Generally, a player will make a test with the main characteristic for a skill. However, sometimes the GM determines that an alternate characteristic would make more sense in a given situation - perhaps an attempt to use Deceive to craft a disguise would rely on a character's Intelligence, rather than their Fellowship. Should a test need to be made with an alternate characteristic, this must be determined before the roll.
Recommended alternate characteristics for skills can be found in Table 3-3: Skill List on CB p. 99
Name | Main Char | Type | Description | Special Use |
---|---|---|---|---|
Acrobatics | Agility | Full Action | Keep balance or to avoid falling, jump to or from a height, or move around obstacles without falling. |
|
Athletics | Strength | Full Action | Swim across water, push beyond one's limits, or climb difficult terrain |
|
Awareness | Perception | Free Action | Spot ambushes, search for clues or hidden items, or evesdrop on conversations |
|
Charm | Fellowship | 1 minute | Improve someone's opinion of thet character, distract someone by drawing his focus away from others, or gather information from locals or strangers. | Target makes a Willpower save against Charm's characteristic test. |
Command | Fellowship | Half for Simple, Full for complex | Send an NPC ally into an extremely dangerous situation or into open combat, rally allied fighting forces, or organise them in the face of a surprise attack. |
|
Commerce | Intelligence | 1 minute, or more for complex deals | Gain a bonus when attempting a Requsition test, try to track down a rare item, or ascertain the value of an item. |
Target makes a Commerce or Willpower save to oppose.
|
Common Lore | Intelligence | Free Action | Learn about a situation, location, character, or object; subject to specialization. | Common Lore has multiple specializations; these are listed on the character sheet. |
Deceive | Fellowship | 1 minute, or more for complex deception | Tell a convincing lie, distract someone with rambling nonsense, or try to disguise oneself. |
|
Dodge | Agility | Reaction | Dodge a melee or ranged attack, or to avoid hazards. |
|
Forbidden Lore | Intelligence | Free Action | Seek information about potential cult activity, learn about the operations of xenos, or determine the proper procedure to summon a Daemon. | Forbidden lore has multiple specializations; these are listed on the character sheet. |
Inquiry | Fellowship | One hour or more | Try to track down a local crime lord, attempt to learn the attidues of the local populace, or gather information about specific locations. | |
Interrogation | Willpower | One hour or more | Attempt to learn battle plans from a commander, force an Imperial Adept to reveal hidden information, or have a cultist reveal a hidden meeting place. | |
Intimidate | Strength | Full Action | Coerce someone into acting a certain way, or try to make an opponent back down from a fight. | |
Linguistics | Intelligence | Free Action | Decipher an archaic text, compose a moving piece of prose, or convey a message with limited vocabulary. | |
Logic | Intelligence | 1 minute, or more for complex problem | Solve a riddle, look for clues in vast amounts of unreleated information, or try to win a game of chance. |
|
Medicae | Intelligence | Full Action | Apply first aid to a wounded ally, diagnose an affliction and develop a treatment, or perform a surgical procedure for removal of a organ or implantation of a cybernetic |
|
Navigate (Surface) | Intelligence | 1 minute for simple location; 1d5 hours for plotting courses or routes. | Make a journey across unfamiliar terrain, find one's bearings in a strange place, or create a map showing the quickest route from one point to another. | |
Navigate (Stellar) | Intelligence | 1 minute for simple location; 1d5 hours for plotting courses or routes. | Make a journey within a star system, find a ship stranded in an unknown region of space, or find the quickest route from one location within a system (such as a planet) to another location in the system. | |
Navigate (Warp) | Intelligence | 1 minute for simple location; 1d5 hours for plotting courses or routes. | Guide a starship through the Warp, or convert a journey into a Warp route chart | |
Operate (Surface) | Agility | Half Action | Drive a vehicle in combat, push a vehicle beyond its normal limits, or attempt to manoeuvre though a crowded highway. | |
Operate (Aeronautica) | Agility | Half Action | Pilot an aero in a combat situation, fly beyond its limit, or try to land on difficult terrain. | |
Operate (Voidship) | Agility | Half Action | Manoeuvre a voidship or oversee the use of a macrobattery, orbital laser, or ship's weaponry. | |
Parry | Weapon Skill | Reaction | Attempt to deflect blows in melee. | |
Psyniscience | Perception | Half Action | Hunt for the location of daemons, detect the effects of psychic power, or determine a thin point in the veil between the Materium and the Warp. | |
Scholastic Lore | Intelligence | Free Action | Recount legends from the past, understand an obscure law, or identify a rare beast. | Scholastic Lore has multiple specializations; these are reflected on the character sheet. |
Scrutiny | Intelligence | Half Action | Tell if someone is lying, collate information and gather conclusions from a report, or interpret augur or auspex readings. | |
Security | Intelligence | 1 minute, reduced by 10 seconds for each degree of success. | Open a locked door, break into a cogiator and discover its secrets, or lay traps for a ambush. |
|
Sleight of Hand | Agility | Half Action, or can be performed as a Free Action with an additional -10 penalty. | Attempt to steal something from the target's pocket, seek to palm evidence at a crime scene, or try to plant illegal narcotics into a suspect's robes. | |
Stealth | Agility | Free Action | Scout an enemy force without being detected, sneak up on a foe and kill him quietly, or follow someone without arousing suspicion. |
|
Survival | Perception | Full Action | Find food or water in a hostile environment, start a fire with homemade tools, or track a foe across a hive. |
|
Tech-Use | Intelligence | 1 minute, or more for more complex systems. | Repair a broken weapon or vehicle, push a piece of technology beyond its normal limits, or determine how to use unknown technology. |
|
Trade | Intelligence | Variable depending on task and complexity. | Prepare a meal for high ranking officers, carve one's sigil on a chainsword, or uncover the remains of a lost colony. | Trade has multiple specializations; these are detailed on the character sheet. |
Aptitudes | Tier 1 | Tier 2 | Tier 3 |
---|---|---|---|
Two | 200 | 300 | 400 |
One | 300 | 450 | 600 |
Zero | 600 | 900 | 1,200 |
Name | Prerequisites | Aptitude 1 | Aptitude 2 | Tier | Benefit | Page |
---|---|---|---|---|---|---|
Ambidextrous | Ag 30 | Weapon Skill | Ballistic Skill | T1 | When combined with Two-Weapon Wielder, the penalty for attacks with both weapons in the same turn drops to -10. | PG 123 CB |
Blind Fighting | Per 30 | Perception | Fieldcraft | T1 | Ignores all penalties for fighting with a melee weapon while suffering from obscured vision | PG 123 CB |
Bodyguard | Ag 35 | Agility | Defence | T1 | After an enemy makes a successful attack against an ally, the character may use a Reaction to move up to his Half Move distance in order to interpose himself between the attacker and target. The attack is then resolved against the character instead of the original target. In the case of a melee attack, the character may also attempt to Parry the attack as part of his Reaction. | PG 60 EB |
Catfall | Ag 30 | Agility | Fieldcraft | T1 | Reduces the effective distance of all falls by a number of metres equal to his Agility bonus. Also adds +20 to his Acrobatics skill tests when using Jump | PG 124 CB |
Clues from the Crowds | Fel 30 | General | Social | T1 | Once per day, he can re-roll a test made to gather information from a group of people. | PG 124 CB |
Die Hard | WP 40 | Willpower | Defence | T1 | Test Willpower to avoid Fatigue from Blood Loss with a Challenging (+0) Willpower test. | PG 125 CB |
Disarm | Ag 30 | Weapon Skill | Defence | T1 | As a Full Action, may make an Opposed Weapon Skill test and force opponent to drop weapon. If 3 or more DoS, can steal weapon. | PG 125 CB |
Double Team | - | General | Offence | T1 | Gain additional +10 for outnumbering opponent. | PG 126 CB |
Enemy (choose) | - | General | Social | T1 | Suffers a -10 times X penalty to Fellowship and Influence tests when dealing with group. | PG 126 CB |
Ferric Summons | Ferric Lure Implants, Mechanicus Implants | Willpower | Tech | T1 | Can summon larger metallic objects up to 2 kilograms per point of his Willpower bonus, and can summon such objects up to 40 metres. | PG 127 CB |
Flagellant | Willpower 30 | Offense | Toughness | T1 | As a Full Action, the character can take 1d5–2 levels of Fatigue (minimum 1) to gain a +10 bonus on Willpower tests to resist Fear, Pinning, psychic powers, or Corruption, for one hour or until the end of the current encounter. If the Acolyte also possesses the Frenzy talent, he can enter a Frenzied state as a Free Action while under the efects of this talent. | PG 127 CB |
Frenzy | - | Strength | Offence | T1 | May spend one full round to enter Frenzy gaining +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffering a -20 penalty to Ballistic Skill, Intelligence, and Fellowship and is immune to Fear, Pinning, Stunning effects, and the effects of Fatigue; he cannot Parry, retreat, or flee. He remains Frenzied for the duration of the combat, and cannot use psychic powers while Frenzied. After combat ends can make a Willpower test to snap out and cannot Frenzy again for at least an hour. | PG 127 CB |
Grenadier | BS 35 | Ballistic Skill | Finesse | T1 | When the character misses with a thrown weapon or weapon with the Blast quality, he may reduce the distance it scatters by a number of metres up to half his BS bonus | PG 62 EO |
Iron Jaw | T 40 | Toughness | Defence | T1 | Test Challenging (+0) Toughness Test to overcome Stunning. | PG 128 CB |
Jaded | WP 40 | Willpower | Defence | T1 | Ignore mundane horrors - dead bodies, xenos abominations, etc. do not cause the Acolyte to gain Insanity points, nor do they require a fear rolls. Daemons, manifestations of the Warp, and other unnatural or supernatural horrors still inflict their effects. | PG 128 CB |
Keen Intuition | Int 35 | Perception | Social | T1 | Can retry Awareness test once with -10 modifier. | PG 129 CB |
Leap Up | Ag 30 | Agility | General | T1 | Stand as a Free Action. | PG 129 CB |
Leaping Dodge | Ag 35, Rank 2 in the Dodge skill | Agility | Defence | T1 | When he would make an Agility test to avoid attacks from weapons with the Spray quality, he may make the test using his Dodge (Ag) skill instead. | PG 63 EO |
Mounted Warrior | Rank 2 (Trained) in any Operate skill or Rank 2(Trained) in Survival skill, BS 30 or WS 30 | Weapon Skill / Ballistic Skill | Offence | T1 | Reduces any penalty for making attacks (Melee or Ranged) from a moving vehicle or mount by 10 for each advance. | PG 58 EI |
Nowhere to Hide | Per 30 | Perception | Offence | T1 | Can add DoS from the attack to reduce armour value of cover. | PG 130 CB |
Peer (choose) | Fel 30 | Fellowship | Social | T1 | Character has good reputation amongst chosen group with bonus to Fellowship tests increases to +10 times X. Additionally, when the character acquires his talent, also increases his Influence by 1. | PG 130 CB |
Quick Draw | - | Agility | Finesse | T1 | Draw weapon as Free Action. | PG 131 CB |
Rapid Reload | - | Agility | Fieldcraft | T1 | Reduce reload time by half time. | PG 131 CB |
Resistance (choose) | - | Toughness | Defence | T1 | Gain +10 bonus to particular resistance test. | PG 131 CB |
Skilled Rider | Rank 2 in any Operate skill | Agility | Fieldcraft | T1 | Whenever the character would be thrown from or tossed about within his vehicle, he makes an Ordinary (+10) Agility test. If he succeeds, the character may choose to either land safely on his feet or retain in his original position in the vehicle. In addition, once per round the character can attempt an Ordinary (+10) Agility test to Mount or Dismount a vehicle as a Free Action. | PG 63 EO |
Sound Constitution | - | Toughness | General | T1 | Gain an additional wound. | PG 131 CB |
Takedown | - | Weapon Skill | Offence | T1 | Make special attack to stun opponent. | PG 132 CB |
Technical Knock | Int 30 | Intelligence | Tech | T1 | Un-jam gun as Half Action. | PG 132 CB |
Warp Sense | Psy Rating, Psyniscience, Per 30 | Perception | Psyker | T1 | Allows Psyniscience test as Free Action. | PG 133 CB |
Weapon Training (choose) | - | General | Finesse | T1 | Use Weapon Group without penalty. | PG 133 CB |
Weapon-Tech | Tech Use +10, Int 40 | Intelligence | Tech | T1 | May enhance any Melta, Plasma, Power, or Exotic weapon by increases the weapon's damage and penetration by an amount equal to the character's Intelligence bonus until the end of the round once per encounter. | PG 133 CB |
Ambassador Imperialis | Fellowship 35, Intelligence 35 | Perception | Social | T2 | Any penalty to Interaction skill tests for dealing with xenos or non-Imperial NPCs by 20. In addition, once per encounter, he can reroll a failed Interaction skill test when interacting with such an NPC. | PG 62 EO |
Archivator | Intelligence 40 | Knowledge | Social | T2 | A Scholastic Lore or Forbidden Lore test utilising sources of recorded information of any sort can re-roll with -10. | PG 62 EO |
Armor-Monger | Int 35, Tech-Use, Trade (Armourer) | Intelligence | Tech | T2 | Gains an extra amount of Armor points equal to his Intelligence bonus. Takes an hour each day. | PG 123 CB |
Battle Rage | Frenzy | Strength | Defence | T2 | Can Parry while Frenzied, and can re-roll a failed test to snap out of Frenzy or resist entering Frenzy if they choose. | PG 123 CB |
Bulging Biceps | S 45 | Strength | Offence | T2 | Remove bracing requirement from Heavy weapons, and +20 to his Athletics skill test when using Heft. | PG 123 CB |
Bulwark of Faith | WP 45, Iron Faith | Defence | Willpower | T2 | When passing a Fear test caused by a Daemon, the Daemon suffers 1 Energy damage ignoring armour and Toughness bonus for each degree of success on the Fear test. | PG 60 EB |
Combat Master | WS 30 | Weapon Skill | Defence | T2 | Opponents get no bonus for outnumbering the character. | PG 124 CB |
Constant Vigilance (choose) | Int 35 or Per 35, Awareness +10 | Perception | Defence | T2 | Can use Per or Int instead of Ag for Initiative rolls, and rolls two dice (picking higher) for the result. | PG 124 CB |
Contact Network | Cover-Up, Int 35 | Fellowship | Leadership | T2 | Use Fellowship instead of Influence for Requisition tests. | PG 124 CB |
Coordinated Interrogation | S 40 or WP 40, Clues from the Crowds, Rank 1 (Known) Interrogation | Intelligence | Social | T2 | Has a +10 bonus to all Interrogate tests, additional +5 for others who also have Coordinated Interrogation | PG 124 CB |
Counter Attack | WS 40 | Weapon Skill | Defence | T2 | May make a Standard Attack after successful Parry with -20 to Weapon Skill. | PG 125 CB |
Cover-Up | Int 35 | Intelligence | Knowledge | T2 | Can reduce Influence by 1 to gain 1d5 Subtlety. | PG 125 CB |
Daemonhunter | Forbidden Lore (Daemonology), WP 40 | Offence | Willpower | T2 | May re-roll failed Awareness and Psyniscience Tests to detect the presence of Daemons. In addition, his attacks against Daemons gain the Proven (3) quality. | PG 60 EB |
Daemonologist | Psy rating 3, WP 45, Forbidden Lore (Daemonology) | Psyker | Willpower | T2 | When the character takes the Focus Power action and the target of the psychic power is a Daemon, he gains a +10 bonus to the Focus Power test. At the GM's discretion, this bonus may apply to other tests, such as rituals to summon or bind a Daemon. | PG 60 EB |
Deny the Witch | WP 35 | Willpower | Defence | T2 | Can use Willpower to Evade against psychic attacks. | PG 125 CB |
Devastating Assault | WS 35 | Weapon Skill | Offence | T2 | Successful All Out Attack grants, may make a second All Out Attack once per turn. | PG 125 CB |
Double Tap | Two-Weapon Wielder | Finesse | Offence | T2 | A second ranged attack against the same target, grants a+20 bonus if scored 1 or more DoS. | PG 125 CB |
Exotic Weapon Training | - | Intelligence | Finesse | T2 | Gain proficiency with one exotic weapon type. | PG 127 CB |
Face in a Crowd | Fel 35, Clues from the Crowds | Fellowship | Social | T2 | Can use Fellowship instead of Agility when Shadowing. | PG 127 CB |
Field Vivisection | BS or WS 40, Forbidden Lore (Xenos-Any), Rank 2 in the Medicae skill | Ballistic Skill/Weapon Skill | Knowledge | T2 | When using the Called Shot action with a melee or ranged attack (depending on the Specialisation) against a target for which the character has the appropriate Forbidden Lore (Xenos) skill, he makes a Medicae (WS) or Medicae (BS) test in place of the normal Weapon Skill or Ballistic Skill test. | PG 62 EO |
Hard Target | Ag 40 | Agility | Defence | T2 | -20 to hit character when he Charges or Runs. | PG 128 CB |
Harden Soul | WP 35, 10 Corruption points | Defence | Willpower | T2 | Whenever the character would gain Corruption points, he may reduce the amount gained by half (rounded up) and gain Insanity points equal to the amount reduced. | PG 61 EB |
Hardy | T 40 | Toughness | Defence | T2 | Character always heals as if Lightly Damaged. | PG 128 CB |
Hatred (choose) | - | Weapon Skill | Social | T2 | Gain +10 bonus to attack Weapon Skill tests. Must make a Challenging (+0) Willpower test to retreat or surrender. | PG 128 CB |
Hip Shooting | BS 40, Ag 40 | Ballistic Skill | Finesse | T2 | As a Full Action, can both move up to his Full Move rate and make a single shot attack with a ranged weapon per weapon. | PG 128 CB |
Hotshot Pilot | Rank 2 in Survival or any Operate skill, Ag 35 | Agility | Tech | T2 | On an succesful Operate test, he may voluntarily suffer 1 level of Fatigue to add a number of DoS equal to half of his Agility bonus. When failed an Operate test, he may voluntarily suffer 1 level of Fatigue in order to reduce the degrees of failure by an amount equal to his Agility bonus, to a minimum of 1. | PG 62 EO |
Independent Targeting | BS 40 | Ballistic Skill | Finesse | T2 | Fire at multiple targets more than 10 metres apart when firing two weapons. | PG 128 CB |
Inescapable Attack (choose) | BS 40 or WS 40,Per 35 | Weapon Skill / Ballistic Skill | Finesse | T2 | Attacker imposes penalty on all evasion attempts made against this attack equal to 10 times the total degrees of success scored on the attack test. | PG 128 CB |
Inspiring Aura | Halo of Command | Leadership | Willpower | T2 | can affect allies of any kind with the Terrify special use for the Command skill (pg 101 CB). This need not represent threats and intimidation, but might represent inspiring words, encouragement, or sheer steadfastness in the face of terrifying foes. | PG 61 EB |
Iron Resolve | Resistance (Fear), Jaded | Defence | Willpower | T2 | After failing a Fear or Pinning test, the character can re-roll the test with a -10 modifier. | PG 61 EB |
Killing Strike | WS 50 | Weapon Skill | Offence | T2 | Spend Fate point to make melee attacks unavoidable. | PG 129 CB |
Lexographer | Rank 3 in Linguistics (Any) | Intelligence | Knowledge | T2 | The character can attempt any Linguistics skill in which he is not trained as an untrained skill test as if it were not a Specialist skill. | PG 63 EO |
Luminen Shock | Luminen Capacitors, Mechanicus Implants | Weapon Skill | Tech | T2 | Counts as a melee weapon that inflicts 1d10 plus his WPB in Energy damage, with Pen 0 and the Shocking quality. Must pass a Toughness test or suffer 1 level of Fatigue after attack. | PG 129 CB |
Maglev Transcendence | Maglev Coils, Mechanicus Implants | Intelligence | Tech | T2 | Can hover for a number of minutes equal to 1d10 plus twice his Toughness bonus. He can move his Run speed when making a Half Move action and suffers no damage from falling if the coils are active. Each use drains half the power stored in the coils (can use the coils twice before recharging them). | PG 129 CB |
Marksman | BS 35 | Ballistic Skill | Finesse | T2 | No penalties for firing at long or extreme range. | PG 130 CB |
Mechadendrite Use (choose) | Mechanicus Implants | Intelligence | Tech | T2 | Gain ability to use certain Mechadendrites. Weapon or Utility. | PG 130 CB |
One-on-One | WS 40 | Finesse | Weapon Skill | T2 | When fighting a single enemy in melee combat, the character scores extra degrees of success on successful Weapon Skill tests equal to half of his Weapon Skill bonus (rounded down). | PG 61 EB |
Penitent Psyker | Psy rating, Strong Minded, WP 40 | Psyker | Defence | T2 | psyker or ally within 10 metres target of a psychic power suffer any number of levels of Fatigue, each level grants +10 to opposed test to resist or avoid. | PG 58 EI |
Precision Killer (choose) | BS 40 or WS 40 | Ballistic Skill/Weapon Skill | Finesse | T2 | No penalty to making Called Shot in either Ranged or Melee Combat. | PG 130 CB |
Prosanguine | Auto Sanguine Implants, Mechanicus Implants | Toughness | Tech | T2 | Spend 10 minutes and make a Tech-Use test to heal 1d5 damage. Rolls 96 or higher, loses the ability for one week. | PG 131 CB |
Purity of Hatred | Hatred (Any) | Offence | Willpower | T2 | Attacks gain the Vengeful (9) quality against opponents of Hatred group. | PG 58 EI |
Rites of Banishment | Common Lore (Imperial Creed) +10 or Forbidden Lore (Daemonology) | Offence | Willpower | T2 | Once per round as a Half Action, the character may speak the litanies and invocations to disrupt Daemons. Until the beginning of his next turn, Daemons within a distance equal to twice the character's Willpower bonus in meters suffer a -10 penalty to Willpower tests. | PG 61 EB |
Strong Minded | WP 30, Resistance (Psychic Powers) | Willpower | Defence | T2 | May reroll failed WP tests to resist psychic powers. | PG 131 CB |
Swift Attack | WS 30 | Weapon Skill | Finesse | T2 | May make multiple melee attacks. | PG 131 CB |
Tainted Psyker | Psy rating, Rank 2 (Trained) in Psyniscience Skill, 10 Corruption points | Knowledge | Psyker | T2 | When making a Focus Power test, the character may gain a number of Corruption points up to his psy rating. For each point he gains in this way, he gains a +10 bonus but adds +5 to rolls on Table 6-2 Psychic Phenomena | PG 58 EI |
Two-Weapon Wielder (choose) | - | Weapon Skill/Ballistic Skill | Finesse | T2 | Attacks with two weapons count as being part of the same Half Action, and both tests made to attack with the weapons suffer a -20 penalty. | PG 132 CB |
Unarmed Specialist | Ambidextrous, Ag 35, WS 35 | Strength | Offence | T2 | When fighting unarmed, attacks hit as Deadly Natural Weapons and user can re-roll damage. | PG 132 CB |
Warp Conduit | Psy Rating, Strong Minded, WP 50 | Willpower | Psyker | T2 | Spend Fate point to add 1d5 to psy rating however he adds +30 to rolls on Table 6-2: Psychic Phenomena | PG 132 CB |
Whirlwind of Death | WS 40 | Weapon Skill | Finesse | T2 | As a Half Action, may make one Standard Attack action with a melee weapon against a foe, plus one additional Standard Attack action with the same weapon targeting each other foe also engaged in melee combat with the character beyond the first (to a maximum number of attacks up to his Weapon Skill bonus). | PG 133 CB |
Witch Finder | Rank 2 (Trained) in the Forbidden Lore (Psykers)skill, WP 45 | Knowledge | Perception | T2 | Counts as possessing the Psyniscience skill at Rank 1 (Known), even though he is not a psyker. | PG 58 EI |
Xenosavant | Rank 3 in Forbidden Lore (Xenos-Any) | Intelligence | Knowledge | T2 | The character can attempt any Forbidden Lore (Xenos) test in which he is not trained as an untrained skill test as if it were not a Specialist skill. | PG 63 EO |
Adamantium Faith | Jaded, Resistance (Fear), WP 45 | Willpower | Defence | T3 | Subtract Willpower bonus from his degrees of failure on a failed Fear or Pinning test. If this reduces the result to zero or less, he counts as having passed the Fear test with 1 degree of success. | PG 123 CB |
Aegis of Contempt | Shared Destiny, Shield of Contempt, Hatred (any) | Defence | Leadership | T3 | Character or an ally within 10 metres gains Corruption, reduce the amount by 1 to a min of 0. | PG 57 EI |
Assassin Strike | Ag 40, Acrobatics | Weapon Skill | Fieldcraft | T3 | After a melee attack, a Challenging (+0) Acrobatics skill test allows to move at half rate as a Free Action. Only once per round, and opponent does not receive a free attack. | PG 123 CB |
Bastion of Iron Will | Psy Rating, Strong Minded, WP 40 | Willpower | Psyker | T3 | Adds 5 x his psy rating to any Opposed test when defending against psychic powers. | PG 123 CB |
Blademaster | WS 30, Weapon Training (any Melee) | Weapon Skill | Finesse | T3 | When attacking with any bladed weapon, can re-roll one missed attack per round. | PG 123 CB |
Crushing Blow | WS 40 | Weapon Skill | Offence | T3 | Add half WS bonus (Round up) to damage inflicted in melee. | PG 125 CB |
Daemonic Disruption | Bane of the Daemon, WP 50, Untouchable elite advance | Willpower | General | T3 | Whenever a creature with the Warp Instability trait makes a successful attack test against this character, it must immediately test for Warp Instability after resolving the attack. | PG 60 EB |
Dark Soul | Hardened Soul, 20 Corruption points | Toughness | Willpower | T3 | When the character would test to gain a mutation as a result of increasing Corruption, he may choose to automatically pass the test. If he does, he also gains a Malignancy and increases his Corruption total by 1d10. | PG 60 EB |
Deathdealer | BS 45 or WS 45 | Perception | Finesse | T3 | Selects the Specialisation that matches the prerequisite used in purchase (Melee with Weapon Skill, Ranged with Ballistic Skill). Attack in that combat type inflicts Critical damage, add his Perception bonus to the damage result. | PG 125 CB |
Delicate Interrogation | Fel 50, Coordinated Interrogation | Intelligence | Finesse | T3 | Reduce Subtlety loss by 1d5 when conducting an Interrogation. If this results in a negative number increase the warband's Subtlety by 1. | PG 125 CB |
Divine Protection | BS 45, WP 35 | General | Finesse | T3 | Attacks using Spray quality only effects enemies. | PG 57 EI |
Eye of Vengeance | BS 50 | Ballistic Skill | Offence | T3 | Spend 1 Fate point to add the number of DoS scored on the attack test to damage and Penetration. | PG 127 CB |
Favored by the Warp | WP 35 | Willpower | Psyker | T3 | Roll twice for Psychic Phenomena and choose result. | PG 127 CB |
Flash of Insight | Int 40, Contact Network, Coordinated Interrogation | Perception | Knowledge | T3 | Spend 1 Fate point to reveal a clue. | PG 127 CB |
Halo of Command | Fel 40, WP 40 | Fellowship | Leadership | T3 | Affect NPCs within 100xFelB metres with Social skills. | PG 127 CB |
Hammer Blow | Crushing Blow | Strength | Offence | T3 | When he uses an All Out Attack action to make a single attack, he can add half his Strength bonus (rounded up) to the weapon's penetration. The attack also counts as having the Concussive (2) weapon quality. | PG 128 CB |
Hull Down | Rank 2 in Survival or any Operate skill | Agility | Fieldcraft | T3 | When the character takes a vehicle combat action with the Movement subtype, his vehicle or steed counts the value of its Size trait as being one lower for purposes of attack modifiers and the benefits of cover until the start of his next turn. | PG 62 EO |
Indomitable Conviction | Shared Destiny, Strength through Conviction, Resistance (Fear), Jaded | Leadership | Willpower | T3 | Character or an ally within 10 metres gains Insanity, reduce the amount by 1 to a min of 0. | PG 57 EI |
Infused Knowledge | Int 40, Lore (anyone) | Intelligence | Knowledge | T3 | counts as having all Common Lore and Scholastic Lore skills at rank 1 (Known). | PG 128 CB |
Instrument of His Will | WP 50 | Offence | Willpower | T3 | After making a successful attack against a Daemon (this can include striking it with a psychic power), the character may spend a Fate point to increase the damage of the first hit he inflicts as part of that attack by an amount equal to twice his Willpower bonus. This additional damage ignores armour and Toughness bonus. | PG 61 EB |
Into the Jaws of Hell | Adamantium Faith, Halo of Command, Will of the Inquisitor | Leadership | Willpower | T3 | Subtract the fellowship bonus from DoF for failed Fear or Pinning test. | PG 57 EI |
Iron Faith | Iron Resolve | Defence | Willpower | T3 | The character is immune to the effects of the Baneful Presence trait. | PG 61 EB |
Lightning Attack | Swift Attack | Weapon Skill | Finesse | T3 | Character may make many melee attacks with single roll. | PG 129 CB |
Luminen Blast | Luminen Shock, Luminen Capacitors, Mechanicus Implants | Ballistic Skill | Tech | T3 | Counts as being equipped with a single shot Pistol weapon with a 10m range and deals 1d10 plus twice his Willpower bonus in Energy damage. Must pass a Toughness test or suffer 1 level of Fatigue after attack. | PG 129 CB |
Mastery (choose) | Rank 4 in selected skill | Intelligence | Knowledge | T3 | May spend Fate point to succeed on test if the final modifier to his skill test is Challenging (+0) or better, score a number of degrees of success equal to the characteristic bonus. | PG 130 CB |
Mighty Shot | BS 40 | Ballistic Skill | Offence | T3 | Add half BS (rounding up) bonus to ranged damage rolls. | PG 130 CB |
Never Die | WP 50, T 50 | Toughness | Defence | T3 | Ignore penalties from Critical damage by spending Fate point. Once the encounter ends, the effects trigger as normal. | PG 130 CB |
Preternatural Speed | WS 40, Ag 50 | Agility | Offence | T3 | Double speed when charging. | PG 130 CB |
Push the Limit | Rank 2 in Survival or any Operate skill, Tech-Use | Perception | Tech | T3 | Once per round, the character may add +20 to an Operate test however, if he fails the test by 4 or more degrees of failure, immediately roll 1d5 on Table 7-32: Motive Systems Critical Hit effects and apply the result. If he is riding a living mount, roll 1d5 on Table 7-18: Impact Critical effects - Leg | PG 63 EO |
Sanctic Purity | Daemonologist, Favoured by the Warp, WP 50 | Psyker | Willpower | T3 | When the character triggers Psychic Phenomena when manifesting a power from the Sanctic Daemonology discipline, he may spend a Fate point in order to negate the result entirely. | PG 61 EB |
Shield Wall | Ambidextrous, WS 40 | Defence | Weapon Skill | T3 | When armed with a shield, the character can re-roll one failed Evasion test to Parry an attack per round. | PG 61 EB |
Sprint | - | Agility | Fieldcraft | T3 | Move more quickly in combat. | PG 131 CB |
Step Aside | Ag 40, Dodge or Parry | Agility | Defence | T3 | Can make additional Dodge or Parry attempt per round. | PG 131 CB |
Superior Chirurgeon | Rank 2 in Medicae skill | Intelligence | Fieldcraft | T3 | Gain +20 to Medicae tests, bonuses to first aid tests and only suffers a -10 penalty for those suffering Critical damage. | PG 131 CB |
Target Selection | BS 50 | Ballistic Skill | Finesse | T3 | May shoot into melee without penalty. Also an Aim action beforehand, prevents any chance of hitting friendly targets as well. | PG 132 CB |
Thunder Charge | S 50 | Strength | Offence | T3 | Break enemies with armoured charge. | PG 132 CB |
True Grit | T 40 | Toughness | Defence | T3 | Reduce Critical damage taken. | PG 132 CB |
Two-Weapon Master | Ag 45, Ambidextrous, BS 40 or WS 40, Two-Weapon Wielder (Melee, Ranged) | Finesse | Offence | T3 | No penalties when fighting with two single handed weapons. | PG 132 CB |
Warp Lock | Psy Rating, Strong Minded, WP 50 | Willpower | Psyker | T3 | Ignore Psychic Phenomenon once per session. Suffers 1d5 Energy damage to the Head location (not reduced by Armour or Toughness) as a result, and cannot make any Focus Power tests or sustain other psychic powers until the beginning of his next turn. | PG 133 CB |
Weapon Intuition | Exotic Weapon Training (Any) | Intelligence | Finesse | T3 | The character reduces the penalty for using a weapon without the proper training by 10. | PG 63 EO |
Name | Effect | Page |
---|---|---|
Amorphous | May increase or decrease its Size trait value by 1 as a Free Action. Also has the Crawler trait. | CB 134 |
Amphibious | Creature can breathe underwater. | CB 134 |
Auto-stabilized | Always counts as braced. | CB 134 |
Baneful Presence | All suffer a -10 penalty to Willpower tests taken while within X metres of the creature. | CB 134 |
Bestial | Automatically passes Survival skill tests, test a Challenging (+0) Willpower test when frightened, startled, or injured. If it fails, the creature flees. | CB 134 |
Blind | Cannot see. The Blind Fighting talent reduces the penalty to Weapon Skill tests as normal for Blind creatures, from -30 to -15. | CB 134 |
Brutal Charge | Deals an extra (X) points of damage on each hit it inflicts that turn when performing a Charge action. | CB 134 |
Burrower | The number in parentheses (X) indicates its speed when burrowing. Can burrow through soil, rock, sand. When burrows, it leaves behind a tunnel. Characters with a Size trait value lower than the borrower can enter these areas without impediment. At the end of each round after the borrower passes, roll 1d10; on a result of 5 or lower, the tunnel collapses behind. | CB 134 |
Crawler | The base move for a creature with this trait is half its normal movement rate (roundup) as determined by its Agility bonus, but it does not take penalties for moving over difficult terrain. | CB 134 |
Daemonic | With this trait increase their Toughness bonus against all damage by the number indicated in the parentheses (X), in the same manner as an Unnatural Characteristic, and stack if the latter also increases Toughness. This increase is negated by damage inflicted from force weapons, psychic powers, holy attacks, or other creatures with this trait. Daemonic creatures also have the Undying trait, and gain benefits when using psychic powers. | CB 135 |
Dark-sight | Can see in darkness and never takes a penalty for fighting in areas of dim or no lighting. | CB 135 |
Deadly Natural Weapons | Gains all the benefits of the Natural Weapons trait, except that its attacks no longer have the Primitive weapon quality. | CB 135 |
Fear | Always has an associated rating (1-4). This is indicated by the number in parentheses (X). When a character encounters a creature with this trait, must make a Willpower test with a penalty based on the creature's Fear rating. If he succeeds, the character suffers no ill effects; if he fails, he must roll on Table 8-11: Shock, adding +10 to the roll for every degree of failure on the test. | CB 136 |
Flyer | Fly and enter any altitude. (X) indicates its speed when flying. This number replaces the creature's Agility bonus for movement actions while airborne. | CB 136 |
From Beyond | Their minds are beyond the petty frailties and precarious sanity of a mortal mind. Such a creature is immune to Fear, Pinning, Insanity points, and psychic powers used to cloud, control, or delude its mind. | CB 136 |
Hoverer | Fly and enter the hover altitude flying no higher than two metres. The number in parentheses (X) indicates its speed when hovering; this number replaces its Agility bonus for purposes of calculating Movement while airborne. | CB 136 |
Incorporeal | Insubstantial and weightless, cannot be affected by mundane weaponry. Gain the Hoverer (6) trait and a +30 bonus on Stealth tests due to their ability to merge with objects and nearly silent movement. Also immune to normal weapons, which simply pass ineffectually through its body. Daemons, psychic powers, Warp creatures, other Incorporeal creatures, and opponents armed with force weapons can all injure an Incorporeal creature normally. An Incorporeal creature cannot usually affect the mortal world, and thus cannot damage normal opponents unless it has a suitable special ability or talent. | CB 136 |
Machine | Machines do not breathe, are immune to vacuum, extremes of cold, and mind-influencing psychic effects. Machines have a certain number of Armour points (indicated by the number in parentheses). This armour stacks with worn armour, but not with the Natural Armour trait, and can damage from Fire | CB 136 |
Mechanicus Implants | Character has mechanical augmentations. Cranial circuitry, Cyber-mantle, Electro-Graft, Electoo Inductors, and Potenia Coil. | CB 137 |
Mind Lock | If faced with a situation outside of its programming and with no recognised master to issue orders, the creature must pass a Routine (+20) Intelligence test or be Stunned for 1 round. | CB 137 |
Multiple Arms | exact number of arms is indicated in parentheses (X), so with Multiple Arms (4) has four arms total. It gains a +10 bonus on Athletics tests involving climbing and swimming. In addition, for each full pair of arms it has (the Multiple Arms value divided by 2) it can make an additional attack as if wielding multiple melee weapons. In this case, the creature must either have natural weapons or actual melee weapons to wield for this to take effect. Note that a creature still requires the Two-Weapon Wielder talent to make multiple attacks in the same turn. | CB 137 |
Natural Armor | Gain additional Armor points to all locations and stacks with worn armour, but not with the Machine trait. | CB 137 |
Natural Weapons | Counts as being armed even when not wielding weapons, with attacks deal 1d10 points of damage plus its SB. Can make attacks with its Natural Weapons using its Weapon Skill, though it cannot Parry with its natural weapons, nor can it be disarmed unless, of course, its limbs are hacked off. In general, creatures with Natural Weapons are immune to the Power Field quality, as it is assumed they have enough teeth, claws, or spines to ignore a few being removed. Natural weapons have the Primitive (7) weapon quality unless stated otherwise in the profile. | CB 137 |
Phase | Switch between incorporeal and corporeal as a Half Action. | CB 137 |
Psyker | Creature has a psy rating of 1 or more. | CB 138 |
Quadruped | Movement equals ABx2. With more than four legs may gain this trait as well, increasing their movement as indicated above but adding an additional 2 | CB 138 |
Regeneration | Each round, at the start of its turn, the creature can make a Toughness test to remove an amount of damage indicated in the parentheses after the trait. | CB 138 |
Sanctioned | Avoid Corruption from Psyker elite advance; start at psy rating 2. | CB 138 |
Size | Determines creature size and benefits. | CB 138 |
Sonar Sense | Perceive surroundings flawlessly within 30 meters. Other within this 30 metre range that succeed on a Difficult (-10) Awareness skill can detect the echoing. | CB 138 |
Soul Bound | Bound to a particular group or creatures in exchange for certain benefits. Upon becoming soul-bound, the psyker must choose one of the following effects: 3d10 Insanity points, the permanent loss of his sight, permanent loss of 1d10 points from one characteristic, or a random mutation. | CB 138 |
Stampede | Failed Willpower test causes creature to flee, trampling anything in its path. Anyone in the way suffers a single hit from the creature's Natural Weapons (or 1d5+SB Impact damage if it does not have that trait). One stampeding creature automatically causes all other creatures with the same trait within sight to stampede as well. The stampede lasts until the source of danger is no longer visible or for 1d10 minutes, whichever occurs last. | CB 138 |
Stuff of Nightmares | Become immune to most conditions that would harm normal creatures. Count as having the Undying trait, and are completely immune to most environmental hazards, Blood Loss, and Stunning. They also ignore any Critical Effect other than one that would destroy them outright, unless it was caused by a psychic power, force weapon, or holy attack. | CB 138 |
Sturdy | +20 bonus to resist grapple, Knock Down, and Takedown. | CB 139 |
Touched by the Fates | NPC has Fate points. | CB 139 |
Toxic (X) | Gain poisonous attack. When struck in melee, the attacker must make a Toughness test at the end of his turn with a penalty equal to 10 times the number in parentheses (X), or suffer 1d10 points of Energy damage not reduced by Armour or Toughness. | CB 139 |
Undying | It cannot be harmed by diseases, poisons, or toxic effects. It also has no need to breathe, and thus can survive unaided in a vacuum. | CB 139 |
Unnatural Characteristic | Increases one characteristic bonus. | CB 139 |
Unnatural Senses | Perceive surroundings by uncanny means. Includes a range in metres indicated by the number in parentheses (X). | CB 139 |
Warp Instability | If a creature with this trait takes damage and does not deal any damage or Insanity points to another creature by the end of its next turn, it must make a Willpower test. The creature suffers 1 point of damage for failing, plus 1 additional point of damage for each degree of failure. If this would deal damage equal to (or in excess of) the creature's wounds, it is cast back into the Warp. | CB 139 |
Warp Weapons | Creature's attacks ignore armor, unless the armour is created from psychoactive materials or is somehow warded against the Warp. Force Fields still work against these attacks normally. | CB 139 |
Homeworlds | Char + | Char + | Char - | Fate Base | Emperor's Blessing | Home World Bonus | Aptitude | Wounds | Page |
---|---|---|---|---|---|---|---|---|---|
Feral World | Strength | Toughness | Influence | 2 | 3+ | The Old Ways: A Feral World character's Low-Tech weapons lose any present Primitive Qualities and gain the Proven (3) Quality. | Toughness | 9+1d5 | PG 32 CB |
Forge World | Intelligence | Toughness | Fellowship | 3 | 8+ | Omnissiah's Chosen: A Forge World character gains the Technical Knock or Weapon-Tech Talent. | Intelligence | 8+1d5 | PG 34 CB |
Highborn | Fellowship | Influence | Toughness | 4 | 10+ | Breeding Counts: A Highborn character reduces Influence losses by 1, to a minimum loss of 1. | Fellowship | 9+1d5 | PG 36 CB |
Hive World | Agility | Perception | Willpower | 2 | 6+ | Teeming Masses in Metal Mountains: A Hive World character moves through crowds as if they were open terrain and gains a +20 bonus to Navigate (Surface) Tests in closed spaces. | Perception | 8+1d5 | PG 38 CB |
Shrine World | Fellowship | Willpower | Perception | 3 | 6+ | Faith in the Creed: When spending a Fate Point, a Shrine World character's number of Fate Points are not reduced on a 1d10 result of 1. | Willpower | 8+1d5 | PG 40 CB |
Voidborn | Intelligence | Willpower | Strength | 3 | 5+ | Child of the Dark: A voidborn character starts with the Strong Minded talent, and gains a +30 bonus to tests for moving in zero-gravity | Intelligence | 7+1d5 | PG 42 CB |
Agri-World | Fellowship | Strength | Agility | 2 | 7+ | Strength from the Land: An agri-world character starts with the Brutal Charge (2) Trait | Strength | 8+1d5 | PG 25 EI |
Feudal World | Perception | Weapon Skill | Intelligence | 3 | 6+ | At Home in Armour: A feudal world character ignores the maximum Agility value imposed by any armour he is wearing | Weapon Skill | 9+1d5 | PG 27 EI |
Frontier World | Ballistic Skill | Perception | Fellowship | 3 | 7+ | Rely on None but Yourself: A frontier world character gains a +20 bonus to Tech-Use tests when applying a personal weapon modification, and a +10 bonus when repairing damaged items | Ballistic Skill | 7+1d5 | PG 29 EI |
Death World | Agility | Perception | Fellowship | 2 | 5+ | Survivor's Paranoia: While a death world character is Surprised, non-Surprised attackers do not gain the normal +30 bonus to their Weapon and Ballistic Skill tests when targeting this character | Fieldcraft | 9+1d5 | PG 29 EO |
Garden World | Fellowship | Agility | Toughness | 2 | 4+ | Serenity of the Green: A garden world character halves the duration (rounding up) of any result from Shock or Mental Traumas, and can remove Insanity Points for 50xp per point, rather than the normal 100xp | Social | 7+1d5 | PG 31 EO |
Research Station | Intelligence | Perception | Fellowship | 3 | 8+ | Pursuit of Data: Whenever a research station character reaches Rank 2 (Trained) in a Scholastic Lore skill, he also gains Rank 1 (Known) in one related or identical Forbidden Lore skill specialisation of their choice. The GM is the final arbiter of whether the two specialisations are related. | Knowledge | 8+1d5 | PG 33 EO |
Daemon World | Willpower | Perception | Fellowship | 3 | 4+ | Touched by the Warp: A Daemon world native begins with one rank in the Psyniscience skill. Should he gain this skill again in a later step of character creation, he instead gains one additional rank of this skill. This character also begins with 1d10+5 Corruption Points | Willpower | 7+1d5 | PG 26 EB |
Penal Colony | Toughness | Perception | Influence | 3 | 8+ | Finger on the Pulse: One survives a penal colony by instinctively knowing who is in charge and who is a threat. A penal colony character begins with one rank in Common Lore (Underworld) and Scrutiny skills, and starts with the Peer (Criminal Cartels) talent. | Toughness | 10+1d5 | PG 28 EB |
Quarantine World | Ballistic Skill | Intelligence | Strength | 3 | 9+ | Secretive by Nature: Those who manage to leave a quarantine world learn how to keep secrets. Wheneve the warband's Subtlety would decrease, it decreases by 2 less (to a minimum of 1) | Fieldcraft | 8+1d5 | PG 30 EB |
Backgrounds | Starting Skills | Starting Talents | Starting Equipment | Background Bonus | Background Aptitude | Page |
---|---|---|---|---|---|---|
Adeptus Administratum | Commerce or Medicae, Common Lore (Adeptus Administratum), Linguistics (High Gothic),Logic, Scholastic Lore (Pick One) | Weapon Training (Las or Solid Projectile) | Laspistol or stub automatic, Imperial robes, autoquill, Chrono, dataslate, medi-kit | Master of Paperwork: An Adeptus Administratum character counts the Availability of all items as one level more available (Very Rare items count as Rare, Average items count as Common, etc.). | Knowledge or Social | PG 46 CB |
Adeptus Arbites | Awareness, Common Lore (Adeptus Arbites, Underworld), Inquiry or Interrogation, Intimidate, Scrutiny | Weapon Training (Shock or Solid Projectile) | Shotgun or shock maul, Enforcer light carapace armor or carapace chest plate, 3 doses of stimm, manacles, 12 lho sticks | The Face of the Law: An Arbitrator can intimidation and Interrogation test, and can substitute his Willpower bonus for his degrees of success on these tests. | Offence or Defense | PG 48 CB |
Adeptus Astra Telepathica | Awareness, Common Lore (Adeptus Astra Telepathica), Deceive or Interrogation, Forbidden Lore (the Warp),Psyniscience or Scrutiny | Weapon Training (Las, Low-Tech) | Laspistol, staff or whip, light flak cloak or flak vest, micro-bead or psy focus | The Constant Threat: When the character or an ally within 10 meters triggers a roll on the Table 6-2: Psychic Phenomenon (pg 196). Adeptus Astra Telepathica character can increase or decrease the result by amount equal to his Willpower bonus. Tested on Terra: If the character takes the Psyker elite advance during character creation, he also gains the Sanctioned trait (pg 138). | Defense or Psyker | PG 50 CB |
Adeptus Mechanicus | Awareness or Operate (Pick One), Common Lore (Adeptus Mechanicus), Logic, Security, Tech | Mechadendrite Use (Utility),Weapon Training (Solid Projectile) | Autogun or hand cannon, monotask servo-skull (utility) or optical Mechadendrite, Imperial robes, 2 vials of sacred unguents | Replace the Weak Flesh: An Adeptus Mechanicus character counts the Availability of all cybernetics as two levels more available (Rare items count as Average, Very Rare items count as Scarce, etc.).Starting Trait: Mechanicus Implants (pg 137). | Knowledge or Tech | PG 52 CB |
Adeptus Ministorum | Charm, Command, Common Lore (Adeptus Ministorum),Inquiry or Scrutiny, Linguistics (High Gothic) | Weapon Training (Flame) or Weapon Training (Low-Tech, Solid Projectile) | Hand flamer (or Warhammer and stub revolver), Imperial robes or flak vest, backpack, glow-globe, monotask servo | Faith is All: When spending a Fate point to gain a+10 bonus to any one test, an Adeptus Ministorum character gains a +20 bonus instead. | Leadership or Social | PG 54 CB |
Imperial Guard | Athletics, Command, Common Lore (Imperial Guard), Medicae or Operate (Surface), Navigate (Surface) | Weapon Training (Las, Low-Tech) | Lasgun (or laspistol and sword), combat vest, Imperial Guard flak armor, grapnel and line,12 lho sticks, magnoculars | Hammer of the Emperor: When attacking a target that an ally attacked since the end of the Guardsman's last turn, the Guardsman can re-roll any results of 1 or 2 damage rolls. | Fieldcraft or Leadership | PG 56 CB |
Outcast | Acrobatics or Sleight of Hand, Common Lore (Underworld), Deceive, Dodge, Stealth | Weapon Training (Chain, and Las or Solid Projectile) | Autopistol or laspistol, chainsword, armored body glove or flak vest, injector, 2 doses of obscura or slaught | Never Quit: An Outcast character counts his Toughness bonus as two higher for purposes of determining Fatigue. | Fieldcraft or Social | PG 58 CB |
Adepta Sororitas | Athletics, Charm or Intimidate, Common Lore (Adepta Sororitas), Linguistics (High Gothic), Medicae or Parry | Weapon Training (Flame or Las, Chain) | Hand lamer or laspistol, chainblade, armoured bodyglove, chrono, dataslate, stablight, micro-bead | Incorruptible Devotion: Whenever an Adepta Sororitas character would gain 1 or more Corruption Points, she gains that many Insanity Points minus 1 (to a minimum of 0) instead. | Offence or Social | PG 31 EI |
Mutant | Acrobatics or Athletics, Awareness, Deceive or Intimidate, Forbidden Lore (Mutants), Survival | Weapon Training (Low-Tech, Solid Projectile) | Shotgun (or stub revolver and great weapon), grapnel and line, heavy leathers, combat vest, 2 doses of stimm | Twisted Flesh: A Mutant character can always choose to fail any test associated with resisting malignancy or mutation. Whenever he would gain a malignancy, he may roll on Table 8–16: Mutations to gain a mutation instead. Starts with 10 corruption and rolls 5d10 to determine starting mutation. Has one of the following Traits: Amphibious, Dark-sight, Natural Weapons, Sonar Sense, Sturdy, Toxic (1), Unnatural Agility (1), Unnatural Strength (1), or Unnatural Toughness (1) | Fieldcraft or Offense | PG 33 EI |
Heretek | Deceive or Inquiry, Forbidden Lore (pick one), Medicae or Security, Tech-Use, Trade (pick one) | Weapon Training (Solid Projectile) | Stub revolver with 2 extra clips of Expander bullets or Man- Stopper rounds, 1 web grenade, combi-tool, flak cloak, filtration plugs, 1 dose of de-tox, dataslate, stablight | Master of Hidden Lores: When a Heretek makes a Tech-Use test to comprehend, use, repair, or modify an unfamiliar device, he gains a +20 bonus if he has one or more relevant Forbidden Lore skill specialisations at Rank 1 (Known) or higher. Hereteks also start with Mechanicus Implants. | Finesse or Tech | PG 35 EI |
Imperial Navy | Athletics, Command or Intimidate, Common Lore (Imperial Navy), Navigate (Stellar), Operate (Aeronautica or Voidship) | Weapon Training (Chain or Shock, Solid Projectile) | Combat shotgun or hand cannon, chainsword or shock whip, flak coat, rebreather, micro-bead | Close Quarters Discipline: An Imperial Navy character scores one additional degree of success on successful Ballistic Skill tests he makes against targets at Point-Blank range, at Short range, and with whom he is engaged in melee. | Offense or Tech | PG 37 EI |
Rogue Trader Fleet | Charm or Scrutiny, Commerce, Common Lore (Rogue Traders), Linguistics (pick one alien language), Operate (Surface or Aeronautica) | Weapon Training (Las or Solid Projectile, Shock) | Laspistol or autopistol (fitted with Compact weapon upgrade), shock maul, mesh cloak or carapace chestplate, auspex, chrono | Inured to the Xenos: A character from a Rogue Trader Fleet gains a +10 bonus to Fear tests caused by aliens and a +20 bonus to Interaction skill tests with alien characters. | Finesse or Social | PG 39 EI |
Exorcised | Awareness, Deceive or Inquiry, Dodge, Forbidden Lore (Daemonology), Intimidate or Scrutiny | Hatred (Daemons), Weapon Training (Solid Projectile, Chain) | Autopistol or Stub Revolver, Shotgun, Chainblade, Imperial Robes, 3 doses of Obscura or 3 doses of Tranq, Disguise Kit or Excruciator Kit, Rebreather, Stablight or Glow-globe | Touched by a Daemon: An exorcised character counts his Insanity Bonus as 2 higher for purposes of avoiding Fear tests. Additionally, he can never again be possessed by a daemon. In addition, an exorcised character begins with one Malignancy | Defense or Knowledge | PG 32 EB |
Role | Role Aptitudes | Role Talent | Role Bonus | Page |
---|---|---|---|---|
Assassin | Agility, Ballistic Skill or Weapon Skill, Fieldcraft, Finesse, Perception | Jaded or Leap Up | Sure Kill: In addition to the normal uses of Fate points(pg 293), when an Assassin successfully hits with an attack, he may spend a Fate point to inflict additional damage equal to his degrees of success on the attack roll on the first hit the attack inflicts. | PG 62 CB |
Chirurgeon | Fieldcraft, Intelligence, Knowledge, Strength, Toughness | Resistance (Pick One) or Takedown | Dedicated Healer: In addition to the normal uses of Fate points (pg 293), when a Chirurgeon character fails a test to provide First Aid, he can spend a Fate point to automatically succeed instead with the degrees of success equal to his Intelligence bonus. | PG 64 CB |
Desperado | Agility, Ballistic Skill, Defense, Fellowship, Finesse | Catfall or Quick Draw | Move and Shoot: Once per round, after performing Move action, a Desperado character may perform a single Standard Attack with a Pistol weapon he is currently wielding as a Free Action. | PG 66 CB |
Hierophant | Fellowship, Offence, Social, Toughness, Willpower | Double Team or Hatred (Pick One) | Sway the Masses: In addition to the normal uses of Fate points (pg 293), a Hierophant character may spend a Fate point to automatically succeed at a Charm, Command, or Intimidate skill test with a number of degrees of success equal to his Willpower bonus. | PG 68 CB |
Mystic | Defense, Intelligence, Knowledge, Perception, Willpower | Resistance (Psychic Powers) or Warp Sense | Stare into the Warp: A Mystic character starts the game with the Psyker elite advance (pg 90). It is recommended that a character who wishes to be a Mystic have a Willpower of at least 35. | PG 70 CB |
Sage | Intelligence, Knowledge, Perception, Tech, Willpower | Ambidextrous or Clues from the Crowds | Quest for Knowledge: In addition to the normal uses of Fate points (pg 293), a Sage character may spend a Fate point to automatically succeed at a Logic or any Lore skill test with a number of degrees of success equal to his Intelligence bonus. | PG 72 CB |
Seeker | Fellowship, Intelligence, Perception, Social, Tech | Keen Intuition or Disarm | Nothing Escapes My Sight: In addition to the normal uses of Fate points (pg 293), a Seeker character may spend a Fate point to automatically succeed at an Awareness or Inquiry skill test with a number of degrees of success equal to his Perception bonus. | PG 74 CB |
Warrior | Ballistic Skill, Defense, Offence, Strength, Weapon Skill | Iron Jaw or Rapid Reload | Expert at Violence: In addition to the normal uses of Fate points (pg 293), after making a successful attack test, but before determining hits, a Warrior character may spend a Fate point to substitute his Weapon Skill (for melee) or Ballistic Skill (for ranged) bonus for the degrees of success scored on the attack test. | PG 76 CB |
Crusader | Knowledge, Offense, Strength, Toughness, Willpower | Bodyguard or Deny the Witch | Smite the Unholy: In addition to the normal uses of Fate Points, a crusader can also spend a Fate Point to automatically pass a Fear test with a DoS equal to his Willpower Bonus. In addition, whenever he inflicts a hit with a melee weapon against a target with the Fear (X) trait, he inflicts X additional damage and counts his weapon's Penetration as being X higher. | PG 34 EB |
Rolls | Divination Prophecies | Divination Effects |
---|---|---|
1 | Mutation without, corruption within. | Roll once on the Malignancies table and apply the result. |
02-05 | Trust in your fear. | Increase this character's Perception by 5. He also gains the Phobia Mental Disorder. |
06-09 | Humans must die so that humanity can endure. | This character gains the Jaded talent. If he already possesses this talent, increase his Willpower characteristic by 2 instead. |
10-13 | The pain of the bullet is ecstasy compared to damnation. | Reduce this character's Agility characteristic by 3. The first time this character suffers Critical damage each session, roll a 1d10. On a result of 10, he does not suffer any Critical Effects, though the damage still counts as Critical Damage. |
14-17 | Be a boon to your allies and the bane of your enemies. | The character gains the Hatred (choose any one) talent. If he already possessed this talent, increase his Strength characteristic by 2 instead. |
18-21 | The wise learn from the deaths of others. | Increase this character's Agility or Intelligence Characteristic by 3. Reduce his Weapon Skill of Ballistic skill characteristic by 3. |
22-25 | Kill the alien before it can speak its lies. | This character gains the Quick Draw talent. If he already possesses this talent, increase his Agility characteristic by 2 instead. |
26-29 | Truth is subjective. | Increase this character's Perception by 3. The first time he would gain 1 or more Corruption points each session, he gains that amount plus 1 instead. |
30-33 | Thought begets Heresy. | Reduce this character's Intelligence by 3. The first time he would gain 1 or more Corruption points each session, he reduces that amount by 1 (to a minimum of 0) instead. |
34-38 | Heresy begets Retribution. | Increase this character's Fellowship or Strength characteristic by 3. Reduce his Toughness or Willpower characteristic by 3. |
39-43 | A mind without purpose wanders in dark places. | When gaining Mental Disorders, the character may choose to gain a new Disorder instead of increasing the severity of an existing Disorder. |
44-49 | If a job is worth doing, it is worth dying for. | Increase this character's Toughness or Willpower characteristic by 3. Reduce his Fellowship or Strength characteristic by 3. |
50-54 | Dark dreams lie upon the heart. | Whenever this character would roll on the Malignancies table, he may instead select any one result and gain that Malignancy. |
55-59 | Violence solves everything. | Increase this character's Weapon Skill or Ballistic Skill characteristic by 3. Reduce his Agility or Intelligence characteristic by 3. |
60-63 | Ignorance is a wisdom of its own. | Reduce this character's Perception characteristic by 3. The first time he would gain 1 or more Insanity points each session, he reduces that amount by 1 (to a minimum of 0) instead. |
64-67 | Only the insane have the strength to prosper. | Increase this character's Willpower characteristic by 3. The first time he would gain 1 or more Insanity points each session, he gains that amount plus 1 instead. |
68-71 | A suspicious mind is a healthy mind. | Increase this character's Perception characteristic by 2. Additionally, he may re-roll Awareness tests to avoid being Surprised. |
72-75 | Suffering is an unrelenting instructor. | Reduce this character's Toughness characteristic by 3. The first time that this character suffers any damage each session, he gains a +20 bonus to the next test he makes before the end of his next turn. |
76-79 | The only true fear is dying without your duty done. | This character gains the Resistance (Cold, Heat, or Fear) talent. If he already possesses this Talent, increase his Toughness characteristic by 2 instead. |
80-83 | Only in death does duty end. | The first time this character would suffer Fatigue each session, he suffers that amount of Fatigue minus 1 (to a minimum of 0) instead. |
84-87 | Innocence is an illusion. | This character gains the Keen Intuition talent. If he already possesses this talent, increase his Intelligence characteristic by 2 instead. |
88-91 | To war is human. | This character gains the Dodge skill as a Known skill (rank 1). If he already posses this skill, increase his Agility characteristic by 2 instead. |
92-95 | There is no substitute for zeal. | This character gains the Clues from the Crowds talent. If he already possesses this talent, increase his Fellowship characteristic by 2 instead. |
96-99 | Even one who has nothing can still offer his life. | When this character burns Fate threshold to survive a lethal injury, roll 1d10. On a result of 10, he survives whatever grievous wound would have killed him but does not reduce his Fate threshold. |
100 | Do not ask why you serve. Only ask how. | Increase this character's Fate threshold by 1. |