Dark Heresy Second Edition - Hope You Know What You'Re Doing Edition
Dark Heresy Second Edition - Hope You Know What You'Re Doing Edition
Dark Heresy Second Edition - Hope You Know What You'Re Doing Edition
DA R K HERESY
HOPE YOU K NOW WHAT YOU’RE DOING EDITION
Home World Options
Fate Home World
Home World Modifiers Home World Bonus Wounds
Threshold Aptitude
Agri-World +5 Fellowship, +5 Strength
2 (7+) Strength from the Land Strength 8 + 1d5
DH2 Enemies Within p. 24 –5 Agility
Death World +5 Agility, +5 Perception
2 (5+) Survivor’s Paranoia Fieldcraft 9 + 1d5
DH2 Enemies Without p. 26 –5 Fellowship
+5 Strength, +5 Toughness
Feral World 2 (3+) The Old Ways Toughness 9 + 1d5
–5 Influence
Feudal World +5 Perception, +5 Weapon Skill
3 (6+) At Home in Armour Weapon Skill 9 + 1d5
DH2 Enemies Within p. 26 –5 Intelligence
+5 Intelligence, +5 Toughness
Forge World 3 (8+) Omnissiah’s Chosen Intelligence 8 + 1d5
–5 Fellowship
Frontier World +5 Ballistic Skill, +5 Perception Rely on None but
3 (7+) Ballistic Skill 7 + 1d5
DH2 Enemies Within p. 26 –5 Fellowship Yourself
Garden World +5 Fellowship, +5 Agility
2 (4+) Serenity of the Green Social 7 + 1d5
DH2 Enemies Without p. 28 –5 Toughness
+5 Fellowship, +5 Influence
Highborn 4 (10+) Breeding Counts Fellowship 9 + 1d5
–5 Toughness
+5 Agility, +5 Perception Teeming Masses in
Hive World 2 (6+) Perception 8 + 1d5
–5 Willpower Metal Mountains
Research Station +5 Intelligence, +5 Perception
3 (8+) Pursuit of Data Knowledge 8 + 1d5
DH2 Enemies Without p. 30 –5 Fellowship
+5 Fellowship, +5 Willpower
Shrine World 3 (6+) Faith in the Creed Willpower 7 + 1d5
–5 Perception
+5 Intelligence, +5 Willpower
Voidborn 3 (5+) Child of the Dark Intelligence 7 + 1d5
–5 Strength
Daemon World +5 Willpower, +5 Perception
3 (4+) Touched by the Dark Willpower 7 + 1d5
DH2 Enemies Beyond p. 26 –5 Fellowship
Penal Colony +5 Toughness, +5 Perception
3 (8+) Finger on the Pulse Toughness 10 + 1d5
DH2 Enemies Beyond p. 28 –5 Influence
Quarantine World +5 Ballistic Skill, +5 Intelligence
3 (9+) Secretive by Nature Fieldcraft 8 + 1d5
DH2 Enemies Beyond p. 30 –5 Strength
Stage 2: Choose Home World spaces, he also gains a +20 bonus to Navigate (Surface) tests.
At Home in Armour
A feudal world character ignores the maximum Agility value
imposed by any armour he is wearing.
Survivor’s Paranoia
While a death world character is Surprised, non-Surprised
attackers do not gain the normal +30 bonus to their Weapon
Skill and Ballistic Skill tests when targeting this character.
Pursuit of Data
Whenever a research station character reaches Rank 2
(Trained) in a Scholastic Lore skill, he also gains Rank 1 (Known)
in one related or identical Forbidden Lore skill specialisation
of his choice. The GM is the final arbiter of whether the two
specialisations are related.
Choose 3: Choose Background
Adeptus Arbites
Adepta Sororitas Starting Skills
Dark Heresy 2 Enemies Within p. 30 Awareness, Common Lore (Adeptus Arbites,
Underworld), Inquiry or Interrogation, Intimidate,
Starting Skills Scrutiny
Athletics, Charm or Intimidate, Common Lore (Adepta
Sororitas), Linguistics (High Gothic), Medicae or Parry Starting Talents
Weapon Training (Shock, Solid Projectile)
Starting Talents
Weapon Training (Flame or Las, Chain) Starting Equipment
Shotgun or shock maul, Enforcer light carapace
Starting Equipment armour or carapace chestplate, 3 doses of stimm,
Hand lamer or laspistol, chainblade, armoured manacles, 12 lho sticks
bodyglove, chrono, dataslate, stablight, micro-bead
Background Bonus
Background Bonus The Face of the Law: An Arbitrator can re-roll any
Incorruptible Devotion: Whenever an Adepta Sororitas Intimidation and Interrogation test, and can substitute
character would gain 1 or more Corruption Points, she his Willpower bonus for his degrees of success on
gains that many Insanity Points minus 1 (to a minimum these tests.
of 0) instead.
Background Aptitude
Background Aptitude Offence or Defence
Offence or Social
Background Aptitude
Defence or Psyker
Adeptus Mechanicus Exorcised
Dark Heresy 2 Enemies Beyond p. 32
Starting Skills
Awareness or Operate (Pick One), Common Lore Starting Skills
(Adeptus Mechanicus), Logic, Security, Tech-Use Awareness, Deceive or Inquiry, Dodge, Forbidden
Lore (Daemonology), Intimidate or Scrutiny
Starting Talents
Mechadendrite Use (Utility), Starting Talents
Weapon Training (Solid Projectile)
Hatred (Daemons), Weapon Training (Solid Projectile,
Chain)
Starting Trait
Mechanicus Implants Starting Equipment
Autopistol or stub revolver, shotgun, chainblade,
Starting Equipment
Imperial robes, 3 doses of obscura or tranq, disguise
Autogun or hand cannon, monotask servo-skull
kit or excruciator kit, rebreather, stablight or glow-
(utility) or optical mechadendrite, Imperial robes, 2
globe
vials of sacred unguents
Starting Malignancy
Background Bonus
An Exorcised character starts with one Malignancy
Replace the Weak Flesh: An Adeptus Mechanicus
chosen from Table 8–15: Malignancies.
character counts the Availability of all cybernetics as
two levels more available. Background Bonus
Touched by a Daemon: An Exorcised character
Background Aptitude
counts his Insanity bonus as 2 higher for purposes of
Knowledge or Tech
avoiding Fear tests. Additionally, he can never again
become possessed by the same Daemon that once
possessed him.
Adeptus Ministorum
Background Aptitude
Starting Skills Defence or Knowledge
Charm, Command, Common Lore (Adeptus
Ministorum), Inquiry or Scrutiny, Linguistics (High
Gothic)
Starting Talents
Weapon Training (Flame) or Weapon Training (Low-
Tech, Solid Projectile)
Starting Equipment
Hand flamer (or warhammer and stub revolver),
Imperial robes or flak vest, backpack, glow-globe,
monotask servo-skull (laud hailer)
Background Bonus
Faith is All: When spending a Fate point to gain a
+10 bonus to any one test, an Adeptus Ministorum
character gains a +20 bonus instead.
Background Aptitude
Leadership or Social
Heretek Imperial Navy
Dark Heresy 2 Enemies Without p. 32 Dark Heresy 2 Enemies Without p. 34
Background Aptitude
Finesse or Tech
Imperial Guard
Starting Skills
Athletics, Command, Common Lore (Imperial Guard),
Medicae or Operate (Surface), Navigate (Surface)
Starting Talents
Weapon Training (Las, Low-Tech)
Starting Equipment
Lasgun (or laspistol and sword), combat vest, Imperial
Guard flak armour, grapnel and line, 12 lho sticks,
magnoculars
Background Bonus
Hammer of the Emperor: When attacking a target that
an ally attacked since the end of the Guardsman’s last
turn, the Guardsman can re-roll any results of 1 or 2
on damage rolls.
Background Aptitude
Fieldcraft or Leadership
Mutant Outcast
Dark Heresy 2 Enemies Within p. 32
Starting Skills
Starting Skills Acrobatics or Sleight of Hand, Common Lore
Acrobatics or Athletics, Awareness, Deceive or (Underworld), Deceive, Dodge, Stealth
Intimidate, Forbidden Lore (Mutants), Survival
Starting Talents
Starting Talents Weapon Training (Chain, and Las or Solid Projectile)
Weapon Training (Low-Tech, Solid Projectile)
Starting Equipment
Starting Traits Autopistol or laspistol, chainsword, armoured
One of the following: Amphibious, Dark-sight, Natural bodyglove or flak vest, injector, 2 doses of obscura or
Weapons, Sonar Sense, Sturdy, Toxic (1), Unnatural slaught
Agility (1), Unnatural Strength (1), or Unnatural
Toughness (1) Background Bonus
Never Quit: An Outcast character counts his
Starting Corruption and Toughness bonus as two higher for purposes of
Mutation determining Fatigue.
A Mutant character begins play with 10 Corruption
points. Instead of rolling as normal for malignancy
Background Aptitude
or mutation, roll 5d10 on Table 8–16: Mutations to Fieldcraft or Social
determine a starting mutation for the character.
Background Bonus
Inured to the Xenos: A character from a Rogue Trader
Fleet gains a +10 bonus to Fear tests caused by aliens
and a +20 bonus to Interaction skill tests with alien
characters.
Background Aptitude
Finesse or Social
Stage 4: Choose Role
Crusader
Dark Heresy 2 Enemies Beyond p. 34
Ace
Dark Heresy 2 Enemies Without p. 38 Role Aptitudes
Knowledge, Offence, Strength, Toughness, Willpower
Role Aptitudes
Agility, Finesse, Perception, Tech, Willpower Role Talent
Bodyguard or Deny the Witch
Role Talent
Hard Target or Hotshot Pilot Role Bonus
Smite the Unholy: In addition to the normal uses of
Role Bonus Fate points, a Crusader character can also spend a
Right Stuff: In addition to the normal uses of Fate Fate Point to automatically pass a Fear test with a
points, an Ace character may spend a Fate point to number of degrees of success equal to his Willpower
automatically succeed at an Operate or Survival skill bonus.
test involving vehicles or living steeds with a number In addition, whenever he inflicts a hit with a melee
of degrees of success equal to his Agility bonus. attack against a target with the Fear (X) trait, he
inflicts X additional damage and counts his weapon’s
penetration as being X higher.
Assassin
Role Aptitudes
Agility, Ballistic Skill or Weapon Skill, Fieldcraft,
Desperado
Finesse, Perception
Role Aptitudes
Role Talent Agility, Ballistic Skill, Defence, Fellowship, Finesse
Jaded or Leap Up
Role Talent
Role Bonus Catfall or Quick Draw
Sure Kill: In addition to the normal uses of Fate points,
when an Assassin successfully hits with an attack, he
Role Bonus
may spend a Fate point to inflict additional damage Move and Shoot: Once per round, after performing
equal to his degrees of success on the attack roll on a Move action, a Desperado character may perform
the first hit the attack inflicts. a single Standard Attack with a Pistol weapon he is
currently wielding as a Free Action.
Chirugeon
Fanatic
Role Aptitudes Dark Heresy 2 Enemies Within p. 34
Mystic Seeker
Role Aptitudes Role Aptitudes
Defence, Intelligence, Knowledge, Perception, Fellowship, Intelligence, Perception, Social, Tech
Willpower
Role Talent
Role Talent Keen Intuition or Disarm
Resistance (Psychic Powers) or Warp Sense
Role Bonus
Role Bonus Nothing Escapes My Sight: In addition to the normal
Stare into the Warp: A Mystic character starts the uses of Fate points, a Seeker character may spend a
game with the Psyker elite advance. Fate point to automatically succeed at an Awareness
or Inquiry skill test with a number of degrees of
success equal to his Perception bonus.
Penitent
Dark Heresy 2 Enemies Within p. 36
Warrior
Role Aptitudes
Agility, Fieldcraft, Intelligence, Ofence, Toughness Role Aptitudes
Ballistic Skill, Defence, Offence, Strength, Weapon
Role Talent Skill
Die Hard or Flagellant
Role Talent
Role Bonus Iron Jaw or Rapid Reload
Cleansing Pain: Whenever a Penitent character
sufers 1 or more points of damage (after reductions Role Bonus
for Toughness bonus and Armour), he gains a +10 Expert at Violence: In addition to the normal uses of
bonus to the irst test he makes before the end of his Fate points, after making a successful attack test,
next turn. but before determining hits, a Warrior character may
spend a Fate point to substitute his Weapon Skill
(for melee) or Ballistic Skill (for ranged) bonus for the
degrees of success scored on the attack test.
Divinations
Divinations
d100 Roll Prophecy Effect
Mutation without,
01 Roll once on Table 8–15: Malignancies and apply the result.
corruption within.
02-05 Trust in your fear. Increase this character’s Perception by 5, He also gains the Phobia Mental Disorder.
Humans must die so that This character gains the Jaded talent. If he already possesses this talent, increase
06-09
humanity can endure. his Willpower characteristic by 2 instead.
The pain of the bullet Reduce this character’s Agility characteristic by 3. The first time this character
10-13 is ecstasy compared to suffers Critical damage each session, roll 1d10. On a result of 10, he does not suffer
damnation. any Critical Effects, though the damage still counts as Critical damage.
Be a boon to your allies and This character gains the Hatred (choose any one) talent. If he already possessed
14-17
the bane of your enemies. this talent, increase his Strength characteristic by 2 instead.
The wise learn from the Increase this character’s Agility or Intelligence Characteristic by 3. Reduce his
18-21
deaths of others. Weapon Skill or Ballistic Skill characteristic by 3.
Kill the alien before it can This character gains the Quick Draw talent. If he already possesses this talent,
22-25
speak its lies. increase his Agility characteristic by 2 instead.
Increase this character’s Perception characteristic by 3. The first time he would gain
26-29 Truth is subjective.
1 or more Corruption points each session, he gains that amount plus 1 instead.
A mind without purpose When gaining Mental Disorders (see page 287), the character may choose to gain a
39-43
wanders in dark places. new Disorder instead of increasing the severity of an existing Disorder.
If a job is worth doing, it is Increase this character’s Toughness or Willpower characteristic by 3. Reduce his
44-49
worth dying for. Fellowship or Strength characteristic by 3.
Dark dreams lie upon the Whenever this character would roll on Table 8–15: Malignancies, he may instead
50-54
heart. select any one result and gain that Malignancy.
Reduce this character’s Perception characteristic by 3. The first time he would gain
Ignorance is a wisdom of
60-63 1 or more Insanity points each session, he reduces that amount by 1 (to a minimum
its own.
of 0) instead.
Only the insane have Increase this character’s Willpower characteristic by 3. The first time he would gain
64-67
strength enough to prosper. 1 or more Insanity points each session, he gains that amount plus 1 instead.
A suspicious mind is a Increase this character’s Perception characteristic by 2. Additionally, he may re-roll
68-71
healthy mind. Awareness tests to avoid being Surprised.
Divinations (Continued)
d100 Roll Prophecy Effect
Reduce this character’s Toughness characteristic by 3. The first time that this
Suffering is an unrelenting
72-75 character suffers any damage each session, he gains a +20 bonus to the next test
instructor.
he makes before the end of his next turn.
The only true fear is dying This character gains the Resistance (Cold, Heat, or Fear) talent. If he already
76-79
without your duty done. possesses this talent, increase his Toughness characteristic by 2 instead.
Only in death does duty The first time this character would suffer Fatigue each session, he suffers that
80-83
end. amount of Fatigue minus 1 (to a minimum of 0) instead.
This character gains the Keen Intuition talent. If he already possesses this talent,
84-87 Innocence is an illusion.
increase his Intelligence characteristic by 2 instead.
This character gains the Dodge skill as a Known skill (rank 1). If he already
88-91 To war is human.
possesses this skill, increase his Agility characteristic by 2 instead.
There is no substitute for This character gains the Clues from the Crowds talent. If he already possesses this
92-95
zeal. talent, increase his Fellowship characteristic by 2 instead.
When this character burns Fate threshold to survive a lethal injury, roll 1d10. On a
Even one who has nothing
96-99 result of 10, he survives whatever grievous wound would have killed him but does
can still offer his life.
not reduce his Fate threshold.
Inspired Intuition
Tier: 2
Prerequisite: Intelligence 50
Aptitudes: Perception, Social
Effect: The character may spend a Fate point to gain
exceptional insight into his immediate status. This is
represented by the player asking the GM a question about the
current situation the character faces, which the GM should
answer as helpfully as possible.
Daemonic Anathema
Untouchable Elite Tier: 3
Prerequisite: Warp Anathema, Willpower 55
Advancement Aptitudes: Willpower
Effect: All creatures with the Daemonic trait within WPB metres
Experience Cost of the character do not gain any benefits from that trait.
300 xp
Null Field
Prerequisites Tier: 3
• A Void in the Warp: Characters with the Psyker Prerequisite: Psychic Null, Willpower 50
elite advance cannot gain the Untouchable elite Aptitudes: Willpower
advance. Effect: The effects of Psychic Null apply to all characters within
• GM Guidance: Psychic Untouchables are incredibly WPB metres of the character.
rare, and often live lonely and short lives due to the
effect they have on all living beings that get near Psychic Null
them. This advance could be part of character Tier: 2
creation, given that it is something the character is Prerequisite: Willpower 40
born with, or can be something added later once Aptitudes: Defence, Willpower
the effects of the genetic curse become impossible Effect: The character gains the Deny the Witch talent. He also
to ignore. gains a +20 bonus when making Evasion tests against psychic
attacks and when making Opposed tests to resist psychic
Instant Changes powers. This talent stacks with Resistance (Psychic Powers)
• Can no longer gain the Psyker trait for any reason. and can be purchased multiple times; each time a character
• Gains the Resistance (Psychic Powers) talent. purchases it, increase the bonus it grants by +5.
• Fellowship characteristic always counts as one-
Soulless Aura
half (rounding up) its value for tests or other game
usage. When interacting with anyone who has a Tier: 1
psy rating or the Psyniscience skill, the Fellowship Prerequisite: Willpower 30
characteristic counts as 1. Aptitudes: Finesse, Willpower
• Can never gain nor benefit from the positive effects Effect: Enemy characters within WPB metres of the
of Psychic Powers or any other related unnatural Untouchable suffer a –10 penalty to all Charm and Deceive
talents, traits, or abilities that call on the Warp for tests.
power. Warp Anathema
• Automatically ignores any effects resulting from
Tier: 3
Psychic Phenomena, and gains a +30 bonus on
Prerequisite: Warp Disruption, Willpower 55
any tests to resist effects from a Perils of the Warp
Aptitudes: Intelligence, Willpower
result.
Effect: Characters affected by Warp Disruption reduce their
Unlocked Advances psy rating by 2, instead of the normal amount. This talent can
be purchased multiple times; each time a character purchases
An Untouchable character gains access to a special
it the reduction in psy rating increases by 1. If purchased 3
set of talents.
times, for example, the reduction would be 4.
Warp Bane
Untouchable Tier: 3
Prerequisite: Warp Disruption, Willpower 55
Untouchable Talents Aptitudes: Willpower
Effect: The effects of Warp Disruption apply to all characters
Bane of the Daemon with a psy rating within two times WPB metres of the character,
Tier: 2 instead of the normal amount.
Prerequisite: Willpower 40
Aptitudes: Defence, Willpower
Warp Disruption
Effect: Creatures with the Warp Instability trait within WPB Tier: 2
metres of the Untouchable suffer a penalty on their Willpower Prerequisite: Willpower 45
test to remain in realspace equal to five times the Untouchable’s Aptitudes: Perception, Willpower
WPB. Effect: All characters with a psy rating within WPB metres
of the character reduce their base psy rating by 1 while they
remain within range. Characters reduced to a psy rating of 0
cannot use any psychic powers.
Astropath Elite Advancement Second Sight
Dark Heresy 2 Enemies Beyond p. 36
Tier: 2
Prerequisite: Perception 35
Experience Cost Aptitudes: Perception, Willpower
300 xp Effect: The value of the Astropath’s Unnatural Senses trait
increases to twice his Willpower characteristic.
Prerequisites
• Sanctioned Psyker: A character must possess Soul Ward
the Psyker elite advance and the Adeptus Astra Tier: 3
Telepathica background in order to gain the Prerequisite: Strong Minded, Willpower 50
Astropath elite advance. Aptitudes: Defence, Willpower
• GM Guidance: The Astropath elite advance is Effect: The Astropath may re-roll Willpower tests he must make
generally most appropriate for starting characters. due to results on Table 6–2: Psychic Phenomena or Table 6–3:
It is extremely rare for a psyker to become Perils of the Warp, tests to avoid gaining mutations, and tests to
sanctioned and to later become an Astropath, and resist daemonic possession.
to do so would require a journey to Holy Terra in
order to undergo the ritual of Soul Binding. Warp Awareness
Tier: 2
Instant Changes Prerequisite: Warp Sense
• Gain the Soul Bound trait. Rather than choosing Aptitudes: Perception, Psyker
a side effect, the character permanently loses his Effect: The Astropath may use his Psyniscience skill in place of
sight. his Awareness skill for Awareness tests.
• Gains the Unnatural Senses (X) trait, where X
equals the Astropath’s Willpower characteristic. Astropath Psychic Powers
Unlocked Advances Astral Telepathy
An Astropath character gains access to a special set Value: 200 xp
of talents and psychic powers. The psychic powers Prerequisite: Telepathic Link, Willpower 40
do not belong to a discipline, but can require certain Action: Full Action
discipline powers as a prerequisite. Focus Power: Hard (–20) Opposed Willpower test
Range: 1,000 kilometres × psy rating
Sustained: No
Subtype: Concentration
Astropath Effect: The psyker chooses a person he is aware of within
range who resists the power with a Willpower test. This can
Astropath Talents be someone the psyker has met personally, or someone he is
aware of by description. If the power succeeds, the psyker can
Bound to the Highest Power
transmit a brief verbal message of no more than 5 seconds ×
Tier: 3
psy rating.
Prerequisite: Warp Lock
If the target is aware of the psyker’s action, he may choose
Aptitudes: Willpower, Defence
to fail the Willpower test, counting as having rolled a 100.
Effect: The Astropath may spend a Fate Point to ignore a result
on Table 6–2: Psychic Phenomena he has rolled (including a Telepathic Bond
result of Perils of the Warp), completely negating its effects. Value: 200 xp
Doing so requires him to distance himself from the Warp, Prerequisite: Telepathic Link, Fellowship 35
and he cannot use the Focus Power action or sustain psychic Action: Full Action
powers until the start of his next turn. Focus Power: Difficult (–10) Opposed Willpower tes
Range: 20 metres × psy rating
Supreme Telepath
Sustained: Free Action
Tier: 3
Subtype: Concentration
Prerequisite: Fellowship 40, Willpower 50
Effect: The psyker establishes a telepathic bond with a number
Aptitudes: Fellowship
of individuals up to half his psy rating, who resist the power with
Effect: Before making a Focus Power test to manifest a power
a Willpower test. As long as the bond is held, the psyker and
from the Telepathy discipline or the Astropath elite advance, the
targets can send and receive messages telepathically. This
Astropath may spend a Fate point to increase his psy rating by
does not grant full awareness of all of the characters’ thoughts,
an amount equal to half his Willpower bonus (rounded down)
but allows each character to choose what messages to send.
for that test.
All characters involved in the bond receive all messages.
If a target is aware of the psyker’s action, he may choose
to fail the Willpower test, counting as having rolled a 100. If a
character moves out of range of the psyker, the power ceases
to affect him.
Mind Scan
Value: 300 xp
Prerequisite: Fellowship 40, Telepathic Bond, Willpower 50
Action: Full Action
Focus Power: Hard (–20) Willpower test
Range: 1 metre × psy rating
Sustained: Full Action
Subtype: Concentration
Effect: The psyker chooses a target within range and line of
sight who resists the power with a Willpower test. The target
may attempt to resist each round the power is sustained. If
the target wins, the psyker is repelled from his mind and gains
no further information. The information the psyker learns
corresponds to the number of rounds he successfully sustains
the power:
• First Round: The psyker learns basic information, including
the target’s name, mood, and general state of health.
• Second Round: The psyker accesses the target’s surface
thoughts and learns his number of Insanity points and
number of Corruption points.
• Third Round: The psyker successfully gains access to
the target’s short-term memory and learns of any mental
disorders.
• Fourth Round: The target’s subconscious is revealed.
• Fifth Round: The target’s mind is laid bare for the psyker to
plunder at will, from the target’s happiest memories to his
darkest secrets.
Though Shield
Value: 300 xp
Prerequisite: Strong Minded
Action: Reaction
Focus Power: Hard (–20) Willpower test
Range: Self
Sustained: No
Subtype: Concentration
Effect: The psyker can choose to use this power when he
is the target of a rival psyker’s mind-influencing ability, a
Daemon’s attempt to possess him, or any creature’s attempt to
subvert his control of himself. If the power succeeds, the psyker
successfully shields his mind from the influence or possession
attempt, which immediately fails.
Psyker Elite Advancement
Experience Cost
300 xp
Prerequisites
• Willpower 40
• A Beacon in the Warp: Characters with the
Untouchable elite advance cannot gain the Psyker
elite advance.
• Rogue Psyker: Characters without the Adeptus
Astra Telepathica background who gain the Psyker
elite advance are not sanctioned. They do not gain
the Sanctioned trait and count as rogue psykers.
• GM Guidance: Psykers are rare, but often useful.
The GM should feel free to allow characters to take
the Psyker elite advance if they want.
Instant Changes
• Gains the Psyker trait, the Psyker aptitude, and a
psy rating of 1.
• Can no longer gain the Untouchable elite advance
for any reason.
• If the character does not have the Sanctioned trait,
he immediately gains 1d10+3 Corruption points as
his mind abruptly opens to the Warp.
Unlocked Advances
The character can now purchase psychic powers by
spending experience points.
Ceaseless Crusader
As a free action, this character may spend a Fate point to ignore
the efects of Fatigue until the end of the encounter. When
One-on-One
When facing an enemy in single melee combat (i.e., no allies
or other enemies are engaged in the melee and neither
combatant has been the target of a ranged attack within the
last round), the character scores extra degrees of success on
successful Weapon Skill tests equal to half of his Weapon Skill
bonus (rounded down).
Rites of Banishment
Once per round as a Half Action, the character may speak the
litanies and invocations to disrupt Daemons. Until the beginning
of his next turn, Daemons within a distance equal to twice the
character’s Willpower bonus in meters suffer a –10 penalty to
Willpower tests.
Sanctic Purity
When the character triggers Psychic Phenomena when
manifesting a power from the Sanctic Daemonology discipline,
he may spend a Fate point in order to negate the result entirely.
Shield Wall
When armed with a shield, the character can re-roll one failed
Evasion test to Parry an attack per round.
Talents
Talent Tier Aptitude 1 Aptitude 2 Prerequisites
The Art of Hatred (DH2 EW p. 57)
Flagellant 1 Offence Toughness Willpower 30
Rank 2 (Trained) in any Operate skill or Rank
Mounted Warrior 1 Melee Ranged 2 (Trained) in Survival skill, Ballistic Skill 30 or
Weapon Skill 30
Penitent Psyker 2 Psyker Defence Psy rating, Strong Minded, Willpower 40
Purity of Hatred 2 Offence Willpower Hatred (Any)
Psy rating, Rank 2 (Trained) in Psyniscience skill,
Tainted Psyker 2 Knowledge Psyker
10 Corruption points
Rank 2 (Trained) in the Forbidden Lore (Psykers)
Witch Finder 3 Knowledge Perception
skill, Willpower 45
Aegis of Contempt 3 Defence Leadership Shared Destiny, Shield of Contempt, Hatred (any)
Divine Protection 3 Finesse — Ballistic Skill 45, Willpower 35
Adamantium Faith, Halo of Command, Will of the
Into the Jaws of Hell 3 Leadership Willpower
Inquisitor
Shared Destiny, Strength through Conviction,
Indomitable Conviction 3 Leadership Willpower
Resistance (Fear), Jaded
Witch Finder
The character counts as possessing the Psyniscience skill at
Rank 1 (Known), even though he is not a psyker. Note that he
cannot spend experience to gain additional ranks in the skill.
Weapon Qualities
Daemonbane
There are special Ordo Malleus rites that go beyond mere
sanctification. When used against targets with the Daemonic
trait, weapons with this quality gain the Vengeful (8) quality and
their damage is not reduced by the target’s Toughness bonus.
Tainted
Permeated with the power of the Warp, these weapons draw
out the inner darkness of their wielders. Weapons with this
quality inflict additional damage equal to the value of the user’s
Corruption bonus or Daemonic (X) trait value (whichever is
higher).
Ranged Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability
Bolt Weapons
Godwyn-De’az Bolt
Pistol 40m S/2/– 1d10 + 5 X 4 10 Full Reliable, Tearing † 3kg Extremely Rare
Pistol DH2 EW p. 42
Godwyn-De’az
Basic 90m S/2/– 1d10 + 5 X 4 30 Full Reliable, Tearing † 6kg Very Rare
Boltgun DH2 EW p. 42
Godwyn-De’az Heavy
Heavy 140m –/–/6 1d10 + 8 X 5 80 Full Reliable, Tearing † 35kg Extremely Rare
Bolter DH2 EW p. 42
Godwyn-De’az Storm Reliable, Storm, Tearing
Basic 80m S/2/4 1d10 + 5 X 4 60 Full 8kg Near Unique
Bolter DH2 EW p. 42 †
Bolt Pistol Pistol 30m S/2/– 1d10 + 5 X 4 8 Full Tearing 3.5kg Very Rare
Boltgun Basic 100m S/3/– 1d10 + 5 X 4 24 Full Tearing 7kg Very Rare
Heavy Bolter Heavy 150m –/–/6 1d10 + 8 X 5 60 Full Tearing 40kg Very Rare
Psycannon Daemonbane, Reliable,
Heavy 120m –/2/5 2d10 + 5 X 5 40 3 Full 20kg Near Unique
DH2 EB p. 41 Tearing †
Storm Bolter Basic 90m S/2/4 1d10 + 5 X 4 60 Full Storm, Tearing 9kg Extremely Rare
Flame Weapons
Cerberus Heavy Flame, Reliable, Spray,
Heavy 40m S/–/– 1d10 + 5 E 3 6 2 Full 50kg Very Rare
Flamer DH2 EW p. 42 Vengeful (9) †
Flamer Basic 20m S/–/– 1d10 + 4 E 2 6 2 Full Flame, Spray 6kg Scarce
Corrosive, Felling (1),
Gorgon Chemical
Basic 20m S/–/– 1d10 + 4 E 2 6 2 Full Flame, Spray, Toxic 8kg Very Rare
Flamer DH2 EW p. 42
(2) †
Hand Flamer Pistol 10m S/–/– 1d10 + 4 E 2 2 2 Full Flame, Spray 3.5kg Rare
Heavy Flamer Heavy 30m S/–/– 1d10 + 5 E 4 10 2 Full Flame, Spray 45kg Rare
Hydra Flamer Array Flame, Proven (3),
Basic 8m S/–/– 1d10 + 4 E 2 10 2 Full 10kg Very Rare
DH2 EW p. 42 Spray †
Incinerator Daemonbane, Flame,
Basic 30m S/–/– 1d10 + 6 E 6 10 2 Full 3kg Extremely Rare
DH2 EB p. 41 Spray †
Las Weapons
Laspistol Pistol 30m S/2/– 1d10 + 2 E 0 30 Half LWVS, Reliable 1.5kg Common
Lasgun Basic 100m S/3/– 1d10 + 3 E 0 60 Full LWVS, Reliable 4kg Common
Laslock Basic 70m S/–/– 1d10 + 4 E 0 1 Half LWVS, Unreliable 4kg Plentiful
LWVS, Accurate, Felling
Long Las Basic 150m S/–/– 1d10 + 3 E 1 40 Full 4.5kg Scarce
(4), Reliable
Hot-shot Laspistol Pistol 20m S/2/– 1d10 + 4 E 7 40 2 Full † 4kg Rare
Hot-shot Lasgun Basic 60m S/3/– 1d10 + 4 E 7 30 2 Full † 6kg Rare
Launcher Weapons
Grenade Launcher Basic 60m S/–/– ‡ ‡ 6 2 Full ‡ 12kg Average
Missile Launcher Heavy 300m S/–/– ‡ ‡ 1 Full ‡ 35kg Rare
† These weapons have additional rules.
‡ The damage, penetration, and special qualities of these weapons are dependent upon the grenade or missile used.
Ranged Weapons (Continued)
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability
Low-Tech Weapons
Arquebus Concussive (1),
Basic 45m S/–/– 2d10 I 2 1 2 Full 8kg Common
DH2 EW p. 42 Inaccurate, Unreliable †
Bolas Thrown 10m S/–/– — 0 1 — Inaccurate, Snare (1) 1.5kg Average
Bow Basic 30m S/–/– 1d10 R 0 1 Half Primitive (6), Reliable 2kg Common
Castigator Heavy Concussive (2), Reliable
Heavy 70m S/–/– 1d10 + 6 I 1 14 2 Full 12kg Scarce
Crossbow DH2 EW p. 44 †
Crossbow Basic 30m S/–/– 1d10 R 0 1 2 Full Primitive (7) 3kg Common
Deliverance Light
Pistol 15m S/–/– 1d10 R 0 1 Half Primitive (7) † 1kg Rare
Crossbow DH2 EW p. 42
Blast (3), Crippling (1),
Drake’s Claw
Heavy 200m S/–/– 1d10 + 2 X 2 1 — Inaccurate, Primitive (7), 6kg Rare
DH2 EW p. 42
Tearing †
Flintlock Pistol Inaccurate, Primitive (8),
Pistol 15m S/–/– 1d10 + 2 I 0 1 2 Full 3kg Common
DH2 EW p. 42 Unreliable †
Blast (4), Flame,
Longflame
Heavy 200m S/–/– 1d10 R 0 1 — Inaccurate, Primitive 6kg Rare
DH2 EW p. 42
(8) †
Musket Inaccurate, Primitive (8),
Basic 30m S/–/– 1d10 + 3 I 0 1 2 Full 7kg Common
DH2 EW p. 44 Unreliable †
Inaccurate, Overheats,
Snapper Repeating
Basic 50m S/2/– 1d10 + 3 I 0 8 2 Full Primitive (8), Unreliable 45kg Very Rare
Rifle DH2 EW p. 44
†
Melta Weapons
Inferno Pistol Pistol 10m S/–/– 2d10 + 10 E 12 3 Full Melta 3kg Near Unique
Meltagun Basic 20m S/–/– 2d10 + 10 E 12 5 Full Melta 15kg Very Rare
Plasma Weapons
Plasma Pistol Pistol 30m S/2/– 1d10 + 6 E 6 10 3 Full Maximal, Overheats 4kg Very Rare
Plasma Gun Basic 90m S/2/– 1d10 + 7 E 6 40 5 Full Maximal, Overheats 18kg Very Rare
Sentinel Plasma Rifle
Basic 120m S/5/10 1d10 + 5 E 3 40 Full Reliable 20kg Extremely Rare
DH2 EW p. 44
Incinerator
An Incinerator ignores any protective benefits granted by
psychic powers, and targets in its area of effect suffer a –10
penalty on Agility tests to avoid the flames for each point of the
wielder’s psy rating.
Las Weapons
Hot-shot Laspistol & Lasgun
Hot-shot weapons use a 10 kg backpack power source rather
than a standard plug-in pack, even for the smaller hot-shot
pistol. Larger packs mean greater power behind each shot, but
make reloading more impractical, which is a trade-off most are
willing to make. Hot-shot weapons can also be linked to larger
backpacks for additional ammunition.
Low-Tech Weapons
Arquebus
If a character with a Strength bonus of 3 or less uses this
weapon, it counts as a Heavy weapon instead of Basic weapon.
When ired, an arquebus also creates a cloud with the Smoke
(1) quality centred on the firer that lasts for 1d5-1 rounds.
Flintlock Pistol
This pistol counts as a truncheon when used in melee combat.
Exotic Ranged Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability
Imperial Origin
Condemnor
Basic 100m S/–/– 1d10 + 4 R 2 1 2 Full Accurate, Reliable † 8kg Rare
DH2 EW p. 42
Digi Weapon
Pistol 3m S/–/– 1d10 + 2 E 0 1 – Reliable † 0.5kg Near Unique
DH2 EWo p.42
Firesprite Needler
Pistol 30m –/4/8 1d10 + 2 R 2 16 2 Full Inaccurate, Toxic (2) † 1.5kg Extremely Rare
DH2 EWo p.43
Grav Pistol Pistol 15m S/–/– 1d10 + 3 I 6 6 Full Concussive (1), Graviton 3kg Near Unique
Concussive (2),
Graviton Gun Basic 30m S/3/– 1d10 + 6 I 8 9 2 Full 6kg Extremely Rare
Graviton
Hellrifle
Basic 300m S/–/– 1d10 + 4 R 4 – – Felling (2) 10kg Very Rare
DH2 EB p. 40
Holo Spectus
Pistol 600m S/–/– – – 1 – † 6kg Very Rare
DH2 EWo p. 43
Quillgun DH2 EWo p.43 Basic 120m S/–/– ‡ ‡ 3 Full ‡† 6kg Very Rare
Quillgun (Ataractic) – – – – 0 – – Concussive (5), Reliable – Very Rare
Quillgun (Venenum) – – – 1d10 I 3 – – Reliable, Toxic (4) – Scarce
Silverseine Launcher Blast (4), Reliable,
Heavy 60m S/–/– 1d10 I 0 1 2 Full 25kg Very Rare
DH2 EB p. 41 Sanctified, Snare (2)
Web Pistol Pistol 30m S/–/– — 0 1 Full Snare (0) 3.5kg Very Rare
Webber Basic 30m S/–/– — 0 1 Full Blast (5), Snare (1) 8kg Rare
† These weapons have additional rules.
‡ The damage, penetration, and special qualities of these weapons are dependent on the ammunition type.
Needle Weapons
Needle weapons count as having a built-in silencer.
“Purgatus” Crossbow
The Purgatus can use any type of shotgun and crossbow
ammunition, as well as its own Purgatus Stakes.
Quillgun
When Acquired, the quillgun comes with one clip each of
Ataractic and Venenum rounds, the only types of ammunition it
can use. The weapon has the Silencer modification.
Silverseine Launcher
Silverseine launchers double their Snare value against
characters with the Daemonic trait. Any such adversary trapped
in a silverseine net must also test for Warp Instability at the start
of each round.
Webber Weapons
The filaments becomes brittle and dissolve away after 1d5
hours.
Melee Weapons
Ghostblade
When a ghostblade Overheats, it is damaged and counts as a
regular sword until repaired. Its weight includes the backpack
power supply.
Silver Shield
Provides 4 AP to the Body and Arm wielding the shield (this is
doubled to 8 AP against weapons that cause Energy damage),
which stacks with existing armour.
Silver Shield DH2 EWo p. 43 Melee — 2d10 R 9 Razor Sharp, Tearing, Unwieldy † 15kg Very Rare
† These weapons have additional rules.
‡ Weapon is Two-Handed
Grenades and Explosives
Name Class Range RoF Dam Pen Clip Special Wt. Availability
Grenades / Missiles
Abyssal Charge Blast (3), Crippling (2),
Thrown SB × 3 S/–/– 1d10 + 4 X 4 1 0.5kg Extremely Rare
DH2 EB p. 40 Tainted
Argent Globe Blast 3, Crippling (3),
Thrown SB × 3 S/–/– 2d10 X 2 1 0.5 Extremely Rare
DH2 EB p. 40 Sanctified †
Blind Grenade Thrown SB × 3 S/–/– — 0 1 Smoke (2) 0.5kg Scarce
Choke Grenade Thrown SB × 3 S/–/– Special 0 1 Blast (3) † 0.5kg Scarce
Frag Grenade Thrown SB × 3 S/–/– 2d10 X 0 1 Blast (3) 0.5kg Common
Graviton Grenade Blast (3), Concussive (3),
Thrown SB × 3 S/–/– 1d10 + 7 I 7 1
DH2 EWo p. 43 Graviton
Hallucinogen Grenade Thrown SB × 3 S/–/– — 0 1 Blast (6), Hallucinogenic (2) 0.5kg Scarce
Haywire Grenade Thrown SB × 3 S/–/– — 0 1 Haywire (2) 0.5kg Very Rare
Incence Grenade Daemonbane, Sanctified,
Thrown SB × 3 S/–/– 1d10 X 0 1 0.5kg Rare
DH2 EB p. 41 Smoke (3) †
Krak Grenade Thrown SB × 3 S/–/– 2d10 + 4 X 6 1 Concussive (0) † 0.5kg Rare
Photon Flash Grenade Thrown SB × 3 S/–/– — 0 1 Blast (6) † 0.5kg Rare
Psychotroke Grenade
Thrown SB × 3 S/–/– — — 1 Blast (3), Hallucinogenic (4) † 0.5kg Rare
DH2 EB p. 44
Psyk-Out Grenade
Thrown SB × 3 S/–/– 1d10 X 0 1 Blast (3), Smoke (3) † 0.5kg Extremely Rare
DH2 EB p. 41
Rad Grenade
Thrown SB × 3 S/–/– 1d10 E 0 1 Blast (2) † 0.5kg Extremely Rare
DH2 EB p. 44
Stun Grenade Thrown SB × 3 S/–/– — 0 1 Blast (3), Concussive (2) 0.5kg Common
Tears of the Emperor
Thrown SB × 3 S/–/– 1d10 X — 1 Blast (2), Sanctified † 0.5kg Near Unique
DH2 EB p. 45
Web Grenade Thrown SB × 3 S/–/– — 0 1 Blast (3), Snare (2) † 0.5kg Rare
Whitefire Grenade Blast (3), Corrosive, Flame,
Thrown SB × 3 S/–/– 1d10 + 4 X 3 1 0.5kg Extremely Rare
DH2 EB p. 45 Smoke (5), Toxic (2) †
Frag Missile — — — 2d10 + 2 X 2 — Blast (5) 1kg Average
Krak Missile — — — 3d10 + 8 X 8 — Concussive (3), Proven (2) 1kg Scarce
Explosives
Fire Bomb Thrown SB × 3 S/–/– 1d10 + 2 E 0 1 Blast (2), Flame † 0.5kg Plentiful
Melta Bomb — — — 6d10 E 12 1 Blast (2), Flame, Melta † 12kg Very Rare
† These weapons have additional rules.
Rad Grenade
When a character is struck by an attack from this weapon
(whether or not he sufers damage), he must immediately make
a Hard (–20) Toughness test or sufer 2d10 Toughness damage.
Spore Bomb
Any character within the blast radius of a spore bomb sufers the
efects described under mind-mould.
Web
Web filaments becomes brittle and dissolve away after 1d5
hours.
Whitefire Grenade
Whenever a character begins his turn in the cloud of smoke
created by the Smoke quality of the grenade, he suffers a single
automatic hit that inlicts 1d10 Impact damage with the Corrosive
and Toxic (2) qualities and must test for suffocation.
Melee Weapons
Name Class Range Dam Pen Special Wt. Availability
Chain Weapons
Chainaxe‡ Melee — 1d10 + 4 R 2 Tearing 13kg Scarce
Chainblade Melee — 1d10 + 1 R 1 Tearing 2kg Scarce
Chainsword Melee — 1d10 + 2 R 2 Balanced, Tearing 6kg Average
Eviscerator ‡
Melee — 2d10 R 9 Razor Sharp, Tearing, Unwieldy † 15kg Very Rare
Flame Weapons
Brazier of Holy Fire
Melee — 1d10 +5 E 3 Flame, Unbalanced † 6kg Very Rare
DH2 EW p. 45
Fire Gauntlets DH2 EW p. 46 Melee — 1d10 I 2 Flame, Unbalanced † 1kg Very Rare
Force Weapons
Animus Hammer Daemonbane, Force, Power Field,
Melee — 2d10 + 10 ¶ E 4 8kg Near Unique
DH2 EB p. 42 Unwieldy †
Force Hammer DH2 EB p. 42 Melee — 2d10 I 0 Force, Unbalanced † 10kg Extremely Rare
Force Sword Melee — 1d10 + 1 R 2 Balanced, Force 5kg Scarce
Force Staff ‡
Melee — 1d10 I 2 Force 2kg Scarce
Nemesis Daemon Hammer Daemonbane, Force, Power Field,
Melee — 2d10 + 6 ¶ E 4 10kg Near Unique
DH2 EB p. 43 Unwieldy †
Sanctus Hammer‡ Balanced, Concussive (4),
Melee — 2d10 + 6 ¶ E 4 6kg Near Unique
DH2 EB p. 43 Daemonbane, Force, Power Field †
Tempus Hammer‡ Daemonbane, Force, Power Field,
Melee — 2d10 + 4 ¶ E 6 14kg Near Unique
DH2 EB p. 43 Unwieldy †
Low-Tech Weapons
Axe of Retribution‡
Melee — 2d10 R 6 Felling (2), Sanctified 8kg Near Unique
DH2 EW p. 45
Ebenus Hammer DH2 EB p. 42 Melee — 2d10 + 6 ¶ E 10 Daemonbane, Power Field, Unwieldy † 16kg Near Unique
Omnissiah Axe ‡
Melee — 2d10 + 4 E 6 Power Field, Unbalanced † 8kg Extremely Rare
Ordo Malleus Power Glaive ‡
Balanced, Power Field, Proven (4),
Melee 3m 1d10 + 8 E 5 4.5kg Extremely Rare
DH2 EB p. 43 Sanctified
Power Axe‡ Melee — 1d10 + 7 E 7 Power Field, Unbalanced 6kg Very Rare
Power Fist Melee — 2d10 ¶ E 9 Power Field, Unwieldy 13kg Very Rare
Power Maul (High) Melee — 1d10 + 5 E 4 Power Field, Shocking † 3.5kg Very Rare
Power Maul (Low) Melee — 1d10 + 1 E 2 Shocking †
Power Shield DH2 EB p. 43 Melee — 1d10 E 1 Defensive, Power Field † 6kg Very Rare
Power Stake DH2 EW p. 45 Melee — 1d10 + 7 E 5 Power Field, Sanctified, Unbalanced † 1kg Very Rare
Power Sword Melee — 1d10 +5 E 5 Balanced, Power Field 3kg Very Rare
Thunder Hammer DH2 EB p. 43 Melee — 2d10 + 4 ¶ E 10 Concussive (2), Power Field, Unwieldy † 16kg Very Rare
Shock Weapons
Electro-Flail Melee — 1d10 + 2 R 0 Flexible, Shocking 4.5kg Rare
Shock Maul Melee — 1d10 + 3 I 0 Shocking 2.5kg Scarce
Shock Whip Melee — 1d10 + 1 I 0 Flexible, Shocking 3kg Rare
† These weapons have additional rules.
‡ Weapon is Two-Handed
¶ Add the user’s SB × 2 to the damage.
Shield
Provides 2 AP to the Body and Arm wielding the shield, which
stacks with existing armour. As they are not designed for
offense, attacks made with shields suffer a –20 penalty instead
of the normal penalty from the Defensive quality.
Stealth Claw
A stealth claw has the Compact modification. When a character
successfully inflicts a hit as part of an All Out Attack action
using a stealth claw, he inflicts additional damage equal to his
psy rating.
Wailing Trident
This weapon benefits from Crippling only against targets with
the Daemonic trait.
Power Weapons
Desoleum Power Blade
It has the Compact modification.
Omnissian Axe
An Omnissian axe also functions as a combi-tool
Backpack Ammo Supply
Weapon Modifications
This increases the clip size of the weapon to five times its
Name Weight Availability current clip size, but it cannot be reloaded in combat. To reload
Auxiliary Grenade Launcher + 2.5kg Rare the weapon, the character must have the necessary amount of
Backpack Ammo Supply + 15kg Scarce ammunition and spend five minutes reloading the backpack. If
the weapon jams, it only loses one clip’s worth of ammunition
Compact × 1/2 Average
and does not need to be reloaded.
Custom Grip — Rare Upgrades: Any Bolt, Flame, Las, Melta, Plasma, and Solid
Deactivated Safety Features — Rare Projectile weapon.
Expanded Magazine + 1kg Scarce
Compact
Ecterminator + 1kg Common This halves the clip size and range of the weapon as well as
Fire Selector + 1kg Rare reducing the inflicted damage by 1. Anyone attempting to find
Fluid Action — Rare a concealed weapon with the Compact upgrade suffers a
–20 penalty to any related Skill test. If this upgrade is forcibly
Forearm Weapon Mounting + 1kg Scarce
removed the weapon remains smaller, but its range and clip
Melee Attachment +2 kg Plentiful size are reduced by half again, and its damage is reduced by 2.
Modified Stock — Scarce Upgrades: Any Pistol or any Las, Solid Projectile, Flame, Bolt,
Mono + 0.5kg Scarce or Plasma weapon of the Basic class.
Motion Predictor + 0.5kg Very Rare Custom Grip
Omni-Scope + 2kg Near Unique The weapon’s grip is customized to perfectly fit in it’s owner’s
Photo Sight + 0.5kg Very Rare hand or a glove armor he wears. As a consequence of these
Pistol Grip — Rare changes, the character for whom the customisation was
performed receives a +5 to Ballistic Skill or Weapon Skill when
Preysense Sight + 0.5kg Rare
wielding the weapon. Other characters wielding the weapon
Quick-Release — Rare suffer a –5 penalty, as the weapon feels slightly out of alignment
Red-Dot Laser Sight + 0.5kg Scarce when they attempt to use it.
Reinforced + 20% Scarce Upgrades: Any weapon.
Sacred Inscriptions — Scarce
Deactivated Safety Features
Silencer + 0.5kg Plentiful When using a Ready action to prepare a weapon with this
Suspensors × 1/2 Extremely Rare modification, a character may Ready another weapon or draw
Targeter + 1.5kg Rare another item as part of the same action. However, any time
a character who is carrying a weapon with this modification
Telescopic Sight + 1kg Average
suffers four or more degrees of failure on a Movement skill test,
Tox Dispenser + 0.75kg Rare this weapon fires, activates, or cuts itself free as a result of the
Tripod/Bipod + 2kg Average jostling.
Truesilver Gilding (DH2 EB p. 45) — Very Rare Upgrades: Any weapon.
Truesilver Weaving (DH2 EB p. 45) — Very Rare
Vox-Operated + 0.5kg Rare
Warpleech Canister (DH2 EB p. 45) + 1kg Very Rare
Expanded Magazine
Weapon Modifications The clip size of the weapon increases by half its current clip size
A weapon can have a total of four modifications, only one of (rounded up), and thus must be reloaded using ammunition/
which can be a sight. energy from multiple standard clips to fully stock the larger
magazine.
Auxiliary Grenade Launcher
Upgrades: Ranged weapons.
A character using a weapon with an auxiliary grenade launcher
can choose to either fire the launcher or the weapon it is Exterminator
attached to in his turn, but not both at once. It has a range of This device contains a small one-shot fuel canister that shoots
45 metres with damage and penetration as per the loaded out a sheet of fire. Rather than firing the weapon as normal,
grenade, and can be fired Indirectly. The device however is the wielder may discharge the exterminator cartridge as a Half
too cumbersome to be reloaded during combat; each new Action, resolving the effects as if he had made a Standard
acquisition for the weapon reloads the launcher with one fresh Attack action with a flamer.
round but does not require the modification to be reapplied. Upgrades: Any weapon except Pistol or Thrown.
Upgrades: Any Las, Solid Projectile, or Bolt weapons of the
Basic class can take this upgrade. Fire Selector
The weapon can now have up to three different types of Upgrades: Any Las, Solid Projectile, Bolt, Low-Tech, or Plasma
ammunition loaded (the total amount of shells not exceeding weapon of the Basic class. An omni-scope counts as a sight,
its clip size); at the start of his turn, the wielder can use the and a gun can only have one sight.
fire selector to select which type of ammunition he fires for his
shooting that round. This is a free action. Photo Sight
Upgrades: Any Bolt, Launcher, and Solid Projectile weapon of A character using a photo sight suffers no penalties due to
the Pistol or Basic class. darkness.
Upgrades: Any ranged Las, Solid Projectile, Bolt, Low-Tech,
Fluid Action or Plasma weapon of the Basic class. A gun can only have one
When the character uses the weapon as part of a successful sight.
Semi-Auto Burst action, he counts as scoring one additional
degree of success for purposes of determining the number of Pistol Grip
rounds that hit the target. Weapons with this customisation are This allows the weapon to be wielded in one hand without the
trickier to load, as the ammunition feed must be more carefully usual –20 penalty. However, it becomes more difficult to aim
engaged, and so reload time is increased by an additional Half accurately and thus its range is halved.
Action. Upgrades: Any Basic ranged weapon.
Upgrades: Any ranged weapon capable of Semi-Automatic
fire.
Preysense Sight
A character using a preysense sight suffers no penalties due
Forearm Weapon Mounting to darkness and gains a +20 bonus to vision-based Perception
This heavy bracing allows a single ranged weapon to be tests in the dark.
mounted along the arm, with specific hand movements Upgrades: Any ranged Las, Solid Projectile, Bolt, Low-Tech,
triggering the weapon. It allows the user to keep both hands or Plasma weapon of the Basic class. A gun can only have one
free but reduces the weapon’s range by one-third. sight.
Upgrades: Any Las, Low-Tech, Solid Projectile, Bolt, or Melta
weapon of the Pistol class.
Quick-Release
The weapon’s reload time is reduced by a Half Action, down to
Melee Attachment a minimum of a Half Action.
The ranged weapon counts as a spear when used in melee Upgrades: Any ranged weapon.
combat.
Upgrades: Any Basic ranged weapon.
Red-Dot Laser Sight
It grants a +10 bonus to Ballistic Skill tests when firing a single
Modified Stock shot.
When the character holds a weapon with a modified stock Upgrades: Any Las, Solid Projectile, Bolt, Low-Tech, or Plasma
up to aim, its contours perfectly align to his form. When a weapon of the Pistol or Basic class can take this upgrade. A
character takes an Aim action with weapons modified in this gun may only have one sight.
way, he receives an additional +2 bonus on a Half Action or
an additional +4 bonus for a Full Action. This customisation
Reinforced
is compatible with any other devices that modify Aim actions. If the weapon is a ranged weapon, it receives an additional
Upgrades: Any weapon. +1 bonus to damage when used as an improvised weapon. A
melee weapon with this upgrade is only destroyed on a result
Mono of 41 or higher when Parried by a weapon with the Power Field
A weapon with this modification loses the Primitive quality (if it quality.
had it) and has its penetration increased by 2. This upgrade can Upgrades: Any weapon.
be applied to a power weapon, but it has no effect whilst the
power field is active. If the power field is ever lost or deactivated,
Sacred Inscriptions
the mono upgrade’s bonuses then apply. A character who possesses one or more weapons with this
Upgrades: Any Low-Tech or Power Melee weapon. modification gains a +10 bonus to Pinning tests.
Upgrades: Any weapon.
Motion Predictor
Silencer
A motion predictor adds a +10 bonus to any Ballistic Skill test
made as part of a Semi-Auto Burst or Full Auto Burst action. Awareness tests to hear shots made with a silenced weapon
Upgrades: Any ranged weapon (except Low-Tech) capable of suffer an additional –20 penalty, and can only be attempted at
Semi-Auto or Full Auto fire. half the normal distance.
Upgrades: Any Solid Projectile weapon of the Basic or Pistol
Omni-Scope class.
Some of these scopes plug directly into a bionic cranial port,
allowing the user to shoot around corners without exposing
Suspensors
himself. The omni-scope combines the benefits of a preysense Suspensors reduce the weight of a weapon by one-half. When
sight, red-dot laser sight, and telescopic sight. firing a weapon with suspensors, the operator counts as having
the Auto-stabilised trait and so always counts as being braced.
Upgrades: Any Heavy weapon.
Targeter
If there is a final penalty to a Ballistic Skill test when using a
weapon with a targeter, it is reduced by ten.
Upgrades: Any Las, Solid Projectile, Bolt, or Heavy weapon.
Telescopic Sight
A weapon with a telescopic sight ignores penalties for Long and
Extreme range, as long as the shooter is benefitting from a Full
Action to Aim.
Upgrades: Any Las, Solid Projectile, Bolt, Low-Tech or Plasma
weapon of the Basic class. A gun can only have one sight.
Tox Dispenser
As a Free Action, a character with a weapon equipped with a tox
dispenser may cause his weapon to gain the Toxic (2) quality
for one round. A tox dispenser can be used 10 times before
requiring refilling; no Requisition test in needed as long as the
character is in a location the ingredients would be available.
Upgrades: Any Low-Tech or Chain melee weapon.
Tripod/Bipod
Bipods and tripods allow a weapon to be braced anywhere
there is a reasonably flat surface. A weapon braced on a bipod
has a 90° fire arc, while one on a tripod has a 180° arc.
Upgrades: Any Basic or Heavy weapon.
Truesilver Gilding
Effect: A weapon with Truesilver gilding grants its wielder a
bonus to tests to Parry the attacks of foes with the Daemonic
trait equal to 5 times the wielder’s Willpower bonus.
Used With: Any Low-Tech melee weapon.
Truesilver Weaving
Effect: Truesilver weaving does not upgrade the weapon, but
the ammunition the weapon uses. The modification requires
a skilled artisan and upgrades one clip at a time. Whenever
a target with the Daemonic trait attempts to Dodge an attack
made with a weapon using ammunition upgraded with
Truesilver weaving, the target suffers a penalty to the Dodge
test equal to 5 times the attacker’s Willpower bonus.
Used With: Any Launcher, Low-Tech, or Solid Projectile ranged
weapon.
Vox-Operated
With spoken commands, the operator can fire his gun, switch
firing modes, and also change ammunition (should it be fitted
with a fire selector).
Upgrades: Any Pistol, Basic, Launcher, or Heavy weapon that
is not of the Low-Tech type.
Warpleech Canister
Effect: A weapon with this upgrade gains the Crippling (2)
quality against targets with the Daemonic trait. Each canister
contains enough liquid to last for 40 rounds.
Used With: Any Solid Projectile weapon without a silencer.
Used With: Stub revolvers, stub automatics, sniper rifles, and
Custom Ammunition hand cannons
Name Availability
“Emperor’s Light” Thermal Bolts
Abyssal Bolts DH2 EB p. 44 Very Rare
Effect: A weapon using thermal bolts loses the Primitive and
Amputator Shells Extremely Rare Accurate qualities (if it has them), but gains +1d10 Energy
Bleeder Rounds Rare damage, penetration 6, and the Melta and Inaccurate qualities.
Dumdum Bullets Scarce These bolts weigh twice as much as regular crossbow bolts.
Used With: Crossbows.
“Emperor’s Light” Thermal Bolts DH2 EW p. 46 Rare
“Emperor’s Wrath” Shard Bolts DH2 EW p. 47 Scarce “Emperor’s Wrath” Shard Bolts
Expander Rounds Scarce Effect: A weapon using shard bolt ammunition gains the
Crippling (2) quality.
Explosive Arrows/Quarrels Scarce
Used With: Crossbows.
“Heretic’s March” Incendiary Rounds
Scarce
DH2 EW p. 47 Expander Rounds
Hot-Shot Charge Packs Scarce Effect: These rounds add 1 to a weapon’s damage and
Inferno Shells Rare penetration.
Used With: Stub revolvers, stub automatics, sniper rifles,
Man-Stopper Bullets Scarce
autopistols, and autoguns.
Nitidus Rounds DH2 EB p. 44 Very Rare
Psybolts DH2 EB p. 44 Extremely Rare Explosive Arrows/Quarrels
Psyflame DH2 EB p. 44 Very Rare Effect: Attacks using these rounds suffer a –10 penalty. These
rounds change the weapon’s damage type to Explosive,
Purgatus Stakes DH2 EW p. 47 Extremely Rare
remove the Primitive quality, and grant the weapon the Blast
Purity Bolts DH2 EW p. 47 Very Rare (1) quality.
Sanctified Ammunition DH2 EW p. 47 Rare Used With: Bows and crossbows.
Scrambler Rounds Rare
“Heretic’s March” Incendiary Bolts
Silver Stakes DH2 EW p. 47 Very Rare
Effect: A weapon using this ammunition gains the Flame and
Tempest Bolt Shells Near Unique Unreliable qualities, and loses the Blast quality (if it had it).
Theta Pattern Concussion Bolts DH2 EW p. 47 Very Rare Used With: Bows, Crossbows, Shotguns.
Theta Pattern Shock Bolts DH2 EW p. 47 Very Rare Hot-Shot Charge Packs
Tox Rounds Scarce Effect: A weapon using a hot-shot charge adds 1 to its
damage, gains the Tearing quality, and gains a penetration of
4. The weapon also loses its Reliable quality, and its clip size is
Custom Ammunition
reduced to 1.
Abyssal Bolts Used With: Laspistols, lascarbines, lasguns, and long las
weapons.
Effect: A weapon using this ammunition gains the Crippling
(2) and Tainted quality, but loses the Reliable and/or Sanctified Inferno Shells
qualities (if the weapon has them).
Effect: A weapon using inferno shells gains the Flame quality.
Used With: Bolt weapons, crossbows.
Used With: Shotguns and all Bolt weapons.
Amputator Shells Man-Stopper Bullets
Effect: Amputator shells add 2 to the weapon’s damage.
Effect: Man-stopper bullets add 3 to the weapon’s penetration.
Used With: Stub revolvers, stub automatics, shotguns (all
Used With: Stub revolvers, stub automatics, hand cannons,
types), sniper rifles, hand cannons, autopistols, and autoguns.
sniper rifles, autopistols, and autoguns.
Bleeder Rounds
Nitidus Rounds
Effect: If a target takes damage from bleeder rounds, he begins
to gush blood and suffers from the Blood Loss condition for 1d5 Effect: When a psyker suffers damage from this weapon, he
rounds or until it is successfully treated. Bleeder rounds do not must make a Difficult (–10) Willpower test or be Stunned for a
affect targets with the Daemonic or Machine traits. number of rounds equal to his degrees of failure. When a target
Used With: Stub revolvers, stub automatics, hand cannons, with the Warp Instability trait suffers damage from this weapon,
autopistols, and autoguns. it must immediately test for Instability with a –10 penalty.
Used With: Combat shotguns, shotguns.
Dumdum Bullets
Psybolts
Effect: Dumdum bullets add 2 to the weapon’s damage, but
Armour points count double against them. Effect: The weapon using this ammunition gains the
Daemonbane and Sanctified qualities, ignores all protective
benefits granted by psychic powers, and inflicts +1 damage for
every point of the user’s psy rating.
Used With: Bolt weapons.
Psyflame
Effect: A weapon using this ammunition gains the Sanctified
quality and ignores any protective benefits granted by psychic
powers. Targets in its area of effect suffer a penalty to the Agility
test to avoid it equal to 5 times the psyker’s psy rating.
Used With: Flame weapons.
Purgatus Stakes
Effect: A weapon using Purgatus stakes gains the Sanctified
quality. Further, whenever a target with either the Psyker or
Daemon trait is struck by a Purgatus stake-bolt, it must make
a Challenging (+0) Willpower test. If it fails, it must immediately
roll on Table 6–2: Psychic Phenomena.
Used With: Purgatus Crossbow only.
Purity Bolts
Effect: A weapon using purity bolts gains the Haywire (2)
quality.
Used With: Crossbows.
Sanctified Ammunition
Effect: A weapon using this type of fuel or ammunition gains
the Sanctiied quality.
Used With: Bows, Crossbows, Flame, Solid Projectile
weapons.
Scrambler Rounds
Effect: Scrambler rounds add the Hallucinogenic (2) and
Recharge qualities to the weapon.
Used With: Bolt and Solid Projectile weapons.
Tox Rounds
Effect: Tox rounds add the Toxic (1) quality to the weapon but
reduce its damage by 2.
Used With: Bolt and Solid Projectile weapons.
Armour
Name Locations covered AP Max Ag Wt. Availability
Basic Armor
Heavy Leathers Arms, Body 1 — 5kg Common
Imperial Robes Arms, Body, Legs 1 — 4kg Average
Armoured Bodyglove Arms, Body, Legs 2 — 5kg Rare
Chainmail Suit Arms, Body, Legs 3 35 15kg Common
Feudal World Plate All 5 25 30kg Scarce
Obsidian Plate (DH2 EB p. 46) Body 6 35 35kg Very Rare
Xenos Hide Vest Body 6 50 20kg Very Rare
Flak Armour
Flak Helmet Head 2 — 2kg Average
Flak Gauntlets Arms 2 — 1kg Average
Light Flak Cloak Arms, Body, Legs 2 55 4kg Scarce
Flak Vest Body 3 60 5kg Average
Flak Cloak Arms, Body, Legs 3 55 8kg Scarce
Flak Coat Arms, Body 3 60 5kg Average
Imperial Guard Flak Armour All 4 50 11kg Scarce
Mesh Armour
Mesh Vest Body 4 — 2kg Rare
Mesh Cloak Arms, Body, Legs 4 60 3kg Very Rare
Carapace Armour
Carapace Helm Head 4 — 2kg Rare
Carapace Gauntlets Arms 5 — 2kg Rare
Carapace Greaves Legs 5 — 3kg Rare
Enforcer Light Carapace All 5 45 15kg Rare
Carapace Chestplate Body 6 55 7kg Rare
Militarum Tempestus Carapace All 6 45 15kg Very Rare
Praetor Armour (DH2 EB p. 47) All 6 50 16kg Extremely Rare
Power Armour
Adepta Sororitas Power Armour (DH2 EW p. 48) All 7 50 35kg Extremely Rare
Light Power Armour All 7 40 40kg Very Rare
Heavy Power Armour (DH2 EB p. 46) All 8 35 65kg Extremely Rare
Devotional Iconography
Effect: The wearer gains a +10 bonus to Command tests when
dealing with those faithful to the Imperium, but sufers a –10
penalty to Fellowship tests when dealing with those not loyal to
the Emperor.
Used With: Any armour.
Hexagrammic Wards
Effect: The wearer gains a +20 bonus to tests made to resist
any psychic attack or manipulation directed at him. The
Force Fields
Name Protection Rating Weight Availability
Refractor Field 30 2kg Very Rare
Conversion Field 50 1kg Extremely Rare
Displacer Field 55 2kg Near Unique
Field Wall Generator DH2 EW p. 48 65 18kg Very Rare
Flare Shield DH2 EWo p. 43 25 3kg
Icon of the Just DH2 EB p. 46 55 0.5kg Extremely Rare
Power Field (Personal) 80 50kg Near Unique
Power Field (Vehicle/Emplacement) 80 500kg Very Rare
Rosarius DH2 EW p. 48 50 0.5kg Extremely Rare
Wargear
Banishing Rod
Made of darkened iron slabs enscrolled with hallowed
parchment and curled purity seals, banishing rods do not
subdue the Warp so much as calm it. When held aloft or even
jammed into the ground, they create an area where psychic
energy flows sluggishly.
Psykers within 5 metres of one or more banishing rods
cannot push psychic powers, and reduce the result of any
rolls they make on Table 6–2: Psychic Phenomena by –20 (to
a minimum of 1). Characters with the Daemonic trait treat this
area as a treacherous environment.
When used in an exorcism, each rod placed around the
target of the exorcism grants a +5 bonus to the Daemonic
Mastery test.
Consecrated Scrolls
Soaked in sacred oils and covered in illuminated texts of
devotion, consecrated scrolls offer a small measure of
protection against the machinations of the Warp.
Before making a Focus Power test, a character possessing
one of these scrolls may choose to burn a single one as a Free
Action; this destroys that scroll. Should the user have to roll on
Table 6–2: Psychic Phenomena as a result of the subsequent
Focus Power test, he may re-roll the result.
Psyocculum
An arcane assemblage of strange lenses and scarcely-
understood ætheric scryers, a psyocculum tracks the Warp
signatures of psykers and Daemons alike.
As a Half Action, the wearer may make a Challenging (+10)
Awareness test to detect psykers and characters with the
Daemonic trait without the need for normal lighting until the end
of the encounter. While these targets are illuminated in this way,
A combat vest can hold 15 kg comfortably. Items held in
Clothing and Personal Gear the combat vest can be drawn as a Free Action during the
Name Weight Availability character’s turn. Only one backpack or combat vest can be
worn at a time.
Backpack 2kg Rare
Chameleoline Cloak 0.5kg Scarce Concealed Holster
Chrono — Average These conformal pouches can hold a small pistols.
Clothing 2kg Rare Attempts to detect a weapon in a concealed holster suffer a
–20 penalty, but Ready actions for this weapon become a Full
Combat Vest 2kg Rare
Action rather than a Half Action (or a Half Action instead of a
Concealed Holster 1kg Scarce Free Action where applicable).
Deadspace Earpiece — Common
Deadspace Earpiece
Explosive Collar 3kg Rare
Each of these tiny devices can limit high-volume sonic
Filtration Plugs — Rare
disturbances such as explosions.
Mouldsuit (DH2 EW p. 48) 10kg Rare Users wearing this earpiece make any Toughness tests
Photo Visors / Contacts 0.5kg Scarce against sonic effects or against the auditory effects of a
Concussive weapon with a +20 bonus.
Preysense Goggles 0.5kg Plentiful
Rebreather 1kg Scarce Explosive Collar
Recoil Glove 0.5kg Scarce Each of these heavy collars comes with a remote, usually with
Respirator/Gas Mask 0.5kg Very Rare a range of 1 km. The remote can either release or explode
the collar, which automatically explodes if out of range of the
Survival Suit — Near Unique
remote for longer than 5 minutes. When triggered, the explosive
Synskin 2kg Very Rare on the collar detonates. The resulting decapitation instantly kills
Void Suit 8kg Rare the wearer, and counts as having a frag grenade detonated at
the location. Removing an explosive collar without the remote
requires a Hard (–20) Tech-Use test. If the character trying to
Gear remove the collar fails by two or more degrees of failure, the
collar explodes.
Clothing and personal gear
Filtration Plugs
Backpack Worn in each nostril, filtration plugs screen out most pollutants
Backpacks allow the wearer to transport roughly 30 kg of extra and hazardous gases.
weight, but removing an object from the pack requires a Full A character wearing filtration plugs gains a +20 bonus to any
Action. Only one backpack or combat vest can be worn at a Toughness test made to resist the effects of damaging gases.
time. Good craftsmanship models add another +10 bonus, while
Poor models must be replaced after five hours of usage as the
Chameleoline Cloak filter becomes clogged and unusable.
Chameleoline material is made up of mimic fibres that blend the
coloration of the wearer into their surroundings. Mouldsuit
The wearer gains a +20 bonus to Stealth tests. If he remains A character wearing a mouldsuit is completely immune to the
stationary during his turn, Ballistic Skill tests targeting him suffer efects of mind-mould (and thus spore bombs), unless he has
a –30 penalty until the beginning of his next turn. the Psyker trait, in which case the spores afect him normally.
The filtration system grants a +40 bonus to any Toughness
Chrono test made to resist the efects of harmful gasses, as well as a
Chronos are small timepieces, and are essential for Characters +10 bonus to tests for resisting extreme temperatures and
to properly time their actions. Basic versions simply indicate being set on fire. Each contains a separate rebreather unit that
local time and require manual setting, but finer models can lasts for 5 hours before requiring replacement.
synch to external datastreams for the greatest possible It is not designed for battle, and ofers no combat protection
accuracy. though it can be worn over armour. If the wearer takes more
than 5 points of damage in a single round, the suit becomes
Clothing
damaged and ceases to provide filtering beneits until repaired.
While basic clothing common to a setting should be simple
to acquire, more elaborate garb of either higher status or Photo Visors / Contacts
specialised function should be more difficult. These can be worn as corneal lenses or as outer eyewear.
Characters wearing these gain the Dark-sight trait. Good
Combat Vest
craftsmanship visors also dampen the effects of photon flash
Common styles of combat vests include hip packs, holsters,
grenades, making the wearer immune to their effects.
bandoliers, and vests.
Preysense Goggles craftsmanship versions have six hours of air, while Good and
Poor craftsmanship models are bulky goggles with glowing Best craftsmanship versions eliminate the Agility penalty.
lenses; Good and Best craftsmanship models are disguised as
normal (if elaborate) eyeglasses.
A character wearing these goggles suffers no penalties due
to darkness, and gains a +20 bonus to vision-based Perception
tests at night.
Rebreather
These devices store and recycle breathable air via a mask and
external supply tank.
The air canister lasts only for about one hour and then must
be replaced, which takes a Full Action. Good craftsmanship
models last two hours, while Poor ones take two Full Actions to
replace the canister. Replacement canisters are Scarce.
Recoil Glove
This heavy absorbs the shock from powerful hand weapons.
A character using a recoil glove can fire a Basic weapon with
one hand without the normal –20 penalty, and can wield pistol
weapons that normally require two hands in one hand without
penalty.
Respirator/Gas Mask
A simple breathing mask that covers the nose and mouth or
entire face.
A character wearing a respirator gains a +30 bonus to a
Toughness test made to resist the effects of gas and can re-roll
the test if failed. Good craftsmanship models add another +10
bonus, while Poor models must be replaced after 10 hours of
usage as the filter becomes clogged and unusable.
Survival Suit
A survival suit can maintain proper body temperature and
hydration via excellent insulation capabilities. Using the
differential between body temperature and outside temperature
to drive thermoelectric power cells, it also has reclamation
systems for turning sweat into drinking water.
The suit grants a +20 bonus to any tests to withstand
the effects of extreme environments and keeps the wearer
hydrated. Good and Best craftsmanship suits grant a +25 and
+30 bonus, respectively, while Poor outfits only last three days
before their internal mechanisms falter and need removal from
the extreme temperatures to recharge.
Synskin
Synskin is a bio-reactive skin-tight body glove with a non-
reflective surface.
It grants 2 Armour points to all locations not already
armoured and the wearer gains a +10 bonus to Stealth tests.
It also renders the wearer invisible to the use of preysense
goggles and those with the Dark-sight trait.
Void Suit
These fully-sealed suits are essential for operating in the
vacuum of space, but can also be useful in toxic or hostile
environments. A Common craftsmanship void suit has 12
hours of air and imposes a –10 penalty to Agility tests. Poor
Lho-Sticks
Drugs and Consumables
A mild narcotic, each stick contains dried and cured plant
Name Weight Availability leavesthat release a scented, stimulating smoke when ignited
Amasec 1kg Average and inhaled through a cheap tube that burns away with the
Desoleum Fungus — Scarce drug.
Stimm
A dose of stimm is enough to energise the weary and mask
pain with short-term vitality.
Each dose lasts for 3d10 rounds. During this time, a
character ignores any negative effects to his characteristics
from damage, Critical damage, and Fatigue, and cannot be
Stunned. When the stimm wears off, the character suffers a
–20 penalty to Strength, Toughness, and Agility tests for one
hour and gains one level of Fatigue. Stimm is Addictive.
Tranq
The drug tranq covers an array of artificial, alcoholic chem-
distillates brewed by underhive scum, criminals, and even
Guardsmen desperate for respite from their wretched lots.
It numbs the body and mind, which provides a very different
feeling than being drunk on amasec, rotgut, or other spirits.
Though similar in the end result, the effects of tranq are
unpleasant, depressive, and require an acquired taste.
To operate an Adaptive Logis-Engine, an Acolyte must place
Tools it onto the alien computer, lock, or other interface device that
Name Weight Availability he wishes to crack, and make a Hard (–20) Security (Int) test.
If successful, the engine accesses the alien device, and the
Adaptive Logis Engine DH2 EWo p. 42 4kg Extremely Rare
character treats it like any other cogitator or electronic lock for
Auspex/Scanner 0.5kg Scarce
the purposes of additional tests.
Auto-Quill — Scarce An Adaptive Logis-Engine takes 5 minutes to access a basic
Clip/Drop Harness 2kg Common alien system, less 30 seconds for each degree of success on
Combi-Tool 1kg Rare
the user’s Security test (to a minimum of 30 seconds).
Tools Dataslate
These devices are common across the Imperium, and are the
Adaptive Logis Engine primary means of storing data. Well-crafted dataslates can also
Adaptive Logis-Engine uses intrusion machine spirits, chem rerecord new information, or transmit and receive data from
dispensers, electromagnetic pulses, and other forceful means other devices.
to break into alien networks and make them accessible to the
agents of the Imperium. Demolition Kit
A demolition kit contains the tools for a character to more easily at twice that distance. Both last roughly five hours before their
set up sophisticated detonation devices and explosives. power packs need recharging or replacing.
Each kit includes the following:
• Five demolition charges: These detonate with the same Grapnel & Line
profile as krak grenades. A combination of clip-harness and gas-powered pistol, this can
• 100 metres of det-cord: This thin rope can be lit with any fire a hook or magnetic clasp attached to a thin, strong wire at
fire source or detonator, and burns at a rate of 10 seconds an overhead target up to 100m away.
per metre, useful for setting a delay on an explosive or Once the grapnel attaches to the desired spot such as a
activating it at a distance. rooftop, a user can manually climb the line or activate a powered
• Five pressure-release detonators: These can be used to winch that can lift the user roughly 5m per round. Common sets
light a det-cord line or trigger explosives directly. can hold 150kg, while Good or Best can support 200 kg.
All of the materials in this kit can be refilled to these quantities
Grav Chute
without the use of a Requisition test as long as the character is
in a location they would be available. Grav chutes use anti-grav fields to slow a rapid fall into a
controlled (and safe) descent, with small attitude jets allowing
Diagnostor for extra braking and directional finesse
The diagnostor is a sophisticated medical device used across If the character passes a Challenging (+0) Agility test or
the galaxy that can detect and diagnose almost every ailment Routine (+20) Operate (Aeronautica) test, the grav chute allows
known to the Imperium. for a safe, guided fall from any height; otherwise the character
A diagnostor provides +20 to Medicae or Perception tests to counts as having fallen two metres for each degree of failure.
determine an ailment; success indicates the proper treatment
Hand-Held Targeter
to be used.
A hand-held targeter is a small device capable of detecting
Disguise Kit ranges to targets using optical sights for zooming, prediction
Acolytes often conceal their true identity as part of their systems for firing, and so on.
investigation, either to create new personas or impersonate Acolyte with a hand-held targeter may spend a Half Action
others. to grant another character +20 bonus to his next Ballistic Skill
These kits contain the following: test when firing a weapon with the Indirect quality.
• Basic makeup: Grants a +10 bonus to Deceive tests made
Inhaler/Injector
to visually disguise the character
• Prosthetic appliances: Allow the character to impersonate Many drugs require a device to administer a dose such as a
individuals with different facial structures. syringe, spray-injector, or gas flask. Each can hold one dose of
• Skin dyes: Allow the character to impersonate individuals any drug, which a character may administer as a Half Action.
with different skin colours.
Lascutter
• Vocal augmenter: Grants a +10 bonus to Deceive tests
Ideal for slicing open doors and bulkheads, lascutters were
made to impersonate another voice.
originally designed for mining, where their short-range, intense
• Retina lenses: Allow the character to impersonate
cutting beam could chop apart even the toughest rock.
individuals with different eye colours.
Most can cut or weld around 10cm of metal depending on
All of the materials in this kit can be refilled to these quantities
the thickness involved. They are large and cumbersome, and
without the use of a Requisition test as long as the character is
so can only be used as a Heavy weapon (acting as a Meltagun
in a location they would be available.
without any special weapon qualities) on stationary targets
Excruciator Kit within 2 metres.
Most kits contain a wide range of blades, needles, chemicals,
Laud Hailer
drugs, barbed hooks, neural probes, thermal prods, and other
Whether belting orders over the ferocious roar of combat
essential tools needed to extract the truth.
or addressing a crowd of thousands of the faithful, Imperial
Employing an excruciator kit grants the user a +20 bonus to
officials often require great volume, and a laud hailer is the
Interrogation tests.
perfect tool. Each can amplify normal speech levels such that
Field Suture an entire crowd can hear the speaker’s words clearly.
Common implements found on battlefields across the
Magboots
Imperium, field sutures are used to quickly sew shut wounds to
Heavy and bulky, these oversized boots contain
prevent blood loss.
electromagnets. They allow the wearer to adhere to metallic
Field sutures provide a +30 bonus for Medicae tests used to
surfaces such as exterior hull plating, and are often found in
staunch Blood Loss.
voidship emergency lockers.
Glow Globe/Stablight Magboots reduce the character’s Agility bonus by 2, but
Glow-globes are roughly the size of a clenched fist, and allows him to move normally when in low- or zero-gravity areas,
can illuminate an area a dozen or so metres in radius, while provided there is a suitable metallic surface to walk upon.
cylindrical stablights can project a narrower, conical beam but
Magnoculars
These powerful vision aids can magnify distant items into After a few seconds of analysing planetary data, a multicompass
clear focus, helping ensure no heresy goes unspotted. More can display directions, show topographical maps, point out
advanced, high-quality magnoculars can also do such things compass bearings, indicate altitude, and much more.
as give range read-outs, detect heat sources, calculate target Possessing a multicompass grants a +20 bonus to all
location positioning, and take pict-captures of a view for later Survival and Navigation (Surface) tests.
analysis.
Multikey
Manacles In the right hands, a multikey can open most standard Imperial
No bounty hunter or Enforcer would be without several sets locks and is thus is highly suspect for honest citizens to
of these solid restraints, though they are often used to ensure possess.
sacrificial offerings do not stray from a cult’s altar or for other, A character with a multikey gains a +30 bonus to any
darker purposes. Security test when trying to open locks.
A character bound with manacles suffers a –40 penalty to all
Ballistic and Weapon Skill checks. Null Rod
Most null rods appear as short obsidian cylinders, often
crawling with arcane icons and glyphs.
Each can dampen the powers of any psykers within 2d10
metres, causing them to take all tests to use any of their psychic
powers with a –30 penalty.
Medi-Kit They also offer a Character personal protection from psychic
Medi-kits contain synth-skin patches, antiseptics, self-sealing attacks by granting a +30 bonus to resist any psychic power
bandages, pressure tourniquets, and other medical aids. that directly affects him.
A standard kit grants a +10 bonus to Medicae tests so long A null rod acts as a truncheon with the Power Field quality
as the user possesses the Medicae skill. when used in close combat.
Advanced versions also contain tox wands, synth-skin spray,
diagnostic cogitators, and additional high-quality supplies. Pict Recorder
These grant a +20 bonus to Medicae tests (whether or not the A relatively simple recording device, pict recorders can capture
user possesses the Medicae skill) but weight an extra 3kg and audiovisual media. Most models can also display recorded data
are of Rare Availability instead of Common. on integrated screens, with advanced models using holographic
imagery. Specialised pict-servitors are essentially ambulatory
Micro-Bead recorders, brought on hazardous events or missions to
Also known as a bead-comm, these small devices are worn autonomously capture occurrences for later codifying.
in the ear and allow for short-range communications out
to roughly 1 kilometre. Each fits discreetly in the ear, with Psy Focus
higher Craftsmanship models nearly undetectable in casual Many psykers use these small, personalised items to steady
inspection. themselves before accessing the terrible powers of the Warp.
Each is different; some might be no more than a carved finger
Monotask Servo Skull bone or pressed flower.
Monotask models are dedicated to a single, basic function When a psyker with a psy focus makes a Focus Power test,
and are a common sight on many worlds. Each responds to he gains a +10 bonus.
basic verbal commands, and unless otherwise commanded,
always hovers near its master. The types below represent only Regicide Set
a fraction of the countless patterns found across the sector. A two-player game played across all classes from lowly
• Augur: The skull carries a scanner and vox-data systems refresherscrubbers to spire nobility, regicide is simple to learn
to relay its findings. The character gains the benefits of an but difficult to master.
auspex as long as the servo-skull is within 10 metres and A typical regicide game takes 1d5 hours, and while it usually
active. has no in-game effects, the GM can offer benefits to well-
• Illumination: The skull is fitted with a glow-globe or burning roleplayed games such as a +10 bonus to Fellowship-based
brazier to light an area 20 metres in radius. tests with the opponent for the following day.
• Laud Hailer: The servo-skull incorporates a laud-hailer,
which can play recorded speech or amplify its master’s Screamer
speech as directed. These proximity alarms set off a piercing wail when they detect
• Medicae: The skull is fitted with a medicae scanner and intruders. Screamers can detect sound, movement, and even
tools. The character gains the benefits of a standard medi- odours.
kit as long as the servo-skull is within 2 metres and active. To activate, the player must succeed on a Challenging (+0)
• Utility: The skull is equipped with probes, plugs, and tools Tech-Use test, but the GM rolls this test in secret. Once set, a
to aid in technical tasks. The character gains the benefits of screamer has a Perception of 75 for the purposes of detecting
a combi-tool as long as the servo-skull is nearby and active. sounds or motions. If it detects an intruder, it sounds its alarm,
which can be heard anywhere out to one kilometre.
Multicompass Poor craftsmanship models only detect loud noises or fast
movements nearby. Good versions can detect specific sounds,
movement, or even odour ranges, and can also have more
subtle warning methods.
Signal Jammer
As the name suggests, this device acts to overpower local vox,
data, or other transmissions within a range of roughly 1km.
Basic models are overt and obvious, such that the transmitting
agencies know they are being jammed. Sophisticated
versions emit precisely-tuned frequencies that dampen out
transmissions without anyone detecting the action.
Stasis Cage
The Stasis Cage is a fast and portable method of holding xenos
creatures for further study.
A Stasis Cage generates a field large enough to hold
anything with a Size trait of 7 or lower that does not possess
the Incorporeal trait for five hours (if using the battery pack), or
indefinitely if connected to a power source. A creature inside
cannot take any actions, and characters outside cannot attack
or interact with anything inside.
The cage itself is compact and unfurls into a flat circular plate
three metres across. It activates via a small remote mechanism;
once active, it can hover with its captive two metres above
ground and can be pushed or towed as desired.
Static Generator
Simple but obvious, this emits a powerful sphere of white noise
across commonly used transmission frequencies within 30
metres. Comm devices do not function, but it is also clear to
all users that they are being disrupted, and the device can be
easily located.
Stummer
The reverse of a screamer, a stummer blankets sound within
5m through sonic detection and dampening projectors.
A character carrying an active stummer gains a +30 bonus
to Stealth tests. A stummer typically has enough power for 20
minutes of continuous use before needing to be recharged, a
process that takes about one hour.
Vox-Caster
A standard Imperial long-distance communications device,
voxcasters can transmit and receive to other units within
100km, and can reach most orbiting vessels overhead. Higher
craftsmanship models have increased ranges, and can include
encryption and other security settings.
Writing Kit
Simple and basic, standard writing kits contain parchment, inks,
and quills for Characters to transcribe confessions, diagram
important finds, and leave messages for fellow Characters.
Cybernetics Bionic Senses
Eyes, ears, and even noses are often lost through combat or
Bionic Replacements accident, and replacement versions use cranial interfaces to
Bionic replacement limbs are assumed to operate at the same allow a very close approximation to natural senses. Common
level of strength and dexterity as the body they are attached systems, while usually clearly artificial and often oversized,
to though their robust construction does add 2 to the owner’s manage to more or less duplicate the approximate human
Toughness bonus against hits scored to that particular location. range of senses adequately and have no further game effects.
Any critical damage that results in bleeding or some other • Poor quality cybernetic senses are problem-ridden imitations
inappropriate result instead renders the bionic limb useless. of the real thing. Hearing might be troubled by static, for
Critical damage to a limb that results in death has the full effect. example, or vision rendered in low-resolution monochrome.
A character with this system suffers a –20 penalty to tests
Bionic Arm made involving the cybernetic sense.
Bionic arms are a common replacement, and Common models • Good cybernetic senses grant a +10 bonus to tests using
can mimic normal hand and arm functions, including dexterity that particular sense, and a +20 bonus to tests made to
and even sense of touch. resist attacks on the sense itself, such as deafening noises
• Poor craftsmanship versions are more cumbersome and and blinding flashes.
visibly artificial; halve the owner’s Agility characteristic Advanced cybernetic eyes can also incorporate magnifying
(rounded up) where matters of fine dexterity are involved. In lenses, a full photo-visor, or a system granting the Dark-sight
addition, Weapon Skill and Ballistic Skill tests made when trait. Advanced cybernetic ears can also include an internal
using the limb suffer a –5 penalty. micro-bead system.
• Good craftsmanship bionic arms improve on natural design Each additional upgrade requires a separate Requisition test to
and provide a +10 bonus on Agility tests requiring delicate be fitted into existing cybernetic senses
manipulation.
• Best craftsmanship bionic arms provide a +10 bonus on
Agility tests requiring delicate manipulation and add a +10
Cybernetics
bonus to Strength tests using the arm. They can be also Name Availability
used to store small items (such as pistol ammo clips) inside Augur Array Rare
concealed interior compartments within the arm.
Baleful Eye Near Unique
Bionic Heart Bionic Arm Scarce
A character with this implant gains +1 Armour point to the Body Bionic Legs Scarce
location—this bonus stacks with any armour worn—and gains Bionic Respiratory System Rare
the Sprint talent.
Bionic Heart Very Rare
Bionic Legs Bionic Senses Rare
These bionics are fully integrated into the hip with a spinal link, Calculus Logi Upgrade Very Rare
and Common versions allow the user to walk, run, and climb at
Cerebral Implants Very Rare
normal human levels.
• Poor craftsmanship models are lumbering affairs that reduce Cranial armour Scarce
a character’s Movement rate by 1, and when running, the Interface Port Rare
user must succeed on an Ordinary (+10) Agility test or fall Locator Matrix Rare
Prone at the end of his movement.
Memorance Implant Rare
• Good craftsmanship bionic legs grant the owner the Sprint
talent, and add a +20 bonus to Agility tests that he makes Mind Impulse Unit (MIU) Rare
when attempting to jump or leap. MIU Weapon Interface Rare
Respiratory Filter Implant Rare
BionicRespiratory System
Scribe-Tines Rare
Common bionic lungs and implanted respiratory systems mimic
the action of human lungs and keep the body supplied with Subskin Armour Very Rare
oxygen. Such characters gain a +20 bonus to Toughness tests Synthmuscle Rare
made to resist airborne toxins and gas weapons. Vocal Implant Scarce
• Poor bionic lungs offer the same benefits as the Common
Volitor Implant Rare
system, but are raucously loud affairs and characters suffer
a –20 penalty to Stealth tests. Their generally poor oxygen
supply to the body means that the character suffers a –10 Bionic Augmentations and Implants
penalty on all tests involving strenuous physical activity.
• Good bionic lungs count as a full life support system and can
Augur Array
be designed to be unnoticeable if desired. These implanted devices duplicate the effects of sensor
systems that go beyond normal human senses. In all cases,
their use requires concentration and a Half Action. Common
systems function identically to a standard hand-held auspex Locator Matrix
device. Micro-cogitators implanted at the base of the skull allow the
• Poor systems possess only a single detection ability (heat, user to be aware of the direction of the planetary poles, the
radiation, electromagnetics, or very rarely daemonic taint) Acolyte’s present location to within a few metres, relative
and have the limited range of 20 metres. If the augur is velocity, altitude, time of day, and other valuable information.
set to detect daemonic taint, it has the possibility to be
overwhelmed and malfunction should a Warp-denizen get Memorance Implant
too close. This implant is a neurally-linked datavault and pict-capture
• Good systems function as a full auspex, but also allow the array, often incorporating augmetic replacement of one or both
character to re-roll all Perception-based tests. eyes, that records information on people or scenes viewed. It
can then later replay that information, or overlay the present
Baleful Eye view with additional data on people and objects viewed.
This legendary archaeotech bionic pattern incorporates a tiny It provides a +10 bonus to Trade (Loremancer) tests or
las weapon. other tests in social situations where the recorded information
A character with this implant has a weapon in his eye that provides leverage or value.
counts as a hot-shot laspistol with a range of 10m. The baleful
eye can be fired even if the character’s hands are full. It has Mind Impulse Unit (MIU)
no clip size, however a jam result causes the character to lose These devices, also known as sense-links, allow the owner
sight in the eye for a number of rounds equal to the degrees of to interface directly with a machine or technological device.
failure on the attack. Common models impose no modifiers to machine spirit
communication, and add a +10 bonus to Tech-Use or Operate
Calculus Logi Upgrade tests used in conjunction with devices capable of MIU linking.
These bionics are internal cogitator implants which aid in data • Poor MIU systems require a Challenging (+0) Willpower
retention and processing. test to use and impose a –10 penalty when attempting to
This implant grants the user a +10 bonus to Linguistics, interface with a device.
Logic, and Scholastic Lore tests. • Good models grant a +10 bonus to commune with machine
spirits and for Tech-Use, Operate, Logic, Inquiry, and
Cerebral Implants
Ballistic Skill tests made as part of interfacing with the MIU
Commonly used to repair a severely damaged brain or
systems.
(hopefully) augment its abilities, these often-risky implant
systems represent a major step from simply replacing a limb to MIU Weapon Interface
altering a character from human to mechanism. This system allows the user to fire the linked ranged weapon
Common-level implants can restore paralysed and brain- as a Free Action during his turn. Note that he can still only take
damaged users to a semblance of normality, but with a a single Action with the Attack subtype during his turn. This
permanent loss of 1d10 points from the character’s Weapon additional weapon must be connected to the user via the MIU
Skill, Ballistic Skill, Agility, Intelligence, and Fellowship weapon interface, and is usually equipped as a shoulder mount.
characteristics.
• Poor versions restore brain function, but destroy the subject’s Respiratory Filter Implant
personality and memories, rendering them no better than a The implant sifts out most toxic gases; inhaled particulate
servitor, and as such are unsuitable for PCs. matter is also filtered, making breathing easier in heavily
• Good cerebral implants are very rare even among high polluted atmospheres.
ranking Imperial officials, and are exceedingly difficult to This implant grants the user a +20 bonus to resist inhaled
acquire, becoming Near Unique in Availability. These grant poisons, gas weapons, or atmospheric toxins.
the user the Unnatural Intelligence (2) trait and a +20 bonus
to Logic and Lore tests. Scribe-Tines
The hand and lower forearm are replaced with specialised and
Cranial armour sensitive tools ideal for manipulating parchment, autoscribing,
This augmentation covers or replaces most of the skull with dataslate tuning, and other efforts to record and preserve
layers of plasteel and gel padding to better prevent concussion information.
and other brain injuries. This implant gives the user a +10 bonus to all Lore skill tests.
This implant adds +1 Armour point to the Head, and stacks
with any worn armour on that location. Subskin Armour
Thin carapace plating is inserted under the skin in various
Interface Port locations, giving the user added protection against damage.
The Acolyte now has a mechanical port implanted in his body, While not as impressive as most augmentations and sometimes
commonly in the rear of the neck, which can be connected to uncomfortable, subskin armour is very reliable.
machines via a data cable. This implant adds +2 Armour points to the Arms, Body, and
This grants a +10 bonus to Common Lore, Inquiry, or Tech- Legs locations, which stacks with any other Armour points for
Use tests whilst connected to a relevant mechanism or data these locations.
spool.
Synthmuscle
Ropey strands of vat-grown muscle tissue, thick with slurried
nutrients and laced with flakweave, are woven into existing
muscle groups, granting increased strength of varying levels.
This implant grants the Unnatural Strength (1) trait; Best
craftsmanship grafts instead grant the Unnatural Strength (4)
trait but also impose a –10 penalty on Agility tests due to the
newly misshapen and unnatural body form.
Vocal Implant
This implant is usually found with those who use their voice to
project commands or proclamations.
This implant works to amplify the vocal cords to an inhuman
range in order to shout commands over the noise of a raging
battle, and counts as using a laud hailer.
Volitor Implant
The subject has cranial surgery to implant neural receptors and
artificial nerve routing, and can be compelled not to reveal a
certain item of information, remain within a set area, or perform
a specific task. If the subject attempts—or is forced—to counter
this compulsion, his brain shuts down into unconsciousness, or
even death for some severe volitor patterns.
variants grant a +10 bonus to all Toughness tests made to use
Mechanicus Cybernetics them.
Name Availability
Maglev Coils
Autosanguine Very Rare
Archaeotech systems of powerful gravimetric coils are
Ferric Lure Implants Very Rare implanted in the body, allowing the user to become unshackled
Internal Reservoir Rare from gravity’s grasp for short periods.
Luminen Capacitor Very Rare Using a Half Action, the user may hover 20-30 centimetres
off the ground for a number of minutes equal to 1d10 plus the
Maglev Coils Very Rare
character’s Toughness bonus.
Mechadendrite Very Rare The character must employ a Half Action each round to
concentrate on operating this implant and may use the other
action to move normally.
Autosanguine
The character can slow his rate of descent when falling so
This ancient and blessed microscopic technology flows as a
long as this implant is active when the character reaches the
metallic liquid within the character’s bloodstream, repairing
ground, reducing all falling damage to a maximum of 1d10+3
minor injuries and accelerating healing.
Impact damage.
When applying healing, the character is always considered
Each time the character activates the coils, it drains the
Lightly Damaged, and heals at an increased rate, removing 2
stored power and cannot be used again until recharged (which
points of damage per day instead of 1.
takes 24 hours).
Ferric Lure Implants
Mechadendrite
Powerful electromagnets are implanted in the Character,
Mechadendrites are mechanical attachments of brass and
allowing him to cast forth a net of invisible energy as a Full
steel that act as additional arms. Each is usually 2 metres in
Action after a successful Challenging (+0) Willpower test. He
length when fully extended, and has a specialised function
can call an unsecured metal object into his hand; the object
based around the mechanisms affixed at their end.
cannot mass more than 1 kg per point of Willpower bonus, and
Unless stated otherwise, mechadendrites can only be used
must be within 20 metres. He must already have Mechanicus
to perform tasks that the owner already knows how to do. A
Implants trait for this system to function, and it can be improved
character must have the appropriate Mechadendrite Use talent
through certain talents.
to operate his mechadendrite, and the maximum number of
Internal Reservoir mechadendrites he can have installed upon his body is equal to
his Toughness bonus.
This implant acts as a powerful battery, storing energy for
various implants and for functions that require energy to be Ballistic
expended in rapid or violent fashions. Designed for ranged combat, this mechadendrite is fitted with
When it is fully charged, the Character no longer gains a weapon that functions as a laspistol that does not require
Fatigue from using Luminen Capacitors either to recharge or recharging. The user does not need weapon training in this
attack something, but each use of those implants drains the weapon class to fire the mechadendrite’s weapon without the
reservoir by half. The battery fully recharges after one day of normal untrained penalty, and can attack with this weapon as
resting his Reaction.
Luminen Capacitor Manipulator
This implanted energy source charges internal capacitors, A heavy and powerful attachment, this mechadendrite is
allowing the character to recharge devices or even unleash designed for heavy lifting and handling of industrial gear. It
powerful energy blasts. With a successful Toughness test, the grants the user +20 to Strength-based tests; the vicious gripping
character recharges or powers machinery. This requires one and crushing pincers can also tether the user to gantries or
minute of mental focus and meditation. The difficulty of the suitably heavy objects as a Free Action. Once per round,
Toughness test varies depending on the nature of the powered the character can utilise this mechadendrite as a weapon
system, and the GM can impose Fatigue upon the user based by spending a Half Action or a Reaction to make a Standard
duration and amount of power used in the effort. Attack action with it. It counts as a melee weapon that inflicts
• Ordinary (+10): Simple power cell, glow-globe 1d10+2 Impact damage, Pen 0. While powerful, the manipulator
• Challenging (+0): Lasgun charge pack, dataslate is not subtle, and attempts to use it for such tasks as dataslate
• Difficult (–10): Shuttle launch systems, servo-skull typing, inscribing sacrificial etchings, handling delicate objects,
• Hard (–20): Lascannon charge pack, servitor or the like only ends with equipment being dropped, smashed,
• Very Hard (–30): Cogitator core, xenos technology or otherwise ruined.
The device can also be used offensively, but requires talents to
use properly. Only a Character with the Mechanicus Implants Medicae
trait may use this device. This model hosts a variety of medical and surgical tools ideal
Poor craftsmanship variants impose a –10 penalty to all for combat first aid, and grants a +10 bonus to Medicae and
Toughness tests made to use them. Good craftsmanship Interrogation tests. The mechadendrite houses six injector
pistons, each of which may be filled with one dose of a drug. In
addition to providing first aid, the mechadendrite’s flesh staplers
may be used to staunch Blood Loss as a Half Action.
Once per round, the character can utilise this mechadendrite
as a weapon by spending a Half Action or a Reaction to make
a Standard Attack action. It counts as a melee weapon with the
Balanced quality that inflicts 1d5 Rending damage, Pen 0
Optical
Often consisting of highly flexible, snake-like tubing, this
contains pict-capture and other sensory devices for inspection
and detection. It is long for a mechadendrite, extending to 3
metres, and grants a +10 bonus to all vision-based Perception
tests.
The mounted pictdevices allow it to examine surfaces at a
microscopic level or to be used as telescopic sight. It contains
an infrared torch and sensors with a range of 40m, and so
within this area the user ignores combat or other penalties due
to darkness.
The mechadendrite is also fitted with a stablight that can be
tinted a variety of different colours depending on the controller’s
whim.
Utility
The most common type of mechadendrite, these are tipped with
a variety of mechanisms for the repair and succour of blessed
technologies. It counts as a combi-tool, granting a +10 bonus
to all Tech-Use tests. The limb also houses six injector pistons,
each of which may be filled with one dose of a sacred unguent.
In addition to this, the limb contains an electrically-powered
censer, which can gust incense fumes over troublesome faults.
Unless the censer is deactivated, all Perception tests made to
detect the Tech- Priest that rely on a sense of smell gain a +10
bonus.
As a Half Action, the censer can create one “blast” of smoke
every fifteen minutes, which imposes a –5 penalty to Weapon
Skill tests made by all living creatures within a two-metre radius
for one round.
Once per round, the character can also utilise this
mechadendrite as a weapon by spending a Half Action or
a Reaction to make a Standard Attack action. It counts as a
melee weapon with the Defensive quality that inflicts 1d5
Rending damage, Pen 2.
creatures that defy reality itself.
Services The Ordo Malleus, as well as elements of the Ordo Hereticus
Type Examples Availability and the Adeptus Ministorum, all maintain a number of rituals
that take ordinary weapons and purify them for use against
Accommodations
these unspeakable adversaries
Hab capsule, grox barn, taproom
Low Grade Abundant
hammock Sanctification (DH2 EB p. 47)
Basic hab room, main cabin Sanctification of a weapon involves elaborate liturgies
Mid Grade Average
quarters, mid-hive hostelry performed along with the anointing of blessed oils.
Grand hall lodgings, high berth It has an Availability of Very Rare and requires an Influence
High Grade Rare
billet, spire suite of 40. This service takes at least a day for completion, and
Provisions grants the weapon the Sanctified quality or removes the Tainted
quality from the weapon.
Stickrats, fungus loaf, void sweat
Low Grade Abundant
ale
Purified Construction (DH2 EB p. 47)
Vatmeal cakes, grox stew, bowl Purified Construction is similar to Sanctification, but instead the
Mid Grade Average
of recaf
craftsman completely takes apart the weapon and rebuilds it
Vatmeal cakes, grox stew, bowl piece by piece, with complex cleansing rituals along each step
High Grade Rare
of recaf
of the process.
Transportation This has an Availability of Near Unique, requiring an
Rickshaw, dust sailer, hab Influence of 60 and reducing the character’s Influence by 1d10.
Low Grade Abundant
conveyer This service takes several days or even weeks to complete,
Basic autocarriage, short-range and grants the weapon the Daemonbane quality.
Mid Grade Average
cutter, intra-hive tramway
Orbital shuttle, dedicated
High Grade autocarriage with driver, furnished Rare
palanquin
Medical Care
Type Examples Avl Effect
Underhive
Poor Average Int 30, Medicae +0
bonecutter
Standard Factory medic Scarce Int 40, Medicae +0
Trained medicae,
Good Rare Int 50, Medicae +10
med servitor
Excellent Spire medicae Very Rare Int 60, Medicae +20
Services
Some services can, at the GM’s discretion, increase or
decrease the group’s Subtlety level.
Determine Abilities
Once bound into the weapon, the Daemon is trapped, unable to
free itself and forced to serve whoever wields and can master
it. The weapon gains the abilities described under Wielding
Daemon Weapons, and a number of Daemon Weapon
Attributes equal to the Daemon’s Willpower bonus minus the
weapon’s Binding Strength, to a minimum of one.
All Daemon weapons may have attributes from Table 2–8:
General Attributes but only Daemons aligned to a particular
Chaos God can roll on the god-specific tables. For each
attribute, the GM may either select which of the two tables to
roll on, or determine one randomly. A Daemon weapon can
have attributes from both tables. The GM should also apply
a powerful Subtlety modifier for warbands carrying Daemon
weapons; note that even if these weapons are well hidden,
psykers might still detect their unholy presence.
Daemon Weapon Attributes
1d5 Roll Attribute
General Attributes
1 Voidchill: Each time the weapon inflicts a hit, the target suffers 1d10 Toughness damage.
2 Howling: While the weapon is drawn, the wielder gains the Fear (1) trait, or increases his existing Fear trait by 1.
3 Wounding: The weapon gains the Crippling (X) quality, where X equals the bound Daemon’s Willpower bonus.
4 Vicious: The weapon gains the Tearing quality. If it already possesses this quality, it instead gains the Razor Sharp quality.
5 Accursed: The weapon’s damage is increased by an additional 1d10, and it gains the Felling (4) quality.
Khorne Attributes
Bloodlust: Upon drawing the weapon, the user must make a Challenging (+0) Willpower test or become Frenzied, per the Frenzy
1
talent, as a Free Action.
2 Thirsting: Each time the weapon inflicts a hit, the target gains 1 level of Fatigue.
3 Null: Any psychic power targeting the wielder suffers a –20 penalty to the Focus Power test.
4 Fury: The weapon grants a +10 bonus to all attack tests its user makes with it.
Skulltaker: When making a Called Shot action against the target’s head, the wielder can do so as a Half Action with a difficulty of
5
Challenging (+0). The weapon also counts as having the Vengeful (8) quality when used for the Called Shot action.
Tzeentch Attributes
Illusory: The weapon appears to be a normal weapon of its type unless the observer passes a Hard (–20) Awareness test. The
1
weapon imposes a –10 penalty on all Evasion tests to avoid its attacks.
Mind Eater: Each time this weapon inflicts a hit, instead of dealing damage as normal, the target suffers Intelligence damage and
2
Perception damage equal to half of the weapon’s damage value (rounded up).
Spellbound: The weapon confers upon the wielder a single psychic power, chosen when the weapon is created, that is manifested
3 using the characteristics of the Daemon. The Focus Power test requires the normal action for that power, and suffers a –10 penalty
for every 100xp the power costs after the first.
4 Warp Flame: The weapon gains the Flame and Warp Weapon qualities.
Sorcerous Force: The weapon gains the Force quality, which the wielder always activates using the Daemon’s Willpower and psy
5
rating (instead of his own).
Nurgle Attributes
Bile-Quenched: A creature wounded by this Daemon weapon loses a Half Action in its next turn. This does not affect creatures
1
with the From Beyond, Daemonic, or Machine traits.
2 Enfeebling: Each time the weapon inflicts a hit that causes damage, the target suffers 1d10 Strength damage.
Plague Carrier: Each time this weapon inflicts a hit, it infects its target for the next 7 rounds. At the beginning of each of his turns,
an infected target must make a Challenging (+0) Toughness test or suffer 2d10 Impact damage (ignoring armour and Toughness
3
bonus). Any living creature that an infected target touches also becomes infected for 7 rounds (and suffers the effects listed above
as well). The bearer of the weapon is immune to this infection.
Stream of Corruption: The weapon can be used make a ranged attack as a Basic weapon with a range of 30m, dealing 2d10 plus
4
the Daemon’s Willpower bonus in Impact damage, with the Felling (2), Corrosive, Spray, and Toxic (3) qualities.
Pestilent Stench: While the weapon is drawn, all creatures within the Daemon’s Willpower bonus in metres, except for the wielder
5
and those devoted to Nurgle, suffer a –10 penalty on Weapon Skill, Ballistic Skill, Agility, Intelligence, and Perception tests.
Slaanesh Attributes
1 Envenomed: The weapon gains the Toxic (X) quality, where X equals half of the Daemon’s Willpower bonus.
Lashing: A melee weapon with this attribute gains the Flexible quality and the weapon’s Range becomes a number of metres
2 equal to the Daemon’s Willpower bonus. A ranged weapon instead gains the Snare (X) quality, where X equals half the Daemon’s
Willpower bonus.
Swiftness: When drawn, the weapon grants the wielder the Unnatural Agility (X) trait, where X equals half of the Daemon’s
3
Willpower bonus (rounded up).
Soporific Musk: All creatures except the wielder within the Daemon’s Willpower bonus in metres suffer a –20 penalty on
4
Perception and Agility tests.
Entrancing Aura: A melee weapon with this attribute allows the wielder to use the Feint action as a Free Action once during each
5
of his turns. A ranged weapon with this attribute instead imposes a –10 penalty to Dodge tests that targets of attacks using it make.
Daemonic Summoning (DH2 EB p. 59) might take the form of the Daemon stepping through a rift in
reality, possessing the flesh of a sacrificial victim, or bursting
Several Malefic Daemonology psychic powers affect the
forth from the body of one of the ritual participants.
summoning of Daemons. This almost always requires a
Any character who participates in (or even witnesses) a dark
ritual, which benefits from the use of certain psychic powers.
ritual should gain Corruption points.
The summoner is not required to be a psyker, but sorcerers
are undoubtedly best suited to summoning and controlling Daemonic Mastery Test
Daemons.
Once the Daemon appears, the summoner must succeed
The forms summoning rituals take are innumerable, as
in a Daemonic Mastery test in order to control it. Otherwise,
Daemonologists and Warp dabblers have dredged ever more
the Daemon is free to act as it wills, which most likely means
insane rites from the depths of the Warp down through the
attacking the summoner.
millennia. The two things they all have in common are their
A Daemonic Mastery test is an opposed Willpower test
indelible stain on the soul of the summoner and no small
against the Daemon. The base difficulty for this test is Very
amount of danger, for summoning a Daemon and controlling it
Hard (–30), as Daemons are loath to serve mortals. If the
are two distinct matters.
summoner is a servant of the Daemon’s patron Chaos God,
Learning the Ritual he receives a +10 bonus to the test. If the character knows the
Daemon’s True Name, he receives a +30 bonus to the test. The
All rituals are unique, although many share certain qualities or
GM may allow additional bonuses based on the
bear similar aspects. Before a character can attempt to summon
circumstances of the ritual, as described above (and the
a Daemon, he must learn a ritual or develop one through
Daemon’s Baneful Presence trait). If the summoner wins the
original research. There are numerous ways a character might
Opposed test, the Daemon is bound to serve him for one hour
obtain knowledge of a daemonic ritual, such as consulting
per degree of success.
malefic tomes, learning under an accomplished practitioner of
At the end of this time, the summoner can attempt another
the dark arts, or striking a bargain with a Daemon. Regardless,
Daemonic Mastery test to extend his control. If at any time the
learning a ritual should be a major event in a campaign, one
Daemon is ordered to act against its nature, a further Daemonic
involving a great deal of roleplaying and challenge.
Mastery test is necessary, with a –30 penalty.
A ritual exists to summon either a specific Daemon, in
the case of Daemon Princes, Heralds, and other powerful
Daemons, or a certain type of Daemon, in the case of Lesser
Daemons. For each type of Daemon a diabolist wishes to
summon, he must learn another ritual, or modify an existing
ritual based on his own knowledge and experimentation. In
either case, the process should involve roleplaying and at least
one Forbidden Lore (Daemonology) test.
Possession
Value: 200 xp
Prerequisite: 20 Corruption points
Action: Full Action
Focus Power: Difficult (–10) Willpower test
Range: Self
Sustained: Free Action
Subtype: Concentration
Effect: While the power is sustained, the psyker gains the
Daemonic (X) and Unnatural Strength (X) traits, where X equals
half his psy rating, as well as the Deadly Natural Weapons trait.
In addition, the psyker must succeed at a Challenging (+0)
Willpower test each round the power is sustained or enter a
Frenzied state per the Frenzy talent.
While Frenzied, the psyker must continue to sustain the
power (in a special exception to the prohibition on using psychic
powers while Frenzied).
Psychic Phenomena: A result of Psychic Phenomena
when using this power means that a more powerful Daemon,
as chosen by the GM, has taken the psyker’s invitation. The
psyker must succeed in an Opposed Willpower test against the
Daemon or become possessed.
Sacrifice
Value: 100 xp
Prerequisite: Willpower 45
Action: Half Action
Focus Power: Ordinary (+10) Willpower test
Range: Self
Sustained: No
Subtype: Concentration
Effect: This power can only be used if the psyker has inflicted
damage on a target (possibly himself) since the beginning
of the previous round. If the Focus Power test succeeds, the
psyker gains a +5 bonus to his next Focus Power test for each
point of damage inflicted (after reductions for armour and
Toughness bonus) with the preceding attack. This bonus must
be used within 1 hour.
Daemonhosts (DH2 EB p. 62) Fear (3), From Beyond, Hoverer (3)†††, Size (5), Stuff of
Nightmares, Unnatural Strength (4)
A Daemonhost is a powerful Daemon ritually bound into the
Thrice-Bound: Baneful Presence (X)†, Brutal Charge (3),
living flesh of a human. Although a Daemon can possess
Daemonic (4), Dark-sight, Deadly Natural Weapons (Claws)††,
humans, particularly psykers, such occurrences happen of the
Fear (2), From Beyond, Hoverer (2)†††, Size (5), Stuff of
Daemon’s choosing, and are temporary affairs. The Daemon
Nightmares, Unnatural Strength (3)
within a Daemonhost is bound against its will, and the effects †
The value of a Daemonhost’s Baneful Presence trait is
are permanent until the creature is destroyed, banishing the
equal to half its Willpower characteristic.
Daemon back into the Warp. ††
A Daemonhost’s natural weapons have penetration 2 and
Daemonhost Creation inflict Rending damage.
†††
As an unnatural being of the Warp, a Daemonhost does
Binding Strength not need to expend any Actions in order to remain hovering.
Although the exact wards and bindings vary, a Daemonhost is Daemonhost Skills
broadly categorised into four levels of binding strength. If the
All Daemonhosts possess the following skills: Awareness,
GM is creating a Daemonhost as an NPC, he chooses the
Deceive, Forbidden Lore (Daemonology, Heresy, Warp) +30,
binding strength. If the Acolytes take it upon themselves to
and Psyniscience +20.
create a Daemonhost, the binding strength is determined by
In addition, a Daemonhost possesses skills based on
the success of the ritual.
its patron god. GMs should feel free to add additional skills,
Unbound: The result of a ritual gone wrong, a Daemonhost
particularly Lore and Linguistics skills, as Daemons are
who has broken its bindings, or the creation of a truly mad
knowledgeable far beyond the ken of mortals.
individual, an Unbound Daemonhost suffers no master and are
• Khorne: Athletics +10, Dodge +10, Intimidate +10
free to utilise its full, incredible power as it sees fit. Each is the
• Tzeentch: Deceive +20, Psyniscience +30
Warp made manifest.
• Nurgle: Intimidate +20, Medicae +10
Once-Bound: A Once-Bound Daemonhost is apocalyptically
• Slaanesh: Awareness +10, Charm +20, Deceive +10, Dodge
powerful, but only barely contained.
+10
Twice-Bound: More tightly bound with powerful wards, a
Twice-Bound Daemonhost uses its formidable powers as Daemonhost Talents
instructed, yet always plot against its master. All Daemonhosts possess the Warp Sense talent, and also
Thrice-Bound: The most strongly bound from of Daemonhost possess a number of additional talents based on their patron
is the least able to rebel against those who would control it, yet god. GMs should feel free to modify these lists of talents to
still possess inhuman strength and power. create unique adversaries and allies for their Acolytes.
• Khorne: Ambidextrous, Combat Master, Deathdealer
Daemonhost Characteristics
(Melee), Devastating Assault, Crushing Blow, Frenzy, Swift
To determine a Daemonhost’s characteristics, a GM has two
Attack, Two-Weapon Master, Two-Weapon Wielder (Melee)
options. He can generate characteristics randomly based on
• Tzeentch: Constant Vigilance (Intelligence), Favoured by the
the Daemon’s alignment, or if he knows a specific Daemon or
Warp
kind of Daemon, he can begin with those characteristics and
• Nurgle: Thunder Charge, True Grit
modify them based on the Daemonhost’s binding strength. If
• Slaanesh: Constant Vigilance (Perception), Hard Target,
the GM prefers to generate characteristics randomly, use Table
Preternatural Speed
2–14: Daemon Characteristics.
A Daemonhost’s abilities are affected by the strength Daemonhost Special Rules
of its bindings. After determining the residing Daemon’s A Daemonhost receives one or more special rules based on its
base characteristics, determine the characteristics of the patron god.
Daemonhost based on its binding strength according to the
values from Table 2–15: Characteristic Modifier. Khorne
A Daemonhost of Khorne gains the following special rule:
Daemonhost Traits Bloodthirsty: The Daemonhost’s natural weapons gain +2
The traits a Daemonhost possesses depend on its binding penetration and the Tearing quality. In addition, any attack roll
level: that scores 3 or more degrees of success causes the target to
Unbound: Baneful Presence (X)†, Brutal Charge (3), Daemonic gain the Blood Loss condition. A Daemonhost of Khorne can
(4), Darksight, Deadly Natural Weapons (Claws)††, Fear (4), enter a Frenzy per the Frenzy talent as a Free Action.
From Beyond, Hoverer (5)†††, Size (5), Stuff of Nightmares,
Unnatural Strength (5) Tzeentch
Once-Bound: Baneful Presence (X)†, Brutal Charge (3), A Daemonhost of Tzeentch gains the following special rule:
Daemonic (4), Dark-sight, Deadly Natural Weapons (Claws)††, Innate Sorcerer: The Daemonhost may re-roll any failed Focus
Fear (3), From Beyond, Hoverer (4)†††, Size (5), Stuff of Power test. However, if the result of either die on the second roll
Nightmares, Unnatural Strength (4) is a 9, it causes Psychic Phenomena. If Psychic Phenomena
Twice-Bound: Baneful Presence (X)†, Brutal Charge (3), would be triggered regardless, each 9 instead adds +10 to the
Daemonic (4), Dark-sight, Deadly Natural Weapons (Claws)††, result from Table 6–2: Psychic Phenomena.
Nurgle Warp Fire: The Daemonhost burns with unholy fire. Its
A Daemonhost of Nurgle gains the following special rule: 3 natural weapons’ damage type changes to Energy and
Aura of Decay: The Daemonhost’s natural weapons gain the gain the Flame quality.
Toxic (3) Quality. While within 10 metres of the Daemonhost, Charred Form: The Daemonhost’s body is charred and
all weapons, armour, and equipment function as if they were 4 smoulders from within. It is immune to Energy damage
of Poor craftsmanship, regardless of their actual craftsmanship, that does not come from psychic or Holy sources.
unless they possess the Sanctified weapon quality. Other items Maddening Vapours: The Daemonhost exudes an
may also be immune to this rule at the GM’s discretion. 5 unholy mist that breaks the minds of mortals. Its attacks
gain the Hallucinogenic (3) quality.
Slaanesh
Insect Hive: Beneath the Daemonhost’s skin burrow
A Daemonhost of Slaanesh gains the following special rule: 6
colonies of Warp-born vermin. It gains 1d10 Wounds.
Torturous Caress: The Daemonhost’s natural weapons gain Serpent Nest: The Daemonhost’s body writhes with
+1 penetration and the Shocking quality. In addition, its attacks 7 unnatural serpents or even fouler creatures. It gains the
impose a –20 penalty to Evasion tests. Toxic (4) trait.
Horns: Great bestial horns sprout from the
Daemonhost Psychic Powers 8 Daemonhost’s head. It increases the value of its Brutal
All Daemonhosts other than Daemons of Khorne possess Charge trait by 3.
psychic powers. A Daemonhost’s psy rating is based on its
Armoured: The Daemonhost is protected by reptilian
binding strength, as follows: 9 scales, bony plates, an insect-like carapace, or Warp-
Unbound: Psy rating 7 hardened flesh. It gains the Natural Armour (5) trait.
Once-Bound: Psy rating 6 Seeming Normality: Discard any other Unholy
Twice-Bound: Psy rating 5 Changes. Aside from the instruments of its binding
10
Thrice-Bound: Psy rating 4 (brandings, tattoos, etc.), the Daemonhost appears
Daemonhosts are masters of the powers of the Warp, and utterly, perfectly normal. Increase its Fellowship by 1d10.
the abilities they evince are near limitless. A Daemonhost can
possess powers from any psychic discipline without meeting the
prerequisites or following the discipline tree. GMs should select
appropriate powers based on the Daemon’s patron god and
the nature of the Daemon itself. As a guideline, a Daemonhost
possesses 2000 xp worth of psychic powers.
Note that Daemonhosts of Khorne do not possess a psy
rating, for sorcery is anathema to the Blood God.
Unholy changes
All Daemonhosts are marked by the unholy creature bound
within. As time goes by, the fleshy prison of a Daemonhost
warps and twists to better reflect its occupant. GMs should
feel free to embellish a Daemonhost’s disturbing physical
appearance, from contorted limbs and glowing eyes to vestigial
horns, weeping sores, and bloated flesh.
In addition, roll on Table 2–16: Unholy Changes to determine
what game effects a Daemonhost’s form has. Generate one
Unholy Change for a Thrice-Bound Daemonhost, two for a
Twice-Bound or Once-Bound Daemonhost, and three for
an Unbound Daemonhost. If the GM prefers, he can select
appropriate results for the specific Daemon, or apply additional
Traits to create a unique terror.
Unholy changes
1d10 Roll Attribute
Beweaponed Extremities: The Daemonhost’s limbs
1 fuse into bony blades or other weapons. Its natural
weapons inflict 2d10 damage.
Wings: Leathery, bat-like wings or pinions of sinew and
2 bone sprout from the Daemonhost’s back. It gains the
Flyer (X) trait, where X equals twice its Agility bonus.
Daemon Characteristics
Daemon of Daemon of Daemon of Daemon of
Characteristic Unknown Daemon
Khorne Tzeentch Nurgle Slaanesh
Weapon Skill 40 + 3d10 20 + 3d10 25 + 3d10 30 + 3d10 25 + 3d10
Ballistic Skill 30 + 3d10 30 + 3d10 25 + 3d10 25 + 3d10 25 + 3d10
Strength 40 + 3d10 25 + 3d10 30 + 3d10 30 + 3d10 30 + 3d10
Toughness 30 + 3d10 30 + 3d10 40 + 3d10 30 + 3d10 30 + 3d10
Agility 30 + 3d10 25 + 3d10 20 + 3d10 40 + 3d10 30 + 3d10
Intelligence 25 + 3d10 40 + 3d10 30 + 3d10 30 + 3d10 30 + 3d10
Perception 30 + 3d10 30 + 3d10 30 + 3d10 40 + 3d10 30 + 3d10
Willpower 35 + 3d10 50 + 3d10 40 + 3d10 40 + 3d10 40 + 3d10
Fellowship 10 + 1d10 25 + 3d10 5 + 1d10 40 + 3d10 30 + 3d10
Influence 25 + 3d10 30 + 3d10 25 + 3d10 25 + 3d10 20 + 3d10
Wounds 25 + 2d10 25 + 2d10 25 + 2d10 25 + 2d10 25 + 2d10
Characteristic Modifiers
Characteristic Unbound Once Bound Twice Bound Thrice Bound
Weapon Skill +5 +0 +0 –5
Ballistic Skill +0 +0 +0 +0
Strength +10 +5 –5 –10
Toughness +10 +5 –5 –10
Agility +0 –5 –5 –10
Intelligence +5 +0 +0 +0
Perception +0 +0 –5 –10
Willpower +0 –5 –10 –15
Fellowship +0 +0 +0 +5
Influence +0 –5 –10 –15
Wounds +5 +0 +0 +0
The creation of a Daemonhost requires a living human, whose 5+ Degrees of Success Trice-Bound
soul is consigned to an eternity of torment upon completion of
the ritual. Preparing the host body is gruelling, and agony for
the likely-unwilling host. Arcane glyphs and forbidden runes
Binding Modifiers
1d10 Roll Modifier
The Daemon’s Influence (should it have one) is higher
–10
than the binder’s
Each degree of failure when preparing the host for
–5
the Daemon
Each degree of success when preparing the host for
+5
the Daemon
The binder has previously encountered this particular
+10
Daemon
The Daemon’s True Name is known +30
Survival Suit
Added a note in the rule block about water reclamation effect
Enemies Beyond
Force Hammer
Changed damage type from Rending to Impact
Enemies Within
Rosarius
Changed weight from 0.6kg to 0.5kg