How to Create Hexagramatic Wards?

By Grinnenstadt, in Dark Heresy

I was contemplating creating an Ascended Magos Tech-Priest who specialized in Forbidden Lore (Warp) and I got to thinking....

-Would it be possible for a PC to create Hexagramatic Wards?

-What skills would be required?

(I'm guessing Forbidden Lore (Warp), Scholastic Lore (Occult), Trade (Scrimshawer)/(Armorer) and maybe Scholastic Lore (Numerology?)

Any ideas or former threads that may help? Perhaps opinions from GMs as to whether they would allow such a thing in their game?

-thx for your response

Are there even stats for these in the game as of yet? I don't recall seeing them, but I may be forgetting. (or not have the product in which they are detailed fully) Ultimately it depends on what your GM says; if you pose the idea to him like you have here, though, showing that you realize you'll need to take a number of specialized skills, he may be more inclined to give you a green light. (mind you, if you weren't playing an Ascension character I would be less inclined to hold out hope ... just imo)

Edit: If there are no current rules governing the use of these sacred runes, whether or not your GM allows it may well be effected by how powerful you expect them to be.

Hi Jack, Hi Grinnenstadt,

official stats are available, at least for those hexagrammic wards which are applied to personal armour. Please see Inquisitors Handbook p. 189.

How could somebody build it them themselves?
Using the "Craft Rules" from IH p.245 I would rule the following.

Sub-Task: Blueprint (2d10 days; see IH p.246)
The general plan and lay out (blueprint) for the different parts must be prepared first. This needs hard(-20) for Forbidden Lore (Warp) . The person that makes the blueprint needs to have the Trade(Armourer) and Tech-Use skills , otherwise s/he cannot make the blueprints. All the other steps can only be started after the blueprints are ready & available.

Sub-Task: Empyrean device (2d10 weeks; see IH p.246)
This small box is an intricate device that will allow the re-direction and dispersion of the psychic energies once they hit inscribed ward-symbols through different lineworks of esoteric materials (see picture at p. IH p. 189) the device takes a hard(-20) test for Tech-Use . If the craftsman does not have the skill Forbidden Lore (Warp) himself, the difficulty is raised by one level since s/he has to work with very little understanding of what s/he is doing. Materials worth 1200 thrones in total are needed.

Sub-Task: Scriming the Armour( 2d10 days; see IH p.246)
Applying the wards to the Armour takes a a difficult(-10) for Scrimshaw since the symbols need to be applied with minute detail. f the craftsman does not have the skill Forbidden Lore (Warp) or Scholastic Lore (Occult) her-/himself, the difficulty is raised by one level since s/he has to work with very little understanding of what s/he is doing.

Sub-Task: Applying the Empyrean device to the suit armour (2d10 x6 hours)
This is the final step which can only be started after all other subtasks are completed. It takes a difficult(-10) test for Trade(Armourer) . Materials worth a total of 200 thrones are needed.

My two cents . If "work" is not taken into account, a "do-it-yourself" Hexgrammic Ward safes 40% of the buying price.

If you really want to create wards, you can create Pentagrammic wards with daemonology tests. Those rules are in Disciples of the Dark Gods for those.

pengramic wards stink of sorcerry and chaos, burn you heretic for thinking of it.

aldo its not a bad starting point. then again the crafting thing sounds like a plan too bit more work less hand waving all around. but then your a teck-priest who cares about doing a little more work?

personly never saw the problem my last group in DH stole/looted so much stuff from the battlefield that they could aford too pay someone too do it for them. then again i think the gm was going way too easy on us seeing both he and us where still trying too figur out how best too play the game.

hex ward rock they saved the live of my DH char so many times its not even funny

Wouldn't making wards be more in the province of a psyker, technically?

Nope, both hexagrammatic and pentagramic ward rely on knowledge of the Warp and Daemons respectively to be effective, much like the Gellar field. They are not "magic" items, but instead are methods that exploit "natural laws" (or unnatural laws) to protect their bearer.