[Migrated] Rank, Authority and Agents of the Golden Throne (Gamebook)

By Wu Ming, in Dark Heresy House Rules

Gamebook: Rank, Authority and Agents of the Golden Throne

Characters in Dark Heresy are not just Acolytes in the Inquisition. They are also members of their own society, whether exalted Adeptus or criminal scum. As they rise in rank they will also gain recognition and power within their own organisation. This will allow them to draw on resources from outside the Inquisition, either to help them in their investigations or for their own purposes. This can be funds, equipment, manpower, intelligence or many other things. Some of this they may bring into the service of the Inquisition, while other parts of it may be kept separate and only have contact with the Inquisition through the character. They will of course have to use these resources in the proper manner. An Acolyte who abuses the privileges afforded him by his own organisation may suffer as much as one who abuses the privileges granted by the Inquisition

The type of available resources depend not just on role and rank, but also on specific choices in a career path. Some career paths offer more scope for authority, while some grant access to very different resources.

This is the first draft for the first career. Others will follow as I write them.

Adept

Archivist
Archivists have permission to access most Imperial libraries and records offices. More importantly they can do this without raising suspicion. If an Archivist has access to the relevant Imperial records they can use an appropriate Common or Scholastic Lore skill in place of an interpersonal skill. This cannot be done with any Forbidden Lore skill however, such information is restricted.
Charm: A subject can be persuaded into doing something or becoming well-disposed by presentation of evidence that flatters them or looks to be of benefit.
Command: A correctly filled-out form can get the bureaucracy to do what the Acolyte wants faster than any amount of banging on a grill and shouting.
Deceive: To many of the scriveners of the Imperium what is real is what is written down on paper. The outside world is just a shadow of the records. A clever Adept can therefore rewrite reality itself.
Intimidate: The greatest horror for those in the system is a mistake, for it might be their fault. Many will do anything, even cutting a few corners, to cover their own ass.

Using the Imperial bureaucracy in this way is slow and painstaking. Use the times and difficulty modifiers given for the Investigation skills on pg 186 of the core rulebook.

Scriveners
While archivists can only access the records, scriveners can contribute to them. They can also order the menials to assist them, speeding up research time. Scriveners obviously have more and better skills for using the records, and their authority means they double their Characteristic bonus when rolling for how much time they deduct when using an Imperial records office with one of their Lore skills.

Scriveners may also produce documents for use by the Acolytes. These are not forgeries but the real thing, and so unless they are being used inappropriately will never have to be tested for as fakes. Which documents they can produce will be limited by their skills and their lowly position.

Scribe
Scribes are more skilled at playing the red tape machine. They roll 2D10 and choose the highest roll when rolling for time deducted for making investigation Tests using their Lore skills.

Scribes are less dependent on having Imperial offices to gather information from. They may use any major civil information source instead, such as the bureaucracies of a planetary governor, or a planetary information network (if a world has such a sophisticated piece of infrastructure).

Inditor
Inditors have a much higher level of clearance. They can use Forbidden Lore skills for interpersonal and Inquiry skill tests. Forbidden Lore skills though are more dependent on the information source being used. The GM may rule that a particular set of records cannot be used because it simply does not contain the relevant information. Imperial records are much more likely to have such sensitive information, or be able to open a link to ones which do.

At this level an Adept may obtain a small, permanent bureaucratic staff. These can conduct skill Tests for the Acolye for any Lore skill he has. These can be interpersonal Tests as well as regular Tests. By themselves they can perform one Test a day, at a -10 penalty compared to the Acolyte doing it himself. If the Acolyte works with them he gains a +10 bonus and performs the Test at his normal rate. The main drawback to a staff is that they must follow the Acolyte around and will need to be provided with work and living facilities and protected from harm. Getting them all killed will be a black mark on the Adepts performance record, and it will take months to get replacements.

Chirurgeon
Like Inditors, Chirurgeons have improved clearance and can use Forbidden Lore skills for interpersonal skill tests.

Chirurgeons can take on a permanent medical staff. These can conduct Medicae tests for the Acolyte by themselves at a -10 penalty, and without being able to use the Medicae or Master Chirurgeon Talents. If the Acolyte works with his staff he gains a +10 bonus on all Medicae Tests. The staff needs a proper medical set up to work, and cannot be used in the field.

Scholar
Scholars can not only find out information, they can research and produce new information themselves. If a Scholar has access to the appropriate records he can reroll a Lore Test when used for investigation by coming up with new theories and uncovering new facts himself. Doing this adds 1d10 hours to the investigation time before the final result of the Test is applied. The player must accept the result of the reroll, even if it is worse than the original roll. It is all too easy for a character to waste time on blind alleys.

A scholar can also have an expanded bureaucratic staff. These can perform two skill Tests a day by themselves, but are otherwise the same. Such a staff is now rather larger with more material and will be even more inconvenient to move around.

Lexographer
Lexographers have advanced to such a rank that they have influence over the rules of the bureaucracy itself. They can decide how and who can access information. A Lexographer can allow any of their fellow Acolytes to use their Lore skills to make interpersonal Tests.

Lexographers may take on a permanent office. This can only be moved with difficulty, and when moved will take 1D2 months to start functioning again. An office no longer has a -10 penalty on Lore tests, and can conduct three Tests a day.

Loremasters
Loremasters are senior figures in the Administratum. They have such influence that they can use the astropathic network for transmitting information for research purposes. By making a Fel test a Loremaster can use their Lore skills for any purpose even when the records they need are on another world, so long as they have access to an astropath. The Fel Test is modified as follows:
Nearby world: Challenging (+0)
Other sub-sector: Difficult (-10)
Other sector: Hard (-20)
Other segmentum: Very Hard (-30)
A Loremaster can also do this to make use of any staff they may have.

A Loremaster can take on a bureaucratic facility. This can perform six Tests a day, but cannot be moved at all.

Comptroller
Comptrollers direct the Administratum. They can decide research priorities and direct them to their own purposes. A Comptroller can have other activities suspended to free up resources for their own purposes. If they do this, which does attract attention and annoy people, all research times for investigation skills that use Lore skills and the Imperial bureaucracy are halved.

A Comptroller no longer needs a staff, they can simply make use of whatever facilities are available. A Comptroller can use as a staff any suitable Imperial bureaucrats that are available. The GM decides what their capabilities are, which should be equivalent to one of the staff entries from the previous ranks. If a Comptroller is dissatisfied with local resources, he can use the astropathic network. A Loremaster level staff can be found in most sub-sectors (Nearby world difficulty rating unless the GM rules otherwise).

Logister
Logisters are problem-solvers and trouble-shooters. They are given tremendous authority to come up with solutions and see them implemented. A character may make a Lore Test to come up with a plan on a global scale and get the Administratum to carry it out. The plan must relate to the Lore test. These plans can be things like declaring war, moving entire cities or populations, replacing the incumbent governor or bringing in direct Imperial control.

Logisters can have a staff equal to a Lexographers.

Magister
Magisters are authorities on the truth of what is happening in the galaxy. They can come up with plans like a Logister but on a wider and more drastic scale, affecting multiple worlds or even sub-sectors. These plans can also bring in other Adepta. These are things like recommending the relocation of the sub-sector capital, the settlement of new worlds, authorising new trade or pilgrimage routes.

Magisters can have a staff equal to a Loremasters.

Sage
Sages help to determine Imperial policy on key issues. By making a suitable Lore Test they can influence and direct how the Imperium behaves across a sub-sector, or even on a sector scale. This can be things like the treatment of mutants and psykers, tithe rates, direction of the war fronts, management of interstellar trade and the rogue traders, relations between the Adeptus.

Sages can have a staff equal to a Comptrollers

Gamebook:

Arbitrator

Trooper
Troopers may be the lowest rank of Arbitrator, but they are still enforcers of Imperial law, and can arrest those breaking that law. Only the Inquisition is entirely beyond Imperial law. A Trooper may arrest anyone who he has been given an order or authority to arrest by a more senior Arbitrator. The subject may or may not resist depending on who they are and the situation. In the event of resistance the Trooper can call on backup from a squad of local Magistrates or Arbites, whichever they can contact. A squad has 5 members and will use lethal force if necessary. The squad has its own leader who will be of superior rank to the character. Bringing in the law in this way however will greatly raise the profile of an investigation, as the Trooper will need to be in contact with their organisation, who may then take an interest in the investigation. Prisoners are not handed over to the Trooper, but taken to the local prison. A Trooper will need to use the authority of their Arbites or Inquisitorial superiors, or good use of interpersonal skills, to gain access to the prisoner. Gaining access to a prisoner is a Challenging (+0) interpersonal test. A Trooper can make a Common Lore (Adeptus Arbites) Test instead if they wish.

Enforcer

Enforcers have a lot more responsibility than a Trooper. They can decide for themselves who to arrest, and can request a squad of 5 to assist them in advance. The difficulty of the Test should be modified by how likely the characters superiors are to think a squad is needed, along with the perceived importance of the target. The character can make this Test on an interpersonal skill or Common Lore (Adeptus Arbites). This squad will again have its own leader of superior rank to the character.

Regulators
Regulators are trusted to go out and enforce the law for themselves. They can lead a squad of 5 (4 Magistrates or Arbitrator plus the character) themselves, and this is automatically granted, they no longer need to Test for it. Once a day they can request additional squads if they wish, making a separate Test for each. Each additional squad past the first incurs a cumulative-10 penalty on the Test, and once a Test is failed no more squads are available. When there are multiple squads a Magistrate or Arbite of superior rank to the character will be appointed to command them. These squads are only available for a single specific task which must be stated in advance, and will only work with the character for a maximum of 10 hours, after which they must be requested again.

Investigator
Investigators have access to specialists like detectives, forensics, interrogators. To do so they must make an interpersonal or Common Lore (Adeptus Arbites) Test in the same way as for a squad. Specialists do not fight but allow the character to use one of the following skills for a single Test for each specialist obtained:
Inquiry
Search
Security
Tracking
Tech-Use
Interrogation
Intimidate
Drive (Ground Vehicle)
Drive (Hover Vehicle)
Common Lore (Adeptus Arbites)
Common Lore (Administratum)
Common Lore (Imperium)
Common Lore (Underworld)
Ciphers (Underworld)
Scholastic Lore (Judgment)

All specialists have a characteristic of 40 for making these Tests. Characters cannot request a specialist unless they have a specific task for them and intend to make immediate use of them. A specialist will work for the character for a maximum of 10 hours. After that time another Test will be needed to retain them as for requesting a new specialist.

Arbitrator
Arbitrators are becoming senior figures. Once a day they can request additional squads in the same way as a Regulator, but will be in charge themselves. The first three squads are always automatically granted, and additional squads can be requested as though none had yet been obtained. Prisoners are now placed under their authority, and they automatically gain access to them and are free to conduct their own interrogations. Their own squad is now permanently under their command and can be taken anywhere with them, not just on Arbites business. If a squad member/s are killed they will be replaced in 1D2 months.

Intelligencer
Intelligencers have control over the use of law enforcement specialists. They no longer have to make a Test for the first three they request, they are automatically granted. Additional specialists can be obtained as though none had yet been requested. They now have access to specialists who can use the following skills:
Scholastic Lore (Bureaucracy)
Scholastic Lore (Cryptology)
Scholastic Lore (Tactica Imperialis)
Forbidden Lore (Cults)
Forbidden Lore (Mutants)

For this list the specialists have a characteristic of 40. For the skills listed for the specialists at the rank of Investigator, they now have a characteristic of 50.

Magistrate
Magistrates have the authority to sit in judgment and pronounce sentences. They can have prisoners kept wherever they wish, and can impose any penalty allowed by the law. They can request specialists as they wish and keep them on hand for as long as they like, subject only to availability as determined by the GM. Instead of requesting squads they can now request justice battalions, which can consist of up to two hundred Magistrates or Arbites, giving them a small army if they need one.

Justicar
Justicars have responsibility for judging the crimes of the greatest of the Imperium. They can order the arrest of almost anyone, even senior members of other Adepta and planetary governors. They can order legal clampdowns and enforcement purges, and impose strict security cordons on entire worlds. Their authority lets them travel even to areas normally sacrosanct, such as Adeptus Mechanicus Forge worlds or the quarters of the navigators or the astropaths. If necessary they can request the intervention of the Armies of Justice, even fighting a judicial war to bring the guilty to justice.

Proctor
Proctors are responsible for bringing the heavy weight of the law down on those who would defy it. They can request the use of justice battalions in the same way as a Magistrate. In addition they may have permanent command of a force of up to thirty Arbites. They no longer have to request these for a specific purpose but can have them permanently under their command and can be taken anywhere with them, not just on Arbites business. If a squad member/s are killed they will be replaced in 1D2 months.

Marshal
Marshals lead task forces of the Armies of Justice. A Marshal can request the deployment of the Armies of Justice, and take command themselves. An Army of Justice can consist of thousands of Arbites and is capable of fighting a limited war. Marshals can have a battalion of up to two hundred Arbites permanently attached to his service in the same way as a Proctor.

Lord Marshal
The Lord Marshals are responsible for the enforcement of Imperial law across wide sectors of space. They can order the deployment of Armies of Justice to multiple trouble spots, and can authorise the establishment of new precincts or the expansion of existing ones. A Lord Marshal can choose to lead an Army of Justice permanently, exercising his own initiative on how to use the resources of the Arbites to best effect.

Gamebook:

Assassin

Assassins receive their additional resources only when they are actively involved in a mission of assassination. An assassination is solely a mission to kill a specific individual or group. This can be vague, such as 'the rogue psyker who killed the Arbites Marshal', or 'the cultists we suspect are smuggling psykers' but it must be a definite target. Open-ended missions to kill certain types of enemy are not suitable. An assassin must also be after someone commensurate to their rank. High-ranking assassins gain no benefit from killing petty heretics. This is determined by their Threat Rating.
Rank
1 Minima
2-3 Minoris
4-5 Majoris
6-7 Extremis
8 Terminus

Sell-Steel
A Sell-Steel may take on 'contracts', 'hits', 'marks' or whatever else they care to call them as part of their work for the Inquisition, or when working freelance. When they do so the assassin is bound, by honour and threat of punishment, to take out the target. For such a job an assassin can obtain better than usual equipment and intelligence. The assassin may requisition a single piece of equipment or a weapon that they can use i.e. have the Talent for, and can demonstrate will be useful for the job. If the assassin already has the piece of equipment or weapon then they are given one of the next highest quality. This equipment or weapon is only a loan, and will have to be returned once the mission is accomplished. If the assassin cannot return it for any reason, they will have to pay for it. Ammunition is an exception to this.

Alternatively a Sell-Steel can ask for improved intelligence. If they do so then when working to assassinate the target the character has a +10 bonus on one of the following skills:
Inquiry
All interpersonal skills when interacting with with the target and any close henchmen or goons they have.

Shadesman

A Shadesman has a better rep and will be entrusted with more important and difficult targets. They may request two pieces of equipment or weapons, which they receive in the same way as a Sell-Sword.

The Shadesman can instead ask for improved intelligence, trading in one or both pieces of equipment or weapons for a bonus of +10 on a skill. The range of skills is now:
Inquiry
Common Lore (Underworld)
Navigation (Surface)
Search
Security
Shadowing
Tracking
All interpersonal skills when interacting with with the target and any close henchmen or goons they have.

Nighthawk
Nighthawks are are often given more extensive missions with multiple targets that require a greater latitude of action for the assassin. Nighthawks may request up to two weapons or pieces of equipment AND two pieces of improved intelligence, they no longer have to trade off between the two.

Nighthawks can also trade in one or both pieces of improved intelligence for a useful contact for the assassination. This may be a guard on the take, a jealous henchmen, a planted spy or anything else the GM or character can come up with. This contact will aid the assassin by doing things like passing information on the targets location or security measures, or helping the assassin get into position. For one piece of improved intelligence the contact is rated as Dangerous, for two the contact is Dubious. The contact will only do one thing to help, and only for the express purpose of facilitating the assassination. One the mission is over, the contact disappears.

Secluse
A Secluse is starting to get really prestigious jobs. They are now less of an individual and more like the tip of a spear, supported in their drive into the targets heart. They may request 6 pieces of equipment or intelligence, distributed as they like. If they request more than 2 pieces of intelligence however it will take 1D5 days for each piece over 2, as intelligence takes time to gather.

The intelligence may be traded in for multiple contacts. Three pieces of intelligence will get a contact with a rating of Common, which is the highest allowed at this rank.

Assassin
Assassin's are the real masters of the art of murder. They are no longer working for people who consider how much a job may cost, but for those who just want someone dead, no matter what it takes. An assassin may request all the equipment they like, and if the GM is satisfied with the player's justification they will receive it, subject to availability. An assassin may also have as much intelligence as they like gathered, but bear in mind time constraints. A piece of intelligence or a contact becomes outdated and useless a default 3D10 days after it is obtained, or sooner or later if the GM rules. The assassins employers may also have a time limit, either for when the target must be dead by, or simply for their patience.

Death-Adept
A Death-Adept is moving away from murder-for-hire towards devotion to death itself. If a Death-Adept does not use any requisitioned equipment or intelligence at all when making a hit they receive 1 extra Fate point while they are embarked on the mission. This can be spent or burnt as normal. It is lost when the mission ends, which is considered to be when the target is dead, the assassin gives up, or the GM rules there is no realistic possibility of the mission succeeding in the near future.

Nihilator
A Nihilator finds a terrible fulfilment in accomplishing the kill. A Nihilator that takes the extra Fate points for a mission can choose to retain it for 4D10 days after the kill, before the feeling fades. During this time the Fate point can be used as normal. Once a Nihilator has done this though they are addicted to the kill. Any time they do not have the extra Fate point, their Fate score is actually reduced by 1, to a minimum of 1.

Imperator-Mortis
Almost nothing can stop the Imperator-Mortis once they are embarked on a mission. They can now receive a bonus of 2 Fate points. If they are addicted to the kill, they still only have their Fate points reduced by 1 when they do not have extra Fate.

Freeblade
Freeblades are less dependent on others to provide intelligence and contacts. They also start to make use of other assassins to assist them in a coordinated effort. A Freeblade can gather intelligence themselves using the Inquiry, interpersonal skills or whatever other skills the GM deems appropriate. To obtain a piece of intelligence depends on the Threat rating of the target.
Minima Ordinary (+10)
Minoris Challenging (+0)
Majoris Difficult (-10)
Extremis Hard (-20)
Terminus Very Hard (-10)

Each degree of success grants one piece of intelligence which can be used as normal. A failed Test means no intelligence is gathered. By default a single Test to gather intelligence takes 1 day plus 1D5 days for each degree of threat above Minima. This can be adjusted by the GM. If a Test fails by three or more degrees then the target becomes aware of the snooping. All skill Tests that intelligence can be used for are now at -10 for the assassin, and the target may try to eliminate the assassin or lay a trap. An assassin can conduct multiple Tests at once, but if more than two are made then each additional one incurs a cumulative -10 penalty to all the Tests.

A Freeblade can also request assistant assassins with a total experience equal to half the character's total. The GM should work with the player to create these assassins. These assistants come from the temple the character came from or are sent by the Inquisition. Requesting these assassin's requires a skill Test for every 1000 XP the assassins have, with a cumulative -10 penalty on every Test after the first. This can be an interpersonal Test or a Common Lore (Underworld) Test.

Assassin at Marque

These assassin's find it easy to move unsuspected in Imperial society. They can gather intelligence in the same way as a Freeblade but can now combine 2 pieces of intelligence for a +20 skill bonus if they wish.

Assassin's at Marque can request assassin's with a total of experience equal to theirs, although any one assistant is limited to a maximum experience total equal to half the Assassin at Marque's. They do not have to test for the first 2000 XP of assassins, and additional ones past this are rolled for as if none had been requested yet. In addition they may have assassin's with a total experience equal to half their total permanently attached to them. Requested and attached assassins can be used together if desired to form a small army of killers.

Assassin Palatine
An Assassin Palatine is entrusted not only with the greatest and most dangerous missions, but also with mastering the affairs of the assassins themselves. The Assassin Palatine can request up to double their experience total of assassins, and have permanently attached assassins equal to their experience.

Alternatively an Assassin Palatine can found their own assassin temple and develop and teach their own art of death. If they choose to do this they can no longer request assassins at all, but there is no longer any limit to the experience value or total experience of assassins attached to them. The Assassin Palatine though will have to train these assassins themselves, including sourcing the recruits. Rival temples may attempt to subvert or destroy the newcomer, while Inquisitors and others seek to exploit it for their own ends. If the character can succeed though he will have a weapon that can bring down an Imperial sector or a renegade empire.

Gamebook:

Cleric

Novice
A Novice is a humble servant indeed of the Emperor, but they have been granted the true knowledge of His holy purpose and are authorised to speak on matters spiritual. This is very important in the Imperium, only those properly trained and authorised to do so can know the will of the Emperor and impart this message to others. One who claims such knowledge without the training and approval of the Adeptus in general and the Ecclesiarchy in particular can never be a holy man, but only a deluded fool who will lead those who could be faithful into heresy.

A Novice can provide the spiritual succour those around them need, albeit in a simple fashion. By making a Challenging (+0) interpersonal or Common Lore (Ecclesiarchy) Test a Novice can conduct a service to strengthen the faith of those around them and fortify them against the hardships that assail a servant of the Emperor in their service to Him. This takes a minimum of 1 hour. At the end of that time all who took part in the service, including the Novice, can have their effective Insanity or Corruption score reduced by 1 point for the rest of the day. Which is reduced is decided by the Novice. The score returns to normal 24 hours after the service is concluded, or when the character next sleeps, whichever comes sooner. Up to forty individuals can take part in the service. Characters with a Corruption score of 10 or more gain no benefit, and in fact find attending such a service very uncomfortable.

If the Novice fails the Test, his service has been uninspiring, and no benefit is gained. If he fails by 3 or more degrees his service has been tedious, irrelevant or confusing. He will not be able to conduct a successful service for the rest of the day.

A Novice can conduct multiple services, even running them one after the other. Each additional service that day incurs a cumulative -10 penalty to the Test however. The effects of the services stack, and both Insanity and Corruption can be reduced. If he fails by 3 or more degrees, this wipes out all benefits accrued so far from his services that day for himself and anyone attending the service.

Initiate
An Initiate has greater fortitude and can conduct services while in action against the Emperor's enemies. When the Acolytes are actively fighting enemies while pursuing a mission the Initiate can inspire them with preaching, prayer and song. The Initiate can make a Challenging (+0) interpersonal, Common Lore (Ecclesiarchy), Perform (Singer) or Perform (Musician) Test. If this succeeds all characters in the party who can hear the Initiate may ignore either the first Corruption or the first Insanity point inflicted on them during the encounter, determined by the Initiate. To do this the Initiate must be loud and obvious, he cannot whisper or hide, and so it may give away the Acolytes position or loyalties.

Priest
A Priests faith has strengthened to the point where it is not just inspiring to the loyal, it dismays the enemy and reduces the terror and corruption they inspire. When the Acolytes encounter an enemy who may inflict Corruption or Insanity on them the Priest can denounce the foe. To do so reduces the hold the enemy has on the mind and spirit. By making an interpersonal or Common Lore (Ecclesiarchy) Test any one specific type of foe will have any Corruption or Insanity points they inflict by whatever action reduced by 1. The effects of this Test last for 1 day, though the Priest can attempt to denounce the same foe again the next day. A Priest can only denounce a type of foe while they are actually personally encountering that foe, this being defined as the foe being able to hear the Priest. A type of foe is a specific individual, or a single Dramatis Personae entry. A Priest can denounce only one foe at a time, invective and castigation directed at others has no game effect.

The difficulty of denouncing a foe is determined by their Threat rating. Minor foes are easy to defy but make it harder to work up a really good righteous indignation, while major foes are so formidable it's hard to defy them.
Minoris Challenging (+0)
Minoris Challenging (+0)
Majoris Challenging (+0)
Extremis Difficult (-10)
Terminus Hard (-20)

Preacher
A Preacher has a great ability to console those who have been distressed by the unspeakable horrors that assail mankind, and to give reassurance of the divine wrath that will surely descend on them. ('them' can be the horrors, or those who have seen them if they are too corrupted). A Preacher can conduct a service with an individual to reduce their Insanity or Corruption in the same way as they can conduct a service with a group. The effects of this individual service last not for 1 day though, but until the subject next gains Insanity or Corruption. When they do so the reduced score of whichever is affected reverts to normal, plus the points just gained. A Preacher can perform this service on himself. If the Preacher fails a Test by 3 or more degrees however he will not be able to conduct a successful individual service with the same subject for 1D10 days, and any accrued benefits are wiped out. Again this service does not work on subjects with a Corruption score of 10 or more. The cumulative -10 modifier to Tests resets to +0 24 hours after the end of the most recent service. A subjects Insanity score can only be reduced by a maximum of 10 points.

Cleric
Clerics move beyond individual preaching and involvement only with their flock and start to help steer the great ship of faith of the Ecclesiarchy. A Cleric is authorised to make use of the knowledge of other preachers. When making Inquiry Tests during an investigation a Cleric can make use of the local Ecclesiarchal records, such as confession files, denunciators reports, congregation assessments and others. By making a Common Lore (Ecclesiarchy) Test to wade through the mass of mundane data and contact the right people the Cleric gains a +10 Inquiry bonus for any one Test concerned with the area. Doing this takes 2D5 hours. This process can also give a Cleric a good feel for the locals. On a successful Test the Cleric in addition gains a +10 bonus to any one interpersonal Test of his choice for all the members of the Ecclesiarchy and the common (non-Adeptus) people in a particular area. An area is defined as something like a town, a city quarter, a social group, a hive hab level. This bonus lasts until the Cleric leaves the area for 3 days or more. Each time the Cleric conducts an additional successful Test he can choose an additional interpersonal skill to gain the +10 bonus on.

Confessor
Confessors start to take an interest in rooting out the bad elements in a flock. A Confessor can conduct a service to inspire individuals to confess their own heresies and deviations or denounce those of others. By whipping up mass hysteria the walls of silence and fear that conceal many criminals can be broken down, people in the grip of religious ecstasy forgetting their normal lives as they are made part of something greater.

A service of confession can be conducted with anything from an individual to many millions, depending on the numbers the Confessor desires involved and the facilities available. A larger congregation does not increase the number of useful individuals rooted out, but it does mean they are more likely to be caught up in it. The GM decides whether the Confessor has assembled a large enough congregation with the right type of people in it to have any chance of success. This is an all or nothing decision, either people who know something and can be induced to confess or be denounced are present or they are not. Players will have to balance the time and trouble required to assemble a larger congregation against having one large enough and of the right people to get at those they are after. Larger congregations or those with a better class of people present will require contact with and persuasion (or threatening) of the local Ecclesiarchals and government. These may not be helpful, even hostile.

The Confessor makes an interpersonal or Common Lore (Ecclesiarchy) Test. For every degree of success a potentially useful Contact is generated. The level for each confession contact is determined randomly:
1 Dangerous
2-6 Dubious
7-9 Common
0 Trusted

Finding these contacts amid the mass of hysterics is not automatic though. Any Acolytes, not just the Confessor, can assess those who come forth to sift out those who may have something useful. Doing this can be done with any of the interpersonal skills, with Acolytes free to use any resources available to them to aid them in this. Each Acolyte who can pass a Challenging (+0) Test will find one of the useful contacts generated, determined randomly. If they fail by three degrees or more though they have let a potentially valuable contact go and one randomly determined contact is lost.

If a Confessor fails the Test for the service of confession by three or more degrees however, then not just has he failed to come up with any contacts, the crowd has gotten out of control and a riot breaks out. It is up to the GM to decide how long and severe the riot is as this will depend very much on the location and original size and make-up of the congregation. This riot can be for or against almost anything, again as determined by the GM. It can even be directed against the Confessor himself.

Bishop
A Bishop is a senior figure and has great authority within the Ecclesiarchy. He now has a large retinue of church functionaries to assist him in his work. When making use of local Ecclesiarchal knowledge he needs only spend 1D2 hours per Test to read the reports prepared for him and speak to senior figures to gain the bonuses.

A Bishop can choose to take up his own diocese. For a Bishop this is an entire world. If he does so he gains all the bonuses for local Ecclesiarchal knowledge for all people and places to do with the world permanently. He must spend at least half his time on the world attending to Ecclesiarchal duties to gain this bonus however. If in the last 12 standard months he has spent less than half of them on his duties he loses all bonuses until he spends at least enough time to bring it back up to half. He can still perform Tests to gain local knowledge if he wishes instead. A Bishop with his own diocese has a cathedral or temple as a base of operations, and access to the donations and contributions. A Bishop can change his diocese, but it takes six months to settle into a new one, and he has to persuade his Ecclesiarchal superiors to grant this.

Hierophant
A Hierophant has responsibility for the spiritual welfare of multiple worlds. They can appoint bishops and have a seat on the regional synod. Within their area they can issue pronouncements on religious issues and decide on what practices and beliefs are heretical. If they need to they have authority to promulgate a War of Faith and call out the Frateris Militia. All the most prominent figures in the region look to them for authority on religious matters, including most of the other Adepta.

A Hierophant can request the services of the Sororitas, of any of the orders. To do so he must make an interpersonal or Common Lore (Ecclesiarchy) Test. The difficulty of the Test depends on the number of sisters requested.

Squad Challenging (+0)
Mission Difficult (-10)
Commandery Hard (-20)
Preceptory Very hard (-30)

The sisters arrive in 1d10 x 1d10 weeks, or as determined by the GM. If the reason for the request is weak or spurious, it may be ignored or additional penalties to the difficulties or arrival time applied. A genuinely urgent request can have the difficulty level and time reduced. Only the Militant Orders can provide a Preceptory of sisters, the other Orders are limited to a maximum of Commandery.

Once the sisters have accomplished whatever they were requested for they immediately depart. A Hierophant can attempt a request for a permanent attachment of sisters, but he must have a very good reason for this and there is an additional -10 penalty. Making multiple requests within a short space of time will incur penalties if there is not a very good reason again.

Exorcist
An Exorcist is especially talented at defying the dark forces of the galaxy. His ability to denounce foes becomes so strong that the fear they cause is lessened. When an Exorcist denounces a foe for every two degrees of success he succeeds by their Fear rating is reduced by 1 while the Exorcist is present, which can be to 0. Similarly for every two degrees of success the Fear or Corruption they may inflict is reduced by an additional point.

An Exorcist can raise a force of Frateris Militia from any body of faithful Imperial citizens. These are not regular armed forces but enthusiastic volunteers. They form their own units and bring their own weapons. As military forces they are at best irregular infantry, and are best used for internal pogroms against heretics and mutants rather than being committed to real battlefields where heavy weapons would destroy them in short order. By making a Challenging (+0) interpersonal or Common Lore (Ecclesiarchy) Test a Zealot can raise a score of Frateris Militia. For every degree of success the number doubles. To get this body to follow a plan or major order requires another Challenging (+0) Test. If a Zealot fails a Test to raise a body of Frateris Militia by three degrees of success then he cannot try again, the locals refuse to answer the call. If he fails a Test to get them to follow an order by three degrees of success they go on the rampage, breaking up into looting mobs or wildly charging the enemy. Regaining control takes another Difficult (-10) Test. Raising a force of Frateris Militia takes 2D5 hours at least.

A character can only ever have one band of Frateris Milita at a time.

Zealot
Zealots are fiery battle preachers, exhorting the faithful to smite the enemy. They are often found in the forefront of the Imperial Guard attacks, inspiring the men with word and deed. On Imperial worlds stricken by unbelief they raise the Frateris Militia to defend the faith.

A Zealot is a great battle leader. When he raises Frateris Militia the numbers are in hundreds. He may also request that the sacred weapons of the Ecclesiarchy be used. A Redemptionist can request 3 arco-flagellants and/or 1 penitent engines on an interpersonal or Common Lore (Ecclesiarchy) Test per degree of success.

Alternatively a Zealot can attach himself to an Imperial Guard regiment. He is not in charge of this regiment, but is rather its spiritual adviser. By making a Difficult (-10) interpersonal or Scholastic Lore (Military) Test he can get it to follow his own plan rather than that of its officers. A Zealot may however find himself having to accompany it to warzones unless it can be ordered elsewhere on Inquisitorial authority.

Redemptionist
A Redemptionist is a great battle leader. When he raises Frateris Militia the numbers are in thousands rather than hundreds. He may also request that the sacred weapons of the Ecclesiarchy be used. A Redemptionist can request 10 arco-flagellants and/or 3 penitent engines on an interpersonal or Common Lore (Ecclesiarchy) Test per degree of success.

A Redemptionist can attach himself to an Imperial army as spiritual adviser in the same way as for a regiment. Redemptionists generally do this during Wars of Faith, or to motivate the Imperial Guard to liberate a shrine world or other sacred site.

Finally a Redemptionist may inspire a new cult of the redemption. Doing this takes years, and may involve extensive travelling and preaching. As the cult grows though so will the armed might of the Ecclesiarchy. By doing this a Redemptionist can steer the social fabric of many worlds and gain more influence over the common people than their own planetary governors. Doing this will make a lot of enemies however, mainly among the nobility, local magistrates and more moderate ecclesiasticals. If these are corrupt or incompetent however the cult of the redemption can redeem whole populations, turning them from malcontents into hard-working and fearless faithful. Many evil plots have been destroyed in this way, as fertile ground for heresy is instead sown with the seeds of duty, obedience and sacrifice

Gambook:

Guardsman

Conscript

Of all the ranks in all the careers the Conscript has the least rank and authority of all. He has no authority over others at all, all he can do is obey.

A Conscript can choose to start not as an individual character but as part of a squad. He is not in charge of this squad, the squad leader is. The squad leader is not an Acolyte however, and he will follow the Acolytes lead even if he technically outranks all of them. His concern will be to provide the necessary muscle to get the job done. The squad leader will decide how this is done, and may ignore orders or advice from Acolytes. The Conscripts role will be to do his job as ordered. He may not except under unusual circumstances offer advice or take decisions. The character may not choose to leave this squad, though the GM can have him detached from it by Inquisitorial order if he wishes.

What the squad is depends on the characters background. It may indeed be a squad of guardsmen, but could also be a PDF squad, a hive city gang or a bounty hunter posse for example.

A squad has stats and equipment as follows. Choice of weapons is determined by the GM, who can also of course determine any other details and the character of the squad members as he sees fit. Killed or injured members are replaced in 1 day by default (conscripts are nothing if not plentiful).

Conscript grade squad

1 Sergeant/Ganger/Bounty trailer
WS 30 BS 30 S 30 T30 Ag 30 Int 20 Per 30 WP 30 Fel 30
Movement 3/6/9/18
Wounds: 11
Skills: Awareness, Dodge, Common Lore (Imperial Guard) or Survival
Talents: Basic (SP or Las), Basic (Primitive), Pistol (SP or Las), Sound Constitution
Armour: Guard Flak
Weapons: One set of: Lasgun; Autogun; Combat Shotgun; Laspistol or Autopistol or Stub pistol and sword or axe. Frag grenades.
Gear: Uniform/Gang colours/Slick clothes

8 Conscripts/Juvies/Noobs (plus character)
WS 25 BS 25 S 30 T30 Ag 30 Int 30 Per 30 WP 30 Fel 30
Movement 3/6/9/18
Wounds: 10
Skills: Awareness
Talents: Basic (SP or Las), Basic (Primitive), Pistol (SP or Las)
Armour: Guard Flak
Weapons: One set of: Lasgun; Autogun; Combat Shotgun; Laspistol or Autopistol or Stub pistol and sword or axe. Frag grenades.
Gear: Uniform/Gang colours/Slick clothes

Guard
A Guard is no longer a raw trainee, pale and panicky in his first battle. A Guard can become part of a squad if he did not do so when he started. The squads stats have improved. Killed or injured members are replaced by Conscripts in 1 day, or Guards in 1d5 days.

Guard grade squad

1 Sergeant/Gang tough/Bounty seeker
WS 35 BS 35 S 30 T30 Ag 30 Int 30 Per 30 WP 30 Fel 30
Movement 3/6/9/18
Wounds: 12
Skills: Awareness, Dodge, Common Lore (Imperial Guard) or Common Lore (Imperium), Survival, Navigation (Surface)
Talents: Basic (SP or Las), Basic (Primitive), Pistol (SP or Las), Sound Constitution x 2
Armour: Guard Flak
Weapons: Lasgun or Autogun or Combat Shotgun and Laspistol or Autopistol or Stub pistol and sword or axe. Frag grenades.
Gear: Uniform/Gang colours/Slick clothes

8 Guards/Gangers/Bloods (plus character)
WS 30 BS 30 S 30 T30 Ag 30 Int 30 Per 30 WP 30 Fel 30
Movement 3/6/9/18
Wounds: 11
Skills: Awareness, Dodge
Talents: Basic (SP or Las), Basic (Primitive), Pistol (SP or Las), Sound Constitution
Armour: Guard Flak
Weapons: One set of: Lasgun; Autogun; Shotgun; Laspistol or Autopistol or Stub pistol and sword or axe. Frag grenades.

In addition one squad member may carry a grenade launcher. This can be the character if he has the necessary Talent. The grenade launcher comes with frag and krak grenades.

Two squad members may also man a single heavy weapon. This can include the character if he has the necessary Talent. The GM should choose one of a heavy stubber, a heavy bolter, or an autocannon.

Armsman
An Armsman is an experienced fighter familiar with many weapons. The squad is better again. Killed or injured members are replaced by Conscripts in 1 day, Guards in 1d5 days, or Armsmen in 1D10 days.

Armsmen grade squad

1 Sergeant/Gang tough/Bounty seeker
WS 35 BS 35 S 30 T30 Ag 35 Int 30 Per 30 WP 30 Fel 30
Movement 3/6/9/18
Wounds: 13
Skills: Awareness, Dodge, Common Lore (Imperial Guard) or Common Lore (Imperium), Survival, Navigation (Surface), Ambidextrous or Rapid Reload
Talents: Basic (SP or Las), Basic (Primitive), Pistol (SP or Las), Sound Constitution x 3
Armour: Guard Flak
Weapons: Lasgun or Autogun or Combat Shotgun and Laspistol or Autopistol or Stub pistol and sword or axe. Frag grenades.
Gear: Uniform/Gang colours/Slick clothes

8 Armsmen/Gangers/Bloods (plus character)
WS 35 BS 35 S 30 T30 Ag 35 Int 30 Per 30 WP 30 Fel 30
Movement 3/6/9/18
Wounds: 12
Skills: Awareness, Dodge, Survival
Talents: Basic (SP or Las), Basic (Primitive), Pistol (SP or Las), Sound Constitution x 2,
Armour: Guard Flak
Weapons: One set of: Lasgun; Autogun; Shotgun; Laspistol or Autopistol or Stub pistol and sword or axe. Frag grenades.
Gear: Uniform/Gang colours/Slick clothes

In addition one squad member may carry a special weapon. This can be the character if he has the necessary Talent. The GM should choose a flamer or grenade launcher with frag and krak grenades.

Two squad members may also man a single heavy weapon. This can include the character if he has the necessary Talent. The GM should choose one of a heavy stubber, a heavy bolter, or an autocannon.

Sergeant
The character has now reached the point where he can be put in charge of his own squad. He is given a new squad of Guard grade, taking the position of squad sergeant. He is now responsible for this squad, and cannot ignore it, leave it behind, or misuse or mistreat it without penalty from his superiors or mutiny from his subordinates. When members are killed or injured it is up to him which grade of replacement to request, though he can only choose Conscript or Guard. He can also decide which weapons the squad should carry, subject to GM approval.

Veteran
The characters squad improves to Armsmen grade. He can now choose Armsmen rank replacements.

The character may also choose to have his squad trained up as an Armoured Fist squad, so long as he has taken the Drive (Ground Vehicle) skill. Doing this takes 2D5 weeks but at the end of it all squad members will gain the Drive (Ground Vehicle) skill. The character may now request or purchase a Chimera to ride in from any suitable source. Squads not of a regular military background can have any suitable transport substituted, such as a gang battlewagon or bounty hunter bikes.

Assault Veteran
The characters squad improves to Assault grade.

9 Assault troops (plus character)
WS 35 BS 35 S 35 T35 Ag 35 Int 30 Per 30 WP 30 Fel 30
Movement 3/6/9/18
Wounds: 13
Skills: Awareness +10, Dodge +10, Survival, Melee (Chain)
Talents: Basic (SP or Las), Basic (Primitive), Pistol (SP or Las), Sound Constitution x 3,
Armour: Guard Flak or Storm Trooper Carapace
Weapons: Hellgun or Lasgun or Autogun or Combat Shotgun and Hellpistol or Laspistol or Autopistol or Stub pistol and chainsword or chainaxe. Frag grenades.
Gear: Uniform/Gang colours/Slick clothes, Rebreather

In addition one squad member may carry a special weapon. This can be the character if he has the necessary Talent. The character can choose a flamer, grenade launcher with frag and krak grenades, meltagun or plasma gun.

Two squad members may also man a single heavy weapon. This can include the character if he has the necessary Talent. The character can choose one of a heavy stubber, a heavy bolter, an autocannon, an MP Lascannon or a Missile Launcher. In place of a heavy weapon a second special weapon can be taken.

Shock Trooper
A Shock Trooper and his men are give enhanced training and access to special equipment and are expected to take on the toughest missions.

The character may choose to have his squad trained up as a Drop Troop squad, so long as he has taken the Pilot (Military Vehicle) skill. Doing this takes 2D5 weeks but at the end of it all squad members will gain the Pilot (Military Vehicle) skill. The character may now request or purchase a Valkyrie to ride in from any suitable source. Squads not of a regular military background can have any suitable transport substituted, such as a gang shuttle or bounty hunter cutter.

A Drop Troop trained squad can also use Grav-Chutes, allowing them to drop from aircraft or their Valkyrie from altitude.

A Shock Trooper may be temporarily granted additional squads for a mission. The character must have a good justification for needing extra squads and succeed on a Challenging (+0) interpersonal Common Lore (Imperial Guard) or Common Lore (War) Test. For each degree of success one extra squad is granted. These squads are trained to the same level as the characters own squad. Once the mission is completed these squads are dispersed to new duties. A character can command a maximum of five squads, including his own.

Storm Trooper
A Storm Trooper is an elite killer who can perform almost any mission. Their reputation means that they are entrusted with highly sensitive missions that place them and their men in not only physical but moral danger.

A Storm Trooper can request that he and his men are upgraded to Inquisitorial Storm Trooper status. Doing so means that they now have Inquisitorial powers of authority and requisition. The character no longer needs to make a Test for additional squads and can have them attached to him permanently if he wishes. Inquisitorial Storm Troopers can requisition other troops from any PDF or Imperial Guard force up to company level. They can command transport on any military vessel of up to escort size and have it support them in their operations. They can also travel aboard the Black Ships, providing they act as wardens while doing so.

If the character is not of a regular military background they can instead upgrade to an Inquisitors personal guards or enforcers. This grants the same privileges as the character is given a high-authority Inquisition rosette.

Scout
The characters squad improves to Recon grade.

9 Recon troops (plus character)
WS 35 BS 35 S 30 T30 Ag 40 Int 30 Per 35 WP 30 Fel 30
Movement 3/6/9/18
Wounds: 13
Skills: Awareness +10, Dodge +10, Survival, Climb
Talents: Basic (SP or Las), Basic (Primitive), Pistol (SP or Las), Sound Constitution x 3,
Armour: Guard Flak Cameleoline
Weapons: Lasgun or Autogun or Combat Shotgun and Laspistol or Autopistol or Stub pistol and sword or axe. Frag grenades.
Gear: Uniform/Gang colours/Slick clothes, Cameleoline cloak

In addition one squad member may carry a special weapon. This can be the character if he has the necessary Talent. The character can choose a long las, hunting rifle, flamer, grenade launcher with frag and krak grenades, meltagun or plasma gun.

Two squad members may also man a single heavy weapon. This can include the character if he has the necessary Talent. The character can choose one of a heavy stubber, a heavy bolter, an autocannon, an MP Lascannon or a Missile Launcher. In place of a heavy weapon a second special weapon can be taken.

Marksman

The characters squad is specially trained to infiltrate and kill enemy leaders and special targets. The entire squad can be granted the Concealment and Silent Move skills with 2D5 weeks training.

A Marksman may be temporarily granted additional squads for a mission. The character must have a good justification for needing extra squads and succeed on a Challenging (+0) interpersonal Common Lore (Imperial Guard) or Common Lore (War) Test. For each degree of success one extra squad is granted. These squads are trained to the same level as the characters own squad. Once the mission is completed these squads are dispersed to new duties. A character can command a maximum of five squads, including his own.

Sniper
A Sniper is given extended missions deep behind enemy lines. He may be required to conduct reconnaissance and sabotage on worlds occupied by traitor or xenos forces. To do this a Sniper is given wide scope to produce plans and request support, including things such as diversionary invasions and planetary bombardments. Snipers are also give the pick of the Imperial Guard and may create supporting NPC's of up to Marksman rank with an XP total equal to half his own. The Total XP value of such NPC's can total no more than his own XP.

A Sniper may also lead a larger recon force. This can be as large as a light infantry regiment, all the members of which are Recon grade with the Silent Move and Concealment skills. Such a force is used for missions such as conducting and orchestrating partisan warfare on occupied territory, or rescuing Imperial citizens from capture by xenos slavers or traitor forces.

Lieutenant
The character is placed in charge of a platoon. He receives a second squad, also at Armsmen grade. In addition he receives four Armsmen to act as his command squad. The command squad is as follows.

4 Command Armsmen/Gangers/Bloods (plus character)
WS 35 BS 35 S 30 T30 Ag 35 Int 30 Per 30 WP 30 Fel 30
Movement 3/6/9/18
Wounds: 12
Skills: Awareness, Dodge, Survival
Talents: Basic (SP or Las), Basic (Primitive), Pistol (SP or Las), Sound Constitution x 2,
Armour: Guard Flak
Weapons: One set of: Lasgun; Autogun; Combat Shotgun; Laspistol or Autopistol or Stub pistol and sword or axe. Frag grenades.

Any number of squad members may carry a special weapon. This can be the character if he has the necessary Talent. The character can choose a flamer, grenade launcher with frag and krak grenades, meltagun or plasma gun.

Any two squad members not carrying a special weapon may man a single heavy weapon. This can include the character if he has the necessary Talent. The character can choose one of a heavy stubber, a heavy bolter, an autocannon, an MP Lascannon or a Missile Launcher.

One Armsman not carrying a special weapon or manning a heavy weapon may carry a medikit and have the Medicae skill.

Additional squads can be requested with a Challenging (+0) interpersonal, Common Lore (Imperial Guard) or Common Lore (War) Test. Requesting a squad takes 1D10 days. Once an additional squad is granted it forms a permanent part of the platoon. A platoon can have a maximum of five squads. Each of these squads can be equipped however the character wishes and the GM approves.

Captain
The character is placed in charge of a company. He is given a second platoon with a command squad and the same number of squads as his existing platoon. His existing platoon is given a new command squad with a lieutenant, and his own command squad becomes a company command squad. Additional platoons can be requested in the same way as additional squads for a platoon. When a request for an additional squad is made and succeeds, a squad is added to each platoon.

The character can also request up to a total of five support squads. These are the same as normal squads but can only take one type of heavy weapon or special weapon. They can however have up to three of this weapon.

One support squad can be a sentinel squad. This may have up to three sentinels, armed with any weapons the character chooses and the GM approves.

The character can choose to have one platoon converted to a heavy weapons platoon. All the squads then become support squads. The platoon keeps its command squad, and these support squads do not count against the five support squad limit. They cannot be sentinel squads.

The character may request up to three tanks to be attached to his company in the same way as for squads or platoons. The GM decides on what types of tank are available.

Subject to GM approval additional attachments can be made to the company such as Ogryns, Ratlings, an Adeptus Mechanicus Enginseer, a Priest, Commissar, Imperial Psyker, Assault veteran squad, Recon squad. These attachments are less likely to be permanent features of the company.

Captains not of a regular military background can still obtain most or all of these forces from various sources. They have a lot more latitude though to bring in irregular forces which may have special skills not generally available to the Imperial Guard. This can be things like Hive gangers who know how to move and fight in the underhive, or Bounty hunters who can move through crowded cities or remote wastes with equal facility as they track their target.

Commander
A Commander moves beyond tactical command facing the enemy directly, and into the ranks of the Imperial Guards General Staff. A Commander starts out as colonel of a regiment, but may by distinguished service rise almost indefinitely in rank, even to the point of commanding sector-wide warfronts. As an officer of such rank a Commander can bring in thousands of troops with a full array of heavy weapon support and logistical services. He will be consulted at high level for advice on military matters by Administratum officials, and can recommend the best course for Imperial military policy.

A Commander not of a regular military background is more limited in scope. About the limit is to be tasked with raising a private army by an Inquisitor. This can be up to regimental size, though it would be very unusual for it to be larger. This force can be far more exotic however, using Inquisitoral authority to bring in such elites as sisters of battle, arbitrators, storm troopers, Imperial Guard veterans, Bounty killers, Hive lords and even space marines of the Deathwatch or Grey Knights. It will be the Commanders job to weld such a force into an effective fighting formation and train it for the most extraordinary of missions.

Gamebook:

Imperial Psyker

Sanctionite
At this level an Imperial Psyker is still effectively on probation. He has been allowed to go out and use his powers but is still under a great deal of surveillance by those responsible.

Whenever a Sanctionite invokes Psychic Phenomena this must be noted and kept track of. The Imperial Psyker may subject himself to scourging and purification to rid himself of Insanity and Corruption caused by Psychic Phenomena, and only by Psychic Phenomena.

This takes 1 day for every incident of Psychic Phenomena. So long as this is done at the first opportunity, and within 14 days of the first manifestation of Psychic Phenomena since his last purification, he may make a Challenging (+0) Willpower Test, and if he succeeds he cancels 1 point of Insanity and 1 point of Corruption that was caused by the recent Psychic Phenomena. This is only for the Psychic Phenomena in the last 14 days or since his last purification, whichever is shorter, and it will only remove 1 point of Corruption and Insanity, no matter how many he received.

While undergoing purification the Sanctionite always has 1 level of fatigue. An Imperial Psyker may not engage in any other major activities such as travelling, investigating, socialising, getting into firefights or using his psychic powers while purifying himself, and the effects of the purification only take effect when he has purified himself for the full time i.e 1 day for each incident of Psychic Phenomena. If the Imperial Psyker breaks his purification for any reason then the opportunity is lost.

Perils of the Warp are a more severe form of Psychic Phenomena, and are treated as such, though they are very likely to have caused Insanity or Corruption that the Imperial Psyker will want to try and reduce.

Neonate
Having proved himself, mostly by simply surviving this far without killing himself or being executed for taint, the Neonate can choose to be taken on as a servant, apprentice, assistant, bondsman or some other form of subordinate to a more experienced and powerful psyker.

The older psyker can assist in the purification if the Neonate can get back to him in time. If a Neonate has the assistance of his master he gains a +10 bonus on the Willpower Test. The master himself will live somewhere as determined by the GM and will not move to follow the character around.

The master can also be used by the GM as a source of advice and support for the character. By making a successful Challenging (+0) interpersonal Test the Neonate can persuade his master to assist him on any Forbidden Lore or Scholastic Lore Tests. This grants the character a +10 bonus on a Test. Alternatively the Neonate can request the use of a piece of psychic equipment, such as a psy-jammer or psy-tracker. A character can only request his masters assistance on non-purification matters once per week, and may only have one piece of equipment on loan at a time. If he loses the piece of equipment he will have to pay for it before another one will be granted.

If the character gains 11 or more Corruption points then he can never gain the assistance of his master again. His master would recognise the irredeemable corruption and would have him executed on the spot.

Aspirant

An Aspirant has proved himself capable of operating as an independent psyker. He can now request assistance from the entire Adeptus Astra Telepathica, not just his master. The Adeptus can grant all the same assistance as the characters former master. There are facilities for doing so on most major Imperial worlds, though they are often restricted to a few or just one sites. These are always heavily guarded and so a character will need to reveal and confirm his identity before he can gain access and assistance.

As well as the resources his master gave him access to an Aspirant can also make an interpersonal Test to gain a +10 bonus on Psyniscience and Invocation Tests if he is able to make those Tests in an Adeptus facility. Astra Telepathica stations have meditation rooms, incense psyber-skulls, droning servitors, psi-dampers and other equipment to aid a psyker in the use of their powers. Most psykers in the Imperium are actually only capable of safely using their powers at all with such aid.

Savant-Militant
A Savant-Militant is now part of the Imperial Guard. They are not a part of the regular chain of command but form a special body of advisers. A Savant-Militant may be accompanied by an Imperial Guard command squad, as detailed in the Guardsman resources description. This squad is not under the command of the character or the Acolytes, but will follow the Acolytes lead in general. Personnel and equipment is decided on by the GM. This squad also has the duty of monitoring the Savant-Militant. If he suffers a particularly bad Perils of the Warp or becomes badly corrupted or just acts in a dangerous or heretical way the command squad may drag him off for purification or simply shoot him on the spot. The Savant-Militant will have to watch his step with them.

The officer in charge of the command squad is a lieutenant with the following statistics.

Lieutenant
WS 35 BS 35 S 30 T 30 Ag 35 Int 30 Per 30 WP 30 Fel 30
Movement 3/6/9/18
Wounds: 12
Skills: Awareness +10, Dodge +10, Survival, Command +10, Navigation (Surface) +10, Common Lore (Imperial Guard), Common Lore (War), Scholastic Lore (Tactica Imperialis)
Talents: Basic (SP or Las), Basic (Primitive), Pistol (SP or Las), Sound Constitution x 2, Melee (Chain)
Armour: Guard Flak
Weapons: One set of: Lasgun; Autogun; Combat Shotgun; Laspistol or Autopistol or Stub pistol and chainsword or chainaxe. Frag grenades.

A Savant-Militant may also be called upon by more senior Guard officers to provide them with psychic support and advice. The Savant-Militant and his command squad may be placed with a platoon of Guards squads and tasked to fulfil a mission.

Savant Warrant
Having proved himself in battle the Savant Warrant is given greater responsibility. The Command squad that accompanies him is upgraded to Company grade. The officer in charge is now a Captain with the following statistics.

Captain
WS 40 BS 40 S 30 T 30 Ag 35 Int 30 Per 30 WP 30 Fel 30
Movement 3/6/9/18
Wounds: 13
Skills: Awareness +10, Dodge +10, Survival, Command +10, Navigation (Surface) +10, Common Lore (Imperial Guard), Common Lore (War), Scholastic Lore (Tactica Imperialis) +10
Talents: Basic (SP or Las), Basic (Primitive), Pistol (SP or Las), Sound Constitution x 3, Melee (Chain), Melee (Power), Pistol (Plasma), Iron Discipline
Armour: Guard Flak, Refractor Field
Weapons: One set of: Lasgun; Autogun; Combat Shotgun; Plasma pistol or Laspistol or Autopistol or Stub pistol and chainsword or chainaxe or power sword. Frag grenades.

The Savant-Militant and his command squad may be placed with a full company of Guards squads and tasked to fulfil a mission.

Lieutenant-Savant
The character now has a substantive Imperial Guard rank. He can give orders to lower rank Guardsmen and they have to obey them, though most will only do so grudgingly. The character can now have his own command squad to accompany him, which is the same as that for a Lieutenant rank Guardsman. He does not and may not acquire a platoon of his own though, his role is still principally advisory. A member of the command squad may be replaced with a Neonate rank psyker in 1D10 weeks if the character can make a successful Challenging (+0) interpersonal Test. In time this Neonate may rise to Aspirant rank.

The Lieutenant-Savant will continue to be accompanied by the Captain and command squad. Guard officers simply will not trust a psyker with command of men. Senior officers will rely more on him for advice, show a little respect, and provide better quality troops for any accompanying platoon or company (Armsmen grade and with the possibility of Assault, Recon, Support or other specialised squads or vehicles).

Savant-Adjunct
As well as the Captain the Savant-Adjunct may have a Commissar attached to either his command squad, or that of the Captain (decided by the GM). The Commissar has the following statistics

Commissar
WS 40 BS 40 S 30 T 30 Ag 35 Int 30 Per 30 WP 30 Fel 30
Movement 3/6/9/18
Wounds: 13
Skills: Awareness +10, Dodge +10, Survival, Command +10, Navigation (Surface) +10, Common Lore (Imperial Guard), Common Lore (War), Scholastic Lore (Tactica Imperialis) +10, Interrogation +10, Intimidate, Scrutiny
Talents: Basic (SP or Las), Basic (Primitive), Pistol (SP or Las), Sound Constitution x 3, Melee (Chain), Melee (Power), Pistol (Plasma), Iron Discipline, Nerves of Steel
Armour: Guard Flak, Refractor Field
Weapons: One set of: Lasgun; Autogun; Combat Shotgun; Plasma pistol or Laspistol or Autopistol or Stub pistol and chainsword or chainaxe or power sword. Frag grenades.

The Savant-Adjunct may request a psyker for his command squad of Aspirant rank, if any existing attached psyker has not already reached this rank, though this is a Difficult (-10) Test. This psyker may rise to a higher rank but when they do they will be detached after 1D10 weeks and sent off to other duties and the Savant-Adjunct will have to request a replacement.

Preceptor-Savant
A Savant-Adjunct may be permanently retained as part of the Imperial Guard General Staff. He is now responsible for advising on psychic matters as they affect military strategy or policy. Commanders of regimental and higher grade will now request his advice. These senior officers will provide up to a regiment of troops to assist the Savant-Adjunct in performing a mission.

A Preceptor-Savant can make requests to replace his entire command squad with psykers of any rank up to Savant-Militant rank. Requesting a Savant-Militant is a Hard (-20) Test. The Preceptor-Savant may also make a Very Hard (-30) Test to request a single Lieutenant-Savant for his command squad.

Scholar Materium
A Scholar Materium can learn how to build psychically attuned buildings and vehicles, or how to find psychically potent materials and substances. By making use of the Forbidden Lore (Psykers) and Trade (Wright) skill the Scholar Materium can do things like place psychic wards on a building or area, inscribe a psychic pentagram to facilitate the use of psychic powers, install psi-conduits onto a vehicle allowing him to control it with his mind or channel his powers through it. The player and the GM should work together to determine what sort of things the character can create. The Scholar Materium can access Astra Telepathica facilities to help him build such devices with a successful Challenging (+0) interpersonal Test (the DM may modify the difficulty of this Test if it is a particularly ambitious or expensive project). Astra Telepathica facilities grant a +10 bonus on any Lore or Trade tests for the project, and may be essential for many of them.

By making use of the Forbidden Lore (Psykers) and Trade (Prospector) skill the character can find or recognise psychically significant materials of all kinds. This is both finding them in their raw state, and recognising their presence in buildings, weapons, vehicles, substances etc. This skill can be very useful for finding rare materials for use in psychic construction projects.

Scholar Medicae
The Scholar Medicae extends his knowledge of the use of psychic powers into medicine. A Scholar Medicae can use his psychic abilities to help in using and making chemicals, allowing him to work with and make psychically active drugs and substances. These are things like sacred incense, unguents of warding, spook, the growing of psi-crystals. The Scholar Medicae can access Astra Telepathica facilities to help him in his work with a successful Challenging (+0) interpersonal Test (the DM may modify the difficulty of this Test if it is a particularly ambitious or expensive project). Astra Telepathica facilities grant a +10 bonus on any Chem-Use, Lore or Trade tests for the project, and may be essential for many of them.

A Scholar Medicae can also make use of psi-hospitals where healing is accelerated and improved with psychic powers. These facilities are very secret and exclusive and should be specially placed by the GM. They are usually only found in Inquisitorial bases or Astra Telepathica main stations. All the normal rules for extended care apply in these places, except they always count as Best quality and all healing effects are doubled. Making use of these facilities requires a Difficult (-10) interpersonal Test. Characters who dislike psychic powers may be very unwilling to be subjected to the treatments these places offer, and some in the Imperium who know of their existence regard them as a frivolous and very dangerous use of psychic powers. Some in the Inquisition may regard Acolytes who make extensive use of them as tainted by the warp. Whether this does add Insanity or Corruption through exposure to so much psychic power is up to the GM to decide.

Scholar Arcanum

The Scholar Arcanum learns much of the role and nature of psychic powers in the Imperium. By making use this knowledge they can intimidate and impress others, especially Adepta and other powerful figures. By making a successful Routine (+20) Scholastic or Forbidden Lore Test in an area relevant to the situation at hand a Scholar Arcanum can gain a +10 bonus on an interpersonal Test when dealing with an important figure of authority. This can be things like a planetary governor or his senior officials, members of the Adeptus or Ecclesiarchy, and even other Inquisition Acolytes.

Their advanced knowledge also means that they start to become a major source of advice on psychic phenomena and the management of the Imperium's psyker population. A Scholar Arcanum may be called upon and expected to advise senior figures in the Adeptus on psyker collection rates, the best routes for Black Ships in the local area, the grading and sorting of the psyker harvest, and how much persecution and burning is needed to keep the population under control. When there are major psychic disturbances such as warp storms, the effects of forbidden rituals by crazed cultists or widespread psychic contamination the Scholar Arcanum may be called on to provide insight and advice on what to do to those in authority.

In addition a Scholar Arcanum can have minor psykers placed under his authority by making a successful Challenging (+0) interpersonal Test for a Sanctionite, or a Difficult (-10) interpersonal Test for a Neonate. A character can have up to a total of half his experience points of Sanctionite or Neonate rank psykers placed under his authority, and they can be used as NPC's under his control during investigations. He is responsible for monitoring and training these psykers, and terminating them if he feels necessary. Generally if any of them accumulates 10 or more Corruption points they must be destroyed. Failing to do so will place the character under suspicion if anyone finds out.

Scholar Obscurus
A Scholar Obscurus begins to seriously delve into all aspects of Forbidden Lore in the Imperium and the role psychic powers play in them. A Scholar Obscurus can use his Forbidden Lore skills to make use of the artifacts, powers and devices of any group he has the corresponding Forbidden Lore skill in. For example a Scholar Obscurus with the Forbidden Lore (Mutants) skill could make use of the psi-drugs the mutants make to control and extend their powers, or one with Forbidden Lore (Daemonology) could learn how to create daemonhosts. The player and GM should work together to come up with imaginative and dangerous uses of the Scholar Obscurus forbidden knowledge.

A Scholar Obscurus can gain access to the secret vaults and archives of the Inquisition and Astra Telepathica with a successful interpersonal Test, the difficulty set by the GM depending on just how forbidden the project is. These contain the knowledge and materials required for many forbidden projects. These can grant a +10 bonus to all Lore and Trade Tests for a project.

A Scholar Obscurus will be expected to provide advice on subjects few actually ever wish to know anything about. Only those in the greatest authority and under the most dire need will consult with them. This will be on subjects such as daemonic intrusions, cases of possession, mutation or psykers among the noble families or Adepta, the philosophy and motivation of rogue psykers.

Scholar Empyrean
A Scholar Empyrean is an authority on the whole issue of psychic powers in the Imperium. They go beyond providing advice and can now rule on the disposition and treatment of psykers and psychic resources in the Imperium. They can be entrusted with determining the best deployment of the Black ships, the use of psykers in all aspects of Imperial life, and the treatment and attitudes towards psykers across an entire sector. They can make psykers utterly hated and reviled and have them hunted to near extinction, or make them figures of respect and a common sight even to the point of being able to interact with the ordinary citizenry. They can do this by influencing Cardinals, Generals and Administratum prefects, all of whom will be looking to them to tell them what to do about something they do not even want to understand. A character who puts in place radical and extensive policies in regard to psykers will have to deal with the consequences, including likely suspicion and hostility from many, including Inquisitors.

A Scholar Empyrean has such authority that all their interpersonal Tests to make use of facilities of any type or have psykers placed under their authority receive a +20 bonus. By making a Test without this bonus they can actually have these facilities set up for them, creating new workshops, hospitals or archives in locations of their choosing.

Gamebook:

Scum

Dreg
A Dreg is pretty much the lowest of the low, even in their own outcast society. About the only thing they have going for them is a thorough knowledge of their own little patch. When in the place that they grew up in a Dreg gains a +10 bonus on all interpersonal and investigation Tests, plus Awareness, Barter, Blather, Concealment, Navigation (Surface), Shadowing, Survival and Tracking Tests.

In addition a Dreg may choose to start with one Dangerous contact, of up to 0 XP value. This is not someone the Dreg knows, but rather someone the Dreg knows of. Who they are and how they react to a Dreg importuning them or bringing Acolytes to meet them should be worked out between the player and the GM. They could be things like a local black market dealer, a gang member, a corrupt official or any other dubious character many Acolytes would otherwise find it hard to approach.

Outcast
An Outcast has more experience and flexibility. When in a new area that is a lot like the place they grew up they can start rapidly familiarising themselves with it to obtain the same bonuses. For every 1D5 hours an Outcast spends checking out an area they can make a Routine (+20) Test against any one of the skills they wish to gain the +10 bonus on. If they succeed they gain the bonus on the skill for that area. An area is defined as something like a town, a city quarter, a social group, a hive hab level.

Outlaw
An Outcast has a facility for communicating with and recruiting the locals. Their amoral nature means that they can pick up and drop these contacts quite casually. An Outcast can choose to invest up to 200 XP into a 'Contact pool'. By using skills and meeting NPC's these XP can be used to create a contact in the normal fashion. Unlike with other characters however he can get rid of these contacts and get back the XP in order to create new contacts with it at will. This cannot be done automatically but should be roleplayed and involve skill Tests. As normal if the character is responsible for the loss or death of a contact they will not get the XP back, it only applies if the character deliberately decides to drop the contact. Dropped contacts may be relieved, indifferent or offended as the GM decides. If the campaign keeps track of such things, an old contact can be recreated later on.

Renegade
A Renegade now commands sufficient respect that he can put together a gang or crew to carry out a job, whether for the Inquisition or for his own purposes. By making interpersonal Tests a Renegade can recruit useful NPC's. These are Scum characters with an individual XP total equal to no more than half the Renegade's. A Renegade can have a maximum XP value of NPC's equal to double his own.

These recruits will follow the instructions of the Renegade, but are not his troops or minions. If they are treated badly or things go wrong they will quickly disappear, or stab the Renegade in the back. To get them to follow a plan requires interpersonal Tests, modified depending on the risk or reward of what they are being asked to do. A Renegade must have a plan in order to be able to attract a crew in the first place. This can be a specific heist, hit job, spying mission or something similar, but must be discrete and defined. It cannot be simply 'steal stuff' or 'work for me'. Once the job is completed or fails the crew disperses to get out of sight and/or spend their ill-gotten gains.

The exact characteristics of the NPC's should be worked out between the player and the GM. The character should be allowed a great deal of influence in what Skills and Talents they have, while the GM should rule on Characteristics and equipment. Recruiting an NPC is a Challenging (+0) interpersonal Test and takes 2D10 hours per rank. Each degree of success on the roll reduces the time required by 1 hour. A failure by three or more degrees means that the character recruits the wrong person. An NPC should be created, but they are a spy, traitor, mutant, rogue psyker or some other potential disaster. The GM should of course make the rolls in secret.

Rogue
A Rogue is becoming a notable figure in the underworld. He can now put together a permanent gang or crew if he wishes. This crew is recruited in the usual way, but can have a maximum XP value of NPC's equal to his own. Additional temporary crew up to the double limit can be brought in on a temporary basis.

Permanent crew members are much more loyal than the temporary ones. The Rogue will not have to make interpersonal Tests to get them to do something unless it is very demanding of them, and even then the difficulty modifier should be less severe. In return though the Rogue must be loyal to them. He cannot abandon them and must protect and reward them. Failure to do so will result in desertion or treachery.

Because they are working for him all the time a Renegade can earn money from their criminal activities if they have the opportunity to pursue them. This can be handled by making rolls for Scum income depending on the NPC's rank. The Rogue receives half of this income. The GM can extend this part of the game further by defining how they are earning this money. This can be through illegal businesses such as black marketeering, narco-trafficking, gambling or more direct methods like pickpocketing and burglary.

Cutter
A Cutter is going down the route of being a gang leader. He conducts his operations and controls his minions with a fist of fear and silence. A Cutter can greatly extend the power and profitability of his gang. Senior gang members now become lieutenants, controlling parts of the gang or areas of operations within it.

If he wishes the Cutter can extend these profits by setting up businesses and operations. What these are should be decided on by the GM and the player, but should be appropriate to the campaign and the characters resources. These cost 200 Thrones to set up, and each one generates a rank 1 roll on the Scum income table each month, using the Acolytes characteristics. These business must all be handled by somebody, and the nature of each business should be defined. Depending on what they are the Cutter may face competition, law enforcement crackdowns or the disapproval of the other Acolytes. A Cutter may come up with many different types of business, or stick to just one.

Stubjack
A Stubjack can become the master of major criminal operations. A stubjack can spend 1000 thrones to set up a business and all rolls from it are multiplied by 5. Players in campaigns that do not track money closely should have the Stubjack become very wealthy if he devotes time and effort to building up a criminal empire. A successful Stubjack can be worth millions of Thrones, all of which belong solely to him.

This criminal empire also grants the Stubjack great power. It grants a permanent +10 bonus to all Investigation and interpersonal Tests when the Stubjacks criminal nature could be an advantage. This is for things like investigations in areas of a city where the Stubjacks operations hold sway, when speaking to ordinary workers who drink or gamble at joints run by the Stubjack, or speaking to uphive nobles who buy his narcotics.

Gang Lord
A Gang Lord is the kingpin of crime in the underworld of the Imperium. They can now not only control their own criminal empire, they can by intimidation, infiltration and bribery control other crime lords. A Gang Lord can use Investigation skills indirectly, representing the vast networks of informers he has. If the Gang Lords crime empire could assist in any investigation then all times are halved. Note that there are very few things an extensive criminal empire does not know about, including many things not even the Imperial authorities or the Inquisition do.

A Gang Lords wealth, if a suitable empire has been built up, is almost unlimited. A Gang Lord should revel in the most obscene wealth in private, though in public it is often prudent to continue to appear poor. For any item that could be bought by the Gang Lord, assume he can afford it. Only massive campaign level purchases such as buying a noble title should strain a Gang Lord's finances.

Fixer
A Fixer has access to risky but very high reward practices. Every crew member or business operation engaged in these now earns double the normal rate. The GM and player should work out what these are, but generally they are things that go beyond the normal petty criminal practices of guns, drugs, people trafficking and robbery. Examples are dealing in restricted technology, sensitive government and military information, mutant and psyker trafficking. A character that engages in such practices will be uniquely placed to find out information and tip off the Inquisition. Many buy the ability to conduct these crimes this way, the Inquisition working a smaller fish to catch the more dangerous ones. The Fixer has a default 20% chance of any one crew member being busted by the local or Imperial authorities each month, and it may take considerable bribery, calling in favours from Inquisitorial contacts or in the last resort a hitman to resolve the situation. If the character does nothing then the chance rises to 50% next month as the authorities close in.

The Fixer can also get hold of items that are normally not available on the open market. If the players want something illegal, then with an investigation or interpersonal Test of a difficulty set by the GM the Fixer can obtain it. Doing this takes the same amount of time as shown on the investigation table on pg186 of the core rulebook, except that Very Hard takes 2D5 months. There is almost no restriction, save GM ruling, on what can be obtained. Even sacred artifacts of the Adeptus can be stolen to order with enough time and expertise.

Sharks
A Shark can exploit his knowledge to cheat his customers, usually without them ever realising. A Shark can continue to engage in the risky business practices of the Fixer, but may choose to pass dud goods instead. Doing so does not affect profits but makes such practices more acceptable to the Inquisition and other Acolytes, halving the chance of a crime bust. There is a chance though that a customer may realise they have been cheated and come for revenge. This is a default 10% per month. This can be used for adventure hooks, or the Shark can come to an accommodation with the Inquisition to protect himself. The Inquisition will automatically cancel any attack on the Shark, but the intervention of the Imperial authorities will cause the loss of all income for that month.

A Shark can also choose to set up a long con against a mark. This is done in the same way as for creating a contact, except the contact is being exploited and does not realise it. The XP cost of a contact created in such a way is halved. If the contact ever finds out they are being conned though they will be lost and may seek revenge, and the XP invested is not recovered. The nature of the contact should fit in with the theme of a con and is subject to GM approval.

Charlatan
A Charlatan can make his business practices appear legitimate. He still earns double income from all his crew, but now there is only a 2% chance of retaliation from cheated customers, as most of his customers will now no longer even realise they are dealing in illegal goods. Persecution from the authorities drops to a 1% chance each month.

The Charlatan can extend his ability to create contacts beyond the normal scope of such things. A Charlatan can have a major figure as a contact, such as a planetary governor, a cardinal, a marshal of the arbites or an Administratum prefect. Normally the XP cost of having such powerful individuals as a contact is prohibitive but by conning such an NPC the Charlatan can reduce it by 80%. This discount only applies to major contacts of this type, typically those who would otherwise cost 500 XP or more. More regular contacts still cost the same XP as usual for the Charlatan. The drawback is that if they realise they have been conned such individuals are likely to prove extremely dangerous enemies. It is up to the player and GM to decide if Inquisitors can be conned in this way.

Gamebook:

Tech-Priest

Technographer
A Technographer has a great ability to find the right piece of technical equipment for a job by making use of their extensive data banks. If a Technographer has time to search out a piece of equipment they can grant a +10 bonus to one of the following skill Tests:
Chem-Use (specific prescription, sterile injector)
Demolition (structural assessment, configured explosives)
Disguise (muscle shaper drugs, hologram mirror)
Drive (customised controls, fine tuning)
Evaluate (authentication wand, indexed catalogue)
Gamble (statistical analysis, lie detector)
Inquiry (electro-card index, official records hack)
Literacy (discourse analyser, auto-compositor)
Logic (cogitator, idiot savant)
Medicae (medicae-skull, nano-bandages)
Navigation (fixed referent locator, dead reckoner)
Pilot (machine spirit placation, rebalanced control surfaces)
Search (forensic examination, 3-D modelling)
Security (bypass tools, dupe key)
Survival (field guide, emergency cache)
Tech-Use (the manual, jury rigging)
Tracking (olfactory detection strips,
Any Trade (right tools for the job)

The equipment must be searched for and purchased using tables 5-4 Availability by Population and 5-5 Availability by Time on p126 of the core rulebook. The piece of equipment is good for one skill Test only. The Difficulty level is set by the GM. What the actual equipment is should be decided by the player of the GM (suggestions are given above). Generally the player should try to come up with something plausible themselves. A good idea, one that is minimal and elegant and does not require rare or expensive equipment, should be rewarded by a lower Difficulty and a lower cost.

A Tech-Priest can choose to substitute Common Lore (Machine Cult) for the Inquiry skill Test if they are obtaining the equipment from Mechanicus sources.

Mech-Wright
A Mech-Wright can request technical servitors from the Mechanicus to assist them in their work. A Mech-Wright can have up to 4 servitors, of which up to two may be industrial or heavy repair servitors, and the rest servitor drones. Mech-Wrights cannot have combat or gun servitors. Requesting a servitor from the Mechanicus requires a Challenging (+0) Common Lore (Machine Cult) for each one. A servitor takes 1D10 days to be delivered or cleared for collection. If the Mech-Wright has the Binary Chatter Talent they receive a +10 bonus on this Test. Servitors that are destroyed or lost can be replaced by putting in further requests. A request for a servitor can only be put in once a week.

Mech-Wrights can request access to Mechanicus facilities and materials for the repair and manufacture of equipment. Doing this requires a Common Lore (Machine Cult) Test. The Difficulty is Challenging (+0) for use of a Good Craftsmanship facility or materials, which is the default for Mechanicus facilities and can be found on most worlds with a significant tech base. The Test is Hard (-20) for a Best Craftmanship facility or materials, which are only found on major industrial worlds. Reduce the Difficulty by 10 if the request is made while on a Forge world. A request takes 2D10 days to be assessed and approved, and only one request for each of facilities and materials can be submitted per month.

Electro-Priests
Electro-Priests are more familiar with machine spirits and energy systems. They can use the Tech-Use skill to commune with machine spirits, placating them and winning their cooperation. By making a Tech-Use Test an Electro-Priest can grant a +10 bonus to the use of a sophisticated, powered piece of equipment for its next use only. The Difficulty level of the Test is set by the GM, with common equipment like a lasgun being Routine, a spaceships navigation system being Difficult and a Battle Titans war spirit being Very Hard. This Test takes a default of 1 hour to perform. The user must be properly respectful of the machine spirit to receive the bonus.

An Electro-Priest now also has the ability to interface himself with machines to commune directly with their spirit. By linking himself to a device the Tech-Priest can operate a device by the power of thought alone. This reduces the time taken to operate any device the Tech-Priest has linked himself to in this way by half. This only applies to devices that need the Tech-Use Skill to operate, devices like guns cannot be linked to in this way. Setting up the interface takes 1D10 hours, and a Tech-Priest can only be interfaced with one device at a time. The Tech-Priest is physically linked to the device via his Electro Graft and if he breaks physical contact it will take 1 hour to properly re-establish the interface.

Enginseer
An Enginseer has an amazing ability to revive seemingly dead machine spirits, rekindling the spirit of machines that look fit only for scrap. They can effect repairs in the field at an enormously accelerated rate by making use of secret rites and special materials. By making a relevant Skill Test, usually one of Tech-Use, Trade (Technomat) or Trade (Wright) an Enginseer can affect a repair within the time-frame of an encounter. The Enginseer can repair a device that would normally take hours of between encounter time during the few minutes that an encounter lasts. Typically an Enginseer can perform 1 hour of repair work per Full Round Action. An Enginseer could do something like repair a communicator during a firefight so assistance can be summoned, or get a shot down flyer's engines working again before it hits the ground. No additional penalties are applied to these Skill Tests, but doing so is physically and spiritually draining, and uses up special materials. An Enginseer can only perform this rite once per encounter, and doing so inflicts one level of Fatigue. This ability cannot be used outside of an encounter that is measured in rounds by the GM.

Enginseers are often attached to the Imperial Guard as their accelerated repair ability is of immense use on the battlefield. To protect them as they go about their holy work Enginseers can request combat or gun servitors in addition to the usual technical types. They are still limited to a maximum of 4 servitors, but there are now no restrictions on type, they can be any mix of combat, gun, industrial, heavy repair or drone that the Enginseer requests.

Tech-Priest
A Tech-Priest is granted much greater access to and authority over the resources of the Adeptus Mechanicus. They receive a +10 bonus on all requests to access Mechanicus facilities and materials for the repair and manufacture of equipment. They can also request use of Mechanicus menials and servitors for these projects. Doing this requires a second request at the same Difficulty Level, which adds 1D10 days to the total length of time required for it to be assessed and approved. If it is approved however all construction and repair times are halved.

If the Tech-Priest has the Forbidden Lore (Archaeotech) Skill they can use it to gain use of archeotech devices in the same way that a Technographer can search out the right tools for a job. An archeotech device grants a +20 bonus to any of the Skills listed for the Technographer. Archeotech devices are rarer though and should be set at least one or two Difficulty levels higher by the GM. A Tech-Priest has to use the Forbidden Lore (Archaeotech) Skill for this, they cannot choose to use the Inquiry Skill.

The maximum number of servitors a Tech-Priest may request is increased to 8.

Technomancer
Technomancers have a wider understanding of the greater Imperium and are less insular than most Adepts of the Mechanicus. A Technomancer may make use of the technical resources of Imperial organisations other than the Adeptus Mechanicus. This is done in the same way as requesting the use of Adeptus Mechanicus facilities, except that the Common Lore Skill relevant to the organisation is used instead. Alternatively an interpersonal Skill can be used if the Technomancer has any ability in this area (many of course don't, and do everything by legalistic procedure). The facilities available vary by organisation, below are some suggestions:

Adeptus Arbites: Prisoner restraints, interrogation chambers, criminal records, cyber animals.
Administratum: Data looms, scribe halls, logistic mainframes, strategic stockpiles.
Ecclesiarchy: Tools of penance, parish files, arco-flagellants, techno-relics.

Generally speaking this allows a Technomancer to obtain any of the equipment used by these organisations. Use of certain facilities may allow bonuses on Skill Tests for the Technomancer or other members of the party, as determined by the GM. In addition a Technomancer may choose to request cyber personnel from these organisations in place of servitors from the Mechanicus. Using the relevant Common Lore Skill a Technomancer may obtain cyber-mastiffs or grapple-hawks from the Arbites, or arco-flagellants from the Ecclesiarchy.

Cyber-Seer
Cyber-Seers delve into forbidden and occult matters of machinery. They deal with the dark arcana of warp technology and the STC's. Cyber-Seers are also entrusted to investigate heretek technology and those technologies which have been declared diabolus as being too dangerous to use. A Cyber-Seer can use, repair and even construct devices such as graviton guns, energy blades, displacer fields and cyber simulacra. Doing so requires both a Trade Skill Test and a Forbidden Lore Test, both of which must be successful. A Cyber-Seer can make use of Mechanicus facilities for this work, and the GM may rule that these are essential for some projects.

Cyber-Seers often have to confront the direst enemies of the Imperium and the Mechanicus in their investigations and pursuit of this dark knowledge. To aid them they now have no limit on the number of servitors they can request use of. In addition they may request up to 4 Praetorian battle servitors, though the rolled for time is doubled for these. They may also request a single squad of 5 skitarii tech warriors. These require a Challenging (+0) interpersonal or Common Lore (Machine Cult) Test and take 1D10 days to be approved if they are immediately available. They are will be placed under the command of the Cyber-Seer for one mission, or can be permanently attached if the Test is taken with a -20 penalty. Only one request may be submitted per month. Obtaining replacements for killed or injured skitarii has to be done by another request, and they arrive in 1D10 days again. The Test for replacements is always Challenging, whether or not the skitarii are attached temporarily or permanently. Skitarii have the following statistics:

5 Skitarii
WS 35 BS 35 S 35 T40 Ag 30 Int 35 Per 30 WP 35 Fel 20
Movement 3/6/9/18
Wounds: 13
Skills: Awareness +10, Navigation (Surface), Common Lore (Machine Cult), Tech-Use, Dodge, Survival
Talents: Basic (Las), Basic (Primitive), Pistol (Las), Sound Constitution x 3, Melee (Chain)
Armour: Storm Trooper Carapace
Weapons: Hellgun, Hellpistol and chainsword or chainaxe. Frag and krak grenades.
Gear: Skitarii kimono, Rebreather.

In addition one squad member may carry a special weapon. The player can choose a flamer, grenade launcher with frag and krak grenades, meltagun or plasma gun.

All skitarii come fitted with one piece of Good quality bionics. These are chosen by the player (subject to GM approval) from the following list:

Bionic Arm
Bionic Locomotion
Bionic Respiratory System
Auger Array
Cybernetic eyes
Cybernetic ears

All the skitarii can have the same implant, or they can each be given different ones. Additional bionics from the list can be purchased and fitted to the skitarii at the players expense. Bionics cannot be removed and given to someone else once they have been implanted, though if a skitarii is killed there is a base 50% chance that their bionics can be useably salvaged if the body can be recovered.

Magos
A Magos is granted unlimited access to pursue knowledge. Almost nothing is forbidden to them. They are permitted to learn of the true nature of the STC's and the lost art of originating technology. They become authorities on technical subjects and are accorded the status of magus, master of knowledge, in their chose field. In pursuit of a mission of relevance to the Adeptus Mechanicus they can call upon the full might of the Mechanicus. A Magos can request servitors and skitarii with a +20 bonus to the Test, and need only make one successful Test to obtain any number of servitors, up to 10 Praetorian battle servitors, and up to 20 skitarii. These can all be permanently attached by making the Test without the bonus.

A Magos can also obtain archeotech devices from all sources by making a Common Lore Test for the organisation possessing them. On a successful Test, which can be done once a week, the organisation will yield one techno-relic to the Magos. In addition there is a 10% chance each month that a single techno-relic as determined by the GM will be forwarded to the Magos as the individual most competent to deal with it.

Mech-Deacon
A Mech-Deacon is an enforcer of the Cult Mechanicus, investigating the heretical and punishing those who would debase the sacred mysteries. To support him in this endeavour a Mech-Deacon may request Skitarii in the same way as a Cyber-Seer, though the number of servitors they can request is not increased.

A Mech-Deacon also acts as a roving advisor and assessor. With technical knowledge so poorly understood by the lay technicians of the Imperium the Tech-Priests need to constantly be on hand to correct errors and bad practice. A Mech-Deacon can choose can perform this task for pay if he wishes, doubling his monthly earnings, though while doing this he cannot participate in investigations.

Whenever the Mech-Deacon is making use of any sort of technical service provided by an individual or group that does not have routine access to the services of a Tech-Priest he can improve the service by sage advice and a few adjustments or spot maintenance. The Mech-Deacon can make a Tech-Use Test at a difficulty level set by the GM to make one notable improvement on performance. This could be such things as improving the speed, handling or reliability of a rented vehicle, making a cogitator run faster, a warp engine's Geller field stronger. Even devices that are running perfectly well can be made to perform better for a while under the expert hand of a Mech-Deacon.

Omniprophet
An Omniprophet is the voice of Mars to the lay masses. He may use the Common Lore (Machine Cult) Skill) in place of any interpersonal Skill so long as the use has some relevance to technical or Cult Mechanicus matters. The GM may impose an additional penalty on the Test if the link is rather tenuous.

An Omniprophet has a great deal of prestige and authority, and those from outside the Cult will rely on him to advise them on technical matters that they do not understand. They are expected to relay the wisdom of the Omnissiah to such high-ranking individuals as Imperial Commanders, Marshals of the Arbites and Imperial Generals and Admirals. They will want to know such things as the technological feasibility of their plans, the condition and availability of technical support, and what to do with captured or recovered technology. If an Omniprophet is operating openly there is a 25% chance each month that a request for information is made. If one comes up the GM can create a free Contact of up to 500XP in value. This contact will only be good for one piece of assistance, and the Omniprophet must do them a favour first.

An Omniprophet can request the use of increased numbers of servitors in the same way as a Cyber-Seer.

Magos Errant
A Magos Errant undertakes the most challenging task of all, finding new technology. To do this they can request skitarii and servitors in the same way as a Magos.

To facilitate their work a Magos Errant can request use of an Explorator ship or even a small fleet. To do this they must make an interpersonal or Common Lore (Machine Cult) Test against a Difficulty level determined by what they are requesting:
Ordinary +10 A single merchant ship.
Challenging +0 A single escort ship.
Difficult -10 Up to four merchant and/or escort ships.
Hard -20 A single cruiser.
Very Hard -30 A cruiser and up to four merchant and/or escort ships.

All these ships are ones belonging to the Cult Mechanicus and come with a full crew of junior tech-priests, servitors and menials. If they are requested at a place other than a Forge World, then the Test incurs a penalty determined by the GM. In remoter locations it will be likely that very limited or no Mechanicus ships will be available. A request can only be made when the character is at a major space port. Time taken to obtain the use of the ships is 1D10 weeks per merchant or escort and 1D10 months for a cruiser, at least. Times are halved if the request is made at a Forge World.

Mechanicus ships are of notably higher quality than regular Imperial Navy vessels, and cut all interstellar journey times by 25%. They are also more powerful in combat and suffer far less from the warp due to their superb warp engines.

Gamebook:

Rank, Authority and Agents of the Golden Throne

Characters in Dark Heresy are not just Acolytes in the Inquisition. They are also members of their own society, whether exalted Adeptus or criminal scum. As they rise in rank they will also gain recognition and power within their own organisation. This will allow them to draw on resources from outside the Inquisition, either to help them in their investigations or for their own purposes. This can be funds, equipment, manpower, intelligence or many other things. Some of this they may bring into the service of the Inquisition, while other parts of it may be kept separate and only have contact with the Inquisition through the character. They will of course have to use these resources in the proper manner. An Acolyte who abuses the privileges afforded him by his own organisation may suffer as much as one who abuses the privileges granted by the Inquisition

The type of available resources depend not just on role and rank, but also on specific choices in a career path. Some career paths offer more scope for authority, while some grant access to very different resources.

Adepta Sororitas

Novice

Even Novices can practice the Rite of Pure Faith. Between missions a Novice can use her Pure Faith Talent to rid herself of any Insanity and Corruption she has acquired. Doing so takes 1 week for each of either a point of Insanity or a point of Corruption. She must spend this entire period in fasting, prayer, penance and mortification. While engaged in this she cannot go on missions, and permanently has one level of Fatigue. There is no limit to the amount of Insanity and Corruption that can be removed in this way.

The Rite of Pure Faith is physically and spiritually draining. A character must take a Challenging (+0) Willpower Test at the end of each week. Failure means that the character starts with one less Fate Point in the next mission. Multiple Fate Points can be lost in this way, to a minimum of 0. Sororitas can rid themselves of Insanity and Corruption far more readily than other characters, but run the risk of spiritually exhausting themselves doing it.

A sororitas character should record one adamantium bead on her Chaplet Ecclesiasticus for every point of Insanity or Corruption she removes in this way.

Cantus
The sisters are all trained in singing, and many of their activities, even battle, are accompanied by song to console and inspire. If a Cantus sings while fighting she can make an Ordinary (+10) Perform (Singer) Test to fortify her courage. This grants her a +10 bonus on all Willpower Tests to resist pinning, Fear effects and the infliction of Insanity and Corruption. She only receives this bonus on rounds during which she is singing. While singing the Cantus cannot speak normally. She can still communicate with other Sororitas characters, either PC's or NPC's, by inserting special code phrases into the lyrics.

A Cantus is also now a skilled enough copyist that she is allowed to make things such as purity seals, sacred scrolls, devotional tattoos and electoos, ritual scarification, holy icons and jewelry. These small works of art are all made using the Trade (Copyist) Skill at a Crafting Difficulty of Difficult (-10). These are created using the normal crafting rules. These devotional works are spiritually fulfilling both for having such decorations and the act of creating them. They must always be of Best quality, being masterpieces of the art (even a Cantus can have a +20 bonus on their Trade (Copyist) Skill). Anything of less than Best quality is removed or destroyed as unworthy. Depending on their nature they grant various bonuses. These items can only be made and used by sororitas characters. A PC does not have to make them themselves, they can be made and given to them by another sororitas PC or NPC. This is always done as an act of friendship and comradeship between two sisters.

A sororitas can have up to three examples of each of the two types of items. Items made by the same sororitas character do not grant any additional uses per day, only items from different sororitas. The recipient must have a relationship to the giver, such as being a squad mate, a pupil or teacher, having been through a mission together or just being friends.

Item
Effect
Duration
Cost
Illumination (seal, scroll, tattoo, electoo, scar)
+5 to one Willpower Test for one reason per day. The reason must be chosen when the item is made and cannot be changed later. Examples are resisting Fear, Pinning Tests or Psychic attacks.
Shifts
150 Thrones
Jewelry (ring, forehead stud, icon, pendant, piercing)
+5 to a single Fellowship Test per day when interacting with other Sororitas, members of the Ecclesiarchy or devout citizens. Item must be prominently displayed.
Days
500 Thrones



Constantia
A Constantia is now expected to take an active part in the fight against heresy and corruption as part of proving herself worthy of full status in the sororitas. To do this she can now make use of the resources of the sororitas to support her in her work. By making a Common Lore (Ecclesiarchy) Test or an interpersonal Test she may request aid from any of the orders. Only one request can usually be made at a time, and then only once per week, or once per month for the battle sisters.

Battle sisters of the Orders Militant. The Difficulty of this Test and the time taken for them to turn up is dependant on the urgency of the request and their availability, but should usually be at least Challenging (+0), and often Hard (-20). A Constantia had better have a really good reason for needing the aid of these rare and elite troops. A frivolous or deceitful request could see her dismissed from the sororitas. The GM can always state that they are unavailable, as battle sisters are very rare and often busy. By default a squad of 6 battle sisters is sent.

1 Battle sister superior
WS 35 BS 40 S 35 T35 Ag 40 Int 35 Per 45 WP 45 Fel 35
Movement 3/6/9/18
Wounds: 12
Skills: Awareness +20, Dodge +20, Navigation (Surface), Survival, Perform (Singer +20), Trade (Copyist +20),
Talents: Basic (Primitive, Bolt), Pistol (Las, Bolt), Sound Constitution x 2, Melee (Primitive, Chain), Resistance (Psychic Powers), Unshakeable Faith, Pure Faith, Wrath of the Righteous
Armour: Power Armour
Weapons: Boltgun or Scourge Boltgun and Bolt pistol. Chainsword or Eviscerator. Frag grenades.
Gear: Chaplet Ecclesiasticus, Ring of Suffrage.

5 Battle sisters
WS 30 BS 40 S 30 T30 Ag 35 Int 35 Per 40 WP 40 Fel 35
Movement 3/6/9/18
Wounds: 12
Skills: Awareness +20, Dodge +10, Survival, Perform (Singer +20), Trade (Copyist +20),
Talents: Basic (Primitive, Bolt), Pistol (Las, Bolt), Sound Constitution x 2, Melee (Primitive), Resistance (Psychic Powers), Unshakeable Faith, Pure Faith, Wrath of the Righteous
Armour: Power Armour
Weapons: Boltgun or Scourge Boltgun and Bolt pistol. Frag grenades.
Gear: Chaplet Ecclesiasticus, Ring of Suffrage.

Note that a Battle sisters weapons and armour are all of Good quality. In addition up to two squad members may carry a special weapon and have the Talent to use it. The sister can have a flamer, heavy flamer, stormbolter, heavy bolter, meltagun or multimelta. A stormbolter is identical to a normal boltgun except it has RoF S/2/10, Clip 60, Rld 2Full, Wt 14kg. The squad comes with a Rhino or Immolator to transport it.

Medical facilities of the Orders Hospitaller. These are of Good quality by default, or Excellent if they are situated at a sororitas convent. The hospitallers may refuse to treat acolytes who are mutants, psykers or have a corruption score of 10 or more. Requesting aid in this way is a Challenging (+0) Test on a reasonably civilised Imperial world. Remoter or more hostile worlds may be more difficult or not have such facilities at all.

Information from the Orders Dialogus. This takes 1D10 days at minimum for research and composition of a reply. This allows a +10 bonus on any Scholastic Lore Test made by the character, or a Test can be made for the character with a default Skill of 50. This can also be done for Forbidden Lore Tests, but only for those which the character could have purchased yet. Forbidden Lore Skills that are not available for the character to purchase at their current rank are off limits as the character does not yet have clearance.

Contacts from the Orders Famulous. This takes 1D10 days and allows the creation of one contact of up to 200XP value. This contact can only be used once, and after that cannot be contacted again. Quite often the characters will never directly communicate with the contact, a sister famulous will operate the contact.


Rank 4 Sororitas
Upon reaching the 4th rank a sororitas character must choose which order she will join. The player should agree with the GM the name and role of the order, it's facilities, presence in the campaign and any other details that may be necessary. A sororitas character's order can be either left in the background, or made an important part of the campaign. There are four groupings of orders:

Orders Dialogus
These orders are available to characters who take the Dialogous rank.

Orders Famula.
These orders are available to characters who take the Dialogous rank. The advances table is the same, but the character's rank title is Famula.

Orders Hospitaller
These orders are available to characters who take the Hospitaller rank.

Orders Militant
These orders are available to characters who take the Militant rank.

The ranks given in the Inquisitor's Handbook fold together several distinct titles and roles in the sororitas. In terms of advances which Skills and Talents a character chooses can easily be used to create a character who is of the different orders. A Legatine from the Orders Militant would have a quite different set of advances from a Legatine from the Orders Hospitaller. A player should always be mindful of which order their character is from. A GM can always allow a player to change the order of their character, transferring her across orders. This can allow and justify a sister with a more mixed set of advances. A character though can only ever be a member of one order at a time, and can only use the benefits given here from that order.

Dialogous
A Dialogous is an expert at translation and decipherment. This is an aid not only to research but also allows a Dialogous to communicate with the people of the Imperium in their own language, appreciating and using subtle nuances of phrase and accent.

If a Dialogous knows the language that their source materials are written in for a Scholastic Lore Skill they may make a Routine (+20) Speak Language Test, and if successful receive a +5 bonus to the Scholastic Lore Test. Doing this adds 1D5 hours to the time taken for the test (normally 1D10 hours, see p105 of the Core Rulebook).

If a Dialogous speaks the language that is the native tongue of someone, they can make a Routine (+20) Speak Language Skill Test as part of speaking to them, and if successful receive a +5 bonus on all interpersonal tests for that conversation as they make a precise interpretation of their language and speak to them in a familiar way. The same effect can often be achieved by using High Gothic, which while many in the Imperium do not speak it all that well, often impresses people. If speaking to someone who has at least a basic grasp of High Gothic the GM may allow the character to use High Gothic in place of their native language for the same effect. Most Imperial nobility and nearly all adepts, as well as many of their servants, speak High Gothic. For many adepts it is their native tongue.

Famula
A Famula is an expert at diplomacy and negotiation. To aid them in this they often perform extensive research. A Famula can use Scholastic, Common or even Forbidden Lore Skills to grant them a +10 bonus to any interpersonal or Inquiry Skill Tests when this may be relevant, as judged by the GM. For example a precise knowledge of a noble family's heraldry would enable a Famula to understand their lineage, interests and rivalries, which would be useful in conducting Inquiries into them, or when speaking with their family head.

Famula are also expert at setting up networks of contacts and informers throughout the higher echelons of Imperial society. When creating contacts who are connected to the sort of people the Famula works with a Famula receives a 50% reduction in the XP cost. A Famula usually works with guilds, noble families, royal houses, and their servants and supporters. The reduction does not apply to individuals or groups outside these areas, even if they have tangential contact with them, such as a hive gang which does muscle work for a noble family. This reduction can also never be applied to any of the adeptus.

Hospitaller
A Hospitaller has use of medical facilities far beyond those most citizens of the Imperium will ever be able to use. A Hospitaller no longer has to make a Test to request use of Order facilities, these are granted automatically.

Sisters Hospitaller are held in very high regard by the ordinary citizens and soldiers of the Imperium. If a Hospitaller is working to aid the ordinary people of the Imperium by helping in a hospital, field surgery, orphanage, refugee camp or some other site of suffering or disaster they receive a +20 bonus to all Fellowship Tests from anyone who would be well-disposed because of this. At all other times they receive a +10 bonus to Fellowship Tests when dealing with the people of the Imperium. They do not receive this bonus when dealing with renegades like cultists, heretics, rogue psykers or mutants.

Militant
A Militant is now a battle sister. The character is automatically equipped with bolter, bolt pistol, frag grenades and power armour by her order. These are all of Good quality, and the character has an unlimited ammunition supply for them, which can be requested at will from her order. This equipment is covered with the devices of the sororitas and cannot be altered in any way except to add devotional decoration. Power armour is always Angel pattern armour and is instantly recognisable by almost any citizen of the Imperium. The character may never sell, trade or allow anyone else to use this equipment. Losing it would be a disgrace, though if it is damaged or destroyed in battle it will be repaired or replaced free of charge.

A Militant can choose to operate not as an individual character but as part of a squad. She is not in charge of this squad, the squad leader is. The squad leader is not an Acolyte however, and she will follow the Acolytes lead even if she technically outranks all of them. Her concern will be to provide the necessary muscle to get the job done. The squad leader will decide how this is done, and may ignore orders or advice from Acolytes. The Militants role will be to do her job as ordered. She may not except under unusual circumstances offer advice or take decisions. The character may not choose to leave this squad, though the GM can have her detached from it by Inquisitorial order if he wishes.

The squad is identical to the one which can be requested by a Constantius. The character may carry a special weapon if they have the necessary Talent for it and this is approved by the GM.

Rank 5

Dialogous

A rank 5 Dialogous can use the Secret Tongue Skills to gain the same bonuses as the Speak Language Skills, except that the bonus is increased to +10 for using the internal jargon of a group. The Difficulty rating for this Test is Ordinary (+10).

A Dialogous can also now make an Ordinary (+10) Test if they know the language of the source materials to receive a +10 bonus when researching a Forbidden Lore Skill.

Famula
A Famula now has the authority and standing in Imperial society to be able to arrange meetings with and between senior figures of the nobility and trade. Arranging a meeting requires a successful Routine (+20) interpersonal Test and takes 1D10 hours, but when in the meeting the Famula receives a +10 bonus to all interpersonal tests. This has to be a meeting with an important figure in a suitable organisation, as the bonus derives from the setting and gravity of such a meeting. If arranging a meeting between representatives of different organisations then the time taken increases by 1D10 hours for each additional individual, and the Difficulty level by one. If the participants in the meeting are hostile to each other the GM should increase the time taken and Difficulty further.

Curia Hospitaller
A Curia Hospitaller can now request that mobile facilities are set up, complete with equipment and medicae staff, almost anywhere in the Imperium. This includes places such as on feral or death worlds, down in an underhive or in the middle of a warzone. This requires a successful interpersonal or Common Lore (Ecclesiarchy) Test at a Challenging(+0) Difficulty level. Doing this takes at least 1D10 days, but at the end the Hospitaller has use of an on-site Good medical facility. This facility can be used for the acolytes as well as for anybody else the Curia Hospitaller wishes to use it for. While operating this facility the Curia Hospitaller receives the +20 Fellowship bonus. The facility is automatically packed up and removed if the Curia Hospitaller leaves.

Elohiem Militant
The character has now reached the point where she can be put in charge of her own squad. She is given a new squad, taking the position of sister superior. She is now responsible for this squad, and cannot ignore it, leave it behind, or misuse or mistreat it without penalty from her superiors or mutiny from her subordinates. When members are killed or injured they can be replaced in 1D10 days. She can also decide which weapons the squad should carry, subject to GM approval.

Alternatively the character can apply to join the ranks of an elite squad of the sororitas, the Celestians or Seraphim. To join the Celestians the character must have taken at least one Hatred Talent. Joining the Seraphim requires the Ambidextrous, Two Weapon Wielder (Ranged) and Pilot (Jump Pack) Skills and Talents. The character is not in charge of this squad but is a squad member in the same way as they were at Militant rank. The squads have the following statistics:

1 Celestian Sister Superior
WS 40 BS 45 S 35 T35 Ag 40 Int 35 Per 45 WP 45 Fel 40
Movement 3/6/9/18
Wounds: 13
Skills: Awareness +20, Command, Dodge +20, Navigation (Surface), Survival, Perform (Singer +20), Trade (Copyist +20),
Talents: Basic (Primitive, Bolt), Pistol (Las, Bolt), Sound Constitution x 3, Hatred (Mutants, Psykers, Heretics), Iron Jaw, Mighty Shot, Melee (Primitive, Chain, Power), Resistance (Fear), Resistance (Psychic Powers), Unshakeable Faith, Pure Faith, Wrath of the Righteous
Armour: Power Armour
Weapons: Bolter or Scourge Bolter or Sarissa Boltgun and Bolt pistol. Chainsword or Eviscerator or Power Sword. Frag and krak grenades.
Gear: Chaplet Ecclesiasticus, Ring of Suffrage.

Sarissa Boltgun: A Scourge Boltgun that uses a powered blade. Can be used as a power axe in close combat.

5 Celestians
WS 35 BS 45 S 30 T30 Ag 40 Int 35 Per 40 WP 40 Fel 35
Movement 3/6/9/18
Wounds: 12
Skills: Awareness +20, Dodge +20, Survival, Perform (Singer +20), Trade (Copyist +20),
Talents: Basic (Primitive, Bolt), Pistol (Las, Bolt), Sound Constitution x 2, Hatred (Mutants, Psykers), Melee (Primitive, Chain), Resistance (Psychic Powers), Unshakeable Faith, Pure Faith, Wrath of the Righteous
Armour: Power Armour
Weapons: Boltgun or Scourge Boltgun and Bolt pistol. Chainsword. Frag and krak grenades.
Gear: Chaplet Ecclesiasticus, Ring of Suffrage.

Note that a Battle sister's weapons and armour are all of Good quality. In addition up to two squad members may carry a special weapon and have the Talent to use it. The sister can have a flamer, heavy flamer, stormbolter, heavy bolter, meltagun or multimelta. A stormbolter is identical to a normal boltgun except it has RoF S/2/10, Clip 60, Rld 2Full, Wt 14kg. The squad comes with a Rhino or Immolator to transport it.

1 Seraphim Sister Superior
WS 40 BS 45 S 35 T35 Ag 40 Int 35 Per 45 WP 45 Fel 40
Movement 3/6/9/18
Wounds: 13
Skills: Awareness +20, Command, Dodge +20, Navigation (Surface), Survival, Perform (Singer +20), Trade (Copyist +20), Pilot (Jump Pack)
Talents: Acrobatics, Basic (Primitive, Bolt), Pistol (Las, Bolt), Sound Constitution x 3, Ambidextrous, Two Weapon Wielder (Ranged), Gunslinger, Iron Jaw, Melee (Primitive, Chain, Power), Resistance (Fear), Resistance (Psychic Powers), Unshakeable Faith, Pure Faith, Wrath of the Righteous
Armour: Power Armour
Weapons: Two Bolt pistols. Chainsword or Eviscerator or Power Sword. Frag and krak grenades, Melta bombs.
Gear: Chaplet Ecclesiasticus, Ring of Suffrage.

5 Seraphim
WS 35 BS 45 S 30 T30 Ag 40 Int 35 Per 40 WP 40 Fel 35
Movement 3/6/9/18
Wounds: 12
Skills: Acrobatics, Awareness +20, Dodge +20, Survival, Perform (Singer +20), Trade (Copyist +20), Pilot (Jump Pack)
Talents: Basic (Primitive, Bolt), Pistol (Las, Bolt), Sound Constitution x 2, Ambidextrous, Two Weapon Wielder (Ranged), Melee (Primitive), Resistance (Psychic Powers), Unshakeable Faith, Pure Faith, Wrath of the Righteous
Armour: Power Armour
Weapons: Two Bolt pistols. Frag and krak grenades, Melta bombs.
Gear: Chaplet Ecclesiasticus, Ring of Suffrage, Jump pack.

Note that a Battle sisters weapons and armour are all of Good quality. In addition up to two squad members may carry a special weapon and have the Talent to use it. The sister can have twin hand flamers or Inferno pistols.

Rank 6

Nunciate Dialogous

A Nunciate Dialogous is now a senior adviser on communications and interpretation for the Imperium. In a vast and diverse galaxy clear understanding of the meaning of a message that may have come from a vastly different human, or even alien, culture is vital. When making any type of Lore Test they can see if they can gain access to information as part of a service of translating it. This is a Challenging (+0) interpersonal Test, and the character must have the relevant Lore skill. The GM must rule if an organisation that has such materials is present, and the process takes a default of 1D5 hours. What you get is very variable, and so the bonus to the resulting Lore Test is 3D10%. If the character actually provides the translated materials to the organisation as agreed they receive a +10 bonus on all interpersonal Tests when dealing with the members of the organisation who are having materials translated for the next 1D10 days.

Nunciate Famula
A Nunciate Famula is expected to act as a major adviser to powerful organisations in the Imperium. Many sisters of this rank and role are the true masters of sector-spanning families and businesses, and are viewed as the voice of the Emperor by many of those they advise. A Nunciate Famula can have an entire 'Great House' or 'Sector House' as a contact (see p312 in the core rulebook). This is a minimum 500XP value contact that is bought at an 80% discount, and that cannot have the Adeptus quality. This contact is not an individual, but rather represents the resources that the character can access from the house. This contact is available on any world where the house has a notable presence. The character and GM should work together to choose or devise a suitable house, and the contact should fit with the nature of the house.

Almoness
An Almoness now has a high reputation not just with the common people but with many senior figures as well. She can automatically access Good quality medical facilities from almost anybody in the Imperium, not just those of her order. By making a Challenging (+0) interpersonal Test she can access Best quality facilities in the same way. These are things like the personal facilities of an Imperial Commander or an Inquisitor.

Celestian
A Celestian is now a highly experienced battle leader. She can now choose to be placed in charge of a squad of seraphim or celestians if she can meet the advances qualifications as described above and has the Command Skill.

Rank 7

Dialogous Superior

A Dialogous Superior now has access to the encryption codes and secret libraries of her order. These contain a great deal of otherwise forbidden lore which she is trusted to handle. If the character has access to one of her orders libraries, or one of comparable significance such as that of the Inquisition, the character can attempt to translate or decode new information from mysterious texts. This is a Challenging (+0) Speak Language Test for the tongue the work is written in, but if successful grants a +10 bonus on one type of Forbidden Lore Test for anyone, not just the character, who uses that library from then on.

Famula Superior
A Famula Superior is responsible for monitoring and coordinating the activities of sisters of the Order Famula. The sisters must ensure that they do not work at cross purposes, or get caught up with advancing those they advise to the detriment of others. A Famula Superior can contact other sisters of her order to make use of their contacts and resources. This allows the character to have to create a contact in the same way as a Nunciate Famula. This contact can be created in 1D10 days and can be from any organisation that the GM rules has a Famula adviser. The Famula Superior can stop using this contact at any time, upon which they get the XP back and can use it to create another contact.

Hospitaller Superior
An Almoness can become the mistress of a major sororitas medical facility, tending the sick and wounded heroes of the Imperium, and performing research into medical technologies and even forbidden areas such as mutant physiology. The character now has permanent access to a Best quality medical facility. This makes the +20 Fellowship bonus permanent, whether the character is working at the facility or not. The character now no longer has to Test to see if they can have a mobile medical facility set up, though they can only have one operational at a time and they must be present to operate it.

Celestian Superior
The Celestian Superior is now a junior officer in the ranks of the battle sisters. She is granted command of up two squads of battle sisters, seraphim or celestians. She will only be given command of seraphim or celestians if she has previously commanded a squad of them. If she commands a larger force she must give up direct command of her own squad. Up to two more squads can be requested with a Challenging (+0) interpersonal or Common Lore (Ecclesiarchy) Test for each one, each request taking 1D5 weeks to be considered and a squad allocated. Seraphim or celestians require a Difficult (-10) Test.

Rank 8

Legatine Dialogous

A Legatine Dialogous is responsible for being a curator of Imperial lore and history. She can choose to found her own library convent. This can be a vast repository of knowledge on a capitol world or a hidden fortress where secret texts are translated and composed. Agents of the Imperium from all across the sector rely on her as the mistress of secrets. The character can now make any Lore Test at one quarter of the normal time, and all Lore skills are basic skills for her when she is in her library.

In addition if the character wishes they can write a treatise on a subject, drawing together knowledge from all sources. In this way new volumes of such works as the Liber Heresius are written. This requires a Very Hard (-30) crafting check using a Lore Skill. The result of the check determines the significance of the work:
Poor: The work is rehashed nonsense. No benefits are accrued.
Common: The work becomes another reference work or account to add to the shelves. It will allow another library to be able to be used for research into Lore tests for that Skill.
Good: An original work which increases knowledge in the subject area. Any Test on the Lore Skill using this work as reference material receives a +10 bonus.
Best: A seminal work which shifts perception of the whole field of scholarship. Copies of this work circulate beyond the sector, and in time may make the character's name known across the Imperium. The character gains a great deal of fame, and powerful figures, including Inquisitors', may seek her out. Not all may be friendly, works of such power draw condemnation as well as acclaim. For Lore Tests allows the character to make a second attempt at a failed roll, at the same Difficulty as the first, as the character considers the problem from a new angle.

Legatine Famula
A Legatine Famula's role as adviser now expands to the level of senior statesman (or rather woman). She brings together diverse and rivalrous organisations in service to the Emperor, channelling them into benefiting the Imperium with their competition rather than destructive trade wars and vendettas. The character can create any number of contacts in the same way as a Nunciate Famula, limited to one per house. The character receives a +10 bonus to the interpersonal Test per contact when arranging meetings between organisations.

Legatine Hospitaller
A Legatine Hospitaller is now likely to be the senior figure of her Ordo in the entire sector. The character is the overall head of all sisters hospitaller and the orders resources. The character now has automatic access to Best quality medical facilities at multiple locations across the sector, and can have multiple mobile facilities set up anywhere the character wishes,and does not have to be present to operate them. The character can also have a special mobile facility which is Best quality set up almost anywhere in 2D10 days, though the character must be present to operate this one. The character can have entirely new permanent facilities set up, but this takes 2D10 years and requires a successful Hard (-20) interpersonal or Common Lore (Ecclesiarchy) Test.

Legatine Militant
A Legatine Militant is a senior officer of her order, and unless the sector has particularly large number of battle sisters, is likely to be the highest ranking officer of her order in the sector. She can have up to 200 sisters of battle under her command, though about 50 to 100 is more common. The character starts with 50, divided into squads and lead by up to two Superiors. Additional squads can be request in the same way as for a Celestian Superior. The force can have a maximum of one seraphim or celestian squad for every two squads of battle sisters. Additional Superiors can be requested as well but with a Difficult (-10) Test. The character can also request Exorcist tanks. This is a Hard (-20) Test, and is limited to a maximum of three. The character also now has command of at least one major military convent base for the sisters, and may have additional ones at Ecclesiarchal temples, holy sites or as hidden fortresses across the sector.

As a military commander of rank a Legatine Militant can also request support from the Imperial Guard and the Imperial Navy. Assets up to a regiment or an air wing can be had fairly routinely, larger or elite forces may require an interpersonal or Common Lore Test at a difficulty set by the GM. A Legatine Militant can also request the use of arco-flagellants, penitent engines and the frateris militia from the main Ecclesiarchy. See the Cleric resources for what the agents of the Ecclesiarchy can raise. These forces are always lead by the commander who raised them, they are not under the direct command of the character.