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WH40K Open rules set and systems Some of the descriptions are threadbare and can be referenced back to the book examples, this is done to save space in this document and it functions as an outline only. I might be able to type fast, but if you've got the books then you'll soon figure out those references. 1: Characteristics Pg 2 2: Home Worlds Pg 2 3: Character History Pg 3 4: Career Pg 4 4.1 Advanced Careers Pg 7 5. Aptitudes Pg 11 5.1 Characteristic Aptitudes and Skill Advances Pg 12 5.2 Talent Advances and Tier 1 Talents Pg 13 5.3 Tier 2 Talents Pg 14 5.4 Tier 3 Talents Pg 15 5. Spend Experience Pg 16 6. Fate Points Pg 16 7. Cell Influence Pg 17 8. Equipment Pg 17 Specialist Rules Psykers and Powers Pg 18 Alternate and Elite Careers Pg 19 Disclaimer- This is a fan's set of house rules for private use only, no challenge to FFG or Games Workshop is implied or intended. I bought all your books (even the Deathwatch ones!) and as a result I'm quite poor, so give me a break and don't send lawyers after me. To Players and GM's, make of them what you will but give credit where it's due and this will require tailoring to your group's taste, a fair amount of really subjective interpretation, fiddling and jiggering to suit. But after all, that's why we're roleplayers and not nerd-raging in an MMO on some dark server on the internet. A lot of the thought-experiment that went into this borders on the conservative so PC's can't get too rockin and unstoppable straight out of the gate, if they do, shoot them with a las cannon and adjust/ban things for consistency while they're re rolling.
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WH40 Open System

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Page 1: WH40 Open System

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WH40K Open rules set and systemsSome of the descriptions are threadbare and can be referenced back to the book examples, this is done to save space in this document and

it functions as an outline only. I might be able to type fast, but if you've got the books then you'll soon figure out those references.

1: Characteristics Pg 2

2: Home Worlds Pg 2

3: Character History Pg 3

4: Career Pg 4

4.1 Advanced Careers Pg 7

5. Aptitudes Pg 11

5.1 Characteristic Aptitudes and Skill Advances Pg 12

5.2 Talent Advances and Tier 1 Talents Pg 13

5.3 Tier 2 Talents Pg 14

5.4 Tier 3 Talents Pg 15

5. Spend Experience Pg 16

6. Fate Points Pg 16

7. Cell Influence Pg 17

8. Equipment Pg 17

Specialist Rules

Psykers and Powers Pg 18

Alternate and Elite Careers Pg 19

Disclaimer-

This is a fan's set of house rules for private use only, no challenge to FFG or Games Workshop is implied or intended. I bought all your

books (even the Deathwatch ones!) and as a result I'm quite poor, so give me a break and don't send lawyers after me.

To Players and GM's, make of them what you will but give credit where it's due and this will require tailoring to your group's taste, a fair

amount of really subjective interpretation, fiddling and jiggering to suit. But after all, that's why we're roleplayers and not nerd-raging in an

MMO on some dark server on the internet. A lot of the thought-experiment that went into this borders on the conservative so PC's can't

get too rockin and unstoppable straight out of the gate, if they do, shoot them with a las cannon and adjust/ban things for consistency

while they're re rolling.

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1: Characteristics

Human-  25 in each with 100pts to allocate amongst all with no more than 20 to any characteristic

Scout Marine-  25 in each with 125pts to allocate amongst all with no more than 25 to any characteristic

2: Home Worlds

Everyone comes from somewhere, pick one world.

Primitive- Feral, Death or Feudal and also covers some of the abandoned or wilderness areas of civilised places 

+5 Toughness, -5 Willpower Starting Wounds- 2 x Toughness Bonus +3 +1D5

Skills- Navigation (Land), Awareness, Survival, Swim Talents- Resistance (Toxins) and Resistance (Fear)

Trait- Survivalist

Due to an extreme environment your character grew up in they are tenacious survivors that can re-roll failed Toughness tests, but not

conventionally educated and suffer a -5 penalty to Scholastic Lore tests.

Aptitudes:  Pick two of the following

Weapon Skill, Strength, Toughness, Agility Perception, Offence, Field Craft

Developing- War, Frontier or Penal and some of the more violent underhives and outer wastelands of imperial worlds

+5 Awareness, -5 Fellowship Starting Wounds- 2 x Toughness Bonus +2 +1D5

Skills- Intimidate, Scrutiny Talents- Light Sleeper, Street Fighting

Trait- Outlander

Some of the Imperium's worlds are in dysfunction, an upbringing which could be generously described as a 'tough'. People from Imperial

and Developed places distrust you for various reasons and you suffer a -10 on the Reaction table if they know where you came from. In

your world, there is the quick and the dead, have +2 to Initiative rolls

Aptitudes:  Pick two of the following

Weapon Skill, Ballistic Skill, Strength, Agility, Perception, Finesse, Field Craft 

Imperial- Agri, Shrine or Hive and is the median others are compared against. 

+5 Fellowship, -5 Awareness Starting Wounds- 2 x Toughness Bonus +1D5

Skills- Commerce, Common-Lore Imperial Creed, Trade (Any x1), Inquiry Talents- Unremarkable

Trait- Imperial Citizen

While you might be just 1 amongst a billion others you are a contributing member of society and fit in most anywhere, but ignorant of the

galaxy at large and have a -5 penalty to Forbidden Lore tests.

Aptitudes:  Pick two of the following

Toughness, Willpower, Fellowship, Defence, Tech, Leadership, Social

Developed- Noble, Schola Progenium or Pleasure and fairly much anywhere up the top of the social order of the Imperium

+5 Willpower, +5 Fellowship, -5 Strength, -5 Agility Starting Wounds- 2 x Toughness Bonus +1D5

Skills- Command, Linguistics (High Gothic), Common-Lore Imperial Creed Talents- Air of Authority

Trait- Imperial Peer

Through luck you were born into a position of upper pecking order which afforded you a relatively easy start to life. You contribute +5 to

the groups Influence Factor before any career modifiers and tend to look down on them.

Aptitudes:  Pick two of the following

Agility, Intelligence, Fellowship, Knowledge, Leadership, Social, Finesse

Technological- Fortress, Forge or Void and other hubs of cutting edge Imperial industry

+5 Intelligence, -5 Perception Starting Wounds- 2 x Toughness Bonus +1 +1D5

Skills- Common-Lore Tech, Tech Use, Trade (Any x1) Talents- Technical Knock, Operate (Any x1)

Trait- Faith in Mars

Due to a reliance on technology and Adeptus Mechanicus heritage, you have tended to ignore many of the tenants of Imperial Creed and

suffer a -5 to any tests to that skill.

Aptitudes:  Pick two of the following

Ballistic Skill, Intelligence, Willpower, Offence, Defence, Tech, Knowledge

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3: Character History

Your Birthright

For untold billions the humble are locked into their destiny and career with a few rising above the teeming hordes to a station of note,

though more than few go sliding backwards into obscurity too!

Pick from the Outcast, Fringe or Imperium options and then ONE of the options underneath it.

Outcast

As part of or having associated with outlawed elements of society, you had best hide that past or risk having it pop back up to haunt you,

probably when you least want it. Despite flaws in your morality, the Inquisition always has a limited use for your kind as firsthandknowledge of those it often wishes to hunt.

Reclamator- +3 Intelligence, Forbidden Lore Archeotech, Tech Use, 1D2 Corruption Points

Scrapegrace- +3 Perception or Agility, Stealth, your choice of 1D2 Insanity or Corruption Points

Tainted- +3 Toughness or Willpower, Peer (Mutants), -3 Fellowship, Roll once on Minor Mutation table Pg 334 of DH MRB*

False Man- Ambidexterity, Autosanguine, Cold Hearted, Pick 2 x Characteristics +3 to them and have 1D10+5 Insanity Points*

*Not available to Scout Marine

Fringe

At some point you took a journey away from the confines of Imperial society and ended up somewhere away from its niceties, for those

from primitive worlds it may have been a dalliance with the more rotten edges of civilisation or alternatively, you where part of civilisation

and chose to drop out of it for various reasons.

Scavenger- +3 to Willpower or Agility, your choice of 1D2 Insanity or Corruption Points

Hired Gun- +5 to Ballistic Skill, Intimidate, -5 Fellowship and 1D2 Insanity PointsSurvivalist- +3 Toughness or Perception, Survival, +1 Wound and 1D2+1 Insanity Points

Street Fighter- +5 Weapon Skill, +3 Toughness or Strength, Enemy (An Underworld organisation) +1 Corruption Point

Imperium

You have remained loyal to the Imperium despite the challenges it presents to you and freedom of choice it has taken away in some

circumstances. The end result is that you are a citizen doing their duty both to society and the god emperor.

Tithed- Pick any 2x Skills to be trained in and 1 x Weapon Training (No Forbidden Lore or Exotic Weapons)

Menial- +5 Strength, -5 Intelligence, +1 Wound

Savant- +3 Intelligence or Perception, -3 Strength, Logic, Peer (Academic)

Creed- +5 Willpower or Fellowship, -3 Weapon Skill

Your Trials

A life changing event which is often the reason a character is brought to the attention of the Inquisition in the first place, either by design

or fate it will have been a formative part of the character's psyche and outlook. Pick ONE from the following or randomly generate-

1 Called to Fight +3 Ballistic Skill, Hatred (Pick one- Xeno Species specific, Heretics or Daemons) 1D2 Insanity Points

2 Hunted +3 Perception, Enemy (whoever or whatever... or GM's choice)

3 Warp Incursion Resistance (Psychic Powers), Light Sleeper, 1D5 Corruption Points

4 Dark Voyage +3 to any characteristic, 1 x Forbidden Lore Skill, 1D2 Insanity Points

5 Wanted Enemy (Arbites), Peer (Underworld)

6 Careless 1 x normal quality Cybernetic Component or Bionic Limb

7 Free Thinker +3 Intelligence, -3 Willpower, Enemy (Ecclesiarchy)

8 Decadence +3 Fellowship, 1D2 Corruption Points

9 Calamity Hardy , -1 Influence

10 Stolen Fortune +1 Influence, -3 Willpower

Your Motivation

While character motivations may subjectively change over time and have to focus on their careers, there is a driving force behind them

which should affect their actions and often lead to them questioning activities that they may not agree with

1 Duty Unshakable Faith 2 Knowledge Any Common or Scholastic Lore

3 Fear Paranoid 4 Penitent Dark Soul, 1D2 Corruption Points

5 Fresh Start Common Lore (Any) and Trade (Any) 6 Thrill Seeker Nerves of Steel, -1 Wound

7 Zealot Armour of Contempt 8 Vengeance Hatred (Any)

9 Fortune +1 Fate Point 10 Renown Peer (Any)

Note- Instances where a skill is included by both a Home World and History becomes +10, a duplicated Talent will require a substitution of

a suitable equivalent

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4: Career

The Imperium has a wide variety of careers its citizens more often end up in because their parent occupied that career and handed it onto

their children, by circumstance- psykers and navigators who are destined by birth to serve in that function and in a lot of cases, the career

chooses them and they don't have any say in the matter.

The more pragmatic characters might look on the inquisition as being a way up or out of their circumstances, admittedly they are a

fearsome entity to work for and demand the absolute fealty from those engaged in their service. A service which typically ends face down

dead somewhere terrible at the hands of heretics, xenos or the daemon where they will be soon forgotten as failures. For the very tiny

percentage who manages to both survive the dangers and politics of inquisitorial service they stand to rise to the rank of throne agent or

even inquisitor themselves one day.

Adeptus Administratum

As part of the Adeptus Administratum the Adept is a privileged member of the Imperium, privy to reams of otherwise private and

important data that can range from a planetary governors tithe to helots housing leases. At the very bottom they are but scribes and

copyists, but with enough influence can rise up the ranks to be put in a position of power that can arrange food shipments to hives and sign

off on the logistics to supply a war with conscripts.

Starting Skills

Linguistics (High Gothic), Trade (Copyist), Common Lore (Imperium), Common Lore (Administratum)

Starting Talents

Weapon Training (Primitive) Weapon Training (Solid Projectile), Light Sleeper or Resistance Cold, Sprint or Unremarkable

Lore Master

Can spend a Fate point and automatically succeed at a Ciphers, Lore or Logic test and resolved in the minimum of time to do so.

Starting Gear- 

Flack Vest, Common administratum robes, Auto-Quill, Chrono, Data Slate, Backpack, Stub Revolver and Staff

Adeptus Arbites

Arbitrators ensure the laws of the Imperium are obeyed and act as judge, jury and executioner against rebels, sedition and heretics. They

do not serve any governor or even give much regard to a planet's local laws provided that they don't oppose that of the Imperium and will

bring a swift change to those that do. They are held in high regard for their duty to the law and feared for their brutality in executing it.

Starting Skills

Common Lore (Imperium), Common Lore (Adeptus Arbites), Inquiry

Starting Talents

Weapon Training (Primitive) Weapon Training (Solid Projectile), Quick Draw and Rapid Reload

Man Hunter

When in pursuit of a fugitive, the Arbitrator can spend a fate point to pick up a single clue to begin the lead, provided the suspect has been

in the area within the last 6 months.

Starting Gear- 

Pump-Shotgun, Club, Brass Knuckles, Knife, Mesh Vest, Good Uniform, 3 doses of Stimm, Arbitrator ID, Chrono

Assassin

Skilled killers, bounty hunters and executioners, some are nothing more than soulless murderers and others find solace in conducting their

missions by taking them in the name of the emperor of mankind. Whatever the means, modus and reason, they expect to be paid for their

grim work and only the most confident would consider otherwise.

Starting Skills

Awareness, Dodge, Parry, Stealth

Starting Talents

Weapon Training (Primitive) Weapon Training (Solid Projectile), Weapon Training (Las) Ambidextrous or Unremarkable

Art of Murder

The assassin can re-roll 'Emperors Fury' (BC- Zealous Hatred) critical results on a target they have attacked; the second result stands even if

it was less than the original.

Starting Gear- 

Long-Las or Hunting Rifle, Stub-Automatic or Las Pistol, Sword, Knife, Armoured Bodyglove, Common Clothes, Charm

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Cleric

As priests of the Emperor, members of the Ecclesiarchy are charismatic and respected figures of authority that inspire, lead and preach to

the masses of faithful humanity. They can be found at every level of society in the Imperium, workplaces, battlefronts, advisors to

governments and in some cases joining Rogue Traders to carry the word of the Emperor to the heathens beyond.

Starting Skills

Linguistics (High Gothic), Common Lore (Imperial Creed), Charm, Scholastic Lore (Imperial Creed) 

Starting Talents

Weapon Training (Primitive) Weapon Training (Solid Projectile), Weapon Training (Las)

Call to the Faithful

Taking advantage of the religious indoctrination of Imperial citizens, once per session the cleric can make a single Charm test at +0 to gain

the Peer Talent with one organisation of their choice for the remainder of the game.

Starting Gear- 

Hammer or Sword, Auto Pistol, Knife, Flack Vest, Aquila necklace, good quality priests robes, Illuminated book, candles, charm, backpack

Guardsman

The vast majority of trained soldiers come from the Imperial Guard or Planetary Defence Forces, others may have been raised in private

armies, served as bounty hunters or even raised as a Penal legion of criminals with a bomb-collar. The inquisition makes use of these

individuals both as a link to the military in the Imperium, but mostly for their capability of making things die.

Starting SkillsOperate (Ground Vehicle), Dodge, Swim

Starting Talents

Weapon Training (Primitive), Weapon Training (Las), Weapon Training (Solid Projectile), Weapon Training (Launcher)

Weapon Master

The Guardsmen trains extensively and picks 1 Class of weapon (Pistols, Basic, Heavy, Melee or a single Exotic) for which they proficient in

above all others. With that class of weapon they have a +5 to-hit, +1 Damage and +1 Pen when using it in combat.

Starting Gear- 

Axe or Hammer or Sword, Las Pistol & Las Gun or Stub-Pistol & Autogun, Guard Flack armour, common uniform, Backpack, 1weeks rations,

mess kit and Imperial Infantryman's Uplifting Primer.

Sanctioned Psyker

While widely feared and loathed in the Imperium by its citizens, psyker's form a vital part of the Imperium by providing psychic firepower

on the battlefield and long range communication between worlds. Despite the vital role in the Imperium, being a Psyker carries a risk that

when they tap into the warp, there is a risk that Daemons and psychic predators take note or other weirdness happens.

Starting Skills

Awareness, Psyniscience

Starting Talents

Weapon Training (Primitive), Weapon Training (Solid Projectile), Psy Rating 1

Starting Powers

500xp to spend on Psychic powers

Sanctioned Psyker Trait

You count as a bound Psyker and can use powers at Fettered (1/2 Psy Rating), Unfettered (Base Psy Rating) or Push (+3 Psy Rating)

Starting Gear- 

Sword or Staff, Psykana Mercy Blade, Stub Revolver, poor quality clothes, Flack Vest, Emperors Tarot Deck.

Pick One of the following as your Class-

Imperial Psyker A military or scholarly psyker who begins play with Psy rating of 2 and a Sanctioning brand on your forehead

or  

Astropath Begins play with Astral Telepathy power (pg 162 RT MRB) and the traits- Soul Bound to the Emperor  and See without Eyes 

Soul Bound to the Emperor

+20 to Willpower when resisting Possession, in any opposed willpower tests against daemons to resist any Talent, Psy Power, Special

Ability originating from daemons. Roll an extra 1D10 when rolling on Perils of the Warp and discard any 1D10 for a more favourable result.

See Without Eyes

You are blind but able to perceive without senses and unaffected by effects that target vision (blind grenades, darkness, cameoline etc) but

unable to detect the presence of an Untouchable.

Psychic Powers will be detailed later; they use the mechanics of BC Psy Powers.

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Imperial Officer

Forming the leadership of a military unit as a commissioned officer, they have received some basic training in weapons and expected to

lead their troops from the front in combat situations. The Imperial Guard and Navy have a long standing set of traditions and service going

back 10,000 years and are separate institutions (Pick one). As a member of the inquisition, they naturally gravitate to being the leader of an

acolyte cell.

Starting Skills

Command, Navigation (Land) or (Stellar), Scholastic Lore (Tactica Imperialis)

Starting Talents

Weapon Training (Primitive), Weapon Training (Las), Air of Authority, Peer (Imperial Navy) or (Imperial Guard)

Exceptional Leader

As a free action once per round the officer can grant an ally that they can see and can hear them, +10 to any one test.

Starting Gear- 

Good Quality Sword, Las Pistol, Knife, Guard Flack Armour, Good quality uniform, Data Slate, Comm Bead.

Scum

A catch-all for the galaxy's criminals, gangers, thieves, pirates and underclass that generally have no legitimate use to society, though by

definition society can be very diverse in the Imperium and its tens of thousands of worlds with their own cultures. While often just as god-

emperor fearing as legitimate Imperial citizens, they have rarely any respect for local laws and the inquisition always has use for someone

getting things done by hook or crook.Starting Skills

Charm or Inquiry, Dodge or Stealth, Commerce or Evaluate, Common Lore (Underworld) or Sleight of Hand

Starting Talents

Weapon Training (Primitive) Weapon Training (Solid Projectile), Ambidextrous or Unremarkable

Keen Eyes

The Scum gets +1DoS on any successful Commerce, Inquiry or Evaluate tests

Starting Gear- 

Shotgun, Auto-Pistol, Knife, Brass Knuckles, Underhive Leathers, Mesh Vest, Backpack, Injector with 3 doses of Stimm

Tech PriestAs part of the machine cult of Mars, tech priests are aloof from Imperial society and devoted to the arcane mysteries of technology, often

replacing most of their body with bionic components and keeping with their own traditions. They are the guardians of machines and know

the secrets of cajoling machine spirits into ignition and the sacred arts of maintenance. Like the Ecclesiarchy and its purges of heresy, they

can be just as vengeful with tracking down hereteks who would perform tech-blasphemy.

Starting Skills

Tech Use, Common Lore (Tech), Trade (Technomat) Common Lore (Adeptus Mechanicus)

Starting Talents

Weapon Training (Primitive) Weapon Training (Las), Binary Chatter

Mechanicus Implants

The tech priest starts with Adeptus Mechanicus Implants (Pg 27 DH MRB) and 1 x Common quality Bionic or Cybernetic implant

Starting Gear- 

Staff, Las Carbine, Glow Globe, Data-Slate, Vial of Sacred machine oil, good quality Mechanicus robes, Combi-tool

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4.1: Advanced Careers

These careers are meant for specialist deployments and players with a good knowledge of the 40K universe as they have backgrounds,

behaviour, special game effects and equipment that differentiate them from the standard careers. Requires the GM's approval as they

have an impact on games in some areas which will have to be taken into account when designing adventures.

Navigator

Vital members of the Imperium are those who bear the ancient navigator gene which was created as a stable mutation some 25,000 years

ago in the dark ages of technology. Without them there would be no warp-travel beyond 5 light year jumps and the Imperium of Man

would come to an abrupt halt. While caged somewhat into performing this vital service, they are protected under a number of edicts whichputs them outside of imperial law under some circumstances and are a rare resource an Inquisitor is lucky to have at their disposal.

Unlike a Psyker, the Navigator doesn't incur perils of the warp when they use their sanctioned powers, however they are limited to only

learning navigator powers and can only pick up navigator mutations.

Lineage

+5 Willpower, +5 Perception, -5 Weapon Skill, -5 Ballistic Skill Starting Wounds- 2 x Toughness Bonus

Skills- Linguistics (High Gothic) Scholastic Lore (Astromancy) Talents- Weapon Training (SP) or Weapon Training (Las)

This replaces the "Home World" part of character creation; the Birthright, Trials and Motivation are as per normal. While there are

thousands of navigator houses, they are but a tiny drop in the ocean of humanity and unknown to most citizens of the Imperium outside

the Navy and some Rogue Traders. Choose one of the following-

Nomadic House

Forsaking their terrestrial holdings, the Nomadic houses are born between stars and rarely set foot on dirt, they have an intimate

understanding of the stars, space and warp.

+10 to Navigate (Warp) tests

Spend a Fate Point and succeed on a Navigator Power, if DoS are relevant, roll 1D5 and that is the number of degrees of success achieved

-10 to all Fellowship tests and Fellowship skills while on the surface of a planet.

Start play with a single, random Navigator Mutation and may develop additional mutations when learning a Navigator power (+10 to tests)

Magisterial House

Largest, oldest and most respected of the navigator clans are the Magisterial houses who have considerable influence and family backing.

Once per game may force an opponent to re-roll their resistance against Lidless Stare

When testing to avoid navigator mutations receive a +20 bonus instead of +10

+10 to Interaction tests with Imperial Nobility and +2 Influence points at start

Start play with a single mutation chosen from- Strangely Jointed Limbs, Elongated Form, Pale and Hairless, Eyes Dark as the Void

Shrouded House

A house that has suffered great loss or shame and a barest strand of their former power, it may be waning back into its former state or

becoming extinct, they are often found on the fringes of the Imperium.

Begin play with the Gaze into the Abyss navigator power, this may be raised in-game to 'Paragon' (above Master) for a +30 Bonus

Poor and destitute starting with -1 to their Influence points at creation, to a minimum of 1

They gain a +10 to Barter, Charm and Carouse Skills

Start play with a single, random Navigator Mutation and may develop additional mutations when learning a Navigator power (+10 to tests)

Renegade House

Forsaken by other Navis houses, the renegades are ostracised by their peers for having dabbled with the genetic makeup of their children

and are closely watched by the Inquisition.

Start play with an additional Navigator Power, Pick 3 powers (even if not learned) they have +10 to their tests and a -10 to resist penalty

Begin play with 2 x random Navigator Mutations, subsequent mutation tests are at +0 and 1D5 Insanity AND Corruption Points

Suffer a -10 to Interacting with official bodies of the Imperium

Starting Skills

Forbidden Lore (Warp), Navigation (Warp), Awareness, Psyniscience, Common Lore (Navis), Forbidden Lore (Navis)

Starting Talents

Weapon Training (Primitive)

Navigator TraitWarp Eye- All Navigators begin with the Lidless Stare navigator power and are Immune to the effects of Warp Shock.

Starting Gear- 

Staff, Hell Pistol or Hand Cannon, full Mesh Armour, Emperors Tarot Deck, Best quality Headscarf and Robes, A Charm, Comm Bead

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Adepta Sororitas

A zealous and totally fanatical sect of the Ecclesiarchy used to defend itself from its enemies, the Adepta Sororitas are a force of elite

troops, skilled physicians, social manipulators and learned scholars devoted to rooting out heretics and threats to the Imperium. Being that

the church was forbidden to have men at arms under decree of the high lords of Terra, all its members are female.

While not a large force, they are frequently found at the edge of the church's concerns in battles, crusades, schola progenium schools,

governor's sides, hospices and monitoring other important nobles as advisors. Typically they are drawn from progenium schools and other

distinguished backgrounds (Must come from an Imperium Birthright) and sent to be extensively trained at convents where they eventually

pick their vocation.

Starting Skills ubiquitous to all Sisters- 

Common Lore (Ecclesiarchy), Common Lore (Imperial Creed) Linguistics (High Gothic) Perform (Singer)

Starting Talents ubiquitous to all Sisters-

Weapon Training (Bolt), Weapon Training (Primitive)

True Faith

All Adepta Sororitas start with the Pure Faith talent (pg 104 RT MRB) qualifies them for other faith powers (from the RT MRB and DH BoM)

All Adepta Sororitas start with the Unshakable Faith talent

Basic Starting Gear ubiquitous to all Sisters- 

Good Bolt Pistol, Mono-Knife, Chaplet Ecclesiasticus (as Charm), Ring of Suffrage, Shield Robes, Copy of Rule of the Sororitas, Writing Kit

Supine Class

Personal requisitions by the sister with the aid of the Ecclesiarchy are at a +20 Influence if they are dealing directly with the church. The

majority don't have any need for material wealth, rarely carry more than two weapons at a time and unused equipment is expected to be

returned to the church.

Sister of Battle

Militants of the Adepta, while limited in their skill set they bring massive firepower, gross intolerance and no sense of subtlety. For those

reasons alone they are the most well known, something an Acolyte cell doesn't necessarily want attention drawn to.

Starting Talents Hatred (Heretics)(Mutants)(Psykers)

Starting Gear Godwyn-De'az Bolter, Sororitas Power Armour, 2 Frag Grenades, 2 Krak Grenades

Sister Dialogous

Scholars who spend much of their time rooting out threats to the Imperial creed, deciphering arcane literature, translations and protecting

the church's data. Outside the church they sometimes serve high ranking officials and inquisitors as interpreters.

Starting Skills  Secret Tongue (Any), Linguistics (Any) Forbidden Lore (Heresy), Scholastic Lore (Ecclesiarchy)

Starting Gear Dialogous Staff

Sister Famulous

The elite trust their business dealings to the Ordo Famulous, who in turn monitor their bloodlines, check for signs of heresy and often work

closely with the Dialogous and Hospitaller orders to make sure the nobles of the Imperium don't become too inbred or develop mutation.

Starting Skills  Scrutiny, Inquiry, Command, Scholastic Lore (Heraldry) Forbidden Lore (Heresy)

Starting Talents Air of Authority

Sister Hospitaller

While much appreciated as healers, doctors and counsellors, the Ordo Hospitallar are more than ready to deliver judgment to heretics,

mutants and xenos if needed. They often end up seeing the worst the galaxy has to offer in the hospices of battlefields.

Starting Skills  Medicae, Forbidden Lore (Mutants)

Starting Talents Peer (Imperial Guard), Jaded

Starting Gear Hospitaller Carapace, Hospitaller Medicae kit

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Scout Marine

It takes a well connected Inquisitor to have any dealings with the Astartes, who by and large are wary of their interests in their Chapter and

some like the Dark Angels will rarely deal with the Inquisition at all. For an Inquisitor to even have one or two scout marines on-call for

their own purposes they must be very influential indeed. Having actual fully equipped marines at their disposal implies that they've done

favours and dealt with the Astartes on equal terms, making them extremely formidable individuals.

For the marine himself, being 'loaned' to an Inquisitor is something of a mixed blessing, it takes them away from the chapter at a formative

age and to some extent gives them a wealth of experience they wouldn't get under normal circumstances and makes them considerably

more worldly.

The Chapter

The chapter is their first allegiance above all other concerns and never too far away as the proto-marine is still growing some of their

implants and will require check-ups every 6-12 months while they're forming and enough equipment is left to the Inquisitor to issue to

them as required. They are expected to self discipline themselves, honour and uphold their chapter.

The chapter replaces the Characters "Trials" part of the character development.

The Solo Mode special ability and Demeanour can be found in the DW MRB, The First Founding and Rites of Battle Sourcebooks, as is the

backgrounds for the chapter's history. Dark Angels are not included due to a reluctance to work with the Inquisition on any level.

Black Templars

+5 Weapon Skill. +5 Willpower, Righteous Zeal Solo mode ability, Cannot be Librarian or Devastator

Implants- Sus-An Membrane and Betchers Gland deficient, Zealous demeanour

Blood Angels+5 Weapon Skill, +5 Agility, Frenzy Solo mode ability, The Red thirst demeanour

Space Wolves

+5 Perception, +5 Fellowship, Wolf Senses solo mode ability

Heightened Senses (Smell) and Counter-Attack talents, Tactical Marine only, Sons of Russ demeanour

Storm Wardens

+5 Strength, +2 Wounds, Thunders Call Solo mode ability, Sacris Claymore, Aspire to Glory demeanour

Ultramarines

+5 to any 2 characteristics, Favoured Son solo mode ability, Honour the Codex demeanour

Imperial Fists

+10 Willpower, Siege Master Solo mode ability, Sons of Dorn demeanour

Iron Hands

+5 Ballistic Skill, +5 Toughness, Steel over flesh solo mode ability, Exceptional craftsmanship bionic hand, Iron and Hate demeanourRaven Guards

+5 Agility, +5 Perception, Master of shadows solo mode ability, Mucranoid and Betchers Gland Deficient, Son of Night demeanour

Salamanders

+5 Toughness, +5 Intelligence, Fire born solo mode ability, Resistance Heat, Promethium Cult demeanour

White Scars

+5 Agility, +5 Willpower, As Swift as the Wind solo mode ability, Son of the Steppes demeanour

Starting Skills

Awareness, Ciphers (Chapter), Dodge (Ag), Common Lore (Astartes) Stealth, Scholastic Lore (Codex Astartes) Survival

Starting Talents

Ambidextrous, Astartes Weapons Training, Heightened Senses (Sight+Hearing), Resistance (Psychic Powers), True Grit, Unarmed Master

Starting Traits

Unnatural Strength (4) Unnatural Toughness (4) Hulking, Plus others- See Space Marine Implants (Active) below

Starting Wounds

As Home World- Including the Unnatural Toughness Bonus + 1D5

Space Marine Implants (Active)

These have some tangible game effects- read their description in the DW MRB! You forget it, not the GM's problem.

Secondary Heart Ossmodula Biscopea Haemastamen Larramans Organ Catalepseam Node

Omophagea Multi Lung Occulobe Lymans Ear Sus-An Membrane Melanchrome 

The Space Marine Implants still growing- must be bought in order 1, 2, 3, 4 for 350xp each during game play and have their own special

abilities. Once all 4 have been bought, the character is considered a full marine and will be brought back to the chapter for evaluation. At

that point they may return to service in the inquision with their full marine equipment or a new character created.

(Note that some chapters may have malfunctioning organs and do not have to be purchased)

1: Mucranoid 2: Betchers Gland 3: Progenoids 4: Black Carapace

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Military Specialisation

As scout Marines, the proto-marine is still learning their vocation, however they do have some considerable training which they're

expected to master and make their own in their service to the chapter to be considered a marine.

The full details for their special abilities are in the DW MRB

Apothecary-  Medicae Special: Guardian of Purity or Create Toxins or Enhance Healing

Assault-  Swift Attack Special: Wings of Angels or Wrathful Descent

Devastator-  +5 Ballistic Skill Special: Immovable Warrior or Unrelenting Devastation

Librarian-  Psyniscience Special: Psy Rating 2, Pick 2 x Psy Techniques from the DW MRB (Bound Psyker)

Tactical-  Command Special: Bolter Mastery or Tactical Expertise

Techmarine-  Tech-Lingua, Tech Use Special: Improve Cover and Blessed by the Omnissiah (Mechanicus Implants)

Equipment

As an Astartes the character has access to some truly formidable equipment that is worth a planetary governors ransom. The marine is

accountable for its upkeep and maintenance; if it is lost or destroyed it will be a very long walk to get something like it again and a very

unhappy chapter when he gets back!

Scout Armour- Carapace (AP7 Body & Arms) Bodyglove (AP 5 Legs)

+10 to Stealth, +10 to resistance vs NBC and Corrosives, -10 to being Detected by Mechanical means, Vox-Caster (75km range)

Interlocutor Beacon (10km range ID signal) Auto-Injector Cuff: +5 to resist Toxin attacks, 2 x pain blockers (Ignore critical damage 1D10rds)Stim-Injector (auto-activates upon being stunned in 1D5rds)

Cameoline Cloak +20 Stealth when stationary

Backpack containing- Medical Kit, Glow-Globe, Water Canteen, 3 days food, Darksight Goggles

Astartes Combat Knife (1D10+2R Pen 2)

Fragmentation Grenades x 3 (2D10 Blast 5)

Astartes Bolt Pistol (Range 30m RoF S/2/- Dmg 1D10+9X Pen 4, Mag 14, Rld Full- Tearing)

Issued Weapons and Equipment

A marine accumulate 'Influence' as he adventures with an acolyte cell, however, this is later converted into 'Renown' which will let him use

more advanced weapons and equipment depending on the missions he is set, some will be issued as-required. The Inquisitor will have the

keys to the vault and final say on what's issued as there is a limited amount under their discretionary deployment to the scout.Typical primary weapons can include-

Chainsword(s), Godwyn Pattern Bolter, Astartes Heavy Bolters, Flamers, Launchers, Las cannons, Astartes Shotguns along with most

weapons and ammunition which don't have a Renown requirement.

Working with Humans

The GM should issue some equipment to Human players if he feels they're dominated or completely reliant on the Angel of Death's sheer

firepower, but at the end of the deployment, it has to be returned. After all, if the Inquisitor has a Space Marine deployed, (even one who's

a scout) then the threat/danger level is accordingly indexed to take that into account.

Likewise, the player marine has to understand that they are going to stick out like a sore thumb and may compromise the Acolyte cells

activities in certain situations and be prepared to keep a discrete distance until needed. Eventually the humans will catch up to roughly

match the Marine in the field as they get their own, better equipment but at start they will rely on him to do a lot of the heavy combat.

Grey Knights

While they do form a vital part of the Ordo Malleus's militant arm, they are only deployed as a full-marine and under conditions which

could only best be described as 'too far gone'. This system does take into account Scout Marines will grow up to be Space Marines and be

running around in full power armour with handheld weapons of mass destruction some day, (in fact quite a few adventures could involve

them retrieving it from the hands of the unworthy), a Grey Knight is even better equipped in some ways than a Space Marine!

Currently not in the scope of lowly acolyte adventures, maybe later with high level characters that have the necessary experience to keep

up with one. That is not to say that the Grey Knights can't be deployed as NPC's after Acolytes light up the target, the subsequent purging

of the area of any witnesses as part of the Grey Knight insertion means they might not survive unless their Inquisitor really likes them...

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5. Aptitudes

First Pick

From the character's home world they will have will have picked up Two (2) Home World Aptitudes which is something they grew up with

in life, schooling, survival and as a profession. This is a natural leaning simply based on environmental influence.

The second and third set of Aptitude Picks is Player's choice as they begin their career and ties in with the Characteristics, Skills and Talents

XP costs-

Having 2 matching Aptitudes for an Advance means the lowest cost in XP

Having 1 matching Aptitude for an Advance means a median cost in XP

Having 0 matching Aptitudes for an Advance means the highest cost in XP

The player can chose to be highly specialised, receiving lowered XP cost in keeping with what they're good at, or alternatively a spread of

Aptitudes across their character which will give them a median XP cost over several characteristics, skills and talents. Finally, some might

break the moulding so to speak and leave their background origin behind them and strike out on something which is not a-typical.

There are two Aptitudes which cannot be selected as they are either a generic or specific-

General

Skills and Talents with the General Aptitude represent advances that are simple to learn regardless of Background

Psyker

This Aptitude is available to Sanctioned Psykers, Navigators and Librarians and they receive it automatically, at the cost of one (1) of the

second picks.

Second Pick

Players get to pick Two (2) Aptitudes from the following list, Psyker's get to pick One (1) being careful not to duplicate the one they

received from their Home World.

Offence

The application of brute force when it comes to fighting and unloading massive firepower

Finesse

The use of precise skill for accuracy, long distance shots or surgical melee strikes against a target

Defence

Through skilful avoidance, tactics, manoeuvring or just sheer toughness the character perseveres

Tech

Assists in the communing with machine spirits, dealing with perplexing devices and fixing themKnowledge

While the vast majority of the Imperium is quite ignorant, the character seems to have a knack for picking up information

Leadership

A natural or trained commander who is able to direct the actions of others

Field Craft

The character can pick up the skills and talents revolving around survival, navigation and adjusting to environmental conditions

Social

Characters make their way through life with honeyed words, intimidation or simply fitting in

Third Pick

Players get to pick Two (2) Characteristic Aptitudes from the following, making sure it isn't duplicated from their Home World

Weapon Skill Ballistic Skill Strength

Toughness Agility Intelligence

Perception Willpower Fellowship

On the following pages are descriptions of how the 6 character Aptitudes interrelate to one another.

When finished, record all 6 Aptitudes your character has.

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Characteristic Aptitudes

Matching Aptitudes Simple Intermediate Trained Expert

Two 100xp 250xp 500xp 750xp

One 250xp 500xp 750xp 1000xp

Zero 500xp 750xp 1000xp 2500xp

Table C1.

Characteristic Aptitude 1 Characteristic Aptitude 2

Weapon Skill Offence

Ballistic Skill Finesse

Strength OffenceToughness Defence

Agility Finesse

Intelligence Knowledge

Perception Field Craft

Willpower Psyker

Fellowship Social

The costs for Characteristics are cumulative and incremental, the first Simple advance costs the stated amount, the second Intermediate

costs the stated amount, until they reach the expert level. As shown above in Table C1, if you have two matching Aptitudes, the cost for

that Characteristic is cheaper.

Skill Advances

Matching Aptitudes Simple Intermediate Trained Expert

Two 100xp 200xp 400xp 600xp

One 200xp 350xp 500xp 750xp

Zero 250xp 500xp 750xp 1000xp

Table S1.

Skill Aptitude 1 Aptitude 2 BC Page RT Page

Acrobatics Agility General 93

Athletics Strength General 95

Awareness Perception Field Craft 95

Carouse Toughness General 77

Charm Fellowship Social 96

Ciphers* Intelligence General 78

Command Fellowship Leadership 97

Commerce Intelligence Knowledge 97Common Lore* Intelligence Knowledge 98

Contortionist Agility General 80

Deceive Fellowship Social 99

Dodge Agility Defence 99

Forbidden Lore* Intelligence Knowledge 100

Inquiry Fellowship Social 100

Interrogation Willpower Social 101

Intimidate Strength Social 101

Linguistics* Intelligence General 102

Logic Intelligence Knowledge 102

Medicae Intelligence Field Craft 103

Navigate* Intelligence Field Craft 105

Operate* Agility/Intelligence* Field Craft 106Parry Weapon Skill Defence 107

Perform* Fellowship Social 85

Psyniscience Perception Psyker 107

Secret Tongue Intelligence General 86

Scholastic Lore* Intelligence Knowledge 108

Scrutiny Perception General 108

Security Intelligence Tech 109

Slight of Hand Agility Knowledge 109

Stealth Agility Field Craft 110

Survival Perception Field Craft 110

Tech Use Intelligence Tech 110

Trade* Intelligence General 111

* Specialist Skill and will have sub-skills listed in its description that are bought individually Skills start at basic +0 based off their guiding Aptitude, each cumulative increase will give them a +10, up to a +30 at Expert Rank

Some skills marked with an asterisk are sub-skills and have individual advances on each one.

Have also added in the RT skills which don't appear in BC or OW that were not aggregated into any other skill or are specialist enough to

warrant their own

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Talent Advances

Matching Aptitudes Tier 1 Tier 2 Teir 3

Two 200xp 300xp 400xp

One 250xp 500xp 750xp

Zero 500xp 750xp 1000xp

Talents are broken up into three sets of tiers, the lower tiers containing simpler and more basic talents all the way through to the more

complicated and advanced talents. Many talents in Tier 2 and 3 however, require one or more pre-requisites from talents in lower tiers, a

level of skill or implant. Some talents can be taken multiple times, their description provides the maximum.

Tier 1 Talents

Talent Pre-Req Aptitude 1 Aptitude 2 BC Page RT Page

Air of Authority Fel 30 Fellowship Leadershi 118

Ambidexterity Ag 30 Weapon Skill Ballistic Skill 118

Berserk Charge - Strength Offence 119

Binary Chatter - Intelligence Tech 94

Blind Fighting Per 30 Perception Field Craft 120

Catfall Ag 30 Agility Field Craft 120

Chem Geld/Cold Hearted - Willpower Defence 120 95

Cleanse & Purify Wep- Flame Ballistic Skill Offence 95

Combat Formation Int 40 Leadership Field Craft 121

Combat Sense Per 30 Perception Field Craft 121

Deadeye Shot BS 30 Ballistic Skill Finesse 122

Die Hard WP 40 Willpower Defence 122

Disarm Ag 30 Weapon Skill Defence 122

Disturbing Voice - Fellowship Social 122

Double Team - General Offence 122

Enemy - General Social 123

Ferric Summons Implants Willpower Tech 124

Frenzy - Strength Offence 124

Heightened Senses* - Perception Field Craft 125

Iron Jaw T 40 Toughness Defence 126

Jaded WP 40 Willpower Defence 126

Leap Up Ag 30 Agility General 126

Light Sleeper Per 30 Perception Field Craft 127

Lightning Reflexes - Agility Field Craft 127

Meditation - Willpower Knowledge 128

Mimic - Fellowship Social 128

Orthoproxy - Willpower Tech 128-9

Peer Fel 30 Fellowship Social 129

Polyglot Int 40, Fel 30 Intelligence Social 129

Psy Power* Psyker Willpower Psyker 130

Quick Draw - Agility Finesse 130

Radiant Presence Fel 40 Fellowship Leadership 130

Rapid Reload - Agility Field Craft 130

Resistance* - Toughness Defence 131

Sound Constitution - Toughness Defence See Below

Street Fighting WS 30 Weapon Skill Offence 131

Sure Strike WS 30 Weapon Skill Finesse 132

Takedown - Weapon Skill Offence 132

Technical Knock Int 30 Intelligence Tech 132

Total Recall Int 30 Intelligence Knowledge 132

Unarmed Warrior WS 35, Ag 35 Strength Offence 133

Unremarkable - General Social 133

Warp Sense Psyniscience

Per 30

Perception Psyker 133-4

Weapon Tech Tech Use+10,

Int 40

Intelligence Tech 134

Weapon Training* - General Finesse 134

Specialist Talent and will have sub-talents or multiples listed in its description that are bought individually 

Sound Constitution

Can be purchased up to Twice (2X) the characters Toughness Bonus

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Tier 2 Talents

Talent Pre-Req Aptitude 1 Aptitude 2 BC Page RT Page

Armour Monger Int 35, Tech Use

Trade Armourer

Intelligence Tech 118

Armour of Contempt WP 40 Willpower Defence 94

Battle Rage Frenzy Strength Defence 119

Bulging Biceps S 45 Strength Offence 120

Combat Master WS 30 Weapon Skill Defence 121

Counter Attack WS 40 Weapon Skill Defence 121

Crack Shot BS 50 Ballistic Skill Finesse 121Crippling Strike WS 50 Weapon Skill Finesse 121

Dark Soul - Willpower Defence 96

Deflect Shot Ag 50 Weapon Skill Defence 122

Exotic Weapon Training - Intelligence Finesse 124

Foresight Int 30 Intelligence Knowledge 124

Furious Assault WS 35 Weapon Skill Offence 125

Hard Target Ag 40 Agility Defence 125

Hardy T 40 Toughness Defence 125

Hatred* - Weapon Skill Social 125

Hip Shooting BS 40, Ag 40 Ballistic Skill Finesse 125

Independent Targeting BS 40 Ballistic Skill Finesse 126

Inspire Wrath Air of Auth Fellowship Leadership 126

Iron Discipline Fel 30 Fellowship Leadership 126Killing Strike WS 50 Weapon Skill Offence 126

Luminen Shock Implants Weapon Skill Tech 127

Maglev Transcendence Implants Intelligence Tech 127

Marksman BS 35 Ballistic Skill Finesse 127

Mechanderite Use* Implants Intelligence Tech 128

Nerves of Steel - Willpower Defence 128

Paranoia - Perception Field Craft 129

Precise Blow WS 40 Sure Strike Weapon Skill Finesse 129

Prosanguine Implants Toughness Tech 129

Rapid Reaction Ag 40 Agility Field Craft 130

Sharp Shooter BS 40, Deadeye Shot Ballistic Skill Finesse 131

Strong Minded WP30, Resist (Psy) Willpower Defence 131

Storm of Iron BS 45, Weap Training Ballistic Skill Offence 131Swift Attack WS 30 Weapon Skill Finesse 132

Two weapon Wielder* - Weapon/Ballistic Finesse 132

Unarmed Master WS45, Ag 40

Unarmed Warrior

Strength Offence 133

Unshakable Faith WP 35 Willpower Defence 108

Warp Conduit Psy, Strong Minded

WP 50

Willpower Psyker 133

Whirlwind of Death WS 40 Weapon Skill Finesse See Below

Specialist Talent and will have sub-talents or multiples listed in its description that are bought individually 

Whirlwind of Death (Revised)

Massed opponents in melee- can make one attack against up to a maximum of targets equal to their Weapon Skill Bonus, but cannot be

combined with any other talents that grant extra attacks or hits (OW Beta Pg 108)

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Tier 3 Talents

Talent Pre-Req Aptitude 1 Aptitude 2 BC Page RT Page

Arms Master WS40, BS40 2x Wep Weapon Skill Ballistic Skill 119

Assassin Strike Ag40 Acrobatics Weapon Skill Field Craft 119

Bastion of Iron Will Psy, Stong Minded

WP 4-

Willpower Psyker 119

Blade Master WS 30, Wep Melee Weapon Skill Finesse 119

Blade Dancer WS 40, 2-wep Wielde

Melee

Weapon Skill Finesse 119

Crushing Blow WS 40 Weapon Skill Offence 121Eye of Vengeance BS 50 Ballistic Skill Offence 121

Favoured by the Warp WP 35 Willpower Psyker 124

Fearless Nerves of Steel Willpower Defence 124

Gunslinger BS 40, 2-wep wielder

Ballistic

Ballistic Skill Finesse 125

Hammer Blow Crushing Blow Strength Offence 125

Infused Knowledge Int 40 Lore (any) Intelligence Knowledge 126

Into the jaws of hell Iron Discipline Fel 50 Fellowship Leadership 126

Weapon Drill* Wep Las, BS 40 Ballistic Skill Offence See Below

Lightning Attack Swift Attack Weapon Skill Finesse 127

Luminen Blast Lumien Shock Ballistic Skill Tech 127

Master Chirugeon Medicae +10 Intelligence Field Craft 127

Master Enginseer Tech use +20, Implant Intelligence Tech 127Master Orator Inspire Wrath Fellowship Leadership 128

Mastery* Rank 4 in Skill Intelligence Knowledge 128

Mighty Shot BS 40 Ballistic Skill Offence 128

Never Die WP 50 T 50 Toughness Defence 128

Preternatural Speed WS 40 Ag 50 Agility Offence 129

Sidearm WS 40 BS 40 two-wep

Wield (Ball+Melee)

Weapon Skill Ballistic Skill 131

Sprint Agility Field Craft 131

Step Aside Ag 40, Dodge or Parry Agility Defence 131

Target Selection BS 50 Ballistic Skill Finesse 132

Thunder Charge S 50 Strength Offence 132

True Grit T 40 Toughness Defence 132

Warp Lock Psy, Strong MindedWP 50

Willpower Psyker 133

Specialist Talent and will have sub-talents or multiples listed in its description that are bought individually 

Weapon Drill (aka Lasgun Barrage, Bolter Drill)

Pre-Req: Ballistic Skill 40, Weapon Training (Ballistic- Bolt, SP, Las, Plasma or Exotic with Semi or Full automatic fire)

Character can use guns of the specified (type) to deliver a volley of shots provided they don't take a move action.

On semi or full automatic, the character gets an additional 1 DoS if the test to-hit is successful.

This Talent is bought individually for each type of weapon.

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6: Spend Experience

You get the following amount of experience to spend on Skills, Talents and Characteristic advancements.

Standard Career 1000xp Advanced Career 750xp Space Marine 500xp

You can have up to +30 in a single Skill and up to 4 x +5 Advances in a single characteristic

Psy Rating is spent as an Allied cost Tier 3 Talent and bought as many times as the characters Willpower Bonus

Psy Powers are bought as per XP cost listed in RT and DW MRB's

Psy Powers from the DH MRB and sourcebooks cost 150xp for Minor and 350xp for Major (Detailed Later in Psy Powers)Navis Powers from the RT MRB and Sourcebooks cost 500xp for each taken (new power or advance) and roll for Navis mutations

You cannot learn Psy Powers from the BC MRB without some serious in-play circumstances and repercussions!

Faith Powers (Blood of Martyrs is the most contemporary example) Cost 350xp each and normal pre-requisites and mechanics apply

Skills and Talents from Black Crusade rules set

Overall Black Crusade is a consolidation of the Skills in the other games and to be used as the most up to date example. Some talents and

abilities from Black Crusade are not relevant or outside the scope of starting Dark Heresy characters in this system. Anywhere it says to

spend an Infamy point to manifest or use an ability- substitute Fate Point

Ancient Warrior N/A Black Blood  aka- Autosanguine

Cold Hearted  aka- Chem Geld Blasphemous Incantation  N/A

Legion Weapon Training  Astartes Weapon training Minions N/A at present, needs retcon

Baleful Dirge  N/A Betrayer N/ABlood Gods Contempt  N/A Unholy Devotion  N/A

Peer  Now goes up in levels Enemy Now goes up in levels

Parry  Now a New Skill based off Weapon Skill

Child of the Warp  Yes, but you will be attacked and burned at every opportunity by imperial citizens

Corpus Conversion  Yes, but recommended for Radical games only

Excessive Wealth  Use Influence 40 and grants +10 on acquisition tests

Now require an implant  Maglev Transcendence, Ferric Summons and Lumien Charge/Shock/Blast

Cursed Heirloom Yes, up to Very Rare availability but it probably will kill you eventually.

Sacrifice  Hell no!

Sound Constitution  Yes, up to your toughness bonus in amount able to be bought.

But what about ______?

Any of the specific Talents and Skills not mentioned here and found in the DH, RT or DW Rule Books should be considered "IN" the game on

GM's discretion that they are still relevant. There is a lot of material; this has just been coverage of the most obvious ones.

Can I buy another careers special talent?   No, they are unique to those careers.

Background Packages from sourcebooks?   Yes, as the price listed in their description, you can only buy ONE

What about Mind Cleansed?   This happens when the Inquisitor is fed up with your bullshit or you see bad things

What about Radical backgrounds?   Yes, also known as finding out the hard way if the Inquisitor is a Puritan

Contacts from Inquisitors Hand Book   Yes, at the cost listed on the can, they may help find things in some circumstances

6: Fate Points

Everyone gets the following after rolling 1D10-

1-3 = 1 Fate Point 4-7 = 2 Fate Points 8-10 =3 Fate Points

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7: Cell Influence

Each Player rolls 1D5, modified by their career and circumstances.

Once all characters are created they combine their Influence to a single number representing a mix of their ability to manipulate other

persons, groups, trade goods, contacts, people they know and old fashioned hard cash.

At the end of the game session, there should be at least 1 point going into the Group Influence total per 1000xp earned an more if

circumstances dictate they would have become more influential.

This is not modified by attending/absent players and remains a total as long as the Acolyte cell remains functional.

An initial Cell Influence record should look something like this-

Derp- Guardsman 5 Herp- Marine 4 Bob- Acolyte 4 Bobette- Sister 5

Total = 18

Over time they accumulate another 10 Influence through deeds brave and dastardly, so their total would be 28

During the real inquisition, the church and certain inquisitors made some good coin and political power by picking on minority groups and

taking all their property, threatening others with an accusation of witchcraft and/or heresy. Life isn't much different in 40k, just don't expect

it to work unless you can back up your threats... or your influence will decrease as no one respects you!

Once an acolyte cell starts getting into the 70-80 ballpark figure of Cell Influence they are considered to be serious up-and-comers and may

be approached by various factions with promotions and possibly even someone getting a rosette of their own, however unlike Ascension,

you will work your arse off for these positions.

8: Equipment and Acquisitions 

Starting characters get ONE acquisition which can be an item of RARE or lesser availability from the BC, DH or RT MRB's and their

sourcebooks. For the Scout Marine, he gets a chapter trapping (pg 169 DW MRB or DW sourcebooks) and it will probably be the only piece

of equipment he actually owns and the rest of his acquisitions are detailed in the Scout Marine section.

 Acquiring equipment, people and resources are as per the BC Rules set.

Expendables

At start everyone has 3 x Magazines of the standard ammunition or charge-packs for each of their projectile weapons that they own.

That is fixed and replenished when they have time to resupply.

If they need more ammunition, it has to be acquired through Influence during the course of the game or in downtime. When a player

acquires a special or another set of standard ammunition it means they get +1 magazine of that ammunition forever, each game session.

Grenades/missiles- You get 3 x Grenades of that type which can be carried at any one time, make a 2nd acquisition and it doubles to 6 x ifthey're the same or 3x more of a different type. If they are for a launcher, then they are 1 x Magazine worth.

Drugs- as Grenades, you get 3 x doses per acquisition that can be replenished as normal

Guns, Armour and Melee weapons

If you acquire a melee weapon or armour, it's always in a useable condition until lost or destroyed.

Guns come with 3 x magazines of standard ammunition when acquired (different types of ammo are obtained as above) are replenished

when they can resupply.

Weapon Downgrades are fine and a way of getting something 'fancy'... which sometimes blows up and kills your character.

Accessories, Equipment and Salvage

Bought separately and equipped according to the rules (eg: 1 type of weapon sight at any one time) and equipment functions until it is

destroyed or lost, in which case it will need to be required.

Equipment or weapons obtained from fallen enemies and theft will function with whatever is left in the tank, magazine(s) and their power

supplies. After that if the PC wishes to keep using the equipment they will need to make an acquisition roll at +30 (you already have the

hard part) to keep it running or in ammunition. This is not usually necessary for very simple pieces of equipment or weapons.

...everything including the Kitchen Sink

Because unless there is someone helping you carry all those bits and pieces, your armour and guns, PC's will try to get away with it and the

weight allowance rules for what you can carry will be strictly enforced. (See page 42 of the BC MRB)

Common sense also applies.

Carrying 2 basic weapons, 2 pistols, 2 melee weapons, 3 grenades and wearing armour is about the limit of having anywhere to still being

able to ready and reload those weapons in a combat situation.

In the case of a heavy weapon, you carry it, 1 pistol, 3 grenades and 1 melee weapon which you can ready easily.

Variations on the above theme are fine, if you can draw where all the stuff is on your character, you can do it!

Anything else will need to be lugged around in a backpack, take four times as long to get it out and quick draw doesn't apply.

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Psykers and Psy Powers

The costs for powers and Psy-Rating is detailed in the Spend Experience section and all conventional Psykers will be of the Bound variety.

That's not to say you can't play an unbound witch, it's just that the Imperium has entire fleets full of stormtroopers (and worse) dedicated

to your capture and about 99% of its population dedicated to burning you alive if the Black ships don't get you first.

Once more for the potential psykers-

Focus Power test Willpower test + 5% for every point of Psy rating being used.

Fettered 1/2 Psy Rating (Round up) and no perils

Unfettered Full Psy Rating and chance of perils on a Double on the dice and +10% chance of perils

Push Up to +3 to Psy Rating with a +5% chance of perils every +1 Psy Rating allocated

Sustaining Powers +10 to all rolls on the Psychic Phenomena table, decrease Psy rating by 1 per Power sustained

(Aside from that, read the BC MRB)

Making the Dark Heresy Psy Powers work with this System (if you don't have the Only War beta)

Because some things like Pyromancy are just too much fun to live without, the others like Telekinesis Telepathy and Divination already

exist in RT which shares similar powers. If they don't exist in that system, then they can in this. Discipline Mastery no longer exists. 

BC Power Format Description

Name: The power’s name.

Value: This number represents the amount of Experience required to learn the power.

Prerequisites:  Some techniques require the psyker to have learnt another power to use this on

Action: The Focus Power Action to activate the power. This is usually a Action (free, half, full etc)Focus Power: This states the Characteristic used in Focus Power Tests to activate this power (normally Willpower)

The difficulty of the power is also noted here.

Range:  The range at which the power can be used is usually expressed in metres or kilometres

Sustained:  This states whether the power can be sustained ( No, Free Action, Half Action, or Full Action)

Description:  This details the power’s effects, including variable effects that the psyker’s Psy Rating, or the DoS

Psychic Phenomena:  Some powers cause alternate or additional Psychic Phenomena. If the power uses only the normal

Psychic Phenomena rules, this section will be absent.

DH Power Format Description

Name Unchanged

Threshold  Is now Focus Power  and remains Willpower for simplicity

Focus Time  Is now Action as describedSustained  Is still Sustained  -As described in the DH details if it can or cannot be sustained

Range is still Range -As described in the DH details and based on DoS instead of Overbleed

Overbleed  Is now Description and where it refers to #Points, is now DoS to achieve further effects

Filling in the Blanks for DH powers to function it requires the following-

Value:  As stated- 150xp for Minor Powers, 350xp for Major Powers

Prerequisites:  Largely irrelevant unless mentioned in the DH Power description you need to learn (_) to use this

Focus Test is Opposed Needs to clarified depending on the power, some can be resisted with Tests (Willpower or Physical)

Refer to the DH Thresholds for the powers

  If it is under Threshold 10 its at +0

  If it is over Threshold 10 its at -10

  If it is over Threshold 20 its at -20

Psychic Phenomena:  Largely irrelevant unless mentioned in the DH Power description, however it can be used to put in any

special psychic power phenomena effects like stuff being set on fire.

Example DH Psy Power converted over-

Name: Firestorm Value: 350xp

Prerequisites:  None Action: Half Action

Focus Power: Willpower (-10) Range:  50m

Sustained:  No

Description: 

Does 1D10+5 in a 6m Blast Radius, every additional DoS adds +1D10 Damage, can be dodged and resisted with Armour and Toughness

Phenomena:  Has the Flame property

Note Carefully

Dark Heresy had extensive Errata on the Psy powers because some where simply too powerful and had ridiculously low thresholds to

get off (eg- Seal Wounds had its Threshold increased from 11 to 20!) and some are simply not going to be allowed because they were

 just crazy in the first place. Some of the DW and BC stuff is headed for the nerfbat too, so be warned.

If it sounds too good, chances are, it is.

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Alternate and Elite Careers

A lot of these where quite appealing due to the interesting background and specialised abilities that broke characters out of the template

advancements in the basic careers, with this system there is less restrictions on what you can buy with your XP.

They are going to be left in as an option on the following guidelines-

Career(s) Required

Remains the same, if your career is eligible to take the advanced career it can do so. If you're not, it's going to take special dispensation and

quite a lot of roleplaying to get the necessary requirements for the organisation or pre-requisites to do so.

Rank

Because this is a level-less system, it's not applicable. The quick fix here is XP earned.

If it requires Rank X to enter, then it requires X1000 xp, so for example a Rank 4 is required, it costs 4000xp

If it says- only at character start, it means just that.

Other Requirements

Stay the same, if you require certain skills, lack of corruption points or a characteristic requirement, then that's what's required.

Advances

Majority of these are still the same, however they may have been deleted and/or assimilated under a different skill or talent so check first.

CostFor the sake of simplicity we will treat the Skills and Talents all as a Two Aptitude advance and the subsequent reduction of costs

associated with them. The Talent Tier and level of Skill training costs still apply.

If the career has a special or unique Ability or Trait not found anywhere else in a standard career, it costs a baseline 750xp to get it, subject

to GM's discretion

Conditions of Taking an Alternate or Elite Career

You must complete ALL the advances in the career before buying ANYTHING else.

You may only take ONE at a time, you can take consecutive careers provided they don't contradict each other.