Wrath and Glory

by Fraser Metcalf

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Intro

This doc will serve as a companion to our Wrath and Glory game, and will be a compendium of all loot gathered, homebrew for the party, alterations to the rules where required, and details of things like your vehicles and ships.

Mercenary Good

The alignment of the game is mercenary good. Doing good, but in the most self interested (and most profitable) way possible.

Ascension Packages

The original way the Ascension mechanic works was as follows: when you get to 100XP above your current tier, you can "ascend" to the next tier. This required you to have the requisite XP to take either an ascension package, or to get all your skills and attributes to be equal to an archetype in your faction at the next tier up.

I am going to change this mechanic for two reasons:

  • DK wants to be a space marine, which is awesome and I want to support that.
  • It is a very inflexible mechanic, which requires everyone to ascend at once, and for you to have a specific archetype that you want to go to in the next tier. IE the Guardsman can only become a Tempestus Scion, the Hospitaler can only become a Sister of Battle.

Tier 2

So what we are going to do instead is an achnowledgement of the tier going up, and allow that to be used specifically for the space marine procedures that Felix will have to undergo (IE to change species). When you ascend from Tier 1 to Tier 2, everyone who doesn't want to become a Space Marine will get the following:

  • +1 to any one trait
  • +1 to any one attribute
  • 40XP to spend as a one time benefit (IE you have to spend it all here, you can't save it), or equivalent benefit if you have an alternative idea for what you want

For Felix, he will instead gain the following benefits (which are primarily the benefits of the Space Marine species):

  • +1 to his speed
  • His stat maximums increase to be the Space Marine Species maximums
  • He gains the SPACE MARINE keyword, but does not gain the [CHAPTER] keyword until Tier 3.
  • +1 to his Resolve
  • Space Marine Implants (page 75 on the basic rulebook), which adds +1 to any related tests.
  • Immunity to the Bleeding condition

Tier 3

Upon hitting Tier 3 you all gain +1 influence. In addition, the non-space marines gain a 20XP one time bonus to be spent immediately.

Chapter Abilities

The Space Marines gain the following (individually for each character).

Brother Felix

Brother Felix gains the IRON TIDE chapter keyword. As he does not know his gene heritage, the abilities gained from his genetic line are unknown to him. As a result, the GM may at times instruct you to add up to 3 additional dice to any given test when it benefits from his genetic predisposition. Alternatively, enemies making tests against him, or the DN for certain activities may increase by a similar amount.

Sister Annia

Sister Annia gains the REDACTED chapter keyword. In addition, tests made with Psychic powers which include her or target her have their DN increased by 3.

Wealth

Wealth as per the base rules operates as a currency you can spend to increase the results you have in a test made to requisition stuff. This however doesn't quite work for the purposes of our game as being a Rogue Trader is really all about building up a silly amount of wealth and having an empire to leverage. As a result of this, we will split Wealth into two categories:

Temporary Wealth

Temporary Wealth is the new name for base wealth as per the normal game. This is a temporary expendable currency you can use in order to add additional successes to any given requisition test to pay for things.

Permanent Wealth

Permanent Wealth meanwhile shows your ability to leverage your empire and its ongoing financial reserves to buy stuff. This might be something you get through recurring revenue (such as owning businesses, mines, factories, or planets) or it might be due to taxes you regularly impose on people for example. Whatever its cause, your Permanent Wealth score is a Dynasty wide score which adds additional dice to your Requisition rolls. For example, if you have 5 Permanent Wealth, you always add an additional 5 dice to whatever you roll when attempting to procure something.

Revised Healing

So healing doesn't make a heap of sense in the current system, as "in combat" healing is much more effective than out of combat healing. Basically you can just spam the Medicae action and heal much faster and more effectively than taking a break which doesn't make a lot of sense. As such we will slightly adjust the healing to make it more consistent with both the in universe logic and style of game we are playing.

Medicae Skill

There is no change to the Medicae skill, continue to use it as normal. Basically you heal a wound by passing a DN 3 Test, and can heal an additional wound for each 6 you roll.

Regroup Healing

Previously this kind of healing let you restore a number of wounds equal to your ranks in Medicae die pool to a single character during a Regroup. As mentioned before was not nearly as effective as just spamming the Medicae action, and limits your healing to just one character. As such, it now works as follows:

  • When you take a Regroup while you have access to someone trained in Medicae plus medical supplies/combat drugs and appropriate facilities facilities (such as on the Terrorcrest, in an Imperial Guard base, or a friendly city), instead of healing one character wounds equal to your Medicae die pool, you may restore all lost wounds to any characters.
  • If you benefit from healing in this way while you do regain all lost wounds, your maximum Shock is temporarily reduced by 1.
  • If you do not wish to regain wounds in this way or do not have access to the appropriate materials, you instead simply regain Tier wounds.

This is to represent the way 40k will approach the problem of keeping soldiers on their feet and in the fight. You can be pumped full of combat stimms, have a temporary augmentic thrown on you, have a plasteel plate thrown onto your gaping wound and be sent back out to fight. This unnatural pushing of your body obviously has consequences so you are unable to keep it up long term, but 40k medicine doesn't expect you to live for a long time anyway.

Respite Healing

During a Respite (long rest) you regain all lost wounds. In addition, you also reduce any Shock reduction by 1. It may take multiple days to restore all lost Shock if you have benefited from Regroup healing multiple times.

Dodging & Reacting

The core rules for dodging an AOE are horrible, so I am updating them to the below, as well as providing an alternative option for spending your reflextive action.

Dodge

As a reflextive action, you can attempt to dodge an incoming Area of Effect. When you do so, roll your Initiative score, and add any successes you get to your Resilience against this attack only.

Endure

As a reflextive action, you can choose to endure a particular attack. When you do so, you add your Tier to the dice you roll for Determination.


These actions are available to enemy elites and adversaries, but not to troops and mobs.

Encumbrance

So normal rules state that a character is assumed to start an engagement/mission with all weapons loaded plus 3 nebulous Ammo, which is used to reload any given weapon (IE it might be one pistol reload and two lasgun reloads, we aren't bothering to go into that level of detail).

For our purposes, we will also introduce an additional capacity, specifically to track grenades, missiles, melta bombs, etc. A normal character can (in addition to their 3 Ammo) carry up to their Strength in expendable explosives and similar. As a general rule, these will cover everything listed in the Grenade and Missile weapons table on page 220 of the core rule book.

Note this strength is calculated after other gear, so if for example a character is wearing power armour, they would account for its increased strength in determining the amount of explosives they can take with them.

Space Marine Encumbrance. With the introduction of this rule, we also must account for the physical and martial prowess of the Space Marines amongst us. As such, a character with the SPACE MARINE species can carry an amount of explosives and similar equal to their Strength + their Tier.

Flexible Encumbrance. With the introduction of these additional 'slots', note you can fill them with Ammo in the event you cannot source explosives or do not wish to carry a large amount of heavy explosives on your person. Flamers exist after all.

Narrative Scale

The game we are playing will primarily be focused on a personal scale of gameplay, using the larger context as a narrative backdrop. As such, we will consider things to have two scales, the PERSONAL scale, and the NARRATIVE scale.

As a guiding principle, assume that the NARRATIVE scale will form a reflection of the PERSONAL scale.

For example, if you win at great cost in the epic final battle, you should expect the same to largely be true on the narrative scale.

We will zoom in from the larger conflicts to the personal challenges and battles which will decide that outcome. Where you cause or are affected by a larger conflict on the NARRATIVE scale, you should expect a call to adventure to participate in a PERSONAL scale challenge to help shape that outcome.

A good example would be if you asked your ship to take on another in void warfare. You would expect that you might need to undertake a boarding action as part of it to cripple their main gun, or assassinate their captain, or similar, in order to tip the balance. You don't have to do it, but then you should expect the narrative to reflect your inaction on that front.

Narrative Powers

Outside of this general reflection, there will also be Party abilities which are granted by Factors on the Narrative scale. These will be abilities that the party can use on the whole, and are a reflection of the assets, people, resources, and power you wield on the wider scale. Most of these powers will be usable once per session, and will cost a point of Wrath or Glory (or possibly Faith).

The core source of your abilities in this area is likely to be your Fleet.

Dynasty Mechanics

Your Dynasty (currently just one ship and the party really) is the primary source of your ability to influence things on the Narrative scale. As such, I have written a stat block for your ship to help best articulate the powers and abilities it grants. A key mechanic here are FACTORS. They are called Factors, because they are a Factor in the narrative (they Factor into the overall outcome).

You may think of a ship as having a certain amount of Slots for Factors. This is reflective of a number of things and should be considered a general abstraction rather than a specific mechanic. Things which contribute to the number of NARRATIVE FACTORS a ship in your fleet can support include:

  • Ship size (and decks controlled),
  • Ship core crew (such as the Captain),
  • Access to refueling and refitting resources
  • Ship weapons
  • Ship capabilities (such as drives)
  • Ship life support and crew compliment

You can expand the number of FACTORS a ship brings to the Narrative by doing things like reclaiming decks.

Ship Components

The below breaks down the items you will likely find on a given NARRATIVE Ship stat block:


  • Descriptive Information: Such as the Ship Class, Crew Size, and Displacement.
  • Keywords: Any Keywords the ship has
  • Narrative Traits: Traits are an abstraction of the general vibe of a ship, and as such there is no specific list of all available traits. Whenever you make any kind of Test or action involving your Ship which can be described using one of the Traits, you may add the listed number of dice to your pool. Where an action can be described with multiple traits, you may add all applicable die to the pool. These are intended to be a narrative abstraction, and likely the closest you will get to making any kind of check on the part of your ship.
  • Core Components: These are all of the physical parts you would expect any ship to have, and are largely to describe the nature of its capabilities.
  • Universal Factors: There are a number of FACTORS which every ship will possess, specifically: a Crew, Leadership, Engineering, a means of Navigation, a means of Astropathic Communications, Cargo storage, and a means of general Access. These FACTORS do not contribute to your total number of available Factors.
  • Other Factors: These are the specific Factors which are bought to the story by your ship, most of which will grant some kind of power or ability to the party.

To help provide some additional context for the mechanics I am introducing here, the below is a list of additional things which if installed upon/travelling within your ship would count as a NARRATIVE FACTOR:

  • A Faction "Unit", IE a Squad of ASTARTES, a Company of ASTRA MILITARUM, a Convent of SORORITAS, etc.
  • A specific kind of communications capability (IE a Skitari Mind Impulse Relay)
  • Specialised Transport Bays (IE for Titans or Drop Pods)
  • Specialised Containment (IE anti-psyker cells)
  • Extended travel capabilities (Food, reactors, etc)
  • Just more cargo capacity
  • A Chapel
  • A Teleportarium
  • A notable Macroweapon

Narrative Units

If we wanted to do big battles across a big battle map with lots of units everywhere, we would all be very poor and playing the tabletop strategy game version of this universe. As we are not, I will use a system of NARRATIVE UNITS to describe broad conflicts. These NARRATIVE FACTORS are those brought to bear by opposing forces such as yourselves and those who stand in the way of your profits the good of the Imperium.

In general as part of a conflict, you may bring your forces to bear as you see fit, assuming you provide them with a task they can achieve and are willing to attempt, the unit will act out your wishes. This does however have limitations, a unit is unlikely to be willing to throw its life away without due cause.

The way you deploy your forces, any allies deploy theirs, and any opposition deploy theirs will be used as the NARRATIVE LANDSCAPE for the personal scale combats and challenges our game will follow.

In the same way you should expect the NARRATIVE SCALE conflict to reflect the PERSONAL SCALE conflict, you may also assume the inverse is true.

For example, if you are undertaking a desperate last assault on an enemy bastion, and you bring your last unit to bear to help you fight your way into the stronghold, you should assume the final confrontation will be about as lopsided as the confrontation between your troops and the opposing strongholds forces.

When you do so, they are deployed under your command and may be given direction, however are an independent (though friendly) force within the NARRATIVE scene. In general, these troops will overcome otherwise equally matched troops if fighting in a way that favors them (I.E. missions using their preferred tactics and playing to the units strengths).

Unit Damage

In general, I will not want to take a NARRATIVE FACTOR like a unit away from the party without good reason. As a result if a unit is facing destruction, it will withdraw. In certain circumstances however (such as leadership by a player character, having no method to withdraw, or facing a sworn enemy), a unit may choose not to withdraw even in the face of destruction. This may not always be presented as a choice, some units will do this regardless of the odds or their orders. Read a units traits carefully when thinking about how to deploy them.

Over the course of fighting, the units may be injured, suffer gear loss, or otherwise be materially harmed in the completion of their objective. If this occurs to a degree which would prevent them from functioning effectively, the NARRATIVE UNIT becomes unavailable until they are able to resolve the issue, recover, or resupply. This will generally be an amount of in-game time, however this may be shortened by player actions depending on the nature of the damage.

Unit Progression

As we are not playing a tactical wargame, units will largely remain the same once acquired. That said however, there may be certain ways to improve a unit over time. This would be done as an investment by the player characters, spending Wealth and/or time to improve a unit. Examples may include acquiring enough improved gear (IE weapons, armour, etc) to outfit the whole unit, or providing that unit with specialist tools (IE a Baneblade Superheavy tank).

As general player guidance, I would encourage investment if you particularly enjoy what a unit brings to the narrative scene as a whole, do not worry too much about balance as this is all a loose representative system anyway.

Borrowing Stuff

The system is not quite designed for you to have a large number of people under you whom you can just ask to give you their stuff. As such, I ask that this is dealt with reasonably overall. In world, your characters are aware that these units are designed to be self sufficient, and asking to have their stuff will be directly depriving that unit of that same resource (which may in turn get someone they work with killed). As such, units will generally be tentative to give you things they need, but generally willing to give you things they have heaps of.

As such, you may generally assume that you can acquire the base gear of a Troop within that unit, however anything further than that will require an INFLUENCE test. This is also only applicable for base resources (ie guns, armour, grenades etc). An Astartes is likely to be unwilling to give you their Power Fist, and will definitely not be willing to give it to you on an ongoing basis.

Unit Traits

Units should all broadly have the following traits:


  • Tier: This maps broadly to the player character tier, and generally represents the rarity and strength of the unit. A unit will generally defeat a unit of the same tier if using its preferred tactics.
  • Numbers: How many individual entities make up this unit.
  • Combat Groups: What a typical subset is made of
  • Keywords: Any Keywords the unit has
  • Tactics: These describe the ways a unit likes to fight, and will give it an advantage if used.
  • Leadership: Named characters who lead a the unit
  • Strengths: These are an abstraction of the general capabilities of the unit. If you need to make a test on behalf of the unit which can be described using one of these strenghts, you may add the number listed to the pool.
  • Weaknesses: These are an abstraction of the weaknesses of the unit, any should be used to both inform the way you use a unit, and what it might struggle against.
  • Vehicles: Any vehicles the unit can reliably field.
  • Typical Troops: What a typical Troop, Elite, and Adversary from this unit would look like in personal combat.

Unit Tests

In general I will only ask for Unit Tests when it will make a difference to the overall NARRATIVE SCENE. In general, you might need to roll on behalf of a unit when it:

  • Enters combat against a superior force
  • Wants to do something weird, unusual, or outside its normal capabilities.
  • You ask the unit to go above and beyond
  • May affect the NARRATIVE SCENE
  • Is funny
  • Is interesting

When you make a test for one of these units, simply add up any relevant dice from its Strengths pool plus any Weakness die from the enemy sheet (if applicable), plus any other the GM chooses to award because this system is loose and vague. These are rolled as a contested test against the opposing force who do the same.

Your Pool = Your Strenghts + Their Weaknesses

+ Other Dice

Their Pool = Their Strenghts + Your Weaknesses

+ Other Dice

Player Lead Units

As a general rule I will encourage you all to lead units into battle rather than going alone (where reasonable and practical), as it better represents the epic scale of the 40k universe. The clash of units also provides a good narrative backdrop for player scale conflicts.

When you lead a Unit into battle, tests you make as its "command unit" so to speak will be representative of the whole unit. For example, if you are trying to sneak a unit across a minefield at night, I may ask for an Awareness and Stealth Test from two different PCs. Those PC rolls will represent not only their individual capabilities, but also them leading the unit, encouraging stealth, showing them what to look out for to spot mines, etc.

When rolling to lead a unit like this, you may add any relevant Strenght die to your overall pool. You may also need to add weakness die, at the GM's discretion.

Strategic Actions

Sometimes when accompanied by a unit or leading them you will have access to a Strategic Action. This action will be dependent on the unit, but is regained at the start of each of your turns, and can generally be used each turn.

Details of the specifics of each action are provided based on the unit in question.

Strategic Actions

A Strategic Action is one you can take when supported by a unit of allied Troops. This is used to abstract away the majority of the administration involved in running multiple units of troops on the battlefield.

Each player has access to a Strategic Action, and must track it independently of their normal turn. You may take a Strategic Action at any point during combat (even off turn), and may take it once per turn. You regain the ability to take a Strategic Action again at the start of your next turn.

The Strategic Actions that your units get access to are determined by the Keywords that unit has (for example one coming from being Imperial Guard, and one coming from their specific Regiment). You may only take one of the available options per turn, regardless of how many you have access to.

Strategic Action Options

A Billion Lives for the Emperor
  • Keywords: ASTRA MILITARUM
  • Effect: When an ally is targeted by an attack, you may increase their Resilience against an attack by 3 as the attack goes through a guardsman on its way to you.
Ambush Predators
  • Keywords: CATACHAN JUNGLE FIGHTERS
  • Effect: When you see a Mob of Troops move, you may roll 1d6. Through means as violent as hidden mines or as subtle as a knife in the dark, the Catachans reduce the number of Troops in the mob by that amount by the time they arrive at their destination.
Miracle Dice
  • Keywords: ADEPTUS SORORITAS
  • Effect: When you use this Strategic Action you may roll 6d6. Record the results. At any time before the start of your next turn you may replace any dice you would roll with these results. You must do so before you roll the dice.
The Holy Trinity
  • Keywords: ORDER OF THE SCARLET ALTAR
  • Effect: You lay waste to your foes with Bolter, Flamer, and Melta. You may use one of these ability each turn, and may only use that same option again once you have used all three options.
    • Bolter - You inflict the Pinned condition on one Mob of Troops.
    • Flamer - You inflict the On Fire condition onto 1d6 Troops in a Mob.
    • Melta - You increase the AP of your attack by 1d6.

The Terrorcrest

Abilities granted by the Terrorcrest will go here over time as you unlock them.

Factors

The following are powers granted to the party by the NARRATIVE FACTORS the party has from the Terrorcrest.

Lance Battery


  • Cost: 1 Wrath or Glory
  • Timing: Once per Session
  • Who: Anyone in the Party
  • What: The Retribution class of ship is notoriously heavily armed. While the Rogue Trader variant of this ship is less heavily armed compared to the usual pattern, it is still heavily armed, including a suite of precision Lance turrets for orbital bombardment. While the Terrorcrest has direct line of effect to the Scene, a bombardment may be called upon by the party by providing the relevant coordinated.
  • Orbital Bombardment: Once per session while the Party have access to communications with the Terrorcrest, you may call for a targeted bombardment. This is not something that can be done easily or urgently, generally requiring access to reasonable communication equipment and a relatively static target. The bombardment attack deals 20 damage +Double Rank ED to all targets within Rank x 10 metres of the designated target.

Smuggling Suite


  • Cost: 1 Wrath
  • Timing: Once per Session
  • Who: Anyone in the Party
  • What: A series of hidden or disguised cargo compartments, storage bays, and concealed storage lockers spread through the ship with inbuild auger concealment fields, psi-dapers, and other similar blatantly illegal technology designed to protect their contents from being detected. You're sure they were only being used for legitimate reasons though.
  • The Emperor Conceals: The Party may spend one Wrath to prevent any items, vehicles, assets, personnel, contraband, or almost anything else concealed in the Smuggling Suite being detected in a Test made to investigate or uncover them without needing to make a competing Test. This will protect the items stored within from almost any detection, but may not prevent them being detected by specialised tools designed to identify only one specific thing, or other similar targeted attempts.

Psyker Sargent Nina


  • Cost: 1 Wrath or Glory
  • Timing: Once per Session
  • Who: Anyone in the Party
  • What: Sanctioned Psyker Nina, formerly Sargent Nina of the Gilead Gravediggers, is a potent Epsilon Grade psyker. She is a biomancy specialist, able to manipulate her own flesh and body to a truly impressive, and definitely scary level. She's been seen to enhance her own strength, speed, endurance, and senses to superhuman levels without apparent effort. Her records have also shown previous instances of skin as hard as tank armour, and regeneration strong enough to regrow limbs.
  • Battle Psyker: The Party may spend one Wrath or Glory while they have access to the personnel of their Fleet, and call on Nina for one of the following actions:
  • A feat of superhuman strength, such as ripping the door off a fortress, peeling open the armour of a tank, or lifting a Terminator Space Marine.
  • A feat of superhuman speed, such as running the length of the ship within the same scene or catching a falling ally before they hit the ground.
  • A feat of superhuman combat endurance against a single enemy of material threat (such as a Tau battlesuit, Chaos Space Marine Terminator, or Ork Warboss). While Nina will be incapable of overcoming most of these enemies, she is sufficiently threatening and able to regenerate at a rate such that she can keep them in battle until the party can arrive.

Warrant of Trade


  • Cost: None
  • Timing: Once per Session
  • Who: Maxinius or Maurice
  • What: A warrant of trade is a powerful and dangerous weapon, wielding great influence but also attracting a great deal of attention. Used carefully, it can sweep aside great swaths of the Imperiums beurocracy. But it is just as adept at creating enemies, if not used carefully.
  • I have a permit: As part of an Influence test, you may invoke the Warrant of Trade, adding unreasonable weight to your demand "request". When you do so, you may use any of the keywords the party have for the purposes of calculating your bonus to the test. When rolling a Test in this way, your minimum bonus to the test due to shared Keywords is your Rank.

Angels of Iron


  • Cost: None
  • Timing: Once per Session
  • Who: Felix or Annia
  • What: The Imperium respect and fear the Emperors legendary angels. Your mere presence invokes terror and authority.
  • Indisputable Might: When you make a test in a social circumstance (such as a negotiation), you may use Weapons or Ballistics Skill instead of the appropriate skill.

Gravediggers Drop Regiment


  • What: The beating heart of the Imperial war machine, the Astra Militarum are the endless billions called to serve in His name. Not blessed with the genewrought strength of the Astartes, nor the burning faith of the Soroitas, the Imperial Guard face down the horrors of the universe with nothing but a lasgun and courage.
  • Skyborne Drop Troops: You may deploy the 85th "Skyborne" Gravediggers Drop Regiment as part of a NARRATIVE scene. The Skyborne use the stats detailed below.
  • Regimental Supplies: Having this NARRATIVE FACTOR allows you to acquire the following supplies while gearing up (note you cannot acquire this equipment in the field): Anything listed in the Imperial Infantrymans Uplifting Primer.

Scarlet Altar Strikeforce


  • What: Filled with burning faith, the sisters of battle bring the fury of the Emperor down on the galaxy with the holy trinity of bolter, flamer, and melta.
  • Burning Assault: You may deploy this strikeforce as part of a NARRATIVE scene. The sisters use the stats detailed below.
  • Ecclesiarchy Supplies: Having this NARRATIVE FACTOR allows you to acquire the following supplies while gearing up (note you cannot acquire this equipment in the field): Bolt Pistol, Boltgun, Chainsword

Astropathic Choir


  • Cost: None
  • Timing: N/A
  • Who: N/A
  • What: An Astropathic choir, lead by Conductor Solomon Lust, which allows you to communicate with other Astropathic choirs you are familiar with and have received the appropriate codes and signals to communicate with. Similarly it allows you to receive Astropathic broadcasts which are sent into the Warp for anyone to hear. While never entirely concrete in their information, the Astropathic choir substantially increases the communication capabilities of the Terrorcrest.

Chronolocked Confinement Facility


  • Cost: None
  • Timing: N/A
  • Who: Anyone
  • What: This archaic and largely forgotten technology was gifted to the party as part of an Inquisition engagement. Similar to the field which kept the Primarch Roboute Guiliman alive the moment before his death for 10,000 years, this can be used to suspend creatures in time, to protect, or to contain.
  • Stasis Field Containment: Your brig has 12 containment cells, which can be used to imprison 1 creature as long as it is the same size or smaller than a fully grown Primaris Marine. As long as the ship has power, these creatures will be frozen in time within the stasis field.
  • Current Occupants: 1 Loose Noble from Nor'Fynlnd, an Eversor

Alpha Pattern Signal Array


  • Cost: 1 Wrath or Glory
  • Timing: At will
  • Who: Anyone
  • What: This highly illegal signals array allows the target to present a false signature in the data veil.
  • False Flag: You can spend 1 Wrath or Glory to describe a different kind of ship (EG Aeldari cruiser, or Universal Mass Tansporter). For the remainder of the scene (or as logical) all electronic signatures from your ship appear to be of the kind of vessel you described. If an enemy has reason to investigate this, they can attempt a Tech Test to see through this digital illusion. The difficulty for this test is 10. This does not protect you from visual confirmation, however in the vastness of space this is not traditionally an issue.

This also absolutely doesn't contain an inquisition tracker, I don't know what you are talking about.

Eversor in a Stasis Pod


  • Cost: "None"
  • Timing: Hopefully never
  • Who: Hopefully no one
  • What: Hanging over everyones head is the fact that hidden away in your Chronolocked Confinement Facility is a stasis pod. Within this double layer of frozen time and nigh impregnable adamantium confinement is one of the most dangerous creatures in the Imperium, if not the galaxy. An Eversor Assassin is confined within the bowels of the ship, where hopefully it will remain until the heat death of the universe.
  • Sword of Damocles: If it ever gets out anyone who doesn't escape the ship within an hour must roll a new character.

Captain Dante Hazard


  • Cost: G-Forces (if you listen to the tech priests)
  • Timing: Anytime you assign him to fly a vehicle
  • Who: Anyone in the Party
  • What: Captain Hazard, Dante Hazard. Formerly of the OFFICIO TACTICUS where he specialised in "High Risk Rapid Logistic Recalibration Runs" (known to the Guard as 'typo' runs due to their tendency to be required to fix administrative errors caused by typos in important forms). Captain Hazard seems to have been seconded to you on a permanent basis out of the fervent hope by someone in the OFFICIO TACTICUS that he will get himself killed in your service. Officially he is on loan because at least one officer of the Officio must accompany an ASTRA MILITARUM force over a given size. He has never once been seen managing any of the Gravediggers cargo, aside from sitting on it to flirt with unsuspecting Imperial Guard.

When assigned to pilot a vehicle with the IMPERIUM keyword, Dante uses an attribute of 4 (unless a higher one is provided, such as by a Machine Spirit), and uses a skill rank of the second highest number of ranks in a skill from anyone in the party (IE if the top 4 skill ranks were 6, 6, 5, 4 he would use a skill rank of 5).

Amica Primaris


  • Cost: None
  • Timing: Whenever you have him in the party.
  • Who: Anyone in the Party
  • What: This ancient machine has spent the last several hundred years fighting an infestation of Ork Kommandos, with varying levels of success. Originally forged as a life support mechanism for a friend by a Magos, little remains of the original identity of this machine. Now joining the party, the Scrap Bot can be commanded by any party member as an Action, or by Creed as a Simple Action. Otherwise it will do what it thinks is most helpful in the situation, with the overall goal of protecting the party.

See the section for the Scrapbot for more details on its abilities and statistics.

Vehicles

The Terrorcrest holds a number of vehicles which can be used by the party. Stats for these vehicles are below:

Cargo Shuttles

Cargo Shuttles, or Cargo Landers, are the general purpose vehicles used by the Imperium, primarily to move troops, ammunition, and supplies around. These vehicles tend to be lightly armed, lightly armoured, and rather slow. What they lack in defensibility however, they more than make up for in cargo capacity.


The Terrorcrest has a small fleet of Cargo vessels primarily used to transport personnel planetside, and bring equipment and cargo up to the Voidship.

Arvus Lighter

Arvus Lighters are the catchall cargo shuttle used within the Imperium of Man. It is a small, general purpose shuttle capable of void travel as well as atmospheric travel. While it will never be the fastest or most dangerous vehicle in the sky, it is solid, reliable, and dependable.


The Terrorcrest currently holds 2 standard pattern Arvus Lighters, and 1 Cursed Arvus Lighter.

Cargo Lander

The Cargo Lander is a generic term used to describe a medium sized void capable drop ship. Larger than the Arvus Lighter, these vehicles are slow, ponderous, and generally used well behind the front lines to avoid them being shot down.


The Terrorcrest has recently acquired a Cargo Lander which was kindly flown aboard by a rather foolish first lieutenant.

Halo Barge

One of the larger forms of cargo flyers used in the Imperium of Man, these vehicles can most charitably be described as "hefty". They are large, squarish, and lack any semblance of aerodynamics. That said however, they have a truly impressive cargo capacity, able to carry a large number of Imperial armour vehicles or even a number of Baneblade super heavy tanks. These vehicles can also be used to transport personnel as long as the pilots do not care overmuch for the comfort of the personnel, and as such are frequently used to transport multiple platoons of Imperial Guard soliders to a planet at once.


The Terrorcrest currently holds a single Halo Barge.


Armed Vehicles

Thankfully not all vehicles aboard the Terrorcrest are unarmed. The Terrorcrest also hosts a small number of vehicles capable of being used in armed conflict.

Thunderbolt Heavy Fighter

The Thunderbolt is one of two main classes of fightercraft used by the Imperium, functioning as a heavily armed and armoured Air Superiority fighter. It forms the backbone of the Imperial Navy's air wings, and has seen deployment on thousands if not millions of worlds across the galaxy.


The Terrorcrest currently holds one of these vehicles, having had it relocated from the Museum of Voss Crane.

Thunderhawk Gunship

The most dangerous vehicle aboard the Terrorcrest, the Thunderhawk Gunship is a signature vehicle of the Adeptus Astartes, used as an orbital dropship, bomber, and attack craft as required. It is a flexible tactical vehicle intended to be used by several squads of Astartes to deploy to a planet, and to provide supporting fire where needed once deployment has been completed.

Being both void and air capable, this versatile drop ship can also be used in hostile boarding operations, and boasts a formidable arsenal.


The Terrorcrest (unusually) holds one of these vehicles, which is now very much awakened, though the main battle cannon of the craft is not functional.

Zenith Groundcar

Perhaps the most dramatic though least versatile vehicle on the Terrorcrest, the Zenith Groundcar is a symbol of truly incredible wealth and status. Also, it has a truly excellent bar, where you can enjoy a lovely drink as the munitions of your foes gently bounce off its armoured sides.

Interestingly, it is also the perfect size to fit into the hold of the Thunderhawk, for a truly dramatic deployment.


The Terrorcrest holds one of these vehicles.


Awakened Machine Spirit

Aided by Gunter, the Machine Spirit of the Thunderhawk Gunship owned by the party is far more awake and far more sentient than even many Land Raiders.


Effect: The Machine Spirit is dedicated to the correct functioning of the machine it inhabits. A vehicle with this Trait requires two fewer Crew to operate. If all occupants are killed or otherwise unable to act, the vehicle will continue to operate on its own for 2d6 Turns, attempting to fulfil its orders or avenge or save its occupants, depending on the nature of the spirit. Should a roll be required, treat the Machine Spirit as having a 6 in any Skill appropriate to the operation of the vehicle.


In addition, Gunter's spirit inhabiting the Thunderhawk grants it the following benefits:

  • Hostile Tech checks made against the Thunderhawk have their DN increased by 4.
  • Hostile creatures attempting to make attacks with weapons made of a magnetic material have their DN increased by 2 while within 12 meters of the Thunderhawk.
  • Allies wearing armour made of a magnetic material who end their turn within 12 meters of the Thunderhawk may choose to board it without an action cost, being magnetically yanked into the vehicle.

Tauros Rapid Assault Vehicle

The Tauros is a lightweight utility vehicle known for its rugged durability, speed, and agility. The standard model, a four-wheeled buggy intended for all-terrain scouting and reconnaissance, is equipped with light armour and a multi-laser to clear its path. With a galvanic motor, it is near silent, and able to operate for days at a time without refueling.

The Tauros is a great scout vehicle, and makes for an awesome vehicle to ride down sand dunes or generally conduct rally activities with.


The Terrorcrest holds two of these vehicles.

Morlight Heavy Cargo Hauler

A true workhorse of a vehicle, the Morlight Heavy Cargo Hauler is best described as functional. It is large, hefty, slow, and sturdy. Its best qualities are its extensive cargo space, and its relatively simple construction. It is effective and able to transport a large amount of material, but won't be winning any prizes.


The Terrorcrest holds two of these vehicles.

Auction Loot

Does anyone actually know who that guy was? No? Oh well. He had some neat stuff though.

Lucius Pattern Hotshot Lasgun

Lucius pattern Lasguns are the customary design used by the Death Korps of Krieg, and are strikingly different to the normal pattern of lasguns used by most other legions of the Guard. In fact, these weapons are rarely issues to anyone but the most elite of Imperial Guard storm troopers and tempestus scions.

This heavily customised Lasgun clearly belonged to a member of the Death Korps of Krieg long ago. While how it ended up in a trophy room rather than killing the enemies of the emperor is unclear, it still bears all of the customisations you would expect from a weapon of its design. Apply the following modificiations to the Hot-Shot Lasgun.


  • Megathoule Accelerator: This weapons damage increases by 2.
  • Lucious Mk. 98 Heat Sink: This weapon looses the Reliable talent, but does not gain the Unreliable talent. In addition, the weapon does not explode upon rolling a Wrath Complication.
  • Trenchrunner Pattern Barrel: This weapon can accept an Entrenching Tool in place of a bayonnet.

Witchreaper Pattern Chainsword

The Witchreaper pattern of Chainsword was designed especially for the use of use of the Ordo Hereticus, this chainsword has seen the internal organs of many an untrained Psyker. This legacy of gore still drips from this weapon, even if the physical stains have been washed away long ago.

Apply the following modifications to the Chainsword:


  • Tormentor Pattern Psi-resonator: This weapon gains 2 ED and -2AP while within 6 meters of a creature with the PSYKER Keyword.
  • Symbol of Faith: This Chainsword acts as a Psychic Focus to Mauris specifically due to the nature of his understanding of his powers, granting him +1 die for Psychic Mastery checks while he wields this weapon.

Broker Pattern Privacy Field

A small disk shaped device, this emits an array of electronic signals which protect its wielder from unwanted observation. The effects of the Privacy Field primarily extend to Vox and Pict capture, but can also shield the user to a lesser extend from effects such as Auspex scanning. The unfortunate side effect of using the Privacy field is that it causes creatures within the field to experience mild throbbing within their skull, and for their teeth to begin itching (most commonly starting from the roots of the teeth).

When you use the Privacy Field, you may choose one of the following dispersal patterns, which trade-off between power and range.


Narrow Dispersal. The field covers the agent wielding it, or a similar size object if placed upon an inanimate object. When using this setting, attempts to record you return a NULL result. For example, a Vox recorder will not pick up any audio emitted by the Agent, and a radar system will not detect them.


Wide Dispersal. The field extends far further around you, at the cost of potency. The field will extend to cover the Agent, and all nearby parts of the Scene. If unclear, use a general guideline of approximately 12 meters in any direction from the Agent, or within the same room as applicable. When using this setting attempts to record the area will not return a NULL result, but rather will appear garbled and corrupted.


The first setting makes you invisible to recordings (though not to someone noticing the blank hole in the video feed), and the second makes it like someone has just applied the blur tool to you and your surrounds.

Intruder Servo Skull

This servo skull functions more as a cage or perhaps housing for a particularly nasty machine spirit. Once per session when you make a Tech test to gain access to a system or machine without authorisation, you may connect this Servo Skull to the system and unleash the Intruder Spirit within. When you do so, you may reroll any failed dice as part of the check. You may do this after you roll, but before you learn the result or spend any Wrath points.

In addition, this servo skull comes equipped with a Auxillary Neuroprocessing Array, which allows you to link to it and outsource some cognative functions to the servo skull. You are able to maintain active control over or ongoing interactions with one more additional technology system or machine spirit than you otherwise would be able to (accounting for any multitasking or similar abilities you gain).

Lastly, the Servo Skull comes equipped with a Vox Relay system, allowing you to speak and listen from its space as if you were present. The Servo Skull has a functional range of within the same Scene as you, and can be controlled by you remotely within this range.

Censor of Sabraya Stern

The filthy heretic held within his vault a sacred artefact of the Sororitas, the Censor of Sabraya Stern, the Grieving Prophet of the Nameless Covenant. This censor streams holy incense without pause regardless of the conditions, a physical manifestation of Stern's endless martyrdom.

You gain +1 Faith. In addition, as a Simple Action on your turn, you may expend 1 point of Faith and grant any weapon you hold the Inflict (On Fire 4) trait until the end of the scene. You gain this benefit, rather than your weapon, so if you cast aside your weapon and take up another it will gain the trait instead of your original weapon.

Additionally if you kill a major enemy of the Imperium (such as a Chaos Marine) using a weapon while it benefits from this trait, you regain a point of Faith.

Museum of Crane

Autoquill Swarm

This swarm of servo skulls functions as an Autoquill, linked to a augmentic mind link embedded into your brain stem, allowing you to orchestrate them as extensions if your own body.

This swarm functions as an Autoquill (page 236). In addition once per session, you may retrospectively declare a form you submitted to a faction you interacted with in the previous session. This must be a form which can be delivered by a servo skull, and may require any number of checks as appropriate (for example if you submit a false form, it will require a test to decieve as normal).

Lastly, this Autoquill grants you +Tier bonus die on checks made to investigate the legitimacy (or find loopholes which illigitimise) paperwork you consider to be hostile to you, as long as you have physical access to the paperwork in question.


Wrath of the Administrator When you generate a point of Glory from a check made to interact with Beurocracy, you also generate a point of Wrath for the party. This can be used by any member of the party when they would normally use one of their own points of wrath, with your approval.


Conversely, when you expend a point of your Wrath, you generate a point of Glory for the party to use.

Omnissiah Axe

These axes are holy symbols of the cult mechanicus, granted to those who have proven themselves in the eyes of the cult and the Machine God. They are never bought or deliberately obtained, they may only be gifted. Or at least they should be....

Malediction of the Omnissiah You may attack using Intelligence Weapons Skill rather than Initiative Weapons Skill. When you do so, you do not deal damage as wounds to the target, but instead deal damage to an item of equipment being worn or carried by the target.

You roll a number of dice equal to your ranks in the Tech skill plus any ED generated by your attack roll to determine damage from this weapon, and reduce the target items Value by this amount. A weapon is destroyed if its value is reduced to 0, otherwise the DN to restore the weapon to working condition (with access to the appropriate tooling and materials) is equal to the items rarity plus your ranks in Tech.

When a creature attempts to make a test using a damaged piece of equipment (such as running in damaged power armour or firing a damaged weapon), they are considered Hindered.

When using this axe on technology not being work or carried, it behaves similar to a normal Power Weapon, but requires half the usual time to deal the same level of destruction.


Mind Impulse Relay You may use an Action to plant this axe in the ground. When you do so, and until it is removed again, you may consider yourself to be in both the location of your body and the axe for the purposes of any abilities originating from you (such as the Rite of Magnometrics). This is limited to effects which are based on your ability to interact with technology.

The Loyal Kriegsmans Uplifting Primer

This battered document is Felix's guide to trying to die gloriously in the name of the emperor, containing many notes on the most dangerous aspects of numerous war zones. Recovering this primer allows you to use Ballistics Skill in place of Scholar for any Intelligence skill tests made to recall or learn information about enemies, or to engage in warfare tactics and strategy.

This primer functions as the Uplifting Primer (page 240), however you add your Tier to tests rather than +1.

At the start of each session, before the session commences, you may ask a question of the GM regarding Felix's experience, which the GM will answer helpfully. Examples for questions may include "Has Felix ever met a space marine?" or "Does Felix know what that horrible Tyranid thing eating that space marine is?".

Implacable Once per session, when you would fail a resolve test, you may instead choose to succeed. In order to do so, you must use your next turn to get closer to the source of Fear, and attempt to do as much damage to the source as possible.

Die Gloriously Whenever Felix makes a test to convert Wounds to Shock while he believes his life to be legitimately in danger, he may add +Tier ED to the test.

Sororitas Power Armour

This set of armour was granted to you as part of your journey of learning and spiritual growth to shield you from the universe.

This armour uses the base qualities of the Sororitas Powered Armour on page 233, with the following in built technology:

  • Mag Boots
  • Preysight goggles
  • Respirator
  • Void Suit
  • Vox Bead
  • Diagnosticator

The suit also functions as a Symbol of Authority.

Additionally, while you wear this armour in a combat situation, you may add +Tier bonus die to any checks made to inspire courage using displays of zealous violence.

Psibaffle The helm of this armour shields not just the body of its wearer, but their mind as well. You may add +Tier die to any test made to resist hostile effects which originate in the Warp and target your mind. If you roll a 6 on any of the additional die granted by this ability, the creature who targeted you suffers your Tier Shock. The creature also suffers 1 Shock for any 1's it rolls on the Test made to target you.

Brazier of His Endless Wrath

This brazier is a holy symbol of the true faith of mankind, burning with a fury which extends beyond mere physical fire. While the brazier holds fire, creatures can feel a holy presence extending from the brazier, and this allows it to function as a Symbol of Authority.

In addition, once per session you may beseech the Emperor for aid in war. You may do so as an out of turn incidental, and when you do, you extend the duration of one On Fire condition you can see on a single target until the end of the Scene. This prevents the fire being extinguished by nearly any means short of similar power.

You may expend a point of Faith to increase the number of targets affected by this ability by +Tier.

Faith is Fury. Additionally, while you wield this brazier, you may spend either Wrath or Glory points as points of Faith.

Grace of Him on Earth. Recovering and wielding this Brazier grants you the Grace of Him on Earth talent.

Iron Tide Chapter Starter Pack

Modified Sororitas Armour

The Adeptus Mechanicus have modified your Sororitas Power Armour, bringing it more in line with the standard Astartes power armour in design and functionality. You add the following features to your Soroitas Power Armour.

Superconductive Accelerator Servos. Modifying your armour to suit your particular style of combat, the Mechanicus have refined the servos in your armour to allow for increased speed. When you take the Charge, Run, or Sprint action, your speed increases by 1. In addition, you are able to overcome minor obstacles in your path when running without requiring you to slow down, vault over them, or move around them. Minor obstacles include low walls, barrels, crates, grots, small chasms, thin walls, and untrained rabble.

Astartes Scout Armour

The Adeptus Mechanicus have gifted you with a set of Scout armour, traditionally used by the leader of an Astartes Scout squad. This armour functions as a set of Light Power Armour (page 233), with the following additional features:

  • Vox Bead
  • Preysight Goggles
  • Respirator

Cameleoline Coating As an action you may activate the Cameleoline property of this armour, causing the armour to take on the appearance of your surroundings. While this property is active, you have +1 bonus die to Stealth (A) Tests and +1 to Defence when in shadow or cover. While you are stationary, you gain +2 bonus die to Stealth instead.

Stalker Pattern Bolt Sniper

This Bolt sniper rifle is a innovation divinely inspired improvement to the traditional Astartes Sniper Rifle. It has the following properties:

  • Damage: 10
  • ED: 1
  • AP: -
  • Range: 18/36/54
  • Salvo: -
  • Traits: Sniper (2), Brutal, Heavy (2), Reliable
  • Keywords: IMPERIUM, ASTARTES, BOLT

Loremaster Augmetics

These augmentations are primarily intended to be provided to the civilian loremaster of the Astartes chapter, but failing an official one, they can be provided to Maxinius. Due to the quality of the work conducted, these do not count as augmetics against the total number you can have.

Internal Auger Array You have an Auger Array permanently implanted in your brain.

Memorance Implant This implant is a neurally-linked datavault and pict-capture array, often incorporating augmetic replacement of one or both eyes, that records information on people or scenes viewed. It can then later replay that information, or overlay the present view with additional data on people and objects viewed. It is a tool of chroniclers, loremancers, and masters of ceremonies, as well as factors or nobles who like to see the secrets of their rivals overlaid upon their view of the negotiating table.

Leftover Augmetics

Unsure of exactly what Maurices role in this is, but also aware that the Rogue Trader will presumably expect something from them, the Adeptus Mechanicus offer Maurice the following augmetics. Due to the quality of the work conducted, these do not count as augmetics against the total number you can have.

Blackbone Bracing Your bones are wrapped with a lattice of plasteel to strengthen them and prevent damage. This implant is commonly provided for fingers, forearms, spine, shins, skull, and ribs both to grant more protection in combat. You impart the Brutal quality on any melee weapon you wield regardless of its existing qualities (even unarmed strikes). In addition, your Resilience increases by 1, and where an enemy would attempt to grapple, wield or throw you, you are considered to have the Cumbersome (4) property.

VoxHailer Implant. Your voicebox has been artificially strengthened, increasing the maximum volume you can normally achieve. Your voice may be up to twice as loud as a normal human voice, and carry twice as far, making you much easier to hear in combat or in large crowds.

Legitimate Goods

These goods were acquired from an incredibly reputable, definitely licensed, and not at all shadey dealer located in the hive station of Ornare.

Stummer

The reverse of a Screamer, stummers generate sound waves to cancel out ambient sounds and noises made by moving personnel in a small area. This device is a small dark metallic disk which can be adhered to the side of a rifle or mag locked to a belt. You may activate the Stummer as a simple action on your turn, causing it to silence all noise you make for the next 10 minutes (including the sounds of gunfire from any reasonable weapon). Once activated it cannot be switched off again, and it requires recharging in order to be used again. The Stummer may be recharged over a short rest anywhere where you have access to power.

Mordrak Hand Flamer

This hand flamer functions as per the normal hand flamer located on page 219, with the following modifications:

  • Illegitimate - This hand flamer has the SCUM keyword. If discovered on your person by an authority figure, it may be confiscated.
  • Proprietary - This hand flamer only takes Mordrak branded flame canisters. Attempts to fit any adapters or alternative tanks void the warranty of this item, and the manufacturer will not be held liable for any issues caused by this.

Tau'va Merch

The following items were acquired by Rogue Trader Maurice for legal reasons, and distributed to the party as part of a covenant with the Tau of the Mysari system.

XV12 Farstrider Armour

Experimental armour designed for the use of Gue'vesa shock troops throughout the Farsight enclaves, this armour is heavier than standard fire warrior armour, but materially lighter than that of even the smallest battlesuit. Driven by a reactor core in its back and moulded to the wearer, this armour is fast, light, and highly manourverable. By sacrificing the flight capabilities, the Earth cast have also been able to provide it with a straight line charge ability second to none within the Tau'va.

This armour provides you an AR of 4. In addition, it has the following traits:

  • Mont’ka - When you move, you may activate the powerpack on the armour to accelerate you, allowing you to run at superhuman speeds. Your speed is doubled whenever you take the run, sprint, or charge action on your turn. Once you have done so, you may not do so again until you have taken a turn without spending any movement.
  • Excessively Herestical - You increase the DN of any social tests you make against creatures with the IMPERIUM keyword by 4 whenever you are wearing this armour.
  • Friend of the Tau'va - You do not suffer the usual penalties for a member of the Imperium interacting with Tau while wearing this armour.
  • Assault Velocity - You gain the NARRATIVE TRAIT Fast (3) while you wear this armour.
  • Inbuilt Systems - The armour has the following built in technology (brought to you by the Tau'va): Respirator, Void Suit, Vox Bead.

Darkstar Miniaturized Fusion Reactor

While not normally possible for a Tau to carry on their person, the increased bulk and resiliency of an Astartes makes it possible for you to carry this experimental reactor. Concealed within your converted armour powerpack, the Darkstar reactor produces a comically excessive amount of energy for your armours needs. It makes the following changes to your armours normal statistics:

  • Powered (+1) - The Powered rating of your armour increases by 1.
  • Superconductive Accelerator Servos - Your speed increases by 2 whenever you Charge, Run, or Sprint, and you are able to overcome small to medium obstacles without slowing down, such as normal building walls, and Troops.
  • Electromagnetic Stealth Any attempts to detect you via electromagnetic means increase the DN of the test by 4.
  • Battlesuit Class Reactor. Your reactor is sufficient to power even some of the larger Tau battlesuits. You gain the NARRATIVE TRAIT Sufficient Power (10), which is indicatively enough to conduct tasks such as powering an Imperium Dreadnought, or opening a set of titan fortress doors. Additionally you cannot suffer any complications which would involve your armour running out of power.

MV36 Guardian Drone

Developed in response to the high number of casualties suffered by Tau breacher teams, the Guardian drone projects an invisible mobile forcefield around the user, protecting them from harm. Unlike standard shield drones, the Guardian Drone is designed for shorter engagements, and thus while it projects a powerful field, it is not an especially durable form of protection, making it most useful when faced with excessive weaponry.

When you are targeted by a weapon (after you are announced as the target but before the die are rolled) you may choose to deploy your Guardian Drone. When you do so you gain 20 Temporary Resilience. When you would take damage, you instead deduct the total damage (including any AP) from the Temporary Resilience. Only once you have expended all of the Temporary Resilience do you once again take normal damage.

Once you have used the Guardian Drone in this way, you may not do so again until you have allowed the Drone to charge from your armours powerpack over the course of 1 hour. In addition, this drone confers the following properties:

  • Excessively Herestical - You increase the DN of any social tests you make against creatures with the IMPERIUM keyword by 4 whenever you are being actively protected by the Guardian Drone (or whenever someone takes a good look at your powerpack).
  • Friend of the Tau'va - You do not suffer the usual penalties for a member of the Imperium interacting with Tau while you have the Guardian Drone on or near you.

Assimilator Pule Pistol

A heavily customised version of the standard Tau Pulse Pistol sidearm, this weapon uses pulsed induction fields to propel micro-bursts of plasma over short distances. It deals a base damage of 12 + 5 ED, with a range of 6-12-18. Additionally it has the properties of Salvo 1, Pistol, and the Keyword PLASMA. The weapon can also be modified with IMPERIUM weapon modifications as well as TAU ones.

  • Mont’ka - This weapon is designed for a sudden strike, before the enemy have a chance to react. When you use this weapon as part of an ambush, or when initiating an unexpected combat (such as at a nice dinner party), it has AP -5 on the first turn of combat.
  • Stable Plasma Weaponry - While not reaching the damaging heights of Imperial Plasma weaponry, this pulse pistol is also a significant degree safer. It is considered to be Supercharged at all times (damage already included), but does not suffer the negative consequences of this trait. In addition, it cannot suffer any complications normally associated with being a Plasma weapon.
  • Excessively Herestical - You increase the DN of any social tests you make against creatures with the IMPERIUM keyword by 4 whenever you have this weapon displayed visually on your person.
  • Friend of the Tau'va - You do not suffer the usual penalties for a member of the Imperium interacting with Tau while you have this weapon displayed visually on your person.
  • Gene-Locked - This weapon is gene-locked to you, and will only fire in your hand.

Imperial Acquisitions

The following items were acquired by the party from the Hyperion Cluster high command after returning that nice big xenotech titan weapon.

Archeotech Iron Halo

This Iron Halo is a relic of a forgotten age, using forgotten sciences to alter the velocity of projectiles around the user. The Iron Halo projects an entropic hyperdecelerator vector field around the user, causing projectiles originating from outside the field to slow and eventually drop in the field, coming to rest on the ground.

Any shots, lasers, projectles, missiles, grenades, or other similar things originating further than 24 metres from the Iron Halo are slowed and eventually stop. This protects the user and the area within 24m of them from physical ranged attacks originating from outside the area of the field.

Note this does not protect from apocalyptic effects, such as a sufficiently large explosion, shipborne weaponry, or anything on a similar scale. It may however diminish these effects somewhat within the area of the field.

On the NARRATIVE SCALE this field allows you to ignore many of the consequences of being on a battlefield.

The ADEPTUS MECHANICUS assure you that the Iron Halo may only be usable for minutes at the time, but since integrating this into Annia's armour, you have not encountered this limitation...

Samaritan Pattern Grenade Launcher

This shoulder mounted grenade launcher was originally designed for use by the ADEPTUS ARBITES for use in negotiation with civilian uprisings, though it has also seen use by ASTRA MILITARUM forces across the galaxy.

While primarily a shoulder mounted weapon, this grenade launcher is also an augmetic, integrating into the shoulder blade and spinal column of the user, which allows it to be fired without requiring any hands, and can mentally be reloaded from the accompanying backpack. The grenade launcher uses the statistics of the Militarum Tempestus Grenade Launcher in the core rulebook (p.g. 220), with the following modifications:

  • Voltaic Accelerator. The barrel of this grenade launcher uses magnetic coils to propel projectiles further and faster than normal. The range bands of this weapon are 28, 42, 56.

Illuminator Pattern Heavy Bolter

A normal heavy bolter is designed to utterly obliterate infantry and severely damage light vehicles, however these are designed with static positions or power armoured Sisters in mind. The Illuminator pattern of the Heavy Bolter is a design which has struggled to find a use within the armies of the Imperium, being too heavy to be effectively transported by Guard units, and having too much recoil to be effectively aimed. Working more as a directional force of nature than an aimed weapon, it is more or less pointed in the vicinity of an enemy and one simply hopes it doesn't stray too much off target.

The Illuminator is a Heavy (5) weapon with the Brutal quality, and the BOLT and IMPERIUM keywords. When fired as an action, you designate a 2m square rather than making an attack roll. The damage dealt by this weapon is determined by the range below.

Range Loot
18 or less 12 + 5ED
19 to 36 9 + 4ED
37 to 54 6 + 3ED

When you fire this weapon, you must also roll a scatter die. One fired, the weapon then hits the target area, and also then moves 1d3 squares in the direction of the scatter die.

Creatures in the area of effect must make a Determination test, reducing the incoming damage by the number of successes rolled. For the purposes of ease, Troop mobs included in the area suffer casualties equal to 1 + the number of successes on the EDs rolled, up to the number of troops within the area.

Gentlemans Force cane

This force cane has been cunningly concealed as a fashionable gentlemans cane. The weapon functions as a Force Stave (p.g. 212), however does not have Range or the 2-Handed keyword, deals (S) + 3 damage, and has the Parry trait. The weapon also contains a Mono Rapier which can be revealed by twisting the handle and withdrawing the blade as a Simple Action.

This Mono Rapier deals (S) + 3 damage, 0 ED, and has AP of -1. In addition it has the Parry and Rending (2) traits. This rapier is also legal for most duels between nobility.

Inquisition Acquisitions

The following items were taken from the unfortunately deceased corpse of Interrogator Luciel Sharp, in an unrelated incident not associated with the party.

Invictus Pattern Bolt Revolver

This unusual pattern of bolt weapon chambers 4 bolt shells at a time, and is known to shatter the hands of a user if not properly braced when firing it. This weapon uses the profile of a Bolt Pistol and has the Reliable keyword.

Witchreaper Bolts

Witchreaper bolts are forged to torment and slay the witch. Witchreaper bolts deal an additional 2 ED of damage to Psykers, and if you reduce a Psyker to 0 Wounds with one of these rounds, they permanently increase the DN of Psychic Mastery tests by 2, in the event they survive the experience.

Ammo You have 2 Ammo of Witchreaper bolts.

Interrogators Rosette

The Rosette of an interrogator, while not able to wield the full power of an Inquisitor, wields an awful lot of power within the Imperium. If used judicially, it can even avoid getting you killed.

Unchecked Authority While you do not wield full power of an Inquisitor, you can use the Rosette to invoke the power of the Inquisition. Generally speaking you may use the authority of the Rosette once per session without attracting undue attention as long as its use is not too flagrant or obvious (the GM will warn you if it is), with additional uses within the same session materially increasing the likelihood of you gaining attention. When you use the authority of the inquisition in this way, you add 2 x your Tier dice to a test if one is needed.

Intrusion Spirit The Rosette is equipped also with an Intrusion Spirit, a powerful Machine Spirit which is able to overcome a large number of security protocols within the Imperium. When you make a Tech test against a mechanical system for the first time, you may add your Influence to the die pool.

Refractor Field The Rosette also functions as a Refractor Field (Page 233 of the main book).

Veritas

Developed by members of the Ordo Hereticus, Veritas compels you to speak the truth. When imbimbed, the target increases the difficulty of any test made to resist interrogation or deceive by 4 for 1d3 hours. Veritas is an odourless, clear liquid that tastes vaguely like lemon (for the purposes of spiking someones drink). You have a single vial of this.

Chapter Gear

Upon full ascension to Space Marines, you have been presented with the following gear.

Aquilla Mk VII Armour

Both of your Space Marines have been gifted with a set of Aquilla Mk VII armour. These have been retrofitted with all current upgrades to your armour, and also grant you the narrative trait Alarmingly Graceful (3) while being worn.

In addition, you have also both been given a boltgun or bolt pistol (your choice) fitted to an astartes frame.

Pirate Shopping

Items acquired very legitimately on Station 354.

Force Rapier

This item functions as a Force Sword, however it has one less ED than normal, and one more AP. Additionally when you are fighting a sole enemy one on one with this weapon, it deals an additional +1ED, and you may use the Dangerous talent as an out of turn incidental.

Shock Maul

This item is currently broken, however belongs to a still living Arbites.

Mechanicus Gifts

As part of taking the Stars Disgrace, the Ad-Mech gifted you with the following:

Breaching Shield

The Breaching Shield is an enormous slab of armoured ceremite better suited to an Orgyn or war servitor. The Breaching Shield has an AR of 3, and has the Shield Trait. In addition, as a simple action on your turn while you hold the shield you may magnetize it, clamping it to a solid surface such as across a normal sized bulkhead door.

Vanus Equipment

Creed was provided this equipment as part of his initial deployment.

Vakras Pattern Archeotech Eye Augmetic

As a major step within your initiation into the Temple Vanus prior to your first assignment, you have been implanted with an archeotech augmetic item. As a closely guarded secret of the Vanus Clade, the Vakras pattern augmetic is generally imperceptible, except to sufficiently talented individuals with cause to look for it. In addition to the below properties, it also functions as:

  • An Auspex (Page 236)
  • A Chrono (Page 237)
  • Preysense Goggles (Page 239)
  • A Vox Caster (Page 240)
  • Magnoculars

Variable Bone Actuators. The integration of the augmetic into your facial structure is done using articulated plates which replace sections of your skulls bone. As a simple action you may use these to shift the facial structure of your face. While this does not make you completely unrecognisable, it generally will allow you to change your facial structure within the normal bounds of a human face.

For example you may change your cheekbones from highly accentuated to not at all, or change the shape of your jaw from square to much smoother and more rounded. You can consider this to be the equivalent of a video game slider which allows you to change your face bone structure.

Optical Filters. The ability to see through your Vakras pattern augmetic renders you immune to the effects of bright light which would blind you, such as a flashbang grenade, or staring straight into a sun.

Data Vault. The Vakras pattern augmetic provides you perfect recall of everything you see and hear, as well as functioning as a dataveil relay, allowing you to access the local noosphere, as well as any similarly networked devices in the same scene as you. You may also use the inbuilt data vault to deliberately forget information, encrypting it within your own mind, until such a time as the critiera for its recollection (set at the time of encryption) is met, at which point you may recall it again perfectly.

Pict Ghost. You are implanted with dataveil negators and electromagnetic disruptors designed to interfere with surveillance equipment. You do not register to the machine spirits of electronic weapon scopes. In addition, you are able to manipulate the information captured by vox thieves, pict recorders, and other similar devices in your vicinity. While you are within the same scene as them, any machine spirit you have interacted with sees at least one other individual in the scene as having your same appearance and voice.


You may attempt to actively disrupt monitoring of your person, or that of others nearby. When you must spend at least 1 minute making a Tech test while interacting with the local dataveil. The DN of this is dictated by the security in place. On a success, select one other creature within the scene or well known to you. You cause Tier + 1 other creatures within the scene to take on either your appearance, or that of the target. You may shift additional successes to either add an additional creature to the total number you can alter the appearance of, or to add an additional target to the list of creatures whos appearance you can use.

For example using a Tier of 3 (for a total of 4), you might use this ability to cause all machine spirits to perceive a target in a crowd as you, give yourself their appearance, and then also create a digital double of both yourself and the target at a different point in the crowd.

This ability allows you to manipulate surveillance equipment, and does not generally extend to manipulating personal augmetics or heads up displays within helmets.


Overload. You may draw from emergency power reserves to use the Vakras Pattern augmetic to fire a single high powered lance of energy from it, though this drains your reserves. You may use this ability as an action to make a single attack using the weapon profile of a Lascannon, based on Intelligence (Tech Use). Once you have done so, the abilities of the eye cannot be accessed or used until you have recharged it for 24 hours against a normal power source, or 8 hours from a high capacity power source.

Godfreys Stuff

You have successfully looted reappropriated a number of items from Beckett Godfrey aboard station 354.

Tranquility

This heirloom powersword is a 2 handed power sword in the hand of a mortal, but fits neatly into a single hand for a space marine. The power sword is incredibly ancient, and clearly did not belong to Godfrey. With a crossguard styled as the twin headed aquilla and a blade of pure adamantium, it is a mighty weapon which can be shrouded in a disruption field to cleave through almost any substance. Oddly, the power field for this weapon is completely silent.

This Power Sword deals (Strength) + 6 damage, adds 4ED, AP -3, and has the following traits; Parry, Rending (2), Silent, and Arc (3).

It also has the Dueling Grip modification.

Tankbreaker. When you hit a vehicle, fortification, or structure with this weapon, you may shift ED to reduce the targets resiliency rather than adding extra damage. When you do so the previous resiliency is used to determine damage, however the new resiliency will be used for any subsequent blows.

Stormfield. Tranquility was manufactured on Constallax 643, and has the Stormfield property. Any time a troop or Elite makes a melee attack against you and misses, the melee weapon they use is destroyed.

Last Light

This holy relic is now highly prized by the sisters of the Scarlet Alter, having been recovered from heretical scum. The weapon itself is a Heavy Flamer, and in addition to its normal properties can never run out of ammunition when in combat with creatures that have the Chaos or Heretic keywords, and it has the Blessed (4) property.

Psychic Gifts

I wonder who this could be from :)

The Ghost Blade of the Void King

This weapon haunts Maurice, though none but he can see it. It may be found resting on his hip, easily reachable strung across his back, or within arms reach on a nearby surface at all times. He is always aware of this swords position, and how one could go about drawing it. The promise of doing so seems to hold great potential, offering power to Maurice if only he would take it up. The words of the Commander Excurcael, the Exquisite Revelation seem to always find their way back to his mind when Maurice thinks of the blade, reminding him it was offered free of malice or obligation.


The Ghost Blade always appears with Maurice between it and Sister Annia.

The Ghost Blade currently stores 4 6's which are available should Maurice ever require them.

Quest Rewards

In addition to cash and favours, you also acquired a device from some infractionalists when you decided to speedrun a lot of jobs on the job board.

Magnometric Tether

This mechadendrite easily affixes to the power pack of a Space Marine, interfacing with its armours systems. While it would normally drain enough power to completely disable Space Marine power armour, it does not seem to suffer this restriction when integrated with Annias power pack.

Once per combat you may use a simple action and select a target for the Magnometric Tether within 24m. The result depends on the target you select:

  • If the target is a creature with any amount of magnetic material on its person, and you are heavier than it or otherwise secured to a surface (such as with your maglocked boots) that creature is pulled in a straight line towards you, ending in a square next to you.
  • If the target is a creature which is substantially more massive than you and has metal on its person (such as a Chaos Terminator), you are pulled towards it, ending in a square next to it.
  • If the target is a metallic object which is not heavily integrated into a larger structure (such as a metal door, or a weapon) and isn't substantially more massive than you, the object is pulled towards you and ends in a square next to you.
  • If the target is a metallic object which is strongly secured or integrated, or is otherwise substantially more massive than you (such as a tank, a ship deck or ceiling, or bunker), you are instead pulled towards it, ending within one square of it.

You may alternatively target a 3m square of loose metallic objects, such as ammunition, spare parts, or drones. These are all pulled towards you, and deposited in a 1m pile directly in front of you.

Shadowmarket Goods

Creed has used your wealth and influence (plus a few extra days of time spent in orbit of an industrious hive world) to acquire a number of illegal black market items. Unfortunately they are all broken, but with time and effort they can be repaired.

Ancient Stormshield

Successes needed to restore: 40


This ancient and venerable shield should never have been held in the private collection of a planetary noble, and conveniently it was liberated from this tech heresy, and restored to its rightful place in protecting the servants of the Emperor.

This shield uses the statistics of the Storm Shield in the Wrath and Glory core rulebook (page 233) but provides a +3 AR rating rather than a +2. In addition to those rules, it has the following special properties:

  • Coriolis Pattern: The Coriolis Pattern of power shields was first developed during the Horus Heresy and used by Blood Angel terminators. They made use of gravitic field generators to slow and even stop blows in combat, however the power consumption required by these shields made them impractical for normal use. Anyone who does not have the ability to provide sufficient power for this shield is unable to effectively use it.
  • Gravity Field: You provide the +3 AR bonus from your Storm Shield to all allies within 3m of you.
  • Invulnerable - You reduce all Mortal damage by 1 before you take it. If this reduces the Mortal damage to 0, then you take 1 shock instead.
  • Defiant. - As a reflexive action you may spend 2 Wrath and reduce the damage from an incoming physical attack to 2 Mortal damage (reduced to 1 by your Invulnerable ability), and 1 Shock, catching it on your shield. You must use this ability after the attack has hit, but prior to any damage being rolled.

Phosphoric Pattern Rosarius

Successes needed to restore: 8 out of 40


This pendant functions as a normal Rosarius, however is an ancient and rare sample of the works from the lost forge world of Phosphorix 7 (which was lost when its sun exploded in an incident unrelated to the ad-mech on the planet). In addition to the normal Rosarius benefits, it is equipped with a Phosphoric Reaction Field. The light generated by this field can be calibrated to be far brighter than the normal Rosarius protective fields. When you are hit by an attack which deals at least 10 damage (prior to any AR which reduces that total) you may select one of the following effects:

  • Illuminative Burst: All creatures within 3m of you must make a DN 4 Determination test or be Blinded until the end of their next turn.
  • Flash Flight: The burst of light allows you a moment to move 3m without provoking reflextive action attacks.

Frostforge Pattern Multi-Melta

The Frostforge pattern of Multi-Melta was originally designed for carving out large ice caverns, however the natives of Norfyn'lnd quickly discovered it had other uses in combat scenarios. This weapon functions as a Multi-Melta from the Wrath and Glory core rule book (page 218), however has the following additional qualities:

  • Prison of Fire and Steel: When you hit a vehicle or metallic structure of a similar size with this weapon, it superheats the air within the target as well. All creatures within it must make a Determination test with a DN determined by the size of the target (a Sentinel would use a DN of 5, a Rhino or Salamander would use a DN of 3, whereas a Baneblade or a Titan would use a DN of 0, and you take 1 Shock damage if you ask the GM if it works on a voidcraft). On a failure, the creature takes half the damage you dealt to the original target.
  • Ice-Bane: If you use this weapon against ice (such as if carving an ice cave or similar) it is twice as effective as normal.

Cardioproxy


This item functions as a Cardioproxy from the Wrath and Glory core rulebook (page 244). In addition to this, anytime you roll to undertake long endurance tasks (such as running for a day or more at a time) you may reroll failed dice equal to your Tier. If you reroll a Wrath failure, you retain the failure, but also use the new result.

Reflex Catalyst

Successes needed to restore: 7 out of 30


This item functions as a Reflex Catalyst from the Wrath and Glory core rulebook (page 245). In addition to this, anytime you roll to Dodge, you automatically add 1 Success to the result.

Fire Dicipline


  • XP Cost: 20
  • Prerequisites: The ASTRA MILITARUM keyword, Ballistic Skill 3+
  • Effect: You are a cool, professional soldier, with aim guided by years of training. Whenever you make a successful attack with a weapon with the IMPERIUM keyword and you roll a 6 on the Wrath die, you may choose to expend 1 ammo and make an additional attack with that weapon. This attack must be made against the same target or another target near the initial target. This attack may not generate additional attacks.

Fix Bayonets!


  • XP Cost: 20
  • Prerequisites: The ASTRA MILITARUM keyword
  • Effect: Straight steel, and the strength to swing it, defends the Imperium. You increase the base damage of a bayonet you wield by +double Rank when you charge, or when you attack an enemy who has charges you since your last turn. If you have the KRIEG keyword, this talent also applies to your entenching tool.

Deadly Shot


  • XP Cost: 20
  • Prerequisites: Ballistic Skill 4+
  • Effect: Your shots are terrifying lethal, and find targets weakpoints with disturbing accuracy. When you aim and make a successful ranged attack using the Called Shot option, the weapon gains the Mortal (1) trait.

Emperors Wrath


  • XP Cost: 30
  • Prerequisites: The IMPERIUM Keyword, Weapon Skill 3+ OR Ballistic Skill 3+
  • Effect: The endless tides of His enemies cannot stand before you. After you make an attack, you may spend 1 Wrath to immediately make an additional attack.

Hail of Fire


  • XP Cost: 20
  • Prerequisites: Ballistic Skill 3+
  • Effect: You produce a veritable wall of firepower which few foes can withstand. Whenever you use a Salvo option when making a ranged weapon attack, you add +Rank ED to the attacks damage.

Ambush Fire


  • XP Cost: 20
  • Prerequisites: Ballistic Skill 3+, Stealth 3+
  • Effect: There is no shot quite as effective as one unexpected. When you make a ranged attack against an unaware enemy, the target and all enemies within 6 meters of the target must pass a Resolve test against a DN equal to your Stealth score before making the shot or be Pinned.

Siege Specialist


  • XP Cost: 10
  • Prerequisites: The KRIEG keyword
  • Effect: If theres one thing that you know, its how to withstand a siege, and how to break one. Any siege defenses such as walls and trenches built or overseen by you are of the highest quality possible with the tools, personnel, and materials to hand.

At Home in the Trenches


  • XP Cost: 5
  • Prerequisites: The KRIEG keyword
  • Effect: You don't feel at home unless you are in a trench. You can complete a regroup (long rest) in just 4 hours while in a trench in a warzone or similar area rather than the usual 8. Of this, only 3 need to be spent sleeping, and 1 can be light activity.

Master Digger


  • XP Cost: 5
  • Prerequisites: The KRIEG keyword
  • Effect: Everywhere can be a trench if you are determined enough. You are able to dig far more trench than you should be able to in the time you have avaliable. The amount of trench you can reasonably excavate in a given timeframe is multiplied by 1 + your Tier.

Down and Dirty


  • XP Cost: 5
  • Prerequisites: The KRIEG keyword
  • Effect: You are an expert in trench warfare, and all good Kriegsmen know that the best weapon is the one that is at hand. Most often, this is your entrenching tool. Your Entrenching tool gains the Brutal and Parry qualities.

Iron Mind, Iron Sight


  • XP Cost: 20
  • Prerequisites: [REDACTED]
  • Effect: [REDACTED]. Prior to making a ranged attack, you may focus intensely, and with almost mechanical precision, ensure your hit will land at least some damage. You may suffer up to your Rank in shock, and add an equal amount of the Mortal quality to your attack. This Mortal quality is applied to your target regardless of it you hit or miss.

Patient


  • XP Cost: 10
  • Prerequisites: Ballistics Skill 4+
  • Effect: You have mastered the art of lying in wait for your foe. When you spend at least 1 minute lying prone and aiming at a target you can see, all ranges of your weapon are multiplied by 100 until you make a Ballistic Skill test. Once you have done so, you must again spend at least 1 minute lying prone and aiming before you can fire another shot in this way.

Suppressing Fire


  • XP Cost: 15
  • Prerequisites: Ballistics Skill 4+
  • Effect: Your fire inspires terror in those you direct your weapon towards. When you hit a Mob with your ballistics skill, you cause a number of that Mob equal to the number of die you Shift become Pinned.
  • Ranked: You may spend an additional 5XP on this talent to increase the number of targets affected by your Rank (becoming Shifted die + Rank)

Disarming Shot


  • XP Cost: 15
  • Prerequisites: Ballistics Skill 4+
  • Effect: When you deal damage to a creature with a Ballistics Skill test, you may Shift your ED to attempt to disarm the creature rather than deal additional damage. When you do so, select a number of ED and shift them. The target creature must make an Athletics Test against a DN set by the number of ED you shift. On a failure, it drops an item of your choice.
  • Ranked: You may spend an additional 5XP on this ability to increase the base difficulty of the test by 1 (to be 1 + ED Shifted). Each time you take an additional rank in this Talent, the XP cost increases by 5 (so 5, 10, 15 etc).

Forceful Shot


  • XP Cost: 10
  • Prerequisites: Ballistics Skill 4+
  • Effect: When you deal damage to a creature with a Ballistics Skill test, you may Shift your ED to knock a creature prone. When you do so, select a number of ED and shift them. The target creature must make an Athletics Test against a DN set by the number of ED you shift. On a failure, it falls prone.
  • Ranked: You may spend an additional 5XP on this ability to increase the base difficulty of the test by 1 (to be 1 + ED Shifted). Each time you take an additional rank in this Talent, the XP cost increases by 5 (so 5, 10, 15 etc).

Undying Legionary


  • XP Cost: 15
  • Prerequisites: [REDACTED]
  • Effect: [REDACTED]. When you roll Determination to shift Wounds to Shock, any additional successes you roll above the amount of damage you were shifting is restored to you as Wounds healed. This may or may not have consequences.

Precision Murder


  • XP Cost: 15
  • Prerequisites: Ballistics Skill 6+
  • Effect: You have an inevitable accuracy. When you kill 3 or more Troops within a Mob, you may select one specific unit within that Mob (for example the guy carrying the Vox unit) who will be removed when the GM removed Troops.
  • Ranked: For each additional 10XP you spend on this ability, you may select an additional troop unit to be removed. You may take this upgrade any number of times.

Sight of the Star Gods


  • XP Cost: 15
  • Prerequisites: [REDACTED]
  • Effect: [REDACTED]. You may use a simple action and suffer 1d6 Shock to gain the ability to temporarily peer beyond the normal sight you would be offered by mortal eyes. Until the end of the scene you are able to see through up to your Tier meters in solid material. When you do so, this may allow you to see through multiple layers of material (such as through a room and into the next). In this event, you can focus your sight such that you are seeing through an amount of material of your choice (EG choosing to only see through 2 meters so that you are able to see into a closer room rather than the room beyond it).

The Emperors Judgement


  • XP Cost: 30
  • Prerequisites: Ballistic Skill 5+
  • Effect: When using a ranged weapon and aiming, designate one of your dice (by for example selecting a different coloured die) as your Judgement die. If you roll a 6 on the Judgement die on a successful attack it either inflicts a further 1d3 Mortal Wounds, or allows you to make a free Movement action once the attack is finished.
  • Ranked: You may spend another 15XP on this ability. When you do so, you add an additional Judgement die to your roll. You may take this improvement up to your Tier number of times.

Patient Killer


  • XP Cost: 10
  • Prerequisites: Ballistics Skill 5+, the Patient talent
  • Effect: Your ability to eliminate targets beyond normal sight is almost uncanny. When you make a shot using the Patient talent, you may reroll a number of failed dice up to your Rank once each when making the shot. If you use Wrath to reroll the check, you may use this again on failed dice in the new check.

Spirited Flight


  • XP Cost: 15
  • Prerequisites: The ADEPTUS MECHANICUS Keyword
  • Effect: You are able to interact with and engage with the spirits of vehicles, forging a unique bond. You may make Piloting Tests from anywhere within or on the surface of a vehicle, and may use your Intelligence as the base attribute for Piloting Tests made in this way.

Wrath of the Machine Spirit


  • XP Cost: 30
  • Prerequisites: The ADEPTUS MECHANICUS keyword, Tech 4+
  • Effect: You are an expert in the ways of the machine spirits which reside within weapons. Whenever an ally fires a weapon with the IMPERIUM keyword within 6 meters of you, they may add your Rank ED to the weapons damage. Additionally, all weapons with the IMPERIUM keyword within this range gain the Reliable quality if they did not already possess it, and increase the weapons Reliable rating by 1 if they do.

Abjur the Heretical Spirit


  • XP Cost: 20
  • Prerequisites: The ADEPTUS MECHANICUS Keyword
  • Effect: Your blows burn the heretical spirits which power your enemies vehicles. Whenever you successfully hit an enemy vehicle, the DN of any checks made to control it increase by +Rank until the end of your next turn.

Vox Whisperer


  • XP Cost: 10
  • Prerequisites: The ADEPTUS MECHANICUS Keyword
  • Effect: Your voice passes beyond the mortal world and into the Datasphere. When you speak, you may speak from any Vox unit you are aware of within Rank x 100KM or within the same scene. You are able to hear the voices of those who reply in kind as if you had a vox unit to hear the answers.

Unwilling Spirit


  • XP Cost: 15
  • Prerequisites: The ADEPTUS MECHANICUS Keyword
  • Effect: Your enemies find it hard to turn the spirits of their weapons upon you. Whenever you are hit by a weapon attack, the weapon gains the Unreliable (1) trait until the end of the scene, as if it had been maintained by Voss Crane to give to people he particularly disliked.

Electrical Succor


  • XP Cost: 20
  • Prerequisites: The ADEPTUS MECHANICUS Keyword
  • Effect: You can leech power to restore your body. When you complete a respite (short rest) in contact with a generator, reactor, or fully operational vehicle, you also regain Wounds equal to your Intelligence Rating + your Tier.

Master Enginseer


  • XP Cost: 15
  • Prerequisites: The ADEPTUS MECHANICUS Keyword
  • Effect: You have an unusual gift with the higher machine spirits of vehicles. It always takes you the minimum reasonable amount of time to repair, enhance, or upgrade a vehicle with the IMPERIUM keyword. Note this ability still requires the correct tools, parts, and sometimes support personnel in order to be used.

Merciless Medicae


  • XP Cost: 30
  • Prerequisites: The ADEPTUS SORORITAS Keyword, Medicae 3+
  • Effect: Sometimes the Emperors Grace comes to your allies in your caring ministrations. Sometimes it comes by bolter, melta, and flamer. After you make a Medicae test, you may spend 1 Wrath to immediately make an attack.
  • Ranked: You may invest an additional 10XP into this ability. When you do so and if your attack hits, the target of your Medicae check heals an amount of Shock equal to the damage dealt by your weapon (after applying Defense).

The Emperor Needs You Still


  • XP Cost: 10
  • Prerequisites: Medicae Skill 3+
  • Effect: Biology will not determine the time of your subjects death, only the Emperor. When you make a Medicae test against a creature with the IMPERIUM Keyword who is Dying, you add +Double Rank bonus dice to the test.

Adoration of Flame


  • XP Cost: 20
  • Prerequisites: The ADEPTUS SORORITAS Keyword
  • Effect: The sight of flames fills you with renewed adoration of His divine grace. You gain +1 Faith. In addition, you gain +1 ED to your damage for each creature you can see within the scene with the On Fire condition.

Return to His Service


  • XP Cost: 30
  • Prerequisites: Medicae 3+
  • Effect: When you bring an ally back from the brink, they return with renewed fury. When you succeed on a Medicae test on a Dying ally, both you and the ally gain 1 Wrath.

Embrace the Flames


  • XP Cost: 20
  • Prerequisites: The ADEPTUS SORORITAS Keyword
  • Effect: You know the flames, and they know you. You add +Double Rank to your Resilience against attacks with the Fire or Melta keywords.

His Endless Fury


  • XP Cost: 10
  • Prerequisites: The ADEPTUS SORORITAS Keyword
  • Effect: Your endless quest to visit wrath upon the enemies of Mankind will know no limits. While your hold at least one point of Faith, you do not need to reload any man portable weapon with the BOLT, FLAME, or MELTA keyword, and cannot run out of ammunition for these weapons.

Into the Jaws of Hell


  • XP Cost: 10
  • Prerequisites: The ADEPTUS SORORITAS Keyword
  • Effect: The common soldier finds your presence inspiring. The common devotee sees it as a blessing from the Emperor himself. While they can see you in danger, allied minions and troops with the IMPERIUM keyword gain a bonus to any checks made to resist Fear or Corruption equal to your Tier.
  • Ranked: You may spend an additional 10XP on this Talent. When you do, any allies making a Fear or Corruption test alongside you may choose to use your result for the test. The ally must choose to accept this result prior to you rolling, but may choose to do so after they have rolled.

Eternal Fury


  • XP Cost: 10
  • Prerequisites: The ADEPTUS SORORITAS Keyword, His Endless Fury talent
  • Effect: Your endless quest to visit wrath upon the enemies of Mankind will know no limits, and shall not be slowed by the failings of the machine. While your hold at least one point of Faith, you ignore any Critical Failures which would prevent your weaponry from working, such as a Wrath Failure which would cause your Chainsword to stop.

Beacon of Faith


  • XP Cost: 5
  • Prerequisites: The ADEPTUS SORORITAS Keyword
  • Effect: Your faith in the Emperor graces you and shines brightest upon the field of battle. A scene with you in it can never be completely dark. While no one could ever demonstrably prove it, you shed a small amount of soft, warm light and perhaps through coincidence or perhaps through His divine grace always seem to walk in the light of the world (for example when walking down a corridor, you somehow seem to walk in the part of it where a sunbeam illuminates you softly from behind in a way that looks almost angelic). You may suppress this effect if you desire.

Oddly, the effects of this ability cannot be replicated by other creatures replicating exactly where you were standing.

Moved by His Hand


  • XP Cost: 10
  • Prerequisites: The ADEPTUS SORORITAS Keyword, the Beacon of Faith Talent
  • Effect: Your faith almost physically compels you forwards, allowing you to move with his grace and speed. While you hold a point of Faith, you may add +1D to any Test which requires physical prowess, such as climbing or running.
  • Ranked: You may spend an additional 20XP on this ability. When you do so, the number of die granted by it changes from +1D to a number equal to the number of Faith points you currently hold.

Shielded by Grace


  • XP Cost: 10
  • Prerequisites: The ADEPTUS SORORITAS Keyword
  • Effect: You gain +1 Faith. As a reflexive action when you and/or any allies suffer damage, you may spend a point of faith and yell a battlecry to the emperor. When you do so, all allies hit with this attack increase their resilience against it by 2 x your Tier.

The Faithless find no Deliverance


  • XP Cost: 15
  • Prerequisites: The ADEPTUS SORORITAS Keyword, Faith 1+
  • Effect: The Faithless find no deliverance, and will be cast down by your hand. You gain +1ED when dealing damage to enemies who do not worship the Emperor. You suffer -2ED when dealing damage to enemies who do worship the Emperor.

Armour of Contempt


  • XP Cost: 20
  • Prerequisites: The ADEPTUS SORORITAS Keyword, Faith 1+
  • Effect: You wreath yourself in the holy contempt of the Emperor. Gain 1 Faith. As a Simple action on your turn, you may spend 1 Faith to set your Shock back to 0, and deal an amount of damage equal to the Shock you removed to an enemy within 6m of you.

Legacy of His Conquest


  • XP Cost: 30
  • Prerequisites: A Burning Weapon, Weapons Skill 5+
  • Effect: There are very few in this universe who wield a flaming blade. When you slay a Daemon with a burning weapon, it must make a Conviction test against a DN of your Weapons Skill. On a failure, it is utterly annihilated, does not return to the warp, and cannot reform. The GM may only spend Ruin on these tests for Adversary enemies.
  • Ranked: If you have Faith points, you may spend 15XP on this talent and increase the DN of the test made by your maximum Faith points.

Love of The Living Saint


  • XP Cost: 15
  • Prerequisites: A Burning Weapon
  • Effect: With your burning blade, you inspire the souls of humanity. When you ignite your burning blade, all friendly creatures with the IMPERIUM keyword may immediately reattempt any tests against ongoing hostile effects (where such tests are possible). This may include tests which do not normally require a repeated save, such as a Fear effect which lasts until the danger has passed.

Courage of The Living Saint


  • XP Cost: 15
  • Prerequisites: A Burning Weapon, the Love of The Living Saint Talent
  • Effect: When you ignite your blade, you feel the courage of Celestine flowing through you. As long as you hold the weapon in your hand, you are immune to the Fear condition.

Disarming Strike


  • XP Cost: 15
  • Prerequisites: Weapon Skill 4+
  • Effect: When you deal damage to a creature with a Weapon Skill test, you may Shift your ED to attempt to disarm the creature rather than deal additional damage. When you do so, select a number of ED and shift them. The target creature must make an Athletics Test against a DN set by the number of ED you shift. On a failure, it drops an item of your choice.
  • Ranked: You may spend an additional 5XP on this ability to increase the base difficulty of the test by 1 (to be 1 + ED Shifted). Each time you take an additional rank in this Talent, the XP cost increases by 5 (so 5, 10, 15 etc).

Forceful Assault


  • XP Cost: 10
  • Prerequisites: Weapon Skill 4+
  • Effect: When you deal damage to a creature with a Weapon Skill test, you may Shift your ED to push your target directly away from you. When you do so, select a number of ED and shift them. The target creature is pushed back a number of metres equal to the number of die you shift. Note that this may be modified or may not work at all against larger foes, which the GM will advise you of prior to spending the die.
  • Ranked: You may spend an additional 5XP on this ability to increase the base distance the target is moved by 1 (so 1 + ED Shifted). Each time you take an additional rank in this Talent, the XP cost increases by 5 (so 5, 10, 15 etc).

Bulwark


  • XP Cost: 15
  • Prerequisites: Strength 4 or more
  • Effect: You may shield your allies from harm, interposing between them and the foe. While you are wielding a physical shield, you grant a +1 bonus to Defense on any allies within 1 meter of you.

Purge the Witch!


  • XP Cost: 15
  • Prerequisites: [REDACTED]
  • Effect: You may prevent the witch from staining the holy imperium with their foul warpborne magics. You may take the Deny the Witch action, using your Willpower as the Attribute and your maximum Faith as your skill for this roll.

Condemn the Witch!


  • XP Cost: 25
  • Prerequisites: 1+ Faith, [REDACTED], the Purge the Witch talent
  • Effect: You judge those who dabble in the warp, searing the emperors wrath unto them. When you succeed on a Deny the Witch test, the target also takes Shock equal to your current points of Faith.

Unbreakable Guard


  • XP Cost: 15
  • Prerequisites: Strength 4 or more
  • Effect: Whether stalling for time, acting as a distraction, or blocking an enemy advance, you are almost untouchable when dedicated to defence. When you benefit from a Full Defence, your Defence is further increased by +Tier.

Threatening Presence


  • XP Cost: 15
  • Prerequisites: Strength 4 or more, a physically intimidating presence
  • Effect: Once per encounter as a simple action you may do something distracting and threatening (such as throwing an enemy corpse across a room, or taking your normal combat action). Until the Scene ends or your character is incapacitated, enemy Troops within the Scene add +1 die to any tests made to attack you. They also suffer a 1DN penalty to hit any of your allies for the same duration.
  • Ranked. You may spend another 5XP on this ability to increase the die bonus and penalty to 2, and another 5 again to increase it to 3.

Merciless Saviour


  • XP Cost: 15
  • Prerequisites: The ADEPTUS SORORITAS Keyword.
  • Effect: Your hands are soaked in the blood of your allies and enemies alike. For every 2 enemies you kill in a combat, you gain a charge of Merciless Saviour. When you use Medicae to heal an ally during that same combat, you may expend these charges to heal them a number of wounds equal to the charges you hold.

Pain is the Emperors Gift


  • XP Cost: 10
  • Prerequisites: The ADEPTUS SORORITAS Keyword.
  • Effect: Your pain reminds you of your duty to the Emperor. Whenever you are damaged, your Resilience increases by 2. This resets at the start of your next turn.

Purge the unclean masses


  • XP Cost: 15
  • Prerequisites: The ADEPTUS SORORITAS Keyword.
  • Effect: You have waded through the unclean mass of humanity, and found them wanting. Your Defense against Mobs increases by your Rank whenever you are attacked by them in melee.

Scourge the Warp Touched


  • XP Cost: 15
  • Prerequisites: [REDACTED]
  • Effect: [REDACTED]. When you witness a Psychic power being used, you may spend a point of Wrath. When you do so the number of dice the enemy can Shift for Potency options is reduced by your Tier. Note this does not prevent them from being treated as successes, however if you were Tier 3 and they rolled 3 6's, they would be unable to shift any of them even if they normally succeeded.

Whirlwind of Rage


  • XP Cost: 20
  • Prerequisites: The ADEPTUS ASTARTES Keyword, Athletics 4+
  • Effect: Raw gene-enhanced muscle mass aids your brutal charges, driven by a hatred of the unclean. When attacking part of a Charge, you may shift up to Tier 6's for +2 ED each instead of the standard +1 ED.

Miscount


  • XP Cost: 20
  • Prerequisites: Intelligence 4+, The INQUISITION Keyword
  • Effect: You have an uncanny knack to keep track of your enemies shots in your head. As Reflexive Action when you or an ally is targeted by an Attack from an enemy who shot last turn, you may cause them to discover they have run out of ammunition and need to reload.

Beurocratic Chameleon


  • XP Cost: 15
  • Prerequisites: The INQUISITION Keyword
  • Effect: You have an uncanny ability to replicate the nature of other aspects of the imperiums paperwork. When you succeed on a test made to interact with the beurocracy of an organisation with the IMPERIUM keyword, you may shift a 6 to grant yourself a Keyword from the organisation targeted until the end of the scene.

Subtextual Analysis


  • XP Cost: 10
  • Prerequisites: Insight 3+
  • Effect: You see through the immediate context to deeper layers of communication. When you succeed on an Insight test (or similar test made to understand a creature you are interacting with) you may spend 2 additional successes to have the GM tell you of a hidden subtext of the conversation. Examples might include an undercurrent of sexual tension between two members of the conversation indicating a romantic attraction, or a character strategically avoiding looking at a particular section of a bookshelf indicating the evil Chaos tome you are looking for may be on that shelf.

Quest for Knowledge


  • XP Cost: 20
  • Prerequisites: The INQUISITION Keyword
  • Effect: Your quest to know and understand knows no bounds. You may reroll up to Double Rank dice on Investigation and Scholar tests, and such tests take you half as long to perform.

Properly Prepared


  • XP Cost: 20
  • Prerequisites: The INQUISITION Keyword
  • Effect: You are always well prepared for any scenario. Once per session when you lose an item or it is destroyed, or you run out of Ammo, you may reveal you brought a replacement. In addition, you may spend 1 Glory to reveal you have in your possession a previously undocumented item you could reasonably have acquired before your current situation, as long as it could reasonably have fit upon your person and would not have impacted any events up until that point.

Weaselly Defence


  • XP Cost: 15
  • Prerequisites: A powerful "survival instinct"
  • Effect: You are very good at staying alive, often at the expense of enemies nearby. When you are the target of an attack, you may spend 1 Glory as a Reflexive Action to force the attack to target a hostile creature engaged with you instead. This talent cannot be used if you are Restrained or otherwise have your movement impaired.

Sanctioned Linguist


  • XP Cost: 5
  • Prerequisites: Intelligence 3+
  • Effect: You add +Rank to Scolar tests relating to reading and translating languages. In addition you learn +Double Rank languages.

Distractingly Pedantic


  • XP Cost: 10
  • Prerequisites: A detail oriented personality
  • Effect: You are very very detail oriented, which only some people appreciate. While you engage a creature or group of creatures without the ADEPTUS ADMINISTRATUM Keyword in a neuanced conversation, any allies creatures Stealth scores are reduced by your Tier less any time they are reduced by their actions while within the same Scene as you.

Bulletproof Papertrail


  • XP Cost: 5
  • Prerequisites: The INQUISITION Keyword
  • Effect: Your papertrail is oddly difficult to pin down, and often don't point back to you at all. Any attempt to track, audit, or trace your requisitions have their DN increased by +Double Rank.

Pre-filled Success


  • XP Cost: 35
  • Prerequisites: The INQUISITION Keyword
  • Effect: You submitted paperwork ahead of time reporting the success of certain actions. As a reflexive action to an ally in the same scene rolling a test with at least one results of a 1 on a die other than a Wrath die, you may remove that die from the pool and replace it with one from your own dice which shows a 5. You may replace up to your Tier worth of dice in this way. Once you have done so, you must, in a way of your choosing ask, the GM if they are sure of the previously announced result and request a recount.

Warp Auditor


  • XP Cost: 20
  • Prerequisites: The INQUISITION Keyword, the Pre-filled Success talent
  • Effect: You have discovered additional forms which can be filled out and submitted ahead of time. When you use your Pre-filled Success ability, you may use it to replace a single Wrath die, rather than your tier's worth of normal die.

Mass Miscalculation


  • XP Cost: 15
  • Prerequisites: Intelligence 4+, The INQUISITION Keyword, The Miscount Talent
  • Effect: You have an uncanny knack to keep track of your enemies shots in your head, and not just for a single enemy. When you use the Reflexive action granted by your Miscount ability, it also affects all enemies standing within 6 meters of the targeted enemy.
  • Ranked: You may invest an additional 10XP in this ability to increase the range of enemies it affects from 6 to 12 meters.

Well Provisioned


  • XP Cost: 15
  • Prerequisites: Intelligence 4+, The INQUISITION Keyword
  • Effect: You have an uncanny knack of ensuring your allies bring along everything they need. As a simple action on a turn while within 6 meters of an ally you saw make an attack with a handheld weapon that is thrown or detonated as part of the attack (such as a grenade, meltabomb, or throwing knife), you may throw them a replacement of that item. This item must appear from a location on your person the target was not paying close attention to. You may do this a number of times per session equal to your Rank + your Tier.
  • Ranked: You may invest an additional 10XP in this ability to allow you to use this ability on special ammunition and rockets for person portable launchers.

Kryptman's Brand


  • XP Cost: 5
  • Prerequisites: Intelligence 4+, The INQUISITION Keyword
  • Effect: Inquisitor Fidus Kryptman is not a smart man. When handling paperwork regarding a mistake made by someone you deem to be hostile or otherwise a threat, you may vaguely associate the name of Kryptman with this mistake. This reflects poorly upon both Kryptman, and the person or entity which made the mistake.

Curse of the Crimson King


  • XP Cost: 5
  • Prerequisites: The INQUISITION Keyword
  • Effect: Curiosity is a powerful weapon in the hands of the inquisition. It also gets you into all sorts of trouble. You gain an additional die on any tests made to access information you shouldn't have access to, pull on threads better left alone, or ask questions you shouldn't.

Artificial Accusation


  • XP Cost: 10
  • Prerequisites: The INQUISITION Keyword
  • Effect: Guild is implicit, evidence is secondary. In response to a failed test in a social situation, you may spend a point of Wrath. When you do so you reveal definitely legitimate evidence, allowing you to reattempt the same test as before (though it must now include an accusation of a crime or heresy). When you do so, you add dice equal to your Tier to the test.

Currency of the Imperium


  • XP Cost: 15
  • Prerequisites: The ROGUE TRADER Framework
  • Effect: A rogue trader can get many things done, and when they cannot they fall back upon the most powerful currency in the realm; favours. When you would make an Influence test, you may call upon the influence of an allied character or faction. This allows you to add a number of dice determined by the GM to your test (minimum 3), in exchange for a favour owed to that character or faction at a later date. Note the magnitude of the favour is equivalent to the magnitude of the bonus to the test.

Antithesis of the Changer


  • XP Cost: 15
  • Prerequisites: The INQUISITION Keyword, Scholar 5+
  • Effect: The Inquisition knows all. When you Succeed on a Scholar (or arguably similar) Test, you may shift any remaining 6's and instead of gaining additional information may instead transform the information gained from the test into a FACT. The scope of the FACT should address the information sought based on the available information, though it may reveal areas of potential misinformation by not including them within its scope.

Premeditated


  • XP Cost: 30
  • Prerequisites: The INQUISITION Keyword, Intelligence 5+, Awareness 4+
  • Effect: Everything happens according to your plan. Once per session when you enter a planned combat (social, narrative, or violent) where you are not surprised, you may spend a point of Wrath. When you do so, you immediately cause a Flashback to describe the planned approach for the combat. For the duration of the scene, the Strain threshold of all allied characters present in the Flashback is increased by your Tier.

Commanders Shot


  • XP Cost: 15
  • Prerequisites: Awareness 4+
  • Effect: When you deal damage to a creature with a Ballistics Skill test, you may Shift your ED, creating a distraction to allow an ally to move. When you do so, select a number of ED and shift them. An ally of your choice in the scene moves a number of metres equal to the number of die you shift.
  • Ranked: You may spend an additional 5XP on this ability to increase the base movement granted by 1 (so 1 + ED Shifted). Each time you take an additional rank in this Talent, the XP cost increases by 5 (so 5, 10, 15 etc).

Compromising Shot


  • XP Cost: 10
  • Prerequisites: Awareness 4+
  • Effect: When you deal damage to a creature with a Ballistics Skill test, you may Shift your ED, distracting the enemy from your allies. When you do so, select a number of ED and shift them. The target creature must make a Determination Test against a DN set by the number of ED you shift. On a failure, it becomes Vulnerable.
  • Ranked: You may spend an additional 5XP on this ability to increase the base difficulty by 1 (so 1 + ED Shifted). Each time you take an additional rank in this Talent, the XP cost increases by 5 (so 5, 10, 15 etc).

We Are Anyone


  • XP Cost: 10
  • Prerequisites: The INQUISITION Keyword
  • Effect: The Inquisition cannot be everyone, so instead it must be anyone. You gain +Tier dice to blend into the background of any given scene, and anyone attempting to spot you from the background of a scene increases the DN by your Tier.

Whispers of the Warp


  • XP Cost: 20
  • Prerequisites: The PSYKER keyword
  • Effect: The warp whispers to you, speaking secrets of the world around you. When you attempt an Awareness or Insight Test, you may choose to suffer 1, 2 or 3 shocked in order to gain that number of additional dice on the Test.

Emperors Fury


  • XP Cost: 30
  • Prerequisites: The PSYKER and IMPERIUM Keyword
  • Effect: The warp is your enemy, for it shall be the ruin of all humanity. Whenever you see an enemy PSYKER use a Warp power, you gain an additional Wrath Die for any Psychic Mastery checks made until the end of your next turn. You may gain up to Double Tier dice in this fashion, these dice do not count against your power level for the scene, and cannot trigger Perils of the Warp by rolling a 1.

Peril for All


  • XP Cost: 20
  • Prerequisites: The PSYKER and IMPERIUM Keyword
  • Effect: When you tap into the fury of the Warp fully, your enemies shall not stand against you. While you are at the Transcendant (3rd) or higher power level for your Psyker abilities, all enemies which target you with an attack suffer 1 Mortal Wound. They suffer this wound before making their attack.
  • Ranked: You may spend 10XP to invest in an an additional Rank in this ability. When you do so, the number of Wounds inflicted by the ability increases by 1. You may do this up to Rank times, for a total of Rank + 1 Mortal Wounds.

Distant Regard


  • XP Cost: 15
  • Prerequisites: The PSYKER Keyword
  • Effect: The might of the Emperors wrath is without equal, and none may escape its fury. When you use a Psyker power with a range of greater than Self or Touch, you may add additional Wrath die to increase the range of the power. You and the GM will discuss the number of die needed to increase the range to your desired distance.

Imperial Empyrean


  • XP Cost: 20
  • Prerequisites: The PSYKER and IMPERIUM Keyword
  • Effect: His mastery of the immaterial allows you to channel and manipulate the warp, rather than any unholy psyker powers. While you are within 6 meters of a creature holding at least 1 point of Faith, any psykic abilities you trigger register upon initial inspection to be Faith abilities.

Note this will not protect you from any sustained investigation, but rather will allow you to use your gifts of the emperor around most members of the Imperium without worrying too much.

Beacon of Holy Wrath


  • XP Cost: 10
  • Prerequisites: The PSYKER and IMPERIUM Keyword
  • Effect: You are but a mirror to a fragment of his divinity. But those who would gaze upon even a fragment are foolish beyond measure. When a creature with the ability to see into or sense the Warp, such as any creature focusing on you while using Psyniscience or viewing you with Witchsight, view you as a shining figure of light.

Blind the Warp


  • XP Cost: 10
  • Prerequisites: The PSYKER and IMPERIUM Keyword, the Beacon of Holy Wrath talent
  • Effect: The light of His light burns brightly through you. When a hostile creature attempts to actively view or inspect you with a warp based vision, it must succeed on a Conviction test against a DN of your Psychic Mastery Ranks or become Blinded until the end of its next turn.

Trappings of Wealth


  • XP Cost: 10
  • Prerequisites: The ROGUE TRADER Keyword, a constant source of income (such as owning a mining station or having royalties for a Vid-Caster Show)
  • Effect: You always have a steady stream of wealth coming into your coffers, and it shows. You are always considered to have sufficient funds on hand to behave in a rogue trader-y way when interacting with NPCs. Examples may include tipping a footman a decades worth of wages, shouting a round of top shelf drinks for an entire bar, or buying a small flowershop business after a space marine ran through their shop.
  • Ranked: You may spend an additional 10XP on this talent and improve it. In addition to the normal benefits, you also gain 1 temporary point of wealth per session which cannot be saved and must be used to purchase unnecessarily frivolous things that conform to the image of a Rogue Trader or for "facilitation gratuities" paid to NPCs.

Only Heretics Fear the Flames


  • XP Cost: 10
  • Prerequisites: The PSYKER Keyword, PYROMANCY Discipline
  • Effect: When you inflict the On Fire condition on an Elite or Adversary, you may Shift any applicable results in order to inflict the Fear condition on Troops within 6m of the target. When you do so the DN of the test they make to resist is equal to the number of die you shift.
  • Ranked: You may spend an additional 10XP to increase the range of this power from 6m to 12m.

Dangerous


  • XP Cost: 5
  • Prerequisites: The ROGUE TRADER Keyword
  • Effect: There is something about a Rogue Trader which captures the minds and imaginations of the Imperial elite. Whenever you undertake an action which can be described as "incredibly rogue trader-like", "charmingly roguish", or "reminiscent of Dan Danger" you gain additional ED equal to your Tier for that Test. This bonus cannot be applied to any tests made to achieve plot relevant or mechanical goals, however can be used in any tests made to add panache and style to your actions. Examples include flirting with a nobles sister while duelling him, or avoiding spilling any of your drink while performing a feat of acrobatics.
  • Ranked: You may spend an additional 5XP on this talent to improve its effects. When you do so, retellings of this event will exaggerate your poise, style, wealth, and good looks.

Master of the Warp


  • XP Cost: 5 x the DN of the Power chosen
  • Prerequisites: The PSYKER Keyword
  • Effect: You have mastered the warp, at least in some small way. When you take this talent, select one Minor Psychic power you know, and pay the XP cost applicable. From now on, you do not need to roll a Psychic mastery test in order to use this power at its base level without any additional potency. You must however still roll your Wrath die (and any applicable Grace die) to determine if a perils of the Warp is triggered.
  • Ranked: You may take this talent again for an additional Minor power, however increase the cost by 10XP for each time you have taken this talent (IE the first will cost 10 + 5 x DN of the Power).

Bargain with the Warp


  • XP Cost: 10
  • Prerequisites: The PSYKER Keyword
  • Effect: The warp can be used to aid you… at a cost. When you make a test, you may choose to make a bargain with the Warp to aid you. When you do so, you add an additional die to your test. Additionally, you add half the result of this die (rounded up, minimum 1) to your next Perils of the Warp roll. This bonus persists until the next time you roll Perils of the Warp, after which it is reset to 0. You may use this power multiple times, keeping track of the cumulative total, until you roll Perils of the Warp, at which point you add the total to the result.

Blessings of Grace


  • XP Cost: 10
  • Prerequisites: The Grace of Him on Earth talent
  • Effect: When you roll a 6 on a Grace die as part of a Psychic Mastery test (which does not cancel with a 1 on a Wrath), you may shift it for 2 Potency rather than the usual 1.

Inspiring Ignition


  • XP Cost: 10
  • Prerequisites: The Spontaneous Combustion Power
  • Effect: Nothing inspires the masses quite like a good pyre. When you succeed at inflicting the On Fire condition with Spontaneous Combustion as part of a Leadership Test, you may apply a descriptor to one of the following qualities of the Leadership Test:
  • How memorable what you say is
  • The number of records of the event
  • The quality of any records of the event
  • Rumours related to the event
  • Any outrage or offense caused
  • Any swooning or fainting which may result

Inspiring Leader


  • XP Cost: 10
  • Prerequisites: The Inspiring Ignition talent
  • Effect: Your pyres are particularly inspiring to the masses, lit as they are by the Emperors own fury. When you successfully set an enemy on fire to initiate combat (such as in an ambush, or when common courtesy would indicate it would be impolite), you automatically generate a point of Glory for the party.

Inscrutable Confidence


  • XP Cost: 5
  • Prerequisites: The ROGUE TRADER Keyword, the Dangerous talent
  • Effect: There is something about you which makes people assume you have something up your sleeve. People will by default assume you have a plan, no matter the circumstances, and will generally assume that the more dangerous your plan is the more brilliant it is. Insight attempts made to determine if you are confident in any plan you propose have their DN increased by your Rank + Tier. When you enact a plan founded in your inscrutable confidence, you gain a +Tier bonus which you may add to any one test made as part of your plan.
  • Ranked: You may spend an additional 5XP on this talent to improve its effects. When you do so, even when a plan you make goes wrong, people will assume you have a secret element of the plan you are about to reveal, such as this all having been a trap. You also gain the ability to use the bonus die granted from this this talent a number of times equal to your Rank.

Armour of Confidence


  • XP Cost: 5
  • Prerequisites: The Inspiring Ignition talent, the Inscrutable Confidence talent
  • Effect: One should never be sure they have you in a trap. Should you be caught in a trap, the first enemy who targets you (such as to rush you with a weapon) is automatically subject to your Spontaneous Combustion power as an out of turn incidental without risking Perils of the Warp.

Facade of Authority


  • XP Cost: 5
  • Prerequisites: The Inscrutable Confidence talent
  • Effect: You seem like you should know whats going on... the first time you make a Leadership test against a group who do not know exactly who you are (though this still works if they are broadly familiar with you), you gain a +1 die bonus to the roll.

Condemn the Witch!


  • XP Cost: 25
  • Prerequisites: 1+ Faith, the Psyker keyword
  • Effect: You judge those who dabble in the warp, searing the emperors wrath unto them. When you succeed on a Deny the Witch test, the target also takes Shock equal to your current points of Faith.

Man of the People


  • XP Cost: 10
  • Prerequisites: The Devotees talent
  • Effect: You are able to adopt the traits of those around you with remarkable ease. When you recruit a group of Devotees from a particular faction the GM may grant you that factions keyword as long as you have at least half of the Devotees remaining. This may be affected by the Devotees selected, for example you may receive a more general or more specific Keyword depending on their nature and allegiances.
  • Ranked: YHou may spend another 10XP on this ability. When you do so, you gain the Keyword as long as you retain at least one of your Devotees.

Embodiment of the People.


  • XP Cost: 5
  • Prerequisites: The Devotees talent, Man of the People talent.
  • Effect: In addition to gaining a Keyword from your Devotees, you also gain a Narrative Trait from them, with a rating determined by the GM depending on the Trait. Sample traits may include Totally legitimate for Scum, or Just trying to survive for Astra Militarum, or even Handsome if you select the right devotees.

Wildfire


  • XP Cost: 10
  • Prerequisites: The Pyromancy Dicipline
  • Effect: Much like Faith, fire spreads quickly through the masses. When you hit a Mob as part of a Psychic power, you may shift any available dice to instead inflict the On-Fire condition onto others in the Mob. While these members of the Mob do not take damage from being On-Fire, they are considered Hindered, and are On-Fire for the purposes of any abilities which would benefit from this (as long as those abilities do not cause them to take damage due to being On-Fire.

Unnaturally Memorable


  • XP Cost: 5
  • Prerequisites: The Telepathy Dicipline
  • Effect: For some reason you are almost unnaturally memorable when you want to be. When you begin a conversation, you may declare that a particular creature in that conversation will find it memorable. As long as that creature is not mentally shielded against telepathy, for good or ill, it will find the memory of your interaction lingers with almost perfect clarity in its memories.

Contagious Renown


  • XP Cost: 5
  • Prerequisites: The Telepathy Discipline
  • Effect: You may select a word or phrase which can be used to describe someone (such as 'handsome', 'likely to steal your wife', 'scary beyond all reason', or 'legitimate and trustworthy'). Creatures who lack mental shielding or specific mental training in avoiding psychic influence unconsciously find themselves using this phrase to describe you, even if they have never met you.

Receptive Audience


  • XP Cost: 10
  • Prerequisites: The Telepathy Discipline
  • Effect: Your mind is open, and so can hear what others may miss. If you are present in a scene where a Psyker is using telepathic communication without making deliberate effort to shield it from intrusion, you also hear this communication. The DN for the Psyker to notice an additional recipient is equal to your ranks in Psychic Mastery.

Warding Hymns


  • XP Cost: 15
  • Prerequisites: The Telepathy Discipline, Faith 1+
  • Effect: Your soul resonates with hymns to the Emperors glory, protecting your thoughts from casual intrusion. Any attempt to telepathically listen to your thoughts or probe your mind has its difficulty increased by the amount of Faith points you have. If a creature does not succeed, all they are able to hear from your mind is the sound of a song to the emperor of your choice (though your character is not aware of this).

Mental Wildfire


  • XP Cost: 10
  • Prerequisites: The Mindfire Power, the Telepathy discipline, the Pyromancy Discipline.
  • Effect: You are able to link the suffering minds of multiple targets together. You can target multiple creatures within range with the Mindfire power, even though it is not normally a multi-target ability. When you do so, the initial DN and subsequent opposing Willpower checks are made using the collective Willpower of all the targets involved against your own.

Shared Mindfire


  • XP Cost: 10
  • Prerequisites: The Mindfire Power, the Telepathy discipline, the Pyromancy Discipline.
  • Effect: When one suffers, many suffer. You may target a Mob of Troops with your Mindfire power. When you do so the targets willpower is considered to be the average Willpower of the group, plus half the number of creatures in the group. So for a group with 10 creatures in it where the average Willpower is 2, its Willpower would be considered to be 7. If you succeed, you inflict a Hindered condition with a number equal to half the group (so in the previous example the whole Mob would be considered Hindered 5).

Telepathic Warning


  • XP Cost: 10
  • Prerequisites: The Telepathy discipline, the Pyromancy Discipline.
  • Effect: Some instinct in the back of their heads tells your allies to get out of the way. When you use a pyromancy power which affects an area, you may increase the difficulty by 1 for each ally you wish to protect. When you do so, their Resilience against the damage caused by this attack increases by your ranks in Psychic Mastery.

Penance for the Emperors Curse


  • XP Cost: 10
  • Prerequisites: The PSYKER and IMPERIUM Keywords
  • Effect: You have been cursed by the warp, but through pain and suffering perhaps you may be redeemed. When you use a psychic power, you may inflict 1d6 Wounds upon yourself. When you do so, you may use 1 free Potency option, even if you do not have the results normally required.

Implacable Leadership


  • XP Cost: 15
  • Prerequisites: Leadership 8+
  • Effect: You can inspire even the most downtrodden to victory. When you make a Leadership check against creatures with the IMPERIUM you may spend a point of Glory. When you do so, you add automatic successes to the roll equal to your Tier.

Psyker Powers

The following are psyker powers accessible for you which may not be accessible to others, or may be accessible only to some other NPCs in the world.

Pyromancy

Burning Hand of His Wrath


  • XP Cost: 15
  • DN: 3
  • Activation: Action
  • Duration: Sustained
  • Range: Self
  • Multi-target: No
  • Keywords: Fire, Psychic
  • Prerequisites: The IMPERIUM Keyword, at least one other Pyromancer power
  • Effect: You feel His burning wrath flowing through you, and can channel it into judgement upon his enemies. Your hands gain the MELTA keyword for the duration of the ability.

Note this ability is intended to for example help you rip apart metal doors with your hands rather than be super helpful in combat.

Shield the Faithful


  • XP Cost: 15
  • DN: Special
  • Activation: Reflexive Action
  • Duration: Instant
  • Range: 30m
  • Multi-target: Yes
  • Keywords: Fire, Psychic
  • Prerequisites: The IMPERIUM Keyword, at least one other Pyromancer power
  • Effect: You can shape the flames of your enemies, and use it to shield your allies from harm. When you see a hostile creature within range make an attack with the FLAMER keyword, you may use a reflexive action and make a Psychic Mastery test contested by the creatures Ballistics Skill. On a success, you increase the Resilience of an allied creature hit by the attack by an amount equal to your ranks in Psychic Mastery.
  • Potency:

[2] Extend this benefit to an additional creature targeted by the attack

Atmospheric Incineration


  • XP Cost: 15
  • DN: 5
  • Activation: Action
  • Duration: Instant
  • Range: A Medium sized enclosed space.
  • Multi-target: N/A
  • Keywords: Fire, Psychic
  • Prerequisites: The IMPERIUM Keyword, at least one other Pyromancer power
  • Effect: You reach out into the very air itself and set it aflame. This power only effectively works within an enclosed space, such as a sealed room, or the interior of a dropship. All air within the space is instantly set flame, dealing 1d3 mortal wounds to all creatures within the space. All air within the space is instantly incinerated, rendering the air unbreathable and toxic. Creatures who attempt to breath the air on their turn must make a DN 3 Determination or Conviction Test or become Hindered. This effect lasts until the space is filled with breathable air again.
  • Potency:

  • [2] Increase the size of the space which can be targeted to Large (such as a large warehouse, or the bridge of a ship)
  • [4] Increase the size of the space which can be targeted to Huge (such as a hanger bay)

Warmth of Sol


  • XP Cost: 5
  • DN: 3
  • Activation: Action
  • Duration: Instant, until the atmospheric temperature changes.
  • Range: Self
  • Multi-target: No
  • Keywords: Fire, Psychic
  • Prerequisites: The IMPERIUM Keyword, at least one other Pyromancer power
  • Effect: You control the temperature of your own body, and a thin layer of air around it. You ignore the effects of extreme heat or extreme cold, which lasts until the atmorphere around you changes.
  • Potency:

[2] Extend this benefit in an aura within 10m of you.

Heat Vision


  • XP Cost: 10
  • DN: 3
  • Activation: Action
  • Duration: Sustained
  • Range: Self
  • Multi-target: No
  • Keywords: Fire, Psychic
  • Prerequisites: The IMPERIUM Keyword, at least one other Pyromancer power
  • Effect: The warm reveals sources of heat to your eyes, allowing you to see as if you were wearing Preysight Goggles.

Heat Haze


  • XP Cost: 15
  • DN: 4
  • Activation: Action
  • Duration: Sustained
  • Range: Self
  • Multi-target: No
  • Keywords: Fire, Psychic
  • Prerequisites: At least one other Pyromancer power
  • Effect: You shape the heat in the air around you, causing it to shimmer and shift to conceal your presence. You and any other creatures within 6m of you become functionally invisible to visual inspection at long range as long as you sustain this power. This adds DN to Awareness tests made to visually detect you at a distance equal to your Psychic Mastery skill. Note that while this broadly protects you from visual detection, it makes you significantly more obvious to thermal and similar scanning.
  • Potency:

[1] Extend the range of this ability by 6m (this Potency may be taken multiple times).

Anchorites Panoply


  • XP Cost: 15
  • DN: 5
  • Activation: Action
  • Duration: Sustained
  • Range: Self
  • Multi-target: No
  • Keywords: Fire, Psychic
  • Prerequisites: At least one other Pyromancer power
  • Effect: Foolish are those who attempt to fight fire with fire. You weave a complex pattern in the warp and the air around you, pre-emptively igniting bolt shells, shaping flames, and bending melta beams. While you sustain this power, you gain +3 Resilience against weapons with the BOLT, MELTA, or FLAME keywords.
  • Potency:

  • [2] Increase the bonus to Resilience by +1 (this Potency may be taken multiple times).
  • [2] Increase the range to +Tier m and all creatures in range gain the same protection.

Cauterise


  • XP Cost: 10
  • DN: 2
  • Activation: Action
  • Duration: Instantaneous
  • Range: Touch
  • Multi-target: Yes
  • Keywords: Fire, Psychic
  • Prerequisites: At least one other Pyromancer power
  • Effect: A little fire never really hurt the flesh of the righteous. Your burning hands touch an ally, allowing you to staunch bleeding, or shock them back into consciousness. You deal 1 mortal damage to the target, and may end any of the following effects on the target as a result: Bleeding, Hindered, Fear, Frenzied, Vulnerable.
  • Potency:

  • [3] You do not deal the point of mortal damage when you use this effect.
  • [3] You may remove the Terror condition.

Flame Dancer


  • XP Cost: 10
  • DN: 3
  • Activation: Simple Action
  • Duration: Instantaneous
  • Range: 30m
  • Multi-target: No
  • Keywords: Fire, Psychic
  • Prerequisites: At least one other Pyromancer power
  • Effect: Your thoughts shape the flames, directing them to your commands. As a simple action you may cause any of the following effects on flames in a 5m cube you can see within range.
  • Extinguish all fires within the area, which also removes the on-fire condition
  • Intensify or dampen flames within the area to double or halve the amount of light they cast.
  • Change the colour of flames within the area.
  • Amplify the flames in an area, increasing the On-Fire condition by 1 for all creatures and objects in the area.
  • Make flames within the area take on the appearance of figures or shapes until the start of your next turn.

Potency:


  • [3] You may instead grant the Holy (2) weapon property to any fire in the area.

Pyreshroud


  • XP Cost: 15
  • DN: 3
  • Activation: Action
  • Duration: 1 minute
  • Range: Self (5m Radius)
  • Multi-target: No
  • Keywords: Fire, Psychic
  • Prerequisites: At least one other Pyromancer power
  • Effect: You shroud yourself in fire and smoke, concealing yourself from the enemy. The area around you becomes shrouded by an impenetrable cloud of whirling fire and smoke.

This completely obscures the area within from normal vision and preysight, though it does not limit your vision in any way. This effect lasts for 1 minute, and adds 30 seconds to the remaining time for each Pyromancy power you use while the effect persists.


Potency:


  • [2] You may add another 5m to the radius of the effect

Wrath of Vulkan


  • XP Cost: 15
  • DN: 6
  • Activation: Action
  • Duration: Instant
  • Range: One target you can see (12m radius)
  • Multi-target: N/A
  • Keywords: Fire, Psychic
  • Prerequisites: The IMPERIUM Keyword, at least one other Pyromancer power
  • Effect: You gather an inferno drawn from around the creature, and strike it with this concentrated pyrokinetic force. When you do so count the number of creatures and objects with the On-Fire condition in 12m area around the target, and add this many dice to the pool you would normally roll to use this power. If you succeed all the creatures and objects which are On-Fire are extinguished, and the target takes damage equal to the amount of On-Fire creatures and objects you affected with this ability.
  • Potency:

  • [2] Increase the radius of the effect from 12m to 24m.
  • [3] The target suffers the On-Fire condition.

Telepathy

Calming Words


  • XP Cost: 10
  • DN: Special (the DN of the cause + 2)
  • Activation: Action
  • Duration: Sustained
  • Range: One target who can hear you
  • Multi-target: Yes
  • Keywords: Telepathy, Psychic
  • Prerequisites: The IMPERIUM Keyword, at least one other Telepathy power
  • Effect: Your words calm the very soul of your target. You may speak to a target suffering the Fear or Terror condition, and sooth their soul. When you do so the Fear effect is removed, and the Terror effect is reduced to Fear. Additionally if the target was Pinned it is no longer. This effect lasts as long as you sustain the power, or until the effect which would cause it ends.
  • Potency:

  • [2] You remove both Fear and Terror entirely.
  • [4] You do not need to sustain this power.

Shroud of Apathy


  • XP Cost: 15
  • DN: 5
  • Activation: Action
  • Duration: Sustained
  • Range: One Target
  • Multi-target: Yes
  • Keywords: Telepathy, Psychic
  • Prerequisites: The IMPERIUM Keyword, at least one other Telepathy power
  • Effect: You shroud a target in a haze of mental disinterest and apathy. As long as you sustain this power, they pass remarked amongst other creatures. As long as there are multiple creatures involved in a scene, and the creatures can reasonably ignore any activities being done by your target (such as ignoring reading of files, but not opening fire on them), they ignore the target. This 'not my problem' effect lasts as long as you sustain it or until the target does something materially noticeable. If a creature is deliberately attempting to search for the target while under this effect, the DN of that test is increased by your ranks in Psychic Mastery.
  • Potency:

  • [3] The effect instead becomes the target and all creatures within 3m of them.
  • [3] The DN to find evidence of this creature passing after the fact (such as in video recordings or via forensic evidence) is also increased by your ranks in Psychic Mastery.

Mind Meld


  • XP Cost: 15
  • DN: 4
  • Activation: Action
  • Duration: Sustained
  • Range: One Target
  • Multi-target: No
  • Keywords: Telepathy, Psychic
  • Prerequisites: The IMPERIUM Keyword, at least one other Telepathy power
  • Effect: You partially meld your mind with another willing target. When you do so, select a Trait from the following list: Resolve, Determination, or Conviction. Until this effect ends, the score for each of your characters is equal to the total across both characters (so if one character has a 2 and another a 3, then both would be considered to have 5). When the effect ends, you individually take Shock equal to twice the number of times you rolled using this combined total (so if one of you rolled once and the other three times, you would both take 8 Shock).
  • Potency:

  • [2] You increase the shared total by +1. You may take this potency option multiple times.

Autonomic Miscalculation


  • XP Cost: 15
  • DN: Targets Willpower + 3
  • Activation: Reflexive Action
  • Duration: Instantaneous
  • Range: One Target
  • Multi-target: No
  • Keywords: Telepathy, Psychic
  • Prerequisites: The IMPERIUM Keyword, at least one other Telepathy power
  • Effect: You reach out to the instincts of your target, and confuse them. You may cause the target to drop what it is holding (such as a grenade or ammunition), throw it away, throw it somewhere it didn't intend to, or to stumble and fall Prone. If you pick throw an item away, roll a scatter die to determine where it goes (rerolling the on target result). If it would already roll a scatter die, roll two and select your preferred direction. The item is thrown a number of meters equal to the targets strength.
  • Potency:

  • [2] If the target is throwing an item, it throws it an additional number of meters equal to your Willpower.
  • [2] If the target trips and falls Prone, it cannot move again until the start of its next turn.

Rumoursmith


  • XP Cost: 10
  • Prerequisites: Fellowship and Intelligence 3+
  • Effect: You’re vigilant to local gossip, a bountiful source of both reliable and wildly inaccurate intelligence. You gain +Rank bonus dice to Cunning (Fel) Tests to hear the word on the street. Any Shifts you generate on this Test can be spent to insert a new rumour into circulation. The rumour does not have to be true, but is widely believed as such, and cannot be traced back to you.

Shrewd Investments


  • XP Cost: 10
  • Prerequisites: Fellowship and Intelligence 3+
  • Effect: You are careful with how you spend your coin, always getting the best deal on any merchandise. When you spend Wealth as part of a Requisition Test, roll a number of dice equal to the Wealth spent. You regain Wealth equal to the number of 6's rolled, up to the amount of Wealth spent on the Test.
  • Ranked: You may spend an additional 10XP on this talent to allow you to recover the wealth on a 5 or a 6. You may take this once more for another 10XP to allow you to trigger this ability on a 4, 5, or 6.

Sphere of Influence


  • XP Cost: 10
  • Prerequisites: Fellowship and Influence 3+
  • Effect: You have an awful lot of connections which you can draw upon to aid you. At any time, you may spend 1 Glory to nominate a Faction Keyword. Subject to the GM’s approval, you may detail a junior member of the Faction in the general area (EG city, ship, etc). The individual does not work for you, but they have a somewhat positive professional relationship with one of your personas, and you know how to contact them.

Your contacts may help you, if it is not too great an inconvenience, or they are provided a sufficiently powerful incentive. In addition, roll a Wrath die. On a 6, they owe you a favour. On a Complication, you already owe them a favour.

Telecryptographer


  • XP Cost: 5
  • Prerequisites: Tech 5+
  • Effect: You are an expert in establishing secure communications. The DN to intercept or decrypt any communications sent by equipment you have set up (or sufficiently modified to secure them) is equal to your Tech skill.

Voxcracker


  • XP Cost: 10
  • Prerequisites: Tech 5+
  • Effect: You are an expert in breaking and disrupting comms. You +Double Rank die to any tests made to intercept, decrypt, or jam vox communications or the equivalent.

Shadow Technologist


  • XP Cost: 20
  • Prerequisites: Tech 5+, the OFFICIO ASSASSINORUM keyword
  • Effect: You have access to a reliable underground and incredibly illegal supply of broken or damaged technology, and can re-assemble it yourself. When you requisition Wargear you can choose to reduce the Value by Rank to a minimum of 1 (actual Rarity is unaffected).

However, if you do so, the item cannot be used until you repair it. By default, this requires 8 hours of work for each point of its Requisition DN, and a successful Tech (Int) Test, with a DN equal to the Wargear’s original Value + Rarity. Shifts can be used to reduce the time this takes by 8 hours for each shift.


As you do not have the ADEPTUS MECHANICUS, this activity is technically considered illegal, a violation of both Lex Imperialis and the Treaty of Mars.

Information Broker


  • XP Cost: 20
  • Prerequisites: Tech 5+, the OFFICIO ASSASSINORUM keyword
  • Effect: You know who has information for sale. If you fail a test to uncover knowledge yourself, you may ask the GM what the cost to buy this information would be. If it is possible to do so, you may choose to buy this information by spending the appropriate Wealth. The cost will be affected by a number of things, such as the urgency with which you need it, factions in play, and danger of the information.

Well Thought Out


  • XP Cost: 15
  • Prerequisites: Intelligence 4+, the OFFICIO ASSASSINORUM keyword
  • Effect: You are able to make plans flexible enough to survive contact with the enemy. At the start of every session you gain a number of die equal to your Tier, which represent prior preparation and planning. Anytime you make a test after the GM advises you if you have passed or failed, you may expend a number of these dice. When you do so, you roll the dice as if they had been part of the Test. When you expend dice in this way, you must explain an additional detail or piece of planning you did in order to account for this eventuality.
  • Ranked: You may spend an additional 10XP on this talent. When you do so, the number of die increases by your Rank.

Precision Planning


  • XP Cost: 10
  • Prerequisites: Intelligence 4+, the OFFICIO ASSASSINORUM keyword, the Well Thought Out talent.
  • Effect: Not only do your plans broadly survive contact with the enemy, but you learn to account for your allies as well. You may use your Well Thought Out ability on allied characters rolls as well as your own.

Expansive Blackmail


  • XP Cost: 10
  • Prerequisites: Intelligence 4+, the OFFICIO ASSASSINORUM keyword
  • Effect: You have information on everyone, and not always information they want you to have. Once per session you may use an action to deliver evidence of this blackmail to Troops you can see. Assuming these Troops are able to be convinced as such (for example mercenarys), you may make a Test of the GMs choosing based on your description of the blackmail delivery. On a success, a number of Troops equal to your Tier refuse to participate in the combat, or flee outright. This number is increased by 1 for each additional success you get, and by 2 for each 6 you roll.

Organised Orchestration


  • XP Cost: 10
  • Prerequisites: Intelligence 4+, the OFFICIO ASSASSINORUM keyword
  • Effect: You can arrange things just so on a long enough timeline. Whenever you engage in Downtime, you gain a single additional Downtime point which can be spent on an allys downtime clock of your choice. When you do this, describe how you have arranged for assistance in this project.
  • Ranked: You may spend another 15 XP on this ability to gain a second point to spend in each downtime.

Chameleon


  • XP Cost: 5
  • Prerequisites: The OFFICIO ASSASSINORUM keyword
  • Effect: You generally have access to the right materials to blend into a scene. As long as you have at least a day to prepare, you are able to acquire an appropriate uniform to play almost any Troop level role within Imperium society. This effect may allow you to dress as a clerk, guardsman, household staff or other similar Troops. As a rule it will not allow you to impersonate anyone of importance, however it may allow you to dress as the aide to someone important.

Quick Change


  • XP Cost: 5
  • Prerequisites: The OFFICIO ASSASSINORUM keyword
  • Effect: You slip between roles with unsettling ease. If there is ever a question as to if you can change costumes, outfits, or uniforms in time, the answer is yes.

Small Talk


  • XP Cost: 10
  • Prerequisites: The OFFICIO ASSASSINORUM keyword, the Chameleon talent
  • Effect: You have access to enough information to pass at a surface level as almost anyone. As long as you do not actively draw attention to yourself, you are able to participate in any amount of small talk and surface level conversation appropriate to the uniform you are wearing.

Fail Forward


  • XP Cost: 15
  • Prerequisites: The OFFICIO ASSASSINORUM keyword
  • Effect: You seem to have planned for everything. Once per session you may allow an ally to reroll a test as if they had spent a point of Wrath, but without requiring that they spend one. When you do so, describe how you planned for this contingency.

The Emperors Swift Mercy


  • XP Cost: 20
  • Prerequisites: The OFFICIO ASSASSINORUM keyword, Initiative 3+
  • Effect: You deliver His mercy, and then melt away. After you attack a Mob, you may move a number of meters equal to the number of creatures you killed, without provoking Reactive Attacks from that Mob.
  • Ranked: You may spend another 10XP on this ability. When you do so, the amount of meters you move when you trigger this ability is increased by your Rank.

The Emperors Swift Judgement


  • XP Cost: 15
  • Prerequisites: The OFFICIO ASSASSINORUM keyword, Initiative 3+, The Emperors Swift Mercy talent.
  • Effect: You deliver His mercy, a swift and terrible judgement upon those who stand against him. After you attack an Elite, you may move a number of meters equal to your Tier, without provoking Reactive Attacks from that Elite.
  • Ranked: You may spend another 10XP on this ability. When you do so, you do not provoke Reactive Attacks from any units after you have attacked an Elite.

The Emperors Swift Wrath


  • XP Cost: 10
  • Prerequisites: The OFFICIO ASSASSINORUM keyword, Initiative 3+, The Emperors Swift Judgement talent.
  • Effect: You deliver His mercy, and bring ruin to His foes. After you make an attack against an Adversary, you may move a number of meters equal to your Tier, without provoking Reactive Attacks from that Adversary.

Unseen Assault


  • XP Cost: 20
  • Prerequisites: The OFFICIO ASSASSINORUM keyword, Stealth 3+
  • Effect: You melt away, leaving no trace, save your for you next attack upon your foe. Attacks made against targets who have not seen you in their last turn are considered Surprise Attacks, as long as you do not approach the target directly.

Disruption Shroud


  • XP Cost: 30
  • Prerequisites: The OFFICIO ASSASSINORUM keyword, Tech 6+
  • Effect: You can disrupt the attacks of a creature using augmetics, altering and scrambling their code on the fly. When you are targeted by an attack by a creature using Augmetics, you may use your Reflexive Action to make a contested Tech test. On a success, the creature must select a different target, as it finds itself unable to bring its weaponry to bear on you.
  • Ranked: You may spend an additional 5XP on this ability. When you do so, you may then use the ability on an ally instead of yourself when they are targeted.

Leave No Witnesses


  • XP Cost: 10
  • Prerequisites: The OFFICIO ASSASSINORUM Keyword.
  • Effect: Your arrival, the brutality of the murder, and then your departure just as quickly often leaves foes in such a state of shock that they do not yet realise they are dead. When you attack a Mob and successfully kill at least one enemy then at the end of the Mobs next turn an additional number of creatures equal to your Rank die.
  • Ranked: You may spend an additional 5 XP on this talent to increase the amount of creatures who die by your Tier.

Inevitable Control


  • XP Cost: 10
  • Prerequisites: The OFFICIO ASSASSINORUM Keyword, Tech 5+
  • Effect: You will not be denied, your control will be acknowledged. Whenever make a tech test against a target, you may reroll failed dice for each previous time you have made a tech test against the same piece of machinery within the scene. If this dice is a Weath die, you must retain any Wrath failures, but may still roll it again as normal. For example, if you have already used a control system to redirect servitor controlled guns twice in a scene, when you attempt this for a third time, you would be able to reroll 2 failed dice.

Orchestrated Violence


  • XP Cost: 25
  • Prerequisites: Intelligence 6+
  • Effect: At the beginning of your turn in combat you may spend a point of Wrath. When you do so all allies within 10 meters of you gain your Tier as Extra Damage dice, and they gain the Mortal 1 trait on any weapon attacks. This effect lasts until the start of your next turn.

Precision


  • XP Cost: 10
  • Prerequisites: Intelligence 6+
  • Effect: As a simple action you may identify enemy weaknesses and aid your allies in exploiting them. When you do so roll a number of D6s equal to your Tier, and record the results (or set them aside for ease and so you remember them). These are called your Precision dice. Prior to any character rolling an attack check before the end of your next turn, you may substitue any number of your Precision dice for their results, forgoing the need to roll those dice. You may not do this for Wrath dice. For example if you rolled a 1, 2, and a 5 on your Precision dice, you could substitute the 1 and 2 into an enemies dice roll, reducing a normal roll of say 8 dice down to 6 dice, plus a 1 and a 2. This would still leave you with the 5 to use on an ally roll later
  • Ranked: You may spend an additional 10XP on this talent. When you do so, you increase the number of Precision dice you roll to be your Tier + your Rank.

Inviolate Precision


  • XP Cost: 15
  • Prerequisites: Intelligence 6+, the Precision talent.
  • Effect: You may use your Precision dice on friendly Wrath dice, as well as normal dice.

Bend the Iron Will


  • XP Cost: 15
  • Prerequisites: Tech 8+
  • Effect: Your will is inevitable, and may bend even the toughest machine to your purposes. When you commune with a machine spirit as part of making a tech test, you may spend a point of Glory. When you do so, you add automatic successes to the roll equal to your Tier.

A Well Laid Plan


  • XP Cost: 15
  • Prerequisites: Intellect 5+
  • Effect: Your plans are sufficiently cunning to, sometimes, survive contact with the enemy. If you have at least one hour to plan for an upcoming encounter or mission, you receive one bonus Wrath point that can only be spent on a Narrative Declaration (Wrath & Glory Core Rulebook, page 164) relevant to your plan. This Wrath point can carry over between sessions, but you may never possess more than one bonus Wrath point from this Talent.

Shield of the Machine God


  • XP Cost: 10
  • Prerequisites: Tech 5+
  • Effect: You shield the Machine God, as much as the Machine God shields you. When you are piloting a vehicle, you may roll Determination to shift Wounds sustained by the vehicle into Shock for you, as if you were the one suffering the Wounds.

Machine, Heal Thyself


  • XP Cost: 15
  • Prerequisites: Tech 4+
  • Effect: You gain a point of Faith. As a Combat Action you may touch a vehicle and restore a number of Wounds equal to your ranks in the Tech skill. A Vehicle may only benefit from this ability once per session.
  • Ranked: You may spend an additional 10XP on this ability. When you do so vehicles may benefit from this ability twice per session.

Conceptual Modeling


  • XP Cost: 5
  • Prerequisites: Tech 5+, the Shadow Technologist Talent
  • Effect: Whenever you have time to think, you are able to run conceptual models which can accelerate your progress to repair an item. For each 8 hours you have while only engaged in light activity (for example flying at cruising altitude, riding in the back of a moving vehicle, etc), you are able to roll a single dice against one of your projects granted by Shadow Technologist. If you get success on the dice, you reduce the successes required to repair the item by that amount.

You cannot reduce the remaining amount of successes required to repair an item below half the required number with this talent.

  • Ranked: You may spend an extra 10XP on this talent. When you do so, you roll a number of dice equal to your Tier instead when you roll.

Downtime

Between every mission needs to come a bit of time to rest and relax. Unfortunately, heresy breeds from idleness, so instead one must keep themselves busy working to improve the imperium (or ones own personal circumstances, depending on your priorities).

Downtime Scales

There are two scales of downtime activities we will use here, PERSONAL and NARRATIVE. PERSONAL downtime covers what your character gets up to between missions, and is limited to what is personally achievable by you. NARRATIVE downtime however is done via your supporting apparatus, and thus covers significantly wider scope activities but is also consequentially slower to achieve.

Personal Downtime

On a PERSONAL scale, you gain Downtime points equal to your Tier each time you take downtime between missions. These Downtime points may be spent on Clocks, which are specific timers to achieving a specific, quantifiable goal. You may have as many clocks as you like, but only have so many Downtime points to spend between a given set of missions.


Gambling on your Downtime. Rather than investing a set number of points, you may instead gamble by making the investment a skill test. The difficulty of the test is set by the GM, with passing giving you a single success and you are then able to shift any additional 6's into additional Downtime points on the same clock only.

For example, if you succeeded on the test with two additional 6's, you would be able to shift for a total of 3 Downtime points into the clock.

Any points which are generated beyond the required amount to complete the clock are wasted.


Risks of Gambling. When you do a skill test to attempt to gain additional Downtime to spend, you also risk that detrimental effects can occur. The GM will tell you how many Wrath die are involved in your test, depending on how risky the activity is.

The GM use a failure on the test, and may shift any wrath critical failures into either progression on a detrimental clock, or may decrease another downtime clock. Additionally, your GM may also spend a point of ruin to turn a negative consequence of a test during a mission into a larger and more ominous downtime clock which can be contributed to.


Collaboration. Multiple characters may all contribute to a single Downtime clock to work together on something. When they do so they may all invest points or gamble on a downtime activity.

Downtime Project Examples

The following are sample downtime activities you may choose to have as a downtime clock.

  • Decrease Heat generated by a previous mission
  • Acquire assets such as vehicles or things not normally available via Influence
  • Acquire temporary Influence usable for the next mission
  • Acquire space marine recruits/loose orphans
  • Acquire a service, such as a personal chef
  • Long term project such as building something or writing a book
  • Research such as medical research, or discovering the history of your chapter.
  • Train for a skill or talent for a circumstantial bonus (not something mechanically powerful, but something like your bonus to lying to the imperium)
  • Reduce your corruption (noting this would be a very long term activity as its not really something you are meant to be able to do)
  • Recover from something, such as a particularly long term or debilitating injury.
  • Speculate (in a merchant capacity for wealth)
  • Commission something from the ad-mech or similar
  • Build your reputation as a rogue trader, as a space marine chapter, or as a person.
  • Scout something out (like getting the blueprints for something, or sending minions to get the lay of the land)
  • Build a lie or establish a false flag for a future operation.

Entanglements: Entanglements are events which may occur to you between missions. Examples may involve bounty hunters (or pirates) coming to get you, the ship running out of fuel, or similar things. Some of these may be delayed consequences of your actions, and others may be random events which occur to you to add flavour to the world.

Narrative Downtime

Your NARRATIVE downtime is dictated by your ability to do strategic actions using your "supporting apparatus". This might include things like dispatching a ship to do a trade run, doing a favour for a faction to keep their hands clean, or larger more strategic ventures on behalf of or alongside your allies.

Your number of NARRATIVE downtime actions is determined by the supporting apparatus you have to help you undertake these actions. For the ROGUE TRADER this is determined by the number of ships you have at your disposal, and for the SPACE MARINES this is determined by the number of companies you have to hand.

The primary payoffs of NARRATIVE downtime are favours and standing.

  • Favours: Favours are the metagame currency used to describe your ability to call on a faction to do something for you in exchange for previous actions you have done on their behalf. Favours can be acquired by taking the downtime action of Do a favour, but can also be done if you can interweave a favour as a stretch goal on a quest.
Rogue Trader Dynasty Faction Standing
Faction Subfaction Standing Favours General Regard
Adeptus Mechanicus Hyperion Cluster Command +1 2 Useful
Astra Militarum Hyperion Cluster Command +1 2 Surprisingly Useful
Infractionalists Hyperion Cluster Smugglers -2 0 Infringing
Infractionalists Station 354 -2 0 Enemies
Rogue Trader House Valentine 0 2 Unclear
Navis Imperialis Battlefleet Hyperion 0 0 Unclear
Adeptus Ministorum Cardinal of the Hyperion Cluster 0 0 Presume heresy
Adeptus Sororitas Order of the Scarlet Alter 0 0 Distrustful on principle
Inquisition Ordo Chronos ? ? Positive???
Inquisition Ordo Malleus ? ? ???
Departmento Munitorum Officio Logisticus 0 1 Sheepish
Departmento Munitorum Officio Tacticus 0 0 Useful
Adeptus Administratum Officio Hyperion +1 0 Annoying
Officio Assassinorum Clade Vanus +1 0 Useful
Tau'va Farsight Enclaves +1 1 Intrigued
C'tan Void Dragon -1 0 :)
Chaos Khorne +1 0 :)
Chaos Tzeentch +1 0 :)
  • Standing: Standing describes the overall regard a particular faction holds you in. Higher standing will generally equate to better (or more profitable) missions provided by that faction, as well as a better return on investment for your favours.

Current Narrative Downtime: The party currently has 1 NARRATIVE downtime action they across the entire party, because they don't currently have anyone to do stuff for them, so they have to do it themselves.


Favours. Currently the Strategic downtime is focused on favours, letting you build up influence and gain access to the favour store Can also be used to upgrade units

The party currently have one faction standing table which covers them all, however this will expand in time as they are able to take NARRATIVE downtime actions as individual entities (as a dynasty or as a chapter).

Specific NARRATIVE downtime actions may also affect standing with some factions negatively, as well as positively.

Narrative Downtime Actions

The following are the current NARRATIVE downtime actions available to the party.

Do a Favour

  • Requirements: Neutral or positive standing with the faction.
  • Benefits: You gain +1 favour with that faction
  • What: You do something for a faction they would prefer not to do themselves, this might be something shadey, off the books, or otherwise best done by a "third party".
  • Repetition: Repeatedly doing favours for a given faction will increase your standing with them, though this has diminishing returns over time.

Imperium Favours

The following are the favours which can be purchased from the various factions you associate with. More favours will be added over time as your standing grows and your effect on the world increases. A favour can be purchased at any time you can reasonable convince the faction to provide it to you. For example, you may not purchase air support from the Astra Militarum while you are out of vox contact with them, but would be able to do so while near a relay to extend the signal to your ship (such as in the groundcar, or the Thunderhawk).

In the below favour profiles, the following are the aspects of the profiles:

  • Favour Cost: the one time cost you must expend in order to enact the favour
  • Required Standing: the minimum standing needed from the faction in order for them to consider granting you this favour
  • Factions: the factions from which this favour may be purchased (where multiple apply)
  • Additional Costs: Sometimes a favour will have additional costs, such as the resources used to enact it. When this occurs, you must also arrange payment of these additional costs when purchasing the favour.

Air Support


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Astra Militarum, Navis Imperialis, Rogue Trader, Officio Tacticus
  • Additional Cost: None

You call for air cover in the form of a focus air strike or close air support. This takes the form of a flyover or brief attack run by an airborn vehicle which resolves up to 3 attacks using a combination of Frag missiles, Krak missiles, Heavy Bolter shots, or Lascannon shots, depending on the normal loadout carried by forces in the area.

Augmetics Work


  • Favour Cost: 1
  • Required Standing: 0
  • Factions: Adeptus Mechanicus
  • Additional Cost: None

The Mechanicus will happily arrange for the safe and efficient augmentation of your body, assuming you supply the augmetics. This allows you to have augmetics implanted with the minimum possible recovery time, and due to the quality of the work may either result in minor improvements to the augmetics effectiveness, or the augmetic not counting against your augmetics cap.

Null Chamber


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Inquisition, Navis Imperialis
  • Additional Cost: None

The faction in question will arrange for you to discretely borrow a Null chamber for a period of time on a no questions asked basis. They require you to be discrete, and expect no demonic incursions during this time.

Back Channel Introduction


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Any
  • Additional Cost: None

The faction in question will arrange a discrete under the table introduction to a powerful individual they have an existing relationship with. Note that this introduction will reflect on the faction making the introduction, so some factions may be less willing than others, and if things go poorly this may affect your standing with the faction you got this favour from.

Blackmail


  • Favour Cost: Special
  • Required Standing: 1
  • Factions: Any
  • Additional Cost: None

The faction you get this favour from will provide you with blackmail material on a target. This requires the faction to have access to such material, so not all factions will have this favour available for a given target. The cost of this favour is special, as you may spend any number of favours on this. When you do so, the severity of the material provided is reflective of the amount spent on this favour.

Religious Celebration


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Adeptus Ministorum
  • Additional Cost: None

The Ministorum will organise a conveniently timed religious celebration, such as a pious parade or a mandatory prayer ceremony in a local area.

Clerk Cadre


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Adeptus Administratum
  • Additional Cost: None

For the duration of a given mission, the Adeptus Administratum will assign one Mob of Administratum Adepts to the party. These Adepts are under control of the GM, but will follow the partys commands, though they will not endanger themselves or knowingly break the Lex Imperialis.

Black Market Acquisitions


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Rogue Trader, Infractionalists
  • Additional Cost: None

The faction in question will facilitate a black market acquisition on your behalf. This allows you to make an Influence Test with a bonus of +3 dice to acquire an object which cannot normally legally be acquired (though it does not assure you of success in this test).

Cover Story


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Any
  • Additional Cost: None

The faction you get this favour from will furnish you with a cover story valid for the duration of a mission, providing you with the correct uniform and documentation to pass as unimportant members of their own faction. Actions you take while benefiting from this cover story may affect your standing with a given faction (assuming they hear about it).

Drop Squad


  • Favour Cost: 1
  • Required Standing: 1+
  • Factions: Astra Militarum, Adeptus Mechanicus, Rogue Trader, Navis Imperialis, Adeptus Sororitas, Inquisition
  • Additional Cost: None

The faction you get this favour from will assign a squad of troops to you for the duration of 1 day. The squad are under the control of the GM, and will fight alongside you. They have been instructed to aid you, but will not take suicidal risks, and may report you if they see heresy. The strength, size, discretion, and competency of this squad assigned to you increases as your standing increases.

Datavault Access


  • Favour Cost: 1+
  • Required Standing: 1+
  • Factions: Adeptus Mechanicus, Inquisition, Adeptus Administratum
  • Additional Cost: None

The faction you get this favour from will provide you one time access to an internal data vault, with permissions to search for a particular piece of information only. Abuse of this permission may affect your standing with the faction. More secret, heretical, or embarrassing information may require either more favours or more standing.

Open Door


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Any
  • Additional Cost: None

You may arrange for a single door to be left unlocked. This may result in someone coming outside for a lho-stick break, or perhaps just forgetting to lock a door on their way out. This cannot be used on notably secure doors, such as bank vault doors.

Gang Backup


  • Favour Cost: 1
  • Required Standing: 1+
  • Factions: Infractionalists
  • Additional Cost: None

The faction you get this favour from will assign a gang to you for the duration of 1 day. The gang are under the control of the GM, and will fight alongside you. They have been instructed to aid you, but will look out for their own skins above anything else. The strength, size, discretion, and competency of this squad assigned to you increases as your standing increases.

Misplaced Supply Drop


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Astra Militarum, Officio Tacticus
  • Additional Cost: None

Someone seems to have marked the location for this supply drop incorrectly. You may receive a field supply drop containing ammunition, medicae supplies, some gear (as reasonable), and basic grenades. This supply drop also allows you to make a single Influence check as part of it, however the difficulty is affected by how likely the object you are acquiring is likely to "fall off the back of a valkyrie".

Alibi


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Most
  • Additional Cost: None

You were definitely having dinner with someone upstanding and notably honourable from this faction. They will swear this in front of almost who asks, but will likely break if for example an Inquisitor asks them.

Plausible Deniability


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Rogue Trader, Officio Assassinorum, Infractionalists
  • Additional Cost: None

Weirdly, a conveniently timed crime occurred. Examples of conveniently timed crimes known to happen include starting a riot, kidnapping a preacher, or shooting the custom bodyguard servitor of a highborn noble.

Recruitment Drive


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Officio Logisticus
  • Additional Cost: None

The Empreror needs you! A recruitment drive is occurring, interrupting all the usual activities for the area and herding many people into one area.

Surprise Inspection


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Adeptus Administratum, Adeptus Ministorum, Inquisition
  • Additional Cost: None

A spot inspection of a place or person is occurring. For some reason, you have also received an invitation to accompany the group doing this inspection.

Witch Hunt


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Adeptus Sororitas, Adeptus Ministorum, Inquisition
  • Additional Cost: You must convince them there is a legitimate target

Suffer not the witch to live! This faction has organised a witch hunt, likely involving crowds of press ganged imperial citizens overseen by members of this faction. This may affect your standing with the faction if the accusations turn out to be false.

Buy Debts


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Rogue Trader
  • Additional Cost: 1 Wealth.

This particular debt is for sale surprisingly cheaply. The Rogue Trader is willing to sell you a debt worth 2 + 1d6 Wealth for a target who might reasonably owe them money. This debt would of course not be useful for the purposes of leverage.

Orbital Deployment


  • Favour Cost: 1
  • Required Standing: 1
  • Factions: Any
  • Additional Cost:

You request the faction of your choice deploy you to near a target in a hostile environment. The nature of this deployment will be subject to the chosen faction, but may include a heavy lander, smuggling route, or even a HALO jump into enemy territory. Whatever the method, you will generally arrive near to the landing zone in safety, as long as it is possible and practical for that to occur. What happens after that really sounds like your problem.

Mind Cleansing


  • Favour Cost: 1
  • Required Standing: 3
  • Factions: Adeptus Administratum, Officio Assassinorum, Inquisition
  • Additional Cost:

You request the faction of your choice deploy you to near a target in a hostile environment. The nature of this deployment will be subject to the chosen faction, but may include a heavy lander, smuggling route, or even a HALO jump into enemy territory. Whatever the method, you will generally arrive near to the landing zone in safety, as long as it is possible and practical for that to occur. What happens after that really sounds like your problem.

Borrow a Tank


  • Favour Cost: Special
  • Required Standing: 1
  • Factions: Astra Militarum
  • Additional Cost:

You may request to borrow a single tank from the following list:


  • Basilisk (1 Favour)
  • Bombard (1 Favour)
  • Chimera (1 Favour)
  • Hellhound (1 Favour)
  • Bane Wolf (1 Favour)
  • Hydra (1 Favour)
  • Leman Russ (3 Favours)
  • Sentinel (1 Favour)
  • Manticore (1 Favour)
  • Salamander (1 Favour)
  • Rogal Down (5 Favours)

Borrow an Aircraft


  • Favour Cost: Special
  • Required Standing: 1
  • Factions: Navis Imperialis
  • Additional Cost:

You may request to borrow a single aircraft from the following list:


  • Basilisk (1 Favour)
  • Bombard (1 Favour)
  • Chimera (1 Favour)
  • Hellhound (1 Favour)
  • Bane Wolf (1 Favour)
  • Hydra (1 Favour)
  • Leman Russ (3 Favours)
  • Sentinel (1 Favour)
  • Manticore (1 Favour)
  • Salamander (1 Favour)
  • Rogal Down (5 Favours)

Scrapbot

The robot can be customised by the party, allowing you to either customise it to a particular task, or to swap out to the loadout. The Scrapbot has a number of slots, which can be filled with either pre-made gear, or custom equipment. It may be possible to add additional slots for the robot.

Current Loadout

The current Loadout is:

Slot Setup
Left Arm Power Claw
Left Shoulder -
Right Arm Power Claw
Right Shoulder -
Armour Adamantine
Torso -
Legs -
Head Stablight Lumens
Comms -
Reactor Mars Pattern E-44D Reactoria

Shoulder Slot

The following items can be mounted on either shoulder slot.

Cerberus Missiles

  • Requires: Up to 3 Cerberus Missiles
  • Time to Build: Built
  • DN to Build: Built
  • Time to Attach: 4 hours
  • DN to Attach: 5

These missiles can be fired by the Scrapbot, using the profile of the Cerberus Missile Launcher from Church of Steel. It uses its Ballistics Skill to attack with these missiles, and can carry 3 missiles (depending on how many you have).

Torso Slot

The following items can be mounted in the Torso slot.

Castigator Laudhailer

  • Requires: A substantial body of preacher recordings
  • Time to Build: 3 days
  • DN to Build: 7
  • Time to Attach: 4 hours
  • DN to Attach: 5

You can attach Laudhailers to the Scrapbot, allowing it to bring the fire and fury of imperial preachers into battle with it. While enemies with the CHAOS keyword are within 3 meters of the Scrapbot while it plays these recordings, they must reroll one successful dice from any check they make and take the new result.

Comms Slot

Counter Tau Comms Jammer

Acute Sense


  • XP Cost: 20
  • Effect: Pick one of your 5 senses (sight, hearing, smell, taste, or touch). Whenever you make an Awareness Test based on that sense, you gain +Rank bonus dice.

Angel Of Death


  • XP Cost: 30
  • Requirements: Rank 2+, Adeptus Astartes Species
  • Effect: You are a Space Marine — one of the most feared warriors in the galaxy.

You are a highly trained superhuman veteran of hundreds of battles and have mastered the use of many deadly weapons. Add +Rank to the total Damage Value of successful attacks with the following weapons:

  • Chainswords
  • Chainaxes
  • Power Swords
  • Power Fists
  • Unarmed strikes
  • Bolt weapons
  • Any weapon with the ADEPTUS ASTARTES Keyword.

At the GM’s discretion, this Talent may also apply to weapons with the CHAOS Keyword for Chaos Space Marines.

Armourbane


  • XP Cost: 20
  • Requirements: Weapon Skill Rating 2+
  • Effect: Your furious strikes rend armour, leaving it broken and useless.

When you make a successful melee attack you can Shift Exalted Icons to reduce the target’s Resilience instead of adding ED. Each Exalted Icon you Shift decreases the target’s Resilience by 1. This Resilience is removed before you calculate damage from the attack. Your weapon must have one of the following Keywords to activate this Talent:

  • BLADE
  • CHAIN
  • FORCE
  • POWER FIELD

Augmetic


  • XP Cost: 20, plus XP equal to the Value of the augmetic you choose.
  • Effect: You replace part of your biology with an augmetic, the common name for cybernetic implants in the Imperium. You may take this Talent more than once. Each time you take this Talent you may select two augmetics of Rare or lower rarity, or a single Very Rare augmetic.

See p.242 for more information on Augmetics. The GM determines which augmetics are available (usually any of those designed for your Species) and who can perform the necessary installation procedure.

Betrayer


  • XP Cost: 20
  • Requirements: CHAOS Keyword
  • Effect: You can make mortal sacrifices to the Chaos Gods to gain their favour. You gain +1 Corruption. You can sacrifice a willing or unconscious individual — such as a devotee or follower — to gain a point of Wrath. At the GM’s discretion, this sacrifice triggers a DN 5 Corruption Test.

Berzerker


  • XP Cost: 20
  • Effect: The very sight of blood energises you in battle. Whenever you see an individual within 30 metres of you suffer a Critical Hit or the Bleeding Condition, you gain 1 point of Wrath. The GM may ask you to make a DN 1 Corruption Test whenever this Talent is activated.

Binary Chatter


  • XP Cost: 20
  • Requirements: ADEPTUS MECHANICUS Keyword
  • Effect: You are adept at controlling mechanical constructs. You gain +Double Rank bonus dice whenever you attempt to instruct, program, or question a servitor or a similar construct, such as a cherub or a servo-skull.

Blindfighter


  • XP Cost: 20
  • Requirements: Awareness Rating 3+
  • Effect: You have trained to fight blind, relying on your instincts and other senses to detect and dispatch your foes even when you cannot see. The Blinded Condition does not affect your attack Tests using your Weapon Skill (I).

Blood Must Flow!


  • XP Cost: 20
  • Requirements: Weapon Skill Rating 2+
  • Effect: You know how to place your strikes to inflict haemorrhaging injuries. You may spend an Exalted Icon whenever you make a successful Weapon Skill (I) attack to inflict the Bleeding Condition to your target.

Bombardment


  • XP Cost: 40
  • Requirements: Rank 2+, Any of the following Keywords: ADEPTUS ASTARTES, AELDARI, ASTRA MILLITARUM, CHAOS, ORK, ROGUE TRADER

  • Effect: You have the connections and military backup to call in an airstrike. A bombardment may come from ground-based artillery, aircraft, or even a voidship in low orbit. In all cases, the attacks are devastating to their targets. Once per game session, a character with this Talent and access to communications with their vessel or other forces may call in a bombardment. The bombardment attack deals 20 damage +Double Rank ED to all targets within Rank x 10 metres of the designated target.

Brutalist


  • XP Cost: 20
  • Requirements: Strength Rating 3+
  • Effect: Your strike brutal blows regardless of the weapon you wield. Every melee weapon you wield has the Brutal Weapon Trait (p.209), including your unarmed strikes. If you make a successful melee attack with a weapon that already has the Brutal Weapon Trait, you deal an additional +1 damage. This bonus damage is applied after calculating your total damage, not to the weapon’s Damage value.

Chaos Familiar


  • XP Cost: 20
  • Requirements: CHAOS Keyword
  • Effect: The Dark Gods have rewarded you with a minion drawn from the Warp. This malign creature revels in violence and deception, and serves as a constant reminder of your choices. Chaos familiars are unreliable, fickle, and treacherous, but they can be a powerful tool in any cultist’s arsenal. You gain +2 Corruption.

You gain a minion, a lesser daemon spawned from the Warp. It uses the Brimstone Horror profile (see p.349), but has a 1 in all Attributes. Its only Skills are Scholar (5) and Stealth (8). The daemon is fickle. To get it to take action, you must first succeed at an Opposed Persuasion or Intimidation Test. Once persuaded, the daemon goes to extreme measures to accomplish whatever task you set, to the best of its limited abilities.


At the GM’s discretion, if the minion sees you act against the interests of the Warp, the familiar immediately turns on you until it’s destroyed or convinced of its mistake. If the familiar is slain, you must spend a Wrath Point to summon it again — which is time-consuming and requires the GM’s permission.

Conversational Cogitator


  • XP Cost: 10
  • Requirements: ADEPTUS MECHANICUS Keyword
  • Effect: The cogitation devices that form your brain are finely tuned. Through the cold purity of logic you can calculate the likely outcomes of a conversation and predict the responses of weaker biological minds. Before making a Cunning (Fel), Deception (Fel), Insight (Fel), or Persuasion (Fel) Skill Test you can choose to use this Talent to use your Tech (Int) Skill instead. You must complete a Regroup or Respite before you can use this Talent again.

Counter Attack


  • XP Cost: 30
  • Requirements: Weapon Skill Rating 5+
  • Effect: You are a master of melee combat, able to find an opening in your opponent’s guard when they attack. You can use this Talent whenever an enemy targets you with a melee attack.
  • After the enemy has completed their attack, you may make a single melee attack against that enemy. This is treated as your Reflexive Action, but you may Counter Attack up to Rank times per Round. You may not apply any other Talents, Abilities, or combat options to a Counter Attack. If you Counter Attack, you cannot take any Move Actions on your next turn.

Deadshot


  • XP Cost: 20
  • Requirements: Ballistic Skill Rating 2+
  • Effect: You are a skilled shot, trained to carefully target your enemies’ weak points. When you take the Aim action (p.189) and make a Called Shot (p.187) you double the bonus ED you receive.

Death Or Glory!


  • XP Cost: 20
  • Requirements: Human
  • Effect: Even when terrified, you can summon the courage to mount a ferocious attack. Whenever you are required to make a Fear Test, you may choose to instantly Charge the source of Fear, if you are able to, and make a single melee attack. Make the Fear Test after this attack resolves if the target is still alive. If you are in combat after the Fear Test resolves, you sacrifice your first Turn.

Deductive


  • XP Cost: 20
  • Requirements: Intellect Rating 3+
  • Effect: Your studious mind can pick apart a problem (or person) with ease. As a Simple Action, you may use this Talent to make an Intellect-based Skill Test to recall or notice something about a target. The target can be anything, from a mag-locked door with a cantankerous machine spirit to an inscrutable Planetary Governor. If you pass the Test, the GM may give you information based on the Skill you used to make the Test. You also gain +Rank bonus dice to any Test made against that target that utilises this information. You may give this bonus to an ally if you communicate what you have learned.

Devotees


  • XP Cost: 30
  • Requirements: Leadership Rating 4+
  • Effect: Through reputation or assignment, you have gathered a number of followers that will do whatever you ask.

If you are attacked, they intervene. Your devotees are a Mob of any Troop level Threat, as described in Chapter 14: Bestiary. A number of devotees equal to Double Rank +2 have decided to follow you. You may use the stats presented in Chapter 14 for each devotee, or use the following rules:

  • Devotee Attributes are equal to 1 + Double Rank.
  • Devotee Skills are equal to 1 + Double Rank.
  • A devotee’s Attributes and Skills cannot be higher than your own.

Whenever you are hit by any form of attack, any of your devotees may make a DN5 Initiative Test as a Reflexive Action. If they succeed, the attack kills the devotee instead of hitting you. Slain devotees may be replaced for free with new devotees the next time you visit a major encampment or city. If you take this Talent more than once, you gain more devotees of the same type you already possess. If you already have followers from an archetype ability, this Talent provides additional followers of that type instead.

Die Hard


  • XP Cost: 20
  • Effect: You’re hard to kill. When you suffer more Wounds than your Maximum Wounds, you are not Dying. Roll once on the Memorable Injuries table and heal 1 Wound. You may not use this Talent again until you complete a Regroup.

Dirty Fighter


  • XP Cost: 20
  • Effect: You’re proficient in the art of foul play. Whenever you make an Interaction Attack (p.190) and you shift 2 Exalted Icons, you can inflict your target with an additional Condition.

Choose the most narratively appropriate Condition from the following options:

  • Blinded (p.199)
  • Prone (p.200)
  • Restrained (p.200)
  • Staggered (p.200)

Discipline Savant


  • XP Cost: 30
  • Requirements: Psychic Mastery Rating 4+, and at least 2 psychic powers from a single Discipline. - Effect: Your devotion to a psychic discipline has given you mastery over your style of Warpcraft. When you take this Talent, select a psychic discipline in which you have at least 2 psychic powers. Whenever you make a Psychic Mastery (Wil) Test to activate a psychic power from that discipline, reduce the DN by 1.

Disturbing Voice


  • XP Cost: 20
  • Effect: You have a sinister and upsetting voice. This may be due to infrasonic cadences produced by a vox synthesiser, interrogation training, or just an inborn air of malice. You gain +Rank bonus dice to Intimidation (Wil) and Leadership (Wil) Tests when you use your voice. Any Fellowship Test made with someone likely to be put off your voice (nervouce individuals, Psykers, pious members of the Ecclesiarchy) suffers +2 DN penalty.

Dual Wield


  • XP Cost: 20
  • Effect: You can wield two weapons with uncanny accuracy. When you wield one weapon in each hand the DN penalty for using the Multi-Attack option is reduced by 2. Each weapon must have the Pistol Trait or be a one-handed melee weapon. You may also use a different weapon you are wielding for each of your Multi-Attacks, rolling damage separately for each weapon.

Duty Until Death


  • XP Cost: 20
  • Requirements: Willpower Rating 3+, IMPERIUM Keyword
  • Effect: Your ardent faith in the Emperor allows you to push beyond the limits of injury to act in His will, at a cost to your physical form. Whenever you suffer more Wounds than your Max Wounds, you can use this Talent. You may take your next Turn normally; you begin Dying at the end of that Turn. You may choose to take your next Turn immediately after activating this Talent, potentially interrupting an enemy’s Turn. If you roll a Complication on any Test, you take a Traumatic Wound.

Eliminator


  • XP Cost: 20
  • Requirements: Stealth Rating 2+
  • Effect: You strike from the shadows, using the element of surprise to take down your foes in one fell swoop. When you have a Stealth Score (p.181) and you attack an enemy that is unaware of you, you may add your Stealth Score as ED, in addition to the bonuses received from a Surprise Attack (p.182). Any decrease to your Stealth Score is resolved after the attack.

Escape Artist


  • XP Cost: 20
  • Effect: Through bodily contortions, practice, or subdermally concealed equipment, you are adept at escaping any form of bondage. You gain +Double Rank bonus dice to all attempts to escape any form of bondage, be it mechanical bonds or an individual Grappling you (p.188).

Ever Vigilant


  • XP Cost: 20
  • Effect: You never let down your guard. You gain +Double Rank to your Passive Awareness.

Favoured By The Warp


  • XP Cost: 40
  • Requirements: PSYKER Keyword
  • Effect: The Warp is both dangerous and fickle, its horrors afflicting some more than others. Even those with great mental conditioning and a seeming control over psychic powers can find it turns against them. You may use this Talent to reroll any Perils of the Warp (p.263) result. You must accept the new result.

Fear


  • XP Cost: 30
  • Effect: Either by the ravages of war on your body, an aura of malice, or the weight of your words, you frighten those you meet. When you succeed on an Intimidation (Wil) Test, you can force the target to make a Fear Test with a DN equal to 1 + Double Rank.

Fearless


  • XP Cost: 30
  • Requirements: Willpower Rating 4+
  • Effect: Extensive mental conditioning or intensive training allows you to completely control your fear. You automatically pass any Fear Test. You are immune to Intimidation (Wil) Interaction Attacks.

Feel No Pain


  • XP Cost: 40
  • Requirements: Toughness Rating 4+
  • Effect: Your pain tolerance is above and beyond that of most of your Species. You do not suffer a penalty to DN for being Wounded. Your Wounds Trait is increased by +Rank.

Flagellant


  • XP Cost: 20
  • Requirements: IMPERIUM Keyword
  • Effect: You have dedicated your pain to the service of the Emperor. At the start of each day, you must spend 20 minutes (Terran standard) in prayer, and inflict Wounds to yourself equal to your Tier through self-flagellation.

You may not roll Determination against these Wounds or allow them to be healed by any method other than through a Respite. As long as you are wounded in this way, you gain +Rank bonus dice to your Determination and Conviction rolls and may choose to become Frenzied (p.199) as a Combat Action. If you also have the Frenzy Talent, you may become Frenzied as a Simple Action. If you fail to flagellate yourself, you are overcome with shame and take a +2 DN penalty to all Tests until you flagellate again.

Frenzy


  • XP Cost: 20
  • Effect: You can use a Combat Action to become Frenzied (p.199).

Furious Charge


  • XP Cost: 20
  • Requirements: Athletics Rating 2+ and Weapon Skill Rating 2+
  • Effect: You have practised closing distance to a foe with speed; swinging your weapon whilst running has become second nature. You gain +Rank to any melee attack you make as part of a Charge (p.188).

Gallows Humour


  • XP Cost: 20
  • Effect: You find humour in the darkest of places,and can use it to bolster the resolve of your allies. You can take a Simple Action to make a grim joke whenever you are Wounded or are suffering from a Condition, as long as you are still able to speak. Make a DN 2 Fellowship Attribute Test. If you succeed, you and any allies that can hear you recover Shock eqaul to your Rank plus the number of Icons rolled.

Hardy


  • XP Cost: 30
  • Requirements: Toughness Rating 3+
  • Effect: You are innately durable or have undergone harrowing endurance training. As a Combat Action, you can make a DN 3 Toughness Test. On a failure you recover 1 Shock. On a success you recover 1 + Double Rank Shock. Each Shifted Exalted Icon recovers an additional point of Shock. Once you use this Talent, you cannot use it again until you have completed a Regroup (p.196).

Hatred [Any]


  • XP Cost: 30
  • Effect: You have honed your hatred toward a specific foe into a weapon. Select a Keyword to be the focus of your hatred. You gain +Double Rank bonus dice on melee attacks against targets that have the chosen Keyword. You suffer a +2 DN penalty whenever you interact socially with individuals of the chosen Keyword.

Hive Explorer


  • XP Cost: 20
  • Requirements: IMPERIUM Keyword
  • Effect: You are experienced at navigating the urban environments of the Imperium. You gain +Rank bonus dice to any Stealth (A) or Survival (Wil) Tests when moving through urban environments.

Jargon [Skill]


  • XP Cost: 20
  • Requirements: A Rating of 1+ in any of the following: Ballistic Skill (A), Medicae (Int), Pilot (A), Scholar (Int), Survival (Wil), Tech (Int), or Weapon Skill (I).
  • Effect: You’re knowledgeable enough on a particular subject to open your mouth and let the information flow out. The mystifying slang, precise vernacular, and strange idioms are enough to stupefy the unlearned and make fast friends of strangers who share your passion.

When you take this Talent, you must pick which of your Skills it applies to from the list in the Requirements section above. During any social encounter you can make a Skill Test using your Jargon Skill. The DN is determined by the GM based on how friendly the target is to you. If you fail, everyone around you ignores your incoherent babbling.


If you succeed and the target is interested or trained in the Skill, they are likely to become more friendly to you (see p.168). If the target doesn’t share your knowledge and slang, they stand stupefied whilst you babble — they are distracted, unable to get away from your conversation for up to 20 minutes (Terran standard).

Legacy Of Sorrow


  • XP Cost: 20
  • Requirements: Aeldari Species
  • Effect: The long and mournful history of your people weighs upon you, sharpening your focus and emboldening your will to live. You no longer suffer the penalty from the Intense Emotion Species ability (p.29). The group gains +1 Glory every time you recover from Dying.

Let The Galaxy Burn


  • XP Cost: 20
  • Requirements: CHAOS Keyword
  • Effect: You take pleasure in the destruction of any ordered institution. When you see your prey begin to falter, you revel in its collapse and become inspired to commit ever greater atrocities in the names of the Chaos Gods. You gain +1 Corruption. Whenever you incapacitate an Adversary or Elite opponent, the group gains +1 Glory, up to a maximum Glory of Double Rank per encounter.

Lip Reader


  • XP Cost: 20
  • Effect: You have learnt how to read lips. The GM may call for an Awareness (Int) Test to read lips successfully depending on the environment, the speaker’s Species, and the language spoken. The default DN is 3 and may be modified as the GM sees fit.

Lobotomised Efficiency


  • XP Cost: 20
  • Requirements: Human
  • Effect: Through otherworldly discipline or surgical treatments you have been rendered immune to temptations of the flesh. You gain +Double Rank to your Conviction and Resolve. You no longer add your Tier to your Max Shock.

Loremaster [Keyword]


  • XP Cost: 30
  • Requirements: Scholar Rating 3+
  • Effect: You are highly educated in a specific field. When you take this Talent, choose a Keyword.

This could be a bureau of the Imperium, a xenos species, or something esoteric (and forbidden) like daemonology. All Keyword selections are subject to GM approval. If you select another Species as the keyword, you can speak their native language as well as your own. Educational insight can have broad applications. Studying a culture’s history invariably reveals information about their traditions, military prowess, and technological innovations. Whenever you make a Skill Test related to the chosen Keyword, you gain +Double Rank bonus dice. This includes Scholar Tests, but can also be relevant to any Test that involves interacting with that Keyword, including Interaction Attacks (p.190). The GM is the arbiter of what is sufficiently relevant to your selected Keyword to receive this bonus.

Mark Of Chaos


  • XP Cost: 30
  • Requirements: [MARK OF CHAOS] Keyword
  • Effect: You have been granted the favour of the Chaos Gods. This may be from dedicating yourself to one of the named gods or to an act that venerates the entire pantheon.

  • Occasionally, one of the Chaos Gods may grant favour out of amusement or some more inscrutable reason, rather than as a reward. You gain +1 Corruption. Select one of the five options below and apply the bonus to your character sheet. Taking this Talent replaces the [MARK OF CHAOS] Keyword with the name of your chosen God. If you choose Undedicated, you do not replace the [MARK OF CHAOS] Keyword.

  • Nurgle: Your Toughness increases by +1.
  • Khorne: You gain +2 bonus dice when making attacks using the All-Out Attack option. You can’t take this option if you have the PSYKER keyword.
  • Slaanesh: You gain +2 bonus dice on Awareness and Persuasion Tests.
  • Tzeentch: You gain the PSYKER keyword. If you already possess the PSYKER keyword, you gain one minor psychic power of your choice. Work with the GM to determine which powers are appropriate for your character.
  • Undedicated: Choose one of the following Skills: Awareness, Cunning, Deception, Insight, Persuasion, Psychic Mastery, Stealth, or Weapon Skill. You gain +Rank bonus dice when using that Skill.

Mastered Paths


  • XP Cost: 20
  • Requirements: Aeldari Species, ASURYANI Keyword
  • Effect: As a Craftworlder, you have travelled and mastered many paths over your elongated lifespan. You have likely forgotten more than most humans will ever learn but still retain mastery of your former focus. Select one of your Aeldari Paths. You gain an additional +Rank bonus to the bonus you receive from that Aeldari Path.

Orthopraxy


  • XP Cost: 20
  • Requirements: IMPERIUM Keyword
  • Effect: The litanies of His holy word have burned themselves deep in your memory. You can recite hymns and prayers to the Emperor by rote, and can use them to bolster your mind. As a Simple Action you can begin mentally reciting Ecclesiastical liturgies. As long as you sacrifice your Simple Acion in this way, you gain +1 bonus Willpower, for a maximum of Double Rank Rounds. You can’t use this Talent again until you complete a Respite.

Paranoid


  • XP Cost: 20
  • Requirements: Cunning Rating 3+
  • Effect: You constantly fear for your life. You have established a web of connections to gather information on dangerous conspiracies.

Once per session when you have access to a communications device, you may ask your ring of contacts one question they may know. The GM rolls a secret Cunning (Fel) Test and provides you with whatever information the contact can provide. The number of Icons rolled on the Test determines the quality and amount of information.

Primaris Perspective


  • XP Cost: 40
  • Requirements: Primaris Astartes Species
  • Effect: You have been held in suspended animation since the 31st Millennium, just after the Horus Heresy ended.

You remember a very different galaxy, and have a unique perspective on the Dark Imperium, a perspective that encompasses memories of both great hope and great sorrow. You gain +Rank bonus dice Resolve and Corruption Tests. You gain +Double Rank bonus dice to Scholar Tests regarding historical events from the 31st Millennium or earlier.

Mimic Voice


  • XP Cost: 20
  • Requirements: Deception Rating 3+
  • Effect: You can mimic individuals’ voice patterns with uncanny accuracy. You may have learned this Talent through your environment or difficult training, or gained this ability from implanted vox synthesisers.

Make an Awareness Test when you listen to an individual speak for at least 1 hour to study their voice. The DN is set by the GM based on the difference between your target’s voice and your own, and your current auditory conditions.


If you succeed, you gain +Double Rank bonus dice whenever you make a Deception Test to mimic this voice. You can memorise a number of voices equal to your Intellect.

Mob Rule


  • XP Cost: 20
  • Requirements: Ork Species
  • Effect: You know how to manipulate the brutish confidence of a mob of Orks. When you command two or more Orks, you and all allied Orks within 15 + Double Rank metres may add +Double Rank bonus dice to Resolve Tests.

More Dakka!


  • XP Cost: 35
  • Requirements: Ork Species
  • Effect: You love the smell and sound of Dakka, and have a knack for expending exorbitant quantities of ammunition; this is somehow an effective tactic for you. The Salvo value of any weapon you wield is increased by +Rank. You may want to employ an Ammo Runt (p.241) to carry extra ammunition.

Noble Peer


  • XP Cost: 30
  • Requirements: Persuasion Rating 3+
  • Effect: You are a member of a renowned noble class. You may have additional authority over other members of your society, as well as responsibility for your social lessers. Whenever you are in a social situation where status plays a factor, gain +Double Rank bonus dice to Influence Tests and any Skill Tests involving social interaction.

Promethium Proficiency


  • XP Cost: 20
  • Requirements: IMPERIUM Keyword
  • Effect: You have been trained in the use of the Emperor’s holy fire. When using weapons with the Inflict (On Fire) Trait, you gain +Rank ED to any damage rolls. Once per Round, you may gain 1 Wrath when you kill an enemy of the Imperium using a weapon with the Inflict (On Fire) Trait.

Rite of Fear


  • XP Cost: 30
  • Requirements: ADEPTUS MECHANICUS Keyword
  • Effect: Your voice box has been replaced with a synthetic vocoder, critical for audible communication in Lingua-technis, and able to emit infrasonic sounds. These deep frequencies are below auditory detection and can trigger fear responses. You can trigger the Rite of Fear as a Combat Action. The rite affects all characters within a cone, 10 metres long by 3 metres wide at its terminus.

Characters within the area of effect who lack ear protection (including augmetic ears) must immediately make a Fear Test with a DN of 2 + Double Rank. You are the vertex of the cone but are immune to its effects. You can purchase the Disturbing Voice Talent for 10 XP.

Rite of Magnometrics


  • XP Cost: 20
  • Requirements: ADEPTUS MECHANICUS Keyword
  • Effect: You have implemented powerful electromagnets into your augmetic replacements that you can control mentally.

You can vary the intensity and frequency of your electromagnetic emissions, allowing you to summon metal objects to you and hover over large metallic surfaces.


You can pick up and carry metal objects up to 3 + Double Rank metres away without touching them. You can also draw your body to any large or stable metal object and hover above it. No Test is required for either of these abilities. Using this Talent in combat requires a Simple Action. The effective range of this Talent is equal to your Rank x 20 metres. The effective Strength of this Talent (for use when throwing an object or resisting another force) is 1 + Double Rank.

Rite of Pure Thought


  • XP Cost: 20
  • Requirements: ADEPTUS MECHANICUS Keyword
  • Effect: You have replaced a hemisphere of your brain with a cogitator. You live an emotionless existence, depending upon the peaceful and rewarding purity of logic. You gain +Rank bonus dice on Resolve and Fear Tests, and to resist Persuasion and Intimidation Interaction Attacks. You gain +Rank bonus dice when making Investigation Tests.

Scum Savvy


  • XP Cost: 20
  • Requirements: Human
  • Effect: Long years of disreputable carousing during business deals with shady individuals have trained you to effectively fleece the lawless and process potentially dangerous chem substances. You gain +Double Rank bonus dice to any Test related to resisting the effects of chemicals. You gain +Rank bonus dice when making Cunning (Fel) Tests.

Secret Identity


  • XP Cost: 20
  • Requirements: INQUISITION Keyword
  • Effect: You maintain a secret identity that lets you move through the Imperium unnoticed. Work with your GM to define your secret identity; you might be a minor noble from a far-flung system, a travelling merchant barely registering on Administratum records, or a surveying member of the Administratum itself. It might help to select one or two Keywords that apply to your secret identity.

Your identity has been well established using Inquisitorial resources. It may afford you benefits when dealing with particular individuals.When your secret identity is challenged, you must make a Deception (Fel) Test to maintain the illusion.

Sidestep


  • XP Cost: 30
  • Requirements: Initiative Rating 3+
  • Effect: You have a practised ability to evade harm in close combat. You can use Sidestep as a Reflexive Action whenever you are attacked in melee and are aware of the attacker.

You must declare a Sidestep before the Attacker makes their Weapon Skill Test — doing so sacrifices your Move Action on your next turn. When you Sidestep, you gain +Double Rank Defence and Resilience for the purpose of resolving the attack. You can only Sidestep once per round, and the bonuses only apply for a single attack.

Silent


  • XP Cost: 20
  • Effect: Moving silently comes as second nature to you. You can move at full Speed when Moving Stealthily (p.182). Whenever your Stealth Score would be reduced, reduce it by 1 fewer.

Simultaneous Strike


  • XP Cost: 30
  • Requirements: Ballistic Skill Rating 4+ or Weapon Skill Rating 4+
  • Effect: You can accurately attack with two weapons at once. When you take this Talent, you must choose if it applies to your Ballistic Skill (A) or Weapon Skill (I). You must have a Skill Rating of 4+ in the Skill you choose. You may only Simultaneous Strike with two one-handed melee weapons or two ranged weapons with the Pistol Trait.

You can make any Attack Action that has a single target a Simultaneous Strike. Pick your primary weapon; your attack uses all your primary weapon’s statistics, such as AP and Weapon Traits. Make your attack Test as normal; if you succeed, add half of the secondary weapon’s Damage value as ED to the damage roll.

Smash Attack


  • XP Cost: 20
  • Requirements: Weapon Skill Rating 2+
  • Effect: You can concentrate all of your strength and rage into a single attack; this strike is deadly, but leaves you open. You gain +Rank ED to any All-Out Attack.

Special Weapons Trooper


  • XP Cost: 20, plus XP equal to the Value of the chosen weapon.
  • Requirements: Ballistics Skill Rating 3+ ASTRA MILITARUM Keyword
  • Effect: Many soldiers of the Astra Militarum receive training in the use of specialty weapons on the battlefield.

  • Often, this training includes basic chants to appease the weapon’s war-spirit if it becomes obstinate or recalcitrant. You may select one of the following weapons as standard Wargear, replacing your primary weapon:

  • Combat Shotgun (p.218)
  • Plasma Gun (p.218)
  • Meltagun (p.218)
  • Long Las (p.217)
  • Flamer (p.219)
  • Grenade launcher (p.220). You also receive 3 frag and 3 krak grenades
  • Hot-Shot Volley Gun (TEMPESTUS SCION only, p.217)

Stoic


  • XP Cost: 20
  • Effect: Either through a quirk of biology, surgical intervention, or traumatic injury, your face no longer betrays emotion like a normal member of your Species. You impose a +Double Rank DN penalty on any Insight Tests made against you.

Storm of Death


  • XP Cost: 30
  • Requirements: Weapon Skill Rating 4+
  • Effect: You make a flurry of attacks in combat. When the only combat option you take in your turn is a Multi-Attack, the DN penalty is decreased by –Double Rank. Your turn ends after you complete your Multi-Attack.

Supplicant


  • XP Cost: 20
  • Requirements: Human Species
  • Effect: You know your place and how to work Imperial feudalism to your advantage. You gain +Rank bonus dice whenever you are appealing to one of your social betters, such as a planetary governor or a superior officer. If your behaviour in any way deviates from the accepted social norms of the Imperium, your GM may refuse this bonus.

Supreme Presence [Skill]


  • XP Cost: 30
  • Requirements: Skill Rating 4+ in any one of the following: Athletics (S), Deception (Fel), Intimidation (Wil), Persuasion (Fel) or Tech (Int).
  • Effect: The weight of your presence demands attention, even from large groups of individuals. When you take this Talent, you must select one of the Skills listed in the Requirements.

When you make an Interaction Attack with the chosen Skill, you may select either 1 + Double Rank targets or a Mob of any number of Troops. The DN for the Interaction Attack does not increase.

Tenacious


  • XP Cost: 30
  • Effect: You have an uncanny knack for mental perseverance. You recover 1 Shock for every Exalted Icon you roll when you roll Determination (p.196).

The Flesh is Weak


  • XP Cost: 30
  • Effect: Almost all of your biology has been replaced with augmetic components. You may have taken this procedure to repair a gruesome injury, or as a personal expression of faith.

The replacements are much sturdier than your former biology but have dramatically affected your appearance. You no longer need to breathe and you do not bleed. As a result, you aren’t affected by Bleeding (p.199) or Suffocation (p.201).


You gain +Rank bonus dice to Tech (Int) Tests and Determination rolls. You suffer +2DN to Persuasion (Fel) Tests. When you take this Talent, you may heal any Memorable or Traumatic Injuries (p.194-195).

Touched By Fate


  • XP Cost: 20
  • Effect: Your luck carries you through, even when Wargear or faith might falter. You begin each session with an additional +Rank Wrath Points.

Uncanny [Trait]


  • XP Cost: 40
  • Effect: Increase one of these Traits by +Rank:

  • Conviction
  • Defence
  • Resilience
  • Resolve
  • Shock
  • Determination
  • Speed
  • Wounds

Unnatural [Skill]


  • XP Cost: 60
  • Requirements: [Skill] Rating 4+
  • Effect: Choose any Skill with a rating of 4+. When making a Test with the selected Skill, reduce any DN modifiers by –Double Rank, to a minimum of 0. This does not change the task’s base difficulty, just any modifiers. Examples include attempting a Test without appropriate tools, in complete darkness, or a specific combat option.

Unremarkable


  • XP Cost: 20
  • Requirements: IMPERIUM Keyword
  • Effect: You are forgettable and blend into crowds easily. Characters of a higher social class with the IMPERIUM keyword, such as planetary governors, Imperial nobility, or manufactorum owners, ignore you completely unless you attract undue attention to yourself. Anyone attempting to notice or track you in a crowded area, or trying to remember your face, suffers +2DN.

Warped Mind


  • XP Cost: 30
  • Requirements: Psychic Mastery Rating 4+.
  • Effect: You have opened your mind to access another psychic discipline, either through intense discipline and study or traumatic exposure to the Warp. You may learn psychic powers from an additional psychic discipline. You may choose to take Corruption to reduce the XP cost of this Talent. For every point of Corruption you take, reduce the XP cost by 5.

Absolute Incineration


  • XP Cost: 20
  • Requirements: None
  • Effect: You unleash a blistering thermal assault that reduces flesh and armour alike to liquid. When you use a weapon with the Melta Trait at Short Range, increase both the ED and AP by +Rank.

Angel Of Mercy


  • XP Cost: 10
  • Requirements: Medicae Rating 2+
  • Effect: You are resolved to lend medical assistance to as many as you can, never resting when there is work to be done. Add +Rank to your Medicae (Int) dice pool to determine how many Wounds you can remove in a Regroup of an hour or longer. You can split the number of Wounds you remove between multiple characters, rather than a single target.

Animal Wrangler


  • XP Cost: 10
  • Requirements: Survival Rating 2+
  • Effect: You have a background in taming wild beasts, domesticating them as beasts of burden or relating to them as one animal to another. You gain +Double Rank bonus dice on any social Skill Test against a target with the BEAST Keyword. You may choose to use the Survival (Wil) Skill for any social Skill Tests against these targets.

Anatomical Scourge


  • XP Cost: 20
  • Requirements: PSYKER Keyword or Medicae 2+
  • Effect: Whether you’re a trained medic, a Sister Hospitaller, a Mechanicus Biologis, or even a Psyker trained in Biomancy, your knowledge of anatomy and biology can be extremely useful for targeting vital organs with precision shots. You gain +2ED when making Called Shots.

Arch-Performer


  • XP Cost: 10
  • Requirements: None
  • Effect: You have devoted your body to a creative endeavour you perform live before an audience. As well as providing personal fulfilment, it occasionally provides an excellent distraction.

Choose a type of performance appropriate for the 41st Millennium — choral singing, organ playing, hagiographic recital, ritual dance, etc. You excel at this art form or craft. If an enthusiast of the arts witnesses your performance, you gain +Rank bonus dice to social Skills targeting them for the rest of the scene. If you ever undertake a skill Test to determine the success of the performance itself — rolling Deception (Fel) to attract attention away from companions, for example — you gain +Double Rank bonus dice on the Test. If you have a chance to practise your performing art during a Regroup, you reduce your Shock to zero.

Arsonist


  • XP Cost: 10
  • Requirements: None
  • Effect: You keep starting fires, and they burn long into the night. When you inflict the On Fire Condition, your victims suffer an additional +Rank Mortal Wounds at the start of each of your Turns. The DN for the Athletics (S) Test for your victims to remove the Condition is also increased by +Rank.

Assault Doctrine


  • XP Cost: 30
  • Requirements: Adeptus Astartes Species, Tier 3+ (not Primaris)
  • Effect: You fight at the vanguard of any advance, shrieking across the battlefield to bring the might of your Astartes physiology to bear. You receive a Bolt Pistol, Astartes Chainsword (page 49), Aquilla Mark VII armour, and Jump Pack, if you don’t already have them. You gain additional +Rank AP on any melee weapon you wield, or any ranged weapons with the Pistol Trait. An Agent Ascending from Tier 2 to Tier 3 may purchase this Talent instead of an Ascension Package.

Feast in Famine


  • XP Cost: 10
  • Requirements: None
  • Effect: You are a talented and resourceful cook, able to make a satisfying repast from meagre ration packs, hunted local fauna, or scavenged scraps, raising the spirits of your comrades. When you prepare food for your allies during a Regroup, anyone who partakes in the meal besides yourself removes all Shock.

Battle-Psyker


  • XP Cost: 20
  • Requirements: Psychic Mastery Rating 4+
  • Effect: You wield your powers with unstoppable force, compelling your victims to submit to your will. When you successfully use a psychic power that forces targets to take a Test to resist its effects, the DN of that Test is increased by +Rank.

Blademaster


  • XP Cost: 20
  • Requirements: Weapon Skill Rating 2+
  • Effect: You have mastered the art of blocking and riposting, giving you the edge when you clash swords with an opponent. Any weapons you use with the BLADE Keyword gain the Parry Trait. When using a weapon that already has the Parry Trait (whether it has the BLADE Keyword or not), you gain additional +Rank Defence against melee attacks.

Bloodhound


  • XP Cost: 10
  • Requirements: None
  • Effect: Once you have the scent of a potential target, nothing short of their death or yours can end your pursuit. You may nominate a single creature or individual as the target of this Talent — you cannot switch targets until the next Regroup. You gain +Rank bonus dice to Survival (Wil) Tests to track the target, and any attack Tests you make against the target.

Bolter Discipline


  • XP Cost: 10
  • Requirements: ADEPTUS ASTARTES Keyword
  • Effect: Your Bolter spits forth a storm of iron that pulverises threats in an unyielding sequence of explosions. When you use a weapon with the BOLT Keyword, it gains the Rapid Fire (2) Trait. If the weapon already has the Rapid Fire Trait, add +Rank to the weapon’s Rapid Fire rating.

Bombardier


  • XP Cost: 20
  • Requirements: None
  • Effect: Your munitions are modified to be extra explosive and pitched at the perfect arc to cause maximum carnage. Any weapons you use with the Blast Trait increase their Blast rating by +Double Rank. Against Mobs (or when using a simplified theatre of the mind approach) this therefore increases the number of targets hit by +Rank.

Born Survivor


  • XP Cost: 10
  • Requirements: Survival Rating 2+ Effect: You are aggressively self-reliant, substituting your culture’s folk remedies for formal medical training. You can use Survival (Wil) instead of Medicae (Int) to remove your own Wounds, Shock, or Conditions (Wrath & Glory, page 124). You do not suffer the usual DN penalties for using this ability on yourself.

Built Tough


  • XP Cost: 10
  • Requirements: Strength Rating 3+, Toughness Rating 3+
  • Effect: You have the squat, sturdy physique and temperament to manage heavy loads without complaint. Any weapons you carry with the Heavy (X) Trait halve their Heavy rating.

Bullet Hell


  • XP Cost: 20
  • Requirements: None
  • Effect: You discharge a hailstorm of lead from your shooter, spent bullet casings puddling around your feet. Any weapons you carry with the PROJECTILE Keyword increase their Salvo rating by +Rank.

Chainsaw Warrior


  • XP Cost: 10
  • Requirements: None
  • Effect: Whatever the spinning teeth of your Chainblade doesn’t catch on the first rotation is shredded on the next pass. When you use a weapon with the CHAIN Keyword, you may re-roll any ED dice you choose, but must accept the second result.

Concealed Cavity


  • XP Cost: 10
  • Requirements: None
  • Effect: You have a tiny compartment hidden on your person, either inside an augmetic or carved into your flesh. You can declare that you are concealing an item inside your compartment — this item can be no larger than a small knife, recording device, or miniaturised auspex. Normal searches of your person will never reveal this cavity, but if the search involves the use of technology, you gain +Double Rank bonus dice on Stealth (A) Tests to conceal it. If you retrieve a weapon from the compartment and attack with it on the same Turn, you gain +Double Rank bonus dice on the attack Test.

Counter-Curse


  • XP Cost: 10
  • Requirements: Psychic Mastery Rating 2+
  • Effect: Your allies tolerate your presence as a necessary evil, to prevent the enemy witches from thwarting their work. You gain +Rank on Tests to Deny The Witch (Wrath & Glory, pages 267-268). Once per session, you can Deny The Witch as a Reflexive Action.

Deathworld Veteran


  • XP Cost: 10
  • Requirements: Toughness Rating 3+
  • Effect: You were raised or campaigned on one of the deadliest worlds in the Imperium, and survived only by adapting your body to resist its environmental hazards.

Choose one environmental hazard: suffocation, extreme heat, extreme cold, radiation, poisons, or another option at the GM’s discretion (Wrath & Glory, pages 201-202). You gain +Rank on Toughness Tests to resist the hazard’s effects, and +Double Rank to Medicae (Int) and Survival (Wil) Tests to adapt protections against that hazard. You can purchase this Talent multiple times, choosing a different environmental hazard each time.

Dedicate The Kill


  • XP Cost: 10
  • Requirements: Faith 1+
  • Effect: You are a devout believer that only offerings of flesh and blood can appease your God. In combat, you may sacrifice your Move for the Turn to nominate an Elite or Adversary in line of sight as your target. You may nominate a new target by sacrificing another Move, but this replaces the previous target. If you personally kill your target in melee combat, you regain 1 Faith.

Deductive Genius


  • XP Cost: 10
  • Requirements: Investigation Rating 3+
  • Effect: You are renowned for incredible leaps of logic, as though the voice of the God-Emperor whispers truths into your ear. You can spend 1 Glory at any time for a clue on the fastest way to proceed with your current mission.

The GM will give you an honest answer, but will not give you brand new information unless it can be plausibly extrapolated from what you already know. More likely, they will direct you to an individual or location where new information can be found, but this may take you into further danger! Your GM may invite you to suggest how you reached this conclusion, or even help determine the most direct way forward.

Deflect Shot


  • XP Cost: 10
  • Requirements: Initiative Rating 4+
  • Effect: Your combat reflexes are so refined that a twitch of your wrist can redirect missiles back on their shooter. You can only use this Talent when wielding a weapon that has the Parry Trait and either the POWER FIELD or FORCE Keyword. The Defence bonus you gain for wielding a Parry weapon against melee attacks also applies against ranged attacks. If your attacker misses and rolls a Complication, the attack is resolved as if they had been struck by their own weapon. This Talent has no effect against area effect weapons, such as weapons with the Blast or Flamer Traits.

Devastator Doctrine


  • XP Cost: 30
  • Requirements: Adeptus Astartes Species, Tier 3+ (not Primaris)
  • Effect: An Astartes who becomes a full Battle-Brother usually starts off as a Devastator Marine, learning to master warfare from the relative safety of long range.

You receive a suit of Aquilla Mark VII armour, if you don’t already have one, and any one of the following weapons:

  • Heavy Bolter
  • Heavy Flamer
  • Lascannon
  • Missile Launcher
  • Multi-Melta
  • Plasma Cannon

You gain additional +Rank AP when using this weapon. An Agent Ascending from Tier 2 to Tier 3 may purchase this Talent instead of an Ascension Package.

De-Escalator


  • XP Cost: 10
  • Requirements: Weapon Skill Rating 2+
  • Effect: You can disarm people with your bare hands, preventing someone you just want to talk to from making a mistake they’ll regret. When making a Shot To Disarm with an Unarmed Strike, you do not suffer DN penalties for a Called Shot (Wrath & Glory, pages 186-187). The DN for your opponent’s Strength Test is equal to the Damage you’d have inflicted, instead of half of it.

Death From Above


  • XP Cost: 20
  • Requirements: Athletics Rating 3+
  • Effect: You take a three-dimensional approach to every battle, searching for higher ground you can quickly scale and drop down from. You gain +Rank bonus dice to attack Tests made from higher ground. You can climb vertically at the same Speed as horizontal Movement without an Athletics (S) Test. You can roll Determination against Mortal Wounds from falling ( Wrath & Glory, page 201).

Dig In Deep


  • XP Cost: 10
  • Requirements: None
  • Effect: You are an expert of defensive warfare, making maximum use of cover to reinforce your position. When targeted by enemy attacks whilst concealed by cover, you gain +2 Defence (instead of +1) if less than half of you is concealed, and +4 Defence (instead of +2) if more than half of you is concealed. If enemies target you by Shoot Through Cover (Wrath & Glory, page 189) gain +Rank Resilience.

Disarming Stare


  • XP Cost: 10
  • Requirements: Intimidation Rating 2+
  • Effect: With a few choice words, or even just a look, you can slow an enemy’s charge as they think better of picking a fight with you. When you succeed on an Interaction Attack using Intimidation (Wrath & Glory, page 190), your enemy is Staggered, in addition to other effects.

Disciple Of The Holy Trinity


  • XP Cost: 30
  • Requirements: ADEPTA SORORITAS Keyword
  • Effect: The Sisters of Battle venerate the Holy Trinity of bolter, flamer and melta above all other weapons, and veterans of their Order are rewarded with the most exceptional versions of such sacred tools. You add +Rank to the Damage of any weapons you use with the BOLT, FIRE or MELTA Keywords.

Disruptive Launch


  • XP Cost: 10
  • Requirements: Any of the following Keywords: ADEPTA SORORITAS, ADEPTUS ASTARTES, AELDARI, HERETIC ASTARTES, ORK
  • Effect: You employ short bursts of your Jump Pack as suppressive fire, protecting you from retaliatory assaults. When equipped with a Jump Pack, you can spend a Shift on successful melee attack Tests to inflict the Hindered (1) Condition on an enemy you’re engaged with. Additional Shifts can be spent to target 1 additional enemy per Shift, or increase the DN penalty of a victim’s Hindered Condition by 1 per Shift.

Enviable Grace


  • XP Cost: 10
  • Requirements: Agility Rating 3+
  • Effect: You are a dextrous contortionist, twirling around restrictions to navigate your environment with enviable grace. Difficult terrain does not reduce your Speed. You may Fall Back as a Move instead of a Combat Action. You are immune to the Staggered Condition. You suffer no restrictions on replacement Movement options when you remove the Prone Condition as a Free Action. You gain +Double Rank bonus dice on Tests to remove the Restrained Condition. At the GM’s discretion, you may be able to insert yourself into otherwise impassable spaces.

Fashionista


  • XP Cost: 10
  • Requirements: Wealth 2+
  • Effect: You remain on the cutting edge of Gothic fashion, delighting in any opportunity to make a memorable entrance.

When you requisition Clothing (Wrath & Glory, pages 236-237), you gain bonus dice on social Skill Tests equal to the Rarity of the Clothing, in situations where your appearance would make a positive impression. You only gain this benefit for the duration of a single mission — after that reappearing in the same outfit again provides no advantage, and you must requisition new Clothing to regain the bonus.

Fast Draw


  • XP Cost: 10
  • Requirements: None
  • Effect: You blindside your enemies by drawing and firing whilst they are still preparing for combat. You may draw a weapon as a Free Action or Reaction. In combat, any attacks you make against enemies who have not yet taken a Turn gain +Double Rank bonus dice on the attack Test.

Feint Attack


  • XP Cost: 10
  • Requirements: Weapon Skill Rating 2+
  • Effect: You disorient enemies with distraction attacks, setting them up for follow-up hits. You can use Weapon Skill to make Interaction Attacks against enemies you are Engaged with (Wrath & Glory, page 190).

First Response


  • XP Cost: 10
  • Requirements: Medicae Rating 2+
  • Effect: You have an unerring knack for being in the right place at the right time when someone needs patching up. Once per combat, you can make a Medicae (Int) Test to remove Wounds, Shock or a Condition as a Simple Action instead of a Combat Action.

Forbidden Knowledge


  • XP Cost: 10
  • Requirements: IMPERIUM Keyword
  • Effect: Through curiosity or ill-fortune, you have learned secrets your Imperium does not want you to know.

Choose a proscribed subject you have unsanctioned knowledge of: for example, daemons, heretical beliefs, a specific alien species, even a secretive Faction you don’t have the Keyword for (such as INQUISITION, ADEPTUS ASTRA TELEPATHICA or OFFICIO ASSASSINORUM). Alternatively, with your GM’s consent, you can detail a little known and dangerous secret — the true allegiances of a powerful Patron, the fate of the Absolver Chapter Command, etc.


You gain +Double Rank bonus dice on Tests that benefit from your forbidden knowledge. However, GMs may spend Complications rolled on these Tests to award themselves 2 Ruin instead of 1. Your forbidden knowledge may increase the DN on resistance Tests to learn more tantalising truths about the subject, such as social Skills used by individuals with the relevant Keyword, or Corruption Tests. Whilst your knowledge makes you a useful asset to some, it makes you a dangerous liability to others. Caveat emptor!

Force Of Will


  • XP Cost: 10
  • Requirements: Psychic Mastery Rating 2+
  • Effect: To those who risk their souls tangling with daemons, traumas of the flesh are a distant concern. You gain +Double Rank bonus dice on Willpower Tests to continue sustaining psychic powers when you suffer damage (Wrath & Glory, page 265).

Honed to Lethality


  • XP Cost: 20
  • Requirements: None
  • Effect: You have refined the edge of your weapon’s power field into the perfect armour-shredding tool. When using a weapon with the POWER FIELD Keyword, increase the AP by +Rank.

Identify Weakness


  • XP Cost: 20
  • Requirements: Skill Rating 3+ in any one of the following: Awareness (Int), Insight (Fel), Investigation (Int), Scholar (Int)
  • Effect: Knowledge is power, and you wield it as a weapon to most efficiently destroy your enemies.

When you encounter an Elite or Adversary, you can make a Skill Test to size it up for weaknesses. You might Test any of the following Skills:

  • Awareness (Int), when you spend a Combat Action watching the target in combat.
  • Insight (Fel), when you have a conversation with the target.
  • Investigation (Int), when you dedicate a full day or longer to learning more about the target.
  • Scholar (Int), when you spend a Combat Action recalling relevant knowledge whilst watching the target in combat.

Whichever Skill you use must be chosen when you first purchase this Talent, and must be rated 3 or higher. The DN of the Skill Test is usually 3, but may vary; for example, a target may make an Opposed Test against Insight (Fel) using their Deception (Fel) Skill. You can only track one enemy’s weakness at a time. When you or an informed ally makes an attack against a target whose weakness you know, you inflict +Double Rank additional ED.

Imposing Presence


  • XP Cost: 20
  • Requirements: None
  • Effect: You leverage your sheer physical size and weight as an implicit threat if you don’t get your way. You can substitute your Willpower Attribute rating for your Strength Attribute rating on Intimidation (Wil) Tests. You also gain +Rank bonus dice to Intimidation (Wil) Tests if wearing armour with the HEAVY Keyword. These effects only apply when the target of your Intimidation can see you.

Improvised Weaponry


  • XP Cost: 10
  • Requirements: Survival Rating 2+ or Tech Rating 2+
  • Effect: You are never truly disarmed, as long as you have access to raw materials and crafting time. You may make a Survival (Wil) or Tech (Int) Test to fashion a crude weapon, with a profile from the table on page 65. By default this takes 8 minutes. The DN is usually 3 for a melee weapon, or 5 for a simple firearm, but may increase depending on the availability of tools and materials. Shifts on this Test can be spent to:
  • Half the crafting time (this option may be chosen more than once).
  • Increase the weapon Damage by +Rank.
  • Remove the Unwieldy Trait.
  • Add one of the following Traits: Inflict (On Fire), Inflict (Poisoned 3), Inflict (Restrained), Parry, Pistol, Silent. This option may be chosen more than once, selecting a different Trait each time.
  • Double all weapon Ranges (Simple Firearm only). Players should provide details about the weapon they craft, which may affect its Keywords and possibly the range of available Traits you can spend Shifts on.

No Escape


  • XP Cost: 10
  • Requirements: Initiative 5+
  • Effect: You are extremely skilled at blocking enemies from getting past or away from you. Enemies Engaged with you cannot use the Fall Back Combat Action. Additionally, you gain +Rank bonus dice on Reflexive Attack Tests.

Old Reliable


  • XP Cost: 10
  • Requirements: N/A
  • Effect: From the standard-issue rifle of the Imperial infantryman, to the Godhammer lascannons of Astartes Land Raiders, the enduring ubiquity of laser weaponry is a testament to their rugged dependability. You know just how to kindle the Machine Spirits of las-weaponry to the pinnacle of reliable, efficient destruction.

When you use a weapon with the LAS Keyword and the Reliable Trait, rolling a 1 on the Wrath Die does not trigger a Complication. This effect does not apply when you are Dying.


Additionally, whenever you use an effect that would expend Las Ammo, roll a Wrath Die. If you roll a six, you do not expend that Las Ammo.

Faith Abilities

Bolstering Purity


  • XP Cost: 40
  • Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword
  • Effect: Your words drip with the Emperor’s immaculate will, reinforcing the faith of your allies. You gain +1 Faith.

As a Reflexive Action, you can spend 1 Faith to bolster another’s purity. Select one character with the IMPERIUM keyword within hearing range — this can be yourself. The character automatically succeeds all Resolve and Conviction Tests until the end of the Round. Once you have used this ability, you cannot use it again until you have completed a Regroup.

By His Will


  • XP Cost: 20
  • Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword
  • Effect: The depth of your faith allows you to call upon the God-Emperor to assist you when you work with another of His children. You gain +1 Faith.

When you Help a character with the IMPERIUM Keyword, you add triple the number of bonus dice if you spend 1 Faith.

Consecrated Light


  • XP Cost: 20
  • Requirements: ADEPTUS MINISTORUM Keyword
  • Effect: The Emperor’s power can manifest physically for the faithful in times of need, a beacon to bolster the citizens of the Imperium. You gain +1 Faith.

As a Reflexive Action, you may spend 1 Faith and present a holy symbol of the Imperial Cult. You and any allies with the IMPERIUM Keyword within 15 + Double Rank metres gain +Double Rank bonus dice on Fear and Corruption Tests until the end of the Round.

Divine Guidance


  • XP Cost: 20
  • Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword
  • Effect: Through His direction, no shot will miss its mark. You gain +1 Faith.

As a Combat Action, you can spend 1 Faith to give the Emperor’s guidance. Select one character with the IMPERIUM Keyword within hearing range — this can be yourself. The character gains +Double Rank bonus dice to Ballistic Skill (A) Tests for 1 Round.

In His Name


  • XP Cost: 20
  • Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, Scholar Rating 1
  • Effect: You have spent time studying the holy writings of the Cult Imperialis and can invoke hallowed passages to sway others. You gain +1 Faith.

Whenever you target a character with the IMPERIUM Keyword with a Persuasion or Leadership Test, you can spend 1 Faith to add +Double Rank bonus dice to your pool.

Inspired Blessing


  • XP Cost: 25
  • Requirements: ADEPTUS MINISTORUM Keyword
  • Effect: Your blessings invoke the majesty of the God-Emperor, uplifting your allies and reinforcing their determination. You gain +1 Faith.

You may make an inspirational statement or prayer as a Combat Action. When you do so, spend 1 Faith to restore 1d3 + Double Rank Shock to you and all allies with the IMPERIUM keyword within 15 + Double Rank metres.

Litany Of Hatred


  • XP Cost: 20
  • Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, the Hatred Talent
  • Effect: Hatred is the Emperor’s greatest gift to humanity. You gain +1 Faith.

You may spend 1 Faith and a Simple Action to recite a Litany of Hate. The effects of your Hatred Talent now apply to any of your allies with the IMPERIUM keyword within Rank x 10 metres.

Martyr's Tears


  • XP Cost: 20
  • Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, the Hatred Talent
  • Effect: Hatred is the Emperor’s greatest gift to humanity. You gain +1 Faith.

You may spend 1 Faith and a Simple Action to recite a Litany of Hate. The effects of your Hatred Talent now apply to any of your allies with the IMPERIUM keyword within Rank x 10 metres.

Repent!


  • XP Cost: 20
  • Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, Willpower 3+
  • Effect: The righteousness of your indignation rings in the ears of those true to the Imperial Cult You gain +1 Faith.

You can attempt to force another adherent of the Imperial Cult to repent using the force of your will. Spend 1 Faith and make an opposed Intimidation (Wil) Test against your target with +Rank bonus dice. If you are in combat, this takes a Combat Action. If you succeed on the Test and the target has the IMPERIUM Keyword, they kneel and repent for Double Rank x 10 seconds.

Righteous Wrath


  • XP Cost: 20
  • Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, Willpower 3+
  • Effect: Your burning fervour inspires you to great deeds and can similarly inspire your allies. You gain +1 Faith.

As a Combat Action, you can spend 1 Faith to gain +2 Wrath. When you do this, you can sacrifice 1 point of Wrath to give an ally with the IMPERIUM Keyword that can hear you and is faithful to the Imperial Cult +1 Wrath.

Shield of Faith


  • XP Cost: 20
  • Requirements: ADEPTA SORORITAS Keyword, Willpower 3+
  • Effect: Your indomitable belief steels your mind against Warp-witchery. You gain +1 Faith.

As a Reflexive Action, you may spend 1 Faith to ignore a psychic power or effect (including Perils of the Warp) until the end of the Round. You may spend an additional Faith to grant the same bonus to all allies with the IMPERIUM keyword within 15 + Double Rank metres.

The Passion


  • XP Cost: 20
  • Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword
  • Effect: You cast your thoughts to His glory; His visage demands destruction. You gain +1 Faith.

As a Combat Action, you can spend 1 Faith to inspire the Emperor’s wrath. Select one character with the IMPERIUM Keyword within hearing range — this can be yourself. The character gains +Double Rank bonus dice to Weapon Skill (I) Tests for 1 Round.

The Emperor Protects


  • XP Cost: 30
  • Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, at least 1 Faith
  • Effect: You gain +1 Faith. As a Reflexive Action, you may spend 2 Faith to force an attack directed at you to miss.

Talents

These may require adjustment over time as we find out whats balanced and whats not. I have taken some from the general homebrew community and reflavoured them where required to make them applicable to the factions we are playing, and have invented others.

Purge the Heretic


  • XP Cost: 20
  • Prerequisites: Weapon Skill 3+
  • Effect: Rending the enemies of the Imperium asunder fills you with invorgating zeal! Whenever you inflict a Critical Hit against an enemy of the Imperium, you immediately recover double Rank Shock.

Emperors Wrath


  • XP Cost: 30
  • Prerequisites: The IMPERIUM Keyword, Weapon Skill 3+ OR Ballistic Skill 3+
  • Effect: The endless tides of His enemies cannot stand before you. After you make an attack, you may spend 1 Wrath to immediately make an additional attack.

Endless Crusade


  • XP Cost: 20
  • Prerequisites: The IMPERIUM Keyword
  • Effect: The crusade cannot end as long as the enemies of humanity draw breath. Immediately after you kill an enemy, you may move up to half your speed.

Heavy Weapons Trooper


  • XP Cost: 10
  • Prerequisites: Strength 3+
  • Effect: Your powerful form allows you to keep hold of heavy weapons where others would falter. When you roll a Complication firing a weapon with the Heavy property, you are not knocked prone.

Catfall


  • XP Cost: 10
  • Prerequisites: Agility 3+
  • Effect: You are nible and graceful in the air, and upon landing. When you fall you consider the damage to be halved for the purposes of determining damage.

Implacable Faith


  • XP Cost: 25
  • Prerequisites: The IMPERIUM keyword
  • Effect: Your faith in the Emperor of Mankind keeps you standing where others would fall, mortal wounds closing and healing through his light. You gain +1 Faith. As a reflexive action you may spend 1 Faith and regain 1d3 + double Tier Wounds.

Counter Charge


  • XP Cost: 20
  • Effect: The best defence is a proactive offence. Whenever an enemy takes the Charge, Sprint, or Run actions and ends their turn within 6 meters of you, you may spend 1 Glory as a Reflexive Action to move up to your speed towards them and make a melee attack, as if you had taken the Charge action. If the enemy took the Charge action, your attack occurs before theirs does.

Indomitable Belief


  • XP Cost: 40
  • Prerequisites: The ADEPTA SOROITAS or ADEPTUS MINISTORUM keywords
  • Effect: You are an unbreakable bulwark of Faith. You gain +1 Faith. You automatically pass all Fear and Terror tests. You are also immune to any Interaction attacks made using Intimidation, and may reroll up to Double Rank dice on any damage rolls against creatures with the CHAOS keyword.

No Retreat


  • XP Cost: 10
  • Prerequisites: The IMPERIUM keyword
  • Effect: You will never surrender. When you fail a Resolve test, you may suffer 1d3 Shock in order to count as having succeded.

Tank Killer


  • XP Cost: 15
  • Prerequisites: The ASTRA MILITARUM or ADEPTUS SORORITAS Keyword
  • Effect: You are a terror to the vehicles of the enemy. You add +Rank Bonus dice to attacks made against enemy vehicles.

Martyrous Zeal


  • XP Cost: 20
  • Prerequisites: Faith 2+
  • Effect: The deaths of your allies fills you with a furvent wrath. Whenever an ally begins Dying, you regain 1 Faith.

Take Cover!


  • XP Cost: 20
  • Effect: The best way to avoid being shot is to put something between you and the gunfire. When you are targeted by a ranged attack, you may take cover as a Reflexive Action, as long as there is cover nearby. When you so do, you increase your Defence by +Rank until the start of your next turn. If you do so, you cannot move on your next turn, except to get further behind the cover you used as part of the Reflexive Action.

War Hymn


  • XP Cost: 20
  • Prerequisites: The ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword
  • Effect: Your songs can be heard through the clamor and terror of any battle, rallying the servants of the Emperor. You may sing a War Hymn as a simple action, and all Allies with the IMPERIUM keyword within 15 + Rank meters gain +your Tier bonus die to all melee attacks until the start of your next turn. If an ally with this talent and within its area of effect also takes up the same War Hymn on their turn, the duration is extended until the end of their next turn, and all allies add your Tier plus their Tier bonus die to all melee attacks until one of you ends the hymn, at which point all benefits end.

Eyes On Them


  • XP Cost: 10
  • Prerequisites: Loyalty to the Emperor
  • Effect: Your very presence makes traitors nervous. Creatures with the HERETIC Keyword (even if you do not know it) add your Rank to the DN of all Intelligence and Willpower tests while they are aware of your presence and ability to see them.

Break the Tide


  • XP Cost: 20
  • Prerequisites: The IMPERIUM Keyword
  • Effect: You will not be broken, even by overwhelming odds. When you are making an attack while you and your allies began the scene outnumbered at least 2 to 1, you add +Rank to the Test.

Conversational Momentum


  • XP Cost: 15
  • Prerequisites: Fellowship 3+
  • Effect: Once you get going, you are very hard to shut up. Other creatures add +Double Rank to checks made in civilised or polite conversation where they would need to inturrupt you in order to do so. You retain this bonus as long as you continue to speak, however it does not protect you from any physical consequences should your conversational opponents take a more hands on approach to dealing with you.

Cleansing Flame


  • XP Cost: 25
  • Prerequisites: The ADEPTUS SORORITAS or ADEPTUS MINISTORUM Keyword
  • Effect: Your flames burn bright with the wrath of Him on Earth. Whenever you deal damage to a creature without the IMPERIUM Keyword, you deal additional Mortal Wounds equal to your Tier.

Abjur the Warp


  • XP Cost: 20
  • Prerequisites: The ADEPTUS SORORITAS or ADEPTUS MINISTORUM Keyword
  • Effect: You will not suffer the Warp to stain His Materium. You gain +1 Faith. As a Reflexive Action when you see an allied creature roll a Perils of the Warp check, you may spend a point of Faith to reduce the result by 10 x Double Tier.

Scrounger


  • XP Cost: 10
  • Prerequisites: A crafty attitude
  • Effect: Your life with less has made you adept at finding spares and supplies in the most unlikely of places. You gain +Rank bonus dice to Cunning (Fel) Tests. Once per session you may make an Influence or Cunning Test to acquire an item, representing something you have prepared in advance.

Violent Enthusiasm


  • XP Cost: 10
  • Prerequisites: Bloody Minded Zeal
  • Effect: You gain +Rank bonus dice to melee attacks for every ally engaged with the same target as you.

Purity of Faith


  • XP Cost: 20
  • Prerequisites: The ADEPTUS SORORITAS or ADEPTUS MINISTORUM Keyword
  • Effect: You and any allies within 15 metres gain + Double Rank bonus dice to Corruption Tests. You gain + Double Rank bonus dice to any Test to resist the effects of a Psychic Power.

Heavily Augmented


  • XP Cost: 20
  • Prerequisites: The ADEPTUS MECHANICUS Keyword
  • Effect: Your body has been redesigned to withstand the rigours of war. You do not bleed (making you immune to the Bleeding Condition) and gain +Rank bonus dice to Determination

Use the Terrain


  • XP Cost: 20
  • Prerequisites: Stealth 3+
  • Effect: You gain +Rank to any Stealth (A) Test when there is some form of terrain to hide behind.

Elite Soldier


  • XP Cost: 20
  • Prerequisites: The ASTRA MILITARUM Keyword
  • Effect: You’re an expert in inflicting pain through the weapons of the Imperium. Whenever you spend Glory to increase damage when using a weapon with the ASTRA MILITARUM Keyword you can add +Rank to the final damage value.

From the Shadows


  • XP Cost: 20
  • Prerequisites: Stealth 3+
  • Effect: You are adept at exploiting any form of concealment. Whenever a Vision Penalty (p.191) or Cover (p.181) impose a penalty on someone trying to attack or detect you, the penalty is increased by +Rank DN.

The Emperor Conceals


  • XP Cost: 20
  • Prerequisites: Stealth 3+
  • Effect: You and any of your allies with the IMPERIUM Keyword within 15 metres gain +Rank bonus dice to Stealth (A) Tests.

Wrath of the Golden Throne


  • XP Cost: 30
  • Prerequisites: Weapons Skill 4+
  • Effect: You gain +Rank bonus dice to melee attack tests against targets with the CHAOS or HERETIC Keyword.

Master Tracker


  • XP Cost: 20
  • Prerequisites: Cunning 4+
  • Effect: You gain +Rank bonus dice to Cunning (Fel) Tests, and any Test made to track an individual.

Tactical Versitility


  • XP Cost: 30
  • Prerequisites: Cunning 4+
  • Effect: Your training has prepared you for any circumstance. When you make a Critical Hit you may roll twice on the Critical Hit Table and choose either result.

Unchecked Authority


  • XP Cost: 40
  • Prerequisites: The INQUISITION Keyword, an INQUISITORIAL Rosette
  • Effect: You have supreme authority to maintain the security of the Imperium. You gain +Double Rank bonus dice whenever you make a social Skill Test against a character with the IMPERIUM Keyword.

Lead the Faithful


  • XP Cost: 40
  • Prerequisites: The ADEPTUS SORORITAS or ADEPTUS MINISTORUM Keyword
  • Effect: You are an inspiring warleader and walking miracle both. You gain +Rank Faith. Whenever you deal a Wound, you may spend 1 Faith to gain +1 Glory as a Free Action.

Battlefield Healer


  • XP Cost: 40
  • Prerequisites: Medicae 4+
  • Effect: Your talent as a battlefield surgeon is unsurpassed. When you succeed on a Medicae Test to heal a target’s Wounds, they recover +Rank additional Wounds.

Terror Tactics


  • XP Cost: 40
  • Prerequisites: Stealth 4+
  • Effect: When your Stealth Score is reduced to 0 or you Ambush a Threat, you can choose for all enemies who can see or hear you to take a Terror Test, with a DN equal to 1 + Rank.

Lord of the Machine Cult


  • XP Cost: 40
  • Prerequisites: The ADEPTUS MECHANICUS Keyword
  • Effect: You are unbound by the tethers of your biological form, automatically interfacing with nearby technology. As a Simple Action, you can Help all allies within 10m that have the ADEPTUS MECHANICUS Keyword, or are utilising equipment with a Machine Spirit (including guns and non-basic melee weapons), granting +Rank Bonus Dice to their Tests.

At Home in the Skies


  • XP Cost: 10
  • Prerequisites: Pilot 3+
  • Effect: When you attempt a difficult manoeuvre in an aircraft or spacecraft, reduce the DN of the action by Rank.

Vanguard


  • XP Cost: 10
  • Prerequisites: Stealth 3+
  • Effect: You’re practised at staying mobile while unnoticed, avoiding attention until necessary. While you have a Stealth score, increase your Speed by +Rank. Further, at the start of the first round of combat, before turn order is determined, you may make a normal move.

Grace of Him on Earth


  • XP Cost: 15
  • Prerequisites: The PSYKER Keyword and 1+ Faith
  • Effect: When you roll a Psychic Mastery check, you may roll one additional die, referred to as a Grace die. When you do so, if you roll a 6 you may use it to negate the effects of rolling a 1 on a Wrath die. This does not obey the normal rules of die in this fashion, but instead completely negates the 1 from the die pool and its results. If you reroll the die pool, you do not retain the Wrath Failure.

When you make a Psychic Mastery check, you may spend a point of Faith to increase the number of Grace die you roll by +Tier.

If you do not have a Wrath Failure to cancel out with your Grace die, you may instead treat it as a normal die for the purposes of any success it generates.


  • Ranked: You may spend an additional 15XP to improve this ability. When you do so, increase the number of Grace Die it grants by 1. You may take this improvement a number of times equal to your Tier, for a total of Tier + 1 Grace die.

Aura of Grace


  • XP Cost: 10
  • Prerequisites: The PSYKER Keyword and 1+ Faith, the Grace of Him on Earth Talent
  • Effect: When you see an allied creature within 12 meters roll a Psychic Mastery Test, you may use a Reflexive Action to extend the benefits of your Grace of Him on Earth ability to them.

Calm the Warp


  • XP Cost: 20
  • Prerequisites: The PSYKER Keyword and 3+ Faith, the Grace of Him on Earth Talent, the Aura of Grace Talent
  • Effect: You automatically extend the benefits of your Grace of Him on Earth Talent to up to Tier + Rank allies within the Scene.
  • Ranked: You may spend another 10XP to extend the benefits of this talent to all allies within the Scene, and an additional 20 on top of that (total of 50) to extend the benefit to all allies within the same NARRATIVE SCALE Scene.

Purge His Enemies


  • XP Cost: 15
  • Prerequisites: 1+ Faith
  • Effect: You feel His hatred for the enemies of mankind flowing through you, driving you to purge them in His name. When you pick this talent, select a non-IMPERIAL Keyword, such as CHAOS, HERETIC, or a specific Xenos faction such as ORK. Whenever you enter into combat with one of these enemies, you gain an additional temporary point of Faith. This point of Faith may be used as per normal, however it disappears at the end of the Scene. This may allow you to exceed the normal Faith limit for your character.
  • Ranked: You may spend an additional 10XP to add an additional Keyword to this ability. When you do so, you gain your Faith if any of the enemies in combat have either of the Keywords, but do not gain more than one if more than one enemy Keyword is present. You may select this ranked option multiple times.

Emperors Grace


  • XP Cost: 20
  • Prerequisites: An IMPERIAL keyword
  • Effect: The Emperor protects. As a reflexive action when hit by an attack you may spend a point of Glory to cause an incoming attack to deal 2 x your Tier less damage. This is calculated prior to you deciding to roll Determination if required.
  • Ranked: You may spend an additional 10XP on this ability. When you do so, you may also use the reflexive action when an ally in the same Scene is hit by an attack instead of yourself.

The Most Holy Defense


  • XP Cost: 15
  • Prerequisites: Weapon Skill 3+, Initiative 3+
  • Effect: He protects those who would slay his enemies. When you take the Charge action on your turn, you gain additional Defense equal to 2 x your Tier. This effect lasts until the end of your next turn.
  • Ranked: You may spend an additional 10XP on this talent. When you do so, your speed when Charging is increased by 1.

You are Alpharius!


  • XP Cost: 20
  • Prerequisites: Awareness 2+
  • Effect: As an action in a social circumstance, you may spend 1 point of Glory and introduce a narrative complication. One character in this scene (as determined by the GM) is not who they claim to be. You become aware of this, but not of which character it is. Not this narrative ability does not affect party members.

Nemesis


  • XP Cost: 10
  • Prerequisites: N/A
  • Effect: You can always rise to the occasion. As an incidental on your turn, you may regain 2 Wrath. When you do so, an enemy Troop or Elite is promoted to an individual enemy character with a name, background, stat block, and desire to defeat you personally.

Burden of Guilt


  • XP Cost: 15
  • Prerequisites: The IMPERIUM Keyword, Faith 3+
  • Effect: The Emperors judgement shall find all those who lie to his agents. Gain 1 point of Faith. As an action you may spend 1 point of Faith, invoking the Emperors judgement upon someone you are speaking to. For the duration of the scene, they find it unusually hard to lie to you as the burden of their sins weighs heavily upon their soul. The target adds your Tier to the DN of any tests made to deceive you for the duration of the scene.
  • Ranked: You may spend an additional 10XP on this ability to extend the effect to all creatures in the scene.

Ignorance is my Shield


  • XP Cost: 5
  • Prerequisites: No ranks in Scholar, Intelligence of 2 or lower
  • Effect: Ignorance is a powerful shield against the perils of the Warp. As long as you meet the prerequisites of this ability, you add 1 die to any tests made to resist Corruption.

Warding Prayers


  • XP Cost: 10
  • Prerequisites: The ADEPTUS SORORITAS or ADEPTUS MINISTORUM Keyword
  • Effect: The Emperor protects those who show him devotion. Over the course of an hour you may lead a group of up to 10 x your Tier in prayer, filling them with love for the Emperor. Creatures in this group gain Temporary Wounds equal to your Tier, which last until they are used or until they complete a Regroup or Respite. Creatures cannot benefit from this ability again until they complete a Respite.
  • Ranked: You may spend an additional 10XP on this talent to increase the number of creatures to 100 x your Tier.

Specialised Acquisitions


  • XP Cost: 15
  • Prerequisites: None
  • Effect: When you select this talent, you must also select a weapon or armour trait or keyword (with GM approval). You always add one success to any tests made to acquire items with this trait or keyword.
  • Ranked: You may take this talent multiple times, selecting a new keyword each time.

Breach and Clear


  • XP Cost: 20
  • Prerequisites: None
  • Effect: At the end of your first turn in initiative, you may select an ally who has not yet gone. They may take their turn as if you had seized the initiative, without requiring Glory to be spent.

Briber


  • XP Cost: 5
  • Prerequisites: None
  • Effect: You are an expert at making things happen hen they require a little monetary incentive. You may reroll up to your tier of dice on any test made to determine how bribe-able a target is, or to determine how much of a bribe would be required.

Wrath of Titan


  • XP Cost: 10
  • Prerequisites: The requisite equipment
  • Effect: You appear from a teleportation burst bringing a storm of wrath with you. Any units not immune to Fear or Terror must allow you to go before them in the first round of initiative.

Rise to the Occasion


  • XP Cost: 10
  • Prerequisites: A competitive nature
  • Effect: Competition drives you to your best. You add +1 die to any Opposed test.

Enemy of Knowledge


  • XP Cost: 10
  • Prerequisites: No more than 3 in Intelligence.
  • Effect: An open mind is like a fortress with its gates unbarred and unguarded. You gain +Rank ED against any creature with an Intelligence higher than 3, Psykers, or anyone who could be described as "open minded".

Logistical Superiority


  • XP Cost: 15
  • Prerequisites: Influence 5+
  • Effect: Your ability to acquire things is considerable. When you use a consumable resource (such as a grenade, special ammunition, etc) roll 1d6. On a 6, you regain that resource at the start of the next session.
  • Ranked: You may spend an additional 10XP on this talent. When you do so, you extend this benefit to all allies in the same scene.

Skulls for the Golden Throne


  • XP Cost: 10
  • Prerequisites: The IMPERIUM Keyword.
  • Effect: Your tribute to the Emperor shall be delivered as the skulls of his foes. Whenever you kill an Elite or kill the last of a Mob of troops in combat, you gain +1ED to all attacks until the end of the combat.

Blood for the Emperor


  • XP Cost: 15
  • Prerequisites: The IMPERIUM Keyword.
  • Effect: Your tribute to the Emperor shall be delivered drenched in the blood of his enemies. Whenever you attack an Adversary, you score a critical hit on a roll of a 5 or a 6 on your Wrath die, rather than just a 6.
  • Ranked: You may spend another 10XP on this talent, which allows it to be used on Adversaries and Elites.

Marching Orders


  • XP Cost: 10
  • Prerequisites: Leadership 4+
  • Effect: Your dynamic leadership allows your allies to enter combat with a crucial edge. Once initiative has been declared, the map laid out, and minis placed, but before the first turn of combat, you may move all willing allies a number of squares equal to your Ranks in Leadership.

Know No Heresy


  • XP Cost: 10
  • Prerequisites: The IMPERIUM Keyword.
  • Effect: Your ignorance protects you from the universe. You automatically fail all tests to know about the Warp, and gain a +Tier bonus to any tests made to shield yourself from the temptations of the Warp by ignoring it.

Heretic Slaughter


  • XP Cost: 15
  • Prerequisites: The IMPERIUM Keyword.
  • Effect: The slaughter of the enemies of the Emperor invigorates you. When you kill enemies of the Imperium on your turn, you gain Temporary Wounds equal to half the number you kill (minimum 1). These last until the start of your next turn.

Hymn of Hatred


  • XP Cost: 10
  • Prerequisites: The IMPERIUM Keyword.
  • Effect: The litanies of the Emperors hatred burn bright in your heart. As long as you can see them, Psykers take 1 additional damage from all sources.

Suffer not the Witch to live


  • XP Cost: 20
  • Prerequisites: The IMPERIUM Keyword, the Hymn of Hatred talent.
  • Effect: The litanies of the Emperors hatred burn bright in your heart and sing with the death of the hated Psyker. As long as you can see them, all damage rolled against Psykers is Brutal.

Inevitable Slaughter


  • XP Cost: 15
  • Prerequisites: Ballistic Skill 5+ or Weapon Skill 5+
  • Effect: You revel in the challenge of a good fight. When you hit a target with your weapon, your weapon ED when attacking that creature increases by your Rank after that attack. So the second hit would deal +Rank, the third would deal +2xRank, etc. This effect can stack any number of times, and lasts until you attack another target or do not attack that target on your turn.

Veteran of the Endless War


  • XP Cost: 30
  • Prerequisites: Ballistic Skill 5+ or Weapon Skill 5+
  • Effect: When you make a Critical Hit, you may swap the dice values in the d66 roll (a 34, becomes a 43). You may ignore the effects first critical hit you suffer in each game session.

All According to Plan


  • XP Cost: 20
  • Prerequisites: Intellect 4+, or Cunning 4+
  • Effect: Your plans are comprehensive, and what you cannot plan for, you overcome with improvisation. When spending a point of Wrath to make a Narrative Declaration (Wrath & Glory Core Rulebook, page 164), you may roll a die if the GM approves your declaration. If this die rolls a success, the point of Wrath is not spent. If the die rolls a 6, the results of the Narrative Declaration are more impressive than usual, and the Wrath point is not spent.

A Narrative Declaration may be more impressive by adding a few dice to Tests involving it, increasing the number of items or personnel involved, or even adding one or more ED dice to damage resulting from it.

Defensive Maneuvers


  • XP Cost: 15
  • Prerequisites: Pilot 4+
  • Effect: Your skill in a vehicle is second to none. Attacks made against a vehicle you are piloting have their DN increased by your Rank.

Faith Abilities

Faith alone sustains


  • XP Cost: 10
  • Prerequisites: 1 or more Faith
  • Effect: ‘This body is but an instrument of the God Emperor’s will, and will expire only when it has done its duty to Him'. You gain 1 point of Faith. At the start of any day you may spend a point of Faith, and you are considered to have consumed adequate food and water to survive the day.

Refrain of Blazing Piety


  • XP Cost: 20
  • Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, at least 1 Faith
  • Effect: The fervent intonations that the God-Emperor will smite down his foes are believed so powerfully that these sacred words can cause heretics to combust. You gain +1 Faith. As a Combat Action, you may spend 1 Faith to inflict 1d6 + 1 shock upon a creature who can hear you within 6 meters. If you use this ability against a creature with the CHAOS keyword this is instead inflicted as mortal wounds.

Chorus of Spiritual Fortitude


  • XP Cost: 20
  • Requirements: ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, at least 1 Faith
  • Effect: The Emperor protects the faithful from the corruption that lurks in the darkness. You gain +1 Faith. As a Combat Action, you may spend 1 Faith to allow an allied creature you can see and who can hear you to reattempt the required check against an ongoing Psychic power (even if this would not normally be possible). If you spend 2 points of Faith when you do this, the effect simply ends.

The Emperors Tarot


  • XP Cost: 10
  • Prerequisites: The ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, Faith 2+
  • Effect: The Emperor speaks to you through his Tarot, guiding your actions through enigmatic signs. You gain +1 Faith. At the start of a session you may state an intention you have and plan to achieve within the duration of the session. When you do so, draw a spread of 7 cards from the Deck of the Damned. The GM will remove 4 cards from this spread, and arrange them in order, which describes the reading you gain from the Emperors Tarot regarding your stated course of action. The answer will be truthful and helpful, but is limited to being communicated through the spread of cards.

Imperial Cartomancer


  • XP Cost: 10
  • Prerequisites: The ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, Faith 2+, The Emperors Tarot talent.
  • Effect: Your skill at the Emperors Tarot, or perhaps your Faith in His guidance, allows you to divine further detail from your readings. You gain +1 Faith. When you draw for the Emperors Tarot at the start of a session you draw twice as many cards, and the GM removes only 6 of the total 14 cards go provide guidance.

Warped Guidance


  • XP Cost: 5
  • Prerequisites: The ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, Faith 2+, The Emperors Tarot talent.
  • Effect: Not only The Emperor speaks to you through His Tarot. You gain +1 Faith. If as part of your draw from the Deck you draw a character inspired by a Primarch you gain either shared Wrath or Glory for the party equal to your Tier, depending on the loyalty of the Primarch drawn. You gain this benefit per Primarch drawn.

Instinctive Divination


  • XP Cost: 10
  • Prerequisites: The ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, Faith 2+, The Emperors Tarot talent.
  • Effect: You can glance at your deck, and through it divine a sign. As an action while you are engaged in conversation with a character you may draw three cards from the Deck. The GM will select one of the three which best describes the character you are interacting with at the time you are interacting. This might be reflective of their plans, their feelings towards you or others, or simply the best of the available options.

Its Trazyn Then


  • XP Cost: 5
  • Prerequisites: The ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, Faith 2+, The Emperors Tarot talent.
  • Effect: If you draw Trayzn when you perform your Emperors Tarot, then once before the end of the session when you take damage you may reveal that there was a case of mistaken identity. The target dies, and you may reveal you were actually standing in the place of a friendly troop somewhere else in the Scene.

Veil to the Astranomicon


  • XP Cost: 15
  • Prerequisites: Faith 2+
  • Effect: Through the thinning veil of reality the faintest light of the Astronomicon begins to bleed through. Whenever Perils of the Warp is rolled you gain a +2 bonus to all die rolls made until the end of the scene. This effect may stack multiple times if multiple Perils of the Warp are triggered.

The Heretics Reward


  • XP Cost: 15
  • Prerequisites: Faith 3+
  • Effect: The Golden Throne will judge all those who stand against it. Gain 1 Faith. As a simple action on your turn, you may spend 2 Faith and select a target you can see. When you do so, the next allied attack to hit the target gains additional AP equal to twice your Tier.

Hammer of Terra


  • XP Cost: 15
  • Prerequisites: Faith 4+
  • Effect: You are a channel to the Emperors fury. You gain +1 Faith. As a simple action on your turn, you may spend any amount of Faith. When you do so, roll a number of d6 equal to the amount of Faith you spent, and total the results. You gain that number of ED, which you may spend to add to any attacks made by allies over the next minute.

Saint of the Moment


  • XP Cost: 10
  • Prerequisites: Faith 4+
  • Effect: Your faith in the Emperor shields you from all harm. You gain +1 Faith. As an incidental at any point you may speak a prayer of divine power and spend 4 Faith. Until the start of your next turn, you are immune to all damage and psychic powers from Demons, Chaos, Heretics, and the Warp.

Rite Rules

‘Blessed are the righteous who take up His holy sword. Blessed are the crusaders who challenge His hated foes. Blessed are the victors who vanquish the unclean and damned. Blessed are the fallen who perish in His name, for they will walk at the Emperor’s side.’

A Rite is a religious recitation, devotion, or ceremony you undertake in honour of the God Emperor of Mankind. While these may seem to some to be a simple religious trapping, they hold a hidden strength to those devoted to Him on Earth.

Using Rites

If a character has true, legitimate, and honest faith in the God Emperor of Mankind, they may take any Rite talents. Rite talents following the following rules:

  • These talents do not require Faith in order to use, except where this is a prerequisite for the talent to be taken.
  • A character can only be undertaking one Rite at a time.
  • A character must use the time listed in the 'Activation' section of the talent in order to begin it.
  • If the Rite also lists an offering, this must be paid as part of activating the Rite. This offering is consumed in the Rite, unless otherwise specified.
  • A character must use their Simple Action on their turn to continue a Rite.
  • A Rite lasts until the character(s) end it, or until they are unable to continue it (such as being silenced, or knocked unconscious).

Layering Rites

Some Rites grow in strength when supported by many. If a talent has the Layered property, then this will describe the benefits of more than one character in the same scene conducting the same rite.

Rites

The following Rites are available to the party.

Rite of Reforging


  • XP Cost: 20
  • Prerequisites: The ADEPTUS MECHANICUS Keyword or Tech 6+
  • Activation: 10 Minutes
  • Offering: Candles and Sacred Machine Oil
  • Effect: You channel ancient rites which bring to mind the skills of the Emperors son, the crafter Ferrus Manus. While you have this Rite active you add +Double Rank dice to Tests made to repair damaged equipment with the IMPERIUM Keyword. In addition, these tests take you half as long as normal, and these weapons gain the Reliable trait until you complete a Respite if they did not already have this trait.
  • Layering: For each character who conducts this Rite in the scene the Reliable trait lasts for an Respite.

Rite of Armouring


  • XP Cost: 15
  • Prerequisites: Tech 4+, Pilot 3+
  • Activation: Simple Action
  • Offering: None
  • Effect: While you are conducting this Rite within a vehicle the Resilience of the vehicle increases by your Tier.

Rite of Preservation


  • XP Cost: 10
  • Prerequisites: Tech 4+
  • Activation: Reflexive Action
  • Offering: 1 Wrath
  • Effect: If a vehicle you are piloting would sustain damage which destroys it, you may spend a Reflexive Action and a point of Wrath and begin ancient Rites of Preservation. When you do so, the vehicle instead survives on 1 Wound. For each round after this on your turn you must make a Tech Test with a DN equal to the number of rounds which have passed since you used this ability (so DN 1 the turn after, DN 2 the turn after that, etc). If you fail the Test or exit the vehicle, the vehicle is then destroyed as it would normally have been.

Rite of Divine Fury


  • XP Cost: 10
  • Prerequisites: Faith 3+
  • Activation: Simple Action
  • Offering: 1 Ammo
  • Effect: You begin an ancient Rite to channel the fury of the God Emperor. While you are performing this Rite, allies may reroll a single failed dice per check (as long as it is not a Wrath die). They must accept the new result.
  • Layering: For each character performing this Rite, you may reroll an additional failed die.

Rite of Perseverance


  • XP Cost: 10
  • Prerequisites: None.
  • Activation: Simple Action
  • Offering: 3 Shock.
  • Effect: You begin an ancient Rite, channeling the strength and perseverance of the Emperors most stalwart son; Rogal Dorn. While conducting this Rite, all allies in the same scene who roll Determination automatically gain 1 additional success on their rolls.
  • Layering: For each character performing this Rite, you gain an additional automatic Success.

Rite of Alacrity


  • XP Cost: 10
  • Prerequisites: Speed 7
  • Activation: Combat Action
  • Offering: Stimms.
  • Effect: You begin an ancient Rite, channeling the legendary speed of the Emperors swiftest, his son Jaghatai Khan. While conducting this Rite, all allies in the same scene increase their speed by 1.

Rite Talents

Some talents specifically interact with Rites. These are listed below.

Channel to Divinity


  • XP Cost: 15
  • Prerequisites: Faith 4+
  • Effect: The love and fury of the God Emperor flows through you in perfect harmony. Anytime you spend a Faith point while you are also conducting a Rite, roll a d6. On a 6, the Faith Point is not spent.

Space Marine Talents

The following talents are available to both of the characters with the SPACE MARINE species.

Superhuman Regeneration


  • XP Cost: 15
  • Prerequisites: The ADEPTUS ASTARTES Keyword.
  • Effect: Your geneforged body recovers at speeds well beyond that of a mortal. When healing during a Regroup, your default option is to regain 2 x your Tier in wounds, rather than just your Tier.
  • Ranked: You may spend an additional 10XP on this ability. When you do so, your default option improves to 2 x your Tier plus your Rank wounds.

Transhuman Dread


  • XP Cost: 10
  • Prerequisites: The ADEPTUS ASTARTES Keyword.
  • Effect: It is an unusual phenomenon, but mortals find themselves implicitly awestruck and terrified of you in equal measure. Unnamed NPCs have the default state of awestruck and FRIGHTENED of you.

Defender of Humanity


  • XP Cost: 20
  • Prerequisites: The ADEPTUS ASTARTES Keyword.
  • Effect: You are the emperors shield against the heretic, the alien, the mutant. You add +Rank icons (successes) to any successful attack made against a Mob.
  • Ranked: You may spend an additional 15XP to improve this Talent. When you do so, you also add + Tier icons (successes) to any successful attack made against a Mob which lacks the IMPERIUM or other similar loyalist keyword.

Unyeilding


  • XP Cost: 15
  • Prerequisites: The SPACE MARINE Keyword
  • Effect: You shall not break before the enemies of the Imperium. As an out of turn incidental you may spend a point of Glory. When you do so, you reduce all critical hit results against you by 10 x your Tier (to a minimum of 1) for the duration of the scene.
  • Ranked: You may spend another 10XP on this ability to increase the reduction to 10 x (your Tier + your Rank).

Unyeilding Leadership


  • XP Cost: 20
  • Prerequisites: The ADEPTUS ASTARTES Keyword., the Unyeilding Talent
  • Effect: Your resilience inspires those alongside you to fight harder. Each time you use your Unyeilding talent, you may extend the benefits of the talent to another character in the scene. That character then gains the benefit of that talent until the end of the scene.

Angelfall


  • XP Cost: 10
  • Prerequisites: The ADEPTUS ASTARTES Keyword.
  • Effect: You fall on the enemies of mankind like a ceremite rain. You ignore the fall damage caused by deliberately dropping from a dramatic but not excessive height (eg a medium to large building, a dropship skimming over the top of a city, etc).
  • Ranked: You may spend an additional 5XP on this talent to allow you to drop from any dramatic but not terminal height.

Rememberance of the Flesh


  • XP Cost: 10
  • Prerequisites: The ADEPTUS ASTARTES Keyword.
  • Effect: You extract more than simply knowledge from flesh you consume. When you consume the flesh of a creature and use your Omophagea implant, the GM will also provide you a skill relevant to the creature you have consumed. You gain an additional bonus equal to half your Tier (rounded down) to that skill until you complete a respite or regroup.

Terrifying Angelfall


  • XP Cost: 15
  • Prerequisites: The Angelfall talent
  • Effect: Death from above comes clad in ceremite and fury. When you use the Angelfall talent to enter combat, all Troops which see this and can understand the level of danger they are in must make a DN 3 Resolve test, or suffer the Fear condition until the end of their next turn.
  • Ranked. You may spend an additional 10XP on this talent. When you do so, Troops which fail the test are also affected by the Pinned condition.

Superhuman Smell


  • XP Cost: 5
  • Prerequisites: The ADEPTUS ASTARTES Keyword.
  • Effect: Your sense of smell is beyond what any mortal could possibly achieve or even understand. When you take this talent, select an emotion (by default this is Fear). Once per turn you may scent the air, and determine if a mortal in the scene is feeling this emotion, through the subtle changes in their bodys' pheromones.
  • Ranked. You may take this talent multiple times, increasing the XP cost by 1 for each time you take it (6, 7, 8, etc). When you do so, you may select an additional emotion for each time you take this talent.

Superhuman Hearing


  • XP Cost: 5
  • Prerequisites: The ADEPTUS ASTARTES Keyword.

  • Effect: Your sense of hearing is beyond what any mortal could possibly achieve or even understand. Once per turn you may focus on a mortal creature within the scene. You are able to hear their heartbeat, allowing you to tell if they are lying, under stress, excited, or other similar feelings based on this. Note this talent may not work against creatures able to control their own heartbeat, or liars sufficienctly talented that their heartbeat is not a tell as to their deceit.
  • Ranked. You may spend an additional 5xp to improve this talent. When you do so, you may monitor up to Rank + Tier mortals within the scene for changes to their heartbeat.

Superhuman Taste


  • XP Cost: 5
  • Prerequisites: The ADEPTUS ASTARTES Keyword.
  • Effect: Your sense of taste is beyond what any mortal could possibly achieve or even understand. When you taste a substance, you may determine if it is poisonous, toxic, or otherwise harmful to both your biology and that of a mortal. In addition, when you taste the air you are able to determine the oxygen levels, carbon dioxide levels, and the levels of any poisonous or otherwise harmful chemicals.

Superhuman Sight


  • XP Cost: 5
  • Prerequisites: The ADEPTUS ASTARTES Keyword.
  • Effect: Your sight is beyond what any mortal could possibly achieve or even understand. You do not require magnoculars to see any distance within an atmospheric environment, and are able to see small details as if under intense magnification without requiring tools to achieve this.

Superhuman Kinesthesia


  • XP Cost: 5
  • Prerequisites: The ADEPTUS ASTARTES Keyword.
  • Effect: Your sense of kinesthesia is beyond what any mortal could possibly achieve or even understand. You move with an unconscious superhuman grace, and are able to tell the subtlest of changes in your environment. You are able to tell when a voidship you are on changes its reactor cadence, when the engines change in direction or power, and even feel impacts on void shields prior to an alarm. This sense also allows you to sense similar levels of movement in vehicles you are riding on or in.

Titan


  • XP Cost: 10
  • Prerequisites: The ADEPTUS ASTARTES Keyword.
  • Effect: Your strength is unwavering even in the most dangerous of circumstances. When you make a Determination test to shift Wounds into Shock you may reroll failed dice in this pool up to your Tier.

Transhuman Terror


  • XP Cost: 10
  • Prerequisites: The ADEPTUS ASTARTES Keyword, the Transhuman Dread talent.
  • Effect: It is an unusual phenomenon, but mortals find themselves implicitly awestruck and terrified of you in equal measure. Whenever you succeed on an Intimidation test made against an NPC if they are named they suffer the Fear condition, and if they are unnamed they suffer the Terror condition.

Transhuman Alacrity


  • XP Cost: 20
  • Prerequisites: The ADEPTUS ASTARTES Keyword, Initiative 5+
  • Effect: Once per session you may spend a point of Wrath, and take an additional Action on your turn. You may not use this action to make an attack, but may otherwise treat it as normal.

Gene-Wrought Might


  • XP Cost: 10
  • Prerequisites: The ADEPTUS ASTARTES Keyword, Strength 6+
  • Effect: The power of your modified physiology enables you to perform incredible feats of raw strength, and failure in such endeavours is a stranger to you. You may add an automatic success to your results when making a Test involving physical might, such as an Athletics (S) Test to lift a chunk of debris pinning a wounded ally. Additionally, any such Tests take half as long as usual.

Vestiges of Humanity


  • XP Cost: 10
  • Prerequisites: The ADEPTUS ASTARTES Keyword, Fellowship 3+
  • Effect: Enough humanity lingers in you to make it easier for you to relate to the ordinary citizens of the Imperium than most Astartes. You ignore up to your Tier in additional Difficulty caused by your Astartes physiology for Fellowship-based Tests when interacting with Humans.

Transhuman Physiology


  • XP Cost: 20
  • Prerequisites: The ADEPTUS ASTARTES Keyword, Toughness 6+
  • Effect: When you roll Determination, you gain an automatic success on any dice rolled. In addition when converting Wounds into Shock, you reduce the total shock suffered by 1 (though you still reduce the Wounds by the amount rolled). This cannot reduce the Shock taken below 1.

Uncompromising Fire


  • XP Cost: 20
  • Prerequisites: The ADEPTUS ASTARTES Keyword, Initiative 6+
  • Effect: Combat is so routine to you that it has receded to a reflexive level, freeing your conscious mind to perform other tasks. On your turn in combat, you may complete an additional Simple Action that does not involve significant physical motion, such as making an Awareness (Int) Test to spot a hidden enemy or giving orders with Leadership (Wil), but not reloading a weapon or kicking down a barricade. This restriction only applies to the bonus Simple Action gained from this Talent.

Oath of Moment


  • XP Cost: 20
  • Prerequisites: The ADEPTUS ASTARTES Keyword
  • Effect: In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. As a Combat Action (either during or prior to a fight) you may swear an Oath of Moment to slay a particular foe, or to commit a particular deed. When you do so (as long as the GM approves this), you may set aside a number of Wrath points which are unavailable for use for the duration. If you complete your Oath, you receive the Wrath back. In addition the party also receives an amount of Glory equal to three times the amount of Wrath you set aside.
  • An Oath of Moment must be sworn against an Elite or Adversary, if the Oath is to slay a particular foe. Whenever you take an action directly in the interests of your Oath of Moment (such as making an attack against your sworn foe), you may reroll one failed die, as long as it is not the Wrath die.
  • Ranked: You may spend an additional 20 XP on this Talent. When you do so, the time required to use this ability goes from a Combat Action to a Simple action.

Transhuman Velocity


  • XP Cost: 10
  • Prerequisites: Strength 5+
  • Effect: Your Transhuman velocity as you move translates into devastating blows when you strike your enemies. When you take the Charge action and attack Troops or an Elite, you may spend up to your strength score in Extra Damage dice to deliver your own kinetic force into them, throwing them back. For each of your ED that you spend in this way, you do not roll them for damage but instead the target is pushed back a number of meters equal to the amount you roll.

Version: 1.0

10/06/2024


Added version numbers to the document. Vashtor approves this action.

Version: 1.1

22/06/2024


Added a few new abilities for Creed, the Oath of Moment ability for the Space Marines, and the Scrap Bot stats. And fixed duplicate naming (I think).

Version: 1.2

04/07/2024


Added the section for the Scrapbot, and also the seperate section for the Rite abilities. Also one ability for Creed to do some background work on downtime tech building, and something for the Space Marines to bowl over mooks.

Version 1.3

15/07/2024


Added the strategic actions bit to support the next session. This will also be expanded to cover the Scouts and similar units for the players when we need to.

 

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