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Rogue Trader 2nd Edition (Public)

This document summarizes the key changes made in the 2nd edition of Rogue Trader relative to Dark Heresy 2nd edition. It overviews adjustments to starting characteristics, removal of Influence in favor or returning to the Profit Factor system, and introduction of a new Legitimacy statistic. Original and new homeworlds, backgrounds, roles, and careers are cataloged. It also provides an overview of additional rules including acquisition, voidship, astropathic communication, and optional rules.

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100% found this document useful (2 votes)
5K views212 pages

Rogue Trader 2nd Edition (Public)

This document summarizes the key changes made in the 2nd edition of Rogue Trader relative to Dark Heresy 2nd edition. It overviews adjustments to starting characteristics, removal of Influence in favor or returning to the Profit Factor system, and introduction of a new Legitimacy statistic. Original and new homeworlds, backgrounds, roles, and careers are cataloged. It also provides an overview of additional rules including acquisition, voidship, astropathic communication, and optional rules.

Uploaded by

anynomous
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Rogue Trader 2nd Edition

Based on DHe2
Main Changes
House and Homebrew Rule Changes

Profit Factor Changes to Dark Heresy 2

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

Astropathic Signal Rules


Astropathic Choir & Relays
Astropath Burnout
Astropathic Signals and Broadcasts Table
The Contemplation
The Shrouding
Using Cyphers
The Projection
Focused Signals
Astropath Social Differences
Broadcast Signals
Sending the Signal
Warp Effects
Warp Effects Table
Coherency
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)
Message Coherency Table
Psychic Phenomena
Interception
Message Interception Table
Mayday! Mayday!
First Responders Table
The Reception
Focused Messages
Broadcast Messages
Deciphering the Signal
Deciphering the Message Table

Optional: Dynasty Guard


Training the Cadre
Combat Training List
Agent Training List

Optional: Exotic Weapon Training

Optional: Crafting Rules

Optional: Liquid Profit Factor

Optional: Acquisition Scale Limitations

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)

House and Homebrew Rule Changes


- Corruption/Insanity Threshold: Whenever the character gains Corruption/Insanity
points, after being modified by talents and other means, it is compared to their
Threshold, if it equals or is higher, then they gain those points. Otherwise, they are so far
gone, that this act doesn’t corrupt their souls. The Threshold equals to
Insanity/Corruption Points divided by 10, minus 2. So for example, a character having 42
Insanity points has an Insanity Threshold of 2. It means he won’t get Insanity points from
acts that give him only 1 points but only 2 or more.
- Additional Skills - Demolitions (Intelligence, Fieldcraft) and Performance (Social,
General) (Specialization Skill)
- Rolling a 100 is considered a Critical Failure.
- Rolling a 1 is considered a Critical Success equal to gaining +10 Degrees of Success.
The player can also opt to gain a permanent +1 to the tested characteristic. The
Emperor smiles unto you.
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)
- Additional Operate Specialization - “Walkers: Used to operate any vehicle that uses
legs to move like Sentinels, Eldar War Walkers or Imperial Knights.”
- Additional Trade Specialization - “Vehiculum: Used to design, upgrade, and build
vehicles, from bikes to tanks.”
- Additional Scholastic Lore Specialization - “Xenology: A general study of the myriad
Xenos inhabiting the galaxy, from a basic understanding of cultures and concepts to
their interactions with the Imperium throughout recorded history.”
- Additional Forbidden Lore Specialization - “Xenos Tactica: A study of enemy Xenos
strategies and tactics, from basic ground army movements, void combat engagements
to tactical insertions. These include but are not limited to: Orky Thinky Fighty (Ork
Tactica), Aeldari Tactica, Necron Tactica, Tau Tactica, Tyranid Tactica or Chaos
Tactica.”
- If a character changes the rarity of an item for Acquisition from Near Unique or
Unique to less than those, he still doesn’t gain bonuses for Scale modifier in Profit
Factor.
- Thunderhammer is Two-Handed. Doesn’t gain +2 to damage. However, if used in
Power Armor, it can be wielded in one hand.
- Light Power Armor doesn’t increase size, however, it’s Availability increases to
Extremely Rare. Craftsmanship increases the time of Power Armor. Light Power Armor
increases to 2d5 hours on Good, while on Best it’s 12 hours. Heavy is 4d5 hours on
Good and 24 hours on Best.
- Changed Infused Knowledge, see New Talent.
- Jaded Talent description change: The Explorer’s wide travels have shown him both
wonders and horrors beyond the ken of most. The galaxy has thrown its worst at him
and he has yet to flinch. Mundane events, from gruesome mass killings to torture without
compare, do not force him to gain Insanity points or make Fear tests. He ignores the
Fear Rating of Xenosbeasts, however, “normal” Xenos are treated as one rating lower
(on a Fear (0), the Explorer ignores the Fear Trait). Exposure to certain scenarios may
even allow for the Explorer to avoid such trials in future, as his psychological barriers are
now prepared for what lies ahead. What qualifies as Mundane is at the GM's discretion.
- Inescapable Attack description change: This talent applies to Melee or Ranged attacks,
depending on the Speciality chosen. After making a successful attack test of the
appropriate type as part of an All Out Attack, Called Shot, Charge, Standard Attack, or
Stun action, the character imposes a penalty on all evasion attempts (Dodge or Parry
tests) made against this attack. The target subtracts Degrees of Success from a
successful test equal to the total degrees of success scored on the attack test to a
maximum of the character's Weapon Skill Bonus for Melee or Ballistic Skill Bonus for
Ranged. If the target will have a 0 or less Degrees of Success, he fails the test with 1
Degree of Failure. This talent works only once per Round, so it can’t be used with
Whirlwind Attack, Two-Weapon Wielder or attacking as a Reaction.
- Killing Strike description change: At the beginning of each of his turns, the character
may spend a Fate point to make one of his melee Standard attacks unavoidable with the
Dodge and Parry skills. The attack must be chosen before the roll. If Two Weapon
Fighter is used, the weapon must as well be chosen before the roll. Other means of
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)
avoiding or stopping attacks (such as displacer fields or alien protective devices) are
unaffected.
- New Voidship rules, check the Imperial Armour Volume: Voidships!
- Changes to Accurate, Twin-Linked and Snare Qualities: Check Imperial Armour
Volume: 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)
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.

Primordial Truth Supplement


Empty at the moment. In the future this will be the Chaos supplement. New character creation,
conversion rules, new backgrounds, new homeworlds, new roles, new careers and even rules
for becoming a Daemon Prince.

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.

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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).

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(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.
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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

Void Station (similar to Footfallen)


Characteristic Modifiers: +Agility, +Fellowship, -Ballistic Skill
Fate Threshold: 3 (8+)
Home World Bonus: Nobody Else to Talk To: Gain Peer (Any) connected to who owned the
station and additional +10 to all Fellowship tests when dealing with that group.
Home World Aptitude: Agility
Wounds: 7+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

Adeptus Astra Telepathica


Starting Skills: Awareness, Common Lore (Adeptus Astra Telepathica), Deceive or
Interrogation, Forbidden Lore (the Warp), Psyniscience or Scrutiny
Starting Talents: Weapon Training (Las, Low-Tech)
Starting Equipment: Laspistol, staff or whip, light flak cloak or flak vest, micro-bead or psy
focus

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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

Rogue Trader Fleet


Starting Skills: Charm or Scrutiny, Commerce, Common Lore (Rogue Traders), Linguistics
(pick one alien language), Operate (Surface or Aeronautica)
Starting Talents: Weapon Training (Las or Solid Projectile, Shock)
Starting Equipment: Laspistol or autopistol (fitted with Compact weapon upgrade), shock maul,
mesh cloak or carapace chestplate, auspex, chrono
Inured to the Xenos: A character from a Rogue Trader Fleet gains a +10 bonus to Fear tests
caused by aliens and a +20 bonus to Interaction skill tests with alien characters.
Background Aptitude: Finesse 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

Navis Nobilite Houses

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

Planetary Defence Force


Starting Skills: Athletics, Command, Common Lore (Planetary Defense Forces), Medicae or
Operate (Surface), Navigate (Surface)
Starting Talents: Weapon Training (SP, Low-Tech)
Starting Equipment: Autogun (or Autopistol and sword), planetary trappings, flak armor,
grapnel and line, 2 doses of obscura, magnoculars
Background Bonus: Granted Authority: When using the Influence mechanic of Profit Factor
against military-oriented groups, the character gains additional Degrees of Success equal to half
his Fellowship Bonus (rounded up).
Background Aptitude: Defense or Fieldcraft

Great Noble House


Starting Skills: Awareness, Common Lore (Imperium, Home Sector), Scholastic Lore
(Heraldry, Bureaucracy), Parry or Scrutiny
Starting Talents: Weapon Training (Low Tech or Chain)
Starting Equipment: Mono-sword or chainsword, las pistol, noble attire, family crest or signet
ring, imperial robes or armored body glove, retainer or mono-tasked servo-skull (utility)

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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.

My Mind, My Own Relied Upon, Can’t Falter


Tier: 2 Tier: 3
Prerequisite: Singular Individual Prerequisite: True Grit
Aptitudes: Willpower, Defence Aptitudes: Toughness, Defence
Effect: Whenever the Rogue Trader is a Effect: Once per session, the Rogue Trader
target of a mind-control effect (psychic or can spend a Fate Point to have his
not), he either gains a bonus or the enemy Fellowship Bonus added to True Grit talent.
gains a penalty equal to double his Willpower This lasts only for Willpower Bonus rounds.
Bonus.

Battle Speech Hell Speech


Tier: 2 Tier: 3
Prerequisite: Inspiring Aura Prerequisite: Battle Speech
Aptitudes: Fellowship, Leadership Aptitudes: Fellowship, Leadership
Effect: The Rogue Trader can take 10 Effect: The Rogue Trader can make a
minutes before combat to make an inspiring Shipboard Extended Action to make
speech to his men. After that, all his Challenging (+0) Command test. On a
voidsmen (non-Explorers) gain +10 bonus to successful test, his flagship Crew Rating is
one chosen test per round for the whole increased by 5 plus another 5 per 2 DoS on
combat. This can’t be used for Spaceship the test (up to +20 total). This bonus lasts for
Combat. one round.

Into the Jaws of Hell Xenophile


Tier: 3 Tier: 1
Prerequisite: Adamantium Faith, Halo of Prerequisite: Peer (Any Xeno) or GM’s
Command, Profit Factor 30 discretion
Aptitudes: Willpower, Leadership Aptitudes: Fellowship, Social
Effect: Servants and allies within 10 metres Effect: Do not gain the -20 penalty to
can subtract the Rogue Trader’s Fellowship Fellowship tests when talking to Xenos.
bonus from their degrees of failure on a failed
Fear or Pinning test, so long as the Rogue
Trader passes the test. If this reduces the
degrees of failure to 0 or less, a character
counts as having passed the test with 1
degree of success. The effects of this talent
apply to other Explorers if they consider him
their leader.
If the ally has Adamantium Faith, he uses
either Rogue Trader’s Fellowship Bonus or
his Willpower Bonus, whichever is higher.

Oh, Captain, Our Captain Oh, Commander, Our Commander


Tier: 2 Tier: 3
Prerequisite: Command +20 Prerequisite: Fleet Commander, Oh,
Aptitudes: Fellowship, Leadership Captain, Our Captain
Effect: Whenever the flagship Crew gains Aptitudes: Fellowship, Leadership
experience (see Voidship Management), they Effect: Whenever the flagship Crew gains
gain 25% more. experience (see Voidship Management), they
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gain 50% more. While other active ships of
the Dynasty gain 25% more experience.

Fleet Commander Fleet Admiral


Tier: 3 Tier: 3
Prerequisite: Command +30 Prerequisite: Fleet Commander, Profit Factor
Aptitudes: Fellowship, Leadership 50
Effect: The Rogue Trader reduces the Profit Aptitudes: Fellowship, Leadership
Factor cost of having more than his flagship Effect: The Rogue Trader nominates one
in active duty by his Fellowship Bonus. ship as his “rearguard”, this ship doesn’t cost
Profit Factor to have in active duty.

Singular Individual Seen it All, Mind You


Tier: 3 Tier: 2
Prerequisite: Willpower 40, Fellowship 40 Prerequisite: Willpower 45
Aptitudes: Willpower, Defence Aptitudes: Willpower, Defence
Effect: A Rogue Trader with this ability can Effect: Whenever the Rogue Trader gains
spend a fate point to automatically pass a Corruption Points (after Threshold), he can
Willpower tests with a number of successes instead turn half of them into Insanity Points
equal to their Willpower Bonus. This talent (no Threshold).
can’t be used for Focus Power Tests,
however, it can be used to defend against
Psychic Powers in Opposed Willpower Tests.

Leader Among All Men I am Legend


Tier: 3 Tier: 3
Prerequisite: Halo of Command, I am Prerequisite: Halo of Command, Profit
Legend, Fellowship 55 Factor 70, GM Approval, Fellowship 50
Aptitudes: Willpower, Leadership Aptitudes: Fellowship, Leadership
Effect: When using the Exceptional Leader Effect: On Opposed Interaction Tests, the
ability, the character can share it among up to Rogue Trader gains additional 2 Degree of
Fellowship Bonus allies instead of one. Success.
During Combat, the Rogue Trader gains Fear
(1) Trait against his enemies.

Watchful for Betrayal Pity the Weak


Tier: 3 Tier: 3
Prerequisite: Awareness, Light Sleeper, Prerequisite: Strength 35, Willpower 35
Constant Vigilance, Perception 40 Aptitudes: Willpower, Leadership
Aptitudes: Perception, Defense Effect: Despised are the weak, for they
Effect: The character is constantly wary of cannot stand alone against the mighty. The
attack from all sides, taking no chances that character has nothing but contempt for those
he may be brought low by an unseen enemy less powerful than himself and gains a +10 on
at any moment. As long as the character is Command, Commerce, Deception, and
conscious and his senses are not impaired Intimidation Skill Tests when opposed by
(such as by drugs or a blindfold, the GM has someone with either a Strength or Willpower
final arbitration of this), the character cannot Characteristic lower than his own, or whose
be Surprised Profit Factor or apparent social status is
beneath his own. Unfortunately, the character
also has trouble hiding his contempt for such
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people, and suffers a –10 to Charm Skill
Tests when dealing with these individuals.

Counter Master Leader Among All Leaders


Tier: 3 Tier: 3
Prerequisite: Weapon Skill 45, Counter Prerequisite: Profit Factor 80, Leader Among
Attack All Men, Fellowship 60
Aptitudes: Weapon Skill, Finesse Aptitudes: Willpower, Leadership
Effect: The Rogue Trader gains no penalty Effect: When using the Exceptional Leader
for using the Counter Attack talent. ability, the Rogue Trader gives +20 to a test
instead of +10.

Magnate of Duels (Melee)

Duelist Blade Dancer


Tier: 3 Tier: 3
Prerequisite: Weapon Skill 35, One-on-One Prerequisite: Two-Weapon Master
Aptitudes: Weapon Skill, Finesse Aptitudes: Weapon Skill, Finesse
Effect: Thanks to extensive practice in Effect: When armed with two single-handed
ritualised duels, years of fighting in impromptu melee weapons with the Balanced Quality
rings, or other specific training, this character and using both to attack (Standard, Called
is particularly skilled at engaging single Shot, Swift Attack, Lightning Attack), the
opponents on his own. Rogue Trader can reroll those Weapon Skill
While engaged in melee with only a single tests. However, he must do it before any
opponent who is not engaged in melee with Dodge/Parry or Force Field test is done.
anyone else, this character counts as scoring
an additional two Degrees of Success on his
successful Weapon Skill Tests.

Force Feint It is Me You Are Fighting!


Tier: 2 Tier: 2
Prerequisite: Weapon Skill 45 Prerequisite: Duelist, Counter Attack
Aptitudes: Weapon Skill, Finesse Aptitudes: Fellowship, Finesse
Effect: The Rogue Trader can make a special Effect: When a fighting in melee and with
Feint. Using a quick flick, he can make the allies against one or more opponents, the
enemy’s Force Field to flicker and turn on Rogue Trader can make a Opposed
sooner than it should be. In essence, allowing Intimidate Test against the target Willpower
him to make an attack, bypassing the Force as a Half Action. The enemy gains additional
Field. bonuses for talents like Fearless or higher
As a Half Action Feint, the character and his Intimidate. For every Degree of Success the
target make an Opposed Weapon Skill test. If enemy gains -10 to his Attack rolls, if the
the Rogue Trader wins, his next melee target of his attack is someone other than the
Standard Attack action against that same Rogue Trader.
target during this turn cannot be Evaded OR
the Force Field doesn’t work for this single
attack. If the character’s next action is any
other action, the advantage of Feinting is lost.

Magnate of Duels (Ranged)

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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).

Pistol Flair Bullet to Save a Life


Tier: 3 Tier: 2
Prerequisite: Snap Shot, Fellowship 45 Prerequisite: Rapid Reload, Quick Draw
Aptitudes: Fellowship, Offence Aptitudes: Willpower, Offence
Effect: The Rogue Trader can take a Half Effect: Once per combat, the Rogue Trader
Action Hard (-20) Charm or Intimidate test. If can reload a Pistol or Basic weapon that
he gains DoS equal or more than the enemy doesn’t have it’s Reload speed higher than
Willpower Bonus, the enemy receives -20 Full Action (before Rapid Reload) as a Free
penalty to Dodge the Rogue Trader’s ranged Action.
attacks for the turn. This can be done only to
intelligent targets (GM is the final arbiter) and
in a range of two meters per Rogue Trader’s
Fellowship Bonus with Basic or Pistol
weapons.

Magnate of Warrant

Renowned Warrant Eye for Profit


Tier: 1 Tier: 3
Prerequisite: None Prerequisite: Renowned Warrant
Aptitudes: Fellowship, Leadership Specializations: Military, Criminal,
Effect: The character gains a +10 bonus to Exploration, Trade, Creed
Interaction Skill Tests with those who Aptitudes: Intelligence, Fieldcraft
understand the importance of the warrant, Effect: The Rogue Trader chooses one
such as other traders and Imperial officials. specialization (Objective Theme). When
calculating Achievement Points from an
Objective with that specialization is made, he
can reduce the requirement by 50. He can do
so only with one Objective in the Endeavour.
If there is more than one theme in an
Objective, and the Rogue Trader has both
specializations, he can reduce the
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requirement by 100. Still limited by one
Objective per Endeavour.

Warrant Allows It Man of Many Deeds


Tier: 2 Tier: 2
Prerequisite: Xenophile, Renowned Warrant Prerequisite: Eye for Profit
Aptitudes: Fellowship, Social Aptitudes: Intelligence, Social
Effect: Whenever the Dynasty loses Effect: When using the Endeavour system,
Legitimacy due to deals with Xenos, the the Rogue Trader gains additional
Rogue Trader can spend a Fate Point to Achievement Points to one Objective equal to
decrease the amount lost by half of his double his Intelligence Characteristic
Fellowship Bonus rounded up. This can be (maximum of 100). This is after calculating all
reduced to minimum of 1. Achievement Points and can’t be added if the
Dynasty is 200 Achievement Points above the
needed amount.

Magnate of People

Captain on Deck Lord’s Call


Tier: 3 Tier: 2
Prerequisite: Fellowship 45, Void Tactician Prerequisite: Peer (Any)
Aptitudes: Fellowship, Offence Aptitudes: Fellowship, Leadership
Effect: Whenever the Rogue Trader makes a Effect: Whenever the Rogue Trader ask for
Shipboard Shooting Action, he can substitute military aid (escort, invasion, siege, etc.) from
one Ballistic Skill test with Fellowship test. a Faction he has Peer talent with, he gains
+20 bonus to social tests involving convincing
them to aid him.

Obey without Hesitation Snap Out of It


Tier: 2 Tier: 2
Prerequisite: Command +20, Halo of Prerequisite: Command +20, Fellowship 40
Command Aptitudes: Willpower, Leadership
Aptitudes: Fellowship, Leadership Effect: As a Reaction the Rogue Trader can
Effect: The Rogue Trader can use a Half make a Command or Intimidate test in the
Action to give another player a Half Action, if place of an ally’s Willpower test to resist Fear,
the other player accepts he must use the Half Pinning, or Psyker powers intended to control
Action on what the Rogue Trader ordered him or distort minds.
to do. Additionally he may not violate the rule
on performing more than one action of the
same subtype each round.

Magnate of War

Hell is a Big Place I am Thy Commander


Tier: 2 Tier: 2
Prerequisite: Into the Jaws of Hell Prerequisite: Command +30
Aptitudes: Willpower, Leadership Aptitudes: Fellowship, Leadership
Effect: Effects of Into the Jaws of Hell change Effect: During combat, the Rogue Trader can
from within 10 meters to 10x Fellowship use his Exceptional Leader ability on his men
Bonus meters. (non-Explorers). Up to his Fellowship Bonus

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voidsmen can gain the bonus.

Trader Militant Galvanising Presence


Tier: 2 Tier: 2
Prerequisite: Scholastic Lore (Tactica Prerequisite: Command +10
Imperialis) +10 Aptitudes: Strength, Leadership
Aptitudes: Intelligence, Leadership Effect: The members of the Crew feel the
Effect: Whenever the Rogue Trader Captain’s watchful eye upon them, keeping
Acquisitions soldiers, vehicles or provisions them in line with his strict justice. The Rogue
for war (the GM is the final arbiter when is Trader counts as having Fear (2) (or Fear (3)
that), he gains +10 bonus to his Commerce with I Am Legend Talent) for the purpose of
and Acquisition test. all Terrify Tests.

Magnate of Unknown

Holy Obligation Heed my Call, Navigator


Tier: 2 Tier: 2
Prerequisite: Charm +20 Prerequisite: Navigation (Warp)
Aptitudes: Fellowship, Social Aptitudes: Intelligence, Leadership
Effect: Whenever the Rogue Trader meets a Effect: The Rogue Trader can use his
previously unknown culture (lost Imperial Exceptional Leader on the Navigator, while
world, new Xenos race, the GM is the final he is navigating the Warp. He can still do it to
arbiter), he reduces the penalty to his social only one test.
interactions by 20.

A Rogue’s Keen Sense We Need to Know


Tier: 3 Tier: 2
Prerequisite: Navigation (Surface) Prerequisite: A Rogue’s Keen Sense
Aptitudes: Willpower, Offence Aptitudes: Intelligence, Leadership
Effect: The Rogue Trader can spend a Fate Effect: The Rogue Trader can order a
Point, whenever in ancient ruins (archeotech character to reroll a test made for: augury on
or xenos) to ask the GM for a hint where to a new planet, navigating an unknown region
go. Either to safely escape or find treasure. of space or on a planet, entering ancient ruins
or a Lore test about their surroundings. This
can be done only once per session.

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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.

Storm Trooper Shield of Allies


Tier: 2 Tier: 2
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Prerequisite: Command +20 Prerequisite: Agility 45, Bodyguard
Aptitudes: Weapon Skill or Ballistic Skill, Aptitudes: Agility, Defense
Offence Effect: After an enemy makes a successful
Effect: Rather than rolling Command the attack against an ally, the character may use
Arch-Militant with this ability can roll his BS or a Reaction to move up to his Full Move
WS to perform the Hit and Run Extended distance in order to interpose himself
action in void combat, relying on brutality and between the attacker and target. The attack is
speed rather than co-ordinated action. then resolved against the character instead of
the original target. In the case of a ranged
attack, the character may also attempt to
Dodge the attack as part of Reaction, while if
it's a melee attack, he might use Parry
instead. He gains +10 bonus to both these
tests. This talent replaces the Bodyguard
talent effect.

Demolition Fearful Reputation


Tier: 2 Tier: 3
Prerequisite: Demolitions +10 Prerequisite: Intimidate +30, Halo of
Aptitudes: Intelligence, Fieldcraft Command
Effect: The Arch-Militant gains insight into Aptitudes: Fellowship, Offence
planted explosives. He gains +10 bonus to Effect: It takes both a grand reputation and a
planting and defusing explosives. considerable degree of personal presence to
be able to make your enemies flee before
you; they must know without a doubt that the
enemy they face is someone to be feared…
and such a feat is not easily accomplished.
The Arch-Militant is such a warrior that lesser
soldiers tremble upon hearing his might.
This character gains Fear (1) trait.

Xeno-demolition Nimble Blow


Tier: 2 Tier: 1
Prerequisite: Demolitions +20, Demolition Prerequisite: Weapon Skill 35
Aptitudes: Willpower, Offence Specializations: Low-Tech, Shock, Chain,
Effect: The Arch-Militant knows instinctively Power
how to disarm enemy explosives. He doesn’t Aptitudes: Weapon Skill, Finesse
gain any penalties to disarm Xeno explosives. Effect: The character chooses a
Specialization; When wielding one of these
weapons in the chosen Class, the character
may choose to apply his Agility Bonus to the
weapon's damage, rather than his Strength
Bonus. This talent may not be applied to
weapons with the Unwieldy quality except at
the Game Master's discretion, as there is
usually no way to wield such massive tools of
destruction with anything that resembles
subtlety.
Note that there are some exotic melee
weapons in the galaxy that do not normally
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add the user's Strength Bonus to their
damage. At the GM's discretion, a character
may purchase the Nimble Blow Talent and
add his Agility Bonus to such a weapon's
damage, but he must pay twice the normal
experience cost to do so (representing the
difficulty of learning to master such a bizarre
implement of death).

Finger in the Nozzle Storm of Iron


Tier: 1 Tier: 2
Prerequisite: Agility 45 Prerequisite: Ballistic Skill 45
Aptitudes: Weapon Skill, Defence Aptitudes: Ballistic Skill, Offence
Effect: The Arch-Militant is capable of Effect: When the character deals Damage to
stopping the enemy's weapons with just a a target with a semi-auto burst or full-auto
weapon, putting his finger behind trigger or burst, the character may allocate his extra
catching the barrel from moving. The hits to any other target within five metres,
character must be in melee range and have instead of the usual two metres.
one hand free, then uses a Reaction to stop
the enemy from making a Ranged Attack but
must succeed on Opposed Weapon Skill test.
Some ranged weapons cannot be stopped,
like weapons controlled by MIU, those that
are implanted or similar. The GM is the final
arbiter.

Too Little, Too Many Say Hello to my Little Friend


Tier: 3 Tier: 3
Prerequisite: Weapon Skill 45, Swift Attack Prerequisite: Ballistic Skill 45
Aptitudes: Weapon Skill, Offence Aptitudes: Ballistic Skill, Offence
Effect: The Arch-Militant gains bonuses Effect: The Arch-Militant gains bonuses
against fighting hordes of enemies. Whenever against fighting hordes of enemies. Whenever
the character makes Swift Attacks or the character makes Semi-Auto or Full Auto
Lightning Attacks, he inflicts additional Burst, he inflicts additional damage to the
damage to the Horde equal half of his hits, Horde equal half of his hits, rounded up
rounded up (minimum of 1). (minimum of 1).

Heavy Quick Draw Arms Master


Tier: 2 Tier: 3
Prerequisite: Quick Draw, Strength 50 Prerequisite: Weapon Skill 40, Ballistic Skill
Aptitudes: Agility, Finesse 40, Weapon Training (any five), Exotic
Effect: In addition to Pistol, Basic or one- Weapon Training (Any one)
handed Melee weapons, the Arch-Militant can Aptitudes: Weapon Skill or Ballistic Skill,
Quick Draw Heavy and two-handed Melee Offence
weapons. If a Heavy weapon has noted a Effect: When the Arch-Militant uses a
time it needs to set up, then he can’t Quick weapon he is untrained in, he only suffers -10
Draw it, but the Arch-Militant halves that time. penalty, instead of the normal -20. This also
counts with Exotic weapons.

Keep them coming! The Numbers Aren’t Wrong


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Tier: 3 Tier: 2
Prerequisite: Too Little, Too Many, Whirlwind Prerequisite: Say Hello to my Little Friend
Attack Aptitudes: Ballistic Skill, Fieldcraft
Aptitudes: Weapon Skill, Offence Effect: The Arch-Militant can reroll once any
Effect: The Arch-Militant can deal a lot of damage done to the Horde to check if he
damage while being in the center of attention. does damage to the Horde’s Magnitude.
Whenever the Arch-Militant makes a
Whirlwind Attack against a Horde with non-
Horde enemies in melee with him, he makes
free Standard Attacks (don’t count towards
the Whirlwind Attack limit) to the Horde equal
to number of non-Horde enemies that are
near him, no more than half of his Weapon
Skill rounded down.

Master Blaster King Blaster


Tier: 3 Tier: 3
Prerequisite: Demolitions +20 Prerequisite: Demolitions +30, Weapon
Aptitudes: Perception, Fieldcraft Master (Thrown), Master Blaster
Effect: When the Arch-Militant uses his Aptitudes: Perception, Fieldcraft
personal weapons that have the Blast Effect: This ability upgrades the Master
Weapon Quality, he adds half his Perception Blaster ability. The Arch-Militant can add up
Bonus (rounded down) to the Blast. He can to his Perception Bonus to the Blast Quality.
choose not to, but it must be made at the start If a grenade doesn’t have a Blast Quality, it
of his turn. gains Blast (1) in the hands of the Arch-
Militant, but only for his personal grenades.
He can also forgo this bonus, but must decide
at the start of his turn.

Supporting Fire Jammin’


Tier: 1 Tier: 2
Prerequisite: None Prerequisite: Technical Knock
Aptitudes: Ballistic Skill, Finesse Aptitudes: Ballistic Skill, Fieldcraft
Effect: Lord Militant prefers ranged combat Effect: The Arch-Militant treats all weapons
over barbaric melee, and seek to cut down with care. All Unreliable weapons in the
his foes before they reach close combat. Any hands of the Arch-Militant lose that Quality.
time an enemy makes a Charge Action to All Reliable weapons in the hands of the
become engaged in melee with an allied Arch-Militant can’t Jam. If they don’t have
character within 20 metres, this Explorer may either quality, they gain the Reliable quality
spend his Reaction to make a Standard instead.
Ranged Attack at a –20 penalty against the
enemy. This attack resolves before the target
completes its Charge Action.

Guns of Battle

Battlefield Junky Ambush


Tier: 1 Tier: 1
Prerequisite: Scholastic Lore (Tactica Prerequisite: Stealth
Imperialis) Aptitudes: Agility, Fieldcraft
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Aptitudes: Intelligence, Fieldcraft Tactica Imperialis teaches that a battle is
Effect: When the Arch-Militant is easily won if the enemy does not know he is
commanding troops or devising a battlefield fighting. This character takes this maxim to
strategy, he gains +10 to his tests for heart, striving to always make the most of the
Command, Lores (Tactica Imperialis and element of surprise and finish fights before
War) and other suitable skills. they truly begin.
This character’s attacks against Unaware
Targets inflict 1 additional Damage for every
2 Degrees of Success on the Weapon Skill or
Ballistic Skill Test beyond the first.

Outflanking Lord of War


Tier: 2 Tier: 2
Prerequisite: Combat Master, Battlefield Prerequisite: Command +10, Scholastic Lore
Junky, Ambush (Tactica Imperialis) +10, Common Lore (War)
Aptitudes: Willpower, Offence +10, Battlefield Junky
Effect: The Arch-Militant can’t be pinholded Specializations: Air Combat, Armoured
into a position with his squad. Whenever the Tactics, Assault Doctrine, Defensive Doctrine,
Arch-Militant leads a squad, company or any Orbital Drop Procedures, Recon and Stealth
other battle formation, that single unit halves Aptitudes: Intelligence, Fieldcraft
any benefits or penalties of flanking against it. Effect: The Arch-Militant is a genius strategist
and tactician. He excels in specialist forms of
stratagems. This Talent can be taken multiple
times, up to the Arch-Militants Intelligence
Bonus, each representing a different tactic
and strategy doctrine listed below. He gains
+10 to Command, Scholastic Lore (Tactica
Imperialis) and Common Lore (War) (with
Battlefield Junky it’s +20) tests, when using
the chosen doctrine.
Air Combat: Covers atmosphere and near-
orbit engagements with air superiority fighters
as well as close support and bombing with
ground attack aircraft.
Armoured Tactics: An understanding of
armoured warfare, how best to use armour,
as well as how best to exploit the
weaknesses of such vehicles.
Assault Doctrine: Covers all kinds of
assaults, from charging a bunker to opposed
amphibious landings.
Defensive Doctrine: How to set up a good
defensive line, including layering units,
creating areas of enfilading fire, and good
clear kill zones.
Orbital Drop Procedures: A knowledge of
orbital drop doctrine and how to use it to
maximise troop concentration and ensure
shock and awe in the enemy.

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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

Death Shot Death Blow


Tier: 3 Tier: 3
Prerequisite: Ballistic Skill 50, Mighty Shot, Prerequisite: Weapon Skill 50, Crushing
Weapon Training (Any), Weapon Mastery Blow, Weapon Training (Any), Weapon
(Any) Mastery (Any)
Specialisations: Thrown, Pistol, Basic or Specialisations: Melee
Heavy Aptitudes: Weapon Skill, Offence
Aptitudes: Ballistic Skill, Offence Effect: When taking this talent, the Arch-
Effect: When taking this talent, the Arch- Militant chooses a specialization that he has
Militant chooses a specialization that he has Weapon Mastery and Weapon Training for a
Weapon Mastery and Weapon Training for a Melee Weapon Class. Instead of adding half
Ranged Weapon Class. Instead of adding of his Weapon Skill Bonus (rounded up) to
half of his Ballistic Skill Bonus (rounded up) to damage, he adds his full Weapon Skill Bonus.
damage, he adds his full Ballistic Skill Bonus. Additionally his weapons gain +2 Penetration.
Thrown works only for knives and similar
weapons that aren’t grenades.
Additionally his weapons gain +2 Penetration.

Killer's Eye Dead Eye


Tier: 2 Tier: 3
Prerequisite: Perception 35, Nowhere to Prerequisite: Weapon Skill or Ballistic Skill
Hide 50, Killer's Eye (WS or BS), Precision Killer
Specializations: Weapon Skill, Ballistic Skill OR Killing Strike
Aptitudes: Perception, Offence Specializations: Weapon Skill, Ballistic Skill
Effect: When the character makes a Called Aptitudes: Weapon Skill or Ballistic Skill,
Shot attack and scores a number of Degrees Offense
of Success on the attack roll equal to or Effect: When using the Killer’s Eye talent, the
greater than the target’s Agility Bonus, he Arch-Militant rolls two 1d5 and choose the
immediately inflicts a 1d5 critical damage higher result. Additionally, if the character
result on the target in addition to any normal isn’t using the talent and deals critical
damage. Roll on the appropriate Critical Hit damage, he may nominate the location hit by
table for the damage type and location struck. any successful melee or ranged attack. The
Any modifiers to critical damage from Talents nominated location is automatically the
or other sources apply as normal. However, location hit by the attack.
the Critical Damage inflicted from this ability
does not stack with actual Critical Hits.
He must inflict damage to the target for the
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ability to work and can’t be combined with
Inescapable Attack. Master and higher level
enemies are immune to this talent.

Guns of Command

Drill Instruction Combat Formation


Tier: 2 Tier: 1
Prerequisite: Command +20 Prerequisite: Intelligence 40
Aptitudes: Ballistic Skill or Weapon Skill, Aptitudes: Intelligence, Leadership
Leadership Effect: All members of the group (including
Effect: The Arch-Militant chooses up to his the character) add +1 to their Initiative rolls.
Fellowship Bonus Weapon Training (except Any member of the group may also choose to
the Exotic ones) talents and makes a use the Intelligence Bonus of this character
Challenging (+0) Command Test. On for their Initiative roll rather than their own
success, anyone under his command who Agility Bonus.
hears his words is treated as having the
relevant talent(s). This lasts until the end of
the encounter or until the talent is used again.

Calculated Barrage Unstoppable Battle Force


Tier: 1 Tier: 3
Prerequisite: Intelligence 35 Prerequisite: Command +20, Combat
Aptitudes: Ballistic Skill, Knowledge Formation
Effect: This character is exceptionally good at Aptitudes: Fellowship, Leadership
conceptualizing the battlefield and picking just Effect: The Arch-Militant leads his men to
the right place to drop vast amounts of battle like no other and those that follow his
explosives to maximum effect—not just on orders have a chance to survive even the
the enemies bodies, but also on their morale. cruelest of battles. The character makes one
Whenever this character or his Comrade fires hour speech or training montage and must
a weapon with the Indirect Quality, if at least succeed on Challenging (+0) Command test.
one hit lands within a number of metres equal All NPC allies that are under the Arch-Militant
to his Intelligence Bonus of an enemy, that gain Wounds equal to his Fellowship Bonus.
target must make a Routine (+20) Pinning This lasts for 24 hours but the removal of
Test. these bonus Wounds doesn’t kill a Critically
Injured character.

Guns of Survival

Know Thy Enemy Trust Your Instincts


Tier: 2 Tier: 3
Prerequisite: GM’s discretion - the Arch- Prerequisite: Know Thy Enemy (any three),
Militant must spend some time combating Intelligence 50
enemies, Intelligence 45 Aptitudes: Intelligence, Leadership
Specializations: Traitor Guard, Chaos Space Effect: The Arch-Militant knows many
Marines, Eldar Craftworld, Eldar Corsairs, enemies and fewer new surprise him
Dark Eldar, Tau, Orks, Mutants, Chaos anymore. He can use his Know Thy Enemy
Cultists, Pirates and many others talent as a Half Action and the range
Aptitudes: Intelligence, Leadership increases to 10 meters per Perception Bonus.
Effect: The Arch-Militant through a lot of Additionally, when he doesn’t have the
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combat, got to know his enemies weakness required specialization, the Arch-Militant can
and where to exploit them. After spending a spend one Fate Point and use a Full Action to
Full Action during combat, he can bestow grant the Know Thy Enemy bonus, if he had
himself and his allies up to double his needed talent.
Perception Bonus in meters a +10 to Weapon
Skill and Ballistic Skill tests against his
chosen foes. They must be from one of his
specializations. If they share more than one
trait, then he needs only one (Mutant Pirates -
only one of that is needed). This last until the
end of the encounter or until the talent is used
again

Sacrifice of Material Survival of the Fittest


Tier: 3 Tier: 2
Prerequisite: Step Aside Prerequisite: Toughness 40, Survival +10,
Aptitudes: Agility, Defence Resistance (Disease, Poison)
Effect: The Arch-Militant can spend a Fate Aptitudes: Toughness, Fieldcraft
Point to use his second Evasion (if he still has Effect: The Arch-Militant taught himself to
it) to evade an attack he failed to evade in the survive even the worst of situations. He can
first place. However, he sacrifices a weapon eat rotten food to survive without problems or
in his hands to do so. If he has two weapons, dirty water without fear of poisoning himself.
he can choose which. Weapons with the He gains +20 bonus to resist any disease or
Power Field Quality have only a 25% chance poison (total of +30).
of being destroyed, while those that are
somehow indestructible are immune to it. If
the Arch-Militant doesn’t have a weapon in
his hands, he can’t use this talent.

Guns of Restraint

Take Them Alive Don’t Run Away


Tier: 2 Tier: 2
Prerequisite: Perception 35, Nowhere to Prerequisite: Perception 40
Hide or Inescapable Attack Aptitudes: Weapon Skill, Finesse
Specializations: Weapon Skill, Ballistic Skill Effect: Whenever the Arch-Militant gains a
Aptitudes: Perception, Offence free attack due to enemy trying to run away
Effect: When the character makes a Called from him, he gains +30 bonus to hit that
Shot attack and against an enemy, he may target. Also, any creature that tries to
choose to reduce the damage he inflicts after Disengage and make an Acrobatics test to do
reduction by the target’s Armor or Toughness so receives a penalty equal to double the
Bonus by a number equal to his Perception Arch-Militant’s Weapon Skill Bonus.
Bonus, and inflict a level of Fatigue for each
point of damage reduced in this way. In
addition, the Arch-Militant’s familiarity with
nonlethal weaponry means that enemies
have a harder time to resist the effects of
Shocking and Concussive. The Shocking
quality now counts one level of Fatigue and
one round of Stun per Degree of Success,
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instead of the normal half. The Concussive
quality now after the target failing the
Toughness test, imposes Deafness condition
that last one round per Degree of Failure,
which start after Stunned condition passes.
Multiple failed tests do not extend the time,
just reset the timer.

Right Back At You A Stick and a Box


Tier: 3 Tier: 2
Prerequisite: Agility 45, Don’t Run Away Prerequisite: Demolitions +10, Survival +10
Aptitudes: Agility, Fieldcraft Aptitudes: Intelligence, Fieldcraft
Effect: The Arch-Militant can follow any Effect: The Arch-Militant is apt with using
enemy that tries to escape his grasp. traps to ensnare his targets. He receives a
Whenever an enemy that is melee range with +20 bonus to all non-deadly traps that don’t
the Arch-Militant tries to Disengage, he can deal damage and instead try to restrain his
use his Reaction to move Half Move towards targets.
that target. This is after the target makes his
movement and the Arch-Militant could receive
free attacks from his enemies for this.

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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

Second Sight Soul Ward


Tier: 2 Tier: 3
Prerequisite: Perception 35 Prerequisite: Strong Minded, Willpower 50
Aptitudes: Perception, Fieldcraft Aptitudes: Willpower, Defence
Effect: The value of the Astropath Effect: The Astropath Transcendent may re-
Transcendent’s Unnatural Senses trait roll Willpower tests he must make due to
increases to twice his Willpower results on Psychic Phenomena or Perils of
characteristic. the Warp tables, tests to avoid gaining
mutations, and tests to resist daemonic
possession.

Warp Awareness Supreme Telepath


Tier: 2 Tier: 3
Prerequisite: Warp Sense Prerequisite: Fellowship 40, Willpower 50
Aptitudes: Perception, Psyker Aptitudes: Fellowship, Fieldcraft
Effect: The Astropath Transcendent may use Effect: Before making a Focus Power test to
his Psyniscience skill in place of his manifest a power from the Telepathy
Awareness skill for Awareness tests. discipline or the Astropath elite advance, the
Astropath Transcendent may spend a Fate
point to increase his psy rating by an amount
equal to half his Willpower bonus (rounded
down) for that test.

No Eyes, No Limit Psykana Conditioning


Tier: 3 Tier: 1
Prerequisite: Perception 50, Warp Prerequisite: Willpower 30
Awareness, Second Sight Aptitudes: Willpower, Defence
Aptitudes: Perception, Psyker Effect: If the Astropath Transcendent with
Effect: The Astropath Transcendent’s this talent is ever possessed he may make a
Unnatural Senses increases to Willpower Challenging (+0) Willpower test to
rating x Psy Rating. immediately end his life with his Psykana
mercy blade as a free action, it may be
gruesome but their sacrifice might save
worlds from the dangers of the warp.

Mind in the Void Rite of Sanctioning


Tier: 3 Tier: 2
Prerequisite: Perception 50, Willpower 50, Prerequisite: Willpower 40
Psy Rating 5 Aptitudes: Willpower, Psyker
Aptitudes: Willpower, Offence Effect: Choose one result on the Psychic
Effect: The Astropath Transcendent Phenomena chart on page 160 (other than
increases his control over his powers in the Perils of the Warp). When rolling for Psychic
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Void. The character gains +10 bonus to all Phenomena, the Astropath Transcendent
Astropath Shipboard Actions. may substitute his trademark result for the
effect rolled on the table, so long as he does
not roll Perils of the Warp.

Emperor's Tarot Anophobic


Tier: 1 Tier: 1
Prerequisite: Willpower 40 Prerequisite: Rite of Sanctioning
Aptitudes: Perception, Psyker Aptitudes: Willpower, Psyker
Effect: Once per Game Session, the Effect: A sanctionite’s time on Terra changes
Astropath Transcendent may read the his persona forever. The sanctioning process
portents of the Emperor's Tarot. This requires severs the links between neurons and can
a Routine (+20) Willpower test. Should he cause profound brain damage; grey matter is
succeed, the character has divined the truth ripped out and replaced with an untold
of a situation, reading the strands of time to plethora of implants to increase psychic
see a fragment of the future and past at once. conductivity; and the simple matter of being
The character may make a single Common taken before the Almighty can rip apart a
Lore, Scholastic Lore, or Forbidden Lore Test psyker’s beliefs, dreams and fears. Whatever
treating the Skill as Trained (+10). If the the cause, some psykers are left viewing the
Acolyte has the Skill trained he may instead galaxy differently from the common man.
reroll the Test if failed. The character is also After the sanctioning ritual, what fear can
prone to visions of the future during his use of come close to that experience?
the Emperor's Tarot and the GM may wish to Anophobic Astropath Transcendent can re-
seed prophetic glimpses into the use of this roll any failed Fear test.
psychic power

Talented Psyker Eye for Warp Danger


Tier: 3 Tier: 2
Prerequisite: Strong Minded Prerequisite: Psyniscience +20
Aptitudes: Willpower, Psyker Aptitudes: Perception, Psyker
Effect: The Astropath Transcendent with this Effect: Whenever the Astropath
talent only triggers Psychic Phenomena on Transcendent travels in the Warp, he can use
rolls of doubles that exceed his Willpower his powers to predict dangers and
Characteristic. I.e. a Psyker with Willpower 35 communicate it to the Navigator. The
would only trigger a Psychic Phenomena Navigator gains +10 bonus to avoid Warp
check on rolls of 44, 55, 66, etc. This talent Encounters.
may not be taken in addition with Favored by
the Warp or the Mark of Sanctioning talents.

Foreteller of Warp Danger Untainted Core


Tier: 2 Tier: 2
Prerequisite: Eye for Warp Danger, Prerequisite: Strong Minded, Willpower 40
Psyniscience +30 Aptitudes: Willpower, Defence
Aptitudes: Perception, Psyker Effect: The Astropath Transcendent can
Effect: The Astropath Transcendent is create a calm around them within the warp,
invaluable during warp travel. Once during stilling the raging energies that they must
Warp Travel, whenever a Warp Encounter channel in order to use their powers. These
card is revealed, the Navigator can discard it skilled individuals are almost impossible to
and draw another face down (or up if he disrupt, disturb, or cut off completely with the
revealed the card himself). If there are more use of warp witchery. Once per turn, the
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than one card, the Navigator chooses which Astropath may ignore the effects from a
one he discards. single source that affects either his chances
of invoking the perils of the warp or rolls he
makes on the perils of the warp table
(including psychic phenomena). If affected by
multiple sources of disruption, the Astropath
Transcendent must choose which to ignore at
the start of his turn.
Note that this ability does not overcome
sources that block psi powers, such as
Untouchables, but only those that disrupt
them and make them more unstable.

Warp Dampening Awakened Mind


Tier: 3 Tier: 2
Prerequisite: Psy rating 4, Willpower 50 Prerequisite: Light Sleeper
Aptitudes: Willpower, Psyker Aptitudes: Perception, Defence
Effect: The Astropath Transcendent's Effect: The Astropath Transcendent always
connection with the aether is minimized, counts as awake, even if he is sleeping,
shielding him against the worst excesses of making it harder to ambush him when “he has
the warp. When using his powers at the his eyes closed.”
Normal/Fettered level and the Astropath
Transcendent rolls doubles, he rolls 1d10. If
he rolls more than his Psy Rating, Psychic
Phenomena doesn’t occur.

Dreadful Void (X) A Minor Mistake


Tier: 2 Tier: 2
Prerequisite: Psy Rating 5 Prerequisite: Warp Dampening
Aptitudes: Willpower, Psyker Aptitudes: Willpower, Defence
Effect: The Astropath Transcendent chooses Effect: The Astropath Transcendent reduces
one Astropath Shipboard Action. He gains the amount of Corruption Points gained
+10 bonus to that action. This talent can be through Psychic Phenomena and Perils of the
taken multiple times, each time choosing a Warp he created by 1d5, to a minimum of 1.
different action.

Voice of the Choir


Bonus: For every two members of his Choir, the Astropath can increase the limit of his Push
Focus Power Test by 1. Maximum is 10 members, so +5.

Choir Shouting Range Choirmaster


Tier: 2 Tier: 3
Prerequisite: Psyniscience +20 Prerequisite: Willpower 40
Aptitudes: Willpower, Fieldcraft Aptitudes: Willpower, Psyker
Effect: Whenever calculating range of the Effect: Choirmasters are naturally talented
psychic power, the Astropath Transcendent among the Astropaths of the Imperium. While
increases it by 1 psy rating for each Psyker in any Astropath may be the focus of an
his Choir. The limit is 10 members of the Astropathic Choir, a Choirmaster fine tunes
Choir. his Choir with the grace of a conductor. While
leading an Astropathic Choir, the Choirmaster
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maximum boosted Psy Rating is increased by
his Willpower Bonus, and he suffers only a
+10 to Psychic Phenomena or Perils of the
Warp rolls he may be called upon to make.

Power in the Void Sacrifice for the Choirmaster


Tier: 3 Tier: 1
Prerequisite: Willpower 50, Psy Rating 5 Prerequisite: Fellowship 40
Aptitudes: Willpower, Offence Aptitudes: Willpower, Defence
Effect: The Astropath Transcendent Effect: Whenever the Astropath
increases his limit of +25 to +50 for Astropath Transcendent rolls Psychic Phenomena or
Shipboard Actions for the number of Perils of the Warp, he can set one of the
members of his Choir. members of the Choir as the “psyker” from
the effect description.

Voice of the Relay


Bonus: Whenever the Astropath sends an Astral Message on Focused Broadcast, those that
try to intercept receive penalty equal to double Astropath’s Willpower Bonus.

Living Astropathic Relay Void Listener


Tier: 2 Tier: 2
Prerequisite: Willpower 40, Astral Telepathy, Prerequisite: Psy Rating 5
Psy Rating 4 Aptitudes: Perception, Fieldcraft
Aptitudes: Willpower, Psyker Effect: When the Astropath receives an
Effect: When using Astral Telepathy, the Astral Message, he gains +10 bonus to the
Astropath Transcendent can reroll failed tests Psyniscience test.
or those that would incur Psychic
Phenomena. Also, receives -20 bonus to
Warp Effects table.

Warp Spy Garbled Message


Tier: 3 Tier: 2
Prerequisite: Void Listener, Psyniscience Prerequisite: Psyniscience +20
+30 Aptitudes: Perception, Fieldcraft
Aptitudes: Perception, Fieldcraft Effect: Whenever the Astropath sends a
Effect: If the Astropath is nearby any Psyker Focused Broadcast and an interceptor wins
that sends a telepathic message, he must be the Opposed Test, he decreases it by 1d5
up to double the Astropath’s Perception DoS. If the interceptor would have 0 or less
Bonus in meters, he can make a Challenging DoS, he loses the Opposed test with 1 DoF
(+0) Perception test. If he succeeds, he instead.
intercepts the message. If he succeeded with
3 DoS or more, he can stop it from reaching
the target.

Voice of the God


Bonus: Whenever the Astropath gains Corruption Points (after Threshold), he can change
them into Insanity Points (no Threshold). Every time he can do so up to half of his Willpower
Bonus (rounded up).

Light of Terra Aura of Faith

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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.

Emperor’s Hands Barrier of Faith


Tier: 3 Tier: 2
Prerequisite: Willpower 50, Light of Terra Prerequisite: Light of Terra
Aptitudes: Weapon Skill, Offense Aptitudes: Willpower, Defence
Effect: The Astropath Transcendent, when Effect: The Astropath Transcendent is
wielding a Force Weapon, can reroll a failed immune to the effects of Baneful Presence.
Focus Power test from the weapon. He can
use it up to Willpower Bonus times per day.

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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

See the Warmth Ward the Chill


Value: 100xp Value: 100xp
Prerequisite: Perception 30 Prerequisite: Toughness 30
Action: Full Action Action: Half Action
Focus Power: Challenging (+0) Psyniscience Focus Power: Challenging (+0) Willpower
test test
Range: 10m x Psy Rating radius Range: Self
Sustained: No Sustained: Free Action
Subtype: Concentration Subtype: Concentration
Effect: His eyes glow with warmth. The Effect: Frost covers the psykers body with
psyker can gain knowledge about flickering snow drops. The psyker imbues
surrounding area. First of, he can glimpse if himself with protection against even the
there are any living beings in his range, coldest climate. Gaining a bonus to resist the
outside those near him. This power is able to effects of cold temperature equal to +5 per
see behind earth, rock, plastell or any Effective Psy Rating.
material. On 3 or more DoS, he can sense
the number of living beings. On 5 or more
DoS, he can sense their exact location.

Embrace of Emptiness Quest for Warmth


Value: 200xp Value: 200xp
Prerequisite: Psy Rating 3 Prerequisite: Psy Rating 4
Action: Half Action Action: Extended Action (Shipboard)
Focus Power: Difficult (-10) Willpower test Focus Power: Hard (-20) Psyniscience test
Range: Touch Range: 2 VU x Psy Rating
Sustained: No Sustained: No
Subtype: Concentration Subtype: Concentration
Effect: Within the depths of the void, it is not Effect: Many psykers who embrace the
uncommon for a vessel to suffer a Voidfrost Discipline do so as part of an effort
catastrophe that leaves its crew injured and to find other minds amongst the expanse of
the craft distant from any aid. By exercising the void. This is typically a reaction to their
his understanding of the void, a psyker who desperate need for respite from their isolation
has mastered this power can wrap himself or —particularly common among those
an ally in the void’s icy embrace, stabilizing Astropaths who man facilities that are distant
the target and allowing it to survive the from all of humanity. As these characters
harshest of conditions for some time. This continue to extend their minds into the void,
technique requires delicate focus to take its they become ever more capable at identifying
full effect, and so it cannot place an unwilling any signs of sentient life—including the minds
target into the protective sleep it grants to of xenos.
allies. However, in a pinch, some Astropaths A psyker who activates this power extends

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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.

The Void’s Touch Breathstealing Barrage


Value: 200xp Value: 300xp
Prerequisite: Willpower 40 Prerequisite: Toughness 35
Action: Half Action Action: Full Action
Focus Power: Difficult (-10) Willpower test Focus Power: Difficult (-10) Willpower test
Range: 5m x Psy Rating radius Range: 10m x Psy Rating radius
Sustained: No Sustained: No
Subtype: Concentration, Attack Subtype: Concentration, Attack
Effect: As a psyker’s relationship to the dark Effect: The void is tranquil, but that desolate
chill of the void grows stronger, he often gains quiet can kill. Life can hardly survive without
the ability to draw upon its inherent nature. some shelter from the lifeless emptiness.
One of the first stages of this process is in the Some psykers embrace this destructive
mastery of a technique that siphons warmth nature as a method to overcome their foes,
from objects or individuals into himself, while they maintain their own composure
ripping the heat out of any objects between through contact with the icy chill of the void.
himself and his target, creating a frozen path The psyker focuses his will as a cluster of
straight to his foe. The attack seems slow- energy bolts. These bolts are a physical
moving at first, but rapidly accelerates as the manifestation of the cold energy drawn from
psyker directs it on towards the object of his the depths of the void. These bolts first
enmity. It is also notoriously difficult to avoid appear near the psyker, then must physically

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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.

Black Sleep Void Substantiation


Value: 300xp Value: 400xp
Prerequisite: Toughness 45 Prerequisite: Psy Rating 5
Action: Full Action Action: Half Action
Focus Power: Challenging (+0) Opposed Focus Power: Difficult (-10) Willpower test
Willpower test Range: Self
Range: 5m x Psy Rating radius Sustained: Free Action
Sustained: No Subtype: Concentration
Subtype: Concentration, Attack Effect: Through discipline, practice, and self-
Effect: The embrace of the void can offer affirmation a psyker can come to embody the
comfort to an isolated psyker, but those who chill of the void. In doing so, he can learn not
master its ways soon discover that it can also just to dwell within its isolation, but to find
be a powerful ally. The chill of the void offers unity with the emptiness in doing so. A
a myriad of options to those who commune character who masters this ability becomes
with it to such a degree that its nature capable of surviving and acting normally
becomes an inherent part of their psyche. without warmth, pressure, or breathable air,
Critical among these abilities is the knack for and can also use this power to blunt the
inflicting the void’s essence upon a foe’s mind effects of extreme cold or toxic atmospheres.
by forcing him to confront his insignificance in The psyker enters a brief trance state and
the vast, cold universe. While a psyker who makes a Focus Power Test; if he succeeds,
has come to understand the nature of the the Technique activates. For as long as he
void may find such truths comforting, other sustains the Technique, the psyker has no
individuals who are less accustomed to the need for air or warmth. For this time, he is

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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.

Freeze the Soul


Value: 500xp
Prerequisite: Psy Rating 5
Action: Full Action
Focus Power: Hard (-20) Willpower test
Range: 10m x Psy Rating radius
Sustained: No
Subtype: Concentration, Attack
Effect: There are few prodigies of the
Voidfrost Discipline, but legends circulate of
those who have completely mastered its
ways. The stories tell that they drop the
temperature in a room with their entrance and
can freeze a man solid with a stare. The most
terrifying of these tales are likely based upon
the few psykers capable of using techniques
like this one upon their opponents. The
psyker is said to draw a chill wind from the
lightless depths of the void down upon his
foes, surrounding them with enveloping layers
of ice and freezing their blood even as it
pumps through their veins. Targets of this
power die an agonising and rapid death,
wracked by hours of exposure in the blink of

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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

The Emperor’s Guidance Know Thy Place


Value: 100xp Value: 100xp
Prerequisite: Fellowship 30 Prerequisite: Fellowship 35
Action: Half Action Action: Full Action
Focus Power: Challenging (+0) Psyniscience Focus Power: Difficult (-10) Opposed
test Willpower test
Range: 10m x Psy Rating Range: 10m x Psy Rating radius
Sustained: Free Action Sustained: No
Subtype: Concentration Subtype: Concentration, Attack
Effect: The psyker glows with God-Emperor’s Effect: Through the majesty of the God-
light. The psyker chooses a number of allies Emperor, the psyker comes to understand his
(this can be the psyker himself) up to his Psy place in the galaxy, particularly with reference
Rating that gain a bonus to their Willpower to to the majesty of the God-Emperor and the
resist Fear effects. This bonus equals to terrors of the Warp. This understanding
double psyker’s Psy Rating. If rolled 3 or represents a reassurance for a psyker who
more Degrees of Success on the Focus has come to grips with it, but to the
Power Test, the allies gain a free reroll to uninitiated, the perspective may be terrifying.
Fear test. The psyker activates this power with an
Opposed Willpower Test against a living
creature with an Intelligence Characteristic of
at least 15 within range. If the psyker
succeeds, the target is Stunned for one
Round, plus one additional Round for every
three Degrees of Success by which the
psyker won the Opposed Test, and the
creature treats the psyker as if he has a Fear
Rating of 2 for the remainder of the
Encounter, seeing him as a living conduit of
the God Emperor’s scorn for His foes. This
Technique may only be used once per
encounter on any given foe.

Heresy’s Price Bastion of the Imperium


Value: 100xp Value: 300xp
Prerequisite: Willpower 35 Prerequisite: Fellowship 40
Action: Half Action Action: Half Action
Focus Power: Difficult (-10) Opposed Focus Power: Challenging (+0) Willpower
Willpower test test
Range: 5m x Psy Rating radius Range: Touch
Sustained: Free Action Sustained: Free Action

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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.

Chorus of the Righteous Strength of Truth


Value: 200xp Value: 300xp
Prerequisite: Fellowship 40 Prerequisite: Psy Rating 4
Action: Half Action Action: Half Action
Focus Power: Hard (-20) Willpower test Focus Power: Hard (-20) Willpower test
Range: 2m x Psy Rating radius Range: 2m x Psy Rating radius
Sustained: Free Action Sustained: Free Action
Subtype: Concentration Subtype: Concentration
Effect: Drawing upon his connection to the Effect: Those who choose to master the skills
God-Emperor through his Soul Binding, the of the Soul Ward invariably have an incredible
psyker may motivate his companions to fight degree of trust in their abilities and in the
with ever greater fervour. The psyker and all cause of the God-Emperor. For some, this
emblems of the Imperium briefly flare with a faith was instilled in childhood; for others, it
blinding white light. As this happens, targets came as part of their life experience. In all
can hear the voices of an Astropathic Choir cases, an individual’s survival of the Soul
join in song, in praise of their mission, and Binding process served as a confirmation of
casting damnation upon their foes. All targets this faith. With this power, the psyker gains
immediately sense a powerful rush of the ability to share his faith with others, using
vindication in their battle against those who the Warp to make it physically manifest within
would dare to oppose their sacred cause. the bodies and minds of allies.
The psyker chooses a number of allies The psyker chooses a number of allies
(excluding himself) up to his Psy Rating within (excluding himself) up to his Psy Rating within

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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.

Enduring Faith Reward of the Renegade


Value: 300xp Value: 300xp
Prerequisite: Willpower 40 Prerequisite: Perception 40
Action: Full Action Action: Reaction
Focus Power: Challenging (+0) Willpower Focus Power: Difficult (-10) Opposed
test Willpower test
Range: Touch Range: 5m x Psy Rating radius
Sustained: No Sustained: No
Subtype: Concentration Subtype: Concentration
Effect: It is said that the God-Emperor lends Effect: Those who would dare to act against
his strength to those who display the faith the Imperium do so with the knowledge that
required to help themselves. A psyker who they are in opposition to the divinely
has learned this ability may grant a mandated will of the God Emperor. To
restorative boon to those who have served undertake such a path is to betray all of
Him already, that they might continue to do Mankind. This treason is a folly of the highest
His most holy work without the need for rest. order, and yet there are those who continue
Legends say that some Astropathic Choirs to follow this path towards destruction. With
have remained continuously active for years this technique, the psyker uses his Soul
by sharing this technique amongst their Binding to punish these offenders, shielding
members. his allies with a luminescent corona and
The psyker activates this Technique by turning the wickedness of his foes back upon
touching a willing target (other than himself) them.
and making a Focus Power Test. If he The psyker may make a Focus Power Test to
succeeds, the target character may remove a manifest this Technique as a Reaction
number of levels of Fatigue equal to the against an enemy who attacks an ally
number of Degrees of Success the psyker (excluding himself) in range and currently
scored on his Focus Power Test. The psyker under the effects of a beneficial Technique
may extend the benefits of this power to a that the psyker is Sustaining. If the psyker
number of other allies (excluding himself) in wins the Opposed Test, he returns the
physical contact with him equal to half of his attacker’s intended malice back on him,
Psy Rating (rounded up). Each affected target absorbing the blow and preventing all
can remove Fatigue from this power only Damage that the triggering attack would deal.
once per day. If the psyker wins the Opposed Test by two or
more Degrees, the attacking foe also suffers
an amount of Energy Damage equal to the
amount of Damage prevented by this
Technique, with a Penetration Value of 0.

Glory of the Just Call of Faith


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Value: 400xp Value: 400xp
Prerequisite: Psy Rating 5 Prerequisite: Fellowship 45
Action: Full Action Action: Half Action
Focus Power: Hard (-20) Willpower test Focus Power: Challenging (+0) Willpower
Range: 2m x Psy Rating radius test
Sustained: Free Action Range: 2m x Psy Rating radius
Subtype: Concentration Sustained: Free Action
Effect: As an Astropath’s mastery of the Soul Subtype: Concentration
Ward school grows, so to do the methods by Effect: Those who have faith in the God-
which he may grant the Emperor’s blessing Emperor are often capable of performing
upon his allies. There are no limits to the actions of superhuman endurance. While
number of ways that the God-Emperor may many do so through nothing but their faith,
bless those who act in his name. He may those under the influence of this technique
reach across time and space to aid those who are aided by the energy of the Warp as
act in his service for the good of all Mankind. focused through a psyker’s Soul Binding. In
Those who receive the blessing bestowed by this way, they may continue to serve the
this technique may begin to realise just how Imperium, overcoming even the most potent
far his reach can extend. Targets can feel the of foes.
flow of time slow for their enemies as they The psyker activates this Technique by
become more capable of granting justice to making a Focus Power Test and choosing
those who have offended Him. one ally (other than himself) within range who
The psyker chooses a number of allies is currently benefiting from the effects of one
(excluding himself) up to his Psy Rating within of his Sustained Techniques, plus one
range. As long as the psyker sustains this additional ally benefiting from the effects of
power, each of these allies gains a +5 bonus his sustained Techniques per three Degrees
to Strength and Toughness, plus an of Success he scores on the Focus Power
additional +5 per two Degrees of Success Test. If he succeeds, the target may ignore
that he scored on his Focus Power Test (to a the effects of Critical Damage (not including
maximum of +30). Further, any time one of death or the loss of limb or eye) as long as
these allies spends a Fate Point, the psyker the psyker sustains the power.
may make an Arduous (–40) Willpower Test
as a Free Action; if he succeeds, he restores
the Fate Point to the character who spent it
and gains one level of Fatigue. At the end of
each Round that the psyker chose to sustain
this power, he gains one level of Fatigue.

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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.

Binary Chatter Omnissiah’s Protection


Tier: 1 Tier: 2
Prerequisite: Mechanicus Implants Prerequisite: Forbidden Lore (Archeotech)
Aptitudes: Intelligence, General +10
Effect: The character has optimized his use Aptitudes: Willpower, Defence
of Techna Lingua for controlling servitors and Effect: The Explorator many times will gain
automata. The character receives a +10 access to unknown Archeotech. Sometimes
bonus to any attempt to communicate with it’s very dangerous and only those dedicated
servitors, automata, and any vessel upon to the Omnissiah have their minds shielded
which he serves receives a +1 bonus to Crew enough. The Explorator gains +20 to
Morale due to increased servitor efficiency. Willpower tests to avoid mind
control/manipulation if the source is
technological.

Unorthodox Rites Suffer the Flesh


Tier: 2 Tier: 2
Prerequisite: Trade (Explorator), Mechanicus Prerequisite: Medicae, Mechanicus Implants
Implants Aptitudes: Intelligence, Tech
Aptitudes: Intelligence, Tech Effect: The Explorator can remove an
Effect: The Explorator can increase the additional 1d5 wounds with a successful first
power output of the engine by an amount First Aid test if he possesses a Medical
equal to his intelligence bonus. If the ship Mechadentrite.
suffers the Engines Crippled critical hit it
loses these extra power points and does not
regain them until the engine is repaired and
the Explorator makes a Very Hard (-30) tech-
use test and spends 1d5 hours to reoptimize
the engines (-1 hour per success on the tech-
use test, minimum 1 hour). These
optimizations can only be maintained with the
explorator aboard as few can understand just
how hard to push the engines without
angering them.

Rite of Awe Rite of Fear


Tier: 1 Tier: 2
Prerequisite: Mechanicus Implants Prerequisite: Vocal Implant, Mechanicus
Aptitudes: Willpower, Tech Implants, Rite of Awe, Willpower 40
Effect: The Omnissiah has augmetically Aptitudes: Willpower, Tech
blessed the Explorator’s voice box, allowing Effect: The Explorator’s infrasonic dirges
him to recite infrasonic liturgies that trigger cause terror in the weak. All humans,
awe and fear. All humans, regardless of their regardless of their ability to hear, within a 50-
ability to hear, within a 50-metre radius feel a metre radius treat the character as if he has a
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sense of dread and take a –10 penalty to their Fear Rating of 1. While incanting the dirge, he
next Skill Test. Characters may ignore these may not communicate in any other way. The
effects with a successful Willpower Test. rite requires two minutes of chanting, and
Whilst incanting the rite, the character may most would not consider halting the
not talk or communicate with others. The rite incantations prior to their completion. Humans
requires two minutes of litanies, and it is without auditory augmentation cannot hear
considered very bad form to break off the infrasonic sound, and though still affected, will
recitation before completion. Humans without not know the Explorator is speaking.
auditory implants cannot hear infrasonic
sound, and though still affected, will not know
the Explorator is speaking.

Cybernetic Calibrations Seeker of Knowledge


Tier: 3 Tier: 2
Prerequisite: Two or more Cybernetics, Prerequisite: None
Tech-Use +10, Cybernetic Boost Aptitudes: Intelligence, Knowledge
Aptitudes: Intelligence, Tech Effect: When using the Explication rules, the
Effect: This character, either through initiation Explorator on a successful roll gains 1
into the mysteries of the Omnissiah or Degrees of Success. When the topic is about
tinkering that would certainly attract negative archeotech (the subjects is using archeotech
attention from such individuals, has fine-tuned or is himself archeotech), he gains an
his cybernetic implants to a point of additional degrees, so two DoS on a
optimization. successful test.
All of this character’s Cybernetics count as
being one level of Craftsmanship higher than
their base Craftsmanship (so, for instance, a
Poor Craftsmanship bionic arm would
become Common Craftsmanship, or a Good
Craftsmanship limb would become Best
Craftsmanship

Gravitic Levitation Heart of Steel


Tier: 3 Tier: 2
Prerequisite: Mechanicus Implants, Maglev Prerequisite: None
Transcendence Aptitudes: Intelligence, Social
Aptitudes: Agility, Tech Effect: The Explorator can substitute
Effect: The character has mastered the Fellowship in skills for Intelligence, when
secrets of anti-Gravitic field generation. He dealing with members of the Cult
floats above the ground and can even raise Mechanicus.
himself to float through the air in defiance of
gravity.
The character may hover, at will, 20 to 30
centimetres off the ground, and may move
normally while doing so. He may deactivate
and reactivate this effect at will as a Free
Action. Should the character fall, he takes no
damage so long as this rite is active when he
reaches the ground. Once every 6 hours, the
character may spend a Half Action to gain the
Flyer (3) trait, which he may maintain for a
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number of minutes equal to the character’s
Toughness Bonus.

Plated Soul Breaking the Field


Tier: 3 Tier: 3
Prerequisite: Omnissiah’s Protection Prerequisite: Perception 45, Intelligence 50
Aptitudes: Intelligence, Defence Aptitudes: Intelligence, Offence
Effect: Whenever the Explorator is hit with Effect: Whenever the Explorator makes an
Haywire (X) quality, he can make a Aim Action (Full or Half) against a target with
Challenging (+0) Intelligence test with penalty a Force Field (psychic or not), he decreases
equal to Haywire rating. On a successful test, its rating by his Intelligence Bonus for the
he ignores that weapon’s Haywire effect for 1 attack he makes with the Aim Action.
round per DoS.

Water Sprinkles Technical Chirurgeon


Tier: 1 Tier: 3
Prerequisite: At least 3 Bionic Limbs, At least Prerequisite: Tech-Use +20
3 other Cybernetic Implants Aptitudes: Intelligence, Fieldcraft
Aptitudes: Intelligence, Defence Effect: The Explorator gains +20 bonus to
Effect: The Explorator has a series of Tech-Use tests, when providing first aid to
safeguards against fire. If the Explorator is Servitors or other characters that can be
ever on fire, he can make a Free Action healed with Tech-Use, also, he ignores the
Challenging (+0) Intelligence test. If he penalties for Heavily Damaged patients and
succeeds, he no longer is on fire. If he fails, only suffers a -10 penalty for those suffering
just follow the normal on fire rules. Critical damage.

Many Tasks at Hand Too Many Tasks at Hand


Tier: 3 Tier: 3
Prerequisite: Tech-Use +10, Trade Prerequisite: Many Tasks at Hand, Tech-
(Armourer) +10, At least 1 Utility Use +30, Trade (Armourer) +30, At least 2
Mechadendrite, Master Enginseer Utility Mechadendrites, At least 1 Manipulator
Aptitudes: Intelligence, Tech Mechadendrite
Effect: The Explorator can divide his attention Aptitudes: Intelligence, Tech
between repairs. For each Utility Effect: The Explorator can craft two items at
Mechadendrite the Explorator has, he can the same time. Also, if the character repairs
work on a different item or vehicle at the only one item or vehicle at the time, he halves
same time be it repairs or upgrades. For the time to do so, as all of his attention
example, if he had 2 Utility Mechadendrite, he (Mechadendrites included) are working on it.
could repair 3 items at the same time.
However, the bonus from the Mechandrite is
used only on tests that the Utility
Mechadendrite is working on.

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.

Rite of Pure Thought Cybernetic Boost


Tier: 3 Tier: 2
Prerequisite: Mechanicus Implants Prerequisite: One or more Cybernetic Limbs,
Aptitudes: Intelligence, Tech Tech-Use
Effect: The character has replaced the Aptitudes: Intelligence, Tech
creative half of his brain with sacred cranial Effect: Cybernetics are an important part of
circuitry. The character can no longer feel life for many members of the Imperial Guard,
emotion, and instead embraces the crystal for soldiers often need to replace lost or
purity of logic, making him immune to Fear, crippled limbs and organs of vulnerable flesh
Pinning and any effects that stem from and blood with assuredly superior
emotional disturbance. The GM will remove appendages and devices of metal and oil.
any Mental Disorders that no longer apply, Though most Guardsmen know better than to
and grant appropriate new ones of equal tamper with these sacred devices, some
severity. The character’s fellow allies may find enterprising (or foolish) individuals have been
him somewhat cold, though other followers of known to modify the baseline capacities of
the Omnissiah will rejoice in his newfound these devices, allowing them to get a short
freedom. burst of power by overloading the device in a
semi-controlled fashion.
As a Half Action, this character may spend a
Fate Point and make a Challenging (+0)
Tech-Use Test. If he succeeds, he gains
either the Unnatural Agility (X) or Unnatural
Strength (X) Trait, where X is equal to one,
plus one for every two additional Degrees of
Success he scores on the Test (or increases
existing versions of those Traits by X). These
Traits persist for a number of Rounds equal to
his Intelligence Bonus. The character may
end the effect at any time. At the end of each
Round in which the character allows it to
persist, he gains 1 level of Fatigue.

Electrical Succor Energy Cache


Tier: 2 Tier: 2
Prerequisite: Mechanicus Implants Prerequisite: Mechanicus Implants
Aptitudes: Toughness, Tech Aptitudes: Toughness, Tech
Effect: The character calls upon the sacred Effect: The character has learned to focus
flow of energy to replenish his weak flesh. the power stored within his Potentia Coil with
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Whilst in contact with a functioning, powered greater efficiency. He no longer gains Fatigue
machine, or fully charged battery, the from using Luminen Charge, Luminen Shock,
character may make an Ordinary (+10) Luminen shield, Luminen barrier and Luminen
Toughness Test. If he succeeds, he removes Blast.
one level of Fatigue plus one additional level
of Fatigue for each degree of success. This
takes one minute of meditation and ritual
incantation to activate

Luminen Shield The Flesh is Weak (X)


Tier: 2 Tier: 3
Prerequisite: Luminen Capacitors, Prerequisite: Mechanicus Implants
Mechanicus Implants Aptitudes: Toughness, Tech
Aptitudes: Willpower, Tech Effect: The character’s body has undergone
Effect: Focusing his energy in all directions at significant bionic replacement, trading frail
once, the Acolyte is capable of creating a flesh for unyielding metal. The character is
hazy field of static, strong enough to turn more machine than man now, and has the
aside incoming blows and stop weapons fire resilience to prove it, though his allies might
in its tracks. As a Full Action, he may activate look somewhat skeptical upon his bionically
a Luminen Shield which remains active for a enhanced form.
number of Rounds equal to the character’s This character gains the Natural Armor (X)
base Willpower Bonus. The shield has a Trait, where X is equal to half of the number
rating equal to the half the character's of Cybernetics he possesses (rounded up), to
Willpower Characteristic, rounded up (e.g. an a maximum of an amount equal to his
character with a Willpower of 43 would have a Toughness Bonus. If he gains a new
Luminen Shield with a Rating of 22). As long Cybernetic, the value of the Trait increases to
as the shield is active, the character may reflect the new Cybernetic. Note that this only
attempt to stop incoming Ranged and Melee applies to Cybernetics such as bionic
attacks by rolling a 1d100 and comparing it to replacement limbs and organ replacements,
the shield’s Rating. If the roll is equal to or sub-systems, and mechadendrites , and not
under the Rating, the attack is stopped to Traits and Talents that grant similar effects.
completely. If the roll is over the Rating, the Note that the character only benefits from the
attack penetrates the shield and causes Armor Points benefit of the Machine Trait until
Damage as normal. This roll is made before the value of this talent exceeds his
reductions for Toughness and Armour. If the Toughness Bonus value.
1d100 roll ever results in a 01-04, the shield This also gives the Tech-Priest +20 to tests
stops the attack, but is overloaded in the involving depresurasion/vacuum damage.
process. It instantly collapses, and the
Character must pass a Challenging (+0)
Toughness Test or gain 1 level of Fatigue.
The character can use Luminen Shield a
number of times equal to his Willpower Bonus
every 24 hours; however, upon the second
activation of the ability within 24 hours, and
upon each subsequent activation in that time,
he gains 1 level of Fatigue.

Luminen Barrier Enhanced Potentia Coil


Tier: 3 Tier: 2
Prerequisite: Mechanicus Implants, Luminen Prerequisite: Luminen Capacitors, Needs
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Capacitors, Luminen Shield Implants and Talents that are boosted
Aptitudes: Willpower, Tech Specializations: Below is a list.
Effect: Much like the celebrated Electro- Aptitudes: Intelligence, Tech
Priests, the Explorator can draw upon all of Effect: The Explorator boosts his Luminen
his power to create a shimmering barrier of Capacitors. Choose one from the list below.
pure energy, one capable of deflecting any This Talent can be taken multiple times.
attack. As a Full Action, the player can - Luminen Blast: Gain +1d10 Damage and a
activate a Luminen Barrier which remains Penetration value equal to the user’s
active for a number of Rounds equal to the Willpower Bonus.
Explorators’ base Willpower Bonus. The - Luminen Shock: Gain a Penetration value
barrier has a Rating equal to the Explorators’ equal to the user’s Willpower Bonus as well
base Willpower Characteristic. As long as the as the Tearing Quality.
barrier is active, the Explorator can attempt to - Luminen Shield/Barrier: Can be activated as
stop incoming Ranged and Melee attacks by a Reaction.
rolling a 1d100 and comparing it to the - Luminen Charge: Tests are 2 steps easier
barrier’s Rating. If the roll is equal to or under (i.e. Hard (–20)
the Rating, the attack is stopped completely. Test becomes a Challenging (+0) Test).
If the roll is over the Rating, the attack - Maglev Grace/Maglev Transcendence:
penetrates the barrier and causes Damage as Maintaining these abilities becomes a Free
normal. This roll is made before reductions for Action. Maglev Grace can be performed once
Armour and Toughness Bonus. If the 1d100 every 6 hours. Maglev Transcendence can be
roll ever results in a 01-05, the barrier stops performed twice every 6 hours.
the attack, but is overloaded in the process. It - Electrical Succor: Takes half a minute to
instantly collapses, and the Explorator must conduct and becomes an Easy (+30)
pass a Challenging (+0) Toughness Test or Toughness Test.
gain 1 level of Fatigue. An Explorator can use - Ferric Lure/Ferric Summons: Become Free
Luminen Barrier a number of times equal to Actions.
his Willpower Bonus every 24 hours; - Integrated Weapon: The weapon gains the
however, upon the second activation of the Reliable Weapon Quality
ability within 24 hours, and upon each
subsequent activation in that time, he gains 1
level of Fatigue.

Luminen Conduit Gun Blessing


Tier: 2 Tier: 1
Prerequisite: Mechanicus Implants, Luminen Prerequisites: Mechanicus Implants, Ferrous
Capacitors, Weapon Training (shock) Implants
Aptitudes: Weapon skill, Tech Aptitudes: Intelligence, Tech
Effect: Character can Infuse some of his Effects: Using the character’s sacred ability
electrical power into his weapon. When using to subtly affect ferrous materials, he can un-
a melee weapon, character adds shocking jam a number of weapons with a wave of his
quality to the weapon. If the character is using hand. With a wave the character can unjam a
weapon already possessing shocking quality, number of guns equal to his Intelligence
target gets -20 to toughness test concerning Bonus. The character may bless any weapon
this quality. If the weapon has some kind of in a 10 meter radius. To do so, he makes a
canister - like chain weapons or attached Challenging (+0) Intelligence Test. A success
exterminator - it explodes if the weapon skill indicates that he has rallied the spirits of the
roll doubles, dealing damage to both the weapons. This blessing is a Full Action.
character and target (and possibly someone

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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.

Luminen Surge Luminen Flare


Tier: 2 Tier: 3
Prerequisite: Luminen Shock Prerequisite: Luminen Blast
Aptitudes: Weapon Skill, Tech Aptitudes: Ballistic skill, Tech
Effect: Luminen Shock now deals an Effect: Luminen Blast gets +10 metres to its
additional d10 + Willpower Bonus damage, range and a Blast (Willpower Bonus) Quality.
for a total of 2d10 + 2*Willpower Bonus
damage.

Insight of Battle

Weapon-Tech Mastery Disciple Of The Omnissiah


Tier: 2 Tier: 3
Prerequisite: Weapon-Tech, Tech-Use +20 Prerequisite: Halo of Command
Aptitudes: Intelligence, Tech Aptitudes: Willpower, Defence
Effect: The Explorator, when using the Effect: The religious fervor of the character is
Weapon-Tech talent, can decide to use it literally infectious, screeds of holy litany
after he hits his target, but before damage is spilling across his noospheric aura to steel
rolled. and condition the minds of his Skitarii
followers. All Mechanicus agents in range of
the Explorator gain bonus of +20 to their Fear
and Pinning tests.

Weapons of the Faithful Lord of Weapons


Tier: 3 Tier: 3
Prerequisite: Weapon Skill 50 or Ballistic Prerequisite: Weapon-Tech Mastery
Skill 50 Aptitudes: Intelligence, Offence
Aptitudes: Intelligence, Offence Effect: Once per combat, the Explorator can
Effect: The Explorator counts as having use his Reaction before an ally (up to double
(Exotic) Weapon Training for Mechanicus his Intelligence Bonus in meters) makes an
Exotic weapons like volkite, gamma, arc, attack to enhance any Melta, Plasma, Power,
galvanic, phosphor or radium weapons. or Exotic weapon that character is using to
make an attack. This increases the weapon’s
damage and penetration by an amount equal
to Explorator’s Intelligence Bonus.

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.

Sanctioned Creations Perfection Takes Time


Tier: 3 Tier: 2
Prerequisite: Holy Designs of the Vehiculum, Prerequisite: Foresight, At least 4 Trades at
Holy Designs of the Armourer +20
Aptitudes: Intelligence, Tech Aptitudes: Intelligence, Fieldcraft
Effect: The Explorator can have up to his Effect: The Explorator can increase the time
Intelligence Bonus creations that have special he crafts by 5 days to gain +10 bonus to the
sanctioning - they aren’t considered tech- test. He can increase it again by 5 days up to
heresy. Once a creation is sanctioned, it can’t half of his Intelligence Bonus (rounded up)
be unsanctioned by the Explorator, however, total times to gain additional bonuses.
if it is truly heretical, it might be unsanctioned If the Explorator somehow (like an Arch-
pretty quickly. If the item in question is Heretek) halves craft time, he doesn’t halve
destroyed, a new slot doesn’t open up. GMs this talent’s time!
discretion is advised.

Insight of Forgotten

Quest for Weaponry Quest for Armoury


Tier: 2 Tier: 2
Prerequisite: Exotic Weapon Training (Any Prerequisite: Armour-Monger, Operate (Any
two Archeotech), Forbidden Lore one), Forbidden Lore (Archeotech) +20
(Archeotech) +20 Aptitudes: Intelligence, Tech
Aptitudes: Intelligence, Tech Effect: The Explorator gains insight into the
Effect: The Explorator gains insight into the workings of Archeotech personal armor and
workings of Archeotech weapons. From now, vehicles. He gains +20 to Operate skills,
he treats them like he has the appropriate when trying to use Archeotech vehicles. He is
Exotic Weapon Training. Also, he gains +20 able to triple the time a power armor (his or
bonus to repair and maintenance of his allies) can be used without needed a
archeotech weapons. recharge, if he at least can work on it before
for ten minutes. Also, he gains +20 bonus to
repair and maintenance of archeotech armor
(personal or vehicle).

Quest for Miscellus Secrets of Knowledge


Tier: 2 Tier: 3
Prerequisite: Trade (Any three) +10, Prerequisite: Forbidden Lore (Archeotech)
Forbidden Lore (Archeotech) +20 +30, Quest for Weaponry, Quest for Armoury,
Aptitudes: Intelligence, Tech Quest for Miscellus
Effect: The Explorator gains insight into the Aptitudes: Intelligence, Knowledge
workings of Archeotech miscellaneous. When Effect: The Explorator gained enough insight
trying to use an object that isn’t a weapon, into Archeotech, he could be treated as
vehicle or personal armor, he gains +20 finishing his part of the grand Quest for
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bonus to the test. He also gains a reroll, if the Knowledge. Each round, the Explorator gains
test would be a big failure (3 or more Degrees one reroll to any test involving archeotech. It
of Failure). Also, he gains +20 to repair and can be for Interaction with Men of Iron, it can
maintenance of archeotech miscellaneous be to resist archeotech weapons, to use
objects. archeotech weapons, archeotech voidship
This also counts with Archeotech voidship components and many others. He truly
components. becomes the Magos-Explorator many aspire
to become.

Insight of Curiosity

Finder of Secrets Finder of Past


Tier: 3 Tier: 2
Prerequisite: Infused Knowledge, At least 3 Prerequisite: Trade (Archaeologist) +20
Scholastic Lore +20 Aptitudes: Intelligence, Knowledge
Aptitudes: Intelligence, Knowledge Effect: The Explorator can gain additional
Effect: The Explorator gains 1d5 Degrees of information about the past. For each DoS on
Success on Lore tests to research and tests made to research ancient ruins, the
discover the function and abilities of an item, Explorator can ask one question about them,
vehicle or structure. their function, about the people who used
them and more. Additionally, the character
gains +10 bonus to the research test for the
first time he researches a new ruin.

Finding a Lab Rat Hidden Knowledge


Tier: 3 Tier: 2
Prerequisite: Field Vivisection (Melee), Prerequisite: Augur Array Implant
Takedown Aptitudes: Perception, Knowledge
Aptitudes: Intelligence, Offence Effect: The Explorator can gain additional
Effect: The Explorator can use his Field information by using his Auspex upon targets.
Vivisection talent with the Stun Action (using This can range from what Cybernetic
his Medicae instead of Weapon Skill). Implants they have, if their heartbeat is
Additionally, he adds half of his Intelligence abnormal or gain information for other tests
Bonus (rounded up) to the 1d10 roll. This can (like Medicae). Also, the Explorator increases
be added even if he can’t use the Field range of his implanted Auspex by half of his
Vivisection talent. Intelligence in meters and increases
penetration by double his Intelligence Bonus
in centimeters.

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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.

Cleanse and Purify Power of Prayer


Tier: 2 Tier: 2
Prerequisite: Willpower 35, Weapon Training Prerequisite: Willpower 40

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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

Constant Prayers Soul Of Stone


Tier: 2 Tier: 3
Prerequisite: Willpower 35 Prerequisite: Armor of Contempt,
Aptitudes: Willpower, Defence Adamantium Faith, Jaded
Effect: Missionary can spend a Fate Point to Aptitudes: Willpower, Defence
not gain any Insanity Points nor Corruption Effect: The character is immune to the effects
Points for a scene or combat encounter. of fear, pinning, and intimidation, and never
gains insanity points from sights of blood,
death or violence, or indeed any mundane
horror. Whenever the character would gain
corruption points, reduce the amount he
would earn by 5 (min. 0). In addition, he may
test Willpower as a Free Action to ignore the
effects of his accumulated corruption for 1
minute.
Works only if the Missionary has less than 15
Corruption points

Guardian of Purity Deny the Witch


Tier: 2 Tier: 2
Prerequisite: Armor of Contempt Prerequisite: Mental Aegis
Aptitudes: Fellowship, Leadership Aptitudes: Willpower, Defense
Effect: So long as the explorers can see and Effect: The character can spend a Fate Point
hear the missionary they reduce all to automatically resist Psychic Powers trying
Corruption taken to a minimum of 1. to manipulate his mind. This can be done
after he failed his test, but not later than one
round.

Overwhelming Presence Emperor’s Wrath Incarnate


Tier: 2 Tier: 3
Prerequisite: Scrutiny +10, Willpower 50 Prerequisite: Way of the Lord’s Work, Way
Aptitudes: Willpower, Social of the Lord’s Wrath, Way of the Lord’s Love
Effect: The Missionary can be very Aptitudes: Fellowship, Offence
convincing that lying isn’t a good idea. The Effect: The Missionary is a creature of
Missionary can spend a Fate Point to grant tremendous presence in front of heretics and
non-allies a -20 penalty to all Deceive tests Xenos. The Missionary counts as having Fear
done against him or his allies. (1) against enemies.

Mental Aegis Armor of Contempt


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Tier: 3 Tier: 2
Prerequisite: Willpower 50, Resistance Prerequisite: Willpower 40
(Psychics) Aptitudes: Willpower, Toughness
Aptitudes: Willpower, Defense Effect: Whenever the character would gain
Effect: The character has a +10 bonus to all Corruption Points, reduce the amount that
tests he makes to resist the effects of all would be earned by 1. In addition, the
psychic or warp based effects (including character may Test Willpower as a Free
daemonic abilities and sorcery) and may re- Action to ignore the effects of accumulated
roll failed Willpower Tests to resist any Corruption for one Round.
psychic powers that affect his mind. In
addition, when the character is the target of a
psychic attack of any kind (including direct
physical attacks using telekinesis) he may
force the attacking psyker to make a
Willpower Test. On a failure, the attacking
psyker suffers 1d10 points of damage plus 1
damage per point of the character’s Willpower
Bonus. This damage is considered Impact
Damage, directed at the head (more
specifically, the face). The attacking psyker
can reduce this damage by an amount equal
to his Willpower Bonus but this damage
bypasses armor and Toughness Bonus.

Deny the Daemon Word of the Emperor


Tier: 3 Tier: 1
Prerequisite: Armor of Contempt, Word of Prerequisite: None
the Emperor Aptitudes: Willpower, Social
Aptitudes: Willpower, Defence Effect: The character may spend a sustained
Effect: In addition to the normal uses of Fate Full Action preaching the word of the
Points, the character may spend a Fate Point Emperor, filled with fiery zeal and dedication.
to ignore the effects of a single daemonic Any enemy character within earshot must
psychic attack that affects him. They must do pass a Routine (+20) Willpower Test or spend
so as soon as the power manifests, before a half action on their next round recovering
they make any rolls to resist or any of the from their nervousness.
power's effects are applied. Daemonic creatures which hear the Word of
the Emperor must pass a Challenging (+0)
Willpower test or they are stunned for 1d5
minus Willpower Bonus rounds.

Curse of Undoing Convincing Will


Tier: 2 Tier: 2
Prerequisite: Word of the Emperor, Deny the Prerequisite: Willpower 45, Charm +10
Witch Aptitudes: Willpower, Social
Aptitudes: Willpower, Defense Effect: Whenever the Missionary speaks
Effect: A character may recite the Curse of about matters of faith, tries to convince
Undoing as a Sustained Full Action to nullify a people, his burning heart is capable of
psychic power in the same manner as Deny melting even the strongest of barriers. Once
the Witch for himself or any ally within per session, the Missionary can substitute his
earshot. Fellowship for his Willpower for a Fellowship
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skill test.

Insanely Faithful Transcendent Hate


Tier: 2 Tier: 3
Prerequisite: Willpower 40 Prerequisite: Hatred (Any one), Inspire
Aptitudes: Willpower, Defence Wrath, Litany of Hate
Effect: In addition to the normal uses of Fate Aptitudes: Fellowship, Leadership
Points, the character may spend a Fate Point Effect: The character may declare any
to ignore a Fear Test. They must do so as enemy a hated foe and gain a +10 bonus to
soon as the Fear Test would be required and all Weapon Skill Tests made to attack him. As
before any rolls are made. a Full Action, the character may make an
Easy (+20) Charm Test to extend the effects
of his Hatred Talent to those around him. A
successful test grants two allies per point of
the character’s Fellowship Bonus a +10
bonus to Weapon Skill Tests when fighting
the hated foe. The effects last for the duration
of the encounter. In addition, this Talent
grants the character a +20 bonus to
Interaction Tests when inspiring hatred or
anger, and allows him to affect double the
normal number of individuals when doing so.
This Talent can be combined with Halo of
Command to further increase the number of
listeners affected.

Beacon in the Darkness Last Chance Heretic


Tier: 3 Tier: 3
Prerequisite: Fellowship 50, Halo of Prerequisite: Fellowship 50, Intimidate +20
Command Aptitudes: Fellowship, Leadership
Aptitudes: Fellowship, Leadership Effect: The Missionary can make a Hard (-
Effect: When calculating how far Halo of 20) Intimidate test to make heretics quiver in
Command works, the Missionary increases fear. This counts as Half Action, the
his Fellowship Bonus by his Willpower Bonus. Missionary must be heard and seen by
heretics. If he succeeds, he gains Fear (X)
with X equal to half of his DoS, rounded up
(maximum of Fear (3)). This Fear works only
for heretics. Those with Jaded talents can
ignore the Fear, if they pass a Challenging
(+0) Willpower test. Heretics with their own
Fear rating, other traits and talents or even
deemed by GM as non-Intimidatable are
immune to this Fear.
If the Missionary has the Emperor’s Wrath
Incarnate Talent, he increases the maximum
Fear to 4 and gains 2 DoS on the successful
Intimidate test.

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.

A Day in God’s Work If there’s a God, there’s a Way


Tier: 2 Tier: 2
Prerequisite: Charm +10, Willpower 45, Prerequisite: Scholastic Lore (Imperial
Scholastic Lore (Imperial Creed) +20 Creed) +30, Inquiry +20
Aptitudes: Willpower, Social Aptitudes: Intelligence, Social
Effect: If the Missionary is successful at Effect: Whenever the Missionary makes a
converting an important person, once per test, be it Scholastic Lore (Imperial Creed),
session, he regains 1 usage of Fate Points. If Inquiry or similar to find a way to convert a
he is successful at converting a planet (for group of people, he can instead spend a Fate
example colony), he reduced his Corruption Point to succeed on the test with DoS equal
Points by 1d5 and regains 1 usage of Fate to his Willpower Bonus.
Points. The GM is the final arbitrator,
however, it is advised that the important
person doesn’t need to be the most important
like a Planetary Governor or converting a
planet doesn’t need to mean he needs to
convert every single living being, just enough
to have the ball rolling in favour of the
Imperial Creed.

Lord’s Love

His Holiest of Works! I’m Here for You, My Son


Tier: 3 Tier: 2
Prerequisite: Agility 40, Willpower 55 Prerequisite: Inquiry +10, Interrogate +10
Aptitudes: Willpower, Fieldcraft Aptitudes: Fellowship, Social
Effect: Any Sanctified or Daemonsbane Effect: Whenever the Missionary makes an
weapon in the hands of the Missionary is Inquiry or Interrogate test against non-Heretic
counted as being one rank higher in or non-Xenos targets, he gains +10 bonus
Craftsmanship (max. Best Quality). If such an due to being seen as compassionate to their
item or a holy item would break, the pleas.
Missionary can either spend a Fate Point or
burn a Fate Point (if he doesn’t have any to
spend) to save it from destruction. However,
he must be at least at arms length to do so.

The Lord Loves You The Lord Loves All


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Tier: 2 Tier: 2
Prerequisite: Bodyguard Prerequisite: Charm +10, Command +10
Aptitudes: Agility, Defence Aptitudes: Fellowship, Leadership
Effect: Whenever an ally is subject to a Blast Effect: Whenever the Missionary makes a
or Spray attack and fails his Evasion, the successful Charm or Command test to inspire
Missionary can instead forgo his Reaction to worshippers or similar action, he can spend a
save the ally. The Missionary must be within Fate Point to gain 1d5 DoS instead of 1.
Agility Bonus in meters from the ally and the
ally is moved like he succeeded on the test
(on Blasts you are normally moved to the
edge), while the Missionary takes his place. If
an ally couldn’t even make the test (not
enough Agility Bonus), then the Missionary
can’t use his Reaction for this talent without
using his Fate Point. If the Missionary has
Step Aside and still can use it, then he can
make his own test then if he is eligible.

Lord’s Wrath

Sanctified Strikes Tremendous Shouting


Tier: 2 Tier: 2
Prerequisite: Cleanse and Purify, Hatred Prerequisite: Intimidate +20
(Daemons), Weapon Skill 40 Aptitudes: Willpower, Social
Aptitudes: Fellowship, Offence Effect: Whenever the Missionary uses
Effect: Melee and Flame weapons used by Intimidate against Heretic or Xenos targets,
the Missionary gain the Sanctified quality, he he gains +10 bonus to the test.
may spend a fate point to extend this to all
allies within Fellowship Bonus meters for one
encounter.
Works only if the Missionary has less than 15
Corruption points. An ally must have less than
20 to benefit from this.

Righteous Wrath Emperor’s Might


Tier: 3 Tier: 3
Prerequisite: Halo of Command, Sanctified Prerequisite: Sanctified Strikes, Adamantium
Strikes Faith, Killed one (1) Daemon
Aptitudes: Willpower, Leadership Aptitudes: Fellowship, Offence
Effect: Once per turn as a Free Action the Effect: Melee and Flame weapons used by
Missionary can motivate his allies to smite his the Missionary gain the Daemonsbane
enemies with all their might, allowing them to quality.
reroll damage rolls for that turn with personal Works only if the Missionary has less than 15
weapons (although they must accept the Corruption points
second result even if it’s lower).

Furious Litanies Blessed Bolts


Tier: 3 Tier: 2
Prerequisite: Emperor’s Might Prerequisite: Ballistic Skill 40, Sanctified
Aptitudes: Willpower, Offence Strikes
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Effect: Melee and Flame weapons used by Aptitudes: Ballistic Skill, Offence
the Missionary gain the Felling (Willpower Effect: The Explorer's faith in both the God-
Bonus) quality against Daemons. Emperor of Mankind and his trusted weapon
causes Psybolt ammunition to burn even
brighter. The Explorer is treated as having a
Psy Rating of 3 when using weapons loaded
with Psybolt Ammunition.
Works only if the Missionary has less than 15
Corruption points.

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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.

Burden of Guilt Holy Radiance


The God-Emperor suffers not the lies of his To stand in the presence of a truly faithful
enemies and in His presence even the disciple of the God- Emperor is to bath in their
darkest of hearts will feel the weight of their confidence and conviction. With this Talent
falsehood heavy on their shoulders. With this the faithful emanates an aura of pure faith
Talent the faithful projects the Emperor’s and devotion to the Emperor that others
disdain for deceit so that all who look upon nearby can experience. This aura will banish
him or hear his voice will feel their own fear and doubt as well as steeling hearts and
secrets gnawing at their conscience like a minds against the evils of the warp, giving the
frenzied rat hungry for escape. followers of the Creed the strength to stand
Tier: 1 against the foulest of foes.
Prerequisites: None Tier: 2
Aptitudes: Faith, Social Prerequisites: Word of the Emperor
Effect: In addition to the normal use of Fate Aptitudes: Faith, Social
Points, the character may spend a Fate Point Effect: In addition to the normal uses of Fate
so that any other character that can hear the Points, the character may spend a Fate Point
voice of the faithful, either face to face or via so that all allies of the faithful that can both
remote means such as a vox, will find it see and hear him will gain immunity to Baleful
difficult to lie to them. If the character’s Presence just as if they had the Pure Faith
Willpower is equal to or less than the faithful’s Elite Advance themselves. In addition his
then he must win an Opposed Willpower Test calming presence will reassure his allies that
with the faithful to utter an out and out lie the Emperor is with them and grants a +10 on
without making a choking or coughing noise. all Fear Test regardless of their source.
The GM may however grant the character a Burn: By burning a Fate Point, allies of the
bonus of +10 to +30 depending on whether or faithful that can both see and hear him are
not they are merely bending the truth or as a immediately freed from the effects of Fear
result of the severity of the lie. Characters and any ongoing psychic powers cast by
with a Willpower higher than the faithful are daemons. In addition they will also become
unaffected by this Talent. GM should note immune to Fear for the remainder of the
that clever NPCs will seldom lie directly, and encounter.
may choose not to answer or change the
subject if they suspect something is up.
Burn: By burning a Fate Point, the faithful
automatically wins the Opposed Test, in
addition he may attempt this Talent against
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those with a Willpower higher than his
(though he must make an Opposed Test as
normal).

Blessed Ignorance Light Of The Emperor


Look not upon the daemon, the heretic or the Open your mind, body, and soul to the light of
unclean enemies of the Emperor; it is through the Emperor and let it wash away your fear; in
your eyes the foes of purity will lay siege to His radiance you are protected and none can
your soul. This Talent allows the faithful to stand against your sword. This Talent fills the
blind himself or others to creatures and mind of the faithful and his allies with a
objects which would rend his mind or tarnish powerful calm, preventing even the most
his soul. Unfortunately for the faithful, that horrific of things from unsettling them and
which he cannot see can still tear his throat allowing them to fight the foes of the Emperor
out... with detached brutality.
Tier: 3 Tier: 3
Prerequisites: Holy Radiance Prerequisites: Holy Radiance
Aptitudes: Faith, Perception Aptitudes: Faith, Social
Effect: In addition the normal use of Fate Effect: In addition to the normal use of Fate
Points, the faithful character may spend a Points, by spending a Fate Point the faithful
Fate Point so the faithful and a number of and a number of his allies up to twice his
allies up to his Fellowship Bonus cannot Fellowship bonus gain a +20 on Fear Tests.
perceive anything that would either force a In addition creatures with a Fear Rating of 1
Fear Test, inflict Insanity Points or inflict do not cause them to take Fear Tests. Such
Corruption Points. Such creatures and is the disturbing calm this Talent bestows
objects become effectively invisible to them upon the faithful, however, that while under its
(in actuality those affected simply cannot look effects they will suffer a –20 on all Interaction
directly at them). This means that the faithful Skill Tests as they fail to read emotions in
and his allies will not need to make Fear others and display none themselves. This
Tests and will not suffer Insanity Points or Talent can be combined with the Halo of
Corruption Points from such sources. Command Talent to affect more allies.
However this in no way prevents such a Burn: By burning a Fate Point, the effects last
creature from attacking or acting in any other for the entire game session.
way, and should the faithful or his allies
attempt to fight such creatures they must do
so as if they were blind. This Talent can be
combined with the Master Orator Talent to
affect more allies.
Burn: By burning a Fate Point, this Talent
can be used retroactively after an encounter,
causing the faithful and his allies to
completely forget recent events and negate
any Corruption Points, Insanity Points or
lasting Fear effects gained as a result of the
combat/encounter

Spirit Of The Martyr Soul Decay


It is through sacrifice and blood that we shall The wicked and the corrupt will rot in the sight
prove our devotion to the Emperor; we offer of the Emperor’s faithful, His divine light
up our lives willingly in His service so that He turning their dark hearts to acid in their chests
may judge us worthy in His light. With this and burning them with their sin. This Talent
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Talent the faithful infuses himself and his turns a creature’s corruption inwards,
allies with the spirit of the holy martyr, wracking its body with pain and burning its
strengthening life and limb against hardship flesh as its evil is reflected back upon it by the
so that he might go on serving the Master of blessed presence of the Emperor’s chosen.
Mankind where others fail. Tier: 2
Tier: 3 Prerequisites: Burden of Guilt
Prerequisites: Blessed Ignorance Aptitudes: Faith, Perception
Aptitudes: Faith, Toughness Effect: In addition to the normal use of Fate
Effect: In addition to the normal use of Fate Points, by spending a Fate Point the faithful
Points, by spending a Fate Point the faithful can choose a single creature that he can both
and a number of his allies up to his see and which can also hear his voice, but
Fellowship Bonus become hardened against which may not have a Willpower greater than
injury, especially grievous and mortal his or more than twice his number of Wounds.
wounds. While the power lasts, they add the The chosen creature and the faithful must
Faithfull's Willpower Bonus to their then make an Opposed Willpower Test. If the
Toughness Bonus when reducing Impact and creature fails then it will be struck with Soul
Rending Damage. In addition all critical Decay for the remainder of the
damage suffered is reduced by 1. encounter/combat. If the creature has any
Burn: By burning a Fate Point, the faithful Corruption Points then it will suffer a –10 on
(though not his allies) can ignore death all tests as it is wracked with pain. In addition
effects from critical hits (though they may still Daemons and psykers also suffer 1 point of
lose limbs etc) until the end of the encounter damage each round that cannot be reduced
(at which point they will suffer as normal, by armor or Toughness, until they flee the
dying unless they burn a Fate Point). faithful’s sight.
Burn: By burning a Fate Point, the faithful will
affect all creatures within his sight with Soul
Decay.

Spiritual Mirror Repel Daemon


Fear is the currency of the alien, the heretic, Cast out the daemon, the unclean, and the
and the mutant; through the strength of the spawn of the warp; from His holy graces you
God-Emperor and the will of the just, the are delivered into the light and from the
faithful will repay such coin in kind. This darkness of the pit your foes will return. This
Talent allows the faithful to turn fear back Talent allows the faithful to force a creature of
upon his foes and break their minds as the the warp, such as a daemon, to retreat and
minds of his flock may be broken, visiting can, with a suitable strength of will, keep it at
upon them the darkest darkness from within bay, powerless to approach the favored
their own twisted hearts. servant of the God-Emperor.
Tier: 3 Tier: 3
Prerequisites: Light of the Emperor Prerequisites: Holy Radiance, Soul Decay
Aptitudes: Faith, Perception Aptitudes: Faith, Willpower
Effect: In addition to the normal use of Fate Effect: In addition to the normal use of Fate
Points, by spending a Fate Point this talent Points, by spending a Fate Point the faithful
will affect both the faithful and a number of his utters a prayer of warding and makes a
allies up to his Fellowship Bonus. While in powerful gesture against all warp spawn in
effect, whenever they are affected by a result his presence. While in effect any creature of
on the Shock Table, the source of the Fear the warp, such as a daemon, must win an
must also make a Challenging (+0) Willpower Opposed Willpower Test to approach the

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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.

Daemon Trap Holy Light


Just as the sign of the Emperor is abhorrent From His eyes the sight of clarity, from His
to the daemon, so too are the marks of his mouth the words of truth and from His heart
faith; these sacred runes are the shackles of the light of the just which shines across the
the just and the chains of the true, binding stars into the darkest corners of His domain.
and fettering the warp spawn within a prison This Talent summons a divine light from
of the Materium. This Talent allows the within the faithful which causes him to glow
faithful to trap a daemon by blessing a with a pearly white radiance, dispelling
specially constructed protective circle with darkness and making him hard to look upon,
potent symbols and the divine power of the especially by the corrupt or the servants of
God-Emperor. the warp.
Tier: 3 Tier: 2
Prerequisites: Repel Daemon Prerequisites: Holy Radiance
Aptitudes: Faith, Willpower Aptitudes: Faith, Willpower
Effect: In addition to the normal use of Fate Effect: In addition to the normal use of Fate
Points, by spending a Fate Point after the Points, by spending a Fate Point the faithful
faithful draws a protective circle on the begins to burn with a bright white inner light
ground, taking at least 5 minutes doing so. illuminating the area around him as clear as
This circle can be no larger in diameter than day for 10 meters, and in twilight for another
the faithful’s Willpower Bonus in meters, 10 meters. Looking at the faithful close up is
though it can be constructed out of any hard, and melee attacks, or point blank
materials at hand (chalk, twigs, blood etc). ranged attacks are at a –20 to hit. At range
The faithful then blesses the circle. From this however he does stand out and provides a
moment it becomes a daemon trap and any +10 bonus to ranged attacks taken at long
daemon stepping into it or trying to cross it and extreme range. This does more than
must make a Hard (–20) Willpower Test or merely illuminate, however; it also burns
become trapped and unable to leave the those touched by the warp. Creatures with 20
circle. Trapped daemons cannot themselves or more Corruption Points, daemons, or
disturb the circle, though they can otherwise psykers which stand within 5 meters of the
act normally. If a trapped daemon attempts to faithful will suffer 1d10 Energy damage each

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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.

Divine Symbol Seal Of Purity


With His mark you are protected, with His And the enemies of the God-Emperor looked
sign you shield yourself against the dark and upon His seal and despaired, for in its
with His symbol you lock your soul against shadow they were powerless and could only
the evil of the warp. This Talent allows the cower before His might. With this Talent the
faithful to place a divine mark upon himself or faithful can inscribe a potent and sacred
one of his allies, protecting them from psychic version of the Aquila upon the ground and
attack, possession and other daemonic bless it with the divine power of the God-
tampering. Emperor himself so that his foes might recoil
Tier: 3 from its presence and be unable to cross its
Prerequisites: Pure Faith, Daemon Trap outstretched wings.
Aptitudes: Faith, Willpower Tier: 3
Effect: In addition to the normal use of Fate Prerequisites: Divine Symbol
Points, by spending a Fate Point the faithful Aptitudes: Faith, Intelligence
inscribes the divine symbol onto himself or an Effect: Crafting a Seal of Purity takes no less
ally. The bearer of the symbol is then immune than 1 hour to complete and requires a
to possession while its power lasts. In suitable surface and materials (such as chalk,
addition the bearer gains a +30 on all Tests to bones, blood etc). : In addition to the normal
resist psychic powers, be they from daemons use of Fate Points, by spending a Fate Point ,
or other sources. Finally daemons and other the faithful then blesses the seal. Once
creatures of the warp will suffer a –10 to hit blessed no daemon or creature of warp can
the bearer with their natural weapons such as cross the seal or any point within 10 meters of
claws and fangs. This Talent will not work if it (for this reason seals are often placed on
the subject has more than 20 Corruption doors, bridges and the like). Nor can
Points (such individuals have a gateway in daemons disturb the seal directly (though
their soul through which the evils of the warp their human minions might). Finally psychic
might travel). powers used by daemons cannot cross the
Burn: By burning a Fate Point, the faithful seal, their effects negated if their target or
can affect himself and up to a number of area of effect lies beyond it. The seal will
allies equal to his Willpower Bonus. remain active and in place until it is broken.
Greater daemons are not affected by this
ability.
Burn: By burning a Fate Point, the seal will
also repel any creature with a strong
connection to the warp—creatures with 20 or

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more Corruption Points or a Psy Rating of 3
or more.

The Emperor Protects


The power of the Emperor flows through the
faithful, protecting the faithful and
emboldening them to heroism in the face of
terrible things.
Tier: 3
Prerequisites: Light of the Emperor
Aptitudes: Faith, Defense
Effect: In addition the normal uses of Fate
Points, by spending a Fate Point, the
character grants himself and a number of
allies equal to his Willpower Bonus immunity
to the effects of Fear and Pinning.
Additionally all ranged or close combat acts
made against the character and the specified
allies are at a –10 modifier. These benefits
last for the duration of the encounter.
Burn: By burning a Fate point, the character
may allow an ally (never himself ) to resist the
effects of any single attack, effectively
allowing the ally to emerge unscathed as if by
a miracle. The Fate point must be burnt once
the attack has hit but before Damage has
been rolled.

Emperor’s Mercy: Healing and restoration miracles which can mend flesh and bone as well
as grant divine vigour to the faithful.

Grace Martyr’s Gift


The child of the man holds within him the Only through pain and blood is the body
seed of the God- Emperor’s divinity, which made pure, its fragile flesh made whole
may be nurtured and grown only through the through the sacrifice of the faithful and the
power of true faith. With this Talent the faithful tears of the willing martyr. With this Talent the
imparts a fragment of his divine connection to faithful can heal the injured, knitting together
the God- Emperor onto his allies, blessing bloody flesh and mending splintered bones.
them with a powerful Grace to shape their Such a great gift comes with a heavy price
destiny and protect them from harm. however, and for every cut or rend the faithful
Tier: 1 restores he will himself suffer a similar
Prerequisites: None wound.
Aptitudes: Faith, Social Tier: 2
Effect: The faithful can choose to share his Prerequisites: None
Fate Points with his allies, allowing him to Aptitudes: Faith, Intelligence
spend a Fate Point to allow an ally that he Effect: In addition the normal uses of Fate
can see to re-roll a failed test. In addition to Points, by spending a Fate Point, the faithful
this effect the faithful also enhances his own can heal wounded creatures by laying on his
fate and will recover any Fate Points used in hands and taking their injuries onto himself.
this encounter (including the one spent to This is a Full Action and requires the subject
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activate this Talent) on a 1d10 roll of 8, 9 or to remain perfectly still (i.e. they may take no
10. If the faithful has the Shrine World actions themselves). The faithful can then
homeworld, this roll replaces the roll from the transfer any amount of Damage from the
Faith in the Creed trait. This Talent only subject to themselves at ratio of 1:1. The
works on humans (i.e. not mutants, xenos faithful can also transfer Critical Damage from
etc) and only on those with 20 or fewer the subject in the same way, suffering 5
Corruption Points. wounds for each Critical effect healed while
Burn: By burning a Fate point, in addition to the subject will be miraculously healed of
the above effects, at the end of the encounter them. Note that it is entirely possible for the
every ally that the faithful can see regains one faithful to kill himself if he uses this Talent to
spent fate point and immediately regains a heal multiple critically wounded subjects. If
further spent fate point on a 1d10 roll of 8, 9 the faithful suffers critical damage from
or 10 (replacing Faith in the Creed). healing it is considered energy damage.
Burn: By burning a Fate point, the faithful
may use this Talent to bring back the recently
deceased (provided of course their body is
relatively intact) as if they had burned a Fate
Point to avoid death. Doing so however
immediately removes all the faithful’s wounds
and inflicts 1d10 points of critical damage
upon him which cannot be reduced by armor
or Toughness.

Divine Endurance Respite


In the service of the God-Emperor a man will The strong are bolstered by the word of the
endure as the Imperium has endured and he God-Emperor and the prayers of the faithful.
will stand unbowed and unbroken as has the With an open heart and a vengeful mind the
Imperium of Mankind. With this Talent the songs of the just will lift him up and allow him
faithful imparts the ageless endurance of the to soar like a holy warrior striking fear into the
Imperium, realm of the God-Emperor, into his souls of the unclean. With this Talent the
allies, allowing them to press on even when faithful may pray for one of his allies, granting
their bodies grow tired or their limbs weary— them the strength and spirit to overcome their
motivated by visions of the glory of the wounds, cast off their mortal shackles, and
Emperor’s domain which has lasted millennia. push on to the very edge of death itself.
Tier: 2 Tier: 3
Prerequisites: None Prerequisites: Divine Endurance
Aptitudes: Faith, Fellowship Aptitudes: Faith, Fellowship
Effect: In addition the normal uses of Fate Effect: In addition the normal uses of Fate
Points, by spending a Fate Point, the faithful Points, by spending a Fate Point, The faithful
can grant this ability to himself and a number may choose a single ally which can both see
of his allies equal to his Fellowship Bonus. him and hear his voice. As long as the faithful
While it lasts, both the faithful and his allies then spends a Full Action each round praying,
will ignore any Fatigue levels they suffer, the ally will gain respite from his injuries and
regardless of the source. In addition, any may ignore the effects of Fatigue and critical
Fatigue levels they may have already injuries. Note however that this does not heal
suffered are ignored for the duration of the the subject in any way and missing limbs,
ability. At the GM’s discretion he may extend bleeding and the like will continue to affect
the duration of this ability to last for the them. It also does not prevent the subject

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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.

Divine Ministration Miraculous Recovery


Blessed are the hands of the healer that they Potent is the power of the God-Emperor that
may restore the mangled limbs of the faithful even the greatest of injuries and the most
and send them back into the fray. This Talent grievous of wounds are as nothing when
allows the faithful to enhance his healing bathed in his divine light. This Talent allows
abilities and dispel the effects of fatigue upon the faithful to perform a miraculous healing
his allies, restoring their vigour and allowing and mend broken limbs, torn flesh, and
them to continue to bring death and ruin to missing ears. Only the faithful may benefit
the God-Emperor’s foes. from this miracle however and they seldom
Tier: 3 survive completely intact.
Prerequisites: Pure Faith, Martyr’s Gift Tier: 3
Aptitudes: Faith, Willpower Prerequisites: Divine Ministrations
Effect: In addition the normal uses of Fate Aptitudes: Faith, Willpower
Points, by spending a Fate Point, the faithful Effect: In addition the normal uses of Fate
can use this Talent to add their Willpower Points, by spending a Fate Point, the faithful
Bonus to the amount of Damage they heal can remove a crippling injury from a creature
using the Medicae skills. This ability only by spending a night praying over their body
works once for each test made, though it may and beseeching the aid of the God-Emperor.
be activated after the faithful has successfully In the morning the creature can remove a
passed a skill test and may affect multiple single crippling injury (such as broken limb or
skill tests performed on multiple targets in missing nose). However missing limbs and
succession. Alternatively the faithful may use eyes cannot be restored with this Talent.
this Talent to remove all levels of Fatigue Such is the strain of this ritual on both the
from allies who can both see him and hear his faithful and the subject that upon its
voice. Finally such is the intuitive healing completion both will suffer 1d5 Insanity Points
ability this Talent imparts on the faithful that which cannot be prevented in any way (such
all Medicae tests, even those made without as with the use of other Faith Talents). Only
activating the Talent, are made easier by one subjects with 20 or fewer Corruption Points
step (i.e. Difficult (–10) Tests become can benefit from this Talent.
Challenging (+0), Challenging (+0) become Burn: By burning a Fate point, even missing
Routine (+10) etc). This Talent only works on limbs or eyes can be restored.
subjects with 20 or fewer Corruption Points.
Burn: By burning a Fate point, the faithful
restores all wounds to a single ally when
using the Medicae skill to heal them.

Mental Calm Spiritual Cleansing


Clear your mind of fear, madness and decay; Your body is a temple to the God-Emperor,
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in the service of the God-Emperor no man your blood and bones your sacrament, your
need carry humanity’s burden alone—we are soul a symbol of your faith; let none foul your
the teeming masses of humanity and rightful temple lest your faith be likewise fouled. This
masters of the galaxy. This Talent allows the Talent allows the faithful to purge his soul of
faithful to wash away recent horrors and some of the taint of the warp, casting off a
reinforce a sense of purpose and might in his portion of its dark power before it has time to
followers focusing their minds to the single take root and begin a slow decay of spirit.
task of service to the Emperor. Tier: 3
Tier: 2 Prerequisites: Pure Faith, Divine Endurance
Prerequisites: Grace Aptitudes: Faith, Willpower
Aptitudes: Faith, Willpower Effect: In addition the normal uses of Fate
Effect: In addition the normal uses of Fate Points, by spending a Fate Point, the faithful
Points, by spending a Fate Point, the faithful can use this Talent as a Full Action in the turn
can use this Talent as a Full Action in the turn after he or any of his allies gain Corruption
after he or any of his allies gain Insanity Points. The ability purges the touch of the
Points. The ability washes away the taint of warp negating 1d5 Corruption Points gained
madness, negating 1d5 Insanity Points by either the faithful, or one of his allies, in the
gained by either the faithful, or one of his previous round. In addition the warp
allies, in the previous round. In addition the protection invoked with this ability will remain
calm instilled by this ability will remain for the for the rest of the encounter and reduce any
rest of the encounter and reduce any further further Corruption Point gains by 1.
Insanity Point gains by 1. Characters with 20 or more Corruption Points
Burn: By burning a Fate point, the Talent will cannot benefit from this ability—they are too
affect both the faithful and a number of his far gone already.
allies up to twice his Fellowship Bonus. Burn: By burning a Fate point, the Talent will
affect both the faithful and a number of his
allies up to twice his Fellowship Bonus.

Revelation No Rest For The Faithful


Free the mind from doubt, fear, and darkness! Only in death does duty to the God-Emperor
Look to the light of the God-Emperor and let end, and only when faith is extinguished will
his divine presence remind you of your you truly die. With this Talent the faithful push
purpose—you are the faithful of the Imperium themselves beyond the frailties of their mortal
and you cannot falter in the face of its foes. frames, shaking off wounds, casting aside
This Talent allows the faithful to free his mind, injury and ignoring pain so that they may
or that of his allies from the grip of fear or the serve His will until the end. Such a divine
insidious powers of the psyker, restoring them drive has its price and once the faithful’s task
to clarity and control. is done his body may never recover.
Tier: 3 Tier: 3
Prerequisites: Mental Calm Prerequisites: Respite
Aptitudes: Faith, Fellowship Aptitudes: Faith, Toughness
Effect: In addition the normal uses of Fate Effect: In addition the normal uses of Fate
Points, by spending a Fate Point, the faithful Points, by spending a Fate Point, the faithful
uses this ability as a Full Action affecting both and a number of his allies up to his
himself and a number of allies equal to his Fellowship Bonus may ignore the effects of
Fellowship bonus that can both see and hear critical injuries for the duration of the
him. Those affected will immediately encounter, with the exception of those that
overcome the effects of Fear (i.e., the results would result in limb loss or death. However,
of their roll on the Shock Table) and may act should they suffer a critical effect that would

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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.

Wrath of the Righteous Hand of the Emperor


May the God-Emperor guide my hand toward And lo, the hand of the God-Emperor came
the foes that I might rend him with my down upon the heretic, the mutant, and the
righteous indignation, breaking his bones, alien, crushing them beneath its fury and
spilling his blood and piercing his flesh with revealing to them the folly of their ways. This
my faith. This ability focuses the faithful’s ability charges the faithful with a potent
Emperor-born rage into his attacks, strength, binding his frame in divine energies
channeling His divine anger and wrath into and strengthening bone and muscle so that
each stroke of his blade as he fells the he might better crush his foes with mighty
heretics and the unbelievers. blows and unforgiving brutality.
Tier: 1 Tier: 1
Prerequisites: None Prerequisites: None
Aptitudes: Faith, Offense Aptitudes: Faith, Strength
Effect: In addition the normal uses of Fate Effect: In addition the normal uses of Fate
Points, by spending a Fate Point, the faithful Points, by spending a Fate Point, the faithful
and a number of his allies up to his and a number of his allies up to his
Fellowship Bonus which can both see him Fellowship Bonus are filled with the might of
and hear his voice are filled with the the God-Emperor, increasing their strength
Emperor’s wrath. This increases all damage and physical power. All those affected gain
inflicted in melee (i.e. with melee weapons or the Unnatural Strength (2) trait as their
when fighting unarmed) by 1d5. In addition muscles harden. However with this strength
this Talent also increases the chances of comes a lumbering slowness and a reduction
Righteous Fury (see page 195 in the Dark of movement. Those affected have their
Heresy Rulebook) so that it occurs on a roll of Agility Bonus reduced by 2 for the duration of
9 or 10 rather than just 10. Note however this the ability (note that this will affect everything
only affects the first damage roll to trigger dependant on AB such as movement and
Righteous Fury and not any subsequent initiative).
damage rolls to determine its effects (i.e. the Burn: By burning a Fate point, the faithful and
open ended damage rolls). This Talent can his allies gain the Unnatural Strength (4) trait
be combined with the Master Orator Talent to rather than Unnatural Strength (2).
affect more allies.
Burn: By burning a Fate point, the damage
from Wrath of the Righteous is increased to
2d10.

Divine Guidance The Passion


Let the Emperor guide my aim, let his eye be Your love for the God-Emperor will know no
my eye as I fire my weapon at the foes of the bounds, his glory will fill your heart to bursting
Imperium so that my shots might strike true and you will run and scream with joy at the
and send my enemies to their eternal rest. sound of His name; filled with his divine light
This ability guides the aim of the faithful so you are a tireless soldier of the Imperium and
that they sense more than see when to fire at a holy instrument of the faith. This ability
the enemy, their shots striking home over infuses the faithful with a powerful passion
extreme distances or even in the pitch-dark, and energy, allowing him and his allies to
guided to their targets by the will of the God- move in a frenzy of righteous speed so that
Emperor and the power of their faith. they might better reach their foes and rend
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Tier: 2 them to pieces.
Prerequisites: Wrath of the Righteous Tier: 3
Aptitudes: Faith, Ballistic Skill Prerequisites: Pure Faith, Divine Guidance
Effect: In addition the normal uses of Fate Aptitudes: Faith, Agility
Points, by spending a Fate Point, the faithful Effect: In addition the normal uses of Fate
and a number of his allies up to his Points, by spending a Fate Point, the faithful
Fellowship Bonus can be blessed with Divine and a number of his allies up to his
Guidance. Those affected can then ignore a Fellowship Bonus are gifted with a fathomless
single range penalty (regardless of size) passion for serving the God-Emperor,
when making ranged attacks. So for example increasing their agility and speed. All those
they could choose to make a Called Shot and affected gain the Unnatural Agility (2) trait as
ignore the –20 to hit, or fire at a target at their limbs quicken and their movement
Extreme Range and ignore the –30 to hit, or a becomes blurred (note that this will affect
Scrawny Target and ignore the –10 to hit. everything dependant on AB such as
Only one penalty may be ignored however movement and initiative). In addition such is
and if multiple penalties are at work only the their zeal that they react to attacks with
largest may be ignored. In addition there is a blinding speed and an almost divine sixth
chance that a good shot may bypass the sense. This adds +10 to Reactions as well as
target’s armor, finding a chink or hole that allowing them to roll two dice and choose the
only divine providence could guide a round highest when determining initiative.
through. If the faithful or his allies score Burn: By burning a Fate point, the faithful and
Righteous Fury with a ranged attack, they his allies gain the Unnatural Agility (4) trait
may choose to ignore its effects and instead rather than Unnatural Agility (2).
discount the target’s armor (effectively only
reducing damage based on the target’s
Toughness Bonus).
Burn: By burning a Fate point, the faithful and
his allies ignore all penalties to hit with ranged
weapons provided they do not exceed a total
of -60 to hit. In addition they may fire blind
(such as through doors or into darkness)
without penalty, though there must still be a
target in the path of their fire for a there to be
a chance to score a hit.

Flames of Faith Righteous Frenzy


Holy is the flame of the Emperor, that it might Never forget the righteousness of our cause,
burn away the evil of his enemies and cast for to waver in our conviction to the God-
those spawned from the warp back into their Emperor is to invite his foes into our heart
places of freezing darkness and unending and infect us with their filth. With this Talent
night. This Talent places a powerful blessing the faithful and his allies fill themselves with a
on the fires of the faithful making them burn divine madness and rage against their foes,
more fiercely and making them especially flying into a righteous frenzy and striking out
deadly to daemons and creatures of the at the unbelievers and the heretics like a
Immaterium. bottomless pit of anger.
Tier: 3 Tier: 3
Prerequisites: Pure Faith, Wrath of the Prerequisites: Wrath of the Righteous, The
Righteous Passion

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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.

Might of the Emperor The Unforgiving Blade


Blessed are the faithful, for they have within Blessed are the blades that smite the
them the power of the God-Emperor and are daemon, the witch, and the psyker. With
transformed by it into His divine vessel and divine steel the children of the warp are cut
tool of vengeance. This Talent allows the deep, and their blood spilled as a sign of their
faithful to become a vessel for the Emperor’s betrayal of the purity of humanity. This ability
power increasing his strength and stamina allows the faithful to bless a blade to deal
but at the same time overcoming him with a horrific damage to those who are either
religious mania which can blind him to reason touched by the warp or call upon its powers
and make his words unintelligible to the ears as part of their cursed existence.
of common men. Tier: 2
Tier: 3 Prerequisites: Wrath of the Righteous
Prerequisites: Hand of the Emperor, The Aptitudes: Weapon Skill, Offence
Passion Effect: In addition the normal uses of Fate
Aptitudes: Faith, Offense Points, by spending a Fate Point, the faithful
Effect: In addition the normal uses of Fate can place a potent blessing on a single melee
Points, by spending a Fate Point, with this weapon that already inflicts Rending
ability the faithful fills himself with divine Damage. The blessed weapon inflicts an
power and grows in physical power and extra 1d10 damage and gains 2 more points
might. He increases all his physical of penetration when used against daemons,
characteristics (Strength, Toughness and psykers and creatures with 20 or more

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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.

Divine Touch Religious Hysteria


Even the lightest of touches by those blessed Together the faithful are unstoppable. We are
by the divine God-Emperor are as acid to the the teeming billions of humanity, the God-
flesh of the corrupt, the pure light of the Emperor’s faithful and his devoted servants.
faithful’s soul burning into the vile darkness of Our power lives on the lips of the devout and
the heretic’s mind and causing him to cry out spreads like fire through the air on the
in pain and despair. This Talent allows the strength of our words. This ability starts a
faithful to bring terrible pain and crippling chain of religious hysteria which spreads
agony to those tainted by the warp, either through the minds of citizens and can turn a
diminishing their power (in the case of crowd of sullen hab workers into a raging
daemons) or causing them debilitating mob of religious zealots ready to tear the
torment (in the case of psykers and others throats from the unrighteous.
tainted by the warp). Tier: 3
Tier: 3 Prerequisites: Righteous Frenzy
Prerequisites: The Passion, Divine Guidance Aptitudes: Faith, Social
Aptitudes: Faith, Weapon Skill Effect: In addition the normal uses of Fate
Effect: In addition the normal uses of Fate Points, by spending a Fate Point, this Talent
Points, by spending a Fate Point, with this allows the faithful to spread a religious
ability the faithful lays hands upon the corrupt rapture among Imperial citizen filling them
and warp tainted causing them excruciating with righteous zeal. For this to take root the
pain. This requires the faithful to touch the faithful must be able to preach to a group of
target (standard melee attack) on exposed citizens for at least 10 minutes and have their
skin (this may be a Called Shot – 20 at the attention for the duration of that time. After
GM’s discretion). If the target is a psyker or this, the faithful makes an Opposed Willpower
has 20 or more corruption points they must Test with the crowd (which can be of any size
make a Challenging (+0) Willpower Test. If provided they can see and hear him without
they fail then the faithful rolls 1d5+2 and the means of technology, i.e. in the flesh) to
applies the effects of an Energy Critical to the see if his message has taken root. If it does

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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.

Soul Storm Purge the Unclean


You are the centre of the God-Emperor’s The faithful can focus his faith through words,
might, you are his focus upon the world of gestures, and force of will such that a
men and through your will and your soul flows daemon may be cowed or cast out by the
his burning light. This ability allows the faithful power of the Emperor.
to unleash a fearsome soul storm in a flash of Tier: 3
blinding light and burning flame, cleansing an Prerequisites: Word of the Emperor, Deny
area of the warp, its spawn, and those the Daemon
touched by its corrupting influence. Aptitudes: Willpower, Defense
Tier: 3 Effect: As a half action, the Faithful may
Prerequisites: Divine Touch, Flames of Faith spend a Fate Point to intone holy words to
Aptitudes: Willpower, Offence repel a warp entity. Make an opposed
Effect: In addition the normal uses of Fate Willpower Test against the warp entity. If the
Points, by spending a Fate Point, the faithful Test succeeds, the warp creature is repelled
gains the ability to conjure a Soul Storm, a a distance of meters away equal to twice the
blast of pure holy energy that bursts from his character’s Willpower Bonus. It cannot
eyes and mouth to consume everything approach closer than this distance for 2d5
nearby tainted by the warp. Triggering the Rounds. As a full action, the Faithful may
soul storm is a Full Action and will affect spend a Fate Point to speak the rites of
everything within a radius of 10 meters times exorcism and force out a possessing warp
the faithful’s Willpower Bonus. Psykers and entity from its host. Make an opposed
anyone with corruption points in this area will Willpower Test against the warp entity. If the
immediately suffer 1d10 Energy damage not Test succeeds, the warp entity is driven out of
reduced by armor or Toughness. In addition the thing it was possessing and manifests in

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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.

Navis Privilege Warp Awareness


Tier: 2 Tier: 1
Prerequisite: Peer (Navis Nobilite), must not Prerequisite: Awareness +10
be part of a Renegade House. Aptitudes: Perception, Fieldcraft
Aptitudes: Fellowship, Social Effect: The Navigator with this Ability gains
Effect: A Navigator respected within the +10 to all Perception tests while in the Warp.
Navis Nobilite is very difficult to accuse or act
against without offending the Nobilite as a
whole. Members of the Administratum,
Adeptus Arbites, and Inquisition are at -20 to
interaction tests made against a Navigator
with this ability.

Discerning Eye Navis Scion


Tier: 1 Tier: 2
Prerequisite: One Navigator power at Adept Prerequisite: Charm +10
level and Three at Novice levels Aptitudes: Fellowship, Social
Aptitudes: Willpower, Defence Effect: Once per Session, the Navis Scion
Effect: You can spend a Fate Point so that can reroll a failed Interaction test.
your fellow PC need not have to roll to avoid
your Warp Eye’s gaze for one round.

Navis Scorn Immaterium Mastery


Tier: 2 Tier: 2
Prerequisite: Must not be part of a Prerequisite: Two Navigator powers at
Magisterial House Master level
Aptitudes: Strength, Social Aptitudes: Willpower, Fieldcraft
Effect: While their cousins in Magisterial Effect: The Navigator increases his limit of
Houses gain many privileges, the other Master level Navigator powers to his
houses don’t have that much luck. However, Willpower Bonus.
they are still an unknown factor in
negotiations. The Navigator must improvise
his approach. He gains +10 to Intimidation
tests against Administratum, Adeptus Arbites,
and Inquisition.

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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.

Strong Genes Clear Vision


Tier: 2 Tier: 2
Prerequisite: Must not be from a Renegade Prerequisite: Trade (Astrographer) +20
House, Toughness 40 Aptitudes: Intelligence, Fieldcraft
Aptitudes: Toughness, Defence Effect: When creating a Warp Route map,
Effect: When rolling for Mutation, the the Navigator can reroll it, but must accept
Navigator can reverse the roll (making a 84, a the second roll, even if it’s worse.
48).

Rich Beyond Imagination Life Among the Warped Stars


Tier: 3 Tier: 3
Prerequisite: Only Navigators from Prerequisite: Only Navigators from Nomad
Magisterial House, Fellowship 40 House, Navigation (Warp) +20
Aptitudes: Fellowship, Social Aptitudes: Perception, Fieldcraft
Effect: Once per Session, the Navigator can Effect: This ability is used only when the
reroll his Acquisition test, but only if he is Navigator is navigating the Immaterium. This
getting Good or Best Quality items. talent can be used only once per Warp Travel
on one of the revealed cards.
When using the Warp Encounter table (in the
new Warp Navigation rules), the Navigator
can change the result up or down by
Perception Bonus points. Points can overflow,
so if the modified number would be 32, then
you look up the number 2 in the table.
When using cards the GM gives a “choice” to
the Navigator by drawing two more cards.
The Navigator then chooses one of the three.
Daemonic Incursion special rule doesn’t work
on those additional choices (if by moving
up/down by PerB you would get Daemonic
Incursion). The Navigator can decide not to
take the card and stay with his original card or
the other one. The Navigator however can’t
use this talent on the Daemonic Incursion
card. It was drawn. Too late.

Keeper of Secrets Survival through Hatred


Tier: 2 Tier: 3
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Prerequisite: Only Navigators from Shrouded Prerequisite: Only Navigators from
House, Deceive +20 Renegade House, Hatred (Any)
Aptitudes: Fellowship, Social Aptitudes: Perception, Offence
Effect: Once per Session, the Navigator can Effect: Navigator gains +10 to his Navigator
reroll a failed or Opposed Deceive test. Powers against targets that he has the Hatred
talent.

Third Eye Glasses Closed Eye


Tier: 3 Tier: 3
Prerequisite: Perception 50, Trade Prerequisite: Willpower 55
(Astrograph) +20 Aptitudes: Willpower, Defence
Aptitudes: Perception, Fieldcraft Effect: All enemy Navigator Powers used
Effect: The Navigator treats all non-Poor against the Navigator are treated as one rank
Quality Warp Route maps as one rank higher lower to minimum Novice.
to maximum of Best Quality.

Navigator Duelist Master Navigator Duelist


Tier: 1 Tier: 2
Prerequisite: Willpower 45 Prerequisite: Navigator Duelist, Willpower 50
Aptitudes: Willpower, Finesse Aptitudes: Willpower, Defence
Effect: When making a Navigator Duel, the Effect: The Navigator negates the first couple
Navigator gains 1d5 DoS to the Opposed of Fatigue gains up to half of his Willpower
Willpower test. Bonus, rounded down.

Eye of Oblivion

Grasping the Immaterial Eye of the Beholder


Tier: 3 Tier: 2
Prerequisite: Weapon Training (Force), Prerequisite: Adept in one of the Navigator’s
Willpower 50, bought at least 4 times the Powers, Willpower 40
Navigator Power talent Aptitudes: Perception, Finesse
Aptitudes: Willpower, Offence Effect: Choose one Navigator’s Power
Effect: The Navigator counts the “Psyker?” (except for Lidless Stare) in which you
(above) towards weapons with the Force achieved Adept level. You gain an additional
Quality. However, he still can't use Focus +10 to tests.
Power Tests, so he can’t use the Force This can be taken multiple times, each time
Quality special ability. choosing a different power.

Looking Upon Oneself A True Master of the Eye


Tier: 2 Tier: 3
Prerequisite: Grasping the Immaterial Prerequisite: Mastery in one of the
Aptitudes: Willpower, Defence Navigator’s Powers and Eye of the Beholder
Effect: The Navigator counts the “Psyker?” for that power, Willpower 50
(above) towards armours that use Psy Rating Aptitudes: Perception, Finesse
(like giving a Force Field or increasing AP). Effect: Choose one Navigator’s Power
(except for Lidless Stare) in which you
achieved Mastery. On a successful role, you
gain two additional Degrees of Success.
This can be taken only once.

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Eye of Seas

Storm of Century Glimmer of Light


Tier: 2 Tier: 2
Prerequisite: Navigation (The Warp) +20 Prerequisite: Psyniscience +20
Aptitudes: Willpower, Fieldcraft Aptitudes: Perception, Fieldcraft
Effect: The Navigator lowers the penalty for Effect: The Navigator lowers the penalty of
Warp Storm navigation by 10. obscured Astronomican by 10.

Navigating the Eddies Bright Light


Tier: 3 Tier: 3
Prerequisite: Navigation (The Warp) +30, Prerequisite: Psyniscience +30, Glimmer of
Storm of Century Light
Aptitudes: Willpower, Fieldcraft Aptitudes: Perception, Fieldcraft
Effect: The Navigator gains +10 bonus to Effect: The Navigator gains +10 bonus to
navigate the vessel in the Warp. When trying locate the Astronomican. If the Astronomican
to bypass encounters in the Warp, the isn’t visible (Hellish (-60) Psyniscience Test),
Navigator adds the bonus and increases it by the Navigator can try to locate it on an
+10 for a full +20 bonus. Arduous (-40) Psyniscience Test. This
already calculates the bonus from Glimmer of
Light.

Eye of Truth

Piercing Eye Eye of Terror


Tier: 2 Tier: 2
Prerequisite: Perception 50, Awareness +20 Prerequisite: Lidless Stare Navigator Power
Aptitudes: Perception, Fieldcraft at Adept level, Intimidate, Interrogation
Effect: Whenever the Navigator is facing an Aptitudes: Willpower, Fieldcraft
illusion made by warp energies or psychic Effect: Due to Navigator’s control of Lidless
power, he can make a Hard (-20) Stare, he is able to inflict minor pain upon a
Psyniscience test to see past it. If there exists target or just discomfort. He gains +20 bonus
already a test (like an Opposed test), he to Intimidate and Interrogation tests whenever
gains +10 bonus to it. he uses his Navigator Eye.

Truthseeing Piercing the Veil


Tier: 3 Tier: 2
Prerequisite: Deceive +20, Scrutiny +30 Prerequisite: Psyniscience +20
Aptitudes: Perception, Social Aptitudes: Willpower, Defence
Effect: The Navigator adds his Psyniscience Effect: During Warp Travel, when the
ranks to Scrutiny tests, whenever he wants to Navigator has to face Psychic Warp
see if anybody lies to him. Encounters by himself, he gains +10 bonus to
resist them.

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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.

Gaze into the Abyss Held in my Gaze


Novice: With a successful Perception Test, Novice: The Navigator chooses a target
the Navigator can determine if a creature or which he has line of sight to and is no further
object holds the taint of the warp. This will tell away than 5 meters per point of his
the Navigator if the person or object has a Perception Bonus. He then makes an
Psy Rating or is tainted (roughly speaking if Opposed Willpower test with the target. If he
they have more than 20 Corruption Points, is successful, then the target is locked and
warp mutations, are possessed, etc.). will remain so as long as the Navigator does
Psykers who have made dark pacts with the not use any other powers. A locked target
warp and daemons are more resistant to this must beat the Navigator in an Opposed
power, however. These creatures may make Willpower test each time it wishes to use a
a Willpower Test opposed by the Navigator’s psychic power or invoke the Daemonic
Perception, which if successful will hide their Presence Trait. If the target moves out of
true natures. This power can also be used to range or line of sight, the power ends.
track powerful psychic or warp creatures Daemons affected by this power suffer 1 point
using the rules for Tracking special use of the of additional Damage for Warp Instability.
Survival skill. Adept: As above, however the range
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Adept: As above, with the additional effect increases to the 20 meters per point of the
that the Navigator can detect major Navigator’s Perception Bonus and daemons
disturbances in the warp, such as warp affected by this power suffer 2d10 points of
portals and ships entering and exiting the damage instead of 1 point when suffering
Immaterium within a radius of 100 kilometers Warp Instability.
times his Perception Bonus. In Starship Master: As above, with the addition that the
Combat (see Volume III: The Dreadspace Navigator no longer needs to have line of
Scrolls), this power functions within a number sight to the target and daemons suffering any
of VUs equal to the Navigator’s Perception damage from Warp Instability are immediately
Bonus. destroyed and cast back into the warp.
Master: As above but the Navigator can also
use the power to detect the use of psychic
powers within a radius of 10 meters per point
of his Perception Bonus.

The Course Untraveled The Lidless Stare


Novice: If the Navigator succeeds at a Novice: The Navigator makes an Opposed
Difficult (–10) Willpower Test, he may move Willpower Test with anyone looking into his
to any point within a distance equal to his Warp Eye. Make a single test for the
Perception Characteristic in meters, so long Navigator and compare it to the results of
as he could have walked, climbed, or swam each of his opponents. If the Navigator
there normally without impediment. If he fails achieves more degrees of success, the
this test, he is Stunned for 1 round and fails to opponent suffers 1d10+ the Navigator’s
change position. If he fails this test by four Willpower bonus in Energy damage. This
degrees or more, he is Stunned for 1d10 damage is not reduced by armor or
rounds and gains an Insanity Point. Whether Toughness Bonus. Anyone taking damage
or not this power is successful, the Navigator from this power is also Stunned for 1 round
suffers a level of Fatigue at the end of the as they are ripped with agony. Using this
Round thanks to the strain on his body. power is taxing and inflicts a level of Fatigue
Adept: As above, except the test is only on the Navigator. If the Navigator fails this
Challenging (+0) and the range is increased Test by two degrees of failure or more, he
to double the Navigator’s Perception suffers two levels of Fatigue.
Characteristic in meters. Adept: As above, however, the damage is
Master: As above, except he may now increased to 2d10+ (the Navigator’s WP
perform this power as a Free Action or as a bonus) and the time the victims are Stunned
Reaction. increases to 1d5 rounds. Victims also suffer
1d5 Insanity Points.
Master: As above, with the additional effect
that any creature possessing an Intelligence
of 20+ suffering damage from this power
must make an immediate Difficult (–10)
Toughness Test or be slain. If they pass, they
suffer 1d10 Insanity points rather than 1d5.

Avoiding a Navigator’s Gaze


The Lidless Stare will affect anyone, friend or
foe, that looks into the Navigator’s third eye
when this power is activated. This has an
effective range of 15m (reduced to 5m in fog

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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.

Tides of Time and Space Tracks in the Stars


Novice: Each round the Navigator wishes to Novice: Using Perception, the Navigator can
use this power he must make a Perception track the warp trail of a ship through real
test to read the strands of time. On a space in the same way as if he was using the
success, he doubles his Agility Bonus for the Tracking special use of the Survival skill. To
purposes of determining initiative and may track a warp trail, it can be no older than the
take an additional Half Action that turn. The Navigator’s Perception Bonus in weeks,
additional Action may not have the although the size and power of the vessel
Concentration subtype. On a failure, he involved may mitigate this.
halves his Agility Bonus for initiative and may Adept: As above, however, the warp trail may
only take a Half Action that turn as he loses be up to a number of months old equal to the
his grip on reality, becoming confounded and Navigator’s Perception Bonus. He may also
disorientated. Should he fail by four degrees track ships in the warp in the same manner.
or more, he winks out of existence for 1d5 Master: As above, except he can follow a
rounds, reappearing where he was at the end warp trail equal to the Navigator’s Perception
of this duration. Should something else bonus in years old, although this information
occupy that space when the Navigator may be erratic and fragmentary.
returns, he shifts his position as much as
necessary to a point of the player’s choice
should something else occupy that space.
Whether or not this power is successful,
however, the Navigator suffers a level of
Fatigue at the end of the Round each time it
is used. This power does not give the
Navigator an additional Reaction.
Adept: As above, except he triples his Agility
Bonus for the purposes of determining
Initiative.
Master: As above, however, he quadruples
his Agility Bonus for Initiative. In addition, he
may take two extra Half Actions or a Full
Action in addition to his other actions this
round (rather than a single Half Action as
results from the Novice manifestation of this
power).

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).

Corrupting the Flesh Disrupting the Empyrean


Novice: The Navigator makes an Opposed Novice: The Navigator must make a Hard (–
Willpower Test against a single target. Should 20) Willpower Test. Success means that for a
he achieve more degrees of success, he radius equal to 1 VU x the Navigator’s
inflicts 1d5 Corruption Points upon the target. Willpower Bonus the warp space has become
Because this power is warp-based, any sort churned and clouded. Ships wishing to enter
of protection against warp-based attacks, or exit the warp suffer a –10 penalty to any
such as warded armour, will protect against Operate (Voidcraft) Skill Test per degree of
this power as well. Should the Navigator fail success. Failing this Test causes the ship to
the Opposed Willpower Test, he gains one suffer 1 point of hull integrity damage that
point of Insanity. This is a Navigator Gaze cannot be reduced by Void Shields or armour.
power. Adept: As per Novice, except the radius
Adept: As per Novice, except that the target becomes equal to 2 VUs x the Navigator’s
suffers 1d10 Corruption Points. Failing the Willpower Bonus. Vessels that attempt to
Opposed Willpower Test to use this power enter or exit the warp through this
inflicts 1d5 Insanity Points on the Navigator. interference suffer 1d5 points of damage
Master: As per Novice, except that instead of should the Pilot Test fail. This damage cannot
inflicting Corruption Points upon the Target, be reduced by Void Shields or armour.
the Navigator causes the Target to make an Master: As per Adept, but ships failing the
immediate Malignancy Test instead. When Pilot Test suffer 1d5 points of damage, plus
using this power at this level, failing the one additional point of damage per degree of
Opposed Willpower Test causes the success. This damage cannot be reduced by

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Immolate the Soul Obliterating the Immaterial Wake


Novice: The Navigator does not make any Novice: Using this power, any other
Test to activate this power. This power Navigator attempting to use Tracks in the
projects itself in a 30 degree cone from the Stars, or similar powers, suffers a –10 penalty
Navigator out to a range of 10 metres. It does to the Perception Test. In addition, when
1d10+4 Energy Damage and has a using Obliterating the Immaterial Wake, the
penetration of 2. All living creatures caught in Navigator suffers 1 level of Fatigue. Note that
the arc of this power must make a the Navigator can only make use of this
Challenging (+0) Agility Test or suffer the power once per day (every 24 hours).
damage of the power. The Novice must make Adept: The Navigator using this power
a Routine (+20) Toughness Test or suffer one makes a Challenging (+0) Willpower Test. If
level of Fatigue. the test fails, then the power functions at
Adept: As per Novice, except that the power Novice level. If the test succeeds, any
now functions as a Flamer in terms of range, Perception Tests made to track the ship
damage, and other special qualities. In suffer a –10 penalty per degree of success.
addition this power does two additional However, the Navigator must make a
Wounds for every 10 Corruption Points the Challenging (+0) Toughness Test or suffer 1
target has. The Adept does not suffer fatigue level of Fatigue per degree of success of the
for using this power. previous test.
Master: As per Novice, except that the power Master: The Navigator is able to completely
now functions as a Heavy Flamer in terms of obliterate his trail in space and the
range, damage, and other special qualities. In Immaterium making it impossible to track his
addition this power does four additional vessel using Tracks in the Stars or any similar
Wounds for every 10 Corruption Points the power or ability. However, due to the taxing
target has. nature of using this power, he must make a
Challenging (+0) Toughness Test or slumps
over unconscious and remain that way for
1d5+8 hours.

Refresh and Revitalise Scourge of the Red Tide


Novice: The Navigator makes a Difficult (–10) Novice: The Navigator makes an Opposed
Willpower Test. Failure yields nothing, but for Willpower Test with anyone looking into his
every degree of success the Navigator is able Warp Eye (see rules on how to avoid a
to remove 1 level of Fatigue for a number of Navigator’s Gaze) within 15 metres. Make a
hours equal to his Toughness Bonus (TB). single test for the Navigator and compare it to
Adept: As per Novice, except that the the results of each person gazing into his
Navigator is able to hold off the effects of Warp Eye. Should the Navigator achieve
Fatigue for 2xTB in hours. However, should more degrees of success, the opponent
the Navigator fail to rest for at least 8 hours suffers 1d10+ the Navigator’s Willpower
before the duration expires (which will remove Bonus in Energy damage, plus an additional
all levels of Fatigue), he suffers a number of 1d10 for every two degree of success. This
Wounds equal to the number of Fatigue damage is reduced by Armour and
Levels he removed at the end of this time. Toughness Bonus.
Master: The Navigator must make a Hard (– Adept: As per Novice, however the damage
20) Willpower Test. Success means that he is is increased by Navigator’s Willpower Bonus
able to ignore any levels of Fatigue and go in Energy Damage (so double Willpower
without sleep for 1d5+1 days (though he Bonus). This damage ignores Armour. In
might become cranky and irritable!). addition, this ability can also damage non-
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However, once this period of time passes, the living beings, and inanimate objects
Navigator falls into a coma-like state and will (bulkheads, structures, etc).
remain in such a state for a number of days Because of the taxing nature of this power,
he was able to remain awake minus his using it causes the Navigator to suffer one
Toughness Bonus (minimum 1 day). At any Wound and one level of Fatigue. Should the
point before the duration expires, if the Navigator fail the Willpower Test by two
Navigator can sleep for at least 8 hours, he degree or more, he suffers two Wounds
will not succumb to the comatose state. instead of one.
Note that unless the Navigator is connected Master: At this level, the Navigator is able to
to his Navigation Station or taken to a unleash the full fury of the warp. An angry red
medicae bay and put on some manner of life- tide of energy boils out from his Warp Eye. It
sustainers, he may succumb to thirst and is almost impossible to avoid the
starvation while in any coma-like state (GM’s overwhelming gaze of the Navigator. Targets
discretion). do not get any bonus to their Test for looking
away, as the roiling tides of the warp
surround them. The damage increases to a
total of 1d10 Energy damage per degree of
success plus double Navigator’s Willpower
Bonus. Again, due to the taxing nature of
using this power, the Navigator suffers 1d5
Wounds (not reduced by armour or
Toughness) and is unable to make use of any
other Navigator powers until the end of the
combat. Should the Navigator fail the
Willpower Test he receives 2 Fatigue per
degree of failure, which may well render him
unconscious.
Note that the damage dealt out from this
power can be applied to physical inanimate
objects as well and will also damage non-
living targets (but not Daemons,
Untouchables, or any other warp entities).

Stripping the Husk Stacking the Deck


Novice: To use this power the Navigator Novice: The Navigator makes a Difficult (–10)
makes an Opposed Willpower Test against Perception Test. If the Test succeeds, he may
the Target. Should he achieve more degrees add his Intelligence Bonus x5 to any
of success, he does 1d10 Rending Damage Manoeuvre Action or single Ballistic Skill Test
to the Target. This damage may be reduced to fire the starship’s guns.
by Toughness, but not by armour (unless Adept: The Navigator can make a Hard (–20)
warded). In addition to this, the Target is also Perception Test. If the Test succeeds, the
automatically knocked down prone. Navigator may take his Intelligence Bonus
Adept: As per Novice except that the damage and divide out the points among any of the
is increased to 1d10 Rending Damage with following starship characteristics to increase
bonus damage equal to the degrees of them: Speed or Armour. This increase lasts
success of the Opposed Willpower Test. for 1 Strategic Turn, but the Navigator cannot
Master: As per Novice except that the use this ability again for the rest of the
damage increases to 2d10 Rending Damage combat. Should he fail this Test by two or
with bonus damage equal to the degrees of more degrees, the Navigator suffers two

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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.

Stupefy the Soul


Novice: The Navigator makes an Opposed
Willpower Test against any living beings who
look into his Warp Eye (see Rogue Trader,
page 180). The Navigator makes a single
Test and compares the result to each being
exposed to his eye. Should the Navigator
achieve more degrees of success, the
opponent suffers 1d5+4 levels of Fatigue.
This damage is only reduced by the
opponent’s Toughness Bonus.
Adept: As per Novice, except that in addition
to the Fatigue damage dealt, the opponent
must also make a Frightening (–10) Fear
Test. If the Navigator fails the Test, he suffers
two levels of Fatigue.
Master: As per Novice, except that in addition
to the Fatigue damage dealt, the opponent
must also make a Horrifying (–20) Fear Test.
The Navigator suffers two levels of Fatigue,
with no way to avoid it.

Aether Doldrums Baleful Watcher


Novice: On a successful Difficult (–10) Novice: As a Half Action, the Navigator
Willpower Test, the Navigator causes an area applies his supernatural levels of perception
with a radius of his Perception Bonus times 5 to discerning the nature of one foe he can
metres to fall into a Warp lull for two Rounds, see, peeling back all lies to reveal its true
plus one Round per two Degrees of Success nature. The Navigator makes a Challenging
on the Willpower Test. The Navigator may (+0) Perception Test. If he succeeds, he
also choose to dismiss the calm as a Free learns his foe’s Armour Points on each
Action at the beginning of his Turn. At the end location, total Toughness Bonus, and Psy
of each of his Turns that he does not choose Rating (if it has one).
to dismiss the calm, the Navigator must make Adept: As Novice, but if he succeeds, he also
a Challenging (+0) Toughness Test or gain learns of any invisible defences protecting his
one level of Fatigue. Psykers in this area foe, such as force fields and sustained
suffer a –10 penalty to all Focus Power Tests. defensive Psychic Techniques (if it has any).
Daemons that end their Turns within this area Master: As Adept, but if he succeeds, he also
must make a Challenging (+0) Toughness learns which (if any) Psychic Techniques or
Test or be Stunned for 1 Round. Navigator powers his target knows.
Adept: As per Novice, but Psykers do not
add any bonus from their Psy Rating to their
Focus Power Tests and Daemons who fail
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their Toughness Test to resist this power also
suffer 1d5 plus the Navigator’s Perception
Bonus in Energy Damage that ignores
Toughness Bonus, Armour, and the
Daemonic Trait.
Master: As per Adept, but the calm lasts for
three Rounds plus one Rounds per Degree of
Success that the Navigator scores on his
Willpower Test.

Ebb and Flow Evil Eye


Novice: The Navigator makes an Opposed Novice: The Navigator chooses a target that
Willpower Test against a single target within is no further away than his Perception Bonus
his line of sight who can see his Warp Eye. If in metres and then makes an Opposed
he succeeds on the Test, so long as the Willpower Test. If he succeeds, any weapons
target remains within line of sight, it may not the target uses gain the Unreliable Trait and
perform Reactions as its movements slow. the target suffers a –10 penalty on all Tests.
Anyone attempting to Dodge or Parry an The effects of this power last for 1d5 days
attack made by the target gains a +10 bonus plus one extra day per two Degree of
to his Skill Test. This power lasts as long as Success that the Navigator scored on the
the Navigator chooses to maintain it, although Opposed Willpower Test, or until the “cursed”
he must devote his first Half Action on each of character spends a Fate Point to end the
his Turns to maintaining it or the power fades effect. Only one instance of this power may
at the end of the Turn. be active at any one time.
Adept: As per Novice, except that the effects Adept: As per Novice, but the target also
extend the Navigator’s Willpower Bonus in suffers an additional –10 penalty to all
metres around the target, slowing every Interaction Tests it makes (to a total of –20 on
creature in the radius that fails the Opposed Interaction Tests). Further, the next time the
Willpower Test. The bonus to Dodge and target or anyone within five metres of him
Parry Tests increases to +20. uses a Psychic Technique, the psyker
Master: As per Adept, except that anyone automatically manifests Psychic Phenomena
caught in this area completely loses his grip even if he would not normally do so (such as
on the flow of time for a few fleeting on a Fettered level power), and must roll on
moments. For the first Round that the power Table 6–3: Psychic Phenomena (see page
takes effect, all creatures caught within the 160 of the Rogue Trader Core Rulebook).
radius that fail the Opposed Willpower Test Master: As per Adept, but the psyker incurs a
are Stunned. significant Warp breach and must roll on
Table 6–4: Perils of the Warp instead of Table
6–3: Psychic Phenomena (see page 160-161
of the Rogue Trader Core Rulebook).

Eye of Oblivion Inward View


Novice: As a Full Action, the Navigator may Novice: The Navigator makes a Challenging
activate this power by choosing one opponent (+0) Willpower Test. If successful, he
within range and line of sight and making a removes up to one level of Fatigue and adds
Challenging (+0) Perception Test. He focuses +10 to the first Investigation Skill Test that he
his Warp Eye on the paths through which the makes in the next hour. It takes five minutes
Immaterium flows in and around a single for a Navigator to establish himself in the
creature, pinpointing those places most vital physical and mental posture for this rapid
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to its very existence. Until the end of his next meditation and he can only use this power
Turn, plus one additional Turn per two once every 24 hours.
Degrees of Success on his Perception Test, Adept: As per Novice, but the Navigator
the Navigator deals additional Damage equal removes up to two levels of Fatigue and adds
to half of his Perception Bonus (rounded up) a +5 bonus to all Navigation (Warp) Tests
the first time he hits the chosen foe with a that he is required to make in the next hour.
Melee or Ranged Attack each Turn (this does Master: As per Adept, but the Navigator
not include his Navigator Powers). If the removes up to three levels of Fatigue and
target leaves his line of sight or range, the adds a +10 bonus to all Navigation (Warp)
power is deactivated. The additional damage Tests that he is required to take for the next
is added only if the hit itself would deal at eight hours.
least 1 damage.
Adept: As Novice, except that the extra
Damage that the Navigator deals from this
power ignores Armour and Toughness Bonus
(the Damage from the attack itself is reduced
as normal).
Master: As per Adept, except that the extra
Damage that the Navigator deals with this
power is now equal to his Perception Bonus.
Further, the Navigator’s first successful Melee
or Ranged Attack (this does not include his
Navigator powers) each Turn against the
chosen foe ignores any force fields or psychic
defences that the target might possess. Also,
the additional damage is added no matter if
the hit would damage the target or not.

Pass Unscathed Seek the Path


Novice: The Navigator must choose a target Novice: As a Half Action, the Navigator can
within his Perception Bonus x 3 metres and activate this power by making a Challenging
then make a Difficult (–10) Willpower Test. If (+0) Perception Test. Until the end of his next
he is successful, the power lasts a number of Turn, plus one additional Turn per two
minutes equal to his Willpower Bonus. While Degrees of Success on his Perception Test,
the power is active, if his target would gain the Navigator may use his Perception
any amount of Corruption Points, it gains that Characteristic in place of his Weapon Skill
amount minus 1 (to a minimum of 1) and/or Ballistic Skill Characteristic for the
Corruption Points instead. The Navigator can purposes of Tests.
only have one instance of this power active at Adept: As Novice, but the Navigator’s Melee
any one time. The Navigator must pass a and Ranged Attacks impose a –10 penalty to
Challenging (+0) Toughness Test or gain 1 Dodge and Parry Tests opponents make to
level of Fatigue after using this power. avoid them.
Adept: As per Novice, but the number of Master: As Adept, but the Navigator’s Melee
targets that the Navigator can shield with this and Ranged Attacks impose a –20 penalty to
power increases to his Perception Bonus, and Dodge and Parry Tests opponents make
if any of his targets would gain any amount of to avoid them (in place of the –10 penalty
Corruption Points, it instead gains that from Adept level).
amount minus 2 (to a minimum of 0).
Master: As per Adept, but the amount of time

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the power lasts increases to the Navigator’s
Willpower Bonus x 2 in minutes.

Vision of Hell Warp Vigil


Novice: This is a gaze power, as described Novice: As a Full Action, the Navigator may
on page 180 of the Rogue Trader Core make a Challenging (+0) Perception Test. If
Rulebook. The Navigator makes an Opposed he succeeds, for the remainder of the
Willpower Test versus any living creature encounter, he may make one additional
(which excludes Daemons, machines, and Dodge Reaction per Round. Whenever he
other non-living creatures) that looks into his does so, however, he loses one Half Action
Warp Eye. If a target is unable to avoid the from his next Turn.
Navigator’s baleful stare, it must immediately Adept: As Novice, but he may also make a
roll on Table 5–5: Hallucinogen Effects (see Half Move as a Free Action when he makes
page 126 of the Rogue Trader Core his Dodge Reaction.
Rulebook); the effects of the power last for a Master: As Adept, but he may also now
number of Rounds equal to the Degrees of instead have any ally within a number of
Success by which the Navigator won the metres equal to his Perception Bonus make
Opposed Test. Due to the strain of containing the Dodge Reaction and Half Move instead of
his power to mere visions, the Navigator himself (this still expends the Navigator’s
gains 1 level of Fatigue. extra Reaction and costs the Navigator a Half
Adept: As per Novice, but if the target is Action from his next Turn instead of costing
affected it must add +20 to the result of its roll his ally the Half Action).
on Table 5–5: Hallucinogen Effects and
automatically gains 2 Insanity Points. If the
Navigator fails the Test, he gains 1 Insanity
Point in addition to the other effects.
Master: As per Adept, but if the target is
affected it must instead roll twice on Table 5–
5: Warp Travel Hallucinations with a +50 to
each result and gains 1d5+1 Insanity Points.
If the Navigator fails the Test, he rolls on
Table 5–5: Hallucinogen Effects and suffers
the result of his roll in addition to the other
effects.

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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.

Invisible Assist Stable Genius


Tier: 1 Tier: 3
Prerequisite: Fellowship 40 Prerequisite: Intelligence 50, Foresight
Aptitudes: Intelligence, Social Aptitudes: Intelligence, Fieldcraft
Effect: Whenever the Seneschal assists Effect: When using the Foresight talent, the
another character, he doesn’t count towards Seneschal can shorten the time to 5 minutes
the limit of 2 assistants. or gain +20 instead of +10.

Truly Total Recall Check Again


Tier: 2 Tier: 1
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Prerequisite: Intelligence 50, Total Recall Prerequisite: Command, Fellowship 40
Aptitudes: Intelligence, Knowledge Aptitudes: Intelligence, Leadership
Effect: When asked to do an Intelligence Test Effect: Whenever the Crew or Seneschal’s
to recall information, the Seneschal adds +20 agents (if using Dynasty Guard rules, this
to this test. counts towards Dynasty Agents) fail their test,
the Seneschal can use his Fate Points to
make them reroll.

I See Dead Spies I’m Not Talking!


Tier: 2 Tier: 1
Prerequisite: Awareness +10, Scrutiny +10, Prerequisite: Willpower 40
Inquiry +10 Aptitudes: Willpower, Defence
Aptitudes: Perception, Fieldcraft Effect: Whenever the Seneschal is a target of
Effect: Whenever the Seneschal is looking Interrogation or Scrutiny test, he gains +10
for spies, wiretaps or similar in the Dynasty bonus to tests to Oppose it.
holdings (voidships included), he gains a +20
bonus to the Awareness, Scrutiny or Inquiry
test.

Are you lying to me, son? I Said, I’m Not Talking!


Tier: 2 Tier: 2
Prerequisite: Fellowship 40, Scrutiny +10, Prerequisite: Willpower 50, Strong Minded,
Inquiry +10 I’m Not Talking!
Aptitudes: Perception, Social Aptitudes: Willpower, Defence
Effect: The Seneschal gains one free reroll to Effect: The Seneschal is immune to any form
failed Inquiry and Scrutiny used against the of physical or mental torture. The enemy will
members of the Dynasty. never extract information from him. He gains
+20 bonus to psychic powers that try to gain
this information from his mind. He still
receives damage but it will never break his
will.

They Didn’t Built Rome in One Day A Tidy Job


Tier: 1 Tier: 2
Prerequisite: Navigation (Surface) +10 Prerequisite: Survival +10
Aptitudes: Intelligence, Fieldcraft Aptitudes: Intelligence, Finesse
Effect: Because the Seneschal wasn’t there. Effect: Whenever the Seneschal needs to
The Seneschal halves any preparation and clean up for himself or the Dynasty, for
built time needed, whenever he is example wanting to leave no clues behind or
commanding the workmen, to create making the scene look like the party wasn’t
temporary bases, outposts and the like. there. He can spend a Fate Point to have it
done quick, at least a quarter of the time it
would normally take.

Whatever You Need Anything Else?


Tier: 3 Tier: 3
Prerequisite: Commerce +20 Prerequisite: Trade (Armourer) +10,
Aptitudes: Fellowship, Social Intelligence 50
Effect: Whenever the Seneschal makes an Aptitudes: Intelligence, Finesse
Acquisition for parts, materials, instead of Effect: Whenever the Seneschal makes an
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purchasing the item, he gains +10 bonus to assist during a Trade or Lore test, he halves
the Acquisition test. the time needed to make the test. It can be
used during Crafting or Repairs to speed up
the process.

You heard the Lord-Captain! Shoot! What Did He Just Say?


Tier: 3 Tier: 2
Prerequisite: A Rogue Trader with the Obey Prerequisite: Awareness +20, Linguistics
without Hesitation Talent, Command +20 (Any 2) +10
Aptitudes: Fellowship, Leadership Aptitudes: Perception, Social
Effect: Whenever the Rogue Trader uses the Effect: The Seneschal halves penalties using
Obey without Hesitation on the Seneschal, he Awareness special use Lip Reading.
can make a simple request like “shoot that
man”, “open the door” and similar. Then the
Seneschal “relays” this information as that
Talent’s free Half Action to his men (NPCs
like the Dynasty Guard) up to Seneschal’s
Fellowship Bonus. All of them comply with the
order that can be used in a Half Action like
shooting an enemy or throwing krak grenades
at a door. This can be done only in combat,
as outside of combat it all depends on
roleplay, but only once per session.

Eye for Treasure Keep Your Eyes on the Birdie


Tier: 2 Tier: 2
Prerequisite: Commerce +10, Awareness Prerequisite: Logic +10, Deceive +10,
+10 Sleight of Hand +10
Aptitudes: Perception, Fieldcraft Aptitudes: Intelligence, Finesse
Effect: The Seneschal gains +10 bonus to Effect: Whenever the Seneschal is Gambling
Commerce special use Evaluate. Also, (either the Logic special use Gambling action
whenever searching for riches, he gains +10 or similar mentioned there), then he gains a
bonus to Awareness or Scrutiny tests. free reroll if he lost his Opposed test.

Nothing out of Reach How Do You Do Fellow Gangers?


Tier: 2 Tier: ?
Prerequisite: Security +10, Tech-Use +10 Prerequisite: Face in a Crowd, Deceive +10,
Aptitudes: Willpower, Offence Fellowship 45
Effect: Whenever the Seneschal tries to open Aptitudes: Fellowship, Social
a lock, either mechanical or technological, Effect: The Seneschal gains +10 bonus to all
break into a cogitator or similar, he gains +10 tests required for him to blend in a crowd or
bonus. group.

Master of Whispers

Cipher Master Speed Reading


Tier: 2 Tier: 2
Prerequisites: Logic +20 Prerequisites: Intelligence 40, Linguistics
Aptitudes: Intelligence, Fieldcraft Aptitudes: Intelligence, Fieldcraft
Effect: The Seneschal can write a message Effect: The Seneschal can make a
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Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
he and up to his Intelligence Bonus people Challenging (+0) Linguistics (Text’s
can understand. For other people, it will look Language) Test to read the text at the rate of
like a simple message. Trying to decipher the 20 pages per minute, plus an additional 5
message suffers a -30 penalty. pages per minute per degree of success. If
the text is Low Gothic, the Seneschal can opt
to automatically succeed on the test with
Intelligence Bonus Degrees of Success.

Whispers of Many Shady Acquisitor


Tier: 2 Tier: 3
Prerequisite: Inquiry +20 Prerequisite: Good Reputation (Underworld)
Aptitudes: Intelligence, Social or Peer (Underworld), can’t have Enemy
Effect: When using the Dynasty Guard rules (Underworld),
or Seneschal sends his spies, he gains Aptitudes: Perception, Social
additional knowledge. Once per session, Effect: Once per Session, the Seneschal can
when the Dynasty Agents succeed on their muster his underworld contracts to help him
test, they add half of the Seneschal’s in Acquisition. Only if the place would allow
Intelligence Bonus (rounded down) to their them to do so. This lowers the Availability of
DoS, granting him to ask more questions an item by one. Doesn’t work for Near Unique
about their target. If not using those rules, the and Unique items. This works only for the
Seneschal adds 1d5 DoS to his Inquiry or Seneschal.
other information gathering tests the GM
deems appropriate for the sending the spies.

Master of Coffers

Master of Coin There is a Catch


Tier: 3 Tier: 3
Prerequisite: Commerce +30 or Inquiry +30 Prerequisite: Intelligence 40, Hard Bargain,
Aptitudes: Fellowship, Social Commerce +30
Effect: Once per session the Seneschal can Aptitudes: Intelligence, Social
reroll a failed Acquisition Test, and may use Effect: After gaining Profit Factor from an
this Ability on someone else’s behalf. Endeavour, the Seneschal can look for
catches in the deal. The Seneschal makes an
Arduous (-40) Commerce test, if he succeeds
the Dynasty Profit Factor rises by 1.

Commerce Savant Look at the Shiny!


Tier: 2 Tier: 2
Prerequisites: Commerce +10, Inquiry +10 Prerequisite: Commerce +20
Aptitudes: Intelligence, Social Aptitudes: Fellowship, Social
Effect: The Seneschal adds 1 Degree of Effect: Whenever the Seneschal trades an
Success to any successful Commerce or item(s) during Acquisition, he gains +15
Inquiry test. bonus instead of +10 bonus for each rarity
difference.

Master of Know-How

Mindtrap Maze Rationalize (Litany against Fear)


Tier: 2 Tier: 2

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)
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

Jack of All Trades Contingency Plans


Tier: 2 Tier: 3
Prerequisite: Intelligence 40 Prerequisites: Logic +30
Aptitudes: Intelligence, Fieldcraft Aptitudes: Intelligence, Fieldcraft
Effect: Once per Session, before a roll is Effect: Once per session, the Seneschal can
made, the Seneschal can treat an Untrained ask the GM if he could have prepared and
non-Lore and non-Trade skill as Known. This done a contingency plan (Plan B). If the plan
still counts for any rerolls or additional rolls is viable to the GM, he can allow a Hard (-20)
the character must make for a scene. Logic Test as a Free Action. On success, the
plan is enacted.
This can be from gaining a sudden ally in the
crowd, hiring a sniper on the roof, having a
rope when the party needs one. This ability
shouldn’t be used to gain stuff out of thin air,
only to help the Explorer in tight situations.
The GM is the final arbiter.

Master of Dynasty

Surely There was a Mistake Upkeep the Upkeep


Tier: 2 Tier: 3
Prerequisite: Intelligence 40, Exceptional Prerequisite: Intelligence 45, Surely There
Aide was a Mistake
Aptitudes: Intelligence, Social Aptitudes: Intelligence, Social
Effect: When rolling for Misfortune, be it Effect: When rolling for Upkeep tests, the
Unwanted Attention or something else, the Seneschal can spend a Fate Point to
Seneschal can lower the dice result by his automatically succeed on the test with
Intelligence or Fellowship Bonus. However, Degrees of Success equal to his Intelligence
he can’t know beforehand the unmodified roll. Bonus. He may use this Ability on someone
else’s behalf.

Master Negotiator We Don’t Have the Time


Tier: 2 Tier: 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)
Prerequisite: Commerce +20, Charm +10 Prerequisite: Master Negotiator
Aptitudes: Fellowship, Social Aptitudes: Willpower, Offence
Effect: Once per Session, when Seneschal Effect: Whenever the Seneschal is Inquiring
can trades in an item(s) on Acquisition, he for new Crew, replacing old Crew or when
can make a Charm test with difficulty equal to using the Dynasty Guard rules, he
Sellers Stat halved. If he succeeds, he gains replenishes the numbers, he halves the time
a bonus to his Acquisition test equal to half needed to do so.
the bonus granted by rarity difference.

Master of Comprehension

Truth behind Lies Glimpse of Knowledge


Tier: 2 Tier: 3
Prerequisite: Scrutiny +10, Interrogation +10 Prerequisite: Intelligence 45, Trade
Aptitudes: Willpower, Social (Archaeologist) +20
Effect: Whenever the Seneschal tries to find Aptitudes: Intelligence, Fieldcraft
if anybody is lying to him, he gains +10 Effect: The Seneschal can spend a Fate
bonus. This bonus is added to Interrogation Point when exploring or analysing ancient
tests too. ruins of pre-Imperium or Xeno design to know
the true nature of the place. GM is the final
arbiter if the Seneschal has any chance of
gaining this knowledge and if there is none to
be had, he gets his Fate Point back.

4D Chess Lies Behind Truth


Tier: 3 Tier: 3
Prerequisite: Intelligence 50 Prerequisite: Total Recall, Truth behind Lies
Aptitudes: Intelligence, Social Aptitudes: Intelligence, Social
Effect: The Seneschal many times has Effect: Once per session, he Seneschal can
access to the Dynasty myriad of contracts. He recall a conversation he had in the past 24
can visualize connections between them and hours and if he didn’t make a Scrutiny test to
his current situation. The Seneschal can find if the target was lying, he can do so now.
spend a Fate Point to gain a hint, clue or
catch that could help him resolve a problem.
The GM is the final arbiter in this. If there is
nothing to gain the Dynasty web of contracts,
the player regains his lost Fate Point.

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-
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Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
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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Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
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.

Machine Spirit Communion Brace For Impact


Tier: 3 Tier: 1
Prerequisite: Operate (Voidship) +30 or Prerequisite: Operate (Aeronautica),
Ballistic Skill 50 or Scrutiny +30 or Operate Operate (Surface)
(Aeronautica) +30 or Operate (Surface) +30 Aptitudes: Agility, Tech
or Operate (Walkers) +30 Effect: When the vehicle the character is
Specialization: Maneuver Actions, Shooting riding in is involved in a crash, but before the
Actions, Detection Actions, Small Craft, crash resolves, the character can use this
Ground Craft, Walkers action as a Reaction to reduce any damage
Aptitudes: Intelligence, Tech he would suffer from the Critical Hit effects
Effect: Void-Master gains +10 to tests the crash causes by his Agility bonus.
resolving his Master of the Void ability.

Damage Control Ace Operator


Tier: 1 Tier: 2
Prerequisite: Operate (Aeronautica), Prerequisite: Operate (Any) +10
Operate (Surface) Aptitudes: Agility, Tech
Aptitudes: Agility, Tech Effect: Whenever the character fails an
Effect: When the vehicle the character is Operate Test, he may spend a Fate Point to
piloting suffers a Hull critical Hit Effect the reduce his Degrees of Failure on the Test by
character reduces the Hull Critical Hit effect his Agility Bonus.
the vehicle suffers by his Intelligence bonus.

Lesser Ram I've fallen and I can get up!


Tier: 2 Tier: 2
Prerequisite: Operate (Voidship) +20, Prerequisite: Operate (Walkers) +20
Operate (Walkers) +20, Operate (Surface) Aptitudes: Agility, Defence
+20 Effect: Whenever the Void-Master is about to
Aptitudes: Agility, Defence fall on his side, back or front with his Walker,
Effect: Whenever the Void-Master makes a he can use a Reaction to instantly regain
Ram action with his vehicle or voidship, he control and stand up.
can decrease damage to his vehicle by his
Agility Bonus and decrease damage to his
voidship by half of his Agility Bonus rounded
down. This reduction doesn’t work when
somebody else makes the Ram action.
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)
Gotta Go Fast! Augurs Systems Online
Tier: 3 Tier: 2
Prerequisite: Operate (Voidship) +20, Prerequisite: Scrutiny +20
Operate (Aeronautica) +20, Operate Aptitudes: Perception, Tech
(Surface) +20, Operate (Walkers) +20 Effect: The Void-Master increases bonuses
Aptitudes: Agility, Tech from vehicle augurs (like an auspex) by 10 or
Effect: Whenever the Void-Master operates a the voidship Detection by 5, if he is using
vehicle, voidship or uses a jump pack, he them.
increases his movement. The vehicle
increases the movement by 2 meters,
voidships increase their Speed by 1 and the
jump pack increases the movement by 2
meters after all multipliers are done.

The Navigator We Need Jumping on Rocks


Tier: 2 Tier: 2
Prerequisite: Navigation (Surface), Prerequisite: Operate (Aeronautica) +10,
Navigation (Stellar) Operate (Surface) +10
Aptitudes: Intelligence, Knowledge Aptitudes: Willpower, Offence
Effect: The Void-Master gains +10 bonus to Effect: The Void-Master can ignore difficult
all Navigation tests. terrain. When he has a jump pack, he ignores
penalties for difficult terrain and it doesn’t
affect his movement speed. When he drives a
vehicle, difficult terrain doesn’t affect the
vehicle movement speed.

Second Skin Wall Runner


Tier: 1 Tier: 2
Prerequisite: None Prerequisite: Sprint, Leap Up
Aptitudes: Agility, Defence Aptitudes: Agility, Fieldcraft
Effect: The Void-Master suffers no penalty Effect: The Void-Master can wall run up to
from wearing his voidsuit and may reroll tests half his Agility Bonus in meters during a Half
to determine suit breaches. In addition they or Full Action Move. On a Run Action, he can
gain a +20 to tech use tests to repair any wall run up to his Agility Bonus in meters.
voidsuit. These can be vertical or horizontal.
This doesn’t work in high gravity worlds.
However, on low gravity worlds this amount is
doubled.
This doesn’t allow the Void-Master to move
more than he is allowed with his Move
Actions, just make the wall run part of his
movement.

One Man, One Vehicle Pilot Eyes Everywhere


Tier: 2 Tier: 3
Prerequisite: Operate (Aeronautica) +20, Prerequisite: Awareness +20, Scrutiny, One
Operate (Surface), Tech-Use Man, One Vehicle
Aptitudes: Agility, Tech Aptitudes: Perception, Tech
Effect: The Void-Master can prepare a Effect: The Void-Master can link pict-tablets
vehicle (this takes five minutes) to make all to his piloting space to be able to see to his
Quick Links - Homebrew (Main, Rules, Profit Factor, Legitimacy), Homeworlds (Original, New), Backgrounds (Original, New), Roles
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Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
the weapons on it Pilot-Operated, instead of sides and back better. This can be also done
Gunner-Operated. This only works for the by gaining access with MIU. This allows the
Void-Master. Void-Master to roll Awareness checks, if the
However, attacks made from the sides are at target is at the back of the vehicle, without
-10 penalty and attacks made from the back any penalty. Also, due to having a bigger
are made at -20 penalty. picture, the Void-Master gains +10 to
Awareness and Scrutiny (vehicle augurs, if
any) checks.
This also reduces the penalty by 10 for
shooting from the sides or back for Gunner-
Operated weapons turned to Pilot-Operated.

My Baby! I’ve got you, My Baby!


Tier: 2 Tier: 1
Prerequisite: Operate (Aeronautica) or Prerequisite: My Baby!
Operate (Surface), Tech-Use Aptitudes: Willpower, Offence
Aptitudes: Agility, Tech Effect: Whenever the Void-Master repairs his
Effect: The Void-Master can have up to his “baby”, he halves any penalty due to repair
Fellowship Bonus vehicles that count as his location & conditions and halves Repair Time.
“babies.” Whenever he tries to repairs, he
gains additional Degrees of Success equal to
his Willpower Bonus. If that would make the
Degrees of Failure zero or less, he counts as
succeeding the test with one Degree of
Success.

Navitor of the Helm


Mastery: Maneuver Actions

Master of the Wheel A Piece of Cake


Tier: 3 Tier: 3
Prerequisite: Operation (Voidship) +30, Prerequisite: Operation (Voidship) +20,
Agility 50 Agility 40
Aptitudes: Agility, Fieldcraft Aptitudes: Agility, Tech
Effect: The Void-Master adds two Degrees of Effect: When making maneuvers outside of
Success to his Operation (Voidship) rolls Space Combat (positioning ship over a
during Space Combat. planet, escaping a gravity well, etc), the Void
Master lowers his penalty by 20.

All Ahead Fully Void Driffto


Tier: 2 Tier: 2
Prerequisite: Tech-Use +20 Prerequisite: Operate (Voidship) +30
Aptitudes: Intelligence, Tech Aptitudes: Agility, Tech
Effect: Whenever the character makes the All Effect: Once per round, the Void-Master can
Ahead Full Maneuver Action, he gains bonus increase the voidship turn angle by 45
(not penalty) from the ship’s Manoeuvrability. degrees.

Navitor of the Etherics


Mastery: Detection Actions

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-
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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.

Piercing Scryer Quiet Scryer


Tier: 2 Tier: 1
Prerequisite: Perception 50 Prerequisite: Scrutiny +10
Aptitudes: Perception, Fieldcraft Aptitudes: Perception, Finesse
Effect: The Void-Master halves any penalties Effect: Whenever the Void-Master uses
for trying to make Focused Augury at targets Augurs when the ship wants to be
(ships, planetary objects) concealed by undetected, other vessels receive a -10
environment (heavy storms) or stellar penalty to detect the Augurs were turned on
phenomena (nebulae). and used.

Navitor of the Ordnance


Mastery: Shooting Actions

Selective Battery Spotting Weak Points


Tier: 3 Tier: 2
Prerequisite: Ballistic Skill 45 Prerequisite: Ballistic Skill 45
Aptitudes: Intelligence, Tech Aptitudes: Perception, Tech
Effect: Once per Space Combat, the Effect: Once per Space Combat, the
character, while shooting macrobatteries, can character, while shooting macrobatteries, can
ignore one (1) Void Shield of his target. add his Perception Bonus to the salvo
damage. This works for every macrobattery
the character is Shooting during that round.

Lancer Lasting Damage


Tier: 3 Tier: 3
Prerequisite: Ballistic Skill 45, Perception 45 Prerequisite: Spotting Weak Points, Lanceer
Aptitudes: Perception, Offence Aptitudes: Ballistic Skill, Offence
Effect: Whenever the Void-Master rolls Effect: Whenever the Void-Master critically
Critical Hit on Lances, he can choose the hits an enemy, all critical effects are counted
Critical (from 1 to 5) instead of rolling 1d5. as rolling one round more. If the Critical Effect
doesn’t have rounds like Fire!, then instead
the Void-Master increases damage done to
the Hull Integrity by 1.

Navitor of the Flight


Mastery: Small Craft

Master Pilot No Matter Rain or Snow


Tier: 3 Tier: 2
Prerequisite: Operate (Aeronautica) +30, Prerequisite: Operate (Aeronautica) +20,
Ace Operator Perception 45
Aptitudes: Agility, Fieldcraft Aptitudes: Perception, Finesse

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Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
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

Fast Turn Barrel Roll


Tier: 2 Tier: 2
Prerequisite: Hotshot Pilot Prerequisite: Fast Turn
Aptitudes: Agility, Finesse Aptitudes: Agility, Tech
Effect: The Void-Master can make the Tight Effect: Whenever the Void-Master makes an
Turn vehicle action as a Half Action instead of Evasive Manoeuvring, he can make it as Half
Full Action. Action with a -20 penalty.

Navitor of the Land


Mastery: Ground Craft

Tricks of the Hull Distributed Hull


Tier: 3 Tier: 2
Prerequisite: Tech-Use +10, Trade Prerequisite: Tricks of the Hull, Armour-
(Vehiculum) +10 Monger, Trade (Vehiculum) +20
Aptitudes: Agility, Tech Aptitudes: Intelligence, Tech
Effect: The Void-Master can increase Hull Effect: The Void-Master can rearrange the
Integrity of vehicles he Operates. He only vehicle’s Armour (Front, Side, Rear) by one
needs 10 minutes to work on the vehicle to point to another location up to his Intelligence
increase its Hull Integrity by his Agility Bonus Bonus from one Location. For example, the
for 24 hours. Void-Master with 40 Intelligence bonus and
vehicle with Armour 8 in all 3 locations can
have 16 Armour in one and 4 in the rest.

Siege Mode Cannoneer


Tier: 2 Tier: 3
Prerequisite: Operate (Surface) +20 Prerequisite: Mighty Shot, Ballistic Skill 45
Aptitudes: Intelligence, Tech Aptitudes: Ballistic Skill, Tech
Effect: If the Void-Master didn’t move the Effect: The Void-Master adds his Ballistic
vehicle, then all vehicle weapons gain +10 Skill Bonus to the vehicle’s weapons
bonus to shoot for the steady position. Penetration. However, he must be shooting
them.

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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Astropathic Signal Rules, Optional Rules (Dynasty Guard, Exotic Weapon Training, Crafting Rules, Liquid Profit Factor)
Agility Bonus when he makes a Charge additional +10 to his Dodge and Acrobatics
Action using his Jump Pack. skills.

Power Slide Master Jumper


Tier: 2 Tier: 3
Prerequisite: Takedown, Assassin Strike Prerequisite: Operation (Aeronautica) +20,
Aptitudes: Agility, Offence Jumper
Effect: The Void-Master can slide under the Aptitudes: Agility, Defence
enemy using his jump pack to knock the Effect: If the Void-Master gains Fly or Hover
enemy out. He makes a Charge Action, using due to Jump Pack or any other item the total
the Takedown Talent rules, except after the modifier for Dodge, Acrobatics or Operate
attack, he can move the remaining Charge (using the item) can't be lower than -30.
Move, and the character’s opponent does not
receive a free attack resulting from this move.

Navitor of Knights
Mastery: Walkers

Right Back at You! Giant Jumper


Tier: 3 Tier: 2
Prerequisite: Combat Master, Operate Prerequisite: Operate (Walkers) +10
(Walkers) +20 Aptitudes: Agility, Finesse
Aptitudes: Agility, Defence Effect: The Void-Master increases the Walker
Effect: While in Melee combat, the Void- jump range by half of his Agility Bonus in
Master always have a better position. If the meters. This is multiplied by 2 if the Walker is
enemy melee attacks his Side Armour, he Enormous, the multiplier increases by 1 for
instead attack his Front Armour. If the enemy every Size increase above Enormous.
melee attacks his Back Armour, he instead
attacks his Side Armour.

Titan Charge Spinning Force Field


Tier: 2 Tier: 2
Prerequisite: Weapon Skill 45, Crushing Prerequisite: Perception 45
Blow Aptitudes: Perception, Defence
Aptitudes: Weapon Skill, Offence Effect: If the Walker has a direction
Effect: Whenever the Void-Master makes a Force/Void Shield, the Void Master gains one
Charge Action with his Walker, he increases free Reaction to move the facing.
the damage and penetration done by his
melee weapons by his Agility Bonus.

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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

Temple Training Additional Reaction


Tier: 2 Tier: 3
Prerequisite: Peer (Officio Assassinorum) or Prerequisite: Step Aside, Agility 50
GM Approval Aptitudes: Agility, Finesse
Specialization: Callidus Temple, Culexus Effect: The Executioner gains an additional
Temple, Eversor Temple, Maerorus Temple, Reaction he can use on Dodge or Parry. He
Vanus Temple, Venenum Temple, Vindicare still can’t Dodge or Parry the same attack
Temple, Death Cults twice.
Aptitudes: Willpower, Fieldcraft
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Effect: The Executioner took special Temple
Training, that imparted him a small part of
knowledge and skills that assassins from that
Temple have.
The character now can buy the corresponding
Temple advances. Also, gains the bonus for
“joining” the Temple.

Assassin’s Evasion Master of Evasion


Tier: 3 Tier: 3
Prerequisite: Master of Evasion, Agility 60, Prerequisite: Additional Reaction, Agility 55
Temple Training (Any four) Aptitudes: Agility, Finesse
Aptitudes: Agility, Finesse Effect: The Executioner before rolling for
Effect: The Executioner gains additional Dodge or Parry, can instead sacrifice two of
Reactions that can be used to Dodge or his reactions to automatically succeed on the
Parry. Total additional Reactions the test. If the Executioner doesn’t have two
character can take, including Additional reactions to spare, he needs to roll normally.
Reaction and Step Aside, counts up to his The Dodge or Parry is treated like succeeding
Agility Bonus. He retains his normal Reaction, with Agility Bonus Degrees of Success.
it’s not counted as additional.
He still is restricted to one Evasion per attack.

Gotta Stay Fast Great Fitness


Tier: 2 Tier: 3
Prerequisite: Agility 45, Sprint Prerequisite: Athletics +20, Acrobatics +20
Aptitudes: Agility, Fieldcraft Aptitudes: Agility, Fieldcraft
Effect: The Executioner doesn’t gain Fatigue Effect: The Executioner gains rerolls for
for using the Sprint Talent. Athletics and Acrobatics.

Minor Conditioning Counter Master


Tier: 3 Tier: 3
Prerequisite: Willpower 40 Prerequisite: Blademaster, Counter Attack
Aptitudes: Willpower, Defence Aptitudes: Weapon Skill, Finesse
Effect: The Executioner is harder to control or Effect: The Executioner gains no penalty for
influence using tech, psychic powers, or using the Counter Attack talent.
drugs either imposes a –20 penalty to the
aggressor or a +20 bonus to the Executioner
to resist. The GM has the final say in what
powers and effects can be affected by this
trait.

Assassinate and Run Pain Bringer


Tier: 3 Tier: 3
Prerequisite: Acrobatics +20, Assassin Prerequisite: Temple Training (Any two)
Strike Aptitudes: Agility, Offence
Aptitudes: Weapon Skill, Fieldcraft Effect: The Executioner knows how to bring
Effect: The Executioner, when using the pain. His weapons gain +2 to damage.
Assassin Strike talent, can add additional
meters to his movement per Degree of
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Success on the Acrobatics test up to his
Agility Bonus.

Finish the Job Master Assassin


Tier: 2 Tier: 3
Prerequisite: Swift Attack or Marksman Prerequisite: Temple Training (Any three),
Aptitudes: Agility, Offence Pain Bringer
Effect: When attacking a single target, and Aptitudes: Agility, Offence
only the target, the Executioner gains Effect: The Executioner adds +4 to his
additional +1 damage per round of concurrent weapons’ Penetration. When attacking an
attacks. For example, if the Executioner for 3 Unaware target, he increases the damage by
rounds attacks the same target, he gains +3 1d10.
damage during the 4th round against the
target. This bonus is up to his Perception
Bonus. Counter Attack doesn’t break this.

Preternatural Reactions Peerless Killer


Tier: 2 Tier: 3
Prerequisite: Agility 50, Constant Vigilance Prerequisite: Weapon Skill or Ballistic Skill
(Any) 50, Precision Killer OR Killing Strike
Aptitudes: Agility, Finesse Specializations: Weapon Skill, Ballistic Skill
Effect: The Executioner doubles his Aptitudes: Weapon Skill or Ballistic Skill,
unmodified Agility Bonus for the purposes of Offense
Initiative and still can roll two dice for the roll Effect: When the character deals Critical
(picking the highest of the two for his score). Damage to an opponent using a melee
weapon or ranged attack, he deals an
additional 4 points. The character may
nominate the location hit by any successful
melee attack that dealt Righteous Fury. The
nominated location is automatically the
location hit by the attack.

Death Dealer One Shot, One Kill


Tier: 3 Tier: 3
Prerequisite: Peerless Killer, Master Prerequisite: Peerless Killer, Master
Assassin Assassin, Precision Killer (Ranged or Melee)
Specializations: Weapon Skill, Ballistic Skill Specializations: Weapon Skill, Ballistic Skill
Aptitudes: Weapon Skill or Ballistic Skill, Aptitudes: Weapon Skill or Ballistic Skill,
Offense Offense
Effect: The Executioner’s weapons become Effect: When the Executioner attacks a single
deadly instruments of death. When he inflicts target with Called Shot, his weapons gain
Righteous Fury, he chooses the result of the Proven (X) quality, where X is his either his
roll (1 to 5). Weapon Skill Bonus or Ballistic Skill Bonus,
depending on the weapon.

Death’s Herald Another Target


Tier: 3 Tier: 2
Prerequisite: Temple Training (Any five) Prerequisite: Ballistic Skill 40, Marksman
Aptitudes: Fellowship, Offence Aptitudes: Ballistic Skill, Fieldcraft
Effect: The Executioner is a fearsome Effect: When the Executioner kills a target
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individual. Due to how he is disfigured, his with a ranged weapon, he can take Aim (Half
attire or implants, he now is treated like Action) at another target as a Free Action.
having Fear (1).

Death to the Angels Executioner’s Pistol


Tier: 3 Tier: 2
Prerequisite: Temple Training (Any four), Prerequisite: Temple Training (Any two)
Precision Killer OR Killing Strike Aptitudes: Ballistic Skill, Offence
Specializations: Weapon Skill, Ballistic Skill Effect: The Executioner treats his Pistol
Aptitudes: Agility, Offence ranged weapon with Accurate Quality as a
Effect: The Executioner can bring death to Basic for the purposes of additional damage
does, that try to defy it. His weapons gain due to Accurate Quality with Aim Action.
Felling (X) equal to his Weapon Skill Bonus or
Ballistic Skill Bonus. If a weapon already has
Felling, he increases it by half (rounded) of
his bonus (or uses his bonus, depending
which is higher).

Temple Training Advances


After taking the Temple Training, the Executioner can acquire the below talents connected to
the Assassin Temple.

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.

One with the Disguise Xeno Disguise


Tier: 3 Tier: 2
Prerequisite: Deceive +30 Prerequisite: Deceive +20
Aptitudes: Fellowship, Finesse Aptitudes: Fellowship, Fieldcraft
Effect: When trying to infiltrate the enemy, Effect: The Executioner can try to deceive
the Executioner can reroll his failed Deceive Xenos by disguising as one of their species.
test. However, this isn’t so easy. He needs special
equipment. He can be easily found out under
a simple inspection. Also, he can’t use it for
Xenos that are much bigger or smaller than
him. The GM is the final arbiter in this. The
test should be at least at -40 to achieve this.

Masterful Mimicry True Disguise


Tier: 3 Tier: 3
Prerequisite: Mimic, Deceive +20 Prerequisite: Masterful Mimicry, Xeno
Aptitudes: Fellowship, Fieldcraft Disguise
Effect: The Executioner can mimic Xeno and Aptitudes: Fellowship, Finesse
non-Xeno voices with greater ease to make it Effect: When creating a disguise for an
even harder for enemies to discover the truth. Imperial target, the Executioner creates an
The penalty rises to -30 for the Scrutiny test almost ideal copy of his target. Only those
to see through it and investigation a recording that spent some time with the target (friends,
or something similar is at -10 to see through. bosses, subordinates etc.) can roll for the
Scrutiny test, which is Opposed to the
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Executioner Deceive test. Those who aren’t
at least acquaintances automatically fail to
perceive the “illusion.” The GM is the final
arbiter in this, since there could be targets
that the Executioner can’t disguise as.

Culexus Temple
Bonus: Psychic Powers that target the Executioner gain penalty equal to two times his
Willpower bonus, unless they are area of effect.

One with the Immaterium Can’t Touch This


Tier: 3 Tier: 3
Prerequisite: Willpower 45 Prerequisite: Resistance (Psychic Powers),
Aptitudes: Willpower, Finesse One with the Immaterium
Effect: The Executioner can reroll Willpower Aptitudes: Willpower, Defence
(or other applicable defensive in the power) Effect: When the Executioner is the target of
tests if he is the target of a Psychic Power a Psychic Power (not area of effect), the
(area of effect also). Also, he halves the psyker counts his effective Psy Rating as half
damage done to him (after Toughness Bonus of the Executioner’s Willpower Bonus
and Armor reduction) by Psychic Powers. (rounded down) lower than it is. If due to this,
the modifier Psy Rating is 0 or less, the
Psychic Power didn’t work on the
Executioner.

Arcane Awareness Fortress of the Mind


Tier: 2 Tier: 2
Prerequisite: Perception 45, Awareness +10 Prerequisite: Resistance (Psychic Powers)
Aptitudes: Perception, Fieldcraft Aptitudes: Willpower, Defence
Effect: The Executioner’s senses are lifted. Effect: When targeted by a Psychic Power
He can detect that which is obscured by that tries to dominate or scan the mind of the
psychic powers, and gains a +20 bonus to Executioner, he gains +30 to his Opposed
Awareness and Scrutiny tests used to locate test to defend.
a psychically hidden individual or object.

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.

One with the Flow Murderous Rampage


Tier: 2 Tier: 3
Prerequisite: Toughness 45 Prerequisite: Weapon Skill 50, Swift Attack,
Aptitudes: Toughness, Finesse Frenzy
Effect: The Executioner doesn’t roll for Aptitudes: Weapon Skill, Offence
Combat Drug addiction, he instead succeeds Effect: When the Executioner makes a Swift
on them automatically. However, this works Attack or Lightning Attack against a single
only for “simple” combat drugs. Overdosage enemy, he gains 1d5 additional Degrees of
still can kill the Executioner. Success on a successful test. This is added
after the target tried to Dodge or Parry and
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failed. He must be in Frenzy to gain these
DoS.

Avatar of Carnage Destroyer of Lives


Tier: 2 Tier: 3
Prerequisite: None Prerequisite: Avatar of Carnage, Murderous
Aptitudes: Fellowship, Offence Rampage
Effect: Once per combat, after taking a Full Aptitudes: Weapon Skill, Offence
Action Move Action, the Executioner may Effect: When the Executioner rolls Righteous
spend an Fate Point to force any opponents Fury, he adds another 1d10 damage. If he
with a line of sight to the character to make a rolls on this dice 10, he rolls another 1d10
Difficult (-10) Willpower Test. If they fail, they damage. This talent works only once per
suffer a -20 penalty to target the Executioner round and only in melee.
on their next turn. This penalty stacks with
any other penalties and modifiers.

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.

One with the Massacre Death of Many


Tier: 3 Tier: 3
Prerequisite: Intelligence 40 Prerequisite: One with the Massacre
Aptitudes: Intelligence, Finesse Aptitudes: Agility, Offence
Effect: The Executioner is trained to kill Effect: When the Executioner kills an enemy,
multiple targets at once. When used attacks he gains additional +10 to Weapon Skill tests
(grenades, missiles, Swift Attack, Semi-Auto, (if the target was killed with melee weapon) or
etc.) that target more than one, he increases +10 to Ballistic Skill tests (if the target was
the damage to those targets on one to one killed with ranged weapon). This bonus last
basis past the first (so attacking three targets, up to the end of his next turn and can stack
the Executioner gains additional 2 damage to up to +30.
his targets). The maximum is his Intelligence
Bonus.

In the Thick of It Fireball


Tier: 2 Tier: 3
Prerequisite: Agility 50 Prerequisite: Agility 55, Step Aside
Aptitudes: Agility, Defence Aptitudes: Agility, Defence
Effect: When fighting against Hordes, the Effect: When surrounded by at least 3
Executioner halves penalties due to Horde people, the Executioner can execute the
Magnitude to his Dodge and Parries. maneuver called “Fireball”. This means, he
can throw a grenade with the weapon quality
Blast (X) under his feet. He gains +20 to his
Dodge test to avoid it. He can forego this
bonus, to give a penalty to one of his targets
(who isn’t more than one size bigger than the
Executioner) - essentially “dodging” behind
him to absorb the blast.

Vanus Temple
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Bonus: The Executioner can substitute Perception for Inquiry and Interrogation skills.

One with the Information No Trace


Tier: 2 Tier: 2
Prerequisite: Perception 40 Prerequisite: Agility 40, Intelligence 40
Aptitudes: Perception, Finesse Aptitudes: Intelligence, Fieldcraft
Effect: The Executioner can reroll failed Effect: The Executioner can now leave a
Tech-Use tests used to hack into cogitators to place without a trace of break-in or hacking.
gain information or Awareness tests used to This is an ability to leave a place how he saw
eavesdrop on conversations. it, when he first entered. He still can be
recorded or trip alarms.

Spy Servitors Weak Mind Scan


Tier: 3 Tier: 2
Prerequisite: MIU Implant Prerequisite: Scrutiny +20
Aptitudes: Perception, Fieldcraft Aptitudes: Perception, Social
Effect: The Executioner can now hack Effect: The Executioner can try to read the
Servitors and make them record in their mind mind of his target, which is near him and
the path they take, people they see or hear engaged in conversation with him or
and other based on servitor’s abilities. He can someone else. This is an opposed test.
have up to his Intelligence Bonus Servitors Scrutiny of the Executioner versus the
running as his spies. This change can be target’s Willpower. If the Executioner
found out if somebody checks on the succeeds, he reads the surface thoughts of
Servitors and passes -20 Tech Use Test. his target. If he succeeds by 3 or more, he
gains one deeper thought of the target.

Venenum Temple
Bonus: The Executioner gains rerolls for Trade (Chymist) to create poisons for himself.

One with the Poison Master Poisoner


Tier: 2 Tier: 2
Prerequisite: Toughness 40, Trade Prerequisite: Perception 45
(Chymist) Aptitudes: Perception, Fieldcraft
Aptitudes: Toughness, Finesse Effect: When attacking with a weapon with
Effect: The Executioner becomes immune to the Toxic quality, the Executioner adds his
poisons he produces. He can also reroll failed Perception Bonus to damage only to
Toughness tests used against poison (also determine if the Toxic quality triggers.
the Toxic quality).

True Toxicity Targeted Poison


Tier: 3 Tier: 2
Prerequisite: Master Poisoner, One with the Prerequisite: Trade (Chymist) +20
Poison Aptitudes: Intelligence, Fieldcraft
Aptitudes: Perception, Fieldcraft Effect: The Executioner can create, when
Effect: When striking an enemy with a given a sample, a targeted poison. This
weapon that has the Toxic quality, if the poison is made specially for his target and
enemy needs to roll for the poison, he rolls doesn’t work for others. He needs at least
two dice instead of one and takes the higher one hour with his poisoner’s tools. The poison
roll. can be applied to a melee weapon (after
hitting an enemy, the poison is used) or a
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special ammunition. The target receives -30
to his test against the Toxic Quality. This
poison works until the target succeeds.

Vindicare Temple
Bonus: The Executioner considers Short Range as up to weapon’s Range, instead of half.

One with the Kill Death comes from Afar


Tier: 3 Tier: 2
Prerequisite: Ballistic Skill 55 Prerequisite: Ballistic Skill 45, Perception 50
Aptitudes: Ballistic Skill, Finesse Aptitudes: Perception, Finesse
Effect: When the character takes a Full Effect: The Executioner adds his Perception
Action Aim action, he can decide to reroll his characteristic to determine the maximum
Ballistic Skill test (even the successful ones). range of his weapon. This only works for
However, this must be taken before the target weapon that have 150m or more in range.
rolls for Force Field or to Dodge.

Really Nowhere to Hide Too Accurate


Tier: 2 Tier: 3
Prerequisite: Perception 40, Nowhere to Prerequisite: Ballistic Skill 50
Hide Aptitudes: Ballistic Skill, Offence
Aptitudes: Perception, Offence Effect: When using a weapon with the
Effect: When the Executioner shoots a target Accurate quality, the Executioner gains +10
behind a cover (and hits the cover), he bonus to hit on Half Aim. Also, he gains
increases the penetration of his weapon by additional Degree of Success (on Half Aim
his Perception Bonus. This penetration only and Full Aim) only to determine the additional
works on the Cover’s Armor. This is in damage from the quality.
addition to Nowhere to Hide talent’s increase.

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.

Death for the Emperor! Death is my Master


Tier: 3 Tier: 3
Prerequisite: Fate Points 0 Prerequisite: Toughness 40, Deathdealer
Aptitudes: Toughness, Defence Aptitudes: Toughness, Offence
Effect: When the Executioner dies, he dies Effect: The Executioner can give himself a
with his enemies. His body explodes. Treat higher chance to inflict Righteous Fury.
this as a weapon dealing 2d10+5 E damage, However, he risks angering Death itself. The
with Blast (5) and Toxic (1) qualities, centered Executioner may achieve Righteous Fury on
on the Executioner’s last position before he any melee weapon damage dice result of a 8
died (so if his body was shot up high in the or higher during one round (up to the start of
air, he explodes on the ground). his next turn). When the Righteous Fury is
achieved, the Executioner inflicts 1d10 R
damage to his Torso, reduced only by his
Toughness Bonus. This ability must be taken
at the start of his round and cannot be
combined with other Death Cult Talents.

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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.

Emperor’s Guidance Divine Vengeance


Tier: 2 Tier: 2
Prerequisites: Insanity 25, Furious Zeal Prerequisites: Cleanse with Fire, Ballistic
Aptitudes: Willpower, Offence Skill 45
Effect: As a Free Action, this character may Aptitudes: Ballistic Skill, Offence
spend a Fate point to increase the Effect: The first time in each combat that this
penetration of her weapon by her Insanity character inflicts Righteous Fury upon an
bonus until the end of her next turn. enemy, she regains 1 spent Fate point, if no
Fate Points can be regained this way, the
ability triggers the next time Sister Pariah
lacks at least one Fate Point to spend.

Ceaseless Crusader Blessed Martyrdom


Tier: 1 Tier: 2
Prerequisite: Willpower 45 Prerequisite: Ceaseless Crusader, Shielding
Aptitudes: Willpower, Leadership Faith
Effect: As a free action, this character may Aptitudes: Willpower, Leadership
spend a Fate point to ignore the effects of Effect: Whenever this character burns Fate
Fatigue until the end of the encounter. When threshold to survive a mortal blow, each other
she does so, each other friendly character friendly character who witnesses her
within 30 metres removes 1 level of Fatigue. miraculous survival regains 1 spent Fate
point. When this character dies in battle, each
other friendly character who witnesses her
glorious demise regains all spent Fate points.

Furious Zeal Shielding Faith


Tier: 1 Tier: 1
Prerequisites: Insanity 10, Hatred (Any One) Prerequisite: Deny the Witch
Aptitudes: Weapon Skill, Offence Aptitudes: Willpower, Defence
Effect: This character adds her Insanity Effect: When using the Deny the Witch talent
bonus to damage she inflicts with melee to make an Evasion reaction against a
attacks against targets included in one or psychic power, this character may spend a
more of her Hatred talents. Fate point to automatically pass the test with
a number of degrees of success equal to her
Willpower bonus. If she does so, the psyker
must make a Fear test against a Fear rating
of 1.

Spirit of the Martyr Zealot’s Passion


Tier: 2 Tier: 3
Prerequisites: Insanity 20, Furious Zeal Aptitudes: Fellowship, Offence
Aptitudes: Willpower, Defence Prerequisites: Fellowship 35, Spirit of the
Effect: As a free action, this character may Martyr
spend a Fate point to gain additional Armour Effect: As a Free Action, this character may
points on all locations equal to her Insanity spend a Fate point and choose a foe. Until
bonus until the end of her next turn. the end of the encounter, she and each of her
allies within ten times her Willpower bonus in
metres count as possessing the Hatred talent
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against that kind of enemy.

Cleanse with Fire Frenzied Blow


Tier: 2 Tier: 2
Prerequisite: Ballistic Skill 40 Prerequisite: Righteous Rage, Strength 40
Aptitudes: Willpower, Offence Aptitudes: Strength, Offence
Effect: When attacking with a weapon with Effect: When in Frenzy and making an All-
the Flame quality, this character can re-roll Out Attack, the Sister Pariah adds additional
any results lower than her Willpower bonus damage equal to her Willpower Bonus. After
on damage rolls. making the attack, she can still try to Parry,
but with a -30 penalty to her test.

Blessed Flame Flames of Faith


Tier: 1 Tier: 1
Prerequisite: Willpower 40 Prerequisite: Cleanse with Fire, Blessed
Aptitudes: Willpower, Offence Flame
Effect: The character treats all Flame Aptitudes: Willpower, Offence
weapons as having the Sanctified quality. Effect: The Sister Pariah’s faith in both the
God-Emperor of Mankind and his trusted
weapon causes Psyflame ammunition to burn
even brighter. The acolyte is treated as
having a Psy Rating equal to one-half of the
character’s Willpower Bonus rounded up
when using weapons loaded with Psyflame
Ammunition.

True Prayers Smell of Heretics


Tier: 2 Tier: 2
Prerequisite: At least 20 Insanity Points Prerequisite: Scrutiny +20
Aptitudes: Willpower, Fieldcraft Aptitudes: Perception, Fieldcraft
Effect: Once per session, the Sister Pariah Effect: The Sister Pariah can find corrupted
can lock herself in prayer for 24 hours. After people just by hearing their words. Whenever
that period of time, she doesn’t gain Fatigue the Sister Pariah meets someone new, she
but gains one temporary Fate Point she can can make a Hard (-20) Scrutiny test Opposed
spend for the remainder of the session. This by the target’s Challenging (+0) Deceive test.
point can be above her threshold. Also, if If she wins the test, she knows if the target is
there were any interruptions, the Sister Pariah corrupted (at least 20 Corruption Points). The
must restart her prayers and gains Fatigue GM is advised to make the roll hidden. Some
normally for time spent without rest. Psychic Powers can hide the true nature of
the target and those with the Machine Trait or
Rite of Pure Thought Talent are immune to
being detected.

Begone Daemon! Righteous Blow


Tier: 1 Tier: 2
Prerequisite: Willpower 45 Prerequisite: Hatred (Any)
Aptitudes: Willpower, Offence Aptitudes: Willpower, Offence
Effect: Whenever a creature with Warp Effect: Whenever the Sister Pariah scores a
Instability Trait fails the test and receives Righteous Fury, she can forgo the 1d5 roll
damage, the Sister Pariah may use her and instead increase damage done by her
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Reaction to increase that damage by her Willpower Bonus. This works only on targets
Willpower Bonus. she has Hatred Talent for.

Holy Host Truest of Furies


Tier: 1 Tier: 3
Prerequisite: True Prayers Prerequisite: Insanity Points 50, Spirit of the
Aptitudes: Willpower, Defence Martyr, Emperor’s Guidance
Effect: Whenever the Sister Pariah spends a Aptitudes: Willpower, Offence
Fate Point for an offensive combat test (like Effect: The Sister Pariah can spend a Fate
adding +10 bonus to an Attack or rerolling an Point to double her Insanity Points Bonus for
Attack), then one of her closest allies gains the duration of the combat. Also, talents like
+10 bonus to his next Evasion or other Spirit of the Martyr or Emperor’s Guidance
defensive (like Opposed Willpower when he increase their duration to 1d5 Rounds instead
is a target of a psychic power) test. This of 1 Round.
bonus lasts until the Sister Pariah next turn.

Orders Militant
Seraphim Talents
Prerequisite: Agility 40, Operate (Aeronautica), Two Weapon Wielder (Ballistic)

Fury from Above The Emperor’s Deliverance


Tier: 2 Tier: 1
Prerequisite: Operate (Aeronautica) +10, Prerequisite: Perception 40
Swift Attack or Lightning Attack, Weapon Skill Aptitudes: Perception, Finesse
45 Effect: When the character is in Low Altitude
Aptitudes: Weapon Skill, Offence and shoots at enemies on the ground, she
Effect: When the character Charges from gains +10 bonus to hit.
Low Altitude to a target on the ground, she
can use Swift Attack or Lightning Attack
instead of a single attack with her weapon.
She doesn’t gain the bonus for the Charge.

Hit and Run Holy Wings


Tier: 2 Tier: 2
Prerequisite: Agility 50 Prerequisite: Step Aside
Aptitudes: Agility, Finesse Aptitudes: Agility, Fieldcraft
Effect: A Sister Pariah with this talent may Effect: When the Sister Pariah wears a jump
make a Disengage action as a Half Action. pack, she can make another Evasion (Dodge)
The Seraphim may choose to take a Full action against Ranged attacks. This is
action to disengage, if she does she moves additional to the two she already has (default
her full Jump Pack speed rather than half her and Step Aside).
speed. She must be wearing a Jump Pack for
this talent to work.

Retributor Talents
Prerequisite: Strength 40, Bulging Biceps, Weapon Training (Heavy)

Divine Guidance Ready for Heretics


Tier: 2 Tier: 1
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Prerequisite: Ballistic Skill 40 Prerequisite: Strength 45
Aptitudes: Ballistic Skill, Finesse Aptitudes: Strength, Finesse
Effect: When an enemy makes an Evasion Effect: The Sister Pariah can Ready a Heavy
test against the Sister Pariah’s Heavy weapon as a Free Action.
weapons, he has a penalty equal to double
the character’s Perception Bonus.

Full Weapon Control Fury of Cleansing Flames


Tier: 3 Tier: 2
Prerequisite: Target Selection Prerequisite: Cleanse with Fire, Blessed
Aptitudes: Ballistic Skill, Offence Flame
Effect: When the Sister Pariah makes an Aim Aptitudes: Ballistic Skill, Fieldcraft
Half Action with a non-Accurate, Heavy Effect: The Sister Pariah gains Proven (X),
weapon, she gains the full benefits of a Full where X is her Willpower Bonus with
Action Aim instead of Half Action. weapons that have Flame or Melta Quality.

Dominion Talents
Prerequisite: Ballistic Skill 40, Quick Draw, Grenadier

Holy Fusillade Mastery of Close Quarters Combat


Tier: 1 Tier: 3
Prerequisite: Nowhere to Hide Prerequisite: Agility 40, Hip Shooting
Aptitudes: Ballistic Skill, Offence Aptitudes: Ballistic Skill, Finesse
Effect: When making a Semi-Auto or Full Effect: The Sister Pariah can fire Basic
Auto attack against an enemy behind cover, Weapon when engaged in Close Combat,
she adds weapon’s Rate of Fire to the albeit with -10 penalty.
reduction of the cover’s Armour value.

Blessed Spearhead Immediate Vengeance


Tier: 2 Tier: 3
Prerequisite: Hard Target Prerequisite: Ballistic Skill 45, Perception 40,
Aptitudes: Agility, Offence Awareness +10
Effect: The Sister Pariah can make a Full Aptitudes: Perception, Finesse
Move on a Half Action, only if she will use the Effect: The Sister Pariah receives a free Aim
other Half Action to make a Ranged Standard Action against the one chosen enemy that
Attack, Semi-Auto Attack or Full-Auto Attack. attacked her in their turn. Moreso, The Sister
This attack cannot be combined with the Aim Pariah can use her Reaction to immediately
action. make a single shot against the enemy
shooting at her.

Celestian Talents
Prerequisite: Toughness 40, Parry, Counter-Attack

Stand Behind Me! Hand of the Emperor


Tier: 2 Tier: 2
Prerequisite: Bodyguard, Agility 40 Prerequisite: Weapon Training (Bolt)
Aptitudes: Agility, Defence Aptitudes: Ballistic Skill, Offence
Effect: When an ally that is 2 meters from the Effect: The Sister Pariah can make the
character, she may use a Reaction to give the Charge action with a Basic or Pistol Bolt
ally AP equal to the character’s armour weapon to make a Standard Attack against

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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.

Trusted Sanctification Holy Hatred


Tier: 1 Tier: 1
Prerequisite: Willpower 40, Weapon Skill 45 Prerequisite: Hatred (Any one)
Aptitudes: Weapon Skill, Finesse Aptitudes: Weapon Skill, Offence
Effect: When using Sanctified melee Effect: Against any target that is not a true
weapons, the Sister Pariah treats them as servant of the Imperium of Mankind (GM’s
having Proven (4). If the weapon already has discretion) the Sister Pariah is treated as
Proven (4 or more), then increase by 1. having the Hatred talent. If the Celestian has
a Hatred talent appropriate to the target she
gains an additional +5 to WS Tests to hit the
target..

Sister Superior Talents


Prerequisite: Fellowship 40, Command, Air of Authority

The Passion Endless Crusade


Tier: 2 Tier: 2
Prerequisite: Purity of Hatred, Command Prerequisite: Fellowship 45, Command +10
+20 Aptitudes: Fellowship, Leadership
Aptitudes: Fellowship, Leadership Effect: The Sister Pariah can make a Full
Effect: The Sister Pariah can share her Action rolling for Difficult (-10) Command test.
Hatred talents (not her Purity of Hatred) with If she is successful, those in Willpower Bonus
her allies. She makes a Free Action once per meters from her can use their Reaction to
combat and does a Challenging (+0) make a Tactical Advance action.
Command test. On success, those that are in
her range will gain her Hatred talents for the
remainder of the combat.

Litany of Battle Exemplar of Sororitas


Tier: 1 Tier: 3
Prerequisite: None Prerequisite: Fellowship 50, Air of Authority,
Aptitudes: Fellowship, Offence Command +20
Effect: The Sister Pariah may spend a fate Aptitudes: Fellowship, Social
point to allow an ally who can hear her to re- Effect: The Sister Pariah receives +10 to
roll a failed Weapon Skill or Ballistic skill test. social Interaction tests with all loyal Imperial
Characters may still only re-roll a test once.. subjects, providing that she can be
recognized as one of Sororitas. Moreso, she
receives Fear (1) trait that works only against
heretics and traitors (GM Discretion).

Orders Non-Militant
Hospitaller Talents
Prerequisite: Intelligence 40, Medicae, Iron Jaw

Faith Healer Second Aid


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Tier: 2 Tier: 3
Prerequisite: Superior Chirurgeon Prerequisite: Superior Chirurgeon, Medicae
Aptitudes: Willpower, Fieldcraft +30
Effect: The Sister Pariah adds Degrees of Aptitudes: Intelligence, Fieldcraft
Success equal to her Willpower Bonus to Effect: The Sister Pariah can use the
Medicae special ability First Aid successful Medicae special ability First Aid on a target
tests. more than once per 24 hours. She can use it
additional times equal to one-half of her’s
Intelligence Bonus rounded up.

Miracle Worker Exquisite Nurse


Tier: 2 Tier: 2
Prerequisite: Willpower 50, At least 3 Faith Prerequisite: Superior Chirurgeon, Medicae
Powers +30
Aptitudes: Willpower, Fieldcraft Aptitudes: Intelligence, Fieldcraft
Effect: Once per game session the Sister Effect: When the Sister Pariah uses Medicae
Pariah may spend a Fate Point to activate a special ability Extended care, she can take
Faith Power as if she had burned a Fate care of patients numbering up to her
Point. The effects of this power last for only a Intelligence Bonus (plus one per assistant)
single scene if they would normally last times 10. For each full 10 patients above, she
longer. This Faith Power must be healing in has a -10 penalty. If she has 10 or less
nature (removing Damage, Fatigue, Stunned patients for Extended Care, she gains +10 to
condition etc.). her test.

Eye for Pain Death is Not an Option


Tier: 2 Tier: 2
Prerequisite: Perception 45 Prerequisite: None
Aptitudes: Perception, Fieldcraft Aptitudes: Willpower, Fieldcraft
Effect: When Sister Pariah uses Medicae Effect: The Sister Pariah can spend a Fate
special ability Diagnose, she gains +20 to her Point to automatically succeed on a Medicae
test. test with Degrees of Success equal to her
Willpower Bonus.
This talent doesn’t work for preparing
poisons, but works with antidotes.

Dialogous Talents
Prerequisite: Intelligence 40, Linguistics (Any three) +10

Lip Reading Master Master Lexographer


Tier: 2 Tier: 3
Prerequisite: Awareness +10 Prerequisite: Lexographer, Linguistics (any
Aptitudes: Perception, Fieldcraft two) +30
Effect: The Sister Pariah when using Aptitudes: Intelligence, Knowledge
Awareness special ability Lip Reading, she Effect: The Sister Pariah treats all Linguistics
negates penalty for the first 30 meters (-10 as Known. If she has them, she gains
per 10 meters starts at 30-40). Also, she additional +10 bonus to tests with them.
gains additional Degrees of Success equal to
her one-half Perception Bonus rounded up to
a successful Lip Reading test.

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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

Noblemen’s Eyes Two-Headed Dove


Tier: 2 Tier: 2
Prerequisite: Inquiry +10 Prerequisite: Fellowship 40, Charm +10
Aptitudes: Fellowship, Social Aptitudes: Fellowship, Social
Effect: When using Inquiry to gain Effect: When the Sister Pariah is negotiating
information about high ranking people alliance, peace or cease-fire, all sides of the
(nobles, officers, etc.), the Sister Pariah gains negotiations treat her as one step higher
additional Degrees of Success equal to one- (more friendly).
half of her’s Perception Bonus rounded up on
a successful test.

Adaptability Training Mastery of Double-Speak


Tier: 2 Tier: 1
Prerequisite: Scholastic Lore (Heraldry) +20, Prerequisite: Deceive +20
Scrutiny +10 Aptitudes: Intelligence, Social
Aptitudes: Perception, Social Effect: The Sister Pariah can say one thing
Effect: The Sister Pariah can spend a Fate and mean another. She is able to convey to
Point to automatically gain knowledge about close allies up to 5 words during a one minute
needed ettique without a need for a roll to do conversation, that they are able to recognize
so. The GM may provide additional without a problem.
information about the do’s and don’ts of the
encountered nobility’s etiquette.

Sabine Talents
Prerequisite: Fellowship 40, Scholastic Lore (Occult) +10, Charm

Lost Sheep Faith Between the Lines


Tier: 1 Tier: 2
Prerequisite: Fellowship 45 Prerequisite: Intelligence 40, Command
Aptitudes: Fellowship, Social Aptitudes: Fellowship, Leadership
Effect: When the character deals with human Effect: When the Sister Pariah tries to
religious cults that aren’t of the Imperial Cult convert non-Imperial Cult humans, she gains
(not counting heretics), she gains +10 to all additional Degrees of Success equal to one-
Interaction skills tests. half of her Intelligence Bonus, rounded up to
successful tests. Also, when she uses
Command Skill’s special ability Inspire, she
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can use it to inspire non-Imperial Cult allies,
even if they aren’t under her charge.

Justified Deception A Sister in Need


Tier: 2 Tier: 2
Prerequisite: Deceive +20, Face in the Prerequisite: Lost Sheep, Charm +20
Crowd Aptitudes: Fellowship, Social
Aptitudes: Intelligence, Finesse Effect: The Sister Pariah, when in need of
Effect: Sister Pariah receives +20 bonus to help, can spend a Fate Point to gain it from
disguise herself as a member of the chosen non-Imperial Cult humans. This can range
society. She can also pass a Challenging (+0) from getting a ride, safe passage or even
Linguistics test to adopt their manner of medical care. GM discretion on what
speaking, though it requires that skill to be at constitutes as a help.
least Known.

Pronatus Talents
Prerequisite: Perception 40, Scholastic Lore (Legend), Scholastic Lore (Imperial Creed) +10

Eye for Holy Faith Loopholes


Tier: 1 Tier: 2
Prerequisite: Awareness +10 Prerequisite: Scholastic Lore (Imperial
Aptitudes: Perception, Knowledge Creed) +10, Forbidden Lore (Imperial Creed)
Effect: The Sister Pariah can at a glance Aptitudes: Perception, Fieldcraft
recognize a holy artifact. If she passess a Effect: When the Dynasty would lose
Difficult (-10) Awareness test (modified by Legitimacy due to Creed (religion, heresy),
how obscured and far it is), she can roll for reduce the amount of lost Legitimacy by 1.
Scholastic Lore (Legend) or Scholast Lor GM Discretion.
(Imperial Creed) as if she had it in her hands.

Keeper of Relics Legacy of the Creed


Tier: 1 Tier: 2
Prerequisite: Commerce, Tech-Use Prerequisite: Tech Use +10. Forbidden Lore
Aptitudes: Intelligence, Fieldcraft (Archaeotech)
Effect: The Sister Pariah receives a +20 Aptitudes: Intelligence, Tech
bonus to Acquisition test to acquire repair Effect: Sister Pariah reduces penalty to Tech-
parts or housing for Imperial relics. Also, she Use or Operate tests by 10 when using
gains +20 to Upkeep tests for Imperial relics. devices or vehicles that are considered
GM discretion on what constitutes as a relic.. Archaeotech.

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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.

Inspired Intuition Jack of all Trades


Tier: 2 Tier: 2
Prerequisite: Intelligence 50 Prerequisite: Intelligence 45
Aptitudes: Perception, Social Aptitudes: Intelligence, Knowledge
Effect: The character may spend a Fate point Effect: The character treats all unknown non-
to gain exceptional insight into his immediate Specialist Skills as Known (rank 1). If he
status. This is represented by the player wants to gain them at higher rank, he needs
asking the GM a question about the current to buy the ranks normally.
situation the character faces, which the GM
should answer as helpful as possible.

Master of all Trades Shared Destiny


Tier: 3 Tier: 1
Prerequisite: Intelligence 55, Jack of all Prerequisite: Willpower 40
Trades Aptitudes: Fellowship, Leadership
Aptitudes: Intelligence, Knowledge Effect: The character may spend two Fate
Effect: The character treats all unknown non- points as a Free Action to grant another
Specialist Skills and Known skills (rank 1) as character within 10 metres a Fate point.
Trained (rank 2). If he wants to gain them at Likewise, any character in 10 metres may
higher rank, he needs to buy the ranks spend two Fate points as a Free Action to
normally. grant this character a Fate point. This does
not allow characters to gain Fate points in
excess of their Fate threshold.

Shield of Contempt Strength through Conviction


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Tier: 2 Tier: 2
Prerequisite: Willpower 50 Prerequisite: Willpower 50
Aptitudes: Toughness, Defence Aptitudes: Willpower, Defence
Effect: Whenever this character would gain Effect: Whenever this character would gain
any amount of Corruption points, he may any amount of Insanity points, he may spend
spend a Fate point to gain 0 instead. a Fate point to gain 0 instead.

Will of the Inquisitor Aegis of Contempt


Tier: 3 Tier: 3
Prerequisite: Fated, Intelligence 50, Prerequisite: Shared Destiny, Shield of
Perception 50, Willpower 55 Contempt, Hatred (any)
Aptitudes: Willpower, Knowledge Aptitudes: Willpower, Leadership
Effect: Once per session before rolling the Effect: Whenever this character or an ally
d100 when making a test, the character may within 10 metres gains Corruption, reduce the
spend one Fate point to count as having amount gained by 1 to a minimum of 0. In
rolled a result of 01 on that roll. This doesn’t addition, an ally within 10 metres can spend a
count as Critical Success. Fate point to gain 0 Corruption instead. These
effects do not stack when there are multiple
characters with this talent within range.

Into the Jaws of Hell Indomitable Conviction


Tier: 3 Tier: 3
Prerequisite: Adamantium Faith, Halo of Prerequisite: Shared Destiny, Strength
Command, Will of the Inquisitor through Conviction, Resistance (Fear), Jaded
Aptitudes: Willpower, Leadership Aptitudes: Willpower, Leadership
Effect: Servants and allies within 10 metres Effect: Whenever this character or an ally
can subtract the Inquisitor’s Fellowship bonus within 10 metres gains Insanity, reduce the
from their degrees of failure on a failed Fear amount gained by 1. In addition, an ally within
or Pinning test, so long as the Inquisitor 10 metres can spend a Fate point to gain 0
passes the test. If this reduces the degrees of Insanity instead. These effects do not stack
failure to 0 or less, a character counts as when there are multiple characters with this
having passed the test with 1 degree of talent within range.
success. The effects of this talent apply to
Acolytes in the Inquisitor’s warband and to
other servants of the Imperium fighting under
the Inquisitor’s orders, as well as others at the
GM’s discretion.

Sister of Battle (DH2e: Enemies Within)


Works as Sister Pariah Career.

Astropath (DH2e: Enemies Without)


Works as Astropath Transcendent Career.

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Acquisitionist (Into the Storm)
Works as a Talent (Master of Coin) in Seneschal Career.

Augmenticist (Into the Storm)


Experience Cost: 1000
Requirements: Can’t be an Explorator. The Explorer must have at least 1 bionic replacement
limb and 1 implant system when this Alternate Rank is taken. Additionally, he may possess no
cybernetic gear of Poor quality, and at least one implant must be of Best Craftsmanship.
Instant Changes: Gains The Flesh is Weak (X) talent from the Explorator and Arch-Heretek
tables. The Augmenticist’s body has been modified to the point where it is almost totally
mechanical. Additionally, the Explorer’s Wounds may be healed with the Tech-Use Skill in place
of Medicae. However, due to the esoteric nature of the augmentations, any Tech-Use Test to do
suffers a –20 penalty, in addition to any other modifiers.
Unlocked Advances: Can buy Prosanguine without the need of Mechanicus Implants.

Calixian Privateer (Into the Storm)


Works as a Pirate Fleet Background.

Drusian Adherent (Into the Storm)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Flight Marshal (Into the Storm)


Works as Talent (Best of the Best) in the Void Master Career.

Genetor (Into the Storm)


Experience Cost: 2,000 xp
Requirements: Tech-Priest, Toughness 35, Intelligence of 40, Autosanguine and Prosanguine
Instant Changes: Gains the rank Magos-Genetor. Gains Machine of Flesh Talent three times
(each time giving the Genetor a different trait from this list - Mutations:
- Brute - +10 to Strength and Toughness
- Clawed/Fanged - 1d5+SB, Rending damage, Pen 2, Deadly Natural Weapons
- Feels No Pain - +5 Wounds, Iron Jaw, the character doesn’t feel pain
- Nightsider - Darksight, Immunity to Photon Flash
- Tough Hide - Gains Natural Armour (2)
- Venomous - Natural Weapons have Toxic (2)

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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!

Gland Warrior (Into the Storm)


Experience Cost: 750
Requirements: The character must have a Toughness of 40 or higher, and must possess the
Melee Weapon Training (Low-tech, Chain and Power), True Grit, and Die Hard Talents.
Instant Changes:The Lostok process introduces a series of new organs and glands to a Gland
Warrior’s body, allowing it to survive in more toxic environments as well as fight even more
fiercely than before. These duplicate the effects of a Respirator and make them immune to most
Toxins (including the extra damage dealt by weapons with the Toxic quality). Their new glands
also act as Injectors containing Frenzon, Slaught, Stimm, and Spur. The user may activate their
implant glands to produce any of these drugs as a Free Action requiring a Routine (+20)
Willpower Test for each dosage. A Failure means that gland has malfunctioned, and will need
1d5 days to recover. Other newly added organs are designed to filter away any chemical by-
products of the dosages, so the user does not need to take any tests afterwards for
ill effects. The augmented physiology will also ward off any effects of excessive drug use (see
page 142 of Rogue Trader).
Unlocked Advances: Can buy Prosanguine Talent without the need of Mechanicus Implants.

Legend of the Expanse (Into the Storm)


Works as a Talent (I am Legend) in Rogue Trader Elite Advance.

Navis Scion (Into the Storm)


Works as Talent (Navis Scion) in Navigator Elite Advance.

Transubstantial Initiate (Into the Storm)


Experience Cost:
Requirements:
Instant Changes:
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Unlocked Advances:

Torchbearer (Into the Storm)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Xenographer (Into the Storm)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Acolyte of Abraxas (Navis Primer)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Awakened Psyker (Navis Primer)


Works as a Talent (Psyker) now.

Bonetrader (Navis Primer)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Colchite Servo-Master (Navis Primer)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Defender of the Fourth Cipher (Navis Primer)


Experience Cost:

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Requirements:
Instant Changes:
Unlocked Advances:

Elutrian Devotee (Navis Primer)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Psylakis Warder (Navis Primer)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Witness of Dusk (Navis Primer)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Arch-Heretek (Hostile Acquisitions)


Experience Cost: 1000 (1500 if you don’t have Mechanicus Implants trait)
Requirements: Not a Navigator, Missionary or Astropath. Tech-Use skill and must have
experimented with technology without sanction from Adeptus Mechanicus or be a Tech-Priest
that defied the laws and strictures of the Cult Mechanicus.
Instant Changes: Gain Apostate Mechanic Implants. They do not work the same, just are used
to fulfill requirements for Talents and are more a set of devices of his own devising. If the
character already has the Mechanicus Implants Trait, then he gains the Vile Intrusion Talent.
Unlocked Advances: Ability to buy talents below.

Vile Intrusion Luminen Desecration


Tier: 1 Tier: 2
Prerequisite: Tech-Use +10 Prerequisite: Luminen Capacitors,
Aptitudes: Intelligence, Fieldcraft Mechanicus Implants
Effect: The Explorer is skilled at gaining Aptitudes: Willpower, Tech
access to the knowledge of the most Effect: The Explorer’s implants generate a
sophisticated machine spirits, assailing them violent techsorcism pulse, allowing him to
with scrap-code and malicious spirits of his disable technology in his presence. A single

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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).

Subversive Programming The Flesh is Weak (X)


Tier: 3 Tier: 3
Prerequisite: Mechanicus Implants Prerequisite: Mechanicus Implants
Aptitudes: Intelligence, Tech Aptitudes: Toughness, Tech
Effect: The Explorer has devised a binary Effect: The character’s body has undergone
argot that confuses and subverts the significant bionic replacement, trading frail
programming of servitors and other machine- flesh for unyielding metal. The character is
creatures, allowing him to direct their actions. more machine than man now, and has the
As a Half Action, the Explorer may attempt to resilience to prove it, though his allies might
command a creature with the Machine Trait look somewhat skeptical upon his bionically
and an Intelligence of 20 or less. Make an enhanced form.
Opposed Challenging (+0) Tech-Use vs. This character gains the Natural Armor (X)
Willpower Test. If he succeeds, the creature Trait, where X is equal to half of the number
must follow the Explorer’s commands for the of Cybernetics he possesses (rounded up), to
following Round. The Explorer may continue a maximum of an amount equal to his
to maintain control by spending a Half Action Toughness Bonus. If he gains a new
in subsequent Rounds. If he chooses to do Cybernetic, the value of the Trait increases to
this, he must make another opposed Test reflect the new Cybernetic. Note that this only
after four Rounds to maintain the link. The applies to Cybernetics such as bionic
commands must be simple and achievable in replacement limbs and organ replacements,
one round. Some examples include “Flee,” sub-systems, and mechadendrites , and not
“Fall,” and “Attack the closest target.” to Traits and Talents that grant similar effects.
Note that the character only benefits from the
Armor Points benefit of the Machine Trait until
the value of this talent exceeds his
Toughness Bonus value.
This also gives the Tech-Priest +20 to tests
involving depresurasion/vacuum damage.

Anima Aura Aetheric Resonator


Tier: 2 Tier: 2
Prerequisite: Mechanicus Implants, Luminen Prerequisite: Mechanicus Implants, Luminen
Capacitor Implant Capacitor Implant
Aptitudes: Intelligence, Defence Aptitudes: Willpower, Defence
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Effect: You have integrated the forbidden Effect: You can use the power of your
principles of the vile Sarcosan Wave Potentia Coil to power a hidden lattice of
Generator into your augmetic systems, techno-arcane circuitry wards which create a
allowing you to generate a field of energy that resonant aetheric disruption field that can bar
can keep what remains of your flesh animate the passage of the warp energies and blunt
even after it has been damaged or psychic force directed against you—but not
necrotised. By spending a Half Action you without risk of dangerous feedback
may activate the Anima Aura. The aura last contamination. The field is triggered by
for a number of Rounds equal 1d10 plus your passing a Difficult (–10) Toughness Test and
Toughness Bonus. For as long as the Anima can be kept active for up to your Toughness
Aura is active, you have the Stuff of Bonus in combat Rounds before it must re-
Nightmares Trait. While active, the aura also activated again. If the Test is failed, the Tech-
creates discordant moaning like the keening Priest suffers a level of Fatigue; if it is passed,
of damned souls. Each time you use this the field is successfully charged and the
Talent you gain a level of Fatigue. This power Tech-Priest’s body and any armour he is
can be used only once per session. wearing counts as being Hexagramatically
Warded (Enemies Within Armour Upgrade).
Additionally, at the end of every combat
Round the Resonator is active roll 1d10; on a
roll of a ‘9’ you suffer 1d5 Corruption Points
from the twisting energies of the warp
bleeding into your body and mind.

Nightmare Field Maletek Warp Coil


Tier: 2 Tier: 3
Prerequisite: Mechanicus Implants, Luminen Prerequisite: Mechanicus Implants, Luminen
Capacitor Implant, Cranial Armour Implant Capacitor Implant, Toughness 45
Aptitudes: Intelligence, Defence Aptitudes: Toughness, Defence
Effect: You have integrated strange arcane Effect: The potentia coil powering the
devices into the field generation capabilities Maletek implants is a dark fusion of ancient
of your Potentia Coil and Cranial Circuitry. technology and occult science, engraved with
These proscribed augmentations allow you to dark runes and suffused with the energies of
produce a mixture of subharmonic and the warp. As a result, Arch-Heretek’s implants
electromagnetic interference patterns that may ‘heal’ on their own if damaged just as
generate a primal terror that you can taste normal flesh would, slowly re-knitting and
and tune through your Cranial Circuitry. By repairing themselves (he still may not be
spending a Half Action, you may produce an healed by first aid, only by the character’s
effect which is the same as that of the Terrify natural healing and Talents). Additionally,
Psychic Power (see page 214 of DH2e, every time the character personally kills (that
Telepathy Discipline) but with no power roll or is to say strikes the fatal blow) a living
psychic phenomena. However, the Arch- sentient creature, he may immediately restore
Heretek uses his Intelligence for the Opposed 1D5–2 (with a minimum result of 1) lost
Willpower test. The effects of the Nightmare Wounds up to the character’s starting total.
Field are not psychic and so will not be Damage which has been caused by ‘Holy’
affected by rules which govern psychic weapons may not be healed in this manner.
powers. When the field is activated, it makes This baleful regeneration may also heal the
a noise like an unearthly shrieking. Each time effects of Critical Damage, but cannot be
you use this Talent you gain 1 Insanity Point used to restore severed limbs.
and a level of Fatigue. When the character suffers Critical Damage

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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.

Unorthodox Ways No Rituals, Faster Work


Tier: 1 Tier: 2
Prerequisite: Trade (Technomat) +10 Prerequisite: Trade (Technomat), Tech-Use
Aptitudes: Intelligence, Fieldcraft +10
Effect: The Arch-Heretek halves times of Aptitudes: Intelligence, Fieldcraft
creating, modifying and repairing technology. Effect: The Arch-Heretek can spend a Fate
From personal weaponry to voidship Point to automatically succeed on a Tech-
components. He also doesn’t need STC Use, Trade or Logic test involving repairing or
designs to create technology. However, they gaining access, with Degrees of Success
are blatant tech-heresies in eyes of Adeptus equal to his Intelligence Bonus.
Mechanicus.

Cold Trade Broker (Hostile Acquisitions)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

House Operative (Hostile Acquisitions)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Manhunter (Hostile Acquisitions)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Reaver (Hostile Acquisitions)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

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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.

Secessionist (Hostile Acquisitions)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Beastmaster (Faith and Coin)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Witch Finder (Faith and Coin)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Reliquarist (Faith and Coin)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

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Adherent of Aleynikov (Faith and Coin)
Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Red Consecrator (Faith and Coin)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Order of the Hammer Initiate (Faith and Coin)


Experience Cost:
Requirements:
Instant Changes:
Unlocked Advances:

Knight Scion (New)


Experience Cost: 1000xp (500xp for Void-Master with the Walkers specialization)
Requirements: Knight World (Homeworld Choice), Operate (Walkers), Throne Mechanicum
Instant Changes: Taken from Chivalry Intensifies Homebrew by Edeldorf.
Gains the Rite of Becoming (Trait):
The sacred rite of passage through which the young nobles of a Knight House become full
Scions of their house and capable of controlling the Knight Armours that forms their houses
military might. The rite is a long, dangerous process where the young noble imprints on the
Throne Mechanicum through mechanical augmentation and lengthy vigil. If the young noble
survives the ordeal, he becomes a Scion of the House and joins their fellow Knights as Scion
Aspirants. The Rite of Becoming grants a +10 bonus to Willpower rolls to resist the influence of
a Knight Armours mighty warspirit and the imprints of the Scions dead ancestors in the Throne
Mechanicum. The neural sockets granted by the Rite also functions as an MIU that allows the
Scion to control their Knight Armour as well as allowing it to display incoming battle-data on a
HUD, accessing the Knights communication equipment and similar functions.

Throne Mechanicums Imprint


Roll a d10 to determine the Throne Mechanicums Imprint, basically, what is the dominant
‘personality traits’ that are expressed by his ancestors through the mind-link the Imperial Knight
has with such an arcane technological device.
Roll Throne Mechanicum Imprints

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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.

Master of the Melee Master Knight


Tier: 2 Tier: 3
Prerequisite: Blademaster Prerequisite: Master of the Joust, Master of
Aptitudes: Weapon Skill, Offence the Hunt, Master of the Melee
Effect: The Knight Scion is at most home in Aptitudes: Willpower, Tech
the swirling chaos of close combat, scything Effect: The Knight Scion’s weapons are like
with a Reaper or crushing with a extensions of his inner will. All weapons and
Thunderstrike with equal ease. Once per force fields are treated as one Craftsmanship
combat encounter, the Knight Scion may higher, up to Best Quality. This talent is only
reroll any failed melee attacks with their usable while piloting a Knight Armour.
melee weapons. This talent is only usable
while piloting a Knight Armour.

Right Back at You! Giant Jumper


Tier: 3 Tier: 2
Prerequisite: Combat Master, Operate Prerequisite: Operate (Walkers) +10
(Walkers) +20 Aptitudes: Agility, Finesse
Aptitudes: Agility, Defence Effect: The Knight Scion increases the
Effect: While in Melee combat, the Knight Walker jump range by half of his Agility Bonus
Scion always have a better position. If the in meters. This is multiplied by 2 if the Walker
enemy melee attacks his Side Armour, he is Enormous, the multiplier increases by 1 for
instead attack his Front Armour. If the enemy every Size increase above Enormous.
melee attacks his Back Armour, he instead
attacks his Side Armour.

Titan Charge Spinning Force Field


Tier: 2 Tier: 2
Prerequisite: Weapon Skill 45, Crushing Prerequisite: Perception 45
Blow Aptitudes: Perception, Defence
Aptitudes: Weapon Skill, Offence Effect: If the Walker has a direction
Effect: Whenever the Knight Scion makes a Force/Void Shield, the Knight Scion gains one
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Charge Action with his Walker, he increases free Reaction to move the facing.
the damage and penetration done by his
melee weapons by his Agility Bonus.

? (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.

Mimic Street Fighting


Tier: 1 Tier: 1
Prerequisite: None Prerequisites: Weapon Skill 30
Aptitudes: Fellowship, Social Aptitudes: Weapon Skill, Offence
Effect: For proper imitation, the character Effect: The character is adept in close and
must study the voice patterns of their dirty fighting, favouring small weapons or
intended target for at least one hour and even his bare hands to take down his foes.
speak the same language. The character
When armed with a knife (powered, chain or
cannot accurately copy the voice of a xenos
due to the difference in physiology and the otherwise), similar small weapon, or simply
subtle complexities of most alien languages. armed with his bare hands, he adds half his
Listeners must succeed on a Scrutiny Skill Weapon Skill Bonus to any Critical Damage
Test with a –10 penalty to penetrate the he inflicts.
deception. If the character’s study used vox
recordings or comm-link conversations
rather than in-person observation, then Total Recall
there is no penalty to the Scrutiny Skill Test
to see through it. The character’s deception Tier: 1
automatically fails if the listener can clearly Prerequisites: Intelligence 30
see them. Aptitudes: Intelligence, Knowledge

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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

Ubiquitous One Day


Automatic Automatic Automatic Automatic
(+60) (+30)

Abundant 1d5 Days One Day One Day


Automatic Automatic
(+40) (+20) (+30) (+30)

Plentiful 1d10 Days 1d5 Days 1d5 Days One Day


Automatic
(+20) (+10) (+20) (+20) (+30)

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)

Extremely Rare One Month 1d10 Weeks


GM’s Discretion GM’s Discretion GM’s Discretion
(-40) (-50) (-30)

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)

Average One Day One Day


Automatic Automatic Automatic
(+0) (+30) (+30)

Scarce 1d5 Days 1d5 Days One Day


Automatic Automatic
(-10) (+20) (+20) (+30)

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)

Unique One Month 1d10 Weeks 1d5 Weeks


GM’s Discretion GM’s Discretion
(-60) (-50) (-50) (-30)

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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

*GMs discretion is advised. One Year

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

The Seller is... Seller Base Stat

Selling a Less than Scarce Item 30

Selling a Scarce or Rare Item 40

Selling a Very Rare or Ext. Rare Item 50

Selling a Near Unique or Unique Item 60

The Seller is... Modifier

From a Merchant House or High Nobility +30

From Administratum or Mechanicum +20

From different Rogue Trader +20

From the Underworld +10

From nobody +0

From another organization GMs Choice

The Seller is... Modifier

On a planet that hates the Dynasty +40

On a planet that doesn’t like the Dynasty +20

Buyer (PC/NPC) Bonuses

The Buyer is... Modifier

Trading item(s) of lower Availability but the same


+10 per each step in Availability
Scale and Quality of the Acquisitioned Item

From an organization that the Dynasty has


+10 per each rank
Peer talent for

A different Race (seller Xenos)


-20
Doesn’t have Ambassador Imperialis

On a planet that likes the Dynasty +10

On a planet that loves the Dynasty +20

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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.

Acquiring New Crew


Acquiring a whole new crew is -30 base modifier.
Incompetent Crew (20) is Automatic - everywhere where there’s at least 100,000 people.
Competent Crew (30) at +0 - everywhere where the technology level isn’t low like Feudal.
Crack Crew (40) at -20 - can only be acquired in highly populated places.
Veteran Crew (50) at -40 - can only be acquired in void stations and similar places.
Elite Crew (60) at -60 - this can only be acquired from the Imperial Navy and almost never is
given to someone who isn’t an Admiral. Could be acquired after long cooperation.
Class of voidship also changes the modifier. Transports and Raiders are +10. Frigates and
Light Cruisers are +0. Cruisers, Battlecruisers, Grand Cruisers and Heavy Cruisers are -10.
Battleships are -20. There are no modifiers for Scale or Craftsmanship. They Dynasty can
burn Profit Factor to gain +10 bonus to the test, this is lost if they succeeded. Looking for a
crew is made using the Inquiry skill, not the Profit Factor. If the Dynasty fails this test, they
can try again after 10 days. If this fails, they can try for lower skill crew again, until they get to
Incompetent Crew, they get that crew automatically. This only counts towards acquiring Crew
for a new ship, not replacing lost crew.

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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.

Astropathic Choir & Relays


Astropaths can join in Choir to increase the power of their leader. This grants him +1 Psy Point
as a bonus per Astropath in the Choir to a maximum of 5. When using Astral Telepathy this
maximum increases to 10 and grants the Astropath +10 bonus to test. During Void Combat,
when using Astropath Shipboard Actions, the Astropath gains +5 bonus to test for each
Astropath in his Choir to a maximum of +25.
The other Astropaths can’t use their powers and instead spend at least a Half Action to
concentrate, if they had sustained powers, they are lost. They can’t use actions with the Attack
type. Also, they must be within the range of the leader, that is double his Willpower Bonus in
meters.
Astropathic Choir-chambers (Voidship Component) - This grants +10 bonus to Focus Power
Tests for the Astropath. Also, when it is occupied by the Astropath, any of his psychic powers
have their range increased by 5 VUs.
Dispersal Scoop - Grants +10 bonus to Psyniscience tests to detect astral signals. These
structures are built on planets.
Hexagrammatic Warding - Any room with Hexagrammatic wards grants -10 bonus when
rolling on Psychic Phenomena and Perils of the Warp tables. This can be substituted with
Warpsbane Hull Voidship Component.

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.

Astropathic Signals and Broadcasts Table


Distance to Base Difficulty Base Difficulty
Time Required PR
Recipient (Focused) (Broadcast)

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Instant Orbit 2 Routine (+20) Challenging (+0)

1d5 Rounds Nearby Solar 2 Ordinary (+10) Difficult (-10)

1d10 Rounds Distant Solar 3 Challenging (+0) Hard (-20)

1d10 Minutes Nearby System 6 Difficult (-10) Very Hard (-30)

1d5 Hours Sub Sector 10 Hard (-20) Arduous (-40)

1d5 Weeks Sector 15 Very Hard (-30) Punishing (-50)

1d5 Months Segmentum 18 Arduous (-40) Hellish (-60)

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.

Astropath Social Differences


House Rule: It can occur that the Astropath is sending messages to a world that can have
vastly different social norms and the images and words he sends might be deciphered
differently. One Astropath can interpret a Mountain symbol as danger, while other as honour or
tradition. Due to this, the GM can order the Astropath to make Common Lore (Adeptus Astra
Telepathica) Test with difficulty based on the Astropath knowledge and social awareness, this
is done before any Focus Power Test. For example, an Astropath of the Imperial Navy service,
could have a Simple (+40) difficulty, while one who lived his whole life and worked on a
Pleasure Planet, when sending a message to a War World would have a Very Hard (-30)
difficulty. It’s up to the GM to decide. It should be used sparingly, like the Dynasty reaching a
new sector, trying to contact a world they have never been to, etc. If the test is failed, the
Astropath doing the deciphering has a -20 penalty to his test. The Astropath sending the
message can cancel the message if he wishes that it would bring only problems.

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.

Sending the Signal


Once the Astropath has completed his preparations, he can launch his mind-missive into the
Warp, hopefully into the waiting consciousness of an ally and not an enemy. He must make a
Focus Power Test. The difficulty of this test is defined by his distance from the intended
recipient (or the area he wishes to cover with the message) as described on Astropathic
Signals and Broadcasts table. If the Astropath has not performed the necessary rituals of
contemplation, then he suffers a -20 penalty on the Focus Power Test on top of the base
difficulty. If the Immaterium in the area from which he sends his message is particularly unstable
or is suffering the effects of a Warp storm, the Astropath suffers a -10 penalty on his Focus
Power Test in addition to any other penalties.

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)

Orbit -60 -20

Nearby Solar -40 -10

Distant Solar -20 +0

Nearby System -10 +10

Sub Sector +10 +20

Sector +20 +40

Segmentum +30 +60

Warp Effects Table


d100 Result
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The Astropath remains in calm repose, except for the odd twitching finger, a
01-07
nervous tick above the eye, or drip of spittle from his slack mouth.

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 yells out a stream of gibberish in an unknown tongue. Any


character listening to the entire diatribe can attempt an Arduous (-40) Logic
Test to try to work out the general meaning of the words, but the effort might
50-56
take a toll on his sanity and he must also take a Fear Test against a Fear Rating
of 0 (Disturbing). The GM should decide the meaning, but the words are usually
some sort of prophecy that might help or hinder the Explorers as he sees fit.

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.

Message Coherency Table


Test Result Coherency of Astrotelepathic Message

The message is crystal clear. The recipient Astropath gains a +10 bonus to his
+3 DoS
test to decipher the message.

2 DoS The message is clear.

The message is understandable, but a few concepts might be slightly


1 DoS confusing. The recipient Astropath suffers a -5 penalty to his Test to decipher
the message.

The message can be understood only by careful analysis. The recipient


1 DoF Astropath suffers a -10 penalty to his Test to decipher the message and adds
1d5 hours to the time he must spend to decipher it.

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.

The message is almost impossible to understand and requires great effort to


unpick the conflicting interpretations. The recipient Astropath suffers a -30
+3 DoF
penalty to his Test to decipher the message and adds 1d10 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.

Message Interception Table


Result of Opposed
Effect on the Message
Test

The interceptor decodes the message and understands it completely.


Interception Wins by
He either simply destroys the message or corrupts it, changing as
+3 DoS
much of the contents as he sees fit.

The interceptor only partially understands the message, and either


Interception Wins by
ensures that it never reaches the intended recipient or changes part of
2 DoS
the message as he sees fit.

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

The sender is alerted to the interceptor’s presence, and may make a


Interception Lost by
Challenging (+0) Perception Test to learn something about the
2 DoF
would-be interceptor’s identity.

The sender becomes aware of the interceptor, and may make a


Routine (+20) Perception Test to learn something about the would-be
interceptor’s identity and his general position (if he is in the Materium)
Interception Lost by
or make an Opposed Willpower Test against the interceptor. If the
+3 DoF
sender winds the Opposed Test, he inflicts 1d5+Willpower Bonus
Energy Damage on the interceptor, ignoring Armor and Toughness
Bonus.

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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.

First Responders Table


D100 Roll Time Elapsed Recipient is...

01-10 1d5 Months ... in a nearby segmentum

11-25 1d5 Weeks ... in a nearby sector

26-40 1d5 Hours ... in a nearby sub-sector

41-60 1d10 Minutes ... in a nearby system

61-80 1d10 Rounds ... in a distant solar system

81-100 1d5 Rounds ... in a nearby solar system

101+ Instant ... in the same orbit

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.

Deciphering the Signal


An Astropath who picks up the signal may still not understand the message encrypted within it.
He might receive it as a blur of conflicting images or a faint whisper in the back of his mind. His
mind may have to sift through the message and make sense of any hidden meanings or
puzzling oracles contained therein. This might involve not just strenuous mental agility, but also
the perusal of arcane lore. A powerful Astropath can employ an entire army of scribe-servitors to
pore through an archive of tomes, ancient data-slabs, and oracle-bones to interpret the garbled
utterances he pronounces as he imparts his visions into words. Less influential Astropaths might
only have a few scraps of parchment recording obscure prophecies that may or may not help
decode the signal.
The Astropath receiving the signal must determine whether he can make sense of it and how
long that takes. He must make a Routine (+20) Psyniscience Test, modified by bonuses or
penalties from Message Coherency table. For shrouded messages, he must make a Hard (-
20) Psyniscience Test instead. If he has access to a sufficiently large repository of astro-
telepathic lore, he can add a +30 bonus to his Psyniscience Test.
Refers to Deciphering the Message table to determine how quickly and effectively the
Astropath decodes the message he has received.

Deciphering the Message Table


Test Result Time Required and Other Effects

+3 DoS 1d5 hours; the message is clear

2 DoS 1d10 hours; the message is clear

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.

Training the Cadre


The Dynasty Guard could be trained in a variety of ways. Be it in combat prowess or agent
skills. Either way, the mechanics are the same. The training is an Extended test with the
specified Skill noted in the chosen training. Characters can assist if they have the same Skill or
Command (for combat) or Inquiry (for agents). The limit of two (2) still applies. The character
making the test gains a bonus equal to the rank of Command for combat training or the rank of
Inquiry for agent training (so Command +10 gives a +10 bonus to the training test). The
character needs to get 15 Degrees of Success and one training session/test takes 10 days to
achieve. Critical Success (1) means the training was achieved in one test, while a Critical
Failure (100) means the training is botched and must be restarted. After starting a training, there
can be no other training taking place until the previous one is finished, however, the Dynasty
Guard can be trained with combat training and agent training at the same time, so the limit
applies only to the type of training.

Combat Training List


- Weapon Familiarization - Difficult (-10) Common Lore (War) - The Dynasty Guard gains
three Weapon Training Talents. This can be taken multiple times.
- Advanced Weapon Familiarization - Challenging (+0) Scholastic Lore (Tactica
Imperialis) - The Dynasty Guard gains Exotic Weapon Training to one chosen Imperial or
Archeotech Weapon. This can be taken multiple times.
- Unconventional Weapon Familiarization - Difficult (-10) Forbidden Lore (Xenos or
Xenos Tactics) - The Dynasty Guard gains gains Exotic Weapon Training to one chosen Xenos
weapon. This can be taken multiple times.
- Hell's Week - Difficult (-10) Scholastic Lore (Tactica Imperialis) - The Dynasty Guard gains
+5 Wounds. The Dynasty Guard gains gains the Iron Jaw and Hardy Talents.
- CQC - Difficult (-10) Scholastic Lore (Tactica Imperialis) - The Dynasty Guard gains the
Leap Up, Leaping Dodge and Hip Shooting Talents.
- Mechanized Warfare - Difficult (-10) Scholastic Lore (Tactica Imperialis) - The Dynasty
Guard gains the Skilled Rider, Mounted Warrior and Hull Down Talents.
- Advanced Marksmanship - Hard(-20) Scholastic Lore (Tactica Imperialis) - The Dynasty
Guard gains the Marksman, Independent Targeting and Target Selection Talents.
- Killhouse Drills - Hard (-20) Scholastic Lore (Tactica Imperialis) - The Dynasty Guard
gains +5 bonus to all combat tests (attacks, evasion, pinning, fear, etc.). The Dynasty Guard
gains the Quick Draw, Grenadier and Rapid Reload Talents.
- Live Fire Drills - Hard (-20) Scholastic Lore (Tactica Imperialis) - The Dynasty Guard gains
+5 bonus to all combat tests (attacks, evasion, pinning, fear, etc.). The Dynasty Guard gains the
Technical Knock and Ambidextrous Talents.

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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

Agent Training List


- Additional Ears - Difficult (-10) Command (Intelligence) - The Dynasty’s Agents gain
additional use, which means they can be used twice. They regain all of their uses after the
normal replinishements.
- Additional Eyes - Very Hard (-30) Command (Intelligence) - The Dynasty’s Agents gain
additional use, which means they can be used thrice. They regain all of their uses after the
normal replenishments. This training requires Additional Ears.
- Cyanide Capsules - Very Hard (-30) Charm (Intelligence) - The Dynasty’s Agents are
mentally prepared to give their life for the cause. Whenever the agents fail their test and the d10
roll is a 1 or 2, then the agents take their lives instead of giving information to the enemy.
- Backup Plans - Very Hard (-30) Logic - The Dynasty’s Agents create additional backup plans
if the main plan fails. Whenever the agents fail their test and roll a 9 or 10 on their d10 roll, they
can reroll their main test again.
- Self-Reliance Course - Hard (-20) Survival (Intelligence) - The Dynasty’s Agents now have
agents that move on their own without the need of additional orders. The Dynasty’s Agents gain
+5 bonus to all tests.
- Know-How Hierarchy - Hard (-20) Logic - The Dynasty’s Agents now have a strict hierarchy,
very few people knew who they are really working for. The Dynasty’s Agents gain +5 bonus to
all tests.
- Scouting Party - Hard (-20) Navigation (Surface) - The Dynasty’s Agents gain +10 bonus to
tests when they need to gain information on uncharted, newly discovered worlds or ruins.
- Agent Recuperation - Arduous (-40) Command (Intelligence) - Possible to be taken after
change of the Flagship or gaining a better Crew for the Flagship. After the training is done, the
Dynasty Agents increases their statistics up to the Crew Rating. Dynasty Guard have a different
course.
- Sharpest Eyes and Ears - Punishing (-50) Logic - The Dynasty’s Agents are treated as one
rank higher than the Crew Rating, essentially gaining +10 bonus to their spy actions (maximum
of 60 Crew Rating). This requires at least 10 different trainings.

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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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- Underworld - Hard (-20) Scholastic Lore (Underworld) (or Common Lore (Underworld)
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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

Trade (Armourer) Low-Tech Weapons


Navigation (Surface) Low-Tech Armour
Survival Low-Tech Gear

Tech-Use Hi-Tech Weapons


Scholastic Lore (Tech) Hi-Tech Armour
Forbidden Lore (Archeotech) Hi-Tech Gear
Trade (Armourer) Cybernetic Implants

Medicae or Trade (Chymist)


Natural Drugs
Navigation (Surface)
Natural Poisons
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)

Genetor Elite Advance


Scholastic Lore (Chymistry)
Genetor Implants
Forbidden Lore (Chymistry)
Trade (Genetor)

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)

Trade (Perfomancer or Sculptor or similar) Art

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.

The total modifier of the test is a sum of modifiers:


- Rarity - Ranges from +60 to -60
- Craftsmanship - Poor +20, Common +0, Good -20, Best -30
- No Tools for the Job - -20 penalty or can’t even start with Complex items.
- Laboratorium Ship Component - Counts as having Tools for Complex items (almost
all). Grants bonus to create Genetor Implants.
- Manufactorum Ship Component - Counts as having Tools for Complex items (like
power swords). Grants +20 bonus to create most of technological items.
- Pharmacia Ship Component - Counts as having Tools for Complex items (like
synthetic drugs). Grants +20 bonus to create drugs, poisons and the like.
- Vehicles - -10 penalty.
- Forge-World Manufactory - Counts as having Tools for Complex items. +60 bonus.
- Hive World Manufactory - Counts as having Tools for Complex items. +30 bonus.
- System Ships - 20 penalty. Doubles the time frame for tests!
- Voidships - -30 penalty. Impossible without a space dock like around Forge-Worlds.
Total Modifier can go below -60.

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

Negligible Trivial Minor Standard Major


Population One 3-5 10-30 50-100 500-1000

One Thousand Scarce Scarce Average Average Common

Ten Thousand Rare Scarce Scarce Average Average

100 Thousand Rare Rare Scarce Scarce Average

One Million Very Rare Rare Rare Scarce Scarce

Ten Million Very Rare Very Rare Rare Rare Scarce

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

One Thousand Common Plentiful * * *

Ten Thousand Common Common Ubiquitous * *

100 Thousand Average Common Abundant Ubiquitous *

One Million Average Average Abundant Abundant Ubiquitous

Ten Million Scarce Average Plentiful Abundant Abundant

100 Million Scarce Scarce Average Plentiful Abundant

One Billion Rare Scarce Common Average Plentiful

Ten Billion Rare Rare Average Common Average

100 Billion Very Rare Very Rare Scarce Average Common

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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