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Published by m3daddi, 2023-08-19 22:08:01

HOMEBREW Wrath and Glory CC v4

HOMEBREW Wrath and Glory CC v4

Keywords: Warhammer

Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 1 of 93 Wrath & Glory Character Creation rath & Glory Character Creation rules, a modification of the base system's character creation, with a new background customization system, modification on some of the Archetypes, modifications on some of the Skills, Skill costs, an added new skill, and new Archetypes. Species The Milky Way has a myriad of species to choose from, from Humans, to intentionally modified humans, to unintentionally modified humans... and some fungus people. Species XP Cost Attributes Skills Speed Size Species Abilities Human 0 - - 10 Medium - Adeptus Astartes 180 Agility 4 Initiative 4 Intellect 3 Strength 4 Toughness 4 Willpower 3 Athletics 3 Awareness 3 Ballistic Skill 3 Stealth 3 Weapon Skill 3 18 Large Defender of Humanity: Add +Tier Icons to any successful attack against a mob. Honour the Chapter: You are subject to the orders of your chapter master, and must honour the beliefs and traditions of your chapter. Your Resolve increases by +1. Space Marine Implants: You are immune to the Bleeding Condition. You gain +2 bonus dice to any test related to one of the 19 implants if the GM agrees it is appropriate. Primaris Astartes 198 Agility 4 Initiative 4 Intellect 3 Strength 5 Toughness 5 Willpower 3 Athletics 3 Awareness 3 Ballistic Skill 4 Stealth 3 Weapon Skill 3 20 Large Defender of Humanity: Add +Tier Icons to any successful attack against a Mob Honour the Chapter (Primaris): You are subject to the orders of your chapter master, and must honour the beliefs and traditions of your chapter. Your Resolve increases by +1 As a Primaris, you ignore any impurities in your Chapter Gene-Seed, and also gain +3 Wounds. Space Marine Implants: You are immune to the Bleeding Condition. You gain +2 bonus dice to any test related to one of the 22 implants if the GM agrees it is appropriate. Aeldari 10 Agility 3 - 15 Medium Intense Emotion: +1DN to all Resolve Tests. If you fail a Willpower based test in a scene involving emotion, the GM gains +1 Ruin. Ork 20 Strength 3 Toughness 3 - 10 Medium Orky: +1 bonus dice to Intimidation Tests Bigga is Betta: You calculate influence using Strength instead of Fellowship Ogryn 76 Strength 5 Toughness 5 Survival 2 10 Large Avalanche of Muscle: When you Charge you gain an additional +Tier Bonus Dice to your melee attack Test. Claustrophobic: Whenever you enter an enclosed area you must make a Fear Test (default DN2). Additionally, whenever you roll a Complication in an enclosed space, the GM can spend 1 Ruin to force you to repeat this Fear Test. Simple Loyalty: Whenever an ally with the IMPERIUM Keyword makes a Leadership Test targeting an Ogryn they gain Bonus Dice equal to the Ogryn’s Tier W


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 2 of 93 Ratling 30 Agility 2 Fellowship 2 Awareness 2 Ballistic Skill 1 Cunning 1 Deception 2 Stealth 2 8 Small Gourmand: +Double Tier Bonus Dice to any Test made to prepare food. Prepared food can be used during a Regroup to recover +Tier Shock. Kroot 22 - Athletics 1 Awareness 1 Stealth 2 Survival 2 Weapon Skill 2 15 Medium Kroot Mutations: You have a number of Kroot Mutations equal to your Tier, and gain additional Kroot Mutations as part of Ascension. Humans Of The Imperium The uncounted trillions of Humans are the most numerous and widespread Species in the galaxy. Their fathomless multitudes are spread across a million worlds with endless variety in mind and body. Little of the pure Human form has changed in the past forty Millennia, united as most Humans are in the God- Emperor’s vast Imperium. Astartes The Emperor’s Angels of Death were all once mortal men. All have undergone incredible trials and Gene-Seed implantation to become something more: transhuman demigods created for war who know no fear. An Astartes stands head and shoulders above a Human, and are almost twice as wide in their blessed Power Armour. Their genetically enhanced bodies are stronger, faster, and tougher than a mortal could hope to be. Their thoughts race with unfathomable swiftness, with a purpose, willpower, and incorruptibility that undeniably marks them as the greatest defenders of Humanity. Aeldari Ancient and inscrutable, the Aeldari are an innately psychic Species whose technologically advanced empire once spanned the stars. Taller and slighter than Humans, their undeniably alien appearance is compounded by their eerily elegant movements. Though they have life spans millennia longer than Humans, their Species is dying and close to extinction, a pain they feel acutely with their unnaturally deep emotions. Orks Savage, insensible brutes, these green skinned xenos monstrosities think only of war. Crude but inventive, they seek battle at any cost, fighting even amongst themselves when no other foe is available. Their hulking height is comparable to an Astartes, and almost twice as wide with a thick, brawny muscle mass that will continue to fight unabated if limbs are removed. Their bulky jaws are filled with spiked teeth, and their red eyes show brutal cunning and an urge to destroy, but little intelligent thought. Ogryn Standing larger even than the Adeptus Astartes with gargantuan, overly muscled frames, Ogryns are a mutant subspecies of Humanity. Thought to be a result of adaptation to harsh, high-gravity worlds, Ogryns are incredibly strong, highly resilient, and instinctively violent. This adaptation came at a cost — Ogryn physiology is so focused on strength their minds have simplified over millennia, resulting in a universally unintelligent Species bright enough only to ensure they can focus their primeval violence on threats to their survival. However, small minds are easier to mold, and the Imperium has found the ignorant Ogryns take simple orders well, making them excellent shock troops. Ogryns are easily filled with faith in the Emperor and happily wage war in His name. Though mutants are unsanctioned in the Imperium, exceptions are made for abhumans such as Ogryns due to their usefulness in fighting the Emperor’s uncountable wars. The Militarum Auxilla employ them as brutally efficient shock troops; their commanders simply point them toward the enemy and watch as they are obliterated by an avalanche of dumb muscle. Employed on the frontlines — often simply to shield the troopers behind them — Ogryns ignore wounds that would slay most other mortals. Many Ogryns desire above all else to become a Bone’ead, promoted through displays of uncharacteristic intelligence and augmented to further raise their brain function. Ogryn populations considered too far from Astra Militarum recruitment stations or too dull-witted to serve are employed as heavy laborers and bodyguards. Their powerful frames make them prime candidates for lobotomization and transformation into servitors, negating the impact of their low intelligence. Of course, the Imperium is rife with ignorance, and many zealous souls view Ogryns as oversized monsters — some are murdered by mobs, others ostracized and driven into the welcoming arms of the archenemy.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 3 of 93 Ratling Diminutive, dexterous, and duplicitous, Ratlings do not differ dramatically from their baseline Human counterparts. Ratlings hail from the miniscule percentage of Agri Worlds that are free from horrific danger, and fully suitable for Human habitation. According to the propagandists that spread antiabhuman rhetoric, the Ratling form adapted to these conditions. Over time, their forms supposedly strayed from the ideal Human due to the safety of their environment, becoming short, squat, and indolent, living social lives where all their needs were met. The soft, loamy soil of their homeworlds even removed the necessity of footwear, leaving Ratlings with large, overly hairy, toughened feet. These worlds have all been lost, destroyed, or systematically stripped of their resources, but the everfertile Ratlings have spread across the galaxy. Though weaker and less resilient than Humans, Ratlings have well established places in Imperial society as sharpshooters and skilled stealth experts. The greatest of their ilk serve in the Militarum Auxilla, formed into closeknit units of Ratling Snipers that strike unseen at the enemies of the Imperium from almost impossible distances. Their small size has helped them perfect the art of stealth, a necessity as they cannot hope to face the horrors of close combat. Ratlings have gained a reputation for a rapacious hunger that far exceeds their size, and are well known for exploiting their naturally sly movement to steal food supplies. Though Imperial society sees them as greedy, Ratlings claim the Administratum have simply never allocated them enough food, either due to their small size or the widespread rejection of abhuman subspecies. Magos Biologis that have studied the abhuman strain simply state they have a high propensity to kleptomania. The fact that many Imperials will simply ignore the presence of their Ratling lessers makes thievery even easier. Ratlings work wherever nimble-fingered skill is needed more than raw strength. Many are employed in manufactorums or on Forge Worlds to crawl into sewers or the inner workings of machinery, and expire in industrial accidents or are simply forgotten in these inaccessible places. Others lean into the guileful fast-talk that comes so naturally to their Species, assisting traders or thriving in shady underworlds. Kroot Strange and savage xenos hailing from the fringes of the galaxy, the inscrutable Kroot are known for serving many Species as mercenaries. Their primitive warrior culture is intertwined with a unique quirk of their biology — the Kroot devour the corpses of their defeated foes and absorb their genetic traits, evolving through consumption. Kroot that fight and feast on the brutish Orks have enhanced muscle mass, whilst those that devour the elegant Aeldari become more lithe and agile. Because of this, one Kroot can differ wildly in appearance and ability to another depending on the creatures they have consumed, with differing muscle mass, limb structure, and biological quirks, but their forms are stable enough to ensure the Species can be easily identified. Believed to be descended from the avian creatures of their homeworld Pech, the wiry, muscular frame of a Kroot is typically far taller than a Human. Their appearance is undeniably alien, with beaked jaws and long, sensitive quills instead of hair. The warrior culture of the Kroot revolves around their unique physiology. Every Kroot belongs to a tribal kindred of carnivores led by a Shaper, a shamanic leader who instinctively senses which prey are suitable to their kin. Shapers lead their kindred, directing them to battle and devour creatures to spontaneously guide their evolutionary path. Kindreds have spread far from their homeworld of Pech, a primitive backwater subsumed into the technologically advanced T’au Empire. Some elder Shapers have sworn to fight exclusively for the T’au, but the Kroot do not hold themselves beholden to this agreement as a Species — each Shaper is focused only on empowering their kindred, with many leaving Pech on ancient voidships known as warspheres to pursue mercenary engagements. Kroot Mutations The Kroot are unique amongst the Species of the galaxy in that they can advance their evolution individually by absorbing the traits of the living creatures they eat. This practice is tied to the primitive spirituality of each Kroot kindred, ‘burying’ the warrior spirits they defeat by consuming them and inheriting their powers, but is functionally a biological occurrence — when a Kroot eats the strong, they become stronger. A Kroot character starts play with a number of Kroot Mutations equal to their Tier, so if you start playing at Tier 1 with a Kroot character, you may select a single Kroot Mutation to represent the prey they have consumed before your adventures begin. Some Kroot Mutations may not be suitable for starting characters, and are marked with an asterisk. You may gain an additional Kroot Mutation as part of Ascension — work with your GM to determine which Mutation is most applicable based on the prey you have consumed in the course of your adventures. A Matter of Taste A Kroot cannot consume any target with the CHAOS or TYRANID Keywords. The reality-mutating powers of the Warp and the ever-shifting, extra-galactic molecular makeup of Tyranid bioforms are both too unstable for a Kroot’s strange genetic osmosis. Kroot also can’t eat mechanical constructs, such as Necrons, Wraithguard, or the augmetics of Skitarii.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 4 of 93 Kroot Mutations Kroot Mutation Prey Consumed Description Effect Maneater Humans Humans offer little evolutionary benefit to the Kroot +1 to your lowest Attribute (your choice if the Attributes are equal) Astartes Eater* Astartes Astartes are genetically enhanced to be greater than other mortal species in almost every way. Their amplified DNA can offer many benefits to Kroot Biology. +2 to any Attribute of your choice. Aeldari Eater Aeldari Kroot that consume the lithe and psychically attuned Aeldari either adopt their otherworldly grace and agility or steel their minds +1 to Agility or Willpower Ork Eater Orks Kroot that consume the brutal Orks are more suited for brazen battle, becoming larger, tougher, stronger, and greener. +1 to Strength or Toughness Armoured Hide Any creature with toughened skin (such as Ambull or Grox) The number of sturdy quills in your skin steadily increases as your thickens into a rugged hide. You gain +Tier to your base Resilience. Bioluminescence Any bioluminescent creature. Light-emitting molecules bloom in the quills that cover your body, allowing you to glow with bioluminescence at will. You may cause any part of your body to glow with light. If your entire body is emitting light, it sheds enough light to see in a 10m radius. Camouflage Any creature with the ability to manipulate its appearance. You gain a measure of control over pigmentation of your skin, allowing you to blend into your environment. As a Simple Action, you can control the appearance of your hide, with the same effects as a Cameleoline Cloak. Facultative Bipedalism Any Quadruped. Your body lengthens and hunches, exploiting your digitigrade legs and extended arms to allow you to run like a quadruped when needed. You may Sprint twice as fast as normal and make Athletics (S) Tests to jump or climb with +Double Tier Bonus Dice. Hypersensitive Quills Any creature with enhanced senses (Such as Clawed Fiends or Ambulls). The sensitive quills emerging from your skull become even more receptive to movement in your environment, sensing subtle vibrations and disturbances in the air. Your quills act as an Auspex with a range of 50 metres. Wings Any winged creatures (such as Razorwings or Wyvarch). Over many months of agonizing pain your biology transforms, recalling ancestral morphology of the ancient Kroothawk to produce a pair of light, leathery wings. You can fly at your movement speed. Weaponized Biology Any Creature with natural weapons (such as Clawed Fiends or Catachan Devils). Your four-fingered Claws evolve into fully fledged weapons. Depending on the savage creature you have consumed they may harden, sharpen, secrete venom, or extend into functional blades. Your Unarmed Strikes deal (S)+4/+3ED, and have one of the following Traits: Brutal Rending (Tier) Inflict (Poison (Tier)) Parry


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 5 of 93 Species Biology Age You can choose your character’s age, or roll on the table If you like, you can multiply the result of your roll by the Tier Multiplier to represent the additional experiences your character has had. Life expectancy varies wildly for Humans. Though humanity is of utmost importance to the Imperium, individual Human lives are not. Many perish far before their prime, exhausted by endless labour or slain fighting xenos monstrosities on some far-flung planet. The few at the top of the feudal system can afford augmetics and rejuvenative procedures to extend their lives beyond a second century. Astartes are widely regarded as immortal until killed. Known to live centuries, no transhuman is known to have died of old age. The Emperor's finest continue throwing themselves into battle until their duty to die for the Imperium is served. Many Primaris Astartes were selected for their purpose millennia ago, placed into stasis until the need for them arose. Some may be 10,000 years old, but have only consciously lived for a century or so and remember a very different Imperium. Aeldari don’t seem to age at all, each spending entire human lifetimes rigorously devoting themselves to a single discipline. Xenobiologist have records on living Aeldari leaders that are several millennia old. Ork physiology is little understood; they seem to be at least part fungoid, sprouting from the ground rapidly and continuing to grow as they age. Their violent nature and habitual infighting cut the majority of their lives short. Ogryns and Ratlings tend to have a shorter lifespan than baseline humans, thanks to their mutated physique, their bodies break down much faster than a pure human. Kroot are known to live over a hundred years, their skin becoming increasingly pitted and leathery in their last few years of life. Species Age Tier Multiplier Human 4d6+14 Multiply your age by your tier Astartes 4d6*5 Multiply your age by your Tier Aeldari 3d6*50 Add 3d6 centuries per Tier Ork 1d6*1d6 Add 1d6 years per Tier Ogryn 2d6+7 Multiply your age by your Tier Ratling 4d6+14 Multiply your age by your Tier Kroot 2d6+10 Multiply your age by your Tier ATTRIBUTE RATING MAXIMUMS BY SPECIES Attribute Human Adeptus Astartes Primaris Astartes Aeldari Ork Ogryn Ratling Kroot Strength 8 10 12 7 12 12 6 12 Toughness 8 10 12 7 12 12 6 12 Agility 8 9 9 12 7 7 10 12 Initiative 8 9 9 12 7 4 10 12 Willpower 8 10 10 12 8 8 8 10 Intellect 8 10 10 10 7 1 8 6 Fellowship 8 8 8 6 7 4 10 6 Speed 10 18 20 15 10 10 8 15


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 6 of 93 Character Attributes & Skills Your Character has 6 different Stats: Combat Traits, Mental Traits, Social Traits, Attributes, Skills, and Tier. Experience Points You start the game with 100*Tier Experience Points. Tier Tier of play is your character level. There are 5 Tiers of play, and each Tier of play increases with each 100 Experience Points gained. Traits Traits are other facets of your character that are derived from their Attributes. Whenever an Attribute associated with a Trait increases, the Trait increases too. There are some abilities, Talents, or Wargear that can add bonuses to your Traits but do not affect your Attributes. All of your Traits have a minimum value of 1, except Corruption. Combat Traits Defence Your ability to dodge blows and bullets; essentially how hard you are to hit. Your Defence is equal to your Initiative rating –1. When anyone makes an attack against you, their attack roll must equal or exceed your Defence to hit you. Defence is effectively the Difficulty Number of any attack roll. Resilience A representation of how well you can withstand injuries; the same attack might seriously injure one person and result in a minor flesh wound to another. Your base Resilience is your Toughness rating +1. When you get hit with an attack, you subtract your Resilience from any damage you take. Your enemies need to deal more damage than your Resilience when they attack in order to deal Wounds to you. Armour If you are wearing any armour, add its Armour Rating to your base Resilience for your Total Resilience. The Armour increases the Resilience of what body part it covers. Wounds A measure of how many injuries you can suffer before you potentially die or lose a limb. Your Body Maximum Wounds Trait is equal to double your Tier plus your Toughness Rating. Your Leg Maximum Wound is half your Body Maximum Wound + 1. Your Arm Maximum Wound is Half your Body Maximum Wound - 1. When an enemy hits you with an attack and does more damage than your Resilience, the remaining damage is inflicted as Wounds. When your Wounds exceed your Body Maximum Wounds you are Dying. When a limb's Wounds exceed its Maximum Wound you lose the ability to use that limb. You can recover Wounds through use of a Medikit and resting. Determination Your ability to continue acting despite the damage to your body, ignoring physical harm through force of will. Your Determination value is equal to your Toughness rating. Whenever you take one or more Wounds, you can choose to roll Determination to negate those Wounds at the cost of Shock. Shock A measure of how much mental trauma you can take before your will breaks. Your Maximum Shock is equal to your Willpower rating plus your Tier. You suffer Shock when you use Determination and when you are pushed to your psychological limits. When you suffer more Shock than your Maximum, you are Exhausted. You can recover Shock by resting. Mental Traits Corruption A measure of how much the malign influence of the Chaos Gods have tainted and warped you. Your Corruption usually starts at 0 but might be modified by abilities and Talents. You gain Corruption from failing Corruption Tests. Conviction Whenever you try to resist corruption or the forces of Chaos, you make a Corruption Test. When you make a Corruption Test, your dice pool is equal to your Conviction. Your starting Conviction is equal to your Willpower. Resolve Your courage and overall morale. Your starting Resolve is equal to your Willpower –1, with a minimum of 1. Resolve is used to resist Fear and other psychological conditions. Passive Awareness Your ability to notice the unusual and sense threats when you aren’t actively searching your environment. Your Passive Awareness is equal to half your Awareness (Int) Skill total, rounded up if necessary. Tier Exp. Points 1 100 2 200 3 300 4 400 5 500


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 7 of 93 Social Traits Influence A measure of your societal authority and reputation. When you are in a civilized environment you can make Influence tests to exploit authority and acquire items. Your starting Influence is equal to your Fellowship –1. Unlike your Skills, Influence is only applicable when you are dealing within the social contract of civilization. The Imperium is functionally a feudal system; your rank or your breeding can entitle you to many goods and services. Certain Talents and abilities can increase your Influence. The GM may award you additional Influence if you gain significant political power, assets, or a reputation that can be leveraged. Wealth A measure of the valuable resources you own. You can use Wealth to purchase wargear and make bribes. Each point of Wealth could be a literal cache of Throne Gelt, the currency of the Imperium, or it could be something else of value; a piece of fine art, a xenos artefact, or some other rare oddity. Your starting Wealth is equal to your Tier and may be modified by your abilities or Talents. You may spend XP to buy more Wealth when you create your character; each extra point of Wealth costs 1 XP, and you can buy up to 4 Wealth. Attributes Attributes are a numeric representation of your character’s innate abilities; how strong or smart they are, how easy they are to talk to, or how good they are with their hands. These strengths and weaknesses of body, mind, and personality determine the dice pools for your Tests and other facets of your character. Your character’s Attributes start at 1. The Archetype you chose may give you bonuses to your character’s Attributes based on their experiences or Species. You can spend XP to increase your character’s Attributes using the table. Each Attribute has an abbreviation, such as (S) for Strength and (Wil) for Willpower. They are also a measure of your character’s physical and mental capabilities, as well as their personality. You can use the Attribute Costs table to spend XP to purchase Attributes. If you’re increasing an Attribute from 1, use the Total XP Cost column on the table. If you know you want your character to be smart, you can spend 35 XP to increase their Intellect from 1 to 5. If you’ve got extra XP at character creation or have earned some in your adventures, you can also spend it to increase your Attributes. To do so, use the Incremental XP Cost column on the table. For example, if your character is already a very clever Intellect 5 and you want to make them even smarter, you can spend 20 XP to increase their Intellect from 5 to 6. Attribute Costs Attribute Rating Total XP Cost Incremental XP Cost 1 0 0 2 4 4 3 12 8 4 24 12 5 42 18 6 66 24 7 96 30 8 132 36 9 176 44 10 228 52 11 288 60 12 356 68 Strength (S) Your raw physical power. Strength affects your athletic prowess, the weapons you can lift and wield well, and how much damage you can do in melee combat. Low Strength characters might be physically weak, or unable to shift their weight into a melee weapon. High Strength characters are muscular and athletic, and able to lift, jump, and climb. Toughness (T) Your endurance and ability to resist toxin and disease. Toughness affects how much damage you can take before dying as well as your ability to resist and ignore damage. Low-Toughness characters might be feeble, whilst highToughness characters can shrug off attacks that would kill or maim others. Agility (A) Your dexterity and coordination. Agility affects your accuracy with ranged weapons, your ability to pilot complex machines, and your control over your movement. Agility is a measure of your fine motor skills rather than your speed. Low-Agility characters might be clumsy, whilst highAgility characters are graceful and dexterous. Initiative (I) Your reflexes and reaction speed. Initiative affects your ability to make split second decisions in high-pressure situations, particularly in melee Types of Wealth Medical Electronics Narcotics Military Hardware Precious Metals Xenotech Archeotech Religious Paraphernalia Promethium (Litres)


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 8 of 93 combat. Initiative measures your instinctive ability to react quickly. Low-Initiative characters might be indecisive, whilst high-Initiative characters are quick and reactive. Willpower (Wil) Your self-control and mental fortitude. Willpower affects how well you can resist temptation, control or ignore the powers of the Warp, and keep a cool head in battle. Willpower can be used to bend others to your desires, and measures your drive to survive in harsh conditions. Low-Willpower characters are easily swayed. HighWillpower characters are resolute and focused. Intellect (Int) Your ability to process, retain, and apply information. Intellect affects your ability to observe and take in details, solve problems, and recall information, including your comprehension of history, technology, and medicine. Low-Intellect characters might be forgetful or oblivious. High-Intellect characters are observant and knowledgeable. Fellowship (Fel) The power of your personality. Fellowship affects your ability to pick up on social cues, persuade individuals in conversation, fit in with a crowd, to charm or lie, and to detect deceit. Fellowship is your general social presence and empathic ability. Low-Fellowship characters might be socially awkward, whilst high-Fellowship characters are charismatic. General Skills General Skills are a measure of your character’s experience, training, practice, and research. You can buy Skills at character creation and between sessions by spending XP. You can determine XP costs using the Skill Costs table. When you have a Skill Rating of 0 and know what you want your new Skill Rating to be, use the Total XP Cost column on the Skill Costs table. If you want your character to be a good liar, you can spend 20 XP to increase their Deception Rating from 0 to 4. When you already have a Skill Rating and want to improve it, use the Incremental XP Cost column to increase the Skill Rating one point at a time. For example, if your character already has a silver tongue with a Deception Rating of 4, you can spend 10 XP to increase their Deception Rating to a very sly 5. Athletics (S) Your ability to run, jump, and swim, dependent on your physical strength. Difficulty for Athletics (S) Tests is determined by what you’re hoping to do as well as the environment. You can use Athletics to make an Interaction Attack to maneuver your opponent into a disadvantageous position. Awareness (Int) Your ability to observe details and changes, including perceiving things that are hidden. Difficulty of Awareness (Int) Tests is determined by how hard something is to notice. If you’re trying to spot someone who is hiding, the DN for your Awareness (Int) Test is based on the target’s Stealth Score Ballistic Skill (A) Your skill with firearms and other ranged weapons. This includes identifying, understanding, and maintaining ranged weapons. If your character shoots someone, their target’s Defence determines the DN of your character’s Ballistic Skill (A) Test. The complexity and Rarity of a ranged weapon can determine the DN for repairing, identifying, and maintaining it. Cunning (Fel) Your ability to think and act like those who operate outside of the law. You can make a Cunning (Fel) Test to hear the word on the street, to find dealers of illicit goods or information, or to make a devious plan. Whenever you succeed on a Cunning test, you manage to do something shrewd without attracting any unwanted attention. Difficulty for Cunning (Fel) Tests to find people or items is determined by how hard they are to find. Rare, exotic, and illegal items require higher DNs to locate, as do people who are skilled at moving secretly and covering their tracks. If you are trying to haggle with someone or expose them during questioning, the GM may call for an Opposed Test using Cunning. If you are trying to think of a devious way to solve a problem, the GM may call for a Cunning (Fel) Test with a DN based on the stress you are currently under. Deception (Fel) Your ability to lie convincingly. Whether this is outright untruth, manipulative wording, or poisonous flattery, the higher you roll on a Deception (Fel) Test the more likely your target is to believe you. More egregious lies have higher Difficulty Numbers. If you make a Deception (Fel) Test, the GM might make an Opposed Test using a NPC’s Insight (Fel) Test — if you win, they’ll believe, but if not, they’ll know you’re lying. You can use Deception to make an Interaction Attack, tricking the opponent into making a mistake and leaving themselves open. General Skill Costs Attribute Rating Total XP Cost Incremental XP Cost 1 2 2 2 6 4 3 12 6 4 22 10 5 36 14 6 52 18 7 70 26 8 104 34


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 9 of 93 Explosive (A) When a character attempts to lob a grenade, fire a rocket launcher, plant explosive devices, defuse bombs, or safely handles or manufactures devices, the explosives skill is used. Explosives is used to blow things up without a character blowing themselves up in the process. Hacking (Int) Hacking is the aggressive or hostile act done on a servitor’s wetware, a terminal, or a noosphere connection in an attempt to compromise, disrupt, control, or retrieve data or information. Insight (Fel) Your ability to pick up social cues from others to discern their motivations. You can make an Insight (Fel) Test when you suspect someone is lying, or to detect anything strange about their behavior. This might be harder when interacting socially with individuals from other cultures, but particularly insightful characters can still detect whether someone is telling the truth or lying. The difficulty of an Insight (Fel) Test is either set by the GM based on how well a character is hiding their intentions or through an Opposed Test against the character’s Deception. Intimidation (Wil) Your ability to frighten people into doing what you want by either bullying, coercion, or threats. The difficulty of an Intimidation (Wil) Test is based on who you are trying to Intimidate. If you have more weaponry and a greater social standing, they will be easier to coerce. However, if the target is also well armed and highly respected, the Difficulty of the Test is higher. The GM may choose to use an Opposed Test with an NPC’s Intimidation to set the DN. You can use Intimidation to make an Interaction Attack, scaring your opponent to put them on the back foot. Investigation (Int) Your ability to decipher clues, perform research, and assemble information through proper channels. You might use an Investigation (Int) Test to find a specific piece of information in an Imperial archive, or to judge which of the objects you found at a crime scene is particularly relevant to the case you’re trying to solve. The difficulty of an Investigation (Int) Test is based on the complexity and the information available. Often, you will be able to put clues together, without needing to make a roll. Investigation (Int) Tests are used when your character can actually see the information, and as such can use their own skills to decipher a clue, or when your character needs to do significant research (saving a lot of time at the table). Leadership (Fel) Your ability to inspire others to do dangerous things. You can use Leadership to inspire respect and push others beyond their limits. The difficulty of a Leadership (Fel) Test is dependent on who you are trying to lead and what orders you are trying to issue. Loyal, drilled Astra Militarum troopers are easier to command than untrained underhivers, and it is easier to convince someone to help extinguish a fire in their home than to join a charge into a mob of Orks. Leadership (Wil) can be used to rally your comrades, removing the Fear, Terror, and Pinned Conditions. Medicae (Int) Your ability to diagnose and heal. Medicae can be used to identify diseases and toxins and counteract their effects, as well as to remedy other ailments through first aid or surgery. The difficulty of a Medicae (Int) Test is dependent on the condition you’re trying to fix, or the rarity of what you are trying to identify. A broken bone would be easy to identify, whereas a rare disease would have a high DN to diagnose. You can also use a Combat Action to make a Medicae (Int) Test to accomplish any of the effects below. If you attempt Medicae on yourself, the test is made with a +1DN penalty. Attempting Medicae on another species also increases the DN by a minimum of 1, with higher penalties for Species that are more different to your own. Heal Wounds Using a Medikit or a similar device, can make a DN 3 Medicae (Int) Test to restore a Wound to a character. Every Shifted Exalted Icon on a Medicae (Int) Test to restore a Wound restores 1 additional Wound. If you have a Medicae Rating you can heal a single character’s Wounds during a Regroup using a Medikit or a similar device. They automatically regain a number of Wounds equal to your Medicae (Int) dice pool. Remove A Condition The DN of a Medicae (Int) Test to remove a Condition is either 3, or equal to the penalty caused by the Condition. If your target is Hindered, the Medicae (Int) Test DN is 1. If your target is Bleeding, the Medicae Test DN is 3 and requires a Medikit or a similar device. Some Conditions might have a higher or lower DN depending on the circumstances. For example, a particular toxin used to inflict the Poisoned Condition may require a particularly high DN to cure. Restore Shock If you have a Medikit or a similar device, you can make a DN 3 Medicae (Int) Test to restore Rank +1 Shock. Crippled Limb or Organ When a limb reaches maximum wounds, or you receive a traumatic injury to an organ, they are considered crippled, and cannot be healed unless you take a respite. Hacking Example DN Accessing information on a personal terminal 3 Hacking into a digi-lock of a locked door 5 Breaching a High Security noosphere 7 Hacking and controlling a Combat Servitor’s combat parameters 9


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 10 of 93 Persuasion (Fel) Your ability to convince others and change their opinion. Through logic, impassioned pleas, or bargaining, you can influence an individual’s attitude to you or affect the actions they plan to take. A common use is to convince someone to assist you. Difficulty for Persuasion (Fel) Tests is based on the target’s current opinion of you and what you are asking them to do. If the target is unfriendly to you or your Faction, or you have let them down in the past, the test will be harder. If you are asking them to do something that requires a sacrifice or puts them in harm’s way, it will be harder to persuade them. You can use Persuasion to make an Interaction Attack, confusing them with honeyed words and tricky doublespeak. Prayer (Wil) The Prayer skill is the use of prayer to call upon a higher power to aid you in time of need, to meditate on the scriptures of holy men, or to focus your mind in preparation for the challenges ahead. While a Sister of Battle may pray to the God-Emperor or the Saints, a Tech-Priest may recite prayers to the MachineGod or request aid from their weapon’s machine spirit. A Space Marine though, who typically do not believe in a higher power, might instead invoke the name of their Primarch as self-motivation, or sing a war-chant in the midst of battle. Regardless if your character prays to a higher power, or simply meditate on the task ahead, they would receive certain boons depending on the situation and their own alignment and belief if they succeed the DN Test set by the GM. In Combat As a Simple Action, you may roll a Prayer Skill Test against a DN3. If you succeed on the Test, you gain a +1 die to your next Combat or Reflexive Action. And a +1 for every two Exalted Dice you shift. In Scenes When met with indecision, insurmountable challenges, or faced with the tribulations of faith, you may roll a Prayer test against a DN set by the GM to request aid or guidance from your deity, or to look inwards to find answers within you. However, have realistic expectations of what you pray for and to, as even a success on the Prayer Test may not yield a satisfactory answer, if at all. For example, a Tech-Priest imploring a machine spirit to help him find True Love may find only disappointment, or an Aeldari asking for their gods’ help will hear no answers from their dead and lost deities. (Warning: having High Prayer Rating may make your character more attuned to your deity, if applicable, and may come with potential tribulations and consequences). Psychic Mastery (Wil) Your ability to manifest psychic powers, manipulating the Warp to change reality. Check Chapter 11: Psychic Powers for more information. You cannot purchase this Skill unless you have the PSYKER keyword. Scholar (Int) Your ability to recall knowledge from your studies. Having a higher Scholar Skill means you have spent time in the study of any topic and can easily remember what you have learnt. This Skill covers both vital and esoteric information, publicly mandated announcements and forbidden lore — anything your character might have learned. The difficulty of a Scholar (Int) Test is determined by how obscure the knowledge is you are trying to access. You won’t need to make a Scholar (Int) Test for anything that you character would easily know, such as information about your home planet or basic knowledge of your Faction. If you are making a Scholar (Int) Test on something related to one of your Keywords, your GM may award you +1 bonus dice per associated Keyword. Stealth (A) Your ability to hide, move without being detected,, and disable security systems. If you want to follow someone without being noticed or sneak up on an enemy you should use a Stealth (A) Test. When you are trying to move undetected past NPCs, the results of your Stealth (A) Test are compared against their Passive Awareness. If NPCs are looking for you and you are trying to remain hidden, the results of your Stealth (A) Test are opposed by their Awareness (Int) Test. The situation you are in, particularly the lighting conditions and how much noise there currently is, can give bonuses or penalties to a Stealth (A) Test. The difficulty of a Stealth (A) Test to bypass a security system is dependent on how effective the security system is — a simple mechanical padlock is much easier to break through than the security aegis of an Imperial cruiser. Survival (Wil) Your ability to find provisions, secure shelter, and to track or navigate through an organic environment. If you want to search for food, make yourself safe away from civilization, find a path through the wilderness, or follow some footprints to their source you’ll need to make a Survival (Wil) Test. The difficulty of a Survival (Wil) Test is based on the environment. Finding food is easy on an Agri World, difficult on a Death World, and impossible on a barren world with no atmosphere. Tech (Int) Your ability to understand, use, repair, and dismantle technology. The difficulty of a Tech (Int) Test is determined by the complexity of the technology you are interacting with and the intricacy of the task you’re trying to perform. The Difficulty Numbers provided in the table are for interacting with technology native with your Species; attempting a Tech test on the technology of another Species could dramatically increase the DN.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 11 of 93 Weapon Skill (I) Your skill at close combat, armed or unarmed. This includes identifying, understanding, and maintaining melee weapons. If you try to hit someone, your target’s Defence determines the DN of your Weapon Skill (I) Test. The complexity or Rarity of a melee weapon determines the DN for repairing, identifying, and maintaining that weapon. Specialized Skills Specialized Skills are skills attained through specialized training, and relies on using special equipment. When using a specialized skill, you use external sources as a replacement for Attribute. (Example: Skullcrush Bloodripper the Khornate Berzerker pursues his inner culinary passion, and attempts to bake a souffle using the skull of one of his many slain foes. Unfortunately for Skullcrush, a skull does not make for an effective cookware, and so he only rolls Gastronomy Skill without the extra bonus dice he would have gained from equipment). Specialized Skill Costs At character creation, a character gains Tier*2 Skill Points they can spend on any Specialized Skills. The character receives 2 Skill Points at the beginning of every Tier after. Alchemy The Alchemy Skill is the creation and mixing of stimms, medicine, poisons, and any other type of alchemical concoction that temporarily or permanently affects the recipient through injection, consumption or inhalation. It is also used to craft chemical compounds that have multiple applicable uses. For example, the creation of a promethium-based compound that can be a more efficient fuel source, or a more powerful ammunition for Flamer weapons. Drive Your ability to control a land or sea Vehicle. Whenever you drive a vehicle on land or sea, you use the Drive skill. If you have any training in this Skill you won’t have to make a Test to get from one place to another. But to make daring maneuvers or drive under dangerous circumstances, you’ll need to make a Test to keep moving at speed or to avoid crashing. Difficulty for Drive Tests is dependent on the environmental circumstances, your familiarity with the vehicle, how damaged the vehicle is, and the complexity of what you’re trying to do. If a vehicle is unfamiliar or damaged, you’ll have more difficulty piloting it, especially in poor weather or when you’re trying to perform a tricky maneuver. Gastronomy Gastronomy is the ability to prepare and cook food utilizing ingredients and cookware. The higher your Gastronomy Skill is, the higher quality your food is and benefits you are able to give it. On a regroup, you are able to roll Gastronomy Skill + Equipment rating against a DN3. On a success, choose 1 ingredient type, and another ingredient of a different type for every Exalted Icon shifted. Gastronomy Ingredients Ingredient Type Effect Grain Regain +1 Shock, +1 Wound Lactose +1 Resilience, first time attacked Protein Regain +2 Wound Spice +1 to any ingredient it is paired with Vegetation Regain +2 Shock You are able to buy, forage, or hunt for better ingredients with higher or more varied effects. Gunnery Your character uses the Gunnery Skill to aim and fire weapons that have a middle element to their control and firing, from aiming and firing the Battle Cannon of a Leman Russ Tank, to commanding the gunnery crew of a Voidship. Repairing or maintaining a crewed served or vehicular weapon is a Gunnery test based upon the complexity of the device. Characters operating weapon platforms with which they have extensive familiarity need not take this test for routine maintenance. Operate Voidships are massive vessels designed to travel in deep space. Some are capable of voyaging through the Warp, and even those that are not are still massive crafts. Operating such vessels is less about personal agility and reflexes, and more about the skill and knowledge to make correct course decisions and select proper maneuvers. Operate covers the ability to command large void-faring vessels that are often kilometers long and millennia old. Any space going vessel that requires a captain and large crew, and cannot be conceivably piloted by a single individual, is operated with this skill. Pilot Your ability to control an Aerial Vehicle. Whenever you pilot a vehicle in air or the void, you use the Pilot skill. If you have any training in this Skill you won’t have to make a Test to get from one place to another. But to make daring maneuvers or drive under dangerous circumstances, you’ll need to make a Test to keep moving at speed or to avoid crashing. Difficulty for Pilot Tests is dependent on the environmental circumstances, your familiarity with the vehicle, how damaged the vehicle is, and the complexity of what you’re trying to do. If a vehicle is unfamiliar or damaged, you’ll have more difficulty piloting it, especially in poor weather or when you’re trying to perform a tricky maneuver.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 12 of 93 Character Background In the vast expanse of the Galaxy, there are worlds of all types. From Mountain ranges that break the stratosphere, to deep Ocean gorges that touch a planet's core. wonders untold, both natural, and artificial, in uncountable numbers in the Emperor’s realm, and far beyond. Each world have their own Biomes, though a world is not limited to one biome, your character comes from one. Choose what Biome you came from, and what kind of world that Biome is in. While this is for allowing you to customize your background as you please, you are not limited to creating your own world. If you wish to be from an established world, work with your GM to figure out what biome and world would fit best for an established world in the 40K Universe. (For example, the Death World of Catachan would be a Forest Biome Deathworld). Biomes Chem Biome whose atmospheres has been poisoned by the industrial waste of billions. Described as being the Imperium's oubliettes and the filthiest of its worlds, Chem biomes' populations must wear helmets or respirators in order to safely breathe their atmospheres. Effect: +1 to Survival when in a Chem Biome. Desert Biome Desert Biomes are desolate regions with no bodies of water and completely desert terrain. As a result of their hard environments, the inhabitants of desert biomes are prudent and cautious people. Effect: +1 to Survival when in a Desert Biome. Forest Biome Forest biomes, though sometimes classified as Jungle Biomes in certain environments, are densely populated regions with Flora. Inhabitants of these biomes tend to learn survival on the land, using the terrain to their advantage for warfare. Effect: +1 to Survival when in Forest Biomes. Mountain Biome Mountain biome is the term given to a biome whose surface is mostly, or entirely, covered in mountains. People in mountainous regions tend to be hardy, surviving in harsh winters and low oxygen of high-altitude regions. Effect: +1 to Survival in Mountain Biomes. Ocean Biome Ocean Biomes are regions which are mostly, or entirely, covered in oceanic water. Populations of Ocean Biomes are usually expert divers and fishermen, as their only source of food and wealth comes from the ocean. Effect: +1 to Survival when in Ocean Biome. Rad Biome Rad-soaked Biomes are biomes that have been left virtually uninhabitable due to radiation. However despite this, the Imperium has still inhabited these type of biomes and even raises Astra Militarum Regiments from them. Effect: Roll on the Subtle Mutation table. Swamp Biome Swamp Biomes are environments which consist majorly or completely by bogs and swamps. Vast massive of nighimpenetrable swamp territories is the main, distinctive feature of these biomes. Also Swamp Biomes are often inhabited by many dangerous creatures. Effect: +1 to Survival in Swamp Biomes. Tundra Biome Tundra Biome is the term given to perpetually cold biomes covered in glaciers and snow and located so far from the sun that they are locked in a permanent ice age. Even those accustomed to living amid such cold environment must treat it with a wary respect lest complacency leads to their demise. Effect: +1 to Survival in Tundra Biomes. Urban Biome Urban Biomes refers to biomes that are covered in artificial constructs, towering buildings, and rocrete terrain. It's the most populated of biomes in the Imperium, as every Hive city is classified as an Urban Biome. Effect: +1 to Survival in Urban Biomes. Void Biome A Void Biome is an outer space environment, such as a Ship, or a Space Station. Whole civilizations can be born and die out in Void-faring constructs, never to see or touch a single natural terrain. Effect: +1 to Survival in Void Biomes (ships, space stations, etc.). Warp Biome Warp Biomes are biomes that have been twisted and corrupted by the infernal influence of chaos and the taint of the warp. Denizens of warp-corrupted biomes are often born twisted and mutated in some ways. Effect: +1 to Corruption. Roll on the Subtle Mutation table War-Torn Biome War-Torn Biomes are environments that have been left desolate by war, its flora destroyed, and cities razed. Typically classified as Warzones, what's left of its population is scattered and fragmented, living off of scavenging of what's left. Effect:+1 to Survival in War-Torn Biomes and Warzones. Worlds Adeptus Astartes Homeworld A Space Marine homeworld or a Chapter Planet is the base for a Space Marine fortress-monastery. For some Chapters the world also serves as their sole recruiting world; other chapters draw their recruits from several planets. For some unique Chapters, their homeworld is their ship fleet itself. People from an Astartes Homeworld, or Chapter Fleet, have an extensive understanding of the Chapter's customs and traditions. Effect: +Tier to any Social Tests involving the Adeptus Astartes Chapter of the Astartes Homeworld.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 13 of 93 Agri World An Agri-World (Agricultural World or Farming Planet) or α-class (alpha class) is one devoted to food production. The majority of its surface is given over to producing food for other worlds reliant on such imports - the food itself forms part of the planet's required tithe. Those born on AgriWorlds are generally to be raised to be farmers or Grox herders, with an eye for tending to crops or watching their livestock against predators or thieves. Effect: +1 to Awareness. Cardinal World Cardinal worlds are one of the sub-types of the Civilized World classification, and share the same properties such as self-sufficiency and at minimum, a moderate technological level. They are Ecclesiarchy worlds, ruled directly by the Ministorum, with the planetary governor also being a Cardinal. Temples and other religious sanctuaries often cover vast areas of the planet. Its population is heavily influenced by the Imperial Cult, many of them fervent believers of the Emperor. Effect: +1 to Faith. Cemetery World In Cemetery Worlds, large areas of the planet are given over to care for the dead. Cemetery worlds may mark the site of a huge battle, or they may be covered in gigantic mausoleums, each dedicated to a particular Imperial noble. In contrast, rare cemetery worlds may be covered in fields of endless modest plots containing the remains of the inhabitants of a nearby hive world. People who are raised and live in these worlds learn not to disturb the dead, which gives them a unique skill at being as silent as the grave. Effect: +1 to Stealth. Civilized World Of all the types of settlement in the Imperium, civilized worlds are the most common (although the term "civilized" here refers to their urban landscapes rather than to any pretense of social decorum.) On these self-sufficient worlds, the main population centres tend to be large cities or other urban environments that are supported by the planet's own agricultural production. The state of development both technologically and socially varies, but is most commonly around the current Imperial norm. Those that come from a Civilized World tend to have lived a, relatively speaking, normalized life. Effect: +1 to Insight. Death World Death World (sometimes spelled as Deathworld) is a planet in which the native flora and fauna has evolved into naturally aggressive and dangerous forms. These ecosystems are finely balanced between continual destruction and lightning-fast reproduction. Death worlds take many forms, ranging from jungle-covered hellholes with carnivorous plants and animals to barren, volcanic wastelands racked by ion storms Humans can, and do, live on these worlds, but it is a neverending struggle. On many death worlds it is as if the entire biomass of the planet were consciously motivated against human settlement - concentrating forces against intruders to destroy them. As such, the people of these Deathworlds learn how to survival their terrain better than anyone else in the Imperium, as even the slightest mistake means life or death. Effect: +Tier to Survival in the selected Biome. Feral World The populations of feral worlds have long ago regressed to primal savagery, often over very long periods of isolation. The technological level of these worlds remains pre-black powder or even Stone Age. Often the population consists of hunter-gatherer societies using primitive tools and weapons, and in almost all cases human culture is based around the interactions of various tribes, gangs or creeds. The harsh conditions which feral world populations have adapted to makes them ideal recruitment sources for the Imperial Guard and Adeptus Astartes. Occasionally the inhabitants of feral worlds have been pressed into the Imperial Guard when their world lay inside a war zone, and the chosen warriors been given rudimentary training in the operation of laser or stub-weaponry. It is more common, however, for feral world natives to be selected for the various Adeptus Astartes recruitment programs. Feral world Guardsmen are usually tribal warriors tithed to the Imperial Guard by the elders of their particular clan. They are sometimes trained en masse in vast drill camps or ship holds, whilst others are merely shown a lasgun and trusted to get on with it. Also, there are those instructed by members of their tribe, using rote-learned rites and religious rituals. Effect: +1 to Survival. Feudal World A feudal world, or medieval world, is a classification of world existing in a technologically medieval state. The most advanced such worlds possess black powder weaponry. Feudal worlds are self-sufficient, and due to dependence on agriculture, a large part of the populations of these worlds are peasants, usually ruled by warrior aristocracies. Feudal worlds are of relatively little use to the Imperium; the true position of their place in the universe may constitute something of a culture shock to the inhabitants, making them poor material for Imperial service - although the warrior nobilities are often a source of recruits for the Space Marines Effect: +1 bonus ED to Unpowered and Projectile weapons. Frontier World Frontier Worlds are recently settled worlds which may not be totally explored or have a fully established government in place. Often they are havens for those escaping the harsh rule of the Imperium, or more often escaping the judgement of the Imperium, and as such often have a lawless reputation. Effect: +1 bonus ED to Ballistic weapons.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 14 of 93 Forge World Forge Worlds are the worlds of the Adeptus Mechanicus — worlds totally devoted to industry and to the Cult Mechanicus's own occult worship. The majority of a Forge World's solid ground surface is covered in thousands of years of built-up, massive industrial complexes: great machine factories, production centres, huge volcanic furnaces, skyscraping chimneys, abyss-like quarries and the great workshop-fortresses of the Collegia Titanica. No other world can match the quality and quantity of a forge world's output. Effect: +1 to Tech. Fortress World A Fortress World is a category of Imperial planet where the entire populace is immersed in warfare. They are created as bastions against some threat. Because of that, citizens of Fortress worlds live in a constant state of Martial Law and Military-like lifestyle, making the whole population a highly trained Militia in times of need. Effect: +1 to Leadership. Hive World Hive Worlds are estimated to comprise between 10-25% of the total quantity of Imperial planets. Billions of people can live crowded together in a single Hive city. Each of these Hive Worlders is a potential soldier for Imperial forces, including the Imperial Guard and the Space Marines. Hive Worlds contribute the vast bulk of the recruits for the Imperial Guard. The violent gangland lifestyle which most residents are forced to live means they are already hardened and experienced in warfare. Almost every recruit will already know how to handle a gun. Effect: +1 to Cunning. Knight World Knight Worlds are technologically advanced feudal worlds, ruled by an aristocratic elite of noble families known as Knight Houses. Effect: +1 to Pilot. Labyrinth World Labyrinth Worlds are planets that, while once heavily urbanized and industrialized, have since been largely abandoned for whatever reason. Their cities have since become labyrinth-like mazes of ruins and abandoned streets. Labyrinth worlds are often still rich with resources that can still be reclaimed. Effect: +double Tier to Skill Tests when navigating Labyrinths. Merchant World Merchant World is the term given to an Imperial planet whose population, nearly or entirely, belongs to a trading guild or merchant-Noble family house. Effect: +1 to Persuasion. Mining World A Mining is a classification for worlds rich in materials what manufactorums and forge worlds are looking for. Enslaved and penal workers harvest these worlds of their mineral riches, whether they are gas, ore or any other mineral demanded by the Imperium. Many of these worlds are inhospitable to humans. Effect: +1 to Explosive. Paradise World A paradise world is a class of planet characterized by its outstanding natural beauty. Its natural conditions are perfect for human habitation. They have little, if any, industry and low populations. Instead of populating or industrializing these rare planets, some are retained in their natural state and used as recreational bases for important Imperial servants. On these planets, warriors may train their bodies and minds for war, studying arcane battlephilosophy and practicing martial arts. Effect: +1 to Deception. Penal World A Penal World is a class of Imperial world that functions as a military prison planet. A single such world's population consists entirely of criminals drawn from hundreds of different worlds. This type of world tends to be a barren, barely-habitable planet that has few other uses and has little, if any, indigenous population. Military formations are often raised from amongst the prison population as necessary, to serve as Penal Legion troops within Astra Militarum regiments. There, they might earn redemption in the eyes of the Emperor through their term of service, which is for life. Effect: +1 to Intimidation. Penitent World Penitent World is the term given by the Ecclesiarchy to harsh and deadly Imperial planets that those seeking penance go to dwell on. Penitent Worlds are normally Relic or Shrine Worlds, while simultaneously being a Deathworld or some other ubiquitously murderous planet, which penitents seek and survive on as a form of penance. Effect: +1 to Conviction. Quarantined World Quarantined Worlds are an Imperial classification of planet. These worlds are too dangerous to settle or explore, but still seen as too valuable to destroy or ignore completely. These planets are placed under strict quarantine by the Administratum or Inquisition and sometimes are even blockaded to ensure that nothing may enter or leave its surface until the Imperium can properly utilize them. Effect: +1 to Medicae. Administratum World Generally the Capital World of a Solar System or subsector, Administratum Worlds are the focal point of Imperial Bureaucracy, choked full of offices and repositories of ancient velum-filled halls of documents and folders, some dating back to even before the Great Crusade. Its inhabitants live a monotonous life of paper stamping and filing. Effect: +1 to Scholar. Research World Research stations are listed in the classification system of Imperial worlds, but are not worlds themselves. Some are based in orbit around planets or on asteroids, or on worlds themselves, such as Dead Worlds or Death Worlds. Types of research stations include actual laboratories, as well as surveillance posts for defensive purposes.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 15 of 93 In bureaucratic matters classifications of research stations and Fortress Worlds overlap Effect: +Tier Tech to understand a technology Biomes Effect Chem +1 to Survival when in a Chem Biome Desert +1 to Survival when in a Desert Biome Forest +1 to Survival when in a Forest Biome Mountain +1 to Survival when in a Mountainous Biome Ocean +1 to Survival when in an Ocean Biome Rad +1 to Survival when in a Radioactive Biome Swamp +1 to Survival when in a Swamp Biome Tundra +1 to Survival when in a Tundra Biome Void +1 to Survival when in a Void Biome Warp Roll on the Subtle Mutation table War-Torn +1 to Survival when in a War-Torn Biome Worlds Effect Adeptus Astartes Homeworld +Tier to any Social Tests involving the Adeptus Astartes Chapter of the Astartes Homeworld Agri-World +1 to Awareness Cardinal World +1 to Faith Cemetery World +1 to Stealth Civilized World +1 to Insight Death World +Tier to Survival in the Selected Biome Feral World +1 to Survival Feudal World +1 bonus to ED to Unpowered and Projectile Weapons Frontier World +1 Bonus ED to Ballistic Weapons Forge World +1 to Tech Fortress World +1 to Leadership Hive World +1 to Cunning Knight World +1 to Pilot Labyrinth World +Double Tier to Skill Tests when navigating Labyrinths Merchant World +1 to Persuasion Mining World +1 to Explosive Paradise World +1 to Deception Penal World +1 to Intimidation Penitent World +1 to Conviction Quarantined World +1 to Medicae Administratum World +1 to Scholar Research World +Tier Tech to understand a technology Asuryani Paths To ensure they do not attract the attention of Slaanesh, each Aeldari of a Craftworld devotes themselves entirely to a single discipline. Through obsessive study and focus they limit their intense emotions and psychic impact on the Warp. These disciplines are formalized as Paths. Aeldari lifetimes can span millennia, so each individual may walk and master multiple Paths to better serve Asuryani society as a whole. All are required to walk the Path of the Warrior so they may defend their home should the need arise. Even those that tire of the strictures and limitations of Craftworld Paths and set out to explore the galaxy as Corsairs or Rangers walk the Path of the Outcast, and have likely followed other Paths before. Whatever Path you are currently walking, you may have mastered others over your long life. You may choose a single Path you have already walked from the following list. You may have walked additional Paths; it costs 10 XP to walk a second Path, and 20 XP for each Path beyond the second. This replaces your Biome and World if you have the ASURYANI Keyword. Path of Awakening You devoted considerable time to the practice of scrutinizing your surroundings, focusing the mind outwards to calm the soul. You gain +Tier bonus dice to Awareness (Int) Tests. Path of The Artisan Embracing an aesthetic pursuit such as sculpture, painting, or writing, you have dedicated a lifetime to learning the beauty of Aeldari culture. You gain +Double Tier bonus dice to Scholar (Int) Tests related to the AELDARI Keyword. Path of The Bonesinger You tended groves of wraithbone, and studied the art of psychically shaping the substance into advanced Aeldari technology. You gain +Double Tier bonus dice to Tech (Int) Tests on targets with the AELDARI Keyword. Path of The Dreamer Dutifully sinking into meditative trances for days at a time, you have looked inward deeply, controlling your dreams to resist She Who Thirsts. You gain +Tier bonus dice to Corruption Tests. Path of The Healer Committed to the medical welfare of other Aeldari, you repaired the wounded and tended to the sick, spending decades caring to others. You gain +Double Tier bonus dice to Medicae (Int) Tests on targets with the AELDARI Keyword. Path of The Mariner Devoting yourself to spacecraft, you have learned to sail the void with expert precision and maneuverability, becoming one with any craft you pilot. You gain +Double Tier bonus dice to Pilot (A) Tests using vehicles with the AELDARI Keyword.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 16 of 93 Path of The Mourner You lost someone close to you, and followed the Path of Grief. You lamented their falling without succumbing to emotional extremes that would attract Slaanesh. You gain +Tier Maximum Shock. Path of Service To better aid your entire Species you dedicated yourself to supplicance, reading the needs of your fellows and bettering yourself through empathy. You gain +Double Tier bonus dice to Insight (Fel) Tests on targets with the AELDARI Keyword. Path of the Thought Talker You have communicated with a thousand other races, bringing the message of peace, or of ruin, to them. As the Craftworld's translator, you have been taught to use telepathy to converse with any intelligent species, regardless of language. You gain +Tier to Persuasion to any species that does not have the AELDARI keyword Path of the Outcast The restrictions and confined lifestyle of the Asuryani felt suffocating to you at one point, and the wanderlust was too much to ignore. You've traveled the galaxy, and experienced wonders unheard of. You gain +Tier bonus dice to Survival Tests. Path of the Warrior You have trained and honed your skill in as an Aspect Warrior, turning you into a living weapon. Choose one of the Aspect Warrior paths:\ Path of the Fire Dragon Embodying the writhing, sinewy dragon of Eldar myth, Fire Dragons are aggressive and warlike close combat fighters who utilized heat weapons to destroy enemy vehicles and strongpoints. You gain +Tier bonus ED to any weapon with the FLAMER or MELTA Keywords. Path of the Howling Banshee The scream of a Howling Banshee is able to cripple even the most hardened of foes. You are able to use a special Interaction Attack. Make an Intimidation (Fel) Test against a target's Willpower. The target takes 1d3+2 Shock if you succeed. Path of the Striking Scorpion merciless killers without exception, reveling in the hunt and the kill, using stealth and shadow to cloak themselves from sight until the moment of attack. You gain +Tier bonus dice to Stealth (A) Tests. Path of the Dark Reaper Dark Reapers specialize in the use of highly destructive, long-range heavy weaponry. When using a ranged weapon with the HEAVY trait, gain +Tier bonus dice to Ballistic Skill Tests when making an Attack. Path of the Dire Avenger These warriors are the least specialized and the most tactically flexible of all the Warrior Aspects, as they serve Aeldari armies as elite ranged infantry. When using a ranged weapon, gain +1 bonus dice to ED when making an Attack. Path of the Swooping Hawk The Swooping Hawks take their name from the wild hunting birds of Aeldari Mythology, who symbolize revenge and retribution. Just as these birds of legend contained the spirit of a murdered Aeldari, hovering over their killers as a mark of guilt, so too do the Swooping Hawks fly across the battlefield, dealing swift death as retribution to the enemies of the Aeldari. Gain +Double Tier bonus dice to Pilot (A) Tests when using personal flight devices, like a Jetpack.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 17 of 93 Carry Rules All Equipment that can be reasonably carried by a Humanoid will be calculated through a Point System called Weight Rules and Carry Size, and each segment of the body can carry an X total amount of points. The segments are broken up into: Back, Chest, Waist & Thighs, Left Arm, Right Arm, Left Foot, and Right Foot. Each piece of Equipment will have a Weight Rules and Carry Size associated with it. This is to represent what Characters can carry with relative ease. Encumbrance If you are carrying more than your Carry Weight, the total Heavy trait amount is more than your Strength, or your equipment goes above a Body Part's Max Carry Size, you become Staggered. Heavy Encumbrance If you are carrying twice as much as your Carry Weight, the total Heavy trait amount is double your Strength, or your equipment goes above your total Max Carry Size, you become Restrained. Simplified Carry Rules The extensive carry rules may be overwhelming, or you might be in a rapidly-changing situation and constantly adjusting your gear take away from the fluidity of the session. You can ask your GM if you can use the Simplified Carry Rules instead. While it limits what you are able to carry, it is more convenient. When deciding what you can carry, you may use this table as an example: Simplified Carry Rules Character Size Equipment example Small Lasgun or Heavy Stubber, Laspistol and Knife, 3x grenades, 3x lasgun magazines. Medium 2x Lasguns or Lasgun and Heavy Stubber, Arc Pistol and Chainsword, 4x grenades, 4x Lasgun Magazines. Large 2x Heavy Stubbers, Arc Pistol and Chainsword, 5x Grenades, 5x Lasgun Magazines. Small Weight Rules Character Calculation Carry (Strength+Toughness)*10 Lift (Strength+Toughness)*10 Push/Pull (Strength+Toughness)*20 Small Carry Rules Body Part Max Carry Size Back 30 Left Leg 8 Right Leg 8 Chest 4 Left Foot 2 Right Foot 2 Left Arm 1 Right Arm 1 Medium Weight Rules Character Calculation Carry (Strength+Toughness)*15 Lift (Strength+Toughness)*20 Push/Pull (Strength+Toughness)*30 Medium Carry Rules Body Part Max Carry Size Back 40 Left Leg 10 Right Leg 10 Chest 6 Left Foot 4 Right Foot 4 Left Arm 2 Right Arm 2 Large Weight Rules Character Calculation Carry (Strength+Toughness)*20 Lift (Strength+Toughness)*30 Push/Pull (Strength+Toughness)*45 Large Carry Rules Body Part Max Carry Size Back 50 Left Leg 14 Right Leg 14 Chest 10 Left Foot 6 Right Foot 6 Left Arm 6 Right Arm 6


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 18 of 93 Character Archetypes Your character’s Archetype is the core of who they are. When people talk about your character, they define them through their Archetype, like Severina Raine the Commissar, or Gregor Eisenhorn the Inquisitor. An Archetype is similar to a career. It informs what your character has been trained and educated to do, and the skills they use to survive. Your Archetype will define your characters Species and place them in the larger organization that trained them, called a Faction. Your character will also receive Keywords, further defining their knowledge and connections to organizations. Your Archetype will give you bonuses to the Attributes and Skills that your character needs to do their job, as well as a unique ability; something they can do that nobody outside of the Archetype can. In the war-torn far future, nearly everyone needs to be armed and armored. Your Archetype will determine the kind of weapons, protection, and tools they receive when you start playing. Sisters Hospitaller Our medicae knowledge of these xenos bioweapons is limited; fortunately, my faith in the Emperor is not. —Nikola Riviyera, Sister Hospitaller A battlefield healer of both mind and soul. You ministrate to the injured with great Medicae expertise and inspire the pious with your cavernous well of faith. When plague runs rife or blood spills, every Imperial Citizen prays the Emperor will send a skilled and compassionate Sister Hospitaller. They are the Emperor’s loving embrace, devout women sent to purify festering flesh and stitch the faithful’s wounds. Becoming a Sister Hospitaller requires complete dedication to the Adepta Sororitas’ teachings and meticulous research of anatomy and physiology. They study the cells that hold the body together as well as ways that biology can be abused and annihilated. Whilst focusing on the noble purity of the human form, they also study xenos biology to undo its ugly existence. Their expertise in Medicae and resolute will makes them invaluable assets for unlocking the secrets of bizarre xenos biology, decoding deadly neurotoxin bombs, and discovering non-lethal but excruciatingly painful torture techniques. A Sister Hospitaller fulfils the vital dual role of physical and spiritual healer in a group. Though they usually prefer to put people back together, they are also skilled at taking them apart. Sisters of the Order of the Sanctified Shield have zealously plunged into danger across the Gilead System wherever the need for medical aid is greatest to aid and embolden the Imperium’s faithful, and are widely revered as a result. Sisters Hospitaller Tier 1 Species Human Keywords IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITA [ORDER] Attributes Requirement Willpower 3, Intellect 3 Skill Requirement Medicae 1, Scholar 1 Archetype Ability Loyal Compassion. +Double Tier bonus dice whenever you make a Medicae (Int) Test on a character with the IMPERIUM Keyword. Wargear Sororitas Power Armor, Sororitas Power Armor Helmet, Chirugeon’s Tools, Chain Bayonet (Wrist Mounted), Laspistol


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 19 of 93 Ministorum Priest Deliverance from your blasphemy is possible, brother. Take up your blade, and join me in charge! Death in service is salvation! —Voigt Charlamagne, Ministorum Priest You preach and enforce the Imperial Cult. You lead the faithful to execute His will, inflaming faithful hearts with your impassioned oration. Paragons of faith in the Emperor, every moment of a Ministorum Priests existence is devoted to bringing the Imperial Cult greater glory. Many members of the Ecclesiarchy believe they are the mortal manifestations of the God-Emperor’s Will, brought into existence to demonstrate His might, His triumphs, and the wisdom of His creed. Those that take on the mantle of missionary travel to new worlds to spread the Creed or revive the faith in fallen communities. Each priest is a bellowing voice, spreading the righteous word of the Emperor, rooting out corruption amongst their flock and punishing it with zealous prejudice. Any Imperial Citizen can hear the Emperor’s call and swear their life to Ecclesiarchy, being sanctified and educated in the Creed. This duty is not taken lightly; a Priest must follow the numberless strictures of the Creed doggedly. To fail their sacred duty is a sin akin to heresy. When priests take to the battlefield they lead the righteous charge, invigorating allies with hymns and litanies of zealous hatred, armed only with small arms and their faith. A priest’s respected position will open doors; few pious citizens will turn away a priest, as to do so is to turn away from the light of the God- Emperor Himself. Ministorum Priest Tier 1 Species Human Keywords IMPERIUM, ADEPTUS MINISTORUM Attributes Requirement Willpower 3 Skill Requirement Scholar 1 Archetype Ability Fiery Invective. You can preach the word of the Imperial Creed as a Free Action once per combat. You and all allies with the IMPERIUM Keyword heal 1d3+Tier Shock. Wargear Chainsword, Laspistol, Rosarius, Knife, Ministorum Robes, Missionary Kit.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 20 of 93 Imperial Guardsman I only regret that I have but one life to give for the Emperor. —Ophelia Laika, Imperial Infantry, Gilead Gravediggers A foot soldier in the galaxy’s greatest army. You are one of billions of raw recruits trained to stand and fire against the monstrous enemies of humanity. Citizens plucked from planets across the Imperium’s staggering expanse, each member of the Astra Militarum survives brutal training to prepare for their purpose; war. Armed with mass-produced weaponry and flung across the galaxy on voidships, uncountable waves of Imperial Guard fight back the alien and the heretic as the Emperor’s hammer. An average human is no match for a rampaging Ork, a sly Aeldari Psyker, or a monstrous Tyranid bioform. Even those well trained and armed cannot hope to match the horrors they face. To stand in the face of such nightmares is akin to madness. And yet the Guard stand, shoulder to shoulder with brothers and sisters at arms from across the Imperium. The Astra Militarum proudly proclaim their strength is their Emperor-inspired bravery in the face of such dangers. A Guardsman’s origins are varied; their parentage is irrelevant compared to their ability to stand fast and fire a Lasgun. Every Imperial planet provides a tithe of warriors to replace the constant casualties. To some this is an honour. To others it’s a death sentence. Each cope with the physical and mental scars in their own way. Some embittered souls deal and await death with weary nonchalance, while others develop a morbid sense of humor or resort to illicit drugs to keep their personal demons at bay. Though the Guard’s more pious members would deny it, few would think twice about taking a job that freed them from their duty and the endless cycle of war and death. Inquisitorial agents and other high-ranking officials prize skilled veterans as bodyguards. Imperial Guardsman Tier 1 Species Human Keywords IMPERIUM, ASTRA MILITARUM, [REGIMENT] Skill Requirement Ballistic Skill 2 Archetype Ability Look Out, Sir! You have been drilled in sacrificing yourself to save your allies. Once per combat, you may take a Reflexive Action to move up to half your Speed to get in the way of any attack that hit an ally. The attacker then rolls against your Resilience instead of your ally’s, and may deal Wounds to you. Your Resilience increases by +Tier for the purpose of calculating this damage. Wargear Flak Helmet, Flak Gauntlets, Flak Vest, Flak Greaves, Fatigues, Lasgun, Knife, Monitorum issue mess kit, Grooming kit, a copy of the Imperial Infantryman’s Uplifting Primer, 3 ration packs.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 21 of 93 Inquisitorial Acolyte The Emperor bestowed authority to my master; she bequeathed knowledge to me. My gift to you is freedom from the crime of your existence. —Persephone Fredrika, Inquisitorial Acolytes Conscripted to aid an Inquisitor, you identify and destroy threats to the Imperium. Foot soldiers in the fight for the Emperor’s soul, each Acolyte reports to a higher member of the Inquisition. Some are assigned to investigate or purge cultist cells, while others are allowed free reign to cleanse the Imperium of the alien, the witch, and the heretic. Each Acolyte has a unique combination of skills, equipment, and life experiences. There’s no formalized recruitment process — whenever an Inquisitor finds a promising individual, or simply needs more numbers to enact their grand plans, they hire an Acolyte. The unbound authority of an Inquisitor allows them to initiate anyone, from a pilgrim with the wit to root out heresy and the resolve to stand against it to a manufactorum worker with a knack for noticing details that knows the area. Some are survivors of encounters with the daemonic or alien, individuals that show promise for dangerous work and needn’t be executed to preserve the secrecy of the Inquisition’s holy mission. Those that impress their Inquisitor — or stay alive long enough — receive martial, academic, or psychological education. They learn to fortify the mind against temptation, understand their enemies, and how to torture or manipulate to extract confessions and valuable information. Inquisitorial Acolyte Tier 1 Species Human Keywords IMPERIUM, INQUISITION, [ANY], [ORDO] Skill Requirement Increase a Skill of your choice to 2 Archetype Ability Inquisitorial Decree. You can invoke the name of your Inquisitor to gain +Tier bonus dice to any social skill test when interacting with an individual with the IMPERIUM Keyword. You can only use this ability once per scene. Wargear Flak Vest, Any two IMPERIUM weapons with a Value of 5 or less and a Rarity of Uncommon or lower, Symbol of Authority.


Last Update: 01/10/2023 Sultan Ali Al -Maadeed Page 22 of 93 Inquisitorial Sage The planet is not ‘lost’, my liege. It is exactly where it was, as far as we know. The files have just been misplaced, and the Prefectus in charge of them passed away… about a century ago. —Veltus Wjochek, Inquisitorial Adept You are a bureaucratic savant, an expert at sourcing and judiciously applying knowledge to serve the Imperium and your own ends. Inquisitors and Acolytes may be expert investigators, hunting down cultists and nefarious aliens, but their training will never make it possible for them to recall the vast information that makes up the Adeptus Terra’s immense bureaucracy. The Adeptus Administratum is tasked with collating reports from every corner of the galaxy. Its ranks consist of innumerable scribes and clerks who transcribe, archive, and retrieve vast amounts of data. This includes trillions of scrolls, data slates, and info vaults, records of troop placements, the volume of arms in caches, and the tithes of a million worlds. Inquisitorial Sages are applied to this impossibly huge librarium, looking for the grain of truth with which an Inquisitor may hound their prey. Some uncover heretical truths before recruitment, drawing the Inquisition’s attention who seek to prevent a revelation to the wider Imperium. When applied to an Inquisitorial mission, these scholarly individuals discover details that can give insight into heretical plans or aliens who have influenced a sector for centuries. Adepts are the silent death, allowing an Inquisitor to work within the very mechanism of governance. Inquisitorial Sage Tier 1 Species Human Keywords ADEPTUS ADMINISTRATUM, IMPERIUM, INQUISITION, [ORDO] Attribute Requirement Intellect 3 Skill Requirement Scholar 2 Archetype Ability Administratum Records. You are particularly adept at navigating the Imperium’s colossal bureaucracy. You gain +Tier bonus dice whenever you make a Test to gather information from Imperial sources, typically on Influence or Investigation (Int) tests. Wargear Administratum Robes, Laspistol, Knife, Auto Quill, Data -Slate, 3 Scrolls of Ancient Records. Influence +1


Last Update: 01/10/2023 Sultan Ali Al -Maadeed Page 23 of 93 Ganger This hive is rife with villainous Scum, fighting with mutants, racing promethium-fueled death traps, exploring the dangers of the sump. All they have is each other. Far better to be up here with me and stand in the Emperor’s light, eh son? —Jaquill Blanqart, Manufactorum Baroness A member of the Imperial underclass, your life is rife with violence and hardship. Your identity is tied to a territorial gang, a brutal reflection of lower hive life. Life in the Imperium is a fight for survival, but there is strength in numbers. Overworked citizens band together, rising from the slums and sewage to take what they can with threats and violence. A Ganger fights for their found family. Though some break the Pax Imperialis for profit, many are normal citizens taking up arms to find justice. The Rust Hounds battle over the operation of a Promethium refinery on Avachrus, while the Pious Fangs of Enoch run protection rackets and drug rings to fund their witch hunts. Anything can unite a gang; religious fervour, social injustice, a passion for technology. Those that survive develop traditions, initiation rituals, and identifying markers. The lower classes are used to scrounging for survival. Many steal their gear or re -create items from scrap parts to deadly effect. Some gangs are so small they could all be slain in a single downtown firefight. Others are large and influential enough to puppet the politics of a planet. Gangers leap at any chance to improve their position by abandoning their former ‘family’. Smugglers, assassins, and bounty hunters are often former Gangers, hired whenever nobility, Inquisitors, or Rogue Traders need access to the criminal underworld. If their low cunning, high wit, and thirst for violence impresses their new employer they might even get a new, more permanent job. Ganger Tier 1 Species Human Keywords SCUM, [ANY] Skill Requirement Cunning 1 Archetype Ability Scrounger Your life with less has made you adept at finding spares and supplies in the most unlikely of places. You gain +Tier bonus dice to Cunning (Fel) Tests. Wargear A Knife or a Sword, Bedroll, Canteen, Gang colours, any of the following: a Laspistol or an Autopistol or a Hand Cannon or a Stubber Influence +1


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 24 of 93 Tech-Adept Have you attempted the Rituals of Slumber and Reanimation? —Tech-Adept Servilia, attendant to Inquisitor Lord Atlar You are a technical operator in service of the Priesthood of Mars, skilled at navigating and compiling digital systems. The gargantuan industry of the Adeptus Mechanicus is fueled by physical labour of indentured workers and Servitors, the incomprehensible calculations of Machine Spirits, and the judgement of Tech-Adepts overseeing both. Whilst a Tech-Adept’s duties are often highly specialized — monitoring a single machine, or recording a single data output — all ultimately play a small role in furthering the Quest for Knowledge. The essential role Tech-Adepts play in maintaining Imperial technology is easily overlooked, and many find this invisibility a useful asset when enacting personal ambitions. Their agendas may be petty, or in service of a higher power, but are invariably colored by the indoctrination of the Cult Mechanicus. Tech-Adept Tier 1 Species Human Keywords IMPERIUM, ADEPTUS MECHANICUS, [FORGEWORLD] Attribute Requirement Intellect 2 Skill Requirement Scholar 2, Tech 3 Archetype Ability Admin Access. Your purpose is to commune with Machine Spirits and catalogue their wisdom, to further the Quest for Knowledge. When you commune with a Machine Spirit as part of a Test, you gain Icons equal to your Tier Wargear Laspistol, Adepts Robes (Clothing), Combi-Tool, DataSlate, Sacred Machine Oil, Cybermantle


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 25 of 93 Ratling Sniper Never heard of a ‘Sarvus Veknironth’, Colonel. But if I see him, or your vintage amasec, I promise you’ll be the first to know —Sarvus Veknironth, Ratling Snipe You are small and elusive, enlisted in the Astra Militarum as a sharpshooter and an infiltration specialist. Though Ratlings are not renowned for their strength or discipline, their accuracy and keen instincts for good hiding places makes them excellent snipers. They usually deploy at long range, eliminating targets of opportunity whilst minimizing return fire. Occasionally they are retasked as saboteurs, breaking in and out of supposedly impenetrable defences undetected. Experience on the battlefield sharpens a Ratling’s natural stealth and sticky-fingered survivalist skills. Troopers who treat their shorter comrades with respect can acquire extra rations, intoxicants, and specialist wargear. Those who insult the Ratlings’ stature instead find their personal effects mysteriously disappear. Ratling Sniper Tier 1 Species Ratling Keywords IMPERIUM, ASTRA MILITARUM, [REGIMENT], ABHUMAN, MILITARUM AUXILIA Attribute Requirement Toughness 2, Agility 2, Fellowship 2 Skill Requirement Awareness 2, Ballistic Skill 3, Cunning 2, Deception 2, Stealth 3 Archetype Ability Shoot Sharp and Scarper. When using a weapon with the Sniper Weapon Trait, increase the weapon’s Sniper rating by +Tier. In addition, when you make a successful ranged Attack Test, you may immediately move up to your speed as a Reflexive Action. Wargear Ratling Rifle or Long Las, Knife, Flak Vest, 5 Rations (2 stolen), Ratling Keepsakes.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 26 of 93 Corsair Why, Mon-Keigh? In your base tongue, because it was… exciting. —Anthrillien, Aeldari Corsair A space pirate, a self-imposed exile of your Species, you raid and fight for coin, and to experience the full spectrum of sensation and emotion. Travelling the stars in small, swift vessels, Corsairs strike aggressively and opportunistically. Operating in tight bands rich with camaraderie, they pirate any prey to satiate their desire for lives filled with passion. Unbound by the strictures of their Craftworld kin, the swaggering Corsair embraces the vast depth of their emotion. They risk death and consumption by She Who Thirsts to fill their wanderlust, travelling the galaxy at their whim in a quest for new experiences. Their actions and motivations are undeniably inhuman, but at least comprehensible compared to the depravity of the Drukhari they are often mistaken for. Corsair bands vary dramatically in appearance, tactics, and motivation. Some strike for the thrill of the fight, reveling in combat with advanced Aeldari technology and rare, stolen wargear. Others are purely materialistic, even becoming mercenaries. Corsair Tier 1 Species Aeldari Keywords AELDARI, ANHRATHE, [COTERIE] Attribute Requirement Agility 3 Skill Requirement Athletics 2 Archetype Ability Dancing on the Blade’s Edge. You throw yourself into danger with reckless abandon to hide your ancestral fears. You gain +Tier bonus dice whenever you make or resist an Athletics (S) or Persuasion (Fel) Interaction Attack. You suffer a +1 DN penalty to Fear Tests. Wargear Wraithbone Breastplate, Aeldari Mesh Greaves, Aeldari Mesh Gauntlets, Mesh Helmet, Shuriken Pistol, Lasblaster, Spirit Stone, 3 Plasma Grenades, Void Suit.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 27 of 93 Ork Boy Do not fear their great numbers! Only cowards need overwhelm their foes! Do not be intimidated by their size! These brutes cannot stand against the strength of our faith! —Final Words of Commissar Xavier Krund A hulking, brutish creature who lives only to fight. You are a loutish, anarchic bruiser born for battle. The terrifying tide of charging green beasts known as a WAAAGH! is made up of Boyz, the most common of the Orks. Few know of anything besides war, and the Boyz like it that way. Bigger and stronger than a Human in every way, with a mind bent only toward fighting and killing, a single Ork can rip through a crowd without exertion. They constantly seek out violence, fighting amongst themselves if no better foe presents itself. Though part of a clan, each Boy has their own look cobbled together from gubbinz and bitz. Their ramshackle weapons are built from scrap, but Orks love their absurd amalgamations — provided they prove as deadly as possible. Guns are prized for volume and dakka (or rate of fire) over accuracy. The biggest, heaviest, crudest axes and clubs are the best. Ork Boy Tier 1 Species Ork Keywords ORK, [CLAN] Attribute Requirement Strength 3, Toughness 3 Skill Requirement Weapon Skill 2 Archetype Ability Get Stuck In. You gain +Tier bonus dice to melee attacks for every ally engaged with the same target as you. Wargear Shoota, Slugga, Choppa, Ripped clothes.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 28 of 93 Kroot Mercenary You have nothing to fear from me, Sergeant. I only eat the strong. —Trokah the Scaleskin, Kroot Mercenary You are an alien sell-sword, seeking out mighty foes to devour, absorbing their strength. Kroot are notoriously unconcerned who or what they fight for. Their true reward is the flesh of powerful enemies they defeat in battle — though they demand payment in local currency, exchanging it for specialist wargear and basic survival needs. This is why the Kroot secretly defy their exclusivity contract with the T’au Empire. Only by battling beyond T’au spheres of influence can their species sample sufficient genetic diversity to truly thrive. A Kroot Mercenary’s personality is coloured by their employment history and diet, but in general they are pragmatic and unemotional. They practise the tribal customs of their homeworld Pech wherever they go, and adapt easily to new technology and languages as they travel the breadth of the galaxy in search of strong foes to slay and consume. Kroot Mercenary Tier 1 Species Kroot Keywords KROOT, [TRIBE] Attribute Requirement Strength 3, Toughness 2, Agility 3, Initiative 2 Skill Requirement Athletics 1, Awareness 1, Stealth 2, Survival 3, Weapon Skill 3 Archetype Ability Adaptive Loyalty. You scour the galaxy seeking strong prey to consume, working as a mercenary to fund your travels. You gain the [ANY] Keyword, which should be substituted for the Faction that currently commands your allegiance. At the GM’s discretion, you may swap this Keyword out for a different one when your loyalties shift in play. Wargear Kroot Rifle, Kroot Armour


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 29 of 93 Sororitas Novitiate Get up Novice! Every second you lay there and die is a second the enemy pollutes the Emperor's Realm with its existence —Novitiate Exactor Helena Etain, Order of the Burning Blade On the way to become full Sisters of Battle, Novitiates attempt to prove their worth to their Order Novitiates are female Progena of the Schola Progeniums, who have been selected to undergo training to join the Adepta Sororitas. These aspirants are then given a Ring of Suffrage to wear and take the Oaths of Adherence, in order to become Novitiates. Novitiates are also often selected to join the retinues of Ordo Hereticus Inquisitors, who a Sororitas is asked to join their service. These are likely to be the Novitiates who have proven themselves to be among the most capable and selfsufficient of their class. Those chosen have also been deemed strong enough to endure the rigors and perils of serving with an Inquisitor. The Novitiates who survive such duties, often return to the Sororitas even firmer in their convictions and further honed in their skills. Sororitas that survive long-term duties with the Inquisition, are a very valuable asset for the Adepta in their war against heresy and faithlessness. As a result of this, they are often destined to join the high ranks of their Orders. Some zealous Novitiates, dubbed Novitiate Exactors, are given neural whips to use on their foes. Occasionally they will use them on fellow Novitiates, if the Exactors feel they are lapsing in bravery and faith. Others, called Penitent Novitiates, whose faith is found wanting, wield Penitent Eviscerators and are whipped into battle by Novitiate Exactors. Sororitas Novitiate Tier 1 Species Human Keywords IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, [ORDER] Attribute Requirement Strength 2, Toughness 2, Willpower 2 Skill Requirement Athletics 1, Weapon Skill 1 Archetype Ability Rekindle the Faith. Discharged to keep fellow Novitiates' faith unwavering and their focus on the enemies of Mankind, through masterful use of Neural Whips as a "physical incentive". When you use a Neural Whip on an ally, you may instead have them regain Shock equal to the mount they would have lost. They do not take damage from the attack. Or Of Faith Once Wanting. Either from wavering faith, or dereliction of duty, a Penitent Novitiate seek redemption through zealotry and resoluteness to shrug off grave wounds against the enemies of Him on Terra When you take damage, you regain Shock equal to the Wounds you have lost. This does not apply to Mortal Wounds. Wargear Choose: a) Neural Whip and Sword. b) Penitent Eviscerator. Ministorum Robes, Ring of Suffrage, Chaplet Ecclesiasticus, Writing Kit, a copy of the Rule of the Sororitas.


Last Update: 01/10/2023 Sultan Ali Al -Maadeed Page 30 of 93 Sister of Battle By blood and fire we will defend His dominion! Take up your blades, Sisters; make His will manifest! — Canoness Jeanne Grace D’Emysa An unwavering warrior of righteous determination, you are a warrior monk, raising battle hymns as you zealously destroy the Emperor’s foes. When heretics muster and corruption runs rife, the Sisters of Battle take up their holy arms. The ever faithful militant arm of the Adeptus Ministorum, they are the Imperium’s blazing sword, the Imperial Creed’s righteous shield. They stride the battlefield in ornate powered armour, wielding bolt and flame with precision and prejudice to fulfil their sacred duty: purge the galaxy of heresy and corruption, and immolate any who would stand against the Imperial Creed. These are the Sisters of Battle. Repent, or perish! The Schola Progenium take in the orphans of the Imperium’s endless wars and educates them in the Imperial Creed. When the time is right, the most devout undergo intense military training and further indoctrination as they are molded into Sisters of Battle. By adulthood, they are forged into fierce warriors, whose faith in their Sisters and the Creed is unflinching in the face of annihilation. Due to this purity of mind and their shared goals, the Adepta Sororitas often work in conjunction with the Inquisition. Individual Sisters can often be found acting as powerful and reliable warriors in the face of corruption most foul. Sisters are frontline fighters: when not purging the impure, they are on the lookout for heresy wherever it lies. Their strength comes not from genetic enhancement, but a purity of faith and unshakable belief in the Emperor. Sister of Battle Tier 2 Species Human Keywords IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, [ORDER] Attribute Requirement Strength 3, Toughness 3, Agility 3, Initiative 3 Skill Requirement Ballistic Skill 2, Scholar 1, Wea[pm Skill 2 Archetype Ability Purity of Faith. You and any allies within 15 x Tier metres gain + Double Tier bonus dice to Corruption Tests. You gain +Double Tier bonus dice to any Test to resist the effects of a Psychic Power. Wargear Sororitas Power Armour, Chaplet Ecclesiasticus, Sororitas Vestments, Writing Kit, a copy of the Rule of the Sororitas. Choose from either of the following options; a Boltgun or a Bolt Pistol and a Chainsword. Influence +1


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 31 of 93 Primaris Psyker I’m Sanctioned, you imbecile. Try and shoot me; you might manage to raise the gun before your brain runs out of your ears. — Yvette Wachlitz, Sanctioned Psyker of the 349th Gilead Gravediggers A mutant capable of channeling the Warp to manipulate reality. Feared throughout the Imperium, a Psyker rends real space and bends it to their will. They summon fire, read thoughts, and mould living flesh to their desire. The unholy power they channel is a cursed blessing; Psykers are beacons in the dark to daemons, and each time they channel the Warp they risk becoming a physical gateway for Chaos to enter real space. Any human can develop psychic powers, and more are cursed with the Warp-touch every year. A Sanctioned Psyker has survived the harrowing journeying a sinister Black Ship to Holy Terra. Surviving through Scholastia Psykana training and indoctrination, they develop unparalleled discipline. Proven worthy to serve the Emperor, they are connected to His holy grace so that they might better resist the call of Chaos. Strong of mind and pure of will, the Psyker is ordained an asset to humanity. A small fraction of all Psykers have the willpower to safely be of use. Some are sent to the battlefields to wreak otherworldly havoc, while others touch the timeless veil to predict the future. In the darker past Psykers were considered unnatural, but their evident value outweighs the fearful stories of old propaganda. Still, the Warp scars every Psyker. Most bear broken bodies and tortured — though resilient — minds. Ever present in a Psyker’s mind is the knowledge that a single mistake could open the gates to the Immaterium. In such a case, the best one can hope for is a swift death. Even those that suppress the fear know they will always be outsiders, suffering the indoctrinated suspicions of others and their own alltooreal nightmares. Primaris Psyker Tier 2 Species Human Keywords IMPERIUM, ADEPTUS ASTRA TELEPATHICA, PSYKER, SCHOLASTIA PSYKANA Attribute Requirement Willpower 4 Skill Requirement Psychic Mastery 1 Archetype Ability Psyker. You have the PSYKER Keyword, and are a Psyker. You know the Universal Psyker Abilities (p.267), 1 Minor Psychic Power and the Smite psychic power. You may purchase additional psychic powers, following the rules in Chapter 11. Wargear Laspistol, Force Stave, Psykana Mercy Blade, Munitorum Issue Mess Kit, Blanket, Grooming kit, 2 Ration packs


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 32 of 93 Skitarius The odds of success are approximately 3752 to 1. As the Omnissiah wills, I shall find a way. — Zelith-Delta-27, before her heroic defence of the Anval chem-plant A soldier more of steel than sinew, you are a member of the standing army of the Adeptus Mechanicus. With the sacred instruments of the Machine God, the Skitarius is rebuilt and forged for war. Devout worshippers of the Cult of the Machine, their new mechanical bodies are a work of divine art dedicated to the Omnissiah. Their duties are to guard and venerate the holy devices of the Adeptus Mechanicus, to follow orders, and to wage righteous war. Skitarius are survivors of a grueling transformation: flesh is stripped and replaced with synthetic fibre and adamantium. Limbs are replaced for untiring augmetics, armour plating bolted to bone. Cogitators are implanted into their brains to maintain tireless focus. Every objective is dynamically analysed, no mission can be forgotten. A Skitarius will doggedly pursue their goal for centuries unless ordered to stop. Skitarii might be fallen warriors with no other option or convicts experiencing divine revelation. Skitarii rarely remember their past, as their minds are wiped of memories that could interfere with their purpose. Their worth is proven as tireless guards, tactical warriors, and calculating tech advisors. Some are sent to accomplish tasks the flesh cannot; spacewalking to repair void ships, or working in deadly manufactorum fumes. The Administratum is rumoured to have employed their unfeeling logic to efficiently ration diminishing food supplies in the Apexii System. The forges of Avachrus work tirelessly to augment more warriors; to fight back the terrors of the Great Rift, the weaknesses of the flesh must be overcome. Though many are devout or desperate enough to submit to the procedure, supplies dwindle, and the forges turn away all but the most pious. Viewed with jealousy, more than once has a Skitarius been forced to slay a Ganger attempting to steal their blessed augmetics. Skitarius Tier 2 Species Human Keywords IMPERIUM, ADEPTUS MECHANICUS, SKITARII, [FORGE WORLD] Attribute Requirement Toughness 3 Skill Requirement Ballistic 2, Tech 1 Archetype Ability Heavily Augmented. Your body has been redesigned to withstand the rigours of war. You do not bleed (making you immune to the Bleeding Condition) and gain +Tier bonus dice to Determination rolls. Wargear Combi-Tool, Galvanic Rifle, Skitarii Auto-Cuirass


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 33 of 93 Space Wolf Blood Claw To tear out the throat of kings, to cull the weak from the pack. To bring the death of worlds. That is the true way of the Wolf.. — Jorik Fangfist, Lord of the Crimson Claws A Blood Claw is a newly inducted Astartes of the Space Wolves Space Marine Chapter and the equivalent of a Codex Astartes-compliant Chapter's neophytes or Scout Marines. Still struggling to control the spirit of the Wulfen within, Blood Claws are notoriously savage and fiercely aggressive. These hot-headed young warriors cannot wait to prove themselves, charging in howling packs at the frontlines of the enemy in their efforts to garner personal glory. They prefer to fight at close quarters and are armed with melee weapons such as chainswords and Bolt Pistols. The Blood Claws are the shock troops of the Space Wolves and spearhead the majority of assaults. If they survive to become mature and capable transhuman warriors, they will eventually be elevated to the veteran ranks of the Grey Hunters. As the youngest and most inexperienced warriors within the Space Wolves Chapter, the Blood Claws are the most eager combatants on the field of battle. They are fierce, often fool-hardy warriors, eager to prove themselves and earn the respect of their elders. They will take almost any risk to win the fleeting glory that only youth and courage can bring. Confident and fresh, the Blood Claws are constantly abuzz with the belligerent enthusiasm of youth and the excitement of having ascended to the ranks of the fabled Sky Warriors of Fenris. Both savage and fiercely aggressive without exception, the Blood Claws have not left their glory-hunting Fenrisian tribal roots far behind, and are willing to plunge headlong into the thickest of the fighting regardless of the foes they may face. The Blood Claws' infamous berserk charges are known throughout the galaxy, for they believe in their own invincibility and dare anyone to prove otherwise. Space Wolf Blood Claw Tier 2 Species Human Keywords IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES, [GREAT COMPANY] Attribute Requirement Strength 4, Toughness 4, Agility 4, Initiative 4, Willpower 3, Intellect 3 Skill Requirement Athletics 3, Awareness 3, Ballistic Skill 3, Stealth 3, Weapon Skill 3 Archetype Ability Untamed Savagery. The wulfen blood throbbing within you, losing your control into a berserker rage. When you get the Frenzy condition, your Toughness and Initiative attributes are increased by 1, and your movement is increased by 6m. The first time you take a wound in a scene, you must make a Willpower Test or become Frenzied. Wargear Aquila Mark.VII Power Armour, A Bolter and a Combat Knife, or a Bolt Pistol and a Chainsword or a Chainaxe or a Powersword or a Power Axe


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 34 of 93 Talents Talents are tricks, quirks, and abilities unique to your character. Some of them impact Tests your character makes, others allow you to take special actions and do things nobody else can do. You can purchase Talents using XP during character creation and between sessions, as long as your character meets the requirements listed in the Talent. XP Cost: Requirements: Effect: Abhor The Witch XP Cost: 15 Requirements: None Effect: Your disdain for sorcery is palpable, repelling the vile arts of wyrd and witch. When a psyker attempts to target you with a psychic power, increase the difficulty of their Psychic Mastery test by +Tier. This applies to both friendly and enemy psykers, as you consider no psyker your ally. Absolute Incineration XP Cost: 15 Requirements: None Effect: You unleash a blistering thermal assault that reduces flesh and armour alike to liquid. When you use a weapon with the Melta Trait, increase both the ED and AP by +Tier. Acute Sense XP Cost: 15 Effect: Pick one of your 5 senses (sight, hearing, smell, taste, or touch). Whenever you make an Awareness Test based on that sense, you gain +Tier bonus dice. Aggressor Imperative XP Cost: 15 Requirements: SKITARII keyword Effect: Though doctrine imperatives are normally initiated by a Tech-Priest overseeing the Skitarii in action, you have been equipped with protocols for independent action. You can engage an imperative which enhances your mobility for short periods. At the start of any of your turns, you may activate the Aggressor Imperative. This adds +double Tier to your Speed but reduces your Resilience by 2. At the end of a turn in which you activate the Aggressor Imperative, you suffer 1d3+2 Shock. Analog Warrior XP Cost: 20 Requirements: Must NOT have the ADEPTUS MECHANICUS or CULT MECHANICUM Keywords Effect: You may be from a backwater Feudal World, or very mistrusting of technology, or simply have bad luck with Machine Spirits. Whatever the case, you have learned to rely and become proficient in analog weaponry. You add +Tier as bonus ED to any Unpowered and Projectile Weapons Angel Of Death XP Cost: 30 Requirements: Tier 3, Adeptus Astartes Species Effect: You are a Space Marine — one of the most feared warriors in the galaxy. You are a highly trained superhuman veteran of hundreds of battles and have mastered the use of many deadly weapons. Add Tier to the total Damage Value of successful attacks with the following weapons- Chainswords Chainaxes Power Swords Power Fists Unarmed strikes Bolt weapons Any weapon with the ADEPTUS ASTARTES Keyword. At the GM’s discretion, this Talent may also apply to weapons with the CHAOS Keyword for Chaos Space Marines. Angel Of Mercy XP Cost: 15 Requirements: Medicae Rating 3+ Effect: You are resolved to lend medical assistance to as many as you can, never resting when there is work to be done. Add +Tier to your Medicae (Int) dice pool to determine how many Wounds you can remove in a Regroup of an hour or longer. You can split the number of Wounds you remove between multiple characters, rather than a single target. Animal Wrangler XP Cost: 10 Requirements: Survival Rating 2+ Effect: You have a background in taming wild beasts, domesticating them as beasts of burden or relating to them as one animal to another. You gain +Double Tier bonus dice on any social Skill Test against a target with the BEAST Keyword. You may choose to use the Survival (Wil) Skill for any social Skill Tests against these targets. Arch-Performer XP Cost: 10 Requirements: Fellowship 3+ Effect: You have devoted your body to a creative endeavour you perform live before an audience. As well as providing personal fulfilment, it occasionally provides an excellent distraction. Choose a type of performance appropriate for the 41st Millennium — choral singing, organ playing, hagiographic recital, ritual dance, etc. You excel at this art form or craft. If an enthusiast of the arts witnesses your performance, you gain +Tier bonus dice to social Skills targeting them for the rest of the scene. If you ever undertake a skill Test to determine the success of the performance itself — rolling Deception (Fel) to attract attention away from companions, for example — you gain +Double Tier bonus dice on the Test.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 35 of 93 Armourbane XP Cost: 15 Requirements: Weapon Skill Rating 2+ Effect: Your furious strikes rend armour, leaving it broken and useless. When you make a successful melee attack you can Shift Exalted Icons to reduce the target’s Resilience instead of adding ED. Each Exalted Icon you Shift decreases the target’s Resilience by 1. This Resilience is removed before you calculate damage from the attack. Your weapon must have one of the following Keywords to activate this Talent: BLADE CHAIN FORCE POWER FIELD Armour-Monger XP Cost: 15 Requirements: ADEPTUS MECHANICUS keyword Effect: Your craft allows you to enhance the effectiveness of your armour. Select a single piece of armour (or 6 individual pieces) you possess when you choose this Talent. When you wear that armour, increase the Armour Rating by +Tier. You must be able to spend at least an hour a day maintaining and adjusting the armour in order to gain this bonus. Avatar of Blood XP Cost: 20 Requirements: Weapon Skill Rating 3+ Effect: Bloodshed inspires and invigorates you. Whenever you inflict a Critical Hit with a melee attack, you immediately recover Double Tier Shock. Battle-Psyker XP Cost: 30 Requirements: Psychic Mastery Rating 4+ Effect: You wield your powers with unstoppable force, compelling your victims to submit to your will. When you successfully use a psychic power that forces targets to take a Test to resist its effects, the DN of that Test is increased by +Tier. Battle Focus XP Cost: 10 Requirements: Aeldari species, ASURYANI keyword Effect: The warriors of the Craftworlds are swift and certain, able to fight on the move with startling effectiveness. You do not have to move in a straight line when you sprint. Further, when you Sprint, you may make a ranged attack with any weapon as if that weapon had the Assault trait. You do not suffer the normal +2DN on the attack for doing this. This does not apply to weapons with the Heavy trait. Betrayer XP Cost: 20 Requirements: CHAOS Keyword Effect: You can make mortal sacrifices to the Chaos Gods to gain their favour. You gain +1 Corruption. You can sacrifice a willing or unconscious individual — such as a devotee or follower — to gain a point of Wrath. At the GM’s discretion, this sacrifice triggers a DN 5 Corruption Test. Berzerker XP Cost: 15 Effect: The very sight of blood energises you in battle. Whenever you see an individual within sight suffer a Critical Hit or the Bleeding Condition, you regain 1+Tier Shock. Biker XP Cost: 15 Requirements: Drive Skill Rating 2+, Athletics Skill Rating 2+ Effect: Some Vehicles rely on skill and computational cogitators, and some rely on the driver’s physical capabilities. The skill to control your vehicle with not only your driving ability, but your body as well is. When making maneuvering tests while riding a bike, you are able to add your Athletics Skill to the roll. Binary Chatter XP Cost: 20 Requirements: ADEPTUS MECHANICUS Keyword Effect: You are adept at controlling mechanical constructs. You gain +Double Tier bonus dice whenever you attempt to instruct, program, or question a servitor or a similar construct, such as a cherub or a servo-skull. Blademaster XP Cost: 15 Requirements: Weapon Skill Rating 2+ Effect: You have mastered the art of blocking and riposting, giving you the edge when you clash swords with an opponent. Any weapons you use with the BLADE Keyword gain a +1 Parry Trait. Blindfighter XP Cost: 15 Requirements: Awareness Rating 3+ Effect: You have trained to fight blind, relying on your instincts and other senses to detect and dispatch your foes even when you cannot see. The Blinded Condition does not affect your attack Tests using your Weapon Skill (I). Bloodhound XP Cost: 10 Requirements: Survival 2+ Effect: Once you have the scent of a potential target, nothing short of their death or yours can end your pursuit. You may nominate a single creature or individual as the target of this Talent — you cannot switch targets until the next Regroup. You gain +Tier bonus dice to Survival (Wil) Tests to track the target Bloodlust XP Cost: 10 Requirements: Weapon Skill Rating 3+


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 36 of 93 Effect: Your fury has not been sated by those you have already slain... maybe the next one will quench your thirst for blood. Immediately after you kill an enemy with a melee attack, you may move up to half your Speed towards the next nearest enemy. Blood Must Flow! XP Cost: 20 Requirements: Weapon Skill Rating 2+ Effect: You know how to place your strikes to inflict hemorrhaging injuries. You may spend an Exalted Icon whenever you make a successful Weapon Skill (I) attack to inflict the Bleeding Condition to your target. Bombardment XP Cost: 40 Requirements: Any of the following Keywords: ADEPTUS ASTARTES, AELDARI, ASTRA MILLITARUM, CHAOS, ORK, ROGUE TRADER Effect: You have the connections and military backup to call in an airstrike. A bombardment may come from ground-based artillery, aircraft, or even a voidship in low orbit. In all cases, the attacks are devastating to their targets. Once per game session, a character with this Talent and access to communications with their vessel or other forces may call in a bombardment. The bombardment attack deals 20 damage +Double Tier ED to all targets within Tier x 10 metres of the designated target. Brutalist XP Cost: 20 Requirements: Strength Rating 3+ Effect: Your strike brutal blows regardless of the weapon you wield. Every melee weapon you wield has the Brutal Weapon Trait (p.209), including your unarmed strikes. If you make a successful melee attack with a weapon that already has the Brutal Weapon Trait, you deal an additional +1 damage. This bonus damage is applied after calculating your total damage, not to the weapon’s Damage value. Bull Charge XP Cost: 10 Requirements: Strength Rating 3+ Effect: The force of your charge is undeniable. When you Charge, your melee weapons gain the Inflict (Prone) trait for that attack. This has no effect on enemies who are larger than you. Bulwark Imperative XP Cost: 15 Requirements: Skitarii keyword Effect: Though doctrine imperatives are normally initiated by a Tech-Priest overseeing the Skitarii in action, you have been equipped with protocols for independent action. You can engage an imperative which braces you against incoming fire. At the start of any of your turns, you may activate the Bulwark Imperative. This adds +Tier to your Resilience but reduces your Speed by 3. At the end of a turn in which you activate the Bulwark Imperative, you suffer 1d3+2 Shock. Catfall XP Cost: 10 Requirements: Agility Rating 3+ Effect: You’re nimble and suffer less from the effects of falling. When you fall, count the distance fallen as half the actual distance for determining damage. Chainsaw Warrior XP Cost: 10 Requirements: None Effect: Whatever the spinning teeth of your Chainblade doesn’t catch on the first rotation is shredded on the next pass. When you use a weapon with the CHAIN Keyword, you may re-roll any ED dice you choose, but must accept the second result. Conqueror Imperative XP Cost: 15 Requirements: SKITARII keyword Effect: Though doctrine imperatives are normally initiated by a Tech-Priest overseeing the Skitarii in action, you have been equipped with protocols for independent action. You can engage an imperative which enhances your ferocity and aggression for short bursts. At the start of any of your turns, you may activate the Conqueror Imperative. This adds +Double Tier bonus dice to any melee attacks you attempt during that turn, but increases the DN of any ranged attacks you attempt that turn by +3. At the end of a turn in which you activate the Conqueror Imperative, you suffer 1d3+2 Shock. Chaos Familiar XP Cost: 20 Requirements: CHAOS Keyword Effect: The Dark Gods have rewarded you with a minion drawn from the Warp. This malign creature revels in violence and deception, and serves as a constant reminder of your choices. Chaos familiars are unreliable, fickle, and treacherous, but they can be a powerful tool in any cultist’s arsenal. You gain +2 Corruption. You gain a minion, a lesser daemon spawned from the Warp. It uses the Brimstone Horror profile (see p.349), but has a 1 in all Attributes. Its only Skills are Scholar (5) and Stealth (8). The daemon is fickle. To get it to take action, you must first succeed at an Opposed Persuasion or Intimidation Test. Once persuaded, the daemon goes to extreme measures to accomplish whatever task you set, to the best of its limited abilities. At the GM’s discretion, if the minion sees you act against the interests of the Warp, the familiar immediately turns on you until it’s destroyed or convinced of its mistake. If the familiar is slain, you must spend a Wrath Point to summon it again — which is time-consuming and requires the GM’s permission.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 37 of 93 Commerce Savant XP Cost: 20 Effect: You have a natural talent to understand the worth of materials. When negotiating prices, you can add your Tier to any Fellowship or Intellect test. Furthermore, you add your Tier instead of the +1 when you spend Wealth on a Test. Conversational Cogitator XP Cost: 10 Requirements: ADEPTUS MECHANICUS Keyword, 3 Head Augmetics Effect: The cogitation devices that form your brain are finely tuned. Through the cold purity of logic you can calculate the likely outcomes of a conversation and predict the responses of weaker biological minds. Before making a Cunning (Fel), Deception (Fel), Insight (Fel), or Persuasion (Fel) Skill Test you can choose to use this Talent to use your Tech (Int) Skill instead. You must complete a Regroup or Respite before you can use this Talent again. Counter Attack XP Cost: 20 Requirements: Weapon Skill Rating 5+ Effect: You are a master of melee combat, able to find an opening in your opponent’s guard when they attack. You can use this Talent whenever an enemy targets you with a melee attack. After the enemy has completed their attack, you may make a single melee attack against that enemy. This is treated as your Reflexive Action, but you may Counter Attack up to Tier times per Round. You may not apply any other Talents, Abilities, or combat options to a Counter Attack. If you Counter Attack, you cannot take any Move Actions on your next turn. Counter-Curse XP Cost: 10 Requirements: Psychic Mastery Rating 2+ Effect: Your allies tolerate your presence as a necessary evil, to prevent the enemy witches from thwarting their work. You gain +Tier on Tests to Deny The Witch (Wrath & Glory, pages 267-268). Once per Respite, you can Deny The Witch as a Reflexive Action. Culinary Chef XP Cost: 10 Requirements: Gastronomy Skill Rating 2+ Effect: You do not view food as simple nourishment. To you, the art of gastronomy is creation of art, and to allow your emotions to sing through every bite of your artistic masterpieces. You gain a +Tier bonus dice on your next Persuasion Skill on a target that has eaten your food. Deadshot XP Cost: 20 Requirements: Ballistic Skill Rating 2+ Effect: You are a skilled shot, trained to carefully target your enemies’ weak points. When you take the Aim action (p.189) and make a Called Shot (p.187) you add +Tier as bonus ED. Death Or Glory! XP Cost: 10 Requirements: Human Effect: Even when terrified, you can summon the courage to mount a ferocious attack. Whenever you are required to make a Fear Test, you may choose to instantly Charge the source of Fear, if you are able to, and make a single melee attack. Make the Fear Test after this attack resolves if the target is still alive. If you are in combat after the Fear Test resolves, you sacrifice your first Turn. Deceptive Retreat XP Cost: 15 Requirements: Aeldari species Effect: Aeldari in battle wield deception like a blade, slipping from the fray in feigned retreat only to follow their flight with another attack. After you make a melee attack, whether successful or not, you may spend one Glory to Disengage as a free action. Deductive XP Cost: 15 Requirements: Intellect Rating 3+ Effect: Your studious mind can pick apart a problem (or person) with ease. As a Simple Action, you may use this Talent to make an Intellect-based Skill Test to recall or notice something about a target. The target can be anything, from a maglocked door with a cantankerous machine spirit to an inscrutable Planetary Governor. If you pass the Test, the GM may give you information based on the Skill you used to make the Test. You also gain + Tier bonus dice to any Test made against that target that utilises this information. You may give this bonus to an ally if you communicate what you have learned. De-Escalator XP Cost: 10 Requirements: Weapon Skill Rating 2+ Effect: You can disarm people with your bare hands, preventing someone you just want to talk to from making a mistake they’ll regret. When making a Shot To Disarm with an Unarmed Strike, you do not suffer DN penalties for a Called Shot (Wrath & Glory, pages 186-187). The DN for your opponent’s Strength Test is equal to the Damage you’d have inflicted, instead of half of it. Deflect Shot XP Cost: 10 Requirements: Initiative Rating 4+ Effect: Your combat reflexes are so refined that a twitch of your wrist can redirect missiles back on their shooter. You can only use this Talent when wielding a weapon that has the Parry Trait and either the POWER


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 38 of 93 FIELD or FORCE Keyword. The Defence bonus you gain for wielding a Parry weapon against melee attacks also applies against ranged attacks. If your attacker misses and rolls a Complication, the attack is resolved as if they had been struck by their own weapon. This Talent only effects weapons with the LAS Keyword Devotees XP Cost: 30 Requirements: Leadership Rating 4+ Effect: Through reputation or assignment, you have gathered a number of followers that will do whatever you ask. If you are attacked, they intervene. Your devotees are a Mob of any Troop level Threat, as described in Chapter 14: Bestiary. A number of devotees equal to Double Tier +2 have decided to follow you. You may use the stats presented in Chapter 14 for each devotee, or use the following rules: u Devotee Attributes are equal to 1 + Double Tier. • Devotee Skills are equal to 1 + Double Tier. • A devotee’s Attributes and Skills cannot be higher than your own. Whenever you are hit by any form of attack, any of your devotees may make a DN5 Initiative Test as a Reflexive Action. If they succeed, the attack kills the devotee instead of hitting you. Slain devotees may be replaced for free with new devotees the next time you visit a major encampment or city. If you take this Talent more than once, you gain more devotees of the same type you already possess. If you already have followers from an archetype ability, this Talent provides additional followers of that type instead. Die Hard XP Cost: 20 Effect: You’re hard to kill. When you suffer more Wounds than your Maximum Wounds, you are not Dying. Roll once on the Memorable Injuries table and heal 1 Wound. You may not use this Talent again until you complete a Regroup. Dirty Fighter XP Cost: 15 Effect: You’re proficient in the art of foul play. Whenever you make an Interaction Attack (p.190) and you shift 2 Exalted Icons, you can inflict your target with an additional Condition. Choose the most narratively appropriate Condition from the following options: • Blinded (p.199) • Prone (p.200) • Restrained (p.200) • Staggered (p.200) Disarming Stare XP Cost: 10 Requirements: Intimidation Rating 2+ Effect: With a few choice words, or even just a look, you can slow an enemy’s charge as they think better of picking a fight with you. When you succeed on an Interaction Attack using Intimidation (Wrath & Glory, page 190), your enemy is Staggered, in addition to other effects. Discipline Savant XP Cost: 30 Requirements: Psychic Mastery Rating 4+, and at least 2 psychic powers from a single Discipline. Effect: Your devotion to a psychic discipline has given you mastery over your style of Warpcraft. When you take this Talent, select a psychic discipline in which you have at least 2 psychic powers. Whenever you make a Psychic Mastery (Wil) Test to activate a psychic power from that discipline, reduce the DN by 1. Disciple Of The Holy Trinity XP Cost: 30 Requirements: ADEPTA SORORITAS Keyword Effect: The Sisters of Battle venerate the Holy Trinity of bolter, flamer and melta above all other weapons, and veterans of their Order are rewarded with the most exceptional versions of such sacred tools. You add +Tier to the Damage of any weapons you use with the BOLT, FIRE or MELTA Keywords. Disruptive Launch XP Cost: 10 Requirements: Pilot 3+ Effect: You employ short bursts of your Jump Pack as suppressive fire, protecting you from retaliatory assaults. When equipped with a Jump Pack, you can spend a Shift on successful melee attack Tests to inflict the Hindered (1) Condition on an enemy you’re engaged with. Additional Shifts can be spent to target 1 additional enemy per Shift, or increase the DN penalty of a victim’s Hindered Condition by 1 per Shift. Disturbing Voice XP Cost: 10 Effect: You have a sinister and upsetting voice. This may be due to infrasonic cadences produced by a vox synthesiser, interrogation training, or just an inborn air of malice. You gain + Tier bonus dice to Intimidation (Wil) and Leadership (Wil) Tests when you use your voice. Any Fellowship Test made with someone likely to be put off by your voice (nervous individuals, Psykers, pious members of the Ecclesiarchy) suffers +2 DN penalty. Dual Wield XP Cost: 20 Effect: You can wield two weapons with uncanny accuracy. When you wield one weapon in each hand the DN penalty for using the Multi-Attack option is reduced by 2 if you use your other weapon for an attack. Each weapon must have the Pistol Trait or be a one-handed melee weapon.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 39 of 93 You may also use a different weapon you are wielding for each of your Multi-Attacks, rolling damage separately for each weapon. Duty Until Death XP Cost: 15 Requirements: Willpower Rating 3+, IMPERIUM Keyword Effect: Your ardent faith in the Emperor allows you to push beyond the limits of injury to act in His will, at a cost to your physical form. Whenever you suffer more Wounds than your Max Wounds, you can use this Talent. You may take your next Turn normally; you begin Dying at the end of that Turn. You may choose to take your next Turn immediately after activating this Talent, potentially interrupting an enemy’s Turn. If you roll a Complication on any Test, you take a Traumatic Wound. Encouragement XP Cost: 15 Requirements: Leadership Rating 2+ Effect: Either through encouraging words, or a threatening glare, you bolster your allies' will to fight. Make a DN 3 Leadership Rating. If you succeed, you may choose one ally as a Combat Action, and heal their Shock for 1d3+1. Eliminator XP Cost: 20 Requirements: Stealth Rating 2+ Effect: You strike from the shadows, using the element of surprise to take down your foes in one fell swoop. When you have a Stealth Score and you attack an enemy that is unaware of you, you may add your Stealth Score as ED, in addition to the bonuses received from a Surprise Attack. Any decrease to your Stealth Score is resolved after the attack. Escape Artist XP Cost: 10 Effect: Through bodily contortions, practice, or subdermally concealed equipment, you are adept at escaping any form of bondage. You gain +Double Tier bonus dice to all attempts to escape any form of bondage, be it mechanical bonds or an individual Grappling you. Evade XP Cost: 25 Requirements: Agility Rating 3+ Effect: You are elusive and difficult to target. You gain +Tier to your Defence when you take the FullDefence Action. This does not apply if you are Restrained, Staggered, otherwise unable to move freely. Ever Vigilant XP Cost: 15 Effect: You never let down your guard. You gain +Double Tier to your Passive Awareness. Favoured By The Warp XP Cost: 30 Requirements: PSYKER Keyword Effect: The Warp is both dangerous and fickle, its horrors afflicting some more than others. Even those with great mental conditioning and a seeming control over psychic powers can find it turns against them. You may use this Talent to reroll any Perils of the Warp (p.263) result. You must accept the new result. Fear XP Cost: 20 Effect: Either by the ravages of war on your body, an aura of malice, or the weight of your words, you frighten those you meet. When you succeed on an Intimidation (Wil) Test, you can force the target to make a Fear Test with a DN equal to 1 + Double Tier. Fearless XP Cost: 20 Requirements: Willpower Rating 4+ Effect: Extensive mental conditioning or intensive training allows you to completely control your fear. You automatically pass any Fear Test. You are immune to Intimidation (Wil) Interaction Attacks. Feel No Pain XP Cost: 30 Requirements: Toughness Rating 4+ Effect: Your pain tolerance is above and beyond that of most of your Species. You do not suffer a penalty to DN for being Wounded. Your Wounds Trait is increased by + Tier. Feint Attack XP Cost: 15 Requirements: Weapon Skill Rating 2+ Effect: You disorient enemies with distraction attacks, setting them up for follow-up hits. You can use Weapon Skill to make Interaction Attacks against enemies you are Engaged with Field-Surgeon XP Cost: 50 Requirements: Medicae Rating 5+ Effect: you are able to bring a creature back to life if within 1 minute of death, and has not lost a vital organ (brain, heart, etc.). It costs 4 Medi-kit charges. Fix Bayonets! XP Cost: 10 Requirements: ASTRA MILITARUM keyword Effect: Sharp steel, with some guts behind it, is a vital part of defending the Imperium. You increase the base damage of a bayonet you wield by +Double Tier when you charge, or when you attack an enemy who charged you since your last turn. Flagellant XP Cost: 10


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 40 of 93 Requirements: IMPERIUM Keyword, Prayer Rating 3+ Effect: You have dedicated your pain to the service of the Emperor. At the start of each day, you must spend 20 minutes (Terran standard) in prayer, and inflict Wounds to yourself equal to your Tier through self-flagellation. You may not roll Determination against these Wounds or allow them to be healed by any method other than through a Respite. As long as you are wounded in this way, you gain + Tier bonus dice to your Determination and Conviction rolls and may choose to become Frenzied (p.199) as a Combat Action. If you also have the Frenzy Talent, you may become Frenzied as a Simple Action. If you fail to flagellate yourself, you are overcome with shame and take a +2 DN penalty to all Tests until you flagellate again Force Of Will XP Cost: 20 Requirements: Psychic Mastery Rating 2+ Effect: To those who risk their souls tangling with daemons, traumas of the flesh are a distant concern. You gain +Double Tier bonus dice on Willpower Tests to continue sustaining psychic powers when you suffer damage (Wrath & Glory, page 265). Frenzy XP Cost: 20 Effect: You can use a Combat Action to become Frenzied (p.199). Furious Charge XP Cost: 15 Requirements: Athletics Rating 2+ and Weapon Skill Rating 2+ Effect: You have practised closing distance to a foe with speed; swinging your weapon whilst running has become second nature. You gain + Tier to any melee attack you make as part of a Charge (p.188). Gallows Humour XP Cost: 20 Effect: You find humour in the darkest of places, and can use it to bolster the resolve of your allies. You can take a Simple Action to make a grim joke whenever take damage or are suffering from a Condition, until the start of your next turn, as long as you are still able to speak. Make a DN 2 Fellowship Attribute Test. If you succeed, you and any allies that can hear you recover Shock equal to your Tier plus the number of Exalted Icons rolled. Get Me Closer! XP Cost: 15 Requirements: Weapon Skill Rating 2+ Effect: In ages past on ancient Terra, warriors rode to battle on equestrian mammals, charging the frontlines of armies with blade and spear. Though the means of transportation are different, you are not above this ancient practice of warfare. You gain +Tier ED to damage when attacking a target with a melee weapon while you are in a vehicle, and +Double Tier if you’re moving at half speed or more against a stationary target. Guardian XP Cost: 15 Effect: You are a shield for your allies. Whenever an ally within Tier metres of you is the target of an attack, you may spend 1 Glory as a Reflexive Action to interpose yourself an become the target of that attack instead. You cannot use this talent if you are Restrained or otherwise have impaired movement. If you’re wielding a Shield, you may have the attack strike your shield instead. Hardy XP Cost: 20 Requirements: Toughness Rating 3+ Effect: You are innately durable or have undergone harrowing endurance training. As a Combat Action, you can make a DN 3 Toughness Test. On a failure you recover 1 Shock. On a success you recover 1 + Double Tier Shock. Each Shifted Exalted Icon recovers an additional point of Shock. Once you use this Talent, you cannot use it again until you have completed a Regroup (p.196). Hatred [Any] XP Cost: 15 Effect: You have honed your hatred toward a specific foe into a weapon. Select a Keyword to be the focus of your hatred. You gain +Double Tier bonus dice on melee attacks against targets that have the chosen Keyword. You suffer a +2 DN penalty whenever you interact socially with individuals of the chosen Keyword. Haymaker Swing XP Cost: 10 Requirements: Weapon Skill Rating 2+ Effect: You wildly swing at the enemy with exhaustible force. When making a melee attack, you can make a Haymaker Swing attack instead, increasing your weapon’s ED by +2 for that attack. You must declare this action before rolling for the Attack. Hit or miss, you lose 1 Shock. Heavy Weapons Expert XP Cost: 20 Effect: Proficient in all manner of Heavy Weapons, Heavy Weapons Experts are able to wield these destructive guns with deadly effect. • Carrier: The Strength required for the Heavy Trait on a Weapon is reduced by +Tier.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 41 of 93 • Loader: The time to reload a Weapon with the Heavy Trait is lowered by 1 Reload Action. Heroic Intervention XP Cost: 15 Effect: When an enemy takes the Charge action and concludes their move within 10 metres of you, you may spend 2 Glory as a Reflexive Action to move up to your Speed towards that enemy to engage them and make a melee attack before the enemy makes their attack. You are considered to be charging for the purposes of your attack. Hive Explorer XP Cost: 15 Requirements: IMPERIUM Keyword Effect: You are experienced at navigating the urban environments of the Imperium. You gain + Tier bonus dice to any Stealth (A) or Survival (Wil) Tests when moving through urban environments. Holy Spirit XP Cost: 40 Requirements: Must worship a deity, Prayer Skill Rating 2+. Effect: Either through religious diligence, tribulations, or an unfolding destiny, your deity seem to be inclined to listen to your prayers more keenly. A trait shared by many saints and messiahs throughout history. Penalties of Prayer Skill tests are lowered by -Tier. Honed to Lethality XP Cost: 20 Requirements: None Effect: You have refined the edge of your weapon’s power field into the perfect armour-shredding tool. When using a weapon with the POWER FIELD Keyword, increase the AP by +Tier. Hot-Shot Pilot XP Cost: 15 Requirements: Pilot Skill Rating 2+ Effect: You are a member of a rare cadre, a creed of winged warriors who have left many planes plumbing to their death in their wake. You have mastered the use of the frontal weapons of your plane, as if it is an extension of yourself. When firing frontal weapons while piloting a small craft, you are able to use your Pilot Skill instead of your Gunnery Skill when firing them, and are able to add your Ballistic or Explosive (depending on the weapon) Skill to the Attack Test. IED Maker XP Cost: 15 Requirements: Explosives Rating 3+ Effect: You are able to spend Military Hardware Wealth to make an IED. The Explosive does (3d6)/1/1, and explosive size, cost, weight and CP are on the following Table: Size CP Weight Cost 3/9 15 1kg 1 5/15 45 3kg 3 7/21 75 5kg 5 Indomitable Belief XP Cost: 20 Requirements: ADEPTA SORORITAS keyword, must not possess the CHAOS keyword Effect: Your faith is such that you will not yield before the Emperor’s enemies. You, and all ADEPTA SORORITAS characters within 15xTier meters of you, add +Tier to Resilience. In addition, when you suffer damage in excess of your Maximum Wounds, you gain 1 Faith. If you die, all characters with the ADEPTUS MINISTORUM or ADEPTA SORORITAS keywords gain 2 Faith and recover +Double Tier Shock, as they are spurred on by your martyrdom. Inspirational XP Cost: 10 Requirements: Leadership Rating 2+ Effect: Your presence bolsters and reassures your allies. When an ally within 15+Tier metres who can see you fails a Resolve test, you may make a Leadership test as a Reflexive Action against the same DN as their Resolve test. If you succeed, then the ally is considered to have passed their Resolve test rather than failed it. Jargon [Skill] XP Cost: 15 Requirements: A Rating of 1+ in any of the following: Ballistic Skill (A), Explosive (A) Medicae (Int), Pilot (A), Scholar (Int), Survival (Wil), Tech (Int), or Weapon Skill (I). Effect: You’re knowledgeable enough on a particular subject to open your mouth and let the information flow out. The mystifying slang, precise vernacular, and strange idioms are enough to stupefy the unlearned and make fast friends of strangers who share your passion. When you take this Talent, you must pick which of your Skills it applies to from the list in the Requirements section above. During any social encounter you can make a Skill Test using your Jargon Skill. The DN is determined by the GM based on how friendly the target is to you. If you fail, everyone around you ignores your incoherent babbling. If you succeed and the target is interested or trained in the Skill, they are likely to become more friendly to you (see p.168). If the target doesn’t share your knowledge and slang, they stand stupefied whilst you babble — they are distracted, unable to get away from your conversation for up to 20 minutes (Terran standard).


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 42 of 93 Juggernaut XP Cost: 30 Requirements: Strength Attribute Rating 4+. Effect: Your uncanny Strength gives you the power to wield larger weapons one handed. You are able to attack with melee weapons with the 2H keyword, and ranged weapons that lack the Pistol trait. When you use a weapon in this way, it is considered to have the Heavy (4) Trait; unless it already has the trait, in which case the Heavy trait of the weapon is doubled Leader XP Cost: 30 Requirements: Leadership Rating 4+ Effect: Once per turn, as a Combat Action, you can allow an ally that can hear you to use their Reflexive Action to make a single attack on an enemy they can see, with a 2DN penalty. Furthermore, you change the Combined Attack Leadership +1 bonus from allies to a +2 instead. Legacy Of Sorrow XP Cost: 20 Requirements: Aeldari Species Effect: The long and mournful history of your people weighs upon you, sharpening your focus and emboldening your will to live. You no longer suffer the penalty from the Intense Emotion Species ability (p.29). The group gains +1 Glory every time you recover from Dying. Let The Galaxy Burn XP Cost: 20 Requirements: CHAOS Keyword Effect: You take pleasure in the destruction of any ordered institution. When you see your prey begin to falter, you revel in its collapse and become inspired to commit ever greater atrocities in the names of the Chaos Gods. You gain +1 Corruption. Whenever you incapacitate an Adversary or Elite opponent, the group gains +1 Glory, up to a maximum Glory of Double Tier per encounter. Lie Low XP Cost: 10 Effect: You know how to avoid attention when trouble is near. When you are Prone, you add +Tier to your Defence against attacks from 10 or more metres away, and +Tier bonus dice on Stealth tests when you attempt to Hide. Lightning-Fast Reactions XP Cost: 30 Requirements: Aeldari species Effect: The Aeldari process thought and emotion far faster than a human, and their physical reactions are so quick that they can slip past flickering blades and fusillades of gunfire with astonishing ease. When you are targeted by a ranged or melee attack, you may spend 1 Glory as a Reflexive Action to increase your Defence by +Double Tier until the start of your next turn Lip Reader XP Cost: 10 Effect: You have learnt how to read lips. The GM may call for an Awareness (Int) Test to read lips successfully depending on the environment, the speaker’s Species, and the language spoken. The default DN is 3 and may be modified as the GM sees fit. Loremaster [Keyword] XP Cost: 15 Requirements: Scholar Rating 3+ Effect: You are highly educated in a specific field. When you take this Talent, choose a Keyword. This could be a bureau of the Imperium, a xenos species, or something esoteric (and forbidden) like daemonology. All Keyword selections are subject to GM approval. If you select another Species as the keyword, you can speak their native language as well as your own. Educational insight can have broad applications. Studying a culture’s history invariably reveals information about their traditions, military prowess, and technological innovations. Whenever you make a Skill Test related to the chosen Keyword, you gain +Double Tier bonus dice. This includes Scholar Tests, but can also be relevant to any Test that involves interacting with that Keyword, including Interaction Attacks (p.190). The GM is the arbiter of what is sufficiently relevant to your selected Keyword to receive this bonus. Mark Of Chaos XP Cost: 30 Requirements: [MARK OF CHAOS] Keyword Effect: You have been granted the favour of the Chaos Gods. This may be from dedicating yourself to one of the named gods or to an act that venerates the entire pantheon. Occasionally, one of the Chaos Gods may grant favour out of amusement or some more inscrutable reason, rather than as a reward. You gain +1 Corruption. Select one of the five options below and apply the bonus to your character sheet. Taking this Talent replaces the [MARK OF CHAOS] Keyword with the name of your chosen God. If you choose Undedicated, you do not replace the [MARK OF CHAOS] Keyword. • Nurgle: Your Toughness increases by +1. • Khorne: You gain +2 bonus dice when making attacks using the All-Out Attack option. You can’t take this option if you have the PSYKER keyword. • Slaanesh: You gain +2 bonus dice on Awareness and Persuasion Tests. • Tzeentch: You gain the PSYKER keyword. If you already possess the PSYKER keyword, you gain one minor psychic power of your choice. Work with the GM to determine which powers are appropriate for your character.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 43 of 93 • Undedicated: Choose one of the following Skills: Awareness, Cunning, Deception, Insight, Persuasion, Psychic Mastery, Stealth, or Weapon Skill. You gain +Tier bonus dice when using that Skill. Marksman XP Cost: 30 Requirements: Weapon with the “Sniper” Trait Effect: You increase any Sniper trait Rank by +Tier, and gain the full benefit of the Aim Action even if you shoot Engaged Targets Mastered Paths XP Cost: 20 Requirements: Aeldari Species, ASURYANI Keyword Effect: As a Craftworlder, you have travelled and mastered many paths over your elongated lifespan. You have likely forgotten more than most humans will ever learn but still retain mastery of your former focus. Select one of your Aeldari Paths. You gain an additional + Tier bonus to the bonus you receive from that Aeldari Path. Mighty Leap XP Cost: 10 Requirements: Strength Rating 2+, Agility Rating 2+ Effect: You’re capable of leaping considerable distances. When you make a Long Jump or High Jump, add +Tier to your Strength to determine how far or how high you can jump. Mimic Voice XP Cost: 10 Requirements: Deception Rating 3+ Effect: You can mimic individuals’ voice patterns with uncanny accuracy. You may have learned this Talent through your environment or difficult training, or gained this ability from implanted vox synthesisers. Make an Awareness Test when you listen to an individual speak for at least 1 hour to study their voice. The DN is set by the GM based on the difference between your target’s voice and your own, and your current auditory conditions. If you succeed, you gain +Double Tier bonus dice whenever you make a Deception Test to mimic this voice. You can memorise a number of voices equal to your Intellect. Mob Rule XP Cost: 20 Requirements: Ork Species Effect: You know how to manipulate the brutish confidence of a mob of Orks. When you command two or more Orks, you and all allied Orks within 15 x Double Tier metres may add +Double Tier bonus dice to Resolve Tests. Mobile Bulwark XP Cost: 5 Requirements: Strength Attribute Rating 2+ Effect: When taking the Brace Action with your Shield, you may move with half your Movement Action More Dakka! XP Cost: 40 Requirements: Ork Species Effect: You love the smell and sound of Dakka, and have a knack for expending exorbitant quantities of ammunition; this is somehow an effective tactic for you. The Salvo value of any weapon you wield is increased by + Tier. You may want to employ an Ammo Runt (p.241) to carry extra ammunition. Noble Peer XP Cost: 20 Requirements: Persuasion Rating 3+ Effect: You are a member of a renowned noble class. You may have additional authority over other members of your society, as well as responsibility for your social lessers. Whenever you are in a social situation where status plays a factor, gain +Double Tier bonus dice to Influence Tests and any Skill Tests involving social interaction. Orthopraxy XP Cost: 15 Requirements: IMPERIUM Keyword, Prayer Rating 3+ Effect: The litanies of His holy word have burned themselves deep in your memory. You can recite hymns and prayers to the Emperor by rote, and can use them to bolster your mind. As a Simple Action you can begin mentally reciting Ecclesiastical liturgies. As long as you sacrifice your Simple Action in this way, you gain + Tier bonus Willpower, for a maximum of Double Tier Rounds. If you have the “Prayer of Empowerment” Talent, you are able to give the benefits of “Orthopraxy” to someone else with the IMPERIUM Keyword. You can’t use this Talent again until you complete a Respite. Paranoid XP Cost: 20 Requirements: Cunning Rating 3+ Effect: You constantly fear for your life. You have established a web of connections to gather information on dangerous conspiracies. Once per session when you have access to a communications device, you may ask your ring of contacts one question they may know. The GM rolls a secret Cunning (Fel) Test and provides you with whatever information the contact can provide. The number of Icons rolled on the Test determines the quality and amount of information. Prayer of Empowerment XP Cost: 15 Requirements: ADEPTUS MINISTORUM or CULT MECHANICUM Keyword, Prayer Skill Rating 3+.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 44 of 93 Effect: Through motivating prayer, you are able to bolster a single ally with your Prayer. Make a Prayer Skill Test with an extra +2DN. on a success, a target of your choice with the IMPERIUM Keyword gains the benefit of the Prayer Skill. Primaris Perspective XP Cost: 40 Requirements: Primaris Astartes Species Effect: You have been held in suspended animation since the 31st Millennium, just after the Horus Heresy ended. You remember a very different galaxy, and have a unique perspective on the Dark Imperium, a perspective that encompasses memories of both great hope and great sorrow. You gain + Tier bonus dice Resolve and Corruption Tests. You gain +Double Tier bonus dice to Scholar Tests regarding historical events from the 31st Millennium or earlier. Promethium Proficiency XP Cost: 20 Requirements: IMPERIUM Keyword Effect: You have been trained in the use of the Emperor’s holy fire. When using weapons with the Inflict (On Fire) Trait, you gain + Tier ED to any damage rolls. Once per Round, you may gain 1 Wrath when you kill an enemy of the Imperium using a weapon with the Inflict (On Fire) Trait. Protector Imperative XP Cost: 15 Requirements: SKITARII Keyword Effect: Though doctrine imperatives are normally initiated by a Tech-Priest overseeing the Skitarii in action, you have been equipped with protocols for independent action. You can engage an imperative which heightens visual acuity, fine motor control, and reflexes. At the start of any of your turns, you may activate the Protector Imperative. This adds +Double Tier bonus dice to any ranged attacks you attempt during that turn but increases the DN of any melee attacks you attempt that turn by +3. At the end of a turn in which you activate the Protector Imperative, you suffer 1d3+2 Shock. Propa Kaptain! XP Cost: 20 Requirements: Operate Skill Rating 2+, Leadership Skill Rating 2+ Effect: Let the bulbous and cowardly lord over their vessels behind blast doors and distant commands, a proper captain leads his crew from they can see him! When rolling an Operate Skill Test, you may add your Leadership Skill. (WIP) Quickdraw XP Cost: 20 Requirements: Pistol Effect: At the start of the First Round of Combat, you are able to make a single Attack on a target that goes before you, but before they take their turn. Rebuke the Heretic/tek XP Cost: 15 Requirements: ADEPTUS MINISTORUM or CULT MECHANICUM Keyword, Prayer Skill Rating 5+. Effect: with harsh rebukement, you admonish the faithless and the xeno of their existence. Make a Prayer Skill Test with an extra +2DN. on a success, a target of your choice receives a +1DN penalty. Scum Savvy XP Cost: 15 Requirements: Human Effect: Long years of disreputable carousing during business deals with shady individuals have trained you to effectively fleece the lawless and process potentially dangerous chem substances. You gain +Double Tier bonus dice to any Test related to resisting the effects of chemicals. You gain + Tier bonus dice when making Cunning (Fel) Tests. Secret Identity XP Cost: 15 Requirements: INQUISITION Keyword Effect: You maintain a secret identity that lets you move through the Imperium unnoticed. Work with your GM to define your secret identity; you might be a minor noble from a far-flung system, a travelling merchant barely registering on Administratum records, or a surveying member of the Administratum itself. It might help to select one or two Keywords that apply to your secret identity. Your identity has been well established using Inquisitorial resources. It may afford you benefits when dealing with particular individuals. When your secret identity is challenged, you must make a Deception (Fel) Test to maintain the illusion. Sidestep XP Cost: 20 Requirements: Initiative Rating 3+ Effect: You have a practised ability to evade harm in close combat. You can use Sidestep as a Reflexive Action whenever you are attacked in melee and are aware of the attacker. You must declare a Sidestep before the Attacker makes their Weapon Skill Test — doing so sacrifices your Move Action on your next turn. When you Sidestep, you gain +Double Tier Defence and Resilience for the purpose of resolving the attack. You can only Sidestep once per round, and the bonuses only apply for a single attack. Silent XP Cost: 20 Effect: Moving silently comes as second nature to you.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 45 of 93 You can move at full Speed when Moving Stealthily (p.182). Whenever your Stealth Score would be reduced, reduce it by 1 fewer. Simultaneous Strike XP Cost: 30 Requirements: Ballistic Skill Rating 4+ or Weapon Skill Rating 4+ Effect: You can accurately attack with two weapons at once. When you take this Talent, you must choose if it applies to your Ballistic Skill (A) or Weapon Skill (I). You must have a Skill Rating of 4+ in the Skill you choose. You may only Simultaneous Strike with two onehanded melee weapons or two ranged weapons with the Pistol Trait. You can make any Attack Action that has a single target a Simultaneous Strike. Pick your primary weapon; your attack uses all your primary weapon’s statistics, such as AP and Weapon Traits. Make your attack Test as normal; if you succeed, add half of the secondary weapon’s Damage value as ED to the damage roll. Smash Attack XP Cost: 15 Requirements: Weapon Skill Rating 2+ Effect: You can concentrate all of your strength and rage into a single attack; this strike is deadly, but leaves you open. You gain + Tier ED to any All-Out Attack. Specialist [Specialized Skill] XP Cost: 30 Effect: Increase one of these Skills by + Tier: • Alchemy • Drive • Gastronomy • Gunnery • Operate • Pilot Special Weapons Trooper XP Cost: 10, plus XP equal to the Value of the chosen weapon. Requirements: Ballistics Skill Rating 3+ ASTRA MILITARUM Keyword Effect: Many soldiers of the Astra Militarum receive training in the use of specialty weapons on the battlefield. Often, this training includes basic chants to appease the weapon’s war-spirit if it becomes obstinate or recalcitrant. You may select one of the following weapons as standard Wargear, replacing your primary weapon: • Combat Shotgun (p.218) • Plasma Gun (p.218) • Meltagun (p.218) • Long Las (p.217) • Flamer (p.219) • Voss-pattern Grenade launcher (p.220) or Tempestus-pattern Grenade Launcher (TEMPESTUS SCION only). You also receive 3 frag and 3 krak grenades • Hot-Shot Volley Gun (TEMPESTUS SCION only, p.217) Spotter XP Cost: 15 Requirements: Awareness Rating 3+ Effect: When you use the Aid Action for an Ally making a Ranged Attack Test, they can add +Tier bonus dice to their Attack Dicepool. Spring Up XP Cost: 10 Requirement: Agility Rating 3+ Effect: You can quickly regain your feet. When you stand up from Prone you are not restricted in the actions or combat options you use during your turn. Stoic XP Cost: 10 Effect: Either through a quirk of biology, surgical intervention, or traumatic injury, your face no longer betrays emotion like a normal member of your Species. You impose a +Double Tier DN penalty on any Insight Tests made against you. Storm of Death XP Cost: 30 Requirements: Weapon Skill Rating 4+ Effect: You make a flurry of attacks in combat. When the only combat option you take in your turn is a Multi-Attack, the DN penalty is decreased by –Double Tier. Your turn ends after you complete your Multi-Attack. Strike And Fade XP Cost: 15 Requirements: Aeldari species Effect: The Aeldari are elusive, withdrawing from battle mere moments after striking with full force, then rallying to strike once more. After making a ranged attack, whether successful or not, you may spend one Glory to move up to your Speed. Sudden Shot XP Cost: 20 Requirements: Ballistic Skill Rating 2+, Stealth Rating 2+ Effect: You know that there is no shot quite as effective as the unexpected one. When you make a ranged attack against an unaware enemy, the target, and all enemies within 5 metres of the target, must pass a Resolve test with a DN equal to your Stealth score or be Pinned. Supplicant XP Cost: 10 Requirements: Human Species


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 46 of 93 Effect: You know your place and how to work Imperial feudalism to your advantage. You gain + Tier bonus dice whenever you are appealing to one of your social betters, such as a planetary governor or a superior officer. If your behaviour in any way deviates from the accepted social norms of the Imperium, your GM may refuse this bonus. Supreme Presence [Skill] XP Cost: 20 Requirements: Skill Rating 4+ in any one of the following: Athletics (S), Deception (Fel), Intimidation (Wil), Persuasion (Fel) or Tech (Int). Effect: The weight of your presence demands attention, even from large groups of individuals. When you take this Talent, you must select one of the Skills listed in the Requirements. When you make an Interaction Attack with the chosen Skill, you may select either 1 + Double Tier targets or a Mob of any number of Troops. The DN for the Interaction Attack does not increase. Take Cover! XP Cost: 15 Requirements: ASTRA MILITARUM keyword Effect: If you mean to survive to fight another day, it helps to put something between you and the enemy. When you are targeted by a ranged attack while in cover, you may take cover as a Reflexive action to increase your Defence by +Tier until the start of your next turn. If you do so, you may not move during your next turn. Tenacious XP Cost: 30 Effect: You have an uncanny knack for mental perseverance. You recover 1 Shock for every Exalted Icon you roll when you roll Determination. Touched By Fate XP Cost: 20 Effect: Your luck carries you through, even when Wargear or faith might falter. You begin each session with an additional +Tier Wrath Points. Trademark Weapon XP Cost: 30 Effect: You have trained extensively with a single weapon that you keep on your person at all times. It has almost become an extension of your body. Choose one of your weapons to become a Trademark Weapon. This Talent only affects that weapon, and no others of its type (for example, a single modified Chainsword, not all Chainswords). Whenever you make a successful attack with your Trademark Weapon, you deal +Double Tier additional ED. In addition, reloading your Trademark Weapon is lowered by one Action. If you lose or destroy your Trademark Weapon, you can no longer receive any benefits from this Talent. Work with the GM to decide if an appropriate replacement can be found; this could be the focus of an entire adventure. Transhuman [Attribute] XP Cost: 50 Requirements: have the ADEPTUS ASTARTES Keyword Effect: When you take this Talent, you must select one of your Attributes with a rating of 5 or higher. This Talent applies to that Attribute. Whenever you make a Test using the selected Attribute, you gain +Double Tier bonus dice. Twin Focus XP Cost: 20 Requirements: Psychic Mastery Rating 4+. Effect: You have practiced the art of splitting your thoughts, allowing you to more effectively focus on manipulating the Warp in two ways at once. The DN penalty from sustaining multiple psychic powers is decreased by 2. Uncanny [Trait] XP Cost: 30 Effect: Increase one of these Traits by + Tier: • Conviction • Defence • Resilience • Resolve • Shock • Determination • Speed • Wounds Unnatural [Skill] XP Cost: 50 Requirements: have the ADEPTUS ASTARTES Keyword Effect: Choose any Skill with a rating of 4+. When making a Test with the selected Skill, reduce any DN modifiers by –Double Tier, to a minimum of 0. This does not change the task’s base difficulty, just any modifiers. Examples include attempting a Test without appropriate tools, in complete darkness, or a specific combat option. Unremarkable XP Cost: 15 Requirements: IMPERIUM Keyword Effect: You are forgettable and blend into crowds easily. Characters of a higher social class with the IMPERIUM keyword, such as planetary governors, Imperial nobility, or manufactorum owners, ignore you completely unless you attract undue attention to yourself. Anyone attempting to notice or track you in a crowded area, or trying to remember your face, suffers +2DN. Warp-Hunter XP Cost: 10 Requirements: Willpower Rating 3+ Effect: You are able to make a DN3 Investigation Test to detect any lingering remnants of warp-based effects in a


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 47 of 93 50 metre radius of its origin point, up to 1 hour since its effect, and +1 hour for every Shifted Exalted Icon. Warped Mind XP Cost: 20 Requirements: Psychic Mastery Rating 4+. Effect: You have opened your mind to access another psychic discipline, either through intense discipline and study or traumatic exposure to the Warp. You may learn psychic powers from an additional psychic discipline. You may choose to take Corruption to reduce the XP cost of this Talent. For every point of Corruption you take, reduce the XP cost by 5. War Hymns XP Cost: 20 Requirements: ADEPTUS MINISTORUM keyword, Prayer Rating 2+. Effect: Your voice is heard above the clamour and clangour of battle, rallying the servants of the Emperor to greater heights of piety and fury. You may sing war hymns as a simple action, and all allies with the IMPERIUM keyword within 15xTier metres gain +Tier bonus dice on all melee attacks until the start of your next turn.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 48 of 93 Faith The Emperor is the immortal father, guardian, and God of Humanity. A living deity, He inspires the citizens of the Imperium to seemingly impossible acts. Truly pious believers in the Imperial Cult are bathed in His glorious light and empowered by His holy strength. This manifest belief is represented in Wrath & Glory by Faith and Faith Talents. Whenever you purchase a Faith Talent, you gain a point of Faith and a special ability. You can spend your point of Faith to trigger that ability, fuelled by the righteous strength of the Emperor’s will. If you purchase another Faith Talent, you gain another point of Faith and another ability, meaning you can use each ability once, or a single ability twice. Your Faith points are restored to maximum at the start of each game session and whenever you complete a Respite. The GM may restore some of your Faith points if you perform a particularly pious or righteous act. Faith Talents can be bought like normal Talents, though only the most pious devotees of the Imperial Cult have access to them. Bolstering Purity XP Cost: 15 Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword Effect: Your words drip with the Emperor’s immaculate will, reinforcing the faith of your allies. You gain +1 Faith. As a Reflexive Action, you can spend 1 Faith to bolster another’s purity. Select one character with the IMPERIUM keyword within hearing range — this can be yourself. The character automatically succeeds all Resolve and Conviction Tests until the end of the Round. By His Will XP Cost: 20 Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword Effect: The depth of your faith allows you to call upon the God-Emperor to assist you when you work with another of His children. You gain +1 Faith. When you Help a character with the IMPERIUM Keyword, you add triple the number of bonus dice if you spend 1 Faith. Consecrated Light XP Cost: 20 Requirements: ADEPTUS MINISTORUM Keyword Effect: The Emperor’s power can manifest physically for the faithful in times of need, a beacon to bolster the citizens of the Imperium. You gain +1 Faith. As a Reflexive Action, you may spend 1 Faith and present a holy symbol of the Imperial Cult. You and any allies with the IMPERIUM Keyword within 15 x Double Tier metres gain +Double Tier bonus dice on Fear and Corruption Tests until the end of the Round. Holy Smite XP Cost: 15 Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, Melee Weapon. Effect: You channel your faith into your weapon, igniting it in Holy flames You gain +1 Faith. As a Simple Action, you can spend 1 Faith to give your weapon the Blessed Trait, with the X Rating equal to your Tier, for +Double Tier Rounds. If you have the Litany of Hatred Faith Talent, you can spend 1 extra Faith to activate Holy Smite on all allies within Tier x 10 metres when activating Holy Smite. Divine Guidance XP Cost: 20 Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword Effect: Through His direction, no shot will miss its mark. You gain +1 Faith. As a Combat Action, you can spend 1 Faith to give the Emperor’s guidance. Select one character with the IMPERIUM Keyword within hearing range — this can be yourself. The character gains +Double Tier bonus dice to Ballistic Skill (A) Tests for 1 Round. In His Name XP Cost: 15 Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, Prayer Rating 1+ Effect: You have spent time studying the holy writings of the Cult Imperialis and can invoke hallowed passages to sway others. You gain +1 Faith. Whenever you target a character with the IMPERIUM Keyword with a Persuasion or Leadership Test, you can spend 1 Faith to add +Double Tier bonus dice to your pool. Inspired Blessing XP Cost: 20 Requirements: ADEPTUS MINISTORUM Keyword Effect: Your blessings invoke the majesty of the GodEmperor, uplifting your allies and reinforcing their determination. You gain +1 Faith. You may make an inspirational statement or prayer as a Combat Action. When you do so, spend 1 Faith to restore 1d3 + Double Tier Shock to you and all allies with the IMPERIUM keyword within 15 x Double Tier metres. Litany Of Hatred XP Cost: 20 Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, the Hatred Talent (p.135) Effect: Hatred is the Emperor’s greatest gift to humanity. You gain +1 Faith. You may spend 1 Faith and a Simple Action to recite a Litany of Hate. The effects of your Hatred Talent now apply to any of your allies with the IMPERIUM keyword within Tier x 10 metres.


Last Update: 01/10/2023 Sultan Ali Al-Maadeed Page 49 of 93 Martyr’s Tears XP Cost: 20 Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, Willpower Rating 3+. Effect: You are destined for martyrdom, prepared and willing to sacrifice yourself entirely to serve the Emperor’s grand vision. You gain +1 Faith. As Simple Action you can select a human target to heal. You must spend 1 Faith and take a number of Wounds up to a maximum equal to your Tier. The target recovers double the number of Wounds you sacrificed. Repent! XP Cost: 15 Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword Willpower Rating 3+ Effect: The righteousness of your indignation rings in the ears of those true to the Imperial Cult You gain +1 Faith. You can attempt to force another adherent of the Imperial Cult to repent using the force of your will. Spend 1 Faith and make an opposed Intimidation (Wil) Test against your target with + Tier bonus dice. If you are in combat, this takes a Combat Action. If you succeed on the Test and the target has the IMPERIUM Keyword, they kneel and repent for Double Tier x 10 seconds. Righteous Wrath XP Cost: 15 Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, Prayer Rating 3+ Effect: Your burning fervour inspires you to great deeds and can similarly inspire your allies. You gain +1 Faith. As a Combat Action, you can spend 1 Faith to gain +2 Wrath. When you do this, you can sacrifice 1 point of Wrath to give an ally with the IMPERIUM Keyword that can hear you and is faithful to the Imperial Cult +1 Wrath. Shield Of Faith XP Cost: 20 Requirements: ADEPTA SORORITAS Keyword, Willpower Rating 3+ Effect: Your indomitable belief steels your mind against Warp-witchery. You gain +1 Faith. As a Reflexive Action, you may spend 1 Faith to ignore a psychic power or effect (including Perils of the Warp) until the end of the Round. You may spend an additional Faith to grant the same bonus to all allies with the IMPERIUM keyword within 15 + Double Tier metres


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