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v. 1.

DARK HERESY

By Sune Ndskou 2010


INR DUCTI N
Ive been playing RPGs since Out of sheer luck, I was invited add to this conversion. Every
before I really recall. I think it to attend a play testing session ideaiswelcome!
was back in 1984, I got my withoneofmyfriends,testinga
Finally I wish to thanks all my
hands of the legendary scenario in the for me at the
loyal players through all these
Dungeons & Dragons Basic time unknown system called
years. Thank you for staying
boxset.Andwhatawonder! theEsoterrorists.
with me, even though I always
Ever since Ive been exploring And what a joy it was for me. havestrangeandnewideasfor
all matters of popular and Almostlikefindingthelonglost roleplayingourgames.
truly not so popular games, relative. Almost like coming
A special thanks to Christian
always searching for the game homeafteraverylongjourney.
Bechmann for helping me with
which game the right feeling,
the equipment conversion
but also the right setting of
Nuno Pereira for working with
course.
the psyker rules, Morten Wolff
One particular setting that Ive for the taking part in the
been waiting for was the crunchy combat stuff and last
Warhammer 40.000 setting. but not least a big thanks to
And luckily for me, it was Robert Eggers for keeping his
published by Fantasy Flight head cool, supervising us all
Games a couple of years back, through the process. I couldnt
underthelabelDarkHeresy. havedonethiswithoutyou!
As a true fan, Ive been playing SuneNdskou,2010
thateversinceitwaspublished. (sune.nodskou@gmail.com)
Playing and enjoying ... but not
And then the usual legal stuff,
feeling.Becausenomatterhow
which we must never forget to
bleak, endless and loveable the
avoid trouble. The fout titles
setting is, I found the system
Unfortunatelytothefrustration Ashen Stars, The
too advanced and dominating
of my already wellestablished Esoterrorists, Fear Itself, The
formyliking.
Dark Heresy roleplaying Esoterror Factbook and Trail
It is after all a setting of group, I planned to start of Cthulhu are trademarks of
investigation and of the horror converting the Dark Heresy Pelgrane Press Ltd.
within. Not a setting meant to settingtotheGumshoesystem, Warhammer 40.000 is
be focused almost exclusively that way giving me the Games Workshop Ltd. Both
on combat rules, as most opportunity to explore the Dark Heresy and Inquisitors
systemstypicallydosowell. fantasticsetting,delvingintoall HandbookarebothFantasy
its aspects, without using huge FlightPublishing,Inc.
amountsoftimelearningand No legal ramifications were
relearningallthemanyrules. intended.Hopeyoullfindnone.
Icouldnowusemytimetofeel
the universe. Feel the God
Emperor.FeelChaos.Feelitall,
as I set myself free from the
buggingvolumesofrules.
Andthisdocumentistheresult
of my works. It may not be
done, as many more lenses,
occupations and unique ideas
might jump to my brain within
long.Butfornow,itwillhaveto
do.
Ihopeyouenjoyit,asmuchasI
do, and also that you will send
me an email, if you have some
goodideas,youwishtotestand

Page 1
INDEX

ACOLYTE CREATION 3 ABILITIES 5 AVAILABLE RESOURCES 11

OCCUPATIONS 3 Forbidden Lore 5 Firearms 11

Adept 3 Peers 5 Melee Weapons 12

Arbitrator 3 Psyniscience 5 Grenades 12

Assassin 3 Acolyte Rank 5 Armor 12

Cleric 3 Artillery 7 Traits 13

Guardsman 3 Communion 7 AddOns 14

Psyker 3 Firearms 7 Ammunition 14

Scum 3 Inspiration 7 Gears and Gadgets 14

TechPriest 4 Languages 7 Drugs 15

ORIGINS 4 Purity 7 Cyberware 16

Feral World 4 Tactics 9 Implants 16

Hive World 4 ABILITY LIST 6 BIBLIOGRAPHY 17

Imperial World 4 HELP! 8 CHARACTER SHEET 18

Void Born 4 RESOURCE POINTS 9 CONTROL SHEET 20

DRIVES 4 CRUNCHY STUFF 10 SCENE CARD 21


NO CONVERSION? 10

Page 2
THE AC LYTE
All characters in a Dark Heresy OCCUPATIONS Special: Use the entry from the
are called Acolytes. Private Detective on page
I think that the section of TOC17.
In this section, I will deal with Occupations in Trail of Cthulhu
all relevant information in suits the Career system from CLERIC
creating an Acolyte, with a look Dark Heresy quite well,
into the Occupation, the Origin, Occupational Abilities:
without making the rules too Acolyte Rank, Bullshit Detector,
the (optional) Lenses, the Drive, complicated.
the Abilities (both Investigative History (Imperial), Inspiration,
The listed Occupations below Research, Reassurance, Shrink,
and General), the Resources, are all converted from the Dark
the Psi Powers and finally some Theology (Imperial) and one
Heresy core rulebook, keeping other Interpersonal ability.
unique Warhammer 40.000 a close eye to balance and
tech. Special: Chosen by the God
flexibility.
Emperor as his cleric, enabling
ACOLYTE CREATION If you miss some unique you to see the Light and guide
Occupations, please dont your flock, you are almost
To create an Acolyte, you must
hesitate. Share it with me, so I always seen as the leader in
follow these 6 simple steps.
can add it to this document. your cell. As a cleric, you start
1. Choose an Occupation. the game with 2 in Acolyte
Rank for free.
2. Choose your Origin.
3. Choose a Drive. GUARDSMAN
Occupational Abilities:
4. Buy Investigative abilities.
See the table below for the ADEPT Athletics, Conceal, Ground
amount of Build Points Craft, Intimidation,
Occupational Abilities: Art Outdoorsman, Scuffling, Stealth,
received for this. (Illuminate), Art (Scribe), Weapons and either Artillery or
5. Buy General abilities. All Astronomy (Calixis Sector), Firearms (Basic).
Acolytes receive 60 Build Bureaucracy, Cryptography,
Document Analysis, History, Special: Use the entry from the
Points to this. Military on page TOC15.
Languages, Linguistics.
6. Spend Resource Points to
Special: Use the entry from the PSYKER
weaponry, cyberware or psi
Professor on page TOC18,
powers. Every single Acolyte Occupational Abilities:
ignoring all references to Credit
receives 20 Build Points for Bullshit Detector, Intimidation,
Rating and the extra tenure
this. Occult, Psyniscience, Research.
ability.
Special: You do not have extra
ARBITRATOR special abilities. You already
Occupational Abilities: have access to plenty.
# of Investigative
Athletics, Bullshit Detector,
players Build Points SCUM
Peers (Arbitrators), Evidence
Collection, Ground Craft, Occupational Abilities:
2 36 Firearms (Basic), Interrogation, Intimidation, Negotiation,
Law, Sense Trouble. Scuffling, Sense Trouble,
3 28 Shadowing, Stealth, Streetwise,
Special: Use the entry from the
Systems Repair and one other
Police Detective on page
4 24 Interpersonal or Technical
TOC17, substituting Peers
ability as a personal specialty.
(Arbites) for Cop Talk.
5+ 21 Special: Use the entry from the
ASSASSIN Criminal on page TOC13,
Occupational Abilities: ignoring the section regarding
Athletics, Chemistry, Conceal, the mafia.
Impersonate, Outdoorsman,
Scuffling, Shadowing, Stealth
and either Firearms (Basic) or
Weapons.

Page 3
TECHPRIEST HIVE WORLD DRIVES
Occupational Abilities: Boosts: Choose any three of
The box below lists all the
Communion, History, Systems Bullshit Detector, Craft, Oral
Drives that I found appropriate,
Design, Systems Repair, History, Reassurance, Sense
and the book they belong to in
Theology (Omnissiah) and one Trouble and Shadowing.
square brackets afterwards.
Technical Ability as a personal OriginSpecific Flavors:
touch. If you find something missing,
Wary: Whenever it is needed to please send me an email.
Special: Worshippers of the check the pools to find the
near heretical Omnissiah, tech aggressor and the defender in a
priests are seen as barely LIST OF DRIVES
fight, a Hive Worlder adds +5 to
tolerated infidels, and are not Altruism [AST]
his current pool.
treated very well in the Antiquarianism [TOC]
Hivebound: All uses of the
Inquisition. This prevents them Arrogance [TOC]
Outdoorsman ability cost 1
from gaining any significant Atonement [AST]
point more (except for Core
power in the Holy Ordos,
Clues). Furthermore if you are Avenger [AST]
capping the Acolyte Rank at 1.
out of a proper hab (e.g. Bad Luck [TOC]
The techpriests are also places without manufactured Chronicler [AST]
equipped with specialized goods, solid ceilings and
cyberware. See the textbox on Comradeship [AST]
electrical power) you suffer +1
page 27 of the Dark Heresy Curiosity [TOC]
to all Difficulties.
rulebook for an in detail DerringDo [AST]
description of these implants. IMPERIAL WORLD Duty [TOC]
Boosts: Any three of Ennui [TOC]
ORIGINS Astronomy (Calixis Sector), Entrepreneurial [AST]
History (Imperial Wars), Law Exploration [AST]
In this part, you have to choose
(Imperial), Occultism, Theology
the origin of your character. Is Faith [AST]
(Imperial).
he from an often brutal and Family Tradition [AST]
primitive feral world, or born OriginSpecific Flavors:
Follower [TOC]
on one of the massive Blessed Ignorance: All uses of Footloose [AST]
spaceships travelling deep in the Forbidden Lore ability cost
Gung Ho [FIT]
space and close to the Warp? 1 point more (except for Core
Clues). Hotshot [AST]
Each Origin has a selection of
Boosts. You can read more In The Blood [TOC]
Literacy: All from an Imperial
about these in Ashen Stars. world can read and write their JusticeSeeker [AST]
native tongue for free. Nowhere Else To Go [AST]
FERAL WORLD Superior Origins: All tests Oblivious [FIT]
Boosts: Choose any three of against Stability have their Professionalism [AST]
Athletics, Firearms (Basic), Difficulty decreased by 1. Programming [AST]
Medic, Outdoorsman, Riding or
Pursued [AST]
Weapons. VOID BORN
Role Model [AST]
OriginSpecific Flavors: Boosts: Any three of
Scholarship [TOC]
CastIron Stomach: Only suffer Astronomy, Athletics (in zero
Scientific Enquiry [AST]
half damage or penalty (round or lowgravity), Negotiation,
Shuttle Craft, System Repair. Sexual Adventure [AST]
down) as a direct result from
toxins, poisons and tainted OriginSpecific Flavors: Something To Prove [AST]
food. (See rules regarding drugs Sudden Shock [TOC]
Charmed: Whenever you spend
and toxins on page 8 of the a Fortune Point, roll 1d6. If you Tech Hound [AST]
Little Girls Lost scenario.) roll a 6 the point was not spend. ABBREVIATIONS
Primitive: All uses of IllOmened: All uses of First AST is short for Ashen Stars,
Interpersonal abilities in a Interpersonal abilities against a then FIT is short for Fear Itself and
civilized environment cost 1 nonvoid born cost 1 point finally TOC is short for Trail of
point more (except for Core Cthulhu.
more (except for Core Clues).
Clues).

Page 4
ABILITIES LANGUAGES Ecclesiarchy, Feral Worlders,
The base language (free for all Government, Hivers,
Now its time to choose the
of course) is Gothic. Obviously a Inquisition, Middle Class,
Acolytes Investigative and
lot of dialects exist, but the Military, Nobility, The Insane,
General Abilities. On the next
language is still Gothic. Underworld, Void Born,
page, you will find a complete
Workers.
list of all the available abilities. The main difference between
the original ability and the Dark (For a detailed description of
Most of them are from original
Heresy version is regarding these categories, please refer to
published books, but some are
literacy. (See textbox for an page DH120.)
also completely new or just
slightly changed. optional way to handle this.
PSYNISCIENCE (PSYKERS)
You find the description of all You can attune your mind and
the new or changed abilities LITERACY
vision to the ebb and flow of the
below. In Dark Heresy, illiteracy is the warp and the immaterium. You
norm. To reflect this, Ive created
can:
INVESTIGATIVE this optional set of rules that I
hope is sufficient. Feel if the immaterium is
ABILITIES
All languages are bought at the disrupted.
FORBIDDEN LORE normal 1 point per language for
See and feel things of the
the illiterate version, and 1 extra
You have obtained forbidden point to be literate in it. (The warp hidden from normal
knowledge in areas either level of literacy should be noted sight.
labeled heretical or secret by in brackets after the language.) See the aura of living beings.
the Inquisition. Such knowledge In case of the native language Extend your normal senses
open up to the best kept secrets Gothic, all know it in the illiterate
up to 50 meters away.
in the entire Calixis Sector. version for free, but must pay the
additional point to be literate.
For each rating point in GENERAL ABILITIES
Forbidden Lore, you may select Yvonne is playing a nasty scum
another type of lore in which from Gun Metal City with Gothic ACOLYTE RANK
(illiterate) at 0 points. Later on
you are generally proficient. You are an Acolyte of the
she has a rather nasty encounter,
Some of the more normal being taken hostage by a band of Inquisition, giving you both
examples include: Adeptus marauding Orks. The status and abilities that most
Mechanicus, Archeotech, Cults, imprisonment last for so long, people lack in the grim 41st
Daemonology, Heresy, that Yvonne decides to have millennium.
Inquisition, Mutants, Ordos, learned the Ork language, and
since she has been used an The rating of this ability
Psykers, The Black Library, symbolizes your achieved rank
interpreter in this foul language,
Warp and Xenos. she chooses to be literate in it within the Holy Ordos, as
(For a detailed description of also. Her final cost for Ork shown in the textbox on page 7.
these categories, please refer to (literate) is therefore 2 points. This rank is actually a kind of
page DH102.) military rank, giving you
It is not advised, that GM allow PEERS command over the Acolytes
this ability to be bought at that you outrank.
This ability is replacing the
character creation. original Cop Talk and You automatically start the
Furthermore the ability can Streetwise abilities. Instead of game with rank 1 in this ability
only be learned through direct giving only the law and shady unless youre a psyker or
exposure to the lore, through angles, the character can now techpriest, in which case you
books, through a scholar or a specify which sectors, he has start with 0. The holy Clerics
firsthand encounter if you live peers in. For every 2 full rating start with rank 2 for free of
to have learned from it that is. points, another type can be course.
If you have any rating at all in chosen. I strongly recommend, that
this ability, your Purity rating Here are some examples of the Acolytes are not allowed to
can never be higher than 10 most known types from the start above this free starting
minus your Forbidden Lore Dark Heresy universe: rating and that the maximum
rating. Academics, Adeptus Arbites, achievable increase are +1 Rank
Adeptus Mechanicus, per well achieved scenario.
Administratum, Astropaths,

Page 5

ABILITY LIST
ACADEMIC INTERPERSONAL GENERAL
Accounting (TOC) Bullshit Detector (ESO) Acolyte Rank (NCA)
Anthropology (TOC) Bureaucracy (TOC) Artillery (NCA)
Archaeology (TOC) Flattery (TOC) Athletics (TOC)
Architecture (TOC) Interrogation (TOC) Communion (NCA)
Biology (TOC) Intimidation (TOC) Conceal (TOC)
Cryptography (TOC) Negotiation (ESO) *Explosives (TOC)
Geology (TOC) Oral History (TOC) Filch (TOC)
Forbidden Lore (NCA) Peers (NCA) Firearms (NCA)
History (TOC) Reassurance (TOC) Ground Craft (AST)
Languages (NCA) TECHNICAL Health (TOC)
Law (TOC) Art (TOC) Helm Control (AST)
Linguistics (ESO) Astronomy (TOC) Hypnosis (TOC)
Medicine (TOC) Bio Signatures (AST) *Impersonate (ESO)
Military Science (EFB) Chemistry (TOC) *Inspiration (NCA)
Occult (TOC) Craft (TOC) Medic (AST)
Physics (TOC) Data Retrieval (AST) Purity (NCA)
Psyniscience (NCA) Document Analysis (ESO) Riding (TOC)
Research (ESO) Energy Signatures (AST) Scuffling (TOC)
Textual Analysis (ESO) Evidence Collection (TOC) Sense Trouble (TOC)
Theology (TOC) Forensics (TOC) Shadowing (TOC)

Holo Surveillance (AST) Shrink (ESO)

Imaging (AST) Shuttle Craft (AST)

Industrial Design (AST) Stability (TOC)

Kinetics (AST) Stealth (TOC)

Outdoorsman (TOC) Systems Design (AST)

Pharmacy (TOC) Systems Repair (AST)


Tactics (NCA)

ABBREVIATIONS
In the table above, I use some abbreviations (placed in brackets after the ability), which may need some explanation. AST for
Ashen Stars, ESO is short for Esoterrorists, EFB is short for The Esoterror Factbook, TOC is maybe not surprisingly short for
Trail of Cthulhu (in case of abilities from TOC, where two different uses is found (Purist and Pulp), always use the Pulp
version) and NCA is short for New or changed ability.
*These General abilities can be used as Investigative abilities in some circumstances. They are always bought and built as
General abilities though.

Page 6
ACOLYTE RANK & TITLE other Acolytes with checks on INSPIRATION
General Skills where technology Functions both as the
With increased rank comes
and thereby the Machine Investigative Ability found on in
increased responsibilities and
a cool title of course. Spirits are present. Ashen Stars, but also as a
Below you will find a list of the If you wish to boost another General Ability.
most wellknown titles, used by players chance of success, you When used as a General Ability,
the Inquisition. spend 2 points to add +1 to his the user is able to inspire his
Rank 0 Initiate roll. (To soothe the spirits in comrades, steeling them for the
Rank 1 Acolyte your own gear, the rate is 1:1 of things to come. For each 2
course.) points used this way, the
Rank 2 Trusted Acolyte
Rank 3 Cell Leader
The range of which you can use speaker boosts the Stability of
the ability is 5 meters per rating the characters of his choice
Rank 4 Cell Supervisor
point, up to line of sight. (within hearing range) by +1.
Rank 5 Interrogator* (He cannot use this ability on
This ability can even be used
Rank 6 Inquisitor after a roll is made, turning a himself though.) The bonus
Ratings beyond 6 is not in the failure into a success. This kind lasts for the rest of the
scope of this document, and the of use double the point cost encounter.
ability is therefore capped at 6.
though.
*At rank 5 the Acolyte is given PURITY
Inquisitorial authority and the FIREARMS
rosette to prove it. With this This ability is actually just a
appointment the Acolyte This modified version of the renamed version of Sanity (see
receives an automatic +1 to the Trail of Cthulhu counterpart is page TOC46), working the
die roll when calling for HELP!
divided into three sub exact same way.
categories, which are treated as If you have any rating at all in
Points from this ability can be separate abilities. The the Forbidden Lore, your Purity
used in the same way as the categories are Basic, Advanced rating can never be higher than
Preparedness, found in other and Exotic. 10 minus your Forbidden Lore
Gumshoe publications (such as rating.
Ashen Stars, Trail of Cthulhu A weapon belonging to the You start the game with rating
and the like). But instead of Exotic category with a xeno 4 in Purity for free.
checking to see, what you might origin requires Forbidden
or might not have on you in Lore (Xeno) to acquire. The Pillars of Sanity (on the
addition to the basic equipment same TOC page) are renamed
supplied to each mission, the to Litanies of Contempt, and
IMPERIAL WISDOM should be based on the well
check is made to see, whether
you can get the additional help A suspicious mind is a known Imperial Wisdoms. (For
from the Inquisition. healthy mind. some nifty examples, see the
A weapon cannot substitute textbox.)
For a general list of some of the
for zeal.
possibilities you have, see page If a Litany of Contempt is
8 for HELP! An empty mind is a loyal
mind. destroyed, the twisting powers
of Chaos has taken root in the
ARTILLERY Faith is our shield.
deepest parts of your soul,
Hatred is the Emperor's
Slightly changed version of the changing, bending and warping
greatest gift to humanity.
Ships Artillery found in Ashen both mind and body.
Heresy grows from idleness.
Stars. This version covers all To reflect this grave and grim
Intolerance is a blessing.
kinds of heavy weaponry fitted change to the character, the
on crafts. Space ships, shuttles, No pity! No remorse! No player should choose some kind
and ground crafts are all fear! of radical change, based on
included. You shall know no fear. either behavior with some kind
For a very long list of examples, of cool, dark and twisted
COMMUNION (TECHPRIESTS) visit the Lexicanum website at insanity or in the flesh by
You can soothe and please the wh40k.lexicanum.com, search for finding a suitable mutation. See
MachineSpirits, existing all thoughts of the day. some examples and ideas
around us. This powerful ability below.
allows the techpriest to help

Page 7
HELP!
Sometimes Acolytes (and especially their players) find themselves in situations, where the odds might seem
devastatingly overwhelming, and only doom, total destruction or utter annihilation is a certainty. In these
situations, it might be a better for the Acolytes to wait for the cavalry to clean up the mess.
Dont allow these rules to shortcircuit scenarios. Screaming for help every time a conflict emerges, might do
more damage to the history than good.
Below is a list of services, the Acolytes my draw upon in case they need them. Every special service has a title, a
description, a Difficulty Number and maybe a special rule.
How fast the help arrives, depends on the circumstances. Some places might very well be impossible to reach, or
impossible to communicate from such as in the middle of a giant Space Hulk deep within the Warp.

SERVICE DN
BASIC EQUIPMENT
Sometimes you might need extra supplies from your superiors to fulfill the mission. Basic equipment could include survival gear, vox, pistols and basic 2
disguises and will normally be sent by dropship or through contacts in the actual location.
FALSE IDENTITY
A forged false identity can come in handy, if the oppositions are breathing down your neck. This type of false identity will check up under scrutiny from all
but the most determined of investigators with the highest levels of access to Administratum files. Appropriate disguises are also included and the supplies 4
are normally delivered by courier or a local contact.
Special: Peers (Administratum) grants +1 to the die roll.
SAFE HOUSE
You and the rest of your cell will have your own safe house. It will be shielded from vox thieves and will have a secure amoury location. There will be
enough rooms for each cell member, a kitchen, a toilet and a secure cell. It will also have room for a small workshop. No equipment is supplied. The safe
4
house is usually made available in the cells current location, but can also be dropped down from a smaller transporter in completely deserted or
hazardous areas.
Special: Peers (Government, Military or Underworld) grants +1 to the die roll.
FLEET TRANSPORT
5
A supply ship or some form of civilian transport for warp travel to nonprohibited Imperial worlds is supplied for your use.
FUNDS
In case of emergency 20,000 Thrones is made available to you in a sector banking system and is accessible by you or a prearranged agent.
5
Special: After the first requisition, the Difficulty Number for each new requisition in the same scenario is increased by +1. Peers (Administratum, Nobility
or Underworld) grants +1 to the die roll.
LOCAL ENFORCER SUPPORT
An exercise of control over local enforcers is given to you. This may alert certain people to your presence, so be careful that you can trust who you
5
requisition. Generally you gain control of a squad of 6 enforcers, but exceptional evidence may allow for greater numbers to be obtained.
Special: Peers (Military, Nobility or Underworld) grants +1 to the die roll.
EXOTIC EQUIPMENT
A request for very rare or specific equipment is sent. Anything from plasma pistols, psi shielding, power armor or forcefields. Take verygood care of this
equipment, as the lending party may require the times back or request a favour for lending them in the first place. This type of delivery is most often 6
supplied by dropship, except in areas with heavy Inquisition presence.
Special: This service can only be used once per scenario. Peers (Adeptus Mechanicus or Inquisition) grants +1 to the die roll.
ARBITES SUPPORT
You wish to acquire assistance from the local Arbites office. The officers will not take kindly to being retasked to pointless roles and should be used in dire
7
emergency only. They can be directed to arrest individuals based on any evidence you can produce.
Special: Peers (Adeptus Arbites or Inquisition) grants +1 to the die roll.
PDF TROOPERS
By inquisitorial request, you obtain cooperation from the local PDF units. This power should be used only in exceptional circumstances, as your Inquisitor
6
will have to explain why they were commandeered.
Special: Peers (Government or Military) grants +1 to the die roll.
MILITARY SUPPORT
When in need of firepower, call the infantry! The Imperial Guard, from a small unit or as large as an entire army, is put at your disposal. The larger the
8
amount of troops, the longer time it might take to assemble.
Special: Peers (Inquisition or Military) grants +1 to the die roll.
MAJOR ASSETS
This requisition is send when you need very specialized, extremely hard to get, maybe even banned equipment for use on a permanent basis. It can be
9
anything from a permanent base to a warp capable vessel.
Special: Peers (Administratum, Government or Underworld) grants +1 to the die roll.
IMPERIAL NAVY SUPPORT
An Imperial naval vessel or battle group is appointed to you, helping with transport and assistance as needed. 9
Special: Peers (Military) grants +1 to the die roll.
ROGUE TRADER TRANSPORT
If you need transport to the far corners of the galaxy or maybe even to uncharted territory outside the Calixis Sector a rogue trader is what you need.
This request comes with extra benefits such as access to black market knowledge, uncharted trade routes outside Imperial space and a very capable 9
captain and his vessel.
Special: Peers (Astropaths, Inquisition or Void Born) grants +1 to the die roll.
ADEPTUS ASTARTES SUPPORT
The most powerful power must be the ability call on the nearest chapter of Space Marines! You can also request a specific chapter of your choice. Obtaining
11
such service could be an entire adventure in itself, and should never be an everyday experience.
Special: Peers (Inquisition) grants +1 to the die roll. Only Acolytes of Rank 5 or more can request this service.

Page 8
Rotting flesh: Your flesh TACTICS
turns gel like, dripping bile This ability is a slightly
and oozing of rot. The only improved version of the Naval
way to hide it is by covering Tactics from Ashen Stars.
your skin in bandages.
You must choose between
Demonic voices: Oh these Naval, Air Force, Armoured
voices. The second you are Division or Infantry, each
alone, they start to speak to having different abilities to
you, whispering profanities boost.
and tempting you to do
Naval: Helm Control, Artillery
wrong.
and System Repair.
Wormblood: The blood in
Air Force: Shuttle Craft,
your body is gone, replaced
Artillery and System Repair.
by small squirming maggots.
Better not get wounded in Armoured Division: Ground
public. Craft, Artillery and System
Repair.
If the final Litany is destroyed,
Infantry: Athletics, Firearms
the character is now fully part CYBERWARE
and Stability.
of the Chaos hordes, twisted Under this category you find
and damaged beyond the cyberware, which you might
recognition, an empty shell of RESOURCE POINTS
wish to install.
his former self. The character On every mission, your cell will
could very well be an evil be supplied with basic PSI POWERS
adversary of his old comrades. equipment such as basic Psi powers are treated very
(Its time to create a new weaponry, armour and other differently from the equipment
character.) gadgets. above.
On page TOC76 youll find the But what about your favorite You still get the 20 points of
Cthulhu Mythos Stability and matt black bolter sidearm, your course, but instead of finding a
Sanity Loss Table. Simply battle armour drenched in list in this supplemental, you
substitute references to the blood from countless should find your own copy of
Mythos with Chaos, and you battlefields? And what about the Mutant City Blues and turn
have a very good tool. the cyber replacement for your to page 27, where you find a
arm, lost to Ork raiders? Or the complete list of unique Mutant
FATE POINTS (OPTIONAL) psi powers to enter, erase and powers. In this conversion, we
The Fate points are a very blast the mind of your enemies? use these powers as the psyker
essential part of the Dark Dont panic! Thats what powers.
Heresy universe, and I Resource Points are for.
therefore stick with it.
How to buy them can be read
Characters receive 20 Resource on page 15 of the same book,
They function in the exact same
Points to buy weapons, tech or where you also find the vital
way in this conversion also, but
I divide them into Fate points psi powers. Quade Diagram (page 17).
(the powerful ones) and All unspent points are kept, so In case of powers with Legal
Fortune points for minor help you can use them later on if you Ramifications (see page 30 of
(refreshing every 24 hours of wish. Mutant City Blues), you need
game time). the Forbidden Lore (Warp)
Note: When the first session of
You start the game with 2 Fate ability to have learned these.
points and 2 Fortune points for the campaign starts, the psyker
free, but can only earn them buys psi abilities with Build If you have better ideas, or just
from then on. Points, not Resource Points! like to rename all the MCB
powers to a more Dark Heresy
FORTUNE POINT USES You find the list on page 11. like name, please share with me
1 point gives you the ability to ... by email.
Reroll a failed General
WEAPONS
Ability roll. This category includes ranged
Add +1 to your die roll. Can weaponry, melee weaponry,
also be applied after rolling. thrown weapons and armour.

Page 9
CRUNCHY STUFF AWARDS Fellowship could function as
Like in a typical Gumshoe some kind of bonus to
In this final part of the Interpersonal Abilities
scenario, you should award
conversion, you will find a short Acolytes 2 Build Points per Willpower would obviously be
list of extra rules, that I use in session played. Stability.
my Gumshoe Dark Heresy You should also reward them
game, to create the right feel The ratings could be converted
with 5 Resource Points per
and also to have as many something like this:
session.
elements from the original As a bonus, you might find ways
Characteristic Bonus x 3
game at my fingertips. in a scenario to put in some Wounds would be Health at a
extra Resource Points as either 1:1 conversion.
COMBAT cash or gadgets. (1 Resource
This is all the space I will use on
Even though Dark Heresy is an Point measures approximately 5
Thrones.)
a true character conversion, as I
investigative RPG, there is
think it is much more correct to
certainly also combat. (In the If you find it suitable to reward
start over, creating a new
dark future, there is only war, as them a Fate or Fortune point
after successfully completing a character from scratch.
they boldly teach us at Games
Workshop.) mission, do so also but dont Some of you might wonder
overdo it! These points should what to do if you start out as
To reflect this, Ive personally only be rewarded on special higher ranked Acolytes. Dont
decided to use all the extra occasions. you have more Build Points?
rules from Extra Crunchy Finally you can reward the What about Resource Points?
Combat found on page 44 of characters with lost Purity. For
The Esoterror Factbook. more on how to do this, see
But of course you probably
page 81 in Trail of Cthulhu. do. But that, and the amount,
DRUGS & POISONS depends entirely on the
I recommend that you use the campaign and the power of
very flexible drug rules found NO CONVERSION? your opposition. Talk to your
on page 8 in the Little Girl Lost GM, and he probably have some
No. Not in the true sense kind of idea to, what amount of
scenario. If you dont own this anyway. I think that the two
book, you can use the rules points you get extra.
systems are so far apart, that a
from page 69 in Trail of normal conversion is pointless. And as with the rest of this
Cthulhu. conversion: If you have cool
But if you are truly dying to ideas or other great thoughts,
OTHER DANGERS convert your original Dark please share them.
Heresy character to Gumshoe,
A complete set of small rules
I have some suggestions
regarding acid, temperature
Investigative Abilities: Find CONVERTING CLUES
extremes, drowning and
suffocation, falling and fire can your original skill ratings, The uniqueness with the
be found on page 68 of Trail of locate the most suitable Gumshoe system is a must when
Gumshoe abilities and use the morphing the two systems.
Cthulhu, which are the rules
Ive decided to use in my games. Characteristic Bonus as the Therefore I will make a very
Gumshoe ratings. (This idea brutal conversion, just to make
was originally found on the things extremely easy to
translate on the fly.
Dark Reign 40K fan site.)
General Abilities: A much CORE CLUES
tougher task. I think they All Tests made to gain
should be found in the informations with a +10 % or
Characteristics. higher bonus, are considered
Core Clues, and therefore cost
Weapon Skill should be no points.
Weapons.
FLAVOR CLUES
Ballistic Skill would then be
Tests made at +0 % to 10 % are
Firearms.
1 point clues, 20 % are 2 point
Strength and Agility averaged clues and 30 % or higher are 3
could be Athletics. point clues.
Toughness should be ignored.

Page 10
AVAILABLE RESOURCES

FIREARMS
WEAPON TYPE DAM. RANGE TRAITS COST
Bolas Basic Near Primitive, Snare 2
Autogun Basic +1 Long Auto (10) 20
Autopistol Basic 0 Near Auto (6) 15
Bolt Pistol Basic +2 Near Auto (2), Penetration (4) 50
Boltgun Basic +2 Long Auto (2), Penetration (4) 100
Bow Basic 1 Long Primitive 2
Combat Shotgun Basic +1 Near Auto (3), Scatter 30
Crossbow Basic 1 Long Primitive 2
Flamer Basic +1 Near Energy, Flame 60
Flintlock Pistol Basic 0 Near Primitive 2
Grenade Launcher Basic * Long Damage is from the type of grenade fired 100
Hand Bow Basic 1 Near Primitive 40
Hand Cannon Basic +1 Near Penetration (2) 13
Hand Flamer Basic +1 Near Energy, Flame 40
Hunting Rifle Basic +1 Long Accurate, Scope 20
Las Carbine Basic 0 Long Auto (2), Energy 15
Lasgun Basic +1 Long Auto (3), Energy 15
Laspistol Basic 0 Near Energy 10
Long Las Basic +1 Long Accurate, Energy, Scope 20
Musket Basic 0 Long Primitive 6
PumpAction Shotgun Basic +1 Near Scatter 15
Shotgun Basic +1 Near Scatter 12
Sling Basic 2 Near Primitive 2
Stub Automatic Basic +1 Near Auto (3) 10
Stub Revolver Basic +1 Near 8
Inferno Pistol Advanced +5 Near Energy, Penetration (4) 1.500
Meltagun Advanced +5 Near Energy, Penetration (4) 800
Plasma Gun Advanced +2 Long Auto (2), Energy, Overheating, Recharge (3/2) 600
Plasma Pistol Advanced +2 Near Energy, Overheating, Recharge (3/1) 800
Needle Pistol Exotic 0 Near Scope, Toxic (3) 250
Needle Rifle Exotic 0 Long Scope, Toxic (4) 200
Web Pistol Exotic N/A Near Snare 240
Webber Exotic N/A Near Area (5), Snare 360
Heavy Bolter Artillery +3 Long Auto (10) 400
Heavy Stubber Artillery +1 Long Auto (10) 150
MP Lascannon Artillery +2 Long Massive Damage (5/10) 1.000
RPG Launcher Artillery * Long Damage is from the type of rocket being fired 240

Page 11
MELEE WEAPONS
WEAPON DAM. TRAITS COST
Axe/Club//Hammer/Sword +1 Primitive 5
Chain Axe/Sword +2 Penetration (2), Tearing 80
Great Axe/Sword +2 Penetration (2), Unwieldy 14
Knife 1 Primitive 1

GRENADES
WEAPON DAM. TRAITS COST
Frag 0 Blast (+1) 2
Krak 0 Massive Damage (10/0,1) 10
Blind N/A Smoke 5
Photon Flash N/A Flash 60
Halluciongen N/A Mind Blasting (4/0) 8
Fire Bomb 0 Blast (1), Flame 1

ARMOURS
ARMOUR VALUE PROTECTS TRAITS COST
Beast Furs 2 Body Primitive 1
Carapace Chest Plate 6 Body Rigid 80
Carapace Greaves 5 Legs Rigid 65
Carapace Helm 4 Head Rigid 50
Carapace Vambraces 5 Arms Rigid 60
Chain Coat 3 Arms, body and legs Primitive 10
Chain Mail 2 Body Primitive 10
Enforcer Light Carapace 5 Arms, body and legs Rigid 115
Feudal Plate 5 Head, body, arms and legs Primitive, Rigid 24
Flak Cloak 3 Body Flak 16
Flak Gauntlets 2 Arms Flak 10
Flak Helmet 2 Head Flak 5
Flak Jacket 3 Arms, body and legs Flak 20
Flak Vest 3 Body Flak 10
Gang Leathers 1 Arms, body and legs Primitive 5
Grox Hides 3 Body Primitive 12
Guard Flak Armour 4 Head, body, arms and legs Flak 60
Heavy Leathers 2 Arms, body and legs Primitive 20
Light Flak Coat 2 Arms, body and legs Flak 16
Light Power Armour 7 Head, body, arms and legs Airtight, Powered 1.700
Mesh Combat Cloak 4 Arms and body Mesh 70
Mesh Cowl 3 Head Mesh 20
Mesh Gloves 3 Arms Mesh 24
Mesh Vest 4 Body Mesh 30
Power armour 8 Head, body, arms and legs Airtight, Powered 3.000
Quilted Vest 2 Body Primitive 2
Storm Trooper Carapace 6 Head, body, arms and legs Airtight, Rigid 750
Xeno Hides 6 Body Primitive 1.000
Xeno Mesh 4 Arms, body and legs Mesh 65

Page 12

TRAITS Flame: On a successful hit, each wielder to either drop the weapon
target must make an agility test (6) or take 1d2 of burn damage to the
Accurate: Add +1 to Firearms die or take damage and catching fire. hands. 3 rounds of cooling (and no
roll result when rolling to hit. For a (See page 68 of Trail of Cthulhu firing) are necessary for the
nonskilled gunner, a natural result for details.) Only airtight armour weapon to function again. If the
of 1 is still a failure. protects against flamer weapons. second die roll turns out as another
Other armours simply cannot 1, the weapon overheats violently,
Airtight: Some armour encloses protect against the flame, smoke exploding like a grenade doing +1
the entire body of the user, sealing and heat. The number of rounds an to damage with Blast (1).
off any outside air, and supplying airtight armour can withstand the
the bearer with an internal oxygen Power Field: If you successfully
flame is equal to 2 x its armour parry a melee attack from an
supply. This gives complete rating. After this the heat is too
protection against grenades and opponent (he rolls a natural 1 on
intense, cooking the victim inside the roll to hit you), using a non
explosions (using the unadjusted for normal fire damage, until he
armour value for protection). For power weapon, there is a chance of
either dies of leaves the burning 4 in 6 that the opponents weapon
nonairtight armours, the armour behind.
shockwave will affect the bearer, will break and becomes useless.
and the armor will only supply Flash: The weapon detonates in a Powered: Powered armours are
minimum protection. (See Blast blinding flash. Anyone within short powered by an internal battery.
below for extra information.) range must make an Athletics (5) This battery needs to be recharged
test to avoid being blinded for 1d every 12 hours. Power armours are
Area: When shot, the weapon turns. In this period, all tests
covers an area (in brackets) of fitted with a photon visor (+1 on
involving sight have a +3 to the Sense Trouble rolls) and re
meters in diameter. If people are Difficulty number.
standing relatively close to each breather (making airborne toxins
other, assume that one person Massive Damage: Weapons of this useless). In addition, the
covers one meter. type are designed to peel the mechanical strength of the armour
armour of tanks. The number in the adds +2 to damage rolls when
Auto: The weapon has an bracket before the slash indicates using the Weapons or Scuffling
automatic fire setting (see page 44 the instances of damage the abilities.
of The Esoterror Factbook for weapon does to an armoured
details). The number in brackets Primitive: Primitive armours and
vehicle or to a person wearing a weapons are as the name
are the maximum number of extra power armour. The number after
instances of damage, the weapon indicates products of primitive
the slash is multiplied by a normal form, still widely used in the
can do. instance of damage to indicate, how Imperium. The limited muscle of
Blast (X): Indicating an explosive much damage a normal human these weapons and the less
attack normally from grenades. The (either wearing armour or not) resistant materials used in armours
number in brackets indicates the takes from a hit. (In case of makes their modern counterpart
brutality of the blast, resulting in a insignificant foes, assume that one superior in all aspects. When
modifier to the cost of the Athletics foe dies per point of damage attacked by a primitive weapon
spend to avoid damage. (See page inflicted.) while wearing a modern armour,
49 of The Esoterror Factbook for Mesh: Armours of this the modern armour has double
details.) Only flak or airtight construction are especially value. When attacked by modern
armours protects full against protective against fire and heat, weapons while wearing primitive
explosions. Other armours only offering an extra +2 to their value armour, the armour value is halved
protects with 0 (for primitive non against such attacks. (round down).
plate armours) or 1 (for all others)
because of the shockwave and Mind Blasting: The blast of these Recharge: The weapon needs
shrapnel following the explosion. weapons induces shortlived recharge after being fired. The first
psychological states and delusions. number in the bracket is the
Energy: These kinds of weapons Everyone within short range (and number of rounds the weapon can
fire energy related shots. They can line of sight) must make a Stability be fired with no pause. The second
be blocked by the psychic power test to avoid losing Stability points. number (after the slash) is the
High Energy Dispersal. All other The Difficulty is the number in number of rounds it takes to
firearms are can be stopped by the brackets before the slash. The recharge after firing.
Kinetic Energy Dispersal power. number of points lost if Rigid: Armours of this type has
Flak: Flak armours are especially unsuccessful is 1d plus the bonus very nonflexible joints, making
designed to protect against after the slash. The description of them next to impossible to act
explosions resulting in +1 armor the effect should relatively match graciously in. While wearing this
value against explosions from the potential loss. type of armour, all Athletics tests
grenades, missile attacks and such. Overheating: If the roll made to hit have their Difficulty Number raised
is a natural 1 roll a second die. If by +1.
the second result is 3 or less, the
weapon overheats, causing the

Page 13
Scatter: Weapons with this quality Melee Attachment: A melee Dumdum Bullets: Adds +2 to
follow the rules for shotguns found weapon is fitted to the making damage while the protective armor
on page 66 of Trail of Cthulhu, them very effective in close rating is doubled against this
doing an additional +1 to damage combat. The weapon deals 1d of attack. Used With: Hand cannons,
at pointblank range in addition to damage with the Weapons ability. stub automatics and stub revolvers.
the normal +2, for a total bonus of Upgrades: Any Basic firearm. Cost: Cost: 5 for bullets enough for one
extra +3 to damage. Base price +5. mission.
Scope: The weapon is fitted with a Mono Weapon: The edge of a HotShot Charge: Adds +1 to
scope as standard, opening up for mono weapon is super fine and damage, and rolling twice for
the crunchy sniping rules on page never loses the edge. Add damage, picking the highest result.
51 of The Esoterror Factbook. Penetration (2) and remove the Weapon Penetration is also
Smoke: The smoke emits a big Primitive trait. Upgrades: Any increased by +4. Used With:
cloud of smoke, blocking normal edged Primitive melee weapon. Lasguns, laspistols, las carbines
vision for approximately one Cost: Base price +8. and long las. Cost: 3 for shots
minute. (This time may be Overcharge Pack: This addon enough for one complete combat.
prolonged in an airtight room or effectively boosts the fire capability Inferno Shells: The weapon gains
very much shorter outside in heavy of las weapons, producing more the Flame Trait. Used With:
winds.) The area covered by the carnage but also strains the Shotguns, pumpaction shotguns,
smoke is 15 meter in radius. weapon. Add +1 to damage and combat shotguns and all bolt
Snare: On a successful hit, the also gain the Overheating trait. weapons. Cost: 3 for shots enough
target must make an agility test (5) Upgrades: Any Basic las firearm. for one complete combat.
or be immobilized. After being Cost: Base price +3. ManStopper Bullets: The
immobilized the target can make Power Weapon: The weapon has a weapons Penetration value is
an agility test (5) each round to builtin disruptor field on the increased by +3. Used With: Stub
break free from the bounds. length of the blade or on the head revolvers, stub automatics, hand
Tearing: When rolling for damage, of the weapon. Increase damage by cannons autopistols and autoguns.
roll two instances and choose the +4 and add Penetration (6) as well Cost: 5 for bullets enough for one
highest result. as the Power Field trait. The mission.
Primitive trait is removed. Overcharge Pack: Adds +1 to the
Toxic: If a weapon with this trait
Upgrades: Any Primitive melee weapons damage. Used With:
beats the armour of the designated
weapon. Cost: Base price x 100. Lasguns, laspistols, las carbines
target, a toxin is released in his
bloodstream causing (X) points of RedDot Laser Sight: The laser and long las. Cost: 6 for shots
damage per turn until either he sight attachment adds +1 to the die enough for one mission.
dies or (X) points from Medic is roll of a Firearms roll. Limited to
Short range only though.
used to stop the toxin.
Upgrades: Any Basic or Advanced
GEAR AND GADGETS
Unwieldy: The weapon is very
firearm. Cost: Base price +10. Auspex/Improved Scanner:
unbalanced. Every other turn the
wielder must rebalance the Scope: The firearm is fitted with a Grant the user one free spend in
weapon in order to attack again, scope, adding the Scope trait. the Bio Signatures or Energy
effectively giving the weapon an Upgrades: Any Basic or Advanced Signatures abilities. Cost: 29.
attack every other turn. The firearm. Cost: Base price +7. Cameleoline Cloak: Adds +2 to
wielder can ignore this restriction Shock: If struck by a weapon with Conceal rolls. Cost: 100.
by pushing himself to the limit, this trait, the target must pass a Chrono: Used for knowing what
adding +1 to all the tests with the Health 7 roll (adjusted by -1 per time it is. Cost: 8.
weapon and costing him 2 points of Armour Value) or be incapable of Clip Harness: Adds +3 to Athletic
Health after the end of the fight. any actions besides shaking in rolls when climbing. In addition the
muscle spasms. Upgrades: Clubs wearer cannot fall down. Cost: 5.
ADDONS and mauls. Cost: Base price +25. CombiTool: Adds +1 to Systems
Silencer: Dampens the noise of a Design and Systems Repair rolls.
Compact: The compact
shot. Rolls made to hear the Cost: 40.
construction of the weapon makes
it easier to hide but also reduces dampened shot are at +3 to the DataSlate: A musthave for most
the muzzle power. Add +3 to tests Difficulty. Upgrades: Any firearm Acolytes. Cost: 5.
made to discover the weapon, but firing solid slugs. Cost: Base price
Demolition Charge: Does Massive
also reduce damage by 1. +2.
Damage (5/10). The damage is per
Upgrades: Any Basic or Advanced kilo of explosives. In case of more
firearm. Cost: Base price +10. AMMUNITION than one kilo, multiply the final
Exterminator: Upgrades the damage by the amount. Cost: 50.
The description of each type of
weapon with a oneshot flamer. Excruciator Kit: Grant the user
ammo can be found on page 142 in
Add the Flame trait. Upgrades: one free spend in the Interrogation
the Dark Heresy rulebook.
Any weapon. Cost: Base price +7. ability. Cost: 75.

Page 14
Filtration Plugs: Adds +2 to PsyFocus: Adds +1 to rolls in one Writing Kit: Contain papers, inks
Health rolls when resisting specified psyker power. Cost: 20. and quills. Cost: 4.
airborne gasses. Cost: 3. ReBreather: Includes a
GlowGlobe: Illuminates the mask/helmet and a canister of air DRUGS
surroundings in two important for one important scene. Re
scenes. They are found in either a breathers make the wearer All normal drugs and consumables
lamp model that completely immune to all the effect of gasses (amasec, lhosticks, obscura, recaf,
illuminates a room or in a and also grant the ability to breathe and rotgut booze) are all treated
torchlight model that produces a under water. Cost: 10. (Additional with the rules from Little Girl Lost
cone of light up to Long range. canisters cost 5.) page 8.
Cost: 3 for both models. Recoil Glove: Enables the wearer DeTox: If administered
Grapnel: Grapnels use a small to shoot any nonArtillery weapon immediately after facing the effect
launcher to fire a hooked or using only one hand. Cost: 17. of drugs, toxins or gasses, all the
magnetic grapnel up to Long range. Respirator/Gasmask: Adds +3 to effects (both good and bad) are
Once the grapnel is attached, the Health rolls when resisting negated. The toll on the body is
user can climb the line or use a airborne gasses. Cost: 5. heavy though. The subject suffers
powered winch. Climbing the the same effects as being Hurt for
Sacred Machine Oil: A small vial the next scene from extreme
grapnel adds +1 to the Athletics
with enough uses for one mission. headache and dizziness. Cost: 13
roll, where the powered winch is
When applied to equipment, the per dose.
an automatic success. Cost: 6; 7
TechPriest receives a free spend
with the powered winch. Frenzon: Once administered, the
on Communion when boosting that
Lascutter: Lascutters can be used particular equipment. Cost: 30. user goes berserk. You add +1 to all
to cut through rock, steel or heavy melee damage rolls, must make
Screamers: Adds +3 to the users Reckless Attacks (see page 51 in
armors plating, at the speed of
Sense Trouble ability for the The Esoterror Factbook)
approximately 10 cm per minute,
standard model. Cost: 28 (+1 for whenever possible and are immune
adjusted by the material. Cost: 13.
each additional +3 boost). to Stability rolls made to resist
Magnoculars: Magnoculars can
Stummers: Adds +3 to Stealth rolls shock effects. This lasts for one
magnify distant objects, give range
readouts, detect heat sources, when rolling to move silently for combat, after which the user
the standard model. Cost: 5 (+1 for suffers 2 points of damage, acting
calculate target location and take
each additional +1 boost). viciously paranoid and feeling
image snapshots. Cost: 11.
Synskin: Synskin has Amour Value intense pain in all joints, reducing
Manacles: Trying to escape these Athletics rating by 2. These side
of 2 and adds +1 to Conceal and
handcuffs demands an Atheltics 5 effects lasts the following scene.
Stealth rolls. Cost: 500.
test, with each failed roll causing 1 The damage is permanent though.
point of damage and raising the TN Void Suit: Enables the wearer to
Cost: 19 per dose.
by +1 (to a maximum of TN 8). survive in most environments
Cost: 7. including space and incorporates a Slaught: Adds +3 to the Athletics
rebreather. Cost: 20. and Sense Trouble ratings of the
Medikit: Adds +2 to the users user for one full scene, acting tense
Medic rating. 6 doses of the Stimm VoxCast: A communication device
and hype. After that the user
drug are included for free. Cost: 30. which enables its user to
suffers 2 to the same ratings for
communicate over long distances
MicroBead: Microbeads are a two full scenes acting disoriented
including ships in orbit. Cost: 60.
shortrange communication device and confused. Cost: 15.
worn in the ear. The range is about Spook: Nonpsykers must make a
one kilometer depending on the Stability 4 roll. On a failure the
weather and intervening terrain. subject takes 3 point of Stability
Cost: 4. damage. On a success, a
Multikey: Adds +3 to System spontaneously psi power emerges.
Repair rolls when trying to open Roll 2d on the Quade Diagram in
locked doors. Cost: 30. Mutant City Blues (one to find the
PhotoVisor: PhotoVisor makes row, the next to find the column)
the wearer treat even the deepest and pick a suitable power with a
darkness as normal daylight. Cost: rating equal to the users Stability.
20. The power lasts for three complete
scenes, and might if the GM finds
Pict Recorder: Pict Recorders are
it amusing activate
relative simple livemedia
uncontrollably. If the user is a
recorders with some holographic
Psyker, he must make a Stability 4
capabilities, which allow playback
test. On a failure take 1 point of
as well as recording. If you have the
Stability damage. On a success he
Imaging ability, you automatically
adds +2 to all rolls when using his
have this device for free. Cost: 20.

Page 15
powers within this and the next Numbers involving running and used as a club (with the Prmitive
scene. Cost: 79. leaping. Cost: 900 points. trait) doing 1d+3 points of damage,
Stimm: When applied the user Bionic Respiratory System: The but completely lacks the ability of
ignores the effect of damage up to lungs are replaced by a full life fine manipulation. Cost: 100,
Health 11 (seriously wounded) for support system, making you able to points; TechPriests only!
this and the following scene, after breathe underwater and totally Medicae Mechadendrite: A two
which he takes 2 points of damage ignoring the effects of airborne meter long flexible arm for medical
and suffers 2 melee damage and toxins and gasses. Cost: 480 points. and surgical assistance. It adds +2
reducing Athletics rating by 2 due points to the Medic ability. The
to temporary nerve shock and builtin chain scalpel can be used as
muscle cramps. These side effects
IMPLANTS a small weapon (doing 1d2 points
last for two scenes, except the A combination of bionic and of damage), and also offers a free
damage which is permanent of cybernetic enhancement made to spend on the Interrogation ability.
course. Cost: 4. enhance the internal parts of the Cost: 100 points; TechPriests
body. only!
CYBERWARE Auger Arrays: Builtin sensors, Mind Impulse Unit: Also known as
giving a full auspex packager, offers MIUs or senselinks, TechPriests
If you chose to have cyberware a free spend on the Bio Signatures see these implants as divine
installed just to describe your and Energy Signatures abilities. constructions. It adds +1 to the
character, the price is 0. Furthermore all Sense Trouble Communion, Firearms, Ground
Be it a replaced eye, a new arm or tests are permitted a reroll. Cost: Craft and Shuttle Craft abilities, as
something else flashy, the price is 600 points. long as the craft or weapon is
still 0. linked to the MIU. Cost: 1.050
Ballistic Mechadendrite: A
points.
When cyberware starts to twists shoulder mounted laspistol (with
the basic rules of the game, its time the Compact addon). Cost: 120 Optical Mechadendrite: A three
to pay some points. points; TechPriests only! meter long highly flexible camera
studded arm, enabling the bearer
Bionic Arms: This enhanced set of Cortex Implants: An extremely
to see under doors, over walls and
limbs offer better capabilities than rare brain implant, offering a free
other hardtoreach spots. The
the human norm. After installation spend on all Investigative Abilities
camera suffers no penalties for
you subtract 1 from all Target (except Interpersonal), but also
darkness. Cost: 80 points; Tech
Numbers made against specific capping Stability at 10. Cost: 1.000
Priests only!
tasks such as tests made for points.
delicate manipulation (such as Utility Mechadendrite: A two
Cybernetic Senses: Each sense is
Filch) or where strength is meter long limb with a variety of
treated as a different implant,
important (Athletics for arm tools attached. It adds +1 to the die
offering +1 to rolls made against
wrestling or climbing). In addition roll when using the Systems Design
Sense Trouble where the particular
to this, damage from bionic arms is or Systems Repair abilities. Can
sense is involved. Cost: 1.350
increased by +1. This also works also double as a knife (with the
points per sense.
when wielding melee weapons in Mono Weapon trait) inflicting 1d1
Manipulator Mechadendrite: A points of damage. In melee combat
enhanced arms. Cost: 600 points.
very powerful shoulder mounted the arm can be used to distract
Bionic Locomotion: Your legs, mechadendrite used mainly for opponents, effectively raising the
hips and pelvis are enhanced, lifting and carrying up to 150 kg. bearers Hit Threshold by 1. Cost:
giving 2 to Athletics Target The mechadendrite can also be 100 points; TechPriests only!

Page 16

SCENE CARD BIBLIOGRAPHY


Below you will find a list of the books Ive used in the creation of this conversion.
As a final act of creativity, Ive
created a genre specific scene card, Only the final book (Little Girl Lost) is optional. All other books are essential, if you want
especially made for the Dark the complete backgrounds and description of the things in this document.
Heresy game. So dont hesitate. Rush to your nearest bricks and mortar game shop or use your
You will find the card on the final favorite internet market to secure your very own copies.
page of this document.
Personally I cut the picture and
laminated it for a sturdy and
quite nice looking solution.

STAY TUNED
That was all I had in mind for this
conversion. Now its time to
continue my gaming groups
exciting journey through the
Haarlocks Legacy Trilogy, neatly

converted to Gumshoe.
DARK HERESY TRAIL OF CTHULHU ASHEN STARS
In early 2011 I will probably
publish my second conversion,
looking at all the exciting stuff from
The Inquisitors Handbook.
Ive already took some shots at
some of the Backgrounds (which I
renamed Lenses for a broader view
and use) in my own gaming group,
and the players liked them.
Mid 2011 will perhaps be
dedicated to a serious look at
either The Radicals Handbook or
Disciples of the Dark Gods
conversions.
THE ESOTERRORISTS THE ESOTERROR FACTBOOK LITTLE GIRL LOST
If you have any special requests to
these conversions, or just want me
to work on other Dark Heresy ME THE AUTHOR
books first, simply drop me an e Dane pushing 39, living just outside Copenhagen
mail and I will take it into with my lovely wife Pia, and my wonderful 10
consideration. year old son Emil. Even though its tradition
amongst writers, I completely lack any furry
pets.

Ive been playing all kinds of roleplaying since


my awakening in 1984, and dont have any plans
stopping!

Page 17

CHARACTER NAME, OCCUPATION, ORIGIN, DRIVE & LITANIES OF CONTEMPT HEALTH STABILITY

HIT THRSH PURITY



BUILD- & RESSOURCE POINTS


FATE FORTUNE TECHNICAL RATING POOL
A GENERAL RATING POOL

A A R

B S A

ACADEMIC RATING POOL C A

A C C

A D R C

A D A - *E


A F
E S
B F (B )
E C -

C F (A .)

G F F (E )

F L H S G C

I H C

I D H

H K *I

L O *I

P M

INTERPERSONAL RATING POOL R

L B D S

L B S T

M F S

M S I S

O I S C

P N S

P O H S D

R P S R

T A T

PSI POWERS INVESTIGATIVE RATING POOL WEAPONS, TOOLS & MISCELLANEOUS



CYBERWARE & IMPLANTS

PSI POWERS GENERAL RATING POOL





INSANITIES & MUTATIONS


PSI DEFECTS

NOTES


MOMENTS OF STARDOM C c c c c C c c c c C c c c c C c c c c C c c c c
P
C
O

O
D
H
S
P
A
A R
A
A
A
A
A
A
A
B S
B
B D
B
C
C
C
C
C
D R
D A
E S
E C
E
F
F
F
F L
F
G
G C
H C
H
H S
H
I
I
I D
I
I
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K
L
L
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M
M
M S
N
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P
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S T
S
S
S C
S
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S R
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