TEXT: TM
  TM
  TM
  Joseph Nirchi (Order #15621405)
  
  Joseph Nirchi (Order #15621405)
  
  2
  VI
  TALENTS
  Talent Format ..............................128 
  List Of Talents .............................129
  Faith  ..........................................142
  VII
  ADVANCEMENT 
   
  Rank Increase ..............................146
  Ascension....................................147
  Creation Ascension ......................148
  Experience Ascension ..................148
  Milestone Ascension....................148
  Ascension Packages ....................148
  Archetype Ascension ...................155
   VIII
  RULES 
  The Core Mechanic ......................158
  Difficulty Numbers ......................160 
  Bonuses & Penalties ....................161
  Wrath ..........................................162
   
  The Wrath Die .......................162 
   
  Wrath Points .........................164
  Glory  ..........................................164
  Shifting .......................................165
  Keywords ....................................167
  Roleplaying & Social Encounters .167
  Influence Tests ............................169 
  Other Tests ..................................169
  I
  INTRODUCTION
  Roleplaying Games ..........................6
  Using This Book ..............................6
  Letters To Progena .........................10
  II
  CHARACTER 
  Creating A Character ......................17
  Create Your Framework .................18
  Tier ................................................19
  Choose Your Archetype ..................21
  Customise Your Character ..............22
  Know Your Faction ........................26
  Species ..........................................26
  Adding Detail ................................30
  Bringing Your Character To Life .....34
  Traits  ............................................36
  Advanced Character Creation .........38
  Character Sheet Summary ..............40 
  III
  FACTIONS 
  Backgrounds .................................43
  Objectives ......................................43
  The Imperium ................................44
  Adepta Sororitas ............................50
  Adeptus Astra Telepathica .............53
  Adeptus Mechanicus .....................55
  Adeptus Ministorum ......................58
  Astra Militarum .............................60
  The Inquisition ..............................63
  Rogue Trader Dynasties .................66
  Scum  ............................................68
  Adeptus Astartes ...........................70
  Aeldari ..........................................76
  Orks  ............................................80
  Chaos ............................................84
  IV
  ARCHETYPES
  Archetype Format ..........................89
  Tier 1 
   
  Sister Hospitaller .....................91 
   
  Ministorum Priest ...................92 
   
  Imperial Guardsman ................93 
   
  Inquisitorial Acolyte ................94
   
  Inquisitorial Sage ....................95
   
  Ganger ....................................96
   
  Corsair ....................................97
   
  Ork Boy ..................................98
  Tier 2 
   
  Sister of Battle ........................99 
   
  Sanctioned Psyker .................100 
   
  Skitarius ...............................101 
   
  Death Cult Assassin ..............102
   
  Tempestus Scion ...................103
   
  Rogue Trader.........................104
   
  Scavvy ..................................105
   
  Space Marine Scout ...............106
   
  Ranger ..................................107
   
  Kommando ...........................108
  Tier 3 
   
  Tech-Priest ............................109
   
  Crusader ...............................110
   
  Imperial Commissar ..............111
   
  Desperado .............................112
   
  Tactical Space Marine ............113
   
  Warlock .................................114
   
  Ork Nob ................................115 
  Tier 4 
   
  Inquisitor ..............................116
   
  Primaris Intercessor ..............117
  V
  ATTRIBUTES
  & SKILLS 
  Attributes ....................................119 
  Skills  ..........................................121
  CONTENTS
  Joseph Nirchi (Order #15621405)
  
  3
  IX
  COMBAT 
  The Basics Of Battle ....................172
  Quick Reference Guide ................174
  Combat Time................................176
   
  Turns ....................................176 
   
  Rounds .................................176
  Combat Encounters .....................176
  Initiative Order ............................177
   
  Ambush ................................177
   
  Seize The Initiative................177
   
  Interrupting Initiative ............177
   
  Initiative Special Cases ..........178
  Actions ........................................178
   
  Combat Actions .....................178 
   
  Multi-Actions ........................178 
   
  Simple Actions ......................179
   
  Free Actions ..........................179
   
  Reflexive Actions ..................179
   
  Full-Round Actions ...............179
  Range & Movement .....................179
   
  Movement .............................180 
   
  Terrain & Cover .....................181
   
  Stealth & Awareness .............181
  Attacking ....................................182
   
  Extra Damage Dice ................183
   
  Melee Attacks .......................183
   
   Unarmed Strike..................183
   
   Engaged Targets ................184 
   
   Reflexive Attacks ...............184
   
   Pistols In Melee .................184
   
  Ranged Attacks .....................184
   
   Ammo & Reloading ...........184
   
   Firing Into Melee ...............185
   
   Area Effect Weapons..........185 
   
  Attack Options ......................186
   
   Called Shot.........................186 
   
   Full Defence .......................187
   
   Hold Action .......................187
   
   Multi-Attack ......................187
   
  Melee Attack Options ............187 
     All-Out Attack ....................187
   
   Charge ................................188
   
   Fall Back ............................188
   
   Grapple ..............................188
   
  Ranged Attack Options .........189
   
   Aim ...................................189
   
   Brace .................................189
   
   Shoot Through Cover .........189
   
   Pinning Attack ...................189
   
  Interaction Attacks ................190
   
  Combat Modifiers ..................190 
   
  Vision Penalties ....................191 
   
  Combat Complications ...........191 
  Damage & Dying .........................192
   
  Wounds ................................193
   
   Mortal Wounds ..................193
   
   Wounded ...........................193
   
   Dying .................................193
   
  Memorable Injury ..................194
   
  Traumatic Injury....................195
   
  Shock ....................................196
   
  Determination .......................196
  Resting ........................................196
  Critical Hits ..................................197
  Conditions ...................................197
  Environmental Hazards ...............201
  Targeting a Mob ..........................202
  X
  WARGEAR
  Requisitioning Wargear ...............205
   
  Wealth ..................................206
   
  Cunning Acquisitions ............206
  Repairing Wargear .......................207
  Weapons .....................................207
   
  Weapon Traits .......................208
   
  Melee Weapons .....................211
   
  Ranged Weapons ..................216
   
  Weapon Upgrades .................227
   
  Ammo ...................................229
  Armour .......................................231
   
  Layering Protection ...............231
   
  Invulnerable ..........................231
   
  Armour Traits .......................231
  Tools & Equipment ......................236
  Augmetics ...................................242
   
  Installation & Removal ..........242
   
  Augmetic Reconstruction ......242
   
  Augmetic Enhancements .......242
   
  Augmetic Implants ................244
  Trinkets & Charms .......................247
  XI
  PSYCHIC
  POWERS 
  The Warp .....................................252
  Human Psykers ...........................253
  Xenos Psykers .............................254
  Warp Storms &
  Cicatrix Maledictum .....................256
  Gaining Psychic Powers ...............257
  Using Psychic Powers ..................259
  Perils Of The Warp ......................262
  Sustaining Psychic Powers ..........265
  Psychic Powers Format ................266
  Universal Psychic Abilities ..........267
  Minor Psychic Powers..................268
  Psychic Disciplines ......................271
    Universal Psychic Discipline .272
   
  Biomancy Discipline ..............272
   
  Divination Discipline .............274
   
  Pyromancy Discipline ............275
   
  Telekinesis Discipline ............277
   
  Telepathy Discipline ..............278
   
  Maleficarum Discipline ..........280
  Aeldari Psychic Powers................282
    Runes Of Battle Discipline ....283
  Corruption ...................................285
   
  Sources of Corruption ............285
   
  Corruption Tests ....................286
   
  Mutation ...............................287
   
  Mutation Tests ......................287
   
  Subtle Mutations ...................288
   
  Minor Mutations ...................290
   
  Severe Mutations ..................291
  Joseph Nirchi (Order #15621405)
  
  4
  Imperial Threats ..........................326
   
  Imperial Citizen .....................327
   
  Astra Militarum Trooper ........328
   
  Tactical Space Marine ............330
   
  Enforcer ................................331
   
  Chrono Gladiator ...................332
   
  Mutant ..................................333
   
  Scum .....................................334
   
  Combat Servitor ....................335
   
  Servo-Skull ...........................336
  Heretical Threats .........................337
   
  Cultist ...................................337
   
  Cult Leader ............................338
   
  Rogue Psyker ........................339
   
  Possessed Mortal ..................341
   
  Chaos Space Marine ..............342 
   
  Possessed Chaos
   
  Space Marine ........................344
  Daemonic Threats ........................345
   
  Bloodletter ............................346
   
  Daemonette ...........................347
   
  Pink Horror ...........................348
   
  Plaguebearer .........................350
   
  Poxwalker .............................351
   
  Chaos Spawn ........................352
  Ork Threats .................................353
   
  Ork Boy ................................354
   
  Kommando ...........................355
   
  Ork Nob ................................356
   
  Painboy .................................357
   
  Grot .......................................358 
   
  Killa Kan ...............................359
  Aeldari Threats ............................360 
   
  Guardian Defender ................361
   
  Wraithguard ..........................362
   
  Ranger ..................................363
   
  Corsair ..................................364
  Genestealer Threats .....................365
   
  Genestealer ...........................366
   
  Genestealer Patriarch ............367
   
  Acolyte Hybrid ......................368
   
  Neophyte Hybrid ...................369
   
  Cult Magus ............................371
  Character Sheet ...........................372
  Party Sheet ..................................374
  List of Keywords .........................375
  Index. ..........................................380
  XII
  THE GILEAD
  SYSTEM 
  The Straits of Andraste ................297
  The Heartworlds ..........................297
   
  Avachrus ...............................297
   
  Nethreus ...............................299
   
  Ostia .....................................300
   
  Enoch ....................................302
   
  Gilead Primus........................304
  The Reach ...................................306
   
  Charybdion ...........................306 
   
  The Voidmire.........................307
   
  Persephone’s Regret ..............308 
  The Membrane Worlds ................308
   
  Vulkaris ................................309
   
  Trollius ..................................309
  Patrons ........................................310
    Rogue Trader
   
  Jakel Varonius .......................310
    Lord-Militant
   
  Taleria Fylamon ....................312
  XIII
  GAMEMASTER 
  General Advice ............................315
   
  Rules Notes ...........................316
   
  Character Creation .................316
  What A GM Does .........................317
   
  Fail Forward ..........................319
   
  Ruin ......................................320
  The 41st Millennium ...................320
   
  Travel ....................................321
   
  Awarding Wealth ..................321
  After The Game ...........................321
  XIV
  BESTIARY 
  Bestiary Format ...........................323
  Types Of Threat ...........................323
  Mobs  ..........................................324
  Resolve........................................325
  Ruin Actions ...............................325
  Scaling Threats ............................326
  Joseph Nirchi (Order #15621405)
  
  5
  Cover Art Johann Grenier
  Art Alberto Bessi, Joel Chaim Holtzman, Antonio De Luca, 
  Max Fitzgerald, Mark Gibbons, Diego Gisbert Llorens, Marina 
  Karakatsani, Sam Manley, JG O’Donoghue, Adrián Prado, Stefan 
  ‘Storykillinger’ Ristik, Mikhail Savier, Andrea Tentori Montalto 
  and the Games Workshop Studio. 
  Writing & Game Design Zak Dale-Clutterbuck, Chris Handley, 
  Eleanor Hingley, Elaine Lithgow, TS Luikart, Dominic McDowall, 
  Jonathan Woodhouse and Ross Watson 
  Graphic Design & Layout Rachael Macken, with assistance from 
  Emmet Byrne, Rory McCormack, Sean Glenn and Pádraig Murphy 
  Editing & Proofreading Síne Quinn, Sam Stewart and Chris Walz 
  Cubicle 7 Business Support  Anthony Burke, Elaine Connolly, 
  Donna King and Kieran Murphy 
  Cubicle 7 Creative Team Emmet Byrne, Zak Dale-Clutterbuck, 
  Dániel Kovács, TS Luikart, Rachael Macken, Rory McCormack, 
  Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O 
  Donoghue, JG O’Donoghue, Síne Quinn, Jacob Rodgers, and 
  Christopher Walz
  Publisher Dominic McDowall 
  Special thanks to the GW team.
  Further thanks to Dave Allen, Aleksandr Ermakov, Dave 
  Keaveney, Jacob A.J.T. Smith, and all the fans who took the time 
  to contact us. Without you, this book would not be the same. 
  Published by Cubicle 7 Entertainment Ltd, Unit 6, Block 3, City 
  North Business Campus, Co. Meath, Ireland.
  No part of this publication may be reproduced, stored in an retrieval 
  system, or transmitted in any form by any means, electronic, 
  mechanical, photocopying recording or otherwise without the prior 
  permission of the publishers. 
  Warhammer 40,000 Roleplay: Wrath & Glory © Copyright Games 
  Workshop 
  Limited 
  2020. 
  Warhammer 
  40,000 
  Roleplay, 
  the 
  Warhammer 40,000 Roleplay logo, Wrath & Glory, the Wrath & 
  Glory logo, GW, Games Workshop, Space Marine, 40k, Warhammer, 
  Warhammer 40,000, 40,000, the ‘Aquila’ Double-headed Eagle logo, 
  and all associated logos, illustrations, images, names, creatures, races, 
  vehicles, locations, weapons, characters, and the distinctive likeness 
  thereof, are either ® or ™, and/or © Games Workshop Limited, 
  variably registered around the world, and used under licence. 
  Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are 
  trademarks of Cubicle 7 Entertainment Limited. All rights reserved. 
  Wrath & Glory Originally Designed by Ulisses North America
  Lead Designer: Ross Watson 
  Writers: Owen Barnes, Darren Bowley, Ben Counter, Aaron Dembski-
  Bowden, John Dunn, Andrea Gausman, Jordan Goldfarb, Darrell 
  Hayhurst, W. Jason Peck, Bill Keyes, Michael Merrell, Darren Pearce, 
  Ryan Powell, Wen Reischl, Stephen Rhodes, Andy Smillie, William 
  Thrasher. 
  Editors: Sean Tait and Robin English-Bircher
  Art Director: Maik Schmidt
  Graphic Design and Layout: Maik Schmidt, Thomas Michalski, and 
  Ben Acevedo
  Cover Art: Diego Gisbert Llorens 
  Interior Art: Jacob Atienza, John Blanche, Alberto Bontempi, Matt 
  Bradbury, Victor Corbella, Sacha Diener, Wayne England, Imaginary 
  Friends Studio, Nikolaus Ingeneri, Karl Kopinski, Adrian Smith, 
  Florian Stitz, Bryan Syme, Andrea Uderzo, The Games Workshop 
  Studio. 
  Publisher: Markus Plötz
  Studio Manager for Ulisses North America: Timothy Brian Brown
  Special Thanks: Nathan Dowell, Andy Hoare, Len Pimentel, and 
  Michael Surbook
  Release: v2.1 August 2020
  Playtesters 
  John Dunn with Joseph Bohms, Joseph Evard, Brian Leist, Matthew 
  Marques, Jason Wortman. ‘Aurora Glorificus’ James Layton with 
  Michael Copping, Matthew Cramsie, Benjamin Davis, James Layton, 
  Damon Steff, Leigh Tuckman, Linette Voller. ‘No Guts, No Glory!’ 
  Sean Connor with Simon Butler, Stephen Pitson, Valerie Scott. Jupe 
  Rantalainen with Joakim Björkgren, Jaakko Brostrom, Iiris Kaasinen, 
  Joonas Katko, Tuure Keränen, Hannupekka Kinnunen, Outi Mussalo, 
  Outi Ojala, Jone Seraste, Aino Sykkö. ‘The Abraxas Tactical Center’ 
  Ben Keeler with, Peter Keeler, Daryl Kohlerschmidt, John Lacy, Lee 
  Langston, Brian Simpson. ‘Cincinnatus 158th’ Trevor Stamper with 
  Louis Barrera, Brandon Barrera, David Borouch, Brian Gilkison, Steve 
  Harmon, John Olszewski. ‘The Gentleman’s Society’ Greg Nagler 
  with Jon Crenshaw, Terry Cruse, David Howse, Michael Howse, JP 
  Meisenburg. ‘Bolter and Chainsword’ Matthew Hunt. ‘Kurgan the 
  Lurker’ with Julien Del Rosario, ‘Slips’, Alex Baur, ‘Acebaur’, Joshua 
  Ryan Wells, ‘Conn Eremon’, Gord Schubert, ‘Eddie Orlock’, Dustin 
  Browne, ‘Duz’. ‘Denver RPG Meetup’ Wen Reischl with Jonathan 
  Bowen, Toby Carpenter, Jeff Cohen, Jason Peterson, John Ross, 
  Jonathan Van Luik. ‘Ulisses Spiele Stamm’ Michael Mingers with 
  Dominik Krischer, Jasmin Nietzel, Christian Lonsing, Carsten 
  Moos, Mháire Stritter. Robert Adducci with Ismael Alvarez, 
  Mario Puentes, Cheryl K. Pierce, Laura Thompson, Joel 
  Marsh. ‘The Ordo Alearum’ Kai Großkordt with Anni 
  Buck, Andreas Föll, Birte Großkordt, Axel Pohl, Ernst 
  Roth, Thomas Schönherr, David Willner. Michael 
  Merrell with Bill ‘teh ebil bunneh’ Keyes, Tammy 
  Sue Keyes, Gordon Feiner, Curtis Craddok, Ron 
  Ritchie, Arne Jamtgard, Matt James. ‘Tier 5 
  Guardsmen’ Harper Robinson with Steven Jordan 
  Kozmary, Victor Menezes, Neal Muller, Frank Zhu
  CREDITS
  Joseph Nirchi (Order #15621405)
  
  6
  elcome to Warhammer 40,000: Wrath & Glory. 
  A grim universe of glorious adventure awaits 
  you. One of your group will bring to life a dark 
  and dangerous galaxy; the rest of you will live 
  and adventure in it, discovering glorious wonders, 
  facing wrathful foes, and everything in between. 
  You’ll walk the crumbling streets of a galaxy-
  spanning empire, flanked by colossal cathedrals, 
  and toxic factories where workers labour intensely 
  in service of an immortal God. You’ll investigate 
  the profane sorceries of those who can manipulate 
  reality, whilst kilometre-long voidships of forgotten 
  technology fly overhead. Trans-humans genetically 
  enhanced beyond recognition clash with shapeshifting 
  daemons on one planet, enigmatic aliens the next, 
  warring endlessly to defend a corrupt and callous 
  Imperial society. 
  Prepare yourself for a galaxy of gruesome 
  mayhem, where life is cheap and you must rely on 
  strange allies to survive. Prepare yourself for a world 
  of ignorance and superstition, fraught with perilous 
  arcane technology and vile daemonic rituals. Prepare 
  yourself for wrathful acts and glorious adventures in 
  the grim darkness of the 41st Millennium. 
  ROLEPLAYING 
  GAMES
  Wrath & Glory is a tabletop roleplaying game, 
  commonly abbreviated to RPG. You might be familiar 
  with RPG games on a computer or console, in which 
  case you’ll be right at home. One of your group will 
  take on the role of Gamemaster (GM), who describes 
  the world and what is happening. Everyone else will 
  play a single character, a protagonist of the story that 
  interacts with the world the GM presents. 
  Players tell the GM what their characters are 
  doing, and the GM interprets the outcomes of those 
  actions, using the rules where necessary.  As the 
  world reacts to the players’ characters and the things 
  they do, the game proceeds, following the story the 
  GM has prepared — or going off on a wild tangent 
  while the GM improvises like crazy. Either way, you’ll 
  be telling your own epic tales in the perilous world of 
  Warhammer: 40,000. 
  This rulebook includes all the information and options 
  you’ll need to play Wrath & Glory. If you’ve never 
  played a RPG before, we recommend you take a 
  look at the ‘What is a RPG?’ section of our website:  
  www.cubicle7games.com. Ultimately, this book is a 
  guide to help you get the most out of the game. You 
  can play a roleplaying game however you like, so don’t 
  worry about getting the rules wrong. As long as you 
  and your friends are having fun creating awesome 
  stories in the grim darkness of the 41st Millennium, 
  you’re doing it right!
  USING THIS BOOK
  The first few Chapters will guide you through creating 
  your character. New players should take a look at the 
  letters beyond these pages or the start of Chapter 3 for 
  an introduction to the 41st Millennium and the Empire 
  of Humanity, the Imperium. 
  Chapters 8 and 9 are for everyone. In them, 
  you will find the rules for playing the game and 
  running fun and fair battles in Wrath & Glory. If 
  your character is a Psyker capable of manipulating 
  reality with their powers or someone familiar with 
  the daemonic realm of the Warp, you’ll want to look 
  through Chapter 11. 
  Chapter 12 is full of information on the Gilead 
  System, the setting of Wrath & Glory; it’s up to the 
  GM to decide how much of this knowledge they share 
  with the players — particularly the strange secrets that 
  could spoil their adventures. 
  Chapters 13 and 14 are for the GM, providing 
  advice on how to run the game and a Bestiary 
  brimming with foes for the players to face. 
  Game Text
  The information in this book is presented in specific 
  ways to keep the rules clear. 
  Game Terms
  All game terms are capitalised, so you can tell when 
  someone is being tested or when you should make an 
  Intellect Test. 
  INTRODUCTION
  Joseph Nirchi (Order #15621405)
  
  7
  Joseph Nirchi (Order #15621405)
  
  Joseph Nirchi (Order #15621405)
  
  9
  Examples
  These can be helpful to give you a clearer idea of how 
  something will work at the table. Sometimes, they will 
  show you the results of a dice roll so you can better 
  understand how a mechanic works. In these examples, 
  Icons will be in bold and the Wrath Die will be in red; 
  you’ll learn about those mechanics later. 
  Examples are presented like this:
  Example: Gideon wants to make a Tech (Int) Test to 
  activate the cogitator. He has an Intellect Rating of 
  3 and a Tech Rating of 2, so he rolls 5 dice with the 
  following results: 1, 3, 5, 5, 6.
  Acronyms
  This rulebook avoids acronyms where possible, but 
  when they are absolutely necessary they will be 
  explained the first time they are used. The Gamemaster 
  (GM) is your local expert on the rules and can help 
  to clear up any confusion if you don’t know what 
  something means. 
  Keywords
  Keywords are a game mechanic that tie individuals, 
  organisations, and types of items together so that you 
  can identify links between them. You don’t need to 
  worry about how Keywords work right now, but they 
  look like this: IMPERIUM.
  Glossary 
  The final pages of this book are an index which you 
  can use to look up any key terms. Some of the more 
  commonly used terms are defined succinctly in the 
  index so that you can also use it as a glossary. 
  Your Warhammer 40,000
  The grim darkness of the 41st Millennium is a 
  phenomenon that has delighted fans for decades, and 
  we all have our own take on this rich and vibrant 
  setting. We want to celebrate that with Wrath & Glory, 
  and for your adventures to take place in your version 
  of the 41st Millennium. Throughout this book there 
  are options you can use to alter your game experience. 
  If anything contradicts how your group wants to play, 
  you’re free to change it. 
  What Next? 
  Check out www.cubicle7games.com for more advice 
  on playing Wrath & Glory, new adventures and 
  supplements, and much more.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  PANOPLY OF PLAY
  The main ingredients of a great game of 
  Wrath & Glory are you, a few other players, 
  about four to six is ideal, including the 
  Gamemaster (GM), and your imagination. 
  This book is your reference guide to the 
  rules, and the GM might also like to have 
  an adventure prepared for when you start 
  playing. There are a few other items every 
  player should add to their armoury to make 
  sure you get the best experience: 
   
  u A Character Sheet
   
  u 10 six-sided-dice (d6), including one 
  that is a different colour or size
   
  u A pencil and paper 
   
  u
  Tokens or coins for Wrath, Glory, and 
  Ruin points
  Each player will need a Character Sheet to 
  record all their character’s statistics and 
  details. Load up www.cubicle7games.com 
  to download the Character Sheet, then follow 
  Chapter 2 to create your character. You’ll 
  need a pencil to write on the Character Sheet, 
  and it might help to keep some scrap paper 
  nearby to make notes while you’re playing. 
  The rules of Wrath & Glory use dice 
  whenever a random result is required. You’ll 
  need about ten six-sided-dice (d6) each, and 
  one of them should be a different colour or 
  size. Check out Chapter 8 to learn more about 
  how and why you roll dice in Wrath & Glory. 
  There are three resources you might like 
  to keep track of with tokens or coins; Wrath 
  points and Glory points for players (explained 
  in Chapter 8), and Ruin for GMs (explained 
  in Chapter 13). You can track all of these on 
  paper, but it might be easier to have 5 or 6 
  tokens per player. 
  Joseph Nirchi (Order #15621405)
  
  Nominae Imperator. Glory everlasting to Him on Terra.
  Dearest Dominica,
  It is with solemn satisfaction that I confirm you have been selected to join the exalted ranks of the Sisters of Battle. Your time within the hallowed 
  walls of the Schola Progenium is at an end. Make no preparations for your departure to the holy synods of Enoch, as all you need will await you there.
  On this most auspicious of days I am reminded of your parents. Though I am pleased your discipline prevents it from showing, I would 
  not blame your heart for aching with pride — what greater glory than to be the child of those who died in service to the Emperor? 
  It seems martyrdom will be your fate also. Your training for battle and seminary education have been of the highest quality, but our situation 
  is more complex than our choirs and firing ranges would suggest. I feel it is my pedagogical duty to prime you for life beyond my protection. 
  The Great Rift 
  I am sure you remember the screams. Three years ago, reality itself was torn by the Great Rift. Though I advise you not to gaze upon it for long, the 
  evidence is written across our skies; a vast Warp-storm, a wound in reality through which daemons can walk. 
  No longer can I shield you from the truth: daemons exist, their vile forces assail us daily, and it is now your duty to fight against them. I 
  fear my prayers will be of little aid against this enemy, so I will tell you all I can of the Warp. 
  The Warp 
  You have been educated little on the nightmare Immaterium; ignorance was once our best defence from the unholy realm known as the Warp, but 
  now it stands at our doorstep. I can tell you but a few details, and the less said or thought of it the better. 
  The Warp is another reality, a realm of daemons that want nothing more than to corrupt and destroy. Their influence is responsible for 
  every evil act; weakness of the soul feeds the Warp, and every sin births a new daemon. These foul creatures entice the good and pious with offers of 
  power and privilege, preying on Humans’ weak hearts to corrupt more to their blasphemous cause. And so their power grows. 
  You must be ever-vigilant for the taint of Warp. Its agents are not merely monstrous daemons, but Humans marked by their mutated 
  flesh and twisted minds. May your faith in the God-Emperor be your shield against them. 
  Psykers 
  Every day, Humans are born cursed with a mutation, the ability to channel the virulent energies of the Warp to manipulate reality. Though I 
  wish we could be rid of all Warp-tainted creatures, the myriad enemies of the Imperium are powerful indeed, and we need the services of sorcerers that 
  can do the impossible. 
  Respect the Sanctioned Psykers — those the Emperor has blessed and allowed to exist in His realm — but maintain a safe distance, and 
  keep your blade close to hand. All should be feared, as none can truly control the volatile Warp; daemons crave their souls more than any, and will 
  use their bodies as vessels to enter reality.  
  The Astronomican 
  To fully understand our tragic situation, you must know of the Astronomican. Our God-Emperor has given us many gifts, but this is perhaps 
  the greatest — His divine light shines out to us from Holy Terra, thousands of light-years away, a golden star to unify and protect His children. 
  Sanctioned Psykers called Astropaths used the guidance of the Astronomican to hold psychic conversations, sending messages through the 
  void to unite the Imperium’s planets. Through them we organised supplies for the hungry, and marshalled defences against our myriad foes. 
  Travel
  You have seen the titanic voidships that fill our skies, each several kilometres long, crewed by teeming thousands and bearing tons of precious cargo. 
  Without their deliveries of supplies and soldiers, the Imperium’s million worlds would suffer and fade. 
  Voidships once utilised esoteric technologies to enter the Warp and travel faster than light. This was a dangerous practice — one that with hindsight 
  I now believe a heretical sin — but necessary for His Imperium’s preservation. 
  Many ships were lost, destroyed by the Warp’s crashing psychic seas or assaulted by hungering daemons. Were it not for the Astronomican’s 
  guidance, a shining star to steer by, all would have been doomed. 
  Joseph Nirchi (Order #15621405)
  
  His Light Extinguished
  The Astronomicon’s hallowed light can only be obscured by the Warp’s foul darkness. All attempts by Astropaths to gaze through the Great 
  Rift have rendered them insane, or worse. Without the star of the Astronomican to steer by, voidships are destroyed by the Warp, or simply 
  vanish. 
  Without transport and communication, we are truly isolated by the Rift. There are no reinforcements and no support — our cries for 
  help echo out into the Warp, and the mocking laughter of thirsting daemons is the only response. But the Great Rift is far from the only danger 
  to our forsaken system. 
  The Hostile Galaxy
  Humanity’s manifest destiny is to rule the galaxy in His name. We must protect the few worlds that can subsist life from our foes — the other 
  Species we are cursed to share the galaxy with. You have been educated in the absolute purity of the Human form, but must be prepared for contact 
  with its anathema: the grotesque xenos that flaunt their blasphemous existence. 
  The Alien
  Fear not the ungainly, elongated forms of the conniving Aeldari, but eradicate them before they can speak their sly deceptions. These depraved xenos still 
  seek to broker a profane peace, even whilst their kin raid our voidships. Never trust them. 
  Stand resolute against the hulking Orks, and know that though their brutish brawn could tear you apart, they are thoughtless. Keep faith, 
  outwit them, and watch the craven beasts flee. These monstrosities will perish — provided you keep your distance. 
  Beyond the Rift 
  I admit that in my hour of darkest doubt, I thought the Imperium was destroyed. Now I believe that the Rift only obliterated our neighbouring 
  systems, justly punished for their impious ways. I will tell you what I remember, a glimpse of the Imperium’s glory to turn to when you find 
  yourself in the shadows. 
  The Glorious Imperium 
  Untold trillions labour tirelessly in His name across the breadth of the galaxy. The purity of the Human form is as diverse as the stars in the 
  sky, but we are all united in His holy purpose by our faith in the Emperor. In return, He brought us together with his glorious Astronomican. 
  He rules from Holy Terra, birthplace of Humanity, thousands of light-years from our humble Gilead System. On His glorious Golden 
  Throne He is preserved eternal by arcane technology, reigning immortal. 
  Imperial Order
  There can be no doubt that each of us is in our proper place. For the Emperor to protect us, we must pay his tithe. To subsist His holy form, we 
  must sacrifice. Every manufactorum worker serves their master, who in turn serves a noble lord. We are each obliged to pay fealty to those above; a 
  perfect hierarchy with the Emperor at its peak. 
  You have seen your brothers and sisters leave to support the Imperial militant forces, and now you must do the same; each of us is a cog in 
  the righteous machine of war that is the Imperium. 
  And march to war we must. Time and time again, this galaxy has proven to be a hostile and terrifying place, almost inimical to Human 
  life. For that purpose was the Emperor’s war machine created; in His infinite wisdom, He knew we must earn our survival through unyielding 
  steel and bloody carnage. Every sacrifice — from those your parents made to your own destined demise — is necessary to preserve Humanity. 
  The martyr’s grave is the keystone of the Imperium. 
  Lex Imperialis 
  The Emperor’s laws will protect you almost as well as your faith. Remember to respect the Imperium’s feudal authorities. Never harbour a 
  mutant or Psyker — report them to the nearest governing body immediately, or end their life if it is more convenient. Above all, never deny that the 
  Emperor is the only true God, and slay anyone who spews such heresy. 
  Disciplined as you are, I cannot imagine you breaking a law of Lex Imperialis. But in these dire times I hear of many blasphemous souls 
  that have lost faith, and point to the Great Rift as a sign the Imperium has already collapsed. We are fortunate that the punishment for almost 
  every crime is death, or an assignment to the frontlines protecting our noble sharpshooters from daemonic charges. 
  Joseph Nirchi (Order #15621405)
  
  The Rogue Trader 
  You now know our situation; trapped by the Ruinous Powers, warring with their daemonic minions, and assailed by the abhorrence of the alien. 
  You may be unsurprised your recruitment has come early. More than ever, the Imperium needs heroes like you — stout of heart and strong of body. 
  The continuous wars of these past three years have been unrelenting, with a catastrophic death toll, but I believe we are at the turning point. 
  The Emperor has sent us aid; proof that His Imperium survives beyond the Great Rift, and justification to purge any that would deny 
  Him. Four months ago, Rogue Trader Jakel Varonius and his flotilla of ships penetrated the Warp storm, bringing supplies, reinforcements, 
  and leadership. He has claimed rulership of our Gilead System, and has sent cadres of noble warriors on crucial missions. I am informed that some 
  of them have been successful. 
  I dare not guess what dire work he will ask of you, or what manner of motley crew you will be deployed with, but I know that the path 
  you walk will be dangerous. I will keep you in my prayers, but I dare not dream we will both live to wake from this nightmare. 
  Varonius brings us perhaps the most dangerous gift of all in these times: Hope.
  For the Glory of the Imperium, and the Glory of Him on Earth.
  —Drill Abess Undine Ultor
  Joseph Nirchi (Order #15621405)
  
  Saleena,
  I’ve put off writing this message for too long. Alas, Jurien Dassler pushed his luck too far in his last expansionist gambit, and is to 
  face the Administratum’s full censure. My oldest acquaintance; even now (especially now) I hesitate to call him friend. In any case, 
  his imminent and almost certain execution puts me in an introspective mood.
  Your education has been reassuringly expensive, but there are things that only experience can teach. Jurien’s downfall reminds 
  me that I need to get on with finishing the job.
  A Deplorable Situation
  You’ll be taking over the family enterprise in a far different situation than I. When I achieved seniority there were absolutes, and 
  the eternal rock upon which they rested was the Imperium itself: immutable and immortal as our God-Emperor. At the risk of 
  bordering on heresy, can we now truly say the same? 
  That blasted Rift has destroyed any ship trying to leave our system. Varonius and his cronies are the only ones daring, foolish, 
  or lucky enough to make it through that monstrous Warp storm. They haven’t attempted any further transitions, giving me the 
  impression that his heroic odyssey was a one-way trip. That, or there’s nothing left for him to return to. 
  The suspicious minds of the populace will ponder on this. What if the Rogue Trader is a liar, and we are all that is left? Why should 
  we follow the God-Emperor’s laws if He is no longer watching? 
  Of course, I would never deign to spew such heresy, what with the implements of the Emperor ensconced here with us; the Lord-
  Militant, the Astartes, the Inquisition, even Jakel himself. We know with hideous certainty what our fate should be if we deviate 
  in any way from the Imperium’s strictures, and are then reunited with its light!
  From now on, our house’s prosperity relies entirely on what we can eke out within this one system. I grieve for you, I really do. 
  The wonders out there, the markets… the profits. They will become a thing of legend as we scratch an existence from eight planets.
  As things stand, I have a few observations that might prove useful in the future.
  Our Forsaken System
  Everywhere is a frontier now. There are no easy runs, you always need to be on your guard. Pirates have been encouraged by the 
  challenges to law and order, and from out of nowhere we also have the Aeldari to deal with. There’s still plenty of the abominations 
  out there from the Rift’s opening. We’ve all seen things that no mortal should have to — doubtless there are countless unimaginable 
  horrors yet to come.
  To put it mildly, the Lord Militant is on edge. After the Maledictum opened, she had to deal with an unprecedented invasion of 
  horrors from the Immaterium. Simultaneously, the Astronomican’s disappearance and our sudden severance from the Imperium 
  caused extraordinary levels of unrest and challenge to Imperial rule. It’s little wonder that she took an authoritarian approach. 
  Although a little messy in places, it has successfully secured the system and saved many, many, lives at the cost of an acceptable 
  few. The Heartworlds she oversees (under Varonius’s supervision, a fact I’m sure stings a little) are where the majority of our 
  business will now be conducted. Though we may be confined, we must be thankful for the glorious diversity of our humble Gilead 
  System. 
  Gilead Primus, the Hive World
  Gilead Primus is our principle domain, and obviously the planet that you know best. I don’t need to tell you too much, but suffice 
  to say that the five moons are key to our trade. We have many interests in the planetside hives, but the manufactorum, mines, 
  barracks and palaces on the moons are the most lucrative of our customers and clients.
  Be mindful that our fellows in high society have been judged ‘vulnerable to corruption’ by the powers that be. The Inquisition are 
  as superstitious and trigger happy as ever. I’ve been asked some unusual questions by strangers at parties lately, so keep your 
  eyes and ears open. 
  Our ten million or so workers will need to be encouraged; they will doubtless be dour when you give them the extra hours, but 
  should be pleased to be part of the Emperor’s great plan. Try not to recoil if you have to speak to them personally; many of their 
  number have a strange bruised colour to their skin, and ugly protrusions on their foreheads — but these are likely acceptable 
  mutations caused by the conditions of our manufactorums.
  Joseph Nirchi (Order #15621405)
  
  Avachrus, the Forge World
  The Adeptus Mechanicus are under a lot of pressure, and it’s only going to get worse. With no supplies coming in, they’ll have to 
  make every scrap of technology needed in the System. They’re going to need assistance, and will be open to trade like never before. 
  This is one of our major opportunities, so get to know Archdomina Vakuul and find out what she needs help with. I’ve heard some 
  rumblings of Heretek operations (not surprising, given the circumstances) that you might twist into loyalty, or profit. Don’t forget 
  to use their reliance on logic against them when you’re making deals. Try not to mention the ammo shortages; as long as they 
  continue, we can stockpile, and make a tidy sum. 
  Avachrus is also a treasure trove of archeotech — there are a lot of abandoned or idle sites on the surface, and rumour has it that a 
  stealthy visitor can turn quite a profit on items left lying around. I would not personally know anything about this, of course.
  Nethreus, the Knight World
  Spend as little time as possible on Nethreus. The tectonic activity plays havoc with the landers, and you’ll be coughing up ash for 
  cycles. House Acasta contracts are a staple of our trade, but there’s little additional business here worth competing for, and there 
  are only so many knightly feasts of world-root a person can stomach. Why anyone would choose to live in such anachronism I will 
  never fathom. Leave it to an underling.
  Ostia, the Agri World
  Ostia is more my style — vast and beautiful, an entire planet dedicated to verdant farmland and food production. I always make sure 
  I have a little extra time built into the schedule when business takes me here, and lose myself in a forest or mountain range for a 
  few days. I have an eye on a small estate here for after you take my place. Always pursue more business on Ostia, moving produce 
  is solid low-risk work, even more so now that the insurrections seem to have quietened down. 
  Enoch, the Shrine World
  The Shrine World Enoch is a tinderbox — starving, stuck, and increasingly desperate pilgrims from across the Imperium, overseen 
  by an overwhelmed Ecclesiarchy. What could go wrong? It’s a crying shame, Enoch’s monuments and shrines should be inspirational 
  palaces of the soul. Luckily the price for foodstuffs has gone through the roof, so we can make a killing, but keep your eyes open.
  I heard you wept when word reached you of the Night of Tears. I’m impressed by your sympathies, but know this: many more 
  innocents must be sacrificed for us to survive, and crying won’t stop the hungry hordes from besieging our spiretop apartments. 
  The Reach
  Some of our peers have been making a lot of noise about the potential in the Reach, but they are putting an unlikely payoff ahead 
  of sensible caution. Such ventures are way too risky for us, it’s all pirates, xenos and the cold dark void out here. They can keep it.
  Out there in the void is the Absolver’s battle barge The Vow of Absolution. Take care when dealing with Sergeant Akahir. Like all 
  Absolvers, he is a sanctimonious oaf, but he’s also in command of the most dangerous military force in the system. He seems to 
  genuinely feel touched by both fate and the Emperor’s hand, and that is a potentially murderous combination. Stay above reproach 
  as far as he and the Absolvers are concerned, or it could spell the end of everything.
  The Rogue Trader, Jakel Varonius
  And finally, our ‘saviour’. He’s charming alright, but he’s also a self-important interloper, and I don’t believe his story of how he 
  came to wash up here. Responding to the Absolvers’ cry for help that no one recalls sending or seeing? At best that’s an enormous 
  elaboration. Anyway, he’s here, he’s powerful, and he needs to be treated with respect and caution. Lady Octavia — the House 
  Omincara Navigator — is his weak spot. She and her house have a lot riding on maintaining their reputation. She won’t risk that — 
  not even for Varonius. An alliance there will give us some measure of insurance.
  Joseph Nirchi (Order #15621405)
  
  The Varonius Flotilla is an interesting collection of people in its own right. Under the Rogue Trader’s command, but many of the 
  Captains and other family members have independent minds of their own — something else we can use to our advantage. They’ve 
  always got a lot of requirements too, from goods and materials through to tasks they need performed on their behalf. Some of those 
  are tasks they lack the time or capacity to carry out, but some are also for reasons of plausible deniability. I understand that is 
  where the real profit lies…
  I feel better for putting all that down. I hope you find it useful. I’ll send more as it occurs. Give my salutations to your mother.
  — Dictated by Bader Heironomous Jericho XIII
  Joseph Nirchi (Order #15621405)
  
  16
  16
  rath & Glory is a roleplaying game, which 
  means you’ll need a role — or character — to 
  play. This chapter shows you how to make 
  your character from scratch. You’ll be experiencing the 
  grim darkness of the 41st Millennium through your 
  character’s eyes. Your character might survive beyond 
  the Astra Militarum’s estimated life expectancy of 15 
  hours and rise to the status of a hero, or be summarily 
  executed due to a bureaucratic oversight, but whatever 
  happens, the characters you and your friends play will 
  be the stars of the story. 
  Your character is made up of story elements and 
  technical elements. Story elements include your 
  character's background, hopes, dreams, fears, and so 
  on. Technical elements include values that indicate 
  how strong or smart they are and what special abilities 
  they have. Record these elements on a character 
  sheet (p.372) as you make your character. This will 
  be a handy reference guide for everything about your 
  character while you’re playing. This chapter helps you 
  fill in your character sheet and explains how it works. 
  CHARACTER
  Joseph Nirchi (Order #15621405)
  
  17
  CREATING A 
  CHARACTER
  The first things you need are a blank character sheet 
  for each player and a single blank party sheet for the 
  group. These can be found on p.372 and p.374, or 
  at cubicle7games.com. Then follow the steps below, 
  filling in the necessary information as you go. 
  1. Create Your Framework (p.18): Decide with your 
  group what kind of adventures you want to go on, 
  and the types of characters that would be suitable 
  for them. Once you’ve got a rough idea of the kind 
  of character you’d like to play, you can choose an 
  Archetype that suits them best. 
  2. Choose Your Archetype (p.21): Your character’s 
  career and abilities. Archetypes give characters 
  bonuses to their statistics, special powers, and 
  equipment to use on their adventures. These  help 
  define what your character is good at and their 
  place in the world.  
  3. Customise Your Character (p.22): You can now 
  add some quirks, foibles, and individuality to your 
  character. Use the rules to tweak your character’s 
  Attributes, Skills, and Talents to make them stand 
  out and add more detail  to make them unique. 
  4. Know Your Faction (p.26): Every character that 
  has an Archetype is part of or identifies with a 
  larger organisation, called a Faction. Your Faction 
  gives you options and information for creating 
  your character's backstory, and maybe some extra 
  bonuses too.
  5. Adding Detail (p.30): Your character has a job 
  and statistics, but we don’t know that much about 
  them. Now you fill in details about their life and 
  personality. What do they look like? How do they 
  act? What are their goals and drives, their hopes 
  and fears?
  Once you’ve finished adding detail, make sure 
  everything is written down on your character sheet, 
  then you’re ready to play. Don’t worry if you don’t 
  know absolutely everything about your character. 
  Part of the fun of roleplaying is discovering your 
  character’s personality and history through your 
  glorious adventures. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ADVANCED 
  CHARACTER 
  CREATION 
  This chapter will aid you in building a 
  unique character you want to play quickly 
  and easily by making big choices. If you’re 
  an experienced roleplayer or want to detail 
  every aspect of your character, you might 
  want to try advanced character creation. Fair 
  warning: you’ll have to do a lot more maths, 
  so make sure you have a pencil and calculator.
  You can find instructions on advanced 
  character creation on p.38.
  Joseph Nirchi (Order #15621405)
  
  18
  CREATE YOUR 
  FRAMEWORK
  Wrath & Glory can be played however you want. Do 
  you want to go on epic quests to bring light to the grim 
  darkness? Or become embroiled in intrigue, politics, 
  and backstabbing? Explore the hidden corners of 
  space for legendary archeotech? Knowing what you 
  want to do helps you build a suitable character for the 
  stories you’ll be telling, which makes those characters 
  more fun to play. 
  A Framework is a sentence or two that 
  describes your characters as a group. It defines who 
  your characters are, what kind of adventures you’d 
  like to go on, and your ultimate goal as a team. You 
  can refer back to your Framework while you’re making 
  characters and playing the game to ensure you keep 
  focused and stay on track. 
  Goals
  Your Framework can be your group's motivation. Your 
  GM may already know the adventure or campaign 
  they’d like to run for you, or you might all want to 
  pitch in with ideas. Think about the themes of the 
  story you want to tell, and the ultimate goals you 
  want to achieve. You can take inspiration from any of 
  the amazing stories in the 41st Millennium, or take a 
  look at Chapters 3 & 12 for information on the Gilead 
  System and its inhabitants. 
  Perhaps you’re all members of the Ministorum, joining 
  forces to purge heretics and spread the holy word 
  of the Emperor. Maybe the Cicatrix Maledictum has 
  forced psychic visions of a terrible disaster into your 
  dreams, and you’ve assembled to battle a threat from 
  the Immaterium. Or, you’re a rag-tag band of survivors 
  from different conflicts, pressed into the service of 
  Rogue Trader Jakel Varonius to save the Gilead System 
  from threats without and within. Anything is possible! 
  Characters
  Now you’ve got an idea of what you’ll be doing, you 
  probably have some thoughts on the kind of character 
  you want to play. Your group might need a technical 
  expert, a great negotiator, and someone who’s handy 
  with a blade. Each of you can take a different role 
  and start building your character with the Framework 
  in mind.
  Example: Marcus, Muna, Elliot, and Abby want to 
  play a game with a bit of everything; exploring the 
  dark corners of the Gilead System, social interaction 
  with its strange and desperate inhabitants, and high-
  octane combat. They also want to be heroic — or as 
  heroic as they can be in the grim darkness of the 41st 
  Millennium. 
  The GM suggests they might like to work 
  for Rogue Trader Jakel Varonius, acting ruler of the 
  Gilead System; that would mean a lot of variety in 
  their adventures. Muna knows a little about the Gilead 
  System, and says she’d like to play a Rogue Trader, 
  a privateer scion of the Varonius Dynasty. The group 
  agrees this is a fun idea, and decides to play at Tier 2. 
  Not too deadly, so perfect for first-time players. 
  Joseph Nirchi (Order #15621405)
  
  19
  To make sure their characters can cooperate, the group 
  decides they will all play characters from the Imperium. 
  Muna’s Rogue Trader will be a proficient negotiator, 
  but they’ll need technical expertise and some muscle. 
  Marcus says he wants to be the muscle, and suggests 
  playing an Ork. The rest of the group explain that an 
  Ork character might not always be able to cooperate 
  with an Imperial-themed group, which could get in the 
  way of Marcus (and everyone else) having fun. 
  Abby says she’d like to play a Skitarius, Elliot 
  decides on a Space Marine Scout. With all the bases 
  covered, Marcus still wants to play a tough, grotesque, 
  barely educated character, so he chooses a delusional 
  Scavvy obsessed with martyrdom employed by the 
  Varonius Flotilla.
  Once you’ve established your Framework, write it 
  down on your party sheet (see p.374) so you can 
  refer back to it when you need it. Remember that your 
  Framework is a tool to help you have fun, not get in 
  the way. 
   If you want help building your Framework, 
  check 
  out 
  www.cubicle7games.com 
  for 
  more 
  examples and advice. One easy way to make a 
  Framework is to have a patron who employs the 
  characters in your group, someone with their own 
  goals and jobs that need to be done — like Jakel 
  Varonius or Taleria Fylamon (p.312).
  TIER
  Your Framework is a brief guide to who your character 
  is and what they will be doing. Your Tier is the power 
  level of your group. Higher Tier groups face more 
  perilous adventures and deadlier threats. 
   
  There are 4 Tiers of play in Wrath & Glory. 
  Higher Tiers correspond to higher power levels. Your 
  Framework will likely give a good guideline as to 
  what Tier you should be playing at. A cadre of veteran 
  Deathwatch Space Marines operating as a Kill Team to 
  combat a Drukhari cabal would be playing at a much 
  higher Tier than a sect of Administratum operatives 
  investigating a suspicious decrease in the labour force 
  of an agri world. Your Tier also ensures each of your 
  characters are at the same power level and no character 
  is overshadowed by another.   
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  CO-OPERATION
  In the 41st Millennium, there is only war. A 
  lot of the different Factions and alien Species 
  are openly hostile to one another. However, in 
  Wrath & Glory, a group of characters should 
  be able to work together without constantly 
  descending into inter-party strife. If all of 
  your characters fit into the Framework, they 
  should be able to co-operate well. If you aren’t 
  sure if your character fits in the Framework, 
  talk to your group to make sure.
  FRAMEWORK 
  BONUSES
  Some specific Frameworks will provide 
  bonuses while you play, which will be 
  explained by your GM. If it’s your first time 
  playing Wrath & Glory you don’t need to 
  worry about this too much. 
  If you’re more experienced, you can 
  ask your GM for a bonus dice whenever you 
  do something related to your Framework or 
  Keywords. For example, if you were a band 
  of militant missionaries, you could ask for 
  bonus dice when preaching to the masses. 
  You might be awarded a point of Glory (see 
  p.164) for converting a primitive civilisation 
  to the purity of the Imperial Creed.
  Joseph Nirchi (Order #15621405)
  
  20
  EXPERIENCE  
  POINTS (XP)
  Experience Points (XP) are, appropriately, a measure 
  of your character’s experience. You can spend XP to 
  improve your character’s statistics, representing what 
  they have learned and practised. Everything you can 
  spend XP on is detailed in this chapter. 
  Your starting Tier determines the amount of 
  XP you receive at character creation to build your 
  character: 
   
  u
  Tier 1 characters start with 100 XP 
   
  u
  Tier 2 characters start with 200 XP
   
  u
  Tier 3 characters start with 300 XP 
   
  u
  Tier 4 characters start with 400 XP 
  Write down your starting XP in a notebook or a piece 
  of paper. You’ll be spending a lot of XP very quickly, so 
  it’s a good idea to keep track of it as you go.
  CUSTOM TIERS
  If you come up with a Framework that doesn’t 
  fit a Tier, you can make your own. 
  A group of characters in training when 
  the Great Rift wracked the Gilead System 
  might not yet have reached Tier 1; you could 
  start play with 75, or even 50 XP. You might 
  not even want to play an Archetype at all, 
  using Advanced Character Creation to build a 
  displaced manufactorum worker, an Imperial 
  scribe, or another character not defined by 
  an Archetype.
  Conversely, if your group wants to play 
  leaders of organisations — Lord Inquisitors, 
  high-ranking Space Marines, or Arch-Magi 
  — you could play at Tier 5, with each player 
  starting with 500 XP to build their character. 
  As long as you and the GM agree, you can 
  play Wrath & Glory however you want. 
  1
  Survive & Protect
  You are all survivors from daemonic incursions, 
  your former allies killed. You have banded 
  together after retreating, forming a diverse 
  group to investigate local wrongdoing. 
  Any Imperial character. 
  Threats to the local area: 
  Mutants, a villainous 
  Scum gang, a small 
  Chaos cult. 
  2
  Varonius Vanguard
  Volunteers, mercenaries, or conscripts to the 
  Varonius Flotilla, you are a discreet problem-solving 
  force. You are often sent to the fringes of the Gilead 
  System to find allies or resources, or called to the 
  Heartworlds to deploy where the need is greatest.  
  Any Imperial character, 
  and possibly a xenos 
  mercenary as long as 
  they are discreet. 
  Threats to the continent:
  Aeldari raiders, Ork 
  warbands, 
  lesser daemons.
  3
  Fylamon’s Finest
  Hand selected to form a hammer of Imperial justice, 
  you are dispatched to destroy Taleria Fylamon’s 
  enemies and pacify rebellion. As representatives 
  of what little Imperial authority remains, you will 
  be fighting frontline battles and solving high-
  priority investigations in the Gilead System. 
  The Governor-Militant  
  will only assign trusted  
  members of the Imperial  
  armed forces; no Scum,  
  no xenos. 
  Threats to the planet: 
  Chaos Space Marine 
  squads, greater daemons, 
  Aeldari Psyker conclaves, 
  Genestealer Cults. 
  4
  Radical Inquisitor Conclave
  Dispatched by a radical Inquisitor, your strike 
  force is the spear tip in a counter-attack against 
  Chaos. Bouncing from one Warp-torn frontline 
  to another, you battle daemons on a daily basis, 
  attempting to find a way back through the 
  Great Rift to the safety of Imperium Sanctus. 
  Radical Inquisitors will  
  employ anyone to get the 
  job done; especially when 
  isolated and unobserved 
  by the wider Imperium.
  Threats to the Gilead  
  System: 
  Daemon princes and 
  their forces, champions 
  of Chaos, undocumented 
  xenos, an Ork WAAAGH! 
  Tier
  Framework
  Typical Characters
  Typical Enemies
  EXAMPLE FRAMEWORKS
  Joseph Nirchi (Order #15621405)
  
  21
  KEYWORDS 
  Your character gathers Keywords as you go through 
  character creation. Keywords are a shorthand for a 
  character’s allegiances and connections. They look like 
  this: IMPERIUM. 
  If you are playing a Human Inquisitorial 
  Acolyte they would have been raised in the Imperium, 
  so they would have the IMPERIUM Keyword. As an 
  Inquisitorial Acolyte, they would also be a member 
  of the Inquisition, and so have the INQUISITION 
  Keyword to represent that connection. 
  Keywords are used to modify the difficulty 
  of actions you take in the game, influence how 
  your abilities work, and determine which Talents, 
  Wargear, and Psychic Powers you can purchase. More 
  information on the rules for Keywords can be found on 
  p.167, and a list of Keywords can be found on p.375. 
  Bracketed Keywords
  Some Keywords appear in brackets, like this: 
  [CHAPTER]. This means you have a choice of 
  what your Keyword could be. When you have the 
  [CHAPTER] Keyword, you can choose which Astartes 
  chapter you want to belong to; if you chose to be a 
  member of the Absolvers, you would replace the 
  [CHAPTER] Keyword with the ABSOLVERS Keyword. 
  CHOOSE YOUR 
  ARCHETYPE 
  An Archetype is similar to a career, informing what 
  your character does on a day-to-day basis and their 
  place in the world. Your Archetype is the core of what 
  your character knows and is good at, their education, 
  practised skills, and abilities. 
   All of the Archetypes are found in Chapter 4. 
  You can use your Framework to help you decide what 
  Archetype you want to play. Archetypes are separated 
  by Tier. Make sure you choose an Archetype in the 
  same Tier as your game.
  Every Archetype has an XP cost. In addition to 
  helping fill out your characters background and place 
  in the 41st Millennium, your Archetype may give you 
  any of the following:
   
  u
  Species determines if your character is a Human, 
  a genetically enhanced Astartes, or an alien. The 
  Archetype XP cost includes the Species XP cost.
   
  u A Faction is the larger organisation your character 
  belongs to. (See Know Your Faction on p. 26 for 
  more details.)
   
  u Your 
  Archetype 
  provides 
  bonuses 
  to 
  your 
  Attributes and Skills. These are the statistics that 
  determine how good your character is at doing 
  specific tasks. 
   
  u An Archetype Ability is a special action your 
  character can take. 
   
  u
  Wargear is the weapons, armour, and equipment 
  your character has. 
   
  u
  Keywords are shorthand used to identify your 
  character’s knowledge and associations. 
   
  u
  Influence is a numerical representation of your 
  character's reputation. Some Archetypes provide a 
  modifier that changes your character's Influence.  
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  WHAT DO THESE 
  DICE MEAN?
  When your character tries to do something 
  difficult, the GM will ask you to make a Test to 
  see if they succeed or fail. When you make a 
  Test, you roll a dice pool; a number of dice equal 
  to a Skill plus its relevant Attribute. So if you 
  make an Athletics (S) Test, you roll a number 
  of dice equal to your Athletics Rating plus your 
  Strength Rating (that’s the S in parenthesis). If 
  you want to know your chances of succeeding 
  based on how many dice you’re rolling, take a 
  look at the table below. 
  THE DICE
  COMPETENCY
  2
  Poor
  4
  Average
  6
  Proficient
  8
  Adept
  10
  Veteran
  12
  Expert
  14
  Champion
  16
  Exemplar
  Joseph Nirchi (Order #15621405)
  
  22
  22
  Which Archetype? 
  Choose the Archetype that best suits your concept 
  for your character, or just the one you think is the 
  coolest. Your group Framework will help you to choose 
  your Archetype, and make sure the characters in your 
  group won’t have any trouble interacting or being on 
  the same side. Most groups in Wrath & Glory are 
  members of the Imperium, though often each character 
  will be a different Archetype from a different Sub-
  Faction of the Imperium.
  Archetype Suggestions
  Every Archetype has a set of suggested Attributes, 
  Skills, and Talents. If it’s your first time building a 
  character, or you’re in a rush to start playing, you 
  can spend your XP on these suggested improvements. 
  You’ll still have some points left over to customise your 
  character in the next step.
  CUSTOMISE YOUR 
  CHARACTER 
  You’ve made some decisions about your character, 
  but you should still have some XP left to make them 
  truly unique. Use the tables on pages 24 and 25 to 
  customise your character by improving their Attributes 
  and Skills, or by buying Talents from Chapter 6. You 
  can find more information on Attributes and Skills in 
  Chapter 5. 
  If you’re not sure what to spend XP on, you can 
  use the suggestions for your Archetype. Alternatively, 
  take a look at your Framework for some loose guidance 
  on what kind of adventures you’ll be playing. Finally, 
  you should talk to the other players in your group — 
  it’s always good to have a well-balanced party, so if 
  nobody else is building a character that focuses on a 
  specific aspect of gameplay (such as leadership and 
  command, for example), maybe you should be the one 
  taking charge!  
  FRAK THIS TIER!
  If you can’t find an Archetype you like for 
  your Tier of play, don’t worry, there are other 
  options. 
  If you like an Archetype from a lower 
  Tier, you can Ascend that Archetype as 
  detailed in Chapter 7: Advancement. Build 
  your character at the correct Tier for that 
  Archetype, then buy an Ascension Package 
  (p.148) to raise them up to the Tier you want 
  to play at. 
  If you can’t find an Archetype you like at 
  all, you can use Advanced Character Creation 
  (p.38) to design your own, or check out  
  www.cubicle7games.com for new releases 
  with more Archetypes! 
  Sister Hospitaller
  Adepta Sororitas
  A battlefield healer of both body and soul. 
  p.91
  Ministorum Priest
  Adeptus Ministorum
  A preacher and enforcer of the Imperial Cult.
  p.92
  Imperial Guard
  Astra Militarum
  A trained foot soldier in the galaxy’s greatest army.
  p.93
  Inquisitorial Acolyte
  Inquisition
  An agent of the Imperium who identifies and destroys  
  its enemies.
  p.94
  Inquisitorial Sage
  Inquisition
  A bureaucratic savant who wields information as a 
  weapon. 
  p.95
  Ganger
  Scum
  A crude criminal of the Imperial underclass.
  p.96
  Corsair
  Aeldari
  A self-imposed outcast and space pirate.
  p.97
  Boy
  Ork
  A brutish creature born to fight. 
  p.98
  Name
  Faction
  Description
  Page
  TIER 1 ARCHETYPES
  Joseph Nirchi (Order #15621405)
  
  23
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Sister Of Battle
  Adepta Sororitas
  A warrior monk of zealous determination. 
  p.99
  Sanctioned Psyker
  Adeptus Astra Telepathica
  A mutant capable of channelling the Warp to  
  manipulate reality. 
  p.100
  Skitarius
  Adeptus Mechanicus
  A cybernetically reconstructed frontline soldier.
  p.101
  Death Cult Assassin
  Adeptus Ministorum
  An extremist zealot who worships through ritual  
  slaughter.
  p.102
  Tempestus Scion
  Astra Militarum
  An elite shock trooper utilising special weapons and  
  tactics.
  p.103
  Rogue Trader
  Rogue Trader Dynasties
  An explorer of the stars given free reign to trade and  
  conquer. 
  p.104
  Scavvy
  Scum
  A grotesquely mutated warrior and born survivor.
  p.105
  Space Marine Scout
  Adeptus Astartes
  A stealthy, genetically enhanced initiate of the  
  Adeptus Astartes.
  p.106
  Ranger
  Aeldari
  A lone Aeldari traveller who operates stealthily and 
  strikes from afar. 
  p.107
  Kommando
  Ork
  A cunning (but brutal) Ork who uses stealth to fight 
  more effectively. 
  p.108
  Name
  Faction
  Description
  Page
  TIER 2 ARCHETYPES
  Tech-Priest
  Adeptus Mechanicus
  A devout student of the Cult Mechanicus, with 
  expert understanding of the machine spirit. 
  p.109
  Crusader
  Adeptus Ministorum
  An Ecclesiastic warrior-monk dedicated to their  
  sworn oaths and close combat. 
  p.110
  Imperial Commissar
  Astra Militarum
  A combat officer empowered to take 
  extreme steps to maintain morale. 
  p.111
  Desperado
  Scum
  A multi-skilled gun for hire on the fringes of Imperial  
  society.
  p.112
  Tactical Space  
  Marine 
  Adeptus Astartes
  A transhuman, power-armoured Angel of Death built 
   to wage the Emperor’s wars. 
  p.113
  Warlock
  Aeldari
  An Aeldari battle-Psyker of immense discipline and 
  power. 
  p.114
  Nob
  Ork
  A large, powerful Ork who  commands respect through  
  might. 
  p.115
  Name
  Faction
  Description
  Page
  TIER 3 ARCHETYPES
  Inquisitor
  Inquisition
  A hunter of the enemies of Humanity given  
  unchecked authority. 
  p.116
  Primaris Intercessor
  Primaris Astartes
  A new, more powerful breed of Space Marine with  
  advanced genetics and Wargear.
  p.117
  Name
  Faction
  Description
  Page
  TIER 4 ARCHETYPES
  Joseph Nirchi (Order #15621405)
  
  ATTRIBUTES 
  Attributes are a measure of your character’s physical 
  and mental capabilities, as well as their personality. 
  You can use the Attribute Costs table to spend XP to 
  purchase Attributes. When you’re making a character 
  for the first time we recommend you use the suggested 
  Attributes for the Archetype in Chapter 4. However, 
  you can choose for yourself if you have a clear idea for 
  your character in mind. 
  If you’re increasing an Attribute from 1, use 
  the Total XP Cost column on the table. If you know 
  you want your character to be smart, you can spend 35 
  XP to increase their Intellect from 1 to 5. 
  If you’ve got extra XP at character creation or 
  have earned some in your adventures, you can also 
  spend it to increase your Attributes. To do so, use the 
  Incremental XP Cost column on the table. For example, 
  if your character is already a very clever Intellect 5 and 
  you want to make them even smarter, you can spend 
  20 XP to increase their Intellect from 5 to 6. 
  24
  1
  0
  0
  2
  4
  4
  3
  10
  6
  4
  20
  10
  5
  35
  15
  6
  55
  20
  7
  80
  25
  8
  110
  30
  9
  145
  35
  10
  185
  40
  11
  230
  45
  12
  280
  50
  Attribute 
  Rating
  Total 
  XP Cost
  Incremental 
  XP Cost
  ATTRIBUTE COSTS
  Joseph Nirchi (Order #15621405)
  
  25
  Species Maximums
  As Attributes are a measure of your mental or biological 
  prowess, they are limited based on your Species. A 
  human will never be as strong as the biggest Ork; 
  just as an Ork’s simple, warlike mind will never be as 
  intelligent as a disciplined Aeldari. The limits of your 
  biology mean that your Attributes cannot go above 
  certain ratings, as detailed on the Attribute Rating 
  Maximums by Species table at the bottom of the page. 
  Characters can obtain a higher Attribute 
  than their Species Maximum by using otherworldly 
  powers and cybernetic enhancements. However, these 
  additions are considered Attribute bonuses that 
  contribute to your Attribute total. Your base Attribute 
  Rating, before bonuses, can not exceed the value listed 
  in the Table. 
  SKILLS
  Skills are a measure of your character’s experience, 
  training, practice, and research. You can buy Skills at 
  character creation and between sessions by spending 
  XP. You can determine XP costs using the Skill Costs 
  table. 
  When you have a Skill Rating of 0 and know 
  what you want your new Skill Rating to be, use the 
  Total XP Cost column on the Skill Costs table. If you 
  want your character to be a good liar, you can spend 
  20 XP to increase their Deception Rating from 0 to 4. 
  When you already have a Skill Rating and want 
  to improve it, use the Incremental XP Cost column 
  to increase the Skill Rating one point at a time. For 
  example, if your character already has a silver tongue 
  with a Deception Rating of 4, you can spend 10 XP to 
  increase their Deception Rating to a very sly 5. 
  Talents & Psychic Powers
  Talents are particular tricks, quirks, and abilities 
  unique to your character that mark them out. Chapter 6  
  details every Talent and how to purchase them. We 
  recommend you take one or two of these at character 
  generation to make your character distinctive. 
  If your character is a Psyker you can purchase 
  psychic powers for them to use. Your Archetype will 
  award you some psychic powers and make additional 
  suggestions for which powers to purchase. Full 
  information on all psychic powers and how to acquire 
  them can be found in Chapter 11.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Strength
  8
  12
  7
  10
  12
  Toughness
  8
  12
  7
  10
  12
  Agility
  8
  7
  12
  9
  9
  Initiative
  8
  7
  12
  9
  9
  Willpower
  8
  8
  12
  10
  10
  Intellect
  8
  7
  10
  10
  10
  Fellowship
  8
  7
  6
  8
  8
  Speed
  8
  7
  10
  9
  9
  Attribute
  Human
  Ork
  Aeldari
  Adeptus  
  Astartes
  Primaris  
  Astartes
  ATTRIBUTE RATING MAXIMUMS BY SPECIES
  1
  2
  2
  2
  6
  4
  3
  12
  6
  4
  20
  8
  5
  30
  10
  6
  42
  12
  7
  56
  14
  8
  72
  16
  Skill 
  Rating
  Total 
  XP Cost
  Incremental 
  XP Cost
  SKILL COSTS
  Joseph Nirchi (Order #15621405)
  
  26
  KNOW YOUR 
  FACTION 
  Your character is a member of a Faction, a larger 
  organisation that defines part of who they are. A 
  Faction determines your character’s education, training, 
  equipment, and general way of life. The Archetype you 
  chose for your character determines which Faction 
  they belong to. 
  Your character is a member of the Imperium, 
  the Aeldari, an Ork Clan, or the Renegades of Chaos. 
  The Imperium is made up of a vast and tangled web of 
  disparate sub-factions, such as the Adeptus Astartes 
  and the Inquisition. All of the Factions of the Imperium 
  are nominally allied in the name of the Emperor, and 
  usually able to work together toward a common goal. 
  Detailed information on the different Factions in 
  Wrath & Glory can be found in Chapter 3: Factions. 
  SPECIES
  Your character’s Archetype determines their Species; 
  be it Human, Adeptus Astartes, Primaris Astartes, 
  Aeldari, or Ork. 
  Humans Of The Imperium
  The uncounted trillions of Humans are the most 
  numerous and widespread Species in the galaxy. Their 
  fathomless multitudes are spread across a million 
  worlds with endless variety in mind and body. Little 
  of the pure Human form has changed in the past forty 
  Millennia, united as most Humans are in the God-
  Emperor’s vast Imperium. 
  26
  THE TREE OF 
  LEARNING
  As you develop your knowledge and training in 
  one field, you’ll learn fragments of information 
  that are applicable to another. In the same 
  way, to develop a Skill further you might 
  need a foundation of knowledge from other 
  disciplines. 
  You must have points in a number of 
  Skills as the highest Rating your character has 
  in a single Skill. So, if you have an Athletics 
  rating of 4, you must have points in at least 
  three other Skills. 
  Example: Jordan has an idea for a 
  character that is very acrobatic and muscular, 
  so she wants to start with an Athletics rating 
  of 4. She spends 2 XP to get to Athletics 1, 
  but needs to know more Skills to upgrade her 
  Athletics more. 
  She spends 6 XP; 2 XP on Awareness 1, 2 
  XP on Ballistic Skill 1, and 2 XP on Stealth 1. 
  Now Jordan’s character has a total of 4 Skills: 
  Athletics, Awareness, Ballistic Skill and Stealth. 
  Jordan spends 4 XP to get Athletics 2, another 
  6 XP to get Athletics 3, and another 8 XP to 
  get to Athletics 4. 
  Jordan thinks her character might be 
  quite well trained with weapons. She spends 
  4 XP to increase to Ballistic Skill 2. Because 
  her character knows 4 Skills, she could keep 
  spending XP to improve her Ballistic Skill to a 
  maximum of 4 if she wanted.
  Joseph Nirchi (Order #15621405)
  
  Astartes
  The Emperor’s Angels of Death were all once 
  mortal men. All have undergone incredible 
  trials and Gene-Seed implantation to become 
  something more: transhuman demigods 
  created for war who know no fear. 
  An 
  Astartes 
  stands 
  head 
  and 
  shoulders above a Human, and are almost 
  twice as wide in their blessed Power Armour. 
  Their genetically enhanced bodies are 
  stronger, faster, and tougher than a 
  mortal could hope to be. Their thoughts 
  race with unfathomable swiftness, 
  with a purpose, willpower, and 
  incorruptibility 
  that 
  undeniably 
  marks 
  them 
  as 
  the 
  greatest 
  defenders of Humanity. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  HUMAN NAMES
  Human names vary widely by individual 
  planet or culture, even across hive cities of 
  the same world. In the Gilead System, the 
  following names are common:
  Adrielle, Alaric, Barus, Castus, Celeste, 
  Diana, Dar, Davian, Ephrael, Erith, Estebus, 
  Felicia, 
  Gaius, 
  Gezrael, 
  Halo, 
  Harken, 
  Haveloch, Hestia, Iris, Jestilla, Kamir, Katrina, 
  Lukas, Lyta, Mikel, Mira, Nura, Ophelia, Poul, 
  Quitus, Ravenna, Rossel, Ruby, Silvana, Skyv, 
  Steele, Taur, Titus, Tyanna, Ursa, Undine, 
  Verbal, Victor, Waynoka, Wilhemina, Xavier, 
  Yvette, Zane, Zellith, Zek.
  ASTARTES NAMES
  Some Astartes choose to keep the names they 
  held when they were mortal men, while others 
  choose or are gifted more fitting names when 
  they transcend humanity and become Space 
  Marines. The Absolvers Chapter of the Astartes 
  have 1,000 names they deem sacrosanct, ritually 
  tattooed onto a Space Marine’s magnified form 
  when the Chapter Master deems it has been 
  earned. Many Absolvers decorate their Wargear 
  with their names, knowing that when they fall in 
  glorious battle their designation will be passed 
  to a new aspirant. 
  You can use any of the Human 
  names listed previously in this chapter, 
  or take inspiration from the following 
  Absolvers names:
  Androcles, Balthazar, Chryses, Diallo, 
  Egnatius, Fafnir, Gerhart, Helbrecht, Ibrahim, 
  Jamshaid, 
  Kalim, 
  Luthando, 
  Maximus, 
  Nicator, Octavian, Proteus, Qaseem, Raziq, 
  Seigfried, Tarik, Ursinus, Viggo, Woyzeck, 
  Xanthus, Youssou, Zosimus.
  Joseph Nirchi (Order #15621405)
  
  28
  Orks
  Savage, insensible brutes, these green skinned xenos 
  monstrosities think only of war. Crude but inventive, 
  they seek battle at any cost, fighting even amongst 
  themselves when no other foe is available.
  Their hulking height is comparable to an 
  Astartes, and almost twice as wide with a thick, brawny 
  muscle mass that will continue to fight unabated if 
  limbs are removed. Their bulky jaws are filled with 
  spiked teeth, and their red eyes show brutal cunning 
  and an urge to destroy, but little intelligent thought. 
  Aeldari
  Ancient and inscrutable, the Aeldari are an innately 
  psychic 
  Species 
  whose 
  technologically-advanced 
  empire once spanned the stars. Taller and slighter 
  than Humans, their undeniably alien appearance 
  is compounded by their eerily elegant movements. 
  Though they have life spans millennia longer than 
  Humans, their Species is dying and close to extinction, 
  a pain they feel acutely with their unnaturally deep 
  emotions. 
  AELDARI NAMES
  Imbued with the same serpentine sound 
  their language is known for, Aeldari names 
  are often tied to the circumstances of their 
  birth; Craftworld, Corsair fleet, Maiden 
  World, or otherwise. The following names 
  are common:
  Aethon, Anthrillien, Ashkalla, Aulirel, 
  Auran, Avenelle, Baharroth, Caerys, Culyan, 
  Elashbel, 
  Elarique, 
  Eldorath, 
  Elessar, 
  Erandel, Gilead, Gilvas, Hrythar, Hyrne, 
  Idranel, Illic, Iyanna, Kaelith, Kelmon, 
  Micha, Meliniel, Mirehn, Morwyn, Naudhu, 
  Naguan, 
  Quillindral, 
  Requiel, 
  Salaine, 
  Sylandri, Taladin, Taldeer, Talyesin, Ullarion, 
  Ulthos, Yriel.
  ORK NAMES
  Derived from the particulars of their brutish 
  behaviour, Ork names are often plosive 
  descriptions or simply rough sounds used to 
  distinguish individuals, for example: 
  Arrlug, Balgrog, Blacktoof, Bluddflak, 
  Bonesmasha, Dedak, Dragnatz, Eddbasha, 
  Garahak, 
  Gargash, 
  Garmek, 
  Genghiz, 
  Gorbad, Grimskull, Hackitt, Hruk, Klawjaw, 
  Kozdek, Lug, Morglum, Murgor, Nazhakka, 
  Rakka, 
  Rekkfist, 
  Rotchop, 
  Skarjaw, 
  Skubmak, Urkthrall, Vorhgad, Zogax.
  Woah… for dat, we calls you 
  ’Eddstrong. 
  —Weirdboy Nametoof, on seeing a  
  Tankbusta headbut through the  
  side of a Sentinel.
  Joseph Nirchi (Order #15621405)
  
  29
  Species Bonuses 
  Depending on your Species, you might get certain 
  bonuses or special abilities. The XP cost of your 
  Archetype includes the XP cost of your Species, and 
  any bonus Attributes, Skills, or abilities are also 
  included in your Archetype package. 
  Use the table below to record your character's 
  Speed and any Species Abilities on your character 
  sheet. The size of every Species in the table below is 
  Average — add that to your character sheet too. 
  Species Interaction
  Differences in culture, language, and biology make 
  communication between any two individuals of different 
  Species difficult, even when they aren’t compounded 
  by long histories of horrific mutual warefare.
  All social Tests to interact with a member of 
  another Species suffer a minimum +2 DN penalty 
  (see Chapter 8: Rules for further explanation). As 
  all Astartes were once Human, they do not suffer this 
  penalty, unless another rule or the GM states otherwise. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Human
  0
  6
  Adeptus Astartes
  160
  Agility 4
  Initiative 4
  Intellect 3
  Strength 4
  Toughness 4
  Willpower 3
  Athletics 3
  Awareness 3
  Ballistic Skill 3
  Stealth 3
  Weapon Skill 3
  7
  Defender of Humanity: Add +Rank Icons to 
  any successful attack against a Mob.
  Honour the Chapter: You are subject to 
  the orders of your chapter master, and 
  must honour the beliefs and traditions of 
  your chapter.
  Your Resolve increases by +1
  Space Marine Implants: You are immune 
  to the Bleeding Condition. You gain +1 
  bonus dice to any test related to one of 
  the 19 implants (p.75) if the GM agrees it 
  is appropriate.
  Primaris Astartes
  198
  Agility 4
  Initiative 4
  Intellect 3
  Strength 5
  Toughness 5
  Willpower 3
  Athletics 3
  Awareness 3
  Ballistic Skill 4
  Stealth 3
  Weapon Skill 3
  7
  Defender of Humanity: Add +Rank Icons to 
  any successful attack against a Mob. 
  Honour the Chapter (Primaris): You are 
  subject to the orders of your chapter master, 
  and must honour the beliefs and traditions 
  of your chapter. 
  Your Resolve increases by +1. 
  As a Primaris, you ignore any impurities in 
  your Chapter Gene-Seed, and also gain +3 
  Wounds.  
  Space Marine Implants: You are immune 
  to the Bleeding Condition. You gain +1 
  bonus dice to any test related to one of 
  the 22 implants (p.75) if the GM agrees it 
  is appropriate.
  Aeldari
  10
  Agility 3
  8
  Intense Emotion: +1DN to all Resolve Tests. 
  If you fail a Willpower based test in a scene 
  involving emotion, the GM gains +1 Ruin. 
  Psychosensitive: You may choose to take 
  the PSYKER Keyword.
  Ork
  20
  Strength 3 
  Toughness 3
  6
  Orky: +1 bonus dice to Intimidation Tests. 
  Bigger is Better: You calculate Influence 
  using Strength instead of Fellowship.
  Species
  XP  
  Cost
  Attributes
  Skills
  Speed
  Species  
  Abilities
  SPECIES
  Joseph Nirchi (Order #15621405)
  
  30
  Background
  Your character's background — the experiences they 
  had before your game begins — can be partially 
  determined by their Faction. Each Faction has a 
  number of origins, accomplishments, and goals that 
  you can use to fill in your character’s past, or to inspire 
  a background you devise yourself. 
  Your character receives a small bonus depending 
  on the type of background you select. 
  Objective
  Your Objective is a roleplaying prompt; something your 
  character can say or do that is interesting or fun to 
  roleplay based on your Faction.  
  At the start of each session you can roll on the 
  Objectives table for your Faction in Chapter 3 to get an 
  Objective. If you accomplish your Objective during the 
  session you earn a Wrath Point (p.164). 
  ADDING DETAIL 
  Your character is almost complete! All that’s left is to 
  decide what they look like, their personality, and finish 
  filling in your character sheet. 
  APPEARANCE
  How your character looks is entirely up to you, but if 
  you want some ideas or inspiration you can consult 
  the tables on pp.32-33. Your Archetype may determine 
  a lot about how your character looks — the cybernetic 
  bodies of the Adeptus Mechanicus are a far cry from 
  the hulking green musculature of an Ork — but every 
  individual is unique, with the only real limits being 
  your own imagination. 
  Age
  You can choose your character’s age, or roll on the table 
  on p.32. If you like, you can multiply the result of your 
  roll by the Tier Multiplier to represent the additional 
  experiences your character has had. 
  Life expectancy varies wildly for Humans. 
  Though humanity is of utmost importance to the 
  Imperium, individual Human lives are not. Many 
  perish far before their prime, exhausted by endless 
  labour or slain fighting xenos monstrosities on some 
  far-flung planet. The few at the top of the feudal system 
  can afford augmetics and rejuvenative procedures to 
  extend their lives beyond a second century. 
  Astartes are widely regarded as immortal until 
  killed. Known to live centuries, no transhuman is 
  known to have died of old age. The Emperor's finest 
  continue throwing themselves into battle until their 
  duty to die for the Imperium is served. 
  NO BONUS FOR 
  HUMANS?
  Every Human is gifted the joy of a life in 
  service to the Emperor; nothing more could 
  be wanted or asked for. To discard this 
  boon for any other — save the immortal 
  vigil of the Astartes — would surely be 
  treachery or madness. 
  Humans don’t get any special abilities 
  or Attribute bonuses, but they also have 
  more XP to spend, so you have more 
  opportunity to customise your character 
  however you want.
  Joseph Nirchi (Order #15621405)
  
  31
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Every character in Wrath & Glory knows Low 
  Gothic. You can learn an additional language at 
  the cost of 1 XP, provided you have access to 
  someone who can teach the language to you. If 
  the GM agrees, you can spend XP to learn an 
  additional language at character creation. 
  You recieve a free additional language 
  at 
  character 
  creation 
  if 
  you 
  have 
  the 
  appropriate Keyword
  Low Gothic, the tongue of Humanity, is 
  the ubiquitous language of the galaxy. The 
  Imperium is so widespread that even its hated 
  xenos enemies have adopted its use. Low Gothic 
  is used for almost all records, signposts, and 
  vox-broadcasts in the Imperium to ensure the 
  masses understand the will of the Emperor. 
  Some cynically comment that it is one of the 
  few parts of the vast bureaucracy that almost 
  functions correctly. 
  Most characters you encounter in Wrath 
  & Glory speak in Low Gothic, but speaking 
  to a member of another Species in their own 
  language may be helpful. A few well-placed 
  words in the complex tongue of the Aeldari may 
  open up otherwise inaccessible opportunities 
  when negotiating on an Eldar Craftworld, for 
  example. 
  There are additional languages in the 
  galaxy not listed here, such as the eons-old 
  hieroglyphs of the Necrons. If you want to 
  learn another language, discuss with your GM 
  if it would be appropriate to do so and what 
  Keywords 
  that 
  language 
  may 
  require.
  LANGUAGES OF THE GILEAD SYSTEM
  LANGUAGES
  Language
  Description
  Keyword Required
  High Gothic
  The ancient language of humanity, said to be spoken 
  by the Emperor Himself. Relics and records from ages 
  past are written in High Gothic.
  ADEPTUS ASTARTES, 
  ADEPTUS MECHANICUS, or 
  ADEPTUS MINISTORUM.
  Cant Mechanicus
  An aggregation of separate languages used by 
  cogitators to communicate with one another, filled 
  with the arcane mysteries of the Mechanicus.
  ADEPTUS MECHANICUS
  Glossia
  A coded language that utilises the personal 
  interpretation of metaphors. Glossia is metaphotically 
  encrypted, and can only be decoded by understanding 
  the meaning associated with each word. Used to 
  communicate secretly with other individuals that 
  know the same form of Glossia.
  INQUISITION
  Aeldari Lexicon
  A complex, flowing language augmented with 
  gestures, poses, and references to culture. Written 
  in context-dependent runes, the Aeldari Lexicon is 
  almost impenetrable to outsiders. 
  AELDARI
  Ork Language
  A crude, brutal language cobbled together from the 
  lingua of the many Species the Orks have fought. The 
  written language of Orks is very simple, relying on 
  basic pictograms. 
  ORK
  Joseph Nirchi (Order #15621405)
  
  32
  Many Primaris Astartes were selected for their purpose 
  millennia ago, placed into stasis until the need for them 
  arose. Some may be 10,000 years old, but have only 
  consciously lived for a century or so and remember a 
  very different Imperium before Varonius brought them 
  to the Gilead System. 
  Aeldari don’t seem to age at all, each spending 
  entire human lifetimes rigorously devoting themselves 
  to a single discipline. Xenobiologist have records on 
  living Aeldari leaders that are several millennia old. 
  Ork physiology is little understood; they seem 
  to be at least part fungoid, sprouting from the ground 
  rapidly and continuing to grow as they age. Their 
  violent nature and habitual infighting cut the majority 
  of their lives short. 
  Eyes 
  Human eye colour is widely varied across the million 
  worlds of the Imperium. Below are the most common 
  eye colours in the Gilead System. Astartes usually 
  retain their eye colour after their transformation into 
  transhumans, and so may roll on the same table. 
  The eyes of the Aeldari are another of their 
  undeniably alien features; elongated and often 
  without a pupil, they are almost like marble in texture. 
  Though usually colourless, some have a dreamlike tint 
  of colour when they catch the light. When making an 
  Aeldari character, roll on the Eye Colour table and add 
  3 to your result.
  All Orks appear to share the same blood-red eye 
  colour, though reports of yellow and white eyes with 
  wild black pupils have been recorded by xenobiologists. 
  After determining a colour, you might like to add an 
  adjective to describe your character’s eyes, such as 
  blood-shot pale-blue eyes, cold-grey eyes, rheumatic-
  brown eyes, or twitchy dark-green eyes.
  Hair
  The hair colour table uses a d66 roll, explained on 
  p.170. Human hair colour is as diverse as skin tone 
  in the galaxy-spanning Imperium. Below are the most 
  common natural hair colours in the Gilead System.  
   
  Astartes have the same hair colour as their 
  mortal kin, but some regularly shave their heads to 
  ensure it does not impede them during battle. 
  Aeldari tend to have darker shades of hair that 
  can run to white, silver or platinum. There are reports 
  of some having warmer red colours in their hair, 
  though whether this is dyed or natural is unknown. 
  Orks with hair have not been recorded, but it is 
  known that some allow offshoots of the xenos beasts 
  known as Squigs to attach themselves to their heads 
  and faces, forming a parody of hair. 
  2
  Black
  3
  Dark Brown
  4
  Speckled Brown
  5
  Pale Blue
  6
  Murky Blue
  7
  Icy Blue
  8
  Grey
  9
  Sickly Green
  10
  Dull Amber
  11
  Purple
  12
  Mismatched – roll twice.
  2d6
  Eye Colour
  11-16
  Mud Brown
  Jet Black
  21-26
  Sandy Brown
  Blue-Black
  31-36
  Black
  Mahogany
  41-43
  Dirty Blonde
  Auburn
  44-46
  Ashy Blonde
  Chestnut
  51-53
  Grey
  White
  54-56
  White
  Silver
  61-63
  Burnt Auburn
  Fire Red
  64-66
  Brick Red
  Platinum
  d66
  Human Hair
  Aeldari Hair
  Human
  4d6 + 14
  Multiply your age by your  
  Tier. 
  Astartes
  4d6 x 5
  Multiply your age by your 
  Tier.
  Aeldari
  3d6 x 50
  Add 3d6 centuries per Tier.
  Ork
  1d6 x 1d6
  Add 1d6 years per Tier.
  Species
  Age
  Tier Multiplier 
  Joseph Nirchi (Order #15621405)
  
  33
  Height
  Regardless of your height, your Size Trait is Average. 
  Human height varies dramatically. The average 
  range for the Gilead System is presented in the table 
  below. Adeptus Astartes are all over 7 feet tall due to 
  gene-seed enhancements, and the greater implants 
  gifted to the Primaris make them even taller, all at least 
  8 feet tall. 
  Some have compared Aeldari to stretched-
  out Humans; tall and thin, with much less variation 
  in their height. Orks never stop growing as long as 
  they can keep fighting, but their willingness to throw 
  themselves into even the most one-sided of battles 
  mercifully limits their potential height.
  Features 
  The table below presents some distinguishing features, 
  something memorable about your character or the 
  first thing someone might notice when they meet 
  them. Roll 1d6 to determine the type of feature (Bionic, 
  Modification, Speech, etc.) then roll 1d6 to determine 
  which feature your character has. You can roll as many 
  times as you like, or use these features as inspiration 
  to create your own. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  JUDGED BY YOUR 
  SCARS
  You can make your character with a 
  Memorable Injury (p.194), as long as you 
  allow someone else at the table to describe 
  how you got it. This doesn’t mean it has 
  to be their character that caused it — but 
  what’s a little cut between comrades? 
  Human
  4' + 6d6"
  Adeptus Astartes
  7' + 1d6"
  Primaris Astartes
  8' + 1d6"
  Aeldari
  6' + 2d6"
  Ork
  5'6" + 2d6" per Tier
  Species
  Height
  1
  Hand
  Warpaint with 
  sentimental value
  Speaks every 
  thought out  
  loud
  Prays 
  constantly 
  under their 
  breath
  Fidgets with 
  their weapon
  Heavily-lidded 
  eyes
  2
  Arm
  Tattoos linked to 
  important 
  memories
  Talks from the 
  corner of their 
  mouth
  Always carries 
  a lit candle
  Trembling 
  hands 
  Severely 
  broken nose
  3
  Foot
  Piercings that are 
  makeshift weapons 
  when removed
  Soft, whispery 
  voice
  Collects skulls
  Intense 
  eye contact
  A smattering 
  of freckles
  4
  Leg
  Holographic 
  electoo designating 
  allegiance
  Intense and 
  deliberate 
  enunciation
  Makes notes 
  on everyone 
  they meet
  Covers 
  their mouth
  Deep-frown  
  lines
  5
  Torso
  Enochian skinplant 
  of glowing  
  religious 
  symbols
  Raspy, rough 
  and rattling 
  voice
  Whistles or 
  hums hymns
  Incessant 
  chatterbox
  Sharp, 
  prominent 
  incisors
  6
  Eye
  Subdermally 
  implanted 
  keepsake
  Never asks 
  questions, 
  always 
  commands
  Constantly 
  curses under 
  their breath
  Laughs 
  uncontrollably
  Never blinks
  d6
  1
  Augmetic
  2
  Modification
  3
  Speech
  4
  Habit
  5
  Tell
  6
  Detail
  Joseph Nirchi (Order #15621405)
  
  34
  BRINGING YOUR 
  CHARACTER TO LIFE
  Your character is more than numbers on a piece of 
  paper; they are alive and have their own memories, 
  emotions, and desires. Some players write detailed 
  backstories for their characters. Others are influenced 
  by what happens in the game, figuring out who they 
  are as they react to the world around them. 
  With your Framework in mind, and a few 
  details from your Faction, you can create a character 
  you want to play that the rest of the group will want to 
  play with. Think about your character’s ambitions and 
  beliefs, and how they relate to the Framework. This 
  ensures your party binds together and will help you 
  tell stories you’ll enjoy. 
  You and your group might want to interweave 
  each of your characters’ backstories together, helping 
  to come up with dynamic and dramatic events as a 
  group to make a prelude to your adventures. Your 
  characters might all be very different, but you’ll still be 
  a team — there to defend each other with a gun and a 
  blade when the blood starts to flow. 
  Ten Questions
  One useful method for detailing your character’s 
  personality and background is to ask questions about 
  them. This section provides a list of sample questions. 
  If any of your answers make you want to change 
  something about your character — their Attributes, 
  Skills, Talents, or even their Archetype — feel free to 
  do so, provided your character still fits into the group's 
  Framework. You might also like to share some of your 
  backstory with the GM to allow them to integrate your 
  character’s history into the campaign.  
  Your Faction and any Backgrounds you rolled 
  may partially answer some of these questions, but 
  exactly what happened to your character is up to 
  you. If you answer these questions you’ll have a 
  well fleshed out character, but they still have plenty 
  of room to grow and change. You’ll know who your 
  character is, but it remains to be seen what they do on 
  their adventures and what they will become.
  Your Past 
  The first five questions are about your character’s past. 
  Some of these questions may be partially answered by 
  your Archetype or Faction, but the specifics and how 
  your character feels about their past are up to you. For 
  example, the Adepta Sororitas and Tempestus Scions 
  are recruited almost exclusively from the orphanage 
  training facilities of the Schola Progenium. If you’re 
  playing a Sanctioned Psyker, you have been imprisoned 
  in a Black Ship and endured the nightmarish training 
  of the Scholastia Psykana.
  1. Where Are You From? 
   
  u
  Is your home a planet in the Gilead System, or did 
  you travel here with the Varonius Flotilla? 
   
  u Are you one of billions from a bustling hive city, or 
  the child of simple agri world farmers? 
   
  u
  Were your days spent in prayer and penance to the 
  Emperor, or amongst gruelling labour on a penal 
  planet? 
   
  u
  Is this the first time you have left your homeworld, 
  or were you Warp-born aboard a voidship, 
  accustomed to constant travel?
   
  u
  How do you feel about your home? Do you miss it, 
  or resent every memory? 
   
  u
  Did you leave willingly, or were you taken? 
   
  u
  Whether a wealthy noble scion or a common citizen, 
  you can check Chapter 12: The Gilead System for 
  more information on Imperial life. 
  2. How Were You Raised? 
  Few of those capable of adventuring in the 41st 
  Millennium have normal familial relationships. Most 
  are raised by their Faction, indoctrinated and trained 
  from the time they can form memories to prepare them 
  for the grim horrors of the galaxy. 
   
  u
  If you joined your Faction as a child, how did you 
  feel about it when you were young? Has your view 
  changed? 
   
  u
  Did you know your parents? Maybe they raised 
  you; manufactorum workers who spent their free 
  minutes teaching you about the world, or nobles 
  with time and money to spare on your education. 
  Perhaps they are part of the same Faction, adepts 
  or warriors whose path you followed. 
   
  u
  Or, you may have rebelled against the path they 
  set before you. What do they think of you now? 
  Joseph Nirchi (Order #15621405)
  
  35
  3. How Did You Join Your Faction? 
   
  u
  Were you forced to join the Faction you now call 
  family, or did you assume responsibility willingly? 
   
  u
  Were you born to your duties? 
   
  u
  Did you join your Faction because you were tithed 
  to pay your homeworld’s due to the Imperium? 
   
  u
  Were you cast out from your community? 
   
  u
  Did you feel some noble or pious calling, saw 
  an opportunity to make money, or simply threw 
  in your lot with the group that saved you from 
  annihilation? 
  4. Who Are Your Friends?
   
  u Are all your bonds battle-forged, or do you have 
  friends beyond fighting? 
   
  u
  Have you formed friendships with those you work 
  with, or in your own time? In the worship hall, 
  the rationing queue, the pleasure den, or on the 
  voidship deck?  
   
  u Are the other characters in your group your best 
  friends? 
   
  u
  Do you still have friends from your childhood — 
  perhaps many light years away, but still held close 
  in your heart?
  5. What Are Your Most Significant 
  Memories?
  Your best memories might be of a great accomplishment 
  or victory, a wonderful meal, a whirlwind romance, or 
  a gut-busting joke that lifted you in a time of despair. 
  Your worst memories might be a bitter defeat or a close 
  brush with death, a painful humiliation, or the loss of 
  someone close to you. The emergence of the Great Rift 
  has brought tragedy to the galaxy. 
   
  u
  What are your greatest regrets? 
   
  u
  Which memories would you most like to forget? 
   
  u
  What parts of your past do you wish you 
  could change?
  Your Personality
  The second five questions ask you how your character 
  thinks. Your Archetype or Faction may inform your 
  answers broadly, but not specifically — what your 
  character thinks about the world they inhabit and how 
  that informs their actions is up to you. 
  6. What Is Your Greatest Desire?
  Your character wants — for safety, companionship, 
  glory, wealth. There is something they are pursuing, 
  even beyond their goals when adventuring. 
   
  u
  Is there something you prize above all else? 
   
  u
  Do you want a physical object? 
   
  u
  Do you desire status, and if so, with whom?
   
  u
  Is there a particular act you wish to see done?
   
  u
  In the 41st Millennium, the greatest and only 
  joy for many is seeing their enemy crushed and 
  broken; are you the same? 
  7. What Is Your Greatest Fear? 
  Wisdom is the beginning of fear. The 41st Millennium 
  is terrifying. Life is a prison; death a release. 
   
  u
  Beyond your own demise, what are you afraid of? 
   
  u
  Do you harbour a dark secret that you hope none 
  discover? 
   
  u
  Is there something you hope you will never be 
  asked — or tempted — to do? 
  8. What Do You Believe In?
  The existence of gods is undeniable in the 41st 
  Millennium, be they twisted manifestations of the 
  Warp, ancient beings of unfathomable power, or the 
  Emperor Himself. 
   
  u
  What do you worship — if anything — and how? 
   
  u
  Do you follow a faith, like the Imperial Creed or 
  Cult Mechanicus? 
   
  u Are you a puritan, or a radical? 
   
  u Are you a true believer, or someone paying lip 
  service in pursuit of your own goals? 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  36
  9. To Whom, Or What, Are You Loyal?
  Beyond your faith, you may have other beliefs that are 
  core to your personality. 
   
  u
  What would you never do? 
   
  u
  Is your greatest duty to your Faction? Your friends? 
  Your family? Your word? To justice? Or simply to 
  yourself? 
  10. Why Are You In The Gilead System?
   
  u
  Did you come to the Heartworlds in service of your 
  Faction or through your own volition? 
   
  u Are you here to find glory, or a specific artefact? 
   
  u
  Is this system your home, or a strange place you 
  travelled to out of necessity? 
   
  u
  Were you here when the Great Rift opened? 
   
  u
  If not, why did you join Jakel Varonius’s perilous 
  journey? 
   
  u
  However you found yourself in the Gilead System, 
  you’re stuck there now — how do you feel about 
  your fate? 
   
  u
  What led you to joining your group and forming 
  your current Framework?
  RANK
  Your Rank is a measure of your aptitude in your Tier. 
  Some of your abilities and Talents may be modified by 
  your Rank. Unless the GM says otherwise, you start at 
  Rank 1. As you adventure through the Gilead System 
  and gain Experience Points your Rank increases. 
  Check Chapter 7: Advancement for more information. 
  TRAITS
  Traits are other facets of your character that are 
  derived from their Attributes. Whenever an Attribute 
  associated with a Trait increases, the Trait increases 
  too. There are some abilities, Talents, or Wargear that 
  can add bonuses to your Traits but do not affect your 
  Attributes. 
  All of your Traits have a minimum value of 1, 
  except Corruption. 
  Combat Traits
  Defence
  Your ability to dodge blows and bullets; essentially 
  how hard you are to hit. 
  Your Defence is equal to your Initiative rating –1.  
  When anyone makes an attack against you, their 
  attack roll must equal or exceed your Defence to hit 
  you. Defence is effectively the Difficulty Number of any 
  attack roll.  
  Resilience 
  A representation of how well you can withstand 
  injuries; the same attack might seriously injure one 
  person and result in a minor flesh wound to another. 
  Your base Resilience is your Toughness rating +1.  
  If you are wearing any armour, add its Armour Rating 
  to your base Resilience for your Total Resilience. When 
  you get hit with an attack, you subtract your Resilience 
  from any damage you take. Your enemies need to deal 
  more damage than your Resilience when they attack in 
  order to deal Wounds to you. 
  TOUGH QUESTIONS
  If you’re an experienced RPG player, you 
  might like to answer the two questions below. 
  They can make roleplaying more complex, but 
  this can create fun and original experiences. 
  What Is Your Internal Conflict?
   
  u
  What conflicting viewpoints does your 
  character hold? 
   
  u
  What makes them doubt or question their 
  actions and beliefs? 
   
  u
  What do they want to do but can’t because 
  of their beliefs?
  How Is Your Character  
  Different From You? 
  Beyond the physical, what beliefs does your 
  character hold that are different to your own? 
  Your character doesn’t have to have a 
  personality completely at odds with yours 
  — in fact, it might help if you share a few 
  values — but the 41st Millennium is a very 
  different world.
  Joseph Nirchi (Order #15621405)
  
  37
  Wounds
  A measure of how many injuries you can suffer before 
  you potentially die. 
  Your Maximum Wounds Trait is equal to double 
  your Tier plus your Toughness Rating. When an enemy 
  hits you with an attack and does more damage than 
  your Resilience, the remaining damage is inflicted as 
  Wounds. When your Wounds exceed your Maximum 
  Wounds you are Dying (p.193). You can recover 
  Wounds through use of the Medicae Skill (p.124) and 
  resting (p.196). 
  Determination
  Your ability to continue acting despite the damage to 
  your body, ignoring physical harm through force of 
  will. 
  Your Determination value is equal to your 
  Toughness rating. Whenever you take one or more 
  Wounds, you can choose to roll Determination to 
  negate those Wounds at the cost of Shock. The full 
  rules for Determination can be found on p.196. 
  Shock
  A measure of how much mental trauma you can take 
  before your will breaks.
  Your Maximum Shock is equal to your Willpower 
  rating plus your Tier. You suffer Shock when you use 
  Determination and when you are pushed to your 
  psychological limits. When you suffer more Shock 
  than your Maximum, you are Exhausted (p.199). You 
  can recover Shock by resting (p.196). 
  Mental Traits
  Corruption
   A measure of how much the malign influence of the 
  Chaos Gods have tainted and warped you. 
  Your Corruption usually starts at 0 but might be 
  modified by abilities and Talents. You gain Corruption 
  from failing Corruption Tests (p.286). 
  Conviction
  Whenever you try to resist corruption or the forces of 
  Chaos, you make a Corruption Test. When you make 
  a Corruption Test, your dice pool is equal to your 
  Conviction. Your starting Conviction is equal to your 
  Willpower. More information on Conviction can be 
  found on p.286. 
  Resolve
  Your courage and overall morale. Your starting Resolve 
  is equal to your Willpower –1, with a minimum of 
  1. Resolve is used to resist Fear (p.199) and other 
  psychological conditions. 
  Passive Awareness
  Your ability to notice the unusual and sense threats 
  when you aren’t actively searching your environment. 
  Your Passive Awareness is equal to half your 
  Awareness (Int) Skill total, rounded up if necessary.
  Social Traits
  Influence
  A measure of your societal authority and reputation. 
  When you are in a civilised environment you can 
  make Influence tests to exploit authority and acquire 
  items (p.205). Your starting Influence is equal to your 
  Fellowship –1. 
  Unlike your Skills, Influence is only applicable 
  when you are dealing within the social contract of 
  civilisation. The Imperium is functionally a feudal 
  system; your rank or your breeding can entitle you to 
  many goods and services. 
  Certain Talents and abilities can increase your 
  Influence. The GM may award you additional Influence 
  if you gain significant political power, assets, or a 
  reputation that can be leveraged. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  OTHER INFLUENCE
  As Influence is intrinsically linked to the 
  society of your Faction, it works differently 
  in different societies. 
  The 
  Adeptus 
  Mechanicus 
  value 
  information over all else. If you have the 
  ADEPTUS MECHANICUS keyword and 
  are testing your Influence against the 
  Adeptus Mechanicus, you can calculate 
  your Influence using Intellect instead of 
  Fellowship. 
  To Orks, biggest is best. If you have 
  the ORK keyword and are testing your 
  Influence in Ork ‘kultur’, you can calculate 
  your Influence using Strength instead of 
  Fellowship. 
  Joseph Nirchi (Order #15621405)
  
  38
  Wealth
  A measure of the valuable resources you own. You can 
  use Wealth to purchase wargear and make bribes. Each 
  point of Wealth could be a literal cache of Throne Gelt, 
  the currency of the Imperium, or it could be something 
  else of value; a piece of fine art, a xenos artefact, or 
  some other rare oddity. 
  Your starting Wealth is equal to your Tier and 
  may be modified by your abilities or Talents. You may 
  spend XP to buy more Wealth when you create your 
  character; each extra point of Wealth costs 1 XP, and 
  you can buy up to 4 Wealth. For more information on 
  using Wealth see p.206.
  FINISHED! 
  Great job! Head to Chapter 8 to learn how to play the 
  game. 
  ADVANCED 
  CHARACTER 
  CREATION
  If you don’t want to pick an Archetype or you want full 
  control over every detail of your character, you can use 
  Advanced Character Creation.
  Advanced Character Creation starts with 
  deciding on a Framework with your fellow players, 
  just like normal character creation. Once you know 
  what kind of adventures you will be going on and how 
  much XP you have to spend, you can start building 
  your character by picking a Species and Faction. 
  As 
  characters 
  made 
  through 
  Advanced 
  Character Creation do not receive an Archetype Ability, 
  they receive bonus XP equal to the Tier of play x10. 
  If your GM agrees, you can use Advanced 
  Character Creation to purchase any Archetype Ability. 
  The cost of an Archetype Ability is equal to the 
  Archetype’s Tier x10. 
  If your GM agrees, you may purchase an 
  Ascension 
  Package 
  during 
  Advanced 
  Character 
  Creation, as detailed in Chapter 7.
  SPECIES & FACTION
  You must choose a Species for your character. The XP 
  cost and benefits for each Species are shown in Know 
  Your Faction earlier in the Chapter (p.26). 
  You may also choose a Faction for your 
  character if you wish; the GM will help you work out 
  which Keywords you receive based on your Faction. 
  You receive any Faction bonuses and background 
  options as normal. 
  Example: Scarlett’s group have decided their Tier 1 
  Framework; formerly part of an Inquisitor’s retinue, 
  they are masterless after a daemonic incursion slew 
  their Inquisitor. Now they work as clandestine ‘fixers’ 
  for Archdomina Axekra Vakuul.
  Scarlett has an idea for her character; Gordia 
  Deltacore, a roguish Galvian pilot. She decides to use 
  Advanced Character Creation to build a character 
  without an Archetype.
  She knows that Gordia will be a Human, but 
  doesn’t want to be affiliated with any of the Factions 
  of the Imperium — Gordia is a lone wolf. She selects 
  the IMPERIUM Keyword as Gordia practises an 
  acceptable Galvian variant of the Imperial Creed, and 
  the INQUISITION Keyword to represent her time as a 
  pilot for the Inquisitor’s retinue. 
  Species Keywords
  If you don’t select a Faction you will still gain Keywords 
  based on your Species:
  Human
  You can select any 2 Keywords. Work with your group 
  and GM to figure out which would best fit your idea of 
  the character and the Framework. 
  Adeptus Astartes
  You have the ADEPTUS ASTARTES Keyword, the 
  [CHAPTER] Keyword, and may select either the 
  IMPERIUM or CHAOS Keyword. 
  Primaris Astartes
  You have the ADEPTUS ASTARTES, PRIMARIS, 
  [CHAPTER], and IMPERIUM Keywords.
  Joseph Nirchi (Order #15621405)
  
  39
  Aeldari
  You have the AELDARI Keyword and may choose one 
  of the following options: 
   
  u
  The ANHRATHE and [COTERIE] Keywords.
   
  u
  The ASURYANI and [CRAFTWORLD] Keywords.
  Ork
  You have the ORK and [CLAN] Keywords. 
  ATTRIBUTES, SKILLS  
  & TALENTS
  All of your Attributes start at Rating 1. All of your 
  Skills start at Rating 0. You can spend your XP 
  however you see fit, as long as you stay within the 
  boundaries of the Species Attribute Limits (p.25). We 
  recommend you spend 60 to 80% of your XP on Skills 
  and Attributes. 
  Since you don’t have an Archetype Ability, you 
  might want to take an additional Talent or two to help 
  define your character and make sure they’re powerful 
  enough to survive the horrors of the Gilead System.
  Example: Gordia is a pilot, so Scarlett decides to raise 
  her Agility to 4 (20XP), and to raise her Pilot Skill 
  to 2 (6 XP; total 26 XP). Scarlett decides Gordia is 
  a smooth talker, and raises her Fellowship to 3 (10 
  XP; total 36 XP). She knows Gordia loves talking 
  about being a pilot, so she gives her the Jargon Talent 
  from p.135 and the Scum Savvy Talent from p.139 
  to represent her easy-going nature and underground 
  connections. With these two Talents, she’s spent a 
  total of 76 XP. 
  She knows Gordia has a weakness for 
  temptation, and was somewhat injured in the attack 
  that slew her master, so Scarlett decides she has 
  Willpower 1 and Strength 1. She raises her Toughness, 
  Initiative, and Intellect stats to the average rating of 
  2 (4 XP each; total 88 XP). To make sure Gordia can 
  defend herself, Scarlett capitalises on her high Agility 
  and increases her Ballistic Skill to 2 (6 XP; total 94 
  XP). She also puts a single point into Awareness, 
  Cunning, and Weapon Skill to represent her work as 
  a pilot and her lone wolf lifestyle (2 XP each; total 
  100 XP). 
  WARGEAR 
  You can use the table below to select Wargear for your 
  character, replacing what you would receive from 
  your Archetype. By default, you own a set of common 
  clothing that offers a modicum of protection from the 
  elements and a trinket from your past (roll on the 
  Trinkets Table on p.247). 
  You can select any number of items of wargear 
  provided the Total Value of those items is less than the 
  limit in the table below. The Rarity and Value of the 
  Wargear you can select is limited by your Tier.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  OPTIONAL RULE: 
  EXTRA WARGEAR
  The GM may allow you to swap one piece 
  of Wargear for another of equal or lesser 
  Value and Rarity, provided you share a 
  Keyword with that item of Wargear. See 
  Chapter 10 for more information. 
  1
  15
  7
  Any Common or
  Uncommon Wargear.
  2
  20
  9
  Two Rare pieces of
  Wargear.
  3
  25
  10
  One Very Rare piece
  of Wargear.
  4
  30
         –
  Two Very Rare pieces
  of Wargear.
  Tier
  Total 
  Value
  Max. 
  Value
  Maximum Rarity
  ADVANCED CHARACTER 
  CREATION WARGEAR
  Joseph Nirchi (Order #15621405)
  
  40
  CHARACTER SHEET SUMMARY
  Wrath (p.164) 
  Keep track of Wrath Points here, 
  alongside a list of their uses. 
  Objective (p.43) 
  A roleplaying prompt that earns you a 
  point of Wrath. Your Faction determines 
  your Objective for the session. 
  Attributes (p.24)
  Attribute Ratings are determined by Archetype 
  and customization choices. Bonuses, from gear 
  for example, go in the bonus row and are added 
  to your RATING for your Attribute TOTAL. 
  Skills (p.25) 
  Each Skill has a linked Attribute, shown 
  in grey. Add your Skill Rating to your 
  Attribute Total for your Skill Total — the 
  number of dice you’ll roll when you Test 
  the skill (see Chapter 8).
  Personal Details 
  Choose your character’s name and Archetype 
  (p.21), which determines the Faction they belong 
  to (p.26) and their Keywords (p.21). Make up 
  a Background, or choose one (p.43). Tier is 
  determined by Framework (p.19). Rank starts at 1. 
  Wargear (p.204) 
  Your possessions, weapons and armour. 
  You may like to record the details of your 
  gear from Chapter 10 here, particularly 
  the Armour Rating (AR) of your Armour 
  to help calculate your Total Resilience.
  Survival 
  These help you survive combat. Defence (Initiative 
  –1) shows how hard you are to hit. Base Resilience 
  (Toughness +1) plus your Armour Rating (AR) gives 
  total Resilience — subtract this from incoming damage. 
  Wounds & Shock (p.193) 
  Maximum Wounds = (Tier x2) + Toughness. 
  Attack damage exceeding your Total Resilience 
  inflicts the difference as Wounds. You usually 
  start with zero Wounds. If you take more 
  Wounds than your Maximum Wounds, you’re 
  Dying (p.193).  
  Maximum Shock = Willpower + Tier. 
  Start with 0 Shock, and suffer Shock Damage 
  from anything that psychologically harms you 
  (p.196). If you suffer more Shock Damage than 
  your Maximum Shock, you are Exhausted.
  Determination = Toughness Rating. 
  Roll Determination (p.196) whenever you suffer 
  Wounds to convert them into Shock Damage.
  Joseph Nirchi (Order #15621405)
  
  41
  CHARACTER SHEET SUMMARY
  Stealth 
  You can record your Stealth Score here 
  whenever you are using the Stealth 
  rules on p.181. Record your Passive 
  Awareness (half your total Stealth Skill 
  dice pool), as the GM may ask for it in 
  the course of your adventures. 
  Psychic Powers 
  If you are a Psyker, record any psychic 
  powers you have here. These are the 
  specific ways you are able to manipulate 
  reality using the corrupting powers of 
  the Warp. Full information on strange 
  sorcery and the nightmare Immaterium 
  can be found in Chapter 11.
  Injuries & Corruption 
  Whenever you suffer more Wounds than your Maximum Wounds, you are Dying (p.193). 
  You immediately suffer a Memorable Injury, and may suffer Traumatic Injuries. If you 
  suffer more Traumatic Injuries than your Maximum (Tier +1), you die. Record Corruption 
  points here when the taint of Chaos assails you. Fill in a skull every time you gain a point 
  of Corruption. You may mutate as Chaos warps your soul. See p.285 for more information.
  Talents & Abilities  
  Record your Archetype Ability (Chapter 
  4), any Species Abilities (p.29), and 
  Talents purchased (Chapter 6). If you 
  are a devout worshipper of the Imperial 
  Creed, record points of Faith (p.142) 
  here. 
  XP 
  Record all the Experience Points (XP) you earn when you are 
  adventuring, and how much you have remaining after you spend 
  XP. The total XP you have earned determines your Rank — check 
  Chapter 7 for more information. 
  Joseph Nirchi (Order #15621405)
  
  42
  42
   n a future wracked by war, you must choose 
  a side or die alone. 
  A Faction is a large organisation or a group 
  sharing the same goals and backgrounds, such as 
  a branch of the church or military. Your Archetype 
  (p.21) belongs to a Faction; they are the group that 
  trained you, educated you, and armed you. Other 
  members of your Faction might be friendly towards 
  you and expect that you further the goals of the group. 
  You are, after all, one of them. 
  Four major Factions vie for survival in the Warp-
  torn Gilead System: the savage Orks, the inscrutable 
  Aeldari, the aberrant worshippers of Chaos, and the 
  shining light of the Imperium. The Imperium is divided 
  into several sub-factions, each of which nominally 
  work together to further the goals of Humanity. 
  This chapter presents information on each 
  Faction and their goals, purposes, operations, and 
  some things their members share in common. 
  When you’re building your character, you can use 
  the information on your Faction to help create 
  your background.
  FACTIONS
  Joseph Nirchi (Order #15621405)
  
  43
  Backgrounds
  When you create your character, you can flesh out 
  your background however you want, ideally working 
  with the other players to tie your character into 
  the Framework (p.18). Each Faction has a set of 
  Backgrounds you can use as inspiration. 
  Roll a dice to determine your Origin (how 
  you joined your Faction), another dice to determine 
  your Accomplishment (an act that marked you out as 
  more than your Peers), and a third dice for your Goal 
  in life. Each of your 3 Backgrounds has a +1 bonus 
  associated with it; choose one of these, and write it on 
  your character sheet. Orks and Aeldari have slightly 
  different Backgrounds, befitting their alien nature. 
  If you don’t like the Background you rolled, you 
  can simply pick from the tables, or write up your own 
  if you’re feeling inspired; the ten Questions in Chapter 
  2 (p.34) can help you to fill out your character’s 
  backstory further. Whatever approach you choose, you 
  can only receive a single Background +1 bonus.
  Objectives 
  Each Faction has a list of Objectives: prompts that help 
  you roleplay your character. Roll a d6 at the beginning 
  of each session to determine your Objective. If you 
  roleplay it well, the GM awards you a Wrath Point.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Faction
  Sub-Faction
  Description
  Page
  The Imperium
  The galaxy-spanning Empire of Humanity, led by the God-Emperor from Terra.
  44
  Adepta Sororitas
  The righteous female warrior-monks of the Ecclesiarchy.
  50
  Adeptus Astra Telepathica
  Psykers that have mastered the discipline necessary to serve 
  the Imperium. 
  53
  Adeptus Mechanicus
  Adherents to the Cult Mechanicus and masters of the 
  Imperium’s technology.
  55
  Adeptus Ministorum
  The state church of the Imperium, focused on worshipping the 
  God-Emperor.
  58
  Astra Militarum
  The main military force of the Imperium, billions in number.
  60
  The Inquisition
  A shadowy organisation devoted to battling heretics, xenos, 
  and daemons through any means necessary.
  63
  Rogue Trader Dynasties
  Holders of Warrants of Trade; sent to explore, conquer, and 
  trade beyond Imperial boundaries. 
  66
  Scum
  The dregs of Imperial society operating outside of other 
  Factions and often the law.
  68
  Adeptus Astartes
  Space Marines; genetically enhanced transhuman super 
  soldiers who know no fear.
  70
  LIST OF FACTIONS
  Aeldari
  A psychic xenos Species in decline; their empire once spanned 
  the galaxy. 
  76
  Orks
  Savage, brutal xenos that crave violence and live only for war.
  80
  Chaos
  Renegades and traitors that have succumbed to the lure of the 
  Ruinous Powers. 
  84
  Joseph Nirchi (Order #15621405)
  
  THE IMPERIUM
  The Imperium is the vast interstellar Empire of 
  Humanity. Untold trillions of Humans on over a 
  million planets are united in worshipful service of their 
  leader, the God-Emperor. Between worlds the Human 
  form differs wildly, its endless diversity in mind and 
  body lauded as crucial to their collective success. The 
  ultimate goal of the Imperium is to fulfil the Emperor’s 
  will: that Humanity alone rule the galaxy.
  WAR
  Dominant amongst the Factions of the Milky Way, 
  but forever on the edge of annihilation, the Imperium 
  wages constant war against its many foes. Alien 
  life is fit only for extermination, any traitors to the 
  Imperium are heretics that must be purged, and the 
  dark, daemonic forces of the Warp are a threat to 
  reality itself. 
  The Imperium is an expansionist society where new 
  worlds exist only to be conquered. The galaxy is 
  hostile, and the Emperor’s domain must be protected. 
  Continent-sized voidships carry skyscraper-
  tall battle walkers to warzones that span multiple star 
  systems. Genetically enhanced warriors pray over 
  blessed blades and prepare plasma-spewing firearms. 
  Unremarkable Humans are plucked from their home 
  planets, equipped with mass-produced Las weaponry, 
  then sent lightyears from their home to hold the line 
  against horrific alien bioforms. 
  War is constant, endless, and essential to 
  ensure the growth and protection of the Imperium, 
  but war is also costly. The Imperium pays the price in 
  blood, sweat, and death. 
  44
  44
  Joseph Nirchi (Order #15621405)
  
  45
  WORK 
  The Emperor’s war machine is ever hungry for more 
  arms, armour, and warriors. Every aspect of the 
  Imperium struggles to support its war effort. The 
  workforce of an entire planet might be devoted to 
  producing armour plating, tank treads, or the food 
  necessary for soldiers’ rations. 
  Little is automated despite the advanced 
  technology; the labour is backbreaking, the hours 
  gruelling. Some labourers work in horrendous 
  conditions such as polluted factories with toxic 
  materials or alongside intensely hot forge fires. Few 
  have more than a handful of hours to rest and fulfill 
  their mandatory religious duties before returning to 
  their assigned vocation. Those who falter are rebuilt 
  with mechanical limbs and organs, or left to perish. 
  The tremendous multitudes of the population ensure 
  anyone can be easily replaced. 
  Those that do not slave under the war effort 
  or fight in righteous battle work in the Imperium’s 
  major organisations. Largest amongst these is the 
  Adeptus Administratum, the bureaucracy that governs 
  the complex star-spanning Empire of Humanity. It is 
  a monumental, nearly impossible task, even when 
  harnessing the reality-bending powers of the Warp. 
  THE WARP 
  The Imperium can only exist on its grand scale 
  because it makes use of the Warp, a parallel universe 
  of raw psychic energy where daemons and the terrible 
  Gods of Chaos dwell. To dabble with this realm in any 
  way is inherently dangerous. Any meddling with its 
  maddening powers can open a portal through which 
  daemons can invade realspace, and their only desire is 
  to corrupt and consume mortal souls. 
  The voidships of the Imperium use esoteric 
  technology to enter the Warp, travelling its psychic 
  seas and emerging lightyears from their origin swiftly. 
  Travel at this speed would be impossible in realspace, 
  but in the Immaterium, the impossible is possible. 
  45
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  However, this is no simple task. Ships can easily be lost 
  in the tides of the Warp, only to emerge months, years, 
  or decades prior to or after their intended arrival time.
  Some Humans, known as Psykers, have the 
  ability to channel the supernatural energies of the 
  Warp to manifest psychic powers. A rare breed of 
  Psyker called ‘Astropaths’ can communicate over the 
  vast expanse of space, though doing so poses a risk to 
  their soul (see Chapter 11 for more on Psykers). 
  Travel and communication are the two most 
  essential aspects of building and maintaining an empire. 
  The Imperium uses the Warp to serve these needs, 
  bringing order and unity to its expansive reaches. 
  Many times has this reliance on the Immaterium been 
  proven a deadly risk — no more so than now in the 
  Gilead System, as the Great Rift renders Warp travel 
  and Astropathic communication impossible. 
  IMPERIAL SOCIETY
  Though the many worlds of the Imperium are endlessly 
  diverse, all are united in their worship of the Emperor, 
  creating a ubiquitous adherence to a feudal order. 
  Each world is ruled by a planetary governor. 
  They could be a noble of proud lineage, a bureaucrat 
  assigned to the task, a hero gifted a title to a planet, 
  or something in between. The governor is authorised 
  to rule the citizenry of their world as they see fit, 
  provided they submit tithes to the Imperium. The 
  governors raise military forces to be recruited to the 
  Astra Militarum, both to defend their home world and 
  those across the galaxy. Psykers are contained for 
  the safety of the populace, and must be given unto 
  the Black Ships of the Adeptus Astra Telepathica for 
  training, or simply to feed the Golden Throne. 
  To satisfy the demands of the Administratum, a 
  planetary governor may force recruitment and assign 
  duties to the populace. Predetermined work and the 
  need for simple labour render education beyond 
  indoctrination unnecessary. For most of the Imperium, 
  knowledge is secondary to religion. A small mind is 
  easily filled with faith, and faith in the Emperor can 
  overturn the universe. 
  Religion
  The Cult Imperialis is the state religion of the 
  Imperium, and foundational to Imperial life. Though 
  it incorporates multitudinous strictures, one is held 
  above all: the Emperor is the one true God of Humanity. 
  Once this belief is accepted, others follow: the 
  Emperor sacrificed Himself so that Humanity could 
  prosper, He defends us from the Ruinous Powers that 
  would destroy us, He is our ruler, and so you owe your 
  life to Him. To serve your Emperor, you must work, 
  provide arms and armour for His armies, and fight His 
  righteous crusades against the enemies of Humanity. 
  To deny any of these beliefs is heresy, and heretics 
  must be purged. 
  Faith permeates Imperial society. The labours 
  of Manufactorum workers are timed to emphatic 
  hymns projected over laud hailers.  Flagellant warriors 
  sanctify their weapons in esoteric rituals before battle. 
  Colossal artworks are wrought by toiling menials so 
  that all may see the glory of the Emperor. Even the 
  laws of the Imperium are intertwined with religion, 
  and most are indoctrinated to the strictures of the 
  Imperial Cult from birth. 
  46
  THE PAST
  The glories of the past are shrouded in mystery, 
  lost to time and censorship. Humanity has 
  few reliable records; millennia-old scrolls 
  of fading text written in half-remembered 
  languages and ancient data stores rendered 
  inaccessible by forgotten technology form a 
  tenuous record. Whether what is preached 
  now is truth or propaganda is unclear, though 
  to question established history is a heresy 
  punishable by death. 
  The Imperium believe that Humanity 
  first took to the stars aeons ago, spreading 
  across the galaxy using advanced machinery. 
  United in common purpose, they created 
  advanced technologies and tamed the stars. 
  Despite their mechanical genius, they were 
  ignorant of many dangers. Thus, their empire 
  was fractured by foul sorcery and abominable 
  artificial intelligence of their own creation. 
  As this vast realm shattered under civil 
  war and the perils of the Warp, individual 
  worlds became isolated and alone. Even Holy 
  Terra collapsed into internecine strife. It is 
  possible Humanity may have faded and died 
  at this point, were it not for the rise of the God-
  Emperor and his unification of the Species.
  Joseph Nirchi (Order #15621405)
  
  47
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  THE EMPEROR
  The first sacred records of the Emperor date 
  back to the 30th Millennium, when He united 
  Humanity. Far beyond any other natural Human 
  in might, intelligence, and immense psychic 
  power, He emerged with a single goal: to lead 
  Humanity to its rightful place and rule the galaxy. 
  Through courageous acts and righteous 
  charisma, He led those that would follow and 
  conquered those that defied Him. The barbarous 
  tribes that warred on Terra became His armies, 
  but He knew that Humanity had to evolve to see 
  His will done. Through ingenious feats of genetic 
  enhancement, He created the Primarchs; twenty 
  transhuman sons forged from His own DNA, 
  templates for the Adeptus Astartes that would 
  form His great legions. 
  No one knows how the Ruinous Powers 
  plucked the Primarchs from His grasp and 
  scattered them across the galaxy, but the dark 
  deed spurred the Emperor’s next righteous work: 
  the Great Crusade. Forming an alliance with the 
  precursor to the Adeptus Mechanicus, the Martian 
  Mechanicum, the first of the Space Marine 
  Legions were armed. Brought aboard enormous 
  expeditionary ships constructed or repaired by 
  the Emperor’s unparalleled intelligence and the 
  forges of Mars, the Legions set out across the 
  galaxy to reclaim Humanity’s lost domains and 
  the Emperor’s missing sons. 
  The Emperor’s unparalleled might conquered 
  entire star systems in short order. The vile xenos 
  that stood in His way were slain, as were any 
  traitors who defied His newly formed Imperium. 
  The Primarch Horus Lupercal was the first to be 
  discovered, forming a close bond with his sire. In 
  return, the Emperor placed Horus in command of 
  the legion of Space Marines crafted from his own 
  gene-seed, the Luna Wolves. 
  As he discovered each of His Primarchs, he 
  gifted them with Legions of their own and sent 
  them off to conquer the galaxy in His name. The 
  Emperor raised armies from newly reclaimed 
  worlds — the first forces of what would later 
  evolve into the Astra Militarum. 
  Seeing His will enacted well, the Emperor 
  appointed Horus Warmaster of the Great Crusade. 
  He bestowed His son Horus with absolute 
  authority over the Imperium’s armies, and 
  renamed his Legion the ‘Sons of Horus’ in his 
  honour. The Emperor returned to Holy Terra to 
  commence the next stages of His grand vision. 
  Realising 
  the 
  unfathomable 
  breadth 
  of His newly conquered realm, the Emperor 
  created the Imperial Administration, a vast 
  bureaucratic body to govern His Imperium. The 
  Imperial Administration, now known as the 
  Administratum, remains the largest Imperial 
  organisation, its tithes and archives forming the 
  basis of the feudal society of the 41st Millennium. 
  The malign influence of the Ruinous 
  Powers struck the greatest blow ever to befall the 
  Imperium. Horus fell to their vile corruption, and 
  led seven other Primarchs in an apocalyptic civil 
  war against the Emperor. 
  Holy Terra itself was assailed by the massed 
  forces of the traitor Astartes. In a catastrophic 
  clash, Horus mortally wounded the mighty 
  Emperor as He struck down His traitorous son. In 
  His death throes, the Emperor was connected to 
  a relic of incredibly advanced technology, the life 
  support system known as the Golden Throne. 
  Entombed on the Golden Throne, neither 
  dead nor alive, the Emperor has protected 
  Humanity for ten millennia. His colossal psychic 
  might is focused into the Astronomican, a 
  psychic beacon that shines throughout the galaxy. 
  Navigators use this light to find safe passage 
  for voidships travelling through the Warp, as do 
  Astropaths when sending psychic messages. The 
  Emperor’s slow death is delayed by the thousands 
  of Human Psykers sacrificed daily to preserve His 
  rule over the Imperium. 
  Joseph Nirchi (Order #15621405)
  
  Many citizens wear hoods out of modesty and to 
  limit their vision — the better to focus on the task 
  at hand, undistracted by peripheral temptations 
  whilst maintaining the purity of ignorance. Even the 
  Imperium’s architecture supports these beliefs: angelic 
  gargoyles leer from dark perches and each building is 
  flanked by Ecclesiastic statues so tall voidships must 
  navigate their gargantuan stone edifices. 
  Though dogmatic, superstitious, erratic, and 
  often dysfunctional, the Imperial Cult fulfils several 
  essential roles. 
  The first is uniting its people; the million 
  worlds of the Imperium are endlessly diverse in 
  culture and lifestyle, but are brought together by their 
  shared indoctrination, ensuring they all work together 
  towards their goals. 
  The second is fanning the flames of passion; 
  for a Human to stand against the terrors of the xenos, 
  they must have fire in their heart and a prayer on their 
  lips, willing to fight and die for a cause greater than 
  themselves. Likewise, the labourer must work until 
  they are broken, knowing there is no greater duty 
  than to serve. The martyr’s grave is the keystone of 
  the Imperium.
  The third is cultivating fear; though few know 
  the realities of the Warp, the threat of daemonic 
  incursion aids the Imperium. Belief in the Chaos Gods 
  increases their powers; the forced ignorance of the 
  Cult Imperialis limits their sway over mortal souls, and 
  encourages the zeal to destroy heresy. 
  Technology
  A razor-thin line separates technology and religion 
  in the Imperium. Technology has become akin to the 
  supernatural, and its ancient secrets have been lost 
  or fallen to myth over millennia. Though voidships 
  shift dimensions to travel faster than light and titanic, 
  skyscraper-tall combat walkers stride battlefields firing 
  bursts of burning plasma, few who live understand 
  how these mechanisms actually work. 
  Knowledge of technology is jealously guarded 
  by the Adeptus Mechanicus of Mars. These followers 
  of the Cult Mechanicus believe that the reclamation of 
  knowledge is their holy duty. The Imperium wallows in 
  technological ignorance while the Tech-Priests of the 
  Adeptus Mechanicus quest to regain Humanity’s lost 
  understanding. 
  The prayers and rituals the Mechanicus use to 
  activate mechanical devices are strange and esoteric; 
  few outside their order can operate any but the 
  simplest of devices. Peasant workers on many worlds 
  rely on candles to light their way and simple bladed 
  instruments to defend themselves from what lurks in 
  the dark. 
  The ancient strictures of Martian law prohibit 
  artificial intelligence — everything in the Imperium 
  is handmade. In adherence to this sacred rule, the 
  Mechanicus produce Servitors, lobotomised criminals 
  implanted with useful technologies that obey any 
  command much as an automaton would. 
  48
  HERESY!
  Any words or actions that oppose the 
  strictures of the Cult Imperialis are heretical. 
  Questioning the righteous authority of the 
  Ecclesiarchy, deviations in personal worship 
  of the God-Emperor, even failure to enact 
  the Emperor’s will by lapsing in work can be 
  deemed heresy. The worst dissensions are 
  denying that the Emperor is the one true God 
  of Humanity and worshipping another — for 
  these traitors there can be no salvation. 
  Any heresy is punishable by death, but 
  the Imperium has other uses for sinners. Many 
  are sent to penal labour colonies, lobotomised 
  and converted into partially robotic Servitors, 
  or sent on hopeless crusades. 
  Joseph Nirchi (Order #15621405)
  
  49
  Fusing technology with biology is commonplace in 
  the Imperium. Mechanical replacements for body 
  parts called augmetics are commonplace in the 
  dangerous worlds of the 41st Millennium. Labourers 
  and warriors can continue their duties despite losing 
  limbs and organs, with tireless augmetics often being 
  more effective than the biology they emulate. Most 
  are oblivious to the workings of their own augmetics, 
  and few outside of the Adeptus Mechanicus can install 
  them safely. For more on augmetics, see p.242. 
  Most important of all machines are those that 
  support travel and warfare. The Warp engines that allow 
  voidships to traverse the Immaterium and the Geller 
  Fields that protect them from its daemonic denizens 
  are amongst the most sacred of all technologies and 
  remain mysterious to many high-ranking Tech-Priests. 
  The billions of warriors that fight for the Imperium 
  wield mass-produced weaponry. The sheer scale of 
  arms manufacture is staggering, but a necessity for 
  war on a thousand fronts across the galaxy. Every 
  day, millions die in brutal wars of attrition against 
  the nightmarish enemies of Humanity. But there are 
  always more pious citizens prepared to replace the 
  honoured fallen, and each must be armed with reliable, 
  if basic, weapons.  
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  SECTORS & SYSTEMS
  Regions of space are divided into Sectors, 
  divided further into Sub-Sectors made up 
  of Systems. Each Sub-Sector consists of 
  multiple Systems of planets orbiting a major 
  star. A System usually has different worlds 
  — an Agri World entirely devoted to farming, 
  a Forge World of the Adeptus Mechanicus 
  covered entirely in manufactorums.
  The working peasantry of the planet 
  rarely leave their world, and only the most 
  wealthy of their noble betters ever leave their 
  home system. The inherent dangers of Warp 
  travel mean that moving beyond a Sector is 
  an often deadly enterprise, undertaken mostly 
  by those fighting for the Imperium. 
  Fortunately, a single Sector can usually 
  function 
  self-sufficiently, 
  with 
  different 
  Systems trading their resources to ensure 
  every planet has the goods they need to serve 
  the Imperium — and provide the necessary 
  tithe of resources to Holy Terra. 
  The Gilead System is located on the 
  inner border of the Gothic Sector, but has 
  been completely surrounded by the Great Rift. 
  The borders of the Gilead are now impassable 
  Warp-storms, writhing with vile daemonic 
  entities and destructive energies — a death 
  sentence for any who attempt to escape. No 
  contact has reached the few worlds of the 
  Gilead System, but its citizens attempt to 
  maintain a desperate simulacrum of Imperial 
  life. Some question if the Emperor’s realm 
  continues beyond their borders and have 
  already fallen to heretical thoughts. 
  More information on the Gilead System, 
  including its worlds, people, and their dreadful 
  plight can be found in Chapter 12. 
  Joseph Nirchi (Order #15621405)
  
  The Adepta Sororitas is an elite sisterhood devoted 
  to the Emperor of Mankind, possessing unwavering 
  spiritual purity and fanatical zeal that guards 
  against corruption and heresy. As the military arm 
  of the Ecclesiarchy, the Sisters of Battle are a sword 
  of righteous fury drawn to slay the enemies of the 
  Imperial Creed. 
  Members 
  of 
  the 
  Adepta 
  Sororitas 
  are 
  inducted solely from the Schola Progenium, the 
  vast Ecclesiarchy-run organisation that raises the 
  innumerable orphans of the Imperium. Indoctrinated 
  strictly to the Cult Imperialis from an early age, the 
  Schola Progenium provide education and gruelling 
  physical conditioning to create ideal servants to enact 
  the Emperor’s will. The most pious and powerful 
  young women amongst them are selected to join the 
  exalted ranks of the Adepta Sororitas — perhaps the 
  most faithful of all the Emperor’s subjects — and sent 
  to fight the Ecclesiarchy’s righteous Wars of Faith.
  ADEPTA SORORITAS
  In the name of His infinite wisdom, and 
  by His immortal authority, we, the High Lords of 
  Terra, do hereby decree the Ecclesiarchy forbidden 
  to gather, train, promote, sustain, or in any 
  way command any force of men under arms.
  —The Decree Passive
  They can be very useful. Not just the Battle Sisters, of 
  course — the Hospitallers, Famulous, Dialogus, and 
  the rest have their place. But never forget that while 
  they work with us, they place their faith above all. 
  —Haven Verbal, Inquisitor Ordo Hereticus
  She was but one against twenty, but she saved us all! 
  Holy flame burst from her weapon and incinerated 
  those bloody apostates, it burned them to cinders! 
  The  Dawn Lord’s light truly shines through her!
  —Titus XVII, Ostian Labourer
  50
  Joseph Nirchi (Order #15621405)
  
  51
  Though a part of the Ecclesiarchy, the duties of the 
  Adepta Sororitas often overlap with the Inquisition. 
  The Wars of Faith the Sisters of Battle zealously 
  wage against blasphemous traitors are the shining 
  counterpart to the Inquisition’s shadowy operations. 
  In addition, the Ordo Hereticus are permitted to call 
  upon the Sisters of Battle as a military force to aid their 
  witch hunts. 
  The aptly named Order of the Sanctified Shield 
  is based on the Shrine World of Enoch of the Gilead 
  System. Through tragic acts of self-sacrifice on the 
  Heartworlds and beyond, the Adepta Sororitas have 
  proven themselves defenders of the people. This 
  devotion has left the Order battered and broken, 
  though their courageous reputation and the leering 
  presence of Cicatrix Maledictum mean the populace of 
  the Gilead System readily aids any Sister. 
  Any character with the ADEPTA SORORITAS 
  Keyword has access to Faith Talents (p.142).
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  THE [ORDER] KEYWORD
  The Adepta Sororitas serve the Emperor in 
  manifold ways. You can replace your [ORDER] 
  Keyword with any Order. When attempting an 
  action associated with your order, the GM may 
  grant you bonus dice. 
  Orders Militant
  The Sisters of Battle are the army of the 
  Ecclesiarchy, and are split into different Orders 
  each with their own traditions and strategies. The 
  Order of Our Martyred Lady have perfected the 
  application of purifying flame to cleanse and purge 
  their enemies, whilst the Order of the Sanctified 
  Shield of Enoch prefer to counterattack against 
  heretics that crash against their unyielding 
  defensive formations. 
  Orders Dialogus
  Linguists and scholars, the Dialogus study 
  and interpret ancient scriptures both holy and 
  blasphemous. Experts in communication, they 
  ensure the prayers and orders of the Sororitas are 
  heard and decode messages in alien languages. 
  Orders Famulous
  Facilitating diplomatic alliances between Imperial 
  nobles, the Famulous ensure the wheels of feudal 
  society turn to benefit the Emperor. They act as 
  undercover operatives whilst advising others, 
  unravelling heretical plots in high society. 
  Orders Hospitaller
  Providing medical aid to all arms of the military 
  save the Adeptus Astartes, Hospitallers heal the 
  bodies and souls of their allies. 
  Orders Sabine
  Collaborating with the Missionarus Galaxia, the 
  Sabine can transform a semi-heretical primitive 
  world into a population that sings the praises of 
  the Emperor. Their prophets permeate societies 
  and privately preach the Emperor’s holy word, 
  inciting righteous uprisings. 
  Orders Pronatus 
  Defenders, rescuers, and preservers of the holiest 
  of Imperial relics, the Pronatus ensure hallowed 
  artefacts do not fall into the foul hands of the 
  enemy. They are known for their determination 
  on crusades to retrieve ancient heirlooms. 
  Joseph Nirchi (Order #15621405)
  
  52
  d6 Roll
  Objective
  1
  Exult the rewards of sacrifice in the Emperor’s name.
  2
  Invoke an Imperial Saint (such as Alicia Dominica or Celestine) to bless your achievements.
  3
  Recant a holy litany applicable to the current situation. 
  4
  Fill your lungs with a bolstering hymn in a time of stress.
  5
  Recall a wise stricture your Drill Abbess laid down and its application to the current situation. 
  6
  Purge a heretical item (or individual) with holy flame. 
  ADEPTA SORORITAS OBJECTIVES
  Tier
  Archetype
  Description
  Page
  ADEPTA SORORITAS ARCHETYPES
  1
  Sister Hospitaller
  A battlefield healer of both mind and soul.
  91
  2
  Sister of Battle
  A warrior-monk of zealous determination
  99
  d3
  Origin
  Gain +1
  1
  Holy Inspiration: You followed in the footsteps of an Imperial Saint on a pilgrimage, an 
  interstellar voyage, or a military campaign. Your idol inspired your faith to new heights.
  Resolve
  2
  Heresy Begets Retribution: You survived a brutal heretical assault. At great sacrifice you 
  emerged triumphant through your zeal. Their attacks only made your faith in Him stronger.
  Determination
  3
  Blessed Tomes: The words of the faithful guided you since you first beheld them. You quote 
  from these texts often, though not always in the way that the original writer intended!
  Conviction
  d3
  Accomplishment
  Gain +1
  1
  Defended Enoch: One of Enoch’s many prized holy sites came under assault, and you were 
  there to drive off the attackers. Pilgrims on the shrine world owe you their lives.
  Influence
  2
  Purge the Unclean: You led a kill-team to wipe out a nest of Corruption. Victory came at a cost.
  Max Wounds
  3
  Saving Souls: The strongest waver in the face of nightmarish terror in the Gilead. You banished 
  the doubts and fears of those who struggled on the path of the Imperial Creed.
  Conviction
  d3
  Goal
  Gain +1
  1
  Reclaim a Relic: Long ago, an important Ministorum relic went missing. You would do anything 
  to recover this relic and restore it to the Ecclesiarchy.
  Determination
  2
  Shine the Light: The dark closes in; you intend to push it back. Build a monastery and recruit 
  holy warriors to your righteous cause.
  Influence
  3
  Martyrdom: Your prayers have guided you to an inescapable truth: you must become a martyr. 
  You search for a worthy cause to die for in the Emperor’s name.
  Max Shock
  ADEPTA SORORITAS BACKGROUNDS
  ++Zeal is its own Excuse++
  Joseph Nirchi (Order #15621405)
  
  The Adeptus Astra Telepathica are responsible for 
  the acquisition, assessment, and training of Psykers. 
  A Psyker is a Human with a rare genetic mutation: 
  the ability to channel the Warp to manipulate reality. 
  Psykers are both blessed and cursed; they are capable 
  of reality-bending power, but the Immaterium they 
  draw power from is unpredictable and perilous. 
  Whenever a Psyker uses their powers, the malign 
  influence of the Chaos Gods can infest reality, causing 
  bizarre otherworldly phenomena. Worse, a daemon 
  may overpower a weak-willed Psyker, contorting them 
  into a gateway through which it can enter reality and 
  consume their soul. 
  Potentially useful and undeniably dangerous, 
  each Psyker could aid the Imperium or cause the 
  downfall of an entire planet. Because of this, every 
  Psyker is an illegitimate citizen; Imperials are obliged 
  to surrender themselves to containment if they discover 
  they are a Psyker, just as they must aid the Imperium 
  in reporting any they suspect of gaining or practicing 
  psychic powers. Those that are contained are lucky, as 
  the Adeptus Astra Telepathica will aid them as they 
  can. The others are doomed to fall to the predations of 
  Chaos or be purged by the Inquisition’s witch hunters. 
  The Adeptus Astra Telepathica is a smaller organisation 
  compared to the other Adepta, but still leviathan in 
  galactic scope and essential in its dark work. It is split 
  between two main bodies: the League of Black Ships 
  and the Scholastia Psykana. 
  The Black Ships travel a circuit of Imperial 
  worlds, taking the tithe of captured Psykers each planet 
  must provide. Contained in the sombre darkness of 
  their psi-shielded brigs, the Psykers are transported 
  to Holy Terra, where they are given to the Scholastia 
  Psykana. 
  Through esoteric trials, the Scholastia examine 
  each Psyker’s willpower, loyalty, and connection 
  to the Warp, classifying their power level. Many 
  fail this process and are discarded.  Survivors with 
  uncanny strength of will and minds ripe for moulding 
  are subjected to the most gruelling training of the 
  Scholastia Psykana, developing the unshakeable 
  discipline necessary to steel themselves against the 
  vile forces of the Warp. After five years of hellish 
  conditioning, they are sent to serve another 
  Adepta, as Inquisitors or combat Psykers of the 
  Astra Militarum. 
  Those 
  with 
  the 
  potential 
  to 
  become Astropaths undergo the ritual 
  of soul-binding, a traumatic ceremony 
  ADEPTUS ASTRA TELEPATHICA
  through which the Emperor imparts a sliver of his 
  immeasurable psychic might to protect the prospective 
  Psyker from Chaos. Their eyes are burned to ashes 
  by the ritual of soul-binding, they gain the ability to 
  peer across the vast expanse of the Warp, aiding the 
  Imperium as a galaxy-wide communications array. 
  Some make the greatest sacrifice of all, joining the 
  divine Astronomican Choir, sacrificing their souls for 
  the Golden Throne and the Emperor’s beacon. 
  All who live through the conditioning earn 
  the rank of Sanctioned Psyker; no longer illegal in 
  the eyes of the law. Still, the Sanctioned are rightly 
  feared throughout the Imperium for their destructive 
  potential, occult gifts, and connection to 
  the Warp. 
  When the foul taint of the Warp touches a pure soul, 
  they cease to be Human; they are but vessels for 
  wretched forces to enter and poison His holy realm.
   — Dallarn Nox, Ecclesiastic Confessor
  I’ve seen her lift a Rhino with a gesture, and turn 
  an Ork inside-out with a look. She’s far more 
  than a soldier — that’s why I keep this pistol 
  trained on the back of her skull. Just in case.
  — Commissar Tona Ursakar, on Primaris Psyker  
  Junith Kaerton.
  I understand the irony, governess, but fear 
  not; I have been trained by the Emperor’s own sages, 
  the Adeptus Astra Telepathica. Through the protection 
  of His shining light, I am made incorruptible. 
  Besides, who better to hunt a witch than a Psyker? 
  —Grizmund Sol, Ordo Hereticus Interrogator
  53
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  54
  Many feel a spiritual discomfort even standing close to 
  the Psykers they deem unholy; some simply refuse to 
  be near, others react with hatred or violence. 
  Psykers are born daily in the Gilead System. 
  Some manifest their powers at birth, others develop 
  gifts much later in life. Many curse the Great Rift that 
  hangs above them, claiming its malign influence is 
  infecting the populace. The psychic prison, Ironwatch 
  of Charybdion, is far beyond capacity. The last — and 
  presumably final — Black Ship docked in Gilead 101 
  years ago. Psykers are hunted on the streets of every 
  planet by zealous citizens in desperate cults imitating 
  the Ordo Hereticus, whilst gangs trade captured 
  witches like an explosive currency. 
  More information on Psykers and psychic 
  powers can be found in Chapter 11. 
  ++Damnation is Eternal++
  d6 Roll
  Objective
  1
  Utilise your feared reputation in a social situation.
  2
  Extoll the virtues of your training in honing your already considerable willpower.
  3
  Express gratitude for the Emperor’s guiding hand, protecting you from the Warp.
  4
  Pass judgement on an individual you have never met through knowledge from ’Warp-sight’.
  5
  Dismiss the potential extent of psychic powers as being rumour or propaganda. 
  6
  Appraise another individual for psychic potential. 
  ADEPTUS ASTRA TELEPATHICA OBJECTIVES
  Tier
  Archetype
  Description
  Page
  ADEPTUS ASTRA TELEPATHICA ARCHETYPES
  2
  Sanctioned Psyker
  A mutant capable of channelling the Warp to manipulate reality.
  100
  d3
  Origin
  Gain +1
  1
  Shipbound Sickness: Tithed to a Black Ship at a very early age, you are still marked by the 
  torturous time you spent on the voyage to your tutelage. 
  Max Wounds
  2
  Betrayed: You attempted to ignore, suppress, or hide your psychic awakening, but were 
  betrayed by those closest to you and surrendered to the Black Ships.
  Resolve
  3
  Oracular Visions: Your powers first manifested as twisted visions of potential fates. You hoped 
  the Scholastia Psykana could cure you, but they have not entirely faded.
  Conviction
  d3
  Accomplishment
  Gain +1
  1
  Warp Hound: Your abilities proved instrumental in an operation to collect and capture 
  other Psykers.
  Influence
  2
  Proven Practical: A mighty foe fell to your psychic powers, convincing your allies of your 
  usefulness and frightening potential.
  Resolve
  3
  Stalwart: You resisted the call of Chaos at a crucial moment when others could not and emerged 
  unscathed from a brush with the Ruinous Powers. 
  Conviction
  d3
  Goal
  Gain +1
  1
  Pacifier: Word must be spread that not all Psykers are witches or sorcerers — you aim to 
  reverse the tragic effects of centuries of propaganda.
  Determination
  2
  Arcane Lore: The Warp has revealed a scant few of its mysteries to you. Now you crave a fuller 
  understanding, seeking knowledge few can grasp.
  Influence
  3
  Vengeance: Through fickle fate you can manipulate a daemonic force, but this was not your 
  desire. You will revenge yourself on the Warp by slaying its manifestations. 
  Conviction
  ADEPTUS ASTRA TELEPATHICA BACKGROUNDS
  Joseph Nirchi (Order #15621405)
  
  The Priesthood of Mars maintain and manufacture 
  the machinery of the Imperium. Their deity is the 
  Omnissiah, who manifests as a holy trinity: physically 
  as the God-Emperor of Humanity, omnisciently as the 
  Machine God, and spiritually as Motive Force. The 
  Motive Force inhabits every piece of technology as a 
  Machine Spirit, entities only the Adeptus Mechanicus 
  have permission to interact with and the ritualistic 
  means to do so. 
  Viewing knowledge as a sacred gift imparted 
  by the Omnissiah, they jealously guard their collected 
  wisdom. The Quest for Knowledge is paramount to 
  their philosophy — by collecting all information that 
  exists they can fully comprehend and truly revere 
  the Machine God. The degradation of technological 
  knowledge in the Imperium means most view their 
  inscrutable rituals as something akin to sorcery.
  As they believe the Omnissiah has imparted 
  all glorious knowledge, there are two sins they revile 
  above all others: innovation, or the creation of false 
  knowledge, and abominable artificial intelligence — 
  machines that think and move without the blessing of 
  a Machine Spirit. 
  ADEPTUS MECHANICUS
  You may say it is impossible for a man to become like 
  the Machine. And I would reply that only the smallest 
  mind strives to comprehend its limits.
  —Fabricator General Kane
  Those cog-heads give me the shivers 
  too, private. But once they’ve mumbled their 
  prayers and splashed their unguents, the 
  Earthshakers hit twice as hard — it’s like 
  some sanctioned sorcery, so leave ’em be.
  —Corporal Elysha Garve, 14th Gilead 
  Gravediggers, Armoured Regiment
  Deluded blasphemers all — would you 
  rather believe in our evident God-Emperor, or 
  some spirit in the machine? And you’d get a better 
  conversation from a slab of plascrete. Though I must 
  admit, they did a wonderful job on my new eyes.
  —Yordus Tan, Ministorum Preacher
  55
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  55
  Joseph Nirchi (Order #15621405)
  
  56
  Piously revering machines, adherents to the Cult 
  Mechanicus strive to meet the ideal of the Omnissiah, 
  replacing the weakness of the flesh with augmetics. 
  Paradoxically, they each know they must retain some 
  biological parts, as to become a thinking machine 
  would be an unforgivable sin. 
  The alliance between the Imperium of Terra and 
  the Cult Mechanicus of Mars is millennia old, and vital 
  to the stability of the Emperor’s vast realm, Adepts 
  of the Mechanicus are a common sight across the 
  Imperium, employed in their holy duties of maintaining 
  and repairing the arcane technological devices of their 
  manufacture. Their sovereignty is undeniable as an 
  essential resource to Humanity, though the religious 
  strictures of the Ministorum chafe against the existence 
  of a Cult, whose beliefs differ radically from their own. 
  The members of the Cult Mechanicus trapped in the 
  Gilead System are in a unique position; they must 
  continue their pious work with dwindling resources, 
  ensuring the Heartworlds can fight back against the 
  terrors of the Great Rift. Many see this as a trial of 
  the Omnissiah, a unique challenge to which they must 
  divine a solution. This does little to enhearten those 
  who look to their arcane Magi in this time of need. 
  THE [FORGE WORLD] 
  KEYWORD
  The Adeptus Mechanicus lay claim to many 
  worlds. Each are stripped of mineral resources, 
  dominated by uncountable forges working 
  tirelessly to provide the Imperium with the 
  complex instruments of war and essential 
  technologies 
  only 
  the 
  Cult 
  Mechanicus 
  understand. 
  You can replace your [FORGE WORLD] 
  Keyword with your home planet, where you 
  were taught the mysteries of the Omnissiah. 
  You might choose Mars, birthplace of the 
  Cult Mechanicus, holiest of celestial orbs, or 
  perhaps Metalica, a planet shorn of biological 
  life replaced almost entirely with sterile metal. 
  The Forge World Avachrus of the Gilead 
  System is detailed on p.297. 
  Joseph Nirchi (Order #15621405)
  
  57
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  d6 Roll
  Objective
  1
  Commune with a Machine Spirit. 
  2
  Calculate the odds of any given task and provide an estimate of survival or success.
  3
  Reminisce about a Forge World you have visited and compare it to your current location.
  4
  Examine an interesting piece of technology, determining a flaw or potential improvement.
  5
  Give praise to the Omnissiah for some small miracle.
  6
  Extoll the virtues of augmetics over the weakness of the flesh. 
  ADEPTUS MECHANICUS OBJECTIVES
  Tier
  Archetype
  Description
  Page
  ADEPTUS MECHANICUS ARCHETYPES
  2
  Skitarius
  A frontline soldier whose human form has almost entirely been replaced with 
  augmetic enhancements
  101
  3
  Tech-Priest
  A high-ranking scion of the Cult Mechanicus, with expert understanding of 
  Machine Spirits. 
  109
  d3
  Origin
  Gain +1
  1
  Forge Born: You were born in the Cult Mechanicus, raised by steel and choir. The rhythms of 
  the forge, the manufactorum, and the data-loom beat in your heart, whether natural or artificial. 
  Resolve
  2
  Void Born: You spent your early life aboard an orbital station, built either for defence or 
  industry. You were unaware planets existed until adolescence. 
  Max Wounds
  3
  Promethean Proselytism: You converted to the Cult Mechanicus, leaving your former life 
  behind after a holy vision, revelatory moment, or some other change of heart. 
  Conviction
  d3
  Accomplishment
  Gain +1
  1
  Quest for Knowledge: You accompanied a Rogue Trader or an Explorator mission to search 
  for forgotten technology. The journey was rife with danger, but you prevailed, earning scars 
  and wisdom.
  Determination
  2
  Forbidden Tech: You encountered technology considered anathema. Xenos machines, heretical 
  experimentation, or something stranger — did you destroy the abhorrent machine, or take 
  a risk?
  Influence
  3
  Necron Assault: You survived a clash with the nightmarish Necrons; many allies fell to their 
  bizarre weapons, but you managed to escape or prevail, haunted by visions of death-masked 
  mechanical horrors.
  Max Shock
  d3
  Goal
  Gain +1
  1
  Mechanical Missionary: The truth of the Omnissiah must be spread. By converting individuals 
  and raising holy temples or forges, you serve the expansion of the Cult Mechanicus. 
  Conviction
  2
  Acquire Archeotech: The acquisition of technology is a core tenet of your faith. You zealously 
  pursue the possibility of recovering lost Dark Age technology, or even a fabled STC.
  Determination
  3
  Ascend to Iron: The flesh is weak. You are driven to replace biological matter with augmetics.
  Wealth
  ADEPTUS MECHANICUS BACKGROUNDS
  ++Knowledge is power, guard it well++
  Joseph Nirchi (Order #15621405)
  
  58
  power of the Emperor. Bejewelled archdeacons in 
  decadent finery hold the power to sway nobles and the 
  politics of planets, if not systems. This power corrupts; 
  the Inquisition is ever watchful for how the faithful 
  might fall.
  The 
  Ministorum 
  incorporates 
  several 
  subdivisions in addition to the Missionarus Galaxia; 
  the largest are the Schola Progenium and the 
  Adepta Sororitas. The Schola Progenium maintains 
  orphanages and schools to educate and care for the 
  children of Imperial servants who have lost their lives 
  in service to the Imperium; early indoctrination breeds 
  more capable servants willing to dedicate themselves 
  to the Emperor and the Ecclesiarchy. The Adepta 
  Sororitas are an all-female order, further detailed on 
  page 50. Beyond these organisations are thousands 
  of diverse sects: devout Crusader houses raise battle-
  priests that set out on quests to smite the Emperor’s 
  foes; Death Cults perform assassinations to aid the 
  Ecclesiarchy, ensuring they turn a blind eye to the less 
  tasteful rituals they perform. 
  Known for the piety of its people, the Gilead System is 
  suffused with Adepts of the Ecclesiarchy; more so than 
  ever before, as the millions of pilgrims that flocked to 
  the shrine world Enoch are now trapped by Cicatrix 
  Maledictum. The ranking deacons of Enoch cower in 
  their hand-carved towers as their cathedral cities fall to 
  riot and ruin in refugee overpopulation beneath them. 
  Many citizens have turned away from the light of faith 
  as daemons walk from the Great Rift into realspace, 
  heralding the end of days. 
  Any 
  character 
  who 
  has 
  the 
  ADEPTUS 
  MINISTORUM Keyword has access to Faith Talents 
  (p.142).
  The Adeptus Ministorum is the official state church 
  of the Imperium. More commonly known as the 
  Ecclesiarchy, they practise and preach the Cult 
  Imperialis, a religion founded in the belief that the God-
  Emperor is a divine being. Tasked with ministering to 
  the spiritual health of the Imperium, the Ecclesiarchy 
  spread and enforce the teachings of the Cult throughout 
  the Emperor’s vast domain. 
  The specific tenets of the Cult Imperialis vary 
  across the Imperium, but the principle doctrine is that 
  the Emperor is the sole extant deity — the one true 
  God of Humanity. Through this belief the Ecclesiarchy 
  has united His people, spread thin as they are across 
  the galaxy. The Missionarus Galaxia, most evangelical 
  of all the Ministorum, work with Explorators and 
  Rogue Traders to bring faith to lost or fallen Human 
  civilisations. 
  The 
  Ecclesiarchy 
  assimilate 
  many 
  other beliefs into the Cult Imperialis, accepting slight 
  differences to ensure that all bow to the Emperor. 
  Pervading every facet of life in the Imperium, 
  the Ecclesiarchy has an expansive reach. Shrine 
  worlds are filled with lavish cathedrals, standing in 
  contrast to the grim darkness of the 41st Millennium, 
  and used to impress upon the common citizen the 
  ADEPTUS MINISTORUM
  Father Yakob stood on the front lines 
  bolder than any of us, spitting  oratory as 
  vicious and beautiful as las blasts. He gave 
  us hope when we faced those horrors, and led 
  our charge with only a holy book in his hand! 
  I’ll certainly miss him on the next assault.
  —Ayla Hartin, 77th Gilead Gravediggers
  I’ll tolerate a meddling Inquisitor 
  over another decadent, dogmatic sybarite 
  of the damned Ecclesiarchy.
  —Brevet Captain Akahir of the Absolvers
  58
  Joseph Nirchi (Order #15621405)
  
  59
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ++Blind faith is a just cause++
  d6 Roll
  Objective
  1
  Utilise blind faith to achieve your goals.
  2
  Emphasise the power of faithful deeds over words. 
  3
  Recant a holy litany applicable to the current situation.
  4
  Fill your lungs with a bolstering hymn in a time of stress. 
  5
  Chastise an individual for their lack of faith.
  6
  Convert a non-believer to the truth of the Imperial Cult
  ADEPTUS MINISTORUM OBJECTIVES
  Tier
  Archetype
  Description
  Page
  ADEPTUS MINISTORUM ARCHETYPES
  1
  Ministorum Priest
  A preacher and enforcer of the Imperial Cult.
  92
  2
  Death Cult Assassin
  An extremist zealot who worships through ritual slaughter.
  102
  3
  Crusader
  An Ecclesiastic warrior-monk dedicated to sworn oaths and close combat. 
  110
  d3
  Origin
  Gain +1
  1
  Tithed: As a child you were given unto the Ecclesiarchy’s charge as part of a family tradition. 
  You have spent your cloistered life in devout study of the Imperial Cult. 
  Conviction
  2
  Penitent: Confession and prayer are not enough; you believe you sinned, and this stains your 
  very soul. You seek penance with your every act — but for what sin? 
  Resolve
  3
  Guided by Visions: You are guided by waking dreams of glorious figures of the Creed: preachers, 
  Saints, and the God-Emperor Himself. You rely on these questionably accurate visions. 
  Determination
  d3
  Accomplishment
  Gain +1
  1
  Breaker of Heretics: You personally destroyed a heretical movement. The sight of such 
  blasphemy was enough to twist your stomach, but your righteous anger served you well.
  Influence
  2
  Trust No One: Ambition and greed permeate even the zealous clerics of the Creed. You have 
  suffered first-hand at this corruption, and now you judge the faith of others.
  Conviction
  3
  Crisis of Faith: After your community faced doubt you rekindled the light of fervour, overcoming 
  a profoundly dark and lonesome trial.
  Resolve
  d3
  Goal
  Gain +1
  1
  Avenge the Lost: Part of your church turned traitor, committing grievous sins and slaying your 
  allies. Find the renegades, judge their crimes, and carry out your grim sentence. 
  Determination
  2
  Aspiration: The lofty spire of Ecclesiarchy advancement is yours to climb; honour and influence 
  are your desire, through whatever means necessary.
  Influence
  3
  Pilgrimage: You feel driven to undertake a pilgrimage, one that will surely test your faith to 
  become one of the blessed.
  Max Shock
  ADEPTUS MINISTORUM BACKGROUNDS
  Joseph Nirchi (Order #15621405)
  
  The galaxy’s greatest army, the Astra Militarum, is 
  the massed military force of Humanity. The Imperial 
  Guard is made up of women and men from every 
  world of the Imperium; neither genetically nor 
  mechanically enhanced, they rely on blind faith, 
  dogged determination, and endless numbers to defeat 
  Humanity’s frightful foes. Human lives are spent 
  as freely as bullets, all willing sacrifices to see the 
  Emperor’s will done and His realm defended. 
  Every world raises its own Regiments to 
  defend itself from the untold enemies of Humanity. 
  The dramatically different cultures, environments, 
  and training of each planet ensure each Militarum 
  Regiment is unique, excelling at a specific method of 
  war. 
  To support the galaxy-spanning conflicts of 
  the Imperium, at least one-tenth of a planet’s standing 
  forces are tithed to the Departmento Munitorum every 
  year. On some worlds, recruitment is an honour; the 
  firstborn sons of nobles duel to distinguish themselves 
  and enter the ranks of His forces. Other planets are 
  painfully aware of the fate that awaits most troopers, 
  threatening recruitment as a prison sentence. 
  Though a planet can usually provide its soldiers 
  with uniforms — be they proud heraldry passed down 
  through generations, or threadbare rags cobbled 
  together from the scraps of other industry — the  
  ASTRA MILITARUM
  Whatever we cannot destroy with our artillery,  
  we will crush beneath the treads of our tanks. 
  Whatever we cannot wither with massed firepower, 
  we will drown in the blood of our ranks.
  —Lord Militant Taleria Fylamon
  I quivered for but a moment in the face of 
  that daemon, calling on the Emperor for aid. Before I 
  could open fire, that veteran was already making his 
  charge. What kind of war did you pull this dog from?
  —Arienne Wcojevich, Acolyte of Inquisitor  
  Tytrona Dikaisune
  They have as much faith in their ignominious 
  weaponry as they do in the short-sighted seer 
  they call Emperor. But they outnumber us ten 
  to one; underestimate them and they will bury 
  you beneath the weight of their own corpses.
  —Llevrien, Aeldari Farseer
  Munitorum are responsible for their arms and armour. 
  Requests are made from the Forge Worlds of the 
  Adeptus Mechanicus; a renowned regiment with 
  good connections to the Cult of the Machine might be 
  blessed with respirators, consecrated armour, or even 
  a cache of plasma weaponry. Those further from the 
  Omnissiah’s light may have to scrabble for what they 
  60
  Joseph Nirchi (Order #15621405)
  
  61
  can find, wielding primitive projectile weaponry or 
  relying on swords and bludgeons for close combat. The 
  majority receive stalwart mass-produced flak armour 
  and las weaponry; proven patterns that are cheap and 
  reliable, and so simple even conscripts from backwards 
  worlds can point and fire. 
  Multitudinous 
  and 
  adaptable, 
  the 
  Astra 
  Militarum may be deployed alongside any other 
  Imperial Faction. Their numberless hordes support the 
  holy wars of the Ministorum — in return, Ecclesiarchy 
  priests sermonise amongst the soldiers, singing 
  empowering battle hymns. The Inquisition call upon 
  grizzled veterans with grave intuition to fill out their 
  retinues. Some Astartes extoll the faith and bravery 
  of their mortal brothers and sisters, others tire of 
  their weakness and inability to keep up with their 
  genetically enhanced strides. 
  The renowned Regiment of the Gilead System, 
  the Gravediggers of Gilead Primus, were once known 
  throughout the subsector for their unyielding trench 
  warfare. Preferring to die in the defensive ditches 
  they dug themselves rather than give one inch to the 
  enemy. The Gravediggers are a proud and disciplined 
  force of pious determination; many spend so long 
  trapped in a trench that they have learned to erect 
  makeshift underground shrines to facilitate worship 
  on the frontlines.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  THE [REGIMENT] KEYWORD
  Drawn from the million diverse worlds of the 
  Imperium, the vast spectrum of ecosystems, 
  traditions, 
  societal 
  structures, 
  and 
  strange 
  peculiarities have created an endlessly unique 
  variety of Regiments. The more successful 
  become famous for their unique differences, be 
  they reflections of their planet’s history, like the 
  siege expertise of the rebellion-quashing Death 
  Korps of Krieg, or environment, as the ever-
  alert Catachans employ the same guerrilla tactics 
  that helped them survive to adulthood on their 
  hazardous Death World home.
  You can replace your [REGIMENT] Keyword 
  with any of the Regiments below. This could be 
  the Regiment of your home planet or a Regiment 
  you have been stationed in or worked alongside.
  Armageddon 
  Steel Legion
  A mechanised force known for their industrial efficiency, these soldiers excel at 
  motorised warfare to quickly outflank their Ork foes and protect them from the 
  toxic environs of their homeworld. 
  +Rank bonus dice on 
  any Test to repair a 
  vehicle or weapon.
  Cadian 
  Shock Troopers
  Though their homeworld was destroyed, the resolute will of the most renowned 
  Regiment of the Astra Militarum refuses to break as long as a single soldier stands.
  +Rank bonus dice to 
  Resolve Tests  
  Catachan 
  Jungle Fighters
  Raised in savage jungles filled with monstrous fauna, the troopers of the Death 
  World Catachan fight for survival from the day of their birth. 
  +Rank bonus dice to 
  Survival (Wil) Tests 
  Death Korps 
  of Krieg
  A planet in penitence for past rebellion, the radioactive Death World Krieg produces 
  scores of warriors indoctrinated by sermons of sincere sacrifice. Their solemn 
  nature, eagerness for martyrdom, and rebreather-covered faces are unnerving.
  +Rank bonus dice to 
  Intimidation (Wil) Tests
  Gilead  
  Gravediggers
  Trained to embrace the discomforts of trench warfare even before the emergence 
  of the Great Rift, the surviving Gilead Gravediggers have dug themselves deep into 
  immovable positions to survive three years of daemonic incursions. 
  +Rank bonus to 
  Defence when in Cover
  Tallarn 
  Desert Raiders
  Masters of mobile warfare, the Tallarns have a vaunted reputation for hit-and-run 
  tactics and indirect engagement. Capable of meticulous military order in tank and 
  vehicle formations, they strike fast and fade into dust storms.
  +Rank bonus dice to 
  Pilot (A) Tests
  Valhallan 
  Ice Warriors
  Tenacious and stubborn beyond a fault, Valhallans are indomitable in the face of 
  defeat. They continue their grim advances and succeed despite suicidal odds — 
  ignoring their oft heavy losses. 
  +Rank bonus to 
  Determination Tests
  Vostroyan 
  Firstborn
  Every firstborn child of Vostroya is offered to the Astra Militarum in atonement for 
  the planet’s past sins. All see this as an honour, continuing to send reinforcements 
  blind through the void despite the perils of Noctis Aeterna. 
  +Rank bonus to 
  Leadership (Wil) Tests
  Regiment
  Description
  Bonus
  ASTRA MILITARUM REGIMENTS
  Joseph Nirchi (Order #15621405)
  
  62
  ++Blessed is the mind too small for doubt++
  d6 Roll
  Objective
  1
  Express confidence (or the opposite) in the virtue of overwhelming numbers and firepower.
  2
  Apply a lesson from the Imperial Infantryman’s Uplifting Primer to the current situation. 
  3
  Compare the protection given by faith in the Emperor to a piece of armour or cover.  
  4
  Cite the logistical use of hatred for the enemy. 
  5
  Obey an order without question or doubt. 
  6
  Make a tactically sound plan to achieve an objective. 
  ASTRA MILITARUM OBJECTIVES
  d3
  Origin
  Gain +1
  1
  Recent Recruit: You’re still getting used to the Astra Militarum; until recently, your life was 
  very different. You’re surrounded by strangers and unused to the horrors of war.
  Conviction
  2
  Regiment Born: Your parents were lifelong Astra Militarum. The regimental beliefs and 
  traditions are in your very bones, and the other troopers in your squad are like family.
  Influence
  3
  No Choice: Whether you were tithed without consent, press ganged, or signed up to escape a 
  criminal past, you’re in the Astra Militarum now. Time to make the best of it!
  Resolve
  d3
  Accomplishment
  Gain +1
  1
  15+ Hours: You’ve exceeded the usual life expectancy of a frontline trooper, despite the horrors 
  of war. You’re practically a veteran. 
  Max Shock
  2
  Last One Standing: Your squad was destroyed in a heroic last stand; as the only survivor you 
  held a crucial position. Do you feel guilty or believe the Emperor has plans for you?
  Determination
  3
  Underdog: You’re known for taking on foes far beyond your fragile human physique; the fires 
  of faith and fury stoke your reputation.
  Influence
  d3
  Goal
  Gain +1
  1
  Advancement: You’ve set your sights on promotion; bearing the regimental banner or perhaps 
  becoming an officer leading a platoon. Where will your ambition lead?
  Determination
  2
  Best of the Best: Holding the line is not enough — you want to excel at dealing death. Hone 
  your skills to a lethal edge and become an elite warrior of the Astra Militarum.
  Max Wounds
  3
  Overwhelming Firepower: You like guns — the bigger the better. Through position, funds, or 
  foul play, you intend to be the most well-armed member of the Astra Militarum that ever lived. 
  Wealth
  ASTRA MILITARUM BACKGROUNDS
  Tier
  Archetype
  Description
  Page
  ASTRA MILITARUM ARCHETYPES
  1
  Imperial Guard
  A trained foot soldier in the galaxy’s greatest army.
  93
  2
  Tempestus Scion
  An elite shock trooper utilising special weapons and tactics.
  103
  3
  Imperial Commissar
  A combat officer empowered to do the extreme to maintain morale.
  111
  Joseph Nirchi (Order #15621405)
  
  A clandestine organisation duty bound to secretly 
  police the Imperium, protecting it from internal and 
  external threats. The Inquisition fight the war for 
  the soul of Humanity, eradicating heresy, mutation, 
  witchcraft, and daemons. They are empowered to 
  take whatever measures they deem fit to expose and 
  destroy these threats, lest they infect and corrupt 
  Humanity, dragging it to sin and suffering. In this 
  most demanding of duties, battling the most insidious 
  of foes, they are given unbound authority. The agents 
  of the Inquisition investigate all other Factions of the 
  Imperium — none are beyond their jurisdiction, even 
  other Inquisitors.
  A necessarily secretive Faction, the agents of 
  the Inquisition utilise fear and stealth in their shadowy 
  operations. Their reputation ensures their work is 
  already half done; many citizens hold the superstition 
  that the mere mention of the Inquisition summons one 
  of their grim judges. It is widely known that agents of 
  the Inquisition answer only to the High Lords of Terra 
  and the Emperor Himself — their use of terrifying 
  torture techniques fully justified in their work. Fear of 
  the Inquisition alone keeps many from dabbling with 
  the daemonic or mutated.  
  Most Inquisitors follow leads that can lead 
  them into conflict with other Factions, such as minor 
  mutations amongst the Ministorum or Mechanicus 
  Tech-Priests dabbling in proscribed xenotech studies. 
  Those that do not tremble in terror at the mere 
  mention of the Inquisition curse them as meddling 
  zealots, exploiting their authority to exert power and 
  gain status. Unchecked as they are, proof of guilt is 
  unnecessary for an Inquisitor to pass judgement.
  The freedoms available to an Inquisitor extend 
  to their philosophies and duties. Each belongs to 
  an Ordo, which determines the nature of the dark 
  forces they hunt. Even within the Ordos there is 
  variation; some believe that lesser mutations and 
  amicable aliens should be ignored to focus on 
  more dangerous heretical threats. More radical 
  members pragmatically use the powers of the 
  enemy against them, utilising vile Warpcraft 
  or xenotech, fighting fire with fire. Puritanical 
  Inquisitors root out radicals within the Inquisition 
  and cleanse them as they would any other heretic, 
  revealing the fractured nature of the all-powerful 
  Inquisition. 
  THE INQUISITION
  Be silent! They are the eye that sleepeth not — 
  mention their name again and they will appear, 
  and when they do, death will be the least of your 
  worries! We are all sinners here, even the pure!
  —Harker Dunne, Forge Labourer
  Were anyone other to suggest our exalted gene-
  seed be mutated, I would have their head, 
  Inquisitor. I respect your authority, and will 
  permit your snooping zealots to pry but one time 
  — but know that this will not be forgotten.
  —Voxanitor, Apothecary of the Absolvers
  Their methods are oft impious, and many take 
  on the sinister aspects of those they are duty 
  bound to destroy. Our creed is of cleansing 
  flame and holy light; remember that when you 
  work with those agents of the shadows. 
  —Sister Revati of the Order of the Sanctified Shield
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  63
  Joseph Nirchi (Order #15621405)
  
  64
  None know for sure how many agents of the 
  Inquisition still operate in the Gilead System; those 
  that do are little inclined to reveal themselves. Heresy 
  is rampant as citizens herald the Great Rift as a sign 
  of the apocalypse, Psykers hide amongst the shadows, 
  daemons walk in realspace, and even Jakel Varonius 
  is accused of consorting with the Aeldari. There are 
  even reports of opportunists falsely claiming they are 
  members of the Inquisition to exert authority over their 
  peers. Unable to call in aid, agents of the Inquisition rely 
  on fractious relationships with the very organisations 
  they are tasked with investigating. 
  THE [ORDO] KEYWORD
  Myriad 
  philosophies 
  are 
  practiced 
  in 
  the 
  Inquisition, spread as it is across the vastness of 
  the Imperium. The three Ordos Majoris, largest 
  and most essential of the Holy Ordos, are detailed 
  below; even between two Inquisitors of the same 
  Ordo ideologies can differ wildly from puritanical 
  to renegade. There are also dozens of Ordos 
  Minoris, some so small that their existence has 
  been all but forgotten, and others that have been 
  purposefully hidden — even from their own 
  brethren. 
  You can replace your [ORDO] Keyword 
  with any of the Holy Ordos of the Inquisition 
  listed below.
  ORDO HERETICUS 
  The Witch Hunters 
  Largest of the Ordos, tasked with hunting 
  the enemy within; mutants, rebels, heretics, 
  and Psykers. They police the other Adeptas 
  of the Imperium, rooting out dissidence in all 
  organisations. Their most common ally is the 
  Order Militant of the Ecclesiarchy, the Sisters 
  of Battle.
   
  u You gain either: +2 bonus dice to resist 
  psychic powers. 
  Or: +2 bonus dice to Corruption Tests
  ORDO XENOS 
  The Alien Hunters 
  Fighting the varied vile forms of the alien on the 
  frontiers of the galaxy, the Ordo Xenos investigate 
  and eliminate extra terrestrial threats before they 
  can threaten Humanity. Their operations often 
  see them working alongside the Space Marines of 
  the Deathwatch.
   
  u You are fluent in one alien language, and 
  gain +2 bonus dice on any Scholar and 
  Investigation Tests related to any known xenos.
  ORDO MALLEUS 
  The Daemon Hunters 
  Smallest amongst the Ordos, duty bound to battle 
  daemons and the corrupting influence of Chaos. 
  Every encounter with their foe, every scrap of 
  arcane lore learnt, degrades body and soul. The 
  Chamber Militant of the Ordo Malleus are the 
  Grey Knights, making rare and terrible crusades 
  together. 
   
  u You gain either: +3 Corruption and 
  +1 Conviction.
  Or: +2 bonus dice on any Scholar (Int) and 
  Investigation (Int) Tests related to daemons 
  and the Warp.
  OTHER ORDOS
  Inquisitors are as varied in appearance, manner, 
  and method as the worlds of the Imperium they 
  strive to protect.
   
  u
  Choose one of the following Skills: 
  Cunning (Fel), Deception (Fel), Insight (Fel), 
  Intimidation (Wil), Persuasion (Fel), Psychic 
  Mastery (Wil), Scholar (Int), Stealth (A), 
  Survival (Wil), Tech (Int). 
  You gain +Rank bonus dice to Tests with the 
  selected Skill. 
  Joseph Nirchi (Order #15621405)
  
  65
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ++Innocence proves nothing++
  Tier
  Archetype
  Description
  Page
  INQUISITION ARCHETYPES
  1
  Inquisitorial Acolyte
  An agent of the Imperium that identifies and destroys its enemies.
  94
  1
  Inquisitorial Sage
  A bureaucratic savant that wields information as a weapon. 
  95
  4
  Inquisitor
  A hunter of Humanity’s enemies, given unchecked authority. 
  116
  d3
  Origin
  Gain +1
  1
  Chosen: You were hand-picked to join the Inquisition; an Inquisitor saw your potential or specific 
  skill set and induted you to the Inquisition, or employed you for your contacts or resources.
  Wealth
  2
  Fickle Fortune: Caught in horrors hidden from the populace, you were forced to join the 
  Inquisition. Your life was redacted from Administratum records, now a half-forgotten shadow.
  Determination
  3
  Schola Progenia: An Imperial orphan raised to be the greatest servant of the Emperor possible, 
  you excelled through a gruelling upbringing to enter the ranks of the Holy Ordos.
  Max Wounds
  d3
  Accomplishment
  Gain +1
  1
  The Scheme Revealed: You were instrumental in uncovering and foiling a plot against the 
  Imperium. The Emperor’s enemies are often sly and sinister, but unable to deceive you. 
  Influence
  2
  The Unseen: You accomplished a crucial mission without alerting the public pleasing your 
  superiors by succeeding covertly. Your cunning saved many lives.
  Determination
  3
  Exterminatus: You watched a world die. You stood on the bridge of a voidship, looking down 
  as the terrible mechanism of Exterminatus destroyed a planet, killing billions.
  Max Shock
  d3
  Goal
  Gain +1
  1
  For the Ordo: You work to advance the cause of your particular philosophy or Ordo in the 
  Inquisition, ever looking for opportunities to forward the work of your fellows.
  Conviction
  2
  Find the Truth: You are consumed by the search for answers. There is one particular mystery 
  that haunts your dreams, and you will not rest until you have undone the conundrum. 
  Determination
  3
  The Hunt: A particular heretic, alien, or being of Chaos has done you grievous harm. You yearn 
  to confront this enemy and bring their plans crashing down around them. 
  Resolve
  INQUISITION BACKGROUNDS
  d6 Roll
  Objective
  1
  Complete a social interaction without revealing your identity. 
  2
  Demonstrate the superiority of the philosophy of your Ordo. 
  3
  Gauge the approximate interrogative breaking point for an individual. 
  4
  Postulate on the weakness of the mutant, the alien, or the renegade.
  5
  Cleanse the filth of the enemy with holy flame. 
  6
  Establish your authority using a symbol of office.
  INQUISITION OBJECTIVES
  Joseph Nirchi (Order #15621405)
  
  66
  A Rogue Trader bears a Warrant of Trade, a legal 
  document that empowers them to explore, conquer, 
  and trade beyond the boundaries of the Imperium. An 
  ancient practice established by the Emperor during the 
  Great Crusade, Rogue Traders have been tasked with 
  expanding the borders of His realm for millennia. 
  Each Warrant of Trade is unique, stipulating 
  the freedoms and limitations it confers. Some allow a 
  Rogue Trader to negotiate and trade even with xenos, 
  others demand that they purge all non-Human life to 
  create colonies which they may then rule. Of course, as 
  their piratical deeds are beyond the sight of Imperial 
  authority, many simply do as they please, backed by 
  blade and bullet. 
  Some 
  Warrants 
  are 
  awarded 
  to 
  heroic 
  individuals; others are hereditary, passed down 
  through dynasties. Propaganda lauds the position as 
  a gift, but many bear it as a curse forcing them into 
  danger. Noble upstarts have been ‘rewarded’ with 
  a Warrant purely to stop them interfering with local 
  affairs: either they return profitable, or disappear. 
  ROGUE TRADER DYNASTIES
  Unchecked ambition. Ignorance of 
  authority. Greed. That is how Rogue Traders 
  operate. Often annoying, occasionally helpful, and 
  always looking out for their own opportunities.
  —Governor Veneratio of Charybdion
  That ludicrous mon-keigh offered eight 
  hundred cubits of salted grox meat in exchange 
  for five of our Spirit Stones… truly their 
  audacity knows no bounds. How could they 
  have known we were so short of sustenance? 
  —Ynntellien, Ul-Khari Ranger
  An excellent companion she was, very 
  droll indeed — if a little imprudent. Saved my 
  life in that daemonic interlude on Charybdion. Of 
  course, we recompensed her with those scintillating 
  art pieces we found, I imagine she made a few 
  Thrones on those. ’Tis a shame I had to purge her. 
  The story of how she acquired that blasphemous 
  xeno-servitor must have been fascinating.
  —Yorin XIII, Ordo Xenos Confessor
  Operating in isolation from the core institutions of the 
  Imperium, Rogue Traders have the freedom to deal with 
  new discoveries and unknown threats as they see fit. 
  If they deem a xenos culture to be a potential danger, 
  they may attempt to destroy it — or gather as much 
  information as possible so that others may combat it. If 
  the Rogue Trader finds riches of technology, minerals, 
  or other valuable resources, they may return to the 
  Imperium laden with plunder. 
  Many Rogue Traders have attained power and 
  influence within the Imperial hierarchy. Politics or 
  misfortune sometimes obliges the course of a Rogue 
  Trader’s career, for although they are free of the 
  Imperium’s command, they are also conveniently out of 
  the way and far from any seat of power. By reputation, 
  Rogue Traders are considered exiles and outcasts, and 
  there are many within the Adeptus Ministorum who 
  proclaim their kind better kept at a distance.
  A Rogue Trader’s relationship with Jakel 
  Varonius reveals much about their status; the scions 
  are given special dispensation to do what they will, 
  and they may be viewed with suspicion or as saviours 
  in this dark time. Those that rally against Varonius, 
  frustrated at their internment to the Heartworlds, 
  strive to find profit amidst the chaos. 
  66
  Joseph Nirchi (Order #15621405)
  
  67
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ++Death by thy Compass++
  Tier
  Archetype
  Description
  Page
  ROGUE TRADER ARCHETYPES
  2
  Rogue Trader
  Operating outside of the Imperium’s confines, you seek to expand 
  its borders (and your own coffers) by any means necessary.
  104
  d3
  Origin
  Gain +1
  1
  Dynastic Scion: You were born into a Rogue Trader dynasty, heir to the family’s prestigious 
  Warrant of Trade. Your lineage may be renowned, or darkly infamous.
  Conviction
  2
  Merchant Prince: You bargained your wealth — legitimate or ill-gotten — into the acquisition 
  of a far more thrilling and adventurous Warrant of Trade.
  Wealth
  3
  Exile: You were given the choice to either take a Warrant of Trade and leave the Imperium or 
  suffer the wrath of your rivals. Will you claim revenge, or fame?
  Determination
  d3
  Accomplishment
  Gain +1
  1
  Dabbled in the Proscribed: You believe that rules were meant to be broken. You do not shrink 
  from dealing with xenos species, nor do you fear travelling into forbidden stars. You see 
  something that most Imperials consider blasphemous and think ‘that would look good in my 
  trophy room!’
  Conviction
  2
  Dark Frontier: You have travelled far from Imperial worlds, exploring the fringes of the galaxy. 
  You’ve found worlds, xenos, and sights that few have ever dreamed of.
  Influence
  3
  Strange Alliance: You have made deals with an unusual, unique, or otherwise iconoclastic 
  group or individual, giving you prestige (or infamy) beyond many of your contemporaries.
  [ANY] 
  Keyword
  d3
  Goal
  Gain +1
  1
  Boundless Ambition: Enough is never enough. You want to be a legend, not just an interesting 
  story. You pursue an epic destiny, and damn any who stand in your way.
  Resolve
  2
  Beyond the Map: You dream of going further then others have dared. Your destination may be 
  nigh-legendary, well-hidden, or simply considered impossible. 
  Determination
  3
  Fortune and Glory: The lure of the unknown calls. You want to boldly venture into regions 
  better left alone, gifting your name to your discoveries and making a massive profit.
  Conviction
  ROGUE TRADER BACKGROUNDS
  d6 Roll
  Objective
  1
  Make a profit in coin, connections, or information. 
  2
  Use your proud dynastic lineage — real or fabricated — to seal a deal. 
  3
  Spend some time admiring your ship and reminiscing on journeys through the void. 
  4
  Compare your current environment to a strange world beyond the frontier you have visited. 
  5
  Recant an experience you had with a xenos species that applies to the current situation. 
  6
  Use your Warrant of Trade to get your way or refuse a request. 
  ROGUE TRADER OBJECTIVES
  Joseph Nirchi (Order #15621405)
  
  Those that do not directly serve the Imperium — 
  citizens without assigned jobs, mercenaries, or, worst 
  of all, those that call themselves ‘adventurers’ — are 
  barely tolerated, and collectively classed as Scum. A 
  broad, colloquially used term, ‘Scum’ could apply to a 
  peasant citizen employed in a low-level or menial job 
  outside of an adepta; planetary nobility often refer to 
  anyone under them as Scum. 
  Scum are born in ignored or forgotten places. 
  On Gilead Primus, gangs clash in the toxic sumps 
  beneath hive cities or scrounge the irradiated deserts 
  between them. Junkers scour the scrap heaps of 
  Avachrus, trawling for replacements for their twisted 
  metal augmetics. Both Enoch and Nethreus have slave 
  slums the size of small countries; desperate peasants 
  on the Knight World, pilgrim refugees fighting for 
  rations on the Shrine World. 
  Scum live a life of fear; not just of their 
  horrendous environment but of everyone around and 
  above them. Their virulent homes offer scant resources 
  to survive, and each fights desperately — against friend 
  and family — for the chance to live another day. Many 
  turn to gangs as a form of family, using the power of 
  numbers to get what they want. The majority have 
  mutations that are superficial, but those few that have 
  been further corrupted by Chaos into horrific monsters 
  are a deadly threat, one that prompts the gangs to cast 
  aside blood rivalries and unite even temporarily. 
  Rarely does anyone from mainstream Imperial 
  society interact with Scum. Inquisitors may be tasked 
  with the destruction of cults or mutant gangs, 
  SCUM
  It is not the toxic runoff of the manufactorum that 
  mutates them, but their impurity of mind and 
  soul. Perhaps if they embrace the Emperor, they 
  can be saved… if not, fire never fails to cleanse.
  —Apollonia Nostro, Ecclesiarchal Confessor
  A small mind is a tidy mind, that is true. But those 
  Gangers are so doltish they’d summon a daemon 
  before they’d realise they were reading a heretical 
  text. Thank the Emperor they’re all illiterate.
  —Poltus Hale, Ordo Malleus Interrogator
  Your weary labourers, your unwashed tech-
  peasants; give me these massed citizens crying out 
  to the void for safety. I bring the Emperor’s light to 
  this forsaken system. By the sweat of their brows, 
  I will build this flame into a blazing inferno. 
  —Jakel Varonius, Rogue Trader
  and whilst there may hire particularly promising 
  specimens. This is a rare occurrence — Scum know 
  that most citizens would shoot them on sight, given 
  the chance. 
  The few that learn to thrive as Scum turn to illicit 
  trades: black markets, assassination, racketeering or 
  gambling — anything to move precious resources from 
  the Imperium to their soiled homes. Some manage to 
  escape their noxious birthplaces through cunning or 
  violence, using those same skills to excel as warriors 
  for hire or in criminal enterprises. 
  68
  Joseph Nirchi (Order #15621405)
  
  69
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ++Even a man who has nothing can still offer his life++
  Tier
  Archetype
  Description
  Page
  SCUM ARCHETYPES
  1
  Ganger
  You fight to survive in the darkest places of the Imperium, protected only by a loose 
  ‘family’ of thieves and killers.
  96
  2
  Scavvy
  You’ve made a name for yourself in the toxic sumps of a hive city, but it has taken a 
  gruesome toll on body and soul.
  105
  3
  Desperado
  Free of the Imperium’s laws, all you need is your guile and honed wit to survive.
  112
  d3
  Origin
  Gain +1
  1
  Downtrodden: Every memory you have is painful; for you, life in the Imperium means violence, 
  toxic conditions, and slavery. You’ve developed strong willpower to combat this. 
  Determination
  2
  Born Scummy: You’ve got a natural knack for the dangerous life of Scum, barely affected by 
  its daily trials. That, or you just love life off the Imperial grid.
  Max Shock
  3
  Fallen: Once a member of an Adepta, or even a noble house, you have fallen from grace through 
  tragedy, betrayal, or some disgraceful failing. 
  Resolve
  d3
  Accomplishment
  Gain +1
  1
  Gang Wrangler: You united squabbling gangs to fight for a common cause. You’ve probably 
  made quite a few friends in the underground, and maybe a few enemies too. 
  Influence
  2
  Pit Champion: Through wit or brawn, you proved yourself the most proficient fighter in an 
  underground fighting ring, with the scars to prove it. 
  Max Wounds
  3
  The Big One: You were instrumental in the biggest score anyone from your home has made. 
  Hopefully you won’t run into anyone that can place you at the crime scene. 
  Wealth
  d3
  Goal
  Gain +1
  1
  Hive Topper: You started at the bottom, and you’ll make it to the top. Whatever it takes, you’re 
  going to find the good life — and maybe even be a hero while you’re at it. 
  Determination
  2
  Rescuer: You left someone close to you behind when you left the sump or the underhive. One 
  day, you’ll return and show them the sunlight. 
  Conviction
  3
  Fortunate and Forgotten: You’re sick of this city, this planet, even your own name — by 
  amassing riches you plan to abandon your life and everyone you know in search of something 
  better. 
  Max Shock
  SCUM BACKGROUNDS
  d6 Roll
  Objective
  1
  Apply your experience in a crime to the current situation.
  2
  Verbally estimate the black market value of an item or person. 
  3
  Recount a desperate act of survival you once made.
  4
  Use some gang slang, invented or real. 
  5
  Explain how a common object has an alternative use — probably as a weapon. 
  6
  Decry the violence and villainy of authority. 
  SCUM OBJECTIVES
  Joseph Nirchi (Order #15621405)
  
  A genetically enhanced brotherhood of transhumans, 
  the Adeptus Astartes are living weapons, the greatest 
  warriors of the Imperium. The Emperor Himself created 
  the first Space Marines, and little has changed of His 
  design over the past ten millennia. Taller, stronger, 
  faster, and more resilient; they are superior to any 
  unaltered Human in body, mind, and soul. 
  Space Marines often deploy from Drop Pods, 
  falling from the sky like angels to deliver righteous 
  judgement on the foes of Humanity. They emerge clad 
  in inches-thick ceramite power armour that enhances 
  their titanic strength, wielding the best weapons 
  the Forge Worlds of the Mechanicus can contrive. 
  Their prowess in war has been proven repeatedly to 
  transcend anything else possible by Humanity, striking 
  quickly and obliterating their enemies despite always 
  being outnumbered. 
  The process of transitioning from mortal man 
  to Marine is arduous, and only the most determined 
  survive. They perpetually train for battle, even before 
  earning the genetic enhancements that make them 
  tireless, statuesque figures. Those that live through the 
  fiercely competitive Aspirant trials are rewarded with 
  nineteen unique implants to mould their imperfect flesh 
  into something more akin to the Emperor’s ideal; at 
  once more than Human, and less. Prospective Astartes 
  undergo the most rigorous psycho-indoctrination 
  and spiritual conditioning the Imperium can impose, 
  eliminating cowardice and temptation, ensuring the 
  tragedy of the Horus Heresy is never repeated.  
  ADEPTUS ASTARTES
  They shall be my finest warriors, these men who 
  give themselves to me. Like clay I shall mould them 
  and in the furnace of war forge them. They will be 
  of iron will and steely muscle. In great armour shall 
  I clad them and with the mightiest guns will they be 
  armed. They will be untouched by plague or disease, 
  no sickness will blight them. They will have tactics, 
  strategies and machines such that no foe can best 
  them in battle. They are my bulwark against the 
  Terror. They are the Defenders of Humanity. They 
  are my Space Marines and they shall know no fear.
  —The Emperor of Mankind
  Angels, they call them, and magnificent they 
  are indeed when they crush our profane 
  foes… but what angel does not believe 
  that our hallowed Emperor is God?’
  —Deacon Euphrati Kyne, one week prior to  
  excommunication and execution
  They butchered the lot; ten angels in white armour 
  against a hundred red daemons. By the end, I 
  couldn’t tell what was what, there was so much 
  blood. Last thing standing only had one arm, still 
  holding a sword;  big, hulking thing comes towards 
  me, an’ I says ‘Are you gonna kill me too?’ an’ this 
  deep voice says ‘No. I am going to protect you’.
  —Aral Vode, Aspirant to the Absolvers Chapter
  70
  Joseph Nirchi (Order #15621405)
  
  71
  Unlike the mortals that make up the majority of the 
  Imperium, Astartes do not subscribe to the Cult 
  Imperialis — the vast majority do not believe the 
  Emperor is a God. None would commit the foul 
  blasphemy of accusing one of the Emperor’s Angels 
  of Death of heresy, save the most assured Inquisitors. 
  Their unblinking eyes constantly analyse their 
  surroundings, appraising every location for tactical 
  advantages, assessing the combat prowess of every 
  individual. Their augmented minds swiftly process this 
  information, strategically calculating the outcomes of 
  a thousand potential manoeuvres. Their conditioning 
  renders them immune to temptation or sin — they feel 
  no fear, no greed, their only desire the destruction of 
  their enemies. 
  As an Astartes lives out his immortal life, he 
  becomes increasingly distant from the Humans he 
  was forged to protect. Many struggle to empathise, 
  or even communicate with the stunted, short-lived, 
  superstitious, but somehow still sinful citizens of the 
  Imperium. Most think only of war, of the Chapter, and 
  of their duty to the Emperor. 
  The Absolvers Chapter have protected the 
  Gilead System since their former Chapter Master, 
  Tygranus Dalir, swore a solemn vow to defend its 
  people in perpetuity. His Astartes carry this mantle still, 
  tightly bound as they are to every vow they make. If an 
  Absolver speaks that he will take an action, nothing but 
  death stops him. This has garnered a famed reputation 
  of utter trustworthiness and dependability, coupled 
  with an infamously obstinate inflexibility. They have 
  acquiesced to many orders in these trying times, often 
  causing collateral damage as they ensure they keep 
  their word; citizens that have seen their ghastly work 
  and survived speak of them with fear. 
  The [CHAPTER] Keyword
  The Space Marines are organised into Chapters 
  autonomous from all other organisations of the 
  Imperium, each numbering 1,000 Astartes as dictated 
  by the Codex Astartes. A Chapter usually recruits 
  adolescents from a single planet, each embracing 
  their own strictures, cultures, and rituals steeped in 
  tradition, honouring their mightiest heroes.
  The gene-seed of the First Founding Chapters 
  was created from the Primarchs themselves, imbuing 
  every battle-brother with a measure of their godlike 
  gifts. The Astartes of these Chapters are disciplined 
  to wage war in the particular style of their Primarch, 
  honouring their gene sire with every act. The nine 
  First Founding Chapters that remained loyal to the 
  Imperium are listed below; their millennia of honoured 
  service is a proud and undeniable heritage.  
  Your Space Marine character may be from any 
  of the loyalist First Founding Chapters. Select one of 
  the Chapters below and apply any Chapter Traits to 
  your character. Replace your CHAPTER Keyword with 
  the name of your chosen Chapter. 
  The refined genealogy of the Primaris Astartes 
  ensures they do not suffer any gene-seed deficiencies; 
  if you are playing a Primaris Astartes, any Chapter 
  Traits with ‘(GENE-SEED)’ in the title are ignored. 
  Successor Chapters
  Since the horrors of the Horus Heresy, many new 
  Chapters have been founded, their gene-seed donated 
  from an existing Chapter. Most adhere to the same 
  methodology and observances of their progenitor. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  UNKNOWN 
  SUCCESSION
  If you are playing a Space Marine of the 
  Absolvers Chapter, or a different chapter 
  of unknown succession, you may take the 
  Chapter Traits of any of the First Founding 
  Chapters listed. Replace your CHAPTER 
  Keyword with the name of your chosen 
  successor Chapter. 
  The Absolvers are a Chapter of unknown 
  founding and succession; their dogmatic 
  adherence to the Codex Astartes suggests a 
  lineage to the Ultramarines, but there is no 
  decisive evidence. The ammo-drought in the 
  Gilead System has led many Absolvers to 
  measure the bravery of their battle-brothers 
  by how few bullets they fire; Astartes leap 
  into savage close combat, and given to almost 
  insensate rage as they decimate their foes. 
  Joseph Nirchi (Order #15621405)
  
  72
  ++Only in death does duty end++
  d6 Roll
  Objective
  1
  Dedicate a victory in combat to the Primarch (or if unknown, honour) of your Chapter. 
  2
  Apply the wisdom of the Codex Astartes to a situation. 
  3
  Clarify your duty — or lack thereof — in the current circumstances. 
  4
  Speak a motto or saying of your Chapter. 
  5
  Practice one of the traditions or rituals of your Chapter. 
  6
  Ruminate on the divide between Astartes and mortals. 
  ADEPTUS ASTARTES OBJECTIVES
  d3
  Origin
  Gain +1
  1
  Killer Instinct: Aggression and fury fuelled your Aspirant trials. You overcame every challenger 
  with bloody-minded savagery, impressing your betters.
  Max Wounds
  2
  Courage: You faced every Aspirant trial with grit and determination, pushing through 
  exhaustion, fear, and uncertainty with conviction and bravery.
  Resolve
  3
  Cunning: You made your way through the Aspirant trials by using your experience with the 
  underhanded, relying on wit over brawn.
  Determination
  d3
  Accomplishment
  Gain +1
  1
  Crusader: You zealously shouldered a personal responsibility to destroy a particular foe; your 
  chapter has given you leave to continue your grim work. 
  Determination
  2
  Badge of Honour: You risked your immortal life to rescue mortals in peril, and have been justly 
  recognised for your unasked for selflessness. 
  Influence
  3
  Cleanse and Purge: You fought enemy forces in their blasphemous lair. Some of your battle-
  brothers died in the conflict, but you ensured the mission was a success. 
  Max Shock
  d3
  Goal
  Gain +1
  1
  Advancement: You desire the honour of a special role in your chapter. You look for opportunities 
  to show your worth to your battle-brothers. 
  Influence
  2
  Vengeance: Many of your battle-brothers were slain by a particular foe; you burn to avenge 
  this stain on your honour.
  Determination
  3
  Honour the Chapter: You uphold the Chapter’s valour, quick to extoll its virtues, never allowing 
  a slight against your battle-brothers to go unanswered.
  Conviction
  ADEPTUS ASTARTES BACKGROUNDS
  Tier
  Archetype
  Description
  Page
  ADEPTUS ASTARTES ARCHETYPES
  2
  Space Marine Scout
  A stealthy, genetically enhanced initiate of the Adeptus Astartes. 
  106
  3
  Tactical Space Marine
  A power armoured Angel of Death built to wage the Emperor’s wars. 
  113
  4
  Primaris Intercessor
  A new, more powerful breed of Space Marine with advanced genetics 
  and Wargear.
  117
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  73
  Blood Angels 
  Equal parts nobility and ferocity, the Blood 
  Angels are model saviours of Humanity. Every 
  Blood Angel perpetually mourns the loss of their 
  Primarch Sanguinius at the hands of the Arch-Traitor 
  Horus, their souls marred by his passing. On the field 
  of battle, this grief manifests as a vicious rage and 
  thirst for vengeance, making them devastating melee 
  combatants. 
  Savage Echoes
  Masters of assault combat, Blood Angels are driven by 
  a furious desire to avenge their fallen Primarch. 
  You may reroll Double Rank dice once per 
  melee attack Test. 
  The Red Thirst (Gene-seed)
  The dark flaw of the Chapter is a secret well kept — 
  they harbour a destructive yearning, a battle fury, and 
  an almost insatiable blood-hunger.
  Whenever you are in melee combat and see 
  blood, you must make a DN 3 Willpower Test. If you 
  fail, you are Frenzied.
  Dark Angels 
  Stalwart and secretive, the Dark Angels are 
  honour-bound to their clandestine rituals and 
  traditions. Known for stubborn determination in 
  the face of any odds, the Dark Angels have proven 
  themselves 
  righteously 
  steadfast. 
  Despite 
  their 
  reputation, they eschew glory, always turning inward 
  to protect the grim secrets of their past betrayal.  
  Grim Resolve
  The Dark Angels do not flinch; all are trained to form 
  impassable firing lines.
  You may reroll Double Rank dice once per 
  ranged attack Test when you Aim (p.189). 
  The Unforgiven (Tradition)
  The secret that plagues this taciturn Chapter plagues 
  their every social interaction. 
  You suffer a +2 DN penalty to any social Tests 
  made against anyone outside of your Chapter. 
  Imperial Fists
  Standing as bastions of loyalty, the Imperial 
  Fists are the defensive bulwark of Holy Terra. 
  Able and willing to outlast any foe, the Chapter are 
  proud traditionalists and adherents to the Codex 
  Astartes, with a notable exception; the Imperial Fists 
  are notoriously stubborn, refusing to retreat even in 
  the direst of circumstances. 
  Siege Masters
  Inheriting their Primarch Rogal Dorn’s patient 
  determination, every Imperial Fist is an expert in 
  siegecraft, defensive warfare, and strategies to counter 
  fortified foes. 
  You may reroll Double Rank dice once per 
  attack against a building, fortification, or enemy in 
  cover. 
  You may also add +Rank bonus dice whenever 
  you make a Test related to architectural engineering. 
  Gene-seed Flaw (Gene-seed)
  Though proven resistant to mutation and deviance, 
  the Imperial Fists gene-seed inhibits two of the Space 
  Marine implants. 
  You are missing implant 12: Sus-an Membrane, 
  and implant 17: Bletcher’s Gland. See p.75 for more 
  information on Space Marine implants.  
  Iron Hands
  Unyielding defenders of the Imperium, the Iron 
  Hands strive with religious fervour to replicate 
  the infallible perfection of the machine. Endeavouring 
  to improve their already genetically enhanced forms, 
  each Iron Hands Astartes embraces multiple augmetics 
  in twin praise of the Emperor and the Omnissiah. 
  The Flesh Is Weak
  Iron Hands draw strength and surety by purging 
  weakness from their forms. 
  Choose one Augmetic Enhancement (p.242).
  You do not suffer the penalties of being 
  Wounded (p.193).
  You gain +1 bonus die to Willpower Tests for 
  every augmetic you have. 
  Ruthless Logic (Tradition)
  Suppressing all emotion and developing an unfeeling 
  logic, their meticulous and apathetic nature make them 
  cold allies to all but the Adeptus Mechanicus. 
  You suffer a +2 DN penalty to Fellowship-based 
  Tests made against a target that does not have the 
  IRON HANDS or ADEPTUS MECHANICUS Keywords. 
  Raven Guard
  A covert Chapter of baleful Astartes, the Raven 
  Guard prioritise swift, silent, surprise strikes 
  against the enemy’s weak points, ravaging them 
  before they can react. Utilising the armour of darkness 
  and clandestine movements, their guerrilla operations 
  are always calculated, never reckless. Honouring their 
  Primarch Corvus Corax, the Raven Guard remain cool 
  headed and continue their morbid traditions. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  74
  Master Of Shadows
  The Raven Guard are practiced in silent, unseen strikes 
  regardless of conditions or equipment. 
  You may reroll Rank dice once per Stealth (A) 
  Test. 
  Running, using a Jump Pack, or similar 
  circumstances do not affect your Stealth (A) Tests. 
  Dark Heritage (Gene-seed)
  Ghostly pale with dark, haunting eyes, the Raven 
  Guard gene-seed has slight deficiencies that make 
  them unnerving to behold with dwindling numbers. 
  You are missing implant 16: Mucranoid, and 
  implant 17: Bletcher’s Gland.  
  You suffer a + 1 DN penalty to any Fellowship 
  based Test made against any target that could be 
  frightened of  your appearance. See p.75 for more 
  information on Space Marine implants.
  Salamanders
  Born of fire, the burning inferno of hope 
  suffuses the soul of every Astartes of the 
  Salamanders Chapter. Their indoctrination differs 
  from most Astartes, placing utmost importance on 
  education in craftsmanship, honour, and above all the 
  protection of the citizens of the Imperium. Following 
  the traditions laid down by Primarch Vulkan, every 
  Space Marine crafts his own armaments and armour. 
  Promethean Cult
  Forged in fire, Salamanders are masters of purging 
  flame and blazing weapons. 
  You may reroll Rank dice once per attack 
  Test made using a weapon with the FIRE or MELTA 
  Keywords. 
  You may reroll Double Rank dice once each 
  time you roll Determination against a damage from a 
  source with the FIRE or MELTA Keyword. 
  Infernal Inheritance (Gene-seed)
  A Salamaner’s eyes glow like red-hot forges and their 
  skin is stained coal black. Their strange appearance is 
  a result of both their Gene-seed and the high radiation 
  of their homeworld Nocturne. Their Chapter instills a 
  deep altriusm in every Astartes, each keenly feeling 
  the pain of every fallen ally. 
  Whenever an ally within 30 metres of you is 
  killed, the GM gains +1 Ruin.
   
  You suffer a + 2 DN penalty to any Fellowship-
  based Test made against any target that could be 
  frightened of your appearance. 
  Space Wolves 
  Courageous and savage, the Space Wolves 
  embrace the bold and brash warrior traditions of 
  their homeworld Fenris. Inheriting the fierce charisma 
  and aggressive mindset of their Primarch Leman Russ, 
  the Space Wolves place great value in their ritualistic 
  traditions, hunting glory in battle to build a heroic 
  legacy. Though utterly loyal to the Imperium they have 
  little taste for its conservative strictures, preferring the 
  feral practices of their icy homeworld. 
  Hunters Unleashed
  The Chapters kinship with wolves extends to enhanced 
  senses and an almost feral fighting style replete with 
  savage grace. 
  You have the Acute Sense Talent (p.129) and 
  the Dual Wield Talent (p.133). 
  Savage Within (Gene-seed)
  Headstrong in their pursuit of valour, Space Wolves do 
  not back down from death in glorious melee combat. 
  You cannot Fall Back (p.188). 
  Ultramarines
  Disciplined and proud, the courage of the 
  Ultramarines has been proven repeatedly 
  throughout the tumultuous history of the Imperium. 
  Roboute Guilliman, Primarch of the Ultramarines, 
  authored the Codex Astartes; his Chapter exemplifies 
  its strictures, waging war with tactical flexibility and 
  strategic restraint. 
  Tactical Versatility 
  Exemplars of the Codex Astartes, the Ultramarines 
  wage war with the utmost flexibility, able to turn any 
  situation to their advantage. 
  You may Shift for Glory twice as part of a Test.
  Pride of Ultramar (Tradition)
  The Imperium looks to the Ultramarines as paragons 
  of the virtues of Astartes, and each strives to excel that 
  reputation; strong in body, but restrained in mind, a 
  tactical and clear-headed protector of Humanity. 
  You start each session with 1 Wrath Point 
  instead of 2. 
  White Scars
  Masters of the lightning strike, the White Scars 
  mobilise at breakneck speed, bringing swift 
  death to their enemies without pausing even to stop, 
  already riding wildly to their next assault. Though 
  Joseph Nirchi (Order #15621405)
  
  75
  each Astartes is instilled with an intrinsic value for 
  valour and justice, as well as a tendency towards fast 
  and furious assaults, they are no brutes; their hit-and-
  run battleplans are meticulously calculated, honouring 
  their wise Primarch Jaghatai Khan. 
  Lightning Assault
  Favouring fast-attack bikes to achieve their famed 
  agile strikes, White Scars are proficient at attacking at 
  speeds that would be otherwise unwieldy. 
  You may reroll Double Rank dice once each time you 
  make a Pilot (A) Test. 
  You triple your Speed when you Charge (p.188). 
  Ritual Scarring (Tradition)
  Inductees to the chapter mark the flesh of their faces 
  deeply with their blades.
  You suffer a + 1 DN penalty to any Fellowship-
  based Test made against any target that could be 
  frightened of  your appearance. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  SPACE MARINE IMPLANTS
  As part of the transformation from a mortal 
  man into an Adeptus Astartes, initiates receive 
  19 
  genetically 
  enhancing 
  implants. 
  These 
  improvements cause the metamorphosis from 
  man to Space Marine, enlarging and improving 
  the physical form and mind of a prospective 
  Astartes. 
  Some 
  Chapters 
  have 
  deficiencies 
  in 
  their gene-seed, reducing or eliminating the 
  effectiveness of some implants. Your Species 
  bonuses incorporate some of the benefits of these 
  implants. If you are in a situation where you think 
  your implants might allow you to take a specific 
  Action or award you bonus dice, ask your GM. 
  1. Secondary 
  Heart 
  (The 
  Maintainer): 
  Enhances blood flow.
  2. Ossmodula (The Ironheart): Fuses the rib 
  cage for structural integrity.
  3. Biscopea (The Forge of Strength): Produces 
  hormones to increase muscle mass.
  4. Haemastamen (The Blood Maker): Enhances  
  blood efficiency.
  5. Larraman’s Organ (The Healer): Enables 
  faster clotting and scar tissue formation.
  6. Catalepsean 
  Node 
  (The 
  Unsleeping): 
  Eliminates the need for sleep.
  7. Preomnor (The Neutraliser): Enables the 
  digestion of poisons without consequence.
  8. Omophagea (The Remembrancer): 
  Incorporates memories from consumed meat. 
  9. Multi-lung (The Imbiber): Enables breathing 
  in poisonous atmospheres and water.
  10. Occulobe (The Eye of Vengeance): Enhances 
  eyesight, including low-light vision. 
  11. Lyman’s Ear (The Sentinel): Enhances 
  audio detection and improves balance. 
  12. Sus-an 
  Membrane 
  (The 
  Hibernator): 
  Enables voluntary suspended animation.
  13. Melanochrome (The Skinshield): Provides 
  radiation resistance.
  14. Oolitic Kidney (The Purifier): Filters poisons 
  from the bloodstream.
  15. Neuroglottis (The Devourer): Enhances the 
  senses of taste and smell.
  16. Mucranoid (The Weaver): Protects the skin 
  from extreme temperatures and vacuum.
  17. Bletcher’s Gland (The Poison Bite): Enables 
  acidic, poisonous spit.
  18. Progenoids (The Gene-seed): Provides the 
  basis for new gene-seed.
  19. Interface (The Black Carapace): Interfaces 
  with power armour.
  Primaris Astartes also have the following 
  additional implants:
  20. Sinew Coils (The Steel Within): Further 
  enhances physical strength.
  21. Magnificat (The Amplifier): Enhances 
  growth and improves implant efficiency.
  22. Belisarian Furnace (The Revitaliser): 
  Provides rapid healing under extreme stress.
  Joseph Nirchi (Order #15621405)
  
  76
  AELDARI
  Ancient and inscrutable, the declining Aeldari Empire 
  has spanned the stars since before Humanity evolved 
  to walk on land. In aeons passed, they ruled the stars 
  with their advanced technology and natural psychic 
  attunement. Though their numbers dwindle, they 
  continue to defend themselves from the younger, less 
  advanced, but more populous Species of the galaxy. 
  Humanoid in appearance, the Aeldari are 
  long limbed, lithe, and agile, their incongruous grace 
  betraying their alien nature. Driven by their intense 
  passions, the Aeldari are both blessed and cursed to 
  experience a depth of emotion impossible for a Human. 
  This is compounded by the innate psychic capabilities 
  of the Species; the Aeldari are intimately connected to 
  the Warp, each capable of becoming a potent Psyker, 
  but consequently are incredibly vulnerable to the 
  predations of Slaanesh. 
  The Aeldari sensitivity to passion triggered 
  the collapse of their once-great empire. Their self-
  indulgence generated the overabundance of psychic 
  energy that created Slaanesh; the Chaos God that 
  devoured the souls of the majority of Aeldari when it 
  was birthed. The Aeldari never speak of this tragedy to 
  the younger Species of the galaxy. 
  Masters of Warp-witchery, arcane technologists, and 
  deadly — if frail — combatants. Truly we can learn 
  much from these sordid creatures. I’ve no doubt their 
  corpses will be just as revelatory as any conversation. 
  —Marie Von Xardt, Ordo Xenos Inquisitor
  Nah, they never drop that pompous air of smug 
  superiority. And they won’t sell those gorgeous stones 
  for anything — almost as if their life depends on 
  them. But spend a decade or five convincing them 
  you’re honest, and show them a stunning Death 
  World vista, then you’ve got a lethal companion 
  that’ll follow you to the edges of unknown space. 
  —Zaire Obasi Varonius, Rogue Trader
  Oh, they’s ded shooty all right, hard to catch 
  as well, an’ there’s barely enough on them little 
  bones for anyfin’ like a good crumpin. Go for 
  the weird lads wiv funny masks and strange, 
  thin choppas if you’re afta a propa fight.
  —Gek Facekrakka, Ork Nob
  Scholars that have survived encounters with the 
  Aeldari have found them an endless enigma; some 
  are aloof but amiable, willing to ally with Humanity 
  should it serve their esoteric interests. Others attack 
  mercilessly, revelling in violence and torture. The 
  Species has splintered since the Fall into disparate 
  cultures, each revolving around a particular method of 
  escaping the clutches of Slaanesh. 
  The Asuryani fled on vast starships called 
  Craftworlds, practicing discipline and meditation 
  to limit their emotions whilst relying on the psychic 
  prophecies of their Farseers to guide their course. The 
  Drukhari delved deeper into excess — hidden from 
  Chaos, they practice harrowing torture on slaves, their 
  despair and suffering sustaining the withering souls 
  of the depraved Aeldari. Rare reports speak of other 
  bizarre groups, including masked Harlequins that see 
  all of life as a performance, and worship Cegorach, 
  the Laughing God. Though close to extinction, the 
  haughty Aeldari almost universally refuse to put 
  their differences aside and unite against their shared 
  enemies. 
  Aeldari technology lays its foundations in 
  the psychic prowess of its people, revolving around 
  materials like the psycho-reactive wraithbone they can 
  manipulate with their minds. Their once star-spanning 
  76
  Joseph Nirchi (Order #15621405)
  
  77
  empire produced many technologies far more advanced 
  than even the greatest archeotech of the Imperium; 
  radicals of the Adeptus Mechanicus covet Aeldari 
  technology, though to work with alien machinery is an 
  unforgivable heresy. 
  Many Aeldari wear a Spirit Stone, a device 
  which captures their soul at the moment of death. 
  Thus ensconced, the souls are returned to their home 
  Craftworld and merged with its Infinity Circuit, an 
  arcane device that allows Aeldari souls to live on 
  without bodies, communing with each other and 
  advising the living. 
  Greatest of all Aeldari technology is that which 
  allows them to traverse the Webway, a labyrinthine 
  dimension that spreads throughout the galaxy. 
  Webway portals transport Aeldari across the galaxy 
  faster than even Warp travel, and the separate realm 
  is safe from the daemonic forces of the Chaos Gods. 
  In battle the Craftworld Aeldari wield monomolecular 
  blades with deadly elegance and shuriken firearms 
  powered by gravitic pulses. They compensate for their 
  small number and the relative frailty of their forms 
  with meticulously planned hit-and-run tactics, making 
  good use of their swiftness and disciplined minds. 
  In the wake of the emergence of the Great Rift, word 
  has spread of a miraculous occurrence: the partial 
  awakening of the Aeldari God of Death, Ynnead, 
  prophesied vanquisher of Slaanesh. Aeldari of all 
  disparate factions have reportedly united under the 
  banner of the Ynnari, and even more remarkably, have 
  worked with the Imperium against the forces of the 
  Ruinous Powers.
  Rumours on the Webway are of little concern 
  to the Aeldari of the Gilead System. The machinations 
  of the Ruinous Powers crashed the Craftworld of 
  Ul-Khari on the ice world of Trollius, trapping it and its 
  people indefinitely. The Greensteel Warriors, Corsair 
  Coterie of Ferianwyr, are sworn to protect them, and 
  the hordes of Chaos are as rabid as ever to destroy the 
  Aeldari. Both groups have formed shaky alliances with 
  the Varonius Flotilla, but few can muster true trust for 
  any Imperial and know that their twisted Drukhari 
  kin are likely already planning raids on the weakened 
  forces of the forsaken system. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  [CRAFTWORLD] & [COTERIE] KEYWORDS
  Aeldari Craftworlds 
  A Craftworld is a titanic spacefaring vessel with a 
  size and population similar to a planet. Each is a 
  self-sufficient realm forged of living wraithbone 
  and other psychoactive substances, a haven for 
  a splintered fragment of the shattered Aeldari 
  Empire. Withdrawing from the rest of the galaxy, 
  the Asuryani of the Craftworlds defend their 
  unique cultures and traditions from all outsiders, 
  for each protects an Infinity Circuit that houses 
  thousands of conscious souls of dead Aeldari.
  You may replace your [CRAFTWORLD] 
  Keyword with the name of the Craftworld you 
  are from, defining much about your beliefs and 
  values. You might choose the radical Ulthwé, 
  dependent on the prophecies of their Seer Councils, 
  or perhaps the traditionalist Ul-Khari, now 
  wounded and immobile after crashing into the ice 
  world Trollius, trapped in the Gilead System by 
  the machinations of the Ruinous Powers. 
  Aeldari Coteries
  Every Aeldari Corsair belongs to a Coterie, a 
  piratical gang led by a princess or prince. Corsairs 
  form tight bonds in these coalitions, though they 
  are rife with rivalry and backstabbing. Each 
  Coterie has their own goals and draws Aeldari of 
  a similar mindset. The Coterie you belong to says 
  much about your personality, and its reputation 
  may lead to fast friendships or instant enemies. 
  You can replace your [COTERIE] Keyword 
  with the name of the Coterie you belong to. You 
  might choose the prideful Eldritch Raiders led by 
  Prince Yriel, takers of over ten thousand enemy 
  ships, or perhaps the mysterious Greensteel 
  Warriors alternately raiding and supporting the 
  Imperium in the Gilead System. 
  Joseph Nirchi (Order #15621405)
  
  78
  ASURYANI PATHS 
  To ensure they do not attract the attention of Slaanesh, 
  each Aeldari of a Craftworld devotes themselves 
  entirely to a single discipline. Through obsessive study 
  and focus they limit their intense emotions and psychic 
  impact on the Warp. These disciplines are formalised 
  as Paths. 
  Aeldari lifetimes can span millennia, so each 
  individual may walk and master multiple Paths 
  to better serve Asuryani society as a whole. All are 
  required to walk the Path of the Warrior so they may 
  defend their home should the need arise. Even those 
  that tire of the strictures and limitations of Craftworld 
  Paths and set out to explore the galaxy as Corsairs or 
  Rangers walk the Path of the Outcast, and have likely 
  followed other Paths before. Whatever Path you are 
  currently walking, you may have mastered others over 
  your long life. 
  You may choose a single Path you have already 
  walked from the following list. You may have walked 
  additional Paths; it costs 10 XP to walk a second Path, 
  and 20 XP for each Path beyond the second. After you 
  have chosen your Path, roll on the Backgrounds tables 
  and choose one Background bonus. 
  Path of Awakening
  You devoted considerable time to the practice of 
  scrutinising your surroundings, focusing the mind 
  outwards to calm the soul.
  You gain +Rank bonus dice to Awareness (Int) 
  Tests. 
  Path of The Artisan
  Embracing an aesthetic pursuit such as sculpture, 
  painting, or writing, you have dedicated a lifetime to 
  learning the beauty of Aeldari culture. 
  You gain +Double Rank bonus dice to Scholar 
  (Int) Tests related to the AELDARI Keyword. 
  Path of The Bonesinger
  You tended groves of wraithbone, and studied the art 
  of psychically shaping the substance into advanced 
  Aeldari technology. 
  You gain +Double Rank bonus dice to Tech 
  (Int) Tests on targets with the AELDARI Keyword. 
  Path of The Dreamer
  Dutifully sinking into meditative trances for days at a 
  time, you have looked inward deeply, controlling your 
  dreams to resist She Who Thirsts. 
  You gain +Rank bonus dice to Corruption Tests. 
  Path of The Healer
  Committed to the medical welfare of other Aeldari, you 
  repaired the wounded and tended to the sick, spending 
  decades caring to others. 
  You gain +Double Rank bonus dice to Medicae 
  (Int) Tests on targets with the AELDARI Keyword. 
  Path of The Mariner
  Devoting yourself to spacecraft, you have learned to
  sail the void with expert precision and manoeuverability,
  becoming one with any craft you pilot.
  You gain +Double Rank bonus dice to Pilot (A) 
  Tests using vehicles with the AELDARI Keyword.
  Path of The Mourner
  You lost someone close to you, and followed the Path of 
  Grief. You lamented their falling without succumbing 
  to emotional extremes that would attract Slaanesh. 
  You gain +Rank Maximum Shock.
  Path of Service
  To better aid your entire Species you dedicated yourself 
  to supplicance, reading the needs of your fellows and 
  bettering yourself through empathy. 
  You gain +Double Rank bonus dice to Insight 
  (Fel) Tests on targets with the AELDARI Keyword. 
  ++Study the alien, the better to kill it++
  Joseph Nirchi (Order #15621405)
  
  79
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  d6 Roll
  Objective
  1
  Unfavourably compare another Species’ culture, art, or technology to your own. 
  2
  Devote an accomplishment or victory to an Aeldari God.
  3
  Recount a lesson from the traditions of a Craftworld that applies to the current situation. 
  4
  Utilise the reputation of your Species to manipulate an individual. 
  5
  Employ knowledge you learned from an earlier Path of your life to the current circumstances. 
  6
  Apply your superior intellect and sensitivity to prophecy to carry out a perfect plan. 
  AELDARI OBJECTIVES
  d6
  Accomplishment
  Gain +1
  1
  Denied Destiny: Where the Farseers foresaw death, you prevailed, defeating an incredible foe 
  or accomplishing an impossible task.
  Determination
  2
  Communed with Infinity: You have devoted considerable time to meditation with the spirits of 
  the departed; they have taught you much of life and death.
  Resolve
  3
  Mon-Keigh Animosity: The depraved stupidity of Humanity has endangered your life on more 
  than one occasion. You have survived battles alongside and against them.
  Max Shock
  4
  Webway Explorer: Traversing many Webway paths you have uncovered the hidden and 
  forgotten, recovering valuable artefacts and even more crucial routes. 
  Wealth
  5
  Unusual Ally: Your actions saved the life of someone beyond your Faction; a Drukhari, a 
  Harlequin, maybe even an Imperial.
  Influence
  6
  Black Library Scholar: You have studied the ancient arcane writings of the cryptic Black 
  Library; obscure knowledge of the profane is your constant companion. 
  Conviction
  d6
  Goal
  Gain +1
  1
  Fatalist: After a series of unfortunate battles, you have accepted your Species is doomed. You 
  seek only protection; a defensible refuge for you and your allies. 
  Conviction
  2
  Renewal: Your long life was fraught with the tragic milieu of your Species. You seek new 
  experiences and perspectives to lift your burdens and wash away your sorrows.
  Max Shock
  3
  Serenity: Like many of your Species, your emotions are overwhelming to the point of self-
  destruction. Seek serenity to protect your soul from Slaanesh.
  Conviction
  4
  Path Mastery: You see nothing beyond your current Path and have thrown yourself into it 
  utterly. Whatever your present discipline is, you will be an exemplar and pioneer.
  Determination
  5
  Recovery: You will restore the lost majesty of your Species, finding artefacts and lost knowledge; 
  are you seeking something specific?
  Resolve
  6
  Unity: The arch-foe cannot be defeated by the dwindling forces of your Species — at least, not 
  fractured as they are. You will forge great allegiances and bring unity. 
  Influence
  AELDARI BACKGROUNDS
  Tier
  Archetype
  Description
  Page
  AELDARI ARCHETYPES
  1
  Corsair
  A space pirate living by your own code, your ship, Shuriken Pistol, and comrades are 
  all you need.
  97
  2
  Ranger
  A long-ranged specialist, you eliminate the Aeldari’s enemies while seeking out 
  new sensations.
  107
  3
  Warlock
  You harness the magnificent psychic power of your people to rip your foes asunder.
  114
  Joseph Nirchi (Order #15621405)
  
  ORKS
  I attempted to exterminate one of their ramshackle 
  armies before, and consider it my greatest lapse in 
  judgement. Since then, whenever I encounter their 
  green taint upon a world, I simply destroy the planet.
  —Horken ‘Irontongue’ Paal, Ordo Xenos Inquisitor
  All other Species are crude and barbarous, but none 
  to the degree of the Orks. I fought them four millennia 
  ago, and if anything, their intelligence has diminished 
  further since then. We will easily outmanoeuver 
  their charge, then strike the killing blow.
  —Final battle briefing given by Vyndere, Aeldari  
  Farseer
  I see’d one keep fightin’ without ’is arm. Killed 
  twenty with one o’ them big butcher knives, 
  it did. Next time I see a green horizon, I’ll 
  take my chances with the Commissar.
  —Sal Harchfels, Gilead Gravediggers Mortar Crew
  The green-skinned scourge of the galaxy, Orks are 
  brutal but cunning beasts that live to wage war; all 
  else is secondary to their battlelust. Taller, wider, and 
  far more muscular than any natural Human, Orks 
  are incredibly tough, and will continue to charge 
  into combat undeterred after losing limbs. The only 
  strategies and tactics they employ against the Imperium 
  are frontline assaults, using any means available to 
  create carnage as quickly as they can. 
  Orks happily fight each other to slake their 
  thirst for combat, but also come together in clans 
  to search for bigger battles. Under the leadership of 
  determined warlords, conflicting clans can unite to 
  threaten vast swathes of the galaxy beneath a green 
  tide: a WAAAGH! Such threats are not easily put 
  down, for Orks thrive on battle, growing stronger and 
  larger from every fight until their last.
  80
  Joseph Nirchi (Order #15621405)
  
  When observed outside of war — a very unusual 
  circumstance — Orks demonstrate a crude intelligence, 
  capable of communicating through a harsh dialect 
  interspersed with violence. They display limited 
  attention spans and struggle to cooperate in anything 
  except conflict. They occasionally raise simulacrums 
  of civilisation from scrap and any other materials 
  available; their Meks experiment with new weaponry 
  and bioniks, Painboys perform insane experimental 
  medical procedures, and rudimentary racetracks are 
  raised for Ork Boyz racing their ramshackle vehicles. 
  All of these are mere distractions; Ork culture is truly 
  forged on bloody battlefields. 
  Orks do not research or develop technology, 
  and appear to innately know how to cobble together 
  weapons, armour, and vehicles from whatever they 
  find. These ramshackle devices work to terrifying 
  effect in the hands of an Ork, but those that have 
  been examined after a battle disintegrate into the non-
  functional piles of scrap they appear to be. This has led 
  to the radical, often disputed, xenobiologist viewpoint 
  that Orks possess gestalt psychic abilities — their 
  impossibly constructed guns fire simply because Orks 
  think they should, and their crumbling vehicles rocket 
  forward because they believe they ought to go faster 
  after a fresh coat of red paint.
  Humans and Greenskins have a long and bloody 
  history of conflict. Ancient and fragmentary records 
  suggest some of the greatest battles of the Great 
  Crusade were fought against Orks, and there have 
  been countless further wars since. Their prevalence 
  across the galaxy is little understood; Imperial scholars 
  believe their method of reproduction is comparable 
  to the sporing of fungus, explaining their ability to 
  multiply in vast numbers with virulent speed. Thus 
  far, the only cure for such a plague the Imperium has 
  found is Exterminatus, the forced destruction of a 
  planet. In almost every circumstance, the presence of 
  Orks heralds a world’s doom. 
  Citizens of the Gilead System once believed 
  that their Saint, Julyana Gilead, used her portion of 
  the Emperor’s will to protect them from the greenskin 
  menace. Unbeknownst to many, a small offshoot of 
  the Blood Axes are already mounting operations in 
  the System, seeing rife opportunity for legendary 
  battles with the forces of Chaos, the Aeldari, and the 
  Imperium. 
  Since the coming of Cicatrix Maledictum, Orks 
  have been sighted for the first time. Mercifully, they 
  seem to be trapped on the numerous Space Hulks of 
  the Voidmire, but the Circlet Council have heard word 
  of a charismatic and — more importantly — very large 
  Freebooter Kaptin, an Ork Pirate that may be capable 
  of launching attacks on the fragile Heartworlds of the 
  Gilead System. 
  81
  d6 Roll
  Objective
  1
  Start a fight. 
  2
  Solve a problem with the brutality of the Ork god Gork.
  3
  Demonstrate the wisdom of one of your Clans traditions. 
  4
  Kustomize a piece of Wargear. 
  5
  Solve a problem with the sage knowledge that bigger is better. 
  6
  Apply the kunnin’ of the Ork god Mork to a situation. 
  ORK OBJECTIVES
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  82
  THE [CLAN] KEYWORD
  Orks could be called social creatures; their gestalt 
  psychology prompts them to gather in large 
  numbers to form a better fighting unit (or just 
  to fight each other). These large gatherings are 
  called Clans; every Ork is part of a Clan, and each 
  have their own methods for waging war. 
  You can replace your [CLAN] Keyword with 
  any of the Clans below. 
  Bad Moons 
  Growing the Teef that are Orkish currency faster 
  than any other Clan, the Bad Moons are the 
  wealthiest, and thus have the best food and 
  flashiest weaponry — traits they are incredibly 
  proud of. 
   
  u
  Bonus: gain +1 Wealth at the end of every 
  session. 
  Blood Axes
  Considered ‘un-Orky’ by other Clans, the Blood 
  Axes use unorthodox ‘taktiks’ like planning, 
  strategy, and even trading with the Imperium to 
  get better Wargear. 
   
  u
  Bonus: +Rank bonus dice to Leadership 
  (Wil) and Stealth (A) Tests. 
  Deathskulls
  Scheming scavengers, the Deathskulls steal, loot, 
  or scrounge whatever they can. Known to hoard, 
  they ‘trade’ and customise gear more frequently 
  than other Clans. 
   
  u
  Bonus: +Rank bonus dice to Tech (Int) and 
  Influence Tests.
  Evil Sunz
  Obsessed with speed, Evil Sunz revel in the roar 
  of engines, the smell of burning promethium, and 
  the feeling of going as fast as possible. 
   
  u
  Bonus: You gain +1 Speed, and +Rank 
  bonus dice to all Tests whenever you are in 
  a vehicle moving at top speed. 
  Goffs
  Massive and multitudinous, Goffs example typical 
  Ork warfare; all tough, large, loutish brutes 
  looking for any excuse to charge headlong into 
  battle in as big a mob as possible. 
   
  u
  Bonus: +Rank bonus dice to melee attack 
  Tests when you Charge (p.189).
  Snakebites
  Deliberately primitive, the tribal Snakebites prefer 
  their thick skin to crafted armour, proud of their 
  ability to live off the land. 
   
  u
  Bonus: +Double Rank bonus dice to 
  Survival (Wil) Tests.
  ++The more one learns of the alien, the more one will come to loathe it.++
  Joseph Nirchi (Order #15621405)
  
  83
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  d6
  Origin
  Gain +1
  1
  Squig Brain Transfer: Your earliest memory is awakening from surgery, covered in scars, and 
  the Mad Dok telling you you’re ready to fight again. Who were you before? Does it matter?
  Max Shock
  2
  Endless WAAAGH!: The best time of your life — so far — was on the frontlines of a WAAAGH! 
  You kept fighting until there was no one left… including your allies. 
  Resolve
  3
  Time To Fight: After travelling through the Warp, you somehow ended up back in time. You feel 
  an indescribable urge to find and fight your past self.
  Determination
  4
  Lost Boy: Every Boy you know was defeated in a futile charge against daemonic forces, but 
  you survived.
  Conviction
  5
  Rok or Hulk: Fighting in low-grav situations amongst Genestealers, Aeldari, and whatever else 
  got on your transport, your life was exciting and simple — until you fell out or crashed, and you 
  landed wherever you are now. 
  Resolve
  6
  Lonely Spawn: You knew something was wrong from your first cognisant thought — you were 
  alone. Your drive to search for other Boyz has fuelled your brash spirit. 
  Determination
  d6
  Accomplishment
  Gain +1
  1
  Marafon: Your Warboss told you to go somewhere to deliver a message or retrieve some 
  Wargear. An impossible mission, but your colossal self-belief saw you through.
  Determination
  2
  Made it Flashy: You fixed up a piece of gear for your Warboss, adding spikey bits and more 
  dakka! You were handsomely rewarded.
  Wealth
  3
  Proppa Fast!: You achieved incredible speed and performed death-defying stunts that the Boyz 
  will talk about for years. You wrecked your vehicle, but it was still impressive.
  Influence
  4
  Surgical Success: You recovered from grievous injuries after a brave engagement. The brush 
  with death has only made you more eager for a fight. 
  Max Shock
  5
  Kroosader: On your Warboss’ behest, you’ve travelled the galaxy spreading violence and 
  mayhem. You’ve come far and have forgotten the purpose of the Kroosade
  Max Wounds
  6
  Blessed by Gork (or Mork): You yelled an impromptu speech amidst a battle against impossible 
  odds; the fight somehow swung in your favour, a blessing from the Gods themselves. 
  Conviction
  d6
  Goal
  Gain +1
  1
  ‘Ardest: You’re going to be the toughest Ork in the galaxy, gathering Boyz behind you and 
  raising a mighty WAAAGH! 
  Max Wounds
  2
  Biggest Choppa: You will wield the biggest, sharpest, heaviest Choppa anyone has ever known. 
  You might have to win a few fights and grow to raise such an ideal weapon. 
  Influence
  3
  Red Wunz Go Fasta: You will pilot the loudest, fastest, most dangerous vehicle ever known. 
  Sure, a few bits might get blown off and the red paint scratched, but it will be worth it. 
  Determination
  4
  Flashy-est: You hoard Teef, and intend to be the richest Ork that ever lived. Of course, you still 
  need to spend them on stuff to show off how flashy you are! 
  Wealth
  5
  Most Dakka: Enough is never enough — you must have the loudest, shiniest, biggest shoota, 
  with more spikey bitz than anyone else’s. You dream of the carnage it will cause. 
  Influence
  6
  Proppa Fight: You’re going to win the biggest, best fight ever. You never stop searching for the 
  best of ultraviolence, and embrace the idea you might have to start it. 
  Determination
  ORK BACKGROUNDS
  Tier
  Archetype
  Description
  Page
  ORK ARCHETYPES
  1
  Boy
  You’re a hulking, brutal warrior called to WAAAGH!
  98
  2
  Kommando
  You’re a cunning (but brutal) operative who uses stealth and guile to decimate foes.
  108
  3
  Nob
  The other Boyz you lead are nothing compared to you, a perfect killing Ork.
  115
  Joseph Nirchi (Order #15621405)
  
  CHAOS
  Your God-Emperor is a rotting corpse! The 
  joyful, pestilent embrace of Grandfather 
  Nurgle will make you one too! 
  —Kesh Varall, Chaos Cultist, former Enochian pilgrim 
  Their honeyed words can twist and tempt, offering 
  power, knowledge, beauty, eternal life — they are 
  all lies, though there is truth in them. An open 
  ear is a heresy even of itself, and their great gifts 
  warp you into an abhorrent monster. Put your 
  trust in me instead… I will show you the truth.
  —Korbinian Alojs, Radical Ordo Hereticus Inquisitor
  To falter in your discipline for even a moment is to 
  fall into their obscene clutches; emotion is their meat 
  and drink, fuel for their every hateful act. They are 
  a plague on reality, and they will be our doom.
  —Llyewain, Aeldari Ranger
  The Warp is an unknowable dimension that is at once 
  outside of and underpinning reality. In this strange 
  space time is fluid, thoughts and dreams are real, and 
  nightmares take flesh. Some contest the souls of the 
  dead rest in this unreal realm, forming it’s endless 
  oceans. The four immortal beings known as the Chaos 
  Gods are the ultimate powers of the Warp. Formed 
  of common desires merging in the Immaterium, 
  each Chaos God represents and subsists on the dark 
  fantasies of the mortals of the Materium. These 
  depraved entities represent different hateful facets of 
  reality but have similar ambitions. They desire more 
  power, to tempt and corrupt mortals into worshipping 
  them, and ultimately crave the complete domination of 
  both the Immaterium and reality. 
  For all their terrible and malign power, the 
  Ruinous Powers cannot act on the material universe 
  directly. The Imperial Cult once preached the belief that 
  the Emperor held the unholy enemies of Humanity in 
  check. The ragged Warp-storm that has forsaken the 
  Gilead System has refuted that claim for many. 
  What Humanity calls ‘daemons’ are the native 
  denizens of the Immaterium, given shape and flesh by 
  the fears and nightmares of mortals. These powerful 
  malignants are shaped to fulfil the dark machinations 
  of their masters but cannot pierce the veil of the 
  Immaterium and enter reality unaided. They crave the 
  corruption and desecration of mortals and constantly 
  seek a way to the Materium by possessing a Psyker or 
  through Warp Rifts like Cicatrix Maledictum. 
  The Gods of Chaos are also served by cultists, traitors 
  to the Imperium that include terrifying renegades of the 
  Adeptus Astartes. These debased heretics turn from 
  the Emperor’s light in pursuit of power and freedom, 
  and are gifted with grotesque mutations and horrific 
  psychic powers. Some believe the Great Rift heralds 
  a strengthening of Chaos in real space, swelling the 
  ranks of these cults more than ever. 
  The creatures of Chaos and those who worship 
  them are universally reviled, the Arch-Enemy of all 
  other Factions. Any that discover a Renegade react 
  84
  Joseph Nirchi (Order #15621405)
  
  85
  with violence, revulsion, or fear. Though unshackled 
  from the harsh strictures of the Imperium and 
  empowered by Chaos, Renegades must scrounge and 
  scrape for any resources. Though they ostensibly work 
  towards the same goal, differing beliefs in Chaos or 
  methodologies of worship can cause individuals to 
  come to lethal disagreements — indeed, the Ruinous 
  Powers themselves do not care for their mortal pawns, 
  and will mutate them until they are destroyed merely 
  for their own amusement. 
  Khorne
  The Blood God, the Lord of Skulls, Khorne is brutality 
  and bloodshed incarnate. Some heretical texts claim 
  Khorne was born from the first violent impulse of any 
  thinking being and will endure for as long as blood is 
  shed. The Blood God’s power flows from the violent 
  acts — even the defeat of his followers — and thoughts 
  he encourages, and all war empowers him. Even in 
  the defeat of his mortal servants does Khorne grow 
  stronger, for their spilt blood is as much a tribute to 
  him as that of their enemies. 
  If Khorne has a weakness, it is a lack of 
  subtlety, for his is the way of raw and unbridled rage. 
  Although capable of strategy, his daemon legions and 
  mortal thralls prefer to wade into battle without care 
  or caution, for Khorne cares not from whence the 
  blood flows.
  Nurgle
  As inevitable as entropy, the Plague Lord is master of 
  disease, sickness, rot, and pestilence. The servants of 
  the God of Decay refer to him as ‘Grandfather Nurgle’. 
  To his followers, he is a jovial, even kindly master, 
  always delighted to see his plagues spread through 
  the mortal realm and touch more subjects with his 
  carefully-concocted gifts. But his apparent joviality 
  conceals a malice much like any of the other Dark 
  Gods, for Nurgle would like nothing better than a slow, 
  lingering descent into decay for all that exists. 
  Although stasis is anathema to the forces of Chaos, 
  Nurgle nevertheless represents and is empowered by 
  life rotting and giving into the inevitable, to allow 
  despair, doubt, and lethargy to triumph over all.
  Tzeentch
  The Changer of Ways is perhaps the subtlest and 
  most inscrutable of all the Chaos Gods. Tzeentch 
  demonstrates the infinite possibilities of the Warp, for 
  his is the domain of change itself. In Tzeentch’s realm, 
  the fractured pathways of the future wind endlessly on 
  as his daemons cavort in ever-mutating forms towards 
  the ends their lord finds most desirable. 
  Ambitious mortals dedicate themselves to 
  the Architect of Fate seeking power, knowledge, or 
  sorcerous might, for all these are gifts he can grant if it 
  serves his ends. Tzeentch revels in revolution, revolt, 
  schemes, and wild, unknowable change. Champions of 
  Tzeentch are among the most feared Psykers in the 
  galaxy, leading armies with apparent omniscience as 
  the skein of fate reveals to them all possible futures.
  Slaanesh
  Androgynous and ever decadent, the Lord of Excess 
  draws strength from intense sensation and self 
  indulgence. It is not in the Dark Prince’s nature to be 
  satisfied, constantly reinventing themselves in search 
  of excess, and this is passed on to all those whose lives 
  they touch.
  Slaanesh draws strength from those who 
  embrace their desires, inspiring their thralls to always 
  seek perfection and gratification. Aesthetes and 
  hedonists, the cultists of Slaanesh are devotees of 
  decadence whose endless search for new experiences 
  only serves to deaden themselves to their current lives 
  through unquenchable desires. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  THE [MARK OF CHAOS] KEYWORD
  Corruption manifests on the bodies of those who worship Chaos, marking them in bizarre and nauseating 
  ways. Witch Hunters of the Ordo Hereticus seek these marks to ensure the unholy are eradicated. 
  If you have the [MARK OF CHAOS] Keyword, you can replace it with the name of the Chaos God you 
  have chosen to venerate. If you worship the powers of Chaos Undivided, you do not have to replace this 
  Keyword. 
  Characters with this Keyword can purchase the Mark of Chaos Talent on p.136. 
  Joseph Nirchi (Order #15621405)
  
  86
  ++Burn the heretic++
  d6 Roll
  Objective
  1
  Corrupt an innocent individual. 
  2
  Extoll the benefits (or negatives) of gaining the attention of the Chaos Gods.
  3
  Pervert a religious icon, dedicating it to the Ruinous Powers. 
  4
  Point out a flaw in Imperial culture or philosophy that will lead to its downfall. 
  5
  Create confusion, incite bloodshed, pursue decadence, or spread disease. 
  6
  Claim an act or event is evidence of the favour (or contempt) of the Ruinous Powers.
  CHAOS OBJECTIVES
  d3
  Origin
  Gain +1
  1
  Born Evil: For as long as you remember you have served the Chaos Gods; somehow, your very 
  soul was created tainted. 
  Corruption
  2
  Converted: An agent of the Chaos Gods seduced or coerced you with heresy, luring you to an 
  immoral descent. Are they still an ally? Or a mortal enemy?  
  Resolve
  3
  Contaminated: Whilst on an operation, an artefact, individual, or environment befouled by the 
  Ruinous Powers polluted your soul. 
  Max Shock
  d3
  Accomplishment
  Gain +1
  1
  Revolting: You led an insurrection, overthrowing the Imperium’s influence in a location. 
  Influence
  2
  Reclaimer: An artefact suffused with Warp energies called out to you from the void; you found 
  it after a dark pilgrimage. 
  Wealth
  3
  Vanquisher: You almost died in a battle against an enemy of Chaos, but managed to defeat 
  them with Warp-fuelled resilience. 
   Max Wounds
  d3
  Goal
  Gain +1
  1
  Champion: You crave the attention of the Ruinous Powers, slaying in their name until you 
  become their recognised champion.  
  Determination
  2
  Conquer: There is a civilisation, a city, or a planet you are destined to destroy.  
  Influence
  3
  Ascension: Power is not enough; you lust to become a daemon, your every mutation bringing 
  you closer to your apotheosis.  
  Corruption
  CHAOS BACKGROUNDS
  Joseph Nirchi (Order #15621405)
  
  87
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  CREATING A TRAITOR
  Your group might want to play as Renegades 
  worshipping the Ruinous Powers; this is not an 
  idea to be taken lightly, as your adventures may 
  involve all manner of dark deeds and disturbing 
  content. 
  Creating characters for a Chaos Framework 
  is easy; you can either use Advanced Character 
  Creation (p.38) or choose almost any Imperial 
  Archetype, give them the CHAOS Keyword and 
  any other relevant Chaos Keywords, and give 
  them d3 points of Corruption multiplied by the 
  Tier of the game. Your GM might rule that you 
  could also gain extra abilities, some examples are 
  outlined below. 
  Cultist
  Hiding blasphemous brands and tattoos, myriad 
  Chaos cults work from inside the Imperium to bring 
  down the Emperor’s people. Criminals hamstring 
  Imperial efforts and steal crucial supplies whilst 
  dark apostles sway other true believers to their 
  villainous cause, spiralling toward revolt. 
  To make a Chaos Cultist, choose Ganger as 
  your Archetype. You gain the following Keywords: 
  CHAOS, [MARK OF CHAOS]. You gain d3 
  Corruption. You gain the following Archetype 
  ability instead of Scrounger:
  Enemy Within 
  You gain +Double Rank bonus dice to Deception 
  (Fel) Tests, including Interaction Attacks, against 
  targets with the IMPERIUM Keyword. 
  Rogue Psyker
  Psykers that escape the tithes of the Black Ships 
  are known as Rogue Psykers; untrained and 
  vulnerable to the powers of Chaos, they may 
  begin to worship the Dark Gods in exchange for 
  the greater powers needed to avoid their pursuers 
  and claim their newfound desires. 
  To make a Rogue Psyker, choose Sanctioned 
  Psyker as your Archetype. You gain the CHAOS 
  Keyword and lose the IMPERIUM and ADEPTUS 
  ASTRA TELEPATHICA Keywords. You gain d3 x 
  2 Corruption. You have access to the Maleficarum 
  Psychic Discipline (p.280).
  Heretek 
  Students of the Adeptus Mechanicus that 
  circumvent their strictures are known as Hereteks. 
  These 
  fallen 
  Tech-Priests 
  imbue 
  machines 
  with daemonic energies and dabble in other 
  blasphemous lore in their craving for debased 
  knowledge and power. 
  To make a Heretek, choose Tech-Priest as 
  your Archetype. You gain the CHAOS and DARK 
  MECHANICUM Keywords. You gain d3 x 3 
  Corruption. 
  Chaos Space Marine 
  Nine Legions of the Emperor’s Space Marines 
  revolted during the Horus Heresy, corrupted by 
  the Ruinous Powers. Though they retain their 
  powerful Wargear and implants, the malign 
  influence of the Warp mutates them to even 
  greater power. 
  To make a Chaos Space Marine, choose 
  Tactical Space Marine as your Archetype. You gain 
  the CHAOS, [MARK OF CHAOS], and HERETIC 
  ASTARTES Keywords. Instead of a [CHAPTER], 
  you belong to a [LEGION] of Chaos Space 
  Marines. You gain d3 x 3 Corruption. 
  Other Archetypes 
  The dark tendrils of Chaos extend throughout the 
  Imperium. A Death Cult Assassin may fall too deep 
  into a reverie of violence, barely noticing their 
  unconscious worship of the Blood God Khorne. 
  Every Inquisitor risks being corrupted by the malign 
  influences they are duty bound to face, particularly 
  radicals that turn the Warp-crafted weapons of 
  the Arch-Enemy against them. Some Renegades 
  may not even be aware they have turned from 
  the Emperor’s light, continuing attempts to serve 
  His will, ignorant of the blasphemy of their own 
  existence. 
  Joseph Nirchi (Order #15621405)
  
  88
  88
  our character’s Archetype is the core of 
  who they are. When people talk about your 
  character, they define them through their 
  Archetype, like Severina Raine the Commissar, 
  or Gregor Eisenhorn the Inquisitor. An Archetype is 
  similar to a career. It informs what your character has 
  been trained and educated to do, and the skills they 
  use to survive. 
  Your Archetype will define your characters 
  Species and place them in the larger organisation that 
  trained them, called a Faction. Your character will also 
  receive Keywords, further defining their knowledge 
  and connections to organisations in the Gilead System. 
  Your Archetype will give you bonuses to the Attributes 
  and Skills that your character needs to do their job, as 
  well as a unique ability; something they can do that 
  nobody outside of the Archetype can. 
  In the war-torn far future, nearly everyone 
  needs to be armed and armoured. Your Archetype will 
  determine the kind of weapons, protection, and tools 
  they recieve when you start playing. 
  ARCHETYPES
  Joseph Nirchi (Order #15621405)
  
  89
  Suggested Attributes
  A number of Attributes that would work well for this 
  Archetype. This suggestion includes any bonuses you 
  receive to Attributes from the Archetype. If you’re 
  happy with the Attributes, you can pay the XP Cost. 
  Write these Ratings directly onto your character sheet. 
  ARCHETYPE FORMAT
  1. The name and Faction of each Archetype is 
  displayed at the top of the page. 
  2. The Tier this Archetype can be played at (Tier: 
  p.19).
  3. The Species of the Archetype, for example, Human 
  or Aeldari (Species: p.26).
  4. How much XP you need to spend to purchase 
  this Archetype.
  5. The Keywords the Archetype starts play with 
  (Keywords: p.167).
  6. The 
  Attribute 
  increases 
  included 
  with 
  the 
  Archetype (Attributes: p.119).
  7. The Skill increases included with the Archetype 
  (Skill: p.121).
  8. The special ability this Archetype can use
  9. A list of the Wargear (see Chapter 10) included 
  with the Archetype.
  10. Your Influence (p.37) bonus or penalty. Not every 
  Archetype has an Influence modifier.
  Suggested Purchases
  Your Archetype will give you bonuses to Attributes 
  and Skills, but you’ll still have a lot of XP left over 
  to customise your character. If you’ve never built 
  a character before or you’re short on time, you can 
  use the suggested purchases presented with each 
  Archetype to start playing quickly. 
  These costs are calculated using the tables 
  on p.24-25. The suggested Attributes and Skills are 
  tailored to each Archetype, highlighting their strengths 
  or what they need to succeed. You might want to take 
  either or both of the suggested arrays, and use your 
  remaining points to customise them further using the 
  tables on p.24-25.
  The suggested Talents have also been tailored 
  to each Archetype, including any particular quirks 
  or what might be useful to them. Talents can also 
  help differentiate between different individuals with 
  the same Archetype. If you have two Inquisitorial 
  Acolytes in your group, they’ll probably have different 
  backstories. For instance, one might be a proficient lip 
  reader, and the other could have a secret identity.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ARCHETYPE  
  & SPECIES
  Each Archetype is only available to a 
  specific Species. The XP cost of the Species 
  is included in the Archetype XP Cost, and 
  any bonuses awarded for being that Species 
  are included in the Archetype.
  TIER
  SPECIES Human
  XP Cost
  16
  KEYWORDS: ADEPTUS ADMINISTRATUM, 
  IMPERIUM, INQUISITION, [ORDO]
  ATTRIBUTES: Intellect 3
  SKILLS: Scholar 2
  ARCHETYPE ABILITY: Administratum Records
  You are particularly adept at navigating the Imperium’s colossal 
  bureaucracy. You gain +Rank bonus dice whenever you make a 
  Test to gather information from Imperial sources, typically on 
  Influence or Investigation (Int) tests.
  WARGEAR: Administratum Robes, Laspistol, Knife, 
  Auto Quill, Data-Slate, 3 Scrolls of ancient records
  INFLUENCE: +1
  INQUISITORIAL SAGE
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  1
  1
  2
  2
  3
  4
  2
  SUGGESTED ATTRIBUTES
  XP Cost
  32
  Joseph Nirchi (Order #15621405)
  
  Suggested Skills
  An array of Skills that would work well for this 
  Archetype. This suggestion includes any bonuses you 
  receive to Skills from the Archetype. If you’re happy 
  with the Skills, you can pay the XP Cost. Write these 
  Ratings directly onto your character sheet. 
  way they can be played or give them special abilities. 
  You might only be able to afford one or two of these, 
  so think about your character’s background and what 
  distinctions or curiosities they might have — or just 
  what you think would make them fun to play. 
  More information on Talents, including their 
  XP costs, can be found in Chapter 6.
  If your Archetype is a Psyker they will have 
  suggested psychic powers. More information on 
  psychic powers, including their XP costs, can be found 
  in Chapter 11. 
  These Skill Ratings are not your final Skills; when 
  you make a Skill Test, you add the Skill Rating to the 
  relevant Attribute Rating to determine your dice pool. 
  So, if you took the suggested purchases for the Sister 
  Hospitaller and made a Medicae (Int) Test, you would 
  add your Medicae Rating (3) to your Intellect Rating 
  (3) for a dice pool of 6 dice. 
  Whenever your Archetype offers you the choice 
  of selecting a Skill or Skills to receive a bonus to, these 
  will be marked with an asterisk (*) in the suggested 
  Skills table. 
  Suggested Talents
  A selection of Talents that work well with the Archetype 
  and help distinguish them as a unique character. Talents 
  are unique quirks to your character that change the 
  90
  GENDERED 
  ARCHETYPES
  However your character identifies, most 
  Archetypes 
  are 
  available. 
  There 
  are 
  exceptions: 
  Adepta 
  Sororitas, 
  Adeptus 
  Astartes, and Primaris Astartes. 
  The Adepta Sororitas are an entirely 
  female force, because the Decree Passive 
  forbade the Adeptus Ministorum from 
  raising forces of ‘men under arms’. This 
  affects the Sister Hospitaller and Sister of 
  Battle Archetypes. 
  Thus far, the gene-seeds necessary 
  to transform a mortal into a Space Marine 
  have only proven effective on specific male 
  biologies. As a result, all Adeptus Astartes 
  and Primaris Astartes are male. This affects 
  the Space Marine Scout, Tactical Space 
  Marine, and Primaris Intercessor Archetypes. 
  Awareness 2, Ballistic Skill 1, Deception 1, Investigation 2,  
  Scholar 3, Tech 1
  SUGGESTED SKILLS
  XP Cost
  24
  Augmetic (p.129), Deductive (p.132), Supplicant (p.140)
  SUGGESTED TALENTS
  Joseph Nirchi (Order #15621405)
  
  91
  A battlefield healer of both mind and soul. You 
  ministrate to the injured with great Medicae 
  expertise and inspire the pious with your cavernous 
  well of faith.
  When plague runs rife or blood spills, every Imperial 
  Citizen prays the Emperor will send a skilled and 
  compassionate Sister Hospitaller. They are the 
  Emperor’s loving embrace, devout women sent to 
  purify festering flesh and stitch the faithful’s wounds.
  Becoming a Sister Hospitaller requires complete 
  dedication to the Adepta Sororitas’ teachings and 
  meticulous research of anatomy and physiology. They 
  study the cells that hold the body together as well 
  as ways that biology can be abused and annihilated. 
  Whilst focusing on the noble purity of the human 
  form, they also study xenos biology to undo its ugly 
  existence. 
  Their expertise in Medicae and resolute will makes 
  them invaluable assets for unlocking the secrets of 
  bizarre xenos biology, decoding deadly neurotoxin 
  bombs, and discovering non-lethal but excruciatingly 
  painful torture techniques. A Sister Hospitaller fulfils 
  the vital dual role of physical and spiritual healer in a 
  group. Though they usually prefer to put people back 
  together, they are also skilled at taking them apart. 
  Sisters of the Order of the Sanctified Shield 
  have zealously plunged into danger across the Gilead 
  System wherever the need for medical aid is greatest 
  to aid and embolden the Imperium’s faithful, and are 
  widely revered as a result. 
  Adepta  
  Sororitas
  SISTER HOSPITALLER
  Our medicae knowledge of these xenos bioweapons is limited; fortunately, my faith in the Emperor is not.
  —Nikola Riviyera, Sister Hospitaller
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  2
  2
  2
  2
  3
  3
  3
  SUGGESTED ATTRIBUTES
  XP Cost
  26
  Investigation 1, Medicae 3, Scholar 2, Weapon Skill 2
  SUGGESTED SKILLS
  XP Cost
  22
  By His Will (p.142), Orthopraxy (p.137),  
  Shield of Faith (p.144)
  SUGGESTED TALENTS
  TIER
  1
  SPECIES Human
  XP Cost
  24
  KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM,  
  ADEPTA SORORITAS, [ORDER]
  ATTRIBUTES: Willpower 3, Intellect 3
  SKILLS: Medicae 1, Scholar 1
  ARCHETYPE ABILITY: Loyal Compassion
  +Double Rank bonus dice whenever you make a Medicae (Int) 
  Test on a character with the IMPERIUM Keyword
  WARGEAR: Sororitas Power Armour, Chirurgeon’s Tools,  
  Chain Bayonet (wrist mounted), Laspistol, Sororitas 
  Vestments, Copy of the Rule of the Sororitas.
  SISTER HOSPITALLER
  Joseph Nirchi (Order #15621405)
  
  92
  You preach and enforce the Imperial Cult. You lead 
  the faithful to execute His will, inflaming faithful 
  hearts with your impassioned oration. 
  Paragons of faith in the Emperor, every moment of a 
  Ministorum Priests existence is devoted to bringing 
  the Imperial Cult greater glory. Many members of the 
  Ecclesiarchy believe they are the mortal manifestations 
  of the God-Emperor’s Will, brought into existence to 
  demonstrate His might, His triumphs, and the wisdom 
  of His creed.
  Those that take on the mantle of missionary travel to 
  new worlds to spread the Creed or revive the faith in 
  fallen communities. Each priest is a bellowing voice, 
  spreading the righteous word of the Emperor, rooting 
  out corruption amongst their flock and punishing it 
  with zealous prejudice. 
  Any Imperial Citizen can hear the Emperor’s call 
  and swear their life to Ecclesiarchy, being sanctified 
  and educated in the Creed. This duty is not taken 
  lightly; a Priest must follow the numberless strictures 
  of the Creed doggedly. To fail their sacred duty is a sin 
  akin to heresy. 
  When priests take to the battlefield they lead 
  the righteous charge, invigorating allies with hymns 
  and litanies of zealous hatred, armed only with small 
  arms and their faith. A priest’s respected position will 
  open doors; few pious citizens will turn away a priest, 
  as to do so is to turn away from the light of the God-
  Emperor Himself. But beneath the warp-torn shadow 
  of the Great Rift, some citizens of the Gilead System 
  see priests as charlatans. 
  Adepta  
  Ministorum
  MINISTORUM PRIEST
  Deliverance from your blasphemy is possible, brother. Take up your blade,  
  and join me in charge! Death in service is salvation!
  —Voigt Charlamagne, Ministorum Priest
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  1
  2
  2
  2
  3
  2
  3
  SUGGESTED ATTRIBUTES
  XP Cost
  26
  Awareness 2, Ballistic Skill 2, Insight 1, Intimidation 1,  
  Leadership 2, Scholar 2, Weapon Skill 2
  SUGGESTED SKILLS
  XP Cost
  32
  Flagellant, (p.134), In His Name (p.143), Repent! (p.144)
  SUGGESTED TALENTS
  TIER
  1
  SPECIES Human
  XP Cost
  12
  KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
  ATTRIBUTES: Willpower 3
  SKILLS: Scholar 1
  ARCHETYPE ABILITY: Fiery Invective
  You can preach the word of the Imperial Creed as a Free Action 
  once per combat. You and all allies with the IMPERIUM 
  Keyword heal 1d3+Rank Shock.
  WARGEAR: Chainsword, Laspistol, Rosarius, 
  Knife, Ministorum Robes, Missionary Kit.
  MINISTORUM PRIEST
  Joseph Nirchi (Order #15621405)
  
  A footsoldier in the galaxy’s greatest army. You are 
  one of billions of raw recruits trained to stand and 
  fire against the monstrous enemies of humanity. 
  Citizens plucked from planets across the Imperium’s 
  staggering expanse, each member of the Astra 
  Militarum survives brutal training to prepare for their 
  purpose; war. Armed with mass-produced weaponry 
  and flung across the galaxy on voidships, uncountable 
  waves of Imperial Guard fight back the alien and the 
  heretic as the Emperor’s hammer. 
  An average human is no match for a rampaging 
  Ork, a sly Aeldari Psyker, or a monstrous Tyranid 
  bioform. Even those well trained and armed cannot 
  hope to match the horrors they face. To stand in the 
  face of such nightmares is akin to madness. And yet 
  the Guard stand, shoulder to shoulder with brothers 
  and sisters at arms from across the Imperium. The 
  Astra Militarum proudly proclaim their strength is their 
  Emperor-inspired bravery in the face of such dangers. 
  A Guardsman’s origins are varied; their parentage is 
  irrelevant compared to their ability to stand fast and 
  fire a Lasgun. Every Imperial planet provides a tithe 
  of warriors to replace the constant casualties. To some 
  this is an honour. To others it’s a death sentence. 
  Each cope with the physical and mental scars in 
  their own way. Some embittered souls deal and await 
  death with weary nonchalance, while others develop 
  a morbid sense of humour or resort to illicit drugs to 
  keep their personal demons at bay.  
  Though the Guard’s more pious members would 
  deny it, few would think twice about taking a job that 
  freed them from their duty and the endless cycle of war 
  and death. Inquisitorial agents and other high-ranking 
  officials prize skilled veterans as bodyguards. Any 
  warm body with military training is highly valuable in 
  the Gilead System. 
  Astra  
  Militarum
  IMPERIAL GUARDSMAN
  I only regret that I have but one life to give for the Emperor.
  —Ophelia Laika, Imperial Infantry, Gilead Gravediggers
  93
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  3
  3
  3
  3
  2
  1
  2
  SUGGESTED ATTRIBUTES
  XP Cost
  48
  Athletics 2, Awareness 1, Ballistic Skill 3, Survival 1,  
  Weapon Skill 1
  SUGGESTED SKILLS
  XP Cost
  18
  Deadshot (p.131), Die Hard (p.132),  
  Gallows Humour (p.134)  
  SUGGESTED TALENTS
  TIER
  1
  SPECIES Human
  XP Cost
  6
  KEYWORDS: IMPERIUM, ASTRA MILITARUM,  
  [REGIMENT]
  SKILLS: Ballistic Skill 2
  ARCHETYPE ABILITY: Look Out, Sir!
  You have been drilled in sacrificing yourself to save your allies. 
  Once per combat, you may take a Reflexive Action to move 
  up to half your Speed to get in the way of any attack that hit 
  an ally. The attacker then rolls against your Resilience instead 
  of your ally’s, and may deal Wounds to you. Your Resilience 
  increases by +Rank for the purpose of calculating this damage.
  WARGEAR: Flak Armour, Lasgun, Knife, Munitorum issue 
  mess kit, Grooming kit, A copy of the Imperial Infantryman’s  
  Uplifting Primer, 3 ration packs
  IMPERIAL GUARDSMAN
  Joseph Nirchi (Order #15621405)
  
  Conscripted to aid an Inquisitor, you identify and 
  destroy threats to the Imperium. 
  Foot soldiers in the fight for the Emperor’s soul, each 
  Acolyte reports to a higher member of the Inquisition. 
  Some are assigned to investigate or purge cultist cells, 
  while others are allowed free reign to cleanse the 
  Imperium of the alien, the witch, and the heretic. 
  Each Acolyte has a unique combination of skills, 
  equipment, and life experiences. There’s no formalised 
  recruitment process — whenever an Inquisitor finds a 
  promising individual, or simply needs more numbers 
  to enact their grand plans, they hire an Acolyte. 
  The unbound authority of an Inquisitor allows 
  them to initiate anyone, from a pilgrim with the wit 
  to root out heresy and the resolve to stand against it 
  to a manufactorum worker with a knack for noticing 
  details that knows the area. Some are survivors of 
  encounters with the daemonic or alien, individuals 
  that show promise for dangerous work and needn’t be 
  executed to preserve the secrecy of the Inquisition’s 
  holy mission.
  Those that impress their Inquisitor — or stay 
  alive long enough — receive martial, academic, or 
  psychological education. They learn to fortify the mind 
  against temptation, understand their enemies, and 
  how to torture or manipulate to extract confessions 
  and valuable information. 
  The 
  revelation 
  of 
  the 
  Great 
  Rift 
  has 
  increased Acolyte recruitment. The need for troops 
  in the Inquisition’s sacred crusade is urgent. Some 
  opportunists have taken advantage of these dire times, 
  using the Inquisition’s shadowy nature to masquerade 
  as Acolytes to purloin wealth and status. This has 
  doubled common civilians’ suspicion and fear when 
  facing an Inquisitorial Acolyte. 
  Inquisition
  INQUISITORIAL ACOLYTE
  The Emperor bestowed authority to my master; she bequeathed knowledge to me.  
  My gift to you is freedom from the crime of your existence.
  —Persephone Fredrika, Inquisitorial Acolyte
  94
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  2
  3
  2
  2
  3
  3
  1
  SUGGESTED ATTRIBUTES
  XP Cost
  42
  Athletics 1, Ballistic Skill 2, Insight 3*, Intimidation 1,  
  Investigation 3, Scholar 1
  SUGGESTED SKILLS
  XP Cost
  30
  Ever Vigilant (p.133), Lip Reader (p.135),  
  Secret Identity (p.139)
  SUGGESTED TALENTS
  TIER
  1
  SPECIES Human
  XP Cost
  6
  KEYWORDS: IMPERIUM, INQUISITION, [ANY],  
  [ORDO]
  SKILLS: Increase a Skill of your choice to 2
  ARCHETYPE ABILITY: Inquisitorial Decree
  You can invoke the name of your Inquisitor to gain +Rank 
  bonus dice to any social Skill test when interacting with an 
  individual with the IMPERIUM Keyword. You can only use this 
  ability once per scene.
  WARGEAR: Flak Armour, Any two IMPERIUM weapons 
  with a Value of 5 or less and a Rarity of Uncommon or lower, 
  Symbol of Authority
  INQUISITORIAL ACOLYTE
  Joseph Nirchi (Order #15621405)
  
  You are a bureaucratic savant, an expert at 
  sourcing and judiciously applying knowledge to 
  serve the Imperium and your own ends. 
  Inquisitors and Acolytes may be expert investigators, 
  hunting down cultists and nefarious aliens, but their 
  training will never make it possible for them to recall 
  the vast information that makes up the Adeptus Terra’s 
  immense bureaucracy. 
  The Adeptus Administratum is tasked with 
  collating reports from every corner of the galaxy. Its 
  ranks consist of innumerable scribes and clerks who 
  transcribe, archive, and retrieve vast amounts of data. 
  This includes trillions of scrolls, data slates, and info 
  vaults, records of troop placements, the volume of 
  arms in caches, and the tithes of a million worlds. 
  Inquisitorial Sages are applied to this impossibly huge 
  librarium, looking for the grain of truth with which 
  an Inquisitor may hound their prey. Some uncover 
  heretical truths before recruitment, drawing the 
  Inquisition’s attention who seek to prevent a revelation 
  to the wider Imperium. 
  When applied to an Inquisitorial mission, 
  these scholarly individuals discover details that can 
  give insight into heretical plans or aliens who have 
  influenced a sector for centuries. Adepts are the silent 
  death, allowing an Inquisitor to work within the very 
  mechanism of governance. 
  Inquisition
  INQUISITORIAL SAGE
  The planet is not ‘lost’, my liege. It is exactly where it was, as far as we know. The files have 
  just been misplaced, and the Prefectus in charge of them passed away… about a century ago.
  —Veltus Wjochek, Inquisitorial Adept
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  1
  1
  2
  2
  3
  4
  2
  SUGGESTED ATTRIBUTES
  XP Cost
  32
  Awareness 2, Ballistic Skill 1, Deception 1, Investigation 2,  
  Scholar 3, Tech 1
  SUGGESTED SKILLS
  XP Cost
  24
  Augmetic (p.129), Deductive (p.132), Supplicant (p.140)
  SUGGESTED TALENTS
  TIER
  1
  SPECIES Human
  XP Cost
  16
  KEYWORDS: ADEPTUS ADMINISTRATUM, 
  IMPERIUM, INQUISITION, [ORDO]
  ATTRIBUTES: Intellect 3
  SKILLS: Scholar 2
  ARCHETYPE ABILITY: Administratum Records
  You are particularly adept at navigating the Imperium’s colossal 
  bureaucracy. You gain +Rank bonus dice whenever you make a 
  Test to gather information from Imperial sources, typically on 
  Influence or Investigation (Int) tests.
  WARGEAR: Administratum Robes, Laspistol, Knife, 
  Auto Quill, Data-Slate, 3 Scrolls of Ancient Records.
  INFLUENCE: +1
  INQUISITORIAL SAGE
  95
  Joseph Nirchi (Order #15621405)
  
  96
  A member of the Imperial underclass, your life 
  is rife with violence and hardship. Your identity 
  is tied to a territorial gang, a brutal reflection of 
  lower hive life. 
  Life in the Imperium is a fight for survival, but there 
  is strength in numbers. Overworked citizens band 
  together, rising from the slums and sewage to take 
  what they can with threats and violence.
  A Ganger fights for their found family. Though 
  some break the Pax Imperialis for profit, many are 
  normal citizens taking up arms to find justice. The 
  Rust Hounds battle over the operation of a Promethium 
  refinery on Avachrus, while the Pious Fangs of Enoch 
  run protection rackets and drug rings to fund their 
  witch hunts. 
  Anything can unite a gang; religious fervour, social 
  injustice, a passion for technology. Those that survive 
  develop traditions, initiation rituals, and identifying 
  markers. The lower classes are used to scrounging for 
  survival. Many steal their gear or re-create items from 
  scrap parts to deadly effect. Some gangs are so small 
  they could all be slain in a single downtown firefight. 
  Others are large and influential enough to puppet the 
  politics of a planet. 
  Gangers leap at any chance to improve 
  their position by abandoning their former ‘family’. 
  Smugglers, assassins, and bounty hunters are often 
  former Gangers, hired whenever nobility, Inquisitors, or 
  Rogue Traders need access to the criminal underworld. 
  If their low cunning, high wit, and thirst for violence 
  impresses their new employer they might even get a 
  new, more permanent job.
  Scum
  GANGER
  This hive is rife with villainous Scum, fighting with mutants, racing promethium-fuelled death traps,  
  exploring the dangers of the sump. All they have is each other. Far better to be up here with me  
  and stand in the Emperor’s light, eh son?
  —Jaquill Blanqart, Manufactorum Baroness
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  2
  3
  2
  3
  2
  1
  3
  SUGGESTED ATTRIBUTES
  XP Cost
  42
  Awareness 1, Ballistic Skill 2, Cunning 3, Deception 1, 
  Investigation 1, Stealth 1, Survival 1, Weapon Skill 2
  SUGGESTED SKILLS
  XP Cost
  32
  Dirty Fighter (p.132), Hive Explorer (p.135),  
  Unremarkable (p.141)
  SUGGESTED TALENTS
  TIER
  1
  SPECIES Human
  XP Cost
  2
  KEYWORDS: SCUM, [ANY]
  SKILLS: Cunning 1
  ARCHETYPE ABILITY: Scrounger
  Your life with less has made you adept at finding spares and 
  supplies in the most unlikely of places. You gain +Rank bonus 
  dice to Cunning (Fel) Tests. Once per session you may make 
  an Influence or Cunning Test to acquire an item, representing 
  something you have prepared in advance.
  WARGEAR: A Knife or a Sword, Bedroll, Canteen, Gang 
  colours, any one of the following: a Laspistol or an Autopistol 
  or a Hand Cannon or a Stubber
  INFLUENCE: +1
  GANGER
  Joseph Nirchi (Order #15621405)
  
  97
  A space pirate, a self-imposed exile of your Species, 
  you raid and fight for coin, and to experience the 
  full spectrum of sensation and emotion. 
  Travelling the stars in small, swift vessels, Corsairs 
  strike aggressively and opportunistically. Operating in 
  tight bands rich with camaraderie, they pirate any prey 
  to satiate their desire for lives filled with passion. 
  Unbound by the strictures of their Craftworld 
  kin, the swaggering Corsair embraces the vast depth 
  of their emotion. They risk death and consumption by 
  She Who Thirsts to fill their wanderlust, travelling the 
  galaxy at their whim in a quest for new experiences. 
  Their actions and motivations are undeniably inhuman, 
  but at least comprehensible compared to the depravity 
  of the Drukhari they are often mistaken for. 
  Corsair bands vary dramatically in appearance, 
  tactics, and motivation. Some strike for the thrill of 
  the fight, revelling in combat with advanced Aeldari 
  technology and rare, stolen wargear. Others are purely 
  materialistic, even becoming mercenaries. 
  Though usually nomadic, Corsair bands do have bases 
  of operations — the Emerald Princess’s lair  has eluded 
  the Ordo Xenos for decades. Indeed, they expected the 
  Corsair band to move to greener pastures, until they 
  too were trapped in the Gilead System by the Great Rift. 
  The 
  Great 
  Rift 
  has 
  afforded 
  numerous 
  opportunities for Corsair raids on the crippled 
  Imperial infrastructure; ships travelling between the 
  Heartworlds often employ Kill-Teams to repel Corsairs. 
  Some Corsairs have instead turned to battle the 
  encroaching Chaos hordes entering their territory. 
  Rumours abound of the Varonius Dynasty 
  consorting with Corsair Queen Ferianwyr, and of 
  individual Corsairs assisting the Rogue Trader’s 
  human agents. Though the Ordo Xenos condemn the 
  very idea as heresy, some radicals believe that in these 
  dark times any ally can benefit Humanity. 
  CORSAIR
  Aeldari
  Why, Mon-Keigh? In your base tongue, because it was… exciting.
  —Anthrillien, Aeldari Corsair
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  2
  2
  4
  4
  1
  2
  2
  SUGGESTED ATTRIBUTES
  XP Cost
  46
  Athletics 3, Awareness 1, Ballistic Skill 2, Pilot 1,  
  Weapon Skill 1
  SUGGESTED SKILLS
  XP Cost
  18
  Augmetic (p.129), Legacy of Sorrow (p.135),  
  Touched by Fate (p.140)
  SUGGESTED TALENTS
  TIER
  1
  SPECIES Aeldari
  XP Cost
  16
  KEYWORDS: AELDARI, ANHRATHE, [COTERIE]
  ATTRIBUTES: Agility 3
  SKILLS: Athletics 2
  ARCHETYPE ABILITY: Dancing on the Blade’s Edge
  You throw yourself into danger with reckless abandon to hide 
  your ancestral fears. You gain +Rank bonus dice whenever you 
  make or resist an Athletics (S) or Persuasion (Fel) Interaction 
  Attack. You suffer a +1 DN penalty to Fear Tests.
  WARGEAR: Corsair Armour, Shuriken Pistol, Lasblaster,  
  Spirit Stone, 3 Plasma Grenades, Void Suit
  CORSAIR
  Joseph Nirchi (Order #15621405)
  
  98
  A hulking, brutish creature who lives only to fight. 
  You are a loutish, anarchic bruiser born for battle. 
  The terrifying tide of charging green beasts known as 
  a WAAAGH! is made up of Boyz, the most common 
  of the Orks. Few know of anything besides war, and 
  the Boyz like it that way. Bigger and stronger than a 
  Human in every way, with a mind bent only toward 
  fighting and killing, a single Ork can rip through a 
  crowd without exertion. They constantly seek out 
  violence, fighting amongst themselves if no better foe 
  presents itself.
  Though part of a clan, each Boy has their own look 
  cobbled together from gubbinz and bitz. Their 
  ramshackle weapons are built from scrap, but Orks 
  love their absurd amalgamations — provided they 
  prove as deadly as possible. Guns are prized for 
  volume and dakka (or rate of fire) over accuracy. The 
  biggest, heaviest, crudest axes and clubs are the best.  
  Orks are more than content to wage war against 
  the daemonic hordes pouring through the Great Rift, 
  though should that battle end they will surely turn on 
  the Heartworlds. A small mob of Blood Axes run amok, 
  destroying many Imperial outposts on the fringes of 
  the Gilead System. Some opportunists have attempted 
  to hire them as mercenaries, and whilst there have 
  been successful missions, no employers have survived. 
  Legend has it a trove of Teef and Orky artefacts are 
  buried somewhere in the system, supposedly protected 
  by the spirit of Saint Julyana Gilead — many intend to 
  claim this prize.
  Ork
  ORK BOY
  Do not fear their great numbers! Only cowards need overwhelm their foes! Do not be 
  intimidated by their size! These brutes cannot stand against the strength of our faith!
  —Final Words of Commissar Xavier Krund
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  4
  4
  2
  3
  1
  1
  1
  SUGGESTED ATTRIBUTES
  XP Cost
  34
  Athletics 1, Ballistic Skill 1, Intimidation 2, Weapon Skill 3
  SUGGESTED SKILLS
  XP Cost
  16
  Berzerker (p.130), Brutalist (p.130), Frenzy (p.134)
  SUGGESTED TALENTS
  TIER
  1
  SPECIES Ork
  XP Cost
  26
  KEYWORDS: ORK, [CLAN]
  ATTRIBUTES: Strength 3, Toughness 3
  SKILLS: Weapon Skill 2
  ARCHETYPE ABILITY: Get Stuck In
  You gain +Rank bonus dice to melee attacks for every ally 
  engaged with the same target as you.
  WARGEAR: Shoota, Slugga, Choppa, Ripped clothes
  ORK BOY
  Joseph Nirchi (Order #15621405)
  
  An unwavering warrior of righteous determination, 
  you are a warrior monk, raising battle hymns as 
  you zealously destroy the Emperor’s foes. 
  When heretics muster and corruption runs rife, the 
  Sisters of Battle take up their holy arms. The ever-
  faithful militant arm of the Adeptus Ministorum, 
  they are the Imperium’s blazing sword, the Imperial 
  Creed’s righteous shield. They stride the battlefield in 
  ornate powered armour, wielding bolt and flame with 
  precision and prejudice to fulfil their sacred duty: purge 
  the galaxy of heresy and corruption, and immolate any 
  who would stand against the Imperial Creed. These are 
  the Sisters of Battle. Repent, or perish!
  The Schola Progenium take in the orphans 
  of the Imperium’s endless wars and educates them 
  in the Imperial Creed. When the time is right, the 
  most devout undergo intense military training and 
  further indoctrination as they are molded into Sisters 
  of Battle. By adulthood, they are forged into fierce 
  warriors, whose  faith in their Sisters and the Creed is 
  unflinching in the face of annihilation. 
  Due to this purity of mind and their shared 
  goals, the Adepta Sororitas often work in conjunction 
  with the Inquisition. Individual Sisters can often be 
  found acting as powerful and reliable warriors in 
  the face of corruption most foul. Sisters are frontline 
  fighters; when not purging the impure, they are on 
  the lookout for heresy wherever it lies. Their strength 
  comes not from genetic enhancement, but a purity of 
  faith and unshakable belief in the Emperor. 
  SISTER OF BATTLE
  By blood and fire we will defend His dominion! Take up your blades, Sisters; make His will manifest!
  —Canoness Jeanne Grace D’Emysa
  Adepta  
  Sororitas
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  3
  4
  4
  4
  4
  2
  2
  SUGGESTED ATTRIBUTES
  XP Cost
  58
  Athletics 2, Awareness 1, Ballistic Skill 3, 
  Intimidation 1, Leadership 1, Scholar 2, Weapon Skill 3
  SUGGESTED SKILLS
  XP Cost
  28
  Die Hard (p.132), Orthopraxy (p.137),  
  Shield of Faith (p.144), Repent! (p.144)
  SUGGESTED TALENTS
  TIER
  2
  SPECIES Human
  XP Cost
  64
  KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM,  
  ADEPTA SORORITAS, [ORDER]
  ATTRIBUTES: Strength 3, Toughness 3, Agility 3,  
  Willpower 3
  SKILLS: Ballistic Skill 2, Scholar 1, Weapon Skill 2
  ARCHETYPE ABILITY: Purity of Faith
  You and any allies within 15 metres gain + Double Rank bonus 
  dice to Corruption Tests. You gain +Double Rank bonus dice to 
  any Test to resist the effects of a Psychic Power.
  WARGEAR: Sororitas Power Armour, Chaplet Ecclesiasticus, 
  Sororitas Vestments, Writing Kit, a copy of the Rule of the 
  Sororitas. Choose from either of the following options; a 
  Boltgun or a Bolt Pistol and a Chainsword.
  INFLUENCE: +1
  SISTER OF BATTLE
  99
  Joseph Nirchi (Order #15621405)
  
  100
  A mutant capable of channelling the Warp to 
  manipulate reality. 
  Feared throughout the Imperium, a Psyker rends 
  realspace and bends it to their will. They summon fire, 
  read thoughts, and mould living flesh to their desire. 
  The unholy power they channel is a cursed blessing; 
  Psykers are beacons in the dark to daemons, and 
  each time they channel the Warp they risk becoming a 
  physical gateway for Chaos to enter realspace. 
  Any human can develop psychic powers, and 
  more are cursed with the Warp-touch every year. A 
  Sanctioned Psyker has survived the harrowing journey 
  in a sinister Black Ship to Holy Terra. Surviving through 
  Scholastia Psykana training and indoctrination, they 
  develop unparalleled discipline. Proven worthy to 
  serve the Emperor, they are connected to His holy 
  grace so that they might better resist the call of Chaos. 
  Strong of mind and pure of will, the Psyker is 
  ordained an asset to humanity. A small fraction of all 
  Psykers have the willpower to safely be of use. Some 
  are sent to the battlefields to wreak otherworldly 
  havoc, while others touch the timeless veil to predict 
  the future. 
  In the darker past Psykers were considered 
  unnatural, but their evident value outweighs the 
  fearful stories of old propaganda. Still, the Warp scars 
  every Psyker. Most bear broken bodies and tortured — 
  though resilient — minds. 
  Ever present in a Psyker’s mind is the 
  knowledge that a single mistake could open the gates 
  to the Immaterium. In such a case, the best one can 
  hope for is a swift death. Even those that suppress the 
  fear know they will always be outsiders, suffering the 
  indoctrinated suspicions of others and their own all-
  too-real nightmares.
  Adeptus 
  Astra  
  Telepathica
  SANCTIONED PSYKER
  I’m Sanctioned, you imbecile. Try and shoot me; you might manage to raise the gun before your brain  
  runs out of your ears.
  —Yvette Wachlitz, Sanctioned Psyker of the 349th Gilead Gravediggers
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  1
  3
  2
  3
  6
  3
  2
  SUGGESTED ATTRIBUTES
  XP Cost
  73
  Deception 2, Psychic Mastery 4, Scholar 1
  SUGGESTED SKILLS
  XP Cost
  26
  Compel (p.268), Hover (p.270), Phantom Grip (p.270),  
  Mental Force (p.270)
  SUGGESTED PSYCHIC POWERS
  TIER
  2
  SPECIES Human
  XP Cost
  32
  KEYWORDS: IMPERIUM, ADEPTUS ASTRA 
  TELEPATHICA, PSYKER, SCHOLASTIA PSYKANA
  ATTRIBUTES: Willpower 4
  SKILLS: Psychic Mastery 1
  ARCHETYPE ABILITY: Psyker
  You have the PSYKER Keyword, and are a Psyker. You know 
  the Universal Psyker Abilities (p.267), 1 Minor Psychic Power 
  and the Smite psychic power. You may purchase additional 
  psychic powers, following the rules in Chapter 11.
  WARGEAR: Laspistol, Force Stave, Psykana Mercy Blade,  
  Munitorum 
  Issue 
  Mess 
  Kit, 
  Blanket, 
  Grooming 
  kit,  
  2 Ration packs
  SANCTIONED PSYKER
  Joseph Nirchi (Order #15621405)
  
  101
  A soldier more of steel than sinew, you are a member 
  of the standing army of the Adeptus Mechanicus. 
  With the sacred instruments of the Machine God, 
  the Skitarius is rebuilt and forged for war. Devout 
  worshippers of the Cult of the Machine, their new 
  mechanical bodies are a work of divine art dedicated to 
  the Omnissiah. Their duties are to guard and venerate 
  the holy devices of the Adeptus Mechanicus, to follow 
  orders, and to wage righteous war. 
  Skitarius 
  are 
  survivors 
  of 
  a 
  gruelling 
  transformation: flesh is stripped and replaced with 
  synthetic fibre and adamantium. Limbs are replaced 
  for untiring augmetics, armour plating bolted to bone. 
  Cogitators are implanted into their brains to maintain 
  tireless focus. Every objective is dynamically analysed, 
  no mission can be forgotten. A Skitarius will doggedly 
  pursue their goal for centuries unless ordered to stop. 
  Skitarii might be fallen warriors with no other option 
  or convicts experiencing divine revelation. Skitarii 
  rarely remember their past, as their minds are wiped 
  of memories that could interfere with their purpose. 
  Their worth is proven as tireless guards, tactical 
  warriors, and calculating tech advisors. Some are sent 
  to accomplish tasks the flesh cannot; spacewalking to 
  repair void ships, or working in deadly manufactorum 
  fumes. The Administratum is rumoured to have 
  employed their unfeeling logic to efficiently ration 
  diminishing food supplies in the Gilead System.
  The forges of Avachrus work tirelessly to 
  augment more warriors; to fight back the terrors of 
  the Great Rift, the weaknesses of the flesh must be 
  overcome. Though many are devout or desperate 
  enough to submit to the procedure, supplies dwindle, 
  and the forges turn away all but the most pious. 
  Viewed with jealousy, more than once has a Skitarius 
  been forced to slay a Ganger attempting to steal their 
  blessed augmetics.
  Adeptus  
  Mechanicus
  SKITARIUS
  The odds of success are approximately 3752 to 1. As the Omnissiah wills, I shall find a way.
  —Zelith-Delta-27, before her heroic defence of the Anval chem-plant
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  3
  4
  4
  3
  2
  2
  1
  SUGGESTED ATTRIBUTES
  XP Cost
  58
  Athletics 1, Awareness 1, Ballistic Skill 4, 
  Investigation 2, Medicae 2, Tech 4, Weapon Skill 1
  SUGGESTED SKILLS
  XP Cost
  54
  Augmetic (p.129), Binary Chatter (p.130), Conversational 
  Cogitator (p.131), Rite of Magnometrics (p.138)
  SUGGESTED TALENTS
  TIER
  2
  SPECIES Human
  XP Cost
  28
  KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS,  
  SKITARII, [FORGE WORLD]
  ATTRIBUTES: Toughness 3
  SKILLS: Ballistic Skill 2, Tech 1
  ARCHETYPE ABILITY: Heavily Augmented
  Your body has been redesigned to withstand the rigours of 
  war. You do not bleed (making you immune to the Bleeding 
  Condition) and gain +Rank bonus dice to Determination rolls.
  WARGEAR: Combi-Tool, Galvanic Rifle, Skitarii Auto-Cuirass
  SKITARIUS
  Joseph Nirchi (Order #15621405)
  
  102
  A zealot of an extremist sect, you honour the 
  Emperor’s sacrifice for humanity through the ritual 
  slaughter of His enemies. 
  Stalking from the shadows and striking like lightning, 
  every assassination committed by a Death Cultist is 
  a gory, reverent affair. Bloodshed and death are the 
  hymns and prayers to a Death Cultist, every life ended 
  a pious reflection of the Emperor’s own sacrifice. Death 
  Cult Assassins track their prey stealthily, all the better 
  to experience the ritual exsanguination of their foes 
  first-hand.
  Diverse Death Cults thrive across the Imperium; 
  uneducated citizens gather to perform brutal, primitive 
  rituals, whilst the elite run baroque bloodletting 
  ceremonies that last days. All believe that the violence 
  they orchestrate serves the Imperium; acts of worship 
  akin to the God-Emperor’s own sacrifice. Flesh is cut 
  and consumed, the reverent bathe in sanctified blood. 
  The Ecclesiarchy and the Inquisition often turn a blind 
  eye to these near-heretical practices. 
  As utterly determined stalkers and killers, 
  they serve the Imperium in a mutually beneficial 
  arrangement. An Assassin removes a problematic 
  individual, ending their malign influence, and in 
  recompense the Death Cults have a body for their 
  ritual sacrifice. A fitting reward for their fanatic — if 
  sometimes twisted — loyalty to the Creed. 
  In the confusion following the emergence of the 
  Great Rift, opportunistic nobles and officers employed 
  Death Cult Assassins to further their own agendas. As 
  daemons walk into realspace, desperation has forced 
  many citizens into the arms of the Death Cults. 
  Adepta  
  Ministorum
  DEATH CULT ASSASSIN
  Blood for His blood; death for His glory.
  —Death Cult Assassin Quitus Xen on the assassination of Erasamus Blanqart
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  3
  3
  4
  4
  3
  2
  1
  SUGGESTED ATTRIBUTES
  XP Cost
  54
  Athletics 3, Awareness 1, Ballistic Skill 1, Intimidation 1,  
  Investigation 1, Scholar 1, Medicae Stealth 3,  
  Weapon Skill 4
  SUGGESTED SKILLS
  XP Cost
  50
  Blood Must Flow! (p.130), Eliminator (p.133), 
  Flagellant(p.134), Silent (p.139)
  SUGGESTED TALENTS
  TIER
  2
  SPECIES Human
  XP Cost
  36
  KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
  ATTRIBUTES: Agility 4
  SKILLS: Weapon Skill 2
  ARCHETYPE ABILITY: Glancing Blow
  You depend upon your swift movement and honed reflexes 
  to avoid harm. You may use your Agility instead of your 
  Toughness when you roll Determination against Damage from 
  attacks, and may roll Determination against Mortal Wounds. 
  You cannot use this ability if you are immobilised in some way, 
  such as through the Restrained Condition.
  WARGEAR: Two Death Cult Power Blades, Bodyglove, Knife, 
  Laspistol, 3 doses of Stimm
  INFLUENCE: +1
  DEATH CULT ASSASSIN
  Joseph Nirchi (Order #15621405)
  
  You are a highly trained elite shock trooper of the 
  Astra Militarum. 
  Deployed to impenetrable enemy lines or to strike at 
  key objectives, the Imperial Guard’s officers depend 
  on the Tempestus Scion to do what scores of troopers 
  can’t. Carrying complex equipment and employing 
  advanced tactics, they operate without support, strike 
  without warning, and execute their orders without 
  fault. For the Tempestus Scion, failure is not an option. 
  The Gilead System needs elites like the Scions 
  more than ever before. Their training is bolstered by 
  a necessarily fastidious attitude towards ammunition; 
  breeding crack shots who never waste a bullet and 
  cautious close-combat operatives.
  Selected for their grim purpose as children, 
  a Scion’s education in the art of war begins years 
  before other soldiers would be inducted into the Astra 
  Militarum’s swollen ranks. Indoctrinated physically, 
  mentally, and spiritually from infancy, their existence 
  revolves around battlefield excellence. They are 
  instilled with absolute faith in the Emperor and His war 
  machine. Any doubt is expunged, as are personality 
  defects or unnecessary memories. The minds that 
  survive this process become a blank slate, primed 
  to undergo relentless training in martial arts, tactics, 
  stamina conditioning, and marksmanship.
  Those suitable for selection are few and far 
  between, and as such Scions are primed to work in 
  small teams executing strikes behind enemy lines, 
  used to adapting and improvising in intense situations 
  without a command structure. Taught to bond to their 
  squadmates, Scions forge connections quickly to 
  ensure maximum efficiency. However, some find their 
  limitless pragmatism and the unquestioning brutality 
  with which they follow orders disturbing.
  TEMPESTUS SCION
  I’ve never fought a fair fight. The Emperor is on our side.
  —Lelith Kern, Tempestus Scion
  Astra  
  Militarum 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  4
  3
  4
  3
  2
  2
  2
  SUGGESTED ATTRIBUTES
  XP Cost
  42
  Athletics 2, Awareness 2, Ballistic Skill 4, Leadership 1,  
  Pilot 2, Stealth 2, Survival 2, Weapon Skill 2
  SUGGESTED SKILLS
  XP Cost
  46
  Deadshot (p.131), Die Hard (p.132), Jargon (p.135),  
  Special Weapons Trooper (p.140)
  SUGGESTED TALENTS
  TIER
  2
  SPECIES Human
  XP Cost
  52
  KEYWORDS: IMPERIUM, ASTRA MILITARUM,  
  MILITARUM TEMPESTUS
  ATTRIBUTES: Strength 3, Toughness 3, Agility 3
  SKILLS: Ballistic Skill 2, Stealth 2
  ARCHETYPE ABILITY: Elite Soldier
  You’re an expert in inflicting pain through the weapons of 
  the Imperium. Whenever you spend Glory to increase damage 
  when using a weapon with the ASTRA MILITARUM Keyword 
  you can add +Rank to the final damage value.
  WARGEAR: 
  Tempestus 
  Carapace, 
  Hot-Shot 
  Lasgun,  
  Grav-Chute, Knife, Munitorum Issue Mess Kit, a copy of the 
  Imperial Infantryman’s Uplifting Primer, Slate Monitron, 
  Monoscope, 3 ration packs.
  INFLUENCE: +1
  TEMPESTUS SCION
  103
  Joseph Nirchi (Order #15621405)
  
  104
  Gifted the rare freedom to explore the stars, you 
  explore, trade, pillage, and conquer to expand the 
  Imperium. 
  Humanity’s destiny is to rule the galaxy — this is the 
  Emperor’s will. To expand His realm, the Imperium 
  bestows voidships and rights of free passage and trade 
  to daring individuals who voyage beyond the frontiers 
  of known space in search of fortune and glory.
  A Rogue Trader is defined by their Warrant of 
  Trade. These decrees enable the holder to travel beyond 
  the limits of the Imperium and act autonomously. 
  They may have carte blanche to consort with aliens, 
  especially if lore and technology can be acquired that 
  would benefit the Imperium. Their calling gives them 
  leave to trade anything from foodstuffs to minerals, 
  sometimes controlling entire trade routes to finance 
  adventures further afield. 
  Those of high cunning, practised diplomacy, good 
  humour, and twitchy trigger finger find their ships 
  crewed by all manner of mercenaries (and rarely, well-
  paid xenos), and their stores brimming with valuable 
  artefacts. 
  Opportunists and masters of manipulation, 
  Rogue Traders are treated with a mix of jealousy and 
  awe by the common Imperial citizen. They are figures 
  of wealth and adventure, frontier warriors that spread 
  the Emperor’s glory, but are known to consort with 
  the vile xenos Imperial society has been conditioned 
  to hate. 
  ROGUE TRADER
  Rogue  
  Trader 
  Dynasties
  Wonderful piece, isn’t it? That dashing trader Dyre Krejcik sold it to me. Yes, she was the one responsible 
  for that tainted shipment of Amasec, but the artefacts she liberates are all perfectly exquisite.
  —Ostian Noble Uzzial Faarquaid, shortly before a well-documented descent into heresy and madness
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  2
  2
  2
  3
  3
  3
  5
  SUGGESTED ATTRIBUTES
  XP Cost
  67
  Awareness 1, Ballistic Skill 1, Cunning 3, Deception 3,  
  Insight 2, Leadership 2, Persuasion 3, Pilot 2,  
  Weapon Skill 1
  SUGGESTED SKILLS
  XP Cost
  44
  Augmetic (p.129), Gallows Humour (p.134), 
  Scum Savvy (p.139),Touched by Fate (p.140)
  SUGGESTED TALENTS
  TIER
  2
  SPECIES Human
  XP Cost
  36
  KEYWORDS: IMPERIUM, ROGUE TRADER,  
  [DYNASTY]
  ATTRIBUTES: Fellowship 3
  SKILLS: Awareness 1, Cunning 1, Insight 2,  
  Persuasion 2
  ARCHETYPE ABILITY: Warrant of Trade
  You are a master of manipulating a situation to your advantage. 
  You gain +Rank bonus dice to all Persuasion (Fel) Tests and 
  Influence tests to acquire goods and services.
  WARGEAR: Imperial Frigate. Choose any two pieces of 
  Wargear with a Value of your Tier +4 or less, and a Rarity of 
  Rare or lower. Choose from any of the following options; Flak 
  Coat or Carapace Armour or Light Power Armour.
  INFLUENCE: +2
  ROGUE TRADER
  Joseph Nirchi (Order #15621405)
  
  105
  SCAVVY
  You are a survivor of the worst conditions of Imperial 
  society, moulded by horrendous environments into 
  a purposeful, determined mutant. 
  ‘Scavvy’ is a slang term for a mutant that has somehow 
  thrived despite their afflictions. The Lex Imperialis 
  judges all mutants illegal, but millions survive, 
  contributing to the Imperium from the shadows. 
  Across the Imperium communities are forced 
  to work and live in harmful conditions. Those born 
  in Avachrus’ scrap heaps or the toxic run-off pits 
  on Gilead Primus know no other life. These outcasts 
  toil in obscurity; often simply forgotten, left to 
  die, lest their mutated forms contaminate the pure. 
  However, the same limitless tenacity of Humanity that 
  forged the Imperium also breeds survivors in these 
  horrific conditions.
  Genetic disease, malnutrition, exposure to 
  radiation and toxins — Scavvy populations can’t 
  escape disease, with mutated tribes relying on each 
  other to survive. Most have only cosmetic deformities; 
  leather teeth or backwards-facing fingers. However, 
  some become over-muscled rogues with night vision 
  and extra appendages. Though most live on the edges 
  of society, they know that most Humans will shun 
  them, if they don’t kill them on sight. 
  Some seek solace in worship of the Emperor, 
  believing the warped changes to their flesh are 
  blessings, setting forth to destroy His enemies. Others 
  know any life would be better than theirs and gladly 
  throw themselves into dangerous liaisons for a chance 
  at normality. 
  In the wake of Cicatrix Maledictum, mutation 
  rates have soared. Some report acts as simple as 
  staring at the Warp-torn sky have irrevocably changed 
  physiology. 
  Amongst the Imperium society’s lower classes, 
  Scavvies are barely tolerated. With anything from red 
  eyes to bestial hides, those that venture any higher 
  disguise themselves well to avoid execution. 
  Scum
  Unclean, impure, abhorred, reviled; these are the marks of the Mutant.  
  The Emperor demands they be hunted, cleansed and purged..
  —Lieselotte Von Dretch, Ministorum Priest
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  3
  4
  3
  3
  2
  1
  3
  SUGGESTED ATTRIBUTES
  XP Cost
  60
  Athletics 2, Awareness 2, Ballistic Skill 1, Cunning 3, 
  Deception 2, Intimidation 1, Investigation 2, Persuasion 1,  
  Stealth 2, Survival 4, Tech 1, Weapons Skill 2
  SUGGESTED SKILLS
  XP Cost
  74
  Dirty Fighter (p.132), Hive Explorer (p.135), Silent (p.139),  
  Unremarkable (p.141)
  SUGGESTED TALENTS
  TIER
  2
  SPECIES Human
  XP Cost
  16
  KEYWORDS: SCUM, [ANY]
  ATTRIBUTES: Toughness 2
  SKILLS: Survival 1
  ARCHETYPE ABILITY: Mutant
  Your life in the unsanitary underbelly of the Imperium has 
  mutated you. Select two Mutations from the list of Scavvy 
  Mutations on p.287. Whenever your Rank increases, you may 
  select another Mutation from the list. 
  WARGEAR: A Laspistol or an Autopistol, Knife, Bedroll,  
  Canteen, Tattered Clothes
  INFLUENCE: -1
  SCAVVY
  Joseph Nirchi (Order #15621405)
  
  106
  Genetically enhanced beyond Human limits, you 
  are an initiate warrior of the Adeptus Astartes 
  deployed to make swift, stealthy strikes. 
  Despite standing head and shoulders above any other 
  Human, Space Marine Scouts move silently, ranging 
  ahead of their Astartes brethren. Though strong and 
  swift as any trans-human, they do not yet have the 
  Black Carapace — nor the experience — of a fully 
  fledged Space Marine. 
  Scouts operate on foot, relying on covertness 
  and cunning to stay alive. Any attack they make must 
  be decisive to prevent the enemy from striking back. 
  Some use sniper rifles to deal death from afar, then 
  observe the heroics of their frontline brethren.
  An Angel of Death is not forged in a 
  day; each begins as a mortal man. Scouts 
  still remember their lives as normal 
  humans. Through suffering their 
  flesh is rid of impurity. Their will is tempered through 
  trial and torment. Their minds are honed through 
  prayer and learning.
  Pious, 
  focused, 
  and 
  halfway 
  to 
  trans-
  humanism, Scouts are in a unique position. They can 
  still sympathise with mortals but know that they will 
  never be truly Human again; a Scout either dies or 
  becomes an Angel of Death. Their conditioning makes 
  them strict adherents to the Codex Astartes, but their 
  lack of experience and memories means they are more 
  capable of empathising with Imperial citizens. 
  Space Marine Scouts are viewed as demi-gods; 
  though the Absolvers Chapter have a reputation for 
  being as fearsome as they are fearless, most citizens 
  still put their faith in the Emperor’s greatest warriors. 
  The lack of resources and dwindling gene-seed reserves 
  mean there are many Scouts operating as part of the 
  Absolvers. Leading a small cadre of mortal warriors on 
  focused missions is considered a rite of passage; one 
  that some Scouts have been committed to complete for 
  decades whilst they await the Black Carapace. 
  Adeptus 
  Astartes
  SPACE MARINE SCOUT
  Eighteen times I have lain on cold metal, my eyes open, my body torn asunder and remade strong by the 
  strictures of the Codex. Once more and I will be an Angel of Death. These scars are steps to my ascension.
  —Gezrael, Space Marine Scout of the Absolvers Chapter
  TIER
  2
  SPECIES Adeptus Astartes
  XP Cost 170
  KEYWORDS: IMPERIUM, ADEPTUS ASTARTES,  
  [CHAPTER]
  ATTRIBUTES: Strength 4, Toughness 4, Agility 4,  
  Initiative 4, Willpower 3, Intellect 3
  SKILLS: Athletics 3, Awareness 3, Ballistic Skill 3,  
  Stealth 3, Weapon Skill 3
  ARCHETYPE ABILITY: Use the Terrain
  You gain +Rank to any Stealth (A) Test when there is some 
  form of terrain to hide behind.
  WARGEAR: Scout Armour, Astartes Combat Knife,
  3 Frag Grenades. Vox Bead. Choose any one of the following 
  options; A Boltgun or A Bolt pistol and a Chainsword or 
  An Astartes Shotgun or An Astartes Sniper Rifle and a 
  Cameleoline Cloak
  INFLUENCE: +1
  SPACE MARINE SCOUT
  Joseph Nirchi (Order #15621405)
  
  Embracing the path of the Outcast, you stealthily 
  travel the galaxy in search of new experiences, 
  eliminating threats to your Craftworld from afar. 
  Explorers of distant and dangerous worlds, all Rangers 
  leave their Craftworld to seek adventure. Employing 
  stealth and marksmanship to keep themselves safe 
  in the strange environs they visit, Rangers become 
  deadly snipers ready to bring death to their foes. 
  A Ranger’s first loyalty is to their Craftworld, 
  the vast voidship that is both their birthplace and 
  society. Utilising the mysteries of the Webway, they 
  can appear from nowhere to silently eliminate threats 
  to  their homes. 
  Though Rangers often work alone, they share a 
  solidarity and camaraderie with their fellows when the 
  need arises; whether it’s protecting their Craftworld or 
  eliminating the foul taint of Chaos. In their wanderings 
  they interact with other Aeldari; Corsairs, Drukhari, 
  and even Harlequins. Many join these other groups, or 
  cast off the Ranger mantle entirely in favour of some 
  other pursuit. Such is the fickle nature of the Aeldari.
  Drawn to Ul-Khari, the Craftworld crashed on 
  Trollius, a number of Rangers are working covertly 
  in the Gilead System. Some even seem to work 
  somewhat willingly to serve the Imperium’s interests, 
  deployed as part of the delicate entente 
  between Varonius and the Ul-Khari 
  Farseers. Rangers are well aware of 
  the suspicion and revulsion that most 
  Imperial citizens hold for them and make 
  every effort not to reveal their identity. 
  Many Rangers rebel against the 
  enhanced responsibility of working in 
  the Gilead System and chafe against the 
  Imperium in response. However, all know the 
  tragedy of the loss of a single Aeldari life, and 
  are ever ready to battle back the forces of She 
  Who Thirsts.
  Aeldari
  RANGER
  An Aeldari sniper? Emperor’s Eye! Those flimsy xenos couldn’t 
  hit the broadside of a Baneblade at this range.
  —Final words of second lieutenant Johannes Sejwicz of the Gilead Gravediggers
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  2
  3
  5
  3
  3
  3
  1
  SUGGESTED ATTRIBUTES
  XP Cost
  69
  Athletics 2, Awareness 4, Ballistic Skill 3, Deception 1,  
  Insight 1, Scholar 1, Stealth 3, Survival 2
  SUGGESTED SKILLS
  XP Cost
  48
  Legacy of Sorrow (p.135), Deadshot (p.131), 
  Eliminator (p.133), Mastered Paths (p.136)
  SUGGESTED TALENTS
  TIER
  2
  SPECIES Aeldari
  XP Cost
  34
  KEYWORDS: AELDARI, ASURYANI
  ATTRIBUTES: Agility 3
  SKILLS: Ballistic Skill 2, Stealth 1, Survival 2
  ARCHETYPE ABILITY: From the Shadows
  You are adept at exploiting any form of concealment. Whenever 
  a Vision Penalty (p.191) or Cover (p.181) impose a penalty on 
  someone trying to attack or detect you, the penalty is increased 
  by +Rank DN.
  WARGEAR: Cameleoline Cloak, Aeldari Mesh Armour,  
  Ranger Long Rifle, Shuriken Pistol, Knife, Spirit Stone, Bedroll,  
  Blanket, Magnocular Scope
  RANGER
  107
  Joseph Nirchi (Order #15621405)
  
  108
  An extraordinary example of your Species, you 
  employ cunning, stealth, and self-discipline to 
  accomplish acts of underhanded brutality.  
  Reflected by their gods Gork and Mork, Ork philosophy 
  falls into one of two camps: brutal and kunnin‘, or 
  kunnin‘ and brutal. Kommandos are kunnin‘ so that 
  they can be the most brutal, and live to brag about it. 
  Unlike Boyz, these Orks use dirty tricks like stealth, 
  camouflage, and creating distractions. Such methods 
  rely on a trait lacking amongst Orks — discipline.
  Though Kommandos exist in all Ork clans, 
  other Orks tend to distrust them. Most consider the use 
  of stealth and camouflage distinctly un-Orky, as killing 
  the enemy before they get to fight defeats the point 
  entirely. Though Warbosses instinctively understand 
  Kommandos, most are deeply uncomfortable in the 
  presence of any Ork that would voluntarily stay quiet. 
  The aberrant mindset that distinguishes each 
  Kommando serves the entire clan; just as the average 
  Ork is driven above all to fight, a Kommando finds 
  the highest pleasure in covert operations. Sneaking 
  through an enemy base to slaughter surprised enemies, 
  patiently waiting to strike to make an ambush more 
  successful, utilising timed explosives to cripple supply 
  lines; all epitomise Mork’s battle ‘taktiks’. 
  Some Kommandos range so far ahead of the 
  tribe that they find themselves deep behind enemy 
  lines — so deep they are forgotten, continuing long 
  campaigns without orders, executing stealth missions 
  purely for pleasure. 
  Ork
  KOMMANDO
  Listen! I’s sneaky, yous sneaky, and Deftoof is sneaky too. If we all sneakin togetha, dats 
  triple the sneak! Now, help me get dis muffler Squig on dis ere Rokkit Launcha. 
  —Bog Tiktaks, Ork Kommando
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  4
  4
  4
  3
  1
  1
  1
  SUGGESTED ATTRIBUTES
  XP Cost
  40
  Athletics 2, Awareness 1, Ballistic Skill 1, Cunning 1, 
  Intimidation 2, Stealth 4, Survival 1, Tech 2, Weapon Skill 4
  SUGGESTED SKILLS
  XP Cost
  52
  Brutalist (p.130), Eliminator (p.133), More 
  Dakka! (p.137), Silent (p.139)
  SUGGESTED TALENTS
  TIER
  2
  SPECIES Ork
  XP Cost
  54
  KEYWORDS: ORK, [CLAN]
  ATTRIBUTES: Strength 3, Toughness 3, Agility 3
  SKILLS: Stealth 2, Survival 1, Weapon Skill 2
  ARCHETYPE ABILITY: Kunnin‘ Plan
  You and any of your allies with the ORK Keyword within 15 
  metres gain +Rank bonus dice to Stealth (A) Tests.
  WARGEAR: Shoota, Slugga, Choppa, 3 Stikkbombs, 
  Survival Kit
  ORK KOMMANDO
  Joseph Nirchi (Order #15621405)
  
  109
  A high-ranking member of the Adeptus Mechanicus, 
  technology and religion are as one to you, and you 
  are truly devout. 
  Devoted to serving the Machine God, a Tech-Priest 
  has studied and mastered one or more of the holy 
  technological or scientific disciplines that make up 
  their creed. Knowledge and expertise are equivalent 
  to authority amongst the reverent ranks of the 
  Mechanicus. When the esoteric machinery of the 
  Imperium malfunctions, the people cry out for a 
  Tech-Priest. 
  Each Tech-Priest specialises in one or more 
  areas of study related to the holy machine. Genetors 
  study biological life interfacing with the mechanical. 
  Logi accumulate and organise obscure information. 
  Most common are Artisans, who build and maintain 
  the arcane machinery necessary to the Imperium. 
  Each is a vehement guardian of the occult secrets 
  of technology.
  As a senior member of the Adeptus Mechanicus, 
  a Tech-Priest has replaced much of their weak flesh 
  with hallowed technology. All retain a portion of their 
  organic brain, as to become a machine capable of 
  thought would be blasphemy of the highest order. 
  Tech-Priests are more used to interfacing with 
  Machine Spirits than humans. They are given a wide 
  berth as enigmatic figures, so close to the machines 
  they worship they might as well be another Species. 
  Repairs are more important than ever in the supply 
  drought the Gilead System faces. Beyond the watchful 
  multi-lensed augers of the high Magos of Avachrus, 
  Tech-Priests are conducting desperate experiments to 
  escape their plight. Some have been sequestered from 
  their battle congregations, joining small strike forces 
  as technological and spiritual advisors, searching for 
  technological advances to use against the enemies of 
  the Omnissiah. 
  Adeptus  
  Mechanicus
  TECH-PRIEST
  Thus do we invoke the Machine God. Thus do we make whole that which was sundered.
  —Hymn of Reforging
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  2
  3
  2
  2
  3
  7
  1
  SUGGESTED ATTRIBUTES
  XP Cost
  102
  Awareness 2, Ballistic Skill 4, Investigation 1, Medicae 2, 
  Pilot 2, Scholar 4, Tech 6, Weapon Skill 2
  SUGGESTED SKILLS
  XP Cost
  94
  Binary Chatter (p.130), Deductive (p.132), Rite of 
  Magnometrics (p.138), Rite of Pure Thought (p.139)
  SUGGESTED TALENTS
  TIER
  3
  SPECIES Human
  XP Cost
  44
  KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, 
  CULT MECHANICUS, [FORGE WORLD]
  ATTRIBUTES: Intellect 3
  SKILLS: Scholar 1, Tech 3
  ARCHETYPE ABILITY: Rite of Repair
  You receive +Double Rank to Tech (Int) Tests to repair 
  damaged machinery. All Tech (Int) Tests you make take half 
  the standard time.
  WARGEAR: Omnissian Axe, Laspistol, One Mechadendrite, 
  any 2 Augmetics, Combi Tool, Light Power Armour, Omnissian 
  Sigil (Symbol of Authority)
  INFLUENCE: +2
  TECH-PRIEST
  Joseph Nirchi (Order #15621405)
  
  110
  A warrior-monk of the Ecclesiarchy, worship to the 
  Emperor and single combat against His foes are as 
  one to you. 
  Bastions of honour, masters of single combat and 
  sworn oath bearers of the Ecclesiarchy, Crusaders are 
  warrior-monks who go where their faith calls them. 
  With devout stoicism, they hoist great storm shields 
  and heavy-bladed power weapons. With determined 
  steps they advance, righteous robes of the Imperial 
  Cult flowing behind them, unbowed by the weight 
  of their armour or their oaths. They are the bulwark 
  upon which heretics are broken, and the relentless 
  hunter that mercilessly pursues the unrighteous. They 
  are Ecclesiarchy Crusaders, and none can escape their 
  judgment. 
  Some Crusader Houses recruit exclusively from the 
  Schola Progenium, while others only accept members 
  of nobility. The unifying characteristics in even 
  inexperienced Crusaders are an exceptional aptitude 
  for melee combat and a dogged devotion to the Imperial 
  Creed. With their training complete, a Crusader swears 
  a sacred personal oath and leaves their monastery to 
  march forward with single-minded determination to 
  complete their task. Many accompany other retinues, 
  hoping that by aiding their mission they will return the 
  favour and help fulfil the Crusader’s oath. 
  Crusaders are frontline fighters and staunch 
  guardians. Their skill with a blade, iron will, and 
  heavy armour make them capable of shrugging off 
  blows that would fell lesser mortals. The Shrine World 
  Enoch attracted many pilgrim Crusaders before the 
  coming of the Great Rift. Most have taken additional 
  oaths to protect the synods and cathedrals there until 
  the Warp storm abates, believing through faith they 
  can fight back the long darkness. 
  Adepta  
  Ministorum
  CRUSADER
  Though silver in your palms weighs light. Compared to death by blast and sword,  
  Do not shy the hopeless fight, For endeavour is its own reward.
  —Eduvuard de Maingre, Crusader of the Enochian Lamasery
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  4
  3
  3
  5
  4
  3
  2
  SUGGESTED ATTRIBUTES
  XP Cost
  89
  Athletics 3, Awareness 3, Insight 3, Intimidation 1,  
  Leadership 2, Scholar 5, Weapon Skill 5
  SUGGESTED SKILLS
  XP Cost
  92
  Duty Until Death (p.133), Flagellant (p.134), 
  Orthopraxy (p.137), Tenacious (p.140)
  SUGGESTED TALENTS
  TIER
  3
  SPECIES Human
  XP Cost
  54
  KEYWORDS: IMPERIUM, ADEPTUS MINISTORUM
  ATTRIBUTES: Initiative 3, Willpower 3
  SKILLS: Scholar 1, Weapon Skill 3
  ARCHETYPE ABILITY: Armour of Faith
  You gain +Double Rank bonus dice to melee attack tests 
  against targets with the CHAOS or HERETIC Keyword.
  Your Resolve also increases by +Rank.
  WARGEAR: Power Sword, Storm Shield, Carapace Armour, 
  Ministorum Robes.
  INFLUENCE: +1
  CRUSADER
  Joseph Nirchi (Order #15621405)
  
  111
  Maintaining morale through any means necessary, 
  you are a leader amongst the Astra Militarum, 
  ensuring soldiers do their duty by leading from the 
  front. 
  Standing tall in the heart of battle, a Commissar’s 
  piercing gaze penetrates the souls of their soldiers 
  and sneers disdainfully at the Imperium’s enemies. 
  When a trooper’s will breaks, the Commissar drags 
  them to their feet. When cowards turn tail and flee, 
  the Commissar ensures none follow, permitted to 
  summarily execute defectors. When the charge falters 
  in the face of insurmountable odds, the Commissar 
  is first through the breach, cutting and blasting 
  through the enemy in an inspiring display of fierce 
  determination. Commissars are the iron will of the 
  Emperor made manifest; seizing the day no matter the 
  cost. 
  Graduates from the illustrious Officio Prefectus, the 
  Commissars are trained as skilled warriors and 
  inspiring leaders, devoted to the Imperial Creed and 
  steadfast in fulfilling the Imperium’s ideals. Hardened 
  and honed officers attached to regiments of the Astra 
  Militarum as advisors and force multipliers, ready to 
  step in and assume direct control should the need arise. 
  Used to adapting to the strange customs of the regiment 
  they are attached to, they either form quick bonds or 
  maintain calculated detachment. Their right to execute 
  any who refuse orders can often strain relationships.
  The Gilead System needs those that won’t 
  hesitate to commit necessary evils. The wealth of 
  orphans in the System means the Officio Prefectus can 
  afford to assign these highly trained leaders to smaller 
  groups, making use of their feared reputation and 
  training in interpersonal skills to resolve political issues.
  IMPERIAL COMMISSAR
  The Emperor sees all, troopers; I’ll be leading this charge, but I won’t hesitate to fire a 
  blessed bolt backwards at any craven milksop that turns tail! Bayonets ready!
  —Lada Preobrazhensky, Imperial Commissar
  Astra  
  Militarum
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  3
  3
  2
  3
  5
  2
  4
  SUGGESTED ATTRIBUTES
  XP Cost
  53
  Athletics 1, Awareness 3, Ballistic Skill 3, Insight 3,  
  Intimidation 5, Leadership 5, Persuasion 3, Scholar 2,  
  Weapon Skill 2
  SUGGESTED SKILLS
  XP Cost
  106
  Augmetic (p.129), Fearless (p.133), Tenacious (p.140),  
  Stoic (p.140)
  SUGGESTED TALENTS
  TIER
  3
  SPECIES Human
  XP Cost
  76
  KEYWORDS: IMPERIUM, ASTRA MILLITARUM,  
  OFFICIO PREFECTUS
  ATTRIBUTES: Strength 3, Toughness 3, Willpower 4
  SKILLS: Ballistic Skill 1, Intimidation 2, Leadership 2, 
  Weapon Skill 1
  ARCHETYPE ABILITY: Fearsome Respect
  You and any allies within 15 metres of you that can see you 
  may add +Double Rank bonus dice to Resolve Tests. You add 
  +Double Rank bonus dice to any Intimidation (Wil) Tests, 
  including Interaction Attacks. 
  WARGEAR: Bolt Pistol, Chainsword, Flak Coat,  
  Munitorum Issue Mess Kit, Blanket, Grooming 
  Kit, Uplifting Primer, 3 Ration Packs
  INFLUENCE: +3
  IMPERIAL COMMISSAR
  Joseph Nirchi (Order #15621405)
  
  112
  A lone outlaw beyond the Imperium’s control, you 
  are a skilled mercenary free of the constraints of 
  Faction and family.
  Eschewing 
  the 
  mighty 
  Imperium’s 
  protection, 
  Desperados rely on their wits and finely-honed 
  abilities to survive and prosper. They are mercenary 
  warriors, bounty hunters, smugglers, and pirates, 
  doing whatever they can to get by outside of the law. 
  Free of the constraints of the Imperium’s 
  byzantine 
  bureaucracy, 
  the 
  Desperado 
  operates 
  beyond the protections of Lex Imperialis; their wits and 
  guile are all they need. They might still worship the 
  God-Emperor, but embrace their own style of honour, 
  performing contracts to their own code of conduct. 
  They must be proficient in an assortment of skills to 
  protect themselves and negotiate the darker sides of 
  society. This makes them excellent bodyguards, pilots, 
  and sly or charming spokespeople perfect for dealing 
  with underworld contacts. 
  Desperados lead diverse lives. The space pirates of 
  the Voidmire guard Imperium vessels one week, then 
  band with a Corsair Coterie the next. Meanwhile, the 
  ‘shark jockeys’ of Charybdis hunt the oceans aboard all 
  manner of grav-skiffs and aqua-bikes. There are other 
  less martial entrepreneurs that seek to score big on 
  their wits alone. Archeotech hunters scouring Space 
  Hulks, big game trappers on Nethreus, and prospectors 
  in the Voidmire asteroid belts.
  Outlaws can be driven by anything: profit, the 
  thrill of danger, or eventual revenge against a client 
  that reneged. Though most work alone, those trapped 
  in the Gilead System recognise the dangerous climate 
  means plenty of work, and no escape. Though they 
  have little sway with organisations, they experience 
  less of a disconnect to the common people with lives 
  once similar to their own. 
  Scum
  DESPERADO
  That’s my price; you’ll pay it now, or I’ll get it from someone looking for your head instead.
  —Adelheid Vex, Voidmire Desperado
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  2
  3
  5
  4
  2
  4
  4
  SUGGESTED ATTRIBUTES
  XP Cost
  99
  Athletics 2, Awareness 3, Ballistic Skill 3, Cunning 4,  
  Deception 1, Insight 2, Investigation 4, Medicae 1,  
  Persuasion 1, Pilot 1, Stealth 3, Survival 1, Tech 1, 
  Weapon Skill 2
  SUGGESTED SKILLS
  XP Cost
  88
  Augmetic (p.129), Dirty Fighter (p.132), 
  Gallows Humour (p.134), Jargon (p.135)
  SUGGESTED TALENTS
  TIER
  3
  SPECIES Human
  XP Cost
  52
  KEYWORDS: SCUM, [ANY]
  ATTRIBUTES: Agility 3, Intellect 2
  SKILLS: Awareness 2, Cunning 2, Investigation 2
  ARCHETYPE ABILITY: Valuable Prey
  You gain +Rank bonus dice to Cunning (Fel) Tests, and any 
  Test made to track an individual. 
  WARGEAR: Flak Coat, Preysense Goggles, Maps of the 
  Heartworlds, Combi-Tool, any PROJECTILE weapon, any 
  melee weapon of Uncommon or lower Rarity.
  INFLUENCE: +1
  DESPERADO
  Joseph Nirchi (Order #15621405)
  
  113
  A genetically enhanced super soldier beyond a 
  mortal Human in every way, clad in armour and 
  deployed to destroy the Imperium’s enemies. 
  The Angels of Death. Striding forth like legends from 
  the very shadows of the dark ages. With bolter and 
  blade they dominate the battlefield. They are towering 
  seven foot tall transhuman warriors, clad in venerable 
  armour that further empowers their mighty blows, 
  smiting their foes with the most devastating weapons 
  the Imperium can forge. They are the Emperor’s Space 
  Marines, and they know no fear. 
  The Tactical Space Marine has changed little 
  since the Emperor genetically enhanced the first of 
  their legions. Flexible and ruthlessly efficient foot 
  soldiers, a single Astartes is as armed and capable as 
  a hundred mortal warriors. Citizens pray the Emperor 
  sends His righteous liberators, falling from heavens in 
  drop-pods to strike Humanity’s enemies. 
  Their life is dedicated to the righteous annihilation 
  of the Imperium’s enemies; any time away from the 
  battlefield is usually spent honing their bodies as 
  weapons. Astartes practice judicious martial training, 
  meticulous maintenance of their weapons and other 
  ritualistic actions that bring them closer to their 
  Chapter’s idea of the perfect warrior. 
  Due to your towering height and distinctive 
  wargear, your presence rarely goes unnoticed. Even if 
  unarmoured, you tower over the average Human, your 
  augmented form covered in the scars of surgery and 
  innumerate battles. You will most often find yourself 
  standing apart from those you are duty bound to 
  protect, unable to empathise with the weaker mortals 
  whose lives span but a fraction of your own. This is 
  particularly true of the Absolvers, with their reputation 
  for obliterating rebellion, it is a small price to pay to 
  bring the Emperor’s enemies to justice. 
  Adeptus 
  Astartes
  TACTICAL SPACE MARINE
  If the Emperor had wanted you to live, he would not have created me.
  —Xantus, Tactical Space Marine of the Absolvers Chapter
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  TIER
  3
  SPECIES Adeptus Astartes
  XP Cost
  277
  KEYWORDS: IMPERIUM, ADEPTUS 
  ASTARTES, [CHAPTER]
  ATTRIBUTES: Strength 4, Toughness 5, Agility 5,  
  Initiative 5, Willpower 3, Intellect 3
  SKILLS: Athletics 3, Awareness 3, Ballistic Skill 5,  
  Leadership 1, Scholar 1, Stealth 3, Survival 1,  
  Weapon Skill 4
  ARCHETYPE ABILITY: Tactical Versatility
  Your training has prepared you for any circumstance. When 
  you make a Critical Hit you may roll twice on the Critical Hit 
  Table and choose either result. 
  WARGEAR: Aquila Mk VII Power Armour, Boltgun,  
  Bolt Pistol, Astartes Combat Knife, 3 Frag Grenades,  
  3 Krak Grenades
  INFLUENCE: +2
  TACTICAL SPACE MARINE
  Joseph Nirchi (Order #15621405)
  
  114
  Harnessing eldritch power and aspect warrior 
  training, you are an aggressive battle Psyker 
  driven to war. 
  Warlocks have walked the Paths of the Seer and the 
  Warrior, honing their innate psychic sensitivity by 
  channelling the Warp safely through complex and 
  powerful runes. They have mastered a specific school 
  of combat, worshipping an aspect of Khaine through 
  prowess in the art of war. Uniting their disciplines in 
  a graceful, sorcerous dance of death, Warlocks are 
  amongst the most powerful of all living Aeldari. 
  Slaanesh is ever watchful for the chance to 
  consume an Aeldari soul. The few that walk the Path 
  of the Seer know this danger, carefully focusing their 
  natural gifts through meditation and the safety of 
  wraithbone runes. Most practice divination, plucking 
  the strings of fate to alter the future. Those trained as 
  Aspect Warriors develop an affinity for explosive and 
  volatile psychic powers. 
  Wielding psychically reactive witchblades and 
  potent runic powers, every Warlock is striking on 
  the battlefield; blasting foes with mere thoughts and 
  bolstering their allies with a mental word. The visions 
  they experienced on the Path of the Seer continue to 
  manifest; they may see great battles to come, eras 
  of peace or political upheaval, or their own demise. 
  Knowing the Warp is fickle, they rarely share these 
  potentially false visions with their fellows, but all are 
  defined by the futures they see. 
  The Warlocks of Craftworld Ul-Khari are 
  rumoured to consort with Jakel Varonius, lending their 
  foresight to help defend the Gilead System from the 
  indisputable Chaos horde that threatens both Species. 
  Inscrutable in their purpose, they communicate little 
  outside of their kin, trusting in the tangled web of 
  fates their kind weave. 
  Aeldari
  WARLOCK
  I foresaw a great defeat on this planet. By my blade and my ancestors, I will ensure it is not my own.
  —Rhakiem, Ul-Khari Warlock
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  2
  3
  4
  5
  7
  4
  2
  SUGGESTED ATTRIBUTES
  XP Cost
  143
  Awareness 1, Insight 3, Leadership 1, Psychic Mastery 4,  
  Scholar 3, Weapon Skill 3
  SUGGESTED SKILLS
  XP Cost
  54
  Prescience (p.274), Psychometry (p.275), 
  Conceal/Reveal (p.283), Protect/Jinx (p.284)
  SUGGESTED PSYCHIC POWERS
  TIER
  3
  SPECIES Aeldari
  XP Cost
  56
  KEYWORDS: AELDARI, ASURYANI, PSYKER,  
  [CRAFTWORLD]
  ATTRIBUTES: Agility 3, Willpower 4
  SKILLS: Psychic Mastery 2
  ARCHETYPE ABILITY: Runes of Battle
  You have the PSYKER Keyword, and are a Psyker. You know 
  the Universal Psyker Abilities (p.267), the Smite psychic 
  power, a single Runes of Battle power of your choice, and may 
  learn other powers as described in Chapter 11.
  WARGEAR: Rune Armour, Witchblade, Shuriken 
  Pistol, Set of Wraithbone Runes, Spirit Stone 
  INFLUENCE: +2
  WARLOCK
  Joseph Nirchi (Order #15621405)
  
  Ork
  Larger and stronger than most Orks, your uncanny 
  size and brawn earn a natural place violently ruling 
  over other Boyz. 
  To rise through the ranks of the Orks requires cunning 
  brutality, brutal cunning, and smashing the head of 
  any challenger to your throne. Ork Nobz are typically 
  a good head or two taller than an Ork Boy and more 
  than twice as heavy. Might makes right, and every Nob 
  has proven themselves mighty, earning the respect and 
  wargear worthy of a greenskin commander. 
  A Nob keeps their underlings in check with 
  threats and physical violence, enforcing their rule to 
  take the best loot — the snazziest of guns and biggest 
  of choppas — and to get in where the fighting is 
  thickest. The ruthlessness of Ork society ensures there 
  is always another challenger ready to krump their 
  leader; a Nob must prove themself constantly. 
  Ork Nobz often come to blows with rival mob leaders, 
  and go out of their way to prove their competency 
  to their Warboss. A Nob dishes out savage beatings 
  to his Boyz to instil the drive to fight hard on the 
  battlefield. Nobz are not above leading their Boyz from 
  the front and will inspire their Boyz through acts of 
  brutal heroism — some of which are downright insane.
  Nobz are thus both feared and revered. They 
  can thrive as leaders provided they can survive a 
  few knives in the back and dole out appropriate 
  punishments. They are universally arrogant and 
  headstrong, but through surviving numerous battles 
  (with the enemy and their Boyz) they are cunning 
  enough to make deals with some enemies. 
  ORK NOB
  See dat big tear in da sky, ladz? Deres spikey humiez in dere — great for crumpin, and weird 
  skulls for puttin‘ on yer shootas. Follow me, and I’ll get ya right into da thick of tha fightin! 
  —Fug Skullkraw, Ork Nob
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  5
  5
  2
  4
  3
  1
  2
  SUGGESTED ATTRIBUTES
  XP Cost
  78
  Athletics 2, Awareness 1, Ballistic Skill 2, Cunning 3,  
  Intimidation 4, Leadership 3, Pilot 2, Survival 2,  
  Weapon Skill 6
  SUGGESTED SKILLS
  XP Cost
  106
  Augmetic (p.129), Brutalist (p.130), Mob Rule (p.137),  
  More Dakka (p.137)
  SUGGESTED TALENTS
  TIER
  3
  SPECIES Ork
  XP Cost
  56
  KEYWORDS: ORK, [CLAN]
  ATTRIBUTES: Strength 4, Toughness 3
  SKILLS: Intimidation 2
  ARCHETYPE ABILITY: The Green Tide
  You command a mob of Boyz (p.354) equal to your Rank x3. 
  If any of your Boyz die, they can be replaced between sessions 
  at the GMs discretion.
  WARGEAR: ’Eavy Armour, Kustom Slugga, Kustom Choppa
  INFLUENCE: +2
  ORK NOB
  115
  Joseph Nirchi (Order #15621405)
  
  Most powerful of the Emperor’s agents, you have 
  been bestowed unlimited authority to aid in your 
  relentless hunt of Humanity’s greatest enemies. 
  The Inquisitor fights for the Emperor’s soul against the 
  greatest of His foes. To stand against such horrors, the 
  Inquisitor is bequeathed with the Imperium’s finest 
  wargear and the unchecked authority of an Inquisitorial 
  Rosette. Thus empowered, they use any and all means 
  to defend the souls of Humanity, answering only to 
  their own organisation and the lofty Adeptus Terra. 
  Wielding 
  immense 
  authority 
  allows 
  the 
  Inquisitor to go about their perilous duties as they see 
  fit. As all Imperial citizens are indoctrinated to report 
  any heretical activity, each has a huge number of leads 
  to follow. Some operate alone, relying on investigative 
  acumen and their own skills in combat to exterminate 
  their unholy prey. Others gather multitudes of 
  underlings, each individual having a specialised 
  service for the holy Inquisition. Almost all Inquisitors 
  rely on advanced torture techniques to extract the 
  information they need. 
  Few Inquisitors exist in the Gilead System, 
  and those trapped there have been exposed to 
  what they fear the most: the degeneration of their 
  authority. Unsupported by the bureaucracy of the 
  wider Imperium, they can only call upon the scant 
  resources kept available for them. The Great Rift 
  cuts across the sky, convincing many the end of the 
  Imperium is nigh; apocalypse cults have risen that fear 
  not the Inquisitorial Rosette and the absent powers 
  behind it. However, faithful Imperium citizens still fear 
  Inquisitors, and obey them without question, which 
  has allowed those stranded Inquisitors to put together 
  ad-hoc retinues to accomplish their sacred duty. 
  Inquisition
  INQUISITOR
  Make no mistake, Varonius. Wherever the sinful taint of Chaos contaminates His glorious 
  Imperium, I wield absolute authority. Let the skies be proof of my command.
  —Tytrona Dikaisune, Ordo Malleus Inquisitor
  116
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  3
  4
  3
  3
  6
  6
  2
  SUGGESTED ATTRIBUTES
  XP Cost
  124
  Awareness 3, Ballistic Skill 1, Cunning 2, Deception 2,  
  Insight 7*, Intimidation 3, Investigation 5*, Leadership 2,  
  Medicae 1, Scholar 2, Stealth 2, Survival 1, Tech 1,  
  Weapon Skill 2
  SUGGESTED SKILLS
  XP Cost
  120
  Deductive (p.132), Fearless (p.133), 
  Orthopraxy (p.137), Stoic (p.140)
  SUGGESTED TALENTS
  TIER
  4
  SPECIES Human
  XP Cost
  110
  KEYWORDS: IMPERIUM, INQUISITION, [ORDO],  
  [ANY]
  ATTRIBUTES: Intellect 4, Willpower 4
  SKILLS: Increase any two Skills of your choice to 4
  ARCHETYPE ABILITY: Unchecked Authority
  You have supreme authority to maintain the security of the 
  Imperium. You gain +Double Rank bonus dice whenever 
  you make a social Skill Test against a character with the 
  IMPERIUM Keyword.
  WARGEAR: Inquisitorial Rosette, Any two weapons with a 
  Value of 7 or less and a Rarity of Very Rare or lower, Choose 
  one of the following options: Flack Coat or  Carapace Armour or 
  Ignatus Power Armour or Light Power Armour.
  INFLUENCE: +4
  INQUISITOR
  Joseph Nirchi (Order #15621405)
  
  117
  You are a new breed of Astartes, a focused super 
  soldier possessing power beyond even the Space 
  Marines. 
  For Humanity’s darkest hour a new breed of Astartes 
  were forged. They stand head and shoulders above 
  their Adeptus Astartes brethren, clad in enhanced 
  armour and wielding weapons refined over millennia. 
  Without fear, they charge forth across the galaxy, into 
  the waiting maws of darkness, sparking a fresh flame 
  of hope for mortals. 
  Trained to coordinate and focus fire with 
  their brothers, Intercessors obliterate targets with a 
  relentless stream of bolt rounds. As enhanced Space 
  Marines, Intercessors are adept at storming fortified 
  positions and holding against impossible odds. 
  They stride forth without need for cover, advancing 
  unstoppably through fire like vengeful statues. 
  Forged millennia ago, and awakened to combat the 
  13th Black Crusade, the first Primaris are citizens of 
  a long forgotten Imperium. The Emperor’s realm has 
  crumbled into superstition, a culture as far from what 
  they know as they are from Humanity. Taller and 
  broader even than Space Marines, Primaris struggle 
  physically, mentally, and spiritually to fit into a world 
  made for lesser beings. 
  The Adeptus Astartes of the Absolvers refuse to 
  initiate their Primaris brethren into the Chapter’s secret 
  rites; another isolation they must bear. Ferried to the 
  Gilead System by the Varonius Flotilla, the Intercessor 
  reinforcements have met with a cold welcome despite 
  a proven prowess in combat. The unwillingness of 
  the Absolvers to work alongside Intercessors has led 
  to them being assigned to watch over less powerful 
  agents in need of support. 
  Adeptus 
  Astartes
  PRIMARIS INTERCESSOR
  Though I have slumbered, you will find my performance undiminished. I am an Angel of Death, and  
  war never changes.
  —Antaro, Primaris Intercessor of the Absolvers Chapter
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ATTRIBUTE
  S
  T
  A
  I
  WIl
  InT
  Fel
  RATING
  6
  6
  6
  5
  3
  3
  1
  SUGGESTED ATTRIBUTES
  XP Cost
  40
  Athletics 3, Awareness 4, Ballistic Skill 6, Scholar 2,  
  Stealth 3, Weapon Skill 4
  SUGGESTED SKILLS
  XP Cost
  22
  TIER
  4
  SPECIES Primaris Astartes
  XP Cost
  300
  KEYWORDS: ADEPTUS ASTARTES, IMPERIUM,  
  PRIMARIS, [CHAPTER]
  ATTRIBUTES: Strength 5, Toughness 6, Agility 5,  
  Initiative 5, Willpower 3, Intellect 3
  SKILLS: Athletics 3, Awareness 3, Ballistic Skill 6,  
  Stealth 3, Weapon Skill 3
  ARCHETYPE ABILITY: Intercessor Focus
  You gain +Double Rank bonus dice to any Ballistic Skill (A) 
  Tests to fire a ranged weapon with the PRIMARIS Keyword.
  WARGEAR: Mark X Tacticus Power Armour, Bolt Rifle, 
  Heavy Bolt Pistol, Astartes Combat Knife, 3 Frag Grenades, 3 
  Krak Grenades, Ballistic Appeasement Autoreliquary. 
  INFLUENCE: +1
  PRIMARIS INTERCESSOR
  Joseph Nirchi (Order #15621405)
  
  118
  118
  our character is unique. They might be 
  tough or wilful, a good shot, or a smooth 
  talker. Attributes and Skills are a numeric 
  representation of these strengths and weaknesses. 
  Whenever you make a Test in Wrath & Glory 
  you roll a pool of dice based on a Skill and its linked 
  Attribute. If your character is practiced in a Skill or 
  has a high Attribute you roll more dice, giving you a 
  greater chance to succeed. 
  Example: Sam’s Tech-Priest is trying to commune 
  with a machine spirit to open a door. The GM decides 
  this counts as using technology, so calls for a Tech 
  (Int) test with a DN of 3. The Tech Skill is derived 
  from Intellect, so Sam adds their Tech-Priest’s 
  Intellect Attribute to their Tech Skill to determine the 
  total number of dice in their dice pool. 
  Sam’s Tech-Priest has a strong memory, 
  and is good at processing information; their brain 
  is enhanced by the computational power of a 
  Cogitator implant, resulting in an above average 
  Intellect Attribute of 5. Sam’s Tech-Priest has also 
  spent decades studying the arcane knowledge of the 
  Machine Spirit as part of the Adeptus Mechanicus, 
  developing a high Tech Skill of 6. 
  Adding the Tech-Priest’s 5 Intellect and 6 Tech, 
  Sam creates a large dice pool of 11 dice. Sam is glad 
  the adventure hasn’t required any negotiating so far, 
  as their Tech-Priest’s many years of cloistered study 
  have resulted in a low Fellowship Attribute of 1. 
  ATTRIBUTES & SKILLS
  Joseph Nirchi (Order #15621405)
  
  119
  ATTRIBUTES
  Attributes are a numeric representation of your 
  character’s innate abilities; how strong or smart they 
  are, how easy they are to talk to, or how good they are 
  with their hands. These strengths and weaknesses of 
  body, mind, and personality determine the dice pools 
  for your Tests and other facets of your character. 
  Your character’s Attributes start at 1. The 
  Archetype you chose may give you bonuses to your 
  character’s Attributes based on their experiences or 
  Species. You can spend XP to increase your character’s 
  Attributes using the table on p. 24. 
  Each Attribute has an abbreviation, such as (S) 
  for Strength and (Wil) for Willpower. 
  Strength (S)
  Your raw physical power.
  Strength affects your athletic prowess, the 
  weapons you can lift and wield well, and how much 
  damage you can do in melee combat. 
  Low Strength characters might be physically 
  weak, or unable to shift their weight into a melee 
  weapon. High Strength characters are muscular and 
  athletic, and able to lift, jump, and climb. 
  Toughness (T)
  Your endurance and ability to resist toxin and disease. 
  Toughness affects how much damage you can 
  take before dying as well as your ability to resist and 
  ignore damage. 
  Low-Toughness characters might be feeble, 
  whilst high-Toughness characters can shrug off 
  attacks that would kill or maim others. 
  Agility (A)
  Your dexterity and coordination. 
  Agility affects your accuracy with ranged 
  weapons, your ability to pilot complex machines, and 
  your control over your movement. Agility is a measure 
  of your fine motor skills rather than your speed. 
  Low-Agility characters might be clumsy, whilst 
  high-Agility characters are graceful and dextrous. 
  Initiative (I)
  Your reflexes and reaction speed.
  Initiative affects your ability to make split-
  second 
  decisions 
  in 
  high-pressure 
  situations, 
  particularly in melee combat. Initiative measures your 
  instinctive ability to react quickly. 
  Low-Initiative characters might be indecisive, 
  whilst high-Initiative characters are quick and reactive. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  5 & 6
  Incredible fitness, 
  capable of great feats 
  of athleticism
  Vigorous, highly 
  resistant to both 
  pain and poison 
  Highly dextrous, 
  skilful and graceful
  Instantly adaptable 
  with lightning reflexes
  3 & 4
  Very fit, with notable 
  vigour and brawn
  Robust with a high 
  pain threshold
  Deft, dextrous, a 
  skilled driver or pilot
  Decisive and responsive
  2
  Approved for agri 
  world labour
  Approved for Hive 
  world sewage work
  Approved for Uniform 
  Manufactorum sewing
  Approved for basic 
  bayonet training
  1
  Unathletic, weak, 
  moves sluggishly
  Unhealthy, very  
  delicate
  Clumsy and  
  uncoordinated
  Indecisive, ineffectual 
  reaction speed
  RATING
  STRENGTH
  TOUGHNESS
  AGILITY
  INITIATIVE
  Joseph Nirchi (Order #15621405)
  
  120
  Willpower (Wil)
  Your self-control and mental fortitude. 
  Willpower affects how well you can resist 
  temptation, control or ignore the powers of the Warp, 
  and keep a cool head in battle. Willpower can be used 
  to bend others to your desires, and measures your 
  drive to survive in harsh conditions. 
  Low-Willpower characters are easily swayed. 
  High-Willpower characters are resolute and focused. 
  Intellect (Int)
  Your ability to process, retain, and apply information. 
  Intellect affects your ability to observe and 
  take in details, solve problems, and recall information, 
  including your comprehension of history, technology, 
  and medicine. 
  Low-Intellect 
  characters 
  might 
  be 
  forgetful 
  or 
  oblivious. High-Intellect characters are observant and 
  knowledgeable. 
  Fellowship (Fel)
  The power of your personality. 
  Fellowship affects your ability to pick up on 
  social cues, persuade individuals in conversation, 
  fit in with a crowd, to charm or lie, and to detect 
  deceit. Fellowship is your general social presence and 
  empathic ability. 
  Low-Fellowship characters might be socially 
  awkward, 
  whilst 
  high-Fellowship 
  characters 
  are charismatic.
  HOW STRONG AM I?
  At the bottom of pages 119 and 120 you’ll 
  see a basic description of what each score in 
  an Attribute means for your character. An 
  Attribute Rating of 2 is about average for 
  a Human in the grim darkness of the 41st 
  Millennium. 
  An Attribute of 7 is the highest most 
  people could hope to achieve in a lifetime 
  without some quirk of biology or fate. Those 
  with an Attribute rating of 8 have achieved 
  the absolute peak of Human ability.
  Attribute ratings of 9 are beyond the 
  capabilities of any unmodified Human. These 
  high ratings are only achievable by alien 
  Species, genetically enhanced Astartes, or 
  through the blessings of godlike beings. 
  5 & 6
  Single minded and disciplined, 
  unshakable faith
  Remarkably intelligent, 
  highly educated
  Charismatic, popular, reads 
  and sways others easily
  3 & 4
  High self-control, drive 
  and strong leadership
  Has a good memory for multiple 
  topics, strong problem solver
  Amiable, persuasive, and  
  intuitive
  2
  Approved for Enforcer  
  induction
  Approved for 
  Administratum filing
  Approved for Missionary  
  training
  1
  Compliant, easily manipulated
  Forgetful, unfocused, oblivious
  Unlikable, unable to 
  recognise social cues
  RATING
  WILLPOWER
  INTELLECT
  FELLOWSHIP
  Joseph Nirchi (Order #15621405)
  
  Most rolls in Wrath & Glory are Skill Tests, in which 
  you roll a number of dice equal to your character’s 
  Skill rating plus the linked Attribute rating. The linked 
  Attribute is shown next to the Skill on your character 
  sheet, and abbreviated next to each Skill in this chapter.
  As Attributes represent your character’s actual 
  body and mind, they always have a minimum of 1 
  point. Your character can be clumsy, frail, or weak 
  willed, but can’t have a rating of 0 in any Attribute. 
  As Skills are based on training and experiences, your 
  character can have a Skill Rating of 0. If your character 
  is untrained or hasn’t devoted any time or effort to a 
  Skill, they won’t have a Skill Rating. 
  The higher your character’s Skill Rating, the 
  more trained in that Skill they are. Skill Rating 1 
  represents basic training and competency, while Skill 
  Rating 8 represents potentially decades of study and 
  a complete and near impossible understanding of 
  the field.
  Athletics (S)
  Your ability to run, jump, and swim, dependent on 
  your physical strength. 
  Difficulty for Athletics (S) Tests is determined 
  by what you’re hoping to do as well as the environment. 
  You can use Athletics to make an Interaction 
  Attack (p.190) to manoeuvre your opponent into a 
  disadvantageous position. 
  SKILLS
  Your character’s Skills represent their experience and 
  training. If your character has been educated on a 
  topic or practised it sufficiently, they’ll have points in 
  that Skill. Some Species instinctively have better Skills 
  than Humans through innate knowledge, common 
  behaviours, or unique biology. 
  121
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  IMPERIUM  
  AVERAGE
  Having a few ‘low’ Attributes isn’t a bad thing; 
  it’s an opportunity to create fun roleplaying 
  opportunities and interesting characters. How 
  does your character behave to compensate for 
  — or embrace — their shortcomings?
  Though an Attribute Rating of 2 is the 
  average for a human in the 41st Millennium 
  it would be below average to anyone in 
  the 21st century. Life in the Imperium is 
  tough; backbreaking labour is commonplace 
  amongst noxious fumes and toxins, with 
  scant time for rest, food, or recuperation. 
  Armour, ammunition, and other implements 
  of destruction must be manufactured on an 
  immeasurable scale — the Emperor’s war 
  machine marches on the shuddering shoulders 
  of untold billions of overworked citizens. Yet 
  each considers themself blessed to toil, as 
  serving the Emperor is their greatest aspiration. 
  All are raised to embrace blind compliance in 
  the Imperial Creed, devoting themselves to a 
  dogma of ignorance and obedience in which 
  free thought and innovation are shunned or 
  outright condemned.
  These factors combined result in a 
  citizenry either stunted in development or 
  crushed by overexertion and environmental 
  factors. So if your character has a few Ratings 
  of 1 or 2, it’s not a big deal. Remember that the 
  other players in your group are the stars of the 
  show, too. They’ll be building characters that 
  make up for your character’s weaknesses, just 
  as you make up for theirs when it’s your time 
  to shine.
  Joseph Nirchi (Order #15621405)
  
  122
  Awareness (Int)
  Your ability to observe details and changes, including 
  perceiving things that are hidden.  
  Difficulty 
  of 
  Awareness 
  (Int) 
  Tests 
  is 
  determined by how hard something is to notice. If 
  you’re trying to spot someone who is hiding, the DN 
  for your Awareness (Int) Test is based on the target’s  
  Stealth Score (p.181). 
  Ballistic Skill (A)
  Your skill with firearms and other ranged weapons. 
  This 
  includes 
  identifying, 
  understanding, 
  and 
  maintaining ranged weapons. Ranged weapon attacks 
  are explained in full on p.184.
  If your character shoots someone, their target’s 
  Defence determines the DN of your character’s Ballistic 
  Skill (A) Test. The complexity and Rarity of a ranged 
  weapon can determine the DN for repairing, identifying, 
  and maintaining it. 
  Cunning (Fel)
  Your ability to think and act like those who operate 
  outside of the law. 
  You can make a Cunning (Fel) Test to hear the 
  word on the street, to find dealers of illicit goods or 
  information, or to make a devious plan. Whenever you 
  succeed on a Cunning test, you manage to do something 
  shrewd without attracting any unwanted attention.
  Difficulty for Cunning (Fel) Tests to find people 
  or items is determined by how hard they are to find. 
  Rare, exotic, and illegal items require higher DNs to 
  locate, as do people who are skilled at moving secretly 
  and covering their tracks. 
  If you are trying to haggle with someone or expose 
  them during questioning, the GM may call for an 
  Opposed Test using Cunning. If you are trying to think 
  of a devious way to solve a problem, the GM may call 
  for a Cunning (Fel) Test with a DN based on the stress 
  you are currently under.
  Deception (Fel)
  Your ability to lie convincingly. 
  Whether this is outright untruth, manipulative 
  wording, or poisonous flattery, the higher you roll on 
  a Deception (Fel) Test the more likely your target is to 
  believe you. 
  SKILLS AND DN
  At the bottom of the following pages you’ll 
  find some simple examples of Tests for each 
  Skill and the Difficulty Numbers (DN) they 
  might have. These are presented to help you 
  understand what each Skill is used for, and to 
  give an idea of how to assign difficulty to the 
  things you could be doing. 
  Keep 
  in 
  mind 
  that 
  under 
  most 
  circumstances you shouldn’t be rolling for 
  Tests that have a DN lower than 3, as they 
  usually aren’t dramatic. Remember at higher 
  Tiers you’ll be expected to take on higher 
  difficulty Tests. 
  DN 1
  DN 3
  DN 5
  DN 7
  DN 9
  Jump off a 
  stationary Rhino
  Notice a Colonel’s 
  uniform was put 
  on hastily
  Identify a 
  custom Boltgun
  Find a dealer for extra 
  rations, ammunition, 
  or a clean uniform
  Climb a cathedral 
  without gear
  Spot a listening 
  device concealed in 
  a table centrepiece
  Reload an 
  archeotech weapon
  Discover the location 
  of a noble who arrived 
  in town late last night
  Leap from one train 
  carriage to another 
  in a blizzard
  Spot the most worn keys 
  on a security keypad
  Properly assemble 
  a dismantled 
  xenotech cannon
  Find a fence for 
  contraband, such as 
  drugs or alcohol
  Swim quickly through 
  the raging current of a 
  hive sewage system
  Notice a tripwire while 
  walking through a 
  jungle at night
  Identify the missing 
  component needed 
  to fire an archeotech 
  doomsday cannon
  Learn the membership 
  of a secretive cult that 
  has aided the locals
  Scale a steep, 
  unstable ruin in a 
  rainstorm at night
  Eavesdrop on a 
  conversation in a 
  noisy manufactorum
  Devise the solution to a 
  hidden design flaw in a 
  popular Lasgun pattern
  Procure a specific 
  piece of archeotech 
  on a Shrine World
  ATHLETICS
  AWARENESS
  BALLISTIC SKILL
  CUNNING
  Joseph Nirchi (Order #15621405)
  
  123
  More egregious lies have higher Difficulty Numbers. If 
  you make a Deception (Fel) Test, the GM might make 
  an Opposed Test (p.170) using a NPC’s Insight (Fel) 
  Test — if you win, they’ll believe, but if not, they’ll 
  know you’re lying. 
  You can use Deception to make an Interaction 
  Attack (p.190), tricking the opponent into making a 
  mistake and leaving themselves open. 
  Insight (Fel)
  Your ability to pick up social cues from others to 
  discern their motivations. 
  You can make an Insight (Fel) Test when 
  you suspect someone is lying, or to detect anything 
  strange about their behaviour. This might be harder 
  when interacting socially with individuals from other 
  cultures, but particularly insightful characters can still 
  detect whether someone is telling the truth or lying. 
  The difficulty of an Insight (Fel) Test is either 
  set by the GM based on how well a character is hiding 
  their intentions or through an Opposed Test (p.170) 
  against the character’s Deception. 
  Intimidation (Wil)
  Your ability to frighten people into doing what you 
  want by either bullying, coercion, or threats. 
  The difficulty of an Intimidation (Wil) Test is based 
  on who you are trying to Intimidate. If you have more 
  weaponry and a greater social standing, they will be 
  easier to coerce. However, if the target is also well-
  armed and highly respected, the Difficulty of the Test 
  is higher. The GM may choose to use an Opposed Test 
  with an NPC’s Intimidation to set the DN. 
  You can use Intimidation to make an Interaction 
  Attack (p.190), scaring your opponent to put them on 
  the back foot. 
  Investigation (Int)
  Your ability to decipher clues, perform research, and 
  assemble information through proper channels. 
  You might use an Investigation (Int) Test to 
  find a specific piece of information in an Imperial 
  archive, or to judge which of the objects you found at 
  a crime scene is particularly relevant to the case you’re 
  trying to solve. 
  The difficulty of an Investigation (Int) Test is 
  based on the complexity and the information available. 
  Often, you will be able to put clues together, 
  without needing to make a roll. Investigation (Int) 
  Tests are used when your character can actually see 
  the information, and as such can use their own skills 
  to decipher a clue, or when your character needs to do 
  significant research (saving a lot of time at the table). 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Give a stranger 
  a false name
  Identify an Ork is 
  ready to fight
  Shout at a Snotling 
  to make it obey
  Notice a suspect’s alibi 
  puts them at the crime 
  scene during the crime. 
  Claim that your 
  rank gives you 
  access to restricted 
  Administratum files
  Intuit your Commissar 
  is sending you on 
  a suicide mission
  Force an armed Arbites 
  to allow you access 
  to a crime scene
  Decipher the accounting 
  logs of a manufactorum 
  to reveal a raw 
  material discrepancy
  Infiltrate a cult hideout 
  undetected in disguise
  Recognise an 
  Aeldari Farseer is 
  misinforming you
  Scare a Chaos Cultist 
  into leaving cover 
  and handing over 
  their weapons
  Recognise two 
  seemingly unassociated 
  individuals could 
  both be members of a 
  fraternal organisation
  Convince a Tech Priest 
  that their scanner has 
  malfunctioned when 
  it detects contraband
  Detect a malfunction in 
  a Tech-Priest’s cortical 
  cogitator through 
  a slight movement 
  in their finger
  Threaten an Ork 
  Freebooter on the deck 
  of their Kill Kroozer
  Identify that the 
  assassin must have 
  been short, left-handed, 
  and walked with a 
  limp after examining 
  the victim’s wound
  Declare yourself the 
  rightful new sovereign 
  Planetary Governor 
  of a Hive World
  Intuit a Space Marine 
  Librarian has turned 
  traitor and is sending 
  you into a trap when 
  communicating over vox
  Scowl at an Inquisitor 
  to stop them 
  declaring Exterminatus
  Decode ancient xenos 
  ruins relating to the 
  dangers of a portal 
  to the Immaterium
  DECEPTION
  INSIGHT
  INTIMIDATION
  INVESTIGATION
  DN 1
  DN 3
  DN 5
  DN 7
  DN 9
  Joseph Nirchi (Order #15621405)
  
  Leadership (Wil)
  Your ability to inspire others to do dangerous things. 
  You can use Leadership to inspire respect and push 
  others beyond their limits. 
  The difficulty of a Leadership (Wil) Test is 
  dependent on who you are trying to lead and what 
  orders you are trying to issue. Loyal, drilled Astra 
  Militarum troopers are easier to command than 
  untrained underhivers, and it is easier to convince 
  someone to help extinguish a fire in their home than 
  to join a charge into a mob of Orks. 
  Leadership (Wil) can be used to rally your 
  comrades, removing the Fear, Terror, and Pinned 
  Conditions. See p.199-200 for more information. 
  Medicae (Int)
  Your ability to diagnose and heal. Medicae can be used 
  to identify diseases and toxins and counteract their 
  effects, as well as to remedy other ailments through 
  first aid or surgery. 
  The difficulty of a Medicae (Int) Test is 
  dependent on the condition you’re trying to fix, or 
  the rarity of what you are trying to identify. A broken 
  bone would be easy to identify, whereas a rare disease 
  would have a high DN to diagnose. 
  You can also use a Combat Action to make a 
  Medicae (Int) Test to accomplish any of the effects 
  below. If you attempt Medicae on yourself, the test is 
  made with a +1DN penalty. Attempting Medicae on 
  another species also increases the DN by a minimum 
  of 1, with higher penalties for Species that are more 
  different to your own. 
  Heal Wounds 
  You can make a DN 3 Medicae (Int) Test to restore a 
  Wound to a character. Every Shifted Exalted Icon on 
  a Medicae (Int) Test to restore a Wound restores 1 
  additional Wound. 
  If you have a Medicae Rating you can heal a 
  single character’s Wounds during a Regroup. They 
  automatically regain a number of Wounds equal to 
  your Medicae (Int) dice pool. 
  Remove A Condition
  The DN of a Medicae (Int) Test to remove a Condition 
  is either 3, or equal to the penalty caused by the 
  Condition. If your target is Hindered, the Medicae (Int) 
  Test DN is 1. If your target is Bleeding, the Medicae 
  Test DN is 3. 
  Some Conditions might have a higher or lower 
  DN depending on the circumstances. For example, a 
  particular toxin used to inflict the Poisoned Condition 
  may require a particularly high DN to cure. 
  Restore Shock
  If you have a Medikit or a similar device, you can make 
  a DN 3 Medicae (Int) Test to restore Rank +1 Shock.
   
  124
  Joseph Nirchi (Order #15621405)
  
  125
  Persuasion (Fel)
  Your ability to convince others and change their opinion. 
  Through logic, impassioned pleas, or bargaining, you 
  can influence an individual’s attitude to you or affect 
  the actions they plan to take. A common use is to 
  convince someone to assist you. 
  Difficulty for Persuasion (Fel) Tests is based 
  on the target’s current opinion of you and what you 
  are asking them to do. If the target is unfriendly to 
  you or your Faction, or you have let them down in the 
  past, the test will be harder. If you are asking them to 
  do something that requires a sacrifice or puts them in 
  harm’s way, it will be harder to persuade them. 
  You can use Persuasion to make an Interaction 
  Attack (p.190), confusing them with honeyed words 
  and tricky double-speak. 
  Pilot (A)
  Your ability to control a vehicle. 
  Whenever you drive a vehicle over land, sea, 
  air, or the void, you use the Pilot skill. If you have any 
  training in this Skill you won’t have to make a Test 
  to get from one place to another. But to make daring 
  manoeuvres or drive under dangerous circumstances, 
  you’ll need to make a Test to keep moving at speed or 
  to avoid crashing.
  Difficulty for Pilot Tests is dependent on the 
  environmental circumstances, your familiarity with 
  the vehicle, how damaged the vehicle is, and the 
  complexity of what you’re trying to do. If a vehicle 
  is unfamiliar or damaged, you’ll have more difficulty 
  piloting it, especially in poor weather or when you’re 
  trying to perform a tricky manoeuvre.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  LEADERSHIP
  MEDICAE
  PERSUASION
  PILOT
  Order a neophyte 
  to arm his Space 
  Marine master
  Diagnose an 
  open fracture
  Ask an Adeptus 
  Mechanicus Reclaimator 
  to inspect a piece 
  of archeotech
  Maintain a straight 
  line on a paved road 
  in a vehicle you’re 
  familiar with
  Rally a squadron 
  of Astra Militarum 
  troopers to make a 
  bayonet charge 
  Treat a Lasgun wound 
  during a firefight 
  Convince a Planetary 
  Governor to lend troops 
  to destroy a hidden cult
  Successfully re-enter the 
  atmosphere in a vessel 
  with damaged hull plating
  Lead the captain 
  and crew of an 
  Imperial Cruiser 
  into a Warp-storm
  Diagnose a disease 
  specific to exposure 
  to xenos poisons 
  Persuade a Rogue 
  Trader to risk their 
  ship and crew to help 
  thwart a xenos plot
  Land an Aquila Lander 
  on a short, unlit 
  runway at night
  Demand a coven of 
  untrained Psykers 
  use their powers 
  against a Killa Kan
  Stabilise a moments-
  from-death Aeldari 
  in total darkness
  Prove logically to 
  an Inquisitor that 
  you aren’t a witch
  Use a ramp to jump 
  over a river in a Leman 
  Russ Battle Tank
  Command a loosely 
  allied clan of injured 
  Drukhari to charge 
  a Keeper of Secrets
  Identify a latent Nurgle 
  meme-virus infecting a 
  superior officer after a 
  single social interaction
  Convince an Aeldari 
  Farseer that their 
  vision was a false 
  trick of the enemy
  Fly a damaged jetbike to 
  a specific tree in a dense 
  jungle during a hurricane
  DN 1
  DN 3
  DN 5
  DN 7
  DN 9
  Joseph Nirchi (Order #15621405)
  
  126
  Psychic Mastery (Wil)
  Your ability to manifest psychic powers, manipulating 
  the Warp to change reality. Check Chapter 11: Psychic 
  Powers for more information.
  You cannot purchase this Skill unless you have 
  the PSYKER keyword. 
  Scholar (Int)
  Your ability to recall knowledge from your studies. 
  Having a higher Scholar Skill means you have 
  spent time in the study of any topic and can easily 
  remember what you have learnt. This Skill covers 
  both vital and esoteric information, publicly mandated 
  announcements and forbidden lore — anything your 
  character might have learned. 
  The difficulty of a Scholar (Int) Test is 
  determined by how obscure the knowledge is you are 
  trying to access. 
  You won’t need to make a Scholar (Int) Test 
  for anything that you character would easily know, 
  such as information about your home planet or basic 
  knowledge of your Faction. If you are making a 
  Scholar (Int) Test on something related to one of your 
  Keywords, your GM may award you +1 bonus dice per 
  associated Keyword.  
  Stealth (A)
  Your ability to hide, move without being detected,, 
  and disable security systems. If you want to follow 
  someone without being noticed or sneak up on an 
  enemy you should use a Stealth (A) Test. 
  When you are trying to move undetected 
  past NPCs, the results of your Stealth (A) Test are 
  compared against their Passive Awareness. If NPCs are 
  looking for you and you are trying to remain hidden, 
  the results of your Stealth (A) Test are opposed by 
  their Awareness (Int) Test. The situation you are in, 
  particularly the lighting conditions and how much 
  noise there currently is, can give bonuses or penalties 
  to a Stealth (A) Test. Additional rules for Stealth can 
  be found on p.181. 
  The difficulty of a Stealth (A) Test to bypass 
  a security system is dependent on how effective the 
  security system is — a simple mechanical padlock is 
  much easier to break through than the security aegis 
  of an Imperial cruiser. 
  Remember the 
  name of a local 
  Imperial Bureau 
  that could help with 
  the problem at hand
  Pick a mechanical 
  padlock at a 
  junkyard entrance
  Track a person 
  wearing distinctive 
  footgear through 
  a forest
  Apply sacred 
  unguents to 
  properly lubricate 
  a Chimera’s tracks
  Remove an armour 
  fragment from a 
  Chainsword blade
  Recognise the 
  value, merits, 
  and growth 
  patterns of a local 
  agricultural crop
  Avoid detection 
  while sneaking 
  through a field full 
  of security cameras
  Find potable 
  water on a rocky 
  world with few 
  signs of plants
  Replace the 
  damaged armour 
  on a Leman 
  Russ Demolisher
  Recharge an 
  archeotech 
  Power Sword
  Recognise the 
  species of xenos 
  represented on the 
  inscriptions of an 
  ancient ziggurat
  Bypass the locking 
  mechanism on 
  a reinforced 
  bank vault
  Assemble safe(ish) 
  shelter on a 
  Death World
  Identify an issue 
  with an Anti-Grav 
  enginge by ear
  Invent a way to 
  wield a xenotech 
  weapon designed for 
  a 3-armed warrior
  Identify Goreclaw 
  the Render from 
  a description and 
  a primitive  
  illustration
  Identify and disable 
  the xenotech trap 
  in an ancient tomb
  Travel on foot 
  without a 
  navigational 
  system across an 
  ash waste littered 
  with lava flows
  Rebuild the engine 
  from a crashed 
  Nephilim Jetfighter 
  using raw and 
  damaged materials
  Determine how to 
  properly replace 
  the monofilament 
  tendrils on an 
  archeotech 
  neuronic lash
  Recall the names 
  of all the Second 
  Lieutenants who 
  served in the 
  Macharian Crusade
  Sneak through a 
  guarded minefield 
  in daylight 
  while wearing 
  Terminator Armour
  Jury-rig a filtration 
  system to provide 
  potable water from 
  a toxic swamp
  Integrate a 
  xenotech cogitator 
  from a ruined 
  vessel into the 
  systems of an 
  Imperial Frigate
  Reforge a master-
  crafted blade 
  that shattered 
  into a thousand 
  pieces, without 
  compromising 
  its integrity
  DN 1
  DN 3
  DN 5
  DN 7
  DN 9
  SCHOLAR
  STEALTH
  SURVIVAL
  TECH
  WEAPON SKILL
  Joseph Nirchi (Order #15621405)
  
  Tech (Int)
  Your ability to understand, use, repair, and dismantle 
  technology. 
  The difficulty of a Tech (Int) Test is determined 
  by the complexity of the technology you are interacting 
  with and the intricacy of the task you’re trying to 
  perform. The Difficulty Numbers provided in the table 
  are for interacting with technology native with your 
  Species; attempting a Tech test on the technology of 
  another Species could dramatically increase the DN. 
  Weapon Skill (I)
  Your skill at close combat, armed or unarmed. This 
  includes identifying, understanding, and maintaining 
  melee weapons. Melee weapon attacks are explained 
  in full on p.183.
  If you try to hit someone, your target’s Defence 
  determines the DN of your Weapon Skill (I) Test. The 
  complexity or Rarity of a melee weapon determines 
  the DN for repairing, identifying, and maintaining that 
  weapon. 
  Survival (Wil)
  Your ability to find provisions, secure shelter, and to 
  track or navigate through an organic environment. If 
  you want to search for food, make yourself safe away 
  from civilisation, find a path through the wilderness, 
  or follow some footprints to their source you’ll need to 
  make a Survival (Wil) Test. 
  The difficulty of a Survival (Wil) Test is based 
  on the environment. Finding food is easy on an Agri 
  World, difficult on a Death World, and impossible on a 
  barren world with no atmosphere. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  127
  OPTIONAL RULE 
  INNATE VS LEARNED
  Some Skill Tests can be performed by anyone; 
  you don’t need a rigorous psychological 
  education to tell a lie, so you don’t need to 
  purchase a Deception Skill Rating to bluff 
  your way into an Astra Militarum armoury 
  — it’ll just be much harder. 
  Other Skills can only be acquired through 
  study or practice. There’s very little possibility 
  a Scum Ganger that spent their whole life at 
  the bottom of a hive city could recall some 
  long-forgotten lore written in High Gothic, so 
  they shouldn’t be able to make a Scholar Test 
  to do so. 
  If you choose to use this optional rule, 
  you can’t make a Test for any of the following 
  Skills unless you have at least a Rating of 1 
  in that Skill: 
   
  u Medicae (Int)
   
  u Pilot (A) 
   
  u
  Scholar (Int)
   
  u
  Survival (Wil)
   
  u Tech (Int)
  This rule also applies whenever you make a 
  Ballistic Skill (A) or Weapon Skill (I) Test to 
  do anything other than make an Attack, for 
  example to try to fix or identify a weapon.
  Joseph Nirchi (Order #15621405)
  
  128
  128
  alents are tricks, quirks, and abilities unique 
  to your character. Some of them impact Tests 
  your character makes, others allow you to 
  take special actions and do things nobody else can do. 
  You can purchase Talents using XP during 
  character creation and between sessions, as long as 
  your character meets the requirements listed in the 
  Talent. 
  TALENT FORMAT
  Talent Name
  XP Cost: How much XP it costs to purchase the Talent.
  Requirements: 
  Attribute 
  ratings, 
  Skill 
  ratings, 
  Keywords, Species, or other requirements your 
  character must meet before taking this Talent. Not 
  every Talent has requirements. 
  Effect: A description of what the Talent does.
  TALENTS
  Joseph Nirchi (Order #15621405)
  
  129
  superhuman veteran of hundreds of battles and have 
  mastered the use of many deadly weapons. 
  Add +Rank to the total Damage Value of 
  successful attacks with the following weapons: 
   
  u
  Chainswords 
   
  u
  Chainaxes 
   
  u
  Power Swords
   
  u
  Power Fists 
   
  u
  Unarmed strikes 
   
  u
  Bolt weapons 
   
  u Any weapon with the ADEPTUS ASTARTES 
  Keyword. 
  At the GM’s discretion, this Talent may also apply 
  to weapons with the CHAOS Keyword for Chaos 
  Space Marines.
  Armourbane
  XP Cost: 20
  Requirements: Weapon Skill Rating 2+
  Effect: Your furious strikes rend armour, leaving it 
  broken and useless. 
  When you make a successful melee attack you 
  can Shift Exalted Icons to reduce the target’s Resilience 
  instead of adding ED. Each Exalted Icon you Shift 
  decreases the target’s Resilience by 1. This Resilience 
  is removed before you calculate damage from the 
  attack. 
  Your weapon must have one of the following 
  Keywords to activate this Talent:
   
  u
  BLADE
   
  u
  CHAIN
   
  u
  FORCE
   
  u
  POWER FIELD
  Augmetic
  XP Cost: 20, plus XP equal to the Value of the augmetic 
  you choose.  
  Effect: You replace part of your biology with an 
  augmetic, the common name for cybernetic implants 
  in the Imperium.
  You may take this Talent more than once. Each 
  time you take this Talent you may select two augmetics 
  of Rare or lower rarity, or a single Very Rare augmetic. 
  See p.242 for more information on Augmetics. 
  The GM determines which augmetics are 
  available (usually any of those designed for your 
  Species) and who can perform the necessary 
  installation procedure. 
  LIST OF TALENTS
  Acute Sense
  XP Cost: 20
  Effect: Pick one of your 5 senses (sight, 
  hearing, smell, taste, or touch). Whenever you 
  make an Awareness Test based on that sense, 
  you gain +Rank bonus dice. 
  Angel Of Death
  XP Cost: 30
  Requirements: Rank 2+, Adeptus Astartes  
  Species 
  Effect: You are a Space Marine — one of the most 
  feared warriors in the galaxy. You are a highly trained 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  RANK & TALENTS
  Some Talents have abilities with a magnitude 
  dependent on your character’s Rank, rather 
  than a set number. Your Rank starts at 1 and 
  increases when you gain XP (see Chapter 7: 
  Advancement). 
  Some Talents, like Binary Chatter, allow 
  you to add +Rank bonus dice to a Test.
  Example: Martina is playing an Imperial 
  Guardsman with the Acute Senses Talent, 
  choosing hearing as her acute sense. She 
  makes an Awareness (Int) Test to listen to 
  two suspicious robed figures whispering in the 
  transept of a cathedral. Because her Rank is 
  3 and the Awareness (Int) Test is based on 
  her Acute Sense, she adds 3 bonus dice to her 
  dice pool. 
  Some Talents allow you to add Double Rank to 
  your dice pool, like Bombardment.
  Example: Vasi is playing a Skitarius with the 
  Binary Chatter Talent. He makes a Tech (Int) 
  Test to force a Kataphron Battle Servitor to 
  stand down. Because his Rank is 2 and the 
  Binary Chatter Talent awards +Double Rank 
  bonus dice to instruct Servitors, he adds 4 
  bonus dice to his dice pool. 
  Joseph Nirchi (Order #15621405)
  
  130
  Betrayer
  XP Cost: 20 
  Requirements: CHAOS Keyword 
  Effect: You can make mortal sacrifices to the Chaos 
  Gods to gain their favour. 
  You gain +1 Corruption. 
  You can sacrifice a willing or unconscious 
  individual — such as a devotee or follower — to gain 
  a point of Wrath.
  At the GM’s discretion, this sacrifice triggers a 
  DN 5 Corruption Test. 
  Berzerker
  XP Cost: 20
  Effect: The very sight of blood energises you in battle. 
  Whenever you see an individual within 30 
  metres of you suffer a Critical Hit or the Bleeding 
  Condition, you gain 1 point of Wrath.  
  The GM may ask you to make a DN 1 Corruption 
  Test whenever this Talent is activated. 
  Binary Chatter
  XP Cost: 20 
  Requirements: ADEPTUS MECHANICUS  
  Keyword 
  Effect: You are adept at controlling mechanical 
  constructs. 
  You gain +Double Rank bonus dice whenever 
  you attempt to instruct, program, or question a servitor 
  or a similar construct, such as a cherub or a servo-skull.
  Blindfighter
  XP Cost: 20
  Requirements: Awareness Rating 3+
  Effect: You have trained to fight blind, relying on your 
  instincts and other senses to detect and dispatch your 
  foes even when you cannot see. 
  The Blinded Condition does not affect your 
  attack Tests using your Weapon Skill (I).
  Blood Must Flow!
  XP Cost: 20 
  Requirements: Weapon Skill Rating 2+
  Effect: You know how to place your strikes to inflict 
  haemorrhaging injuries. 
  You may spend an Exalted Icon whenever you 
  make a successful Weapon Skill (I) attack to inflict the 
  Bleeding Condition to your target. 
  Bombardment
  XP Cost: 40
  Requirements: Rank 2+
  Any of the following Keywords: ADEPTUS ASTARTES, 
  AELDARI, ASTRA MILLITARUM, CHAOS, ORK, 
  ROGUE TRADER
  Effect: You have the connections and military backup 
  to call in an airstrike. A bombardment may come from 
  ground-based artillery, aircraft, or even a voidship in 
  low orbit. In all cases, the attacks are devastating to 
  their targets.
  Once per game session, a character with 
  this Talent and access to communications with their 
  vessel or other forces may call in a bombardment. 
  The bombardment attack deals 20 damage +Double 
  Rank ED to all targets within Rank x 10 metres of the 
  designated target.
  Brutalist
  XP Cost: 20
  Requirements: Strength Rating 3+
  Effect: Your strike brutal blows regardless of the 
  weapon you wield. 
  Every melee weapon you wield has the Brutal 
  Weapon Trait (p.209), including your unarmed strikes. 
  If you make a successful melee attack with a 
  weapon that already has the Brutal Weapon Trait, you 
  deal an additional +1 damage. This bonus damage is 
  applied after calculating your total damage, not to the 
  weapon’s Damage value. 
  Chaos Familiar
  XP Cost: 20 
  Requirements: CHAOS Keyword
  Effect: The Dark Gods have rewarded you with a 
  minion drawn from the Warp. This malign creature 
  revels in violence and deception, and serves as a 
  constant reminder of your choices. Chaos familiars are 
  unreliable, fickle, and treacherous, but they can be a 
  powerful tool in any cultist’s arsenal.
  You gain +2 Corruption. 
  You gain a minion, a lesser daemon spawned 
  from the Warp. It uses the Brimstone Horror profile 
  (see p.349), but has a 1 in all Attributes. Its only Skills 
  are Scholar (5) and Stealth (8). 
  The daemon is fickle. To get it to take action, 
  you must first succeed at an Opposed Persuasion or 
  Intimidation Test. Once persuaded, the daemon goes 
  to extreme measures to accomplish whatever task you 
  set, to the best of its limited abilities.
  Joseph Nirchi (Order #15621405)
  
  At the GM’s discretion, if the minion sees you act against 
  the interests of the Warp, the familiar immediately 
  turns on you until it’s destroyed or convinced of its 
  mistake. 
  If the familiar is slain, you must spend a Wrath 
  Point to summon it again — which is time-consuming 
  and requires the GM’s permission.
  Conversational 
  Cogitator
  XP Cost: 10
  Requirements: ADEPTUS MECHANICUS Keyword
  Effect: The cogitation devices that form your brain are 
  finely tuned. Through the cold purity of logic you can 
  calculate the likely outcomes of a conversation and 
  predict the responses of weaker biological minds. 
  Before making a Cunning (Fel), Deception 
  (Fel), Insight (Fel), or Persuasion (Fel) Skill Test you 
  can choose to use this Talent to use your Tech (Int) 
  Skill instead.  
  You must complete a Regroup or Respite before 
  you can use this Talent again.  
  Counter Attack
  XP Cost: 30 
  Requirements: Weapon Skill  
  Rating 5+
  Effect: You are a master of melee combat, 
  able to find an opening in your opponent’s 
  guard when they attack.
  You can use this Talent whenever 
  an enemy targets you with a melee attack. 
  After the enemy has completed their attack, 
  you may make a single melee attack 
  against that enemy. This is treated as your 
  Reflexive Action, but you may Counter 
  Attack up to Rank times per Round.
  You may not apply any other 
  Talents, Abilities, or combat options to a 
  Counter Attack.  
  If you Counter Attack, you cannot 
  take any Move Actions on your next 
  turn.  
  Deadshot
  XP Cost: 20
  Requirements: Ballistic Skill Rating 2+
  Effect: You are a skilled shot, trained to carefully 
  target your enemies’ weak points. 
  When you take the Aim action (p.189) and 
  make a Called Shot (p.187) you double the bonus ED 
  you receive. 
  Death Or Glory!
  XP Cost: 20 
  Requirements: Human
  Effect: Even when terrified, you can summon the 
  courage to mount a ferocious attack. 
  Whenever you are required to make a Fear Test, 
  you may choose to instantly Charge the source of Fear, 
  if you are able to, and make a single melee attack. 
  Make the Fear Test after this attack resolves if the 
  target is still alive. 
  If you are in combat after the Fear Test resolves, 
  you sacrifice your first Turn. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  131
  Joseph Nirchi (Order #15621405)
  
  132
  Deductive
  XP Cost: 20 
  Requirements: Intellect Rating 3+
  Effect: Your studious mind can pick apart a problem 
  (or person) with ease. 
  As a Simple Action, you may use this Talent to 
  make an Intellect-based Skill Test to recall or notice 
  something about a target. The target can be anything, 
  from a mag-locked door with a cantankerous machine 
  spirit to an inscrutable Planetary Governor. 
  If you pass the Test, the GM may give you 
  information based on the Skill you used to make the 
  Test. You also gain +Rank bonus dice to any Test made 
  against that target that utilises this information. You 
  may give this bonus to an ally if you communicate 
  what you have learned. 
  Devotees
  XP Cost: 30 
  Requirements: Leadership Rating 4+
  Effect: Through reputation or assignment, you have 
  gathered a number of followers that will do whatever 
  you ask. If you are attacked, they intervene. 
  Your devotees are a Mob of any Troop level 
  Threat, as described in Chapter 14: Bestiary. A number 
  of devotees equal to Double Rank +2 have decided to 
  follow you. You may use the stats presented in Chapter 
  14 for each devotee, or use the following rules:
   
  u
  Devotee Attributes are equal to 1 + Double 
  Rank.
   
  u
  Devotee Skills are equal to 1 + Double Rank.
   
  u A devotee’s Attributes and Skills cannot be higher 
  than your own.
  Whenever you are hit by any form of attack, any of 
  your devotees may make a DN5 Initiative Test as a 
  Reflexive Action. If they succeed, the attack kills the 
  devotee instead of hitting you. 
  Slain devotees may be replaced for free 
  with new devotees the next time you visit a major 
  encampment or city. 
  If you take this Talent more than once, you gain 
  more devotees of the same type you already possess. 
  If you already have followers from an archetype 
  ability, this Talent provides additional followers of that 
  type instead.
  Die Hard
  XP Cost: 20 
  Effect: You’re hard to kill. 
  When you suffer more Wounds than your 
  Maximum Wounds, you are not Dying. Roll once on 
  the Memorable Injuries table and heal 1 Wound. 
  You may not use this Talent again until you 
  complete a Regroup.
  Dirty Fighter
  XP Cost: 20 
  Effect: You’re proficient in the art of foul play. 
  Whenever you make an Interaction Attack 
  (p.190) and you shift 2 Exalted Icons, you can inflict 
  your target with an additional Condition. Choose 
  the most narratively appropriate Condition from the 
  following options: 
   
  u
  Blinded (p.199)
   
  u
  Prone (p.200)
   
  u
  Restrained (p.200) 
   
  u
  Staggered (p.200)
  Discipline Savant
  XP Cost: 30 
  Requirements: Psychic Mastery Rating 4+, and at 
  least 2 psychic powers from a single Discipline. Effect: 
  Your devotion to a psychic discipline has given you 
  mastery over your style of Warpcraft. 
  When you take this Talent, select a psychic 
  discipline in which you have at least 2 psychic powers. 
  Whenever you make a Psychic Mastery (Wil) Test to 
  activate a psychic power from that discipline, reduce 
  the DN by 1. 
  Joseph Nirchi (Order #15621405)
  
  133
  Disturbing Voice
  XP Cost: 20 
  Effect: You have a sinister and upsetting voice. This 
  may be due to infrasonic cadences produced by a vox 
  synthesiser, interrogation training, or just an inborn 
  air of malice. 
  You gain +Rank bonus dice to Intimidation 
  (Wil) and Leadership (Wil) Tests when you use your 
  voice. 
  Any Fellowship Test made with someone 
  likely to be put off by your voice (nervous individuals, 
  Psykers, pious members of the Ecclesiarchy) suffers 
  +2 DN penalty.
  Dual Wield
  XP Cost: 20 
  Effect: You can wield two weapons with uncanny 
  accuracy. 
  When you wield one weapon in each hand 
  the DN penalty for using the Multi-Attack option is 
  reduced by 2. Each weapon must have the Pistol Trait 
  or be a one-handed melee weapon.
  You may also use a different weapon you 
  are wielding for each of your Multi-Attacks, rolling 
  damage separately for each weapon. 
  Duty Until Death
  XP Cost: 20 
  Requirements: Willpower Rating 3+,
  IMPERIUM Keyword
  Effect: Your ardent faith in the Emperor allows you to 
  push beyond the limits of injury to act in His will, at a 
  cost to your physical form. 
  Whenever you suffer more Wounds than your 
  Max Wounds, you can use this Talent. You may take 
  your next Turn normally; you begin Dying at the end 
  of that Turn. You may choose to take your next Turn 
  immediately after activating this Talent, potentially 
  interrupting an enemy’s Turn. If you roll a Complication 
  on any Test, you take a Traumatic Wound. 
  Eliminator
  XP Cost: 20 
  Requirements: Stealth Rating 2+
  Effect: You strike from the shadows, using the element 
  of surprise to take down your foes in one fell swoop. 
  When you have a Stealth Score (p.181) and you 
  attack an enemy that is unaware of you, you may add 
  your Stealth Score as ED, in addition to the bonuses 
  received from a Surprise Attack (p.182). Any decrease 
  to your Stealth Score is resolved after the attack. 
  Escape Artist
  XP Cost: 20 
  Effect: Through bodily contortions, practice, or 
  subdermally concealed equipment, you are adept at 
  escaping any form of bondage. 
  You gain +Double Rank bonus dice to all 
  attempts to escape any form of bondage, be it 
  mechanical bonds or an individual Grappling you 
  (p.188).  
  Ever Vigilant
  XP Cost: 20 
  Effect: You never let down your guard. 
  You gain +Double Rank to your Passive 
  Awareness. 
  Favoured By The Warp
  XP Cost: 40
  Requirements: PSYKER Keyword
  Effect: The Warp is both dangerous and fickle, its 
  horrors afflicting some more than others. Even those 
  with great mental conditioning and a seeming control 
  over psychic powers can find it turns against them. 
  You may use this Talent to reroll any Perils of 
  the Warp (p.263) result. You must accept the new result.
  Fear
  XP Cost: 30
  Effect: Either by the ravages of war on your body, 
  an aura of malice, or the weight of your words, you 
  frighten those you meet. 
  When you succeed on an Intimidation (Wil) 
  Test, you can force the target to make a Fear Test with 
  a DN equal to 1 + Double Rank. 
  Fearless
  XP Cost: 30
  Requirements: Willpower Rating 4+
  Effect: Extensive mental conditioning or intensive 
  training allows you to completely control your fear.  
  You automatically pass any Fear Test. You are 
  immune to Intimidation (Wil) Interaction Attacks.
  Feel No Pain
  XP Cost: 40
  Requirements: Toughness Rating 4+
  Effect: Your pain tolerance is above and beyond that of 
  most of your Species. 
  You do not suffer a penalty to DN for 
  being Wounded.
  Your Wounds Trait is increased by +Rank.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  Flagellant
  XP Cost: 20
  Requirements: IMPERIUM Keyword
  Effect: You have dedicated your pain to the service of 
  the Emperor. 
  At the start of each day, you must spend 20 
  minutes (Terran standard) in prayer, and inflict 
  Wounds to yourself equal to your Tier through 
  self-flagellation. 
  You may not roll Determination against these Wounds 
  or allow them to be healed by any method other than 
  through a Respite.
  As long as you are wounded in this way, you 
  gain +Rank bonus dice to your Determination and 
  Conviction rolls and may choose to become Frenzied 
  (p.199) as a Combat Action. If you also have the 
  Frenzy Talent, you may become Frenzied as a Simple 
  Action. 
  If you fail to flagellate yourself, you are 
  overcome with shame and take a +2 DN penalty to all 
  Tests until you flagellate again. 
  Frenzy
  XP Cost: 20
  Effect: You can use a Combat Action to become 
  Frenzied (p.199). 
  Furious Charge
  XP Cost: 20
  Requirements: Athletics Rating 2+ and Weapon Skill 
  Rating 2+
  Effect: You have practised closing distance to a foe 
  with speed; swinging your weapon whilst running has 
  become second nature. 
  You gain +Rank to any melee attack you make 
  as part of a Charge (p.188).
  Gallows Humour
  XP Cost: 20
  Effect: You find humour in the darkest of places,and 
  can use it to bolster the resolve of your allies. 
  You can take a Simple Action to make a grim 
  joke whenever you are Wounded or are suffering from 
  a Condition, as long as you are still able to speak. 
  Make a DN 2 Fellowship Attribute Test. If you succeed, 
  you and any allies that can hear you recover Shock 
  eqaul to your Rank plus the number of Icons rolled. 
  Hardy
  XP Cost: 30
  Requirements: Toughness Rating 3+
  Effect: You are innately durable or have undergone 
  harrowing endurance training. 
  As a Combat Action, you can make a DN 3 
  Toughness Test. On a failure you recover 1 Shock. On 
  a success you recover 1 + Double Rank Shock. Each 
  Shifted Exalted Icon recovers an additional point 
  of Shock.
  Once you use this Talent, you cannot use it 
  again until you have completed a Regroup (p.196).
  Hatred [Any]
  XP Cost: 30
  Effect: You have honed your hatred toward a specific 
  foe into a weapon. 
  Select a Keyword to be the focus of your hatred. 
  You gain +Double Rank bonus dice on melee attacks 
  against targets that have the chosen Keyword. You 
  suffer a +2 DN penalty whenever you interact socially 
  with individuals of the chosen Keyword. 
  134
  Joseph Nirchi (Order #15621405)
  
  Hive Explorer
  XP Cost: 20
  Requirements: IMPERIUM Keyword
  Effect: You are experienced at navigating the urban 
  environments of the Imperium. 
  You gain +Rank bonus dice to any Stealth (A) 
  or Survival (Wil) Tests when moving through urban 
  environments. 
  Jargon [Skill]
  XP Cost: 20
  Requirements: A Rating of 1+ in any of the following: 
  Ballistic Skill (A), Medicae (Int), Pilot (A), Scholar 
  (Int), Survival (Wil), Tech (Int), or Weapon Skill (I).
  Effect: You’re knowledgeable enough on a particular 
  subject to open your mouth and let the information 
  flow out. The mystifying slang, precise vernacular, and 
  strange idioms are enough to stupefy the unlearned 
  and make fast friends of strangers who share your 
  passion. 
  When you take this Talent, you must pick 
  which of your Skills it applies to from the list in the 
  Requirements section above. 
  During any social encounter you can make a 
  Skill Test using your Jargon Skill. The DN is determined 
  by the GM based on how friendly the target is to you.
  If you fail, everyone around you ignores your 
  incoherent babbling. 
  If you succeed and the target is interested 
  or trained in the Skill, they are likely to become 
  more friendly to you (see p.168). If the target 
  doesn’t share your knowledge and slang, they 
  stand stupefied whilst you babble — they 
  are distracted, unable to get away from your 
  conversation for up to 20 minutes (Terran 
  standard). 
  Legacy Of Sorrow
  XP Cost: 20
  Requirements: Aeldari Species
  Effect: The long and mournful history of 
  your people weighs upon you, sharpening 
  your focus and emboldening your will to live. 
  You no longer suffer the penalty from 
  the Intense Emotion Species ability (p.29). 
  The group gains +1 Glory every time 
  you recover from Dying.
  Let The Galaxy Burn
  XP Cost: 20
  Requirements: CHAOS Keyword
  Effect: You take pleasure in the destruction of any 
  ordered institution. When you see your prey begin to 
  falter, you revel in its collapse and become inspired 
  to commit ever greater atrocities in the names of the 
  Chaos Gods.
  You gain +1 Corruption. 
  Whenever you incapacitate an Adversary 
  or Elite opponent, the group gains +1 Glory, up to a 
  maximum Glory of Double Rank per encounter.
  Lip Reader
  XP Cost: 20
  Effect: You have learnt how to read lips.
  The GM may call for an Awareness (Int) Test to 
  read lips successfully depending on the environment, 
  the speaker’s Species, and the language spoken. The 
  default DN is 3 and may be modified as the GM sees fit. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  135
  Joseph Nirchi (Order #15621405)
  
  136
  Lobotomised Efficiency
  XP Cost: 20 
  Requirements: Human
  Effect: Through otherworldly discipline or surgical 
  treatments you have been rendered immune to 
  temptations of the flesh. 
  You gain +Double Rank to your Conviction 
  and Resolve.
  You no longer add your Tier to your Max Shock.
  Loremaster [Keyword]
  XP Cost: 30
  Requirements: Scholar Rating 3+
  Effect: You are highly educated in a specific field. 
  When you take this Talent, choose a Keyword. 
  This could be a bureau of the Imperium, a xenos 
  species, or something esoteric (and forbidden) like 
  daemonology. All Keyword selections are subject to 
  GM approval. 
  If you select another Species as the keyword, 
  you can speak their native language as well as your 
  own. 
  Educational insight can have broad applications. 
  Studying a culture’s history invariably reveals 
  information about their traditions, military prowess, 
  and technological innovations.
  Whenever you make a Skill Test related to the 
  chosen Keyword, you gain +Double Rank bonus dice. 
  This includes Scholar Tests, but can also be relevant to 
  any Test that involves interacting with that Keyword, 
  including Interaction Attacks (p.190). The GM is the 
  arbiter of what is sufficiently relevant to your selected 
  Keyword to receive this bonus.
  Mark Of Chaos
  XP Cost: 30
  Requirements: [MARK OF CHAOS] Keyword
  Effect: You have been granted the favour of the Chaos 
  Gods. This may be from dedicating yourself to one 
  of the named gods or to an act that venerates the 
  entire pantheon. Occasionally, one of the Chaos Gods 
  may grant favour out of amusement or some more 
  inscrutable reason, rather than as a reward.  
  You gain +1 Corruption. Select one of the five 
  options below and apply the bonus to your character 
  sheet. Taking this Talent replaces the [MARK OF 
  CHAOS] Keyword with the name of your chosen God. 
  If you choose Undedicated, you do not replace the 
  [MARK OF CHAOS] Keyword.
   
  u
  Nurgle: Your Toughness increases by +1.
   
  u
  Khorne: You gain +2 bonus dice when making 
  attacks using the All-Out Attack option. You can’t 
  take this option if you have the PSYKER keyword. 
   
  u
  Slaanesh: You gain +2 bonus dice on Awareness 
  and Persuasion Tests.
   
  u
  Tzeentch: You gain the PSYKER keyword. If you 
  already possess the PSYKER keyword, you gain 
  one minor psychic power of your choice. Work with 
  the GM to determine which powers are appropriate 
  for your character.
   
  u
  Undedicated: Choose one of the following 
  Skills: Awareness, Cunning, Deception, Insight, 
  Persuasion, Psychic Mastery, Stealth, or Weapon 
  Skill. You gain +Rank bonus dice when using 
  that Skill.
  Mastered Paths
  XP Cost: 20
  Requirements: Aeldari Species, ASURYANI Keyword
  Effect: As a Craftworlder, you have travelled and 
  mastered many paths over your elongated lifespan. 
  You have likely forgotten more than most humans will 
  ever learn but still retain mastery of your former focus. 
  Select one of your Aeldari Paths. You gain  an 
  additional +Rank bonus to the bonus you receive from 
  that Aeldari Path. 
  Joseph Nirchi (Order #15621405)
  
  137
  Orthopraxy
  XP Cost: 20
  Requirements: IMPERIUM Keyword
  Effect: The litanies of His holy word have burned 
  themselves deep in your memory. You can recite 
  hymns and prayers to the Emperor by rote, and can 
  use them to bolster your mind. 
  As a Simple Action you can begin mentally 
  reciting Ecclesiastical liturgies. As long as you sacrifice 
  your Simple Acion in this way, you gain +1 bonus 
  Willpower, for a maximum of Double Rank Rounds. 
  You can’t use this Talent again until you 
  complete a Respite. 
  Paranoid
  XP Cost: 20
  Requirements: Cunning Rating 3+
  Effect: You constantly fear for your life. You have 
  established a web of connections to gather information 
  on dangerous conspiracies. 
  Once per session when you have access to a 
  communications device, you may ask your ring of 
  contacts one question they may know. The GM rolls 
  a secret Cunning (Fel) Test and provides you with 
  whatever information the contact can provide. The 
  number of Icons rolled on the Test determines the 
  quality and amount of information.  
  Primaris Perspective
  XP Cost: 40
  Requirements: Primaris Astartes Species
  Effect: You have been held in suspended animation 
  since the 31st Millennium, just after the Horus Heresy 
  ended. You remember a very different galaxy, and 
  have a unique perspective on the Dark Imperium, a 
  perspective that encompasses memories of both great 
  hope and great sorrow.
  You gain +Rank bonus dice Resolve and 
  Corruption Tests.
  You gain +Double Rank bonus dice to Scholar 
  Tests regarding historical events from the 31st 
  Millennium or earlier. 
  Mimic Voice
  XP Cost: 20
  Requirements: Deception Rating 3+
  Effect: You can mimic individuals’ voice patterns with 
  uncanny accuracy. You may have learned this Talent 
  through your environment or difficult training, or 
  gained this ability from implanted vox synthesisers.
  Make an Awareness Test when you listen to 
  an individual speak for at least 1 hour to study their 
  voice. The DN is set by the GM based on the difference 
  between your target’s voice and your own, and your 
  current auditory conditions. 
  If you succeed, you gain +Double Rank bonus 
  dice whenever you make a Deception Test to mimic 
  this voice. You can memorise a number of voices equal 
  to your Intellect. 
  Mob Rule
  XP Cost: 20
  Requirements: Ork Species
  Effect: You know how to manipulate the brutish 
  confidence of a mob of Orks. 
  When you command two or more Orks, you 
  and all allied Orks within 15 + Double Rank metres 
  may add +Double Rank bonus dice to Resolve Tests.
  More Dakka!
  XP Cost: 35
  Requirements: Ork Species
  Effect: You love the smell and sound of Dakka, and 
  have a knack for expending exorbitant quantities of 
  ammunition; this is somehow an effective tactic for 
  you. 
  The Salvo value of any weapon you wield is increased 
  by +Rank. 
  You may want to employ an Ammo Runt 
  (p.241) to carry extra ammunition. 
  Noble Peer
  XP Cost: 30
  Requirements: Persuasion Rating 3+
  Effect: You are a member of a renowned noble class. 
  You may have additional authority over other members 
  of your society, as well as responsibility for your social 
  lessers. 
  Whenever you are in a social situation where 
  status plays a factor, gain +Double Rank bonus dice 
  to Influence Tests and any Skill Tests involving social 
  interaction. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  Promethium Proficiency
  XP Cost: 20 
  Requirements: IMPERIUM Keyword
  Effect: You have been trained in the use of the 
  Emperor’s holy fire. 
  When using weapons with the Inflict (On Fire) 
  Trait, you gain +Rank ED to any damage rolls. 
  Once per Round, you may gain 1 Wrath when 
  you kill an enemy of the Imperium using a weapon 
  with the Inflict (On Fire) Trait. 
  Rite of Fear
  XP Cost: 30
  Requirements: ADEPTUS MECHANICUS  
  Keyword
  Effect: Your voice box has been replaced with a 
  synthetic vocoder, critical for audible communication 
  in Lingua-technis, and able to emit infrasonic sounds. 
  These deep frequencies are below auditory detection 
  and can trigger fear responses. 
  You can trigger the Rite of Fear as a Combat 
  Action. The rite affects all characters within a cone, 
  10 metres long by 3 metres wide at its terminus. 
  Characters within the area of effect who lack ear 
  protection (including augmetic ears) must immediately 
  make a Fear Test with a DN of 2 + Double Rank. You 
  are the vertex of the cone but are immune to its effects.
  You can purchase the Disturbing Voice Talent 
  for 10 XP. 
  Rite of Magnometrics
  XP Cost: 20
  Requirements: ADEPTUS MECHANICUS  
  Keyword
  Effect: You have implemented powerful electromagnets 
  into your augmetic replacements that you can control 
  mentally. You can vary the intensity and frequency 
  of your electromagnetic emissions, allowing you to 
  summon metal objects to you and hover over large 
  metallic surfaces. 
  You can pick up and carry metal objects up to 
  3 + Double Rank metres away without touching them. 
  You can also draw your body to any large or stable 
  metal object and hover above it. No Test is required for 
  either of these abilities. 
  Using this Talent in combat requires a Simple 
  Action. The effective range of this Talent is equal to 
  your Rank x 20 metres. The effective Strength of this 
  Talent (for use when throwing an object or resisting 
  another force) is 1 + Double Rank. 
  138
  Joseph Nirchi (Order #15621405)
  
  139
  Rite of Pure Thought
  XP Cost: 20
  Requirements: ADEPTUS MECHANICUS  
  Keyword
  Effect: You have replaced a hemisphere of your brain 
  with a cogitator. You live an emotionless existence, 
  depending upon the peaceful and rewarding purity of 
  logic. 
  You gain +Rank bonus dice on Resolve and 
  Fear Tests, and to resist Persuasion and Intimidation 
  Interaction Attacks. 
  You gain +Rank bonus dice  when making 
  Investigation Tests. 
  Scum Savvy
  XP Cost: 20 
  Requirements: Human
  Effect: Long years of disreputable carousing during 
  business deals with shady individuals have trained 
  you to effectively fleece the lawless and process 
  potentially dangerous chem substances. 
  You gain +Double Rank bonus dice to any Test 
  related to resisting the effects of chemicals. 
  You gain +Rank bonus dice when making 
  Cunning (Fel) Tests.
  Secret Identity
  XP Cost: 20
  Requirements: INQUISITION Keyword
  Effect: You maintain a secret identity that lets you 
  move through the Imperium unnoticed. 
  Work with your GM to define your secret 
  identity; you might be a minor noble from a far-flung 
  system, a travelling merchant barely registering on 
  Administratum records, or a surveying member of the 
  Administratum itself. It might help to select one or two 
  Keywords that apply to your secret identity. 
  Your identity has been well established using 
  Inquisitorial resources. It may afford you benefits 
  when dealing with particular individuals. 
  When your secret identity is challenged, 
  you must make a Deception (Fel) Test to maintain 
  the illusion.
  Sidestep
  XP Cost: 30
  Requirements: Initiative Rating 3+
  Effect: You have a practised ability to evade harm in 
  close combat. 
  You can use Sidestep as a Reflexive Action whenever 
  you are attacked in melee and are aware of the attacker. 
  You must declare a Sidestep before the Attacker makes 
  their Weapon Skill Test — doing so sacrifices your 
  Move Action on your next turn. 
  When you Sidestep, you gain +Double Rank 
  Defence and Resilience for the purpose of resolving 
  the attack. 
  You can only Sidestep once per round, and the 
  bonuses only apply for a single attack. 
  Silent
  XP Cost: 20
  Effect: Moving silently comes as second nature to you. 
  You can move at full Speed when Moving 
  Stealthily (p.182). Whenever your Stealth Score would 
  be reduced, reduce it by 1 fewer. 
  Simultaneous Strike
  XP Cost: 30 
  Requirements: Ballistic Skill Rating 
  4+ or Weapon Skill Rating 4+
  Effect: You can accurately attack with two weapons 
  at once.
  When you take this Talent, you must choose 
  if it applies to your Ballistic Skill (A) or Weapon Skill 
  (I). You must have a Skill Rating of 4+ in the Skill you 
  choose. 
   
  You may only Simultaneous Strike with two 
  one-handed melee weapons or two ranged weapons 
  with the Pistol Trait.
  You can make any Attack Action that has a 
  single target a Simultaneous Strike. Pick your primary 
  weapon; your attack uses all your primary weapon’s 
  statistics, such as AP and Weapon Traits. Make your 
  attack Test as normal; if you succeed, add half of 
  the secondary weapon’s Damage value as ED to the 
  damage roll. 
  Smash Attack
  XP Cost: 20
  Requirements: Weapon Skill Rating 2+
  Effect: You can concentrate all of your strength and 
  rage into a single attack; this strike is deadly, but 
  leaves you open. 
  You gain +Rank ED to any All-Out Attack.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  140
  Special Weapons Trooper
  XP Cost: 20, plus XP equal to the Value of the chosen 
  weapon. 
  Requirements: Ballistics Skill Rating 3+
  ASTRA MILITARUM Keyword
  Effect: Many soldiers of the Astra Militarum receive 
  training in the use of specialty weapons on the 
  battlefield. Often, this training includes basic chants 
  to appease the weapon’s war-spirit if it becomes 
  obstinate or recalcitrant.
  You may select one of the following weapons 
  as standard Wargear, replacing your primary weapon: 
   
  u
  Combat Shotgun (p.218)
   
  u
  Plasma Gun (p.218)
   
  u
  Meltagun (p.218)
   
  u
  Long Las (p.217)
   
  u
  Flamer (p.219)
   
  u
  Grenade launcher (p.220). You also receive 3 frag 
  and 3 krak grenades
   
  u
  Hot-Shot Volley Gun (TEMPESTUS SCION only, 
  p.217)
  Stoic
  XP Cost: 20
  Effect: Either through a quirk of biology, surgical 
  intervention, or traumatic injury, your face no longer 
  betrays emotion like a normal member of your Species. 
  You impose a +Double Rank DN penalty on any 
  Insight Tests made against you. 
  Storm of Death
  XP Cost: 30
  Requirements: Weapon Skill Rating 4+
  Effect: You make a flurry of attacks in combat. 
  When the only combat option you take in your 
  turn is a Multi-Attack, the DN penalty is decreased by 
  –Double Rank. Your turn ends after you complete your 
  Multi-Attack. 
  Supplicant
  XP Cost: 20
  Requirements: Human Species
  Effect: You know your place and how to work Imperial 
  feudalism to your advantage. 
  You gain +Rank bonus dice whenever you 
  are appealing to one of your social betters, such as a 
  planetary governor or a superior officer. 
  If your behaviour in any way deviates from the 
  accepted social norms of the Imperium, your GM may 
  refuse this bonus. 
  Supreme Presence [Skill]
  XP Cost: 30
  Requirements: Skill Rating 4+ in any one of the 
  following: Athletics (S), Deception (Fel), Intimidation 
  (Wil), Persuasion (Fel) or Tech (Int).
  Effect: The weight of your presence demands attention, 
  even from large groups of individuals. 
  When you take this Talent, you must select one of the 
  Skills listed in the Requirements.
  When you make an Interaction Attack with the 
  chosen Skill, you may select either 1 + Double Rank 
  targets or a Mob of any number of Troops. The DN for 
  the Interaction Attack does not increase.
  Tenacious
  XP Cost: 30
  Effect: You have an uncanny knack for mental 
  perseverance. 
  You recover 1 Shock for every Exalted Icon you 
  roll when you roll Determination (p.196).
  The Flesh is Weak
  XP Cost: 30 
  Effect: Almost all of your biology has been replaced 
  with augmetic components. You may have taken 
  this procedure to repair a gruesome injury, or as a 
  personal expression of faith. The replacements are 
  much sturdier than your former biology but have 
  dramatically affected your appearance. 
  You no longer need to breathe and you do not 
  bleed. As a result, you aren’t affected by Bleeding 
  (p.199) or Suffocation (p.201). 
  You gain +Rank bonus dice to Tech (Int) Tests 
  and Determination rolls. 
  You suffer +2DN to Persuasion (Fel) Tests. 
  When you take this Talent, you may heal any 
  Memorable or Traumatic Injuries (p.194-195). 
  Touched By Fate
  XP Cost: 20
  Effect: Your luck carries you through, even when 
  Wargear or faith might falter. 
  You begin each session with an additional 
  +Rank Wrath Points.
  Joseph Nirchi (Order #15621405)
  
  141
  Uncanny [Trait]
  XP Cost: 40
  Effect: Increase one of these Traits by +Rank:
   
  u
  Conviction
   
  u
  Defence
   
  u
  Resilience
   
  u
  Resolve
   
  u
  Shock
   
  u
  Determination
   
  u
  Speed
   
  u
  Wounds
  Unnatural [Skill]
  XP Cost: 60
  Requirements: [Skill] Rating 4+
  Effect: Choose any Skill with a rating of 4+. 
  When making a Test with the selected Skill, 
  reduce any DN modifiers by –Double Rank, to a 
  minimum of 0. This does not change the task’s 
  base difficulty, just any modifiers. Examples include 
  attempting a Test without appropriate tools, in 
  complete darkness, or a specific combat option.
  Unremarkable
  XP Cost: 20
  Requirements: IMPERIUM Keyword
  Effect: You are forgettable and blend into crowds 
  easily. 
  Characters of a higher social class with the 
  IMPERIUM keyword, such as planetary governors, 
  Imperial nobility, or manufactorum owners, ignore 
  you completely unless you attract undue attention to 
  yourself. 
  Anyone attempting to notice or track you in a 
  crowded area, or trying to remember your face, suffers 
  +2DN. 
  Warped Mind
  XP Cost: 30
  Requirements: Psychic Mastery Rating 4+. 
  Effect: You have opened your mind to access another 
  psychic discipline, either through intense discipline 
  and study or traumatic exposure to the Warp. 
  You may learn psychic powers from an 
  additional psychic discipline. 
  You may choose to take Corruption to reduce 
  the XP cost of this Talent. For every point of Corruption 
  you take, reduce the XP cost by 5. 
  Trademark Weapon
  XP Cost: 30
  Effect: You have trained extensively with a single 
  weapon that you keep on your person at all times. It 
  has almost become an extension of your body. 
  Choose one of your weapons to become a 
  Trademark Weapon. This Talent only affects that 
  weapon, and no others of its type (for example, a 
  single modified Chainsword, not all Chainswords). 
  Whenever you make a successful attack with 
  your Trademark Weapon, you deal +Double Rank 
  additional ED. 
  If you lose or destroy your Trademark Weapon, 
  you can no longer receive any benefits from this 
  Talent. Work with the GM to decide if an appropriate 
  replacement can be found; this could be the focus of an 
  entire adventure. 
  Transhuman [Attribute]
  XP Cost: 60
  Requirements: [Attribute] Rating 5+
  Effect: When you take this Talent, you must select one 
  of your Attributes with a rating of 5 or higher. This 
  Talent applies to that Attribute. 
  Whenever you make a Test using the selected 
  Attribute, you gain +Double Rank bonus dice.  
  Twin Focus
  XP Cost: 20 
  Requirements: Psychic Mastery Rating 4+.
  Effect: You have practiced the art of splitting your 
  thoughts, allowing you to more effectively focus on 
  manipulating the Warp in two ways at once. 
  The DN penalty from sustaining multiple 
  psychic powers is decreased by 2.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  FAITH
  The Emperor is the immortal father, guardian, and God 
  of Humanity. A living deity, He inspires the citizens 
  of the Imperium to seemingly impossible acts. Truly 
  pious believers in the Imperial Cult are bathed in His 
  glorious light and empowered by His holy strength. 
  This manifest belief is represented in Wrath 
  & Glory by Faith and Faith Talents. Whenever you 
  purchase a Faith Talent, you gain a point of Faith and 
  a special ability. You can spend your point of Faith to 
  trigger that ability, fuelled by the righteous strength 
  of the Emperor’s will. If you purchase another Faith 
  Talent, you gain another point of Faith and another 
  ability, meaning you can use each ability once, or a 
  single ability twice.
  Your Faith points are restored to maximum 
  at the start of each game session and whenever you 
  complete a Respite (p.196). The GM may restore some 
  of your Faith points if you perform a particularly pious 
  or righteous act. 
  Faith Talents can be bought like normal Talents, 
  though only the most pious devotees of the Imperial 
  Cult have access to them.
  Bolstering Purity
  XP Cost: 40
  Requirements: ADEPTUS MINISTORUM 
  or ADEPTA SORORITAS Keyword
  Effect: Your words drip with the Emperor’s immaculate 
  will, reinforcing the faith of your allies.
  You gain +1 Faith.
  As a Reflexive Action, you can spend 1 Faith 
  to bolster another’s purity. Select one character with 
  the IMPERIUM keyword within hearing range — this 
  can be yourself. The character automatically succeeds 
  all Resolve and Conviction Tests until the end of 
  the Round.
  Once you have used this ability, you cannot use 
  it again until you have completed a Regroup.
  By His Will
  XP Cost: 20
  Requirements: ADEPTUS MINISTORUM or ADEPTA 
  SORORITAS Keyword
  Effect: The depth of your faith allows you to call upon 
  the God-Emperor to assist you when you work with 
  another of His children. 
  You gain +1 Faith. 
  When you Help a character with the IMPERIUM 
  Keyword, you add triple the number of bonus dice if 
  you spend 1 Faith. 
  142
  LIMITS OF FAITH
  All of the Faith Talents listed below are intended 
  for use with characters of the Imperial Cult 
  relying on their belief in the Emperor. Characters 
  outside of the Imperium cannot take any of these 
  Talents. If you ever gain the CHAOS Keyword, 
  or another equally heretical Keyword, you have 
  broken your Faith with the Emperor. Your Faith 
  is immediately reduced to 0 and cannot be 
  restored. 
  At the GM’s discretion, you can customise 
  these Talents with different prerequisites for use 
  with characters who worship another deity, such 
  as the Chaos Gods, the deities of the Aeldari, or 
  Gork and Mork. 
  There is no limit to the number of Faith 
  Talents you can take.
  Joseph Nirchi (Order #15621405)
  
  143
  Consecrated Light
  XP Cost: 20
  Requirements: ADEPTUS MINISTORUM  
  Keyword
  Effect: The Emperor’s power can manifest physically 
  for the faithful in times of need, a beacon to bolster the 
  citizens of the Imperium. 
  You gain +1 Faith. 
  As a Reflexive Action, you may spend 1 Faith 
  and present a holy symbol of the Imperial Cult. You 
  and any allies with the IMPERIUM Keyword within 
  15 + Double Rank metres gain +Double Rank bonus 
  dice on Fear and Corruption Tests until the end of 
  the Round.
  Divine Guidance
  XP Cost: 20
  Requirements: ADEPTUS MINISTORUM 
  or ADEPTA SORORITAS Keyword
  Effect: Through His direction, no shot will miss its 
  mark. 
  You gain +1 Faith. 
  As a Combat Action, you can spend 1 Faith to 
  give the Emperor’s guidance. Select one character with 
  the IMPERIUM Keyword within hearing range — this 
  can be yourself. The character gains +Double Rank 
  bonus dice to Ballistic Skill (A) Tests for 1 Round.  
  In His Name
  XP Cost: 20
  Requirements:  ADEPTUS MINISTORUM or 
  ADEPTA SORORITAS Keyword,  
  Scholar Rating 1+
  Effect: You have spent time studying the holy writings 
  of the Cult Imperialis and can invoke hallowed 
  passages to sway others.   
  You gain +1 Faith. 
  Whenever you target a character with the IMPERIUM 
  Keyword with a Persuasion or Leadership Test, you 
  can spend 1 Faith to add +Double Rank bonus dice to 
  your pool.
  Inspired Blessing
  XP Cost: 25
  Requirements: ADEPTUS MINISTORUM  
  Keyword
  Effect: Your blessings invoke the majesty of the God-
  Emperor, uplifting your allies and reinforcing their 
  determination. 
  You gain +1 Faith. 
  You may make an inspirational statement or prayer as 
  a Combat Action. When you do so, spend 1 Faith to 
  restore 1d3 + Double Rank Shock to you and all allies 
  with the IMPERIUM keyword within 15 + Double 
  Rank metres.
  Litany Of Hatred
  XP Cost: 20
  Requirements: ADEPTUS MINISTORUM  
  or ADEPTA SORORITAS Keyword,  
  the Hatred Talent (p.135)
  Effect: Hatred is the Emperor’s greatest gift to 
  humanity. 
  You gain +1 Faith. 
  You may spend 1 Faith and a Simple Action to 
  recite a Litany of Hate. The effects of your Hatred Talent 
  now apply to any of your allies with the IMPERIUM 
  keyword within Rank x 10 metres. 
  Martyr’s Tears
  XP Cost: 20
  Requirements: ADEPTUS MINISTORUM  
  or ADEPTA SORORITAS Keyword, 
  Willpower Rating 3+.
  Effect: You are destined for martyrdom, prepared 
  and willing to sacrifice yourself entirely to serve the 
  Emperor’s grand vision. 
  You gain +1 Faith. 
  As Simple Action you can select a human target to heal. 
  You must spend 1 Faith and take a number of Wounds 
  up to a maximum equal to your Tier. The target 
  recovers double the number of Wounds you sacrificed. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  144
  Repent!
  XP Cost: 20
  Requirements: ADEPTUS MINISTORUM 
  or ADEPTA SORORITAS Keyword
  Willpower Rating 3+
  Effect: The righteousness of your indignation rings in 
  the ears of those true to the Imperial Cult
  You gain +1 Faith. 
  You can attempt to force another adherent of 
  the Imperial Cult to repent using the force of your 
  will. Spend 1 Faith and make an opposed Intimidation 
  (Wil) Test against your target with +Rank bonus dice. 
  If you are in combat, this takes a Combat Action. If you 
  succeed on the Test and the target has the IMPERIUM 
  Keyword, they kneel and repent for Double Rank x 10 
  seconds. 
  Righteous Wrath
  XP Cost: 20
  Requirements: ADEPTUS MINISTORUM or ADEPTA 
  SORORITAS Keyword, Willpower Rating 3+
  Effect: Your burning fervour inspires you to great 
  deeds and can similarly inspire your allies. 
  You gain +1 Faith. 
  As a Combat Action, you can spend 1 Faith to 
  gain +2 Wrath. When you do this, you can sacrifice 
  1 point of Wrath to give an ally with the IMPERIUM 
  Keyword that can hear you and is faithful to the 
  Imperial Cult +1 Wrath. 
  Shield Of Faith
  XP Cost: 20
  Requirements:  ADEPTA SORORITAS Keyword,  
  Willpower Rating 3+
  Effect: Your indomitable belief steels your mind 
  against Warp-witchery.
  You gain +1 Faith. 
  As a Reflexive Action, you may spend 1 Faith 
  to ignore a psychic power or effect (including Perils of 
  the Warp) until the end of the Round. You may spend 
  an additional Faith to grant the same bonus to all allies 
  with the IMPERIUM keyword within 15 + Double 
  Rank metres.
  The Passion
  XP Cost: 20
  Requirements: ADEPTUS MINISTORUM 
  or ADEPTA SORORITAS Keyword
  Effect: You cast your thoughts to His glory; His visage 
  demands destruction.
  You gain +1 Faith. 
  As a Combat Action, you can spend 1 Faith to 
  inspire the Emperor’s wrath. Select one character with 
  the IMPERIUM Keyword within hearing range — this 
  can be yourself. The character gains +Double Rank 
  bonus dice to Weapon Skill (I) Tests for 1 Round. 
  The Emperor Protects
  XP Cost: 30
  Requirements: ADEPTUS MINISTORUM or 
  ADEPTA SORORITAS Keyword, at least 1 Faith
  Effect: You gain +1 Faith. 
  As a Reflexive Action, you may spend 2 Faith 
  to force an attack directed at you to miss. 
  Joseph Nirchi (Order #15621405)
  
  145
  145
  Joseph Nirchi (Order #15621405)
  
  146
  146
  dventuring the 41st Millennium will earn 
  you valuable experience — if you survive. 
  This experience is represented by Experience 
  Points (XP). If you’ve built a character, you’ve already 
  spent some XP, which represented the character’s 
  experiences before you start playing. By gaining XP 
  you can increase your Rank, and potentially your Tier.
  The GM typically awards XP at the end of a 
  session; you might earn XP for roleplaying well, 
  solving a difficult problem, or defeating a dangerous 
  threat. You can spend XP between sessions just as you 
  did when creating your character. You can improve 
  your character’s Attributes and Skills using the 
  tables on pp.24-25, as well as purchase new Talents 
  in Chapter 6 and Psychic Powers in Chapter 11. 
  Spending XP in this way is known as advancement.
  RANK INCREASE
  Your Rank increases every time you earn a total of 
  40 XP. Keep a record of the total XP you have earned 
  on your character sheet. Increasing Rank happens 
  whether or not you have spent the XP you earned — 
  all that matters is that you have been awarded enough 
  total XP. Your Rank can’t decrease, and can’t go above 
  the maximum of 3.  
  Example: Emmet has been playing as his Desperado 
  in a daring series of escapades in the Voidmire. He 
  has ingratiated himself with both the Aeldari Corsairs 
  of the Emerald Princess and a gang of Ork Freebooterz, 
  and has been playing both sides against each other. 
   
  uADVANCEMENT
  Joseph Nirchi (Order #15621405)
  
  147
  His GM has awarded him a total of 60 XP over several 
  sessions, bringing his Rank to 2.
  To stay ahead of the game, Emmet has spent 
  all 60 of the XP to improve his Cunning, Deception, 
  and Insight Skills, and has no XP remaining. After 
  surreptitiously leaving an Ordo Xenos tracking device 
  on an Aeldari Naiad class cruiser, the GM awards him 
  another 20 XP. Though Emmet currently only has 20 
  XP to spend, he has earned a total of 80, meaning his 
  Rank increases from 2 to 3. 
  When you earn 100 XP you can increase the Tier of 
  the game, as detailed in the Ascension section below. 
  Your Rank always remains the same, even after you 
  Ascend. If you gain 100 XP after Ascending, you can 
  Ascend again.
  There are three reasons you might Ascend, each of 
  which is covered in more detail below:
   
  u
  Creation Ascension: you choose an Archetype 
  that is lower than the game’s Tier at character 
  creation.  
   
  u
  Experience Ascension: you gain 100 XP or more 
  during play. 
   
  u
  Milestone Ascension: your GM decides to increase 
  the Tier of play. 
  When you Ascend, you can spend XP to buy Talents 
  and improve your Attributes and Skills. There are also 
  two special ways to spend XP that are only available 
  when you are Ascending: Ascension Packages and 
  Archetype Ascension. 
  Regardless of how you Ascend, you should 
  think about how this change in power level affects 
  your character. You can even take a break from playing 
  to allow each member of the group to tell their own 
  story of how they became more powerful by pursuing 
  their personal goals.
  ASCENSION
  Ascension is the narrative and mechanical process of 
  increasing a character’s Tier. Your Tier is a representation 
  of your power level in the 41st Millennium. 
  High Tier characters are both infamous and 
  skilled, with large spheres of influence and access 
  to high-quality equipment. Their exploits determine 
  the fates of planets, systems, and sectors, facing off 
  against the most powerful exemplars of their foes. 
  Low Tier characters are usually unknowns, barely 
  trained grunts that are destined to be forgotten. The 
  vast majority are not born powerful, but a scant and 
  lucky few survive long enough to benefit from their 
  harrowing experiences and scrabble to accumulate 
  influence and wealth. In Wrath & Glory, this 
  advancement is represented through Ascension.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  OPTIONAL RULES: 
  CONSISTENT OR 
  MILESTONE?
  Some groups might like to be awarded XP 
  at the end of each session, based on what 
  happened in the game. Other groups might 
  not want to track each point of XP, advancing 
  with a chunk of 40 XP and an extra Rank 
  whenever the GM decides it’s time. Maybe 
  you don’t want to worry about XP at all, 
  and only use advancement when Ascending 
  characters to a higher Tier. Your GM might 
  even award XP during a game if you do 
  something particularly glorious. 
  All of these approaches are equally valid; 
  talk to your group about which one you like 
  best. Don’t be afraid to change how you handle 
  advancement if it isn’t working for you; after all, 
  it’s your game! 
  0-39
  Initiate
  1
  40-79
  Veteran
  2
  80-99
  Champion
  3
  100+
  Increase Tier — see Experience 
  Ascension p.148.
  RANK INCREASED
  XP EARNED
  RANK
  RANK BONUS
  Joseph Nirchi (Order #15621405)
  
  148
  CREATION 
  ASCENSION
  If you want to use an Archetype of a lower Tier than the 
  game you’re playing in, you should use an Ascension 
  Package to bring them up to the correct power level. 
  When creating your character, select one of the 
  Ascension Packages in this chapter. Spend XP to meet 
  the requirements if necessary. Since you start with 
  a number of XP equal to 100 x the game’s Tier, you 
  should have plenty. 
  After you’ve finished making your character 
  at the lower Tier, purchase the Ascension Package 
  and add its benefits. Then spend your remaining 
  XP, keeping in mind how this Ascension may have 
  changed your character. If necessary, work with your 
  GM to integrate this key moment in your character’s 
  story into the setting, marking them out as more 
  powerful than other individuals of their Archetype. 
  You start the game at Rank 1 if you Ascend at 
  character creation. 
  EXPERIENCE 
  ASCENSION
  If every character in your group has earned 100 or more 
  total XP in the current Tier, you can collectively decide 
  to increase the Tier of the game. You may purchase 
  an Ascension Package or go through Archetype 
  Ascension. Make sure you have enough XP and meet 
  the prerequisites to do so.
  When everyone in the group is happy to 
  advance to the next Tier, buy an Ascension Package or 
  go through Archetype Ascension, update your Tier on 
  your character sheet, and make sure you have spent all 
  of your XP before the start of your next session. 
  MILESTONE 
  ASCENSION 
  If the GM decides that it is time for the group to ascend 
  to a higher Tier of play, follow these steps: 
  1. Every character receives 100 XP. 
  2. Each player purchases an Ascension Package or 
  goes through Archetype Ascension.
  3. Update your Tier on your character sheet.
  4. Spend any XP you have remaining before the start 
  of the next session.
  The GM may allow you to ignore step 2, provided you 
  create a suitable reason for Ascension. 
  ASCENSION 
  PACKAGES
  An Ascension Package represents the impacts of your 
  past adventures, increasing your power and status 
  based on the key events of your life. You may purchase 
  an Ascension Package as part of Ascension as long as 
  you meet any requirements for the package. 
  You may only purchase a single Ascension 
  Package each time you Ascend, regardless of the 
  amount of Tiers you are ascending. 
  OVER 15 HOURS
  Those on the frontlines are unlikely to live 
  for a single day, let alone long enough to be 
  promoted. The feudal order of the Imperium 
  ensures that climbing the shaky rungs of the 
  social ladder is all but impossible. 
  Very few individuals in the vast sprawl 
  of the galaxy ever change their status through 
  Ascension. The move from one Tier to another 
  is a tremendous tale of death defying feats 
  you barely survived. Though a story like this 
  may take place at your table, your characters 
  are the exception, not the rule, in the grim 
  darkness of the far future.
  Ascension asks you to come up with such 
  a story to explain the significant change in 
  your character. Figuring out the astonishing 
  exploits your character accomplished away 
  from the table can be a fun way to keep 
  playing even when the session is over.
  Joseph Nirchi (Order #15621405)
  
  149
  Ascension Package 
  Anatomy
  Each Ascension Package is different and may be made 
  out of any number of the elements explained below. 
  Requirements
  You must meet all of the requirements of an Ascension 
  Package to purchase it. 
  XP Cost
  The Experience Point (XP) cost to purchase this 
  Ascension Package. This is usually a number multiplied 
  by the Tier you are ascending to. 
  Example: Natalie chooses the ‘Stay The Course’ 
  Ascension Package for her Skitarius character when 
  ascending from Tier 2 to Tier 3. The XP Cost of ‘Stay 
  The Course’ is 10 x new Tier, which is 10 x 3 in this 
  case. Natalie spends 30 points from her XP pool to 
  purchase the package; the Tech-Priests of Avachrus 
  noted her performance in a recent campaign, and after 
  time spent in benediction to the Omnissiah, decided to 
  reward her with advanced Wargear. 
  Attribute Requirement
  Lists all minimum Attribute ratings required to 
  purchase the Ascension Package. 
  Skill Requirement
  Lists all minimum Skill ratings required to purchase 
  the Ascension Package. 
  Other Requirements
  Some Ascension Packages require you to have a 
  specific keyword, or for something specific to have 
  happened in your past. Some Ascension Packages can 
  only be purchased when advancing from Tier 2 to 3, 
  or from Tier 3 to 4. There may be other requirements 
  for the specific story element of an Ascension Package. 
  Benefits 
  Your Ascension Package may contain any of the 
  following benefits: 
  Keywords
  Any Keywords gained by purchasing the Ascension 
  Package. 
  If the keyword is between square brackets, 
  like this: [ANY], you must select a specific keyword. 
  For example, an Adeptus Astartes could select 
  SALAMANDERS if offered the [CHAPTER] Keyword. 
  Influence Bonus 
  How much bonus Influence you gain when you 
  purchase the Ascension Package. 
  Story Element
  The major event you went through in your past that 
  led to your Ascension and the game benefits (or 
  disadvantages) that it confers when you purchase the 
  Ascension Package. 
  Wargear
  The Wargear or choice of Wargear you gain when you 
  purchase the Ascension Package. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  Back From The Brink 
  You are dead. Or that’s what everyone thinks — 
  whatever horrible fate befell you didn’t quite end 
  your life, and any limbs you may have lost have been 
  replaced by augmetics.
  This package requires you to come up with 
  an accident or encounter in which your character 
  could conceivably die. If you choose a battle with a 
  terrible foe, you could establish a nemesis that could 
  reappear later in your adventures. Discuss what 
  could have happened to your character with your GM, 
  especially if you want the other players in your group 
  to hear rumours of your demise before you make a 
  shocking comeback!
  Once you’ve figured out how you ‘died’, 
  determine who brought you back. Work with your 
  GM to come up with something appropriate. Whoever 
  your saviors are, they are likely to want some kind of 
  compensation for their generosity. 
  Is your character’s resurrection a second 
  chance to change the world? Or are their cybernetics a 
  shameful scar, a permanent reminder of their failings? 
  Have they sworn revenge against the creature that 
  ravaged their organic body? Or are they wracked by 
  fear from the harrowing memory of death? 
  XP Cost: 10 x new Tier
  Keywords: [ANY] (the Faction of those who 
  saved you)
  Story Element: After a horrific encounter, you were 
  somehow reconstructed by the marvels of holy (or 
  unholy) technology. 
  1. Roll on the Memorable Injury table (p.194) twice.
  2. Roll on the Traumatic Injury (p.195) twice. 
  3. Replace any lost body parts with the appropriate 
  augmetics; you may choose an option of any Rarity 
  the GM deems appropriate.
  Only the people who saved you and were responsible 
  for your reconstitution know that you are alive. But 
  news of your death may already have spread, and 
  your new allies may want some form of recompense 
  for saving your life.
  150
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  151
  Demanding Patron
  Your exploits have caught the attention of someone 
  powerful. They will sponsor your future deeds, though 
  they have demands in return. 
  Work with your GM to determine who your 
  patron is. They may be a distinguished member of 
  your Faction, an honoured aristocrat of your Species 
  (or another), or a well-connected underworld dealer. 
  Your patron might not be aligned with your 
  goals, but it is worth considering who your character 
  would — or more importantly would not — work 
  with. Times are dire in the Gilead System and strange 
  bedfellows abound, but everyone has their limits. 
  How you secured this deal with your patron could 
  be an entire adventure in itself, one that pushes your 
  character to their limits to impress your benefactor.  
  Your patron may be able to provide you with 
  a range of resources depending on their station. A 
  wealthy or militaristic patron might lend you Wealth, 
  Wargear, or vehicles. A connected patron may grant 
  access to otherwise forbidden locations or furnish you 
  with obscure and mysterious information.
  Your patron always makes demands in return 
  for these favours. They might ask you to do a task 
  for them — possibly one that contradicts your group’s 
  goals. Disobeying a powerful patron or being unable to 
  repay them will certainly lead to punishment. 
  XP Cost: 10 x new Tier
  Skill Requirement: Persuasion 3+
  Keywords: [ANY] (the Faction of your new patron) 
  Story Element: You now report to a demanding patron 
  between every adventure.
  When you take this Ascension Package, choose 
  to gain one of the following:
   
  u
  Immediately gain 1 item of Rare Wargear with a 
  value of 3 + new Tier. 
   
  u
  Immediately gain 2 Wealth.
   
  u
  Immediately gain +2 Influence per Tier Ascended.
  Dauntless Reputation 
  With a single glorious act of extraordinary merit you 
  gained tremendous reputation. Word of your exploits 
  has spread, and you have gained both notoriety and 
  disciples devoted to your cause.
  With greater power comes privilege, and great 
  responsibility. Members of your Faction are likely to 
  regard you with awe and do your bidding. Some may 
  react with jealousy or suspicion, viewing you as an 
  upstart and work against your goals. 
  You are expected to act as your reputation 
  dictates; your enemies may use your fame to 
  manipulate you towards their own goals. Consider 
  how your character feels about their station: is it a 
  blessing or a burden? 
  Work with your GM to figure out what 
  incredible act led to your increased fame; ideally, it 
  should be something that would particularly impress 
  the Faction related to your new Keyword. You might 
  have secured a lost holy relic for the Ministorum, 
  imparted information to the Administratum to save a 
  planet from bureaucratic disaster, or defended a Scum 
  neighbourhood from a tyrannical noble’s minions. 
  Your new devotees come from the Faction you helped. 
  Regardless of how you earned your reputation, 
  you now have a nemesis. Work with your GM to figure 
  out who this might be, or leave it a mystery.
  XP Cost: 30 x new Tier
  Keywords: [ANY] 
  Influence Bonus: +2 per Tier Ascended
  Story Element: You gain:
   
  u
  The Devotees Talent (p.132). You do not need to 
  meet the Leadership (Wil) Skill prerequisite. 
   
  u A tremendous reputation with a Faction. 
   
  u A nemesis.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  [ANY] KEYWORD OPTIONS
  If you can’t choose a Keyword, try one of these options instead:
  Bonus Influence: You gain a point of Influence representing your improved connections with existing 
  alliances and allegiances.
  GM’s Choice: The GM picks a Keyword for you and is not obliged to reveal their choice. The Keyword 
  represents a faction or organisation interested in you. 
  Joseph Nirchi (Order #15621405)
  
  152
  Perfidious Wretch 
  You betrayed your allies to gain favour with another 
  Faction. You may have been seduced by promises of 
  power or material wealth — all too common in the grim 
  darkness of the 41st Millennium. Or you may have 
  developed a radical mindset that no longer aligns with 
  your Faction and better suits another. 
  Consider the motivations behind your betrayal, 
  the group you are betraying, and the new Faction you 
  are joining. The methods of your betrayal will likely 
  be a harrowing adventure of dark espionage that tests 
  your character’s very soul. 
  Your former Faction will likely take umbrage 
  at your departure, and future interactions may be 
  strained, if not outright hostile. Work with your GM 
  to figure out how you left one organisation and joined 
  another. Your new allies are also less likely to trust a 
  defector, possibly extending to your whole group. 
  Taking this package can completely change 
  the direction and style of your campaign. It’s worth 
  talking to your group before making such an impactful 
  decision. It might not suit the game everyone else 
  wants to play, even if it makes sense narratively. On the 
  other hand, you might all want to join a treacherous 
  rebellion together!
  XP Cost: 5 x new Tier
  Skill Requirement: Cunning 3
  Keywords: 
  Gain [ANY], remove the Keyword 
  you betrayed.
  Influence Bonus: −2
  Story Element: Your new allies gift you the following: 
   
  u
  3 Wealth.
   
  u 1 item of Wargear with a value of 3 + new Tier and 
  a Rarity of Rare or lower.
  Your disloyalty has earned you the enmity of the 
  Faction you betrayed, and curried the favour of another.
  Psychic Revelations
  You are now a Psyker. Whether a spontaneous 
  manifestation, the development of latent abilities, 
  or through unbidden exposure to abnormalities of 
  the Warp, you can now channel the occult power of 
  the Immaterium.
  Beneath the Warp-torn skies of the Gilead 
  System this phenomenon is becoming more common. 
  Though a Psyker’s abilities usually reveal themselves 
  around adolescence, individuals are developing 
  psychic abilities more frequently and at any age. Your 
  latent powers may emerge when you are faced with 
  a particularly stressful situation, such as a perilous 
  physical conflict.
  The Imperium’s citizens are instilled from birth 
  with a deep distrust and fear of Psykers. Those who 
  discover they have psychic powers are obliged to 
  turn themselves in to the Adeptus Astra Telepathica 
  immediately. Of course, some individuals may be 
  reluctant to do so, which can cause complications — 
  particularly as any witnesses will also feel the pressure 
  (and fear) to report the Psyker to the authorities. 
  Work with your GM to create a story of how 
  your psychic powers emerged. Does your character 
  see this supernatural development as a blessing, or 
  a curse? Any witnesses to your awakening, and who 
  you choose to report these new powers to, will also 
  have significant impacts on your story, even before 
  you manifest the Warp at the table. 
  XP Cost: 10 x new Tier
  Keywords: PSYKER
  Influence Bonus: +1 per Tier Ascended
  Story Element: You gain: 
   
  u
  The Smite psychic power and the Universal Psychic 
  Powers on p.267.
   
  u
  One Minor Psychic Power of your choice per Tier 
  Ascended. 
   
  u You may purchase psychic powers from one 
  Discipline of your choice.
  Joseph Nirchi (Order #15621405)
  
  153
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  CHANGED BY THE 
  WARP
  If you are one of the rare and unlucky few to have 
  developed psychic powers after exposure to the 
  Warp, you may choose to take Corruption points 
  to reduce the XP cost of Psychic Revelations, 
  provided your GM agrees. Each Corruption point 
  you take reduces the cost of the package by 5 XP, 
  with a minimum cost of 5 XP.
  MATERIUM & 
  IMMATERIUM
  Depending on the location of your campaign and 
  your group dynamic, becoming a Psyker may 
  present specific difficulties. 
  A Black Ship has not visited the Gilead 
  System for over a century, and forsaken as 
  it is by the Great Rift, there is little chance 
  of one appearing any time soon. Suspicion, 
  fear, and violence against Psykers is at an all 
  time high. Many have fled their homes, and 
  formed refugee societies, vulnerable to the 
  predations of Chaos. Others have taken the 
  torn sky as a sign that the Ruinous Powers 
  have already won and embraced their new 
  powers to sow Chaos. 
  A small sect of the Imperial Cult have 
  taken up righteous arms and pledged to 
  destroy all sorcerers — sanctioned or not — 
  in the system. This cult of self-styled ‘Witch 
  Hunters’ is growing, based on Enoch with 
  supporters on Avachrus and Gilead Primus. 
  Thus far, Jakel Varonius and the rest of the 
  Circlet Council have not moved to intervene 
  on the peasants attempting to fill the gap of 
  Ordo Hereticus. 
  Campaigns that involve non-Imperium 
  characters may not have to deal with this 
  conflict if they view Psykers differently than 
  the average Imperial citizen. 
  Joseph Nirchi (Order #15621405)
  
  Stay The Course
  You are a veteran of your position, excelling far above 
  your peers. Though not promoted, you have been 
  recognised and rewarded. Your dependability has 
  earned you greater recognition from your Faction. Your 
  peers know you by reputation, if not by appearance, 
  and the mention of your name alone draws attention. 
  Responsibility comes with this added authority. 
  Your sponsors are more likely to call on you for 
  assistance, or assign you to challenging missions. In 
  some circumstances, you may be assigned temporary 
  authority over allied groups. Your Faction expects you 
  to show discretion as a responsible leader. If your allies 
  meet with an unfortunate outcome, you are likely to 
  receive the brunt of the blame.
  At least one event in your service stands out 
  as a particularly impressive example of your exploits. 
  Peers are interested in hearing about these events and 
  are more likely to trust you for your perseverance and 
  success. Of course, enduring such challenging events 
  are likely to have left you with some physical and 
  mental scars. These could have resulted from one of 
  your adventures, or a behind-the-scenes event of your 
  own invention. 
  XP Cost: 10 x new Tier
  Influence Bonus: +1 per Tier Ascended
  Story Element: If you do not have a Memorable Injury, 
  roll on the Memorable Injury table (p.194) and decide 
  with your GM how you received the Memorable Injury. 
  You may choose to gain 3 Corruption points instead of, 
  or in addition to, a Memorable Injury.
  Wargear: Choose one of these options: 
   
  u
  Gain 2 items of Rare Wargear with a value of 3 + 
  new Tier.
   
  u
  Gain 1 item of Very Rare Wargear with a value of 
  3 + new Tier.
  These choices may include augmetics.
  Ascension Package 
  Example 
  Example: Charlotte’s Sister of Battle has finished a 
  campaign, and her GM has announced that the game is 
  moving to the next Tier. Charlotte knows her character 
  would refuse any offer of downtime and suspects the 
  next Tier 3 adventure will be rife with intrigue. 
  She decides to buy the ‘Back from the Brink’ 
  Ascension Package, working with the GM to create an 
  appropriate story. They decide her Sister of Battle was 
  mortally wounded hunting another cell of the Chaos 
  cult her group faced in their last adventure. Whilst 
  her former comrades rested, word quickly spread of 
  her death, but she was reconstituted with augmetic 
  parts. Charlotte believes that having the world think 
  her character is dead might give her the upper hand in 
  the next adventure. 
  154
  Joseph Nirchi (Order #15621405)
  
  155
  Charlotte spends 30 XP as she is moving to Tier 3 (3 x 
  10 = 30) to purchase ‘Back from the Brink’.
  She rolls on the Memorable Injury table twice, 
  rolling a 1 and a 2 — she receives a Battle Scar that 
  immediately escalates to a Fearsome Scar. She then 
  rolls on the Traumatic Injuries table twice, rolling a 4 
  and a 5. Her Sister of Battle loses both legs and her 
  torso is partially destroyed but immediately receives 
  Augmetic Legs and Augmetic Viscera to replace them. 
  Charlotte notes the bonuses from her new cybernetics 
  down on her character sheet before updating her Tier 
  to 3. The GM tells her she was rescued by a group 
  of outcast Tech-Priests struggling to survive in the 
  Gilead System, and that they will have need of her in 
  the future.
  ARCHETYPE 
  ASCENSION
  For many Archetypes, the logical next step in their 
  story is to move up through the hierarchy of their 
  Faction to another Archetype. If your GM agrees this 
  is appropriate, you can Ascend following these steps:
   
  u
  Reach Rank 3 by earning a minimum of 80 XP. 
   
  u
  Select an Archetype from your Faction at the new 
  Tier of play. 
   
  u
  Spend XP on your Attributes and Skills to equal or 
  exceed the Archetype’s Attributes and Skills.
   
  u
  Update your Tier on your character sheet. 
   
  u You are now the new Archetype; update the 
  Archetype section of your character sheet, and 
  add all of the Archetype benefits (Archetype 
  Abilities, Wargear, Influence, etc.). You do not 
  gain any Attribute or Skill bonuses from the new 
  Archetype, and retain all of the benfits from your 
  previous Archetype.
  Example: Ollie has been playing a Space Marine 
  Scout for a full campaign, and gained 100 XP. 
  Ollie spent 30 XP on the Talent Angel Of Death, 
  and the rest on upgrading his Attributes and 
  Skills, representing his Scout training as he moves 
  toward becoming a fully-fledged Space Marine.  
   
  His Agility and Toughness are still at a 
  Rating of 4 — not enough to Ascend to the Tactical 
  Space Marine Archetype — so the group decide to 
  delay Ascension until they have been on a few more 
  adventures.  
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ASCENSION 
  NARRATIVES
  The narrative qualities of Ascension provide an 
  opportunity for changing your game and starting 
  a new campaign with the same characters. There 
  may come a time at the end of an adventure when 
  your party may disperse due to commitments to 
  your Factions or differences in goals. 
  As 
  these 
  adventures 
  focus 
  on 
  storytelling, you might want to play them out 
  privately with your GM, potentially through 
  text messages, online, or just away from the 
  other players between your sessions. Usually 
  you won’t need to roll and can make sweeping 
  decisions, but there’s nothing stopping you 
  from playing out your adventures to Ascend 
  in full! Ascension is an opportunity to pursue 
  your character’s private goals and desires 
  away from the group, which can be a hugely 
  rewarding experience that leads to even better 
  games at the table. 
  The examples for Natalie, Charlotte, and 
  Ollie earlier in this chapter could all have 
  come from the same group; after purging the 
  heretical Tzeentchian cult of Baran-Thal the 
  Desecrator, a Tier 2 party of a Space Marine 
  Scout, a Sister of Battle, and a Skitarius 
  separate to pursue their own interests 
  until called upon again by their patron 
  Jakel Varonius.
   
  u
  Ollie’s Space Marine Scout returns to the 
  Absolvers’ Fortress Monastery to complete 
  the arduous training required to become a 
  Tactical Space Marine, then is informed of 
  his comrade’s death. 
   
  u
  Natalie’s Siktarius made a pilgrimage Forge 
  World of Avachrus to worship the Machine 
  God, and for this and her previous services 
  was awarded some advanced weaponry. 
   
  u
  Charlotte’s Sister of Battle followed her 
  pious fury back into battle with the 
  Tzeentchian cult, and almost lost her life. 
  She is now nominally more powerful after 
  being cybernetically reconstructed, and as 
  far as anyone knows, she is dead.
  Joseph Nirchi (Order #15621405)
  
  156
  156
  hen you’re not sure what happens next, the 
  rules are here to help you determine the 
  outcome in a fair and dramatic way. 
  The narrative flow of a roleplaying game 
  is often best when there are no interruptions. You 
  describe what your character does and says, the 
  GM narrates the effects of your actions and the 
  way the world responds, and the story continues. 
  But eventually you’ll run into a situation where the 
  outcome of your action is uncertain — you might leap 
  from a moving mag-lev train, firing your Bolter in 
  mid-air at a charging Ork. Will you stick the landing, 
  or get hit by a train carriage? That’s where the rules 
  come in. 
  If the success or failure of an action has a significant 
  impact on one or more players, you can roll the dice, 
  letting fate and the character’s capabilities determine 
  the outcome. If your character is good at something, 
  you roll more dice and have a higher chance to 
  succeed. This lets you assess your chances and make 
  decisions about what you want to do, which in turn 
  makes the game more exciting and believable. 
  Tests are at the core of the Wrath & Glory 
  rules. Once you understand how a Test works, you’ll 
  know how many dice to roll and what they mean. The 
  GM is your rules expert, but as a player you’ll be able 
  to start having fun as soon as you know how to make 
  a Test. There are additional rules for more complicated 
  or unusual situations.
  RULES
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  157
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  RULES REFERENCE
   
  u
  Tests (The Core Mechanic) p.158 
   
  u
  Difficulty Numbers p.160 
   
  u
  Bonuses & Penalties p.161
   
  u
  Wrath p.162
   
  u
  Glory p.164 
   
  u
  Shifting p.165
   
  u
  Roleplaying & Social Encounters p.167
   
  u
  Other Tests p.169
   
  u
  Combat p.172
   
  u
  Corruption p.285
  THE GOLDEN RULE
  The rules exist to help you enjoy epic stories 
  in the grim darkness of the 41st Millennium. 
  They should never be a barrier to fun. 
  If a rule is in the way of 
  fun, change or ignore it. 
  This rule is so important you’ll find optional 
  rules throughout this book to customise your 
  ruleset to best suit your group and playstyle. 
  If it’s your first game you might want to 
  ignore some of these until you’re a bit more 
  familiar with how the game works, then 
  experiment as you please. 
  Be careful not to confuse ‘fun’ with 
  ‘always succeeding’ — risk and the possibility 
  of failure are crucial to drama. When things 
  go wrong, you can recover from setbacks, 
  central to any character’s journey.
  GREAT GAME RULES
  Rules let you establish a shared understanding 
  of how Wrath & Glory works. They’re 
  important to keep things fair and make the 
  world feel real. But the best game experiences 
  depend on your interactions with everyone 
  else playing. Consider these points to make 
  your games the best they can be:
   
  u
  Everyone’s invited to the fun: Be 
  welcoming to everyone.
   
  u
  Off-limits: Respect people who don’t 
  want certain uncomfortable topics in the 
  game. Discuss what isn’t okay before 
  you start, accept the restrictions, and 
  understand that nobody needs to justify 
  their preferences. 
   
  u
  Be considerate: Nobody’s fun should 
  come at someone else’s expense.
   
  u
  Teamwork: You’re a team, so share the 
  spotlight. Work with the other players to 
  tell the story.
   
  u
  Table manners: Discuss whether things 
  like texting, eating, or drinking alcohol 
  are acceptable at the table. 
   
  u
  Respect your GM: The Gamemaster is 
  a player too. Let them worry about the 
  rules; and discuss any issues after the 
  game. 
   
  u
  Good mentors: If you have a new player, 
  help them learn. If you have a young 
  player, keep things age appropriate. 
   
  u
  Play for fun! It’s not about winning; it’s 
  the stories you tell and the memories you 
  make. Your character might fail, or even 
  die, but that can be fun and dramatic too.
  Joseph Nirchi (Order #15621405)
  
  158
  THE CORE 
  MECHANIC 
  Whenever your character does something and the 
  outcome is unclear or dramatically significant, you 
  should make a Test. 
  A Test uses a number of dice to resolve random 
  factors. One of the dice should always be a different 
  colour than the others to make it stand out; this is the 
  Wrath Die, which can affect the outcome of the Test in 
  unique ways explained in the Wrath section later in 
  this chapter. 
  Your character’s Attributes and Skills determine 
  the number of six-sided dice (referred to as ‘d6’) that 
  you roll. The GM usually asks for a specific Skill Test, 
  such as an Athletics (S) Skill Test to jump across a gap. 
  Athletics is a Strength-based Skill, so the number of d6 
  you roll is equal to your Strength Attribute plus your 
  Athletics Skill. A complete list of Skills and their linked 
  Attributes can be found in Chapter 5. 
  Once you’ve gathered all the dice, adding any 
  relevant bonus dice and making sure you replace one 
  die with your Wrath die, you have your dice pool and 
  are ready to roll. 
  Every die you roll that lands on a 4 or a 5 counts 
  as one Icon. Every die that lands on a 6 is an Exalted 
  Icon, which counts as two Icons. The more Icons you 
  roll, the more likely you are to succeed the Test.
  The GM usually tells you the Difficulty Number of the 
  Test. The Difficulty Number, abbreviated as ‘DN’, is 
  a measure of how hard the Test is — things that are 
  harder to do have a higher DN. When you make a Test, 
  you are trying to roll enough Icons to equal or exceed 
  the DN. 
  Example: Rosa is an Inquisitorial Acolyte chasing a 
  mutant cultist across a cathedral rooftop on the Shrine 
  World of Enoch. The cultist jumps to a neighbouring 
  building and uses his mutated tentacles to grab onto 
  some guttering to climb away. 
  Rosa wants to attempt the same jump, so the 
  GM asks her for an Athletics (S) Test and tells her the 
  Difficulty Number (DN) is 3. This isn’t an easy jump, 
  and the mutant’s tentacles helped him grab on. 
  Rosa’s character has a Strength Attribute of 3 
  and an Athletics Skill of 2. 3+2 is 5, so she rolls 5d6 
  with the following results: 2, 3, 4, 5, and 6. 
  Rosa’s rolls of 4 and 5 each count for 1 Icon, 
  and her 6 is an Exalted Icon, which counts as 2 Icons. 
  Added up, this makes a total of 4. 4 is greater than  the 
  DN, so Rosa succeeds! She leaps across the gap and 
  starts scaling the guttering after the shocked cultist. 
  To perform a Test, follow the steps on the next page or 
  in the diagram below.
  Joseph Nirchi (Order #15621405)
  
  159
  What Do I Roll? 
  Determine what you’ll need to roll; usually the GM will 
  tell you what Skill you’ll be using. 
   
  The Gamemaster (GM) determines the 
  Difficulty Number (DN) for the Test. This is how hard 
  the Test is for your character. The GM might let you 
  change your mind about what you’re doing after 
  telling you the DN.
  Assemble Dice Pool
  Add the Skill and associated Attribute together, then 
  grab that many 6-sided dice — that’s your dice pool. 
  One of the d6 in your dice pool should be a 
  different colour to the rest — that’s your Wrath Die, 
  which can have extra effects (p.162). 
  Your character’s Abilities, Talents,  or other 
  circumstances might mean you get bonus dice. If so, 
  add them to your dice pool now. 
  Roll The Dice!
  Roll your dice pool. 
  Any dice that roll a 4 or a 5 count as one Icon. An Icon 
  is a measure of your success; the more you get, the 
  more likely you are to succeed. 
   
  Any dice that roll a 6 count as an Exalted 
  Icon. An Exalted Icon counts as two Icons. Exalted 
  Icons can also be used to Shift for bonuses (p.165). 
  Check the Wrath Die; if it landed on a 6, you’ve 
  scored a Wrath Critical (p.163). If it landed on a 1, 
  you’ve triggered a Wrath Complication (p.163). 
  Narrate The Results
  Add up all of your Icons. If your Icons equal or exceed 
  the DN, you’ve succeeded! If you’ve got less, you’ve 
  failed the Test. 
  If you rolled a Complication, describe its impacts.
  The GM describes the results of the Test and what 
  happens to your character, and the story continues. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  WHAT IF...
  Usually the GM narrates the results of a Test, 
  but if you’ve got an entertaining or dramatic 
  idea of what could happen, don’t be afraid to 
  suggest it. Whilst you shouldn’t contradict the 
  GM’s ruling of the outcome, Wrath & Glory 
  is a collaborative game that is at its best when 
  everyone contributes to telling the story.
  ROUNDING
  In any situation that calls for you to round 
  a fraction to the nearest whole, always 
  round up.
  RESOLVING ACTIONS
  Is success or failure important, exciting, or dramatic?
  Someone attempts an action with an uncertain outcome.
  No
  The GM narrates the outcome 
  based on the circumstances and 
  the character’s relevant Abilities.
  Yes
  No
  Yes
  Can the outcome be determined 
  purely through roleplaying?
  Make a Test!
  Joseph Nirchi (Order #15621405)
  
  160
  DIFFICULTY 
  NUMBERS
  The Difficulty Number (DN) is the number of Icons you 
  need to pass a Test. If you roll equal to or greater than 
  the DN, you’ve succeeded!
  Difficulty Numbers exist to represent that 
  some tasks are harder to accomplish than others. The 
  DN for a standard Test is 3, and is altered based on 
  the circumstances. When you try to do something 
  especially difficult, the DN increases. When you try 
  to do something less difficult, you usually don’t roll 
  unless the GM asks you to — you’re almost certain to 
  succeed and it would slow down the story. 
  The GM is free to decide what the correct DN of 
  a given task should be, but we have included a table 
  with sample difficulty ratings as a frame of reference.
  Determining Difficulty 
  The Gamemaster is responsible for setting the Difficulty 
  Number for each Test. This can be a tricky thing to do 
  with the weird, wild, and wonderful actions that an 
  imaginative player could come up with. It can also be 
  difficult when a group of players are all trying different 
  things simultaneously, and you have to quickly decide 
  the DN for each of those Tests. In these situations, use 
  the table on the opposite page, or simply slow down 
  the game into Rounds and Turns as you would in 
  Combat (see Chapter 9).  
  Many factors can affect the difficulty of the Test, such 
  as distractions, adverse conditions, complexities, or 
  nearby threats. Take these factors into consideration 
  when deciding on a DN. For example, a character may 
  find even an easy task much more difficult if they 
  must accomplish it while dodging bolt rounds amidst 
  the smoke and chaos of a battlefield.
  The Tier of your campaign influences DNs. Tests 
  that challenge less experienced, less powerful, lower 
  Tier heroes may not challenge higher Tier characters. A 
  Test that would have a DN of 4 for a Tier 1 hero could 
  easily have a DN 2 for a Tier 4 hero, and this should 
  be considered when determining a Difficulty Number. 
  Adjusting the DNs for basic actions — or removing 
  the Test, and just narrating the success — can help 
  higher Tier characters feel more like battle-hardened 
  powerhouses. 
  Example: Anish is playing in a Tier 3 campaign. His 
  party arrive on a hostile alien world and explore a 
  series of ancient ruins wreathed in mist. If this were 
  a lower Tier campaign, the GM might ask for a DN 3 
  Athletics (S) Test to climb and navigate the shattered 
  ruins, but as DN 3 would be incredibly easy for the 
  Tier 3 characters, the GM narrates them traversing the 
  ruins with ease. 
  During the expedition, Anish finds a strange 
  device covered in unfamiliar runes. He checks his 
  character sheet and discovers that he has some points 
  in the Tech (Int) skill. Anish asks the GM if he can try 
  to activate the alien device. 
  The GM decides the DN would usually be 3 to 
  activate unfamiliar technology, but increases the DN 
  to 5 as the device was manufactured by an ancient, 
  mysterious people. The GM also adds another 1 
  to the DN as the dark and misty ruins aren’t 
  an 
  ideal 
  environment 
  for 
  technological 
  examinations. The GM adds all this together 
  and tells Anish the DN for the Test is 6. 
  Unlike his Test to climb the ruins, this is a 
  challenging endeavour and Anish must roll 
  to see if he succeeds.
  Joseph Nirchi (Order #15621405)
  
  161
  of 6 dice. The GM sets the Difficulty Number at 3 and 
  adds a penalty of 1 due to the corrupting effect of the 
  ritual around them, resulting in a DN of 4. Jordan rolls 
  the dice with the following results: 2, 3, 3, 4, 5, and 6. 
  Jordan has four Icons; since the DN is set to 4, 
  the Test is successful. Jordan’s character manages to 
  resist the cultist’s psychic intrusion, but only just.
  BONUSES & 
  PENALTIES 
  Circumstances might dictate you receive bonuses or 
  suffer penalties on any Test. Bonuses are always extra 
  dice in your dice pool, and penalties are always an 
  increase to the Difficulty Number of the Test. 
  Bonus Dice 
  Your dice pool is normally equal to your relevant 
  Attribute Rating plus Skill Rating. However, sometimes 
  Abilities, Talents, or other circumstances add bonus 
  dice to that pool.  
  Penalties 
  Outside factors or specific character traits may impose 
  penalties on certain Tests. If you’re unfortunate 
  enough to suffer a penalty, it usually increases the 
  DN. Penalties are abbreviated as +XDN, where X is the 
  number added to the DN. 
  Example: Jordan is making a Willpower Test for his 
  character to resist a Rogue Psyker trying to infiltrate 
  his mind during a daemonic ritual. Jordan assembles a 
  dice pool equal to his character’s Willpower for a total 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  HOW HARD COULD  
  IT BE?
  The GM has a lot more information than the 
  players. They might even have a published 
  adventure book that tells them exactly how 
  hard each Test should be. As the GM narrates 
  the experiences of the characters, they should 
  be transparent with how difficult an action 
  would appear to a character in the world. 
  Clarity is important — the player isn’t there, 
  but their character is, and generally they 
  know if something is far outside their skill. 
  DETERMINING DIFFICULTY
  MODIFIER
  DN
  DIFFICULTY  
  OF TEST
  EXAMPLES
  -2
  1
  Easy
  Opening a sealed rations tin. 
  Remembering the legal status of mutants in the Imperium. 
  Convincing an Ogryn to charge into battle. 
  None
  3
  Standard
  Scaling the side of a cathedral. 
  Repairing a broken cogitator. 
  Seeing through the lies of a captured hive Ganger. 
  +2
  5
  Challenging
  Jumping between carriages on a moving train in a blizzard. 
  Noticing a disguised listening device in a dark room. 
  Rallying a group of untrained militia. 
  +4
  7
  Difficult
  Swimming against the current in heavy armour.
  Synthesising a cure to a Drukhari poison. 
  Convincing an Arch-Magos that their scanners are faulty.
  +6
  9
  Extreme
  Lifting an Achilles Ridgerunner. 
  Intuiting a murderer’s identity after examining a victim’s wound. 
  Lying to an Inquisitor.
  +9
  12
  Near Impossible
  Wrestling a Dreadnought. 
  Deciphering an ancient xenos language. 
  Intimidating a daemonhost.
  Joseph Nirchi (Order #15621405)
  
  WRATH 
  Wrath & Glory is filled with heroic moments and epic 
  action. Every Test and dice roll matters because it can 
  directly influence the current moment in the story, as 
  well as future rolls and outcomes. 
  The Wrath Die adds drama and tension to your 
  game. The results on the Wrath Die add verisimilitude 
  by creating moments where you succeed at a cost, or 
  when you fail but catch a stroke of luck. 
  Wrath Points are a currency that you can spend 
  to directly affect the plot. Beyond the Abilities of your 
  character, Wrath can be seen as luck or heroic drive to 
  push a situation in your favour. 
  THE WRATH DIE 
  Most Tests you roll should include a Wrath Die, which 
  should be a different colour or size to identify it easily. 
  The Wrath Die replaces one of the d6 in your dice pool. 
  If you only have one die in your pool for a Test, it is 
  the Wrath Die. 
  The Wrath Die works the same as every other 
  die in your pool when determining Icons and Exalted 
  Icons, but also activates specific effects when it lands 
  on a 1 or 6. These effects always trigger, regardless of 
  if you succeed or fail the Skill Test.
  162
  GETTING STARTED
  You start every session with the following 
  resources, unless you’re picking up midway 
  through the action you started in the last 
  session. 
   
  u
  Wrath: Every character starts with 
  2 Wrath.
   
  u
  Glory: Your Glory pool starts at 0. 
   
  u
  Ruin: The GM starts with Ruin equal to 
  the number of players.  
  ROLLING WITHOUT 
  WRATH
  The Wrath Die can trigger Wrath Criticals 
  or Wrath Complications as part of any Skill 
  or Attribute Test. However, there may be 
  times when the GM feels these effects may 
  over-complicate the results. The GM can 
  always decide that a Wrath Critical or Wrath 
  Complication does not activate during a 
  specific Test.
  162
  Joseph Nirchi (Order #15621405)
  
  163
  Wrath Criticals 
  When the Wrath Die lands on a 6, you’ve rolled a 
  Wrath Critical. Add 1 point of Glory (p.164) to the 
  group’s pool. 
  If you make a successful Attack and the Wrath 
  Die lands on a 6, you’ve scored a Critical Hit! Add 
  1 point of Glory to the group’s pool as normal, then 
  check p.198 for the grisly results.
  Wrath Criticals are represented in red text 
  throughout Wrath & Glory.
  Example: Gaius wrestles with the wheel of a speeding 
  Tauros, dodging enemy Drukhari gunfire. The GM calls 
  for a DN 4 Pilot (A) Test to prevent the vehicle from 
  crashing. Gaius has a Pilot Skill rating of 2 and an 
  Agility Attribute of 3, so he rolls a dice pool of 5 dice 
  with the following results: 2, 3, 3, 4, and 6.
  One Icon and one Exalted Icon; not enough to 
  pass the Test. However, the Wrath Die landed on a 6, 
  meaning Gaius has rolled a Wrath Critical! He adds 
  a point of Glory to the party pool. The GM describes 
  the Tauros veering out of control, and Gaius decides 
  to leap out of the crashing vehicle and attack his 
  Drukhari enemies with his Chainsword. 
  Wrath Complications
  When the Wrath Die lands on a 1, you’ve rolled 
  a Complication. This is a narrative prompt to add 
  something to the scene — not necessarily something 
  negative, but something unexpected and dramatic.  
  You can think of a Complication as a modifier 
  to a Test’s result. When you roll a Complication, the 
  question ‘Did you succeed?’ can be answered ‘Yes, 
  but…’ or ‘No, and…’ creating room for storytelling. 
  It’s not just success or failure; you can have a partial 
  success with a problematic result, or a failure with an 
  additional consequence. 
  Complications are an opportunity to build 
  your character and have fun roleplaying. Think about 
  what your character finds annoying or awkward 
  and how that could complicate a scene. This can go 
  beyond your character’s personality and incorporate 
  their background, Faction, Keywords, Archetype, or 
  anything else personal. A malfunctioning augmetic eye 
  that won’t stop winking could be a very embarrassing 
  (but fun) Complication to roleplay. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  OPTIONAL RULE: 
  IMAGINE THE 
  CONSEQUENCES!
  If you don’t want to narrate the results of 
  your complications, you can roll a d6 or pick 
  one of the options below to help guide you. 
  If you don’t want to interrupt the flow of the 
  game, simply award the GM a point of Ruin 
  or pick from one of these standard outcomes: 
  COMPLICATION CONSEQUENCES
  D6
  Result
  1
  Lost Item: You lose some of 
  your Wargear. This could be 
  something important, like your 
  weapon, or something as small as 
  a point of Ammo. The loss might 
  be temporary or permanent.
  2
  Physical Mishap: You’re clumsy or 
  tongue tied; you do or say something 
  you didn’t mean to, causing a problem.
  3
  Past Problems: Something from 
  your past comes back to haunt you. 
  An old wound flares up in pain or 
  you’re distracted by a memory.
  4
  Machine Spirit: Some technology 
  in the scene malfunctions. This 
  could be something you own, 
  something you’re interacting with, or 
  something in the environment — a 
  stray Servo-skull or a Cherub could 
  interrupt whatever you’re doing.
  5
  Harsh Environment: The environment 
  changes. Masonry collapses, 
  revealing another path or a potential 
  foe. The terrain becomes difficult, 
  flooded, or visibility lowers.
  6
  Warp Interference: The Chaos Gods 
  are watching. For a moment, you 
  feel the eyes of one of the Ruinous 
  Powers on you; they frighten 
  you, learn one of your secrets, or 
  cause a supernatural mishap.
  Joseph Nirchi (Order #15621405)
  
  164
  Example: Augusta is stealthily moving through the 
  inner sanctum of a cult hideout and hears the sound 
  of voices down the hall — she needs to find a place to 
  hide, and fast! She tries a door, but it’s locked. The GM 
  says she’ll need to succeed on a DN 3 Stealth (A) Test 
  to get through. 
  Augusta has a Stealth Skill rating of 2 and an 
  Agility of 2, making a dice pool of 4. She rolls with the 
  following results: 1, 4, 4, 5. She’s succeeded, but also 
  rolled a Wrath Complication. 
  Augusta’s player suggests that the Complication 
  should be something on the other side of the locked door, 
  something related to her problematic relationships 
  with the Arbites. The GM describes the door opening 
  to reveal an active Cyber-Mastiff on the other side! 
  WRATH POINTS 
  Wrath Points represent your inner fire, your will to 
  succeed, and the Emperor’s light shining on you for 
  one lucky moment. You can spend Wrath to change 
  the outcomes of Tests and change the world itself in 
  your favour. 
  Spending Wrath Points 
  You can spend a Wrath Point to: 
  Reroll Failures 
  After you’ve rolled your dice pool for a Test, you can 
  spend a Wrath Point to reroll every 1, 2, and 3 in the 
  results, potentially earning more Icons. You can only 
  do this once per Test, and you can’t reroll a Wrath Die 
  that rolled a Complication. 
  Narrative Declaration
  Add a minor narrative element to the current scene. 
  The GM has the final call on what can and can’t be 
  added, but if they decline, the Wrath Point is not spent. 
  Work together to tell your story your way! 
  Example: Melissa and her allies are attempting to 
  escape from the fortress. They reach a large hangar 
  — the only way out — and need to signal the Arvus 
  Lighter waiting to rescue them. 
  Melissa spends a Wrath Point and states that 
  the hangar refuelling point has several stacked barrels 
  of explosive promethium. The GM accepts, and Melissa 
  fires her Lasgun at the barrels, igniting them in a huge 
  explosion. The resulting fire creates the perfect beacon 
  to signal the Arvus Lighter and escape! 
  Restore Shock 
  As an Action, you can spend a Wrath Point to recover 
  Shock equal to your Rank + your Tier (p.195). You can 
  only do this if you are conscious. 
  Gaining Wrath Points 
  You start every session with 2 Wrath Points. Unless 
  your GM states otherwise, they don’t carry over from 
  the last session — you always start with 2. 
  The GM can award Wrath Points whenever they 
  feel like it’s appropriate. Potential reasons to award 
  Wrath Points include good roleplaying, character 
  development, or doing something glorious. You can 
  also earn a Wrath Point by successfully completing 
  your Objective for the session (p.43).
  GLORY 
  Glory is a resource you can earn and spend as a 
  group to overcome the terrifying obstacles of the 41st 
  Millennium. Glory represents the will to prevail, the 
  power of camaraderie, and the collective determination 
  of a group of like-minded individuals. You and your 
  allies are the stars of the story and have the power 
  to change the fate of the Gilead System — at least 
  partially. Spending Glory gives you more options 
  and control over the story you’re telling, potentially 
  creating game-changing situations.  
  GAINING GLORY 
  You and your party begin each session with 0 Glory in 
  your collective pool. Any player can Shift an Exalted 
  Icon to add 1 Glory to the pool. You can only do this 
  once per Test. 
  Whenever you roll a Wrath Critical on a Test, 
  you add 1 Glory to the pool. 
  The Glory pool has a maximum of either 6 or 
  the number of players +2, whichever value is higher. 
  When the pool is at maximum, any additional Glory 
  you generate is lost. Use it or lose it! 
  Joseph Nirchi (Order #15621405)
  
  165
  SPENDING GLORY
  Anyone in the group can choose to spend Glory. It’s a 
  resource everyone contributes to and has access to. It’s 
  polite to ask the rest of the group if you can use some 
  of the shared Glory. Usually they’ll say yes, as you’re 
  working as a team, but you might need to save your 
  Glory for when the situation is (even more) perilous. In 
  any case, asking won’t hurt, and make sure everyone 
  at the table stays comfortable. 
  Glory can be used in four ways, detailed below:
  Increase Dice Pool 
  You can spend Glory to add bonus dice to any Test. 
  Each point of Glory spent increases the number of 
  bonus dice by 1. You can only do this after the initial 
  roll and any re-roll of failures using Wrath. The bonus 
  dice you gain through this option can’t be rerolled. You 
  can only use this option once per Test.
  Increase Damage
  You can spend Glory to increase the damage of a 
  successful attack. Each Glory spent adds 1 to the total 
  damage value. You may spend as much Glory as you 
  want to increase damage.
  Increase Severity Of A Critical Hit
  You can spend Glory to improve the effect of Critical 
  Hits (p.198).
  Seize The Initiative
  You can spend a point of Glory to Seize the Initiative 
  during combat (p.177).
  SHIFTING 
  The odds will almost always be stacked against you 
  in the grim darkness of the 41st Millennium, but 
  sometimes fate and your Abilities intertwine and allow 
  you to perform great feats in dramatic moments. 
  When there is an Exalted Icon (a result of 6 on 
  a die) in a Test’s results, you might be able to remove 
  it for special benefits. This is called Shifting. 
  If you can remove an Exalted Icon from the 
  results of a Test and there are still enough Icons to 
  meet or exceed the DN, you can Shift that Exalted Icon. 
  There is no limit to the amount of Exalted Icons you 
  can Shift, as long as there are still enough Icons left in 
  the results to meet or exceed the DN.
  Example: Charlotte’s character is engaged in a chase 
  through a manufactorum, and attempts to leap from a 
  gantry to a nearby walkway. The GM sets the DN at 3 
  and calls for an Athletics (S) Test. Charlotte assembles 
  a dice pool equal to her character’s Athletics and 
  Strength for a total of 7 dice. 
  Charlotte rolls her dice for a result of 2, 2, 3, 4, 
  5, 6, and 6. 
  She has 2 Icons and 2 Exalted Icons. Since 
  3 Icons are required to pass the Test successfully, 
  Charlotte must use 1 of the Exalted Icons to succeed. 
  She may then Shift the other Exalted Icon to trigger an 
  additional effect.
  You can Shift a Wrath Critical (p.163) just like any 
  other Exalted Icon. The effects of the Wrath Critical — 
  gaining Glory and triggering a Critical Hit — trigger 
  even if you Shift it.  
  USING SHIFTS 
  You’ll often be able to choose from a number of 
  effects when you Shift, and as always, it’s up to you 
  to determine how your character impacts the story. 
  Work with the GM to come up with interesting ways 
  to spend Shifts in a scene. Any opportunity to advance 
  a personal storyline or the campaign, to interact with 
  the environment in an interesting way, or otherwise 
  enhance the current scene are all great uses.
  You might suggest a different type of benefit 
  depending on the type of Test you rolled, for example 
  gaining additional information from studying a 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  OPTIONAL RULE: 
  GLORIOUS GREED
  If you want the corrupting powers of Chaos 
  to have an effect outside of the narrative, you 
  can penalise players for using Glory without 
  the group’s permission. If a player asks to use 
  Glory and the group refuses, the player can 
  choose to use the Glory anyway. However, if 
  they do so — or they don’t ask at all — they 
  gain 1 point of Corruption (p.285) for every 
  point of Glory they use.
  Joseph Nirchi (Order #15621405)
  
  machine-spirit of the data-vault’s door system is old 
  and cantankerous, setting a DN of 4. 
  James rolls his dice for a result of 2, 3, 4, 4, 5, 
  5, 6, 6, and 6.
  Even without the 3 Exalted Icons, the Tech-
  Priest succeeds with 4 Icons. James decides to Shift all 
  3 Exalted Icons.`
  James wants to use these Shifts to gain more 
  information from his Test. The GM decides that the 
  Tech-Priest learns 3 important facts — 1 for each 
  Shifted dice. The Tech-Priest discovers that the data-
  vault has been accessed previously, that it was opened 
  no more than 6 hours ago, and that xenos technology 
  was involved in the breach — something that would 
  normally be difficult to detect.
  Shifting For Extra 
  Damage 
  You can always Shift Exalted Icons as part of an attack. 
  Every Exalted Icon Shifted adds +1 ED (Extra Damage 
  Dice) when you roll for damage on that attack. 
  Shifting For Glory 
  You can always Shift an Exalted Icon to add 1 point of 
  Glory to the pool shared by the party. You can only do 
  this once per Test.
  cogitator, tracking a path through a snowstorm in half 
  the time, or making a better impression during a social 
  encounter. Some basic examples are outlined here: 
  Gain Information
  Each Shift you spend earns you 1 answer to a question 
  related to the Test, or the GM provides a piece of 
  information that would otherwise be difficult to discern.
  Improve Quality 
  Each Shift you spend makes the result of the Test 
  better. You don’t just succeed, you excel at what you 
  attempted. Work with the GM to figure out what 
  happens, what the impacts are, and any benefits you 
  might receive. 
  Improve Speed
  Each Shift you spend decreases the time your action 
  takes. The GM determines how much time is saved per 
  Shift; a good rule of thumb is to reduce the time by half 
  for each Shift. 
  Example: James’s Tech-Priest is confronted with a 
  sealed door leading into the depths of an ancient data-
  vault. James rolls a Tech (Int) Test to unlock the door, 
  using his character’s Intellect of 5 and Tech Skill of 4, 
  forming a dice pool of 9. The GM determines that the 
  166
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  167
  KEYWORDS
  Keywords are a shorthand for a character’s allegiances 
  and connections, who and what you know. There 
  may be circumstances where this will affect the DN 
  of a Test; a character with the INQUISITION Keyword 
  will have an easier time requisitioning records from 
  the Administratum, and a character with AELDARI 
  won’t take a penalty for interfacing with wraithbone 
  technology. If you think one of your Keywords would 
  make a situation easier, don’t hesitate to let the GM 
  know — you don’t live in the 41st Millennium, but 
  your character does.
  Keywords influence how some of the rules 
  work; you might need a Keyword to purchase a specific 
  Talent or to be affected by a character’s ability. Wargear 
  also has Keywords, and these also influence the rules 
  — you can only use the Talent Armourbane with certain 
  weapons, for example — and determine your dice pool 
  for Influence Tests to acquire items (p.205). 
  A full list of Keywords can be found on p.375.
  ROLEPLAYING 
  & SOCIAL 
  ENCOUNTERS
  Whenever you choose what your character is doing, 
  you’re roleplaying; there’s no right or wrong way to 
  do it. Roleplaying in a social encounter usually means 
  your character is talking to a nonplayer character 
  (NPC) played by the GM. 
  Most social encounters can be resolved purely 
  through roleplaying; you act out or describe what 
  your character says and does, then the GM acts out or 
  describes the responses of the other characters in the 
  scene. You can have a conversation with a character 
  the GM is playing in real time without worrying about 
  the rules.
  As with other situations in the game, you and 
  the GM may be unclear of the outcome when your 
  character does or says something. In those situations, 
  the GM asks you to make a Test using the most 
  appropriate social Skill and set a DN. If you pass, you 
  achieve what you set out to do. A successful Persuasion 
  (Fel) Test could convince a Planetary Governor to let 
  you investigate their villa to look for clues in a murder 
  case, while a Deception (Fel) Test could trick a ganger 
  into thinking you’re part of their crew. 
  You can use social Skills to supplement your 
  roleplaying, resolve the outcomes of your actions, or 
  replace them entirely if you feel your character would 
  know what to do or say better than you. It’s your game, 
  so play it your way.
  The Skills that are most commonly used to 
  supplement roleplaying are: 
   
  u
  Cunning (Fel) (p.122) to use streetsmarts and 
  contact criminals.
   
  u
  Deception (Fel) (p.122) to lie convincingly.
   
  u
  Insight (Fel) (p.123) to detect lies and motivations. 
   
  u
  Intimidation (Wil) (p.123) to bully or threaten. 
   
  u
  Leadership (Wil) (p.124) to inspire others 
  into action.
   
  u
  Persuasion (Fel) (p.125) to convince, or change 
  an opinion.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  OPTIONAL RULE: 
  KEYWORD CONTACT
  Keywords represent connections your character 
  has that might come in useful during your 
  adventures. If you choose to use this optional 
  rule, you have a contact for the organisation 
  associated with each of your Keywords. The 
  contact is somewhere in the Gilead System and 
  you have some history together. You and the GM 
  can make up this individual on the spot, and 
  they may well be able to help you if you find a 
  way to get in contact with them.
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  168
  OPTIONAL RULE:  
  NPC ATTITUDES
  NPC ATTITUDES
  DN Modifier
  Attitude
  Result
  +4
  Hostile
  The character hates you — if they liked you any less, you wouldn’t be talking, 
  you’d be fighting. They won’t help you unless you can offer a generous 
  reward or they have their own significant motivations to do so.
  +2
  Uncooperative
  The character is suspicious or unfriendly. They aren’t willing to help without 
  significant recompense.
  None
  Neutral
  The character willingly helps with small or easy requests, provided they 
  are recompensed. More difficult requests require substantial pay or 
  personal motivations.
  -2
  Friendly
  The character will go out of their way to help. They will perform easy favours 
  for little recompense and will consider dangerous or strenuous tasks for 
  fair pay.
  -4
  Helpful
  The character is fully willing to help you for little to no recompense.
  If you prefer a more mechanical approach to social 
  encounters, you can use the rules below. 
  Whenever you attempt a social Skill Test on 
  a nonplayer character (NPC), the GM can gauge 
  what their attitude is towards you and assign 
  modifiers based on the table below. The NPC’s 
  attitude might make things easier or more difficult. 
  These attitudes are determined by the 
  NPC’s mindset, your character’s reputation, past 
  interactions you have had with the NPC, and a 
  number of other influences. For example, xenos 
  Species are likely to be suspicious of characters 
  from the Imperium, and vice versa.
  If you’re using the NPC Attitudes table, the GM 
  might allow you to Shift to change someone’s 
  attitude. When you make a successful social Skill 
  Test, you may Shift an Exalted Icon to improve 
  the NPC’s Attitude by one step.
  Shifting in this way usually only works with 
  Skill Tests like Persuasion (Fel) or Leadership 
  (Wil), where what you say might improve 
  someone’s opinion of you. However, this might 
  work differently with some cultures. For example, 
  using Intimidation against an Ork might cause 
  them to respect you, rather than resent you. 
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  169
  INFLUENCE TESTS
  You can use your position or reputation to order 
  other members of your culture to do things for you. 
  Through Influence Tests you can conduct far-reaching 
  investigations, direct the actions of organisations, 
  order assassinations, and much more. If you want to 
  call in a favour or pull rank to get something you want 
  done, use an Influence Test. 
  Influence can also be used to requisition items 
  and Wargear (p.205). 
  Exploiting Authority 
  To make an Influence Test, first tell the GM what 
  orders you’re giving. Figure out which individual 
  or organisation you want to carry out the task, and 
  exactly what you want them to do. The GM uses this 
  information to establish the DN of the Influence Test, 
  based on the Influence someone would need to wield 
  to give that order. 
  You must share at least one Keyword with the 
  individual or organisation you’re influencing. For 
  every additional Keyword you share beyond the first, 
  you gain +1 bonus die to the Influence Test. 
  Once you’ve established the DN and any  
  bonuses, 
  roll 
  your 
  Influence 
  against 
  the 
  DN. 
  Complication and Shifts apply as normal. A particularly 
  bad failure with a complication may result in you 
  permanently losing a point of Influence, at the GM’s 
  discretion. 
  If you succeed on the Influence Test, your order 
  is fulfilled to the best of the organisation or individual’s 
  abilities. If you fail, it might mean the target of your 
  Test has defied your wishes, or that they are unable to 
  carry out the request right now. 
  Bribery
  After you’ve rolled an Influence Test, you may spend 
  Wealth to add Icons to the result. Each point of Wealth 
  spent earns you an additional Icon. 
  OTHER TESTS 
  A Skill Test, using a dice pool made up of your relevant 
  Attribute and Skill scores, covers most eventualities in 
  Wrath & Glory. For everything else, see below. 
  Attack Tests
  In the grim darkness of the 41st Millennium, there is 
  only war. You’ll likely make a lot of attacks, and to do 
  so you’ll usually make a Skill Test against your target’s 
  Defence — a number representing how difficult it is 
  to hit someone. (For more information on attacks, see 
  p.182 in Chapter 9.) 
   
  u
  Melee Attacks p.183
   
  u
  Ranged Attacks p.184
   
  u
  Psychic Attacks p.259
   
  u
  Interaction Attacks p.190
  Help
  You can use a Skill or Attribute to help someone else 
  succeed on a Test. Say what you are doing to Help and 
  what Attribute or Skill you are using. If the GM agrees 
  that would be helpful, grab a number of dice equal 
  to the Attribute or Skill Rating you are using to Help. 
  Your ally can use those dice as bonus dice on their Test. 
  Example: Dan’s character attempts to manually 
  override a blast door’s controls to seal it and slow 
  down the Genestealer advance through the ship. He 
  breaks open the control panel and starts trying to 
  override the security protocols, requiring a Tech (Int) 
  Test. Dan’s character has Intellect 3 and Tech 4, for a 
  total dice pool of 7. 
  Before Dan can roll, Anna’s character rushes to 
  the door and tries to manually force the doors closed 
  with an Athletics (S) Test. The GM decides to treat 
  this as a Help Action, and Anna says she is using her 
  Strength Attribute. Anna’s character has a Strength of 
  4, so she gives 4 bonus dice to Dan for him to use on 
  his Tech (Int) Test. Dan’s dice pool is now 11. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
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  170
  Attribute Tests 
  When you’re doing something that doesn’t rely on 
  your training you make a Test using only the relevant 
  Attribute without a complementary Skill. For example, 
  if you want to bash open a locked door, you need to 
  pass a Strength Test. Attribute Tests are often more 
  difficult than other Tests as your dice pool is smaller 
  without the addition of a Skill.
  Corruption Tests
  The insidious forces of the Ruinous Powers seek to 
  entrap, tempt, and contaminate the souls of all mortals. 
  During your intrepid adventures, you may have to 
  resist them. To resist Corruption, roll a dice pool equal 
  to your Conviction Trait (p.37). The DN of the Test is 
  determined by the source of Corruption (see p.285 for 
  more information). 
  Resolve Tests 
  When confronted by one of the many horrifying 
  phenomena or terrifying creatures of Warhammer 
  40,000, you may have to resist Fear. To do so, roll a 
  dice pool equal to your Resolve Trait. See p.199-200  
  more information on the Fear and Terror Conditions. 
  Opposed Tests 
  Sometimes two characters try to perform actions that 
  directly oppose each other — an Opposed Test. Both 
  characters roll their respective Tests; the one who 
  scores the greatest number of Icons is victorious.
  Anything that would raise the difficulty for one 
  character is resolved as bonus dice for the opponent. If 
  there is a tie, the victory goes to the side that initiated 
  the Opposed Test. For example, if one character 
  attempts to grapple another and the opposed Strength 
  Test is a tie, the character who began the grapple is 
  the winner.
  You don’t need to include a Wrath Die for 
  an Opposed Test unless you want to introduce the 
  possibility of Complications.
  Example: Simon’s Space Wolf Scout challenges an 
  NPC Ogryn to an arm wrestling match for the prize 
  of a cask of Fenrisian Ale. The Gamemaster decides 
  opposed Strength Tests should decide this contest. 
  Simon gathers his dice pool and manages to roll three 
  Icons and one Exalted Icon. The Gamemaster rolls for 
  the Ogryn and gets two Icons. Simon lets out a cheer 
  as his Space Wolf Scout wins the Opposed Test and 
  claims his prize.
  Later, Simon’s Space Wolf Scout is attempting to 
  convince an Aeldari Farseer to assist his group, 
  opposed by an Aeldari Corsair arguing against him. 
  Both are using Persuasion (Fel) Tests, but the GM 
  rules that Simon has a +2 DN penalty to his roll due to 
  his status as an outsider. Since this is an Opposed Test, 
  the +2 DN penalty instead becomes +2 bonus dice to 
  the Aeldari Corsair’s Persuasion (Fel) Test.
  Other Rolls 
  Occasionally a rule will ask you to roll a d6, d3, or 
  a d66. 
   
  u A d6 roll is a roll of a single 6-sided die. 
   
  u A d3 roll is also a roll of a single 6-sided die, but 
  you half the result; so, a roll of 5 or 6 counts as a 
  3, a roll of 3 or 4 counts as a 2, and a roll of 1 or 2 
  counts as a 1. 
   
  u A d66 roll generates a larger range of results with 
  2-digit numbers. First, roll a d6. This result counts 
  as the ‘tens’ digit. Then, roll another d6. This 
  result counts as the units. So, if the result on the 
  first d6 is a 3, and the result on the second d6 is a 
  4, you’ve rolled a 34.
  PLAYER VS PLAYER
  You can use the Opposed Tests rules to resolve 
  any conflict between player characters, but 
  generally it’s better to work as a team. Your 
  Framework should keep you and your allies 
  working together — if it isn’t, it could be a great 
  roleplaying opportunity, or might mean it’s time 
  to build a new Framework!
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  Joseph Nirchi (Order #15621405)
  
  172
  172
  ost of Wrath & Glory runs in ‘narrative time’, 
  where individual moments take as long as 
  the GM dictates. When bullets start flying and 
  swords are drawn split-second timing matters, and 
  who throws the first blow counts. That’s where the 
  combat rules come in, providing guidelines to what 
  you can achieve.
  The Basics of Battle
  Combat can be as simple or as complex as you like, 
  but the essentials are always the same: 
  The Scene 
  The GM describes what is going on; your current 
  surroundings, where everyone is, and what they’re 
  doing. 
  Your Turn 
  Ask the GM any questions about the scene. For 
  example, ‘Are those barrels filled with promethium? 
  What would happen if I blasted them?’ 
  Decide what you want your character to do. 
  You can detail what you want to achieve as simply 
  or as vividly as you like. You could just say ‘I hit 
  the Ork’, or you could add details like ‘I charge the 
  greenskin menace with my chainsword, screaming a 
  furious prayer to the Emperor’. 
  Resolution 
  Once you’ve said what you want to do, the GM usually 
  asks for a Skill Test to see if you succeed. You roll the 
  dice, then the two of you narrate the results together. 
  What you do on your Turn is limited only by your 
  imagination and the capabilities of your character — 
  get creative! 
  COMBAT
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  Once you have finished your Turn, a Threat will take 
  their Turn. The process repeats until the fighting stops. 
  If you want to interrupt the Turn order and have you 
  or one of your allies go before a Threat, you can Seize 
  the Initiative (p.177). 
  That’s all you need to know to get started. The 
  following is a basic guide to the rules you’ll be using 
  most often.
  MOVING 
  On your Turn you can move up to your Speed in 
  metres (or inches if you’re using miniatures). There 
  are several options for using your movement and the 
  effects of different terrain detailed on p.180-181.
  ATTACKING
  To make an attack your target needs to be in range of 
  your weapon. When making a melee attack such as 
  swinging a sword or hammer, this means getting close 
  enough to hit them — usually within 1 metre. For a 
  ranged attack, the range will depend on the weapon 
  you’re using. More information on range can be found 
  on p.184, and weapon ranges are found in Chapter 10.
  Test To Hit 
  If you’re using a melee weapon, roll a Weapon Skill (I) 
  Test. If you’re using a ranged weapon, roll a Ballistic 
  Skill (A) Test. The DN for the Test is your target’s 
  Defence. If you roll enough Icons to equal or exceed 
  the target’s Defence, you hit! More information on the 
  intricacies of Tests to hit can be found on p.182. 
  DAMAGE
  To figure out how much damage you’ve done, you’ll 
  need your weapon profile. If you’re making a ranged 
  attack, your total damage is the weapon’s Damage 
  Value plus any Extra Damage Dice (ED) that may be in 
  your weapon’s profile. If you’re making a melee attack, 
  your total damage is the weapon’s Damage Value, plus 
  ED, plus your Strength Attribute. All weapon profiles 
  can be found in Chapter 10. 
  Extra Damage Dice
  A damage roll might use Extra Damage Dice (ED). If 
  your weapon has an ED value, you roll that many 
  dice. Results of 4 or 5 on an Extra Damage Dice add 
  +1 damage to your attack. A result of 6 on an Extra  
  Damage Dice adds +2 damage to your attack. 
  Wounds
  If you deal more damage than your target’s Resilience, 
  the difference is inflicted in Wounds. Whenever a 
  character suffers more Wounds than their Maximum 
  Wounds, they are either dead or Dying — see p.192 for 
  more information. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  OI! GROGHAK AIN’T 
  NO ‘AGENT’!
  For ease of understanding, all types of player 
  characters are called ‘Agents’. The only thing 
  in common between Ork Boyz, Space Marines, 
  Chaos renegades, and Aeldari Corsairs is they 
  have a goal provided by your Framework.
  Likewise, the creatures, ships, and 
  machines (GM-controlled NPCs) that use 
  violence to oppose the Agents are referred 
  to as ‘Threats’. These are discussed later in 
  Chapter 14: Bestiary. ‘Character’ is also 
  employed when referring to rules that apply 
  to both Agents and Threats.
  In the grim darkness of the far future, there is only war.
  Joseph Nirchi (Order #15621405)
  
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  Combat Action
  Make an attack, use a Skill.
  p.178
  Movement
  Move up to your Speed in metres.
  p.180
  Simple Action
  Reload a gun, draw a sword, kick open a door, look around.
  p.179
  Free Action
  Roll Determination, shout a warning.
  p.179
  Reflexive Action
  React to something.
  p.179
  ACTIONS
  QUICK REFERENCE GUIDE
  Full-Round Action
  Sacrifice all your Actions and Movement to Charge, Sprint, or use Full Defence.
  p.179
  Multi-Action
  Declare all Actions you want to take. +2 DN to all Tests for every Action you take.
  p.178
  Multi-Attack
  +2 DN to all attacks for each attack beyond the first. Roll damage once and apply it 
  to all targets hit.
  p.187
  ADVANCED ACTIONS
  Melee Attack
  Weapon Skill (I) Test against target’s Defence. Strength + weapon damage for 
  total damage.
  p.183
  Ranged Attack
  Ballistic Skill (A) Test against target’s Defence. Check Range for modifiers.
  p.184
  Interaction Attack
  Roll a Skill against target’s Skill or Resolve. If you succeed, they are Vulnerable 
  or Hindered.
  p.190
  ATTACKS
  Run
  Use Simple Action and Movement. Move double your Speed in metres.
  p.180
  Sprint
  Full-Round Action. Move triple your Speed in metres.
  p.180
  Crawl
  Simple Action to go Prone. Move at half Speed.
  p.180
  Cover
  +1 Defence if less than half of you is covered. +2 Defence if more than half of you 
  is covered.
  p.181
  MOVEMENT
  Determination
  Roll your Determination. Every Icon converts 1 Wound to 1 Shock.
  p.196
  Dying
  You are Prone, and can only Crawl, Fall Back, or take a basic Combat Action. Whenever 
  you would take any number of Wounds, you take a Traumatic Injury instead.
  p.193
  Full Defence
  Full Round Action. Roll your Initiative dice pool; every Icon increases your Defence 
  by +1 until end of yout next Turn.
  p.187
  Wounded
  If you have any Wounds, +1 DN to all Tests.
  p.193
  Wounds
  If an attack does more damage than your Resilience, you suffer the difference in 
  Wounds. If you suffer more Wounds than your Max Wounds, you are Dying.
  p.193
  DAMAGE & DEFENCE
  All-Out Attack
  +2 bonus dice to all melee attacks. -2 Defence until the start of your next Turn.
  p.188
  Charge
  Full-Round Action to Run and make a melee attack with +1 bonus dice to the 
  attack Test.
  p.188
  Fall Back
  Combat Action to stop an enemy using a Reflexive Attack.
  p.188
  Grapple
  Opposed Strength Test with an Engaged target. If you succeed, they are Restrained.
  p.188
  Pistols in Melee
  Target gains +2 Defence.
  p.184
  Unarmed
  Strength + 1 ED damage.
  p.183
  MELEE OPTIONS
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  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Short Range
  + 1 bonus dice to ranged attack Tests.
  p.184
  Long Range
  Target gains +2 Defence.
  p.184
  Aim
  + 1 bonus dice to ranged attack Tests. You can’t move.
  p.189
  Brace
  Ignore the Heavy weapon penalty. You can’t move.
  p.189
  Called Shot
  + 1 ED for every + 1 you add to target’s Defence.
  p.186
  Disarming Shot
  Target makes a Strength Test, DN = half the damage from your ranged attack Test. If 
  they fail, they drop their weapon.
  p.187
  Firing into Melee
  If you roll a Complication, shot hits a random unintended target.
  p.185
  Grenades & AOE
  DN 3 Ballistic Skill Test to hit a point in range. All targets in Blast are hit.
  p.185
  Reloading
  Use a Simple Action and spend 1 Ammo to Reload  your weapon. 
  p.184
  Salvo Options
  Improve ranged attack Tests. Weapon must be Reloaded after use.
  p.185
  Scattering
  If an AOE Ballistic Skill Test fails, roll 1d6 x2 for distance and 1d6 for direction.
  p.186
  Shoot 
  through Cover
  Add Cover bonus to target’s Resilience. 
  p.189
  Pinning Attack
  Roll Ballistic Skill against target’s Resolve to inflict Pinned. Weapon must be 
  Reloaded after use.
  p.189
  RANGED OPTIONS
  QUICK REFERENCE GUIDE
  Difficult Terrain
  Your Speed is halved.
  p.181
  Dodging AOE
  Use Full Round Defence to raise your Resilience; you lose your next Turn.
  p.186
  Engaged
  Within range of an enemy’s melee weapon.
  p.184
  Seize the Initiative
  Spend 1 Glory to act before the GM.
  p.177
  Surprise Attacks
  If the target doesn’t know you’re there, +2 bonus dice to the attack Test and + 2 ED.
  p.182
  Reflexive Attack
  If an enemy leaves Engagement without Fall Back, use Reflexive Action to attack.
  p.179
  SITUATIONS
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  176
  COMBAT TIME
  Unlike ‘narrative time’, combat is Turn based. The 
  players work together to decide which character acts 
  first, taking their Turn to perform actions in combat. 
  Using well-defined Rounds and Turns lets everyone 
  keep track of what is going on in a hectic battle.
  TURNS
  Each character takes a single Turn during a Round.
  During your Turn, you can take a host of actions (see 
  p.178), including movement, fighting, and other more 
  specialised choices. After your Turn ends, it’s someone 
  else’s Turn.
  ROUNDS
  Rounds are made up of multiple Turns. When everyone 
  in the combat has taken a Turn, the Round is over and 
  a new one begins. Though everyone alternates taking 
  Turns, it is assumed that all the Turns in one Round 
  take place at roughly the same time. 
  The GM dictates the duration of a Round 
  depending on the nature of the encounter. Short 
  Rounds represent hectic, fast-paced decision making. 
  Longer Rounds allow the characters to interact 
  with their environment or position themselves in 
  larger areas.
  Examples:
   
  u
  During a fierce assault between your party and 
  a band of cultists amidst the crowded confines 
  of a hive city, a single Round may only be a few 
  seconds of brutal close-quarters fighting.
   
  u
  During a running battle inside an active 
  manufactorum forge, a location combining moving 
  machinery and several places to take cover, a 
  Round may be nearly a minute or longer.
   
  u
  During a conflict between two starships engaging 
  in an asteroid field, a Round may represent several 
  minutes as your crew repairs battle damage, 
  engages the engines to manoeuvre, or opens fire 
  with banks of weapon systems.
  COMBAT 
  ENCOUNTERS
  Step 1: Determine 
  Ambushes
  Sometimes a group is caught unaware by the start of 
  a combat, or is surprised by the ferocity of an assault. 
  The Gamemaster determines at the beginning of the 
  encounter whether anyone is considered ambushed. 
  Step 2: Set The Scene
  Before a combat encounter begins the GM describes 
  the space where the combat is taking place, detailing 
  objects that could be used during the encounter such 
  as cover, pitfalls, hazards, and points of interest.
  Step 3: Take Turns
  The Round begins, and your party picks which Agent 
  acts first. If the rules call for something to happen at 
  the start of the Round, it happens now. The GM may 
  elect to Seize the Initiative (see next page) and allow 
  a Threat to take the first Turn in the Round. 
  When you take your Turn, you perform actions. 
  Once your actions are complete, your Turn ends. Any 
  effects that last until the end of the Turn are no longer 
  in effect, but any that last until the end of the Round 
  remain. 
  Depending on who went first, an Agent or 
  Threat, a character from the other group may now take 
  their Turn. This process repeats until everyone has 
  taken a Turn. You might have the ability to take more 
  than one Turn in a round; these Turns are part of the 
  Round and happen before it ends.
  Step 4: Round Ends
  Once every character that is able to act has taken their 
  Turn, the Round ends. Any lingering Abilities and 
  Conditions that last until the end of the Round are no 
  longer in effect. When the Round is over, a new Round 
  begins and the process in Step 3 starts anew. Repeat 
  this process until the encounter ends. 
  Joseph Nirchi (Order #15621405)
  
  177
  INITIATIVE 
  ORDER
  Wrath & Glory uses a Turn order that involves a back-
  and-forth interplay between the player characters and 
  Threats. At the beginning of each Round, you and 
  your party choose which character acts first. Once that 
  Agent finishes their actions, the GM chooses one of 
  their Threats to act. The players and GM take Turns 
  choosing characters to act until the end of the Round.
  Every participant in the combat gets a Turn, so 
  if there are more Threats than Agents, several Threats 
  will have their Turns in a row after every Agent has 
  acted. 
  You and the GM may choose to spend Glory 
  (see p.164) or Ruin (see p.320) to change who acts 
  next. This is known as Seizing the Initiative.
  AMBUSH
  Surprise! Either you or your enemies weren’t ready for 
  this fight. Characters that are unaware of or unprepared 
  for a combat situation are considered ambushed. The 
  GM decides which (if any) characters are ambushed 
  at the start of combat. Ambushed characters don’t 
  get a Turn in the first Round. Once all characters 
  that weren’t ambushed have had a Turn, the combat 
  proceeds using normal initiative order — no one is 
  considered ambushed after the first Round. 
  You can choose to spend a point of Glory to make your 
  character aware of an ambush and take your Turn 
  as normal. The GM can do the same for a Threat by 
  spending a point of Ruin. 
  Examples: 
   
  u A team of Agents working as assassins for 
  Governor-Militant Taleria Fylamon launch a 
  sneak attack on a troublesome noble during a loud 
  military parade. 
   
  u A Genestealer Sanctus stealthily stalks a group 
  of Imperium Agents. The xenos menace strikes 
  from the shadows, but the group’s Sister of Battle 
  spends a point of Glory and the Emperor’s divine 
  guidance alerts her to the ambush!
  SEIZE THE INITIATIVE
  Whenever an Agent has finished their Turn for the 
  Round, the players can Seize the Initiative. Instead of 
  the initiative order passing to a Threat, the players may 
  choose to spend one Glory to have another Agent act 
  instead. This can only be done once before the Threats 
  take their Turn. The GM may spend one Ruin to Seize 
  the Initiative for a Threat in the same way. 
  Example: A squad of Space Marines (Agents) initiate 
  a firefight with a gang of Ork Boyz (Threats). The 
  normal order of play would be an Agent, followed by a 
  Threat, then back to a different Agent. 
  However, at the end of the first Agent’s Turn 
  the players decide to spend a point of Glory to have 
  a second Agent act immediately. Once the second 
  Agent’s Turn is over, a Threat must act. 
  The GM may also spend Ruin to Seize the 
  Initiative, allowing another Threat to go before the 
  next Agent in the same fashion. 
  INTERRUPTING 
  INITIATIVE
  You can interrupt the normal initiative order by 
  holding your Action. To do so, you choose not to make 
  a Combat Action during your Turn, and announce you 
  are holding your action instead. Once at any point in 
  the Round when another character is about to perform 
  a Movement or any type of Action, you may declare 
  you are interrupting initiative. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  OPTIONAL RULE:  
  I WANNA ROLL!
  If your group wants to randomise initiative 
  order, simply roll a dice pool equal to your 
  Initiative Attribute and count the Icons. 
  Whoever has the most Icons goes first, second 
  most goes second, and so on. 
  To break ties, Agents always go before 
  Threats, and if two Agents or two Threats are 
  tied, the character with the highest Initiative 
  Attribute goes before the character with the 
  lower Initiative Attribute. If you still can’t 
  decide between individuals with the same 
  result, roll again.
  Joseph Nirchi (Order #15621405)
  
  178
  To interrupt another character’s Action, you must 
  succeed on an opposed Initiative Test; the winner gets 
  to take their Action first. 
  A Psyker can hold their Action to activate Deny 
  the Witch (see p.267). If a Psyker has already taken 
  their Turn, they can sacrifice their Turn in the next 
  Round to activate Deny the Witch. Activating Deny the 
  Witch does not require an opposed Initiative Test.  
  Example: Iris the Astra Militarum Trooper holds her 
  Action, training her Lasgun on the largest mutant 
  she can see. On the GM’s Turn, they declare that the 
  mutant is charging her Ministorum Priest ally. Iris 
  declares she is interrupting initiative and makes an 
  opposed Initiative Test against the mutant to see if she 
  can eliminate the beast and save her friend!
  Initiative Special Cases
  In any situation where it is unclear who should act 
  first in a Round, each character must make an Initi-
  ative roll. This roll does not include a Wrath Die, nor 
  does it have a DN. The character with the most Icons 
  goes first, the character with the next highest number 
  of Icons goes second, and so on. 
  ACTIONS
  Actions are things you can do on your Turn. You can 
  treat things simply, as described in The Basics of 
  Battle earlier in this chapter, or you can detail every 
  Action you take on your Turn. Usually just describing 
  what you want to do is enough, and the GM will award 
  you the necessary bonuses. If you want more options 
  in combat, take a look at your Abilities and Talents, 
  or use some of the options presented below. You can 
  perform one of each of these Actions on your Turn: 
   
  u A Movement or Movement Option. 
   
  u An Action, sometimes called a ‘Combat Action’ 
  for clarity.
   
  u A Simple Action.
   
  u A Reflexive Action.
  You can also take any number of Free Actions.
  There are a few exceptions to these rules, 
  which will be explained as they arise. For example, a 
  Full-Round Action takes your entire Round, meaning 
  you cannot make any other Action until the start of 
  your next Turn.  
  COMBAT ACTIONS
  Combat Actions require your primary focus in a combat 
  Round, taking the most effort to achieve. Combat 
  Actions are usually your main objective during your 
  Turn. You may perform a single Combat Action (or 
  Action) in a Turn. Combat Actions include, but are not 
  limited to, the following:
   
  u
  Making an attack (p.182).
   
  u
  Using a Skill to make an Interaction Attack (p.190).
   
  u
  Using a Skill or object that requires time and 
  attention, such as a Medicae (Int) Test.
  There are other activities that may also count as 
  Combat Actions, such as using certain psychic powers.
  Multi-Actions 
  You can attempt more than one Combat Action in a 
  Round, but doing so makes all Combat Actions you 
  take more difficult. You can’t take more than one 
  Attack Action by using a Multi-Action. 
  First, declare that you are making a Multi-
  Action, and say which actions you want to take. For 
  every additional Action you declare, you suffer a +2 
  DN penalty to all Tests made as part of an Action that 
  Turn. So, if you make two Actions, you have a +2 DN 
  penalty on both of those Tests, and if you make three 
  Actions you have a +4 DN penalty on all three Tests. 
  Example: Dom’s Commissar is in a tight spot; caught 
  in the crossfire between two warring cults, he’s taken 
  cover in the upper gantries of a Basilicanum. One of 
  the soldiers in his care is injured, and the others are 
  terrified.  
  Dom declares a Multi-Action, attempting to 
  heal his comrade with Medicae, push a crumbling 
  statue onto the villains below, and deliver a rousing 
  speech to inspire his troops. The GM tells him that 
  the DN is 3 for the Medicae (Int) Test, pushing the 
  statue over requires a DN 4 Athletics (S) Test, and a 
  Leadership (Wil) Test to rally the troopers would be 
  DN 3. 
  As Dom is trying to do all three Tests in one 
  Multi-Action, he must add +4 to the DN of each Test; 
  the Medicae (Int) Test is DN 7, the Athletics (S) Test is 
  DN 8, and the Leadership (Wil) Test is DN 7. 
  Joseph Nirchi (Order #15621405)
  
  179
  SIMPLE ACTIONS
  Simple Actions take less time and concentration 
  to perform than Combat Actions but still represent 
  significant effort and focus. You may perform one 
  Simple Action per Turn. Simple Actions include but are 
  not limited to: 
   
  u
  Reloading a weapon (p.184).
   
  u
  Drawing or readying a weapon.
   
  u
  Kicking open a locked door.
   
  u
  Looking around with your Awareness (Int) Skill.
  You might also be able to use your Simple Action to 
  activate a piece of Wargear, for specific Skill Tests, to 
  use abilities, or to activate certain psychic powers. 
  FREE ACTIONS
  Some actions take little thought, concentration, or time 
  to perform. So little, in fact, that they can be performed 
  while doing other things without any penalty and may 
  be performed outside of your Turn. These are called 
  ‘Free Actions’. The GM is the final arbiter on how many 
  Free Actions you can perform in a Turn or Round. 
  Free Actions include but are not limited to: 
   
  u
  Shouting a warning or a short sentence (‘He’s over 
  there’, ‘Go round back’, ‘On the count of three!’).
   
  u
  Opening an unlocked door.
   
  u
  Using Psyniscience (p.267).
   
  u
  Rolling Determination (p.196) to reduce damage.
  Several Talents and pieces of Wargear may allow some 
  Simple Actions to be performed as Free Actions. Free 
  Actions should add to the narrative of the game and 
  should never arbitrarily extend a Turn.  
  Reflexive Actions 
  Certain actions can be made outside of your Turn. These 
  are known as Reflexive Actions, and under normal 
  circumstances you may only make one per Round. 
  You usually make a Reflexive Action in response to an 
  action someone else makes on their Turn. 
  FULL-ROUND 
  ACTIONS
  Performing a Full-Round Action prevents you from 
  taking any other actions (except Free Actions) and you 
  can’t make a Movement unless that is part of the Full-
  Round Action.
  The GM will tell you if what you want to do 
  would be considered a Full-Round option. Some 
  examples of Full-Round Actions are: 
   
  u
  Sprinting (p.180).
   
  u
  Full Defence (p.187).
   
  u
  The psychic power Conceal Phenomena (p.268).
  RANGE & 
  MOVEMENT
  In most circumstances, exact distances don’t matter. 
  Using the ‘theatre of the mind’ method, the GM 
  describes the relative positions of combatants and 
  their approximate distances. You describe what you 
  want to do, how far you want to move, and who you 
  want to shoot. Then, the GM tells you if that’s possible, 
  and any Tests you’ll need to roll. 
  You might want to be more precise, sketching 
  out a rough map of the area, or go fully detailed using 
  miniatures, terrain, and tape measures to get your 
  distances just right. The rules presented below work 
  however your group prefers to play. 
  The Speeds and Ranges in Wrath & Glory are 
  not listed with a unit of length; you can use whatever 
  you feel is sensible. We recommend you use metres 
  (m) if you’re using the ‘theatre of the mind’ method; 
  all the rules in this book use metres by default for 
  clarity, but you’re free to replace that with a different 
  universal range measurement. If you’re tracking 
  combatants physically using miniatures or tokens, we 
  recommend treating all Speeds and Ranges as being in 
  inches. So, if you’re playing on an inch-squared grid, a 
  Speed 6 character can move 6 squares with a Standard 
  Movement (see p.180). 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  180
  Jumping
  You can hurdle obstacles up to 1 metre high or leap 
  over gaps up to 1 metre in length as part of your 
  standard Movement. 
  Making a Long Jump or High Jump beyond 
  these limits is a Simple Action, and requires an 
  Athletics (S) Test with a DN determined by the GM 
  based on the current circumstances. Your Long Jump 
  distance is equal to your Strength in metres. Your 
  High Jump is equal to a quarter of your Strength in 
  metres. If you Jump onto Difficult Terrain, you must 
  make an additional DN 3 Athletics (S) Test to avoid 
  falling Prone.
  Swimming
  Your Speed is halved while swimming. If you begin 
  your Turn in the water you can swim half your Speed 
  in metres.
  If the GM determines that whatever you’re 
  swimming through is Difficult Terrain, they may call 
  for an Athletics (S) Test to make progress. The GM 
  decides how many Athletics (S) Tests are needed to 
  Swim through the area, the DN of all Tests, and the 
  difficulty of any other action taken While Swimming. 
  If you become submerged for an extended 
  period of time, fall unconscious, or are Dying while 
  swimming, you may begin to drown (see Suffocation 
  p.201).  
  Flying
  Some characters may be able to Fly, whether using a 
  sophisticated jump pack, wings gifted by a denizen of 
  the Warp, or part of a creature’s own biology. Whatever 
  the means of flight, they all function in a similar way. 
  Flying allows you to move a number of metres 
  equal to either your Speed, or a Speed indicated by 
  the method of flight (in your ability or Wargear text, 
  for example). Flying ignores terrain penalties and can 
  move over (but not through) other characters.
  If you are knocked Prone while flying, you fall 
  from the sky (see Falling on p.201). 
  Climbing
  You can use your Movement to Climb at half your 
  Speed in metres. You can attempt to Climb at a faster 
  rate, but at the risk of falling. If you succeed on a DN 3 
  Athletics (S) Test, you may instead climb a number of 
  metres up to your Speed. Using both your Movement 
  and Simple Action reduces the DN of the Athletics (S) 
  Test by 1. Using both your Movement and Combat 
  Action reduces the DN of the Athletics (S) Test by 2. 
  MOVEMENT
  Positioning can give anyone the upper hand on the 
  battlefields of the 41st Millennium. You might be 
  scurrying between cover to avoid suppressive fire, 
  repositioning to gain a better line of sight to make 
  a shot, or charging across city ruins to swing your 
  chainsword at a xenos threat. 
  There are several options for Movement in and 
  out of combat. Often anything other than Standard 
  Movement requires a Simple or Combat Action.  
  Standard Movement
  During a Turn you can move your Speed in metres. You 
  don’t have to use all of your Movement; you can move 
  as little as you want or not at all. There is no additional 
  Movement cost for changing elevation if you are using 
  an incline, stairs, or a ladder. You may take any other 
  Action at any point during a Standard Movement, 
  unless the rules for that Action state otherwise.
  Running
  When you Run, you move double your Speed in 
  metres. If you Run, you may not perform a Simple 
  Action during your Turn, and you cannot Run if you’ve 
  already performed a Simple Action during your Turn. 
  Sprinting
  When you Sprint, you move triple your Speed in metres 
  in a straight line. Sprinting is a Full-Round Action.
  Crawling
  You can Crawl half your Speed in metres; you are Prone 
  while Crawling. 
  OPTIONAL RULE: 
  ‘REALISTIC’ WEAPON 
  RANGE
  The ranges presented in these rules have been 
  designed to work well at the table rather than 
  reflect realism. If you’d like a more ‘accurate’ 
  representation of the weapons used in the grim 
  darkness of the far future, multiply all ranged 
  weapon ranges by x10 when using metres.
  Joseph Nirchi (Order #15621405)
  
  TERRAIN & COVER
  The environments of the 41st Millennium are rarely 
  featureless or bare. Battlefields are littered with debris 
  and wrecks, while cities are cluttered with ruined and 
  decaying buildings.
  Difficult Terrain
  Any terrain the GM considers ‘difficult’ reduces your 
  Speed by half. This could be shin-high sewage clinging 
  to your boots, sharp rubble that shifts wherever you 
  stand, or something else entirely.
  Cover
  Cover represents the protection gained from seeking 
  shelter from incoming fire. Characters concealed from 
  their attacker gain a bonus to Defence. If less than half 
  of your character is concealed, they receive +1 Defence. 
  If half or more of your character is concealed, the 
  bonus increases to +2 Defence.
  STEALTH & 
  AWARENESS
  In most cases, the GM can resolve attempts to hide or 
  act stealthily by comparing the results of your Stealth 
  (A) Test to the Awareness (Int) or Passive Awareness 
  of nearby characters. If someone rolls more Icons on 
  their Awareness Test than you roll on your Stealth Test, 
  they know where you are. 
  Whenever you need to establish how stealthy 
  you are in combat, over multiple actions, or just with 
  more specificity, use the following rules 
  Stealth Score 
  You can make a Stealth (A) Test as a Combat Action. 
  Whenever you do this (or whenever the GM calls for a 
  Stealth (A) Test), write down the number of Icons you 
  roll. This is your Stealth Score for the scene. Whenever 
  another character uses their Passive Awareness or 
  makes an Awareness (Int) Test, they use your Stealth 
  Score for the DN of their Test. If the enemy discovers 
  you, you lose your Stealth Score for the scene. You 
  can’t roll Stealth (A) again until the next scene, as 
  dictated by the GM. This means you can’t hide and 
  may need to confront (or run from) whatever you were 
  trying to avoid.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  181
  Joseph Nirchi (Order #15621405)
  
  182
  Your Stealth Score can be decreased through various 
  actions, and is ultimately adjudicated by the GM. The 
  GM can award bonuses to your Stealth Score or your 
  enemies’ Awareness (Int) Tests based on light sources, 
  terrain, or other circumstances at their discretion. 
  Below is a guideline for how various actions could 
  reduce a Stealth Score.
  Moving Stealthily 
  By staying low and sticking to cover or the shadows 
  you can move unseen and unheard. You may use a 
  Combat Action and your Movement to Move Stealthily. 
  You move at half your Speed in metres and cannot Run 
  or Sprint while Moving Stealthily.
  Surprise Attacks
  If you attack an unaware enemy, you gain 2 bonus 
  dice to the Attack Test and +2 ED. If a Surprise Attack 
  starts a combat, the target is also ambushed (p.177).
  The attack is likely to reduce your Stealth Score; any 
  decrease is resolved after the attack. 
  Example: Kovertoof the Ork Kommando is trying to 
  assassinate an officer of the Gilead Gravediggers. He 
  makes a Stealth (A) Test with the following results: 1, 
  2, 3, 4, 4, 6, 6. 
  6 Icons. Kovertoof’s Stealth Score is 6. 
  Kovertoof moves stealthily towards the Imperial 
  outpost. The Astra Militarum Trooper on lookout has 
  an Awareness (Int) of 2, so they have no chance of 
  spotting Kovertoof’s Stealth Score of 6. 
  Kovertoof decides to take out the guards one by 
  one. He makes a surprise attack on the first, adding 
  2 bonus dice to his Weapon Skill (I) Test and +2 ED 
  to the damage roll, killing him before anyone notices. 
   The attack reduces Kovertoof’s score to 3; if 
  Kovertoof strikes again he risks someone noticing him. 
  Kovertoof moves stealthily into the outpost and finds 
  the officer, who has an Awareness (Int) of 4 and rolls 
  the following: 2, 3, 4, 5. 
  2 Icons; not enough to notice the stealthy Ork. 
  Kovertoof suprise attacks the officer, killing him, but 
  reducing his Stealth Score to 0. The GM describes the 
  death screech of the officer, and the sounds of boots 
  approaching — Kovertoof has raised the alarm! 
  ATTACKING
  Normally you make one attack per Round using your 
  Combat Action. Special actions such as Multi-Attack 
  allow you to attack more than one target, while options 
  such as All-Out Attack or Salvo help you to target a 
  single foe more effectively.
  To make an Attack Test, assemble a dice pool 
  using the appropriate Attribute + Skill. Normally you 
  will use Ballistic Skill + Agility for ranged attacks or 
  Weapon Skill + Initiative for melee attacks. The DN is 
  the target’s Defence. 
  When you make an attack, follow these steps:
  1. Declare
  2. Assemble dice pool
  3. Roll the Attack Test and determine if you hit
  4. Roll damage
  5. Inflict Wounds
  Step 1: Declare
  Declare your attack, any special modifiers you’re using 
  (such as special abilities gained through your Wargear 
  or Talents), and your target or targets.
  Example: Yasmin declares she wants to shoot a 
  charging Ork Boy with her Boltgun. 
  Action
  Score Reduction
  Whispering. Readying a quiet weapon. Snapping a twig. 
  −1
  Talking softly. Readying a weapon with moving parts, such as racking a Stubber. Reloading.
  −2
  Talking normally. Attacking an unaware target with a Knife. Firing a weapon with the MELTA 
  Keyword, generating a loud hiss. Activating any Wargear that generates light. 
  −3
  A sword duel. Engaging a grav-vehicle’s engines. Firing a weapon with the FLAME Keyword. 
  −4
  Shouting or screaming. Revving a weapon with the CHAIN Keyword. 
  Firing a weapon with the ARC, LAS, PLASMA, or PROJECTILE Keywords. 
  Engaging a a Jump Pack or a promethium-fueled vehicle’s engines.
  −5
  Firing a weapon with the BOLT Keyword. Triggering an 
  explosive. Engaging a flying vehicle’s jet engines.
  −6
  STEALTH SCORE REDUCTION
  Joseph Nirchi (Order #15621405)
  
  183
  Step 2: Assemble Dice Pool
  Assemble a dice pool with a number of dice equal to 
  the combined value of the appropriate Attribute and 
  Skill, plus any applicable modifiers from your Wargear 
  or other sources. Make sure you replace one of the dice 
  with a Wrath Die! 
  Example: Yasmin’s character has an Agility of 3 and 
  a Ballistic Skill of 3, making her dice pool 6.
  Step 3: Test To Hit
  Roll the dice pool and count the number of Icons and 
  Exalted Icons in the result. If your Icons equal or 
  exceed the target’s Defence (after applying Combat 
  Modifiers, p.190), you hit the target. If not, you miss. 
  You can Shift any Exalted Icons for Extra 
  Damage Dice (ED) as long as the number of Icons 
  remaining in the results equals or exceeds the 
  target’s Defence.
  If you hit and the Wrath Die result is a 6, then 
  the target suffers a Wrath Critical. The group also gains 
  one point of Glory. You can spend Glory to increase the 
  power of a Critical Hit. (see p.197).
  Example: Yasmin rolls her dice pool with the following 
  results: 2, 3, 4, 4, 5, 6. That’s 3 Icons and 1 Exalted 
  Icon, for a total of 5 Icons! The Ork’s Defence is 2, so 
  Yasmin hits with 3 Icons to spare. Yasmin chooses to 
  Shift her Exalted Icon for an Extra Damage Die. 
  Step 4: Roll Damage
  Assemble a dice pool equal to your weapon’s Extra 
  Damage value (ED), plus any ED from other sources 
  (Shifting Exalted Icons, Talents, etc.). Roll your ED dice 
  pool and add the Icons in the result to the weapon’s 
  Damage value. This is your total damage.
  Example: A Boltgun has a Damage value of 10 +1 ED, 
  and Yasmin Shifted an Exalted Icon for +1 ED. Yasmin 
  rolls the two Extra Damage Dice with the following 
  results: 4 and 6. 
  An Icon and an Exalted Icon — which counts as 
  2 Icons — results in 3 extra damage from ED. Yasmin 
  adds this to the Boltgun’s Damage value of 10 for 13 
  total damage. 
  Step 5: Inflict Wounds
  Deduct your weapon’s Armour Penetration (AP) value 
  from the target’s Resilience. Then, deduct your target’s 
  remaining Resilience from the total damage you rolled 
  in Step 4. Your target suffers Wounds equal to the 
  result. 
  Example: Unfortunately, Yasmin’s Boltgun has no 
  Armour Penetration to affect the Ork’s 5 Resilience. 
  Yasmin subtracts the Ork’s 5 Resilience from her 13 
  damage for a result of 8. The Ork takes the bolt in the 
  chest and suffers 8 Wounds. 
  EXTRA DAMAGE DICE
  When you cause damage with an attack you might roll 
  Extra Damage Dice, abbreviated as ED. Circumstances 
  and Abilities might award additional extra dice, 
  presented as +X ED, with X being the number of Extra 
  Damage dice. When you deal damage, you roll any ED 
  you have and add the total Icons (including Exalted 
  Icons) to your total damage. 
  Example: A Laspistol does 7 +1 ED damage. Yasmin’s 
  character has successfully used Called Shot (p.187), 
  awarding her another +1 ED. She rolls 2ED with the 
  following results: 4, 6. The 4 is worth 1 Icon, and the 
  6 is an Exalted Icon, worth 2 Icons, for a total of 3 
  Icons. 3 Icons + 7 damage = 10 damage. 
  MELEE ATTACKS
  Melee attacks are made in the scramble of close 
  quarters, face-to-face combat. Attacks with melee 
  weapons (or bare fists) use your Weapon Skill. 
  The range listed for melee weapons in Chapter 
  10: Wargear is the weapon’s effective range of 
  Engagement to be used in close combat. Weapons with 
  no range listed have an effective Engagement range 
  of 1 metre. 
  When calculating damage with a melee weapon, 
  add your Strength Attribute to the weapon’s Damage 
  value to determine the attack’s damage, before 
  applying AP to the target’s Resilience. 
  Example: Niko successfully strikes an Ork with her 
  Chainsword. The Chainsword has a Damage value of 
  5 + 4 ED. Since it is a melee weapon Niko adds her 
  Strength of 4 to the Damage value. This makes the 
  Chainsword’s Damage value in this attack 9 + 4 ED.
  Unarmed Strike
  You can attack hand-to-hand without wielding a melee 
  weapon, using the normal rules for attacking. An 
  unarmed strike uses your Strength Attribute as the 
  Damage value and has +1 ED.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
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  Joseph Nirchi (Order #15621405)
  
  184
  Engaged Targets
  Combatants who are within their opponent’s melee 
  range are considered to be Engaged in close combat. If 
  you are Engaged in close combat, you can only attack 
  targets you are Engaged with.
  Reflexive Attacks
  If you are Engaged with an enemy and they choose to 
  move out of Engagement, you may use your Reflexive 
  Action to make a melee attack against them. If you 
  move out of Engagement with an enemy, they may do 
  the same. 
  You cannot make a Reflexive Attack if your 
  target uses the Fall Back Combat Action (p.188).
  Example: Wilhemena the Ministorum Priest wants 
  to attack an unholy Neophyte Hybrid with her 
  Chainsword. As the Chainsword has an effective range 
  of one metre, she moves closer to attack her foe. The 
  two are now considered Engaged in close combat. 
  The Hybrid can only make melee attacks 
  against Wilhemena, but instead tries to escape the 
  wrath of the Ministorum Priest. The Hybrid moves 
  out of Engagement, allowing Wilhemena to make a 
  Reflexive Attack! 
  Pistols In Melee
  You can fire a weapon with the Pistol Trait when 
  Engaged in close combat. Any Ballistic Skill (A) Tests 
  you make while you are Engaged suffer a +2 DN 
  penalty. You can’t Aim and don’t gain a bonus for 
  being in Short Range, but you can use other ranged 
  combat options and weapon traits, such as Rapid Fire.
  RANGED ATTACKS
  Ranged attacks use the devastating guns and gadgets 
  of the 41st Millennium. Attacks with ranged weapons 
  are made using a Ballistic Skill (A) Test. 
  Every ranged weapon has three effective 
  ranges; Short, Medium, and Long. The ranges for each 
  weapon are listed in Chapter 10: Wargear.
   
  u
  If your target is in Short Range, you gain +1 bonus 
  dice to your Ballistic Skill (A) Test.
   
  u
  If your target is beyond Medium Range, they gain 
  +2 Defence when you make a Ballistic Skill (A) Test. 
   
  u
  If your target is beyond Long Range, any ranged 
  attack automatically misses.
   
  u You cannot fire a ranged weapon while Engaged 
  unless it has the Pistol Trait.
  Ammo & Reloading 
  Whether it is a fistful of loose cartridges or a fully 
  juiced charge pack, a single point of Ammo represents 
  an abstract amount of ammunition: just enough for 
  you to keep firing. You start play with all your weapons 
  fully loaded and 3 points of Ammo of any type (p.229). 
  Firing your weapon or making an attack 
  won’t expend a point of Ammo, unless you’re using 
  a grenade or something similar. Outside of misfortune, 
  such as a critical failure or a Complication, you 
  can keep firing your weapon indefinitely without 
  noticeably diminishing your ammunition supply. 
  However, Ammo can be lost through Complications, or 
  spent when you need to Reload. 
  Ammo can only be acquired, shared, or given 
  if it makes sense narratively. For example, if you only 
  carry a Bolter, you can’t share Ammo with another 
  Agent who carries a Laspistol. The GM decides if Ammo 
  may be given to other characters, shared, or scavenged 
  from the enemy based on the current circumstances.
  Reloading
  You can spend a Simple Action to Reload one ranged 
  weapon, expending one point of Ammo. This may be 
  required to fire your weapon after using a Salvo Option 
  or due to a Complication. Weapons with a Salvo rating 
  of ‘–’ must be Reloaded after every shot.  
  If you don’t use a Simple Action to Reload a 
  weapon when required, the weapon can’t be used 
  again until it is Reloaded. 
  OPTIONAL RULE: 
  BEYOND RANGE
  Your GM can allow you a chance to take a shot 
  at any range, adding to the Difficulty Number of 
  the Test based on the environmental conditions 
  and additional distance.
  Joseph Nirchi (Order #15621405)
  
  185
  Example: Brother Braxus uses his Simple Action to 
  kick open a door, then uses a ranged attack on the 
  cursed xenos in the room. He fires his Boltgun with 
  the Full Auto Salvo option to add 2 bonus dice to his 
  Ballistic Skill pool. 
  As Brother Braxus already used his Simple 
  Action, he must wait until his next turn to Reload. 
  At the start of his next Turn, Brother Braxus 
  uses his Simple Action to Reload, using up 1 of his 3 
  Ammo. Now he can fire his weapon again, and deliver 
  more vile xenos from the sin of their existence.
  Note: Single-use throwing weapons (such as grenades) 
  have Salvo ‘–’, so one Ammo is spent for each attack 
  instead of Reloading. 
  Salvo Options
  Most ranged weapons have a Salvo rating which is 
  used for the following options. After you use any of 
  these options you must Reload your weapon before 
  you can fire it again. A weapon with a Salvo of ‘-’ can’t 
  be used for Salvo Options. 
  Full Auto
  You empty your entire clip firing at a single target. You 
  can make a Full Auto ranged attack to gain a number 
  of bonus dice to your attack Test equal to the weapon’s 
  Salvo value. 
  Spray Shot 
  You spray ammunition at multiple targets. You can 
  make a Spray Shot as part of a Multi-Attack, reducing 
  the DN of the Test by the weapon’s Salvo value. This 
  can’t decrease the DN by more than the penalty 
  imposed by the Multi-Attack. 
  Spray Shot Vs Mobs
  You can target a Mob with a Spray Shot as a Full-
  Round Action. Make a ranged attack Test against the 
  Mob as normal. If your attack is successful, you hit an 
  additional number of individuals in the Mob equal to 
  the weapon’s Salvo value. 
  Firing Into Melee
  When using a ranged attack against a target who is 
  Engaged in melee, there is a chance the shot goes awry. 
  If the Wrath Die result is a 1, the ranged attack is made 
  against a random target in the melee instead of the 
  chosen target. 
  Choose one of the combatants randomly, 
  excluding the intended target. If the Attack Test result 
  beats their Defence, then roll damage against that new 
  target. You may choose to shift Exalted Icons from the 
  Attack Test to the damage roll after the target has been 
  assigned as usual.
  If you use the Aim (p.189) combat option, you 
  can negate the penalties for firing into melee instead of 
  taking the regular Aim bonus. 
  Area Effect Weapons
  Area effect weapons, such as grenades, missiles, and 
  other explosives, have the Blast (X) Trait. When you 
  fire or throw a Blast weapon, choose any point in 
  range (including another character!), then make a DN 
  3 Ballistic Skill (A) Test. Apply Range effects as normal 
  (p.184) unless you are using a thrown weapon (p.208) 
  like a grenade. If you fail the Test, the attack misses 
  and Scatters (p,186). If you succeed, the explosion is 
  centered on your target. 
  If you are measuring distance, the Blast rating 
  determines the radius of the explosion in metres. 
  Anyone inside this radius is hit by the attack. 
  If you are targeting a Mob, the number of 
  individuals in the Mob hit by the explosion is equal 
  to half of the Blast rating. If you are using a theater 
  of the mind approach, you can use this number as a 
  shorthand to determine how many proximate targets 
  are hit — the GM might decide a Frag Grenade hits 3 
  Cultists charging through the grand hall of an abbey, 
  rather than applying the radius of the explosion. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
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  COMBAT
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  POWERS
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  SYSTEM
  GAMEMASTER
  BESTIARY
  MOBS
  A Mob is a group of near identical Threats, like 
  a crowd of ten Ork Boyz. Mobs have additional 
  rules which you can find on p.202 and 324.
  OPTIONAL RULE: 
  REDIRECTED FIRE
  If you are firing a Pistol in melee and you 
  roll a Complication you can choose to use 
  the Firing Into Melee rules to determine a 
  random target to be hit by the Attack. Your 
  target could have grabbed your arm and 
  forced the weapon to face you, or struck your 
  gun with their weapon to redirect the shot at 
  your foot.
  Joseph Nirchi (Order #15621405)
  
  186
  The GM may decide that some area effect attacks can’t 
  be dodged or avoided. Area effect attacks with Blast 
  (6) or more, or a radius of over 10m are usually too big 
  to escape in this way.
  ATTACK OPTIONS 
  Below are several extra options for your attacks that 
  give specific effects or bonuses. Some options are 
  available to almost any type of attack, while others are 
  limited to melee or ranged attacks.
  Some Talents may expand or modify the following 
  options. Their rules are applied on a case-by-case 
  basis and are found in Chapter 6: Talents. 
  Called Shot
  Targeting opponents’ weak points often means the 
  difference between success and failure. Firing at a 
  heavily-armoured opponent is often futile, unless you 
  hit the vulnerable joints. Such precise attacks are often 
  very difficult, however.
  You can make an attack a called shot by 
  declaring a target, such as a gap in some armour, an 
  eye, or a vulnerable joint. Your attack suffers a DN 
  penalty dependent on the size of your target, based on 
  the Called Shots table on the next page, or determined 
  by the GM. If you hit, you gain Extra Damage dice 
  equal to the DN penalty.
  Anyone hit by a Blast weapon can attempt to dodge the 
  attack, as detailed in Dodging Area Effect Attacks. You 
  cannot Shift to increase the damage of a Blast weapon. 
  If you inflict a Critical Hit with a Blast weapon, the 
  effects apply to all targets hit by the attack.
  Scattering
  If your Ballistic Skill (A) Test for area effect weapon 
  fails, you miss your target, and the weapon lands 
  somewhere other than the intended target area. This 
  is called Scattering. 
  Consult the Scatter diagram to determine where 
  the weapon lands, orienting it from the origin of the 
  attack. Roll 1d6 to determine the direction of the 
  scatter. Then roll another 1d6 and double the result 
  for the distance in metres that the attack deviates by.
  YOU’RE DOING 
  WHAT?
  The many combat options available in Wrath & 
  Glory can be a bit overwhelming, particularly 
  if you’re new to the game. Feel free to use as 
  many or as few as you like at your table, but 
  try to agree what can and can’t be used to keep 
  things fair. 
  Dodging Area Effect Attacks
  If you are caught in a Blast radius or hit by a Flamer, 
  you may attempt the Full Defence combat option (see 
  p.187), adding 1+ any Icons rolled to your Resilience 
  instead of your Defence. You can dive for cover, but 
  you might not escape the full explosion or shrapnel. 
  Size
  DN
  Penalty
  Extra 
  Damage Dice
  Medium (arm or leg)
  1
  +1ED
  Small (hand, head)
  2
  +2ED
  Tiny (eye-slit, armour joint)
  3
  +3ED
  CALLED SHOTS
  Blast Rating
  Mob Targets
  Examples
  2
  1
  Micro Grenade
  6
  3
  Frag Grenade
  10
  5
  Frag Missile
  20
  10
  Battle Cannon Shell
  30
  15
  Quake Cannon Shell
  BLAST
  Joseph Nirchi (Order #15621405)
  
  187
  Multi-Attack
  Multi-Attacks work similarly to Multi-Actions; every 
  additional attack increases the Defence of every target 
  by +2 for the purposes of the Multi-Attack. Each attack 
  of your Multi-Attack must use the same weapon, and 
  you cannot Shift as part of a Multi-Attack. Roll damage 
  once, and apply the result to every target hit. 
  Example: Miklos is being assaulted by a Chaos Space 
  Marine, supported by two Cultists. The Cultists each 
  have a Defence of 2, and the Chaos Space Marine has 
  a Defence of 4. Miklos decides to Multi-Attack all 3 
  targets with his Boltgun. 
  As the Multi-Attack has 3 targets, +4 is added 
  to each target’s Defence. The Cultists each have an 
  effective Defence of 6, and the Chaos Space Marine 
  has an effective Defence of 8. 
  Miklos rolls to hit each target in turn, hitting 
  the Chaos Space Marine and one of the Cultists, but not 
  the other. He then rolls for damage once, and applies 
  the damage to the Chaos Space Marine and Cultist that 
  his Multi-Attack hit. 
  Thrown weapons can only be used in a Multi-Attack at 
  the GM’s discretion. It may be possible to Multi-Attack 
  with thrown weapons in some circumstances, such as 
  throwing a spear through two people standing next to 
  each other. 
  If you Multi-Attack with a melee weapon, you 
  must move into Engagement with all targets. You 
  provoke Reflexive Attacks from any targets you leave 
  Engagement with during this attack. If you cannot 
  reach a target, they are not hit by the Multi-Attack. 
  MELEE ATTACK 
  OPTIONS
  All-Out Attack
  Embrace ultra-violence, throw caution to the wind, and 
  put all of your effort into aggression. When making an 
  All-Out Attack, you gain +2 bonus dice to your melee 
  attack dice pool, but you also suffer −2 to your Defence 
  until the start of your next Turn. 
  You can’t take a Multi-Action if you All-Out 
  Attack. You can Multi-Attack as part of an All-Out 
  Attack; all of your attacks gain the same bonus. 
  Shot To Disarm
  Called shots may be used to disarm an opponent by 
  shooting their weapon or the hand that holds it. If 
  the attack hits, the victim must make a Strength Test 
  against a DN equal to half the attack’s total Damage. If 
  they fail, they drop their weapon. Using a called shot 
  to disarm does not award additional ED, and the shot 
  itself does not deal any Damage.  
  Shot To Bypass Armour
  Called shots may also bypass a target’s armour. This 
  might include shooting at a target’s head who is 
  not wearing a helmet or targeting an area of weaker 
  armour. The GM determines how much armour you 
  bypass when using this called shot. 
  Full Defence
  You can use a Full-Round Action to focus on dodging 
  incoming attacks. Your Speed is reduced by half, and 
  you must make an Initiative Attribute Test. Until the 
  end of your Turn your Defence increases by 1, +1 for 
  every Icon rolled in the Initiative Attribute Test. 
  You can activate Full Defence as a Reflexive 
  Action. If you do so, you can’t perform Movement, 
  Combat Actions or Simple Actions on your next Turn.
  Example: The GM Seizes the Initiative; a Genestealer 
  charges at Vextra the Death Cult Assassin. Vextra uses 
  her Reflexive Action to activate Full Defence. She has 
  an Initiative rating of 4, so she rolls 4 dice with the 
  following results: 2, 4, 5, 6. She adds 1, plus the 4 
  Icons from the roll to her Defence, adding a total of 5. 
  Vextra may be a lot harder to hit, but she won’t 
  get to do anything on her Turn this Round. She’s 
  going to have to count on her allies to bring down the 
  vicious bioform.
  Hold Action
  You may choose to wait and act later in the Round. 
  To do so, announce you are holding your Combat 
  Action instead of taking it during your Turn. You may 
  announce you are using your held Combat Action at 
  any point later in the Round. 
  If you wish to Interrupt another character, you 
  must succeed at an opposed Initiative Test. Failure 
  means that the acting character takes their action first 
  before you have the chance to intervene. If you don’t 
  use your held Combat Action by the end of the Round 
  it is lost. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  188
  Charge
  You can Charge a target as a Full-Round Action. When 
  you Charge, you move up to double your Speed and 
  make a melee attack Test with +1 bonus dice. You 
  must move at least 4 metres to Charge. 
  Fall Back
  You can use your Combat Action to fall back from close 
  combat with any number of Threats. You may then use 
  your Movement without suffering Reflexive Attacks 
  from Engaged Threats (see Engaged Targets on p.184). 
  Your Movement must take you at least half your Speed 
  in metres away from the enemy, or as far as possible if 
  this is impossible due to the environment.
  Grapple
  You can use your Combat Action to try to grapple 
  a target you are Engaged with. Make an Opposed 
  Strength Test with the target. If you win, you grapple 
  the target. 
  Once grappled, a character is Restrained and 
  may only use one-handed weapons. To break free 
  from a grapple, a character must succeed an Opposed 
  Strength Test using a Combat Action. 
  You may attempt to grapple multiple targets 
  using a Multi-Attack, but you must be Engaged with 
  all targets and you can’t grapple more targets than you 
  have arms.
  Size plays an important role in grappling. A 
  target gains +2 bonus dice to the Opposed Strength 
  Test for every size category it is larger than you. 
  evasive targets. If your GM agrees, you and your 
  allies can also coordinate to make a Combined 
  Attack.  
  You can elect to lead a Combined Attack on 
  your Turn as a Combat Action. Any other Agents 
  that have held their Action or have not taken their 
  Turn yet may support the Combined Attack by 
  sacrificing their Combat Action. 
  Every Agent supporting the Combined 
  Action Attack makes the same Test. For example, 
  if everyone is firing a ranged weapon, everyone 
  makes a Ballistic Skill (A) Test. Any supporting 
  character that rolls more Icons than the target’s 
  Defense increases the leader’s dice pool by +1 
  bonus dice. 
  The leader then makes a Leadership (Wil) 
  Test with the bonus dice from the supporters. If 
  the number of Icons exceeds the target’s Defence, 
  the Combined Action Attack is successful, and the 
  leader may choose to Shift for +ED as though this 
  were a normal attack with a weapon. 
  The leader then chooses one of the supporter’s 
  weapons that successfully hit the target to deal 
  damage, plus any Extra Damage Dice from 
  Shifting, +1 ED for each other supporter’s weapon 
  that successfully hit the target. 
  Example: A disgusting Death Guard confounds a 
  group of Agents with it’s high Resilience of 14; 
  so far, none of their shots have penetrated the 
  tainted Power Armour that has fused to the traitor 
  Astartes’ flesh. The group’s Commissar notices a 
  gap in the enemy’s armour with an oozing pustule, 
  and decides to try a Combined Attack.
  The 3 veteran Astra Millitarum Troopers 
  in the party each make a Ballistic Skill (A) Test 
  against the Chaos Space Marine’s Defence of 4. 
  Each of them succeed, giving the Commissar 3 
  bonus dice. 
  The Commissar makes her Leadership (Wil) 
  Test against the Death Guard’s Defence, adding 
  the 3 bonus dice from her comrades to her dice 
  pool. She rolls 10 Icons, including 3 Exalted Icons 
  which she Shifts. 
  The Commissar chooses a Trooper wielding a 
  Hot-Shot Lasgun to hit the target; as all 3 Agents 
  hit their target and the Commissar made 3 Shifts, 
  the damage roll gets a massive bonus of +6 ED.
  OPTIONAL RULE: COMBINED ATTACK
  The Astra Militarum are known for bringing massed firepower to bear to take down highly armoured or incredibly 
  Joseph Nirchi (Order #15621405)
  
  RANGED ATTACK 
  OPTIONS
  Aim
  The Aim option allows you to sacrifice your Movement 
  to focus on aiming a weapon. If you Aim, you cannot 
  make a Movement but gain +1 bonus die to ranged 
  attack Tests you make this Turn. You may also use 
  Aim to ignore the penalty for firing at a target Engaged 
  in melee (p.185) instead of gaining bonus dice.
  Brace
  You can Brace for firing a weapon with the Heavy 
  trait instead of making a Movement. You must have a 
  suitable surface to Brace against, a tripod, or another 
  means of stabilising your weapon. If you Brace, you 
  negate the Heavy weapon trait (p.209).
  Shoot Through Cover
  Some weapons are powerful enough that conventional 
  cover is little more than a nuisance. If your target is 
  visible, then you may spend a Combat Action to Shoot 
  Through Cover. 
  Make an Attack Test as normal and compare the 
  result to the target’s Defence, but don’t add a Defence 
  bonus for the target’s cover. If your attack is successful, 
  calculate damage as normal but add a bonus to the 
  target’s Resilience based on the type of cover they 
  were behind, using the Shoot Through Cover table. 
  Pinning Attack
  A Pinning Attack allows you to use suppressive fire 
  to pin an enemy behind cover. If you have a ranged 
  weapon with Salvo 1 or more, you can make a Pinning 
  Attack as a Combat Action. A Pinning Attack deals 
  no damage, and you must Reload to fire your weapon 
  again after you make a Pinning Attack. 
  The DN of a Pinning Attack is equal to the 
  target’s Resolve. If you succeed, the target is Pinned 
  (p.199) until the start of your next turn. You can Shift 
  Icons to add additional targets on a 1-for-1 basis as 
  long as they are within range and the Icons in your 
  pool exceed the highest Resolve of all of your targets.  
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
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  SKILLS
  TALENTS
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  189
  Cover Type
  Resilience 
  Bonus
  Ultra-light materials: wooden planking, 
  blast curtains
  +1
  Light materials: thick wood, aluminium 
  sheeting, interior building doors
  +2
  Medium materials: steel sheeting,  
  flak board
  +4
  Heavy materials: plasteel barricade, 
  permacrete walls, security doors
  +8
  Super-heavy materials: 
  adamant reinforced barricade, 
  blast doors, bunker walls
  +16
  SHOOT THROUGH COVER
  Joseph Nirchi (Order #15621405)
  
  190
  COMBAT MODIFIERS
  Combat in the 41st Millennium is a mess of rocketing 
  bolt rounds and flying blood, fought to the death 
  in smoky corridors and the dark biomes of hostile 
  planets; the size of your enemy, the visibility in your 
  environment, and plain old human (or xenos) error 
  often come into play. 
  Size Categories
  From the tiniest Servo-Skull to the largest Tyranid Hive 
  Tyrant, the size of characters can vary greatly in the 
  41st Millennium, and this can make a big difference 
  during combat. Larger creatures are easier to shoot, 
  whereas small and nimble beings are more difficult to 
  hit and detect.
  INTERACTION 
  ATTACKS
  Wily characters can use their Skills to trick, disorient, 
  stun, or otherwise hinder a target, leaving them 
  vulnerable. The DN of an Interaction Attack is the 
  foe’s opposing Skill Rating or Resolve, whichever is 
  higher. The DN to use an Intimidate Interaction Attack, 
  for example, is either the foe’s Intimidation or Resolve.
  The following Skills can be used to make Interaction 
  Attacks: 
   
  u Athletics to push your enemy.
   
  u
  Deception to manipulate your enemy into a 
  poor position.
   
  u
  Intimidate to menace your enemy, cowing them.
   
  u
  Persuasion to throw your enemy off balance with 
  careful words.
   
  u
  Tech to use nearby technology to confuse or 
  weaken your enemy.
  Interaction Attack 
  Effects
  If your Interaction Attack Test equals or exceeds the DN, 
  several effects are possible. You must choose to make 
  the target Hindered (p.199) or Vulnerable (p.200); this 
  effect lasts until the start of your next turn.
  If multiple targets are affected by the same Interaction 
  Attack, all targets suffer the same effect.
  Shifts may be used to increase the Defence or 
  DN penalty by 1 for each Shift.
  Player’s Call
  If you Shift 3 or more Exalted Icons on an Interaction 
  Attack, the result is a ‘Player’s Call’. You can negotiate 
  with the GM to trigger an effect of your choice that is 
  appropriate to the circumstances. 
  Interaction Attack 
  Range
  The target of an Interaction Attack must be within 
  range to be affected. The range required depends on 
  the type of Interaction Attack attempted.
  Skill
  Range
  Athletics
  You must be Engaged with the target.
  Deception,  
  Intimidate,  
  Persuasion
  The target must be able to clearly see 
  and hear you.
  Tech
  The target must be within a number of 
  metres equal to your Intellect Attribute.
  INTERACTION ATTACK RANGE
  Joseph Nirchi (Order #15621405)
  
  191
  VISION PENALTIES
  Darkness, photon flares, thermal smoke, and much 
  more can impede a character’s vision. See the Vision 
  Penalties table at the bottom of the page for specific DN 
  modifiers based on optical conditions. Several pieces 
  of equipment in Chapter 10: Wargear can mitigate or 
  overcome these penalties.
  COMBAT 
  COMPLICATIONS
  A result of 1 on the Wrath Die during an attack 
  results in a Complication as normal. Just like a normal 
  Complication, the result is purely based on the Icons 
  you roll. Complications do not, by themselves, mean 
  that your Test failed, only that something unusual or 
  unfortunate has occurred.
  The player and GM should work together to 
  devise a Combat Complication, with the intent of 
  creating an outcome that is narratively appropriate and 
  exciting. If neither player nor GM can come up with a 
  Complication, then roll on the Combat Complications 
  table. 
  If you roll an inappropriate Combat Complication 
  (i.e., Weapon Stuck when the character is not wielding 
  a melee weapon) ignore it and roll again on the table, 
  or pick the closest applicable option. 
  Every character and creature in Wrath & Glory has a 
  Size Trait. Size affects how difficult a character is to hit 
  and how stealthy it can be. Sizes range from Tiny all 
  the way to Gargantuan. See the Size Categories table 
  on the next page for details on how Size affects attacks 
  and Stealth.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  d66 Roll
  Result
  Summary
  11-26
  Out of  
  Ammo
  Must Reload to use again
  31-33
  Weapon  
  Jam
  DN2 Tech (Int) Test to use  
  again
  34-36
  Dropped  
  Weapon
  Simple Action to recover  
  weapon
  41-43
  Weapon  
  Malfunction
  DN4 Tech (Int) Test to use  
  again
  44-46
  Weapon  
  Stuck
  DN3 Strength Test to 
  recover weapon
  51-53
  Dropped  
  Item
  Drop an item of Wargear
  54-56
  Fall  
  Prone
  You’re Prone
  61-62
  Restrained
  You’re Restrained. DN4 
  Strength Test to recover
  63-64
  Blinded
  You’re Blinded
  65-66
  Inconvenient  
  Target
  GM picks a new target 
  for your attack
  COMBAT COMPLICATIONS
  Size
  Examples
  Attack Test Modifier
  Score Reduction
  Tiny
  Servo Skull, Cherub, Tyranid Ripper
  +2 Defence
  +2 DN to detect
  Small
  Gun Drone, Grot, Ratling, Gyrinx
  +1 Defence
  +1 DN to detect
  Average
  Human, Eldar, T’au, Space Marine
  -
  - 
  Large
  Space Marine Terminator, Necron Destroyer,  
  Tyranid Warrior, Ogryn
  +1 bonus dice to hit
  +1 bonus dice to detect
  Huge
  Dreadnaught, Wraithlord, Hive Tyrant
  +2 bonus dice to hit
  +2 bonus dice to detect
  Gargantuan
  Greater Daemon, Land Raider, Baneblade
  +3 bonus dice to hit
  +3 bonus dice to detect
  SIZE CATEGORIES
  Conditions
  +DN to Ballistic Skill 
  and Awareness Tests 
  +DN to 
  Melee Attacks
  Twilight, light shadows, heavy mist
  +1
  +0
  Very dim light, heavy rain, fog, drifting smoke
  +2
  +1
  Heavy fog, deployed smoke, torrential storm
  +3
  +2
  Total darkness, thermal smoke
  +4
  +3
  VISION PENALTIES
  Joseph Nirchi (Order #15621405)
  
  192
  Combat Complication 
  Descriptions 
  Out of Ammo
  Your weapon runs out of ammunition. You must Reload 
  to fire the weapon again. If you have no Ammo, the 
  weapon can’t be used until you find more. Roll again if 
  the weapon does not use ammunition.
  Weapon Jam
  Your weapon has a minor malfunction and ceases 
  to work. You can spend a Combat Action to make a 
  DN 2 Tech (Int) Test; on a success, you repair your 
  weapon. Roll again if the weapon can’t malfunction 
  (for example, a knife).
  Dropped Weapon
  You drop the weapon you are currently wielding. The 
  weapon falls at your feet; spend a Simple Action to 
  pick up your weapon to wield it again. Roll again if 
  you have nothing to drop.
  Weapon Malfunction
  Your weapon malfunctions spectacularly. You can 
  spend a Combat Action to make a DN 4 Tech (Int) Test; 
  on a success, you repair your weapon. Roll again if the 
  weapon can’t malfunction.
  Weapon Stuck
  Your weapon gets stuck in the environment: a wall, 
  tree, or some other object. Use a Simple Action to make 
  a DN 3 Strength Test; on a success, you recover your 
  weapon. Roll again if you’re not using a melee weapon.
  Dropped Item
  You drop a piece of Wargear: a grenade, a map, a data-
  slate, survival pack, or something else important you 
  are carrying on your person. Roll again if you have 
  nothing to drop.
  Falling Prone
  Your attack causes you to slip. You fall Prone. 
  Restrained
  Your attack causes you to become Restrained. Perhaps 
  your footing is uncertain, or you’re entangled in 
  something in the environment. You can make a DN 4 
  Strength Test as a Simple Action; if you succeed, you 
  recover. 
  Blinded
  Your attack causes you to become temporarily Blinded. 
  Perhaps your attack punctured a steam pipe, blasted 
  dust into the air, or caused something similar to 
  obscure your vision. This condition lasts until the end 
  of the Round or until it has been cleared by a DN 2 a 
  Medicae (Int) Test.
  Inconvenient Target
  Something has gone very wrong. Your strike hits a 
  target that is very inconvenient for the current situation, 
  such as an explosive fuel source, the diplomat you are 
  escorting, or the controls to extend a bridge across 
  a chasm.
  DAMAGE & DYING
  In the grim darkness of the far future, there is only 
  war. With war comes grisly injuries and — if you’re 
  fortunate — death. 
  If the total damage from an attack exceeds 
  your Resilience, you suffer 1 Wound for every point 
  of damage over your Resilience. If the damage from 
  an attack equals your Resilience, you suffer 1 Shock.
  Damage Against Multiple 
  Targets
  Whenever a single attack strikes more than one target, 
  make a single damage roll and apply the total result 
  to all affected targets. Some examples include: when 
  attacking a Mob (p.202), using explosive or area effect 
  attacks (p.185), or when using a Multi-Attack (p.187).
  OPTIONAL RULE: 
  SHOCKINGLY 
  POWERFUL 
  Being shot at or charged by machete-wielding 
  marauders is always scary, but some foes 
  (and friends) are more frightening than 
  others. If the damage of an attack is equal 
  to the target’s Resilience, you can choose to 
  inflict Rank + 1 Shock instead of 1 Shock. 
  Joseph Nirchi (Order #15621405)
  
  WOUNDS
  Even the most cautious, skilled, or heavily-armoured 
  characters will inevitably suffer Wounds. Your 
  Maximum Wounds represents your damage threshold. 
  It is how much punishment you can endure before 
  you are too injured to fight effectively. You start with 
  zero Wounds, and may suffer Wounds when someone 
  attacks you. 
  Your Maximum Wounds Trait is equal to your 
  Tier x2, plus your Toughness Rating. When you suffer 
  more Wounds than your Maximum Wounds, you are 
  Dying. If you suffer a huge number of Wounds, you 
  may die outright (see Annihilation on p.194).
  You can attempt to negate Wounds by rolling 
  Determination (p.196). You can restore Wounds 
  through Medicae (Int) Tests (p.124) or by Resting 
  (p.196). 
  Mortal Wounds
  Mortal Wounds represent damage that is particularly 
  brutal, exotic, or otherwise incredibly dangerous. 
  Mortal Wounds ignore your Resilience, inflicting 
  Wounds directly. 
  Determination rolls (p.196) can’t be made to 
  negate Mortal Wounds unless a Talent, item of Wargear, 
  or the GM states otherwise. 
  Wounded
  If you have suffered any Wounds, you are Wounded. 
  Wounded characters suffer a +1 DN penalty to all Tests.
  Example: Lelith has suffered a Wound during the 
  battle, so she is Wounded. She attacks the Genestealer 
  cultist, who has a Defence of 3. 
      After assembling her dice pool, Lelith increases 
  the DN of all Tests by 1 because she is Wounded. To 
  successfully hit the Genestealer cultist, Lelith needs to 
  roll 4 Icons; Defence 3, +1 for being Wounded.
  Dying
  If you suffer more Wounds than your Maximum 
  Wounds, you are Dying. You are on the verge of 
  expiration, unable to move or fight properly, and will 
  perish if you do not receive medical attention soon. 
  When you are Dying, you immediately suffer a 
  Memorable Injury (p.194) and fall Prone. You cannot 
  stand up while you are Dying. 
  Whenever you take any amount of damage that 
  would cause you to suffer a Wound While Dying, you 
  suffer a Traumatic Injury (p.195) instead. If you suffer 
  more Traumatic Injuries than your Tier + 1, you die. 
  You may roll Determination when you take damage 
  while Dying; if you use Determination to reduce 
  any damage you take to 0, you do not suffer a 
  Traumatic Injury.
  A Dying character can be moved by another 
  character if they use a Combat Action to drag or lift a 
  fallen comrade. 
  If you recover any number of Wounds, you are 
  no longer Dying. 
  Actions While Dying
  Whilst Dying, you are Wounded, and may only take 
  one of the following Actions on your Turn: 
   
  u
  Crawl (p.180)
   
  u A basic Combat Action (using no options such as 
  Aim or Multi-Attack)
   
  u
  Fall Back (p.188)
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  193
  Joseph Nirchi (Order #15621405)
  
  194
  Whenever you make a Test While Dying, you replace 
  additional dice in your pool with Wrath Dice equal to 
  the number of Traumatic Injuries you are currently 
  suffering (this means that usually you have a number 
  of Wrath Dice in your pool equal to your number of 
  Traumatic Injuries plus one). If you roll a Complication 
  on any of the Wrath Dice, you suffer a Traumatic 
  Injury. You must roll a 6 on every Wrath Die to trigger 
  a Wrath Critical.
  Example: A group of Chaos cultists ambush Adelhardt 
  and his squad of Tier 1 Inquisitorial Acolytes. Adelhardt 
  suffered the worst of the attack and is Dying. He has 
  also suffered a Traumatic Wound.
  Righteous to the end, Adelhardt makes a 
  ranged attack with his Laspistol. His dice pool of 4 
  includes an additional Wrath Die (a total of 2) due to 
  the Traumatic Injury. 
  He rolls the Test with the following results: 1, 
  2, 2, and 3. 
  The Complication results in another Traumatic 
  Injury as he worsens his wounds. If he suffers 1 more, 
  he will die. 
  Annihilation
  Sometimes an enemy is so powerful or a weapon so 
  destructive that it leaves nothing of its target but a 
  charred crater in the ground. If you suffer damage 
  from a single attack that inflicts more than double 
  your Maximum Wounds, you are dead. This is known 
  as Annihilation.
  MEMORABLE INJURY
  A permanent reminder of a battle in which you nearly 
  died. Whenever you reveal your Memorable Injury, 
  you gain +1 bonus die on Intimidation (Wil) Tests. 
  Your Memorable Injury might have additional 
  effects that trigger on a complication or whenever 
  it is narratively appropriate; you might be hard to 
  understand with a Broken Jaw, enforcing a penalty on 
  Persuasion (Fel) Tests, or your Nagging Wound might 
  ache whenever you travel the Warp. 
  If you roll a result you have already suffered, 
  the Memorable Injury escalates. Any subsequent rolls 
  on this table that indicate a result you have already 
  suffered are ignored — you just got lucky!
  OPTIONAL RULE: 
  LAST STAND
  While Dying, you can spend all your Wrath 
  (at least 1) to ignore any and all penalties for 
  the entire Round, including those from being 
  Wounded and Dying. At the end of this Turn 
  you suffer d3 Traumatic Injuries. 
  OPTIONAL RULE: 
  INGLORIOUS RETREAT
  When the going gets tough, the tough get 
  going; sometimes away from the fight as 
  quickly as possible. If you and your group 
  fear for your lives and you all agree, you may 
  Ingloriously Retreat from combat to a place of 
  safety, provided the GM agrees it is narratively 
  appropriate. Each of you immediately move 
  to another location where your lives are not 
  threatened. At the GM’s discretion, each 
  conscious character making an Inglorious 
  Retreat can carry one Dying character to safety.  
  When you Ingloriously Retreat, you 
  sacrifice your entire Glory pool. If there is no 
  Glory in the pool, you may still perform an 
  Inglorious Retreat, but the GM gains Ruin equal 
  to the number of players.
  d6 Roll
  Result
  Escalation
  1-2
  Battle Scar
  Missing Fingers
  3
  Focused Burn
  Severe Burn
  4
  Broken Jaw
  Cut Tongue
  5
  Twitch
  Bad Knee
  6
  Torn Ear
  Nagging Wound
  MEMORABLE INJURIES
  Joseph Nirchi (Order #15621405)
  
  195
  TRAUMATIC INJURY
  Death’s door is open. These horrific wounds are almost 
  impossible to survive without immediate Medicae 
  attention. 
  You suffer a Traumatic Injury whenever you 
  would take a Wound while you are Dying. Roll on the 
  Memorable Injuries table to determine which part of 
  your body is affected. If you suffer more Traumatic 
  Injuries than your Tier +1, you die. 
  Suffering a Traumatic Injury may make any Test 
  more difficult, if that would be narratively appropriate 
  for your game. The Traumatic Injuries table gives some 
  suggestions. 
  When you suffer a result other than Torso on the table, 
  the injury renders the body part useless, destroys it, or 
  violently separates it from your body. You may choose 
  which of these makes sense for the events that caused 
  the injury.
  Traumatic Injury & 
  Replacements
  Any penalties for a Traumatic Injury are mitigated 
  entirely 
  by 
  acquiring 
  a 
  replacement; 
  most 
  commonly this is an augmetic limb or eye,  or even 
  augmetic innards within the torso (see Augmetic 
  Reconstruction on p.242).
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  OPTIONAL RULE: YOU WILL NOT BE MISSED
  Death is a part of nearly every life, and it’s worth talking to your group about how everyone would like to 
  treat it — especially the potentially uncomfortable gory parts. Consider the three optional rules below: 
   
  u
  Grimmer and Darker: You immediately suffer a Traumatic Injury instead of a Memorable Injury when 
  you are Dying. 
   
  u
  Lights of Hope: When you suffer a Traumatic Injury, you do not lose a body part.
   
  u
  Knockout Blow: Whenever any character (Agent or Threat) receives a Memorable or Traumatic Injury, 
  they must make a DN 3 Toughness Test. If they fail, they fall unconscious. Unconscious characters 
  regain consciousness after 24 hours if left unattended, or after 1 hour if they recover any Wounds.
  d6 Roll
  Result
  Effect
  1
  Hand
  You suffer a severe hand injury; you can no longer use that hand. Roll 1d6: 1-3 — your left 
  hand is damaged; 4-6 — your right hand is damaged. Losing both hands means you are unable 
  to hold any weapons or similar gear.
  2
  Arm
  You suffer a severe injury to your arm. Roll 1d6:  1-3 — your left arm is damaged;  4-6 — 
  your right arm is damaged. Losing both arms means you are unable to hold any weapons or 
  similar gear.
  3
  Foot
  You suffer a severe foot injury. Roll 1d6: 1-3 — your left foot is damaged; 4-6 — your right 
  foot is damaged. Losing both feet means you are unable to walk, Run, or Sprint, and may only 
  Crawl (p.180).
  4
  Leg
  You suffer a severe leg injury. Roll 1d6: 1-3 — your left leg is damaged; 4-6 — your right leg is 
  damaged. Losing both legs means you are unable to walk, Run, or Sprint, and may only Crawl 
  (p.180).
  5
  Torso
  You suffer a severe injury that impairs your organs, like the heart, lungs, or liver. Any Toughness 
  based Tests may become more difficult, with a minimum +1 DN penalty. 
  6
  Eye
  One of your eyes is damaged beyond repair. A single injured eye may add a penalty, such as +2 
  DN, to any Tests that require sight. Roll 1d6: 1-3 — your left eye is damaged; 4-6 — your right 
  eye is damaged. Losing both eyes leaves you Blinded (p.199).
  TRAUMATIC INJURIES
  Joseph Nirchi (Order #15621405)
  
  196
  SHOCK
  Even the bravest and toughest can be overwhelmed by 
  the horrors of war. Your Maximum Shock represents 
  your mental fortitude in the face of combat and 
  potential death. You start play with 0 Shock, and 
  certain attacks or psychological assaults can cause you 
  to suffer Shock. 
  If you suffer more Shock than your Maximum 
  Shock, you are Exhausted (p.199). If your Shock is 
  reduced, you are no longer Exhausted and may take 
  actions normally.
  You may use your Combat Action and expend 
  a point of Wrath to restore Shock equal to your Rank 
  + your Tier. 
  DETERMINATION
  You and your allies have that something special — the 
  guts required to snatch glory from the darkness — and 
  can occasionally shrug off blows that would fell others. 
  Maybe the God-Emperor or some darker force has an 
  interest in you.
  You can roll Determination whenever you suffer 
  one or more Wounds to convert them into Shock. Roll 
  a number of dice equal to your Toughness. Every Icon 
  you roll reduces the number of Wounds you suffer by 
  1 and causes you to suffer 1 Shock. 
  Example: Yarka the Tempestus Scion has just been hit 
  by the Heavy Stubber of an oddly purple-skinned rebel. 
  The attack deals 12 damage against her Resilience of 8. 
  She chooses to roll Determination instead of suffering 
  4 Wounds. 
  Yarka rolls her Determination pool of 3 dice 
  with the following result: 1, 4, 5. 2 Icons. 
  Yarka suffers 2 Shock. She reduces the number 
  of Wounds she suffers to 2. 
  RESTING
  You’ll spend most of your time in the 41st Millennium 
  exploring, investigating, and surviving brutal ultra-
  violence, but no matter how mighty, superhuman, or 
  driven you are, eventually you must rest. You need to 
  sleep, eat, heal Wounds, pray, still your mind, repair 
  equipment, and prepare for the challenges to come.
  There are two types of rest actions in Wrath & 
  Glory: Regroup and Respite.
  REGROUP
  A Regroup is a short period of downtime lasting 
  approximately 1 hour. Regrouping generally occurs 
  between encounters and affords you time to check 
  ammo, tend injuries, assess the current situation, 
  discuss tactics, and quickly grab something to eat 
  and drink.
  If you have a Medicae Rating you can heal 
  a single character during a Regroup. They regain 
  Wounds equal to your Medicae (Int) dice pool. 
  RESPITE
  Seeking a place to rest for a long period of time is often 
  difficult in the war-torn galaxy of the 41st Millennium. 
  No planet is truly safe from the constant threats that 
  lurk within and without. Those that venture into the 
  most dangerous places often seek respite wherever 
  they can find it. 
  Respite is a long period of downtime lasting 
  at least 6 hours. You can spend 1–2 of the hours 
  performing light activities, such as reading, eating, 
  talking, maintaining Wargear, and standing watch 
  over the group. If a strenuous activity that lasts for 1 
  hour or more interrupts the Respite, then the Respite 
  must begin again to confer any benefit.
  ROLLING 
  DETERMINATION
  When you choose to roll Determination, follow 
  these steps:
   
  u
  Step 1: Roll a dice pool equal to your 
  Toughness Attribute.
   
  u
  Step 2: Count the total Icons; each Icon 
  converts 1 Wound into 1 Shock. 
   
  u
  Step 3: You suffer any remaining Wounds 
  as normal.
  Joseph Nirchi (Order #15621405)
  
  197
  If a Respite goes uninterrupted, your Shock and 
  Wounds are reduced to zero, and your Wrath points 
  reset to 2. Resetting Wrath in this way could increase 
  or decrease your current Wrath. You cannot gain the 
  benefits of a Respite if you are Dying. 
  CRITICAL HITS 
  The ultra-violent destruction of your foes is in your 
  near future. If you succeed on an Attack Test, and you 
  roll a 6 on your Wrath Die, you score a Critical Hit. An 
  attack that misses does not trigger a Critical Hit.
  Critical Hits & 
  Resilience 
  If you roll a Critical Hit but your total damage does 
  not exceed the target’s Resilience, you still inflict the 
  effects of the Critical Hit. 
  Critical Hits that don’t exceed the target’s 
  Resilience inflict 1 Wound, but no other effects.
  Critical Hit Table
  The table on p.198 provides a series of ultra-
  violent examples of Critical Hits to inflict on your 
  most unfortunate foes. Roll a d66 and compare the 
  result with the table. Each result on the table has a 
  description of the Critical Hit and the effects generated 
  as a result. These may be Conditions, extra damage, or 
  other narrative effects. 
  Glorious Criticals
  You can improve the effects of a Critical Hit by spending 
  Glory (p.164). Sometimes, you will have more than 
  one effect to choose from.
  Example: Robin rolls a d66 and gets a 64: Appalling 
  Detonation. Appalling Detonation has two possible 
  Glory effects: ‘+1 bonus target within 10 metres’ or 
  ‘+1 Wound.’ Robin chooses to spend one Glory point 
  to add another target for the Critical Effect. Next, she 
  spends a second Glory to inflict an additional Wound 
  to both targets. If Robin wished, she could spend a 
  third Glory to inflict +1 Wound to both targets again.
  Simple Critical Hits 
  If you don’t want to roll on the Critical Hit Table, add 
  +3 ED to your damage and trigger a narrative effect 
  based on a Keyword your weapon has. 
  Discuss this with your GM; maybe your power 
  weapon strikes the target’s ammo bandolier causing 
  an explosive chain reaction, or maybe your Flamer 
  ignites the target’s clothing. Weapons with the CHAIN 
  Keyword could inflict the Bleeding condition. 
  CONDITIONS
  The brutal nature of combat, warfare, and adventure 
  exposes you to a multitude of deadly ailments and 
  painful side effects. Conditions represent the myriad 
  ways you can be hurt outside of Wounds. These effects 
  have an impact on your ability to fight effectively, and 
  many can lead to death if not treated quickly.
      Conditions may end at the conclusion of a scene at 
  the GM’s discretion. However, some may remain until 
  treated. The GM can increase a condition’s duration if 
  it fits the narrative.
  You can be subjected to the same Condition more 
  than once. When this happens, the penalties stack:
   
  u
  If you’re Hindered (2), you make all Tests at +2DN.
   
  u
  If you’re Bleeding (3), you suffer an exsanguinating 
  3 Mortal Wounds at the end of each of your Turns. 
   
  u
  If you’re unlucky enough to suffer more than one 
  Condition at once, all the effects apply, but any 
  similar penalties don’t stack — use only the worst 
  Condition. If you’re Blinded and Hindered, you 
  only have a +4DN to spot something, not +5DN — 
  the additional +1 DN from Hindered does not stack 
  with the +4DN from Blinded. 
  Some Conditions suggest rules for treating them in 
  their descriptions, while others are up to GM discretion 
  and the needs of the narrative.
  Reducing Defence
  Defence can be reduced to a minimum of 1 and cannot 
  be further reduced beyond that point. A character 
  can’t take an action that would voluntarily reduce their 
  Defence below 1. 
  Example: If an Ork Boy has a Defence of 1 due to 
  being rendered Vulnerable by an Interaction Attack, 
  he cannot use the All-Out Attack option in combat. 
  Any further attempts to render the Ork Boy Vulnerable 
  would not change his Defence, since it is already 1.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  198
  d66
  Critical Hit
  11-16
  Headshot: A well-aimed shot tears ragged chunks of bone and brain from the opponent’s skull. The foe reels 
  from such a violent strike, unable to focus. 
  Effect: Target suffers +1d3 Wounds and is Staggered. Glory: +1 Wound for every Glory you spend.
  21-23
  Brutal Rupture: Mangled flesh, crushed bone, and ruptured organs make your foe gasp in wretched pain. 
  Effect: Target suffers +1d3 Wounds and is Hindered (1). Glory: +1 Wound for every Glory you spend.
  24-26
  Ferocious Rending: The attack shreds the opponent’s flesh to ribbons, leaving them open to attack. Effect: 
  Target suffers +1d3 Wounds and is Vulnerable (2). Glory: +1 Wound for every Glory you spend.
  31-33
  Merciless Strike: A blow to the foe’s body steals the breath from their lungs, pulverising their innards with 
  a nasty crunch. 
  Effect: Target suffers a Mortal Wound. Glory: +1 Mortal Wound for every Glory you spend.
  34-36
  Savage Attack: The assault leaves the opponent a mangled mess, slashing, burning, breaking or ripping 
  into them with violent force. 
  Effect: Target suffers one Mortal Wound. If the target survives they immediately acquire a Memorable Injury. 
  Glory: +1 Mortal Wound for every Glory you spend.
  41-43
  Vicious Vivisection: The fury of this blow causes horrific pain, dissecting pieces of the foe’s body in a scene 
  of carnage and woe. 
  Effect: Target suffers +1d3 Mortal Wounds. Glory: +1 Mortal Wound for every Glory you spend.
  44-45
  Visceral Blow: Crimson showers the ground. The battlefield is a gory spectacle of spilled blood and unsure 
  footing. 
  Effect: Target suffers one Mortal Wound. Each character Engaged with the target must pass an Agility Test 
  (DN 3) or fall Prone. 
  Glory: For every Glory you spend the target suffers +1 Mortal Wound and you may choose one of the 
  following additional effects: 
   
  u
  The target is Prone.
   
  u
  The target suffers 2 Shock. 
  46
  Murderous Onslaught: A thunderous blow sends the target sprawling. Shattered ribs pierce organs, jets of 
  blood spew from the wound, and the foe lies writhing in pain. 
  Effect: Target suffers 1d3 + 1 Mortal Wounds and is knocked Prone. 
  Glory: +1 Wound for every Glory you spend.
  51-53
  Overpowering Assault: A stunning blow sends the foe lurching away, senses blurred by the brutal impact. 
  Effect: Target suffers 1d6 Shock and is Staggered. Glory: +2 Shock for every Glory you spend.
  54-55
  Crimson Ash: The attack sears into the foe, fusing flesh into a charred ruin. The assault wreathes the target 
  in burning fury, making a smouldering mess of sinew and bone. 
  Effect: Target suffers 1d3 + 1 Wounds and is On Fire. 
  Glory: +1 Wound for every Glory you spend.
  56
  Bone-shattering Impact: A crippling blow smashes the foe’s body, reducing arms, legs, and ribs to fractured 
  splinters. 
  Effect: Target suffers 1d3 + 1 Wounds. 
  Glory: The target is Restrained and takes +1 Wound for every Glory you spend.
  61-63
  Unspeakable Carnage: A truly grievous strike, the attack is a terrifying display of martial prowess. A geyser 
  of gore erupts from the foe’s wound and ragged remnants of their body strewn are across the battlefield. 
  Effect: Target suffers 1d3 + 3 Mortal Wounds. 
  Glory: +1 Mortal Wound for every Glory you spend.
  64-65
  Appalling Detonation: Ill fortune causes the blow to strike the foe’s volatile Wargear. A chain of explosions 
  tears their body apart into grisly red mist. 
  Effect: Target suffers 1d6 Wounds. If the target carried any explosives (such as grenades or ammunition), 
  they detonate, inflicting 1d3 Mortal Wounds. 
  Glory: For every point of Glory you spend, you can choose one of the following effects: 
   
  u
  The Critical Hit affects an additional target within 10 metres.
   
  u
  All targets suffer +1 Wound.
  66
  Grisly Amputation: The foe’s limb is removed with extreme prejudice, leaving their body in a crimson arc. 
  Effect: Target suffers one Mortal Wound and one limb is destroyed. Roll 1d6. On an even result, the activating 
  player may choose the limb. On an odd result, the GM chooses. 
  Glory: +1 Mortal Wound for every Glory you spend.
  CRITICAL HIT TABLE
  Joseph Nirchi (Order #15621405)
  
  199
  Bleeding
  You’re bleeding, afflicted with a grievous wound that 
  is difficult to treat. You suffer one Mortal Wound at 
  the end of each of your Turns. Bleeding can be stopped 
  with a successful Toughness Test (DN 4), or if another 
  character aids you with the Medicae Skill. You can 
  attempt to use Medicae on yourself (see p,124) but do 
  so at +1DN. 
  Blinded
  You’re unable to see properly. Increase the DN for any 
  sight-related task (including all combat Tests) by 4, 
  replacing any lesser vision penalties.
  At the GM’s discretion you may use a Combat 
  Action to remove the Blinded condition, using a 
  narratively appropriate Skill. 
  Exhausted
  You are weary from battle or persistent effort and suffer 
  from fatigue. On your Turn, you can only Walk or 
  Crawl, perform a basic Combat Action (attack with no 
  combat options, such as Aim or Multi-Attack), or Fall 
  Back. Additionally, you may not roll Determination. 
  Any Shock suffered by an Exhausted character is 
  immediately converted into Mortal Wounds.
  Certain 
  circumstances 
  directly 
  inflict 
  Exhaustion. You are automatically Exhausted if 
  your Shock increases beyond your Maximum Shock. 
  Certain weapons, psychic powers, or Ruin Actions can 
  also cause you to become Exhausted even while you 
  are below your Maximum Shock. 
  If you are Exhausted from a source other than 
  exceeding your Maximum Shock, that effect determines 
  how you remove the  Exhausted  condition. Otherwise, 
  the Exhausted condition is removed whenever you 
  recover Shock.
  Fear
  You’re scared. Whatever is causing your Fear might 
  also make you anxious, or trigger physical reactions 
  like rapid breathing, shaking, and a lack of focus. 
  When you encounter something that causes Fear, you 
  roll your Resolve against a DN dictated by the source 
  of Fear. Success allows you to act normally. If you fail, 
  you suffer +2DN to all Tests. The penalty lasts until the 
  end of the scene or until an ally passes a Leadership 
  (Wil) Test of DN 2 + the source’s Fear value. 
  A being that causes Fear is immune to Fear and 
  Intimidation Interaction Attacks.
  Frenzied
  Whether whipped into a zealous fury or auto injecting 
  Frenzon combat stims, you’re Frenzied. You lose all 
  sense of self-preservation and throw yourself into the 
  thick of combat.
  When you become Frenzied, you may choose 
  to embrace the frenzy or attempt to resist it. If you 
  choose to resist, at the start of your Turn make a DN 3 
  Willpower Test. If you pass, the rage subsides and you 
  resist the frenzy.
  If the effect is triggered, embraced, or otherwise 
  not resisted, you are Frenzied and must try to get into 
  close combat as quickly as possible, charging the 
  nearest visible enemy. If you are in cover, you break 
  cover and move towards the nearest enemy. 
  While Frenzied, you are immune to Fear and 
  cannot be Pinned and must always use the All-Out 
  Attack option, if possible. You gain +1 to your Strength 
  Attribute While Frenzied. 
  Hindered
  Something’s holding you back. While Hindered 
  increase the DN for all Tests by +1, or higher if the rules 
  of whatever is hindering you say so. Hindered lasts 
  until the end of the next Turn, unless otherwise stated.
  On Fire
  You’re on fire! You take 1d3 Mortal Wounds at the start 
  of each of your Turns. You may then use your Action 
  to throw yourself Prone and roll around in an attempt 
  to extinguish the fire with a DN 3 Athletics (S) Test. If 
  you succeed you are no longer On Fire. 
  Alternatively, you can attempt to ignore the 
  flames and take your Turn as normal. Make a DN 3 
  Willpower Test; if you fail, you are Hindered. 
  Pinned
  You’re under heavy fire, and there’s a chance your 
  Resolve will break under pressure. If you are targeted 
  with a Pinning Attack, you may be Pinned.
  If someone uses a Pinning Attack against 
  you, they make a Ballistic Skill (A) Test against your 
  Resolve. If they succeed you are Pinned until the start 
  of the attacker’s next Turn. If you’re behind cover, 
  you hunker down. If you aren’t behind cover, you 
  immediately move to the nearest cover, using your 
  Movement for your next Turn. While Pinned, you can’t 
  leave cover, but may take other Actions as normal. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  200
  You suffer a +2 DN penalty to Ballistic Skill (A) Tests 
  when you target an enemy using a Pinning Attacks 
  against you.
  You may attempt to rally Pinned comrades on 
  your Turn by making a Leadership (Wil) Test as an 
  Action, with a DN equal to the enemy weapon’s Salvo 
  value, adding an extra +1 DN if a Pinned character 
  has taken any damage (Shock or Wounds) during the 
  combat. If the Test is successful, you rally any Pinned 
  allies within 5 metres, ending the effect.
  Poisoned
  You’ve been inflicted with one of the galaxy’s countless 
  pathogens, plagues, or viruses. You could be suffering 
  from neurotoxins injected into your system, alien acid 
  splashed on you, or Nurgle’s contagions. All of these 
  dangers leave you Poisoned. 
  You suffer a +2 DN penalty to all Tests while 
  Poisoned. Some poisons also inflict damage based on 
  the poison. Some poisons may affect your ability to 
  function instead of, or in addition to, causing damage. 
  The Poisoned condition ends when you are treated 
  using the Medicae Skill or you succeed on a Toughness 
  Test (DN based on the poison) at the beginning of 
  your Turn.
  Prone
  You’re knocked down on the ground. Your Defence 
  is reduced by 2 against any attack made by a Threat 
  within 5 metres of you. Your Defence is increased by 1 
  when you’re attacked from 6 or more metres away. If 
  you become Prone while flying, you fall to the ground 
  and suffer falling damage (p.201).
  Standing up when Prone is a Free Action on 
  your Turn. If you stand up in this way, you can only 
  use the Standard Movement option; you can’t use 
  combat options such as Brace or Aim. An adjacent 
  character may use a Simple Action to help you stand 
  up immediately when you’re Prone. 
  Restrained
  You’re bound, possibly by some form of entangling 
  attack such as an Genestealer Cultist Webber, a Barbed 
  Strangler, or a good old-fashioned net. 
  While Restrained you can’t use your Movement 
  and your Defence is reduced by 2.
  Staggered
  You’re off balance; you’ve run too fast over rough 
  terrain, ordnance has impacted nearby, or you’ve been 
  clipped by a stray bullet. 
  When you move While Staggered, your Speed 
  is reduced by half. You can’t Run or Sprint unless 
  otherwise stated. The  Staggered condition lasts until 
  the end of your next Tun.
  Terror
  You’re overcome with a sense of intense dread and 
  rational thought becomes impossible: this is all-
  consuming Terror. 
  Make a Resolve Test against the DN of the 
  source of Terror. If you pass, you may act normally on 
  your Turn. If you fail, you suffer all of the effects of 
  Fear, and you must use every action available on each 
  of your Turns to move as far away as possible until 
  you no longer have line of sight to the source of Terror. 
  Terror lasts until the end of the scene or until 
  an ally passes a Leadership (Wil) Test of DN 2 + the 
  Terror value. 
  Any effect that grants a bonus to Fear Tests also 
  applies to Terror Tests. Any effect that grants immunity 
  to Fear grants one extra Icon on your Resolve Test 
  against Terror. A being that causes Terror is immune 
  to Fear, Terror, and Intimidation Interaction Attacks.
  Vulnerable
  Your defences are open! While Vulnerable, you suffer 
  −1 to your Defence. Certain abilities and effects increase 
  this penalty. Being Vulnerable lasts until the end of 
  your next Turn. 
  Joseph Nirchi (Order #15621405)
  
  201
  ENVIRONMENTAL 
  HAZARDS 
   
  The 41st Millennium is hostile to all forms of life. 
  Every world in the galaxy boasts treacherous biomes 
  waiting to kill you. These hazards are as common on 
  uninhabited and alien worlds as they are on crowded 
  Imperial Hive Worlds and Forge Worlds. Most hazards 
  can be grouped into the following core categories.
  SUFFOCATION
  When deprived of oxygen underwater, in a smoke-
  filled manufactorum, or in the void outside a Space 
  Hulk, the consequence is the same — you suffocate. 
  You can attempt to hold your breath to 
  conserve oxygen for a number of minutes equal to 
  your Toughness Attribute. Certain enhancements and 
  equipment can extend this time, such as the Adeptus 
  Astartes Imbiber or multi-lung. 
  If you attempt to hold your breath during combat or 
  any other Round-based encounter, you can do so for 
  a number of Rounds equal to double your Toughness 
  Attribute. If you reach the end of either of these times 
  without breathing, you fall unconscious. 
  You must pass a DN 3 Toughness Attribute 
  Test every minute or Round you hold your breath. If 
  you fail the Test, you suffer 1d3 Shock damage. If 
  suffocation causes you to suffer more Shock than 
  your maximum, you fall unconscious. If you do not 
  breathe oxygen before the allotted time runs out, then 
  you automatically fall unconscious, even if you do not 
  exceed your Maximum Shock. If you are deprived of 
  oxygen and unconscious, you die after a number of 
  Rounds equal to your Toughness Attribute.
  ELECTRICITY
  Nature can be as deadly as any foe imaginable. 
  Weaponised by countless militaries throughout the 
  long and grim history of the galaxy, electrical currents 
  can turn armour against its wearer, reduce a tank to 
  molten slag, and cook an Ork from the inside out.
  Anyone struck by an electrical discharge faces the 
  same devastating effects. First, you suffer damage 
  equal to the intensity of the electricity. All electricity 
  damage is Agonising (p.208). 
  After resolving the effects of the damage, you 
  must then make a Toughness Attribute Test. If you fail,  
  you are Restrained for one Round and knocked Prone 
  on a Complication. If you pass, the electrical charge 
  dissipates and you may act normally. 
  EXTREME HEAT & 
  COLD 
  Countless planets possess extreme environments 
  that are far too hostile to support life, but the need 
  for 
  resources 
  and 
  defensible 
  positions 
  means 
  there are Imperium colonies on almost every kind 
  of world. Sometimes extreme temperatures occur 
  naturally. Other temperature changes are caused by 
  destructive weaponry, such as the Exterminatus, or 
  the terraforming process of the Tyranid bio-fleets.
  When you find yourself exposed to extreme 
  hot or cold temperatures, you must pass a Toughness 
  Attribute Test with a DN determined by the GM. During 
  narrative time, you make a Test every hour. During 
  combat time, you make a Toughness Test after a 
  number of Rounds equal to your Toughness.
  If you fail the Toughness Test, you become 
  Exhausted (p.199) until you Regroup or seek Respite 
  (p.196).
  FALLING 
  Gravity is inevitable, indiscriminate, and often has 
  painful consequences. When you fall a distance of 5 
  metres or more you suffer falling damage. You suffer 
  1 Mortal Wound, plus 1d3 Mortal Wounds for every 
  extra 5 metres you fall. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Electricity 
  Intensity
  Damage
  Toughness 
  Test DN
  Light
  7 + 1ED; Agonising
  3
  Moderate
  12 + 2ED; Agonising
  5
  Intense
  17 + 3ED; Agonising
  7
  ELECTRICITY DAMAGE
  Joseph Nirchi (Order #15621405)
  
  202
  FIRE
  Forge World furnaces, promethium tank explosions, 
  overheating Plasma weaponry; the 41st Millennium is 
  filled with flammable situations. You must make an 
  Athletics (S) Test every Round you are exposed to a 
  hazard that could set you On Fire (p.199). The GM 
  determines the DN of this Test. If you fail, you’re On 
  Fire. If you take a Wound from a weapon with the 
  Inflict (On Fire ) Trait, you are On Fire.
  Anything that doesn’t have an Agility Attribute 
  automatically passes Agility Attribute Tests to avoid 
  being ignited or to put out a fire.
  RADIATION
  Radiation comes in many different forms, and is 
  one of the most lethal and hardest to detect of all 
  environmental hazards. The fuel of a crippled void 
  ship, journeying the irradiated plains of a Death World, 
  or encountering a sabotaged reactor on a Forge World 
  can all lead to radiation exposure. A few weapons in 
  the 41st Millennium even harness this dangerous and 
  volatile power.
  Detecting radiation is difficult. Without the 
  correct equipment, a high DN Survival Test (minimum 
  9) is required to detect any source of radiation. 
  You must immediately take a Toughness 
  Attribute Test whenever exposed to radiation, which 
  repeats every Turn you are exposed. The GM decides 
  on the DN — it should never be easy. If  you fail the 
  Test, the results are severe:
   
  u You take 1d3 Mortal Wounds.
   
  u You take 1d6 Shock damage.
   
  u You are Staggered for 1 Round.
  Whenever you are exposed to radiation, the GM may 
  also call for a Corruption Test (see p.285). 
  TARGETING A 
  MOB 
   
  A Mob is a group of near identical Threats, for example 
  a crowd of 10 Ork Boyz. Each individual in the Mob 
  has a single Wound. Shooting at a Mob is like making 
  a regular attack; declare an individual target in the 
  Mob, then make a Test to hit. 
  If your Icons equal the Mob’s Defence, you hit 
  and roll damage as normal. If you do more damage 
  than the Mob’s Resilience, your target dies. 
  If your Icons exceed the Mob’s Defence, you 
  hit extra individuals. Every Icon you roll over the 
  Mob’s Defence counts as a hit against another target. 
  The extra targets are chosen by the GM — usually 
  whichever unlucky individuals are closest to the target.
  Example: Samantha’s character is aiming her Bolter 
  at a Mob of Cultists. She decides that the most 
  important target is the Cultist carrying Plasma Gun, 
  fearing overcharged blasts. 
  Samantha’s Ballistic Skill Test exceeds the 
  Defence of the Cultist Mob by two Icons. This means 
  her initial target — the Plasma Gun Cultist — and 
  two other members of the Mob are hit by her attack. 
  The GM chooses the other targets; the two closest 
  renegades to the plasma-wielding Cultist. 
  Rad Poison
  If you are exposed to radiation for a significant time, or 
  a particularly abundant source, you may contract rad 
  poisoning. The GM should use the following table to 
  select an intensity and apply the effects listed.
  Intensity
  Damage
  Toughness 
  Test DN
  Light
  1 Mortal Wound
  3
  Moderate
  1d3 Mortal Wounds
  5
  Intense
  1d6 Mortal Wounds
  7
  RAD POISON
  Joseph Nirchi (Order #15621405)
  
  Mobs & Multi-Attack
  You can use the Multi-Attack to target multiple 
  individuals of your choice in a Mob. When you Test to 
  hit as part of a Multi-Attack against a Mob, each Icon 
  over the target’s Defence means you hit an additional 
  target in the Mob, as normal.
  MOBS & SHOCK
  Every individual Threat in a Mob is treated as having 
  the same Maximum Shock. If you deal more Shock 
  damage than the Maximum Shock, one individual in 
  the Mob is removed as a casualty. 
  When you make an attack that deals Shock 
  damage to a Mob and your Icons exceed the Mob’s 
  Defence, additional individuals are removed as 
  casualties. Every Icon you roll over the Mob’s Defence 
  counts as an additional casualty. 
  Example: An attack hits a Mob of Cultists, equalling 
  their Defence. The attack deals 5 points of Shock. 
  Cultists only have a Shock value of 4, so one Cultist is 
  removed as a casualty. 
  Example: An attack hits a Cultist and exceeds the 
  Cultist’s Defence by 2 Icons, so two additional Cultists 
  in the Mob are struck. The attack deals 5 Shock, and 
  each Cultist has 4 Shock. One Cultist is removed 
  due to the Shock damage, and another two Cultists 
  are removed as the attack Test exceeded the Cultists’ 
  Defence by 2. 
  Interaction  
  Attacks & Mobs
  Every individual Threat in a Mob is treated as having 
  the same Skills and Resolve. For every 3 Icons you 
  roll more than the Mob’s Skill Rating or Resolve, an 
  additional individual in the Mob is affected by your 
  Interaction Attack. 
  At the GM’s discretion, you can use the Player’s 
  Call result to apply a penalty to the entire Mob, but no 
  additional effect is applied.
  203
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  204
  204
  our character receives some items, tools, and 
  weapons — collectively known as ‘Wargear’ — 
  from their Archetype, but you can never have 
  too many guns in the war-ravaged 41st Millennium. 
  This chapter arms you with information on Wargear 
  and how to use it so you can select the tools you need 
  to blaze your own trail. 
  The Imperium depends on advanced technology 
  devised millennia ago. Only the high Tech-Priests 
  understand how to operate these crucial devices, let 
  alone manufacture them. Widespread technological 
  ignorance is common; scientific understanding is 
  the holy right of the Adeptus Mechanicus alone; 
  innovation is a sin to be shunned and shamed. 
  Defending the Imperium relies on the use of 
  technology; mass produced weaponry: skyscraper-
  tall warrior mechs, and kilometre-long void-ships 
  are all vital parts of the Emperor’s vast war machine. 
  The intricate mechanisms behind their operation 
  have been all but forgotten, passing into myth and 
  becoming akin to magic to the common citizen. 
  WARGEAR
  Forget the power of technology and science, for so much has been forgotten, 
  never to be re-learned. 
  Joseph Nirchi (Order #15621405)
  
  205
  REQUISITIONING 
  WARGEAR
  Whenever you are in a civilised location you can 
  make an Influence Test to attempt to acquire a piece 
  of Wargear. The Value of the Wargear determines the 
  base DN of the Influence Test, which is modified by the 
  Rarity of the Wargear (see Rarity on p.206). 
  To make an Influence Test to obtain Wargear, 
  you must share at least one Keyword with the piece of 
  Wargear. For every matching Keyword beyond the first, 
  you gain +1 bonus die to your Influence Test. 
  If you fail the Influence Test, you may spend 
  Wealth to add Icons to your result. Each point of Wealth 
  you spend earns one Icon. If you roll a Complication on 
  the Influence Test, you lose one Wealth. 
  You may make one Influence Test to acquire 
  Wargear each session, and one Influence Test to 
  acquire ammunition each session. Whether you 
  choose to roleplay the process of finding a seller and 
  negotiating a price, or just roll and move on, the act of 
  acquiring Wargear takes considerable time. 
  Example: Gwyth knows she needs a new gun. Her 
  Plasma Pistol almost blew her arm off on the last 
  mission, and she knows Varonius has an even more 
  dangerous job planned for her group. She’s fascinated 
  by Aeldari culture, but as she doesn’t have the 
  AELDARI Keyword, so she can’t make an Influence 
  Test to get the Fusion Gun she wants. 
  Gwyth compromises, and asks the GM if she 
  could find a Hot-Shot Volley Gun. As ex-military, 
  Gwyth has the IMPERIUM and ASTRA MILITARUM 
  Keywords; she can roll Influence to try to requisition 
  the weapon, and gets a bonus die for her extra 
  matching Keyword. The GM says the Departmento 
  Munitorum quartermaster for the Tempestus Scions of 
  the Gilead Gravediggers might be willing to part with 
  one of their heavy weapons.
  A Hot-Shot Volley Gun is Value 6, so the base 
  DN of the Influence Test is 6. The Volley Gun is Rare, 
  which adds +2 to the DN for a total of 8. 
  Gwyth’s Fellowship is 6, making her Influence 
  5; the bonus die from her extra matching Keyword 
  means she’s rolling a total of 6 dice, with the following 
  result: 2, 4, 4, 5, 6, 6. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  WHERE ARE THE 
  SHOPS?
  Imperial society is comparable to feudalism. 
  Planetary nobles assign duties to citizens 
  in their domain, such as processing food or 
  sewing uniforms. The working serfs are either 
  rationed necessities, or paid in credits. These 
  credits are non-transferable currency that can 
  be redeemed only at other facilities owned 
  by the noble; those that sew uniforms spend 
  credits to purchase processed food. 
  The distribution of Wargear is completely 
  controlled by a subdivision of the Adeptus 
  Administratum, the Departmento Munitorum, 
  even when produced by a noble’s workforce. 
  They ensure that the Imperium’s defenders 
  are armed and armoured, and keep weapons 
  out of the hands of the common citizen — if 
  propaganda is to be believed.
  Luxury goods are traded by the upper 
  classes. Those who profit from the labour of 
  the teeming masses can afford exotic alien 
  meats and hides, or precious Ecclesiastic 
  artworks, sold by pioneering Rogue Traders. 
  Though Nobles must provide for the Imperium, 
  many in the Gilead System skim what they can 
  off the top, sceptical of Humanity enduring 
  beyond the Great Rift. 
  You usually won’t ‘shop’ for your 
  Wargear. Instead, you’ll make requests 
  to your superiors, who may in turn make 
  requests to the Departmento Munitorum. 
  Your Influence — the perceived power of your 
  words and reputation — determines whether 
  the higher-ups agree to your requests. You 
  roleplay your negotiations, modifying the 
  Difficulty or bypassing Tests entirely, or give 
  in to the unpredictable and seemingly random 
  bureaucracy of the Imperium.
  Joseph Nirchi (Order #15621405)
  
  206
  A total of 7 Icons; not enough for the Volley Gun. The 
  quartermaster offers Gwyth a Flamer, but that’s not 
  her style; she spends 1 Wealth to add 1 Icon to the 
  Influence Test and gets her Hot-Shot Volley Gun. 
  Ammo is acquired differently to other Wargear, 
  explained fully on p.229. Whenever you requisition 
  a ranged weapon it comes fully loaded, with a single 
  additional Ammo.
  Gaining Wealth 
  Your starting Wealth is equal to your Tier. The GM 
  may award you Wealth as a reward for completing an 
  adventure, and may decide anything of value you find 
  (or steal) whilst exploring counts as additional Wealth. 
  Wealth is an abstract currency; a single point 
  of Wealth might represent a cache of credits on Gilead 
  Prime, a chest full of Throne Gelt (the official physical 
  currency of the Imperium), or a sought-after tome of 
  religious significance. Some items you acquire on your 
  adventures might be worth more than one Wealth, at 
  your GM’s discretion. 
  Cunning Acquisitions
  Crime thrives in dark times. Across the Gilead System, 
  scavengers and smugglers have stolen and procured 
  Wargear of all kinds. In the absence of the Emperor’s 
  light, once-pious citizens trade heretical and unholy 
  goods and Wargear. 
  You can make a Cunning (Fel) Test to find an 
  underworld contact that has access to any piece of 
  Wargear. The DN for the Test is 3, modified by the 
  Rarity of the Wargear. 
  Succeeding on a Cunning (Fel) Test earns you 
  an audience with a shady character in possession of 
  the Wargear you’re seeking. You don’t automatically 
  receive the item of Wargear, but have the opportunity 
  to barter with the individual. They might exchange 
  their Wargear for a piece of your own, put a price 
  on the Wargear in Wealth, or ask that you render a 
  clandestine service for them.
  Rarity
  Some Wargear is mass produced, others are scarce 
  relics of past times, incorporating forgotten or 
  irreplaceable technology. 
  The Rarity of a piece of Wargear imposes a 
  penalty on any Influence Tests made to acquire it. 
  Wealth
  Whenever you make an Influence Test, you may 
  permanently spend Wealth to gain Icons on the 
  Test. Every point of Wealth you spend earns you an 
  additional Icon on the Influence Test. 
  [ANY] KEYWORD
  You can substitute a Keyword of your choosing 
  for the [ANY] Keyword. If a piece of Wargear 
  has the [ANY] Keyword, it is available 
  to everyone.
  MODIFYING RARITY
  The Rarity penalties listed assume you are on 
  a relatively typical Imperial planet, like Gilead 
  Primus. If you’re in another part of the galaxy, 
  the GM should modify the Rarity to suit the 
  situation. Plasma weapons are more readily 
  available on the Forge World of Avachrus, 
  but most Imperial technology is completely 
  unavailable in the wastes of the Voidmire. 
  However, you might be able to find an Aeldari 
  Corsair willing to trade from their cache of 
  xenos weaponry — if your reputation with 
  their Species is strong enough, of course.
  Rarity
  DN Penalty
  Common
  0
  Uncommon
  +1
  Rare
  +2
  Very Rare
  +3
  Unique
  +4
  RARITY PENALTIES
  Joseph Nirchi (Order #15621405)
  
  207
  REPAIRING 
  WARGEAR
  Broken Wargear can be repaired using the Tech (Int) 
  Skill, with a DN based on how badly the Wargear is 
  broken. If it is unclear how difficult it would be to repair 
  a piece of Wargear, set the DN at 3, then increase it by 
  the weapon’s Rarity. You gain +1 bonus die for every 
  Keyword you have in common with the Wargear. 
  You can use Skills other than Tech to make repairs 
  depending on the situation, such as your Pilot  Skill to 
  fix a vehicle or your Weapon Skill to fix a Chainsword. 
  To do so, make a Test using a dice pool composed of 
  the relevant Skill Rating plus your Intellect.
  Example: Naravesh knows next to nothing about Tech, 
  and has a 0 in the Skill. However, he’s been firing 
  his rusty Stubber since he could walk, and knows the 
  weapon’s machinery like the back of his hand. When 
  his Stubber jams, he chooses to use his Ballistic Skill 
  to try to fix it. 
  Naravesh has a Ballistic Skill of 5 and an 
  Intellect of 2. To fire his weapon, he’d use Ballistic Skill 
  plus Agility, but to repair it, he uses Intellect. Naravesh 
  rolls his dice pool of 7 dice and aces the repair. 
  WEAPONS
  All weapons have defining traits and characteristics, 
  collectively known as a weapon’s profile. A profile is 
  formatted as follows:
  Name: The common name for the weapon.
  Armour Penetration (AP): How well a weapon 
  penetrates armour and personal protection. When a 
  weapon with AP hits, the AP rating is subtracted from 
  the target’s Total Resilience.
  Some armour is Invulnerable, which is 
  designated with an asterisk (*). The Total Resilience of 
  a target wearing Invulnerable armour is immune to AP. 
  Damage: The weapon’s base Damage Value. 
  Extra Damage Dice (ED): The amount of Extra 
  Damage Dice you roll when you hit with this weapon. 
  (See page 183 for more on Extra Damage Dice.)
  Range: The effective distance at which an attack from 
  this weapon can hit a target. 
   
  u
  Melee Weapon Range: Unless otherwise listed, a 
  melee weapon has a range of 1 metre. Any Threats 
  within this range are Engaged (p.184) with you. 
   
  u
  Ranged Weapon Ranges: The Short, Medium, and 
  Long ranges of a weapon. You gain +1 bonus die 
  when attacking Threats within Short range. When 
  you attack a Threat beyond Medium range, the 
  target gains +2 Defence. You cannot attack targets 
  at or beyond Long range. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  KEYWORD 
  DEVIATION
  Chaos 
  The corruption of Chaos perniciously influences 
  all societies of the Gilead System. Secret 
  worshippers of the Dark Gods walk free in the 
  Imperium, and can easily acquire Wargear for 
  their heretical deeds. 
  Generally, a character with the CHAOS 
  Keyword can requisition any Wargear with 
  the IMPERIUM or SCUM Keywords as if those 
  Keywords were CHAOS. The GM may allow 
  other Keywords to be twisted in this way. 
  Traitor Astartes
  Chaos Space Marines are always treated as 
  having the ADEPTUS ASTARTES Keyword, 
  though weapons they acquire twist themselves 
  into grotesque mockeries of their once holy 
  forms. 
  Traitor 
  Astartes 
  can’t 
  requisition 
  equipment with the PRIMARIS Keyword. 
  Orks
  Greenskins loot equipment and vehicles from 
  other Species, battering and bending them to 
  suit their needs and make them more ‘Orky’. 
  Orks can requisition any Wargear with the 
  IMPERIUM at one Rarity higher than normal. 
  Joseph Nirchi (Order #15621405)
  
  208
   
  u
  Thrown Weapon Range: If a weapon can be 
  thrown, it is listed in the weapon’s Range. The 
  thrown Range of a weapon is based on your 
  Strength, such as S x 4; if your Strength is 3, your 
  Range is 12. Instead of selecting a target, you 
  can throw a weapon at any point within Range 
  by succeeding on a DN 3 Ballistic Skill (A) Test. 
  If you fail the Test, see Scattering on p.186. The 
  rules for Short and Medium Range do not apply to 
  Thrown Weapons.
  Salvo: A measure of how quickly a weapon can fire 
  and the amount of bullets in it’s magazine. Salvo is 
  used to determine bonuses for Salvo Options like Full 
  Auto (see Salvo Rules, p.185). You must use a Simple 
  Action and a point of Ammo to Reload after using a 
  Salvo Option.
  Traits:  Special features that alter a weapon’s use. Each 
  Trait has a specific effect, listed later in this chapter. 
  Value: How much the weapon costs to acquire, or 
  how much leverage is needed to requisition it. Value 
  determines the base DN of an Influence Test to acquire 
  a piece of Wargear. 
  Rarity: How easy the weapon is to acquire. Rarity acts 
  as a DN modifier on Influence Tests to acquire Wargear. 
  Keywords: Descriptors of how the weapon works or is 
  manufactured, and Factions associated with it. 
  You must share at least one Keyword in common 
  with a piece of Wargear to make an Influence Test to 
  requisition it. For every extra matching Keyword you 
  gain +1 bonus die to your Influence Test.
  WEAPON TRAITS 
  Some weapons have Traits that give them advantages 
  or disadvantages special modes, different ways to 
  attack, and methods of dealing additional damage. 
  Some of the Traits listed below have (X) in their 
  name, representing a rating. Weapons with this Trait 
  have a number instead of ‘X’ which is used for any 
  calculations. 
  Agonising
  Designed to inflict maximum pain, these weapons 
  damage mind and morale as much as body. 
  Every Wound inflicted by an Agonising weapon 
  also inflicts 1 Shock. 
  Arc (X)
  The deadly electrical discharge of Arc weapons 
  scrambles vehicle technology. 
  Arc weapons gain +ED equal to their rating 
  when you use them to attack a vehicle. 
  Assault
  Optimised for firing whilst rushing righteously towards 
  the enemy.
  You can fire an Assault weapon as part of a 
  Sprint (p.180), but take a +2 DN penalty to the attack. 
  Blast (X)
  Explosive weapons can devastate multiple enemies 
  with a single attack. 
  When you fire or throw a Blast weapon, choose 
  any point in range (including another character!), 
  then make a DN 3 Ballistic Skill (A) Test. Apply Range 
  effects as normal (p.184) unless you are using a 
  thrown weapon like a grenade. If you fail the Test, the 
  attack misses and Scatters (p,186). If you succeed, the 
  explosion is centered on your target. 
  If you are measuring distance, the Blast rating 
  determines the radius of the explosion in metres. 
  Anyone inside this radius is hit by the attack. 
  If you are targeting a Mob or using a simplified 
  theater of the mind approach, the number of nearby 
  individuals hit by the explosive is equal to half the 
  Blast rating. 
   You cannot Shift to increase the damage of a 
  Blast weapon. If you inflict a Critical Hit with a Blast 
  weapon, the effects apply to all targets hit by the attack.
  Blast Rating
  Mob Targets
  Examples
  2
  1
  Micro Grenade
  6
  3
  Frag Grenade
  10
  5
  Frag Missile
  20
  10
  Battle Cannon Shell
  30
  15
  Quake Cannon Shell
  BLAST
  Joseph Nirchi (Order #15621405)
  
  209
  Brutal
  Brutal weapons inflict appalling, traumatic wounds.
  When you roll Extra Damage Dice for a Brutal weapon:
   
  u
  Results of 1 and 2 inflict 0 Damage.
   
  u
  Results of 3 and 4 inflict 1 Damage.
   
  u
  Results of 5 and 6 inflict 2 Damage.
  Force
  Psykers can channel the power of the Warp through the 
  etheric circuit patterns and psycho-reactive materials 
  of these weapons. 
  If you have the PSYKER Keyword, you may add 
  half of your (Wil) Rating to a Force weapon’s Damage 
  Value. If you don’t have the PSYKER Keyword, a Force 
  weapon’s damage is decreased by 2.
  Flamer
  Flamers spew a stream of burning chemical liquid. The 
  flowing torrent of flame can be guided by the wielder 
  of a Flamer to set multiple foes ablaze. 
  Attacks made with a Flamer ignore cover. If 
  you hit a target with a Flamer, blazing liquid fills the 
  space between you and your target in a straight line. 
  Anything in that line is also hit by the attack. 
  You can Shift when you make a ranged attack 
  Test with a Flamer to arc the stream of burning 
  chemicals a number of metres equal to your Ballistic 
  Skill Rating. Anything in this arc is hit by the attack. 
  Whenever you hit multiple targets, roll damage 
  once and apply that damage to all targets. Any target 
  may attempt to reduce the damage using the rules for 
  Dodging Area Effect Attacks on p.186.
  A weapon with the Flamer Trait is considered to 
  have the Inflict (On Fire) Trait. 
  Heavy (X)
  Large and cumbersome weapons are difficult to wield 
  accurately and effectively. 
  You must have a Strength equal to the Heavy 
  weapon’s rating to fire it normally. All attacks with 
  a Heavy weapon are made with a +2 DN penalty if 
  you do not meet the minimum Strength, and rolling a 
  Complication as part of an attack knocks you Prone in 
  addition to any other effects. 
  Taking the Brace (p.189) Action or securing a 
  Heavy weapon to something like a tripod negates the 
  Heavy Trait. 
  Inflict (Condition)
  These weapons are designed to harm the target in 
  cruel and unusual ways. 
  Every Inflict weapon has a Condition that it 
  imposes on the target if it deals a Wound. For example, 
  if a weapon with Inflict (On Fire) deals a Wound to a 
  target, the target is On Fire.     
  If an Inflict weapon has a number, that number 
  determines the number of any Test made to remove 
  the Condition. For example, if a weapon with Inflict 
  (Poisoned 4) Wounds a target, they are Poisoned, and 
  the target would need to make a DN 4 Toughness Test 
  to recover at the beginning of their next turn. 
  Kustom
  You can replace this weapon Trait with any other 
  Weapon Trait of your choice when you acquire a 
  weapon with this Trait. If the Trait you select has a 
  Rating (X), roll 1d3 to determine the Rating. 
  Melta
  The sub-atomic bursts that spew from these weapons 
  melt flesh and reduce armour to slag. 
  When you roll Extra Damage Dice for a Melta 
  weapon fired at Short Range:
   
  u
  Results of 1 and 2 inflict 0 Damage. 
   
  u
  Results of 3 and 4 inflict 1 Damage. 
   
  u
  Results of 5 and 6 inflict 2 Damage.
  When you roll Extra Damage Dice for a Melta weapon 
  fired against a vehicle or fortification at Short range:
   
  u
  Results of 1, 2 and 3 inflict 1 Damage. 
   
  u
  Results of 4, 5 and 6 inflict 2 Damage. 
  Parry
  You can use these weapons to deflect blows. 
  You gain +1 Defence against melee attacks 
  while wielding a Parry weapon.
  Pistol
  Built light to be drawn quickly and used in close 
  quarters. 
  Pistols can be fired while Engaged (p.184). 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  210
  Rad (X)
  The dangerous radioactive materials fired by these 
  weapons irrevocably damage flesh. 
  When you roll Extra Damage Dice for a Rad 
  weapon, you add the Rating to the results of the dice. 
  Example: Sara fires a Radium Pistol at a Combat 
  Servitor. She hits, and Shifts an Exalted Icon for an 
  additional Extra Damage Die. She rolls the 2 ED with 
  the following results: 2, 4. Just one Icon, so one extra 
  Damage. 
  Because the Radium Pistol is Rad (2), she 
  adds 2 to the result of each ED, meaning her final 
  results are: 4, 6. An Icon and an Exalted Icon for 3 
  extra Damage! 
  Rapid Fire (X)
  These weapons are capable of quickly unleashing a 
  hail of death at close range. 
  If you hit with a Rapid Fire weapon at Short 
  Range, you gain Extra Damage Dice equal to the 
  weapon’s Rapid Fire rating. 
  Reliable
  A rugged and easily maintained weapon.
  You can ignore the first Complication related to 
  this weapon per scene. Tests made to repair or maintain 
  Reliable weapons are made with +1 bonus die.
  Rending (X)
  These powerful weapons punch through armour. 
  When you Shift an Exalted Icon as part of 
  an attack with a Rending weapon, the weapon’s AP 
  improves by the Rending rating for that attack. 
  Example: Fian fires his Shuriken Pistol at a Genestealer. 
  Normally, a Shuriken Pistol has AP 0. Fian’s shot hits, 
  and he Shifts an Exalted Icon for an additional Extra 
  Damage Die. Because he Shifted an Exalted Icon, the 
  Shuriken Pistol’s Rending (3) activates, meaning that 
  for this attack the pistol has AP -3! 
  Silent
  These stealthy weapons are designed to deal damage 
  as quietly as possible. 
  When a weapon with this Trait is used as part 
  of an attack, your Stealth Score is only reduced by 2.
  Sniper (X)
  Weapons optimised for high accuracy over long range. 
  When you Aim with a Sniper weapon you gain 
  an additional + 1 bonus die to the attack, and gain +ED 
  equal to the weapon’s Sniper rating. 
  Spread
  These wide-bore weapons wreak havoc on closely 
  packed combatants. 
  When fired at Short Range, a Spread weapon 
  can hit any number of targets as long as they are all 
  within 3 metres of one another. When you fire a Spread 
  Weapon at a Mob you gain +3 bonus dice. 
  Example: Kira aims her Shotgun, waiting for the two 
  Khornate Cultists charging her to get into Short Range. 
  She fires, and as the two Cultists were close together 
  and her weapon has Spread, the GM rules that both of 
  them are hit by the wide blast of shot. 
  Enemies in a Mob are assumed to be close 
  together; if the Khornate Cultists had been in a Mob, 
  Kira would have gained +Rank bonus dice, potentially 
  hitting more targets.  
  Supercharge
  The super-heated matter plasma weapons fire can be 
  overcharged with undeniably deadly results for the 
  target and, occasionally, the wielder. 
  You can choose to fire a weapon with this Trait in 
  Supercharge mode. If you roll a Complication, you take 
  1d6 Mortal Wounds. If you hit, the weapon deals an 
  additional +3 ED. 
  Unwieldy (X)
  Whether unbalanced or too large, some weapons are 
  harder to use.  
  Attacks made with Unwieldy weapons have 
  their DN increased by an amount equal to their 
  Unwieldy rating. 
  Waaagh! 
  Ork weapons defy understanding; they break the laws 
  of mechanics and physics, but a Greenskin’s beliefs 
  make them all the more deadly. 
  If you are an Ork, you gain +1 bonus die to 
  attacks with a WAAAGH! weapon. If you are also 
  Wounded (p.193), you deal an extra +1 ED. 
  Warp Weapons
  Powered by psychic energy, xenos technology, or 
  the raw force of Chaos, few can face these ungodly 
  weapons and emerge unharmed. 
  A Warp Weapon has a Damage value equal to 
  the target’s Total Resilience –4, unless the weapon’s 
  listed Damage is higher. 
  Joseph Nirchi (Order #15621405)
  
  211
  MELEE WEAPONS
  Knife 
  From a grox butcher’s chopper to an assassin’s stiletto, 
  any number of small bladed weapons can qualify as a 
  ‘Knife’. This includes any blades that may be affixed to 
  a weapon as a bayonet. 
  Astartes Combat Knife
  This large, exceptionally sharp blade is carried by 
  many Space Marines as part of their standard issue 
  armament. Similar in size to a regular Human’s short 
  sword, this knife has a monomolecular edge that never 
  dulls and always cuts true.
  Sword
  As ancient and varied as the Imperium of Man itself, 
  Swords of all shapes and sizes can be found throughout 
  the war-torn universe.  
  Mono Knife
  These sturdy blades are forged from high quality 
  materials and honed to a monomolecular edge capable 
  of slicing through even thin metals with ease.
  Industrial Bludgeon
  These weapons are repurposed tools forged for heavy 
  industry such as mining, smelting, or construction. 
  Brutish implements designed to wrench, torque, snap, 
  clamp, or carve through plasteel, they prove quite 
  effective when turned against flesh and bone.
  Chain Weapons
  Behold! When the roar of the Chainblade fills your 
  heart, the time has come to rise. For that is the 
  cry of good men, standing against the darkness!
  —Rellion Sheld, Ministorum Priest
  Overt in their savage appearance and the grating roar 
  the emit when activated, chain weapons chew through 
  armour and rend flesh with violently spinning chains 
  of serrated metal teeth. 
  Chain Bayonet
  At the cost of a dramatic increase in a rifle’s weight, an 
  underslung Chain Bayonet can offer a swift and gory 
  end to any foes that close upon its wielder.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  PSYKANA MERCY 
  BLADE
  Sanctioned Psykers are provided with a 
  sharp blade, a last resort for those whose 
  powers go beyond their control. Should the 
  unfortunate face the tragedy of imminent 
  daemonic possession, the blade offers them a 
  last, merciful escape. Vigilante ‘Witch Hunters’ 
  operating across the Gilead System see these 
  blades as a great prize, and flaunt these spoils 
  of their hunts when in private. 
  A Psykana Mercy Blade has the same 
  profile as a Knife, but has AP –1 and the 
  ADEPTUS ASTRA TELEPATHICA Keyword.
  Knife
  (S) +2
  2
  –
  Thrown 
  S x 4
  2
  Common
  BLADE, [ANY]
  Astartes 
  Combat Knife
  (S) +3
  2
  –1
  –
  Reliable
  3
  Uncommon
  BLADE, ADEPTUS  
  ASTARTES
  Sword
  (S) +3
  3
  –
  –
  Parry
  3
  Common
  BLADE, [ANY]
  Mono Knife
  (S) +3
  2
  –1
  –
  Rending (1)
  3
  Uncommon
  BLADE, 
  IMPERIUM, SCUM
  Industrial  
  Bludgeon
  (S) +4
  2
  –
  –
  Brutal, 
  Unwieldy (1)
  3
  Uncommon
  [ANY]
  NAME
  DAMAGE
  ED
  AP
  RANGE
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  MELEE WEAPONS
  Joseph Nirchi (Order #15621405)
  
  212
  Force Stave
  (S) +4
  2
  –1
  2
  Brutal, Force
  2
  Uncommon
  FORCE, AELDARI, 
  2-HANDED, 
  INQUISITION,  
  ADEPTUS 
  ASTARTES,  
  ADEPTUS ASTRA 
   TELEPATHICA
  Force Sword
  (S) +5
  4
  –3
  –
  Force, Parry
  6
  Rare
  FORCE, AELDARI,
  INQUISITION, 
  ADEPTUS 
  ASTARTES
  Force Axe
  (S) +5
  5
  –2
  –
  Force
  6
  Very Rare
  FORCE, 
  INQUISITION, 
  ADEPTUS 
  ASTARTES
  Nemesis 
  Daemon 
  Hammer
  (S) +8
  6
  –3
  2
  Brutal, Force, 
  Unwieldy (2)
  10
  Unique
  FORCE, 
  2-HANDED, 
  INQUISITION, 
  ADEPTUS 
  ASTARTES
  NAME
  DAMAGE
  ED
  AP
  RANGE
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  FORCE WEAPONS
  Chain
  Bayonet
  (S) +4
  1
  –
  –
  Brutal
  3
  Rare
  CHAIN, IMPERIUM,  
  CHAOS
  Chainsword
  (S) +5
  4
  –
  –
  Brutal, Parry
  4
  Uncommon
  CHAIN, AELDARI, 
  IMPERIUM, CHAOS
  Chainaxe
  (S) +5
  5
  –
  –
  Brutal, 
  Rending (1)
  5
  Rare
  CHAIN, CHAOS
  Eviscerator
  (S) +6
  6
  –4
  2
  Brutal, 
  Unwieldy (2)
  6
  Rare
  CHAIN, 2-HANDED,  
  ADEPTUS 
  ASTARTES,  
  ADEPTUS  
  MINISTORUM,  
  ADEPTA  
  SORORITAS, 
  POWER FIELD
  Chain Fist
  (S) +7
  6
  –4
  –
  Brutal, 
  Unwieldy (3)
  10
  Very Rare
  CHAIN, 
  POWER FIELD, 
  IMPERIUM, 
  CHAOS, ADEPTUS 
  ASTARTES
  NAME
  DAMAGE
  ED
  AP
  RANGE
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  CHAIN WEAPONS
  Whip
  (S) +1
  1
  –
  4
  Agonising
  2
  Common
  PRIMITIVE, [ANY]
  Neural Whip
  (S) +3
  2
  –2
  4
  Agonising
  5
  Rare
  EXOTIC, ADEPTA
  SORORITAS
  Shock Whip
  (S) +4
  2
  –
  4
  Agonising, 
  Rending (2)
  4
  Very Rare
  EXOTIC, [ANY]
  Shock Maul
  (S) +4
  4
  –1
  1
  Agonising, 
  Brutal
  5
  Uncommon
  EXOTIC, 
  ADEPTUS ARBITES
  NAME
  DAMAGE
  ED
  AP
  RANGE
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  EXOTIC MELEE WEAPONS
  Joseph Nirchi (Order #15621405)
  
  213
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Death Cult 
  Power Blade
  (S) +5
  4
  –2
  –
  Parry
  6
  Very Rare
  POWER FIELD, 
  IMPERIUM, 
  ADEPTUS 
  MINISTORUM
  Power Sword
  (S) +5
  4
  –3
  –
  Parry
  6
  Rare
  POWER FIELD, 
  IMPERIUM, 
  AELDARI
  Omnissian 
  Axe
  (S) +5
  5
  –2
  2
  –
  6
  Very Rare
  POWER FIELD, 
  2-HANDED, 
  ADEPTUS 
  MECHANICUS
  Power Axe
  (S) +5
  5
  –2
  –
  Rending (1)
  6
  Rare
  POWER FIELD, 
  IMPERIUM, 
  ADEPTUS 
  ASTARTES
  ADEPTUS 
  MECHANICUS, 
  AELDARI
  Power Fist
  (S) +5
  5
  –3
  –
  Brutal, 
  Unwieldy (2)
  8
  Very Rare
  POWER FIELD, 
  IMPERIUM, 
  ADEPTUS 
  ASTARTES
  Thunder 
  Hammer
  (S) +8
  6
  –3
  2
  Brutal, 
  Unwieldy (2)
  9
  Unique
  POWER FIELD, 
  2-HANDED, 
  IMPERIUM, 
  ADEPTUS 
  ASTARTES, 
  INQUISITION
  NAME
  DAMAGE
  ED
  AP
  RANGE
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  POWER WEAPONS
  Choppa
  (S) +3
  3
  –
  –
  Reliable, Waaagh!
  2
  Common
  BLADE, ORK
  Weirdboy 
  Staff
  (S) +4
  1
  –1
  2
  Force, Waaagh!
  5
  Very Rare
  FORCE, 
  2-HANDED,
  ORK
  Chain
  Choppa
  (S) +5
  4
  –
  –
  Brutal, Waaagh!
  5
  Very Rare
  CHAIN, ORK
  Big Choppa
  (S) +5
  5
  –1
  –
  Waaagh!
  4
  Rare
  BLADE, 
  2-HANDED, ORK
  Power Klaw
  (S) +6
  5
  –3
  1
  Brutal, Unwieldy 
  (3), Waaagh!
  8
  Very Rare
  POWER FIELD,  
  ORK
  NAME
  DAMAGE
  ED
  AP
  RANGE
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  ORK MELEE WEAPONS
  Singing Spear
  (S) +6
  5
  –
  2m 
  Thrown*: 
  S x 5
  Assault, Force, 
  Warp Weapon
  11
  Unique
  FORCE, AELDARI, 
  ASURYANI
  Witchblade
  (S) +6
  5
  –
  –
  Force, Parry, 
  Warp Weapon
  9
  Very Rare
  FORCE, AELDARI, 
  ASURYANI
  Void Sabre
  (S) +5
  4
  –3
  –
  Brutal, Parry
  6
  Very Rare
  POWER FIELD, 
  AELDARI, 
  ANHRATHE
  NAME
  DAMAGE
  ED
  AP
  RANGE
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  AELDARI MELEE WEAPONS
  Joseph Nirchi (Order #15621405)
  
  214
  Chainsword
  Despite their brutal appearance and distinctive 
  rasping roar, Chainswords — sometimes referred to as 
  ‘Chainblades’ — require training to be most effective. 
  A duel between two trained Chainsword wielders is a 
  sight to behold, as they alter the speed and direction 
  of the spinning teeth to counter, parry, and ultimately 
  overcome their opponent with savage grace.
  Chainaxe
  Combining the tearing action of a Chainsword with the 
  force of an axe swing, Chainaxes can be found in the 
  hands of the most brutal warriors, cutting swathes of 
  grizzly carnage through screaming victims.
  Eviscerator
  Carried into battle by fanatics and repentants, an 
  Eviscerator is a Chainsword writ large and installed 
  with a primitive power field. A single swing can cut 
  through mobs of the wicked and the damned in a 
  spraying fountain of serrated, screaming teeth.
  Chain Fist
  Designed for use in void ship boarding actions, these 
  upgraded Power Fists sport an underslung Chainblade 
  that proves just as capable of tearing through reinforced 
  fortifications and vehicles as void ship bulkheads.
  Exotic Melee Weapons
  Those whips, those Emperor damned whips! I’ll 
  take a shiv to the stomach any day over another 
  lashing from the warden. I know strong lads lost 
  to madness by the touch of those damned whips!
  —Karl ‘The Tooth’ Hylec, Skaelas Penal  
  Colony Militia
  Unusual weapons that require specific training to 
  master or are notably rare, these weapons turn heads 
  and mark the wielder out. 
  Whip
  Made from all manner of hide, rope, or other exotic 
  materials, the primitive Whip can be found across the 
  universe in the hands of animal handlers and slave 
  drivers alike.
  Neural Whip
  Made of psycho-conductive materials, 
  these 
  lengthy 
  crackling 
  whips 
  send agonising neuronic feedback 
  coursing through flesh, right into 
  the pain centre of the brain.  
  Shock Whip
  A length of conductive material charged 
  by a power cell in the hilt makes a shock 
  whip spark and crack with muscle-crippling 
  electricity. 
  Shock Maul
  The judges and enforcers of the Adeptus Arbites 
  use these electrified bone-breaking truncheons 
  to render suspects unconscious and break up 
  unlawful gatherings. 
  Force Weapons
  In the hands of an attuned Psyker, Force 
  weapons crackle with power and emit the acrid 
  stench of the Warp. Drawing upon a Psyker’s 
  intimate connection to the Empyrean, they 
  channel devastating immaterial energies directly 
  into their target, shattering minds and sundering 
  flesh with every blow.
  You must have the PSYKER Keyword to 
  optimally wield a force weapon. If you don’t have the 
  PSYKER Keyword, a weapon’s Force Trait doesn’t 
  function and its Damage is reduced by 2. 
  Force Stave
  Force Staves are laced with a complex psy-matrix that 
  allows them to act as a psychic battery, storing psychic 
  energy that can be released with brutal efficiency. 
  Force Sword
  Combine the elegance of a well-forged blade with the 
  psy-enhancing circuitry and immaterially-powered 
  destruction of other force weapons and you have a 
  Force Sword; an item of truly spectacular power in the 
  hands of a trained Psyker.
  Force Axe
  These alloyed axe blades incorporate a serpentine 
  pattern 
  known 
  as 
  a 
  psi-matrix 
  that 
  directs 
  concentrated psychic energy, magnifying the power of 
  its wielder’s blows.
  Joseph Nirchi (Order #15621405)
  
  215
  Nemesis Daemon Hammer
  Wielded amongst the psychically-gifted Inquisitors 
  of the enigmatic Grey Knights, these slow but mighty 
  weapons smite with both physical and psychic energies.
  Power Weapons
  Rare and revered, power weapons resemble mundane 
  but well-crafted weapons when dormant. When ignited, 
  a crackling field of pale-blue energy is projected along 
  the weapon’s edge, emitting a sinister hum and the 
  sharp smell of burning ozone as it rips apart matter 
  on impact.
  Death Cult Power Blade
  Carried by Death Cult assassins, these slender blades 
  may lack the reach and weight of other power weapons, 
  but the energy fields they project are just as capable of 
  scything through matter. 
  Power Sword
  Rare weapons reserved for heroes of renown and 
  officers of great endeavour, the energy arcing along 
  the edge of a Power Sword is both a warning and 
  a challenge to all who stand against 
  its bearer.
  Omnissian Axe
  Symbolic of the power of the Machine God, the 
  Omnissian Axe is emblazoned with Mechanicus icons 
  and cogwheel iconography.
  Power Axe
  A Power Axe cuts with the force of a lightning bolt, 
  cleaving through armour and sundering limb from 
  body like a woodcutter splitting logs.
  Power Fist
  The power field generator within this heavy, 
  mechanised gauntlet wreathes it in energy, granting 
  the wearer the tactile sensation of ripping through 
  ceramite and adamantium plate as if they were paper.
  Thunder Hammer
  The supreme close combat weapon of the Adeptus 
  Astartes, a blow from a Thunder Hammer shatters 
  armour and liquefies the ﬂesh beneath. 
  Aeldari Melee Weapons
  I will bleed many times in service to my 
  temple. You will bleed but once.
  —Ullian Veyz, Aspect Warrior 
  of Craftworld Iyanden
  Carved from bone or grown from crystal, Aeldari melee 
  weapons are elegant instruments that facilitate the 
  inhumane dance of death the Aeldari are renown for.
  Singing Spear
  Singing Spears are jewel-encrusted lengths of 
  gleaming silver metal that hum and vibrate in the 
  hands of an Eldar Psyker. When hurled, they fly and 
  strike with shocking precision before snapping back to 
  the thrower’s hand in a glimmering flash.
  Void Sabre
  Crafted from tainted spars of wraithbone, plucked from 
  the carcass of a fallen Craftworld or stolen from one 
  that yet endures, these blades project a cutting field of 
  compacted anguish that carves apart plasteel with ease. 
  Amongst the more brutal Corsair bands, the wielder of 
  such an accursed weapon is held in great esteem, but 
  is forever damned in the eyes of their Craftworld kin.
  Any Tests made as part of social interactions with an 
  individual with the ASURYANI Keyword suffer a +4 
  DN penalty. 
  Witchblade
  Carried by Warlocks and Farseers, Witchblades 
  channel their wielder’s psychic energies to slice 
  through physical and Warp-born matter easily. 
  Ork Melee Weapons
  I made dis one outta some spare Gorkanaut 
  bitz. The Mekboy wasn’t happy ’bout it but 
  I crumped him till he let me ’ave a piece.
  —Gazgut ‘Toe Smasher’, Freebooter Minder
  Ork melee weapons are as brutal and effective as their 
  Greenskin owners. Custom built, heavily modified, 
  and hand painted, many Orks have a downright 
  unhealthy obsession with their favourite blood spiller, 
  to the point where warbands have fought battles over 
  the theft of a prized Choppa.
  Choppa
  Often the first weapon a young Ork ever wields, 
  Choppas are simple weighty blades that combine with 
  an Ork’s natural strength to reduce enemy infantry to 
  a grizzly pulp. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  216
  Weirdboy Staff
  Strange assemblages of copper pipes, glass bulbs, 
  and jangling fetish objects, Weirdboy Staffs grant Ork 
  Psykers a modicum of control over their legendarily 
  unpredictable powers.  
  Chain Choppa
  A crude approximation of Imperial weapons, Chain 
  Choppas are poorly maintained, fuel guzzling weapons 
  that emit a grating roar and chew through targets in a 
  staggering display of industrialised brutality. 
  Bolt Pistol
  All the shock and awe of a fully fledged bolt weapon 
  within a compact casing. Assault specialists facing off 
  against dangerous foes or officers looking to make 
  a fearsome statement favour these powerful and 
  compact weapons.
  Heavy Bolt Pistol
  These huge handguns were forged to fit the prodigious 
  palms of the Primaris Astartes, dwarfing other pistols 
  in terms of size and destructive potential.
  Boltgun
  Though cumbersome in the hands of lesser mortals, 
  Boltguns — sometimes simply called ‘Bolters’ — 
  were built for Astartes. These all-purpose rifles are 
  extensions of a Space Marine’s body. 
  Bolt Rifle
  Crafted by Archmagos Dominus Belisarius Cawl, the 
  Mark II Bolt Riﬂe is the warforged evolution of the 
  Astartes’ most iconic armament. Firing high calibre 
  bolts with enhanced range and armour penetration, 
  these oversized Boltguns are already birthing legends 
  that compete with their long-venerated ancestors.
  Storm Bolter
  A double-barrelled Bolter, with all the ammo reserves 
  and prodigious weight that entails. Storm Bolters bring 
  to bear a torrent of bellowing bolts capable of rending 
  annihilation. 
  Assault Bolter
  Mag-shielded 
  and 
  auto-loading 
  for 
  maximum 
  destructive potential, the Assault Bolter is an 
  unrelenting instrument of ultraviolent death found at 
  the spearhead of Primaris Astartes formations.
  Big Choppa
  Massive lumps of metal swung with both hands, Big 
  Choppas are impossibly varied in appearance and 
  material construction, but the end result of their use in 
  the hands of an angry Ork are always dramatic.
  Power Klaw
  These bulky pincers use hydraulic motors to force a set 
  of brutish claws, each shrouded by a sizzling power 
  field, around the unfortunate target, crushing and 
  scything through them with unrelenting force.
  RANGED WEAPONS 
  The first step to winning a knife 
  fight is buying a big gun.
  —Yulik Kar, Underhive Scum
  Bolt Weapons
  Thundering with the righteous fury of the God-Emperor 
  himself, bolt weapons promise a swift and bloody end 
  to the enemies of the Imperium. Firing armour piercing 
  micro-missiles the size of ration cans, these fearsome 
  firearms are synonymous with the Adeptus Astartes, 
  who have wielded them for millennia.
  Joseph Nirchi (Order #15621405)
  
  217
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Bolt 
  Pistol
  10
  1
  –
  6
  12
  18
  1
  Brutal, 
  Pistol
  4
  Uncommon
  BOLT, 
  IMPERIUM
  Heavy 
  Bolt Pistol
  10
  1
  –1
  6
  12
  18
  1
  Brutal, 
  Pistol
  7
  Very Rare 
  BOLT, IMPERIUM, 
  ADEPTUS 
  ASTARTES, 
  PRIMARIS
  Boltgun
  10
  1
  –
  12
  24
  36
  2
  Brutal, 
  Rapid 
  Fire (2)
  6
  Uncommon
  BOLT, IMPERIUM
  Bolt Rifle
  10
  1
  –1
  15
  30
  45
  2
  Brutal, 
  Rapid 
  Fire (2)
  7
  Very Rare
  BOLT, IMPERIUM, 
  ADEPTUS 
  ASTARTES, 
  PRIMARIS
  Storm 
  Bolter
  10
  1
  –
  12
  24
  36
  4
  Brutal, 
  Heavy (3), 
  Rapid 
  Fire (3)
  6
  Rare
  BOLT, IMPERIUM
  Assault 
  Bolter
  12
  2
  –1
  9
  18
  27
  3
  Assault, 
  Brutal, 
  Rapid 
  Fire (2)
  8
  Very Rare
  BOLT, IMPERIUM, 
  ADEPTUS 
  ASTARTES, 
  PRIMARIS
  Heavy 
  Bolter
  12
  2
  –1
  18
  36
  54
  3
  Brutal, 
  Heavy (4), 
  Rapid 
  Fire (4)
  6
  Uncommon
  BOLT, IMPERIUM
  NAME
  DAMAGE
  ED
  AP
  RANGE
  SALVO
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  SHT
  MED
  LNG
  BOLT WEAPONS
  Laspistol
  7
  1
  –
  6
  12
  18
  1
  Pistol, 
  Reliable
  3
  Common
  LAS, IMPERIUM
  Hot-Shot 
  Laspistol
  7
  1
  –2
  3
  6
  9
  1
  Pistol, 
  Reliable
  6
  Rare 
  LAS, IMPERIUM, 
  ASTRA MILITARUM
  Master- 
  Crafted 
  Laspistol
  10
  1
  –
  6
  12
  18
  1
  Pistol, 
  Reliable
  6
  Very Rare
  LAS, IMPERIUM
  Lasgun
  7
  1
  –
  12
  24
  36
  2
  Rapid 
  Fire (1), 
  Reliable
  3
  Common
  LAS, IMPERIUM
  Hot-Shot 
  Lasgun
  7
  1
  –2
  9
  18
  27
  2
  Rapid 
  Fire (1), 
  Reliable
  6
  Rare
  LAS, IMPERIUM, 
  ASTRA MILITARUM
  Hot-Shot 
  Volley Gun
  10
  1
  –2
  12
  24
  36
  4
  Heavy (4), 
  Reliable
  6
  Rare
  LAS, IMPERIUM, 
  ASTRA MILITARUM
  Long Las
  10
  1
  –
  18
  36
  54
  0
  Sniper (1), 
  Reliable
  6
  Uncommon
  LAS, IMPERIUM, 
  ASTRA MILITARUM
  Lascannon
  18
  3
  –3
  24
  48
  72
  1
  Heavy (8), 
  Reliable
  9
  Uncommon
  LAS, IMPERIUM
  NAME
  DAMAGE
  ED
  AP
  RANGE
  SALVO
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  SHT
  MED
  LNG
  LAS WEAPONS
  Joseph Nirchi (Order #15621405)
  
  218
  Autopistol
  7
  1
  -
  6
  12
  18
  2
  Pistol
  3
  Common
  PROJECTILE, 
  IMPERIUM, SCUM
  Hand 
  Cannon
  9
  1
  -
  6
  12
  18
  1
  Pistol
  4
  Common
  PROJECTILE, 
  IMPERIUM, SCUM
  Autogun
  7
  1
  -
  12
  24
  36
  3
  Rapid 
  Fire (1)
  3
  Common
  PROJECTILE, 
  IMPERIUM, SCUM
  Stubber
  7
  1
  -
  6
  12
  18
  1
  Pistol
  2
  Common
  PROJECTILE, 
  IMPERIUM, SCUM
  Needle 
  Pistol 
  8
  2
  -
  6
  12
  18
  1
  Agonising, 
  Inflict 
  (Poisoned 4) 
  Pistol, Silent
  6
  Very Rare
  NEEDLE, 
  IMPERIUM
  Stubcannon
  9
  1
  -
  9
  18
  27
  1
  Brutal
  3
  Common
  PROJECTILE, 
  IMPERIUM, SCUM
  Shotgun
  8
  1
  -
  6
  12
  18
  1
  Assault, 
  Spread
  3
  Common
  PROJECTILE, 
  IMPERIUM, SCUM
  Combat 
  Shotgun
  9
  1
  -
  6
  12
  18
  2
  Assault, 
  Rapid 
  Fire (1), 
  Spread
  3
  Uncommon
  PROJECTILE, 
  IMPERIUM,
  Astartes 
  Shotgun
  10
  1
  -
  6
  12
  18
  2
  Assault, 
  Spread,
  Reliable
  6
  Rare
  PROJECTILE, 
  IMPERIUM, 
  ADEPTUS 
  ASTARTES
  Needle 
  Rifle
  8
  2
  -
  14
  28
  42
  2
  Agonising, 
  Silent, Inflict 
  (Poisoned 4)
  6
  Very Rare
  NEEDLE, 
  IMPERIUM
  NAME
  DAMAGE
  ED
  AP
  RANGE
  SALVO
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  SHT
  MED
  LNG
  PROJECTILE WEAPONS
  Plasma 
  Pistol
  15
  1
  –3
  6
  12
  18
  1
  Pistol, 
  Supercharge
  6
  Rare
  PLASMA, 
  IMPERIUM
  Plasma 
  Gun
  15
  1
  –3
  12
  24
  36
  2
  Rapid  
  Fire (1), 
  Supercharge
  6
  Rare 
  PLASMA, 
  IMPERIUM
  Plasma 
  Cannon
  15
  2
  –3
  18
  36
  54
  3
  Heavy (8), 
  Supercharge
  7
  Very Rare
  PLASMA, 
  IMPERIUM
  NAME
  DAMAGE
  ED
  AP
  RANGE
  SALVO
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  SHT
  MED
  LNG
  PLASMA WEAPONS
  Inferno 
  Pistol
  16
  1
  –4
  3
  6
  9
  1
  Melta,  
  Pistol
  6
  Very Rare
  MELTA, IMPERIUM, 
  ADEPTUS 
  ASTARTES, ADEPTA 
  SORORITAS
  Meltagun
  16
  2
  –4
  6
  12
  18
  1
  Asault,  
  Melta
  6
  Uncommon
  MELTA, 
  IMPERIUM
  Multi-Melta
  16
  3
  –4
  12
  24
  36
  1
  Heavy (8), 
  Melta
  7
  Rare
  MELTA, 
  IMPERIUM
  NAME
  DAMAGE
  ED
  AP
  RANGE
  SALVO
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  SHT
  MED
  LNG
  MELTA WEAPONS
  Joseph Nirchi (Order #15621405)
  
  219
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Hand 
  Flamer
  7
  1
  –
  3
  6
  9
  1
  Flamer,  
  Pistol
  5
  Uncommon
  FIRE, IMPERIUM
  Flamer
  10
  1
  –
  4
  8
  12
  1
  Assault, 
  Flamer
  5
  Uncommon
  FIRE, IMPERIUM
  Heavy 
  Flamer
  12
  2
  –1
  4
  8
  12
  2
  Flamer,
  Heavy (6)
  5
  Uncommon
  FIRE, IMPERIUM
  NAME
  DAMAGE
  ED
  AP
  RANGE
  SALVO
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  SHT
  MED
  LNG
  FLAME WEAPONS
  Arc Pistol
  14
  1
  –1
  6
  12
  18
  1
  Arc (2), 
  Pistol
  5
  Rare
  ARC, ADEPTUS 
  MECHANICUS
  Radium 
  Pistol
  7
  1
  –
  6
  12
  18
  1
  Pistol
  Rad (2)
  6
  Rare 
  PROJECTILE, 
  ADEPTUS  
  MECHANICUS
  Galvanic 
  Rifle
  10
  1
  –
  15
  30
  45
  2
  Rapid 
  Fire (1),
  Rending (1)
  5
  Rare
  PROJECTILE, 
  ADEPTUS  
  MECHANICUS
  Arc 
  Rifle
  14
  1
  –1
  12
  24
  36
  2
  Arc (2), 
  Rapid 
  Fire (1)
  6
  Rare
  ARC, ADEPTUS 
  MECHANICUS
  Radium 
  Carbine
  7
  1
  –
  9
  18
  27
  3
  Assault, 
  Rad (2)
  6
  Very Rare
  PROJECTILE, 
  ADEPTUS  
  MECHANICUS
  Volkite 
  Blaster
  14
  2
  –
  12
  24
  48
  2
  Blast (2) 
  Heavy (4), 
  Inflict (On 
  Fire), Rapid 
  Fire (2)
  11
  Unique
  ADEPTUS  
  MECHANICUS, FIRE
  NAME
  DAMAGE
  ED
  AP
  RANGE
  SALVO
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  SHT
  MED
  LNG
  ADEPTUS MECHANICUS RANGED WEAPONS
  NAME
  DAMAGE
  ED
  AP
  RANGE
  SALVO
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  SHT
  MED
  LNG
  PROJECTILE WEAPONS
  Heavy 
  Stubber
  10
  2
  -
  18
  36
  54
  3
  Heavy (4)
  5
  Uncommon
  PROJECTILE, 
  IMPERIUM, SCUM
  Astartes 
  Sniper 
  Rifle
  10
  1
  –
  18
  36
  54
  0
  Sniper 
  (2), Silent
  6
  Uncommon
  PROJECTILE, 
  IMPERIUM, 
  ADEPTUS 
  ASTARTES
  Assault 
  Cannon
  14
  2
  –1
  12
  24
  36
  6
  Heavy (8)
  6
  Uncommon
  PROJECTILE, 
  IMPERIUM, 
  ADEPTUS 
  ASTARTES
  Autocannon
  16
  1
  –1
  24
  48
  72
  3
  Heavy (8)
  5
  Common
  PROJECTILE, 
  IMPERIUM
  Joseph Nirchi (Order #15621405)
  
  220
  Frag 
  Grenade
  10
  4
  -
  (S) x4m or 
  as Launcher
  -
  Blast (6)
  2
  Common
  EXPLOSIVE, 
  IMPERIUM
  Plasma 
  Grenade
  10
  5
  –1
  (S) x4m or 
  as Launcher
  -
  Blast (6)
  5
  Very Rare 
  EXPLOSIVE, 
  AELDARI
  Krak 
  Grenade
  14
  5
  –2
  (S) x4m or 
  as Launcher
  -
  Blast (4)
  4
  Uncommon
  EXPLOSIVE, 
  IMPERIUM
  Militarum 
  Tempestus 
  Grenade 
  Launcher
  Uses the profile of 
  the Grenade fired
  14
  28
  42
  -
  Assault
  6
  Uncommon
  EXPLOSIVE, 
  IMPERIUM, 
  ASTRA MILITARUM
  Frag 
  Missile
  12
  5
  -
  -
  -
  -
  -
  Blast (10)
  4
  Common
  EXPLOSIVE, 
  IMPERIUM
  Krak 
  Missile
  16
  6
  –2
  -
  -
  -
  -
  Blast (4)
  6
  Common
  EXPLOSIVE, 
  IMPERIUM
  Missile 
  Launcher
  Uses the profile of 
  the Missile fired
  24
  48
  72
  -
  Heavy (6)
  4
  Common
  EXPLOSIVE, 
  IMPERIUM
  Cyclone 
  Missile 
  Launcher
  Uses the profile of 
  the Missile fired
  18
  36
  54
  -
  Heavy (8)
  11
  Very Rare
  EXPLOSIVE, 
  IMPERIUM, 
  ADEPTUS 
  ASTARTES
  NAME
  DAMAGE
  ED
  AP
  RANGE
  SALVO
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  SHT
  MED
  LNG
  GRENADE & MISSILE WEAPONS
  Lasblaster
  7
  1
  –
  12
  24
  36
  4
  Assault
  5
  Very Rare
  LAS, AELDARI
  Shuriken 
  Catapult
  10
  1
  –
  6
  12
  18
  3
  Assault, 
  Rending 
  (3)
  6
  Rare 
  SHURIKEN, 
  AELDARI, 
  ASURYANI
  Shuriken 
  Pistol
  10
  1
  –
  6
  12
  18
  2
  Pistol, 
  Rending 
  (3)
  6
  Rare
  SHURIKEN, 
  AELDARI, 
  ASURYANI
  Ranger 
  Long Rifle
  10
  1
  –
  18
  36
  54
  0
  Sniper (4)
  7
  Very Rare
  LAS, AELDARI
  Fusion Gun
  16
  2
  –4
  6
  12
  18
  1
  Assault, 
  Melta
  6
  Very Rare
  MELTA, AELDARI
  NAME
  DAMAGE
  ED
  AP
  RANGE
  SALVO
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  SHT
  MED
  LNG
  AELDARI RANGED WEAPONS
  Slugga
  10
  1
  -
  6
  12
  18
  1
  Pistol, 
  Waaagh!
  3
  Common
  PROJECTILE, ORK
  Shoota
  10
  1
  -
  9
  18
  27
  2
  Assault, 
  Waaagh!
  4
  Uncommon
  PROJECTILE, ORK
  Burna
  10
  1
  -
  4
  8
  12
  1
  Assault, 
  Flamer
  5
  Uncommon
  FIRE, ORK
  Big Shoota
  12
  2
  -
  18
  36
  54
  3
  Assault, 
  Waaagh!
  5
  Uncommon
  PROJECTILE, ORK
  Snazzgun
  12
  2
  -2
  12
  24
  36
  3
  Heavy (4), 
  Kustom
  8
  Unique
  ORK
  NAME
  DAMAGE
  ED
  AP
  RANGE
  SALVO
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  SHT
  MED
  LNG
  ORK RANGED WEAPONS
  Joseph Nirchi (Order #15621405)
  
  221
  Las Weapons
  Firing focused beams of searing light across even 
  the darkest battlefield, the ubiquitous Las weaponry 
  of the Imperium embodies the self-righteous spirit of 
  Humanity. Like their wielders, what Las weapons lack 
  in individual might, they more than make up for in 
  durability, variety, and overwhelming numbers.
  Laspistol
  Small, easy to handle and reliable, Laspistols are the 
  go-to sidearm for countless souls. The snapping retort 
  of the humble Laspistol can be heard echoing across 
  the battlefields and back alleys of the Imperium, often 
  serving as the final holdout for the great and small. 
  One final spark to fight back the darkness. 
  Hot-Shot Laspistol
  Also called ‘Hellpistols’, these upgraded Las weapons 
  trade superior firepower for range and bulk. Crucially, 
  the battery pack for a Hellpistol can be worn in a sling 
  or belt rig. Their compact size leaving one hand free 
  makes Hellpistols popular among officers and warriors 
  who prefer to see the fear in their enemies eyes up 
  close and personal.
  Master-Crafted Laspistol
  Boasting baroque carvings, rare materials, and poetic 
  names, these upgraded Laspistols are as much about 
  beauty as stopping power, and they have both in 
  spades. Specially commissioned by status conscious 
  nobles and success-blessed gunslingers alike, these 
  weapons are designed to silence matters of personal 
  dispute, in a quick, civilised, and decisive manner.
  Lasgun
  Lasguns are the most widely manufactured and 
  modified of Humanity’s weapons. While the standard 
  issue Mars Pattern Lasgun can be found all across the 
  Imperium, near countless other patterns exist. Despite 
  their unique eccentricities, all of these doughty rifles 
  share a common ancestry.
  Heavy Bolter
  The outsized brother of the cousin, these heavy 
  weapons are as terrifying as one would expect. With 
  sustained fire these huge guns can reduce heavily 
  armoured infantry and light vehicles to naught but 
  unrecognizable chunks of smouldering ruin.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  BOLTS OF LIGHT
  As appropriate for weapons designed by the 
  God-Emperor and wielded by his Angels 
  of Death, bolt weapons are often viewed 
  with reverence and awe by Imperial citizens. 
  Many Bolters have long and storied histories, 
  meticulously recorded by obsessive zealots. 
  Discarded bolt casings were once sold as 
  sacred relics to the pilgrims of Enoch, and are 
  still a valuable currency. As such, any warrior 
  wielding a bolt weapon should be prepared for 
  the envious glances and pointed questions of 
  their peers.
  CHARGE PACKS
  One of the unique strengths of Las weaponry 
  is their versatile charging. Las Charge Packs 
  can be refilled by connecting to most Imperial 
  Standard power sockets; a blessing during the 
  Gilead System’s ammo drought. In addition, 
  the pack’s thermal cells can be exposed to light, 
  heat, and even naked flame to charge, though 
  doing so shortens the pack’s lifespan and risks 
  upsetting a weapon’s machine spirit.
  NAME
  DAMAGE
  ED
  AP
  RANGE
  SALVO
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  SHT
  MED
  LNG
  ORK RANGED WEAPONS
  Rokkit 
  Launcha
  16
  1d3
  –2
  12
  24
  36
  -
  Assault, 
  Blast (4)
  7
  Rare
  EXPLOSIVE, ORK
  Stikkbomb
  9
  5
  -
  (S) x 4m or 
  as Launcher
  -
  Blast (6)
  2
  Uncommon
  EXPLOSIVE, ORK
  Joseph Nirchi (Order #15621405)
  
  222
  Autopistol
  The distinctive rattling bark of an Autopistol fired in 
  anger is an all-too-common sound in the back alleys 
  of Imperial society. Firing smaller calibre rounds than 
  an Autogun, one squeeze of the trigger can spray an 
  entire magazine at an unsuspecting foe.
  Hand Cannon
  Various patterns for heavy, high-calibre pistols exist 
  throughout the Imperium. Many scum refer to such 
  weapons as ‘hand cannons’, due to the deafening 
  report and devastating brute force damage they cause.
  Hot-Shot Lasgun
  By removing several safety mechanisms and forcing 
  a more intense stream of light through a reinforced 
  barrel, the Hot-Shot Lasgun or ‘Hellgun’ is born. Hot-
  Shot Lasguns spout searing beams of blinding light 
  that punch through reinforced plasteel and flesh. Yet 
  this increased power reduces the weapon’s effective 
  range and necessitates bulky power packs. Hot-
  Shot Lasguns are often carried by heavily armoured 
  shock troops, specifically tasked with storming 
  fortified positions.
  Hot-Shot Volley Gun
  Two Hellguns twin-linked with an alternating fire 
  system, the Hot-Shot Volley Gun is a weighty, deadly 
  weapon designed to unleash a staggering stream of 
  unrelenting firepower. A Hot-Shot Volley Gun produces 
  a keening howl when unleashed, ionising the air as 
  they punch through their targets. Savvy wielders of 
  these devastating weapons often wear photovisors to 
  protect their eyesight from permanent retinal scarring.
  Long Las
  Manufactured for enhanced range, meticulously fine 
  tuned for accuracy, and powered by single-fire hot-
  shot magazines, a Long Las is the preferred sniper 
  of the trained Imperial hunter. In the right hands and 
  with the right target, a single Long Las can silence the 
  corrupting demagogue, break an entrenched frontline, 
  or halt a planet-wide uprising before it begins.
  Lascannon
  Unwieldy cannons powered by oversized charge packs 
  that thrum with destructive potential, Lascannons are 
  the Imperium’s mass produced answer to the armoured 
  terrors of the galaxy. Most often mounted to vehicles 
  or in static defensive positions, they can nonetheless 
  be mobilised by a trained fireteam of two Humans, or 
  one exceptional individual, such as a Space Marine.
  Projectile Weapons
  You can toss all that fancy tech in the 
  chemspill. All a real man needs to get the job  
  done is eight cylinders and enough slugs to fill ’em.
  —Cyrus Abbot, Bounty Hunter of Hive Tuturo
  Primitive in design and principle, slug-throwers 
  predate even the Dark Age of Technology. Using 
  chemical accelerants to fire metallic slugs of all shapes 
  and sizes, solid projectile weapons are effective 
  implements of destruction despite their simplicity. 
  Autogun
  Easy to make and simple to use, Autoguns are the 
  weapon of choice on countless Imperial worlds. Their 
  ruggedness and abundant ammunition make them 
  ideal for hive gangs and other lowlife scum who 
  delight in the noise and carnage of slinging hot lead.  
  Stubber
  These oversized cylinder-fed revolvers have existed 
  since as early as M2. They are easy to acquire and 
  praised by traditionalists as reliable sidearms incapable 
  of jamming. 
  Needle Pistol
  Using elegant but rare and complex mechanisms, 
  these easily concealed dart throwers combine baneful 
  toxicants with laser technology to silently and 
  discreetly dispatch foes. 
  Stubcannon
  Taking the oversized Stubber to its logical conclusion, 
  these outsized weapons fire large, readily available 
  slugs that make their recipients feel distinctly unlucky. 
  Shotgun
  Primitive even by the standards set by other 
  slugthrowers, Shotguns provide significant and 
  reliable stopping power at short range. 
  Joseph Nirchi (Order #15621405)
  
  223
  Combat Shotgun
  Popular among Enforcers and Navy personnel, these 
  automatic, magazine-fed shotguns are capable of 
  laying down a suppressing wall of rending shot to 
  subdue opponents. 
  Heavy Stubber
  This large, belt-fed slugthrower is equally capable of 
  laying down a formidable hail of suppressive fire and 
  cutting through ranks of infantry.
  Astartes Shotgun
  Clip-fed, multi-action shotguns issued to Astartes 
  Scouts, these weapons fire oversized shotgun shells 
  and are capable of ripping doors from hinges and 
  limbs from foes.
  Needle Rifle
  With extended barrels for greater range, these rare 
  rifles deliver the same deadly poisons as Needle Pistols. 
  Astartes Sniper Rifle
  Firing tiny darts of frozen neuro-toxin along a guiding 
  beam of invisible laser-light, Astartes Sniper Rifles are 
  nearly whisper quiet weapons that drop key targets 
  with stealth and efficiency.
  Assault Cannon
  An Assault Cannon is a devastating anti-infantry 
  weapon. With multiple rotating barrels, its astonishing 
  rate of fire can decimate foes, but undisciplined use 
  often leads to inopportune jamming. 
  Autocannon
  The Autocannon is a widely-used heavy weapon, often 
  pressed into service for anti-infantry or anti-aircraft 
  purposes. Its heavy shells, long range, and high rate 
  of fire makes it a versatile weapon in conﬂicts across 
  the galaxy. 
  Plasma Weapons
  Twice Vindictus here has taken offence to  
  my orders. First was just a warning, she ruined my  
  favourite Flak Coat. Second time she made her point,  
  and liberated my favourite arm. I don’t plan  
  on offending her a third time.
  —Elaine Mandrake, Enforcer
  Barely understood, notoriously unstable, and yet 
  widely used, plasma weapons are some of the most 
  potent and dangerous weapons any dare to carry. 
  Projecting pulses of superheated matter, they vaporise 
  targets on impact — provided they don’t misfire and 
  do the same to their wielder first.
  Plasma Pistol
  Small enough to be used at close quarters, but with 
  all the destructive capability of a fully fledged Plasma 
  Gun, these rare weapons are normally seen in the 
  hands of officers and close combat specialists who are 
  willing to risk loss of limb for decisive firepower.
  Plasma Gun
  These hefty rifles sport distinctive heat sinks along 
  their barrels that sizzle and glow distressingly with 
  every punishing shot.
  Plasma Cannon
  Heavy, dangerous, and stretching the destructive 
  limits of man portable weaponry. Each crackling blast 
  burns brighter than the sun, igniting all in its path and 
  cutting through flesh and steel like they were naught 
  but air.
  Melta Weapons
  Ancient weapons that utilise sub-atomic reactions to 
  generate tight beams of concentrated heat that rival 
  the fury of a star, Melta weapons are rare and highly 
  coveted weapons of absolute annihilation.
  Inferno Pistol
  The archeotech pattern of the Inferno Pistol is thought 
  lost to time, making these handheld Melta weapons 
  exceptionally prized. Most are heirlooms with storied 
  pasts, handed down through generations.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  224
  manifest in these holy tools of war. The technology of 
  Arc weapons has been almost entirely lost to time, and 
  only few relics remain.
  Arc Pistol
  A miniaturised Arc weapon favoured by Skitarii 
  Rangers, this handgun is capable of discharging 
  violent outbursts of concentrated energy at close range.
  Radium Pistol
  As beautiful and ruinous as other Radium weapons, 
  Radium Pistols are used almost exclusively by the 
  Skitarii forces, to whom the cancerous touch of 
  radiation is just another of the Omnissiah’s blessings.
  Galvanic Rifle
  Harkening to ancient flintlock weapons, Galvanic 
  Riﬂes fire electromagnetic, servitor-guided projectiles, 
  each endowed with a savage machine spirit obsessed 
  with inflicting maximum devastation to their target. 
  Arc Rifle
  Powered by energy capacitors built in the dawn of the 
  Imperium, these rifles fire crackling bolts of iridescent 
  lightning that scorch flesh, overload neural impulses, 
  and fry machinery with a single blast.
  Radium Carbine
  These baroque weapons fire a torrent of solid projectiles 
  so hyper-irradiated that they birth horrifying radiation 
  storms upon use, ripping apart the genetic structure of 
  target and wielder alike.
  Volkite Blaster
  Archaic relics of past eras, Volkite weapons direct 
  focused beams of inferno-strength heat over range to 
  melt enemies from the inside out. 
  Grenade & Missile 
  Weapons
  Look, I don’t care what blasted armour they have or 
  how dug in they are. Give me and the boys the right 
  explosives and we’ll have that pass clear by dawn.
  —Lieutenant Karah ‘Boomstick’ Korbec 
  Sometimes all the precision and skill in the universe 
  simply cannot halt the overwhelming hoards of 
  the heretic and xenos. At times like this, desperate 
  warriors turn to more explosive methods.
  Meltagun
  Also known as a ‘cooker’ or ‘Fusion Gun’, this bulky, 
  rifle-sized Melta weapon finds its use on the frontlines, 
  cracking open fortifications and heavy vehicles with 
  ease. The distinctive hiss of boiling air and the follow 
  uproar of immolating plasteel has been the final 
  obituary for countless tank crews.  
  Multi-Melta
  The Multi-Melta is the largest infantry mobile Melta 
  weapon in service. Its dual barrels birth a wider and 
  longer-ranged beam of devastation that reduces 
  targets to pools of smouldering slag. 
  Flame Weapons
  You ever notice Orks smell different 
  when they’re burnin’? Must be cause they’re 
  made of different stuff, ya know? I swear, sets 
  my stomach rumblin’ every damned time.
  —Lt Hal ‘Kisses’ Silo, Gilead Gravediggers,  
  Weapon Specialist
  Hand Flamer
  Common among acolytes of the Inquisition and 
  Redemptionist adherents, this is a pocket-sized 
  inferno just waiting to be unleashed, with its only limit 
  on potential carnage being its shallow fuel reservoirs. 
  Flamer
  A 
  brutally 
  simple 
  mechanism; 
  sticky, 
  liquid 
  Promethium is propelled down the barrel and across a 
  steady pilot light. The stream of ignited liquid adheres 
  to any surface it touches, melting flesh and plasteel.
  Heavy Flamer
  Often sporting multiple barrels and hefty tanks to fuel 
  them, Heavy Flamers cast streaming arcs of liquid 
  flame across the battlefield. They specialise in flooding 
  trenches and buildings in an all-consuming nightmare 
  of hellfire.
  Adeptus Mechanicus 
  Ranged Weapons
  The arcane technological mysteries known only to the 
  most pious of the Omnissiah’s devout worshippers are 
  Joseph Nirchi (Order #15621405)
  
  225
  Frag Grenade
  Compact, easily manufactured, and so simple even the 
  most disconnected feral worlder can use them; frag 
  grenades are the anti-personnel explosive of choice 
  across the Imperium.
  Plasma Grenade
  Terrifying potential in a small package, a Plasma 
  Grenade is little more than a miniaturised plasma 
  manifold rigged to violently overheat on command. 
  The resulting ball of untethered annihilation is enough 
  to make anyone think twice about even carrying these 
  unstable grenades.
  Krak Grenade
  Comparable to Frag Grenades, but stuffed with 
  excessive explosive agents and encased in a shaped 
  charge casing. Designed to crack open fortifications 
  and vehicles, they are most often affixed to their 
  targets and detonated via timer or remote, though it is 
  not unheard of for desperate soldiers to use them in a 
  more traditional manner. 
  Militarum Tempestus  
  Grenade Launcher
  This drum-fed grenade launcher can lob explosives 
  at a distance and rate that transforms a lowly soldier 
  into a terrifying deathbringer. Powerful recoil may 
  leave them bruised, their hearing may be permanently 
  damaged, and lugging its hazardous ammunition 
  causes other soldiers to give them a wide berth, but 
  none deny wielding these destructive weapons is 
  often intoxicating.
  Frag Missile
  At the core of this missile lies a bundle of concentrated 
  anti-personnel explosives that detonate on impact, 
  casting ragged flesh-shredding shrapnel across a 
  wide area.
  Krak Missile
  These missiles are crowned with powerful shaped 
  charges that punch through armoured targets with an 
  ear-rupturing implosive force.
  Missile Launcher
  Simple in design, Missile Launchers are often little more 
  than plasteel tubes with foolproof trigger mechanisms 
  rigged to send their self-propelled payloads streaking 
  towards their unfortunate targets.
  Cyclone Missile Launcher
  Equipped with fast-loading twin ammunition racks, 
  this missile launcher was designed for Tactical 
  Dreadnaught 
  armour-clad 
  Astartes, 
  known 
  as 
  Terminators, to lay down an unrelenting barrage of 
  explosive ruin upon enemies of the Imperium. 
  You load this weapon with 2 missile Ammo 
  of the same type, and fire them both as one attack. 
  Make the Ballistic Skill (A) Test as normal against a 
  point in range. When calculating damage, treat this as 
  a single attack with double the Damage value and ED 
  of a single missile. 
  Aeldari Ranged Weapons
  That is a weapon only by virtue of assaulting 
  my senses. It is a misshapen lump of metal, twisted 
  and bent against its will into a disrespectful 
  abomination. I would never wish death at the hands 
  of your Mon-keigh ‘weapons’ upon my greatest rival.
  —Isengil, Craftworld Bonesinger
  The Aeldari favour lightweight weapons of elegant 
  design, whose form and function make even the finest 
  Imperial weapon seem primitive and cumbersome.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  WEAPON PATTERNS
  Developed in aeons past or recovered from 
  the hallowed recordings of Standard Template 
  Constructs, weapon patterns are blueprints 
  for building machines of war. Almost every 
  Imperial weapon has several distinct patterns 
  manufactured by the Adeptus Mechanicus, 
  each changing core mechanisms to afford 
  some advantage. 
  For example, the Voss Pattern Grenade 
  Launcher has an identical profile to the 
  Militarum Tempestus Pattern but has Range 
  12/24/36 and Value 5.
  Joseph Nirchi (Order #15621405)
  
  226
  Lasblaster
  These laser-powered assault weapons use psychically 
  attuned crystal prisms to focus brilliant beams of 
  punishing light along their reflective barrels. When 
  discharged, they lance clean through their targets 
  in blood speckled display of chromatic beauty 
  and annihilation.
  Ork Ranged Weapons
  ’Dat is… da best… most nastiest... most flashy 
  Shoota I’ve ever seen! It’s shootin’ SO MUCH 
  DAKKA! I bet it’s cuz da trigger is a Toof!
  —Graznak, Ork Nob
  I have concluded that Xenotech artefact Xl-Gamma-
  III is little more than a length of industrial piping, a 
  plasteel drum containing loose ammunition, and a 
  large Ork incisor in place of a trigger. As such, all 
  reports of its effective use by the Greenskin menace 
  have been labelled as combat induced hysteria.
  —Andrass Tellion, Adeptus 
  Mechanicus Explorator
  Slugga
  These large pistols are loud and crude. They fire 
  ammunition so overstuffed with gunpowder they are 
  nearly useless at all but point-blank range.
  Shoota
  The most common class of Ork firearm, these 
  cumbersome scrap-built rifles are part club, part 
  machinegun. They vomit walls of inaccurate, high-
  calibre rounds with a deafening retort often referred to 
  as ‘Dakka’ by their Greenskin owners.
  Shuriken Catapult
  These elegant rifles shear and fire hundreds of 
  molecule-thick disks from their solid ammunition core 
  in the blink of an eye, overwhelming foes in a storm of 
  impossibly sharp projectiles that scythe through flesh 
  and bone with ease. 
  Shuriken Pistol
  With their ease of use and almost non-existent recoil, 
  Shuriken Pistols are often seen in the hands of Aeldari 
  for whom a precision burst of close range shurikens 
  could guarantee victory.
  Ranger Long Rifle
  Laboriously grown and hand-sculpted by Aeldar 
  Bonesingers, every Long Rifle is a work of exquisite art, 
  perfectly designed for a sole Aeldari Ranger. Gyrostatic 
  stabilisers eliminate any recoil, and enigmatic crystal 
  technology casts coherent beams of deadly light across 
  the battlefield with pinpoint accuracy.
  Fusion Gun
  Similar in function to Melta weapons, Fusion Guns 
  hyper-agitate their target’s molecules to terrifying 
  effect. The resulting heat and energy causes instant 
  immolation and the vaporisation of everything around 
  the target.
  CUTTIN’ FLAME
  Burnas can be used in close combat as a melee 
  weapon instead of as a ranged weapon, using 
  the following profile:
  DAMAGE
  ED
  AP
  TRAITS
  (S) +3
  1
  –2
  Inflict 
  (On Fire)
  Joseph Nirchi (Order #15621405)
  
  227
  Burna
  Leaking flame weapons that spew any mix of 
  flammable liquids their owner can find, Burnas are 
  dangerous and unpredictable weapons that can even 
  be used as impromptu welding torches should the 
  need arise. 
  Big Shoota
  These massive, fully-automatic weapons are essentially 
  scaled up Shootas, belching a cacophonous stream of 
  oversized ammunition that bring a toothed smile to 
  nearby Orks.
  Snazzgun
  Tweaked for ramped-up rates of fire, loading ridiculous 
  calibre rounds, or even discharging unpredictable 
  blasts of wild energy, each Snazzgun is a unique 
  beast created for the image-obsessed Flash Gitz and 
  decorated with prized shiny bitz and trophies.
  Rokkit Launcha
  Rokkit Launchas fire crude explosives with wildly 
  inconsistent payloads. 
  Stikkbomb
  A crude explosive with a convenient handle, Orks 
  overtaken by a ‘WAAAGH!’ have been known to use 
  these hefty grenades as clubs, to varying degrees 
  of success.
  WEAPON UPGRADES
  Do us a favour, kid. Pocket the piece before you hurt 
  yourself. A half-blind Ogryn can see you’re as green 
  as that off-the-rack flashlight you’re waving around.
  —Seline Murdok, Underhive Bartender
  Many warriors grow close to particular pieces of 
  Wargear. New weapons are hard to come by in the 
  Gilead System, those that people own have likely 
  saved their life on more than one occasion. Some 
  upgrade their weapons to preserve the power of their 
  armaments in a galaxy that grows more dangerous 
  every day. 
  Upgrades are ways to improve and customise 
  your weapons. Whenever you acquire an upgrade the 
  GM determines how long it would take to attach or 
  apply to your weapon (usually instantly). A weapon 
  may have a maximum of three upgrades, and only 
  one of each type — you can’t attach two grips or two 
  scopes to the same weapon. 
  Ammo Drum 
  A large drum of ammunition replacing the typical  
  magazine.
  Effect: You can carry one additional Ammo. 
  Value: 3
  Rarity: Common
  Keywords: IMPERIUM, SCUM
  Autoloader
  A miracle of the Machine God, pressing an Autoloader’s 
  activation rune triggers a mechanism that automatically 
  reloads your weapon. 
  Effect: You can Reload your weapon as a Free Action.
  Value: 5
  Rarity: Rare
  Keywords: IMPERIUM
  Bayonet Lug
  A simple device that allows you to mount a blade on 
  a firearm. 
  Effect: You can use this weapon as a Knife (p.210). 
  Value: 1
  Rarity: Common
  Keywords: [ANY]
  Chain Bayonet
  A whirring, rending bayonet mechanically attached to 
  a firearm. 
  Effect: You can use this weapon as a Chain Bayonet  
  (p.211). 
  Value: 4
  Rarity: Rare
  Keywords: IMPERIUM, CHAOS
  Combi Weapon
  Whether hastily welded together or meticulously linked 
  during the forging process, two ranged weapons are 
  combined into one versatile death bringer. 
  Effect: A combi-weapon may be fired as either or both 
  of its component weapons each round. Firing both 
  component weapons is treated as a Multi-Attack. 
  You must own the two ranged weapons you want to 
  combine when you purchase this upgrade. Pistols can 
  only be combined with other Pistols, and weapons 
  with the Heavy Trait cannot take this upgrade.  
  Value: 6
  Rarity: Rare
  Keywords: IMPERIUM, CHAOS, ORK, SCUM
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  228
  Distinction
  Some weapons garner infamy as deadly tools 
  of destruction, while others simply look the part. 
  Through custom paint jobs, grizzly additions, or a 
  storied history, a weapon with distinction can speak a 
  thousand words without uttering a sound.
  Effect: +1 bonus die to Intimidation (Wil) Tests when 
  you brandish this weapon. Distinction does not count 
  toward a weapon’s maximum number of upgrades. 
  Value: 5
  Rarity: Uncommon
  Keywords: [ANY]
  Duelling Grip
  Finely crafted for a specific user, duelling grips are 
  highly sought after alterations that grant finer control 
  and accuracy, aiming to eliminate the gap between 
  warrior and weapon.
  Effect: +1 bonus die on Attack Tests using this weapon. 
  This upgrade can only be applied to Pistols or one-
  handed melee weapons. 
  Value: 3
  Rarity: Uncommon
  Keywords: [ANY]
  Gene-Grip Bio-Verator
  Popular among law enforcement and paranoid 
  gunslingers, these custom grips check the bio-
  signature of the wielder every time they are held, 
  ensuring that only authorised personnel can activate 
  the weapon.
  Effect: Any mechanisms your weapon has (triggers, 
  chain engines, etc.) will not activate for anyone but you.
  Value: 5
  Rarity: Rare
  Keywords: IMPERIUM
  Mastercrafted
  Some weapons are simply made better; forged from 
  high quality materials or by unparalleled artisans. 
  Effect: The weapon gains the Reliable Trait. 
  You gain +2 bonus dice to any Attack Test made with 
  this weapon. 
  Value: 7
  Rarity: Very Rare
  Keywords: [ANY]
  Megathoule Accelerator  
  (Lucius Pattern)
  Based on a design used by the Death Korps of Krieg, 
  this upgrade drastically increases a Las weapon’s rate 
  of fire. Extensive additional heat-sink rings along the 
  length of the barrel aim to prevent overheating.
  Effect: The weapon gains +2 Damage. 
  The weapon loses the Reliable Trait. This upgrade can 
  only be applied to a Las weapon. 
  Value: 6
  Rarity: Very Rare
  Keywords: IMPERIUM, ASTRA MILITARUM
  Magnocular Scope
  This advanced arrangement of lenses and prisms 
  functions as both a rangefinder and visual aid, and can 
  be easily attatched and detatched from most firearms. 
  Effect: Awareness (Int) Tests made with a Magnocular 
  Scope suffer no penalties due to distance. When a 
  Magnocular Scope is attached to a weapon, all Range 
  penalties are reduced by –2. 
  Value: 2
  Rarity: Uncommon
  Keywords: [ANY]
  Percussive Muzzle Brake
  These recoil absorbing muzzle brakes help the wielder 
  keep targets in their sights while firing on full-auto.
  Effect: The weapon gains +1 Salvo. 
  This upgrade can only be applied to a weapon that 
  does not have the Heavy Trait. 
  Value: 3 
  Rarity: Uncommon
  Keywords: [ANY]
  Preysense Sight
  Preysense sights utilise precision thermal optics, 
  allowing the wearer to see targets in low light or even 
  total darkness.
  Effect: This weapon upgrade allows the wielder to 
  detect targets via ambient heat, even in total darkness.
  Value: 6
  Rarity: Rare
  Keywords: IMPERIUM, SCUM, [ANY]
  Red-Dot Sight
  An integrated low-power laser emitter that highlights 
  the weapon’s target with a tell-tale crimson dot. Often 
  this light is the last thing a target notices before 
  their death.
  Effect: +1 bonus die to ranged attacks made with this 
  weapon. 
  Value: 5
  Rarity: Uncommon
  Keywords: IMPERIUM, SCUM
  Joseph Nirchi (Order #15621405)
  
  229
  Silencer
  This barrel extension is specifically designed to conceal 
  muzzle flash and muffle the sound of gunfire.
  Effect: The weapon gains the Silent Trait.
  This upgrade can only be applied to a weapon with the 
  BOLT or PROJECTILE Keywords.
  Value: 3
  Rarity: Uncommon
  Keywords: IMPERIUM, SCUM, [ANY]
  AMMO
  Whether it is a fistful of loose cartridges or a fully 
  juiced charge pack, a single point of Ammo represents 
  an abstract amount of ammunition.
  In Wrath & Glory you don’t need to keep 
  track of every round you fire; Ammo is only depleted 
  when you Reload (p.185) or suffer a specific Combat 
  Complication (p.191). 
  Weapons with a Salvo Rating of ‘–’, such as 
  Grenades and Missile Launchers, use a Grenade or a 
  Missile every time they are fired or thrown. 
  At character creation all of your weapons are 
  fully loaded and you have 3 additional Ammo of any 
  type. If you run out of Ammo for your weapon, you 
  can’t Reload it. You can carry a maximum of 3 Ammo, 
  or a number of Ammo equal to half your Strength, 
  whichever is higher. You can carry as many Grenades 
  and Missiles as your GM agrees is appropriate.  
  Acquiring Ammo 
  Ammo can be acquired using Influence Tests in the 
  same way as other Wargear. If you succeed on an 
  Influence Test to acquire Ammo, you receive 3 Ammo 
  of that type. Whenever you return to a location where 
  you’ve made a successful Influence Test to acquire 
  Ammo, you can acquire the same Ammo again without 
  making an Influence Test — provided your source 
  hasn’t run out. 
  Grenades and Missiles are acquired in the same 
  way as Ammo. You receive a number of Grenades or 
  Missiles equal to 5, minus the Grenade or Missile’s 
  Rarity modifier. 
  Example: Plasma Grenades are Very Rare, which has 
  a Rarity modifier of 3. If you sucsessfully requisition 
  Plasma Grenades, you receive 2 Plasma Grenades. 
  Specific Ammo
  All kinds of Ammo are considered to weigh the same 
  amount, so you could carry 2 Las Ammo, a Flame 
  Ammo, and a Melta Ammo if you had Strength 8. 
  Each Ammo only works with a weapon of the 
  same type; you can’t use Projectile Ammo or Shuriken 
  Ammo to Reload a Bolt weapon. You may share ammo 
  with your group; your Bolt Ammo will work just as 
  well with their Boltgun as your Heavy Bolt Pistol. 
  Special Ammo
  The Value listed for each type of special ammo is for 
  a single point of Ammo. As long as you have special 
  Ammo loaded in your weapon you gain all of the 
  benefits listed for that special Ammo. 
  Ammo Containers
  Everyone who fires a gun understands the value of 
  carrying more ammo. Bulging cloth sacks of spare 
  magazines can be found on the same battlefield 
  as baroque portable generators with auto-loading 
  servo-armatures.
  An ammo container comes stocked with 3 
  available Ammo. 
  Ammo Backpack
  Effect: You can carry 10 additional Ammo.
  Value: 5
  Rarity: Uncommon
  Keywords: [ANY]
  Bandolier
  Effect: You can carry 2 additional Ammo.
  Value: 2
  Rarity: Common
  Keywords: [ANY]
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Ammo
  Value
  Rarity
  Projectile
  1
  Common
  Las
  2
  Common
  Flame
  2
  Common
  Bolt
  2
  Uncommon
  Plasma
  2
  Rare
  Melta
  2
  Rare
  Shuriken
  2
  Very Rare
  AMMO
  Joseph Nirchi (Order #15621405)
  
  230
  Dragonfire Bolt Rounds
  Special issue Bolt rounds sporting hollow cores that 
  explode in gouts of superheated gas. The results ignite 
  flesh and make a mockery of cover and fortifications 
  with engulfing flames.
  Effect: The weapon gains the Spread Trait. 
  The weapon ignores Defence bonuses from cover. 
  Value: 6
  Rarity: Very Rare
  Keywords: IMPERIUM, ADEPTUS ASTARTES
  Hellfire Bolt Rounds
  Developed to combat Tyranids, a vial of mutagenic 
  acid replaces the core and tip of these rounds. As the 
  round strikes, thousands of tiny needles splinter and 
  rip through the vial, injecting the accumulated acid 
  directly into exposed flesh. 
  Effect: +3 ED against organic targets. 
  +2 ED against inorganic targets. 
  Value: 6
  Rarity: Very Rare
  Keywords: IMPERIUM, ADEPTUS ASTARTES
  Special Bolt Ammo
  These ammunition types can only be used with 
  weapons that have the BOLT Keyword.
  WHO’S GOT A LAS-PACK?
  AMMO IN THE GILEAD SYSTEM
  Source
  Ammunition
  Test Modifier
  Avachrus
  The vast forges and Munitorums work tirelessly beneath the 
  surface of this resource-rich Forge World, though its Adeptus 
  Mechanicus masters are loathe to trade with outsiders. 
  All types of Ammo are available except Shuriken.
  +2 DN if you don’t 
  have the ADEPTUS 
  MECHANICUS Keyword.
  Gilead Primus
  Each of the towering Hive Cities is run by an intricate web of 
  conniving, money-grubbing nobles and merchant houses. Many 
  see the imminent threat of the Great Rift as a chance to make 
  their fortune, producing surplus ammunition unknown to Taleria 
  Fylamon and selling it to the highest bidder. 
  All types of Ammo are available except Plasma, Melta, and Shuriken.
  Always demands at 
  least 1 Wealth. 
  The Varonius  
  Flotilla
  Projectile, Las, Bolt, Plasma, and Shuriken Ammo are available. 
  Offers free Ammo 
  whenever you complete 
  or accept a mission.
  Cut off from the monolithic bureaucracy of the 
  Imperium, the military forces of the Gilead System 
  suffer an ammunition drought, relying on the 
  resources of Avachrus and the Departmento 
  Munitorum spread thinly across the Heartworlds. 
  Below are some examples of places you might 
  acquire ammunition, as well as potential modifiers 
  to the Tests, representing the specific requests of 
  who 
  you 
  might 
  be 
  trading 
  with. 
  ADEPTUS 
  MECHANICUS AMMO
  The Adepts of Avachrus can provide irradiated 
  rounds for Radium weapons at the cost of 
  standard Projectile Ammo if you can’t find a 
  method of irradiating your own. 
  Arc weapons are powered by Perma-
  Capacitors, relics of the reverent repositorium 
  of Mars. These artefacts imprison electricity to 
  power the lethal Arc-thunder that spews from 
  the weapons of the Adeptus Mechanicus. 
  A Perma-Capacitor recharges 3 Ammo 
  every 24 hours unless broken. New Perma-
  Capacitors are almost impossible to acquire in 
  the Gilead System
  Joseph Nirchi (Order #15621405)
  
  231
  Kraken Bolt Rounds
  These powerful armour-piercing Bolt shells possess 
  a solid adamantium core delivered by a powerful 
  propellant. Upon impact, the outer casing peels away, 
  allowing the high-velocity adamantium penetrator 
  to accelerate further into the target before its 
  payload detonates.
  Effect: AP -2
  Value: 6
  Rarity: Very Rare
  Keywords: IMPERIUM, ADEPTUS ASTARTES
  Special Projectile Ammo
  These ammunition types can only be used with 
  weapons that have the PROJECTILE Keyword and do 
  not have the Heavy Trait. 
  Bleeder Rounds
  Shattering into shrapnel on impact and coated with 
  potent anti-coagulants, these bullets are disgustingly 
  effective, if unimaginatively named.
  Effect: You can Shift an Exalted Icon when you make 
  an Attack Test with this weapon to inflict the Bleeding 
  Condition. 
  Value: 5
  Rarity: Uncommon
  Keywords: IMPERIUM, SCUM
  Dumdum Bullets
  Compressed through complex but cheap technology, 
  these bullets widen on impact to penetrate through 
  armour and pummel flesh. 
  Effect: +1 ED
  Value: 4
  Rarity: Uncommon
  Keywords: IMPERIUM, SCUM
  Manstopper Rounds
  Popular with bounty and big game hunters, these hefty 
  rounds are overstuffed with propellant and tipped 
  with dense bullets to grant a projectile weapon the 
  maximum stopping power possible without increasing 
  the calibre.
  Effect: AP −1
  Value: 5
  Rarity: Uncommon
  Keywords: IMPERIUM, SCUM
  ARMOUR
  Trust in the Emperor to guard your soul.  
  Trust in your armour to guard your ﬂesh.
  —Sergeant Geleer of the 98th Gilead Gravediggers
  Like weapons, each set of armour has a profile. Armour 
  profiles are formatted as follows: 
  Armour Rating (AR): How well the armour protects 
  the wearer. AR is added to your Toughness to 
  determine your Resilience (see p.36).
  Traits: Special features that alter how a set of armour 
  protects you. Each Trait has a specific effect, listed later 
  in this chapter. 
  Value: How much the armour costs to acquire, or 
  how much leverage is needed to requisition it. Value 
  determines the base DN of an Influence Test to acquire 
  the armour. 
  Rarity: How easy the armour is to find. Rarity acts as 
  a DN modifier on Influence Tests to acquire Wargear. 
  Keywords: Descriptors of how the armour works or is 
  manufactured, and Factions associated with it. 
  LAYERING 
  PROTECTION
  If you are wearing more than one set of armour, only 
  the highest AR is applied to your Resilience. You gain 
  the Armour Traits of every piece of armour you are 
  wearing, even if you do not add its AR. 
  Armour with the Shield Trait is not limited in 
  this way. 
  Example: Blood-bride Carniata the Death Cult 
  Assassin wears a Bodyglove (AR 2) underneath her 
  Flak Coat (AR 3). She only adds the AR from her Flak 
  Coat to her Base Resilience of 2, for a Total Resilience 
  of 5. 
  Carniata puts on a Refractor Shield (AR 3). 
  Her Resilience doesn’t change, but she still gains the 
  benefits of the Power Field Trait of the Refractor Field. 
  Carniata picks up a Storm Shield. As it has the 
  Shield Trait, she adds the AR of 2 to her Resilience, 
  making it 7. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  232
  INVULNERABLE 
  Any Armour Rating marked with an asterisk (*) is 
  Invulnerable. If you are wearing Invulnerable Armour, 
  AP does not affect your Resilience. 
  ARMOUR TRAITS
  Some pieces of armour have Traits that give them 
  advantages or disadvantages over others. Some of the 
  Traits listed below have (X) in their name, representing 
  a rating. The pieces of armour with this Trait will 
  have a number instead of ‘X’ which is used for any 
  calculations. 
  Bulk (X)
  Heavy and restrictive armour possesses the Bulk trait. 
  Bulk reduces the Speed of the wearer by a 
  number of metres equal to its rating.
  Cumbersome
  Large suits of armour can severely restrict movement. 
  You cannot Run or Sprint in Cumbersome 
  armour. 
  ’Ere We Go!
  The latent psychic power of an Ork empowers their 
  armour, allowing them to fight harder when harmed. 
  An Ork wearing armour with this Trait ignores 
  the Bulk and Cumbersome Traits when Wounded. 
  Power Field
  Wonders of archeotech, personal Power Fields envelope 
  their user in a protective barrier of energy. 
  Armour with this Trait allows you to roll 
  Determination against attacks that deal Mortal Wounds. 
  Powered (X)
  This armour is designed to augment the wearer’s 
  might through the marvels of mechanisation. 
  Whilst wearing armour with this Trait you gain 
  a Strength bonus equal to the rating. Additionally, you 
  are not knocked Prone when you roll a Complication 
  while firing an unsecured Heavy weapon. 
  Shield
  Wielded like a defensive weapon, shields are carried 
  instead of worn, and used to deflect incoming attacks. 
  Armour with this Trait adds its AR to your 
  Defence and Resilience, provided the GM agrees you 
  can manoeuvre the shield to block the attack. 
  Primitive Armour
  Rarely capable of withstanding the horrors of the 
  41st Millennium, this can encompass anything from 
  thick beast pelts to scaly xenos leathers to full suits of 
  roughly hammered metal plates.
  Bodyglove
  Woven from impact-resistant micro fibres, bodygloves 
  offer discreet protection and can be concealed under 
  clothing or layered under heavier armour. 
  OPTIONAL RULE: 
  ADVANCED ARMOUR 
  If you prefer a more complex approach to 
  Armour and Armour Penetration (AP), you can 
  use this optional rule. 
  AP can only reduce your Armour Rating 
  (AR), and cannot affect your Base Resilience. 
  Example: Harlocke has a Base Resilience of 
  3 and is wearing a Flak Coat, which gives 
  them an AR of 3. They are hit by a blast from 
  a Meltagun, which deals 16 Damage and 
  has -4 AP. The -4 AP cuts through the Flak 
  Coat’s AR of 3 entirely, with -1 AP left over. 
  The extra -1 AP has no effect, and Harlocke’s 
  Base Resilience of 3 is subtracted from the 16 
  Damage, meaning Harlocke takes 13 Wounds.
  Invulnerable armour is not affected by AP if 
  you are using this optional rule.
  Example: 
  Harlocke 
  has 
  discarded 
  their 
  Flak Coat in favor of an AR *2 Storm Shield. 
  Harlocke moves towards a Meltagun wielder 
  with their Storm Shield held high. They are 
  hit the same 16 Damage -4 AP blast. The 
  -4 AP is completely ineffective against the 
  Invulnerable Storm Shield. The Storm Shield’s 
  AR *2 is subtracted from the 16 Damage, as 
  is Harlocke’s Base Resilience of 3, meaning 
  Harlocke takes 11 Wounds.
  Joseph Nirchi (Order #15621405)
  
  233
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Primitive Armour
  2
  Bulk (2)
  2
  Common
  HEAVY, PRIMITIVE
  Bodyglove
  2
  -
  3
  Rare
  LIGHT, IMPERIUM, ADEPTUS MINISTORUM
  Mesh Armour
  3
  -
  3
  Rare
  LIGHT, IMPERIUM, [ANY]
  Flak Armour
  3
  -
  4
  Common
  FLAK, IMPERIUM, ASTRA MILITARUM
  Flak Coat
  3
  -
  4
  Uncommon
  FLAK, IMPERIUM, ASTRA MILITARUM
  Skitarii Auto-Cuirass
  4
  -
  5
  Rare
  HEAVY, IMPERIUM, ADEPTUS 
  MECHANICUS, SKITARII
  Carapace Armour
  4
  Bulk (1)
  5
  Uncommon
  IMPERIUM, ADEPTUS ASTARTES,
  ASTRA MILITARUM
  Tempestus Carapace
  4
  -
  6
  Rare
  HEAVY, IMPERIUM, ASTRA MILITARUM, 
  MILITARUM TEMPESTUS
  NAME
  AR
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  ARMOUR
  Light Power Armour
  4
  Powered (1)
  6
  Very Rare
  POWERED, IMPERIUM
  Sororitas Power Armour
  5
  Powered (2)
  6
  Very Rare
  POWERED, IMPERIUM, ADEPTA SORORITAS
  Ignatus Power Armour
  5
  Powered (2)
  7
  Very Rare
  POWERED, IMPERIUM, INQUISITION
  Heavy Power Armour
  6
  Bulk (1),
  Cumbersome,
  Powered (3)
  8
  Very Rare
  HEAVY, POWERED, IMPERIUM, INQUISITION
  NAME
  AR
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  POWERED ARMOUR
  Storm Shield
  *2
  Bulk (1),
  Power Field,  
  Shield
  8
  Unique
  FORCE FIELD, IMPERIUM, ADEPTUS ASTARTES, 
  ADEPTUS MINISTORUM, INQUISITION
  Refractor Field
  *3
  Power Field
  5
  Rare
  FORCE FIELD, IMPERIUM, ASTRA MILITARUM
  Rosarius
  *4
  Power Field
  7
  Very Rare
  FORCE FIELD, IMPERIUM, ADEPTUS 
  ASTARTES, ADEPTUS MINISTORUM
  NAME
  AR
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  POWER FIELDS
  Scout Armour
  4
  -
  5
  Rare
  IMPERIUM, ADEPTUS ASTARTES
  Aquila Mk VII
  5
  Powered (3)
  8
  Very Rare
  POWERED, IMPERIUM, ADEPTUS ASTARTES
  Tacticus Mk X
  5
  Powered (4)
  9
  Very Rare
  POWERED, IMPERIUM, ADEPTUS ASTARTES,  
  PRIMARIS
  Terminator Armour
  7
  Cumbersome,
  Powered (4)
  10
  Unique
  POWERED, IMPERIUM, ADEPTUS ASTARTES
  NAME
  AR
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  ASTARTES ARMOUR
  Corsair Armour
  3
  -
  4
  Rare
  LIGHT, AELDARI, ANHRATHE
  Aeldari Mesh Armour
  3
  -
  4
  Very Rare
  LIGHT, AELDARI, ASURYANI
  Rune Armour
  *4
  Power Field
  6
  Unique
  FORCE FIELD, AELDARI, ASURYANI
  Heavy Mesh Armour
  4
  -
  6
  Very Rare
  AELDARI, ANHRATHE
  Voidplate Harness
  5
  Bulk (1)
  7
  Rare
  AELDARI, ANHRATHE
  Shimmershield
  *2
  Power Field,
  Shield
  7
  Unique
  FORCE FIELD, AELDARI, ASURYANI
  NAME
  AR
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  Ork Flak
  2
  -
  2
  Uncommon
  PRIMITIVE, ORK
  ‘Eavy Armour
  4
  ’Ere We Go, 
  Bulk (1)
  3
  Uncommon
  HEAVY, PRIMITIVE, ORK
  Mega Armour
  7
  ’Ere We Go, 
  Cumbersome, 
  Powered (4)
  9
  Very Rare
  POWERED, ORK
  NAME
  AR
  TRAITS
  VALUE
  RARITY
  KEYWORDS
  AELDARI ARMOUR
  ORK ARMOUR
  Joseph Nirchi (Order #15621405)
  
  234
  Mesh Armour
  Made from microscopic thermoplas scales, Mesh 
  Armour is as flexible as cloth under normal 
  circumstances, but reacts instantly to impact and heat, 
  rigidifying and distributing the incoming force across 
  its surface.
  Flak Armour
  Fabricated from layers of impact-absorbent materials, 
  the ablative surface of Flak Armour is particularly 
  resilient to shrapnel and blast damage.
  Flak Coat
  Commissars and other ranking officers of the Imperial 
  Guard favour these lightweight alternatives to standard 
  Flak Armour. 
  Skitarii Auto-Cuirass
  Consisting of solid plates of radiation shielded 
  armaplas, an Auto-Cuirass protects its wearer from 
  both their foes and the flesh-degrading corruption of 
  their own radioactive weapons.
  Carapace Armour
  Made from layered plates of rigid armaplas, Carapace 
  Armour offers excellent protection from direct impacts 
  at the cost of mobility and flexibility.
  Tempestus Carapace
  Favoured by the elite soldiers of the Militarum 
  Tempestus, the hulking silhouette of Tempestus 
  Carapace is both physically imposing and highly 
  resistant to incoming damage.
  Powered Armour
  The pinnacle of Imperial personal defence, Power 
  Armour is an all-encompassing exoskeleton of thick 
  ceramite plates that empowers the user to inhuman 
  strength via a rig of fusion-powered servo actuators.
  Light Power Armour
  By reducing the bulk of the ceramite plating, Light 
  Power Armour offers the benefits of servo-boosted 
  strength and a shell of durable ceramite, without 
  sacrificing mobility or nimbleness.
  Sororitas Powered Armour
  Manufactured for the exclusive use of the Sisters of 
  Battle, Sororitas Power Armour is blessed and purified 
  with religious fervour to protect its wearer from the 
  heretic and daemon alike.
  Ignatus Power Armour
  Prized by safety conscious Inquisitors, this highly-
  prized masterwork armour is effective at turning aside 
  countless blows that would endanger the life of the 
  high-ranking individual encased in its engraved and 
  emblazoned shell.
  Heavy Power Armour
  Sacrificing mobility for thicker plating and industrial 
  grade actuators, Heavy Power Armour turns its wearer 
  into a walking tank, capable of striding through a 
  storm of small arms fire without so much as flinching.
  Power Fields
  Almost invisible until needed, these powerful devices 
  project protective fields that have turned aside blade 
  and blast for centuries, succeeding where ceramite and 
  armaplas have failed.
  Storm Shield
  A Storm Shield is a heavy, slab-like shield of reinforced 
  ceramite and armaplas, augmented by an integrated 
  field projector that wreaths it in crackling force. They 
  are most often wielded by designated bodyguards of 
  high priority individuals, or Astartes close combat 
  specialists of renown.
  OPTIONAL RULE: 
  BUILT-IN TECH
  Some armour incorporates built-in technology 
  for ease of use. Though most armour has been 
  stripped of parts for use wherever most needed 
  in the Gilead System, the GM may use this 
  optional rule as a starting point or guideline to 
  incoporate 
  equipment 
  into 
  your 
  armour. 
  EligiblE Armour
  built in EquipmEnt
  Powered Armour, 
  Astartes Armour, 
  Aeldari Armour, and 
  Tempestus Carapace.
  Mag-Boots,
  Preysense Goggles,
  Respirator,
  Vox Bead, 
  Void Suit.
  Joseph Nirchi (Order #15621405)
  
  235
  Refractor Field
  Often concealed in ornate jewellery, these small 
  field 
  emitters 
  remain 
  dormant 
  until 
  activated, 
  whereupon they erect a short range protective field 
  around an individual. The Refractor Field dissipates 
  incoming attacks with telltale dazzling bursts of 
  multispectral light.
  Rosarius
  A symbol of office for the Adeptus Ministorum and 
  Chaplains of the Space Marines, the Rosarius takes 
  the form of an Imperial Aquila or a gothic cross with a 
  jewel or skull emblazoned at its centre. The Rosarius 
  houses a powerful conversion field emitter, protecting 
  the wearer from attack by converting all incoming 
  energy into sparkling flashes of light.
  Astartes Armour
  Towering suits of battle-hardened Power Armour, 
  Astartes armour is specifically designed to interface 
  with the enhanced physique and genetically engineered 
  organs of the transhuman warriors of the Adeptus 
  Astartes, that no other mortal could hope to utilise it.
  Scout Armour
  Thick ceramite plates combine with exceptionally 
  tough carbon-weave fatigues to provide unparalleled 
  protection on the battlefield without sacrificing 
  mobility. 
  Aquila Mk VII
  Perfectly fitted to its wearer, Aquila Armour is one 
  of the longest serving patterns of Astartes armour in 
  circulation, having proven its worth time and again in 
  a galaxy eternally at war.
  Tacticus Mk X
  The staggering proportions of the Primaris Astartes 
  demand their own pattern of Power Armour. The 
  Tacticus Mark X takes inspiration from ancient armour 
  while utilising 41st Millennium advancements in 
  ballistic deflection to forge a suit that represents the 
  pinnacle of Astartes glory.
  Terminator Armour
  Tactical Dreadnought Armour was originally designed 
  for void ship boarding actions. These relics from the 
  early centuries of the Imperium boast incredibly thick 
  armour plates and oversized actuators that raise the 
  already massive Space Marines to giant-like stature.
  Whilst wearing this armour you are considered Large. 
  Aeldari Armour
  Keep me from death. Keep me from the chill 
  of the void. Keep my soul from She Who Thirsts. 
  —Contested translation of the 73rd stanza of  
  Reflections of a Clouded Eye, an epic poem  
  of Aeldari origin
  Aeldari armour perfectly melds the Species’ sense of 
  form and function. Fitted to the wearer and allowing 
  for maximum range of motion, suits of Aeldari armour 
  are true works of art. 
  Embedded in the chest of every suit of Aeldari 
  armour is a Spirit Stone, an egg-sized gem that absorbs 
  and protects a warrior’s soul upon death. This prevents 
  them from falling into the Warp and the hungry maw 
  of the great enemy Slaanesh. 
  Corsair Armour
  A combination of shimmering mesh and polished 
  wraithbone plate, the cut of this armour is as varied, 
  intimidating, and regal as the corsairs who wear it.
  Aeldari Mesh Armour
  Woven from microscopic wraithbone scales, this 
  armour is similar in function but superior in action to 
  the crude imitation that is Human-made mesh.
  Rune Armour
  This breastplate of specially crafted wraithbone 
  psychically moulds itself to its wearer. Drawing upon 
  the etheric vibrations of the psychically attuned Aeldari, 
  this armour turns away blows before they connect.
  Heavy Mesh Armour
  Based on standard Aeldari armour, this suit adds 
  stiffened psycho-active plates to vulnerable areas. The 
  resulting armour provides increased protection while 
  only minimally limiting the wearer’s agility.
  Voidplate Harness
  This enhanced suit of mesh features reinforced plating 
  across vulnerable areas, a system of energy fields 
  to screen against harmful radiation and extreme 
  temperatures, and a gravity distortion matrix allowing 
  the wearer to operate efficiently in zero gravity 
  environments. It is most often employed in Corsair 
  boarding actions, but rarely distributed widely due to 
  the complexity of its maintenance.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  236
  Shimmershield
  A triumph of Aeldari artisanry, the glimmering force 
  field projected by a Shimmershield protects not only 
  the wearer, but also their nearby allies.
  Allies within 5 metres of a Shimmershield gain  its 
  Power Field Trait and are able to roll Determination 
  against Mortal Wounds.
  Ork Armour
  C’mon! Try ta ’urt me! I dares ya! See?  
  I didn’t feel nothin’! Try again!
  —Final words of Gorbaz Grotstomp, 
  mercenary Warboss of Gorbaz’s Gunnas 
  Often bizarre and brutal in appearance, Ork armour is 
  hammered and welded together from whatever scrap 
  the Ork can get their hands on. While their armour 
  may be simple, Orks carry a lot of it.
  Ork Flak
  Though a crude imitation of Imperial flak, Ork armour 
  makes up for its primitive design with thick slabs of 
  ablative material and heavy leather padding.
  ’Eavy Armour
  This armour may consist of heavy plates of scrap 
  plasteel bolted together, or even simply screwed 
  into an Ork’s tough flesh. Named for its weight, the 
  thickness of this armour makes it more durable, with 
  a bulk that reassures its wearer and barely impinges 
  on their combat ability. 
  Mega Armour
  Worn by Meganobz, Mekz, and Warbosses, Mega 
  Armour is about as sophisticated as Ork armour gets. 
  Consisting of heavy metal plates powered by hissing 
  salvaged hydraulics systems, Mega Armour is almost 
  as loud and fearsome as those who wear it.
  Whilst wearing this armour you are considered Large.
  TOOLS & 
  EQUIPMENT
  For every task, a tool. For every goal, a 
  gadget. For every desire, a device.
  —Fabricator Garamond 
  Weapons and armour only make up a part of a soldier’s 
  kit. These items represent the tools and gadgets used 
  to interact with the world of the 41st Millennium.
  IMPERIAL EQUIPMENT
  9-70 Entrenching Tool
  More than a simple trowel, the composite edge of this 
  tool can break up even the hardest packed earth. 
  Effect: A 9-70 entrenching tool halves the time 
  needed to dig trenches, foxholes, and other earthen 
  fortifications. It also makes for a sturdy improvised 
  weapon, as many a Guardsman can attest.
  Value: 2
  Rarity: Common
  Keywords: IMPERIUM, ASTRA MILITARUM
  Auspex
  An Auspex is a versatile handheld scanner that can 
  detect numerous phenomena with a high degree of 
  accuracy. 
  Effect: Activated as a Combat Action to detect energy 
  emissions, motion, and other life signs within 50 
  metres. 
  Value: 5
  Rarity: Rare
  Keywords: IMPERIUM, ADEPTUS MECHANICUS
  Auto-Quill    
  Often said to be the true weapon of the scribe, the 
  arcane inner workings of an Auto-Quill can quickly 
  and accurately copy, produce, or forge documents. 
  Effect: +2 bonus dice to Tests to forge or alter documents.
  Value: 3
  Rarity: Uncommon
  Keywords: IMPERIUM, ADMINISTRATUM
  Ballistic Appeasement Auto-
  Reliquary (Absolutis Pattern)    
  Issued to the Primaris Space Marines, this device 
  contains sophisticated machine-spirits that interface 
  with and enact the Omnissiah’s blessings upon a 
  weapon. This auto-reliquary helps restore a jammed 
  weapon to function and appeases the weapon’s 
  war-spirit. 
  Effect: Clear a jammed weapon as a Free Action. 
  Value: 6
  Rarity: Very Rare
  Keywords: IMPERIUM, ADEPTUS ASTARTES,  
  PRIMARIS
  Clothing
  Common clothing consists of religious vestments, 
  uniforms, or protective worker’s overalls. It is unusual 
  for an individual to have a choice in their clothing, tied 
  as it is to their purpose in serving the Imperium. 
  Joseph Nirchi (Order #15621405)
  
  237
  Effect: Clothing of a higher Rarity is a sign of status, 
  and may grant small situational bonuses when 
  making social Skill Tests (+1 bonus die to Persuasion 
  or Influence, for example). 
  Value: 1
  Rarity: Variable
  Keywords: [ANY]
  Combi-Tool
  Ubiquitous among the Adeptus Mechanicus, these 
  versatile devices are the right tool for virtually every 
  technical job.
  Effect: You ignore DN penalties to build, repair, 
  maintain, and sabotage Imperial technology.
  Value: 3
  Rarity: Uncommon
  Keywords: [ANY]
  Cameleoline Cloak
  Woven from photo-reactive mimic fibres, the shifting 
  colours of a cameleoline cloak blur the outline of 
  the wearer.
  Effect: +1 bonus die to Stealth (A) Tests and +1 to 
  Defence when in shadow or cover.
  Value: 5
  Rarity: Rare
  Keywords: [ANY]
  Chaplet Ecclesiasticus
  This religious symbol is an Adeptus Ministorum icon 
  hung upon a cord of adamantine beads. Some orders 
  of the Adepta Sororitas place each bead on the cord as 
  a representation of acts of penance. 
  Effect: The Chaplet can be used as a Symbol of 
  Authority (p.240) or, if necessary, a garrote. 
  Value: 3
  Rarity: Uncommon
  Keywords: IMPERIUM, ADEPTUS 
  MINISTORUM, ADEPTA SORORITAS
  Chrono
  This small timepiece can be worn strapped to the wrist 
  or held comfortably in the hand. 
  Effect: Settings on the chrono’s display allow for the 
  accurate tracking of Imperial standard, shipboard, and 
  local planetary time.
  Value: 2
  Rarity: Common
  Keywords: [ANY]
  Data-Slate
  Common throughout the Imperium, the simple 
  cogitation engine within a Data-Slate can hold a wealth 
  of information, from personal journals to heretical 
  texts to the collected tech patterns of Archmagos 
  Dominus Belisarius Cawl. 
  Effect: You can record any information transferable 
  from a cogitator, such as local maps, familial records, 
  or manufactorum outputs, onto your Data-Slate. 
  Value: 2
  Rarity: Common
  Keywords: [ANY]
  Diagnostor
  This sensitive medical cogitator monitors a patient’s 
  health and biorhythms and aids in the diagnosis of 
  virtually any physical ailment. 
  Effect: +1 bonus die to Medicae (Int) Tests to detect 
  and diagnose diseases, injuries, and ailments, and to 
  determine cause of death. 
  Value: 5
  Rarity: Very Rare
  Keywords: [ANY]
  Grav-Chute
  A backpack sized anti-gravitic device that can control 
  a fall from nearly any height, including sub-orbital 
  altitudes. It allows Imperial troops to float safely to 
  a landing on a column of anti-gravitic force. A grav-
  chute emits a suspensor field that counters the force of 
  gravity at the particle level, and two small promethium-
  fuelled thrusters to provide some directional control.
  Effect: You can hover or control a fall for up to one 
  hour. You can recharge the Grav-Chute’s solar battery 
  by leaving it in sunlight for one hour. 
  Value: 5
  Rarity: Rare
  Keywords: IMPERIUM, ASTRA MILITARUM
  Jump Pack 
  The gyro-stabilised rockets of a Jump Pack blast the 
  user high into the air with enough forward momentum 
  to swoop down upon an unwary target. 
  Effect: Using your Movement, you can fly at 
  double your Speed by making a DN3 Pilot (A) Test, 
  ignoring any terrain. If you fail the Pilot (A) Test, your 
  movement deviates according to the Scattering (p.186) 
  rules. A Complication triggers a crash, which deals a 
  minimum of 1d3 Shock, plus falling damage(p.201).
  Value: 7
  Rarity: Rare
  Keywords: [ANY]
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  238
  Mag-Boots
  Built into the feet of most Void Suits and the armour of 
  elite Imperial troops, these bulky boots can be highly 
  magnetized at the wearer’s whim to secure them to a 
  metallic surface. Mag-Boots are used by technicians 
  of the Imperial Navy to perform maintenance 
  on voiships while in space, and by the Adeptus 
  Astartes and Tempestus Scions during ship-to-ship 
  combat engagements.
  Effect: When activated with a Simple Action, the 
  wearer’s feet are fully secured to any metallic surface. 
  The wearer’s feet cannot be removed from the metallic 
  surface by any means, other than their own volition. 
  The wearer can walk and move on the metallic surface 
  whilst the boots are on, but their Speed is reduced by 3. 
  Value: 4
  Rarity: Uncommon
  Keywords: [ANY], NAVIS IMPERIALIS
  Medikit
  Packed with an assortment of analgesics, cataplasm 
  patches, and cauterisers, Medikits contain just enough 
  medical accoutrements to mean the difference between 
  life and death on the battlefield.
  Effect: You can make Medicae (Int) Tests to perform 
  surgeries and heal others without suffering a DN 
  penalty, including taking the Restore Shock option 
  (p.124). 
  Value: 3
  Rarity: Uncommon
  Keywords: [ANY]
  Chirurgeon’s Tools
  This kit contains sacred unguents, surgical tools, 
  sterilisers, and analgesic alembics. Issued to the 
  Sisters Hospitaller, these tools can mean the difference 
  between life and death for her patients. 
  Effect: Functions as a Medikit. +2 bonus dice to 
  Medicae (Int) Tests when a character is Dying. 
  Value: 5
  Rarity: Rare
  Keywords: IMPERIUM, ADEPTA SORORITAS
  Martyr’s Gift Medikit
  This upgraded kit is a superior version of the standard 
  Astra Militarum Medikit. Loaded with combat 
  stimms, auto-cauterising thermic gel, and single-use 
  disposable bionics, this medikit ensures that wounded 
  Tempestus Scions rapidly and efficiently get back into 
  the fight. The Martyr’s Gift even features a belt of 
  subcutaneous frag charges that can be used to booby-
  trap a terminally wounded Scion’s body. 
  Effect: Functions as a Medikit. Includes a standard 
  augmetic replacement for any lost limb or eye (p.242); 
  the augmetic is temporary, and becomes useless after 
  24 hours. The subcutaneous frag charge has the same 
  damage profile as a Frag Missile (p.220).
  Value: 6
  Rarity: Rare
  Keywords: IMPERIUM, ASTRA MILITARUM
  Missionary Kit 
  These travel-ready kits identify the bearer as a member 
  of the Missionarus Galaxia, and contains:
   
  u
  Sacred texts of the Imperial Creed
   
  u
  Holy icon
   
  u
  Incense
   
  u
  Portable hymn-caster
   
  u
  Liturgical 
  pamphlets 
  translated 
  into 
  several 
  derivations of Low Gothic
  Effect: +1 bonus die to Persuasion (Fel) Tests 
  made involving converts to the Imperial Creed and 
  those seeking redemption through the grace of the 
  God-Emperor.
  Value: 2
  Rarity: Uncommon
  Keywords: IMPERIUM, ADEPTUS MINISTORUM
  Monoscope
  Though it can be used to project a beam of light, a 
  monoscope’s primary purpose is to record and upload 
  visual data. If authorised and in possession of the 
  correct command runes, an individual can connect 
  their data-slate to the monoscope and see through the 
  device’s lens. 
  Effect: Can act as a light source and show live footage 
  if connected wirelessly to a data-slate. 
  Value: 4
  Rarity: Rare
  Keywords: IMPERIUM, MILITARUM TEMPESTUS
  Munitorum-Issue Mess Kit
  This compact kit unpacks into a bowl, plate, micro-
  stove, canteen, and full set of utensils, allowing the 
  user to reheat ration packs or cook simple meals from 
  ingredients scavenged in the field. A mess kit also 
  contains a week’s worth of ration packs and water 
  purification tablets. 
  Effect: +1 bonus die to Survival (Wil) tests made to 
  find food and water.
  Value: 2
  Rarity: Common
  Keywords: IMPERIUM, ASTRA MILITARUM
  Joseph Nirchi (Order #15621405)
  
  239
  Periculum Kit
  Assembled for agents of the Varonius Flotilla, these 
  sturdy grox-hide satchels contain what supplies they 
  can spare for those capable few able and willing to 
  assist in the defence of the Gilead System. 
  A Periculum Kit contains: 
   
  u
  Chrono 
   
  u
  Data-Slate 
   
  u
  Magnocular Scope 
   
  u
  2 Ration Packs 
   
  u
  Respirator  
   
  u
  Vox-bead
  Value: 5
  Rarity: Rare
  Keywords: IMPERIUM, [ANY]
  Preysense Goggles
  The thermo-sensitive technology within these goggles 
  grants the wearer the ability to see heat signatures 
  even in the dark. 
  Effect: You ignore any penalties to Tests due to visual 
  conditions. 
  Value: 5
  Rarity: Rare
  Keywords: [ANY]
  Psychic Focus
  These items vary wildly in appearance. Some may take 
  the form of a rod or staff, while others may simply 
  appear to be a ‘lucky charm’ or a special deck of the 
  Emperor’s Tarot. 
  Effect: +1 bonus die to Psychic Mastery (Wil) Tests.
  Value: 3
  Rarity: Rare
  Keywords: [ANY]
  Ration Packs
  Filling if unappetising, the bars, bricks, powders, and 
  pastes in a standard Ration Pack contain enough 
  nutriment to feed an adult Human for one day.
  Value: 1
  Rarity: Common
  Keywords: [ANY]
  Respirator
  Respirators take many forms: a flexible polyplas 
  hood, a visored helmet, or a sophisticated face-mask. 
  They use replaceable oxygen canisters and internal 
  breath recyclers to protect the wearer from hostile 
  atmospheres and toxic gasses. 
  Effect: A Respirator canister lasts for 2 hours of 
  continuous breathing. Whilst breathing through the 
  Respirator, you are immune to breathable poisons and 
  toxic atmospheres.
  Value: 2
  Rarity: Uncommon
  Keywords: [ANY]
  Rule of The Sororitas
  This small book details the traditions and beliefs of the 
  Adepta Sororitas. Many customise the books to reflect 
  the individual nature of their Sororitas Order.
  Effect: If you have the ADEPTA SORORITAS Keyword, 
  you can read the Rule of Sororitas as part of a Regroup 
  to recover 1d3 Shock.
  Value: 2
  Rarity: Uncommon
  Keywords: [ANY]
  Sacred Machine Oil
  Blessed by the Omnissiah, this oil has considerable 
  value to the Adeptus Mechanicus. It is said that this 
  oil has properties to soothe an agitated machine spirit. 
  Effect: You can choose to ignore a single Complication 
  involving Imperial technology in any scene.
  Value: 3
  Rarity: Uncommon
  Keywords: IMPERIUM, ADEPTUS MECHANICUS
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  SALVAGED WARGEAR
  It is possible to salvage or scavenge all of the 
  Wargear in this chapter, and indeed may be 
  necessary in the ammo drought of the Gilead 
  System. In these cases, the GM might decide to 
  change the item’s effects to resemble its state of 
  repair. 
  The space hulk Persephone’s Regret 
  might hide all manner of used or damaged Void 
  Suits, missing 1d3 hours of oxygen and with a 
  damaged Vox Caster that only operates at half 
  range. Or, if you roll low on your Influence 
  Test, you might be able to secure a copy of the 
  Uplifting Primer with half the pages missing.
  Joseph Nirchi (Order #15621405)
  
  240
  Slate Monitron
  This Data-Slate is typically incorporated into an 
  armoured forearm bracer or gauntlet. It monitors the 
  wearer’s vital signs, showing the pulse rate and health 
  matrix of the wearer. 
  Effect: +2 bonus dice to Medicae (Int) Tests made to 
  heal your Wounds. 
  Value: 5
  Rarity: Rare
  Keywords: IMPERIUM, ASTRA MILITARUM
  Stimm
  A cocktail of high-tech combat drugs, often stored in a 
  single-use injector. 
  Effect: Can be used as part of a Medicae (Int) Test to 
  restore 1d3 + 3 Shock. 
  Value: 3
  Rarity: Uncommon
  Keywords: IMPERIUM, SCUM
  Survival Kit
  This collection of tools helps keep the owner alive in a 
  hostile environment. The kit includes:
   
  u
  Compass
   
  u
  Rope
   
  u
  Water
   
  u
  Purification Filters 
   
  u
  Chemical Testing Strips
  Effect: +1 bonus die to all Survival (Wil) Tests.
  Value: 3
  Rarity: Uncommon
  Keywords: [ANY]
  Symbol of Authority
  A badge, ring, seal, rosette, amulet or otherwise to 
  indicate that the bearer should be taken seriously by 
  those familiar with the hierarchy of their culture. 
  Effect: +1 bonus die to Leadership (Wil) and 
  Intimidation (Wil) Tests versus targets who would 
  respect your position.
  Value: 3
  Rarity: Uncommon
  Keywords: [ANY]
  Uplifting Primer
  The Imperial Infantryman’s Uplifting Primer has proven 
  a stalwart mandatory companion for every member of 
  the Astra Militarum. The book covers diverse topics 
  such as arms and equipment maintenance, personal 
  hygiene, rules and regulations of the Astra Militarum, 
  and enemy recognition. Updated when possible as 
  new information is discovered or corrected by frantic 
  margin-scribbling, each Primer is a living document 
  and a part of its owner. 
  Effect: +1 bonus die to Scholar (Int) Test. A 
  Complication on the Test means that the user learns 
  potentially dangerous misinformation as determined 
  by the GM. 
  Value: 2
  Rarity: Common
  Keywords: IMPERIUM, ASTRA MILITARUM
  Void Suit
  Found in various styles and states of disrepair in void 
  ship storage compartments, a Void Suit protects the 
  wearer from the rigors of low atmospheric pressure, 
  solar radiation, and hard vacuum. 
  Effect: Protects the wearer from the vacuum of space, 
  with enough oxygen for five hours of continuous use. 
  Includes a Vox Caster.
  Value: 5
  Rarity: Rare
  Keywords: [ANY]
  Vox
  Portable wireless communications technology is often 
  a necessity for operatives that split up or report to a 
  higher power. 
  Vox Bead
  Small enough to fit comfortably in an ear canal 
  and sensitive enough to pick up the wearer’s voice, 
  operatives often use these devices to communicate in 
  whispers over distances to coordinate actions. 
  Effect: You can communicate with anyone within 
  1,000 metres (one kilometre) that has a vox unit tuned 
  to the same frequency.
  Value: 3
  Rarity: Uncommon
  Keywords: [ANY]
  Vox Caster
  A bulging backpack of wireless and radio technologies, 
  these vox units operate over large distances and on 
  multiple wave bands simultaneously, and as such are 
  favoured by battlefield commanders and assistants to 
  large Imperial retinues. 
  Effect: You can communicate with anyone within 
  100,000 metres (100 kilometres) that has a vox unit.
  Value: 3
  Rarity: Rare
  Keywords: [ANY]
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  241
  Writing Kit
  This satchel contains inks, quills, parchment, and 
  other tools necessary to craft a missive on scrolls.
  Value: 2
  Rarity: Common
  Keywords: IMPERIUM
  AELDARI EQUIPMENT
  Finely crafted and esoteric, the following devices 
  are unique to the Aeldari. The ancient xenos created 
  more elegant and advanced versions of all Imperial 
  Equipment with the [ANY] Keyword millenia ago. 
  Bonesinger Shard
  Functioning as both a living tool and raw material, 
  these ivory-coloured shards of pure wraithbone are 
  the foundation of most Aeldari technology. An Aeldari 
  with the proper discipline can psychically ‘sing’ the 
  shard into the desired shape. 
  Effect: You ignore DN penalties to build, repair, 
  maintain, and sabotage Aeldari technology.  
  Value: 4
  Rarity: Rare
  Keywords: AELDARI
  Spirit Stone
  These egg-sized psycho-reactive stones are central 
  to Aeldari history and culture. At the moment of 
  death, the stone absorbs and protects an Aeldari’s 
  psychic essence from the ever-hungry Slaanesh. The 
  spirit within the stone can be tapped for wisdom by 
  an Infinity Circuit or used to animate the imposing 
  Wraithguard and Wraithlord constructs.
  Effect: If an Aeldari dies while wearing a Spirit Stone, 
  the Stone immediately absorbs the soul and stores it 
  safely and secretly inside.
  Value: 7
  Rarity: Very Rare
  Keywords: AELDARI
  Webway Keystone
  This triangular wraithbone amulet is all too easily 
  mistaken for jewellery by lesser Species. The psychic 
  micro circuitry woven into its core allows the wearer to 
  interface with Webway portals.
  Effect: You can make a DN 5 Tech (Int) Test to activate 
  either of the following effects: 
   
  u
  Detect the distance and orientation of the nearest 
  Webway portal. 
   
  u
  Open or close a Webway portal within 30 metres.
  Large or complex gates have higher DNs. 
  Value: 7
  Rarity: Unique
  Keywords: AELDARI
  ORK EQUIPMENT
  While Orks are not known for fine craftsmanship, they 
  still utilise a number of regular tools to maximise their 
  ability to crump. Orks are known for stealing, salvaing, 
  and ‘kustomizing’ the simple equipment of other 
  Species, and have ramshackle versions of all Imperial 
  Equipment with the [ANY] Keyword.
  Ammo Runt
  An Orkoid lackey that crafts and manages the 
  ammunition of its designated master with a 
  snivelling fastidiousness.
  Effect: The Ammo Runt has the profile of a Grot 
  (p.358) and follows all the owner’s commands more 
  or less loyally. You ignore all Complications related to 
  your ranged weapons and gain +2 Ammo, which the 
  Ammo Runt carries. 
  Value: 5
  Rarity: Uncommon
  Keywords: ORK
  Dok’s Toolz
  Little more than a bloodstained satchel stuffed with 
  sharp implements and homebrewed painkillers, a Dok 
  Bag contains everything a Painboy needs to keep his 
  Boyz in the fight and dabble in some elective surgery 
  on the side.
  Effect: Functions as a Medikit (p.238) for Ork biology. 
  Whenever you roll a Complication whilst using a Dok 
  Bag, the target suffers either 1 Wound or 1 Shock, 
  whichever is funnier. 
  Value: 2 
  Rarity: Very Rare 
  Keywords: ORK
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  242
  Mek Toolz
  Steered by the mad inspiration of Ork Mekboyz, these 
  collections of oversized hammers and spanners can 
  bend or break existing technology to make it ‘Orky’.
  Effect: Functions as a Combi-Tool (p.236) for Ork 
  technology. Mek Toolz can be used to dismantle 
  technology and reassemble it into Ork Wargear of an 
  equal or lesser Value and Rarity. This re-assembly 
  requires a Tech (Int) Test with a DN equal to the Value 
  of the Ork Wargear you are creating, and takes a 
  number of hours equal to the Value of the Wargear 
  you are creating.  
  Value: 5
  Rarity: Uncommon
  Keywords: ORK
  AUGMETICS
  With every pound of ﬂesh we shed, with every length 
  of cable we attach, we grow closer to the divine.
  —Enginseer Falovas Rell
  The mortal races of the galaxy long ago realised 
  the weakness of flesh. In attempts to overcome 
  this weakness, each Species has developed unique 
  technologies 
  to 
  repair, 
  restore, 
  and 
  enhance 
  their biology
  Intense surgery and arcane technological 
  expertise are required to install or remove an augmetic. 
  Reconstruction and enhancement are complex and 
  potentially deadly, yet tens of thousands go under a 
  chirurgeon’s Combi-Tool daily to replace atrophied 
  limbs and failing organs. The shattered bodies of 
  heroes pulled bleeding from warzones are given no 
  respite, rebuilt stronger than before and sent back 
  unto the breach. 
  If you cannot see the reconstructed parts of a 
  citizen of the Gilead System, they are either incredibly 
  lucky or amongst the few able to afford the exorbitant 
  costs of subtle augmetics. Eventually, even the higher 
  echelons of Imperial society cannot hide the telltale 
  cabling and graft sutures of augmetically extended life. 
  There are three types of augmetics:
   
  u Augmetic Reconstructions: replacements for body 
  parts that work identically to missing biology. 
   
  u Augmetic Enhancements: enhancements of body 
  parts that offer advantages over the original 
  biology. 
   
  u Augmetic Implants: additions that go above and 
  beyond biology. 
  INSTALLATION & 
  REMOVAL
  You can requisition an augmetic like any other piece 
  of Wargear, using the Value and Rarity from its profile. 
  If you make an Influence Test to acquire an augmetic 
  enhancement and don’t roll enough Icons, you may be 
  able to find a dealer of reconstructions with a lower 
  Value using the same roll. 
  Safely and successfully performing surgery to install 
  any augmetic requires a Tech (Int) Test with a DN 
  equal to the augmetic’s Value. An unsuccessful 
  surgery causes a Traumatic Injury, unless a successful 
  Medicae (Int) Test is immediately made at the same DN. 
  Depending on the augmetic dealer, the implantation 
  surgery may be included in the price, or may request  1 
  Wealth or a service to perform the Test. 
  An augmetic can be safely removed with a Tech 
  (Int) Test at half the DN of installation. All augmetic 
  surgery takes a number of hours equal to the DN of the 
  Tech (Int) Test. The Augmetic Talent (p.129) includes 
  a successful installation.
  The DN of a surgery can be modified as follows:
  Substandard Materials
  +1 DN
  Field Surgery 
  +2 DN
  Joseph Nirchi (Order #15621405)
  
  243
  A successful augmetic reconstruction restores the 
  missing body part, removing any penalties and 
  restrictions caused by the injury.
  AUGMETIC 
  ENHANCEMENTS
  Improvements over the mortal form, augmetics 
  enhancements bless the recipient with abilities that 
  elevate them above the weakness of flesh. 
  Augmetic Arm
  Joints and muscles are replaced with flexible cables 
  and servomotors for greater speed and strength. 
  Effect: You gain +1 Strength per Augmetic Arm. 
  Value: 4
  Rarity: Rare
  Keywords: [ANY]
  Augmetic Eye
  Several patterns of Augmetic Eye are available, all able 
  to vastly expand your visual perception.  
  Effect: Select 1 per Augmetic Eye: 
   
  u Auger: +1 bonus die to sight-based Awareness 
  (Int) Tests. 
   
  u
  Night: Acts as Preysense Goggles (p.238).
   
  u
  Pict Recorder: Can record up to 1 hour of video or 
  86,400 still images.
   
  u
  Reticule: +1 bonus die to ranged Attack Tests.
   
  u
  Telescopic: You ignore any penalties related to 
  visual distance.
  Having two eyes of the same type doubles the benefits 
  (if applicable). 
  Value: 6
  Rarity: Uncommon
  Keywords: [ANY]
  Augmetic Legs
  Metal supports and hydraulic actuators replace bone 
  and sinew, empowering jumps and running.
  Note: The Value, Rarity, and Effect is for a pair of 
  Augmetic Legs. If you want to replace a single leg, 
  check Augmetic Reconstruction. 
  Effect: You gain +2 Speed and add 2 metres to any 
  jump. 
  Value: 4
  Rarity: Rare
  Keywords: [ANY]
  AUGMETIC 
  RECONSTRUCTION
  Limbs and organs lost in service of the Emperor’s 
  war machine can be replaced at a reasonable cost, 
  extending your service to the Imperium. The details of 
  each particular reconstruction are for you and the GM 
  to decide, from mechanical prosthesis to vat-grown 
  tissue grafts, but all augmetic reconstructions are 
  obvious to any observer unless you pay for a subtle 
  reconstruction — usually double the Value. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  GLORIOUS 
  ENHANCEMENT
  Though few fully understand the sacred 
  particulars of the technology behind augmetic 
  installation, it is practised hourly, a necessity 
  of dangerous daily life in the Gilead System. 
  Thousands of practitioners of augmetic 
  installation ply their trade in the colossal Hive 
  Cities of Gilead Primus. In the upper Hives, 
  Tech Adepts offer their holy services to other 
  Adepta to spread piety to the Machine God, 
  whilst greedy manufactorum barons trade 
  fortunes for dwindling supplies of rejuvenating 
  drugs and the latest trends in customised 
  beauty. Deep in the lower levels of the Hive, 
  back alley chop-docs return injured workers to 
  some semblance of functionality, using scrap 
  scavenged from the Sump to forge grotesque 
  facsimiles of barely working limbs. 
  Long rituals bind the receiver to their 
  perfectly formed implants, parts retrieved 
  from the many vaults buried deeper than the 
  Immortal Engines on Avachrus. The Tech-
  Priests of the Forge World constantly turn away 
  pilgrims, and furiously manufacture more holy 
  mechanisms to replace their scant and ever-
  decreasing collections.  
  Even primitive Ostians practice augmetic 
  reconstruction 
  when 
  possible, 
  trading 
  rations for whatever technology the Gilead 
  Gravediggers stationed planetside can afford 
  to give. Many make do with false limbs crafted 
  from farming tools.
  Joseph Nirchi (Order #15621405)
  
  244
  Augmetic Respirator
  Oxygen pumps, molecular gas filters, and rebreathing 
  ducts replace the ﬂeshy bellows of your lungs. 
  Effect: You gain +1 bonus die to Toughness Tests to 
  resist toxic gasses and airborne poisons or diseases. 
  You can hold your breath for twice as long, which  
  doubles how long the air in a Void Suit or similar 
  equipment lasts. 
  Value: 5
  Rarity: Rare
  Keywords: [ANY]
  Augmetic Viscera
  Colloquially known as a ‘gut-job’, this augmetic 
  reroutes blood vessels, bypasses lymph ducts, and 
  replaces tissues with superior vat-grown or mechanical 
  substitutes.  
  Effect: You gain +1 Toughness.
  Value: 5
  Rarity: Very Rare
  Keywords: [ANY]
  AUGMETIC IMPLANTS
  The supremely logical minds of the Adeptus 
  Mechanicus look beyond the limitations of the Human 
  form, crafting technology that goes far beyond 
  enhancement to grant new senses and capabilities.
  Unless otherwise noted, each augmetic implant 
  can only be taken once.
  Auger Array
  A collection of sub-dermal micro-cogitators and 
  protruding sensory clusters wired directly into the 
  recipient’s visual cortex grant a sixth sense. 
  Effect: You have either an Auspex (p.236) or a 
  Diagnostor (p.237) permanently implanted in your 
  brain. You can take this implant twice, choosing the 
  Auspex or Diagnostor each time. 
  Value: 4
  Rarity: Rare
  Keywords: IMPERIUM, ADEPTUS MECHANICUS
  Autodogmatic Cortex
  A small cogitator mounted on the inside of the skull 
  feeds a constant stream of hymns, prayers, and 
  catechisms directly into the brain to bolster faith and 
  resolve. 
  Effect: You gain +1 Willpower. 
  Value: 6
  Rarity: Very Rare
  Keywords: IMPERIUM, ADEPTUS MECHANICUS,  
  ADEPTUS MINISTORUM
  Cardioproxy
  A biorhythmic pump and metres of sanguinary tubing 
  replaces most of the circulatory system.
  Effect: You gain +1 Toughness. 
  Value: 6
  Rarity: Unique
  Keywords: [ANY]
  Cortex Implant
  A network of micro-cogitators and neural catalysts 
  replaces a portion of the brain, correcting damage and 
  refining thought processes.
  Effect: You gain +1 Intellect.
  Value: 7
  Rarity: Very Rare
  Keywords: [ANY]
  Mechadendrite
  Mechadendrites are artificial limbs protruding from a 
  mount grafted to the spine. The Adeptus Mechanicus 
  make extensive use of these substantial augmetics. 
  Each limb is controlled by the mind and purpose-built; 
  it takes decades of discipline and training to coordinate 
  more than one. When you acquire a Mechadendrite, 
  choose a single option from the list below.
  Value: 5
  Rarity: Very Rare
  Keywords: ADEPTUS MECHANICUS
  Ballistic Mechadendrite
  Functions as a Laspistol (p.217) powered by your 
  biolofy. It doesn’t use Ammo or need to be Reloaded.
  Exploration Mechadendrite
  Functions as an Auspex (p.236). +1 bonus die to 
  Survival (Wil) Tests to navigate or track. 
  Medicae Mechadendrites
  Functions as a Medikit and a Diagnostor (p.238 & 
  p.237). +1 bonus die to Medicae (Int) Tests. Can be 
  used to inject toxins, sedatives, and stimulants in 
  combat as a Simple Action. Injecting an unwilling 
  target requires an Opposed Initiative Test. 
  Joseph Nirchi (Order #15621405)
  
  245
  Optical Mechadendrite
  Functions as a Magnocular Scope (p.228) abd Preysense 
  Goggles (239). +1 bonus die to Awareness (Int) Tests; 
  allows you to make microscopic examinations. 
  Servo-Arm
  A massive claw designed for heavy lifting and 
  manipulation. You gain +4 Strength when using the 
  arm. In combat, the arm allows you to Brace (p.189) 
  as a Free Action. You can use the arm as a melee 
  weapon with the following profile:
  Neuroplastic 
  Psychosectemy
  Equal parts surgery and sacred ritual, the emotional 
  and illogical parts of the patient’s brain are excised, 
  replaced by cogitators hardwired to the cerebral cortex. 
  Effect: You gain +1 Intellect and +1 Willpower but 
  suffer −2 Fellowship.
  Value: 7
  Rarity: Unique
  Keywords: [ANY]
  Reflex Catalyst
  Conductive cabling and synaptic triggers enhance the 
  speed of the autonomic nervous system. 
  Effect: You gain +1 Initiative.
  Value: 6
  Rarity: Very Rare
  Keywords: [ANY]
  Sinew Armature
  Joints and major muscles are replaced with actuators, 
  tensor cables, and vat-grown tissue.
  Effect: You gain +1 Strength.
  Value: 6
  Rarity: Very Rare
  Keywords: [ANY]
  Utility Mechadendrite
  Functions as a Combi-Tool (p.236). 
  +1 bonus die to Tech (Int) Tests.
  Mind Impulse Unit
  Used for divine communion by adherents of the 
  Machine Cult and to implement sabotage by sordid 
  criminals, this augmetic allows a mortal mind to 
  directly interface with a machine spirit. 
  Effect: You can converse with a machine spirit as an 
  Action; this may require a Tech (Int) Test for unruly 
  spirits. If you succeed, you gain +Double Rank bonus 
  dice to all Tests to operate the machine. 
  Value: 6
  Rarity: Rare
  Keywords: [ANY]
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Damage
  ED
  AP
  Traits
  (S) +4
  2
  –3
  Unwieldy (2)
  Joseph Nirchi (Order #15621405)
  
  246
  Subdermal Armour
  Rigid metal plates and resistant fibre weaves distort 
  and harden skin. 
  Effect: You gain +1 Base Resilience.
  Value: 4
  Rarity: Rare
  Keywords: [ANY]
  Weapon Implant
  Some weapons can be incorporated into augmetic 
  replacements. 
  Augmetic Arm Weapon Implant 
  You may implant a weapon with the Pistol Trait into 
  an augmetic arm. Alternatively, you may choose to 
  implant a knife or a melee weapon of a similar size 
  into an augmetic arm. 
  You can extract or retract the implanted weapon 
  as an Action. Your limb functions normally until you 
  extract it. The limb can only be used as a weapon while 
  the weapon is extracted. You can’t drop an implanted 
  weapon and you can’t be disarmed without amputating 
  the limb. 
  Value: 3 + Weapon Value
  Rarity: Rare
  Keywords: [ANY]
  AELDARI AUGMETICS
  Your body is as crude as your attempts 
  to improve upon it. I would not dare complicate 
  my symmetry with such unsightly angles.
  —Corsair Tir-Hoval, captain 
  of the Threefold Talon
  Focusing on ritual discipline to develop their minds and 
  bodies to avoid She Who Thirsts, the Aeldari usually 
  eschew technology as a path to physical enhancement. 
  To ensure the survival of their ever-dwindling 
  Species, the Aeldari utilise augmetics for reconstruction, 
  replacing damaged ﬂesh with wraithbone prosthetics 
  of unparalleled sophistication and beauty, each 
  component psychically attuned to their bearer. 
  Eyes Of The Crone
  These complex augmetic eyes grant Aeldari precise 
  perception beyond the material realm, allowing them 
  to peer through the skein of fate.
  Effect: A single Eye of the Crone can have two different 
  Augmetic Eye effects (p.243).
  Value: 5
  Rarity: Very Rare
  Keywords: AELDARI
  Heart of Vaul
  Implanted just above the heart, this augmetics projects 
  a nearly invisible refractive force field perfectly 
  contoured to the body. 
  Effect: You gain +1 to Defence and Armour in addition 
  to any armour or shield you have.
  Value: 7
  Rarity: Unique
  Keywords: AELDARI
  ORK BIONIKS
  Oi, boss! Wake up! I done fixed yer stump up a treat!  
  Now you can punch, shoot, chop, and burn  
  all at once!
  —Dok Gurk Bludstitch
  Orks do not bother with augmetic reconstruction, 
  following mad instincts that drive them to replace 
  every lost limb with something bigger, badder, and 
  deadlier. The resulting augmentations are brutal 
  affairs of hissing hydraulics and exposed wires that 
  no sane person would desire. 
   
  In many cases, bionik implantation is 
  involuntary, with the mad whims of a Painboy 
  overriding any bodily autonomy the patient might claim.
  In addition to the Orkish creations listed, there 
  are bionik equivalents for all Imperial Augmetic 
  Enhancements. These augmetics have the same Value 
  and Rarity of their Imperial counterparts, but are 
  much more prone to malfunction whenever you roll a 
  Complication.  
  Iron Gob
  Curved slabs of jagged ceramite are crudely bolted to 
  an Ork’s jaw, providing additional protection and an 
  intimidating profile to an already fearsome face.
  Effect: You gain +1 Armour (this stacks with worn 
  Armour) and +1 bonus die to Intimidation (Wil) Tests.
  You can make a melee bite attack with a Damage of 6 
  +2 ED.
  Value: 3
  Rarity: Rare
  Keywords: ORK
  Joseph Nirchi (Order #15621405)
  
  247
  Iron Gutz
  Some Orks have appetites best described as suicidal. 
  This implant replaces the recipient’s digestive system 
  with industrial tubing and linked chemical reaction 
  chambers that allow the recipient to eat even the 
  corrupted ﬂesh of daemons.
  Effect: You gain +2 bonus dice to Tests to resist 
  ingested poisons.
  You can automatically find food to subsist you in 
  any environment.
  Value: 5
  Rarity: Very Rare
  Keywords: ORK
  Rebuilt Cranium
  The effects of a rebuilt cranium are impossible to 
  predict, as the Ork’s skull and brain is replaceeed 
  with adamantine plates and assorted scrap circuitry or 
  xenos tech.
  Effect: Roll 1d3 at the start of each session. Your 
  Intellect Attribute increases by the result. 
  You may spend a point of Wrath to reroll the 1d3 at 
  any time. 
  The GM may force a reroll of the 1d3 under circumstances 
  that could cause the bionik to malfunction. 
  Value: 6
  Rarity: Very Rare
  Keywords: ORK
  TRINKETS & 
  CHARMS
  In all the years I’ve known you, not once have you  
  turned down an opportunity to boast about your  
  collection. Just between the two of us, how did you  
  acquire an Æonic Orb?
  —Isembard Shoal, undercover Inquisitorial Acolyte
  Good luck charms, trophies, or clues to your destiny; 
  trinkets are (seemingly) harmless curiosities picked 
  up in your past life or on an earlier adventure. You 
  can work with your GM to come up with a suitably 
  mysterious trinket or a charm with sentimental value, 
  or you can decide randomly. 
  Roll a d3 to select one of the three Trinket 
  Tables on the following pages, then roll a d66 for a 
  random trinket. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  248
  11
  An Ork tooth. A string of numbers is etched into the enamel.
  12
  A phial of soil from your home world.
  13
  A bent spanner from a Hive World manufactorum.
  14
  A small effigy of a Jokaero made from spare parts.
  15
  A book of ribald poetry bound into the cover of a chronicle of Saint Julyana Gilead.
  16
  Three pieces of dried alien fruit wrapped in wax paper.
  21
  The hilt of a combat knife, the blade dissolved by acid.
  22
  A canteen of rotgut brewed from corpse starches and thruster coolant.
  23
  An icon of Saint Julyana Gilead covering her face as if weeping.
  24
  A shard of wraithbone. When unobserved, the shard orients itself to point towards Ostia.
  25
  The milky eye of an Astropath suspended in a vial of preservative fluid.
  26
  A power cell incompatible with all known Imperium technology.
  31
  A pack of thick Astra Militarum issue socks, never opened.
  32
  A bottle of finest amasec brewed in Imperium Sanctus.
  33
  A leather pouch containing 1d6 seeds.
  34
  A book of confounding riddles with a blue and yellow cover and 81 pages.
  35
  A boot polish tin containing 1d6 lho sticks.
  36
  A necklace made of five regicide playing pieces on a silver chain.
  41
  A doll in the form of a Space Marine made from an old shirt.
  42
  A decagon carved roughly from bone with strange symbols on each face. 
  43
  A Data-Slate containing fragmentary maps of an ancient vessel lost in the Warp.
  44
  A thick tome of the Imperial Creed, its cover sealed closed by an archaic lock.
  45
  The ident tags of a long-dead soldier of the Astra Militarum.
  46
  A counterfeit Administratum notary seal carved from a starchy tuber.
  51
  A bucket of foul smelling red paint that cannot be washed off.
  52
  A sheaf of Astra Militarum enlistment papers, never filled out.
  53
  The severed finger of a Space Marine Power Fist, its markings inconsistent with any known Chapter.
  54
  An ornate child’s puzzle box. When solved, the box opens to reveal a disquieting symbol.
  55
  A pict of a distant relation. Their face shows signs of subtle mutation.
  d66
  Trinket Table One
  TRINKET TABLE ONE
  Joseph Nirchi (Order #15621405)
  
  249
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  TRINKET TABLE TWO
  d66
  Trinket Table One
  TRINKET TABLE ONE
  d66
  Trinket 
  11
  A cheap copy of a Ministorum seal made from moulded resin covered in a patina of metal.
  12
  A polymorphine ampoule jury-rigged to hold a preserved blood sample.
  13
  The dedication plaque of a Dauntless-class Light Cruiser thought lost during the Gilead Crusade.
  14
  A faint vox-recording of a parent’s last words.
  15
  A page torn from a sacred text of the Imperial Creed bearing a black smudge in the centre.
  16
  A diadem from a feudal world, its perimeter decorated with xenos claws.
  21
  An antique Chrono that always runs 15 minutes fast.
  22
  A jawbone, supposedly from a saint, with High Gothic script worked into its surface in 
  delicate scrimshaw.
  23
  An unfired Bolt round, initials carved into its surface.
  24
  A necklace of Imperial coins from various worlds strung on silver wire. The coins are worth just 
  enough to pay for a funeral.
  25
  A wind instrument made from meteoric iron that requires six fingers on each hand to play properly.
  26
  A purity seal stamped with a grinning skull.
  31
  A book of dirty Limericks and bawdy verse written in Low Gothic.
  32
  A sealed translucent box containing a metallic liquid. The liquid splits and moves to avoid your direct gaze.
  33
  A tiny servitor made from the remains of an avian believed native to Holy Terra. It sings sweetly, 
  never repeating a tune.
  34
  A gauzy crimson sash woven from mono-fibre once used to garrotte a treasonous Sub-Sector governor.
  35
  A marble hand broken off an Imperial monument, its surface stained with Ork blood.
  36
  Three corroded, magnetised ball bearings. Each is engraved with markings mimicking the 
  continents of alien worlds.
  41
  A lighter in the shape of a compact laspistol. Pulling the trigger produces a tiny, steady chemical 
  flame from the barrel.
  56
  An Explorator’s journal with strange plant clippings and insects pressed between the pages.
  61
  A single card of the Emperor’s Tarot bearing a name hastily written in blood.
  62
  A magnetised piece of scrap metal showing an Ork glyph. It takes great force to remove the chit 
  once attached.
  63
  A copy of the Imperial Infantryman’s Uplifting Primer. The book is bloodstained and charred from 
  the impact of an energy weapon.
  64
  An unread message from someone important to you.
  65
  A fur hat made from the tufted crest of an Eldar Exarch’s helmet.
  66
  A pilgrim’s token from Holy Terra.
  Joseph Nirchi (Order #15621405)
  
  250
  d66
  Trinket
  TRINKET TABLE TWO
  d66
  Trinket 
  TRINKET TABLE THREE
  11
  A vox recording of haunting xenos music from a species long thought extinct.
  12
  A death mask in the image of a Canoness of the Adepta Sororitas.
  13
  A reliquary containing a shard of gleaming ice. The ice never melts.
  14
  A wafer-thin sheet of wraithbone covered in interconnected Aeldari glyphs.
  15
  An improvised pendulum made from a length of optic cable and an autogun slug.
  16
  A portable Auto-Quill modified to print Ork glyphs.
  21
  A shrill whistle carved from a preserved horn.
  22
  An Imperial noble’s commissioning scroll, signed and notarised, dated in M43.
  23
  A rockcrete brick pried from the defensive wall of a fallen Imperial bastion.
  42
  A sheaf of grave rubbings taken from multiple headstones bearing the same name but different 
  dates of birth and death
  43
  A shard of stained glass from a fallen cathedral.
  44
  The spent power cell of a T’au Pulse Pistol.
  45
  The command codes for a highly specific class of Cherub Servitors.
  46
  A signet ring bearing the seal of a Nethreun Questor Imperialis unheard of since the opening of 
  the Great Rift.
  51
  A battered Astra Militarum survival kit. Its contents spent except for three water purification tablets.
  52
  A crystal bottle of intoxicating perfume made from gyrinx musk glands.
  53
  A tattered flag showing an Ork emblem of infamous Freebooter Kaptin Mag Galluz.
  54
  A sealed bottle of red corrective ink bearing the label of the Adeptus Administratum.
  55
  A braided lock of synthetic hair.
  56
  A signed second volume of the memoirs of an Imperial hero.
  61
  A burned-out memetic coil from a Servitor Skull.
  62
  Sealed orders meant for a long-dead Lord Marshal of the Gilead Gravediggers.
  63
  A battle damaged ID chip from a T’au Fire Warrior.
  64
  A stale wafer of hard tack from a Militarum commissary, thick enough to stop a slug round — as 
  the dent in it may prove.
  65
  A diamantine tuning fork engraved with the seal of a Choir Master of the Adeptus Ministorum.
  66
  A deck of playing cards. Each card bears the image of an enemy of the Imperium.
  Joseph Nirchi (Order #15621405)
  
  251
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  24
  A forged promissory note from the Upstanding Starch Guild on Gilead Primus.
  25
  A ring of keys, each one encoded to a stasis vault on a different world.
  26
  A list of seemingly unrelated machine components written in blocky, crabbed handwriting.
  31
  An ornate silver snuffbox. The snuff within is fortified with trace amounts of xenos pollen.
  32
  A fetish carved from volcanic glass depicting a skull-faced god sitting on a gothic throne.
  33
  A ticket stub for a performance of an opera proscribed by the Ecclesiarchy.
  34
  A dog-eared, lavishly illustrated children’s primer of Imperial history.
  35
  A classified document, redacted so that every word is blacked out except for one. It could read 
  ‘crucible’ or ‘cubicle’.
  36
  Coded data-slate of a significant Human bloodline showing possible mutation and xenos gene-grafting.
  41
  A notched hourglass filled with the ruddy sand of Mars.
  42
  Half of a shattered mask depicting a face distorted with fear.
  43
  A smooth river stone with an Aeldari glyph carved into its surface.
  44
  An eight-spoked cogwheel.
  45
  A small triptych of the God-Emperor ascendant, martyred, and interred upon the Golden Throne. 
  The hinges are rusted shut.
  46
  The remote detonator to a Penal Legionnaire’s explosive collar.
  51
  A xenohide pouch containing the mummified heart of an unknown organism.
  52
  A radiation-damaged design template for a plasma reactor with a single fatal design flaw.
  53
  An exhaustive phrase book translating common phrases between multiple dialects of Low Gothic.
  54
  The knob from the end of a Weirdboy’s channelling rod.
  55
  A clockwork replica of an attack bike that sparks and runs in circles when wound.
  56
  A sash made from the interlocking scales of a Maiden World reptile.
  61
  An illuminated book of hours. Many of the prayers within are edited in red ink.
  62
  A prism-like mirror shard. Staring at one’s own reflection in the shard causes vivid hallucinations.
  63
  A piece of ceramite marked with the emblem of the Absolvers Chapter.
  64
  Several lengths of ribbed cable meant to be worn around the head and neck, giving the wearer the 
  appearance of possessing several high-quality augmetics.
  65
  A bottle of sacramental wine blessed by Arch-Deacon Merramar Clade.
  66
   A cheap replica of an Arbitrator’s badge of office.
  d66
  Trinket
  TRINKET TABLE THREE
  Joseph Nirchi (Order #15621405)
  
  252
  252
  sychic 
  powers 
  inspire 
  awe 
  and 
  horror 
  throughout the galaxy. Mortal minds capable 
  of channelling power from another dimension 
  wreak havoc with what some call magic, while 
  constantly battling to keep control of these reality-
  bending abilities. Whether known as Psykers, witches, 
  or sorcerers, all who harness the limitless power of the 
  Warp’s raw energies put themselves and those around 
  them at terrible risk. Malignant and ravenous things 
  dwell in the realm Immaterium, waiting to twist any 
  Psyker into a gateway to enter our reality.
  THE WARP 
  Psykers draw their power from this separate 
  dimension of pure psychic energy. The Warp underlies 
  reality, and is the home of the Chaos Gods and their 
  daemonic minions. Profane scholars claim that the 
  thoughts and emotions of the living shape the Warp, 
  and  the daemons and Chaos Gods themselves are 
  manifestations of the wandering minds and vile 
  desires of mortal souls. A place without location, this 
  unreal realm thrives on the faiths and beliefs of every 
  sentient mind.
  PSYCHIC POWERS
  Joseph Nirchi (Order #15621405)
  
  253
  HUMAN PSYKERS 
  The axiom spread across the Imperium holds true 
  for many in the Gilead System: Psykers are to be 
  shunned and feared. No Species in the galaxy shares 
  Humanity’s potential for channelling raw Warp power, 
  and none are more vulnerable to its lure. Any hint 
  of ‘Warp-craft’ is met with brutal prejudice or fearful 
  reports to Imperial authorities. 
  Yet it is because of Psykers that the Imperium 
  exists at all. The Emperor is the greatest Psyker ever 
  known — his psionic might affects the entirety of his 
  dominion. His Astronomican is fuelled by Psykers, 
  without which faster-than-light travel would be 
  impossible. Likewise, communication between worlds 
  flows through the Astropaths. Chaotic sorcerers 
  are hunted by the Inquisition’s gifted Psykers, and 
  daemons destroyed by the power of psionically 
  empowered force weapons. Yet many of these 
  labours go unsung, ignored, or unrecorded — for the 
  Imperium’s safety, everyone must remember: ‘Beware 
  the Psyker!’  
  Legal Status
  Psykers are mutants, and as such are deemed heretical 
  by Imperial law. The only way a Psyker can legally exist 
  in the Imperium is if they are sanctioned; whereby they 
  must submit to ruthless and unforgiving testing by the 
  Inquisition and Adeptus Astra Telepathica. Resistance 
  results in capture, censure, and often death.  
  The Black Ships
  The fleet of the Adeptus Astra Telepathica roams 
  the galaxy to collect the Emperor’s Tithe of Psykers 
  from planets across the Imperium. Tens of thousands 
  of Psykers are interred in Black Ships and ferried 
  to Holy Terra every day. There they face testing, 
  trial, and potential sanction. Without these ships’ 
  draconian efforts in conjunction with the Inquisition, 
  Humanity would have fallen into the mire of daemonic 
  possession and the despotism of Warp-fuelled witch 
  tyrants millennia ago. 
  The number of Psykers born in the Imperium 
  increases each year, exacerbating the Black Ships’ 
  already monumental task. These numbers have spiked 
  since the emergence of the Great Rift. 
  The border between Materium and Immaterium is 
  blurred through portals, rifts, or storms like Cicatrix 
  Maledictum, allowing the denizens of either realm to 
  cross into the other. The ultimate goal of all daemons is 
  to make this crossing. As a Psyker channels the extra-
  sensory energies of the Warp, they expose themselves 
  to the Ruinous Powers and their daemonic kin. Their 
  will may accidentally manifest strange, terrifying, or 
  even deadly psychic phenomena, and they must also 
  resist the Warp’s denizens as they attempt to force 
  themselves into the Psyker’s body and invade reality. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Beware the Psyker!
  WARP TRAVEL
  Arcane archeotech engines allow void-ships 
  to travel through the Warp. Their mechanisms 
  are unknown to all but the most prestigious 
  of the Adeptus Mechanicus. A Warp Drive 
  allows a ship to enter the empyrean and 
  ride its unreal waves, then slip back into 
  realspace. As time and distance are malleable 
  in the Warp, a voidship can jaunt light years 
  incredibly quickly compared to real-space 
  travel — if it survives. 
  Those who travel the Warp are exposed 
  to its maddening dangers; shifting realities, 
  nightmarish manifestations, and daemonic 
  incursions. Ships are shielded by esoteric 
  Geller Fields, and the mysterious Navigators 
  steer vessels on the tides of psychic energy 
  using the lighthouse of the Astronomican, a 
  central beacon on Terra. Neither protection is 
  perfect, and many ships are lost in the Warp. 
  Some are merely destroyed, while others 
  arrive centuries after they set out, others 
  before they departed. 
  Though the process is dangerous and 
  strange, the benefits of Warp Travel are 
  undeniable. An interstellar monolith like 
  the Imperium can only survive with the 
  communications, trade, and military transport 
  afforded by travel within the Warp.
  Joseph Nirchi (Order #15621405)
  
  254
  The Scholastia Psykana
  An arcane institution that examines and tutors Psykers, 
  the sages of the Scholastia Psykana evaluate those 
  interred on the Black Ships. Those they deem worthy 
  — strong of will and potential — are indoctrinated and 
  trained to control their unholy powers. The majority 
  fail this examination, and are sacrificed to the ever-
  hungry maw of the Astronomican Choir. 
  The few that survive the Scholastia’s gruelling 
  regime become Sanctioned, capable of serving the 
  Imperium safely by controlling their Warped gifts. 
  Some undergo the ritual of Soul-Binding; standing 
  before the blessed Emperor, sharing in his immense 
  psychic power for a brief, agonising moment to 
  reinforce their minds against the predation of daemons. 
  These blessed souls emerge from their suffering as 
  Astropaths. 
  The Astronomican Choir
  The Emperor’s unfailing, holy light shines out into the 
  Warp to guide His children. The Astronomican is the 
  beacon by which the Navigators of the Navis Nobilite 
  steer every voidship through the empyrean. A psychic 
  star visible in the Warp, guiding the Imperium’s 
  voidships. 
  Without its ‘choir’, even the Emperor’s light would 
  have dimmed in the last ten thousand years. The 
  Astronomican Choir consists of Psykers whose lives 
  and psionic energy are absorbed by the Golden 
  Throne. Innumerable Psykers are sacrificed to fuel the 
  Imperium, their collective death scream focusing the 
  Emperor’s own psychic might into the Warp’s roiling 
  madness, creating one true, fragile star to sail by. 
  Astropaths
  Astropaths are second only to Navigators in the 
  essential entities required for the Imperium to exist.
  Without Astropaths, the Imperium would fall silent 
  forever. An Astropath’s mind can reach across the 
  vast span of empty void between worlds, delivering 
  messages and encoded thought imprints to other 
  Astropaths sectors away. Thoughts can be broadcast 
  even 
  further, 
  although 
  such 
  astro-telepathic 
  communication is less secure and carries far more 
  risk. This is how information vital to Imperial survival 
  passes across the galaxy in moments. 
  Rogue Psykers
  The Scholastia Psykana tests are brutal, savage, and 
  utterly unforgiving. As a result, many Psykers run or 
  hide when they discover what they are — or worse, 
  when someone else does. Some live out the rest of 
  their lives unbothered. Most do not. Those who don’t 
  succumb to their own perilous powers or become 
  possessed by daemons heed the whispers of the 
  Ruinous Powers and become Rogue Psykers. Without 
  the protection of the soul-binding ritual and all-
  consuming discipline of Scholastia Psykana training, 
  all Rogue Psykers are doomed to a fate worse than 
  death. 
  XENOS PSYKERS 
  Though many were exterminated during the Emperor’s 
  Great Crusade across the stars, some sentient Species 
  still utilise the terrifying might of the Psyker, the 
  mutable nature of the Warp expressing itself differently 
  through each. 
  Aeldari Psykers
  A Species of natural Psykers, the once star-spanning 
  empire of the Aeldari inexorably weaves psychic power 
  and technology. They manipulate the psychoactive 
  substance known as wraithbone with their minds, 
  shaping and moulding it to create their war machines 
  and planet-sized starships known as Craftworlds. 
  GILEAD LOST
  The light of the Astronomican cannot penetrate 
  the darkness of the Great Rift. Without it, the 
  Gilead System has no safe method of traveling 
  the Warp, and Astropathic communication 
  cannot stretch far beyond the Heartworlds. 
  Warp-shielded cells on every planet 
  overflow with Psykers as they are born 
  in increasing numbers and interred. Even 
  Varonius cannot say when the next Black 
  Ship will arrive. The Inquisition’s remaining 
  members are already overworked, and more 
  Psykers are escaping their clutches than ever. 
  Many streets are filled with fear, suspicion, and 
  violence, whilst others find a pragmatic — and 
  certainly heretical — acceptance of low-powered 
  Psykers to be the only solution. Lord-Governor 
  Fylamon constantly denies rumours she has 
  accepted additional ‘Sanctioned’ Psykers into 
  the ranks of the Gilead Gravediggers. 
  Joseph Nirchi (Order #15621405)
  
  255
  Each Aeldari wears a Spirit Stone, a device that collects 
  and safeguards their soul at the moment of death. The 
  Aeldari’s psychic mind  lives on in this stone; they are 
  harvested from the battlefields and installed into a 
  Craftworld, the soul mingling with its dead fellows in 
  an Infinity Circuit. Those still living  can psychically 
  communicate with their dead, calling on them when 
  the need arises. By shaping wraithbone into humanoid 
  form, the soul of a departed Aeldari can take to the field 
  of battle once more. The mystical material responds 
  to a Psyker’s powers like a musical instrument, 
  Wraithlords and Wraithguards moving as though alive. 
  Bonesingers tend groves of psychoreactive wraithbone 
  on every Craftworld, preserving the crux of their 
  technology and way of life. 
  Beyond technology, the unique Aeldari psyche 
  curses them with vast ranges of deep emotions and 
  the ability to peer into the future. They are highly 
  attuned to the strands of fate, seeing the Warp as a 
  vast lattice linking all possibilities. In days long fallen, 
  every Aeldari could feel and manipulate these strands, 
  predicting and changing the future; those that still 
  strive to master this practice are said to follow the Path 
  of the Seer. 
  Farseers and Warlocks guide the massive 
  Craftworlds, following threads of doom and fate 
  that form patterns across the centuries. As these 
  Craftworlds pass, they often shape and reshape entire 
  destinies in their wake. The Warlock weaves the flow 
  of battle, unleashing devastating psychic attacks that 
  rend flesh as well as futures. At the twilight of their 
  days the Aeldari still remain masters of the art of 
  the Psyker. But every Aeldari must maintain a tight 
  discipline over their extreme emotions and psychic 
  ability — Slaanesh is ever watchful, ravenous for their 
  souls, ready to strike and devour the xenos at any 
  moment of weakness. 
  Ork Psykers
  The collective Ork consciousness is a latent pool of 
  Warp energy. Ork emotions — almost exclusively the 
  desire, anticipation, or excitement for war — whip this 
  energy into a storm that expresses itself ultimately 
  in the WAAAGH!; a raging whirlwind of hyper-
  rage screaming for release. Weirdboyz are the literal 
  lightning rod for this psionic overflow of nearby Orkish 
  psyches, soaking up the uncontrolled and unfocused 
  psychic energy like a sponge, often with unpredictable 
  and explosive results. 
  Orks unwittingly alter the laws of logic in 
  their local area with their collective psychic energy. 
  Ork technology functions purely on the unconscious, 
  undirected psychic power of their war-hungry beliefs. If 
  an Ork believes in something hard enough, it becomes 
  true; taping an extra magazine to a gun improves the 
  fire rate by giving it ‘more dakka’, sticking spikey bits 
  on a voidship stops daemons from attacking during 
  Warp travel, and painting a trukk red really does make 
  it go faster. Indeed, those few brave or foolish enough 
  to study the greenskin menace have found that their 
  ramshackle weaponry often literally falls apart when 
  wielded outside of an Ork WAAAGH!.  
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  255
  Joseph Nirchi (Order #15621405)
  
  256
  WARP STORMS 
  & CICATRIX 
  MALEDICTUM 
  Wrap Rifts are gateways to the dwelling place of 
  daemons. A Warp Rift forms where the barrier 
  between the Materium and the Warp weakens and 
  cracks. These tears in reality seep with raw power too 
  great for many mortals to even look upon. The Eye 
  of Terror was the greatest of these rifts caused by the 
  psychic shock of the birth of the Chaos God Slaanesh. 
  Reality and unreality mixed across the almost twenty-
  thousand light-year span of the Eye, fraying the laws 
  of time and physics, and releasing the Ruinous Powers’ 
  servants. 
  The Eye of Terror was but a predecessor to 
  the greatest calamity the Imperium has faced since 
  the Horus Heresy. Tearing through half of the known 
  galaxy, the Great Rift is a colossal Warp storm that 
  has distorted the laws of physics and bisected the 
  Imperium. Time fluctuated on thousands of worlds 
  when this catastrophe ripped through the galaxy. The 
  Imperium’s worlds in proximity to the Sol System 
  suffered from incursions from Chaos forces and mass 
  rioting, and lost communication with the many planets 
  beyond the abominable Cicatrix Maledictum. Those 
  lost worlds on the far side of the Great Rift experienced 
  far worse. 
  Those in the relative safety of the Sol System 
  dubbed the region of space beyond Cicatrix Maledictum 
  ‘Imperium Nihilus’. The Astronomican’s holy flame has 
  been extinguished for the planets in Imperium Nihilus. 
  The Emperor’s guiding light is entirely obscured by the 
  colossal Warp Storm. Astropathic messages and faster-
  than-light travel are almost impossible without the 
  Astronomicon’s lighthouse, and the Great Rift itself 
  is impassable. Each planetary system is isolated from 
  the rest of the Imperium, unsure even that humanity 
  has survived the calamity that plagues them on a daily 
  basis. 
  Daemons walk freely from Cicatrix Maledictum 
  onto the defenceless worlds of Imperium Nihilus.
  Psyker numbers have increased, due to unreality 
  seeping through the Great Rift on an unprecedented 
  scale. This accursed age needs heroes more than ever 
  before. 
  The Gilead System is but one of the surviving 
  bastions of Imperial order in Imperium Nihilus. Its 
  citizens toil beneath a sky torn by the Great Rift, 
  praying a Black Ship will emerge before they are 
  overrun by Warp-tainted Psykers. Those few who 
  understand the depth of the System’s predicament 
  pray for empty skies instead, knowing nothing good 
  will emerge from the galaxy-spanning portal to the 
  realm of daemons. 
  256
  Joseph Nirchi (Order #15621405)
  
  257
  GAINING PSYCHIC 
  POWERS 
  If you have the PSYKER Keyword, you are a Psyker. 
  All Psykers begin their careers knowing the Universal 
  Psyker Abilities. You can learn additional psychic 
  powers by spending Experience Points equal to the 
  power’s XP cost. 
  There is no maximum number of psychic powers you 
  can learn. Each Psyker studies a Discipline, a method of 
  controlling the unpredictability of the Warp to produce 
  consistent desired effects. All Psykers can learn Minor 
  Psychic Powers and Smite (p.272), but you can only 
  learn psychic powers from a single Discipline unless 
  you are an Aeldari or have taken the Warped Mind 
  Talent (p.141). 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  OTHER XENOS 
  PSYKERS 
  Psykers exist in almost every sapient species 
  in the galaxy and in more than a few non-
  sapients too. 
  The 
  patriarchal 
  Genestealers 
  that 
  lead hidden cults on Hive Worlds exert a 
  psychic 
  control 
  over 
  their 
  blasphemous 
  minions, connecting them through its horrific 
  Broodmind. Every disillusioned xenos rebel can 
  communicate through thought alone, receiving 
  orders from their Warped Patriarch through 
  this 
  subconscious 
  link. 
  Each 
  individual 
  acts in the interests of the group, sacrificing 
  themselves if the need arises in a perversion of 
  the Imperial ideal. Some of the impure xenos 
  hybrids develop their own psychic powers, 
  deforming the Telepathy discipline to their own 
  twisted ends. 
  The enigmatic Hrud are reported to have 
  shamans among their numbers who perform 
  techno-heretical 
  Warpcraft. 
  Psychneuein, 
  wasplike 
  Psyker 
  insects 
  originally 
  from 
  Prospero, terrorise worlds across the galaxy. 
  Even the Old Earth myths of Vampires have 
  been attributed to certain breeds of psionic 
  predators that lurk in the edges of awareness, 
  and some are said to still inhabit Terra today.
  Whispers in the Gilead speak of strange 
  shrouded figures appearing on Trollius and, 
  more recently, on Ostia. Only observed at 
  great distances, they seem to announce their 
  arrival with strange psychic ripples that repeat 
  rhythmically like pebbles dropped into a 
  still pond.
  STARTING PSYKERS
  If your character is a Psyker — or has just 
  become one — it might not be clear where 
  to start. Add your Universal Psyker Abilities 
  (p.267), then pick a few Minor Psychic Powers 
  to learn. After you’ve gotten a feel for how 
  Warp-craft works, you can purchase a few more 
  powers, or even choose a Psychic Discipline. 
  Discipline
  Description
  Biomancy
  Manipulating a biological form
  Divination
  Predicting or reading the future
  Pyromancy
  Manipulating or producing fire
  Telekinesis
  Exerting kinetic force 
  through thought
  Telepathy
  Manipulating a mind
  Maleficarum
  Unleashing the unholy 
  powers of Chaos
  Runes of Battle
  Empowering allies or weakening foes
  Minor 
  Psychic Powers
  Less powerful psychic phenomena 
  outside of any discipline
  PSYCHIC DISCIPLINES
  Species
  Disciplines Known
  Aeldari
  You can learn Psychic Powers 
  from the Divination Discipline, the 
  Runes of Battle Discipline, and one 
  other Discipline of your choice.
  All other  
  Species
  You can learn Psychic Powers from 
  a single Discipline of your choice.
  Joseph Nirchi (Order #15621405)
  
  258
  OPTIONAL RULE: 
  EXCHANGING 
  POWERS 
  Manifestations of the Warp are by their very 
  nature strange and unpredictable. Though 
  Psykers can control these wild energies to 
  some extent, they are often more at their mercy, 
  and the Empyrean is fickle — the incantations 
  and focuses that work for a Psyker one day 
  may have completely different results another. 
  If you use this optional rule you can 
  exchange one psychic power you know for 
  another power of the same Discipline. This 
  might result in a randomly determined net loss 
  or gain in XP — if that sounds like a bad thing 
  to you, don’t use this rule.  
  At the start of a session, pick the power 
  you want to exchange, then roll on the table of 
  powers for that Discipline. If you roll a different 
  power, it replaces your original power. If you 
  roll the same power, you can choose which new 
  power you learn.
  Exchange Consequences
  Psykers do not alter their powers lightly. 
  Learning to control their abilities in a different 
  fashion can be quite dangerous, and the Psyker 
  must re-learn to precisely exert their will. 
  Whenever you exchange psychic powers, 
  you must add one Wrath Dice to all of your 
  Psychic Mastery Tests for the entirety of the 
  game session. In addition, you must roll a 
  Wrath Dice at the beginning of the session; on 
  a result of 1, you gain 1 Corruption.
  d66 Roll
  Psychic Power
  XP Cost
  11-13
  Chameleon
  8
  14-16
  Compel
  10
  21-23
  Conceal Phenomena
  5
  24-26
  Conjure Flame
  10
  31-33
  Dull Pain
  8
  34-36
  Flash Bang
  8
  41-43
  Invoke Luck
  10
  44-46
  Inflict Pain
  8
  51-52
  Subvert Machine
  10
  53-54
  Hover
  7
  55-56
  Psychic Torch
  5
  61-62
  Phantom Grip
  8
  63-64
  Mental Force
  8
  65-66
  Otherworldly Voices
  5
  MINOR PSYCHIC POWER EXCHANGE
  d6 Roll
  Psychic Power
  XP Cost
  1
  Enfeeble
  15
  2
  Life Leech
  15
  3
  Phantom Form
  15
  4
  Regeneration
  15
  5
  Shape Flesh
  20
  6
  Warp Speed
  15
  BIOMANCY DISCIPLINE EXCHANGE
  d6 Roll
  Psychic Power
  XP Cost
  1-2
  Forewarning
  15
  3
  Prescience
  15
  4
  Scryer’s Gaze
  5
  5
  Misfortune
  15
  6
  Psychometry
  15
  DIVINATION DISCIPLINE EXCHANGE
  Joseph Nirchi (Order #15621405)
  
  259
  USING PSYCHIC 
  POWERS 
  Step 1: Declare
  Declare which psychic power you want to use, how 
  you want to use it, and which power level you’re using 
  (see Power Levels on the next page). 
  You can only activate one psychic power per 
  Round. 
  Step 2: Assemble Dice  
  Pool 
  Gather a dice pool for your Psychic Mastery (Wil) Skill, 
  plus any applicable bonus dice from your wargear or 
  other sources. 
  The number of Wrath Dice in your dice pool is 
  determined by the power level. You might have to add 
  extra Wrath Dice from another source. 
  Step 3: Roll The Test 
  Roll the dice pool and count the Icons, then compare 
  the result to the psychic power’s DN. If the number 
  of Icons equals or exceeds the psychic power’s DN, 
  you’ve successfully cast the power. 
  Any result of 1 on any Wrath Dice triggers a 
  Perils of the Warp Complication, regardless of success 
  or failure. Roll on the table on p.263 and trigger any 
  effects immediately. 
  Any results of 6 on a Wrath Dice count as 
  Exalted Icons, but don’t trigger Critical Hits or award 
  Glory. You can shift any Exalted Icons to enhance the 
  power’s effect as described in the Potency part of each 
  psychic power, as long as you still have enough Icons 
  in the dice pool after Shifting to trigger the power.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  d6 Roll
  Psychic Power
  XP Cost
  1
  Fiery Form 
  15
  2
  Flame Breath
  5
  3
  Molten Beam
  20
  4
  Spontaneous Combustion
  10
  5
  Wall of Flame
  15
  6
  Mindfire
  15
  PYROMANCY DISCIPLINE EXCHANGE
  d6 Roll
  Psychic Power
  XP Cost
  1
  Assail 
  10
  2
  Crush
  10
  3
  Levitation
  8
  4
  Telekinetic Dome
  15
  5
  Shockwave
  15
  6
  Grav-Warp
  20
  TELEKINESIS DISCIPLINE EXCHANGE 
  d6 Roll
  Psychic Power
  XP Cost
  1
  Fog the Mind
  15
  2
  Mind Probe
  15
  3
  Psychic Shriek
  10
  4
  Telepathy
  5
  5
  Terrify
  15
  6
  Erasure
  15
  TELEPATHY DISCIPLINE EXCHANGE
  d6 Roll
  Psychic Power
  XP Cost
  1-2
  Dark Flame
  15
  3
  Possession
  20
  4
  Soul Shrivel
  20
  5
  Touch of Corruption
  15
  6
  Infernal Gaze
  10
  MALEFICARUM DISCIPLINE EXCHANGE
  d6 Roll
  Psychic Power
  XP Cost
  1
  Conceal/Reveal
  20
  2
  Embolden/Horrify 
  20
  3
  Empower/Enervate
  30
  4
  Enhance/Drain 
  30
  5
  Protect/Jinx 
  20
  6
  Quicken/Restrain 
  20
  RUNES OF BATTLE DISCIPLINE EXCHANGE
  Joseph Nirchi (Order #15621405)
  
  260
  Step 4: Activate Psychic 
  Power
  You unleash the power! Depending on the effects of 
  the power and your intentions, any manner of Warp-
  born sorcery could take place. 
  Example: Rachael’s character Jiao is undercover, 
  investigating a Tzeentchian Cult in the hive city 
  Anterium on Gilead Primus. Her party suspects the cult 
  has penetrated some of the noble houses that rule the 
  hive, creating a problem; the party needs a highborn 
  signature on Administratum records to legally continue 
  their investigation. Rachael decides that Jiao will meet 
  with a suspect noble, and use her psychic powers to 
  influence the situation. 
  After the noble refuses to sign the documents, 
  Jiao attempts to activate Compel, a DN 5 power. Jiao 
  casts it at the Bound level, so no additional Wrath Dice 
  are added. Jiao has a Willpower of 3 and a Psychic 
  Mastery of 4, meaning her dice pool is 7, including 1 
  Wrath Dice. 
  Rachael rolls the pool of 7 dice and gets the 
  following result: 1, 2, 2, 4, 5, 5, 6.
  3 Icons and 1 Exalted Icon = 5 successes; just enough 
  to activate Compel! Luckily, Rachael didn’t roll a 1 
  on the Wrath Dice, so she doesn’t have to roll on the 
  Perils of the Warp table. 
  Now that the power is activated, Jiao says, 
  ‘Sign the form.’ Her psychic abilities are influencing 
  the Imperial noble, but he has a chance to resist 
  with a Willpower test (DN 4). Unfortunately, with a 
  Willpower of 3, the highborn only rolls a 3, a 4, and 
  a  6; 3 Icons. The GM describes as the noble’s eyes 
  glaze over and his hand scrawls a signature on the 
  Administratum forms. A moment later, he snaps back 
  into full consciousness, shaking with Warp sickness 
  as Jiao proceeds with her investigation. 
  POWER LEVELS 
  A Psyker can open themselves to the Warp and channel 
  more of their latent power into their psychic powers. 
  Casting at a higher power level adds extra Wrath Dice 
  to the dice pool, increasing your chance of success at 
  the risk of potentially triggering the Perils of the Warp. 
  Whenever you make a Test to activate a psychic 
  power, choose a Power Level: 
  Bound
  A trained Psyker can control the Warp as it flows 
  through them — to an extent. 
  Roll your Psychic Mastery Test with a single Wrath 
  Dice, unless you are required to roll with additional 
  Wrath Dice from another source.
  Unbound
  Psykers can unshackle the natural barriers in their 
  minds, drawing upon more Warp energy to generate 
  their powers. 
  Roll your Psychic Mastery (Wil) Test with one 
  bonus Wrath Dice in your pool. Any other Psychic 
  Mastery tests you make in this scene must be made at 
  the Unbound or Transcendent Power Level. 
  Transcendent 
  Reckless Psykers can open their minds fully, 
  surrendering themselves and channelling the raw 
  power of the Warp, despite the extreme risks. 
  Roll your Psychic Mastery (Wil) Test with bonus 
  Wrath Dice equal to your Rank or Tier, whichever is 
  higher, plus one. Any other Psychic Mastery tests you 
  make in this scene must be made at the Transcendent 
  Power Level. Whenever you make a Transcendent 
  Psychic Mastery (Wil) Test, you suffer Shock equal to 
  the number of Wrath Dice in your dice pool.
  Example: Johan’s Psyker Zaire is out of ammo, he’s 
  wounded, and a gang of Ork Boyz are charging 
  towards him — if he holds back now to keep his 
  powers a secret, he’s a goner. He attempts to activate 
  his Telekinetic Dome psychic power, and choses to roll 
  at the Unbound power level to make sure it works. 
  Power Level
  Bonus  
  Wrath Dice
  Effects
  Bound
  0
  N/A
  Unbound
  +1
  You may only make 
  Unbound or Transcendent 
  Psychic Mastery tests for 
  the rest of the scene. 
  Transcendent
  +2 or  
  more
  You suffer Shock 
  damage equal to the 
  amount of Wrath Dice 
  in the dice pool. 
  You may only make 
  Transcendent Psychic 
  Mastery tests for the 
  rest of the scene.
  POWER LEVELS EFFECTS
  Joseph Nirchi (Order #15621405)
  
  261
  Johan assembles a dice pool, adding Zaire’s Willpower 
  (4) to his Psychic Mastery (3) for a total of 7, 
  including 1 Wrath Dice. Using the power Unbound 
  adds an additional Wrath Dice, making a dice pool of 
  8, including 2 Wrath Dice. 
  Johan rolls the test with the following result: 1, 
  2, 4, 4, 4, 5, 6, 6. 
  A total of 8 icons, including 2 Exalted Icons. The DN 
  of Telekinetic Dome is 5, so it goes off without a hitch. 
  The Orks pile in, but none of them can penetrate the 
  wall of psychic force Zaire has raised. 
  On his next turn, Johan has decided that Zaire 
  wants to use his burgeoning psychic powers to take 
  revenge. He stops sustaining the Telekinetic Dome and 
  attempts to activate the Shock Wave psychic power, 
  but as he used the Unbound power level last round he 
  can only choose Unbound or Transcendent. He decides 
  to go all out, and chooses Transcendent. As Zaire is 
  Tier 1, Rank 1, +2 Wrath Dice are adDded through 
  choosing Transcendent. The dice pool is now 9. 
  Johan rolls the test with the following result: 1, 
  1, 4, 4, 5, 5, 6, 6, 6.  
  A total of 10 Icons, including 3 Exalted Icons! 
  The DN of Shock Wave is 7, so the power activates and 
  Johan can spend 1 Exalted Icon to improve the Potency, 
  improving the power’s range by 5 m to hit all of the 
  Ork Boyz. However, 2 Wrath Dice rolled a result of 
  1, so Johan has to roll on the Perils of the Warp 
  table. He rolls a 63, but must add another 
  10 due to rolling a 1 on the second Wrath 
  Dice, meaning the result is 73 ‘The Crawling’. As he 
  blasts the Boyz, Zaire falls to the ground in a panic as 
  he feels the bites of uncountable illusory insects. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  OPTIONAL RULE: 
  HORRIFIC RESULTS
  The Gamemaster may elect that Troop-threat 
  NPCs and bystanders always fail any specific 
  Test required by a result on the Perils of 
  the Warp table. This option makes Psykers 
  that much more dangerous and frightening. 
  Grotesque consequences lie in wait for any 
  common being who lingers too close to a 
  Psyker opening themselves to the Warp.
  Joseph Nirchi (Order #15621405)
  
  262
  PERILS OF THE 
  WARP  
  Whenever the unpredictable power of the Warp is 
  channelled into realspace, there is a chance the 
  chaotic force will cause misfortune. The Perils of the 
  Warp table represents a small sample of the myriad 
  nightmarish manifestations the Empyrean can take 
  when drawn into the Materium. 
  Whenever you roll a 1 on a Wrath Dice as part 
  of a Psychic Mastery (Wil) Test you must roll on the 
  Perils of the Warp table on the next page. 
  Example: While battling Aeldari Corsairs, Marina’s 
  Sanctioned 
  Psyker 
  Arabael 
  tries 
  to 
  activate 
  Forewarning (DN 6). Marina assembles a dice pool 
  equal to her character’s Psychic Mastery (Wil), a total 
  of 6 dice. She chooses to activate the power at the 
  Bound level, meaning she adds no additional Wrath 
  Dice. 
  Marina rolls the test with the following result: 
  1, 2, 3, 4, 5, 5
  Unfortunately, this is only 3 Icons, so the Psychic test 
  fails and the power does not activate. Even worse, 
  Marina rolled a 1 on the Wrath Dice, so Arabael suffers 
  an adverse effect. Marina rolls a d66 and gets a 62. 
  Consulting the Perils of the Warp table, Marina 
  gets the result ‘The Veil Thins’. In addition to thinning 
  the atmosphere locally and causing everyone around 
  to suffer penalties to their actions, this result also 
  means that any character attempting to activate a 
  psychic power in the vicinity must add an additional 
  Wrath Dice to their Psychic Mastery (Wil) Tests for the 
  remainder of the scene.
  Wrath Dice & The Warp 
  Your dice pool may contain extra Wrath Dice from 
  multiple sources, including the Power Level of the 
  Psychic Mastery test. If you roll a 1 on any Wrath Dice 
  as part of a Psychic Mastery test you must roll on the 
  Perils of the Warp table. For every additional 1 you roll 
  on a Wrath Dice you must add +10 to your d66 roll. 
  The results from 71 to 106 on the Perils of the Warp 
  table can only be triggered in this way. 
  OTHER PERILS
  The Perils of the Warp are myriad; feel free 
  to come up with your own inspired by the 
  immeasurable darkness of the 41st Millennium. 
  The insectile Psychneuein lay their loathsome 
  eggs in the brains of the incautious, and the 
  vile xenos Enslavers transform Psykers into 
  grotesque living Warp gates through which 
  they emerge to prey on humanity. Perhaps 
  worst of all are the hushed tales of daemonic 
  incursions, creatures spewing forth from 
  tormented minds to inflict the will of those true 
  rulers of the Warp, the Ruinous Powers.
  Joseph Nirchi (Order #15621405)
  
  263
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Roll
  Result
  11-12
  FLICKERING LIGHTS: For a brief moment, all light sources flicker and go out. 
  13-14
  HOARFROST: The temperature instantly drops 20 degrees, and all surfaces within 25 m of you are coated with a thin 
  rime of frost. The temperature returns to normal over the course of a minute. The frost is treated as Difficult Terrain. 
  Anyone who rolls a Complication whilst on the frost falls Prone. 
  15-16
  ROILING MIST: A clammy mist roils up from the ground, surrounding you in a 25 m radius. The mist obscures vision 
  and distorts sounds with weird echoes for 1 Round. All Tests made inside the mist that rely on sight or hearing are made 
  at +2 DN. 
  21-22
  WHISPERS IN THE DARK: All light sources within 25 m of you grow dim and shadows pool thickly. Sinister whispers 
  echo, and anyone who can hear them must make a successful DN 3 Corruption Test. Any who fail the Corruption roll are 
  Vulnerable [2] for 1 Round.
  23-24
  WARP SPECTRES: For roughly a minute, ethereal images of strange creatures move in and out of existence within 25 
  m of you. These apparitions move awkwardly, passing through objects and the living alike, seemingly unaware of the 
  real world. All animals immediately flee the area, and any sentient being who witnesses the apparitions must make a 
  DN 3 Fear Test.
  25-26
  TEARS OF THE MARTYR: All paintings, statues, or equivalent effigies within 100 m of you begin to weep blood. If no 
  such features exist in range, then walls or similar surfaces begin to drip with blood. The bleeding persists for 1 minute. 
  All sentient creatures that witness this event must make a DN 3 Fear Test.
  31-32
  SINISTER CHORUS: A sinister chorus or low laughter swirls around you and those in the vicinity. All sentient creatures 
  within 25 m must make a successful DN 3 Willpower Test or are Hindered (1) for one Round. The GM gains 1 Ruin.
  33-34
  THE WATCHING: An overwhelming paranoia of something watching creeps over you and everyone within 20 m. Lesser 
  creatures and animals cower in fear, while sentient creatures must make a successful DN 4 Willpower Test or suffer an 
  uncontrollable compunction to second-guess all their actions — they are Hindered (2). This effect lasts for the remainder 
  of the scene.
  35-36
  MIASMA OF DECAY: The stench of rotting meat and decaying flesh rises from the ground within 25 m of you. All 
  creatures within range must make a DN 3 Toughness Test, including those protected by technological breathing apparatus. 
  Those who fail suffer 1 Shock.
  41-42
  BANSHEE SCREAM: A mighty roar akin to a sonic boom crashes through the air. Lesser animal lifeforms (insects, 
  rodents, avians, etc.) within 25 m are instantly killed. All others suffer 1d3 Shock and must make a successful DN 3 
  Toughness Test or are Staggered.
  43-44
  UNNATURAL BLOODLUST: All creatures within 15 m of you suffer from a ringing in their ears and taste the bitterness 
  of iron. During the next round, all melee attacks they make gain +1 ED.
  45-46
  THE EARTH PROTESTS: The ground within 50 m of you is jolted by a sudden but brief earthquake. The tremor causes 
  no real damage, but all in range must make a successful DN 3 Agility Test or be thrown Prone and suffer 1 Shock.
  51-52
  LIFE DRAIN: A numbing cold washes out from you, leeching the very life essence of those nearby. Every living creature 
  within 25 m immediately suffers 1d3 Shock and all lesser life forms (plants, avians, insects, etc.) wither and die.
  53-54
  VISIONS OF POSSIBILITY: An awful droning buzz surrounds you, drowning out all speech. The drone penetrates the 
  mind. All creatures with the PSYKER Keyword within 10 m must make a DN 4 Intellect Test. Those who fail are Staggered 
  and suffer 1d3 Shock. Those who succeed gain 1 Wrath.
  55-56
  PSYCHIC BACKLASH: Lurid-pink Warp lightning dances across your flesh. You suffer 1d3+2 Shock.
  61-62
  THE VEIL THINS: The air within 25 m of you thins, causing living creatures to suffer shortness of breath and dizziness. 
  All creatures without artificial breathing apparatus are Hindered (2) for 1 minute. In addition, 1 Wrath Dice must be 
  added to all Psychic Mastery (Wil) Tests for the remainder of the scene.
  63-64
  WARP-TOUCHED AURA: The mystical energies of the Warp wash over you and infuse the landscape for 25 m in every 
  direction. All creatures in the area suffer 1d3 Shock. In addition, the invisible energies flowing through this area greatly 
  increase the potency of psychic phenomena — 1 Wrath Dice must be added to all Psychic Mastery (Wil) for the remainder 
  of the scene. 
  65-66
  SURGING WARP ENERGIES: The air seems to shimmer and distort. All creatures within 25 m of you suffer 1d6 Shock 
  and the GM gains 1 Ruin. For the remainder of the scene, all Wrath Dice rolled as part of a Psychic Mastery Test that don’t 
  result in a 1 or a 6 must be rerolled once.
  71-72
  UNNATURAL EFFUSIONS: You vomit foul otherworldly materials uncontrollably, far more than your body could ever 
  produce. You suffer 1d6 Shock and are Restrained for 1d6 Rounds.
  73-74
  THE CRAWLING: You are overcome with the sensation of tiny creatures moving just under your skin. You immediately 
  suffer 1d6+1 Shock and must increase the DN of all Tests by 2 for the remainder of the scene.
  PERILS OF THE WARP
  Joseph Nirchi (Order #15621405)
  
  264
  DAEMONIC POSSESSION
  Daemonic possession is one of the iconic penalties for trafficking with the powers of the Warp.  Nevertheless, 
  possession is a difficult consequence to visit upon a player character, and it certainly carries with it the 
  possibility of destroying any Wrath & Glory campaign where it occurs. Gamemasters are encouraged to 
  give such a potential situation some thought beforehand.
  Some possible methods to deal with such a result include the following:
   
  u
  The possession takes place, but is very subtle at first. This could be a slow and insidious invasion of 
  the Psyker’s identity, allowing the GM to create something more overt for a future session by recruiting 
  the player themselves to further the story.
   
  u
  The Psyker is possessed, but the possession is only evident when the character is asleep, alone, or 
  otherwise incapacitated.
   
  u
  The possession results in the character becoming an NPC under the GM’s control — ideally occurring 
  at the end of a game session. The player must create a new character, and the possessed NPC now 
  becomes a foil, an enemy, or possibly even a dangerous ally of the protagonists.
  All are valid options, and you may well have some of your own, but always keep in mind the potential 
  dangers of daemonic possession. The best plot in the world isn’t worth spoiling one player’s fun.  
  Roll
  Result
  75-76
  TWISTED FLESH: The energies of the Warp unleash a corruptive force on your physical form and all creatures within 10 
  m. All affected characters must make a DN 7 Corruption Test. Those who fail gain 1d3 Corruption (instead of just one) 
  and suffer 1 Mortal Wound.
  81-82
  GRAVE CHILL: The environment around you grows numbingly cold, a supernatural chill suffusing every surface with 
  glistening ice. You and every creature within 50 m suffer a -1 to Agility and Strength for the rest of the scene. In addition, 
  all affected creatures must make a successful DN 5 Toughness Test or suffer 1 Mortal Wound.
  83-84
  THE SUMMONING: A portal is torn open between the Materium and the Warp. A Daemon appears within 25 m of you. 
  The exact location and nature of this daemon is at the GM’s discretion. The daemonic entity immediately attacks the 
  nearest target. The daemon returns to the Warp after 3 rounds, or when it has been destroyed.
  85-86
  VOICES FROM THE BEYOND: All creatures within 25 m of you hear harsh, guttural voices close to their ear, though 
  their words are seemingly gibberish. All characters within 10 m must make a DN 5 Fear Test. All sentient characters in 
  range are Staggered until the end of the scene.
  91-92
  DARK PASSENGER: A daemon enters your mind. The daemon looks out through your eyes, reporting to whatever cruel 
  entity rules it, and may attempt to influence your actions whenever you roll a Complication. It may whisper foul secrets, 
  make disturbing comments, or otherwise make itself known for the remainder of your existence unless expelled. The 
  GM gains one Ruin, and may rule that the daemon takes other actions. See the Daemonic Possession sidebar below for 
  more information. 
  93-94
  WRITHING DISFIGUREMENT: You are wracked with pain, collapsing to the ground. You suffer 1d6 Shock and gain 
  1d3+1 Corruption. You must roll on the Minor Mutations table (p.288). 
  95-96
  SPECTRAL GALE: Swirling vortexes of misty, inhuman faces sweep past you and spin away in all directions. The 
  distorted images cackle in maniacal glee, and all mortals who hear them struggle to keep order to their thoughts. All living 
  creatures within 25 m of you must make a DN 7 Fear Test.
  101-102
  EYE OF THE GODS: Your mind fleetingly draws the gaze of one of the Ruinous Powers. You and any mortals within 20 
  m must make a DN 7 Corruption Test. Those who succeed gain 1 Wrath Point.
  103-104
  BLOOD RAIN: A hot and sticky blood rain falls in an 8 m radius centred on you. The supernatural storm starts slowly, 
  but quickly builds to a torrent lasting only minutes. Any creature whose flesh is touched by this blood must make a 
  successful DN 7 Willpower Test or become Frenzied. The awful stench of the blood will seep into any item , and may make 
  surfaces slick and slippery.
  105-106
  PSYCHIC OVERLOAD: Streaming Warp energy bursts from your eyes and mouth, flashing in all directions and 
  penetrating all living creatures surrounding you. You suffer 2d6 Mortal Wounds and gain 1d3 points of Corruption. All 
  other creatures within 10 m suffer 1d3 Mortal Wounds and must make a successful DN 7 Toughness Test or are Blinded.
  PERILS OF THE WARP
  Joseph Nirchi (Order #15621405)
  
  265
  Example: The battle having gone poorly, Marina’s 
  sanctioned psyker Arabael finds herself fleeing the 
  Corsairs. She pauses to make a Psychic Mastery test 
  to activate Otherworldly Voices (DN 3), aiming to 
  distract her pursuers. Marina assembles a dice pool 
  equal to her character’s Psychic Mastery (Wil) dice 
  pool, a total of 6 dice. She attempts to activate the 
  power Bound, but still she needs to add a bonus 
  Wrath Dice due to the earlier ‘The Veil Thins’ result, 
  increasing the total dice pool to 7 dice. 
  She rolls the test with the following result: 1, 1, 
  3, 3, 4, 4, 5. 
  This is 3 Icons, so the Psychic test succeeds 
  and the power is activated. Unfortunately, Marina 
  rolls 1s on both of the Wrath Dice, triggering Perils of 
  the Warp. When she rolls on Perils of the Warp table, 
  she adds +10 to the roll because of the second 1 on a 
  Wrath Dice. 
  Marina rolls a d66 and gets a 56, which 
  when the +10 is applied, results in a 66. Consulting 
  the table, Marina sees that this is the ‘Surging Warp 
  Energies’ result. Things just got much nastier for the 
  protagonists, and perhaps for their Corsair pursuers 
  as well…
  SUSTAINING 
  PSYCHIC POWERS  
  The effects of some psychic powers can be maintained 
  continuously, though doing so is strenuous. While a 
  Psyker sustains a power, they must increase the DN of 
  all Tests they make by +2. The DN penalty increases 
  by +2 for each additional power you are currently 
  sustaining. 
  If you are sustaining a psychic power and 
  take any damage from an external source, such as an 
  attack or environmental conditions, you must make 
  an immediate Willpower Test with a DN equal to the 
  total Wounds and Shock suffered, plus the penalty 
  for sustaining any psychic powers. If you fail, any 
  sustained powers immediately end. A Psyker can 
  choose to stop sustaining a psychic power at any time. 
  Some powers, when sustained, cause great 
  strain on a Psyker. These powers cause Shock damage 
  to the psyker at the end of each combat round, or 
  another increment of time as described in the power. 
  This damage does not provoke the Willpower Test 
  described above. 
  Example: Holly’s Ganger Momoko is trying to sneak 
  into an Administratum facility to steal some building 
  plans to aid her next heist. There are a few Astra 
  Militarum Troopers guarding  the entrance, who 
  will undoubtedly stop anyone walking toward the 
  building or attempting to climb into the tall windows. 
  Fortunately Momoko has a trick up her sleeve — she 
  attempts to activate the Otherworldly Voices psychic 
  power. 
  Holly assembles a dice pool equal to Momoko’s 
  Willpower + Psychic Mastery, a total of 8 dice. She 
  rolls with the following result: 1, 2, 2, 3, 4, 4, 5, 5. 
  4 Icons, enough to activate the DN 3 power. 
  A discordant din of scuffling and strange shouting 
  echoes from around the corner of the building. The 
  troopers warily investigate; taking their attention 
  away from the building’s tall windows. 
  Sneaking in won’t be easy, so Holly decides 
  she will activate Chameleon to make her Stealth Test 
  more likely to succeed. Since Momoko is sustaining 
  Otherworldly Voices to distract the PDF, the DN of 
  the power is increased by +2, increasing the DN 5 
  Chameleon power to DN 7. 
  Holly assembles Momoko’s Psychic Mastery 
  (Wil) dice pool again. She rolls the 8 dice with the 
  following result: 2, 3, 3, 4, 5, 5, 6, 6. 
  A total of 7 Icons, just enough to activate the 
  power. While she sustains Chameleon, Momoko gains 
  +5 bonus dice whenever she makes a Stealth (A) Test. 
  She decides to stop sustaining the Voices psychic 
  power. If Momoko sustained both psychic powers, she 
  would suffer a +4 DN penalty to all Tests. 
  Momoko attempts to sneak past the guards so 
  she can climb in through a window. The GM sets the 
  DN at 3, and adds +2 for a total of 5 as Momoko 
  is sustaining Chameleon. Holly assembles a dice pool 
  equal to Momokos Agility + Stealth, a total of  4 dice. 
  She adds another 5 dice to the dice pool, for a total of 
  9 dice. She rolls the test with the following result: 2, 3, 
  3, 4, 5, 5, 5, 6, 6.
  4 Icons and 2 Exalted Icons for a total of 8 Icons! 
  The GM describes Momoko’s skin shifting to take on 
  the dark, decrepit appearance of Imperial architecture, 
  and she moves up to the building undetected. 
  Momoko is almost there, she just needs to climb 
  into the window. Usually this would be easy, but whilst 
  sustaining a psychic powers the GM rules it requires a 
  DN 3 Athletics (S) Test. Holly assembles a dice pool of 
  Momoko’s Athletics (S) for a total of 4 dice. She rolls 
  the dice pool with the following result: 1, 2, 2, 4.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  266
  A single Icon; not enough to successfully climb in 
  through the window, and worse, a 1 on the Wrath 
  Dice! Holly and the GM decide that Momoko falls 
  whilst attempting the climb, and must take 1d3+1 
  Mortal Wounds in falling damage. Holly rolls a 4, 
  inflicting a total of 3 Mortal Wounds. 
  Sustaining the 3 Mortal Wounds means that 
  Momoko has to make a DN 3 Willpower Test, +2 from 
  sustaining Chameleon for a total DN of 5.  Momoko 
  only has 4 Willpower. Holly rolls the following result: 
  2, 3, 4, 5. 
  Only 2 Icons; Momoko is forced to stop 
  sustaining Chameleon, her concentration interrupted 
  after hitting the ground with a painful thump. The 
  troopers spin around at the sound of Momoko falling 
  in the silent street. Looks like this Ganger is in trouble. 
  PSYCHIC POWERS 
  FORMAT 
  Power Name: 
  The name of the psychic power. 
  XP Cost: The number of Experience Points required to 
  learn the power.
  DN: The Icons required on a Psychic Mastery (Wil) 
  Test to activate the power. 
  Activation: The Action required to activate the power. 
  You can only activate one psychic power per Round. 
  Sustaining a power does not count as an activation. 
  Duration: How long the power lasts. Powers with a 
  duration of ‘Instant’ last only for a moment and end 
  after the effects are completed. A duration of Sustained 
  means that the Psyker must concentrate to maintain it. 
  Range: The maximum distance from the Psyker the 
  power’s effect can have. Some powers affect all targets 
  within this distance, which is detailed in the Effect text 
  of the psychic power or as part of a Potency text (see 
  below). A range of ‘Self’ means that the Psyker that 
  activates the power is the only being affected by it. 
  A range of Touch means that the psyker must physically 
  touch their target. In cases of an unwilling target, this 
  requires a successful melee attack. The attack roll is 
  allowed as part of the Combat Action required for a 
  Power that has an Activation of ‘Action’. 
  Multi-target: This specifies whether the Psyker may 
  use the psychic power to target multiple targets. If the 
  psychic power is ‘Multi-target’, the DN to activate the 
  power is increased by 2 for each additional target the 
  Psyker chooses beyond the first. Only one Psychic Test 
  is made using the adjusted DN for additional targets, 
  succeeding against all targets or failing. 
  Keywords: Every psychic power has certain traits that 
  it shares with other powers, energy sources, etc. These 
  common features, expressed as Keywords, identify the 
  power’s intrinsic nature. In addition, such Keywords 
  determine what can amplify, or protect against, the 
  effects of the given power. 
  Prerequisites: Anything the Psyker has to have before 
  they can learn the power. Prerequisites may include 
  other powers, Talents, or Keywords.
  Effect: What the psychic power does. Psychic Powers 
  that inflict damage list the damage value and any 
  bonus dice (abbreviated as ‘+ED’) suffered by the 
  victim. Unless otherwise noted, psychic powers that 
  inflict damage do so normally (p.183).
  Potency: The enhanced effects of the power and their 
  cost. Each effect requires the use of a set number of 
  shifts from Exalted results, presented in the bracketed 
  number before a description of the effect. 
  Potency options marked with an asterisk (*) 
  may only be selected once per use of the power. Other 
  Potency options may be selected more than once and 
  provide bonuses that stack if the character has enough 
  shifts to pay for them. Some powers add extra damage 
  dice (abbreviated as + ED) to the damage inflicted.
  Example: Sam’s character Rhalkaz makes a Psychic 
  Mastery (Wil) Test to activate the Levitation power 
  (DN 5). Sam decides to activate the power Unbound, 
  adding a bonus Wrath Dice for a total dice pool of 9 
  dice. They roll the Test with the following result: 1, 3, 
  3, 4, 5, 5, 6, 6, 6. 
  Fortunately, the 1 was not on either Wrath Die, 
  so they do not suffer Perils of the Warp. Sam has 3  
  Icons and 3 Exalted Icons. Success requires 5 Icons, so 
  Sam must keep 1 of the Exalted Icons to activate the 
  power. They may use the other two to activate one of 
  the following Potency options: 
   
  u
  [1] Flying Speed increases by 5 m.
   
  u
  [2] +1 Strength for determining what the psyker 
  may carry while flying.
  Joseph Nirchi (Order #15621405)
  
  267
  Given these options and their test results, Sam decides 
  to Shift the two available Exalted Icons to enhance the 
  power with a Potency option. They have enough Shifts 
  to activate either option, but not both. Sam opts to use 
  2 Shifts to increase Rhalkaz’s flying speed by 10 m, 
  picking the first option twice.
  Sometimes you can take a Potency option more than 
  once, as in the example above.
   
  u A Potency option that increases something by +1 
  increases it by an additional +1 when selected 
  again, for a total increase of +2. 
   
  u
  If a Potency option reduces the Activation Time of 
  a Power from Full Action to an Action, selecting it 
  again makes it a Simple Action, and selecting it a 
  third time makes it a Free Action.
  You can also activate more than one Potency Option at 
  a time as long as you have enough Icons to activate 
  the power and Exalted Icons to activate Potency. 
  Example: While carrying an ally to safety, Rhalkaz 
  decides to activate Levitation again. This time they 
  activate the power Transcendent, adding two bonus 
  Wrath Dice for a total dice pool of 10. They roll the 
  Test with the following result: 2, 4, 4, 4, 5, 5, 6, 6, 6, 6.
  Sam has 5 Icons and 4 Exalted Icons. Since 5 
  Icons are required to make the test successful, Sam can 
  still activate the power and Shift all 4 Exalted Icons. 
  They choose to use both of the power’s Potency options, 
  increasing Rhalkaz’s Strength by +1 for carrying 
  things while flying (two Shifts) and increasing their 
  flying speed by 10 m (two Shifts).
  UNIVERSAL PSYKER 
  ABILITIES 
  Any character with the PSYKER Keyword gains both 
  of these abilities. 
  Psyniscience
  DN: 3
  Activation: Free Action
  Duration: Instant
  Range: 50 m
  Multi-target: No
  Keywords: PSYCHIC
  Effect: You can sense the presence of the Warp 
  pressing in against the material world. Existing or 
  imminent distortions of the barrier between Materium 
  and Immaterium in your immediate presence may 
  betray themselves in the flicker of shadows, a brief 
  chill on the flesh, or in a thousand other ways. 
  You can attempt to detect the presence of Warp 
  phenomena within range and line of sight, including 
  sustained psychic powers, psychic powers being 
  activated, and similar effects as decided by the GM. 
  This won’t show the source of any such 
  phenomenon, only that it is present within the 
  restrictions, nor does it detect any Psykers. It does, 
  however, provide enough information to activate Deny 
  the Witch. 
  If you attempt to activate this power and fail, 
  the mysteries of the Warp assail your mind. You are 
  automatically under the effects of Fear. 
  As it is not considered a psychic power, 
  Psyniscience can’t trigger the Perils of the Warp. 
  Deny The Witch
  Activation: Action*
  Duration: Instant
  Range: 50 m
  Multi-target: No
  Keywords: PSYCHIC
  Effect: You can unravel another psyker’s attempt to 
  manipulate the Warp. 
  All characters with the PSYKER keyword can 
  attempt to prevent the activation of a psychic power 
  within range, or nullify an already active Sustained or 
  timed duration psychic power. Your character must be 
  aware that a power is being used in order to Deny the 
  Witch. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  268
  The DN for Deny the Witch is 2 + the DN of the psychic 
  power you are trying to deny. If the power you are 
  trying to deny has increased potency from shifting 
  an Exalted Icon, the DN is increased by +1 for each 
  Exalted Icon shifted. 
  If Deny the Witch succeeds, the power fails to 
  activate or immediately stops working. 
  *Unlike other Actions, this can be used to deny 
  a power occurring before your Turn, but this uses your 
  Combat Action for the Round. If you have used your 
  Action for the Round then you can’t Deny the Witch. 
  MINOR PSYCHIC 
  POWERS 
  When anyone comes looking for me I just go down-
  stack and find the darkest corner I can find. I stand 
  there and wait for the hammers to come by and I just… 
  think at them to not see me. I don’t know why it works.
  —Phin, underhive scum
  Psychic powers rarely develop in an individual as full-
  fledged, earth-shattering phenomena. Instead, most 
  Psykers begin to develop their powers incrementally, 
  displaying abilities of lesser strength or intensity. 
  Some individuals don’t even recognise these as 
  psychic powers, passing things off as natural talents 
  or luck. Collectively, such lesser powers are known as 
  Minor Psychic Powers.
  For most Psykers, the development of such 
  powers is the full extent of that creature’s potential. 
  This is especially true among humanity. Should 
  they survive this initial period of development — an 
  uncertain prospect upon any world of the Imperium, 
  where Psykers are often persecuted as witches, 
  mutants or even monsters — they will be identified 
  and collected for the tithe of the Black Ships. 
  Chameleon
  XP Cost: 8
  DN: 5
  Activation: Action
  Duration: Sustained
  Range: Self
  Multi-target: No
  Keywords: PSYCHIC
  Effect: You bend reality just enough to cause your 
  image to blend with your surroundings. While this 
  power remains in effect, you gain +5 bonus dice to 
  Stealth (A) Tests and + 1 to your Defence against 
  ranged attacks.
  Potency:
   
  u
  [1] Stealth (A) bonus increased by +1.
   
  u
  [3] Additional +1 bonus to Defence.
  Compel
  XP Cost: 10
  DN: 5
  Activation: Simple Action
  Duration: 1 Round 
  Range: 5 m
  Multi-target: No
  Keywords: PSYCHIC
  Effect: You implant a simple command in the mind 
  of a nearby creature. This command must be short 
  (consisting of a single action), simple, and obvious, 
  but can otherwise overcome the given creature’s own 
  interests or base instincts. 
  Example commands include: ‘drop the weapon,’ 
  ‘open the door’ or ‘push him.’ Suggestions cannot 
  make a creature perform an action that they are simply 
  incapable of performing — for example, you can’t 
  make a Cyber Mastiff work a cogitator. 
  The target creature must successfully pass a 
  DN 4 Willpower Test or is compelled to obey.
  Potency:
   
  u
  [1] +1 DN to the Willpower test to resist.
   
  u
  [2] +1 Round duration.
  Conceal Phenomena
  XP Cost: 5
  DN: 3
  Activation: Full-Round Action
  Duration: Sustained 
  Range: Self 
  Multi-target: No
  Keywords: PSYCHIC
  Effect: You draw the dark energies of the Warp about 
  your mind, cloaking your presence against those who 
  may attempt to detect you via psychic means. 
  If successful, you can resist attempts to locate you 
  or identify you as a Psyker via powers such as 
  Psyniscience. Any Psychic Mastery (Wil) Test made to 
  detect you must be made with a +2 DN penalty.
  Potency:
   
  u
  [1] +1 to the DN for detection attempts.
  Joseph Nirchi (Order #15621405)
  
  269
  Everyone within range must make a successful DN 
  3 Toughness Test or take 1 Shock and be Blinded for 
  1 round.
  Potency:
   
  u
  [1] Additional +1 Shock.
   
  u
  [2] Range increased by 5 m
  Invoke Luck
  XP Cost: 10
  DN: 4
  Activation: Simple Action
  Duration: 1 Round
  Range: Self
  Multi-target: No
  Keywords: PSYCHIC
  Effect: You manipulate the energies of the Warp, 
  perhaps without even consciously doing it, to make 
  sure probabilities seem to favour you. You may choose 
  to gain +1 bonus dice to one Test you make during the 
  power’s duration.
  Potency:
   
  u
  [1] You gain +1 bonus dice to the chosen Test.
  Inflict Pain 
  XP Cost: 8
  DN: 4
  Activation: Action
  Duration: Sustained
  Range: 5 m
  Multi-target: Yes 
  Keywords: PSYCHIC
  Effect: You draw upon the swirling energies of the 
  Warp and pour them into the mind of your target, 
  wracking them with debilitating pain. 
  Choose a target within visual range. That 
  target immediately takes 1d3 Shock and must make a 
  successful DN 3 Willpower Test or is Staggered. 
  As long as you sustain this power, the target 
  must make the same Test again at the beginning of 
  each of their Turns or be dealt another point of Shock 
  and remain Staggered. If the target resists, they are 
  immune to being Staggered by this power for the rest 
  of the scene, but still takes Shock damage.
  Inflict Pain has no effect against targets that 
  aren’t truly alive (such as Daemons, plants, etc.). 
  Potency:
   
  u
  [1] Additional +1 Shock damage per sustained  
  Round.
  Conjure Flame
  XP Cost: 10
  DN: 4
  Activation: Movement
  Duration: Sustained
  Range: Self
  Multi-target: No
  Keywords: FIRE, PSYCHIC
  Effect: You conjure a simple flame. This flame can 
  vary in size, from as small as a match to as large as 
  a crackling torch. This flame behaves in every way 
  as real fire and can be used to ignite combustible 
  materials. 
  While the flame exists, you are immune to its 
  effects, though you are not immune to the effects of 
  fire from any other source (nor is your clothing or any 
  items you’re holding). When making a melee attack, 
  this flame can be used as a weapon inflicting 8+1ED 
  damage. At the GM’s discretion, this can cause the On 
  Fire condition. 
  Potency:
   
  u
  [1] You generate an additional flame.
   
  u
  [2] +1 ED damage.
  Dull Pain 
  XP Cost: 8
  DN: 4
  Activation: Simple Action
  Duration: 1 Round
  Range: 5 m
  Multi-target: Yes
  Keywords: PSYCHIC
  Effect: You use your force of will to desensitise others 
  (or yourself) to pain. While this power remains in 
  effect, the target reduces all Shock they suffer by 1.
  Potency:
   
  u
  [1] Shock reduced by a further 1.
   
  u
  [3] Target reduces all Wounds they suffer by 1.
  Flash Bang
  XP Cost: 8
  DN: 4
  Activation: Action
  Duration: Instant
  Range: 5 m
  Multi-target: Yes
  Keywords: AUDITORY, LIGHT, PSYCHIC
  Effect: You mentally snap Warp energy like a whip, 
  creating a bright flash and a sharp crack of sound. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  270
  Subvert Machine
  XP Cost: 10
  DN: 4
  Activation: Action
  Duration: Instant
  Range: 25 m
  Multi-target: Yes
  Keywords: KINETIC, PSYCHIC
  Effect: You reach into a specific machine or mechanism 
  with your mind and cause it to temporarily cease 
  functioning. A mechanism jammed with this power 
  remains inoperable for one minute. The mechanism 
  can be cleared and made operational during this time 
  with a successful DN 3 Tech Test.
  Potency:
   
  u
  [1] Range increased by 25 m.
   
  u
  [1] Tech Test DN increased by +1.
  Hover
  XP Cost: 7
  DN: 4
  Activation: Simple Action
  Duration: Sustained
  Range: Self
  Multi-target: No
  Keywords: PSYCHIC
  Effect: You use your force of will to unshackle your 
  body from the constraints of gravity. 
  You can float freely, hovering or moving slowly 
  up or down (1/2 Speed). You are not able to truly fly, 
  however, so must use some other means to move in 
  any other direction. This power may be used to attempt 
  to negate a fall.
  Potency:
   
  u *[1] May move at normal Speed up or down.
   
  u
  [2] May also affect a willing creature within 5m. 
  The Psyker controls their vertical movement. 
  Psychic Torch
  XP Cost: 5
  DN: 2
  Activation: Simple Action
  Duration: Sustained
  Range: 5 m
  Multi-target: No
  Keywords: KINETIC, PSYCHIC
  Effect: You conjure a floating orb of glowing light. 
  Though typically equal in intensity to a common 
  lumen torch, you can cause it to become as dim as a 
  candle or as bright as a flare through concentration. 
  The orb typically floats in the air beside you, but with 
  a mental command it can be given simple instructions 
  such as to follow you, orbit your head, or to remain 
  stationary at a specific location. The orb may move up 
  to your Speed, but instantly dissipates if it passes out 
  of range and must be re-summoned.
  Potency:
   
  u
  [1] Range is increased by 5 m.
   
  u
  [2] May create an additional orb.
  Phantom Grip
  XP Cost: 8
  DN: 4
  Activation: Full Action
  Duration: Sustained
  Range: 10 m
  Multi-target: No
  Keywords: KINETIC, PSYCHIC
  Effect: You manifest an invisible set of phantom 
  hands within range. 
  By using the appropriate action, you can use 
  these hands to perform any number of tasks that 
  they might do — push a button, open/close a door, 
  pull the pin from a grenade, etc., though you must 
  be able to see the object/target to be manipulated. For 
  the purposes of these tasks, the Phantom Grip has a 
  Strength and Agility equal to your Willpower. 
  Phantom Grip can’t be used to make an attack, 
  but the GM may allow you to make an Interaction 
  Attack using a dice pool equal to your Willpower. 
  Potency:
   
  u *[1] Activation reduced to an Action.
   
  u
  [1] Range increased by 10 m.
  Mental Force
  XP Cost: 8
  DN: 3
  Activation: Action
  Duration: Instant
  Range: 15 m
  Multi-target: No
  Keywords: KINETIC, PSYCHIC
  Effect: Through sheer willpower, you summon an 
  invisible mental force and use it to shove a target in 
  line-of-sight. 
  The target must immediately make a successful 
  DN 4 Agility Test or is knocked Prone, possibly 
  incurring additional consequences depending upon 
  their situation at the time.
  Potency:
   
  u
  [1] Range is increased by 15 m.
   
  u
  [2] Agility Test DN increased by 1.
  Joseph Nirchi (Order #15621405)
  
  271
  Otherworldly Voices
  XP Cost: 5
  DN: 3
  Activation: Action
  Duration: Sustained
  Range: 25 m
  Multi-target: No
  Keywords: AUDITORY, PSYCHIC
  Effect: You mould the cacophonous sounds of the 
  Warp into a tool for your own purposes, causing 
  ghostly voices or other sounds to appear from places 
  or objects within line of sight and in range. 
  These voices or sounds have an echoing, 
  otherworldly quality to them, and cannot rise in 
  volume above a typical conversational tone. These 
  sounds are usually used to unnerve or distract others, 
  but they can also be used to convey information to 
  distant targets, though such communication is one-
  way and disturbing in nature.
  Potency:
   
  u
  [1] Range is increased by 25 m.
   
  u *[2] Volume of voices and sounds increased to level 
  of a shout.
  PSYCHIC 
  DISCIPLINES 
  The unknowable infinity of the Warp can manifest in 
  uncountable ways. However, mortals’ minds, Human 
  or Xenos, are finite. The esoteric nature of forcing 
  thought to become reality is inherently difficult; those 
  that train to do so develop mental structures to assist 
  them, and focus on specific applications of their power 
  to maintain consistency. 
  A psychic discipline is built around a single 
  idea. A student of Pyromancy will begin their tutelage 
  attempting to kindle a flame on their palm. They will 
  come to understand the manipulation of heat, oxygen 
  and other factors until they can make a mortal burst 
  into flames spontaneously with a snap of their fingers. 
  A junior Diviner may spend years learning to project 
  their mind to another place, and view events from 
  afar, but in time they could unveil the mysteries of the 
  future by questioning the Warp’s timeless beings. 
  You may be trained in one or more disciplines, 
  and may learn psychic powers from a discipline you 
  are trained in by spending XP. Some powers require 
  you to have already learned other powers from your 
  discipline before they can be learned. 
  The Maleficarum and Runes of Battle Disciplines 
  require specific Keywords to learn. In the vastness of 
  the galaxy there may be other disciplines that are not 
  listed here. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  SPECIES & 
  DISCIPLINE
  Each Species has differing mindsets, goals, 
  personalities, and cultures. Their Psykers may 
  experience the Warp as a sea of roiling emotion, 
  an itching flame behind the eyes, the whispers 
  of ghosts of the afterlife, and a million other 
  things besides. 
  Psykers use their powers to affect different 
  aspects of reality in different ways. Though 
  disciplines can vary wildly, the Imperial mantra 
  that the regimented mind far outstrips the wild 
  sorceries of the Rogue Psyker holds strong 
  and is a view shared by the rigorously ascetic 
  Aeldari. By tempering the mind with rigid 
  structure and meditation, Sanctioned Psykers 
  can produce predetermined results, bringing 
  order to the chaos of the Warp.
  INDIVIDUAL 
  MANIFESTATIONS
  Each psyker channels the Warp in a unique 
  way, altering the psychic energies as they flow 
  through their mind and body. One psyker’s 
  Smite might appear as a puce bolt of lightning, 
  another’s 
  an 
  uneven 
  eight-pointed 
  star. 
  Narrating the unique qualities of your psychic 
  powers can bring a lot to your character and help 
  to heighten a scene in everyone’s imagination.
  Joseph Nirchi (Order #15621405)
  
  272
  UNIVERSAL PSYCHIC 
  DISCIPLINE
  Smite 
  XP Cost: 0 (or 10 if buying this power outside of 
  character creation) 
  DN: Target’s Defence
  Activation: Action
  Duration: Instant
  Range: 35 m
  Multi-target: Yes
  Keywords: PSYCHIC
  Effect: You concentrate destructive power through 
  the lens of your will, summoning lethal bolts of raw 
  psychic energy that blast your enemies into ash. 
  Target one enemy within range and make a 
  Psychic Master (Wil) Test against their Defence. If 
  successful, the target suffers 1d3 Mortal Wounds.
  Potency:
   
  u
  [3] +1 Mortal Wound.
  BIOMANCY 
  DISCIPLINE
  Biomancers channel the Warp through their bodies 
  and the bodies of others, manipulating physical 
  forms at will. Masters of flesh-shaping are feared and 
  envied for their ability to forge their own form into 
  whatever their desire, and reduce their enemies to 
  infirm weaklings.
  Enfeeble
  XP Cost: 15
  DN: Target’s Defence
  Activation: Action
  Duration: Sustained
  Range: 10 m
  Multi-target: Yes
  Keywords: PSYCHIC
  Effect: The air grows thick and sticky as you open a 
  slight tear in the fabric of reality to drain away the life 
  of your enemies. 
  The target’s Strength is reduced by 1 and they 
  suffer 1 Shock at the beginning of each of their turns 
  while the power is sustained. Once the power ends, the 
  target regains their lost Strength.
  Potency:
   
  u
  [1] +1 Strength reduction.
   
  u
  [3] +1 Shock damage per Round.
  Life Leech
  XP Cost: 15
  DN: Target’s Defence
  Activation: Action
  Duration: Instant
  Range: 5 m
  Multi-target: No
  Keywords: PSYCHIC
  Effect: The air chills around you as you draw the life 
  from your enemy in ephemeral wisps. 
  The target suffers 1d6 Shock and 1d3 Wounds. 
  You heal an amount of Shock and Wounds equal to 
  half the amount inflicted on the target.
  Potency:
   
  u
  [1] +1 Shock.
   
  u
  [2] +1 Wound.
   
  u *[3] Damage is Mortal Wounds.
  Warp Speed
  XP Cost: 15
  DN: 7
  Activation: Action
  Duration: Sustained
  Range: Self
  Multi-target: No
  Keywords: PSYCHIC
  Effect: Your form begins to distort and grow fuzzy as 
  you draw energy from the Warp and transfer it straight 
  into your own limbs. 
  While you sustain this power your Speed is 
  doubled, you may take one additional Action per round 
  at no penalty (which can be an attack), your Defence 
  increases by +1, and you act first in every Round. 
  Warp Speed taxes a Psyker physically. You 
  suffer 1d3+1 Shock for every Round you sustain 
  the power.
  Potency:
   
  u *[1] Suffer 1 less Shock when for sustaining 
  this power.
   
  u
  [2] +1 bonus to Defence.
  Phantom Form
  XP Cost: 15
  DN: 7
  Activation: Action
  Duration: Sustained 
  Range: Self
  Multi-target: No
  Keywords: PSYCHIC
  Effect: The light surrounding you grows dim, then so 
  does your body, transformed into a wispy phantom. 
  Joseph Nirchi (Order #15621405)
  
  273
  While you sustain the power, you can pass freely 
  through solid objects of any kind, though your Speed 
  is reduced by half. In effect, you become a phantom, a 
  being out of phase with reality. While you can both see 
  and be seen by the real world, you cannot physically 
  interact with it in any way. 
  Phantom Form is extremely taxing to the spirit. 
  You suffer 1 Shock for every round you sustain the 
  power. 
  Should you revert to your normal form 
  while passing through hazardous conditions, you 
  immediately suffer the consequences of those 
  conditions. If you revert to your true form while passing 
  through a solid object, you appear at a random open 
  space next to the object and suffer 1d6 Mortal Wounds.
  Potency:
   
  u
  [1]* your Speed is normal.
   
  u
  [1]* your speech can be heard. 
   
  u
  [3]* you can interact with objects as a Full 
  Round Action.
  Regeneration
  XP Cost: 15
  DN: 8
  Activation: Action
  Duration: Sustained 
  Range: Self
  Multi-target: No
  Keywords: PSYCHIC
  Effect: Your body is an extension of the Warp itself. 
  You are one and the same, and master of both. 
  Once activated, you can use this power to 
  heal injuries at a phenomenal rate, and, in time, even 
  regrow lost limbs or body parts. 
  While this power is sustained, you heal 1 
  Wound per Round. If you are at maximum Wounds, 
  you heal 1 Shock per round. 
  If you are at maximum Shock and Wounds, you 
  may regenerate whole body parts, though this process 
  is much slower. A smaller body part, such as a finger 
  or eye, can be regenerated in an hour, but regenerating 
  a whole limb takes an entire day (sustaining the power 
  for so long will leave you Exhausted).
  Potency:
   
  u
  [1] +1 Shock healed per round.
   
  u
  [2] +1 Wound healed per round.
  Shape Flesh
  XP Cost: 20
  DN: 6
  Activation: Action
  Duration: Sustained
  Range: Self
  Multi-target: No
  Keywords: PSYCHIC
  Prerequisite: At least one other Biomancy Power.
  Effect: Your physical form is completely mutable to 
  your will. Through thought alone you can change your 
  body however you wish. 
  When you activate this power, choose one of 
  the following effects. The effect lasts until you stop 
  Sustaining this psychic power.
   
  u You assume the appearance of any individual with 
  a roughly equivalent mass to your own. If you are 
  attempting to emulate a person you have met, you 
  can alter your vocal chords to match theirs, as long 
  as you have heard them speak. You are biologically 
  identical to whatever you have tried to emulate, 
  but may still be required to make Deception (Fel) 
  Tests to convince people you are who you say and 
  appear to be.
   
  u You modify your body with one of the following 
  options. Some of these modifications are obviously 
  visible and likely grotesque, and those who see 
  them will likely view them as mutations.  
   
  z You manifest wings, allowing you to fly freely 
  at your normal Speed. 
   
  z You develop gills, giving you immunity to 
  the Suffocating Condition whilst breathing 
  underwater.  
   
  z Your appendages become webbed, making 
  water normal terrain instead of difficult terrain. 
   
  z Your corneas are massively altered, giving 
  you the same benefits as Preysense Goggles 
  (p.239).
   
  z You harden your outer skin, giving you a +4 
  Resilience bonus. 
  Potency:
   
  u
  [2] +1 bonus die to Deception Tests when emulating 
  another individual. 
   
  u
  [3] You may select a second body modification 
  when modifying your body. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  274
  DIVINATION 
  DISCIPLINE
  The Warp is outside of time and space; distance is 
  Warped in the Immaterium, past, present, and future 
  are one. Diviners cast their minds through unreality 
  to view events that are far away or have not yet come 
  to pass. 
  Gleaning any information from the Warp is 
  difficult and terrifying. Those that pierce the twisting, 
  demonic veil endure horrific visions without number, 
  and must then decode the monstrous meanings to find 
  the truth. Many diviners are driven to depression or 
  madness by the otherworldly images that flood their 
  minds. 
  Forewarning
  XP Cost: 15
  DN: 6
  Activation: Full-Round Action
  Duration: 1 Combat
  Range: Self
  Multi-target: No
  Keywords: PSYCHIC
  Effect: You fall into a brief reverie, peering into the 
  immediate future to see how events of a specific 
  encounter will unfold. You pay heed to how your 
  enemies fight and what actions they will take, so that 
  armed with this knowledge, you may better protect 
  against their attacks. 
  While activated, you may Seize the Initiative 
  (p.177) without spending Glory once during the 
  combat you are currently engaged in or your next 
  combat, and you gain a +1 bonus to your Defence in 
  the combat you are currently engaged in or your next 
  combat. 
  Potency:
   
  u *[1] Activation reduced to an Action.
   
  u
  [2] +1 bonus to Defence.
  Prescience
  XP Cost: 15
  DN: 7
  Activation: 30 minutes 
  Duration: 1 Scene 
  Range: Self
  Multi-target: No
  Keywords: PSYCHIC
  Prerequisite: At least one other Divination Power.
  Effect: You peer into the depths of the Warp and 
  see past the glimmering possibilities rippling on the 
  surface. Past the glamour and misleading promises of 
  what might be, you catch glimpses and images of what 
  really will be — at least in the near future. 
  Once activated, Prescience allows you to reroll 
  1 dice (not the Wrath Dice) in any Tests you make for 
  the remainder of the scene. 
  In addition, you may petition the timeless 
  beings that dwell in the Warp to answer a single 
  question about what may come to pass. The GM 
  chooses the being that responds to your question and 
  privately communicates their response. The response 
  itself may be a short phrase, a single word, an emotion, 
  or something else entirely — the beings of the Warp 
  are unfathomable to mortal minds, and may be helpful, 
  unhelpful, or utterly uncaring of your question.
  The Immaterium, and those entities that dwell 
  in it that concern themselves with the vagaries of 
  time as it pertains to the mortal realms, are loathe to 
  surrender this sort of detail regarding the future. A 
  Psyker risks much in prying in this manner. When 
  making the Psychic Mastery (Wil) Test for this power, 
  the roll automatically counts as if a single 1 had been 
  rolled on a Wrath Dice (i.e. meaning that if no 1s were 
  rolled on a Wrath Dice of the Psychic test, it would still 
  count as 1 Wrath Dice showing a 1 and require a roll 
  on the Perils of the Warp table). 
  You may not use Prescience more than once in 
  any scene.
  Potency:
   
  u
  [1] Activation reduced by 5 minutes (minimum 5).
   
  u *[2] You may ask the GM an additional question 
  about the future. 
  Misfortune
  XP Cost: 15
  DN: Target’s Defence
  Activation: Full-Round Action
  Duration: Sustained 
  Range: 30 m
  Multi-target: Yes
  Keywords: PSYCHIC
  Effect: You fall into a brief reverie, peering into 
  the immediate future of a specific enemy, and then 
  manipulate the threads of that future so that the most 
  awful outcomes prevail. 
  The target immediately becomes Vulnerable (1) 
  and Hindered (1) for as long as the power is sustained.
  Misfortune is mentally draining. You suffer 1 Shock 
  for every minute you sustain the power.
  Potency:
   
  u *[1] Time to Activate reduced to an Action.
   
  u
  [2] Target has a –1 penalty to Defence.
   
  u
  [2] Target has +1DN to ability tests.
  Joseph Nirchi (Order #15621405)
  
  275
  Psychometry
  XP Cost: 15
  DN: 4
  Activation: Full-Round Action
  Duration: Sustained
  Range: 10 m
  Multi-target: No
  Keywords: PSYCHIC
  Prerequisite: At least one other Divination power. 
  Effect: Intense emotions leave lasting marks on the 
  timeless threads of the Warp. By opening your mind, 
  you receive echoes of the past psychically emanating 
  from a place or an object.
  When you use this power you are able to 
  glimpse visions of past events in an area where an 
  individual expressed an emotional outburst. 
  Initially, only the psychic traces of the specific 
  emotion; enter your senses, for example the sour-steel 
  taste of murderous rage or the pungent, decaying 
  stench of regret. 
  The longer you remain in place and sustain 
  the power, the more information you receive about 
  the events surrounding the emotional outburst. Your 
  senses can detect past events that happen in a 10 m 
  diameter sphere centred on yourself. 
   
  u 1 Hour: Though vague and indistinct, your senses 
  can perceive the events immediately preceding, 
  during, 
  and 
  after 
  the 
  emotional 
  outburst. 
  Individuals appear ghostly with impermanent, 
  hazy forms, and all sounds are muffled, echoing 
  whispers. 
   
  u
  6 Hours: You can perceive the events preceding, 
  during, and after the emotional outburst within 
  range in clear focus. 
   
  u 12 Hours: You glean a deeper understanding of 
  what took place from the Warp; you may ask the 
  GM a single question about the event that took 
  place. 
  You can also use this psychic power on a specific object 
  you are in physical contact with instead of a location. 
  The nature of the visions you receive are the same, but 
  the range of any visions is halved and centered on the 
  object. 
  Potency:
   
  u
  [1] You may share your vision with any ally in 
  range of the psychic power. 
   
  u
  [2] The range of the power is doubled. 
   
  u
  [2] Your visions take half the listed time to manifest. 
  Scrier’s Gaze 
  XP Cost: 5
  DN: 6
  Activation: Full-Round Action (or 10 minutes)
  Duration: Sustained
  Range: 5,000 m
  Multi-target: No
  Keywords: PSYCHIC
  Effect: You project your mind remotely to view events 
  occurring in another place within range. You must be 
  aware of the location to view it, and must have at least 
  a general idea of where it is in relation to yourself. If 
  you are not exactly aware of these conditions, you 
  must spend 10 minutes to hone in on the location. 
  You can sustain Scrier’s Gaze to view the 
  targeted location, but while doing so you cannot 
  move or perform any other actions and are completely 
  oblivious to your own surroundings. 
  Scrier’s Graze is mentally taxing. You suffer 1 
  Shock for every 10 minutes you sustain the power. You 
  may not recover Shock while sustaining this power.
  Potency:
   
  u
   [1] Range increased by a factor of 10.
  PYROMANCY 
  DISCIPLINE 
  Summoners of Warpfire and controllers of combustion, 
  pyromancers are capable of sculpting and conjuring 
  flame. A discipline known purely for its destructive 
  prowess, practitioners of this discipline are seen as 
  unstable and destructive even amongst Psykers, and 
  many are immediately judged to be pyromaniacs who 
  revel in conflagrations. 
  Many pyromancy disciplines are capable of 
  inflicting the On Fire condition (p.199).  
  Fiery Form 
  XP Cost: 15
  DN: 7
  Activation: Action
  Duration: Sustained
  Range: Self
  Multi-target: No
  Keywords: FIRE, PSYCHIC
  Effect: You burst into flame, your body engulfed in a 
  roaring inferno. These flames cause no harm to you or 
  your possessions. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  276
  While this power is sustained, all creatures within 
  2 m of you immediately take 10 +1 ED damage, and 
  take this damage again at the end of each of their own 
  Turns they remain in range. 
  You gain a +1 bonus to your Defence and are 
  immune to all damage or effects with the FIRE or 
  MELTA Keywords.
  Potency:
   
  u
  [2] +1 ED damage.
   
  u
  [3] +1 Defence.
  Flame Breath
  XP Cost: 5
  DN: 5
  Activation: Action
  Duration: Instant
  Range: 5 m 
  Multi-target: No
  Keywords: FIRE, PSYCHIC
  Effect: You spew a gout of warpfire. Your Flaming 
  Breath fills a line 5m in front of you and is treated as 
  a having the Flamer Trait. 
  Potency:
   
  u
  [1] +1 ED damage.
   
  u
  [1] Arc the Flame Breath (Wil) metres. 
  Mindfire
  XP Cost:15
  DN: Target’s Willpower 
  Activation: Action
  Duration: Sustained
  Range: 100 m 
  Multi-target: No
  Keywords: FIRE, PSYCHIC
  Prerequisite: At least one other Pyromancy power
  Effect: You subtly raise the internal temperature 
  of your target’s body. As the temperature rises they 
  experience intense discomfort and their body falters. 
  Your target must be within in line of sight 
  to activate this power. If you succeed, you raise the 
  target’s internal temperature and they are Hindered. 
  In order to Sustain this power you must win an 
  Opposed Willpower Test against your target at the start 
  of each of your turns. 
  Whilst this power is affecting a target, the 
  effects of extreme cold may be reduced or ignored at 
  the GM’s discretion. 
  Potency:
   
  u
  [1] Increase target’s level of Hindered by 1. 
   
  u *[3] Target is Exhausted.
  Molten Beam
  XP Cost: 20
  DN: Target’s Defence
  Activation: Action
  Duration: Instant
  Range: 10 m 
  Multi-target: No
  Keywords: FIRE, PSYCHIC
  Effect: You stretch forth your open hand and release 
  a beam of blindingly bright energy at your foes. This 
  extremely hot beam of raw power melts even the 
  hardest metals to slag, and the air close to the beam’s 
  passage catches fire. 
  The beam instantly travels along a straight line 
  for 10 m in a direction you choose. Targets struck by 
  the beam suffer 18 +2 ED damage and must pass a DN 
  4 Initiative Test or be set On Fire. 
  Potency:
   
  u
  [2] +1 ED damage.
   
  u *[1] +10m range
  Spontaneous Combustion
  XP Cost: 10
  DN: Target’s Defence
  Activation: Action
  Duration: Instant
  Range: 20 m 
  Multi-target: Yes
  Keywords: FIRE, PSYCHIC
  Effect: You focus your rage, eyes glowing with 
  Warpfire, until your enemies burst into flame. 
  Targets hit with this power suffer 12 +1 ED 
  damage and must make a successful DN 4 Agility Test 
  to avoid being set On Fire.
  Potency:
   
  u
  [2] +1 ED damage.
   
  u
  [1] +10 m range.
  Joseph Nirchi (Order #15621405)
  
  277
  Wall Of Flame
  XP Cost: 15
  DN: 7 
  Activation: Action
  Duration: Sustained
  Range: 20 m 
  Multi-target: No
  Keywords: FIRE, PSYCHIC
  Effect: You throw your arms wide and channel the 
  seething energies of the Warp, conjuring a wall of 
  flames. 
  Initially, you may freely shape this fiery wall as 
  you please, though its dimensions have limits — up to 
  3 m wide, 20 m long and 10 m high. You can summon 
  the Wall of Flame anywhere within range and line of 
  sight, including the space occupied by living creatures.
  Once the wall has been summoned, its 
  dimensions cannot be altered, and it burns without 
  fuel for as long as you sustain it. 
  Creatures that attempt to pass through the 
  Wall of Flame or that are caught inside it when it is 
  summoned immediately take 12 +1 ED damage and 
  are On Fire. Creatures within 2 m immediately take 10 
  +1 ED damage when the wall is summoned, and again 
  each turn they end within 2 m of the wall.
  Potency:
   
  u
  [2] +1 ED damage.
   
  u *[2] You may use a Move Action to reshape the wall 
  of flame once while it is Sustained.
   
  u
  [1] +1 m in height or length.
  TELEKINESIS 
  DISCIPLINE  
  Telekinesis practitioners translate mental energy 
  into kinetic or physical force. A mind practised in 
  telekinesis can bend physics to their will, moving, 
  crushing, or blocking objects using raw mental power. 
  The equivalence of mental to psycho-kinetic 
  power is not fully understood, though practitioners of 
  telekinesis often eschew physical fitness in order to 
  focus on further sharpening their minds. 
  Assail
  XP Cost: 10
  DN:  Target’s Defence 
  Activation: Action
  Duration: Instant
  Range: 20 m 
  Multi-target: Yes
  Keywords: KINETIC, PSYCHIC
  Effect: Eyes blazing with inner light, you use nothing 
  more than the power of your will to uproot a boulder, 
  tree, or similarly large object in the vicinity, and smite 
  your enemies with it.
  Targets hit by this power suffer 10 +1 
  ED damage.
  Potency:
   
  u
  [1] +1ED damage.
   
  u
  [2] +10 m range.
  Crush
  XP Cost: 10
  DN: Target’s Defence 
  Activation: Action
  Duration: Sustained
  Range: 20 m 
  Multi-target: Yes
  Keywords: KINETIC, PSYCHIC
  Effect: You clamp an invisible force around your 
  enemy, and tighten it to crush them. 
  If successfully activated, the target takes 10 +1 
  ED damage and must make a successful DN 5 Strength 
  or Willpower Test (their choice) or be Restrained. 
  While Restrained, the target can do nothing on 
  their turn except try to break free by again making 
  another Strength or Willpower Test as a Full-Round 
  Action. If the victim does not escape, they take an 
  additional 10 +1 ED at the beginning of each of your 
  turns for as long as you Sustain the power.
  Potency:
   
  u
  [3] +1 ED damage. The increased damage applies 
  to the continual damage each turn.
   
  u
  [2] +1 DN to the Strength or Willpower Test.
  Levitation
  XP Cost: 8
  DN: 5
  Activation: Action
  Duration: Sustained 
  Range: Self 
  Multi-target: No
  Keywords: KINETIC, PSYCHIC
  Effect: Your hair and garments are blown fiercely by 
  ethereal forces as you rise off the ground. You can fly 
  freely at your normal Speed while you sustain this 
  power. 
  Levitation is mentally taxing. You suffer 1 
  Shock for every hour you sustain the power,
  Potency:
   
  u
  [1] Flying Speed increases by 5 m.
   
  u
  [2] +1 Strength for determining what you may 
  carry while flying.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  278
  Telekinetic Dome
  XP Cost: 15
  DN: 5
  Activation: Full Action
  Duration: Sustained 
  Range: Self 
  Multi-target: No
  Keywords: KINETIC, PSYCHIC
  Prerequisite: At least one other Telekinesis Power 
  Effect: You draw the inert energies floating all around 
  you and fashion an invisible barrier of force to protect 
  yourself from harm. 
  You 
  gain 
  +2 
  Resilience 
  and 
  may 
  roll 
  Determination against Mortal Wounds while you 
  sustain this power. 
  Telekinetic Dome is mentally taxing. You suffer 
  1 Shock for every minute you sustain the power.
  Potency:
   
  u *[2] Increase range to +Rank m, and all beings in 
  range gain the same protection.
   
  u
  [2] Increase bonus to Resilience by +1.
  Grav-Warp
  XP Cost: 20
  DN: Targets Willpower +2
  Activation: Action
  Duration: Sustained
  Range: 50 m 
  Multi-target: Yes
  Keywords: KINETIC, PSYCHIC
  Effect: You exploit the pressures of the Warp, exerting 
  a force much like gravity on your target. 
  Make an Opposed Willpower Test with a single 
  target in line of sight to activate this power. If you 
  succeed, you can choose to inflict one of the following 
  effects on the target:
   
  u
  Increase 
  Gravity: 
  Your 
  target 
  is 
  Prone 
  and Restrained.
   
  u
  Change Gravity: Choose a direction; gravity now 
  acts in that direction for the target. 
  If you Sustain this power, you may choose another 
  effect — such as increasing gravity after changing it — 
  or change the direction of gravity for the target again.
  Whenever your stop sustaining this power or 
  the target moves more than 50 m away, the power no 
  longer affects the target. 
  The gravity the target is subjected to is 
  equivalent to Terran standard. This may cause them to 
  take damage from falling (p.201).
  If your target is an object, the DN is determined by the 
  object’s size and weight. 
  Potency:
   
  u
  [2] Inflict 1 Mortal Wound to the target. 
   
  u
  [3] Increase Range by +50 m. 
  Shock Wave 
  XP Cost: 15
  DN: 7
  Activation: Action
  Duration: Instant
  Range: 5 m
  Multi-target: No
  Keywords: KINETIC, PSYCHIC
  Effect: With a mighty thrust of your fist, you unleash 
  a burst of mental force that blasts from you in all 
  directions. 
  All creatures within range take 12 +1 ED 
  damage from this blast and must make a successful 
  DN 5 Agility Test or be thrown to the ground Prone.
  Potency:
   
  u
  [1] Range is increased by 5 m.
   
  u
  [2] +1ED damage.
  TELEPATHY 
  DISCIPLINE 
  Focused on entering and manipulating the minds 
  of others, Telepaths arouse suspicion and caution 
  wherever they go. Their ability to pluck thoughts from 
  others, heads is almost as feared as their power to 
  implant waking nightmares.
  Erasure
  XP Cost: 15
  DN: Target’s Willpower +2
  Activation: Full Action
  Duration: Instant
  Range: 30 m
  Multi-target: Yes
  Keywords: TELEPATHY, PSYCHIC
  Prerequisite: At least one other Telepathy power.
  Effect: You remove a memory from your target’s mind, 
  casting it off to be lost in the Warp forever. 
  If you successfully activate this power you may 
  remove a recent memory from the target’s mind. You 
  may only remove a number of hours of the target’s 
  memory equal to your Rank, and cannot remove 
  memories from more than 24 hours before this power 
  was used. 
  Joseph Nirchi (Order #15621405)
  
  279
  The target is aware of the gap in their recollections, 
  but the memories have been fully removed from their 
  psyche and cannot be recovered. 
  Potency:
   
  u
  [2] +30 m range.
   
  u
  [3] Double the length of the memory that can be 
  removed. 
  Fog The Mind
  XP Cost: 15
  DN: 4
  Activation: Full Action
  Duration: Sustained 
  Range: 10 m
  Multi-target: No
  Keywords: TELEPATHY, PSYCHIC
  Effect: You reach into your enemy’s mind and cloud 
  their thoughts, slowing their cognitive processes and 
  dulling their wits. 
  A sense of haziness and confusion overcomes 
  all enemies within range, and they must make a 
  successful DN 6 Willpower Test or immediately be both 
  Hindered (2) and Staggered.
  Fog the Mind is mentally draining. You suffer 1 
  Shock for every round you sustain the power.
  Potency:
   
  u
  [1] +10 Range.
   
  u *[2] Activation reduced to an Action.
  Mind Probe
  XP Cost: 15
  DN: Target’s Willpower (Opposed Test)
  Activation: Full Action
  Duration: Sustained 
  Range: 30 m
  Multi-target: No
  Keywords: TELEPATHY, PSYCHIC
  Prerequisite: At least one other Telepathic Power
  Effect: You envelop a visible target with your mind, 
  imposing your will on them and forcibly probing their 
  innermost secrets. 
  To activate this power you must win an Opposed 
  Willpower Test with your target. If you succeed, you 
  can probe the target’s mind for secrets until the power 
  ends or either party loses consciousness. 
  On each of your Turns this power is active, you 
  may ask the target one question. The GM will provide 
  as honest an answer as possible through the target’s 
  memories and mental visualisations as they stream 
  into your own consciousness, but be aware that 
  this answer may be skewed by the target’s personal 
  perspective. The target suffers 1d3 Shock for each 
  question ‘answered’ in this way. 
  To Sustain this power, you must win an Oppose 
  Willpower Test with your target at the start of each of 
  your Turns, then may ask another question. If you fail 
  an Opposed Test, you are expelled from the target’s 
  mind and suffer 1d3+3 Shock. 
  You may not recover Shock while sustaining this power.
  Potency:
  1. [1] The target answers one additional question.
  2. *[2] The target suffers no Shock and is unaware of 
  the psyker’s intrusion into their mind.
  Psychic Shriek
  XP Cost: 10
  DN: Target’s Willpower 
  Activation: Action
  Duration: Instant
  Range: 50 m
  Multi-target: Yes
  Keywords: PSYCHIC
  Effect: You unleash a blast of psychic energy to attack 
  the mind of an enemy nearby. 
  The target immediately takes 1d3+3 Shock 
  and must make a successful DN 5 Willpower Test or 
  be Staggered.
  Potency:
   
  u
  [1] +1 Shock.
   
  u
  [2] +1 DN to the Willpower Test.
  Telepathy
  XP Cost: 5
  DN:  3
  Activation: Action
  Duration: Sustained
  Range: 100 m
  Multi-target: Yes
  Keywords: TELEPATHY, PSYCHIC
  Effect: You reach out with your mind to link with 
  another and communicate with nothing but thoughts. 
  You don’t need line of sight to the target, and no 
  obstacles except those designed specifically for warding 
  off psychic intrusion can prevent this communication.
  You don’t need to know whether any targets 
  are in range, and may simply use Telepathy to contact 
  the nearest target. 
  Once you activate the power, communication 
  continues until you end it. If the target wishes to break 
  the link against your will, they must make a successful 
  DN 3 Willpower Test. If the target forcibly breaks the 
  telepathic link in this manner, you suffer 1d3 Shock.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  280
  You may use Telepathy to eavesdrop on a target instead 
  of communicating, and may still choose to ‘speak’ at 
  any time using the link. If you use Telepathy in this 
  way, the target may still become aware of the link and 
  that something is amiss with a successful Awareness 
  (Int) Test (DN equal to your Psychic Mastery (Wil) dice 
  pool). If the target becomes aware of the telepathic 
  communication, it can choose to use the link itself or 
  attempt to terminate it as above. 
  Telepathy only reads active surface thoughts, 
  so you cannot pry into another’s secrets, unless the 
  target is actively thinking about them at the time.
  If you use Telepathy to communicate with more than 
  one target, you act as a communication hub and all 
  targets can ‘hear’ one another through you. Acting as 
  a telepathic hub in this way is mentally taxing. You 
  suffer 1 Shock for every 20 minutes you sustain the 
  power. 
  You may not recover Shock while sustaining 
  this power.
  Potency:
   
  u
  [1] Range is increased by a factor of 10.
  Terrify
  XP Cost: 15
  DN: 5
  Activation: Full Action
  Duration: Instant
  Range: 10 m
  Multi-target: No
  Keywords: TELEPATHY, PSYCHIC
  Effect: Reaching out with your mind, you pluck the 
  latent fears of  enemies nearby from their subconscious, 
  and force them to the surface. 
  A supernatural dread of you and your allies 
  overcomes all enemies within range; they must make 
  a DN 5 Fear Test.
  Potency:
   
  u
  [2] Fear roll DN increased by +1.
   
  u *[2] Activation reduced to an Action.
   
  u
  [1] +10 m range.
  MALEFICARUM 
  DISCIPLINE  
  Trust not the witch, for their powers are tainted.
  Fear the witch, for their souls are corrupt.
  Burn the witch, for the fire purifies all.
  —Edict of Cardinal Koriv, Arch-Confessor
  Sorcery: a word that terrifies and inspires in equal 
  measure. Psykers’ powers are already impressive, 
  but some reach for more. Most are Rogue Psykers, 
  individuals who learned to develop their powers 
  beyond the Emperor’s guiding light. But even those 
  Psykers disciplined and trained in the Imperium’s 
  Scholastia Psykana sometimes succumb to the lure 
  of Chaos. The whispers from the other side never 
  cease, and can even erode a strong mind in time. 
  Called witchcraft, sorcery, black magic, and an endless 
  number of similar names, these psychic powers all 
  stem from the same source the infernal and malignant 
  Warp entities humans know as Daemons. 
  Joseph Nirchi (Order #15621405)
  
  281
  Dark Flame
  XP Cost: 15
  DN: 7
  Activation: Action
  Duration: Instant
  Range: 20 m
  Multi-target: No
  Keywords: CHAOS, PSYCHIC
  Prerequisite: Psyker must have the CHAOS Keyword 
  Effect: You unleash the roiling inferno of your rage. 
  The power affects all creatures in a 6m radius from a 
  point in range, unholy flames burning their very souls. 
  Affected targets suffer 1d3 + your Corruption level in 
  Shock damage and must pass a DN 5 Toughness Test 
  or suffer 1d3 Mortal Wounds as well.
  Potency:
   
  u
  [2] +1 Mortal Wound.
   
  u *[2] Double the blast radius.
  Possession
  XP Cost: 20
  DN: Target’s Willpower (Opposed Test) 
  Activation: Full Action
  Duration: Sustained 
  Range: 30 m
  Multi-target: No
  Keywords: CHAOS, PSYCHIC
  Prerequisite: Psyker must have the CHAOS Keyword  
  Effect: You breach your enemy’s mind, quashing 
  its will completely, and turning their body into your 
  puppet. 
  You and your target make an Opposed 
  Willpower Test. If you succeed, the target is completely 
  dominated — they have no free will whatsoever. With 
  a simple thought you can compel the target to perform 
  any task you choose as long as the power is Sustained. 
  This control has no limits, and victims do anything 
  you command them to do without question. You 
  immediately gain 1 Corruption on activation of this 
  power, and the target must make a DN 6 Corruption 
  Test when the power ends.
  Possession is mentally draining, as you must 
  constantly overpower the target’s persona. You suffer 
  1d3+1 Shock every Round you sustain the power. You 
  may not recover Shock while sustaining this power.
  Potency:
   
  u *[1] Activation reduced to an Action.
   
  u *[2] May sustain the power for a minute before 
  taking Shock.
  Soul Shrivel 
  XP Cost: 20
  DN: Target’s Defence
  Activation: Action
  Duration: Instant
  Range: 20 m
  Multi-target: Yes
  Keywords: CHAOS, PSYCHIC
  Prerequisite: Psyker must have the CHAOS Keyword  
  Effect: You open a minute fissure into the Immaterium 
  near your enemy, draining the very life energies of 
  their spirit. 
  The target suffers 1d3 Mortal Wounds and 
  must make a DN 3 Corruption Test.
  Potency:
   
  u
  [2] +1 Mortal Wound.
   
  u
  [1] Range increased by 10 m.
  Touch Of Corruption
  XP Cost: 15
  DN: Target’s Defence
  Activation: Action
  Duration: Sustained 
  Range: Touch 
  Multi-target: Yes
  Keywords: CHAOS, PSYCHIC
  Prerequisite: Psyker must have the CHAOS Keyword  
  Effect: You unleash the mutable energies of the Warp 
  to forcibly corrupt your target’s flesh.
  The target suffers 1 Corruption and gains 
  a random mutation from the Minor Mutation table 
  (p.288). The resulting mutation is horrific, but 
  temporary. The target’s flesh returns to normal when 
  the power ends. 
  Touch of Corruption is mentally draining. You 
  suffer 1 Shock for every minute you sustain the power. 
  You may not recover Shock while sustaining this power.
  Potency:
   
  u
  [1] Target suffers +2 Shock damage. 
   
  u
  [2] Target suffers 1 additional Corruption.
  Infernal Gaze
  XP Cost: 10
  DN: Target’s Defence
  Activation: Action
  Duration: Sustained 
  Range: 25 m 
  Multi-target: Yes
  Keywords: CHAOS, PSYCHIC
  Prerequisite: Psyker must have the CHAOS Keyword  
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  282
  Effect: You worm your way into the mind of your 
  victim, forcing them to experience the dread things 
  that only the Warp can unveil. 
  The target temporarily loses 1 Intellect and 
  must make a successful DN 7 Willpower Test or suffer 
  intense, personal hallucinations. These hallucinations 
  take the form of supernatural illusions that only they 
  can see. The target immediately rolls on the Perils of 
  the Warp table. 
  The effects of these hallucinations continue for 
  as long as you sustain the power, or until the Perils 
  of the Warp run their course, whichever is longer. In 
  certain circumstances, where the target may question 
  why those around them are not affected by such an 
  obvious supernatural event as determined by the roll 
  on the table, the target may be allowed to reroll its 
  Willpower Test. Temporary lost Intellect returns at the 
  rate of 1 point per day.
  Infernal Gaze is mentally taxing. You suffer 1 
  Shock for every minute you sustain the power. You 
  may not recover Shock while sustaining this power.
  Potency:
   
  u
  [1] +1 temporary Intellect damage.
   
  u *[3] Target must add the psyker’s Corruption score 
  to the first digit of their d66 roll on the Perils of the 
  Warp table.
  AELDARI  
  PSYCHIC POWERS 
  Understanding? What understanding is there to 
  be gleaned by you mon-keighs? You cannot even 
  recall the mistakes your species made that brought 
  you to this precipice, Inquisitor. Divination is not a 
  science you can master with hymns or influence 
  with your ointments and trinkets. It is an artistry 
  woven from what was, what may be, and the lies 
  the beings of the Immaterium speak regarding 
  both. It is a wonder you retain an understanding 
  of fire. No, better you clutch tight to your primitive 
  baubles and leave the insight to more enlightened life.
  —Warlock Ishyandra of Il-Kaithe
  The Aeldari are a psychic species. This latent talent is 
  only harnessed and expressed by those who walk the 
  Path of the Seer. Learning to gaze upon the strands of 
  fate and fortune, they use specially crafted psi-reactive 
  Seer Stones, each song-formed from wraithbone and 
  etched with runes of power to guide the threads they 
  see and serve as an arcane ward against the dangers of 
  the Warp. With these tools and dedicated training that 
  spans centuries, those walking the Path of the Seer 
  spin prophecies into being, threading the strands of 
  fortune through their words and weighting them with 
  truth. 
  These powers can also be used as a potent 
  weapon to enhance the Seer’s fellow Asuryani warriors 
  whilst thwarting their enemies. When war comes to 
  the Aeldari, some seers don the mask of the battle 
  Psyker: the Warlock. Surrendering to Khaine’s call, the 
  Warlock reads the tides of fortune, setting aside the art 
  of prophecy to develop destructive psychic powers and 
  cast the Runes of Battle!  
  Aeldari Psykers
  Capable of feeling extremes of emotion, the souls of 
  the Aeldari shine bright in the Warp. Slaanesh eyes 
  each greedily, awaiting the moment their discipline 
  fails to consume another of the declining Species. 
  If you are an Aeldari and trigger Perils of the 
  Warp you must roll 2d6; the highest is always the ‘tens’ 
  digit of the d66 roll, and the lower result is the units 
  digit.  
  Asuryani Psykers 
  The Asuryani have practised and honed their psychic 
  abilities for aeons, developing stalwart discipline; they 
  know well the dangers that lurk within the esoteric 
  plane from which the energies that power them flow. 
  If you are an Aeldari with the ASURYANI 
  Keyword you may reroll a single Wrath Dice that rolled 
  a Complication once per Test.
  Example: Nauremen the Asuryani Warlock is 
  attempting to use the Conceal / Reveal psychic power 
  to hide herself from an Ordo Xenos kill team. Fearing 
  potential death if discovered, she uses the psychic 
  power Unbound, and so makes the test with 2 Wrath 
  Die in the pool. 
  Nauremen successfully activates the power, but 
  rolls a 1 on one of the Wrath Dice. As she has the 
  ASURYANI Keyword, she chooses to reroll the Wrath 
  Dice. Unfortunately, she rolls another 1! 
  Nauremen rolls d66 for Perils of the Warp. She 
  rolls a 3 and a 5, so the result is 53, triggering Visions 
  of Possibility. 
  Joseph Nirchi (Order #15621405)
  
  283
  RUNES OF BATTLE 
  DISCIPLINE 
  Conceal / Reveal 
  XP Cost: 20
  DN: 5
  Activation: Action
  Duration: Sustained
  Range: 25 m
  Multi-target: Yes
  Keywords: AELDARI, PSYCHIC
  Prerequisite: Psyker must have the AELDARI Keyword 
  Effect: You reach out with your mind and take 
  command of the shadows, bending and shaping them 
  to your will. 
  Once activated, you can cause one of the 
  following effects: 
   
  u
  Conceal: You draw the shadows in and don them 
  like a cloak to conceal your position. While the 
  power is sustained, you and any allies within 5 m 
  gain a +1 bonus to your Defence and +1 bonus dice  
  to any Stealth (A) Tests you make.
   
  u
  Reveal: You push the shadows away from a target 
  within range, revealing them to all. Target one 
  enemy within range as the centre point for a Blast 
  (6) area of effect. Any enemies in that area while 
  the power is sustained can’t benefit from bonuses 
  to Defence or Stealth tests due to cover while this 
  power is sustained.
  Potency:
   
  u
  [3] Conceal: Benefits improve by +1 Defence and 
  +1d to Stealth.
   
  u *[2] Reveal: Area of affect increases to Blast (10).
  Embolden / Horrify 
  XP Cost: 20
  DN: 5
  Activation: Action
  Duration: Sustained
  Range: 25 m
  Multi-target: No
  Keywords: AELDARI, PSYCHIC
  Prerequisite: Psyker must have the AELDARI 
  Keyword 
  Effect: You reach into the minds of those around 
  you, either fortifying or eroding their resolve. Once 
  activated, you can choose one of the following effects:
   
  u
  Embolden: You instil valour and determination 
  into your allies. While the power is sustained, you 
  and all allies within 5 m gain +1 bonus die to 
  Resolve Tests.
   
  u
  Horrify: You sap the courage and determination 
  of your enemies. Target one enemy within range 
  as the centre point for a Blast (6) area of effect. 
  Any enemies in that area suffer a +1 DN penalty to 
  Resolve Tests while the power is sustained.
  Potency:
   
  u
  [2] Embolden: +1 bonus die to Resolve Tests.
   
  u
  [2] Horrify: +1DN penalty to target’s Resolve Tests.
  Empower / Enervate 
  XP Cost: 30
  DN: 7
  Activation: Action
  Duration: Sustained
  Range: 25 m
  Multi-target: No
  Keywords: AELDARI, PSYCHIC
  Prerequisite: Psyker must have the AELDARI Keyword 
  Effect: You commune with the spirits of those around 
  you, expanding their potential or draining their will 
  to fight. Once activated, you can cause one of the 
  following effects:
   
  u
  Empower: You empower the spirits of yourself and 
  your allies. Whilst this power is sustained, you and 
  all allies within 5 m gain +1 ED to any successful 
  melee attack. 
   
  u
  Enervate: You sap your enemies’ spirits, filling 
  them with doubt and despair. All enemies in a 
  Blast (6) area within range suffer a -1 ED penalties 
  to any successful melee attacks, to a minimum of 0. 
  Potency:
   
  u
  [3] Empower: +1 ED to damage.
   
  u
  [3] Enervate: –1 ED to target’s damage.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  284
  Enhance / Drain 
  XP Cost: 30
  DN: 7
  Activation: Action
  Duration: Sustained
  Range: 25 m
  Multi-target: No
  Keywords: AELDARI, PSYCHIC
  Prerequisite: Psyker must have the AELDARI 
  Keyword
  Effect: Drawing upon the favour of Khaine, you 
  enhance the combat prowess of your allies or diminish 
  that of your enemies. Once activated, you can cause 
  one of the following effects:
   
  u
  Enhance: You channel a fraction of Khaine’s skills 
  to enhance your allies’ combat abilities. While the 
  power is sustained, you and all allies within 5 m 
  gain  +1 bonus dice to any Weapon Skill (I) Tests 
  they make.
   
  u
  Drain: You allow a portion of Khaine’s anger and 
  disdain to suppress the fighting skills of your 
  enemies. Target one enemy within range as the 
  centre point for a Blast (6) area of effect. Any 
  enemies in that area while the power is sustained 
  suffer a +1 DN to any Weapon Skill (I) Tests 
  they make.
  Potency:
   
  u
  [2] Enhance: Additional +1 bonus dice to 
  Weapon Skill (I) Tests.
   
  u
  [2] Drain: Additional +1DN to target’s Weapon 
  Skill (I) Tests.
  Protect / Jinx
  XP Cost: 20
  DN: 5
  Activation: Action
  Duration: Sustained
  Range: 25 m
  Multi-target: No
  Keywords: AELDARI, PSYCHIC
  Prerequisite: Psyker must have the AELDARI 
  Keyword
  Effect: Tugging on the threads of fate that surround 
  any field of battle, you isolate and bind those of a 
  specific individual, reshaping their destiny. Once 
  activated, cause one of the following effects:
   
  u
  Protect: You weave your fate and that of your 
  allies, to inure you from harm. While the power is 
  sustained, you and all allies within 5 m gain a +1 
  bonus to their Base Resilience.
   
  u
  Jinx: You weave your enemies’ fate, making 
  them more susceptible to harm. Target one enemy 
  within range as the centre point for a Blast (6) 
  area of effect. Any enemies in that area while the 
  power is sustained suffer a –1 penalty to their 
  Base Resilience.
  Potency:
   
  u
  [3] Protect: Additional +1 bonus to Resilience.
   
  u
  [3] Jinx: Additional –1 penalty to Resilience.
  Quicken / Restrain
  XP Cost: 20
  DN: 5
  Activation: Action
  Duration: Sustained
  Range: 25 m
  Multi-target: No
  Keywords: AELDARI, PSYCHIC
  Prerequisite: Psyker must have the AELDARI 
  Keyword
  Effect: You twist time itself, briefly altering its flow for 
  a select few on the battlefield. Once activated, you can 
  cause one of the following effects:
   
  u
  Quicken: You change the flow of time for yourself 
  and your allies, making you seem supernaturally 
  swift. While the power is sustained, you and 
  all allies within 5 m may make an additional 
  Movement on each of your turns.
   
  u
  Restrain: You change the flow of time for your 
  enemies, making them move as if they were 
  passing through deep water. Target one enemy 
  within range as the centre point for a Blast (6) area 
  of effect. Any enemies in that area while the power 
  is sustained move as if they are in Difficult Terrain.
  Potency:
   
  u
  [2] Quicken: Increase the radius of the effect to 
  allies within 10 m.
   
  u
  [2] Restrain: Area of affect increases to Blast (10).
  Joseph Nirchi (Order #15621405)
  
  285
  CORRUPTION 
  The foul taint of the Warp can deform the body and 
  afflict the mind. Whenever malign sorcery is practised, 
  the Immaterium bleeds through, deforming and 
  twisting reality. Heinous objects and unnatural acts 
  force the mutating powers of Chaos onto those who 
  witness or practise them, triggering strange changes 
  and grotesque malformations. Few walk away with 
  their purity intact.
  Corruption does not turn a character instantly 
  into a monster, but each point gained takes them 
  ever closer to death and damnation. Roleplaying a 
  character’s descent into the terrifying temptations of 
  the Warp can add depth of its own, and create a story 
  arc you may not have been expecting. Likewise, the 
  desperate struggle to retain one’s purity and humanity 
  can be a fulfilling experience for your character. 
  SOURCES OF 
  CORRUPTION
  The Warp infects reality in a variety of ways; the Chaos 
  Gods seek to influence reality through sorcery, coercion, 
  tainted materials, and their own foul presence. It 
  changes those who it influences until they are utterly 
  twisted, some into the rare embrace of daemonhood, 
  others into the wretched mindless masses of insanity 
  made flesh known as Chaos Spawn. 
  The Warp
  The Warp itself is the greatest source of Corruption. 
  Reality abhors the chaotic nature of the Immaterium, 
  mutating and changing whenever the Empyrean seeps 
  through. Entering the Warp unprotected immediately 
  causes Corruption. Even travelling the Warp in a 
  shielded voidship takes its toll over time. 
  Items and artefacts that originate in the Warp or 
  have spent significant time in the Immaterium become 
  suffused with foul Warp energies. Sometimes simply 
  touching such an item can corrupt an individual. Less 
  corrupted items may not cause Corruption initially, but 
  could be triggered by certain actions, for example, a 
  tainted sword shedding innocent blood. Even writings 
  on the Warp can become infused with its foul touch; 
  studying a dread tome of eldritch lore could corrupt 
  the reader. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  DN
  Examples
  1
  Exposure to mildly radioactive or toxic 
  substances, seeing a cultist marked by Chaos, 
  listening to someone preach heresy without 
  stopping them
  3
  Speaking the name of one of the Ruinous 
  Powers, torturing a captive. 
  5
  Reading a tome of Chaotic lore, witnessing a 
  heretical ritual or a daemon, speaking heresy, 
  condemning someone to death for an act 
  you committed.
  7
  Participating in a Chaos ritual, destroying 
  a populated planet, undergoing a psychic 
  awakening. 
  9
  Making a pact with, or becoming possessed by, 
  a daemon, looking into the Warp. 
  CORRUPTION ROLL DIFFICULTY
  Corruption  
  Level
  Corruption  
  Points
  Test DN 
  Modifier
  0 – Pure
  0-5
  +0
  1 – Tarnished
  6-11
  +1
  2 – Contaminated
  11-15
  +2
  3 – Tainted
  16-20
  +3
  4 – Defiled
  21-25
  +4
  5 – Chaos Spawn
  26+
  -
  CORRUPTION LEVELS
  Joseph Nirchi (Order #15621405)
  
  286
  Chaos
  Daemonic entities may be physical manifestations of 
  the Warp itself. As beings of concentrated Warp energy, 
  simply looking upon a daemon or being in its presence 
  can corrupt. More powerful daemons are more 
  connected to the Warp, causing greater Corruption, and 
  none are greater than the Ruinous Powers themselves. 
  Powers Of The Psyker
  Manipulating the Warp to change realspace is a 
  dangerous and risky business; whenever a Psyker 
  uses a psychic power they open themselves and those 
  around them to Corruption. Channelling greater Warp 
  power (or controlling it poorly) risks greater Corruption, 
  and the possibility of a daemon using the Psyker as a 
  portal to the Materium. 
  The potential for a Psyker to inadvertently 
  corrupt those around them fuels the paranoia of 
  their comrades. Many Psykers are executed to save 
  themselves and their fellows from damnation. 
  Ultraviolence & Depravity
  Savagery and destruction are the domains of the Blood 
  God Khorne, said by blasphemous apostates to have 
  been born from the first act of violence. As war rages 
  across the 41st Millennium he is fed in shattered skulls 
  and flowing blood. Those that succumb to bloodlust, 
  revel in the slaughter of their foes, or destroy the 
  helpless and the innocent may be corrupted. 
  A descent into decadence is similarly corrupting. 
  Slaanesh, the Lord of Excess, rewards those who 
  succumb to passion and hedonism with mutation. 
  Embracing pleasure for pleasure’s sake calls The Dark 
  Prince and its daemons. Prideful acts and obsessive 
  searching for perfection empower Slaanesh and allow 
  its malign influence to shape the mortal world. 
  Example: An Aeldari intentionally destroying an 
  Infinity Circuit and condemning the souls to She Who 
  Thirsts would be a heinous action that spills no blood. 
  Mundane Sources
  Simply hearing a renegade spew heresy without 
  stopping them is enough to corrupt the heart of those 
  who hear. Heresy spreads itself, sullying the mind and 
  soul as it takes hold of mortals. 
  The mutative powers of radiation and toxic 
  pollutants also corrupt those who are exposed to them; 
  some believe the grotesque mutations that befall its 
  unfortunates are gifts from Nurgle, the Plague God. 
  Even certain genetic materials can draw the attention 
  of the Ruinous Powers. 
  Some environments are inundated with radiation. 
  Repeated low-level exposure will slowly cause 
  Corruption. However, high levels of exposure without 
  radiation-hardened armour may force a Corruption 
  Test every round until you escape or expire. 
  When To Make A 
  Corruption Test
  Encountering forbidden tomes, fighting the forces of 
  Chaos, using vile relics, wading through irradiated 
  waste, or committing truly heinous acts are all prime 
  causes for a Gamemaster to call for players to make a 
  Corruption Test. 
  The GM decides when a character makes a 
  Corruption Test if they encounter a source of Corruption. 
  The GM can’t force a player to take an action that 
  automatically results in Corruption — indeed, the GM 
  can’t force a player to take any action. The player must 
  have the opportunity to resist with a Corruption Test, 
  or willingly accept Corruption from the Temptations of 
  the Warp.
  CORRUPTION TESTS
  To make a Corruption Test, roll a dice pool of your 
  Conviction Trait against the DN of the source of 
  Corruption. Some sample sources of Corruption and 
  their recommended DNs are shown in the Corruption 
  Test Difficulty table on p.285. Your Corruption Level 
  can increase the DN of the Test. 
  If you fail a Corruption Test, the GM gains +1 
  Ruin, and you gain Corruption Points equal to the 
  difference between the number of Icons you rolled and 
  the DN of the Test. 
  If you roll a Complication on a failed Corruption 
  Test, you gain double the amount of Corruption Points. 
  If you roll a Wrath Critical on a Corruption Test, the DN 
  of the Test is reduced by 2. 
  You may choose to spend a single Wrath to 
  reduce the DN of the current Corruption Test by one. 
  This can’t reduce the DN below 1. 
  The Ultimate Fate
  If you reach Corruption Level 5 you transform into 
  a Chaos Spawn, a writhing mass of mutations and 
  mental trauma. There is no redemption from this fate. 
  All who are Warped in this way are driven utterly 
  insane by the touch of the Ruinous Powers. The GM 
  takes control of the Chaos Spawn that was once your 
  character, modifying the entry in the Bestiary on p.352 
  as needed. 
  Joseph Nirchi (Order #15621405)
  
  287
  MUTATION 
  Mutations vary wildly from the fey to the grotesque, 
  some debilitating and some useful. Followers of Chaos 
  often revel in their mutations seeing them as glorious 
  blessings from the Ruinous Powers. Mutations 
  can twist both flesh and mind. Some are evident in 
  their appearance, from terrifying tentacles and toxin 
  bile sacs to exceptionally beautiful angelic wings, or 
  eyes that seem to hold the stars within them. Others 
  are easily concealed, such as eyes that can see into 
  spectrums of light beyond normal ranges, the third eye 
  of the Navigator and the strange twisting of the mind 
  that creates profane prophets of normal citizens.
  To the Imperium, all mutants are deplorable. Any 
  deviation from the purity of mankind is abominable, 
  especially those mutations that are visible and obvious. 
  They are the quintessential outcasts of society, pitied 
  at best, scorned and hated by most. If they do not die 
  at their own hands or from the pernicious effects of 
  their mutations, mutants live a life of wretched fear, 
  forever concealing their true Warp-tainted nature from 
  those around them.  
  Mutation Tests 
  Whenever your Corruption Level increases you must 
  immediately make a Mutation Test. You may choose to 
  fail this Mutation Test. 
  To make a Mutation Test, roll your Conviction 
  against a DN of 3, modified by your Corruption Level. 
  If you fail a Mutation Test, you gain a mutation; roll on 
  the mutation severity table at the bottom of this page. 
  Once you have determined the severity of the 
  mutation, make a d66 roll on the relevant table on the 
  next page. You must add 10 to the result of the roll for 
  each of your prior mutations. 
  Example: Rogue Trader Drake Harkness already has 
  one subtle and one minor mutation when he fails his 
  current Mutation Test. When he rolls on the Minor 
  Mutation table this time he adds +20 to the result. 
  He rolls a 24 on the d66. Adding +20 results in 44, 
  which is ‘Horns, Spines, Fangs, or Claws’ on the Minor 
  Mutations table.
  If you receive the same mutation a second time you 
  must reroll on the same table, unless there is an 
  obvious different way for a duplicate effect to take hold. 
  If you remove a mutated body part, you no longer have 
  any associated benefit or detriment from that mutation. 
  Note: These actions do not remove Corruption points 
  or change your Corruption Level.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  CHALLENGING 
  MUTATIONS 
  Existence is brutal in the 41st Millennium. 
  Merely surviving takes a toll on the flesh and 
  the soul. Mutations escalate the difficulties 
  you face when interacting with others. Most 
  Imperial citizens react to mutations with 
  revulsion at the least, and violence at worst. 
  Hiding your mutations and your responses to 
  the reactions of others are rich, if challenging, 
  roleplay opportunities that you may want to 
  embrace. 
  SCAVVY MUTATIONS 
  ‘Scavvy’ is a term for those who live in the 
  irradiated wastelands at the lowest levels of 
  hive cities. These humans are subjected to 
  toxic effluent and industrial waste every day of 
  their lives. Not all who live in these conditions 
  are mutants, but often mutations develop 
  due to prolonged exposure to polluted runoff. 
  See the Scavvy archetype on p.105 for more 
  information. 
   
  u
  Hint of Red Eyes (p.288)
   
  u
  Voice of the Aurelian (p288)
   
  u
  Living Shadow (p.288)
   
  u
  Gossamer Flesh (p.288)
   
  u
  Blighted Soul (p.289)
   
  u
  Wyrdling (p.290)
   
  u
  Misshapen (p.290)
   
  u
  Grotesque (p.290)
   
  u
  Bestial Hide (p.290)
   
  u
  Brute (p.290)
   
  u
  Toxic Blood (p.291)
   
  u
  Withered (p.293)
   
  u
  Vile Alacrity (p.293)
  d6 Roll
  Mutation Severity
  1-2
  Subtle Mutation
  3-4
  Minor Mutation
  5-6
  Severe Mutation
  Joseph Nirchi (Order #15621405)
  
  288
  Subtle Mutations 
  The effects of Subtle Mutations are not always apparent. 
  While they still represent a measure of vile Warp 
  Corruption, many only slightly change your physicality.
  11–16: Hint Of Red Eyes 
  It’s subtle, and someone would have to be looking at 
  the right time to see it — a faint glimmer of red in 
  the iris of your eyes. The strange nature of your eyes 
  reveals hidden things, though they are now incredibly 
  sensitive to light. It’s common for those possessed of 
  this mutation to wear visors to hide their eyes from 
  observers and harsh light. 
  Effect: You gain +1 bonus dice to Awareness (Int) 
  Tests. You also suffer +1 DN to any actions requiring 
  vision or visual coordination while in areas of light 
  (daylight or stronger) or during a round of exposure to 
  light (flamer burst, stab-light, etc.). Visors and lenses 
  that shade the eyes remove both the bonus and penalty.  
  21–26: Voice Of The Aurelian
  Such a melliferous voice could charm the gods or sway 
  a world. Indeed, in times past it did. But such golden 
  tones that drip wonder and light also reach beyond the 
  veil, and daemons crowd to listen. 
  Effect: You gain +Rank bonus dice when making any 
  social Test. However, such glibness is dangerous; any 
  Psykers within 25 m of you (excluding you) must reroll 
  any Wrath Dice that don’t generate a Complication on 
  any Psychic Mastery rolls they make. 
  31–33: Living Shadow
  Something inside you has been twisted, but it doesn’t 
  show anywhere on your flesh. Your shadow has a life 
  of its own, and moves independently of your body. It 
  does not fall naturally away from a light source, and 
  all around it the Warp slowly bleeds into the world. 
  Effect: The Living Shadow opens a gateway to your 
  soul. Any rolls to oppose a psychic power or resist its 
  effects are made at +1 DN. However, the curious nature 
  of this mutation makes you aware of any ambush as if 
  you had spent a point of Glory. 
  34–36: Gossamer Flesh
  Your mutated skin is impossibly soft and silky, with a 
  heightened sense of receptive touch that goes beyond 
  the sublime. Contact sensation is increased six-
  thousand fold, which for some is a glorious wonder 
  and for others a true curse. 
  11–16
  Hint of Red Eyes
  11–16
  Misshapen
  11-12
  Extra Appendages
  21–26
  Voice of the Aurelian
  21–26
  Grotesque
  13-14
  Aberration
  31–33
  Living Shadow
  31–33
  Bestial Hide
  15-16
  Corrupted Flesh
  34–36
  Gossamer Flesh
  34–43
  Brute
  21-22
  Wings
  41–43
  Visions
  44-46
  Horns, Spines, Fangs,  
  or Claws
  23-24
  Serpentine  
  Body
  44–46
  Echoes
  51-53
  Corrosive Miasma
  25-26
  Cannibalistic Drive
  51–53
  Blighted Soul
  54-56
  Toxic Blood
  31-32
  Withered
  54–56
  Wyrdling
  61+
  Reroll on the Severe 
  Mutations table
  33-34
  Vile Alacrity
  61+
  Roll on the Minor 
  Mutations table
  35-36
  Fleshmetal
  41-42
  Corrosive Bile
  43-44
  Corpulent
  45-46
  An Excess of Eyes
  51-52
  Enduring Life
  53-54
  Aquatic
  55-56
  Amorphous
  61-63
  Afflicted
  64+
  The Warp 
  Made Manifest
  d66 Roll
  Subtle  
  Mutation
  d66 Roll
  Minor  
  Mutation
  d66 Roll
  Severe  
  Mutation
  MUTATION TABLES
  Joseph Nirchi (Order #15621405)
  
  289
  Effect: Gossamer Flesh reduces your Base Resilience 
  and Max Shock values by 1 and imposes a +1 DN 
  penalty to resist experiences of painful physical 
  contact. However, it also gives a sense of touch so 
  refined that you can read a page of writing with your 
  fingertips alone. You gain +Double Rank bonus dice 
  to Awareness (Int) Tests involving touch, and can 
  attempt otherwise impossible feats.  
  41–43: Visions
  The Warp twists your mind and time itself. Without 
  warning, your awareness is flooded with visions of 
  past experiences, things yet to come, or nightmarish 
  otherworldly horrors. 
  Effect: Whenever you roll a Complication on the Wrath 
  Dice you may choose to activate the following effect. 
  Alternatively, the GM can spend a Ruin to force this 
  effect to activate. Roll on the Visions table below. The 
  vision lasts for the remainder of the scene, during 
  which time you suffer a +3 DN penalty to all other 
  actions as you hallucinate.
  44–46: Echoes
  You go forward, you come back. This mutation 
  misplaces you in time, moving you forwards or 
  backwards on the whim of the Ruinous Powers. 
  Effect: Whenever you roll a Complication you may 
  choose to activate the following effect. Alternatively, 
  the GM can spend a Ruin to force this effect to 
  activate. For the remainder of the scene you must 
  reroll any Wrath Dice once per Test, unless you rolled 
  a Complication or a Wrath Critical. 
  51–53: Blighted Soul
  A sickness of spirit has infected you. Like all infections 
  it seeks to spread, to weaken the host and finally 
  consume that which it inhabits. 
  Effect: Corruption and Malignancy Tests you and 
  anyone within 10 m of you make suffer a +1 DN 
  penalty. Your blighted form becomes a little more 
  resistant to toxins, giving you +1 bonus dice to Tests 
  to resist poisons. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  UNIQUE MUTATIONS 
  If you or another player at the table find 
  a 
  mutation 
  particularly 
  distasteful 
  or 
  uncomfortable to continue playing with, change 
  it. The GM is free to modify any mutation as 
  they wish, or the whole group can pitch in to 
  come up with something they think will be 
  interesting and will work with the effects of a 
  mutation as written. 
  For example, you might be playing in a 
  campaign with a lot of social interaction, where 
  the obvious Warping of the Grotesque mutation 
  would severely limit play. You might choose to 
  continue and see where this new roleplaying 
  challenge leads, or you could swap out the 
  easily visible changes from the Grotesque 
  mutation for something more clandestine. Your 
  teeth might turn into leather, making speech 
  and eating more difficult, but meaning you can 
  conceal your mutation — until you want to 
  frighten someone. 
  d6 Roll
  Vision
  1
  Dark Futures: You see the future ahead, 
  and it is filled with terror. When the vision 
  ends you feel an impending sense of mortal 
  doom, and your Wrath pool is reduced by 1 
  for the session.
  2-3
  False Divination: You have a vision of 
  a possible future spelling catastrophe for 
  yourself and your allies, and nothing you 
  can do can stop this from occurring. Fate, it 
  seems, is set. You suffer a +1 DN penalty to 
  your next Test. 
  4-5
  True Divination: You have a vision of a 
  possible future spelling catastrophe for 
  yourself and your allies. However, the 
  skeins of fate reveal just enough that such 
  may be averted! You gain +1 bonus dice to 
  your next Test. The vision may be entirely 
  false or uncannily accurate.
  6
  Otherworldly: You experience a vision 
  taken straight from the heart of the Warp. 
  Each time you suffer this vision, you must 
  make a DN 9 Corruption Test.
  VISIONS
  Joseph Nirchi (Order #15621405)
  
  290
  54–56: Wyrdling
  Exposure to Corruption transforms you into a Psyker.
  Effect: If you are not a Psyker, you gain the PSYKER 
  Keyword. You also gain one Minor Psychic Power of 
  the GM’s choice. You can now purchase the Psychic 
  Mastery Skill whenever the GM deems it appropriate.
  If you are already a Psyker, you gain an 
  additional Minor Psychic Power.
  Minor Mutations 
  Minor mutations are usually visible, and common 
  among those born mutated. Those afflicted in such a 
  way will find life far more difficult, and are likely to be 
  outcasts, but still have some chance of resisting the 
  lure of the Ruinous Powers.
  11–16: Misshapen
  Your body contorts in response to Corruption as tissues 
  change shape, growing or shrinking in unhealthy ways. 
  Muscles, tendons, and even bones change in size. 
  Effect: Your constant agony decreases your maximum 
  Shock by 1. However, your exposure to constant pain 
  inures you to threats and mental assault, increasing 
  your Resolve by +2.
  21–26: Grotesque
  Corruption flows through your body, altering it at a 
  cellular level. These changes are purely cosmetic, but 
  they mark you well. Vicious scars emerge from injuries 
  that you have never suffered. Facial features may take 
  on a decidedly bestial slant. Limbs may slightly change 
  length or joints may bend in the wrong direction. 
  Effect: Your new appearance is unnerving to all. You 
  receive +1 bonus dice to all Intimidation (Wil) Tests, 
  but your grotesquery imposes +1 DN to all other social 
  interactions with characters who do not have the 
  CHAOS Keyword.
  31–33: Bestial Hide 
  Your skin thickens and changes shape to resemble that 
  of an animal. It may take on a thick leathery aspect, 
  the scales of a fish, or the exoskeleton of an insect. 
  You may choose the nature of the new appearance, but 
  it must be markedly different from your appearance 
  prior to the mutation.
  Effect: Your thickened skin grants a +1 to Resilience. 
  You receive +1 bonus dice to all Intimidation (Wil) 
  Tests, but you also suffer a +2 DN penalty to all other 
  social interactions with characters who do not have the 
  CHAOS Keyword. 
  34–43: Brute
  Corruption massively accelerates your muscle growth. 
  You are brawny and burly, but the increased muscle 
  mass is obviously inhuman in nature.
  Effect: Your sudden growth grants +1 to Strength and 
  Toughness. Most tools and devices are now too small 
  for you to easily use. Unless you acquire modified 
  versions, you suffer a +1 DN penalty to all Tests that 
  involve physical manipulation of tools, including all 
  ranged weapons. 
  44–46: Horns, Spines,  
  Fangs, or Claws 
  Exposure causes you to grow horns, spines, fangs, or 
  claws. You may choose which of these mutations arise 
  and the location and shape of the deformation. The 
  new growths are an inherent part of your body. They 
  grow back if broken or if you attempt to have them 
  removed. You have full feeling in these growths.
  Effect: You may make melee attacks with these new 
  growths. When these growths are visible, you suffer 
  +2 DN to all social interactions unless the target 
  character has the CHAOS Keyword.
  Damage
  ED
  (S) +5
  Rank
  HORN, SPIKE OR CLAW
  Joseph Nirchi (Order #15621405)
  
  291
  51–53: Corrosive Miasma 
  You are surrounded by a miasma of subtle acids 
  and toxins that spill forth from pores and sweat 
  glands. This cloud causes no direct harm to you, but 
  it does cause increased wear on all of your wargear 
  and other possessions. Consequently, equipment 
  must be replaced regularly, or else becomes ragged 
  and corroded.
  Effect: Whenever you suffer a Complication, you 
  may choose to have one item of Wargear crumble and 
  become useless. The GM can spend a point of Ruin to 
  choose the item of Wargear. When you make a melee 
  attack you may Shift to give the target the Poisoned 
  Condition with a damage of 1 Mortal Wound. 
  54–56: Toxic Blood 
  Corruption transforms your blood into a non-biological 
  substance. Radioactive materials, toxic metals, or even 
  more exotic substances may flow through your veins. 
  Effect: Getting any medical treatment is far more 
  difficult and dangerous due to your unusual bodily 
  fluids. Any Medicae (Int) Test made on you suffers 
  a +2 DN penalty. If the Medicae (Int) Test suffers a 
  Complication, the person administering treatment 
  must succeed on a DN 4 Toughness Test or suffer 1 
  Mortal Wound when bodily fluids splash them. 
  Your unusual physiology confers resistance to many 
  biological attacks. You are immune to the Poisoned 
  condition and disease. 
  Severe Mutations 
  These mutations are undeniable, shocking to behold 
  and often grotesque. Though these malignancies can 
  confer incredible otherworldly benefits, they make 
  a normal life a distant impossibility, and draw the 
  afflicted close to the waiting arms of the Dark Gods. 
  11–12: Extra Appendages 
  The influence of Corruption has Warped your body; 
  roll on the table below to determine the nature of the 
  appendage. 
  Unless you can somehow conceal the extra limb, 
  you suffer a minimum +2 DN penalty to Persuasion 
  (Fel) Tests when dealing with characters who do not 
  have the CHAOS Keyword. Any of these limbs require 
  unusual modifications to your armour and clothing.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  d6 Roll
  Appendage
  1
  Head
  A shrunken head with a face similar to yours grows on your shoulder. 
  Effect: Once per session, the GM may spend a point of Ruin to force you to make a Conviction Test (DN 
  5). If you fail, the shrunken head does whatever it can to make your life difficult, such as saying the most 
  inconvenient thing possible, biting at a helping hand, or shouting to reveal your location.
  2
  Malformed Arm
  This arm isn’t good for anything except identifying you as a mutant. 
  3
  Strong Arm 
  You can use this arm as well as you can use your off-hand.  
  Effect: You may Multi-Attack or Multi-Action using this arm, and may ignore the first +2DN penalty for 
  these actions.
  4
  Malformed Leg
  This leg isn’t good for anything except making standard clothing and armour fit improperly. 
  Effect: –1 Speed.
  5
  Strong Leg
  This leg balances you on unsteady surfaces. 
  Effect: You may Brace to fire a Heavy weapon as a Free Action (p.189).
  6
  Prehensile Tail
  A fleshy, muscular tail as strong and flexible as a human limb. 
  Effect: Can be used as a Strong Arm or a Strong Leg.
  EXTRA APPENDAGE
  Joseph Nirchi (Order #15621405)
  
  292
  13–14: Aberration 
  The force of Corruption transforms you, twisting your 
  flesh in truly bestial ways to turn you into a hybrid 
  beastman. Roll on the table below to establish which 
  animalistic traits you gain. While the example animals 
  are all terrestrial, you are encouraged to coin names 
  for species from other planets that fulfil similar niches. 
  If you and the GM wish to use another animal, we 
  encourage you to do so using these examples as 
  a model.
  When this mutation is visible you suffer a 
  minimum +2 DN penalty to all social interactions 
  unless the target character has the CHAOS Keyword.
  15–16: Corrupted Flesh 
  Your flesh and organs undergo transformations such 
  that you are no longer a single living organism. The 
  grotesque possibilities of your mutation include: 
  maggots crawling through your veins instead of blood; 
  a nest of spiders dwelling within your intestines, 
  devouring any food consumed; serpents squirming 
  under your flesh in place of muscles; or anything else 
  you can come up with. While many of these traits are 
  not immediately visible, when your flesh is exposed 
  unnatural movements may sometimes be observed 
  shifting beneath the skin. Whenever you suffer 
  grievous injury, these creatures are fully exposed.
  Effect: You gain +2 Toughness. All Medicae (Int) Tests 
  made on you suffer a +2 DN penalty.
  d6 Roll
  Animal
  1
  Equidae (Horse) 
  Your body is covered with equine hair, your head distends into that of an equine, and you grow a lengthy 
  mane and tail. Your feet transform into hooves and your legs become digitigrade. You must modify any 
  clothing or armour worn on your head or lower body to have it fit.
  Effect: You gain +1 Toughness and +1 Speed.
  2
  Testudinidae (Tortoise) 
  You lose all body hair and your torso becomes encased in a thick shell, into which you may withdraw your 
  head and limbs. All clothing and armour must be modified to accommodate the extreme physiological 
  transformation. 
  Effect: You gain +1 Toughness and +1 Base Resilience.
  3
  Caprinae (Goat) 
  Your body is covered with coarse caprine hair, your head distends into that of a goat, and you grow horns 
  upon your brow. Your feet transform into hooves and your legs become digitigrade. You must modify any 
  clothing or armour worn on the head or lower body to have it fit. 
  Effect: You gain +1 Athletics. You may make melee attacks with your horns, treating them as if they were 
  a knife.
  4
  Carcharodon (Shark) 
  You lose all body hair, and your skin becomes rough to the touch. You grow gills, which you can distend at 
  will for aquatic respiration. Your jaws expand and your mouth fills with massive fangs. 
  Effect: You cannot Suffocate underwater. You may make melee attacks with your fangs, treating them as if 
  they were a knife.
  5
  Canidae (Dog) 
  Your body is covered with fur, your head distends into that of a dog, including pointed or dropped ears. Your 
  senses of smell and hearing improve. Your feet transform into paws and your legs become digitigrade. You 
  must modify any clothing or armour worn on the head or lower body to have it fit. 
  Effect: You gain +1 Speed and +2 bonus dice to all Awareness Tests based on smell and sound.
  6
  Aquila (Eagle)
  Your body is covered in feathers, a hooked beak emerges from your face, and your ears shrink. Your vision 
  sharpens substantially. Your feet transform into scaly, hooked talons, and your legs become digitigrade. You 
  must modify any clothing or armour worn on the head or lower body to have it fit. 
  Effect: You gain +2 bonus dice to Awareness Tests based on sight. You may make melee attacks with your 
  beak, treating it as if it was a knife.
  ABERRATIONS
  Joseph Nirchi (Order #15621405)
  
  293
  21–22: Wings
  Enormous wings sprout from your shoulders, granting 
  a wingspan of more than double your height. They 
  may resemble those of a bird, a bat, an insect, or 
  something else entirely. You can fold the wings, so that 
  they do not extend out from the body, but they cannot 
  be fully concealed. 
  Effect: All torso clothing and armour must be modified 
  to accommodate the physiological transformation. You 
  can Fly at double your normal Speed. These wings are 
  inherently clumsy; make an Athletics (S) Test for any 
  manoeuverability difficulties while aloft.
  23–24: Serpentine Body 
  Your legs fuse together, and your body from the waist 
  down transforms into that of a snake, complete with 
  scales. You can no longer walk without assistance, 
  slithering along the ground instead. 
  Effect: Any clothing or armour worn on the 
  lower body must be modified to accommodate the 
  physiological transformation. You gain +2 Wounds 
  and +1 Resilience due to your toughened lower body’s 
  hide and musculature. You’re always considered to be 
  Crawling, but you don’t halve your Speed when doing 
  so. You can Run and Sprint as normal. You’re always 
  considered Prone, but don’t suffer penalties for this 
  status. 
  25–26: Cannibalistic Drive
  Corruption triggers ghoulish desire. You can only 
  receive sustenance from the flesh of sentient species. 
  Any other food is tasteless and provides no nutritive 
  value. You can subsist upon less food than a typical 
  member of your species, typically only a pound 
  per week. You also receive a newfound vigour from 
  consuming the meat. However, if you do not partake, 
  your mutated body begins to degrade.
  Effect: You gain +2 to Toughness and Strength. You 
  must consume one pound of flesh taken from a 
  sentient creature each week. You need no other food 
  or water. Every week you go without, you must make 
  a DN 8 Conviction Test or suffer a cumulative +1 DN 
  penalty to all actions. The penalty is eliminated as 
  soon as you consume the appropriate flesh. If the 
  cumulative penalty exceeds 4, you lapse into a coma 
  until you consume the substance. Placing flesh in your 
  mouth restores you from the coma enough that you 
  can consume it, but you may not take any other action 
  until the pound of flesh is devoured.
  31–32: Withered 
  A miasma of death lingers around you. Your body is 
  severely emaciated, your breath stinks of decay, and 
  your voice rasps like a desert wind. Your complexion 
  takes on a deathly pallor. Your limbs appear as if 
  they would have no strength, and might even snap 
  if any pressure were applied to them. You appear to 
  be firmly in death’s gasp, yet are somehow still alive, 
  having learned to endure suffering that might shatter 
  another’s mind.
  Effect: You suffer –1 Toughness, and gain +2 Willpower.
  33–34: Vile Alacrity 
  You constantly shudder and shake with irrational and 
  unnatural movements. You move almost faster than 
  the eye can see, leaping from place to place without 
  seeming to have traversed the intervening distance. 
  Your speech, face, and eyes cycle through emotional 
  states as quickly as your body moves, leaving viewers 
  confused as to your feelings and intent. 
  Effect: You gain +2 Speed and +1 bonus dice to 
  Athletics (S) Test. Your expressions and tone cause 
  a minimum +2 DN penalty to social interaction Tests 
  against targets that do not have the CHAOS Keyword. 
  35–36: Fleshmetal 
  The energy of Corruption fuses your body with your 
  armour and any augmetic implants. These items 
  change in appearance to take on a more organic form, 
  though their function remains unchanged. When the 
  equipment suffers damage, it heals in the same way as 
  your body. However, in healing, the equipment acquires 
  scars, which are organic in appearance. If your armour 
  covers bodily orifices, new organic portals emerge so 
  that you may continue your tortured existence.
  Effect: The union of flesh and armour increases your 
  Wounds and Shock by 2. You can no longer remove 
  worn armour, including helmets, gauntlets, and 
  similar components, as they are a part of your body. 
  Your strange visage causes a minimum +2 DN penalty 
  to social interaction Tests against targets that do not 
  have the CHAOS Keyword.  
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  294
  41–42: Corrosive Bile 
  Your bodily fluids are entirely transformed into a toxic 
  bile. Any time you suffer a Wound, the injury sprays 
  out an arc of  poisonous and corrosive fluid. You may 
  also choose to vomit up this nightmarish spew upon 
  all characters within a 2-m radius. The substance 
  violates any understanding of physiology, making 
  medical treatment extremely difficult. 
  51–52: Enduring Life 
  The power of Corruption preserves your life, no matter 
  how badly you are injured or might even wish for your 
  existence to end. This seeming immortality comes at 
  a terrible price, as Corruption demands its due. Your 
  connection to unnatural horrors continues to grow, 
  almost inevitably dooming you to transformation into 
  a Chaos Spawn.
  Effect: You cannot die. Whenever you take a Traumatic 
  Wound you gain 1d6 Corruption points.
  53–54: Aquatic 
  Your lungs are absorbed into your body, while 
  functional gills form on your neck with corresponding 
  slits. You lose the ability to breathe air. Instead, you 
  survive through respiration of aerated water. Your 
  fingers and toes become webbed, and you gain the 
  ability to see clearly underwater and in dim lighting 
  conditions. You need to wear a water circulation 
  apparatus that delivers aerated water to your gills 
  to function normally outside of water. Verbal 
  communication remains possible but requires you to 
  expel air from the digestive tract instead of the lungs.
  Effect: You no longer treat water as Difficult Terrain, 
  and so may Swim at full Speed without an Athletics 
  Test. You no longer suffer from Suffocation (p.200) 
  when under water. However, you cannot breathe 
  air and begin to suffocate when your gills are not 
  submerged in water. 
  Effect: All Medicae (Int) Tests made to assist you 
  suffer a +3 DN penalty. Any time you suffer the 
  Bleeding condition, you spray corrosive fluids on all 
  characters in a 2 m diameter circle. Similarly, you can 
  make a vomit attack with a 2 m range once per scene. 
  Either type of attack is taken as a Free Action, using 
  your Ballistic Skill against eligible targets. 
  43–44: Corpulent 
  Corruption distends your body horrifically, leaving 
  you mutated and massively swollen. Your body mass 
  is tripled, your height increased by about 5%, and your 
  body more than doubles in width. Your worn clothing 
  expands to accommodate this growth, though it does 
  tear in places, revealing the inflamed and putrescent 
  flesh beneath.  
  Effect: You gain +2 Toughness. Your added mass 
  provides +1 bonus dice to Intimidation (Wil) Tests. 
  45–46: An Excess Of Eyes 
  Your body is covered in numerous eyes that frequently 
  blink and are intensely observant. In many cases, 
  clusters of eyes may replace other orifices entirely. The 
  eyes are fully functional, providing you with incredible 
  awareness of your surroundings. Your grotesque 
  appearance 
  makes 
  you 
  particularly 
  loathsome, 
  haunting the nightmares of any who see your pitiable, 
  eye-coated flesh.
  Effect: You gain +2 Awareness and your Passive 
  Awareness increases by 3. You gain +2 Defence. Your 
  strange visage causes a minimum +2 DN penalty to 
  social interaction Tests against targets that do not 
  have the CHAOS Keyword. 
  Value
  Rarity
  3
  Uncommon
  WATER CIRCULATION APPARATUS
  Damage
  ED
  Range
  Traits
  8
  1
  2
  Assault, Toxic 7, 
  Rending (1), Spread
  CORROSIVE BILE
  Joseph Nirchi (Order #15621405)
  
  295
  55–56: Amorphous 
  Your bones, cartilage, and tendons dissolve under the 
  force of Corruption. Somehow you remain alive as a 
  shapeless mound of flesh, granted form only through 
  the shape of your skin. You retain all of your organs, 
  and they continue to function as they would in a 
  normal individual. You may extend any sense organ 
  upon a pseudopod, just as a normal person would turn 
  their head or lean to look more closely at an object. You 
  can also extend pseudopods to grasp objects, but these 
  flexible temporary limbs are not capable of supporting 
  your weight. 
  Effect: You are no longer capable of wearing clothing 
  or armour. You gain +2 Toughness due to the 
  rearrangement of your organs. All of your movement 
  is Crawling (p.180). You can Run and Sprint. You are 
  always considered Prone, but don’t suffer the penalties 
  for this status. You gain a +1 bonus dice to Intimidation 
  (Wil) Tests, but you suffer a minimum +6 DN penalty 
  to all other social interaction Tests when dealing with 
  characters who do not have the CHAOS Keyword.
  61–63: Afflicted 
  Your body is shattered by the Corruption that flows 
  through it continuously. New wounds emerge even 
  before old ones have completely healed. These wounds 
  weep blood and pus constantly. Your body bulges with 
  tumours, some of which emerge at unnatural angles. 
  You remain in a state of constant agony — yet these 
  changes harden your mutated form, leaving you 
  capable of surviving through ever greater injury.
  Effect: You gain +3 Wounds. You gain +2 bonus dice 
  to Intimidation (Wil) Tests, but suffer a minimum +2 
  DN penalty to social interaction Tests when dealing 
  with characters who do not have the CHAOS Keyword.
  64+: The Warp Made Manifest 
  You are transformed into a daemon-like entity. You 
  begin to recognise an inherent ability to overcome 
  reality, impacted by the amount of Corruption that now 
  flows through you.
  Effect: You gain Wings (p.293), Wyrdling (p.290), 
  and Horns, Spines, Fangs, or Claws (p.290). You must 
  roll 2 additional mutations, rerolling on the Severe 
  Mutations table if you roll The Warp Made Manifest 
  a second time. You may substitute Willpower for any 
  other Attribute when making any Test. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  295
  Joseph Nirchi (Order #15621405)
  
  296
  296
  he worlds of the Gilead System have stood 
  for millennia as a beacon of Imperial order, 
  located in the coreward region near the border 
  of the Segmentum Solar and the Segmentum 
  Obscurus. The numerous habitable planets and 
  moons of the system were discovered by an Adeptus 
  Mechanicus Explorator fleet. Heretics and corrupted 
  Astartes had infested the halcyon system, and so the 
  Imperium launched a war against the traitors to claim 
  what was rightfully the Emperor’s territory. 
  This war is recorded in Imperial Archives as the 
  ‘Gilead Crusade’, so named for the heroic leader of the 
  Imperial forces: Saint Julyanna Gilead. The crusade 
  expanded to worlds far beyond the Gilead System, 
  but the first victories against the heretic legions began 
  here. 
  Julyanna Gilead was supported by the Astra 
  Militarum, the Imperial Navy, and the Adeptus 
  Astartes. The Departmento Munitorium sent countless 
  Astra Militarum regiments, while the Imperial Navy 
  THE GILEAD SYSTEM
  Joseph Nirchi (Order #15621405)
  
  297
  Imperium, Varonius is to many a beacon of hope that 
  the Emperor’s light will return. Others see him as a 
  charlatan, another flickering flame of false hope in the 
  darkness of the Imperium Nihilus. 
  THE 
  HEARTWORLDS
  Circling the swollen star of ancient Gilead are the 
  bastions of Imperial authority, the most powerful, 
  prosperous, 
  and 
  populated 
  planets. 
  These 
  are 
  collectively known as the ‘Heartworlds’. 
  AVACHRUS
  Classification: Forge World 
  Population: Approximately ten billion
  Geography: Lifeless tundra blasted by unsurvivable 
  heat (day side) or frozen into poisonous crystalscapes 
  (night side).
  Planetary Governance: Princeps Ultima Gol Bessor 
  (presumed deceased). Archdomina Aexekra Vakuul of 
  Belaxia Foundry rules as self-proclaimed regent. The 
  Suspire Priesthood holds the most functional leverage 
  and power, should it ever deign to wield it.
  Tithe Grade: Aptus Nihil (no longer capable of paying 
  Terra’s due).
  A barren rock of vast mineral wealth wreathed 
  in storms of toxic clouds and corrosive acid rain, 
  Avachrus is locked in close orbit of the Gilead star. The 
  force of gravity keeps one side of Avachrus facing the 
  system’s sun, its blazing heat reducing simple metals 
  to slag in seconds, while the other side is bound in 
  perpetual night. 
  The billions who serve the Adeptus Mechanicus 
  on Avachrus spend their entire existence underground, 
  living in perpetual toil. Foundry-forges dot the world, 
  protecting its citizens from the elements with sheathes 
  of iron. Beneath the surface are vast engineering 
  warrens, each a self-contained atmospheric blister of 
  industrial activity. Surrounding the planet is an orbital 
  ring of shipyards and space-docks through which the 
  wealth of Avachrus flows. Two moons orbit Avachrus: 
  the silvery Odo and the black-rocked Uru.
  dispatched two full battlefleets. But most impressive 
  was the almost complete deployment of the Absolvers 
  Chapter of Adeptus Astartes, led by Chapter Master 
  Tygranus Dalir, the ‘Emperor’s Archangel’. 
  Until the dawn of the Dark Imperium, these 
  worlds thrived and prospered. The Gilead System was 
  considered one of the greatest successes of its sector of 
  space, a gleaming example of the Imperium’s majesty 
  and righteousness. However, the Noctis Aeterna — the 
  darkness that obscured the light of the Astronomican’s 
  beacon — isolated the system, rendering Gilead’s 
  previous glories meaningless and wreathing the 
  region in the Warp-storms of the Great Rift. With 
  no communication, transportation, or backup, the 
  Emperor’s light no longer shines on the worlds of the 
  Gilead, and has not for three grim years. Many wonder 
  if it will ever return.  
  THE STRAITS OF 
  ANDRASTE
  The tides of the Great Rift shifted and roiled, forming 
  what seemed at first to be a stable corridor that might 
  offer passage to Imperium Sanctus from the Gilead. 
  However, this appearance was an Empyrean mirage, 
  luring dozens of vessels to their doom as they broke 
  apart or were lost forever upon the Warp shoals. Only 
  after many attempts had failed and all hope seemed lost, 
  was the promise of this dangerous journey fulfilled.
  Rogue Trader Jakel Varonius and his fleet did 
  the impossible: by some navigational miracle, they 
  found a route through the Great Rift. They dubbed 
  the channel of seemingly safe passage through the 
  Warp storm ‘the Straits of Andrastre’, named after 
  Varonius’s forward scout frigate. 
  Lady Octavia Ecedes Omincara, an ancient and 
  skilled Navigator and elder of the renowned House 
  Omincara, was aboard the Rogue Trader’s flagship. 
  Only through Lady Octavia’s impressive power 
  and a healthy portion of good fortune was the fleet 
  able to arrive in the Gilead System. Once there, the 
  Rogue Trader’s charismatic leadership, his influential 
  Warrant of Trade, and the weight of House Omincara’s 
  aid convinced the Imperial officials of the system to 
  bow to the Varonius Dynasty as their saviour and 
  guardian. A symbol of the apparently still thriving 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  298
  Amidst the forges, foundries, and fortresses are other, 
  older structures. The Eternal Engines are relics of the 
  Dark Age of Technology recovered and repurposed by 
  the Magos of the Cult Mechanicus. Vast solar collectors 
  power the city-foundries of the world and the great 
  space elevators that reach to the orbital ring above. 
  These are essential for the running of the planet’s other 
  machinery and a failure in any Eternal Engine dooms 
  millions to die in seconds. Imperial records show such 
  a tragedy occurring only once, at Illiarch. The foundry-
  city now stands empty and silent, a haunting reminder 
  of the fragility of life on this Forge World. 
  A sacred order of Tech-Priests known as the 
  ‘Suspire’ tend to these vital machines, granting the 
  order great political power. However, they remain 
  aloof from the infighting among the cities and other 
  Magos — or so they claim. Recently Inquisitor Argyle 
  of the Order Malleus fortress on Imperia has been seen 
  in contact with several Magos-adepts of the Suspire. 
  Combined teams of Skitarii and Argyle’s retinue 
  have been reported combing the shell of Illiarch, 
  with artefacts removed to Imperia under Tech-Priest 
  supervision. 
  THE LAST CRUSADER
  Seeking freedom from their imprisonment by 
  the Great Rift, some members of the Adeptus 
  Mechanicus practice the sin of ‘innovation’, 
  or research questionable and forbidden 
  technologies. No small number have turned 
  utterly traitor to the precepts of the Machine 
  God, joining the blasphemous ranks of the 
  Hereteks; the Dark Mechanicum.
  The lost foundry-forges of Avachrus and 
  its moons hide archeotech both wondrous 
  and profane. Beneath dark Uru’s surface, a 
  war between competing tech-heresies rages. 
  A group who refer to themselves as the 
  Unshackled Fane seek a series of engramic-
  codes that can supposedly shut down 
  augmetics at a distance, allowing them to 
  incapacitate or kill Tech-Priests and Skitarii 
  throughout the system with a single broadcast. 
  They are opposed by a rag-tag band of pirates, 
  who have somehow managed to defeat 
  everything the Adeptus Mechanicus and the 
  Unshackled Fane have sent against them.
  Varonius’s agents believe the pirates 
  are led by a hive warrior named Cimbria. 
  Undercover agents have reported Cimbria 
  preaches her own creed to indoctrinate her 
  crew, focusing around the worship of ‘the 
  Man of Iron’. This ‘Man’ is a crumbling 
  relic of millennia-old technology, designated 
  Thanatar-Calix 
  Class 
  Siege 
  Automata 
  XGL345-3. Cimbria claims she can converse 
  with this ancient machine, a tactician without 
  peer that knows many secrets. The machine’s 
  purpose — if it is more than Cimbria’s own 
  invention — is a mystery. 
  298
  Joseph Nirchi (Order #15621405)
  
  299
  For all it’s impressive power, the resources of 
  Avachrus are finite; its moons were hollowed ages 
  ago for their mineral wealth and have since become 
  havens for pirates and Corsairs. The Legio Kaurthos, 
  long deployed across the galaxy, has left many of its 
  fortifications empty. However, there is more archeotech 
  here than the Eternal Engines, and scavengers have 
  begun gathering in the night of Imperium Nihilus to 
  plunder it.
  Xenos and renegade raids have become an 
  increasing threat, but more worrying to Archdomina 
  Vakuul by far are the rumours of the presence of a 
  scrap code beginning to infest isolated systems. 
  Hushed whispers tell of a new order growing within 
  the shadows of the Adeptus Mechanicus on Avachrus, 
  of tech-heresy practised in abandoned warren cities, 
  and of a mad Magos crafting technological horrors. 
  NETHREUS
  Classification: Death World (sub-reference:  
  Knight World)
  Population: Approximately ten million
  Geography: Volcanic wastelands undergoing continual 
  tectonic unrest
  Planetary Governance: High King Vilmaar XIV of the 
  Acastan Lineage
  Tithe Grade: Aptus Nihil (no longer capable of paying 
  Terra’s due)
  Nethreus is a tectonic nightmare of a world. Volcanoes 
  spit fire and ash into the sky with unrelenting fury 
  and earthquakes ripple across the broken surface of 
  the second planet from the Gilead star. Temperatures 
  burn hot, but humanity survives on the surface of 
  this hostile rock. Megafauna fly, stalk, and burrow 
  across Nethreus like nightmare beasts risen from the 
  mythologies of Old Earth. 
  The population lives in shielded fortress-cities 
  called ‘dominions’ where they cultivate Nethreus’s 
  only known native vegetation: a hardy breed of tuber 
  called ‘world root’. The people of Nethreus are forever 
  under siege, breeding a mentality that separates 
  them from the rest of the Gilead System, their planet 
  functionally abandoned after it was settled during the 
  Gilead Crusade. The Barons of the Acastan League 
  have little interest in affairs outside their world — 
  unless, of course, those affairs further their own plots.
  The Knights of House Acasta hone their battle 
  skills against the planet’s megafauna that persistently 
  attack the void-shielded dominions. Chitinous insectoid 
  monstrosities, drill-headed bore-worms, and serpents 
  a 100 metres long all provide constant challenge and 
  threat to the warriors of the house, breeding a brazen 
  bravery into every generation. Even those who serve 
  on the great anti-grav land trains or sky-freighters 
  are used to facing down terrors that few others in the 
  system will ever know. This builds a fierce loyalty and 
  sense of martial pride in the population, while also 
  encouraging the isolationism that runs through the 
  dominions. Such pride, while serving many citizens 
  well, has also led to recent social schisms in House 
  Acasta. The Barons all swear fealty to the Throne of 
  Ivory Knives and whoever sits upon it, but secretly 
  covet the throne and the power it brings.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  THE LEGIO 
  KAURTHOS
  The monolithic fortress of Kaurdar is the only 
  structure on the surface of Avachrus, located 
  deep within the crystalline wastelands of the 
  planet’s dark side. This gargantuan citadel 
  was once the home of the Titan Legio Kaurthos, 
  led by Gaius Vastatio; a god-machine 
  towering over 20 metres tall and arrayed with 
  a panoply of devastating weaponry. 
  The 
  Fabricator 
  General 
  of 
  Legio 
  Kaurthos is Ultima Gol Bessor, who abdicated 
  his position to sail with the Legio’s forces 
  on a confidential assignment over a century 
  ago — some suspect to the same fate as 
  the Absolvers’ absent Chapter Command. A 
  power vacuum erupted in Bessor’s absence, 
  with individual forges left to dictate their own 
  policies. This heralded the rise of Belaxia, and 
  the subsequent ascension of Archdomina 
  Aexekra Vakuul.
  Kauradar is almost abandoned now; 
  though void-shielded against storms and 
  outfitted with turret defences, the Titan-
  works lay quiet. Those vigilant and faithful 
  continue to defend the machinery that 
  remains, awaiting the return of their noble 
  Fabricator General.
  Joseph Nirchi (Order #15621405)
  
  300
  Young King Vilmaar has proven receptive to advances 
  from Rogue Trader Jakel Varonius. The Varonius 
  Dynasty has traded off-world flora and Adeptus 
  Mechanicus services to convince the monarch to lend 
  the Knights of House Acasta to the plans of unity 
  within the system. As the threat of Chaos incursion 
  grows, the knights are called upon more and more. 
  Although precious few have been committed by the 
  king, these requests draw resentment from the barons 
  of Nethreus. Recently envoys have been seen at 
  various dominions, some bearing the livery of Lord 
  Militant Taleria Fylamon, while others have arrived in 
  secret bearing no livery at all.
  Compounding the reluctance of the barons 
  is the imminent threat of new breeds of megafauna 
  that assault dominions and land train convoys in 
  the southern hemisphere. Casualties not seen in 
  generations have been felt by the House as they face 
  an enemy with an uncanny intelligence.  
  OSTIA
  Classification: Agri-World
  Population: Approximately nine billion
  Geography: Varied but temperate; said to be 
  reminiscent of pre-Imperial Ancient Terra
  Planetary Governance: Sortium-Lord Eshgar  
  Quintillius Lorae
  Tithe Grade: Aptus Nihil (no longer capable of paying  
  Terra’s due)
  A green jewel in the Gilead void, bountiful Ostia is a 
  planet of vast forests, fields, and oceans. It stands as 
  a mirror to Terra in her ancient prime, verdant and 
  abundant. This glorious world is the breadbasket 
  of Gilead, providing vital foodstuffs and clean water 
  across the system, the lion’s share of which goes to 
  feed the massive populations on Gilead Primus. So 
  vital is this world that it is surrounded by a network 
  of defensive satellites, orbital batteries, and space 
  stations known as the Crown of Blades; Ostia bears 
  enough firepower to dissuade or decimate any attack 
  fleet. A garrison of two million souls maintain Ostia’s 
  battle stations. 
  Weather fronts of all kinds blow across Ostia; 
  the crops are varied, and many of the biomes are 
  halcyon places. However, the lives of many Ostians 
  are dour compared to their environment. Demands 
  for food have escalated rapidly since the Gilead was 
  cut off from sources of sustenance beyond the System.  
  KNIGHTS OF 
  NETHREUS
  Imperial 
  Knights 
  are 
  ancient 
  robotic 
  battlesuits, some of which were created before 
  the foundations of the Imperium. Each Knight 
  is controlled using a sophisticated device 
  called a Throne Mechanicum, which allows 
  a pilot to mentally direct their war machine 
  — its senses are their senses, its weapons 
  extensions of their own limbs. 
  Long ago, Imperial Knights were used 
  to protect Human colony worlds. Their pilots 
  started as guardians, but eventually became 
  noble rulers. Throne Mechanicums carry 
  echoes of their past pilots, whose mindsets 
  affect their current user. This has continually 
  reinforced the principles of personal honour, 
  protecting one’s charges, and preferred 
  isolation that define the Nethreun code. 
  At present, many of the Barons are 
  more worried about the dire predictions 
  concerning the Athros Run than the woes 
  of the Gilead System. The Run is a regularly 
  recurring event when a specific sub-breed 
  of Nethreun megafauna — the serpentine 
  Chorbok — attack the dominions en masse. 
  Reports seem to indicate that the Chorbok 
  have grown consistently mightier and more 
  devious every year. The Barons don’t want 
  the Chorbok eliminated entirely, as roasted 
  Chorbok is delicious and a good Run can 
  feed a dominion for months; a luxurious 
  and prized change from the bland world root 
  and unappetising corpse starch. However, 
  discovering why the Chorbok are seemingly 
  obsessed with destroying the dominions and 
  putting a stop to it could earn mighty and 
  fiercely honourable allies.
  Joseph Nirchi (Order #15621405)
  
  301
  In particular, the noble houses of Gilead Primus and 
  the refugee hordes of Enoch increase the pressure with 
  undeniable requests. As a consequence, those who till 
  the fields in gigantic combi-harvesters reap little of 
  what they sow. 
  Ostia is ruled by the ‘Sortium’, a hierarchy of 
  Administratum officials that oversee everything bigger 
  than a small town. These bureaucrats are responsible 
  for the rationing system that leaves the population 
  hungry. The Sortium rule with a combination of 
  subjugation and Ecclesiarchal manipulation; Ostians 
  worship the Emperor as a sun god, and any Imperial 
  officials are treated with a detached awe by the masses 
  of mech-plowers and villam harvesters. The populace 
  would never dare to deny the warriors and wise 
  messengers of the Lord of Dawn. The Sortium have 
  used this fervour to their advantage, ensuring crops 
  are rationed first to themselves, then to the military, 
  then their demanding superiors on Gilead Primus.
  Impious uprisings have thus far been easily 
  put down, though they are rising in number and 
  the rebels are showing a marked creativity in using 
  farm equipment as weaponry. To avoid any loss 
  of productivity, the Sortium have employed Tech 
  Adepts of the Cult Mechanicus to create Servitors by 
  lobotomising captive rebels. The prototype Servo-
  Farms have yielded consistent harvests over the past 
  two years, though the Adepts have repeatedly denied 
  visitation requests from even the Sortium.
  Scattered across Ostia are the shattered ruins 
  of an ancient empire. Mosses and creepers cling to odd 
  structures of wraithbone marked with Aeldari runes. 
  Small collections of ruined buildings form intricate 
  and elaborate patterns, too few to be the remains 
  of settlements, but too numerous and precise to be 
  incidental. The native population avoids these places, 
  considering them haunted or cursed, and local folklore 
  is filled with wild tales of these strange ruins that look 
  like they were grown instead of built. These tales are 
  often quashed by Ministorum preachers or turned to 
  the ends of the Imperial Creed, but recently Imperial 
  Guard regiments have begun patrolling near the most 
  prominent ruins as shadowy shapes have been seen 
  flitting amongst them. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  THE HARVEST SMITH
  The fields of Ostia are ripe with rebellious 
  organisations and sinister cults. Many are 
  deeply influenced by the Ruinous Powers, 
  such as the Cult Luxuria, which subtlety 
  builds on the teachings of the Ecclesiarchy. 
  The Dawn Lord wants what is best for his 
  followers; the Cult Luxuria preaches he 
  wishes them to indulge all of their senses to 
  the fullest in order to truly enjoy their lives. 
  Adherents swiftly tire of the simple pleasures 
  Ostia offers, soon descending into carefully 
  encouraged depravity, as the Cult offers more 
  and more extreme sensations in exchange for 
  performing increasingly terrible deeds.
  One of the more effective deterrents of 
  cultist activity comes from a man the Sortium 
  considers a far greater problem — the Harvest 
  Smith. Finial Raslan is a former Gilead 
  Gravedigger who deserted his post. His posting 
  educated him on the System’s situation and 
  the poorly treated workers of Ostia, and led 
  to his establishing the Harvest Keepers. This 
  group is, effectively, an underground union, 
  to which Raslan has taught the basics of 
  collective action. 
  The Keepers have learned to carefully 
  dissent, constantly pushing the Sortium 
  for better rations and improved tools; but 
  always just to the edge of provoking violence 
  from their overseers. The Sortium wants the 
  Harvest Smith eliminated, but Raslan and his 
  followers are amongst the most connected on 
  Ostia — they cover their trail by implicating 
  the many dangerous cults, and occasionally 
  employ off-worlders to assist them. 
  Joseph Nirchi (Order #15621405)
  
  302
  ENOCH
  Classification: Shrine World (sub-reference:  
  Ocean World)
  Population: One billion, officially recorded. Ad hoc  
  census estimates more than twice that.
  Geography: Largely oceanic, equatorial regions are 
  habitable desert, polar regions are ice-covered tundra
  Planetary Governance: Archdeacon Merramar  
  Clade of the Enochian Synod
  Tithe Grade: Aptus Nihil (no longer capable of  
  paying Terra’s due)
  The fourth planet from the Gilead star was once filled 
  with wealth and songs of joy. An oceanic world, its 
  tremendous fathoms-deep reefs teemed with edible 
  flora. Small landmasses dotted its equatorial span, 
  with archipelagos and a few continents of significant 
  scale. Its polar regions were swathes of snow-covered 
  tundra. Life on Enoch was spent dedicated to the 
  Imperial Creed; the bones of Gilead’s saints and heroes 
  rest in sanctity in the cathedrals and monasteries of 
  Enoch. Natives lived across the coastlands, drawing in 
  the bounty of the reefs in great harvests to feed the 
  Ministorum Adepts and pilgrims alike.
  THE RAVENING 
  TRIALS
  Strict rationing has been in effect since the 
  emergence of the Great Rift, but food stores 
  have dwindled further in the three nightmarish 
  years of night the Gilead System has thus far 
  endured. The gangs that have emerged strong 
  from the refugee camps have formed tenuous 
  alliances with the unscrupulous Enforcers of 
  craven Ministorum officials. Through favours, 
  bribery, trade, and coercion, the gang leaders 
  ensure they take the lion’s share of the rations. 
  Gangers and Enforcers have recently 
  devised a new source of entertainment and 
  fresh recruits, known as the Ravening Trials; 
  a mass gladiatorial combat where the starving 
  and strong can battle for food. Those that put 
  on the most impressive displays are invited to 
  join the well-fed gangers, or even the ranks of 
  the Enforcers. 
  Dark undercurrents of faith lurk in 
  the bloody shadow of the Ravening Trials, 
  promises of better ways and grander rewards 
  than the scraps offered by brutal gangs and 
  the cruel officials of a dying Imperium. In 
  crumbling cloisters of once great cathedrals, 
  whispered appeals are made to any powers 
  that care to listen. Some are answered. 
  302
  Joseph Nirchi (Order #15621405)
  
  303
  When the Cicatrix Maledictum ripped the galaxy in half 
  and the Noctis Aeterna obscured the Emperor’s Light 
  from Gilead, Enoch, once known as a sacred bastion 
  of faith, was plunged into turmoil. With travel through 
  the Warp impossible, millions of pilgrims sought safe 
  harbour amongst Enoch’s trapped populace, causing 
  unprecedented overpopulation. The crowded civilian 
  ships seeking refuge at Enoch became easy prey for 
  xenos raiders, and the skies above the world burned. 
  Food rapidly became scarce and violence soon erupted 
  amongst the starving millions of stranded pilgrims. 
  The former culture of Enoch crumbled into a cycle of 
  deprivation and growing madness.
  Enoch’s wealthy nobles and high-ranked 
  priests of the Adeptus Ministorum secure themselves 
  in fortified bastions while the populace riot and 
  starve outside their walls. Astra Militarum regiments, 
  Enforcers and Sisters of Battle are deployed en masse 
  to defend the millions of faithful pilgrims. The shrines 
  dedicated to Saint Julyanna Gilead, the Emperor’s 
  Archangel Tygranus Dalir, and King Farlin III have 
  thus far remained shielded from the alien, the heretic, 
  and the looter. But despite these measures, starvation 
  breeds sinister cults of cannibals who stalk the 
  deserts and streets alike. Wicked bargains are struck 
  with xenos and renegade smuggler bands, while the 
  whispers of unholy prayers echo up from the countless 
  dissolute tent cities.
  Though the Emperor’s Light dims on Enoch, 
  all is not lost. Enoch has resources not available to 
  the rest of the Gilead System. Despite the recent strife, 
  faith remains strong that ‘the Emperor Protects’. A 
  convent of the Adepta Sororitas, the Order of the 
  Sanctified Shield, stands defiant against the heretic. 
  The mysterious Absolvers chapter of Adeptus Astartes 
  maintain an honour guard at the shrine of their first 
  chapter master, Tygranus Dalir. Similarly, the Ordo 
  Xenos Chamber Militant, the Deathwatch, maintain a 
  station in the northern polar region, also housing the 
  isolated agents of that Ordo. Spread desperately thin, 
  each of these forces operates in kill teams or as solo 
  warriors rather than full battle formations; but such 
  heroes of the Imperium could turn the tide of a war.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ON DEADLIER TIDES
  The countless forms of sea life dwelling 
  within the oceans of Enoch have provided 
  for the majority of Enoch’s natives since its 
  founding. The bulk of Enoch’s fisherfolk live 
  in heavily fortified villages along the coasts, 
  behind Gun-Servitor lined walls protecting 
  them from the desperate pilgrims. Proud and 
  insular, with membership mostly limited to 
  ancient Enochian lines, their once-idyllic lives 
  grow harder by the day. 
  Since the coming of the Great Rift, the 
  sea life of Enoch has changed. The fauna 
  has turned increasingly smarter, deadlier, 
  and stranger. The Enochians now armour 
  their boats against attacks and have long 
  since moved on from their traditional nets to 
  armoured lattices and harpoons.
  The 
  overwhelming 
  demands 
  for 
  sustenance are such that the fisherfolk now 
  trawl the waters daily, from before sunrise to 
  long after sunset, forced to bring in the largest 
  catches they can to pass on to Ecclesiarchy 
  agents for dissemination. Progressively larger 
  quotas, coupled with the loss of fisherfolk, 
  have run the villages to exhaustion. Worse 
  still, rumours persist that the best of Enoch’s 
  seas exclusively end up on the tables of 
  the wealthy and privileged, with only tiny 
  portions making it to the general populace. 
  Rebellion foments amidst the fisherfolk.
  Interrogator 
  Inge 
  Xenia 
  believes 
  something even more sinister than Warp-
  borne corruption is behind these bioforms; 
  she has found evidence of stitched flesh and 
  biological tampering. Likewise, the patterned 
  redistribution of food shows a practiced and 
  familiar malice. With her Inquisitor lost to the 
  Rift wars, she is looking for help to prevent a 
  system-wide disaster.
  Joseph Nirchi (Order #15621405)
  
  304
  GILEAD PRIMUS 
  Classification: Hive World
  Population: Approximately sixteen billion
  Geography: Arid wasteland plains, lifeless alkali flats
  Planetary Governance: Lord-Militant Taleria Fylamon
  Tithe Grade: Aptus Nihil (no longer capable of paying 
  Terra’s due)
  Gilead Primus, capital world of the Gilead System, 
  home to uncounted billions of Imperial citizens, and 
  the seat of power of Lord-Militant Taleria Fylamon. 
  Massive hives dominate the red rock wastelands, and 
  the scars of centuries of aggressive strip mining cut 
  deeply through the crimson deserts. Abandoned mining 
  towns and waystations dot the land, but all life on 
  Gilead Primus is contained within the multi-kilometre 
  tall hives. The massive skeletons of carnosaurs that 
  would dwarf the megafauna of Nethreus litter the red 
  sands surrounding the hives, long fallen to the silence 
  of extinction. The hives themselves rise kilometres 
  from the harsh desert wastes, with the uppermost 
  spires providing the palatial housing for the lesser 
  branches of Imperial noble families and racketeers 
  who rule each hive. 
  Politics here run on a knife edge, as gaining rank 
  means greater privilege, power, and breathable air 
  above the poisonous effusions of Imperium industry. 
  Manufactorums ache with the suffering of billions of 
  workers, each enduring backbreaking labour to pay for 
  a taste of clean air and the nutrients to survive. 
  The low-orbit plate Brassyl is the only orbital 
  body visible from the surface. This magnificent 
  floating remnant of the Dark Age of Technology drifts 
  through the toxic clouds with the glimmer of void 
  shields, the static haze of atmosphere scrubbing fields, 
  and the shimmer of rad-barriers. Here are the fortress 
  palaces of the elite of Gilead Primus: the nobility who 
  have ascended beyond the hive spires themselves. 
  CASTLE GRIGORI
  Considered a rumour by most, the mysterious 
  Castle Grigori is veiled by the irradiated 
  dust storms of the southern polar regions. 
  With the isolation of the Gilead System, the 
  Absolvers have expanded their secret garrison 
  on Gilead Primus to a full Apothecarion and 
  training facility. The tortured wastelands and 
  dangerous hives provide perfect recruiting 
  grounds for the insular Chapter Astartes.
  304
  Joseph Nirchi (Order #15621405)
  
  305
  Gilded cathedrals overseen by cardinal-confessors of 
  the Adeptus Ministorum rise in glory upon the plate 
  of Brassyl, and high-ranking Adeptus Administratum 
  officials make their homes among small estates filled 
  with luxuries. The technologies here are tended by 
  select representatives of the Adeptus Mechanicus, 
  producing an artificial paradise upon which lesser 
  nobles in the hive spires gaze upon with envy.  
  Five moons orbit the planet, all shrouded 
  from the surface dwellers due to the perpetual cloud 
  of pollutants and radioactive dust that fills the 
  stratosphere. The five moons of Gilead Primus are:
   
  u Anval, 
  an 
  ore 
  processor, 
  super-massive 
  manufactorum and chem-plant. 
   
  u
  Skaelas, an ore mine twice the size of Anval. This 
  moon’s gravity is unusually high, and houses 
  a penal complex where an inmate’s life span is 
  measured in months working the mines. The 
  Ogryn guards are occasionally called on to serve in 
  Taleria Fylamon’s assaults. 
   
  u
  Saintshold, the fortified barracks-moon of the 
  Gilead Gravediggers, the system’s Imperial Guard 
  regiment drilled to exemplary standards under the 
  watchful eye of the Lord Militant. 
   
  u
  Daedalon, a graveyard of untold billions with more 
  arriving in funerary barges every day, presided 
  over by the Adeptus Ministorum and a Preceptory 
  of the Order of the Sanctified Shield. 
   
  u
  Imperia, a gilded rock from which the wealthiest 
  masters of Gilead Primus — patriarchs, matriarchs 
  and the favoured heirs of ancient Imperial noble 
  bloodlines, look down upon the world they own 
  but have never walked. The grandeur here is 
  an echo of distant Terra, both in opulence and 
  might. Palace-fortifications are the homes of 
  noble families, Imperial lord-generals, and the 
  scions of the Navis Nobilite houses Omincara and 
  Taliandru. Lord Militant Fylamon herself resides 
  upon Imperia, in the holy site of Julyanna Gilead’s 
  own palace, founded in the days of the Gilead 
  Crusade. The most secure and populous bastion 
  of the Inquisition towers menacingly from Imperia, 
  an Ordo Hereticus fortress casting its vigilant gaze 
  across the system. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  SLIPPERY HEIGHTS
  On the surface, Gilead Primus exists as it 
  always has — the heart of the system, a hub 
  of industry, and the home of the wealthiest 
  and most influential. Now, these truths are 
  slowly crumbling. The foundations of wealth 
  for many of the noble families once stretched 
  far beyond the Gilead System, with many of 
  them being involved in various enterprises 
  and intra-sector shipping concerns. These 
  connections, along with the wealth and power 
  they brought, are gone and seem increasingly 
  unlikely to ever return. Numerous lesser 
  noble houses can barely afford to hold onto 
  their hive spire palaces and teeter on the edge 
  of total dissolution. In their desperation, some 
  have become willing to do near anything to 
  cling on to their fading power and prestige. 
  In the majority of cases, this means they’ve 
  begun to engage in criminal enterprises. Many 
  dabble in illicit substances, deal with pirates 
  to move stolen cargo, or smuggle banned 
  goods. A few have been willing to go much 
  further, however.
  House Lond Ko has always been a patron 
  of somewhat esoteric arts, but now seem to 
  regularly ‘find’ new sculptures to auction off 
  that are clearly of Aeldari manufacture. House 
  Morven quietly sells a variety of exceedingly 
  useful devices and artefacts, many of which, 
  if closely examined by a Tech-Priest, could get 
  their bearer censured or killed for tech-heresy. 
  Rumours of a clandestine auction hall where 
  suspected Psykers are bought and sold have 
  been tenuously linked to House Kaylar, but 
  verifying their involvement has proven, so far, 
  to be a fatal task for many investigators.
  Joseph Nirchi (Order #15621405)
  
  306
  As the most prominent world in the system, all enemies 
  cast their eye upon Gilead Primus’s red sands and five 
  moons as a prize to be conquered. Ordo Hereticus 
  Inquisitors root out the corruption of Slaaneshi cults 
  in the hive-bound noble houses, while Ordo Xenos kill 
  teams stalk infestations of Genestealer cults through 
  the rotten warrens of the hive sumps. Heretic Astartes 
  have been rumoured to be seen in the desert wastes, 
  raiding the immense land crawler caravans between 
  hives. However, more dangerous than any of these are 
  the internecine politics and plots of petty nobles that 
  could tear Gilead Primus apart. 
  THE REACH
  Beyond the Imperial authority of the Heartworlds 
  lie the chill and deadly expanse of the true void. A 
  collection of stellar debris and the swirling edge of the 
  Great Rift that has become known as the ‘Reach’. 
  CHARYBDION 
  Classification: Hive World (Sub-category:  
  Ocean World)
  Population: Approximately four billion
  Geography: Rocky islands, long jagged cliffs,  
  massive reef structures
  Planetary Governance: Governor Ganthet Veneratio
  Tithe Grade: Aptus Nihil (no longer capable of  
  paying Terra’s due)
  The orbit of Charybdion marks the border between the 
  Imperial Heartworlds and the wild, disputed territories 
  of the Reach. The black pearl of the Gilead System, its 
  dark, roiling oceans seethe with chemical waste and 
  leviathan creatures. Hive cities cling like drowning 
  men to the handful of rocky continental plates that 
  rise above sea level, some towering into the slate grey 
  skies, others plunging into the obsidian waters. 
  Charybdion is a tightly held military resource, 
  its numerous promethium refineries supporting 
  industrial efforts across the system. Established by the 
  Explorator fleet that discovered the system millennia 
  ago, the refineries are sealed machine-temples on the 
  ocean floor. Some lie mysteriously dormant, others are 
  half destroyed; the malign influence of the Great Rift 
  seems to have agitated the riptides, tearing asunder 
  DARK TIDES
  Charybdion is detailed further in the adventure 
  anthology Dark Tides. Check out www.
  cubicle7games.com for more information. 
  CRUOR CETUS
  Within the polluted oceans of Charybdion 
  dwell many strange lifeforms, but none so 
  titanic as the whale-like Worldfish. The 
  smallest are over 30 metres wide and span 
  a 100 or more metres in length. The folk of 
  Charybdion’s hives make use of almost every 
  part of Worldfish; they consume their flesh, 
  use their steel-like bones as construction 
  material, their teeth as ornaments, their oil as 
  industrial lubricant, their rendered blubber as 
  cheap fuel… but not their blood. 
  In the processing yards, their blood is 
  doused with special chemical foams, hosed 
  away, and allowed to drain back into the 
  spoilt sea, for the vitae of Worldfish has 
  strange properties. It is highly flammable, far 
  more unstable than raw promethium, and the 
  cells within do not succumb to death readily. 
  There are ancient tales, variations of 
  which stretch from the deepest underhives 
  to the highest spires, that tell of corrupt 
  mariners who regularly drank and bathed in 
  the blood of the Worldfish. Every such story is 
  invariably a cautionary tragedy, but all agree 
  that those who use Worldfish ichor become 
  far more than Human, and less as well.
  Dark rumour holds that there is a ship 
  called the Tarshish that secretly ploughs the 
  contaminated oceans of Charybdion collecting 
  Worldfish blood for those who would dare 
  partake of it. Some say the ship is disguised 
  as a simple trawler, others claim that it is a 
  submarine vessel formed from the corpse of 
  a Worldfish. 
  Joseph Nirchi (Order #15621405)
  
  307
  the thick walls and flooding the facilities. Magos 
  of the Adeptus Mechanicus constantly canvas for 
  mercenaries willing to brave the savage depths to 
  rescue lost technologies; few return. 
  The planetary governor maintains a sizable 
  facility named Ironwatch to process and contain 
  Psykers, hoping against hope a Black Ship will 
  penetrate Cicatrix Maledictum. This foreboding tower 
  is connected to the capital hive, Aidon. In recent 
  decades, the build-up of Psykers turned Ironwatch 
  into a horrific place, filled with the collected psychic 
  nightmares of its ever-growing imprisoned population.
  THE VOIDMIRE
  The Voidmire is a treacherous region of real space that 
  runs up against the roiling Warp storms of Cicatrix 
  Maledictum. Here the tides of the Empyrean flow back 
  and forth in a chaotic display of cackling insanity, 
  breaking against the rock of the ‘real’ before receding 
  again into the rift. 
  Dead ships litter the space of the Voidmire, 
  along with fragments of broken worlds, shards of 
  asteroid collisions, and alien cityscapes drifting 
  silently in this coreward shoal. The shifting nature 
  of the Warp crossing into reality makes navigation in 
  this region hazardous for all but the most skilled crews 
  and talented navigators, as translation between the 
  Empyrean and realspace may happen without warning.
  Heretics in service to the Traitor Legions and 
  Ruinous Powers haunt the flickering edge of the Warp 
  and lurk among the derelict ships, ready to ambush 
  vessels foolish enough to draw close. Raids launch 
  from rips in realspace targeting conveys on the fringes 
  of Imperial space, or even between the Heartworlds if 
  a Warp flare tears open close enough. 
  However, the true dominion of the Voidmire lies 
  not in the hands of Chaos but those of the xenos. The 
  Emerald Princess Ferianwyr, the swaggering corsair 
  queen, lays claim to the entire Voidmire, supported 
  by her Greensteel Warriors Corsair coterie. Though a 
  fragile agreement holds between Ferianwyr and the 
  Varonius Flotilla, the sleek and fickle corsair vessels 
  may choose to raid anything not flying the flag of 
  House Varonius. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  THE GADREN HELIX
  Within the drifting wreckage of the Voidmire 
  spins 
  a 
  unique 
  facility 
  purposefully 
  camouflaged to resemble a piece of strangely 
  twisted floating debris. The facility is run 
  by a peculiar Tech-Priest of the Adeptus 
  Mechanicus, Magos Genetor Mulvae Wot. 
  Unlike most Tech-Priests, members of the 
  Genetors — frequently referred to as Magos 
  Biologis — view biological organisms as 
  ‘living machines’ with as much inherent value 
  as any constructed of metal, a somewhat 
  radical viewpoint. Magos Genetor Wot once 
  specialized in unlocking the genetic secrets 
  of various xenos lifeforms, but now refers 
  to herself as a ‘reluctant gardener’. All of 
  her research — indeed, the purpose of her 
  facility — is directed towards making more 
  sustainable and efficient edible plant life 
  with a rapid growth cycle, in order to feed the 
  trapped masses of the Gilead System.
  Magos Genetor Wot and her small crew 
  dwell in such an inhospitable place to hide 
  a deadly secret: the Tech-Priest is using 
  the time dilation effects of the Great Rift to 
  accelerate the growth of newly synthesised 
  strains of plant life. She has thus far hidden 
  her tremendously heretical practices, but 
  requests for results from the Varonius Flotilla 
  are becoming more and more insistent. 
  Ferianwyr and her corsairs keep an eye 
  on Genetor Wot. The Aeldari princess allows 
  Wot to continue her work as she finds her 
  entertaining, and her regular offerings of 
  rare produce serve as adequate compensation 
  for the indulgence. Varonius occasionally 
  sends agents to check in on Wot. Invariably, 
  these unfortunates are forcibly recruited into 
  assisting with Wot’s latest experiments or are 
  slain. 
  Joseph Nirchi (Order #15621405)
  
  308
  PERSEPHONE’S 
  REGRET
  Space hulk. The words inspire fear and excitement 
  in equal measure. A gestalt of dozens of voidships 
  and other stellar debris turned into a single colossal 
  floating structure. Xenos, daemons, and the threats 
  of tech heresy from the Dark Age of Technology may 
  all lurk in the confines of a space hulk. Treasures and 
  wonders of lost ages may also lie hidden. Standard 
  Template Constructs have been found in ancient 
  cogitators onboard hulks, records of the Great Crusade, 
  lost Warrants of Trade and other quasi-holy relics have 
  also been recovered.
  Persephone’s Regret tumbles through the 
  outer void of the Reach, a space hulk of immense 
  proportions 
  drifting 
  inexorably 
  towards 
  the 
  Heartworlds. The labyrinthine mass of the hulk is a 
  war zone — Genestealers and Orks infest Persephone’s 
  Regret in vast numbers, ceaselessly slaughtering each 
  other for centuries. The population of either xenos 
  could spell the doom of a world, should the hulk pass 
  close enough. Together the hostile aliens could be the 
  end of the Gilead System, should they ever spread 
  beyond the hull of the Persephone’s Regret. Recent, 
  scattered reports suggest that somehow this may have 
  already happened. Cults of personality have shown up 
  in communities on several worlds, entire ships have 
  fallen silent with their final broadcasts being desperate 
  screams for help, and a few horrifying accounts report 
  Orks falling from the sky. 
  THE MEMBRANE 
  WORLDS 
  Recently the Great Rift has vomited forth two 
  unfamiliar planets into the gravity well of the Gilead 
  star. The new planets, dubbed Trollius and Vulkaris, 
  have become known as the Membrane Worlds. Each 
  clings to a uniquely irregular orbit, and both are 
  sources of discovery and terror. 
  COPPER BLIGHT
  The Imperial powers of the Gilead System 
  desperately fear the repercussions of any 
  number of the Plague God’s diseases being 
  unleashed amidst the fertile fields of Ostia 
  or the densely populated hives of Gilead 
  Primus. A debate rages within the Varonius 
  Flotilla on what must be done about Vulkaris 
  and the Death Guard. In normal times, 
  Exterminatus would unquestionably have 
  already been enacted upon the plague-ridden, 
  mutant-infested planet and the corrupt 
  Astartes would’ve faced battle. However, the 
  fleet doesn’t have the resources to destroy 
  Vulkaris, and something inexplicable seems 
  to be going on with the Plague God’s small 
  fleet. Several of the flotilla’s stealthier ships 
  have gotten close enough to study the Death 
  Guard’s warships undetected. They hang in 
  the void above Vulkaris, each more grotesque 
  than the last, but they seldom move. In fact, 
  in what seems to beggar belief, several of the 
  Death Guard’s ships have a metal contagion 
  of some kind. One destroyer was reported to 
  have been stricken by a massive hull breach 
  caused by swiftly rotting metal, followed by a 
  series of internal explosions which caused it 
  to plummet, burning, into Vulkaris below.
  It seems beyond possible that a ‘disease’ 
  is hampering the actions of the Plague God’s 
  corrupt Astartes, yet no other explanation 
  seems to be forthcoming. Voices within the 
  flotilla demand that they strike immediately, 
  while the enemy is partially disabled, with 
  others arguing that the apparent ‘copper 
  blight’ may well be a trick to lure them into 
  an ambush. For now, Varonius watches 
  and waits.
  Joseph Nirchi (Order #15621405)
  
  309
  VULKARIS 
  The planet dubbed ‘Vulkaris’ follows a highly erratic 
  orbit around the Gilead star. This dangerous ellipse 
  brings it close to the Heartworlds, passing through 
  their orbital trajectories, before it swings wide and out 
  to the limits of Gilead’s gravitational pull. 
  Impossibly, Vulkaris still possesses a somewhat 
  breathable atmosphere, but it carries plague upon its 
  winds. The cities of eroded marble and rust-sheathed 
  iron that pollute the surface of the cold world are filled 
  with millions of mutants, the twisted corruptions 
  of once-pure Imperial citizens. Creatures roam the 
  rotten streets and plague-ridden forests of the world 
  as storms spill pus from the skies. The Emperor is 
  forgotten here, and in the place of His temples stand 
  shrines of Grandfather Nurgle. Nurglings manifest 
  freely amongst the faithful to the Lord of Flies as the 
  dead rise from their shallow grave-pits.
  Mutants and monsters may populate the cities, 
  but they do not rule them. Even the daemons that lurk 
  around the Temples of Holy Decay are but servants to 
  a greater power on Vulkaris. With a small number of 
  warships held in close orbit and ready to make war, 
  the masters of the world are the XIV Legiones Astartes, 
  heretic Space Marines of the Death Guard — and the 
  sons of Mortarion are not content with just one world. 
  TROLLIUS 
  Trollius orbits at the far limits of Gilead’s gravity, a 
  dead Hive World locked in ice. The great spires that 
  once housed billions in excess of even Gilead Primus’s 
  immense population stand frozen and silent. The 
  dense ice that covers the hives resists all but the 
  strongest and most advanced auspex scans. The few 
  successful pict returns show the shadowed shapes of 
  the hive dwellers fleeing in terror from some unseen 
  horror moments before they were frozen. 
  Some members of the initial inspection teams 
  reported ‘bad dreams’ after breaching attempts were 
  made into one of the frozen hives. They have since 
  been enjoying the ‘hospitality’ of the Inquisition, and 
  all future survey teams are watched closely by all three 
  of the major Ordos. 
  Craftworld Ul-Khari 
  When Trollius appeared unexpectedly in the Gilead 
  System, it did so directly in the path of the Ul-Khari 
  Craftworld, resulting in a devastating crash that left 
  the vast vessel only partially functional as a habitat. 
  Although isolationists, the farseers of Ul-Khari made 
  a deal with Jakel Varonius to survive in an otherwise 
  hostile space. Much to the chagrin of the Inquisition, 
  the details of their agreement remain unknown. The 
  Aeldari survivors now live in a world of wraithbone 
  and ice, occupying the remaining domes of their 
  Craftworld and facing unnamed threats amidst the ice-
  locked spires.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  DWELLER IN THE ICE
  The frozen atmosphere of Trollius is unnatural. 
  Reports from the surface indicate that the ice 
  moves at seemingly impossible speeds, with 
  tendrils of frost swiftly curling over anything 
  that lingers for too long. The Aeldari of 
  Ul-Khari have put measures in place to ensure 
  the integrity of the few surviving habitable 
  domes of their shattered Craftworld. Their 
  first included jury-rigged thermal units to 
  keep the rime at bay, but to their surprise and 
  deep disquiet, they swiftly learned that the ice 
  also carried what they refer to as ‘emotional 
  resonance’ to Varonius’s agents. While the 
  proud Aeldari are loath to admit it, they fear 
  they need help against whatever somehow 
  resides ‘within’ the ice and stalks any who 
  dares walk the surface of their frozen world. 
  The Aeldari are reluctant to speak openly 
  for many reasons, but they’ve suggested 
  to agents of the flotilla that several of their 
  brethren have already succumbed to some sort 
  of malady, turning them feral and ravenous, 
  while carefully implying that they could use 
  some assistance in the matter. Varonius is 
  rightfully wary of angering the Inquisition, 
  yet solving the Aeldari’s problem may well be 
  the key that unlocks the priceless resources of 
  the frozen hives.
  Joseph Nirchi (Order #15621405)
  
  310
  PATRONS 
  There are many powerful individuals in the Gilead 
  System seeking aid from capable groups of adventurers. 
  The characters presented below could be sponsors for 
  your group; providing Wargear, resources, and the 
  weight of their authority in exchange for completing 
  missions that align with your own goals. 
  Each patron has two Frameworks associated 
  with them that you might like to use, or take as 
  inspiration to create your own. 
  ROGUE TRADER 
  JAKEL VARONIUS
  The wily patriarch of the Varonius line was void-born 
  aboard his present flagship — the grand cruiser Ducal 
  Circlet — around a hundred and forty years ago, give 
  or take a decade due to Warp travel. The Ducal Circlet 
  is by far the most powerful vessel in the Gilead System, 
  the heart of the Varonius Flotilla, and the centre of all 
  its myriad operations. 
  Despite his age, rejuvenat treatments ensure 
  Varonius appears to be in his early thirties, though 
  his eyes hold an earned wisdom. He dresses well, but 
  not (overly) ostentatiously; a naval coat, breeches, 
  and boots of the sable grey and blue colours of the 
  Varonius Dynasty are his usual attire. A custom Hot-
  Shot Laspistol and prized ornate Power Sabre hang 
  from his belt at all times. 
  Since first passing through the Straits of 
  Andraste, the Rogue Trader has swiftly amassed 
  an unlikely coalition of disparate and desperate 
  allies. At first united by their desire to survive 
  the constant horrors surging through the 
  Great Rift, they are now held together 
  by Jakel’s charismatic leadership, and 
  the hopeful message he brings of 
  a 
  surviving 
  Imperium 
  beyond 
  Cicatrix Maledictum.
  A GRIM SETTING
  The Gilead System is presented here as 
  a launching point for your adventures in 
  Wrath & Glory. The worlds of this system 
  provide fertile ground for numerous stories, 
  challenges, and enemies. Rogue Trader Jakel 
  Varonius is designed to serve as a patron for 
  your heroes, sending them out on missions to 
  deal with threats to the system from within 
  or without.
  It is not required that you set the 
  Framework for your campaign here, but we 
  have plotted out this region of space as an 
  optimal place to begin your experiences in 
  the grim darkness of the far future. Load up 
  www.cubicle7games.com on your dataslate 
  for expanded setting guides and campaigns 
  set in this forsaken System. 
  Joseph Nirchi (Order #15621405)
  
  311
  Varonius was hailed as a saviour by the Imperial 
  powers and rulers of the Heartworlds when his well-
  armed fleet first arrived in the Gilead System. While 
  a few have since come to somewhat regret their early 
  enthusiasm, closely questioning what his true motives 
  are and why he came to Gilead, all are aware that 
  both politically and militarily he is the most powerful 
  individual in the system. The ruling bodies he consorts 
  with are aware that he closely guards the contents of 
  the distress signal sent by the Chapter Command of the 
  Absolvers, and wonder what other secrets he keeps. 
  Agents Of The Flotilla
  Varonius’s willingness to make use of any asset is 
  frequently a distinct advantage in the Warp storm 
  encircled Gilead System. However, though some of the 
  more devout members of the Imperial factions have 
  serious problems with his willingness to work with the 
  Aeldari — and would execute him without hesitation 
  if they discovered he employed Ork mercenaries of the 
  Blood Axe tribe in his weakest hour of direst need. 
  Varonius’s agents are frequently called on to 
  investigate unusual occurrences and disappearances, 
  especially when xenos elements or followers of the 
  Archenemy may be present, as well as to retrieve 
  vital information and resources. Agents act under the 
  bounds of Varonius’s tenuous authority depending on 
  where they are and what they’ve been asked to do. 
  While nominally all of the Imperial elements 
  and Heartworlds of the system have agreed to support 
  the Flotilla and its agents in exchange for protection, 
  in practice, some resist or resent their presence. 
  Correspondingly, Varonius likes to ensure that every 
  warband he sends forth has at least one agent that 
  demands authority — Imperial Commissars, Sisters 
  of Battle, Absolvers, and the like. Varonius is wary 
  of upsetting the Inquisition and frequently informs 
  Inquisitor Dikaisune of the Order Hereticus if Flotilla 
  agents uncover anything he thinks she would be even 
  slightly interested in.
  Varonius’s agents are expected to act with 
  discretion and avoid actions that would bring the 
  flotilla into disrepute. Then again, he also expects them 
  to succeed and doesn’t mind if they break a few heads 
  to do so, just not important ones, unless his agents 
  have truly excellent reasons or proof of treachery. 
  Those working for Varonius find him to be exceedingly 
  generous with successful agents. He likes to gift rare 
  and unusual equipment from his vast stores to those 
  who please him. To those who fail, so long as the 
  reasons are sound, he offers words of encouragement. 
  However, he quietly assigns those that consistently 
  disappoint him to either irrelevant busy work or 
  missions with a high probability of fatalities. 
  Framework: Varonius Vanguard
  Volunteers, mercenaries, or conscripts to the Varonius 
  Flotilla, you are a discreet problem-solving force. 
  Though usually sent to the fringes of the Gilead 
  System to find allies or resources, you may be called 
  to the Heartworlds when a problem confounds local 
  authorities, or the Flotilla has special interest in 
  proceedings on a certain world. 
  Framework: The Deniables 
  Desperate souls fighting for a desperate cause, the 
  Flotilla employ you to do their dirty work; battling 
  underhive gangs, eliminating political rivals, protecting 
  secret interests, or ferrying clandestine messages. 
  Varonius’s authority affords many methods to ensure 
  he has plausible deniability of your group, not least 
  the remote-controlled Frag Grenades he may have 
  implanted into your limbs. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  LIMITATIONS
  Any character with the IMPERIUM Keyword, and 
  possibly an Aeldari mercenary — provided they 
  are discreet.
  WARGEAR
  Each member of the group receives a Periculum Kit 
  (p.238) and a Symbol of Authority (p.240) marking 
  them as an agent of the Varonius Flotilla.
  BONUS
  +1 bonus die to Influence Tests made when requesting 
  Wargear from the Varonius Flotilla.
  LIMITATIONS
  None — if you can convince the pragmatic Varonius 
  Dynasty you could be useful, you’re in. 
  WARGEAR
  A Frag Grenade Weapon Implant (p.246) with a 
  remote detonator controlled by a Scion of the Varonius 
  Dynasty. 
  BONUS
  +1 bonus dice to Deception (Fel) Tests against 
  characters with the IMPERIUM Keyword
  Joseph Nirchi (Order #15621405)
  
  312
  LORD-MILITANT 
  TALERIA FYLAMON
  A born soldier, Taleria Fylamon rose quickly through 
  the ranks of the Imperial Guard unaided by wealth or 
  noble heritage. Proving her worth by following even 
  the most insensate orders and prevailing through 
  obstinate faith, she is a stern warrior clinging to the 
  belief that brutal, decisive offense is the only defence. 
  In the immediate aftermath of the Great Rift’s 
  emergence, Fylamon seized rulership of the Heartworlds, 
  forcing conscription and entrenching what forces she 
  could muster to resist the horrors spewing from the 
  Warp. Through three tumultuous years of desperate 
  defence, her influence spread, forging close ties with 
  the Adeptus Astartes of the Absolvers and assuming 
  de facto control of the Gilead System. Though many 
  frown at her iron-fisted approach to governance, few 
  deny its necessity when daemonic forces struck. 
  While Fylamon originally greeted the Rogue 
  Trader with open arms, thinking his arrival heralded 
  an opportunity to finally take the fight to Gilead’s 
  enemies, she has become increasingly disillusioned 
  with his ‘haughty airs, fancy words, and limited 
  results’. Privately, she resents the shift of her powers 
  to the Rogue Trader, and has opened her ears to malefic 
  whispers that his claims, on which he stakes Imperial 
  lives, are lies. 
  Everything about the Gilead System’s present 
  situation chafes her martial spirit. Fylamon is 
  continually frustrated with the other leaders of the 
  Heartworlds who are, she deems, far too content to 
  rely on the Varonius Flotilla to defend their holdings, 
  while refusing to join forces and fight back against 
  the many threats that plague them. Having been 
  thwarted in her plans to institute mass-conscription 
  from every Heartworld, she has recently turned to a 
  new stratagem by calling for a crusade to sail into 
  the Reach and eliminate the Voidmire renegades that 
  continuously raid the inner system.
  Lord-Militant Fylamon is nominally the head 
  of all Astra Militarum troops within the Gilead System. 
  She directly commands the Gilead Gravediggers, who 
  remain a potent fighting force in no small part due 
  to her constant efforts to see them well-supplied and 
  trained to the highest calibre — something she easily 
  accomplishes, as she is also the Planetary Governor of 
  Gilead Primus.
  Meeting The  
  Lord-Militant
  While the Lord-Militant maintains a spiretop castle in 
  Impensus, largest of Gilead Primus’s 19 hives, if she 
  must meet her agents in person she generally does 
  so in her palace on Imperia. She is far more likely to 
  disseminate orders through other trusted agents or 
  over secure vox channels. 
  Every action Fylamon takes is in service of her 
  ultimate goal: the annihilation of her enemies. To this 
  end, she values anything that can further her control 
  of the Gilead System, secure order, improve military 
  might, or convince others that an all-out-assault on 
  the enemies of the Imperium is the correct course 
  of action.
  Fylamon’s agents frequently have a military 
  background or come from solid Imperial stock. She 
  refuses to work with xenos, and employs Psykers 
  with great distaste. Her missions generally require the 
  judicious application of firepower, cunning, resolve, 
  and more firepower. She frequently sends warbands 
  to either investigate or annihilate groups of recidivists, 
  pirates, and cultists. 
  Joseph Nirchi (Order #15621405)
  
  313
  Her chosen agents have near absolute authority on 
  Gilead Primus, but less on the Heartworlds where 
  her control is limited; Avachrus, where the Adeptus 
  Mechanicus must be bargained with, Nethreus, which 
  is ruled by its Nobles not subject to her authority, and 
  Enoch, controlled by the fickle Ecclesiarchy. 
  Fylamon does not tolerate failure lightly. Penal 
  conscription awaits those who displease the Lord-
  Militant too often. Those who consistently perform 
  earn lionised praise and given access to the best 
  military equipment and resources a powerful hive-
  world can muster, free from the ammo-rationing of 
  even her own Astra Militarum forces.
  Fylamon could pass for a woman of a hale fifty, 
  though after numerous rejuvenat surgeries, she is 
  closer to three hundred. Both her eyes are exceedingly 
  advanced augmetics, the originals lost long ago in the 
  vicious uprising of the Children of the True Kingdom. 
  She habitually wears a unique uniform of her own 
  devising, which roughly resembles an ornate version 
  of a Gilead Gravedigger General’s dress uniform.
  Framework: Cannon Fodder
  Fylamon’s propagandist calls-to-arms are heard 
  throughout the Gilead; she will take (almost) all 
  comers, usually assigning them to guard duty on 
  the transports that move between the Heartworlds 
  or to protect sites of military importance. Usually the 
  first boots on the ground when anything goes awry, 
  Fylamon prefers to send expendable, barely-trained 
  groups of nobodies rather than her trained soldiers, 
  hoping their own drive to heroism will inform her on 
  who to promote. 
  Framework: Fylamon’s Finest
  Hand selected to form a hammer of Imperial justice, you 
  are dispatched to destroy Taleria Fylamon’s enemies 
  and pacify rebellion. As representatives of what little 
  Imperial authority remains, you fight frontline battles 
  and solve high-priority investigations in the Gilead 
  System as representatives of the Astra Militarum.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  LIMITATIONS
  Must not have the AELDARI or ORK Keywords
  WARGEAR
  A 9-70 Entrenching Tool (p.236) for every individual.
  BONUS
  +1 bonus die whenever you Aim (p.189).
  LIMITATIONS
  Must not have the AELDARI, SCUM, or ORK 
  Keywords, Tier 2 or above.
  WARGEAR
  A Survival Kit (p.239) and a 9-70 Entrenching Tool 
  (p.236) for every individual, one Vox Caster (p.240) 
  and one Martyr’s Gift Medikit (p.238). 
  BONUS
  +2 bonus dice to any Leadership (Wil) or Influence 
  Test whilst on Gilead Primus. 
  Joseph Nirchi (Order #15621405)
  
  314
  314
  eing the Gamemaster (GM) is entertaining 
  and rewarding. As a GM you get to play an 
  entire galaxy of grim and glorious adventure, 
  describing a fascinating world, roleplaying weird and 
  wonderful characters, as well as helping the other 
  players tell epic stories. This might sound like a lot of 
  responsibility, but as long as everyone is having fun 
  there’s no real way to get it wrong. We’ll walk you 
  though the basics in this Chapter, so you’ll get the 
  hang of it quickly.
  The GM’s most important job is making sure 
  everyone is enjoying the game. This includes you! 
  Nobody’s fun should come at the expense of any other 
  player. You’ll juggle the roles of storyteller, host, and 
  rules referee, but you’ll always be a player first and 
  foremost — don’t forget you’re all together to have a 
  good time. If the rules are bogging you down, change 
  them to something that works in the moment. If a 
  scene isn’t working, or something is making a player 
  uncomfortable, wrap it up quickly and move on. Once 
  you get started, you’ll soon get into the swing of it 
  and will figure out the best way to play as a group 
  while you’re playing. 
  Want to lead the telling of an epic tale with 
  your friends as the stars? See the joy, confusion, 
  and bewilderment on your players’ faces while you 
  know all the secrets behind the scenes? Play a whole 
  cast of colourful characters with their own lives and 
  motivations? Adapt, react, and bring to life a grim 
  future of glorious deeds and dark consequences? If 
  so, you’re a Gamemaster, and you’re about to have 
  a lot of fun. 
  You Are The World
  Everything the players interact with starts with 
  the GM. The GM’s descriptions bring the world the 
  players explore to life. You tell them what they see, 
  hear, touch, smell and taste. You’ll roleplay the people 
  and creatures they meet, from the friendliest ally to 
  the vilest villain. You describe the outcome of every 
  one of their actions and how the world responds. 
  GAMEMASTER
  Joseph Nirchi (Order #15621405)
  
  315
  You Know No Fear 
  A GM’s role is similar to a mentor or a coach — being 
  decisive and confident will enhance the group’s 
  experience. You make sure everyone gets a chance to 
  participate and be the star. You make sure everyone 
  is comfortable at the table. And you’ll be making a lot 
  of stuff up, but if you believe in it your players will 
  too. Your God-Emperor given authority is earned by 
  treating everyone fairly, making sure the rules work 
  for your group, and running the best game in the 
  Gilead System.
  GENERAL ADVICE
  Being a Gamemaster isn’t a science — what makes one 
  game great might be boring for another group. Advice 
  for GMs is a huge subject that could take up several 
  books, so we’ve presented some general advice, 
  followed by the basics of what you’ll do at the table, 
  and what sets Wrath & Glory apart from other RPGs. 
  Check out the GM’s guide on www.cubicle7games.com  
  for more tips and materials to elevate your game. 
  GMs should consider the following: 
   
  u
  Get to know the contents of this book. 
   
  u
  Find out what kind of game the players want to 
  play — the Framework will help with this. 
   
  u
  Establish how you’ll handle or bypass content that 
  isn’t to a player’s taste. 
   
  u
  Bookmark rules you’ll need frequently — your 
  Aeldari Warlock will be referencing Chapter 11: 
  Psychic Powers often. 
   
  u
  Be aware of plot devices and how to use them 
  seamlessly. 
   
  u
  Create challenges that are exciting, achievable, and 
  varied. Some should reward or require creative 
  problem solving. 
   
  u
  Ensure enemies that need to be defeated can be 
  beaten — and those that shouldn’t be defeated can 
  be escaped from. 
   
  u
  Be firm but fair about the results of Tests. 
   
  u
  Make a big deal about players using and gaining 
  Wrath and Glory points.
   
  u
  Detail scenes, locations and characters. You 
  don’t need long paragraphs, but a list of defining 
  features make things memorable: smells, colours, 
  sounds, accents, tics, an iconic weapon. 
   
  u You can’t plan for everything — be ready to 
  improvise. 
   
  u
  If in doubt, err on the side of having fun. 
  You Are The Rules 
  The GM determines when the rules come into play — 
  do the players need to roll a Test, or will you narrate 
  an automatic success? It helps to be familiar with this 
  rulebook, knowing when and why to apply the rules, 
  and which mechanics apply to each situation. 
  However, it’s your game, and how you deal 
  with the rules is down to your group’s tastes. Limit 
  rules discussions at the table; you can make a quick 
  ruling, get on with the fun, and solve any issues after 
  the game. Know that correctly and openly interpreting 
  the results of Tests makes your game more believable 
  — actions have consequences, and the world responds. 
  Being fair and consistent in your rulings makes the 
  RPG experience more credible.
  You Are The Plot 
  It’s a good idea to prepare an adventure before the 
  game, so you know where the players will be, what 
  events will take place, and the characters that will 
  be involved. With this, you’ll know the answers to 
  questions the players might ask, and have a general 
  idea of how the game will play out (mostly — Human 
  players are notoriously unpredictable). 
  You’ll have information for characters the 
  players might encounter, and statistics for those they 
  could wind up fighting. You are the world, so you 
  know the background of the area and its surroundings, 
  just in case the players take off in a random direction 
  — you might even have a few events prepared if this 
  happens. 
  It’s worth knowing how each adventure fits 
  into your larger campaign, and how the players’ 
  actions can change the world. To keep your world 
  alive, it’s also worth knowing what other characters — 
  particularly the villains — might be doing whilst this 
  adventure is going on. 
  You Are An Ally 
  Work with the players, not against them. You’re 
  playing the whole world, not just the villains — any 
  adversity you create is there to provide an achievable 
  (if difficult) challenge for the players. Conflict is at the 
  heart of drama, but remember, you’re a player too. Be 
  invested in the group, and excited for them to win 
  (after they take a few Wounds, of course).  
  Be mindful of inappropriate content, such 
  as graphic violence, sex, or horror. Create a safe 
  environment by talking to your players before the 
  game, making sure nothing comes up they want no 
  part in, and encourage them to speak up if they don’t 
  like the direction of the story. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  316
  RULES NOTES
  You don’t need to know all the rules right away — 
  you’ll pick them up as you play. The points below are 
  specific to Wrath & Glory, and worth keeping in mind 
  whilst you’re learning to play. 
   
  u
  Tests: Rolling the dice adds drama to the game, 
  but you should understand when and why to 
  implement Tests to get the best use out of them. 
  Everything you’ll need to know on Tests is in 
  Chapter 8. 
   
  u
  Difficulty: The tables in Chapter 5 can be useful 
  for determining what DN you should apply to a Test. 
  Use these tables for guidance, suggestions from 
  players, or just your own opinion to determine 
  Difficulty. 
   
  u
  The Wrath Die: This Die is your friend — remind 
  players they should include it whenever they 
  make a Test. Wrath Criticals add Glory and trigger 
  Critical Hits. Complications add drama, so it’s 
  worth looking through the advice in Chapter 8 on 
  tailoring them to your game. 
   
  u
  Shifting: Understanding Exalted Icons and when 
  players can Shift is a key part of Wrath & Glory. 
  Shifting can speed up play, add narrative flair to a 
  Test, and generate Glory. Make sure your players 
  still have enough Icons in their pool to succeed 
  after Shifting. 
   
  u
  Wrath Points: By rerolling all failed dice, Wrath 
  Points can turn almost any failure to a success — 
  it’s worth reminding players about this if you think 
  success is essential. You might want to award 
  Wrath for good roleplaying, creative use of Skills, 
  or thrilling actions, but keep in mind the amount of 
  Wrath you give out largely determines the difficulty 
  of the game. 
   
  u
  Glory Points: As a group resource, it helps to 
  discuss rules for using Glory with your players. 
  Glory can speed up play and dramatically swing 
  combat the group’s way. You might want to award 
  players Glory for particularly impressive feats. 
   
  u
  Ruin Points: These are your currency, similar 
  to Wrath, but to be used with the enemies you’ll 
  throw at the players. You’ll find more information 
  on Ruin later in this Chapter. Save them up for 
  dramatic battles with the true villains of your 
  adventures to give your players a real sense of 
  competent adversary. 
  CHARACTER 
  CREATION
  Before you play your first game of Wrath & Glory, 
  your players will need to create characters, or choose 
  from ready-made characters at www.cubicle7games.
  com. The ready-made characters have a Framework 
  that should suit almost any adventure you come up 
  with, so you’re ready to start playing immediately. If 
  you’re giving your players a Framework — either one 
  you’ve found or that you’ve tailor made yourself — it’s 
  worth explaining to the group why it’s fun.
  If your players are planning on creating their 
  own characters, help guide them through the process. 
  It might help you to build a character yourself using 
  Chapter 2 as a guide. Once you’ve completed the 
  process, you’ll understand characters (and the entire 
  game) well enough to teach it, and you’ll have made 
  your first NPC — good job! 
  The next step to building a party is deciding on 
  a Framework. This is the perfect time to decide what 
  kind of game your group wants to play; investigative, 
  combat heavy, political, whatever you like best. It’s 
  also a good time to identify any inappropriate content 
  to avoid (sex, violence, body horror, etc.). Give 
  everyone a chance to voice their opinions, and don’t 
  ask for reasons why — respect their opinions, nobody 
  should have to explain their preferences. 
  Framework
  Read through how Frameworks function in Chapter 2. 
  Your goals should be to create a Framework that: 
   
  u
  Sounds entertaining for the whole group to play 
   
  u
  Fits any adventures you have planned
   
  u
  Promotes cooperation between the characters 
   
  u Aligns with the setting
   
  u
  Gives the group a clear shared goal
   
  u
  Implies Archetypes that would be suitable
  Joseph Nirchi (Order #15621405)
  
  317
  Your Framework should give everyone an idea of a role 
  they want to play — if you’re a squad of assassins, 
  you might need an infiltrator, a sniper, a tech expert, 
  and someone who can talk their way out of any 
  situation. If you’re a team of diplomats, you’ll need a 
  smooth talker, a knowledgeable advisor, and someone 
  to execute clandestine operations. With diverse 
  characters, everyone gets a chance to shine and be the 
  star. 
  The motivation for your Framework could be 
  an external source — the dangers of the Great Rift are 
  most obvious if you’re working in the Gilead System, 
  but you could be a group of undiscovered Psykers, or a 
  team of suspected charlatans trying to clear their name.
  Suggest what Archetypes will and won’t work 
  for the Framework, and don’t be afraid to be firm 
  — there are very few circumstances in which any 
  Imperial would consider working alongside an Aeldari, 
  and almost none with an Ork. Your games will run 
  smoothly if the characters cooperate and have a good 
  rapport. 
  You might need a reason why Archetypes of 
  different Factions are working together; were you 
  ordered to join this new group, or did you volunteer? 
  Were you all hired separately? Or are you the only 
  survivors of a failed operation? The Gilead System 
  offers plenty of opportunities  for creating Frameworks 
  — read Chapter 12 if you’d like to use that as your 
  setting, or just for inspiration.
  Characters
  Building characters should be reasonably easy once 
  you’ve settled on a Framework — use Chapter 2 as 
  a guide. Encourage players to work collaboratively 
  to create a diverse group — even two Imperial Guard 
  troopers could have wildly different Backgrounds, 
  Attributes, Skills and Talents. If everyone is involved, 
  character background can be woven together so they 
  already know each other when they start playing — 
  and you can take elements of those backgrounds to 
  weave into the plots of the adventures to make them 
  personal. 
  PREPARATION
  The first thing you’ll need is an adventure; a structured 
  plot for your players to engage with. Bespoke 
  adventures are available at www.cubicle7games.com, 
  or if you feel up to it you can make your own — there’s 
  advice for doing just that on the website too. 
  Once you’ve read through your adventure, all 
  you need to do is follow the steps listed in What A 
  GM Does below. You might like to keep some notes on 
  the NPCs you’ll be playing and locations the players 
  will be visiting. Then grab all the dice, paper, pencils 
  and other things you need as detailed in Chapter 1, sit 
  down with your group, and you’re ready to go! 
  Remember that You Know No Fear. If you 
  get worried about your adventure, your abilities, or 
  anything at all, don’t fret — everyone is playing to 
  have fun. Take a deep breath, read the section below, 
  and relax — you’re about to have a great time.
  WHAT A GM DOES
  1. Set The Scene
  Describe where the characters are, what’s around them, 
  and what is happening. Entice them with immediate 
  prompts to action. End with an event or question that 
  gets the players involved — a street preacher accusing 
  a citizen of heresy, a messenger bearing a dataslate, 
  whatever pushes the adventure forward. 
  If you’re starting your first session, you can 
  give some background to the adventure that’s about 
  to begin — why the characters are all together, what 
  they’re intending to do. If you’re picking up the action 
  in a new session, you can summarise what happened 
  in the last session. You can get the players involved 
  with the recap if you want, just make sure to keep it 
  short and sweet; ‘Previously in Wrath & Glory...’
  2. Ask The Players 
  Your players might instantly react to your scene-
  setting, and start telling you what their character does 
  — that’s great! Move on to Step 3. If so. If not, ask 
  them what their character is doing. 
  This 
  is 
  one 
  of 
  the 
  fundamentals 
  of 
  Gamemastering — asking your players open questions, 
  like ‘what do you do?’, ‘what do you say?’, ‘how do 
  you feel?’, even ‘do you stand and fight?’. These 
  questions prompt roleplaying, making sure the players 
  are central and the action keeps moving. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  318
  While you’re processing the players’ reactions, you 
  can think about how they might affect the next scenes 
  and advance the plot. Listening also means paying 
  attention to who isn’t talking — give every player a 
  chance to contribute to the story using open questions, 
  but remember that everyone enjoys playing differently. 
  4. Describe The 
  Consequences 
  React to your players’ actions — if they talk to a Non-
  Player Character (NPC) you’ve described, respond to 
  them as that NPC. If they take an action, you decide if a 
  Test is required to see if it is successful, and the nature 
  and Difficulty of that Test — whether a Test is required 
  or not, you decide the outcome of their action. 
  The players might all leap into action, triggering 
  a cascade of responses you’ll have to resolve. Take 
  your time and make sure everything feels real 
  and reasonable, that actions have meaningful 
  consequences, and again, ensure all players have the 
  opportunity to participate.
  This player-directed phase of play can go on for 
  a while, and you might have to be reactive for a while 
  and make a few improvisations — players can shortcut 
  the plot, cause a domino effect, or all manner of wild 
  and wonderful eventualities.
  5. Keep The Plot Moving 
  The players are the stars of the show, but they aren’t 
  the only people in the living world you’re crafting. 
  Other characters — particularly the villains — are 
  executing their own plans, moving their plots forward. 
  You’ll introduce additional events that happen without 
  player input, which they’ll need to react to without 
  planning, interrupting their current efforts. 
  You can use these events to reinforce the 
  consequences of the players’ actions, or to show that 
  the living world will keep moving forward even if they 
  do nothing. To be the stars, the players have to act, 
  and you can prompt them into action. 
  This can bring the players back onto the critical 
  path of the adventure if things go awry, but be careful 
  to make sure you aren’t forcing them toward an 
  inevitable conclusion — everyone likes to feel like they 
  have agency. Plus, the crazy plot your characters have 
  caused might be more interesting than the adventure 
  you had planned!
  3. Listen To The Players 
  The players will interpret and react to your scene-
  setting, describing or acting out their responses. Often, 
  their responses will be ludicrous — but as GM, you 
  have all the information the players don’t. Part of the 
  enjoyment is observing the players figuring out what’s 
  going on and maybe following a red herring or two. 
  They’ll get there in the end, and the weird adventures 
  they have on the way will give you a chance to expand 
  the world. 
  Joseph Nirchi (Order #15621405)
  
  319
  FAIL FORWARD
  If a player fails a Test it’s an opportunity to heighten 
  the drama, not deliver a punishment. 
  Failure is a part of life; every Test you make 
  has the possibility of failing with interesting negative 
  consequences. This keeps tension and drama in the 
  game, and makes for far better stories. Failure should 
  never rob the players of fun, or undo their hard work. 
  These are the foundations of Fail Forward:
   
  u
  Failure has interesting consequences.
   
  u
  Failure doesn’t stop the fun.
  When you make a Test in Wrath & Glory, the result 
  is rarely ‘nothing happens’. Every action has a 
  consequence and the narrative won’t pause because 
  someone didn’t get a good enough roll on their dice. 
  Failure adds to the story, creates new roleplaying 
  opportunities, and can even provide new solutions. 
  When thinking about failure, it’s worth having 
  multiple fail-states. Failing once might incur a minor 
  penalty for the rest of the scene, but open up other 
  opportunities. Failing again on a different Test might 
  influence the narrative in a way that raises the tension 
  or danger of the situation. Failing a third time might 
  make a fight with a fearsome foe all but inevitable, 
  unless you can come up with an inventive way to get 
  out! 
  Generally the consequences of failing forward 
  can be split into two groups: narrative and mechanical.
  Narrative Consequence 
  Out of the frying pan into the fire. You’ve solved one 
  problem, but caused another. Your solution has created 
  a new obstacle, lost you time, alerted threats, or made 
  a future encounter more difficult. 
  Sometimes, you can succeed completely at a 
  task even if you roll badly, but the consequence is that 
  something else bad happens. This can make the game 
  feel like a high-octane, energy-filled action movie. 
  Persuasion Test Example: Erasmus asked Deacon 
  Abignatus for access to restricted Ministorum facilities, 
  but failed his Persuasion (Fel) Test. The GM knows 
  the party needs to get to those facilities next, so she 
  decides that Deacon Abignatus will let Erasmus in — 
  provided he can assassinate one of her rivals without 
  anyone knowing. 
  Tech Test Example: Alysha hacked into the cogitator 
  systems of House Kvaternik, rivals of Deacon Abignatus, 
  to get information on their security protocols. She 
  failed the Tech (Int) Test, but the GM decides that she 
  still gets the information she needs. The problem is, 
  House Kvaternik know they’ve been hacked, and now 
  are trying to track down Alysha! 
  Mechanical Consequence 
  You’ve succeeded, but at a cost. Your equipment breaks, 
  you sprain your ankle, or you bite your tongue whilst 
  talking. Usually this is represented by a +2DN penalty 
  on Tests for the applicable Skill for the rest of the scene 
  and can create a challenging roleplaying opportunity. 
  Alternatively, a GM can offer a player a choice of failing 
  or taking one of the options below. 
   
  u
  The GM gains 1 Ruin. 
   
  u You lose Wealth or Ammo.
   
  u You lose Influence. 
   
  u You suffer Shock. 
   
  u You suffer Wounds.
   
  u
  Some of your Wargear is broken.
  Pilot Test Example: Fernanda is flying a Fury 
  Interceptor through an asteroid field, chasing a 
  treacherous Aeldari Corsair that stole Imperium 
  archeotech. Fernanda failed her Pilot (A) Test, but 
  instead of destroying her ship and ending the campaign 
  there, the GM offers Fernanda the choice between 
  losing track of the Aeldari Corsair and damaging her 
  Fury Interceptor. Fernanda takes the damage, breaking 
  the ship’s weapon systems — Fernanda will have to 
  get creative to catch that Corsair. 
  Leadership Test Example: Numitor is trying to rally 
  a corps of injured Astra Militarum troopers to make a 
  counterattack against some Aeldari Corsairs. He failed 
  his Leadership (Wil) Test, and the GM offers him a 
  choice: the troopers all ignore him, or he bribes them 
  at the cost of 2 Wealth. Numitor doesn’t fancy his 
  chances on the frontlines, so he pays the bribe. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  320
  RUIN
  Ruin is a currency that the GM can spend to make the 
  41st Millennium even more dangerous. The stories 
  you tell at the table are born from drama; powerful 
  enemies are more fun to overcome. You can spend 
  Ruin in much the same way players spend Wrath, 
  representing the dark power to change reality many 
  enemies have. 
  Ruin should not be spent to punish anyone — 
  we’re all at the table to have fun. The amount of Ruin 
  you have should be visible to the players, highlighting 
  the malevolence and corruption that infest the 41st 
  Millennium and the growing darkness that raises 
  tension at the table. Spending Ruin should escalate the 
  situation, empower the dangerous Threats in the scene 
  and ensure the game is challenging. Remember that 
  although you play the villains of the story, you aren’t 
  the players’ enemy. 
  Spending Ruin
  You can spend Ruin to activate any of the following 
  effects: 
   
  u
  Reroll Failures: You can spend 1 Ruin to reroll 
  failures (but not Complications) on any Test for 
  an NPC.
   
  u
  Seize The Initiative: You can spend 1 Ruin to 
  Seize the Initiative (p.177). You can’t Seize the 
  Initiative more than once per turn.
   
  u
  Restore Shock: The GM can spend 1 Ruin to 
  restore 1d3+3 of an NPC’s Shock. Doing so counts 
  as an Action for that NPC.
   
  u
  Roll Determination: The GM can spend 1 Ruin to 
  make a Determination roll (p.196). 
   
  u Activate Ruin Actions: Some powerful enemies 
  possess special Abilities that activate or improve 
  when you spend Ruin.
  Ruin Actions
  Certain Threats have access to special actions beyond 
  the normal scope of Ruin’s effects. These are Ruin 
  Actions and cost a certain number of Ruin to use. Ruin 
  Actions operate outside the normal Initiative order and 
  may be used at any point in the round. The same Ruin 
  Action can’t be taken twice in the same Round unless 
  otherwise stated.
  Acquiring Ruin
  You start every session with a number of Ruin equal to 
  the number of players. You can have a maximum Ruin 
  of twice the number of players. Ruin doesn’t carry 
  across sessions, and you discard any Ruin gained 
  when the pool is at its maximum — just like Glory, 
  Ruin is use-or-lose! 
  You gain 1 Ruin whenever the following events 
  occur: 
   
  u A player fails a Corruption Test.
   
  u A player fails a Fear Test. 
   
  u You roll a 6 on the Wrath Die.
  THE 41ST 
  MILLENNIUM
  The grim darkness of the 41st Millennium is an 
  astounding setting for all manner of stories — there are 
  hundreds of incredible tales already written that you 
  can use for inspiration. Ancient advanced technology 
  intermingles with superstition and religion. Dark Gods 
  send their daemonic agents to war with strange alien 
  Species. Corrupt courts operate as part of byzantine 
  bureaucracies, and war rages on a million bizarre and 
  beautiful planets. 
  Suffice to say, the galaxy of Warhammer: 
  40,000 is vast. Your group are just a handful of 
  individuals, and probably won’t be able to make a 
  difference to an entire planet, let alone a star system 
  or the galaxy. It’s worth setting your adventures in a 
  limited area, like the Gilead System, so that players 
  can see that their actions have consequences and their 
  heroic (or otherwise) deeds impact the lives of other 
  people. 
  THE GILEAD SYSTEM
  Chapter 12 details the Gilead System as a setting 
  for your adventures. As it is isolated from the rest 
  of the Imperium by the Great Rift, there are plenty of 
  opportunities for adventure, and dynamic Frameworks 
  that feature characters of different Factions are more 
  common. With only eight planets reliant on each other 
  to survive, the actions of a group in a single adventure 
  can potentially alter the lives of millions of inhabitants 
  — your players will interact with the people they are 
  directly helping, making the world feel more alive and 
  personal. 
  Joseph Nirchi (Order #15621405)
  
  321
  Travel
  Often in an RPG you’ll want to skip any kind of 
  travel to get the adventure moving — roleplaying an 
  uneventful two-week transit from Avachrus to the 
  Voidmire isn’t the most thrilling use of your time. 
  However, there are a couple of instances where travel 
  can add to the drama:
  Travel Events
  Travel is an excellent opportunity to showcase the 
  arcane technology used in the 41st Millennium, as well 
  as the beautiful and baleful environments the players 
  can explore. Even if you skip through the time it takes 
  to travel, it’s worth describing environments like the 
  brutal majesty of a Hive World seen from above, its 
  irradiated deserts, landscapes stripped of natural 
  resources, and towering ramshackle cities.  
  You can also intersperse travel with vignettes 
  — the blasted site of a battle from centuries ago, a 
  chunk of debris floating through the void, once part 
  of a celebrated battlecruiser — to showcase the past of 
  the setting and lend more verisimilitude to your game. 
  Of course, your players aren’t just here to 
  see the sights — whether beyond the boundaries of 
  civilisation or travelling the hostile void of space, your 
  players could meet (or be attacked) by all manner of 
  strange creatures, individuals, or situations. 
  Securing Passage
  If your group needs to get to a different location they 
  can’t reach on foot, they’ll need to secure passage. This 
  might be as simple as making an Influence Test to pull 
  rank for a free ride, or it could be the basis of an entire 
  adventure. This won’t be a problem for Archetypes 
  like the Rogue Trader or anyone else who already has 
  a voidship, but could mean several sessions of action 
  for a less well-to-do group. They might have to deal 
  with the ship owner’s business rival, improve their 
  reputation with a Planetary Governor, or promise to 
  protect the ship’s cargo during transit — that’s where 
  travel events come into play. 
  Awarding Wealth
  Players might find Wealth during their adventures 
  or be rewarded with Wealth by an NPC when they 
  complete a mission. What constitutes a point of Wealth 
  is up to the GM. 
  Keep in mind that a character’s Wargear determines a 
  lot of their capability in combat — having a lot of Wealth 
  can make the game easier. If a character is dependent 
  on ranged weapons they might have to acquire Ammo 
  frequently — you can adjust the difficulty of acquiring 
  Ammo, if you want to include the theme of the ammo 
  drought of the Gilead System into your game. 
  As players can make Influence Tests without 
  any resources, we recommend Wealth is awarded 
  sparingly — about one point of Wealth per player 
  every three or four sessions (or whenever they achieve 
  something significant) should be sufficient. 
  AFTER THE GAME
  End your session in a narratively satisfying way when 
  possible, at a moment of resolution, revelation, or on a 
  dramatic cliffhanger — anything that gets the players 
  excited for the next session to find out what happens 
  to their characters. 
  Awarding XP
  You can award XP whenever you want, but the most 
  common time is at the end of the session. As a guideline, 
  you should award about 10 XP to each player. You 
  can alter this slightly, rewarding a player 12 XP if 
  they showcased some great roleplaying or the group 
  cooperated particularly well. If the group achieved very 
  little, you might want to only award them 8 XP each, 
  but remember it’s better to use the carrot than the stick 
  — rewards speak louder than punishment, especially 
  when everyone is playing for fun. 
  Resolving Rules Issues
  When a Rules issue comes up during the game, you 
  should make a quick decision and move on so the fun 
  isn’t interrupted by lengthy mechanical discussions. 
  After the game, you can talk to the players about 
  anything they disagreed with and try to resolve any 
  issues. Keep this as friendly and lighthearted — the 
  rules won’t cover every situation, and everyone 
  plays differently, so compromise where you can and 
  remember that fun is the most important factor. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  322
  322
  322
  322
  he Warp-torn Gilead System is home to 
  innumerate 
  dangers; 
  deranged 
  warriors 
  with advanced archeotech, monstrous xenos 
  bioforms, and maddening otherworldly daemons. This 
  chapter presents a selection of Nonplayer Characters 
  (NPCs) and creatures for use in your games — feel 
  free to tweak and customise them as you see fit and 
  use them as inspiration to build your own. It could 
  be as simple as swapping out their weapons using 
  Chapter 10, or crafting a Threat from scratch. 
  The Threats presented in this section are constructed 
  to be challenging antagonists. Their statistics are 
  designed to present an exciting play experience, 
  rather than strictly following the same mechanics 
  used to build characters. Some have unique abilities, 
  or Traits that don’t follow the normal calculations. 
  All are presented as adversaries to add drama to the 
  stories you tell, rather than sets of statistics to fight. 
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  323
  BESTIARY FORMAT
  campaign. An Ork Kommando might be a terrifying 
  Adversary to a Tier 1 group, but a trifling Troop for a 
  Tier 4 group. 
  Troops
  The unnamed hordes of faceless and expendable 
  enemies. Though individually weak, they can be a 
  formidable threat en masse. As the faceless minions of 
  greater powers, Troops:
   
  u
  Can form Mobs (p.324).
   
  u
  Can’t inflict Critical Hits, but may have specific 
  Wrath abilities. 
   
  u
  Don’t suffer Complications, unless they have a 
  specific Complication ability. 
   
  u
  Can’t roll Determination unless you spend a point 
  of Ruin. 
   
  u
  Don’t track Ammo and don’t use Salvo Options. 
  Elites
  Raw 
  power, 
  skill, 
  or 
  experience 
  make 
  Elites 
  powerful and deadly enemies on the battlefield. 
  Whether commanding a Mob of Troops or acting as 
  the bodyguard for an Adversary, Elites can be as 
  dangerous as any Agent in combat. 
  As the lieutenants of Adversaries or intimidating 
  leaders in their own right, Elites use the normal rules 
  for Wrath Dice  but can’t roll Determination unless you 
  spend a point of Ruin. Elites usually carry three Ammo 
  into a fight and may use Salvo Options.
  Adversaries
  Adversaries are the true villains of Wrath & Glory. An 
  Adversary will often appear multiple times during a 
  campaign and play a part in characters’ arcs. 
  As Adversaries play a larger role in the story 
  than the Troops and Elites they marshal, they use 
  Wrath Dice and Determination as normal, and usually 
  have personal Ruin they can use to perform Ruin 
  Actions (p.325). As the most dangerous Threat on 
  any battlefield, they are considered to have as much 
  Ammo as necessary to finish the fight, and may use 
  Salvo Options.
  Monstrous Creatures
  Monstrous Creatures are dangerous Threats capable 
  of laying waste to dozens of lesser opponents, often 
  sporting titanic melee weapons or other devastating 
  weaponry. Engines of raw destruction, Monstrous 
  Creatures are similar to Adversaries, but also: 
   
  u Are immune to Fear, Pinned, and Staggered 
  (pp.199-200).
   
  u
  Cause Terror (see p.200).
  TYPES OF THREAT
  Some Threats are more dangerous than others. The 
  four categories of Threats each represent a different 
  level of opposition: Troops, Elites, Adversaries, and 
  Monstrous Creatures. 
  This classification may vary by Tier, so each 
  bestiary entry includes a Threat classification on the top 
  left of the Bestiary entry with Tier recommendations to 
  help you judge which Threats are appropriate to your 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Tier
  1
  2
  3
  4
  Threat
  A
  E
  T
  T
  KEYWORDS: Any Keywords the Threat has.
  S
  T
  A
  I
  WIl
  InT
  Fel
  p.25
  p.25
  p.25
  p.25
  p.25
  p.25
  p.25
  Resilience
   p.36
  Defence
  Wounds
  Shock
  p.36
  p.37
  p.37
  SKILLS: The dice pool the Threat uses for each Skill. 
  The Skills listed incorporate both the Skill Rating and its 
  linked Attribute Rating, so when you see Ballistic Skill 6, 
  you roll 6 dice. Some entries have a Default Skill; you can 
  roll that dice pool for any unlisted Skill. 
  BONUSES
  Any special rules that apply to this Threat.
  ABILITIES: The Threat’s Actions and Abilities.
  BATTLECRY: A Free Action ability that activates at the 
  start of combat, or when the Threat takes its first turn. 
  These abilities only activate once.  
  ACTION: A list of Combat Actions the Threat can take.  
  RUIN: Any Ruin Actions the Threat can take.
  WRATH: Any special rules that activate when the Threat 
  rolls a Wrath Critical.
  COMPLICATION: Any special rules that activate when 
  the Threat rolls a Complication.
  REACTION: Any Reflexive Actions the Threat can take, 
  and what triggers them. 
  DETERMINATION: Any requirements for the Threat to 
  roll Determination, as well as their dice pool.  
  ANNIHILATION: An ability that activates when the 
  Threat dies or is Dying. 
  Conviction
  Resolve
  Speed
  Size
   p.37
  p.325
  p.180
  p.191
  Joseph Nirchi (Order #15621405)
  
  324
  THREATS & DAMAGE
  When an Elite, Troop, or Monstrous Creature suffers 
  more Wounds than their Maximum Wounds, they 
  are killed outright. When an Adversary suffers more 
  Wounds than their Maximum Wounds, they are either 
  Dying or dead, depending on the narrative or what the 
  GM decides. 
  Troops & Shock
  Whenever a Troop suffers more Shock than their 
  maximum, they are dead or destroyed. The Troop 
  is likely unconscious and trampled by their allies, 
  left for dead, or suffocates in the mud. In any case, 
  unconscious or Exhausted troops are assumed to be 
  out of the battle and can be removed from the encounter.
  Determination
  Survival is far from guaranteed in the grim darkness 
  of the far future. It is difficult for anyone to withstand 
  serious damage and continue to fight. The GM can 
  spend 1 Ruin to have any Threat roll Determination. 
  Adversaries do not need to spend 1 Ruin to roll 
  Determination. For more information on Determination, 
  see p.196.
  Unstoppable Threats
  Some Threats are immune to effects that would stun 
  or knock out other opponents. A Threat with a Shock 
  value of ‘–’ never suffers Shock damage.
  MOBS
  A Mob is a group of near identical Threats, for example, 
  a crowd of ten Ork Boyz. If you have a lot of Troop 
  Threats, it’s often easier to treat the group as a single 
  individual with one Turn in each Round. 
  CREATING MOBS
  Mobs can only be formed of Troops, and they should 
  be the same Threat; for example, all Ork Boyz or all 
  Chaos Cultists. This means you can use one Threat 
  profile for the entire Mob. 
  If you have two or more Troop Threats that 
  share a profile, you can form them into a Mob as a 
  Free Action on any individual’s Turn. The Mob then 
  takes its turn immediately; the other individuals in the 
  Mob lose their place in the Initiative order. 
  You can also start a combat with Troops already in a 
  Mob. 
  Splitting Mobs
  A Mob can split into smaller Mobs or individual 
  Troop Threats as a Free Action. The new Threats act 
  independently and separately in the Initiative order. 
  You can’t split a Mob in the same Round it was created. 
  Example: A party of three Agents are battling a Mob 
  of 12 Cultists. On the Mob’s turn, the GM decides to 
  split the Mob into three smaller Mobs of 4 Cultists as 
  a Free Action. One Mob of four Cultists takes their 
  turn immediately. The others are later in the Initiative 
  order. With the same number of Mobs and Agents, the 
  Initiative order will be easier to track.
  MOB ATTACKS
  When a Mob attacks, make a single Test for the Mob 
  as though it were an individual Threat. Add +1 bonus 
  dice for every Troop in the Mob. The maximum number 
  of bonus dice is half the number of Troops in the Mob.
  If individuals in a Mob have different Wargear, 
  you should use the rules for Splitting Attacks. 
  Example: In a Tier 2 campaign, the GM sends a Mob 
  of ten Ork Boyz to leap into the fray. The entire Mob 
  attacks a single Agent, surrounding them with a storm 
  of hacking Choppas. The GM assembles a dice pool 
  for an Ork Boy’s Weapon Skill (7), adding 1 die for 
  Charging, then an additional 5 bonus dice for half the 
  size of the Mob. The total dice rolled for the attack Test 
  is 13 (7 + 1 + 5). 
  Mobs Splitting Attacks
  A Mob can split their attacks between multiple targets. 
  This action does not incur any DN penalty and is not 
  considered a Multi-Attack (p.187). The GM must 
  specify how many members of the Mob are involved in 
  each attack when a Mob splits its attacks. Each group 
  gains bonus dice equal to half the Troops involved, 
  rounded up. 
  Example: A raging Mob of ten Ork Boyz surrounds 
  a group of three Agents. The GM decides to have the 
  Mob act as a single entity and split its attacks against 
  the Agents. Three Orks target the first Agent, three 
  Orks attack the second, and the remaining four Orks 
  attack the third Agent. The four Orks gain a bonus of 
  Joseph Nirchi (Order #15621405)
  
  325
  325
  +2 dice (half of the number involved). The two groups 
  of three Orks also gain +2 dice on their attacks (half 
  of the number involved, rounded up). 
  MOB DAMAGE 
  Mobs are only made up of Troops, and every individual 
  in a Mob has 1 Wound. If your attack deals more 
  damage than a Mob’s Resilience, your target dies. 
  The number of Icons rolled on an attack Test 
  determines how many individuals in the Mob are hit. 
  Every Icon rolled over the Mob’s Defence means an 
  additional individual in the Mob is hit. 
  Every individual Threat in a Mob has the same 
  Maximum Shock. If a Mob suffers more Shock damage 
  than their Maximum Shock, one individual in the Mob 
  is removed. If a Test to inflict Shock damage exceeds 
  the Mob’s Defence, it hits multiple individuals, as with 
  a normal attack. 
  Example: Yasmin fires her Boltgun at a Mob of ten 
  Aeldari Guardian Defenders. She rolls 6 Icons on her 
  Ballistic Skill Test, and the Mob of Guardians has a 
  Defence of 3. Yasmin hits 4 Guardians with the attack 
  — one for rolling 3 Icons and equalling the Mob’s 
  Defence, and an additional +1 for every Icon rolled 
  over the Mob’s Defence.
  The Boltgun deals 10 Damage, more than 
  enough to deal 1 Wound to the Mob. All four Guardians 
  die. 
  MOB LEADERS 
  Most Mobs have someone in charge. Sergeants, 
  veterans, Nobz, and bosses are often found directing 
  a Mob. These Threats are often Elites or Adversaries. 
  Mob leaders often provide options, bonuses, or even 
  Ruin Actions that make Mobs more dangerous. While 
  not mechanically part of a Mob, they operate with it 
  and are protected by it. 
  If a Mob leader is damaged by an attack, you 
  may spend a point of Ruin to have that attack hit one 
  of the Troops in the Mob instead. 
  RESOLVE
  Even hardy enemies may break and run when the tide 
  of battle turns against them. You can roll a Resolve 
  Test for a Threat whenever they are in a situation 
  where their nerve might break. If they fail, they flee. 
  The GM decides when a Threat should make 
  a Resolve Test. The trigger could be gaining a certain 
  number of Wounds, or becoming Exhausted. Some 
  abilities can trigger Resolve Tests, as could particularly 
  impressive uses of the Intimidation Skill. 
  Usually, the DN of a Resolve Test is 3, but may 
  increase if a Threat has already seen an ally flee or the 
  situation is particularly dire. 
  Mobs & Resolve
  If half or more of the Troops in a Mob are slain, they 
  should make a DN 3 Resolve Test at the end of the 
  Round. If they fail, the entire Mob flees, as though 
  suffering from the Terror Condition, until they can 
  pass a Resolve Test to rally. 
  Some Mobs may fight to the death, and 
  circumstances might dictate that otherwise cowardly 
  Troops fight with fanatical fervour — these cases are 
  always decided by the GM. 
  Resolve & Complications
  Turning your back on the enemy is rarely a good idea. 
  If a Mob rolls a Complication on a Resolve Test to 
  avoid fleeing, 1d3 members of the Mob are slain as 
  they are caught in a crossfire or trampled by members 
  of their own unit.
  RUIN ACTIONS 
  Some Threats are considered Champions. Champions 
  can take Ruin Actions, and may have Personal Ruin. 
  Normally, there should only be one Champion in a 
  Scene. The GM can make any Threat a Champion.
  At the end of any Agent’s Turn, the GM may 
  spend a point of Ruin to activate a Champion’s Ruin 
  Actions. A Ruin Action does not count as a Turn — 
  after a Ruin Action is resolved, it is their Turn or 
  another Threat’s Turn. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  326
  Default Ruin Actions
  These Ruin Actions are available to all Champions.
   
  u
  Move: The Champion may make an additional 
  Move Action. 
   
  u Attack: The Champion can make a melee, ranged, 
  or Interaction Attack.
  Withstand
  The GM can spend 1 Ruin when a Champion reaches 
  Max Wounds to immediately recover 1 Wound and 
  survive the attack.
  SCALING THREATS 
  Each entry in this chapter has a number of Wounds and 
  Shock listed as a guideline for that Threat. Wounds and 
  Shock give a rough idea of how substantial a Threat is 
  and how long a fight with them is likely to take.
  Troops
  Troops usually have 1 Wound and 3 Shock. Troops 
  should be dealt with in the simplest way possible. The 
  focus of the battle should be on the Agents and any 
  Elites, Monstrous Creatures, or Adversaries present.
  Elites
  Elites use the listed Wounds and Shock. Elites are 
  tougher and more difficult to kill than the Troops they 
  lead. At the GM’s discretion, any Threat used as an 
  Elite may add a number of Wounds and Shock equal 
  to the game’s Tier.
  Adversaries &  
  Monstrous Creatures
  The most difficult opponents to kill. Use the listed 
  Wounds and Shock, or, at the GM’s discretion, add a 
  number equal to the number of players plus the game’s 
  Tier to both. This approach ensures that the battle can 
  last more than just a few Rounds if the Agents focus 
  their attention on one of these Threats. 
  Quick Threats
  You can use the recommended Skills, Attributes, and 
  Talents for the Archetypes in Chapter 4 to make NPCs 
  and Threats on the fly. For quick NPC stats at any Tier 
  of play, use the table below, and feel free to tweak the 
  numbers up or down based on what makes sense — for 
  example, a known gun for hire might have a Ballistic 
  Skill of 6 at Tier 1, instead of 4. 
  IMPERIAL 
  THREATS
  The Imperium spans the divided galaxy, billions of 
  souls on thousands of worlds. While all Threats in this 
  section are of direct Human ancestry, many also cling 
  to ideologies and outlooks that diverge from those of 
  loyal Imperial citizens.
  Default Skills
  Defence
  Resilence
  Wounds
  Shock
  Conviction
  Resolve
  Speed
  Tier 1
  4
  1
  4
  3
  2
  2
  2
  6
  Tier 2
  6
  2
  8
  5
  4
  4
  4
  7
  Tier 3
  8
  3
  10
  7
  6
  6
  6
  8
  Tier 4
  10
  4
  12
  10
  8
  8
  8
  9
  QUICK NPC STATS
  Joseph Nirchi (Order #15621405)
  
  327
  327
  The unwashed trillions that form Imperial society and 
  prop up the Emperor’s war machine through sweat 
  and blood are diverse beyond imagining, hailing from 
  the million unique worlds that make up the Imperium. 
  However, there are some commonalities between the 
  downtrodden commoners: they are utterly devoted to 
  the God-Emperor, and ignorant of anything beyond 
  the propaganda they are fed. They labour in hazardous 
  conditions for punishing hours, and their treacherous 
  work has left them with missing body parts replaced 
  with cheap augmetics. 
  Evangeline Galdain is a typical citizen, working 
  for 18 hours every day at a plascrete manufactorum in 
  Hive Ultio on Gilead Primus. She lost her organic leg 
  when an overtired co-worker fumbled with a Heavy 
  Rock Crusher. Her eye was replaced after a blight of 
  Rector’s Rot swept through her hab block; all she can 
  remember from the incident that broke her ocular 
  augmetic is the smell of incense, and she refuses to 
  repair it or check the recordings. 
  Evangeline spends her few spare credits on holy writs 
  of protection sold by the Ecclesiarchy, though she can 
  barely read the High Gothic script — even so, she 
  has noticed some disquieting errors, which she has 
  written off as mistranslations on her part. 
  If an Imperial Citizen is encountered during or 
  after their work for the day, they are more than likely 
  Exhausted. 
  IMPERIAL CITIZEN
  By the Throne! God-Emperor, please protect me, I’ll never sin again!
  —Evangeline Galdain, Manufactorum Labourer
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Tier
  1
  2
  3
  4
  Threat
  T
  T
  T
  T
  KEYWORDS: IMPERIUM
  S
  T
  A
  I
  WIl
  InT
  Fel
  2
  2
  3
  2
  3
  1
  2
  Resilience
  3 (Ragged Clothes: 0 AR)
  Defence
  Wounds
  Shock
  1
  4
  3
  SKILLS: Default 4, Awareness 3 (Passive 2)
  ABILITIES
  ACTION: Unarmed, 2 +1 ED / Range 1
  COMPLICATION: Cheap Augmetic
  Whenever this Threat rolls a Complication, one of their 
  augmetics malfunctions. They are Hindered and unable to 
  use the body part effectively until it is repaired by a DN 3 
  Tech (Int) Test. 
  DETERMINATION: Spend 1 Ruin to roll 2d6.
  Conviction
  Resolve
  Speed
  Size
  2
  1
  6
  Avg
  IMPERIAL CITIZEN
  Joseph Nirchi (Order #15621405)
  
  328
  ASTRA MILITARUM TROOPER
  What’s another minute in hell? Tell me where to go and who to shoot at.
  —Sergeant Jäger Brolin, last recorded survivor
  of the third Charybdian incursion
  See the Astra Militarum Faction on p.60 or the Imperial 
  Guardsman Archetype on p.93 for more information 
  on the living backbone of the Imperium’s war machine. 
  Strictly drilled, terrified by their Commissar, and 
  guided by their faith in the Emperor, Astra Militarum 
  Troopers never back down, and are rightly feared as 
  the beating heart of Humanity’s war machine. Each 
  regiment of the Imperial Guard trains their teeming 
  masses differently, resulting in combat styles as 
  varied as Humanity itself. That said, the results 
  of deploying overwhelming numbers and focused 
  firepower are undeniable, leading to some obvious 
  universal strategies across the Astra Militarum. As 
  the Imperium’s standing army, many Troopers remain 
  stationed on the planet they were trained, acting as 
  security and law enforcement. 
  Tier
  1
  2
  3
  4
  Threat
  T
  T
  T
  T
  KEYWORDS: IMPERIUM
  S
  T
  A
  I
  WIl
  InT
  Fel
  3
  3
  3
  3
  2
  1
  2
  Resilience
  7 (Flak Armour: 3 AR)
  Defence
  Wounds
  Shock
  2
  5
  3
  SKILLS: Default 4, Awareness 5 (Passive 3),  
  Ballistic Skill 5
  ABILITIES
  ACTION: 
  Lasgun 7 +1 ED / Range 12 – 24 – 36 / Salvo 2 / Rapid 
  Fire (1), Reliable
  Frag Grenade (1 Ammo)10 +4 ED / Range 12  / Salvo 
  – / Blast (6)
  Knife or Bayonet 5 +2 ED / Range 1
  DETERMINATION: Spend 1 Ruin to roll 3d6.
  Conviction
  Resolve
  Speed
  Size
  2
  1
  6
  Avg
  ASTRA MILITARUM TROOPER
  Mob Options
  Ten-Strong Squad: In a Mob of ten or more Astra 
  Militarum Troopers, one Trooper can exchange their 
  Lasgun for any of the following weapons:
  Flamer: 10 +4 ED / Range 4 – 8 – 12 / Salvo 1 / 
  Assault,  Flamer
  Melta Gun16 +2 ED / AP -4 / Range 6 – 12 – 18 / Salvo 
  1 / Assault, Melta
  Grenade Launcher
   
  u Frag: 10 +1 ED / Range 12 – 24 – 36 / Salvo – / 
  Assault, Blast (6)
   
  u Krak: 14 +2 ED / AP –2 / Range 12 – 24 – 36 / Salvo 
  – / Assault, Blast (4)
   
  u Plasma Gun: 15 +1 ED / AP -3 / Range 12 – 24 – 36 
  / Salvo 2 / Rapid Fire (1), Supercharge, 5 +2 ED / 
  RangE 1
  Twenty-Strong Squad: In a Mob of twenty or more 
  Astra Militarum Troopers, two Troopers can operate a 
  heavy weapon carriage with one of the weapons below. 
  The heavy weapon carriage negates the Heavy Trait. 
  Autocannon: 16 +1 ED / AP -1 / Range 24 – 48 – 72 / 
  Salvo 3 / Heavy (8) 
  Heavy Bolter: 12 +2 ED / AP -1 / Range 18 – 36 – 54 / 
  Salvo 3 / Brutal, Heavy (4) 
  Lascannon: 18 +3 ED / AP -3 / Range 24 – 48 – 72 / 
  Salvo 1 / Reliable, Heavy (8) 
  Missile Launcher
   
  u FRag MissilE: 12 +5 ED / RangE 24 – 48 – 72 / Salvo – / 
  BlaSt (10), HEavy (8) 
   
  u KRaK MissilE: 16 +6 ED / RangE 24 – 48 – 72 / Salvo – / 
  BlaSt (4), HEavy (8)
  MOB ABILITIES
  Human Waves: Whenever this Mob fails a Resolve 
  Test or is destroyed the GM gains 1 Ruin.
  Bring It Down! This Mob gains +2 ED when 
  all individuals attack the same target.
  Joseph Nirchi (Order #15621405)
  
  329
  329
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  VETERAN TROOPERS & SERGEANTS
  Resilience
  9 (Flak Armour: 3 AR)
  Defence
  Wounds
  Shock
  3
  7
  5
  SKILLS: Default 6, Awareness 8 (Passive 4),  
  Ballistic Skill 7, Leadership 7
  ABILITIES
  RUIN: Stand Fast! The Veteran Trooper may 
  make a Leadership-based Action or Test.
  REACTION: First Rank, Fire! Second Rank, Fire!
  Pick an allied Mob within 6m — that Mob may add 
  a Salvo Option to its next ranged attack in addition 
  to any other attack option.
  DETERMINATION: Spend 1 Ruin to roll 3d6.
  Conviction
  Resolve
  Speed
  Size
  5
  5
  6
  Avg
  The rare Troopers who survive their first battles 
  are left changed. Some become stronger, grizzled 
  soldiers; others break, but instead of running 
  away from the enemy, they charge straight in. 
  Defector Veterans make great Elites, 
  perhaps leading a band of Scum, acting as a 
  bodyguard for a Rogue Psyker, or working in 
  partnership with a hulking Chrono Gladiator. 
  Veteran Troopers are typically armed as Troopers, 
  however you may wish to give them unique 
  weapons loadouts — many carry a Laspistol 
  and a Chainsword to maximise their versatility. 
  Particularly seasoned Veterans can work well as 
  Adversaries for Tier 1 and 2.
  Joseph Nirchi (Order #15621405)
  
  See Adeptus Astartes on p.70 or the Tactical Space 
  Marine Archetype on p.113 for more information on 
  the Emperor’s Champions.
  Each Space Marine is a genetically-engineered 
  superhuman. Trained to their limits in adolescence and 
  gen-hanced with superior organs, they are Humanity’s 
  greatest warriors. Physically and mentally beyond any 
  of the other children of the sprawling Imperium, each 
  Adeptus Astartes can go toe to toe with an Ork and is 
  psycho-conditioned to do so in a tactically advanced 
  manner. Tactical Space Marines are trained to adapt to 
  any situation and use it to their advantage, but prefer 
  surprise deployment and withering concentrated 
  Bolter fire. 
  Though few in number, Space Marines are 
  daunting foes and are likely to be major antagonists 
  in any game where they are a Threat.
  TACTICAL SPACE MARINE
  Their number is unimportant. If they are enemies of the Emperor, they shall be slain.  
  If they are powerful, we shall adapt. To each their due
  —Remiel, Tactical Space Marine of the Absolvers Chapter
  330
  Tier
  1
  2
  3
  4
  Threat
  A
  A
  E
  E
  KEYWORDS: ADEPTUS ASTARTES, IMPERIUM,  
  [CHAPTER]
  S
  T
  A
  I
  WIl
  InT
  Fel
  7
  5
  5
  5
  4
  4
  2
  Resilience
  11 (Aquila Mk VII Power Armour: 5 AR)
  Defence
  Wounds
  Shock
  4
  9
  6
  SKILLS: Default 7, Awareness 9 (Passive 5),  
  Ballistic Skill 10, Weapon Skill 9
  BONUSES
  Know No Fear: Reroll any failed dice on a Resolve Test. 
  Space Marine Implants: Gain bonus dice and options 
  for actions from Space Marine Implants p.75.
  Champion: This Threat may use Ruin Actions and has 
  3 personal Ruin. 
  ABILITIES
  ACTION: 
  Boltgun: 10 +1 ED / Range 12 – 24 – 36 / Salvo, 2 / Brutal,  
  Rapid Fire (2) 
  Astartes Combat Knife: 10 +2 ED / Range 1 / Reliable
  RUIN: Angel of Death 
  Spend 1 Ruin to add the game’s Tier in ED to all attacks 
  this round.  
  DETERMINATION: Spend 1 Ruin to roll 6d6.
  Conviction
  Resolve
  Speed
  Size
  4
  4
  7
  Avg
  TACTICAL SPACE MARINE
  Joseph Nirchi (Order #15621405)
  
  331
  ENFORCER
  Rights? You’ve got whatever rights the 
  Governor decides you have, mate.
  —Caro Felexian, Enforcer to Governor  
  Thelonius Crichter
  On the planetary level, those who maintain order and 
  impose the decrees of the authorities —  particularly 
  the Planetary Governor — are known as Enforcers. 
  Equipped with sturdy armour and deadly weaponry, 
  these agents discipline, capture, and execute those who 
  go against the authorities’ proclamations. More often 
  than not, Enforcers are an extension of the planetary 
  governor’s will, empowered to arrest and detain with 
  even the flimsiest excuse. 
   
  Enforcers 
  are 
  arrogant 
  and 
  believe 
  themselves above the law. They are cunning enough 
  to cover their corrupt activities (or their employer’s), 
  but will not hesitate to use whatever means necessary 
  to enforce their governor’s laws, bringing Shock Maul 
  and Shotgun to bear. Without sufficient leverage they 
  are difficult to sway from their tasks, but many have 
  rackets on the side in case their governor suddenly 
  turns up dead. Enforcers are usually most dangerous 
  when directed by a commander, but if they take it 
  upon themselves to mete out some rough justice, they 
  can be an intimidating force on their own. Characters 
  should certainly think before killing an Enforcer, lest 
  they bring down the full weight of planetary law upon 
  their heads.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  SERGEANTS & ASSAULT MARINES
  A Space Marine squad normally includes a sergeant. They gain +2 Wounds and replace their Boltgun and 
  Astartes Combat Knife as follows:
  Bolt Pistol 10 +1 ED / Range 6 – 12 – 18 / Salvo 1 / Brutal, Pistol
  Power Sword 12 +4 ED / AP -3 / Range 1 / Parry
  Assault Marines are specialised for close combat. They may have a Jump Pack (p.237). They replace their 
  Boltgun and Astartes Combat Knife as follows:
  Bolt Pistol 10 +1 ED / Range 6 – 12 – 18 / Salvo 1 / Brutal, Pistol
  Chainsword 12 +4 ED / Range 1 / Parry
  Tier
  1
  2
  3
  4
  Threat
  E
  T
  T
  T
  KEYWORDS: IMPERIUM
  S
  T
  A
  I
  WIl
  InT
  Fel
  3
  3
  3
  3
  3
  3
  3
  Resilience
  7 (Flak Armour: 3 AR)
  Defence
  Wounds
  Shock
  2
  5
  4
  SKILLS: Default 5, Awareness 6 (Passive 3), 
  Intimidation 7, Investigation 6, Weapon Skill 6
  BONUSES
  Brutal Discipline: +2 bonus dice to Tests made 
  against targets with the SCUM or HERETIC Keywords.
  ABILITIES
  BATTLECRY: Freeze, Scum! 
  Make an Intimidation Interaction Attack against 2  
  targets with no penalty.
  ACTION: 
  Combat Shotgun 
  10 + 1 ED / Range 6 – 12 – 18 / Salvo 2 / Assault, 
  Rapid-Fire (1), Spread
  Shock Maul: 7 + 4 ED / AP -1 / Range 1 /  
  Agonising, Brutal
  DETERMINATION: Spend 1 Ruin to roll 5d6.
  Conviction
  Resolve
  Speed
  Size
  3
  2
  5
  Avg
  ENFORCER
  Joseph Nirchi (Order #15621405)
  
  332
  A brutal union of flesh and metal, a Chrono Gladiator 
  is forced to undergo extreme augmetic enhancement 
  to become a killing machine. A clock in their nervous 
  system constantly ticks down to their death, only 
  reset through the act of killing. Some are criminals 
  sentenced to ‘death by Chrono’, while others are 
  victims of enslavement, or unfortunate debtors who 
  give their lives to settle their account.
  Few escape the toll their gross augmentation 
  takes on their sanity. Those that are able to make their 
  peace with their new life rise to new heights of power 
  as bodyguards and assassins. Others are warped 
  in both mind and body: the Timekeeper of Hive 
  Testimonium on Gilead Primus marks their kills with 
  the precise time of death daubed on the walls above 
  their victims, sustaining decades of life through bursts 
  of violence.
  Chronos are physically powerful, with augmentations 
  such 
  as 
  oversized 
  hydraulic 
  claws, 
  buzz-saw 
  arms, iron lungs and piston-driven legs. Most have 
  subdermal armour and chemically-induced resistance 
  to pain. A Chrono’s behaviour depends on how much 
  of their humanity they retain — some protect fragile 
  lives outside their bloody business. Others have 
  lost themselves to a red rage, immune to reason or 
  compassion. All of them know it is only a matter of time, 
  and may attack allies when their precious seconds are 
  running slim. Chrono Gladiators are a terrifying foe 
  to throw against characters, whether fighting for their 
  lives in a Scum Pit or hunting them down through the 
  chaotic corridors of a Hive. 
  CHRONO GLADIATOR
  Your blood sings to me when it hits the sand.
  —Grax Steelheart, Champion of Portonian
  CUSTOM CHRONO
  Some Chrono Gladiators are outfitted with 
  different weapons. The following two examples 
  use the same statistics as the normal Chrono 
  Gladiator with the changes listed. 
  CHRONO SCISSOR
  Second Strike: This Threat reduces the Multi-
  Attack penalty by –2DN, as though it had the 
  Dual Wield Talent (p.133).
  ACTION: Power Blades 9 +3 ED / AP -2 / 
  Range 1 / Parry
  CHRONO SECUTOR
  Defence
  Resilience
  Speed
  5
  8
  5
  ACTION: Shock Whip 8 +2 ED / Range 4 / 
  Agonising, Rending (2).
  DETERMINATION: Storm Shield
  Spend 1 Ruin to roll 4d6. This Threat can roll 
  Determination against Mortal Wounds.
  Tier
  1
  2
  3
  4
  Threat
  A
  E
  T
  T
  KEYWORDS: ADEPTUS MECHANICUS, IMPERIUM,  
  SCUM
  S
  T
  A
  I
  WIl
  InT
  Fel
  4
  4
  2
  4
  3
  2
  1
  Resilience
  6 (Grafted Flak Plates: 1 AR)
  Defence
  Wounds
  Shock
  3
  6
  4
  SKILLS: Default 7, Awareness 4 (Passive 2) 
  ABILITIES
  ACTION: Power Claw: 13 +3 ED / AP -2 / Range 1 / 
  Brutal, Unwieldy (2)
  WRATH: Borrowed Time 
  Make an Attack as a Free Action against any target in 
  range. 
  REACTION: Combat Stimms 
  Once per round, you can suffer 1 Shock to immediately 
  take a Combat Action. Roll a Opposed Initiative Test 
  if interrupting.
  DETERMINATION: Spend 1 Ruin to roll 4d6.
  Conviction
  Resolve
  Speed
  Size
  3
  2
  6
  Avg
  CHRONO GLADIATOR
  Joseph Nirchi (Order #15621405)
  
  333
  333
  Humans born with severe genetic deviations are 
  known collectively as ‘Mutants’. These mutations 
  can vary limitlessly: additional limbs, scaly skin, 
  serpentine eyes, tentacles, bony crests, erupting sores, 
  distended jaws, and all manner of appendages. They 
  are distinct from the stable and acceptable Abhumans, 
  such as Ogryns or Ratlings, who may join the Imperial 
  Guard. Mutants have no singular identifier save their 
  mutation and are not accepted as part of wider Imperial 
  society. The exact cause of their mutations are widely 
  speculated on, with no shortage of potential culprits 
  — toxic environments, xenos intervention, a blessing 
  from the God-Emperor, or even the mark of Chaos. 
  Some worlds have a standing kill order on Mutants, 
  and some use them as slave labour, forcing them to 
  work in the deepest chem-mines. A bloody history 
  of attempted rebellions reinforces the need for cruel 
  treatment and restricted freedoms in the minds 
  of many citizens. Some speak with concern of a 
  rumoured Mutant colony surviving in the junkyard 
  wastelands between manufactorums on Avachrus — 
  named the Children of Ceto, they worship extreme self-
  augmentation to remove (or improve) mutations.
  Mutants are normally forbidden from carrying 
  weapons, and are limited to what they can scavenge or 
  fashion themselves. They are resourceful and paranoid, 
  hardened by years of mistreatment, but circumstances 
  may be drastic enough to push them into a tentative 
  alliance with those who offer something of value. 
  They have an advantage on their home turf, and their 
  mutations have an undeniable shock value on those 
  they face. 
   
  While lower-Tier characters may find them a 
  challenge, at higher Tiers, Mutant enemies have to rely 
  on overwhelming numbers or desperate alliances to 
  have an impact.
  MUTANT
  If the laws of Humanity will not protect us, then why should we be bound by them? 
  —Iguine ‘Threearms’ Spliknf, self-proclaimed preacher of Rad Falls 
    
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Tier
  1
  2
  3
  4
  Threat
  E
  T
  T
  T
  KEYWORDS: MUTANT, SCUM
  S
  T
  A
  I
  WIl
  InT
  Fel
  4
  3
  3
  4
  3
  2
  2
  Resilience
  5 (Scavenged Armour: 1 AR)
  Defence
  Wounds
  Shock
  3
  5
  4
  SKILLS: Default 5, Weapon Skill 6
  BONUSES
  Mutative: Whenever a Mutant deals a Wound, the GM 
  gains +1 Ruin.
  ABILITIES
  ACTION: Industrial Bludgeon 8 +2 ED / Range 1 / Brutal,  
  Unwieldy
  WRATH: Sticky Fingers 
  A target within 2m must succeed on an opposed Strength 
  Test or drop a random piece of Wargear.
  REACTION: Desperation 
  Whenever a piece of Wargear is dropped within 18m of a 
  Mutant, they Sprint toward it and pick it up as a Reflexive 
  Action. Their Defence is reduced by 2 for the next Round.
  DETERMINATION: Spend 1 Ruin to roll 3d6.
  Conviction
  Resolve
  Speed
  Size
  3
  2
  6
  Avg
  MUTANT
  Joseph Nirchi (Order #15621405)
  
  334
  SCUM
  Scum they call me. Nah, I says. I won’t wear that 
  label. What makes me less than them Up-hivers? 
  Just because I’m down here in the filth of their 
  decisions, don’t make my life worth any less.
  —Telis San-Jurmane, head of the 
  Styimi water vendors.
  See the Scum section on p.68 or the Scum Archetypes 
  for more information on the downtrodden 
  (un)commoners of the Imperium. 
  Scum are unlikely to attack alone and often 
  coordinate ambushes to tilt the odds in their favour. 
  They are strong on their home turf and have no 
  compunction about cheating if it prolongs their 
  survival by a second or two.
  Tier
  1
  2
  3
  4
  Threat
  T
  T
  T
  T
  KEYWORD: SCUM
  S
  T
  A
  I
  WIl
  InT
  Fel
  2
  3
  3
  3
  2
  1
  2
  Resilience
  4 (Ragged Clothes: 0 AR)
  Defence
  Wounds
  Shock
  2
  5
  3
  SKILLS: Default 5, Awareness 6 (Passive 3), Stealth 7,  
  Weapon Skill 6
  ABILITIES
  ACTION: Autopistol: 7 +1 ED / Range, 6 – 12 – 18 / 
  Salvo 2 / Pistol
  Combat Knife: 4 +2 ED / Range 1 
  BATTLECRY: Without Honour 
  Scum cheat in any fight. On the first round of combat, this 
  Threat may substitute their Stealth for Weapon Skill or 
  Ballistic Skill Tests.
  DETERMINATION: Spend 1 Ruin to roll 3d6.
  Conviction
  Resolve
  Speed
  Size
  2
  1
  6
  Avg
  MOB OPTIONS
  SCROUNGERS
  Occasionally Scum acquire better Wargear than would 
  otherwise be expected. In a Mob of ten or more Scum, 
  replace one of the Mob’s Autopistols with one of the 
  following weapons:
   
  u Lasgun: 7 +1 ED / Range 12 – 24 – 36 / Salvo 2 / 
  Rapid Fire (1), Reliable
   
  u Heavy Stubber: (+2 DN penalty unless operated by 
  two Scum)
   
  u 10 +2 ED / Range 18 – 36 – 54 / Salvo 3 / Heavy (4) 
   
  u Industrial Bludgeon: 8 +2 ED / Range 1 / Brutal,  
  Unwieldy
  MOB ABILITIES
  Followers: If a friendly Elite or Adversary is within 
  10m, the Scum Mob gains +1 Resolve.
  SCUM
  Tier
  1
  2
  3
  4
  Threat
  T
  T
  T
  T
  KEYWORDS: ADEPTUS MECHANICUS, IMPERIUM,  
  SERVITOR
  S
  T
  A
  I
  WIl
  InT
  Fel
  4
  2
  2
  2
  1
  1
  1
  Resilience
  7 (Grafted Flak Plates: 4 AR)
  Defence
  Wounds
  Shock
  1
  4
  -
  SKILLS: Default 4, Weapon Skill 5
  BONUSES
  Iron Soul: This Threat is unaffected by abilities that 
  target the mind, and never needs to make a Resolve Test 
  to continue fighting.
  ABILITIES
  ACTION: Servo Arm: 9 +2 ED / AP -3 / Range 1 / Brutal,  
  Unwieldy (2)
  COMPLICATION: Error
  The Servitor is Exhausted for 1 Round. This can be 
  negated by an ally succeeding on a DN 3 Tech (Int) Test.
  DETERMINATION: Spend 1 Ruin to roll 3d6.
  Conviction
  Resolve
  Speed
  Size
  1
  1
  5
  Avg
  COMBAT SERVITOR 
  Joseph Nirchi (Order #15621405)
  
  335
  335
  COMBAT SERVITOR
  Halt. Halt. Hch… alt
  —Unit XY118, Gun Servitor.
  Servitors are Humans whose brains have been 
  lobotomised and reprogrammed by the Adeptus 
  Mechanicus, and whose bodies have been heavily 
  modified with technology — an apt supporter for the 
  Imperium war machine, requiring no thoughts, only 
  actions. They are perfectly adapted to their purpose, 
  whether as a living weapon, a technical toolkit, or a 
  portable cogitator. While the Human components 
  of some Servitors are grown in vats, and others are 
  condemned criminals, some well-connected crime 
  lords and tyrants turn those who have failed them into 
  Servitors. The infamous Commissar Nero Domitius 
  went rogue with a unit of loyal soldiers to avoid 
  investigation into his re-use of troops as illegally-
  programmed Combat Servitors. Once caught he stated 
  it was so that they could continue to protect the 
  Imperium, even in death.
  Many Servitors have the capacity to speak in 
  binary cant, and some nobles have luxury models that 
  can speak Low Gothic, but all Servitor communication 
  is functional and pre-programmed at best. At worst, 
  the fractured mind of the Human it once was misfires, 
  producing incoherent, unnerving speech patterns. 
  Servitors are all but immune to pain, with reinforced 
  plating hammered into their torsos and armoured 
  mesh wrapping their vital organs. Those marked 
  for death by a Combat Servitor’s programming best 
  beware the heavy weapon in place of one arm, aided 
  by the targeting array on the other. More specialised 
  models may have a different weapon instead of an 
  off hand, ranging from fairly standard Heavy Bolters 
  and Power Claws to more dangerous and unstable 
  weapons such as Plasma Cannons. The eyes of most 
  Combat Servitors are replaced with targeting optics 
  that allow them to see in all light conditions. Some 
  are given tracks or mechanical talons rather than legs. 
   
  Combat Servitors are effective in a Mob or 
  under the control of a commander, and are utterly 
  implacable until forcibly stopped, as their programming 
  overrides anything left of their free will.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  GUN SERVITOR
  The Adeptus Mechanicus also equips Combat 
  Servitors for ranged combat. Gun Servitors 
  have Ballistic Skill 5 and a Heavy Bolter instead 
  of a Servo Arm.
  Heavy Bolter: 12 +2 ED / AP -1 / Range 
  18 – 36 – 54 / Salvo 3 / Brutal, Heavy (4)
  Joseph Nirchi (Order #15621405)
  
  336
  Whirr. Click.
  —‘Skully’, beloved Servo-Skull of 
  Inquisitor Lucetta Gargreve
  Servo-Skulls are Human skulls that have been fitted 
  with support systems and an anti-grav motor, usually 
  the sacrificed remains of a terminal favoured servant, 
  or a low-ranking member of the Adeptus Mechanicus. 
  Often seen flitting around laboratories of Tech-Priests, 
  Administratum archives, and along the trenches of 
  battlefields on the fringes of Imperial space, their 
  small size and manoeuvrability allow them to enter 
  otherwise inaccessible spaces or hazardous areas, 
  as well as the ability to act as additional ‘eyes and 
  ears’ for their masters. The Adeptus Mechanicus 
  regard these creations as excellent servants, and 
  their Machine Spirits as exceptionally faithful and 
  pure. Some Inquisitors use Servo-Skulls as a proxy 
  for their own senses. It is rumoured that Inquisitor 
  Lucetta Gargreve invested parts of her consciousness 
  in a specially-customised Servo-Skull, but such an act 
  would be heresy; after her death, Gargreve’s Servo-
  Skull was never found.
  Servo-Skulls are capable of communication 
  but their Machine Spirits are rudimentary, only 
  able to provide information drawn from their data 
  banks. Most Servo-Skulls possess a variety of useful 
  devices: a Vox system, Illuminator, Ident Scanner, a 
  Pict-Relay, and Cogitator link to its master. Some are 
  optimised for a specific purpose, possessing a built-in 
  Medicae Diagnostor,  Laud Hailer, or Multi-Tool. 
  Dissector Skulls have a disturbing selection of sharp 
  Monoscalpels, while Gun-Skulls possess a pistol-sized 
  weapon wielded with machined accuracy. 
  Servo-Skulls are difficult to hit due to their 
  small size, and are most likely to be the scout or 
  assistant for a larger force.
  SERVO SKULL
  OTHER SERVO-
  SKULLS
  GUN-SKULL: Some Servo-Skulls are upgraded 
  to Gun-Skulls armed with pistol weapons. A 
  Laspistol is the most common armament. 
  Laspistol: 7 +1 ED / Range 6 – 12 – 18 / Salvo 
  1 / Pistol, Reliable
  DISSECTOR-SKULL: A few Servo-Skulls are 
  equipped with medical or interrogation tools, 
  suited for close combat if necessary.
  Mono Knife: 6 +2 ED / AP -1 / Range 1 / 
  Rending (1)
  Tier
  1
  2
  3
  4
  Threat
  T
  T
  T
  T
  KEYWORDS: ADEPTUS MECHANICUS, IMPERIUM,  
  SERVITOR
  S
  T
  A
  I
  WIl
  InT
  Fel
  1
  1
  2
  4
  2
  3
  2
  Resilience
  2
  Defence
  Wounds
  Shock
  5
  3
  -
  SKILLS: Default 5, Awareness 6 (Passive 3), Stealth 7
  BONUSES
  Iron Soul: This Threat is unaffected by abilities that 
  target the mind, and never needs to make a Resolve 
  Test to continue fighting.
  Assistant: Any Elite or Adversary ally within 10m of 
  the Servo-Skull gains +2 bonus dice to all Skill Tests. 
  ABILITIES
  ACTION: Skull Bash: 3 +1 ED / Range 1
  DETERMINATION: Spend 1 Ruin to roll 2d6.
  Conviction
  Resolve
  Speed
  Size
  2
  1
  10 Flight
  Tiny
  SERVO SKULL
  Joseph Nirchi (Order #15621405)
  
  337
  337
  HERETICAL THREATS
  To the unwary, a cultist may appear no different 
  than any other citizen of the Imperium. Most cover 
  their blasphemous brands and tattoos with clothing, 
  revealing them only in the presence of their peers, lest 
  they draw undue attention. Only when an appropriate 
  opportunity arises do they throw off their Imperial 
  costumes and reveal their true forms.
  Cultists are rarely alone and fight with savage 
  fury, whether following a leader or simply lashing out 
  on the whims of Warp-born Chaos. They are willing 
  to sacrifice themselves for their cause, revealing the 
  screaming fanatic under their mundane exterior.
  The Ruinous Powers can corrupt and seduce even the 
  strongest of souls. Some once served the Imperium, 
  but have strayed far from the Emperor’s light, devoting 
  themselves to the Chaos Gods. Those that are still even 
  partially Human crave more power — those that have 
  fallen further into darkness and depravity revel in their 
  vile deformity, or accept that there is no reversing the 
  warped changes to their form. This section presents 
  but a few of those who serve the Chaos Gods. 
  Profane Blessings
  Any Heretical Threat can have the MARK OF CHAOS 
  Keyword and the Mark of Chaos Talent (p.136). 
  Champions of the Ruinous Powers are often rewarded 
  with their Mark granting greater abilities. Cultist 
  Leaders are excellent choices to bear a Mark of Chaos, 
  adding some extra flavour to these demagogues of the 
  Dark Gods. 
  Service to the Dark Gods also has other rewards 
  — consider using the Mutation charts on p.288 to 
  further customise your Cultist Leader and Cultists. 
  Other Talents might also work for your heretics; 
  many cultists of Tzeentch practice summoning Chaos 
  Familiars (p.130), and those that worship Khorne 
  develop a bloodlust that can be represented by Blood 
  Must Flow! (p.130).
  CULTIST
  I will follow a Corpse-God no more. I am free.
  —Anonymous
  Cultists come from all walks of Imperial life; anyone 
  can become disenfranchised with the Imperium’s 
  totalitarian rule. Those who forswear their loyalty to 
  the Imperium almost invariably soon place their faith 
  in the Dark Gods. Often those beings — or their agents 
  — drew the unwitting sinner away from the Emperor 
  in the first place.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  338
  CULT LEADER
  Cast off the lies of oppression. The True Path is before 
  us. Open your eyes to the change made possible by 
  the Master of Fates. Swap thankless toil for righteous 
  service and you will be rewarded in gifts most holy.
  —Ivano Caroson, High Cleric of the Transcendent Eye
  Fanaticism is most dangerous when focused by a 
  leader. Smaller churches are led by those who began as 
  any other cultist: a disgruntled citizen in need of hope, 
  filling the void of faith with a new ideology. Cult leaders 
  are people of firm conviction and zeal, skilled orators 
  who are able to draw on community bonds to forge 
  a loyal congregation. Larger, more powerful cults are 
  led by enigmatic scions of the Dark Gods. Mysterious 
  and charismatic strangers who arrive on a backwater 
  world speaking enticing truths; latent Psykers whose 
  gifts grant them nightmarish visions, allowing them 
  to dominate weaker minds; mutants reviled by society 
  who find a dark reflection in the multitudinous forms 
  of the Warp.
  Chaos 
  Cultist 
  Leaders 
  make 
  fantastic 
  Adversaries, the cackling shepherd behind a corrupted 
  flock, or lieutenants to a greater Threat at higher Tiers. 
  They are masters of misdirection, often maintaining 
  a respectable facade and cooperating with the 
  characters just enough to throw them off the scent. 
  When cornered into a fight, they surround 
  themselves with Cultists to further 
  enhance their power. They do not 
  hesitate to use their Chainswords to 
  rend their enemies asunder, and 
  take a particular glee in forcing 
  others to kneel before the power 
  of their dark god.
  RANGED ATTACKERS 
  Some Cultists are better armed for long-ranged 
  attacks instead of melee. Replace the Cultist’s 
  Autopistol and Knife with an Autogun, and 
  their Stab and Shoot ability with For the Dark 
  Gods! 
  Autogun: 7 +1 ED / Range 12 – 24 – 36 / Salvo 
  3 / Rapid Fire (1)
  WRATH: For the Dark Gods
  Whenever the Cultist rolls a 6 on the Wrath Die, 
  the GM gains 2 Ruin instead of 1. 
  Tier
  1
  2
  3
  4
  Threat
  T
  T
  T
  T
  KEYWORDS: CHAOS, HERETIC
  S
  T
  A
  I
  WIl
  InT
  Fel
  2
  3
  2
  3
  3
  2
  3
  Resilience
  4 (Ragged Clothes: 0 AR)
  Defence
  Wounds
  Shock
  2
  5
  4
  SKILLS: Default 3, Awareness 4 (Passive 2), Deception 5,
  Stealth 5, Weapon Skill 5
  BONUSES
  Devotion: Any time a Cultist is slain by a Critical Hit, 
  the GM gains 1 Ruin. 
  ABILITIES
  ACTION: Shoot and Stab
  A Cultist takes no Multi-Action penalty on a turn where 
  they elect to shoot their Autopistol and stab with their 
  Knife. 
  Autopistol: 7 +1 ED / Range 6 – 12 – 18 / Salvo 2 /  
  Pistol
  Knife: 4 +2 ED / Range 1 
  DETERMINATION: Spend 1 Ruin to roll 3d6.
  Conviction
  Resolve
  Speed
  Size
  3
  2
  6
  Avg
  CULTIST
  Joseph Nirchi (Order #15621405)
  
  339
  ROGUE PSYKER
  I pity you, standing there with your cherished 
  Wargear. How naive of you to think such trinkets 
  can keep me from the power that is my birthright. I 
  will wipe you from existence with a single thought.
  —High Adept Sywethan of the Divine Path
  A Rogue Psyker can manipulate reality by channelling 
  the power of the Warp, unconstrained — and 
  unprotected — by the teachings of the Adeptus Astra 
  Telepathica. Unsanctioned Psykers are illegal citizens, 
  and those that avoid the torturous tithes of the Black 
  Ships and the wrath of Ordo Hereticus witch hunters 
  commonly fall to Chaos. The malignant power of the 
  Warp flows through their blood, tainting their every 
  thought — when the Ruinous Powers tempt them with 
  offers, the corruption is already half complete.
  Whatever their background, Rogue Psykers 
  are lonely, unstable individuals with everything to 
  lose. Rogue Psykers often ally with others for safety, 
  hiring mercenaries or working with Chaos Cultists 
  out of necessity, but their connection to the Warp 
  makes them fundamentally unpredictable. They are 
  uncommon and unstable enough that they are unlikely 
  to band together with others like them, though there 
  are a few rare cases of two working together as master 
  and apprentice.
  Rogue Psykers will fight for their lives, either 
  willingly serving Chaos or unable to control the Warp 
  power as it oozes from them. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Tier
  1
  2
  3
  4
  Threat
  A
  E
  E
  T
  KEYWORDS: CHAOS, HERETIC
  S
  T
  A
  I
  WIl
  InT
  Fel
  3
  4
  3
  4
  5
  4
  4
  Resilience
  6 (Armoured Robe: 1 AR)
  Defence
  Wounds
  Shock
  3
  8
  7
  SKILLS: Default 6, Awareness 7 (Passive 4), Deception 7,
  Intimidate 7, Persuasion 8, Stealth 6, Weapon Skill 7.
  BONUSES
  Herald of Ruin: At the start of each Round this Threat 
  is alive, the GM gains a point of Ruin for every 6 
  Cultists alive in the Scene. 
  Champion: This Threat may use Ruin Actions and has 
  1 personal Ruin.
  Priest of the Dark Gods: This Threat gains +2 bonus 
  dice to all Interaction Attacks.
  ABILITIES
  ACTION:  
  Autopistol: 7 +1 ED / Range 6 – 12 – 18 / Salvo 2 
  / Pistol
  Chainsword: 8 +4 ED / Range 1 / Brutal, Parry
  BATTLECRY: Kneel Before the Dark Gods!
  As an Action the Cult Leader makes an Interaction Attack 
  against all targets within 15m who do not possess the 
  CHAOS Keyword. Any target affected by the Interaction 
  Attack is Prone in addition to the normal effects.  
  RUIN: Kill Them ALL!
  Spend 1 Ruin. As a Free Action, the Cult Leader commands 
  a Mob of Cultists within 3m to make one Combat Action 
  immediately. The GM may spend 1 Ruin to have the Cult 
  Leader use Kneel Before the Dark Gods! as a Ruin Action.
  DETERMINATION: Spend 1 Ruin to roll 4d6
  Conviction
  Resolve
  Speed
  Size
  5
  4
  6
  Avg
  CULT LEADER
  YOUR ROGUE PSYKER
  A Rogue Psyker could focus on any of the 
  Disciplines presented in Chapter 12 — use 
  whatever best fits your sorcerer. You might 
  also like to add the following ability to turn a 
  Rogue Psyker into a potential recurring Threat:
  ANNIHILATION: Daemonic Possession 
  When this Threat exceeds its Maximum Wounds, 
  roll a Wrath Die. If you roll a Complication, a 
  daemon possesses the Threat, turning it into a 
  Possessed Mortal that has suffered 5 Wounds. 
  Joseph Nirchi (Order #15621405)
  
  340
  Tier
  1
  2
  3
  4
  Threat
  A 
  E
  E
  T
  KEYWORDS: CHAOS, HERETIC, PSYKER
  S
  T
  A
  I
  WIl
  InT
  Fel
  2
  3
  2
  5
  5
  4
  2
  Resilience
  4 (Ragged Clothes: 0 AR)
  Defence
  Wounds
  Shock
  4
  7
  7
  SKILLS: Default 5, Awareness 6 (Passive 3),  
  Psychic Mastery 8
  BONUSES
  Champion: This Threat may use Ruin Actions and has 
  2 personal Ruin.
  Warp Touched: Whenever a Rogue Psyker rolls a 
  Psychic Mastery (Wil) Test, they gain bonus Wrath dice 
  equal to the Tier of the game. 
  ABILITIES
  ACTION: Maleficarum: The Rogue Psyker attempts to 
  activate Smite or a Maleficarum psychic power (p.280).
  Laspistol: 7 +1 ED / Range 6 – 12 – 18 / Salvo 1 / Pistol,  
  Reliable
  RUIN: Psychic Storm
  Spend 1 Ruin. The Rogue Psyker attempts to activate a 
  psychic power or Deny the Witch (p.267).
  DETERMINATION: Spend 1 Ruin to Roll 3d6.
  Conviction
  Resolve
  Speed
  Size
  5
  4
  6
  Avg
  ROGUE PSYKER
  Joseph Nirchi (Order #15621405)
  
  341
  341
  Pain paves my path to glory!
  —Welbec Ironlock, servant of Khorne
  Mortal beings, particularly Psykers, are vulnerable to 
  possession by Daemons that are unable to manifest 
  independently in the Materium. Daemons take pleasure 
  in encouraging a hubristic mortal’s endeavours 
  until the very moment they are forced to turn to the 
  Daemon for aid. While there are common traits in the 
  physical changes wrought by possession, no two cases 
  are alike: they might display discoloured skin that 
  puckers and scabs, a blackening or whitening of the 
  eyes, extra limbs, bone protrusions and even wings. A 
  Possessed Mortal becomes stronger, faster, and more 
  resilient, able to think more quickly as they draw on 
  forbidden knowledge.
  The more a Possessed succumbs to the Daemon, 
  the more power the Daemon can channel through them. 
  But mortals were not meant to be worn in such a way, 
  and the more control a Daemon exercises, the quicker 
  the host body withers and dies. Each time the mortal 
  taps their power, it edges them closer to their return to 
  the Warp — unless they can find another host. Even if 
  a Daemon returns as a future Threat in a campaign, it 
  will likely be in a different body, as mortals burn bright 
  and briefly.
  Daemonic possession is not subtle. It warps 
  the Possessed Mortal in body, mind, and soul, often 
  manifesting claws, tentacles, and even wings, as well 
  as sporadic regeneration that make it a dangerous, 
  frenzied fighter. Caged in a mortal form, a Daemon’s 
  power is much lesser than if it truly manifested, and 
  as such a Possessed Mortal is an intimidating leader at 
  lower and mid Tiers, but most dangerous as a Mob at 
  higher Tiers.
  POSSESSED MORTAL
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Tier
  1
  2
  3
  4
  Threat
  A
  E
  T
  T
  KEYWORDS: CHAOS, DAEMON
  S
  T
  A
  I
  WIl
  InT
  Fel
  5
  4
  2
  4
  3
  4
  3
  Resilience
  8 (Mutating Flesh: 3 AR)
  Defence
  Wounds
  Shock
  3
  6
  4
  SKILLS: Default 6, Awareness 9 (Passive 5),  
  Weapon Skill 7
  BONUSES
  Champion: This Threat may use Ruin Actions and has 
  2 personal Ruin.
  ABILITIES
  BATTLECRY: Frightful Form
  Anyone that can see this Threat must make a DN 3 Fear 
  Test. 
  ACTION: Horrifying Tendril: 11 +2 ED / AP -2 / 
  Range 4 
  DETERMINATION: Daemonic Determination
  Spend 1 Ruin to roll 4d6. Daemons can roll Determination 
  against Mortal Wounds. Any Wounds negated by 
  Determination are ignored instead of being converted to 
  Shock. 
  ANNIHILATION: Burnt Body 
  Unless prevented from doing so, the Daemon escapes back 
  to the Warp, and the resultant Warp energy explodes from 
  the now empty mortal host. 
  Warp Explosion: 5 +5 ED / Agonising, Blast (6)
  Conviction
  Resolve
  Speed
  Size
  3
  2
  6
  Avg
  POSSESSED MORTAL
  DAEMONIC GIFTS
  Possessed 
  Mortals 
  manifest 
  their 
  transformations in a variety of different ways. 
  Replace the Horrifying Tendril with one of the 
  following options:
  Razor Claws:10 +2 ED / AP –4 / Range 1
  Scything Talons: 8 +2 ED/ AP –1 / Range 1 /  
  Brutal
  Some Possessed Mortals have wings:
  Wings: This Threat may clumsily Fly at 
  Speed 10; Athletics (S) Tests may be required 
  for manoeuvring.
  Joseph Nirchi (Order #15621405)
  
  342
  The fall of a Space Marine is a tragedy, the dark echo 
  of the best that Humanity has to offer. Treacherous, 
  narcissistic warmongers, they fight for no cause save 
  their own.
  The corrupting influence of the Warp twists 
  and mutates his ceramite armour, sprouting grotesque 
  growths of bone and glowing daemonic runes. As 
  an Astartes succumbs further to the dark will of the 
  Ruinous Powers, his armour may even fuse with his 
  flesh in a hideous mockery of the Black Carapace. 
  Their weapons, too, are reforged — gun barrels take 
  on the form of leering mouths, and swords become 
  cruel talons. Their frightening visage is a physical 
  manifestation of their traitorous allegiance, adorned 
  with skulls and strips of tattered flesh.
  No Space Marine’s fall is alike. Some simply 
  thirsted for power, giving themselves wholly to the 
  Dark Gods. Some believed Horus to be right, and 
  followed him willingly from the Emperor’s light. 
  Others were caught in Warp-storms, left with little 
  choice but to beg the Dark Gods for salvation, and 
  damn themselves in the process.
  Most are ancient, having turned their backs on 
  the Imperium at the dawn of the Horus Heresy, but 
  time moves differently in the Realm of Chaos, the 
  churning currents of the Warp distorting temporal logic. 
  Many Chaos Space Marines emerge into real space 
  having lost only a few moments since the siege of the 
  Emperor’s Palace. Others have travelled untold plains, 
  explored vast swathes of the galaxy, and amassed 
  power close to that of a towering Daemon Prince.
  Whatever their past, all Chaos Space Marines are 
  united by one purpose: to see the galaxy consumed 
  by war. They know only hatred, a gnawing hunger for 
  the utter and total destruction of the worlds they once 
  crusaded to save. A Chaos Space Marine makes a truly 
  terrifying Adversary as a lasting enemy — Humanity’s 
  corruption given form.
  CHAOS SPACE MARINE
  A hundred lifetimes of murder and still the thrill of combat calls to me.
  —Ashesh Kushal Siddhran, Pleasure Prince of Slaanesh
  ASPIRING CHAMPION
  An Aspiring Champion is a Chaos Space 
  Marine who leads a band of heretic Astartes. 
  They have the following additional Wargear 
  and Ruin Action. 
  Power Sword: 13 +4 ED / AP –3 / Range 1 /  
  Parry
  RUIN: Death to the False Emperor!
  Spend 1 Ruin to Charge, gaining +2 bonus dice 
  to the attack Test. 
  Tier
  1
  2
  3
  4
  Threat
  A
  A
  E
  E
  KEYWORDS: ADEPTUS ASTARTES, 
  CHAOS, [LEGION], [MARK OF CHAOS] 
  S
  T
  A
  I
  WIl
  InT
  Fel
  8
  6
  5
  5
  4
  3
  2
  Resilience
  12 (Mark V Power Armour: 5 AR)
  Defence
  Wounds
  Shock
  4
  10
  6
  SKILLS: Default 5, Awareness 9 (Passive 5),  
  Ballistic Skill 8, Weapon Skill 8
  BONUSES
  Architect of Ruin: The GM gains 1 point of Ruin at the 
  start of each of this Threat’s turns.
  Champion: This Threat may use Ruin Actions and has 
  1 personal Ruin.
  Mark of Chaos: This Threat has a Mark of Chaos 
  (p.136)
  Space Marine Implants: Gain bonus dice and options 
  for actions from Space Marine Implants (p.75)
  ABILITIES
  ACTION: Bolt Pistol: 10 +1 ED / Range 6 – 12 – 18 / 
  Salvo 1 / Brutal, Pistol 
  Chainsword: 13 +4 ED / Range 1 / Brutal, Parry
  RUIN: Veteran of the Long War: Spend 1 Ruin to add 
  the game’s Tier as ED to all attacks this Threat makes 
  this Round. 
  DETERMINATION: Spend 1 Ruin to roll 6d6.
  Conviction
  Resolve
  Speed
  Size
  4
  4
  7
  Avg
  CHAOS SPACE MARINE
  Joseph Nirchi (Order #15621405)
  
  343
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  LEGIONS OF CHAOS 
  The Legions of the Chaos Space Marines have 
  each been warped by the influence of the 
  Ruinous Powers in different ways. You can 
  customize your Chaos Space Marines to suit 
  using daemonic abilities and weapons, or 
  drawing on the Mutations in Chapter 11 to 
  represent the corruption these traitors have 
  accepted into their cursed forms. 
  For example, the foul Death Guard are a 
  Chaos Space Marine legion that have embraced 
  the repulsive gifts of Nurgle, each a host for the 
  Plague God’s virulent diseases. Protected by 
  pestillinal mutation, their lives are a cacophony 
  of constant pain — their rotting bodies shamble 
  forth undeterred and unafraid, bent on spreading 
  the malefic maladies of their god with corrupted 
  weapons and a sickly presence. A Plague Marine 
  of the Death Guard is identical to a Chaos Space 
  Marine, with the following changes:
  ACTION: Plague Belcher
  10 +1 ED / Range 5 – 9 – 15 / Salvo 
  1 / Assault, Inflict (Poison 4)
  Plague Sword 
  13 +5 ED / Range 1 / Brutal, Inflict (Poison 4)
  REACTION: Noxious Discharge 
  Whenever this Threat takes a Wound, roll 
  a d6. If you roll an Icon, a mix of virulent 
  gasses and toxic effluent spills from the 
  Wound. The Noxious Discharge hits every 
  target Engaged with the Death Guard.
  Noxious Discharge:
  2 +4 ED / AP –4 / Blast (4), Inflict (Poison 4)
  DETERMINATION: Disgustingly Resilient 
  You do not need to spend Ruin to roll Determination 
  for this Threat. Roll 8d6. This Threat can roll 
  Determination against Mortal Wounds.
  Toughness
  Wounds
  Resilience
  Speed
  8
  12
  14
  5
  Joseph Nirchi (Order #15621405)
  
  My flesh for your power. My soul for your strength.
  —Taln’ar of the Night Lords upon his possession
  Power cannot come quickly enough for some Chaos 
  Space Marines; the daring or insane are willing to 
  invite a Daemon into their bodies to achieve their 
  ends. Yet it is not only the over-ambitious who find 
  themselves sharing their body with a Daemon: a Chaos 
  Space Marine who has failed his patron or angered a 
  powerful Daemon might find themselves possessed 
  by way of penance. Others still were tempted into 
  striking quick bargains to stave off death, or provide 
  the sudden advantage needed to best a rival.
  Possessed 
  Chaos 
  Space 
  Marines 
  are 
  nightmarish to behold, covered in mutated armour 
  plates that snarl as though living. They are the 
  bastard union of Space Marine and Daemon, with 
  strength, speed, and resilience pushing the mortal 
  host far beyond any perceived limits. Wings, claws, 
  bony protrusions, and even extra limbs sprout in 
  an amalgamation of mortal flesh, armour, and Warp 
  energy. Many Possessed Chaos Space Marines lose the 
  ability to speak, their tongues and throats mangled in 
  giving voice to the Daemon’s twisted syllables, and 
  their minds are shattered by the fevered whispering of 
  the Daemon within.
  Possessed Chaos Space Marines attack in a 
  whirlwind, violent architects of ruin without subtlety. 
  They can act as leaders of Chaos forces, carving their 
  way through their foes, or a closely-knit unit claiming 
  trophies. Even experienced Agents may struggle to 
  face more than one, and at lower and mid Tiers they 
  make a formidable Adversary.
  POSSESSED CHAOS SPACE MARINE
  Tier
  1
  2
  3
  4
  Threat
  A
  A
  A
  E
  KEYWORDS: CHAOS, DAEMON, HERETIC 
  ASTARTES, [LEGION], [MARK OF CHAOS]
  S
  T
  A
  I
  WIl
  InT
  Fel
  9
  8
  6
  6
  5
  5
  1
  Resilience
  14 (Mark V Power Armour: 5 AR)
  Defence
  Wounds
  Shock
  5
  16
  9
  SKILLS: Default 5, Awareness 9 (Passive 5),  
  Ballistic Skill 9, Weapon Skill 9
  BONUSES
  Architect of Ruin: The GM gains 1 point of Ruin at the 
  start of each of this Threat’s turns.
  Champion: This Threat may use Ruin Actions and has 
  4 personal Ruin.
  Writhing Tentacles: This Threat may Multi-Attack 
  all enemies it is Engaged with without suffering a 
  DN penalty.
  ABILITIES
  BATTLECRY:  
  Sea of Mutations: The Daemon warps its host’s form, 
  preparing it for battle. At the start of any combat with 
  this Threat, apply a Severe Mutation to this Threat. You 
  can roll on the Severe Mutations table (p.288) when 
  this Threat is encountered, or before the session.
  ACTION:  
  Horrifying Mutatios: 13 + 2 ED / AP –2 / Range 1
  RUIN:  
  Veteran of the Long War: Spend 1 Ruin to add the 
  game’s Tier as ED to all attacks this Threat makes this 
  Round. 
  DETERMINATION: Daemonic Determination
  Spend 1 Ruin to roll 9d6. Daemons can roll Determination 
  against Mortal Wounds. Any Wounds negated by 
  Determination are ignored instead of being converted to 
  Shock. 
  ANNIHILATION: Painful Lessons: When this Threat 
  dies, the GM gains 2 Ruin. 
  Conviction
  Resolve
  Speed
  Size
  5
  5
  7
  Avg
  POSSESSED CHAOS SPACE MARINE
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  345
  345
  DAEMONIC 
  THREATS
  The Warp spawns all manner of horrifying creatures 
  of eldritch form and thought. Composed of the 
  Immaterium itself, they cannot manifest in reality 
  without a point of crossing; a Warp rift, a summoning 
  circle, or by possessing a mortal. Though they may 
  fight one another in the Great Game, the ultimate 
  goal of every Daemon is to enter reality, corrupt the 
  innocent, and destroy in their god’s name. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  346
  Bloodletters are the most numerous of all Khorne’s 
  daemonic creatures, Lesser Daemons that act as 
  heralds of the Blood Tide and reapers of skulls. Battle is 
  a Bloodletter’s singular reason for existence; they have 
  no purpose other than to fight and slaughter and kill. 
  Spawned in the Warp, they have spent every moment 
  since their creation fighting others of their kind, and 
  possess a martial skill that no mortal can hope to 
  equal. Huge red-skinned beasts with towering horns 
  and hircine legs, they cleave through the battlefield in 
  blood and hellfire. Those around them are exhilarated 
  by the fight, drawn into murderous exultation.
   In some unholy places, the echoes of Khorne’s 
  rapture can leave a scar: on Nethreus, an ancient 
  battlefield where Bloodletters walked, has been 
  declared off limits to all, supposedly since a party of 
  scavengers turned on their own, cannibalising their 
  allies and building a shrine of skulls.
   
  Armed with murderous obsidian Hellblades, 
  Bloodletters attack in frenzy; hacking through 
  armour and flesh, severing limbs, and claiming skulls 
  for Khorne. A single Bloodletter can dramatically 
  dominate most scenarios, but for higher-Tier games, a 
  number of them might form a carnage craving unit.
  BLOODLETTER
  Slay without pity; triumph without remorse. You are the legions of Khorne, His favourite 
  warriors. You shall bring defeat and death to His enemies. You shall crush 
  —Rorath’rath the Skullweaver
  BLOODREAPER
  A Bloodreaper may lead Bloodletters in 
  battle, using the same statistics with the 
  following adjustments:
  SKILLS: Default 9, Awareness 11 (Passive 6),  
  Intimidate 10, Weapon Skill 11
  BONUS
  Blood Must Flow!: Whenever a Critical Hit or a 
  Bleeding Condition is suffered within 10m of a 
  Bloodreaper, the GM gains 1 Ruin. 
  ABILITIES
  ACTION: Howl of Rage: The Bloodreaper makes 
  an Intimidation Interaction Attack, with +1 bonus 
  dice for every Bloodletter within 5m. 
  WRATH: Wrathful Summoning: Whenever 
  a Bloodreaper rolls a 6 on the Wrath Die, a 
  Bloodletter is summoned from the Warp.
  Tier
  1
  2
  3
  4
  Threat
  A
  A
  E
  E
  KEYWORDS: CHAOS, DAEMON, KHORNE
  S
  T
  A
  I
  WIl
  InT
  Fel
  7
  6
  3
  4
  3
  3
  3
  Resilience
  7
  Defence
  Wounds
  Shock
  3
  10
             –
  SKILLS: Default 5, Awareness 9 (Passive 5),  
  Weapon Skill 10
  BONUSES
  Locus of Fury: Anyone who makes a melee attack 
  within 2 metres of this Threat (including itself) may 
  reroll any 1s on their Weapon Skill Tests. Complications 
  may not be rerolled in this way. 
  ABILITIES
  BATTLECRY: Frightful Form: Anyone that can see this 
  Threat must make a DN 3 Fear Test
  ACTION: 
  Hellblade: 13 +2 ED / AP –3 / Range 1 /  Brutal, Parry
  WRATH: Blood for the Blood God! If this Threat rolls 
  a Wrath Critical as part of an attack, the target suffers 
  the Bleeding Condition in addition to any other effects.
  DETERMINATION: Daemonic Determination
  Spend 1 Ruin to roll 6d6. Daemons can roll Determination 
  against Mortal Wounds. Any Wounds negated by 
  Determination are ignored instead of being converted to 
  Shock. 
  Conviction
  Resolve
  Speed
  Size
  3
  2
  6
  Avg
  BLOODLETTER
  Joseph Nirchi (Order #15621405)
  
  347
  legs, and pale, near-translucent flesh, with hideous 
  claws and pincers instead of hands. Many seek to lure 
  soldiers from their posts and isolate their enemies 
  with tempting words. Few see a Daemonette and live 
  to tell the tale, but there are those that whisper the 
  sculptor Malchior’s unsettling, beautiful statues are 
  inspired by his interaction with a Daemonette. The 
  sources of these whispers invariably find themselves 
  the focus of an Inquisitorial investigation, and are 
  never heard from again.
  Daemonettes are swift, devastating foes. 
  Precise in their savagery, they weave among their 
  enemies to snip off limbs and peel open flesh. Given 
  to the rapture of combat, they savour every wound, 
  killing in the most agonising ways while whispering 
  lies to the dying. Daemonettes confound the strengths 
  of hardened fighters, meaning characters cannot fall 
  back on reliable tactics. Even outside combat, they 
  can attempt to lure characters away and isolate them. 
  A group of lower-Tier Agents will find a 
  Daemonette a tough challenge, while a group of them 
  are a grim (but alluring) prospect for any higher-
  Tier group.
  DAEMONETTE
  Your desires betray you, mortal. The lies of your heart are sweet as nectar on my tongue.
  —Lyssa’har, Pleasureherald of Slaanesh
  Daemonettes form the mainstay of Slaanesh’s pleasure 
  hosts. Those who behold the Lesser Daemons become 
  convinced that they are the very definition of beauty. 
  At once sickly captivating and utterly revolting, their 
  every movement robs their opponents of the will to 
  fight. Daemonettes have androgynous forms, bird-like 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  ALLURESS
  An 
  Alluress 
  may 
  lead 
  Daemonettes 
  in 
  battle, using the same statistics with the 
  following adjustments:
  SKILLS: Default 9, Awareness 11 (Passive 6),  
  Weapon Skill 10
  BONUS
  Alacrity of Speech: An Alluress gains +2 bonus 
  dice to Interaction Attacks. 
  ABILITIES
  WRATH: Wrathful Summoning: Whenever an 
  Alluress rolls a 6 on the Wrath Die, a Daemonette 
  is summoned from the Warp.
  Tier
  1
  2
  3
  4
  Threat
  A
  A
  E
  E
  KEYWORDS: CHAOS, DAEMON, SLAANESH
  S
  T
  A
  I
  WIl
  InT
  Fel
  5
  4
  7
  7
  4
  4
  6
  Resilience
  5
  Defence
  Wounds
  Shock
  6
  6
  -
  SKILLS: Default 8, Awareness 9 (Passive 5),  
  Deception 9, Persuasion 9, Weapon Skill 9
  BONUSES
  Allure of Slaanesh: Attack Tests made against 
  Daemonettes use Willpower as their Attribute — ranged 
  attacks use Ballistic Skill (Wil), melee attacks use 
  Weapon Skill (Wil).
  ABILITIES
  BATTLECRY: Disquieting Creature & Quicksilver 
  Swiftness: Anyone that can see or hear a Daemonette 
  must pass a DN3 Fear Test. The Daemonette then acts 
  first in the Initiative order as though they had Seized 
  the Initiative. 
  ACTION: Piercing Claws: 1 1 +2ED / AP -1 / Range 1 / 
  Parry, Penetrating (3)
  DETERMINATION: Daemonic Determination
  Spend 1 Ruin to roll 4d6. Daemons can roll Determination 
  against Mortal Wounds. Any Wounds negated by 
  Determination are ignored instead of being converted to 
  Shock. 
  Conviction
  Resolve
  Speed
  Size
  4
  6
  7
  Avg
  DAEMONETTE
  Joseph Nirchi (Order #15621405)
  
  348
  I am many made one.
  —Tyzek V’th, Changebringer of Tzeentch
  Horrors claim a mastery of the Warp far beyond most 
  mortals, revelling in their progenitor Tzeentch’s status 
  as the greatest sorcerer in any realm. Horrors manifest 
  their power as spheres of change-fire that bypass 
  armour to burn and mutate body and soul, or psychic 
  bolts that rip asunder any physical form in their 
  path. The largest of these Daemons are Pink Horrors, 
  which caper across the battlefield like leering, excited 
  children, burning everything in their wake. A slain 
  Pink Horror splits into two Blue Horrors, coalescing 
  into two smaller Daemons until there is not enough 
  Warp energy left to sustain further manifestations. The 
  Blue Horror splits further into two Brimstones when 
  damaged, tiny Daemons of living Warpfire that burn 
  with hatred and swarm forward to consume their foe.
  Horrors care nothing for their own safety, gleeful at the 
  prospect of the change their deaths will cause to their 
  forms. The replicating nature of Horrors makes them 
  a devastating adversary, but also gives characters 
  opportunities to learn and adapt their strategy. 
  Adding more than one at lower Tiers may make the 
  fight overwhelming for the Agents, but at higher 
  Tiers a capering group of Horrors are a constantly 
  changing challenge.
  PINK HORROR
  Tier
  1
  2
  3
  4
  Threat
  A
  A
  E
  E
  KEYWORDS: CHAOS, DAEMON, PSYKER,  
  TZEENTCH
  S
  T
  A
  I
  WIl
  InT
  Fel
  3
  3
  3
  4
  4
  4
  4
  Resilience
  4
  Defence
  Wounds
  Shock
  3
  5
  –
  SKILLS: Default 8, Awareness 9 (Passive 5),  
  Psychic Mastery 9, Weapon Skill 9
  ABILITIES
  BATTLECRY: Frightful Form: Anyone that can see this 
  Threat must make a DN 3 Fear Test. 
  ACTION: Coruscating Flames: 9 +1 ED / Range 12 – 
  24 – 36 / Salvo 1 /Assault, Inflicts (On Fire),  Spread
  Magical Claws: 6 +2 ED / Range 1 
  DETERMINATION: Daemonic Determination
  Spend 1 Ruin to roll 3d6. Daemons can roll Determination 
  against Mortal Wounds. Any Wounds negated by 
  Determination are ignored instead of being converted to 
  Shock. 
  ANNIHILATION: Split: The Pink Horror splits into two 
  Blue Horrors.
  Conviction
  Resolve
  Speed
  Size
  4
  3
  6
  Avg
  MOB ABILITIES
  ACTION: Magic Made Manifest: As an action, the 
  Mob of Horrors may collectively activate the Smite 
  psychic power. Make a single Psychic Mastery (Wil) 
  Test for the Mob. This power is always activated at the 
  Transcendent Power Level.
  PINK HORROR
  Joseph Nirchi (Order #15621405)
  
  BLUE HORROR
  Pink Horrors split into two Blue Horrors on death. 
  Blue Horrors use the same statistics as Pink Horrors, 
  with the following adjustments:
  BRIMSTONE HORROR
  Blue Horrors split into two Brimstone Horrors on 
  death. Brimstone Horrors use the same statistics as 
  Pink Horrors, with the following adjustments:
  349
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  SKILLS: Default 7, Awareness 7 (Passive 4),  
  Psychic Mastery 8, Weapon Skill 8
  WOUNDS: 3
  ABILITIES
  ACTION: Scrabbling Claws: 5 +2 ED / Range 1
  ANNIHILATION: Split
  The Blue Horror splits into two Brimstone Horrors.
  BLUE HORROR
  SKILLS: Default 6, Awareness 5 (Passive 3),  
  Psychic Mastery 7, Weapon Skill 7
  WOUNDS: 1
  ABILITIES
  ACTION: Scrabbling Claws: 4 +1 ED / Range 1
  BRIMSTONE HORROR
  Joseph Nirchi (Order #15621405)
  
  350
  Soft flesh and brittle bone. You will 
  feel the Grandfather’s touch.
  —Foeticus, Plaguewarden of Nurgle
  Cursed to endure the endless monotony of tallying 
  every sickness that spurts from Nurgle’s foetid 
  cauldron, a Plaguebearer spends the entirety of their 
  blighted existence counting poxes, plagues, and 
  epidemics. Compelled to organise and regulate in a 
  galaxy of chaos and confusion, they go about their 
  thankless duty morosely. Foetid Lesser Daemons 
  with one eye and a single horn erupting from their 
  foreheads, their humanoid bodies are swollen and 
  distended with sickness, covered with exposed sores 
  and raw pockets of mucus leaking putrid fluid. Unlike 
  other Daemons, Plaguebearers were once Human, the 
  souls of those who succumbed to Nurgle’s Rot. 
   
  To fight a Plaguebearer is to fight the limits of 
  your own body: clouds of toxic air surround them, at 
  best blinding their foes and at worst ruining respiratory 
  systems and causing asphyxiation. Swarms of blight 
  flies and a rancid rot hang in the air around them. The 
  bloated insects carry all manner of plagues and descend 
  like a stream of corruption upon clean flesh, clogging 
  up armour plates, strangling limbs, and forcing their 
  way into screaming mouths until their hosts’ stomachs 
  rupture. Vulkaris is rumoured to house a strain of 
  Plaguebearers: the remains of the research teams sent 
  down to investigate it over the years.
  Plaguebearers are preternaturally resilient, their 
  damaged flesh sloughing off and regenerating with 
  diseased muscle. The rot of the Plaguebearers does 
  not impede their combat efficiency and those struck 
  by their Plague Swords die in slow torment as their 
  body is wracked with pox and ruin. Plaguebearers are 
  well-suited to a grand finale, the final revelation of the 
  rot spreading across a planet, likely accompanied by 
  a Mob of Poxwalkers. At lower Tiers, they are likely 
  to be sole Adversaries, but at higher Tiers, they may 
  either form part of a larger force or group up to harrow 
  their enemies.
  PLAGUEBEARER
  Tier
  1
  2
  3
  4
  Threat
  A
  A
  E
  E
  KEYWORDS: CHAOS, DAEMON, NURGLE
  S
  T
  A
  I
  WIl
  InT
  Fel
  4
  8
  3
  4
  3
  3
  1
  Resilience
  9
  Defence
  Wounds
  Shock
  3
  12
              –
  SKILLS: Default 8, Awareness 7 (Passive 4), 
  Weapon Skill 9
  BONUSES
  Cloud of Flies: A Plaguebearer is surrounded by a 
  supernatural cloud of filth-blackened flies, obscuring it 
  from view and threatening to choke enemies that get close. 
  The Plaguebearer counts as being in Full Cover at all times 
  (+2 bonus, already calculated in Defence above).
  ABILITIES
  BATTLECRY: Frightful Form: Anyone that can see this 
  Threat must make a DN3 Fear Test. 
  ACTION: Plaguesword: 11 +2 ED / Range 1 / Inflict 
  (Poison 7), Parry
  DETERMINATION: Disgustingly Resilient Daemon
  You do not need to spend Ruin to roll Determination. 
  Roll 7d6. Daemons can roll Determination against Mortal 
  Wounds. Any Wounds negated by Determination are 
  ignored instead of being converted to Shock.
  Conviction
  Resolve
  Speed
  Size
  3
  2
  5
  Avg
  PLAGUEBEARER
  PLAGUERIDDEN
  A Plagueridden may lead Plaguebearers in 
  battle, using the same statistics with the 
  following adjustments:
  SKILLS: Default 9, Awareness 8 (Passive 4),  
  Weapon Skill 10
  BONUS
  Harbinger of Rot: Any individual that dies within 
  10m of the Plagueridden is infested by the cloud 
  of disease that exudes from its noxious form. The 
  body bursts instantly (or whenever the GM deems 
  it appropriate) with the following effect: 
  Rotten Explosion: 2 +8 ED / Blast (6),  
  Inflict (Poison 7)
  ABILITIES
  WRATH: Wrathful Summoning
  Whenever Plagueridden rolls a 6 on the Wrath Die, 
  a Plaguebearer is summoned from the Warp. 
  Joseph Nirchi (Order #15621405)
  
  Join us…
  —The Ending Horde, Septis Manufactorum
  Poxwalkers are the end result of some of Nurgle’s 
  most virulent plagues. Once infected, a host withers, 
  degrading until their soul erodes and their body is left 
  a disease-ridden husk. After death the body continues 
  to mutate, sprouting horns and bony protrusions 
  similar to those borne by Plaguebearers. 
  Clumsy and slow, armed with only the crudest 
  of weapons, a lone Poxwalker poses little threat to an 
  experienced warrior, but in a horde they descend to 
  spread infection with sickening abandon. Even the din 
  of their baleful groaning can be enough to infect those 
  who hear it. 
  Poxwalkers soon number in the tens of 
  thousands, overrunning a world’s defences and all 
  efforts to contain them. More often than not, once an 
  outbreak has reached critical mass, nothing short of 
  Exterminatus will cleanse a planet of Nurgle’s touch. 
  Only the most foolish would presume to try and cure 
  the Walking Pox, but the scientist Gallus Keen is said 
  to have amassed a library of as many diseases as 
  possible, driven by their grief to take on the Plague 
  Lord’s creations personally.
  Poxwalkers make excellent Troops, slow and 
  lacking tactical intelligence, but dangerous enough to 
  be a significant threat should they corner a character 
  or swell in numbers. In an unguided Mob, larger 
  numbers make them an unstoppable tide, or they can 
  provide harrying muscle for an Elite or Adversary.
  POXWALKER
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Tier
  1
  2
  3
  4
  Threat
  T
  T
  T
  T
  KEYWORDS: CHAOS, NURGLE
  S
  T
  A
  I
  WIl
  InT
  Fel
  4
  3
  2
  2
  1
  1
  1
  Resilience
  4
  Defence
  Wounds
  Shock
  1
  5
  2
  SKILLS: Default 3, Awareness 3 (Passive 2),  
  Weapon Skill 5
  BONUSES
  Mindless: This Threat automatically passes Resolve 
  Tests. 
  ABILITIES
  ACTION: Infectious Fists and Teeth:  6 +1 ED / Range 1 /  
  Inflicts (Poison 3)
  DETERMINATION: Spend 1 Ruin to roll 3d6.
  Conviction
  Resolve
  Speed
  Size
  2
  1
  4
  Avg
  POXWALKER
  351
  Joseph Nirchi (Order #15621405)
  
  Kill me…
  —Anonymous
  The result of failed attempts to ascend to daemonhood, 
  each Chaos Spawn writhes with pain and power, their 
  shifting flesh suffused with uncontrollable Warp 
  energy. No two Spawn look the same: some are multi-
  limbed beasts with claws and wings, while others 
  are bulbous or serpentine masses. For some Chaos 
  Champions, spawndom is the direct result of failing 
  their patron or drawing the ire of one of their god’s 
  rivals, while others stumble unknowingly down the 
  road to corruption.
  Chaos Spawn attack with swift aggression 
  and shifting forms, equipped with raking claws one 
  moment and grasping tentacles the next. In rare 
  instances, where a Chaos Spawn was once a sorcerer 
  or where its patron god’s sadistic humour allows, a 
  Chaso Spawn can exhibit psychic powers. Their bodies 
  shimmer with latent power, burn with ethereal fire, or 
  are wreathed in crackling hoarfrost. These bursts of 
  power go through the same uncontrolled shifts as the 
  rest of a Spawn’s existence, not discriminating friend 
  from foe. 
  Chaos Spawn are rarely coherent enough to lead 
  and are more likely to be isolated encounters or muscle 
  for other Threats. Encountering a Chaos Spawn is a 
  memorable experience for even hardened characters, 
  and makes for an interesting tactical situation when 
  supported by Chaos Cultists.
  CHAOS SPAWN
  WINGED & PSYCHIC 
  SPAWN
  Winged Spawn
  Some Chaos Spawn manifest wings; these can 
  endure for the Spawn’s entire cursed existence, 
  break after their first use, or mutate into 
  something else entirely. 
  Wings: This Threat may clumsily Fly at Speed 
  10; Athletics (S) Tests may be required for 
  manoeuvring. 
  Psychic Spawn
  Warp energy spills uncontrollably from some 
  Chaos Spawn. On a Psychic Spawn’s turn, 
  you may roll on any of the tables on p.263 to 
  attempt to trigger a psychic power. The Psychic 
  Spawn has a Psychic Mastery Skill of 6, and 
  always casts at the Transcendent Power Level. 
  Tier
  1
  2
  3
  4
  Threat
  E
  E
  E
  E
  KEYWORDS: CHAOS, HERETIC, MUTANT
  S
  T
  A
  I
  WIl
  InT
  Fel
  5
  6
  5
  4
  1
  1
  1
  Resilience
  7
  Defence
  Wounds
  Shock
  3
  10
             –
  SKILLS: Default 5, 
  Awareness 6 (Passive 3), Weapon Skill 9
  BONUSES
  Architect of Ruin: The GM gains 1 point of Ruin at the 
  start of each of this Threat’s turns.
  Champion: This Threat may use Ruin Actions.
  ABILITIES
  BATTLECRY: Terrifying: Anyone that can see this 
  Threat must make a DN 5 Terror Test. 
  ACTION: Hideous Mutations
  Roll 1d3 on the table below at the start of each of the 
  Chaos Spawn’s turns to determine the nature of its 
  constantly shifting mutations. 
  1: Razor Claw: 12 +3 ED / AP –4 / Range 1
  2: Grasping Tendrils: 12 +3 ED / AP –2 /  
  Range 4 (melee) 
  3: Dripping Poison: 12 +3 ED / AP –2 / Inflict  
  (Poison 7) / Range 1 
  DETERMINATION:  Spend 1 Ruin to roll 6d6.
  Conviction
  Resolve
  Speed
  Size
  1
  1
  7
  Large
  CHAOS SPAWN
  Joseph Nirchi (Order #15621405)
  
  353
  ORK THREATS
  Green-skinned, foul-mouthed, and driven by the lust 
  for battle, Orks are an intimidating prospect for any 
  Imperial citizen. They rampage across the galaxy in 
  warbands or occasionally gather under the banner of a 
  Warboss, forming a host known as a WAAAGH!
  See the Orks Faction on p.80 for more information 
  on the grisly green tide of death. Any Ork Threat you 
  run can be a member of a Clan, giving them a bonus 
  and an idea of the tactics they use. For example, Clans 
  like the Evil Sunz and the Goffs begin every battle 
  by charging murderously at the Agents, whereas the 
  Blood Axes might stage an ambush — and then charge 
  murderously at the Agents. 
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Joseph Nirchi (Order #15621405)
  
  354
  I ’ate Humies. Now come ’ere so I can break yer bones.
  —Gutwakka, Toofless tribe
  Hulking monsters possessed of immense strength 
  standing head and shoulders above most Humans, 
  Ork Boyz value cunning over intelligence and possess 
  an innate affinity with combat and the tools of 
  war. Their formidable constitution lets them shrug 
  off wounds that would fell a Human. Indeed, their 
  Painboyz perform surgery more akin to mutilation, 
  amputating limbs and shoddily welding in bionik 
  replacements. Armour, for most Orks, consists of iron 
  plates hammered into place across their bodies.
  Orks band together in loose groups called ‘mobs’ 
  led by the toughest, meanest Ork, numbering from 
  half a dozen to many hundreds of thousands. Orks 
  are shock troops by nature, running straight into the 
  fray, but this approach makes for poor marksmanship. 
  In fact, few Orks even bother to learn how to reload, 
  referring to the weighty pistols they carry as ‘noise 
  makers’ — something to announce their presence 
  before they can introduce their foe to the business end 
  of their Choppa. What they lack in accuracy, however, 
  they make up for with a storm of bullets.
  Where there is one Ork, there are many, and 
  for those looking to rid themselves of the greenskin 
  menace, a Flamer is highly recommended. Every atom 
  of an Ork must be removed to prevent the spores 
  in its skin releasing and taking root. Orks attack in 
  Mobs, and while their tactics are chaotic, they are also 
  extremely effective. Boyz can provide a hefty challenge 
  for a lower-Tier group or an exciting horde to fight 
  through for higher-Tier Agents.
  See the Ork Boy Archetype on p.98 for more 
  information on the individual Boyz that make up the 
  green tide of death known as a WAAAGH!
  ORK BOY
  Tier
  1
  2
  3
  4
  Threat
  E
  T
  T
  T
  KEYWORDS: ORK, [CLAN]
  S
  T
  A
  I
  WIl
  InT
  Fel
  4
  4
  2
  3
  1
  1
  1
  Resilience
  5 (Ripped Clothes: 0 AR)
  Defence
  Wounds
  Shock
  2
  6
  2
  SKILLS: Default 5, Awareness 4 (Passive 2),  
  Ballistic Skill 4, Weapon Skill 7
  BONUSES
  ’Ere We Go! If this Threat is Engaged at the start of its 
  Turn, it gains +2 damage to melee attacks. 
  ABILITIES
  BATTLECRY: Get Stuck In! 
  The Ork Boy Charges the nearest enemy, firing their 
  Slugga wildly. Make a Ballistic Skill (A) Test against the 
  target’s Defence as part of the Charge; if it hits, it does not 
  deal damage, but all enemies within 30m of the Ork Boy 
  must make a DN3 Fear Test. 
  ACTION: Slugga:10 +1 ED / Range 6 – 12 – 18 / Salvo 1 /  
  Pistol, Waaagh!
  Choppa: 7 +3 ED / Range 1 / Reliable, Waaagh!
  Stikkbombz (2): 9 +5 ED / Range 16 / Blast (6)
  DETERMINATION: Spend 1 Ruin to roll 4d6.
  Conviction
  Resolve
  Speed
  Size
  1
  1
  6
  Avg
  ORK BOY
  MOB OPTIONS
  MORE DAKKA!: For every ten Ork Boyz in the Mob 
  one may have one of the following options (while 
  keeping their Choppa and Slugga): 
  Big Shoota: 12 +2 ED / Range 18 – 36 – 54 / Salvo 3 
  / Assault, Waaagh!
  Rokkit Launcher: 16 +1d3 ED / AP –2 / Range 12 – 24 
  – 36 / Salvo –  / Blast (4)
  MOB ABILITIES
  COMPLICATION: Anarchy
  Whenever the Mob rolls a Complication, the Mob starts 
  infighting and inflicts 1d3 Shock on itself. Add 1d3 Shock 
  to this damage for every ten Boyz in the Mob.
  Mob Rule: A Mob of Ork Boyz gains +1 bonus Icon to 
  any Resolve Tests. This increases by +1 for every ten 
  Boyz. 
  Joseph Nirchi (Order #15621405)
  
  355
  ’Ere boyz, watch this one try to scream.
  —Gogsnag Throatslitter
  Orks are not renowned for their subtlety. Indeed, most 
  Imperial Commanders think them incapable of it, and 
  for the most part, they’re right. Kommandos, however, 
  represent the exception to this rule. Excelling at acts of 
  cunning, they range ahead of an Ork army, acting as 
  scouts, saboteurs, and guerilla fighters.
  Other Orks view Kommandos with a mix of 
  suspicion and disdain, pouring scorn on their lack of 
  proper Orky behaviour. For their part, the Kommandos 
  take pride in their apparent un-Orkiness. While some 
  Orks eventually return to the mob proper, others labour 
  under a self-imposed exile, evolving into instinctual 
  hunter-killers, as likely to ambush other Orks as they 
  are anyone else.
  Kommandos are armed with all manner of 
  weapons and tools, carrying everything from large 
  knives and clubs to Stikkbombs and cutters. Despite 
  their use of stealth, they would not be an Ork were 
  they not also carrying an impressively loud Shoota. 
  Taking full advantage of their unique load out, 
  each Kommando fulfils a specific battlefield role 
  and normally has an honorific to match, such as 
  Spleenstabber, the vicious Kommando of Odesh Plains 
  who knifed to death an entire Imperial platoon, and 
  Hedbasha who carried an oversized hammer into the 
  trenches of Gitfyre pass and bludgeoned his way into 
  infamy. A Kommando’s real strength is their stealth, so 
  putting them in a situation where they can get the drop 
  on the characters with their extremely effective close-
  combat weapons makes for a memorable encounter.
  See p.108 for more information on these rare, 
  disciplined Ork operatives. 
  KOMMANDO
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Tier
  1
  2
  3
  4
  Threat
  E
  E
  T
  T
  KEYWORDS: ORK, [CLAN]
  S
  T
  A
  I
  WIl
  InT
  Fel
  4
  4
  4
  3
  2
  2
  1
  Resilience
  5 (Ripped Clothes: 0 AR)
  Defence
  Wounds
  Shock
  2
  6
  3
  SKILLS: Default 5, Awareness 6 (Passive 3),  
  Ballistic Skill 4, Cunning 6, Stealth 8, Survival 7,  
  Weapon Skill 7
  ABILITIES
  BATTLECRY: Sneaky Gitz
  During the first round of combat in which a Kommando 
  ambushes their opponent, they may use their Stealth dice 
  pool of 8 for any Test. 
  ACTION: Slugga: 10 +1 ED / Range 6 – 12 – 18 / Salvo 
  1 / Pistol, Waaagh!
  Choppa: 7 +3 ED / Range 1 / Reliable, Waaagh!
  Stikkbombz (2): 9 +5 ED / Range 
  24 / Salvo – / Blast (6)
  DETERMINATION: Spend 1 Ruin to roll 4d6.
  Conviction
  Resolve
  Speed
  Size
  2
  1
  6
  Avg
  KOMMANDO
  MOB OPTIONS
  MORE DAKKA!: For every ten Kommandos in the 
  Mob, one may have one of the following options (while 
  keeping their Choppa and Slugga): 
  Burna: 10 +1 ED / Range 4 – 8 – 12 / Salvo 1 / 
  Assault, Flamer
  Big Shoota: 12 +2 ED /  Range 18 – 36 – 54 / Salvo 3 
  / Assault, Waaagh!
  Rokkit Launcher: 16 +1d3 ED / AP -2 / Range 12 – 24 
  – 36 / Salvo –  / Blast (4) 
  MOB ABILITIES
  Kunnin’ Infiltraters: When a Mob of Kommandos 
  makes a Stealth (A) Test, add +1 Icon to the result.  
  Joseph Nirchi (Order #15621405)
  
  356
  Pretty flag. I will strip it from its pole 
  and hang your flesh in its place.
  —Barrukk Life-breaker
  Ork Nobz are organic sledgehammers, hulking brutes 
  whose fists are large enough to clamp around a man’s 
  head and strong enough to rip it from his shoulders. 
  To rise through an Ork mob is to be even tougher and 
  more brutal than those clambering for power around 
  you, and Nobz are born to the task. Larger than normal 
  Orks, a Nob’s already massive musculature continues 
  to thicken as they grow, as does their appetite for 
  violence. Brawlers by nature, Nobz are always where 
  the fighting is thickest, second only to a Warboss.
  While lone Nobz tend to act as crude leaders for 
  the Orks around them, a Warboss often forms his Nobz 
  into a single mob, acting as his personal bodyguard. 
  Crashing into battle wearing a nigh-impregnable suit 
  of Mega Armour equipped with massive mechanical 
  Power Klaws and wrist-mounted Shootas, these Mega 
  Nobz tear through armoured vehicles and fortifications 
  in their rush to get stuck in. Nobz work best when 
  lording it over other Orks, though they are much more 
  likely to charge than hang back behind a wall of Troops.
  See the Ork Nob Archetype on p.115 for more 
  information on these Orky elites. 
  ORK NOB
  MEGANOBZ
  What’s bigger, fightier, and shootier than 
  an Ork Nob? A Nob in Mega-Armour — a 
  Meganob! Ork Meganobz often lead other Nobz 
  and mobs of Boyz into battle. Meganobz use 
  the same statistics as Nobz, with the following 
  adjustments: 
  SKILLS: Strength 10, Resilience 15, 
  Speed 6 (May not Run or Sprint)
  ABILITIES
  ACTION: Big  Shoota:  12 +2 ED / Range 18 – 36 – 54 /  
  Salvo 3 / Assault, Waaagh!
  Power Klaw:16 +5 ED / AP -3 / Range 1 / Brutal, 
  Unwieldy (3), Waaagh! 
  Tier
  1
  2
  3
  4
  Threat
  A
  A
  E
  T
  KEYWORDS: ORK, [CLAN]
  S
  T
  A
  I
  WIl
  InT
  Fel
  6
  6
  2
  4
  3
  1
  2
  Resilience
  11 (’Eavy Armour: 4 AR)
  Defence
  Wounds
  Shock
  3
  10
  5
  SKILLS: Default 6, Awareness 4 (Passive 2),  
  Ballistic Skill 3, Weapon Skill 10
  BONUSES
  Champion: This Threat may use Ruin Actions and has 
  3 personal Ruin.
  ’Ere We Go! If this Threat is Engaged at the start of its 
  Turn, it gains +2 damage to melee attacks. 
  ABILITIES
  ACTION: Shoota: 10 +1 ED / Range 9 – 18 – 27 / Salvo 2 /  
  Assault, Waaagh!
  Big Choppa: 11 +5 ED / AP  –1 / Range 1 / Waaagh!
  Stikkbombz (2): 9 +5 ED / Range 20 / Blast (6)
  RUIN: I’m Da Boss!
  Spend 1 Ruin. All allies with the ORK Keyword within 10 
  metres gain +2 bonus dice to Weapon Skill (I) Tests.
  REACTION: Orks Is Never Defeated
  Whenever a Threat with the ORK Keyword dies within 
  10 metres of the Ork Nob, the Nob may sacrifice 
  1 Shock. If it does, the ORK Threat may make an 
  immediate attack before it dies.
  DETERMINATION: Spend 1 Ruin to roll 4d6.
  Conviction
  Resolve
  Speed
  Size
  3
  2
  5
  Avg
  ORK NOB
  Joseph Nirchi (Order #15621405)
  
  357
  Stop yer screamin’, ’dis a good fing! Yer old arms 
  was rubbish, these three will be way more killy!
  —Nork Rivets, Painboy
  Those Orks with a gleeful interest in ‘eksperimentin’ 
  on their fellow greenskins become Painboyz, the 
  doctors of the Ork forces. They stitch their kin up on 
  the battlefield with callous efficiency, but the true joy 
  of the Painboy lies in attaching highly speculative 
  augmetics to their patients. Occasionally, they might 
  replace the wrong bits, but their patient usually 
  ends up with an exciting new bionik out of it. When 
  Painboyz go too far, they are exiled from their clans 
  and become dangerous loners known as Bad Doks.
  PAINBOY
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Tier
  1
  2
  3
  4
  Threat
  A
  E
  T
  T
  KEYWORDS: ORK, [CLAN]
  S
  T
  A
  I
  WIl
  InT
  Fel
  5
  4
  3
  4
  3
  2
  1
  Resilience
  6 (Dok’s Gubbinz: 1 AR)
  Defence
  Wounds
  Shock
  3
  6
  4
  SKILLS: Default 5, Awareness 6 (Passive 3),  
  Medicae 6, Weapon Skill 8
  BONUSES
  Champion: This Threat may use Ruin Actions and has 
  3 personal Ruin.
  Bionik Boyz: A number of ORK Threats equal to the 
  Tier of the game that accompany the Painboy may 
  have Bioniks.
  ’Ere We Go! If this Threat is Engaged at the start of its 
  Turn, it gains +2 damage to melee attacks. 
  ABILITIES
  ACTION: Wetwork: The Painboy uses their Dok’s 
  Tools on an ally and makes an attack using one of its 
  weapons, ignoring the Multi-Action DN penalty.  
  Dok’s Tools: The Painboy makes a DN 3 Medicae 
  (Int) Test on an ally as a Simple Action. Every Shifted 
  Exalted Icon causes the target to recover 1 additional 
  Wound. If the Painboy rolls a Complication, the Test 
  fails, and the target suffers an additional Wound.
  Power Klaw: 11 +5 ED / AP -3 / Range 1 / Brutal, 
  Unwieldy (3), Waaagh!  
  ’Urty Syringe: 8 +2 ED / Rending (6)
  RUIN: Kwik Fix: 
  The Painboy uses its Dok’s Tools Simple Action.
  DETERMINATION: Spend 1 Ruin to roll 4d6.
  Conviction
  Resolve
  Speed
  Size
  3
  2
  6
  Avg
  PAINBOY
  Joseph Nirchi (Order #15621405)
  
  358
  What’s it? What’s it? Give Sniklat the shiny.
  —Sniklat Daggerback
  Grots are the smaller, weaker cousins of the Orks, but 
  what they lack in size, they more than make up for 
  in raw cunning and natural spite. Sometimes referred 
  to as runts, or Gretchin, a Grot’s greatest natural 
  weapons are their rows of razor-sharp teeth. 
  For all their apparent weaknesses, Grots are 
  integral to Ork society. Far smarter than most Orks, 
  and possessing spindly limbs they use to tinker with 
  tiny gears and levers, Grots provide Ork Meks with 
  invaluable pilots, mechanics, and test subjects. Grots 
  are also responsible for making sure an Ork’s weapon 
  fires on demand, and often carries said weapon to 
  battle if the Ork has more guns than hands.
  GROT
  Grots are smart enough to know when to be selfish 
  and may cut deals where Orks would shoot first and 
  ask questions later. They may even be willing to try 
  to persuade their larger brethren to go along with an 
  alliance. Grots have much better eyesight than Orks, 
  which makes them ideal sharpshooters — at least in 
  comparison to the average mob of Boyz. 
  They tend to be armed with archaic guns such 
  as blunderbusses, stub pistols, and whatever else 
  they can loot from the dead. Grots are ideal to use as 
  a large Mob, either for a deceptively tough challenge 
  or supporting other Orks. They harry their targets with 
  hit-and-run tactics and draw them into traps, and will 
  retreat to fight another day if overwhelmed.
  RUNTHERD
  The rare Orks with the necessary patience 
  to lead Grots on the battlefield are known as 
  Runtherds. These unusual Orks exhibit slightly 
  less violent tendencies than the average 
  greenskin, taking the time to train the Grots in 
  their care to fight more effectively. However, a 
  Runtherd knows that Ork authority is always 
  underpinned by size and punishment, the latter 
  of which they dole out with custom weaponry. 
  A Runtherd uses the same statistics as an Ork 
  Boy with the following changes: 
  SKILLS: Wounds 10, Fellowship 3
  ABILITIES
  Fight, Ya Runts!: If the Runtherd makes a 
  successful melee attack against a Mob of Grots, 
  that Mob gains +3 bonus dice to their next 
  attack Test.
  Size Is Authority: A Mob of Grots within 10 
  metres of a Runtherd gains +3 bonus dice to 
  Resolve Tests.
  A Runtherd wields one of the following melee  
  weapons:
  Grabba Stikk: 7 + 3 ED / Range 2 / WAAAGH! 
  Grot-Prod: 7 + 2 ED / AP -1 / Range 2 / Agonising, 
  Unwieldy (2), WAAAGH! 
  Grot Lash: 5 +1 ED / Range 4 / Agonising 
  Tier
  1
  2
  3
  4
  Threat
  T
  T
  T
  T
  KEYWORDS: GROT, ORK
  S
  T
  A
  I
  WIl
  InT
  Fel
  1
  1
  3
  3
  2
  2
  1
  Resilience
  2 (Rags: 0 AR)
  Defence
  Wounds
  Shock
  3
  2
  3
  SKILLS: Default 4, Awareness 4 (Passive 2),  
  Ballistic Skill 2
  ABILITIES
  ACTION: Grot Blasta: 7 +1 ED / Range 6 – 12 – 18 / 
  Salvo 1 / Pistol
  Combat Knife: 3 +2 ED / Range 1
  DETERMINATION: Spend 1 Ruin to roll 3d6.
  Conviction
  Resolve
  Speed
  Size
  2
  1
  5
  Small
  GROT
  MOB ABILITIES
  Surprisingly Dangerous in Large Numbers: In Mobs 
  of ten or more, Gretchin reroll all die results of 1 on 
  Ballistic Skill (A) Tests, excluding Complications.
  Joseph Nirchi (Order #15621405)
  
  359
  Look at dat lil’ runt go. Already killed a buncha 
  Gurggdad’s Boyz, an’ we didn’t even finish weldin’ 
  on the Grotzooka. Kan’s like dat make a Mek proud!
  —Grukk Baddakka, Ork Mek, moments 
  after the creation of Lil’ Blitza
  Operated by a Grot wired into the chassis, Killa Kans 
  are 10-foot-tall metal silos on spindly piston legs. 
  They are most often seen lurching across conflict 
  zones laying waste to their enemies haphazardly with 
  Scorchas, Buzz Saws, or powered shears. 
  Grots compete for the opportunity to become Killa 
  Kan pilots, and once wired in, live and sleep inside 
  the Kans. The Killa Kans’ signature weapon is the 
  Grotzooka, a blunderbuss filled with junk fired at close 
  range to create a spread of high-speed metal that can 
  turn a person into a paste with remarkable efficiency. 
  The Grot pilots of Killa Kans are often chosen for 
  their untapped rage, and their screams of ‘WAAAGH!’ 
  as they charge at the nearest tank with a buzzing Drilla 
  can strike fear into the hearts of hardened soldiers. 
  This can have some unfortunate side effects when the 
  power goes to their heads, as evidenced by the rogue 
  unit ‘Lil’ Blitza’s Gang’, a group of Killa Kans who 
  have, somehow, initiated a Grot revolution on a very 
  KILLA KAN
  small scale aboard Persephone’s Regret, succeeding in 
  taking a portion of the Hulk for themselves. In truth, 
  their Warboss simply forgot about the small mob of 
  Kans, content to focus on the endless war the Orks 
  wage against the Genestealers aboard the hulk.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  KAN WEAPONS
  Each Killa Kan is a bespoke, hand-cobbled death 
  machine. A Killa Kan may have the following 
  ranged weapons instead of a Grotzooka:
  Big Shoota: 12 +2 ED / 18 – 36 – 54 / Salvo 3 / 
  Assault, Waaagh!
  Rokkit Launcher: 16 +1d3 ED / AP -2 / 12 – 24 – 36 /  
  Blast (Small) / 3 Ammo
  A Killa Kan may have the following melee 
  weapons instead of the Buzz Saw:
  Drilla: 14 +3 ED / AP -4 / Range 1 / Brutal, 
  Rending (3)
  Kan Klaw: 16 +5 ED / AP -3 / Range 2 / Brutal, 
  Unwieldy (3)
  Tier
  1
  2
  3
  4
  Threat
  A
  A
  E
  T
  KEYWORDS: GROT, ORK
  S
  T
  A
  I
  WIl
  InT
  Fel
  10
  5
  3
  3
  3
  2
  1
  Resilience
  12 (Kan Armour: 6 AR)
  Defence
  Wounds
  Shock
  2
  9
  5
  SKILLS: Default 5, Awareness 6 (Passive 3),  
  Ballistic Skill 7, Weapon Skill 6
  ABILITIES
  ACTION: Grotzooka: 12 +2 ED / AP -1 / 9 – 18 – 36 /  
  Salvo 1 / Brutal, Spread
  Buzz Saw: 17 +6 ED / AP -2 / Range 1 / Brutal,  
  Unwieldy (2)
  REACTION: Kanned Rage: Whenever a Killa Kan is 
  Exhausted or fails a Resolve Test, roll 1d6. If you roll 
  an Icon, the Killa Kan becomes Frenzied, ignoring any 
  penalties and continuing to fight.
  DETERMINATION: Spend 1 Ruin to roll 4d6.
  ANNIHILATION: Explosive: When a Killa Kan dies, roll 
  a d6. If you roll a Complication, the Killa Kan explodes. 
  Killa Kan Explosion: 12 +5 ED / Blast (10)
  Conviction
  Resolve
  Speed
  Size
  3
  2
  5
  Lrg
  KILLA KAN
  MOB ABILITIES
  Scrag ‘Em: When a Mob of Killa Kans makes a melee 
  attack Test, it gains a number of bonus dice equal to 
  the Tier of the game. 
  Mob Confidence: A Mob of Killa Kans gains +1 bonus 
  dice to Resolve Tests for every individual in the Mob.
  Joseph Nirchi (Order #15621405)
  
  AELDARI THREATS
  An ancient and proud civilisation, Aeldari Threats 
  should not be taken lightly. While they are physically 
  similar in strength and size to Humans, many of 
  the long-lived Aeldari have spent multiple Human 
  lifetimes obsessively honing their skills.
  Joseph Nirchi (Order #15621405)
  
  361
  The Aeldari are a Species in decline — their long-lived 
  people are slowly dying out, their numbers dwindling 
  due to millennia of war, tragedy, and unavoidable 
  entropy. As such, every citizen of a Craftworld must be 
  trained in the elegant art of Aeldari warfare, ready to 
  defend their home from the hostile galaxy. Though the 
  entire Aeldari population are capable Guardians, they 
  are often outnumbered when called to battle, relying 
  on their advanced technology and sophisticated hit-
  and-run strategies to defeat their multitudinous foes 
  with minimal losses.  
  Each Defender may walk a different Asuryani 
  Path. Artisans are called away from their craft, 
  Dreamers from their deep meditation, all armed with 
  advanced Shuriken weaponry and clad in protective 
  Aeldari Mesh. Each may bring wisdom learned from 
  the Paths they have walked to the battlefield. 
  The Guardians of the isolationist Craftworld 
  Ul-Khari have not been called to war for over a 
  century, their seers carefully charting courses through 
  the galaxy to avoid any potential dangers. Their 
  skills remain undiminished, but now they must fight 
  on unfamiliar footing, defending their sundered 
  Craftworld on the shifting ice floes of Trollius. Their 
  orange armour contrasts clearly against the cold blue 
  of the frozen planet, but they are loath to abandon 
  the colours that honour the heraldry of their ancient 
  Craftworld. Many Guardians that have ventured forth 
  into the snowstorms return changed — some oddly 
  silent, others with a simmering rage that boils over 
  into a shocking ferocity. 
  GUARDIAN DEFENDER
  Worry not of the portents — if they come to us, they have chosen death.
  —Meyennan, Ul-Khari Guardian Defender
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Tier
  1
  2
  3
  4
  Threat
  T
  T
  T
  T
  KEYWORDS: AELDARI, ASURYANI, 
  [CRAFTWORLD]
  S
  T
  A
  I
  WIl
  InT
  Fel
  2
  2
  4
  4
  2
  3
  1
  Resilience
  6 (Aeldari Mesh: 3 AR)
  Defence
  Wounds
  Shock
  3
  4
  3
  SKILLS: Default 4, Awareness 6 (Passive 3),  
  Ballistic Skill 6
  ABILITIES
  ACTION: Shuriken Catapult: 10 +1 ED / Range 6 – 12 
  – 18 / Salvo 3 / Assault, Rending (3)
  Plasma Grenade (1 Ammo): 10 +5 ED / Range 8 / 
  Blast (6)
  WRATH: Fire and Fade: If a Guardian Defender rolls a 
  Wrath Critical on any Test, they may move up to double 
  their Speed after the Test resolves.
  RUIN: Spend 1 Ruin. The Guardian Defender may 
  activate Fire and Fade as though they had rolled a 
  Wrath Critical on a Test. 
  DETERMINATION: Spend 1 Ruin to roll 2d6.
  Conviction
  Resolve
  Speed
  Size
  3
  3
  7
  Avg
  GUARDIAN DEFENDER
  MOB ABILITIES
  In a Mob of ten or more Guardian Defenders, two 
  individuals can operate a heavy weapons platform 
  with a Shuriken Cannon. The heavy weapons platform 
  allows the Mob to ignore the Heavy (6) Trait of the 
  Shuriken Cannon. 
  Shuriken Cannon: 15 +2 ED / Range 12 – 24 – 36 / 
  Salvo 1 / Assault, Heavy (6), Penetrating (3)
  Joseph Nirchi (Order #15621405)
  
  362
  Gather the dead for war, let them join our 
  ranks, lest we are forced to join theirs.
  —Farseer Kelmon
  The Infinity Circuit central to every Craftworld houses 
  the still-conscious souls of deceased Aeldari. These 
  spirits power the colossal Craftworlds with their 
  collected psychic prowess. Though these ancestral 
  souls are not truly alive, through the arcane majesty of 
  Aeldari technology they can still take to the battlefield 
  in times of dire need. Their Spirit Stones are implanted 
  into powerful statuesque constructs formed of psycho-
  reactive wraithbone. The departed Aeldari souls move 
  these constructs much as the brain moves a body. 
  Standing taller even than the Primaris Astartes, 
  the Wraithguard are built for war — strong, durable, 
  and freed of the constraints of biology. In addition to 
  their mighty wraithbone-forged forms and centuries 
  of Aeldari warrior experience, each Wraithguard is 
  equipped with a Wraithcannon; a psychically operated 
  weapon that tears a hole through reality, sucking 
  portions of its unfortunate target into the Immaterium. 
  Wraithguard view reality through the veil of 
  the Warp, peering through the Immaterium to see the 
  present much as Seers scry the future. Though this 
  allows them to perceive much a mortal cannot, it also 
  leaves them susceptible to the fickle trickery of the 
  Warp’s shifting tides.
  Craftworld 
  Ul-Khari 
  rarely 
  summons 
  Wraithguard from their slumber, but their intricate 
  groves of wraithbone are obsessively tended, and 
  many survived the crash on Trollius. The devastated 
  Craftworld has called on its ancestral spirits to defend 
  themselves as many Aeldari died when Ul-Khari was 
  sundered. The tireless Wraithguard stand vigilant 
  throughout the shattered Asuryani craft, eager to 
  enact their vengeance on daemonkind. 
  A few Wraithguard operated alongside the 
  Varonius Flotilla, but the effects of the Great Rift on 
  on Wraithsight has impacted their reliability. Rumours 
  of Wraithguard obliterating Sanctioned Psykers and 
  charging invisible foes drove a wedge between the 
  Rogue Trader’s camp and the Warlocks of Ul-Khari. 
  Even the Wraithguard stationed on Trollius have been 
  affected, many pausing immobile to stare skyward at 
  the Agri World Ostia for days at a time, as if lost in a 
  trance.   
  WRAITHGUARD
  Tier
  1
  2
  3
  4
  Threat
  A
  A
  E
  E
  KEYWORDS: AELDARI, ASURYANI, PSYKER, 
  WRAITH CONSTRUCT, [CRAFTWORLD]
  S
  T
  A
  I
  WIl
  InT
  Fel
  9
  7
  4
  6
  6
  8
  2
  Resilience
  12 (Wraith Construct Body: 4 AR)
  Defence
  Wounds
  Shock
  5
  15
            –
  SKILLS: Default 7, Awareness 8 (Passive 4),  
  Ballistic Skill 8, Weapon Skill 8
  BONUSES
  Wraith Construct: This Threat is immune to the 
  Bleeding, Exhausted, and Poisoned Conditions, and 
  cannot Suffocate. 
  Wraithsight: This Threat is immune to vision penalties 
  from any source other than the Warp. 
  Psyniscience: This Threat can automatically activate 
  Psyniscience (p.267) as a Free Action. 
  ABILITIES
  ACTION: 
  Wraithcannon: 20 +2 ED / AP -4 / Range 6 – 12 – 18 
  / Salvo 1 / Assault, Force, Heavy (8), Warp Weapon
  Wraithguard Fists: 9 +1 ED / AP -1 / Range 1 
  COMPLICATION: Wraithsight Illusion
  If a Wraithguard rolls a Complication on any Test, 
  they are immediately Blinded as the Warp clouds and 
  muddles their vision. The Blinded penalty is applied to 
  the Test that caused the Complication. This blindness 
  can only be removed by succeeding on a DN 8 Willpower 
  Test made as a Combat Action on the Wraithguard’s 
  turn, or through an Aeldari Psyker within 10 metres 
  succeeding on a DN 4 Leadership (Wil) Test. 
  DETERMINATION: Spend 1 Ruin to roll 10d6.
  Conviction
  Resolve
  Speed
  Size
  6
  5
  5
  Large
  WRAITHGUARD
  Joseph Nirchi (Order #15621405)
  
  363
  RANGER
  To wander the stars without destination is to fall to 
  the deepest agonies. The light of each moment is too 
  fleeting, too fragile a thing to discern purpose from.
  —Taldar Asuleth
  Armed with a specialised Long Rifle and shrouded 
  by chameleon cloaks, Rangers are able to blend into 
  almost any environment. Most enemies will not know 
  what hit them when a Long Rifle shot finds its mark. 
  Decades, sometimes centuries of exploring the most 
  inhospitable environments and ruined worlds mean 
  that Rangers can move through even the densest 
  terrain as though it were open ground, leaving their 
  prey little hope of escape. 
  Rangers are often forced to cooperate with 
  those they cross paths with to survive or advance their 
  own agenda and have been known to offer up their 
  services as scouts, trackers, and assassins. Though a 
  Ranger may occasionally accompany a Rogue Trader 
  or Inquisitor, their presence is only ever temporary. 
  A Ranger’s only true allegiance is to the Path, and 
  where it calls, they will follow. Like all Eldar, they are 
  agile, swift, and highly intelligent — traits honed by 
  exposure to strange stars and distant planets.
  At higher Tiers, a squadron of highly trained 
  Rangers working together efficiently to neutralise 
  targets makes for an interesting and dramatic 
  Threat. See the Aeldari Faction on p.76 or the Ranger 
  Archetype on p.107 for more information on the 
  webway wanderers still loyal to their Craftworlds.
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  PATHFINDERS
  Rarely, Rangers walk the Path of the Outcast 
  for centuries, becoming especially adept at 
  survival and infiltration. Pathfinders have the 
  same statistics as an Aeldari Ranger, with the 
  following improvements: 
  SKILLS: Default 8, Awareness 10 (Passive 5),  
  Ballistic Skill 10, Stealth 10, Survival 9,  
  Weapon Skill 9
  WOUNDS: 8
  SHOCK: 8
  Tier
  1
  2
  3
  4
  Threat
  A
  E
  T
  T
  KEYWORDS: AELDARI, ASURYANI, 
  [CRAFTWORLD]
  S
  T
  A
  I
  WIl
  InT
  Fel
  2
  3
  7
  4
  3
  3
  1
  Resilience
  7 (Aeldari Mesh: 3 AR)
  Defence
  Wounds
  Shock
  3
  5
  4
  SKILLS: Default 7, Awareness 8 (Passive 4),  
  Ballistic Skill 8, Stealth 8, Weapon Skill 8
  BONUSES
  Cameleoline Cloak: Gain +1 bonus die to Stealth (A) 
  Tests and +1 Defence while in cover or shadows. 
  Champion: This Threat may use Ruin Actions and has 
  2 personal Ruin.
  ABILITIES
  ACTION: 
  Ranger Long Rifle: 10 +1 ED / Range 18 – 36 – 54 / 
  Salvo 0 / Sniper (2) 
  Combat Knife: 4 +2 ED / Range 1
  WRATH: Sniper
  When this Threat rolls a 6 on the Wrath Die as part of a 
  ranged attack, all Wounds inflicted are Mortal Wounds. 
  DETERMINATION: Spend 1 Ruin to roll 3d6.
  Conviction
  Resolve
  Speed
  Size
  3
  2
  7
  Avg
  RANGER
  Joseph Nirchi (Order #15621405)
  
  364
  Betrayal is inevitable. Each of us walks the 
  stars alone. What I do not take from you, you 
  will only use as means to take from me.
  —Drasar Yl’aqir
  Like Rangers, Eldar Corsairs have abandoned the 
  relative safety of their Craftworld to follow the path 
  of the Outcast, but Corsairs find little peace in simply 
  wandering the stars. Unable to look inwards for 
  meaning, they cast ambitious eyes out into the galaxy, 
  hoping to find purpose in adventure, pleasure, and 
  riches. It is this innate insecurity and fragility of self 
  that leads Corsairs to be far more aggressive, even 
  indirectly, than other Aeldari.
  A Corsair is often found in lavish attire — fine 
  tunics buttoned under flowing jackets or expensive 
  cloaks. Their armour, too, is more decadent than 
  that of other Aeldari with gilded or baroque plates 
  forged into ceremonial battle-suits. Others bare their 
  flesh, asserting their individuality through tattoos, 
  piercings, and ritual scarring. Even a Corsair’s 
  weapons are designed to accentuate the persona they 
  embody, while some wield golden Shuriken Pistols and 
  delicate rapiers, others carry wicked blades and toxic 
  Needle weapons.
  Aeldari Corsairs work with whoever serves their 
  purposes best, whether other Corsairs with a common 
  goal or mercenaries of other Species who are willing 
  to throw themselves into the fray. Of course, when the 
  going gets tough, such alliances rarely last long.
  See the Aeldari faction on p.76 or the Corsair 
  Archetype on p.97 for more information on these 
  pleasure-seeking, fast-fighting privateers.
  CORSAIR
  CORSAIR FELARCH
  A Felarch is an accomplished veteran warrior who may lead a Mob of Corsairs. They replace their Shuriken 
  Pistol and Corsair Sword with a Fusion Gun and a Power Sword. Felarchs gain the following Attributes, 
  Skills, and Special Abilities:
  SKILLS: Default 5, Athletics 7, Awareness 8 (Passive 4), Ballistic Skill 7, Deception 6, Weapon Skill 9
  BONUSES
  ABILITIES
  Champion: This Threat may use Ruin Actions.
  ACTIONS Fusion Gun: 16 +2 ED / AP –4 / Range 6 – 12 
  – 18 / Salvo 1 / Assault, Melta
  Power Sword: 7 +4 ED / AP 3 /Range 1 / Parry
  Tier
  1
  2
  3
  4
  Threat
  E
  T
  T
  T
  KEYWORDS: AELDARI, ANHRATHE, [COTERIE]
  S
  T
  A
  I
  WIl
  InT
  Fel
  2
  2
  4
  4
  1
  3
  2
  Resilience
  6 (Corsair Armour: 3 AR)
  Defence
  Wounds
  Shock
  3
  4
  2
  SKILLS: Default 4, Awareness 6 (Passive 3),  
  Athletics 6, Pilot 5, Weapon Skill 8
  BONUSES
  Uncanny Balance: Corsairs gain +1 bonus die when 
  they use Athletics (S) Interaction Attacks. 
  Reckless Abandon: Corsairs gain an extra +2 bonus 
  dice when they All-Out Attack.
  ABILITIES
  ACTION: Lasblaster: 7 +1 ED / Range 12 – 24 – 36 / 
  Salvo 4 / Assault
  Shuriken Pistol: 10 +1ED / Range 6 – 12 – 18 / Salvo 2 /  
  Pistol, Rending (3) 
  Corsair Sword: 5 +3 ED / Range 1 / Parry
  DETERMINATION: Spend 1 Ruin to roll 2d6.
  CORSAIR
  Conviction
  Resolve
  Speed
  Size
  1
  1
  7
  Avg
  MOB ABILITIES
  BATTLECRY: Cutting Camaraderie
  A Mob of Corsairs gains +2 bonus dice to all Tests until 
  they fail a Test or one of them is slain
  Joseph Nirchi (Order #15621405)
  
  GENESTEALER THREATS
  Extragalactic aliens driven by a hive-minded hunger 
  to consume biomass, the Genestealers are but one 
  bioform of the bestial xenos known as Tyranids. 
  Whether a chitinous crowd of savage horrors infesting 
  a Space Hulk, or a subtle insurrection undermining 
  Imperial society, the Genestealers are a terrifying, 
  multi-layered foe.
  365
  365
  Joseph Nirchi (Order #15621405)
  
  They move in the blink of an eye, and kill in the 
  beat of the heart. Underestimate them at your peril.
  —Kilovan, Veteran Sergeant of the 
  Dark Angels 
  Genestealers are insidious aliens characterised by their 
  six limbs, bulbous craniums, and ridged carapaces. A 
  subtype of Tyranids, a xenos lifeform that swarms 
  across the universe, Genestealers are agile, durable, 
  and surprisingly strong bipeds, able to scuttle with 
  horrible speed on clawed limbs. They can tear through 
  even the toughest armour with their razor-sharp talons. 
  Skulking from the shadowed corridors of Space Hulks 
  and devastated Imperium facilities, Genestealers are 
  nightmare creatures cunning enough to lay traps 
  and launch ambushes upon unsuspecting prey, 
  coordinating telepathically with inhuman efficiency.
  Genestealers attack in packs with a single-
  minded drive and eerie coordination. They are versatile 
  Threats that can be used as nightmarish Adversaries 
  for lower Tiers, threatening Elites at mid Tiers, and 
  a Mob of screeching fangs and teeth at higher Tiers. 
  Given their fearsome reputation and ambush tactics, 
  Genestealers are a perfect opportunity to inject some 
  true survival horror into a campaign.
  GENESTEALER
  Tier
  1
  2
  3
  4
  Threat
  A
  A
  E
  E
  KEYWORDS: GENESTEALER CULT, TYRANID
  S
  T
  A
  I
  WIl
  InT
  Fel
  6
  6
  6
  6
  4
  1
  1
  Resilience
  7
  Defence
  Wounds
  Shock
  5
  12
  7
  SKILLS: Default 6, Awareness 8 (Passive 4),  
  Athletics 10, Stealth 10, Weapon Skill 10
  BONUSES
  Second Strike: This Threat reduces the Multi-Attack 
  penalty by 2DN, as though it had the Dual Wield Talent 
  (p.133).
  ABILITIES
  BATTLECRY: Swift and Deadly
  The Threat Seizes the Initiative without spending a 
  point of Ruin and Charges. It gains an additional +1 
  bonus die to its attack Test as part of the Charge. 
  ACTION: Rending Claws: 12 +4ED / AP –2 / Range 1 /  
  Rending (2)  
  DETERMINATION: Lightning Reflexes 
  Spend 1 Ruin to roll 6d6. This Threat can roll 
  Determination against Mortal Wounds. 
  Conviction
  Resolve
  Speed
  Size
  4
  3
  8
  Avg
  GENESTEALER
  MOB ABILITIES
  Flurry of Claws: As long as all individuals in a Mob 
  of Genestealers target the same opponent, they gain +2 
  bonus dice to the attack Test. 
  Joseph Nirchi (Order #15621405)
  
  367
  A perfect form… four arms, glistening claws, the 
  better to rend our deluded foes. All hail the Emperor 
  Scaled! Come, brood siblings, our lives for his glory!
  —Evelyn Webbyr, convert to the 
  Cult of the Giving Claw
  When a Genestealer is separated from the gestalt 
  Tyranid Hive Mind, its genetic makeup alters. Whether 
  fallen to a world on a chunk of debris from a Space 
  Hulk, or covertly hidden on an Imperial Cruiser, a lone 
  Genestealer relies on an innate set of strange instincts. 
  It creates a lair, then captures living prey, implanting 
  its own unholy genetic material into the host body. 
  Those infected by the ‘Genestealer’s Kiss’ fall under 
  the dominion of the Patriarch’s latent psychic powers 
  — the Broodmind. Connected telepathically, the 
  converted host utterly worships the Genestealer, and 
  sets about bringing others to be ‘converted’ by their 
  new god. 
  As the Patriarch’s cult grows, so does its power. 
  Its body morphs and enlarges, becoming stronger, 
  faster, and deadlier. Its psychic powers develop, 
  spreading the near-telepathic link between its progeny 
  and gaining new abilities akin to the Maleficarum 
  wielded by Chaos.
  The 
  Patriarch’s 
  brood 
  breeds 
  in 
  secret, 
  sometimes over centuries. The first generation are 
  monstrous fusions of Human and biomorph, but no 
  less holy to the worshippers of the cult — angels 
  standing beside the Patriarch God. As the infestation 
  of the Genestealer spreads and more are brought 
  under its sway, later generations become more and 
  more Human, but none shake the genetic devotion to 
  the Patriarch. These cultists are embedded in every 
  stratum of the local planetary populace, including the 
  manufactorum workforce, government, and military. 
  They sow discord and rebellion against the tyrannical 
  Imperium, bringing more into their accursed fold. 
  When a Tyranid hive fleet enters an infested 
  system, the Hive Mind asserts itself over the 
  Genestealers and their progeny, using them to throw 
  planetary defenders into disarray and leave the prey 
  world vulnerable to the merciless onslaught of a 
  Tyranid invasion.
  A Genestealer Patriarch is a terrifying foe at 
  any Tier. A suitable leader for a planetary rebellion of 
  nightmarish Human-xenos hybrids, the Patriarch is 
  strong, fast, resilient, and possesses terrifying psychic 
  powers. Armies have fallen to these deadly villains — 
  the Agents may be better off fleeing. 
  GENESTEALER PATRIARCH
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Tier
  1
  2
  3
  4
  Threat
  A
  A
  A
  A
  KEYWORDS: GENESTEALER CULT, PSYKER,  
  TYRANID
  S
  T
  A
  I
  WIl
  InT
  Fel
  10
  8
  6
  8
  8
  4
  2
  Resilience
  9
  Defence
  Wounds
  Shock
  7
  18
              – 
  SKILLS: Default 8, Awareness 10 (Passive 5),  
  Athletics 11, Psychic Mastery 10,  
  Stealth 10, Weapon Skill 12
  BONUSES
  Champion: This Threat may use Ruin Actions and has 
  4 personal Ruin. 
  Living Idol: Any Threats with GENESTEALER CULT 
  within 10 metres gain +2 bonus dice to all Tests.
  Second Strike: This Threat reduces the Multi-Attack 
  penalty by 2DN, as though it had the Dual Wield Talent 
  (p.133).
  ABILITIES
  BATTLECRY: Swift & Deadly 
  The Threat Seizes the Initiative without spending a 
  point of Ruin and Charges. It gains an additional +1 
  bonus die to its attack Test as part of the Charge. 
  ACTION: The Genestealer Patriarch may use its 
  Broodmind and Monstrous Rending Claws without 
  suffering the -2DN Multi-Attack penalty. 
  Broodmind: The Genestealer Patriarch may attempt to 
  activate any of the following psychic powers:
  Smite p.272, Psyniscience p.267, Deny the Witch 
  p.267, Compel p.268, Fog the Mind p.279, Psychic 
  Shriek p.279, Terrify p.280.
  Monstrous Rending Claws: 15 +4 ED / AP –3 /  
  Range 1 / Rending (3)  
  RUIN: Broodmind 
  Spend 1 Ruin. The Genestealer Patriarch attempts to 
  activate a Psychic Power or Deny the Witch (p.267).
  DETERMINATION: Lightning Reflexes
  Spend 1 Ruin to roll 8d6. This Threat can roll 
  Determination against Mortal Wounds.
  Conviction
  Resolve
  Speed
  Size
  8
  7
  8
  Large
  GENESTEALER PATRIARCH
  Joseph Nirchi (Order #15621405)
  
  368
  Well, at least we know the cooker works on 
  these things. Burn the corpses of the fallen 
  and find out what Throne-damned hole 
  this blasphemous beast crawled out of!
  —Marie Von Xardt, Ordo Xenos Inquisitor
  The first and second generations of the Genestealer 
  Infection are known as Acolyte Hybrids, bestial 
  creatures closest in form to the Genestealers that 
  infected their parents and grandparents. They have a 
  strong Broodmind bond, hunting in packs through the 
  sewers of cities and long-abandoned mineshafts. 
  The physiology of Acolyte Hybrids is too 
  recognisably inhuman to allow them to integrate with 
  society, and so they exist as the nightmare predators of 
  the urban sprawl, dragging their prey into the sewers 
  and tearing them to pieces or infecting them with a 
  new generation of cultists. They have bulbous heads 
  and purple or pink skin, echoing that of purestrain 
  Genestealers, and their three arms are capable of 
  enough strength to operate heavy machinery such as 
  rock drills, which allows them to crack open armour, 
  hulls, or grates with equal ease. 
  Living at the edges of society, they must often 
  make do with whatever weapon they can scavenge, 
  and mining equipment is easy to acquire. The 
  gruesome murders of citizens in isolated places may 
  be assumed by planetary Enforcers to be the product of 
  some Mutant serial killer or animal, but it is one of the 
  earliest identifiable signs of the Genestealer Infection.
  As with all Genestealer Cult members, Acolyte 
  Hybrids are completely loyal to their Patriarch and kill 
  for it without question. Given their monstrous shapes 
  and limited intelligence, they cannot assist with the 
  social aspects of the cult’s aims, but provide valuable 
  protection for its members, discouraging the curious 
  as well as stalking and kidnapping those they wish 
  to infect. 
  Acolyte Hybrids are powerful foes at most Tiers, 
  easily cast as hook-handed urban legends in a fraught 
  mystery leading to a hunt through the sewers, or 
  swarms of enemies protecting their cult with their lives.
  ACOLYTE HYBRID
  Tier
  1
  2
  3
  4
  Threat
  A
  E
  T
  T
  KEYWORDS: GENESTEALER CULT, TYRANID
  S
  T
  A
  I
  WIl
  InT
  Fel
  5
  4
  4
  4
  4
  2
  1
  Resilience
  7 (Customised Worker’s Fatigues: 2 AR)
  Defence
  Wounds
  Shock
  3
  8
  5
  SKILLS: Default 6, Awareness 8 (Passive 4),  
  Stealth 8, Weapon Skill 8
  BONUSES
  Second Strike: This Threat reduces the Multi-Attack 
  penalty by 2DN, as though it had the Dual Wield Talent 
  (p.133).
  ABILITIES
  ACTION: Autopistol: 7 +1 ED / 12 – 24 – 36 / Salvo 3 /  
  Rapid Fire 1
  Cultist Knife: 6 +2 ED / Range 1
  Rending Claw: 11 +4 ED / AP –2 / Range 1 /  
  Rending (2)
  REACTION: Unquestioning Loyalty
  You can activate this ability whenever a Threat with the 
  GENESTEALER CULT and PSYKER Keywords within 
  6m of the Acolyte Hybrid is targeted by an attack. The 
  Acolyte Hybrid interposes themself and becomes the 
  new target for the attack. 
  DETERMINATION: Spend 1 Ruin to roll 6d6.
  Conviction
  Resolve
  Speed
  Size
  3
  2
  6
  Avg
  ACOLYTE HYBRID
  MOB ABILITIES
  Broodmind: This Threat gains +3 bonus dice to 
  Resolve Tests when within 20 metres of a Threat with 
  the GENESTEALER CULT and PSYKER Keywords.
  Joseph Nirchi (Order #15621405)
  
  369
  Don’t decry his skin condition, Garrus. He’s the 
  hardest worker here, even if he is sour company.
  —Voigt Sevrae, Trachlan strip-mine manager
  The third and fourth generations of a Genestealer Cult 
  are known as Neophyte Hybrids and represent the 
  point at which the Genestealer strain has integrated 
  with Human genetics to produce cultists who can 
  pass for Imperials. The rank and file troops of the 
  cult, they appear almost Human, relying on numbers, 
  preparation, and coordination in combat.
  This generation is notable for being able to walk 
  upright without difficulty and having only two arms 
  rather than three. They possess Human intelligence 
  linked into the Broodmind, retaining the fierce loyalty 
  of all cult members. Third generation Neophytes retain 
  some alien physiology, with unusual skin pallor or 
  strange cranial formations leading them to cover up 
  wherever possible. Fourth generation Neophytes can 
  integrate well into Imperial society, provided they stay 
  in roles such as manual labourers, where they will not 
  attract scrutiny. 
  These jobs often have the advantage of allowing 
  them access to useful items or methods of sabotage. 
  Tools go missing from locked storage, mining charges 
  are missed from the manifest, and crates of weapons 
  come in lighter than they should. An area of a Hive 
  has to be shut off for decontamination, and it just 
  happens that a nosy Enforcer got trapped inside. Often 
  mistaken for organised crime or petty theft, this sort of 
  activity is a sign of the Genestealer Infection. Across 
  the lifespan of the cult, they amass a stock of weapons, 
  ammo, and explosives for the day when the cult rises 
  and takes the planet.
  Characters may notice physical traits of an alien 
  nature when interacting with a Neophyte, or they may 
  be evasive about their background or family. They are 
  accomplished at blending in and covering their tracks 
  and more often than not, someone asking too many 
  questions will be lured into the tunnels and torn apart. 
  NEOPHYTE HYBRID
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Tier
  1
  2
  3
  4
  Threat
  T
  T
  T
  T
  KEYWORDS: GENESTEALER CULT, TYRANID
  S
  T
  A
  I
  WIl
  InT
  Fel
  3
  3
  3
  3
  3
  3
  2
  Resilience
  6 (Worker’s Fatigues: 2 AR)
  Defence
  Wounds
  Shock
  2
  5
  4
  SKILLS: Default 4, Awareness 5 (Passive 3),  
  Ballistic Skill 5, Stealth 6, Weapon Skill 5
  BONUSES
  Passes For Human: A DN 3 Awareness (Int) Test is 
  required to notice a Neophyte Hybrid is not Human. 
  ABILITIES
  ACTION: Autogun: 7 +1 ED / 12 – 24 – 36 / Salvo 3 
  / Rapid Fire 1
  Autopistol: 7 +1 ED / 6 – 12 – 18 / Salvo 2 / Pistol
  REACTION: Unquestioning Loyalty
  You can activate this ability whenever a Threat with 
  the GENESTEALER CULT and PSYKER Keywords 
  within 6m of the Neophyte Hybrid is targeted by an 
  attack. The Neophyte Hybrid interposes themself and 
  becomes the new target for the attack.
  DETERMINATION: Spend 1 Ruin to roll 3d6
  Conviction
  Resolve
  Speed
  Size
  3
  2
  6
  Avg
  NEOPHYTE HYBRID
  MOB ABILITIES
  Broodmind: This Threat gains +3 bonus dice to 
  Resolve Tests when within 20 metres of a Threat with 
  the GENESTEALER CULT and PSYKER Keywords.
  Joseph Nirchi (Order #15621405)
  
  370
  THREE-ARMED DISCOUNT
  Infiltrating Imperial society from below, the Neophyte Hybrids of a Genestealer Cult that can pass for 
  Human easily acquire work as labourers, manufacturers, and military personnel due to their inherited 
  strength. Whilst in these assumed roles they steal supplies for the cult, stockpiling in preparation for their 
  uprising.  
  Neophyte Hybrids and Acolyte Hybrids can replace any of their armaments with any Common weapon 
  with the IMPERIUM Keyword. They may also use the following mining equipment as weapons: 
  Blasting Charge: 10 +2 ED / AP –4 / Thrown Sx4 / Blast (4)
  Heavy Rock Cutter: (S)+6 +6 ED / AP –4 / Range 1 / Brutal, Heavy (6), Rending (2), Unwieldy (4)
  Heavy Rock Drill: (S)+5 +5 ED / AP –3 / Range 1 / Brutal, Heavy (6), Rending (4), Unwieldy (4)
  Heavy Rock Saw: (S)+6 +4 ED / AP 4 / Range 1 / Brutal, Heavy (4), Unwieldy (3)
  Joseph Nirchi (Order #15621405)
  
  371
  A corpse asks for the sweat from your brow and the 
  blood from your veins. Has he protected you from 
  hunger? From the lash of the whip? The poison in 
  the air? Has he protected you from the daemons that 
  come from the sky? No. He is dead, and we are risen! 
  —Velit, Magus of the Cult of the Giving Claw
  Emerging from the fourth generation of a Genestealer 
  Cult, a Magus might be Human in appearance but is 
  xenos of mind. The Patriarch, a purestrain Genestealer 
  who evolves into the controlling heart of the cult, uses 
  the mind of a powerful Psyker to communicate directly 
  with its followers and coordinate the infiltration of the 
  planet. 
  A Genestealer Cult Magus is engineered when 
  the cultists infect a Warp-touched Human who then 
  produces this sophisticated hybrid. The Magus acts as 
  the lawgiver and high priest of the cult, as well as a 
  diplomatic weapon to bring influential Humans into 
  line with the cult’s aims. An isolated cult usually has 
  one Magus, but as it spreads across the planet, others 
  take responsibility for their own cells in a geographic 
  area, often plotting against one another for greater 
  favour with the Patriarch. A Magus appears as an 
  imposing Human and has immense charisma backed 
  by psychic sway. 
  A Genestealer Cult Magus spends years 
  charming influential people and spreading the cult, 
  and for the most part those who interact with them 
  cannot sense their true nature. If a Psyker breaks 
  through their significant defences, they may recoil 
  from the touch of a xenos mind, but in doing so they 
  have made themselves a high priority target for the 
  cult. 
  When the cult is signalled to reveal its presence, 
  the Magus plays a vital role in directing the uprising. 
  They are likely to send other cult members, such as 
  Hybrid Metamorphs, ahead and then turn the enemy’s 
  own minds against them. As their enemies fall to 
  fighting within their own ranks, the Magus directs the 
  cult to swarm the planet’s strategic targets, disabling 
  communications and core systems. Even Psykers who 
  attempt to target the cult members find their abilities 
  repelled by the power of the Magus. 
  CULT MAGUS
  INTRO
  CHARACTER
  FACTIONS
  ARCHETYPES
  ATTRIBUTES & 
  SKILLS
  TALENTS
  ADVANCEMENT
  RULES
  COMBAT
  WARGEAR
  PSYCHIC  
  POWERS
  THE GILEAD 
  SYSTEM
  GAMEMASTER
  BESTIARY
  Tier
  1
  2
  3
  4
  Threat
  A
  A
  E
  E
  KEYWORDS: GENESTEALER CULT, TYRANID
  S
  T
  A
  I
  WIl
  InT
  Fel
  4
  4
  3
  4
  8
  6
  6
  Resilience
  5 (Magus Robe: 0 AR)
  Defence
  Wounds
  Shock
  3
  10
  11
  SKILLS: Default 6, Awareness 8 (Passive 4),  
  Deception 8, Insight 8, Leadership 10, Persuasion 10,
  Psychic Mastery 10
  BONUSES
  Champion: This Threat may take Ruin actions and has 
  2 personal Ruin.
  Passes For Human: A DN 3 Awareness (Int) Test is 
  required to notice a Neophyte Hybrid is not Human. 
  Spiritual Leader: Allied GENESTEALER CULT 
  Threats within 10m of a Cult Magus gain +4 bonus 
  dice to resist psychic powers.
  ABILITIES
  BATTLECRY: Cult Recruitment: The Genestealer 
  Cult Magus attempts to activate Possession (p.281).
  ACTION: Broodmind: The Cult Magus may attempt to 
  activate any of the following psychic powers:
  Smite p.272, Psyniscience p.267, Deny the Witch 
  p.267, Compel p.268, Fog the Mind p.279, Psychic 
  Shriek p.279, Terrify p.280.
  Autopistol: 7 +1 ED / Range 6 – 12 – 18 / Pistol
  Force Stave: 12 +2 ED / AP –1 / Range 2 / Brutal, Force
  RUIN: Broodmind: Spend 1 Ruin. The Cult Magus 
  attempts to activate a Psychic Power or Deny the Witch 
  (p.267).
  DETERMINATION: Spend 1 Ruin to roll 3d6
  Conviction
  Resolve
  Speed
  Size
  8
  7
  6
  Avg
  CULT MAGUS
  Joseph Nirchi (Order #15621405)
  
  S
  T
  A
  I
  WIL
  INT
  FEL
  Rating
  Bonus
  TOTAL
  Rating
  total
  Rating
  total
  athletics
  s
  Medicae
  int
  awaReness
  int
  PeRsuasion
  Fel
  Ballistic skill
  a
  Pilot
  a
  cunning
  Fel
  Psychic  
  MasteRy
  wil
  decePtion
  Fel
  scholaR
  int
  insight
  Fel
  stealth
  a
  intiMidation
  wil
  suRvival
  wil
  investigation
  int
  tech
  int
  leadeRshiP
  wil
  weaPon skill
  i
  PlayeR naMe:
  BackgRound:
  SKILLS
  chaRacteR naMe:
  tieR: 
  Rank:
  sPecies: 
  Faction: 
  aRchetyPe:
  keywoRds:
  ATTRIBUTES
  WRATH
  WOUNDS
  SHOCK
  Max 
     
  = t + (2x tieR)
  Max       
  = wil + tieR
  deteRMination      
  = t
  WARGEAR
  WEAPONS
  DICE POOL
  DAMAGE
  ED
  AP
  SALVO
  RANGE
  TRAITS
  ARMOUR
  AR
  TRAITS
  GEAR:
  DEFENCE
  RESILIENCE
  = i -1
  Base
  +
  aRMouR
  =
  TOTAL
  T + 1
  INFLUENCE
  WEALTH
   
  = Fell -1
  = tieR
  OBJECTIVE
  CONVICTION
  = wil
  SIZE
  RESOLVE
  = wil -1
  SPEED
  SURVIVAL
  USES FOR 
  WRATH
  ReRoll all Failed dice 
  Make a naRRative declaRation
  action to RestoRe (Rank + tieR) shock
  Joseph Nirchi (Order #15621405)
  
  PSYCHIC POWERS
  MAXIMUM
  = tieR +1
  1.
  2.
  3.
  4.
  5.
  6.
  NOTES
  STEALTH
  PASSIVE 
  AWARENESS
  = AWARENESS 
  TOTAL / 2
  POWER
  DN
  ACTIVATION
  DURATION
  RANGE
  TARGET
  EFFECT
  INJURIES & CORRUPTION
  TALENTS & ABILITIES
  XP EARNED
  CURRENT XP 
  EARNED
  CORRUPTION
  LEVEL
  MUTATIONS
  MEMORABLE INJURIES
  TRAUMATIC INJURIES
  FAITH
  MAX
  Joseph Nirchi (Order #15621405)
  
  GLORY
  FRAMEWORK BONUS
  FRAMEWORK
  USES FOR GLORY
  add 1d6 to youR dice
  Pool FoR a test
  seiZe the initiative
  incRease daMage By 1
  incRease the seveRity
  oF a cRitical hit
  Joseph Nirchi (Order #15621405)
  
  375
  Special Keywords
  [ANY]: This Keyword can be replaced with any other 
  Keyword of your choice. In almost all circumstances 
  it makes the most sense to select a Faction Keyword. 
  Discuss your choice with your GM and the group to 
  ensure it makes sense for the narrative of your game. 
  PSYKER: You are a Psyker, capable of channeling the 
  raw energies of the Warp. If you have this Keyword, 
  you: 
   
  u
  Know the Universal Psyker Abilities (p.267). 
   
  u
  Can spend XP to learn psychic powers. 
   
  u
  Can 
  spend 
  XP 
  to 
  improve 
  your 
  Psychic 
  Mastery Skill.
  None truly know how an individual becomes a Psyker. 
  Some are born with this twisted gift, others are cursed 
  through exposure to the Warp. Becoming a Psyker will 
  dramatically change your character, making them a 
  powerful, feared, and potentially illegal citizen of the 
  Imperium. Talk to your GM and your group before 
  choosing this Keyword.
  Faction Keywords
  Your Keywords define which Factions you belong to or 
  have very strong ties to. 
  ABHUMAN: Some mutated strains of Humanity, such 
  as the muscular, oversized, impeccably loyal Ogryns, 
  are allowed citizenship in parts of the Imperium due 
  to their usefulness. These mutants are known as 
  Abhumans. 
  ADEPTA SORORITAS: A sect of righteous warrior-
  monks that form the army of the Adeptus Ministorum, 
  waging Wars of Faith to see the God-Emperor’s will 
  done. 
  ADEPTUS 
  ADMINISTRATUM: 
  The 
  colossal 
  bureaucratic organisation that governs the Imperium. 
  They keep the records, levy the tithes, assemble the 
  munitions, and fulfill a numberless host of other 
  clerical duties. 
  ADEPTUS ASTARTES: The Space Marines: genetically 
  enhanced transhuman super soldiers who know no 
  fear. 
  ADEPTUS ASTRA TELEPATHICA: The organisation 
  responsible for recruiting and training Psykers for the 
  Imperium. 
  ADEPTUS MECHANICUS: Adherents to the Cult 
  Mechanicus, the Mars-based cult of the machine that 
  supply the Imperium with its advanced technology and 
  guard the sacred knowledge of its workings. 
  ADEPTUS MINISTORUM: The state church of the 
  Imperium that propagates and maintains the worship 
  of the God-Emperor to unite His people. 
  AELDARI: An ancient xenos Species whose declining 
  empire once spanned the galaxy. They are naturally 
  psychic, long lived, and old enemies of the Imperium. 
  AERONAUTICA 
  IMPERIALIS: 
  The 
  Aeronautica 
  Imperialis are part of the Navis Imperialis, and are 
  responsible for Imperial in-atmosphere aviation. 
  ANHRATHE: Anhrathe is the Aeldari name for the 
  Corsairs, the piratical outcasts that form Coteries. 
  ASPECT WARRIOR: Asuryani that follow the Path of 
  the Warrior devote themselves to a specific aspect of 
  Khaine, the Aeldari God of War. These Asuryani are 
  known as Aspect Warriors. 
  ASTRA CARTOGRAPHICA: A sub-faction of the 
  Administratum, the Astra Cartographica are tasked 
  with mapping the vast expanse of the galaxy. 
  ASTRA MILITARUM: The largest military force of the 
  Imperium, numbering billions of mortal Humans. 
  ASURYANI: The Aeldari name for the citizens that live 
  disciplined lives on Craftworlds. 
  BEAST: Unintelligent creatures that do not possess the 
  self-awareness and high intelligence of Humans. 
  CHAOS: The forces and worshippers of the Chaos 
  Gods. 
  DAEMON: The twisted creatures native to the 
  Immaterium are named daemons and are believed to 
  be made of Warp energy. 
  LIST OF KEYWORDS
  Joseph Nirchi (Order #15621405)
  
  376
  DARK 
  MECHANICUM: 
  Traitors 
  and 
  renegades 
  formerly of the Cult Mechanicus, those of the Dark 
  Mechanicum commit the sins of worshipping Chaos, 
  abusing 
  forbidden 
  technologies, 
  and 
  practicing 
  innovation, including the abject horrors of daemon-
  infused tech. 
  DRUKHARI: Cruel and depraved, the ‘Dark Eldar’ 
  are Aeldari who have succumbed utterly to their 
  Species’ bottomless hedonism. Since the fall of the 
  Aeldari, they have lived in the foul Webway metropolis 
  Commorragh, subsisting their twisted souls on the 
  psychic emanations of the suffering of their many 
  slaves. 
  GENESTEALER CULT: The Genestealer life cycle 
  infects other creatures, warping their minds and 
  bodies to serve the grotesque Tyranid as it grows in 
  power and plans total insurrection. The brainwashed 
  and hybridised lifeforms that worship the Genestealer 
  Patriarch are known as Genestealer Cultists. 
  HARLEQUIN: The inscrutable worshipers of the 
  Laughing God Cegorach, the Harlequins are Aeldari 
  that tour the galaxy in troupes, mounting theatrical 
  reenactments of Aedlari history and intervening in 
  combats with deadly efficiency. 
  HERETIC: Those that have sinned, blasphemed, or 
  turned traitorously from the light of the Emperor are 
  known as heretics. 
  IMPERIUM: The vast interstellar empire of Humanity 
  that spans over a million worlds, led by the Emperor 
  from Holy Terra. 
  INQUISITION: A clandestine organisation given 
  absolute power to battle the greatest threats to the 
  Imperium: heresy, xenos, and daemons. 
  JOKAERO: A simian-like xenos Species with an 
  incredible innate understanding of technology. 
  KHORNE: One of the Ruinous Powers, the Blood God’s 
  domains are acts of violence, murder, and brutality. 
  KROOT: A mercenary xenos Species with the ability 
  to control their evolution through the consumption of 
  other lifeforms. 
  MILITARUM AUXILLA: A division of the Astra 
  Militarum that consists of Abhumans. 
  MILITARUM TEMPESTUS: A division of the Astra 
  Militarum that provides elite special operations soldiers. 
  MUTANT: Humans that have deviated from the pure, 
  Ecclesiarchy-defined form due to the malign influence 
  of the Warp are known as Mutants. 
  NAVIS IMPERIALIS: The Imperial organisation 
  responsible for the operation and application of 
  voidships. The Navis Imperialis, or Imperial Navy, 
  ferry the Astra Militarum from one of a million battles 
  to another, and engage in void combat with the many 
  spacefaring enemies of the Imperium. 
  NAVIS NOBILITE: An ancient extended noble family 
  of sanctioned Human mutants, all possessing the 
  hereditary ability to navigate through the shifting 
  tides of the Warp and guide a voidship through the 
  seas of the Empyrean. 
  NECRON: A prehistoric Species of deathless robotic 
  xenos that are returning to life after a multiple 
  millennia of slumber. The Necrons employ technology 
  beyond any other living Species in their quest to 
  re-conquer the galaxy. 
  NURGLE: One of the Ruinous Powers, the Plague 
  God’s domains are disease, decay, and entropy. 
  OFFICIO ASSASSINORUM: A clandestine Imperial 
  organisation that trains the deadliest assassins 
  available to Humanity. 
  OFFICIO PREFECTUS: The Imperial organisation that 
  recruits and trains Commissars.
  ORK: A brutal xenos Species that crave violence and 
  live only for war. 
  PRIMARIS: A new breed of transhuman Space 
  Marines, more powerful even that their Adeptus 
  Astartes brethren. 
  QUESTOR 
  MECHANICUS: 
  The 
  robotic 
  combat 
  walkers known as Imperial Knights are referred to as 
  Questor Mechanicus in High Gothic. Laying ancient 
  claim to the feudal Knight Worlds of the Imperium, a 
  Joseph Nirchi (Order #15621405)
  
  377
  single Knight can turn the tide of a battle using the 
  millennia of combat knowledge passed down through 
  the Throne Mechanicum. 
  ROGUE TRADER: The Holders of Warrants of Trade, 
  Rogue Traders are empowered to explore, conquer, and 
  trade beyond the borders of the Imperium to expand 
  the Emperor’s realm. 
  SCHOLASTIA PSYKANA: A division of the Adeptus 
  Astra Telepathica, the Scholastia Psykana are tasked 
  with examining the Psykers that are brought to Terra 
  by the Black Ships and training them to determine 
  their usefulness to the Imperium. 
  SCUM: The dregs of Imperial society operating outside 
  of other Factions, and often the law. 
  SERVITOR: AI, or Abominable Intelligence, is a sin 
  to the Cult Mechanicus. Their many technological 
  servants, known as Servitors, are all constructed 
  around 
  biological 
  brains 
  supplemented 
  with 
  holy mechanisms.
  SKITARII: The heavily augmented Humans known as 
  Skitarii are the eternally devoted mechanised armies of 
  the Cult Mechanicus. 
  SLAANESH: One of the Ruinous Powers, the Lord of 
  Excess — or to the Aeldari, She Who Thirsts — claims 
  domain over decadence, hedonism, and the pursuit of 
  perfection. 
  T’AU: A young but technologically advanced xenos 
  Species, the T’au empire is rapidly spreading on the 
  eastern fringes of the galaxy. 
  TYRANID: An extra-galactic gestalt Species of 
  grotesque xenos solely intent on devouring all other 
  life. Though they appear as multiple adaptive bioforms 
  (including the dreaded Genestealers) they operate 
  as a Hive Mind, deadly and singular in purpose and 
  fighting with disgusting bio-tech weaponry. 
  TZEENTCH: One of the Ruinous Powers, the Changer 
  of Ways’ domains are fate, ambition, and sorcery. 
  WRAITH CONSTRUCT: Every Asuryani carries a 
  Spirit Stone, a device that will capture their soul 
  when they die to protect it from the predations of She 
  Who Thirsts. These Spirit Stones can be attached to 
  wraithbone technology, powering it with the nascent 
  psychic ability of the Aeldari soul. A Wraith Construct 
  is an artificial body that can be powered by a Spirit 
  Stone, allowing a semblance of life beyond death.  
  YNNARI: A recently emerging religious sub-faction 
  of the Aeldari, the Ynnari seek to unite the Asuryani, 
  Drukhari, Harlequins, and Outcasts. Their ultimate 
  mission is to awaken Ynnead, the Aeldari God of the 
  Dead, so that they may defeat She Who Thirsts and 
  reclaim their position as rulers of the galaxy. 
  Bracketed Keywords 
  If a Keyword is bracketed it represents a choice of 
  sub-faction. For example, if you were an Adeptus 
  Astartes, you would have the [CHAPTER] Keyword. 
  If you were a member of the Salamanders Chapter, 
  you would replace the [CHAPTER] Keyword with the 
  SALAMANDERS Keyword. 
  [CHAPTER]: Every Space Marine belongs to a Chapter, 
  an organisation of 1,000 Adeptus Astartes with their 
  own strictures, cultures, traditions, and inherited 
  gene-seed. 
  Examples: See p.73
  [CLAN]: An Ork Clan is a cultural mindset or timeless 
  philosophy that unites large gatherings of Orks. Each 
  has their own focus on a specific part of Ork kultur, 
  such as Brutality, Kunnin’, or lootin’. 
  Examples: See p.82
  [COTERIE]: A Coterie is a collective of Aeldari Corsairs, 
  a band of opportunistic space pirates that have each 
  left their former lives to indulge in adventure and 
  hedonistic pursuits. A Coterie is a loose organisation 
  based on camaraderie and shared goals, and may 
  include both Aeldari and Drukhari. 
  Examples: Greensteel Corsairs, Yriel’s Eldritch Raiders, 
  Sunblitz Brotherhood, Void Dragons 
  [CRAFTWORLD]: A Craftworld is a gargantuan 
  wraithbone voidcraft the size of a small planet 
  housing a huge population of Asuryani Aeldari. Each 
  Craftworld has its own unique culture, and is powered 
  by an Infinity Circuit which houses the spirits of the 
  Craftworld’s deceased citizens. 
  Examples: Ul-Khari, Alaitoc, Biel-Tan, Iyanden
  Joseph Nirchi (Order #15621405)
  
  378
  [DYNASTY]: The Warrant of Trade that gives a Rogue 
  Trader their power is often subject to inheritance, with 
  the wealth and influence of a Rogue Trader’s Dynasty 
  growing through the generations. Each Dynasty 
  may have wildly different inherited resources, or a 
  reputation to uphold. 
  Examples: Varonius, Kahlixian, Armengarde 
  [FORGE WORLD]: The Cult Mechanicus lay claim 
  to many Imperial planets, coveting their useful 
  mineral resources and converting their entire surface 
  to vast interlinked manufactorums. Each has their 
  own particular culture, methods of worshipping the 
  Omnissiah, and specialised manufacturing patterns.
   Examples: Avachrus, Mars, Ryza, Metalica 
  [HAEMONCULUS COVEN]: Haemonculi are Drukhari 
  that have mastered the arts of inflicting torturous 
  pain and the reshaping of flesh through biological 
  manipulation. They frequently gather together to 
  pursue their twisted goals as a coven, attended by the 
  grotesque monstrosities they create. 
  Examples: Prophets of Flesh, Dark Creed, Coven 
  of Twelve
  [KABAL]: The majority of the Drukhari are part of an 
  immoral Kabal, a scattered army of raiders and slavers 
  that pillage the galaxy through use of the Webway. 
  Each Kabal is led by an Archon with their own twisted 
  goals. 
  Examples: Black Heart, Flayed Skull, Poisoned Tongue, 
  Obsidian Rose 
  [LEGION]: The Traitor Legions of the Chaos Space 
  Marines each worship the Chaos Gods differently, but 
  all are foul renegades. Some are many thousands in 
  strength, others mere warbands united by a common 
  goal, scattered through the galaxy and the nightmare 
  Immaterium. 
  Examples: Black Legion, Death Guard, Word Bearers
  [MARK OF CHAOS]: Those that worship the Ruinous 
  Powers may be gifted with a Mark of Chaos, a foul 
  manifestation of the favor of the Dark Gods that 
  defines a mortal as a servant of Chaos. Most of these 
  traitors are marked with the eight-pointed star of 
  Chaos undivided, but some focus their worship on a 
  single god and in turn receive their specific mark. 
  [ORDER]: The convents of the Adepta Sororitas train 
  righteous servants of the God-Emperor to serve many 
  roles, each known as an Order. 
  Examples: See p.51
  [ORDO]: The Inquisition comprises multiple Holy 
  Ordos, each specialised to clandestinely combat the 
  greatest threats to the Imperium. 
  Examples: See p.64
  [REGIMENT]: Each of the diverse planets of the 
  Imperium owe a tithe of warriors to the Emperor to 
  fight His holy wars. The tremendous variety of planets 
  — from jungle-covered Death Worlds to honourable 
  industrial worlds — mean that every planetary 
  Regiment is vastly different in training, technique, and 
  equipment. 
  Examples: See p.61
  [WYCH CULT]: The Drukari of Commorragh flock to 
  the nightly gladiatorial murder-shows of the Wych Cults 
  for sustinence. They relish the displays of violence and 
  pain as literal nourishment for their depraved souls. 
  Each Cult uses different techniques, combat drugs, and 
  weaponry to perform glorious slaughter. 
  Examples: Cult of Strife, Cult of the Cursed Blade, Cult 
  of the Red Grief 
  Wargear Keywords
  In most cases, these Keywords are applied only to 
  Wargear, and are important for certain Talents such as 
  Armourbane (p.129) and Dual Wield (p.133). 
  2-HANDED: A weapon that requires two hands to 
  wield. 
  ARC: Ancient weapons that spew blasts of electricity 
  that tear asunder biological nerves and mechanical 
  systems.  
  BLADE: A simple bladed weapon, such as a Sword or 
  Knife. 
  BOLT: A firearm that fires the self-propelled, mass-
  reactive rounds known as Bolts, which explode when 
  they penetrate the enemy. 
  Joseph Nirchi (Order #15621405)
  
  379
  CHAIN: A weapon that uses sharp, motorised teeth to 
  inflict maximum damage. 
  EXOTIC: A strange or unusual weapon that defies 
  usual categorisation. 
  EXPLOSIVE: A weapon that explodes or fires 
  explosives. 
  FIRE: A weapon that shoots flames or incorporates 
  fire. 
  FLAK: A sturdy, lightweight, mass-produced form of 
  armour. 
  FORCE: Psykers can channel Warp energies into a 
  Force weapon, unnaturally amplifying the power of 
  their blows. 
  HEAVY: A particularly weighty piece of equipment. 
  LAS: Mass-produced, easily maintained, and fueled 
  by rechargeable power cells used to fire lasers, Las 
  weapons are the mainstay weapon of the Imperium.  
  LIGHT: A particularly low-weight piece of equipment. 
  MELTA: Firing focused beams of extreme heat, 
  these thermal firearms are powered by sub-atomic 
  technology and make excellent anti-armour weapons. 
  NEEDLE: These silent weapons have a two-stage 
  firing mechanism: an invisible laser that penetrates 
  the skin, followed by a poisonous crystalised needle 
  of neurotoxin to ruthlessly dispatch foes at a distance. 
  PLASMA: Advanced firearms that shoot deadly pulses 
  of superheated matter, these weapons revered for their 
  destructive prowess and feared for their instability. 
  POWER FIELD: Melee weapons sheathed in matter-
  disrupting power fields cut through armour with ease. 
  POWERED: Ceramite, adamantium, and plasteel are 
  but a few of the super-heavy materials used to provide 
  Imperial warriors with protection against the myriad 
  threats of the 41st Millennium. This armour would 
  be too heavy to use were it not for the electrically 
  motivated fibre bundles that enhance and replicate 
  the wearer’s movements, mitigating heavy weight and 
  increasing the strength of the wearer. Armour that can 
  increase its wearer’s strength in this way is known as 
  Powered Armour, or Power Armour. 
  PRIMITIVE: Equipment that uses outdated technology. 
  PROJECTILE: A firearm that uses ancient gunpowder 
  technology to launch simple metal slugs at high speeds. 
  SHURIKEN: The advanced technology of the Aeldari 
  allows them to construct monomolecular plasti-crystal 
  ammunition that slices through flesh and armour 
  when fired. These weapons usually utilise gravitic 
  pulses to launch Shurikens at speeds so fast they 
  screech through the air. 
  Psychic Power Keywords
  AELDARI: An advanced psychic power employed only 
  by the Aeldari Species. 
  AUDITORY: A psychic power that has an audible effect. 
  CHAOS: A psychic power employed only by the forces 
  of Chaos. 
  FIRE: A psychic power that manipulates heat or 
  conjures flame. 
  KINETIC: A psychic power that manifests kinetic force 
  to move something in realspace. 
  LIGHT: A psychic power that produces light. 
  PSYCHIC: A Keyword attached to every Psychic Power. 
  TELEPATHY: A psychic power that allows the Psyker 
  to enter the mind of another individual. 
  Joseph Nirchi (Order #15621405)
  
  INDEX
  380
  #
  +Double Rank ................... 129 
  Add a number of bonus dice 
  to your dice pool equal to 
  your double your Rank.
  +Rank  ............................... 129
  Add a number of bonus dice to your 
  dice pool equal to your Rank. 
  A
  Aberration  ......................... 292 
  Ability
  A catch-all term for your 
  character's Talents, Archetype 
  and Species Abilities.
  Absolvers .................................  
  ............... 71, 27, 106, 113, 117
  Action ................................ 178 
  Acute Sense ........................ 129 
  Adepta Sororitas  .................. 50 
  Adeptus Administratum ...........
  ......................... 45, 46, 95, 301
  Adeptus Astartes  ........... 70, 27
  Adeptus Astra Telepathica  ... 53 
  Adeptus Mechanicus  ........... 55 
  Adeptus Mechanicus Ranged 
  Weapons .................... 219, 230
  Adeptus Ministorum  ............ 58 
  Administratum Records ........ 95 
  Adversary........................... 323 
  Aeldari ........................... 76, 28
  Aeldari Armour  ................. 233 
  Aeldari Melee Weapons  ..... 213 
  Aeldari Psykers  ................. 282 
  Aeldari Ranged Weapons ... 220 
  Afflicted  ............................ 295 
  Agent................................. 173
  A player's character.
  Agility Attribute ................. 119 
  Agonising  .......................... 208 
  Agri World .................... 300, 49
  Aim  ................................... 189 
  Alien ...... 28, 76, 80, See Xenos
  All-Out Attack .................... 187 
  Ambush ............................. 177 
  Ammo ........................ 184, 229
  Ammo Containers  .............. 229 
  Amorphous ........................ 295 
  An Excess Of Eyes ............. 294 
  Angel of Death ................... 129 
  Annihilation ....................... 194 
  Aquatic  .............................. 294 
  Arc (X) ............................... 208 
  Archetype ....................... 88, 21
  Archetype Format ................. 89 
  Area Effect Weapons .. 186, 208
  Area of Effect  .................... 208 
  Armour ........................ 231, 36
  Armour of Faith  ................ 110 
  Armour Penetration (AP) .........
  ................................... 207, 183
  Armour Rating (AR)..... 231, 36
  Armour Traits  .................... 232 
  Ascension .......................... 147 
  Ascension Narratives ......... 155 
  Ascension Packages  .......... 148 
  Assail  ................................ 277 
  Assault  .............................. 208 
  Astartes Armour  ................ 233 
  Astra Militarum  ................... 60 
  Astronomican ... 253, 10, 47, 53
  Astronomican Choir  ........... 254 
  Astropath ............. 248, 254, 47
  Asuryani Paths  .................... 78 
  Asuryani Psykers ............... 282 
  Athletics Skill ..................... 121 
  Attack Tests ................ 173, 182
  Attacking ................... 173, 182
  Attribute ..................... 24, 119
  A numeric measure of your 
  character's innate strengths 
  and weaknesses. 
  Attribute Tests  ................... 170 
  Augmetic ............................ 242 
  Augmetic Enhancements  ... 243 
  Augmetic Implants  ............ 244 
  Augmetic Installation  ........ 242 
  Augmetic Reconstruction  ... 242 
  Avachrus  ........................... 297 
  Awareness Skill .................. 122 
  B
  Background  ............. 43, 30, 34
  Background Bonus  .............. 43 
  Ballistic Skill....................... 122 
  Battlecry ............................. 323 
  Berzerker ........................... 130 
  Bestial Hide ........................ 290 
  Bestiary  ............................. 322 
  Bestiary Format .................. 323 
  Betrayer  ............................ 130 
  Binary Chatter .................... 130 
  Biomancy ........................... 272 
  Black Ships................... 253, 53
  Blast (X) ............................ 208 
  Bleeding ............................. 199 
  Blighted Soul  ..................... 289 
  Blinded ............................... 199 
  Blindfighter  ....................... 130 
  Blood Must Flow!  .............. 130 
  Bolstering Purity  ............... 142 
  Bolt Weapons  .................... 216 
  Bombardment  .................... 130 
  Bonus Dice  ........................ 161
  Bound ................................ 260 
  Boy............................... 98, 354
  Brace .................................. 189 
  Bracketed Keywords .....21, 377 
  Bribery  .............................. 169 
  Brutal ................................. 209 
  Brutalist  ............................ 130 
  Brute  ................................. 290 
  Bulk (X)  ............................ 232 
  By His Will  ........................ 142
  C
  Called Shot  ........................ 186 
  Cannibalistic Drive  ............ 293 
  Chain Weapons  .................. 212 
  Chameleon ......................... 268 
  Chaos ................................... 84
  Chaos Familiar ................... 130 
  Chaos Gods .......... 84, 252, 285
  Chaos Space Marine...... 87, 342
  Chapter (Space Marines)....... 71 
  Charge ................................ 188 
  Clan (Ork)  ........................... 82 
  Climbing ............................. 180 
  Combat Actions .................. 178 
  Combi-Tool ......................... 237 
  Compel  .............................. 268 
  Complication  .................... 163
  Triggered when you roll a 1 on 
  the Wrath Dice. An opportunity 
  to add drama to a scene. 
  Conceal / Reveal ................. 283 
  Conceal Phenomena ........... 268 
  Conditions .......................... 197 
  Conjure Flame  ................... 269 
  Consecrated Light  .............. 143 
  Conversational Cogitator  .... 131 
  Conviction .................... 37, 286
  Core Mechanic  ................... 158 
  Corpulent  ........................... 294 
  Corrosive Bile  .................... 294 
  Corrosive Miasma ............... 291 
  Corrupted Flesh  ................. 292 
  Corruption  ......................... 285 
  Corruption Levels ............... 285 
  Corruption Test ................. 286
  Roll your Conviction Trait 
  against the DN. 
  Corsair .......................... 97, 364
  Coterie  ................... 77, 97, 364
  Counter Attack ................... 131 
  Cover .................................. 181 
  Craftworld ............................ 76 
  Crawling ............................. 180 
  Creating a Character  ............ 17 
  Creating a Traitor  ................. 87 
  Creation Ascension  ............ 148 
  Critical Hits ....................... 197
  Triggered when you roll a 6 on the 
  Wrath Dice as part of an attack Test. 
  Crusader ............................. 110 
  Crush.................................. 277 
  Cultist.............................337, 87
  Cumbersome ...................... 232 
  Cunning Skill ...................... 122
  D
  Daemon ......................345-352, 
  10, 85, 64, 130, 264, 341, 344
  Daemonic Possession ...............
  ................... 264, 213, 253, 341
  Damage ...... 173, 183, 192, 207
  Dancing on the Blade's Edge 97 
  Dark Flame ......................... 281 
  Deadshot ............................ 131 
  Death Cult Assassin  .......... 102 
  Death Or Glory!  ................. 131 
  Deception Skill.................... 122 
  Deductive ........................... 132 
  Defence ........................ 36, 182
  Deny the Witch ................... 267 
  Desperado .......................... 112 
  Joseph Nirchi (Order #15621405)
  
  INDEX
  381
  Determination .................... 196 
  Determining Difficulty  161, 122
  Devotees ............................. 132 
  Dice Pool ........................... 158
  The number of dice you roll when 
  making a Test. Usually your Skill 
  Rating + the linked Attribute Rating. 
  Die Hard  ............................ 132 
  Difficult Terrain  ................. 181 
  Difficulty Number (DN) .... 160
  The number of Icons you must equal 
  or exceed to succeed on a Test. 
  Dirty Fighter ....................... 132 
  Disarming Shot................... 187 
  Discipline Savant ................ 132 
  Disturbing Voice ................. 133 
  Divination .......................... 274 
  Divine Guidance ................. 143 
  Dodging AOE ..................... 186 
  Dual Wield.......................... 133 
  Dull Pain ............................ 269 
  Duty Until Death ................ 133 
  Dying  ................................ 193 
  E
  Echoes ................................ 289 
  Eliminator .......................... 133 
  Elites .................................. 323 
  Embolden / Horrify ............. 283 
  Emperor ............................... 47 
  Empower / Enervate ........... 283 
  Enduring Life  .................... 294 
  Enfeeble ............................. 272 
  Engaged ............................. 184 
  Enhance / Drain ................. 284 
  Equipment .......................... 236 
  Erasure ............................... 278 
  Ere We Go! Armour Trait .... 232 
  Escape Artist ...................... 133 
  Ever Vigilant ...................... 133 
  Exalted Icon ...................... 158
  A result of 6 on a dice, 
  which counts as 2 Icons. 
  Exhausted .......................... 199 
  Exotic Melee Weapons ........ 211 
  Experience Ascension ......... 147 
  Extra Appendages .............. 291 
  Extra Damage
  Dice ........... 173, 183, 207, 266
  Roll this as part of an attack. Results 
  of 4 and 5 deal 1 additional damage, 
  results of 6 deal 2 additional damage
  F
  Faction .......................... 26,  42
  Fail Forward ....................... 319 
  Failure ............................... 158
  A result of 1, 2, or 3 on a dice 
  does not count as an Icon.
  Faith  .................................. 142 
  Fall Back ............................ 188 
  Favoured By The Warp ....... 133 
  Fear .................................... 199 
  Fear (Talent)....................... 133 
  Fear Test.............................199
  Roll your Resolve Trait 
  against the Fear Test DN. If 
  you fail, you suffer Fear. 
  Fearless .............................. 133 
  Fearsome Respect ............... 111 
  Feel No Pain ....................... 133 
  Fellowship Attribute ........... 120 
  Fiery Form  ......................... 275 
  Fiery Invective ...................... 92 
  Firing into Melee ............... .185
  Flagellant ........................... 134 
  Flame Breath ...................... 276
  Flamer Weapon Trait...........209 
  Flame Weapons .................. 219 
  Flash Bang ......................... 269 
  Fleshmetal .......................... 293 
  Flying ................................. 180 
  Fog The Mind ..................... 279 
  Force .................................. 209
  Force Weapons ................... 212 
  Forewarning ....................... 274 
  Forge World .................. 56, 297
  Framework....18, 311, 316, 374
  A brief description of your group 
  of characters and what they do. 
  Free Action  ........................ 179 
  Frenzied ............................. 199 
  Frenzy ................................ 134 
  From the Shadows .............. 107 
  Full Defence ....................... 187 
  Full-Round Action...............179
  Furious Charge ................... 134 
  G
  Gaining Glory ..................... 164 
  Gaining Psychic Powers  ..... 257 
  Gaining Wealth ........... 206, 321
  Gaining Wrath Points ......... 164 
  Gallows Humour................. 134 
  Game Terms ........................... 6 
  Game Text .............................. 6 
  Gamemaster (GM) ............ 314 
  The player who roleplays 
  the world, adjudicating the 
  rules and responding to the 
  player characters' actions. 
  Ganger ................................. 96 
  Genestealer  .................365-371
  Get Stuck In  ......... 98, 354, 356
  Getting Started ................... 162 
  Gilead Gravediggers .................
  ..................... 61, 254, 305, 312
  Gilead Primus ..................... 304 
  Gilead System ..................... 296 
  Glancing Blow .................... 102 
  Glorious Criticals  ............... 197 
  Glory ................................. 164
  A group resource the players 
  can earn by Shifting or rolling 
  a Wrath Critical. Can be 
  spent for various benefits. 
  Golden Rule ........................ 157 
  Gossamer Flesh  ................. 288 
  Grapple  .............................. 188 
  Grav-Warp .......................... 278 
  Great Game Rules  .............. 157 
  Great Rift ..................................
  ............. 256, 253, 10, 153, 320
  Grenade .............. 185, 208, 220
  Grotesque ........................... 290 
  H
  Hardy ................................. 134 
  Hatred ................................ 134 
  Heartworlds, The ................ 297 
  Heavily Augmented ............ 101
  Heavy (X) .......................... 209 
  Help ................................... 169 
  Heresy!  ................................ 48 
  Heretek  ............................... 87 
  Hindered ............................ 199 
  Hint Of Red Eyes ................ 288 
  Hive Explorer ..................... 135 
  Hive World ......................... 304 
  Horns, Spines,
  Fangs, or Claws .................. 290 
  Hover  ................................ 270 
  Hrud ................................... 257 
  Human  .......................... 26, 44
  Human Psykers  ................. 253 
  I
  Icon ................................... 158
  A result of 4 or 5 on a 
  dice counts as 1 Icon. 
  Imperial Citizen .................. 327 
  Imperial Commissar  ........... 111 
  Imperial Creed ...................... 46 
  Imperial Guardsman ..... 93, 328
  Imperial Knights  ................ 300 
  Imperial Society  .......................
  ..................... 44, 296, 205, 243
  Imperium Average .............. 121 
  In His Name  ...................... 143 
  Infernal Gaze ...................... 281 
  Inflict (Condition)  .............. 209 
  Inflict Pain .......................... 269 
  Influence .. 169, 205, 37, 29, 21
  Influence Tests  .......... 169, 205
  Initiative Attribute .............. 119 
  Initiative Order ................... 177 
  Inquisition  ........................... 63 
  Inquisitor............................ 116 
  Inquisitorial Acolyte  ............ 94 
  Inquisitorial Decree............... 94 
  Inquisitorial Sage ................. 95 
  Insight Skill ........................ 123 
  Inspired Blessing  ............... 143 
  Intellect Attribute ............... 120 
  Interaction Attack ............... 190 
  Intercessor Focus  ............... 117 
  Interrupting Initiative  ........ 177 
  Intimidation Skill ................ 123 
  Investigation Skill............... 123 
  Invoke Luck  ...................... 269 
  Invulnerable ....................... 232 
  J
  Jakel Varonius .................... 310 
  Jargon ................................ 135 
  Jumping .............................. 180 
  Joseph Nirchi (Order #15621405)
  
  INDEX
  382
  K
  Keywords .....................167, 375
  Kommando  ................ 108, 355
  Kunnin' Plan ...................... 108 
  Kustom  .............................. 209 
  L
  Las Weapons  ............. 217, 221
  Layering Protection  ........... 231 
  Leadership Skill .................. 124 
  Legacy of Sorrow  ............... 135 
  Let The Galaxy Burn .......... 136 
  Levitation ........................... 277 
  Life Leech  .......................... 272 
  Limits of Faith  ................... 142 
  Lip Reader  ......................... 135 
  Litany Of Hatred  ................ 143 
  Living Shadow  .................. 288 
  Lobotomised Efficiency ...... 136 
  Long Range ................ 184, 207
  Look Out, Sir!  ...................... 93 
  Loremaster  ........................ 136 
  Loyal Compassion  ............... 91 
  M
  Maleficarum ....................... 280 
  Mark of Chaos  ..... 85, 136, 337
  Martyr's Tears .................... 143 
  Mastered Paths  .................. 136 
  Maximum Shock ......................  
  ..............37, 195-196, 199, 325
  Maximum Wounds  ..................
  ......................37, 193–194, 324
  Medicae Skill ...................... 124 
  Medium Range.............184, 207
  Melee Attack .......183, 173-174
  Melee Weapons  ................. 210 
  Melta Weapons  .................. 218 
  Mental Force ....................... 270 
  Milestone Ascension ...147-148
  Mimic Voice  ....................... 137 
  Mind Probe ......................... 279
  Mindfire.............................. 276
  Ministorum Priest ................. 92
  Minor Psychic Powers ........ 268
  Misfortune........................... 274
  Misshapen .......................... 290
  Missile................................. 220
  Mob Rule ............................ 137
  Mobs................................... 324
  A group of NPCs that act as
  one entity during combat.
  Modifying Rarity ................ 206
  Molten Beam....................... 276
  Monstrous Creatures........... 323
  More Dakka! ...................... 137
  Movement .......... 180, 173, 178
  Multi-Action........................ 178
  Multi-Attack........................ 187
  Multi-Target ....................... 266
  Mutant.......... 333, 287, 68, 105
  Mutation ............................ 287
  Mutation Tables ...................288
  Mutation Tests..................... 287
  N
  Narrative Declaration .......... 164
  Nob............................. 115, 356
  Noble Peer............................137
  Non-Player Character
  (NPC)................................. 314
  Any character controlled 
  by the GM.
  O
  Objective............................... 30
  On Fire ............................... 199
  Opposed Tests..................... 170
  Order of the Sanctified
  Shield........ 51, 63, 91. 303, 305
  Orders Dialogus .................... 51
  Orders Famulous .................. 51
  Orders Hospitaller................. 51
  Orders Militant ..................... 51
  Orders Pronatus ................... 51
  Orders Sabine ....................... 51
  Ork............... 28-29, 80-83, 353
  Ork Armour ........................ 233
  Ork Clan................................ 82
  Ork Melee Weapons ............ 213
  Ork Psykers......................... 255
  Ork Ranged Weapons...220-221
  Orthopraxy ......................... 137
  Ostia ................................... 300
  Other Archetypes................... 87
  Other Rolls ......................... 170
  Other Xenos Psykers .......... 257
  Otherworldly Voices ............ 271
  P
  Panoply of Play....................... 9
  Paranoid ............................. 137
  Parry................................... 209
  Path (Asuryani) ................... 78
  Patrons................................ 310
  Perils of the Warp................ 263
  Personal Ruin.............. 323, 325
  Persuasion Skill................... 125
  Phantom Form .............272-273
  Phantom Grip ..................... 270
  Pilot Skill............................. 125
  Pinned..........................199-200
  Pinning Attack.................... 189
  Pistol .................................. 209
  Pistols in Melee ...................184
  Plasma Weapons ................ 218
  Player vs Player .................. 170
  Poisoned............................. 200
  Possession ................. 281, 264
  Potency .............................. 266
  Power Field ........................ 233
  Power Levels .......................236
  Power Weapons ...................213
  Powered (X) ....................... 232
  Powered Armour .........232-234
  Presience............................. 274
  Primaris Intercessor ............ 117
  Primaris Perspective ........... 137
  Projectile Weapons ......218-219
  Promethium Proficiency ..... 138
  Prone................................... 200
  Protect / Jinx....................... 284
  Psychic Disciplines ..... 271, 257
  Psychic Mastery Skill........... 126
  Psychic Shriek .................... 279
  Psychic Torch ..................... 270
  Psychneuein................ 257, 262
  Psychometry........................ 275
  Psyker .....................252, 53-54
  A being that has the ability
  to manipulate the power of
  the Warp to affect reality.
  Psyniscience ....................... 267
  Purity of Faith ...................... 99
  Pyromancy ......................... 275
  Q
  Quick Reference Guide..174-175
  Quick Threats...................... 326
  Quicken / Restrain............... 284
  R
  Rad (X) .............................. 209
  Radiation............................. 202
  Ranged Attack .................... 184
  Ranger........................ 107, 363
  Rank..................................... 36
  A measure of your experience
  as an adventurer. Used to
  determine amount of bonus dice
  for some Talents and Abilities.
  Rank & Talents ................... 129
  Rank Increase ..................... 146
  Rapid Fire (X)  ................... 210 
  Rarity ................................. 206 
  Reroll Failures  ................... 164 
  Reaction ............................. 323 
  Reflexive Action  ................ 179 
  Reflexive Attack ................. 184 
  Regeneration  ..................... 273
  Regroup...............................196
  Rejuvenat ................... 310, 313
  Reliable  ............................. 210
  Religion .... 46, 48, 58, 109, 320
  Reload .................184-185, 229
  Rending (X) ....................... 210
  Repairing Wargear .............. 207
  Repent! ............................... 144
  Requisitioning Wargear ...... 205
  Resilience ............. 36, 183, 232
  Resolve......................... 37, 199
  Resolving Actions .............. 159
  Respite.................................196
  Restore Shock......124, 164, 320
  Resting................................196
  Restrained .......................... 200
  Righteous Wrath ................ 144
  Rite of Fear ......................... 138
  Rite of Magnometrics.......... 138
  Rite of Pure Thought .......... 139
  Rite of Repair ..................... 109
  Rogue Trader..................86, 104
  Rogue Trader Dynasties ........ 43
  Roleplaying Games ................. 6
  Rolling Without Wrath........ 162
  Joseph Nirchi (Order #15621405)
  
  INDEX
  383
  Round  ............................... 176
  Rounding  .......................... 159
  Ruin ................................... 320
  Ruin Actions .............. 320, 325
  Runes of Battle ............282-283
  Running  ............................ 180
  S
  Salvaged Wargear  .............. 239 
  Salvo  ................. 182, 208, 229
  Sanctioned Psyker .............. 100 
  Scattering  .......................... 186 
  Scavvy ................................ 105 
  Scavvy Mutations  .............. 287 
  Scene
  A period of time as 
  determined by the GM. 
  Scholar Skill ....................... 126 
  Scholastia 
  Psykana...........53–54, 100, 254
  Scryer's Gaze ...................... 275 
  Scrounger ............................. 96 
  Scum .................................... 68 
  Scum Savvy ........................ 139 
  Secret Identity  ................... 139 
  Sectors & Systems ................ 49 
  Seize the Initiative  ............. 177 
  Serpentine Body ................. 293 
  Servo-Skull......................... 336 
  Shape Flesh ........................ 273 
  Shield  ................................ 232 
  Shield Of Faith  .................. 144 
  Shifting ......................165-166
  If you have an Exalted Icon in your 
  results and do not need it to equal 
  or exceed the DN, you can remove 
  it from the pool to trigger benefits. 
  Shifting for Extra Damage .. 166 
  Shifting for Glory  ............... 166 
  Shock ....................37, 195-196
  Shock Wave ........................ 278 
  Shoot Through Cover .......... 189 
  Short Range ............... 184, 207
  Sidestep  ............................. 139 
  Silent .................................. 139 
  Simple Action  .................... 179 
  Simultaneous Strike ........... 139 
  Sister Hospitaller .................. 91 
  Sister of Battle ...................... 99 
  Size Categories  .................. 191 
  Skill ................................... 121
  A measure of your character's 
  practice and training in a specific 
  area. Determines dice pool for Tests. 
  Skills And DN ..................... 122 
  Skitarius  ............................ 101 
  Smash Attack ..................... 139 
  Sniper (X)  ......................... 210 
  Social Encounters  .......167-168
  Soul Shrivel ........................ 281 
  Sources of Corruption ......... 285 
  Space Marine Implants  ........ 75 
  Space Marine Scout  ........... 106 
  Special Ammo .................... 229 
  Special Weapons Trooper .... 140 
  Species ............................26-29
  Species Interaction ................ 29
  Speed ................... 29, 173, 180
  Spending Glory  ...164–165, 197
  Spending Wrath Points  ...... 164 
  Spontaneous Combustion  .. 276 
  Spread  ............................... 210 
  Sprinting  ........................... 180 
  Staggered ........................... 200 
  Standard Movement  ...179-180
  Stealth Score................181-182
  Stealth Skill ........................ 126 
  Stoic  .................................. 140 
  Storm of Death  .................. 140 
  Straits of Andraste ..... 310, 297
  Strength Attribute .............. 119 
  Subvert Machine  ............... 270 
  Successor Chapters ............... 71 
  Suggested Attributes ............ 89 
  Suggested Skills  .................. 90 
  Suggested Talents ................. 90 
  Supercharge  ...................... 210 
  Supplicant  ......................... 140 
  Supreme Presence  ............. 140 
  Surprise Attacks ................. 182 
  Survival Skill ...................... 127 
  Sustaining Psychic Powers . 265 
  Swimming  ......................... 180 
  T
  Tactical Space Marine ......... 113 
  Tactical Versatility ........ 74, 113
  Talent Format ..................... 128 
  Talents................................ 128 
  Tech Skill ............................ 127 
  Tech-Priest ......................... 109 
  Technology .. 48-49, 55-56, 204
  Telekinetic Dome ................ 278 
  Telekinesis Discipline ......... 277 
  Telepathy Discipline  ........... 278 
  Tempestus Scion ................. 103 
  Ten Questions ....................... 34 
  Tenacious  .......................... 140 
  Terror ................................. 200 
  Test .................................... 158
  Rolling a dice pool against a Difficulty 
  Number to determine if your character 
  succeeds of fails at an action. 
  The Basics Of Battle  .......... 172 
  The Emperor Protects ......... 144 
  The Flesh is Weak  ....... 140, 73
  The Great Rift  .................... 256 
  The Green Tide ..................... 11 
  The Passion  ....................... 144 
  The Past  .............................. 46 
  The Reach .......................... 306 
  The Warp Made Manifest .... 295 
  Threat  ....................... 173, 323
  Any NPC enemy. 
  Thrown  ............................. 208
  Tier  ..................................... 19
  The power level of the game. 
  Tools  ................................. 236 
  Touch Of Corruption  .......... 281 
  Touched By Fate  ................ 140 
  Toughness Attribute ........... 119 
  Toxic Blood  ........................ 291 
  Trademark Weapon ............ 141 
  Traits .................................... 36 
  Transcendent ...................... 260 
  Transhuman [Attribute] ..... 141 
  Travel ................................. 321 
  Trinkets & Charms  ............. 247 
  Troop  ..........................323-324
  Turn  .................................. 176 
  Twin Focus  ........................ 141 
  U
  Ul-Khari  ............................ 309 
  Unarmed ............................ 183 
  Unbound ............................ 260 
  Uncanny [Trait] .................. 141 
  Unchecked Authority  ......... 116 
  Universal Psychic Discipline .....
  ........................................... 272 
  Universal Psyker Abilities .. 267 
  Unnatural [Skill] ................ 141 
  Unremarkable  .................... 141 
  Unstoppable ....................... 324 
  Unwieldy (X) ..................... 210 
  Use the Terrain  .................. 106 
  Using Shifts  ....................... 165 
  V
  Valuable Prey ..................... 112 
  Value  ................................. 208 
  Vile Alacrity ....................... 293 
  Visions  .............................. 289 
  Voice Of The Aurelian  ........ 288 
  Vulnerable .......................... 200 
  W
  WAAAGH! ............................ 80 
  WAAAGH! Weapon Trait  ... 210 
  Wall of Flame  .............276-277
  Wargear .............................. 204 
  Warlock .............................. 114 
  Warp .................................. 252 
  Warp Speed  ....................... 272 
  Warp Storm..110, 256, 297, 311
  Warp Travel  .............................  
  ......... 46, 49, 77, 253, 255, 310
  Warp Weapons  .................. 210 
  Warped Mind  ..................... 141 
  Warrant of Trade  ............... 104 
  Wealth  ......................... 38, 206
  Weapon Skill  ..................... 127 
  Weapon Traits  ................... 208 
  Weapon Upgrades .............. 227 
  Weapons  ........................... 207 
  Where Are The Shops?  ...... 205 
  Willpower Attribute  ........... 120 
  Wings  ................................ 293 
  Withered  ........................... 293 
  Withstand .......................... 326 
  Wounded ............................ 193 
  Wounds  ....................... 37, 193
  Wrath Complication  ........... 163
  Wrath Critical  .................... 163
  Wrath Die  .......................... 162
  Wrath Points ...................... 164 
  Wyrdling  ........................... 290 
  X
  Xenos .........................See Alien
  Joseph Nirchi (Order #15621405)
  
  Cubicle 7 Entertainment Ltd. ©  Copyright Games Workshop Limited 2020
  Joseph Nirchi (Order #15621405)
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Roleplaying Games/Wrath & Glory/Rule Book and Adventure/Wrath & Glory - 2nd Edition Rulebook (v2-1) (2020).pdf