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Table of Contents
Introduction & How to Use This Document.......3
Ezra Kainus Rules Revisions and 2.3 Errata
Chapter I: Playing the Game..5
Chapter II: Character Creation....6
Chapter III: Skills10
Chapter IV: Talents and Traits.11
Chapter V: Armoury.14
Chapter VI: Psychic Powers24
Chapter VII: Combat.25
Chapter VIII: Narrative Tools29
Chapter XII: NPCs and Adversaries...30
Chapter XIII: Seeds of Heresy31
Appendix I: Advanced Character Creation..32
Appendix II: Talent Descriptions (Quizlet).39
New Talent Trees
Medicae Talents..49
Servo-Tech Talent Tree.50
Sorcery Talent Tree.54
Ascension: Influence Talents & Resources..57
Formation Rules..62
Tables & Charts (From FFG Update 2.3).65
Ezra Kainus Dark Heresy Character Sheet..84

Special Thanks: Andy Tarilton, Fantasy Flight Games, Dark Reign. Natalie de Gyarfas, Margaret
Ralston, Geoff McGinnis, Zack Zurita
Inspiration for Material: Simsum (darkreign.org), Tom Cruise & Nimsim (fantasyflightgames.com)
Exterior Art: Sword Bearer by Jynx Art & Cosplay (http://www.jynxed.ca/)
Character Sheet Design & Reformatting: Fantasy Flight Games, Margaret Ralston
(http://99coloredumbrellas.wordpress.com/ )
Writing: & Layout: Jordan Voltz (Jordan.voltz@yahoo.com)
Playtesting: Acolyte Cell Tribus (Natalie de Gyarfas, Charlotte Meyers-Stanhope, Andy Tarilton)
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Introduction & How to Use This Document
Introduction:
The abandonment of the Dark Heresy Beta 2.3 gave immediacy to the project. I had become
enamored with the rule set, convinced that 40k RPGs were developing in a more mechanically
progressive direction. While I certainly dont claim to have finished the Beta, I would like to think
that Ive made some patches to the rule set, for the time being. This is only version 0.2, and not a full
release. The purpose of this document, as it currently exists, is to provide a better structure for
running games of my own. However, I would like to share this with the Dark Heresy community as
well, in order to show that at least some support is being shown for this under developed system.
Id also like you to understand that the only criticism I have for Fantasy Flight Games is that they
listened to their fan community too much. I wont extrapolate on that here (I did, and it ended up as
a five page essay that will likely be published on Dark Reign, for those interested) for the sake of
space. I recognize that the company was trying to lead one of their most established lines in a
progressive direction and I certainly consider that to be a noble endeavor, regardless of the
organizations current decisions.
While I cant say Ill be participating in the latest edition of Dark Heresy, I am pleased for the fans
who received what they wanted from FFG.
As far as I am concerned, however, I paid $20 and received an updated and improved version of
Dark Heresy. I have every intention of continuing to support this iteration of the system and I
encourage the community to do so as well. For those who cite backwards compatibility as an excuse
for discarding this rule set, I would argue that any competent GM could convert the systems
implemented in any of the 40kRPGs into this system. Because of that, I will likely shy away from
direct conversions of pre-existing projects and will focus on releasing more setting specific content
for the Calixis Sector and Scintilla, specifically. I have an alternate Radicals Handbook in the
works, that will primarily focus on the Radicals tendency to sacrifice their humanity in order
combat inhuman threats. It is designed to create a higher-power early game for Dark Heresy that
leaves characters in absolute shambles after a while, but I feel that it emphasizes the mechanics of
being a radical nicely. I do not have an ETA for that supplement, but I will likely release it once Ive
done a more comprehensive revision of the Living 2.3 Beta.
I would enjoy any and all feedback on these rules, as they are still in development. Comments and
criticisms can either be e-mailed to me at Jordan.voltz@yahoo.com or posted on Dark Reigns Dark
Heresy Beta sub-forum ( http://darkreign.org/forum/viewforum.php?f=177 ) for discussion with
the community.
Dark Heresy Living 2.3 lives on!
Thank you,
Jordan Voltz



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How to Use This Document:
I wont hide it- this document is essentially a 50 page errata for a system that was never formally
published in any print form. My best recommendation is to print them both out at your local print
shop for consultation throughout the game. You can save difficulty in running the revision by
pasting this documents updated charts into your physical copy of the Dark Heresy Living 2.3.
Players should, at the very least, understand the general function of the rules that apply to them, as
well as the core changes to the system.
Im always open to suggestions regarding the format of this document.


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Ezra Kainus Rules Revisions and 2.3 Errata
Chapter 1: Playing the Game
Pg. 13- Test Modifiers +d & -d: Add the following after Test Modifiers,
+d & -d
Whenever the character receives a +d or d to a test, he may roll a number of additional tens dice
on this test indicated by the bonus (+2d = 2 additional dice, -d = 1 additional dice) and pick either
the most favorable or least favorable result, depending upon the type of bonus given. Whenever a
character is given a +d to a test, he may pick the most favorable result. If the character is given a d
to a test, he must take the least favorable result. These bonuses negate each other, so being given a -
2d and a +d on a roll effectively means that the character rolls one additional tens dice and must
take the least favorable result.
Example: Karon is Debilitated and is attempting to make an attack against a Cultist in Point-Blank
Range with his Autopistol. Debilitated confers a d penalty while Point-Blank Range confers a +2d
bonus. This essentially means that he rolls one additional tens dice and may pick the most favorable
result. He rolls a 40 and 70 on his tens dice, and a 3 on his ones dice.. If he desires, he may take the 40
instead of the 70 for a final result of 43 on his attack test.

Pg. 14- Assistance: Delete the last sentence of the Assistance entry and replace it with the
following, For each character the rolling character has assisting him, the test receives a +d
modifier. It is up to the GM to determine how many characters are allowed to aid in a given task.
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Chapter II: Character Creation
Stage 1: Choose Home Worlds:
Pg.19- Home Worlds and Rank 0 Skills: Add the following as a Sidebar.
Rank 0: The designated Skill begins at Rank 0, as opposed to Rank 1
Feral World: Tech-Use
Forge World: Acrobatics
Highborn: Survival
Hive World: Command
Shrine World: Commerce
Void Born: Athletics
Pg. 20-28-Home World Bonus and Fate Threshold: Remove the Home World Bonus Section for
all Home Worlds.
-Remove Fate Threshold for all Home Worlds.
--Each character begins with 3 Fate Points.

Stage 2: Choose Background:
Pg. 30- Starting Ammunition: Add the following to the Starting Equipment Entry, All weapons
listed in starting equipment come with two clips of the standard ammunition for that weapon.
Pg. 31- Adeptus Administratum: Add Charm to the Starting Skills.
-Add Specialist (Choose One) to the Starting Talents.
Pg. 33- Adeptus Arbites: Change the name of this Background to, Law Enforcement (Arbites,
Vigilantes, Enforcers, etc.)
Pg. 34- Adeptus Astra Telepathica: Replace the Background Bonus Entry with When any
character, friend or foe, within 15 metres triggers psychic phenomenon and must roll on a Perils of
the Warp table, this character can spend 1 Fate Point to have the imperiled character roll 1d10
instead of the normal 2d10.
-Characters with this Background may also swap the Psy-Focus for another Requisition at -10
. Pg. 36- Adeptus Mechanicus: Remove Commerce from the Starting Skills.
-Remove Micro-bead from Starting Equipment.
-Replace the Adeptus Mechanicus Background with: Adeptus Mechanicus characters increase the
Availability of all Cybernetics by +10.
Pg. 37- Adeptus Ministorum: Replace Monotask Servo-skull (Utility) with Monotask Servo-skull
(Laud Hailer)
Pg. 40- Outcast: Replace 2 doses of Obscura with, 2 doses of Obscura or 1 Additional Starting
Acquisition
-Replace 1 dose of Desoleum Fungus with, 1 dose of Desoleum Fungus or Concealed Holster or 1
Bionic Replacement




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Stage 3: Choose Role:
Pg. 44-57- Characteristic and Skill Costs: Disregard the Characteristic and Skill Cost tables for
every role.
-During Character Creation, select one Characteristic and two Skills. Gain the Talented (Skill or
Characteristic) Traits for the chosen Characteristic and Skills.

Pg.43- Assassin: The character may choose either the Maneuvere Action or the One Shot, One Kill
Special Rule listed below.
-One Shot, One Kill:
After making a successful attack test, the character may spend a Fate Point in order to add his
Weapon Skill or Ballistic Skill Bonus (depending upon whether or not the attack was Melee or
Ranged) to the damage of that weapon for a single hit.
Pg.45- Chirurgeon: Delete the current Special Rule. The character can choose either the Cross-
Class Expertise special rule or the Dedicated Healer special rule listed below:
-Dedicated Healer:
When a Chirurgeon character fails a Medicae test, he can reroll the test but must accept the result of
the second roll.
-Cross-Class Expertise:
In addition to the normal uses of fate points, Chirurgeons can spend a Fate Point to automatically
succeed at a Medicae check with a number of Degrees of Success equal to their Agility, Intelligence,
or Perception Bonus.
Pg. 47- Desperado: Delete Desperados current Special Rule. The character may choose either the
Dual Wielder or the Desperado Special Rule listed below:
-Dual Wielder:
Gain the Dual Wielder Talent, even if you do not meet the Talents requirements.
-Desperado Special Rule
The Desperado may spend a Fate Point to automatically succeed at a Deceive, Pilot, or Evade test
with a number of Degrees of Success equal to the characters Agility Bonus.
Pg. 49- Hierophant: This Role is re-named to be Socialite.
Pg. 56- Warrior: The character may choose either the Expose Action or the A Talent for Violence
special rule listed below.
A Talent for Violence:
When making a successful attack test, the character may spend a fate point and instead substitute
his Weapon Skill or Ballistic Skill Bonus (depending on the type of attack test, melee and ranged,
respectively) for the Degrees of Success gained on this test.

Stage 4: Spend Experience Points, Acquire Additional Equipment
Pg.58- Starting Experience: Replace the first sentence of the Starting Experience section with the
following, Each player character starts with 600 experience points to spend at character creation.
Pg. 59- Stating Equipment Packages: Add the following to pg. 59.


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Starting Equipment Packages
If the GM desires it, each Acolyte cell can begin with the following:
Cell Starting Equipment:
-1 Duffle Bag per Acolyte (Containing): a pair of manacles, a micro-bead, a rebreather, a subdual
weapon, and a set of suitable clothing.
-An Inquisitorial Warrant (Cadre Insignia, etc.) issued and signed by their Inquisitor (per cell).
Furthermore, each Acolyte cell may pick an equipment package, reflecting the nature in which they
wish to go about their mission. If the GM wishes, the Inquisitor may instead select a package based
on the mission. These are listed below.
Choose One:
Infiltration: a Disguise Kit or a Comm-Leech, a Forged ID per Acolyte.
Informant: a Vox-Caster, a Pict-Recorder (Bionically installed, if the character wishes), a Data-Slate
per Acolyte.
Psyker Hunting: Monotask Servo-Skull (Auger), a Psy Dampener per Acolyte.
Puritan: Sacred Text of His Mental Aegis, Flamer, 2x Psy Dampener.
Radical: Forbidden Text of Knowledge (X), Forbidden Text of Sorcery (Any 100XP Psychic Power).
Subtle: a pair of Magnoculars, a Multi-key, a Concealed Holster per Acolyte.
Social Ingratiation: Regicide Set or Amasec (3), Letter of Introduction or Forged ID per Acolyte,
appropriate Clothing (3) per Acolyte.
Terrorist: a Demolition Kit, a Stummer, 2 Frag Grenades per Acolyte.
Violent: a Melta Bomb, an Excruciator Kit, a Combat Vest per Acolyte.

Pg. 59- Acquire Additional Equipment: Add the following, If the cell possess a Starting
Equipment Package, characters begin with 2 Starting Requisitions at -10 Availibility instead of a
number of Requisitions equal to their Influence Bonus.

Elite Advances:
Pg. 69- Psyker: Add the following to the Instant Changes entry under Psyker rules,
If this Elite Advance is taken during Character Creation, the Psyker chooses to have either
the Sanctioned or Unsanctioned Trait. If this Elite Advance is taken after Character Creation,
then the Psyker must take the Unsanctioned Trait. With GM permission, the character may
opt to become Sanctioned later in his career, but his maximum Psy Rating must remain
equal to his Willpower Bonus.
-Delete the final bullet point under Instant Changes.

Pg. 69- Psyker: Under the Cost section of the Psy Rating Sidebar, replace 250 multiplied by his
current Psy Rating value with 100 multiplied by the desired Psy Rating value.






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Pg. 70- Untouchable: Replace the entire Elite Advance Entry with the following:
Untouchable
Experience Cost: Free.
Prerequisites:
A Void in the Warp: Characters with the Psyker trait cannot gain the Untouchable elite advance.
GM Guidance: Psychic Untouchables are incredibly rare, and often live lonely and short lives due
to the effect they have on all living beings that get near them. This advance should ideally be done
as part of character creation, given that it is something the character is born with, but could
possibly be something added later once the effects of the genetic curse become impossible to
ignore. It is recommended that each play group have only one character with the Untouchable elite
advance. Additionally, groups with both an Untouchable and a Psyker can often cause many
problems as the Untouchable interferes with the Psykers ability. This can be a great opportunity
for interesting player interaction, but GMs should be careful to not allow their players to create a
hostile play environment.
Instant Changes:
Can no longer gain the Psyker trait for any reason.
Gains the Resistance (Psychic Powers) and Soulless talents.
Reduce the characters Fellowship Bonus by 1. Suffers a 20 penalty to all Fellowship tests
involving anyone who has the Psyniscience skill at Rank 1 or higher.
Can never gain nor benefit from the positive or negative effects of Psychic Powers or any other
related talents, traits, or abilities that call on the Warp for power.
Automatically ignore any effects resulting from Perils of the Warp.

Pg. 70- Untouchable Talents: Replace the following talents with its new description:
-Psychic Null: Replace the Effect description with The characters gains a +20 bonus when making
Evade (WP) tests against psychic attacks and when making opposed tests to resist psychic powers.
This talent stacks with Resistance (Psychic Powers) and can be purchased multiple times; each time
this is done increase the bonus by +10.
-Warp Anathema: Replace the Effect description with Characters affected by Warp Disruption
reduce their Psy Rating by 2, instead of the normal amount. This talent can be purchased multiple
times; each time this is done so the reduction in Psy Rating increases by 2. If purchased 3 times, for
example, the reduction would be 8.
-Warp Disruption: Replace the Effect description with All characters with a Psy rating within
WPB meters of the character reduce their base Psy rating by 2 while they remain within range.
Characters reduced to a Psy rating of 0 cannot use any psychic powers.
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Chapter III: Skills
Pg. 73- Skill Ranks- Rank 0: Add the following as a Sidebar
Rank 0:
While a skill at Rank 1 demonstrates a characters lack of training in a skill, a skill at Rank 0 depicts
a character who not only lacks the necessary training, but is also inherently disadvantaged at
performing the skill. These likely stem from the environments in which the character was raised- a
Feral Worlder with Rank 0 Tech-Use is not an uncommon sight.
Characters with Rank 0 in a skill take a -20 penalty to tests using this skill and may not use
Specialties with this Skill.
It costs 200 XP to upgrade this skill from Rank 0 to Rank 1, regardless of whether or not the
character has the Talented (Skill or Characteristic) Trait for the skill.

Pg. 80-Evade: Evade has a new Skill Use, Martyr, listed below.
Martyr:
Characteristic: Weapon Skill/ Agility
Type: Reaction
Average Time: 1 AP
Use: A character can make an Evade (WS or A) test whenever an unwilling or willing target has a
successful attack test made against him. This is done before Hit Locations are determined, but
before the target decides to take any Reactions.
If the Evade test succeeds, the martyring character is hit with the full force of the attack, and is
unable to take the Evade action until the start of his next turn. Apply damage to the Hit Location(s)
of the character instead of the target.
If the target is unwilling, than it may perform a Disruptive Blow Reaction against the character.
Reattempt: This test cannot be re-attempted and the character cannot use the Evade skill until the
start of his next turn.

Pg. 81- Dodge: Remove using a ranged weapon from the first sentence of the Use entry.
Pg. 86- First Aid: Replace the Average Time entry with 3 AP.
-Replace the Use entry with A character can make a Medicae (A) test on a character who has been
wounded in the last ten minutes to perform first aid on that characters wounds, quickly attempting
to lessen the immediate damage from a lasgun blast or chainsword cut. If he succeeds, the character
can either remove a single wound from the character. This does not remove any wound effects
applied by the wound.
-Replace the Re-attempt entry with First aid cannot be reattempted on the same character unless
that character suffers a new wound, and can only be attempted on a character who has suffered a
wound in the last ten minutes.
Pg. 89- Psyniscience: Unless the character possesses the Psyker Trait at Character Creation,
Psyniscience begins as a Rank 0 skill and cannot be advanced further.
Pg. 93- Sleight of Hand: Replace second line with Average Time: 1 AP.
Pg. 94-Tech Use: Add the following as a third paragraph A characters Rank in Tech-Use also
determines the weapons that he is proficient with. See Weapon Tiers in the Armory chapter.
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Chapter IV: Talents and Traits
Pg. 97- Skipping Talents: Add the following sidebar to the Talents and Traits chapter:
Skipping Talents:
If the character desires a talent in a Talent Tree, but he does not need/want any of the preceding
talents, he may purchase that Talent at its base cost plus 100xp for each talent that is skipped over
in the Talent Tree. Keep in mind that this is done only when you cant to trace a line from the
starting talent to the talent you wish your character to possess.
This can only be done for Basic Talent Trees (Talent Trees in the Living 2.3 Core Rulebook)

Pg. 98-124- Talent Modifications: (See Quizlet Sheet for full modifications, pg 40)
-Delete all mention of Weapon Proficiency Talents.
-Add the title Basic Talent Tree beneath the entry for each Talent Tree
Pg. 100- Coordinated Interrogation: Replace the Experience Cost entry with 200xp.
Pg. 102-104- Duelist, Crushing Blow, Combat Master, and Lightning Attack: Switch the
position, Prerequisites, and costs of Duelist and Crushing Blow, as well as Combat Master and
Lightning Attack.
Pg. 105- Bastion of Iron Will: Replace the Prerequisite entry with Willpower 60.
Pg. 105- Strong Minded: Replace the Prerequisite entry with Willpower 55.
Pg. 106- Mental Fortitude Tree: Switch the locations of Bastion of Iron Will and Strong Minded.

Pg. 116- Charming: In addition to the listed benefits, the character gains the following use of the
Charm skill
Galvanize
Characteristic: Fellowship
Average Time: 3 AP
Use: A character must succeed on a Charm (Fel) test. If they do, until the start of the characters next
round, any affected characters do not suffer the effects of the Weakened or Dazed Condition

Pg. 116-Commanding: In addition to the listed benefits, the character gains the following use of
the Command skill
Inspire
Characteristic: Fellowship
Average Time: 3 AP
Use: A character must succeed on a Command (Fel) test. If they do, until the start of the characters
next round, any affected characters do not suffer the effects of the Debilitated Condition.







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Pg. 116-Deceptive: In addition to the listed benefits, the character gains the following use of the
Deceive skill
Feint
Characteristic: Fellowship
Average Time: 3 AP
Use: A character selects a single target within sight. Against this target, the character makes an
opposed Deceive (Fel) vs. Willpower +20 test. If they succeed, the target either gains the Stunned
(1) or Dazed (2) Condition.

Pg. 116-Intimidating: In addition to the listed benefits, the character gains the following use of the
Intimidate skill
Daunt
Characteristic: Fellowship
Average Time: 3 AP
Use: A character selects a single target within sight. Against this target, the character makes an
opposed Intimidate (Fel) vs. Willpower +20 test. If they succeed, the target gains the Debilitated
Condition.
.
Pg. 119- Technology Talent Tree: Replace Prosanguine xp cost with 600xp. Replace Omnissiahs
*Blessing xp cost with 400xp.
Pg. 119- Technology Talents Tree: Luminen Arc should state 400xp, not 600xp.
Pg. 119- Technology Talents Tree, Maglev Grace: Replace the tree entry description with Gain
Flyer (2) trait.
Pg. 121- Blade Dancer: Remove the Blade Dancer talent.
Pg. 121- Gunslinger: Remove the Gunslinger talent.
Pg. 121- Dual Wielder: Add the following General Talent:
Dual Wielder
Experience Cost: 600xp
Prerequisites: Ballistic Skill 45 or Weapon Skill 45
Effect: When wielding two weapons, the character does not suffer the 20 penalty to his second
attack test made in the same turn.

Pg. 121- Heightened Senses- Psyniscience: Add the following sense,
Psyniscience: Gain a +20 bonus to any Psyniscience tests the character would make.
Pg. 122- Peer and Specialist Talents: GM permission is required to purchase these Talents.
(Essentially, this means that you need to prove through role-play or actions taken during downtime
that you are increasing your reputation with the given faction, or are researching the topic of your
interest.)
Pg. 124- Weapon Training Talents: Delete the Weapon Training Talent Entry.




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Pg. 124- Exotic Weapon Proficiency: Add the following General Talent,
Exotic Weapon Proficiency (X)
Experience Cost: 300xp
Prerequisites: Tech Use +20
Effects: The character may use the indicated Exotic Weapon without any penalty.

Pg. 126- Daemonic: Replace the last sentence with This force field is ignored by psychic powers,
other creatures with this trait, or activated Force weapons.
Pg. 127- Fear: Add Fear trait title above The galaxy is filled with horrifying entities that
constantly test the resolve of those who dare to oppose them.
Pg. 127- Fear: Under Effect replace the last sentence in the first paragraph with For more
information on fear, see page 250.
Pg. 128- Overcharge (Characteristic): Add the following new Trait.
Overcharge (Characteristic)
Effect: As a Reaction or a Free Action, a character with the Overcharge (Characteristic) Trait may
gain up to 4 points of Fatigue (represented by X) in order to gain +X to that characteristics bonus
for 10 rounds (One minute).
This can only be done for characteristics in which the character has the Overcharge ability. Keep in
mind that if the character Overcharges Toughness or Willpower, his Fatigue Threshold temporarily
increases as well, effectively nullifying any Fatigue that has been gained by Overcharging these
characteristics for 10 rounds.
If the character has the Overcharge (Strength) Trait, for every Fatigue point the character gains, he
may reduce the AP required to use the Brace Heavy Weapon Action by, 1 in lieu of gaining a bonus
to Strength.
Pg. 128-Resilient (X): Add the following Trait,
Resilient (X)
Effect: Characters with this trait are exceptionally harder to kill due to their tough physique, thick
chitin, or plot armor. The (X) trait of this talent contributes this number of wounds to the Wound
Threshold of the target. This stacks with any Wound Threshold that would be granted from Size.

Pg. 129- Sanctioned: Add the following to the Sanctioned Effect: Any psyker with this Trait may
not have their Psy Rating exceed their Willpower Bonus. This character gains +d to any Deny the
Witch tests.
Pg. 129- Talented (Skill or Characteristic): Add the following Trait:
Talented (Skill or Characteristic)
Effect: Whenever a character with this Trait wishes to advance the indicated Skill or Characteristic,
the Cost Modifier counts as being 50 XP less.
Pg. 129- Unsanctioned: Add the following new Trait:
Unsanctioned
Effect: Upon gaining this Trait, the character increases their Corruption Bonus by 1. Do not test for
a Malignancy. Whenever a character with this Trait increases their Psy Rating, they gain a number
of Corruption equal to their desired Psy Rating.
14

Chapter V: Armoury
Pg. 130- Requisition Points
Add the following under Acquiring Items:
-Requisition Points:
At the beginning of each session each character gains a number of Requisition Points (RP) equal to
their Influence Bonus. At the start of the session, if the character has less RP than his Influence
Bonus, his RP is replenished up to his Influence Bonus.
However, if the characters RP equals or exceeds his Influence Bonus, then the character may make
an Influence test. If he succeeds, then he gains 2 RP at the start of the session. If he fails, he only
gains 1 RP.
These Requisition Points can be spent to acquire gear and services without having to make an
Influence check to do so. Consult the following chart for the cost/availability of each item. If a
character attempts to acquire an item in poor (1) quality, instead of reducing the availability by 10,
it costs 1 less RP. Similarly, if a character attempts to acquire an item in best (3) quality, instead of
increasing the availability by 10, it costs 1 more RP.
A Requisition Point can also be spent to decrease the amount of Influence lost by Excessive or
Reckless Use of Influence by 1 and up to the entirety of the result.
Requisition Points can be further spent in to increase a characters Influence characteristic by 5 for
a single Influence test.



Req.
Points Avl.
1 +40
2 +30
3 +20
4 +10
5 +0
7 -10
10 -20
15 -30
22 -40

30 -50
15

Pg. 131- Ammunition Acquisition (New System)
Add the following after The Requisition Test
Ammo Requisition: GM Choose either Simulated or Abstracted systems:
Simulated:
When acquiring ammunition for a weapon, consult the Weapons Tier and the following chart:
Ammo Requisition Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
1 RP 3 - - - -
2 RP 6 2 - - -
3 RP 9 4 2 1 -
4 RP 12 6 4 2 1

-The resulting number is the amount of clips that the character may purchase for his weapon by
spending the corresponding amount of Requisition Points. Weapons with a Tier of 0 do not need to
pay any RP in order to acquire ammo- it is assumed that they are found or are able to be easily
crafted (+20 Tech-Use Repair test per 20).
-When making an Acquisition or Requisition test to acquire ammunition, add the Availability
modifier of the weapon which the character is acquiring ammunition for to his Influence
characteristic. The amount of Degrees of Success gained on this test is equal to the amount of Clips
for that weapon which he is able to Requisition.
-Autocannons count as Tier 3 Weapons
-At the start of every session, it is recommended that players have the opportunity to gain 3-4
additional RP instead of 1-2.
-Custom Ammunition: When acquiring custom ammunition, add the first digit of the weapons Avl. to
the weapons Tier.
Abstracted:
Characters are always counted as having enough ammunition to reload their weapons. They are
considered to have replenished their ammunition during their downtime. This system works for
games in which ammunition management is considered dramatically minute to the rest of the
action.
Whenever acquiring Custom Ammunition, the character spends a number of Requisition Points
equal to the tens digit of the Ammunitions Availibility for a single clip.












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Pg. 132-Weapon Tiers: (New System)
Add the following before the Weapon Profile section,
Weapon Tiers
Weapons are grouped into tiers based upon their relative level of power and rarity, Tier 1 being the
most common weapons, while Tier 4 are elusive, powerful instruments of death. These Tiers are
used for determining whether or not a character can use a weapon, Ammunition Requisition, and
Weapon Variations. The tiers are as follows:
Tier 0: Low-Tech (Ranged and Melee)
Tier 1: Solid Projectile, Las, Chain
Tier 2: Shock, Bolt, Flame, Launcher
Tier 3: Power, Force, Melta
Tier 4: Plasma, Exotic
-Weapons with the Heavy type count as one tier higher than they typically are.
-Weapons with the Light type count as one tier lower than they typically are.
-A Character is able to use any non-Exotic weapon, provided that his Rank in Tech-Use is equal to or
exceeds the weapons Tier. If this is not so, the character suffers a -20 penalty to all attack tests to
use this weapon. Furthermore, if the character is using an Exotic weapon, they must have the
appropriate Exotic Weapon Proficiency Talent or suffer the -20 penalty.

Special Rules:
Pg. 134- Felling: Delete the (X) from the title. This weapon quality does not scale.
Pg. 134- Flame (X): Replace the last sentence with If the target fails this test, he gains the Burning
(3 x X) condition.
Pg. 134- Flexible: Add the following to the end of the Flexible entry However, Evade (WS) tests
cannot be made with this weapon to deflect incoming attacks.
Pg. 136- Melta: Replace the last sentence with When fired at a target within half the range of the
weapon or used in melee, the penetration value of the weapon counts as twice the normal value.
Pg. 136- Overcharge: Add (X) to the overcharge title. Replace the second-to-last sentence in
Overcharge with When in standard mode, the weapon uses its normal profile; when in overcharge
mode, the weapon deals +X damage but gains the Single-shot quality and expends twice the
amount of ammunition it normally expends per shot if the weapon uses ammunition.
Pg. 136- Piercing: Delete the Piercing weapon quality.
Pg. 136- Pinning: Add the following new Weapon Quality after the entry for Overheats.
Pinning:
Whenever a target is hit by a weapon with the Pinning quality, they must make a -10 Fear
(Cowering) test and suffer the effects of the result.
Pg. 137- Smoke: Delete the Smoke weapon quality.
Pg. 137- Subdual: Add the following new Weapon Quality after the entry for Smoke.
Subdual:
. Whenever a target would be dealt a wound by this weapon, he suffers fatigue instead. For each
point of damage that exceeds the targets Defense Value, he suffers a point of fatigue.


17

Pg. 137- Vengeful: Add the following new Weapon Quality after the entry for Unreliable:
Vengeful (X):
These weapons seemingly embody the Emperors wrath, and eagerly strike down any who would
stand against His servants. When attacking with this weapon, the attacker triggers righteous fury
on any damage die roll with a value of X or higher before any modifiers are applied.

Ranged Weapons:
Pg. 138- Alternate Ammunition: Add the following Sidebar:
Alternate Ammunition:
Some weapons have Alternate Ammunitions that are specific to that weapon. Whenever a character
acquires a clip for that weapon, specify which type of ammunition that the clip contains. For
purposes of acquisition, they are considered to be Custom Ammunition.
Pg. 139-Bow Alternate Ammunition: After the first paragraph of Bow add the following, --Bow
Alternate Ammo: Explosive Arrows: Remove the Silent (Ab) and Accurate Quality, Change the
Damage type to (I) .Add the Tearing Quality and +2 to Damage. Avl. -20
Pg. 140-Crossbow Alternate Ammunition: After the first paragraph of Crossbow, add the
following, --Crossbow Alternate Ammo: Explosive Crossbow Bolts:- Remove the Accurate Quality.
Change the Damage type to (I), Add the Tearing Quality and +2 to Damage. Avl. -20
Pg. 140- Grenade Launcher: Add the following to the Grenade Launcher entry, This weapon must
be wielded with two hands- Recoil Gloves and Custom Grips do not affect this weapon.
Bolt:
Pg. 140-Bolt Pistols: Add the Vengeful (9), Quality. Increase Penetration to 3.
Pg. 140-Bolter: Add the Vengeful (9), Quality. Increase Penetration to 3.
Pg. 140-Heavy Bolter: Add the Vengeful (9), Quality. Increase Penetration to 3.
Pg. 140-Storm Bolter: Add the Vengeful (9), Quality. Increase Penetration to 3.
Solid Projectile:
Pg. 140-Stub Revolver: Increase Rate of Fire to 1.
Pg. 140-Hand-Cannon: Add the Vengeful (9), Quality. Increase Clip Size to 5.
Pg. 140-Shotgun: Add the Special Quality.
Low-Tech (Ranged):
Pg. 140-Bow: Change the weapons Type to Basic. Increase RoF to . Increase Damage to 1d10+2.
Add the Accurate Quality. Change the Availibility to +10
Pg. 140-Crossbow: Change the Damage to 1d10+3. Add the Accurate Quality.
Pg. 140-Throwing Knife: Change the Penetration to Pb-2
Pg. 142- Hand Cannon: Delete the sentence Hand cannons kick like a grox, and unless fi red with
two hands or a Recoil Glove, it imposes a 10 penalty on Ballistic Skill tests when used.
Pg. 142- Shotgun: Add the following after the first Paragraph, When within Point Blank Range of a
target, the character may substitute the Spray Quality for the Felling and Tearing Qualities.
--Shotgun Alternate Ammo: Solid Slugs: -Remove the Spray Quality and add +2 Pen and +2 Damage.
Instead of the Shotguns normal effect, when the character is within Point Blank Range, he gains
Vengeful (9) instead. Avl. +0
Grenades & Explosives:
Pg. 143- Frag Grenades: Add the Pinning quality.
18

Pg. 144- Smoke: Add the following to the end of the Smoke entry A successful attack with this
weapon creates a smokescreen with a diameter of X metres centered at the target location (see
page 204 for rules on smoke). The smoke lasts for 1d10+10 rounds, or less in adverse weather
conditions.

Melee Weapons:
Chain:
Pg. 146-Chainaxe: Increase the damage to 1d10+4 and the Pen to SB+1
Pg. 146-Eviscerator: Increase the RoF to 1/3 and decrease the Damage to 2d10+4. Add the
Unbalanced Quality.
Low-Tech (Melee)
Pg. 146- Axe and Great Weapon: Add the following Weapons under Low-Tech:
-Axe Basic - 1d10+4+SB (R) Pen: 1 Unbalanced 6kg -+20
-Great Weapon Heavy 1/3 2d10+SB (I or R) Pen: 2 Unbalanced, 12kg - -10
-Subdual Weapon (Baton, Cosh, etc.) Light 1 1d5+SB Pen: 0 Subdual, Concussive (0) - +40
Weapon Modifications:
Pg. 148- Table 59: Weapon Modification: Replace the Effect for the Mono upgrade in this table
with Adds Vengeful (9) quality.
Pg. 148- Weapon Modifications: Replace the first and second paragraph of Weapon Modifications
with the following The process of applying the modification is assumed to be covered during the
modifications purchase. If a character desires it, he may install the modification himself (+0 Tech
Use test) and gain a +10 to the modifications Availability when making the Requisition test or
spending Requisition Points. If the installation test is failed, the parts are destroyed and the
modification is lost.
-Replace the third paragraph of Applying Personal Modifications with the following, The process of
applying the modification is assumed to be part of the acquisition. Each weapon can support a
number of modifications on it equal to its status, and cannot have two copies of the same
modification at the same time. Once applied, modifications cannot be removed or switched to a new
weapon except through use of the Tech-Use skill. If a weapons status is ever reduced below the
number of modifications on the weapon, modifications currently applied to the weapon in excess of
the weapon status are lost. Which specific modifications are lost is up to the GM.
Pg. 149- Mono: Replace the effect of mono with The weapon gains the Vengeful (9) quality. If
weapon already had the Vengeful quality, it lowers its X value by 1 instead.
Pg. 150- Telescopic Sight: Replace the Telescopic Sights Applies To entry with Las, Solid
Projectile, Bolt, and Plasma Weapons.
Pg. 150- Bleeder Rounds: Replace the Bleeder Rounds Effect entry with The weapon gains the
Sapping (1) quality.
Pg. 150- Dumdum shells: Replace the Dumdum Shells Used With entry with Solid projectile
weapons.
Pg. 151- Table 511: Custom Ammunition: Replace the Effect for Bleeder Rounds with Adds
Sapping (1) and replace the Used With for Dumdum shells with Solid Projectile Weapons.


19

Protective Gear:
Pg. 151- Armour: Replace the entry for Max Ab with the following: Max A: This is the maximum
value a character wearing this armour can count his Agility characteristic. If the characters Agility
characteristic is higher than this number, it counts as this number instead.
Pg. 152- Bodyglove: Increase Availibility to +10
Pg. 152- Flak Armour: Decrease Availibility to -20
Pg. 152- Enforcer Armour: Increase Availibility to -10
Pg. 152- Feudal Armour: Increase Availibility to +0
Pg. 152- Armour Quality: -Add the following to the Armoury section in a Sidebar
Armour Quality: While armour with an Item Status of 0 is unable to be worn, armour with an Item
Status of 1 suffers a -10 penalty to the Max Agility the armour permits the wearer. Consequently,
armour with an Item Status of 3 provides a +10 to its Max Agility.

Gear:
Pg. 154- Table 513: Clothing and Personal Gear: Replace the Availability entry for the Recoil
Glove with 30.
Pg. 154- (Optional Rule (Equipment Damage): Add the following to the Armoury section in a
Sidebar:
(Optional Rule) Equipment Damage: Whenever a character gains the Unconscious condition and
falls Prone as a result of it, reduce the quality of all their items by 1.
Pg. 154-Cameleoline Cloak: Instead of the listed effects, a Cameleoline Cloak allows the user to
gain a +d whenever using the Stealth skill. Change the Availibility to. -20.
Pg. 154-Concealed Holster: Instead of the listed effects, a Concealed Holster forces the inspector
to gain a -d whenever they attempt to detect the hidden weapon.
Pg. 154- Forbidden Text of Knowledge (X): Add the following to the list of Gear,
Forbidden Text of Knowledge (X) Availibility: -30
The character may consult this text in order to count as having access to forbidden lore, calling
upon dark knowledge in doing so. The character counts as having the Specialist (X) Talent and
gains a +10 bonus to this test. However, upon doing so, he must take a +0 WP test and suffer a
number of Corruption equal to his Degrees of Failure.
Pg. 154- Forbidden Text of Sorcery (X): Add the following to the list of Gear.
Forbidden Text of Sorcery (X) Availibility: -30 to -50
When this book is Readied, the character may attempt to cast a single Psychic Power (X) at their
Psy Rating +1. Whenever a Psychic Power is attempted to be invoked from this text, its speaker
suffers a number of Corruption equal to the one-hundreds digit of the XP cost for the Psychic Power
(in addition to any from the Sorcerer talent and etc.). Non-psykers may use this text, counting as
having a Psy Rating of 1.






20

Pg. 154- Inquisitorial Warrant: Add the following to the list of Gear,
Inquisitorial Warrant: Availibility: Unique
An Inquisitorial Warrant is a document issued by an Inquisitor that states the Acolyte cells
purpose and mission. This is an objectively verifiable form of the Acolytes identity, allowing them
to state their allegiance to the Inquisition and their specific Inquisitor. However, any Influence lost
by the Acolyte cell, acting under social recognition of their Inquisitorial status, is also lost by their
Inquisitor. In events such as these, it is unsurprising when the Inquisitor retracts his Inquisitorial
Warrant, forbidding Acolytes from using his Influence.
Pg. 156- Table 514: Drugs and Consumables: Add to Lho Sticks to indicate they are
Addictive.
Pg. 157-Auspex: Instead of the listed effects, an Auspex allows the user to gain a +d whenever
using the Observe (Per) skill within 50m.
Page 158, Table 516: Tools: Add a new row to Table 516: Tools with the following Clip/Drop
Harness; Wt: 1kg; Avl: +10.
Pg. 158-Clip/ Drop Harness: Instead of the listed effects, a Clip/ Drop Harness allows the user to
gain a +d whenever making a Climb test.
Pg. 158-Combi-Tool: Instead of the listed effects, a Combi-Tool allows the user to gain a +d
whenever using the Tech-Use skill.
Pg. 158-Demolition Kit: Disregard the final paragraph.
Pg. 158-Disguise Kit: Disregard the final paragraph.
Pg. 158-Excruciator Kit: Instead of the listed effects, an Excruciator Kit allows the user to gain a +d
whenever using the Interrogation (Intimidate) skill use.
Pg. 158-Magnoculars: Instead of the listed effects, a pair of Magnoculars allows the user to gain a
+d whenever using the Observe (Per) skill over 50m away.
Pg. 158-Multi-Key: Instead of the listed effects, a Multi-Key allows the user to gain a +d whenever
using the Subterfuge (I) skill to open physical locks.
Pg. 158-Sacred Text of His Emperors Shield: Add the following to the list of Gear,
Sacred Text of His Mental Aegis Availibility: -10
Whenever this text is read aloud, all characters and allies within ear-shot of the character reduce
any Corruption they take by 1 to a minimum of 1. The important excerpts of this text take 5 minutes
to recite and confer the aforementioned benefits. This does not affect any characters with a Psy
Rating or the Psyker trait.
Pg. 158- Stummer: Instead of the listed effects, a Stummer allows the user to gain a +d whenever
using the Stealth (A) skill. This item can only function for 20 minutes before needing a recharge
(roughly 1 hour).
Pg. 160- Psy- Dampener: Add the following entry after Pict Recorder,
Psy Dampener Availibility: -20
All characters with a Psy Rating who are within 3 metres of a Psy Dampener reduce their Psy Rating
by 2 while they remain within Range. This does not stack with the effects of Warp Disruption.
Pg. 160- Null Rod: Instead of the listed effects, All characters with a Psy Rating who are within
WpB metres of a character with Null Rod reduce their Psy Rating by 5 while they remain within
Range. If this is used with the Warp Disruption talent, the character either counts their Warp
Disruption Psy Rating reduction as 5 or as 2 higher than usual, whichever is higher.
21

Pg. 160- Untouchable Limiter: Add the following entry after Stummer,
Untouchable Limiter Availibility: -30
The Untouchable Limiter may only be worn by a character with the Untouchable Elite advance. It is
a Free Action to turn on the Limiter, however it takes an entire round for the effects of the Limiter
to activate, doing so at the start of the Untouchables turn. While the Limiter is active, the equipped
Untouchable loses the Warp Anathema and Psychic Disruption talents, if he possesses them.
Furthermore, any effects which would allow the Untouchable to reduce Psy Rating (Null Rod, Psy
Dampener, etc.) do not have any effect while the Limiter is active. It is a Free Action to turn off the
Limiter and it activates immediately.

Cybernetics:
Pg. 162- Installing Cybernetics: Replace the second sentence in the Installing Cybernetics sidebar
with If a character decides to do this, he gains a +10 to the cybernetics Availability when making
the Requisition test or spending Requisition Points. This only applies to Basic Cybernetics. When
acquiring Bionic Replacements, this modifier is a +20, due to the increased availability of these
parts. Any non-Basic Cybernetics must be installed by another party with a Medicae or Tech-Use of
at least +10 and do not have a bonus for piecemeal requisition.
Pg. 163- The Line- Bionic Augmentations/Implants: Delete the second paragraph of Bionic
Augmentations/ Implants. Instead, insert the following beneath the first paragraph:
The Line:
If a characters number of Cybernetics ever exceeds his Toughness Bonus, he immediately incurs
1d10 Insanity due to the difficulty his physical frame encounters in supporting another Cybernetic.
This occurs every time the character installs another Cybernetic until the number of Cybernetics he
has installed is equal to or less than his Toughness Bonus.

Pg. 163-Basic Cybernetics: Change the name of Table 5-20 to Basic Cybernetics
-Delete the Overcharge ability of Bionic Replacements. Replace it with the following:
Pg. 162- Bionic Arm: Delete the second paragraph. Gain the Overcharge (Strength) Trait.
Pg.162: Bionic Cogitation: Add the following new Bionic Replacement:
Bionic Cogitation Availibility-20
Hit Location: Head
Gain the Trait: Overcharge (Intelligence).
Pg. 162- Bionic Leg: Delete the second paragraph. Gain the Overcharge (Agility) Trait.
Pg. 162- Bionic Neurology
Bionic Neurology Availibility-20
Hit Location: Head
Gain the Trait: Overcharge (Willpower).
Pg. 162- Bionic Senses: Delete the second paragraph. Gain the Overcharge (Perception) Trait.
Pg. 162- Bionic Organs: Delete the second paragraph. Gain the Overcharge (Toughness) Trait.
Pg. 164- Utility Mechadendrite: Replace the first sentence in the entry for the Utility
Mechadendrite with The most common type of Mechadendrite, these are tipped with a variety of
mechanisms for the repair and succor of blessed technologies, and act as a combi-tool (granting +20
to all Tech-Use tests).
22

Pg. 164-Potentia Coil: Add in a new Basic Cybernetic after Mechadendrite:
Potentia Coil: Availibility: -30
The characters Fatigue Threshold is now Tb+WPb+2. However, the character gains the Addiction:
Potentia Coil Trait. When calculating this characters Toughness Bonus for The Line, countthe
characters Toughness Bonus as TB+3.

Vehicles:
Pg. 167- Chimera Armoured Transport: Replace the Movement Vectors with 15 Forward, 10
Backward, 0 Side, 0 Vertical and the Armour Facings with 30 Front, 22 Side, and 16 Rear.
Pg. 168- Hectin Autocarriage: Replace the Movement Vectors with 20 Forward, 15 Backward, 0
Side, 0 Vertical and the Armour Facings with 15 Front, 10 Side, and 8 Rear.

23


Pg. 130-(Optional Rule) Rarity Rating and Time to Acquire: Add the following Optional Rule:
Rarity Rating and Time to Acquire:
(This system was inspired by Nimsim on the FFG forums)
For any Requisitions of +0 or higher, when using Requisition Points, Requisition, or Acquisition,
consult the following charts. Consider the sum of the Quantity and Rarity of the equipment when
determining the time it takes to acquire the item.

Rarity Ratings
Availability Rarity Rating
+0 1
-10 2
-20 3
-30 4
-40 5
-50 6

Quantity Modifier Table
Item Quantity Rarity Rating
1 +0
2 +2
4 +3
8 +4
etc.

Table on Time
Rarity Rating Time to Acquire
0 Immediately
1 1 Hour
2 1 Day
3 1d5 Days
4 1d5 Days
5 1d10 Days
6 1d10 Days
7 1 Week
8 1d5 Weeks
9+ 1d5 Months

24

Chapter VI: Psychic Powers
Pg. 172- Step 1-Determinine Psy Level: Delete the first sentence of the second paragraph of Step
1- Determine Psy Level. Replace it with the following, When the psykers Psy Level is beneath his
Psy Rating, he gains a bonus of +10 to his Focus Power test.
Pg. 172- Step 2- Make Focus Power: Add the following as a third paragraph, The character may
never spend a Fate Point to re-roll a Focus Power test which triggers Perils of the Warp.
Pg. 172-Pushing: Delete the second paragraph beneath Pushing. Reaplce it with the following,
Whenever the characters Psy Level exceeds his Psy Rating, he takes a penalty of -10 to his Focus
Power test.
Pg. 174- Biomancy Power- Invigourate: Add the following psychic power to the right of Enfeeble
on the Biomancy Powers tree,
Invigourate
The psyker draws upon the energies of the Warp to galvanise the flesh, a possibly hazardous
endeavour but one that can be essential to continue the warbands efforts. Newly empowered, the
Acolytes can continue afresh.
Value: 100xp
Prerequisites: Toughness 30
Action: Half Action
Focus Power: Challenging (+0) Willpower test
Range: 1 metre
Sustained: No
Subtype: Concentration
Effect: The psyker can remove a number of levels of Fatigue from himself and allies within range,
with the sum of all levels removed from all characters not exceeding his psy rating. This power is
very taxing and requires at least 12 hours of recovery before it can be used again.

Pg. 182- Fire Shield: Replace the entry for the powers range with 15m x PL.
Pg. 182- Flame Breath: Replace the entry for the powers range with 5m x PL.
Pg. 194- Smite: Replace the entry for the powers range with 20m x PL.
Pg. 211- Table 65: Telepathy Perils of the Warp: Change 2d10 result entry 13 (Chorus of the
Dying) for result entry 1213.



25

Chapter VII: Combat
Pg. 194-227- Critical Wounds: Replace any mention of Critical Wounds with 2 Wounds.
Pg. 195- Step 1: Surprise: Add the following after the second sentence A surprised character must
also roll 2d10 when rolling for initiative and use the one dice with the lowest result for his initiative
roll.
Pg. 196- Initiative: Add the following after the second sentence of the first paragraph This roll can
be modified by situational factors such as Surprise (see Surprise below).
Pg. 196- Surprise: Add the following after the third sentence of the last paragraph A surprised
character must also roll 2d10 when rolling for initiative and use the one dice with the lowest result
for his initiative roll.
Pg. 198-Called Shot: Delete the second sentence in the Use section.
Pg. 200- Ready Action: Replace last sentence with This can also be used to holster a weapon, coat
a blade in poison, inject a stimm or other drug, and other minor actions.
Pg. 202- Range Modifiers: Add the following in a Sidebar:
Range Modifiers:
-Short Range: If the character are within 10 meters of his target and is attacking with a Ranged
Weapon, the character may gain a +d when rolling to hit.
-Point-Blank Range: If the character is within 1-3 meters of his target and is attacking with a
Ranged Weapon, the character may gain +2d and pick the most favorable result
-If the character is within Short or Point Blank range, he can take a d penalty in order to count as
having made a Called Shot action on any Hit Location. The character cannot do this unless he is
within Short Range of the target.
Pg. 202- Determine Hit Locations: Replace Table 7-2 Hit Locations with the following table
1d10 Roll Location Hit
1 Head
2 Right Arm
3 Left Arm
4-8 Body
9 Right Leg
10 Left Leg

Pg. 203- Wound Multiplier: Add the following beneath the Compare Damage and Defence entry
under the Step 5- Attack Results section.
Wound Multiplier:
Whenever the character deals damage to a target equal to or in excess of their Defence value, they
are dealt a wound. Consult the proper wound effect charts (or dont, if thats your thing- I like em,
personally). Furthermore, if the character deals damage in excess of the targets Defence value,
determine how many times the damage is divisible by the targets Defence value. This is referred to
as a Wound Multiplier and it indicates how many wounds the target suffers from the characters
attack.
Whenever a target has 6 Wounds inflicted upon him, he gains the Unconscious and Blood Loss (15)
Conditions.
26

For Example: Caradoc Magnus is shooting with his Sniper Rifle at a Heavy with a Heavy Stubber.
Caradoc rolls to hit and succeeds! After determining that his shot hits the head of the Heavy (Defence
Value of 7), he factors in his Snipers Pen Rating of 6, reducing the Heavy Stubbers Defence Value to 4.
He rolls a pair of 7s for a total of 14 damage. Since the Heavys Defence Value factors into Caradocs
damage 3 times, he suffers 3 Wounds (and then may consult the Wound Condition chart, if they would
like to)
Note: One of the main reasons for this change is to encourage enemies to seek cover! Pen does not go
through Cover!

Pg. 203-Wound Threshold: Add the following after the Apply Wound Effects entry,
Wound Threshold:
This threshold is the amount of wounds the target can take before giving the +5 bonus on the
Wound Condition chart and counting towards the maximum 6 wounds that a target can have. Most
people do not have a Wound Threshold- they immediately suffer the effects of any wounds they
take.
Size gives a character a bonus to his Wound Threshold equal to 2 x the characters Size Rating.
The Resilient (X) Trait also contributes to his Wound Threshold, where the (X) designates the
amount of wounds added to his Wound Threshold

Pg. 205- Fatigue and Debilitated: Replace the second paragraph under Effects of Fatigue with the
following, Whenever the character has a number of Fatigue equal to half of his Fatigue Threshold,
he gains the Debilitated Condition.
Pg. 208- Burning: Replace the last sentence of the Start of Turn entry with He then doubles X.
-Replace the Putting it Out entry with A burning character or an ally engaged with the character in
melee can attempt to extinguish the flames by spending 2 AP and making a +20 Agility test. The
burning character becomes Prone and, if the test succeeds, loses the burning condition.
Pg. 208- Debilitated: Add a new Condition:
Debilitated:
Any tests that the character takes while having this condition require him to gain a d to all tests.
The bonuses received from Short Range and Point Blank range can offset this penalty by their given
amount. This penalty can be avoided by spending an additional Action Point on every action taken
that turn.

Pg. 203- Optional Wound Chart Rules: Add the following after the Inflict Conditions entry,
Wound Chart Optional Rules:
(Optional Rule: Simplified Wound Charts)
Only consult the wound charts after all the wounds except for the last one have been dealt,
Factoring in the wounds the target currently has plus the amount of damage he received from the
final attack.

(Optional Rule: Even Simpler Wound Charts)
As above except do not factor in the excess damage and do not wait until before the final wound is
dealt. Instead, after all wounds have been dealt, take the amount of wounds the target has and
27

multiply it by 5. Do this only if the target has suffered a Wound. Using this number, consult the
Wound Effects chart for the appropriate number.

(Optional Rule: No Wound Charts)
Simply do not consult the Wound Charts. After a target receives 6 Wounds, they are dead.

(Optional Rule: Inquisified Wounds)
(This system is inspired by Simsum on the Dark Reign forums.)
Whenever a wound would be dealt, note it next to the Hit Location (a tally mark is fine). Consult the
following charts instead of the Wound Condition Charts in order to determine the condition that
the character gains. When a character suffers a wound to a Hit Location, he suffers the listed effects
based upon how many Wounds he has, in total, on that Hit Location. If a target suffers more than
one Wound from a single attack, than he suffers the effects of each wound that is dealt to him for
the respective Hit Location.
-Once a character reaches 6 Wounds, they gain the Unconscious, Blood Loss (1d10+5) Conditions.
-Fatigue Thresholds are TB+WPB+2. (Potentia Coil makes this TB+WPB+4)
-Elite Targets count Arm Locations and Leg Locations as collective Wound Charts. When dealing
with Lost or Crippled Limbs, the chosen limb is always the one that was the target of the attack,
-Resilient (X) Trait prevents the first (X) Wounds that a target would suffer.
BODY WOUND CHART
Wound 1: Fatigue +1
Wound 2: Fatigue +1, Dazed 1
Wound 3: Fatigue +2, Dazed 4, Weakened (1)
Wound 4: Fatigue +2, Stunned 2, Crippled (Internal Organ)
Wound 5: Fatigue +3, Unconscious, Lost (Internal Organ), Blood Loss (1d10+5)

ARM WOUND CHART
Wound 1: Fatigue +1, Disarmed (A) +30
Wound 2: Fatigue +2, Disarmed (A) +0, WS & BS Decay (5)
Wound 3: Fatigue +2, Disarmed (A) -30, WS & BS Decay (5),
Wound 4: Fatigue +3, Disarmed (A) -60, WS & BS Decay (10), Crippled (Limb),
Wound 5: Fatigue +4, Unconscious, Lost (Limb), Blood Loss (1d10+5)

LEG WOUND CHART
Wound 1: Fatigue +1, Prone (A) +30
Wound 2: Fatigue +1, Slowed 2, Prone (A) +0
Wound 3: Fatigue +2, Slowed 3, Prone (A) -30 Weakened (1)
Wound 4: Fatigue +3, Immobilized 3, Prone (A) -60, Crippled (Limb)
Wound 5: Fatigue +4, Unconscious, Lost (Limb), Blood Loss (1d10+5)
,
HEAD WOUND CHART
Wound 1: Fatigue +1, Dazed 1
Wound 2: Fatigue +2, Dazed 2,
Wound 3: Fatigue +3, Stunned 2, Weakened (1), Deafened
Wound 4: Fatigue +4, Stunned 4, Weakened (1), Blinded
Wound 5: Lost (Head), Instant Death.
28


-Righteous Fury: On a Righteous Fury against a non-vehicle target, the character adds an additional
Condition to the target based upon the attacking weapon type. The (X) for all of these effects refer
to the amount of Degrees of Success the attacker scored on his attack test, after the result of any
Evade Actions.
Energy: Burning (X)
Impact: Crippled (Hit Location) (If the target already has this condition, they gain the Lost (Hit
Location) instead.)
Rending: Blood Loss (X), Weakened (1)
-The Prosanguine talent in the Technology Talent Tree costs 400 XP

(Optional) Inquisified Vehicle Wound Rules:

HULL WOUND CHART
Wound 1: -1 AV
Wound 2: -2 AV
Wound 3: -3 AV, Crew: 1d5+5 (R) Damage
Wound 4: -4 AV, Crew: 1d10+5 (R) Damage, Blind & Deafened 2
Wound 5: Wrecked, Crew: 1d10+8 (R), Stunned 3, Burning 1

MOTIVE SYSTEMS WOUND CHART
Wound1: -1 AV, Stalled (5)
Wound 2:-1 AV, Stalled (5) Out of Control (1)
Wound 3: -1 AV, Stalled (5), Out of Control (3)
Wound 4: -2 AV, Stalled (5), Out of Control (5), Crew: Dazed (3)
Wound 5: Immobilized, Crew: 1d10+5 (I), Unconscious (A) +0

WEAPON WOUND CHART
Wound 1: Weapon: Inaccurate, -1 Quality
Wound 2: Weapon: Recharge, -1 Quality, Vehicle: Combusting (1)
Wound 3: Weapon: -1 Quality, Vehicle: Combusting (3), Crew: Burning (1)

-Righteous Fury: On a Righteous Fury against a vehicle, the vehicle gains the Stalled (X) or
Combusting (X) condition (attackers choice), where (X) equals the amount of Degrees of Success
scored on the attackers attack test.

29

Chapter VIII: Narrative Tools
Pg. 229- Social Encounters: Replace the last sentence with More details on social encounters can
be found on page 240.
Pg. 231- Covertly Using Influence: Add the following beneath the Influence entry,
Covertly Using Influence
When using Influence covertly, the character suffers a -20 penalty to his Influence test. If he
succeeds, however, his Subtlety rating is unchanged by his use of Influence, as the character has
likely accomplished this use of his Influence indirectly, moving through other parties or slightly
manipulating a number of other situations.

Pg. 241- Aggressive: Replace the Interrogate Skill entry in the Aggressive personality table with
Intimidate.
Pg. 242- Clever: Replace the Interrogate Skill entry in the Clever personality table with
Intimidate.
Pg. 242- Confident: Replace the Interrogate Skill entry in the Confident personality table with
Intimidate.
Pg. 242- Submissive: Replace the Interrogate Skill entry in the Submissive personality table with
Intimidate.
Pg. 243- Unhinged: Replace the Interrogate Skill entry in the Unhinged personality table with
Intimidate.
Pg. 251- Only the Insane Shall Prosper: Replace the second sentence with the following,
Whenever a character must take a Fear test, subtract his Insanity Bonus from his Degrees of
Failure. If the result is 0 or less, the character counts as passing the Fear test with 1 Degree of
Success.
Pg. 251, Fear Effects: Replace the second paragraph, second sentence with On a failed test, the
Acolyte suffers the full penalties described, as well as 1 fatigue.
-Replace the third paragraph, first sentence with The most common effects are described under
the Fear trait on page 127
Pg. 252-Mental Traumas: Change the final sentence of the first paragraph to read, When an
Acolytes Insanity value increases by 10, he must test for a Mental Trauma.
-Remove the second paragraph, and replace it with the following, Whenever a characters Insanity
Bonus increases, make a WP test, subtracting his Insanity from his Willpower Total. If he fails this
test, roll 2d10 and add his Insanity Bonus to the total before consulting the Mental Trauma chart.
Pg. 255- Malignancies: Change the final sentence of the first paragraph to read, When an Acolytes
Corruption value increases by 10, he must test for a Malignancy.
-Remove the second paragraph, and replace it with the following, Whenever a characters
Corruption Bonus increases, make a WP test, subtracting his Corruption from his Willpower Total.
If this test is failed, roll 2d10 and add the characters Corruption Bonus to the total before
consulting the Malignancy chart.

30

Chapter XII: NPCs & Adversaries
Pg. 282- Novice: Remove the Reduced Action Points entry. Replace the Spectacular Demise with
Novice characters are instantly killed or incapacitated upon receiving a critical wound or damage
greater than twice their defence value.
Pg. 286- Bounty Hunter: Replace 1 clip of manstopper bullets in the Gear entry with 1 clip of
expander rounds.
Pg. 304- Dire Avenger: Replace the Action Points entry of the Bladestorm action with 2 AP.

31

Chapter XIII: Seeds of Heresy
Page 326, Rewards: Replace first sentence with All Acolytes who survive the adventure should
earn 500 experience points for each session of play.
32

Appendix I: Advanced Character Creation Rules
Included in this document are extended options for Character Creation. These should only be
available with the GMs permission. The Home Worlds and Backgrounds presented in Living 2.3
present an image of the incestuous nature of the Inquisition, as they draw Acolytes from the
Imperial organizations they were created to police. This is important for the tone of Living 2.3,
however, GMs who wish to expand the focus of their campaign may adopt the use of these
Advanced Character Creation Rules.

Home Worlds:
Mind Cleansed
Home World & Background (Combo Package)
Characteristic Modifiers:
+ Willpower
+ (Your Choice)
-Fellowship
Rank 0:
Charm
Background Bonus:
Increase your Insanity Bonus by 1.
Whenever the character would fail a test with exactly 1 degree of failure, he may gain 2 Insanity to
count as passing that test with 1 degree of success.
Also, At the GMs discretion, certain rare events, individuals and even things like phrases, sights,
and smells may trigger repressed memories. When this happens, the character must make a Fear
(Cowering) test. If he fails, gain a number of Insanity determined by the GM, instead of his Degrees
of Failure.
Signature Mental Trauma:
Split Personality (Likely, whatever she assumes her original personality to be.)
Signature Malignancy:
Degenerate Mind
Starting Skills:
Observe, Remembrance, Logic, Tech-Use, Evade, (Choose One)
Starting Talents:
Cold-Hearted, Specialist (Choose One), Resistance (Fear)



33

Schola Progenium
Characteristic Modifiers:
+ Intelligence
+Weapon Skill or Ballistic Skill
- Toughness
Rank 0:
Navigate
Signature Trauma:
Midnight Visitations (Dead mother/father, likely, perhaps expressing disapproval of your actions.)

(These following Home Worlds were created by Tom Cruise on the FFG forums.)
Agri-World Rules
Characters from Agri-worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Fellowship
+ Toughness
Intelligence
Rank 0:
Subterfuge
Signature Mental Trauma
Phobic Flight (see page 253)

Death World Rules
Characters from death worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Perception
+ Toughness
Fellowship
Rank 0:
Tech-Use
Signature Mental Trauma
Inconsolable Fury (see page 254)

Feudal World Rules
Characters from feudal worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Weapon Skill
+ Toughness
Intelligence
Rank 0:
Tech-Use
Signature Mental Trauma
Midnight Visitations (see page 253)
34

Fortress World Rules
Characters from fortress worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Ballistic Skill
+ Willpower
Intelligence
Rank 0:
Remembrance
Signature Mental Trauma
Dead Comrade (see page 254)

Frontier World Rules
Characters from frontier worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Strength
+ Agility
Intelligence
Rank 0:
Charm
Signature Mental Trauma
Maniacal Phobia (see page 253)

Imperial World Rules
Characters from Imperial Worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Willpower
+ Intelligence
Strength
Rank 0:
None
Signature Mental Trauma
Logic of Delusion (see page 254)

Penal Colony Rules
Characters from penal colonies apply the following benefits during their creation:
Characteristic Modifiers
+ Perception
+ Toughness
Willpower
Rank 0:
Linguistics
Signature Mental Trauma
Wracking Agony (see page 254)
35

Mining Colony Rules
Characters from mining worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Agility
+ Perception
Willpower
Rank 0:
Deceive
Signature Mental Trauma
Obsessive Hoarding (see page 253)


















36

Backgrounds:
Artist
Skills: Commerce, Linguistics, Logic, Observe, Remembrance,
Talents: Heightened Senses (Choose One), Peer (Artists), Specialist (Artists)
Bonus: Gain a +20 to any Charm (Blather) test when the character is referring or relating
something to his field of artistic expertise.
Gear: Hand cannon (1) or Quick-Release Laspistol, Robes or Frock Coat (Hive Leathers), Writing
Kit, Artists Kit, Amasec (3), Autoquill, Lho (3) or Sack of Recaf (3) or 2 doses of Obscura (1),
Signature Malignancy: Sightless Orbs

Dilettante
Skills: Charm, Commerce, Investigate, Linguistics, Logic, Remembrance, Choose One
Talents: Canvassing or Specialist (Choose One)
Bonus: Whenever the character would lose Influence, she lose 1 less, to a minimum of 0.
Gear: Laspistol, Sword, Frock Coat (Hive Leathers), Amasec (3) or 1 dose of Desoleum Fungus or
Chrono (3), Writing Kit.
Signature Malignancy: Degenerate Mind

Ex-Chaos Cultist
Skills: Charm, Linguistics, Logic, Psyniscience, Survival, Subterfuge
Talents: Specialist (Choose One Chaos God), Cold-Hearted, Warp Sense
Traits: Enemy (Choose One Chaos God)
Bonus: The characters Corruption Bonus starts at 1. Do not roll for Malignancies.
Gear: Autopistol or Stub Revolver or Autogun, Staff or Sword, Psy Focus or Forbidden Text of
Knowledge (X) or Flak Armour, Pendant w/ Chaos God symbol, Robes.
Signature Malignancy: Cannibalistic Urge

Extinguished Glory
Skills: Charm, Remembrance, Survival, Choose One +10
Talents: Peer (Choose One), Specialist (Choose One)
Traits: Enemy (Choose One)
Bonus: Whenever the character attempts an Influence test against anyone he has a Peer Talent
with, increase his Influence Bonus by 1 for the test. Whenever the character attempts an Influence
test against anyone he has an Enemy Trait with, decrease his Influence Bonus by 1 for the test.
Gear: 2 Additional Starting Requisitions
Signature Malignancy: Deathsight







37

Mutant
Skills: Deceive, Intimidate, Observe, Survival
Talents: Resistance (Choose One), Die Hard
Bonus; The characters Corruption Bonus starts at 2. Roll once on the Malignancy chart at 2d10+2.
Select a Malignancy of 22 and below of your choice.
Gear: Manufactorum Coveralls, Stub Revolver, Staff or Cosh (Improvised), Concealing Clothing (+10
Subterfuge to hide the characters hideous visage.)
Signature Malignancy: Dark-Hearted

One Amongst Billions
Skills: Athletics, Commerce, Observe, Tech-Use or Survival
Talents: Specialist (Choose an Adepta or Planet), Unremarkable
Bonus: Whenever the character must roll to determine whether or not they gain a Mental Trauma
or Malignancy, they may count as automatically failing this test in order to gain 200 XP.
Gear: Manufactorum Coveralls and Staff or Robes and Compact Stub Revolver, Clothing, Bionic
Replacement or Rebreather or Autoquill, Sack of Recaf or Glow Globe/ Lamp Pack,
Signature Malignancy: Cannibalistic Urge

Penitent:
Skills: Athletics, Navigate, Observe, Survival
Talents: Jaded, Cold-Hearted, Resistance (Heat or Cold)
Bonus: The character Insanity Bonus starts at 1. Do not roll for Mental Traumas.
Gear: Chainsword, Injector, 2 doses of Frenzon, Reinforced Autogun or Reinforced Lasgun,
Manufactorum Coveralls, Explosive Collar
Signature Malignancy: Bone Blades

Revolutionary
Skills: Charm, Logic, Intimidate, Remembrance, Subterfuge, Survival
Talents: Peer (Choose One), Public Speaking
Traits: Enemy (Government)
Bonus: (Chosen at Character Creation) Gain a +10 bonus to any Intimidate (Coerce) tests or Charm
(Captivate) tests.
Gear: Compact Lasgun or Autogun w/ Suppressor, Manufactorum Coverall or Hive Leathers,
Monotask Servo-Skull (Laud Hailer) or Multikey, Writing Kit,
Signature Malignancy: Dark-Hearted

Rogue Trader Crew
Skills: Commerce, Pilot, Navigate, Tech-Use
Talents: Specialist (Rogue Trader), Peer (Rogue Trader) or Technical Knock
Bonus: Do not count zero gravity as difficult terrain.
Gear: Bodyglove, Shotgun w/ Melee Attachment or Quick-Release Laspistol, Grav-Chute or
Monotask Servo-Skull (Utility) or Void Suit, Regicide Set or Ration Pack.
Signature Malignancy: Phantom Malady
38


Student of the Shadow War
Skills: Athletics, Deceive, Investigate, Stealth, Subterfuge Tech-Use
Talents: Specialist (Inquisition)
Traits: Enemy (Puritans or Radicals)
Bonus: At any time, the character may take a +0 WP test to appear functionally dead for 1d10
minutes. Any who attempt to discern the characters true nature must make a -20 Medicae
(Diagnose) test.
Gear: Bodyglove (3) and Stummer or Flak Armor (3), Autogun w/ Red-dot & Suppressor or Lasgun
w/ Red-dot & Custom Grip, Data-slate, Comm Leech or Disguise Kit,
Signature Malignancy: Shadowdweller





39

Appendix II: Talent Descriptions
The following document consists of a complete revision of Talents. Replace all Talent Effects given
in Chapter IV with those given here.
http://quizlet.com/33182082/ezra-kainus-dark-heresy-living-23-talents-flash-cards/

40


Ezra Kainus' Dark Heresy Living 2.3 Talents
Study online at quizlet.com/_jr7gi

53. Adept
Manuevering
The character can now use the Adep
Maneuvring action as per below:
Adept Maneuvring
Type: Reaction, Operate
Action Points: 1
Use: After a successful attack test is made against the vehicle the character is operating, but before hit locations
are determined, the character makes a Pilot test (based on the type of vehicle being operated). If the Pilot test
succeeds, the character can change the facing struck by the attack to a facing of his choice. This does not affect the
positioning of the vehicle.
93. Armour
Monger
The character can use the following action:
Armour Monger
Type: Utility
Action Points: 1
Use: The character increases the armour value of one piece of armour he can currently touch by an amount equal
to his Intelligence bonus. This increases the armour value on all hit locations covered by the piece of armour. The
effect lasts for one round. This action can only be used once per combat encounter.
18. Assassin
Strike
Once per round, after making a melee attack, the character can make an Acrobatics (A) test. If he succeeds, he may
immediately perform the disengage action without spending the required action points.
60. Barrage After making a successful attack test with a ranged weapon, the character adds 1 degree of success to the total degrees
of success gained from the test.
32. Bastion of
Iron Will
When defending against psychic powers, the character adds a bonus to his roll equal to 5 multiplied by his psy
rating.
10. Blending When using the Shadowing use of the Stealth skill, the
character can use his Fellowship characteristic
instead of Perception.
52. Brace for
Impact
The character can use the following action:
Brace for Impact
Type: Reaction
Action Points: 1
Use: When the vehicle this character is riding in is involved in a crash (see page 224), but before the crash resolves,
the character can use this action to reduce any damage he would suffer from breach effects the crash causes by his
Agility bonus.
61. Bulging
Biceps
The character only suffers a -10 penalty to firing an unbraced heavy weapon, instead of the normal -20. In addition,
he only needs to spend 1 AP to perform the Brace Heavy Weapon action, instead of the normal 2 AP.
11. Canvassing The character can re-roll a test made to gather information from a group of people. The second result must be used.
42. Catfall When suffering from the effects of falling, the character's Agility bonus (in metres) reduces the distance fallen for
purposes of determining damage.
83. Charming When using the Charm skill, the character can affect a number of other characters equal to his Fellowship Bonus
x10.
The character gains the following use of the Charm skill
-State Conviction
Characteristic: Fellowship
Average Time: 3 AP
Use: A character must succeed on a Charm (Fel) test. If they do, until the start of the character's next round, any
affected characters do not suffer the effects of the Weakened or Dazed Condition
33. Cold Hearted The character is immune to all uses of the Charm skill. Additionally, when making an opposed Willpower test, the
character adds 1 degree of success to the total degrees of success gained from the test.
41

43. Combat
Formation
The character can choose to use his Intelligence bonus in place of his Agility bonus when rolling initiative.
19. Combat
Master
When engaged in melee combat, opponents do not gain the bonus for outnumbering when making attack tests
against the character.
44. Combat The character can choose to use his Perception bonus in place of his Agility bonus when rolling initiative.
Senses
84. Commanding When using the Command skill, the character can affect a number of other characters equal to his Fellowship Bonus
x10.
The character gains the following use of the Command skill
-Inspiration
Characteristic: Fellowship
Average Time: 3 AP
Use: A character must succeed on a Command (Fel) test. If they do, until the start of the character's next round, any
affected characters do not suffer the effects of the Debilitated Condition.
62. Constant
Vigilance
The character can perform reactions without ending the effects of the Overwatch action.
12. Contact
Network
The character can use his Fellowship characteristic in place of his Influence when making requisition tests (see page
131).
13. Coordinated
Interrogation
The character gains a +5 bonus to all Intimidate tests made to interrogate a character, and gains an additional +5 for
each other character participating in the interrogation who also has Coordinated Interrogation.
1. Counter-
Attack
After using the Evade (WS) skill to successfully cancel all degrees of success of an opponent's attack, thec haracter can
make an immediate Disruptive Blow reaction against the opponent (paying normal AP cost) even though the foe has
not taken a movement action.
14. Cover-Up At the GM's discretion, the character can gain Influence Decay (10) Condition. Whenever this is done, the character
increases his group's subtlety by 1d5.
63. Crippling
Shot
The character can use the following action:
Crippling Shot
Type: Utility
Action Points: 1
Use: On the character's next ranged attack made this turn, his weapon counts as having the Crippling Quality.
20. Crippling
Strike
The character can use the following action:
Crippling Strike
Type: Utility
Action Points: 1
Use: On the character's next melee attack made this turn, his weapon counts as having the Crippling Quality.
21. Crushing
Blow
Before making an attack with a melee weapon, the character can choose to add his Strength bonus to the damage dealt
by the weapon for that attack, in addition to the weapon's normal damage. If he does so, the character's RoF may not
exceed 1 for the attack.
54. Damage
Control
The Character's vehicle counts as having the Resilient (1) Trait.
42

85. Deceptive When using the Deceptive skill, the character can affect a number of other characters equal to his Fellowship Bonus x10.
The character gains the following use of the Deceive skill
-Feint
Characteristic: Fellowship
Average Time: 3 AP
Use: A character chooses a single target which can hear and see the character and must succeed on a Deceive (Fel) vs.
Willpower +20 test. If they do, the target gains either the Stunned (1) or Dazed (3) Condition.
2. Deflect Shot When the character is armed with a readied melee weapon, he adds his Weapon Skill bonus to his defence value on all
hit locations when being hit by thrown weapons or ranged weapons with the Low-Tech quality.
15. Delicate
Interrogation
Whenever the character would decrease his group's subtlety due to an interrogation, the amount of subtlety lost is
reduced by one.
74. Die Hard The character continues to reduce the X value of the Blood Loss condition (see page 207) when unconscious.
3. Disarm The character can use the following action:
Disarm
Type: Utility
Action Points: 2
Use: The character makes an opposed Weapon Skill test
against a single target with which he is currently engaged in
melee. If the character succeeds at the test, his target is
disarmed and drops the weapon he was fighting with at his
feet. If the character succeeds with three or more degrees of
success, he can instead take his enemy's weapon from out of
his hands.
86. Disturbing
Voice
When making an Intimidate test, the character may roll an additional tens dice and pick the most favorable result.
However, when making a Charm or Deceive test, the character must always roll an additional tens dice and take the least
favorable result.
104. Dual
Wielder
When wielding two weapons, the character does not suffer the -20 penalty to his second attack test made in the same
turn.
22.
Duelist When the character is engaged in melee with a single enemy, he adds +d to all successful Evasion (WS) tests.
4.
Evasive Whenever the character succeeds on an Evade test, he adds
one to the total degrees of success scored on the test.
64.
Eye of
Vengeance
The character can use the following action:
Eye of Vengeance
Type: Utility
Action Points: 1
Use: The character's next Ranged attack cannot exceed a RoF of 1. If your next Ranged attack would have dealt a Wound,
it deals an additional Wound.
34.
Favoured
by the
Warp
When rolling to determine Perils of the Warp, the character can add or subtract his Willpower bonus from the result of
the roll.
94.
Ferric
Lure
The character can call an unsecured metal object to his hand. He may summon objects of up to 2 kilograms per point of
his Willpower bonus and may summon objects from up to 10 metres per point of his Willpower bonus away.
16.
Flash of
Insight
When stuck in an investigation, the character can spend one fate point to reveal one of the next clues or leads.
43

23.
Furious
Assault
This talent comes into play when a character earns multiple hits with a single melee attack test. If two or more hits strike
the same location, the character can choose to combine those hits into a single hit. Determine the damage for all of these
hits separately, then add the values together to determine the damage value for the single combined hit. The target must
consider the combined damage as a single hit for all purposes of reducing damage suffered.
5.
Hard
Target
After the character performs the Move action twice in one round, opponents count as Debilitated with all attack tests made
wit ranged weapons against the character for one round.
75.
Hardy When removing wounds during six consecutive hours of rest, the character can remove one additional wound.
105. Hatred Each time the character selects this talent, he chooses on group or organisation. The character despises the members of
that group, and gains a +10 bonus to all Weapon Skill and Ballistic Skill tests made when fighting members of the group.
Additionally, the character must make a Willpower test when attempting to flee such combats or surrender. Characters
can select the Hatred talent using any of the groups or organisations listed under the Specialist talent.
65. Hawk's
Eye
When performing the Overwatch or Brace Heavy Weapon action, the character's field of view encompasses a 90-degree
arc in the direction that he is facing, instead of the normal 45-degree arc.
106. Heightened
Senses
When the character gains this talent, he designates one sense, and gains a +20 bonus to all Perception tests involving
that sense. This talent does not enable the character to develop a new sense, but characters with additional senses may
take the talent for those as well. Following are the most common senses:
Hearing: The character can screen out background noises while focusing on specific sounds and frequencies,
enabling him to pick out a single conversation in a crowded room or hear a specific pattern of footsteps on a
manufactorum floor.
Psychic Phenomenon: The character has an affinity for picking out the agency of the warp in his everyday existence.
Perhaps he has a keener sense of reality than most, or perhaps he has spent enough time around Psykers to
comprehend their dimension defying tendencies.
Sight: The character can train to notice objects at extreme range, detect exceptionally fine details, and even
see in conditions of low lighting. Characters with this ability often notice subtle design elements and inconsistencies
that others inadvertently ignore.
Smell: Those who possess this talent are capable of detecting and identifying exceptionally diffuse odours. In
environments where there are a variety of extremely pungent aromas, the character can recognise specific ones and
even trace them back to their source.
Taste: Most common in gourmands, the character recognises different flavouring elements and can associate
themwith their sources. Some researchers and investigators also learn to recognise particular chemical substances
including pharmaceuticals and arcane reagentsbased upon their taste. Excessive use of this ability can be
dangerous as many such substances are also poisonous.
Touch: This talent empowers the character to notice subtle features that might not even be detected through
close visual inspection. Some complex textures are indicative of xenotech, while others may provide a discrete way
of delivering information.
44

46. Light Sleeper The character always counts as being awake for the purposes of Observe tests and surprise, even while sleeping.
26.
Lightning
Attack
Before making an attack with a Melee weapon, the character can choose to roll an additional tens dice for his attack
test. If he does so, then he must subtract the damage dealt by the weapon by 3.
47.
Lightning
Reflexes
When making his initiative roll, the character can roll twice and choose the higher of the two rolls.
95.
Luminen Arc Luminen capacitors implant, Ballistic Skill 35
Effect: The character can choose to use his luminen capacitor implant to discharge a blast around him in combat.
This attack uses the following weapon profile:
Basic- 160m - RoF: 2 - 1d10+TB - Pen 0 - Sapping (1)
If the character rolls a 96 to 100 on the attack test, he gains a point of fatigue.
96.
Luminen Blast The character can choose to use his luminen capacitor
implant as a ranged weapon in combat. It has the following
weapon profile:
Heavy- 20m - RoF: 2 - 1d10+TB - Pen 0 - Sapping (1), Blast (TB)
If the character rolls a 96 to 100 on the attack test, he gains a point of fatigue.
55.
Hotshot
Pilot
When the character succeeds at a Pilot test, he gains +2 DoS. When he fails at a Pilot test, he reduces the failure by 2
DoF, to a minimum of 1 DoF.
66.
Independent
Targeting
When making an attack with a ranged weapon, if the character scores more than one successful hit, he can choose to
move any number of those hits to other opponents within 5 metres of the original target. These hits cannot be
allocated to targets who would have been harder to hit than the original target. For the purposes of Evade reactions,
each opponent that is allocated a hit in this way counts as having been struck by a ranged attack with a number of
degrees of success equal to the number of hits assigned to them. The active character then subtracts a number of
degrees of success from the original attack equal to the number of hits re-assigned to new targets.
87.
Intimidating When using the Intimidate skill, the character can affect a number of other characters equal to his Fellowship Bonus
x10.
The character gains the following use of the Intimidate skill
-Frighten
Characteristic: Fellowship
Average Time: 3 AP
Use: A character chooses a single target which can hear and see the character and must succeed on an opposed
Intimidate (Fel) vs. Willpower +20 test. If they do, until the start of the character's next round, the affected character
gains the Debilitated Condition for 2 rounds.
88.
Into the
Jaws of Hell
The character may spend a Fate Point, as a Reaction, in order to activate this ability.
If they do, all friendly characters within 20 metres of the character may roll an additional tens dice when taking Fear
tests and pick the most favorable result.
35.
Iron
Discipline
When rolling to determine a mental trauma, the character can add or subtract his Willpower bonus from the result of
the roll.
76.
Iron Jaw When suffering from the Stunned condition, the character can make a Toughness test at the beginning of each turn. If
he succeeds, he loses the Stunned condition and gains the Dazed condition instead.
36.
Jaded Whenever the character's insanity is increased, the amount it is increased by is reduced by 1 to a minimum of 0.
17.
Keen
Intuition
After failing an Observe test, the character can re-attempt the test at a -20 penalty. However, the GM makes this roll
secretly and does not inform the player of their success or failure.
45

97.
Luminen
Shock
The character can choose to use his luminen capacitor implant as a melee weapon in combat. It has the following
weapon profile:
Light- 20m - RoF: AB-2 - 1d10+TB - Pen 0 - Sapping (1), Blast (TB)
If the character rolls a 96 to 100 on the attack test, he gains a point of fatigue
98.
Maglev Grace The character can gain the Flyer (2) trait for a number of minutes equal to 1d10 + his Toughness bonus.
67.
Marksman Before making an attack action with a ranged weapon, the character can choose to increase the range of his weapon
by fifty percent. If he does so, the attack test suffers a -10 penalty
99.
Mechadendrite
Use
Each time the character selects this talent, he chooses one class of mechadendrite. The character is able to control
that type of mechadendrite like an extension of his body, and use all of its capabilities. There are two broad classes
of mechadendrites, but characters with a particularly unusual mechadendrite must take the Mechadendrite Use
(Exotic) talent to control it. Lacking the appropriate talent incurs a -20 penalty to any test using the limb.
Support: These artificial limbs terminate in manipulators or speciality tools, and includes Optical, Medicae,
Utility, and other non-combat mechadendrites.
Weapon: These have an integral weapon, such as Ballistic mechadendrites.
77.
Meditation By spending 10 minutes uninterrupted and succeeding at a WP test, the character can reduce his fatigue by 1. This
may be done a number of times per day equal to the character's WPb
89.
Mimic When making a Decieve or Subterfuge test to act and speak as another person, the character can re-roll the test
once.
37.
Nerves of Steel When making a Willpower test to resist becoming Pinned, the character can re-roll the test once. He must use the
second result.
78.
Never Die When a character gains a wound, he can spend a Fate Point as a Reaction to not gain any effects from that wound.
6.
Nimble When calculating his defence value, the character uses his Agility bonus instead of his Toughness bonus.
Anything that would affect the character's Toughness bonus in relation to calculating defence values (such as the
Felling weapon quality) affects the character's Agility bonus instead.
100. Omnissiah's
Blessing
When making a Tech-Use test, the character can spend one fate point to count as having rolled a result of 1.
68. Overwatch The character can use the following action:
Overwatch
Type: Attack
Action Points: Variable
Use: The character establishes a kill zone that encompasses a 45-degree arc in the direction that he is facing. He
then establishes the conditions under which his Overwatch is triggered. Any time the specified conditions are met
by an opponent within the established kill zone, the character can make a ranged attack action against that
opponent. The character does not spend action points to use this Ranged Attack action and, instead, the action is
executed as if the character had spent a number of action points on it equal to those spent to activate Overwatch.
If this attack would occur at the same time as another character's action, the character with the higher Agility
value acts first. If both characters have the same Agility, they must make an opposed Agility test to determine
who acts first. If the character performs any actions or reaction (other than free actions), or becomes stunned or
unconscious while on Overwatch, his Overwatch immediately ends.
If Overwatch is used in narrative time, it is treated as if 4 action points were spent to activate it
24.
Killing
Strike
When the character succeeds at his attack test with a melee weapon, he can spend one fate point to make the attack
unavoidable with the Evade skill.
45.
Leap Up The character may stand as a free action.
25.
Lethal Blows When determining the damage of a successful hit scored with a melee weapon, the character may choose to replace the
result of a single damage dice of his choice with the number of degrees of success scored on his attack test.
46

107. Peer Each time the character purchases this talent, he chooses one group or organisation. The character knows how to deal
with this group, and gains a +10 bonus to all Fellowship tests made when interacting with members of
the group. Additionally, when the character acquires this talent, he increases his influence by 2. Characters can select
the Peer talent using any of the groups or organisations listed under the Specialist talent.
27. Precise Blows When the character performs the Called Shot action with a melee weapon, his second hit may be made against the
same Hit Location as his first.
48. Preternatural
Speed
The character counts his Agility bonus as one higher for the purpose of determining movement distances
101.
Prosanguine By spending 10 minutes uninterrupted and succeeding at a Tech-Use test, the character can remove one non-critical
wound he is suffering from. If he rolls a 96 or higher on the Tech-Use test, he loses his ability to use his
Autosanguinator for one week.
90.
Public
Speaking
When using social skills, the character may affect a number of targets equal to his Fellowship Bonus.
56.
Push the
Limit
Once per round, when attempting a Pilot test, the character gains +d. However, if his DoF exceeds his Ab, than he
automatically suffers a wound to his Motive systems.
49.
Quick Draw The character can perform the Ready action without spending any AP, instead of the normal 1.
91.
Radiant
Presence
All friendly characters within 20 meters count as having the same Peer Talents that this character does.
79.
Rapid
Healing
When the character spends a Fate Point to remove a wound, he removes two wounds instead.
50.
Rapid
Reaction
When surprised or ambushed, the character makes an Agility test. If he succeeds, he is not surprised and instead acts
normally.
69.
Rapid Reload When performing the Reload action, the character's AP cost is reduced to one less than the weapon's reload value,
instead of its normal amount.
57.
Rapid
Repositioning
The Embark/Disembark action costs this character 1 action point instead of the usual 2 action points.
58.
Reduce
Profile
Any vehicle the character operates counts its Size trait as 1 lower for the purposes of determining modifiers to attacks
made against the vehicle. This effect only applies as long as the character is operating the vehicle.

80.
Resistance Pick a Designator for this skill: gain a +10 Bonus to resist the effects of the given Designator:
Cold: In addition to dealing wounds, extreme cold may also trigger fatigue damage and induce various
conditions. Resistance applies to all of these effects.
Fear: Entities exist for the sole purpose of corrupting and devouring humanity, and characters with this
resistance havea knack for standing up to them. See page 127 for more on fear.
Heat: Environmental effects as well as Flame weapons can trigger wounds, fatigue, and conditions. The
character has developed the ability to persevere through such effects.
Poison: Horrific beasts and sophisticated assassins often rely upon toxins to slay an opponent who might be
difficult to attack directly. A character with this resistance has an unusual physiology that is less susceptible to their
effects.
Psychic Powers: Those who wield the powers of the Immaterium can often use them to manipulate their
environment as well as their foe's minds and bodies. Characters with this resistance are less susceptible to any psychic
attacks that target them directly.
7.
Responsive At the end of his turn, the character gains 1 action point. This action point can only be spent to activate reactions, and
is cleared at the start of the character's next turn like normal action points.
47

70.
Rite of
Clearing
The character does not have to make a Ballistic Skill test when reloading after a weapon jam.
71.
Run and
Gun
Once per round, after making an attack with a ranged weapon, the character can immediately perform the Move action
without spending the required action points.
59.
Skilled
Rider
If the character would be thrown from or within his vehicle, he first makes an Agility test. If he succeeds, he can chose
to remain in his original position, or to be thrown from his vehicle, landing on his feet and not suffering the normal
penalties for being thrown.
8.
Snap Fire The character can use the following action:
Snap Fire
Type: Reaction
Action Points: 0
Use: If an opponent attempts to become engaged in melee with the character, the character can attack the opponent
with a ranged weapon he is currently wielding by making a Ballistic Skill attack test against the approaching attacker.
His rate of attack (RoA) is equal to the rate of Fire (RoF) of the ranged weapon being used. If the character spends 1 AP
when using this action, he can treat a weapon with a RoF of 1/2 as having a RoF of 1. If the character spends 2 AP when
using this action, he can treat a weapon with a RoF of 1/3 as having a RoF of 1. If the attack test succeeds, the character
scores a number of hits against the target equal to the degrees of success gained. This number cannot exceed the rate of
attack.
Only one snap reaction may be made in response to an enemy becoming engaged in melee with the character.
81.
Sound
Constitution
The character can spend one Fate Point to recover 2 points of fatigue
108. Specialist Each time the character selects this talent; he chooses one area of expertise. The character possesses unique knowledge
regarding that subject, allowing him to perform specific skill uses he would otherwise be unable to perform.
51.
Sprint When performing a movement action, the character can choose to suffer one point of fatigue to double his Agility
bonus for the purposes of determining the distance moved.
9.
Step Aside The character can use the following action:
Step Aside
Type: Reaction
Action Points: 1
Use: After a successful attack test is made against the character, but before hit locations are determined, he makes an
Evade (A) test. If the test succeeds, the character moves a number of metres up to his Agility bonus. If this movement
results in the character no longer being a legal target for the attack, the attack fails. Opponents engaged in melee with
the character cannot perform the parting blow reaction in response to this movement.
38.
Strong-
Minded
When making an opposed test to resist psychic powers, the character can re-roll the test once. He must use the second
result.
72.
Suppressive
Fire
The character can use the following action:
Suppressive Fire
Type: Utility
Action Points: 1
Use: On the character's next ranged attack made this turn, his weapon counts as having the Pinning Quality.
28. Takedown The character can use the following action:
Takedown
Type: Utility
Action Points: 1
Use: On the character's next melee attack made this turn, his rate of attack cannot exceed 1. The weapon being
used to make the attack gains the Concussive (0) quality for that attack, and if the target fails the test imposed by
Concussive quality, the target becomes prone in addition to other effects. If the weapon already has the Concussive
quality, it increases its Concussive value by 1 for that attack instead.
73. Target
Selection
The character ignores all penalties for shooting at targets engaged in melee combat.
48

102. Technical
Knock
When re-attempting the commune and repair uses of the Tech-Use skill, the subsequent attempts take the same
amount of time as the first attempt, instead of twice as long.
29.
Thunder
Charge
When making a charge action, the character moves a number of metres up to 2 + his Agility bonus in a straight line,
instead of the normal amount. When making this movement, the character can move through all other characters as
if they are not there, without provoking parting blows. After the charge is complete, all characters that the character
passed through, as well as the target of the charge, must succeed at a Strength test or be knocked prone.
82.
True Grit Gain the Resilient (1) Trait
30.
Unrelenting All opponents engaged with the character must spend 4 action points to perform the Disengage action instead of the
normal 3.
92.
Unremarkable Reduce any Subtlety lost by 1. Any attempts to recall the characters face suffer-d, and, when using Decieve or
Subterfuge to appear harmless, the character gains +d to the test.
39.
Warp Conduit When channelling a psychic power, the character can spend one fate point to count his psy rating as one higher.
40.
Warp Lock Once per day, when channelling a psychic power, the character counts as channelling the power at the push level for
purposes of determining the effects of the power. For determining the psychic phenomenon, though, it counts as
being at the regular level."
41.
Warp Sense The character can perform Psyniscience tests as a free action.
103. Weapon Tech The character can use the following action:
Weapon Tech
Type: Utility
Action Points: 1
Use: The character increases the damage of one weapon he holds with by an amount equal to his Intelligence bonus.
This action can only be used once per combat encounter, and the effect lasts for one round.
31. Whirlwind The character can use the following action:
Whirlwind
Type: Utility
Action Points: 1
Use: On the character's next melee attack made this turn, his rate of attack cannot exceed 1. Instead of rolling a single
attack test, he rolls an attack test for each opponent engaged with him in melee. Each of these attack tests are resolved
as a separate attack against their target with all the properties the normal melee attack would have had. Target
characters can individually evade the discrete attacks as normal.
















49



New Talents and Talent Trees
The Talents and Talent Trees in this chapter are intended to supplement the already extensive
Talent system in Living 2.3.

Medicae Talents
Medicae Talents function differently than any other Talents. They are purchased in the same
manner as General Talents and are used with the First Aid and Extensive Care uses of the Medicae
Skill.
Whenever a character uses either the First Aid or Extensive Care uses of the Medicae Skill, the
character may heal any conditions on the target that she possesses Medicae Talents for, up the
given amount. Medicae Talents may be taken more than once, reducing the conditions gained
further. For example, taking Medicae (Fatigue) twice allows the character to reduce the Fatigue
Condition of her target by 2. For Conditions which do not stack, multiple purchases of the Medicae
Talents for these conditions reduce their durations by an additional 1.
Medicae Talents:
Medicae (Burning [2]): 200 XP
Medicae (Blinded): 400 XP
Medicae (Characteristic Decay [5]): 300 XP
Medicae (Crippled): 600 XP
Medicae (Dazed): 300 XP
Medicae (Deafened): 300 XP
Medicae (Fatigue [1]): 200 XP
Medicae (Immobilized): 400 XP
Medicae (Slowed): 200 XP
Medicae (Stunned): 400 XP
Medicae (Weakened [1]): 500 XP

50



Servo-Tech Talent Tree
Advanced Talent Tree
Servo-Tech:
A character with this talent may establish a vox-cogitator link between himself and any non-
sentient, Novice NPC Type who is installed with an Integral Micro-bead and Cybernetic Physiology.
Hereafter, this NPC is referred to as a Servitor. Establishing a vox-cogitator link requires an hour of
calibration between the characters Interface Port and the Servitors Integral Microbead.
Characters with this Talent may use the Issue Protocol Action listed below in order to directly
command his Servitor in the heat of battle.
Furthermore, any Servitors under this characters control gain +5 to their Agy.
Issue Protocol
Type: Utility
Action Points: X
Range: 1km
Requires: Interface Port, Micro-bead
Use: The character relays a series of commands to a single Servitor within range, spending any
number of Action Points which the character may use to construct the Servitors Protocol. A
Protocol is a series of Actions constructed by the character which the Servitor will perform each
turn at the end of that characters turn. The number of Action Points spent using this Action will be
the maximum number of Action Points that the character can use to construct his Servitors
Protocol. (If 3 Action Points are spent on the Issue Protocol Action, then the character can construct
a Protocol consisting of up to 3 Action Points.) After the character has spent these Action Points, he
constructs the Protocol for his servitor, using the table on page 198 of the 2.3 Living Rulebook. A
Servitors will perform these actions every turn, at the end of the Characters turn, until either:
It is unable to perform the protocol any longer. (I.e. Cannot take Move Actions without legs)
the Protocol has been cancelled by the character (Can be done as a Free Action)
The character issues a new protocol.
The Servitor is unable to take any Reaction Actions, and cannot take the Delay Action (the character
must take the Delay Action himself and the Servitor will continue to act on his Iniative). The
Servitor may perform up to a maximum of 3 AP per turn.
Remember that the character does not need to specify targets or locations when constructing
protocols- it is assumed that the character and the servitor can do this as a Free Action.
Note: The GM may advise you to have pre-constructed Protocols before combat begins, in order to
keep the game from bogging down during your turn. Constructing a protocol on the fly and
remembering it can be very difficult for both players and the GM (who already has enough NPCs to
manage). Index cards would work perfectly for this.

51




GMs Note: If you are frightened by the complexity that protocols can generate and want a more
structured system, you can allow the character a number of pre-made protocols equal to their
Intelligence Bonus.
Example Protocol: 3 Action Points
Move, Aim, Ranged Attack
Marienne is caught in a firefight with an enraged noble and is armed only with her Laspistol! However,
her Servitor is in the next room and she can issue a Protocol to it. She wins initiative and spends 1 AP
moving into cover behind a decadent couch, spending her other 3 AP on the Issue Protocol Action.
Quickly, she barks into her Micro-bead, issuing the sample Protocol above. This is the end of Mariennes
turn and her Servitor may now act. First, the Servitor moves 4 metres into the room using the Move
Action. He takes the Aim Action before making a Ranged Attack Action (only spending 1 AP on it)
with his Autogun, designating the upset nobleman as his target. He makes his Ballistic Skill check and
succeeds, hitting twice for a total of two wounds on the target. On the Noblemans turmn one of his
bodyguards drops in from the ceiling, and poses another threat. Once it is Mariennes turn again, she
will continue firing on the nobleman, spending 2 AP on aiming and 2 AP on firing her Laspistol (Note
that she does not need to issue the Protocol again). She hits and scores two wounds. At the end of her
turn, her Servitor continues following out its Protocol, however, she decides to have him engage the
bodyguard. The Servitor moves 3 metres closer to the bodyguard before aiming and firing upon him as
per his Protocol.

Improved Hardware I, II, & III:
A character with this Talent permanently increases the statistics of his Servitor by the following
amounts, based upon which Talent the character has:
I. +5 to all Characteristics, Rank 2 in one Skill.
II. +10 to al Characteristics, Rank 3 in one Skill.
III. +15 to all Characteristics, Rank 4 in one Skill.
Whenever Improved Hardware II or III is purchased, they replace the previous Improved Hardware
talent. (I.e. the benefits of Improved Hardware do not stack)

Improved Software I, & II:
A character with this Talent increases the ratio in which his Action Points are translated into his
Servitors Protocol. This enables the character to spend less Action Points to create longer Protocols
(Still capped at a maximum of 3 AP). The initial 1:1 ratio is modified by the following amounts,
based upon which Talent the character has:
I. The character : Servitor Action Point Ratio is 1:2
II. The character : Servitor Action Point Ratio is 1:3
Whenever Improved Software II is purchased, they replace the previous Improved Software I
talent. (I.e. the benefits of Improved Software do not stack)

52




Example: Karon has the Improved Software I Talent and can spend 1 Action Point to issue 2 Action
Points worth of Protocol to one of his Servitors. To this end, he spends 2 Action Points to issue 4 Action
Points of protocol to his Servitor. However, since he has exceeded the maximum amount of Action
Points that a Servitor can perfrom (3 AP), the Servitor will instead perform a Protocol with 3 AP worth
of Actions.
Expert Communicator:
A character with this Talent may have a vox-cogitator link to a second Servitor, provided that
Servitor follows the same guidelines outlined in the first paragraph of the Servo-Tech Talent.
Servo-Master:
A character with this Talent may may either have his 2 Servitors count as Elite NPC Types, or he
may establish vox-cogitator links with a number of Servitors equal to his Intelligence Bonus. If the
latter is chosen, these Servitors must operate as a Formation. Any Protocols that the character
issues will affect the entire Formation (meaning that you dont need to issue a Protocol for each
Servitor in the Squad).
Servitor Requisition/ Acquisition:
Servitor Drone (Unarmed) +0
Servitor Drone (Armed) -10
Combat Servitor (Unarmed) -10
Combat Servitor (Armed) -30
Repair Servitor (Unarmed) +10
Repair Servitor (Armed) -20


53




Servo-Tech Talent Tree
54




Sorcery Talent Tree
Advanced Talent Tree
All advances in Psy Rating from this Talent Tree also increase the maximum Willpower Bonus of the
Sanctioned Psyker by the bonus given to Psy Rating. This affects the maximum Psy Rating that the
Sanctioned Psyker may possess.

Childe of the Warp:
The character may push up to his Willpower Bonus. Whenever he triggers Perils of the Warp,
instead of having the GM decide the characters fate, you may decide which two dice to use for the
characters Perils of the Warp result.

Daemonic Assassin:
The character may use the following Psychic Power,
Daemonic Assassin
Type: Utility
Time: 4 AP
Focus Power: -20 Willpower test
Range: 10m x PL
Use: Designate a single character within range as the target of this power. A Chaos Fury emerges
from the Warp at least 3 metres away from the target and will stop at nothing to kill him. He will
act, and continue to act at the end of the characters turn, until the target is dead. Once the target is
dead, the psyker must make an opposed Willpower test with the Chaos Fury. If the Psyker is
successful, the fury is banished back to the warp. If he is unsuccessful, it will attack the group,
starting with the Psyker. Any character within the range suffers 3 Corruption.

Fuelled by Flesh:
Whenever the character fails to cast a Psychic Power he may inflict one Wound upon himself and
suffer a Corruption in order to re-roll the Focus Power test. You still cannot re-roll a Focus Power
test that triggers Perils of the Warp.

Malefic Curse:
The character may use the following Psychic Power,
Malefic Curse
Type: Attack
Time: 3 AP
Focus Power: Opposed Willpower test
Range: 20m x PL
Use: Designate a single character within range as the target of this power. That target suffers 2 of
the following conditions for a number of rounds equal to the PL of this power. Both the psyker and
the target suffer a Corruption.
Malefic Curse Conditions: Blood Loss (PL), Burning (PL), Crippled (Body Part), Immobilised,
Weakened (1), Dazed.

55






Master Sorcerer:
Immediately increase the characters Psy Rating by of his Corruption Bonus (rounded down).
Gain the Psyker trait, if the character does not already have it. Instead of gaining 2 Corruption after
failing to cast a Psychic Power (as per Sorcerer), gain 1d5 Corruption whenever the character
attempts to cast a Psychic Power.

Psy Drain:
Gain access to the Psy Drain action on pg. 303. In addition, this power may be used on an unwilling
target provided that the Psyker succeeds on an Opposed Toughness test with the target.

Psychic Vampire:
Whenever the character inflicts a wound upon a target via Psy Drain or as the result of an attack
Psychic Power, he may gain a Corruption in order to remove 1 wound from himself. This ability is
Addictive.

Tainted Psyker:
The character may Push up to 4, instead of the normal 2. Whenever he triggers Perils of the Warp,
he must roll an additional dice. The GM decides which 2 results are used.

Sorcerer:
The character immediately increases his Psy Rating by 2. Do not gain the Psyker Trait (Without the
Psyker Trait, you are not allowed to purchase advances to the characters Psy Rating).
If the character has the Psyker Trait, he suffers no penalties to his Focus Power test whenever his
Psy Level exceeds his Psy Rating.
Whenever the character fails to cast a Psychic Power, he gains 2 Corruption.

Warp Dabbler:
The character immediately gains Psy Rating 1, but he does not gain the Psyker Trait. (Without the
Psyker Trait, you are not allowed to purchase advances to the characters Psy Rating.) Immediately
increase the characters Corruption Bonus by 1.



56




Sorcery Talent Tree


57



Ascension: Influence Talents and Resources
When the Acolyte cell either receives independence from their Inquisitor, graduating into
more direct Inquisitorial service, they will need to supply themselves with Influence and Resources
independent of their Inquisitor. In Ezra Kainus Dark Heresy, this is represented by Influence
Talents and Resources.
Influence Talents:
Influence Talents represent a characters social standing within the Imperium and beyond,
and are crucial in defining the relationship between the character and the myriad of organizations
he must interact with. There are 3 different types of Influence Talents: Reputation Talents, Identity
talents, and Membership Talents.
Reputation Talents:
Reputation Talents are representative of the characters social standing with certain
organizations, granting the character a +d whenever he makes an Influence test against the
organization and choosing the highest result. The names of these Talents are irrelevant, so it is
encouraged to modify them in order to reflect the achievements of the character. In order to
purchase a Reputation Talent, a character must have Peer Talents for all of the organizations listed
under the Reputation Talent. A single Reputation Talent may be purchased for each Rank your
character possesses beyond Rank 5 (starting at Rank 6) for 600 XP each.
Marquis of Violence: Officio Assassinorum, Assassin Temples
Crimelord: Underworld, Recidivists
Oath-Bonded to the Angels of Death: Adeptus Astartes
Pious Observation: Adeptus Ministorum, Adepta Sororitas
Renowned Warrior: Imperial Guard, Imperial Navy, Planetary Defence Force
Voice of the Masses: Citizens, Planetary Defence Force or Mutants
Upholder of the Law: Adeptus Arbites, Enforcers
Void Profiteer: Chartist Captains, Rogue Traders
Psyker Sympathizer: Navigators, Adeptus Astra Telepathica, Psykers
Lord Dragon Mechanicus: Collegia Titanicus, Adeptus Mechanicus
Lord Magistrate Administratum: Departmento Munitorum, Adeptus Administratum,
(Xenos) Conciliator: (Choose One Xenos)
Disciple of (Chaos God): (Choose One Chaos God) Followers
Oath Bonded to the Fallen Angels: Chaos Space Marines
Patron of the Arts & Academics: Artists, Academics, Schola Progenium
Renowned in the (X) Sub-Sector: (Choose One Sub-Sector) Government
Friend of the Family (X); House (Choose One Noble Family)
Worthy of the Calixian Elite: (Requirements: Inf 100+,) Nobility, Calixis Sector
Government
Hidden Cultist of (X): Followers of (Choose One Heretical Cult)


58




Identity Talents:
Identity Talents represent the constructed identity of the cell, providing a rough outline of
their philosophical and political values. As such, any Identity Talents which the cell selects must be
approved by the majority of the cell, since these talents affect the entire cell. An Inquisitor counts as
2 votes for the purposes of this calculation, as it is she who is concerned the most about her
appearance to other members of the Inquisition. However, since she is also defined by those who
she surrounds herself with, it is not uncommon for an Inquisitor to unwittingly earn a misaligned
reputation. Identity Talents are free, and may be selected whenever the GM decides the cell has
earned the ability to take a specific Identity Talent.
Identity Talents are constructed to represent the dichotomous nature of the Inquisition and
a cell may only have one of a set of listed Identity Talents. Identity Talents for a specific cell can be
made aware to anyone who succeeds on a +0 Remembrance (Int) test with the Inquisition Specialty.
Identity Talent Pairings: Each cell may only have one of the following Identity Talents from each
given pair.
Warmonger or Shadow Lord
Committed (Inquisitorial Faction) Radical or Committed (Inquisitorial Faction)
Puritan
Revolutionary or Conciliator
Watched on From High or Legendary
Identity Talents and Descriptions:
Warmonger: When using the characters Influence to overtly acquire military supplies &
forces, the character gains +d to his Influence test. Whenever this character uses his
Influence covertly, he takes a -40 penalty to his Influence test instead of -20.
Shadow Lord: Whenever the character uses his Influence covertly, he suffers a -10 penalty
to his Influence test. You may only discover if someone is a Shadow Lord with 5 Degrees of
Success on the Remembrance (Int) test used to identify a cells Identity talents.
Committed (Inquisitorial Faction) Radical: The character gains a +d to any Influence
test whenever he is interacting with others who are committed members of the chosen
Radical faction. Furthermore, the character gains d to any Influence tests made against
Puritans.
Committed (Inquisitorial Faction) Puritans: The character gains a +d to any Influence
test whenever he is interacting with others who are committed members of the chosen
Puritan faction. Furthermore, the character gains d to any Influence tests made against
Radicals.
Revolutionary: The character gains a d penalty when making Influence tests with the
following organizations: Adeptus Administratum, Ecclesiarchy, Adeptus Arbites, Committed
(Amalathian) Puritans, Imperial Navy, Calixis Sector Government. However, he has
managed to appeal to small interest groups within a number of organizations equal to the
cells highest Fellowship Bonus. Gain +d to Influence tests with these organizations.
Conciliator: Gain a +d bonus when overtly making Influence tests with the following
organizations: Adeptus Administratum, Ecclesiarchy, Adeptus Arbites, Committed
(Amalathian) Puritans, Imperial Navy, Calixis Sector Government.
59




Watched on From High: (Requires: Influence < 75, Peer [X]. X = Character with 200+
Influence): Whenever the character gains Influence, make an Influence check. If he is
successful, he may gain an additional point of Influence.
Legendary (Requires: Influence 250+): Gain the Fear -10 (Cower) Trait against anyone
who knows of this character and has right to fear the Imperium of Man. In addition,
whenever the character succeeds on any Influence test, he counts as scoring 2 Degrees of
Success higher.
Membership Talents:
Membership Talents represent the organizations that servants of the Inquisition are a part
of. These Talents are taken by individual characters and are free, provided that the character fulfills
the Requirements.
Member of the (X): (Requires: GM permission, organization's acknowledgment. X =
organization) The character can gain access to the Organization's Headquarters without
needing to make an Influence test. Furthermore, he gains +d to Influence tests made against
those within the organization.
Authority of the (X): (Requires: Member of the (X) for desired organization, organization's
acknowledgment) The character can gain access to certain off-limit areas of the
organization without needing to make an Influence test. The character gains +2d to
Influence tests made against those within the organization. This Talent replaces the
Member of the (X) Talent.
Leader of the (X): (Requires: Authority of the (X) for the desired organization,
organization's acknowledgment) The character make an opposed Influence test in order to
gain access to any of the organizations Members Resources. He is able to move throughout
the organization without having to make an Influence test. The character gains +3d to any
Influence tests made against those within the organization. This Talent replaces the
Authority of (X) Talent.
Excommunicate Traitoris: (Requires: Denounced as a heretic by the Inquisition) This
Talent is awarded by the GM and may not be freely selected by the character. Gain the
Enemy (Imperium) Trait. The GM must also decide which organizations and characters turn
their backs on the character once he receives his Denunciation. When making an Influence
test against these individuals and organizations, the denounced suffers -2d to his test. If the
character ever gains more Degrees of Success on an Influence test (even when making a
covert Influence test) than the first digit of his Subtlety score, he is noticed by the Imperium
and his enemies will soon be on his trail.
Denouncer of (X): (Requires: Attempted Denunciation of X. X = member of the Inquisition)
For as long as the Denunciation is sustained, the character gains +2d when overtly and
aggressively using Influence to act against (X). With (X) and those who disagree with the
characters denunciation, suffer a -d penalty to all Influence tests. They may choose whether
or not to gain the Hatred talent for the character at no cost. If the Denunciation is rejected
by the Inquisition, suffer a -d to any Influence tests with other members of the Inquisition.
Gain the Enemy (X) Trait. (X) may decide whether or not to gain the Hatred talent for your
character at no cost.

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Resources:
Resources are people, places, or things that your character has either complete control over,
or shares ownership with someone else. Resources are powerful things, representing in physical
terms the powerbase of your character. You may only gain access to Resources once you have
advanced beyond being an Acolyte to your Inquisitor and are either completely or mostly
autonomous of him. It is always up to an Inquisitor when he will release you from servitude- as
previous Acolytes could either be a great boon or a severe hindrance to the desires of an Inquisitor.
Resource Points:
Once you can access Resources, you immediately gain a number of Resource Points equal to
your Influence Bonus. These Resource Points can be spent on a number of things that represent
assets possessed by your character. In addition, each unspent Resource Points awards you 1
additional Requisition Point at the start of each session.
Purchasing and Sharing Resources:
Whenever you wish to purchase a Resource, make sure that you have your GMs permission
first. When you do so, subtract the number from your Resource Points that you wish to invest into a
Resource. At any point, you may sell a Resource to another character and regain the amount of
Resource Points spent on the Resource.
Resources do not need to be yours alone, as some of the largest domains or voidcraft are
owned by multiple people. At any point, provided you have the permission of a character that
possesses a Resource, you may offer any number of points you have into that Resource. However,
your Resource Points may be rejected by the organization.
Resources:
Personal Subordinate Network
Domain (X)
Sleeper Agent (X)
Personal Transportation
Personal Subordinate Network:
Creating a Personal Subordinate Network allows you to have up to 10 individuals under
your direct command. These individuals are created normally, but are not allowed to choose a role.
Their starting Rank is equal to two times the amount of Resource Points spent on the Network and
they have the lowest possible Experience Points for that Rank. This Network is able to be directly
accessed by the Inquisitor and does not require any Influence tests to requisition or use.
It is a good idea to give each Network their own designator in order to keep track of them.
Concepts for Personal Subordinate Network could be, (Acolyte Cells Primus & Secundus) (Psychic
Research Team) (Personal Bodyguard) (Guardsmen Squad) (Noble House Court).
Characters in a Personal Subordinate Network must always be at least one Rank lower than
the character who owns this Resource.

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Domain (X):
Each Domain purchased by a character must have a suitable designator and a Domain Point
Threshold. Whenever the character takes a test in the Domain and its designator applies to her test,
she may expend one of the facilitys Domain Points in order to count as having used a Fate Point for
that test.
At the end of a session in which the character has remaining Fate Points, she may replenish
the Domains Domain Points by spending a number of Fate Points in order to give the Domain an
equal number of Domain Points. The number of Domain Points may not exceed the Domains
Domain Point Threshold.
The Designator should describe the function of the facility as accurately as possible. Try not
to use any size descriptors in your Designator, as that will also be determined largely with the
Domain Point Total. However, the GM may just allow the name of the Domain to develop as more
Resource Points are invested into it, and accommodate for increased infrastructure in that manner.
Designator examples are, (Secret Sanctuary) (Fortified Headquarters) (Psychic Research Facility)
(Heretical Cult Cathedral) (Acolyte Training Facility) (Koushon Radical Schola Progenium) etc.
During a significant amount of downtime, a character may redistribute Domain Points or
increase the Domain Point Threshold of a Domain. A character may also have other designators
within Domains, however these require their own amount of Resource Points to create and function
like a separate Domain.
Sleeper Agent (X):
Within (X) organization, a character has a Sleeper Agent that can be activated whenever he
makes an Influence test against that organization. When doing so, he gains no penalties from using
Influence covertly. Once the Sleeper Agent is used for this test, the character is refunded for this
Sleeper Agent and the Sleeper Agent is lost. The character may not use a Sleeper Agent more than
once on an organization within a year. A Sleeper Agent costs 1 Resource Point each.
Personal Transportation:
In a galaxy so closed off from itself, it is incredibly useful for a character to have own ability
to maneuver within it without relying on others. Through this Resource, a character can acquire his
own methods of transportation, ranging from civilian transport to a warp-capable vessel. When a
character invests Resource Points into this Resource, he receives a vehicle of equal reward:
1 RP - 3 Basic Land craft (Autocarriage, etc.)
1 RP Specialty Land Vehicle (Chimera, etc.)
2 RP Aeronautica capable craft. (Aerocraft, etc.)
3 RP Specialty Aeronautica capable craft (Imperial Valkyrie, etc.)
3 RP Orbit capable craft. (Aquilla Lander, etc.)
4 RP Specialty Orbit capable craft. (Gun-Cutter, etc.)
10 RP Void-capable craft. (Imperial Cruiser, etc.)


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Formation Rules
Formations:
Formations consist of 5-20 minions of the same profile and may have 1 Elite or Master
character in the formation, hereafter referred to as the Formation Leader. During Combat, a
Formation functions as a single character, with certain exceptions for a Formation Leader.
Magnitude:
Each Formation has a Magnitude equal to the number of minions within the Formation.
Magnitude is intended to serve as an abstraction representing the general physical and mental
health of the unit and does not necessarily indicate the number of minions remaining in the unit.
Whenever a Formation is reduced to 0 Magnitude, the Formation is destroyed. Magnitude is also
necessary for the calculation of any damage dealt to the formation, as well as any damage dealt by
the Formation.
Taking Actions:
At the beginning of its turn, the entirety of the Formation gains 4 Action Points that may be
spent as if it were a single character. Whenever the Formation performs an Action, designate which
characters in the Formation will perform the Action. Since Formations spend Action Points as a
single character, the AP is deducted from the Formations total and individual minions which did
not perform the Action do not retain any AP from not performing the given Action (I.e. Formations
spend Action Points and take Actions as a single character).
Moving with a Formation:
Whenever a Formation moves, minions must remain within 1 metre of another minion.
Formations may also use the Movement Action to split up into a smaller Formation provided they
have at least 5 members in this new Formation.
Attacking with a Formation:
When the Formation makes an Attack Action, the Formation must decide two things: the
weapons being used for the attack, and the number of attacking Magnitude using the weapon. A
Formation may attack with more than 1 weapon during their Attack Action, provided the Formation
has spent enough Action Points on the Attack Action to allow the weapons RoF to equal 1 or higher.
This Attack Action is resolved using a single attack roll, regardless of the number of attacking
weapons. If the Formation wishes to attack more than 1 target, the Formation must make the Called
Shot Action before designating which weapons are attacking which target. The target(s) may Evade
as usual and any Successful hits are resolved against the Body Location of the target.
-If the target is another Formation, multiply the number of wounding hits by of the
attacking Magnitude (rounded up) for each weapon. Subtract the resulting number from the
opposing Formations Magnitude.
-If the target is not another Formation, add 2x the attacking Magnitude to the damage of the
attack.

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Non-Formations Attacking Formations:
Whenever a Non-Formation attacks a Formation, they simply count their attacking
Magnitude as 1 for the purposes of Magnitude Damage.
Cover: If a Formation makes a Ranged Attack Action against another Formation in Cover,
the attacking Formation does not reduce their damage by the Covers AP value. Instead, for
the purposes of calculating damage, the attacking Formation only multiplies his number of
wounding hits by of the attacking Magnitude instead of 1/2. This only occurs if the target
did not attempt an Evade Action. If they did, the attacking Formation multiplies their
wounding hits by for the purposes of calculating damage as usual. I
o If a Formation attacks a non-Formation in cover, resolve cover and Hit Locations
against the Body Hit Location.
Outnumbering in Melee Combat: In Melee Combat, if a Formation outnumbers its
target(s) by less than 10, gain a +d to any attack rolls and pick the most favorable result. If
the Formation outnumbers its target(s) by more than 10, the attacking Formation gains +2d
to their attack test.
Called Shots and Formations: Any Called Shots against a Formation allows the attacker to
target individuals within the Formation. This can be the Formation Leader, a minion
carrying a deadly weapon, or any other target within the Formation. A Called shot is the
only way to target specific enemies within a Formation during a Ranged Attack. In Melee
Combat, the attacker may direct his attacks against whoever he wishes.
Blast and Spray Weapons: Whenever a Formation is attacked with a Blast weapon, it adds
its Blast value to any Magnitude damage sustained, if Magnitude damage would be dealt.
Whenever a Formation is attacked with a Spray weapon, the attacker counts his attacking
Magnitude as equal to of the target Formations Magnitude, unless it would initially be
higher..
Morale:
A Morale test is a +0 Willpower test that is taken when a Formation is reduced to less than
50% of their original Magnitude and every reduction in Magnitude thereafter. Succeeding on
this test indicates that the Formation holds its ground and continues to act as normal. Failure by
3 Degrees of Failure or less grants the Formation the Debilitated Condition. Failure by more
than 3 Degrees of Failure grants the Formation the Weakened(1) and Dazed Conditions.
Furthermore, the Formation must move as quickly as possible away from the battle.
At the start of the Formations turn, a fleeing Formation may make a +0 Willpower test to
rally themselves, and no longer need to move away from the battle.
Formation Leaders:
Formation Leaders act independently of their Formations and typically either lend a
significant amount of firepower to the unit or are concerned with keeping group Morale in
check.



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Formation Leaders may take Actions independently of their Formation, but must remain
within 1m in order to remain a Formation Leader. They do not need to take a Called Shot Action
in order to select a separate target from the rest of the Formation. However, he must still take a
Called Shot Action if he wishes to make a ranged attack a specific target within a Formation, as
usual.
Formation Leaders and Morale: Whenever a Formation Fails a Morale test, the
Formation Leader may make a +0 Command test & subtract his Degrees of Success from
the Formations Degrees of Failure on their Morale test. If this equals 0 or less, the
Formation counts as passing their Morale test.
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Charts and Tables from Update #3
The following pages consist of the chart and table updates from Update #3 of Living 2.3. These are
taken directly from the update of the same designation from Fantasy Flight Games and are
reprinted here in their entirety. These charts DO NOT contain the modifications made in Ezra
Kainus Dark Heresy, but are reprinted here for the convenience of no longer needing to consult any
of the FFG updates. If you have the necessary software, I would greatly appreciate it if they could be
updated to include Ezra Kainus modifications.
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Ezra Kainus Dark Heresy Character Sheets



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