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

Black Crusade Core Rulebook

worlds trapped in the Screaming Vortex, many Chaos Space
Marines fi nd the opportunity to put their formidable powers HUMAN STARTING ABILITIES
to use in furthering their own ambitions—perhaps even
leading their own Black Crusade one day. All human characters begin play with the following
Chaos Space Marines still bear the superhuman strength Skills and Traits at no xp cost.
and resilience—the gift imparted with the implantation of the Starting Skills: Common Lore (Any Two), Linguistics
geneseed that creates all Space Marines. Thus, Chaos Space (Low Gothic), Trade (Any One)
Marines are more resistant to the mutating effects of Chaos Starting Trait: The Quick and The Dead
and better able to survive the capricious attentions of the Warp. THE QUICK AND THE DEAD
A Chaos Space Marine character in BLACK CRUSADE could even
be a Traitor Legionnaire from one of the nine original Traitor To survive in the Vortex, particularly as a human, one
Legions in the Horus Heresy, having survived 10,000 years in must be quick, both in wits and action. Sometimes fast
the warp. Over the millennia (which, due to the time dilation refl exes can compensate for ceramite armour. All Heretics
effects of the warp, may seem like a mere hundred years to with this Trait add a +2 bonus to Initiative Rolls.
him) he could have made his way to the Screaming Vortex.
Alternatively, he could be a more recent traitor who fl ed his the powers and knowledge found among the entities of the
kin into the Vortex. He could even be from the Space Marine Warp, believing their offerings are a path to salvation from
Chapter who makes their home in the Calixis Sector, the Storm unjust tyranny and mindless drudgery. Alternatively, the
Wardens, or any other Chapter of Note. Heretic may be persecuted or betrayed by the Imperium.
The core skills and talents possessed by each Chaos Space Perhaps he was born a mutant or psyker, and thus subject
Marine are due to the implants and rigorous training that to being hunted down, killed, or enslaved. Or perhaps he
transformed him into a superhuman entity. The nature of Space simply ran afoul of one of the labyrinthine Imperial laws and,
Marine creation dictates that characters of this race began life rather than submit to unjust punishment, fought back or fl ed,
as a male human, though gifts of the Chaos gods may have vowing revenge.
rendered that distinction meaningless. A Chaos Space Marine The character’s initial contact with Chaos, and his reasons for
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may have additional traits and talents associated with his heeding it, can vary substantially. Some characters are drawn to
superhuman existence beyond the ones listed here, including power for its own sake. Perhaps he was a military commander,
ones that were Characteristic of the Legion into which he a planetary governor, or an heir to a vast mercantile fortune.
was originally inducted. Of particular note are those acquired Though successful by any Imperial measure, his holdings were
was originally inducted. Of particular note are those acquired
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not enough to grant complacency. Whispers of forbidden
due to devotion to one or more of the not enough to grant complacency. Whispers of forbidden
due to devotion to one or more of the
knowledge offered simple solutions to problems.
Chaos gods. These additional abilities knowledge offered simple solutions to problems.
Chaos gods. These additional abilities
These required sacrifi ces, but they were of
may be selected during Stage 5: Spend
may be selected during Stage 5: Spend These required sacrifi ces, but they were of
no consequence—at least initially. Now
Experience Points. no consequence—at least initially. Now
he plays the part of a hidden instrument
he plays the part of a hidden instrument
within the Imperial order, spreading
DISCIPLES OF within the Imperial order, spreading
Chaos’s infl uence amongst its highest
Chaos’s infl uence amongst its highest
CHAOS offi ces or working to bring the crumbling
offi ces or working to bring the crumbling
edifi ce of the Imperium down through
edifi ce of the Imperium down through
Throughout the worlds of the
T hr oughout the w or lds of the accidents and bookkeeping errors.
accidents and bookkeeping errors.
Imperium of Man, untold millions of Maybe the character sought vengeance.
untold
of
millions
Imperium
of

Man,
humans live their wretched lives under
humans liv e their wr etc hed liv es under It might be that the Imperium had unjustly
It might be that the Imperium had unjustly
the
of

eternal
the eternal vigilance of their deathless punished a relative, sent a close friend to
vigilance
dea
thless
their
punished a relative, sent a close friend to
tyrant. For many, there is little to
tyrant. For many, there is little to the Black Ships, or accidentally infl icted
the Black Ships, or accidentally infl icted
distinguish one day from another. Their decades of starvation upon an entire
distinguish one day from another. Their
decades of starvation upon an entire
quiet lives of hopeless drudgery under culture. He heard about the forbidden ways
quiet lives of hopeless drudgery under
culture. He heard about the forbidden ways
the taskmasters of the Administratum and gained access to their secrets. Ignoring
the taskmasters of the Administratum
and gained access to their secrets. Ignoring
offer little in the way of goals. Many
offer little in the way of goals. Many Imperial directives, he chose to embrace his
Imperial directives, he chose to embrace his
embrace the Ecclesiarchy’s direction
embrace the Ecclesiarchy’s direction chance at revenge and may even have earned
chance at revenge and may even have earned
to worship their Emperor as a false it. Since then, he has been obligated to
to worship their Emperor as a false
it. Since then, he has been obligated to
god, under the pretext of a chance at spread the word of his hidden masters,
god, under the pretext of a chance at
spread the word of his hidden masters,
salvation. Those mortals who embrace recruiting additional servants to the cause.
salvation. Those mortals who embrace
recruiting additional servants to the cause.
Chaos instead are sometimes referred Alternatively, perhaps the character
Chaos instead are sometimes referred
to as Disciples of Chaos. was an academic, an Inquisitor, or a a
was an academic, an Inquisitor, or
As a human character, the Heretic member of the Ecclesiarchy who sought
As a human character, the Heretic
member of the Ecclesiarchy who sought
may be someone who has seen through
may be someone who has seen through out information about the ways of Chaos
out information about the ways of Chaos
the lies perpetrated by those who with the goal of better understanding his
the lies perpetrated by those who
with the goal of better understanding his
conspire with the Imperium of Man. He
conspire with the Imperium of Man. He foe. It might be that the information seemed
foe. It might be that the information seemed
ignored the threat of punishment imposed
ignored the threat of punishment imposed harmless initially, but sometimes knowledge
harmless initially, but sometimes knowledge
by the totalitarian regime for the sake of
by the totalitarian regime for the sake of can corrupt. With the very best of intentions,
can corrupt. With the very best of intentions,
refuting these untruths. Instead, he embraced
refuting these untruths. Instead, he embraced
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he might have successfully used that information to defeat
the Imperium’s greatest foes. However, the scars of such
battles might have lingered and the dark hunger for the
power eventually became unbearable.
Clearly, the motivations and methods of human characters
that serve the Dark Gods can vary tremendously. While they
are unlikely to ever achieve the raw physical abilities of a
Chaos Space Marine, they begin with far more opportunities
to choose their paths. These options can be leveraged into a
character that can spread the word of the Ruinous Powers tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion t
in ways that raw physical force could never hope to achieve.

Stage 2:
HUMANS IN BLACK CRUSADE Stage 2:
The human Disciples of Chaos in BLACK CRUSADE are likely to
have fallen more recently than a Traitor Legionnaire. The ravages Generate
and corruption of the warp are seldom kind to a human body
and psyche; and humans are simply less durable with regard
Therefore it is unlikely that human Disciples of Chaos originate Characteristics
to the Immaterium and its effects than Chaos Space Marines.
from mankind’s distant past in the Horus Heresy or have travelled II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea
from the far ends of the Imperium to reach the Screaming Vortex. “A man can only be measured by his deeds. Useless statistics cannot
Most of the human characters in BLACK CRUSADE come from hope to reveal his true spirit.”
one of the regions near the Screaming Vortex. Many are former
inhabitants of the Calixis Sector, Imperial citizens or soldiers who, – Warlord Mikhail Hassid
for whatever reason, fell from the Emperor’s service. Hunted and haracteristics represent a Heretic’s raw ability, on a

hounded by the corpse-god’s agents, they fled. Most of those scale of 0 to 100, in a variety of physical and mental
who flee the Imperium are captured or slain, but a lucky few Careas. These values primarily dicta the Heretic’s

occasionally make it to sanctuary within the Screaming Vortex. chance of success under stressful situations, but do offer other

Others may have originated in the Koronus Expanse. On hints about the character’s abilities. Remember that when
forgotten worlds far from the light of the Astronomicon, feral performing a Test, players need to roll under their Heretic’s
tribes of heathen savages have lived for millennia. They have Characteristic on percentile dice. The higher the relevant
no knowledge of the Imperium or the God-Emperor, but over Characteristic, the more likely the character is to succeed at
the course of their primitive existence have turned to worship a Test rather than facing the consequences of failure. More
older, darker gods. Such worlds may not even be so primitive, information on Characteristics can be found on page 34.
but have entire civilisations cut off by lost warp-routes or
warp storms. Perhaps a Rogue Trader discovered this world Weapon Skill (WS)
and enslaved these savages, taking them back on his ship as Weapon Skill provides a measurement of a character’s
labour. Perhaps pirate reavers arrived, seeking slaves, plunder, capabilities in melee combat, whether armed with fi st, claw,
and new recruits. Either way, such individuals found their tooth, or chain axe.
way off-world, and eventually into the Screaming Vortex.
Other humans were born in the Jericho Reach. While Ballistic Skill (BS)
they may have begun life as Imperial servants, it is just as Ballistic Skill refl ects the character’s accuracy with ranged
likely they were born on one of the Chaos-held worlds in weapons, including bolters, lasguns, grenades, and even bows
and around the Hadex Anomaly. In that case, though they and arrows.
may have snuck aboard an Imperial vessel passing through
the Well of Night and returning to the Calixis Sector, it’s Strength (S)
more likely they travelled deep into the Hadex Anomaly and Strength measures a character’s ability to lift, carry, and
journeyed through the weaving paths of warp-space to reach generally apply raw physical force.
the Screaming Vortex. In any case, such an individual is likely
to be hardened and embittered to the warp and the Chaos Toughness (T)
gods, as they are the only life he knows. Toughness defi nes how easily the character can shrug off
Finally, there are those humans born within the bounds injury as well as how easily he can resist toxins, poisonous
of the Screaming Vortex itself. The Screaming Vortex is environments, disease, and other physical ailments.
covered in far more detail on page 323, but suffi ce to say,
there are multitudes of worlds on which live savage tribes, Agility (Ag)
glowering forges, and glittering sorcerous cities. Individuals Agility measures a character’s quickness, refl exes, and poise.
from such places may be less interested in vengeance against
a distant and largely unknown Imperium, but very interested
in wresting away the wealth clasped in its weakening claws.


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Intelligence (Int) Follow this procedure once for each of the Characteristics
Intelligence is a measurement of a character’s acumen, reason, until results are compiled for all nine and then fi ll them in
and knowledge. on the character sheet. When recording each Characteristic
on the character sheet, remember to write the fi rst digit of
Perception (Per) the number in the circle. Writing those digits in the circles
Perception describes how well a character perceives his allows anyone to see the Characteristic Bonus values are
surroundings. It refl ects the acuteness of senses. at a glance. Note that one or more Characteristics might be
further modifi ed by choices that the player chooses to make
Willpower (WP) during the later stages of character creation.
Willpower refl ects a character’s ability to withstand the horrors Because these characters have been blessed by the Dark
of the warp, the terrors of battle, and the dreadful inhumanities Gods, each player may re-roll any one result of their choosing.
that he might feel bound to infl ict upon his opponents. Should a player choose to do this, he must keep the new
result, even if it is worse than the old one.
Fellowship (Fel) The only exception to this is Infamy. Instead of rolling 2d10
Fellowship is a character’s ability to interact with other and adding 30, characters generate Infamy by rolling 1d5 and
creatures, to beguile, charm, or persuade them. adding 19. This can be the Characteristic players choose to
reroll. This is covered in more detail on page 304.
Infamy (Inf)
Infamy is a measure of a character’s glory and reputation in the EXAMPLE
Realms of Chaos, with tangible effects on a character’s abilities.
Jason is creating a new BLACK CRUSADE character, a Chaos Space
Marine, so he rolls 2d10 for his Weapon Skill Characteristic and
Characteristic Bonuses gets 11, then he adds 30 for a final Weapons Skill of 41. He repeats

Each Characteristic has a corresponding bonus. A this process for the rest of his Characteristics:
Characteristic Bonus equals the tens digit of the Characteristic Characteristic
score. For example, a character with 41 Strength has a Characteristic 2d10 Roll Total Bonus
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Strength Bonus of four. Generally, Characteristic Bonuses Weapon Skill 11 (+30) 41 4
are used to determine the measure of success or failure in Ballistic Skill 8 (+30) 38 3
situations or tests that have variable results. Strength 16 (+30) 46 4
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Toughness 10 (+30) 40 4
GENERATING Agility 9 (+30) 39 3
CHARACTERISTICS Intelligence 5 (+30) 35 3
42
4
Perception
12 (+30)
Characteristics are generated one at a time. For each, roll Willpower 13 (+30) 43 4
2d10 and add the resulting numbers together. Then add a Fellowship 7 (+30) 37 3
base number to the result to generate the fi nal Characteristic. Infamy 4 (+19) 23 2
The base number added to each result depends on whether
Chaos
a
c
Human
or
acter
is
a
har
.
the character is a Human or a Chaos Space Marine. Human
the
Space
Human
Marine
to
Space
Marines
h
r
eac
esult,
25
c characters add 25 to each result, while Chaos Space Marines
hile
Chaos
acters
har
d
w
ad
add 30. This represents the Chaos Space Marine’s higher innate
ad d 30. T his r e pr esents the Chaos Space Marine ’ s higher inna te
qualities due to his genetic development. (However, Chaos Space
qualities due to his g enetic dev el opment. (How ev er , Chaos Space
Marine
spend
to
Marine Characters receive less experience to spend at character MY PUPIL,
c
t
a
eceiv
experience
less
e
r
har
acter
acters
Char
creation, so don’t worry, things balance out in the end!) I WISH TO GRANT YOU ADVICE THAT I WISH I HAD
BEEN GIVING SO MANY YEARS AGO. CHOOSE YOUR
SERVANTS, NOT BY THE SKILLS THEY POSSESS, BUT THEIR
ALLOCATING POINTS POTENTIAL TO BE TRAINED.
I HAVE SEEN A LOW MUD GATHERER BRING GREAT
An alternative method for generating Characteristic HONOUR TO THE BLOOD GOD. GATHERING MUD IN THE
scores is to give each player a number of Characteristic CLAY PITS DID NOT PREPARE HIM TO SWING AND AXE. HE
points that he may assign as he wishes. In this HAD ONLY A STOUT FRAME AND A POWERFUL BUILD. I
case, a Heretic begins with a score of 30 in each MOLDED HIM AS HE MOLDED THE EARTH.
Characteristic if he is a Chaos Space Marine and THERE ON THE RUBBLE OF THE EMERALD TEMPLE HE
25 in each Characteristic if he is a human. A player STOOD, A SHORT TIME LATER, COVERED IN THE BLOOD OF
may allocate a total of 100 additional points to his MY ENEMIES, AND BELLOWING FOR MORE. THAT IS HOW
character’s Characteristics, adding no more than 20 to YOU MUST CHOOSE YOUR SERVANTS, YOUNG ADALAIH.
any one Characteristic. This method generally creates YOU NOW HAVE UNTIL THE BELLS OF SANTBON CHIME
characters with slightly higher than average scores. TWICE. I WILL COME FOR YOU THEN, AND I HOPE THAT
When using this method, characters must still YOU HAVE GATHERED ABOUT YOU SERVANTS THAT WILL
generate their Infamy characteristic by rolling. SERVE YOUR SURVIVAL. MAY THE DARK GODS BLESS YOU
IN THIS TEST. PROVE YOURSELF MY PUPIL.
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Stage 3: Select
Stage 3: Select situations that spotlight the character during game play. Each
character must select one and only one Archetype.
Each Archetype also has a Special Ability, unique to that
an Archetype Archetype. By selecting the Archetype, characters gain access
to that Special Ability as well, and may use it as long as the
ictitious characters can generally be categorised into character exists.
specifi c roles that they play within a story. These
Froles, like the young warrior, the elder sage, or the ARCHETYPE LIST
kind-hearted rogue, are sometimes referred to as Archetypes. The Champion (Chaos Space Marine): A warrior and
Characters in BLACK CRUSADE are often wildly different due commander, leader of soldiers by either fear or devotion.
to the free-form character advancement system. However, The Chosen (Chaos Space Marine): A consumate soldier
Archetypes are a broad grouping of character types that help and hard bitten veteran.
give some defi nition to a character concept. The Forsaken (Chaos Space Marine): An outcast from his
The next stage in character creation is to select the sort former allegiance, a lone wanderer who joins other warbands
of Archetype that a character could play during adventures out of neccessity.
in the BLACK CRUSADE setting. Many players may already The Sorcerer (Chaos Space Marine): A Chaos Space
have appropriate concepts in mind, in which case selecting Marine who has mastered the art of the psyker.
their character’s Archetype should be a straightforward The Apostate (Human): An infi ltrator and silver-tongued
process. Alternatively, it might be that a character’s starting serpent, a powerful leader of the masses.
Characteristics suggest a strong proclivity for a certain path. The Renegade (Human): A warrior who survives on skill of
This section presents eight common Archetypes for heroes arms rather than brute force.
of Chaos. Four of these are focused on Chaos Space Marine The Heretek (Human): One initiated into the mysteries of
characters and four are intended for human characters. At technology, a rebel from the cult of the Adeptus Mechanicus.
this stage, players should review their options, then select The Psyker (Human): An unsanctioned and chaos-turned
one of the racially appropriate paths. Keep in mind that this psyker, extremely powerful and infused by the warp.
choice is very likely to have a strong infl uence on the types of







53


Champion SKILLS, TALENTS & GEAR



Champions must be Chaos Space Marines.
“Join me, brothers, and we will make the minions of the undying All Champions begin play with the following:
Emperor pay for the lies and betrayal they have dealt us!”
Starting Skills: Command, Scholastic Lore (any one),
– Skyrar, Master of the Thirst for Vengeance Charm or Deceive, Intimidate or Scrutiny
Starting Talents: Iron Discipline, Air of Authority or
he Space Marines are superhuman in almost every way, Disturbing Voice, Lesser Minion of Chaos or Sure Strike
and this holds true for their treasonous brethren as
Twell. Amongst the Traitor Legions, however, there are Starting Gear: Legionnaire Power Sword
Wounds: 15+1d5
those who stand apart. These Traitor Legionnaires show the
traits of true leadership, honed keen by the constant struggle SPECIAL ABILITY:
to maintain control over warbands of fallen Adeptus Astartes.
Though they are known by many names, in BLACK CRUSADE INSPIRING PRESENCE
these individuals are known as Champions. The Aspiring Champions are natural leaders, and often
Much of the formal structure and military organisation of shape warbands in their own image whether deliberately
the Traitor Legions has disappeared over the long millennia. or not. When an ally within sight of the Aspiring
Instead of squads following appointed sergeants, bands of Champion uses an Infamy Point, as a Free Action the
Chaos Space Marines tend to form around the strongest, Aspiring Champion may choose to allow the ally to
boldest, and most dangerous of their fellows. These Aspiring Aspiring
boldest, and most dang er ous of their f ell ows . T hese use his Infamy Point as if he possessed the Aspiring
t
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u
h
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the
e
Champions are leaders in the making, adorning their amour amour C h a m p i o n ’ s C o r r u p t i o n P o i n t le v e l a nd A l i g n me n t .
their
adorning
Champions
Champion’s Corruption Point level and Alignment.
fr
tr
ophies
with trophies from the slain and wielding ancient and and
with
and
wielding
ancient
om
the
slain
potent weapons that may date back from the Heresy itself.
potent weapons that may date back from the Heresy itself.
They burn with ambition, aspiring to become more powerful
They burn with ambition, aspiring to become more powerful
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champions amongst their fellows. However, only the
champions amongst their fellows. However, only the
most brutal and skilled can survive to become Chaos
most brutal and skilled can survive to become Chaos
Lords.
Lords.
The most powerful and ruthless Aspiring Champions
The most powerful and ruthless Aspiring Champions
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strive to win a coveted suit of Tactical Dreadnought
strive to win a coveted suit of Tactical Dreadnought
armour. Such armour makes them virtually immune to
armour. Such armour makes them virtually immune to
all but the most powerful weapons and allows them
all but the most powerful weapons and allows them
to easily wield weapons even a Traitor Legionnaire
to easily wield weapons even a Traitor Legionnaire
in power armour could not carry. However, such suits
in power armour could not carry. However, such suits
are extremely rare and the most common way for an
are extremely rare and the most common way for an
Aspiring Champion to win one is to challenge and slay
Aspiring Champion to win one is to challenge and slay
an existing Terminator in combat. Amongst a band of
an existing Terminator in combat. Amongst a band of
Traitor Terminators, one usually emerges as the leader.
Traitor Terminators, one usually emerges as the leader.
This Terminator Champion is typically an egotistical,
This Terminator Champion is typically an egotistical,
brutish man, and someone whom the other Terminators
brutish man, and someone whom the other Terminators
aspire to become.
aspire to become.
The most powerful Champions are the Chaos Lords—men
The most powerful Champions are the Chaos Lords—men
with vision and strength to bind both the wills of their brethren
with vision and strength to bind both the wills of their brethren
and the forces of Chaos to their will. They are strong, charismatic
and the forces of Chaos to their will. They are strong, charismatic
leaders with indomitable will and keen martial prowess, and are
leaders with indomitable will and keen martial prowess, and are
often found leading massive warbands, pirate fl eets, worlds, or
often found leading massive warbands, pirate fl eets, worlds, or
even massive Black Crusades against the Imperium.
even massive Black Crusades against the Imperium.
These are some, though not all, of the Champions one
These are some, though not all, of the Champions one
may encounter amongst the ranks of the Traitor Legions.
may encounter amongst the ranks of the Traitor Legions.
P L A YING A B L AC K C R USADE C HAMP ION
PLAYING A BLACK CRUSADE CHAMPION
The following are some of the ways a player can play
the
of
T

er
play
play
ays
w
a
can
foll
e
some
he
owing
ar
and portray a Chaos Space Marine Champion. Of course,
and portr ay a Chaos Space Marine Champion. Of course ,
these should be consider ed guidelines and sug g estions , not
these should be considered guidelines and suggestions, not
their
play
es
canon.
a
nor
up
dir
er
If
directives nor canon. If a player comes up with their own

with
ectiv
comes
own
f
eel
y
k
should
bac
ee
,
personalities
backstory and character personalities, they should feel free
acter
fr
stor
and
har
they
c
to expl or e them.
to explore them.
Many Champions swear their lives and deaths to Chaos,
Many Champions swear their lives and deaths to Chaos,
bargaining their own being in exchange for power and
bargaining their own being in exchange for power and
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patronage. The rewards are great—granted the knowledge
and strength of the Ruinous Powers, a Champion can lead
armies, conquer worlds, and even achieve immortality.
However, even as he furthers his own ambition, the Gods CHAMPIONS IN THE VORTEX
who favour the champion also infl uence him, so that his own The Screaming Vortex is host to numerous warbands
victories also further the dominance of his patrons. of Chaos Space Marines, which in turn have many
Leadership styles differ, even among those dedicated to Champions amongst their ranks. However, the Traitor
Chaos. The character may command respect simply by his Legionnaires in the Screaming Vortex are scattered and

heroic actions in the name of the Dark Gods and resolute factional, fighting amongst each other for supremacy and
faith in his followers to act upon their own beliefs. It dominance. Also, the warbands in the Screaming Vortex tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion
could be that his example forces them to strive ever harder are often made up of a motley mix of humans and Chaos
to fulfi l his high expectations of them. Alternatively, he Space Marines, and thus a Chaos Space Marine Champion

might depend upon physical force and intimidation to may find himself a part of a warband comprised entirely
insure his loyalty. Even among a warband of Chaos Space or mostly of humans with only a few fellow Chaos Space
Marines, the Champion might be the scariest entity on Marines at his side.
the battlefi eld. He might even use the promise of rich Over the last ten millennia, members of all nine
rewards—either physical or spiritual—to motivate those of the original Traitor Legions have found their way
who follow him. Regardless of his methods, though, into the Screaming Vortex, along with many renegade
the Champion is usually a master of employing them to Chaos Space Marines from later chapters. The many
command respect, obedience, and dedication. years have done much to blur their histories, though II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea
Of course, raw leadership is useless without the cunning some may still retain recognisable traits of their former
and tactical acumen to use it properly. A Champion must Legion or Chapter.
be as capable of discerning his foes’ weaknesses as he is of The following are some examples of Chaos Space
identifying his own advantages. When outnumbered, as is Marine Champions found within the Screaming Vortex.
so often the case when facing the monolithic forces of the Dark Apostle of the Word Bearers: Members of the
Imperium, he must be capable of identifying and creating Word Bearers Legion are known for their devotion to
situational advantages to carry the day. The universe of the Chaos and the Ruinous Powers as a religion. It is said their

41st Millennium is harsh and unforgiving, and the ranks Primarch, Lorgar, was one of the first to embrace devotion

of those who follow the Ruinous Powers even more so. A to Chaos, and that his influence led to the fall of Horus.

Champion who fails to live up to their expectations—and Their Dark Apostles are twisted reflections of Space Marine
perhaps even the expectations of the capricious Ruinous Chaplains and are able to command obedience and faith
Powers themselves—may soon fi nd himself dead or with the power of their words. It is believed several such
transformed into a Chaos Spawn. individuals reside within the Screaming Vortex.
A Champion may have chosen to embrace the ways of the Member of the Alpha Legion: Members of the Alpha
Immaterium centuries ago—due to the vagaries of the warp, Legion are known for utilizing complex strategies of
this might have been thousands of years as measured in the infi ltration and sabotage to achieve their goals and
physical world. He might even be a survivor of the Horus are well-suited to tactical planning. They also show a
Heresy. Even if he is a more recent convert, the Heretic has willingness to work alongside non-Space Marines to
served the Dark Gods faithfully, fi rst as a standard trooper achieve their goals. An Alpha Legion Champion in the
within a Chaos Space Marine warband, and then later as a Screaming Vortex is uniquely suited to lead a mixed
leader of his squad. warband of human renegades and Traitor Legionnaires,
Over his long decades of service, he likely fulfi lled a range and indeed some have stepped forward to fi ll that role.
of different responsibilities. He has become familiar with Fallen From Grace: There are those Champions in
a broad array of military techniques and a variety of gear. the Screaming Vortex who have fl ed there, not out of
While he certainly has strong preferences when it comes to choice, but out of necessity. Some used to be part of
how to pursue a battle or campaign, he has the skills and larger warbands. However, when they attempted to rise to
knowledge necessary to use the most appropriate approach leadership and challenge those in command, they failed.
for any given situation. His approach may be focused based Facing death, they fl ed to the Vortex, where they can
upon his particular devotions, but he has developed the amass power anew, and one day have their vengeance.
savvy necessary to choose the technique that is most likely to Warlord of the Gloaming Worlds: Then there are
succeed, even if it is at odds with his preferences. those Champions who have occupied the Vortex for
Most Champions are well aware of the rewards for success countless Millennia, riding the cyclical wave of glory
and consequences for failure offered by the Chaos gods. They and failure. At times they may have led other warbands,
yearn for the day that they might ascend to the mighty title or ruled entire worlds in the Vortex before losing that
of daemon prince, and are all too willing to sacrifi ce anyone power to the tides of Fate and the warp. Now they join
or anything that might prevent or even delay them from a new warband to once again ascend within the Vortex.
attaining that goal.






55


Chosen STARTING SKILLS, TALENTS & GEAR



Chosen must be Chaos Space Marines.
“In this galaxy, there is only war!”
Starting Skills: Intimidate, Stealth, Dodge (+10) or
– Adrastus, Bodyguard of Captain Fenrix the Fated Parry (+10)
Starting Talents: Lightning Refl exes, Quick Draw or
mong the damned members of the Chaos Space Rapid Reload, Disarm or Double Team, Sure Strike or
Marine Legions, some members have a seemingly
Ainnate ability to thrive through even the most hostile Deadeye Shot
Starting Gear: Legion Bolt Pistol, Legion
of conditions. These most experienced and dedicated Chaos Chainsword, 2 clips for Legion Bolt Pistol

Space Marines become the Chosen, and other Chaos Space Wounds: 16+1d5
Marines see them as being particularly favoured by the
Ruinous Powers. Chosen are even more hard-bitten, callous, SPECIAL ABILITY: COLD KILLER
and deadly than other Chaos Space Marines and think
nothing of sacrifi cing the lives of their comrades to increase Chosen are masters of confl ict and combat, and few
their own standing with the gods. are better at crippling or killing their opponent. When
Squads of Chosen Chaos Space Marines have decades, a Chosen infl icts Zealous Hatred on a target, he may
often centuries, of combat experience and have learnt how choose to reroll the Crit Result. The second result stands.
to best survive the battlefi elds of the 41st Millennium. These
highly experienced and ferocious warriors are typically in the outfl ank an enemy army to launch surprise attacks on the
opposition’s strongpoints.
a
y

k,

ttac
w
ont
her
they
e
fr
ghting
om
fr
the

an
anguar
d
of
v
vanguard of any attack, fi ghting from the front where they can can opposition’s strongpoints.
Like Champions, there are many Chaos Space Marines
gr
ea
the
the
earn the most glory and take the greatest spoils. Sometimes Sometimes Like Champions, there are many Chaos Space Marines
spoils
.
test
earn
y
and
g
l
or
tak
e
most
who may be called Chosen; dedicated, deadly soldiers.
the Chosen will use their battle ttle
the Chosen will use their ba who may be called Chosen; dedicated, deadly soldiers.
Chosen often band together with other such veterans
ltr
te
a
ills
infi
to

skills to infi ltrate enemy enemy Chosen often band together with other such veterans
sk
and may be defi ned as much by the wargear they
lines and set up up
lines and set and may be defi ned as much by the wargear they
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wield and the tactics they prefer as their dedication
amb
,
ambushes, or or wield and the tactics they prefer as their dedication
ushes
to a particular Ruinous Power. Both weapons
to a particular Ruinous Power. Both weapons
and tactics can be extremely varied, from close
and tactics can be extremely varied, from close
combat weapons such as chainswords and
combat weapons such as chainswords and
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lightning claws, to Reaper Autocannons and
lightning claws, to Reaper Autocannons and
lascannons, and the ever-redoubtable bolter.
lascannons, and the ever-redoubtable bolter.
Chosen come in many forms, from the
Chosen come in many forms, from the
raging World Eaters Berserkers to the jaded
raging World Eaters Berserkers to the jaded
Noise Marines of the Emperor’s Children, and
Noise Marines of the Emperor’s Children, and
likewise their personalities vary wildly. Some
likewise their personalities vary wildly. Some
leap into battle with unrestrained savagery, trusting
leap into battle with unrestrained savagery, trusting
in their berserker rage to overwhelm their enemies, while
in their berserker rage to overwhelm their enemies, while
others may rely on a methodical, stoic approach or even simple,
others may rely on a methodical, stoic approach or even simple,
practical sorceries and dark charms to win the day. However,
practical sorceries and dark charms to win the day. However,
many Chosen are professional and pragmatic. They use all
many Chosen are professional and pragmatic. They use all
tools at their disposal to their fullest extent to ensure victory,
tools at their disposal to their fullest extent to ensure victory,
making them consummate and terrifying warriors.
making them consummate and terrifying warriors.
P L A YING A B L AC K C R USADE C HOSEN
PLAYING A BLACK CRUSADE CHOSEN
T he foll owing ar e some of the w ays a play er can play and
The following are some of the ways a player can play and
portr ay a Chaos Space Marine Chosen. Of course , these
portray a Chaos Space Marine Chosen. Of course, these
estions
be
guidelines
sug
and
ed
g
consider
,
not
should
should be considered guidelines and suggestions, not
ers
canon.
come
own
up
dir
with
nor
es

ectiv
directives nor canon. If players come up with their own
If
their
play
and
personalities
acter
har
c
eel
fr
they
should
backstory and character personalities, they should feel free
y
ee
stor
,
bac
k
f
or
e them.
to expl
to explore them.
the
e
mor
e
focused
f
ar
on
y
art
Chosen
Many Chosen are far more focused on the art of
ar
of
Man
w ar than they ar e upon spr eading the infl uence of
war than they are upon spreading the infl uence of
Chaos
Disdaining
Chaos. Disdaining lofty goals or devoted worship,
.
oted
,
or
dev
orship
ofty
l
w
oals
g
these Chosen dedicate themselves to battle instead,
these Chosen dedica te themselv es to ba ttle instead,
a
tars
liv
hey
e
of
a
militant
T
destruction.
v

becoming avatars of militant destruction. They live
becoming
W
.
hen

ghting
and
for fi ghting and embrace its countless forms. When
for

its
countless
for
embr
ms
ace
not actively engaged in war, they train for it, and
not actively engaged in war, they train for it, and
even when unable to train, their minds run ever
even when unable to train, their minds run ever
56


ahead to the next confl ict. Though they may acknowledge
the Dark Gods with rites and sacrifi ces, this is done in a
pragmatic and often perfunctory manner. These Heretics offer
tribute to the Gods so that the Gods will help them engage CHOSEN IN THE VORTEX
in their speciality and their greatest passion—war in all its A Chosen in BLACK CRUSADE may have come from
countless forms. any of the original nine Traitor Legions or may be
Their constant study and practice has invariably borne a more recent renegade. He may even still share an
fruit. Chosen are virtually peerless warriors. While they may affi liation with his original Legion. However, in the
have a chosen speciality—melee combat, heavy weapons, Screaming Vortex, no Legion holds sway and no
or some other combat doctrine—they are generally Chaos Lord currently dominates the warp storm. tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion
familiar with a broad array of different techniques. Chosen Consequentially, many Chosen who fi nd themselves
constantly analyse the techniques used by their opponents in the Vortex attach themselves to pirate wolfpacks
and their allies. Between battles they often spend time either or Chaos warbands in hope of confl ict. Some attempt
incorporating new techniques into their arsenal or identifying to journey to the Jericho Reach to join the ongoing
ways to counter tactics that they have seen others use. This war there. However, with the power vacuum amongst
endless dedication and training sometimes grants them the the Vortex, more are staying in anticipation of bloody
capability to identify an opponent’s background based upon wars fought amongst would-be leaders.
their fi ghting style and prepared to counter their foe’s moves Reapers of the Extinction Angels: These cold
long before they are undertaken. killers are the most veteran warriors of the Extinction
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being. They accept risks without question and, for many, battle to master the arts of melee combat, particularly
is an end in itself. Glory, power, and material possessions are working in conjunction against hardened targets. To

trivial concerns to these warriors, simply benefits that come from overcome such opposition, a band of these proven
victory and allow them to continue waging war. The opportunity souls attempts to surround and overpower their foes,
to vanquish a foe and revel in their triumph is the reward for using cooperation, misdirection, and crushing blows
which they strive. While they are grateful for the blessings of with power weapons. In cases where opponents are
their Dark Gods and any tools of battle they might wrench from more numerous, the Reapers continue their pack-like
the stilled hands of their foes, the time after battle is not one for approach, often herding foes to one another through
celebration. Rather, it is a time for recovery so that they might cover during the melee.
ensure victory over their next opponent. Novae Armae: These brazen Chaos Space Marines
The life of a Chaos Space Marine is a hard one, but the tread a path of domination through constant
life of a Chosen may be even more challenging. The constant innovation. Never content with their existing
training and overwhelming thirst for battle can begin to stress tactics, skills, or armaments, they vigilantly quest
even their superhuman physiques. Consequently, their lives to discover new weapons and techniques. In many
are often snuffed out early, as they continue to accept ever instances, these Chosen journey to uncover rumours
more dangerous assignments. However, those who survive of xenos or daemonic armaments they might
become ever more dangerous. employ in combat. Other times, they pledge their
These Heretics are unusual in that they seldom fear the loyalty to a warband in exchange for knowledge of
transformation to Chaos Spawn to the same extent as most other a fi ghting style or strategy. Many seek cybernetic or
servants of the Dark Gods. Though they are hardly anxious to warp-spawned mutations. While they care little of
undergo such a conversion, they know that even those wretched the technology or rituals responsible for this gear,
creatures are used in battle by the Ruinous Powers for all eternity. they often work closely with Hereteks or Sorcerers
While they would certainly prefer the powers and privileges so that they may quickly learn how to use the
granted to a daemon prince, Chosen typically are less interested artefacts they uncover.
in the responsibilities involved in leadership or rule. Mercenaries: Loyalty in the Screaming Vortex is
As long as Chosen are granted opportunities for battle, reserved for those who can provide for their own.
these characters embrace those chances with their whole Some small bands of Chosen make a business of selling
being. Their actions may earn them glory and the blessings their loyalty in exchange for the resources needed to
of their Dark Gods, but such praises are not their goal. This continue in their constant battles and training. These
is not due to any sense of false modesty. Rather, to these heartless warriors fi ght mercilessly so that they can
stalwarts, the only glory that can be savoured is that earned on live to fi ght endlessly. They care little for any cause.
the battlefi eld. The only praise worth remembering is the cry Rather, they are only concerned that they are kept
of agony wrenched from the throat of a defeated foe. Unless well supplied with the tools of warfare.
the recognition they receive enables them to engage in further
battle or defeat more and ever more capable opponents, then
that recognition holds no meaning to them. These characters
live for the rush of confl ict. All other matters are to be dealt
with by those the Chosen view as lesser beings. They demand
only their armaments and a foe upon which to test them.



57


Forsaken STARTING SKILLS, TALENTS & GEAR



Forsaken must be Chaos Space Marines.
“The gods permit me to tread my own path. Who are you to Starting Skills: Acrobatics, Survival, Commerce or
question them?”
Security, Common Lore (any one) or Survival +10
– Malich, founder and sole member of the Burning Eye Legion Starting Talents: Hatred (Pick One), Jaded, Light
Sleeper or Blind Fighting, Cold Hearted or Sound
fter the Horus Heresy, as the leaderless armies of the Constitution
now-dead Horus retreated from the Imperium into the
AEye of Terror and the far corners of the galaxy, the Starting Gear: Legion Chainsword, Four Legion
Frag Grenades, Legion Shotgun with 2 clips.
nine Traitor Legions who sided with the Warmaster eventually Wounds: 15+1d5
and inevitably fractured and split. The once-cohesive Legions
disintegrated into a myriad of warbands, pirate crews, and SPECIAL ABILITY: RESOURCEFUL
armies led by a host of charismatic leaders and champions of
Chaos. Though some of the former Legions would periodically Forsaken are well acquainted with the challenges
re-unite under the banner of a particularly powerful champion of operating alone, chief among them the need for
of the Dark Gods, such as Abaddon the Despoiler, the days of supplies. The Forsaken gains a +10 to his Infamy Test
them fi ghting as a unifi ed whole were gone. when obtaining an item or items with an Availability
Though many Chaos Space Marines tend to remain with of Rare or lower.
warbands or hosts of their fellows, there are some who break
with the remnants of the Legions entirely, forging their own warbands and organisations. Their independent attitudes
way independently of their erstwhile comrades. Whether they often make them more willing to admit that there are certain
deliberately forsake their former loyalties, be expelled by their tasks human Heretics can accomplish that the Forsaken
fellows for some transgression, or have some secret reason for cannot. Though he is always mindful of his own goals and
their exile depends on the individual in question. However, continuously works towards them, these attitudes may make
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him more likely to be a part of human warbands.
the
these
eason,
r
w
whatever the reason, these Chaos Space Marines now walk him more likely to be a part of human warbands.
ha
er
tev
Marines
Space
Chaos
now
alk
w
Forsaken are sometimes drawn to a particular facet of Chaos
hostile
,
one
own
erse
a
in
el
ying
on
their
r
al
alone in the midst of a hostile universe, relying on their own Forsaken are sometimes drawn to a particular facet of Chaos
midst
of

univ
the
and driven to spread its
cunning, resourcefulness, and skill at arms to survive. and driven to spread its
t ar
ulness
.
cef
cunning
ill a
esour
, and sk
, r
e
ms to surviv
infl uence. While this
es

of
Legionnair
forsak
en
y
one
,
Occasionall
r
aitor
these
Occasionally, one of these forsaken Traitor Legionnaires infl uence. While this
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might be one of
existence
y
solitar
and
a
arband
time
eak
a
joins
br
breaks his solitary existence and joins a warband for a time. might be one of
s
his
w
.
for
the
his
so
easons
,
and
r
doing
own,
personal
for
has
Often,
he
his
Often, he has his own, personal reasons for doing so, and his the
joining may be tempor ar y . Lik e wise , his ne w comr ades
joining may be temporary. Likewise, his new comrades
may distrust an individual w hose true l oy alties
may distrust an individual whose true loyalties
are unknown or non-existent. However, few
ar e unknown or non-existent. How ev er , f e w
ving
a

suc
ts
can deny the benefi ts of having such a
of
ha
can
y

den
h
the
benefi
resourceful warrior at their side.
PLAYING A BLACK
CRUSADE FORSAKEN
er
the
he
w
of
ar

T
The following are some of the ways a player
some
owing
ays
play
foll
e
a
can play and portray a Forsaken in BLACK play and portray a Forsaken in BLACK
can
should
these
be
.
CRUSADE. Of course, these should be

Of
course
,
considered guidelines and suggestions, not not
consider ed guidelines and sug g estions ,
dir ectiv es nor canon. If a play er comes
directives nor canon. If a player comes up up
with their own backstory and character acter
with their own bac k stor y and c har
personalities
personalities, they should feel free to to
,
fr
they
eel
f
should
ee
explore them.
The Forsaken has parted ways with other Chaos Space Space
T he F orsak en has parted w ays with other Chaos
own
his
s
g
.
and
y
to
oals
complete
seek
Gener
Marines
Marines and seeks to complete his own goals. Generally, ,
all
these Her etics ar e l oners , distrustf ul of others , and r
these Heretics are loners, distrustful of others, and reliant eliant
on
T
themselv
es
.
confi
necessar
onl
the
k
lac
only on themselves. They never lack the confi dence necessary y
nev
y
hey
er

dence
to complete a task, ev en if they lac k the manpow er . T
to complete a task, even if they lack the manpower. To o
en
te
m
cef
r
orsak
F
,
esour
c
be
er
lev
compensate, a Forsaken must be clever and resourceful, ul,
compensa
a
and
ust
pr
oughl
thor
y
esear
r
a
able to thoroughly research a target and ensure his precise ecise
b
to
le
et
his
and
e
ensur
h
c
a
g
tar
actions succeed. This isn’t to say Forsaken refuse to join with with
actions succeed. T his isn ’ t to say F orsak en r ef use to join
other gr oups—in f act, they ar e often w or k ing in w
other groups—in fact, they are often working in warbands arbands
of Heretics, and are among the Chaos Space Marines most
of Heretics, and are among the Chaos Space Marines most
likely to be found working within non-Chaos Space Marine
likely to be found working within non-Chaos Space Marine
58


Chaos gods, it could also be a rogue daemon or even a conceptual
issue. While they are certainly capable of unleashing their martial
abilities, these abilities may well be matched by a surprising
knowledge, be it philosophical, political, ancient, heretical, or FORSAKEN IN THE VORTEX
even sorcerous. A Forsaken might be as concerned with the Forsaken, more than any other Chaos Space Marine
message that a battle carries to those who hear of it as he is with Archetype in BLACK CRUSADE, are individualists and

his success on the battlefield. This thirst for knowledge may even loners. Consequentially, it may matter little what their
be connected to why the Forsaken has parted ways with other origins are, as they are now consumed with their own
Chaos Space Marines. goals and desires. However, it is also possible that a
Alternatively a Forsaken’s goals may be utterly self- Forsaken is still defi ned by his former allegiance, even tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion
centred. He may desire to become a powerful warlord, or if he has renounced his prior ties long ago.
simply delight in expanding his reputation as a lone and The following are some examples of Chaos Space
incredibly deadly warrior. He may even simply seek the thrill Marine Forsaken found within the Screaming Vortex.
of new challenges and new locales to explore and pillage, or Chaos Bikers of the Outer Wastes: The freedom and
even just wish to pillage and loot his way into wealth. mobility of a Legion war bike, with its powerful engines
Forsaken are often found within the Imperium, working to and impressive operating range, has an appeal to many
crumble the rotting edifi ce from within. They may inspire cults, Forsaken. Many of the worlds in the Screaming Vortex
foment unrest, or carry out acts of sabotage and destruction. see lone Chaos Space Marine bikers roaming their most
Yet, though they may form cults or subversive organisations, desolate wastelands. These solitary warriors roam these
these characters are most often too individualistic to become wastes exploring, raiding for supplies, and searching for II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Ch
capable leaders and are happy to let others rise to direct the new foes to challenge their skills. Eventually, they might
cults they’ve formed. Just as they continuously rebel against join a warband in order to travel to a new world with
authority, they are often incapable of respecting those who new vistas and fresh foes to vanquish. In turn, many
obey it. The Forsaken often have no desire to rule or lead, powerful warband leaders seek out these bikers. The
they leave that to their Legionnaire brethren. However, they ability to range far ahead of the main force on their war
often have a desire to destroy, to unmake, or to gain revenge. bikes, combined with their ingrained independence,
A Forsaken may have chosen to separate from his brethren, makes them invaluable scouts and raiders.
or it might be due to outside infl uence. In some instances, his Raptors of the Ragged Helix: Raptor is a name given
brothers in arms may have betrayed him, or they may have to Chaos Space Marine assault troops, vicious hunters
been slaughtered. He might even have been a loyalist Space who can strike anywhere, falling on their foes like a
Marine, who turned to the ways of Chaos and fl ed his chapter. shrieking gale via their powerful back-mounted jump
Now, he operates alone or with a carefully selected cadre of packs. Such individuals often modify their armour to
like-minded individuals. These others might be humans who give themselves a more terrifying appearance, such as
share similar beliefs and are willing to discuss them in such a the stylised appearance of a bird of prey, and often
way that the Forsaken is capable of viewing them as near peers. add amplifi ers and voxcasters to emit piercing wails
If the Forsaken was betrayed or a sole survivor of and screams. Raptors see themselves as elite troops,
a warband, then he is likely to be engaged in a quest for while other Chaos Space Marines often view them
vengeance. The target of his fury could be an Imperial as self-indulgent egotists. Neither is entirely wrong,
organisation, but it might also be a xenos or even another and it is not unlikely for one “self-indulgent egotist’s”
Chaos-aligned warband, and his vengeance may involve their pride to result in him becoming an outcast. Amongst
crippling, humiliation, or utter destruction. the Screaming Vortex, the Raptors who haunt the
Forsaken holding this outlook rarely plan for an existence asteroid belts of the Ragged Helix are legend. Here
after the success of their mission. Most readily accept their are countless miniature worlds reachable with a single
impending martyrdom as an acceptable price to pay for their thrust from a jump pack. The Raptors range from
revenge. At the same time, they go to great lengths to see world to world, striking anywhere they desire within
that they live long enough to accomplish their goals. This the Helix.
is especially true for those instances where the Forsaken’s Legion Exile: Many forsaken Chaos Space Marines have
comrades in arms were slain. If he still holds a loyalty to his left their fellows because they ran afoul of their fellows
deceased brethren, the notion that he is acting in their name or superiors in some way and found themselves forced to
may be a tremendous motivation. flee the warband or army for some haven. The Screaming

Forsaken are seldom preoccupied with the notion of Vortex is such a place, as it offers a haven away from
becoming a daemon prince. Though not against the idea of the remnants of the Traitor Legions that is nonetheless
Apotheosis, their goals are more focused upon their beliefs situated at the intersection of several vital regions of space.
and their hungers. Conversely, they fear the doom of Here they are able to pursue their plans and launch their
spawndom beyond all else, particularly if their transformation raids, while still having a place to fall back and regroup.
were to happen prior to completing the tasks to which they
have devoted their lives. The very notion of submitting to
another’s will, no matter the power behind that will, is almost
always anathema to the Forsaken.



59


Sorcerer STARTING SKILLS, TALENTS & GEAR



Sorcerers of Chaos must be Chaos Space Marines.
“Those who ignore the blessings of the gods of the warp are doomed Starting Skills: Psyniscience, Scholastic Lore
to suffer at their hands.”
(Occult), Deception or Scrutiny, Forbidden Lore
– Musim, Advisor to Arn-Ord the Merciless (Daemons) or Forbidden Lore (Psykers)
Starting Talents: Psy Rating (x2), Up to 500 xp worth of
Space Marine Librarian who pledges his soul to Psychic Powers chosen from the Unaligned, Divination,
Chaos becomes a Sorcerer and is gifted by his new
A ods. Some think of these gifts as magical, for those Telepathy, or Telekinesis Disciplines (see Chapter VI: The
g
Powers of the Warp), Meditation or Mimic
who receive them come to think of themselves as having the Starting Traits: Psyker
energy of the universe at their command. During the Heresy, Starting Gear: Legion Bolt Pistol, Force Weapon
Librarians and other Legions dedicated themselves to Chaos Wounds: 15+1d5
and received new psychic powers. The only exception were
the Librarians of the World Eaters, who were hunted down SPECIAL ABILITY: SORCERER
and slain by their brethren as a bloody sacrifi ce to Khorne,
for the Chaos God of anger hates all practitioners of sorcery. The Heretic gains the Psyker Trait (listed above), a Psy
Not only during the Horus Heresy have Librarians been Rating of 2, and 1 Corruption Point. When determining
tempted to draw upon sorcery. For those who already tread Psychic Strength (see page 206), he counts as Bound.
a fi ne line between righteous power and damnation, the
a fi ne line betw een righteous pow er and damna tion, the
ener
gy
the
wield
sh

can
means
selfi

of
for
Chaos
to
tion
tempta
temptation to wield the energy of Chaos for selfi sh means can
be overwhelming. Although Space Marine Librarians are tested
be o v erw helming . Although Space Marine Libr arians ar e tested
for
to
withstand
daemonic
the
possession
for the mental fortitude to withstand daemonic possession and
and
fortitude
mental
monitor
the
y
ed
b
y
lur
lures of the Dark Gods, and are constantly monitored by the
k
of
ar
and

Gods
,
constantl
Dar
es
e
the
, ther
e ar
e those w
.
Cha
pter
ho still succumb
Chapter, there are those who still succumb.
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T he line betw een psy c hic pow er and r a w sor cer y is b lurr
The line between psychic power and raw sorcery is blurred, ed,
he
and every time a Librarian uses his powers he is risking ing
his
and
ers
pow
y
risk
arian
is
time
a
Libr
ev
uses
er
,
l
un
y
witting
eac
h
his
o
v
err
a
b
ilities
corruption. He may overreach his abilities, unwittingly
drawing on more power than he can control, and by y
dr a wing on mor e pow er than he can contr ol, and b
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
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tion
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tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
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tion
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tion
tion
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tion
tion
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tion
tion
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tion
tion
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tion
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tion
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tion
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tion
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tion
tion
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these means attract the attention of the Chaos Gods. .
these means a ttr act the a ttention of the Chaos Gods
From that moment, he must endure cold whispers in in
F r om tha t moment, he m ust endur e cold w hispers
his dreams, visions of immortality and promises of
his dr eams , visions of immortality and pr omises of
untold power.
There are those who cannot withstand this this
T her e ar e those w ho cannot withstand
and
incessant temptation, and fall to Chaos. These hese
all
.
tion,
Chaos
tempta
T
to
incessant
f
most
heytpes
c
ar
the
acters
ar
e
of
c characters are among the most iconic archeytpes of Chaos Chaos

har
iconic
among
for they ha v e embr aced the R uinous P ow ers in open defi
for they have embraced the Ruinous Powers in open defi ance ance
of the dictates of the Imperium. Sorcerers of Chaos are e
of the dicta tes of the Imperium. Sor cer ers of Chaos ar
vilifi ed and feared, one of the most hated foes of the Imperial Imperial
vilifi ed and f ear ed, one of the most ha ted foes of the
consider
most
w
er
ho
Inquisition, who consider them the most severe of blights lights
Inquisition,
them
e

the
sev
b
of
upon the galaxy.
P L A YING A B L AC K C R USADE S ORCERER
PLAYING A BLACK CRUSADE SORCERER
The following are some of the ways a player can play and
T he foll owing ar e some of the w ays a play er can play and

,
Of
portray a Sorcerer of Chaos. Of course, these should be
portr
Chaos
should
Sor
a
ay
course

cer
these
.
er
be
of
considered guidelines and suggestions, not directives
consider ed guidelines and sug g estions , not dir ectiv es
nor canon. If players come up with their own
nor canon. If play ers come up with their own
stor
y
and
backstory and character personalities, they
bac
k
personalities
they
,
har
c
acter
should feel free to explore them.
T
virtuall
y
The promise of virtually limitless

pr
omise
of
he
limitless
power often wakes a dark thirst for
ever-greater power in the Sorcerer’s
soul. Now, the Heretic enthusiastically
an
for
es
y
virtuall
the
sacrifi

ce
makes virtually any sacrifi ce for the
y
mak
satisfaction of feeding this newfound
sa
tisf
action
this
eeding
ne
wfound
f
of

addiction. Knowledge, artefacts, sorcerous
,
Knowledg
acts
ad ad diction. Knowledg e e , artef acts , sor cer ous
ous
artef
,
diction.
sor
cer
spells—all may be vehicles to feed his
spells—all may be vehicles to feed his
desire. Such a character has no hope, or
desire. Such a character has no hope, or
60


wish, for redemption. Rather, they live for the purpose of
satisfying their dark lords so that they might receive ever
more potent blessings.
Many of these Heretics have made the deliberate decision SORCERERS IN THE VORTEX
to dedicate their lives to Slaneesh, Nurgle, or Tzeentch, Sorcerers within the Screaming Vortex show
though some choose to avoid dedicating themselves to a their devotions to the Ruinous Powers in a variety
particular power. Khorne, however, specifi cally obliterates of different ways. Some travel beyond its boundaries
any psyker who would beseech him for power. Sorcerers revel to aggressively recruit new followers to the ways
in the ways of the warp and the Dark Gods, often invoking of Chaos, thus granting their cruel sponsors more
them by name as they strive to extend their infl uence upon the followers. Others choose a path of devotion to a tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion
material world. Though less powerful than a full daemonic particular deity, embracing everything that lord
manifestation, the physical capabilities of a Chaos Space offers. Yet others devote every moment of their
Marine in conjunction with their extensive knowledge and time to uncovering lost secrets and discovering new
training in the dark arts yields a being capable of unleashing information. For these Heretics, the source of the
a vast array of destructive and corrupting powers. They lore is far less important than the knowledge and the
have seen things that are far beyond mortal comprehension, power it represents.
wielding powers that they cannot begin to understand. Plague Priest of Mire: These Heretics are dedicated
Such Heretics constantly seek out additional sources of
esoteric and forbidden information. They have studied a broad to spreading the infl uence of their dark sponsors
through the gift of his pestilence, making their
array of arcane knowledge, including xenos practices, legends, home on the pestilential world of Mire deep within II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Characte
and secrets long thought lost. No targets or types of data may the Vortex. Through their link to the Immaterium,
be off limits. While they are likely to favour arcane knowledge these potent psykers invoke the glories of the Lord
tied to the dark arts, they realise that the Ruinous Powers may of Decay upon their unwitting opponents. As the
have uses for seemingly mundane bits of data. Virtually any Dark God’s diseases take hold, the Plague Priest’s
information is useful as it could be enough to persuade their foes often become the latest additions to his army. As
sponsors to empower them yet further. The notion of forbidden these new followers embrace the ways of Chaos, the
knowledge is anathema to these Heretics, as they know that Sorcerer’s potency grows with additional blessings
their personal destinies transcend any mortal strictures. from his dark sponsor.
Heretics that choose this are confi dent that they can
one day achieve the title of daemon prince, but they do Sorcerer King: In some cases, a Sorcerer seeks to
hold worldly power in conjunction with his stores
not patiently wait for that day to arrive. Rather, they hunt of arcane knowledge and ability. For these Heretics,
down additional knowledge, securing it for themselves and an army of followers offer more direct solutions to
guarding it zealously. As they continue this search, they also obtain hidden knowledge—and protection from
spread the infl uence of their gods wherever they go, leaving others who might seek to take the treasures that they
the taint of the warp in their wake and initiating countless have acquired. Sorcerers who follow this path often
mortals into the ways of Chaos. maintain a holding within the Screaming Vortex,
Most Sorcerers of Chaos are members of a larger warband.
This can lead to confl ict, as the sorcerer is rarely willing to where they can store their arcane resources and
mentor their disciples. These rulers may then venture
accept the commands of its leader, unless that leader has the forth from their holdings to retrieve artefacts and
force of will and strength of arms to maintain an iron command. components for their rituals that they undertake in the
Many warbands have splintered when a Sorcerer of Chaos names of the Ruinous Powers.
attempted to take command, leading a portion of the members Unholy Curator: A rare few Heretics are more
towards a goal distinct from that of the warlord. This may even concerned with acquiring knowledge of any kind, so
result in the warlord’s death, reminding his fellows of the risk that they might offer it in supplication to their Dark
of maintaining such a powerful individual as an advisor. Gods. These potent Sorcerers use their talents to strip
One thing that defines a Sorcerer of Chaos in BLACK CRUSADE

is the powers they wield. As described on page 212, there are a knowledge and secrets from the minds of any prey
they encounter. This information is then carefully
multitude of Psychic Powers, some of which may be oriented with archived in the hopes that it might be used to garner
one of Tzeentch, Nurgle, or Slaanesh (Khorne has no patience for a boon from their unholy sponsors. Heretics of this
psykers, and does not grant psychic powers). Sorcerers dedicated path often travel extensively, constantly in search of

to a specific Chaos God may be able to call upon that God’s most any new information so that it might be provided to
awesome powers, but at the exclusion of others. the Chaos Gods.
Unaligned Sorcerers, on the other hand, call upon all the
Chaos gods and thus may wield powers oriented towards any
of the Ruinous Powers. However, their lack of dedication
means they may not have access to a particular God’s most
potent abilities.






61


Apostate STARTING SKILLS, TALENTS & GEAR



Apostates must be Human.
“The corpse-emperor cannot hear your pleas, but there are others who Characteristic Bonus: Apostates gain +5 Fellowship.
are happy to grant your every wish.”
Starting Skills: Awareness, Charm, Command,
–Archdeacon Gabriel Huang of the Holy Oath Deceive, Scholastic Lore (any three), Forbidden Lore
(any three), Inquiry, Dodge or Parry, Intimidate or
he forces of the Imperium maintain a stalwart barrier Commerce, Charm +10 or Deceive +10, Command
against Chaos intrusions within the worlds and
Torganizations of their monolithic realm. Between +10 or Inquiry +10, Security or Stealth or Logic
Starting Talents: Air of Authority, Hatred (any
the incessant speeches of the Ecclesiarchy and the ruthless one), Peer (any one), Total Recall, Unshakeable Will,
enforcement of the Inquisition and the Adeptus Arbites, Weapon Training (Las, Primary), Disturbing Voice or
the Imperial Creed is effectively reinforced. Through the Radiant Presence, Polyglot or Mimic, Inspire Wrath or
ministrations of the Adeptus Administratum and the legions Iron Discipline or Lesser Minion of Chaos
of Imperial bureaucracy, the rule of Imperial law is brutally Starting Gear: Good-Craftsmanship Laspistol, Best-
maintained. However, every so often one of those within that
maintained. How ev er , ev er y so often one of those within tha t Craftsmanship Sword or Common Craftsmanship

r
d
sh
n
sma
i
S

p
w
C
r
o
t
f
a
ur
v
vast bureaucracy falls from grace. When this happens, the Power Blade, Flak Armour or Mesh Armour, Chaos
b
ast
hen
this
.
W
,
the
ha
ppens
f
alls
eaucr
acy
gr
ace
fr
om
d
a
,
e
l
e
w
B
r
m
r
r
ou
A
l
F
k
a
o
P
consequences can be disastrous. . s symbol pendant, unholy tomes, 2 laspistol clips..
ous
consequences can be disastr
t
n
, u
s
p
t
a
o
s
me
o
a
, 2 l
s
s
n
i
ho
p
ly t
e
l c
l p
o
i
l
nd
mb
y
Those who served within the the
T hose w ho serv ed within W ou n d s :
Wounds: 9+1d5
Imperium’s inner workings can
Imperium’s inner workings can
:
be ideally placed and equipped
be ideally placed and equipped SPECIAL ABILITY:
S
A
Y
P
ECIAL
BILIT
to destabilise the very structures
to destabilise the very structures
SERPENT’S TONGUE
they spent a lifetime creating
they spent a lifetime creating S ERP ENT ’ S T ONGUE
and supporting. The Apostate is a master of infi ltration, deception,
and supporting.
n
t
l
,
d


o
r
e
,
i
t
e
a
c
n
p
A
e
o
a
t
s
i
o
n
t
h
T
p
e
t
s
r
i
f
o
i
e
t
s
a
m
a
Some Apostates a and seduction, allowing him to ingratiate himself
Some Apostates
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m
i
t
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with organisations who would normally kill him
w
l
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s
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on sight. Once per game session, the Apostate may
e
t
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a
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make a Challenging Charm or Deceive Test to gain
t
o
D
h
n
c
n
i
t
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
tion
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tion
tion
i
s
t
n
a
o
t
a
le
n
cho
h
n
the Peer Talent with one organisation of his choice
t
i
T
f
P
e
r
o
n
t
h
s
i
e
h
w
g
c
i
e
o
e
a
r
o
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A
t
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t
i
e
n
.
f
o
t
s
t
e
s
e
r
h
h
s
r
f
for the remainder of the session. If the Apostate has
e
I
a
nd
em
r
i
f
o
a F e l l o w s h i p o f 5 5 o r h i g h e r , h e c a n g a i n t h e P e e r ( 2 )
a Fellowship of 55 or higher, he can gain the Peer (2)
o
i
s
s
n o
r a cho
n
a
t f
e
n
r
g
Talent for a chosen organisation instead. .
t
n i
T
a
i
d
a
e
s
t
n
le
a
o
newly turned against the Imperium, whether through some
newly turned against the Imperium, whether through some
personal rebellion against the Imperial Creed, succumbing
personal rebellion against the Imperial Creed, succumbing
to the dark lure of power, or any number of other reasons.
to the dark lure of power, or any number of other reasons.
These may begin their work against the Imperium in the
These may begin their work against the Imperium in the
very organizations they serve in. Apostate preachers and
very organizations they serve in. Apostate preachers and
cardinals may subtly twist the words they speak, using
cardinals may subtly twist the words they speak, using
their fi nely honed powers of persuasion to change beliefs
their finely honed powers of persuasion to change beliefs
until their fl ocks have become unwitting servants of Chaos.
until their fl ocks have become unwitting servants of Chaos.
Traitorous members of the Administratum may redirect funds
Traitorous members of the Administratum may redirect funds
and supplies into their own coffers, starving entire planets to feed
and supplies into their own coffers, starving entire planets to feed
his own greed. Meanwhile, treasonous Munitorum agents may
his own greed. Meanwhile, treasonous Munitorum agents may
subtly alter orders so that entire Guard regiments are redirected
subtly alter orders so that entire Guard regiments are redirected
from critical warzones, or even assault the wrong worlds.
from critical warzones, or even assault the wrong worlds.
Other Apostates are long-time foes of the Imperium and may
Other Apostates are long-time foes of the Imperium and may
even be the first agents of Chaos to begin an incursion upon a
even be the fi rst agents of Chaos to begin an incursion upon a
target world. They enter the planet under the cover of an Imperial
target world. They enter the planet under the cover of an Imperial
loyalist. These Heretics begin their subterfuge under the pretence
loyalist. These Heretics begin their subterfuge under the pretence
of an honest merchant or a loyal servant of the Ministrorum. Only
of an honest merchant or a loyal servant of the Ministrorum. Only
once they have established a presence and friendly relationships
once they have established a presence and friendly relationships
with the world’s residents can their true work begin.
with the world’s residents can their true work begin.
These characters may rely upon subtlety, perhaps calling
These characters may rely upon subtlety, perhaps calling
controversial facets of the Imperial Creed or seemingly
controversial facets of the Imperial Creed or seemingly
pointless bureaucratic procedures into question. As they
pointless bureaucratic procedures into question. As they
develop a sense of trust with their targets, they can begin to
develop a sense of trust with their targets, they can begin to
gradually draw those subjects to the path of the Chaos Gods.
gradually draw those subjects to the path of the Chaos Gods.
62
62
62


PLAYING A BLACK CRUSADE APOSTATE
The following are some of the ways a player can play and
portray an Apostate. Of course, these should be considered APOSTATES IN THE VORTEX
guidelines and suggestions, not directives nor canon. If The Archetype of Apostate presents a broad concept,
a player comes up their own backstory and character which may apply to any number of individuals across the
personalities, they should feel free to explore them. galaxy. Any character who has garnered the opportunity
An Apostate is a master of deception, manipulation, and
misdirection. He can quickly read people’s reactions and gauge to spread the word of Chaos among potential recruits
and used it could be an Apostate. The examples who
how they are likely to think and feel. Though he likely lacks any have established a presence within the Screaming Vortex tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion
moral integrity and possibly emotional responses, he is intimately commonly follow one of these paths:
familiar with these weaknesses and knows how to use them to Former Member of the Calixian Ecclesiarchy: The
control other people. He can comfortably lie to control his prey, Ecclesiarchy in the Calixis Sector is rife with hidden

choosing falsehoods carefully to fit his targets. intrigues, cults, and undiscovered corruption. The
Much more than a simple confi dence artist, many Apostates
are motivated by a deep spiritual devotion to their cause. A Inquisition works tirelessly to purge it, but there are
always those who slip through the cracks. A former priest,
Heretic who follows this path may believe that only through confessor, or cardinal in the Ecclesiarchy is a charismatic
a willing dedication to Chaos may humanity achieve their and charming individual, able to convince those that not
ultimate potential and salvation. In some cases, an Apostate only is he a trusted ally, but things they may have believed
fi rmly believes that he is in direct communion with a specifi c all their lives are incorrect. His knowledge of the Imperial
Chaos God. As a consequence, he is likely to be very strongly Creed and the particulars of faith in the Calixis Sector II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Cha
devoted to this deity, viewing that entity as his personal sponsor. allow him to twist that faith in others, so that without
In other cases, the Apostate sees himself as the voice of all the realising it, he can tempt them on the path to Chaos.
Gods, not one in particular, and offers prayers and sacrifi ces to Disenfranchised Member of the Jericho Adeptus
whichever deity may be appropriate as the situation calls. Munitorum: An Apostate in the Munitorum would
His zeal is unparalleled; he believes his cause is not just right
but also vital. Through his twisted worldview, the Apostate be ideally placed to see the futile waste of men and
supplies in the Crusade to conquer the Jericho Reach.
believes that he really is helping those that he draws to the Through this he may have realised the impotence of the
corrupting infl uence of the Dark Gods. Even when confronted Imperium, and this stoked the fires of revolution in his

with the brutal consequences of his actions, he is likely to heart. Such individuals have an unparalleled knowledge
identify them as acceptable costs. Some must fall by the wayside of the Imperial war machine, and may be able to develop
as examples for those who might achieve the greater blessings. a rapport with unsuspecting members of the Imperial
Apostates are often defined by their skill in leadership and

corruption and these attendant skills must often be learned. Thus, Guard. Such a Heretic might see actions against the
Imperial War Machine as the ultimate way to save the
many Apostates begin their lives as a part of the very Imperium lives of untold human soldiers who would otherwise be
they later decide to destroy. He might have served within the fed into the meat grinder of the Jericho Reach.
Ecclesiarchy, spreading the word of the false God-Emperor to all Interloper within Sector Governor Hax’s Lucid
who would listen. It could be that that at the heart of his faith he Court: An Apostate in the Lucid Court of the Calixis
discovered a core of death, decay, and corruption, which left him Sector Governor Marius Hax would be ideally placed
disenfranchised. Alternatively, the Apostate might have served to see the waste and corruption of the Imperial and
the Administratum. It could be that he had even established planetary nobility and inspire him to prey on that
himself politically, and manoeuvred his way into the position corruption. These individuals may be able to worm
of a planetary governor—or covertly pulled the strings of the their way into the highest strata of Imperial society,

official governor. From these lofty heights, he was exposed to able to bring it down from within. As his infl uence
the back room manipulations of the populace and might even spreads, such a Heretic could draw the nobility of an
have taken part in deciding about acceptable losses and other ever-broader region to the ways of the Ruinous Powers.

sacrifices for the continued survival of his world. Corrupted Rogue Trader of the Koronus Expanse:
For most Apostates, the call to power is a vicious cycle. Even
when they manage their greatest triumphs, they look over the In the role of a travelling merchant and diplomat, a
Rogue Trader is uniquely suited to establish contact
horizon or across the stars and begin to plan for their next with the governments of many Imperial worlds in
objective. As the Dark Gods grant them boons, they may also a relatively short time frame. From this position, an
feed this lust through sibilant whispers of additional blessings Apostate could establish an interplanetary network
that could come as ever more challenging tasks are offered. dedicated to the promulgation of heretical beliefs. This
Ultimately, this hunger for power must lead an Apostate
towards the path of a daemon prince. From the moment could quickly enable the heretic to assemble a potent
and diverse force with a broad range of resources.
they realise the amount of control that comes with this lofty
transformation, their very souls ache for the blessing. Of course,

in striving for this goal, they must make ever-greater sacrifices
and accept ever-greater risks along the way. Few manage to attain
their aspirations before their lives are cut short through failure.


63


Heretek Mechanicus chose to embrace. Consequently, their research
often extends specifi cally towards areas that are forbidden
to loyalist Tech-Priests. These include sapient technological
artefacts, the physiology of the psyker, the ways of the
“The path of the Omnissiah has left humanity dithering in the
darkness, incapable of advancing on the paths of knowledge. Immaterium, and the vast array of xenos technologies.
Embracing the warp reveals technology that the primitives on Mars Because of the nature of their split, these fallen Tech-
could never dream of wielding.” Magos lack a central authority or consistent belief structure.
Because of this, their ideology is far more diverse than that
– Magos Caine of the Five-Fold Path of their former brethren within the Adeptus Mechanicus.
Hereteks may shun the Omnissiah as a false god, worship
ong ago, during the darkest hours of the Horus Heresy,
the Legions of the Adeptus Astartes turned against each him as a part of the Ruinous Powers, or simply ignore their
Lother. However, they were not the only organisation former beliefs to focus on their research.
subjected to schism. The Mechanicum, the Tech-priests of Mars
and keepers of the secrets of technology, dissolved into war. The PLAYING A BLACK CRUSADE HERETEK
renegades sided with the Warmaster Horus, unleashing dark The following are some of the ways a player can play and
technologies and dabbling in warp heresy, before fi nally being portray a Heretek. Of course, these should be considered
a

nor
canon.
not
ectiv
es
dir
,
and
guidelines
If
estions
g
sug
en
driv en fr om Mars b y the r r esur g ent l l oy alists . T hose r r eneg ades guidelines and suggestions, not directives nor canon. If a
driven from Mars by the resurgent loyalists. Those renegades
driv
fr
.
alists
oy
T
ades
eneg
hose
ent
b
Mars
om
y
g
esur
the
their
with
bac
own
er
play
up
comes
k
and
y
c
acter
har
stor
ar
the
the
of
corners
Imperium
ed
the
into
fl fl ed the Imperium into the f f ar corners of the g alaxy . . T her e they player comes up with their own backstory and character
fl ed the Imperium into the far corners of the galaxy. There they
g
e
they
her
alaxy
T
eel fr
or
ee to expl
personalities
, they should f
e them.
a
dar
k
rst
Her
etek
T
ec
h-
mec
hanicus
corrupted
became the fi rst Hereteks, a dark mechanicus, corrupted Tech-
became
the
became the fi rst Her etek s s , , a dar k mec hanicus , , corrupted T ec h- personalities, they should feel free to explore them.

Even among the open-minded Explorators of the Adeptus
Priests enthralled to the warp Ev en among the open-minded Expl or a tors of the Ade ptus
Priests enthralled to the warp
ar
ust
m
A
e
hic
a
w
bjects
h
su
Mec
e
hanicus
oided
ther
,
v
a
all
t
cost.
be
and heretical technologies. Mechanicus, there are subjects which must be avoided at all cost. A
and heretical technologies.
oring
enthusiasticall
viola
Her
enos
x
y
etek
tes
es
,
those
expl
strictur
As these technophiles
As these technophiles Heretek enthusiastically violates those strictures, exploring xenos
heotec
ling
c

hnol
,
of
o
,
e
ar
Strif
and
gy
h
fr
tec
Ag
da
b
the
om
e
in
b
new
their
embraced their new technology, archeotech from the Age of Strife, and dabbling in
embraced
el
of
op
tters
ma
dev
.
en
p
He
ev
enough
to
may
ar
be
the

bold
w
masters and the ways matters of the warp. He may even be bold enough to develop
masters and the ways
entirely new devices, innovating and combining components in
of the warp, they
of the warp, they entir el y ne w devices , inno v a ting and comb ining components in
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o
tools
g
forb
den
as
id
might
e
so
shar
.
manners
f
ev
ar
en
to
He
the
ignored all of the
ignored all of the forbidden manners. He might even go so far as to share the tools
of his trade and the secrets of its ways with those who have not
that
strictures
strictures that of his tr ade and the secr ets of its w ays with those w ho ha v e not
been trained by the Cult of the Machine God.
the Adeptus been tr ained b y the Cult of the Mac hine God.
the Adeptus
y
o
continuousl
gy
ne
hnol
el
s
Now
Now he actively seeks out new technology and continuously
he
w
y
activ
seek
out
tec
and
tion
tion
tion
tion
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tion
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for
mer
w
tters
tha
experiments
his
tec
hniques
ma
ne
t
in
with
experiments with new techniques in matters that his former
en
brethren forbid. He no longer believes that any information,
forb
ethr
He
an
er
ong
infor
l
br
tha
es
no
tion,
id.
t
believ
y
ma
be
experiment,
he
experiment, or device can be ignored. Rather, he deliberately
ed.
deliber
ignor
or
device
,
a
can
tel
ther
Ra
y
focuses on those technologies that the cult’s teachings once
focuses on those tec hnol o gies tha t the cult ’ s teac hings once
taught him to avoid, with particular interest in fusing the
taught him to a v oid, with particular
things
tec
warp with technology. Few things are beyond the Heretek’s
o
gy
Her
hnol
ar
p
w
ond
ar
etek’
e
bey
w
e
the
with
s
F
.
scope of inter est, though inevita b l y man y of his in v entions
scope of interest, though inevitably many of his inventions
w
ar
.
and constructions tend tow
and constructions tend towards the tools of war.
ds the tools of
ar
As he builds these weapons for his fellow devotees,
As he b uilds these w ea pons for his f ell ow dev otees ,
l
r
b
y
e
has
body
also
own
uilt
his
Her
the
etek
the Heretek has also invariably rebuilt his own body. It
b
in
It
v
aria
.
or
e
w
may be that he has few organic components left and
may
be
tha
left
has
and
g
components
f
t
anic
he
those tha t r emain ar e often mar k ed b y the b lessings of
those that remain are often marked by the blessings of
His
not
Chaos
g
impr
ods
.
o
v
e
onl
the
the Chaos gods. His enhancements not only improve
y
enhancements
his tec hnol o gical acumen, they also in v aria b l y gr ant
his technological acumen, they also invariably grant
comba
is
him additional abilities in combat. He is likely to be much
a
him
ad
ditional
lik
be
He
m
y
uc
t.
to
in
h
el
ilities
b
pa
y ar
hardier as well as much more capably armed.
dier as w
b
l
har
ell as m
e ca
uc
h mor
med.
etek
Some
err
be
as
to
r
Some think of those referred to as Hereteks to be a
s
think
of
ed
ef
to

those
a
Her
unifi ed force, like the Adeptus Mechanicus itself. This is not
unifi ed for ce , lik e the Ade ptus Mec hanicus itself . T his is not
the case—there is no galaxy-spanning Heretek organization.
the
g
etek
no
case—ther
is
Her
e
aniza
or
tion.
alaxy-spanning
g
ruled
y
h
b
countless
e
ar
efdoms


ther
Ra
Rather, there are countless fi efdoms and Forges, each ruled by
e
ther
,
g
or
F
eac
,
es
and
a f allen Ma g os (or sev er al Ma gi) pow erf ul enough to domina te
a fallen Magos (or several Magi) powerful enough to dominate
cadres of their fellows and enslave thralls and servants. Just as
es
of
serv
e
as
ants
cadr
v
thr
ell
.
alls
and
ows
ensla
their

Just
f
and
amongst the warbands of the Traitor Legions, the corrupted
amongst the warbands of the Traitor Legions, the corrupted
Tech-Priests fi ght and war amongst each other, or even exist
Tech-Priests fi ght and war amongst each other, or even exist
aloof and apart.
aloof and apart.
Hereteks often follow a path of constant innovation. He
Hereteks often follow a path of constant innovation. He
may be capable of powering devices directly from the warp and
may be capable of powering devices directly from the warp and
controlling them with summoned spirits. He might dabble with
controlling them with summoned spirits. He might dabble with
concepts of mechanical sapience, memory transference, or even
concepts of mechanical sapience, memory transference, or even
attempt to capture and preserve souls within his devices. Many of
attempt to capture and preserve souls within his devices. Many of
64
64
64


STARTING SKILLS, TALENTS & GEAR

A Heretek must be Human. HERETEKS IN THE VORTEX
Characteristic Bonus: Hereteks gain +5 Intelligence. There are countless Hereteks or their equivalent
Starting Skills: Logic, Common Lore (Adeptus scattered across the galaxy. Those encountered in the
Mechanicus, Tech), Tech Use, Dodge or Parry, Security or Screaming Vortex are most likely to hail from the
Tech Use +10, Forbidden Lore (Archeotech) or Forbidden regions surrounding it. A BLACK CRUSADE Heretek’s
Lore (Xenos) or Forbidden Lore (Warp), Scholastic Lore career may have begun on one of these worlds.
(Astromancy) or Scholastic Lore (Chymistry) The Lathes: The Lathe Worlds are the principle Forge tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion t
Starting Trait: Mechanicus Implants (see page 144). Worlds in the Calixis Sector. Though they stringently
Starting Talents: Die Hard, Technical Knock, work to apply their dogmatic principles to all things
Weapon Training (Las, Primary, Shock), Weapon they do, there are those Tech-Priests who reject such
Training (Bolt) or Weapon Training (Plasma) or Weapon hidebound thinking and rebel. A Heretek who hailed
Training (Power), Mechadendrite Training (Weapon) from the Lathes comes from a dogmatic background and
or Mechadendrite Training (Utility), Meditation or may well have succumbed to the lure of Chaos while
Total Recall, Armour-Monger or Weapon-Tech, Lesser researching sequestered knowledge from the dark days of
Minion of Chaos (Must be servitor or servo-skull) or the Horus Heresy and the schism in the Mechanicus, or
Cold Hearted, Enemy (Adeptus Mechanicus) even forbidden research from the Dark Age of Technology.
Starting Gear: Best-Craftsmanship Lascarbine, These characters are likely to focus on accruing additional II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character
Common-Craftsmanship Power Axe or Good artefacts and data necessary to expand upon the research
Craftsmanship Great Weapon (Greataxe), Light which led to their banishment.
Carapace Armour, any two Good Craftsmanship The Explorator Fleets: The Adeptus Mechanicus
cybernetics, unholy unguents, combi-tool, dataslate, sends Explorator Fleets deep into the Koronus
Optical Mechadendrite or Utility Mechadendrite or Expanse, seeking lost knowledge. The Explorator
Ballistic Mechadendrite with Laspistol, Lumenin Magos are already predisposed to curiosity and easily
Capacitors or Maglev Coils or Ferric Lure Implants tempted into exploring secrets they should not. Warp-
Wounds: 12+1d5 tainted or xenos technology may hold an unhealthy
fascination to them and it is entirely possible for one to
SPECIAL ABILITY: TRAITOR TO MARS discover something that sets him fi rmly on the path to
damnation. Hereteks who follow this path are likely to
The Heretek was once a Tech-Priest of Mars (or has
been equipped by those who were). He still possesses be dominated by their curiosity.
the tools of his former life. The Heretek gains the The Forgotten Worlds: There are worlds within the
Mechanicus Implants Trait (listed above), as well as two Koronus Expanse, such as the war-world of Zayth,
Good Craftsmanship Cybernetics of his choice (also listed where humanity has been out of touch from the
above). In addition, he gains the Binary Chatter ability. Imperium for millennia, and the Tech-priest orders
This ability increases the loyalty of all minions who are have been corrupted by innovation and unrestricted
servitors or other cybernetic constructions by 10. thought. Such experimentation may lead entire schools
of these technologists to the path of Chaos. Individuals
subjected to these beliefs might also beseech the
these inventors mindlessly hew to the idea that new information
is always better than established techniques. For them, the joy Ruinous Powers for protection when their heretical
of a new idea or the recovery of an unknown technique is an ways are discovered by the Imperium and persecuted.
exhilarating triumph, even if that idea or technique has already The Dark Forges: There are Forges that have long
been made obsolete. With each new development, his passion for fallen to Chaos, feudal bastions of dark engineering
further success grows as does his hunger for new information. and damned craftsmanship, such as Forges Castir and
The Heretek is often driven by his hunger for knowledge Polix on the Hollows and the war-forges of Sammech in
and is willing to use the Ruinous Powers as a source. At other the Hadex Anomaly. A Heretek from these forges may
times, he seeks out legends of xenotech and archeotech. He may have never trained under the stifl ing strictures of the
even coordinate raids upon Imperial strongholds for the sole Adeptus Mechanicus and may have startling and radical
purpose of recovering their records of such legends. In many viewpoints on the nature of the Machine God and its
Hereteks’ minds, there is no greater cause than technological interaction with Chaos. They are likely to be the strangest
advancement. Any sacrifi ces may be made towards that end. and most terrifying of their brethren, to the point of
It is relatively rare for a Heretek to earn a title of daemon barely being recognisable as human. Their research may
prince. All too often, these characters end up transformed into be completely esoteric or it might be so focused on the
a component of one of their own creations, with too little paths of the Ruinous Powers that all who viewed it could
left of his own physical body to even receive such a reward. be overwhelmed by its malevolence.
However, those who are granted this boon continue to spread
their warp-tainted technology across the galaxy.




65


Renegade an Imperial Hive or he might command a fl eet of warp-
capable ships attempting to liberate multiple systems from
the Imperium’s infl uence. The difference between these is
a matter of scope, but the Renegade’s philosophical stance
“We live for Chaos so that we may die for ourselves.”
holds true in either situation.
—Grand Marshall Angelica Benoit of the Free Most Renegades believe the only way for any change in
Systems Coalition the Imperium to occur is through the rigorous application of
military force. Negotiation is not an option; the time has come
he Imperium is a brutal, totalitarian regime, an iron
monolith of vast bureaucracy bound together by ancient for action. Whether his motives are revenge on the institution
Toaths and intractable laws. However, this monolith that wronged him, power and glory, or freedom against an
sits upon a foundation of countless trillions of citizens and, unjust system, most Renegades conclude their opponents are
with such numbers under its control, it is no surprise that the even more objectionable than the Ruinous Powers. At least
Imperium is often beset by rebellions against its oppressive rule. the Chaos Gods are admittedly amoral and self-serving. In
Such revolts may be populist uprisings of the dregs of Imperial contrast, servants of the Imperium pretend to perform their
destructive actions in the name of their deathless God-
,
and
illed
la
bour
ers
tions—m
ed
unsk
utants
,
populations—mutants, unskilled labourers, and indentured destructive actions in the name of their deathless God-
indentur
popula
Emperor. This hypocrisy has sickened them and they fi rmly
ha
they
f
eel
ps
P
erha
they
to

little
or
w
workers. Perhaps they feel they have little to l o s e Emperor. This hypocrisy has sickened them and they fi rmly
l
ose
k
e
v
.
ers
believe that they must be eliminated for the good of humanity
olt
should
succeed,
ev
their
r
g
h
ain
and much to gain should their revolt succeed, o o r r believe that they must be eliminated for the good of humanity
and
to
uc
m
and his own personal glory.
su
ps
btle
they
y
b
the
ted
infi
v
perhaps they have been infi ltrated by the subtle and his own personal glory.
been
perha
e
ltr
ha
a

These characters are not necessarily strongly devoted
orn
s
w
messa
messages of the Ruinous Powers and have sworn These characters are not necessarily strongly devoted
ow
of
P
ers
the
and

v
g
e
uinous
R
es
ha
to the cause of Chaos. Instead, many have chosen their
their souls to a darker allegiance. to the cause of Chaos. Instead, many have chosen their
their souls to a darker allegiance.
new allegiance because it was the only alternative
Alternatively, these revolts may be well planned new allegiance because it was the only alternative
Alternatively, these revolts may be well planned
option available. These devotees might see the price
and co-ordinated defections of powerful military
and co-ordinated defections of powerful military option available. These devotees might see
of their soul and eternal torment as the price
forces, such as entire regiments (or even armies!)
forces, such as entire regiments (or even armies!) of their soul and eternal torment as the price
that must be paid so that others might live in
of Imperial Guard and planetary defence forces or
of Imperial Guard and planetary defence forces or that must be paid so that others might live in
freedom. Renegades with this outlook may be
starships in the Imperial Navy. Sometimes, entire planets freedom. Renegades with this outlook may be
starships in the Imperial Navy. Sometimes, entire planets
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shocked to discover that they are unable to
or star systems make the decision to break from Imperial
or star systems make the decision to break from Imperial shocked to discover that they are unable to
separate ways from Chaos or be stunned
rule, setting off devastating and lengthy wars. The
rule, setting off devastating and lengthy wars. The separate ways from Chaos or be stunned
to discover that there are heinous
Imperium seldom forgives such actions and fi ghts
Imperium seldom forgives such actions and fi ghts to discover that there are heinous
costs to pay for the blessings that
what it considers vilest treason to a bitter and
what it considers vilest treason to a bitter and costs to pay for the blessings that
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they have received.
violent end. they have received.
Alternatively,
these
Many such rebellions are led by
Many such rebellions are led by Alternatively, these
characters might be power-
powerful individuals, men and characters might be power-
powerful individuals, men and
mad despots who seek
women of authority who
women of authority who mad despots who seek
nothing more than their
have been corrupted by
have been corrupted by nothing more than their
own personal fi efdoms. It
the power they possess own personal fi efdoms. It
the power they possess
may be that they revel in
(or sometimes, by the may be that they revel in
(or sometimes, by the
the slaughter. Perhaps
power offered to the slaughter. Perhaps
power offered to
the strictures of the Imperium were
them by the warp).
them by the warp). the strictures of the Imperium were
shackles that they have thrown aside.
Now, these renegades shackles that they have thrown aside.
Now, these renegades
Now, they can freely exert their martial
seek to break away from
seek to break away from Now, they can freely exert their martial
ways for their own personal glories.
the Imperium’s constricting
the Imperium’s constricting ways for their own personal glories.
A Renegade almost always has a a
laws and freedom-stifl ing
laws and freedom-stifl ing A Renegade almost always has
strong military background and a selection
oppression, or they seek to strong military background and a selection
oppression, or they seek to
of allies that assist him in exploiting those
grasp such power for themselves.
grasp such power for themselves. of allies that assist him in exploiting those
talents. Though he lacks the raw physical
talents. Though he lacks the raw physical
capabilities of a Chaos Space Marine, he
P
PLAYING A BLACK capabilities of a Chaos Space Marine, he
B

L
A
A
K
AC
YING
L
is far more capable of inconspicuously
is far more capable of inconspicuously
C R USADE R ENEGADE infi ltrating Imperial society. He can
CRUSADE RENEGADE
infi ltrating Imperial society. He can
he

comfortably blend in among mundane
of
some
e
The following are some of the ways a player can comfortably blend in among mundane
owing
play
T
er
can
ar
w
the
foll
a
ays
human populations so that he might
play and portray a Renegade in BLACK CRUSADE.
play and portr ay a R eneg ade in B LACK C RUSADE . human populations so that he might
conduct acts of sabotage, incite revolution, or
Of course, these should be considered guidelines
Of course , these should be consider ed guidelines conduct acts of sabotage, incite revolution, or
and suggestions, not directives nor canon. If
perform covert assassinations.
and suggestions, not directives nor canon. If a a perform covert assassinations.
player comes up their own backstory and character
player comes up their own backstory and character Unfortunately, a Renegade is also less likely
Unfortunately, a Renegade is also less likely
to have been exposed to the full horrors of the
personalities, they should feel free to explore them. to have been exposed to the full horrors of the
personalities, they should feel free to explore them.
warp. Though he has doubtless been unhinged
Once a loyal soldier of the Imperium, the
Once a loyal soldier of the Imperium, the warp. Though he has doubtless been unhinged
Renegade has lost faith in the crumbling monolith. as part of his initiations into the dark pacts, his
Renegade has lost faith in the crumbling monolith.
as part of his initiations into the dark pacts, his
exposure has been comparatively limited. It
Now he fi ghts against it, believing he is capable of exposure has been comparatively limited. It is is
Now he fi ghts against it, believing he is capable of
defeating the titanic, but rotting, foe. He might belong
defeating the titanic, but rotting, foe. He might belong likely that his mind lacks the necessary resiliency
likely that his mind lacks the necessary resiliency
to a cell of several traitors within a small portion of
to a cell of several traitors within a small portion of to truly survive comprehensive interactions with
to truly survive comprehensive interactions with
66


STARTING SKILLS, TALENTS & GEAR

Renegades must be Human. RENEGADES IN THE VORTEX
Characteristic Bonus: Renegades gain +3 Weapon Most of the Renegades found in the Screaming
Skill and +3 Ballistic Skill. Vortex are former Imperial servants, often from the
Starting Skills: Athletics, Awareness, Dodge, Parry, Imperium’s militant arms. However, some may have
Scholastic Lore (Tactica Imperialis), Common Lore (War), grown up amongst the savage and heathen tribes in
Operate (any one), Command or Intimidate, Dodge +10 the Screaming Vortex, earning their infamy in the most
or Parry +10, Survival or Stealth, Tech Use or Medicae vicious bloodletting imaginable. tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion t
Starting Talents: Jaded, Quick Draw, Rapid Reload, However, these denizens of the Screaming Vortex
Weapon Training (Chain, Las, Primary, SP, SP), Heavy have taken up arms in defi ance against the Imperium,
Weapon Training (Any One), Weapon Training (Bolt) and in the eyes of the Adeptus Terra, this makes them
or Weapon Training (Shock), Catfall or Combat Sense, renegades, traitors, and heretics. This is whether they
Sure Strike or Deadeye Shot or Marksman, Double Team are a former Imperial Guardsman from the Jericho
or Disarm or Takedown, Ambidextrous or Hip Shooting Reach or a heathen warrior on a planet deep within
Starting Gear: Best-Craftsmanship Lasgun or Good the Vortex who never heard of the Imperium until he
Craftsmanship Boltgun or Common Craftsmanship joined a passing Chaos warband. Under Imperial law,
Plasma Gun or Common Craftsmanship Heavy death is all these men and women in the Screaming
Flamer, Best-Craftsmanship Laspistol or Common Vortex have to look forward to, and that simply makes II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea
Craftsmanship Bolt Pistol, Best Craftsmanship them fi ght all the harder in return.
Chainsword or Common-Craftsmanship Power Mace, The following are some examples of human
Carapace Armour, medikit, dataslate with annotated Renegades found within the Screaming Vortex:
version of Tactica Imperialis Former Imperial Guardsman of the Achilus
Wounds: 10+1d5 Crusade: Far more soldiers of the Imperial Guard fall
prey to Chaos than the Imperium would admit. Many
SPECIAL ABILITY: ADROIT of these end up as cannon-fodder in the warbands of
the Ruinous Powers or slain on the bayonets of their
The Renegade is a skilful and talented individual who
substitutes raw power for honed ability. The Renegade still-loyal former comrades. However, some rise to
must select one Characteristic at Character Creation. possess power amongst the constant confl ict between
Throughout the game, he adds one additional Degree of warbands and win respect. These individuals have
Success to successful Tests involving that Characteristic a particularly martial background and are usually
(this includes Skill and Characteristic Tests). consummate soldiers. They may hail from the Imperial
Guard regiments found in the Calixis Sector or the
multitude of soldiers in the Crusade for the Jericho
the Ruinous Powers. Because of this, the Renegade may
have a less complete understanding of his allies and the full Reach. The Crusade may have even driven them to
consequences of his devotion to Chaos. rebel, as multitudes of soldiers are thrown into the
These Heretics are ones who have been forced to make a meat-grinder of Tyranids, Tau, and the Chaos worlds.


very diffi cult decision to turn against the Imperium. These Former Battlefleet Calixis Officer: The Imperial Navy
characters grew up in the protective arms of the Imperium. is ever on the watch for offi cers who may turn traitor.
They were suffi ciently devoted to it that they chose to join Those who do are in the unique position of starting a
its militant arm, or at least a planetary defence force. Since mutiny that may take control of an entire voidship, a
that time, the Imperium has failed the Renegade. It might be priceless prize. Therefore, those who do succeed are
that his unit was deployed as a suicide squad. It might be that charismatic and shrewd leaders, with a fi rm grasp of
while he was serving off planet, another force destroyed his naval tactics and the principles of starship navigation. A
home and all that he held dear. It could even be that military former Navy offi cer may come from Battlefl eet Calixis
restrictions prevented him from taking the measures he felt or the Crusade Fleet in the Jericho Reach.
were necessary. Whatever the cause, he has taken the most Former Calixian Conclave Inquisitor: By far, some
imaginably severe response to that disappointment. of the most dangerous Renegades in the Screaming
A Renegade is unlikely to aspire to the title of Daemon Vortex are those rare former members of the Ordo
Prince and might not even be aware of that possibility. Calixis Inquisition. Whether Acolytes who succumbed
Similarly, he might be naive to the consequences for failure. to Chaos or fully fl edged Radical Inquisitors who delved
In fact, mutations and other blessings might come as a to deeply into forbidden powers, a fallen member of
complete surprise if he is granted them as either punishment the Inquisition is a valuable ally and implacable enemy,
or reward. Instead, his goals are likely temporal—focused on for their knowledge of the Imperium’s innermost
overthrowing at least some portion of the Imperium. While workings is second to none.
following that path, he might focus on honing his combat
abilities, acquiring additional forces and equipment, or
converting other military units to his cause.


67


Psyker PLAYING A BLACK CRUSADE PSYKER

The following are some of the ways a player can play and
portray a Psyker in BLACK CRUSADE. Of course, these should
“What you do not understand is that I am the future of humanity, be considered guidelines and suggestions, not directives nor
while you fools are its distant past. Let me show you mankind’s destiny.” canon. If a player comes up with their own backstory and
character personalities, they should feel free to explore them.
– Kataria Skol, Scrying-Wyrd of Blasted Station
Unlike the sanctioned and bound psykers of the Imperium,
n the Imperium of Man, the Adeptus Astra Telepathica shackled with words and rites, the Psyker in BLACK CRUSADE
oversees the recruitment and training of psykers for use is not bound or controlled. His only limits are those set by
Ithroughout the Adeptus Terra (and the Imperium as a whole). his own mind, and he often embraces his psychic abilities as a
The Adeptus deliberately ensures these sanctioned psykers are glorious source of boundless power. This conduit also means
unquestioningly loyal and meticulously trained, as well as both Psykers are often short-lived, consumed by a tidal rush of
hidebound by nature and infl exible in their approach to the energy fl owing through their body. However, those able to
powers they wield. This is no error on the part of the Imperium,
pow ers they wield. T his is no err or on the part of the Imperium, master the currents of the warp and bend them to their will

their
them
the
the
curr
ents
to
of
master
w
p
and
bend
will
ar
instead it is a deliber a te def ence cultiv a ted b y the psyk ers’ tutors . become some of the most dangerous and potent servants of the
instead it is a deliberate defence cultivated by the psykers’ tutors.
er
the
become
ous

and
most
dang
ants
potent
of
of

the
serv
some
and
The souls of humans burn in the warp and those Ruinous Powers..
T
those
p

humans
b
he
souls
of
urn
the
w
ar
in
ow
R
ers
uinous P
ers
mor
e

psyk
of
of psykers more brightly than most. The Because of his constant interaction
most.
T
he
y
brightl
than
action

of
constant
inter
Because
his
entities of tha t alien r ealm ar e dr a wn to with the warp, a Psyker is often a conduit
entities of that alien realm are drawn to
ar
Psyk
a
p
,
the
a
conduit
with
often
is
w
er
those souls lik e moths to fl ames , ea g er for entities native to the Immaterium to
those souls like moths to fl ames, eager
Imma
the
e
to
to
terium
entities
na
tiv
for
to devour and consume them. However, enter into the ph ysical r ealm. At times , he
to devour and consume them. However,
enter into the physical realm. At times, he
a dullard’s mind is far less appetising to
a dullard’s mind is far less appetising to might summon daemons as a deliberate
might
daemons
as
deliber
a
a
te
summon
a Daemon and likely to be passed over action, though other times, their arrival
a Daemon and likely to be passed over
their
though
arriv
other
action,
times
,
al
in favour for sweeter meats.
in favour for sweeter meats. may be entir el y accidental. Either
may be entirely accidental. Either
However, there are those
However, there are those situa tion can pr o v e dang er ous for
situation can prove dangerous for
psykers who have not been the Psyker, as capricious beings
psykers who have not been
the
Psyk
er
,
pricious
beings
as
ca
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trained by the Adeptus Astra such as daemons may not
trained by the Adeptus Astra
suc
daemons
as
h
may
not
Telepathica. These may be
Telepathica. These may be a appreciate being summoned.summoned.
ecia
being
te
ppr
quick-witted and self-taught
quick-witted and self-taught Some Psyk ers w ho turn
Some Psykers who turn
wyrds whose intstincts and
wyrds whose intstincts and to the R uinous P ow ers dev ote
to the Ruinous Powers devote
tion
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intuition have been honed by their liv es to a particular
intuition have been honed by a a
their lives to a particular
lifestyle spent as a fugitive from entity of Chaos , showing
lifestyle spent as a fugitive from
entity of Chaos, showing
the Black Ships and Inquisition a certain affinity for that
the Black Ships and Inquisition
a
t
affi
certain
tha

for
nity

who gather their brethren for
who gather their brethren for God ’ s manif esta tions . Other
God’s manifestations. Other
deliverance unto the Adeptus Psyk ers r emain unaligned
deliverance unto the Adeptus
Psykers remain unaligned
Astra Telepathica. Alternatively,
Astra Telepathica. Alternatively, to any particular God,
to
God,
particular
y
an
they may be feral mystics and
they may be feral mystics and preferring to call on
to
erring
call
ef
on
pr
shamans on backwater planets
shamans on backwater planets an y and all as they
any and all as they
with no inkling of the source c choose.
with no inkling of the source
hoose
.
of their power, individuals Prior to embracing
of their power, individuals
to
Prior
acing
embr
whose powers have only just
whose powers have only just the ways of Chaos,

of
,
the
Chaos
w
ays
awakened, or those who have
awakened, or those who have the Psyk er might not
the Psyker might not
simply slipped through the
simply slipped through the have been aware of his
e
his
v

ar
w
a
of
e
been
ha
cracks of the Imperium’s monstrous psychic potential. It may
cracks of the Imperium’s monstrous
hic
c
It
potential.
may
psy
bureaucracy. There are even those
bureaucracy. There are even those be that he used his powers
pow
his
t
ers
tha
used
he
be
psykers who are entirely black-hearted
psykers who are entirely black-hearted inad v ertentl y , or it might
inadvertently, or it might
and dangerous individuals, and even those
and dangerous individuals, and even those be that he had never even
en


be
ev
t
he
er
tha
had
nev
who willingly embrace the seductive power a attempted to exert his mental force
who willingly embrace the seductive power
ce
ttempted
for
mental
to
ert
ex
his
of the Dark Gods of the Warp. Collectively, the
of the Dark Gods of the Warp. Collectively, the in such a manner. The teachings of the
hings
of
in
.
the
manner
a
T

suc
h
teac
he
Imperium knows these individuals as rogue psykers.
Imperium knows these individuals as rogue psykers. Imperial Cult ar e strict and countless
Imperial Cult are strict and countless
Not all rogue psykers are heretics, ne’er-do-wells, psyk ers den y their own a b ilities for f ear
Not all rogue psykers are heretics, ne’er-do-wells,
psykers deny their own abilities for fear
or traitors. However, the psykers in the Screaming
or traitors. However, the psykers in the Screaming of an Inquisitorial Black Ship. All of

k
of
Blac
Inquisitorial
.
All
an
Ship
of
p-da
lers
ortex
y
b
tha
b
they
Vortex are exactly that. Be they the warp-dabblers tha t lik el y c c hang ed as the Psyk er dr e e w
Vortex are exactly that. Be they the warp-dabblers
Be
exactl
e
V
ar
w
the
ar
t.
w
dr
t
the
lik
Psyk
that likely changed as the Psyker drew
tha
y
hang
ed
el
er
as
from Calthion V, the Scrying-Wyrds of the Ragged
from Calthion V, the Scrying-Wyrds of the Ragged upon his a b ilities—possib l y r eluctantl
upon his abilities—possibly reluctantly—y—
Helix, part of the Cabals of Q’Sal, or one of countless opening and exposing himself to the w ar p .
Helix, part of the Cabals of Q’Sal, or one of countless
opening and exposing himself to the warp.
others, those psykers in the Screaming Vortex have
others, those psykers in the Screaming Vortex have Ev entuall y , his pow ers w ould
Eventually, his powers would come come
recognised the powers of the warp and accepted the to f ull b l oom. T hese fi rst w a v ering ste
recognised the powers of the warp and accepted the
to full bloom. These fi rst wavering steps ps
gifts of the Dark Gods. The psykers of the Screaming towards Chaos may have been taken to
gifts of the Dark Gods. The psykers of the Screaming
towards Chaos may have been taken to
Vortex, for their part, can truly be numbered amongst save the lives of innocents or as part of an
Vortex, for their part, can truly be numbered amongst
save the lives of innocents or as part of an
the Disciples of the Dark Gods.
the Disciples of the Dark Gods. effort to save him from Inquisitorial agents.
effort to save him from Inquisitorial agents.
68


STARTING SKILLS, TALENTS & GEAR

Psykers must be Human. PSYKERS IN THE VORTEX
Characteristic Bonus: Psykers gain +5 Willpower. The path to becoming a rogue psyker, wyrd, or
Starting Skills: Awareness, Psyniscience, Forbidden witch are as varied as the psykers who tread them—
Lore (Psykers), Deceive or Intimidate, Dodge or Parry which is to say infi nitely so. Within the Screaming
Starting Talents: Psy Rating 3, Jaded, Up to 500 xp Vortex there are countless psykers, each different
worth of Psychic Powers chosen from the Unaligned, from the next, with wildly different origins and
Divination, Telepathy, or Telekinesis Disciplines backgrounds. A Psyker could have come from any tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tio
(see Chapter VI: The Powers of the Warp), Weapon number of locations and backgrounds in and around
Training (Primary), Weapon Training (Las) or Weapon the Screaming Vortex, from a wild shaman on a feral
Training (SP) or Weapon Training (Shock), Warp Sense world to a powerful warp-witch on a Reaver warship.
or Child of the Warp Escapee of the Black Ships: The rogue psyker
Starting Traits: Psyker may be a former citizen of the Calixis Sector (or an
Starting Gear: Common Craftsmanship Laspistol Imperial world in the Jericho Reach) who manifested
or Common Craftsmanship Stub Revolver, Good psychic powers. Doomed to be captured by the
Craftsmanship Sword or Common Craftsmanship Imperium’s security forces and placed on a Black Ship
Neural Whip, Flak Cloak, Psy-focus, dataslate fi lled to be transported to Terra, he managed to escape.
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Wounds: 8+1d5 fear and hate it with equal measure. They are also the
most familiar with Imperial society—and likely view
SPECIAL ABILITY: CHAOS PSYKER their powers as a mutation.
The Heretic is an unsanctioned psyker with access Wyrd of the Koronus Expanse: On worlds far from
to the powers of the warp. He begins play with the the Imperium, psykers are born without knowledge or
Psyker Trait (listed above), a Psy Rating of 3, and 1d5 understanding of the warp. To such individuals, these
Corruption Points. In addition, when determining his powers are magic or sorcery and, thus, those who wield
Psychic Strength (see page 206) he counts as Unbound. them are known as wyrds, witches, and sorcerers. These
rogue psykers may believe they must use their powers
However, the purity of his motivations mattered naught. with charms, rituals, gestures, or words, and because
Ultimately, his conversion to the path of the damned was a belief shapes abilities, in a way they do. Such individuals
swift transformation. are likely obsessed with occult lore and superstition.
Psykers turned to Chaos, due to their innate connection to Fallen Sanctioned Psyker of the Imperium: Almost
the warp, may well have a particular entity who serves as their any sanctioned Imperial psyker, from Astropaths to the
patron. While this entity is dramatically less powerful than one Primaris Psykers of the Imperial Guard, is constantly
of the Dark Gods, it can certainly reveal secrets and offer training tempted by the power offered through the warp.
to a Psyker. Of course, it is quite likely this entity has no interest Sometimes, that temptation proves too hard to resist
in selfl essly aiding the Psyker. Instead, it may hope to draw and they tap into powers they should not. Though
the power-hungry fool into a web of deceit where the psyker they started life as a Sanctioned Psyker, the Imperium
finally overreaches his grasp, and inadvertently offers himself to still regards them as gone rogue and hunts them as

be consumed by his supposed ally. On the other hand, a canny vigorously as they would any other. Sometimes more
Psyker may recognise this threat, and string the creature along so, infact—often an Imperial Psyker knows full well the
for as long as possible before betraying it first. (This offers an peril of what he’s done, and done so willingly anyway.

interesting roleplaying opportunity for GMs and players, and Warp-witch of the Vortex: It likely comes as no
something they could explore in the course of the game). surprise that the Screaming Vortex harbours more
These Psykers seldom have the presence of mind to create than its fair share of mutants and psykers, what with
extensive plans or consider lofty goals, though there are its constant exposure to the warp. Though most
always exceptions to this. Rather, these witches often live in of the warp-dabblers on the Vortex’s many worlds
the moment, embracing each instant and the blessings of the spend their too-short lives dabbling with powers
warp that come with it. beyond their comprehension before it inevitably
This lack of foresight also dictates that few Psykers who consumes them, some manage to master the tides
fall specifi cally crave the title of daemon prince. While of warp energy seething within. These psykers may
they might hunger for the powers that come with such rise above their petty upbringings and join one of
a transformation, these characters are seldom anxious to the many warbands that roam the Vortex. There
assume that level of authority. While they wield immeasurable they lend their considerable abilities in exchange for
energies in the names of their Dark Gods, the Psykers’ lives promises of aid and further power.
often end abruptly when they attempt to push themselves
beyond their limits or disappoint their sponsors.




69


HEIGHT AND WEIGHT

These attributes are determined by choice rather than referencing a chart and dice rolls. However, the initial racial choice
should play a major factor in dictating these values. Human characters are loosely restricted in size by their physiology.
Humanity has diversifi ed tremendously over the millennia, but even spreading across the stars, the basics of anatomy
can only be stretched so far. Adult humans range in height from about 1.2 to 2.1 metres in height. Anything outside of
that range would be remarkable. A healthy adult has a weight that is proportionate to their height. On the extreme low
end, a very short person might be healthy weighing as little 30 kilograms. At the opposite extreme, a very tall person
could weigh in at over 100 kilograms without appearing obese. Of course, the ravages of Chaos might place a Heretic’s
weight well outside the range of what is healthy.
For Chaos Space Marines, these values are a little less variable. When clad in power armour, these characters typically
stand 2.1 metres in height. Depending upon their gear load out, they may range in weight from 500–1,000 kilograms.
Again, the blessings of their dark masters may vary this or their physiology might have simply interacted with their
geneseed in an unusual fashion that placed them outside of this range.

Stage 4: blessings of the Ruinous Powers may cause a character’s
appearance to change radically. Decisions made during
Explore the character creation are unlikely to last for the character’s entire
adventuring career.
Passions PERSONALITY

In many ways, each Heretic’s personality is defi ned by his
Failings (see page 73). While those aspects are undoubtedly
“Plumb the depths of the warp, embrace its madness, and show its core to his methods and beliefs, it is likely that there are
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glory to those who fear it.” additional key elements as well. At this stage, it may be
worthwhile to consider other elements of the character’s
– Sanctifer LeVay, Cult of the Sacred Union psy c c he . T he mor e thor oughl y better tha t eac h play er defi nes
t
eac
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T
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effort has been focused on creating a set of numbers
Pand key words that determine what the newly generated
character can do. The next portion of the process is about
determining why he performs those actions. For many players,
their character’s personality only truly develops over the course
of multiple game sessions. While that is perfectly acceptable,
this portion of the process provides a few initial hooks to that
personality. This stage also provides an opportunity for players
to weave their character’s physical appearance.
GENDER AND APPEARANCE
For humans, a Heretic’s sexual identity and appearance are
entirely of the player’s own choosing. There are many common
stereotypes based upon their archetypes and path of Devotion:
psykers are often gaunt, followers of Nurgle often dishevelled,
and so forth. However, players need not feel bound by these. It
is entirely possible that the character blends in well in order to
better spread his dark master’s infl uence. Alternatively, he may
be a living embodiment of his god’s dark vision.
For Chaos Space Marines, their sex and gender must be
male, due to the requirements of the geneseed (although
millennia of mutation and the infl uence of the warp may
render this distinction meaningless). His power armour is
likely painted in a scheme consistent with his warband and
divine sponsor. However, his appearance beneath his helmet
and any modifi cations to the armour’s appearance are entirely
up to each player’s discretion.
Players should keep in mind as they make these decisions
that all of this is subject to change through game play. The
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their character at this point, the more easily they may be able What does the Heretic Desire?
to make swift decisions that are consistent with the character’s Each Heretic’s deepest cravings are invariably associated with
outlook during game play. One of the easiest ways to establish their path to Chaos. Since they chose to embrace the Ruinous
these aspects is to consider a few questions at this time. Many Powers, many of these desires have certainly come to fruition.
answers to these questions are proposed in the descriptions However, as these lusts are indulged, new ones invariably emerge.
of the archetypes and the paths of the Dark Gods. The ones It is likely that as the character’s career continues, these needs
that players choose to employ for their characters may even become ever more central to his life. Players should choose these
come as a revelation. heartfelt desires carefully, as the character’s foes are likely to learn
of them and attempt to use them to manipulate him.
Why did the Heretic Embrace Chaos? These needs might be physical power, unholy secrets, tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion
For many characters, the decision to join forces with the control over others, or even a greed for immeasurable wealth.
Dark Gods was made with the best of intentions. Perhaps Any of these goals can further powers of Chaos, but they
the Heretic sought knowledge or salvation. For others, the might also lead to a character’s destruction. As players choose
decision came out of a need for vengeance or anger. The the nature of the Heretic’s lusts, consider also to what lengths
reasons for this decision invariably colour the character’s he might go to obtain them.
relation with his dark sponsors. As their relationship began,
so too is it likely to continue and eventually terminate. Whom does the Heretic Hate?
The answer to this question may set the tone for a character’s The galaxy is fi lled with those who would do the Heretic
entire career. It may be that, in spite of their passion for the harm. At times, even the character’s closest allies might be
unholy, there remains some seed of regret at their soul. If such willing to take advantage of a moment of weakness. The list II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea I
a weakness exists, their gods and their opponents may seek it of potential foes is endless. In order to establish a character’s
out and use it against them. Alternatively, it may be that the true passions, this must be narrowed.
character is a ruthless force of destruction with little capacity A character may have an unfulfi lled desire for vengeance.
for rational thought. This too can be a tool and a fl aw. This could target an Imperial Institution, a breed of xenos, or
even another Chaos warband. Players should consider both

Table 2–1: Prides

D10 Roll
(Optional) Pride Description
The Heretic defi nes himself by his physical appearance. He takes pride in his physical form and is
1 Beauty

even known and revered for it. Characteristic modifier: +2 Infamy, –4 Willpower.
The Heretic expects the respect and obedience of those around him. He revels in their worship,
2 Charm praise, and self-sacrifi ce in his name, and depends upon their assistance. Characteristic modifier:

+5 Fellowship, –5 Toughness.
No one has the combination of talent and training to create in the same way as the Heretic. He is a
3 Craftsmanship master artist whose works will be admired by all denizens of the galaxy until the stars grow cold.

Characteristic modifier: +1 Infamy, +3 Agility, +3 Intelligence, –3 Weapon Skill, –3 Ballistic Skill.
The character’s faith in the Chaos sustains him. He is confi dent that there never has been nor
will there ever be another follower of the cause as self-sacrifi cing. He believes that this grants
4 Devotion
him a special status to the Dark Gods, but is wont to rely on this instead of his own strength.
Characteristic modifier: +5 Willpower, –5 Strength.

The Heretic is strong and tough, able to shrug off blows that might kill a lesser man. Though his
5 Fortitude fortitude is impressive, it comes at a cost of fl exibility and adaptability. Characteristic modifier:

+5 Toughness, –3 Agility, –3 Intelligence.
The character believes that he is aware of the actions and schemes of everyone and everything
around him. He constantly observes those around him, believing that the knowledge will allow
6 Foresight
him to control them. This does make the character rather cold around others. Characteristic

modifier: +5 Perception, –5 Fellowship.
The Heretic believes that his daunting intellect grants him the ability to understand and resolve

7 Logic every situation in the most effi cient and effective manner imaginable. Characteristic modifier:
+5 Intelligence, –5 Perception.
The Heretic actively seeks out combat as a way to prove himself and can never refuse a challenge to do
8 Martial Prowess

battle, no matter the odds. Characteristic modifier: +5 Weapon Skill, –5 Intelligence.
The Heretic is proud of his grace and speed, so much so that he disdains the vulgarity of ranged
9 Grace combat and delights in engaging his opponents up close. Characteristic modifier: +5 Agility,

–5 Ballistic Skill.

The character has defined himself entirely by his possessions. Others must look upon the grandeur and
10 Wealth seethe with jealousy. Starting Equipment: The character makes an extra Acquisition Test with a +20

bonus prior to beginning play. Characteristic modifier: –3 Willpower.
71


why the character feels this thirst and how he is likely to
choose to slake it. HISTORY
Alternatively, a character could simply despise a particular
race or organisation. His anger might be expended at moments A character’s actions prior to embracing the ways of
of opportunity rather than as a central focus of his life’s work. Chaos are largely irrelevant to their current life. When
Even if this approach is taken, knowing his methods and the Heretic joined the army of his dark masters, he
justifi cations are crucial to understanding his psyche. was born anew. In some instances, he may even have
undertaken a signifi cant physical transformation as
NAME part of this rebirth. In other cases, the rebirth was
The name the Heretic uses is likely one that he chose when largely metaphorical.
he embraced the Dark Gods. His life prior to that rebirth is In any case, because of this primal separation, a
of no meaning to him. All that matters now are his passions character’s history prior to joining with Chaos does not
and his dedication to forwarding the infl uence of the Ruinous have as large a mechanical effect on whom they are.
Powers. As such, his name should strike fear into his victims Their homeworld, for example, is so far in the past that
and serve to spread his own infamy. any infl uence it may have had on them has long since
For many characters, their name is taken from that of a vanished. Of course, their past may well have an effect on
famous traitor. Countless devotees of Chaos have the hubris their personality, but this is largely left up to roleplaying.
to take the name Horus when they entreat their new masters. The only exception to this may be those actions
Others delve further into the legends of the distant past to undertaken since embracing his new masters. These
choose names such as Fawkes, Alcibiades, Brutus, or Iscariot. activities might contribute to his Corruption and Infamy.

Table 2-2: Disgraces
d10 Roll
(Optional) Disgrace Description
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The Heretic believes in looking out for his own interests fi rst and foremost. Those around him are
assets for only as long as they may be useful to his needs. Once their usefulness has been completed,
1 Betrayal
their survival is subject to his whim of the moment. Starting Corruption: +5 Corruption.
Untrustworthy: The character receives a –10 Situational Modifi er to all Charm attempts.
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As all of reality is little more than a matter of perception, truth is a relative concept. This Heretic
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exploits that philosophy to the utmost. Much of what he says is compulsively cloaked in falsehood.
2 Deceit
Even in the most strict of circumstances, he feels tempted to colour the truth. Characteristic
modifier: +2 Infamy, –4 Perception.

Something in the Heretic’s past haunts him; a fear that dominates his life. Though he may ignore it
3 Dread
for a time, it never leaves him completely. Characteristic modifier: +5 Perception, –5 Willpower.

Defeating a foe is never suffi cient. Opponents must be utterly annihilated, their works destroyed, and
4 Destruction their reputations laid waste. Opportunities to spread suffering, by any means, must be fully embraced; as

mortal suffering may benefi t the Ruinous Powers. Characteristic modifier: +2 Infamy, –4 Fellowship.
Consumption is a passion for this character. He revels in using up any available resources for the
simple thrill of its expenditure. It may be that he consumes vast quantities of food, but it could also
5 Gluttony
be entertainment, natural resources, or the time of those with whom he interacts. Starting Wounds:
+2 Wounds. Characteristic modifier: –5 Agility.

Often, when this character sees something novel, he is overcome by a passion to possess it. The
item in question need not be useful, but the compulsion is much stronger if it is unique or rare. This
6 Greed
urge may even overcome the necessities of a task at hand. Starting Corruption: +4 Corruption.
Overwhelming Need: The character receives a –10 Situational Modifi er to all Commerce attempts.

The Heretic’s self-confidence and bluster vastly exceeds his abilities. He never fears or even considers
7 Hubris failure. Instead, he engages in every challenge, often with little consideration for what preparations might
be necessary or the consequences of failure. Characteristic modifier: +2 Infamy, –4 Intelligence.

In the past, this character performed some deed that continues to haunt his mind. He is constantly
plagued by guilt for this decision and its consequences. He is constantly driven to make amends for
8 Regret the act but remains incapable of compensating the victims. Starting Corruption: +5 Corruption.
Haunted: Opponents always receive a +10 Situational Modifi er when attempting to use
Intimidation against the character.
When a person has achieved a level of wealth that material concerns are no longer an issue, then
the ability to frivolously waste materials can be a joy in itself. This Heretic embraces that joy, even
9 Waste
at those times when he can ill afford to do so. He destroys resources for the simple pleasure of their
destruction. Characteristic modifier: +2 Infamy, –4 Willpower.

Anger is a constant companion and drive for this Heretic. He fi rmly believes that the universe actively
10 Wrath conspires against him, and that his success can only be achieved by exacting his vengeance upon his
oppressors. Characteristic modifier: +5 Perception, –2 Willpower. Starting Wounds: –1 Wound.

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Table 2-3: Example Motivations

d10 Roll
(Optional) Motivation Description
The character is obsessed with uncovering lost and forbidden knowledge. Discovering and keeping
1 Arcane these secrets drove him to embrace Chaos. His drive to continue this practice has not lessened.
Starting Corruption: +4 Corruption, +2 Intelligence. Characteristic modifier: –3 Strength.

Mortal power is fl eeting and life is short. The Heretic wishes to overcome both of these limitations by
2 Ascendancy assuming a permanent level of at least daemonic power, but preferably a transformation to the divine

and unholy. Starting Wounds: –2 Wounds. Characteristic modifier: +5 Willpower. tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion t
Some seek to control all they can survey, then travel to fi nd new lands to conquer. The character
wishes to have dominion over the galaxy itself, demanding that all lesser beings bow down to
3 Dominion

acknowledge his authority over them. Characteristic modifier: +1 Infamy, +2 Willpower, +2
Fellowhip, –4 Agility. Starting Wounds: –1 Wound.
The character fears death in all its varied forms, or simply desires to live for eternity. To overcome
this, he is willing to take whatever means are necessary to insure his continued survival; the
4 Immortality
means might be mechanical, warp spawned, or some unholy combination of the two. Starting
Wounds: +2 Wounds. Characteristic modifier: –5 Weapon Skill.

While uncovering lost knowledge is a worthy cause, it pales behind the glories of creating
completely new forms of technology or psychic phenomena. This Heretic has embraced the ways
5 Innovation of Chaos so that he might use its powers to create new tools and uncover information that was II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Cha
previously beyond the limitations of mortals. Starting Corruption: +2 Corruption. Starting
Characteristics: +3 Intelligence. Starting Wounds: –2 Wounds.
The Heretic has embraced his mortality by believing that he has a destiny to infl uence the universe
that extends far beyond his lifespan. This character seeks to change galactic history in a powerful way
6 Legacy
that will be remembered through the millennia. However, such actions may lead him to not think
intelligently about a situation. Characteristic modifier: +2 Infamy, –4 Intelligence.

The character fi rmly believes that he is the centre of all existence. Everything else is but a product
of his imaginative subconscious. He has no moral restrictions to his actions, rather he engages
7 Nihilism
every whim because he believes he is entitled to do so. Starting Corruption: +5 Corruption.

Characteristic modifier: –3 Willpower.
The character holds himself and all of his allies to an impossible standard of perfection, in at
8 Perfection least one area of his life. However, attempting to reach this ideal ensures other aspects slacken.
Characteristic modifier: +5 to any one Characteristic, –3 to any two other Characteristics.

In the past, this character was a victim. Since then, he has vowed to make those who have
slighted him pay for their actions. He is willing to make every sacrifi ce necessary to right this
9 Vengeance
wrong and to prevent anyone from ever hurting him again. Starting Wounds: +2 Wounds.
Characteristic modifier: –5 Perception.

For some, violence is not a means to an end but an end in itself. This character revels in
the wanton destruction of any who could be vulnerable to his actions. He has no fear of
10 Violence
repercussions, for he believes he is the most potent force of destruction in the galaxy. Starting
Corruption: +5 Corruption. Characteristic modifier: –3 Intelligence.

Other Heretics show their devotion to the Ruinous Powers subjected to a lifetime’s worth of lessons about the dangers
by assuming a name intended solely to strike fear into the of Heresy and the Daemonic. Even those who lived on feral
hearts of their enemies. Some such names are little more than worlds were undoubtedly warned of the risks of tampering
adjectives or common words in a foreign tongue or High with the unknown. In spite of these warnings, the Heretic
Gothic words mashed together. These names may reveal the deliberately chose to embrace the risks associated with a life
character’s methodology and their loyalty. Names such as Pox in service to the Ruinous Powers. Accepting these risks is a
Mortis, Schwarzteufel, or Warpcaster might be appropriate for sure sign that the character believed that he was above them;
a character who wishes to spread their infamy in this manner. a clear sign of enormous pride and hubris.
The choice of a name should refl ect the character’s The reverse side of that coin is the notion of Disgrace. Just
personality. It may also change as a character develops as a character is immensely proud of some acts, other acts
through play. He may earn additional titles through his leave him with a deep sense of shame. In embracing Chaos,
accomplishments or through a change in his ambitions. The at least some small portion of his pride was proven false.
Dark Gods are a fi ckle lot; their followers may be as well. He needed to make an unexpected sacrifi ce. To this day, he
regrets having made that decision. This regret eats away at his
FAILINGS soul and causes him to sometimes act in ways to make up for
his past failings.
The act of rebellion requires a certain amount of Pride. Pride and Disgrace represent a character’s greatest Failings.
Characters who were born to the Imperium have been These facets of his persona allow the character to become a



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more compelling agent in the stories that players craft with Stage 5: Spend
their game group. They form the critical basis for the character’s
decision to embrace the Dark Gods. Just as these aspects were
key to his rebirth as a servant of Chaos, they are also vital to his Experience
continued decline into the ways of raucous corruption.
Players must choose one Pride and one Disgrace Points
from Tables 2–1 and 2–2. If they like, they may roll
randomly for them, however, this is not required.
As a result of these rolls, the Heretic’s Characteristics “Celebrate the blessings of the Gods! They grant us the abilities to
may change. Modifi cations from Failings do not count as overcome those fools who would ignore their powers.”
Advancements for purposes of determining Alignment.
– Archdeacon Gabriel Huang
USING FAILINGS fter choosing a race and considering an Archetype,
In addition to the modifi ers received from their Failings, it is time to begin to truly customise the Player
characters may also receive a situational bonus to any ACharacter. By the end of this stage, every Heretic
Test directly related to one of their Failings. If the Game should be statistically distinctive. There are a myriad of
Master and the other players agree that the acting player is options presented at this point. The tables presented in this
currently role playing to their character’s Failing—accepting section grant players the ability to create a unique character
inconvenient situational modifi ers, performing actions that that presents them with a window into the darkest portions
refl ect the Failing rather than following an easy solution, of the 40K Universe.
and even advancing the ways of Chaos at the Heretic’s own
expense—they may agree to grant the character a bonus to STARTING EXPERIENCE
the test performed. This bonus is called an Incursion.
An Incursion grants the character an additional +10 All BLACK CRUSADE characters begin play with starting
situational modifi er to the situation, as the beings of the experience points. These, along with the choices made
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Immaterium grant their blessings. In extraordinary situations, during the process of the character’s Archetype, help defi ne a
the Game Master may choose to grant an even larger bonus. character and ensure he is unique.
This should depend upon the situation and the overall role The amount of starting experience for a Heretic is based
playing involved. In these situations, Game Masters should primarily on whether the character is a Chaos Space Marine
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propose a value to all players, who may then offer their own or a Disciple of Chaos (a human character). Chaos Space
input about the reward and degree of diffi culties that the Marines have less starting experience, while Disciples of

character has undertaken. Chaos have more. This refl ects the fact that for a “mere” human
to survive long enough to obtain power and recognition (in
MOTIVATIONS other words, become a player character!), he must have gone
through trying experiences.
Every character who follows the path of the Chaos continues • Disciples of Chaos characters in BLACK CRUSADE have
along that path because of their passion and drive. This drive is 1,000 starting experience to spend.
represented by their Motivation. A character’s short-term goals • Chaos Space Marine characters in BLACK CRUSADE have
may change from adventure to adventure, but his Motivation is 500 starting experience to spend.
unlikely to change. These unholy drives are lifelong objectives, Characters can spend as much of this experience as they
which may not even be achievable within a mortal lifetime. wish before the game begins (although they may save some
Players must choose one Motivation from Table 2–3. If or all of it to spend later, if they wish).
they like, they may roll randomly for them, however, this is
not required. THE FIVE ALIGNMENTS
As characters develop, players must keep in mind the idea of
their character’s alignment loyalty. Each character’s loyalties
directly affect the costs of their continued development.
Because this modifi es the character’s developmental costs, it
is critical to keep track of the number of advances that each
character has taken towards Devotion to a deity. Although it
is nigh impossible for a character to begin the game Devoted
to a certain Chaos God, depending on his choices he may
quickly end up Devoted to one or another.
It is always necessary to be mindful of a character’s
Alignment to the four Chaos gods. A subset of the
Characteristics, Skills, Talents, and Traits are associated with
each of the four powers. If a player has purchased any of
those specifi c associated abilities for his character, then the
74


forth), they check Alignment. This means they compare how
MATCHING BLACK CRUSADE many Advancements they have purchased that are affi liated
CHARACTERS WITH OTHER with each Chaos Power. If they have changed Alignment (by
having fi ve more advancements dedicated to any one Chaos
GAME LINES Power than any other), then they switch their Alignment to
the God in question. This may change the cost of any future
Readers who have played the other Warhammer Advances. The Heretic will not check Alignment again until
40,000 Roleplay games may wonder how a BLACK the next Corruption Point threshold.
CRUSADE character matches up against characters from (Also, Heretics pay costs for advancements based on their
other game lines. Since BLACK CRUSADE characters do current Alignment, not the Alignment they may be trying to tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion
not use Career Ranks (and the cost of Skills and Talents obtain in the future).
are different across game lines), this comparison can It is possible for a Heretic to gain enough Corruption
be slightly tricky. However, before spending starting during the later stages of Character Creation that he may
experience, a BLACK CRUSADE human is the rough pass one of the Thresholds. If this occurs, the Heretic does
equivalent of a 7,000 experience character from not check Alignment until Character Creation is completely
Dark Heresy, Rogue Trader, or Deathwatch. A BLACK fi nished and all starting Experience has been spent.
CRUSADE Chaos Space Marine is the rough equivalent
of an 8,000 experience character.
CHARACTERISTIC ADVANCES
A Characteristic Advance is an increase to a character’s
character may have earned a Devotion to one of the unholy raw abilities. When players buy a Characteristic Advance, II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II:
powers. To determine this, keep a tally of the number of they add +5 to the Characteristic on their character sheet.
abilities purchased and their affi liation with each deity. At Characteristic Advancements are divided into four progression
certain points during the game (see “Checking Alignment”) levels. These are as follows:
they should compare the number of abilities they have • Simple: A small fulfi llment of the character’s potential.
purchased with affi liations. If they have fi ve more abilities (in • Intermediate: A signifi cant improvement to the character’s
total) associated with one particular deity than they have with capabilities.
any of the other Chaos gods, then they are said to be Aligned • Trained: Active, focused effort upon improving the
to that god’s path. character’s prowess.
All Archetypes start as unaligned, and any advances • Expert: The limit of the character’s natural capabilities.
granted as part of the Archetype do not count towards As players set about increasing a Characteristic for their
Alignment. Also, note, that Advances that are unaligned do characters, the Heretics must progress through each of the
not have an Alignment. Therefore, taking them does not count progression levels in turn, starting at Simple and ending with
as taking advances towards being unaligned. A character is Expert. Characteristic advancement prices are based upon the
unaligned only if he is not Aligned to any of the four Gods. attributes relationship to the character’s patron deity. Note
Every time an advance is taken, it may modify a character’s that only Strength, Toughness, Fellowship, and Willpower
standings with the Ruinous Powers. Refer to Table 2-5: have affi liated deities. All other Characteristics—Weapon
Advances by Alignment to see which Advances are associated Skill, Ballistic Skill, Agility, Intelligence, Perception, and
with each deity’s path. Purchases made from their patron’s path Infamy are grouped under unaligned.
receive a discount for remaining True to their path. To purchase Also note that each time a character purchases a +5
advances associated with an Opposed deity, the character must Advance, this counts as one purchase for the purposes of
pay an increased cost. Purchases made from an Allied deity pay checking Alignment. So a character who purchases four
the normal listed cost for the advance. Refer to Table 2-4: Allies Strength Advances would have 4 points towards Alignment
and Opponents to see the allegiances of the Chaos gods. with Khorne.
When purchasing an Advance, note down its Alignment As the chart indicates, the fi rst +5 increase to a Khorne
on the Heretic’s Character Sheet.
Devotee’s Strength costs 100 xp; the next +5 (the
Intermediate progression level) costs 250 xp; a further +5
CHECKING ALIGNMENT improvement (the Trained progression level) costs 500 xp;
Whenever a Heretic earns 10 Corruption Points (in other while the fi nal possible improvement (Expert progression
words, when they hit the thresholds of 10, 20, 30, and so- level) costs 750 xp. If that same character were to attempt to

Table 2-4: Allies and Opponents
Path Khorne Nurgle Slaanesh Tzeentch Unaligned
Khorne True Allied Opposed Opposed Allied
Nurgle Allied True Opposed Opposed Allied
Slaanesh Opposed Opposed True Allied Allied
Tzeentch Opposed Opposed Allied True Allied
Unaligned Allied Allied Allied Allied Allied




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Table 2-5: Advances by Alignment


Alignment Characteristic Skills Talents

Battle Rage Frenzy Street Fighting
Berserk Charge Furious Assault Storm of Iron
Athletics Blademaster Hammer Blow Swift Attack
Khorne Strength Command Blood God’s Contempt Hatred † Thunder Charge
Parry Combat Master Killing Strike Unarmed Master
Crushing Blow Lightning Attack Unarmed Warrior
Flesh Render Pity the Weak Whirlwind of Death



Baleful Dirge Iron Jaw Resistance †
Bulging Biceps Jaded
Intimidate Corpus Conversion Master Chirurgeon Sound Constitution
Nurgle Toughness Medicae Die Hard Mighty Shot True Grit
Survival Disturbing Voice Nerves of Steel Unshakeable Will
Unnatural Vigour
Fearless Never Die War Cry
Hardy Prosanguine


Air of Authority Inspire Wrath Preternatural Speed
Assassin Strike Into the Jaws of Hell Radiant Presence
Acrobatics Catfall Iron Discipline Rapid Reaction
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Charm
Slaanesh Fellowship Crippling Strike Leap Up Rapid Reload
Deceive Demagogue Lightning Refl exes Sprint
Dodge
Excessive Wealth Mimic Sure Strike
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Hard Target Precise Blow Unremarkable
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Bastion of Iron Will Favoured by the Warp
Blasphemous Foresight Strong Minded
Forbidden Lore † Incantation Heightened Senses† Total Recall
Logic Blind Fighting Infused Knowledge Warp Conduit
Tzeentch Willpower
Psyniscience Combat Formation Light Sleeper Warp Lock
Scrutiny Crack Shot Mediation Warp Sense
Deadeye Shot Paranoia Wisdom of the Ancients
Eye of Vengeance Polyglot
Ambidextrous Ferric Summons Orthoproxy
Ancient Warrior Greater Minion of Chaos
Commerce Armour-Monger Gunslinger Peer
Psy Rating
Common Lore † Arms Master Heavy Weapon Training † Quick Draw
Operate † Betrayer Hip Shooting Raptor
Slight of Hand Blade Dancer Hotshot Pilot
Agility Stealth Bolter Drill Independent Targeting Sacrifi ce
Ballistic Skill Inquiry Child of the Warp Legion Weapon Training Sharpshooter
Infamy Sidearm
Unaligned Linguistics † Cold Hearted Lesser Minion of Chaos
Intelligence Navigation † Combat Sense Luminen Blast Step Aside
Perception Scholastic Lore Counter Attack Luminen Shock Takedown
Weapon Skill Target Selection
Security Cursed Heirloom Maglev Transcendence Technical Knock
Tech-Use Defl ect Shot Marksman Two-Weapon Wielder†
Trade Disarm Master Enginseer Unholy Devotion
Awareness Double Team Mastery † Weapon Training†
Enemy Mechadendrite Use † Weapon-Tech
Exotic Weapon Training Minion of Chaos
†Denotes Specialist Skill or Talent Group
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Table 2-6: Characteristic Advancement Costs

Patron Status Simple Intermediate Trained Expert
True 100 xp 250 xp 500 xp 750 xp
Allied 250 xp 500 xp 750 xp 1,000 xp
Opposed 500 xp 750 xp 1,000 xp 2,500 xp


raise Fellowship, which is affi liated with the Opposed deity, When improving a skill, a character must progress through
then those costs would be 500 xp, 750 xp, 1,000 xp, and each of the progression levels in turn, starting at Known and tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion ti
2,500 xp, respectively. ending with Veteran. So for example, players may not choose
The costs for Characteristic Advances are cumulative. So to pay for the Trained Skill Advance for their character
a player couldn’t just pay 500 xp for a +10 increase in a without fi rst purchasing the Known Skill Advance. Note that
Characteristic associated with an Allied deity for their character. characters may have received the Known or Trained Advance
Instead, that player would pay 250 xp for the Simple Advance, already as part of their Racial or Archetype selections. Table
and then pay 500 xp for the Intermediate Advance. 2-5:Advances by Alignment indicates with which deity’s path
The only exception to this is Infamy, which may be a particular skill is associated. Table2-4: Allies and Opponents
purchased at a fl at rate of 500 xp per +5 advance. This may be describes the relationship of another deity with that of each
done as many times as the player likes, so long as his Infamy character’s path.
Characteristic is lower than 40. If his Characteristic is 40 or Also note that each time a character purchases a progression
higher, he may not purchase Infamy advances, he must earn level in a Skill (Known, Trained, Experienced, or Veteran), II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Char
Infamy through his actions (see page 304). this counts as one purchase for the purposes of checking
Alignment. So a character who purchases Veteran (+30)
Psyniscience has four points in Alignment towards Tzeentch
EXAMPLE (unless one of those advances came as part of his Archetype,

Going back to Jason and his Champion, Mordecai, when he first chose to in which case that particular advance doesn’t count).
purchase a Strength Increase, he was on the path of unaligned. Because of
this, the Simple Strength Characteristic advancement counted as an Allied
purchase. This had a price of 250 xp for the +5 Characteristic increase. EXAMPLE
Later, after Mordecai has embarked upon the path of Khorne, Jason Now that Mordecai is firmly on the path of Khorne, Jason decides

decides to purchase the Intermediate Strength Characteristic advancement. to purchase the Evasion Skill. Because this is a True Skill, the
Because he is a devotee of Khorne, this counts as a True purchase. The Known rank has a purchase price of 100 xp. If he were to choose to
price for this +5 Characteristic Increase is an additional 250 xp. improve his Charm Skill—associated with Slaanesh—from Known
to Trained, it would cost him a further 500 xp, as it would be an
SKILL ADVANCES Opposed Skill Advance.
Characters learn new skills or improve existing skills by
selecting skill advances. As with Characteristic Advances, the Please refer to Chapter III: Skills for more information
cost in xp of a Skill advance is affected by the path of their on selecting Skills and Skill descriptions. Before choosing any
Devotion. This represents Heretics following certain paths Specialist Skill Advances, please refer to page 91 for information
fi nding more interest in learning Skills that pertain to their on selecting the individual Specialisations necessary.
path, rather than non-related Skills. Skill advances are divided
into four progression levels. These are as follows: TALENT ADVANCES
• Known: The character can use the Skill without penalty. Talents are enhancements that permit a Character to use

• Trained: The character receives a +10 on all Skill Tests his natural abilities in new fashions. These may provide
when using the skill. a situational bonus to the use of a skill or Characteristic.
• Experienced: The character receives a +20 on all Skill Other talents provide specifi c unusual ways for a character
Tests when using the skill. This bonus replaces the to take advantage of his equipment. Please refer to Chapter
benefi t for being Trained. IV: Talents and Traits for detailed descriptions of all of
• Veteran: The character receives a +30 on all Skill Tests these Talents.
when using the skill. This bonus replaces the benefi t for Psychic Powers are also purchased using Talent Advances.
being Experienced. Please refer to Chapter VI: The Powers of the Warp for


Table 2-7: Skill Advance Costs
Patron Status Known Trained Experienced Veteran
True 100 xp 200 xp 400 xp 600 xp
Allied 200 xp 350 xp 500 xp 750 xp
Opposed 250 xp 500 xp 750 xp 1000 xp




77


Table 2-8: Skills and Associations
KHORNE AND PSYKERS

Skill Characteristic Affiliation Page
Acrobatics Agility Slaanesh 93 The Blood God Khorne has a specifi c hatred of psykers
Athletics Strength Khorne 95 and sorcerers and will not suffer their presence. This
Awareness Perception unaligned 95 can prove to be interesting if a Psyker or Sorcerer takes
Charm Fellowship Slaanesh 96 enough advances that he becomes Aligned to Khorne.
Command Fellowship Khorne 97 In game terms, those Aligned to Khorne may never
Commerce Intelligence unaligned 97 use Psychic Powers, even if they possess the Psyker
Common Lore Intelligence unaligned 98 Trait. As long as they are Aligned to Khorne, they also
do not count as having the Psyker Trait.
Deceive Fellowship Slaanesh 99 If such an individual later leaves Khorne’s
Dodge Agility Slaanesh 99 Alignment, they can use their Psychic Powers and
Forbidden Lore Intelligence Tzeentch 100 count as psykers as normal.
Inquiry Intelligence unaligned 100
Interrogation Willpower unaligned 101 some Talents are more powerful (and therefore cost more
Intimidate Strength Nurgle 101 experience) than others. Therefore, all Tier One Talents cost
Linguistics† Intelligence unaligned 102 the same (though the prices may change depending on a
Logic Intelligence Tzeentch 102 character’s alignment), all Tier Two Talents cost the same,
Medicae Intelligence Nurgle 103 and all Tier Three Talents cost the same.
Navigation† Intelligence unaligned 105 However, Tier Two and Three Talents (as well as Tier
Operate† Agility unaligned 105 One Talents) often have prerequisites that must be met before
Parry Weapon Skill Khorne 107 the Talent can be purchased. In this way, BLACK CRUSADE
Psyniscience Perception Tzeentch 107 characters may fi nd themselves needing to purchase lower
Scholastic Lore Intelligence unaligned 108 Tier Talents before they buy higher Tier Talents.
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Scrutiny Perception Tzeentch 108
Security Intelligence unaligned 109 Specialist Talents
Slight of Hand Agility unaligned 109 Some talents are designated as Specialist Talents. These talents
Stealth Agility unaligned 110 may be selected more than one time, with a different speciality
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Survival Perception Nurgle 110 each time. Please refer to page 118 for more information.
Tech-Use Intelligence unaligned 110
Trade Intelligence unaligned 111 Taking Talents Multiple Times
†Specialist Skill Some Talents may be taken multiple times, in which case this
will be noted in the Talent description. There are only a few of
these Talents, the most prominent being Sound Constitution
more information on Psychic Powers. Note also that the cost (which increases a Heretic’s Wounds) and Psy Rating (which
in xp for Psychic Powers is variable. Each Psychic Power’s increases a Heretic’s Psy Rating). When taking these Talents
price is detailed in its description within that chapter. In order subsequent times, simply pay the experience cost each time.
to purchase a Psychic Power that has an affi liation with one However, it should be noted that most Talents that can be
of the Dark God’s, the character must fi rst be Devoted to that taken multiple times have a hard limit—a maximum number
god. This Power then counts as a Talent Advance along that of times they can be taken.
deity’s path.
As with Characteristics and skills, many talents are
affi liated with the paths of specifi c Chaos gods. Talents which MARKS OF CHAOS
are typical of that deity’s followers are less expensive for Those characters who are deeply ingrained upon the path
those on the Dark God’s path. Those talents which are more of Alignment to a deity may earn that Dark God’s Mark. A
commonly used by devotees of other Ruinous Powers are mark imparts particular abilities upon a character when it is
more expensive for the character to acquire. Refer to Table received. When a character has taken twenty advances upon
2-9: Talent Advance Costs for the specifi c costs in xp. a single path of Devotion, their persistence will attract that
In addition to their divine associations, Talents are sponsor’s attention. If the character has at least fi ve more
divided into Tiers. Tiers are simply ways of representing that Advances from that path than from any other Dark God, then
Table 2-9: Talent Advance Costs
Patron Status Tier One Tier Two Tier Three
True 200 xp 300 xp 400 xp
Allied 250 xp 500 xp 750 xp
Opposed 500 xp 750 xp 1000 xp
78


Table 2-10: Tier One Talents


Name Prerequisites Benefit Devotion Page
Use either hand equally well–reduce penalties for using two
Ambidextrous Ag 30 unaligned 118
weapons.
Ancient Warrior Fel 35, WP 35 Veteran of the Long War. unaligned 118
Cold Hearted — Immune to seduction, resistant to Charm. unaligned 120
Combat Sense Per 30 Use Per bonus instead of Ag bonus for initiative. unaligned 121
Cursed Heirloom — Gain ancient item Heretic must always carry. unaligned 121
Disarm Ag 30 Force opponent to drop weapon. unaligned 122 tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion t
ditional +10 for outnumbering opponent.
eam
122
unaligned
Dou
Double Team — Gain additional +10 for outnumbering opponent. unaligned 122
Gain ad
b
le T
Enemy — A group or organisation despises the Heretic. unaligned 123
Ferric Lure Implants,
Ferric Summons Can summon larger metallic objects. unaligned 124
Mechanicus Implants
Legion Weapon
Training Chaos Space Marine Use any Traitor Legion weapon without penalty. unaligned 127
Lesser Minion of Fel 40 Gain a lesser minion. unaligned 127
Chaos
Orthoproxy — +20 bonus to resist mind control or interrogation. unaligned 129
Peer Fel 30 Character has good reputation amongst chosen group. unaligned 129
Quick Draw — Draw weapon as Free Action. unaligned 130
Raptor Operate (Auronautica) Increased damage when using jump pack. unaligned 130 II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea
Takedown — Make special attack to stun opponent. unaligned 131
Technical Knock Int 30 Un-jam gun as Half Action. unaligned 131
Weapon-Tech Tech Use +10, Int 40 Increase potency of advanced weaponry. unaligned 134
Weapon Training† — Use Weapon Group without penalty. unaligned 134
Berserk Charge — Gain +20 bonus to hit when charging. Khorne 119
Weapon Training
Flesh Render Infl icts more damage with Tearing Quality. Khorne 124
(Chain)
Frenzy — Enter psychotic rage to gain combat bonuses. Khorne 124
Pity the Weak S 35, WP 35 Bonuses to Intimidate or Command with weak individuals. Khorne 129
Street Fighting WS 30 Add half WS to Critical Damage. Khorne 131
Unarmed Warrior WS 35, Ag 35 Improves unarmed attacks. Khorne 133
Die Hard WP 40 Improves chances of surviving Blood Loss. Nurgle 122
Disturbing Voice — +10 to Intimidate, –10 to Charm. Nurgle 122
Iron Jaw T 40 Test Toughness to overcome Stunning. Nurgle 126
Jaded WP 40 Ignore mundane horrors. Nurgle 126
Resistance† — Gain +10 bonus to particular resistance test. Nurgle 131
Sound Constitution — Gain an additional Wound. Nurgle 131
Air of Authority Fel 30 Affect more targets with Command Slaanesh 118
Catfall Ag 30 Reduce falling damage. Slaanesh 120
Excessive Wealth Inf 40 Character has more resources. Slaanesh 123
Leap Up Ag 30 Stand as Free Action. Slaanesh 126
Lightning Refl exes — Roll twice and take highest for Initiative rolls. Slaanesh 127
Mimic — Character can copy voices. Slaanesh 128
Radiant Presence Fel 45 Character has bewitching aura. Slaanesh 130
Rapid Reload — Reduce reload time. Slaanesh 130
Sure Strike WS 30 Reduce penalties for melee called shots. Slaanesh 132
Unremarkable — Heretic is easily forgotten. Slaanesh 133
Psychic Power† Psyker May take one psychic power. Special 130
Blind Fighting Per 30 Suffer half usual penalties for obscured vision. Tzeentch 120
Combat Formation Int 40 Use Intelligence bonus for initiative. Tzeentch 121
Deadeye Shot BS 30 Reduce penalties for ranged called shots. Tzeentch 122
Heightened Senses† — Gain +10 bonus to particular sense. Tzeentch 125
Light Sleeper Per 30 Count as awake even when sleeping. Tzeentch 127
Meditation — Character may enter trance to ignore fatigue. Tzeentch 128
Polyglot Int 40, Fel 30 Character has innate grasp of languages. Tzeentch 129
Total Recall Int 30 Character can remember trivial facts and minor details. Tzeentch 132
Psy Rating, Psyniscience,
Warp Sense Allows Psyniscience Test as Free Action. Tzeentch 133
Per 30
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79


Table 2-11: Tier Two Talents


Name Prerequisites Benefits Devotion Page
Int 35, Tech Use, Trade
Armour-Monger Increase the effi cacy of physical armour. unaligned 118
(Armourer)
Betrayer Cold Hearted, Intimidate Kill minions or allies for benefi ts. unaligned 119
c
ersistent Psy
hic Phenomena and potential psy
P
Persistent Psychic Phenomena and potential psy
Child of the Warp Psy Rating unaligned 120
rating boost.
Counter Attack WS 40 May attack after successful Parry. unaligned 121
g
Add WS Bonus to AP against Primitive ranged
Ad
d WS Bonus to AP a
ang
ed
ainst Primitiv
e r
Defl ect Shot Ag 50 unaligned 122
attacks.
Exotic Weapon Training — Gain profi ciency with one exotic weapon. unaligned 124
Hip Shooting BS 40, Ag 40 Character may shoot when moving. unaligned 125
Hotshot Pilot Ag 40, Operate (any one) Heretic can drive or fl y anything. unaligned 126
F ir e a t m ultiple tar g ets mor e than 10 metr es
Fire at multiple targets more than 10 metres
Independent Targeting BS 40 unaligned 126
apart.
Luminen Capacitors, Mechanicus
etic can disc
gy in melee a
ttac
k.
har
g
e ener
Luminen Shock Heretic can discharge energy in melee attack. unaligned 127
Her
Implants
Maglev Coils/Mechanicus
Maglev Transcendence Her etic can ho v er for l ong er periods of time . unaligned 127
Heretic can hover for longer periods of time.
Implants
Marksman BS 35 No penalties for fi ring at long or extreme range. . unaligned 127
ong or extr
eme r
t l
ang
e
No penalties for fi
ring a

Mechadendrite Use† Mechanicus Implants Gain ability to use certain Mechadendrites. . unaligned 128
hadendrites
ility to use certain Mec
b
Gain a
Minion of Chaos Fel 45, Infamy 30 Gain a minion. unaligned 128
Sacrifi ce Psy Rating Kill sentient being to augment ritual. unaligned 131
Sharpshooter BS 40, Deadeye Shot Decrease penalty for ranged called shots. unaligned 131
Two-Weapon Wielder† — May fi ght with two weapons. unaligned 132
Battle Rage Frenzy Parry while frenzied Khorne 119
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Opponents g et no bonus for outnumbering
Opponents get no bonus for outnumbering
Combat Master WS 30 Khorne 121
Heretic.
ee second a
ain fr
ttac
k.
est, g
Furious Assault WS 35 On a successful WS Test, gain free second attack. Khorne 125
On a successf
ul WS T
Hatred† — Gain +10 bonus to attack hated creatures. Khorne 125
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e melee a
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amy P
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Spend Infamy Point to make melee attacks
Spend Inf
Killing Strike WS 50 Khorne 126
unavoidable.
BS 45, Weapon Training (any
Storm of Iron Adds half WS to Damage against Hordes. Khorne 131
one ranged)
Swift Attack WS 30 May make multiple melee attacks. Khorne 132
Unarmed Master WS 45, Ag 40, Unarmed Warrior Deadly fi ghter while unarmed. Khorne 133
Whirlwind of Death WS 40 Mak e one a ttac k for eac h melee opponent. Khorne 134
Make one attack for each melee opponent.
Baleful Dirge Disturbing Voice, Intimidate +10 WP Test or suffer –10 to next roll. Nurgle 119
Remove bracing requirements for certain
Bulging Biceps S 45 Nurgle 120
weapons.
Corpus Conversion Psy Rating, Human Use blood for power. Nurgle 121
Hardy T 40 Char acter alw ays heals as if lightl y w ounded. Nurgle 125
Character always heals as if lightly wounded.
Nerves of Steel — Reroll Pinning Tests. Nurgle 128
Black Blood/Autosanguine,
Prosanguine Test to heal 1d5 damage. Nurgle 129
Mechanicus Implants
Unshakeable Will WP 35 May reroll failed Fear Tests. Nurgle 133
Crippling Strike WS 50 Add +2 to melee Crit Damage. Slaanesh 121
Hard Target Ag 50 –20 to hit c har acter w hen he Char g es or R uns . Slaanesh 125
–20 to hit character when he Charges or Runs.
Inspire Wrath Air of Authority Inspire crowds to hatred and anger. Slaanesh 126
Iron Discipline Fel 30 Followers resist Pinning and Fear. Slaanesh 126
Precise Blow WS 40, Sure Strike Reduce penalty for melee called shots. Slaanesh 129
Rapid Reaction Ag 40 Test Ag to ignore surprise. Slaanesh 130
Crack Shot BS 50 Add +2 to ranged Crit Damage. Tzeentch 121
est.
te to g
Contempla
Foresight Int 30 Contemplate to gain +10 bonus to next Test. Tzeentch 124
ain +10 bonus to next T
Paranoia — Heretic always alert for danger. Tzeentch 129
esist psy
c
hic
WP 30, Resistance (Psychic May re-roll failed WP Tests to resist psychic
ailed WP T
oll f
e-r
May r
ests to r
Strong Minded Tzeentch 131
Techniques) powers.
Psy Rating, Strong Minded,
Spend Infamy Point to get +1d5 to Psy Rating.
Warp Conduit Spend Inf amy P oint to g et +1d5 to Psy Ra ting . Tzeentch 133
WP 50
tion.
T
133
zeentc
Spend Inf
Wisdom of the Ancients Int 40 Spend Infamy Point to gain insight into situation. Tzeentch h 133
amy P
ain insight into situa
oint to g
†Talent group.
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Name Prerequisites Benefits Devotion Page
WS 40, BS 40, Weapon Training
Arms Master Less penalty for using weapons untrained. unaligned 119
(any two)
WS 40, Two Weapon Wielder Reduced penalties for fi ghting with two melee
Blade Dancer unaligned 119
(Melee) weapons.
Bolter Drill Weapon Training (Bolt), BS 40 Additional DoS when fi ring Bolt weapons. unaligned 120
Greater Minion of Fel 55, Infamy 50 Gain a greater minion. unaligned 125
Chaos tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion t
BS 40, Two-Weapon Wielder
Gunslinger Reduce penalties for fi ghting with two pistols. unaligned 125
(Ballistic)
Luminen Shock, Luminen
Luminen Blast May discharge stored energy as ranged attack. unaligned 127
Capacitors, Mechanicus Implants
Tech Use +20, Mechanicus Can spend Infamy Points to automatically succeed
Master Enginseer unaligned 128
Implants on Tech-Use Tests.
May spend Infamy Point to automatically succeed
Mastery† Rank 4 in Selected Skill unaligned 128
Test concerning selected Skill.
Psy Rating Psyker Character increases psychic potential. unaligned 129
WS 40, BS 40, Two Weapon Reduce penalties for fi ghting with pistol and
Sidearm unaligned 131
Wielder (Ballistic, Melee) melee weapon.
Step Aside Agility 40, Dodge, Parry May make additional Dodge or Parry attempt. unaligned 131 II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea
Target Selection BS 50 May shoot into melee without penalty. unaligned 132
Unholy Devotion Minion of Chaos Minions take hits for the Heretic. unaligned 133
WS 30, Weapon Training (any
Blademaster Reroll missed attack, once per round. Khorne 119
melee)
Spend Infamy Point to gain resistance to Psychic
Blood God’s Contempt Frenzy, WP 40 Khorne 120
Powers.
Crushing Blow WS 40 Add half WS Bonus to damage infl icted in melee. Khorne 121
Make a Thunderous single strike with a melee
Hammer Blow Crushing Blow Khorne 125
weapon.
Heretic may make many melee attacks with single
Lightning Attack Swift Attack Khorne 127
roll.
Thunder Charge S 50 Break enemies with armoured charge. Khorne 132
Fearless Nerves of Steel Immune to Fear and Pinning. Nurgle 124
Master Chirurgeon Mediacae +10 Perform advanced medical procedures. Nurgle 127
Mighty Shot BS 40 Add half BS Bonus to ranged damage rolls. Nurgle 128
Ignore penalties from Critical Damage by
Never Die WP 50, T 50 Nurgle 128
spending Infamy Point.
True Grit T 40 Reduce Critical Damage taken. Nurgle 132
War Cry S 50, WP 50, Disturbing Voice Gain Fear Rating with fearsome war cry. Nurgle 133
After making melee attack, test Acrobatics to
Assassin Strike Ag 40, Acrobatics Slaanesh 119
move.
Demagogue Inspire Wrath Affect larger groups with Charm and Intimidate. Slaanesh 122
Into the Jaws of Hell Iron Discipline, Fel 50 Followers ignore fear and pinning. Slaanesh 126
Preternatural Speed WS 40, Ag 50 Doubles speed when charging. Slaanesh 129
Sprint — Move more quickly in combat. Slaanesh 131
Psy Rating, Strong Minded, Gain bonus to Opposed Tests defending against
Bastion of Iron Will Tzeentch 119
Willpower 40 psychic powers.
Blasphemous Psy Rating Incant secret words of power to enhance abilities. Tzeentch 119
Incantation
Eye of Vengeance BS 50 Increase chances of Zealous Hatred. Tzeentch 124
Favoured by the Warp WP 35 Roll twice for Psychic Phenomena and choose. Tzeentch 124
Infused Knowledge Int 40, Lore (any one) Know a little bit about everything. Tzeentch 126
Psy Rating, Strong Minded,
Warp Lock Ignore Psychic Phenomenon once per session. Tzeentch 133
Willpower 50












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they earn the mark of their respective Chaos God. Once a Mark of Tzeentch
Mark is earned, it is kept for as long as they remain true to Heretics with the Mark of Tzeentch are marked by the Master
their Devotion. of Fate, either as a physical mark emblazoned on a prominent
No expenditure of xp is required to receive a Mark of Chaos. part of their body, or a more secretive but no less permanent
It is instead a reward from the Ruinous Powers directly to those mark upon one’s soul. The emblem constantly glimmers with a
servants who are most true to their ways. Note that Marks may distracting sparkle that fl ickers at the corner of the eye, almost
also be received via Gifts of the Gods on pages 299–303. like a gateway to the warp. These characters are constantly
If a character ever leaves a path of Devotion that has earned compelled to discover hidden secrets, to share with their Dark
l
them a Mark of Chaos, they immediately ose the Mark and all God.

associated benefits. In addition, they incur the wrath of their Benefits: The character gains the Unnatural Willpower (+1)

former sponsor. At the time they leave the path that garnered Trait and the Psy Rating (+1) Talent. If he does not already
them the Mark, they must immediately roll twice upon Table have it, he also gains the Psyker Trait. In addition to these
9–1: Gifts of the Gods (see page 291) and pick the worse result Talents, the Mark may grant further bonuses as determined
(the GM is the final arbitrator whether a result is bad or not). by the GM and may be a prerequisite when performing rituals

Note that there is no Mark for being unaligned. and interacting with various beings of the warp.

Mark of Khorne Stage 6:
Characters that have earned the Mark of Khorne are marked
by the Blood God, either as a physical mark emblazoned on
a prominent part of their body or a more secretive but no less Equipment and
permanent mark upon one’s soul. While the sigil causes no
wound Damage, it continually weeps blood. These characters are Corruption
constantly driven to spill additional blood for their dark patron.
Benefits: The character gains the Resistance (Psychic Powers)

Talent, the Brutal Charge Trait, and Unnatural Strength (+2) “It is not enough to defeat your foe. His people must be ravaged, his
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if he does not already have them. In addition to these Talents, homeland laid waste, and his reputation laid bare. Only then will
the Mark may grant further bonuses as determined by the your name be known as a true servant of the gods.”
GM and may be a pre-requisite when performing rituals and
interacting with various beings of the warp, etc. – Battlelord Octavius Kohl
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t this stage players may choose to acquire additional
Mark of Nurgle adventuring gear for their characters. Rather
Heretics with the Mark of Nurgle are marked by the Plague Athan tracking particular amounts of currency, his
Father, either as a physical mark corroded into their corrupted ability to acquire gear is determined by his Infamy. As this
fl esh or a more secretive but no less permanent mark upon value increases, he is more likely to have ransacked critical
one’s soul. The sigil constantly weeps pus like a viciously installations to acquire unusual objects. In addition, other
festering wound, though this causes them no Wound Damage. devotees of the Dark Gods may know him by reputation and
These characters are compelled to constantly spread Nurgle’s offer powerful artefacts to him as gifts to garner his favour as
Rot throughout the galaxy. well as that of his dark master.

Benefits: The character gains the Stuff of Nightmares and As a character performs more of these heinous deeds, the

Unnatural Toughness (+1) Traits. In addition to these Talents, Immaterium gains ever-greater influence over his thoughts and
the Mark may grant further bonuses as determined by the even his body. The degree to which the malevolence has infiltrated

GM and may be a prerequisite when performing rituals and his essence is measured by the Corruption attribute. As this value
interacting with various beings of the warp. increases, the Heretic also receives additional blessings and gifts
from the Ruinous Powers. Determining his starting Corruption
Mark of Slaanesh value is essential to beginning that process of development.
Recipients of Slaanesh’s mark are marked by the Lord of
Pleasure, either as a perfectly formed mark upon their body EQUIPMENT
or a more secretive but no less permanent mark upon one’s At this time, players may begin to reap the rewards for their
soul. Characters who bear this Mark must attempt to seduce characters’ heinous past crimes. Each character starts with a
those they encounter to the paths of lust and greed. number of pieces of additional equipment. The Heretic can
Benefits: The character gains the Heightened Senses (All) select a number of pieces of gear, each piece with a total

Talent and the Unnatural Fellowship (+2) Trait. In addition, Acquisition modifi er of –10 (see page 306). The number of
the Mark may grant further bonuses as determined by the pieces of gear available at this stage is equal to the Heretic’s
GM, and may be a prerequisite when performing rituals and current Infamy bonus. See Chapter V: Armoury for more
interacting with various beings of the warp, etc.
information on the selections available. No Test is required
to obtain this equipment; so long as the equipment has a
total Acquisition modifi er no worse than –10, the Heretic
gains it automatically.
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In addition, the Game Master may choose to grant his to Tzeentch fi nds it far more challenging to master the arts of
Heretics additional starting equipment. It is suggested that melee combat than a warrior of Khorne. Please keep in mind
any such gear be no rarer than Common Availability. See that the character’s choice of Devotion need not be permanent.
Availability, page 306 for more information. As a character continues to develop in his understanding of the
Ruinous Powers, he may choose to change his Devotion. This
might be due to a new understanding of the ways of Chaos
EXAMPLE or it might simply be that the character is drawn to fulfi l an
In creating Mordecai, Jason has a 24 Infamy. Since his Infamy Bonus alternative role. In the event this happens, a character’s future
is 2, he may select 2 pieces of additional starting equipment. He chooses advancement paths may change at that time.

a Meltagun for his first. The Meltagun is Very Rare, which entails a Every BLACK CRUSADE character must choose to follow tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion

–20 modifier. However, he’s only getting one, which brings with it one of these paths. Those with a particular penchant for melee

a +10 modifier. Combined, the modifiers total out to –10,allowed combat may wish to consider the path of Khorne. Heretics who

for starting equipment. His second piece of equipment will be a embrace the notion of spreading fear, disease, and corruption
Demolitions Charge. The charge is Rare with a –10 modifier. This may choose to Devote themselves to Nurgle. Characters

means that Mordecai can afford to get 4 of them (a Minor amount, that specialise in the arts of manipulation and seduction are


that comes with a +0 modifier, brings the total modifier to –10). likely to consider following the path of Slaanesh. Those who
have an unparalleled hunger for knowledge are most likely
CORRUPTION to observe the myriad ways of Tzeentch. Finally, those who
All characters begin play with a Corruption of 0. Over the prefer to keep their options open, or are hesitant to over-
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additional heinous crimes. These acts, undertaken to spread One important point players need to consider is that
the infl uence of their dark masters, lead their souls ever following the path of one of the Dark Gods does not mean the
further down the path to the daemonic. The unholy nature character has become a devoted servant or devout worshipper
of their despicable actions marks their very essence, making of that deity. On the contrary, it is far more likely that the
additional feats of destruction ever easier. Heretic is devoted to himself and his own goals rather than
As their Corruption increases, Heretics are rewarded with the goals of some incomprehensible deity. Thus, a devotee to
the blessings of the Dark Gods. For more information on this Khorne may not kill to give Khorne skulls. Instead, he may
path towards destruction or salvation, refer to Chapter 9: kill to accomplish his goal of revenge. Even when he offers
Corruption and Infamy. his kills to Khorne, he does this so that Khorne will favour
him and make him stronger. Likewise, a devotee of Slaanesh
Stage 7: does not seek out debauched pleasures because Slaanesh
demands it. Rather he does so because he enjoys tasting these
Embrace the forbidden fruit. The fact that Slaanesh seems to delight and
favour such hedonism is no concern, though it does not stop
him from enjoying the Dark God’s rewards as a result.
Dark Gods path, his goals and desires may grow to match those of the
However, as a Heretic spends ever more time on a certain

Ruinous Power he emulates. The warrior of Khorne cares
more about killing and less about the vengeance itself, while
“The Dark Gods are our fears and our dreams made manifest. Their
hungers are the same as humanity’s, simply on a far vaster scale.” the devotee of Slaanesh seeks ever-more-debased indulgences,
even those that did not interest him previously.
– Cardinal Xaphan, Saviour of Vraks Of all these paths, the path of the unaligned is the one
he next important stage in creating a Heretic is to choose where a Heretic may remain truest to himself. Though he
a Dark God’s path to follow. Not every character need gives each Ruinous Power their due, and may invoke the
Tselect a patron and some characters are limited in their names of any and all of the Dark Gods, he resists becoming
selections due to their previous choices. A character’s choice dependant on them. In turn, while he may not receive their
of patron deity serves to guide their development as they favour, his will remains his own.
pursue their agendas in the path of Chaos. Their patron may
also dictate the sorts of tasks that they choose to undertake SELECTING A PATH
and the methods they use to accomplish their goals. For At this stage of creation, players do not need to spend any
example, loyalists of Slaanesh are far more likely to choose points or roll any dice. Instead, it is recommended that they
to manipulate their prey with social cues, while a devotee consider the different paths and select one that seems most
of Nurgle might terrify his minions by spreading disease appropriate for their character. During the later stages, each
and corruption amongst the unworthy. Characters who have player can then purchase the necessary abilities so that his
chosen a patron deity through the use of Advances are said to character can best fulfi l the yearnings of his dark sponsor. It is
have a Devotion to that god. only during the character creation steps that follow—and his
Prior to making this decision, it is important to know that continuing adventures—that a Heretic can fully embrace his
in latter stages of character creation, the Heretic’s options patron deity.
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During the later stages of character creation, and as players The path of Khorne is a lethal one, both to their foes and,
develop their characters, they choose the character’s path of on some occasions, to their companions. When devotees of
Devotion when purchasing Advances. Many of the available Khorne are in the heights of an ecstatic battle fever, they can
talents have an affi liation in their description that associates be overcome by bloodlust and even attack their allies as they
them with one of the Chaos gods. If a character ever has three rejoice in the act of the slaughter. Again, many believe their
more Advances that are associated with a specifi c Ruinous god cares not from whence his skulls come.
Power than any other, then they are said to be Devoted to The most common view of a Khornate warband is one
that Dark God. If a character’s selected Talents and Traits who is indiscriminate and reckless, desiring only to commit
do not favour a particular deity in this fashion, then they are violence with abandon and seldom discriminating in their target
followers of unaligned. selection. At times, even victory is of a lesser concern when
weighed against their desire for slaughter. While this is true in
many cases, especially the infamous World Eaters Traitor Legion
EXAMPLE whose Berserkers are known for their brutality and violence,
When selecting Advances, Jason begins by selecting Iron Jaw, Survival, there are those Khornate warbands who do not fit this mould.

Sound Constitution twice, and Hardy. Because these all have the key Though no less dedicated to the Blood God, they plan their
word “Nurgle,” and his character has no other Talents, his character violence with methodical precision and careful strategy and
has taken 5 Talents with the Nurgle keyword and is on the path of scorn reckless rage as less effective than sharply focused anger. In
Nurgle. If Jason receives 10 Corruption Points before selecting any effect, anyone who channels anger into acts of brutality becomes
more advances, then he would become Aligned to Nurgle. a follower of Khorne, though many would not be aware of their
If he then selects a Talent with the key word “Khorne,” he would brief devotion. As the resultant violence spreads through the
only have 4 more Talents aligned to Nurgle than any other Gods. galaxy, Khorne’s infl uence and power travels with it.
However, his alignment would not change until he received 10 more While Khorne spreads his infl uence through all acts of
Corruption Points. At that stage, he would return to being unaligned. brutality, he is most drawn to those acts committed in close
To remain upon Nurgle’s path, he would first have to choose another quarters and by strength of arm alone. Because of this, his

Advance with the key word “Nurgle.” infl uence drives his devotees to strongly favour melee combat.
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Some may even depend solely upon weapons that require them
For more information regarding Talent selection, see Stage to close within arm’s reach. In this way, they can be certain to
5: Spend Experience Points on page 74.
smell and taste the blood that they spill in Khorne’s name.
Of course, for those followers who fall in battle, Khorne
KHORNE
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“Blood for the Blood God! Skulls for the Skull Throne!”
—Battlecry of the Berserkers of Khorne
Devotees of Khorne have a boundless passion for violence in
their Blood God’s name. They journey through the warp all
across the galaxy to commit acts of violence wherever they
may. Often bearing his iconography and wearing his colours
of blood red and bronze, they spread Khorne’s infl uence
through the fear his name represents.
Heretics who choose this path choose the path of the
bloodthirsty killer and peerless warrior alike. Khorne desires
bloodshed, war, and destruction. Those who provide this receive
his gifts—strength, skill at arms, and boundless rage—in return.
Some followers of Khorne are crazed killers, infused with his
wrath and empowered by rage. They seek out wanton slaughter,
with the simple logic that one foe’s blood is as good as the
next and each kill provides another skull for Khorne’s throne.
Other devotees of Khorne are martial paragons, driven to self
improvement so that they might seek out worthy and dangerous

foes on the field of battle. The notion of offering up the skull of
a skilled opponent appeals to them and they feel Khorne looks
favourably on their efforts. Neither follower of Khorne has use for
mercy or compassion, though martial honour can be a common
trait amongst certain groups of his devotees. Interestingly, a
Khornate warrior is not necessarily a cruel individual. Though
cruelty amongst his followers certainly exists, many feel their
god does not care how one’s blood is spilled, so long as it is
through violence. Simply put, acts of sadism waste time.
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offers no sympathy. The Dark God has no patience for desire to endure and survive. For, as paradoxical as it might
weakness or incompetence. Rather, he demands a steady seem, Nurgle encompasses life as well as death and survival
supply of blood be spilled so that it might fl ow over the as well as decay. Rot and corrosion result in new life, virulent
mountain of skulls beneath his throne of bronze. Those who plagues, bacteria, and fungi feeding on the corpses of the dead,
provide such offerings are rewarded by his Ruinous Power. growing stronger on entropy. Thus, in a certain way, Nurgle
Those who fail provide offerings through their own deaths. represents the cycle of life and death, and his devotees are often
When Khorne does see fi t to reward his followers, his blessed with supernatural endurance. Though they may suffer
blessings most often take the form of abilities that enhance a every ravage and symptom of Nurgle’s plagues, they survive
character’s capacity for melee combat. As Heretics continue in them with their dark master’s blessing.
the service of Khorne, their skills and hunger for battle alike Heretics who follow this path may also be unusually tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion ti
may become elevated to unparalleled levels, allowing them to patient, a patience possessed by their unique perspective.
better serve their dark patron. Their continued survival means they often feel they can simply
outlast problems, surviving while those who oppose them die.
DEDICATING A CHARACTER TO KHORNE Even if they have no desire to wait that long, a devotee to
There is one important restriction to keep in mind when Nurgle is often methodical and precise, potentially verging
considering the path of Khorne. This Dark God hates the on ponderous. Many of Nurgle’s followers also possess a
manipulative ways of psykers every bit as much as he despises deeply morbid humour, mirth borne from the knowledge that
those who preach the notion of peace and compassion. no matter how much they suffer, they shall endure.
Psykers who attempt to turn to Khorne’s path lose their Those warbands dedicated to Nurgle often rely on the gifts
mental powers. Similarly, characters who have some measure of their deity to destroy targets—disease, rot, and decay. Potent II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea II: Character Crea
of compassion—whether that compassion is an act or a viral weaponry, corrosive gasses, and necrotic weapons are all
reality—may not be well suited to the path of Khorne. favoured by Nurgle, and such devices make him especially
During the latter stages of character creation, and feared by his foes. Weakening their foes is sound tactically, as
throughout their career progression, devotees to Khorne it allows devotees of Nurgle to survive and conserve their own
need to choose talents and traits that are specifi cally focused strength, and the act of weakening and poisoning is thought to
upon melee combat. Staying upon the Blood God’s path also please their master. In this manner, Nurgle may conservatively
allows the character to more easily attain these abilities than preserve his own forces just as he exhausts those of his prey.
those who are not true to Khorne’s ways. As the number and At the same time, some who are infected by Nurgle’s
potency of these abilities increase, the character may draw diseases embrace the corruption rather than falling prey to
the full attention of the Blood God. Those who manage to it. As they begin to come to grips with their mortality, they
achieve his notice are granted the Mark of Khorne. This mark reach out for any hope of survival. Nurgle listens for those
permeates their very being with a constant lust for slaughter who beg for survival, and may choose to grant his blessings
and an even greater capacity for engaging in it. upon some of those who have been infected.
Talents that are tied to the Blood God are indicated by Many who follow the Lord of Decay have been granted
the fact that they have the keyword “Khorne.” These include blessings that make them far more resistant to his diseases.
Frenzy, Berserk Charge, and others tied to melee combat In some cases, these blessings are immediately obvious. For
(though by no means all). these Heretics, their bodies are trapped in a state of perpetual
decay. Their equipment, though it remains effective for them,
NURGLE might also have the appearance of extensive decrepitude. This
can make concealing their presence far more challenging.
“Only in the corruption of decay can we return to the purity from However, not all of Nurgle’s followers show these effects on
which life sprang.” the outside of their bodies, even if they are a festering hive
of corruption within. Their inconspicuous appearance may
—Oath of the Malignant Order make them doubly effective at spreading Nurgle’s gifts.

Those who choose to follow Nurgle’s path are dedicated to This state of decay often provides some resistance to other
the spread of disease and corruption throughout the galaxy. forms of physical damage. Those who have been granted extensive
Wherever they travel, the masses die in agony as their bodies blessings of Nurgle may exist in a veritable state of near death,
are overwhelmed by disease. There are no lasting cures for the with bodies composed as much of gangrenous tissue as living.
contagions they spread through their Dark God’s blessings.
Rather, those who manage to resist seem to merely increase DEDICATING A CHARACTER TO NURGLE
their suffering with each passing moment as they delay the Not all Heretics are equally well suited to follow the path
inevitable. Further, their corruption affects not just the body, of the Lord of Decay. As his followers often bear distinctive
but the mind and soul as well. signs of his handiwork, they are virtually incapable of
Those who espouse Nurgle embrace the power of disease intermingling with Imperial society. Between the stench of
and decay, knowing that eventually every living thing in the disease and their malformations, they may be easily detected.
universe must fall prey to these inescapable forces. Some do Characters that intend to follow a path of social manipulation
this through the nihilistic desire for rot and entropy, the belief may be better served by following another of the Dark Gods.
that everything, even the universe itself, eventually dies and During the latter stages of character creation, and
disintegrates. Others, however, worship Nurgle through their throughout their career progression, Heretics connected to


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Nurgle need to choose Talents and Traits that are specifi cally victim offers a completely novel experience. Slaanesh’s
focused upon survival, resisting death, and spreading disease. followers are often incredibly persuasive beings, able to
As the number and potency of these abilities increase, the seduce with words, gestures, or lies. Of course, their methods
character may draw the full attention of the Lord of Decay. of seduction and their goals as they corrupt their prey may
Those who manage to achieve his notice are granted the vary substantially, but the ability to persuade is very common.
Mark of Nurgle. This mark permeates their very being with In some ways, the addiction to experience that Slaanesh
the most virulent of plagues and the ability to spread them. grants these devotees is a blessing that overcomes many of
Talents that are tied to the Lord of Decay are indicated by the punishments that he might mete out. For just as these
the fact that they have the keyword “Nurgle.” These include devotees crave the pleasures of the fl esh and mind, they also
Hardy, Sound Constitution, Resistance, and others which are crave the most severe of agonies. On those occasions when
specifi cally tied to healing and enhanced physical toughness. a devotee of Slaanesh is tortured to death, the Heretic’s last
words might be wails of ecstasy and devotion to the Prince of
SLAANESH Chaos. Because of this, those who follow the path of Slaanesh
are sometimes more prone to attempt riskier undertakings
“Embrace your hunger, your lust, your desire. The universe is ours for than those who follow the other Chaos gods.
the taking!”
DEDICATING A CHARACTER TO SLAANESH
—Sanctifer LeVay, Cult of the Sacred Union
For some characters, the Prince of Pleasure may not be the
Followers of the Prince of Pleasure are devoted to excess most appropriate Ruinous Power to follow. His path focuses on
and indulgence. They eagerly indulge their desires, no matter the abilities to persuade, understand, and deceive, and this may
how dark or debased. As these Heretics travel through the not be interesting for some characters. While exceptions to this
galaxy, they constantly strive to experience new excesses, and rule exist, these characters may wish to spend time upon other
if that seduces new victims, then so much the better. Those paths before returning to the way of Slaanesh. Since Slaanesh
who taste of Slaanesh’s rites and survive are invariably drawn champions self indulgence in all its forms, however, his path is
to ever more indulgences, and thus start down the track of thematically appropriate for a wide range of Heretics.
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devotion to Slaanesh. During the latter stages of character creation, and
Devotees of Slaanesh revel in self indulgence and hedonism. throughout their career progression, Heretics connected to
They are interested in pleasing themselves and notions of the Prince of Pleasure must choose Talents and Traits that are
restraint or sacrifi ce are foreign and unwanted. However, specifi cally focused upon the arts of persuasion and seduction.
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the nature of that excess varies wildly. Not all devotees of Loyalty to Slaanesh permits these characters to easily attain
Slaanesh are devoted to physical debauchery. Gastronomic these abilities. As the number and potency of these abilities
delights, novel sounds and smells, one’s own appearance, or increase, the character may draw the full attention of the
even the thrill of victory in battle are all pleasures pursued Prince of Pleasure. Those who manage to achieve his notice
by Slaanesh’s devotees. In the service of Slaanesh, physical are granted the Mark of Slaanesh. This mark transforms their
punishment has no meaning—it is a perverse form of very being into an entity of inhuman beauty. These creatures
pleasure in and of itself. Rather, the only thing analogous to a may turn many to their cause with only a few words.
punishment might be the endless repetition of a tedious act or Talents that are tied to the Prince of Pleasure are indicated
the complete isolation from the world of sensation. by the fact that they have the keyword “Slaanesh.” These
Some Heretics can only draw pleasure from carnal include Air of Authority, Demagogue, and Rapid Reaction.
experiences. They are masters of seduction, wielding both
pleasure and pain as their tools. Inhuman beauty often TZEENTCH
characterises these Heretics. Frequently, their besotted prey
are only too willing to comply with the unholy requests of “All is Dust.”
these unearthly beauties.
Other Heretics prefer to engage the mind and emotions —Battlecry of the Thousand Sons
as they engage the body. For them, their seduction may There are those who say that the Lord of Destiny knows the
proceed from works of art or philosophy. They present awe- fate of every living being. Of those who believe this, some
inspiring pieces as bait to entrap those who are drawn to their try to fi ght against their nature. These fools often create their
magnifi cence. Some of these Heretics even seed the galaxy own destruction as they attempt to do battle with the very
with artefacts they have crafted, specifi cally to draw upon their essence of their beings. Others accept this truth and embrace
prey’s greed to compel them into worship of Slaanesh. These their nature. In so doing, their eyes can be opened to the
masterpieces invariably bear the taint of the warp. A painting world beyond themselves. Many of these who have come to
may bear a spectacularly rendered malformation, or a poem or grips with the essence of reality choose to follow the path of
symphony might have an unnatural rhythm that corrupts the Tzeentch, the Architect of Fate.
mind, and twists it towards the ways of Slaanesh. Similarly, Heretics that embrace the path of the Changer of the
philosophical texts could alter the mind of the reader as he Ways are drawn ever more deeply into a web of truths, both
engages it, twisting him to the ways of this Ruinous Power. philosophical and scientifi c. In the path of their dark lord,
Slannesh’s devotees constantly strive to seduce new allies these devotees truly learn that knowledge is the key that can
to their cause, as the seduction and corruption of each new be used to unlock tremendous power. For some, this power
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is a true manifestation of the energies from the warp. For DEDICATING A CHARACTER TO TZEENTCH
others, the power is a metaphor for control. These characters Some characters may fi nd that the Master of Fortune’s ways
discover hidden truths and use those secrets to control the are not suited to their approach. Those unwilling to use
actions of those they meet. secrecy, accumulate knowledge, and indulge in plots and
Many who follow Tzeentch cannot abide a mystery. These
characters amass knowledge in all its myriad ways. Often, plans are ill-suited to Tzeentch’s path. They must change
tactics as appropriate to the situation and constantly
they are the purest of researchers—coveting knowledge for develop new tactics. Those who prefer a single solution to
its own sake, rather than for some useful purpose. They strive every problem, particularly if that tactic is one that lacks
for the thrill of discovery, and each new revelation offers all subtlety, may not be well-suited to this path. Those
new vistas of research. As one puzzle is assembled, countless who do not appreciate the miracle of discovery and the tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion tion
others appear to be solved in turn. magnifi cence of holding knowledge hostage may wish to
At times, however, an esoteric bit of knowledge that
they have acquired can become incredibly useful. It might choose an alternative patron.
During the latter stages of character creation, and
be that they are suddenly capable of blackmailing prey into throughout their career progression, Heretics connected to
following their directives. On other occasions, they might be the Architect of Fate must choose talents and traits that are
aware of a foe’s weakness, even if their target is not. It could specifi cally connected to knowledge in its countless ways
be that they are intimately familiar with a piece of xenotech and uses. For many, this includes the paths of the psyker
or archeotech, thanks to the knowledge provided by their and sorcerer. Loyalty to Tzeentch permits his devotees to
dark sponsor. For some, it may even be that the knowledge more easily attain these abilities than those who are not true
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with the warp, revelling in the very essence of Chaos and increase, the character may draw the full attention of the
experiencing the constant glories of creation. Great Conspirator. Those who manage to achieve his notice
Tzeentch expects those who follow his path to earn his
devotion. Though his knowledge is limitless, he hordes are granted the Mark of Tzeentch. This mark transforms their
very being into a physical manifestation of the spiritual energy
that information, doling it out to those who serve him only of the warp. By their very presence, they become a living
in accordance with his grand schemes. In order to earn gateway between the physical realm and the Immaterium.
the Dark God’s continued benevolence, they must also Talents that are tied to the Changer of the Ways are
the Dark God’s continued benevolence, they must also
the
T
alents
Chang
e
t
ar
to
tha
tied
e
W
ar
the
ays
er

of
provide him with infl uence and revelations. He expects his indicated by the fact that they have the keyword “Tzeentch.”
provide him with infl uence and revelations. He expects his
the
ted
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y
b
eyw
or
the
k
zeentc
h.”
d
“T
tha
t
f
act
v
e
they
ha
followers to discover the most intelligent of minds and
followers to discover the most intelligent of minds and T hese inc lude Eidetic Memor y and F a v our ed b y the
These include Eidetic Memory and Favoured by the
draw them into his paths. The thrill of research and Warp among others.
draw them into his paths. The thrill of research and
ar
W
p among others
.
discovery can be a powerful temptress. When the
discovery can be a powerful temptress. When the
proffered discoveries reveal whole new fi elds of
proffered discoveries reveal whole new fi elds of
UNALIGNED
research, their seductive potency becomes orders
research, their seductive potency becomes orders UNALIGNED
of magnitude more powerful. Some of those
of magnitude more powerful. Some of those
“We are Returned! Death to the False
who follow Tzeentch’s paths may view the
who follow Tzeentch’s paths may view the “W e ar e R eturned! Death to the F alse
Emperor!”
universe with knowledge that is simply Emperor!”
universe with knowledge that is simply
incomprehensible to those who have not —War cry of the Black Legion
incomprehensible to those who have not
beheld his majesty.
Chaos represents the primal force of
Many of the most powerful psykers Chaos represents the primal force of
Many of the most powerful psykers
destruction throughout the universe.
and sorcerers in the service of Chaos destruction throughout the universe.
and sorcerers in the service of Chaos
Without its infl uence, the universe would
are followers of Tzeentch, for the Lord Without its infl uence, the universe would
are followers of Tzeentch, for the Lord
remain a statically consistent place, with
of Fate is the master of mental abilities remain a statically consistent place, with
of Fate is the master of mental abilities
no hope for change or development. Only
in all their myriad forms, including
in all their myriad forms, including no hope for change or development. Only
through the fi res of change can evolution
psychic powers, magic, and sorcery. through the fi res of change can evolution
psychic powers, magic, and sorcery.
and progress occur. That which is must be
Those who study the darkest arts frequently
Those who study the darkest arts frequently and progress occur. That which is must be
broken down so that it might be supplanted
possess the mental acuity consistent with a a
possess the mental acuity consistent with broken down so that it might be supplanted
by that which has yet to come. Those who
follower of the Architect of Fate. As they search by that which has yet to come. Those who
follower of the Architect of Fate. As they search
are “unaligned” do not dedicate themselves
out new ways and new techniques, uncovering are “unaligned” do not dedicate themselves
out new ways and new techniques, uncovering
to a single Ruinous Power. Instead, they
dark secrets and deciphering forbidden to a single Ruinous Power. Instead, they
dark secrets and deciphering forbidden
may offer homage to all, one, or none as the
puzzles, they are fulfi lling the desires
puzzles, they are fulfi lling the desires may offer homage to all, one, or none as the
situation demands.
of this Ruinous Power. Among these,
of this Ruinous Power. Among these, situation demands.
Describing characters as followers of a “path”
accepting that they serve Tzeentch
accepting that they serve Tzeentch is is Describing characters as followers of a “path”
of unaligned is often a bit of an exaggeration.
often little more than a trifl e. For as of unaligned is often a bit of an exaggeration.
often little more than a trifl e. For as
Characters with this devotion are simply those
they come to grips with their Dark God’s Characters with this devotion are simply those
they come to grips with their Dark God’s
who have not chosen to embrace the path of a
ways, they may abruptly realise that they who have not chosen to embrace the path of a
ways, they may abruptly realise that they
specific Dark God. Some of these Heretics may

have been serving him for their entire lives.
have been serving him for their entire lives. specifi c Dark God. Some of these Heretics may
call upon a specifi c Dark God as appropriate to
call upon a specific Dark God as appropriate to
a situation at hand. Others may vocally endorse
a situation at hand. Others may vocally endorse
c god, but not hew to that entity’s path.
a specific god, but not hew to that entity’s path.
a specifi

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Others might eschew the whole notion of unholy metaphysics, KEEPING A CHARACTER UNALIGNED
instead pursuing their own personal goals and desires. While some poor damned, deluded souls may think they can
Generally speaking, however, these characters despise the
Imperium and desire its destruction, whether this is because follow the path of the unaligned to play the various gods
against the other, this is a foolish and futile notion. The Dark
of a personal vendetta, the belief that it is an unchanging Gods are completely unknowable and incomprehensible, and
monolith dedicated only to self preservation, or some other one might as well attempt to outwit a hurricane. Of course, a
reason entirely. These agents of Chaos believe that in order Heretic might maintain these foolish beliefs, but not because
for humanity to complete their conquest of the galaxy, he is succeeding in his deluded quest. More likely, his pitiful
they must fi rst rebuild themselves. Only after this has been musings have merely been disregarded by capricious entities
accomplished can mankind begin to come to grips with their far more powerful than himself.
ascendancy to embrace the ways of the Immaterium. Other devotees may only be unaligned briefl y. It may be
Keep in mind that unaligned characters are not necessarily
heroic revolutionaries. While there are exceptions, they do not that they have fallen out of favour with their current patron. It
might also be that they have heard the siren song of one of the
fi ght for justice, liberty, or to establish a civilisation dedicated other Ruinous Powers. As they transition their loyalties, they
to peace and higher learning. These Heretics fi ght because of may briefl y consider the ways of the full spectrum of Chaos.
their own pride, ambition, anger, or any number of other self- Some might even begin a transition, but then fail to complete
serving reasons. They have no qualms about instituting their it as they discover the full glory of a more independent Heretic.
own systems of oppression, nor do they object to spreading Yet other devotees of the Ruinous Powers may choose to
grief, tragedy, and injustice by their very actions. Their paths follow the path of the unaligned because none of the four
are not dedicated to the good of the population as a whole. Chaos gods exemplify their beliefs. For example, such a
Instead, they embrace the ways of the Immaterium, often so character might embrace the glories of combat, but prefer
that they can simply revel in the destruction that their unholy to show more discipline than is permitted for those on the
power can infl ict. path of Khorne. Alternatively, they might hew too closely to
These Heretics are also not beyond the notice of the
Chaos gods, or the notice of other entities that travel the the paths of two or more of the Dark Gods. Such a character
might be a powerful sorcerer, Devoted to Tzeentch, who also
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depths of the Warp. While they do not directly serve any engages in the manipulative and seductive ways of Slaanesh.
specifi c Ruinous Power, neither do they escape their notice These Heretics, who forge their own paths, are most likely to
or enjoy their protection. Any of the four Dark Gods may remain unaligned.
attempt to garner infl uence with an unaligned character, both Finally, there are those for whom the idea of pledging
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by granting blessings and making requests for service. In this oneself to any master is anathema. By remaining unaligned,
way, these followers may gain blessings associated with any these individuals believe they remain independent and true
of those powers. In turn, an unaligned Heretic often has no to themselves. In a way this is true, for the less they immerse
problem with calling on any of the Dark Gods to aid him in themselves in one particular path, the less likely their goals and
a particular task—usually the one most suitable depending ideologies are to shift and merge with a single Ruinous Power.
on the situation. For those Heretics who have an interest and methodology
Similarly, other lesser powers may also make contact with
these Heretics. Some of these daemons, though far weaker that is consistent with one of the four Chaos gods, remaining
unaligned is a poor choice. These characters are better served
in power than the Dark Gods, command far more infl uence by accepting the gifts that the Ruinous Powers seek to grant
and arcane majesty than any human mind could hope to them directly for their loyalty. Such characters also fi nd that
comprehend. At times, these entities might set tasks before they are more capable of advancing within their specialities
Heretics who follow this path. Through their infl uence, they than a character who attempts to forge their own, unaligned,
may receive tremendous blessings, or they may be damned to a path. It is only when the restrictions of their specifi c paths
life of hideous transformation within the confines of the Warp. become too overwhelming that these Heretics should even

While this path offers the broadest variety of opportunities
to its followers, it also provides the least security and direction. consider the ways of being unaligned.
During the latter stages of character creation, and
Those who work with the lesser powers of the warp may throughout their career progression, Heretics that wish to
not fully appreciate the nature of those entities with whom remain unaligned must be careful to balance their selections
they deal. A daemonic power might make promises to the of Talents. While they may choose any Talents for which they
character that it is incapable of fulfi lling. Similarly, if a meet the prerequisites, they should avoid over-specialising in
Heretic upon this path angers one of the Dark Gods, he has any path associated with a specifi c Ruinous Power. If they
no patron to turn to for protection. These characters must choose to accept a disproportionate number of talents or Traits
carefully consider their decisions and remain conservative in that are tied to a single deity, they instead become associated
the risks they accept. Otherwise, a dark power might simply with that Dark God’s path. As a consequence, they move from
overwhelm their meagre resources and consign the Heretic being unaligned and become a devotee of that god.
and his followers to their cause permanently.
88


USING SKILLS


SKILL RANKS

SKILL

DESCRIPTIONS


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Chapter III: game play. More often than not when the GM asks a player to
Chapter III:
complete a task or overcome a challenge the player’s character
Skills will need to pass a Skill Test to determine the outcome.
USING SKILLS
“Knowledge is a sharpened blade in willing hands and the eager Skills can be used in a wide variety of situations from

mind a razors edge to sink deep into the flesh of your foes.” deciphering an ancient and cryptic pre-Heresy text or to
sneak past a murder servitor. When a Skill Test is required
–Zygthu Hel, Anointed Sorcerer of the Burning Path it is set by the GM based either on the actions of the PC
unning and strength alone are not enough to walk the or as a response to the actions of NPCs and game events.

path to glory; a true servant of the Dark Powers must The outcomes of successful or unsuccessful Skill Tests can
Calso be knowledgeable, insightful, and skilled. After all, vary widely and are covered in more detail in the individual
what use are the tools of destruction if one does not know how descriptions of each Skill.
to use them? And what use is the will to fight a foe without the

knowledge of how best to defeat him? A true champion of the SKILL TESTS
gods uses this kind of knowledge like a blade, cutting down All Skills are based on a Characteristic. When a character makes
those that oppose him or carving away the dead meat of his own a Skill Test he is testing a Characteristic. If he rolls equal or less
retinue in his endless quest to gain favour with his dark masters. than his Characteristic on a 1d100 then he has been successful, if
Knowledge and skill also often mark the difference between he rolls higher then he has failed. More details on Characteristics
those that draw the eye of the gods and those that are destined and Tests can be found in Chapter I: Playing the Game.
to fall at their feet writhing in agony as their fl esh twists, their
bones snap, and they end their days as gibbering spawn.
IN BLACK CRUSADE these abilities are represented by EXAMPLE
Skills and are the basis for a character’s capabilities and the Nick’s character Azlyon is attempting to climb down the outside of
ways in which he can interact with the Warhammer 40,000 a war-torn hab. Since this presents a challenge, and success is not
universe. Whether a character wants to use Survival to track a guaranteed, the GM asks Nick to make an Athletics Skill Test for
wounded beast, Athletics to swim across a fi lth choked canal, Azlyon. Athletics is based on Strength and so Nick notes Azlyon
or Operator to drive an Imperial battle tank, Skills form an has a Strength of 35. Nick then rolls 1d100 and scores a 27. He
integral part of all characters in measuring their ability and has rolled less than his character’s Strength and so has passed his
competence at tasks and allowing them unique options during Athletics Skill Test. Azlyon descends from the ruin without incident.
90


must, such as attempting to hide from an enraged Flesh Hound
OPPOSED SKILL TESTS
Sometimes the outcome of a Skill Test depends on the actions or trying to climb out of a pit of corpses before drowning in
rotting fl esh. In these instances the character makes a Skill
of others and how well they can spot, argue, or hide from Test as normal but suffers a –20 penalty in addition to any
the character. In these instances the GM may call for an other modifi ers.
Opposed Skill Test. In an Opposed Skill Test, both the PC There are several exceptions to this rule, but only when
and the NPC, or the force opposing him, make a Skill Test as dealing with certain Skills which require a level of ability that
detailed above. Both parties then work out how much they cannot be attempted by the untrained, such as knowledge of
have passed (or failed) their test by with the largest margin the dark history of a particular daemon prince, commanding
of success (or least margin of failure) indicating the winner.
More details on Opposed Skill Tests can be found in Chapter a Mars-class Battlecruiser, or speaking fl uently with an Eldar
I: Playing the Game. Corsair in its own language. Which Skills are Specialist Skills
is indicated both in the Skill list.

EXAMPLE SPECIAL USES
Having negotiated the ruined hab block, Azlyon runs into an Several Skill entries have subsections that detail a specific, focused

Ashlander scavenger. To see if the Ashlander spots Azlyon as he tries use outside its usual employment. These sections spotlight a
to duck away and hide the GM calls for an Opposed Test between particularly creative of interesting uses of the Skill, allowing for
the Awareness Skill of the Ashlander and Azlyon’s Stealth Skill. greater variety of Skill applications. Special Uses and their effects III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Sk
The Ashlander then rolls 1d100 against his Perception (the base can be found at the end of each relevant Skill description.
characteristic for Awareness) of 37 and scores a 41, while Azlyon
rolls 1d100 against his Agility (the base characteristic for Stealth) SPECIALIST SKILLS
of 47 and scores a 77. Even though both the Ashlander and Azlyon
failed their test Azlyon failed by a larger margin than his opponent Some Skills are not just one Skill but many, representing
and so has lost the Opposed Test. Spotting Azlyon as he tries to hide a specialisation within the Skill itself. These are known as
the Ashlander readies his meat-hewer and moves in to attack. Specialist Skills and whenever a character learns a Specialist
Skill they must choose a particular specialisation within it.
Guidelines on which Skills require Opposed Tests and the Specialisations represent such things as specifi c knowledge of
Skills which opposed them can be found in the individual places, people and events, the ability to read and understands
Skill descriptions below. maps as well as the ability to plot a course across a world
or the stars themselves, and the ability to speak, read or
MODIFYING SKILL TESTS understand one of the countless languages, codes or glyphs
Quite often circumstances make a Skill test either harder or used by the races of the 41st millennium.
easier, increasing or decreasing the character’s chances for A character may take a Specialist Skill more than once,


success. In these instances the GM applies modifiers to the Skill taking a new speciality each time he takes the Skill. If a
Test to represent the difficulty or ease of the task, such as a bonus character takes a Specialist Skill more than once (each time

when trying to detect a large and obvious threat with Awareness choosing a new speciality), each speciality is treated as a
or a penalty when trying to swim across a fast fl owing river separate Skill and must be advanced in Rank individually.
with Athletics. Modifiers to Skill Tests can also come from other

sources such as Talents, Traits, and Gear and can be found in EXAMPLE
Chapter IV: Talents and Traits and Chapter V: Armoury. Example: Nick is taking a new Skill for his character Azlyon. He
Characters can gain bonuses to their Skill Tests for having higher decides to have Azlyon learn the Operator Skill so that he can drive
Ranks in Skills as detailed in Gaining Skills below. a newly acquired dust-skiff. Azlyon already has the Operator Skill
with a specialisation in Spacecraft, and so takes Operator with a
EXAMPLE specialisation in Skimmer as a new Skill. Though it uses the same
Azlyon is attempting to land a troop transport after descending base characteristic, for all purposes Nick treats this as adding a new
from low orbit. Entering the atmosphere he flies straight into a storm Skill to his character.

front. To maintain control of the craft the GM makes Azlyon make
an Operate (Aeronautica) Skill Test, imposing a –20 penalty for the
severity of the storm. Azlyon rolls 1d100 against his Agility of 47 A list of the individual specialities within each Specialist
and scores a 34. Normally this would be a success. However, he must Skill can be found within the individual Skill descriptions.
subtract 20 from the Characteristic due to the penalty for the storm,
reducing it to 27 and thus resulting in a failure. SKILL DESCRIPTORS
Some Skills fall into broad categories that use common rules.
UNTRAINED SKILL USE These descriptors allow both players and GMs to instantly

It is unlikely that a character is trained in the use of every identify the appropriate rules section from Chapter I:
Skill; focusing instead on the mastery of a few and profi cient Playing the Game for their resolution. These categories
knowledge of a handful of others. However, a character can include: Crafting, Interaction, Investigation, and Movement.
still use Skills in which they have no training when needs


91


USING ALTERNATIVE INTERACTION SKILLS AND CROWDS

CHARACTERISTICS It is possible for a skilled commander or masterful
orator to infl uence or control groups of people at
Every Skill has a base Characteristic indicated in its the same time. When a character uses a Skill with
description that is used to test against when making a the Interaction descriptor he can if he chooses affect
Skill Test. Most of the time this is the Characteristic a a number of people up to his Fellowship Bonus,
character uses to determine success or failure. However, provided they can all clearly hear and understand him.
in some circumstances, when setting a Skill Test, the If it is an Opposed Test then the character only makes
GM may wish to substitute an alternative characteristic one roll and compares the result to the rolls of each of
which better suits the situation.
the people he is trying to affect to determine success.

EXAMPLE INTERACTION SKILLS

Azlyon is attempting to camouflage his dust-skiff while he All Skills with the Interaction descriptor involve interplay
travels off on foot. The GM decides that he should use the with others. The diffi culty of these Skill Tests depends on the
Stealth Skill. He also decides that hiding a vehicle has little individual’s disposition towards the character, as defi ned by
to do with Agility (the base characteristic for Stealth) and the GM, and according to the circumstances of the encounter.
more to do with Perception and whether or not Azlyon See page 276 of Chapter VIII: The Game Master for more
notices he has left some part of it exposed. Therefore information on NPC disposition.
Azlyon makes a Stealth Skill Test (factoring any bonuses
for talents, gear or extra Ranks in the Skill) testing against INVESTIGATION SKILLS
his Perception rather than his Agility.
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Most of the Skills with the Investigation descriptor allow
characters to collect information from various sources, and
CRAFTING SKILLS require Extended Tests as characters try to gather detailed
Crafting Skills allow characters to create things from parts intelligence on their foes or their mission. The GM determines
or raw materials. These creations can vary from exotic drugs the proper time frame for the test using the guidelines found
and custom weapons to disturbing works of art and fi endish in the descriptions of the Skills and his own common sense
traps. The GM sets up an appropriate Extended Test for based on the task at hand, as it takes far longer to uncover the
l
the task, and its resolution follows the guidelines in the secret base of a rival cult than it does to scout the ocation of
Crafting sidebar. an armoured column.
MOVEMENT SKILLS
Skills with the Movement descriptor all relate to a character’s
mobility, anything from daring leaps across chasms to
climbing up sheer cliffs. They involve the ability to move
across, through, over, or between a character’s environment.
Movement Skills are all adversely affected by reductions to
the character’s mobility (such a crippling injuries to limbs) or
environmental factors as detailed on page 40.
Gaining Skills
As the Heretics survive adventures and develop during
game play they naturally become more competent and the
range of their abilities expands and strengthens. A Player’s
Table 3-1: Skill Ranks
Rank Benefit

Use the Skill without the –20 penalty
One (Known)
for being untrained.
Two (Trained) +10 on all Tests with this Skill†.
Three (Experienced) +20 on all Tests with this Skill†.
Four (Veteran) +30 on all Tests with this Skill†.
†Characters only use the highest bonus. .
y use the highest bonus
s onl
y use the highest bonus
†Char
y use the highest bonus
acter
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Table 3-2: Skill List

Skills Characteristic Alignment Descriptors
Acrobatics Agility Slaanesh Movement
Athletics Strength Khorne Movement
Awareness Perception unaligned —
Charm Fellowship Slaanesh Interaction, Investigation
Command Fellowship Khorne Interaction
Commerce Intelligence unaligned Interaction, Investigation
Common Lore † Intelligence unaligned Interaction, Investigation
Deceive Fellowship Slaanesh Interaction, Investigation
Dodge Agility Slaanesh Movement, Combat
Forbidden Lore ††, † Intelligence Tzeentch Interaction, Investigation
Inquiry Intelligence unaligned Interaction, Investigation
Interrogation Willpower unaligned Interaction, Investigation
Intimidate Willpower Nurgle Interaction, Investigation
Linguistics † Intelligence unaligned Interaction, Investigation
Logic Intelligence Tzeentch Investigation III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skills III: Skill
Medicae Intelligence Nurgle —
Navigation † Intelligence unaligned —
Operate (Surface) Agility unaligned —
Operate (Aeronautica)
†† Agility unaligned —
Operate (Voidship) †† Intelligence unaligned —
Parry Weapon Skill Khorne Combat
Psyniscience Perception Tzeentch —
Scholastic Lore † Intelligence unaligned Interaction, Investigation
Scrutiny Perception Tzeentch Interaction, Investigation
Security Intelligence unaligned —
Slight of Hand Agility unaligned —
Stealth Agility unaligned Movement
Survival Perception Nurgle Crafting, Movement
Tech-Use Intelligence unaligned Crafting, Investigation
Trade † Intelligence unaligned Crafting, Interaction

†Denotes a Specialist Skill
†Denotes a Specialist Skill
†Denotes a Specialist Skill
††Denotes a Skill that cannot be used untrained.
††Denotes a Skill that cannot be used untr ained.
Character learns new Skills and improves existing ones, Skill
getting steadily better and unlocking new options during
play and new ways of overcoming challenges. Skills like
other kinds of advances are bought, either during character Descriptions
creation or during play, by spending experience points.
The amount of experience points a Skill costs depends its he following are a series of in-depth descriptions of
Rank and a character’s affi liation to the gods as detailed in the Skills in BLACK CRUSADE, their uses, and other
Chapter II: Character Creation. Tvaluable information.

SKILL RANKS ACROBATICS (AGILITY)

Simply knowing a Skill is very different from having Acrobatics covers feats of agile movement, graceful motion,
mastered its use and different characters are likely to be and mastery of balance and form. With this Skill characters can
able to use different Skills at varying levels. To represent leap nimbly across yawing chasms, maintain their balance on
this, all of a character’s Skills are ranked from one to the pitching ship deck or fall gracefully to the ground without
four, representing his level of ability. The benefits of snapping their limbs. In combat a skilled acrobat can summersault,

having a Skill at a higher Rank is detailed on Table flip or cartwheel away from foes, twisting his body out of reach of
3-1: Skill Ranks. their enemy or slipping past them in a blur of motion.
The GM may call on players to use the Acrobatics Skill when:
• They must avoid falling over on unstable ground.
• They wish to jump down from a height and land well.
• They want to move over or around a foe or obstacle in
their path without breaking their stride.


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CRAFTING

It is possible with the right skills and materials for a character to create their own items, either crafting basic gear and equipment
like spears and storm-cloaks, brewing up herbal remedies or even advanced drugs and medicines, and building advanced gear
such as automatic rifl es or grenades. To create an item a character needs three things: the right Skill, materials, and time.
CRAFTING SKILLS
There are three different kinds of crafting Skills, each one covering the creation of different kinds of items.
Chem-Use: This Skill allows a character to create all manner of drugs and poisons as detailed on page 181 of Chapter
V: Armoury. With the GM’s permission players may even create new drugs and poisons based on the venom of slain
creatures or to mimic the effect of certain worlds or environments. When creating drugs or poisons a character always
needs at least a small sample of the substance he is trying to create.
Survival: This Skill allows a character to create any kind of primitive device or basic items such as clothing or foodstuffs.
Survival can be used to craft any item with the Primitive Special Quality or any Primary Weapon (see Chapter V:
Armoury). With the GM’s permission players may also create any simple item with this Skill provided it can be fashioned
from unprocessed materials and lacks any complex moving parts (i.e. clothing, a cart, a hovel, etc.).
Tech-Use: This Skill allows a character to create complex or technical devices such as those commonly created within the
forges of Imperial worlds. With the GM’s permission any weapon, armour, explosive or piece of tech can be created using this

Skill. However, unlike Survival and Chem-Use, many items created using this Skill are fiendishly complex or their design a
closely guarded secret and are only available to character with the right knowledge and access to advanced workshops.
MATERIALS
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When creating an item a character must have access to the right materials, otherwise he cannot make it. Whether or not
these materials are on hand is up to the GM, though common sense should play a part (i.e. a character on a Feral world is
going to have access to lots of basic materials good for the Survival Skill but might have trouble fi nding the complex parts
or manufacturing base needed to make an autogun). Once it has been determined whether or not the materials are on hand,
the GM then decides if the character needs to expend any resources acquiring them. As a general rule, when creating items
using the Tech-Use Skill (or the Chem-Use Skill when creating advanced drugs such as those not occurring naturally)
characters must always buy materials. Items crafted with Survival, on the other hand, can other be made from “found”
materials, such as fashioning a bow when in a forest, or making a spear from scrap metal in an underhive.
When acquiring materials for crafting determine the items Availability and then decrease it by one step (i.e. Average
items become Common, Common items become Plentiful, etc.). The character then makes an Acquisition Test to buy the
materials just as if he were buying an item. Once he has the materials he can then try to create the item.
TIME
Creating an item takes time and is always an Extended Test set by the GM. The length of the Extended Test and the
time it takes depends on the complexity of the item. While both these factors are up to the GM he can use Table 3–3:
Crafting Items as a guideline.
TABLE 3–3: CRAFTING ITEMS
Type of Item Time Extended Test Successes
Chem Use Items
Natural Drugs/Poisons 1d5 hours 4
Synthetic Drugs/Poisons 2d10 hours 8
Survival Items
Weapons 1d5 hours 5
Armour 1d10 hours 6
Gear 1d5 Hours 3
Tech-Use Items†
Weapons 1d5 Days 8
Armour 1d10 Days 12
Gear 1d5 Days 8
†Note in the case of Tech-Use, characters cannot create items they would not have access to designs for.
The GM can also modify Crafting tests depending on factors such as the presence of assistants, the workshop or lab
available or an excess of funding or materials. Some example modifi ers for crafting can be found in the individual Skill
descriptions for Chem-Use, Survival, and Tech-Use.
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SPECIAL USES FOR ACROBATICS

The following are certain special uses for the Acrobatics Skill.
CONTORTIONIST
A character can use his Acrobatics Skill to escape from bonds or the grip of a foe by twisting and turning his body. As
a Full Action a character may make an Acrobatics Skill Test to free themselves from bonds, such as rope, manacles or
the like. This test may only be attempted once to escape restraints; if he fails to free themselves the fi rst time then he is
simply too tightly bound and unable to contort his way free. The GM may modify this test depending on the quality of
the bonds the character is trying to escape from.
Characters may also use Acrobatics to escape from a grapple (see page 243) by using their Acrobatics Skill instead of
their Agility or Strength when grappling.
MANOEUVRING
In combat, a character capable of acrobatics can more easily avoid foes or retreat from combat without harm. The
character may make a Disengage Action (see page 235) as a Half Action (rather than a Full Action) if he makes an
Acrobatics Skill Test.
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A well-trained acrobat excels at jumping, leaping, and lessening the effect of falls by folding their body as they hit the
ground. When jumping or leaping (see page 40) a character may use his Acrobatics Skill in the place of Agility and
Strength tests. When falling a character can make an Acrobatics Skill Test to reduce the distance fallen by a number of
metres equal to their Agility Bonus.

swimmers, though both may have similar upper body strength.
EXAMPLE MODIFIERS A GM can keep this in mind when determining the diffi culty
of a Test. For example, a character from a desert world or a
Moving in an open environment with Earth-like
+30 Heretek with extensive augmentic parts could be required to
gravity, or completely unarmoured.
Moving through an open forest or tall grass field, or with make more diffi cult Athletics Tests to swim across a river than a

+20
hands free of weapons or other objects. character who grew up on an aquatic hive world.
Moving in a low gravity environment, wearing armour
+10
only on torso. EXAMPLE MODIFIERS
Moving across rubble or debris, or in loose and
+0
shifting sand. Climbing a ladder in a hurry or swimming in
–10 Moving in obstructed terrain, or in heavy armour. +30 perfectly calm water.
Moving in zero gravity or with both hands tied
–20 Climbing across a gantry or swimming with some
behind one’s back. +20 method of staying afl oat.
Moving in an environment with gravity three times
–30 Climbing the outside of a hive or swimming with
Terran standard. +10
specialised gear (i.e. fl ippers).
Climbing a rough rock wall with protruding stones,
Skill Use: Full Action unless otherwise noted. +0 or swimming across a deep lake.
–10 Climbing a brick wall or swimming a slow river.
ATHLETICS (STRENGTH) –20 Climbing a ferrocrete wall without climbing aids or
swimming against a current.
Athletics is the ability to run long distances, climb sheer Climbing up a slick plasteel bulkhead or swimming
surfaces ,and swim strongly without tiring or faltering. –30 in a storm.
It encompasses all manner of strength and brawn based
tasks that a character may undertake; a skilled athlete can Skill Use: Full Action unless otherwise noted.
run for miles, heft mighty loads, or cross fast-fl owing rivers
with relative ease. Athletics also allows a character to push
themselves to greater levels of endurance and shrug off the AWARENESS (PERCEPTION)
effects of fatigue when running, swimming, or climbing. Awareness is a character’s ability to understand and be aware
The GM may call on players to use the Athletics Skill when: of his surroundings and is vital to all characters who wish
• They must swim across a body of water or try to stay afloat. to see danger coming. A character skilled in Awareness is

• They wish to push themselves beyond their limits and able to notice small details, sounds or smells before others
keep going even when exhausted. and interpret what they might be and where they might be
• They want to climb a cliff or cross extremely rough ground. coming from. Awareness is most often used when trying to
A character’s background may dispose him more towards spot hidden foes or ambushes, though it can also be used to
certain types of athletics. Not all skilled climbers make excellent fi nd hidden objects.



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CHARM (FELLOWSHIP)
SPECIAL USES FOR ATHLETICS
Charm is the ability to sway the reactions of others or impress
The following are special uses for the Athletics Skill. people with a smile and kind word. A character with the Charm
Skill can turn a hostile situation into a friendly one or ingratiate
ENDURANCE
their way into secure places past suspicious guards. Charm
Trained athletes are extremely fit and can push need not be used whenever a character speaks to someone in

themselves far beyond the ability of normal people. a pleasant manner, but should be used whenever he wishes to
As a Free Action, a character with the Athletics Skill modify a character’s disposition and opinions, or persuade them
may make an Athletics Skill Test at –10 whenever they to do something they may not have any interest or reason to do.
suffer a level of Fatigue (see page 256) as a result of When Charm is used against an opponent (such as to
running, swimming, or climbing to ignore its effects. change their mood) it is an Opposed Test (see page 91).
The character may continue to take tests and ignore Charm is opposed by Willpower.
Fatigue gained in this way indefi nitely; however as soon The GM may call on players to use the Charm Skill when:
as he fails a test he must rest for at least 4 hours and • They want to make someone like them.
cannot use his Athletics Skill again during that time. • They wish to distract someone by drawing their focus

HEFT away from others
• They are gathering information from locals or strangers
Athletes are also known for their strength and can
lift great weights for short periods of time. As a Free
Action, a character may make an Athletics Skill Test to EXAMPLE MODIFIERS
increase their carrying capability for a single Encounter.
For every Degree of Success the character achieves his +30 Subject is already very friendly or loyal or the
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Strength is increased by 10 for the purposes of how character is obviously harmless.
much weight they can carry, lift, or drag (see page 41) to +20 Subject is friendly, or the character adds incentive
such as a bribe.
a maximum of modifi ed Strength of 100. Hefting may Subject is naturally talkative or the character is of a
only be attempted once, and if the character fails the test +10 favoured gender or social class.
he may not try again until the next Encounter. Subject is ambivalent to the character, or has no prior
+0
reason to do what the character suggests.
In general, Awareness is used when trying to spot items Subject doesn’t wants to be bothered, or the character
or individuals that are either hidden or diffi cult to notice. –10 is rude or aggressive.
Scrutiny is used to interpret hidden emotions, motivations, Subject is suspicious of the character, or the character
or other undercurrents. So while spotting someone hidden –20 heavily armed.
utilises Awareness, telling when someone lies requires –30 Subject is actively hostile, or the character has
Scrutiny (page 108). wronged the subject previously.
When Awareness is used against an opponent (such as
to spot an ambush) it is an Opposed Test (see page 91). Skill Use: One minute or more (the length of a conversation,
Awareness opposes and is opposed by Stealth. though brief interactions may provide opportunities as well).
The GM may call players to use the Awareness Skill when:
• They are walking into an ambush or being spied upon
by a hidden foe.

• They want to search an area for clues or find a hidden item. SPECIAL USES FOR AWARENESS
These are special uses for the Awareness Skill.
EXAMPLE MODIFIERS LIP READING
Lip reading allows a character to effectively understand
Detecting the approach of a tank, or spotting a jungle
+30 a conversation even though he cannot hear it. The
clearing containing a Marauder bomber from the air.
Detecting a Hulking creature’s passage or noticing a character must have a clear view of the speaker’s mouth
+20 and understand the language used by the target. The
vehicle behind rubble.

Detecting a small object in the open or spying a difficulty of this test is modifi ed by –10 for every 10
+10
camoufl aged artillery piece. metres of distance between the character and the speaker.
+0 Spotting someone in a crowd or searching a room. The GM may assign other penalties for darkness, fog, or
Detecting a well-laid ambush or searching a building other factors affecting vision. However, magnoculars or
–10
for a specifi c document. other vision enhancing devices may offset this penalty
–20 Finding a specifi c spent bolt round on a battlefi eld. or provide a bonus. A successful Awareness Skill Test
Noticing an assassin in a darkened room or searching reveals the general gist of the conversation. Additional
–30
through planetary records for a shipping manifest. Degrees of Success reveal correspondingly more
information. One successful Test is enough to follow the
Skill Use: Free Action made in reaction to something. conversation for the span of roughly one topic.
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SPECIAL USES FOR COMMAND

These are certain unique uses for the Command Skill.
INSPIRE
A charismatic commander can try to inspire his followers to greater efforts through praise, careful direction, or threats of
violence. As a Full Action the character can make a Command Skill Test to inspire one or more of his followers. Inspired
followers receive a +10 on their next Skill or Characteristic Test.
Example: Azlyon is trying to smash his way into an offi cers’ wardroom aboard an Imperial frigate in order to murder
its occupants. Yelling threats at the mutants under his command he attempts to increase their efforts to break down the
door. Using a Full Action (and thus not helping with the door himself) Azlyon makes a Command Test. If he is successful
his followers gain a +10 on their next Characteristic Test (in this case a Strength Test to open the door) increasing the
odds that Azlyon reaches those Imperial offi cers.

TERRIFY
A commander can use the Command Skill to terrify his followers into fearing him more than a Fear-causing foe. As a
Reaction a character can try to counter the effects of Fear (see page 277) in his troops should they fail their Willpower test
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character and the creature add +10 to their rolls for each level of Fear they possess. If the character is successful his followers
may ignore the effects of Fear from this creature for the encounter (they are simply more scared of their own commander).


EXAMPLE
Hyr the Unspeakable is exploring the darkened corridors of a space hulk when his retinue stumbles into a ravenous Genestealer.
Immediately his followers must make a Willpower Test to resist the fear caused by the vile alien, but fail their tests miserably, to a
man. Before working out the effects of the Fear on his followers Hyr (having passed his own Fear test) tries to rally them with his own
terrifying presence as a Reaction. Hyr now makes a Command Test opposed by the Willpower of the Genestealer; Hyr adds +10 as he
has a Fear rating of 1 (in addition to any other bonuses he might have to his Command Skill) and the Genestealer adds +20 for their
Fear rating of 2. Fortunately for Hyr he wins the contest and his followers overcome their fear of the beast, more afraid of what Hyr
might do to them should they run, and fling themselves into the fray.


COMMAND (FELLOWSHIP) EXAMPLE MODIFIERS
Command is the ability to effectively lead men into combat
and direct their actions against the enemy. This Skill +30 Followers have high morale or commands are very
allows a character to control the actions of his followers or simple to follow.
change their standing orders in a combat situation quickly +20 Followers are performing well known tasks or
commands can be followed out quickly.
and accurately without the chance for misinterpretation or Followers outnumber their foes or commands are
mistake. Command can also be used to inspire men to greater +10 familiar to the followers.
feats of courage or bloodthirstiness as well as to counter the Commands are complex or the commander is newly
effects of fear through the threat of violence. +0 in charge of the subjects.
The GM may call a player to use the Command Skill when: –10 Followers are outnumbered by their foes.
• They wish to take control of an NPC under their Followers are performing unfamiliar tasks or
command in combat. –20 commands need to be interpreted.
• They need to rally their followers or organise them in the –30 Followers have very low morale or commands are
face of a surprise attack. very complex or hazardous.
• They want their followers to execute a battlefi eld tactic
such as “hold,” “attack” or “retreat.” Skill Use: Half Action for simple commands, Full Action for
more involved direction.

COMMERCE
(INTELLIGENCE)
Commerce is an understanding of wealth, value, and
exchange and how to use it to either make coin or procure
goods and services for the best price possible. This Skill
covers everything to do with deal making and business
from bartering over chickens in a Feral world market to
engineering interstellar trade agreements and ensuring a


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SPECIAL USES FOR COMMERCE

These are certain unique uses for the Commerce Skill.
BARTER
Commerce can be used by a character to barter for personal items and gain a better than normal price. As part of buying an item
a character may make a Commerce Skill Test opposed by either the seller’s Commerce or Willpower (whichever is better). For
every Degree of Success a character achieves he can temporarily add 2 to his Infamy (see page 304) for a subsequent Acquisition
Test to buy the item. A character may only use barter when they are buying items for themselves face to face with the seller.

EVALUATE
A character can use the Commerce Skill to determine the worth of an item or commodity. The GM should make this
roll in secret, modifying the result depending on the Availability of the item or commodity in question (see above for
example modifi ers). A success tells the player the Availability of the item they are evaluating, while a failure tells them
nothing. If they fail by more than three Degrees of Failure the GM should give them a false Availability.


EXAMPLE

Azlyon is examining a newly-acquired Imperial officer’s powersword with a mind to selling it. Powerswords are normally Very Rare,
however this is an exceptional quality weapon with gilt edges and inlaid gems making it Extremely Rare. The GM secretly makes a
Commence Skill Test for Azlyon. Unfortunately for Azlyon he is both untrained (suffering a –20 penalty) and only has an Intelligence

of 29, modifying his Skill Test to a dismal 09. The GM rolls a 57, more than three Degrees of Success more than Azlyon’s modified
Skill. Because of the margin of failure the GM tells Azlyon’s player that the sword is a cheap fake and only of Common Availability.
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healthy profi t. Commerce also includes an understanding from Scholastic Lore, which represents scholarly learning one
of the value of things and can be used to appraise items or might gain through study and research, and Forbidden Lore,
evaluate something potential worth. which involves hidden or proscribed knowledge. Common
When Commerce is used against an opponent (such as to Lore deals with basic information gained from prolonged
broker a trade deal or haggle over a piece of gear) it is always exposure to a culture or area.
an Opposed Test (see page 91). Commerce opposes and is Unlike other Skills, Common Lore has multiple Specialisations.
opposed by either Commerce or Willpower. See page 91 for more information on how these Specialisations
The GM may call a player to use the Commerce Skill when: work. The Specialisations for this Skill are as follows:
• They want to get a good price for something. Adeptus Arbites: Knowledge of the various arms and
• They wish to start a lucrative business venture. sub-sects of the Arbites, including details of rank structure,
• They are trying to fi gure out how much an item or raw common procedures, and the basic tenets of Imperial Justice.
material might be worth. Adeptus Astra Telepathica: Knowledge of how psykers
are recruited and trained for the Adeptus Terra, including
how Astropaths are used throughout the Imperium, and the
EXAMPLE MODIFIERS basics of sending and receiving astro-telepathic messages.

Adeptus Mechanicus: A general understanding of
+30 Dealing with a highly-trusted merchant.
+20 Dealing with a trusted merchant. the symbols and practices of the Adeptus Mechanicus. For
Dealing with a merchant who owes the character a Heretics, this also includes a general understanding of those
+10 who left the hidebound strictures of the Mechanicus to strike
favour.
+0 Dealing with an unknown individual. out on their own.
Dealing with a merchant which is suspicious of the Administratum: Broad knowledge of the labyrinthine
–10
character. workings, rules, traditions, and dictates of the Adeptus
–20 Dealing with an alien merchant. Administratum.
–30 Dealing with an openly hostile merchant. Ecclesiarchy: Understanding of the structure of the
Adeptus Ministorum and its role in the worship of the Emperor.
Skill Use: One minute on average, longer for complex deals. Imperial Creed: Knowledge of the rites, practices,
and personages of the Imperial Cult, the most common
COMMON LORE observances, festivals, and holidays in honour of the Emperor.
Imperial Guard: Basic information about the ranking system,
(INTELLIGENCE) logistics, structure, and basic tactical and strategic practices of the
Imperial Guard, as well as particularly famed regiments.
All Common Lore Skills represent the common knowledge an
individual might know about general information, procedures, Imperial Navy: Basic information about the ranks,
divisions, traditions, famed individuals, and superstitions of a customs, uniforms, and particular traditions of the Imperial
particular world, group, organisation, or race. This Skill differs Navy, as well as famous admirals and ships.
Imperium: Knowledge of the segmenta, sectors, and well
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known worlds of the Imperium, including the Calixis Sector. DECEIVE (FELLOWSHIP)
Jericho Reach: Information concerning the basic layout
of the Jericho Reach and the events taking place there. Deceive is the art of lying or fooling others into believing
Koronus Expanse: Information concerning the general something which is not true. A character skilled in Deceive
astrography of the Expanse, including known warp passages, is adept at convincing others of falsehoods, hiding their
regions, and legends of what may be found there. true intent from those around them or concealing some
Screaming Vortex: Knowledge about the myriad worlds, of the truth. Deceive can also be used to create a disguise,
factions, and stories of the Screaming Vortex. given the proper time and materials, which can be used to
Tech: An understanding of simple litanies and rituals to either hide their own appearance or even impersonate the
soothe and appease machine spirits. appearance of another.
War: Knowledge of great battles, notable commanders, When Deceive is used against an opponent (such as to
heroes, and famous stratagems employed by those who fi ght convince someone of a lie or fool them with a disguise) it is
against the Imperium. always an Opposed Test (see page 91). Deceive opposes and
The GM may call a player to use a Common Lore Skill when: is opposed by Awareness.
• The GM feels the player’s character may know something The GM may call players to use the Deceive Skill when:
about a current situation, location, or individual. • They want to tell a convincing lie.
• The character wants to know a specifi c detail about a • They wish to distract someone with rambling nonsense.
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EXAMPLE MODIFIERS EXAMPLE MODIFIERS
+30 Remembering the name of a broad region. +30 Telling a lie that is supported by what a person can
Remembering generally known facts about a see, creating a simple disguise meant to fool a stranger.
+20
region. +20 Telling a lie which is partially true or only very
+10 Learning general information about a specific planet. slightly false.

Remembering specifi c information about a specifi c +10 Telling a lie to someone who wants to believe it.
+0 Telling a lie to someone unknown to the character or
planet or well-known location on a planet. +0
–10 Learning information about a large city. creating a complex disguise with aid of props or kits.
–20 Learning information about a small settlement. –10 Telling a lie to someone who is already suspicious
Remembering information learned about a specifi c of the character.
–30 Telling a lie to someone who has been deceived by
individual relatively unknown to most people. –20
the character before.
Telling a lie that contradicts what a person can see
Skill Use: Free Action. –30 or disguising oneself as a close friend or loved one.

Skill Use: One minute, longer for complex deceptions.


SPECIAL USES FOR DECEIVE DODGE (AGILITY)
These are certain special uses for the Deceive Skill. Dodge is the ability to avoid blows in melee, duck incoming
fi re or leap out of the way of falling debris. It combines
DISGUISE
nimbleness of movement with trained refl exes and an
A character with the Deception Skill can create a awareness of all kinds of danger. A character can use his
disguise for themselves, given enough time and a few Dodge Skill to dodge either melee attacks or ranged attacks.
raw materials. The time taken depends greatly on Dodging attacks is a made in response to a foe’s successful
the complexity of the disguise; simply putting on an attack. A success indicates that the attack has been avoided
enemy’s uniform or covering the character’s face with and it does not hit the character. In the case of attacks which
fi lth may take minutes, while trying to change gender, cause multiple hits (such as automatic fi re) each Degree of

race, or mimic a specific individual may take hours, Success a character achieves on his Dodge Test discounts
days, or longer. The GM decides how long formulating one hit from the attack. Any excess hits not discounted by
a disguise takes and if the character has the materials at dodging are then applied to the character as normal.
hand. Once the disguise is donned the GM then secretly The GM may call on a player to use the Dodge Skill when:
tests for the player (using his Deception Skill and any • They are attacked in melee.
appropriate modifi ers) whenever the disguise comes • They are attacked with a ranged weapon.
under scrutiny (an opposed test against the Awareness • They need to avoid hazards such as falling wreckage or
of whoever is trying to see through the disguise). If a leap from a collapsing bridge.
disguise passes this fi rst test then it need not test again
unless something changes (suspicion is cast on the
character or a more observant NPC arrives).




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