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Don't fuck with these. Advanced users only.
Race | BP Cost | Speed | Abilities | Strength | Agility | Toughness | Intellect | Willpower | Fellowship | Initiative | Athletics | Awareness | Ballistic Skill | Cunning | Deception | Insight | Intimidation | Investigation | Leadership | Medicae | Persuasion | Pilot | Psychic Mastery | Scholar | Stealth | Survival | Tech | Weapon Skill
Human | 0 | 6 | None
[NAME] | 10 | 8 | Outsider: +2DN to interaction tests with members of the Imperium. Intense Emotion: +1DN to all Resolve Tests. If you fail a Willpower based test in a scene involving emotion, the GM gains +1 Ruin. Psychosensitive: You may choose to take the PSYKER Keyword. |  | 3
Ork | 20 | 6 | Outsider: +2 DN to interaction Tests with members of the Imperium. [NAME]: +1 bonus dice to Intimidation Tests.  Bigger is Better: You calculate Influence using Strength instead of Fellowship. | 3 |  | 3
Adeptus Astartes | 160 | 7 | Angel of Death: Add +Rank Icons to any successful attack against a Mob.  Honour the Chapter: You are subject to the orders of your chapter master, and must honour the beliefs and traditions of your chapter. Your Resolve increases by +1 Space Marine Implants: You are immune to the Bleeding Condition. You gain +1 bonus dice to any test related to one of the 19 implants (p.76) if the GM agrees it is appropriate. | 4 | 4 | 4 | 3 | 3 |  | 4 | 3 | 3 | 3 |  |  |  |  |  |  |  |  |  |  |  | 3 |  |  | 3
Primaris Astartes | 198 | 6 | Space Marine Implants, [NAME] the Chapter (Primaris), [NAME]. +1 Agility, Toughness, and [NAME]. +2 Strength. +4 Wounds. | 5 | 4 | 5 | 3 | 3 |  | 4 | 3 | 3 | 4 |  |  |  |  |  |  |  |  |  |  |  | 3 |  |  | 3
Character Creation
Experience |  | Ascension |  | Skill free |  | Power field checker | [NAME] | Shield | [NAME]  2 | [NAME] | [NAME] | Armour 5 | >1 means has power field
Species |  | Powers |  | Attribute free
Archetype |  | Talents+Faith
Attributes | Count-1 | Count-2 | Count-3 | Count-4 | Count-5 | Count-6 | Count-7 | Count-8 | Count-9 | Count-10 | Count-11 | Count-12
Rating
CountCost
Attribute Sum
Skills | Count-1 | Count-2 | Count-3 | Count-4 | Count-5 | Count-6 | Count-7 | Count-8
Rating
CountCost
[NAME]
 |  |  |  |  |  |  |  | Tier_Diff
Archetype | XP Cost | Keywords | Influence | Ability | Wargear | Tier | Free Attribute points | Archetype Requirement | Free Skills | [NAME]
[NAME] | 12 | Imperium, [NAME] | 0 | Fiery Invective You can preach the word of the Imperial Creed as a Free Action once per combat. You and all allies with the IMPERIUM heal 1d3+Rank Shock. | Chainsword, Laspistol, Rosarius, Knife, [NAME], [NAME]. | 1 | 10 | Willpower 3 | 2 | Scholar 1 | 0
Death [NAME] | 46 | Imperium, [NAME] | 1 | Glancing Blow: You depend upon your swift movement and honed reflexes to avoid harm. You may use your Agility instead of your Toughness when you roll Determination, and may roll Determination against Mortal Wounds. You cannot use this ability if you are immobilised in some way, such as through the Restrained Condition. | Two Death Cult Powerblades, Bodyglove, Knife, Laspistol, 3 doses of Stimm | 2 | 20 | Agility 4 | 6 | Weapon Skill 2 | 0 |  |  |  | [NAME] | Rating | Traits | Value | Keywords | Powered Value | Power Field | 0 |  |  | Attrib Value | Total BP | Incremental |  | [NAME] | Total BP | Incremental
Crusader | 74 | Imperium, [NAME] | 1 | Armour of Faith: You gain +Double Rank bonus dice to melee attack tests against targets with the CHAOS or HERETIC keyword. Your [NAME] also increases by +Rank. | Power Sword, [NAME], [NAME], [NAME]. | 3 | 20 | Initiative 3, Willpower 3 | 14 | Scholar 1, Weapon Skill 3 | 0 |  |  |  | Unarmoured | 0 | None | None | None |  |  | 0 |  |  | 1 | 0 | 0 |  | 1 | 2 | 2
[NAME] | 24 | Imperium, [NAME], [NAME], <ORDER> | 0 | Loyal Compassion +Double Rank bonus dice whenever you make a Medicae (Int) Test on a character with the IMPERIUM Keyword | Sororitas Power Armour, [NAME], Chain Bayonet (wrist mounted), Laspistol, Sororitas Vestments, Copy of the Rule of the Sororitas. | 1 | 20 | Willpower 3, Intellect 3 | 4 | Medicane 1, Scholar 1 | 0 |  |  |  | [NAME] VIII | 5 | Powered (3) | 8 Very Rare | POWERED, [NAME], ADEPTUS ASTARTES | 3 |  | 0 |  |  | 2 | 4 | 4 |  | 2 | 6 | 4
Sister of Battle | 94 | Imperium, [NAME], [NAME], <ORDER> | 1 | Purity of Faith: You and any allies within 15 metres gain + Double Rank bonus dice to Corruption Tests. You gain +Double Rank bonus dice to any Test to resist the effects of a Psychic Power. | Sororitas Power Armour, Chaplet Ecclesiasticus, Sororitas Vestments, [NAME], a copy of the Rule of the Sororitas. Choose from either of the following options; a Boltgun or a Bolt Pistol and a Chainsword | 2 | 40 | Strenght 3, Tougness 3, Agility 3, Willpower 3 | 14 | Ballstic Skill 2, Scholar 1, Weapon Skill 2 | 0 |  |  |  | Bodyglove | 2 | None | 3 Rare | LIGHT, [NAME], ADEPTUS MINISTORUM |  |  | 0 |  |  | 3 | 10 | 6 |  | 3 | 12 | 6
Imperial Guardsman | 6 | Imperium, [NAME], <REGIMENT> | 0 | Look Out, Sir! You have been drilled in sacrificing yourself to save your allies. Once per combat, you may take a Reflexive Action to move up to half your Speed to get in the way of any attack that hit an ally. The attacker then rolls against your Resilience instead of your ally’s, and may deal Wounds to you. Your Resilience increases by +Rank for the purpose of calculating damage. | [NAME], Lasgun, Knife, Guard issue mess kit, [NAME] kit, A copy of the Imperial Infantryman’s Uplifting Primer, 3 ration packs | 1 |  |  | 6 | Ballistic Skill 2 | 0 |  |  |  | [NAME] | 4 | Bulk (1) | 5 Uncommon | [NAME], ADEPTUS ASTARTES, ASTRA MILITARUM |  |  | 0 |  |  | 4 | 20 | 10 |  | 4 | 20 | 8
Tempestus Scion | 72 | Imperium, [NAME], [NAME] | 1 | Elite Soldier: You’re an expert in inflicting pain through the weapons of the Imperium. Whenever you spend Glory to increase damage when using a weapon with the ASTRA MILITARUM you can add +Rank to the final damage value. | [NAME], Hot-Shot Lasgun, Grav-Chute, Knife, Guard issue mess kit, a copy of the Imperial Infantryman’s Uplifting Primer, 3 ration packs. | 2 | 30 | Strenght 3, Tougness 3, Agility 3 | 12 | Ballistic Skill 2, Stealth 2 | 0 |  |  |  | [NAME] | 3 | None | 3 Rare | Light, [NAME], Anhrathe |  |  | 0 |  |  | 5 | 35 | 15 |  | 5 | 30 | 10
Imperial Commissar | 106 | Imperium, [NAME], [NAME] | 3 | Fearsome Respect: You and any allies within 15 metres of you that can see you may add +Double Rank bonus dice to [NAME]. You add +Double Rank bonus dice to any Intimidation (Wil) Tests, including Interaction Attacks. | [NAME], Chain Sword, Flak Coat, Guard Issue [NAME], Blanket, [NAME], [NAME], 3 Ration Packs | 3 | 40 | Strength 3, Toughness 3, Willpower 4 | 16 | Ballistic Skill 1, Intimidation 2, Leadership 2, Weapon Skill 1 | 0 |  |  |  | Eavy Armour | 4 | Ere We Go, [NAME] (1) | 3 Uncommon | HEAVY, PRIMITIVE, ORK |  |  | 0 |  |  | 6 | 55 | 20 |  | 6 | 42 | 12
Space Marine Scout | 180 | Imperium, [NAME], <CHAPTER> | 1 | Use the Terrain: You gain +Rank to any Stealth (A) Test when there is some form of terrain to hide behind. | [NAME], Astartes Combat Knife, 3 [NAME]. Choose any one of the following options; A Boltgun or A Bolt pistol and a Chainsword or An Astartes Shotgun or An Astartes Sniper Rifle and a Cameleoline Cloak | 2 | 100 | Strength 4, Toughness 4, Agility 4, Initiative 4, Willpower 3, Intellect 3 | 60 | Athletics 3, Awareness 3, Ballistic Skill 3, Stealth 3, Weapon Skill 3 | 0 |  |  |  | Eldar [NAME] | 3 | None | 4 Very Rare | Light, [NAME], [NAME] |  |  | 0 |  |  | 7 | 80 | 25 |  | 7 | 56 | 14
Tactical Space Marine | 210 | Imperium, [NAME], <CHAPTER> | 2 | Tactical Versatility: Your training has prepared you for any circumstance. When you make a Critical Hit you may roll twice on the Critical Hit Table and choose either result. | [NAME] Power Armour, Boltgun, [NAME], Astartes Combat Knife, 3 [NAME], 3 Krak Grenades | 3 | 100 | Strength 4, Toughness 4, Agility 4, Initiative 4, Willpower 3, Intellect 3 | 30 | Athletics 3, Awareness 3, Ballistic Skill 3, Stealth 3, Weapon Skill 3 | 0 |  |  |  | [NAME] | 3 | None | 4 Common | FLAK, [NAME], ASTRA MILITARUM |  |  | 0 |  |  | 8 | 110 | 30 |  | 8 | 72 | 16
Primaris Marine Intercessor | 258 | Imperium, [NAME], Primaris, <CHAPTER> | 1 | Intercessor Focus: You gain +Double Rank bonus dice to any Ballistic Skill Tests to fire a ranged weapon with the PRIMARIS Keyword. | Mark X Tacticus Power Armour, [NAME], Heavy Bolt Pistol, Astartes Combat Knife, 3 [NAME], 3 Frak Grenades | 4 | 130 | Strength 5, Toughness 5, Agility 4, Initiative 4, Willpower 3, Intellect 3 | 68 | Athletics 3, Awareness 3, Ballistic Skill 4, Stealth 3, Weapon Skill 3 | 0 |  |  |  | [NAME] | 3 | None | 4 Uncommon | FLAK, [NAME], ASTRA MILITARUM |  |  | 0 |  |  | 9 | 145 | 35
[NAME] | 6 | Imperium, Inquisition, <ANY>, <ORDO> | 0 | Inquisitorial Decree: You can invoke the name of your Inquisitor to gain +Rank bonus dice to any social [NAME] test when interacting with an individual with the [NAME]. You can only use this ability once per scene. | [NAME], Any two IMPERIUM weapons with a Value of 5 or less and a Rarity of Uncommon or lower, Symbol of Authority | 1 |  |  | 6 | <Anything> 2 | 0 |  |  |  | Heavy Mesh Armour | 4 | None | 6 Very Rare | Aeldari, Anhrathe |  |  | 0 |  |  | 10 | 185 | 40
Inquisitorial Sage | 16 | Imperium, Inquisition, <ORDO>, Adeptus Administratum | 1 | Administratum Records: You are particularly adept at navigating the Imperium’s colossal bureaucracy. You gain +Rank bonus dice whenever you make a Test to gather information from Imperial sources, typically on Influence or Investigation (Int) tests. | [NAME], Laspitsol, Knife, Auto Quill, Data-Slate, 3 Scrolls of Ancient Records. | 1 | 10 | Intellect 3 | 6 | Scholar 2 | 0 |  |  |  | Heavy Power Armour | 6 | Bulk (1), Cumbersome, Powered (3) | 8 Very Rare | HEAVY, POWERED, [NAME], INQUISITION | 3 |  | 0 |  |  | 11 | 230 | 45
Rogue Trader | 66 | Imperium, [NAME], <Dynasty> | 2 | Warrant of Trade: You are a master of manipulating a situation to your advantage. You gain +Rank bonus dice to all Persuasion tests and Influence tests to acquire goods and services. | Imperial Frigate. Choose any two pieces of Wargear with a Value of your Tier +4 or less, and a Rarity of Rare or lower. Choose from any of the following options; [NAME] or Carapace Armour or Light Power Armour. | 2 | 10 | Fellowship 3 | 16 | Awareness 1, Cunning 1, Insight 2, Persuasion 2 | 0 |  |  |  | Ignatus Power Armour | 5 | Powered (2) | [NAME] | POWERED, [NAME], INQUISITION | 2 |  | 0 |  |  | 12 | 280 | 50
Sanctioned Psyker | 72 | Imperium, Adeptus Astra Telepathica, Psyker, [NAME] | 0 | Psyker: You know 1 Minor Psychic Power and the Smite psychic power. You may purchase additional psychic powers, following the rules in Chapter 11. | Laspistol, [NAME], Psykana Mercy Blade, Guard issue mess kit, Blanket, Grooming kit, 2 Ration packs | 2 | 20 | Willpower 4 | 2 | Psychic Mastery 1 | 0 |  |  |  | Light Power Armour | 4 | Powered (1) | 6 Very Rare | POWERED, IMPERIUM | 1 |  | 0
Inquisitor | 150 | Imperium, Inquisition, <ANY>, <ORDO> | 4 | Unchecked Authority: You have supreme authority to maintain the security of the Imperium. You gain +Double Rank bonus dice whenever you make a social Skill Test against a character with the IMPERIUM keyword. . | [NAME], Any two IMPERIUM weapons with a Value of 5 or less and a Rarity of Uncommon or lower, Symbol of Authority | 4 | 40 | Intellect 4, Willpower 4 | 40 | <Anything> 4 | 0 |  |  |  | [NAME] | 7 | Ere We Go, Cumbersome, Powered (4) | 9 Very Rare | POWERED, ORK | 4 |  | 0
Skitarius | 58 | Imperium, Adeptus Mechanicus, [NAME], <FORGE WORLD> | 0 | Heavily Augmented: Your body has been redesigned to withstand the rigours of war. You do not bleed (making you immune to the [NAME]) and gain +Rank bonus dice to Determination rolls. | Combi-Tool, [NAME], Skitarii Auto-Cuirass | 2 | 10 | Toughness 3 | 8 | Ballistic Skill 2, Tech 1 | 0 |  |  |  | [NAME] | 3 | None | 3 Rare | LIGHT, [NAME], [ANY] |  |  | 0
Tech-Priest | 84 | Imperium, Adeptus Mechanicus, Cult Mechanicus, <FORGE WORLD> | 2 | Rite of Repair: You receive +Double Rank to Tech (Int) Tests to repair damaged machinery. All [NAME] (Int) Tests you make take half the standard time. | [NAME], Laspistol, One Mechadendrite, any 2 Augmetics, Combi Tool, Light Power Armour, [NAME] (Symbol of Authority) | 3 | 10 | Intellect 3 | 14 | Scholar 1, Tech 3 | 0 |  |  |  | Ork Flak | 2 | None | 2 Uncommon | PRIMITIVE, ORK |  |  | 0 |  |  | [NAME] | Rating | Traits | Value | Keywords
[NAME] | 2 | Scum, <ANY> | 1 | Scrounger: Your life with less has made you adept at finding spares and supplies in the most unlikely of places. You gain +Rank bonus dice to Cunning (Fel) Tests. Once per session you may make an Influence or Cunning Test to acquire an item, representing something you have prepared in advance. | A Knife or a Sword, Bedroll, [NAME], [NAME] colours, any one of the following: a Laspistol or an Autopistol or a Hand Cannon or a Stub Gun | 1 |  |  | 2 | Cunning 1 | 0 |  |  |  | Primitive Armour | 2 | Bulk (2) | 2 Common | HEAVY, PRIMITIVE |  |  | 0 |  |  | Storm Shield | 2 | Bulk (1), Power Field, Shield | 8 Unique | FORCE FIELD, [NAME], ADEPTUS ASTARTES, ADEPTUS MINISTORUM, INQUISITION
Scavvy | 16 | Scum, <ANY> | -1 | Mutant: Your life in the unsanitary underbelly of the Imperium has mutated you. Select two Mutations from the list of [NAME] on p.287. Whenever your Rank increases, you may select another Mutation from the list. | A Laspistol or an Autopistol, Knife, Bedroll, [NAME], [NAME] | 2 | 4 | Toughness 2 | 2 | Survival 1 | 0 |  |  |  | Refractor Field | 3 | Power Field | 5 Rare | FORCE FIELD, [NAME], ASTRA MILITARUM |  | 1 | 0 |  |  | Shimmershield | 2 | Power Field, Shield | 7 Unique
Desperado | 62 | Scum, <ANY> | 1 | Valuable Prey: You gain +Rank bonus dice on [NAME], and any Test made to track an individual. | [NAME], Preysense Goggles, Maps of the Heartworlds, Combi-Tool, any PROJECTILE weapon, any melee weapon of Uncommon or lower Rarity. | 3 | 14 | Agility 3, Intellect 2 | 18 | Awareness 2, [NAME], Investigation 2 | 0 |  |  |  | Rosarius | 4 | Power Field | [NAME] | FORCE FIELD, [NAME], ADEPTUS ASTARTES, ADEPTUS MINISTORUM |  | 1 | 0
Cultist | 0 | Chaos, Heretic Astartes, <MARK OF CHAOS>, <ANY> | 2 |  |  | 1 |  |  |  |  | 0 |  |  |  | Rune Armour | 4 | Power Field | 6 [NAME] | FORCE FIELD, AELDARI, ASURYANI |  | 1 | 0
Rogue Psyker | 50 | Heretic, Chaos, Psyker | 0 |  |  | 2 |  |  |  |  | 0 |  |  |  | [NAME] | 4 | None | 5 Rare | [NAME], ADEPTUS ASTARTES |  |  | 0
[NAME] | 50 | Heretic, Chaos, <MARK OF CHAOS>, [NAME], <LEGION> | 0 |  |  | 3 |  |  |  |  | 0 |  |  |  | Skitarii Auto-Cuirass | 3 | None | 5 Rare | HEAVY, [NAME], ADEPTUS MECHANICUS, [NAME] |  |  | 0
Heretek | 60 | Chaos, Heretic, Adeptus Mechanicus, Dark Mechanicus | 1 |  |  | 3 |  |  |  |  | 0 |  |  |  | Sororitas Power Armour | 5 | Powered (2) | 6 Very Rare | POWERED, [NAME], ADEPTA SORORITAS | 2 |  | 0
Corsair | 16 | Aeldari, Anhrathe, <COTERIE> | 1 | Dancing on the Blade’s Edge: You throw yourself into danger with reckless abandon to hide your ancestral fears. You gain +Rank bonus dice whenever you make or resist an Athletics (S) or Persuasion (Fel) Attack. You suffer a +1 DN penalty to Fear Tests. | [NAME], Shuriken Pistol, Lasblaster, [NAME], 3 [NAME], Void Suit | 1 | 10 | Agility 3 | 6 | Athletics 2 | 0 |  |  |  | [NAME] X | 5 | Powered (4) | 9 Very Rare | POWERED, [NAME], ADEPTUS ASTARTES, PRIMARIS | 4 |  | 0
Ranger | 54 | [NAME], [NAME], <CRAFTWORLD> | 0 | From the Shadows: You are adept at exploiting any form of concealment. Whenever a Vision Penalty (p.191) or [NAME] (p.181) impose a penalty on someone trying to attack or detect you, the penalty is increased by +Rank DN. | [NAME], [NAME], [NAME], Shuriken Pistol, Knife, [NAME], Bedroll, Blanket, Magnoculars | 2 | 10 | Agility 3 | 10 | Ballistic Skill 2, Stealth 1, Survival 2 | 0 |  |  |  | Tempestus Carapace | 4 | None | 6 Very Rare | HEAVY, [NAME], ASTRA MILITARUM, MILITARUM TEMPESTUS |  |  | 0
Warlock | 116 | [NAME], Asuryani, Psyker, <CRAFTWORLD> | 2 | Runes of Battle: You are a Psyker; you know the Smite and Psyniscience psychic powers and may learn other powers as described in Chapter 11. | Rune Armour, Witchblade, Shuriken Pistol, Set of Wraithbone Runes, Spirit Stone | 3 | 30 | Agility 3, Willpower 4 | 6 | Psychic Mastery 2 | 0 |  |  |  | [NAME] | 7 | Powered (4), Cumbersome | 10 Unique | POWERED, [NAME], ADEPTUS ASTARTES | 4 |  | 0
Ork Boy | 26 | Ork, <CLAN> | 0 | Get Stuck In: You gain +Rank bonus dice to melee attacks for every ally engaged with the same target as you. | Shoota, [NAME], [NAME], Ripped clothes | 1 | 20 | Strength 3, Toughness 3 | 6 | Weapon Skill 2 | 0 |  |  |  | Voidplate Harness | 5 | Bulk (2) | 7 Rare | AELDARI, ANHRATHE |  |  | 0
Kommando | 74 | Ork, <CLAN> | 0 | Kunnin‘ Plan: You and any of your allies with the ORK within 15 metres gain +Rank bonus dice to Stealth (A) Tests. | Shoota, [NAME], [NAME], 3 Stikkbombs, [NAME] | 2 | 30 | Strength 3, Toughness 3, Agility 3 | 14 | Stealth 2, Survival 1, Weapon Skill 2 | 0
Ork Nob | 96 | Ork, <CLAN> | 2 | The Green Tide: You command a mob of Boyz (p.354) equal to your [NAME]. If any of your Boyz die, they can be replaced between sessions at the GMs discretion. | ’Eavy Armour, [NAME], [NAME] | 3 | 30 | Strength 4, Toughness 3 | 6 | Intimidation 2 | 0 |  |  |  |  | Low ind | High ind
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Power loop up
 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Smite
 |  |  |  |  |  |  |  |  |  |  |  |  | Disciplines | Power | DN | Activation | Duration | Range | Multi-Target | Keywords | Discipline | Cost | Index | Description |  |  |  |  |  | Biomancy
 |  |  |  |  |  |  |  |  |  |  |  |  | Biomancy | Enfeeble | Target Defense | Action | Sustained | 10 Meters | Yes | Psychic | Biomancy | 15 | 1 | The air grows thick and sticky as you open a slight tear in the fabric of reality to drain away the life of your enemies. The target[NAME] is reduced by 1 and they suffer 1 Shock at the beginning of each of their turns while the power is sustained. Once the power ends, the target regains their lost [NAME]. Potency: [1] +1 Strength reduction. [3] +1 Shock damage per Round.
 |  |  |  |  |  |  |  |  |  |  |  |  | Divination | Life Leech | Target Defense | Action | Instant | 5 Meters | No | Psychic | Biomancy | 15 |  | The air chills around you as you draw the life from your enemy in ephemeral wisps. The target suffers 1d6 Shock and 1d3 Wounds. You heal an amount of Shock and Wounds equal to half the amount inflicted on the target. Potency: [1] +1 Shock. [2] +1 Wound. *[3] Damage is Mortal Wounds.
 |  |  |  |  |  |  |  |  |  |  |  |  | [NAME] | Phantom Form | 7 | Action | Sustained | Self | No | Psychic | Biomancy | 15 |  | The light surrounding you grows dim, then so does your body, transformed into a wispy phantom.  While you sustain the power, you can pass freely through solid objects of any kind, though your Speed is reduced by half. In effect, you become a phantom, a being out of phase with reality. While you can both see and be seen by the real world, you cannot physically interact with it in any way. Phantom Form is extremely taxing to the spirit. You suffer 1 Shock for every round you sustain the power. Should you revert to your normal form while passing through hazardous conditions, you immediately suffer the consequences of those conditions. If you revert to your true form while passing through a solid object, you suffer 1d6 [NAME]. Potency: [1] +1 Shock. [2] +1 Wound. *[3] Damage is Mortal Wounds. |  |  |  |  |  |  | Jaws of the world [NAME]
 |  |  |  |  |  |  |  |  |  |  |  |  | Minor | Regenerate | 8 | Action | Sustained | Self | No | Psychic | Biomancy | 15 |  | Your body is an extension of the Warp itself. You are one and the same, and master of both. Once activated, you can use this power to heal injuries at a phenomenal rate, and, in time, even regrow lost limbs or body parts. While this power is sustained, you heal 1 Wound per Round. If you are at maximum Wounds, you heal 1 Shock per round. If you are at maximum Shock and Wounds, you may regenerate whole body parts, though this process is much slower. A smaller body part, such as a finger or eye, can be regenerated in an hour, but regenerating a whole limb takes an entire day (sustaining the power for so long will leave you [NAME]). Potency: [1] +1 Shock healed per round. [2] +1 Wound healed per round.
 |  |  |  |  |  |  |  |  |  |  |  |  | Pyromancy | Shape Flesh | 6 | Action | Sustained | Self | No | Psychic | Biomancy | 20 |  | Your physical form is completely mutable to your will. Through thought alone you can change your body however you wish. When you activate this power, choose one of the following effects. The effect lasts until you stop Sustaining this psychic power. X You assume the appearance of any individual with a roughly equivalent mass to your own. If you are attempting to emulate a person you have met, you can alter your vocal chords to match theirs, as long as you have heard them speak. You are biologically identical to whatever you have tried to emulate, but may still be required to make Deception (Fel) Tests to convince people you are who you say and appear to be. X You modify your body with one of the following options. Some of these modifications are obviously visible and likely grotesque, and those who see them will likely view them as mutations. x You manifest wings, allowing you to fly freely at your normal Speed. x You develop gills, giving you immunity to the Suffocating Condition whilst breathing underwater. x Your appendages become webbed, making water normal terrain instead of difficult terrain. x Your corneas are massively altered, giving you the same benefits as either Preysense Goggles (p.238) or Magnoculars (p.245). x You harden your outer skin, giving you a +2 Defence bonus. Potency: [2] +1 bonus die to Deception Tests when emulating another individual. [3] You may select a second body modification when modifying your body. |  |  |  |  |  | Biomancy
 |  |  |  |  |  |  |  |  |  |  |  |  | Runes of Battle | Warp Speed | 7 | Action | Sustained | Self | No | Psychic | Biomancy | 15 |  | Your form begins to distort and grow fuzzy as you draw energy from the Warp and transfer it straight into your own limbs. While you sustain this power your Speed is doubled, you may take one additional Action per round at no penalty, your Defence increases by +1, and you act first in every Round. Warp Speed taxes a Psyker physically. You suffer 1d3+1 Shock for every Round you sustain the power. Potency: *[1] Suffer 1 less Shock when for sustaining this power. [2] +1 bonus to Defence.
 |  |  |  |  |  |  |  |  |  |  |  |  | Telekinesis | Forewarning | 6 | Full Action | 1 Combat | Self | No | Psychic | Divination | 15 |  | You fall into a brief reverie, peering into the immediate future to see how events of a specific encounter will unfold. You pay heed to how your enemies fight and what actions they will take, so that armed with this knowledge, you may better protect against their attacks. While activated, you may Seize the Initiative (p.177) without spending Glory once during the combat you are currently engaged in or your next combat, and you gain a +1 bonus to your Defence in the combat you are currently engaged in or your next combat. Potency: *[1] Activation reduced to an Action. [2] +1 bonus to Defence.
 |  |  |  |  |  |  |  |  |  |  |  |  | [NAME] | Misfortune | Target Defense | Full Action | Sustained | 30 Meters | Yes | Psychic | Divination | 15 |  | You fall into a brief reverie, peering into the immediate future of a specific enemy, and then manipulate the threads of that future so that the most awful outcomes prevail. The target immediately becomes Vulnerable (1) and [NAME] (1) for as long as the power is sustained. Misfortune is mentally draining. You suffer 1 Shock for every minute you sustain the power. Potency: *[1] Time to Activate reduced to an Action. [2] Target has a –1 penalty to Defence. [2] Target has +1DN to ability tests.
 |  |  |  |  |  |  |  |  |  |  |  |  | Tempestas Discipline | Presience | 7 | 30 Minutes | 1 Scene | Self | No | Psychic | Divination | 15 |  | You peer into the depths of the Warp and see past the glimmering possibilities rippling on the surface. Past the glamour and misleading promises of what might be, you catch glimpses and images of what really will be — at least in the near future. Once activated, Prescience allows you to re-roll 1 dice (not the Wrath Dice) in any Tests you make for the remainder of the scene. In addition, you may petition the timeless beings that dwell in the Warp to answer a single question about what may come to pass. The GM chooses the being that responds to your question and privately communicates their response. The response itself may be a short phrase, a single word, an emotion, or something else entirely — the beings of the Warp are unfathomable to mortal minds, and may be helpfull, unhelpful, or utterly uncaring of your question. The Immaterium, and those entities that dwell in it that concern themselves with the vagaries of time as it pertains to the mortal realms, are loathe to surrender this sort of detail regarding the future. A Psyker risks much in prying in this manner. When making the Psychic Mastery (Wil) Test for this power, the roll automatically counts as if a single 1 had been rolled on a Wrath Dice (i.e. meaning that if no 1s were rolled on a Wrath Dice of the [NAME] test, it would still count as 1 Wrath Dice showing a 1 and require a roll on the Perils of the Warp table). You may not use Prescience more than once in any scene. Potency: [1] Activation reduced by 5 minutes (minimum 5). *[2] You may ask the GM an additional question about the future.
 |  |  |  |  |  |  |  |  |  |  |  |  | Universal | Prophetic Visions | 10 | 20 Minutes | Instant | Self | No | Psychic | Divination | 5
 |  |  |  |  |  |  |  |  |  |  |  |  |  | Psychometry | 4 | Full Action | Sustained | 10 Meters | No | Psychic | Divination | 15 |  | Intense emotions leave lasting marks on the timeless threads of the Warp. By opening your mind, you receive echoes of the past psychically emanating from a place or an object. When you use this power you are able to glimpse visions of past events in an area where an individual expressed an emotional outburst. Initially, only the psychic traces of the specific emotion; enter your senses, for example the sour-steel taste of murderous rage or the pungent, decaying stench of regret. The longer you remain in place and sustain the power, the more information you receive about the events surrounding the emotional outburst. Your senses can detect past events that happen in a 10-m diameter sphere centered on yourself. X 1 Hour: Though vague and indistinct, your senses can perceive the events immediately preceding, during, and after the emotional outburst. Individuals appear ghostly with impermanent, hazy forms, and all sounds are muffled, echoing whispers. X 6 Hours: You can perceive the events preceding, during, and after the emotional outburst within range in clear focus. X 12 Hours: You glean a deeper understanding of what took place from the Warp; you may ask the GM a single question about the event that took place.  You can also use this psychic power on a specific object you are in physical contact with instead of a location. The nature of the visions you receive are the same, but the range of any visions is halved and centered on the object. Potency: [1] You may share your vision with any ally in range of the psychic power. [2] The range of the power is doubled. [2] Your visions take half the listed time to manifest.
Ascension | Cost Per Tier | Influence Bonus | Keyword | Story | Wargear | 0 |  |  |  |  |  |  |  | [NAME]'s Gaze | 6 | Full Action | Sustained | 5,000 Meters | No | Psychic | Divination | 5 |  | You project your mind remotely to view events occurring in another place within range. You must be aware of the location to view it, and must have at least a general idea of where it is in relation to yourself. If you are not exactly aware of these conditions, you must spend 10 minutes to hone in on the location. You can sustain [NAME] to view the targeted location, but while doing so you cannot move or perform any other actions and are completely oblivious to your own surroundings. [NAME] is mentally taxing. You suffer 1 Shock for every 10 minutes you sustain the power. You may not recover Shock while sustaining this power.  Potency: [1] Range increased by a factor of 10.
No Ascention | 0 |  |  |  |  | 0 |  |  |  |  |  |  |  | [NAME] | 7 | Action | Instant | 20 Meters | No | Chaos, Psychic | [NAME] | 15 |  | You unleash the roiling inferno of your rage. The power affects all creatures in a Medium Blast from a point in range, unholy flames burning their very souls. Affected targets suffer 1d3 + your Corruption level in Shock damage and must pass a DN 5 Toughness Test or suffer 1d3 Mortal Wounds as well.  Potency: [2] +1 Mortal Wound. *[2] Increase the area of effect to a Large Blast.
Stay the Course | 10 | 1 | <ANY> | If you do not have a Memorable Injury, roll on the Memorable Injury table (p.194) and decide with your GM how you received the Memorable Injury. You may choose to gain 3 Corruption points instead of, or in addition to, a Memorable Injury. | Choose one of these options: 1) Gain 2 items of Rare Wargear with a value of 3 + new Tier. 2) Gain 1 item of Very Rare Wargear with a value of 3 + new Tier. These choices may include augmetics. | 0 |  |  |  |  |  |  |  | Infernal Gaze | Target Defense | Action | Sustained | 25 Meters | Yes | Chaos, Psychic | [NAME] | 10
Psychic Revelation | 10 | 1 | Psyker | You gain: 1)The Smite psychic power. 2) One Minor Psychic Power of your choice per [NAME]. 3) You may purchase psychic powers from one Discipline of your choice. | None | 0 |  |  |  |  |  |  |  | Possession | Willpower (Opposed) | Full Action | Sustained | 30 Meters | No | Chaos, Psychic | [NAME] | 20 |  | You breach your enemy’s mind, quashing its will completely, and turning their body into your puppet. You and your target make an Opposed Willpower Test. If you succeed, the target is completely dominated — they have no free will whatsoever. With  simple thought you can compel the target to perform any task you choose as long as the power is Sustained. This control has no limits, and victims do anything you command them to do without question. You immediately gain 1 Corruption on activation of this power, and the target must make a DN 6 Corruption Test when the power ends. Possession is mentally draining, as you must constantly overpower the target’s persona. You suffer 1d3+1 Shock for each target you control every round you sustain the power. You may not recover Shock while sustaining this power. Potency: *[1] Activation reduced to an Action. *[2] May sustain the power for a minute before taking Shock.
Back From the Brink | 10 | 1 | <ANY> | The character gains their choice of either 3 Corruption points or a Memorable Injury (see page 233) of their choice—and the +1D Bonus to Intimidation that comes with it— from the Table 4-4: Memorable Injury. | Select either two items of Rare Wargear or one item of Very Rare Wargear with a value equal or lesser than 3 + the new Tier. This may include cybernetics. | 0 |  |  |  |  |  |  |  | Soul Shrivel | Target Defense | Action | Instant | 20 Meters | Yes | Chaos, Psychic | [NAME] | 20
[NAME] | 5 | -2 |  | Your new allies gift you the following:  3 Assets.  1 item of Rare Wargear with a value of 3 + new Tier. Your disloyalty has earned you the enmity of theFaction you betrayed, and curried the favour of another. | None | 0 |  |  |  |  |  |  |  | Touch of Corruption | Target Defense | Action | Sustained | Touch | Yes | Chaos, Psychic | [NAME] | 15
[NAME] | 10 | 0 | <ANY> | You now report to a demanding patron between every adventure. When you take this Ascension Package, choose to gain one of the following: Immediately gain 1 item of Rare Wagear with a value of 3 + new Tier. Immediately gain 2 Assets. Immediately gain +2 Influence per [NAME]. | None | 0 |  |  |  |  |  |  |  | Chameleon | 5 | Action | Sustained | Self | No | Psychic | Minor | 8 |  | You bend reality just enough to cause your image to blend with your surroundings. While this power remains in effect, you gain +3 bonus dice to Stealth (A) Tests and + 1 to your Defence against ranged attacks.  Potency: [1] Stealth (A) bonus increased by +1. [3] Additional +1 bonus to Defence.
Agent of the Inquisition | 10 | 1 | Inquisition, <ORDO> | The character’s status means that they may invoke the name and authority of their Inquisitor to gain +Rank to an Influence or Interaction skill test involving a being with the Imperium keyword. However, because of the character’s experiences, they gain 3 Corruption points or a Memorable Injury of their choice. | Inquisitorial Rosette (symbol of authority), plus up to two items of Rare Wargear, or one item of Very Rare Wargear, with a Value up to 3 + the new Tier. | 0 |  |  |  |  |  |  |  | Compel | 5 | Simple Action | 1 Round | 5 Meters | No | Psychic | Minor | 10 |  | You implant a simple command in the mind of a nearby creature. This command must be short (consisting of a single action), simple, and obvious, but can otherwise overcome the given creature’s own interests or base instincts. Example commands include: ‘drop the weapon,’ ‘open the door’ or ‘push him.’ Suggestions cannot make a creature perform an action that they are simply incapable of performing — for example, you can’t make a Cyber Mastiff work a cogitator. The target creature must successfully pass a DN 4 Willpower Test or is compelled to obey.  Potency: [1] +1 DN to the Willpower test to resist. [2] +1 Round duration.
[NAME] | 10 | 1 | Deathwatch, Inquisition, [NAME] | You join the ranks of the Deathwatch, and you are initiated into secrets that allow you to hunt [NAME] more effectively. You receive the normal benefit for having the [NAME] keyword (page 119 of the Wrath & Glory core rulebook) and have access to special Deathwatch arsenals containing rare and specialised equipment. In addition, so efficiently do you coordinate with your Kill-Team that at any time you may spend one Wrath in order to give one Wrath to any other character with the Deathwatch keyword. | One reload each of Dragonfire, [NAME], Kraken, and Vengeance bolt rounds, and one Weapon Upgrade with a value of up to 7 (Very Rare). | 0 |  |  |  |  |  |  |  | Conceal Phenomena | 3 | Full Round | Sustained | Self | No | Psychic | Minor | 5 |  | You draw the dark energies of the Warp about your mind, cloaking your presence against those who may attempt to detect you via psychic means. If successful, you can resist attempts to locate you or identify you as a Psyker via powers such as Psyniscience. Any Psychic Mastery (Wil) Test made to detect you must be made with a +2 DN penalty. Potency:  [1] +1 to the DN for detection attempts.
[NAME] | 50 | 2 | Astartes (None Primaris) | The character is regarded as an honoured veteran amongst the Adeptus Astartes, and even when not wearing [NAME], they are seen as some of the mightiest and most dedicated warriors in the Imperium. The character[NAME] is increased by +2, and whenever the character makes a successful Weapon Skill, Ballistic Skill, or Leadership test, they may shift a single exalted icon to allow themselves and all allies with the Imperium keyword within 15m to heal 1+Rank Shock. | The character may request the use of [NAME] and accompanying weapons (normally a Storm Bolter and Power fist, but other combinations are common, including a Thunder Hammer and [NAME], or a pair of lightning claws) from their Chapter’s armoury before embarking upon a mission. | 0 |  |  |  |  |  |  |  | Conjure Flame | 4 | Move Action | Sustained | Self | No | Fire, Psychic | Minor | 10 |  | You conjure a simple flame. This flame can vary in size, from as small as a match to as large as a crackling torch. This flame behaves in every way as real fire and can be used to ignite combustible materials. While the flame exists, you are immune to its effects, though you are not immune to the effects of fire from any other source (nor is your clothing or any items you’re holding). When making a melee attack, this flame can be used as a weapon inflicting 8+1ED damage. At the GM’s discretion, this can cause the On Fire condition.  Potency: [1] You generate an additional flame. [2] +1 ED damage.
Rubicon Primaris | 50 | 1 | Primaris | Change your Species from Adeptus Astartes to Primaris Astartes, with all the accompanying benefits. The cost of this has already been accounted for in the cost of this ascension package. | You replace your weapons and armour with the nearest equivalents which have the Primaris keyword. At the GM’s discretion, unique wargear may be altered or upgraded as well. | 0 |  |  |  |  |  |  |  | Dull Pain | 4 | Move Action | 1 Round | 5 Meters | Yes | Psychic | Minor | 8 |  | You use your force of will to desensitise others (or yourself) to pain. While this power remains in effect, the target reduces all Shock they suffer by 1. Potency: [1] Shock reduced by a further 1. [3] Target reduces all Wounds they suffer by 1.
 |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME] | 4 | Action | Instant | 5 Meters | Yes | Auditory, Light, [NAME] | Minor | 8 |  | You mentally snap Warp energy like a whip, creating a bright flash and a sharp crack of sound. Everyone within range must make a successful DN 3 Toughness Test or take 1 Shock and be Blinded for 1 round. Potency: [1] Additional +1 Shock. [2] Range increased by 5 m
 |  |  |  |  |  |  |  |  |  |  |  |  |  | Hover | 4 | Simple Action | Sustained | Self | No | Psychic | Minor | 7 |  | You use your force of will to unshackle your body from the constraints of gravity. You can float freely, hovering or moving slowly up or down (1/2 Speed). You are not able to truly fly, however, so must use some other means to move in any other direction.This power may be used to attempt to negate a fall. Potency: *[1] May move at normal Speed up or down. [2] May also affect a willing creature within 5m. The Psyker controls their vertical movement.
 |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME] | 4 | Action | Sustained | 5 Meters | Yes | Psychic | Minor | 8 |  | You draw upon the swirling energies of the Warp and pour them into the mind of your target, wracking them with debilitating pain. Choose a target within visual range. That target immediately takes 1d3 Shock and must make a successful DN 3 Willpower Test or is Staggered. As long as you sustain this power, the target must make the same Test again at the beginning of each of their rounds or be dealt another point of Shock and remain Staggered. If the target resists, they are immune to being Staggered by this power for the rest of the scene. [NAME] has no effect against targets that aren’t truly alive (such as Daemons, plants, etc.). Potency: [1] Additional +1 Shock damage per sustained Round.
 |  |  |  |  |  |  |  |  |  |  |  |  |  | Invoke Luck | 4 | 2 Simple Actions | 1 Round | Self | No | Psychic | Minor | 10 |  | You manipulate the energies of the Warp, perhaps without even consciously doing it, to make sure probabilities seem to favour you. You may choose to gain +1 bonus dice to one Test you make during the power’s duration. Potency: [1] You gain +1 bonus dice to the chosen Test.
 |  |  |  |  |  |  |  |  |  |  |  |  |  | Mental Force | 3 | Action | Instant | 15 Meters | No | Kinetic, [NAME] | Minor | 8 |  | Through sheer willpower, you summon an invisible mental force and use it to shove a target in line-of-sight. The target must immediately make a successful DN 4 Agility Test or is knocked Prone, possibly incurring additional consequences depending upon their situation at the time. Potency: [1] Range is increased by 15 m. [2] Agility Test DN increased by 1.
Talents |  |  |  |  | Faith |  |  |  |  |  |  |  |  | Otherworldy Voices | 3 | Action | Sustained | 25 Meters | No | Auditory, [NAME] | Minor | 5 |  | You mould the cacophonous sounds of the Warp into a tool for your own purposes, causing ghostly voices or other sounds to appear from places or objects within line of sight and in range. These voices or sounds have an echoing, otherworldly quality to them, and cannot rise in volume above a typical conversational tone. These sounds are usually used to unnerve or distract others, but they can also be used to convey information to distant targets, though such communication is oneway and disturbing in nature. Potency: [1] Range is increased by 25 m. *[2] Volume of voices and sounds increased to level of a shout.
Name | Cost | Requirements | Effect |  | Name | Cost | Requirements | Effect | 0 |  |  |  |  | Phantom Grip | 4 | Full Action | Sustained | 10 Meters | No | Kinetic, [NAME] | Minor | 8 |  | You manifest an invisible set of phantom hands within range. By using the appropriate action, you can use these hands to perform any number of tasks that they might do — push a button, open/close a door, pull the pin from a grenade, etc., though you must be able to see the object/target to be manipulated. For the purposes of these tasks, the Phantom Grip has a Strength and Agility equal to your Willpower. Though Phantom Grip cannot be used to make an actual attack against a creature, it might be able to trip up, confuse, or distract them. Potency: *[1] Activation reduced to an Action. [1] Range increased by 10 m.
Acute Sense | 20 |  | Pick one of your 5 senses (sight, hearing, smell, taste, or touch). Whenever you make an Awareness Test based on that sense, you gain +Rank bonus dice. | 0 | Bolstering Purity | 40 | ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword | Your words drip with the Emperor’s immaculate will, reinforcing the faith of your allies. You gain +1 Faith. As a Reflexive Action, you can spend 1 Faith to bolster another’s purity. Select one character with the IMPERIUM keyword within hearing range — this can be yourself. The character automatically succeeds all [NAME] and Conviction Tests until the end of the Round. Once you have used this ability, you cannot use it again until you have completed a Regroup. | 0 |  |  |  |  | Psychic Torch | 2 | Simple Action | Sustained | 5 Meters | No | Electric, [NAME] | Minor | 5 |  | You conjure a floating orb of glowing light. Though typically equal in intensity to a common lumen torch, you can cause it to become as dim as a candle or as bright as a flare through concentration. The orb typically floats in the air beside you, but with a mental command it can be given simple instructions such as to follow you, orbit your head, or to remain stationary at a specific location. The orb may move up to your Speed, but instantly dissipates if it passes out of range. Potency: [1] Range is increased by 5 m. [2] May create an additional orb.
[NAME] | 30 | Rank 2+, Adeptus Astartes Species | You are a Space Marine — one of the most feared warriors in the galaxy. You are a highly trained superhuman veteran of hundreds of battles, and have mastered the use of many deadly weapons.[NAME] to the total Damage Value of successful attacks with the following weapons: X Chainswords X Chainaxes X Power Swords X Power Fists X Unarmed strikes X Bolt weapons X Any weapon with the ADEPTUS ASTARTESKeyword. At the GM’s discretion, this Talent may also apply to weapons with the CHAOS Keyword for Chaos Space Marines. | 0 | By his Will | 20 | [NAME] | The depth of your faith allows you to call upon the God-Emperor to assist you when you work with another of His children. You gain +1 Faith. When you Help a character with the IMPERIUM Keyword, you add triple the number of bonus dice if you spend 1 Faith. | 0 |  |  |  |  | [NAME] | 4 | Action | Instant | 25 Meters | Yes | Kinetic, [NAME] | Minor | 10 |  | You reach into a specific machine or mechanism with your mind and cause it to temporarily cease functioning. A mechanism jammed with this power remains inoperable for one minute. The mechanism can be cleared and made operational during this time with a successful DN 3 Tech Test. Potency: [1] Range increased by 25 m. [1] Tech Test DN increased by +1.
[NAME] | 20 | Weapon Skill Rating 2+ | Your furious strikes rend armour, leaving it broken and useless. When you make a successful melee attack you can Shift Exalted Icons to reduce the target[NAME] instead of adding ED. Each Exalted Icon you Shift decreases the target[NAME] by 1. This [NAME] is removed before you calculate damage from the attack. Your weapon must have one of the following Keywords to activate this Talent: X BLADE X CHAIN X FORCE X POWER FIELD | 0 | Consecrated Light | 20 | ADEPTUS MINISTORUM Keyword | The Emperor’s power can manifest physically for the faithful in times of need, a beacon to bolster the citizens of the Imperium. You gain +1 Faith. As a Reflexive Action, you may spend 1 Faith and present a holy symbol of the Imperial Cult. You and any allies with the IMPERIUM Keyword within 15 + Double Rank metres gain +Double Rank bonus dice on Fear and Corruption Tests until the end of the Round. | 0 |  |  |  |  | Fiery Form | 7 | Action | Sustained | Self | No | Fire, Psychic | Pyromancy | 15 |  | You burst into flame, your body engulfed in a roaring inferno. These flames cause no harm to you or your possessions. While this power is sustained, all creatures within 2 m of you immediately take 10 + 1 ED damage, and take this damage again at the end of each of their own turns they remain in range. You gain a +1 bonus to your Defence and are immune to all damage or effects with the FIRE or MELTA Keywords. Potency: [2] +1ED damage. [3] +1 Defence.
Augmetic | 20 |  | You replace part of your biology with an augmetic, the common name for cybernetic implants in the Imperium. You may take this Talent more than once. Each time you take this Talent you may select two augmetics of [NAME] or lower rarity, or a single Very Rare augmetic. See p242 for more information on Augmetics The GM determines which augmetics are available (usually any of those designed for your Species) and who can perform the necessary installation procedure. | 0 | Divine Guidance | 20 | ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword | Through His direction, no shot will miss its mark. You gain +1 Faith. As a Combat Action, you can spend 1 Faith to give the Emperor’s guidance. Select one character with the IMPERIUM Keyword within hearing range — this can be yourself. The character gains +Double Rank bonus dice to Ballistic Skill (A) Tests for 1 Round. | 0 |  |  |  |  | Flames Breath | 5 | Action | Action | 30 Meters | No | Fire, Psychic | Pyromancy | 5 |  | You spew a gout of wapfire towards your foes. Anything in a Medium Blast (p.208) immediately takes 14 + 2 ED damage and is On Fire.  Potency: [2] +1 ED damage. [2] Affected area is [NAME].
Betrayer | 20 | [NAME] | You can make mortal sacrifices to the Chaos Gods to gain their favour. You gain +1 Corruption. You can sacrifice a willing or unconscious individual — such as a devotee or follower — to gain a point of Wrath. At the GM’s discretion, this sacrifice triggers a Corruption Test. | 0 | In His Name | 20 | [NAME], Scholar Rating 1+ | You have spent time studying the holy writings of the Cult Imperialis and can invoke hallowed passages to sway others. You gain +1 Faith. Whenever you target a character with the IMPERIUM Keyword with a Persuasion or Leadership Test, you can spend 1 Faith to add +Double Rank bonus dice to your pool. | 0 |  |  |  |  | Mindfire | Target Willpower | Action | Sustained | 100 Meters | No | Fire, Psychic | Pyromancy | 15 |  | You subtly raise the internal temperature of your target’s body. As the temperature rises they experience intense discomfort and their body falters. You must win at an Opposed Willpower Test with a target in line of sight to activate this power. If you succeed, you raise the target’s internal temperature and they are [NAME]. In order to Sustain this power you must win an Opposed Willpower Test against your target at the start of each of your turns. Whilst this power is affecting a target, the effects of extreme cold may be reduced or ignored at the GM’s discretion. Potency: [1] Increase target’s level of [NAME] by 1. [3] Target is Exhausted.
Berzerker | 20 |  | The very sight of blood energises you in battle. Whenever you see an individual within 30 metres of you suffer a Critical Hit or the Bleeding Condition, you gain 1 point of Wrath. The GM may require a Corruption Test whenever this Talent is activated. | 0 | Inspired Blessing | 25 | ADEPTUS MINISTORUM Keyword | Your blessings invoke the majesty of the God-Emperor, uplifting your allies and reinforcing their determination. You gain +1 Faith. You may make an inspirational statement or prayer as a Combat Action. When you do so, spend 1 Faith to restore 1d3 + Double Rank Shock to you and all allies with the IMPERIUM keyword within 15 + Double Rank metres. | 0 |  |  |  |  | Molten Beam | Target Defense | Action | Instant | 10 Meters | No | Fire, Psychic | Pyromancy | 20 |  | You stretch forth your open hand and release a beam of blindingly bright energy at your foes. This extremely hot beam of raw power melts even the hardest metals to slag, and the air within 2 m of the beam’s passage catches fire. The beam instantly travels along a straight line for 10 m in a direction you choose, striking targets using a Medium Blast. Targets struck by the beam suffer 18 + 2 ED damage and must pass an Agility test (DN 4) or be set On Fire. Potency: [2] +1ED damage. *[1] Strikes targets in a Large Blast.
Binary Chatter | 20 | ADEPTUS MECHANICUS Keyword | You are adept at controlling mechanical constructs. You gain +Double Rank bonus dice whenever you attempt to instruct, program, or question a servitor or a similar construct, such as a cherub, or a servo-skull. | 0 | Litany of Hatred | 20 | ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, and the Hatred Talent (p.135) | Hatred is the Emperor’s greatest gift to humanity. You gain +1 Faith. You may spend 1 Faith and a Simple Action to recite a Litany of Hate. The effects of your Hatred Talent now apply to any of your allies with the IMPERIUM keyword within Rank x 10 metres. | 0 |  |  |  |  | Spontaneous Combustion | Target Defense | Action | Instant | 20 Meters | Yes | Fire, Psychic | Pyromancy | 10 |  | You focus your rage, eyes glowing with [NAME], until your enemies burst into flame. Targets hit with this power suffer 12 + 1 ED damage and must make a successful DN 4 Agility Test to avoid being set On Fire. Potency: [2] +1 ED damage. [1] +10 m range.
[NAME] | 20 | Awareness Rating 3+ | You have trained to fight blind, relying on your instincts and other senses to detect and dispatch your foes even when you cannot see. The Blinded Condition does not affect your attack Tests using your Weapon Skill (I). | 0 | Martyr's Tears | 20 | ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword, Willpower Rating 3+. | You are destined for martyrdom, prepared and willing to sacrifice yourself entirely to serve the Emperor’s grand vision. You gain +1 Faith. As Simple Action you can select a human target to heal. You must spend 1 Faith and take a number of Wounds up to a maximum equal to your Tier. The target recovers double the number of Wounds you sacrificed. | 0 |  |  |  |  | Wall of Flame | 7 | Action | Sustained | 20 Meters | No | Fire, Psychic | Pyromancy | 15 |  | You throw your arms wide and channel the seething energies of the Warp, conjuring a wall of flames. Initially, you may freely shape this fiery wall as you please, though its dimensions have limits — up to 3 m wide, 20 m long and 10 m high. You can summon the Wall of Flame anywhere within range and line of sight, including the space occupied by living creatures. Once the wall has been summoned, its dimensions cannot be altered, and it burns without fuel for as long as you sustain it. Creatures that attempt to pass through the Wall of Flame or that are caught inside it when it is summoned immediately take 12 +1ED damage and are On Fire. Creatures within 2 m immediately take 10 + 1 ED damage when the wall is summoned, and again each turn they end within 2 m of the wall. Potency: [2] +1 ED damage. *[2] You may use a Move Action to reshape the wall of flame once while it is Sustained. [1] +1 m in height or length.
Blood Must Flow! | 20 | Weapon Skill Rating 2+ | You know how to place your strikes to inflict hemorrhaging injuries. You may spend an Exalted Icon whenever you make a successful Weapon Skill (I) attack to inflict the Bleeding Condition to your target. | 0 | Repent! | 20 | ADEPTUS MINISTORUM or ADEPTA SORORITAS [NAME] 3+ | The righteousness of your indignation rings in the ears of those true to the Imperial Cult You gain +1 Faith. You can attempt to force another adherent of the Imperial Cult to repent using the force of your will. Spend 1 Faith and make an opposed Intimidation (Wil) Test against your target with +Rank bonus dice. If you are in combat, this takes a Combat Action. If you succeed on the Test and the target has the IMPERIUM Keyword, they kneel and repent for Double Rank x 10 seconds. | 0 |  |  |  |  | Conceal/Reveal | 5 | Action | Sustained | 25 Meters | No | [NAME], [NAME] | Runes of Battle | 20
Bombardment | 40 | Rank 2+ Any of the following Keywords: ADEPTUS ASTARTES, AELDARI, ASTRA MILLITARUM, CHAOS, ORK, ROGUE TRADER | You have the connections and military backup to call in an airstrike. A bombardment may come from ground-based artillery, aircraft, or even a voidship in low orbit. In all cases, the attacks are devastating to their targets. Once per game session, a character with this Talent and access to communications with their vessel or other forces may call in a bombardment. The bombardment attack deals 20 + Double Rank ED damage to all targets within Rank x 10 metres of the designated target. | 0 | Righteous Wrath | 20 | Human, [NAME], Willpower Rating 3+ | Your burning fervour inspires you to great deeds, and can similarly inspire your allies. You gain +1 Faith. As a Combat Action, you can spend 1 Faith to gain +2 Wrath. When you do this, you can sacrifice 1 point of Wrath to give an ally with the IMPERIUM Keyword that can hear you and is faithful to the Imperial Cult +1 Wrath. | 0 |  |  |  |  | Embolden/Horrify | 5 | Action | Sustained | 25 Meters | No | [NAME], [NAME] | Runes of Battle | 20
Brutalist | 20 | Strength Rating 3+ | Your strike brutal blows regardless of the weapon you wield. Every melee weapon you wield has the Brutal Weapon Trait (p.209), including your unarmed strikes. If you make a successful melee attack with a weapon that already has the Brutal Weapon Trait, you deal an additional +1 damage. This bonus damage is applied after calculating your total damage, not to the weapon’s Damage value. | 0 | Shield of Faith | 20 | Human, [NAME], Willpower Rating 3+ | Your indomitable belief steels your mind against Warp-witchery. You gain +1 Faith. As a Reflexive Action, you may spend 1 Faith to ignore a psychic power or effect until the end of the Round. You may spend an additional Faith to grant the same bonus to all allies with the IMPERIUM keyword within 15 + Double Rank metres. | 0 |  |  |  |  | Empower/Enervate | 7 | Action | Sustained | 25 Meters | No | [NAME], [NAME] | Runes of Battle | 30
Chaos Familiar | 20 | [NAME] | The Dark Gods have rewarded you with a minion drawn from the Warp. This malign creature revels in violence and deception, and serves as a constant reminder of your choices. Chaos familiars are unreliable, fickle, and treacherous, but they can be a powerful tool in any cultist’s arsenal. You gain +2 Corruption. You gain a minion, a lesser daemon spawned from the Warp. It uses the Brimstone Horror profile (see p.349), but has a 1 in all Attributes. It’s only Skills are Scholar (5) and Stealth (8). The daemon is fickle. To get it to take action, you must first succeed at an Opposed Persuasion or Intimidation Test. Once persuaded, the daemon goes to extreme measures to accomplish whatever task you set, to the best of its limited abilities. At the GM’s discretion, if the minion sees you act against the interests of the Warp, the familiar immediately turns on you until it’s destroyed or convinced of its mistake. If the familiar is slain, you must spend a Wrath Point to summon it again — which is timeconsuming and requires the GM’s permission. | 0 | The Passion | 20 | ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword | You cast your thoughts to His glory; His visage demands destruction. You gain +1 Faith. As a Combat Action, you can spend 1 Faith to inspire the Emperor’s wrath. Select one character with the IMPERIUM Keyword within hearing range — this can be yourself. The character gains +Double Rank bonus dice to [NAME] (I) Tests for 1 Round. | 0 |  |  |  |  | Enhance/Drain | 5 | Action | Sustained | 25 Meters | No | [NAME], [NAME] | Runes of Battle | 20
Conversational Cogitator | 10 | ADEPTUS MECHANICUS Keyword | The cogitation devices that form your brain are finely tuned. Through the cold purity of logic you can calculate the likely outcomes of a conversation, and predict the responses of weaker biological minds. Before making a Cunning (Fel), Deception (Fel), Insight (Fel), or Persuasion (Fel) Skill Test you can choose to use this Talent to use your [NAME] (Int) Skill instead. You must complete a Regroup or Respite before you can use this [NAME] again. | 0 | The Emperor Protects | 30 | ADEPTUS MINISTORUM or ADEPTA SORORITAS Keyword | You gain +1 Faith. As a Reflexive Action, you may spend 2 Faith to force an attack directed at you to miss. | 0 |  |  |  |  | Protect/Jinx | 5 | Action | Sustained | 25 Meters | No | [NAME], [NAME] | Runes of Battle | 20
[NAME] | 30 | Weapon Skill Rating 5+ | You are a master of melee combat, able to find an opening in your opponent’s guard when they attack. You can use this Talent whenever an enemy targets you with a melee attack. After the enemy has completed their attack, you may make a single melee attack against that enemy as a Reflexive Action. You may not apply any other Talents, Abilities, or combat options to a Counter Attack. You may [NAME]. up to Double Rank times per Round. If you [NAME], you cannot take any Move Actions on your next turn. | 0 |  |  |  |  |  |  |  |  |  | Quicken/Delay | 5 | Action | Sustained | 25 Meters | No | [NAME], [NAME] | Runes of Battle | 20
Deadshot | 20 | Ballistic Skill Rating 2+ | You are a skilled shot, trained to carefully target your enemies’ weak points. When you take the [NAME] action (p.189) and make a Called Shot (p.187) you double the bonus ED you recieve. | 0 |  |  |  |  |  |  |  |  |  | [NAME] | Target Defense | Action | Instant | 20 Meters | Yes | Kinetic, [NAME] | Telekinesis | 10 |  | Eyes blazing with inner light, you use nothing more than the power of your will to uproot a boulder, tree, or similarly large object in the vicinity, and smite your enemies with it. Targets hit by this power suffer 10 + 1 ED damage. Potency: [1] +1ED damage. [2] +10 m range.
Death or Glory | 20 | Human | Even when terrified, you can summon the courage to mount a ferocious attack. Whenever you are required to make a Fear Test, you may choose to instantly Charge the source of Fear, if you are able to, and make a single melee attack. Make the Fear Test after this attack resolves if the target is still alive. If you are in combat after the Fear Test resolves, you sacrifice your first Turn. | 0 |  |  |  |  |  |  |  |  |  | Crush | Target Defense | Action | Instant | 20 Meters | Yes | Kinetic, [NAME] | Telekinesis | 10 |  | You clamp an invisible force around your enemy, and tighten it to crush them. If successfully activated, the target takes 10 + 1 ED damage and must make a successful DN 5 Strength or Willpower Test (their choice) or be Restrained. While [NAME], the target can do nothing on their turn except try to break free by again making another Strength or Willpower Test as a Full Round Action. If the victim does not escape, they take an additional 10 + 1 ED at the beginning of each of your turns for as long as you Sustain the power. Potency: [3] +1 ED damage. The increased damage applies to the continual damage each turn. [2] +1 DN to the Strength or Willpower Test.
Deductive | 20 | Intellect Rating 3+ | Your studious mind can pick apart a problem (or person) with ease. As a Simple Action, you may use this Talent to make an Intellect-based Skill Test to recall or notice something about a target. The target can be anything, from a mag-locked door with a cantankerous machine spirit to an inscrutable Planetary Governor. If you pass the Test, the GM may give you information based on the [NAME] you used to make the Test. You also gain +Rank bonus dice to any Test made against that target that utilises this information, and may give this bonus to an ally, if you communicate what you have learned. | 0 |  |  |  |  |  |  |  |  |  | Grav-Warp | Targets Willpower +2 | Action | Sustained | 50 Meters | Yes | Kinetic, [NAME] | Telekinesis | 20 |  | You exploit the pressures of the Warp, exerting a force much like gravity on your target. Make an Opposed Willpower Test with a single target in line of sight to activate this power. If you succeed, you can choose to inflict one of the following effects on the target: X Increase Gravity: Your target is Prone and [NAME]. X Change Gravity: Choose a direction; gravity now acts in that direction for the target. If you Sustain this power, you may choose another effect — such as increasing gravity after changing it — or change the direction of gravity for the target again. Whenever your stop sustaining this power or the target moves more than 50 m away, the power no longer affects the target. The gravity the target is subjected to is equivalent to Terran standard. This may cause them to take damage from falling (p.201). If your target is an object, the DN is determined by the object’s size and weight. Potency: [2] Inflict 1 Mortal Wound to the target. [3] Increase Range by +50 m.
Devotees | 30 | [NAME] | Through reputation or assignment, you have gathered a number of followers that will do whatever you ask. If you are attacked, they intervene. Your devotees are a Mob of Troops, as described in Chapter 14: Bestiary. A number of devotees equal to Double Rank +2 have decided to follow you. You may use the stats presented in Chapter 14 for each devotee, or use the following rules: X Devotee Attributes are equal to 1 + Double Rank. X Devotee Skills are equal to 1 + Double Rank. X A devotee’s Attributes and Skills cannot be higher than your own. Whenever you are hit by any form of attack, any of your devotees may make a DN5 Initiative Test as a Reflexive Action. If they succeed, the attack kills the devotee instead of hitting you. Slain devotees may be replaced for free with new devotees the next time you visit a major encampment or city. If you take this Talent more than once, you gain more devotees of the same type you already possess. If you already have followers from an archetype ability, this Talent provides additional followers of that type instead. | 0 |  |  |  |  |  |  |  |  |  | Levitation | 5 | Action | Sustained | Self | No | Kinetic, [NAME] | Telekinesis | 8 |  | Your hair and garments are blown fiercely by ethereal forces as you rise off the ground. You can fly freely at your normal [NAME] while you sustain this power. Levitation is mentally taxing. You suffer 1 Shock for every hour you sustain the power, Potency: [1] Flying Speed increases by 5 m. [2] +1 Strength for determining what you may carry while flying.
Die Hard | 20 |  | You’re hard to kill. When you suffer your maximum Wounds, you are not Dying. Roll once on the Memorable Injuries table and heal 1 Wound. You may not use this Talent again until you complete a Regroup. | 0 |  |  |  |  |  |  |  |  |  | Shock Wave | 7 | Action | Instant | 5 Meters | No | Kinetic, [NAME] | Telekinesis | 15 |  | With a mighty thrust of your fist, you unleash a burst of mental force that blasts from you in all directions. All creatures within range take 12 + 1 ED damage from this blast and must make a successful DN 5 Agility Test or be thrown to the ground Prone. Potency: [1] Range is increased by 5 m. [2] +1ED damage.
[NAME] | 20 |  | You’re proficient in the art of foul play. Whenever you make an Interaction Attack (p.190) and you shift 2 Exalted Icons, you can inflict your target with an additional Condition. Choose the most narratively appropriate Condition from the following options: X Blinded (p.199) X Prone (p.200) X Restrained(p.200) X Staggered (p.200) | 0 |  |  |  |  |  |  |  |  |  | Telekinetic Dome | 5 | Full Action | Sustained | Self | No | Kinetic, [NAME] | Telekinesis | 15 |  | You draw the inert energies floating all around you and fashion an invisible barrier of force to protect yourself from harm. You gain +2 Resilience and may soak [NAME] while you sustain this power. Telekinetic Dome is mentally taxing. You suffer 1 Shock for every minute you sustain the power. Potency: *[2] Increase range to +Rank m, and all beings in range gain the same protection. [2] Increase bonus to Resilience by +1.
[NAME] | 30 | Psychic Mastery Rating 4+, and at least 2 psychic powers from a single Discipline. | Your devotion to a psychic discipline has given you mastery over your style of Warpcraft. When you take this Talent, you may select a psychic discipline in which you have at least 2 psychic powers. Whenever you make a Psychic Mastery (Wil) Test to activate a psychic power from that discipline, reduce the DN by 1. | 0 |  |  |  |  |  |  |  |  |  | Erasure | Targets Willpower +2 | Full Action | Instant | 30 Meters | Ues | [NAME], [NAME] | [NAME] | 15 |  | You remove a memory from your target’s mind, casting it off to be lost in the Warp forever. Make an Opposed Willpower Test with a target in line of sight to activate this power. If you succeed, you may remove a recent memory from the target’s mind. You may only remove a number of hours of the target’s memory equal to your Rank, and cannot remove memories from more than 24 hours before this power was used. The target is aware of the gap in their recollections, but the memories have been fully removed from their psyche and cannot be recovered. Potency: [2] +30 m range. [3] Double the length of the memory that can be removed.
Disturbing Voice | 20 |  | You have a sinister and upsetting voice. This may be due to infrasonic cadences produced by a vox synthesiser, interrogation training, or just an inborn air of malice. You gain +Rank bonus dice to Intimidation (Wil) and Leadership (Wil) Tests when you use your voice. Any Fellowship Test made with someone likely to be put off by your voice (nervous individuals, Psykers, pious members of the Ecclesiarchy) suffers +2 DN penalty. | 0 |  |  |  |  |  |  |  |  |  | Fog the Mind | 4 | Full Action | Sustained | 10 Meters | No | [NAME], [NAME] | [NAME] | 15 |  | You reach into your enemy’s mind and cloud their thoughts, slowing their cognitive processes and dulling their wits. A sense of haziness and confusion overcomes all enemies within range, and they must make a successful DN 6 Willpower Test or immediately be both [NAME] (2) and Staggered. Fog the Mind is mentally draining. You suffer 1 Shock for every round you sustain the power. Potency: [1] Range increased by a factor of 1. *[2] Activation reduced to an Action.
Dual [NAME] | 20 |  | You can wield two weapons with uncanny accuracy. If you are wielding two weapons that have the Pistol Weapon Trait or are one-handed melee weapons, the DN penalty for using the Multi-Attack option is reduced by 2. You can also choose to use a different weapon you are wielding for each of your Multi-Attacks. | 0 |  |  |  |  |  |  |  |  |  | [NAME] | Willpower (Opposed) | Full Action | Sustained | 30 Meters | No | [NAME], [NAME] | [NAME] | 15 |  | You envelop a visible target with your mind, imposing your will on them and forcibly probing their innermost secrets. Make an Opposed Willpower Test with the target to activate this power. If you succeed, you can probe the target’s mind for secrets in subsequent Rounds until the power ends or either party loses consciousness. To Sustain this power, you must make another Opposed Willpower Test with the target at the start of your turn. If you succeed, you may ask the target a question. The GM will provide as honest an answer as possible through the target’s memories and experiences, mental images you receive through your mind probe that may be skewed by the perspective of the target. The target suffers 1d3 Shock for each question answered. If you fail an Opposed Test, you are expelled from the target’s mind and suffer 1d3+3 Shock. You may not recover Shock while sustaining this power. Potency: [1] The target answers one additional question. *[2] The target suffers no Shock and is unaware of the psyker’s intrusion into their mind.
Duty Untill Death | 20 | Willpower Rating 3+ IMPERIUM Keyword | Your ardent faith in the Emperor allows you to push beyond the limits of injury to act in His will, at a cost to your physical form. Whenever you reach [NAME], you can use this Talent. You may take your next turn normally; you begin Dying at the end of that turn. You may choose to take your next turn immediately after activating this Talent, potentially interrupting an enemy’s turn. If you roll a Complication on any Test, you take a Traumatic Wound. | 0 |  |  |  |  |  |  |  |  |  | Psychic Shriek | Target Willpower | Action | Instant | 50 Meters | Yes | Psychic | [NAME] | 10 |  | You unleash a blast of psychic energy to attack the mind of an enemy nearby. The target immediately takes 1d3+3 Shock and must make a successful DN 5 Willpower Test or be Staggered. Potency: [1] +1 Shock. [2] +1 DN to the Willpower Test.
Eliminator | 20 | Stealth Rating 2+ | You strike from the shadows, using stealth and the element of surprise to take down your foes in one fell swoop. When you have a Stealth Score (p.181) and you attack an enemy that is unaware of you, you may add your Stealth Score as ED. This is in addition to the bonuses received from a Surprise Attack (p.182). Any decrease to your Stealth Score is resolved after the attack. | 0 |  |  |  |  |  |  |  |  |  | [NAME] | 3 | Action | Sustained | 100 Meters | Yes | [NAME], [NAME] | [NAME] | 5 |  | You reach out with your mind to link with another and communicate with nothing but thoughts. You don’t need line of sight to the target, and no obstacles except those designed specifically for warding off psychic intrusion can prevent this communication. You don’t need to know whether any targets are in range, and may simply use [NAME] to contact the nearest target. Once you activate the power, communication continues until you end it. If the target wishes to break the link against your will, they must make a successful DN 3 Willpower Test. If the target forcibly breaks the telepathic link in this manner, you suffer 1d3 Shock. You may use [NAME] to eavesdrop on a target instead of communicating, and may still choose to ‘speak’ at any time using the link. If you use [NAME] in this way, the target may still become aware of the link and that something is amiss with a successful Awareness (Int) Test (DN equal to your Psychic Mastery (Wil) dice pool). If the target becomes aware of the telepathic communication, it can choose to use the link itself or attempt to terminate it as above. [NAME] only reads active surface thoughts, so you cannot pry into another’s secrets, unless the target is actively thinking about them at the time. If you use [NAME] to communicate with more than one target, you act as a communication hub and all targets can ‘hear’ one another through you. Acting as a telepathic hub in this way is mentally taxing. You suffer 1 Shock for every 20 minutes you sustain the power. You may not recover Shock while sustaining this power. Potency: [1] Range is increased by a factor of 10.
Escape Artists | 20 |  | Through bodily contortions, practice, or subdermally concealed equipment, you are adept at escaping any form of bondage. You gain +Double Rank bonus dice to all attempts to escape any form of bondage, be it mechanical bonds or an individual [NAME] you (p.189). | 0 |  |  |  |  |  |  |  |  |  | Terrify | 5 | Full Action | Instant | 10 Meters | No | [NAME], [NAME] | [NAME] | 15 |  | Reaching out with your mind, you pluck the latent fears of enemies nearby from their subconscious, and force them to the surface. A supernatural dread of you and your allies overcomes all enemies within range; they must make a DN 5 Fear Test. Potency: [2] Fear roll DN increased by +1. *[2] Activiation reduced to an Action. [1] +10 m range.
Ever Vigilant | 20 |  | You never let down your guard. You gain +Double Rank to your Passive Awareness. | 0 |  |  |  |  |  |  |  |  |  | Fury of the Wolf Spirites | 7 | Action | 1 Round | Self | No | [NAME], [NAME] | Tempestas Discipline | 10
Favoured by the Warp | 40 | PSYKER Keyword | The Warp is both dangerous and fickle, it’s horrors afflicting some more than others. Even those with great mental conditioning and a seeming control over psychic powers can find it turns against them. You may use this Talent to reroll any Perils of the Warp (p.263) result. You must accept the new result. | 0 |  |  |  |  |  |  |  |  |  | Jaws of the World [NAME] | 7 | Full Action | Instant | 35 Meters | No | [NAME], [NAME] | Tempestas Discipline | 20
Fear | 30 |  | Either by the ravages of war on your body, an aura of malice, or the weight of your words, you frighten those you meet. When you succeed on an Intimidation (Wil) Test, you can force the target to make a Fear Test with a DN equal to 1 + Double Rank. | 0 |  |  |  |  |  |  |  |  |  | Living Lighting | 6 | Action | Instant | 35 Meters | No | [NAME], [NAME] | Tempestas Discipline | 15
Fearless | 30 | Willpower Rating 4+ | Extensive mental conditioning or intensive training allow you to completely control your fear. You automatically pass any Fear Test. You are immune to Interaction Attacks made using Intimidation (Wil). | 0 |  |  |  |  |  |  |  |  |  | Murderous Hurricane | 5 | Action | Instant | 35 Meters | No | [NAME], [NAME] | Tempestas Discipline | 10
Feel No Pain | 40 | Toughness Rating 4+ | Your pain tolerance is above and beyond that of most of your Species. You do not suffer a penalty to DN for being Wounded. Your Wounds Trait is increases by +Rank. | 0 |  |  |  |  |  |  |  |  |  | [NAME] | 8 | Full Action | Sustained | 25 Meters | Yes | [NAME], [NAME] | Tempestas Discipline | 20
Flagellant | 20 | [NAME] | You have dedicated your pain to the service of the Emperor. At the start of each day, you must spend 20 minutes (Terran standard) in prayer, and inflict Wounds to yourself equal to your Tier through self-flagellation. You may not roll Determination against these Wounds, or allow them to be healed by any method other than through a Respite. As long as you are wounded in this way, you gain +Rank bonus dice to your Determination and Conviction rolls and may choose to become Frenzied (p.199) as a Combat Action. If you also have the Frenzy Talent, you may become Frenzied as a Simple Action. If you fail to flagellate yourself, you are overcome with shame and take a +2 DN penalty to all Tests until you flagellate again. | 0 |  |  |  |  |  |  |  |  |  | Tempest's Wrath | 6 | Action | 1 Round | 50 Meters | No | [NAME], [NAME] | Tempestas Discipline | 10
Frenzy | 20 |  | You can use a Combat Action to become Frenzied (p.199). | 0 |  |  |  |  |  |  |  |  |  | Deny the Witch | - | Action* | Instant | 50 Meters | No | Psychic | Universal | 0 |  | You can unravel another psyker’s attempt to manipulate the Warp. All characters with the PSYKER keyword can attempt to prevent the activation of a psychic power within range, or nullify an already active Sustained or timed duration psychic power. Your character must be aware of the power being used in order to Deny the Witch.The DN for Deny the Witch is 2 + the DN of the psychic power you are trying to deny. If the power you are trying to deny has increased potency from shifting an Exalted Icon, the DN is increased by +1 for each Exalted Icon shifted. If Deny the Witch succeeds, the power fails to activate or immediately stops working. *Unlike other Actions, this can be used to deny a power occuring before your Turn, but this uses your Combat Action for the Round. If you have used your Action for the Round then you can’t Deny the Witch.
[NAME] | 20 | Athletics Rating 2+ and Weapon Skill Rating 2+ | You have practised closing distance to a foe with speed; swinging your weapon whilst running has become second nature. You gain +Rank to any melee attack you make as part of a Charge (p.189). | 0 |  |  |  |  |  |  |  |  |  | Psyniscience | 3 | Free Activation | Instants | 50 Meters | No | Psychic | Universal | 0 |  | You can sense the presence of the Warp pressing in against the material world. Existing or imminent distortions of the barrier between Materium and Immaterium in your immediate presence may betray themselves in the flicker of shadows, a brief chill on the flesh, or in a thousand other ways. You can attempt to detect the presence of Warp phenomena within range and line of sight, including sustained psychic powers, psychic powers being activated, and similar effects as decided by the GM. This won’t show the source of any such phenomenon, only that it is present within the restrictions, nor does it detect any Psykers. It does, however, provide enough information to activate Deny the Witch. If you attempt to activate this power and fail, the mysteries of the Warp assail your mind. You are automatically under the effects of Fear. As it is not considered a psychic power, Psyniscience can’t trigger the Perils of the Warp.
Gallows Humour | 20 |  | You find humour in the darkest of places, and can use it to bolster the resolve of your allies. You can take a Simple Action to make a grim joke whenever you are [NAME] or are suffering from a Condition. Make a Fellowship Attribute Test when you do so; you and any allies that can hear you recover Shock eqaul to your rank plus the number of Icons rolled. | 0 |  |  |  |  |  |  |  |  |  | Smite | Target Defense | Action | Instant | 35 Meters | Yes | Psychic | Universal | 0 |  | You concentrate destructive power through the lens of your will, summoning lethal bolts of raw psychic energy that blast your enemies into ash. Target one enemy within range and make a Psychic Master (Wil) Test against their Defence. If successful, the target suffers 1d3 Mortal Wounds. Potency: [3] +1 Mortal Wound.
Hardy | 30 | Toughness Rating 3+ | You are innately durable, or have undergone harrowing endurance training. As a Combat Action, you can make a DN 3 Toughness Test. On a failure you recover 1 Shock. On a success you recover 1 + Double Rank Shock. Each Shifted Exalted Icon recovers an additional point of Shock. Once you use this Talent, you cannot use it again until you have completed a Regroup (p.196). | 0
Hatred [Any] | 30 |  | You have honed your hatred toward a specific foe into a weapon. Select a Keyword to be the focus of your hatred. You gain +Double Rank bonus dice on melee attacks against targets that have the chosen keyword. You suffer a +2 DN penalty whenever you interact socially with individuals of the chosen Keyword. | 0
[NAME] | 20 | [NAME] | You are experienced at navigating the urban environments of the Imperium. You gain +Rank bonus dice to any Stealth (A) or Survival (Wil) Tests when moving through urban environments. | 0
Jargon [Skill] | 20 | A Rating of 1+ in any of the following; Ballistic Skill (A), Medicae (Int), Pilot (A), Scholar (Int), [NAME] (Wil), [NAME] (Int) or [NAME] (I). | You’re knowledgeable enough on a particular subject to open your mouth and let the information flow out. The mystifying slang, precise vernacular, and strange idioms are enough to stupify the unlearned and make fast friends of strangers who share your passion. When you take this Talent, you must pick which of your Skills it applies to from the list in the Requirements section above. During any social encounter you can make a Skill Test using your Jargon Skill. The DN is determined by the GM based on how friendly the target is to you. If you fail, everyone around you ignores your incoherent babbling. If you succeed and the target is interested or trained in the [NAME], they are likely to become more friendly to you (see p.168). If the target doesn’t share your knowledge and slang, they stand stupefied whilst you babble — they are distracted, unable to get away from your conversation for up to 20 minutes (Terran standard). | 0
Legacy of [NAME] | 20 | [NAME] | The long and mournful history of your people weighs upon you, sharpening your focus and emboldening your will to live. You no longer suffer the penalty from the Intense Emotion Species ability (p.29). The group gains +1 Glory every time you pass a Defiance Test. | 0
Let the Galaxy Burn | 20 | [NAME] | You take pleasure in the destruction of any ordered institution. When you see your prey begin to falter, you revel in its collapse and become inspired to commit ever greater atrocities in the names of the Chaos Gods. You gain +1 Corruption. Whenever you incapacitate an Adversary or Elite opponent, the group gains +1 Glory, up to a maximum Glory of Double Rank per encounter. | 0
[NAME] | 20 |  | You have learnt how to read lips. It is more difficult to read the lips of a Species different from your own. The GM may call for an Awareness (Int) Test depending on the environment to read lips successfully. | 0
Lobotomised Efficiency | 20 | Human | Through otherworldly discipline or surgical treatments you have been rendered immune to temptations of the flesh. You gain +Double Rank to your Conviction and Resolve. You no longer add your Tier to your [NAME]. | 0
Loremaster [Keyword] | 30 | Scholar Rating 3+ | You are highly educated in a specific field. When you take this Talent, choose a Keyword. This could be a bureau of the Imperium, a xenos species, or something esoteric (and forbidden) like daemonology. All [NAME] selections are subject to GM approval. If you select another Species as the keyword, you can speak their native language as well as your own. Educational insight can have broad applications. Studying a culture’s history invariably reveals information about their traditions, military prowess, and technological innovations. Whenever you make a Skill Test related to the chosen Keyword, you gain +Double Rank bonus dice. This includes Scholar Tests, but can also be relevant to any Test that involves interacting with that Keyword, including Interaction Attacks (p.190). The GM is the arbiter of what is sufficiently relevant to your selected [NAME] to receive this bonus. | 0
Mark of Chaos | 30 | [MARK OF CHAOS] Keyword | You have been granted the favour of the Chaos Gods. This may be from dedicating yourself to one of the named gods or to an act that venerates the entire pantheon. Occasionally, one of the Chaos Gods may grant favour out of amusement or some more inscrutable reason, rather than as a reward. You gain +1 Corruption. Select one of the five options below and apply the bonus to your character sheet. Taking this Talent replaces the [MARK OF CHAOS] Keyword with the name of your chosen God. If you choose [NAME], you do not replace the [MARK OF CHAOS] Keyword. X Nurgle: Your Toughness increases by +1.  X Khorne: You gain +2 bonus dice when making attacks using the All-Out Attack option. You can’t take this option if you have the PSYKER keyword. X Slaanesh: You gain +2 bonus dice on Awareness and Persuasion Tests. X Tzeentch: You gain the PSYKER keyword. If you already possess the PSYKER keyword, you gain one minor psychic power of your choice. Work with the GM to determine which powers are appropriate for your character. X Undedicated: Choose one of the following Skills: Awareness, Cunning, Deception, Insight, Persuasion, Psychic Mastery, Stealth, or [NAME]. You gain +Rank bonus dice when using that [NAME]. | 0
Mastered Paths | 20 | [NAME], [NAME] | As a Craftworlder, you have travelled and mastered many paths over your elongated lifespan. You have likely forgotten more than most humans will ever learn, but still retain fragments of your former focuses. You may select an additional background to represent your previous path, and gain the benefits associated with both of your backgrounds. | 0
Mimic Voice | 20 | Deception Rating 3+ | You can mimic individuals’ voice patterns with uncanny accuracy. You may have learned this Talent through your environment or difficult training, or gained this ability from implanted vox synthesisers. Make an Awareness Test when you listen to an individual speak for at least 1 hour to study their voice. The DN is set by the GM based on the difference between your target’s voice and your own, and your current auditory conditions. If you succeed, you gain +Double Rank bonus dice whenever you make a Deception Test to mimic this voice. You can memorise a number of voices equal to your Intellect. | 0 |  | Ranged Weapon |  |  |  |  |  |  |  | Grenade |  |  |  |  |  |  |  | [NAME] |  |  |  |  |  |  |  | Tools and Equipment
Mob Rule | 20 | Ork Species | You know how to manipulate the brutish confidence of a mob of Orks. When you command two or more Orks, you and all allied Orks within 15 + Double Rank metres may add +Double Rank to [NAME]. | 0 | Name | Damage | ED | AP | Range | Salvo | Trait |  | Name | Damage | ED | AP | Range | Salvo | Trait |  | Name | Damage | ED | AP | Range | Salvo | Trait |  | Name | Faction | Effect | Keywords
More Dakka! | 35 | Ork Species | You love the smell and sound of Dakka, and have a knack for expending exorbitant quantities of ammunition; this is somehow an effective tactic for you. The [NAME] value of any weapon you wield is increased by +Rank. You may want to employ [NAME] (p.241) to carry extra ammunition. | 0 | Bolt Pistol | 10 | 1 |  | 6-12-18 | 1 | Brutal, Pistol |  | [NAME] | 10 | 4 |  | Strx4 |  | Blast [Medium] |  | Unarrmed | 0 | 1 |  |  |  |  |  | 9-70 Entreching Tool | Imperial | A 9-70 entrenching tool halves the time needed to dig trenches, foxholes, and other earthen fortifications. It also makes for a sturdy improvised weapon, as many a Guardsman can attest. | [NAME], ASTRA MILITARUM
Noble Peer | 30 | Persuasion Rating 3+ | You are a member of a renowned noble class. You may have additional authority over other members of your society, as well as responsibility for your social lessers. Whenever you are in a social situation where status plays a factor, gain +Double Rank bonus dice to Influence Tests and any Skill Tests involving social interaction. | 0 | Heavy Bolt Pistol | 10 | 1 | -1 | 6-12-18 | 1 | Brutal, Pistol |  | [NAME] | 10 | 5 | -1 |  |  | Blast [Medium] |  | Knife | 2 | 2 |  | Strx4 |  |  |  | Auspex | Imperial | Activated as a Combat Action to detect energy emissions, motion, and other life signs within 50 metres. | [NAME], ADEPTUS MECHANICUS
Orthopraxy | 20 | [NAME] | The litanies of His holy word have burned themselves deep in your memory. You can recite hymns and prayers to the Emperor by rote, and can use them to bolster your mind. As a Simple Action you can begin mentally recanting Ecclesiastical liturgies. Whilst you are doing this, you gain +1 bonus Willpower for Rank turns. You can’t use this Talent again until you complete a Respite. | 0 | Boltgun | 10 | 1 |  | 12-24-36 | 2 | Brutal, Rapid Fire [2] |  | [NAME] | 14 | 5 | -2 |  |  | Blast [Small] |  | Astartes Combat Knife | 3 | 2 |  |  |  | Reliable |  | Auto-Quill | Imperial | +2 bonus dice to Tests to forge or alter documents. | IMPERIUM
Paranoid | 20 | Cunning Rating 3+ | You constantly fear for your life. You have established a web of connections to gather information on dangerous conspiracies. Once per session when you have access to a communications device, you may ask your ring of contacts one question they may know. The GM rolls a secret Cunning (Fel) Test and provides you with whatever information the contact can provide. The number of Icons rolled on the Test determines the quality and amount of information. | 0 | [NAME] | 10 | 1 | -1 | 15-30-45 | 2 | Brutal, Rapid Fire [2] |  | [NAME] | 10 | 5 |  |  |  | Blast [Large] |  | Sword | 3 | 3 |  |  |  | Reliable |  | Ballistic Appeasement Autoreliquary (Absolutis Pattern) | Imperial | Clear a jammed weapon as a Free Action. | [NAME], ADEPTUS ASTARTES, PRIMARIS
Primaris Perspective | 40 | Primaris Astartes Species | You have been held in suspended animation since the 31st Millennium, just after the Horus Heresy ended. You remember a very different galaxy, and have a unique perspective on the Dark Imperium, a perspective that encompasses memories of both great hope and great sorrow. You gain +Rank bonus dice Resolve and Corruption Tests. You gain +Double Rank bonus dice to Scholar Tests regarding historical events from the 31st Millennium or earlier. | 0 | Storm Bolter | 10 | 1 |  | 12-24-36 | 4 | Brutal, Heavy [3], Rapid Fire [2] |  | [NAME] | 16 | 6 | -2 |  |  | Blast [Small] |  | Mono Knife | 3 | 2 | -1 |  |  | Rending (1) |  | Clothing | Imperial | Clothing of a higher Rarity is a sign of status, and may grant small situational bonuses when making social [NAME] (+1 bonus die to Persuasion or Influence, for example). | IMPERIUM
Promethium Proficiency | 20 | [NAME] | You have been trained in the use of the Emperor’s holy fire. When using weapons with the Inflict (On Fire) trait, you gain +Rank ED to any damage rolls. You gain 1 Wrath whenever you kill an enemy of the Imperium using a weapon with the Inflict (On Fire) Trait. | 0 | [NAME] | 12 | 2 | 1 | 9-18-27 | 3 | Assault, Brutal |  |  |  |  |  |  |  |  |  | Industrial Bludgeon | 4 | 2 |  |  |  | Brutal, Unwieldy (1) |  | Combi-Tool | Imperial | You ignore DN penalties to build, repair, maintain, and sabotage Imperial technology. | [ANY]
Rite of Fear | 30 | ADEPTUS MECHANICUS Keyword | Your voice box has been replaced with a synthetic vocoder, critical for audible communication in Lingua-technis, and able to emit infrasonic sounds. These deep frequencies are below auditory detection and can trigger fear responses. You can trigger the Rite of Fear as a Combat Action. The rite affects all characters within a cone, 10 metres long by 3 metres wide at its terminus. Characters within the area of effect who lack ear protection (including augmetic ears) must immediately make a Fear Test with a DN of 2 + Double Rank. You are the vertex of the cone but are immune to its effects. You can purchase the Disturbing Voice Talent for 10 XP. | 0 | Heavy Bolter | 12 | 2 | -1 | 18-36-54 | 3 | Brutal, Heavy [4] |  |  |  |  |  |  |  |  |  | Chain Bayonet | 4 | 1 |  |  |  | Brutal |  | Cameleoline Cloak | Imperial | +1 bonus die to Stealth (A) Tests and +1 to Defence when in shadow or cover. | [ANY]
Rite of Magnometrics | 20 | ADEPTUS MECHANICUS Keyword | You have implemented powerful electromagnets into your augmetic replacements that you can control mentally. You can vary the intensity and frequency of your electromagnetic emissions, allowing you to summon metal objects to you and hover over large metallic surfaces. You can pick up and carry metal objects up to 3 + Double Rank metres away without touching them. You can also draw your body to any large or stable metal object and hover above it. No Test is required for either of these abilities. Using this Talent in combat requires a Simple Action. The effective range of this Talent is equal to your Rank x 20 metres. The effective Strength of this Talent (for use when throwing an object or resisting another force) is 1 + Double Rank. | 0 | Laspistol | 7 | 1 |  | 6-12-18 | 1 | Pistol, Reliable |  |  |  |  |  |  |  |  |  | Chainsword | 5 | 4 |  |  |  | Brutal, [NAME] |  | Chaplet Ecclesiasticus | Imperial | The Chaplet can be used as a Symbol of Authority (p.240) or, if necessary a garrote. | [NAME], ADEPTUS MINISTORUM, ADEPTA SORORITAS
Rite of Pure Thought | 20 | ADEPTUS MECHANICUS Keyword | You have replaced a hemisphere of your brain with a cogitator. You live an emotionless existence, depending upon the peaceful and rewarding purity of logic. You gain +Rank bonus dice on Resolve and Fear Tests, and to resist Persuasion and Intimidation Interaction Attacks. You gain +Rank bonus dice when making Investigation Tests. | 0 | Hot-Shot Laspistol | 7 | 1 | -2 | 3-6-9 | 1 | Pistol, Reliable |  |  |  |  |  |  |  |  |  | Chain Axe | 5 | 4 |  |  |  | Brutal, Rending (1) |  | [NAME] | Imperial | Settings on the chrono’s display allow for the accurate tracking of Imperial standard, shipboard, and local planetary time. | [ANY]
Scum Savvy | 20 | Human | Long years of disreputable carousing during business deals with shady individuals have trained you to effectively fleece the lawless and process potentially dangerous chem substances. You gain +Double Rank bonus dice to any Test related to resisting the effects of chemicals. You gain +Rank bonus dice when making Cunning (Fel) Tests. | 0 | [NAME] | 10 | 1 |  | 6-12-18 | 1 | Pistol |  |  |  |  |  |  |  |  |  | Eviscerator | 6 | 6 | -4 | 2 |  | Brutal, Unwieldy (2) |  | Data-Slate | Imperial | You can record any information transferable from a cogitator, such as local maps, familial records, or manufactorum outputs, onto your Data-Slate. | [ANY]
Secret Identity | 20 | [NAME] | You maintain a secret identity that lets you move through the Imperium unnoticed. Work with your GM to define your secret identity; you might be a minor noble from a far-flung system, a travelling merchant barely registering on Administratum records, or a surveying member of the Administratum itself. It might help to select one or two Keywords that apply to your secret identity. Your identity has been well established using Inquisitorial resources. It may afford you benefits when dealing with particular individuals. When your secret identity is challenged, you must make a Deception (Fel) Test to maintain the illusion. | 0 | Lasgun | 7 | 1 |  | 12-24-36 | 1 | Rapid Fire [1], Reliable |  |  |  |  |  |  |  |  |  | Chain Fist | 7 | 6 | -4 |  |  | Brutal, Unwieldy (3) |  | Diagnostor | Imperial | +1 bonus die to Medicae (Int) Tests to detect and diagnose diseases, injuries, and ailments, and to determine cause of death. | IMPERIUM
Sidestep | 30 | Initiative Rating 3+ | You have a practised ability to evade harm in close combat. You can use Sidestep as a Reflexive Action whenever you are attacked in melee and are aware of the attacker. You must declare a Sidestep before the Attacker makes their Weapon Skill Test — doing so sacrifices your Move Action on your next turn. When you [NAME], you gain +Double Rank Defence and Resilience for the purpose of resolving the attack. You can only Sidestep once per round, and the bonuses only apply for a single attack. | 0 | Hot-Shot Lasgun | 7 | 1 | -2 | 9-18-27 | 2 | Rapid Fire [1], Reliable |  |  |  |  |  |  |  |  |  | Whip | 1 | 1 |  | 4 |  | Agonising |  | Grav-Chute | Imperial | You can hover or control a fall for up to one hour. You can recharge the Grav-Chute’s solar battery by leaving it in sunlight for one hour. | [NAME], ASTRA MILITARUM
Silent | 20 |  | Moving silently comes as second nature to you. You can move at full Speed when Moving Stealthily (p.182), and do not lose your Stealth Score when moving out of Hiding. | 0 | Hot-Shot Volley Gun | 10 | 1 | -2 | 12-24-36 | 4 | Heavy [4], Reliable |  |  |  |  |  |  |  |  |  | Neural Whip | 3 | 1 |  | 4 |  | Neural Whip |  | [NAME] [NAME] | Imperial | +1 bonus die to Survival (Wil) tests made to find food and water. | [NAME], ASTRA MILITARUM
Simultaneous Strike | 30 | Ballistic Skill Rating 4+ or Weapon Skill Rating 4+ | You can accurately attack with two weapons at once. When you take this Talent, you must choose if it applies to your Ballistic Skill (A) or [NAME] (I). You must have [NAME] of 4+ in the Skill you choose. You may only [NAME] with one-handed melee weapons or ranged weapons with the Pistol Trait. When you make a Simultaneous Strike, pick a single target. Pick your primary weapon; your attack uses all your primary weapon’s statistics, such as AP and Weapon Traits. Make your attack Test as normal; if you succeed, add half of the secondary weapon’s Damage value as ED to the damage roll. | 0 | Long Las | 10 | 1 |  | 18-36-54 | 0 | Sniper [1], Reliable |  |  |  |  |  |  |  |  |  | Shock Whip | 4 | 2 |  | 4 |  | Agonising, Rending (2) |  | [NAME] | Imperial | You can fly at double your Speed by making a Pilot (A) Test, ignoring any terrain. If you fail the Pilot (A) Test, your movement deviates according to the [NAME] (p.186) rules. A Complication triggers a crash, which deals a minimum of 1d3 Shock. | [ANY]
Smash Attack | 20 | Weapon Skill Rating 2+ | You can concentrate all of your strength and rage into a single attack; this strike is deadly, but leaves you open. You gain +Rank ED to any All-Out Attack. | 0 | Lascannon | 18 | 3 | -3 | 24-48-72 | 1 | Heavy [4], Reliable |  |  |  |  |  |  |  |  |  | Shock [NAME] | 4 | 4 | -1 | 4 |  | Agonising,  Brutal |  | Magnoculars | Imperial | Awareness (Int) Tests made with Magnoculars suffer no penalties for distance. | [ANY]
Special Weapons Trooper | 20 | Ballistics Skill Rating 3+ ASTRA MILITARUM Keyword | Many soldiers of the Astra Militarum receive training in the use of specialty weapons on the battlefield. Often, this training includes basic chants to appease the weapon’s war-spirit if it becomes obstinate or recalcitrant. You may select one of the following weapons as standard Wargear, replacing your primary weapon: X Combat Shotgun (p.218) X Plasma Gun (p.218) X Meltagun (p.218) X Long Las (p.217) [NAME] (p.219) X Grenade launcher (p.220). You also receive 3 frag and 3 krak grenades X Hot-Shot Volley Gun (TEMPESTUS SCION only, p.217) | 0 | Plasma Pistol | 15 | 1 | -3 | 6-12-18 | 1 | Pistol, Supercharge |  |  |  |  |  |  |  |  |  | [NAME] | 4 | 2 | -1 | 2 |  | Brutal, Force |  | Medikit | Imperial | You can make Medicae (Int) Tests to perform surgeries and heal others without suffering a DN penalty, including taking the Restore Shock option (p.124). | [ANY]
Stoic | 20 |  | Either through a quirk of biology, surgical intervention, or traumatic injury, your face no longer betrays emotion like a normal member of your Species. You impose a +Double Rank DN penalty on any Insight Tests made against you. | 0 | [NAME] | 15 | 1 | -3 | 12-24-36 | 2 | Rapid Fire [1], Supercharge |  |  |  |  |  |  |  |  |  | [NAME] | 5 | 4 | -3 |  |  | Force, [NAME] |  | Medkit- Chirurgeon’s Tools | Imperial | Functions as a Medkit. +2 bonus dice to Medicae (Int) Tests when a character is Dying. | [NAME], ADEPTA SORORITAS
Storm of Death | 30 | Weapon Skill Rating 4+ | You make a flurry of attacks in combat. When the only combat option you take in your turn is a Multi-Attack, the DN penalty is decreased by –Double Rank. Your turn ends after you complete your Multi-Attack. | 0 | [NAME] | 15 | 2 | -3 | 18-36-54 | 3 | Heavy [8], Supercharge |  |  |  |  |  |  |  |  |  | Force Axe | 5 | 5 | -2 |  |  | Force |  | Medkit- Martyr’s [NAME] | Imperial | Functions as a Medkit. Includes a standard augmetic replacement for any lost limb or eye (p.242); the augmetic is temporary, and becomes useless after 24 hours. The subcutaneous frag charge has the same damage profile as a [NAME] (p.220). | [NAME], ASTRA MILITARUM
Supplicant | 20 | Human Species | You know your place, and how to work Imperial feudalism to your advantage. You gain +Rank bonus dice whenever you are appealing to one of your social betters, such as a planetary governor or a superior officer. If your behaviour in any way deviates from the accepted social norms of the Imperium, your GM may refuse this bonus. | 0 | Inferno Pistol | 16 | 1 | -4 | 3-6-9 | 1 | Melta, Pistol |  |  |  |  |  |  |  |  |  | Nemesis [NAME] | 8 | 6 | -3 | 2 |  | Brutal, Force, Unwieldy (2) |  | [NAME] | Imperial | +1 bonus die to Persuasion (Fel) Tests made involving converts to the Imperial Creed and those seeking redemption through the grace of the God-Emperor. | [NAME], ADEPTUS MINISTORUM
Supreme Presence [Skill] | 30 | [NAME] in any one of the following; Athletics (S), Deception (Fel), Intimidation (Wil), Persuasion (Fel) or [NAME] (Int). | The weight of your presence demands attention, even from large groups of individuals. When you take this Talent, you must select one of the Skills listed in the Requirements. When you make an Interaction Attack with the chosen [NAME], you may select either 1 + Double Rank targets or a Mob of any number of Troops. The DN for the Interaction Attack does not increase. | 0 | Meltagun | 16 | 2 | -4 | 3-12-18 | 1 | Rapid Fire [1], Supercharge |  |  |  |  |  |  |  |  |  | Death Cult Power Blade | 5 | 4 | -2 |  |  | Parry |  | Periculum Kit | Imperial | A Periculum Kit contains:  [NAME], Data-Slate, Magnoculars, 2 Ration Packs, Respirator, Vox-bead | [NAME], [ANY]
Tenacious | 30 |  | You have an uncanny knack for mental perseverance. You recover 1 Shock for every Exalted Icon you roll when you roll Determination (p.196). | 0 | Multi-Melta | 16 | 3 | -4 | 12-24-36 | 1 | Heavy [8], Melta |  |  |  |  |  |  |  |  |  | Power Sword | 5 | 4 | -3 |  |  | Parry |  | Preysense Goggles | Imperial | You ignore any penalties to Tests due to visual conditions. | [ANY]
The Flesh is Weak | 30 |  | You may have taken this procedure to repair a gruesome injury, or as a personal expression of faith. The replacements are much sturdier than your former biology, but have dramatically affected your appearance. You no longer need to breathe and you do not bleed. As a result, you aren’t affected by Bleeding (p.199) or Suffocation (p.200). You gain +Rank bonus dice to Tech (Int) Tests and Determination rolls. You suffer +2DN to Persuasion (Fel) Tests. When you take this Talent, you may heal any [NAME] or Traumatic Injuries (p.194-195). | 0 | Autopistol | 7 | 1 |  | 6-12-18 | 2 | Pistol |  |  |  |  |  |  |  |  |  | Void Sabre | 5 | 4 | -2 |  |  | Brutal, [NAME] |  | [NAME] | Imperial | +1 bonus die to Psychic Mastery (Wil) Tests. | [ANY]
Touched by Fate | 20 |  | Your luck carries you through, even when Wargear or faith might falter. You begin each session with an additional +Rank Wrath Points. | 0 | [NAME] | 9 | 1 | -1 | 6-12-18 | 1 | Pistol |  |  |  |  |  |  |  |  |  | Omnissian Axe | 5 | 5 | -2 | 2 |  |  |  | Ration Packs | Imperial | a standard Ration Pack contain enough nutriment to feed an adult Human for one day. | [ANY]
Trademark Weapon | 30 |  | You have trained extensively with a single weapon that you keep on your person at all times, and has almost become an extension of your body. Choose one of your weapons to become a Trademark Weapon. This Talent only affects that weapon, and no others of its type (for example, a single modified Chainsword, not all Chainswords). Whenever you make a successful attack with your Trademark Weapon, you deal +Double Rank additional ED. If you lose or destroy your Trademark Weapon, you can no longer receive any benefits from this Talent. Work with the GM to decide if an appropriate replacement can be found; this could be the focus of an entire adventure. | 0 | Autogun | 7 | 1 |  | 12-24-36 | 3 | Rapid Fire [1] |  |  |  |  |  |  |  |  |  | Power Axe | 5 | 5 | -2 |  |  | Rending (1) |  | Respirator | Imperial | A Respirator canister lasts for 2 hours of continuous breathing. Whilst breathing through the Respirator, you are immune to breathable poisons and toxic atmospheres. | [ANY]
Transhuman [Attribute] | 60 | [Attribute] Rating 5+ | When you take this Talent, you must select one of your Attributes with a rating of 5 or higher. This Talent applies to that Attribute. Whenever you make a Test using the selected Attribute, you gain +Double Rank bonus dice. | 0 | Stubber | 7 | 1 |  | 6-12-18 | 1 | Pistol |  |  |  |  |  |  |  |  |  | Power Fist | 5 | 5 | -3 |  |  | Brutal, Unwieldy (2) |  | Rule Of The Sororitas | Imperial | If you have the ADEPTA SORORITAS, you can read the Rule of Sororitas as part of a Respite to recover 1d3 Shock. | [ANY]
[NAME] | 20 | Psychic Mastery Rating 4+. | You have practiced the art of splitting your thoughts, allowing you to more effectively focus on manipulating the Warp in two ways at once. The DN penalty from sustaining multiple psychic powers is decreased by 2. | 0 | Needle Pistol | 8 | 2 |  | 6-12-18 | 1 | Agonizing, Inflict (Poisoned 4) Pistol, Silent |  |  |  |  |  |  |  |  |  | [NAME] | 8 | 6 | -3 | 2 |  | Brutal, Unwieldy (2) |  | Sacred Machine Oil | Imperial | You ignore the first Complication involving Imperial technology in any scene (including combat). | [NAME], ADEPTUS MECHANICUS
Uncanny [Trait] | 40 |  | Increase one of these Traits by +Rank: X Conviction X Defence X Resilience X Resolve X Shock X Determination X Speed X Wounds | 0 | Stubcannon | 9 | 1 |  | 9-18-27 | 1 | Brutal |  |  |  |  |  |  |  |  |  | Singing Spear | 6 | 5 |  | 2/Strx5 |  | Assault, Force, Warp Weapon |  | Slate Monitron | Imperial | +2 bonus dice to Medicae (Int) Tests made to heal your Wounds. | [NAME], ASTRA MILITARUM
Unnatural [Skill} | 60 | [Skill] Rating 4+ | Choose any [NAME] with a rating of 4+. When making a Test with the selected [NAME], reduce any DN modifiers by –Double Rank, to a minimum of 0. This does not change the task’s base difficulty, just any modifiers. Examples include attempting a Test without appropriate tools, in complete darkness, or a specific combat option. | 0 | Shotgun | 8 | 1 |  | 6-12-18 | 2 | Assault, Spread |  |  |  |  |  |  |  |  |  | Witchblade | 6 | 5 |  |  |  | Force, Parry, Warp Weapon |  | Stimm | Imperial | Can be used as part of a Medicae (Int) Test to restore 1d3 + 3 Shock. | [NAME], SCUM
Unremarkable | 20 | [NAME] | You are forgettable and blend into crowds easily. Characters of a higher social class with the IMPERIUM keyword, such as planetary governors, Imperial nobility, or manufactorum owners, ignore you completely unless you attract undue attention to yourself. Anyone attempting to notice or track you in a crowded area, or trying to remember your face, suffers +2DN. | 0 | Combat Shotgun | 9 | 1 |  | 2018-12-06 00:00:00 | 2 | Assault, Rapid Fire [1], Spread |  |  |  |  |  |  |  |  |  | [NAME] | 3 | 3 |  |  |  | Reliable, Waaagh! |  | [NAME] | Imperial | +1 bonus die to all [NAME] (Wil) Tests. | [ANY]
[NAME] | 30 | Psychic Mastery 4+ Rating. | You have opened your mind to access another psychic discipline, either through intense discipline and study or traumatic exposure to the Warp. You may learn psychic powers from an additional psychic discipline. You may choose to take Corruption to reduce the XP cost of this Talent. For every point of Corruption you take, reduce the XP cost by 1. | 0 | Astartes Shotgun | 10 | 1 |  | 6-12-18 | 2 | Assault, Spread, Reliable |  |  |  |  |  |  |  |  |  | Weirdboy Saff | 4 | 1 | -1 | 2 |  | Force, Waaagh! |  | Symbol Of Authority | Imperial | +1 bonus die to Leadership (Wil) and Intimidation (Wil) Tests versus targets who would respect your position. | [ANY]
 |  |  |  |  | Needle Rifle | 8 | 2 |  | 14-28-42 | 2 | Agonizing, Silent, Inflict (Poisoned 4) |  |  |  |  |  |  |  |  |  | Chain [NAME] | 5 | 4 |  |  |  | Brutal, Waaagh! |  | Uplifting Primer | Imperial | +1 bonus die to Scholar (Int) Test. CA Complication on the Test means that the user learns potentially dangerous misinformation as determined by the GM. | [NAME], ASTRA MILITARUM
 |  |  |  |  | [NAME] | 10 | 2 |  | 18-36-54 | 3 | Heavy [4] |  |  |  |  |  |  |  |  |  | Big Choppa | 5 | 5 | -1 |  |  | Waaagh! |  | Void Suit | Imperial | Protects the wearer from the vacuum of space, with enough oxygen for five hours of continuous use. Includes a Vox Caster. | [ANY]
 |  |  |  |  | Astartes Sniper Rifle | 10 | 1 |  | 18-36-54 | 0 | Sniper [2] |  |  |  |  |  |  |  |  |  | Power Klaw | 6 | 5 | -3 |  |  | Brutal, Unwieldy (3) |  | Vox Bead | Imperial | You can communicate with anyone within 1,000 metres (one kilometer) that has a vox unit tuned to the same frequency. | [ANY]
 |  |  |  |  | [NAME] | 14 | 2 | -1 | 12-24-36 | 6 | Heavy [8] |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Vox Caster | Imperial | You can communicate with anyone within 100,000 metres (100 kilometers) that has a vox unit. | [ANY]
 |  |  |  |  | Autocannon | 16 | 1 | -1 | 24-48-72 | 3 | Heavy [8] |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Writing Kit | Imperial | This satchel contains inks, quills, parchment, and other tools necessary to craft a missive on scrolls. | IMPERIUM
 |  |  |  |  | [NAME] | 7 | 1 |  | 3-6-9 | 1 | Blast [Small], Inflict (On Fire), Pistol, Spread |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME] | [NAME] | You ignore DN penalties to build, repair, maintain, and sabotage Aeldari technology. | AELDARI
 |  |  |  |  | [NAME] | 10 | 1 |  | 4-8-12 | 1 | Assault, Blast [Medium], Inflict (On Fire), Spread |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Spirit Stone | [NAME] | If an Aeldari dies while wearing a Spirit Stone, the Stone immediately absorbs the soul and stores it safely and secretly inside. | AELDARI
 |  |  |  |  | [NAME] | 12 | 2 | -1 | 4-8-12 | 2 | Blast [Large], Inflict (On Fire), Heavy [6], Spread |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME] | [NAME] | You can make a DN 5 Tech (Int) Test to activate either of the following effects: 1) Detect the distance and orientation of the nearest Webway portal. 2) Open or close a Webway portal within 30 metres. Large or complex gates have higher DNs. | AELDARI
 |  |  |  |  | Arc Pistol | 14 | 1 | -1 | 6-12-18 | 1 | Arc [2], Pistol |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME] | Ork | The Ammo Runt has the profile of a Grot (p.358) and follows all the owner’s commands more or less loyally. You ignore all [NAME] related to your ranged weapons and gain +2 [NAME], which the Ammo Runt carries. | ORK
 |  |  |  |  | [NAME] | 7 | 1 |  | 6-12-18 | 1 | Pistol Rad [2] |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | Dok’s Toolz | Ork | Functions as a Medkit (p.238) for Ork biology. Whenever you roll a Complication whilst using a Dok Bag, the target suffers either 1 Wound or 1 Shock, whichever is funnier. | ORK
 |  |  |  |  | Galvanic Rifle | 10 | 1 |  | 15-30-45 | 2 | Rapid Fire [1], Rending [1] |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  | [NAME] | Ork | Functions as a Combi-Tool ([NAME]) for Ork technology. [NAME] can be used to dismantle and other technology and reassemble it into Ork Wargear of an equal or lesser Value and Rarity. This re-assembly requires a Tech (Int) Test with a DN equal to the Value of the Ork Wargear you are creating, and takes a number of hours equal to the Value of the Wargear you are creating. | ORK
 |  |  |  |  | Arc Rifle | 14 | 1 | -1 | 12-24-36 | 2 | Arc [2], Rapid Fire [1]
 |  |  |  |  | [NAME] | 7 | 1 |  | 9-18-27 | 3 | [NAME], [NAME] [2]
 |  |  |  |  | Volkite Blaster | 14 | 2 |  | 12-24-36 | 2 | Blast (Small) Heavy [4], Inflict (On Fire), [NAME] [2]
 |  |  |  |  | Tempestus [NAME] | * | * | * | 14-28-42 |  | Assault
 |  |  |  |  | [NAME] | * | * | * | 24-48-72 |  | Heavy [6]
 |  |  |  |  | Cyclone Missile Launcher | * | * | * | 18-36-54 |  | Heavy [8]