing 4+)
Touched by the Warp: A Daemon world native begins with one Rank in the Psyniscience skill.
Should he gain this skill again in a later step of character creation, he instead gains one
additional Rank in the skill. Note that he cannot purchase more Ranks of this skill unless he
acquires the Psyker aptitude. This character also begins with 1d10+5 Corruption points.
Home World Aptitude: Willpower
Wounds: A daemon world character starts with 7+1d5 wounds
Death World
Characteristic Modifiers: +Agility, +Perception, -Fellowship
Fate Threshold: 2 (Emperor’s Blessing 5+)
Survivor’s Paranoia: While a death world character is Surprised, non-Surprised attackers do not
gain the normal +30 bonus to their Weapon Skill and Ballistic Skill tests when targeting this
character.
Home World Aptitude: Fieldcraft
Wounds: A character starts with 9+1d5 wounds
Feral World
Characteristic Modifiers: +Strength, +Toughness, -Intelligence/Fellowship (originally –
Influence)
Fate threshold: 2 (Emperor’s Blessing 3+)
The Old Ways: In the hands of a feral world character, any Low-Tech weapon loses the
Primitive quality (if it had it) and gains the Proven (3) quality.
Home World Aptitude: Toughness
Wounds: A feral world character starts with 9+1d5 wounds.
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Feudal World
Characteristic Modifiers: +Perception, +Weapon Skill, -Intelligence
Fate Threshold: 3 (Emperor’s Blessing 6+)
At Home in Armor: A feudal world character ignores the maximum Agility value imposed by any
armor he is wearing.
Home World Aptitude: Weapon Skill
Wounds: A feudal world character starts with 9+1d5 wounds
Forge World
Characteristic Modifiers: +Intelligence, +Toughness, -Fellowship
Fate Threshold: 3 (Emperor’s Blessing 8+)
Omnissiah’s Chosen: A forge world character starts with either the Technical Knock or
Weapon-Tech talent.
Home World Aptitude: Intelligence
Wounds: A forge world character starts with 8+1d5 wounds
Frontier World
Characteristic Modifiers: +Ballistic Skill, +Perception, -Fellowship
Fate Threshold: 3 (Emperor’s Blessing 7+)
Rely on None but Yourself: A frontier world character gains a +20 bonus to Tech-Use tests
when applying personal weapon modifications, and a +10 bonus when repairing damaged
items.
Home World Aptitude: Ballistic Skill
Wounds: A frontier world character starts with 7+1d5 wounds
Garden World
Characteristic Modifiers: +Fellowship, +Agility, -Toughness
Fate Threshold: 2 (Emperor’s Blessing 4+)
Serenity of the Green: A garden world character halves the duration (rounded up) of any result
from Table 8-11: Shock or Table 8-13: Mental Traumas, and can remove Insanity Points for
50xp per point rather than the normal 100xp.
Home World Aptitude: Social
Wounds: A character starts with 7+1d5 wounds
Highborn
Characteristic Modifiers: +Fellowship, +Intelligence (Original: +Influence), -Toughness
Fate Threshold: 4 (Emperor’s Blessing 10+)
(Original) Breeding Counts: Any time a highborn character would reduce his Influence, he
reduces it by 1 less (to a minimum reduction of 1).
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
(New) Only the Highest Quality: Once per session during Acquisition the Highborn can reduce
the penalty for Good/Best quality by 10.
Home World Aptitude: Fellowship
Wounds: A highborn character starts with 9+1d5 wounds
Hive World
Characteristic Modifiers: +Agility, +Perception, -Willpower
Fate Threshold: 2 (Emperor’s Blessing 6+)
Teeming Masses in Metal Mountains: A hive world character ignores crowds for purposes of
movement, treating them as open terrain. When in enclosed spaces, he also gains a +20 bonus
to Navigate (Surface) tests.
Home World Aptitude: Perception
Wounds: A hive world character starts with 8+1d5 wounds
Penal Colony
Characteristic Modifiers: +Toughness, +Perception, -Intelligence/Fellowship (Original: -
Influence)
Fate Threshold: 3 (Emperor’s Blessing 8+)
Finger on the Pulse: One survives a penal colony by instinctively knowing who is in charge and
who is a threat. A penal colony character begins with one Rank in the Common Lore
(Underworld) and Scrutiny skills, and starts with the Peer (Criminal Cartels) talent.
Home World Aptitude: Toughness
Wounds: A penal colony character starts with 10+1d5 wounds
Research Station
Characteristic Modifiers: +Intelligence, +Perception, -Fellowship
Fate Threshold: 3 (Emperor’s Blessing 8+)
Pursuit of Data: Whenever a research station character reaches Rank 2 (Trained) in a
Scholastic Lore skill, he also gains Rank 1 (Known) in one related or identical Forbidden Lore
skill specialization of his choice. The GM is the final arbiter of whether the two specializations
are related.
Home World Aptitude: Knowledge
Wounds: A character starts with 8+1d5 wounds
Shrine World
Characteristic Modifiers: +Fellowship, +Willpower, -Perception
Fate Threshold: 3 (Emperor’s Blessing 6+)
Faith in the Creed: Whenever a shrine world character spends a Fate Point, he rolls 1d10. On a
result of 1, the character’s total number of Fate points is not reduced.
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
(Original, New), Careers (Rogue Trader, Arch-Militant, Astropath Transcendent, Explorator, Missionary, Navigator, Seneschal, Void-
Master, Executioner, Sister Pariah), Alternative Ranks, New Talents, Acquisition Rules, New Equipment, Voidship Rules,
Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Home World Aptitude: Willpower
Wounds: A shrine world character starts with 7+1d5 wounds
Voidborn
Characteristic Modifiers: +Intelligence, +Willpower, -Strength
Fate Threshold: 3 (Emperor’s Blessing 5+)
Child of the Dark: A voidborn character starts with the Strong Minded talent, and gains a +30
bonus to tests for moving in a zero gravity environment.
Home World Aptitude: Intelligence
Wounds: A voidborn character starts with 7+1d5 wounds
Quarantine World
Characteristic Modifiers: +Ballistic Skill, +Intelligence, -Strength
Fate Threshold: 3 (Emperor’s Blessing 9+)
Secretive by Nature: Those who manage to leave a quarantine world learn how to keep secrets.
Whenever the Dynasty’s Legitimacy (Original: warband’s Subtlety) would decrease, it decreases
by 2 less (to a minimum reduction of 1).
Home World Aptitude: Fieldcraft
Wounds: A character starts with 8+1d5 wounds
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New Home Worlds
Just like DHe2.
Imperial World
Characteristic Modifiers: +Willpower, +Perception, -Intelligence
Fate Threshold: 3 (10+)
Home World Bonus: Blessed Ignorance: Any time an Imperial World character would gain
Corruption from Moral Threats, he reduces it by 1 (to a minimum of 1)
Home World Aptitude: Willpower
Wounds: 8+1d5
Fortress World
Characteristic Modifiers: +Ballistic Skill, +Willpower, -Fellowship
Fate Threshold: 3 (9+)
Home World Bonus: Neverending Enemies: Gain Hatred (Any) connected to whom the
Fortress World was fighting against and this works also on Ballistic Skill, but only for you.
Home World Aptitude: Ballistic Skill
Wounds: 9+1d5
Explorator Fleet
Characteristic Modifiers: +Intelligence, +Perception, -Fellowship
Fate Threshold: 3 (3+)
Home World Bonus: Fit for Purpose: A character from an Explorator Fleet treats his Carrying,
Lifting, and Pushing thresholds as if his sum of SB and TB were two higher to determine his
maximum weight values.
Home World Aptitude: Intelligence
Wounds: 8+1d5
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Mining World
Characteristic Modifiers: +Perception, +Toughness, -Intelligence
Fate Threshold: 2 (3+)
Home World Bonus: Acclimated to Twisting Warrens: A Mining World characters start with
either the Resistance (Cold), Resistance (Heat), or Resistance (Poisons) talent. Additionally,
Mining Colony characters gain a +10 to Awareness and Navigation (Surface) tests when
underground.
Home World Aptitude: Perception
Wounds: 8+1d5
Knight World
Characteristic Modifiers: +Strength, +Weapon Skill, -Willpower
Fate Threshold: 3 (9+)
Home World Bonus: Close and Personal: A Knight World character gains the Vengeful (9)
quality to his ranged attacks at Point-Blank Range, or to his melee attacks with a Called Shot
action.
Home World Aptitude: Weapon Skill
Wounds: 8+1d5
Industrial World
Characteristic Modifiers: +Strength, +Toughness, - Intelligence
Fate Threshold: 2 (8+)
Home World Bonus: Accustomed to Labor: An Industrial World character ignores any effects
from his first level of Fatigue, and counts his Toughness bonus as one higher for the purposes
of determining his carrying, lifting and pushing weight limitations.
Home World Aptitude: Toughness
Wounds: 10+1d5
Pleasure World
Characteristic Modifiers: + Fellowship, + Perception, – Willpower
Fate Threshold: 2 (6+)
Home World Bonus: Everything in Excess: If a Pleasure World character uses more than one
dose of a given drug in a 24 hour period they must make an Ordinary (+10) Toughness test as
per the rules for excessive drug use, however this character never receives the normal
cumulative -10 penalty for each additional dose. If the test is failed the drug still has no useful
effect for the next 24 hours.
Home World Aptitude: Fellowship
Wounds: 8+1d5
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Cardinal World
Characteristic Modifiers: + Fellowship, +Willpower, -Perception
Fate Threshold: 3 (6+)
Home World Bonus: Sacred Upbringings: A Cardinal World character begins with one rank in
the Common Lore (Ecclesiarchy) and Common Lore (Adepta Sororitas) skills, and in addition,
starts with the Peer (Adeptus Sororitas) talent.
Home World Aptitude: Willpower
Wounds: 7+1d5
Cemetery World
Characteristic Modifiers: +Fellowship, +Willpower, -Perception
Fate Threshold: 3 (6+)
Home World Bonus: Absolute Faith in the Past: In addition to the normal uses of Fate points,
once per encounter a Cemetery World character may spend a Fate point after he fails a Fear
test to count as having passed it with 1 degree of success, but also gains 1 Insanity point.
Home World Aptitude: Willpower
Wounds: 7+1d5
War World
Characteristic Modifiers: +Agility, +Perception, -Toughness
Fate Threshold: 3 (10+)
Home World Bonus: Survival of the Deadliest: When making a standard attack, a War World
character may modify his Hit Location result by increasing or decreasing the attack result up to
his Agility Bonus.
Home World Aptitude: Perception
Wounds: 8+1d5
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Original Backgrounds
Adepta Sororitas
Starting Skills: Athletics, Charm or Intimidate, Common Lore (Adepta Sororitas), Linguistics
(High Gothic), Medicae or Parry
Starting Talents: Weapon Training (Flame or Las), Weapon Training (Chain)
Starting Equipment: Laspistol or hand flamer, chainblade, armored bodyglove, chrono,
dataslate, stablight, micro-bead
Incorruptible Devotion: Whenever an Adepta Sororitas character would gain 1 or more
Corruption Points, she gains that many Insanity Points minus 1 (to a minimum of 0) instead.
Background Aptitude: Offense or Social
Adeptus Administratum
Starting Skills: Commerce or Medicae, Common Lore (Adeptus Administratum), Linguistics
(High Gothic), Logic, Scholastic Lore (Pick One)
Starting Talents: Weapon Training (Las or Solid Projectile)
Starting Equipment: Laspistol or stub automatic, Imperial robes, autoquill, chrono, dataslate,
medi-kit
Master of Paperwork: An Adeptus Administratum character gains +10 to his Acquisition tests.
Background Aptitude: Knowledge or Social
Adeptus Arbites
Starting Skills: Awareness, Common Lore (Adeptus Arbites, Underworld), Inquiry or
Interrogation, Intimidate, Scrutiny
Starting Talents: Weapon Training (Shock or Solid Projectile)
Starting Equipment: Shotgun or shock maul, Enforcer light carapace armor or carapace
chestplate, 3 doses of stimm, manacles, 12 lho sticks
The Face of the Law: An Arbitrator can re-roll any Intimidation and Interrogation test, and can
substitute his Willpower bonus for his degrees of success on these tests.
Background Aptitude: Offence or Defense
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The Constant Threat: When the character or an ally within 10 meters triggers a roll on Table 6–
2: Psychic Phenomenon (see page 196), the Adeptus Astra Telepathica character can increase
or decrease the result by amount equal to his Willpower bonus.
Tested on Terra: If the character takes the Psyker elite advance during character creation, he
also gains the Sanctioned trait (see page 138 of Dark Heresy core rulebook).
Background Aptitude: Defence or Psyker
Adeptus Mechanicus
Starting Skills: Awareness or Operate (Pick One), Common Lore (Adeptus Mechanicus),
Logic, Security, Tech-Use
Starting Talents: Mechadendrite Use (Utility), Weapon Training (Solid Projectile)
Starting Trait: Mechanicus Implants (see page 137 of the Dark Heresy core rulebook).
Starting Equipment: Autogun or hand cannon, monotask servo-skull (utility) or optical
mechadendrite, Imperial robes, 2 vials of sacred unguents
Replace the Weak Flesh: An Adeptus Mechanicus character gains +20 to his Acquisition tests
for all cybernetics.
Background Aptitude: Knowledge or Tech
Adeptus Ministorum
Starting Skills: Charm, Command, Common Lore (Adeptus Ministorum), Inquiry or Scrutiny,
Linguistics (High Gothic)
Starting Talents: Weapon Training (Flame) or Weapon Training (Low-Tech, Solid Projectile)
Starting Equipment: Hand flamer (or warhammer and stub revolver), Imperial robes or flak
vest, backpack, glow-globe, monotask servo-skull (laud hailer)
Faith is All: When spending a Fate point to gain a +10 bonus to any one test, an Adeptus
Ministorum character gains a +20 bonus instead.
Background Aptitude: Leadership or Social
Exorciced
Starting Skills: Awareness, Deceive or Inquiry, Dodge, Forbidden Lore (Daemonology),
Intimidate or Scrutiny
Starting Talents: Hatred (Daemons), Weapon Training (Solid Projectile, Chain)
Starting Equipment: Autopistol or stub revolver, shotgun, chainblade, Imperial robes, 3 doses
of obscura or tranq, disguise kit or excruciator kit, rebreather, stablight or glow-globe
Starting Malignancy: An Exorcised character starts with one Malignancy chosen from Table 8–
15: Malignancies.
Touched by a Daemon: An Exorcised character counts his Insanity bonus as 2 higher for
purposes of avoiding Fear tests. Additionally, he can never again become possessed by the
same Daemon that once possessed him.
Background Aptitude: Defense or Knowledge
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Heretek
Starting Skills: Deceive or Inquiry, Forbidden Lore (pick one), Medicae or Security, Tech-Use,
Trade (pick one)
Starting Talents: Weapon Training (Solid Projectile)
Starting Trait: Mechanicus Implants
Starting Equipment: Stub revolver with 2 extra clips of Expander bullets or Man-Stopper
rounds, 1 web grenade, combi-tool, flak cloak, filtration plugs, 1 dose of de-tox, dataslate,
stablight
Master of Hidden Lores: When a Heretek makes a Tech-Use test to comprehend, use, repair, or
modify an unfamiliar device, he gains a +20 bonus if he has one or more relevant Forbidden
Lore skill specializations at Rank 1 (Known) or higher.
Background Aptitude: Finesse or Tech
Imperial Guard
Starting Skills: Athletics, Command, Common Lore (Imperial Guard), Medicae or Operate
(Surface), Navigate (Surface)
Starting Talents: Weapon Training (Las, Low-Tech)
Starting Equipment: Lasgun (or laspistol and sword), combat vest, Imperial Guard flak armour,
grapnel and line, 12 lho sticks, magnoculars
Hammer of the Emperor: When attacking a target that an ally attacked since the end of the
Guardsman’s last turn, the Guardsman can re-roll any results of 1 or 2 on damage rolls.
Background Aptitude: Fieldcraft or Leadership
Imperial Navy
Starting Skills: Athletics, Command or Intimidate, Common Lore (Imperial Navy), Navigate
(Stellar), Operate (Aeronautica or Voidship)
Starting Talents: Weapon Training (Chain or Shock, Solid Projectile)
Starting Equipment: Combat shotgun or hand cannon, chainsword or shock whip, flak coat,
rebreather, micro-bead
Close Quarters Discipline: An Imperial Navy character scores one additional degree of success
on successful Ballistic Skill tests he makes against targets at Point-Blank range, at Short range,
and with whom he is engaged in melee.
Background Aptitude: Offence or Tech
Mutant
Starting Skills: Acrobatics or Athletics, Awareness, Deceive or Intimidate, Forbidden Lore
(Mutants), Survival
Starting Talents: Weapon Training (Low-Tech, Solid Projectile)
Starting Traits: One of the following: Amphibious, Dark-sight, Natural Weapons, Sonar Sense,
Sturdy, Toxic (1), Unnatural Agility (1), Unnatural Strength (1), or Unnatural Toughness (1)
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Starting Corruption And Mutation: A Mutant character begins play with 10 Corruption points.
Instead of rolling as normal for malignancy or mutation, roll 5d10 on Table 8–16: Mutations (see
page 292 of the Dark Heresy Core Rulebook) to determine a starting mutation for the character.
Starting Equipment: Shotgun (or stub revolver and great weapon), grapnel and line, heavy
leathers, combat vest, 2 doses of stimm
Twisted Flesh: A Mutant character can always choose to fail any test associated with resisting
malignancy or mutation. Whenever he would gain a malignancy, he may roll on Table 8–16:
Mutations to gain a mutation instead.
Background Aptitude: Fieldcraft or Offence
Outcast
Starting Skills: Acrobatics or Sleight of Hand, Common Lore (Underworld), Deceive, Dodge,
Stealth
Starting Talents: Weapon Training (Chain, and Las or Solid Projectile)
Starting Equipment: Autopistol or laspistol, chainsword, armoured bodyglove or flak vest,
injector, 2 doses of obscura or slaught
Never Quit: An Outcast character counts his Toughness bonus as two higher for purposes of
determining Fatigue.
Background Aptitude: Fieldcraft or Social
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New Backgrounds
Similar to DHe2.
Child of Dynasty
Starting Skills: Awareness or Scrutiny, Common Lore (Rogue Traders), Linguistics (High
Gothic), Scholastic Lore (Astromancy)
Starting Talents: Air of Authority or Decadence, Light Sleeper or Resistance (Cold), Weapon
Training (Las, Low-tech)
Starting Equipment: Laspistol or Handcannon, Heirloom Item or Staff, Micro-bead, void suit or
set of fine clothing
Background Bonus: Master of Etiquette: When dealing with high authority, the character gains
additional +10 to Fellowship Tests to influence it.
Background Aptitude: Leadership or Intelligence
Merchant House
Starting Skills: Commerce, Common Lore (Chartist Captains, Imperium), Charm
Starting Talents: Hard Bargain, Weapon Training (Las, Low-tech)
Starting Equipment: Laspistol, sword, autoquill, data-slate, pict recorder
Background Bonus: Money Talks: In addition to the normal uses of Fate Points, the character
may spend a Fate point to automatically succeed at a Commerce, Inquiry or Interrogation skill
test with a number of degrees of success equal to his Fellowship bonus.
Background Aptitude: Fellowship or Social
Pirate Fleet
Starting Skills: Forbidden Lore (Pirates), Parry, Medicae, Tech-Use
Starting Talents: Decadence, Hard Bargain or Contact Network, Weapon Training (Las, Chain
or Power)
Starting Equipment: Best-Quality Laslock or Chainsword, Fancy pirate hat or mechanical
parrot, glow-globe, magnoculars or bottle of amasec
Background Bonus: Aye laddie, ‘ats parry not parley!: In addition to the normal uses of Fate
Points, a the character may spend a Fate point to gain rerolls for Parry (up to his Weapon Skill
Bonus) until the end of the encounter.
Background Aptitude: Fellowship or Weapon Skill
Navis Nobilite
Starting Skills: Charm or Scrutiny, Common Lore (Navis Nobilite), Linguistics (Navis Lingua),
Forbidden Lore (Warp), Navigation (Warp), Psyniscience
Starting Talents: Whispers or Constant Vigilance, Weapon Training (Las, Low-tech)
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Starting Mutations: A Navis Nobilite character who begins with the Navigator elite advance
begins with one Navigator Mutation, randomly determined by rolling on Table: Navigator
Mutations.
Starting Equipment: Laspistol or Handcannon, Metal Staff, Emperor's Tarot deck, Nobilite
Robes or Void-Suit, Micro-bead
Background Bonus:
- The Constant Vigil: The character may sacrifice all of his Actions for the next Round to
switch places with an ally within 2 meters (as long as there is no obstruction in the way).
This may be done at any time, even interrupting another action. The character becomes
the target of any attacks previously targeting the ally or vice versa. This may not be used
more than once per combat.
- Warp Eye: If the character takes the Navigator elite advance during character creation,
he may either select one additional power or improve an existing power
- Navis Nobilite House: The character must choose a house from the list below. This will
change Home World Bonuses and some of the Background Bonuses.
Background Aptitude: Knowledge or Social
Nomadic House
- Replace Home World Bonus with
- Lore of the Wanderer: A Nomadic House character begins with one rank in the
Navigation (Warp, Stellar) and Scholastic Lore (Legends) skills.
- Choose Background Bonus, either The Constant Vigil or:
- A Taste of the Warp: A Nomadic House character can spend a Fate Point to
automatically succeed in using a Navigator power; if degrees of success are
relevant to the effects of the power, he will succeed by 1d5 degrees of success
with 5 counting as 0 degrees of success.
Magisterial House
- Replace Starting Mutations with:
- Starting Mutations: A Magisterial character who begins with the Navigator elite
advance begins with one Navigator Mutation, chosen from one of the following
from Table: Navigator Mutations: Strangely Jointed Limbs, Elongated Form, Pale
and Hairless Flesh or Eyes as Dark as the Void.
- Replace Home World Bonus with
- Exalted Lineage: A Magisterial House character gains a +10 bonus to any
Interaction skill test when dealing with members of the Imperial nobility.
- Replace Background Bonus (Warp Eye) with:
- Pure Genes: A Magisterial House character who begins with the Navigator elite
advance gain a +10 bonus to mutation tests.
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Shrouded House
- Replace Home World Bonus with
- Mercantile Opportunists: A Shroud House character gains a bonus of +10 to
Commerce and Charm skills.
- Replace Background Bonus (Warp Eye) with:
- A Gaze to Pierce the Soul: A Shroud House character who begins with the
Navigator elite advance begins with the Gaze into the Abyss power, which gains
a +10 bonus.
- Replace Background Aptitudes with:
- Fieldcraft or Social
Renegade House
- Replace Starting Mutations with:
- Starting Mutations: A Renegade House character who begins with the
Navigator elite advance begins with two Navigator Mutation, randomly
determined by rolling on Table: Navigator Mutations.
- Replace Home World Bonus with
- Renegades: A Renegade House character gains a +10 bonus to interaction skill
tests when interacting with criminal cartels, syndicates, or other shady
underworld organizations. However, they suffer a -10 penalty instead when
interacting with the official bodies of the Imperium.
- Replace Background Bonus (Warp Eye) with:
- The Fruits of Corrupted Blood: If a Renegade House character begins with the
Navigator elite advance, he begins with one additional Navigator power.
Additionally, he may also choose three Navigator Powers; these may include
powers he does not yet have, but plans to later acquire. He gains a +10 bonus to
all tests with these powers, and all tests by others to resist these powers suffer a
-10. However, the character suffers a -10 penalty on mutation tests and begins
with 1d5 Insanity Points.
- Replace Background Aptitudes with:
- Fieldcraft or Willpower
Gang
Starting Skills: Intimidate, Common Lore (Underworld), Forbidden Lore (Criminal Cartels and
Syndicates), Deceive, Athletics or Acrobatics, Scrutiny
Starting Talents: Weapon Training (Low Tech, Solid Projectiles)
Starting Equipment: Stub pistol or chainsword, knife or improvised weapon, flak vest, 2 doses
of stimm or obscura
Background Bonus: Signature Weapon: A Gang character chooses one specific weapon. The
character gains a +10 bonus to hit and a +2 to damage when using a weapon of his choice in
combat.
Background Aptitude: Fieldcraft or Offense
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Crime Syndicate
Starting Skills: Common Lore (Underworld), Forbidden Lore (Criminal Cartels and Smugglers),
Stealth or Deceive, Intimidate, Operate (Surface) or Sleight of Hand
Starting Talents: Good Reputation (Underworld), Weapon Training (Chain, and Las or Solid
Projectile)
Starting Equipment: Lasgun, chainsword, armoured bodyglove, 2 bottles of amasec
Background Bonus: Criminal Inclination: In addition to the normal uses of Fate Points, the
character may spend a Fate point to automatically succeed at a Sleight of Hand, Stealth or
Intimidate skill test with a number of degrees of success equal to his Perception bonus
Background Aptitude: Offence or Social
Officio Medicae
Starting Skills: Common Lore (Adeptus Administratum), Linguistics (High Gothic), Logic,
Medicae, Scholastic Lore (Bureaucracy or Chymistry).
Starting Talents: Weapon Training (Low Tech or Las)
Starting Equipment: Laspistol or knife, Imperial robes, autoquill, chrono, dataslate, advanced
medi-kit
Background Bonus: Medicae Imperialis: An Officio Medicae character counts the state of
damage a character is considered as one degree more or less severe (Critically Damaged count
as Heavily Damaged, Heavily Damaged count as Lightly Damaged, etc.).
Background Aptitude: Knowledge or Fieldcraft
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Background Bonus: Imperial Etiquette: A Great House character gains a +10 bonus to Charm,
Deceive and Scrutiny tests when dealing with high authority and in formal situations.
Background Aptitude: Fellowship or Leadership
Skitarii
Starting Skills: Athletics, Awareness, Common Lore (Adeptus Mechanicus), Dodge, Linguistics
(Techna-Lingua)
Starting Talents: Weapon Training (Low-Tech, Solid Projectile)
Starting Traits: Mechanicus Implants
Starting Equipment: Mechanicus Robes, Autogun (or Sword and Autopistol), Good
Craftsmanship Bionic Replacement
Background Bonus: Eternal Vigilance: When attacking, the Skitarii Character can replace any
results of 1 or 2 on damage rolls with his Intelligence Bonus instead.
Background Aptitude: Offence or Finesse
Questoris Familia
Starting Skills: Common Lore (War), Dodge or Parry, Scholastic Lore (Questoris Familia,
Heraldry), Operate (Walkers)
Starting Talents: Ambidextrous, Weapon Training (Las, Chain or Power)
Starting Equipment: Las Pistol, Noble Attire, Sword and decorative sheath, Mind Impulse Unit
Background Bonus: Rite of Becoming: A Questoris Familia character may make an additional
Standard Attack with a weapon mounted with a MIU Interface as a Free Action.
Background Aptitude: Leadership or Offence
Missionaria Galaxia
Starting Skills: Common Lore (Imperial Creed, Imperium), Forbidden Lore (Heresy) or
Medicae, Scholastic Lore (Imperial Creed) , Linguistics (High Gothic)
Starting Talents: Weapon Training (Low-Tech), Weapon Training (Chain) or Weapon Training
(Flame)
Starting Equipment: Lasgun, Flak Armor or Ecclesiarchal Robes, Aquila Pendant, Sepulchre,
Censer and Incense, Micro-Bead
Background Bonus: Unshakeable Faith: Missionaria Galaxia characters may spend a Fate
Point to avoid gaining Insanity or Corruption for an encounter, as determined by the GM.
Background Aptitude: Social or Willpower
Adeptus Astronomica
Starting Skills: Awareness, Common Lore (Adeptus Astra Telepathica), Linguistics (Imperial
Codes, High Gothic), Scholastic Lore (Occult), Logic
Starting Talents: Resistance (Psychic Powers) or Bodyguard
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Starting Equipment: Las pistol, ceremonial staff or sword, Imperial Robes, psychic focus or
carapace chestplate, ceremonial vestments
Background Bonus: Service to the Hollow Mountain: An Adeptus Astronomica character gains
the Sanctified quality to his attacks with low-tech weapons or psychic powers.
Background Aptitude: Knowledge or Willpower
Death Cult
Starting Skills: Dodge or Parry, Athletics, Acrobatics or Stealth, Common Lore (Ecclesiarchy),
Sleight of Hand, Linguistics (High Gothic or Chaos Marks)
Starting Talents: Jaded, Weapon Training (Low Tech)
Starting Equipment: Mono-sword or six knives, grapnel and line, equipment harness, 3 doses
of stimm, armored bodyglove
Background Bonus: Preternatural Speed: Once per combat, a Death Cult character may use a
Swift Attack or Lightning Attack actions as part of a Charge.
Background Aptitude: Agility or Finesse
Departmento Munitorum
Starting Skills: Command, Common Lore (War, Administratum), Deceive or Charm, Scholastic
Lore (Bureaucracy), Operate (Surface or Aeronautica)
Starting Talents: Weapon Training (Las or Solid Projectiles)
Starting Equipment: Stub revolver las pistol, imperial robes, data-slate, chrono, auto-quill or
mono-tasked servo-skull (utility)
Background Bonus: Master of Logistics: A Departmento Munitorum character gains +20 to his
Acquisition tests for all Weapons and Armor.
Background Aptitude: Social or Knowledge
Militarum Tempestus
Starting Skills: Awareness, Dodge or Parry, Intimidate, Security, Scholastic Lore (Tactica
Imperialis), Stealth
Starting Talents: Weapon Training (Las, Low Tech)
Starting Equipment: Hot-shot lasgun or mono-sword and hot-shot laspistol, militarum
tempestus carapace armor
Background Bonus: Expert Operator: A Militarum Tempestus character gains a +10 bonus to
all skill tests made to operate military ground vehicles, walkers, skimmers or flyers.
Background Aptitude: Finesse or Fieldcraft
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Original Roles
Ace
Role Aptitudes: Agility, Finesse, Perception, Tech, Willpower
Role Talent: Hard Target or Hotshot Pilot
Right Stuff: In addition to the normal uses of Fate points, an Ace character may spend a Fate
point to automatically succeed at an Operate or Survival skill test involving vehicles or living
steeds with a number of degrees of success equal to his Agility bonus.
Assassin
Role Aptitudes: Agility, Ballistic Skill or Weapon Skill, Fieldcraft, Finesse, Perception
Role Talent: Jaded or Leap Up
Sure Kill: In addition to the normal uses of Fate points, when an Assassin successfully hits with
an attack, he may spend a Fate point to inflict additional damage equal to his degrees of
success on the attack roll on the first hit the attack inflicts.
Chirurgeon
Role Aptitudes: Fieldcraft, Intelligence, Knowledge, Strength, Toughness
Role Talent: Resistance (Pick One) or Takedown
Dedicated Healer: In addition to the normal uses of Fate points (see page 293), when a
Chirurgeon character fails a test to provide First Aid, he can spend a Fate point to automatically
succeed instead with the degrees of success equal to his Intelligence bonus.
Crusader
Role Aptitudes: Knowledge, Offence, Strength, Toughness, Willpower
Role Talent: Bodyguard or Deny the Witch
Smite the Unholy: In addition to the normal uses of Fate points, a Crusader character can also
spend a Fate Point to automatically pass a Fear test with a number of degrees of success equal
to his Willpower bonus. In addition, whenever he inflicts a hit with a melee attack against a
target with the Fear (X) trait, he inflicts X additional damage and counts his weapon’s
penetration as being X higher.
Desperado
Role Aptitudes: Agility, Ballistic Skill, Defence, Fellowship, Finesse
Role Talent: Catfall or Quick Draw
Move and Shoot: Once per round, after performing a Move action, a Desperado character may
perform a single Standard Attack with a Pistol weapon he is currently wielding as a Free Action.
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Fanatic
Role Aptitudes: Leadership, Offense, Toughness, Weapon Skill, Willpower
Role Talent: Deny the Witch or Jaded
Death to All Who Oppose Me!: In addition to the normal uses of Fate points a Fanatic character
may spend a Fate point to count as having the Hatred talent against his current foe for the
duration of the encounter. Should he choose to leave combat against a Hated foe in that
encounter, however, he gains 1 Insanity point.
Hierophant
Role Aptitudes: Fellowship, Offence, Social, Toughness, Willpower
Role Talent: Double Team or Hatred (Pick One)
Sway the Masses: In addition to the normal uses of Fate points, a Hierophant character may
spend a Fate point to automatically succeed at a Charm, Command, or Intimidate skill test with
a number of degrees of success equal to his Willpower bonus.
Mystic
Role Aptitudes: Defence, Intelligence, Knowledge, Perception, Willpower
Role Talent: Resistance (Psychic Powers) or Warp Sense
Stare into the Warp: A Mystic character starts the game with the Psyker elite advance. It is
recommended that a character who wishes to be a Mystic have a Willpower of at least 35.
Astropath Transcendent Alternative - Power Overwhelming: If the role is taken with the
Astropath Transcendent Career, he doesn’t get Stare in the Warp bonus ability, but this one.
Astropath chooses one Astropath Minor Power which he has, he gains a reroll for it.
Penitent
Role Aptitudes: Agility, Fieldcraft, Intelligence, Offense, Toughness
Role Talent: Die Hard or Flagellant
Cleansing Pain: Whenever a Penitent character suffers 1 or more points of damage (after
reductions for Toughness bonus and Armor), he gains a +10 bonus to the first test he makes
before the end of his next turn.
Sage
Role Aptitudes: Intelligence, Knowledge, Perception, Tech, Willpower
Role Talent: Ambidextrous or Clues from the Crowds
Quest for Knowledge: In addition to the normal uses of Fate points, a Sage character may
spend a Fate point to automatically succeed at a Logic or any Lore skill test with a number of
degrees of success equal to his Intelligence bonus.
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Seeker
Role Aptitudes: Fellowship, Intelligence, Perception, Social, Tech
Role Talent: Keen Intuition or Disarm
Nothing Escapes My Sight: In addition to the normal uses of Fate points, a Seeker character
may spend a Fate point to automatically succeed at an Awareness or Inquiry skill test with a
number of degrees of success equal to his Perception bonus.
Warrior
Role Aptitudes: Ballistic Skill, Defense, Offence, Strength, Weapon Skill
Role Talent: Iron Jaw or Rapid Reload
Expert at Violence: In addition to the normal uses of Fate points, after making a successful
attack test, but before determining hits, a Warrior character may spend a Fate point to substitute
his Weapon Skill (for melee) or Ballistic Skill (for ranged) bonus for the degrees of success
scored on the attack test.
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New Roles
Works as Roles in DH2e.
Trader
Role Aptitudes: Intelligence, Fellowship, Agility or Ballistic Skill, Social, Fieldcraft
Role Talent: Hard Bargain or Contact Network
Role Bonus: Merchant Magnate: In addition to the normal uses of Fate points, when a Trader
character fails a Commerce, Inquiry or Acquisition test, he can spend a Fate point to
automatically succeed with the degrees of success equal to his Fellowship bonus. This can be
done only once per session, with the exception of Commerce. However, when making an
Acquisition the modified score can’t be 10 or lower.
Emissary
Role Aptitudes: Fellowship, Fieldcraft, Perception, Social, Willpower
Role Talent: Contact Network or Keen Intuition
Role Bonus: Master Ambassador: In addition to the normal uses of Fate points, when a
Emissary is dealing with Non-Imperial, he can spend a Fate point to automatically succeed a
Opposed Interaction Test with the degrees of success equal to his Fellowship Bonus.
Politico
Role Aptitudes: Fellowship, Finesse, Willpower, Social, Intelligence
Role Talent: Archivator or Lexographer
Role Bonus: Scandalous Socialite: In addition to the normal uses of Fate Points, a Politico
character may spend a Fate point to upgrade or downgrade the Disposition of his target by 2
ranks. This effect lasts for one Skill Test made by the target.
Socialite
Role Aptitudes: Fellowship, Agility, Intelligence, Social, Fieldcraft
Role Talent: Clues from the Crowd or Keen Intuition
Role Bonus: Charming Blather: In addition to the normal uses of Fate Points, a Socialite
character may spend a Fate Point to automatically pass a Fellowship or Fellowship-based skill
test with a number of degrees of success equal to his Fellowship Bonus.
Steward
Role Aptitudes: Social or Knowledge, Fellowship, Perception, Intelligence, Finesse
Role Talent: Ambassador Imperialis or Contact Network
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Role Bonus: Master of Ceremonies: In addition to the normal use of Fate Points, a Seneschal
character may spend a Fate point to automatically succeed at a Linguistics, Commerce or any
Trade skill test with a number of degrees of success equal to his Intelligence Bonus.
Artisan
Role Aptitudes: Agility, Perception, Fieldcraft, Tech, Intelligence
Role Talent: Resistance (Pick One) or Technical Knock
Role Bonus: Master of Crafts: In addition to the normal use of Fate Points, an Artisan character
may spend a Fate point to automatically succeed at a Crafting test, adding a number of Degrees
of Success equal to his Intelligence Bonus.
Brawler
Role Aptitudes: Agility, Finesse, Offense, Strength, Toughness or Weapon Skill
Role Talent: Ambidextrous or Street fighting
Role Bonus: Lightning Reflexes: In addition to the normal uses of Fate Points, a Brawler
character may spend a Fate Point to gain one additional Reaction.
Scavenger
Role Aptitudes: Strength, Toughness, Weapon Skill, Ballistic Skill, Fieldcraft
Role Talent: Die Hard or Jaded
Role Bonus: Evasive: Once per round, after performing a ranged Standard Attack, a Scavenger
character may perform a single Dive for Cover action as a Free Action.
Juve
Role Aptitudes: Strength, Toughness, Weapon Skill or Ballistic Skill, Agility, Fieldcraft
Role Talent: Catfall or Leap Up
Role Bonus: Quick to learn: In addition to the normal use of Fate Points, a Juve character may
spend a Fate Point to treat a single skill as Rank 1 (Known) for the duration of an encounter. In
narrative time, this lasts for 10 minutes.
Scholariate
Role Aptitudes: Knowledge, Intelligence, Social, Fellowship, Perception
Role Talent: Clues from the Crowds or Jaded
Role Bonus: Unfazeable: In addition to the normal uses of Fate Points, a Scholariate character
may spend a Fate Point to negate Insanity Points or Corruption Points from profane sources or
lore.
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Enforcer
Role Aptitudes: Strength, Toughness, Weapon Skill, Ballistic Skill, Offense
Role Talent: Quick Draw or Disarm
Role Bonus: De-escalation Expert: In addition to the normal uses of Fate Points, an Enforcer
character may spend a Fate Point to automatically pass a Disarm, Double Team or Takedown
action, with a number of degrees of success equal to his Weapon Skill Bonus.
Agent
Role Aptitudes: Intelligence, Agility, Fellowship, Perception, Tech
Role Talent: Keen Intuition or Disarm
Role Bonus: All the right questions: When making an Awareness, Inquiry, or Scrutiny skill test,
an Agent character adds an extra number of Degrees of Success to a successful test, equal to
half his Perception Bonus.
Secutor
Role Aptitudes: Toughness, Ballistic Skill, Weapon Skill, Fieldcraft or Finesse, Perception
Role Talent: Ambidextrous or Jaded
Role Bonus: Devastating Precision: In addition to the normal uses of Fate Points, when a
Secutor successfully hits with an attack, he may spend a Fate Point to decrease an opponent's
Toughness Bonus equal to his degrees of Success on the attack roll on the first hit the attack
inflicts.
Reclaimator
Role Aptitudes: Tech, Knowledge, Fellowship or Agility, Fieldcraft, Social
Role Talent: Technical Knock or Rapid Reload
Role Bonus: Mechanical Expertise: In addition to the normal uses of Fate Points, a Reclaimator
character may spend a Fate point to automatically succeed at a Security, Tech-Use, or Trade
(Technomat) skill test with a number of degrees of success equal to his Intelligence bonus.
Explorator
Role Aptitudes: Tech, Intelligence, Perception, Ballistic Skill, Finesse
Role Talent: Technical Knock or Keen Intuition
Role Bonus: The Quest for Knowledge: In addition to the normal uses of Fate Points, an
Explorator character may spend a Fate Point to automatically pass an Investigative Skill during
the pursuit of an Explication. If degrees of success are required, the success is counted as
having rolled a 01.
Engineer
Role Aptitudes: Tech, Strength, Toughness, Intelligence, Perception
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Role Talent: Resistance (Any One) or Weapon Tech
Role Bonus: Rites of Rewiring: In addition to the normal use of Fate Points, an Engineer
character may spend a Fate Point to automatically pass a Repair test with a number of Degrees
of Success equal to his Intelligence Bonus.
Marksman
Role Aptitudes: Ballistic Skill, Fieldcraft, Agility, Finesse, Intelligence
Role Talent: Quick Draw or Rapid Reload
Role Bonus: Weapon Specialist: In addition to the normal uses of Fate Points, a marksman
character may spend a Fate Point to reduce the effective range a target is considered by one
level, making a target at Long Range treated as Normal Range, etc.
Grunt
Role Aptitudes: Toughness, Defense, Fieldcraft, Strength, Willpower
Role Talent: Sound Constitution or Jaded
Role Bonus: Resilient to Harm: A grunt character reduces all sources of damage by -1 for
every ten wounds he possesses. In addition to the normal use of Fate Points, a Grunt character
may spend a Fate Point to reduce the damage from a single source of damage by half.
Scout
Role Aptitudes: Fieldcraft, Finesse, Intelligence, Ballistic Skill, Perception
Role Talent: Nowhere to Hide or Leap Up
Role Bonus: Pathfinder: In addition to the normal use of Fate Points, a Scout character may
spend a Fate Point to automatically pass a Survival or Stealth test with a number of degrees of
success equal to his Agility Bonus.
Commander
Role Aptitudes: Fellowship, Intelligence, Leadership, Social, Weapon Skill
Role Talent: Combat Formation or Heroic Inspiration
Role Bonus: Follow my Lead!: When using a Fate Point to grant a bonus to a roll, a
Commander character may instead grant the bonus to another character, who gains +20 to the
roll instead of +10.
Investigator
Role Aptitudes: Fellowship, Perception, Intelligence, Fieldcraft, Tech or Social
Role Talent: Resistance (Fear) or Clues from the Crowd
Role Bonus: Accustomed to Deception: In addition to the normal uses of Fate Points, an
Investigator character may spend a Fate Point to automatically succeed at a Scrutiny or
Deceive skill test with a number of degrees of success equal to his Intelligence bonus.
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Operative
Role Aptitudes: Intelligence, Tech, Fieldcraft, Perception, Agility
Role Talent: Technical Knock or Weapon-Tech
Role Bonus: In the Knick of time: Once per encounter, an Operative character gains 1
additional Half Action in addition to their normal actions for a single Round. In addition to the
normal use of Fate Points, an Operative may spend a Fate Point to gain an additional Half
Action in the same turn.
Infiltrator
Role Aptitudes: Fellowship, Intelligence, Tech, Fieldcraft, Perception
Role Talent: Sprint or Weapon-Tech
Role Bonus: A Thousand Faces: In addition to the normal use of Fate Points, an Infiltrator may
spend a Fate Point to perfectly imitate the appearance, speech, and mannerisms of any one
person. The effects of this last for ten minutes in narrative time.
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Careers
These are Elite Advances taken on Character Creation.
Rogue Trader
Rogue Traders, originally called Rogue Traders Militant during the era
of the Great Crusade and the Horus Heresy, are unique and powerful human
individuals who serve as a combination freelance explorer, conquistador and
interstellar merchant for the Imperium of Man. They are hereditary Imperial
servants and nobles, given a starship, a crew, and sometimes a contingent of
Space Marines (in very rare cases) or troops of the Astra Militarum and carte
blanche to roam those worlds of the galaxy that still lie beyond Imperial control
or knowledge.
In their task of exploring and exploiting the still-uncharted regions of the
galaxy for Mankind, Rogue Traders might come across worlds harbouring long-
forgotten human civilisations which will be later incorporated into the Imperium
by official Adeptus Mechanicus Explorator fleets and expeditions of the
Imperial Navy and Astra Militarum. Other times they find empty or alien-
dominated planets ripe for colonisation, conquest or exploitation by the
Imperium -- and themselves.
Experience Cost: None
Prerequisites:
- Background Restrictions: Adeptus Mechanicus, Adepta Sororitas, Mutant, Heretek,
Exorcised, Skitarii, Questoris Familia
Instant Changes:
- Choose one Xeno: Gain Forbidden Lore and Linguistics
- Gain Air of Authority
- Leadership Aptitude
- Gains Weapon Training (Power or Chain). If he has both, he can choose one he doesn’t
have.
- Exceptional Leader: As a free action once per round, the Rogue Trader may grant an
ally that he can see and who can hear him +10% to any one test.
Unlocked Advances
Rogue Magnate I Still Need You
Tier: 1 Tier: 3
Prerequisite: None Prerequisite: Profit Factor 60
Specializations: Duels (Melee), Duels Aptitudes: Willpower, Offence
(Ranged), Warrant, War, Unknown Effect: The Rogue Trader can spend a Fate
Aptitudes: Intelligence, Fieldcraft Point to reduce an ally’s Critical Damage
Effect: The Rogue Trader gains access to taken from a hit by his Fellowship Bonus.
advances of the Magnate. This talent can be
taken multiple times, each time must be taken
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with a different Magnate.
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Snap Shot Trick Shot
Tier: 2 Tier: 2
Prerequisite: Quick Draw Prerequisite: Blind Fighting, Ballistic Skill 45,
Aptitudes: Ballistic Skill, Finesse Perception 45
Effect: The Rogue Trader gains +10 bonus to Aptitudes: Perception, Finesse
the first ranged attack in the first round of Effect: Enemies think they can sneak up to
combat. the Rogue Trader and held him from behind
with a knife or point a gun. However, the
Rogue Trader can now shoot at targets
behind him with a -20 penalty. Aim actions
cost one tier higher (Half Action Aim is Full
Action, while Full Action Aim takes two Full
Actions). This can be used to add flair to
combat or to show off his skills. Also, if the
Rogue Trader knows the location of an
enemy, he can shoot at the target, even
blinded (with the -20 penalty).
Magnate of Warrant
Magnate of People
Magnate of War
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voidsmen can gain the bonus.
Magnate of Unknown
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Arch-Militant
An Arch-militant is an Imperial warrior of nigh-incomparable
martial skill who has mastered nearly every form of battle, military
tactics and individual combat. An Arch-militant then often puts that
knowledge to the use of a Rogue Trader and his or her dynasty,
though some choose to serve in the retinue of an Inquisitor or as
special troubleshooters for a Lord Militant of the Astra Militarum. The
Age of the Imperium is an age of total war, an age of bloodshed and
toil into which every human being, from the lowliest hive-serf to the
highest scion of nobility, is born. No life is untouched by the incessant
wars that plague the Imperium of Man, and countless lives are shed
each standard year to hold at bay the forces of the Traitor, the Heretic,
and the alien. From amongst the uncounted ranks of human warriors
step those for whom a life of bloodshed and war is not a death
sentence, but rather a calling. Such men and women are sometimes
called Arch-militants, for they have faced death over and over and
have mastered every terror the savage galaxy has to offer.
Experience Cost: None
Prerequisites:
-
Instant Changes:
- Gain Weapon Training (Any 3, non-Exotic)
- Offence Aptitude
- Weapon Master: The Arch-militant gains a +10% bonus to hit, +2 to damage, and +2
initiative when using a weapon of his chosen class (Melee, Thrown, Pistol, Basic or
Heavy). If a Exotic weapon has the same class as the Arch-Militant’s Weapon Master,
he needs to have Exotic Weapon Training for his Weapon Master to work for that
weapon. If the Exotic weapon doesn’t have a weapon class, the Arch-Militant can’t add
his Weapon Master.
Unlocked Advances
Additional Weapon Master Gunsmaster
Tier: 3 Tier: 2
Prerequisite: Ballistic or Weapon Skill 55 Prerequisite: None
Aptitudes: Perception, Finesse Specializations: Battle, Destruction,
Effect: Additional Weapon Master to chosen Command, Survival, Restraint
weapon class. This can be chosen only once. Aptitudes: Intelligence, Offence
Effect: The Arch-Militant gains access to
Guns advances. This talent can be taken
multiple times, each time choosing a different
Guns specialization.
Guns of Battle
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Recon and Stealth: An understanding of the
best methods of recon and stealth, such as
how to approach a defensive position unseen
or quietly destroy sentry positions.
Void Combat: Covers starship combat
between anything from lightly armoured
escorts up to battle barges and space hulks.
It is also includes knowledge of high orbit fire
support doctrines and the best way to use
ships in orbit to aid ground troops.
Guns of Destruction
Guns of Command
Guns of Survival
Guns of Restraint
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Astropath Transcendent
The Astropath Transcendent is a rare individual, indeed. He
is a psyker whose powers and very essence has been touched by
the light of the God-Emperor Himself and who is able to form a
lifeline of communication across the limitless gulfs of space, his
soul armoured against the gnawing taint of the Warp beyond. Each
Terran year, uncounted millions of psykers are born across the
vast breadth of the Imperium. Most are detected and interred until
collected by one of the fearsome Black Ships of the Adeptus Astra
Telepathica. These vessels travel the galaxy in great circuits, their
stygian holds inexorably filling with nascent psykers with each stop
they make. The fate of the vast majority of the psykers is to fuel the
insatiable fires of the Astronomican so that the Imperium might be
held together for another solar day. Of those allowed to live, a tiny
fraction are judged strong enough to undergo tutelage and go on to
serve the Imperium in a staggering array of capacities.
Experience Cost: None
Prerequisites:
- Can’t take Psyker and Astropath Elite Advance
- Must be from Adeptus Astra Telepathica Background or Adeptus Astronomica
Background. Others only with GM’s approval.
Instant Changes:
- Psyniscience, Common Lore (Adeptus Astra Telepathica), Forbidden Lore (Psykers),
Scholastic Lore (Occult)
- Also gain one Linguistics: High Gothic, Imperial Codes, Mercenary Cant, Merchant
Codes, Rogue Trader Cant, Underworld
- Defence and Psyker Aptitude.
- Gains the Astropath Transcendent Rank in Adeptus Astra Telepathica Hierarchy.
- Gains Weapon Training (Las or Low-Tech). If he has both, he can choose one he
doesn’t have.
- Psyker Trait, Psy Rating 2, Sanctioned, Soul Bound (Blind), Unnatural Senses
(Willpower rating) (This Unnatural Senses might work differently than those from Warp
Perception power!)
- Psychic Powers: Starts with all Astropathic Psychic Powers from Dark Heresy 2nd:
Enemies Beyond page 37. Even if the characters doesn’t meet the prerequisites.
Unlocked Advances
Bound to the Highest Power Astropath’s Voice
Tier: 3 Tier: 3
Prerequisite: Warp Lock Prerequisite: None
Aptitudes: Willpower, Defence Specializations: Choir, Relay, God
Effect: The Astropath Transcendent may Aptitudes: Willpower, Fieldcraft
spend a Fate Point to ignore a result on Effect: The Astropath Transcendent gains a
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Psychic Phenomena table he has rolled bonus and unlocks Voice advances. This
(including a result of Perils of the Warp), talent can be taken multiple times, each time
completely negating its effects. Doing so taking a different Voice specialization.
requires him to distance himself from the
Warp, and he cannot use the Focus Power
action or sustain psychic powers until the
start of his next turn
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Tier: 1 Tier: 3
Prerequisite: Rite of Sanctioning, Special Prerequisite: Light of Terra
(see below) Aptitudes: Willpower, Defence
Aptitudes: Willpower, Psyker Effect: Daemonic entities reel from the
Effect: The pilgrimage to the seat of the Astropath Transcendent, their daemonic
Emperor has a profound effect on the majority powers cleansed in his presence. Any
of sanctionites, but for a few there is a very Daemon within a radius equal to the
real effect on their souls. These individuals Astropath Transcendent's Willpower Bonus in
become infused with the glory of the meters suffers 1d5 damage if it fails a Warp
Emperor, and through their abilities they Instability Test plus an additional 1d5 damage
spread His light in the dark places of the per degree of failure. This damage is not
galaxy. Any damage inflicted by a psychic affected by armor or Toughness Bonus.
power on a daemon, mutant, unsanctioned
psyker, sorcerer or other character the GM
considered ‘unclean’ by the Astropath
Transcendent with this ability is doubled (after
deductions for armor) as the power of He on
Terra scours the galaxy clean of His enemies.
Note: In order for the Astropath Transcendent
to maintain the benefits of this talent, and
upon purchasing it, the psyker may not have
more than 15 Corruption Points. If the Psyker
accumulates more than 15 Corruption Points,
he loses the benefits of this talent until he can
manage a way to lower them below the
threshold.
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Converted Psychic Disciplines
Missing Powers
Seal the Breach
Value: 400xp
Prerequisite: Exorcism (Sanctic
Daemonology), Psy Rating 4
Action: Half Action
Focus Power: Hard (-20) Opposed Willpower
test
Range: 5m x Psy Rating radius
Sustained: No
Subtype: Concentration
Effect: Seal the Breach allows the psyker to
sever the connection between the mortal
universe and the warp. Creatures with the
Daemonic Trait that draw upon this energy
will have their power leeched away as they
attempt to exist within real space; they will
perish if they fail to re-establish a connection
with their realm (or be forced to flee back to
it). In addition, this technique will also affect
other psykers and those who draw upon the
warp (such as sorcerers). The psyker makes
a single Opposed Willpower Test against all
daemonic creatures within a number of
metres equal to the range of this technique.
Should the psyker achieve more successes,
the daemonic take damage equal to the
psyker’s Psy Rating for every degree of
success on this Test. This damage cannot be
reduced by armour. Psykers, and warp-
sorcerers, suffer a -10 penalty on their Tests
to manifest psychic powers and techniques
for every Degree of Success instead of
damage.
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Voidfrost
See Warmth -> Ward the Chill -> Embrace of Emptiness -> Void Substantiation
See Warmth -> Ward the Chill -> Embrace of Emptiness -> Black Sheep
See Warmth -> Quest for Warmth
See Warmth -> Ward the Chill -> The Void’s Touch -> Breathstealing Barrage -> Freeze
the Soul
See Warmth -> Ward the Chill -> The Void’s Touch -> Black Sheep
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have used it to slow and disorient attackers. his mind deeply into the void, searching for
The psyker activates this Technique with a any other active minds. With a successful
Focus Power Test. If he succeeds and his Focus Power Test, the direction and distance
target is a willing ally, the target’s core body to any concentrations of sentient life within
temperature drops and all of his metabolic range are immediately identified, regardless
processes virtually cease. The character of any shielding or attempts at concealment.
immediately enters a trance, which lasts for a Note also that the psyker becomes vulnerable
number of days up to the Psy Rating at which while using this ability and suffers a –20
the power was activated (the psyker chooses penalty to resist any invasive Psychic
the number of days at the time of activation). Techniques.
For this time, the target does not need to For 1 Degree of Success, the psyker senses
breath or eat, ignores environment effects the direction and approximate distance to the
including that of the vacuum, and he does not livings minds.
need to roll to survive ongoing negative For 2 or 3 Degree of Success, the psyker
effects such as Blood Loss. Each Degree of detects the rough number of livings minds
Success on the Focus Power Test doubles within a reasonable margin of error, but no
the maximum potential duration. Characters specifics about their species.
under the effects of Embrace of Emptiness For 4 or above Degrees of Success, the
appear dead to all mundane senses. Further, psyker is able to identify the species of the
they may not take any Actions, nor may they minds he senses, even if he is unfamiliar with
exit this state until its duration expires or they that species.
have the assistance of a psyker trained in this
Technique.
If he succeeds but the target chooses to
resist the Technique, the target must make a
Challenging (+0) Toughness Test. If it fails, it
gains 1 level of Fatigue and its movement
speed is halved until the end of its next Turn.
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this power, as the psyker can easily redirect travel the distance to his target or targets. If
the trail of frost with his mind, trapping his foe the Focus Power Test succeeds, then the
within an ever-shrinking cage of cold. psyker produces one psychic bolt for the
The psyker chooses an enemy within range initial success, plus one for every two
and line of sight and then makes a Focus additional Degrees of Success, which he may
Power Test. If he succeeds, the psyker distribute amongst any number of targets
begins to rapidly drain the heat from any within Psy Rating metres of his original target.
surface or object that both he and his The number of bolts cannot exceed the
opponent are touching. The pulse of cold psyker’s effective Psy Rating. Breathstealing
ignores cover and travels in a line towards the Barrage hits as long as the psyker passes his
target across the surface that connects the Focus Power Test, and targets may Dodge as
two, dealing 1d5 + Psy Rating Energy normal.
Damage with a Pen of 6 and inflicting one Each bolt deals 1d10 + Psy Rating Energy
level of Fatigue on the target. It may be Damage with a Pen of 4, with an additional
Dodged as normal, but the target suffers a –5 bonus to Penetration equal to the target’s
penalty to this Test for each Degree of current level of Fatigue. Each target that
Success that the psyker scored on his Focus suffers Damage from one of these bolts (after
Power Test if the target is still touching the reductions for Armour and Toughness Bonus)
connecting surface at the end of his Dodge. must make a Challenging (+0) Toughness
Targets that suffer Damage from this attack Test or gain one level of Fatigue.
(after reductions for Armour and Toughness
Bonus) must make a Challenging (+0)
Toughness Test or have their movement rate
halved (rounding up) until the end of the next
Round.
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perspective rarely find it so pleasant. also immune to all effects of suffocation and
The psyker activates this Technique with a vacuum and gains the benefits of the
Focus Power Test, choosing a target point for Resistance (Cold) and Resistance (Poison)
the centre of the attack. All living creatures Talents for the duration of the ability.
(but not Daemons, machines, or other non- Further, he expresses a chilling aura that
living entities) except the psyker within a pervades his very being and rips the breath
number of metres equal to his Psy Rating from those who strike at him. Whenever any
around the chosen point resist the Technique creature would make a Melee Attack against
with an Opposed Willpower Test. Targets that him, that creature must first make a
fail this Opposed Test suffer one level of Challenging (+0) Toughness Test with a –5
Fatigue, plus one level of Fatigue per three Penalty for each Degree of Success the
Degrees by which they failed the Test. The psyker scored on his Focus Power Test. If the
psyker gains one level of Fatigue for each creature fails, it suffers a –10 Penalty on the
target in the radius that resists the Technique. attack and gains one level of Fatigue as the
The Astropath may choose to have any target cold radiating from the psyker saps its
that passes into unconsciousness because of strength.
levels of Fatigue gained from this Technique
freeze solid. Until it regains consciousness, a
creature frozen this way does not need to
breath and suffers no ill effects from the
vacuum. However, also shatters if struck with
sufficient force, and therefore counts its
Toughness as 0 against any Impact Damage
that it suffers.
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an eye, shattering or crumbling in the
unforgiving ethereal gale. This is a rare
power, yet it has caused countless
nightmares for those who have seen it used.
Few can speak firsthand of the horror it
inflicts upon its targets, for those who find
themselves trapped within its pitiless blast
rarely survive to recount the tale.
The psyker begins by nominating a single
point within range and line of sight. If he
succeeds on his Focus Power Test, then
each target within a radius of 2 x Psy Rating
metres around the point he chooses is hit by
the Technique. Attempts to Dodge Freeze the
Soul are resolved in the same way as
attempts to Dodge an Area Effect Attack.
Anything hit by the attack suffers 2d10 + Psy
Rating Energy Damage with a Pen of 6, with
an additional bonus to Damage equal to the
number of levels of Fatigue it currently has. In
addition, the attack has the Snare Quality, as
the bands of frost and ice close around
anything caught in the blast.
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Soul Ward
The Emperor’s Guidance -> Heresy’s Price -> Bastion of the Imperium -> Reward of the
Renegade
The Emperor’s Guidance -> Know Thy Place -> Chorus of the Righteous -> Strength of
Truth -> Glory of the Just
The Emperor’s Guidance -> Know Thy Place -> Chorus of the Righteous -> Enduring
Faith -> Call of Faith
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Subtype: Concentration, Attack Subtype: Concentration
Effect: Those who oppose the God-Emperor Effect: A psyker who has begun to master
cannot hope to stand before His majesty. The the discipline of Soul Warding may pass the
divine grace of the Astropath’s soul bond protection of the God-Emperor on to those
represents a manifestation of His presence. A who most need it. After focusing his will
psyker who has studied the discipline of the through a moment of prayer, the psyker
Soul Ward is often capable of focusing the hones in upon the essence of his Soul
Warp’s energy to display this glory in a way Binding. Channelling the energies of the
that may distract his foes. As they lose focus, Warp through his focus, he grants the target a
they often become prone to mistakes in temporary physical manifestation of that
battle, so that His presence serves as their sacred protection.
downfall. To activate this Technique, the psyker must
The psyker activates the Technique with an touch a target (other than himself) and make
Opposed Willpower Test and chooses a a Focus Power Test. If he succeeds, the
target within line of sight. As long as the character the psyker wishes to protect briefly
psyker sustains this power or until the target glows with light, which slowly sputters out of
breaks free, the target suffers a penalty to existence as it prevents harm meant for the
Weapons Skill, Ballistic Skill, and Dodge target. This protection remains in effect as
Tests equal to the psyker’s Psy Rating times long as the psyker sustains the power or until
two (to a maximum of -20). At the start of the shield has been depleted, and reduces
each of its Turns, the subject may attempt to the Damage of all Attacks that hit its target by
break free from the effect with an identical an amount equal to the psyker’s Psy Rating.
Willpower Test as a Free Action. The shield persists until it has reduced the
Damage from one attack, plus one additional
attack per Degree of Success that the psyker
scores on his Focus Power Test.
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range. As long as the psyker sustains this range. As long as the psyker sustains this
power, each of these allies gains a +5 bonus power, each of these allies gains a +5 bonus
to Weapon Skill and Ballistic Skill Tests, with to Intelligence and Perception, plus an
an additional +5 bonus to these Tests for additional +5 for each Degree of Success the
every Degree of Success the psyker scored psyker scores on his Focus Power Test
on his Focus Power Test above the first (to a above the first (to a maximum of +30).
maximum of +30). Further, the psyker may choose to spend one
of his own Fate Points to restore a spent Fate
Point to any character benefiting from this
Technique.
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Explorator
An Explorator is an Adeptus Mechanicus Tech-priest who is
dedicated to the exploration and exploitation of new worlds and new
regions of the galaxy for the Imperium of Man. They act as part
adventurer, part warrior and part emissary of the Machine Cult of
Mars. Their function is to travel into the depths of the unknown and
unearth the ashes of the past in order to acquire knowledge and
secrets for the glory of the Omnissiah and the benefit of the
Imperium.
Something of a breed apart in the Adeptus Mechanicus for
their independence, penchant for innovation and personal initiative,
they are seen as a necessary evil by some of their fellows and vital
agents of the Machine God by others. Explorators undertake their
god's Quest for Knowledge across the stars, seeking out undiscovered data and unrecorded
phenomena, forgotten archeotech hoards, and unknown life forms.
Experience Cost: None
Prerequisites:
- Must be Adeptus Mechanicus Background (or Heretek if GM allows).
Instant Changes:
- Common Lore (Tech), Forbidden Lore (Adeptus Mechanicus, Archaeotech), Linguistics
(Explorator Binary, Techna-lingua)
- Tech Aptitude.
- Gains Magos-Explorator Rank in Adeptus Mechanicus Hierarchy.
- Gains Weapon Training (Melta or Plasma). If he has both, he can choose one he doesn’t
have.
- Explorator Cybernetics: Gain two (2) Common quality cybernetics at the start of the
game (can increase quality of one of them by spending 200xp for Good or 400xp for
Best).
Unlocked Advances
Omnissianic Insights Master Enginseer
Tier: 1 Tier: 3
Prerequisite: None Prerequisite: Tech Use +20, Mechanicus
Specializations: Battle, Craft, Forgotten, Implants
Curiosity Aptitudes: Intelligence, Tech
Aptitudes: Intelligence, Fieldcraft Effect: The character’s knowledge of engines
Effect: The Explorator gains access to Insight and their machine spirits surpasses all but the
advances. This talent can be taken multiple most venerable servants of the Machine-God.
times, each time choosing a different Insight The character can feel the plasma pulsing
specialization. through a reactor’s conduits as if it was in his
own veins. The character gains a +10 bonus
on Tech-Use Skill Tests. The character may
spend a Fate Point to automatically succeed
on a Tech-Use Skill Test for enhancement,
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repair, or upgrade of a machine’s system,
taking the minimum amount of time possible
on the task. In addition, at the GM’s
discretion, the character may repair objects
without all the parts to hand, jury-rigging a
working device as good as the original.
I’m Not the Servitor You Are Looking For Anomaly Detector
Tier: 3 Tier: 2
Prerequisite: Agility 45 Prerequisite: Navigation (Surface) +20
Aptitudes: Intelligence, Defence Aptitudes: Perception, Fieldcraft
Effect: Whenever the Explorator trips an Effect: Whenever the Explorator explores
alarm or somehow notifies enemies about his unknown technological ruins, he gains +20
whereabouts (like being seen on pict), he can bonus to all Perception tests made to detect
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spend a Fate Point to change that. Either he traps, alarms or hidden triggers or doors.
sends correct codes (or garbled ones), loops
the pict or similar technological action. If they
see him with their own eyes, he can’t be
unseen. This effect could last a while to allow
the Explorator and his group to leave the
room, retrace their steps or similar before the
security systems come back online.
Tech-Priest Talents
These are typical Tech-Priest talents and the GM could allow other Tech-Priests to take them.
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else) like a flamer with blast(1) and flame
qualities.
Additionally, if the character has Luminen
Shock or Luminen Surge talents, he can now
use them through his weapon - adding
weapon quality modificators to his attack, or
through metallic objects that both the
character and the target are touching - this
use may ignore the need to pass weapon skill
test at all and allow to use the talent without
the need to be near the enemy at the GM's
discretion.
Insight of Battle
Insight of Craft
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Holy Designs of the Armourer Holy Designs of the Vehiculum
Tier: 3 Tier: 3
Prerequisite: Trade (Armourer) +30 Prerequisite: Trade (Vehiculum) +30
Aptitudes: Intelligence, Tech Aptitudes: Intelligence, Tech
Effect: The Explorator gains 1d5 Degrees of Effect: The Explorator gains 1d5 Degrees of
Success on successful tests to craft weapons Success on successful tests to craft vehicles.
and armour.
Insight of Forgotten
Insight of Curiosity
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Missionary
A Missionary is a disciple of the Imperial Creed and a Priest of
the Adeptus Ministorum. Missionaries spread the Imperial Cult and
defend it from the core worlds of the Imperium of Man to the far flung
edges of the galaxy. Missionaries spread their belief in the divinity of the
God-Emperor across the long-settled worlds of the Imperium, as well as
to recently rediscovered human-settled planets. They also sometimes
take a more active role in defending the Emperor's realm and
accompany the Adeptus Sororitas into battle. These men and women
serve as the front line of the Ministorum, guiding the newest followers of
the God-Emperor in their day-to-day prayers and observances.
Experience Cost: None
Prerequisites:
- Must be an adherent of the Imperial Cult. For Example, the character can’t be from a
Forge World.
- Must be of Adeptus Ministorum Background o Missionaria Galaxia Background.
- Can’t be Adepta Sororitas Background.
Instant Changes:
- Common Lore (Imperial Creed, Ecclesiarchy), Scholastic Lore (Imperial Creed),
Forbidden Lore (Heresy), Linguistics (High Gothic)
- Willpower and Faith Aptitude. For the purposes of buying Willpower Characteristic
advances, the Missionary counts as having both.
- Gains Weapon Training (Flame or Chain). If he has both, he can choose one he doesn’t
have.
- Gains the Missionary Rank in Adeptus Ministorum Hierarchy.
- Pure Faith: Immune to Baleful Presence. Gain one per session reroll for Fear test from
Daemons. Gains access to Pure Faith Talents.
Unlocked Advances
Way of the Lord Sacred Flame
Tier: 1 Tier: 3
Prerequisite: Willpower 40 Prerequisite: Willpower 40, Cleanse and
Specializations: Work, Love, Wrath Purify
Aptitudes: Willpower, Social Aptitudes: Willpower, Offence
Effect: The Missionary gains access to Effect: This character inflicts Righteous Fury
specialized talents described by the Lord. on a result of 9 or 10 on Damage Rolls from
This can be bought multiple times, each time weapons with the Flame Quality.
for a different specialization, however, the
Missionary must first buy all the talents from
his previous specialization.
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(Flame) Aptitudes: Willpower, Leadership
Aptitudes: Willpower, Offence Effect: If the Missionary has less than 15
Effect: When this character hits an enemy Corruption points, he gains additional Fate
with an attack from a weapon with the Flame Pointo be used on his Faith Powers. This
Quality, that enemy suffers a –20 penalty on Fate Point is just for those Faith Powers and
his Agility Test to avoid catching fire. can’t be burned.
Additionally, when this character inflicts
Righteous Fury on an attack with a weapon
with the Flame Quality, the target is
automatically set on fire
Lord’s Work
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We are doing God’s Work Lost Sheep back Home
Tier: 2 Tier: 2
Prerequisite: Perception 45, Command +20 Prerequisite: Charm +10, Halo of Command
Aptitudes: Intelligence, Social Aptitudes: Fellowship, Social
Effect: When Legitimacy falls due to a Effect: When the Missionary speaks to a
mistake (the one who the Dynasty worked for crowd with prayer, to bring them back to the
was a heretic) or espionage gone wrong (the fold, he gains additional Degrees of Success
Dynasty infiltrated and acted as heretics), the equal to half of his Fellowship Bonus
Missionary can spend a Fate Point (once per (rounded up). This is mainly to be used for
session only) to lower the lost by 1d10 + his those that lost faith or are on the wrong path
Willpower bonus. The GM is the final (not heretics).
arbitrator.
Lord’s Love
Lord’s Wrath
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Pure Faith Talents
These only work if the Missionary has less than 15 Corruption points. After that, these
talents won’t work unless the Missionary loses Corruption points to a level below 15.
To use a Faith Power a character needs to:
- Use either a Full Action, Half Action or Reaction as detailed in the Talents description.
If no action is specified then using the Talent requires a Half Action.
- Spend a Fate Point.
Once these two requirements are met then the Faith Power will manifest its power as detailed
within the Talent description.
Emperor’s Sign: Wards and symbols used by the faithful of the God-Emperor to protect
against his enemies or repel evil.
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Test or suffer an identical result (as if they faithful closer than 3 times his Willpower
themselves had failed a Fear Test and rolled Bonus in meters. Should the creature pass
it on the Shock Table). Creatures immune to this test it must win a second Opposed
Fear are not affected by this ability. Willpower Test to touch the faithful. Creatures
Burn: By burning a Fate Point, the faithful which are within this radius when the ability is
and his allies must still make Fear Tests and activated and fail the Opposed Willpower Test
roll on the Shock Table; however they are no are immediately pushed to a distance of 3
longer affected by the results. times the Willpower Bonus of the faithful. This
power only repels daemons from the faithful
and not from his allies, though they can stay
close to him to benefit from it. In addition this
Talent only repels daemons and does not hurt
them, prevent them from using ranged
weapons and psychic powers or penalize
them in any other way.
Burn: By burning a Fate Point, the effects last
for the entire game session.
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use a psychic power, its Focus Power test is round to their least armored location. They
worsened by one degree reflecting the must also make an Easy (+20) Willpower
difficulty of drawing from the warp while within Test each round or catch on fire.
the circle. The circle will remain indefinitely Burn: By burning a Fate Point, the effects of
until it is broken in some way. A daemon will this Talent last for the entire game session.
remain trapped in the circle until it is broken
and the daemon freed or the daemon is
destroyed and returns to the warp.
Burn: The faithful can construct vast daemon
traps up to 10 times his Willpower Bonus in
meters diameter. Such traps take at least an
hour to construct.
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more Corruption Points or a Psy Rating of 3
or more.
Emperor’s Mercy: Healing and restoration miracles which can mend flesh and bone as well
as grant divine vigour to the faithful.
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course of a journey (provided it is for a from dying if they suffer a fatal critical effect.
suitably holy purpose) such as a trek across a Burn: The faithful may affect a number of
world or climbing a mountain. This Talent can allies up to twice his Fellowship Bonus.
be combined with the Master Orator Talent to
affect more allies.
Burn: By burning a Fate point, those affected
by Divine Endurance also again the Unnatural
Toughness (2) Trait for the duration of the
encounter.
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normally on their following turn. In addition result in death they can instead choose to
recipients of this ability may also make a permanently lose 1d10 Toughness and
Challenging (+0) Willpower Test to free choose to suffer another lesser critical effect
themselves of any detrimental ongoing (of the GM’s choosing) to the same body
psychic powers. This Talent can be combined location and of the same damage type as the
with the Master Orator Talent to affect more one that would have killed them (which will
allies. affect them normally). This ability is also
Burn: By burning a Fate point, those affected hugely taxing and once the encounter ends
by this ability automatically pass all Fear any of those who have benefited from it will
Tests for the remainder of the encounter. suffer 1d5 Fatigue levels (quite possibly
knocking them unconscious).
Burn: By burning a Fate point, those affected
by this ability may ignore the effects of limb
loss just as with other types of critical
damage, but only for the duration of the
encounter, after which the critical damage will
take effect (i.e. a lost limb kept functioning for
the battle will now return to its crippled state).
Resurrection
And he rose anew, as if lifted from the grave
by the hand of the God-Emperor, restored by
divine providence and ready once again to
face the foes of mankind. With this Talent the
faithful channels the power of his faith into a
fallen comrade, filling their broken frame with
life and purpose and tasking them once more
with carrying on the Emperor’s holy crusade.
Tier: 3
Prerequisites: Divine Ministration, No Rest
for the Faithful
Aptitudes: Faith, Toughness
Effect: In addition the normal uses of Fate
Points, by spending a Fate Point, whenever
the faithful or one of his allies (who can hear
him) dies and spends a Fate Point to avoid
death he may use this ability to revitalize
them. The target is immediately restored to
full Wounds, has all critical damage and
levels of Fatigue removed, crippled limbs and
blindness are healed (though not lost limbs),
and the effects of any toxins are negated. In
effect, the target is restored completely.
Burn: By burning a Fate point, for the
duration of the encounter (provided the
faithful is alive) whenever the faithful or his
allies burn Fate to avoid death they will
benefit from the effects of the Resurrection.
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Emperor’s Wrath: Holy damage and exorcism with which the faithful can strike down their
foes or banish daemons back to the warp.
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Aptitudes: Faith, Offense Aptitudes: Faith, Offense
Effect: In addition the normal uses of Fate Effect: In addition the normal uses of Fate
Points, by spending a Fate Point, as a Full Points, by spending a Fate Point, by taking a
Action the faithful may bless a burning fire (up Full Action, chanting and screaming prayers,
to twice his Fellowship Bonus in meters the faithful and a number of allies up to his
diameter), a clip of incendiary ammunition Fellowship Bonus that can both see him and
(this could also be a grenade or rocket round) hear his voice can enter into a frenzy. For the
or a weapon that produces flame (such as a duration of the encounter the faithful and his
flamer, though not a melta gun or plasma allies are considered to be in a state of frenzy
gun). Such blessed fire then burns hotter and just as if they had the Frenzy Talent (see
will inflict an additional d10 damage on all Dark Heresy page 116). This works in exactly
those that come into contact with it. It also the same way as the Talent with the
has a greater chance of setting things on fire exception that those under the ability’s effects
and imposes a –10 penalty to Agility Tests by will never attack each other regardless of the
those who are touched by it to avoid bursting circumstances. In addition, if the faithful
into flame. In addition, it is deadly to already has the Frenzy Talent, using this
daemons, inflicting a further 1d10 damage ability becomes easier and he may trigger it
and counting as a holy attack when used with a free action. This Talent can be
against the daemonic. combined with the Master Orator Talent to
Burn: By burning a Fate point, the fires burn affect more allies.
hotter still. They inflict 2d10 additional Burn: By burning a Fate point, such is the
damage rather than 1d10, and all their power of the Frenzy that the faithful and his
damage counts as Explosive rather than allies gain strength from shedding the blood
Energy as the fire literally tears the target into of their foes. Whenever they kill a foe in their
flaming gobbets of meat! frenzied state they immediately recover 1d5
lost Wounds. Only the character which deals
the killing blow gains the benefit.
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Agility) by +10 (with the corresponding +1 to corruption points. In addition, blows from this
their characteristic bonuses). However the weapon count as holy attacks when used
power also fills the faithful’s mind with against daemons. Such a weapon is difficult
religious madness and visions of the God- for the unclean to wield, and when grasped
Emperor’s glory, diminishing his ability to by a psyker or character with 20 or more
think and interact socially. This has the effect corruption points it will burn, inflicting 1d5
of reducing all his mental characteristics Energy Damage each round he holds it which
(Perception, Intelligence, and Fellowship) with cannot be reduced by armor or Toughness.
the exception of Willpower by –10 (with the Burn: By burning a Fate point, the faithful can
corresponding –1 to their characteristic bless a number of weapons equal to twice his
bonuses). In addition he speaks in a mix of Fellowship Bonus provided he can lay hands
religious riddles and holy verse which can be on each one (a Half Action per weapon).
difficult to understand (requiring a Hard (–30)
Intelligence Test or a Challenging (+0)
Common Lore (Imperial Creed) Test). The
GM should encourage players to role-play
this mania.
Burn: The effects last for an entire game
session rather than just a single encounter.
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location touch. Note however that no actual the crowd will become a mob and begin to
wounds are inflicted but Stunning and levels spread the word of the Emperor. For the next
of Fatigue are applied. The ability can also be 24 hours any person the mob comes into
used on daemons forcing them to make a contact with must pass a Challenging (+0)
Warp Instability Test with a –30 penalty. Willpower Test or join the mob. The faithful
Burn: By burning a Fate point, the faithful can then direct the mob against his enemies
may make Divine Touch attacks until the end (as long as they can reasonably also be the
of the encounter. In addition the faithful rolls enemies of the Emperor), either in his initial
1d10+2 to determine the effects of the critical. sermon or by leading them. The mob, and all
If used on a daemon they suffer a -60 to their of its members, will benefit from the Hatred
Warp Instability Test rather than a –30. Talent (see Dark Heresy page 117) toward a
single foe, described by the faithful in his
sermon. This is not mind control and will not
cause the members of the mob to needlessly
endanger themselves or act wildly out of
character, but it will awaken their natural
devotion to the Imperium and hatred of the
Emperor’s enemies.
Burn: By burning a Fate point, those affected
by Religious Hysteria will also gain the effects
of Righteous Frenzy. This of course will
probably reduce an entire area into chaos
and madness as the population turns in upon
itself in an orgy of cleansing violence.
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Psykers must pass a Challenging (+0) an adjacent space to its former host. The
Willpower Test or suffer an additional 1d10 warp entity may not possess the host again
damage (also not reduced by armor or for a number of hours equal to twice
Toughness) and lose access to their powers character’s Willpower Bonus.
for the remainder of the encounter. Those Burn: As a full action, the Faithful may burn a
with corruption points will also take an Fate Point to chant the litanies of detestation
additional 1 point of damage for every to purge a warp entity from reality. He must
corruption point they have (also not reduced be actually confronting the thing and not just
by armor or Toughness) as their taint burns thinking about it. Test the character’s
within their soul. Daemons caught in the area Willpower; if successful, he deals Damage
of effect will also suffer 1d10 Energy Damage equal to his Willpower Bonus, plus his
(not reduced for armor or Toughness) and Willpower Bonus for each Degree of Success.
must pass a Challenging (+0) Willpower Test On a failed Test, the warp creature takes
or lose access to their powers in the same damage equal to the character’s Willpower
way as psykers. Note however that very Bonus. Damage inflicted by this method is not
powerful daemons (those with a Willpower of reduced by the creature’s Toughness or
50 or more) are not affected by this power at Armor.
all, though they may cringe from the
Emperor’s light.
Conjuring a Soul Storm is massively taxing to
the faithful and will immediately inflict a
number of levels of fatigue equal to his
Fatigue Threshold (effectively knocking him
unconscious and causing him to collapse).
Even when he comes to, the faithful may not
conjure another Soul Storm for at least 24
hours.
Burn: By burning a Fate point, all damage
inflicted by the Soul Storm is doubled.
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Navigator
A Navigator (Homo navigo) is a very particular form of
Imperial-sanctioned human mutant who possesses the Navigator
Gene. This gives a Navigator the unique ability to navigate a
faster-than-light starship accurately through Warpspace. This
ability makes Navigators absolutely essential to the Imperium's
continued survival and to all interstellar transportation,
communication and commerce.
All Navigators have a third eye, commonly called the Warp
Eye, on their foreheads, which allows them to perceive the
"psychic light" known as the Astronomican, enabling them to fully
use their powers in guiding human starships through the currents
of the Warp. Their ability to sense the tides of the Warp is
considered psychic, although Navigators never possess any
psychic abilities beyond the powers their Warp Eye affords them.
For Warp Travel rules check Imperial Armour Volume: Rules!
Experience Cost: None
Prerequisites:
- Must be Navis Nobilite background.
- Homeworld Restrictions: Daemon World, Penal Colony, Quarantine World, Feral World,
Feudal World,
- Can’t gain Psyker or Untouchable advances.
Instant Changes:
- Forbidden Lore (Navigators), Linguistics (High Gothic), Scholastic Lore (Astromancy),
Trade (Astrographer)
- Social Aptitude. For the purposes of buying Willpower and Psyniscience advances the
Navigator is counted as having the Psyker Aptitude.
- Gains Navigator Primus Rank in his Navis Nobilite House Hierarchy.
- Gains Weapon Training (Low-Tech or Solid Projectile). If he has both, he can choose
one he doesn’t have.
- Gain Navigator Trait and choses Lineage (Navigator House) (this must be from what
was chosen in the background). Can buy Navigator Powers. Starts with The Lidless
Stare navigator power.
- Power Limit: Lidless Stare Navigator Power ignores the limit. The Navigator can have a
specified number of powers in his arsenal. He can have up to half his Willpower bonus
(rounded up) Master level Navigator Powers, Willpower Bonus of Adept level Navigator
Powers and Willpower Bonus plus two Novice level Navigator Powers. He can delevel a
Power to gain an empty spot. If he can’t delevel (due to no space in Adept or Novice
powers), he can remove it entirely. He can regain the powers by again climbing the
ladder by spending the experience again.
- Psyker?: The Navigator is counted as a Psyker for purposes of powers and talents.
However, since he doesn’t have Psy Rating, it is calculated differently. He counts as
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having Psy Rating equal to quarter of number of Navigator Power Talents (rounded
down) bought to a maximum of 8 and a minimum of 1.
Unlocked Advances
Navigator Power Navigator’s Eye
Tier: 1 Tier: 1
Prerequisites: Navigator Prerequisite: None
Aptitudes: Navigator Specializations: Oblivion, Seas, Truth
Effect: The character’s trainers or natural Aptitudes: Perception, Fieldcraft
ability allows use of an additional Navigator Effect: The Navigator gains access to Eye
Power. This Talent may be chosen multiple advances. This talent can be taken multiple
times, each selection granting a new Power times, each time choosing a different
or increasing an existing power in its mastery. Specialization.
Next, you roll for gaining mutations.
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Gate Navigator Gate Novator
Tier: 2 Tier: 3
Prerequisite: Psyniscience +20 Prerequisite: Gate Navigator, Psyniscience
Aptitudes: Perception, Fieldcraft +30
Effect: The Navigator can easily detect Warp Aptitudes: Perception, Fieldcraft
Gates in the system. Each test normally takes Effect: The Navigator increases the range of
Arduous (-40) Psyniscience test but the talent finding Warp Gates by 10 days of travel per 1
allows for a Hard (-20) Psyniscience test. On DoS of the test.
a successful test, the Navigator can detect if
there is any Warp Gate in range, which is one
day of travel per 1 DoS.
Eye of Oblivion
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Eye of Seas
Eye of Truth
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Navigator Powers
A Cloud in the Warp Foreshadowing
Novice: By making a Willpower test, the Novice: With a successful Perception Test,
Navigator becomes shrouded in an the Navigator draws three secrets from the
immaterial cloak, forcing those that use any future. He may then “spend” a secret on his
kind of psychic sight, detection or divination to following turn to gain a +10 bonus on any
make a Challenging (+0) Perception Test to Test. Using one secret in this way carries no
see him with such powers. This power also danger. However, he may choose to spend
has the same effect on the perception of all either of his other two secrets to add an
Daemons and warp entities. This power will additional +10 bonus to the roll for each
last as long as the Navigator maintains it, secret spent (for a total bonus of +20 for 2
however whilst he does so, he cannot use secrets used, and +30 for three secrets
any other powers (though he may take other used). For each additional secret used
actions normally). beyond the first, the Navigator must roll a
Adept: As above, except the test to detect d10; if this roll comes up 7, 8, 9, or 10, then
the Navigator becomes Difficult (–10). the secret causes the Navigator to suffer a –
Master: As above, except the power gains a 10 penalty instead of granting a bonus.
radius equal to the Navigator’s Willpower Secrets not used in the following round are
Bonus in meters centered on his person. Any lost as time marches on. Using this power
creature within the radius may be shrouded at more than once in the same hour is
the choice of the Navigator. dangerous, as no one should know too much
about his own future. For every use after the
first in a single hour, the Navigator suffers
1d5 Insanity Points.
Adept: As above, except secrets will only
deduct rather than add on a roll of 9 or 10.
Master: As above, except secrets can be
used up to five rounds after the power is
used.
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or mist) and has no effect on unliving targets,
Untouchables, and daemons or other entities
from the Warp. Those forewarned can look
away, though even then being within line of
sight of a Navigator is dangerous. The power
of his eye is persuasive, and looking away
only grants them +30 on their rolls to resist its
power. Those who are unaware of the
Navigator’s presence gain this bonus as well.
Void Watcher
Novice: The Navigator can make a
Perception test (modified by range and size of
potential objects as the GM thinks
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appropriate) to detect objects in space up to a
distance equal to the Navigator’s Perception
Bonus in Void Units If the power is not being
used during space combat, the distance
equals 1,000 kilometers times the Navigator’s
Perception Bonus. Information gained about
such objects is only what the Navigator could
discover through normal observation
Adept: As above, however, range is
increased to a distance equal to double the
Navigator’s Perception Bonus in Void Units,
or 10,000 km times the Navigator’s
Perception Bonus if the power is not being
used during space combat. He may make a
Difficult (–10) Willpower Test to gain some
information about the nature of the object
(i.e., what minerals are in an asteroid, what
kind of crew a starship has).
Master: As above, except range becomes
equal to five times the Navigator’s Perception
Bonus in Void Units or 100,000 km times the
Navigator’s Perception Bonus if the power is
not being used during space combat. The test
to gain additional information becomes
Ordinary (+10).
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Navigator to suffer 1d10 Insanity Points. Void Shields or armour.
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success of the Opposed Willpower Test. In levels of Fatigue.
addition to being knocked down, the Target is Master: As per Adept, except that the
also considered to be Pinned, unless they are increases last for 1d5 Strategic Turns. In
immune to Pinning. addition, using the power at this level is
extremely taxing. As such the Navigator gains
two levels of Fatigue or four if the Test fails by
two or more degrees.
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the power lasts increases to the Navigator’s
Willpower Bonus x 2 in minutes.
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Navigator Mutations
Should you roll a mutation you already have, reroll. You need to roll each time you gain a power
or increase its power. He must make Ordinary (+10) Toughness Test. If he fails this test, then a
flaw in his genes has revealed itself, and he must generate a mutation. If you already got “all”
mutations from the table, you can’t get more.
Roll
Mutation
1d100
Strangely Jointed Limbs: Your limbs have extra joints that articulate differently to a normal human.
01-15 You gain the Acrobatics Skill as a trained. If you already possess the Acrobatics Skill, you gain an
additional rank in it instead.
Elongated Form: You are extremely tall and painfully thin, and lose -1d5 Toughness permanently.
16-30
Re-roll this mutation if you already have the Bloated Form mutation.
31-45 Pale and Hairless Flesh: Your skin is pale, marbled with veins and completely without hair.
Eyes as Dark as the Void: Your eyes are completely black and without iris; you gain the Dark Sight
46-55
Trait.
Withered Form: Your body is withered, your flesh hanging loosely from your bones. You reduce your
56-60 Strength Characteristic by 10 permanently and halve your movement rates (to a minimum of 1). Re-
roll this mutation if you already have the Bloated Form mutation.
Bloated Form: Your body is grossly bloated and your limbs thick with flesh. You gain 5 wounds and
61-65 the Sturdy trait but may no longer run. Re-roll this mutation if you already have the Elongated Form or
Withered Form mutations.
Membranous Growths: You have membranes of skin between your limbs and digits and your skin
66-70
sags in folds from your flesh; you suffer -5 Fellowship permanently.
Inhuman Visage: Your face is devoid of human features, your nose is nothing but a pair of slits, your
71-75
ears are small holes, your eyes are unblinking. You gain the Fear (1) Trait.
Fingers like Talons: The bones of your fingers have grown and hardened into talons. You gain the
76-80
Natural Weapons Trait.
Teeth as Sharp as Needles: Your mouth is filled with hundreds of fine, pointed teeth. You gain the
81-85
Natural Weapons Trait and suffer -1d5 Fellowship.
Disturbing Grace: You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural
86-90
in its quality. You gain the Unnatural Agility (2) Trait.
Strange Vitality: You possess a vitality and resilience that is at odds with your physical form; wounds
91-95 bleed translucent fluid and close quickly, bones knit together after being horrifically broken. You gain
the Regeneration (1) Trait.
Unnatural Presence: In your presence living things feel strange unpleasant sensations, a cloying
touch to their skin, a keening whine in their ears and a metallic tang in their mouth. All your tests that
96-00
involve positive social interaction are at –10, whilst all those that involve intimidation or inducing fear
are at +10.
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Seneschal
A Seneschal is an official of a Rogue Trader dynasty who
manages all the various logistics required to keep the House
functioning and profitable -- as well as matters of a darker but
equally vital nature. Master of ceremonies, master of coin and
commerce, master of logistics, master of emissaries, master of
whispers and spies: the Seneschal is the quietly spoken of
individual in every Trader House who is looked upon with
trepidation by those who fear they have earned his suspicion.
The mechanisms of trade and House affairs do not run
themselves, and it is the Seneschal whose hands are upon the
gears -- ever adjusting, ever careful, and ever vigilant.
Experience Cost: None
Prerequisites:
-
Instant Changes:
- Gain Inquiry, Commerce and Linguistics (Rogue Trader Cant)
- Fieldcraft Aptitude
- Gains Weapon Training (Bolt or Las). If he has both, he can choose one he doesn’t
have.
- A True Steward: Seneschal adds one bonus Degree of Success to any successful
Linguistics, Commerce and Inquiry Test. Reduces the time in Acquisition by one rank.
Unlocked Advances
Exceptional Aide Mastery Over Stuff
Tier: 2 Tier: 2
Prerequisite: Fellowship 40 Prerequisite: Intelligence 45
Aptitudes: Intelligence, Fieldcraft Specializations: Whispers, Coffers, Know-
Effect: Once per game session for one scene How, Dynasty, Comprehension
the Seneschal counts as possessing a single Aptitudes: Intelligence, Fieldcraft
Skill or Talent possessed by the Rogue Effect: The Seneschal gains access to the
Trader of his Dynasty. talents of Mastery. This talent can be taken
multiple times, each time choosing a different
Mastery Over… Stuff.
Master of Whispers
Master of Coffers
Master of Know-How
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Prerequisite: Willpower 40, Intelligence 40 Prerequisites: Any 2 Scholastic or Forbidden
Aptitudes: Willpower, Defence Lore, Logic +10,
Effect: The Explorer has trained his intellect Aptitudes: Intelligence, Defense
to be like a steel trap, and it snaps shut at the Effect: Through faith, experience or cognitive
slightest provocation by psychic presences. implants the Character has learned to see
Psykers who attempt to transgress the whatever happens to them through the lens of
boundary of his mind often find themselves logic, and relate it to the bigger context -
confronted by confusing images and cunning usually revealing whatever happens to them
mental ruses that leave them exhausted and as insignificant footnote in history.
disoriented. The character may replace any Willpower
The Explorer may add twice his Intelligence Test to resist Fear or Insanity with a Logic
Bonus to any Opposed Willpower Test that he Test. Should this test fail, however, the
must make because of another creature’s Degrees of Failure are doubled.
psychic power. If he wins this Opposed Test,
the psyker attempting to tamper with his mind
gains one level of Fatigue
Master of Dynasty
Master of Comprehension
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Void-Master
A Void-master (or Void-mistress) is the term used to describe one
who has risen to master one or more of the mysterious arts of the running of
a space-going vessel. They have generally served in a myriad of stations,
and have been exceptionally fortunate in that their skills have been
recognised and they have been allowed to progress through the ranks to the
very top. A Void-master knows every inch of his vessel, and even the cold
touch of the airless void presents little fear, for he has faced the terrors of
space countless times and has lived to tell the tale. In character and attitude,
they are as varied as the voidships on which they have served. Some are
dour and proper officers -- the products of the finest naval bloodlines, while
others are born traders and rakish rogues out of the mercantile Chartist
ships. Others, still, are by inclination smugglers, scavengers, and even
pirates. No matter their origins, however, one thing unites them all -- the consummate skill in
doing what they do best, and the high price and respect their services can earn them.
Experience Cost: None
Prerequisites:
-
Instant Changes:
- Gain three: Operate (Voidship), Navigate (Surface), Operate (Surface), Scrutiny,
Operate (Aeronautica), Navigate (Stellar)
- Finesse Aptitude
- Gains Weapon Training (Bolt or Power). If he has both, he can choose one he doesn’t
have.
- Master of the Void: Choose one - Maneuver Actions [Operate (Voidship)], Shooting
Actions [Voidship Weapons], Detection Actions [Voidship Detection], Small Craft
[Operate (Aeronautica - Flyers and Spacecraft)], Ground Craft [Operate (Surface)],
Flying [Operate (Aeronautica - Jump Pack/Grav Chute)], Walkers [Operate (Walkers)] -
character gains a re-roll for it. As well as access to the connected Navitor talent table.
Unlocked Advances
Mastery of Deep Void Navitor Specialization
Tier: 3 Tier: 2
Prerequisite: Intelligence 40 Prerequisite: At least three Mastery of Deep
Specialization: Maneuver Actions, Shooting Void
Actions, Detection Actions, Small Craft, Aptitudes: Agility, Tech
Ground Craft, Flying, Walkers Effect: Whenever the Void-Master succeeds
Aptitudes: Agility, Tech on an Operate test, he can spend a Fate
Effect: Void-Master gains additional speciality Point to gain 1d5 DoS instead of one.
for his Master of the Void ability from his list.
This can be taken multiple times, each time
taking a different speciality that the Void-
Master doesn’t have. Also, it unlocks Navitor
advances based on the Mastery.
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Best of the Best Vehicular Dodge
Tier: 2 Tier: 2
Prerequisite: Operate (Surface)+10, Operate Prerequisite: Operate (Aeronautica) +10 or
(Aeronautica, Void-Ship)+20 Operate (Surface) +10, Agility 40
Aptitudes: Agility, Fieldcraft Specialization: Operate (Aeronautica),
Effect: Whenever making an Opposed Operate (Surface)
Operate Skill Test, if the character and his Aptitudes: Perception, Fieldcraft
opponent both make the same number of Effect: You ignore penalties for vehicle size
degrees of success, the Void-Master counts when making an Evasive Action.
as winning the Test (in essence, he wins
ties). The Void-master also wins ties when
making any opposed Interaction Skill Tests
with other members of the Imperial Navy.
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Active Scryer Focused Scryer
Tier: 2 Tier: 2
Prerequisite: Scrutiny +10, Perception 45 Prerequisite: Scrutiny +30
Aptitudes: Perception, Tech Aptitudes: Perception, Tech
Effect: The Void Master increases range of Effect: The Void Master doubles bonus (not
Active Augury by his Perception Bonus. penalty) Detection when making a Focused
Augury Action.
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Effect: When the character succeeds at an Effect: The Void-Master halves any penalties
Operate (Aeronautica) Skill test, he gains 2 due to environment when flying his vehicle.
additional degrees of success. When the
character fails an Operate (Aeronautica) test,
he reduces his degrees of failure on the test
by 2, to a minimum of 1
Navitor of Freedom
Mastery: Flying
Raptor Jumper
Tier: 2 Tier: 2
Prerequisite: Operation (Aeronautica), Agility Prerequisite: Operation (Aeronautica), Agility
40, Jump Pack 40
Aptitudes: Agility, Offence Aptitudes: Agility, Defence
Effect: The Void-Master gains additional Effect: If the Void-Master gains Fly or Hover
damage on his melee attacks equal to his due to Jump Pack or any other item, he gains
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Agility Bonus when he makes a Charge additional +10 to his Dodge and Acrobatics
Action using his Jump Pack. skills.
Navitor of Knights
Mastery: Walkers
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New Careers
These careers were created to add more variety to human Explorers.
Executioner
The Executioner works for the Dynasty as an elite assassin. His
job is to take out undesirables on the voidship or during adventures.
Works great as a Twistcatcher on a ship. Executioner gains special
training from a Minor Temple of the Officio Assassinorum (or something
similar) and can gain small training from the other Temples, if he has
enough friends there. While the Arch-Militant is master of combat, killing
everything on his path, the Executioner is master of guile and
assassination.
To this end, he can take Temple Training Talent that
encapsulates his training in different forms of assassinations. The names
of the Temple’s don’t reflect the true nature of this training. It’s really a
pale imitation of the real thing and even some are just training based on
rumours, than what really happens. In short, he can train in specialist
assassination techniques and still regain his free will, because they
aren’t really from the main Temple.
Experience Cost: None
Prerequisites:
-
Instant Changes:
- Gain: Acrobatics, Athletics, Stealth, Sleight of Hand
- Finesse Aptitude
- Gains Weapon Training (Low-Tech or Power). If he has both, he can choose one he
doesn’t have.
- One with the Darkness: The Executioner can reroll unsuccessful Stealth and Sleight of
Hand tests. Also, gains one Temple Training.
Unlocked Advances
Callidus Temple
Bonus: The Executioner gains additional +10 to Sleight of Hand tests used to hide weapons
on him. Also, he wins any ties during Opposed tests to find them.
Culexus Temple
Bonus: Psychic Powers that target the Executioner gain penalty equal to two times his
Willpower bonus, unless they are area of effect.
Eversor Temple
Bonus: The Executioner can go into a trance, that from outsiders perspective looks like he is
dead. Those willing to check on the character to see if he truly died, need to pass an -50
Awareness test or -30 Medicae test. This trance lasts one minute and the Executioner can exit
it sooner only if he receives damage. This can be done once per day.
Maerorus Temple
Bonus: If the Explorers are outnumbered at least 2:1, then the Executioner gains +3 to
Initiative. If the Executioner is alone, he needs to be outnumbered at least 3:1.
Vanus Temple
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Bonus: The Executioner can substitute Perception for Inquiry and Interrogation skills.
Venenum Temple
Bonus: The Executioner gains rerolls for Trade (Chymist) to create poisons for himself.
Vindicare Temple
Bonus: The Executioner considers Short Range as up to weapon’s Range, instead of half.
Death Cults
Bonus: When the Executioner is hit with a weapon with the Blast (X) quality, he halves the
damage to him, but only after Toughness Bonus and Armor Point reductions.
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Blood is my Master Pain is my Master
Tier: 3 Tier: 2
Prerequisite: Toughness 40, Crushing Blow Prerequisite: Toughness 40, Sound
Aptitudes: Toughness, Offence Constitution (x3)
Effect: The Executioner can decide to inflict Aptitudes: Toughness, Finesse
even more damage than before, however, he Effect: The Executioner can increase the
pays a price if there is no blood spilled. Melee damage and penetration of his melee
weapons in his hands gain the Tearing weapons by inflicting wounds to himself. For
Quality, but if they already have this quality, each point of damage to himself, he gains
then gain Proven (4), and if they have that, additional point of damage and penetration
then whichever Proven quality is highest. If for one round (to the start of his next round).
after the Executioner round has ended and he Damage to himself ignores his Toughness
didn’t kill anybody nor inflicted Critical Bonus, Armor Points and any other form of
Damage, then he must spill his own blood. He reduction. He can exchange up to his
inflicts 1d10 R damage to his Torso, this Toughness Bonus of points. This ability must
damage isn’t reduced by Toughness Bonus be taken at the start of his round and cannot
nor Armor. This ability must be taken at the be combined with other Death Cult Talents.
start of his round and cannot be combined
with other Death Cult Talents.
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Sister Pariah
The Covenants from time to time organize recruitment
amongst their Orders (Militant and Non-Militant). In turn, the
Orders sends a few Sisters, who were seen as satisfactory
but maybe too unruly to their Canonesses. They’re tested in
the headquarters of the Covenant, not only in their prowess
but also intellect and ability to adapt to the situation. Those
that don’t pass are returned to their Orders or given new
positions in the headquarters. However, those exceptional
figures become Sisters Pariah. They are seen as “outsiders”
to the Orders, except for those that they came from originally.
Tasked with various missions from espionage, extermination,
bounty hunting or bodyguarding. They might be even sent on
missions to work with other organizations be it Adeptus
Astartes, Astra Militarum or even could serve on a Rogue
Trader vessel.
Sister Pariah must adapt to their new place in the world, so she takes upon herself to
learn all the ways of Adepta Sororitas she can. Even those that Militant Orders would see as
useless. She in turn has a more open mind and is willing to learn, many times considering this a
test from God-Emperor himself. If she returns from her holy mission, maybe he will look upon
her for just a moment.
Experience Cost: None
Prerequisites:
- Must be of Adepta Sororitas Background
Instant Changes:
- Gain: Forbidden Lore (Heresy, Adeptus Sororitas), Scholastic Lore (Creed, Occult)
- Willpower Aptitude
- Gains Weapon Training (Bolt or Power). If she has both, she can choose one she
doesn’t have.
- Pure Faith: Immune to Baleful Presence. Gain one per session reroll for Fear test from
Daemons. Gains access to Pure Faith Talents. Sister Pariah doesn’t gain the Faith
aptitude, making those talents more expensive than for the Missionary.
Unlocked Advances
Executioner of Heretics Righteous Rage
Tier: 2 Tier: 2
Prerequisite: Awareness +10, Logic, Inquiry, Prerequisite: Frenzy, Battle Rage
Interrogation, Scrutiny Aptitudes: Willpower, Offence
Aptitudes: Perception, Fieldcraft Effect: The Sister Pariah automatically
Effect: The Sister Pariah is a master at succeeds on rolls for entering and snapping
hunting the enemies of the Ecclesiarchy. out of Frenzy. However, if there are any
When doing an investigation or tracking a obvious heretics or Daemons near her, she
heretic, the character gains 2 Degrees of must make a normal roll.
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Success on a successful test.
Orders Militant
Seraphim Talents
Prerequisite: Agility 40, Operate (Aeronautica), Two Weapon Wielder (Ballistic)
Retributor Talents
Prerequisite: Strength 40, Bulging Biceps, Weapon Training (Heavy)
Dominion Talents
Prerequisite: Ballistic Skill 40, Quick Draw, Grenadier
Celestian Talents
Prerequisite: Toughness 40, Parry, Counter-Attack
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(average of locations, rounded down). her enemy. She doesn’t get a bonus for range
or charge and she doesn’t gain benefits from
Aim actions for this.
Orders Non-Militant
Hospitaller Talents
Prerequisite: Intelligence 40, Medicae, Iron Jaw
Dialogous Talents
Prerequisite: Intelligence 40, Linguistics (Any three) +10
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Break with Faith Purity of Thought
Tier: 2 Tier: 2
Prerequisite: Logic +10 Prerequisite: Scholastic Lore (Xenology)
Aptitudes: Intelligence, Fieldcraft +10, Forbidden Lore (Xenos - Any 2)
Effect: The Sister Pariah can reroll any Aptitudes: Intelligence, Defence
unsuccessful test to decode ciphers. Also, Effect: When the Sister Pariah would gain
she gains additional Degree of Success on a Insanity Points or Corruption Points (that turn
successfult test to decode ciphers. into Insanity Points) due to exposure to
Xenos knowledge or technology, she reduces
that amount by 2.
Famulous Talents
Prerequisite: Perception 40, Scholastic Lore (Heraldry) +10, Scrutiny
Sabine Talents
Prerequisite: Fellowship 40, Scholastic Lore (Occult) +10, Charm
Pronatus Talents
Prerequisite: Perception 40, Scholastic Lore (Legend), Scholastic Lore (Imperial Creed) +10
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Alternative Ranks
Inquisitor (Dark Heresy 2nd)
Changes to the Inquisitor Elite Advance.
Experience Cost: 1000
Requirements: Only with GM’s approval.
Instant Changes: Gains Peer (Inquisition) talent and the Forbidden Lore (Inquisition) skill.
Gains one Inquisition Rosette, choosing one specific ability it has from the list below:
- Code Purple - The Rosette gives the Inquisitor +60 bonus to any test to hack into
security or decipher codes in Imperial jurisdiction.
- Inquisitorial Authority - The Rosette gives the Inquisitor ability to turn of command of
other Imperial ships. He can do so only on one ship at a time that is within 5 VUs from
his ship. If the ship moves or the target succeeds on Hellish (-60) Tech-Use, it regains
control, until then the ship can’t shoot it’s battery, Augur actions are done with -40
penalty and the ship will slow down to a halt.
- Inquisitor's Wrath - The Rosette can be used in interrogation and intimidation, the
character gains +30 bonus to Intimidate and Interrogation actions.
- Submaterial Communication - The Rosette can communicate with any Imperial vox
communicator in the stellar region. However, the Inquisitor must know the location and
frequency of the machine. Voidship augurs give much leeway to error (in the days of
travel from the location).
- Perfect Teleportation Homer - The Rosette can transport the Inquisitor from and to the
Teleportarium without any error, even past Void Shields that block such teleportation.
- Emperor’s Smite - The Rosette has a special Digi-Weapon. The Inquisitor counts as
having the appropriate Training for it. After it was used, it needs 10 minutes to repower.
Profile: 3d10+8 E, Pen 10, S/-/-, Never Jams
- Hexagrammic Perfectum Wards - The Rosette shields the Inquisitor with much fervor.
Any Psychic Power that targets the Inquisitor must be done at Push with additional -20
penalty. He ignores the Warp Weapon and Tainted weapon Quality.
- Holiest of Holy - The Rosette radiates a holy aura. The Inquisitor gains +30 bonus to
Charm, Command, Deceive and Inquiry tests made against Imperial Citizen (and
Astartes). Also, he treats his Fellowship Bonus as 4 higher for the purposes of counting
the amount of people he can affect, range of certain skills and the Into the Jaws of Hell
talent.
- Sanctic Protection (Puritan) - The Rosette shields the Inquisitor from Neverborn. Any
Daemon wanting to attack the Inquisitor in Melee or Ranged, must pass Challenging
(+0) Willpower test with penalty equal to 5 times the Inquisitor's Willpower Bonus. On
failure, each Degree of Failure is -10 penalty to the Weapon Skill or Ballistic Skill test.
- Emperor’s Protection (Puritan) - The Rosette works as a Force Field with Protection
Rating of 65 with no Overload. It works only if the Inquisitor is up to 1 meter from the
Rosette, as it’s genecoded.
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-Frost Leech (Radical) - The Rosette has a bound and broken Daemon inside, which is
incapable of leaving, unless the Rosette is fully destroyed. Each creature with the
Daemonic Trait feels the pain of the Daemonbound. At the start of the Daemon’s turn, he
receives 1d10 E damage that can’t be reduced by Toughness Bonus or Armor, if he
starts his turn up to half of the Inquisitor’s Willpower Characteristics in meters. If he is in
melee range, this damage increases to 1d10 + Inquisitor’s Willpower Bonus.
- Soul Interrogation (Radical) - The Rosette is capable of trapping the soul (if the target
has one) of a creature that was killed in the last turn. The creature makes a Very Hard (-
30) Willpower test, if he fails, his soul is transferred to the Rosette and the Inquisitor later
can gain any knowledge the creature had during its life. The Rosette can hold only one
soul and the previous must be exorcised by feeding it to a Daemon. Creatures like
Necrons, Tyranids or Daemons are immune to this.
Unlocked Advances
Complete Control Fated
Tier: 2 Tier: 3
Prerequisite: Perception 45 Prerequisite: Inspired Intuition, Shield of
Aptitudes: Intelligence, Social Contempt, Strength through Conviction
Effect: The character may spend a Fate Point Aptitudes: Willpower, Knowledge
to temporarily increase or decrease the Effect: When this talent is acquired, the
Dynasty’s Legitimacy by 1d10 plus his character immediately increases his Fate
Willpower bonus. This change lasts until the threshold by one.
end of session.
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Acquisitionist (Into the Storm)
Works as a Talent (Master of Coin) in Seneschal Career.
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- Regeneration (1) - Each round, at the start of its turn, the creature can make a
Toughness test to remove an amount of damage indicated in the parentheses after the
trait.
- Sonar Sense - A creature with this trait perceives its surroundings by emitting uniquely
toned pulses, allowing the creature to locate the position of any solid object within 30
metres. Other creatures within this 30 metre range that succeed on a Difficult (–10)
Awareness skill can detect the oddly-pitched sounds echoing around them.
- Sturdy - +20 bonus to tests made to resist Grappling and Knock Down actions, and
uses of the Takedown talent
Gains Trade (Genetor) skill and can buy advances for it.
Unlocked Advances: Can create Biological Implants. Check Imperial Armour Volume:
Imperium!
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Requirements:
Instant Changes:
Unlocked Advances:
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own creation, until they break under the gesture and most sophisticated devices
strain. The Explorer gains a +20 bonus on all simply cease to function. A successful
Tech-Use and Security Tests made to gain Challenging (+0) Ballistic Skill Test allows him
unauthorised access to an electronic system to direct the energy against a single target
such as a Cogitator or an electronic lock, so within 10 metres. This is a ranged attack and
long as the character can connect directly to it can be Dodged but not blocked by Fields or
using his implants. other protective devices. If the target is
carrying any electrical devices—including
energy weapons and bionic systems—then
they cease to operate for 1d5 rounds, as if
their power had run out. If the target is a
vehicle, then it immediately suffers a Critical
Hit as if the user had scored Righteous Fury,
subtracting one to the Critical Hit result (a
result of zero results in no Critical Hit).
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to his body location, roll on the Psychic
Phenomena table and apply –20 to the result.
The effects occur just as if the character were
a psyker.
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Swashbuckler (Hostile Acquisitions)
Experience Cost: 1,000 xp
Requirements: Weapon Skill 50, Blademaster, One-on-One
Instant Changes: Gains the Combat Flair Talent.
Unlocked Advances: None
Combat Flair
Effect: This Talent allows the Explorer to make an opposed Challenging (+0) Charm versus
Willpower Test as a Half Action against any foes in close combat each combat round. Should he
win, his he imposes a -10 penalty to his foes’ Weapon Skill against him, increasing by 5 for
every degree of success after the first. This penalty applies for one full Round. Multiple
Explorers may use this Talent with a cumulative effect. At the GM’s discretion, opponents with
the Bestial, Daemonic, From Beyond, or Machine Trait are immune to this Talent.
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Adherent of Aleynikov (Faith and Coin)
Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:
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1d10
Ancient and Wise: Old already when the Imperium was young, the hoary marble and adamantium of
this Throne Mechanicum contains the spiritual imprints of Knights who fought in the halcyon days of
the Age of Strife and Great Crusade and the dark days that followed. These spirits encourage caution
and patience in their living descendants and become irritable when their wise counsel is ignored. The
Knight Scion counts as having the Foresight talent (bonus stacking if he already possesses the talent)
1 as long as they are connected with the Throne Mechanicum and follow the cautious advice of his
ancestors. Acting recklessly and without thought causes the Knight Scion to lose this advantage and
instead suffers a -5 penalty to all actions while piloting their Knight Armour, as the ancestors within the
Throne Mechanicum have been angered. Control can be reestablished with a Routine (+20)
Willpower test which quells the Scions unruly ancestors.
Bold and Impatient: All Imperial Knights are naturally bold as a class, however the ancestors
dwelling within this Throne Mechanicum are bold even for such a courageous breed. Constantly biting
at the bridle to charge forward once more, they egg their Scion descendants on to greater acts of glory
and recklessness so as to relive the glorious moments of their lives once more. While connected to
the Throne Mechanicum, the Knight Scion is constantly egged on by his ancestors to perform bold
2 deeds and win glory for himself and his house, the Knight Scion counts as having the Berserk Charge
talent (if the Scion already possesses the talent, the test becomes Simple (+40) instead of Easy
(+30)) as long as they act boldly and seek glory in combat. Acting cautiously and ‘cowardly’ causes
the Knight Scion to lose this advantage and instead suffers a -5 penalty to all actions while piloting
their Knight Armour, as the ancestors within the Throne Mechanicum have been angered. Control can
be reestablished with a Routine (+20) Willpower test which quells the Scions unruly ancestors.
Brooding and Melancholic: For reasons lost to the ages, the ancestors within this Throne
Mechanicum are prone to brood on black deeds committed in the name of mankind's survival in the
Imperiums darkest days and tend to imbue states of melancholy in the Scions that bond with them
while hardening their minds against the darkness they will stand bulwark against. While connected to
the Throne Mechanicum, the Knight Scion counts as having the Jaded talent (if the Knight Scion
3 already possesses it, he receives a further +10 bonus to rolls to resist the horrors of the 41 st
millennium) as long as the Knight Scion maintains a brooding and cynical disposition. Should ever the
Scion dramatically change disposition, the Knight Scion loses this advantage and instead suffers a -5
penalty to all actions while piloting their Knight Armour, as the ancestors within the Throne
Mechanicum have been angered. Control can be reestablished with a Routine (+20) Willpower test
which quells the Scions unruly ancestors.
Noble and Proud: The ancestors housed within this Throne Mechanicum above all exemplify the
chivalric virtue of nobility as the legendary heroes whose virtuous actions are recorded in the annals
Imperial history and the chronicles of their House to be examples to follow. However, all such great
men and women nearly universally suffer from the sin of pride as their undoing and it is very much
present in their Throne Mechanicum imprints as much as their nobility. While connected to the Throne
Mechanicum, the Knight Scion counts as having the Into the Jaws of Hell talent (with the caveats that
4 it affects friendly NPC’s and PC’s rather than just comrades within FBx10m of the Knight). However,
should the Knight Scion allow his honour to be slighted without recompense or act in a manner
unbecoming of a Knight, the Knight Scion loses this advantage and instead suffers a -5 penalty to all
actions while piloting their Knight Armour, as the ancestors within the Throne Mechanicum have been
angered. Control can be reestablished with a Routine (+20) Willpower test which quells the Scions
unruly ancestors.
5 Sinister and Dark hearted: While the vast majority of all Knights exemplify the chivalric virtues, there
are a select few who are spoken of in hushed whispers, with reputations as black as the void between
stars. This Throne Mechanicum overwhelmingly houses imprints of this character, dead Knight Scions
who have earned dark reputations for fell deeds and atrocities committed in the Imperiums name. The
black reputation of the Knight Scions ancestors grant him a +20 bonus to all Intimidate tests and the
Knight Scion counts as having the Jaded talent while connected to the Knight Armour, however the
Knight Scion also suffers a -20 penalty to all Charm tests. Furthermore, if the Knight Scion acts in a
manner considered ‘weak’ and ‘merciful’ by his ancestors, the Knight Scion loses the Jaded talent and
instead suffers a -5 penalty to all actions while piloting their Knight Armour, as the ancestors within the
Throne Mechanicum have been angered. Control can be reestablished with a Routine (+20)
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Willpower test which quells the Scions unruly ancestors.
Bellicose and Blood thirsty: War is second nature to all Knights, but amongst a select few, their
warlike tendencies take over and they become as frothing berserkers, eager to shed blood and take
lives. The ancestors within this Throne Mechanicum is of such a bloodline and in battle are like
howling beasts in the back of the Knight Scions mind, constantly urging on greater acts of wanton
destruction and bloodshed. While connected the Throne Mechanicum, the Knight Scion counts as
having the Frenzy talent (if the Knight Scion already possesses the talent, he instead gains the Battle
6 Rage talent, if he possesses that, he gains a further +5 bonus to Weaponskill and snapping out of
Frenzy) and is constantly encouraged by his blood mad ancestors to indulge in these fits of fury.
Should the Knight Scion take actions that show restraint in battle and exert control over his own fury,
the Knight Scion loses this advantage and instead suffers a -5 penalty to all actions while piloting their
Knight Armour, as the ancestors within the Throne Mechanicum have been angered. Control can be
reestablished with a Routine (+20) Willpower test which quells the Scions unruly ancestors.
Vengeful and Unforgiving: Long memories and slow burning hatreds define the ancestors within this
Throne Mechanicum and they encourage xenocidal and unforgiving tendencies within their still living
descendants in attempts at vengeance from beyond the grave. While the Knight Scion is connected to
the Throne Mechanicum, they count as having the Hatred (Choose One) talent (if they already
7 possess the Hatred talent, the bonus becomes +20 instead of +10). However, if the Knight Scions
hatred cools, or he does not enact vengeance upon the objects of his ancestors hatred, the Knight
Scion loses this advantage and instead suffers a -5 penalty to all actions while piloting their Knight
Armour, as the ancestors within the Throne Mechanicum have been angered. Control can be
reestablished with a Routine (+20) Willpower test which quells the Scions unruly ancestors.
Virtuous and Heroic: True embodiments of heroism are rare finds, even among such exemplars of
valour as Imperial Knights. The ancestors within this Throne Mechanicum are from bloodlines who
have exemplified the virtues of heroism, self-sacrifice and righteous action and encourage further such
behavior in their living descendants. While connected to the Throne Mechanicum, the Knight Scion
counts as having the Heroic Inspiration talent (if the Knight Scion already possess it, the Inspire
8 special use becomes a Free action instead of a Half Action), however should the Knight act in an
ignoble and wicked manner and shirk away from acts of heroism, the Knight Scion loses this
advantage and instead suffers a -5 penalty to all actions while piloting their Knight Armour, as the
ancestors within the Throne Mechanicum have been angered. Control can be reestablished with a
Routine (+20) Willpower test which quells the Scions unruly ancestors.
Scheming and Overbearing: Intrigue is a constant among the Knightly Houses, particularly those
who owe fealty to the Imperium and the plots and intrigue does not end simply because one is dead,
as the ancestral imprints within this attest to, as they constantly try to continue long dead schemes
and intrigues from their lives or weave new ones with their Scion descendants. From the advice of his
ancestors, the Knight Scion gains a +10 bonus to his Charm rolls and while connected to the Throne
Mechanicum, the Knight Scion counts as having the Paranoia talent (if he already possesses the
9 talent, the initiative bonus increases to +3) however, the overbearing nature of his ancestors intrigues
gives a tendency towards a surly and irritable disposition. Should the Knight Scion act in a manner not
in accordance with his ancestors intrigues or with a lack of subtlety and boorish manners in social
encounters, the Knight Scion loses this advantage and instead suffers a -5 penalty to all actions while
piloting their Knight Armour, as the ancestors within the Throne Mechanicum have been angered.
Control can be reestablished with a Routine (+20) Willpower test which quells the Scions unruly
ancestors.
10 Grim and Resolute: Enduring where others have failed, the ancestors within this Throne Mechanicum
are Knights who in bygone ages have held the line against impossible odds with grim determination
and resolute wills and paid the ultimate price for such undaunted behavior. While poor
conversationalists, their martial honour demands their Scion descendants honour them in the manner
of their passing and encourages the very same grim behavior and resolute determination in the face of
death within the Scions they bond with. While connected to the Throne Mechanicum, the Knight Scion
counts as having the Fearless talent (if the Knight Scion already possesses the talent, he receives a
+10 bonus on the Willpower test to be able to back down from a fight). However, should the Knight
Scion act in a cowardly and weak manner, the Knight Scion loses this advantage and instead suffers a
-5 penalty to all actions while piloting their Knight Armour, as the ancestors within the Throne
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Mechanicum have been angered. Control can be reestablished with a Routine (+20) Willpower test
which quells the Scions unruly ancestors.
Unlocked Advances:
Master of the Joust Master of the Hunt
Tier: 2 Tier: 2
Prerequisite: Operate (Walkers) +10, Prerequisite: Marksman
Preternatural Speed Aptitudes: Ballistic Skill, Offence
Aptitudes: Agility, Offence Effect: Beasts, xenos warmachines and
Effect: Whether on the battlefield or in the infantry are all dispatched with contemptuous
rolls of the Grand Tournaments, the Knight ease when they fall under the Knight Scion’s
Scion has mastered the art of the tilt and guns. Once per combat encounter, the Knight
performing a devastating first strike. Once per Scion may reroll any failed shooting attacks
combat encounter, while performing a Charge with their ranged weapons. This talent is only
action, the Knight Scion may reroll any results usable while piloting a Knight Armour.
of 1 on the damage die of his melee attacks.
This talent is only usable while piloting a
Knight Armour.
? (X)
Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:
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New Talents
Air of Authority Delicate Dealings
Tier: 1 Tier: 3
Prerequisites: Fellowship 30 Prerequisites: Cover-Up, Deceive,
Aptitudes: Fellowship, Leadership Fellowship 50
Effect: When addressing characters with Aptitudes: Intelligence, Social
military background, the character gains Effect: Whenever the Explorer’s dealings
+10 to Fellowship tests. with Xenos would decrease the group’s
Legitimacy, at GM’s discretion, the amount
of Legitimacy lost is reduced by 1d5. If this
Blood Tracker results in a negative number, the Explorer’s
Tier: 2 skilled efforts increase the group’s
Prerequisites: None Legitimacy by 1.
Aptitudes:Perception, Fieldcraft
Effect: The Explorer is an experienced and
cunning bounty hunter who commands the Exceptional Lord-Captain
highest price for bringing in a quarry in dead Tier: 3
or alive. When turning in a fugitive for Prerequisites: Command +30, Lord-
bounty, the character’s group gains a bonus Captain of a Voidship
of +100 Objective Points towards Military or Aptitudes: Fellowship, Leadership
Criminal Objectives. The Explorer knows the ins and outs of
being a commander of a vessel that houses
tens of thousands of people. They all know
him one of another as being the only person
Cleanse and Purify that can lead them to victory and salvation
Tier: 2 in the void. The voidship that the character
Prerequisites: Weapon Training (Flame), is Lord-Captain of increases permanently
Willpower 35 Morale by the Explorer’s Fellowship Bonus.
Aptitudes: Offence, Finesse This is lost once the character is off the
Effect: The character can control the ship, dies or is removed from the position.
flowering flow of promethium
like no other, manipulating flame like an old
accomplice. The targets of the character’s Foresight
flamer attacks take a –20 penalty to Tier: 1
their Agility tests to escape its effects, and Prerequisite: Intelligence 30
when used against an enemy with the Aptitudes: Intelligence, General
Effect: By spending ten minutes studying or
Horde trait, the number of hits on the Horde
analyzing a problem, he gains a +10 bonus
is increased by +1d5. to his next Intelligence Test.
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Grey Soul Infused Knowledge
Tier: 2 Tier: 2
Prerequisites: None Prerequisites: Intelligence 40, Lore (any
Aptitudes: Willpower, Psyker one)
Effect: Prolonged exposure to darkness has Aptitudes: Intelligence, Knowledge
acted as an inoculation against all that is The Explorer has been imbued with a great
foul, granting the Explorer resilience against breadth of lore, either through punishing
corruption. Whenever he makes a noetic techniques or by arcane methods
Malignancy Test, he takes half the normal kept secret by the guardians of technology
penalty. and learning. He counts as having all
Common Lore and Scholastic Lore skills as
Basic Skills—basically, he knows something
Hard Bargain about everything, allowing him to test
Tier: 3 Common and Scholastic Lore skills at a -20
Prerequisites: Fellowship 50, Commerce (Untrained) instead of being unable to. If he
+10 wishes to later improve his Lore skills, these
Aptitudes: Fellowship, Social advances must be bought using experience
Effect: The Explorer’s shrewd negotiations points (from rank 1) as normal. He also
and bartering skills are without peer, and he adds one degree of success to any
has a knack for seeing opportunities for successful Common or Scholastic Lore
profit where others see nothing. Whenever tests, due to his ingrained training.
Profit Factor is awarded for completing an
Endeavour, you gain a bonus of +1 Profit
Factor to the group’s total. Light Sleeper
Tier: 2
Prerequisites: Perception 30
Heroic Inspiration Aptitudes: Perception, Fieldcraft
Tier: 1 The slightest change in conditions or
Prerequisite: Fellowship 35, Command disturbance brings the Explorer from sleep
Aptitudes: Fellowship, Leadership to full awareness, remaining alert even in
Effect: This character is exceptionally slumber. He is always assumed to be
skilled at knowing just what to say to bring awake, even when asleep, for the purposes
out the best in his cell mates and keep them of Awareness Tests or surprise.
on task in the worst of situations, though Unfortunately, the character’s sleep is not
whether this is through wise words, fiery deep and can be frequently interrupted,
rhetoric, or mild provocation depends on the resulting in a less-than-cheery disposition
individual and the situation. when awake.
Once per Turn, this character can use the
Inspire Special Use of the Command Skill
as a Half Action instead of a Full Action Master Chirurgeon
Tier: 3
Prerequisite: Medicae +10
Aptitudes: Intelligence, Fieldcraft
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Effect: The character gains a +10 bonus on Radiant Presence
all Medicae Skill Tests. If the character fails
his Medicae Test while performing Tier: 1
Extended Care, he reduces the amount of Prerequisites: Fellowship 40
Damage suffered by his patients due to his Aptitudes: Fellowship, Leadership
failure by an amount equal to his Effect: Everyone within 20 metres that can
Intelligence Bonus. If their patient is in see the character feels inspired just by
danger of losing a limb from a Critical Hit, being near them and suffers lessened
the character provides the patient with a effects from things that would upset or
+20 bonus to the Toughness Test to distress them. Those affected gain a +10 to
prevent limb loss. Willpower Tests to resist Fear, Pinning or
against Intimidation attempts. This ability
affects all allies close to the character,
Mercantile Magnate though not the character himself.
Tier: 3
Prerequisite: Commerce +30 Rapid Reaction
Aptitudes: Intelligence, Fieldcraft
Effect: Whenever the character makes the Tier: 2
Opposed Commerce test during Acquisition, Prerequisite: Agility 40
he increases Profit Factor by 3 for every Aptitudes: Agility, Fieldcraft
Degree of Success, instead of 2. Also, he Effect: When surprised or ambushed, a
decreases Profit Factor by 1 for every successful Agility Test allows the character
Degree of Failure, instead of 2. to act normally.
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Effect: When dealing with more detailed,
complex, or obscure facts, such as the
exact layout of a defense network, the GM
may require a successful Intelligence Test
to recall the information.
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Whispers Flame: The character adds up to his
Intelligence Bonus to the range of Flame
Tier: 3 Weapons.
Prerequisites: Intelligence 40, Fellowship Integrated: Whenever this character
30 succeeds on a Ballistic Skill Test with an
Aptitudes: Fellowship, Social Integrated Weapon he may choose to gain
Effect: Such is the Explorer’s reputation for 1 Level of Fatigue. If he does so, he scores
having ears everywhere aboard the ship an additional two Degrees of Success on
and a finely tuned network of invisible that Test.
informants that the crew no longer even Las: Whenever this character attacks with a
bothers to keep secrets from him. The las weapon (such as a lasgun, lascarbine,
Explorer receives a +10 bonus to any Skill laspistol, or lascannon), he always treats his
Test for Investigation or the Interview weapon as shooting in Overload mode, but
special use of the Inquiry Skill. only uses a normal number of ammunition
per shot. Hot-Shot las weapons gain the
Reliable quality.
Weapon Expertise Launcher: The reload time of a Launcher
weapon decreases by one step (after Rapid
Tier: 2
Reload, if the character has it), so 2 Full
Prerequisites: Weapon Skill or Ballistic
Action become Full Action, a Full Action
Skill 40, Weapon Training
becomes Half Action, and Half Action
Aptitudes: Weapon Skill or Ballistic Skill,
becomes Free Action.
Offence
Melta: When firing any melta weapon (such
Specialisations: Bolt, Chain, Flame,
as an inferno pistol, meltagun, and multi-
Integrated, Las, Launcher, Melta, Plasma,
melta), this character counts its Range as
Power, Low-Tech, Shock, Thrown, Solid
being increased by a number of metres
Projectile, Force
equal to two times his Ballistic Skill Bonus.
Effect:
Plasma: Whenever this character wields a
Bolt: When firing any class of Bolt weapon
plasma weapon (such as a plasma pistol,
on Full or Semi-Auto, character may opt to
plasma gun, or plasma cannon) with the
increase the weapon’s rate of fire by +1
Overheats Quality, that weapon only
(this bonus applies to any and all bolt
Overheats on a roll of 96 or higher or on a
weapons wielded by the character, meaning
Jam.
that if he is firing more than one bolt
Power: Power Weapon Special Quality
weapon at a time, the bonus will apply to all
works whenever the weapon is used to
such weapons). If used in this way, the
Parry or when it is parried. Weapons with
weapon uses 2 additional shells.
the Warp Weapon or Force quality, and
Chain: When using a chain weapon with the
Natural Weapons, are still immune to this
Tearing Quality, this character rolls two
effect.
additional dice for Damage (rather than the
Low-Tech: In the hands of this character,
usual one die that the Tearing Quality
any Low-Tech weapon loses the Primitive
grants) and discards the two lowest
quality (if it had it).
Damage dice results.
Shock: In the hands of this character,
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weapons with the Shocking quality may Power, Low-Tech, Shock, Thrown, Solid
ignore 1 point of the Targets Toughness- Projectile, Force
Bonus per 2 DoS on the Attack Test. If the Effect:
weapon would normally not wound the Bolt: When using a Bolt Weapon firing a
target (but would after the TB-reduction), it Semi or Full Auto Burst against an enemy
still does not cause wounds, but the with the
Shocking Quality activates as if it had. Horde trait, the character increases any
Thrown: The character adds his Agility Damage that he deals to the Horde’s
Bonus to the Range of the Thrown weapon. Magnitude by half of his Ballistic Skill Bonus
Solid Projectile: When this character clears (rounded up).
a jam from any Solid Projectile weapon Chain: Whenever this character does an
(such as an autopistol, a shotgun, an attack, makes at least one successful hit
autogun, or a vanquisher battle cannon), he and does damage to the enemy. He
may also reload the weapon as a Free decreases the Armour of his enemy by one
Action as part of the Action to unjam it. at the location of one of his hits. This
Additionally, only one Round from the doesn’t work on Power Armors of any kind.
weapon’s current clip is lost instead of the Flame: When this character attacks with a
entire clip. Flame weapon and would accidentally
Force: Force weapons wielded by the damage themselves or an ally with it, they
character gain Power Field quality. and their allies gain a +20 bonus to their
Dodge rolls to avoid damage.
Integrated: As a Free Action, the character
Weapon Familiarity may choose to gain a number of Levels of
Tier: 2 Fatigue up his Toughness Bonus. For each
Prerequisites: Weapon Intuition, Exotic level of Fatigue the character gains in this
Weapon Training (Any two) way, he increases the Damage and
Aptitudes: Intelligence, Finesse Penetration of each of his integrate
Effect: The Explorer saw a wide range of weapons by 1 for a number of Rounds
strange weapons, each stranger than the equal to his Willpower Bonus.
last. With time he found a knack of finding Las: Whenever this character makes an
out how they work. After buying this talent, attack with a las weapon (such as a lasgun,
all Exotic Weapon Training Talents are lascarbine, laspistol, or lascannon), he
treated as Tier 1 for the purposes of deals +1 additional Damage for every two
reducing experience expenditure. Degrees of Success he
scores on the Ballistic Skill Test beyond the
first.
Weapon Mastery Launcher: When this character attacks with
Tier: 3 a Launcher weapon and would accidentally
Prerequisites: Weapon Skill or Ballistic damage themselves or an ally with it, they
Skill 45, Weapon Expertise, and their allies gain a +20 bonus to their
Aptitudes: Weapon Skill or Ballistic Skill, Dodge rolls to avoid damage.
Finesse Melta: Whenever this character makes an
Specialisations: Bolt, Chain, Flame, attack with a melta weapon (such as an
Integrated, Las, Launcher, Melta, Plasma, inferno pistol, meltagun, and multi-melta),
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he deals +2 additional Penetration for every is a grenade, the thrower can decide to
two Degrees of Success he scores on the detonate the grenade later in the combat,
Ballistic Skill Test beyond the first. This up to his Perception Bonus rounds. He does
bonus applies after the doubling of this with his Free Action, that can be used
Penetration for the Melta Quality whenever when the enemy makes an action of the
that Quality takes effect. Move or Attack subtype.
Plasma: When this character fires a plasma Solid Projectile: When this character fires
weapon (such as a plasma pistol, plasma a Solid Projectile weapon (such as an
gun, or plasma cannon) with the Maximal autopistol, a shotgun, an autogun, or a
Quality on the Maximal setting, the weapon vanquisher battle cannon), it gains the
adds an additional +2 bonus to Damage, its Proven (X) Quality, where X is equal to half
Penetration, and its Blast Quality (to a total of his Ballistic Skill Bonus (rounded up).
of an additional 1d10+2 Damage, +4 Force: The character gains additional 1
Penetration, and +4 to its Blast Quality). damage to his damage rolls per 1d10 for the
Power: Whenever this character attacks an Focus Quality. Essentially making it 1d10+1
enemy with Force Field, the enemy E damage per Degree of Success.
decreases his Force Field rating for the
attack by double the character’s Weapon
Skill Bonus.
Void Tactician
Low-Tech: Whenever this character attacks Tier: 1
an enemy with a Low-Tech weapon, it’s Prerequisites: Intelligence 35
Penetration rises by 1 for every two Aptitudes: Intelligence, Fieldcraft
Degrees of Success. Also, the weapon Effect: The character gains a +10 bonus to
ignores Power Field weapon Quality Ballistic Skill Tests made to fire a starship’s
Shock: This character imposes a penalty of guns in combat.
2x his Intelligence Bonus to all Toughness
Tests made to resist the Shocking effect of
weapons they wield. Additionally, enemies
Void Horrors
hit by this characters shock weapons suffer Tier: 1
1 additional degree of Fatigue for every Prerequisites: Jaded
degree of Failure on their Toughness Test. Aptitudes: Willpower, Defence
Thrown: If the character hit an enemy with Effect: The character treats Xenos with
a thrown knife or similar weapon and Fear rating as two levels lower, replaces the
inflicted damage (damage that is at least 1 Jaded effect for Xenos. If that would put the
after reducing armor and TB), he adds his Fear rating at 0 or lower, then he is immune
Agility Bonus to the damage. If the weapon to the Xenos Fear rating.
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Acquisition Rules
These follow the Rogue Trader ones, however, I’ve added some options and expanded upon
the tables and Voidship Acquisitions.
Acquisition Modifiers
Availability Tables
Population Size (Table 1)
Commerce/Inquiry Test
Time for Search
Availability <1,000 <10,000 <100,000 <1,000,000 <10,000,000
(Acq. Modifier) One Thousand Ten Thousands 100 Thousands One Million Ten Millions
Common One Week 1d10 Days 1d10 Days 1d5 Days One Day
(+10) (+0) (+10) (+10) (+20) (+30)
Average 1d5 Weeks One Week One Week 1d10 Days 1d5 Days
(+0) (-10) (+0) (+0) (+10) (+20)
Scarce 1d10 Weeks 1d5 Weeks 1d5 Weeks One Week 1d10 Days
(-10) (-30) (-10) (+0) (+0) (+10)
Rare One Month 1d10 Weeks 1d10 Weeks 1d5 Weeks One Week
(-20) (-50) (-30) (-10) (-10) (+0)
Very Rare One Month One Month 1d10 Weeks 1d5 Weeks
GM’s Discretion
(-30) (-50) (-30) (-30) (-10)
N. Unique
GM’s Discretion GM’s Discretion GM’s Discretion GM’s Discretion GM’s Discretion
(-50)
Unique
GM’s Discretion GM’s Discretion GM’s Discretion GM’s Discretion GM’s Discretion
(-60)
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Population Size (Table 2)
Commerce/Inquiry Test
Time for Search
Availability <100,000,000 <1,000,000,000 <10,000,000,000 <100,000,000,000 +100,000,000,000
(Acq. Modifier) 100 Millions One Billion Ten Billion 100 Billion Over 100 Billion
Ubiquitous
Automatic Automatic Automatic Automatic Automatic
(+60)
Abundant
Automatic Automatic Automatic Automatic Automatic
(+40)
Plentiful
Automatic Automatic Automatic Automatic Automatic
(+20)
Common
Automatic Automatic Automatic Automatic Automatic
(+10)
Rare 1d10 Days 1d10 Days 1d5 Days One Day One Day
(-20) (+10) (+10) (+20) (+30) (+30)
Very Rare One Week One Week 1d10 Days 1d5 Days 1d5 Days
(-30) (+0) (+0) (+10) (+20) (+20)
Extremely Rare 1d5 Weeks 1d5 Weeks One Week 1d10 Days 1d10 Days
(-40) (-10) (-10) (+0) (+10) (+10)
N. Unique One Month One Month 1d10 Weeks 1d5 Weeks One Week
(-50) (-50) (-50) (-30) (-30) (-10)
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Craftsmanship and Scale Tables
Some abilities allow to lower the time of the search, like the Seneschal Ability, this table is to
present how they go from the lowest to the highest.
Scale
Modifier Time Ranked
Amount
Negligible
One +30 Automatic
Trivial
3-5 +20 One day
Minor Craftsmanship
10-30 +10 1d5 Days
Time Mult.
Modifier
Standard Poor
50-100 +0 1d10 Days x0.5 +10
Major Common
500-1000 -10 One Week x1 +0
Significant Good
2000-5000 -20 1d5 Weeks x2 -20
Vast Best
10,000-100,000 -30 1d10 Weeks x3 -30
Tremendous*
+100,000 -40 One Month
Astronomical*
+1,000,000 -50 1d5 Months
Immeasurable*
+10,000,000 -60 1d10 Months
1d5 Years
1d10 Years
Additional Modifiers
- Vehicle - -10 Modifier
- Voidship Component (War - macrobatteries, lances, torpedoes) - -30 Modifier
- Voidship Component (Etheric - auspex, vox-networks, communications) - -20 Modifier
- Voidship Component (Power - warp drive, generatorium, void-shields) - -10 Modifier
- Voidship Component (Structure - holds, observatories, armour, special structures) - +0
Modifier, If a component does not obviously fall into any one category then it should use the
Modifier for Structure.
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Acquisition Steps
- As a “good” rule is to allow all players have one “free” Acquisition per session. That
means, the Dynasty can make some Acquisitions without fear of overreaching their Profit
Factor and everybody can buy something for themselves or their Dynasty. There could
be a designated Commerce/Inquiry PC or NPC that handles all the rolls. However, when
he fails those tests, he can only use his own Fate Points. Others can assist as normal.
When it is time to roll for Acquisition (Profit Factor), then the Character whom the roll is
for can use his Fate Points (+10 bonus before the test or a reroll). During this, the GM
either tallies the total time or just uses the highest time (additional purchases would add
to the time).
- First, the Character or Crew uses either Inquiry or Commerce for their test to find the
Acquisition. There’s no real difference between the two during this section. If the test
was successful, the Dynasty found a seller and can move to the second step. No matter
if they succeeded in buying or finding the item, they lose time.
- Second, the party could try to negotiate the price. This is an Opposed Commerce test
with an NPC. His skill will depend mostly on availability of the item and who seller is.
Please refer to the Opposed Commerce Bonuses table. This is an option! For each DoS
the Dynasty wins the test, they gain +2 bonus to their Acquisition test. However, for
every DoF on the test, they gain -2 penalty! The buyer can trade in item(s) for a bonus.
These items must have the same Scale and Craftsmanship as the one(s) being bought
and have to have lower Rarity. Quality difference can be changed but each step in
difference, the item must be even rarer, so for a Rare Best Quality Item, the Common
Quality item must be Near Unique!
- Third, nothing more to do than to buy. The main buyer can spend Fate Points to give
him an edge. The Dynasty, however, can also BURN Profit Factor to get even edgier.
For each point burned, they get +10 bonus. They lose this Profit Factor if they get the
item(s). If they pass the test, they get what they wanted.
- Total Modifier can be more than +60/-60! If an Acquisition is 100 or higher, then its
automatically bought, no need to test. There are no Critical Successes or Failures
(unless the GM deems otherwise).
- If the Dynasty is overstretching their Acquisition, the GM should use the Into the Storm
rules, page 221 for Unwanted Attention. Each time the Dynasty makes more than one
roll, their Penalty and Possibility of Attracting Unwanted Attention increases, no matter
who is making the roll.
- Whenever a Character dies or survives using a Fate Point or their asset gets destroyed
or a similar situation, then it's time for Upkeep. The rules are the same as in the Rogue
Trader Core Rulebook page 275. It is best to note the Total Modifier when an Acquisition
is made (or the parts), so when it is time to test if the item survived, you can roll again on
Profit Factor.
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Opposed Commerce Bonuses Table
Seller (NPC) Bonuses
From nobody +0
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Voidship Acquisition
Voidship Acquisition can be finicky, so here are some rules. Most of the time, the Dynasty can
“find” a ship or buy it from someone selling. The market is very small.
A big world like a Forge World or Hive World, could have in their docks ships for sale to Rogue
Traders, Merchant Houses, High Nobility or even the Imperial Navy (these mostly are standing
in line at void shipyards). There could be even lists of ships available! While smaller planets or
spaceports could have one or two for sale. The GM could create a ship, adding Components to
it. After that, he calculates the Ship Points and uses the Ship Points Bonus (Ship Points/10)
as base. You need to remember that this number is also the price of maintenance (see Voidship
Management in Imperial Armour Volume: Rules!). After calculating it, the price would range from
+1 to +5 depending on many factors. If it's a war vessel, like a Battlecruiser, it could go for a +5,
while a simple trading ship will go for +1. The party could negotiate but that’s up to the GM to
decide how that would look, since there is little to maneuver. After the price is agreed upon, the
party BURNS their Profit Factor for the amount (Ship Points Bonus plus the modifier). They
have gained the ship. However, if the ship goes into active duty, their Profit Factor lowers again
by the Ship Points Bonus but this is temporary and can be returned. The GM can add
requirements before buying certain ships like Battlecruisers need Peer (Imperial Navy), Grand
Cruisers would need Peer (Adeptus Mechanicus), a ship that was once in Inquisitorial duty
could need Peer (Inquisition), while a Battleship would need a plethora of requirements. This
doesn’t end here. While the purchase is instantaneous, getting the right crew isn’t.
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Voidship Building
What if there isn’t a voidship the party wants? Well, they could leave for a Forge World (or a
certain Hive World or Imperial Navy Spaceport) to get themselves a better one, chosen piece by
piece by them. These rules aren’t for building a ship from scratch, those take from years to
decades and ending on centuries depending on the void shipyard. The main difference between
buying a ready ship and building their own is time and price. The first one can be bought on the
spot, just with more Profit Factor to spend. While building their own takes weeks to months to
build the exact one the party wants from parts. They still burn Profit Factor but there’s no
modifier like before, they pay for the Ship Points Bonus.
Voidship Hull
Before any lego building can commence, the Dynasty chooses a Hull (check Imperial Armour
Volume: Voidships). The Dynasty adds free Components to it:
- Jovian Pattern Plasma Drive
- Strelov Warp Engine
- Geller Field
- Single Void Shield Array
- Combat Bridge or Armoured Command Bridge (LC and Cruisers Only) or Commerce Bridge
(Transports Only)
- Vitae Pattern Life Sustainer
- Voidsmen Quarters
- M–100 Auger Array
And can add Thunderstrike Macrocannons to its empty weapon slots. However, this could
increase the Ship Points Bonus! It’s a choice. If they take the weapons now, increase their Ship
Points Bonus and fail their tests to find better weapons, at least they have weapons on their
ship. If they don’t take them, they take it up to fate if they will get their chosen weapons.
Next there are two tests. First is a Commerce test with a difficulty equal to the Ship Points.
There could be additional modifiers based on the type of hull, relationship with the seller and/or
Peer talents. If the test is successful, the Dynasty prepared all the needed paperwork and
opened their coffers. However, the second test is using Profit Factor. The modifier is the Ship
Points but before they can make tests, they will need to calculate Operating Profit Factor,
which is equal to: Profit Factor - Ship Points - (Ship Points Bonus * 2). If this number is lower
than 0, the Dynasty can’t buy the Hull, they are too poor. If this number is above 0, this notes
how many Profit Factor Points they can Burn to buy the Hull and Components! This will be
important for later. If the number is equal to 0, then the Dynasty is out of luck and will need to
roll. If the Dynasty succeeds on both tests, they get their Hull, used up 10 days and getting
components is the next step. If they fail on either one, they couldn’t get the Hull they wanted
and wasted 5 days. They can return after their Profit Factor increases or a year passes
before trying again. They can try for another Hull!
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Voidship Components
When the party will be buying components, please refer to the remaining Operating Profit
Factor on how much the Dynasty can Burn PF to buy their components. Next the tests for
Acquisition are the same as normal rules, however, there is no Scale Modifier and they use the
modifiers for components. Rarity of Components depends on what they are. Craftsmanship
decreases/increases the Rarity AND adds a modifier to buy. Time frame is different. It takes
1d10 days times the Craftsmanship multiplier. This can increase to 2d10 if the Forge World isn’t
that good (it isn’t a Segmentum Shipyard like Incaladion or Mars). If they failed the test, they can
try again, however, it adds 10 days to the test for each time they try again. After the second try,
there is a cumulative -10 penalty to the test. With 10 days at the start, installation time is
calculated into it.
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Voidship Finalizing
After all of this, the Dynasty makes tests for acquiring their Crew. If they fail, they can try
again and again, taking 10 days for each test. That’s it. We calculate the void ship's final Ship
Points Bonus, the Dynasty burns that number of Profit Factor at the end (no matter how
much Operating Profit Factor is left) and they got the ship!
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New Equipment
For new equipment please check the Imperial Armour Volume: Imperium!
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Voidship Rules
For Voidship rules check Imperial Armour Volume: Rules!
For Warp Travel rules check Imperial Armour Volume: Rules!
For Voidship hulls, components and upgrades check Imperial Armour Volume: Voidships!
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Astropathic Signal Rules
These rules are based on RT1 and RT1 Navis Primer rules and are mainly them with little
changes and some house rules. For more fluff please check those books as this will mainly
mechanics.
Astropath Burnout
When using the choir to enhance psychic powers, if a power is used at the Push Psychic
Strength, there’s a risk of at least one of the choir members suffering burnout. To determine
this, whenever a result of 60 or greater comes up on the Psychic Phenomena table, there’s a
10% chance for each member of the Choir (except for the Choir Leader) to suffer burnout and
collapse from the shock. Those Astropaths affected suffer 1d5 wounds (ignoring Armour and
Toughness) and are knocked gibbering and convulsing on the floor. They cannot use any
psychic powers for 1d5 hours (if they survive). In addition to this risk, should the Choir Leader
use any power through the Choir at the Push Psychic Strength, he suffers a +20 on any rolls on
Psychic Phenomena or Perils of the Warp tables.
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Instant Orbit 2 Routine (+20) Challenging (+0)
The Contemplation
An Astropath must make a Challenging (+0) Willpower Test to determine how long the
process of contemplation takes. This Test is Difficult (-10) instead if the Astropath is unable to
meditate within his preferred surroundings, or Very Hard (-30) if he is surrounded by events that
make it difficult for him to concentrate.
The Astropath adds a bonus to his Willpower for this Test if he is able to perform an act that
helps him achieve psychic focus. This act should have some sort of detrimental physical effect
on the Astropath. If the act inflicts 1d5 Fatigue on him, he gains a +20 bonus (he ignores any
effects of Fatigue that he gains from this until after emerging from his trance). If it inflicts 1d5
Wounds (ignoring Armour and Toughness Bonus), the bonus increases to +30. The base
amount of time he spends is 5 hours, minus 1 hour per Degree of Success he achieves (to a
minimum of 1 hour), or plus 1 hour per Degree of Failure he scores.
An Astropath can attempt to send out an astro-telepathic signal immediately, without recourse to
any of these rituals. If he does so, he finds it much more difficult to send out a coherent
message and the risks of projecting his mind into the Warp increase significantly.
The Shrouding
An Astropath shrouding his signal does so as part of the ritual described earlier and the base
amount of time spent performing his contemplation increases by 1d5 hours.
If he does not encrypt his message, there is a greater chance that his signal is intercepted by a
malign intelligence within the Warp, as described later, and of its meaning being understood if it
is intercepted.
Using Cyphers
House Rule: While the Astropath can shroud the message, he can also add additional cyphers
and code to it, so only those knowing those codes will realize the true meaning of the message.
The character must make a Routine (+20) Linguistics test. The Astropath can also use the
Logic skill but with -20 penalty. The test should be made in private by the GM. If the test is
failed, the code didn’t work and anybody can understand it (granting a +40 bonus to decipher it
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by anyone). If the test is failed by 3 or more DoF, the code is scrambled and the intended target
receives -20 penalty to decipher it, even the interceptor. If the test is successful, any unintended
target who doesn’t know the codes trying to decipher it must succeed on a Challenging (+0)
Logic test with more DoS than the Astropath’s Linguistics/Logic test. If the interceptor knows
the codes, he automatically succeeds on deciphering it. Of course, the process of figuring out
the codes is done, after all The Reception tests.
- Chaos Markings - Specific to a Chaos Warband, each has their own codes.
- High Gothic - Main language used to communicate between Astropaths. Easy to figure
out by ex-Astropaths.
- Imperial Codes - Used by the Imperial Navy. Might be specialized between Battlefleets,
but that changes on a yearly, monthly or even sooner basis.
- Mercenary Cant - Used by mercenary forces. Might be specialized between groups.
- Merchant Codes - Specific to a Merchant or High Noble house, each has their own
codes.
- Rogue Trader Cant - Specific to the Rogue Trader Dynasty, each has their own codes.
- Underworld
There can be more languages/codes used by the Astropath. The GM is the final arbiter of this.
The Projection
Focused Signals
Focused signals are intended for a specific recipient. This individual is almost always another
Astropath and, at the very least, must be trained in the Psyniscience Skill and have a Psy
Rating.
Broadcast Signals
The signal strength of a broadcast message is equal to the Psy Rating used to send it, just as
with a focused signal. However, broadcast signals grow unstable much more quickly than
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focused signals. A broadcast signal must cover a massive area, while a focused signal need
only find a path between two points. As with focused signals, broadcast signals can only be
picked up by individuals and entities which have the Psyniscience Skill and a Psy Rating.
Warp Effects
When he opens his mind to the Warp, an Astropath endangers his physical body as well. The
deluge of swirling energies assaulting his psyche can manifest as bizarre and disturbing effects
on his recumbent form. An Astropath has little control over this, and when he enters the first
stage of projection, the GM should roll on the Warp Effects table.
House Rule: The Astropath can reduce the effect with his Choir. For each +10 bonus he gains
from number of Astropaths, he gains a -20 bonus to the Warp Effects roll. If the result is 0 or
less, then treat it as a result of 1. This allows bigger Choirs to be stable during long range
messages, while smaller Choirs do not need to worry about sending a message to a short
distance. You can also use the table below for modifiers.
Warp Effects Modifier Warp Effects Modifier
Distance to Recipient
(Focused) (Broadcast)
The Astropath sweats and unusual substance: blood, honey, stinking pus,
08-14
fragrant oil, sour milk, or some other unexpected secretion.
The Astropath vomits a torrent of anomalous objects from his screaming mouth:
for example, a swarm of tiny insects or maggots, a clatter of metal objects such
15-21 as pins or razors, a flood of gore (not his own), or a seemingly endless flow of
long human hair. Anyone else who witnesses this bizarre occurrence must make
a Routine (+20) Willpower Test or gain 1 Insanity Point.
The Astropath’s body lifts itself up and begins dancing like a crazed marionette.
22-28 Unless he is secured by others, he suffers 1d5-2 Fatigue (to a minimum of 0) as
soon as he emerges from his trance.
The Astropath claws at his own flesh, screams blasphemous invective, and
gnashes his teeth wildly. Unless he is stopped, he suffers 1d5 Rending Damage
29-35
that is not reduced by Armour or Toughness Bonus by the time he emerges from
his trance.
The Astropath’s flesh erupts in pustules and boils and his body writhes as
though in agony. When he emerges from his trance, he suffers a -10 penalty to
36-42
all Toughness Tests he makes for the next 1d10 days, representing the effects
of this mysterious illness.
The Astropath’s body jerks to its feet and begins flinging itself at walls, smashing
into nearby objects as though to dash itself to pieces. Unless restrained, the
43-49
Astropath suffers 1d10 Impact Damage that is not reduced by Armour or
Toughness Bonus by the time he emerges from his trance.
The Astropath's features seem to melt into a horrific parody of a human face.
Anyone witnessing this event must make a Fear Test against a Fear Rating of 2
57-63
(Horrifying). The Astropath's features return to normal as soon as he emerges
from his meditation.
The Astropath's muscles contort in weird angles. His head might slowly swivel
360 degrees, his arms or legs might twist as though he had no bones, his torso
might arch until he is literally bent double. Anyone else witnessing these
64-75 supernatural contortions must take a Fear Test against a Fear Rating of 0
(Disturbing). The Astropath suffers 1d5 Rending Damage that is not reduced by
Armour or Toughness Bonus and 1d5 Fatigue as soon as he emerges from his
meditation.
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The Astropath's body begins to rise and levitates on the spot, lifting 1d5 metres
off the ground as Warp energy pours from his blind eyes and screaming mouth.
The Astropath drops when he emerges from his trance, and may suffer falling
76-100
Damage unless lowered gently to the floor by others, but anyone who touches
the Astropath while he is in this state must make a Hard (-20) Willpower Test or
gain 1d5 Insanity Points.
Coherency
The result of the Focus Power Test determines the Astropath’s effectiveness at sending the
message. Refer to Message Coherency table.
The message is crystal clear. The recipient Astropath gains a +10 bonus to his
+3 DoS
test to decipher the message.
The message is garbled and very difficult to interpret. The recipient Astropath
2 DoF suffers a -2 penalty to his Test to decipher the message and adds 1d5 hours to
the time he must spend to decipher it.
Psychic Phenomena
The Astropath manifests psychic phenomena as normal. However, if he did not perform any
ritual of contemplation, he is unprepared for any assault by Chaotic energies or entities, and any
roll on Psychic Phenomena table is automatically treated as a Perils of the Warp result.
Interception
There is a chance that the message might be intercepted by malign forces. Frequently, these
are Warp entities, but sometimes mortal agents such as sorcerous renegade psykers or even
other Astropaths might attempt to intercept a message. If the Astropath shrouds his message
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and he fails his Focus Power Test for Astral Telepathy, a malicious entity intercepts the
message on any roll of a double on the Focus Power Test. However, if he does not shroud his
message, an unfriendly presence intercepts the message on any roll of a double, even if the
Astropath passes the Focus Power Test.
The GM must decide what sort of hostile entity has intercepted the message. Whatever has
intercepted the message must make a Challenging (+0) Opposed Intelligence Test against
the Astropath who sent the message (this represents the interceptor attempting to grasp the
meaning of the message encoded by the Astropath). The GM can assume that the interceptor
has an Intelligence of 5d10+5 unless he has a specific enemy in mind.
If the message was shrouded, the interceptor suffers a -20 penalty on this Test. If the message
was broadcast, the interceptor adds a +10 bonus on this Test, representing the comparative
ease of intercepting a broadcast message.
If the interceptor beats the Astropath on the Opposed Test, the GM refers Message
Interception table. The GM should not reveal the result of the Opposed Test to the players
unless the Interceptor loses by 3 or more Degrees of Failure.
Interception Wins by The interceptor does not understand the message, but still ensures that
1 DoS the intended recipient never receives it.
Interception Lost by
No effect.
1 DoF
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Mayday! Mayday!
The Explorers might send a broadcast message—especially an urgent call for help—in regions
unknown to both the players and the GM. If an Astropath Explorer attempts to broadcast a
signal but the GM has no idea how far it is to the nearest recipient or even who that might be, he
can roll on First Responders table, adding the Psy Rating used by the Astropath for his Focus
Power Test (and an additional +20 bonus if the Explorers are within a populated area) to decide
if anyone is within range. If the potential recipient is farther away than the signal strength allows,
then the message simply fades in the lonely void. Whether the responder is friendly—or hungry
—is up to the GM.
The Reception
Focused Messages
If a focused message gets through to the intended recipient (after an amount of time determined
by Astropathic Signals and Broadcasts table), the recipient must pass a Psyniscience Test
in order to “pick up” the signal. The recipient can make this Test once each day (either when he
declares he is searching for signals or at the end of the day) until he either receives the signal or
fails the Test by 4 or more Degrees of Failure, at which point the signal dissipates into the
æther. The difficulty of the Test is outlined on Astropathic Signals and Broadcasts table.
If the recipient is in a meditative state when he attempts this Test, the recipient receives a +20
bonus. In contrast, if he is in a dire situation where he cannot focus on the signal, he suffers a -
20 penalty to the Test. If the recipient is beyond the message’s signal strength, he suffers a
further -20 penalty to his Psyniscience Test for each additional range bracket.
Broadcast Messages
In contrast to a focused message, a broadcast message is sent to every possible recipient
within the range of the signal’s strength. Unless a recipient is specifically awaiting a broadcast
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signal, he has only one chance to receive it and must pass a Challenging (+0) Psyniscience
Test to sense the pattern of the message in the randomness of the Immaterium (see
Astropathic Signals and Broadcasts table). If he fails this Test, he simply never recognises
the message as such, dismissing it as more meaningless static bubbling up from the depths of
the Warp. If he is expecting a broadcast message of some sort from a particular individual or
place, he may repeat his search once per day, as with focused messages, until he either
receives the signal or fails the Test by 4 or more Degrees of Failure and the signal dissipates.
If the recipient is in a meditative state when he attempts this Test, the recipient receives a +20
bonus. If he personally knows the sender, he receives an additional +10 bonus. In contrast, if he
is in a dire situation where he cannot focus on the signal, he suffers a -20 penalty. If the
recipient is further away than the message’s signal strength, he suffers a further -30 penalty to
his Psyniscience Test for each additional range bracket.
1 DoS 2d10 hours; the message is mostly clear with only a few pieces lost
1 DoF 2d10 hours; the receiver only understands half of the message
2 DoF 2d10 hours; the receives only understands quarter of the message
+3 DoF 1d10 hours; the Astropath cannot decipher the meaning of the message
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Optional: Dynasty Guard
These are rules for the Dynasty Guard or the Royal Guard. A group of men selected to be the
bodyguards of the most important men of the Dynasty. They only listen to the Warrant holder
and those that he nominates, mainly people who have the rank of Master-At-Arms. These brave
men and women serve to fight, defend and die for the Dynasty but also, some of them, are
nominated as agents, serving the Master of Whispers in gathering information.
The Dynasty Guard comprises of roughly 100 men, so a company worth and organized into
single (5 man) squads or double (10 man) squads. At the beginning of the campaign, it's good
to know what they are equipped with. The typical equipment is an Imperial Guard Flak Armour
(when on the ground), Void-Suit (when fighting in the Void), a Mono Sword, a (Naval) Hand
Cannon, Combat Shotgun and a Lasgun, with some Frag Grenades. They got a vox unit and
the leaders of the squads have microbeads. This is their default equipment. All their
Characteristics are equal to the Flagship Crew Rating, so if the flagship gains new crew or it
increases in rank, then so does the Dynasty Guard - with modifiers from training this comes as
Dynasty Guard Rating. They have all the relevant Skills at Known Rank like Medicae, Athletics,
Parry, Dodge, Navigation (Surface) and the like. The only Talents they start with are Weapon
Training (SP, Las and Low-Tech). They can gain bonuses and more Talents after training. Also,
they have 10 Wounds and are considered Troop level (training can change this).
If a Dynasty Guard loses more than a few members, they will need to be replenishments. It
takes a Challenging (+0) Inquiry test aboard the ship to find the right members, that can be
made once per 24 hours (and it takes 8 hours to do it), then it takes an Extended Challenging
(+0) Command test. Each test will take one day of work (so about 8 hours of time and can be
tried the next day again) and the character needs to gain 10 Degrees of Success. After that,
30% of the Dynasty Guard is replenished and ready for combat. So, if the Dynasty loses their
whole Dynasty Guard, this process must be done four times to fully regain their men.
Some of the Dynasty Guard work as spies, agents, that have their own web of contacts and are
sent onto a planet or unknown objects (like space stations) to gain information about the
dangers. These spies make one test to determine how much they succeeded or failed at the
job. Most of the time, it’s a Challenging (+0) Dynasty Guard Rating, but it can be harder or
easier depending on the task. Gaining information about the local noble or gang leader in a Hive
Spire can be an Easy (+20) task, while gaining information about the defences of a docked
Voidship could be a Hard (-20) task. The GM is the final arbitrator. You can use the DoS as
questions the Dynasty can ask the GM about the target of inquiry. However, if the test is failed
on hostile territory (gang territory, enemy guard, hostile vessel etc.), there is a chance they will
never return. The Dynasty rolls 1d10 and if the result is lower than the DoF on the test, the spies
were caught and/or killed. The agents can be sent on one mission at a time (training can
change that). And if they die or do not return, they need to be replenished, which is an Extended
Challenging (+0) Inquiry test that needs 10 DoS and each test takes 10 days.
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New equipment follows the same rules for Acquisition as any. The Scale must be either Minor
(+10) for a squad (10 man) or Standard (+0) for the whole Dynasty Guard. Getting equipment
for Dynasty’s Agents requires a Minor (+10) Scale.
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- Assault Doctrine Drills - Hard (-20) Scholastic Lore (Tactica Imperialis) - The Dynasty
Guard gains the Double Team, Devastating Assault, Frenzy, Furious Assault and Battle Rage
Talents.
- Expert Marksmanship Course - Very Hard (-30) Scholastic Lore (Tactica Imperialis) - The
Dynasty Guard gains the Precision Killed (Ranged), Death Dealer (Ranged) and Mighty Shot
Talents. This training requires Killhouse Drills and Live Fire Drills.
- Expert Martial Course - Very Hard (-30) Scholastic Lore (Tactica Imperialis) - The Dynasty
Guard gains the Deathdealer (Melee), Precision Killer (Melee) and Crushing Blow Talents. This
training requires Killhouse Drills and Assault Doctrine Drills.
- Special Forces Selection - Very Hard (-30) Scholastic Lore (Tactica Imperialis) - The
Dynasty Guard is considered Elite for the purposes of Righteous Fury. The Dynasty Guard
gains the Resistance (Fear) and Jaded Talents. This training requires at least 5 different
trainings, all weapon trainings are counted as one, no matter how many times are taken.
- Crew Compensation Course - Very Hard (-30) Scholastic Lore (Tactica Imperialis) -
Possible to be taken after change of the Flagship or gaining a better Crew for the Flagship. After
the training is done, the Dynasty Guard increases their statistics up to the Crew Rating. Dynasty
Agents have a different course.
- Silent Drill Team - Arduous (-40) Scholastic Lore (Tactica Imperialis) - The Dynasty Guard
is trained in the ways of iron discipline and numerous drills for both combat and parade.
Similarly to Mordian Iron Guard, this unit is extremely disciplined and used to keep extremely
neat, precise formations. If this unit is visible and used as a Personal Guard, the commander or
superior officers gains +10 to Fellowship Tests with all loyal Imperial Subject. Additionally, the
unit can reroll failed Fear and Pinning test.
- Void Warfare Drills - Very Hard (-30) Scholastic Lore (Tactica Imperialis) - The Dynasty
Guard is treated as a Storm Tropper Detachment Upgrade for their flagship. This requires at
least 5 different trainings, all weapon trainings are counted as one, no matter how many
times are taken.
- Void Superiority Drills - Arduous (-40) Scholastic Lore (Tactica Imperialis) - The Dynasty
Guard is treated as a Best Quality Storm Tropper Detachment Upgrade for their flagship. This
training requires Void Warfare Drills.
- Catachan Devil Course - Punishing (-50) Scholastic Lore (Tactica Imperialis) - The
Dynasty Guard is treated one rank higher than the flagship Crew Rating, essentially gaining +10
bonus to their combat actions (maximum of 60 Crew Rating). This requires at least 10
different trainings, all weapon trainings are counted as one, no matter how many times
are taken.
- Specialized Training - ? - The Dynasty Guard gains a talent that the Dynasty members have
but isn’t in any Career table. The specific skill and difficulty is up to the GM. The difficulty can go
from +0 to -20 for Tier 1 Talents, -20 to -40 for Tier 2 Talents and -40 to -60 for Tier 3 Talents.
Spec Squad
It is also possible of creating a specialized squad (10 man) inside the Dynasty Guard, these
specialized squads gain +10 bonus to tests connected to their specialization. This requires a
Challenging (+0) Scholastic Lore (Tactica Imperialis) test. This training can be taken multiple
times, until there are no more people to be special (so up to 10 times).
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Specializations:
- Reconnaissance
- Combat Engineer
- Combat Lifesaver
- Sniper
- Artillery
- Heavy Weapons
- Airborne Infantry
- Jump Infantry
- Cavalry
- Bike Infantry
- Mechanized Infantry
- Tank Crew
- Flight Crew
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- Specialized Training - Below - The Dynasty’s Agents gain additional Degree of Success on a
successful test with their chosen specialized action. This can be taken multiple times.
Specializations:
- Shadowing a Target - Hard (-20) Stealth (Intelligence)
- Long Term Target Surveillance - Hard (-20) Deceive (Intelligence)
- Short Term Target Observation - Hard (-20) Scrutiny (Intelligence)
- Security Systems Bypass - Hard (-20) Security (Intelligence)
- Location Insertion - Hard (-20) Scholastic Lore (Bureaucracy)
- Information Gathering - Hard (-20) Interrogation (Intelligence)
- Access Acquirement - Hard (-20) Scholastic Lore (Judgement)
- Clean Up - Challenging (+0) Trade (Morticator)
- Unknown Location Exploration - Challenging (+0) Survival (Intelligence)
- Target Familiarization - Below - The Dynasty’s Agents receive training to infiltrate a specific
target, gaining a +10 bonus to their test. Below is a list of targets and needed skills for the
training. This can be taken multiple times.
Targets:
- Local Populace - Challenging (+0) Common Lore (Imperium)
- High Nobility - Difficult (-10) Scholastic Lore (Heraldry) (or Common Lore (Imperium) with
-40 penalty)
- Merchant Class - Challenging (+0) Scholastic Lore (Chartist Captains) (or Common Lore
(Chartist Captains) with -20 penalty)
- Adepta Sororitas - Difficult (-10) Scholastic Lore (Adepta Sororitas) (or Common Lore
(Adepta Sororitas) with -20 penalty)
- Adeptur Arbites - Hard (-20) Scholastic Lore (Adeptus Arbites) (or Common Lore
(Adeptus Arbites) with -20 penalty)
- Adeptus Astartes - Very Hard (-30) Scholastic Lore (Adeptus Astartes) (or Common Lore
(Adeptus Astartes) with -20 penalty)
- Adeptus Astra Telepathica - Challenging (+0) Scholastic Lore (Adeptus Astra Telepathica)
(or Common Lore (Adeptus Astra Telepathica) with -20 penalty)
- Adeptus Mechanicus - Hard (-20) Scholastic Lore (Adeptus Mechanicus) (or Common
Lore (Adeptus Mechanicus) with -20 penalty)
- Administratum - Difficult (-10) Scholastic Lore (Administratum) (or Common Lore
(Administratum) with -20 penalty)
- Ecclesiarchy - Challenging (+0) Scholastic Lore (Ecclesiarchy) (or Common Lore
(Ecclesiarchy) with -20 penalty)
- Imperial Guard - Difficult (-10) Scholastic Lore (Imperial Guard) (or Common Lore
(Imperial Guard) with -20 penalty)
- Imperial Navy - Challenging (+0) Scholastic Lore (Imperial Navy) (or Common Lore
(Imperial Navy) with -20 penalty)
- Navigators - Difficult (-10) Scholastic Lore (Navigators) (or Common Lore (Navigators)
with -20 penalty)
- Planetary Defence Forces - Challenging (+0) Scholastic Lore (Planetary Defence Forces)
(or Common Lore (Planetary Defence Forces) with -20 penalty)
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- Rogue Traders - Challenging (+0) Scholastic Lore (Rogue Traders) (or Common Lore
(Rogue Traders) with -20 penalty)
- Underworld - Hard (-20) Scholastic Lore (Underworld) (or Common Lore (Underworld)
with -20 penalty)
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Optional: Exotic Weapon Training
The Explorers might sometimes find artifacts or some strange weapons. Rogue Trader is
different in that way than Dark Heresy 2. So, instead of spending thousands of experience
points for Exotic Weapon Training Talents, here are optional rules.
- Exotic Weapon Training Talent can’t be bought with Experience
- Weapon Familiarization Talent is changed (see below)
- Exotic Weapon Training Talent can be gained only through training (downtime)
Each training takes an Extended Test which is Ordinary (+10) Intelligence Test that takes 10
days and needs a total of 10 DoS to achieve (DoF do not take from DoS). After that, the
character counts as having Exotic Weapon Training for that weapon he trained with. The
character can train with only one weapon at a time. He spent most of the day (at least 8 hours)
training with the weapon, so this should be done only during downtime. A failed test that is up to
3 DoF still adds 1 DoS. The GM might decide that the character still needs a specific Weapon
Training (like Force weapons with Weapon Training (Force)) to train with the Exotic Weapon. If
the character has the Weapon Intuition Talent, he gains +20 bonus to test.
Weapon Familiarity
Tier: 1
Prerequisites: Weapon Intuition or Exotic Weapon Training (Any three)
Aptitudes: Intelligence, General
Effect: The Explorer saw a wide range of strange weapons, each stranger than the last. With
time he found a knack of finding out how they work. The time to train in a specific weapon is
halved, making each test only 5 days per test.
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Optional: Crafting Rules
The rules in DH2e are too simple (or more like too quick), while there are none in the original
Rogue Trader. Here are some optional rules.
First, the character must have the correct Skills (at least at Known rank) and obtain the
resources to create the item(s).
Skills
Bold is the skill used Items
Cursive are optional skills
Navigation (Surface)
Food
Trade (Cook) or Survival
Medicae
Synthetic Drugs
Tech-Use
Synthetic Poisons
Trade (Chymist)
Medicae
Scholastic Lore (Xenology)
Forbidden Lore (Xenos - that created the Xenos Anti-Poisons
poison)
Trade (Chymist)
Tech-Use
Trade (Armourer)
Scholastic Lore (Tech) Vehicles
Forbidden Lore (Archeotech)
Trade (Vehiculum)
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Navigitation (Warp)
Forbidden Lore (Warp) Warp Maps
Trade (Astrographer)
Tech-Use
Scholastic Lore (Tech) System Ships
Forbidden Lore (Archeotech) Voidships
Trade (Shipwright)
Then GM determines if the crafted item is Simple or Complex. Simple items are quick to make,
this can range from cooking a meal to crafting a sword, while Complex items can range from a
lasgun to a Baneblade.
The Dynasty could easily obtain a number of resources to create Simple items, so the Character
doesn’t need to make an Acquisition test to do so. However, Complex items need them and not
every planet will have what he wants. When making the Acquisition Scale and Craftsmanship is
the same (if somebody wants to create Best Quality, he needs Best Quality materials!), while
the Rarity is one higher (Very Rare -> Rare) with the same rule about Scale with (Near) Unique.
If he gets his materials, he can get to work. The GM could allow the Dynasty to get resources
“for later” to craft not specified items. For example, the Dynasty wants materials to create
Cybernetic Implants that are Extremely Rare or less. They just need to make an Acquisition with
the appropriate Scale, however, they do not get the change in Rarity by doing so. They will get
(Trivial Scale 2-5) materials for about five different Cybernetic Implants and they create them on
the way as they see fit with the only limit is that they must be Extremely Rare or higher in rarity
and the same Craftsmanship or lower than they bought the materials.
It is important that some characters aren’t legally allowed to create items (or even certain items).
Without the “holy designs”, it’s techno-heresy to create stuff from thin air, unless you get
approval from a Forge World and even then, barely anyone would agree to help you. It is
assumed that the Explorator, who is a Magos, has designs for all items that aren’t Near Unique
or Unique from the Imperial armoury. Otherwise, that’s where the Arch-Heretek comes into play!
The GM determines the amount of work needed for the item to be created. These will be
Extended tests from Skills that are bold in the table (or different ones, based on GMs
judgement). First, the time frame, how much each test takes. Simple items may take as short
time frame as a couple of minutes (rule rolling 1d10 minutes per the easiest task to 1d10 x 10
minutes for a little harder like cooking meat), a couple of hours (making a sword, maybe 1d5
hours per test) to days (creating low-tech armour, basic cybernetic implants or a lasgun, use
1d10 days). However, Complex items will always take 10 days per test but that is just the time
frame. Simple items need from 1 to 10 DoS to accomplish with 1 being cooking a simple meal, 5
being making a mono sword, while 10 creating a bionic arm. Complex range from 10 to 50 DoS
or higher for more unique items. For example, a Light Power Armour would need 30 DoS to
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create for a single item, while a Power Sword could just take 10 DoS. If you want something
mass produced, you need a Colony or order it.
A Critical Success (1) adds +10 DoS to the test, while a Critical Failure (100) removes 10 DoS,
if it would go to 0 or below, the resources are lost and must be acquired again. After the
Character gains the needed DoS, he creates the item. That’s it.
If the created item will need an Upkeep Test, it uses the original material Acquisition Modifiers.
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Optional: Liquid Profit Factor
As a GM, did you ever wanted to give your players “some phat loot”, however, it was just “a pile
of money” and you couldn’t really conceive how that would increase their Profit Factor? Then
here some additional rules if you want to reward your players riches for doing something or
finding them. This doesn’t change the normal Profit Factor rules that can be increased by
Endeavour or other actions, where the Dynasty needs to work for it.
Liquid Profit Factor comes in two forms Treasure and Loot. Treasure means everybody gains 1
point of Liquid Profit Factor, while Loot means only one person gains 1 point of Liquid Profit
Factor. You would get Treasure from looting a Planetary Governor vault, while Looting from
looting just his safe. These are huge piles of money, coins, jewelry, pieces of art or any other.
You use the Liquid Profit Factor in two ways - buying or bribing. Whenever you want to make an
Acquisition, these points come into play. Here is a list:
- Buying a Single Item - The Character, after making a Commerce/Inquiry to find an Item
can spend one (1) Liquid Profit Factor to buy the item outright, without the roll for Profit
Factor. However, there are some limitations, before he can spend the point, the Profit
Factor after Modifiers must be 50 or higher. He can spend additional Liquid Profit Factor
to increase it by +5 for each 1 Liquid Profit Factor spent. For example, the Dynasty has
75 Profit Factor, the character wants to buy an Extremely Rare (-40), Best Quality (-30)
Item (+30 for single) which would make the test at 35 Profit Factor. He can’t spend his
Liquid Profit Factor to buy it, however, he can increase the number by spending
additional 3 points (+15) that would land him right at 50, so in total he spent 4 Liquid
Profit Factor Points.
- Buying by Acquisition - Whenever the Character buys something for himself or Trivial
(3-5) Scale, he can spend one (1) Liquid Profit Factor to gain +10 to test. He can
increase it by another +10 by spending 2 more (total of 3) and by another +10 by
spending another 3 (total of 6).
- Bribery - Sometimes flattery gets you nowhere. Liquid Profit Factor isn’t something to
scoff at, however, there are diminishing returns based on who is bribed. Spending one
(1) Liquid Profit Factor on a Planetary Governor might grant a +5 bonus to social tests,
while spending the same point on a local ganger might grant a +30 bonus! The GM will
tell you how much you would gain by bribing the person. Also, you can spend more
Liquid Profit Factor, but then it looks more and more like a bribe and some might just call
the Judge. You could always use Influence (testing Profit Factor against the target) to
gain more!
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Optional: Acquisition Scale Limitations
Did you ever wonder how it is that the Dynasty can buy a +100 Boltguns when the planet only
had 1,000,000 people? Aren’t those weapons Very Rare? Right. Here is an optional table to
use. This done Population vs. Scale and the lowest Rarity possible at that scale. It is worthy to
note that Forge Worlds might have much more rare items, while some Frontier Worlds and
Xenos Worlds can have a lot of Xenotech, while on other planets it would be less. For that,
increase or decrease the maximum rarity for the scale by 1 or 2 steps. Near Unique and Unique
items aren’t on the table, since they don’t use the Scale modifier and the GM must always think
before allowing the Dynasty to roll for it, because it just might not be there anyway.
Scale Table 1
The lowest Rarity possible
100 Million Ext. Rare Very Rare Very Rare Rare Rare
One Billion Ext. Rare Ext. Rare Very Rare Very Rare Rare
Ten Billion Ext. Rare Ext. Rare Ext. Rare Very Rare Very Rare
100 Billion Ext. Rare Ext. Rare Ext. Rare Ext. Rare Very Rare
Over 100 Billion Ext. Rare Ext. Rare Ext. Rare Ext. Rare Ext. Rare
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Scale Table 2
The lowest Rarity possible
Significant Vast Tremendous* Astronomical* Immeasurable*
Population 2000-5000 10,000-100,000 +100,000 +1,000,000 +10,000,000
Over 100 Billion Ext. Rare Ext. Rare Rare Scarce Average
*GMs discretion is advised
The GM could make a rule instead stating the rarity is too low for the population that for each
step of difference is additional -10 penalty. For example, getting Minor Scale Rare Items on a
1,000 population world (that has a limit of Average) is additional -20 penalty.
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