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Published by catfishking11, 2023-04-03 21:55:18

Black Crusade Core Rulebook

their savage desires. (binding a daemon into a vehicle or a
Table 5–20: Diffi culty and Time mortal host is far easier by comparison, as the daemon retains
by Availability mobility and freedom of action), and consequently few

Availability Modifier Time Taken daemons will willingly comply with a summoner’s demands
Ubiquitous Easy (+30) 24 hours if he intends to create a daemon weapon.
Abundant Routine (+20) 2 days Summoning a daemon for this purpose requires a ritual, as
Plentiful Ordinary (+10) 5 days described on pages 228, in Chapter VI: Psychic Powers,
Common Challenging (+0) 10 days which also provides a few sample summoning rituals. However,
Average Diffi cult (–10) 20 days if the daemon becomes aware of a character’s intent to bind it
Scarce Hard (–20) 30 days into a weapon, it gains a +20 bonus on its Willpower Test to
Rare Very Hard (–30) 60 days resist any Daemonic Mastery Tests the character attempts until
Very Rare Arduous (–40) 90 days it is successfully bound. Daemons have long memories for such
Extremely Rare Punishing (–50) 6 months things, and do not easily forget those to attempt to enslave them.
Near Unique Hellish (–60) 1 year
Hellish (–60), reroll
Unique 2 years BINDING
successful tests With the weapon and the daemon both prepared, the matter

Craftsmanship Modifier Time Taken of binding the two together is the next stage of the process.
Poor +10 x1/2 Binding a daemon into a weapon is a lengthy and diffi cult
Common +0 – ritual, with many risks for those involved. There are a great
Good –10 x2 many tales of those who have attempted this ritual and failed,
Best –30 x3
only to be torn to pieces by the daemon they sought to bind.
The ritual to bind a daemon into a weapon is described
and Craftsmanship; more complex weapons take longer to below, and follows the rules for rites and rituals described on

manufacture. See Table 5–20: Difficulty and Time by pages 228, in Chapter VI: Psychic Powers.
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Availability for details.
Upon successfully creating a weapon for this purpose, FORGE THE ACCURSED WEAPON
record the number of Degrees of Success scored on the Tech- This ritual binds a daemon into a single weapon of the
Use Test—this will be relevant later. Heretic’s choosing, sealing them together into a single hellish
device.
Legacy of Slaughter Requirements: An appropriate weapon must be selected and
As an alternative to creating a weapon from scratch, an artisan anointed in a ritualistic fashion, and a ritual performed in a space
may seek out a weapon which contains what sorcerers and with some significance. One example is the weapon is anointed

dark scholars refer to as a “sympathetic emotional resonance.” in human blood, daubing blasphemous runes upon it, and a single
This means that the weapon itself has seen suffi cient use daemon must be summoned and held under the Heretic’s control.
in war and ritual, or has some particular connection to the An example location might be one where the veil between reality
daemon or its patron, to be powerfully charged with emotion and the warp is thin, or upon ground which is sacred to an enemy
to make it an ideal vessel for daemonic binding. of Chaos and has been defiled through sacrifice and iconoclastic


Finding such weapons is not an easy matter, and it often acts. An example ceremony is one in which the weapon and the
requires many months or years of searching to fi nd the ideal daemon must be within a ritual circle painted in a mixture of
item. Once a potential candidate has been located, it takes a blood and bone dust and marked with runes of binding and
Very Hard (–30) Psyniscience Test to confi rm the presence enslavement. In addition, eight cultists must assist the ritual,
or absence, and the strength of a suitable emotional charge, bound in chains of black iron, chanting for eight hours before the

with more Degrees of Success granting more information. ritual begins, and sacrificed to the Dark Gods at its conclusion.
This is described on Table 5–21: Legacy of Slaughter. A Hellish (–60) Forbidden Lore (Warp or Daemonology)

With weapons, the strength of an emotional charge normally Test is required to successfully perform the ritual, modified by
depends on the lives it has taken. Other factors can be relevant, Table 5–22: Summoning Ritual Modifiers. The GM should

such as the bond between a particular wielder and the weapon also apply any other modifiers he feels are appropriate.

(for example, weapons created to commemorate a particular Effects: The daemon is bound within the weapon, creating a
event or heirlooms passed between generations), but few things
charge a weapon with emotion like the transition from life to
able 5–21: Legacy of Slaughter
T
death. The effects of this emotional charge are detailed later in Table 5–21: Legacy of Slaughter
this section. It is up to the GM to determine what sort of weapon De g r ees of Success
Degrees of Success Information Gained
this may be, and how many lives it has taken. Presence or absence of an emotional
1
charge.
SUMMONING 2 Strength of the emotional charge.
A key element of creating a daemon weapon is, unsurprisingly, Whether the emotional charge is
the daemon itself. Few daemons desire to be bound into a 3+ aligned to a particular Chaos God or
small inanimate object and given little to no freedom to slake a particular known daemon (if any).
200


Table 5–22: Summoning Ritual Modifi ers

Condition (Combine any of the following that apply to arrive
at a net modifier no greater than +60 or –60) Modifier


Power of the Daemon –1/2 Daemon’s Infamy
Weapon Wrought for Purpose: Degrees of Success on Tech-Use Test +5 per Degree of Success
Legacy of Slaughter: Killed 100,000 or more +30
Legacy of Slaughter: Killed 10,000 or more, but fewer than 100,000
Legacy of Slaughter: Daemon has encountered the weapon before +20
Legacy of Slaughter: History is sympathetic to daemon’s patron god
Weapon Wrought for Purpose: Weapon is inscribed with the daemon’s True Name
Legacy of Slaughter: Killed 1,000 or more, but fewer than 10,000
pon
ea
pose: W
ea
s cr

ea
W
Weapon Wrought for Purpose: Weapon’s creation refl ects the nature of the daemon’s patron god
ought for Pur
r
pon W
s pa

the daemon
od
on g
tr

tion r
efl
e of
tur
ects the na
Weapon is a Primary Melee Weapon +10
Weapon is Best Craftsmanship
Legacy of Slaughter: Weapon was a holy relic of an enemy of Chaos and is being defi led
Legacy of Slaughter: Weapon is a Legacy Weapon
Weapon is Good Craftsmanship +0
Weapon is Common Craftsmanship –10
Weapon Wrought for Purpose: Weapon’s creation refl ects the nature of a god opposed to the daemon –20 V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armoury V: Armour
Legacy of Slaughter: History is sympathetic with a god opposed to the daemon –30
Legacy of Slaughter: Weapon has never drawn blood
daemon weapon. Total the number of Degrees of Success gained
on the test to complete the ritual—this is the Binding Strength, EXAMPLE
which is used to determine the power of the weapon. A Bloodletter of Khorne with an Infamy of 24 has been bound
Duration: The resulting daemon weapon is permanent, into an Axe, with a total Binding Strength of 1. As the daemon’s
unless the daemon is somehow released. Willpower Bonus is 3, it may make two rolls for daemon weapon
Cost: The ritual is taxing to even the most powerful attributes, on either the Unaligned or Khorne Weapon Attribute
of Heretics, drawing upon their fundamental essence and tables. To one these rolls it may add its Infamy of 24, giving it a
leeching it away. Every participant in the ritual suffers 2d10 chance of more powerful attributes.
Damage to every Characteristic. In addition, the surging
energies of the warp cause a single immediate roll on Table MALICE AND MACHINATIONS
6–2: Psychic Phenomena. Daemons loathe the bondage and enslavement that a daemon
The Price of Failure: The binding fails to take and the weapon represents, regarding such captivity and the indignity
daemon breaks free of the Heretic’s control, moving to slaughter of being forced to serve mortals as one of the greatest
the mortal that presumed to enslave it, and any other creature imaginable insults to beings born of hate and nightmares.
that gets in its way. Further, the massive amounts of gathered Daemons intelligent or lucid enough to communicate with
warp energy intended for the ritual are unleashed, resulting in mortals frequently express their loathing this way, speaking
an immediate roll on Table 6–6: The Contempt of the Warp, into the mind of their wielder to convey scorn or mockery,
modified by +10 for every Degree of Failure after the first. deriding their skills and their decisions at every opportunity.


While impotent to act against their wielder directly, they are
DETERMINE ABILITIES ever-vigilant for the moment when they can push to seize
Once bound into the weapon, the daemon is trapped, unable control of their wielder’s body and vent their frustrations.
to free itself and forced to serve whoever wields and can master Perhaps more dangerous, however, are those daemons
it. The weapon gains the abilities listed in the Using Daemon which act neutral towards their wielder, or even those who
Weapons section, on page 194, and a number of rolls on the provide helpful advice on occasion. Such daemon weapons
Daemon Weapon Attribute tables determined by both the are a terrible peril, for the daemon within is a patient and
strength of the daemon and the strength of the bindings. cunning beast, and every word it speaks is likely just one
A daemon weapon gains one roll on a single one of the more step towards some eventual and terrible goal.
Daemon Weapon Attribute tables (chosen before rolling)
for every point of the daemon’s Willpower Bonus, less one EXAMPLE DAEMON
for every point of Binding Strength determined when the WEAPONS
weapon was created, to a minimum of one attribute. All
daemon weapons may have attributes from the Unaligned Across the Screaming Vortex, and in parts beyond, many
table, but only daemons aligned to a particular Chaos God weapons and the beasts within them have gained as much infamy
may roll on the attribute table for that Chaos God. When as the champions that have borne them. Beasts of this nature are
rolling to determine a daemon weapon’s attributes, a single seldom powerful enough to forge such a reputation alone, but in
roll on any one of the available tables may be modifi ed by the hands of the servants of the dark gods, the least of daemons
adding the daemon’s Infamy characteristic to the roll. can be a fearsome blade against the vassals of the corpse-god.

201


is too stupid a creature to realise
Each of these weapons is Unique, and should never be available is too stupid a creature to realise
simply through testing Infamy, as gaining such treasured items is the indignity of its situation. More
the indignity of its situation. More
never as simple as rolling dice. enthusiastic than most daemon
enthusiastic than most daemon
enthusiastic than most daemon
weapons, it revs its motor and
weapons, it revs its motor and
w ea pons , it r evs its motor and
ools
dr
drools pus-fi lled oil with annoying
oil
with
annoying
pus-fi

lled
GORESEEKER drools pus-fi lled oil with annoying
ps
regularity, perhaps explaining its
perha
egularity
,
r
its
explaining
Containing a Flesh Hound regularity, perhaps explaining its
frequent change of ownership.
of Khorne, this razor-fanged frequent change of ownership.
An’garrach is a Legion Chainsword
axe confers those creatures’ An’garrach is a Legion Chainsword
with
with a Willpower of 28, a Binding Strength
a
28,
Binding
ength
Str

W
a
illpow
of
er
best known traits upon the with a Willpower of 28, a Binding Strength
the
upon
known
tr
best
aits
of 3, and the Degeneration attribute, infl icting
ute
of
tion
,
the
ener
Deg
a
ttrib

a
and
3,

icting
infl
one who wields it. It was last
one w ho wields it. It w as last of 3, and the Degeneration attribute, infl icting
1d10 Agility Damage with every wounding hit.
1d10 Agility Damage with every wounding hit.
Aspiring
the
seen

of
hands
in
seen in the hands of the Aspiring 1d10 Agility Dama g e with ev er y w ounding hit.
the
Champion Gor a th V arix, leading a
Champion Gorath Varix, leading a
KRZ’AT’TCHAL
w arband of Khorne Berser k ers during K RZ ’ AT ’ T CHAL
warband of Khorne Berserkers during
a raid on Midael. Varix was confi rmed dead Once a weapon proudly serving the Imperial
pon
a
pr
oudl
oudl
pr
pon
confi
as

med
r
V
Midael.
arix
w
on
dead
w
a
w
ea
ea
r
aid
Once
a
Once
Imperial
Imperial
y
the
the
y
serving
serving
the
the
man
,
,
b
ears
d
d
th,
y
ears
g
the
as
a
ea
pon
w
w
ut
o
Guar
Guar
a
g
o
the
man
ttle
after
of
thousands


of
in the battle’s aftermath, but the weapon was Guard many thousands of years ago, the fl amer
s

amer
amer
in
thousands
y
y


ba
y


ma
now known as Krz’at’tchal has been a daemon
known
nowhere to be found. now known as Krz’a t t ’ ’ tc hal has been a daemon
tc
a
hal
been
has
Krz’a
daemon
now
as
existence
existence
so
so
bar
bar
for
pon
el
for
pon
l
it
it
t
t
tha
ong
l
tha
ong
el
emembers
r
r
Goreseeker is an Axe with a Willpower
Gor eseek er is an Ax e with a W illpow er weapon for so long that it barely remembers existence
emembers
y
w w
ea
y
ea
and

of
of
2,

beyond the bizarre fl esh and steel of its prison. Once a Flamer
Str
a
ength
the
Binding
40,
characteristic of 40, a Binding Strength of 2, and the bey ond the b izarr e fl esh and steel of its prison. Once a F lamer
acteristic
har
c
Bl ood T r ac k er and Null a ttrib utes , gr anting the wielder of T zeentc h, the daemon now pr ojects its man y-col our ed
Blood Tracker and Null attributes, granting the wielder
of Tzeentch, the daemon now projects its many-coloured
the Unnatural Senses (40) Trait and imposing a –20 fl ames thr ough the m uta ted no zzle of the fl amer it calls home .
the
ait
al
T
tur
fl ames through the mutated nozzle of the fl amer it calls home.
r
–20
(40)
a
Unna
imposing
and
Senses
er
tha
ests
ers
on
T
P
t
ow
for
all
ocus
c
hic
psy
F
pow
penalty on all Focus Power Tests for psychic powers that Krz’at’tchal is a Flamer with a Willpower of 40, a Binding
penalty
F
ir
p
W
ar
utes
,
ttrib
e
a
and

2,
of
Str
ength
Muta
ting
the
and
target him. Strength of 2, and the Mutating and Warp Fire attributes,
ea
granting the weapon the Reliable and Warp Weapon qualities,
W
elia
pon
ar
the
pon
the
W
gr
anting
le
b
,
p
ea
and
qualities
w
R
V ILEMA W and forcing all creatures wounded by the weapon to make a
tur
and
y
b
w
for
es
the
ounded
cr
all
ea
pon
to
mak
ea
a
w
e
cing
VILEMAW
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Challenging (+0) Toughness Test or begin to mutate.
Once
borne
Once borne Cha llenging (+0) T oughness T est
ttle
into battle by
into
y
b
ba
NACH’RA’AEL THE HUNGERING
ar
Ahn
Sok
,
Ahn Sokar, the N AC H ’ RA ’ AEL THE H UNGERING
the
w
or
prison
d
Icon Bear er and The final prison of the Daemon Prince Nach’ra’ael, this sword
this
s
Icon Bearer and
Nac


T
he

Daemon
nal
a’ael,
of
Prince
the

h’r
of
ter
la
Cor
was crafted specifically to hold the daemon by artisans enslaved
yphaus
later Coryphaus of w as cr afted specifi call y to hold the daemon b y artisans ensla v ed
the W or d Bear ers’ b y a riv al’ s w arband, the name of w hic h is l ong l ost to histor y . A
the Word Bearers’
by a rival’s warband, the name of which is long lost to history. A
this
v
een
ul
Host,
mo
the
erf

betw
ea
pon,

horrifi
e
w
call
to
y
lade
39th
seems
pow
39th Host, this horrifically powerful weapon, the blade seems to move between
b
Scr
V
the
of
t
or
andom,
eaming
w
the
r
l

lds
a
y
ortex
Bolter somehow found its w ay to a the worlds of the Screaming Vortex seemingly at random,
Bolter somehow found its way to a
seeming
of
the
shrine
on
l
in

and
hands
w
eshift
d
ppearing
pow
or
ar
a
steel
ul
occasionall
of
erf
y

makeshift shrine of bone and steel on a appearing occasionally in the hands of a warlord powerful
mak
bone

to
the reaver world of Iniquity, awaiting enough to claim it without succumbing to the weapon’s
the
the
succumb
or

v
laim
c
ing
a
Iniquity
ld
er
ea
s
r
to
,
it
of
pon
ea
aiting
w
w
w
enough
without
a worthy master. Though the beast within is only a minor inhabitant. In this, Nach’ra’ael perhaps has the last laugh, for it
b
laim
l
g
ories
y
mana
un
to
r
warp entity, little more than an astral spectre, the weapon itself is a
for
ed
w ar p entity , little mor e than an astr al spectr e , the w ea pon itself is a has managed to reclaim former glories by possessing unworthy
w
y
orth
mer
has
g
ec
possessing
and
r relic of the Traitor Legions, proud and belligerent, and unwilling wielders. .
the
ent,
r
er
bellig
,

willing
T
and
aitor
elic
oud
wielders
of
Legions
pr
un
y
75,
er
f
touc
.
ith
ev
of
Binding

a
er
er
W
to suffer the touch of mortals. With every unworthy soul who Nach’ra’ael is a Sword with a Willpower of 75, a Binding
or
to
soul
h
mortals
h’r
illpow
y
Nac
d
with
the
a
W

ho
w
Sw
of
a’ael
un
w
is
suf
a
orth
ows a little lar
er
pon, the shrine gr
a
attempts to claim this weapon, the shrine grows a little larger. . Str ength of 4, and the Accursed, Impossib l y Shar p , and V icious
ttempts to c
ea
Strength of 4, and the Accursed, Impossibly Sharp, and Vicious
g
laim this w
ad
+1d10
ttrib
,
and
e
utes
Vilemaw is a Legion Bolter with a Willpower characteristic
Dama
its
,
the
V ilema w is a Legion Bolter with a W illpow er c har acteristic a attributes, adding +1d10 to its Damage, and the
g
ding
to
Tearing, and Warp Weapon
of 28, a Binding Strength of 2 and the Vicious attribute,
(4),
of 28, a Binding Str ength of 2 and the V icious a ttrib ute , F elling (4), T earing , and W ar p W ea pon
Felling
granting the weapon the Razor Sharp Quality. Qualities .
Qualities.
AN’GARRACH
A w ea pon perha ps mor e inf ested than possessed, An ’g arr ac h
A weapon perhaps more infested than possessed, An’garrach
has a long history and has changed hands more times
has a l ong histor y and has c hang ed hands mor e times
than an y one car es to r ecollect. A Legion c hains w or d
than anyone cares to recollect. A Legion chainsword

the
e
essence
one
or
bound
mor
containing
containing the bound essence of one or more
of
Nurglings, An’garrach exists to spread illness, and
Table 5–23: Notable Daemon Weapons
T able 5–23: Notable Daemon Weapons
F
Name Class Range RoF Dam Pen Special Wt.
Ro
4 kg
Unbalanced
Goreseeker Melee – – 1d10+6 R 4 Unbalanced 4 kg
Vilemaw Basic 100m S/3/– 1d10+11 X 6 Razor-Sharp, Tearing 18 kg
An’garrach Melee – – 1d10+5 R 6 Balanced, Tearing 10 kg
Krz’at’tchal the Soulburner Basic 30m S/–/– 1d10+8 E 8 Flame, Reliable, Spray, Warp Weapon 6 kg
Nach’ra’ael the Hungering Melee – – 2d10+7 R 7 Balanced, Felling (4), Tearing, Warp Weapon 3 kg
202


USING PSYCHIC

POWERS

UNALIGNED
POWERS

GOD-SPECIFIC
POWERS

EXALTED POWERS

ADDITIONAL
POWERS


RITUALS


Chapter


VI: psychic


Powers




“The fool, the coward, and the ignorant proclaim that the warp is a
realm of unknowable peril and indescribable terror, that it is the hell
of countless ancient myths and legends. This is a lie, told by those
whose authority is based on lies, to keep the masses terrified of the

unknown. The warp is limitless in power and its secrets are infinite;

it is knowledge and strength, life and death, and the untapped
potential to make and remake worlds. It takes only the discipline and
the will to shape it; those who lack that clarity of purpose are liable
to be shaped by it instead.”
– Ahzek Ahriman of the Thousand Sons
sykers, sorcerers, witches, warlocks, wyrds… the names
for beings able to touch the warp are many. These
Pindividuals have the capability to reach into the warp
and grasp from within it the power to shape the world, bending
reality to their wills. Collectively, these feats of defi ance against
the material universe are known as psychic powers, sorcery,
witchcraft, spells or a variety of other names, dependent upon
who wields those powers and how they are regarded.
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While these powers are regarded with fear and suspicion
within the Imperium, this is not the case everywhere. Amongst abducted or murdered by the agents of the Imperium—can
the servants of the Ruinous Powers, the psychic gift is often learn to harness great power. Most of these are born to
regarded as a blessing from the Gods. It is seen as a means isolated or outlaw communities, or upon worlds completely
for mortals to contact the realm of daemons and gain insight beyond the reach of the Imperium, but a few can be found
into the desires of unknowable entities. The least of them are deep within the heart of the corpse-emperor’s domain,
a resource to be expended, their fragile minds and frail fl esh eluding the persecution of the authorities.
burning away under the harsh light of the warp, but the greatest These psykers rarely have the stability of those who
of them are terrifying to behold, becoming literal conduits for have been enslaved and subjected to the “Sanctioning” of
the power of change, and no longer entirely mortal. the Imperium, but can attain frightening degrees of power,
But the Imperium and the servants of Chaos are not the their minds unconstrained by the dogmatic training that
only forces that possess psykers. Many renegades and traitors characterises the Sanctioned. Such wyrds are highly sought
stand outside the Imperium without seeking the Dark Gods after by those of nefarious intent, and many fi nd sanctuary in
for favour, and a great many alien species possess powerful the service of the Ruinous Powers, gaining peers who have
psykers of their own, from the enigmatic and subtly powerful suffered the same persecution and peril, and fi nding routes to
seers of the Eldar, to the brutal and unpredictable Weirdboyz previously unimaginable power.
of the Orks, to the horrifi c witch-beasts that lead the endless
tide of the Tyranid menace, and many more besides. SORCERERS OF CHAOS
In the dark days of the Horus Heresy, the Librarians—the
PSYKERS IN THE 41ST battle-psykers of the Adeptus Astartes—of those legions that
MILLENNIUM followed Horus swiftly devoted their minds and souls to the
glory of the Dark Gods, becoming vessels for greater power
Psykers take many forms and fi ll many roles across the galaxy, than they could ever have grasped while still in the servitude
employed by many races, civilisations and factions, and these of the False Emperor. While the best known of these are the
rare and exceptional individuals are variously revered and sorcerers of the Thousand Sons, most of those legions had
reviled by those who employ their abilities. Librarians who swore their eternal allegiance to Chaos.
In the millennia since the Long War began, many of the
WITCHES AND WYRDS Adeptus Astartes have renounced their loyalty to the Golden
While many psykers do not survive the fi rst manifestation Throne and sworn themselves to Chaos, and amongst this number
of their powers, those who do—and manage to avoid being have been many Librarians who cast off the shackles of their old
masters and embraced a greater power. In addition, as the Legions
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have replenished their numbers, they have unearthed those with LIVING ANATHEMA
psychic talent, who become sorcerers or die in the attempt.
Amongst the greatest weapons mankind possesses against Chaos
are so-called Untouchables, beings whose very existence is
CHILDREN OF THE WARP anathema to the glories of Chaos. Lacking a true presence in the
Amongst the greatest and deadliest of all psykers are, warp, they are not psykers, but rather the complete opposite. Their
perhaps unsurprisingly, those who hail from the depths of mere presence dulls the talents of psykers nearby, hindering or
the Immaterium. The daemons of the warp manipulate its even blocking their ability to draw upon the warp. They cannot
energies instinctively, naturally and without the same risks be seen by the witch-sight of psykers or daemons.
that plague mortal psykers. As befi ts such vile creatures, their presence is unsettling to
Not all daemons draw upon the warp to manifest what those around them, who can detect the wrongness that they
mortals know as psychic powers—those that manifest from embody, forcing them to live isolated lives. Daemons suffer
the power of Khorne, for example, do not call upon the even more greatly in their presence, their substance corroded
Immaterium in this way—but those that do can achieve it by mere proximity to an Untouchable.
without the mental discipline and ritualistic techniques that
characterise mortal psykers. The greatest of daemons can tear Psychic Powers
at the fabric of reality with a scorn that only a creature born
of pure hate could manage, unleashing impossible, horrifi c
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SLAVES OF THE CORPSE-EMPEROR Crusade
For a civilisation that claims to abhor the witch, the Imperium
employs a vast number of psykers and other beings able to touch
the warp. The Imperium is reliant on Astropaths to communicate sychic powers are the physical manifestation of a
across the vast distances of space, Navigators to guide their psyker’s abilities, and mark him as distinct from any
starships through the void, Librarians to fight beside their armies, Pother kind of character. In BLACK CRUSADE, Psychic

and more besides. This hypocritical use of so many psykers is Powers are available to comparatively few characters,
often cited by seditious cultists to draw people to their cause. typically only those from the Chaos Space Marine Sorcerer
The psykers of the Imperium bind their powers to fearful or Human Psyker Archetypes, or those who have dedicated
dogma and the psychic bondage of the False Emperor, unable themselves to Tzeentch, though others may develop these
to grasp the true potential of their abilities and frequently gifts as they grow in power and infl uence. Over the course of
unwilling to embrace the powers they possess, viewing them their adventures, Heretics are likely to encounter a variety of
as a dangerous, necessary evil. To view one’s own gifts with enemies with psychic powers, from the Warlocks of the Eldar
fear and loathing is considered the greatest of follies by to the Sanctioned Psykers and Librarians of the Imperium
witches and sorcerers who have embraced Chaos. and the sorcerers of rival Chaos-worshippers. In all cases,
the GM and players should use the rules presented here to
XENOS PSYKERS represent a psyker’s deadly gifts.
Beyond the multitudes of humanity, there are many alien
species that possess psykers of their own, although often PSY RATINGS
very different in form and ability to those of mankind. The Psy Rating (PR) is a raw measure of a psyker’s power and his
brutish, unpredictable Weirdboyz of the Orks are deadly ability to draw power from the warp. The higher a psyker’s
when surrounded by the bellowing masses of their kin, while PR, the more powerful he will be. PR usually ranges from
species such as the Stryxis employ arcana that is the stuff 1 (a petty warp-witch or thrall psyker) to 10 (a monstrous
of nightmares. Meanwhile, the savage psyker-beasts of the Greater Daemon of Tzeentch or manipulative Eldar Farseer),
Tyranids fi ll the warp with a shadow that hinders the talents though in some extremely special cases, it may go higher still.
of all other psykers, drawing deep from an alien source unlike PR is used to determine the potency of all Psychic Powers,
the raw energies of the Immaterium. such as range, area effect, or Damage. To have any access to
Of all the species in the galaxy, one stands as vehemently Psychic Powers, a character must have a PR of at least 1.
opposed to the glory of Chaos as the servants of the A starting Sorcerer has a Psy Rating of 2, while a starting
Imperium: the Eldar. Though their numbers are dwindling, Psyker has a Psy Rating of 3. Unlike other characteristics,
their psykers—known as Seers and Warlocks—are subtle and however, Psy Rating is increased by spending Experience
powerful, able to call upon the warp deftly and carefully, to Points in a similar manner to gaining Talents. This represents
view the future with clarity unmatched by all but the greatest the character’s natural potential, his training, and the powers
of daemons. The Eldar are vigilant and careful about contact he has bargained for (see Chapter II: Character Creation).
with Chaos, terrifi ed of the glories they could achieve in the Characters may not purchase a Psy Rating higher than their
embrace of the Dark Gods and incapable of reaching the Corruption Point Bonus (the tens digit of their Corruption Point
heights of power that lay within their grasp if they were not Total) plus their Willpower Bonus. Although Heretics may start
so afraid of the true power of the warp. with a higher Psy Rating, this simply means they cannot make
further purchases until their Corruption Point Total increases.


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USING PSYCHIC POWERS • Apply the Effects: Depending on the psyker’s fi nal Psy
Rating (as determined by the power level he has chosen),
When a psyker, such as a Sorcerer or Psyker, wishes to use a the power will have variable effects, such as increased
Psychic Power, he must fi rst choose how much power he is range, area of effect, or Damage. Depending on the factors
pouring into the ability, and any other methods he is using described above, the power may also generate Psychic
to draw upon and focus the power of the warp. Then he Phenomena or even Perils of the Warp. It is also at this
must make a Focus Power Test (typically, but not always, a point that the consequences of any Paths to Power chosen
Willpower Test, modifi ed by the diffi culty of the power and take effect.
the character’s effective Psy Rating), to see if it manifests.
Finally, if the test is successful, the power will take effect. PSYCHIC STRENGTH
Depending on how much energy the psyker used and what

methods he used to bolster his efforts, there may also be Whenever a psyker uses a power, he is drawing energy from
additional consequences. The step-by-step process for using a the warp and channelling it into physical effects. However,
Psychic Power is described below: opening such a conduit to the warp is always dangerous,
• Choose the Power Level (Fettered, Unfettered or and the psyker incurs a chance of causing disturbances
Push): The power level at which the psyker uses his in the warp that have undesired side-effects. In extreme
power (refl ecting how deeply he is drawing from the cases, these disturbances may even lead to the opening of
warp) infl uences the likelihood of the psyker successfully an uncontrolled rift between reality and the warp with
manifesting the power, and also determines whether there potentially fatal consequences. By minimising the amount of
are any unwanted side effects such as Psychic Phenomena. power he draws, a psyker can reduce or eliminate the chances
• Select any other Paths to Power: Whether giving up a of side-effects such as Psychic Phenomena or Perils of the
portion of his own essence, sacrifi cing the life of another, Warp (see pages 210-211). Equally, he can draw deeper from
or employing ritual tools and blasphemous invocations, the well of the warp to boost his powers beyond his normal
the psyker applies the benefi ts of any of these additional capabilities. Of course, such power always comes with greater
methods of gaining power. risk of unleashing unintended effects or even summoning
• Make a Focus Power Test: In most cases, this is a unwanted visitors from beyond. The precise effects of Psychic
Willpower Test (though there are some exceptions) the Phenomena vary based on the nature of the psyker: the
diffi culty of which depends on the power, and which soul-bound lackey psykers of the Imperium, the Librarians
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is modifi ed further based on the power level chosen. In of the Space Marines, and the Sorcerers of the Chaos Space
some cases, determined by the power, the target may Marines draw on less power but may use it more safely, while
Oppose this test (see page 37 for Opposed Tests). unsanctioned witches and mortal wyrds are subject to harsher
able 6–1: Psychic Strength
T
Table 6–1: Psychic Strength
Fettered (Psy Unfettered (Psy Push (Psy Rating +1
Class of Psyker Rating/2) Rating) to +3/+4) Sustaining Powers
Bound: Chaos Make a Focus Power Test, If the psyker rolls doubles May add up to +3 to Psy
Space Marine counting Psy Rating as during a Focus Power Rating when Pushing. +10 to all rolls on the
sorcerers, Psychic Phenomena
Librarians, and half normal. No chance Test, roll on the Psychic Roll on the Psychic Table, decrease Psy
sanctioned mortal to manifest Psychic Phenomena Table (see Phenomena Table, adding Rating by 1 per power.
Phenomena.
page 160).
+10 to the total.
psykers such as
Astropaths.
If the psyker rolls doubles May add up to +5 to
Make a Focus Power Test, during a Focus Power Psy Rating. Make a +10 to all rolls on the
Unbound: Wyrds, counting Psy Rating as Test, roll on the Psychic check against the Psychic Psychic Phenomena
renegade psykers half normal. No chance
and mortal to manifest Psychic Phenomena Table (see page Phenomena Table at +5 Table, decrease Psy
sorcerers Phenomena. 160), adding +10 to the per +1 rating desired, Rating by 1 per power.
total. up to a maximum of
+5/+25.
If the psyker rolls doubles May add up to +4 to +10 to all rolls on the
during a Focus Power Psy Rating. Make a Psychic Phenomena
Test, roll on the Psychic check against the Psychic Table, decrease Psy
Phenomena Table (see Phenomena Table at +10
Daemonic: May not use powers at page 160), adding +10 per +1 rating desired, Rating by 1 per power.
psychic daemons, the fettered level. to the total. The psyker is up to a maximum of The psyker is not affected
Daemonhosts, and by the result, though
daemon princes not affected by the result, +4/+40. The psyker is those around him may
though those around him not affected by the result, be, unless the result
may be, unless the result though those around him
causes Perils of the Warp. may be, unless the result causes Perils of the Warp.
causes Perils of the Warp.
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effects, but can draw more deeply in return, and those who PATHS TO POWER
are no longer mortal (that is, those with the Daemonic Trait)
remain largely unperturbed by such trivial fl uctuations of the Simply reaching into the warp and bending it into shape with
Warp, and suffer far less severe effects. These varying effects raw willpower is but one way of manifesting psychic powers.
are described on Table 6–1: Psychic Strength. Those who delve deeply into warp-lore and heed the whispers
When a psyker uses a power, he has a choice of using it at of daemons know of other ways, techniques and methods by
one of three different levels: which the warp can be woven, teased and sung into shape. A
• Fettered: The psyker holds back his full power and few of these techniques are described here. These techniques
carefully channels energy from the warp, hopefully using may be used in conjunction with manifesting psychic powers,
just enough to manifest the power but not enough to subject to the GM’s approval. However, part of the reason
trigger unnatural or dangerous effects. When any psyker they exist is that psychic powers are seen in many different
uses a power at the Fettered level, he must make a Focus ways, from magic to mental prowess. Since psychic abilities
Power Test (see below) to manifest the power. The limited rely on belief and will, these systems can actually aid in the
power involved means that the psyker must halve his PR manifestation of psychic abilities, and also provide a thematic
(rounding up) when determining the bonus applied to way for characters to use their powers.
the Focus Power Test and any effects the power has.
However, regardless of the results of the Focus Power BLASPHEMOUS INCANTATION
Test, there is no risk of triggering Psychic Phenomena. As a realm of coherent thought and tangible emotion, the warp
• Unfettered: The psyker puts the full weight of his is infl uenced by the minds of mortals. Using complex formulae VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers
ability into the power and embraces the raging powers of and ritualistic incantations to focus and direct thoughts, a
the warp. When a Psyker uses a power at the Unfettered mortal mind can exert infl uence over the Immaterium more
level, he must make a Focus Power Test (see below) to easily. However, the tiniest slip in focus and concentration, the
manifest the power. As he is using his full natural ability, slightest mispronunciation in the incantation, can result in the
he uses his full PR when determining the bonus applied warp being unleashed in a dangerous and destructive manner.
to his Focus Power Test and any effects the power has. Using a Power with an incantation increases the Focus Power
However, should he roll a double (that is, both the tens Test by a Half Action, as the psyker needs a few moments to
dice and the units dice come up with the same number), speak the required words. Powers for which the Focus Power
he will suffer from an unexpected surge in the warp and Test takes a Reaction cannot be used with an invocation. Using
must roll on Table 6–2: Psychic Phenomena. Note a power with an invocation grants the psyker a +1 bonus to
that it is still possible for a psyker to successfully pass his his Psy Rating, after determining Psychic Strength. This bonus
Focus Power Test (thus successfully activating the power) to PR does not infl uence the Psychic Strength in any way; the
and still suffer Psychic Phenomena. benefi t is applied after determining whether a power is used
• Push: The psyker draws deeply and greedily from the at the Unfettered, Fettered or Push level. However, the psyker
warp, and hurls as much power forth as he possibly can must add +20 to any roll on the Psychic Phenomena table.
in an attempt to manifest truly wondrous and terrifying Finally, any result of 91 or higher on the Focus Power Test is
effects. When using a power at the Push level, he must an automatic failure that results in Perils of the Warp.
make a Focus Power Test (see below) to manifest the
power. As the psyker is drawing deeply and recklessly EXAMPLE
from the warp, he may add +3 or more (depending on
the type of the Psyker; this is detailed on Table 6–1: Urulek is a Daemonic Sorcerer with a Willpower of 52 and a Psy
Psychic Strength) to his Psy Rating when determining Rating of 7, who prepares to use the Pestilent Earth power at the
the bonus applied to his Focus Power Test and any Unfettered power level with an incantation. His total Psy Rating is
effects the power has. However, regardless of the test’s now 8, which adds +40 to his Focus Power Test, which is a Hard
result, the psyker will automatically generate a signifi cant (–20) Willpower Test, for a total chance of success of 72 or less.
disturbance in the warp and must roll twice on Table
6–2: Psychic Phenomena, applying one or both CORPUS CONVERSION


results, depending on the psyker’s nature as described To the truly dedicated sorcerer, the flesh is a fleeting inconvenience,
in Table 6–1: Psychic Strength. Additionally, Pushing a transitory shell to contain his glory until he ascends to something
a power is taxing—if a psyker using this level of power greater. Such beings, whether truly blessed by the Dark Gods, or

rolls a double on his Focus Power Tests, he suffers a level merely insane, are willing to burn their flesh in exchange for power,
of Fatigue from the effort. gathering the corrosive power of the warp and holding it within
muscle, bone, sinew and hair until the time comes to unleash it.
A psyker with the Corpus Conversion Talent gains access to
EXAMPLE this Path to Power, and may elect to use it before he attempts
Vandar Herroth is a powerful Wyrd with a Willpower of 55 and his Focus Power Test. The psyker may gain a number of bonus
a Psy Rating of 6. When using his psychic powers at the Unfettered Degrees of Success no greater than his Toughness Bonus on his
power level, Vandar’s Focus Power Tests (before being modified Focus Power Test. However, for every Degree of Success gained

by the power) that use Willpower will succeed on an 85 or less in this way, the psyker suffers 1d10 Toughness Damage as the
(Willpower 55, + Psy Rating 6 x 5). energies of the Immaterium poison his body from within.



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Traitor Adeptus Astartes characters may not benefi t from Psychic Phenomena or Perils of the Warp occur, the effects
Corpus Conversion; the taint-resistant metabolism of the will be focussed through the dying victim. Any effects which
Chaos Space Marines makes them incapable of burning away normally would affect the psyker instead cause the body to
their fl esh to fuel warp-based powers. burn to ash in a blaze of iridescent warp-fl ame, dealing 1d10
Energy Damage to anyone within three metres of the victim
(gaining the Warp Weapon trait and increasing the area to a
EXAMPLE fi ve-metre radius if it was caused by Perils of the Warp).
Vandar Herroth has a Willpower of 55 and a Psy Rating of 6.
Attempting to obliterate a group of Enforcers with the Doombolt UNNATURAL WILLPOWER
power, he turns to the Corpus Conversion power to bolster his
efforts. He is restraining his efforts, using the power at the Fettered Some particularly powerful creatures have wills of iron, a
level, requiring a Focus Power Test result of 80 or less. He succeeds, mental discipline far beyond the normal limits of the human
with a roll of 43, scoring four Degrees of Success. To this he adds mind, granting them the ability to more effectively bend
an additional Degree of Success from Corpus Conversion, taking the power of the warp into the desired form. Creatures
1d10 Toughness Damage in the process, allowing him to unleash and Characters with Unnatural Willpower can make for

five bolts from the power. terrifyingly potent psykers, their personality imprinted upon
the fl ows and tides of the Immaterium. Remember, a Focus
Power Test is still a Test based on a Characteristic, and thus
PROFANE SYMBOLS receives additional Degrees of Success on a successful Test.
Sorcerers have many ways to draw upon and unleash their
power, but one that is frequently observed is the use of sigils, FOCUS POWER TEST
symbols and other means of marking people and areas,
binding power to them. A burning sign on the fl esh or armour Any use of a psychic power begins with a Focus Power
of an ally, or a roughly-daubed emblem upon the ground, or Action (see page 236), which requires a Focus Power Test to
even a puddle of corrupted blood spat from the sorcerer’s determine whether or not the power manifests successfully,
mouth can seal a power into another person or location. and how potent its effects are. The amount of time this action
Any power with a range of Self can be cast upon an ally, takes is determined by the power being used, and may be a

painting arcane symbols upon his flesh or armour. The normal Free Action, Half Action, Full Action or Reaction.
duration of the Focus Power Test does not apply—it instead In most cases, a Focus Power Test is a Willpower Test,
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takes six rounds to manifest the power, at the end of which the modifi ed by the diffi culty of the power being used, and the Psy
Focus Power Test is made, with an additional –10 penalty. If Rating of the psyker, which grants a +5 bonus to the test for
this is successful, the power takes effect, though all the power’s every point of Psy Rating the psyker uses for that power. If this
normal effects are applied to the ally rather than the sorcerer. The test is passed, the power has manifested, while failing the test
recipient must spend the actions to sustain the power’s effect, means that the power does not manifest and nothing happens,
though all other effects of sustaining a power affect the sorcerer. though the action is still used regardless of whether the power
Any power with a radius centred on the sorcerer may be takes effect. A result of 91 or higher always indicates failure,
cast upon a location, marking the ground or another fi xed, regardless of any other factors. In many cases, the number of
immovable point in some blasphemous manner. The normal Degrees of Success scored when passing the Focus Power Test
duration of the Focus Power Test does not apply; it instead determines some of the effects of the power—when this is the
takes six rounds to manifest the power, at the end of which case, it will be noted in the power’s description.
the Focus Power Test is made, with an additional –20 penalty. Many powers also indicate an Opposed Test, especially
If this is successful, the power takes effect, though all the when used against an unwilling foe. If the Focus Power Test
power’s normal effects are instead centred upon the chosen is an Opposed Test, the psyker must successfully pass the Test
point. The sorcerer must sustain the power as normal. and gain more Degrees of Success than at least one of his
opponents to activate the power. Note that even if the psyker
SACRIFICE gathers fewer Degrees of Success than his opponent and does
The Chaos Gods are said to demand blood and sacrifi ce from not activate the power, he still can generate a disturbance in
their followers, and those on the path to glory are always the warp if using the power at Unfettered or Push level. When
eager to offer such things in exchange for greater power. For resisting an Opposed Focus Power Test, a psyker may select a
sorcerers in particular, the offering of blood and life allow Power Level for any Willpower Test to resist a power, adding
more ambitious use of their powers. his Psy Rating as normal to the Test.
A psyker with the Ritual Slaughterer Talent may ritually
prepare and slay a sacrifi cial victim (which must be a human SUSTAINING PSYCHIC POWERS

or intelligent xenos). It takes a Difficult (–10) Forbidden Some psychic powers can be sustained for a prolonged period
Lore (The Warp) Test, taking 2d5 minutes to prepare and of time, as noted in their description. A psyker may sustain such
anoint a bound and helpless sacrifi cial victim. Once prepared, powers without the need to make further rolls, taking only a small
it takes a Full Round action to slay the victim. amount of effort to sustain a single power. However, attempting
In the subsequent turn, the psyker gains a +5 bonus to his to maintain multiple powers at once becomes increasingly taxing,
Focus Power Test for every Degree of Success scored on the dividing the psyker’s attention between several simultaneous
Forbidden Lore (The Warp) Test. In addition, should any effects and requiring ever-greater amounts of concentration.
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Any power that can be sustained has a listed Action which or any other targets within two metres, providing all of the

defines how much effort the power requires to sustain—for targets are within range and line of sight.
example, a power with a Sustain Requirement of Half Action A Psychic Storm is many bolts of energy, similar to an
requires a Half Action each turn to sustain its effects. If the psyker automatic weapon. If the Focus Power Test succeeds, then
is only attempting to sustain a single power, this is enough to the psyker produces a number of psychic bolts equal to the
maintain the effects. Any power that does not have the required number of Degrees of Success. The number of hits scored in
action spent to sustain it ends at the end of the psyker’s turn. this manner may not exceed the psyker’s effective Psy Rating
Sustaining multiple powers is more diffi cult and more when using this power. The fi rst hit must strike the initially-
tiring. Any character attempting to sustain two or more chosen target, while any subsequent hits may strike either the
powers at once must spend the longest action from the initial target or any other targets within two metres, providing
Sustain Requirements of all the powers being sustained, all of the targets are within range and line of sight.
and reduces the effective Psy Rating for each power by A Psychic Blast detonates to cover a wide area, affecting
the number of powers being sustained. More perilous still, multiple targets simultaneously. The psyker must nominate a
the amount of energy the psyker is attempting to wield single point in space anywhere within range and line of sight.
becomes unstable, swiftly going out of control at the most If the Focus Power Test is successful, then every target within
minor slip of concentration. Should the psyker cause Psychic the radius of the Psychic Blast is hit by the power.
Phenomena while sustaining more than one power, then he Psychic Bolts of all kinds may be dodged as if they were
should add +10 to the result rolled on Table 6–2: Psychic any other kind of ranged attack. A successful Dodge Test is VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psyc
Phenomena for every power after the fi rst being sustained. suffi cient to avoid a normal Psychic Bolt. Dodging a Psychic
Storm or Psychic Blast is resolved in the same way as dodging
CUMULATIVE EFFECTS Auto-Fire or Area Effect Attacks (see page 235).


Modifiers, Characteristic increases, and other benefits generated
by psychic powers do not stack—only the highest applies. CORRUPTION
A number of powers are less a matter of reaching into the
RANGE AND LINE OF SIGHT warp and bending its energies to a psyker’s will, but rather the
Unless noted in its description, a psychic power that directly unleashing of the taint polluting the psyker’s body, distorting
targets an individual or thing requires a psyker to have line the material world with the warp-spawned corruption that
of sight toward (or otherwise be ‘aware’ of ) the target. The seethes within them.
target must also be within the power’s stated range. Corruption powers differ from normal Psychic Powers
in a number of ways, the fi rst of which being the nature of
PSYCHIC BOLTS the Focus Power Test. In place of Willpower or any other
characteristic, Corruption powers utilise the character’s
A number of powers produce blasts or bolts of energy that Corruption value, modifi ed as normal by the power’s
infl ict direct harm in a manner not dissimilar to a weapon. Diffi culty and the Psy Rating used for the power.
Powers of this type all follow the same basic rules. The psyker Corruption powers cannot be used at the Fettered power
must nominate a single target within range and line of sight; level; the very act of unleashing a corruption power prevents
if the Focus Power Test is successful, then the target has been the restraint necessary to Fetter a power. In addition, the
successfully hit. There are three further variations on this: Sacrifi ce or Incantation Paths to Power cannot be used with
Psychic Barrages, Psychic Storms, and Psychic Blasts. Corruption powers—the spontaneous and instinctive nature
A Psychic Barrage is a cluster of bolts of energy, similar to
a semi-automatic weapon. If the Focus Power Test succeeds, of these powers prevents such preparation and ritual.
Finally, all Corruption powers have additional effects that
then the psyker produces one psychic bolt for the initial take place when they cause Psychic Phenomena, which is
Degree of Success, plus one for every two additional Degrees further described in the section on Psychic Phenomena, below.
of Success. The number of hits scored in this manner may
not exceed the psyker’s effective Psy Rating when using this
power. The fi rst hit must strike the initially-chosen target, DETECTING PSYCHIC POWERS
tar
initial
hile
g
while any subsequent hits may strike either the initial target Psykers are attuned to the warp around them, as are
w
et
bsequent
hits
su
an
y
either
the
e
may
strik
daemons and other warp entities, able to sense the currents
and eddies caused by other psykers dipping into the fl ow
of the Immaterium. When psychic powers are in effect in a
psyker’s presence, he can make a Psyniscience Test in order
to determine their source (see page 107 for details on the
Psyniscience Skill and its uses).
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Psychic as the warp itself. Some effects can include a dramatic drop
in temperature, ghostly voices, feelings of unease, or nearby
Phenomena vegetation shrivelling and dying. In rare instances, full-scale
warp breaches with the direst of consequences can occur.
When a psyker uses his power at the Unfettered level or Push
level, he risks generating such a disturbance in the warp. Any
When a psyker reaches deeper into the warp to power his
abilities, there is always the chance of the Empyrean bleeding Unfettered Focus Power Test that results in a double on the dice,
into reality, a factor which is at the very least disturbing and or any power used at the Push level, means that the psyker must
disconcerting, and which may be destructive or disruptive to roll on Table 6–2: Psychic Phenomena. Particularly high rolls
the very fabric of reality. Sometimes this manifestation of the on this table can result in the psyker having to roll on Table 6–3:
warp is unique to the Psyker, but in general it is as unpredictable Perils of the Warp. A few powers, as noted in their descriptions,
cause other effects upon the material world when they manifest.

Table 6–2: Psychic Phenomena
Roll Effect
Dark Foreboding: A faint breeze blows past the sorcerer and those near him, and everyone gets the feeling that
01-03
somewhere in the galaxy something unfortunate just happened.
04-05 Warp Echo: For a few moments, all noises cause echoes, regardless of the surroundings.
06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
Mind Warp: The psyker suffers a –5 penalty to Willpower Tests until the start of his next turn as his own inherent
09-11
phobias, suspicions and hatreds surge to the surface of his mind in a wave of unbound emotion.
12-14 Hoarfrost: The temperature plummets for an instant, and a thin coating of frost covers everything within 3d10 metres.
Aura of Taint: All animals within 1d100 metres become spooked and agitated; Characters with Psyniscience can pinpoint
15-17
the psyker as the cause.
18-20 Memory Worm: All people within line of sight of the psyker forget something trivial.
21-23 Spoilage: Food and drink go bad in a 5d10 metre radius.
Haunting Breeze: Winds whip up around the psyker for a few moments, blowing light objects around and guttering
24-26
fi res within 3d10 metres.
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Veil of Darkness: For a brief moment (effectively the remainder of the round), the area within 3d10 metres is plunged
27-29
into immediate darkness.
30-32 Distorted Reflections: Mirrors and other refl ective surfaces within a radius of 5d10 metres distort or shatter.

Breath Leech: Everyone (including the psyker) within a 3d10 metre radius becomes short of breath for one round and
33-35
cannot make any Run or Charge actions.
Daemonic Mask: For a fl eeting moment, the psyker takes on a daemonic appearance and gains a Fear rating of 1 until the
36-38
start of the next turn. However, he also gains one Corruption Point.
39-41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
Spectral Gale: Howling winds erupt around the psyker, requiring him and everyone within 4d10 metres to make an Easy
42-44
(+30) Agility or Strength Test to avoid being knocked to the ground.
Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues of
45-47
people inside this area, they appear to be crying blood.
The Earth Protests: The ground suddenly shakes, and everyone (including the psyker) within a 5d10 metre radius must
48-50
make a Routine (+10) Agility Test or be knocked down.
Actinic Discharge: Static electricity fi lls the air within 5d10 metres causing hair to stand on end and unprotected
51-53
electronics to short out, while the psyker is wreathed in eldritch lightning.
Warp Ghosts: Ghostly apparitions fi ll the air within 3d10 metres around the psyker, fl ying about and howling in pain for
54-56
a few brief moments. Everyone in the radius (except the psyker himself ) must test against a Fear rating of 1.
Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself) rises 1d10 metres into the air

57-59 as gravity briefly ceases. Almost immediately, everything crashes back to earth, suffering falling Damage as appropriate for the
distances fallen.
Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to
60-62
hear it (including the psyker) to pass a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
The Furies: The Psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 wounds in Damage
63-65
(ignoring armour, but not Toughness Bonus) and he must test against Fear (2).
Shadow of the Warp: For a split second, the world changes in appearance, and everyone within 1d100 metres has brief

66-68 but horrifi c glimpse of the shadow of the warp. Everyone in the area (including the psyker) must make a Difficult (–10)
Willpower Test or gain 1d5 Corruption Points.
Tech Scorn: The machine spirits reject your unnatural ways. All un-warded technology within 5d10 metres malfunction
69-71 momentarily, and all ranged weapons Jam (see Chapter I: Playing the Game), whilst characters with cybernetic implants
must pass a Routine (+10) Toughness Test or suffer 1d5 Damage, ignoring Toughness Bonus and Armour.
Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres (with the exception of the Psyker) to
72-74

become Frenzied for a Round and suffer 1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test.
75+ Perils of the Warp: The warp opens in a maelstrom of energy. Roll on Table 6–3: Perils of the Warp, page 211 instead.
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Table 6–3: Perils of the Warp

Roll Effect
The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprepared mind. He must
01-05
make a Challenging (+0) Willpower Test or be stunned for 1d5 rounds.
Warp Burn: A violent burst of energy from the warp smashes into the psyker’s mind, sending him reeling. He suffers 2d5
06-09
wounds, ignoring Toughness Bonus and Armour, and is stunned for 1d5 Rounds.
Psychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 rounds, and everyone within
10-13
3d10 metres must make a Routine (+10) Willpower Test or be Stunned for one round.
Psy Blast: There is an explosion of power and the psyker is thrown 3d10 metres into the air, falling to the ground
14-18
moments later (see page 257 for Falling Damage).
Soul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for the
19-24
next hour and gains 2d5 Corruption Points.
Locked In: The power cages the psyker’s mind in an ethereal prison, tormented by visions of the warp. The psyker falls to
25-30 the ground in a catatonic state. Each round thereafter, he must spend a full action to make a Diffi cult (–10) Willpower Test.
On a success, his mind is freed and restored to his body, haunted by his experiences but otherwise unharmed.
Chronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10 rounds
31-38 (for one minute in narrative time) in the exact location. He suffers one point of permanent Toughness and Intelligence
damage as his body and mind rebel against the experience, and gains 1d5 Corruption Points.
Psychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects, but the power targets the psyker instead. VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psyc
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If the power is beneficial, it deals 1d10+5 Energy Damage (ignoring armour) to the psyker instead of its normal effect.

Warp Whispers: The voices of daemons fi ll the air within 4d10 metres of the psyker, whispering terrible secrets
and shocking truths. Everyone in the area (including the psyker ) must make a Hard (–20) Willpower Test or suffer
47-55
1d5 Corruption Points and an equal amount of Willpower Damage. In addition, whether or not the psyker passes the
Willpower Test, he still suffers an additional 1d5+5 Willpower Damage.
Vice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker
and a random being (note, this cannot be a daemon, untouchable or other “soulless” creature) within 50 metres swap
consciousness for 1d10 rounds. This may be allies or enemies. Each creature retains its Weapon Skill, Ballistic Skill,
Intelligence, Perception, Willpower and Fellowship during the swap, but all other Characteristics are of the new host
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body. If either body is slain, the effect ends immediately and both parties return to their original bodies. Both suffer 1d5
Intelligence Damage from the experience. If there are no creatures within range, the psyker becomes catatonic for 1d5
rounds while his mind wanders the warp. This journey causes 1d10 Willpower Damage, 1d10 Intelligence Damage and
1d10 Corruption Points.
Dark Summoning: Khorne’s wrath swells at the arrogance of the psyker, and he sends a Bloodletter to deal with the fool. (see
Chapter XI: Adversaries) The Bloodletter rips into existence within 3d10 metres of the psyker, for a number of rounds equal to
59-67 1d5 plus the daemon’s Toughness Bonus. The psyker’s turn immediately ends, and the Daemon may take its turn immediately. It
detests the psyker and focuses all of its attacks upon the fool that unwittingly summoned it. It will not attack anyone else, even if
others attack it.
Rending the Veil: The air vibrates with images of cackling daemons and the kaleidoscopic taint of the warp is rendered
68-72 visible. All sentient creatures (any creature with an Intelligence characteristic) within 1d100 metres must test against Fear
(2). The psyker must Test against Fear (4) instead. This effect lasts for 1d5 rounds.
Blood Rain: A psychic storm erupts, covering an area of 5d10 metres in which everyone must pass a Challenging
(+0) Strength Test or be knocked to the ground. In addition to howling winds and the skies raining blood, any psychic
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powers used in the area automatically invoke Perils of the Warp for 1d5 rounds, in addition to any Psychic Phenomena
those powers cause. The psyker gains 1d5+1 Corruption Points.
Cataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10 metres
(including the psyker) takes 1d10+8 Energy Damage with a Pen of 5. The psyker may not Dodge this, or stop the attack
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with a Field Save. In addition, all of the psyker’s clothing and gear is destroyed, leaving him naked and smoking on the
ground. The psyker may use no further powers for 1d5 hours after the event.
Mass Possession: Daemons ravage the mind of every living thing within 1d100 metres. Every character in the area must
83-86 resist a possession attack (see the Possession Trait in Chapter IV: Talents and Traits; the attacker is a random Lesser
Daemon). This possession will last for no more than 2d10 rounds, after which the daemons are cast back into the warp.
Reality Quake: Reality buckles around the psyker, and an area radiating out 3d10 metres from him is sundered: solid
87-90 objects alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending Damage, ignoring
armour (and unable to be dodged). Warded objects, daemons and untouchables halve the Damage rolled.
Grand Possession: A grand and terrible warp entity takes interest in the psyker’s soul, descending from the warp to
seize the mortal’s body for its own purposes. A Greater Daemon chosen by the GM attempts to possess the psyker (see the
Possession Trait in Chapter IV: Talents and Traits). Even if the daemon fails, the psyker still suffers 2d10 Toughness
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Damage, and will forever add +10 to all rolls on the Psychic Phenomena and Perils of the Warp tables as his body now
serves as a conduit to the power of the warp. If the character dies while possessed, the Greater Daemon manifests in the
real world for a number of days equal to its Toughness Bonus or until it is destroyed.
Annihilation: The psyker is immediately and irrevocably destroyed, burned to nothing by the screaming fi res of the
Immaterium or dragged into the deepest maelstrom of the warp. The psyker may not spend Infamy to recover from this
death, he is irrevocably destroyed. There is a chance that a daemonic entity of some sort appears in the psyker’s place—
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the type of daemon that appears is determined by the GM, based on how powerful the psyker was—more powerful
psykers draw more powerful daemons. The percentage chance that the daemon appears is equal to the psyker’s Willpower
characteristic (roll a d100, if the result is equal to or under the characteristic, the daemon appears).



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Psychic Powers EXALTED POWERS

Amongst greatest and most terrifying of sorcerers are those
able to balance the favour of all four Great Powers and remain
“From the warp, power. But power alone is nothing without form or free from their grasp. Exalted powers are those achievable
purpose. From desire, will. But will alone is pointless without the only by sorcerers capable of treading this fi ne line.
power to make those desires real. Only by melding the two can one

find freedom from this cloying, stagnant reality.” TELEPATHY
– Excerpt from Book IX of the Sibylline Incitements For a psyker, the mind is a powerful tool, a device to be feared
and respected. Able to reach into the minds of others to steal
sychic powers work in much the same way as Skills and away thoughts and infl uence instincts, a skilled telepath can
allow a psyker character to manifest effects and abilities. cause havoc if he chooses to do so.
PSorcerers and wyrds tap into the raw and untamed power
of the warp, learning powers when inspiration, experimentation
or daemonic providence provide the opportunity. TELEKINESIS
Many sorcerers and wyrds had some training in the use The will of a suffi ciently-potent telekine can rend steel and
of psychic powers before their rebirth as servants of the Dark pulverise fl esh with nothing more than willpower. Their wills
Gods, and while they may forsake those teachings during their are literally as strong as iron, able to greatly infl uence the
awakening, remnants of that training linger, to be joined by the material world with a single thought.
divinely-inspired powers granted to them by their new masters.
The following section contains several disciplines of psychic DIVINATION
powers. Five of them—Unaligned, Nurgle, Slaanesh, Tzeentch, The warp is beyond time and physical dimension, and a cunning
and Exalted—are intended for Chaos-worshipping characters psyker can gaze into its depths to learn secrets from other places
only. The others—Telepathy, Telekinesis and Divination may be and times. It takes great skill to discern knowledge of worth from

used by psyker characters of any species or allegiance, and are the infinite reaches of the Immaterium, and many lack the talent

designed to be used as much by NPCs opposing the Heretics as by to gain more than vague insights, but for those who can find
Chaos psykers. Therefore, an unaligned Heretic may freely select what they seek, the rewards of divination are great.
powers from the Unaligned, Exalted, Telepathy, Telekinesis, and
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Chaos Power loses the ability to select Exalted Powers, but may

take powers from his God-specific Discipline instead. Certain powers, Nurgle, Slaanesh, and Tzeentch Powers, are
Aligned with that god. This has several effects.
First, taking one of these powers counts as an Advancement
UNALIGNED POWERS that furthers a Heretic’s alignment with that God. Someone
These powers are the common techniques of most Chaos Aligned to Nurgle taking Nurgle’s Rot increases his Alignment to
sorcerers, abilities that tap into the seething, corrosive nature Nurgle by 1. Secondly, Aligned Powers may only be used if the
of the Immaterium in its purest, elemental state. Unaligned psyker in question is Aligned to that specific God. For example, if

powers provide a broad but basic array of abilities that may a Nurgle sorcerer with Nurgle’s Rot later becomes unaligned, he
be employed by any Sorcerer. may no longer use that Psychic Power. Note that the psyker does
not “lose” the power, he just cannot use it. If he later returns to be
NURGLE POWERS Aligned to Nurgle, he can again use Nurgle’s Rot. He does not
The powers of the Grandfather of Pestilence are insidious, have to purchase the power a second time. In a similar fashion,
repulsive and debilitating. Sorcerers of Nurgle leave mewling, Exalted Powers can only be used by psykers who are unaligned.
diseased corpses and desecrated earth in their wake, their
powers spreading hellish, warp-spawned diseases. POWER FORMAT
Each Psychic Power is presented using the following format:
SLAANESH POWERS Name: The power’s name.
The Prince of Pleasure grants powers that ravage the mind and Alternate Names: A variety of alternate names commonly
reach deeply into the soul of their victims. Sorcerers of Slaanesh used to refer to the power. Some are used by Chaos psykers,
delight in spreading pain, extremes of sensation and delusions. others by Astartes Librarians, Astropaths and Eldar Farseers.
Value: This number represents the amount of Experience
TZEENTCH POWERS required to learn the power. Psychic powers may be purchased
The Lord of Deceit and Sorcery blesses and patronises with Experience Points.
many sorcerers, granting them great powers of change and Prerequisites: Some techniques require the psyker to have
desolation. Tzeentch sorcerers revel in the death they create, learnt other ways to use his abilities, or devoted his soul to
for the change from alive to dead is amongst the greatest of a particular Chaos God. The psyker must possess the Powers
changes a mortal being can cause or suffer. (or other prerequisites) listed in order to learn the power.
Action: The Focus Power Action (see page 236) required
to activate the power. This is usually a Free Action, Half
Action, Full Action, Reaction or an Extended Action.
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Focus Power: This states the Characteristic used in Focus ABHORRENT WARD [CORRUPTION]
Power Tests to activate this power (normally Willpower, but Alternate Names: Repulsive Shield, Mantle of Esh’raiik,
occasionally other characteristics are used), and whether the Bulwark of Detestation
Focus Power Test is Opposed. The diffi culty of the power is Value: 300xp
also noted here. Prerequisites: Corruption 30+, Psy Rating 4
Range: The range at which the power can be used is
usually expressed in metres or kilometres multiplied by the Action: Half Action
Focus Power: Challenging (+0) Corruption Test
PR at which the power was used. If the range is a radius, this Range: Self
is always measured with the psyker at its centre. Radius is also Sustained: Half Action
considered to a sphere around the psyker and so will extend Subtype: Concentration
up, down and in every other direction. Description: The Sorcerer’s tainted soul draws to it the
Sustained: This states whether the power can be sustained
(see page 208), and what action is required to sustain the denizens of the warp, who clamour to his presence. At his
command, they can press against the skin of reality, their
power. This entry will always be one of the following: No, shrieks and howls and the visions they infl ict horrifi c to
Free Action, Half Action, or Full Action. behold. Few beings have the mental fortitude to gaze upon
Description: This details the power’s effects, including variable
effects that the psyker’s Psy Rating, or the Degrees of Success a being surrounded by a cacophonous swarm of daemons,
disrupting their ability to target him.

from the Focus Power Test, have on the power’s final strength. While this power remains in effect, any creature attempting VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI:
Whenever a power’s description refers to the psyker’s Psy Rating, to target the Sorcerer with any form of attack must attempt

it means the PR at which he manifests the power, modified by the a Willpower Test, with a –5 times the Sorcerer’s Psy Rating
power level (Fettered, Unfettered, or Push) he chose. penalty. If the attacker succeeds at this test, he may attack as
Psychic Phenomena: Some powers cause alternate or
additional Psychic Phenomena. If the power uses only the normal. However, failure means that his revulsion prevents him
attacking. He may choose another target to attack instead.
normal Psychic Phenomena rules, this section will be absent.
Psychic Phenomena: The pressure of daemonic horde
tearing at the fabric of existence thins the veil, making it risky
UNALIGNED POWERS for psykers to draw too deeply from the warp. While this
These powers are the basic list of powers, not linked to any power remains in effect, any psyker within 30m must add
one of the Chaos Gods, though sorcerers aligned to one of +20 to all rolls on the Psychic Phenomena table (including
the Great Powers often use variants of these powers. any generated by this power).
DOOMBOLT
Alternate Names: Shards of Malice, Fist of Ruin
Value: 200xp
Prerequisites: None
Action: Half Action
Focus Power: Challenging (+0) Willpower Test
Range: 20 metres x Psy Rating
Sustained: No
Subtype: Attack, Concentration
Description: Known by a variety of names, the Doombolt is
a common destructive power utilised by a great many Chaos
magos to strike down their foes. Formed from the coalesced spite
and loathing of the Sorcerer, they are corrosive bolts of dark
energy, raining down like black hail upon the enemy. As the

Sorcerer conjures these bitter projectiles with clenched fists, he

fills the air with the stench of brimstone and the booming roar
of daemons for the brief moment of the power’s manifestation.
Doombolt is a Psychic Barrage that deals 1d10+ Psy
Rating Energy Damage with a Pen of 8.

FOUL CAGE
Alternate Names: Chains of Torment, Bonds of Flesh
Value: 300xp
Prerequisites: Psy Rating 4
Action: Full Action
Focus Power: Opposed Challenging (+0) Willpower Test
Range: 25 metres x Psy Rating
Sustained: Half Action



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of the warp are easy for a Sorcerer to fi nd, though a challenge
PSY RATING IN PSYCHIC POWERS to control, often proving overwhelming for the unsuspecting.
While this power remains in effect, the Sorcerer, and all
Unless specifi cally stated otherwise, all modifi ers in a creatures within the power’s radius immediately enter a Frenzied
power equal to Psy Rating are based on the Psy Rating state, as if they had the Frenzy Talent. They will remain in this state
used when manifesting the power. This means that if for as long as they remain within the power’s radius. The Sorcerer
the sorcerer manifests a power at the Fettered Level, a may continue to manifest psychic powers even while Frenzied.
power that has effects based on Psy Rating is going to
do less than if he Pushes.
HOST OF FIENDS
Alternate Names: Cavalcade of Horrors, Cacophonous Mass
Subtype: Attack, Concentration Value: 200xp
Description: Great long bonds of warp-spawned ropes, Prerequisites: Psy Rating 3
chains, and lengths of barbed sinew erupt from the ground Action: Full Action
and wind themselves around any creatures within reach. These Focus Power: Challenging (+0) Willpower Test
bonds ensnare and constrict as if alive, and sprout barbs and Range: 5 metres per Psy Rating radius
thorns which dig deep into the fl esh of those so ensnared. Sustained: Free Action
Foul Cage is a Psychic Blast with a radius equal to the Subtype: Attack, Concentration
power’s Psy Rating, that deals 1d10+3 R Damage with the Description: The veil between reality and the warp is made
Crippling (1d10), Snare (2) and Tearing qualities.
thin and porous, allowing even the least of daemons to scratch
and claw at the edge of the universe, their distant shrieks and
GIFT OF CHAOS howls and the nightmarish images they produce tormenting
Alternate Names: Fleshy Curse, Indigo Fire of Change, all mortals within their reach. Those who call such forces into
Festus’ Transfi guration being revel in the blasphemy they infl ict and the suffering
Value: 400xp that comes from their presence.
Prerequisites: Psy Rating 5, Infamy 40+ All of the Sorcerer’s enemies within range of this power suffer
Action: Half Action a –2 x PR penalty to all Willpower Tests. In addition, every time
Focus Power: Opposed Hard (–20) Willpower Test a creature affected by this power fails a Willpower Test, they gain
Range: 1 metre x Psy Rating 1d5 Corruption Points for every Degree of Failure.
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Sustained: No
Subtype: Attack, Concentration WARPTIME
Description: The Sorcerer tears a miniscule hole in reality for the Alternate Names: Swift as Karanak, Gods’ Speed
briefest of moments, exposing a single foe to the full splendour Value: 400xp

of the warp. In seconds, their flesh is remade anew by the glory Prerequisites: Psy Rating 4
of Chaos, creating a howling, screaming mass of corrupted matter Action: Half Action

that thrashes and flails as it succumbs to mutation after mutation. Focus Power: Diffi cult (–10) Willpower Test
The target opposes this power with a Toughness Test. Range: Self
If the target wins, it suffers no Damage. If it loses, it suffers Sustained: Free Action
1d10 Damage +2 per Degree of Failure, ignoring Toughness Subtype: Concentration
Bonus and Armour. If the target loses the Test by four or more Description: The timeless nature of the warp grants the
Degrees, the target mutates, immediately suffering a random cunning Sorcerer the means to defy the normal limits of time,
Gift of Gods (see page 291)—at the GM’s discretion, minor hastening his movements and refl exes such that his enemies
NPCs or adversaries can simply be transformed into a mewling, appear to be moving in slow motion. Many liken it to the
disgusting, and harmless Chaos Spawn, effectively killing them.
terrifying speed of Khorne’s hunting hound, a fi gure that
holds particular horror for psykers.
HATESTORM The Sorcerer gains the Unnatural Weapon Skill, Unnatural
Alternate Names: Dream of Rage, Deluge of Fury Ballistic Skill and Unnatural Agility traits, all at values equal
Value: 400xp to his Psy Rating.
Prerequisites: Psy Rating 4, Frenzy, Hatred (Any One)
Action: Half Action WIND OF CHAOS [CORRUPTION]
Focus Power: Diffi cult (–10) Willpower Test Alternate Names: Stream of Corruption, Scintillating
Range: 5 metres x Psy Rating radius Cascade, Blue Fire of Tzeentch, Whirlwind of Fangs
Sustained: Half Action Value: 300xp
Subtype: Attack Prerequisites: Corruption 30+
Description: The Sorcerer calls upon the dark gods to gift Action: Half Action
him with a portion of their own hatred, and becomes the Focus Power: Opposed Challenging (+0) Corruption Test
crackling focus of an aura of dark energy. Anyone caught Range: 5 metres x Psy Rating
within this explosion of unholy power fi nds himself with a Sustained: No
psychotic hatred of all living things, hurling themselves at Subtype: Attack, Concentration
their foes at the fi rst opportunity. The hellish psychic echoes
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Description: Reaching deep into the corruption within NURGLE POWERS
his soul, the Sorcerer unleashes a wave of energy that leaves
devastation in its wake. Depending upon the devotions of These seven powers are linked to Nurgle, and selecting them
the Sorcerer, the nature of this outpouring of corrupt power takes a Sorcerer further down the path of Nurgle worship.
varies—those devoted to Nurgle produce a stream of bilious All Toughness Tests made to resist an Opposed Focus Power
fi lth, while a rain of hypnotic luminescence or glittering Test for a Nurgle power are considered to be tests to resist a
golden light characterises the powers of a Slaanesh Sorcerer. poison or disease, and consequently any Talents, Traits, or
Every Sorcerer’s Wind of Chaos is subtly different, coloured special abilities that grant bonuses to resist poisons or diseases
by their own prejudices and insanity. grant their usual bonus.
The Sorcerer produces a torrent of foul energy in a
30-degree cone out to the power’s range, similar to a weapon CHOIR OF POXES
with the Spray quality. Creatures caught within the spray Alternate Names: Litany of Pestilence, Delirious Chant
may oppose the Focus Power Test with an Agility Test. Any Value: 100xp
creature that does not successfully avoid the power’s effects Prerequisites: Aligned Nurgle
suffers 2d10 + Psy Rating Energy Damage with the Felling Action: Full Action
(2), Tainted, and Warp Weapon Qualities, plus a single Focus Power: Diffi cult Opposed (–10) Willpower Test
additional Quality determined by the Sorcerer’s alignment. Range: 30 metres
If used by a Tzeentch Sorcerer, Wind of Chaos gains the Sustained: No
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gains the Shocking quality. If used by a Nurgle Sorcerer, Wind Description: As enacted by Nurgle’s daemonic legions, the
of Chaos gains the Toxic quality. If used by an unaligned Sorcerer’s throat rattles with the names of every disease he has
Sorcerer, Wind of Chaos gains the Tearing quality. ever suffered from, and every disease that Nurgle has ever gifted
Psychic Phenomena: The psychic residue of the power’s mortals with. Those caught within earshot of this pestilential
effects lingers on every surface for a few moments longer, incantation fi nd themselves wracked with spasms of pain and
whether ablaze with guttering azure fl ame, spattered in delirium, as the Sorcerer speaks the true names of different
fi lth, or coated in a fi ne glittering dust imbued with the diseases, invoking plagues both ancient and yet to occur.
echoes of sensation. Until the start of the Sorcerer’s next Creatures caught within range of this power may oppose the
turn, every creature within 3d10 metres of the Sorcerer Focus Power Test with a Toughness Test, suffering an additional
suffers a –10 penalty on all Willpower Tests due to the –10 penalty if they have the Heightened Senses (Hearing)
disconcerting and disruptive aftereffects of the Wind Talent. Any creature that fails to resist this power takes 1d10 +
of Chaos. This is in addition to any normal Psychic Psy Rating Damage and is stunned until the start of its next turn.
Phenomena that might be manifested.
INVIOLABLE FLESH
Alternate Names: Effl uent Form, Vigour Mortis
Value: 200xp
Prerequisites: Aligned Nurgle, Toughness 40+
Action: Half Action
Focus Power: Hard (–20) Willpower Test
Range: Self
Sustained: Free Action
Subtype: Concentration
Description: The Sorcerer’s fl esh twists and changes to
resemble the blessed effl uents of the Plague God, becoming
crusted with fi lth and foulness such that the blows of the
enemy do not cut so deep. Gifted with such a pestilential form,
the Sorcerer can shrug off injuries that would fell a lesser man.
While this power is in effect, the Sorcerer gains the
Unnatural Toughness Trait with a rating equal to the sorcerer’s
Psy Rating. However, so encumbered by fi lth is the Sorcerer
that he suffers a –10 penalty to his Agility characteristic.


LEPER’S CURSE
Alternate Names: Dessicant Word, Thousandth Necrotic
Invocation, The Final Curse
Value: 400xp
Prerequisites: Mark of Nurgle, Psy Rating 5
Action: Half Action
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Range: 5 metres x Psy Rating Subtype: Concentration
Sustained: None Description: While touching the ground beneath his feet,
Subtype: Attack, Concentration the Sorcerer conjures forth a wave of pestilence and decay,
Description: Whispering an incantation taught to him by a turning hardened soil into a morass of greenish-grey sludge.
Plaguebearer, the Sorcerer focuses a stream of decay into one of Many sorcerers invoke litanies of infertility or speak prayers
his victim’s body parts. At this foul command, the victim’s fl esh of desecration, while others trace abhorrent runes in the
and bone wither away in a display of glorious atrophy, leaving dirt or pour jars of diseased blood onto the ground. Many
shrivelled ruin in the spell’s wake. Some sorcerers know this as sorcerers believe that this power was granted to mortals by
the Thousandth Necrotic Invocation, one in a long list of vile one of the most renowned of Nurgle’s daemons.
syllables beloved of the Grandfather of Pestilence and capable While this power remains in effect, the ground around the
of infl icting terrible affl ictions upon their victims. Sorcerer, which moves as he does (centred on him at all times),
This power is a Psychic Bolt that causes the target to suffer a becomes swamp-like. Any creature—with the exception of
single Rending Critical Effect equal to 1d10. Leper’s Curse does the Sorcerer himself—within the power’s radius must pass a
not do Damage to Wounds, but can cause limb loss, blood loss, Challenging (+0) Agility Test or fall whenever attempting
or even death, depending on the Critical Effect.An opponent can to move faster than a normal Half Action movement rate.
only be targeted by the Leper’s Curse once per combat.
PUTREFYING EMBRACE
NURGLE’S ROT [CORRUPTION] Alternate Names: Epidemic Touch, Hand of Filth
Alternate Names: The Destroyer Hive, Heart of Contagion, Value: 200xp
Pandemic’s Herald Prerequisites: Mark of Nurgle
Value: 400xp Action: Half Action
Prerequisites: Corruption 30+, Aligned Nurgle Focus Power: Very Hard (–30) Willpower Test
Action: Half Action Range: Self
Focus Power: Challenging (+0) Corruption Test Sustained: Yes
Range: 5 metres x Psy Rating radius Subtype: Concentration
Sustained: Half Action Description: The Sorcerer reaches out with arms dripping
Subtype: Attack, Concentration in foulness, to corrupt anything he touches. A single touch
Description: The grandest and most infamous of Nurgle’s spreads stinking pus and other vile fl uids, defi ling anything
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contagions, Nurgle’s Rot is known by many names and has they are left upon.
appeared on countless worlds, leaving entire populations desolated The sorcerer’s unarmed melee attacks deal 1d10+Psy
by this terrible daemonic pathogen. Nurgle’s devoted sorcerers Rating I Damage and gain the Toxic (3) Quality, and he
take on all manner of diseases, serving as host to the creations counts as having the Deadly Natural Weapons Trait. The
of the Lord of Plagues. From this seething mass of decay and Sorcerer’s Strength Bonus is not added to the Damage.
entropy, these devotees of pestilence summon forth the psychic

echo of this paragon of plagues, inflicting it upon those nearby. RAIN OF FOULNESS
The infectious gift of Nurgle is cast outward to embrace all Alternate Names: Torrent of Decay, the Grandfather’s Gift
who stray too near to the Sorcerer. Creatures within range of Value: 300xp
the Sorcerer while this power remains in effect suffer 1d10 + Prerequisites: Aligned Nurgle
Psy Rating Damage, with the Tainted and Toxic (4) qualities. Action: Half Action
The damage ignores Armour unless it is environmentally Focus Power: Challenging (+0) Willpower Test
sealed. Those Devoted to Nurgle are unaffected by this power. Range: 20m x Psy Rating
Psychic Phenomena: While this power remains in effect, Sustained: Half Action
the air within the power’s range is fi lled with a thick, acrid Subtype: Attack, Concentration
fog and swarms of massive bloated fl ies. Any creature within Description: At the Sorcerer’s command, the skies fi ll with
range that is not devoted to Nurgle suffers a –5 penalty to brooding, discoloured clouds that split open and pour fi lth
Weapon Skill, Ballistic Skill, Intelligence, Perception and and rotten blood down upon the Sorcerer’s foes. Few can do
Fellowship Tests as the foul vapour and buzzing fl ies hinder little more than fl ee from this downpour of vileness. The most
their concentration and drive them to distraction. This is in devout of Nurgle’s sorcerers speak of this power as being a
addition to any normal Psychic Phenomena. gift from Grandfather Nurgle, bestowed upon the world from
the Plague Lord’s domain.
FIELD OF PESTILENCE This power is a Psychic Blast with a radius of 1+ the
Alternate Names: Pestilent Earth, The Plaguefather’s Quagmire Degrees of Success on the Focus Power Test. Anyone caught
Value: 300xp within the area of effect suffers 1d10+7 I Damage with a Pen
Prerequisites: Aligned Nurgle equal to Psy Rating and the Toxic (3) Quality, and must take
Action: Full Action a Pinning Test.
Focus Power: Hard (–20) Willpower Test
Range: 5 metres x Psy Rating radius
Sustained: Free Action
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These six powers are linked to Slaanesh, and selecting them
takes a Sorcerer further down the path of Slaanesh worship.

ACQUIESCENCE
Alternate Names: Moment of Submission, Silver Haze
Value: 300xp
Prerequisites: Devoted to Slaanesh, WP 50+, Psy Rating 4
Action: Half Action
Focus Power: Challenging (+0) Opposed Willpower Test
Range: 20 metres x Psy Rating
Sustained: No
Subtype: Attack, Concentration
Description: The Sorcerer conjures a spark of delusion,
overwhelming the target’s mind with contradictory thoughts
and feelings that drive him to distraction, incapable of
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sorcerers sometimes describe the power as a silvery fog that
overwhelms all sensation, conjured with entrancing words
whispered under the breath.
The Sorcerer nominates a single enemy within range, who
resists the power with a Willpower Test. Every Degree of
Success on the Sorcerer’s Focus Power Test causes the victim to
be Stunned for 1 turn. Losing the Test by fi ve or more Degrees
causes the victim to be rendered unconscious instead.

ECSTATIC OBLIVION
Alternate Names: Pleasure from Pain, Desolate Soul Description: The Sorcerer reaches deep into the warp and
Value: 250xp produces a soul-shattering noise that infl icts terrible pain upon
Prerequisites: Mark of Slaanesh, Toughness 40+, Psy Rating 4 those that hear it. Many sorcerers attribute this power to the
Action: Half Action genetic tampering of Fabius Bile during the early days of the
Focus Power: Challenging (+0) Willpower Test Heresy, and to the engineered talents of Lord-Commander
Range: Self Eidolon of the Emperor’s Children.
Sustained: Free Action A Hellshriek is a Psychic Blast centred on the Sorcerer.
Subtype: Concentration Any creature within the area of effect, with the exception of
Description: The Sorcerer summons up every fl ickering the Sorcerer, suffers 2d10 + Psy Rating Rending Damage
moment of stray emotion he can fi nd within the Immaterium, with the Concussive (1) and Warp Weapon Qualities.
and draws them into himself, overwhelming his own senses Psychic Phenomena: The shrieking cry of the Sorcerer
and rendering him oblivious to the sensations of battle around reverberates through the warp, echoing for moments after the
him. Many sorcerers become addicted to the sensations they initial blast of sound, lingering in the ears and minds of those
conjure, burning away their soul with warp-spawned ecstasy. nearby. Until the start of the Sorcerer’s next turn, all creatures
While this power remains in effect, the Sorcerer cannot be within range of the power suffer a –20 penalty to all Perception
stunned or rendered unconscious, nor is he affected by fatigue. Tests. This is in addition to any normal psychic phenomena.
In addition, he is so addled by sensation that he can push his
body far beyond its normal limits, gaining Unnatural Strength LASH OF SUBMISSION
and Unnatural Agility at a value equal to half the Sorcerer’s Psy Alternate Names: Bond of Dominion, Beam of Slaanesh
Rating. However, he suffers a –20 penalty to all Perception Tests. Value: 400xp
Prerequisites: Aligned Slaanesh, Willpower 50+, Psy Rating 4
HELLSHRIEK [CORRUPTION] Action: Half Action
Alternate Names: Eidolon’s Call, Psyren Song Focus Power: Challenging Opposed (+0) Willpower Test
Value: 400xp Range: Psy Rating metres
Prerequisites: Mark of Slaanesh, Corruption 50+ Sustained: No
Action: Half Action Subtype: Attack, Concentration
Focus Power: Challenging (+0) Corruption Test Description: The Sorcerer projects a lurid, glowing cord of
Range: 3 metres x Psy Rating radius energy that wraps itself around his enemies, worming itself
Sustained: No into their minds and overwhelming their will for a few brief
Subtype: Attack, Concentration moments. Many sorcerers take a perverse pleasure in making
others dance like puppets for them, becoming enthralled by


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the power and dominance they can exert and delighting in TZEENTCH POWERS
the horrifi c acts they can make others perform.
The Sorcerer nominates a single creature within range and These nine powers are linked to Tzeentch, and selecting them
line of sight, which may resist the power using a Willpower will take a Sorcerer further down the path of Tzeentch-worship.
Test. If the test is failed, then the creature’s actions, for a
number of turns equal to the Sorcerer’s Psy Rating, are chosen BOLT OF CHANGE
by the Sorcerer instead. The victim may only perform a single Alternate Names: Crimson Fire of Tzeentch, M’Kachan’s
half action each turn he is controlled, and may not perform Wrath, The Inevitable Gift
any action with the Concentration subtype. Value: 500xp
Prerequisites: Mark of Tzeentch, WP 50+, Psy Rating 5
SOUL’S SECRETS UNLEASHED Action: Half Action
Alternate Names: Mastery of the Soul, The Dark Prince’s Focus Power: Challenging (+0) Willpower Test
Whisper, Insidious Utterances Range: 10 metres x Psy Rating
Value: 500xp Sustained: No
Prerequisites: Mark of Slaanesh, WP 50+, Psy Rating 6 Subtype: Attack, Concentration
Action: Full Action Description: The Sorcerer focuses his will and his wrath into
Focus Power: Very Hard (–30) Opposed Willpower Test a searing bolt of warp-fl ame—often red, due to the pervasive
Range: 25 metres x Psy Rating lore of the many-coloured fi res of Tzeentch—that reduces
Sustained: No enemies to twitching masses of mutating gore, or swirling
Subtype: Attack, Concentration whirlwinds of iridescent ash. Few substances can withstand
Description: The Sorcerer becomes a mouthpiece for the the corrupting energies of a Bolt of Change.
infi nite voice of Slaanesh, crawling deep into the mind of Bolt of Change is a Psychic Bolt that deals Xd10 Energy
a chosen victim, calling forth the darkest desires from the Damage with a Pen of 9 (where X equals the sorcerer’s Psy
depths of his victim’s soul, unleashing them and giving them Rating), and with the Felling (Psy Rating) Quality. In addition,
free reign. Slaanesh sorcerers consider this power to be the a living creature struck by a Bolt of Change must immediately
greatest of blessings they can bestow upon a mortal soul. make a Challenging (+0) Toughness Test. Failure indicates
The Sorcerer nominates a single creature within range, who that the target gains 1d5 Corruption Points for every Degree
may resist this power with a Willpower Test (the opposing Test of Failure. Five or more Degrees of Failure indicates that the
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for the Focus Power Test). If this test is failed, then the victim’s target becomes subject to swift and catastrophic mutation,
darkest impulses take control of his mind for a number of turns transforming into a Chaos Spawn that swiftly collapses into a
equal to the Sorcerer’s Psy Rating. During this time, he acts in puddle of shrieking ichor.
accordance with the most destructive side of his personality,
unrestrained by self-control, and attacks the nearest target BOON OF TZEENTCH
(creature, Heretic, or NPC) with his most powerful weapons. He Alternate Names: The Cyclops’ Gift, Emerald Flame of
will not take suicidal actions such as leaping off a building to Tzeentch
attack someone in melee, but he still takes otherwise foolhardy Value: 300xp
risks and automatically passes Willpower Tests to resist Fear or Prerequisites: Aligned Tzeentch, Psy Rating 4
Pinning. He is also immune to stunning and the effects of Fatigue. Action: Half Action
Focus Power: Challenging (+0) Willpower Test
SYMPHONY OF PAIN Range: Self
Alternate Names: N’Kari’s Concerto, Malignant Song Sustained: No
Value: 300xp Subtype: Attack, Concentration
Prerequisites: Mark of Slaanesh, Toughness 40+, Psy Rating 4 Description: The Sorcerer reaches deep into the warp for
Action: Full Action greater power, bolstering his already potent abilities further.
Focus Power: Hard (–20) Willpower Test Many sorcerers learn this power from ancient copies and
Range: 5 metres x Psy Rating radius fragments of the Book of Magnus, conjuring a searing green
Sustained: Half Action fi re that augments sorcerous might in those strong enough to
Subtype: Attack, Concentration wield it, and which may immolate those who grasp foolishly
Description: The Sorcerer casts his arms wide, as if conducting at the power it provides.
a great orchestra of cavorting daemons that howl and dance The Sorcerer gains a bonus to his Psy Rating for every
around his echo within the Immaterium. Their siren call warps Degree of Success he scores on the Focus Power Test, which
the minds of those nearby, causing blinding sheets of pain. may only be used on the next power the Sorcerer uses and
This power emanates from the Sorcerer in all directions, out only if that power is used at the Unfettered power level or
to the listed radius. All creatures within that range—excepting Higher. However, upon using that bonus Psy Rating, the
those Devoted to Slaanesh—while the power remains in effect, Sorcerer suffers an immediate hit, dealing 1d5 plus Psy
are stunned for one turn and gain a number of levels of Fatigue Rating of the second power Damage with a Pen of 4 and
equal to the Sorcerer’s Psy Rating if they roll a double on any the Shocking Quality. This hit cannot be Dodged, Parried, or
Test they make for any Action they attempt. blocked through a Field Save.
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FLICKER MANTLE OF LIES
Alternate Names: Warpstep, Ephemeral Passage, Violet Alternate Names: Changeling, Veil of Illusion
Fire of Transition Value: 200xp
Value: 400xp Prerequisites: Aligned Tzeentch, Intelligence 40+,
Prerequisites: Mark of Tzeentch, Willpower 50+, Psy Fellowship 40+
Rating 4 Action: Half Action
Action: Half Action Focus Power: Diffi cult (–10) Willpower Test
Focus Power: Diffi cult (–10) Willpower Test Range: 25 metres x Psy Rating
Range: Self Sustained: Half Action
Sustained: Free Action Subtype: Concentration
Subtype: Concentration Description: The Sorcerer calls upon the Weaver of Fates to
Description: The Sorcerer creates a shimmering fi eld of bless him with the power of confusion. An illusion is woven
unreality around him, his image becoming transparent and over the Sorcerer and a target of his choice, and even the closest
intermittent as he fl ickers between reality and the warp. In allies of the victim can seldom see the truth of the matter.
this manner, he may step through solid objects as if they were The Sorcerer nominates a single enemy within range and
air, and the blows of the enemy pass through him as if he line of sight. While this power remains in effect, the Sorcerer
were nothing more than a holographic image. appears to be the target, and the target appears to be the
For as long as this power remains in effect, the Sorcerer gains Sorcerer. The illusion is almost fl awless, and is diffi cult for VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: P
the Incorporeal Trait (see Chapter IV: Talents and Traits), even the most careful observers to see through. A creature can
and counts his Agility Bonus as equal to the Sorcerer’s Psy attempt an Awareness Test, with a penalty equal to fi ve times
Rating for the purposes of determining how far he may move, the Sorcerer’s Psy Rating, in order to see through the illusion.
and he may move as easily vertically as horizontally. While
in this state, the Sorcerer cannot cross psychically charged MINDSCOURGE
barriers, holy wards or energy wards designed to bend reality Alternate Names: Death of Thought
or manipulate the warp, such as a Gellar Field or Void Shield. Value: 300xp
Prerequisites: Aligned Tzeentch, Hatred (any), Psy Rating 5
GHOLAM CURSE Action: Half Action
Action: Half Action
Lies
Alternate Names: Puppetmaster Sigil, Dance of Lies F ocus P o w er: Challenging (+0) W illpow er T est
Focus Power: Challenging (+0) Willpower Test
Puppetmaster Sigil, Dance of
R
ang
e:
Value: 300xp Range: 25 metres x Psy Rating
ting
es x Psy Ra
25 metr
h,
Aligned
zeentc
T
Prerequisites: Aligned Tzeentch, Sustained: No
Sustained: No
Subtype: Attack, Concentration
W illpow er 50+, Psy Ra ting 5 Subtype:
Willpower 50+, Psy Rating 5
Action: Half Action Description:
Description: At fi rst, all the
eels
sta
p
f
b
victim
b
is

a
Challenging
Focus Power: Challenging (+0) victim feels is a sharp stabbing
ing
(+0)
shar
head.
How
his
pain
ev
,
er
the
in
Opposed Willpower Test pain in his head. However, the
er
20 metr
has
er
Sor
Range: 20 metres x Psy Rating Sorcerer has placed a sliver of
sliv
placed
a
es x Psy Ra
cer
of
ting
in
s
c
psy
Sustained: No psychic energy in the victim’s
the
ener
victim’
gy
hic
w
Subtype: Attack, Concentration mind, which will infl ict
h
Attac
tion
will
infl ict
a
hic
k, Concentr
mind,
Sorcerer
he
T
Description: The Sor cer er debilitating pain as it moves

the
an
of
eac
psy
hes
s
he
thr
ough
c
victim’
mind
r reaches into the mind of an through the victim’s psyche, ,
into
the
leaving him ultimately comatose.
enemy , and bends their body lea ving him ultima tel y coma tose .
enemy, and bends their body
to his will. Man y sor cer ers T his pow er is a Psy c hic Bolt
to his will. Many sorcerers
This power is a Psychic Bolt
1d10
w
hic
h
deals
ting
t
conjur
+
sigils
tha
conjure sigils that appear which deals 1d10 + Psy Rating
ppear
Ra
e
a
Psy
the
victim,
w
and
Energy Damage with the Warp
upon the victim, and whisper Ener gy Dama g e with the W ar p
hisper
upon
and
commands tha t the victim’ s body Weapon and Shocking Qualities. .
commands that the victim’s body
pon
ing
k
ea
Shoc
Qualities
W
ering
Dama
fr
g
e
suf
om
f
After
will obey without question.
will obey without question. After suffering Damage from
the
tar
er
,
this
g
suf
f
ers
et
The Sorcerer must target a
T he Sor cer er m ust tar g et a this power, the target suffers
pow
le
ang
1d5 Damage to Intelligence,
within
r
and
e
single enemy within range and 1d5 Dama g e to Intellig ence ,
enemy
sing
owship
ev
er
W
line of sight, w ho may r esist the Willpower and Fellowship every
er
y
F
and
ell
line of sight, who may resist the
illpow
of
power with a Willpower Test. If
pow er with a W illpow er T est. If turn for a number of turns equal
for

turns
equal
turn
a
number
ees
tar
f
et
the
g
Degr
his
on
ails
test,
the target fails the test, then his to the Degrees of Success on the
the
of
to
then
Success
the
the

er
F
actions in his next turn may Focus Power Test. This power
P
er
pow
actions in his next turn may
his
ow
ocus
est.
T
T
be decided by the Sorcerer.
can only affect creatures with a
be decided b y the Sor cer er . can onl y af f ect cr ea tur es with a
the
The victim cannot deal mind, so non-Heretics with the
etics
mind,
with
non-Her
so
ait,
,
Mac
hine
plant
e
lif
damage to himself with his Machine Trait, plant life, and
r
T
and
actions. Any tests the victim other cr ea tur es a t the GM’ s
other creatures at the GM’s
hile
w
olled
contr
b
discretion may be unaffected.
a attempts while controlled by discr etion may be unaf f ected.
y
ttempts
the Sorcerer gains a bonus equal
the Sorcerer gains a bonus equal
to twice the Sorcerer’s Psy Rating.
to twice the Sorcerer’s Psy Rating.
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PROTEAN FORM [CORRUPTION] points of Willpower Damage the power infl icts. This Unnatural

Alternate Names: Flesh of Clay, Chimeric Transmutation, Willpower remains for as long as the power’s effects persist.
Blue Fire of Transformation
Value: 500xp VILE REVELATION
Prerequisites: Mark of Tzeentch, Corruption 50+, Alternate Names: Orange Fire of Prophecy, Harrowing
Toughness 50+, Willpower 50+, Psy Rating 6, Corpus Glimpse of Destiny, The Unforeseen Future
Conversion Value: 300xp
Action: Full Action Prerequisites: Mark of Tzeentch, Perception 50+, Psy Rating 5
Focus Power: Challenging (+0) Corruption Test Action: Half Action
Range: Self Focus Power: Diffi cult (–10) Opposed Perception Test
Sustained: Free Action Range: Self
Subtype: Attack, Concentration Sustained: Half Action
Description: The Sorcerer distends and warps his form into a Subtype: Concentration
new and horrific shape, channelling the power of Chaos into his Description: The Sorcerer feels the shifts and fl ows of the warp

own corrupt fl esh to bless his enemies with a glorious image of keenly, and can discern brief slivers of events yet to come from
change. Sorcerers of Tzeentch consider this power to be amongst this morass of swirling potential. Many Sorcerers are driven mad
the greatest blessings Tzeentch can bestow upon a mortal—the by the visions they receive from the Immaterium.
power to change themselves into any form they choose. While this power remains in effect, the Sorcerer can see
Upon successfully using this power, the Sorcerer gains enough of the future to grant him an advantage in his endeavours.
Unnatural Characteristics equal to twice his Psy Rating, divided as The Sorcerer gains a bonus on all tests while this power remains
he chooses amongst his Characteristics. Alternately, the Sorcerer in effect equal to twice his Psy Rating. However, he suffers 1d5
may choose to gain a number of Traits from the following list, each points of Intelligence Damage every turn this power is in effect.
Trait taking the place of two points of Unnatural Characteristics
he would gain normally. Amphibious, Amorphous, Burrower (2), EXALTED POWERS
Flyer (3), Deadly Natural Weapons, Multiple Arms (1), Natural These powers are powerful and difficult to obtain, though

Armour (2), Sonar Sense, Sturdy, Unnatural Senses (5). Traits with several of them are simply more powerful versions of Unaligned
a value in parenthesis can be taken multiple times, each time after powers. An Exalted power can only be obtained by those who
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the first adding +1 to the listed value. manage to walk the narrow path between the Ruinous Powers,

However, so unstable is the Sorcerer’s form that he cannot
easily maintain his shape, gaining the Warp Instability Trait. and consequently may only be purchased and used by characters
who are not aligned to any one of the Chaos Gods. These powers
Should he be reduced to 0 wounds, the power’s effects end represent an unaligned psyker’s ability to draw power from each
immediately, leaving the Sorcerer Stunned until the end of his and every Ruinous Power to shape his psychic abilities.
next turn as his body swiftly returns to its natural shape.
Psychic Phenomena: The constant stream of warp energy
pouring through the Sorcerer’s body causes ripples in reality BLASPHEMY MADE FLESH
that cannot easily be contained. At the start of the Sorcerer’s [CORRUPTION]
turn, every turn this power remains in effect, roll on Table Alternate Names: Transcendence of Esh’raiik, Desolation
6–2: Psychic Phenomena and apply the result immediately, of the Soul
re-rolling results of 75 or higher. The second results stand. Value: 500xp
Prerequisites: Corruption 60+, Psy Rating 6, Abhorrent Ward
PSYPHON Action: Half Action
Alternate Names: Thoughtleech, Violet Flame of Deprivation Focus Power: Diffi cult (–10) Corruption Test
Value: 200xp Range: Self
Prerequisites: Aligned Tzeentch, Willpower 40+, Psy Rating 4 Sustained: Free Action
Action: Half Action Subtype: Concentration
Focus Power: Challenging (+0) Opposed Willpower Test Description: The Sorcerer’s soul is the foulest of blasphemies,
Range: 5 metres x Psy Rating utterly awful to behold and almost impossible for mortal beings
Sustained: Free Action to look upon him without feeling nauseous or repelled. So vile is
Subtype: Attack, Concentration the Sorcerer’s nature that daemons swarm around him, desperate
Description: The Sorcerer locks his gaze with a victim, to tear through the veil and revel in the horror of the Sorcerer’s
drawing away his will and using that stolen mental strength presence. This power, and its lesser version, was devised by the
to bolster his own. Frequent use of this power has been sorcerer Esh’raiik to turn his foulness into an advantage.
known to result in a coma or braindeath for the victim, and While this power remains in effect, any creature attempting
leave fl eeting echoes of memory in the Sorcerer. to target the Sorcerer—with a melee attack, a ranged attack,
The Sorcerer nominates a single enemy within range and line a psychic power, or any other form of attack – must attempt
of sight, who may resist this power with a Willpower Test. If a Willpower Test, with a –5 times the Sorcerer’s Psy Rating
the target fails to resist, he suffers 2d10 Willpower Damage, and penalty. If the attacker passes the Test, he may attack as normal.
the Sorcerer gains Unnatural Willpower (1), +1 for every full 5 However, failure means his revulsion prevents him attacking,
wasting the action and any remaining actions that turn.
220


Psychic Phenomena: The pressure of daemonic horde tearing universe. Few things can stand before the relentless tide of
at the fabric of existence thins the veil, making it risky for psykers the Immaterium, and fewer emerge unscathed. Many sorcerers
to draw too deeply from the warp. While this power remains in think of this power as being a refl ection of the true nature of
effect, any psyker within 30m who causes Psychic Phenomena the Chaos Gods, the purest manifestation of their desires.
automatically rolls a 100, causing Perils of the Warp. Primordial Annihilation must be used at the Push power
level. This power is a Psychic Blast, centred on the Sorcerer
HELLISH BLAST himself, with a radius equal to the range of the power. All
Alternate Names: Savage Conjuration, Ygethmor’s Wrath creatures within the radius, except for the Sorcerer himself, take
Value: 600xp a single hit dealing 1d10 Energy Damage times the Sorcerer’s
Prerequisites: Psy Rating 5, Hatred (any) Psy Rating, with the Flame and Warp Weapon qualities.
Action: Half Action Psychic Phenomena: The warp boils forth in an unstoppable
Focus Power: Challenging (+0) Willpower Test tide, doing far more than simply burn away everything in its path.
Range: 30 metres x Psy Rating Roll twice on Table 6–3: Perils of the Warp and apply both
Sustained: No effects immediately, instead of any normal Psychic Phenomena.
Subtype: Attack, Concentration
Description: The Sorcerer reaches into the warp for pure SHATTERTIME
destructive force, gathering up raw hatred and the most Alternate Names: Sunder the Clock, Defi le Time
concentrated spite. The sorcerer Ygethmor, who has long Value: 400xp VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers
been an advisor to Warmaster Abaddon, calls down anger Prerequisites: Psy Rating 6, Precognition
and fury and coalesced wrath in a skull-like conjuration made Action: Half Action
of black fl ame and crimson lightning. Focus Power: Hard (–20) Willpower Test
This power is a Psychic Blast with a radius of the Sorcerer’s Range: Self
Psy Rating in metres, which deals 3d10 + Psy Rating Energy Sustained: Free Action
Damage with a Pen of 10 and the Flame and Tearing Qualities. Subtype: Concentration
Description: The Sorcerer draws upon the timeless nature of
MAELSTROM OF RAGE the warp and uses it to unravel the hindrances of linear time,
Alternate Names: Slaughterer’s Song, Deepest Fury stepping from moment to moment in no particular order.
Value: 400xp The Sorcerer gains the Unnatural Weapon Skill, Unnatural
Prerequisites: Psy Rating 6, Frenzy, Hatred (Any One) Ballistic Skill, and Unnatural Agility Traits, all at values equal to
Action: Half Action his Psy Rating. In addition, the Sorcerer can choose to vanish
Focus Power: Challenging (+0) Willpower Test from reality during any given round, for a total number of rounds
Range: 10 metres x Psy Rating radius (which do not have to be consecutive) equal to the Degrees of
Sustained: Half Action Success on the Focus Power Test. He will reappear in exactly the
Subtype: Attack same place he vanished from when he chooses to reappear.
Description: The Sorcerer reaches deep into the warp,
bringing forth the deepest, darkest rage and hatred he can SUNDER THE VEIL
fi nd, unleashing it upon all those nearby. While there are no Alternate Names: The Calling, Summoning the Horde
sorcerers devoted to Khorne, many do offer up prayers to the Value: 500xp
Blood God, seeking to beseech the source of all rage. Prerequisites: Psy Rating 5, Forbidden Lore (Warp) +20
While this power remains in effect, the Sorcerer and all Action: Full Action
creatures within the power’s radius immediately enter a Frenzied Focus Power: Arduous (–40) Willpower Test
state, as if they had the Frenzy Talent. In addition, they gain Range: 10 metres per Psy Rating radius
the Hatred Talent against all enemies. They will remain in this Sustained: Half Action
state for as long as they remain within the power’s radius. Subtype: Attack, Concentration
Description: The veil between reality and the warp is
PRIMORDIAL ANNIHILATION breached, allowing daemons to pour through and wreak
[CORRUPTION] havoc upon the material universe for a brief time. To be able
to tear open the veil with a thought is considered by many
Alternate Names: Laughter of Thirsting Gods sorcerers to be the pinnacle of arcane might.
Value: 1000xp The Sorcerer creates an area of the listed radius, within which
Prerequisites: Psy Rating 7, Corruption 70+ the barrier between warpspace and reality is broken. Within this
Action: Full Action area, all psychic powers must be used at the Push power level,
Focus Power: Hard (–20) Corruption Test and +20 is added to all rolls on the Psychic Phenomena table.
Range: 10 metres x Psy Rating radius Further, for every Degree of Success on the Focus Power Test, a
Sustained: No single lesser daemon of the Sorcerer’s choice will manifest within
Subtype: Attack, Concentration the area, each remaining for a number of rounds equal to the
Description: The Sorcerer unleashes the raw power of the Sorcerer’s Psy Rating before it vanishes back into the warp. This
warp into reality, burning away the sham of the material power may not be re-used until its effects have ended.




221


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TELEPATHY The psyker must nominate a single target within range
and line of sight, who may resist with a Willpower Test. If
Telepaths are able to contact and control the minds of others. the psyker succeeds, the target must follow his commands.
From outright mental domination to subtle tricks of perception, The commands must be simple and achievable within a single
telepaths can mould and shape thoughts with little more than a round. Some examples include “Flee,” “Fall,” “Attack the closest
whim. However, to be able to hear the minds of all those around target,” and so forth. If the command is a potentially suicidal
them, to feel the overfl owing emotions of mortal creatures and act, the target gets a +20 to his Opposed Willpower Test.
remain sane requires great discipline, and many telepaths are
incapable of completely blocking out the perpetual chatter of DELUDE
other minds. Many telepaths develop a loathing for others as a Alternate Names: Witch’s Deception, Obfuscate
result, while others lose sight of their own self, overwhelmed Value: 100xp
by quirks of personality and beliefs that lodge in their minds Prerequisites: Thought Sending
over many years of telepathic contact. Only a few have the Action: Half Action
strength of will and certainty of belief to resist such fates. Focus Power: Challenging (+0) Opposed Willpower Test
The depth and potency of a telepath’s powers are
determined by his Psy Rating. At Psy Rating 1-2, the psyker Range: 1 metre per Psy Rating
Sustained: Free Action
can only send and receive messages equivalent to verbal Subtype: Concentration
communication. At Psy Rating 3-4, the psyker can send and Description: The psyker clouds the target’s perceptions,
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in black and white, and will often have a dreamlike quality trusted implicitly, reacting positively to interactions with him.
or otherwise be somewhat indistinct. At Psy Rating 5-6, any The deceptive potential of psykers is a constant fear for the
images will be crisp, clear, in colour and accompanied by authorities of the Imperium and for good reason, as renegade
other sensory input—sound, taste, etc.—as appropriate. At witches throughout the history of mankind have used their
Psy Rating 7 or higher, the psyker sends so powerfully that powers to subvert and defy authority fi gures.
any communication at higher than the Fettered power level The psyker must nominate a single target within range
comes across as “shouting” unless used carefully.
and line of sight, who may resist with a Willpower Test.
While this power remains in effect, the psyker gains a +5
COMPEL x Psy Rating bonus to all Interaction Skill Tests against that
Alternate Names: Subversion, Puppetmaster target. Note that this power is not “mind control” as such
Value: 200xp and the psyker cannot force others to act against their better
Prerequisites: Delude, Thought Sending judgement or harm themselves, nor does it obscure acts of
Action: Half Action overt hostility by the psyker.
Focus Power: Diffi cult (–10) Opposed Willpower Test
Range: 5 metres per Psy Rating INSPIRE
Sustained: No Alternate Names: Embolden, Defy Fear
Subtype: Attack, Concentration Value: 100xp
Description: The psyker reaches into the target’s mind and Prerequisites: Thought Sending, Resistance (Fear)
forces him to perform an action against his will. The most Action: Half Action
powerful of psykers can force a man to take his own life, Focus Power: Challenging (+0) Opposed Willpower Test
overwhelming even the basic survival instinct. Few psykers Range: 3 metres per Psy Rating radius
are that powerful, but the havoc that a ruthless psyker can Sustained: Free Action
cause by bending minds is still considerable.
Subtype: Concentration

Table 6–4: Mind Probe
Rounds of Contact Information Learned
The psyker makes initial contact, and learns basic information about the target, such as his name, mood,
One – Initial Contact
and his approximate state of physical and mental health.
Two – Surface The psyker can now sense the thoughts foremost in the target’s mind, such as immediate fears and
Thoughts concerns, conscious lies, and so forth. The target’s Corruption level is also now known to the psyker.
The psyker can now sort through the target’s most recent memories, covering the last twelve hours or since
Three – Short Term the target last slept. Less casual information the target may be keeping secrets—such as simple passwords
Memory or recent experiences he might wish to hide—may also be found at this level. The target’s Infamy
characteristic, if any, is also now known to the psyker.
The psyker gains detailed knowledge of people, places and/or objects that the target considers as
important and how they relate to each other. The target’s beliefs, motivations and personal goals are
Four – Subconscious
revealed, as are any contacts or complicated hidden ciphers. The psyker is also aware of the pivotal
moments in the target’s life.
The psyker may plunder the target’s mind at will. Any information contained in the target’s psyche is an
Five – Broken Mind
open book for the psyker. The psyker can also identify implanted memories or personalities.



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Description: The psyker can bolster the resolve of his Test, he gleans information from the target’s mind, depending
comrades with waves of emotion that drive away fears and on how long he has successfully maintained the power. If the
heighten righteous spite. Eldar Warlocks and Imperial Savants psyker fails the Focus Power Test, he is ejected from the target’s
alike employ powers of this sort to strengthen the wills of their mind, unable to dig any deeper, and the power’s effects end.
allies against impossible odds and terrifying adversaries. However, the psyker retains any knowledge he has already
A number of allies within range equal to the psyker’s Psy gained from the power’s use up until that point.
Rating, plus the psyker himself, may immediately overcome A psyker can attempt to perform this power subtly,
the effects of pinning, and gain a +10 bonus to all Willpower preventing the target from knowing that his mind has been
Tests to resist the effects of Fear while this power remains in infi ltrated. This changes the Focus Power Test to a Hard (–20)
effect. Allies affected by this power lose its benefi ts as soon as Opposed Willpower Test, and the power may only be used at
they move out of range. the Fettered power level.


MIND LINK PSYCHIC SCREAM
Alternate Names: Warp Whisper, Silent Voice Alternate Names: The Banshee’s Wail, Splinter of Agony,
Value: 200xp Soul-killer
Prerequisites: Thought Sending Value: 300xp
Action: Half Action Prerequisites: Thought Sending
Focus Power: Ordinary (+10) Willpower Test Action: Half Action
Range: 1 kilometre per Psy Rating Focus Power: Hard (–20) Willpower Test
Sustained: Free Action Range: 5 metres per Psy Rating
Subtype: Concentration Sustained: No
Description: A natural development of the simplest telepathic Subtype: Attack, Concentration
techniques, the psyker forms a lingering mental bond between Description: The psyker’s mind unleashes a wave of psychic
himself and several others, allowing them to share thoughts over force that resonates in the target’s mind, infl icting great pain
considerable distances. Chaos cultists regard such communication that can injure or incapacitate an enemy. The Eldar tell of the
as the speech of the daemonic, a truer, purer way of conveying wail of the banshee that calls souls from their body, a cry that
information, and secret organisations of all kinds value the swift is felt rather than heard, while many psykers both sanctioned
and silent communion that telepathy allows. and renegade know of telepathic attacks that can wrack a
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While this power remains in effect, a number of willing mind with agony and wound the soul.
creatures equal to the psyker’s Willpower Bonus are mentally This power is a Psychic Bolt which deals 1d10 Explosive
linked, allowing them to communicate instantly and silently. Damage, +2 for every point of Psy Rating, with the Shocking
This power requires line of sight between the psyker and all and Warp Weapon Qualities. The target suffers a penalty to his
the other participants at the moment the power is used, but Toughness Test to resist the effects of the Shocking quality equal
once the power is in effect, line of sight is no longer necessary. to –5 x the psyker’s Psy Rating. Additionally, if successfully used,
this power will always hit the target’s head—as the power affects
MIND PROBE the target’s mind directly—rather than a random location.
Alternate Names: Thoughtworm, Deep Interrogation, Thief
of Memory THOUGHT SENDING
Value: 200xp Alternate Names: Echo of Thought, Whispered Will
Prerequisites: Thought Sending Value: 100xp
Action: Half Action Prerequisites: None
Focus Power: Challenging (+0) Opposed Willpower Test Action: Free Action
Range: 1 metre per Psy Rating Focus Power: Simple (+40) Opposed Willpower Test
Sustained: Full Action Range: 1 kilometre per Psy Rating radius
Subtype: Attack, Concentration Sustained: No
Description: The psyker reaches into the mind of a single Subtype: None
creature, unravelling the layers and defences within it to uncover Description: The psyker can send his thoughts into the
thoughts both obvious and hidden. The servants of the Inquisition minds of those around him. This is the most crude and basic
frequently employ such methods to interrogate particularly of telepathic techniques, known to vast numbers of psykers of
resistant suspects, and it is for this reason that they are so feared many species and allegiance.
by enemies of the Imperium, but they are far from the only group The psyker can broadcast a short message—no more than one
who employ psykers to steal secrets from the minds of their foes. sentence per Psy Rating—to a number of individuals (no more
It takes fi ve rounds of sustained effort to completely probe than two for each Degree of Success scored on the Focus Power
the mind of an individual. It requires a Focus Power Test, Test), or indiscriminately to every single creature within range.
opposed by the target’s Willpower Test, each round the power Minds who do not wish to be contacted in this way may
is sustained, with the same modifi ers as the initial test to use the resist with a Willpower Test, gaining a +20 to their test if
power (though there is no chance of Psychic Phenomena for they do not share a language with the psyker, as many of the
any round after the fi rst). If the psyker wins the Focus Power mind’s processes are still linked to the structure of language.
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(certain especially large targets such as battle tanks, Greater
Daemons, and Titans are immune to this at the GM’s discretion).

FORCE STORM
Alternate Names: The Maiden’s Scorn, Witch-Barrage,
Telekinetic Onslaught
Value: 350xp
Prerequisites: Force Bolt, Mind over Matter
Action: Half Action
Focus Power: Diffi cult (–10) Willpower Test
Range: 10 metres per Psy Rating
Sustained: No
Subtype: Attack, Concentration
Description: The psyker’s will is extended out into a great
fl urry of bolts of invisible force, akin to a storm of fi re from
an automatic weapon. The scholars of the Imperium maintain
chain-bound grimoires of witch-lore that speak of barrages
of ghostly force, or onslaughts of telekinetic brutality, while VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Po
Eldar Warlocks sing songs of Lileath, the Maiden, whose ire
manifested as punishing blasts that shine like moonlight.
This power is a Psychic Storm that deals 1d10 Impact
Damage +3 per point of Psy Rating, with a Pen of 0.


MIND OVER MATTER
Alternate Names: Spectral Hands, Ethereal Motion
Value: 100xp
Prerequisites: None
Action: Half Action
Focus Power: Willpower Test; Special – See Below
Range: 5 metres per Psy Rating
TELEKINESIS Sustained: Half Action
Subtype: Attack (if used to throw target), Concentration
The art of telekinesis is the translation of mental imperative Description: The basic talent of telekinesis is a versatile
into physical force. Telekines—practitioners of this and immensely useful tool in any psyker’s arsenal, a valuable
discipline—gather together emotion and mental strength, means of exerting his will upon his immediate surroundings.
using powerful psychic energy to infl uence the motion of Human psykers, whether sanctioned by the Imperium or
objects and defy the laws of physics. lurking in the shadows beneath so-called civilisation, speak
of reaching out with hands of spectral presence, or imbuing
FORCE BOLT objects with motion or inertia that should otherwise not exist.
Alternate Names: Kurnous’ Arrow, Mind-bullet, Destructive A psyker with this power may use it in one of three ways:
Impulse, Furious Echo constant motion, rapid push or forceful throw. When using
Value: 200xp constant motion, the Focus Power Test is Routine (+20),
Prerequisites: Mind over Matter and the psyker may move any object within range and
Action: Half Action line of sight that weighs no more than 10kg x Psy Rating.
Focus Power: Ordinary (+10) Willpower Test Objects moved in this way can only be moved too slowly to
Range: 10 metres per Psy Rating be used to attack, and when released the object drifts slowly
Sustained: No to the ground.
Subtype: Attack When using a rapid push, the Focus Power Test is Ordinary
Description: The psyker gathers up his will, coalescing it (+10), and Opposed by a Strength Test from a single target
into a fi st-sized bolt. The Eldar, when inclined to tell of their within range and line of sight. If the target fails the test, he
lore at all, speak of the arrows of the hunter-god Kurnous that is thrown backwards Psy Rating metres, plus an additional
strike invisibly and silently, while the psykers of the Imperium, metre for every Degree of Success on the Focus Power Test.
when not teaching of bland and clinical telekinesis, speak of When using a forceful throw, the Focus Power Test is
destructive thoughts and righteous fury given physical form. Challenging (+0), and allows the psyker to lift an object
This power is a Psychic Bolt that deals 1d10+2 Impact weighing no more than 5kg x Psy Rating and thrown at
Damage, +2 per point of Psy Rating, with a Pen of 0. If the an enemy within range, hitting them to deal 1d10 Impact
psyker hits after scoring at least four Degrees of Success the Damage +1 for every 5kg of the object’s weight.
target is also thrown 1d5 metres away and knocked prone



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PRECISION TELEKINESIS Table 6–5: Personal Augury Results
able 6–5: Personal Augury Results
T
Alternate Names: Subtle Will, Geisthand, Iridescent Grasp
of Edriané, De g r ees
Value: 100xp of Success Result
Prerequisites: Mind over Matter Doom: The psyker receives a symbolic warning
of the greatest peril or obstacle faced by the
Action: Half Action 1 target in question. This is a vague hint about
Focus Power: Challenging (+0) Willpower Test what is to come.
Range: 5 metres per Psy Rating Malign Influences: The psyker gains intuition

Sustained: Half Action 2 of the target’s doom, and a further two negative
Subtype: Concentration infl uences that the target will face.
Description: The true Telekine does not just manipulate large Benign Factors: The psyker gains an
objects with clumsy force. Precision and care are essential for 3 additional impression of the greatest advantage
or weapon the target has in their possession.
the more complex applications of telekinetic force. Adeptus Astra Fate: The psyker is aware of all the previous
Telepathica Savants speak of the subtle will as a state of calm 4+ effects, and may also offer a single sentence of
determination, while Eldar legend tells of the seeress Edriané, cryptic advice to the target.
whose gifts produced a psychic touch of peerless dexterity.
This power allows the psyker to perform any task he could
While this power remains in effect, the psyker bears a sword
accomplish with his bare hands, such as operating complex controls, of telekinetic force, which imposes no penalty for lacking the
picking a pocket, wielding a weapon or grabbing an adversary. In any required Weapon Training Talent. The psyker may use the
situation where the task in question would require a Characteristic Telekinetic Weapon as he would any other melee weapon,
Test, the psyker substitutes his Willpower instead. The psyker’s Psy and the blade may be parried, though it cannot be destroyed
Rating substitutes for his Strength Bonus while using this power.
by weapons with the Power Field quality. The weapon deals
1d10 plus Psy Rating Rending Damage with a Pen equal
TELEKINETIC SHIELD to the psyker’s Psy Rating. This is further modifi ed by the
Alternate Names: Bulwark, Kineshield, Bunker of Will wielder’s Strength Bonus as normal for a melee weapon.
Value: 200xp
Prerequisites: Mind over Matter, Willpower 45+ DIVINATION
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Action: Half Action
Focus Power: Ordinary (+10) Willpower Test Diviners seek to discern the hidden past and know the course
Range: Self of future events. Their abilities allow them to look into the
Sustained: Free Action Immaterium to fi nd the answers they seek. However, this
Subtype: Concentration discipline is not an easy one to master—to look upon the warp
Description: The psyker constructs a barrier of denial and is taxing and even dangerous, often leading to insanity for


defiance that deflects the attacks of his enemies as if it were a solid those not fully prepared to embrace the glory of the aethyr.
object. Ancient, long-buried lore from the time of the Heresy calls Unlike most powers, some of those in the Divination
these manifestations Kineshields, and explains that great psykers discipline make Focus Power Tests based on Psyniscience
of the past could once protect squads, or even armies, of warriors instead of Willpower, as they are far more reliant on the
beneath great and impervious barriers of this sort. awareness of the psyker than his strength of mind.
While this power remains in effect, the psyker is considered
to have all locations protected by cover with an AP value PRECOGNITION
equal to his PR. This cover is not ignored by weapons with Alternate Names: Momentary Foresight, Defy the Crone,
the Warp Weapon Quality. Fortune’s Favour
Value: 100xp
TELEKINETIC WEAPON Prerequisites: Psyniscience Rank 1
Alternate Names: Keenest Edge, Wyrd-knife, Ephemeral Razor Action: Half Action
Value: 200xp Focus Power: Ordinary (+10) Psyniscience Test
Prerequisites: Mind over Matter Range: Self
Action: Half Action Sustained: Free Action
Focus Power: Diffi cult (–10) Willpower Test Subtype: Concentration
Range: Self Description: The psyker’s mind skims the warp for glimpses
Sustained: Free Action of the immediate future, seeking to discern threats to himself so
Subtype: Attack, Concentration that he may avoid them. Many latent psykers are unknowing of
Description: The psyker’s mind cuts deeper than any the gift they possess, considering their survival to be a matter of
mortal blade, manifesting as an impossibly sharp blade of luck, while Eldar seers describe it as an act of defi ance against
psychic force that shears through fl esh and armour with the fate-weaving Crone Goddess, Morai-Heg.
contemptuous ease. Rumours abound of psychic murder-cults While this power remains in effect, the psyker gains a
in the depths of hive-worlds that employ these powers as bonus to all Evasion Tests equal to twice his Psy Rating.
tools of assassination, slaying without any tangible weapon.
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Focus Power: Challenging (+0) Psyniscience Test
PRETERNATURAL AWARENESS
Alternate Names: Unavoidable Sight Range: 1 metre
Sustained: No
Value: 100xp Subtype: Concentration
Prerequisites: Precognition Description: The psyker’s gaze is cast upon the infinite tides of the

Action: Half Action warp, to seek out the future of a single, specific individual. While

Focus Power: Challenging (+0) Psyniscience Test supposedly something of a staple of soothsayers and other petty
Range: Self seers, it takes real skill to gain more than the vaguest impressions.
Sustained: Free Action The Emperor’s Tarot is a common method within the Imperium,
Subtype: Attack, Concentration while Eldar Farseers typically employ tiny, psychically conductive
Description: The psyker’s perceptions are focussed on his runes to divine the future, but untold billions of different methods
immediate surroundings, searching for even the slightest exist within the myriad civilisations across the galaxy.
disturbance or most minor change. To begin with, the power’s target must specify a circumstance
While this power remains in effect, the psyker gains
the Unnatural Perception Trait, at a rating equal to his Psy that he wishes to have divined. This may be as detailed as “What
forces defend the Mechanicus Basilica on Belacane?” or as vague
Rating. In addition, he gains a bonus to his Initiative equal to as “How can I attain glory and power in the name of the Dark
the Degrees of Success on his Focus Power Test.
Gods?” The more precise the question, the more specific the

reading may be. Once the question is established, the psyker and
PRECOGNITIVE DODGE the target spend the next thirty minutes using assorted psychic VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Po
Alternate Names: Whispers of Fate, Prophet’s Escape foci—drawing Tarot cards, sifting through the entrails of exotic
Value: 200xp beasts, casting runes, gazing deep into fire or toxin-saturated

Prerequisites: Precognition water, or any of countless other methods. At the end of this time,
Action: Reaction the psyker makes his Focus Power Test to discern the weave of the
Focus Power: Diffi cult (–10) Perception Test target’s future. Each Degree of Success reveals more information,
Range: Self as explained on Table 6–5: Personal Augury Results.
Sustained: No
Subtype: Concentration GLIMPSE
Description: The psyker’s awareness of the warp grants him the
means to elude his opponents’ attacks without needing to rely on Alternate Names: Moment of Insight, Witch’s Ruse,
mortal reflexes. It takes a skilled psyker to reflexively observe the Outcome Thief



warp in this way, and such a difficult technique is often performed Value: 100xp
only by the most potent of diviners, such as Eldar Farseers. Prerequisites: Precognition
In any situation where the psyker would be called upon Action: Half Action
to make an Evasion Test, he may instead attempt to use this Focus Power: Challenging (+0) Psyniscience Test
power. If the power is successful, the psyker avoids the attack Range: Self
exactly as if he had passed an Evasion Test. Sustained: No
Subtype: None
Description: The psyker reaches into the warp to grasp
PERSONAL AUGURY a single moment from the possible futures arrayed before
Alternate Names: Tarot Reading, Casting the Runes him—a moment in which he succeeds at a particular task—
Value: 200xp and the trials and travails that could prevent that moment
Prerequisites: Precognition coming to pass. Unscrupulous psykers have frequently used
Action: Special this technique to perform all manner of illicit tasks, their


Table 6–6: The Contempt of the Warp
Roll Effect
01-50 Ignored: Silence and stillness greet the Heretic’s efforts; he has failed, but survived unscathed.

ll the tortur
Howls of
s w
acter’
daemonic laughter fi
har
ets and shames ar
orst secr
led a
e hur
t him
Mocked: Howls of daemonic laughter fi ll the tortured air, and the character’s worst secrets and shames are hurled at him
ed air
, and the c
51-80
in mockery. The character gains 1d5 Corruption Points.
ar
p
gies of
acter is b
lasted with the r
a
w ener
har
the w
g
e 2d10 Ener
Struck Down: The character is blasted with the raw energies of the warp, and take 2d10 Energy Damage with the Warp
e with the W
gy Dama
, and tak
p
he c
T
ar
81-90
acter
, and he g
oints
gies fi
Weapon Quality. The foully seething energies fi ll the character, and he gains 1d10 Corruption Points. .
har
W

ll the c
ains 1d10 Corruption P
pon Quality
y seething ener
ea
he foull
. T
Assailed: For the Heretic’s presumption, a minor daemon is dispatched to deal with him. A minor daemon or similar
etic’
s pr
or the Her
F
hed to deal with him. A minor daemon or similar
tc
esumption, a minor daemon is dispa
y
his daemon is not su
the ritual
. If
bject to Master
warp entity (chosen by the GM) appears in the midst of the ritual. This daemon is not subject to Mastery. If the ritual
hosen b
w
y the GM) a
ppears in the midst of
ar
the ritual. T
p entity (c
91-100
w as to summon a daemon, then tha t daemon is summoned, b ut it is not su bject to Master y and will a ttac k the w ould-be-
was to summon a daemon, then that daemon is summoned, but it is not subject to Mastery and will attack the would-be-
summoner immediately.
e
Chaos r
, and an Unc
Possessed: Chaos repays the Heretic’s arrogance by making him its plaything, and an Unclean Spirit—or worse—
lean Spirit—or w
pays the Her
g
o
y mak
ance b
orse—
etic’
s arr
ing him its plaything
101-120 attempts to overthrow his mind. If the ritual was to summon a daemon, then that daemon is summoned, but is not subject
bject
ut is not su
a
ttempts to o
ow his mind. If
erthr
as to summon a daemon, then tha
the ritual w
t daemon is summoned, b
v
to Mastery, and will attempt to possess the would-be summoner.
wling
R
eaming into the w
k
ed scr
etic is suc
ed into a mindless
, me
ar
p or dev
Devoured: Reality is sundered as the Heretic is sucked screaming into the warp or devolved into a mindless, mewling
olv
ed as the Her
eality is sunder
121+
puddle of twisted fl esh. The character is worse than dead.
227


uncanny profi ciency in a vast range of tasks due as much to search out the means to do so within the Imperium is a crime
prophetic talent as to any mundane skill. punishable by death and excommunication.
The psyker gains a bonus equal to fi ve times his Psy Rating The malefic arts must either be independently researched,

on the fi rst non-Evasion Skill Test he performs before the end experimented with and honed with practice—a process fraught
of his next turn. with peril—or be gleaned through the equally treacherous process
of tutelage under a master occultist or even a daemonic entity. As
PRECOGNITIVE STRIKE such, knowledge of these dark rituals is typically fragmentary
Alternate Names: Khaine’s Ruthless Blade, Templar’s and paradoxical, for what one sorcerer can accomplish with a
Foresight gesture and an incantation, another will require sigils painted on
Value: 300xp the fl oor and the blood of the murdered.
Prerequisites: Precognition, Precognitive Dodge “Chaos ritual” is a catchall term that covers the diverse rites,
Action: Free Action occult formulae, and strange ceremonies by which the warp
Focus Power: Diffi cult (–10) Psyniscience Test can be called upon to alter reality or its denizens summoned
Range: Self forth to erupt into the physical universe. Chaos rituals can take
Sustained: No a potentially endless variety of forms and are often inconsistent,
Description: To discern one’s own future is sometimes malign and irrational things, employing insane formula and
deemed easier than discerning the futures of others—to centred on damaging reality in some way. Such a ritual acts like a
look for the echoes of one’s own soul, rather than those fl are unleashed into the endless dark tides of the warp beyond in
of unfamiliar foes. However, the psyker has learned to order to attract the attention of daemons and ease their passage

do just that, seeing the way his foes fi ght and discerning through the veil or perhaps used to create a specifically desired
moments of weakness, discerning opportunities to strike. buckling of physical laws and a release of occult energies that
Eldar Warlocks often turn this technique to their advantage, can be controlled and channelled by the ritual’s conductor for his

striking with uncanny accuracy. own ends. Warp rituals are horrifically dangerous things whose
The psyker gains a bonus on the first Weapon Skill or Ballistic potential scope is limited only by the depraved imagination of

Skill Test during this turn, equal to +5 x his Psy Rating. mankind and the ageless malevolence of the Ruinous Powers.
Rites and PERFORMING CHAOS

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RITUALS
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Rituals In game terms, Chaos rituals are there to achieve specifi c
effects. A particular ritual might exist to summon a
daemon, possess an unwilling victim, contact a powerful
daemon, possess an un willing victim, contact a pow erf ul
,
etell
and hor
for
the w
and hor
the w
hes man
an
y
unhol
he gr
he gr
ces
hes man
for
taint
e
y minds; it is not
ea
ar
utur
y minds; it is not
“The grand horror of the warp touches many minds; it is not entity, taint an area with unholy forces, foretell the future,
,
“T “T
ror of
ror of
arp touc
the
,
entity
arp touc
with
f
the
el
e into the de
the witc
el
or
y the mind of
y the mind of
dead
e into the de
h that can delv
let
and
eality
anima
mer
merely the mind of the witch that can delve into the depths of animate the dead or simply rip open reality and let
mer
h that can delv
pths of
r
y
te
the witc
simpl
rip
pths of
open
cane rites
cane rites
, the
, the
the daemons have their way… the list is potentially
and rituals and ar
hrough gr
hrough gr
the Immaterium. T
and rituals and ar
the Immaterium. Through grand rituals and arcane rites, the the daemons ha v e their w ay… the list is potentiall y
the Immaterium. T
mor
,
the

our
de de v v oted can speak to the Gods and beseec h the m for fa v v our . . ” endless. As a general rule of thumb, the more
e
devoted can speak to the Gods and beseech them for favour.”
thumb
a
oted can speak to the Gods and beseec
g
.
m for fa
As
ener
h the
of

al
endless
rule
complex and potent the effect to be achieved,
to
complex
ect
ef
be
and
f
the
potent

Blasphemy
Blasphemy
oth, the Ar
oth, the Ar
– V
– Vandar Herroth, the Architect of Blasphemy
c
andar Herr
andar Herr
c
– V
hitect of
hitect of
the
be
to
ritual
will
cult
mor
e
the
the more diffi cult the ritual will be to
diffi

t
gic
gic
t
y
ou
ou
ma
ma
y
,
it
,
call
call
ha
ha
w
it
w
aft,
aft,
orcery, warpcraft, magic, call it what you accomplish.
ar
y
or or
cer
cer
pcr
pcr
y
ar
w
,
,
w
accomplish.
is
will, it is a r r eal and deadl y for ce in the Rituals require time and preparation
and
will, it is a real and deadly force in the
will,
eal
in
the
a
for
deadl
ce
it
y
tion
a
par
and
e
Rituals
time
pr
e
r
equir
eg
ar
eg
T
Millennium.
ar
T
Millennium.
r
Imperium
r
41st
41st
Imperium
he
he
d
d
S41st Millennium. The Imperium regard to perfor m, and ther e ar e man y
to perform, and there are many
this “dar k ma gic” as a gr ea t evil, a dir e peril diffi culties in successf ull y carr ying
this “dark magic” as a great evil, a dire peril
this “dark magic” as a great evil, a dire peril
diffi culties in successfully carrying
that awaits any who delve into knowledge
that awaits any who delve into knowledge
tha t a w aits an y w ho delv e into knowledg e them out. T hese ar e either owing
them out. These are either owing
of the forbidden. The truth of the matter
of the forbidden. The truth of the matter
of the forb id den. T he truth of the ma tter to the requirements of particular
to
the

particular
r
of
ements
equir
of
is far more complex, a mess of paradox components (rare substances,
e
complex,

is
is far more complex, a mess of paradox
mess
a
mor
ar
f
par
ado
x
bstances
ar
e
(r
,
su
components
and contradiction. sacrifi cial victims and the
sacrifi cial victims and the
What is known for certain is that lik e) or other mor e ar cane
What is known for certain is that
like) or other more arcane
through the use of certain mimetic
through the use of certain mimetic needs suc h as a particular
needs such as a particular
formulae and esoteric equations,
formulae and esoteric equations,
for m ulae and esoteric equa tions , astr ol o gical alignment, the
astrological alignment, the
simple
essed
as
v
v
expressed variously as simple verbal or f fact that a particular locale
erbal
y
ariousl
expr
or
expressed variously as simple verbal or
t
l
ocale
tha
a
act
particular
soma
somatic patterns or through complex m ust be used, etc . Another
somatic patterns or through complex
thr
ough
pa
or
complex
tterns
tic
must be used, etc. Another
of
and
the
f
of
d,

stuf
ur
der
m
rituals
rituals of murder and discord, the stuff of
rituals of murder and discord, the stuff of diffi culty worth noting is,
discor

diffi culty worth noting is,
the warp can be drawn through the fabric
the warp can be drawn through the fabric
the w ar p can be dr a wn thr ough the f a bric of course, the attention of
of course, the attention of
of reality. This warpcraft can be made to hostile forces (such as agents
aft
T
of reality. This warpcraft can be made to
be
of
his
can

made
.
to
pcr
r
eality
w
ar
hostile forces (such as agents
alter and corrupt physical matter, imbue
alter and corrupt physical matter, imbue
alter and corrupt ph ysical ma tter , imb ue of the Imperium or the Eldar).
of the Imperium or the Eldar).
objects with unnatural power, mutate fl esh,
objects with unna tur al pow er , m uta te fl esh, Attracting such attention can make
objects with unnatural power, mutate fl esh,
Attracting such attention can make
summon forth entities from the Immaterium,
summon forth entities fr om the Imma terium, life very diffi cult for the malefi c cultist.
summon forth entities from the Immaterium,
life very diffi cult for the malefi c cultist.
the
cr
te
rifts
in
deliber
ev
and even create deliberate breaches or rifts in the Subject to such an endless variety of uses, Chaos
a
te
ea
br
or
hes
eac
and even create deliberate breaches or rifts in the
en
and
Subject to such an endless variety of uses, Chaos
h
suc
univ
rites
the
vile
o
T
.
e
erse
undertak
e
of
structur
structure of the universe. To undertake such vile rites or even to rituals seldom have much consistency. However, human
structure of the universe. To undertake such vile rites or even to

ev
or
to
en
rituals seldom have much consistency. However, human
228


Table 6–7: Summoning Ritual Modifi ers

ers
to

modifi

e
a
riv
t
ar
an
Modifier Condition (Combine any applicable modifiers to arrive at a net modifier with a total of +60 or –60)
(Combine
Condition

b
le
pplica
y
a
a
or

with
l
of
tota
–60)
net
modifi
a
+60

er

The summoner knows the daemon’s True Name.
+30
The summoner has the Mark of the daemon’s patron god.
“The Stars are Right”—auspicious circumstances.
+20
T
od.
he summoner has s
The summoner has sworn allegiance to the daemon’s master or cause, or is Devoted to the daemon’s patron god.
w


s master or cause
, or is Dev
oted to the daemon
orn allegiance to the daemon
on g
s pa
tr
Ritual follows the “Rule of Sympathy.”
+10 The daemon has been provided with a suitable sacrifi ce to partake of upon its arrival
The summoner has an artefact connected to the daemon.
+0 The summoner knows the daemon’s allegiance and kind.
–10 The summoner knows little of what is being called up.
–20 T he summoner has s w orn allegiance to a master or cause , or is Dev oted to a pa tr on g od opposed to tha t of the daemon.
The summoner has sworn allegiance to a master or cause, or is Devoted to a patron god opposed to that of the daemon.
The summoner knows nothing of what is being called up.
–30
The summoner recently summoned or commanded daemons of an opposing allegiance.
suffering and death are an integral part of most (the release immediate Perils of the Warp, or in the specifi c cases of
of emotional and psychic energy is as meat and drink to the summoning or warp-rift opening rituals, an effect called
denizens of the warp), and what magi sometimes call the “Rule Contempt of the Warp as detailed in Table 6–6: The VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI: Psychic Powers VI:
of Sympathy” often applies. That is to say, sympathetic objects Contempt of the Warp.
and rites are used to help create the desired effect. So for
example, a ritual to summon a daemon of the Lord of Decay THE DAEMONIC
might well involve the use of rancid offal, rusted implements
and diseased and contaminated sacrifi cial victims—all objects MASTERY TEST
of sympathy to the nature of the creature being called upon. Commanding a daemon is no minor thing, as even the least of
Alternatively, the ritual might be structured to help weaken the entities that may answer a sorcerer’s call are malign creatures
barriers between reality and the warp. In such cases, during the of rage and hate that would sooner rend a mortal apart for
rites, hallucinogenic drugs, tortuous incantations and numbing sport than serve one. In order to control a summoned daemon,
trances might be employed to attune the minds of the celebrants a battle of wills is fought psychically between the summoner
to visions of the beyond that may crawl their way through the and the daemon, represented by an Opposed Willpower Test
rupturing synapses of the onlookers to take physical form. taking a Full Action to perform. If the summoner is a psyker,
he may add a +5 bonus to his test for every point of Psy
USING RITUALS IN GAMES Rating he has. This test is further modifi ed by the criteria

listed on Table 6–7: Summoning Ritual Modifiers, by
The number of Chaos Rituals that exist within the 41st Daemonic Presence, and by any other pertinent factors.
Millennium is immense, and they serve a crucial purpose to If the summoner wins the contest, he may command the
ongoing games, granting access to great powers and greater daemon to do his bidding, and it will follow his spoken and
monstrosities, but not without cost or diffi culty. Chaos Rituals telepathic instructions clearly and accurately. If the summoner
follow a basic structure which is presented below.
fails the Test, then the daemon is free to do as it wishes, and will
usually start by seeking to take out its rage upon the summoner.
CHAOS RITUAL TEMPLATE
A ritual can be defi ned by the following criteria. BREAKING MASTERY
Description: This section describes what the ritual is for,
why it is carried out, its origin and any other pertinent facts. Daemons are alien-minded and untrustworthy things at the

Requirements: What is needed to perform the ritual-specific best of times, and it is always wise to simply summon them
components, time, place, etc., as well as any Skill Tests, Corruption to do what they are best suited for—slaughter and butchery.
or Infamy level, known Talents or Traits needed to make the ritual If the daemon is forced to go against its fundamental nature
work properly. How well these Tests are made and the wider in some way, it may attempt to break the summoner’s control,
makeup of the ritual may affect the quality of the results achieved. forcing a second Mastery Test, with a negative modifi er for
Many factors both esoteric and mundane may affect a ritual’s the controller of –30.
chance of success. Particular examples for daemonic rituals can be

found on Table 6–7: Summonining Ritual Modifiers. EXAMPLE CHAOS RITUALS
Effects: The successful effect of the ritual.
Duration: How long the ritual’s effects last. Below is a selection of commonly used rituals, known by
Cost: The cost in physical and spiritual terms to those that carry many of those who truck with the Ruinous Powers.
out the ritual; from physical harm to the wrath of the daemonic.
The Price of Failure: All attempts to control the warp have CALL THE LORD OF SKULLS’ SOLDIER
an unpleasant cost should they fail. These consequences While Khorne employs no sorcerers, he is nevertheless frequently
are listed here, usually represented by Psychic Phenomena, reliant upon the acts of mortals to bring his daemons into the
material universe. Employed by cultists intent upon murder, this
229


ritual summons a Bloodletter, one of the daemonic footsoldiers Effects: A Daemonette (see page 353) appears at the
of Khorne, to do their bidding and slaughter their enemies. centre of the summoning circle.
Requirements: The ritual must take place at the site of battle Duration: Once summoned, the Daemonette remains
or murder and requires an inscribed summoning circle marked corporeal for 1d5+5 rounds, plus an additional round for
out with invocations and sigils sacred to the Blood God. Braziers every Degree of Success on the test to complete the ritual.
of boiling blood and burning coals must be placed at the cardinal This duration may be extended further by areas where the
points of the circle, and an adult human who has killed another veil between reality and the warp is thin, or if the daemon
during his life or a predatory beast must be ritually killed and slays enough living creatures to empower it further. At the
bled to summon the daemon as the correct prayers to the Lord GM’s Discretion, the ritual may be enacted to summon a
of Skulls are roared with bestial fervour. A Hard (–20) Lore daemon for a specifi c task. In that case, the daemon may
(Daemonology) Test is required to successfully conduct the remain corporeal long enough to accomplish this.


ritual, modified by Table 6–7: Summoning Ritual Modifiers. Cost: Whether successful or not, the ritual causes an
If the daemon is successfully summoned, then a Daemonic immediate roll on Table 6–2: Psychic Phenomena. Further,
Mastery Test must immediately be taken in order to control it. the overwhelming ecstasy that accompanies a ritual to Slaanesh
Effects: A Bloodletter (see page 352) appears at the centre forces all participants to make a Challenging (+0) Willpower
of the summoning circle. Test or become Stunned as they writhe in joy and agony. This
Duration: Once summoned, the Bloodletter remains corporeal may prevent the Daemonic Mastery Test being attempted.
for 1d5+5 rounds, plus an additional round for every Degree of The Price of Failure: Failure results in a Test for the
Success on the test to complete the ritual. This duration may be Contempt of the Warp (see Table 6–6: Summoning Ritual


extended further by areas where the veil between reality and the Modifiers), modified by +10 for every Degree of Failure after

warp is thin, or if the daemon slays enough living creatures to the first.
empower it further (this last is up to the GM, however he should
keep in mind that daemons are often empowered by death and SUMMON THE CACKLING SPELLFIEND
bloodshed, and may remain in the material realm longer because The Horrors of Tzeentch are bizarre, unpredictable creatures
of it.) At the GM’s Discretion, the ritual may be enacted to summon wrought from flame and magic and twisted flesh, frequently called



a daemon for a specific task. In that case, the daemon may remain upon by sorcerers and cultists to wreak havoc upon the world,
corporeal long enough to accomplish this. their myriad limbs and pseudopodia spitting arcane flame with

Cost: Whether successful or not, the ritual causes an the kind of insane abandon that only a daemon could manage.
VI: Psychic Powers
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immediate roll on Table 6–2: Psychic Phenomena. Further, Requirements: The ritual must take place in a location
the mindless rage that accompanies a ritual to Khorne forces desolated by fire or magic and requires an inscribed summoning

all participants to make a Challenging (+0) Willpower circle marked out with symbols sacred to the Changer of Ways.
Test or enter a frenzied state, as per the Frenzy Talent (see Enchanted braziers spewing multi-coloured smoke and flame are

page 124), lashing out at all those nearby. This may prevent arrayed at random points around the circle and an adult human
the Daemonic Mastery Test being attempted. branded with arcane runes, to be reduced to ashes by magic
The Price of Failure: Failure results in a Test for the and flame at the culmination of the ritual. A Hard (–20) Lore

Contempt of the Warp (see Table 6–6: Summoning Ritual (Daemonology) Test is required to successfully conduct the

Modifiers), modifi ed by +10 for every Degree of Failure ritual, modified by Table 6–7: Summoning Ritual Modifiers.


after the fi rst. If the daemon is successfully summoned, then a Daemonic
Mastery Test must immediately be taken in order to control it.
SUMMON SLAANESH’S HANDMAIDEN Effects: A Pink Horror (see page 254) appears at the
The servants of the Prince of Torments are many and varied, centre of the summoning circle.
but most numerous amongst them are the Daemonettes, Duration: Once summoned, the Pink Horror remains
handmaidens and courtiers to their master and creator. Cultists corporeal for 1d5+5 rounds, plus an additional round for
of excess draw Daemonettes into the material world to partake every Degree of Success on the test to complete the ritual.
of mortal sensation or to engage in orgies of destruction. This duration may be extended further by areas where the
Requirements: The ritual must take place in a location veil between reality and the warp is thin, or if the daemon
where great debauchery and excess has taken place, and requires slays enough living creatures to empower it further. At the
an inscribed summoning circle marked out with invocations and GM’s Discretion, the ritual may be enacted to summon a
symbols sacred to the Dark Prince. Braziers of hallucinogenic daemon for a specifi c task. In that case, the daemon may
incense and vast quantities of intoxicating elixirs are spread remain corporeal long enough to accomplish this.
around the ritual site. Six adult humans made delirious by Cost: Whether successful or not, the ritual causes an
blessed narcotics must be slashed with anointed knives, marked immediate roll on Table 6–2: Psychic Phenomena, adding
with daemonic runes, and then murdered. A Hard (–20) Lore +20 to the roll due to the infl ux of untamed arcane power
(Daemonology) Test is required to successfully conduct the that accompanies Tzeentch rituals.
ritual, modified by Table 6–7: Summoning Ritual Modifiers. The Price of Failure: Failure results in a Test for the Contempt


If the daemon is successfully summoned, then a Daemonic of the Warp (see Table 6–6: Contempt of the Warp), modified


Mastery Test must immediately be taken in order to control it. by +10 for every Degree of Failure after the first.
230


COMBAT


INJURY

CRITICAL HITS

SPECIAL

CONDITIONS


HEALING


Chapter VII:


Combat




“Come. My axe thirsts.”
—Warlord Crox
he galaxy is a dangerous place, especially for those who
choose to leave behind the relative safety of established
Tworlds and explore the unknown. Over the course of
their travels, Heretics are bound to encounter all manner of
people, aliens, and worse that would see them dead. Unless
the characters plan to spend their lives running away from
their enemies, they will have to fi ght. As a result, combat can
form a key component to a BLACK CRUSADE game.
This section refers specifi cally to combat between two or
more individuals. The Horde rules at the end of the chapter
allow players to adapt these rules to represent a small group of
characters against a large-scale opposing force.

NARRATIVE TIME VS.

STRUCTURED TIME
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The passage of time is fl exible in a game of BLACK CRUSADE
and subject to the GM’s discretion, based on the needs of the
story and the choices the players make. Sometimes the GM only
needs to convey a very loose sense of time, which is known as
Narrative Time. In other situations, especially combats, more
precise time keeping is necessary, and the GM should adopt characters’ Turns overlap each other slightly, Turns are resolved in
what is known as Structured Time. a specific order known as Initiative Order (see page 233).

NARRATIVE TIME ACTIONS
Many situations in a game of BLACK CRUSADE do not require A character can perform one or more Actions on his Turn. If a
precise time keeping. It is usually enough to know if a certain character is performing multiple Actions during his Turn, the
action takes a few minutes, about an hour, several weeks, order in which they are resolved may or may not matter. For
or anything in between. Narrative Time is most often used example, a character could draw his pistol and then move a
outside of combat and other situations where the precise few metres, or he could move fi rst and then draw his pistol,
order of actions is unimportant. but either way the end result is the same. However, if the
same character wants to shoot his pistol, he obviously needs
STRUCTURED TIME to draw it fi rst! Actions are described in detail on page 233.
In contrast to the abstract approach of Narrative Time, COMBAT OVERVIEW
Structured Time is important for resolving complex
Encounters, such as combat, when every second counts and Combat is usually resolved using Structured Time divided
the order in which things happen is crucial. Structured Time into Rounds, Turns, and Actions. Each character, including
is divided into Rounds, Turns, and Actions. NPCs, takes one Turn each Round. The order in which Turns
are resolved depends on Initiative Order. When a new combat
begins, follow these steps to determine what happens.
ROUNDS
A Round consists of every character participating in the Encounter
taking one Turn each. It is assumed that characters act more or STEP 1: SURPRISE
less simultaneously in an Encounter, so a Round is approximately At the beginning of a combat, the GM determines if any characters
five seconds long, regardless of how many characters are involved. are Surprised. This can only happen once at the beginning of a

combat, and there will be many combats wherein nobody is
Surprised. A Surprised character loses his Turn on the first Round

TURNS of combat because he has been caught unawares by his enemies. If
Each character in an Encounter gets one Turn each Round. During no one is Surprised, move immediately to Step Two.
a character’s Turn, he can perform one or more Actions. While
232


SURPRISE

Surprise only affects the beginning of a new combat. It is up to the GM to decide if any of the combatants are Surprised.
Ultimately, this comes down to a judgement call on the GM’s part, based on the circumstances and the Actions of the various
combatants leading up to the encounter. The GM should take the following into account when determining Surprise:
• Is anyone hiding? Successful use of the Concealment Skill before the combat may mean that some combatants are
hidden. Extremely wary characters may oppose this with an Awareness Test.
• Is anyone sneaky? Successful use of the Silent Move Skill may have positioned some characters for an ambush. Again,
wary opponents may oppose this with an Awareness Test.
• Are there any unusual circumstances that would mask the approach of attackers? This can cover nearly anything, from
pouring rain to whining engines to nearby explosions.
• Are there any distractions? It’s possible that something quite distracting is going on. A cultist’s attention may be so
fi xated on the sermon of his confessor that he doesn’t notice his attackers approaching.
Bearing all of this in mind, the GM must decide which combatants are Surprised. While it’s often the case that one entire
side or the other is Surprised, there can be individual exceptions. If no one is Surprised, proceed with the combat as normal.
A Surprised character loses his Turn in the fi rst Round. He can do nothing except stand dumbfounded. Furthermore,
a non-Surprised attacker receives a +30 bonus to Weapon Skill and Ballistic Skill Tests made to attack a Surprised VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII:
target. After the Surprise Round completely resolves, all Surprised characters recover their wits and can act normally. All
combatants then roll for Initiative and the combat proceeds normally.

STEP 2: ROLL INITIATIVE (or group of combatants) has determined his Initiative, the GM
At the start of the fi rst Round, each character rolls for makes a list and places them in order, from highest to lowest.
Initiative. Each character rolls 1d10 and adds his Agility This is known as the Initiative Order, which is the order the
Bonus (the tens digit of his Agility characteristic). The result combatants act in each Round, until the combat is over.
of the roll applies to all successive Rounds in the combat. If more than one character has the same Initiative, they act
in order from the highest Agility to the lowest. If they also have
the same Agility, then each should roll a die, with the highest
STEP 3: DETERMINE INITIATIVE ORDER going first. Most combats last for multiple Rounds, but each

The GM ranks all the Initiative rolls, including those of the combatant’s Initiative is only determined once at the start of the
NPCs, from highest to lowest. This is the order in which the combat. Once the Initiative Order has been established, it usually
characters take their Turns during each Round of combat. remains the same from Round to Round. If new combatants join
in the middle of the fight, simply determine their Initiatives

STEP 4: COMBATANTS TAKE TURNS normally and insert them into the Initiative Order.
Starting with the character at the top of the Initiative Order,
each character takes a Turn. The character currently taking his ACTIONS
Turn is known as the active character. During his Turn, the active During each normal Round, every character gets a Turn to
character can perform one or more Actions. Once his Actions act. On his Turn, a character can take one or more Actions.
have been resolved, the next character in the Initiative Order There are fi ve types of Actions in BLACK CRUSADE, and every

becomes the active character and takes his Turn, and so forth. action also has one or more subtypes.

STEP 5: ROUND ENDS Types of Actions
Once each character has taken a Turn, the Round is over. Any Every Action is categorised into one of the following types:
lingering effects that specify a duration of “until the end of Full Actions, Half Actions, Reactions, Free Actions, and
the Round” now end. Extended Actions.

STEP 6: REPEAT STEPS 4–5 AS NEEDED Full Actions
Continue to play successive Rounds until the combat is A Full Action requires a character’s complete attention to
complete or until the event that triggered the switch from accomplish. A character can take one Full Action on his Turn
Narrative Time to Structured Time is resolved. and cannot take any Half Actions. Grappling an opponent is
an example of a Full Action.
INITIATIVE
Initiative determines the order in which participants act during Half Actions
each Round. To determine Initiative, roll 1d10 and add the A Half Action is fairly simple; it requires some effort or
result to the character’s or NPC’s Agility Bonus. The GM rolls concentration, but not so much that it consumes a character’s
the Initiative for any NPCs and creatures present. To keep things entire Turn. A character can take two different Half Actions on
simpler, it is recommended that the GM make one Initiative roll his Turn instead of taking one Full Action. Readying a weapon
for an entire group of similar enemies. After each combatant or making a Standard Attack are both examples of Half Actions.



233


Reactions ACTION DESCRIPTIONS
A Reaction is a special Action made in response to some These Actions provide players with options in combat.
event, such as an attack. A character receives one Reaction
each Round, which may only be used when it is not his Turn.
Examples include making an Evasion test to avoid an attack. Aim
Type: Half Action or Full Action
Free Actions Subtype: Concentration
A Free Action takes only a moment and requires no real effort The active character takes extra time to make a more precise
by the character. Free Actions may be performed in addition to attack. Aiming as a Half Action grants a +10 bonus to the
any other Actions on a character’s Turn, and there is no formal character’s next attack, while aiming as a Full Action grants a
limit to the number of Free Actions one character can take. The +20 bonus to the character’s next attack. The next action the
GM should use common sense to set reasonable limits on what Aiming character performs must be an attack or the benefi ts of
can be done in a few seconds. Examples of Free Actions include Aiming are lost. Aiming benefi ts are also lost if the character
dropping an item or speaking a few words. performs a Reaction before making his attack. Aiming can be
used with both melee and ranged attacks.
Extended Actions
Some Actions take more time than a single Round to complete. All Out Attack
Once a character commits to an Extended Action, he is considered Type: Full Action
to be working towards completing it for as long as necessary. If Subtypes: Attack, Melee
the character abandons the Extended Action, or is interrupted, all The character makes a furious melee attack at the expense of
progress towards completing the Extended Action is lost. personal safety. He makes one melee attack with a +30 to his
Weapon Skill, but he cannot make Dodge or Parry attempts
Action Subtypes until the start of his next Turn.
Into addition to its type, every Action is also categorised into
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one or more subtypes. Action subtypes don’t do anything Brace Heavy Weapon
in and of themselves, but they are used to clarify what a Type: Half Action
character is and is not allowed to do in a variety of special Subtype: Miscellaneous
circumstances. For example, a character that is Immobilised Heavy weapons must be braced before they can be fi red
cannot perform any Actions with the Movement subtype. accurately. Bracing a Heavy weapon can involve using a
bipod or tripod, propping the weapon up on a windowsill or
USING ACTIONS sandbags, or simply assuming a wide stance or kneeling. When
a Heavy weapon is fi red without being braced, the attacker
During his Turn, a character may perform one Full Action or two suffers a –30 to his Ballistic Skill Test (in addition to any other
different Half Actions. A character could, for example, make a penalties). Once this action is made, the weapon is braced, and
charge attack (Full Action) or aim and shoot (two Half Actions). It’s remains braced until the character moves it. Once a Heavy
important to remember that a Round is only a few seconds long, weapon has been braced, the fi rer cannot move without losing
so the character’s Turn within that Round is but a few moments. the benefi ts of bracing. However, the user can still traverse his
Any Action can be combined with talking, banter, battle weapon 45 degrees (or sometimes more) depending on the
cries and other short verbal expressions—these are considered type of bracing. For example, a weapon braced in the notch of
Free Actions. It is left to the GM to decide what a player a broken wall would have a limited traverse, while a weapon
might be able to say in that amount of time. A wry aside to a with a full tripod could potentially traverse up to 180 degrees.
companion or a terse insult of an enemy is always reasonable,
but recounting the intimate details of one’s seven duels-to- Called Shot
the-death between swings of a power sword should probably Type: Full Action
count as something more than just a Free Action. Subtypes: Attack, Concentration, Melee or Ranged
Most Actions are started and completed within the active The active character attempts to attack a specific or vulnerable

character’s same Turn. For example, a character does not begin a area on his target. The attacker declares a location on his target

Charge on one Turn and finish it on a later Turn or a later Round; (e.g., Head, Body, Left Arm, Right Arm, Left Leg, or Right Leg)
he performs the entire Charge (which is a Full Action) at once on and makes an attack following all the rules for Standard Attacks,
his Turn. However, there are two broad exceptions: reactions are except the test is either a Hard (–20) Weapon Skill or Ballistic
always performed when it is not the reacting character’s Turn, and Skill Test (depending on whether the attack is melee or ranged).
Extended Actions always take more than one Round to complete. (Therefore, he does not get the usual +10 bonus for Standard
In addition, characters in Black Crusade may only take Attacks.) If he succeeds, he skips the Determine Hit Location step
one action with the Attack subtype and one action with the of the attack and instead hits the declared location. At the GM’s
Concentration subtype during their turn. They may still take discretion, this attack may be used to aim at specific locations on

Reactions with the Concentration or Attack subtype during monsters or within the environment, such as shooting a door lock
the same round, since this does not happen during their Turn. from across the room or disabling a wall-mounted vid-recorder.
Note that sustaining psychic powers (most of which have the
Concentration subtype) does not count as taking actions.
234


Charge Skill. If the attack is a Melee Attack, he may test either his
Type: Full Action Dodge or his Parry Skill. The default diffi culty for this Test is
Subtypes: Attack, Melee, Movement Challenging (+0) before any applicable modifi ers.
The character rushes at his target and delivers a single melee
attack. The target must be at least four metres away, but still Evading Auto-Fire, Multiple Attacks, and Area
within the attacker’s Charge Move (see Table 9-31: Structured Effect Attacks
Time Movement). The last four metres of the Charge must be Some attacks—such as those made with grenades, fl amers,
in a straight line so the attacker can build speed and line up or guns fi ring semi-automatic or fully-automatic bursts,—are
with his target. Once the attacker reaches his target, he may especially diffi cult to avoid. When Dodging an area effect
make one of the following Actions: a Standard Attack (melee weapon (such as a fl amer), a successful Dodge Test moves the
only), Swift Attack, or All Out Attack. In doing so he follows character to the edge of the area of effect, as long as it is no
all of the rules for these Actions, however these Actions are further away than the character’s Agility Bonus in metres. If
considered to be a part of the Charge Action. If the Charging the character would need to move further than this to avoid the
character is unarmed, he can attempt to Grapple his opponent attack, then the Dodge Test automatically fails. When Evading
instead of infl icting Damage. See Grappling, page 237. Full Auto or Semi-Auto Bursts, each Degree of Success on the
Dodge Test negates one additional hit.
Defensive Stance When Evading Swift or Lightning Attacks, each Degree of
Type: Full Action Success on the Dodge or Parry Test negates one additional hit. VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Comb
Subtype: Concentration, Melee
The character makes no attacks and instead concentrates entirely Feint
on self-defence. Until the start of his next Turn, the character Type: Half Action
may only use his Reactions to make the Evasion Reaction, but Subtype: Melee
may make one additional Reaction, and all opponents suffer a The character attempts to use guile and combat training to trick
–20 penalty to Weapon Skill Tests made to attack him. his opponent into a mistake. The character and his target make
an Opposed Challenging (+0) Weapon Skill Test. If
an Opposed Cha llenging (+0) W ea pon Sk ill T est . If
his
,
wins
a
melee
next
e
activ
the
acter
har
c
k
a
g
ttac
ainst
Delay the active character wins, his next melee attack against
tar
same
tha
t
during
turn

g
et
this
Type: Half Action that same target during this turn
Subtype: Miscellaneous

w
aits
acter
of
har
c
y
tel
immedia
the
acting
,
an
for
Instead
Instead of acting immediately, the character waits for an
opportunity . W hen a c har acter c hooses Delay , his T urn ends ,
opportunity. When a character chooses Delay, his Turn ends,
delay
but he reserves a delayed Half Action for later use. Any time
An
ed
Half
Action

es
.
a
ut
he
la
use
ter
r
eserv
time
y
b
for
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next
urn,
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acter
can
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start
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before the start of his next Turn, the character can perform

his
the

hoice
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.
delay
ed
If
ed
c

his
a
of
a delayed Half Action of his choice. If the delayed Half
delay

Action
Half
Action is not used before the start of the character’s next
turn, it is lost. If two or more characters both attempt to
perform delayed Half Actions at the same time, they must
make an Opposed Agility Test to see who acts fi rst.
Disengage
Type: Full Action
Subtype: Movement
The character breaks off from melee combat and may take a
The character breaks off from melee combat and may take a
Half Move. Opponents that were engaged with the character
Half Move. Opponents that were engaged with the character
do not gain any free attacks. See the Fleeing sidebar for more
do not gain any free attacks. See the Fleeing sidebar for more
details.
Evasion
Type: Reaction
Subtype: Movement (Dodge) or Melee (Parry)
Evasion is a Reaction that a character can perform when it is
Ev asion is a R eaction tha t a c har acter can perfor m w hen it is
not his Turn. After a character is hit, but before Damage is
not his T urn. After a c har acter is hit, b ut befor e Dama g e is
b
y
mak
rolled, the character can attempt to avoid the attack by making
r
ing
a
a
ttac
to
har
the
the
c
v
oid
acter
k
olled,
ttempt
can
a
a Dodg e or P arr y T est. A c har acter m ust be a w ar e of the a ttac k
a Dodge or Parry Test. A character must be aware of the attack
in order to make the test. If the test succeeds, the character gets
in or der to mak e the test. If the test succeeds , the c har acter g ets
a
last
the
ay
the
and
t
moment
out
out of the way at the last moment and the attack is considered
k
consider
is
of
the
a
w
ttac
ed

to have missed (and thus no Damage is rolled). If the Evasion
to have missed (and thus no Damage is rolled). If the Evasion
Test fails, the attack connects and deals Damage normally. If
Test fails, the attack connects and deals Damage normally. If
the attack is a Ranged Attack, the character must test his Dodge
the attack is a Ranged Attack, the character must test his Dodge
235


Table 7–1: Combat Actions
Action Type Subtype(s) Description
+10 bonus to hit as a Half Action or +20 to hit as a Full Action on
Aim Half/Full Concentration
the character’s next attack, or target a specifi c body location.
All Out Attack Full Attack, Melee +30 to WS, cannot Dodge or Parry.
Brace Heavy Weapon Half Miscellaneous Prepare to fi re a heavy weapon.
Attack, Concentration,
Called Shot Full Attack a specifi c location on the target with a –20 to WS or BS.
Melee or Ranged
Charge Full Attack, Melee, Movement Must move at least 4 metres, +20 to WS.
Defensive Stance Full Concentration, Melee Gain an additional Reaction, opponents suffer –20 to WS.
Delay Half Miscellaneous Before character’s next Turn, he may take any Half Action.
Disengage Full Movement Break off from melee and move.
Dodge Reaction Miscellaneous Test Dodge to negate a hit.
Opposed WS Test, if character wins, his next attack cannot be
Feint Half Melee
Dodged or Parried.
Focus Power Varies Varies Use a psychic power.
Full Auto Burst Half Attack, Ranged –10 to BS, one hit for every Degree of Success.
Grapple Half/Full Attack, Melee Affect a Grappled opponent or escape from a Grapple.
Attack, Concentration,
Guarded Attack Full –10 WS, +10 to Parry and Dodge.
Melee
Jump or Leap Full Movement Jump vertically or leap horizontally.
Knock-Down Half Attack, Melee Try to knock an opponent to the ground.
Lightning Attack Half Attack, Melee –10 to WS, one hit per Degree of Success.
Manoeuvre Half Attack, Melee, Movement Opposed WS Test, if character wins, move enemy 1 meter.
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Move Half/Full Movement Move up to movement as Half Action or twice movement as Full Action.
ement as Full Action.
e up to mo
v
Mo
v
v
Action or twice mo
ement as Half
Attack, Concentration,
Overwatch Full Shoot targets coming into a set kill zone.
Ranged
Parry Reaction Melee Test Weapon Skill to negate a hit.
Ready Half Miscellaneous Ready a weapon or item.
Reload Varies Miscellaneous Reload a ranged weapon.
Run Full Movement Move triple, enemies get –20 BS and +20 WS.
+0 to BS, additional hit for every two additional Degrees of Success.
Semi-Auto Burst Half Attack, Ranged +0 to BS , ad ditional hit for ev er y tw o ad ditional Degr ees of Success .
Stand/Mount Half Movement Stand up or mount a riding beast or vehicle.
Standard Attack Half Attack, Melee or Ranged +10 to WS or BS, make one melee or ranged attack.
Stun Full Attack, Melee Try to Stun an opponent.
Suppressing Fire Full Attack, Ranged Force opponents to take cover, –20 to BS.
er
ees of
y tw
o ad
ditional Degr
Success
ditional hit for ev
Swift Attack Half Attack, Melee +0 to WS, additional hit for every two additional Degrees of Success. .
, ad
+0 to WS
Tactical Advance Full Concentration, Movement Move from cover to cover.
Use A Skill Varies Miscellaneous Character may use a Skill.
cannot be Evaded. If the active character’s next Action is anything The attacker makes a Ballistic Skill Test with a –10 bonus
other than a Melee Attack Action, the advantage of Feinting is lost. to his attack. If he succeeds, he scores one hit with his weapon
per Degree of Success. The number of extra hits scored in this

Focus Power manner cannot exceed the weapon’s fully automatic rate of fire.
Type: Varies by Power Extra hits can either be allocated to the original target or any
Subtype: Varies by Power other targets within two metres, provided none of the new targets
This Action is used to manifest Psychic Powers in combat. Every would have been harder to hit than the original target. If extra

Psychic Power specifies an action type and one or more subtypes. hits are allocated to the same target, use Table 7–2: Multiple Hits

For more information, see Chapter 6: Psychic Powers. to determine the extra Hit Locations. Remember, the first hit is
always determined by reversing the numbers of the dice result
made to perform the test (see The Attack, page 240).
Full Auto Burst
Type: Half Action
Subtype: Attack, Ranged Grapple

The character hurls a roaring burst of fully-automatic gunfire at his Type: Half or Full Action
enemies. The attacker must be wielding a ranged weapon capable Subtype: Attack, Melee
of fully automatic fire to take this action. If the character has a This action is only used when a character is already engaged in a

pistol in each hand, both capable of fully automatic fire, he may Grapple. See Grappling, page 241, for rules on starting a Grapple.



fire both with this action (see Two-Weapon Fighting, page 242). If the active character is controlling the Grapple, the first thing he
236


Test. This test can benefi t from Assistance. If the
FLEEING AND LEAVING MELEE controller of the Grapple wins, both participants stand.
• Use Item: The controller of the Grapple can use a
Sometimes the best course of action in combat is to get readied item.
away from danger by any means necessary. A character
can voluntarily flee from an opponent or be forced to flee Grappled Target Options


because of Fear, a Psychic Power, or some other effect. If the active character is the target of the Grapple, the fi rst thing
When a character flees under his own control, he may take he must do on his Turn is declare Grapple as a Half Action—

any of the following Actions: Disengage, Move, or Run. this is part of the penalty for being Grappled. After that, he can

When a character flees against his will, he must Run. choose one of the following Grappled Target Options:
LEAVING MELEE • Break Free: The Grappled target can attempt to break
free of the Grapple by making an Opposed Strength
If a character is engaged in melee with one or more Test against the controller of the Grapple. This test can
opponents and he leaves combat with them (such as benefi t from Assistance. If the active character wins, he
fl eeing or moving to another target) without using the breaks free and may perform any Half Action.
Disengage Action, each of his opponents gets a free • Slip Free: The Grappled target can attempt to wriggle
Standard Attack against the fl eeing character. Such a out of the Grapple by making a Challenging (+0)
free attack is made in addition to any other attacks the Contortionist Skill Test. If he succeeds, he slips free and
combatant receives during his Turn. may perform any Half Action. VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat V
• Take Control: The Grappled target can attempt to take
must do on his Turn is declare Grapple as a Full Action in order control of the Grapple by making an Opposed Strength
to maintain the Grapple; if he does not declare Grapple as a Full Test against his Grappling opponent. This test can
Action, the Grapple immediately ends. After that, he can choose benefi t from Assistance. If the active character wins, he
one of the following Controller Grapple Options: becomes the controller of the Grapple and his opponent
becomes the Grappled target. The active character may
Controller Grapple Options then immediately perform one of the Controller Grapple
• Damage Opponent: The controller of the Grapple Options, but he cannot take any other Half Actions.
can attempt to Damage his opponent with brute force
by making an Opposed Strength Test with the Grappled Size Differences
opponent. If the active character wins, he infl icts unarmed If one participating Grappler is larger than the other (see
Damage (1d5–3+SB) to his opponent’s body location Size, page 249), the larger Grappler counts an extra Degree
and one level of Fatigue. If the grappled opponent wins of Success per size category difference on all successful
the Opposed Strength Test, no Damage is dealt, but he Opposed Tests performed within the Grapple.
is still grappled. This action can benefi t from Assistance.
There are certain Talents and Traits that may modify
these numbers. Guarded Action
• Throw Down Opponent: The controller of the Type: Half Action
Grapple can attempt to wrestle his Grappled opponent to Subtype: Concentration, Melee (Parry), Ranged (Dodge)
the ground by making an Opposed Strength Test. This The character’s next actions are careful and guarded, making
test can benefi t from Assistance. If the active character sure he remains well poised to defend himself. The character
wins, the Grappled opponent becomes prone. suffers a –10 penalty to any Weapon Skill Tests or Ballistic
• Push Opponent: The controller of the Grapple can Skill Tests made this turn, but he gains a +10 bonus to all
attempt to force his Grappled opponent to move. This is Evasion Tests until the start of his next Turn.

resolved with an Opposed Strength Test, which can benefit
from Assistance. If the active character succeeds, he pushes Jump or Leap
his opponent one metre in a direction of his choice, plus one Type: Full Action
additional metre for each Degree of Success. This pushed Subtype: Movement
distance cannot exceed the active character’s Half Move The character can Jump vertically, or Leap horizontally. If the
distance. The active character must move with his Grappled character is engaged in melee, each opponent he is engaged
opponent in order to maintain the Grapple, or he can with can make a free Standard Attack against the character.
choose to let go of his opponent, which ends the Grapple, See Movement, page 40, for details on Jumping and Leaping.
but allows the active character to keep his ground.
• Ready: The controller of the Grapple can ready one of Knock Down
his own items. Or if the GM allows, he can use the Ready Type: Half Action
Action to grab an item belonging to his Grappled opponent. Subtype: Attack, Melee
• Stand: If both Grappling participants are on the ground, The attacker smashes his opponent in the hopes of knocking
the controller of the Grapple can regain his feet with him off his feet. Make an Opposed Strength Test. If the
this action. He can also attempt to drag his Grappled attacker wins, the target is knocked prone and must use a
opponent up with him by making an Opposed Strength Stand Action on his Turn to regain his feet. If the attacker



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succeeds by two or more Degrees of Success, he may choose Overwatch
to infl ict 1d5–3+SB Damage and one level of Fatigue on the Type: Full Action
target. If the target wins the Opposed Strength Test, he keeps Subtype: Attack, Concentration, Ranged
his footing. If the target wins by two or more Degrees of The active character guards a specific area or target, poised to

Success, the attacker is knocked prone instead. If the attacker shoot at an opportune moment. When Overwatch is declared,
spent a Half Action to move before performing the Knock the active character establishes a kill zone consisting of any
Down Attack, he gains a +10 bonus to the test. general area, such as a corridor or tree line, that encompasses
a 45-degree arc in the direction that active character is facing.
Lightning Attack The active character then specifies either Standard Attack, Full

Type: Half Action Auto Burst, or Semi-Auto Burst, along with the conditions
Subtype: Attack, Melee under which he will perform the chosen attack. At any time the

This action may only be taken if the attacker has the Lightning specified conditions are met before the start of the character’s
Attack Talent. With fury and precision the attacker strikes next Turn, he can perform that attack. If this attack occurs at the
his target multiple times in close combat. The attacker must same time as another character’s Action, the character with the

be armed with a melee weapon or be able to make unarmed higher Agility acts first. If both characters have the same Agility,

attacks to take this Action. If he is armed with two melee they make an Opposed Agility Test to see who acts first.
weapons, he may attack with both as per the rules for Two Additionally, targets caught in the kill zone must make a
Weapon Fighting. Unbalanced or Unwieldy melee weapons Challenging (+0) Pinning Test or become Pinned (see Pinning
cannot be used to make a Lightning Attack. on page 244). If a character on Overwatch performs any Actions
The attacker makes a Weapon Skill Test with a –10 bonus. or Reactions, such as Evasion, his Overwatch immediately ends.
Success indicates he has hit his target with his melee weapon Note this does not include Free Actions, such as speech.
once for every Degree of Success. The number of hits scored
cannot exceed the attacker’s Weapon Skill Bonus. Extra hits can Ready
either be allocated to the original target or any other targets the Type: Half Action
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character is in melee with, provided none of the new targets Subtype: Miscellaneous
would have been harder to hit than the original target. If extra The active character draws a weapon or retrieves an object
hits are allocated to the same target, use Table 7–2: Multiple stowed in a pouch or pocket. A weapon or item can also be
Hits to determine the extra Hit Locations. Remember, the fi rst properly stowed away with this action (but note that simply
hit is always determined by reversing the numbers of the dice dropping an item is considered a Free Action). This Action
result made to perform the test (see The Attack, page 240). can also be used to do things such as apply a medi-patch,
If the attacker is wielding a second weapon in his off hand, inject stimm or some other kind of drug, coat a blade with
he may make an additional attack as part of this action. See poison, and so forth. Ready can be declared twice in the same
Two Weapon Fighting on page 242. Turn if it is used on two different weapons or items.
Manoeuvre Reload
Type: Half Action Type: Half, Full, or Extended Action (Varies by Weapon)
Subtype: Melee, Movement Subtype: Miscellaneous
By using superior footwork and aggression, the attacker can The active character can reload a ranged weapon. The amount
force his opponent to move by making an Opposed Weapon of time the Reload Action takes depends on the weapon. See
Skill Test with his opponent. If he succeeds, the opponent Chapter 5: Armoury for details. Note that any Reload Action that
must move one metre in the direction of the attacker’s choice. is spread across more than one Round is an Extended Action.
If desired, the attacker can advance one metre as well. The
opponent cannot be forced into another character or some Run
other obstacle (such as wall).
Type: Full Action
Subtype: Movement
Move The active character runs, covering a distance equal to his
Type: Half or Full Action Run Movement (see Table 9-31: Structured Time Movement).
b
v
le
ement).
T
a
T
ed
Structur
9-31:
Mo
ime
Mo
un
R
(see
ement
v
Subtype: Movement
The active character can spend a Half Action to move a
number of metres equal to his Agility Bonus. As a Full Action,
he may move twice that distance. If the Active character ends
his movement adjacent to an opponent, he may engage that
opponent in melee. If the active character moves away from
an opponent with whom his in engaged, that opponent may
make a free Standard Attack against the active character.
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This makes the character harder to hit with ranged weapons, The attacker makes a Hard (–20) Weapon Skill Test. If the attack
but easier prey for melee attacks. Until the beginning of the succeeds, roll 1d10 and add the attacker’s Strength Bonus. This
character’s next turn, ranged attack made against him suffer result is compared to the targets total of his Toughness Bonus +1
a –20 penalty to Ballistic Skill Tests, but melee attacks gain a per Armour Point protecting his head. If the attacker’s roll is equal
+20 bonus to Weapon Skill Tests. or higher, the target is stunned for a number of rounds equal to the
difference between the rolls and gains one level of Fatigue.
Semi-Auto Burst
Type: Half Action Suppressing Fire
Subtype: Attack, Ranged Type: Full Action
With cold precision, the active character shoots a burst of Subtype: Attack, Ranged

semi-automatic gunfi re at his enemies. The attacker must be The active character unleashes a devastating hail of firepower to
wielding a ranged weapon capable of semi-automatic fi re to force his opponents to take cover. This action requires a weapon

take this action. If the character has a pistol in each hand, capable of semiautomatic or fully automatic fire (see Rate of Fire,
both capable of semi-automatic fi re, he may fi re both with page 147). When Suppressing Fire is declared, the active character
this action (see Two-Weapon Fighting, page 242). establishes a kill zone which is any general area, such as a corridor
The attacker makes a Ballistic Skill Test with a +0 bonus. or tree line, that encompasses a 45-degree arc in the direction the
A dice result of 94 to 00 indicates the weapon has Jammed active character is facing. Then, as part of the Action the character
(see Weapon Jams, page 245). If he hits, he scores a hit for fires a Full Auto or Semi-Auto Burst (as per the Full-Auto and VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Comb

the initial Degree of Success plus an additional hit for every Semi-Auto Burst Actions) and expends the appropriate ammo. All
two additional Degrees of Success. The number of extra hits targets within the kill zone must make a Difficult (–10) Pinning


scored in this manner cannot exceed the weapon’s semi- Test or become Pinned (see page 244). If the attacker fired a Full
automatic rate of fi re. Extra hits can either be allocated to Auto burst, the Pinning Test is Hard (–20) instead.
the original target or any other targets within two metres, The character does not roll to hit following the usual
provided none of the new targets would have been harder penalties or bonuses of the Full Auto and Semi-Auto Burst
to hit than the original target. If extra hits are allocated to Actions. Instead the character makes a Ballistic Skill Test with
the same target, use Table 7–2: Multiple Hits to determine a –20 penalty to see if his gunfi re has hit anything. A roll of
the extra Hit Locations. Remember, the fi rst hit is always 94–100 on the test indicates the weapon has Jammed (see
determined by reversing the numbers of the dice result made Weapon Jams, page 245). If the Ballistic Skill Test succeeds,
to perform the test (see The Attack, page 244). the GM assigns the hit to a random target within the kill zone.
If the character is armed with two weapons, he may make a Furthermore, every two Degrees of Success scores an extra
secondary attack with his other weapon as part of this action. hit against another random victim. Use of the Suppressive
See Two Weapon Fighting on page 242. Fire action does not affect the defensive benefi ts of armour or
cover. The number of hits scored may not exceed the weapon’s
Stand/Mount fully automatic Rate of Fire. Use Table 7–2: Multiple Hits to
Type: Half Action determine Hit Locations against the same target. The active
Subtype: Movement character cannot choose to fail this Ballistic Skill Test.
If the active character is on the ground, he can stand. If he
is already standing, he can mount a riding beast or a vehicle. Swift Attack
Type: Half Action
Standard Attack Subtype: Attack, Melee
Type: Half Action This action may only be taken if the attacker has the Swift Attack
Subtype: Attack, Melee or Ranged Talent. With fury and precision the attacker strikes his target
The active character makes either one melee attack by testing multiple times in close combat. The attacker must be armed with
Weapon Skill with a +10 bonus or one ranged attack by a melee weapon or be able to make unarmed attacks to take this
testing Ballistic Skill with a +10 bonus. Success infl icts one Action. If he is armed with two melee weapons, he may attack
hit on the target. For more information on making a Standard with both as per the rules for Two Weapon Fighting.
Attack, see page 240. If the attacking character is unarmed, The attacker makes a Weapon Skill Test with a +0 bonus.
he can attempt to Grapple his opponent instead of infl icting Success indicates he has hit his target with his melee weapon
Damage. See Grappling, page 241. once for the initial Degree of Success, plus once for every
If the character is armed with two weapons, he may make a two additional Degrees of Success. The number of hits scored
secondary attack with his other weapon as part of this action. cannot exceed the attacker’s Weapon Skill Bonus. Extra hits can
See Two Weapon Fighting on page 242. either be allocated to the original target or any other targets the
character is in melee with, provided none of the new targets
would have been harder to hit than the original target. If extra
Stun hits are allocated to the same target, use Table 7–2: Multiple
Type: Full Action Hits to determine the extra Hit Locations. Remember, the fi rst
Subtype: Attack, Melee hit is always determined by reversing the numbers of the dice
If the active character is unarmed or armed with a melee weapon, result made to perform the test (see The Attack below).
he can strike to Stun instead of attempting to land a killing blow.


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Table 7–2: Multiple Hits

First Hit Second Hit Third Hit Fourth Hit Fifth Hit Each Additional Hit
Head Head Arm Body Arm Body
Arm Arm Body Head Body Arm
Body Body Arm Head Arm Body
Leg Leg Body Arm Head Body

If the character is armed with two weapons, he may make a Other Actions
secondary attack with his other weapon as part of this action. If a player wants to do something not covered by the Actions
See Two Weapon Fighting on page 242. described here, the GM should make a judgement about how
long something might take and what type of Action it would
Tactical Advance be. Generally, most Actions should be resolved with some
Type: Full Action sort of test: Characteristic Test, Skill Test or Opposed Test.
Subtype: Concentration, Movement Keep in mind that a Round is only a few seconds long, which
The active character moves from one position of cover is a very limited amount of time to accomplish a task.
to another position of cover. In so doing, he may cover a
distance up to his Full Move. For the duration of the move, he THE ATTACK
is considered to benefi t from the cover he left, even though he
is moving in the open for a brief time. The most common Action in combat is the attack—the
characters are fi ghting, after all. Whether armed with a melee
or ranged weapon, the process is the same. Before an attack
Use a Skill is made, the GM should verify that the attack is even possible
Type: Half, Full, or Extended Action (Varies by circumstance) by checking the basic requirements for the attack. Melee
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Subtypes: Concentration, Miscellaneous attacks require the attacker to be engaged in melee combat
The active character may use a Skill. This usually involves with his target. Ranged attacks cannot be made if the attacker

making a Skill Test. This can be an Extended Action, is engaged in melee unless he is fi ring a pistol-class weapon.
depending on the Skill and the circumstances. In either case, the attacker must be aware of his target. See the
Spray and Pray sidebar for additional information. Assuming
240


EVASION REACTIONS Table 7–3: Hit Locations
Roll Location
When a target is hit by an attack, it may have a chance 01–10 Head
to negate the hit with an Evasion (see page 235) 11–20 Right Arm
reaction. If the Evasion attempt is successful, then the 21–30 Left Arm
attack is negated and no Damage is dealt. 31–70 Body
71–85 Right Leg
the attack is possible, follow these steps: 86-00 Left Leg
• Step One: Apply Modifi ers to Attacker’s Characteristic
• Step Two: Attacker Makes a test
• Step Three: Attacker Determine Hit Location Dodge and Parry Reactions
• Step Four: Attacker Determines Damage When a target is hit by an attack, it may have a chance to
• Step Five: Target Applies Damage negate the hit with a Dodge or Parry Reaction. See Combat
Actions, page 234 for details on resolving each of these
STEP ONE: APPLY MODIFIERS TO Reactions. If the Dodge or Parry attempt is successful, the
attack is negated and no Damage is dealt.
ATTACKER’S CHARACTERISTIC
A melee attack requires the attacker to make a Weapon Skill VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat V
Test. A ranged attack requires the attacker to make a Ballistic EXAMPLE
Skill Test. There are many instances where one or more After Azar’s las shot hits the Guardsman, the GM rules that the
factors make performing an attack easier or more diffi cult soldier will attempt to Dodge the attack. The Guardsman’s Agility
than normal. For example, using the Full Auto Burst attack is 30, and has Dodge trained, so he must roll under a 30 to avoid
action imposes a –10 penalty to the attacker’s Ballistic Skill the burning hot las shot. The GM rolls for the Guardsman and gets
Test, whereas a Standard Attack grants a +10 bonus whether a 56. The Guardsman fails to dodge the attack.
the attack is melee or ranged. If a situation calls for two or
more bonuses or penalties, simply combine all modifi ers STEP T HREE: ATTACKER D ETERMINES
together and apply the total to the appropriate Characteristic. HIT LOCATION
The maximum total bonus that can be applied to a test is +60. On a successful hit, the attacker needs to determine where the
Conversely, the maximum total penalty that can be applied to hit landed. Using the percentile dice result from the attacker’s
a test is –60. When adjudicating diffi culty, common sense Weapon Skill or Ballistic Skill Test, reverse the order of the digits
should prevail. Regardless of the usual limits on test penalties, (e.g., a roll of 32 becomes 23, a roll of 20 becomes 02, and so
some actions are simply impossible.
on) and compare this number to Table 7–3: Hit Locations.

EXAMPLE
Azar wants to use a Standard Attack action to shoot his laspistol EXAMPLE
at an Imperial Guardsman. Azar’s Ballistic Skill is 45 and he is Azar’s Ballistic Skill Test to hit the Guardsman resulted in a
at Short Range, which grants him a +10 bonus. Helgath spends percentile dice roll of 14. He reverses these digits and gets 41.
a Half Action to Aim, granting him another +10 bonus. In Consulting Table 8–2: Hit Locations, he sees he has hit the

addition, the Standard Attack confirs a +10 bonus to the attack Guardsman’s body.
roll as well. However, there is a lot of heavy mist in the area so
Helgath will suffer a –20 penalty for that. After all bonuses and STEP FOUR: ATTACKER
penalties have been combined, Helgath will need to roll 55 or less
on his Ballistic Skill Test to hit the Guardsman (45 + 10 + 10 DETERMINES DAMAGE
+ 10 - 20 = 55). After the hit location has been determined, the attacker
determines the Damage dealt by his attack. Each weapon has
STEP TWO: ATTACKER MAKES A TEST a Damage listing, which is usually a die roll, plus or minus
After the modifi ed Characteristic has been determined, the a number. Roll the appropriate die and apply any indicated
attacker makes a Weapon Skill Test if he is performing a modifi ers. Finally, if the attack involved a melee weapon, add
melee attack or a Ballistic Skill Test if performing a ranged the attacker’s Strength Bonus. The result is the Damage total.
attack. Both of these are resolved like any other test. If the For all attack rolls, count the Degrees of Success. The attacker
roll is equal to or less than the modifi ed Characteristic, the may choose to replace the result on a single Damage die with
attack hits. the number of Degrees of Success from his attack roll. If the
attack infl icts more than one die of Damage, the attacker may
replace the result on one die of his choice with the Degrees
EXAMPLE of Success from the attack roll. If a natural 10 is rolled on any
Azar makes a Ballistic Skill Test by rolling percentile dice and gets Damage die, there is a chance of Zealous Hatred.
14, which is less than his modified Ballistic Skill of 55. His attack

hits the Imperial Guardsman.


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(and often awful) Critical effects, and may leave combat with
TACTICAL COMBAT MAPS interesting new scars.
However, in order to ensure that combat does not bog
(OPTIONAL) down too much, when a low level NPC (a faceless soldier
or minion, usually an unnamed NPC not central to the story
During large combats, some players may want visual
references to help keep track of enemy positions, as well as plot) suffers Zealous Hatred, he is simply slain instead. This
their own. The GM can accomplish this by sketching out allows for faster paced combat, and also “lucky shots” on the
simple overhead maps on paper. Many game stores also part of the Heretics.
sell large game mats that you can draw on with wet-erase Finally, if the GM desires, he can choose to reserve Zealous
markers. These mats are usually pre-printed with squares Hatred for Heretics and high level NPCs only (so only named,
grids or hex patterns to make measuring distances quick important NPCs can infl ict it on the characters). This makes
and easy. Tactical combat maps can be drawn to any scale, for a faster-paced, more “epic” game as the Heretics may easily
and some roleplayers like to combine large-scale maps shrug off most attacks. It also ensures that combat moves
with miniatures where a one inch square represents one more quickly. However, the GM should probably refrain
square meter. While tactical combat maps can be very from doing this unless he fi nds his combat bogging down
useful, they are not necessary to play BLACK CRUSADE. excessively. After all, it’s not Warhammer 40,000 Roleplay if
Many roleplayers prefer to use rich narrative descriptions the player characters don’t suffer a few scars along the way!
to allow fellow players to simply imagine all the action.
This requires players to keep a snapshot of the relative EXAMPLE
positions of all combatants in their heads, but it also allows Azar has hit the Guardsman with his laspistol and proceeds to make
for greater freedom in detailing the events of a combat. his Damage roll. A laspistol deals 21d10+2 points of Damage.
Helgath rolls 1d10 and gets an 8, a good hit! He adds this to the 2
ZEALOUS HATRED for a total of 10 damage dealt to the unlucky Guardsman.
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When rolling Damage after a successful attack, if any die If Azar had been lucky enough to roll a 10 instead of the 8, he
rolled results in a natural 10 (rolling the 10 result on a 10 would have also been able to roll 1d5 on Table 7–8: Energy Effects:
sided die), a particularly bloody and spectacular hit may be Body, and applied those effects to the poor Guardsman as well.
infl icted. (This also includes a result of 10 when rolling 1d5
for Damage.) After resolving the effects of the hit, one of two
things may happen. STEP FIVE: TARGET APPLIES DAMAGE
If the attack dealt damage after being reduced by armour From the Damage total, the target subtracts his Toughness Bonus
and Toughness Bonus, then the shot becomes more severe. and any Armour Points that protect the location hit by the attack.
The attacker then rolls 1d5 and consults the Critical Hit If this reduces the Damage to zero or less, the target shrugs off
Table appropriate to the Damage type and location of the the attack. Any remaining Damage is recorded by the target as
original attack. The target suffers all effects listed, even if Damage. If the target’s Damage equals or exceeds his Wounds,
the attack itself did not do Damage. However, the target he notes any excess Damage as Critical Damage and the GM
does not count as having suffered a Critical Hit. In other consults the appropriate table based on the type of Damage, the
words, if he takes Damage during later turns it will affect his location hit, and the amount of Critical Damage accumulated.
Wounds, not directly stack onto worsening Critical effects. See Critical Damage on page 245 for more information.
Talents that modify Critical Damage (such as Crack Shot
and Crippling Strike) do not modify the critical effects
generated by Zealous Hatred, and these critical effects do not EXAMPLE
stack if a target suffers Zealous Hatred multiple times. Each Azar’s laspistol pistol shot has struck the Guardsman’s body for 10
roll is applied as a separate effect. total Damage. The GM notes the target’s Toughness Bonus is 3 and
However, if the attack does not do any damage once reduced he is wearing Guard Flak, which provides 4 points of armour. The
by armour and Toughness Bonus, then the attack deals 1 point laspistol has no AP, so the Guardsman can apply 7 total damage
of damage, not reduced by armour or Toughness. This is the reduction to the attack. This means he suffers only 3 damage, and
extent of the Zealous Hatred effect for this attack, the victim since he has 10 Wounds, could suffer 7 more Damage before he’s in
does not suffer a roll on a Critical Hit Table. This represents trouble. He takes aim at poor Azar, who’d better be ready to dodge!
some weapons simply not being potent enough to deal major
damage, but still able to do harm through a “lucky hit.”
UNARMED COMBAT
Zealous Hatred for Heretics and NPCs Not every fight in BLACK CRUSADE requires bolters and power

In BLACK CRUSADE, Zealous Hatred is something that both swords. Some confl icts can be settled the old-fashioned way with
Heretics and NPCs can infl ict and suffer from. This means fists (not to mention feet and, if you’re a dirty scummer, teeth). To

if a Imperial Guardsman shoots a player character and rolls make an unarmed attack, the attacker must be engaged in melee
a 10 for Damage, then the player character suffers a 1d5 with his opponent. The attacker then makes a Challenging
Critical result. This makes combat gritty, dangerous, and (+0) Weapon Skill Test, or if his opponent is armed with a
more dynamic, as Heretics can now suffer from fl avourful weapon, a Hard (–20) Weapon Skill Test. If the unarmed
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attack hits, it deals 1d5 – 3 Impact Damage, plus the character’s TWO-WEAPON FIGHTING
Strength Bonus. In addition, a successful hit that infl icts Damage
equal to or greater than the target’s Toughness Bonus also infl icts Many warriors fi ght with a weapon in either hand. There are
one level of Fatigue. During unarmed combat, if a 10 is rolled on advantages and disadvantages to this style of fi ghting. While it
a die for Damage, the rules for Zealous Hatred apply with 10s offers some improved opportunities to make attacks, it reduces
counting as 5s in terms of Damage caused. As with most melee the chances of successfully striking a target. Unless the two-
attacks, an Unarmed attack can be Parried. weapon fi ghter has the Ambidextrous talent, it is important
to consider which hand is his primary hand and which is his
GRAPPLING secondary hand; players should have these details noted on
Instead of infl icting Damage with an unarmed attack, a their Heretics’ character sheets.
character can attempt to Grapple his opponent. Attempting The following apply when fi ghting with two weapons:
a Grapple is a melee attack that uses either a Charge Action • The character may use any melee weapons or ranged
or a Standard Attack Action. The attacker makes a Weapon weapons that can be reasonably used in one hand. This
Skill Test as normal. The target of the Grapple may use a is generally pistol-class ranged weapons (though some
Reaction, if able, to avoid the attack. If the attack is successful, Basic-class weapons may have modifi cations that allow

the attacker and the target are Grappling, with the attacker them to be used with one hand), and melee weapons that

controlling the Grapple. The controller of the Grapple can note they are one-handed weapons in their description.
end it any time as a Free Action. • The character may use either hand to make an attack.
In a Grapple, all of the following apply: Attacks made using the character’s secondary hand suffer
• Participants in a Grapple cannot use Reactions. a –20 penalty to Weapon Skill or Ballistic Skill Tests.
• Participants in a Grapple are considered to be engaged • If the character has the Two-Weapon Wielder Talent, he
in melee combat. may attack with both weapons, but each attack suffers a
• Participants in a Grapple can only use the Grapple Action.
• As a Free Action, the controller of the Grapple can Table 7–4: Cover Examples
voluntarily end the Grapple on his Turn. Cover Type Armour Points
• Other attackers gain a +20 bonus to Weapon Skill Tests Armour-glas, Generatoria Pipes, thin
to hit any target engaged in a Grapple. metal 4
• Only two characters can be engaged in the same Grapple, Flakboard, storage crate, sandbags, ice 8
but up to two other characters can lend Assistance to each Cogitator Bank, Stasis Pod 12
Grappler in certain situations. See the Grapple Action on Rockcrete, hatchway, thick iron, stone 16
page 237 for details. Armaplas, bulkhead, Plasteel 32




243


Table 7–5: Combat Diffi culty Summary STRAY SHOTS (OPTIONAL RULE)



Difficulty Skill Modifier Example
Attacking a Surprised or GMs keen on reinforcing the merciless nature of the 41st
Easy +30
Unaware target. millennium may rule that if a character shooting into a
Shooting a Massive target. melee combat misses his target by a small margin (one
Shooting a target at Point Degree of Failure or less), the attack instead hits another
Blank Range. target engaged in the same melee. The GM might also
Melee attacks against a foe rule that anyone shooting into a melee combat with
Routine +20
who is outnumbered three a Semi-Auto Burst or Full Auto Burst must allocate
to one or more. multiple hits to different targets engaged in the melee.
Attacking a Stunned
opponent. –20 penalty to the Weapon Skill or Ballistic Skill Test,
Shooting an Enormous plus an additional –20 penalty for attacks made with his
target. secondary hand. If the character has the Ambidextrous
Melee attacks against a foe Talent, the penalty to the attack made by his secondary
Ordinary +10
who is outnumbered two hand disappears completely, and the penalty for fi ghting
to one. with two weapons drops to –10. (Other Talents or
Attacking a Prone situational modifi ers may further affect these modifi ers.)
opponent with a melee • If the character is wielding at least one melee weapon, he
weapon. may use the Parry Skill to perform an Evasion Reaction once
Attacking from higher each Round as normal with this weapon, though he still
ground. may not Evade more than once in a Round. This Weapon
Shooting a Hulking target. Skill Test is not an attack, and therefore it does not suffer the
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Shooting a target at Short standard penalty for attacks made using a secondary hand.
Range. • If a character with the Two-Weapon Wielder (Melee)
Challenging +0 A Standard Attack. Talent is armed with two melee weapons, he may perform
Diffi cult –10 Any test whilst Fatigued. a melee Attack Action (either a Standard Attack, Swift
Attacking or Dodging Attack, or Lightning Attack) with one of these weapons.
whilst in the mud or heavy He may then perform a melee Attack Action (either a
rain. Standard Attack, Swift Attack, or Lightning Attack) with
Shooting a target at Long the other weapon, with any applicable modifi ers to the
Range. Test. This attack may be against any target in melee.
Shooting a Prone target. • If a character with the Two-Weapon Wielder (Melee) and
Shooting a Scrawny target. Two Weapon Wielder (Ballistic) Talent is armed with a
Shooting into melee
Hard –20 melee weapon in one hand and a pistol in the other, he may
combat. perform a melee Attack Action (either a Standard Attack,
Dodging whilst Prone. Swift Attack, or Lightning Attack) or ranged Attack Action
Making an unarmed attack (such as Standard Attack, Semi-Auto Burst, or Full-Auto
against an armed opponent. Burst) with one weapon. He may then make a second melee
Melee attacks in darkness. Attack Action or ranged Attack Action with his secondary
Shooting at a target in fog, weapon. Any pistol hits must be against targets in melee.
mist or shadow. Resolve each attack separately by testing Weapon Skill for
Shooting a Puny target. the melee weapon and Ballistic Skill for the pistol.
Using a weapon without • If a character with the Two-Weapon Wielder (Ballistic)
the correct Talent. Talent is armed with two pistols (or two other ranged
Attacking or Dodging in
Very Hard –30 weapons that can reasonably be wielded in one hand), he
deep snow. may perform a ranged Attack Action (either a Standard
Firing a heavy weapon that Attack, Semi-Auto Burst, or Full-Auto Burst) with one
has not been Braced. of these weapons. If he does so, he may perform another
Shooting a Minuscule ranged Attack Action (either a Standard Attack, Semi-Auto
target. Burst, or Full Auto Burst) with his second weapon.
Shooting a target at • When fi ring a ranged weapon with each hand, the character
Extreme range. may fi re each weapon on a different mode, for example,
Shooting at a completely one on full automatic and one on semi-automatic. When
concealed target. fi ring a full automatic weapon in each hand, the character
Shooting at a target in
darkness. may only lay down one area of suppressive fi re.

• The character may fire two weapons at different targets,
though the targets must be within 10 metres of each other.
244


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BLACK CRUSADE offers endless potential for gripping, If an attacking character is adjacent to his target, both the
dramatic, white-knuckle action. Combat is essential element character and his target are considered to be engaged in melee.
for such action, and each combat, from simple corridor shoot-
outs to titanic civilisation-crushing battles, should offer Shooting into Melee Combat
unique experiences. The combat circumstances described Ballistic Skill Tests made to hit a target engaged in melee combat
in this section offer many ways to help make every combat are Hard (–20). If one or more characters engaged in the melee
exciting, varied, and dangerous. is Stunned, Helpless, or Unaware, this penalty is ignored.
Combat circumstances can be used to refl ect the effects of
terrain, the weather, tactical situations, and a variety of other EXTREME RANGE
factors. Many circumstances alter the diffi culty of tasks by Targets that are at a distance of more than three times the range
providing bonuses or penalties to tests, while others provide of a character’s weapon are at Extreme Range. Ballistic Skill Tests
opportunities for characters to leverage good fortune, or made to hit targets at Extreme Range are Very Hard (–30).
exploit misfortunes that befall their enemies. Heretics should
make as much use of benefi cial circumstances as possible. A FATIGUED
good plan, suitable equipment or skilful use of tactics can
often make the difference between life and death for a Heretic. When a character is Fatigued, all his tests, including any
The following circumstances are some of the most common Weapon Skill and Ballistic Skill Tests, suffer a –10 penalty. VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII
ones encountered in combat. For situations not covered here,
use these as a guide. Remember, the GM has the fi nal say FOG, MIST, SHADOW OR SMOKE
about the Diffi culty of any particular test or the outcome of Ballistic Skill Tests made to attack targets concealed by fog,
any unusual situation. mist, shadow, or smoke are Hard (–20). While a character is
concealed by fog, mist, or shadow, Concealment Skill Tests
are Ordinary (+10).
COVER
Cover is a vital part of surviving a fi refi ght and a good Heretic
knows that you go for your cover fi rst and then draw your gun. GANGING UP
There are no penalties to Ballistic Skill Tests made to attack A character has an advantage when he and his allies engage the
targets standing partly behind cover. However, there is a chance same foe in melee combat. If a group of characters outnumber
that the shot may hit the cover rather than the target. It is up their opponent two to one, their Weapon Skill Tests are Ordinary
to the Heretic to decide which parts of his body he is exposing (+10). If a group of characters outnumber their opponent by three
when behind cover, but as a general rule, a character fi ring to one or more, their Weapon Skill Tests are Routine (+20).
around or over cover will have his body and legs concealed.
If the shot would hit a body location that is concealed behind HELPLESS TARGETS
cover, work out the Damage against the Armour Points of the Weapon Skill Tests made to hit a sleeping, unconscious, or
cover instead, with any excess being applied to the target as otherwise helpless target automatically succeed. When rolling
normal (see Table 7–4: Cover Examples for a guide to the Damage against such a target, roll twice and add the results.
Armour Points of different kinds of cover).
HIGHER GROUND
Damaging Cover Characters standing on higher ground, such as on a table, hill, or
Cover is not invulnerable. Attacks can damage or destroy the atop of a mound of dead comrades, have an advantage. Weapon
protection afforded by cover. Each successful hit against cover Skill Tests made by these characters are Ordinary (+10).
that deals any amount of Damage in excess of the Armour
Points it provides reduces the cover’s Armour Points by 1. LONG RANGE
Targets that are at a distance of more than double the range of
DARKNESS a character’s weapon are at Long Range. Ballistic Skill Tests
Weapon Skill Tests made in darkness are regarded as Hard made to hit targets at Long Range are Difficult (–10).

(–20), while Ballistic Skill Tests are regarded as Very
Hard (–30). While a character is concealed by darkness, MISSING AND SCATTERING
Concealment Skill Tests are Routine (+20). Sometimes, when fl inging a thrown weapon, it’s important to
know where the weapon lands should the attacker fail his Ballistic
DIFFICULT TERRAIN Skill Test. On a failed roll, the GM rolls 1d10 and consults the
Weapon Skill and Evasion Tests made whilst standing in following Scatter Diagram. Roll 1d5 to determine the number
diffi cult terrain, such as mud, are Difficult (–10). Tests made of metres the weapon travels in the indicated direction. This is

whilst standing in arduous terrain, such as deep snow or slick also used with weapons with the Blast Quality—they affect a
ice, are Very Hard (–30). wide enough area that if the shot goes awry, it may still Damage
something, even if it’s not the original target.




245


A character is considered Prone any time he is lying on the
SCATTERING IN ZERO GRAVITY
The consequences of throwing dangerous objects in a zero ground. Weapon Skill Tests made to attack Prone targets are
Ordinary (+10), but Ballistic Skill Tests made to hit Prone
gravity environment can be both amusing and deadly. One targets are Difficult (–10) unless the attacker is at Point Blank

way of determining exactly where that errant krak grenade Range. A character who is Prone suffers a –10 penalty to Weapon
fl oats after it bounces off the bulkhead is to roll twice on the Skill Tests and a –20 penalty to Evasion Tests. Unless a character
scatter diagram, once for the X axis and once for the Y axis.
is engaged in a Grapple, he can drop Prone as a Free Action.
PINNING
Being shot at is a terrifying experience at the best of times, SHORT RANGE
and even the most inexperienced Heretics know to keep their Targets that are at a distance of less than half the Range of
heads down when the bullets and bolt shells start fl ying. a character’s weapon are at Short Range. Ballistic Skill Tests
Pinning represents a character’s survival instincts telling him made to attack targets at Short Range are Ordinary (+10).
to stay in cover. Certain combat actions or other circumstances
call on their targets to make a Pinning Test (Challenging SIZE
(+0) Willpower Test). On a success, the character may act Size is an important factor when shooting ranged weapons
normally. On a failure, the character becomes Pinned. because it’s usually easier to hit a larger target. All characters and
2 creatures in BLACK CRUSADE have a defined size category, and it

should be relatively easy for the GM to assign appropriate size
1 3 categories to objects as needed. Use Table 4–8: Size (page 142)
for determining bonuses and penalties based on a target’s size.

STUNNED TARGETS
4 Target 5 WS and BS Tests to attack Stunned targets are Routine (+20).
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UNAWARE TARGETS
When a character has no idea that he about to be attacked,
he is considered an Unaware target. Usually, this happens at
the beginning of a combat when one or more characters are
6–7 9-0 Surprised (see page 232). Weapon Skill or Ballistic Skill Tests
8 made to attack Unaware targets are Easy (+30).
WEAPON JAMS
Weapons may jam either through extreme age, maltreatment of
Being Pinned their machine spirit, or just plain poor design. An unmodified result

A Pinned character may only take Half Actions. Additionally, of 96 to 00, in addition to being an automatic miss, also indicates
he suffers a –20 penalty to all Ballistic Skill Tests. If a Pinned the weapon has jammed. A Jammed weapon cannot be fired

character is in cover relative to the attacker that Pinned him, he until it is cleared. Clearing a Jam is a Full Action which requires a
may not leave it except to retreat (provided he can remain in Ballistic Skill Test. If the test is successful then the Jam has been
cover while doing so). If he is not in cover when Pinned he must cleared, though the weapon needs to be reloaded and any ammo
use his next Turn to reach cover. If there is no cover nearby, he in it is lost. If the test is failed, the weapon is still Jammed, though
must move away from the attacker that Pinned him. A character the character can attempt to clear it again next Round.
can make a Challenging (+0) Willpower Test at the end of Note: Some weapons, such as plasma guns, grenades and
his Turn to escape Pinning, in which case he may act as normal missiles, are particularly dangerous to use. For these weapons, refer
on his next Turn. This test is Easy (+30) if the character has to their descriptions and Weapon Special Qualities (see Chapter V:
not been shot at since his last Turn or is under cover. A character Armoury). Semi-automatic and fully automatic fire also increases

engaged in melee combat automatically escapes Pinning. the likelihood of Jamming. This is described within the Semi-
Auto Burst, Full Auto Burst and Suppressing Fire Actions.
POINT-BLANK RANGE
When a character makes a ranged attack against a target that is WEATHER AND UNNATURAL CONDITIONS
two metres away or closer, that target is at Point-Blank Range. Weapon Skill and Ballistic Skill Tests made to attack whilst
Ballistic Skill Tests made to attack a target at Point Blank Range enduring harsh weather or unnatural conditions, such as
are Easy (+30). This bonus does not apply when the attacker heavy rain, an ash storm, or standing knee-deep in waves of
and the target are engaged in melee combat with each other. fungus, are considered Hard (–20), unless stated otherwise
For weapons with a short range of less than 3 metres, Point- (see Chapter 1: Playing the Game).
Blank Range is 1 metre less than the weapon’s short range.
PRONE
246


Injury CRITICAL DAMAGE

Whenever a character’s total Damage exceeds his Wounds, he
begins to take Critical Damage. Each time a character suffers
ommon physical injuries to BLACK CRUSADE characters
are represented by Damage and Fatigue. Additionally, Critical Damage, he also suffers one or more Critical Effects. These
Ccharacters can also experience several types of are determined by consulting the appropriate Critical Effect Table
Conditions and Special Damage such as fi re, suffocation, and based on the affected body location (Arm, Body, Head, or Leg)
limb loss. It is important to know how much physical abuse and the Damage type (Energy, Explosive, Impact, or Rending).
a character can take and a key measurement of this is how As with normal Damage, Critical Damage is cumulative
many Wounds he possesses. and remains with the character until he either heals naturally
over time or receives medical attention (see page 256).
WOUNDS Each Critical Effect also has its own duration (including
permanent). If a Critically Damaged character suffers more
Wounds are a measurement of how much punishment a Damage, the amount is added to his existing Critical Damage
character can take before suffering debilitating effects and and a new set of Critical Effects are applied based on his total
ultimately death. Every character in BLACK CRUSADE has Critical Damage (assuming he is still alive).
specifi ed number of Wounds. Wounds do not normally deplete.
Even when a character is injured, that injury does not decrease REMOVING DAMAGE
his Wounds. Instead, a character’s Wounds simply serve as a Characters automatically remove Damage (both ordinary and VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VI
threshold, and the injury is recorded on his character sheet as Critical Damage) over time through natural healing. Medical
Damage. When a character’s Damage exceeds his Wounds, he attention and some psychic powers can also remove Damage.
is in real trouble. The rate of Damage removal depends on several factors and is
fully explained in Healing, page 256.
DAMAGE
Damage is physical trauma dealt to a character. Characters FATIGUE
can suffer Damage a number ways, including being shot Not all injuries in BLACK CRUSADE are lethal. Exhaustion,
by a boltgun, lacerated by daemon claws, falling into a combat trauma, or swapping licks with bare fi sts can all leave
lava-fi lled crevasse, exposure to the hard vacuum of space, a character battered, but more or less intact. Fatigue measures
and so forth. When a character suffers Damage, record the the amount of non-lethal injur y a c har acter can tak e o v er the
the amount of non-lethal injury a character can take over the
amount on his character sheet. That Damage remains with
the character until it is removed over time by natural healing,
or the character receives medical attention (see page 256).
Damage is cumulative; each time a character suffers Damage,
the amount is added to any previous Damage he had.
Each time a character is dealt Damage, there may be an
opportunity for him to reduce it before it is applied to his
total. By default, a character reduces incoming Damage by an
amount equal to his Toughness Bonus. Armour can also help
further reduce Damage. If the source of the Damage struck a
body location protected by armour, the incoming Damage is
reduced by an amount equal to the Armour Points provided by
the armour. It is important to note that some sources of Damage
ignore armour and/or Toughness; such cases are always
detailed in the description of the Damage source. As long as
a character’s total Damage is equal to or less than his Wounds,
his body still functions normally. If a character’s Damage ever
exceeds his Wounds, he begins to take Critical Damage.

DAMAGE TYPES
All Damage is divided up into fi ve types: Energy (lasers, fi re,
plasma), Explosive (grenades, bolt rounds), Impact (clubs,
bullets, falling), and Rending (swords, claws). If a source of
Damage does not specify a type, treat it as Impact. Damage
Type is usually only important for determining Critical
Effects resulting from Critical Damage.








247


Table 7–7: Energy Critical Effects - Arm

Critical
Damage Critical Effect
The attack grazes the target’s arm, causing it to spasm uncontrollably. All tests involving that arm suffer a
1
–30 penalty for 1d5 Rounds.
The attack smashes into the arm, sending currents of energy crackling down to the fi ngers and up to the
2
shoulder. The arm is useless for 1d5 Rounds and the target takes 1 level of Fatigue.
The attack causes energy to course through the target’s arm leaving him Stunned for 1 Round, and the arm
3
is useless until the target receives medical treatment.
The shock of the attack causes the character to temporarily lose control of his autonomous functions. He is
4
Stunned for 1 Round and is knocked Prone. The arm is useless for 1d10 Rounds.
The arm suffers superfi cial burns infl icting no small amount of pain on the target. The target may only take a
5
Half Action in his next round, and he suffers 1d5 levels of Fatigue.
The attack wreathes the arm in fl ame, scorching clothing and armour, and temporarily fusing together
6 the target’s fi ngers. The target suffers 1d5 Weapon Skill and Ballistic Skill Damage , suffers 1d5 levels of
Fatigue, and must make a Challenging (+0) Toughness Test or lose the use of the hand permanently.
With a terrible snapping sound, the heat of the attack boils the marrow in the target’s arm, causing it to
7 crack or even shatter. The target’s arm is broken and until it is repaired the target counts as only having one
arm. The target is Stunned for 1 Round, and suffers 1d5 levels of Fatigue.
Energy sears through the arm at the shoulder, causing the shoulder joint to explode and the arm is severed
8 from the body. The target must take a Challenging (+0) Toughness Test or become Stunned for 1d5
Rounds. In addition the target suffers 1d10 levels of Fatigue. The target now only has one arm.
Fire consumes the target’s arm, burning the fl esh to a crisp right down to the bone. The target must make an
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9 immediate Challenging (+0) Toughness Test or die from shock. If he survives, however, the target suffers
1d10 levels of Fatigue and is Stunned for 1 Round. The target now only has one arm.
The attack reduces the arm to a cloud of ash and sends the target crumbling to the ground where he
10
immediately dies from shock, clutching his smoking stump.
Table 7–8: Energy Critical Effects - Body
Critical
Damage Critical Effect
1 A blow to the target’s body steals the air from his lungs. The target can take only a Half Action on his next Turn.
The blast punches the air from the target’s body. The target must make a Challenging (+0) Toughness
2
Test or be knocked Prone.
3 The attack cooks the fl esh on the chest and abdomen, infl icting 2 levels of Fatigue and 1d5 Toughness Damage.
The energy ripples all over the character, scorching his body with horrid third-degree burns and infl icting
4
1d10 levels of Fatigue. The target may only take a Half Action on his next Round.
The fury of the attack forces the target to the ground, helplessly covering his face and keening in agony.
5 The target is knocked to the ground and must make an Agility Test or catch fi re (see Special Damage). The
Target must make a Challenging (+0) Toughness Test or be Stunned for 1 Round.
Struck by the full force of the attack, the target is sent reeling to the ground, smoke spiralling out of the
6 wound. The target is knocked to the ground, Stunned for 1d10 Rounds, and suffers 1d5 levels of Fatigue. In
addition, he must make a Challenging (+0) Agility Test or catch fi re (see Special Damage on page 247).
The intense power of the energy attack cooks the target’s organs, burning his lungs and heart with intense
7
heat. The target is Stunned for 2d10 Rounds and suffers 1d10 permanent Toughness Damage.
As the attack washes over the target, his skin turns black and peels off while melted fat seeps from his clothing
8 and armour. The target is Stunned for 2d10 Rounds and the attack halves his Strength, Toughness and Agility
until he receives medical treatment. The extensive scarring deals 2d5 permanent Fellowship Damage.
The target is completely encased in fi re, melting his skin and popping his eyes like superheated eggs. He
9
falls to the ground a blackened corpse.
As above, except in addition, if the target is carrying any ammunition, there is a 50% chance it explodes.
Unless they can make a successful Evasion Test, all creatures within 1d5 metres take 1d10+5 Explosive
10+
Damage. If the target carried any grenades or missiles, one round after the Damage was dealt they detonate
where the target’s body lies with the normal effects.
w her e the tar g et ’ s body lies with the nor mal ef f ects .
248


able 7–9: Energy Critical Effects - Head
T
Table 7–9: Energy Critical Effects - Head
Critical
Damage Critical Effect
l
, imposing a –10 penalty to all T
et

s senses
ow to the head fr
ests (ex
ce
pt
A grazing blow to the head frazzles the target’s senses, imposing a –10 penalty to all Tests (except
A gr
azing b
azzles the tar
g
1
Toughness) for 1 Round.
2 The blast of energy dazzles the target, leaving him Blinded for 1 Round.
last of
T
ound.
g
et, lea
he b
gy dazzles the tar
ener
ving him Blinded for 1 R
g
s of
ving him with a partiall
he a
g
e and deaf
cartila
the tar
s ear
, lea

k cook
f
y b
urned stump of
et
ttac
T
ened
The attack cooks off the target’s ear, leaving him with a partially burned stump of cartilage and deafened
3
aits for 1d5 hours
eceiv
until he r

es fi
until he receives fi rst aid or waits for 1d5 hours. .
rst aid or w
The energy attack burns away all of the hairs on the target’s head as well as leaving him reeling from the
T he ener gy a ttac k b urns a w ay all of the hairs on the tar g et ’ s head as w ell as lea ving him r eeling fr om the
4
injury. The attack deals 2 levels of Fatigue and the target is blinded for 1d5 Rounds.
injur y . T he a ttac k deals 2 lev els of F a tigue and the tar g et is b linded for 1d5 R ounds .
A blast of energy envelopes the target’s head, burning his face and hair, crisping his skin, and causing him to
A b last of ener gy en v el opes the tar g et ’ s head, b urning his f ace and hair , crisping his sk in, and causing him to
R
lik
R
ounds
he
Stunned
is
ound,
,
stuc
,
1
b
linded
e
a
hair
his
eam
for
1d10
osing
In
x.
for
o
dition
5 scream like a stuck Grox. In addition to losing his hair, he is blinded for 1d10 Rounds, Stunned for 1 Round,
to
l
ad
Gr
scr
k
and takes 1 permanent Fellowship Damage
and tak es 1 per manent F ell owship Dama g e
T he a ttac k cook s the tar g et ’ s f ace , melting his f ea tur es and dama ging his ey es . T he tar g et is b linded for the
The attack cooks the target’s face, melting his features and damaging his eyes. The target is blinded for the
6 next 1d10 hours and suf f ers 1d5 per manent F ell owship Dama g e and 1 per manent P er ce ption Dama g e . T he
next 1d10 hours and suffers 1d5 permanent Fellowship Damage and 1 permanent Perception Damage. The
tar g et also suf f ers 1d5 lev els of F a tigue .
target also suffers 1d5 levels of Fatigue.
In a gruesome display
ed bone and m
, the fl
urned fr
In a gruesome display, the fl esh is burned from the target’s head, exposing charred bone and muscle VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat VII: Combat
s head, exposing c

et
om the tar
usc
le
esh is b
harr

g
T
g
he tar
his is the
y and suf
ers 1d10 lev
f
et is b
linded per
manentl
F
underneath. The target is blinded permanently and suffers 1d10 levels of Fatigue. Also, roll 1d10. This is the
, r
oll 1d10. T
els of
tigue
a
. Also
7
w F
olling
ell

h case don
hic
, in w
t bother r
eady 10 or less
target’s new Fellowship, unless their Fellowship is already 10 or less, in which case don’t bother rolling, as
et
, unless their F
tar

s ne
, as
owship
g
owship is alr
ell
nobody r
er
y notices the dif
nobody really notices the difference. .
ence
eall
f
tion of
ed in a con
oy
v
8 The target’s head is destroyed in a convocation of fi ery death. He does not survive. .
oca
et

g
er
T
he tar
y dea
th. He does not surviv
e

s head is destr

Superheated by the attack, the target’s brain explodes, tearing apart his skull and sending fl aming chunks of
Superhea ted b y the a ttac k, the tar g et ’ s br ain expl odes , tearing a part his sk ull and sending fl aming c hunk s of
9
mea t fl ying a t those nearb y . T he tar g et is no mor e .
meat fl ying at those nearby. The target is no more.
As a bo v e , ex ce pt the tar g et ’ s entir e body ca tc hes fi r e and runs of f headless 2d10 metr es in a r andom
As above, except the target’s entire body catches fi re and runs off headless 2d10 metres in a random
g
am on pa
dir
gr
e 244). An
luding c

, inc
acters
ection (use the sca
har
b
, m
amma
ust
le it passes
ything fl
tter dia
10 direction (use the scatter diagram on page 244). Anything fl ammable it passes, including characters, must
est
llenging (+0) Agility T
Cha
make a Challenging (+0) Agility Test or catch fi re (see Special Damage, page 247).
Table 7–10: Energy Critical Effects - Leg
T
able 7–10: Energy Critical Effects - Leg
Critical
Damage Critical Effect
The blast of energy sears the fl esh and bone of the target’s leg, leaving a nasty burn scar. The target may not
T he b last of ener gy sears the fl esh and bone of the tar g et ’ s leg , lea ving a nasty b urn scar . T he tar g et may not
1
Run or Charge for 2 Rounds.
R un or Char g e for 2 R ounds .
The attack fl ash-fries the target’s leg, cooking chunks of fl esh into char. The target must pass a Challenging
T he a ttac k fl ash-fries the tar g et ’ s leg , cook ing c hunk s of fl esh into c har . T he tar g et m ust pass a
2
a
F
el of
tigue
er 1 lev
(+0) Toughness Test or suffer 1 level of Fatigue. .
f
or suf
y half
last causes a nasty compound fr
g
e in the tar
et
s leg

The blast causes a nasty compound fracture in the target’s leg. The target reduces his Movement by half
educes his Mo
et r
ement b
v
g
he tar
. T
T
he b
actur
(rounding up), and the target may not run or charge. The effects to the target’s Movement persist until the
3 (r ounding up), and the tar g et may not run or c har g e . T he ef f ects to the tar g et ’ s Mo v ement persist until the
target receives medical attention.
tar g et r eceiv es medical a ttention.
et suf
ents of
ers 1 lev
g
y coursing thr
g
ow to the leg sends curr
et. T
on
el of
he tar
A solid b
A solid blow to the leg sends currents of agony coursing through the target. The target suffers 1 level of
a
l
f
ough the tar
g
4
. T
ed Pr
a
y half
k
ounds
et is knoc
(r
g
ounding up) for 1d10 R
ement b
Fatigue and reduces his Movement by half (rounding up) for 1d10 Rounds. The Target is knocked Prone. .
F
tigue and r
he T
v
educes his Mo
ar
one
urn Dama
he tar
c b
mour with fl
The target’s leg endures horrific burn Damage, fusing clothing and armour with flesh and bone. The target suffers 1
T
. T
ers 1
he tar

g
esh and bone

et
s leg endur
, f
g
et suf
othing and ar

l
f
e

es horrifi
g
using c

5
educes his mo
one
tigue and r
level of Fatigue and reduces his movement by half (rounding up) for 2d10 Rounds. The target is knocked Prone. .
(r
. T
g
et is knoc
lev
ounding up) for 2d10 R
he tar
k
ement b
a
F
y half
ounds
el of
ed Pr
v
e a

g
ttac
he tar
he a
T
s foot, c
harring the fl
k b
ust mak
et
et m
oma. T

g
esh and emitting a foul ar
The attack burns the target’s foot, charring the fl esh and emitting a foul aroma. The target must make a
urns the tar
6 Cha llenging (+0) T oughness T est
Challenging (+0) Toughness Test or lose the foot. On a success, the targetreduces his movement by 1/2
ttention. In ad
eceiv
els of
F
a
et suf
g
f
tigue
ers 2 lev
dition, the tar
(rounding up) until he receives medical attention. In addition, the target suffers 2 levels of Fatigue. .
(r
ounding up) until he r
es medical a
The energy attack fries the leg, leaving it a mess of blackened fl esh. The leg is broken and until repaired, the
T he ener gy a ttac k fries the leg , lea ving it a mess of b lac k ened fl esh. T he leg is br ok en and until r e pair ed, the
target counts as having lost the leg. The target must take a Challenging (+0) Toughness Test or become
7 tar g et counts as ha ving l ost the leg . T he tar g et m ust tak e a
Stunned for 1 Round. In addition the target suffers 1d5 levels of Fatigue. The target now only has one leg.
Stunned for 1 R ound. In ad dition the tar g et suf f ers 1d5 lev els of F a tigue . T he tar g et now onl y has one leg .
Ener gy sears thr ough the bone , causing the leg to be sev er ed. T he tar g et m ust tak e a
Energy sears through the bone, causing the leg to be severed. The target must take a Challenging (+0)
8 Toughness Test or become Stunned for 1 Round. In addition the target suffers 1d10 levels of Fatigue and
tigue and
a
F
ound. In ad
or become Stunned for 1 R
et suf
dition the tar
g
f
ers 1d10 lev
els of
is suf f ering fr om Bl ood Loss . T he tar g et now onl y has one leg .
is suffering from Blood Loss. The target now only has one leg.
ce of
educes the leg to little mor
he for
hunk of
e a
ttac
the a
k r
e than a c
sizzling gristle
The force of the attack reduces the leg to little more than a chunk of sizzling gristle. The target make a
T
et mak
g
he tar
. T
9
Challenging (+0) Toughness Test or die from shock. The leg is utterly lost.
est
oughness T
Cha
llenging (+0) T
In a terrifying display of pow er , the leg immola tes and fi r e consumes the tar g et completel y . T he tar g et dies in
In a terrifying display of power, the leg immolates and fi re consumes the target completely. The target dies in
10
a matter of agonising seconds
tter of
g
a
a ma
onising seconds
249


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