final-dark heresy 2e house rules
DESCRIPTION
It's an old house rule edition for Dark Heresy 2, Beta 1.xTRANSCRIPT
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Table of Contents Introduction & How to Use This Document.......3
Ezra Kainus Rules Revisions and 2.3 Errata
Chapter I: Playing the Game..5
Chapter II: Character Creation....6
Chapter III: Skills10
Chapter IV: Talents and Traits.11
Chapter V: Armoury.14
Chapter VI: Psychic Powers24
Chapter VII: Combat.25
Chapter VIII: Narrative Tools29
Chapter XII: NPCs and Adversaries...30
Chapter XIII: Seeds of Heresy31
Appendix I: Advanced Character Creation..32
Appendix II: Talent Descriptions (Quizlet).39
New Talent Trees
Medicae Talents..49
Servo-Tech Talent Tree.50
Sorcery Talent Tree.54
Ascension: Influence Talents & Resources..57
Formation Rules..62
Tables & Charts (From FFG Update 2.3).65
Ezra Kainus Dark Heresy Character Sheet..84
Special Thanks: Andy Tarilton, Fantasy Flight Games, Dark Reign. Natalie de Gyarfas, Margaret
Ralston, Geoff McGinnis, Zack Zurita
Inspiration for Material: Simsum (darkreign.org), Tom Cruise & Nimsim (fantasyflightgames.com)
Exterior Art: Sword Bearer by Jynx Art & Cosplay (http://www.jynxed.ca/) Character Sheet Design & Reformatting: Fantasy Flight Games, Margaret Ralston
(http://99coloredumbrellas.wordpress.com/ )
Writing: & Layout: Jordan Voltz ([email protected])
Playtesting: Acolyte Cell Tribus (Natalie de Gyarfas, Charlotte Meyers-Stanhope, Andy Tarilton)
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Introduction & How to Use This Document Introduction:
The abandonment of the Dark Heresy Beta 2.3 gave immediacy to the project. I had become
enamored with the rule set, convinced that 40k RPGs were developing in a more mechanically
progressive direction. While I certainly dont claim to have finished the Beta, I would like to think that Ive made some patches to the rule set, for the time being. This is only version 0.2, and not a full release. The purpose of this document, as it currently exists, is to provide a better structure for
running games of my own. However, I would like to share this with the Dark Heresy community as
well, in order to show that at least some support is being shown for this under developed system.
Id also like you to understand that the only criticism I have for Fantasy Flight Games is that they listened to their fan community too much. I wont extrapolate on that here (I did, and it ended up as a five page essay that will likely be published on Dark Reign, for those interested) for the sake of
space. I recognize that the company was trying to lead one of their most established lines in a
progressive direction and I certainly consider that to be a noble endeavor, regardless of the
organizations current decisions.
While I cant say Ill be participating in the latest edition of Dark Heresy, I am pleased for the fans who received what they wanted from FFG.
As far as I am concerned, however, I paid $20 and received an updated and improved version of
Dark Heresy. I have every intention of continuing to support this iteration of the system and I
encourage the community to do so as well. For those who cite backwards compatibility as an excuse
for discarding this rule set, I would argue that any competent GM could convert the systems
implemented in any of the 40kRPGs into this system. Because of that, I will likely shy away from
direct conversions of pre-existing projects and will focus on releasing more setting specific content
for the Calixis Sector and Scintilla, specifically. I have an alternate Radicals Handbook in the works, that will primarily focus on the Radicals tendency to sacrifice their humanity in order combat inhuman threats. It is designed to create a higher-power early game for Dark Heresy that
leaves characters in absolute shambles after a while, but I feel that it emphasizes the mechanics of
being a radical nicely. I do not have an ETA for that supplement, but I will likely release it once Ive done a more comprehensive revision of the Living 2.3 Beta.
I would enjoy any and all feedback on these rules, as they are still in development. Comments and
criticisms can either be e-mailed to me at [email protected] or posted on Dark Reigns Dark Heresy Beta sub-forum ( http://darkreign.org/forum/viewforum.php?f=177 ) for discussion with
the community.
Dark Heresy Living 2.3 lives on!
Thank you,
Jordan Voltz
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How to Use This Document:
I wont hide it- this document is essentially a 50 page errata for a system that was never formally published in any print form. My best recommendation is to print them both out at your local print
shop for consultation throughout the game. You can save difficulty in running the revision by
pasting this documents updated charts into your physical copy of the Dark Heresy Living 2.3.
Players should, at the very least, understand the general function of the rules that apply to them, as
well as the core changes to the system.
Im always open to suggestions regarding the format of this document.
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Ezra Kainus Rules Revisions and 2.3 Errata
Chapter 1: Playing the Game
Pg. 13- Test Modifiers +d & -d: Add the following after Test Modifiers,
+d & -d Whenever the character receives a +d or d to a test, he may roll a number of additional tens dice on this test indicated by the bonus (+2d = 2 additional dice, -d = 1 additional dice) and pick either
the most favorable or least favorable result, depending upon the type of bonus given. Whenever a
character is given a +d to a test, he may pick the most favorable result. If the character is given a d to a test, he must take the least favorable result. These bonuses negate each other, so being given a -
2d and a +d on a roll effectively means that the character rolls one additional tens dice and must
take the least favorable result.
Example: Karon is Debilitated and is attempting to make an attack against a Cultist in Point-Blank
Range with his Autopistol. Debilitated confers a d penalty while Point-Blank Range confers a +2d bonus. This essentially means that he rolls one additional tens dice and may pick the most favorable result. He rolls a 40 and 70 on his tens dice, and a 3 on his ones dice.. If he desires, he may take the 40
instead of the 70 for a final result of 43 on his attack test.
Pg. 14- Assistance: Delete the last sentence of the Assistance entry and replace it with the
following, For each character the rolling character has assisting him, the test receives a +d modifier. It is up to the GM to determine how many characters are allowed to aid in a given task.
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Chapter II: Character Creation Stage 1: Choose Home Worlds: Pg.19- Home Worlds and Rank 0 Skills: Add the following as a Sidebar.
Rank 0: The designated Skill begins at Rank 0, as opposed to Rank 1
Feral World: Tech-Use
Forge World: Acrobatics
Highborn: Survival
Hive World: Command
Shrine World: Commerce
Void Born: Athletics
Pg. 20-28-Home World Bonus and Fate Threshold: Remove the Home World Bonus Section for
all Home Worlds.
-Remove Fate Threshold for all Home Worlds.
--Each character begins with 3 Fate Points.
Stage 2: Choose Background: Pg. 30- Starting Ammunition: Add the following to the Starting Equipment Entry, All weapons
listed in starting equipment come with two clips of the standard ammunition for that weapon.
Pg. 31- Adeptus Administratum: Add Charm to the Starting Skills.
-Add Specialist (Choose One) to the Starting Talents.
Pg. 33- Adeptus Arbites: Change the name of this Background to, Law Enforcement (Arbites,
Vigilantes, Enforcers, etc.)
Pg. 34- Adeptus Astra Telepathica: Replace the Background Bonus Entry with When any
character, friend or foe, within 15 metres triggers psychic phenomenon and must roll on a Perils of
the Warp table, this character can spend 1 Fate Point to have the imperiled character roll 1d10
instead of the normal 2d10.
-Characters with this Background may also swap the Psy-Focus for another Requisition at -10
. Pg. 36- Adeptus Mechanicus: Remove Commerce from the Starting Skills.
-Remove Micro-bead from Starting Equipment.
-Replace the Adeptus Mechanicus Background with: Adeptus Mechanicus characters increase the
Availability of all Cybernetics by +10.
Pg. 37- Adeptus Ministorum: Replace Monotask Servo-skull (Utility) with Monotask Servo-skull
(Laud Hailer)
Pg. 40- Outcast: Replace 2 doses of Obscura with, 2 doses of Obscura or 1 Additional Starting
Acquisition
-Replace 1 dose of Desoleum Fungus with, 1 dose of Desoleum Fungus or Concealed Holster or 1
Bionic Replacement
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Stage 3: Choose Role: Pg. 44-57- Characteristic and Skill Costs: Disregard the Characteristic and Skill Cost tables for
every role.
-During Character Creation, select one Characteristic and two Skills. Gain the Talented (Skill or
Characteristic) Traits for the chosen Characteristic and Skills.
Pg.43- Assassin: The character may choose either the Maneuvere Action or the One Shot, One Kill
Special Rule listed below.
-One Shot, One Kill: After making a successful attack test, the character may spend a Fate Point in order to add his
Weapon Skill or Ballistic Skill Bonus (depending upon whether or not the attack was Melee or
Ranged) to the damage of that weapon for a single hit.
Pg.45- Chirurgeon: Delete the current Special Rule. The character can choose either the Cross-
Class Expertise special rule or the Dedicated Healer special rule listed below:
-Dedicated Healer:
When a Chirurgeon character fails a Medicae test, he can reroll the test but must accept the result of
the second roll.
-Cross-Class Expertise:
In addition to the normal uses of fate points, Chirurgeons can spend a Fate Point to automatically
succeed at a Medicae check with a number of Degrees of Success equal to their Agility, Intelligence,
or Perception Bonus.
Pg. 47- Desperado: Delete Desperados current Special Rule. The character may choose either the
Dual Wielder or the Desperado Special Rule listed below:
-Dual Wielder:
Gain the Dual Wielder Talent, even if you do not meet the Talents requirements.
-Desperado Special Rule
The Desperado may spend a Fate Point to automatically succeed at a Deceive, Pilot, or Evade test
with a number of Degrees of Success equal to the characters Agility Bonus.
Pg. 49- Hierophant: This Role is re-named to be Socialite.
Pg. 56- Warrior: The character may choose either the Expose Action or the A Talent for Violence
special rule listed below.
A Talent for Violence:
When making a successful attack test, the character may spend a fate point and instead substitute
his Weapon Skill or Ballistic Skill Bonus (depending on the type of attack test, melee and ranged,
respectively) for the Degrees of Success gained on this test.
Stage 4: Spend Experience Points, Acquire Additional Equipment Pg.58- Starting Experience: Replace the first sentence of the Starting Experience section with the
following, Each player character starts with 600 experience points to spend at character creation.
Pg. 59- Stating Equipment Packages: Add the following to pg. 59.
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Starting Equipment Packages If the GM desires it, each Acolyte cell can begin with the following:
Cell Starting Equipment:
-1 Duffle Bag per Acolyte (Containing): a pair of manacles, a micro-bead, a rebreather, a subdual
weapon, and a set of suitable clothing.
-An Inquisitorial Warrant (Cadre Insignia, etc.) issued and signed by their Inquisitor (per cell).
Furthermore, each Acolyte cell may pick an equipment package, reflecting the nature in which they
wish to go about their mission. If the GM wishes, the Inquisitor may instead select a package based
on the mission. These are listed below.
Choose One:
Infiltration: a Disguise Kit or a Comm-Leech, a Forged ID per Acolyte.
Informant: a Vox-Caster, a Pict-Recorder (Bionically installed, if the character wishes), a Data-Slate
per Acolyte.
Psyker Hunting: Monotask Servo-Skull (Auger), a Psy Dampener per Acolyte.
Puritan: Sacred Text of His Mental Aegis, Flamer, 2x Psy Dampener.
Radical: Forbidden Text of Knowledge (X), Forbidden Text of Sorcery (Any 100XP Psychic Power).
Subtle: a pair of Magnoculars, a Multi-key, a Concealed Holster per Acolyte.
Social Ingratiation: Regicide Set or Amasec (3), Letter of Introduction or Forged ID per Acolyte,
appropriate Clothing (3) per Acolyte.
Terrorist: a Demolition Kit, a Stummer, 2 Frag Grenades per Acolyte.
Violent: a Melta Bomb, an Excruciator Kit, a Combat Vest per Acolyte.
Pg. 59- Acquire Additional Equipment: Add the following, If the cell possess a Starting
Equipment Package, characters begin with 2 Starting Requisitions at -10 Availibility instead of a
number of Requisitions equal to their Influence Bonus.
Elite Advances: Pg. 69- Psyker: Add the following to the Instant Changes entry under Psyker rules,
If this Elite Advance is taken during Character Creation, the Psyker chooses to have either
the Sanctioned or Unsanctioned Trait. If this Elite Advance is taken after Character Creation,
then the Psyker must take the Unsanctioned Trait. With GM permission, the character may
opt to become Sanctioned later in his career, but his maximum Psy Rating must remain
equal to his Willpower Bonus.
-Delete the final bullet point under Instant Changes.
Pg. 69- Psyker: Under the Cost section of the Psy Rating Sidebar, replace 250 multiplied by his
current Psy Rating value with 100 multiplied by the desired Psy Rating value.
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Pg. 70- Untouchable: Replace the entire Elite Advance Entry with the following:
Untouchable
Experience Cost: Free.
Prerequisites:
A Void in the Warp: Characters with the Psyker trait cannot gain the Untouchable elite advance.
GM Guidance: Psychic Untouchables are incredibly rare, and often live lonely and short lives due
to the effect they have on all living beings that get near them. This advance should ideally be done
as part of character creation, given that it is something the character is born with, but could
possibly be something added later once the effects of the genetic curse become impossible to
ignore. It is recommended that each play group have only one character with the Untouchable elite
advance. Additionally, groups with both an Untouchable and a Psyker can often cause many
problems as the Untouchable interferes with the Psykers ability. This can be a great opportunity
for interesting player interaction, but GMs should be careful to not allow their players to create a
hostile play environment.
Instant Changes:
Can no longer gain the Psyker trait for any reason.
Gains the Resistance (Psychic Powers) and Soulless talents.
Reduce the characters Fellowship Bonus by 1. Suffers a 20 penalty to all Fellowship tests
involving anyone who has the Psyniscience skill at Rank 1 or higher.
Can never gain nor benefit from the positive or negative effects of Psychic Powers or any other
related talents, traits, or abilities that call on the Warp for power.
Automatically ignore any effects resulting from Perils of the Warp.
Pg. 70- Untouchable Talents: Replace the following talents with its new description:
-Psychic Null: Replace the Effect description with The characters gains a +20 bonus when making
Evade (WP) tests against psychic attacks and when making opposed tests to resist psychic powers.
This talent stacks with Resistance (Psychic Powers) and can be purchased multiple times; each time
this is done increase the bonus by +10.
-Warp Anathema: Replace the Effect description with Characters affected by Warp Disruption
reduce their Psy Rating by 2, instead of the normal amount. This talent can be purchased multiple
times; each time this is done so the reduction in Psy Rating increases by 2. If purchased 3 times, for
example, the reduction would be 8.
-Warp Disruption: Replace the Effect description with All characters with a Psy rating within
WPB meters of the character reduce their base Psy rating by 2 while they remain within range.
Characters reduced to a Psy rating of 0 cannot use any psychic powers.
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Chapter III: Skills
Pg. 73- Skill Ranks- Rank 0: Add the following as a Sidebar
Rank 0: While a skill at Rank 1 demonstrates a characters lack of training in a skill, a skill at Rank 0 depicts
a character who not only lacks the necessary training, but is also inherently disadvantaged at
performing the skill. These likely stem from the environments in which the character was raised- a
Feral Worlder with Rank 0 Tech-Use is not an uncommon sight.
Characters with Rank 0 in a skill take a -20 penalty to tests using this skill and may not use
Specialties with this Skill.
It costs 200 XP to upgrade this skill from Rank 0 to Rank 1, regardless of whether or not the
character has the Talented (Skill or Characteristic) Trait for the skill.
Pg. 80-Evade: Evade has a new Skill Use, Martyr, listed below.
Martyr: Characteristic: Weapon Skill/ Agility
Type: Reaction
Average Time: 1 AP
Use: A character can make an Evade (WS or A) test whenever an unwilling or willing target has a
successful attack test made against him. This is done before Hit Locations are determined, but
before the target decides to take any Reactions.
If the Evade test succeeds, the martyring character is hit with the full force of the attack, and is
unable to take the Evade action until the start of his next turn. Apply damage to the Hit Location(s)
of the character instead of the target.
If the target is unwilling, than it may perform a Disruptive Blow Reaction against the character.
Reattempt: This test cannot be re-attempted and the character cannot use the Evade skill until the
start of his next turn.
Pg. 81- Dodge: Remove using a ranged weapon from the first sentence of the Use entry.
Pg. 86- First Aid: Replace the Average Time entry with 3 AP.
-Replace the Use entry with A character can make a Medicae (A) test on a character who has been
wounded in the last ten minutes to perform first aid on that characters wounds, quickly attempting
to lessen the immediate damage from a lasgun blast or chainsword cut. If he succeeds, the character
can either remove a single wound from the character. This does not remove any wound effects
applied by the wound.
-Replace the Re-attempt entry with First aid cannot be reattempted on the same character unless
that character suffers a new wound, and can only be attempted on a character who has suffered a
wound in the last ten minutes.
Pg. 89- Psyniscience: Unless the character possesses the Psyker Trait at Character Creation,
Psyniscience begins as a Rank 0 skill and cannot be advanced further.
Pg. 93- Sleight of Hand: Replace second line with Average Time: 1 AP.
Pg. 94-Tech Use: Add the following as a third paragraph A characters Rank in Tech-Use also
determines the weapons that he is proficient with. See Weapon Tiers in the Armory chapter.
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Chapter IV: Talents and Traits Pg. 97- Skipping Talents: Add the following sidebar to the Talents and Traits chapter:
Skipping Talents: If the character desires a talent in a Talent Tree, but he does not need/want any of the preceding
talents, he may purchase that Talent at its base cost plus 100xp for each talent that is skipped over
in the Talent Tree. Keep in mind that this is done only when you cant to trace a line from the
starting talent to the talent you wish your character to possess.
This can only be done for Basic Talent Trees (Talent Trees in the Living 2.3 Core Rulebook)
Pg. 98-124- Talent Modifications: (See Quizlet Sheet for full modifications, pg 40)
-Delete all mention of Weapon Proficiency Talents.
-Add the title Basic Talent Tree beneath the entry for each Talent Tree
Pg. 100- Coordinated Interrogation: Replace the Experience Cost entry with 200xp.
Pg. 102-104- Duelist, Crushing Blow, Combat Master, and Lightning Attack: Switch the
position, Prerequisites, and costs of Duelist and Crushing Blow, as well as Combat Master and
Lightning Attack.
Pg. 105- Bastion of Iron Will: Replace the Prerequisite entry with Willpower 60.
Pg. 105- Strong Minded: Replace the Prerequisite entry with Willpower 55.
Pg. 106- Mental Fortitude Tree: Switch the locations of Bastion of Iron Will and Strong Minded.
Pg. 116- Charming: In addition to the listed benefits, the character gains the following use of the
Charm skill
Galvanize
Characteristic: Fellowship
Average Time: 3 AP
Use: A character must succeed on a Charm (Fel) test. If they do, until the start of the characters next
round, any affected characters do not suffer the effects of the Weakened or Dazed Condition
Pg. 116-Commanding: In addition to the listed benefits, the character gains the following use of
the Command skill
Inspire
Characteristic: Fellowship
Average Time: 3 AP
Use: A character must succeed on a Command (Fel) test. If they do, until the start of the characters
next round, any affected characters do not suffer the effects of the Debilitated Condition.
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Pg. 116-Deceptive: In addition to the listed benefits, the character gains the following use of the
Deceive skill
Feint
Characteristic: Fellowship
Average Time: 3 AP
Use: A character selects a single target within sight. Against this target, the character makes an
opposed Deceive (Fel) vs. Willpower +20 test. If they succeed, the target either gains the Stunned
(1) or Dazed (2) Condition.
Pg. 116-Intimidating: In addition to the listed benefits, the character gains the following use of the
Intimidate skill
Daunt
Characteristic: Fellowship
Average Time: 3 AP
Use: A character selects a single target within sight. Against this target, the character makes an
opposed Intimidate (Fel) vs. Willpower +20 test. If they succeed, the target gains the Debilitated
Condition.
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Pg. 119- Technology Talent Tree: Replace Prosanguine xp cost with 600xp. Replace Omnissiahs
*Blessing xp cost with 400xp.
Pg. 119- Technology Talents Tree: Luminen Arc should state 400xp, not 600xp.
Pg. 119- Technology Talents Tree, Maglev Grace: Replace the tree entry description with Gain
Flyer (2) trait.
Pg. 121- Blade Dancer: Remove the Blade Dancer talent.
Pg. 121- Gunslinger: Remove the Gunslinger talent.
Pg. 121- Dual Wielder: Add the following General Talent:
Dual Wielder Experience Cost: 600xp
Prerequisites: Ballistic Skill 45 or Weapon Skill 45
Effect: When wielding two weapons, the character does not suffer the 20 penalty to his second
attack test made in the same turn.
Pg. 121- Heightened Senses- Psyniscience: Add the following sense,
Psyniscience: Gain a +20 bonus to any Psyniscience tests the character would make.
Pg. 122- Peer and Specialist Talents: GM permission is required to purchase these Talents.
(Essentially, this means that you need to prove through role-play or actions taken during downtime
that you are increasing your reputation with the given faction, or are researching the topic of your
interest.)
Pg. 124- Weapon Training Talents: Delete the Weapon Training Talent Entry.
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Pg. 124- Exotic Weapon Proficiency: Add the following General Talent,
Exotic Weapon Proficiency (X) Experience Cost: 300xp
Prerequisites: Tech Use +20
Effects: The character may use the indicated Exotic Weapon without any penalty.
Pg. 126- Daemonic: Replace the last sentence with This force field is ignored by psychic powers,
other creatures with this trait, or activated Force weapons.
Pg. 127- Fear: Add Fear trait title above The galaxy is filled with horrifying entities that
constantly test the resolve of those who dare to oppose them.
Pg. 127- Fear: Under Effect replace the last sentence in the first paragraph with For more
information on fear, see page 250.
Pg. 128- Overcharge (Characteristic): Add the following new Trait.
Overcharge (Characteristic) Effect: As a Reaction or a Free Action, a character with the Overcharge (Characteristic) Trait may
gain up to 4 points of Fatigue (represented by X) in order to gain +X to that characteristics bonus
for 10 rounds (One minute).
This can only be done for characteristics in which the character has the Overcharge ability. Keep in
mind that if the character Overcharges Toughness or Willpower, his Fatigue Threshold temporarily
increases as well, effectively nullifying any Fatigue that has been gained by Overcharging these
characteristics for 10 rounds.
If the character has the Overcharge (Strength) Trait, for every Fatigue point the character gains, he
may reduce the AP required to use the Brace Heavy Weapon Action by, 1 in lieu of gaining a bonus
to Strength.
Pg. 128-Resilient (X): Add the following Trait,
Resilient (X) Effect: Characters with this trait are exceptionally harder to kill due to their tough physique, thick
chitin, or plot armor. The (X) trait of this talent contributes this number of wounds to the Wound
Threshold of the target. This stacks with any Wound Threshold that would be granted from Size.
Pg. 129- Sanctioned: Add the following to the Sanctioned Effect: Any psyker with this Trait may
not have their Psy Rating exceed their Willpower Bonus. This character gains +d to any Deny the
Witch tests.
Pg. 129- Talented (Skill or Characteristic): Add the following Trait:
Talented (Skill or Characteristic) Effect: Whenever a character with this Trait wishes to advance the indicated Skill or Characteristic,
the Cost Modifier counts as being 50 XP less.
Pg. 129- Unsanctioned: Add the following new Trait:
Unsanctioned Effect: Upon gaining this Trait, the character increases their Corruption Bonus by 1. Do not test for
a Malignancy. Whenever a character with this Trait increases their Psy Rating, they gain a number
of Corruption equal to their desired Psy Rating.
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Chapter V: Armoury
Pg. 130- Requisition Points Add the following under Acquiring Items:
-Requisition Points: At the beginning of each session each character gains a number of Requisition Points (RP) equal to
their Influence Bonus. At the start of the session, if the character has less RP than his Influence
Bonus, his RP is replenished up to his Influence Bonus.
However, if the characters RP equals or exceeds his Influence Bonus, then the character may make
an Influence test. If he succeeds, then he gains 2 RP at the start of the session. If he fails, he only
gains 1 RP.
These Requisition Points can be spent to acquire gear and services without having to make an
Influence check to do so. Consult the following chart for the cost/availability of each item. If a
character attempts to acquire an item in poor (1) quality, instead of reducing the availability by 10,
it costs 1 less RP. Similarly, if a character attempts to acquire an item in best (3) quality, instead of
increasing the availability by 10, it costs 1 more RP.
A Requisition Point can also be spent to decrease the amount of Influence lost by Excessive or
Reckless Use of Influence by 1 and up to the entirety of the result.
Requisition Points can be further spent in to increase a characters Influence characteristic by 5 for
a single Influence test.
Req.
Points Avl.
1 +40
2 +30
3 +20
4 +10
5 +0
7 -10
10 -20
15 -30
22 -40
30 -50
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Pg. 131- Ammunition Acquisition (New System)
Add the following after The Requisition Test
Ammo Requisition: GM Choose either Simulated or Abstracted systems: Simulated:
When acquiring ammunition for a weapon, consult the Weapons Tier and the following chart:
Ammo Requisition Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
1 RP 3 - - - -
2 RP 6 2 - - -
3 RP 9 4 2 1 -
4 RP 12 6 4 2 1
-The resulting number is the amount of clips that the character may purchase for his weapon by
spending the corresponding amount of Requisition Points. Weapons with a Tier of 0 do not need to
pay any RP in order to acquire ammo- it is assumed that they are found or are able to be easily
crafted (+20 Tech-Use Repair test per 20).
-When making an Acquisition or Requisition test to acquire ammunition, add the Availability
modifier of the weapon which the character is acquiring ammunition for to his Influence
characteristic. The amount of Degrees of Success gained on this test is equal to the amount of Clips
for that weapon which he is able to Requisition.
-Autocannons count as Tier 3 Weapons
-At the start of every session, it is recommended that players have the opportunity to gain 3-4
additional RP instead of 1-2.
-Custom Ammunition: When acquiring custom ammunition, add the first digit of the weapons Avl. to
the weapons Tier.
Abstracted:
Characters are always counted as having enough ammunition to reload their weapons. They are
considered to have replenished their ammunition during their downtime. This system works for
games in which ammunition management is considered dramatically minute to the rest of the
action.
Whenever acquiring Custom Ammunition, the character spends a number of Requisition Points
equal to the tens digit of the Ammunitions Availibility for a single clip.
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Pg. 132-Weapon Tiers: (New System)
Add the following before the Weapon Profile section,
Weapon Tiers Weapons are grouped into tiers based upon their relative level of power and rarity, Tier 1 being the
most common weapons, while Tier 4 are elusive, powerful instruments of death. These Tiers are
used for determining whether or not a character can use a weapon, Ammunition Requisition, and
Weapon Variations. The tiers are as follows:
Tier 0: Low-Tech (Ranged and Melee)
Tier 1: Solid Projectile, Las, Chain
Tier 2: Shock, Bolt, Flame, Launcher
Tier 3: Power, Force, Melta
Tier 4: Plasma, Exotic
-Weapons with the Heavy type count as one tier higher than they typically are.
-Weapons with the Light type count as one tier lower than they typically are.
-A Character is able to use any non-Exotic weapon, provided that his Rank in Tech-Use is equal to or
exceeds the weapons Tier. If this is not so, the character suffers a -20 penalty to all attack tests to
use this weapon. Furthermore, if the character is using an Exotic weapon, they must have the
appropriate Exotic Weapon Proficiency Talent or suffer the -20 penalty.
Special Rules: Pg. 134- Felling: Delete the (X) from the title. This weapon quality does not scale.
Pg. 134- Flame (X): Replace the last sentence with If the target fails this test, he gains the Burning
(3 x X) condition.
Pg. 134- Flexible: Add the following to the end of the Flexible entry However, Evade (WS) tests
cannot be made with this weapon to deflect incoming attacks.
Pg. 136- Melta: Replace the last sentence with When fired at a target within half the range of the
weapon or used in melee, the penetration value of the weapon counts as twice the normal value.
Pg. 136- Overcharge: Add (X) to the overcharge title. Replace the second-to-last sentence in
Overcharge with When in standard mode, the weapon uses its normal profile; when in overcharge
mode, the weapon deals +X damage but gains the Single-shot quality and expends twice the
amount of ammunition it normally expends per shot if the weapon uses ammunition.
Pg. 136- Piercing: Delete the Piercing weapon quality.
Pg. 136- Pinning: Add the following new Weapon Quality after the entry for Overheats.
Pinning:
Whenever a target is hit by a weapon with the Pinning quality, they must make a -10 Fear
(Cowering) test and suffer the effects of the result. Pg. 137- Smoke: Delete the Smoke weapon quality.
Pg. 137- Subdual: Add the following new Weapon Quality after the entry for Smoke.
Subdual:
. Whenever a target would be dealt a wound by this weapon, he suffers fatigue instead. For each
point of damage that exceeds the targets Defense Value, he suffers a point of fatigue.
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Pg. 137- Vengeful: Add the following new Weapon Quality after the entry for Unreliable:
Vengeful (X):
These weapons seemingly embody the Emperors wrath, and eagerly strike down any who would
stand against His servants. When attacking with this weapon, the attacker triggers righteous fury
on any damage die roll with a value of X or higher before any modifiers are applied.
Ranged Weapons: Pg. 138- Alternate Ammunition: Add the following Sidebar:
Alternate Ammunition: Some weapons have Alternate Ammunitions that are specific to that weapon. Whenever a character
acquires a clip for that weapon, specify which type of ammunition that the clip contains. For
purposes of acquisition, they are considered to be Custom Ammunition.
Pg. 139-Bow Alternate Ammunition: After the first paragraph of Bow add the following, --Bow
Alternate Ammo: Explosive Arrows: Remove the Silent (Ab) and Accurate Quality, Change the
Damage type to (I) .Add the Tearing Quality and +2 to Damage. Avl. -20
Pg. 140-Crossbow Alternate Ammunition: After the first paragraph of Crossbow, add the
following, --Crossbow Alternate Ammo: Explosive Crossbow Bolts:- Remove the Accurate Quality.
Change the Damage type to (I), Add the Tearing Quality and +2 to Damage. Avl. -20
Pg. 140- Grenade Launcher: Add the following to the Grenade Launcher entry, This weapon must
be wielded with two hands- Recoil Gloves and Custom Grips do not affect this weapon.
Bolt:
Pg. 140-Bolt Pistols: Add the Vengeful (9), Quality. Increase Penetration to 3.
Pg. 140-Bolter: Add the Vengeful (9), Quality. Increase Penetration to 3.
Pg. 140-Heavy Bolter: Add the Vengeful (9), Quality. Increase Penetration to 3.
Pg. 140-Storm Bolter: Add the Vengeful (9), Quality. Increase Penetration to 3.
Solid Projectile:
Pg. 140-Stub Revolver: Increase Rate of Fire to 1.
Pg. 140-Hand-Cannon: Add the Vengeful (9), Quality. Increase Clip Size to 5.
Pg. 140-Shotgun: Add the Special Quality.
Low-Tech (Ranged):
Pg. 140-Bow: Change the weapons Type to Basic. Increase RoF to . Increase Damage to 1d10+2.
Add the Accurate Quality. Change the Availibility to +10
Pg. 140-Crossbow: Change the Damage to 1d10+3. Add the Accurate Quality.
Pg. 140-Throwing Knife: Change the Penetration to Pb-2
Pg. 142- Hand Cannon: Delete the sentence Hand cannons kick like a grox, and unless fi red with
two hands or a Recoil Glove, it imposes a 10 penalty on Ballistic Skill tests when used.
Pg. 142- Shotgun: Add the following after the first Paragraph, When within Point Blank Range of a
target, the character may substitute the Spray Quality for the Felling and Tearing Qualities.
--Shotgun Alternate Ammo: Solid Slugs: -Remove the Spray Quality and add +2 Pen and +2 Damage.
Instead of the Shotguns normal effect, when the character is within Point Blank Range, he gains
Vengeful (9) instead. Avl. +0
Grenades & Explosives:
Pg. 143- Frag Grenades: Add the Pinning quality.
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Pg. 144- Smoke: Add the following to the end of the Smoke entry A successful attack with this
weapon creates a smokescreen with a diameter of X metres centered at the target location (see
page 204 for rules on smoke). The smoke lasts for 1d10+10 rounds, or less in adverse weather
conditions.
Melee Weapons: Chain:
Pg. 146-Chainaxe: Increase the damage to 1d10+4 and the Pen to SB+1
Pg. 146-Eviscerator: Increase the RoF to 1/3 and decrease the Damage to 2d10+4. Add the
Unbalanced Quality.
Low-Tech (Melee)
Pg. 146- Axe and Great Weapon: Add the following Weapons under Low-Tech:
-Axe Basic - 1d10+4+SB (R) Pen: 1 Unbalanced 6kg -+20
-Great Weapon Heavy 1/3 2d10+SB (I or R) Pen: 2 Unbalanced, 12kg - -10
-Subdual Weapon (Baton, Cosh, etc.) Light 1 1d5+SB Pen: 0 Subdual, Concussive (0) - +40
Weapon Modifications: Pg. 148- Table 59: Weapon Modification: Replace the Effect for the Mono upgrade in this table
with Adds Vengeful (9) quality.
Pg. 148- Weapon Modifications: Replace the first and second paragraph of Weapon Modifications
with the following The process of applying the modification is assumed to be covered during the
modifications purchase. If a character desires it, he may install the modification himself (+0 Tech
Use test) and gain a +10 to the modifications Availability when making the Requisition test or
spending Requisition Points. If the installation test is failed, the parts are destroyed and the
modification is lost.
-Replace the third paragraph of Applying Personal Modifications with the following, The process of
applying the modification is assumed to be part of the acquisition. Each weapon can support a
number of modifications on it equal to its status, and cannot have two copies of the same
modification at the same time. Once applied, modifications cannot be removed or switched to a new
weapon except through use of the Tech-Use skill. If a weapons status is ever reduced below the
number of modifications on the weapon, modifications currently applied to the weapon in excess of
the weapon status are lost. Which specific modifications are lost is up to the GM.
Pg. 149- Mono: Replace the effect of mono with The weapon gains the Vengeful (9) quality. If
weapon already had the Vengeful quality, it lowers its X value by 1 instead.
Pg. 150- Telescopic Sight: Replace the Telescopic Sights Applies To entry with Las, Solid
Projectile, Bolt, and Plasma Weapons.
Pg. 150- Bleeder Rounds: Replace the Bleeder Rounds Effect entry with The weapon gains the
Sapping (1) quality.
Pg. 150- Dumdum shells: Replace the Dumdum Shells Used With entry with Solid projectile
weapons.
Pg. 151- Table 511: Custom Ammunition: Replace the Effect for Bleeder Rounds with Adds
Sapping (1) and replace the Used With for Dumdum shells with Solid Projectile Weapons.
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Protective Gear: Pg. 151- Armour: Replace the entry for Max Ab with the following: Max A: This is the maximum
value a character wearing this armour can count his Agility characteristic. If the characters Agility
characteristic is higher than this number, it counts as this number instead.
Pg. 152- Bodyglove: Increase Availibility to +10
Pg. 152- Flak Armour: Decrease Availibility to -20
Pg. 152- Enforcer Armour: Increase Availibility to -10
Pg. 152- Feudal Armour: Increase Availibility to +0
Pg. 152- Armour Quality: -Add the following to the Armoury section in a Sidebar
Armour Quality: While armour with an Item Status of 0 is unable to be worn, armour with an Item
Status of 1 suffers a -10 penalty to the Max Agility the armour permits the wearer. Consequently,
armour with an Item Status of 3 provides a +10 to its Max Agility.
Gear: Pg. 154- Table 513: Clothing and Personal Gear: Replace the Availability entry for the Recoil
Glove with 30.
Pg. 154- (Optional Rule (Equipment Damage): Add the following to the Armoury section in a
Sidebar:
(Optional Rule) Equipment Damage: Whenever a character gains the Unconscious condition and
falls Prone as a result of it, reduce the quality of all their items by 1.
Pg. 154-Cameleoline Cloak: Instead of the listed effects, a Cameleoline Cloak allows the user to
gain a +d whenever using the Stealth skill. Change the Availibility to. -20.
Pg. 154-Concealed Holster: Instead of the listed effects, a Concealed Holster forces the inspector
to gain a -d whenever they attempt to detect the hidden weapon.
Pg. 154- Forbidden Text of Knowledge (X): Add the following to the list of Gear,
Forbidden Text of Knowledge (X) Availibility: -30
The character may consult this text in order to count as having access to forbidden lore, calling
upon dark knowledge in doing so. The character counts as having the Specialist (X) Talent and
gains a +10 bonus to this test. However, upon doing so, he must take a +0 WP test and suffer a
number of Corruption equal to his Degrees of Failure.
Pg. 154- Forbidden Text of Sorcery (X): Add the following to the list of Gear.
Forbidden Text of Sorcery (X) Availibility: -30 to -50
When this book is Readied, the character may attempt to cast a single Psychic Power (X) at their
Psy Rating +1. Whenever a Psychic Power is attempted to be invoked from this text, its speaker
suffers a number of Corruption equal to the one-hundreds digit of the XP cost for the Psychic Power
(in addition to any from the Sorcerer talent and etc.). Non-psykers may use this text, counting as
having a Psy Rating of 1.
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Pg. 154- Inquisitorial Warrant: Add the following to the list of Gear,
Inquisitorial Warrant: Availibility: Unique
An Inquisitorial Warrant is a document issued by an Inquisitor that states the Acolyte cells
purpose and mission. This is an objectively verifiable form of the Acolytes identity, allowing them
to state their allegiance to the Inquisition and their specific Inquisitor. However, any Influence lost
by the Acolyte cell, acting under social recognition of their Inquisitorial status, is also lost by their
Inquisitor. In events such as these, it is unsurprising when the Inquisitor retracts his Inquisitorial
Warrant, forbidding Acolytes from using his Influence.
Pg. 156- Table 514: Drugs and Consumables: Add to Lho Sticks to indicate they are
Addictive.
Pg. 157-Auspex: Instead of the listed effects, an Auspex allows the user to gain a +d whenever
using the Observe (Per) skill within 50m.
Page 158, Table 516: Tools: Add a new row to Table 516: Tools with the following Clip/Drop
Harness; Wt: 1kg; Avl: +10.
Pg. 158-Clip/ Drop Harness: Instead of the listed effects, a Clip/ Drop Harness allows the user to
gain a +d whenever making a Climb test.
Pg. 158-Combi-Tool: Instead of the listed effects, a Combi-Tool allows the user to gain a +d
whenever using the Tech-Use skill.
Pg. 158-Demolition Kit: Disregard the final paragraph.
Pg. 158-Disguise Kit: Disregard the final paragraph.
Pg. 158-Excruciator Kit: Instead of the listed effects, an Excruciator Kit allows the user to gain a +d
whenever using the Interrogation (Intimidate) skill use.
Pg. 158-Magnoculars: Instead of the listed effects, a pair of Magnoculars allows the user to gain a
+d whenever using the Observe (Per) skill over 50m away.
Pg. 158-Multi-Key: Instead of the listed effects, a Multi-Key allows the user to gain a +d whenever
using the Subterfuge (I) skill to open physical locks.
Pg. 158-Sacred Text of His Emperors Shield: Add the following to the list of Gear,
Sacred Text of His Mental Aegis Availibility: -10
Whenever this text is read aloud, all characters and allies within ear-shot of the character reduce
any Corruption they take by 1 to a minimum of 1. The important excerpts of this text take 5 minutes
to recite and confer the aforementioned benefits. This does not affect any characters with a Psy
Rating or the Psyker trait.
Pg. 158- Stummer: Instead of the listed effects, a Stummer allows the user to gain a +d whenever
using the Stealth (A) skill. This item can only function for 20 minutes before needing a recharge
(roughly 1 hour).
Pg. 160- Psy- Dampener: Add the following entry after Pict Recorder,
Psy Dampener Availibility: -20
All characters with a Psy Rating who are within 3 metres of a Psy Dampener reduce their Psy Rating
by 2 while they remain within Range. This does not stack with the effects of Warp Disruption.
Pg. 160- Null Rod: Instead of the listed effects, All characters with a Psy Rating who are within
WpB metres of a character with Null Rod reduce their Psy Rating by 5 while they remain within
Range. If this is used with the Warp Disruption talent, the character either counts their Warp
Disruption Psy Rating reduction as 5 or as 2 higher than usual, whichever is higher.
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Pg. 160- Untouchable Limiter: Add the following entry after Stummer,
Untouchable Limiter Availibility: -30
The Untouchable Limiter may only be worn by a character with the Untouchable Elite advance. It is
a Free Action to turn on the Limiter, however it takes an entire round for the effects of the Limiter
to activate, doing so at the start of the Untouchables turn. While the Limiter is active, the equipped
Untouchable loses the Warp Anathema and Psychic Disruption talents, if he possesses them.
Furthermore, any effects which would allow the Untouchable to reduce Psy Rating (Null Rod, Psy
Dampener, etc.) do not have any effect while the Limiter is active. It is a Free Action to turn off the
Limiter and it activates immediately.
Cybernetics: Pg. 162- Installing Cybernetics: Replace the second sentence in the Installing Cybernetics sidebar
with If a character decides to do this, he gains a +10 to the cybernetics Availability when making
the Requisition test or spending Requisition Points. This only applies to Basic Cybernetics. When
acquiring Bionic Replacements, this modifier is a +20, due to the increased availability of these
parts. Any non-Basic Cybernetics must be installed by another party with a Medicae or Tech-Use of
at least +10 and do not have a bonus for piecemeal requisition.
Pg. 163- The Line- Bionic Augmentations/Implants: Delete the second paragraph of Bionic
Augmentations/ Implants. Instead, insert the following beneath the first paragraph:
The Line: If a characters number of Cybernetics ever exceeds his Toughness Bonus, he immediately incurs
1d10 Insanity due to the difficulty his physical frame encounters in supporting another Cybernetic.
This occurs every time the character installs another Cybernetic until the number of Cybernetics he
has installed is equal to or less than his Toughness Bonus.
Pg. 163-Basic Cybernetics: Change the name of Table 5-20 to Basic Cybernetics
-Delete the Overcharge ability of Bionic Replacements. Replace it with the following:
Pg. 162- Bionic Arm: Delete the second paragraph. Gain the Overcharge (Strength) Trait.
Pg.162: Bionic Cogitation: Add the following new Bionic Replacement:
Bionic Cogitation Availibility-20
Hit Location: Head
Gain the Trait: Overcharge (Intelligence).
Pg. 162- Bionic Leg: Delete the second paragraph. Gain the Overcharge (Agility) Trait.
Pg. 162- Bionic Neurology
Bionic Neurology Availibility-20
Hit Location: Head
Gain the Trait: Overcharge (Willpower).
Pg. 162- Bionic Senses: Delete the second paragraph. Gain the Overcharge (Perception) Trait.
Pg. 162- Bionic Organs: Delete the second paragraph. Gain the Overcharge (Toughness) Trait.
Pg. 164- Utility Mechadendrite: Replace the first sentence in the entry for the Utility
Mechadendrite with The most common type of Mechadendrite, these are tipped with a variety of
mechanisms for the repair and succor of blessed technologies, and act as a combi-tool (granting +20
to all Tech-Use tests).
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Pg. 164-Potentia Coil: Add in a new Basic Cybernetic after Mechadendrite:
Potentia Coil: Availibility: -30
The characters Fatigue Threshold is now Tb+WPb+2. However, the character gains the Addiction:
Potentia Coil Trait. When calculating this characters Toughness Bonus for The Line, countthe
characters Toughness Bonus as TB+3.
Vehicles:
Pg. 167- Chimera Armoured Transport: Replace the Movement Vectors with 15 Forward, 10
Backward, 0 Side, 0 Vertical and the Armour Facings with 30 Front, 22 Side, and 16 Rear.
Pg. 168- Hectin Autocarriage: Replace the Movement Vectors with 20 Forward, 15 Backward, 0
Side, 0 Vertical and the Armour Facings with 15 Front, 10 Side, and 8 Rear.
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Pg. 130-(Optional Rule) Rarity Rating and Time to Acquire: Add the following Optional Rule:
Rarity Rating and Time to Acquire:
(This system was inspired by Nimsim on the FFG forums)
For any Requisitions of +0 or higher, when using Requisition Points, Requisition, or Acquisition,
consult the following charts. Consider the sum of the Quantity and Rarity of the equipment when
determining the time it takes to acquire the item.
Rarity Ratings
Availability Rarity Rating
+0 1
-10 2
-20 3
-30 4
-40 5
-50 6
Quantity Modifier Table
Item Quantity Rarity Rating
1 +0
2 +2
4 +3
8 +4
etc.
Table on Time
Rarity Rating Time to Acquire
0 Immediately
1 1 Hour
2 1 Day
3 1d5 Days
4 1d5 Days
5 1d10 Days
6 1d10 Days
7 1 Week
8 1d5 Weeks
9+ 1d5 Months
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Chapter VI: Psychic Powers Pg. 172- Step 1-Determinine Psy Level: Delete the first sentence of the second paragraph of Step
1- Determine Psy Level. Replace it with the following, When the psykers Psy Level is beneath his
Psy Rating, he gains a bonus of +10 to his Focus Power test.
Pg. 172- Step 2- Make Focus Power: Add the following as a third paragraph, The character may
never spend a Fate Point to re-roll a Focus Power test which triggers Perils of the Warp.
Pg. 172-Pushing: Delete the second paragraph beneath Pushing. Reaplce it with the following,
Whenever the characters Psy Level exceeds his Psy Rating, he takes a penalty of -10 to his Focus
Power test.
Pg. 174- Biomancy Power- Invigourate: Add the following psychic power to the right of Enfeeble
on the Biomancy Powers tree,
Invigourate The psyker draws upon the energies of the Warp to galvanise the flesh, a possibly hazardous
endeavour but one that can be essential to continue the warbands efforts. Newly empowered, the
Acolytes can continue afresh.
Value: 100xp
Prerequisites: Toughness 30
Action: Half Action
Focus Power: Challenging (+0) Willpower test
Range: 1 metre
Sustained: No
Subtype: Concentration
Effect: The psyker can remove a number of levels of Fatigue from himself and allies within range,
with the sum of all levels removed from all characters not exceeding his psy rating. This power is
very taxing and requires at least 12 hours of recovery before it can be used again.
Pg. 182- Fire Shield: Replace the entry for the powers range with 15m x PL.
Pg. 182- Flame Breath: Replace the entry for the powers range with 5m x PL.
Pg. 194- Smite: Replace the entry for the powers range with 20m x PL.
Pg. 211- Table 65: Telepathy Perils of the Warp: Change 2d10 result entry 13 (Chorus of the
Dying) for result entry 1213.
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Chapter VII: Combat Pg. 194-227- Critical Wounds: Replace any mention of Critical Wounds with 2 Wounds.
Pg. 195- Step 1: Surprise: Add the following after the second sentence A surprised character must
also roll 2d10 when rolling for initiative and use the one dice with the lowest result for his initiative
roll.
Pg. 196- Initiative: Add the following after the second sentence of the first paragraph This roll can
be modified by situational factors such as Surprise (see Surprise below).
Pg. 196- Surprise: Add the following after the third sentence of the last paragraph A surprised
character must also roll 2d10 when rolling for initiative and use the one dice with the lowest result
for his initiative roll.
Pg. 198-Called Shot: Delete the second sentence in the Use section.
Pg. 200- Ready Action: Replace last sentence with This can also be used to holster a weapon, coat
a blade in poison, inject a stimm or other drug, and other minor actions.
Pg. 202- Range Modifiers: Add the following in a Sidebar:
Range Modifiers: -Short Range: If the character are within 10 meters of his target and is attacking with a Ranged
Weapon, the character may gain a +d when rolling to hit.
-Point-Blank Range: If the character is within 1-3 meters of his target and is attacking with a
Ranged Weapon, the character may gain +2d and pick the most favorable result
-If the character is within Short or Point Blank range, he can take a d penalty in order to count as
having made a Called Shot action on any Hit Location. The character cannot do this unless he is
within Short Range of the target.
Pg. 202- Determine Hit Locations: Replace Table 7-2 Hit Locations with the following table
1d10 Roll Location Hit
1 Head
2 Right Arm
3 Left Arm
4-8 Body
9 Right Leg
10 Left Leg
Pg. 203- Wound Multiplier: Add the following beneath the Compare Damage and Defence entry
under the Step 5- Attack Results section.
Wound Multiplier: Whenever the character deals damage to a target equal to or in excess of their Defence value, they
are dealt a wound. Consult the proper wound effect charts (or dont, if thats your thing- I like em,
personally). Furthermore, if the character deals damage in excess of the targets Defence value,
determine how many times the damage is divisible by the targets Defence value. This is referred to
as a Wound Multiplier and it indicates how many wounds the target suffers from the characters
attack.
Whenever a target has 6 Wounds inflicted upon him, he gains the Unconscious and Blood Loss (15)
Conditions.
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26
For Example: Caradoc Magnus is shooting with his Sniper Rifle at a Heavy with a Heavy Stubber.
Caradoc rolls to hit and succeeds! After determining that his shot hits the head of the Heavy (Defence
Value of 7), he factors in his Snipers Pen Rating of 6, reducing the Heavy Stubbers Defence Value to 4.
He rolls a pair of 7s for a total of 14 damage. Since the Heavys Defence Value factors into Caradocs
damage 3 times, he suffers 3 Wounds (and then may consult the Wound Condition chart, if they would
like to)
Note: One of the main reasons for this change is to encourage enemies to seek cover! Pen does not go
through Cover!
Pg. 203-Wound Threshold: Add the following after the Apply Wound Effects entry,
Wound Threshold: This threshold is the amount of wounds the target can take before giving the +5 bonus on the
Wound Condition chart and counting towards the maximum 6 wounds that a target can have. Most
people do not have a Wound Threshold- they immediately suffer the effects of any wounds they
take.
Size gives a character a bonus to his Wound Threshold equal to 2 x the characters Size Rating.
The Resilient (X) Trait also contributes to his Wound Threshold, where the (X) designates the
amount of wounds added to his Wound Threshold
Pg. 205- Fatigue and Debilitated: Replace the second paragraph under Effects of Fatigue with the
following, Whenever the character has a number of Fatigue equal to half of his Fatigue Threshold,
he gains the Debilitated Condition.
Pg. 208- Burning: Replace the last sentence of the Start of Turn entry with He then doubles X.
-Replace the Putting it Out entry with A burning character or an ally engaged with the character in
melee can attempt to extinguish the flames by spending 2 AP and making a +20 Agility test. The
burning character becomes Prone and, if the test succeeds, loses the burning condition.
Pg. 208- Debilitated: Add a new Condition:
Debilitated: Any tests that the character takes while having this condition require him to gain a d to all tests.
The bonuses received from Short Range and Point Blank range can offset this penalty by their given
amount. This penalty can be avoided by spending an additional Action Point on every action taken
that turn.
Pg. 203- Optional Wound Chart Rules: Add the following after the Inflict Conditions entry,
Wound Chart Optional Rules: (Optional Rule: Simplified Wound Charts)
Only consult the wound charts after all the wounds except for the last one have been dealt,
Factoring in the wounds the target currently has plus the amount of damage he received from the
final attack.
(Optional Rule: Even Simpler Wound Charts)
As above except do not factor in the excess damage and do not wait until before the final wound is
dealt. Instead, after all wounds have been dealt, take the amount of wounds the target has and
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27
multiply it by 5. Do this only if the target has suffered a Wound. Using this number, consult the
Wound Effects chart for the appropriate number.
(Optional Rule: No Wound Charts)
Simply do not consult the Wound Charts. After a target receives 6 Wounds, they are dead.
(Optional Rule: Inquisified Wounds)
(This system is inspired by Simsum on the Dark Reign forums.)
Whenever a wound would be dealt, note it next to the Hit Location (a tally mark is fine). Consult the
following charts instead of the Wound Condition Charts in order to determine the condition that
the character gains. When a character suffers a wound to a Hit Location, he suffers the listed effects
based upon how many Wounds he has, in total, on that Hit Location. If a target suffers more than
one Wound from a single attack, than he suffers the effects of each wound that is dealt to him for
the respective Hit Location.
-Once a character reaches 6 Wounds, they gain the Unconscious, Blood Loss (1d10+5) Conditions.
-Fatigue Thresholds are TB+WPB+2. (Potentia Coil makes this TB+WPB+4)
-Elite Targets count Arm Locations and Leg Locations as collective Wound Charts. When dealing
with Lost or Crippled Limbs, the chosen limb is always the one that was the target of the attack,
-Resilient (X) Trait prevents the first (X) Wounds that a target would suffer. BODY WOUND CHART
Wound 1: Fatigue +1
Wound 2: Fatigue +1, Dazed 1
Wound 3: Fatigue +2, Dazed 4, Weakened (1)
Wound 4: Fatigue +2, Stunned 2, Crippled (Internal Organ)
Wound 5: Fatigue +3, Unconscious, Lost (Internal Organ), Blood Loss (1d10+5)
ARM WOUND CHART
Wound 1: Fatigue +1, Disarmed (A) +30
Wound 2: Fatigue +2, Disarmed (A) +0, WS & BS Decay (5)
Wound 3: Fatigue +2, Disarmed (A) -30, WS & BS Decay (5),
Wound 4: Fatigue +3, Disarmed (A) -60, WS & BS Decay (10), Crippled (Limb),
Wound 5: Fatigue +4, Unconscious, Lost (Limb), Blood Loss (1d10+5)
LEG WOUND CHART
Wound 1: Fatigue +1, Prone (A) +30
Wound 2: Fatigue +1, Slowed 2, Prone (A) +0
Wound 3: Fatigue +2, Slowed 3, Prone (A) -30 Weakened (1)
Wound 4: Fatigue +3, Immobilized 3, Prone (A) -60, Crippled (Limb)
Wound 5: Fatigue +4, Unconscious, Lost (Limb), Blood Loss (1d10+5)
,
HEAD WOUND CHART
Wound 1: Fatigue +1, Dazed 1
Wound 2: Fatigue +2, Dazed 2,
Wound 3: Fatigue +3, Stunned 2, Weakened (1), Deafened
Wound 4: Fatigue +4, Stunned 4, Weakened (1), Blinded
Wound 5: Lost (Head), Instant Death.
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28
-Righteous Fury: On a Righteous Fury against a non-vehicle target, the character adds an additional
Condition to the target based upon the attacking weapon type. The (X) for all of these effects refer
to the amount of Degrees of Success the attacker scored on his attack test, after the result of any
Evade Actions.
Energy: Burning (X)
Impact: Crippled (Hit Location) (If the target already has this condition, they gain the Lost (Hit
Location) instead.)
Rending: Blood Loss (X), Weakened (1)
-The Prosanguine talent in the Technology Talent Tree costs 400 XP
(Optional) Inquisified Vehicle Wound Rules:
HULL WOUND CHART
Wound 1: -1 AV
Wound 2: -2 AV
Wound 3: -3 AV, Crew: 1d5+5 (R) Damage
Wound 4: -4 AV, Crew: 1d10+5 (R) Damage, Blind & Deafened 2
Wound 5: Wrecked, Crew: 1d10+8 (R), Stunned 3, Burning 1
MOTIVE SYSTEMS WOUND CHART
Wound1: -1 AV, Stalled (5)
Wound 2:-1 AV, Stalled (5) Out of Control (1)
Wound 3: -1 AV, Stalled (5), Out of Control (3)
Wound 4: -2 AV, Stalled (5), Out of Control (5), Crew: Dazed (3)
Wound 5: Immobilized, Crew: 1d10+5 (I), Unconscious (A) +0
WEAPON WOUND CHART
Wound 1: Weapon: Inaccurate, -1 Quality
Wound 2: Weapon: Recharge, -1 Quality, Vehicle: Combusting (1)
Wound 3: Weapon: -1 Quality, Vehicle: Combusting (3), Crew: Burning (1)
-Righteous Fury: On a Righteous Fury against a vehicle, the vehicle gains the Stalled (X) or
Combusting (X) condition (attackers choice), where (X) equals the amount of Degrees of Success
scored on the attackers attack test.
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Chapter VIII: Narrative Tools
Pg. 229- Social Encounters: Replace the last sentence with More details on social encounters can be found on page 240. Pg. 231- Covertly Using Influence: Add the following beneath the Influence entry,
Covertly Using Influence When using Influence covertly, the character suffers a -20 penalty to his Influence test. If he
succeeds, however, his Subtlety rating is unchanged by his use of Influence, as the character has
likely accomplished this use of his Influence indirectly, moving through other parties or slightly
manipulating a number of other situations.
Pg. 241- Aggressive: Replace the Interrogate Skill entry in the Aggressive personality table with Intimidate. Pg. 242- Clever: Replace the Interrogate Skill entry in the Clever personality table with Intimidate. Pg. 242- Confident: Replace the Interrogate Skill entry in the Confident personality table with Intimidate. Pg. 242- Submissive: Replace the Interrogate Skill entry in the Submissive personality table with Intimidate. Pg. 243- Unhinged: Replace the Interrogate Skill entry in the Unhinged personality table with Intimidate. Pg. 251- Only the Insane Shall Prosper: Replace the second sentence with the following, Whenever a character must take a Fear test, subtract his Insanity Bonus from his Degrees of Failure. If the result is 0 or less, the character counts as passing the Fear test with 1 Degree of
Success. Pg. 251, Fear Effects: Replace the second paragraph, second sentence with On a failed test, the Acolyte suffers the full penalties described, as well as 1 fatigue.
-Replace the third paragraph, first sentence with The most common effects are described under the Fear trait on page 127 Pg. 252-Mental Traumas: Change the final sentence of the first paragraph to read, When an Acolytes Insanity value increases by 10, he must test for a Mental Trauma. -Remove the second paragraph, and replace it with the following, Whenever a characters Insanity Bonus increases, make a WP test, subtracting his Insanity from his Willpower Total. If he fails this
test, roll 2d10 and add his Insanity Bonus to the total before consulting the Mental Trauma chart. Pg. 255- Malignancies: Change the final sentence of the first paragraph to read, When an Acolytes Corruption value increases by 10, he must test for a Malignancy. -Remove the second paragraph, and replace it with the following, Whenever a characters Corruption Bonus increases, make a WP test, subtracting his Corruption from his Willpower Total.
If this test is failed, roll 2d10 and add the characters Corruption Bonus to the total before consulting the Malignancy chart.
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Chapter XII: NPCs & Adversaries
Pg. 282- Novice: Remove the Reduced Action Points entry. Replace the Spectacular Demise with Novice characters are instantly killed or incapacitated upon receiving a critical wound or damage greater than twice their defence value.
Pg. 286- Bounty Hunter: Replace 1 clip of manstopper bullets in the Gear entry with 1 clip of expander rounds.
Pg. 304- Dire Avenger: Replace the Action Points entry of the Bladestorm action with 2 AP.
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Chapter XIII: Seeds of Heresy
Page 326, Rewards: Replace first sentence with All Acolytes who survive the adventure should earn 500 experience points for each session of play.
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Appendix I: Advanced Character Creation Rules
Included in this document are extended options for Character Creation. These should only be
available with the GMs permission. The Home Worlds and Backgrounds presented in Living 2.3
present an image of the incestuous nature of the Inquisition, as they draw Acolytes from the
Imperial organizations they were created to police. This is important for the tone of Living 2.3,
however, GMs who wish to expand the focus of their campaign may adopt the use of these
Advanced Character Creation Rules.
Home Worlds: Mind Cleansed
Home World & Background (Combo Package)
Characteristic Modifiers:
+ Willpower
+ (Your Choice)
-Fellowship
Rank 0:
Charm
Background Bonus:
Increase your Insanity Bonus by 1.
Whenever the character would fail a test with exactly 1 degree of failure, he may gain 2 Insanity to
count as passing that test with 1 degree of success.
Also, At the GMs discretion, certain rare events, individuals and even things like phrases, sights,
and smells may trigger repressed memories. When this happens, the character must make a Fear
(Cowering) test. If he fails, gain a number of Insanity determined by the GM, instead of his Degrees
of Failure.
Signature Mental Trauma:
Split Personality (Likely, whatever she assumes her original personality to be.)
Signature Malignancy:
Degenerate Mind
Starting Skills:
Observe, Remembrance, Logic, Tech-Use, Evade, (Choose One)
Starting Talents:
Cold-Hearted, Specialist (Choose One), Resistance (Fear)
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Schola Progenium
Characteristic Modifiers:
+ Intelligence
+Weapon Skill or Ballistic Skill
- Toughness
Rank 0:
Navigate
Signature Trauma:
Midnight Visitations (Dead mother/father, likely, perhaps expressing disapproval of your actions.)
(These following Home Worlds were created by Tom Cruise on the FFG forums.)
Agri-World Rules
Characters from Agri-worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Fellowship
+ Toughness
Intelligence
Rank 0:
Subterfuge
Signature Mental Trauma
Phobic Flight (see page 253)
Death World Rules
Characters from death worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Perception
+ Toughness
Fellowship
Rank 0:
Tech-Use
Signature Mental Trauma
Inconsolable Fury (see page 254)
Feudal World Rules
Characters from feudal worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Weapon Skill
+ Toughness
Intelligence
Rank 0:
Tech-Use
Signature Mental Trauma
Midnight Visitations (see page 253)
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Fortress World Rules
Characters from fortress worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Ballistic Skill
+ Willpower
Intelligence
Rank 0:
Remembrance
Signature Mental Trauma
Dead Comrade (see page 254)
Frontier World Rules
Characters from frontier worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Strength
+ Agility
Intelligence
Rank 0:
Charm
Signature Mental Trauma
Maniacal Phobia (see page 253)
Imperial World Rules
Characters from Imperial Worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Willpower
+ Intelligence
Strength
Rank 0:
None
Signature Mental Trauma
Logic of Delusion (see page 254)
Penal Colony Rules
Characters from penal colonies apply the following benefits during their creation:
Characteristic Modifiers
+ Perception
+ Toughness
Willpower
Rank 0:
Linguistics
Signature Mental Trauma
Wracking Agony (see page 254)
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Mining Colony Rules
Characters from mining worlds apply the following benefits during their creation:
Characteristic Modifiers
+ Agility
+ Perception
Willpower
Rank 0:
Deceive
Signature Mental Trauma
Obsessive Hoarding (see page 253)
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Backgrounds:
Artist
Skills: Commerce, Linguistics, Logic, Observe, Remembrance,
Talents: Heightened Senses (Choose One), Peer (Artists), Specialist (Artists)
Bonus: Gain a +20 to any Charm (Blather) test when the character is referring or relating
something to his field of artistic expertise.
Gear: Hand cannon (1) or Quick-Release Laspistol, Robes or Frock Coat (Hive Leathers), Writing
Kit, Artists Kit, Amasec (3), Autoquill, Lho (3) or Sack of Recaf (3) or 2 doses of Obscura (1),
Signature Malignancy: Sightless Orbs
Dilettante
Skills: Charm, Commerce, Investigate, Linguistics, Logic, Remembrance, Choose One
Talents: Canvassing or Specialist (Choose One)
Bonus: Whenever the character would lose Influence, she lose 1 less, to a minimum of 0.
Gear: Laspistol, Sword, Frock Coat (Hive Leathers), Amasec (3) or 1 dose of Desoleum Fungus or
Chrono (3), Writing Kit.
Signature Malignancy: Degenerate Mind
Ex-Chaos Cultist
Skills: Charm, Linguistics, Logic, Psyniscience, Survival, Subterfuge
Talents: Specialist (Choose One Chaos God), Cold-Hearted, Warp Sense
Traits: Enemy (Choose One Chaos God)
Bonus: The characters Corruption Bonus starts at 1. Do not roll for Malignancies.
Gear: Autopistol or Stub Revolver or Autogun, Staff or Sword, Psy Focus or Forbidden Text of
Knowledge (X) or Flak Armour, Pendant w/ Chaos God symbol, Robes.
Signature Malignancy: Cannibalistic Urge
Extinguished Glory
Skills: Charm, Remembrance, Survival, Choose One +10
Talents: Peer (Choose One), Specialist (Choose One)
Traits: Enemy (Choose One)
Bonus: Whenever the character attempts an Influence test against anyone he has a Peer Talent
with, increase his Influence Bonus by 1 for the test. Whenever the character attempts an Influence
test against anyone he has an Enemy Trait with, decrease his Influence Bonus by 1 for the test.
Gear: 2 Additional Starting Requisitions
Signature Malignancy: Deathsight
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Mutant
Skills: Deceive, Intimidate, Observe, Survival
Talents: Resistance (Choose One), Die Hard
Bonus; The characters Corruption Bonus starts at 2. Roll once on the Malignancy chart at 2d10+2.
Select a Malignancy of 22 and below of your choice.
Gear: Manufactorum Coveralls, Stub Revolver, Staff or Cosh (Improvised), Concealing Clothing (+10
Subterfuge to hide the characters hideous visage.)
Signature Malignancy: Dark-Hearted
One Amongst Billions
Skills: Athletics, Commerce, Observe, Tech-Use or Survival
Talents: Specialist (Choose an Adepta or Planet), Unremarkable
Bonus: Whenever the character must roll to determine whether or not they gain a Mental Trauma
or Malignancy, they may count as automatically failing this test in order to gain 200 XP.
Gear: Manufactorum Coveralls and Staff or Robes and Compact Stub Revolver, Clothing, Bionic
Replacement or Rebreather or Autoquill, Sack of Recaf or Glow Globe/ Lamp Pack,
Signature Malignancy: Cannibalistic Urge
Penitent:
Skills: Athletics, Navigate, Observe, Survival
Talents: Jaded, Cold-Hearted, Resistance (Heat or Cold)
Bonus: The character Insanity Bonus starts at 1. Do not roll for Mental Traumas.
Gear: Chainsword, Injector, 2 doses of Frenzon, Reinforced Autogun or Reinforced Lasgun,
Manufactorum Coveralls, Explosive Collar
Signature Malignancy: Bone Blades
Revolutionary
Skills: Charm, Logic, Intimidate, Remembrance, Subterfuge, Survival
Talents: Peer (Choose One), Public Speaking
Traits: Enemy (Government)
Bonus: (Chosen at Character Creation) Gain a +10 bonus to any Intimidate (Coerce) tests or Charm
(Captivate) tests.
Gear: Compact Lasgun or Autogun w/ Suppressor, Manufactorum Coverall or Hive Leathers,
Monotask Servo-Skull (Laud Hailer) or Multikey, Writing Kit,
Signature Malignancy: Dark-Hearted
Rogue Trader Crew
Skills: Commerce, Pilot, Navigate, Tech-Use
Talents: Specialist (Rogue Trader), Peer (Rogue Trader) or Technical Knock
Bonus: Do not count zero gravity as difficult terrain.
Gear: Bodyglove, Shotgun w/ Melee Attachment or Quick-Release Laspistol, Grav-Chute or
Monotask Servo-Skull (Utility) or Void Suit, Regicide Set or Ration Pack.
Signature Malignancy: Phantom Malady
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Student of the Shadow War
Skills: Athletics, Deceive, Investigate, Stealth, Subterfuge Tech-Use
Talents: Specialist (Inquisition)
Traits: Enemy (Puritans or Radicals)
Bonus: At any time, the character may take a +0 WP test to appear functionally dead for 1d10
minutes. Any who attempt to discern the characters true nature must make a -20 Medicae
(Diagnose) test.
Gear: Bodyglove (3) and Stummer or Flak Armor (3), Autogun w/ Red-dot & Suppressor or Lasgun
w/ Red-dot & Custom Grip, Data-slate, Comm Leech or Disguise Kit,
Signature Malignancy: Shadowdweller
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Appendix II: Talent Descriptions The following document consists of a complete revision of Talents. Replace all Talent Effects given
in Chapter IV with those given here.
http://quizlet.com/33182082/ezra-kainus-dark-heresy-living-23-talents-flash-cards/
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Ezra Kainus' Dark Heresy Living 2.3 Talents Study online at quizlet.com/_jr7gi
53. Adept
Manuevering The character can now use the Adep
Maneuvring action as per below:
Adept Maneuvring
Type: Reaction, Operate
Action Points: 1
Use: After a successful attack test is made against the vehicle the character is operating, but before hit locations
are determined, the character makes a Pilot test (based on the type of vehicle being operated). If the Pilot test
succeeds, the character can change the facing struck by the attack to a facing of his choice. This does not affect the
positioning of the vehicle.
93. Armour
Monger
The character can use the following action:
Armour Monger
Type: Utility
Action Points: 1
Use: The character increases the armour value of one piece of armour he can currently touch by an amount equal
to his Intelligence bonus. This increases the armour value on all hit locations covered by the piece of armour. The
effect lasts for one round. This action can only be used once per combat encounter.
18. Assassin
Strike
Once per round, after making a melee attack, the character can make an Acrobatics (A) test. If he succeeds, he may
immediately perform the disengage action without spending the required action points.
60. Barrage After making a successful attack test with a ranged weapon, the character adds 1 degree of success to the total degrees
of success gained from the test.
32. Bastion of
Iron Will
When defending against psychic powers, the character adds a bonus to his roll equal to 5 multiplied by his psy
rating.
10. Blending When using the Shadowing use of the Stealth skill, the
character can use his Fellowship characteristic
instead of Perception.
52. Brace for
Impact
The character can use the following action:
Brace for Impact
Type: Reaction
Action Points: 1
Use: When the vehicle this character is riding in is involved in a crash (see page 224), but before the crash resolves,
the character can use this action to reduce any damage he would suffer from breach effects the crash causes by his
Agility bonus.
61. Bulging
Biceps
The character only suffers a -10 penalty to firing an unbraced heavy weapon, instead of the normal -20. In addition,
he only needs to spend 1 AP to perform the Brace Heavy Weapon action, instead of the normal 2 AP.
11. Canvassing The character can re-roll a test made to gather information from a group of people. The second result must be used.
42. Catfall When suffering from the effects of falling, the character's Agility bonus (in metres) reduces the distance fallen for
purposes of determining damage.
83. Charming When using the Charm skill, the character can affect a number of other characters equal to his Fellowship Bonus
x10.
The character gains the following use of the Charm skill
-State Conviction
Characteristic: Fellowship
Average Time: 3 AP
Use: A character must succeed on a Charm (Fel) test. If they do, until the start of the character's next round, any
affected characters do not suffer the effects of the Weakened or Dazed Condition
33. Cold Hearted The character is immune to all uses of the Charm skill. Additionally, when making an opposed Willpower test, the
character adds 1 degree of success to the total degrees of success gained from the test.
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43. Combat
Formation
The character can choose to use his Intelligence bonus in place of his Agility bonus when rolling initiative.
19. Combat
Master
When engaged in melee combat, opponents do not gain the bonus for outnumbering when making attack tests
against the character.
44. Combat The character can choose to use his Perception bonus in place of his Agility bonus when rolling initiative.
Senses
84. Commanding When using the Command skill, the character can affect a number of other characters equal to his Fellowship Bonus
x10.
The character gains the following use of the Command skill
-Inspiration
Characteristic: Fellowship
Average Time: 3 AP
Use: A character must succeed on a Command (Fel) test. If they do, until the start of the character's next round, any
affected characters do not suffer the effects of the Debilitated Condition.
62. Constant
Vigilance
The character can perform reactions without ending the effects of the Overwatch action.
12. Contact
Network
The character can use his Fellowship characteristic in place of his Influence when making requisition tests (see page
131).
13. Coordinated
Interrogation
The character gains a +5 bonus to all Intimidate tests made to interrogate a character, and gains an additional +5 for
each other character participating in the interrogation who also has Coordinated Interrogation.
1. Counter-
Attack
After using the Evade (WS) skill to successfully cancel all degrees of success of an opponent's attack, thec haracter can
make an immediate Disruptive Blow reaction against the opponent (paying normal AP cost) even though the foe has
not taken a movement action.
14. Cover-Up At the GM's discretion, the character can gain Influence Decay (10) Condition. Whenever this is done, the character
increases his group's subtlety by 1d5.
63. Crippling
Shot
The character can use the following action:
Crippling Shot
Type: Utility
Action Points: 1
Use: On the character's next ranged attack made this turn, his weapon counts as having the Crippling Quality.
20. Crippling
Strike
The character can use the following action:
Crippling Strike
Type: Utility
Action Points: 1
Use: On the character's next melee attack made this turn, his weapon counts as having the Crippling Quality.
21. Crushing
Blow
Before making an attack with a melee weapon, the character can choose to add his Strength bonus to the damage dealt
by the weapon for that attack, in addition to the weapon's normal damage. If he does so, the character's RoF may not
exceed 1 for the attack.
54. Damage
Control
The Character's vehicle counts as having the Resilient (1) Trait.
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85. Deceptive When using the Deceptive skill, the character can affect a number of other characters equal to his Fellowship Bonus x10.
The character gains the following use of the Deceive skill
-Feint
Characteristic: Fellowship
Average Time: 3 AP
Use: A character chooses a single target which can hear and see the character and must succeed on a Deceive (Fel) vs.
Willpower +20 test. If they do, the target gains either the Stunned (1) or Dazed (3) Condition.
2. Deflect Shot When the character is armed with a readied melee weapon, he adds his Weapon Skill bonus to his defence value on all hit locations when being hit by thrown weapons or ranged weapons with the Low-Tech quality.
15. Delicate
Interrogation
Whenever the character would decrease his group's subtlety due to an interrogation, the amount of subtlety lost is
reduced by one.
74. Die Hard The character continues to reduce the X value of the Blood Loss condition (see page 207) when unconscious.
3. Disarm The character can use the following action:
Disarm
Type: Utility
Action Points: 2
Use: The character makes an opposed Weapon Skill test
against a single target with which he is currently engaged in
melee. If the character succeeds at the test, his target is
disarmed and drops the weapon he was fighting with at his
feet. If the character succeeds with three or more degrees of
success, he can instead take his enemy's weapon from out of his hands.
86. Disturbing
Voice
When making an Intimidate test, the character may roll an additional tens dice and pick the most favorable result.
However, when making a Charm or Deceive test, the character must always roll an additional tens dice and take the least
favorable result.
104. Dual
Wielder
When wielding two weapons, the character does not suffer the -20 penalty to his second attack test made in the same
turn.
22. Duelist When the character is engaged in melee with a single enemy, he adds +d to all successful Evasion (WS) tests.
4. Evasive Whenever the character succeeds on an Evade test, he adds
one to the total degrees of success scored on the test.
64. Eye of
Vengeance
The character can use the following action:
Eye of Vengeance
Type: Utility
Action Points: 1
Use: The character's next Ranged attack cannot exceed a RoF of 1. If your next Ranged attack would have dealt a Wound,
it deals an additional Wound.
34. Favoured
by the
Warp
When rolling to determine Perils of the Warp, the character can add or subtract his Willpower bonus from the result of
the roll.
94. Ferric
Lure
The character can call an unsecured metal object to his hand. He may summon objects of up to 2 kilograms per point of
his Willpower bonus and may summon objects from up to 10 metres per point of his Willpower bonus away.
16. Flash of
Insight
When stuck in an investigation, the character can spend one fate point to reveal one of the next clues or leads.
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23. Furious
Assault
This talent comes into play when a character earns multiple hits with a single melee attack test. If two or more hits strike
the same location, the character can choose to combine those hits into a single hit. Determine the damage for all of these
hits separately, then add the values together to determine the damage value for the single combined hit. The target must
consider the combined damage as a single hit for all purposes of reducing damage suffered.
5. Hard
Target
After the character performs the Move action twice in one round, opponents count as Debilitated with all attack tests made
wit ranged weapons against the character for one round.
75. Hardy When removing wounds during six consecutive hours of rest, the character can remove one additional wound.
105. Hatred Each time the character selects this talent, he chooses on group or organisation. The character despises the members of
that group, and gains a +10 bonus to all Weapon Skill and Ballistic Skill tes