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Dark Heresy Abridged

Home Worlds
Agri-World Daemon World
Characteristic Modifiers Characteristic Modifiers
+ Fellowship, + Strength Agility + Willpower + Perception Fellowship

Fate Threshold Fate Threshold


2 (Blessing 7+) 3 (Blessing 4+)

Home World Bonus Home World Bonus


Strength from the Land: Gain the Brutal Touched by the Warp: Gain one rank in
Charge (2) trait. Psyniscience. Gain 1d10+5 corruption point.
Or Or
Deny Thyself: Ignore affects from the first level Inured to the horrors: Begin with 3d5
of fatigue. Count Toughness bonus as two corruption points. Once per encounter you may
higher for starvation. spend a fate point to count as having the
Adamantium Faith talent until the beginning of
Aptitude his next turn.
Strength
Aptitude
Wounds Willpower
8+1d5
Wounds
7+1d5
Death World Feral World
Characteristic Modifiers Characteristic Modifiers
+ Agility, + Perception Fellowship + Strength, + Toughness Influence

Fate Threshold Fate Threshold


2 (Blessing 5+) 2 (Blessing 3+)

Home World Bonus Home World Bonus


Survivors Paranoia: When surprised attacks The Old Ways: In your hands low-tech weapons
dont get the normal +30 to weapon and lose the primate quality and gain the proven
ballistic tests against you. (3) quality.
Or Or
Craftsmaster: Gain +20 bonus to crafting Zeal of the Convert: Gain the Hatred (Heretics)
special uses of the medicae and survival skills talent. You count as having Hatred talents
and halve the time needed for completion. possessed by any identified Adeptus
Ministorum within 10 metres.
Aptitude Or
Fieldcraft Manners are All: When discovering a character
has lied to you gain the Hatred talent against
Wounds that character.
9+1d5
Aptitude
Toughness
Feudal World Forge World
Characteristic Modifiers Characteristic Modifiers
+ Perception, + Weapon Skill Intelligence + Intelligence, + Toughness Fellowship

Fate Threshold Fate Threshold


3 (Blessing 6+) 3 (Blessing 8+)

Home World Bonus Home World Bonus


At Home in Armour: Ignore the maximum Omnissiahs Chosen: Gain either the Technical
Agility value imposed by worn armour. Knock or Weapon-tech talent.
Or Or
A Keen Blade: The first target you inflict Guard the Pure blooded: Gain the Resistance
damage on with a bladed weapon in an (Radiation) talent and the Trade (prospector)
encounter gives you +10 to weapon skill tests skill at rank 1, plus either the Hatred (mutants)
to attack that target for that encounter. talent or the Dark-sight trait.
Or
Aptitude Obsession to Tech-Ritual: As a full action you
Weapon Skill may make a difficulty (-10) Logic test before
using a device. On a success the device counts
Wounds as one level of craftsmanship higher for the
9+1d5 encounter. If he fails with a number of degrees
of failure greater than his Willpower bonus he
gains 1 insanity point.

Aptitude
Intelligence

Wounds
Frontier World 8+1d5
Garden World
Characteristic Modifiers Characteristic Modifiers
+ Ballistic Skill, + Perception Fellowship + Fellowship, + Agility Toughness

Fate Threshold Fate Threshold


3 (Blessing 7+) 2 (Blessing 4+)

Home WorldWorld
Highborn Bonus Home World Bonus
Hive World
Rely
Characteristicbut
on None Yourself: Gain +20 to tech-
Modifiers Serenity of Green:
Characteristic The duration of results from
Modifiers
use tests when+applying
+ Fellowship, Influencepersonal weapon
Toughness the shock or
+ Agility, mental trauma
+ Perception tables is halved
Willpower
modifications and a +10 bonus when repairing (rounded up). Removing Insanity costs 50xp
damaged items.
Fate Threshold per point.
Fate Threshold
Or
4 (Blessing 10+) Or
2 (Blessing 6+)
Cleansing of Flames: Gain the Weapon Training The perfect Host: Score an extra degree of
(Flame) talent.
Home World Bonus success on successful
Home World Bonus charm and deceive
Breeding Counts: When losing influence tests.
Teeming Masses in Metal Mountains: Ignore
Aptitude
reduce that amount by 1 to a minimum of 1. Aptitude
crowds for movement as if theyre open
Ballistic Skill Social
terrain. In enclosed spaces gain +20 to
Aptitude navigate (surface) tests.
Wounds
Fellowship Wounds
Or
7+1d5 7+1d5
Attention to Nuance: Start with one rank of the
Wounds Deceive and Scrutiny Skill. Gain +20 to tests
9+1d5 to determine your subtlety value.
Or
Art from Below: Gain the Blind Fighting talent
and trade (sculptor) at rank 2.

Aptitude
Perception

Wounds
8+1d5
Penal Colony Quarantine World
Characteristic Modifiers Characteristic Modifiers
+ Toughness, + Perception Influence + Ballistic Skill, + Intelligence Strength

Fate Threshold Fate Threshold


3 (Blessing 8+) 3 (Blessing 9+)

Home World Bonus Home World Bonus


Finger on the Pulse: Gain one rank in Common Secretive by Nature: When your warbands
Lore (Underworld) and Scrutiny. Start with the subtlety decreases, it is decreases by 2 less to
Peer (Criminal Cartels) talent. a minimum of 1.
Or Or
Find the Weak Spot: When inflicting critical Myth Made Truth: Counts as having Forbidden
damage he may add +1 when determining the Lore (the warp, Demonology) skills with a rank
critical result table. equal to half his intelligence bonus rounded
down.
Aptitude
Research
Toughness Station Shrine
AptitudeWorld
Characteristic Modifiers Characteristic
Fieldcraft Modifiers
+ Intelligence, + Perception Fellowship
Wounds + Fellowship, + Willpower Perception
10+1d5 Wounds
Fate Threshold Fate
8+1d5Threshold
3 (Blessing 8+) 3 (Blessing 6+)

Home World Bonus Home World Bonus


Pursuit of Data: When you gain rank 2 in a Faith in the Creed: When spending a fate point
scholastic lore you also gain rank 1 in a related roll a d10, on a 1 gain a fate point back.
forbidden lore skill (agreed upon with GM). Or
Or Absolute Faith: Once per encounter you may
Dark Obsession: When faced with a fear spend a fate point after failing a fear test to
causing situation associated with either a count as passing it with 1 degree of success,
forbidden, common or scholastic Lore skill you but gain 1 insanity point.
have, you gain a bonus equal to ten times the
rank in that skill. Aptitude
Aptitude Willpower
Knowledge
Wounds
Wounds 7+1d5
8+1d5
Voidborn World
Characteristic Modifiers
+ Intelligence, + Willpower Strength

Fate Threshold
3 (Blessing 5+)

Home World Bonus


Child of the Dark: Gain the strong mind talent.
Gain +30 to tests for moving in zero gravity.
Or
Forceful Negotiations: Gain rank 1 in the
commerce skill. You may use your strength or
willpower characteristics for commerce tests.
Or
Attuned to the Warp: Gain the Deny the Witch
talent.

Aptitude
Intelligence

Wounds
7+1d5

Adepta Sororitas Adeptus Administratum


Skills Skills
Athletics, Charm or Intimidate, Common Lore Commerce or Medicae, Common Lore (Adeptus

Medicae or Parry
Backgrounds
(Adepta Sororitas), Linguistics (High Gothic), Administratum), Linguistics (high Gothic),
Logic, Scholastic Lore (pick One)

Talents Talents
Weapon Training (Flame or Las, Chain) Weapon Training (Las or Solid Projectile)

Equipment Equipment
Hand flamer or Laspistol, chainblade, Laspistol or stub automatic, Imperial robes,
armoured bodyglove, chrono, dataslate, autoquill, chrono, dataslate, medi-kit
stablight, micro-bead
Bonus
Bonus Master of Paperwork: You count all items as
Incorruptible Devotion: Whenever you gain one level more available.
corruption points you gain that many insanity
point minus 1 instead (minimum 0) Aptitude
Knowledge or Social
Aptitude
Offence or Social
Adeptus Arbites Adeptus Astra Telepathica
Skills Skills
Awareness, Common Lore (Adeptus Arbites, Awareness, Common Lore (Adeptus Astra
Underworld), Inquiry or Interrogation, Telepathica), Deceive or Interrogation,
Intimidate, Scrutiny Forbidden Lore (the Warp), Psyniscience or
Scrutiny
Talents
Weapon Training (Shock or Solid Projectile) Talents
Weapon Training (Las, Low-tech)
Equipment
Shotgun or shock maul, Enforcer light Equipment
carapace armour or carapace chestplate, 3 Laspistol, staff or whip, light flak cloak or flat
doses of stimm, manacles, 12 lho sticks vest, micro-bead or psy focus

Bonus Bonus
The face of the Law: May re-roll any intimidate The constant threat: When you or an ally
and Interrogation test, and can substitute his within 10 metres triggers a roll on the psychic
Willpower bonus for his degrees of success on phenomenon table you may increase or
these tests. decrease the result by an amount equal to
your willpower bonus.
Aptitude
Offence or Defence Tested on Terra: If the character takes the
Psyker elite advance during character creation
he also gains the Sanctioned trait.

Aptitude
Defence of Psyker
Adeptus Mechanicus Adeptus Ministorum
Skills Skills
Awareness or Operate (Pick One), Common Charm, Command, Common Lore (Adeptus
Lore (Adeptus Mechanicus), Logic, Security, Ministorum), Inquiry or Scrutiny, Linguistics
Tech-Use (High Gothic)

Talents Talents
Mechadendrite Use (Utility) Weapon Training (Flame) or Weapon Training
Weapon Training (Solid Projectile) (Low-Tech, Solid Projectile)

Equipment Equipment
Autogun or Hand Cannon, monotask servo- Hand flamer (or warhammer and stub
skull (utility) or optical Mechadendrite, revolver), Imperial robes or flak vet, backpack,
Imperial robe, 2 vials of sacred unguents glow-globe, monotask servo-skull (laud hailer)

Bonus Bonus
Replace the Weak Flesh: You count all Faith is All: When spending a fate point to gain
cybernetics as two levels more available. +10 to a test, gain +20 instead.

Aptitude Aptitude
Knowledge or Tech Leadership or Social
Exorcised Heretek
Skills Skills
Awareness, Deceive or Inquiry, Dodge, Deceive or Inquiry, Forbidden Lore (pick one),
Forbidden Lore (Daemonology), Intimidate or Medicae or Security, Tech-Use, Trade (pick one)
Scrutiny
Talents
Talents Weapon Training (Solid Projectile)
Hatred (Daemons), Weapon Training (Solid
Projectile, Chain) Trait
Mechanicus Implants
Equipment
Autopistol or stub revolver, shotgun, Equipment
chainblade, Imperial robes, 3 doses of obscura Stub revolver with 2 extra clips of Expander
or tranq, disguise kit or excruciator kit, bullets or Man-Stopper rounds, 1 web grenade,
rebreather, stablight or glow-globe combi-tool, flak cloak, filtration plugs, 1 dose
of de-tox, dataslate, stablight
Malignancy
An Exorcised character starts with one Bonus
Malignancy chosen from the Malignancy table. Master of Hidden Lores: When a Heretek
makes a Tech-Use test to comprehend, use,
Bonus repair, or modify an unfamiliar device, he
Touched by a Daemon: Your Insanity bonus gains a +20 bonus if he has one or more
count as 2 higher for purposes of avoiding Fear relevant Forbidden Lore skill specialisations at
tests. Additionally, he can never again become Rank 1 (Known) or higher.
possessed by the same Daemon that once
possessed him. Aptitude
Finesse or Tech
Aptitude
Defence or Knowledge
Imperial Guard Imperial navy
Skills Skills
Athletics, Command, Common Lore (Imperial Athletics, Command or Intimidate, Common
Guard), Medicae or Operate (surface), Lore (Imperial Navy), Navigate (Stellar),
Navigate (surface) Operate (Aeronautica or Voidship)

Talents Talents
Weapon Training (Las, Low-Tech) Weapon Training (Chain or Shock, Solid
Projectile)
Equipment
Lasgun (or Laspistol and sword), combat vest, Equipment
Imperial Guard flak armour, grapnel and line, Combat shotgun or hand cannon, chainsword
12 Iho ticks, magnoculars or shock
whip, flak coat, rebreather, micro-bead
Bonus
Hammer of the emperor: When attacking a Bonus
target that an ally attacked since the end of Close Quarters Discipline: An Imperial Navy
the Guardsmans last turn, the Guardsman can character scores one additional degree of
re-roll any results of 1 or 2 on damage rolls. success on successful Ballistic Skill tests he
makes against targets at Point-Blank range, at
Aptitude Short range, and with whom he is engaged in
Fieldcraft or Leadership melee.
Mutant Outcast
Skills Skills
Acrobatics or Athletics, Awareness, Deceive or Acrobatic or Sleight of Hand, Common Lore
Intimidate, Forbidden Lore (mutants), Survival (Underworld), Deceive, Dodge, Stealth

Talents Talents
Weapon Training (Low-Tech, Solid Projectile) Weapon Training (Chain, and Las or Solid
Projectile)
Trait
One of the following: Amphibious, Dark-sight, Equipment
Natural Weapons, Sonar Sense, Sturdy, Toxic Autopistol or Laspistol, chainsword, armoured
(1), Unnatural Agility (1), Unnatural Strength bodyglove or flak vest, injector, 2 doses of
(1), or Unnatural Toughness (1) obscura or slaught

Corruption and Mutation Bonus


Gain 10 corruption points. Instead of rolling as Never Quit: An Outcast character counts his
normal for malignancy or mutation, roll 5d10 Toughness bonus as two higher for
on the mutations table. determining Fatigue.

Equipment Aptitude
Shotgun (or stub revolver and great weapon), Fieldcraft or Social
grapnel and line, heavy leathers, combat vest,
2 doses of stimm

Bonus
Twisted Flesh: You may choose to fail any test
associated with resisting malignancy or
mutation. Whenever you would gain a
malignancy, you may roll on the mutations
Rogue
table Trader Fleet
instead.
Skills
Charm or Scrutiny, Commerce, Common Lore
(Rogue Traders), Linguistics (pick one alien
language), Operate (Surface or Aeronautica)

Talents
Weapon Training (Las or Solid Projectile, Shock)

Equipment
Laspistol or autopistol (fitted with Compact
weapon upgrade), shock maul, mesh cloak or
carapace chestplate, auspex, chrono

Bonus
Inured to the Xenos: A character from a Rogue
Trader Fleet gains a +10 bonus to Fear tests
caused by aliens and a +20 bonus to
Interaction skill tests with alien characters

Aptitude
Finesse or Social
Roles
Ace Assassin
Aptitudes Aptitudes
Agility, Finesse, Perception, Tech, Willpower Agility, Ballistic Skill or Weapon Skill,
Fieldcraft, Finesse, Perception
Talents
Hard Target or Hotshot Pilot Talents
Jaded or Leap Up
Bonus
Right Stuff: An Ace character may spend a Bonus
Fate point to automatically succeed at an Sure Kill: When an Assassin successfully hits
Operate or Survival skill test involving with an attack, he may spend a Fate point to
Chirurgeon
vehicles or living steeds with a number of Crusader
inflict additional damage equal to his degrees
Aptitudes
degrees of success equal to his Agility bonus. Aptitudes
of success on the attack roll on the first hit
Fieldcraft, Intelligence, Knowledge, Strength, Knowledge, Offence, Strength, Toughness,
the attack inflicts.
Toughness Willpower

Talents Talents
Resistance (Pick One) or Takedown Bodyguard or Deny the Witch

Bonus Bonus
Dedicated Healer: When a Chirurgeon Smite the Unholy: A Crusader character can
character fails a test to provide First Aid, he also spend a Fate Point to automatically pass
can spend a Fate point to automatically a Fear test with a number of degrees of
succeed instead with the degrees of success success equal to his Willpower bonus. In
equal to his Intelligence bonus. addition, whenever he inflicts a hit with a
melee attack against a target with the Fear
(X) trait, he inflicts X additional damage and
Desperado Fanatic
Aptitudes Aptitudes
Agility, Ballistic Skill, Defence, Fellowship, Leadership, Offence, Toughness, Weapon
Finesse Skill, Willpower

Talents Talents
Catfall or Quick Draw Deny the Witch or Jaded

Bonus Bonus
Move and Shoot: Once per round, after Death to All Who Oppose Me!: A Fanatic
performing a Move action, a Desperado character may spend a Fate point to count as
character may perform a single Standard having the Hatred talent against his current
Attack with a Pistol weapon he is currently foe for the duration of the encounter. Should
wielding as a Free Action. he choose to leave combat against a Hated
foe in that encounter, however, he gains 1
Insanity point.

Hierophant Mystic
Aptitudes Aptitudes
Fellowship, Offence, Social, Toughness, Defence, Intelligence, Knowledge, Perception,
Willpower Willpower

Talents Talents
Double Team or Hatred (Pick One) Resistance (Psychic Powers) or Warp Sense

Bonus Bonus
Sway the Masses: You may spend a Fate point Stare into the Warp: A Mystic character starts
to automatically succeed at a Charm, the game with the Psyker elite advance.
Command, or Intimidate skill test with a
number of degrees of success equal to his
Penitent Sage
Aptitudes Aptitudes
Agility, Fieldcraft, Intelligence, Offence, Intelligence, Knowledge, Perception, Tech,
Toughness Willpower

Talents Talents
Die Hard or Flagellant Ambidextrous or Clues from the Crowds

Bonus Bonus
Cleansing Pain: Whenever a Penitent Quest for Knowledge: A Sage character may
character suffers 1 or more points of damage spend a Fate point to automatically succeed
(after reductions for Toughness bonus and at a Logic or any Lore skill test with a number
Armour), he gains a +10 bonus to the first of degrees of success equal to his
test he makes before the end of his next turn. Intelligence bonus.
Seeker Warrior
Aptitudes Aptitudes
Fellowship, Intelligence, Perception, Social, Ballistic Skill, Defence, Offence, Strength,
Tech Weapon Skill

Talents Talents
Keen Intuition or Disarm Iron Jaw or Rapid Reload

Bonus Bonus
Nothing Escapes My Sight: A Seeker Expert at Violence: After making a successful
character may spend a Fate point to attack test, but before determining hits, you
automatically succeed at an Awareness or may spend a Fate point to substitute your
Inquiry skill test with a number of degrees of Weapon Skill (for melee) or Ballistic Skill (for
success equal to his Perception bonus. ranged) bonus for the degrees of success
Weapon Qualities
Accurate: When aim, additional +10 ballistic & extra d10 per 2 degree of
success beyond first, extra d10 doesnt righteous fury.
Balanced: +10 parry, cant stack with self.
Blast X: Affect x meters.
Concussive X: Make toughness with -10*X, stunned per degree of failure.
Damage greater than SB knocked prone.
Corrosive: armoured reduce by d10 (cumulative) left over deals damage
ignoring toughness. Repair is +0 tech-use.
Crippling X: If deal damage target crippled until fight over or heals all damage.
If uses more than half action takes X damage (ignoring armour & toughness) in
same location.
Defensive: +15 parry, -10 attack with it.
Felling X: Ignore X unnatural toughness.
Flame: if hit (even no damage) +0 agility or set on fire. D10 energy (ignore
armour) & 1 fatigue. Start of turn makes +0 willpower or lose turn. If pass may
make -20 agility full action falling prone to douse flames. Vehicle makes operate
test + vehicles armour. Page 264.
Flexible: Cant be parried.
Force: Damage and penetration bonus equal to psy rating. Damage becomes
energy. When damage opponent, make opposed willpower as half, 1d10 energy
(ignore armour & toughness) pre success, cant push or phenomena, cant be
destroyed by power field weapons. (Best craftsmanship mono low-tech count as
force).
Graviton: Bonus damage equal to target locations armour points. If vehicle
takes critical damage always roll motive systems.
Hallucinogenic X: Toughness -10*X (respirators & sealed armour provide +20)
or roll on table 5-3 pg 146. Lasts for 1+ failures rounds.
Haywire X: Affects X metres. Roll on table 5-4 page 147 with weapon modifiers.
Tier lowers every round. Multiples dont stack use worst one.
Inaccurate: Aim does nothing.
Indirect X: Do not need line of sight, but most know location, but -10 and full
action. Each hit lands d10-X (min 0) meters away on scatter diagram pg 230.
When the maximum potential hits miss they land Xd10 metres away from target
on scatter diagram.
Lance: Increase base penetration by (penetration*successes).
Maximal: Switch to maximal mode (& back) freely. Maximal adds 10 metres to
range, 1d10 to damage & 2 to penetration. If there is a blast quality increase by
2. Uses triple ammunition per shot and gains recharge quality.
Melta: Double penetration for short range or closer.
Overheats: Attacks of 91+ causes overheating, suffer damage equal to weapon
with penetration 0 to one arm using weapon (can avoid damage by freely
dropping weapon). Next round cools (no attack). Whenever a jam instead
overheat.
Power Field: When parry with this weapon against a weapon (bar power field,
warp weapon or force weapons) roll a d100, on a 26 or higher destroy the
attackers weapon.
Primitive X: The weapon dice cannot be higher than X (can still righteous fury
on a 10).
Proven X: The weapon dice is at least X.
Razor Sharp: If you score 3 successes double weapon penetration for all of
those attacks.
Recharge: Can only attack every other round.
Reliable: Only jam on 100.
Sanctified: Damage counts as holy.
Scatter: Point blank gives +10 to hit & +3 damage, short range +10 to hit,
outside short -3 damage.
Shocking: If take damage +0 toughness or 1 fatigue & stun for rounds equal to
half failure, round up.
Smoke X: Radius x metres, lasts for 1d10+10 rounds.
Snare X: When hit makes agility test -10*X or helpless. Escape as +0 strength
or agility -10*X full round.
Spray: enemies in 30 arch +0 (+20 if attacker not trained & +10 if heavy &
attacker untrained) agility or hit. Anything short of completely concealed cover
does nothing, always hits body. Jam on 9 damage dice. Cannot called shot.
Storm: Double ammunition and hits.
Tearing: Take highest of 2 damage rolls.
Toxic X: If target takes damage at his next turn end toughness -10*X or take
1d10 damage.
Twin-Linked: +20 to hit, uses double ammo. One extra hit if 2 (or more)
success. Double reload time.
Unbalanced: Cant make Lightning attacks, -10 parry.
Unreliable: Jam on 91+.
Unwieldy: Cannot parry or make lightning attacks.
Vengeful X: Righteous fury on X or higher.

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