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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 flowing black hair. it’s one of your kind they sent after me. Jyserus moved behind a trash bin for additional cover and waited. A tall man. 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. He inhaled deeply to gather his courage and continued to walk down the alleyway. She lithely grabbed his right hand with her left and secured a manacle to it. but was unable to locate where it was. her long brown hair flowed freely from in the single pony tail on her otherwise shaved head. she realized that he was very close and waited for her opportunity to pounce. The shadows hid her lithe and graceful figure and she concentrated for a moment to get a fix on her target. “I suggest that you drop your weapons psyker or I’ll drop you. She sensed his presence and he did hers. The mark of the aquila was tattooed. It’s no matter since this ends now. “Oh. Noticing his movements. the man dropped the force sword and hand cannon to the ground. A blank spot in the warp was ahead of him somewhere. His skin crawled with goosebumps and he felt his connection to the warp eclipsed by absolute nothingness. She quietly moved around his right side while sticking to the shadows. wearing a long trench coat. She sensed his movements and deftly pulled up her bolter pistol sighting the red-dot sight onto his chest. with tall combat boots entered the alleyway. After a sharp intake of breath the man said. Sighing in the futility of it all. black leather pants and shirt.” With a flourish he pulled up both of his weapons and relied upon his sight and hearing to locate her. Her target was coming and she’ll be damned if the rogue psyker was going to get away. Silently. He kept his composure and continued to walk down the alleyway looking for a target. Smiling. His entire being retched at her blankness and fought the urge to run. He reached down to his hip and pulled the force sword free of its scabbard. following the contours of her delicate features. He was startled by the sensation and realized that something was amiss. in bright red. Clad in her golden power armour with a face protector instead of a helmet.. on her face. With his other hand he pulled out a hand cannon.. He froze sensing movement.. She smiled and spoke quietly into her vox.” she calmly stated.” she commanded.V V igilator Jyserus Kerica pulled her bolt pistol out and steadied herself in the shadows of the alleyway. Drop your weapons. With a lightning quick jump she landed behind him and pressed her bolter pistol to the back of his neck. Rapidly his left hand was secured. Jyserus stepped out from behind the trash bin and moved within the shadows to get closer to him. I: INTRODuCTION I n tr o d u c ti o n Introduction . “You’re quite correct that it ends now.
000 750 750 750 500 500 1. Untouchable Rank 1.999 Prosecutor XP Level: 10.000-9. before this. The main purpose of the Sisters of Silence is therefore to seek out and apprehend psykers. Recruited from Untouchable stock.999 Starting Skills: Secret Language (Sisters of Silence Signage). II: CaREER PaTh sIsters of sIlence ranks Novice XP Level: 0-499 Initiate XP Level: 500-999 Neophyte XP Level: 1.999 Raptor XP Level: 6. 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.999 assault XP Level: 10. such as Astartes battlesignage. Speak Language (Low Gothic). the Sisters are anathema to psykers.500 1.999 heavy Weapon XP Level: 8.000-7.000-14. They are an all female order. Common Lore (Sisters of Silence). they are allowed to converse normally. Knife.999 Commander XP Level: 10.000-9. Search. Their very presence disrupts psychic activity and they are presumed immune to most forms of psychic assault. The Sisters of Silence have a long history (their organization predates the Horus Heresy).000-7. Throne Gelt: 75+1d10. Auto-Pistol and one magazine or Stub Automatic with one magazine.500 . Basic Weapon Training (SP).000-9.999 Sub-Commander XP Level: 8. Starting Equipment: Robes of the Sisterhood (Common Quality Clothing). Inquiry. 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. in much the same way as the Adepta Sororitas. Starting Talents: Melee Weapon Training (Primitive). when they are novices.999 Oblivion Knight XP Level: 6.999 Seeker XP Level: 3.000-14.000-7. Pistol Training (SP).000 1.000-2.000 750 750 2.999 aspirant XP Level: 2. but there is at least one example of them being conversant in other forms of sign-communication.000-5. Starting Rank: Novice.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.000 750 2.000-14. the major difference is that the sisters are all Blanks.000-1. Amongst their other duties novices sometimes act as interpreters between senior Sisters and other agents of the Imperium. Full Sisters converse in their own sign-language. Autogun and one magazine or Shotgun with 12 shells.000 1. Each Sister swears an oath of silence known as the Oath of Tranquility upon being nominated for Sisterhood.000 Expert 1.999 Extractor XP Level: 8.999 Vigilator XP Level: 6.
iNitiAte AdvANces An Initiate’s training focuses more on scholarly pursuits and give them the basis of hunting heretic 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. a Neophyte starts to learn useful skills which will be needed in the pursuit of psykers.Novice AdvANces Novices are recent inductees into the the Sisterhood and learn the basics of combat. Their training enables them to be self sufficient on operations. 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 . 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.
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. Ag 35 seeker AdvANces Seekers form the core of the Sisterhood and provide the basic troops for operations.AspirANt AdvANces Well versed both in combat and in scholarly matters. an Aspirant is given her first taste of real operations by her senior Sisters. 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 .
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. extrActor AdvANces Extractors’ main role is the removal of captured psykers and securing them for transport aboard a Black Ship. 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 gain more knowledge regarding their prey while being the vanguard for Extractors and Prosecutors during operations. They ensure that their prey is teleported in custody or is a charred corpse.
WS 40 WP 30. Command BS 40 . 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.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. They form the NCO corps for the Sisterhood. 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.
They are the highest rank that a Sister can hope to attain. They make up the bulk of the Officer Corps. 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 . 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. Ag 40 Fel 50. commANder AdvANces Commanders lead entire battle formations into combat while coordinating with other assets on a planet.
They are able to pin down their targets until they can be relieved for other assignments. BS 40 — — — — — — — BS 40.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). They are able to lay down a heavy volume of fire in support of a main assault. 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). 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. WS 30 BS 40 Two Weapon Wielder (Melee).
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. Dodge T 40 Untouchable Rank 4 Ag 35 Assault Sisters are armed with the most fearsome array close combat weapons and heavily armoured. III: aDVaNCES AssAult AdvANces . They are the pinnacle of advancement for the regular troops branch of the Sisterhood.
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. if the protection radius is 0) must take a Willpower test with a penalty of the Null Modifier. It must make a Willpower test penalized by the Null Rating every round or be treated as stunned. they must stop at the edge of this radius and may not attempt to move within it for the rest of the turn. If it succeeds it takes a penalty on all of its actions equal to the Untouchable’s Null Rating. The test is penalized by the Psy Rating and Will- Detection Radius: The upper radius that an Untouchable can detect other psykers. the severity of their effect on psychic creatures and the radius of their powers. starving. Disruption Radius: The upper radius of the Untouchable’s abilities. The total of the Null Rating added to the Untouchable’s Willpower bonus is referred to as the Null Modifier. 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. None of these rules apply to organisms that can operate independently of the hive mind such as genestealers or lictors. 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. while some are physically repulsed by their abilities. Once inside the disruption zone. The Untouchable may take an Awareness or Perception test to detect any psykers within their detection radius. If the test is failed they are unaware of the Untouchable unless it attacks them. 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. cut off from directing intelligence. Untouchable Rules: Any Daemon or Tyranid attempting to detect the Untouchable must take an immediate Willpower test with a penalty of the Null Modifier. Within this radius. This is added to the Untouchable’s Willpower bonus to give the total modifier to many tests. Tyranid organisms instinctively avoid such areas and will not enter unless desperate. Psykers find their abilities much harder to call upon. * For rules on the Tyranid Hive mind see page 11 of the Dark Reign presents: Genestealer Cults supplement. a tyranid organism becomes a confused animal. Most creatures find the Untouchable unnerving. If the test is failed. or ordered to do so by a higher order hive organism. Protection Radius: The inner radius of the Untouchable’s abilities where they become much stronger. The modifier can never reduce an Untouchable’s fellowship below 5. A Daemon or Psyker attempting to move within the Untouchable’s Protection Radius (or 1m. Nulls ANd tyrANids Untouchables disrupt the hive mind* throughout the area of their psychic suppression aura.
IV: TaLENTS aND SKILLS power Bonus of the Psyker. 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. For each degree of success the Untouchable gains additional knowledge concerning the power of the psyker and narrows down his exact location. Effects on Psychic Powers: An Untouchable’s main effect is the disruption of psychic powers. using a power on the Untouchable adds the Null Modifier+2 to their Threshold). If the psyker is within the Disruption radius. For a standard success the Untouchable learns the rough location of the psyker. Imperial Psykers cannot gain this talent at all. However. Normal experience costs apply. . or attempting a dangerous maneuver. 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. This talent cannot be gained later on through character advancement.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. Existing careers that get a Pilot advance can choose to gain Pilot (Jump Pack) in addition to the regular Pilot advances. Tests will be needed to be made during combat. but must do nothing other then concentrate upon locating the psyker. 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. The Untouchable can roll a test every action as a full action. so a Psyker within the Disruption radius. the threshold of all their powers is increased by two (this is cumulative with the above rule. storms.
and Collision Damage Table to figure the damage based upon the speed of the character. High Altitude can only be achieved for Charge and Assault moves. 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. The stats and movement rates for jump packs remain the same for all models of jump packs produced by the Adeptus Mechanicus. Weapons: Bite (1d10+6 R). cyber-mastiff Ws bs s t Ag int per Wp fel Rules: A jump pack grants the Flyer trait to the character. Landing into a building or other impassable terrain causes damage to the character upon impact.E quip m ent Equipment Jump pAck The Jump Pack is part of the standard kit that Raptors carry. V: EquIPmENT cyber-mAstiff Cyber-Mastiffs are used by Prosecutors to hunt down heretic psykers. you can use the rules in this book or the ones from the Inquisitor’s Handbook. At the end of the third movement phase the character must land or suffer falling damage. Jump packs can only fly in a straight line without incurring a penalty. 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. Talents: Crushing Blow. Quadruped. The damage incurred is not softened by the armour of the character and takes the full damage listed. Acrobatic maneuvers also incur a penalty based upon the movement of the character. Heightened Senses (Smell). Notes The rules presented here for Jump Packs and CyberMastiff are optional. Due to the design of the jump pack the character can only achieve Low Altitude for movements up to Full Move. except attacks or ground movement +10 +0 -10 -20 Collision Damage No damage 1d5 1d10 2d10 3d10 . Traits: Armour Plating (5). Depending upon your preference. Size: Scrawny. Changing direction in mid-flight suffers a penalty based upon the movement of the character. Half Move 1m–8m Full Move 9m–16m Charge 17m–24m Assault 25m–48m Cost 1. They have a keen sense of smell and can track through the worst of conditions. Tracking (Int) +20. Failure of the Test results in the character taking damage as per landing into buildings or impassable terrain. The heavy armoured design grants an AP of 8 for any attacks coming from behind the character that hit the body location. Dark Sight. maneuvers. Natural Weapons (Bite). Maneuvers. Refer to the Movement. Threat Rating: Hereticus Minima. and Collision Damage Table Movement On the Ground Half Move Full Move Charge Assault Difficulty No special maneuvers are possible.500 Availability Rare movement. The jump pack allow Raptors to quickly cross the battlefield and to engage enemies. A character using a jump pack can stay in the air for three rounds of movement. Brutal Charge. Fearless. Takedown.
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 . Extractors. Terminator Armour grants the wearer a +30 Strength bonus. Massive Strength: Due to the armour’s massive strength.Heavy Weapons. but lacks the advanced functions of the armour. due to the mesh being covered by the Carapace. firing any heavy weapon does not incur a penalty since the wearer is always classified as being braced. Seekers. which is to say it is identical to Adeptus Astartes Terminator Armour. Raptors. Slow: Terminator armour is bulky and slow. which in game terms is equivalent to Storm Trooper Carapace. Prosecutors. and Commanders wear the civilian version of the Power Armour listed in the main Dark Heresy rules. and Oblivion Knights wear a combination of Mesh and Carapace Armour. Vigilators. Assault Sisters are the only ones to wear a “civilian” type of Terminator Armour. As such terminator armour halves the movement of the character to a minimum of 1m and makes running impossible. Sub-Commanders.
In the attack the Sisters of Silence headquarters were destroyed and a significant portion of their support and command personnel were killed. Due to this occurrence. Their untouchable abilities make them invaluable allies in battles against psykers and their Chaos minions. They are the first line of defense against psykers and warp phenomena. A note concerning the name of the Black Ships: there are two types of Black Ships operating in the Imperium. but occasionally there is an incursion that needs to be dealt with. Their training regimen is filled with standard schooling. These Black Ships are run by the Inquisition to allow Inquisitors to perform their duties in fighting the shadow war against internal. Part of their untouchable ability is they can sense and track psykers by judging the amount of psychic energy that fills up their void. 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. the bridge personnel.H i stor y history T T he Sisters of Silence form the militant and investigative arm of the Adeptus Astra Telepathica. the Sisters of Silence are deployed in large battle formations. Currently. The original Black Ships are operated by the Adeptus Astra Telepathica which the League of Black Ships are a part of. In their long and illustrious history they have guarded the Blacks Ships run by the Adeptus Astra Telepathica. the tide of daemons slowed to a trickle. the Sisters of Silence perform a sweep of all the major population centers looking for psykers and untouchables. This was just the beginning of that black. 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. 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. The Sisterhood were originally headquartered on Terra’s moon. 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. investigated reports of psychic phenomena. The latter Black Ships came into prominence during the Age of Apostasy. When on the planet. 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. and the Astra telepaths testing their human cargo. During large scale outbreaks of psychic activity. external. training in the combat arts. VI: hISTORy . On these ten-year long journeys the Sisters provide protection for the ship’s important internal systems. The closer they are the more the warp energy surrounds them. They coordinate with the supreme commander of the Imperial forces in the planning of attacks and seizing objectives. Side by side with the Legio Custodes the Sisters fight the horrific daemons of the four Chaos gods. before the Heresy had the psychic wards breached by Magnus the Red’s sorcery allowing daemons to pour into the Imperial Palace. and other activities related to apprehending psykers. terrible day for them. Under the throne room there is the webway the Emperor was building. The barrage was to silence the defense platforms and other installations charged with protecting Terra. 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. the term Black Ship applies to both the ships of the Adeptus Astra Telepathica and the Inquisition. 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. This does not affect them in the slightest since warp powers have no effect upon them. and daemonic threats. fought in large scale battles where rogue psykers were found. or when the forces of Chaos attack an Imperial world. and how to develop their untouchable ability. Upon the Emperor’s entombment upon the Golden Throne.
oAth of trANquility I am united by common bond to serve the Emperor of Mankind. 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. The Oath is a lifetime commitment to track down and protect the Imperium from psychic threats whether they are human or xenos. VI: hISTORy Upon completion of her schooling. The final facet of this oath is that she will become a willing mute. My bond is my strength through it I seek my enemies. Her last words for the rest of her life will be the ones she utters to take the vow. Forever afterward I am silent and join my Sisters. As they complete this apprenticeship program. . From this day forward she will be unable to speak with her vocal chords. I am unseen and despised but this lends me strength. The Emperor decreed this service ages long past and I willingly heed his call for he is the leader of men. but rather that she cannot converse vocally. 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. This oath is the voice of my common bond. 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. I stalk the shadows searching for my enemies relentlessly hunting. The Sisters of Silence have their own sign language that few outside of the Adeptus Astra Telepathica can understand. I willingly give my life so my Family and humanity will live in the blessed ignorance of the Warp. This does not mean that she cannot converse with others.
They are then tasked with the job of hunting down this dangerous fugitive. If you have a psyker in your playing group. they could possibly be killed by the enemy psyker. doing so exposes the player psyker to being the target of the enemy psyker. you’re probably asking yourself. The Sister player could be the subject of abuse from the psyker just because of who she is. The group could also be part of a special unit that is inserted into a standard battle and have very specific objectives. This does make playing a Sister of Silence challenging. 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. but the efforts are well worth it.R ole . they find themselves thrown together on some war torn battlefield fighting for survival. They could also just be given their first assignment that is to screen the local populace for psykers and untouchables. “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. then this will introduce friction between the two characters. On the matter of not being able to speak. there are numerous ways that you can communicate without using an in-character voice. All of this encourages teamwork within the group and will build the bond that is shared by Acolytes of the Inquisition. The group would be a special forces unit operating behind enemy lines and doing their best to disrupt them. Without her. This all changes if the GM uses a nasty rogue psyker against the players. One of the easiest ways is to phrase what you want to say like. The possibilities for this type of game are endless as you’ve placed the characters onto a survival footing.” 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. Instead. Granted. “My character uses her Secret Language (Sisters of Silence Signage) to communicate to the group/person in the group. a Sisters role is totally dependent upon your future choices in the career path. The Sister has the ability to shut down the bulk of the powers from an enemy psyker just by being near them. However. 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. The player psyker should be able to realize that they have gained a valuable asset to both them and their party. Another way to employ a group with a Sister is that they aren’t part of the Inquisition. This was done to give her a solid foundation for the three branches that make up the final four ranks. 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. but instead the entire party is comprised of Sisters of Silence. The great supplements on Dark Reign contain rules for a lot of NPCs that aren’t part of Chaos or the Warp. At the first four ranks it may appear that she’s a jack of all trades and master of none. The ways of incorporating a Sister of Silence are only as limited as your imagination. A psyker will absolutely hate the idea of having someone that can make it impossible to use their abilities in the group. because it allows you to get creative with your role playing. Hopefully. A Sister of Silence can be an adept-like character. or a cleric type character. VII: ROLE-PLayINg TIPS . The party psyker wouldn’t be disrupted in using their powers as long as they stay out of the disruption radius. They may not have all of their gear as well. and will protect her at all costs. The non-psyker members of the group will be thankful that the Sister is in the group during this encounter.Play ing T ip s Role-Playing Tips A a fter reading this supplement. a guardsman type character. The possible plots that can be derived from including a Sister are both external and internal. With a fully fleshed out background you’ll have a solid understanding of how to use her in a campaign.
Basic Weapon Training (SP). life wasn’t easy there. An older woman was looking down at her with a bloodied knife in hand. although Death world would have been more appropriate. After being cleaned up. S/3/-. bloodied and weakened she presented the claw to the shaman. she hasn’t taken her vows yet she is determined to follow in the footsteps of her saviour. vigilAtor Jyserus kericA It was 35 years ago that Jyserus Kerica was born on the Feral world of Belahaam. Ship wise. 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. She turned around quickly and looked into the eyes of a pale blue monster. Talents: Melee Weapon Training (Primitive). Scatter). proud as she did. Another young woman told her what the idea behind all the tests were. With nowhere to go she ended up in the wretched outer corridors of the Geridion. Belahaam was a cold planet that was almost completely covered in thick snow. Primitive). with her other hand she reached out to Alexia and took her away from the accursed place. a puny woman from the outer corridors had the potential to join them. Clip 9). the strangers subjected Alexia to several tests. Instantly the creature went mad. into a place she had never been before. the void of space did little to warm these corridors. She found out later that her name was Vigilator Jyserus and although. Pistol Training (SP). Novice Alexia Ws bs s t Ag int per Wp fel able Rank 1. were a proud a clan of warriors that were adept with spears and bows. The Reaper daemon was a stealthy and dangerous monster that had hunted her people since dawn of time. The Shaman told the girl’s father that he had to commune with the tribe’s god. Void Accustomed. 1d10+4 I. Her people. S/-/-. Weapons: Stub Automatic (Range 30. Before the scum could complete the deed they were quickly cut down. Secret Language (Sister of Silence Signage). Gear: Robes of the Sisterhood (Common Quality). Literacy. Common Lore (Sisters of Silence). Knife (Range 3. She told her tale to the entire tribe. not knowing that this was going to be the last tale she would ever tell. Filtration Plugs. especially when you’re an orphan. Clip 5. Traits: Charmed. 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. Search. Micro-bead. The woman took her to a different part of the ship. Shotgun (Range 30. It was cold and damp in those passages and it was also the place where all the sick people were moved too. a piece of the beast’s icy claw. Inquiry. and flung itself right unto her readied spear impaling itself on its flint head. Although seriously wounded. the nomads of the northern plains. extra clip of man-stopper bullets and 12 extra Shotgun shells. Chrono. Now Jyserus Kerica wasn’t a normal child. Ill-Omened. 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. 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. The woman explained to her who the sisters were and that she. Alexia’s survival chances were slim though somehow she managed. it eyes deep and black. When she reached adulthood she was set on her way. 1d5+2. Speak Language (Low Gothic). this last part was not overlooked by the rest of the underbelly scum. During one her scavenging rounds. 1d10+3 I. Untouch- VIII: NOTabLE NPCS N ota b l e NNPCs Notable P C s . they trapped her and tried to force themselves upon her. The years passed by and the meagre young girl turned into a woman.Novice AlexiA Alexia was born on the Space Hulk Geridion. Pen 3. Ever since that day Alexia has been a student of the mysterious woman. Though this was not the end of the fight she quickly ended it by forcing her knife deep into the beast’s eye socket.
Jyserus has even recently taken on a pupil to help her in her duties. What exactly happens to the men was never told to her. Raptor Fang (WS +5. Power). 2d10 X. * Stalker Silenced Shells are listed under the New Ammunition section of Dark Reign presents: Adeptus Astartes. unfortunately she is not able to brag. but wasn’t long before she took her Oath of Silence and truly joined the Sisterhood. Her training was long and hard. Gear: Robes of the Sisterhood (Common Quality). Imperium). The tribe’s symbol. Wilderness Savvy. Tracking +10. Fearless. Survival. Dodge +10. Psykers. and its threats. Inquiry. it would go mad. a cleric serving her god as he explained.man came back he told the Chieftain his daughter had been chosen to serve at the side of their god. Range 30. fighting the anathema of her god across the heavens. Filtration Plugs. S/2/-. 2d10 X. about the Imperium. 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. He gave her a dagger made out of the tip of the claw as a parting gift. They would place a Genestealer. The Shaman led the girl into mountains where the carriage of the tribe’s god would come and lead her to him. She learned about the Sisters. Wrangling. Quick Draw. Basic Weapon Training (SP. Ciphers (War Cant). Pen 4. Boltgun (Range 90. S/2/-. Concealment. 1d5+5. Armour: Storm Trooper Carapace Armour (All 6). She was to be a great warrior. Belehaam Tribal Dialect). Talents: Melee Weapon Training (Primitive. was painted on its side. the two headed eagle. 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. Forbidden Lore (Chaos. Bolter). Rite of Passage. Search. Heightened Senses (Sight). She accepted her fate and her education soon started. Bolter). Scholastic Lore (Legend). Pen 2). Clip 8). She is an exceptionally talented tracker and has made progress through the ranks of the Sisters. Untouchable Rank 4. Secret Language (Sister of Silence Signage). Charms (Prayer Scrolls) 2 extra clips of Stalker Silenced Shells*. Book of Imperial Hymns. Power Field). Climb +10. She was taken up into the skies to the god’s home at least that is what she thought. Pistol Training (SP. Range 3. Psykers). 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. and prove the child had the untouchable gene. Primitive. After finally arriving on the space ship she was met by a man. Sprinting. Clip 18). Blind Fighting. Untouchable Rank 4. Though the craft was only a lander and not a carriage of God. Primitive. Disarm. Swift Attack. Common Lore (Sisters of Silence. Pen 6. Literacy. with its’ reproductive glands removed. Weapons: Bolter Pistol with Red-dot Laser Sight (BS +10. Speak Language (Low Gothic. near each of the tribes. Fur Cloak. Bandoleer. The Sisters of Silence used this planet as one of the planets to recruit its members from. . She also learned about her planet. Infra Red Goggles. If there was an untouchable near it. Traits: Iron Stomach. Power Sword (1d10+8 E. The number of unsanctioned psykers she has captured or slain could possibly be a record for someone of her age.