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No respite. No forgiveness.
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The Time of Ending - A Warhammer 40,000 RPG
Welcome to Time of Ending: A Warhammer 40,000 Dungeons and Dragons 5E supplement (v1.3),
In this game you will undertake adventures as members of the Imperium, taking on the role of the
ordinary men and women that toil and suffer every day in the name of humanity and the Emperor.
The Imperium of Man is upheld by the sacrifice and bravery of such common folk. And the time has
come again for you to rise to the occasion and fight for the survival of humanity. You will take the role
of ordinary people as they are called to do the extraordinary and risk their lives to serve mankind.
What these extraordinary tasks are will be up to you and your fellow players. You will be hired by the
Inquisition, called to the frontline, must lead people to survive in emergencies, explore alien worlds,
make archeotech discoveries, uncover twisted plots of betrayal and heresy, face off against
unimaginable horrors from beyond reality and bizarre xenos species. You and your party will get to be
the ones to decide what this is and how you’ll overcome these, and the real joy is that you get to do
this with your friends.
The Warhammer 40,000 universe and story is one of the richest science fiction and grim-dark tales to
exist. There is very little that can remotely compare to the depth of detail in a galaxy so cold and cruel.
It serves as an excellent opportunity to produce an enthralling saga of struggle, triumph and
exploration. At present, no such RPG game exists to do this. Once the license to Dark Heresy and other
Fantasy Flight RPGs set in the 40k universe were lost there was little to no option for Warhammer’s
tabletop gamers trying to explore their favourite game in an RPG setting. Business just doesn’t always
allow for these things, and sometimes good things have to come to an end and that’s okay.
Have you ever wanted to play as a scarred and brooding Imperial guardsman trying to survive as
they’re plundering the dangerous jungles of Catachan? What about solving ancient riddles as you play
as an Adeptus Mechanicus explorer who has been sent to collect a mysterious artefact uncovered
from the ruins of a distant moon? Think it would be cool to imagine surviving Tyranid invasions while
trapped in the hive domes of cursed worlds as you desperately try to escape? What about duelling
Dark Eldar raiders on their skimmer vessels as they scream through the skies? Want to let bolters roar
as you pull the trigger against humanity’s foes? Now is your chance…
This RPG system has been made for those moments. Jump into the 41st Millennium, grab a lasgun and
flak jacket, get a group of other tabletop gamers or RPG players together and start rolling some dice
and having fun. You won’t regret jumping in and giving it a go.
This entire project has been a labour of love. I hope you enjoy playing it as much as we are. May the
Emperor guide and bless you.
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Designer Notes:
This game is intended as a fusion of Dark Heresy 2nd Edition and Dungeons & Dragons 5th Edition. We
are intending to take the simplicity and elegance of D&D 5E and its ability to produce a game that can
be very quickly learned with the setting and characters of Warhammer 40,000 as done in Dark Heresy.
Dark Heresy did an excellent job of allowing RPG players to explore the 41st Millennium, but it has
stopped being produced and is no longer accessible to players. It is probably easiest to understand
these rules as an expansion or alteration to the D&D 5E gaming system with new characters, weapons,
adjusting magic for psykers, and new enemies.
You WILL require a copy of Dungeons & Dragons 5th edition to play this game. Some essential
mechanics are listed there. Generally, follow their rules for gaming/roleplaying unless a change is
listed here. Most changes from the D&D 5e setting will be in character creation and wargear, the
actual playing of the game are the same.. We also recommend playing with Games Workshop models
and terrain on your maps. We love the authenticity we get from using these in our games and are big
fans of the models they produce and how you can kit-bash a unique character to portray yourself with
from their model kits. Fantasy Flight still produce amazing games and rule systems. This fan-project
isn’t about not supporting those companies. This is in addition to supporting those companies and
fusing some of their best ideas together.
All our play-testing and rules writing is done with the intention that the game is played on a square
grid map with terrain and buildings scattered about for fight sequences; the players producing models
of their characters out of Games Workshop kits to represent themselves on the table. We invite you
to do the same and produce a visually impressive battlefield to roleplay and fight in.
Note: DC checks should be harder than in ordinary D&D 5E. A “standard” requirement of a 10 in D&D
should be a 15 in this ruleset. This is negated by the inclusion of inherent Advantages on certain skills
and is done intentionally to encourage players to create a balanced party capable of handling a wide
variety of situations. In addition, characters should be struggling and ultimately dying more regularly
than in D&D. The Dark Heresy RPG system had characters dying much more often and this should
continue
That means we’re just a bunch of mates that playtested a game that we think others might enjoy and
are just here to spread our love for RPGs and Warhammer 40k. Please let us know of any oversights
or mistakes and we’ll fix them up as soon as we can.
We will be updating and regularly expanding these rules. Expect many additions, expanded enemy
lists, and other rules. Please be patient, we’ll release these soon as they’re finished. If you have any
ideas or thoughts you want to add, or something you want to see added into the game please let us
know. We’ll try our best to add things in.
This and all related creations and content based on, or inspired by, Warhammer 40,000, Dark Heresy, Dungeons & Dungeons
are all property of their respective owners and no claim of ownership is made over them. No intention is made to profit from
this creation and it exists solely as a fan-made product. Original ideas and content belong to the original creator.
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Part 1: Creating a Character in The Time of Ending
It is best if someone has an idea of what sort of character they wish to create before beginning this
process. This has all been designed to try and give you (the player!) the most amount of freedom and
creativity. Want to create a Skitarii archaeo-tech researcher? Forge World-Scholar. Want to play an
unrelenting Krieg guardsman? Deathworld-Soldier. A zealous preacher who has left his home to heal
the sick? Shrine World-Medic. A planetary governor’s rebellious son who flees his home to hide his
secret psychic capabilities? Highborn Latent Psyker. It’s your character. You choose.
Step 4: Roll and assign your Ability Scores: To do this you roll 4 D6 dice and pick the three highest
results. This should average out at around an 11 or 12. Repeat these a total of 6 times, recording each
result. Assign these to the 6 abilities, recording any “+” and “–“ modifiers as per the table below. Note
that player characters can only have a maximum of 20 for their ability scores, even after modifiers.
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Example Character – Hunter of the Wilds
I want to build a character skilled at hunting, capable of keeping their enemies at arms-reach but also
of tracking down targets and exploring areas for supplies/information. I’ll write down the steps I take
to prepare this character as an example.
Step 1: Choose your Homeworld: For the character I have in mind the options of Death World, Frontier
World, and Feral World. They are all possibilities for what I want. When I compare the different
Proficiencies and Advantages, I’m inclined towards the choice of Death World. While my character
would start with some level of Trauma, it gives me the Proficiencies and Advantages I want. I will also
make note of the Ability stat modifiers to apply later, and the special rules I acquire from this.
Step 2: Choose your Class: This is the most significant decision when making my character. As I was
wanting to create a hunter-tracker style character it is obvious to me that I would want to take the
Survivalist class. The Marksman class does stand out to me as good option for future multi-classing
though.
I also need to make sure I note that as both choices give me proficiency with the Nature skill that I
instead mark that I have Advantage with this. I will therefore have Advantage on Survival and Nature
checks, but only Proficiency with Willpower and Perception.
Step 3: Choose your Behaviour Traits: I’m unsure of what sort of behaviour traits I want for this
character. I’ll happily roll these randomly and take whatever results appear. It’s an enjoyable challenge
playing a character I wouldn’t normally, whether that’s someone grumpy, crazy, or jovial. Whichever.
Step 4: Roll and assign your Ability Scores: I will roll 4 six-sided dice and note the three highest in each
roll. I do this six times. The average should be around a 12. Let’s assume I roll a 9, 10, 11, 12, 13, and
a 14. I will need to assign these to my six abilities: Strength, Dexterity, Constitution, Intelligence,
Wisdom, and Charisma. For the character I’m planning I will likely need a high Dex, Con, and Wis. For
this reason I will decide on: STR 10, DEX 14, CON 12, INT 11, WIS 13, CHA 9.
Step 5: Apply Proficiency and Ability Bonus: I will need to note the relevant modifiers from my ability
scores and apply these to the relevant skills. From my Death World Homeworld I receive +1 STR, +2
CON, -1 INT, +1 WIS, and -1 CHA modifier. This results in Ability Scores and Modifiers of the following:
STR 11 (+0), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 14 (+2), CHA 8 (-1). From my Survivalist Class I
will need to apply my Proficiency bonus to the following skills: Nature, Perception, Survival, and
Willpower (I should also note an Advantage with the Nature and Survival skills, perhaps by marking
this by ticking the box marked A.). In addition, I have a double Advantage in the Survival skill. I must
remember to add my proficiency bonus to this skill twice. At first level my proficiency bonus will be +2
but will be different depending on level (see table on pg5.). For example, my character will have a +4
modifier to Willpower skill checks which should be noted on my character sheet.
Step 6: Choose Equipment and Weapons: From my class, I note that I start with an Explorer’s Pack (as
detailed in the D&D 5E book), Leather Armour, a Shotgun with 8 rounds of Scatter or Solid-Slug
ammunition, and 2 Throwing Axes. I also have 20cr to spend as I see fit. I will choose to buy another
box of Shotgun ammo (2cr) and a Torch as a Weapon Improvement for my Shotgun (2cr).
Step 7: Beyond First Level: In following turns I will likely choose to place my new levels in the
Survivalist class at first but will likely follow on in other categories such as Marksman or perhaps Medic
depending on where I feel my weaknesses are. Doing so will open up new skill Proficiencies and
Advantages for my character as I progress.
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Chapter 2: Homeworlds
The planets where characters hail from are an important indicator of their traits, capabilities, and place
within the Imperium of Man.
All characters apply the following relevant characteristic changes after they have made their character
creation rolls at level 1. Every character has only one homeworld, regardless of whatever backstory
the players have applied to them.
Death World:
Death worlds are planets that are actively hostile and hazardous to human habitation. This may involve
dangerous flora and fauna, lethal weather events, or a toxic atmosphere; the people from death worlds
have faced peril and survived and make for tough characters capable of living through the worst the
galaxy has to offer.
Homeworld Feature: “Lived through worse than this…”: The populations of Death Worlds have long
since become accustomed to what would ordinarily terrify a citizen of the Imperium. The character has
Advantage on Trauma checks for Fear of the Unknown. Characters from a Death World begin the game
with D6 points of Trauma.
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Feral World:
Humanity reigns across the stars and travels the void of space but this does not mean all people are
developed or sophisticated. Some planets devolve into primitive societies and people live as hunter-
gatherers or in savage feudal tribes. These worlds produce citizens that are brawny and brutish, if
somewhat lacking in sophistication, and make for excellent mercenaries or bodyguards.
Homeworld Feature: Brutal Upbringing: On a world without Imperial justice or order, it is all too often
a matter of “might makes right” to decide how things will be done. Once a day, Feral World characters
may boost their Melee damage by 1 + Strength modifier (yes, his involves them applying their Strength
bonus twice). This bonus lasts for 5 rounds.
“No need for that rubbish!”: Characters from Feral Worlds cannot read or write.
Forge World:
Continent-spanning manufacturing facilities are sprawled across forge worlds, leaving the air filled
with smog and the sound of industry ringing around the planet. Technology and production are the
sole purpose of forge worlds and the citizens of such places are relatively skilled with technical items
in dedication to the Omnissiah and the guiding light of the Machine Spirit. The engineers and
archeotech explorers of humanity almost all hail from such worlds.
Homeworld Feature: Bio-mechanical Implants: Mechanical implants are so common on Forge Worlds
that outsiders are often forced to assume they remove healthy limbs and organs intentionally to
experiment and venerate the Machine God… The character has the option of choosing one of the
following:
Bionic Arm: The character gains Advantage when attempting to initial a grapple.
Bionic Leg: Stealth and Acrobatics checks can never apply Dexterity modifier for this character. AC
increases by 3.
Bionic Eye: The character gains infra-red vision in one eye. If the character ever takes more than 5
Energy damage the eye will short-circuit and must be repaired (Extended action, DC15 Engineering
check).
The Language of the Machine: Characters from a Forge World add Mechanicus to their languages.
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Frontier World:
Frontier worlds are newly-colonised or developing planets, typically found along the edge of Imperial
sectors. Sometimes cut off from the rest of humanity for centuries, the people of these worlds are self-
reliant and live nearer nature compared to most. Frontier world citizens are excellent explorers and
hunters.
Homeworld Feature: “As far as the eye can see”: Boundless plains and distant horizons can be
terrifying to most Imperial citizens but are a welcome sight to those who live on undeveloped worlds.
A character from a Frontier World may travel 32 miles a day (or 4 miles an hour) on foot rather than
the usual 24 (or 3 miles an hour). This character’s carrying capacity is calculated as being five times
the Strength characteristic rather than four. This character also begins the game with one of the
following Companions at no cost: Horse, Mastiff, or a Tamed Grox Pup.
Highborn:
The highborn are the nobility and
aristocracy that rule over cities,
planets, and even entire sectors of the
Imperium of Man. Enormously wealthy
and powerful, they will only rarely be
found away from their palaces and
luxurious domains. They often act as
ambassadors, emissaries, or
merchants, but sometimes a rebellious
young noble seeks a life of adventure
outside their normal comfortable
lives…
Proficiency: Deception, History. Pick one of either Martial Melee Weapons or Melee Ranged.
Weapons.
Advantage: Persuasion.
Saving Throw Proficiencies: Intelligence, Charisma.
Equipment: Documents of Pedigree.
Homeworld Feature: Respect is Given: All noble houses survive and prosper through networking and
personal connections. Very few nobles will turn down an opportunity to work alongside others of high
social status. This character can always demand an audience with any local nobles by displaying their
Documents of Pedigree (note that this may cost the character an element of surprise or subtlety). Any
Deception or Persuasion skill checks with the Noble in such a meeting have a +5 bonus. In addition,
double the number of starting credits of the Highborn character’s class.
Noble Tutoring: Highborn characters add High Gothic to their known languages.
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Hive World:
Most of humanity resides in the hive cities that dot countless planets across the Imperium. Cramped
and overcrowded, the urban slums produce street-smart and daring individuals. The criminal
organisations rife on every hive world produce large numbers of smugglers, enforcers, and thieves.
Breaking free from the life as a hive world peasant to explore the stars is a dream only a few get to
know.
Homeworld Feature: Hive Scum: A life in a hive city means a life in shadowed slums and crowds, and
the citizens of such places have accustomed to the darkness. Hive World characters have low-light
vision.
Military World:
Serving as the protectors of all of Mankind, the populations of military worlds are drilled and trained
their entire lives to face against all manner of horrifying beasts, aliens, and worse. The soldiers of the
Imperium all aim to fight and die well.
Proficiency: Acrobatics, Stealth. Martial Ranged and Martial Melee Weapons. Light, Medium, and
Heavy Armour.
Advantage: Athletics.
Saving Throw Proficiencies: Strength, Dexterity.
Homeworld Feature: “Don’t Question Your Orders!”: This character has spent their life giving and
receiving orders that are followed without question. Once a day, as a bonus action, this character may
bark orders at another character within 15ft. This character may add their Proficiency bonus an
additional time on their next attack or ability roll.
Paradise World:
The Imperium of Man only continues to exist in the galaxy through brutal discipline and harsh measures
and planets typically reflect this necessity. Though on occasion, a planet will manage to produce a
society that is comparatively luxurious and with its citizens free to live their lives as they please. While
not wealthy like the nobility, such peoples are nonetheless free to pursue their own interests.
Homeworld Feature: Life of Luxury: Living on a pleasure world has meant that the character has had
a chance to pursue their own interests at leisure. The character may choose any skill they wish and
gain proficiency in it when creating their character. This must be a skill in which the character does
not already have a proficiency.
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Research Station:
Ignorance abounds in the far-future of Man, but it remains that there does exist research facilities
seeking new technologies and innovations to improve humanity and its place in the stars. The people
from such places are prone to rather radical free-thinking. Such individuals make for excellent explorers
researchers, and scholars.
Homeworld Feature: Quick Learner: Characters from research stations are quick at figuring out the
purpose of mysterious artefacts and relics and are much more familiar with technology than other
citizens of the Imperium. Research Station characters can gain proficiency with all weapons and
wargear by spending 1D4 days analysing and practicing with it. Proficiencies acquired in this way are
for that specific item and not the category (e.g. proficient with a Needle Rifle but not Exotic weapons).
Shrine World:
The fanatical people of Ecclesiastical worlds are devoted to the worship of the Emperor of Mankind
and their every deed is dedicated to him and all of humanity. Many puritan figures are born and raised
in such places. Most scholars, missionaries, and crusaders originate on shrine worlds.
Homeworld Feature: Emperor’s Flock: Members of the Ecclesiarchy and devout citizens believe they
must band together to complete their holy works and to save Mankind in these dark times. This
character has a +5 to Persuasion skill checks related to other Ecclesiarchy characters. This character
will always be given supplies and shelter at any Ecclesiastical building or organisation.
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Voidborn:
Not all of humanity resides on planets, and many millions find themselves spending their entire lives in
the cold void of space. The voidborn can only imagine life on a planet, and instead only understand
existence within a metal hull and the ever-constant sound of ship engines in the background. Voidborn
are natural pilots and engineers.
Advantage: Piloting.
Homeworld Feature: Life in the Void. People work best in environments they are familiar with, and
for the voidborn they know nothing better than the inside of Imperial ships. This character suffers no
negatives for taking actions while in zero-gravity (Acrobatics, Stealth, etc.). This character receives
advantage on any Investigation skill checks while on board Imperial space-faring vessels.
“The universe has many horrors yet to throw at us. This is not the
end of our struggle. This is just the beginning of our crusade to
save Humanity. Be faithful! Be strong! Be vigilant!”
– The Emperor of Mankind
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Chapter 3: Classes
Classes represent the different roles that the character will play in the game. These usually embody
and represent their pastimes, jobs, and areas of interest. Classes dictate character’s starting
equipment, hit dice, proficiencies and advantages.
If gaining Proficiency for same skill from both Homeworld and Class, treat as having a permanent
Advantage in addition to having Proficiency. If a character would gain Advantage from two sources
(i.e. its Homeworld and Class), then it may apply its proficiency bonus twice. This means a high-level
character can have up to a +17 modifier on a roll, in addition to having permanent Advantage.
All characters are assumed to start with a knife in addition to the other equipment listed.
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Assassin:
The cheapest asset that the Imperium has is people by the countless trillions. An assassin makes their
way through life unseen and expending this asset for their own gain. All manner of people, from the
lowest social class to the highest reaches of the Imperium, can benefit from the blade of an assassin
striking at their foes. The galaxy is a bloodthirsty place and an assassin can always find work.
Class Features:
Level 6: Unseen Killer: There is no death so elegant as one dealt through the touch of poison. The
Assassin becomes proficient with disguising and administering Poisons. Melee weapons imbued with
poison by the Assassin last 1 day, not 1 minute. From their experience, the Assassin deals an additional
D10 Poison damage when dealing damage from poisoned weapons.
Level 7: A Swift Death: The assassin must always be able to outrun their prey. The Assassin gains 10ft
of movement.
Level 9: Chink in the Armour: Assassins pride themselves on knowing where best to strike their prey.
Attacks from the Assassin cause a Critical Hit on the roll of a natural 19, as well as a 20.
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Level 11: Swirling Melee: An experienced assassin is comfortable in a frenzied close-quarters fight,
swinging blades from each hand at their targets. The additional off-hand attack for using two-weapon
fighting is no longer denied your ability modifier to the damage.
Level 13: Predator: The hunt for a target regularly involves navigating terrain and searching for clues.
The Assassin gains proficiency on any Investigation or Survival checks on tracking a target. The Assassin
must know of the target and be familiar with some aspects of their behaviour or past.
Level 14: Experienced Killer: The assassin has become increasingly numb to the carnage they cause
for profit. The Assassin has Advantage on Trauma checks on any actions they have taken. This includes
actions taken during Interrogations or other non-combat violence.
Level 17: Dual-Wielding: Assassins will enter the fray of combat focusing solely on shedding blood. The
Assassin may treat a two-handed Melee Weapon as a single-handed weapon. Only a single two-
handed Melee Weapon may have this effect applied to it at once at any one time. This may be
combined with other items or equipment as normal.
Level 18: One Shot, One Kill: The perfect kill for an assassin after an easy bounty is taking out the
target with a single bullet. The damage from the From the Shadows special rule increases to 2D6.
Level 19: Slashed Artery: The assassin’s slashes are placed deliberately and precisely, causing arterial
spray in the frenzy of combat. Attacks from the Assassin cause a Critical Hit on the roll of a natural 18,
as well as a 19 or 20.
Level 20: Decapitation: The assassin’s precision and strength are so honed that they can now end a
life with a single stroke. Roll a D4 after causing a critical hit with a melee attack but before rolling to
damage. On the roll of a 4 the target is automatically killed regardless of how many hitpoints it had
left. This affects Medium or smaller targets. In addition, apply a Characteristic Increase and an Extra
Attack.
You can never have too many enemies. The more you’ve got, the
more likely they are to get in each other’s way.
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Brute:
No amount of technology truly removes the threat of a muscle-bound behemoth crushing their foes
into a bloody mess. Such individuals are regularly hired as bodyguards or mercenaries.
Class Features:
Level 2: Life of Violence: A brute’s self-assurance that they are tough is often enough to pull them
through traumatic experiences. Brute characters may use their Constitution characteristic bonus
instead of Wisdom when attempting Trauma checks.
Level 3: Frenzy: The brute will regularly descend into a raging storm of frenzied anger. Once a day as
a bonus action, the Brute may gain 4D4 temporary hitpoints. These last an hour.
Level 6: Juggernaut: The brute rampages into melee, pushing all opponents aside. The Brute may
attempt this action once an hour, bonus action to activate. The Brute adds 2 to their damage to all
attacks and add 10ft of movement for this action. No attacks of opportunity may be made against the
Brute for this action.
Level 7: Whatever Gets the Job Done: Whether it’s a smashed bottle or a sharp rock, the brute is
happy enough to use whatever weapon is available to them. The damage die of an improvised weapon
is increased to D6 and you always apply your proficiency bonus.
Level 9: Concussion: Sometimes a brute’s strength can be used for a less-than-violent approach when
necessary. Instead of dealing damage as normal, a Brute may choose to make a combative Strength
roll against the target (each rolling a D20 and applying their Strength modifier). If successful, the target
is made Unconscious for 3 rounds. May only be done to Medium or smaller targets.
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Level 11: Hulking Form: Favouring strength over accuracy, brutes can still make good use of heavy
weapons. The Brute may move and fire a Heavy weapon, though may never apply their proficiency
bonus to the attack rolls and they move at half speed.
Level 13: Unfeeling Behemoth. A brute’s muscular body is conditioned to a life of constant violence.
The first time an attack would reduce the Brute to 0 hitpoints instead reduce its health to 1 hitpoint.
The Brute must take a long rest for this to be applicable again.
Level 14: Strongarm: The brute’s enormous arms are capable of wielding enormous weapons as if they
were made of wood. The Brute may treat a two-handed Melee Weapon as a single-handed weapon.
Only a single two-handed Melee Weapon may have this effect applied to it at once at any one time.
This may be combined with other items or equipment as normal.
Level 17: Stable Firing Platform: The brute’s size and strength enable them to manage the weight and
recoil of even the most powerful weapons. The Brute may now move and fire Heavy weapons and still
apply their proficiency bonus to the attack rolls. The movement penalty from the Hulking Form is no
longer in effect.
Level 18: Heaving Muscles: Every blow from the brute strikes with a terrible crushing sound as the
target’s armour is punched through. All the Brute’s attacks have Penetration 2 in addition to any other
modifiers.
Level 19: Crippling Blows: The strikes from a brute regularly cause serious long-term damage to the
victims. The Brute causes a roll on the Long-term Injuries if it rolls a natural 17 or higher when making
attack rolls in Melee in addition to any other damage to the target. This still applies to Critical Hits.
Level 20: Unstoppable: A dedicated brute ignoring all other pursuits exhibits sickening levels of
resilience. The Brute’s hitpoint maximum increases by 2D6 + Constitution modifier. In addition, apply
a Characteristic Increase and an Extra Attack.
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Diplomat:
The words of wise men often achieve more than bullets and blades can ever hope to. It is in these
moments that diplomats prove their worth above all others.
Class Features:
Level 5: Art of the Deal: The diplomat is particularly adept at finding the right seller for the right
product, which is useful when wanting something otherwise unobtainable. The Diplomats get
Advantage on Persuasion rolls for making Black-Market checks.
Level 6: Subtle Gestures: The diplomat and his companions are alert for the faintest sign of trouble.
The Diplomat and all friendly player characters within 15ft of the Diplomat gain proficiency in Insight.
Level 9: Deepest Desires: The diplomat is a master of negotiation, and this involves knowing exactly
what the other person wants. The Diplomat can spend ten minutes talking with another character to
reveal their ideal and some information about how they hope to achieve it. Any Deception or Insight
rolls related to this revealed information have Advantage.
Level 10: Natural Born Leader: The diplomat’s rousing words provide reassurance and confidence in
all that hear them. One action. The Diplomat gives a target friendly character within 30ft and line of
sight advantage on their next attack or ability roll.
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Level 11: Wormtongue: The value of a trusted voice in an ear cannot be underestimated. The Diplomat
may force a non-hostile target to take a DC13 Charisma saving throw. If the target fails, then the target
trusts the Diplomat’s words and advice and will only disagree if it directly contradicts their core
beliefs/values. This ability may only be attempted once a day.
Level 13: Seduce: Sometimes another’s desires can be used against them. The Diplomat may force a
non-hostile target to take a DC15 Charisma saving throw. If the target fails, then the target is seduced
by the Diplomat. They gain access to their private rooms and are trusted with intimate information.
Only affects targets of the opposite sex. May only be attempted once a day.
Level 15: Command: Adopting a forceful tone can help a character persuade others to assist them. The
diplomat may force a target to take a DC18 Charisma saving throw. If the target fails, then the target
immediately follows the short command given by the diplomat. Regardless of whether this was failed
or not, the character is not hostile to the Diplomat, unlike after an Intimidation check. May only be
attempted once a day. May not be attempted against a hostile target. In addition, the Diplomat gains
proficiency with Martial Melee and Martial Ranged weaponry.
Level 17: Xenos Tongue: Despite a stilted expression with a human accent, the diplomat can
communicate with some xenos species in their own language. The Diplomat may add Aeldari, Drukhari,
Demiurg, Kroot, or Tau Lexicon to their known languages.
Level 18: Feign Empathy: The diplomat can hide itself behind a façade of faked emotions so effectively
that people can never tell what is real. The Diplomat gains Advantage with Deception and Insight
checks.
Level 19: Create Persona: The diplomat has become so talented in charismatic talents that it is able to
become someone else entirely. The Diplomat may create a new identity for itself encompassing a
different voice, mannerisms, appearance, and dress. The Diplomat can choose to have this as either a
noble, military general, or some other high standing figure in society. The persona can access events
and information that someone of their stature would be able to automatically access without need
for a check to be made.
Level 20: Man of the People: The diplomat knows the impact of social unrest upon leaders, and how
to cause it. Extended action allowing the Diplomat to create social upheaval and chaos in the area.
Depending on the scale of dissent, this may take several hours to several weeks to accomplish. The
Diplomat must attempt a Persuasion check every day until enough scores above 25 have been
achieved (as deemed suitable by the GM). Following this, appropriate riots, arguments, conflicts may
take place. In addition, apply a Characteristic Increase.
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Engineer:
While not truly understanding the very machines they work upon, it remains that the Imperium has
great need for engineers to complete maintenance and repairs on its weapons of war.
Class Features:
Level 3: Adaptive Collaborative Protocols: The engineer transmits instructions and blueprints to their
comrades. The Engineer gives +3 to all Engineering skill checks to friendly characters within 20ft. This
applies to tests for weapon jamming.
Level 5: Rough Repairs: The engineer has spent countless hours welding with an oxy-torch and can use
these skills for good use to hold a structure together. With a DC15 Engineering Check the character
may heal 2D6 hitpoints on a vehicle. This takes 5 minutes. This may be done once a day. Appropriate
materials must be reasonably on-hand for this to be attempted. This may also be done to a character
with damaged armour, bionics, and weapons.
Level 7: Reading the Manual: The engineer has uncovered a dusted and worn instructional manual
and learned much from the hidden lore within. The engineer adds Mechanicus to their known
languages. If this is already known, or has learned it from another source, then the Engineer adds their
proficiency to Persuasion and Deception checks in that language.
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Level 8: Characteristic Increase
Level 9: Regular Maintenance: The engineer is tasked with ensuring all the weapons and equipment
of their comrades are in full working order. A friendly character within 30ft of the Engineer may ignore
their first jam result after a long rest.
Level 10. Power Packs: Any good engineer knows the value of keeping some spare power packs on
hand. Any Reductor Fields and Refractor Field Generators can be activated a second time after a long
rest rather than just once if within 20ft of the Engineer. In addition, the Engineer gains proficiency
with Heavy Armour.
Level 13: Elemental Modifications: The engineer can adjust a party member’s weapons, utilising
dangerous chemical modifications for devastating effect. At the cost of 60cr a Melee weapon may be
given either Corrosive, Fire, or Cold damage for its attacks. May attempt this once per day. Each
weapon may only be modified once.
Level 14: Servo-Harness: The servo-harness serves as a distinct piece of Mechanicus equipment, worn
by experienced engineers that enables them to carry more equipment, tools, and weapons. The
Engineer may install a Hand Flamer or Plasma Pistol weapon from the weapons list into their own
body attached through a Servo-Harness. This must be done at the appropriate facilities and takes a
day to accomplish. The Engineer counts as always being armed with that weapon in addition to
whatever else they are carrying. The Servo-Harness can also act as a set of Engineer’s Tools. They may
not be disarmed of this weapon. The weapon has enough ammunition to be shot 5 times a day without
purchasing ammunition. Firing this weapon still counts as the Engineers ranged attack for that turn
but may be combined with other melee attacks. The Servo-Harness doesn’t jam.
Level 15: Self-Modified: Followers of the Mechanicus Cult will regularly experiment on themselves to
better understand both flesh and metal. The Engineer can implant all bionics upon themselves without
needing to take any relevant Medicine checks or Constitution saving throws to have them installed.
The Engineer does not need to have sustained any injuries resulting in loss of limb or organ to benefit
from this.
Level 18: Techno-Smith: The engineer connects an electrical field to a companion’s weapon, adding to
its destructive potential. The Engineer may alter any Melee Weapon’s damage type to Energy. This
increases the Penetration by 1. This may be done at the cost of 50cr, requires access to suitable
materials, and must be done during a long rest. May only be done once a day. Any weapon may only
be improved once.
Level 19: Cycling Mechanism: Through several experiments, the engineer has been able to improve
the reliability of their own weapons enormously. The Engineer’s weapons never jam.
Level 20: Bionic Builder: This character may attempt to construct bionics for themselves and
characters that have suffered a loss of a limb or organ. May be attempted during a Long Rest. Requires
a DC20 Engineering check and 30cr. If successful any bionic may be produced by the Engineer. In
addition, apply a Characteristic Increase.
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Latent Psyker (Psyker):
Those attuned to the whispers of the Warp are not always discovered by Imperial authorities and
trained to safely use their powers. Instead, there exists a terrifying number of dangerously untrained
and unrestrained psykers walking among the rest of humanity. Such individuals are walking timebombs
to those around them, and even have the capacity to lose control, leave open a warp rift and wipe out
entire worlds. It is for this reason that they are both feared and persecuted, but if they can maintain
control over their powers then they make for devastating rogue psykers. Many of these latent psykers
have no knowledge of their powers and will often spend their lives thinking they are mad or possessed.
Proficiency: Intimidation, Willpower. Simple Ranged Weapons. Simple Melee Weapons. Light
Armour.
Advantage: Deception.
Hit Dice: D10
Equipment: Explorer’s Pack. 20cr.
Class Features:
Level 1: Unnatural: The latent psyker is gifted by the warp with small mutations, further marking them
as someone dangerous and unnatural. This character has low-light vision. In addition, unlike other
casters, the Latent Psyker’s relationship with their powers is more organic as they have been less
repressed in its usage throughout their life. For this reason, the Latent Psyker may have up to 2 Psychic
Powers active at once rather than the normal 1. This means that an Extended Psychic Power may be
active while the Latent Psyker continues casting other powers. This may include having two Extended
Psychic Powers active at once but casting a third power will immediately end one of the two powers
already active.
Level 2: Gain a Psychic Power: The Latent Psyker may select an additional Psychic Power from one of
its available Psychic Disciplines. This new power must be selected following the normal psychic tree
charts or be the first selection from a new tree. The Latent Psyker may have powers from multiple
psychic trees at once.
Level 3: Life of Secrecy: The Latent Psyker has spent their entire life hiding their powers. They can make
a combative Willpower check against any being attempting to sense their presence or determine if
they are a psyker.. The Latent Psyker is only detected if the other being wins.
Level 5: Gain a Psychic Power: The Latent Psyker may select an additional Psychic Power from one of
its available Psychic Disciplines. This new power must be selected following the normal psychic tree
charts or be the first selection from a new tree. The Latent Psyker may have powers from multiple
psychic trees at once.
Level 7: Sacrifice the Mind: All it takes is to give in to the chattering whispers from beyond in exchange
for horrifying powers. The Latent Psyker may choose to automatically pass a Psychic Power check at
the cost of D3 Trauma points. These points of Trauma are automatically inflicted but can be recovered
later as normal.
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Level 9: Psychic Power: Dark Communion The life of a psychic rogue is a dangerous one. Nightmares
filled with wicked whispers are the norm, and all it takes is a moment of hesitation to give in to the
daemonic voices… To cast: 10. Bonus action. Instantaneous. The Latent Psyker gains Resistance to
Psychic and Warp damage for the next three rounds. Once this power is resolved the Latent Psyker
must take D3 Trauma checks.
Level 10: Gain a Psychic Power: The Latent Psyker may select an additional Psychic Power from one
of its available Psychic Disciplines. This new power must be selected following the normal psychic tree
charts or be the first selection from a new tree. The Latent Psyker may have powers from multiple
psychic trees at once.
Level 13: Blood Oath: The latent psyker digs its own fingers into its palms, drawing blood and
channelling this suffering into psychic strength. The Latent Psyker may choose to automatically pass a
Psychic Power at the cost of 2D6 hitpoints. These hitpoints may not be healed until they take a long
rest. May use this ability once a day.
Level 14: Psychic Conditioning: The latent psyker has come to embrace their dread powers. Increase
the range of Life Leech to 40ft and Warp Blast to 60ft. Reduce the casting difficulty of Warp Speed to
9 and Telekinesis to 11. Change the damage of Warptouch to 1D10 + 2 + Strength modifier in Warp
damage. These changes apply in addition to other rules for these powers.
Level 15: Gain a Psychic Power: The Latent Psyker may select an additional Psychic Power from one
of its available Psychic Disciplines. This new power must be selected following the normal psychic tree
charts or be the first selection from a new tree. The Latent Psyker may have powers from multiple
psychic trees at once.
Level 17: Gain a Psychic Power: The Latent Psyker may select an additional Psychic Power from one
of its available Psychic Disciplines. This new power must be selected following the normal psychic tree
charts or be the first selection from a new tree. The Latent Psyker may have powers from multiple
psychic trees at once.
Level 19: Managed Madness: Untrained in the control of the warp, this character lives in a place
between reality and madness and has grown accustomed to this existence. The Latent Psyker lowers
the required DC for Healing Trauma checks to 8 rather than 10.
Level 20: Gain a Psychic Power: The Latent Psyker may select an additional Psychic Power from one
of its available Psychic Disciplines. This new power must be selected following the normal psychic tree
charts or be the first selection from a new tree. The Latent Psyker may have powers from multiple
psychic trees at once. In addition, apply a Characteristic Increase.
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Marksman:
For hunters and soldiers alike, the value of a marksman on a ledge above can prove enormously
beneficial. These keen-eyed shooters are dangerous in a fight but tend to not want to be too close to
the foe. Every official and demagogue fears the day they will be struck down by an unseen marksman…
Proficiency: Perception, Stealth. Simple and Martial Ranged Weapons. Simple Melee Weapons. Light
Armour.
Advantage: Acrobatics
Hit Dice: D8
Equipment: Dungeoneer’s Pack. Padded Armour. Autogun or Lasgun. One clip of suitable
ammunition. 60cr.
Class Features:
Level 1: Trigger Finger: The marksman needs only a split second to send death to their foe. The
Marksman reduces the DC for spotting Fleeting Targets from Readied Actions to DC5.
Level 2: Steady Hand: Holding their breath while looking down the barrel of the gun, this marksman
holds as still as stone. If the Marksman has not moved in their turn, they may ignore one level of cover
that their target is behind. This does not allow impossible shots, so some sight to the target is required
for this rule to be in effect.
Level 3: Keen Eye: A marksman’s most valuable asset is their vision, and it is trained to spot their next
target. If the Marksman has not moved in their turn, they may elect to hit a particular part of the
target or an area (be this a control panel, a grenade on a bandolier, an oxygen tank, a helmet, etc.)
without suffering Disadvantage. Any raising of the AC due to size still applies as per GM discretion.
Targets on board open-topped vehicles can be targeted without Disadvantage by this.
Level 5: Whatever Gets the Job Done: So long as it has a trigger, the marksman is confident that they
can use it well. The Marksman gains proficiency with Exotic Ranged Weapons (this does not give them
proficiency with Heavy Weapons).
Level 7: Keep Your Distance: No marksman wishes to find themselves caught in melee. The Marksman
may make Disengage actions and still make a ranged attack with a Pistol if equipped with one.
Level 9: Controlled Bursts: The marksman’s finger twitches carefully, ensuring an efficient and
controlled hail of bullets. If firing a ranged weapon with Full-Auto Firing Modes, the Marksman may
add an additional attack dice. This will mean rolling 4 attack dice for Full-Auto firing.
Level 10: Death from Afar: Every marksman aims to kill before the target even knows that they are
being watched. The Marksman may increase the range bandings of any Ranged Weapons by 20ft. This
does not affect Pistols or Heavy Weapons.
Level 11: High Calibre: If it has a trigger, the marksman can use it to full effect. The Marksman gains
proficiency with Heavy Weapons.
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Level 13: Extra Attack
Level 14: Run for Cover: Positioning is essential in a firefight. The Marksman gains 5ft of movement.
Level 15: Bullseye: The marksman has become so good at their work that they now deliberately aim
to cripple the target. When the Marksman causes a Critical Hit against a target, roll on the Long-Term
Injuries Chart for the target in addition to any other damage and the relevant Critical Hit chart.
Level 17: Piercing Shots: Armour is of little value when the shooter aims at the joints and creases to
ensure their shots get through. The Marksman adds Penetration 2 to all its ranged attacks, including
any other modifiers.
Level 19: No Chance of Hiding: The marksman has become adept at pulling off shots against the
smallest of targets. Targets to do benefit from cover from shots by the Marksman.
Level 20: Headshot: Little is more effective than a bullet into the eye of a foe for ending a fight. Roll a
D4 after causing a critical hit with a ranged attack but before rolling to damage. On the roll of a 4 the
target is automatically killed regardless of how many hitpoints it had left. This affects Medium or
smaller targets. In addition, apply a Characteristic Increase.
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Missionary:
Devout followers and worshippers of the Emperor of Mankind, these figures represent their faith and
use it to destroy all that seeks to harm humanity. These characters possess powers imbued in them by
the Emperor’s holy will and use them to guide their flock in these dark times.
Proficiency: History, Medicine. Simple Ranged Weapons. Simple and Martial Melee Weapons. Light
and Medium Armour.
Advantage: Religion
Hit Dice: D8
Equipment: Priest’s Pack. Holy
symbol. Padded Armour. Shortsword.
40cr.
Class Features:
Level 1: Gain a Prayer Power: The Missionary may select an additional Prayer Power from the Light of
the Emperor discipline. This new power must be selected following the normal psychic tree charts
rules from the Light of the Emperor discipline.
Level 2: Traditional High Mass: The hymns and prayers of the Ecclesiarchy are spoken in High Gothic,
though only some members speak this language fluently. The Missionary adds High Gothic to their
known languages. If this is already known, or learns it from another source, then the missionary also
adds their proficiency to Intimidation, Persuasion and Deception checks in that language.
Level 3: Gain a Prayer Power: The Missionary may select an additional Prayer Power from the Light of
the Emperor discipline. This new power must be selected following the normal psychic tree charts
rules from the Light of the Emperor discipline.
Level 5: Blessing of Righteousness: The dark powers of the Warp are weakened near the truly pious
and devout. All friendly characters within 10ft of the Missionary suffer D3 less Psychic and Warp
damage each time they suffer damage from such a source. Roll for each time they suffer damage. This
cannot reduce the damage suffered to less than one.
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Level 7: Purity: The wicked are confronted by a pure soul and find it anathema to their very being. The
Missionary gains proficiency Willpower, and Advantage for any saving throws that inflict Psychic or
Warp damage or for Trauma Checks from creatures with a Taint of Chaos (this includes Fear of the
Unknown checks).
Level 9: Gain a Prayer Power: The Missionary may select an additional Prayer Power from the Light of
the Emperor discipline. This new power must be selected following the normal psychic tree charts
rules from the Light of the Emperor discipline.
Level 10: Exorcism: Evil thoughts are driven away by the splashing of holy water and blessed oils as an
icon of a saint is pressed into the subject’s flesh. The Missionary may attempt a DC15 Willpower check
to remove a point of Trauma from a friendly character. May only be attempted once a day. This may
be done to remove the effects of Possession (see the Warp Abnormality Table) or remove a Taint of
Chaos from a chosen character.
Level 11: Gain a Prayer Power: The Missionary may select an additional Prayer Power from the Light
of the Emperor discipline. This new power must be selected following the normal psychic tree charts
rules from the Light of the Emperor discipline.
Level 14: Bless: The missionary can imbue items such as purity seals with protective charms. The
Missionary must pass a DC25 Religion check. If successful, a purity seal is produced and may be affixed
to a shield or suit of armour. The character gains Resistance to one of Psychic or Warp damage while
carrying the item with the purity seal. Can be attempted once a day. Each Missionary can only have
one Bless active at any one time, and the Bless wears off after 10 days. Does not benefit those with a
Taint of Chaos. Requires consecrated parchment, transcript of hymns, seal of the Ecclesiarch, ink
infused with the blood of a martyr (cost 40cr or earned at an Ecclesiarchy facility).
Level 15: Life of Purity: The holy character’s soul is pure, which is anathema to all sinful beings. All
attacks by the Missionary count as dealing Holy damage regardless of source. The Missionary gains
Resistance to Psychic and Warp damage.
Level 17: Gain a Prayer Power: The Missionary may select an additional Prayer Power from the Light
of the Emperor discipline. This new power must be selected following the normal psychic tree charts
rules from the Light of the Emperor discipline.
Level 19: Righteous Crusader: This preacher has dedicated their life against removing all traces of
corruption. The Missionary gains Advantage when making attacks against targets with a Taint of Chaos.
Level 20: Gain a Prayer Power: The Missionary may select an additional Prayer Power from the Light
of the Emperor discipline. This new power must be selected following the normal psychic tree charts
rules from the Light of the Emperor discipline. In addition, apply a Characteristic Increase.
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Medic:
Just as violence is common among all of humanity, so too
is there a great need for medical care and support. A
medic is never short of work in the Imperium of Man.
Class Features:
Level 3: Knowledge of Toxins: The medic can test substances to try and identify if they are harmful to
the drinker. The Medic may use this ability to test consumable objects for poisons. DC15 Medicine
check to pass. This action takes 10 minutes and requires medical equipment. This ability cannot detect
the presence of any Taint of Chaos. May be attempted once a day.
Level 5: Resilience: The medic has done their utmost to ensure all allies are in fighting form. All friendly
characters gain 3D4 temporary hitpoints while within 10ft of the Medic. This bonus stops applying if
the Medic is unconscious or killed. Roll at the start of combat, this result applies until the next long
rest.
Level 6: Makeshift Medic: The medic is now adept at making do with what little equipment they have
on hand. Medics may now get twice as many uses out of a Medical Kit.
Level 9: Battlefield Medic: On the battlefield, even the doctors are expected to contribute to the fight.
The Medic gains proficiency with Martial Ranged weapons.
Level 10: Mind, Body, and Soul: The medic aims to care for others however they need help. A member
of the party other than the Medic gains Advantage when Healing Trauma. Choose a new character for
each long rest.
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Level 11: Halting Disease: The medic may attempt to heal lingering diseases or illnesses. Make a DC15
Medicine check and spend 10 minutes investigating the symptoms. If successful, any conditions
caused by disease or illness will fade and disappear in 1 day.
Level 13: Homemade Booster: The medic has concocted a series of booster shots that numb pain and
provide much needed energy. May be attempted during a long rest. If the Medic can pass a DC15
Medicine check then they create D3+1 Stamina Boosters. These homemade boosters are only potent
for one day.
Level 15: Trauma Surgeon: The medic has had a long career of tending to people in need and is now
an expert in their work. The Medic using a Medipack now heals 4D8 hitpoints rather than just 3D8.
Level 17: Chemical Resistance: Guiding their companions, the medic can give the best advice on
surviving chemical and toxic attacks. May be used once a day as a bonus action. The Medic and any
friendly characters within 10ft gain Resistance to Poison and Corrosive damage for 2 minutes.
Level 18: Calming Presence: The medic is trained to act calmly in a crisis, and others turn to them when
in need. The Medic, and any friendly characters within 20ft and line of sight have Advantage on any
checks or rolls to avoid being Frightened or on any Trauma checks for Fear of the Unknown.
Level 19: Surgical Skills: The medic knows how to put bodies together, and how to pull them apart.
The Medic gains +2 on all their attack rolls in melee.
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Pilot:
Pilots are found across all the Imperium and explore and see more than almost any others. All manner
of people are needed to pilot different vessels, ranging from workers in logistics and soldiers flying
military fighter craft to space-faring engineers aboard transport vessels.
Class Features:
Level 2: Rough Repairs: The pilot is experienced in completing makeshift repairs to vehicles. The Pilot
makes a DC10 Engineering check. If successful, the vehicle gains 2D10 hitpoints. This takes an hour to
achieve. This ability cannot be used for making permanent repairs to vehicles.
Level 3: Gunner: The pilot switches controls to the weapon systems and uses their skills for destruction.
The Pilot ignores one level of cover when using a vehicle’s weapons.
Level 5: Enclosed Combat: The pilot has best able to navigate small corridors and tight environments.
The Pilot has proficiency in Stealth and has Advantage on Initiative rolls when inside a vehicle.
Level 7: Active Diagnostics: A pilot may run an active diagnostics protocol to attempt to uncover what
is wrong with their vehicle and attempt rapid repairs. Make a DC14 Engineering check, if successful
heal the vehicle 4D6 hitpoints. This takes two consecutive actions. The Pilot must give up controls of
the vehicle to another character to attempt this.
Level 9: Weapons Locker: Pilots must have weapons training to fight off boarding actions by enemies.
The Pilot gains proficiency with Martial Ranged weapons.
Level 10: Flyboys: All pilots consider themselves part of a sacred brotherhood of the skies. The Pilot
gains proficiency with Persuasion and Deception checks with other pilots.
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Level 13: Secret Compartments: Smugglers make frequent use of hidden compartments aboard their
vessels. The Pilot gains Proficiency on Deception checks for lying about their vessels cargo and causes
any Investigation checks on their vessel to have Disadvantage.
Level 14: Boarding Action: Strapping a weapon to themselves and leaping onto an enemy vehicle, the
pilot seeks to cut their way in. The Pilot gains Advantage on any rolls required in boarding a controlled
vehicle. Appropriate Acrobatics, Athletics, and Engineering checks will be determined by the GM. May
attempt a boarding action against Land, Space and Air vehicles. This takes the Pilot’s entire turn to
attempt and initiate.
Level 15: Combat Systems: The combat systems are familiar to the pilot who begins to use the vehicle
as a weapon of war. The Pilot’s vehicle’s weapons never jam. In addition, all attacks from this vehicle
have an additional Penetration 2 bonus applied to them.
Level 17: Mechanical Modifications: The pilot has driven enough scrap-built vehicles to be confident
in making some of their own. The Pilot may spend a day improving a vehicle. Suitable spare parts must
be on hand. The vehicle gains 2D10 hitpoints and increases its AC by 1. This is permanent but may only
be done to each vehicle once.
Level 19: Void-Faring: Warp travel is one of the most dangerous acts any human can attempt, but
pilots are a special kind of brave. The Pilot gains proficiency with Warp-travelling vehicles and may
captain them if they have appropriate crew, including a Navigator, and all other requirements.
Level 20: Xenos Vessels: The pilot has enough experience that they are competent in all vehicles, even
those not designed for humans. The Pilot may apply their proficiency bonus when piloting non-
Imperial vehicles. In addition, apply a Characteristic Increase.
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Sanctioned Psyker (Psyker):
Psykers are a rarity among humanity and are little understood or loved, but most that do exist are
found and raised from a young age under the careful eye of the Inquisition. Should they prove to have
stable control over their abilities, they are trained into being sanctioned psykers and used as weapons
of the Imperium.
Class Features:
Level 2: Heightened Senses: Due to their powers, sanctioned psykers regularly pick up on hints and
details that others miss. The Sanctioned Psyker gains proficiency in Perception.
Level 3: Gain a Psychic Power: The Sanctioned Psyker may select an additional Psychic Power from
one of its available Psychic Disciplines. This new power must be selected following the normal psychic
tree charts or be the first selection from a new tree. The Sanctioned Psyker may have powers from
multiple psychic trees at once.
Level 6: Battle-hardened: Sanctioned psykers have lived most of their lives on battlefields and are
tougher than most to mental harm. The Sanctioned Psyker has Advantage on healing points of Trauma.
This only applies to recovering a single point of Trauma a day, not for the initial Trauma check.
Level 7: Gain a Psychic Power: The Sanctioned Psyker may select an additional Psychic Power from
one of its available Psychic Disciplines. This new power must be selected following the normal psychic
tree charts or be the first selection from a new tree. The Sanctioned Psyker may have powers from
multiple psychic trees at once.
Level 9: Psychic Resistance: An essential part of any psyker’s training is to be able to not only use their
own powers but stop others from using their own. The Sanctioned Psyker gains resistance against
Psychic damage.
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Level 11: Gain a Psychic Power: The Sanctioned Psyker may select an additional Psychic Power from
one of its available Psychic Disciplines. This new power must be selected following the normal psychic
tree charts or be the first selection from a new tree. The Sanctioned Psyker may have powers from
multiple psychic trees at once.
Level 13: Psychic Stability: The sanctioned psyker’s rigorous training has enabled it to ride out almost
all fluctuations of the Warp. The Sanctioned Psyker may choose to re-roll the result of the Warp
Abnormality Table. The second result applies.
Level 14: Psychic Conditioning: The psyker’s mind is hardened from extensive use of their powers.
Increase the range of Life Leech to 40ft and Warp Blast to 60ft. Reduce the casting difficulty of Warp
Speed to 9. The Sanctioned Psyker may now choose two targets within 60ft for the Disruption psychic
power. These changes apply in addition to other rules for these powers.
Level 17: Gain a Psychic Power: The Sanctioned Psyker may select an additional Psychic Power from
one of its available Psychic Disciplines. This new power must be selected following the normal psychic
tree charts or be the first selection from a new tree. The Sanctioned Psyker may have powers from
multiple psychic trees at once.
Level 18: One with the Warp: The psyker has lived their life with foul whispers inside their head and
has become concerningly used to it. The Sanctioned Psyker gains Resistance to Warp damage.
Level 19: Root Out Heresy: The sanctioned psyker has dedicated their life to finding and eliminating
the very source of their power. One action. The Sanctioned Psyker must pass a DC20 Psyker skill check.
If successful, all Extended Psychic powers from Psykers within 40ft automatically end, and a DC15
Willpower check must be passed by enemy psykers to attempt to cast a new power in the next minute.
Level 20: Gain a Psychic Power: The Sanctioned Psyker may select an additional Psychic Power from
one of its available Psychic Disciplines. This new power must be selected following the normal psychic
tree charts or be the first selection from a new tree. The Sanctioned Psyker may have powers from
multiple psychic trees at once.
A single man with faith can triumph over a legion of the faithless.
Untold billions of the faithful can never be opposed.
33
Scholar:
While innovation and discovery are frowned upon as dangerous and heretical, scraps of knowledge
from the distant past can still prove to be useful to humanity. Scholars, scribes, and all manner of
explorers seek such information in the fight against humanity’s foes.
Proficiency: Investigation, Medicine. Choose one of the following skills: Psyker, Engineering, Nature,
or Religion. Simple Ranged Weapons. Simple Melee Weapons. Light Armour.
Advantage: History
Hit Dice: D6
Equipment: Scholar’s Pack. Data-Slate. 75cr.
Class Features:
Level 5: Weak Spots: The scholar is well-equipped to observe an attacker’s form and deduce their
weaknesses. The Scholar and any friendly characters within 10ft add Penetration 1 to all their attacks,
in addition to other modifiers.
Level 6: Research Assistants: The scholar has spent many years as part of a team seeking the same
information. The Scholar and all friendly characters within 10ft gain proficiency in Investigation.
Level 9: Detailed Analysis: The scholar is now a true expert in their chosen field. The Scholar gains
Advantage in the skill they chose when they took their first level in the Scholar class.
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Level 10: Genealogy: The family trees and political connections of the noble houses of a sector provide
a wealth of political knowledge and social capital. The Scholar gains Advantage on any Insight checks
on nobility or the upper-class and checks related to noble families, and the connections between the
different houses.
Level 11: Impressive Intelligence: The scholar may use displays of their expertise to impress another
character. The Scholar gains Advantage on Persuasion checks. The Scholar must have spent at least 10
minutes talking with the target for this to apply. May be used once a day.
Level 13: Word of Advice: The scholar acts as an advisor to their allies, providing advice and assistance
as they can. The Scholar may give up their own action in combat to provide their proficiency bonus to
the attack or ability roll of another character within 20ft before their next turn.
Level 15: Language Studies: The scholar has managed to learn a xenos language and become one of
the few capable of communicating with non-humans in their own tongue. The Scholar may learn either
Aeldari, Drukhari, Demiurg, Kroot, or Tau Lexicon. Alternatively, the Scholar may choose to instead
acquire a regional dialect.
Level 17: Research Project: A scholar’s mind can be well applied to battle with a little creativity. The
Scholar can provide Resistance to one of Fire, Corrosive, or Cold damage to a suit of armour at the
cost of a day and 40cr. Must have access to suitable parts and tools. May do this once per day. Each
set of armour may only be improved once.
Level 18: Translator: Through countless hours of solitary study, the scholar has developed a reasonable
understanding of a rare script that no human can yet speak. The Scholar can now read and write in
either Chaos Runes, Necrontyr Glyphs, or Q’Orl Formulas.
Level 19: Forbidden Texts: The scholar has been able to get their hands on a rare and highly illegal
book related to the studies on the Warp and its denizens. The Scholar gains Resistance to Psychic and
Warp damage. In addition, the Scholar and any friendly characters within 20ft apply their proficiency
an additional time for attack rolls against targets with a Taint of Chaos.
Level 20: General Knowledge: The scholar has acquired a wide range of knowledge on all sorts of
subjects in their studies. Pick a skill after each long rest. The Scholar has proficiency in that skill until
the next long rest. In addition, apply a Characteristic Increase.
In ancient times, men who built wonders, laid claim to the stars
and sought to better themselves for the good of all.
But we are much wiser now.
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Soldier:
One of the most common occupations for the
citizens of the Imperium, soldiers die fighting in the
Emperor’s name by the countless billions every
year. Training is gruelling and strenuous but
produces fighters able to hold the line against all
of humanity’s foes. It is rumoured that a soldier
fighting in the Imperium’s wars will on average
survive 15 hours
Class Features:
Level 1: Weapons Maintenance: Soldiers are knowledgeable with a wide range of weapons and must
regularly service their tools of war. Each time a Soldier’s weapon jams they may roll a D6. On a 4 or
more the jam is ignored.
Level 2: Battlefield Survival: Soldiers are trained to find shelter and food in the wilderness and on the
battlefield. Soldiers are often forced to survive in the wild for days on end away from civilisation and
early training is dedicated to finding everything needed to survive in nature. The Soldier can attempt
a DC15 Survival check to ignore their first level of exhaustion. This may be used once a day.
Level 3: Conditioning: Soldiers are trained to push their bodies to its limits in combat situations. Once
a minute the Soldier may make a dash or disengage action and still issue an attack in that turn.
Level 6: Heavy Weapons Training: The soldier has been instructed in using larger and heavier weapons
and has probably spent a lot of time lugging around all that extra ammo. The Soldier gains proficiency
with Heavy weapons.
Level 7: Sprint: The soldier can push their body to its limits on command. All too often the difference
between life and death is being in cover a split second before the shells hit. The Soldier increases their
movement by 10ft for a single turn. This may only be done once an hour.
Level 9: Appreciating the Finer Things in Life: Soldiers appreciate a fine weapon as a noble does a
piece of art. The soldier gains proficiency with Exotic Ranged or Exotic Melee weapons.
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Level 11: Takedown: Most soldiers know some form of martial arts to handle opponents even when
unarmed. The soldier gains advantage when initiating a Grapple. If the soldier has a bionic arm, then
they may apply their strength modifier to the roll twice.
Level 17: Run and Gun: Shooting from the hip, the soldier moves relentlessly forward while spitting
out a hail of bullets. The Soldier may move at full speed and fire Full-Auto weapons.
Level 18: Adrenaline Addict: A life of battle has meant the soldier now finds the danger of combat to
be thrilling and will gladly dive into the fray. The Soldier may use a bonus a bonus action to gain 2D8
+ Constitution modifier in temporary hitpoints. These temporary hitpoints last an hour. This may be
used once per long rest.
Level 19: A Kill is a Kill: In his travels this soldier has seen all manner of different armaments. The
Soldier gains proficiency with all weapons of all types. This includes Relics of the Galaxy and other
unique items.
Level 20: Officer Training: The soldier has experience with commanding men into the fray and will give
barked orders to friendly characters that they obey without question. The Soldier may use an action to
give a target friendly character within 30ft and line of sight Advantage on their next attack or ability
roll. This may be used once per long rest. In addition, apply a Characteristic Increase and an Extra
Attack.
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Survivalist:
The Imperium of Man is a dangerous place, and many wisely take the path of isolation as a means of
self-preservation. The wilds of humanity’s worlds can provide shelter and sustenance for those willing
to face the elements. People such as these hermits, hunters, and explorers can be found across the
Imperium, and are as happy wandering a war-torn wasteland as they are a verdant and unexplored
world. As long as they are free from the prying eyes of the Imperium then they are content.
Proficiency: Nature, Perception. Simple and Martial Ranged Weapons. Simple Melee Weapons. Light
and Medium Armour.
Advantage: Survival
Hit Dice: D10
Equipment: Explorer’s Pack. Leather Armour. Shotgun. 8 rounds of Scatter or Solid-Slug ammunition.
2 Throwing Axes. 20cr.
Class Features:
Level 1: Scrounger: Survivalists are adept at finding any usable resources or creating makeshift
replacements for equipment. This ability may be used once a day, when making Investigation rolls
when searching for anything useful. If the result was above a 15 the Survivalist will find D6 rounds of
autogun or shotgun ammunition, or materials worth D20 credits.
Level 2: Forage: Survivalists can find whatever food they need on the land itself. The Survivalist will
always find enough food for themselves and the party so that they do not starve, regardless of how
low any Survival or Nature checks are. However, levels of exhaustion will not be removed as quickly
should they fail the necessary Survival and Nature checks.
Level 3: Mentally Prepared: Survivalists are realists regarding the nature of life and the horrors that
faces humanity in the universe. Once a day, during a long rest, a Survivalist may roll a D20. On the roll
of a 10 or more remove a point of Trauma. This is in addition to any Healing Trauma checks.
Level 5: Trophy Hunter: The survivalist is knowledgeable of local animals and which parts are valuable
on the black-market. The Survivalist can attempt a DC15 Nature check to identify and track a suitable
animal target. If the Nature check is successful, then the GM will reveal information about the animal
target (such as Resistance or Vulnerability). Killing and harvesting appropriate parts will earn the
survivalist D10 x 15cr.
Level 7: Hiker: The survivalist must traverse great distances on foot for days at a time and they are
slow to tire. The Survivalist increases their movement by 5ft.
Level 9: Gunslinger: The pistol is the weapon of choice for a survivalist; light-weight, efficient, and still
deadly. The Survivalist may roll 2 attack dice when making a ranged attack with a Pistol weapon as if
making 2 attacks. This consumes 2 rounds of ammunition. May only apply to a single Attack in a round.
Level 10: Relentless: The survivalist can ignore the pains of their body and to keep pushing on. The
Survivalist ignores the effects of the first level of exhaustion.
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Level 12: Characteristic Increase
Level 13: One with Nature: One who spends their life in the wild knows how to blend in with their
surroundings. The Survivalist gains proficiency in Stealth so long as they are in a non-urban
environment.
Level 14: Outcasts: The survivalist has traversed these parts before and is familiar with the local
language. The Survivalist learns a regional dialect and gains Advantage with Persuasion checks with
Nomads, Ratskins, and similar tribal outcasts of Imperial Society.
Level 15: Making Ground: The survivalist is adept at crossing large distances and thinks little of
traversing mountains or deserts on foot. The Survivalist decreases travel times of journeys by half
when on foot.
Level 17: Wild Toxins: Those that live among nature can harvest poisonous chemicals from animals
and plants alike. The Survivalist may attempt a D20 Nature check once per long rest. If successful, the
survivalist creates a vial of basic poison. The characters must be in a suitable non-urban environment
to attempt this.
Level 19: Developed Resistance: The survivalist refuses to be slowed or stopped by infection or illness.
The Survivalist has Advantage on any rolls or checks to not be afflicted by an illness or disease.
Level 20: Survive All Conditions: Exposure to the elements has toughed the survivalist to all manner
of extremes. The Survivalist gains Resistance to Cold and Fire damage. In addition, apply a
Characteristic Increase.
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Telepath (Psyker):
Telepaths are a form of psyker that are essential to the continuation of humanity and allow travel
between the stars as they alone can guide vessels through the Warp. Telepaths have heightened
psychic senses and can perceive thoughts, distant events, and even time as any normal person can
hear and see. Their skills can aid them and their companions in all manner of situations, making
telepaths into versatile threats.
Proficiency: Psyker, Willpower. Simple Ranged Weapons. Simple Melee Weapons. Light Armour.
Advantage: Perception
Hit Dice: D6.
Equipment: Scholar’s Pack. 60cr.
Class Features:
Level 1: Gain a Psychic Power: The Telepath may select an additional Psychic Power from one of its
available Psychic Disciplines. This new power must be selected following the normal psychic tree
charts or be the first selection from a new tree. The Telepath may have powers from multiple psychic
trees at once.
Level 2: Voice in Your Head: A loud command rings through an enemy’s mind, causing a moment of
hesitation. The Telepath gains the Voice in Your Head reaction. This may be used once per hour. The
Telepath may use this against a successful attack roll made against it within 10ft. The attacker must
pass a DC11 Charisma saving throw or else the attack counts as a fail. This has no effect against Critical
Hits. This may not be used on Surprise Attacks against the Telepath.
Level 3: See the Truth: Guided by their psychic instinct, telepaths are excellent at discerning a person’s
true intentions. If the Telepath has a minute-long conversation with the target it gains Advantage on
Insight rolls with the target. This may be done once a day.
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available Psychic Disciplines. This new power must be selected following the normal psychic tree
charts or be the first selection from a new tree. The Telepath may have powers from multiple psychic
trees at once.
Level 10: Search for Meaning: Any script written by a person leaves a small psychic signature of their
thoughts which telepaths can search for. The Telepath may attempt a DC15 Psyker skill check to
attempt to decipher the meaning of any text. Depending on how successful the roll is the GM will
provide more details. Exact details may not always be given. This may be in any language.
Level 11: Psychic Conditioning: The telepath has grown accustomed to living without a full grasp upon
reality. The Telepath may now choose two targets within 60ft for the Disruption psychic power.
Reduce the casting difficulty of Telekinesis to 11 and Heightened Senses to 10. Increase the range of
Transmit to 600ft. These changes apply in addition to other rules for these powers.
Level 13: Soothe the Senses: The telepath’s presence provides clarity to their companions. All
characters within 30ft may make a DC15 Intelligence check to remove any conditions applied to them
as a bonus action in their turn.
Level 15: Gain a Psychic Power: The Telepath may select an additional Psychic Power from one of its
available Psychic Disciplines. This new power must be selected following the normal psychic tree
charts or be the first selection from a new tree. The Telepath may have powers from multiple psychic
trees at once.
Level 17: Gain a Psychic Power: The Telepath may select an additional Psychic Power from one of its
available Psychic Disciplines. This new power must be selected following the normal psychic tree
charts or be the first selection from a new tree. The Telepath may have powers from multiple psychic
trees at once.
Level 18: Open the Mind: The telepath’s continued practice of communicating via psychic means has
enabled them to extend the range of their powers enormously. The range of Transmit extends to
3000ft. The DC required for casting Guiding Senses is reduced to DC5.
Level 19: Gain a Psychic Power: The Telepath may select an additional Psychic Power from one of its
available Psychic Disciplines. This new power must be selected following the normal psychic tree
charts or be the first selection from a new tree. The Telepath may have powers from multiple psychic
trees at once.
Level 20: Navigator: The stars themselves are made available to the telepath. The Telepath may now
act as a Navigator aboard Warp-travelling vessels. A Psyker skill check is made when attempting a trip
through the Warp and the result of this will determine how well the voyage goes (GM discretion). In
addition, apply a Characteristic Increase.
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Thief:
Despite all manner of developments and technological accomplishments, much of humanity remains
motivated by such petty flaws as greed and envy. But if you are going to be motivated by such things
you may as well be good at it. Professional thieves can find plenty of work from high-paying nobles,
criminal gangs, or even Imperial officials themselves.
Proficiency: Acrobatics, Sleight of Hand. Simple Ranged Weapons. Simple and Martial Weapons.
Light Armour.
Advantage: Stealth
Hit Dice: D6
Equipment: Burglar’s Pack. Thief’s tools. Shortsword. 80cr.
Class Features:
Level 1: Soft Landing: Acrobatic skills are mandatory for any qualified thief, often in making getaways.
The Thief ignores the first 10ft of fall damage. The thief must fall a minimum 20ft to take damage.
Level 2: Pickpocket: The hands of a thief are always on the hunt for something they can use. The Thief
has Advantage on Sleight of Hand checks to rob people or take items without being seen. This must
be small items such as keycards or money chips.
Level 3: Flanking Attack: A thief waits for their time to strike, swinging into a target’s unprotected
flank or belly. When a target creature is flanked by a friendly character, or unaware of the Thief’s
presence; add D6 of the same damage type to any attacks in melee.
Level 5: Picking the Target: A thief’s eyes are always on the lookout for an easy steal. The Thief has
Advantage on any Perception tests in identifying a mark in a crowd and keeping track of them. In
addition, this Advantage extends to identifying the best person in a group or crowd to rob. This would
involve the target paying the least attention, or the target likely to have the most money, or both.
Level 7: A Flitter in the Shadows: The best heist a thief can pull is the one in which they are never seen;
and moving quickly is an essential part of that. The Thief adds 10ft to their movement.
Level 9: Nimble: The quick flick of a wrist can be the difference between freedom and death for
criminals. The Thief gets Advantage on Sleight of Hand checks for escaping bonds or handcuffs.
Level 10: Dodge: The quick reflexes of a thief can keep it safe in a time of danger. The Thief gains
Dodge as a reaction. Can be attempted once a turn. When a character attempts a melee attack against
the thief, the thief may make a DC15 Dexterity saving throw. If successful, the thief leaps 5ft to an
adjacent square and avoids the damage. If there are no safe squares more than 5ft away from the
attacking enemy then this reaction has no effect. Has no effect on surprise attacks.
Level 11: Acrobatic Technique: The thief has demonstrated the best way to jump across obstacles and
weave out of harm’s way. Friendly characters gain a +1 bonus to any Acrobatic checks while within
20ft of the Thief.
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Level 13: Extra Attack
Level 14: Natural Born Liar: A good thief can think on their feet. The Thief gains proficiency with
Deception and Persuasion when telling outright lies.
Level 15: Unsuspecting Prey: The thief has mastered the art of striking when the opponent least
expects it. The damage from Flanking Attack increases to 2D6.
Level 16: Quick on their Feet: Thieves are a slippery foe, able to move quickly and think on their feet.
The Thief may make a Dash action and still perform an action. This may be done once per minute.
Level 17: Bribery: The thief has had great practice in bribing local officials to escape justice and get
their way. The Thief gains Advantage in Persuasion when making a bribe against their target. In
addition, any target is open to a bribe (even Puritan and Radical characters), but there is no guarantee
the thief can afford it.
Level 19: Leap: The thief has learned to push itself to its physical limits and is able to leap across wide
gaps. The Thief increases their long jump distance to 20ft plus their Strength modifier rather than 10.
Level 20: Flitting Figure: The thief moves so quickly from cover to cover that many do not even see the
target. The Thief gives all those attempting to spot them Disadvantage on Perception checks. In
addition, apply a Characteristic Increase
Torturer:
The cruel nature of the Imperium has meant large numbers of people have either revelled in their own
sadistic pursuits or are forced to engage in horrid actions to stay alive. There is no shortage of
psychopaths, serial killers, and monsters among humanity in such dark times.
Proficiency: Sleight of Hand, Willpower. Simple Ranged Weapons. Simple and Martial Melee
Weapons. Light and Medium Armour. Torture Kit.
Advantage: Intimidation.
Hit Dice: D8
Equipment: Burglar’s Pack. Padded Armour. Torture Kit. Shortsword. 30cr.
Class Features:
Level 1: Self-Justified: The torturer either fully believes their actions are justifiable, or they just don’t
think about it. The torturer gains Advantage on Trauma rolls based on actions they themselves have
caused. This bonus only applies to the initial check and does not apply to any Healing Trauma checks.
Level 2: Bloodlust: The inner-monster is revealed as the torturer gives in to their twisted desires. Bonus
action to activate. The torturer gains an additional 10ft of movement, D6 temporary hitpoints, and an
extra attack for the next 5 minutes. After the 5 minutes are over the torturer takes an automatic D3
points of Trauma.
Level 3: Anatomical Knowledge: The torturer has learned to apply other tools to the human body’s
weaknesses and wants to show off their new-found knowledge. The torturer gains proficiency with
Martial Melee weapons.
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Level 5: Extra Attack
Level 6: Gouge Eyes: Torturer’s are well acquainted with the softer parts of the human body and uses
this knowledge to great effect. The torturer’s unarmed strikes now deal D6 + Strength modifier
Piercing damage.
Level 7: Creative Cruelty: The torturer can utilise any common items as torture tools with a little
creativity. The torturer does not require their Torture Kit to keep their Advantage with any rolls
regarding extracting information or manipulating the victim. In addition, any Hostages the Torturer
currently holds must first pass a DC16 Wisdom saving throw before they will attempt to break free.
Level 9: Exotic Weaponry: Torturers take a sick pleasure in using unique and strange weapons on their
victims. The torturer gains proficiency with Exotic Melee Weapons.
Level 11: Blood Frenzy: The torturer truly gives in to their violent, psychopathic urges, seeking out
human suffering that they can enjoy. Bonus action to activate. The torturer gains 2D6 temporary
hitpoints and increases their speed by 5ft. Lasts 5 rounds. May be done once per long rest.
Level 13: Unfeeling: There is little emotion in the mind of such monstrous individuals. The torturer has
Advantage against being Frightened or Charmed.
Level 14: Psychopath: The torturer has learned to ignore the most horrifying of experiences. The
Torturer gains Advantage on Trauma checks. This includes Healing Trauma checks after a long rest.
Level 17: Soulless Stare: The eyes of a psycho can send chills down their foe’s spine. One action. The
torturer can force a target within 20ft and line of sight to take a DC15 Wisdom saving throw. If the
target fails the check then they are Frightened of the torturer. Can only be done to Medium or smaller-
sized targets. May be attempted one an hour.
Level 18: Cruelty: The torturer unashamedly strikes at soft bellies and exposed necks to cause the most
harm to their victims. All melee attacks deal 2 additional damage and all melee attacks have
Penetration 1 in addition to other modifiers.
Level 19: Sadist: The torturer is not just skilled at inflicting harm upon others but has begun to enjoy
doing so. When the torturer kills a target, they gain D6 temporary hitpoints.
Level 20: Beyond Humanity: The torturer has left humanity behind due to their sickening cruelty. The
reputation of this characters is so monstrous that people refuse to confront or displease them. All
interrogations are automatically successful. In addition, apply a Characteristic Increase and an Extra
Attack.
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Chapter 4: Behaviour Traits
The Homeworld and Class options above allow a variety of playing styles, but do not differentiate
characters completely. Deathworld-Soldier characters won’t all be the same. Anyone familiar with the
40k setting knows that such selections suit both a Catachan jungle-fighter as much as a Death Korp of
Krieg grenadier; but they would remain deeply distinct in their behaviours.
Characters are also distinguished by whether they are Radical, Puritan, or Moderate in their attitudes
(see page 66). These results may be randomised or chosen.
Personality Trait:
There are as many different types of personalities as there are stars in the galaxy, but there are often
some traits found amongst the people of the Imperium that you character shares.
1: Introverted. 5: Intolerant:
This character is extremely withdrawn, This character does not suffer fools and will not
speaks softly and doesn’t draw attention to accept deviance from their values. This is the type
themselves. While this may be of a benefit of person who is happy to argue with others and has
when one wants to remain forgotten, it is less high expectations.
helpful in other situations.
2: Jovial: 6: Blunt:
Happiness stands at odds to the dark times of This character doesn’t worry about finesse and
war and madness. Some choose to laugh in prefers to take the simplest and most direct way
the face of the galaxy around them and don’t forward, though this might make them a little
always take things seriously. This may be a predictable. This is someone who is happy to offend
coping mechanism or sincere mockery. those around them and will call things as they are.
3: Optimistic: 7: Compassionate:
This character focuses on the positives and This character remains compassionate in the face of
always believes the best of others. This is a darkness. They will go out of their way to help
constructive attitude, but sometimes seems others in need, even if it isn’t to their advantage.
childish to those around them.
4: Ambitious: 8: Broody:
Those at the top of the food chain are usually Serious and grim, this character is often focused on
willing to stab others in the back to benefit dark thoughts. Such a person is often seen as
themselves. This person aims for a lot but will intimidating or rude, and it is unlikely that people
also toss others aside in their way. will turn to them for help in their time of need.
9: Curious: 10: Fanatical:
This character is oddly inquisitive and This character is devoted and pursues their loyalties
regularly explores for new information or treis to the extreme. This character may be devoutly
to discover something new. religious or serves their cause.
45
Ideal:
Everyone has things that they care about and value, and these are expressed as your character’s ideals.
1: Power: 5: Peace:
Power lets you decide your own fate. Power lets Unlike the rest of the Imperium of Man, this
you leave a legacy. Power grants you freedom character values peace and believes that non-
and a voice. And you want it at whatever cost. violence is a worthy and achievable goal.
2: Wealth: 6: Respect:
Money might be the root of all evil, but you still You want to be genuinely respected and
want to be able to buy your way out of your admired. This might be achieved by helping
problems. others or daring to lead from the front.
3: Freedom: 7: Fame and Glory:
Such idealistic concepts as “freedom” and In a cold and unknowing galaxy of countless
“equality” are scoffed at in the Imperium as trillions it takes extraordinary deeds to stand out
being dangerous. For some strange reason you from the masses. The names of Macharius,
think people should be free from oppression and Yarrick, and Karamazov are spoken by inspired
work to achieve it. millions and you want to be one of them.
4: Faith: 8: Influence:
Deepening and developing your faith, spreading Real power doesn’t sit on a throne and is instead
your beliefs to the masses, and hearing hymns to a soft whisper behind closed doors. You want to
the heavens is what your character wishes for. be command and change those around you.
9: Family: 10: Technology:
Your character values family, whether their own Innovation and progress are dangerous concepts
or that humanity must turn to their relatives to in the 41st millennium. Despite this, your
ensure happiness and prosperity. You will fight character values technology and wants to collect
to defend children and parents and provide for precious artefacts and see the development of
your own kind.. new technologies.
Bond:
A character’s bond is what they are dedicated to and work towards.
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3: Religion or Belief: 7: Guild or Organisation
Faith has guided this character through many Many Imperial societies are run by guilds who
difficult times and manage different parts of society, ranging from
This character might be: disposing of the dead to getting fresh water.
- Recovering a lost religious relic This character might be:
- Spreading a gospel or covenant and - Running an errand for its organisation
trying to convert 1000 souls - Acting as an embassy for their guild
4: Code of Honour: 8: The Common People:
Honour is an important value to many, and the Many are only looking out for themselves, but
code one lives by is often the most important this character has a surprising amount of
thing in one’s life. This might be a family’s code empathy and care for the people around them.
of honour, or one’s martial honour. This character might be:
This character might be: - Trying to overthrow a corrupt leader
- Fulfilling an oath - Gaining access to fresh water or food
- Seeking revenge on someone who supplies for a settlement
dishonoured you
9: A Hidden Secret: 10: Treasured Possession:
This character has a secret that they are working This character is trying to keep a treasured
to keep hidden. There is a way in which this possession safe. This may be something they
secret might be revealed, but if the character inherited or discovered.
succeeds in their mission then no one needs to This character might be:
know. - Handing down a family heirloom to a
This character might be: lost relative
- Keeping a cursed item hidden - Keeping a rare artefact from falling into
- Be guilty of heresy or betraying others the hands of evildoers
Flaw:
Nobody is perfect, and the same applies to your character. This is often the best part of a character!
1: Cowardice: 5: Greed:
Your character is a coward and when things start This selfish character and will think of
to get heated they will act to save their own skin. themselves and won’t care of those in need.
2: Dishonest: 6: Arrogance:
This character is often dishonest and keeps This character looks down on others, often
secrets from others. They will not divulge thinking they are smarter or stronger than those
information to others even when it might benefit around them. They don’t take well to criticism or
them and doesn’t trust others. knowing others are better than them.
3: Single-mindedness: 7: Cruelty:
This character isn’t the quickest and focuses on You enjoy causing pain and suffering, and
one thing at a time. They won’t check for traps happily torment others This is someone who
or other risks. might be the abuser in a relationship
4: Naïve: 8: Recklessness:
This character is too trusting and often dismisses Your character will often act without thinking or
the threat of danger. They are gullible and considering the risks of their own actions. They
believe what people tell them. are also likely very impatient.
9: Anger: 10: Addiction:
This character is prone to angry outbursts or Whether it is gambling, alcohol, narcotics or
violence. There may be a particular trigger that something else, your character has an addiction
causes them to fall into a rage. that they are struggling with.
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Chapter 5: Wargear
A soldier is only as good as his gun, and in a place as wild and dangerous as the 41st millennium it
certainly doesn’t hurt to be prepared for all situations. There are wild varieties of sturdy armour, lethal
and cruel weapons, and other miscellaneous equipment to assist your characters in their adventures.
This section details the rules, cost, and effects for your character’s ammunition, armour, equipment,
companions, and packs.
Items marked red are Black-Market Purchases. The “BM DCx” is the result needed on a Charisma
based skill to buy this item (Deception, Intimidation, or Persuasion skills). This may be altered by the
GM as they wish. One attempt per item per day.
Some weapons can purchase a variety of ammunition types. In this instance the character is assumed
to have loaded their weapon with all the same variety of ammunition. If specified, the player may have
mixed clips (i.e. a shotgun with a mix of scatter and solid-slug shells. Perhaps the character starts with
a scatter shell and the remainder are solid-slug) but must record this and keep track of each ammo
type. If a clip does not have enough ammunition to fire in its firing mode, then it must reload (i.e. firing
full-auto with 8 bullets left). Unused shots are saved.
All costs are in Imperial credits (cr) rather than gold pieces (gp). Weight is listed in kg.
Ammunition:
Ranged weapons must be fitted with the appropriate ammunition. Each ammunition type lists the
weapons it is used for.
Bolter Rounds (30) 6cr 1kg (Bolter, Bolt Pistol, Heavy Bolter,
Sniper Rifle). BM DC 7.
Empty Needle Rifle Vials (4) 3cr 0.2kg. 1D4 Piercing. Empty vials
may be filled with liquids. These will hold roughly 20mL of liquid. (Needle Pistol, Needle Rifle).
Flamer Fuel Canister (6) 5cr 1kg (Flamer, Hand Flamer, Heavy Flamer). If the target is hit, they will
continue to take D4 Fire damage a turn unless they can pass a DC10 Dexterity saving throw.
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Las Magazine (30) 5cr 0.5kg (Can be recharged if left in sun for
8 hours. This process can be completed 3 times per magazine.
Can be recharged if left in fire for 10 minutes, but can only be
recharged twice like this before it must be replaced) (Hellgun,
Lascannon, Lasgun, Laspistol).
- Frag Missile (3) (Rack of 3 costs 6cr 3kg) Deals 4D6 Explosive
damage on a successful hit. Additional targets within 5ft take
damage on a failed DC12 Dex Saving throw, half on a pass.
Scatters on a miss, D4x5ft in a random direction. BM DC7.
- Krak Missile (3) (Rack of 3 costs 12cr 3kg) Deals 4D8 Explosive
damage on a successful hit. Scatters on a miss, D4x5ft in a
random direction. BM DC10.
Plasma Cell (30) 12cr 1kg (Plasma Cannon, Plasma Gun, Plasma Pistol). Overheated: Jamming a Plasma
weapon does not jam the weapon. Instead, roll a D4. On the roll of a 1 it causes the bearer to receive
half of the damage that would have been inflicted by the shot. BM DC 9.
- Chemical Shells (8) (box of 24 costs 8cr 1kg) 2D6 Corrosive damage. Penetration 2. BM DC6.
- Explosive (8) (box of 24 costs 6cr 1kg). 1D10 Explosive damage. Penetration 2. BM DC5.
- Hotshot (8) (box of 24 costs 6cr 1kg) 1D8 Fire damage. If the target is hit, they will continue
to take D4 Fire damage a turn and may not take actions unless they can pass a DC8
Constitution saving throw as a bonus action.
- Scatter (8) (box of 24 costs 1cr 1kg) 1D6 Piercing damage. Reduce the level of cover for the
target by 1. BM DC
- Shock Shells (8) (box of 24 costs 8cr 1kg) 1D6 Energy damage. Upon a successful hit, the target
must pass a DC12 Constitution saving throw or be knocked Prone for 1 round (creatures size
Large or greater have Advantage on this check). If this would reduce the character to 0
hitpoints it instead reduces its hitpoints to 1 and the target is automatically knocked Prone.
BM DC5.
- Solid-Slug (8) (box of 24 costs 1cr 1kg) 1D8 Piercing damage. Penetration 1.
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Armour:
Only one set of armour may be worn at any one time. Additional defensive items may be added.
Light Armour:
Padded Armour 10cr 5kg. Cheap and common, clothing with thick padding makes for simple armour.
Many worker and engineer jumpsuits are designed to have such padding. AC11 + Dex modifier.
Leather Armour 45cr 6kg. Leather armour is regularly seen upon lowlife mercenaries and thugs. The
protection offered by such armour is usually enough to suffice against a shiv to the gut but is useless
against heavy firepower. AC12 + Dex modifier.
Medium Armour:
Flak Armour 90cr 10kg. The standard issue armour given to Planetary Defence Forces and the Imperial
Guard. Flak armour is common but valuable and prized by many veterans. It is especially effective
against grenade blasts and fire. AC13 + Dex modifier (max. 2). Resistance to Explosive and Fire
damage.
Mesh Armour 30cr 20kg. Once common across the Imperium, mesh armour is now largely used by
experienced mercenaries and hive scum. The layers of carbon-ceramic polyfibres are simple and
reliable. AC14.
Heavy Armour:
Carapace Armour 100cr 25kg. Normally limited to elite soldiers and bodyguards, carapace armour is
a fine example of human technology. AC16. No proficiency bonus on Stealth and -5ft movement. Apply
-1 modifier to Piercing damage taken. Requires Str 13. BM DC8.
Fitted Plated Armour 1000cr 35kg. Heavy and cumbersome, but if you want to survive serious power,
you’ll need it. AC18. Disadvantage Stealth and -5ft movement. Resistance to Piercing damage.
Requires Str15. BM DC10.
Defensive Items:
Reductor Field 600cr 4kg. Personalised shielding is expensive enough to be a sign of nobility. +2AC.
Bonus action to activate. Not able to be reduced by Penetration. Once activated lasts 10 minutes
before requiring recharge at suitable facilities. BM DC12.
Refractor Field Generator 1200cr 6kg. Powerful shield generators are used by Inquisitors and nobles
alike to protect themselves from assassination. +3AC. Bonus action to activate. Not able to be reduced
by Penetration. Once activated lasts 1 hour before requiring recharge at suitable facilities. BM DC15.
Storm Shield 70cr. 4kg. +2AC. Takes one hand to carry. Cannot be combined with a two-handed
weapon, nor with a Light weapon to benefit from two-weapon fighting. Wielder has Resistance to
Energy damage, and AC modification from Armour Penetration is reduced by 1. Shield Bash: Can be
used as an Improvised Weapon dealing 1D4+1 Bludgeoning damage + Str modifier as normal. BM DC8.
Suppression Shield 15cr. 3kg. +2AC. Takes one hand to carry. Cannot be combined with a two-handed
weapon, nor with a Light weapon to benefit from two-weapon fighting. Shield Bash: Can be used as
an Improvised Weapon dealing 1D4 Bludgeoning damage + Str modifier as normal.
50
Equipment:
Auspex 60cr 1kg. Infra-red scanner. Can detect living creatures within
120ft above 10kg out of line of sight (not through thick
walling/underground) with a DC10 Investigation or Engineering skill check.
One action to scan.
Bio-Booster 5cr 0.1kg. One use only. The stamina booster gives the target
character D8 temporary hitpoints and the character’s Strength modifier
increase by 2. This lasts for one hour, after which the character returns to
the state it was in before. Bonus action to activate. Only one may be in use
at a time. BM DC5
- Bionic Chest: 100cr. The character’s maximum hitpoints increase by 2D6. This continues to
apply even if background choices change the maximum. BM DC7
- Bionic Arm: 70cr. The character gains Advantage when attempting to initial a grapple. BM DC5
- Bionic Leg: 60cr. Stealth and Acrobatics checks can never apply positive Dexterity modifiers
for this character. AC increases by 3. BM DC5
- Bionic Eye: 80cr. The character gains infra-red vision in one eye. When combined with a good
eye, sight will return to normal. If the character ever takes more than 10 Energy damage the
eye will short-circuit and must be repaired (Extended action, DC15 Engineering check). BM
DC7
Cable Ties (20) 1cr 0.2kg. Industrial strength cable ties. Effective for binding hands, feet, and other
smaller objects. DC25 Athletics or Sleight of Hand skill check to break free from. Long action.
Camo Cloaks 50cr 2kg. The wearer is at one additional level of cover than normal to targets more than
20ft away from it if it has not moved this turn. So long as the target does not move or take any
additional action to give away its position any attempts to spot it are Disadvantaged.
Clip Harness 5cr 0.2kg. Typically used on construction sites, these clips stop people falling to their
death. Takes an action to attach. Bonus action to detach. Advantage on Acrobatics checks for falling
while in place.
Data-Slate 2cr 1kg. Standard Imperial data-slate for displaying vid, text, image. Can record
audio/image. Input ports are compatible with almost all Imperial technology.
Demolition Packs 20cr 1kg. Takes 1 minute to place/rig. Cable detonator has 60ft length. Deals 3D6
Explosive damage within 20ft. Does double damage if directed at vehicle or structure.
Digital Weapons 60cr 0kg. Highly prized across the Imperium, digital weapons are easily hidden but
still deadly. Unarmed strikes deal D6+Strength modifier in Energy damage rather than 1+Strength
modifier in Bludgeoning damage. BM DC9.
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Drugs (Various) 0.1kg Due to the illegal, unreliable, and regional differences in drugs it is up to the GM
to set the appropriate price. A standard rate of 4cr can be adjusted accordingly depending on the legal
status or regional availability of the drug.
The addictive nature of drugs means that characters begin to rely on them to stay stable. After each
taking of a drug, the character must pass a DC8 Constitution saving throw to not become addicted. If
this has been failed the character is Addicted. Characters can be addicted to multiple drugs at once.
Addicted characters must take a dose of the drug (or drugs, if multiple) per long rest or else they suffer
a point of Trauma. A DC16 Willpower skill check is required to overcome an Addiction. May attempt
once after a long rest.
- Amasec (various alcohols, drunk): User adds +3 to their Charisma modifier, but has -3 to their
Dexterity, and Wisdom modifiers. Lasts one hour. Legal.
- Frenzon (methamphetamines, smoked): Gain 3D6 temporary hitpoints that last an hour. User
has +2 to their Constitution modifier. Will behave aggressively, for every action roll a D
- 6; on the roll of a 1 the GM controls the character. BM DC8.
- Gladstones (LSD, swallowed): Gain Resistance to Bludgeoning, Piercing, Psychic, Slashing
damage for the first half hour. User becomes Stunned after the first hour. Lasts two hours.
BM DC8.
- Obscura (heroin, injected): User becomes Resistant to all damage for 30 minutes. User
becomes Unconscious after the first 30 minutes. Lasts for four hours. The DC raises to 14 to
avoid becoming addicted to Obscura. BM DC7.
- Recaf (very strong energy-coffee, drunk): Remove one level of exhaustion for an hour. Legal.
- Sniff-Musk (cocaine, snorted): Remove all levels of exhaustion. Add 10ft to the user’s
movement. User has +3 to their Strength modifier. Will behave aggressively, for every action
roll a D6; on the roll of a natural 1 the GM controls the character. Lasts one hour. BM DC6.
- Tranq (strong, chemically laced alcoholic spirits, drunk): Gain resistance to Resistance to
Bludgeoning, Piercing, and Slashing damage. User has -3 to their Dexterity and Wisdom
modifiers. Lasts one hour. BM DC5.
Engineer’s Tools 15cr 1kg. Gives +5 bonus when making Engineering checks for repairing weapons and
armour or clearing jams.
Flare Gun 10cr 1kg Flare stays lit for 2 rounds. Fires 120ft. Bright red flare. Does 1D4 Fire damage if
hitting target (treated as a Simple Ranged Weapon).
Fuel (2L canister) 2cr 2kg. Burns intensely for 30 seconds. Dealing D6 Fire damage per turn to targets
engulfed in the flame. Living targets can extinguish themselves by taking a DC10 Dexterity Saving
throw, this costs 1 action.
Grapnel Gun 12cr 1kg (60ft cable. Carries max 100kg. Does 1D4 Piercing damage if hitting target).
Reeling in the grapnel takes an action.
Infra-red Goggles 20cr 1kg (low-light vision in 120ft for 2 hours). BM DC6.
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Land Mines 10cr 2kg. Placed weapon (Engineering check
DC10. Takes 2 turns to activate. 2.5ft range from point of
placement to trigger by pressure/vibrations). Deals 2D8
Explosive damage to the target. Targets within 5ft take half
damage on a failed DC12 Dexterity saving throw. May be
hidden in shallow soil, beneath rocks or leaves, etc. Martial
Weapon (proficiency added to Engineering check).
Medical Kit 10cr 1kg. Three uses. Make a DC5 Medical check. If successful heal 2D8 hitpoints. If used
on a character currently at 0 hitpoints then the character stabilises and returns to D8 hitpoints.
Melta Bomb 40cr 2kg. Can be magnetically attached to a surface or thrown 10ft. Fuse lasts 6 seconds.
Deals 4D10 Fire damage within 10ft. Does double damage if directed at vehicle or structure. BM DC9.
Oxygen Tank 10cr 1kg. Able to be attached to respirator. 15 minutes of breathing in a vacuum.
Poisons/Toxins (Various). Poisons can be applied to Melee weapons or an empty vial for a Needle
Rifle or Needle Pistol. Poisons on Melee weapons remain potent for a minute, and a poured Needle
vial remain potent for a day. The Poison damage is in addition to the ordinary Melee damage. For the
Needle Rifle or Pistol there is 1D4 Piercing damage in addition to the poison. A weapon may only be
influenced by one poison at a time.
Respirator 10cr 0.5kg. Advantage on Constitution checks for resisting effects of gas-based attacks.
Able to breath in low-oxygen environments for a minute.
Searchlight 20cr 1kg. Provides bright light up to 200ft. Dim light for 600ft. Lasts 2 hours before
requiring charge (8 hours in the sun or a suitable power replacement).
Stamina Booster 4cr 0.1kg. One use only. The stamina booster gives the target character D10
temporary hitpoints and removes a point of exhaustion. This lasts for one hour, after which the
character returns to the state it was in before. Up to two may be in use at a time.
Thief’s Tools 12cr 1kg. Gives Advantage on Sleight of Hand checks to get through locks. BM DC5.
Torch 2cr 0.2kg. Provides bright light up to 15ft. Dim light for 60ft. Lasts 4 hours before requiring
charge (8 hours in the sun or a suitable power replacement).
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Torture Kit 15cr 1kg. A character with a torture kit gains Advantage on any Insight, Intimidation, and
Persuasion checks resulting from an interrogation. A character must have proficiency with Martial
Melee weapons to be able to use a torture kit. BM DC5.
Tracking Chip 20cr 0.1kg Can be linked to a dataslate to display tracking information. Up to 1000ft.
Unreliable underground and in tunnels. Battery lasts 1 day.
Vac-Suit 100cr 5kg. Able to survive in airless vacuum or under high-pressure water for extended
periods. Can be fitted with Oxygen Tank. Replaces other armour while in use. BM DC5.
Vox Beads 5cr 0kg. Long range communication. Up to 300ft. Unreliable underground and in tunnels.
Welding Torch 8cr 2kg. DC10 Engineering check to use effectively. Can melt metal locks, door panels,
and bars. Has 3 uses. Makes bright light. Deals D4 Fire damage per turn if used as an improvised
weapon.
Companions:
Cherubim 100cr. Created in the 33rd millennium, these portents of fortune are cybernetic constructs
and tasked with a variety of tasks including as psychic familiars for Inquisitors. BM DC8. Choose one
of the following when purchased:
- Choir of Angels: Friendly characters within 10ft have Advantage on any checks to avoid being
Charmed, Frightened, Paralyzed, or Prone.
- Shield of Faith: Psychic attacks directed to friendly characters within 5ft have their DC
difficulty increased by 2 for casting attempts.
Cyber-Eagle 300cr. A two-headed bionically-modified eagle trained to swiftly attack their prey; a
symbolic embodiment of the Imperium itself. BM DC11.
Cyber-Mastiff 200cr. A trained mastiff modified with mechanical limbs, armour, and jaws. BM DC7.
Cyber-Raven 150cr. Used by hunters and foragers, often on Frontier Worlds, cyber-ravens make for
excellent scouts. Vid-link footage can be sent back to the owner. Can fly at great heights, 1km range.
Gyrinx 300cr. Cat-like creature, favoured by Aeldari and human psykers for its instinctive capability to
steady the warp and assist in manifesting powers. BM DC16.
Horse 80cr. A sturdy beast for a human to ride. Artificial selection has made them increasingly durable.
Mastiff 25cr. Trained guard dogs, quick and effective hunters, have followed man out into the stars.
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Servo-Skull 60cr. Humanities most easily acquired resource in
the galaxy are people, and their corpses. Servo-Skulls can be
fitted out for different roles. BM DC4. Choose one when
purchased:
Packs:
Characters on adventures must regularly store their equipment and survival gear in a robust and sturdy
pack slung over their shoulder or across their back. The contents of a character’s pack normally indicate
the line of work they are in and the sorts of general equipment they can always be expected to carry
with them.
Burglar’s Pack Includes a backpack, torch, clip harness, grapnel gun, a crowbar, 5 days of rations,
flint, a flask, and 50ft of rope.
Diplomat’s Pack Includes a satchel, a set of fine clothes, a bottle of ink and quill, 10 sheets of
parchment, a vial of perfume, sealing wax and stamp.
Dungeoneer’s Pack Includes a backpack, torch, flare gun, 10 light-sticks, crowbar, 10 pitons, 10 days
of rations, flint, a flask, and 50ft of rope.
Explorer’s Pack Includes a backpack, a bedroll, torch, binoculars, 10 days rations, flint, 50ft of rope.
Priest’s Pack Includes a satchel, incense, candles, flint, a censer, religious vestments, 2 days rations,
and a flask.
Scholar’s Pack Includes a satchel, 2 cases for maps and scrolls, a bottle of ink and quill, 10 sheets of
parchment, journal, book of information on the character’s homeworld.
55
Chapter 6: Weapons
Melee Weapons:
All characters have proficiency with simple weapons unless stated otherwise.
56
Ranged Weapons:
All damage types are Piercing unless otherwise stated. All weapons that are neither Pistol or Light are
two-handed weapons.
57
Meltagun 10/30 240cr 5kg. 2D10 Fire. Penetration 4. Single. Exotic. Demolition: Does an additional
2D8 damage if directed at Vehicle/Structure targets. Canister holds 12. BM DC13.
Missile Launcher 15/100/180 200cr 10kg. See Ammunition list for damage. Single. Heavy. Missile rack
can hold 3. BM DC7.
Plasma Cannon 15/80/120 400cr 12kg. 3D8 Energy. Penetration 4. Single. Heavy. Impact Weapon:
Targets within 5ft of the original target must pass a DC10 Dexterity Saving Throw or suffer 1D8 Energy
Damage. Passing this Dexterity Saving Throw causes half damage. Consumes 10 Ammunition per shot.
Plasma Cannon can be loaded with 2 Plasma Cells. Exotic. Cell holds 30. BM DC14.
Plasmagun 60/120 200cr 5kg. 1D10 Energy. Penetration 3. Single/Burst. Cell holds 30. BM DC10.
Plasma Pistol 30/60 180cr 3kg. 1D8 Energy. Penetration 3. Pistol. Cell holds 30. BM DC8.
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Thrown Ranged Weapons:
Grenades count as Simple Ranged weapons for the purpose of proficiencies.
Choke-Gas Grenade 8cr 1kg. Thrown weapon (30/60). Fills a 15ft cube with grey smoke for a minute.
The smoke does no damage but living targets in the cube must pass a DC15 Constitution Saving throw
or be Paralysed for 5 minutes. Targets that are Large (or greater) have Advantage on this Saving throw.
All sight through the smoke is at a Disadvantage. Seeing targets in the smoke is done without penalty.
A loud hiss emanates from the grenade. Scatters on a miss, D4x5ft in a random direction. BM DC7.
Flash Bang 4cr 1kg. Thrown weapon (30/60). A 15ft cube of blinding light and deafening noise. This
causes no damage. All targets within this cube must pass a DC15 Constitution saving throw or be
knocked Prone. If the targets pass, then their next actions are Disadvantaged. In addition, within 30ft,
creatures looking towards the cube must pass a DC10 Constitution saving throw or their next actions
are Disadvantaged. The thrower of the Flash Bang has the sense to close their eyes and is not included
in this. This has no effect on targets not affected by bright light or loud noise. Scatters on a miss, D4x5ft
in a random direction.
Frag Grenade 4cr 1kg. Thrown weapon (30/60). Deals 2D6 Explosive damage on a successful hit.
Additional targets within 5ft take damage on a failed DC11 Dexterity Saving throw, half on a pass.
Scatters on a miss, D4x5ft in a random direction.
Krak Grenade 8cr 1kg. Thrown weapon (30/60). Deals 3D8 Explosive damage on a successful hit.
Scatters on a miss, D4x5ft in a random direction. BM DC5.
Smoke Grenade 3cr 1kg. Thrown weapon (30/60). Fills a 15ft cube with black smoke for a minute. The
smoke does no damage. All sight is blocked through it other than infra-red. Seeing targets and making
attacks in or through the smoke is done at a Disadvantage. While releasing gas a loud hiss emanates
from the grenade. Scatters on a miss, D4x5ft in a random direction.
59
Chapter 7: Weapon Improvements
Melee Weapon Improvements:
May only have one improvement per weapon. GM’s discretion on whether upgrade can be combined.
Blessed Blade 40cr. Damage type changed to Holy for the next 2D6 days. Must be completed at
appropriate Eccelsiarchy facilities.
Transonic Edging 160cr. Increase the weapons Penetration by 1. May not be applied to weapons that
deal Bludgeoning damage. BM DC10.
Bayonet (#) 10cr 0.5kg. A ranged weapon equipped with this upgrade does 1D6 + Str modifier Piercing
damage if used as a weapon in melee. May not be given to Light weapons, Pistols, or Heavy weapons.
Belt-feed 30cr 0.5kg. A ranged weapon equipped with this upgrade rolls 4 attack dice when firing at
Full-Auto. This costs 15 rounds of ammunition. May be given to Autoguns.
Bipod (#) 10cr 2kg. If a turn is spent setting up on the bipod and the shooter crouching down into
position, the ranged attacks from this weapon may reduce enemy cover by one level. Once set up, the
weapon can only be fired in a 180ᵒ arc (to be specified when setting up). Takes an action to pack up
and continue moving with. May not be given to Light weapons, Pistols, Heavy Weapons, or Shotguns.
Blessed Ammunition. 0.5cr for every bullet blessed. May only be done for physical bullets (Autogun,
Bolter, Shotgun). This must be done at Ecclesiarchy facilities and takes an hour to complete. Blessed
bullets change their Damage Type to Holy.
Combi-Flamer Attachment (#) 80cr 1.5kg. A single-shot attachment. The single shot acts as a Flamer.
A single-use canister reload costs 2cr. Reloading the attachment takes an action. May be given to
Autoguns, Bolters, and Shotguns. BM DC8.
Combi-Melta Attachment (#) 200cr 1.5kg. A single-shot attachment. The single shot acts as a
Meltagun. A single-use canister reload costs 3cr and is a black-market item. Reloading the attachment
takes an action. May be given to Autoguns, Bolters, and Shotguns. BM DC10.
Combi-Plasma Attachment (#) 200cr 1.5kg. A single-shot attachment. The single shot acts as a Plasma
gun. A single-use canister reload costs 2cr and is a black-market item. Reloading the attachment takes
an action. May be given to Autoguns, Bolters, and Shotguns. BM DC9.
Extended Magazine 20cr 0.5kg. Increase clip capacity by 50% (rounding down if necessary). May not
be combined with the Belt-feed or Quick-release Magazine Improvement. May be given to Autoguns,
Auto Pistols, Auto-Sluggers, Boltguns, Bolt Pistols, Hunting Rifles, Needle Rifles, Needle Pistols, and
Sniper Rifles.
60
Infra-red Scope (*) 25cr 0.5kg. Able to fire in low-light up to 120ft without penalty. Must not have
made any move actions for this round to apply. May not be given to Light, Pistol or Heavy weapons.
Grapnel Launcher (#) 15cr 1kg. Same as a Grapnel Gun but attached to a weapon. May not be given
to Light weapons, Pistols, or Heavy Weapons. Reeling in the grapnel takes an action.
Launcher-Attachment (#) 20cr 1kg. This attachment may be used to launch Frag Grenades, Krak
Grenades, Smoke Grenades, and Choke-gas Grenades. The range is 60/120. It takes an action to reload
the launcher. May be fitted to an Autogun, Bolter, Hellgun, Lasgun, or Shotgun. BM DC6.
Quick-release Magazine 30cr 0.2kg. Reloading ranged weapon is now a bonus action rather than an
action. May not be combined with Belt-feed or Extended Magazine Improvement. May be given to
Autoguns, Auto Pistols, Auto-Sluggers, Boltguns, Bolt Pistols, Hunting Rifles, Sniper Rifles.
Red-dot Laser Sight (*) 40cr 0.5kg. The character must not have moved in their turn to benefit from
this attachment. Benefit only applicable when using Single Firing Mode. The character may apply their
Proficiency bonus to the attack roll an additional time if targeting a creature within 30ft while using
this attachment. However, the target creature may attempt a DC10 Intelligence check when targeted
by a weapon with this attachment to become aware that it is being targeted (affecting Unseen
attackers). May not be given to Heavy weapons or Shotguns.
Sawn-off 5cr -0.5kg. The weapon is cut down in size, so it can be more easily hidden, and the weapon
gains the Light special rule. Reduce all weapons range bandings by half (rounding down to nearest 5ft
if necessary). This improvement is not reversible. Not compatible with either underslung or overslung
Improvements. May be fitted to an Autogun, Combat Shotgun, Lasgun, or Shotgun. A Shotgun fitted
with this Improvement count as a Pistol, though their ammunition capacity decreases to 4.
Suppressor 20cr 0.5kg. When purchased this upgrade is weapon-specific. Reduces noise when firing
to within 10ft. May be given to Autoguns, Autopistols, Auto-Sluggers, Bolters, Bolt Pistols, Hunting
Rifles, and Sniper Rifles. BM DC5.
Telescopic Sights (*) 30cr 0.5kg. The character must not have moved in their turn to benefit from this
attachment. The Increase each range banding by 30ft. If firing within nearest range banding, then
ignore one level of cover. May not be given to Pistols, Heavy weapons, Auto-Sluggers, Hand Flamer,
Flamers, Meltaguns, Plasmaguns, or Shotguns.
Torch (#) 2cr 0.5kg. Provides bright light up to 30ft. Dim light for 120ft. Lasts 4 hours before requiring
charge (8 hours in the sun or a suitable power replacement).
61
Chapter 8: Customisation Options
Alternate Character Creation Options:
Not every playable character in the 41st millennium are humans serving the Imperium. The Time of
Ending includes a range of character customisation options. Most of these are included in the Game
Master’s Compendium but the rules for Ogryns and Ratlings have been included below.
This is advised for advanced or experienced players as it presents additional challenges and
considerations. These character creation options replace the Homeworld selections when creating a
character. Note that these characters should still have a developed backstory, just that these
alterations will apply instead of other Homeworld special rules. The various selection options give
some variety in the characters, how they play, and how they will interact with the story and NPCS.
Any equipment given is assumed to replace that given by their chosen starting class. This represents
items that members of their species or culture might commonly have but aren’t usually found. All
characters are assumed to start with a knife in addition to what’s listed.
Sub-Human Options:
Sub-humans are rare across the Imperium and are the source of much misunderstanding, displaying
all manner of strange changes to human biology. They will regularly be mistrusted and looked down
upon but won’t ordinarily be killed or treated with open hostility on Imperial worlds compared to xenos.
Characters that are sub-humans will be tolerated to varying degrees dependant on the world.
Ogryn’s Bellow: With an enormous roar, the Ogryn reminds those around it that it is bigger and
meaner than they are. The Ogryn may attempt to Frighten Medium or smaller targets. All targets
within 20ft must pass a DC10 Constitution saving throw or be Frightened. This takes an action.
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Ratling (Homo sapiens minimus):
Ratlings are sub-human mutants of small stature but make
up for this by being infamously sneaky and skilled with a
rifle. This talent has led to them being used as marksman
by the Imperium. Ratlings are also notoriously greedy and
have a reputation for being thieves. This, combined with
their ab-human status, has led to many despising them.
Feats:
Feats allow for character customisation without needing to multiclass. At levels 4, 8, 12, 16, and 20 in
each class, a character may take a Characteristic Increase or instead choose to select a Feat instead of
a Characteristic Increase. Note that the character must meet the requirements of the Feat.
+1 Charisma (to a maximum of 20). This +1 Strength (to a maximum of 20). May
character may automatically pass their single increase carrying capacity to Strength ability
Black-Market Purchase roll per day when score multiplied by six rather than 4. For
looking for a Black-Market weapon. example, a character that is Strength 15 may
now carry 90kg without being over its
maximum carry weight.
Brawler:
Requirements: Strength 13 or higher. Chem-Fiend:
+1 Strength or Constitution (to a maximum of
Your character has Advantage on all checks to
20). You become proficient with improvised
avoid or overcome an addiction to drugs.
weapons. Your unarmed strikes now deal D4
damage. When you hit a creature with an
unarmed strike or an improvised weapon on
your turn, you can use a bonus action to
attempt to grapple the target.
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Close-Quarters Firefight: handed melee weapons you are wielding are
not Light. You can draw or stow two one-
Your character may fire ranged weapons with handed weapons as if you would with one.
either Single or Burst fire mode at targets
within 5ft without the normal Disadvantage.
Does not apply to Heavy weapons.
Eagle Eye:
Requirements: Dexterity 13 or higher.
Conditioning: +1 Dexterity (to a maximum of 20). Increase
Requirements: Constitution 13 or higher. the range bandings of this character’s ranged
weapons by 60ft when firing in Single firing
The character gains proficiency with Medium mode. Does not apply to Pistols or Heavy
Armour. If you already have proficiency with Weapons.
this Medium Armour then you may instead
gain proficiency with Heavy Armour.
Fleet of Foot:
Decisive Blow: Requirements: Dexterity 13 or higher.
Choose either Melee or Ranged attacks when Increase your character’s AC by 1 if it moved
choosing this feat. When your character makes within the last round of combat. This cannot be
a critical hit with their chosen attack type, roll reduced by Armour Penetration. If your
twice on the relevant table and choose which character made a Dash or Disengage action,
result to apply. then this bonus to AC is increased to 3.
Harsh Environments:
Destined For Greatness: Requirements: Constitution 13 or higher.
May re-roll up to 3 rolls of a natural 1 on the +1 Constitution (to a maximum of 20). Gain
D20 for an attack roll, ability check, skill check, Resistance to one of the following damage
or saving throw and apply the second result types: Cold/Corrosive/Fire/Poison (this should
instead. May do three times per long rest. reasonably reflect the environments they are
familiar with. E.g. Ice worlds and Cold damage)
Dual-Wielding:
You gain +1 to your AC while wielding a
separate melee weapon in each hand. You can
use two-weapon fighting even when the one-
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Linguist: Quick Reflexes:
Requirements: Intelligence 13 or higher. Requirements: Dexterity 13 or higher.
+1 Intelligence (to a maximum of 20). Learn a +1 Dexterity (to a maximum of 20). You
new language (High Gothic or Mechanicus). If character gains a +5 bonus to initiative at the
the character already knows both High Gothic commencement of combat.
and Mechanicus then they may instead add
one of the following languages: Aeldari,
Drukhari, Demiurg, Kroot, and Tau Lexicon. Sixth Sense:
This feat may be taken multiple times.
Requirements: Wisdom 13 or higher.
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Multiclassing Prerequisites:
Before you may take levels in other classes they must meet the requirements listed on the table below.
Radical character will eschew rules and convention. They can be reckless and overly trusting but are
enthusiastic to try exotic technology, regardless of source. They will choose their own morality, but
will happily use Xenos, or even Hereticus items. They may seek change for the sake of change.
A Puritan character follows the rules of the Imperium (or a faction like the Ecclesiarchy or Cult
Mechanicus) with such strict abandon that they often refuse to relent even when it might not be
advisable. A Puritan character will gladly slaughter innocents if their beliefs instruct it and are highly
suspicious of new individuals or artefacts even if useful. These characters often hate change.
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Being a Moderate character means the character would oppose a radical position of using forbidden
technologies but would also oppose a puritan’s harshness. A reasonably determined middle ground is
likely the position the Moderate would support. This isn’t always the best decision.
Characters that break their own morality can lose favour with others, gain reputations leading to social
difficulties, etc. A character engaging in something they oppose could be directed to take a Trauma
check by the GM. The following in-game effects are optional, GM’s discretion.
In-Game Effects:
Radical Characters: +2 bonus to Investigation and Psyker skill checks. +5 bonus to Charisma based
skills with mutants, sub-humans, psykers, and friendly xenos. Radical characters have Advantage on
Fear of the Unknown checks. -5 bonus to Charisma based skills with Ecclesiarchy and Cult Mechanicus,
fanatics, human supremacists, and Puritan characters.
Radical-Moderate Characters: +2 bonus to Charisma skills with mutants, sub-humans, psykers, and
friendly xenos. Radical characters have Proficiency on Fear of the Unknown checks.
Puritan-Moderate Characters: If this character suffers Psychic or Warp damage, then they reduce the
damage by 1 for each attack (to a minimum of 1). +2 bonus to Charisma based skills with Ecclesiarchy,
Cult Mechanicus, fanatics and human supremacists.
Puritan Characters: +2 bonus to Religion and Willpower skill checks. If this character suffers Psychic
or Warp damage, then they reduce the damage by 2 for each attack (to a minimum of 1). +5 bonus to
Charisma based skills with Ecclesiarchy, Cult Mechanicus, fanatics and human supremacists. -5 bonus
to Charisma based skills with mutants, sub-humans, psykers, xenos, and Radical characters.
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Part 2: Playing the Game
Chapter 9: Critical Hit Tables
Critical hits of a natural 20 from an attack roll result in a roll on a relevant table. For damage caused
by an attack with multiple damage types, the player may pick one damage type. Each attack may only
result in a single roll on a Critical Hit Table. Apply damage as normal for that attack in addition to the
effect of the relevant table.
Bludgeoning:
Roll Result
1 Damage limb (arm/body/leg). Take an additional D6 damage.
2 Damage limb (arm/body/leg). Take an additional D6 damage.
3 Damaged Weapon. Attacks with it are at disadvantage.
4 Damaged Armour. Reduce AC given by armour by 2 until repaired.
5 Temporary reduction of max hitpoints. Decrease by 2D6 until the next Long Rest to a
minimum of 1.
6 Paralyzed. D4 rounds.
7-8 Prone. D3 rounds.
9-10 Poisoned. Next round.
Cold:
Roll Result
1 Loss of limb (arm/leg). Take an additional D6 damage.
2 Damaged Weapon. Attacks with it are at disadvantage.
3 Damaged Armour. Reduce AC given by armour by 2 until repaired.
4 Temporary reduction of max hitpoints. Decrease by 2D6 until the next Long Rest to a
minimum of 1.
5 Blinded. Next D4 rounds unless the character can pass a DC15 Constitution Saving Throw.
If passed, target is Poisoned for D4 rounds instead.
6 Stunned. Next round.
7-8 Prone. D3 rounds.
9-10 Area of effect. Additional targets within 5ft take damage on a failed DC12 Dex Saving
throw, half on a pass
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Corrosive:
Roll Result
1 Damage limb (arm, body, eye, leg). Take an additional D6 damage.
2 Damaged Armour. Reduce AC given by armour by 2 until repaired.
3 Damaged Weapon. Attacks with it are at disadvantage.
4 Temporary reduction of max hitpoints, Decrease by 2D6 until the next Long Rest to a
minimum of 1.
5 Temporary reduction of Str. Reduce Str modifier by -2 until the next Short Rest.
6 Blinded. Next D4 rounds unless the character can pass a DC15 Constitution Saving Throw.
If passed, target is Poisoned for D4 rounds instead.
7-8 Poisoned. Next round.
9-10 Area of Effect. Additional targets within 5ft take damage on a failed DC12 Dex Saving
throw, half on a pass
Energy:
Roll Result
1 Loss of limb (eye). Take an additional D6 damage.
2 Temporary reduction of Dex. Reduce Dex modifier by -2 until the next Short Rest.
3 Temporary loss of movement. Half speed until the next Short Rest.
4 Blinded. Next D4 rounds unless the character can pass a DC15 Constitution Saving Throw.
If passed, target is Poisoned for D4 rounds instead.
5 Stunned. D3 rounds.
6 Paralyzed. Next round.
7-8 Prone. Next round.
9-10 Area of effect. Additional targets within 5ft take damage on a failed DC12 Dex Saving
throw, half on a pass
Explosive:
Roll Result
1 Damaged Armour. Reduce AC given by armour by 2 until repaired.
2 Damaged Weapon. Attacks with it are at disadvantage.
3 Temporary reduction of Str. Reduce Str modifier by -2 until the next Short Rest.
4 Temporary reduction of Dex. Reduce Dex modifier by -2 until the next Short Rest.
5 Stunned. D3 rounds.
6 Knocked back 5ft away from source of damage. If this would hit a solid object takes an
extra D4 Bludgeoning damage instead. Prone next turn.
7-8 Area of effect. Additional targets within 5ft take damage on a failed DC12 Dex Saving
throw, half on a pass. If weapon already has an area of effect, then extend the range by
an additional 5ft.
9-10 Deafened. D4 rounds.
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Fire:
Roll Result
1 Loss of limb (arm/leg). Take an additional D6 damage.
2 Damaged Weapon. Attacks with it are at disadvantage.
3 Damaged Armour. Reduce AC given by armour by 2 until repaired.
4 Temporary reduction of max hitpoints. Decrease by 2D6 until the next Long Rest to a
minimum of 1.
5 Blinded. Next D4 rounds unless the character can pass a DC15 Constitution Saving Throw.
If passed, target is Poisoned for D4 rounds instead.
6 Stunned. Next round.
7-8 Prone. D3 rounds.
9-10 Area of effect. Additional targets within 5ft take damage on a failed DC12 Dex Saving
throw, half on a pass
Holy:
Roll Result
1 Temporary loss of movement. Half speed until the next Short Rest.
2 Attacker that dealt damage gains 2D6 temporary hitpoints
3 Blinded. Next D4 rounds unless the character can pass a DC15 Constitution Saving Throw.
If passed, target is Poisoned for D4 rounds instead.
4 Paralyzed. One round.
5 Stunned. D3 rounds.
6 Frightened. D6 rounds unless target passes a DC18 Willpower check.
7-8 Knocked back 5ft away from source of damage. If this would hit a solid object takes an
extra D4 Bludgeoning damage instead. Prone next turn.
9-10 Area of effect. Additional targets within 5ft take damage on a failed DC12 Dex Saving
throw, half on a pass
Slashing:
Roll Result
1 Loss of limb (arm/eye/leg). Take an additional D6 damage.
2 Ongoing damage (D6 damage each turn until they can pass a DC15 Con saving throw)
3 Temporary reduction of Dex. Reduce Dex modifier by -2 until the next Short Rest.
4 Temporary reduction of Str. Reduce Str modifier by -2 until the next Short Rest.
5 Triple damage.
6 Prone. D3 rounds.
7-8 Poisoned. D3 rounds.
9-10 Double damage
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Piercing:
Roll Result
1 Loss of limb (eye). Take an additional D6 damage.
2 Damaged Armour. Reduce AC given by armour by 2 until repaired.
3 Temporary reduction of Dex. Reduce Dex modifier by -2 until the next Short Rest.
4 Temporary reduction of Str. Reduce Str modifier by -2 until the next Short Rest.
5 Temporary loss of movement. Half speed until the next Short Rest.
6 Blinded. Next D4 rounds unless the character can pass a DC15 Constitution Saving Throw.
If passed, target is Poisoned for D4 rounds instead.
7-8 Prone. One round.
9-10 Poisoned. D3 rounds.
Poison:
Roll Result
1 Long-term reduction in max hitpoints. Decrease by 3D6 to a minimum of 1 for the next
2D10 days.
2 Temporary reduction of Dex. Reduce Dex modifier by -2 until the next Short Rest.
3 Temporary reduction of Str. Reduce Str modifier by -2 until the next Short Rest.
4 Temporary loss of movement. Half speed until the next Short Rest.
5 Temporary reduction of max hitpoints. Decrease by 2D6 until the next Long Rest to a
minimum of 1.
6 Unconscious. Next D4 rounds unless the character can pass a DC15 Constitution Saving
Throw. If passed, target is Prone for D4 rounds instead.
7-8 Paralyzed. D3 rounds.
9-10 Poisoned. D3 rounds.
Psychic:
Roll Result
1 Trauma. Target must immediately take 2D4 Trauma Checks.
2 Temporary loss of movement. Half speed until the next Short Rest.
3 Unconscious. Next D4 rounds unless the character can pass a DC15 Constitution Saving
Throw. If passed, target is Prone for D4 rounds instead.
4 Blinded. Next D4 rounds unless the character can pass a DC15 Constitution Saving Throw.
If passed, target is Poisoned for D4 rounds instead.
5 Paralyzed. D3 rounds.
6 Frightened. D6 rounds unless target passes a DC18 Willpower check.
7-8 Poisoned. Next round.
9-10 Deafened. D4 rounds.
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Warp:
Roll Result
1 Trauma. Target must immediately take 2D4 Trauma Checks.
2 Temporary reduction of Str. Reduce Str modifier by -2 until the next Short Rest.
3 Temporary reduction of max hitpoints. Decrease by 2D6 until the next Long Rest to a
minimum of 1.
4 Unconscious. Next D4 rounds unless the character can pass a DC15 Constitution Saving
Throw. If passed, target is Prone for D4 rounds instead.
5 Frightened. D6 rounds unless target passes a DC18 Willpower check.
6 Target suffers D8 extra Warp damage. Attacker receives this back in hitpoints.
7-8 Prone. D3 turns.
9-10 Area of effect. Additional targets within 5ft take damage on a failed DC12 Dex Saving
throw, half on a pass
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Chapter 10: Psychic Powers
From the crackle of lightning and fire turning soldiers into ash to scouring a hostage’s mind for truth
with a wave of a hand; psychic powers are among the most powerful forces in the 41st millennium, and
you would be wise to be wary of them. Psychic powers are mastered by xenos races and the forces of
Chaos alike, but humanity is forced to tolerate them to survive. Even the Emperor himself requires the
daily sacrifice of a thousand psykers drawn from a million worlds just to keep the psychic beacon known
as the Astronomican lit. Humanity for the most part distrusts and despises psykers, but you would be
a fool to journey into the cold darkness of the galaxy without one...
If casting the Psychic Power has failed, then the ability works but in its lesser form. The lesser form is
listed at the end of each psychic power. Additionally, roll a D8. On a roll of a 1 there is a Warp
Abnormality. Roll a D100 and consult the Warp Abnormality Table below. Non-player characters
attempting to cast psychic powers can still produce a result on the Warp Abnormality Table but they
will automatically suffer the Crippling Seizure result and do not roll on the table.
Action: Everything from a fleeting thought to a complex ritual can bring down hellfire upon a psyker’s
victim. Casting Psychic Powers requires either a character’s action or bonus action during combat.
Each power will list which is required to attempt to cast the power.
Extended Action: While many psychic powers are done with a thought or a flick of a wrist, others
require ritual to succeed. Some Psychic Powers require addition concentration and the Psyker must
devote their action or bonus action each turn for the duration of the power. If a Psyker uses their
action or bonus action while still casting a power that requires an Extended Action, then the Psychic
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Power immediately ends. Move actions may still be taken during an Extended Action. The length of
the Extended Action is listed in the appropriate Psychic Power.
Duration: Psychic powers range from a sudden bolt of lightning to an ongoing miasma of despair that
can last for a long time. Many psychic powers are resolved the moment they are cast, and these are
listed as being Instantaneous. Powers that last longer will specify the Duration of each Psychic Power.
Powers that are continued but have no set duration are listed as Ongoing. Psykers may complete other
actions and cast Psychic Powers without ending a Psychic Power early.
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Selecting Psychic Powers:
Every time a Psyker class acquires a new Psychic Power they may choose a new power from one of
their available Psychic Disciplines. Each time a new power is chosen the player must refer to the
relevant Psychic Disciplines tree. Each Psychic Discipline tree shows the order in which powers can be
acquired in this Psychic Discipline. Players may select powers from the left-end of the appropriate tree
and can proceed to select powers down the tree if they have all previous required powers. This is as
simple as following the arrows to know which powers are available for selection. At certain points in
the tree, the character will have the choice of more than one power and they must select one. At the
commencement of some tree there are more than one power and the player may only select one to
begin with and may select the other at a later point. If a player has selected all the powers in a tree
that is available to them then they must select a power from a different tree that is available to them.
Some classes have powers that are unique to them and these are not listed in the Psychic Discipline
trees. Some characters will have access to multiple Psychic Disciplines. Characters are free to select
powers from multiple Psychic Disciplines at the same time so long as they select available powers.
Psychic Disciplines:
Biomancy:
Biomancy is a psychic discipline dedicated to the dominion of the flesh. The psyker uses their powers
to strengthen, harden, and manipulate their own body into a living weapon. A psyker that has used
their powers can shrug off horrifying damage such as gunshots and stab wounds, scale a freezing
glacier and tear a person apart with their bare hands.
Psykers who can take powers in Biomancy: Latent Psyker, Sanctioned Psyker.
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1. Life Leech: The psyker reaches out, dragging the life from one target and giving it to another. To
cast: 10. One action. Instantaneous. Select a target creature within 20ft. Inflict 2D6 Psychic damage
on the target creature. Additionally, another target creature within 20ft instead gains the same
amount rolled for damage in temporary hitpoints (the Psyker may select themselves as the recipient).
May only target an organic living creature (targets may not be vehicles, robotic, daemonic, etc). Lesser
form: Inflict 1D6 Psychic damage on target.
2. Warp Speed: A psychic rush fuels the target, their heart pounding and heightening their reflexes as
they move at an unnatural pace. To cast: 11. Bonus action. Instantaneous, lasts four rounds. For the
next four rounds the psyker doubles their movement speed and distance of jumping. Attacks of
Opportunity may only be made if the creature passes a DC13 saving throw. Lesser form: Increase
movement speed by 20ft.
3. Knit the Flesh: Through its will alone, the psyker commands flesh to close and halt bleeding. To cast:
13. One action. Instantaneous. Target a creature within 20ft. The target heals 3D8 hitpoints. Lesser
form: The target only heals 1D8 hitpoints.
4. Iron Hide: Hardening their flesh so that it is nearer a metal, the psyker can ignore blows and even
bullet wounds. To cast: 14. Bonus action. Instantaneous. Choose a target within 10ft of the psyker (this
may be the psyker themselves). Increase the target’s AC by 3 for the next three rounds. This may be
reduced by Penetration as normal. Lesser form: Increase AC by 1 for the next three rounds.
5. Noxious Breath: The psyker turns their own insides into noxious hazard and exhales deeply, spewing
forth a burning cloud of toxic gas onto those around them. To cast: 13. One action. Instantaneous.
Target a creature within 20ft, or two creatures within 5ft of each other that are within 20ft. A target
must succeed on a DC14 Dexterity saving throw or suffer 4D6 Corrosive damage, half damage on a
success. Lesser form: DC12 Dexterity saving throw and 2D6 Corrosive damage, half on success.
6. Enfeeble: Turning its gaze towards its victim, the psyker cramps up muscles and pains the joints so
that their foe is weakened. To cast: 16. One action. Extended. The psyker targets a creature within
50ft. The target reduces their AC by 3, their movement by 10ft and applies a -2 modifier to their
Strength and Dexterity ability modifiers. Lesser form: Reduce target AC by 2 and speed by 10ft.
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Daemonology:
Psykers exist on the edges of society, their studies and pursuits considered dangerous or even heretical
by most of humanity. If psykers exist on the edge of humanity, then those that research or practice
Daemonology are pariahs. Daemonology is a discipline that openly embraces its relationship with the
Warp and utilises the forces of Chaos as a psychic domain. The powers of this domain focus on
bloodshed, sacrifice, and leaving one’s humanity behind to be replaced by something very sinister…
Dangerous Discipline: Daemonology Psychic Powers that fail to cast produce a roll on the Warp
Abnormality Table with a D6, not a D8.
1. Warptouch: With a fleeting thought the psyker has flickering warpfire form around their fists,
turning them into a living weapon. Everything that they touch is scorched by the psychic flames. To
cast: 10. Bonus action. Extended. For the next 10 turns, Unarmed Melee attacks from the psyker while
this power is activated deal 1D8 + 2 + Strength modifier in Warp damage. The damage of Warptouch
increases by 2 for every Psychic Power the character has in the Daemonology Discipline (i.e. a psyker
with 2 Daemonology Powers would do 1D8 + 4 + Strength modifier in Warp damage per attack). This
power illuminates the user’s hand with flickering flame and can be noticed by others accordingly. Both
hands must be free while this power is in use. Any items held when attempting to cast this power are
dropped and take a D6 points of Warp damage. Lesser form: Halve the total damage (rounding down)
inflicted each round.
2. “I Feel the Warp Overtaking Me!”: The psyker gives in to the horrible voices in their head and
willingly loses control, turning themselves into a wild beast. To cast: 9. Bonus action. Extended, lasts
10 rounds. The psyker’s speed is increased by 20ft, Strength characteristic modifier is increased by 2,
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AC is increased by 2, and gains 20 temporary hitpoints. The psyker must always attempt to move
towards and attack the closest, visible enemy target each turn while this power is active. Psychic
powers that may be cast with a Bonus Action may be attempted while this power is in place. The
psyker cannot coherently communicate with others while this power is in play. This power causes the
character’s eyes to glow in addition to behaving rather aggressively and can be noticed by others
accordingly. The Latent Psyker suffers a point of exhaustion following this Psychic Power. Lesser form:
Power lasts for 5 rounds. Increase speed by 10ft and AC is increased by 2.
3. Doombolt: A bolt of black lightning flies from the daemonologist’s hand, exploding with a powerful
blast, shattering eardrums and rupturing hulls. To cast: 13. One action. Instantaneous. The psyker
picks a point within 25ft from which a 10ft square appears. Everything in this 10ft square suffers 2D12
Explosive and 1D12 Warp damage. Lesser form: 2D6 Explosive and 1D6 Warp damage.
4. Sacrifice: Drawing a sacrificial dagger, the psyker slashes their hand open just their foes are wracked
with the screeching of daemons and the howl of the Warp. To cast: 15. One action. Instantaneous. The
psyker suffers 1D4 Slashing damage. Choose a target within 60ft. The target immediately suffers 6D6
Psychic damage and may not take a Move action next turn. Lesser form: 2D6 Psychic damage and may
move as normal.
5. Gift of Chaos: Calling on the powers of the Warp for aid, the psyker allows an ally to be blessed by
an unknown being from beyond reality. To cast: 12. Bonus action. Instantaneous, lasts four rounds.
Select one of the following: +3 Strength score modifier, +3 Dexterity score modifier, +15ft movement,
This psychic power lasts for four turns. Lesser form: This power lasts for two turns.
6. Possession: Daemonic entities are allowed to enter into an unsuspecting victim. They are clawed
apart from the inside as the warp creatures slowly destroy them. To cast: 18. One action. Extended.
The psyker selects a target creature within 60ft. The target creature must attempt to pass a DC16
Psyker saving throw each turn until they pass. For every turn until the target passes, they suffer 2D8
Warp damage each turn. Lesser form: 1D8 Warp damage and DC11 Wisdom saving throw.
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Destruction
Fire and lighting, broken bodies and trails of scorched earth; such are the powers of the Warp. Psychic
powers can be used to divine information, heal wounds, and guide the lost; but all too often it is used
to bring destruction and death upon the psyker’s foes. This discipline is of great value to the Imperium,
and many Sanctioned Psykers who master the destructive capabilities of their powers are weapons
upon the countless battlefields of the galaxy.
Psykers who can take powers in Destruction: Latent Psyker, Sanctioned Psyker
1. Warp Blast Hurling lightning from their fingers, the stench of sulphur fills the air as the psyker
destroys their foes. To cast: 10. One action. Instantaneous. Choose a target within 40ft. Target suffers
2D8 + 2 Psychic damage. Lesser form: Deals 1D8 Psychic damage to the target.
2. Soul Shadow A debilitating whisper and sense of dread descends upon the victim. To cast: 9. One
action. Extended, lasts 5 turns. Choose a target within 90ft and line of sight. This target is Poisoned if
it cannot pass a DC15 Intelligence check at the start of each of its following turns. Lesser form: DC12
Intelligence check.
3. Psychic Barrier A field of warp energy materialises into reality between friend and foe. To cast: 13.
One action. Instantaneous. A psychic shielding appears between the foes and the psyker’s allies. All
target friendly characters within 20ft, including the sanctioned psyker, gain Resistance to Bludgeoning,
Slashing, Piercing, and Energy damage for two turns. Lesser form: All target friendly characters within
10ft gain Resistance to Bludgeoning and Slashing damage for the next round.
4. Shockwave A howling blast of wind and force explodes outwards from the psyker. To cast: 13. One
action. Instantaneous. All enemies within 30ft of the sanctioned psyker must pass a DC16 Constitution
save or be knocked Prone for their next turn. Lesser form: DC10 Constitution save.
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5. Rupture Reality The psyker picks a point nearby and allows a tear in the Warp to twist reality into
new and terrifying forms. To cast: 15. One action. Instantaneous. Pick a point within 30ft and line of
sight. Within 10ft of that point all characters, friend and foe, suffer 3D6 Psychic damage unless they
pass a DC15 Intelligence check. Lesser form: 2D6 Psychic damage, DC12 Intelligence check.
6. Warp Flood With a sweep of their arm, the psyker washes the power of the Warp onto those before
them. To cast: 14. One action. Instantaneous. A line 5ft wide and 40ft long extends from the Psyker in
a straight line. Any targets along this line that fail a DC16 Dexterity saving throw suffer 3D8 Psychic
damage. Targets that size Large or higher have Disadvantage on this saving throw. Lesser form: only
25ft long beam and DC12 Dexterity saving throw.
Technomancy
Mankind is sustained through its technology, be it enormous engines of war capable of levelling entire
cities, continent-spanning manufactorum facilities, or even the vessels needed to voyage across the
stars. Some psykers are attuned to the Machine Spirits within these constructs and know how to
psychically control and manipulate technology.
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1. Disruption: The technomancer reaches into their foe’s weapons and renders them useless. To cast:
10. One action. Instantaneous. Select a target with a ranged weapon or a vehicle within 60ft. The
target’s weapons must be a mechanical in nature for this psychic power to have an effect. Applies to
all ranged weapons in possession of the target. All ranged weapons of the target are jammed for the
next D3+1 rounds. In addition, targeting a vehicle with this psychic power means it cannot move in
the next round. Lesser form: Ranged weapons jammed for 1 round. No additional effect on vehicles.
3. Electrocute: Electrical current keeps mankind’s technology ticking over, and a technomancer has
mastery of it just as it controls the cogs and levers of mechanical constructs. To cast: 11. One action.
Instantaneous. Select a target creature within 30ft. Inflict 3D4 Energy damage on the target creature.
Once resolved, select an additional target within 10ft of the original target to suffer 2D4 Energy
damage. Lesser form: 2D4 Energy damage, no additional target.
4. Shatter: The technomancer reaches out to psychically feel the armoured surface of their foe. With a
thought the foe’s armour buckles and wakens, making the bearer vulnerable. To cast: 14. Bonus action.
Extended. Select a target within 40ft. Decrease the target’s AC by 3 for the next 3 rounds. If targeted
against a vehicle then also halve the targets movement speed for the duration of this psychic power.
This may never reduce a target’s AC to less than 10 + DEX modifier. Lesser form: Decrease target AC
by 1 for the next three rounds.
5. Mechanical Restoration: Mumbled prayers drone from the psyker’s lips. Slowly, metal hulls are
reformed anew and engines breathe new life. To cast: 13. One action. Instantaneous. Target within
10ft recovers 1D10 + Engineering skill modifier in temporary hitpoints. Target must be a vehicle or
mechanical for this psychic power to have an effect. In addition, all Engineering skill checks for jams
from friendly creatures within 20ft are automatically passed. Lesser form: Recover D6 hitpoints
instead.
6. Take Control: Exhaust fumes spew forth from the technomancer’s mouth as they reach out and
manipulate the Machine Spirit of a chosen vehicle. To cast: 17. One action. Extended. Target vehicle
within 100ft is now piloted by the technomancer. The vehicle may move the vehicle as if it was piloting
it and may fire its ranged weapons, though without applying any positive modifiers (negative modifiers
still apply). If the vehicle is piloted by another creature then they must pass a DC15 Piloting skill check
to pilot it or use the vehicle’s weapons in each of their turns. The technomancer may not make move
actions while casting this psychic power.
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Telekinesis
Use of psychic abilities to manipulate and move physical objects is a fairly common ability among
psykers. Psykers often work beyond the physical, but some focus their efforts in manipulating the world
around them. These telekinetic psykers, while seemingly mundane at first, are able to tear bolted doors
off their hinges, warp metal girders to make walkways unstable, or even cause one’s organs to twist
and rip.
1. Telekinesis: The psyker begins to break down the barrier between reality and their mind. The
telepath’s powers begin to manifest physically, and they can move physical objects with their mind. To
cast: 13. One action. Extended. The telepath may lift an object up to size Small and weighing up to
30kg. The object must be a single item, and not a part of something larger (e.g. organs inside a body).
The object must never be more than 30ft away from the telepath or control is lost. The objects may
be lifted, turned, pushed, or thrown (up to 60ft in one round). Thrown objects may be used as a
Thrown Weapon. Attempt a normal attack roll applying proficiency bonus to hit the target. Damage is
equal to 1D4 Bludgeoning damage, increasing the damage by an additional 1D4 for every full 10kg the
object weighs. Once the power ends the objects will drop. Lasts 5 rounds. Lesser form: Lasts 1 round.
2. Haemorrhage: Tearing at unseen organs from within their foe, the victim is subject to a crippling
and horrifying experience. To cast: 13. One action. Instantaneous. Select a target within 40ft. Inflict
4D4 Slashing damage on the target creature. In addition, the target is Stunned for the next D3 rounds
if it cannot succeed a DC12 Constitution saving throw. Lesser form: 2D4 Slashing damage and no
Stunned.
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3. Crush: Telekinetic powers manipulate the gravitational field around the victim, only moments before
they are crushed into themselves. To cast 12: One action. Instantaneous. Select a target within 30ft.
Inflict 2D8 Bludgeoning damage on the target creature. Targets with an AC above 15, vehicles, and
targets that are size Large or higher suffer an additional D8 Bludgeoning damage. Lesser form: 1D8
Bludgeoning damage, no additional damage for AC, type, or size.
4. Greater Telekinesis: Drawing on the unstable powers of the Warp for mental resolve, larger items
like people, furniture, and boulders can be lifted with a thought. To cast: 16. One action. Extended. The
telepath may lift an object up to size Large and weighing up to 100kg. The object must be a single
item, and not a part of something larger (e.g. organs). The object must never be more than 50ft away
from the telepath or control is lost. The objects may be lifted, turned, pushed, or thrown (up to 100ft
in one round). Thrown objects may be used as a Thrown Weapon. Attempt a normal attack roll
applying proficiency bonus to hit the target. Damage is equal to 1D8 Bludgeoning damage, increasing
the damage by an additional 1D8 for every full 20kg the object weighs. Once the power ends the
objects will drop. Lasts 5 rounds Lesser form: Lasts 1 round.
5. Cripple: The joints of the psyker’s foes are painfully tightened, placing the victim in a paralysed state
of agony. To cast: 14. One action. Extended. Select a target within 30ft. The target creature must pass
a DC16 Strength saving throw or be Paralysed for the next three rounds. Targets that are size Large or
higher have Advantage on the saving throw. Lesser form: Lasts 1 round.
6. Teleport: A psyker hurls themselves and others through a tear in reality, materialising elsewhere a
moment later. To cast: 17. Extended action. Instantaneous on 2nd round. Two consecutive turns must
be used preparing this action during which the caster cannot move or take actions. On the second turn
pick the telepath and up to 4 other friendly targets within 20ft and line of sight. If the telepath can see
the point at which they wish to teleport, then they may do so freely. If the leap is to an unseen location,
then the telepath must roll a D20 Based on how successful this is the GM will determine if the landing
is safe (GM discretion depending on location being teleported to). This chosen point must be within
3000ft. When rematerializing, the characters arrange themselves within 5ft of the telepath and in an
empty space able to fit their size. Randomise positioning. If there is not enough room to fit any of the
teleported characters, then the characters without enough room suffers 4D8 Slashing damage and a
roll on the Long-term Injury Chart as they have rematerialized with part of themselves missing or with
something intersecting their body.
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Scrying
Knowledge is power, and psykers that master the art of scrying know an awful lot… Also known as
telepathy, the discipline of scrying is a field of psychic knowledge revered by the likes of nobility and
generals for giving them an upper hand during negotiations and planning. The future is never a certain
thing, much like the turbulent currents of the Warp, but scryers can reach out and receive some hidden
knowledge not shared with others.
1: Heightened Senses The telepath heightens the senses of their companions and slows time just
enough that their reflexes and mental processes function more efficiently. To cast: 12. Bonus action.
Extended. The telepath and any friendly characters within 30ft gain a +3 bonus to Perception and
Investigation checks and attack rolls for the next 3 rounds. Lesser form: +1 bonus to Perception checks
and attack rolls.
2: Transmit The telepath opens a psychic conduit between themselves and their companions, allowing
their thoughts to be shared with each other. To cast: 7. Bonus action. Extended. This Power allows for
shared psychic communication between the telepath and 4 others within 300ft for 5 minutes. This can
only be for sentient and intelligent creatures. All affected characters may communicate with each
other. Lesser form: 60ft range, only lasts 30 seconds.
3: Mind Scry: Even one’s mind is not a safe space from a telepath’s gaze. To cast: 10. One action.
Instantaneous. This Power allows the telepath to try and read the thoughts of a target within 60ft and
line of sight. Roll a D20 and add the player’s Wisdom characteristic modifier. Depending on this roll
the GM will provide a level of information that the target has. Regardless of how low this roll is the
GM should still give some relevant information if available. Lesser form: The telepath has
Disadvantage on the roll to determine what information is given.
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4: Siren Screams The psyker allows the murmurs of daemons to be heard by their foes, filling the area
with otherworldly shrieks. To cast: 15. One action. Instantaneous. All targets within 30ft must pass a
DC16 Wisdom saving throw or suffer 2D6 Warp damage and have Disadvantage on their next turn.
Targets that cannot hear sound are immune to this. The psyker suffers an automatic point of Trauma
after this psychic power has been cast. Lesser form: 1D6 Warp damage and no Disadvantage.
5: Dominate: The latent psyker can try and psychically dominate an opponent, bending them to their
will. To cast: 16. One action. Instantaneous. Select a target within 50ft. The target must pass a DC14
Charisma saving throw or the psyker may control the target creature during their turn. This power
only works against sentient, living creatures. During the controlled turn the target may not directly or
indirectly harm themselves (its sense of self-preservation will remain!) but it may take other actions
as normal. Lesser form: The target has Advantage on its Charisma saving throw.
6: Invisibility The telepath pulls a fold within reality and places a veil upon a target, rendering them
impossible to detect beyond psychic means. To cast: 17. One action. Extended. Make a target character
within 15ft Invisible for 5 minutes. A creature may attempt a DC25 Psyker skill check to attempt to
reveal the Invisible character. If the Invisible character attempts to make an attack roll the psychic
power ends (note that other actions may be completed as normal). Lesser form: Lasts 1 minute.
Psykers who can take powers in Light of the Emperor: Acolyte, Missionary
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1: Touch of Life: The missionary lays their hands upon an injured companion and with mumbled
prayers their wounds close and heal. To cast: 12. One action. Instantaneous. Target creature within 5ft
immediately receives 1D10 + Religion skill modifier in hitpoints and may recover from all Conditions.
A level of exhaustion is removed from the character. The target must not have a Taint of Chaos or be
a vehicle or mechanical. Lesser form: Heal D6 hitpoints, no change in condition or exhaustion.
2: Hammer of Vengeance: With a halo around their head, this character leads their companions into
battle to smite the wicked with burning light. To cast: 14. Bonus action. Instantaneous. This character
and all friendly characters within 40ft deal Holy damage for all Melee attacks for the next 5 turns. Each
character adds 1D4 Holy damage to each of their Melee attacks. Lesser form: Only add 1 point of Holy
damage to each Melee attack and the original damage type remains.
3: Consecrate: The ground that a follower of Chaos stands upon erupts with fire and light, burning the
flesh of the heretic. Wherever the blasphemer steps they will suffer as the ground scorches them. To
cast: 14. One action. Instantaneous. Choose a target within 30ft with a Taint of Chaos or that is a
Psyker. The target suffers D8+1 Holy damage each turn until it can pass a DC13 Constitution saving
throw or the Prayer ends. The missionary may continue taking actions once this Prayer has been
completed, but if they attempt another Prayer then Consecrate ends immediately. Lesser form: The
target suffers D4 Holy damage and the Constitution saving throw DC is lowered to 10.
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Chapter 11: Trauma
Physical:
While adventuring and living a life of constant danger, one can expect all manner of horrifying physical
injuries to take place. This may involve anything from gunshots and stab wounds all the way up to
missing limbs, burns from warpfire, and other disfigurements. Such injuries hurt more than the body.
A character is to make a Trauma check for every time their character drops to below half of their
maximum hitpoints (maximum of once per day).
Mental:
In addition to physical scars, anyone facing against the galaxy’s foes can expect to acquire mental scars
that must be healed and taken care of too.
A character is to make a Trauma check as advised by the GM following any particularly frightening or
horrifying experiences. This may involve facing reason-defying Warp entities, sickening Chaos rituals,
disgusting Xenos species, particularly cruel interrogations, or anything similar.
Trauma Checks:
To make a Trauma check the character makes a Willpower ability check, applying any bonuses to either
Trauma or Willpower. The check is DC15. If the result is less than a 15 then the character acquires a
point of Trauma. No Advantage may be applied for Trauma Checks except through using a point of
Inspiration. Proficiency and Ability modifiers still apply.
If something is particularly traumatic then the GM may have characters attempt several Trauma
Checks for the incident. These are to be taken as separate rolls, applying any relevant bonuses to each
roll.
Some results on the Warp Abnormality table will inflict Trauma upon characters.
Healing Trauma:
Time heals all wounds, though slowly. Given time and rest away from violence and fear, the character
has a chance to process their experiences and come to terms with some of the things they have seen,
experienced, or even done themselves.
When travelling or resting for a reasonable period without combat or stress; the character may
attempt another Trauma check, this time with DC10. If passed the character may remove a point of
Trauma.
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Effects of Trauma:
Trauma is cumulative. Characters with multiple levels of Trauma applies all modifiers.
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Chapter 12: Vehicles
Vehicles are a common and every-day occurrence for most of the people of the Imperium of Man. On
Forge Worlds and naturally those who live in the Void these are powerful constructs that dictate their
lives, or they have their lives devoted to them. While instead those on Frontier or Feral Worlds may see
these must less often, and perhaps have little understanding of them. Regardless, it is very likely that
you will come across and use them in your adventures.
Vehicles have profiles representing their structure, features, and resilience. They don’t act as
Creatures unless activated and controlled by a crew. The users must be reasonably familiar with the
controls to add their Proficiency bonuses to any rolls regarding activating or driving the vehicle. To
start a vehicle and run initial diagnostics requires an Engineering skill check (see table below).
Controlling and manoeuvring a vehicle is a Piloting skill check with the difficulty corresponding to the
terrain that is being piloted through. Proficiency bonuses are only applied to firing Armaments on
vehicles if the character has proficiency in piloting this type of vehicle.
Unless stated elsewhere, all vehicles have Resistance to Bludgeoning, Piercing, Psychic, and Slashing
damage. They have Vulnerability to Corrosive damage. Vehicles are Immune to Poison damage.
Vehicles listed as being Open-Topped mean that the crew can be targeted by enemy creatures with
ranged attacks, though these shots have Disadvantage. Crew in Open-Topped vehicles may be
targeted by melee attacks from enemy creatures. Vehicles and crew do not provoke Attacks of
Opportunity when making Move actions to move 5ft away from enemy creatures. Passengers may
embark and disembark during their turns as part of a Move action. If a vehicle made a Dash action in
its last turn when a passenger attempts to disembark then they must pass a DC15 Dexterity saving
throw or suffer 2D6 Bludgeoning damage and knocked Prone for a turn.
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The vehicle acts in place of the pilot in combat. Vehicles act as a controlled creature by the pilot and
may make Move, Dash, Attack, and Ram actions. Armaments may be fired as part of an Attack action
(following relevant weapon profiles and positioning). A Ram action may be attempted by APC and
Tank category vehicles. A Ram is a melee attack in which a vehicle ends its turn adjacent to a target
and foregoes shooting for that turn. The target suffers 4D6 Bludgeoning damage unless they can pass
a DC13 Dexterity saving throw and move 5ft aside to avoid the vehicle. If there are no safe squares
within 5ft to move to then the target instead suffers an additional 2D6 Bludgeoning damage regardless
of whether they pass the saving throw or not. A Walker may attempt a Ram attack, but this causes
2D6 Bludgeoning damage and the Dexterity Saving throw is raised to DC16.
If a vehicle is destroyed with characters aboard, then they are at serious risk of a fiery death. Crew on-
board a vehicle must pass a DC15 Dexterity saving throw to bail out of the vehicle or suffer 3D6 Fire
damage. If the vehicle is Open-Topped the characters get Advantage on this roll. Characters trying to
bail out of flying vehicles must have suitable equipment such as a parachute or flight-suit or else suffer
instant death. Vehicles hovering or in low-flight may be bailed out of as normal, but characters will
suffer appropriate fall damage.
Passengers on an Open-Topped vehicle may make a shooting attack from the vehicle in their turn,
treating the vehicle as a platform to fire from. The pilot of the vehicle cannot attack with their own
weapons from the vehicle and control the vehicle at the same time (but may fire vehicle Armaments).
If the vehicle moved in this round the passengers count as having moved for the purposes of shooting.
Note: Due to the costs and resources involved in maintaining and running these vehicles, the GM
should avoid allowing characters to “own” these until at a higher level. At low level their use may be
from stealing, borrowing, salvaging, or temporary ownership.
Vehicle Type:
Vehicle Type: Description:
APC Armoured Personnel Carriers are battle transports, often lightly armed.
Bike Fast and typically only on two wheels. Provides little protection to rider.
Flyer Vehicles capable of flight and moving up to low-orbit, or even into space.
Skimmer Flying low to the ground, and capable of hovering or turning quickly.
Tank Heavily armed and armoured, these vehicles can act as battering rams
Transport Vehicles dedicated towards protecting and delivering personnel.
Utility Vehicle Slow and robust, this includes mining or factory machinery, civilian vehicles.
Voidship Space vessels like trawlers, yachts, and military craft. OFten Warp-faring.
Walker Held up by mechanical limbs, able to navigate almost all terrain but slow.
Weapon Placement Fortifications, platforms, and siege equipment. Slow moving or immobile.
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Terrain Type:
Terrain Type: Description:
Aquatic Vessels that float above bodies of liquid or submerge beneath them.
Atmospheric For vehicles capable of flight, but strictly within an atmosphere.
Burrower Any vehicles capable of moving through the ground by tunnelling or digging.
Ground Generic term for any vehicles that travel over land by wheels, treads, or legs.
Immobile Structures and fortifications like bunkers and turrets
Low-Orbit In orbit around a planet or moon; space ports, satellites, research stations, etc.
Space-Faring Capable of travelling in the vacuum of space but not always able to Warp travel.
Warp-Waring Ships able to leave reality and enter the Warp to travel enormous distances.
Roll Result
1 Critical Failure: The vehicle completely shuts down and has suffered significant damage.
Until repaired the Vehicle cannot move, nor fire any Armaments. If not Open-Topped the
crew must break open the hatch or door to escape. If this Vehicle is an Aircraft, Jetbike,
or a Skimmer high enough from the ground then it suffers Falls damage as normal. This
damage requires extensive parts replacement and cannot be quickly repaired.
2 Fuel Ablaze: The volatile fuel used in running the vehicle has been set ablaze. The Vehicle
begins suffering D8 Fire damage every turn, including this turn. This fire may be
extinguished by a DC25 Engineering check by a crew member or passenger. One action.
3 Immobilised: With a grinding slam of gears, the vehicle’s engine sputters and dies. Until
repaired the Vehicle cannot move. If this Vehicle is an Aircraft, Jetbike, or a Skimmer high
enough from the ground then it falls and suffers Fall damage as normal.
4 Weapon Destroyed: A direct hit has taken out a weapon of the vehicle. Randomly select
an Armament of the Vehicle. It may not fire with this weapon until it is repaired. If the
vehicle has no Armaments left apply a Vehicle Stunned result instead.
5 Vehicle Stunned: The vehicle is temporarily knocked out of action and is useless until the
system restarts itself. For this turn the Vehicle may not move, nor fire any Armaments.
Passengers may not fire from the vehicle if it is Open-Topped for the next round. If this
Vehicles is an Aircraft, Jetbike, or Skimmer then it will stall and drop 20ft. If this is low
enough to hit something, apply Fall damage as normal.
6 Vehicle Shaken: The vehicle rocks wildly and the crew must brace themselves. Armaments
may not be fired this turn. Passengers may not fire from the vehicle if it is Open-Topped
for the next round.
7-8 Damaged armour plates: The armour panelling that surrounds the vehicle has been torn
apart. Permanently reduce the vehicles AC by 2 until it is repaired.
9-10 Crew Shaken: Rocked by shells, the vehicle is too unstable to fire from reliably. Passengers
may not fire from the vehicle if it is Open-Topped for the next round.
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Chapter 13: Additional Rules
Chapter 13 is dedicated to minor rule changes, additions, and clarifications. These are the rules that
mark this RPG out from D&D 5E and Dark Heresy 2E. They incorporate implanting bionics, shooting
guns, and navigating the horrors of the Imperium. As always, GM discretion.
Armour Penetration:
Some weapons are particularly good at cutting through thick armour or metal plating.
A penetration rating alters the enemy’s AC when targeted by attacks with Penetration. It can never be
reduced beyond 10 + Dexterity Modifier of the target. Does not apply to natural armour on creatures.
Applies to Vehicle AC. This is listed in the relevant weapon profile.
Attacks of Opportunity:
Characters must be wary of side-stabs and the unexpected slash of a blade when moving through a
swirling melee.
As normal, attacks of opportunity must be melee attacks. Note however that these attacks may still
be made with Pistol weapons as per a normal melee attack without disadvantage. No other Ranged
Weapons may be used to make attacks of opportunity.
Bionics:
Most that suffer terrible injuries and have lost limbs in the Imperium of Man are left to starve and live
a life of desperate poverty. But for a wily adventurer with access to money and influence they need to
face such a terrible fate. Leave that for the others!
There are four types of bionics in The Time of Ending. These are bionic arms, chest, eyes, and legs.
When these are damaged (usually from critical hits), apply the following rules:
All the relevant effects are removed once an implant has been successful.
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Implanting bionics:
The implanting of bionics is not an easy task and requires special training, medical protocols, and
equipment. Appropriate facilities should be found first before attempting an implant. Even a healthy
limb or eye can be removed to have a bionic attached, such are the benefits of being improved by
technology.
The performing doctor or engineer must pass either a DC15 Medical or DC18 Engineering skill check
to successfully implant the bionics. If this is successful, the bionic is successfully implanted and after 3
days of recovery the patient is free to apply the benefit of their implant (see Equipment rules on
bionics). If the roll is failed, the patient must pass a DC12 Constitution saving throw every day. Until
there are three consecutive successes the negative of not having the bionics continues to apply and
an additional D8 hitpoints is lost due to the surgery (to a minimum of 1).
Voluntary implants are largely done in the same manner as a normal implant. The difference is that
the Constitution saving throw for recovery is raised to DC14 as the body reacts in shock to losing
working parts. In addition, due to the disturbed nature of removing one’s perfectly working limbs and
organs the character suffers D3+1 Trauma points. Unlike ordinary Trauma points these may not be
removed later and are permanent mental scars due to the alarming nature of harming oneself.
Just as ordinary limbs can be crushed, broken, and destroyed so too can their bionic replacements.
If a bionic implant is damaged, then the character again suffers the same negatives as if it had lost that
body part. An additional D6 Energy damage is caused to the victim as the implant short-circuits.
A DC16 Medical or DC19 Engineering skill check is required to correctly repair the damaged parts. Just
as implanting, this requires appropriate facilities. The rest time is reduced to 2 days of recovery.
Black-Market Purchases:
Items listed as being black-market and/or specialist are particularly difficult to acquire, and players
must search for sellers and convince them to let them buy these items.
Only one attempt may be made in a day for attempting Black-Market Purchases. Any Charisma skill
(Deception, Intimidation, or Persuasion) roll must be made for buying any Black-Market items.
Advantage may not be applied to Black-Market checks. The result of the Black-Market check may be
used to make multiple purchases. The GM has the right to alter the DC depending on the regional
availability of the items, the number of items that are being requested, and/or the quantity desired
(buying one Melta Bomb might be achievable. Buying half a dozen will be riskier and more noticeable).
Failed rolls will involve the sellers telling players to leave, raising the price to unreasonable levels,
creating a scene, or even reporting the players to regional authorities. GM discretion. No further Black-
Market rolls may by the player characters with this seller until they have had a long rest.
The required DC for the Black-market roll is listed in the relevant Ammunition, Armour, Equipment, or
Weapon listings. GM discretion on whether players can start with Black-Market gear.
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Bolt Weaponry:
The effectiveness of bolt weaponry is due to it firing high-
calibre shells that pack an explosive payload. While lethal,
such weapons require a strong hand to use reliably and
control recoil.
Bonus Actions:
There are many class features and psychic abilities that are
utilised as bonus actions. These act as normal except that
if a situation arises in which a player wishes to use two
abilities that require a bonus action in their turn, this player may substitute their normal action as an
additional bonus action for that round. This would mean that a character can move and perform two
bonus actions in their turn, but not other actions such as attacking or hiding.
Called Shots:
A bullet in the eye, a burst oxygen tank, a damaged sensor array… Not all problems need to be solved
with explosions or a storm of bullets. Sometimes all it takes to get a job done is a single bullet carefully
aimed at a vulnerable area on the target.
When a character or creature aims at a particular area of a target this is called making a Called Shot.
Called Shots are normally done at Disadvantage. However, as a reward for making a called shot, the
GM should give some sort of bonus for taking this risk. We recommend allowing the player to choose
a result on the Lingering Injuries and Disease chart prior to rolling the Called Shot attack roll. For
vehicles instead select the Vehicle Critical Hit Table.
A character may have up to a single two-handed weapon and a single one-handed weapon or two
single-handed weapons as “combat ready” to swap between as a bonus action. Characters may only
swap their carried weapons at the start of the turn. It is a bonus action to swap weapons. This may
also involve swapping two Light weapons so that the other is now the offhand weapon suffering the
lack of an ability modifier to the damage. To take a weapon out of the pack and replace it with another
already in use takes an action.
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Carrying Weight:
Sometimes what’s needed is just throwing things over your shoulder and marching onwards yourself.
Your carrying capacity is your Strength score multiplied by four. This is the weight (in kg.) that you can
carry. For example, a character with Strength 10 can carry 40kg without penalty. If a character is
carrying more than its maximum weight it cannot make Dash or Disengage and moves at half speed in
combat, nor will they add their proficiency bonus to any attack rolls. In addition, they will travel at half
speed and suffer exhaustion twice as quickly out of combat.
Characteristic Increases:
When characters increase in level and gain a Characteristic Increase bonus, they may increase either
one of their six characteristic scores by 2, or instead increase by two of them by 1. Alternatively,
instead of increasing their characteristics, they may gain a chosen Feat listed in Chapter 7.
Cover:
Often the best survival strategy is to duck and run for cover from the hail of bullets around you.
In The Time of Ending there are 5 levels of cover. The GM should be clear in which level of cover a
target or player is in depending on angles/obstructions. The AC bonus provided by Cover can be
reduced by Armour Penetration, but only by up to 2 points. GM’s should note that the size of targets
will influence what level of cover they are in. Small targets can hide easier than a Large target.
Damaged armour has the benefit it provides reduced by 3. Attacks with a damaged weapon are done
with Disadvantage.
If multiple weapons are held by the character, then the only weapons affected are those that were
being wielded when the damage was caused. Shields are classified as Armour and are included in
calculatimg a reduction in Armour class by 3. Repairing armour and weapons requires a DC20
Engineering check. This check may be attempted once per long rest. Alternatively, any skilled NPC
characters with suitable equipment or facilities can be persuaded or paid to complete the repairs
(Including by an Engineer with the Rough Repairs special rule, or by paying a mechanic/repairer 10cr).
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Damage types:
There are many ways to experience pain and death in the 41st millennium. To represent this there are
different damage types. Creatures and characters can have modifiers to damage under the following
three categories: Vulnerable, Resistant, and Immune.
- If a target is Vulnerable to a damage type, then double the amount of damage that is applied
to the target.
- If a target is Resistant to a damage type, then half the amount that is applied to the target
(rounding down).
- If a target is Immune to a particular type, then no amount is applied to the target.
In keeping with the 41st millennium, the damage types have been adjusted to reflect the threats
wandering the galaxy. The damage types in The Time of Ending are:
Type: Description:
Bludgeoning Blunt force trauma from physical attacks such as hammers, clubs, and fists.
Cold Flesh burns and is numb when exposed to extreme cold, includes frost weaponry.
Corrosive Chemical damage, including acidic substances from Warp entities or xenos.
Energy Intense energy. Las and Plasma based weapon-types, some xenos based weapons.
Explosive Damage from explosions and blasts, typically from grenades or bolt shells.
Fire Damage from heat and flames to either burn or melt, including flamethrower
Holy Powerful against Chaotic forces, often from religious figures and blessed weapons.
Piercing Stabbing attacks from bladed weapons as well as damage from physical bullets.
Poison Toxins and venoms from chemicals and poisons of fauna and flora.
Psychic Damage from controlled and manifested warp energy from humans and xenos alike.
Slashing Bladed weapons such as swords and the claws of vicious beasts.
Warp Unnatural forces strike at soul and body alike. Daemonic and Chaos based damages.
Extra Attacks:
When characters level up and gain the Extra Attack bonus, they do not get to make multiple ranged
attacks a turn (that would be overpowered ha-ha). These extra attacks only apply to melee attacks.
These extra attacks stack regardless of multi-classing. This includes no extra psychic powers a turn. A
character’s attacks can involve a single ranged attack which can be combined with multiple melee
attacks up to the number of attacks they have. If you have several extra attacks may interchange
between melee and your ranged attack (e.g. if you have three attacks then you may make a melee
attack, move 10ft, make your ranged attack, keep moving another 10 ft, make another melee attack).
When following the rules for two-weapon fighting (being armed with two one-handed weapons), the
Extra Attacks are added to the additional off-hand attack. The character’s melee attacks can be divided
between the two weapons as much as the player wishes. Note that all attacks with the off-hand
weapon are done without a proficiency bonus. The additional attack from two-weapon fighting may
not be a ranged attack.
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Fear of the Unknown:
The citizens of the Imperium are deeply ignorant of the galaxy and what lurks within it. Most humans
are so ignorant and bigoted that they act with disgust towards any who are different. Even the Space
Marines, saviours of mankind, are regularly denied as even existing by the very people protected by
them; so rare are sightings.
When players are first confronted by something they are not familiar with they must pass a Trauma
check. For a xenos species or subhuman target the check is DC12. For a chaotic, mutant, or warp target
the check is DC16. This check may be attempted once a day. Given a suitable amount of time the
characters automatically pass. Until this is passed the characters have Disadvantage on any Charisma
based checks towards the target and are Frightened of it in combat situations if they cannot pass a
DC10 Willpower check at the start of each round.
Firing Modes:
Ranged Weapons are listed with various Firing Modes that may be used with that weapon.
The shooter may elect to “sweep” their shots when firing in Full-Auto. No proficiency bonus is applied
to these attack dice making a sweep. To sweep, the shooter begins by choosing their initial target and
declaring how many attack dice will be used against this target (minimum of 1). Other targets may be
chosen within 10ft of the initial target and in line of sight and range to the shooter, and the shooting
player again declares how many dice will be used against this additional target. Continue doing this
until all attack dice have been allocated. Further targets may continue to be chosen so long as they
are within 10ft of the last target, and within range and line of sight to the shooter. Only after this are
the attack dice rolled, in the order of targets chosen (weapon jams still apply to swept shots and will
thus affect the order).
The character may only move at half speed (rounding down to the nearest 5ft) when firing a gun at
full-auto.
Healing:
Most don’t get to know the care and kindness of others in their final moments, surrounded by their
loved ones trying to save them from Death’s embrace. Be grateful if it happens.
Medi-packs may only be applied twice a day for any character. This doesn’t apply to resuscitating
characters making Death Saving Throws. Healing from Prayers, Psychic Powers, or other means may
be applied as many times as possible.
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Hostages and Human Shields:
It is inevitable that the rough and violent nature of man leads to hostage situations… But what better
shield is there than an innocent civilian?
Hostages are any characters under player control via a Grapple or the threat of violence. Creatures
and characters that are too wild or uncontrollable may not be taken as hostages at the GM’s
discretion. Characters that are currently being held Hostage may be Interrogated.
Keeping someone as a human shield: A weapon must be reasonably positioned in such a way as to
harm the target if they should resist. If this weapon is knocked, the character is distracted, or the
hostage is harmed then they may attempt to escape as per escaping a Grapple (against either an
Intimidation or Strength based check, hostage taker’s choice). May not attempt to escape the Grapple
so long as they remain suitably threatened. If successful they break free. If unsuccessful they continue
to be held as a human shield.
Effects of having a human shield: +3 AC. If the attack roll produces a result that would have hit the
target ordinarily but has not due to the AC bonus of the human shield, then it strikes the hostage
instead. This will cause the hostage to attempt the break the human shield as listed above. The
movement speed is reduced by 10ft. May only use a single-handed weapon.
Improvised Weapons:
Fights are not usually dignified affairs, any and all objects that can be used to harm others.
See the 5th edition rulebook. Shields count as a Martial Weapon for calculating weapon proficiency.
Interrogation:
Good information is priceless and is often needed to find what people are looking for.
A face to face roll is required where the Interrogator applies their Intimidation bonus against the
victims Willpower bonus and comparing the difference in results to the Cooperative/Uncooperative
status of the victim below. Extended action at GM’s discretion to decide length of time necessary. An
Interrogation may only be attempted against a target that is currently being held Hostage.
Cooperative: Characters that are scared or hesitant but not overtly hostile can be considered
cooperative. Roll higher by 5 to find minimal information. Roll higher by 10 to find detailed
information. Roll higher by 15 for all information.
Uncooperative: Hostile and enraged characters can be considered uncooperative. Roll higher by 10 to
find minimal information. Roll higher by 15 to find detailed information. Roll higher by 20 for all
information.
Torture kits add a +5 bonus to the roll and require appropriate time and location to apply, but the
target is likely to become hostile and uncooperative with the user following the Interrogation.
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Languages:
A careful word at the perfect moment can decide the fate of entire worlds.
The languages present in the 41st Millennium are far more varied than in D&D. Regional dialects would
play a large role in communication, but Low Gothic will be universal enough for characters to be
understood by almost all humans regardless. All characters know Low Gothic unless specified.
List of languages: Low Gothic (Common equivalent), High Gothic, and Mechanicus (Lingua-technis).
Heretical languages: Dark Tongue (written in chaos runes, speaking this aloud may activate the
powers of Chaos)
Xenos languages include: Aeldari, Drukhari, Demiurg, Kroot, and Tau Lexicon.
Written languages: Necrontyr Glyphs (audibly heard as static), Q’Orl Formulas (only spoken in clicks
by Q’Orl).
A character that has dropped to 0 hitpoints and is stabilised must roll on this table. If the character is
stabilised from a Medipack or a Psychic Power or similar ability, then they do not need to make a roll.
Maximum one roll per day, regardless of number of times that the character has dropped to 0
hitpoints. The effects last 7 days unless stated otherwise. Effects requiring bionics (results 1 to 4) are
permanent.
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Massive Damage:
Massive damage represents something causing so much damage that limbs are ripped apart and
chunks of the player are blown off entirely.
Massive Damage checks are made for when a character takes damage matching or exceeding the
appropriate damage limit within a single round. When a player takes Massive Damage in the space of
a single round, they must pass a DC12 Constitution saving throw, or be killed outright. Even if they
pass, the character is knocked Prone for their next turn.
Maximum Hitpoints:
No matter how determined or dedicated a character may be, it remains that they are made of flesh
and blood. There is only so much that a mortal form can accomplish in such a dangerous galaxy.
Characters in ordinary D&D 5E can gain well over 200 hitpoints. But this isn’t reflected well in the
setting of 40k with guns and tanks shooting at them. How could a human survive so many direct hits
from powerful futuristic weaponry? It just doesn’t make any sense as to why a human would be able
to sustain that amount of damage. For this reason, characters have a strict limit on their hitpoints.
This places a greater value in AC, temporary hitpoints, taking cover, and resistance rather than just
trying to collect as many hitpoints as possible to survive. This also reduces the role of luck in deciding
your character’s resilience in the long-run.
For characters with levels in backgrounds with differing Hit Dice, their
maximum will need to be calculated. This is a matter of finding the
average by level. The calculated maximum will be affected based on
character level. A level 20 character with 12 levels in the Soldier
background (D10 Hit Die) and 8 levels in the Medic background (D8 Hit
Die) will calculate their maximum 10 divided by the player level
multiplied by the average i.e. (12 x 10 + 8 x 8). This results in a
maximum of 92 hitpoints.
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A level 15 character with 12 levels in Soldier and 3 levels in Marksman would have 10 (Soldier class
has Hit Dice DC10) divided by the player level and add this again for other levels (12 x 10 + 3 x 8 = 144).
Thus 10/15 multiplied by a total of 144. Then 10 times 9.6. And finally, the hitpoint maximum of 96.
Not super tricky but pull out a calculator. You will need to recalculate this each level as it will be
adjusted depending on how the player intends on developing their character.
Next, an example of a character with more than two backgrounds with its multiclassing: A level 15
with 5 levels in Brute (Hit Dice D12) and 5 levels in Scholar (Hit Dice D6) and 5 levels in Medic (Hit Dice
8) has maximum health calculated by (12 x 5 + 6 x 5 + 8 x 5). Following this you will reach 86.67.
Rounding to the closest number we get 87 as the hitpoint maximum.
Even if a player reaches their hitpoint maximum but their maximum increases based on later
background choices; they will continue to increase their health level by level. No hitpoints carry across
from other levels. And vice versa, if a character has reached their hitpoint maximum already, but their
maximum decreases based on background choices, then they will decrease to their new maximum.
New Hit Dice rolls only need to be made when increasing health, not reducing it.
This isn’t intended to dissuade players from multiclassing their characters; but to try and ensure
characters are differentiated and realistic in the worlds around them. A small amount of calculating
when levelling up seems a fair trade to try and ensure this. If people find this too complicated or
difficult then the GM can choose to dismiss this and set a general 100 hitpoint cap for all characters.
Ranged Weapons can be used as an Improvised Weapon in combat. This does 1D4 Bludgeoning
damage. This is not available for Heavy weapons or Pistols.
May not make ranged attacks when Grappled. All non-Light and non-Pistol ranged weapons are two-
handed. Keep note that ranged attacks from non-Pistol ranged weapons are at Disadvantage while
enemies are within 5ft and aren’t incapacitated.
Pistol: Weapons of this type are limited to Single fire mode. Pistol weapons may be fired at an enemy
within 5ft without the normal penalty (penalty still applies to shooting a target beyond 5ft away while
an enemy is within 5ft). Pistols have the Light special rule and can be paired with other Pistols or Light
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melee weapons for two-weapon fighting. Pistols are one-handed, and all other non-Light ranged
weapons are assumed to be two-handed unless otherwise stated. Normal modifiers still apply.
Readied Actions:
Readied actions work as per the D&D 5E rulebook. Making a ranged attack against a target that only
appears for 5ft (or less) of movement and then disappears again in the same turn counts as a Fleeting
Target. This represents figures running past doorways, small hatches, a window, etc.
To successfully make a Readied ranged attack against a Fleeting Target the attacker must first pass a
DC10 Sleight of Hand skill check to represent their quick reflexes.
Readied Actions that are a ranged attack cannot fully utilise their Full-Auto firing mode against a
Fleeting Target due to how short it is visible for. If the weapon has another firing mode than Full-Auto,
it must use one of its other modes. If a weapon only has the Full-Auto firing mode, then they consume
10 rounds of ammunition but may only make two attack rolls if their check on the Fleeting Target is
successful.
Reloading Weapons:
It takes an action to reload a ranged weapon. As specified in the Ranged Weapon Categories, it takes
two consecutive turns to reload a heavy weapon.
Scavenged Weapons:
Weapons taken from dead enemies, found hidden in the wilderness, or other unreliable sources are
more likely to jam.
Scavenged Weapons jam on a natural roll of a 3, in addition to natural rolls of 1 and 2. The Scavenged
status can be removed from a Weapon by passing a DC25 Engineering check or paying a local
weaponsmith to service the weapon (GM discretion). Takes a full day to accomplish.
Skills:
Included is a brief description on each skill to assist players and GM’s alike in determining which skill is
relevant for a particular check. Some skills have been removed, added, or changed.
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Medicine Wis Providing medical care, diagnosing and preventing illness.
Nature Int Knowledge of plants, animals, and natural phenomenon.
Perception Wis Senses for spotting, hearing, and noticing presence of others.
Persuasion Cha Ability to convince or influence others through speech.
Piloting Int Control and navigation of vehicles.
Psyker Int Knowledge of the Warp, detecting psykers and traces of Chaos.
Religion Int Knowledge of theology, churches, cults, and religious practices.
Sleight of Hand Dex Ability to do complex and fiddly tasks, often without being noticed.
Stealth Dex Ability to sneak past or upon others without being detected.
Survival Wis Tracking, navigating wilderness, defying exhaustion and hunger.
Willpower Wis Mental strength, particularly regarding trauma and psychic resistance.
Put simply, if you are listed as having Proficiency from one place then you add your Proficiency bonus
to checks on that skill as normal. Multiple proficiencies with weapons provide no bonus/change.
If you have Proficiency from two places you have an inherent Advantage. You add your proficiency
bonus to Advantage rolls as well as rolling two D20s and choosing the higher as normal. Constant
Advantage on skill checks raises the bar on specialist characters.
If you have Proficiency from three places, or an Advantage and Proficiency then there is no additional
bonus.
If you somehow have Proficiency from four places (is that even possible
outside of multi-classing?) or Advantage from two places, then you get
“double Advantage”. This means you add your proficiency bonus to the
roll twice as well as rolling two D20’s and choosing the highest. This
highest level of bonus represents enormous amounts of training and
experience, and a lifelong focus on the practice.
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Suppressing Fire:
A hail of bullets can effectively turn an area into a death trap and halting enemy from moving through.
Costs 10 rounds of ammunition and requires a weapon capable of firing at Full-Auto. Requires a full
turn to prepare, character may not move or make any other actions. Pick an area taking up a 15ft cube
within line of sight. Enemies visible in the zone take a single hit from the ranged weapon on a D6 roll
of a 3+. A target must pass a DC14 Willpower save to move in or through this zone or take visible
actions within it. This is resolved the moment they reveal themselves to the shooter.
Taint of Chaos:
The distant future of Mankind is filled with all manner of horrors; physical, mental and… otherworldly.
These unnatural monstrosities leave a mark behind, and this spreads across Man like a cancer.
The Taint of Chaos rule is used to represent an area, individual, or object which has been touched by
chaos bleeding out into reality. This may involve a heretic’s home, a renegade guardsman, a psyker, a
Traitor Marine’s weapons. Something with a Taint of Chaos is not inherently chaotic, but certainly
worthy of suspicion and further investigation. Someone hearing strange voices in their head will have
a Taint of Chaos but won’t necessarily be controlled by them. A weapon with a Taint of Chaos might
be used by someone unaware and who isn’t themselves chaos-aligned. A Taint of Chaos may be
detected by characters with a DC25 Psyker skill check. This may only be attempted on a target once a
day. A character with a detected Taint of Chaos is automatically distrusted by others and Puritan
characters are hostile to them unless seeking aid to remove the Taint.
Gain Resistance to Warp damage and Vulnerability to Holy damage. A character with a Taint of Chaos
may remove it by passing a DC25 Psyker or Willpower check or visiting appropriate Ecclesiarchy
facilities and being treated by them.
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Area with the Taint of Chaos: The Taint of Chaos will be noticed on an area with a DC15 Psyker check.
The character must be near or within the area before it can make this check. This may only be
attempted on an area once a day. If a character is within the area for more than a few hours they must
pass a DC5 Willpower or Psyker skill check or they will themselves develop a Taint of Chaos. An area’s
Taint of Chaos may be removed by removing the source of the Taint of Chaos or by a powerful member
of the Ecclesiarchy.
Object with the Taint of Chaos: The Taint of Chaos will be noticed on an item or weapon with a DC18
Psyker check. The character must be familiar with the object before it can attempt to make this check.
This may only be attempted on a target once a day. After using an object with a Taint of Chaos, the
user must pass a DC8 Willpower or Psyker skill check or else they will themselves develop a Taint of
Chaos in the next D3 days. An object may have its Taint of Chaos removed at appropriate Ecclesiarchy
facilities.
Thrown Equipment:
Thrown Equipment includes grenades, and any other combat actions involving throwing objects to
specific locations.
Making attacks with Thrown Equipment: Counted as an attack roll, applying Dexterity ability modifier
and relevant proficiency bonuses. The target DC is 12 to have the thrown object land in the correct
location. Throwing location is chosen before attempted the attack. For every point below 12 on the
attack roll result, the thrown object scatters 5ft in a random direction.
Fumbling Thrown Weapons: Equipment that can be thrown can be fumbled on the roll of a 1. On this
roll the equipment will scatter the normal D3x5ft in a random direction starting from the point of the
character attempting the throw. The GM will decide if it is fumbled into a specific location, or onto a
character/creature.
Twin-Linked Weaponry
One way to be more accurate is to fire more bullets. It isn’t subtle, but it does work.
A weapon listed as being Twin-linked has Advantage on all attack rolls but consumes twice as much
ammunition.
This is largely done the same as attacking with two Light Melee Weapons. Two Light ranged weapons
or Pistols may be wielded. One is the primary and fires as normal, and the other fires as an off-hand
weapon where the character’s ability modifier is not added to the attack roll. This is one of the few
ways in which two ranged weapon attacks may be made in a single turn.
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However, any melee attacks done with two ranged weapons may not apply any ability modifiers to
either the attack or damage rolls. This does not apply to Pistols.
For a Pistol weapon combined with a Light Melee weapon, the Pistol may be fired for as many attacks
as the character has. The ruling on only one ranged attack being allowed a turn unless the weapon is
a Pistol still applies.
Weapon Jamming:
There is little more frustrating than a weapon jamming or misfiring at the worst possible moment.
A natural roll of a 2 with ranged weapons causes the weapon to jam. For this reason, weapon rolls
with ranged weapons must be made one at a time. The shot that resulted in a natural 2 counts as
being spent. All following rounds fired in that same turn do not count and do not cost ammunition.
Modifiers still apply to the roll as normal but don’t remove the jam.
A successful DC15 Engineering check is required to unjam the weapon. This takes one bonus action
and can be completed in the same turn as the character has jammed their weapon. This means that
characters can have up to two attempts at unjamming their weapon before having the opportunity at
making another attack.
Note: The roll for jams is a natural 2 as well as a roll of a natural 1. However only a natural 1 counts as
a critical failure. It is the GM’s discretion as to whether a critical failure with a weapon will involve a
jam or some other accident can occur (hitting a nearby friend, ricocheting, etc).
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Chapter 14: Optional and Expanded Rules
The following are following optional rules for a campaign to give the GM or players more options.
These may be adjusted or ignored as player’s see fit. As always, refer to your GM’s discretion.
Note: This list will likely be extended in the near-future and within the Game Master’s Compendium.
We are currently working on rules for xenos player characters, playing as a space marine, relics of the
galaxy compendium, chaos god specific trauma tables and much more!
Crippling Damage:
Characters suffering from stress, pain, and blood loss are usually not as capable of performing complex
actions as those without such concerns.
For every full 10 hitpoints lost by the character they suffer a -1 roll to all attack and ability modifiers.
This is cumulative to all other modifiers. This may be corrected by healing, and by temporary hitpoints.
This would mean a character that has suffered 32 hitpoints of damage would have a -3 modifier to all
attack and ability rolls.
Frequent Jammer:
Weapons that aren’t reliable are no use on the battlefield. Every time a weapon jams make a note of
this. After a total of 5 jams the weapon now increases its likelihood of jamming by 1. So, after the first
six jams this now occurs on a natural roll of a 1, 2 or a 3. This is cumulative and can continue to increase.
This may be removed by passing a DC18 Engineering check to clean and service the gun. This roll may
be attempted once a day.
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Chapter 15: Example Profiles:
Vehicles Profiles:
This is not an exhaustive list and only details a few common example vehicles that are found regularly
across the Imperium.
Vehicles travelling the cold void of space connect humanity to each other, and enormous steel
behemoths wage war on behalf of humanity. Humanity would die if left to try and fight back against
its enemies without the protection of tanks and spaceships.
Chimera APC:
Imperial APC. Ground.
Hitpoints: 60 AC: 18 Speed: 45ft
Required Crew: Commander, Driver,
Gunner
Capacity: 12 passengers. 2 tons cargo.
Size: 7m long, 5.5m wide, 3.5m tall. (25ft x
15ft)
Armament: Multi-laser (360ᵒ), Heavy
Bolter (forward-facing)
Firing Ports: There is a firing port on either
side of a Chimera from which any non-heavy ranged weapons may be fired. Only one character may
use each port per round. If the vehicles has moved, the character shooting counts as having moved.
Civilian Bike:
Imperial Bike. Ground. Open-topped.
Hitpoints: 12 AC: 10 Speed: 100ft
Required Crew: Rider
Capacity: 1 Passenger
Size: 2m long, 0.5m wide, 1m tall (5x10)
Civilian Buggy:
Imperial Utility Vehicle. Ground. Open-topped.
Hitpoints: 20 AC: 12 Speed: 60ft
Required Crew: Driver
Capacity: 3 passengers, 0.5 ton cargo
Size: 2m long, 2m wide, 1.5m tall (10x10)
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Civilian Truck:
Imperial Utility Vehicle. Ground.
Hitpoints: 25 AC: 12 Speed: 40ft
Required Crew: Driver
Capacity: 4 passengers, 1 ton cargo
Size: 4m long, 2m wide, 2.5m tall (10ft x 5ft)
Devourer Dropship:
Imperial Transport. Low-orbit, Atmospheric.
Hitpoints: 160 AC: 16
Required Crew: 12 (2 pilots, 2 co-pilots, 4 flight-engineers, 2 loadmasters)
Capacity: 200 passengers. 400 tons cargo
Size: 140m long, 120m wide, 10m high
Sentinel:
Imperial Walker. Open-topped. Ground.
Hitpoints: 30 AC: 15 Speed: 30ft
Required Crew: 1 Driver
Size: 3m long, 2.3m wide, 4.8m high. (10x10)
Armament: Autocannon (forward facing)
Sentry Gun:
Imperial Weapon Placement. Immobile.
Open-Topped. Ground.
Hitpoints: 30 AC: 12
Required Crew: 1 seat for gunner. Does not require crew.
Size: 2.5m long, 1.5m wide, 2m high (5x10)
Armament: Heavy Stubber (180 rounds of ammunition. 90ᵒ facing)
Sentry: If unmanned, fires at DEX 10 at targets up to 60ft away. Automatically passes weapon jams.
Valkyrie:
Imperial Aircraft. Low-Orbit, Atmospheric.
Vertical take-off.
Hitpoints: 80 AC: 18 Speed: 60ft
Required Crew: Pilot, Navigator. 2 Door
gunners
Capacity: 12 Passengers. 3 tons cargo.
Size: 18.5m long, 17m wide, 5m high.
Armament: Multi-laser (forward facing), 2 Heavy Bolters (door-mounted, one each side, 180ᵒ arc),
Searchlight.
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Companion Profiles:
This is not an exhaustive list and only details the Companions listed in these pages. There is an
enormous number of possible companions that humans utilise and there may be many local versions
of common pets, tech-slaves, and beasts of burden.
Cherubim:
Armour Class: 13 (natural armour) Hitpoints: 6 Speed: 40ft Size: Small
Cyber-Eagle:
Armour Class: 15 (natural armour) Hitpoints: 23 Speed: 80ft Size: Small
Actions:
Multiattack: The cyber-eagle makes two attacks; one with its beak and one with its talons.
Cyber-Mastiff:
Armour Class: 15 (natural armour) Hitpoints: 30 Speed: 40ft Size: Medium
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Special Rules: Keen Hearing and Smell: The cyber-
mastiff has advantage on Wisdom (Perception)
checks that rely on hearing or smell.
Actions:
Bite: Melee Attack: +5 to hit, reach 5ft. Hit: 7 (1D6
+ 3) Piercing damage. If the target is a creature, it
must succeed on a DC13 Strength saving throw or
be knocked prone.
Cyber-Raven:
Armour Class: 14 (natural armour) Hitpoints: 8 Speed: 60ft Size: Tiny
Flitting Target: Targeted ranged attacks against the Cherubim are at Disadvantage.
Actions:
Talons: Melee Attack: +5 to hit, reach 5ft. Hit: 1 Slashing damage.
Gyrinx:
Armour Class: 12 (natural armour) Hitpoints: 8 Speed: 40ft Size: Tiny
Actions:
Claws: Melee Attack: +0 to hit, reach 5ft. Hit: 1 Slashing damage.
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Horse:
Armour Class: 11 (natural armour) Hitpoints: 16 Speed: 60ft Size: Large
Actions:
Hooves: Melee Attack: +3 to hit, reach 5ft, one target. Hit: 6 (1D6 + 3) Bludgeoning damage.
Mastiff:
Armour Class: 12 (natural armour) Hitpoints: 10 Speed: 40ft Size: Medium
Actions:
Bite: Melee Attack: +3 to hit, reach 5ft. Hit: 5 (1D6 + 1) Piercing damage. If the target is a creature, it
must succeed on a DC11 Strength saving throw or be knocked prone.
Servo-Skull:
Armour Class: 14 (natural armour) Hitpoints: 7 Speed: 40ft Size: Tiny
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Tamed Grox Pup:
Armour Class: 13 (natural armour) Hitpoints: 8 Speed: 40ft Size: Medium
Actions:
Claws: Melee Attack: +4 to hit, reach 5ft. Hit: 4 (1D4 + 2) Slashing damage.
Cultist:
Armour Class: 13 (leather armour) Hitpoints: 14 Speed: 30ft Size: Medium
Actions:
Autopistol: Ranged Attack: +3 to hit, reach 30/60.
Hit: 4 (1D4 + 1). Pistol. Clip holds 10.
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Cultist Champion:
Armour Class: 15 (flak armour) Hitpoints: 42 Speed: 30ft Size: Medium
Actions:
Shotgun: Ranged Attack: +4 to hit,
reach 30/60. Hit: 5 (1D6 + 1). Penetration 2. Clip holds 8.
Sword: Melee Attack: +4 to hit, reach 5ft. Hit: 7 (1D8 + 2) Slashing damage.
Deathrunner:
Armour Class: 12 (natural armour) Hitpoints: 12 Speed: 60ft Size: Medium
Actions:
Multiattack: The deathrunner makes two attacks with its snapping beak.
Snapping Beak: Melee Attack: +2 to hit, reach 5ft, one target. Hit: 5 (1D6 + 1) Slashing.
Frenzied Cultist:
Armour Class: 11 (padded armour) Hitpoints: 20 Speed: 30ft Size: Medium
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Advantage on saving throws against being Charmed or Frightened. Taint of Chaos.
Taste for Blood: The frenzied cultist will always move and attempt to attack the nearest visible
enemy.
Actions:
Multiattack: The frenzied cultist makes 2 attacks: one with each of its knives.
Knife: Melee Attack: +3 to hit, reach 5ft. Hit: 3 (1D4 + 1) Piercing damage.
Grox:
Armour Class: 14 (natural armour) Hitpoints: 16 Speed: 40ft Size: Medium
Actions:
Claws: Melee Attack: +5 to hit, reach 5ft. Hit: 4 (1D6 + 2) Slashing damage.
Rogue Psyker:
Armour Class: 16 (leather armour) Hitpoints: 38 Speed: 30ft Size: Medium
Actions:
Laspistol: Ranged Attack: +5 to hit, reach 30/60.
Hit: 6 (1D4 + 3) Energy damage. Pistol. Magazine
holds 60 charge.
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Plague Zombie:
Armour Class: 11 (padded armour) Hitpoints: 14 Speed: 15ft Size: Medium
Actions:
Rusty Knife: Melee Attack: +2 to hit, reach 5ft. Hit: 4
(1D4) Corrosive damage.
Ur-Ghul:
Armour Class: 13 (natural armour) Hitpoints: 35 Speed: 40ft Size: Medium
Actions:
Multiattack: The Ur-Ghul makes 3
attacks with its claws
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The Time of Ending
Character name: ___________________________ Home world: ________________________
Player name: ______________________________ Alignment: __________________________
Class & Level: ______________________________
CON CHA
Skills P. A.
Attack Ammo Atk Bonus Damage/Type
Bonds Flaws
Ammunition:
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Class Features and Psychic Powers:
Languages:
Homeworld Backstory:
Campaign Notes:
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Quick Reference Sheet
Firing Mode Move and Fire Ammunition Attack Dice Suppressing Fire
Single Y 1 1 N
Burst Y 3 2 N
Full-Auto Move at half speed 10 3 Y
Weapon Types:
- Pistol: Light weapons and may be combined with other Light weapons for Two-Weapon Fighting. Fires as
many times as the character has attacks (including Extra Attacks). Only Single Firing Mode. Can fire without
Disadvantage if within 5ft of enemy creature.
- Heavy: May not move and fire. Must set up to apply proficiency bonus to shooting.
Cover
- Apply roll from relevant table on critical attack roll in addition to damage.
- To roll on table if character drops to 0 hitpoints and is stabilised without Medipacks or Powers.
- Natural attack rolls of 1 and 2. Engineering skill checks (DC15) as a bonus action to fix.
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