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IntroductIon • career Path • advances • talents and skIlls • equIPment • hIstory • role-PlayIng tIPs • notable nPcs
C redits Credits
by Richard Littles (ThePatriot)
A rt A
(for editing the Untouchable rules)
L Ayout L
(for the Cyber-Mastiff and the Tyranid section)
(for writing the NPCs)
SpeCiAL T hAnks s t
For more fan-created material visit the unofficial Dark Heresy website, Dark Reign, at www.darkreign40k.com
D is c laim er Disclaimer
This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy Flight Games. © Fantasy Flight Games. Warhammer 40,000 is a trademark of Games Workshop, Ltd. All Rights Reserved. 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, ‘Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
” With a flourish he pulled up both of his weapons and relied upon his sight and hearing to locate her. With his other hand he pulled out a hand cannon. He kept his composure and continued to walk down the alleyway looking for a target. The mark of the aquila was tattooed.. in bright red. He inhaled deeply to gather his courage and continued to walk down the alleyway. “You’re quite correct that it ends now. on her face. Sighing in the futility of it all. She had an empty holster for her bolt pistol and a power sword strapped to her small waist with a long white cloak flowing behind her. the man dropped the force sword and hand cannon to the ground. wearing a long trench coat. following the contours of her delicate features. Her target was coming and she’ll be damned if the rogue psyker was going to get away. Drop your weapons. It’s no matter since this ends now.” she calmly stated. She sensed his presence and he did hers. black leather pants and shirt. “I suggest that you drop your weapons psyker or I’ll drop you. but was unable to locate where it was. His skin crawled with goosebumps and he felt his connection to the warp eclipsed by absolute nothingness. Rapidly his left hand was secured. with flowing black hair. Smiling. it’s one of your kind they sent after me. He reached down to his hip and pulled the force sword free of its scabbard. with tall combat boots entered the alleyway. The shadows hid her lithe and graceful figure and she concentrated for a moment to get a fix on her target. With a lightning quick jump she landed behind him and pressed her bolter pistol to the back of his neck. “Oh. After a sharp intake of breath the man said.” she commanded. Silently. His entire being retched at her blankness and fought the urge to run. He froze sensing movement. He was startled by the sensation and realized that something was amiss. She quietly moved around his right side while sticking to the shadows. A blank spot in the warp was ahead of him somewhere. Clad in her golden power armour with a face protector instead of a helmet.. Jyserus moved behind a trash bin for additional cover and waited.. Jyserus stepped out from behind the trash bin and moved within the shadows to get closer to him. She sensed his movements and deftly pulled up her bolter pistol sighting the red-dot sight onto his chest. she realized that he was very close and waited for her opportunity to pounce. A tall man. Noticing his movements. I: INTRODuCTION I n tr o d u c ti o n Introduction . She lithely grabbed his right hand with her left and secured a manacle to it. her long brown hair flowed freely from in the single pony tail on her otherwise shaved head.V V igilator Jyserus Kerica pulled her bolt pistol out and steadied herself in the shadows of the alleyway. She smiled and spoke quietly into her vox.
000-9. Starting Rank: Novice.000-7. they are allowed to converse normally. Each Sister swears an oath of silence known as the Oath of Tranquility upon being nominated for Sisterhood. in much the same way as the Adepta Sororitas.000-14.999 Seeker XP Level: 3.999 heavy Weapon XP Level: 8. Inquiry. Their very presence disrupts psychic activity and they are presumed immune to most forms of psychic assault.999 Oblivion Knight XP Level: 6.000-9.000-7. Basic Weapon Training (SP). Knife. Recruited from Untouchable stock.999 Sub-Commander XP Level: 8.000 750 750 2. when they are novices.000 750 750 750 500 500 1.999 Starting Skills: Secret Language (Sisters of Silence Signage).999 assault XP Level: 10. Search.Career Path Career Path T T he Sisters of Silence are the militant arm of the Adeptus Astra Telepathica and are internally referred to as its Departmento Investigates.000 1.000-7. Pistol Training (SP).000-1.000 1.000-2. Amongst their other duties novices sometimes act as interpreters between senior Sisters and other agents of the Imperium. Autogun and one magazine or Shotgun with 12 shells. Speak Language (Low Gothic). As warrior-investigators they can be involved in all aspects of the capture and transportation of psychic individuals and can almost always be found among the crew of the Black Ships. Starting Equipment: Robes of the Sisterhood (Common Quality Clothing). the Sisters are anathema to psykers.999 Raptor XP Level: 6. Full Sisters converse in their own sign-language. Auto-Pistol and one magazine or Stub Automatic with one magazine. They are an all female order. Sisters of Silence Characteristic advances Characteristic Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship Simple 250 100 500 250 250 250 100 100 500 Intermediate 500 250 750 500 500 500 250 250 750 Trained 750 500 1. Throne Gelt: 75+1d10.500 1. but there is at least one example of them being conversant in other forms of sign-communication.999 Extractor XP Level: 8.999 Commander XP Level: 10.000-9. Starting Talents: Melee Weapon Training (Primitive). The Sisters of Silence have a long history (their organization predates the Horus Heresy).999 aspirant XP Level: 2. Untouchable Rank 1.999 Prosecutor XP Level: 10.999 Vigilator XP Level: 6.000-5. Common Lore (Sisters of Silence).000-14. II: CaREER PaTh sIsters of sIlence ranks Novice XP Level: 0-499 Initiate XP Level: 500-999 Neophyte XP Level: 1.500 . The main purpose of the Sisters of Silence is therefore to seek out and apprehend psykers.000 750 2.000-14. before this. such as Astartes battlesignage.000 Expert 1. the major difference is that the sisters are all Blanks.
Novice AdvANces Novices are recent inductees into the the Sisterhood and learn the basics of combat. iNitiAte AdvANces An Initiate’s training focuses more on scholarly pursuits and give them the basis of hunting heretic psykers. a Neophyte starts to learn useful skills which will be needed in the pursuit of psykers. Advance Common Lore (Sisters of Silence) +10 Common Lore (Imperium) Common Lore (Imperial Creed) Common Lore (Psykers) Forbidden Lore (Black Ships) Scholastic Lore (Cryptology) Tracking Disarm Total Recall Untouchable Rank 2 Cost 100 100 100 100 100 100 100 100 100 100 Type S S S S S S S T T T Prerequisites Common Lore (Sisters of Silence) — — — — — — Ag 30 — Untouchable Rank 1 Neophyte AdvANces Not yet a full-fledged Sister. Advance Awareness Climb Drive (Ground Vehicles) Literacy Swim Ambidextrous Pistol Training (Las) Pistol Training (Primitive) Rapid Reload Sound Constitution † † Cost 100 100 100 100 100 100 100 100 100 100 100 Type S S S S S T T T T T T Prerequisites — — — — — Ag 30 — — — — — Thrown Weapon Training You may take this Talent up to three times at this Rank. Advance Awareness +10 Chem-Use Common Lore (Astra Telepathica) Dodge Drive (Hover Vehicle) Logic Medicae Navigation (Surface) Scholastic Lore (Legend) Basic Weapon Training (Las) Combat Master Leap Up Meditation Cost 100 100 100 100 100 100 100 100 100 100 100 200 100 Type S S S S S S S S S T T T T Prerequisites Awareness — — — — — — — — — WS 30 Ag 30 — III: aDVaNCES A dva n c es advances . Their training enables them to be self sufficient on operations.
Advance Acrobatics Awareness +20 Common Lore (Imperial Creed) +20 Dodge +10 Literacy +10 Scholastic Lore (Sisters of Silence) Scholastic Lore (War) Basic Weapon Training (Bolt) Basic Weapon Training (Flame) Heavy Weapon Training (Bolt) Fearless Melee Weapon Training (Power) Untouchable Rank 4 Quick Draw Sprinting Two Weapon Wielder (Melee) Cost 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 Type S S S S S S S T T T T T T T T T Prerequisites — Awareness +10 Common Lore (Imperial Creed) +10 Dodge Literacy — — — — — — — Untouchable Rank 3 — — WS 35. Ag 35 seeker AdvANces Seekers form the core of the Sisterhood and provide the basic troops for operations. an Aspirant is given her first taste of real operations by her senior Sisters. III: aDVaNCES Advance Ciphers (War Cant) Climb +10 Common Lore (Sisters of Silence) +20 Common Lore (Imperium) +10 Common Lore (Imperial Creed) +10 Common Lore (Psykers) +10 Scholastic Lore (Bureaucracy) Blind Fighting Deadeye Shot Light Sleeper Orthoproxy Untouchable Rank 3 Two Weapon Wielder (Ballistic) Cost 100 100 100 100 100 100 200 100 100 200 100 100 100 Type S S S S S S S T T T T T T Prerequisites — Climb Common Lore (Sisters of Silence) +10 Common Lore (Imperium) Common Lore (Imperial Creed) Common Lore (Psykers) — Per 30 BS 30 Per 30 — Untouchable Rank 2 BS 35.AspirANt AdvANces Well versed both in combat and in scholarly matters. Ag 35 .
Advance Common Lore (Psykers) +20 Common Lore (Underworld) Concealment +10 Forbidden Lore (Black Ships) +20 Forbidden Lore (Chaos) +10 Forbidden Lore (Archeotech) Forbidden Lore (Psykers) +10 Inquiry +20 Literacy +20 Logic +10 Navigation (Surface) +10 Pilot (Military Craft) Pilot (Spacecraft) Scholastic Lore (Astra Telepathica) +10 Scholastic Lore (Cryptology) +20 Scholastic Lore (Legend) +20 Search +10 Tech Use Wrangling +10 Cleanse and Purify Heightened Senses (Touch) Melee Weapon Training (Shock) Mighty Shot Pistol Training (Flame) Untouchable Rank 5 Rapid Reaction Cost 100 200 100 100 200 200 100 100 100 100 100 200 200 100 200 200 100 200 200 100 200 100 200 200 100 100 Type S S S S S S S S S S S S S S S S S S S T T T T T T T Prerequisites Common Lore (Psykers) +10 — Concealment Forbidden Lore (Black Ships) +10 Forbidden Lore (Chaos) — Forbidden Lore (Psykers) Inquiry +10 Literacy +10 Logic Navigation (Surface) — — Scholastic Lore (Astra Telepathica) Scholastic Lore (Cryptology) +10 Scholastic Lore (Legend) +10 Search — Wrangling Basic Weapon Training (Flame) — — BS 40 — Untouchable Rank 4 Ag 40 III: aDVaNCES vigilAtor AdvANces . They ensure that their prey is teleported in custody or is a charred corpse. extrActor AdvANces Extractors’ main role is the removal of captured psykers and securing them for transport aboard a Black Ship.Advance Common Lore (Imperium) +20 Common Lore (Imperial Creed) +20 Concealment Forbidden Lore (Black Ships) +10 Forbidden Lore (Chaos) Forbidden Lore (Psykers) Inquiry +10 Scholastic Lore (Astra Telepathica) Scholastic Lore (Cryptology) +10 Scholastic Lore (Legend) +10 Tracking +10 Wrangling Hatred (Unsanctioned Psykers) Heightened Senses (Sight) Peer (Astra Telepathica) Resistance (Psychic Powers) Cost 100 100 100 100 200 100 100 100 200 200 100 200 200 200 200 200 Type S S S S S S S S S S S S T T T T Prerequisites Common Lore (Imperium) +10 Common Lore (Imperial Creed) +10 — Forbidden Lore (Black Ships) — — Inquiry — Scholastic Lore (Cryptology) Scholastic Lore (Legend) Tracking — — — Fel 30 — Vigilators are the starting rank for the path of psyker hunters branch. They gain more knowledge regarding their prey while being the vanguard for Extractors and Prosecutors during operations.
They use massive cyber-mastiffs to help them carry out their search and once found the Vigilators secure the rogue psyker until Extractors can get there. Advance Acrobatics +10 Climb +20 Command Common Lore (Imperium) +20 Common Lore (Imperial Creed) +20 Common Lore (Psykers) +10 Forbidden Lore (Black Ships) +10 Forbidden Lore (Chaos) Forbidden Lore (Psykers) Logic +10 Navigation (Surface) +10 Scholastic Lore (Astra Telepathica) +10 Scholastic Lore (Bureaucracy) Scholastic Lore (Judgment) Scholastic Lore (Philosophy) Scholastic Lore (Tactica Imperialis) Pistol Training (Plasma) Crack Shot Foresight Hip Shooting Iron Disciple Mighty Shot Cost 100 100 100 100 100 100 100 100 100 100 100 100 100 200 200 100 100 200 100 100 100 100 Type S S S S S S S S S S S S S S S S T T T T T T Prerequisites Acrobatics Climb +10 — Common Lore (Imperium) +10 Common Lore (Imperial Creed) +10 Common Lore (Psykers) Forbidden Lore (Black Ships) — — Logic Navigation (Surface) Scholastic Lore (Astra Telepathica) — — — — — BS 40 Int 30 BS 40. WS 40 WP 30.prosecutor AdvANces A prosecutor endlessly searches for psykers within the Imperium. III: aDVaNCES Advance Common Lore (Underworld) +10 Concealment +20 Forbidden Lore (Chaos) +20 Forbidden Lore (Archeotech) +10 Forbidden Lore (Psykers) +20 Interrogation Logic +20 Medicae +10 Pilot (Military Craft) +10 Pilot (Spacecraft) +10 Scholastic Lore (Astra Telepathica) +20 Search +20 Tech Use +10 Wrangling +20 Double Team Heightened Senses (Smell) Jaded Nerves of Steel Untouchable Rank 6 Total Recall Cost 200 100 200 200 100 100 100 200 200 200 100 100 200 100 100 200 100 100 100 200 Type S S S S S S S S S S S S S S T T T T T T Prerequisites Common Lore (Underworld) Concealment +10 Forbidden Lore (Chaos) +10 Forbidden Lore (Archeotech) Forbidden Lore (Psykers) +10 — Logic +10 Medicae Pilot (Military Craft) Pilot (Spacecraft) Scholastic Lore (Astra Telepathica) +10 Search +10 Tech Use Wrangling +10 — — — — Untouchable Rank 5 Int 30 oblivioN kNight AdvANces Oblivion Knights are the squad leaders for the Sisterhood and provide leadership as well as experience to the squad they lead. Command BS 40 . They form the NCO corps for the Sisterhood.
They work directly with the other services of the Imperium. Peer (Astra Telepathica) Ag 40 Iron DIscipline BS 40 Per 30 — — — III: aDVaNCES subcommANder AdvANces . Ag 40 Fel 50. commANder AdvANces Commanders lead entire battle formations into combat while coordinating with other assets on a planet. They are the highest rank that a Sister can hope to attain. Advance Command +20 Forbidden Lore (Chaos) +20 Scholastic Lore (Bureaucracy) +20 Scholastic Lore (Judgment) +20 Scholastic Lore (Philosophy) +20 Scholastic Lore (Tactica Imperialis) +20 Scholastic Lore (War) +10 Survival +10 Literacy Dual Shot Good Reputation (Astra Telepathica) Hard Target Into the Jaws of Hell Independent Targeting Light Sleeper Nerves of Steel Pistol Training (Flame) Talented (pick one skill) Cost 100 200 100 200 200 100 100 100 200 100 100 200 100 200 200 100 100 200 Type S S S S S S S S S T T T T T T T T T Prerequisites Command +10 Forbidden Lore (Chaos) +10 Scholastic Lore (Bureaucracy) +10 Scholastic Lore (Judgment) +10 Scholastic Lore (Philosophy) +10 Scholastic Lore (Tactica Imperialis) +10 Scholastic Lore (War) Survival — Two Weapon Wielder (Ballistic).Advance Acrobatics +20 Command +10 Common Lore (Psykers) +10 Forbidden Lore (Black Ships) +20 Forbidden Lore (Chaos) +10 Forbidden Lore (Psykers) +10 Literacy +20 Logic +20 Navigation (Surface) +20 Scholastic Lore (Astra Telepathica) +20 Scholastic Lore (Bureaucracy) +10 Scholastic Lore (Judgment) +10 Scholastic Lore (Philosophy) +10 Scholastic Lore (Tactica Imperialis) +10 Air of Authority Die Hard Exotic Weapon Training (pick one) Marksman Peer (Astra Telepathica) Cost 100 100 100 100 100 100 100 100 100 100 100 200 200 100 100 200 200 100 100 Type S S S S S S S S S S S S S S T T T T T Prerequisites Acrobatics +10 Command Common Lore (Psykers) +10 Forbidden Lore (Black Ships) +10 Forbidden Lore (Chaos) Forbidden Lore (Psykers) Literacy +10 Logic +10 Navigation (Surface) +10 Scholastic Lore (Astra Telepathica) +10 Scholastic Lore (Bureaucracy) Scholastic Lore (Judgment) Scholastic Lore (Philosophy) Scholastic Lore (Tactica Imperialis) Fel 30 WP 40 — BS 35 Fel 30 Sub-Commanders lead larger formations of Sisters into battle or on large manhunt for a dangerous threat to the Imperium. They make up the bulk of the Officer Corps.
They are able to pin down their targets until they can be relieved for other assignments. BS 40 — — — — — — — BS 40. WS 30 BS 40 Two Weapon Wielder (Melee).rAptor AdvANces Raptors form the advance recon elements of a Sisters of Silence assault. III: aDVaNCES Advance Acrobatics +10 Climb +20 Common Lore (Imperium) +20 Common Lore (Imperial Creed) +20 Common Lore (Psykers) +10 Demolition Forbidden Lore (Black Ships) +10 Forbidden Lore (Chaos) Forbidden Lore (Psykers) Navigation (Surface) +10 Pilot (Jump Pack) Search +10 Security Shadowing Silent Move Survival Counter-Attack Blade Master Crack Shot Dual Strike Hatred (Unsanctioned Psykers) Swift Attack Cost 100 100 100 100 100 100 100 200 100 200 100 100 100 100 100 200 100 100 100 100 200 100 Type S S S S S S S S S S S S S S S S T T T T T T Prerequisites Acrobatics Climb +10 Common Lore (Imperium) +10 Common Lore (Imperial Creed) +10 Common Lore (Psykers) — Forbidden Lore (Black Ships) — — Navigation (Surface) — Search — — — — WS 40 Melee Weapon Training (any). Ag 40 — WS 35 heAvy WeApoN AdvANces Members of the Heavy Weapons rank bring to bear the massive tank hunting and infantry fire suppression weapons to the fight. Deadeye Shot . Advance Common Lore (Psykers) +20 Demolition +10 Forbidden Lore (Black Ships) +20 Forbidden Lore (Chaos) +10 Forbidden Lore (Psykers) +10 Literacy +20 Navigation (Surface) +20 Pilot (Jump Pack) +10 Scholastic Lore (Chymistry) Security +10 Shadowing +10 Silent Move +10 Survival +10 Cleanse and Purify Gunslinger Heavy Weapon Training (Flame) Heavy Weapon Training (Las) Heavy Weapon Training (Launcher) Heavy Weapon Training (Melta) Heavy Weapon Training (Plasma) Heavy Weapon Training (Primitive) Heavy Weapon Training (SP) Sharpshooter Cost 100 100 100 200 100 100 200 100 100 200 200 200 100 100 200 100 100 100 100 100 100 100 200 Type S S S S S S S S S S S S S T T T T T T T T T T Prerequisites Common Lore (Psykers) +10 Demolition Forbidden Lore (Black Ships) +10 Forbidden Lore (Chaos) Forbidden Lore (Psykers) Literacy +10 Navigation (Surface) +10 Pilot (Jump Pack) — Security Shadowing Silent Move Survival Basic Weapon Training (Flame) Two Weapon Wielder (Ballistic). They are able to lay down a heavy volume of fire in support of a main assault.
Advance Acrobatics +20 Dodge +20 Medicae +10 Pilot (Jump Pack) +20 Scholastic Lore (War) +10 Security +20 Survival +20 Tech Use Trade (Armourer) Berserk Charge Catfall Crippling Strike Crushing Blow Furious Assault Hard Target Lightning Attack Melee Weapon Training (Chain) Melee Weapon Training (Shock) Peer (Astra Telepathica) Step Aside True Grit Untouchable Rank 5 Wall of Steel Cost 100 100 200 100 100 100 100 200 200 100 200 100 100 100 200 100 200 200 100 100 200 100 100 Type S S S S S S S S S T T T T T T T T T T T T T T Prerequisites Acrobatics +10 Dodge +10 Medicae Pilot (Jump Pack) +10 Scholastic Lore (War) Security +10 Survival +10 — — — Ag 30 WS 50 S 40 WS 35 Ag 40 Swift Attack — — Fel 30 Ag 40. III: aDVaNCES AssAult AdvANces . Dodge T 40 Untouchable Rank 4 Ag 35 Assault Sisters are armed with the most fearsome array close combat weapons and heavily armoured. They are the pinnacle of advancement for the regular troops branch of the Sisterhood.
starving. if the protection radius is 0) must take a Willpower test with a penalty of the Null Modifier. Once inside the disruption zone. Untouchable Rank 1 Null Rating: 5 Protection Radius: 0m Fellowship Penalty: -2 Disruption Radius: 5m Detection Radius: 10m Untouchable Rank 2 Null Rating: 10 Protection Radius: 2m Fellowship Penalty: -5 Disruption Radius: 10m Detection Radius: 20m Untouchable Rank 3 Null Rating: 15 Protection Radius: 5m Fellowship Penalty: -10 Disruption Radius: 15m Detection Radius: 30m Untouchable Rank 4 Null Rating: 20 Protection Radius: 7m Fellowship Penalty: -15 Disruption Radius: 20m Detection Radius: 40m .T a le nts and S ki l ls Talents and Skills tAleNts uNtouchAble An Untouchable has a rating of 1-6 based on the strength of their ability. Each rank of the ability has five characteristics: IV: TaLENTS aND SKILLS Untouchable Rank 5 Null Rating: 25 Protection Radius: 9m Fellowship Penalty: -20 Disruption Radius: 25m Detection Radius: 50m Untouchable Rank 6 Null Rating: 30 Protection Radius: 12m Fellowship Penalty: -25 Disruption Radius: 25m Detection Radius: 50m Null Rating: The strength of the Untouchable’s ability. A Daemon or Psyker attempting to move within the Untouchable’s Protection Radius (or 1m. Protection Radius: The inner radius of the Untouchable’s abilities where they become much stronger. Tyranid organisms instinctively avoid such areas and will not enter unless desperate. The modifier can never reduce an Untouchable’s fellowship below 5. If the test is failed. Nulls ANd tyrANids Untouchables disrupt the hive mind* throughout the area of their psychic suppression aura. A tyranid organism needs to make a Willpower check penalized by the Null Rating in order to willingly enter the disruption zone of an Untouchable. If the test is failed they are unaware of the Untouchable unless it attacks them. It must make a Willpower test penalized by the Null Rating every round or be treated as stunned. Psykers find their abilities much harder to call upon. or ordered to do so by a higher order hive organism. The test is penalized by the Psy Rating and Will- Detection Radius: The upper radius that an Untouchable can detect other psykers. * For rules on the Tyranid Hive mind see page 11 of the Dark Reign presents: Genestealer Cults supplement. cut off from directing intelligence. The total of the Null Rating added to the Untouchable’s Willpower bonus is referred to as the Null Modifier. Within this radius. None of these rules apply to organisms that can operate independently of the hive mind such as genestealers or lictors. Disruption Radius: The upper radius of the Untouchable’s abilities. Most creatures find the Untouchable unnerving. Fellowship Penalty: This number is the penalty applied to all Fellowship tests taken by the psyker when dealing with someone without the Untouchable trait within their Protection radius. If it succeeds it takes a penalty on all of its actions equal to the Untouchable’s Null Rating. the severity of their effect on psychic creatures and the radius of their powers. This is added to the Untouchable’s Willpower bonus to give the total modifier to many tests. Untouchable Rules: Any Daemon or Tyranid attempting to detect the Untouchable must take an immediate Willpower test with a penalty of the Null Modifier. they must stop at the edge of this radius and may not attempt to move within it for the rest of the turn. a tyranid organism becomes a confused animal. while some are physically repulsed by their abilities. The Untouchable may take an Awareness or Perception test to detect any psykers within their detection radius.
Existing careers that get a Pilot advance can choose to gain Pilot (Jump Pack) in addition to the regular Pilot advances. If the psyker is within the Disruption radius. untouchable Ranks Class Adept Arbitrator Assassin Cleric Guardsman Scum Tech-Priest Rank 1 1 1 1 1 1 1 1 Rank 2 2 2 2 2 2 2 2 Rank 3 4 4 4 4 4 4 4 Rank 4 5 5 5 5 5 5 5 Rank 5 7 8 7 7 8 8 7 Rank 6 8 — 8 8 — — 8 Experience Cost per Rank Class Adept Arbitrator Assassin Cleric Guardsman Scum Tech-Priest Rank 1 100 100 100 100 100 100 100 Rank 2 200 200 200 200 200 200 200 Rank 3 200 300 200 200 300 300 200 Rank 4 300 300 300 300 300 300 300 Rank 5 300 300 300 300 300 300 300 Rank 6 300 — 300 300 — — 300 skills pilot (Jump pAck) This skill allows a character to use a jump pack. This talent cannot be gained later on through character advancement. Any psyker attempting to use a power on the Untouchable or a target within the Untouchable’s Protection Radius increases the threshold of their power by the Null Modifier. using a power on the Untouchable adds the Null Modifier+2 to their Threshold). Normal experience costs apply. Effects on Psychic Powers: An Untouchable’s main effect is the disruption of psychic powers. . IV: TaLENTS aND SKILLS power Bonus of the Psyker. Tests will be needed to be made during combat. The following table explains at what level each career can buy the next highest rank of Untouchable. Tests are not needed to be made under normal conditions. However. For each degree of success the Untouchable gains additional knowledge concerning the power of the psyker and narrows down his exact location. For a standard success the Untouchable learns the rough location of the psyker. the threshold of all their powers is increased by two (this is cumulative with the above rule. Imperial Psykers cannot gain this talent at all. storms. so a Psyker within the Disruption radius. but must do nothing other then concentrate upon locating the psyker. The Untouchable can roll a test every action as a full action. or attempting a dangerous maneuver.Untouchable in other Career Paths: If a character does not choose the Sisters of Silence career path they may elect to select a standard career path and apply the Psychic Blank Talent at character creation.
and Collision Damage Table Movement On the Ground Half Move Full Move Charge Assault Difficulty No special maneuvers are possible. Refer to the Movement. Due to the design of the jump pack the character can only achieve Low Altitude for movements up to Full Move. maneuvers. Armour Protection 8 40 -- 41 35 31 12 40 41 11 Cost: 1000 Thrones Availability: Scarce Movement: 4/8/12/24 Wounds: 6 Skills: Awareness (Per) +10. At the end of the third movement phase the character must land or suffer falling damage. you can use the rules in this book or the ones from the Inquisitor’s Handbook. The heavy armoured design grants an AP of 8 for any attacks coming from behind the character that hit the body location.E quip m ent Equipment Jump pAck The Jump Pack is part of the standard kit that Raptors carry. Failure of the Test results in the character taking damage as per landing into buildings or impassable terrain. The jump pack allow Raptors to quickly cross the battlefield and to engage enemies. Changing direction in mid-flight suffers a penalty based upon the movement of the character. Weapons: Bite (1d10+6 R). Jump packs can only fly in a straight line without incurring a penalty. Talents: Crushing Blow. Brutal Charge. Takedown. A character using a jump pack can stay in the air for three rounds of movement.500 Availability Rare movement. High Altitude can only be achieved for Charge and Assault moves. except attacks or ground movement +10 +0 -10 -20 Collision Damage No damage 1d5 1d10 2d10 3d10 . cyber-mastiff Ws bs s t Ag int per Wp fel Rules: A jump pack grants the Flyer trait to the character. Tracking (Int) +20. V: EquIPmENT cyber-mAstiff Cyber-Mastiffs are used by Prosecutors to hunt down heretic psykers. Acrobatic maneuvers also incur a penalty based upon the movement of the character. The damage incurred is not softened by the armour of the character and takes the full damage listed. Dark Sight. Heightened Senses (Smell). They have a keen sense of smell and can track through the worst of conditions. Depending upon your preference. Notes The rules presented here for Jump Packs and CyberMastiff are optional. Traits: Armour Plating (5). Half Move 1m–8m Full Move 9m–16m Charge 17m–24m Assault 25m–48m Cost 1. Natural Weapons (Bite). Threat Rating: Hereticus Minima. Size: Scrawny. and Collision Damage Table to figure the damage based upon the speed of the character. Maneuvers. Quadruped. A character landing into the equivalent of Light Woods incurs a -10 to a Pilot (Jump Pack) Test and landing into the equivalent of Heavy Woods incurs a -20 penalty. Landing into a building or other impassable terrain causes damage to the character upon impact. Fearless. The stats and movement rates for jump packs remain the same for all models of jump packs produced by the Adeptus Mechanicus.
due to the mesh being covered by the Carapace. Prosecutors. As such terminator armour halves the movement of the character to a minimum of 1m and makes running impossible. armour Armour Type Sisters of Silence Power Armour Location(s) Covered All AP Head 10 Body12 Arms 11 Legs 11 Head 13 Body 16 Arms 15 Legs 15 Weight 65 kg Cost — Availability Very Rare Sisters of Silence Terminator Armour All 130 kg — Very Rare Ranged Weapons Bolt Weapons Name Bolt Pistol Boltgun Heavy Bolter Class Pistol Basic Heavy Range 30m 90m 120m RoF S/2/S/2/-/-/10 Dam 2d10 X 2d10 X 2d10+5 X Pen Clip 4 4 5 8 24 400 Rld Full Full 2 Full Special — — — Wt 5 kg 14 kg 60 kg Cost — — — Avail Very Rare Very Rare Very Rare V: EquIPmENT Armour Notes sisters of sileNce termiNAtor Armour . Sub-Commanders. which is to say it is identical to Adeptus Astartes Terminator Armour. Massive Strength: Due to the armour’s massive strength. but lacks the advanced functions of the armour. Raptors. Extractors. Seekers.Heavy Weapons. and Oblivion Knights wear a combination of Mesh and Carapace Armour. Slow: Terminator armour is bulky and slow. Assault Sisters are the only ones to wear a “civilian” type of Terminator Armour. which in game terms is equivalent to Storm Trooper Carapace. Terminator Armour grants the wearer a +30 Strength bonus. Vigilators. firing any heavy weapon does not incur a penalty since the wearer is always classified as being braced. and Commanders wear the civilian version of the Power Armour listed in the main Dark Heresy rules.
Currently. external. When on the planet. They coordinate with the supreme commander of the Imperial forces in the planning of attacks and seizing objectives. In the attack the Sisters of Silence headquarters were destroyed and a significant portion of their support and command personnel were killed. before the Heresy had the psychic wards breached by Magnus the Red’s sorcery allowing daemons to pour into the Imperial Palace. The latter Black Ships came into prominence during the Age of Apostasy. Under the throne room there is the webway the Emperor was building. Due to this occurrence. terrible day for them. Part of their untouchable ability is they can sense and track psykers by judging the amount of psychic energy that fills up their void. Side by side with the Legio Custodes the Sisters fight the horrific daemons of the four Chaos gods. If they find a psyker that has been missed by the planetary government’s sweep of the planet they apprehend and transport him to the Black Ship in orbit. and other activities related to apprehending psykers. When they find a female they take the girl to be transported to the Black Ship to be trained in how to use their abilities. or when the forces of Chaos attack an Imperial world. the Sisters of Silence are deployed in large battle formations. This does not affect them in the slightest since warp powers have no effect upon them. the tide of daemons slowed to a trickle. During large scale outbreaks of psychic activity. In their long and illustrious history they have guarded the Blacks Ships run by the Adeptus Astra Telepathica. They are the first line of defense against psykers and warp phenomena. Their training regimen is filled with standard schooling. The closer they are the more the warp energy surrounds them. This was just the beginning of that black. The Sisterhood were originally headquartered on Terra’s moon.H i stor y history T T he Sisters of Silence form the militant and investigative arm of the Adeptus Astra Telepathica. they are headquartered on Terra near the Emperor’s Palace and have a permanent garrison under the Emperor’s throne room to bolster the Legio Custodes defenders. but occasionally there is an incursion that needs to be dealt with. The League of Black Ships collects all the psykers from an Imperial world to be transported to Terra for sanctioning. but during Horus’s invasion of the Sol system their headquarters was destroyed by a massive barrage from the traitor fleets. The original Black Ships are operated by the Adeptus Astra Telepathica which the League of Black Ships are a part of. When they find an untouchable that is a male they inform the Inquisition of everything concerning him so he can be used by the Inquisition. and daemonic threats. investigated reports of psychic phenomena. VI: hISTORy . fought in large scale battles where rogue psykers were found. To confuse matters even worse is that the Inquisition regularly travels on board an Adeptus Astra Telepathica Black Ship when they are unable to procure other transport. The barrage was to silence the defense platforms and other installations charged with protecting Terra. Upon the Emperor’s entombment upon the Golden Throne. On these ten-year long journeys the Sisters provide protection for the ship’s important internal systems. These Black Ships are run by the Inquisition to allow Inquisitors to perform their duties in fighting the shadow war against internal. Their untouchable abilities make them invaluable allies in battles against psykers and their Chaos minions. and how to develop their untouchable ability. the term Black Ship applies to both the ships of the Adeptus Astra Telepathica and the Inquisition. A note concerning the name of the Black Ships: there are two types of Black Ships operating in the Imperium. and the Astra telepaths testing their human cargo. the bridge personnel. When the League of Black Ships arrive at a planet they begin screening the psykers that have been tithed to the Imperium by the local government. training in the combat arts. the Sisters of Silence perform a sweep of all the major population centers looking for psykers and untouchables.
This does not mean that she cannot converse with others. I stalk the shadows searching for my enemies relentlessly hunting. Her last words for the rest of her life will be the ones she utters to take the vow. I willingly give my life so my Family and humanity will live in the blessed ignorance of the Warp. The Sisters of Silence have their own sign language that few outside of the Adeptus Astra Telepathica can understand. As they complete this apprenticeship program. The final facet of this oath is that she will become a willing mute. they are able to make a choice to take the Oath of Tranquility or to stay where they are in their current position as an aide. From this day forward she will be unable to speak with her vocal chords. When a Sister takes her Oath it is a solemn ceremony overseen by the highest ranking officer and attended by the Seeker squad she will join. . Forever afterward I am silent and join my Sisters. The Emperor decreed this service ages long past and I willingly heed his call for he is the leader of men. The Oath is a lifetime commitment to track down and protect the Imperium from psychic threats whether they are human or xenos. This oath is the voice of my common bond. I am unseen and despised but this lends me strength. but rather that she cannot converse vocally.oAth of trANquility I am united by common bond to serve the Emperor of Mankind. My bond is my strength through it I seek my enemies. VI: hISTORy Upon completion of her schooling. She will serve until she dies in the pursuit of her duties or of old age. the novice Sister is sent out to work with commanders filling the role of interpreters and work in the various departments of the Sisterhood to gain experience and knowledge.
and will protect her at all costs. The great supplements on Dark Reign contain rules for a lot of NPCs that aren’t part of Chaos or the Warp. This does make playing a Sister of Silence challenging. The group could start out as guards on a Black Ship and one of their charges escape. this section will help you out and allow you to have fun playing a member of one of the most mysterious Imperial organizations. This all changes if the GM uses a nasty rogue psyker against the players. Without her. The non-psyker members of the group will be thankful that the Sister is in the group during this encounter. but the efforts are well worth it. At the first four ranks it may appear that she’s a jack of all trades and master of none. They are then tasked with the job of hunting down this dangerous fugitive. They could also just be given their first assignment that is to screen the local populace for psykers and untouchables. Instead. The party psyker wouldn’t be disrupted in using their powers as long as they stay out of the disruption radius. This was done to give her a solid foundation for the three branches that make up the final four ranks. Granted. A Sister of Silence can be an adept-like character. However. All of this encourages teamwork within the group and will build the bond that is shared by Acolytes of the Inquisition. they find themselves thrown together on some war torn battlefield fighting for survival. Another way to employ a group with a Sister is that they aren’t part of the Inquisition. Hopefully.” The other way is to use a notebook and a pen or say that you’re using data-slate to write with then state the message that you want to say. “My character uses her Secret Language (Sisters of Silence Signage) to communicate to the group/person in the group. they could possibly be killed by the enemy psyker. For players the question is: why should I play a Sister of Silence? The answer is easy if you can think of the future character as a human being complete with desires and wants. doing so exposes the player psyker to being the target of the enemy psyker. The ways of incorporating a Sister of Silence are only as limited as your imagination. but instead the entire party is comprised of Sisters of Silence. you’re probably asking yourself. On the matter of not being able to speak. The last way to use them is to make up a new campaign using the background for the Inquisition and the setting of the Calixis Sector. A psyker will absolutely hate the idea of having someone that can make it impossible to use their abilities in the group. a Sisters role is totally dependent upon your future choices in the career path. They may not have all of their gear as well. because it allows you to get creative with your role playing. then this will introduce friction between the two characters. With a fully fleshed out background you’ll have a solid understanding of how to use her in a campaign. or a cleric type character. The group could also be part of a special unit that is inserted into a standard battle and have very specific objectives. The group would be a special forces unit operating behind enemy lines and doing their best to disrupt them. VII: ROLE-PLayINg TIPS . The Sister has the ability to shut down the bulk of the powers from an enemy psyker just by being near them.R ole . The player psyker should be able to realize that they have gained a valuable asset to both them and their party. The possible plots that can be derived from including a Sister are both external and internal.Play ing T ip s Role-Playing Tips A a fter reading this supplement. there are numerous ways that you can communicate without using an in-character voice. a guardsman type character. “How can I use a Sister of Silence in my game? How can I role play a character that is mute after the first three rank advances? What plots and goals can be derived from having a Sister of Silence in my group?” These are all tough questions to be asked by players and GMs alike. The possibilities for this type of game are endless as you’ve placed the characters onto a survival footing. If you have a psyker in your playing group. The Sister player could be the subject of abuse from the psyker just because of who she is. One of the easiest ways is to phrase what you want to say like.
Talents: Melee Weapon Training (Primitive). Although seriously wounded. She turned around quickly and looked into the eyes of a pale blue monster. extra clip of man-stopper bullets and 12 extra Shotgun shells. Clip 9). not knowing that this was going to be the last tale she would ever tell. Scatter). S/-/-. Gear: Robes of the Sisterhood (Common Quality). Basic Weapon Training (SP). Speak Language (Low Gothic). 1d5+2.Novice AlexiA Alexia was born on the Space Hulk Geridion. Chrono. vigilAtor Jyserus kericA It was 35 years ago that Jyserus Kerica was born on the Feral world of Belahaam. Though this was not the end of the fight she quickly ended it by forcing her knife deep into the beast’s eye socket. especially when you’re an orphan. Literacy. she hasn’t taken her vows yet she is determined to follow in the footsteps of her saviour. Another young woman told her what the idea behind all the tests were. the void of space did little to warm these corridors. and flung itself right unto her readied spear impaling itself on its flint head. Untouch- VIII: NOTabLE NPCS N ota b l e NNPCs Notable P C s . were a proud a clan of warriors that were adept with spears and bows. Belahaam was a cold planet that was almost completely covered in thick snow. the nomads of the northern plains. Common Lore (Sisters of Silence). It was cold and damp in those passages and it was also the place where all the sick people were moved too. a puny woman from the outer corridors had the potential to join them. Her people. proud as she did. Now Jyserus Kerica wasn’t a normal child. Pale light shone through the icy roof of the caverns as she travelled deeper and deeper into the tunnels until all of a sudden she was knocked to the ground and felt the warm blood flowing from her leg. The Reaper daemon was a stealthy and dangerous monster that had hunted her people since dawn of time. With nowhere to go she ended up in the wretched outer corridors of the Geridion. When the sha- 27 43 29 31 30 33 32 40 34 Career Path: Sister of Silence Rank: Novice Origin: Void Born Movement: 3/6/9/18 Wounds: 11 Fate Points: 2 Skills: Awareness. 1d10+3 I. Primitive). a piece of the beast’s icy claw. Alexia’s survival chances were slim though somehow she managed. An older woman was looking down at her with a bloodied knife in hand. Search. Secret Language (Sister of Silence Signage). Pistol Training (SP). For days she braved the weather with only a spear and knife until she reached the flats and the entrance to the tunnel. she made it back to the encampment with the proof of her kill. Shotgun (Range 30. she was the daughter of the chieftain and at her birth the shaman of her tribe had foretold she was destined to kill the monster in the tunnels under the Uraha flats. She told her tale to the entire tribe. When she reached adulthood she was set on her way. The woman took her to a different part of the ship. Ill-Omened. the strangers subjected Alexia to several tests. Traits: Charmed. Ever since that day Alexia has been a student of the mysterious woman. Novice Alexia Ws bs s t Ag int per Wp fel able Rank 1. this last part was not overlooked by the rest of the underbelly scum. Before the scum could complete the deed they were quickly cut down. Instantly the creature went mad. Void Accustomed. She found out later that her name was Vigilator Jyserus and although. Filtration Plugs. Knife (Range 3. After being cleaned up. Clip 5. with her other hand she reached out to Alexia and took her away from the accursed place. The woman explained to her who the sisters were and that she. Inquiry. During one her scavenging rounds. bloodied and weakened she presented the claw to the shaman. it eyes deep and black. life wasn’t easy there. The years passed by and the meagre young girl turned into a woman. Pen 3. S/3/-. into a place she had never been before. Micro-bead. Ship wise. The Shaman told the girl’s father that he had to commune with the tribe’s god. they trapped her and tried to force themselves upon her. although Death world would have been more appropriate. 1d10+4 I. Weapons: Stub Automatic (Range 30.
Psykers. Search. Weapons: Bolter Pistol with Red-dot Laser Sight (BS +10. Swift Attack. The number of unsanctioned psykers she has captured or slain could possibly be a record for someone of her age. Blind Fighting. Bandoleer. Fur Cloak. Literacy. Filtration Plugs. the two headed eagle. with its’ reproductive glands removed. Secret Language (Sister of Silence Signage). a cleric serving her god as he explained. Gear: Robes of the Sisterhood (Common Quality). Untouchable Rank 4. Ciphers (War Cant). Range 30. near each of the tribes. Pen 4. Psykers). Common Lore (Sisters of Silence. Pen 6. but wasn’t long before she took her Oath of Silence and truly joined the Sisterhood. She accepted her fate and her education soon started. VIII: NOTabLE NPCS vigilator Jyserus kerica Ws bs s t Ag int per Wp fel 48 48 40 32 38 35 33 44 31 Career Path: Sister of Silence Rank: Vigilator Origin: Feral World Movement: 3/6/9/18 Wounds: 13 Fate Points: 1 Skills: Awareness. She was taken up into the skies to the god’s home at least that is what she thought. Primitive. Range 3. Pen 2). Wilderness Savvy. Inquiry. What exactly happens to the men was never told to her. Climb +10. She learned about the Sisters. . it would go mad. Heightened Senses (Sight). Power Field). 1d5+5. Power Sword (1d10+8 E. Charms (Prayer Scrolls) 2 extra clips of Stalker Silenced Shells*. She was to be a great warrior. S/2/-. Forbidden Lore (Chaos. If there was an untouchable near it. Survival. They would place a Genestealer. about the Imperium. fighting the anathema of her god across the heavens.man came back he told the Chieftain his daughter had been chosen to serve at the side of their god. was painted on its side. Concealment. Scholastic Lore (Legend). Talents: Melee Weapon Training (Primitive. Book of Imperial Hymns. The Sisters of Silence used this planet as one of the planets to recruit its members from. Traits: Iron Stomach. She is an exceptionally talented tracker and has made progress through the ranks of the Sisters. Speak Language (Low Gothic. Power). Armour: Storm Trooper Carapace Armour (All 6). * Stalker Silenced Shells are listed under the New Ammunition section of Dark Reign presents: Adeptus Astartes. Untouchable Rank 4. that it was a truly blessed planet for the composition of the air and its unique gravitational pull created an exceptional number of psychic resistant people. Bolter). Pistol Training (SP. Rite of Passage. unfortunately she is not able to brag. Her training was long and hard. S/2/-. She also learned about her planet. Bolter). Basic Weapon Training (SP. Raptor Fang (WS +5. Jyserus has even recently taken on a pupil to help her in her duties. Infra Red Goggles. Clip 8). Though the craft was only a lander and not a carriage of God. Imperium). 2d10 X. Dodge +10. Belehaam Tribal Dialect). He gave her a dagger made out of the tip of the claw as a parting gift. Fearless. Tracking +10. Quick Draw. If this would happen the shaman of that tribe would call to the station circling around the world and they would send down a lander to take the man or woman. and its threats. Wrangling. The Shaman led the girl into mountains where the carriage of the tribe’s god would come and lead her to him. The tribe’s symbol. Boltgun (Range 90. After finally arriving on the space ship she was met by a man. 2d10 X. and prove the child had the untouchable gene. Primitive. Clip 18). Sprinting. Disarm.
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