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DH 2 Talents Combined
DH 2 Talents Combined
DH 2 Talents Combined
DH2 Ambidextrous Ag 30 Weapon Skill Ballistic Skill Reduce penalties for using two weapons.
DH2 Blind Fighting Per 30 Perception Fieldcraft Eliminates melee combat penalties for obscured vision.
Beyond Bodyguard Agility 35 Agility Defence Take an attack that would hit an allly.
DH2 Catfall Ag 30 Agility Fieldcraft Reduce falling damage.
Clues from the
DH2 Fel 30 General Social Can re-roll a test made to gather information froma group.
Crowds
DH2 Die Hard WP 40 Willpower Defence Test Willpower to avoid Fatigue from Blood Loss.
DH2 Disarm Ag 30 Weapon Skill Defence Force opponent to drop weapon.
DH2 Double Team — General Offence Gain additional +10 for outnumbering opponent.
DH2 Enemy † — General Social An organization or group particularly despises the character.
Within Flagellant Willpower 30 Offence Toughness Gain fatigue to gain +10 bonus to willpower based tests.
Ferric Lure
Implants,
DH2 Ferric Summons Willpower Tech Can summon larger metallic objects.
Mechanicus
Implants
DH2 Frenzy — Strength Offence Enter psychotic rage to gain combat bonuses.
Without Grenadier Ballistic Skill 35 Ballistic Skill Finesse Reduce the distance scattered up to half BS bonus.
DH2 Iron Jaw T 40 Toughness Defence Test Toughness to overcome Stunning.
DH2 Jaded WP 40 Willpower Defence Ignore mundane horrors.
DH2 Keen Intuition Int 35 Perception Social Can retry Awareness test once with –10 modifier.
DH2 Leap Up Ag 30 Agility General Stand as a Free Action.
Agility 35, Dodge
Without Leaping Dodge Agility Defence May use dodge instead of agility against spray weapons.
+10
Operate+10 or
Ballistic Skill / reduces any penalty for making corresponding attacks (Melee or Ranged)
Within Mounted Warrior † Survival+10, BS or Offence
Weapon Skill from a moving vehicle or mount by 10.
WS 30
DH2 Nowhere to Hide Per 30 Perception Offence Can add DoS from the attack to reduce armour value of cover.
DH2 Peer † Fel 30 Fellowship Social Character has good reputation amongst chosen group.
DH2 Quick Draw — Agility Finesse Draw weapon as Free Action.
DH2 Rapid Reload — Agility Fieldcraft Reduce reload time.
DH2 Resistance † — Toughness Defence Gain +10 bonus to particular resistance test.
Without Skilled Rider Operate+10 Agility Fieldcraft Allows for agility test to Mount or Dismount a vehicle as a FA.
DH2 Sound Constitution — Toughness General Gain an additional wound.
DH2 Takedown — Weapon Skill Offence Make special attack to stun opponent.
DH2 Technical Knock Int 30 Intelligence Tech Un-jam gun as Half Action.
Psy Rating,
DH2 Warp Sense Psyniscience, Per Perception Psyker Allows Psyniscience test as Free Action.
30
Tech Use +10, Int
DH2 Weapon-Tech Intelligence Tech Increase potency of advanced weaponry.
40
DH2 Weapon Training † — General Finesse Use Weapon Group without penalty.
Tier 2 Talents
Ambassador Fellowship 35, Reduces penalty's and allow re-rolls to Interaction skill tests for dealing with
Without Perception Social
Imperialis Intelligence 35 xenos.
Allow re-rolls at -10 on Scholastic Lore or Forbidden Lore test when utilizing
Without Archivator Int 40 Knowledge Perception
sources of recorded information.
Int 35, Tech-Use,
DH2 Armour-Monger Intelligence Tech Increase the efficacy of physical armour.
Trade (Armourer)
DH2 Battle Rage Frenzy Strength Defence Parry while frenzied.
DH2 Bulging Biceps S 45 Strength Offence Remove bracing requirement from Heavy weapons.
Willpower 45, Iron
Beyond Bulwark of Faith Defence Willpower When you pass a fear test against a daemon it take 1 damage.
Faith
DH2 Combat Master WS 30 Weapon Skill Defence Opponents get no bonus for outnumbering the character.
Int 35 or Per 35, Can use Per or Int instead of Ag for Initiative rolls, and rolls two dice (picking
DH2 Constant Vigilance † Perception Defence
Awareness +10 higher) for the result.
DH2 Contact Network Cover-Up, Int 35 Fellowship Leadership Use Fellowship instead of Influence for Requisition tests.
S 40 or WP 40,
Coordinated +10 bonus to all Interrogate tests, additional +5 for others who also have
DH2 Clues from the Intelligence Social
Interrogation Coordinated Interrogation.
Crowds
DH2 Counter Attack WS 40 Weapon Skill Defence May attack after successful Parry.
DH2 Cover-Up Int 35 Intelligence Knowledge Can reduce Influence by 1 to gain 1d5 Subtlety.
Forbidden Lore
Re-roll failed Awareness and Psyniscience Tests againts deamons attacks
Beyond Daemonhunter (Daemonology), Offence Willpower
agianst daemons gain Proven (3).
Willpower 40
Psy rating 3,
Willpower 45,
Beyond Daemonologist Psyker Willpower +10 bonus to the Focus Power test against daemons.
Forbidden Lore
(Daemonology)
DH2 Deny the Witch WP 35 Willpower Defence Can use Willpower to Evade against psychic attacks.
DH2 Devastating Assault WS 35 Weapon Skill Offence A successful All Out Attack grants a second attack.
Two-Weapon
DH2 Double Tap Finesse Offence Successful first attack grants bonus to second attack.
Wielder
Exotic Weapon
DH2 — Intelligence Finesse Gain proficiency with one exotic weapon type.
Training †
Fel 35, Clues from
DH2 Face in a Crowd Fellowship Social Can use Fellowship instead of Agility when Shadowing.
the Crowds
Ballistic Skill or
Weapon Skill 40 When using called shots the character may use Forbidden Lore (Xenos) skill,
Ballistic Skill /
Without Field Vivisection † Forbidden Lore Knowledge he makes a Medicae (WS) or Medicae (BS) test in place of the normal Weapon
Weapon Skill
(Xenos–Any), Skill or Ballistic Skill test.
Medicae +10
DH2 Hard Target Ag 40 Agility Defence –20 to hit character when he Charges or Runs.
Willpower 35, 10
Beyond Hardened Soul Defence Willpower When gaining Corruption exchange up to have with insanity.
Corruption
DH2 Hardy T 40 Toughness Defence Character always heals as if Lightly Damaged.
DH2 Hatred † — Weapon Skill Social Gain +10 bonus to attack hated creatures.
DH2 Hip Shooting BS 40, Ag 40 Ballistic Skill Finesse Characters may shoot when moving.
Operate+10 or
Without Hotshot Pilot Agility Tech Take fatigue to reduce or increase DOS on Operate Tests.
Survival+10
Independent
DH2 BS 40 Ballistic Skill Finesse Fire at multiple targets more than 10 metres apart.
Targeting
BS 40 or WS 40, Per Ballistic Skill / Attacker imposes penalty on DoS from Evasion test equal to DoS his initial
DH2 Inescapable Attack † Finesse
35 Weapon Skill attack.
Beyond Inspiring Aura Halo of Command Leadership Willpower Can use the command skill on all allies.
Resistance (Fear),
Beyond Iron Resolve Defence Willpower Re-roll failed fear and pinning with a -10 modifier.
Jaded
DH2 Killing Strike WS 50 Weapon Skill Offence Spend Fate point to make melee attacks unavoidable.
Linguistics (Any)
Without Lexographer Intelligence Knowledge Treats all unlearned languages as basic untrained skills.
+20
Luminen
Capacitors,
DH2 Luminen Shock Weapon Skill Tech Character can discharge energy in melee attack.
Mechanicus
Implants
Maglev Coils,
Maglev
DH2 Mechanicus Intelligence Tech Character can hover for longer periods of time.
Transcendence
Implants
DH2 Marksman BS 35 Ballistic Skill Finesse No penalties for firing at long or extreme range.
Mechadendrite Use Mechanicus
DH2 Intelligence Tech Gain ability to use certain Mechadendrites.
† Implants
Without One-on-One Weapon Skill 40 Finesse Weapon Skill Gain half WS bonus on successful WS tests.
Psy rating, Strong
Within Penitent Psyker Minded, Willpower Psyker Defence Gain fatigue to gain bonus's to opposed willpower tests.
40
Ballistic Skill /
DH2 Precision Killer † BS 40 or WS 40 Finesse No penalty to making Called Shot in either Ranged or Melee Combat.
Weapon Skill
Autosanguine
Implants,
DH2 Prosanguine Toughness Tech Test to heal 1d5 damage.
Mechanicus
Implants
Within Purity of Hatred † Hatred (Any) Offence Willpower Gain Vengeful (9) against those you hate.
Common Lore
(Imperial Creed)
Once per round as a half actions the character can causes daemons to suffer -
Beyond Rites of Banishment +10 or Forbidden Offence Willpower
10 to their willpower tests.
Lore
(Daemonology)
WP 30, Resistance
DH2 Strong Minded Willpower Defence May reroll failed WP tests to resist psychic powers.
(Psychic Powers)
DH2 Swift Attack WS 30 Weapon Skill Finesse May make multiple melee attacks.
Psy rating,
Within Tainted Psyker Psyniscience +10, Knowledge Psyker Gain corruption in exchange for bonus's to Focus Power tests.
10 Corruption
Two-Weapon Ballistic Skill /
DH2 — Finesse May fight with two weapons.
Wielder † Weapon Skill
Ambidextrous, Ag When fighting unarmed, attacks hit as Deadly Natural Weapons and user can
DH2 Unarmed Specialist Strength Offence
35, WS 35 re-roll damage.
Psy Rating, Strong
DH2 Warp Conduit Willpower Psyker Spend Fate point to add 1d5 to psy rating.
Minded, WP 50
DH2 Whirlwind of Death WS 40 Weapon Skill Finesse Make one attack for each melee opponent.
Forbidden Lore
Within Witch Finder (Psykers) +10, Knowledge Perception Gain the Psyniscience skill.
Willpower 45
Forbidden Lore
Without Xenosavant Intelligence Knowledge Treats all unlearned Forbidden Lore (Xenos) as basic untrained skills.
(Xenos–Any)+20
Tier 3 Talents
Jaded, Resistance
DH2 Adamantium Faith Willpower Defence Reduces DoF from failed Pinning and Fear tests.
(Fear), WP 45
Shared Destiny,
This character and allies can reduce corruption gained by 1 or
Within Aegis of Contempt Shield of Contempt, Defence Leadership
spend a fatepoint to gain 0 corruption.
Hatred (any)
DH2 Assassin Strike Ag 40, Acrobatics Weapon Skill Fieldcraft After melee attack, test Acrobatics to move.
Psy Rating, Strong
DH2 Bastion of Iron Will Willpower Psyker Gain bonus for Opposed tests against psychic powers.
Minded, WP 40
WS 30, Weapon
DH2 Blademaster Training (any Weapon Skill Finesse Reroll missed attack, once per round.
Melee)
DH2 Crushing Blow WS 40 Weapon Skill Offence Add half WS bonus to damage inflicted in melee.
Bane of the
Daemonic Creatures with Warp Instability trait roll on test for Warp Instability, after a
Beyond Daemon, Willpower Willpower General
Disruption successful attack.
50, Untouchable
Hardened Soul, 20 When gaining a mutation due to corruption, the character may choose to
Beyond Dark Soul Toughness Willpower
Corruption points pass.
DH2 Deathdealer † BS 45 or WS 45 Perception Finesse Add Per bonus to damage inflicted in combat.
Fel 50,
Delicate Reduce Subtlety loss by 1d5 when conducting an
DH2 Coordinated Intelligence Finesse
Interrogation investigation.
Interrogation
Ballistic Skill 45,
Within Divine Protection General Finesse Spray attacks do not harm allies.
Willpower 35
Spend 1 Fate point to increase damage and
DH2 Eye of Vengeance BS 50 Ballistic Skill Offence
penetration.
DH2 Favoured by the War WP 35 Willpower Psyker Roll twice for Psychic Phenomena and choose result.
Int 40, Contact
Network,
DH2 Flash of Insight Perception Knowledge Spend 1 Fate point to reveal a clue.
Coordinated
Interrogation
DH2 Halo of Command Fel 40, WP 40 Fellowship Leadership Affect NPCs within 100xFelB metres with Social skills.
DH2 Hammer Blow Crushing Blow Strength Offence Make a thunderous strike with a melee weapon.
Operate+10 or
Without Hull Down Agility Fieldcraft Vehicle gains decreases size by 1 and gains cover against attacks.
Survival+10
DH2 Infused Knowledge Int 40, Lore (any one Intelligence Knowledge Know a little bit about everything.
Instrument of
Beyond Willpower 50 Offence Willpower Increase damage by double your willpower against Daemons.
his Will
Adamantium Faith,
If the inquisitor passes a fear or pinning test, allies and
Into the Jaws Halo of
Within Leadership Willpower servants reduce their degress of failure on the same test
of Hell Command, Will of
by the inquisitors fellowship bonus.
the Inquisitor
Shared Destiny,
Strength through
Indomitable This character and allies can reduce Insanity gained by 1 or
Within Conviction, Leadership Willpower
Conviction spend a fatepoint to gain 0 insanity.
Resistance (Fear),
Jaded
Beyond Iron Faith Iron Resolve Defence Willpower Grants immunity to the effects of the Baneful Presence trait.
DH2 Lightning Attack Swift Attack Weapon Skill Finesse Character may make many melee attacks with single roll.
Luminen Shock,
Luminen
DH2 Luminen Blast Capacitors, Ballistic Skill Tech May discharge stored energy as a ranged attack.
Mechanicus
Implants
DH2 Mastery † Rank 4 in selected sk Intelligence Knowledge May spend Fate point to succeed on test.
DH2 Mighty Shot BS 40 Ballistic Skill Offence Add half BS bonus to ranged damage rolls.
Ignore penalties from Critical damage by spending Fate
DH2 Never Die WP 50, T 50 Toughness Defence
point.
DH2 Preternatural Speed WS 40, Ag 50 Agility Offence Double speed when charging.
Operate+10 or
Without Push the Limit Perception Tech Once per round, the character may add +20 to an Operate test .
Survival+10
Daemonologist,
Favoured by May spend a fatepoint to negate psychic phenomena when
Beyond Sanctic Purity Psyker Willpower
the Warp, using Sanctic Daemonology powers.
Willpower 50
Ambidextrous,
Beyond Shield Wall Defence Weapon Skill Re-roll one failed Evasion test to Parry an attack per round.
Weapon Skill 40
DH2 Sprint — Agility Fieldcraft Move more quickly in combat.
DH2 Step Aside Agility 40, Dodge or PAgility Defence Can make additional Dodge or Parry attempt.
Superior
DH2 Rank 2 in Medicae skIntelligence Fieldcraft Gain +20 to Medicae tests, bonuses to first aid tests.
Chirurgeon
DH2 Target Selection BS 50 Ballistic Skill Finesse May shoot into melee without penalty.
DH2 Thunder Charge S 50 Strength Offence Break enemies with armoured charge.
DH2 True Grit T 40 Toughness Defence Reduce Critical damage taken.
Ag 45,
Ambidextrous, BS
Two-Weapon No penalties when fighting with two single-handed
DH2 40 or WS 40, Two- Finesse Offence
Master weapons.
Weapon
Wielder
Psy Rating,
DH2 Warp Lock Strong Minded, WP Willpower Psyker Ignore Psychic Phenomenon once per session.
50
Without Weapon Intuition Exotic Weapon Train Intelligence Finesse reduce the penalty for using a untrained weapon by 10.
Aegis of Contempt Ambidextrous
The Inquisitor wards his mind and soul to withstand the This talent does not represent true ambidexterity so much
influence of the Archenemy of Mankind. Just as his as sufficient training with both hands to make the
Acolytes help him to guard Mankind against such distinction moot.
damnation, so does he guard them, strengthening their Book: Dark Heresy 2nd CRB
resolve with benedictions of hatred and cleansing prayers. Tier: 1
Book: Dark Heresy 2nd Within Prerequisites: Agility 30
Tier: 3 Aptitudes: Weapon Skill, Ballistic Skill
Prerequisites: Shared Destiny, Shield of Contempt, Hatred Effects: When combined with Two-Weapon Wielder talent,
(any) the penalty for making attacks with both weapons in the
Aptitudes: Defence, Leadership same turn drops to –10.
Effects: Whenever this character or an ally within 10
metres gains Corruption, reduce the amount gained by 1
to a minimum of 0. In addition, an ally within 10 metres Archivator
can spend a Fate point to gain 0 Corruption instead. These Whether through years of experience or specialized
effects do not stack when there are multiple characters training, the Acolyte is a master of mining information
with this talent within range. from the Imperium’s countless archives. From delving into
deep info-crypts to searching moldering librarium stacks
Bastion of Iron Will chances to hit with melee weapons, and has no effect on
ranged weapon attacks.
The Acolyte’s sheer willpower and psychic focus have
become one and the same, over years of practice and
training, such that their combined use is second nature. Bodyguard
Book: Dark Heresy 2nd CRB The Acolyte has trained to protect his allies or superiors,
Tier: 3 prepared to even throw himself in the way of a bolt shell
Prerequisites: Psy rating, Strong Minded, Willpower 40 or whirring chain blade if necessary.
Aptitudes: Willpower, Psyker Book: Dark Heresy 2nd Beyond
Effects: He adds 5 x his psy rating to any Opposed test he Tier: 1
makes when defending against psychic powers. Prerequisites: Agility 35
Aptitudes: Agility, Defence
Blademaster Tier: 2
Prerequisites: Strength 45
The Acolyte’s mastery of bladed weapons and their martial Aptitudes: Strength, Offence
disciplines has no peer. Effects: He can fire a heavy weapon using Semi- Auto Burst
Book: Dark Heresy 2nd CRB or Full Auto Burst without bracing the weapon, and does
Tier: 3 not suffer the –30 penalty for failing to brace it. In addition,
Prerequisites: Weapon Skill 30, Weapon Training (any whenever he uses the Heft special use of the Athletics skill
melee) (see page 98) he can add +20 to his Athletics skill test to
Aptitudes: Weapon Skill, Finesse reflect his powerful musculature.
Effects: When attacking with any bladed weapon,
including chainswords, axes, and power swords, he can re-
roll one missed attack per round.
Bulwark of Faith Constant Vigilance
The Acolyte’s faith is both a shield and a weapon. So filled From years of surviving ambushes and surprise attacks,
with righteous fervor is he that Daemons recoil from the the Acolyte is always ready for battle. His subconscious is
blinding light of his faith, their unholy forms sundered. alert to the slightest footstep or activation of a lasgun pack,
Book: Dark Heresy 2nd Beyond and he acts often before he is fully aware of the threat.
Tier: 2 Book: Dark Heresy 2nd CRB
Prerequisites: Willpower 45, Iron Faith Tier: 2
Aptitudes: Defence, Willpower Prerequisites: Awareness +10, Intelligence 35 or
Effects: When the character passes a Fear test caused by a Perception 35
Daemon, the Daemon suffers 1 Energy damage ignoring Specialisations: Intelligence, Perception
armour and Toughness bonus for each degree of success Aptitudes: Perception, Defence
on the Fear test. Effects: When this talent is taken, the character selects the
Specialisation that matches the prerequisite (Perception or
Clues from the Crowds they are well-armed and well-prepared as they face a new
heresy.
It is often difficult to extract information from groups such Book: Dark Heresy 2nd CRB
as hive gangs or Administratum scribes, as often numbers Tier: 2
can bolster recalcitrance to questioning. A veteran Acolyte Prerequisites: Cover-Up, Intelligence 35
knows that such groups can hold critical information to Aptitudes: Fellowship, Leadership
complete an investigation, and can throw more effective Effects: An Acolyte with this talent can use his Fellowship
nets when interrogating groups and reveal valued clues. characteristic in place of his Influence when making
Book: Dark Heresy 2nd CRB Requisition tests (see page 142).
Tier: 1
Prerequisites: Fellowship 30
Aptitudes: General, Social Coordinated Interrogation
Effects: Once per day, he can re-roll a test made to gather A trained Acolyte, especially when working in conjunction
information from a group of people. with fellow veteran Acolytes, can induce cooperation from
even the most hardened of suspects and captured heretics.
Divine Protection Weapons requiring this unique talent are noted in their
armoury descriptions. Unlike other kinds of weapons
Those who hunt the witch and mutant often prefer to use training, this talent applies only to a single weapon type
cleansing ire to purify their unclean enemies. As if to and not a class of weapons. Note that an Exotic weapon
further demonstrate the cleansing power of lame, some with the Heavy class would also require the Weapon
such blessed warriors even use flamers and similar Training (Heavy) talent as well as Exotic Weapon Training
weapons when their allies are in the line of ire, yet in that specific weapon.
miraculously leave them unaffected. If a supposed ally
does succumb to the lames, surely that is only evidence of
concealed heresy. Eye of Vengeance
Book: Dark Heresy 2nd Within The Acolyte can focus his intent on where it is likely to do
Tier: 3 most damage to his enemy and then strike his foe down
Prerequisites: Ballistic Skill 45, Willpower 35 with a single shot.
Aptitudes: Finesse Book: Dark Heresy 2nd CRB
Effects: When the Acolyte attacks using a weapon with the Tier: 3
Spray quality, it only strikes enemies within the area of Prerequisites: Ballistic Skill 50
effect; the attack does not harm allies. Aptitudes: Ballistic Skill, Offence
Effects: Before making a ranged Standard Attack action, he
Enemy can spend a Fate point. If he does so, he adds the number
of degrees of success scored on the attack test to both his
Book: Dark Heresy 2nd CRB damage and penetration for the hit.
Tier: 1
Prerequisites: None
Specialisations: Any listed in the sidebar The Powers of Face in a Crowd
Askellon above and others at GM’s discretion A successful investigation often involves trailing suspects
Aptitudes: General, Social without their knowledge, the better to follow them to
Effects: The opposite of Peer (see page 130); the Acolyte is hidden dens of heretical worship or criminal activity. With
particularly despised and possibly hunted by a specific training, the Acolyte can ensure none notice his presence,
social group or organization, heretical cult, or xenos race. through careful replication of a crowd’s mannerisms or
He suffers an additional –10 penalty to Fellowship and even joining gatherings while still keeping a careful eye on
Influence tests when dealing with this group, and the GM his quarry.
can use them to complicate his life from time to time. Book: Dark Heresy 2nd CRB
Unlike other talents, Enemy does not cost any xp to Tier: 2
purchase and cannot be taken as an advance. Instead the Prerequisites: Clues from the Crowds, Fellowship 35
GM and player can agree to award it when appropriate to Aptitudes: Fellowship, Social
the adventure or campaign. It can be removed with the
Effects: When employing the Shadowing special use of the Tier: 1
Stealth skill, he can use his Fellowship characteristic Prerequisites: Willpower 30
instead of his Agility. Aptitudes: Offence, Toughness
Effects: As a Full Action, the character can inflict some
Favoured by the Warp suitable punishment on his own body, suffering 1d5–2
levels of Fatigue (to a minimum of 1). He then gains a +10
Book: Dark Heresy 2nd CRB bonus on Willpower tests to resist Fear, Pinning, psychic
Tier: 3 powers, or suffering Corruption, for one hour or until the
Prerequisites: Willpower 35 end of the current encounter. If the Acolyte also possesses
Aptitudes: Willpower, Psyker the Frenzy talent, he can enter a Frenzied state as a Free
Effects: Whenever this character rolls on Table 6–2: Action while under the effects of this talent.
Psychic Phenomena (see page 196), so long as he does not
receive the Perils of the Warp result, he may roll a second
time and choose which result he receives. Flash of Insight
Despite steady application of logic and careful analysis,
Field Vivisection Fate point to reveal a single clue or lead to aid in the
progression of his efforts.
The Acolyte is well-versed in the blasphemous anatomy of
his xenos foes, and uses this knowledge to utmost effect,
both in the laboratorium and on the battlefield. Frenzy
Book: Dark Heresy 2nd Without The Acolyte’s temper and passion boil just below the
Tier: 2 surface of his psyche, mostly held in check by his rational
Prerequisites: Ballistic Skill or Weapon Skill 40, Forbidden mind, but easily released when needed.
Lore (Xenos–Any), Rank 2 in the Medicae skill Book: Dark Heresy 2nd CRB
Specialisations: Ranged, Melee Tier: 1
Aptitudes: Ballistic Skill or Weapon Skill, Knowledge Prerequisites: None
Effects: Each time this talent is taken, the character selects Aptitudes: Strength, Offence
the Specialisation that matches the Characteristic and Effects: If he spends one full round fuelling his anger—by
Aptitude pair (Ballistic Skill or Weapon Skill) used in flagellation, drugs, or other means—on the next round, he
purchase. When using the Called Shot action with a melee goes into an uncontrolled rage, gaining a +10 bonus to
or ranged attack (depending on the Specialisation) against Weapon Skill, Strength, Toughness, and Willpower, but
a target for which the character has the appropriate suffering a –20 penalty to Ballistic Skill, Intelligence, and
Forbidden Lore (Xenos) skill, he makes a Medicae (WS) or Fellowship. Note that characteristic penalties are different
Medicae (BS) test in place of the normal Weapon Skill or from characteristic damage (see page 188), and cannot
Ballistic Skill test. reduce a characteristic below 1. While Frenzied, the
character must attack the nearest enemy in melee combat
Halo of Command opponents suffer a –20 penalty to Ballistic Skill tests made
to hit him with ranged attacks. This penalty continues until
The Acolyte has trained himself to better to lead and sway the start of his next turn.
others, either motivating or terrifying those around him to
greater levels.
Book: Dark Heresy 2nd CRB Hardened Soul
Tier: 3 The Acolyte knows that he must sacrifice his own salvation
Prerequisites: Fellowship 40, Willpower 40 in order to safeguard humanity, but that he must resist the
Aptitudes: Fellowship, Leadership corruption for as long as possible. Through practiced
Effects: When targeting friendly NPCs through skills that meditation, self-flagellation, prayer and fasting, force of
have either the Social or Leadership Aptitudes (such as will, or even sorcerous rites, the character staves off the
Charm, Command, and Intimidate), he can affect those effects of his growing corruption, delaying the inevitable.
within 100 times his Fellowship bonus in metres rather Book: Dark Heresy 2nd Beyond
than 10 times that number. Tier: 2
Prerequisites: Willpower 35, 10 Corruption points
The Acolyte strikes a single blow with such focus and force
that it breaks armour and pulps flesh as it strikes. Hatred
Book: Dark Heresy 2nd CRB A group, organization, or race has wronged the character
Tier: 3 in the past, fueling this animosity.
Prerequisites: Crushing Blow Book: Dark Heresy 2nd CRB
Aptitudes: Strength, Offence Tier: 2
Prerequisites: None
Specialisations: Chaos Space Marines, Daemons, Mutants,
Psykers, Xenos (specific), others including groups from the Hull Down
sidebar The Powers of Askellon on page 94. The Acolyte remains aware of his foes at all times in
Aptitudes: Weapon Skill, Social combat, carefully angling his vehicle or steed at each
Effects: When fighting opponents of that group in close moment to present a narrower silhouette to all attackers,
combat, the Acolyte gains a +10 bonus to all Weapon Skill as well as taking the best advantage of any intervening
tests made against them. He also finds it difficult to back terrain to gain cover.
down from a fight with his hated foe, and must make a Book: Dark Heresy 2nd Without
Challenging (+0) Willpower test to retreat or surrender Tier: 3
when fighting them, unless suicidality outnumbered or Prerequisites: Rank 2 in Survival or any Operate skill
outclassed. Aptitudes: Agility, Fieldcraft
Effects: When the character takes a vehicle combat action
Hip Shooting with the Movement subtype, his vehicle or steed counts
the value of its Size trait as being one lower for purposes
The Acolyte’s prowess with ranged weapons is such that of attack modifiers and the benefits of cover until the start
he can still fire accurately without his eye behind the of his next turn.
sights.
Book: Dark Heresy 2nd CRB
Tier: 2 Independent Targeting
Prerequisites: Agility 40, Ballistic Skill 40 The Acolyte has developed his situational awareness to a
Aptitudes: Ballistic Skill, Finesse point where he can fire in two directions within a split
Effects: As a Full Action, he can both move up to his Full second.
Move rate and make a single attack with a ranged weapon. Book: Dark Heresy 2nd CRB
This attack can only be a single shot, and so cannot be a Tier: 2
semi- or full-automatic ranged attack for example. Prerequisites: Ballistic Skill 40
Characters with the Two-Weapon Fighting talent can use Aptitudes: Ballistic Skill, Finesse
this talent with Hip Shooting to make two single shots, if Effects: When firing two weapons as part of a single action
they are armed with a ranged weapon in each hand. (using the Two- Weapon Fighting talent, for example), the
character does not need his targets to be within 10 metres
The Acolyte has taken blows from Orks and given back as Leap Up
good as he got, bouncing back from most strikes without A combination of athletic ability and speed allows the
ill effects. Acolyte to spring to his feet in virtually any circumstance.
Book: Dark Heresy 2nd CRB Book: Dark Heresy 2nd CRB
Tier: 1 Tier: 1
Prerequisites: Toughness 40 Prerequisites: Agility 30
Aptitudes: Toughness, Defence Aptitudes: Agility, General
Effects: Whenever this character becomes Stunned, he Effects: He can stand up as a Free Action.
may make a Challenging (+0) Toughness test as a Free
Action to ignore the effects.
Leaping Dodge
Jaded The Acolyte has become practiced at escaping weapons
that cover an area to deadly effect, from flamers to
The Acolyte’s wide travels have shown him both wonders strange xenos devices.
and horrors beyond the ken of most. The galaxy has Book: Dark Heresy 2nd Without
thrown its worst at him and he has yet to flinch. Tier: 1
Book: Dark Heresy 2nd CRB Prerequisites: Agility 35, Rank 2 in the Dodge skill
Tier: 1 Aptitudes: Agility, Defence
Prerequisites: Willpower 40 Effects: When he would make an Agility test to avoid
Aptitudes: Willpower, Defence attacks from weapons with the Spray quality, he may
Effects: Mundane events, from death’s horrific visage to make the test using his Dodge (Ag) skill instead.
xenos abominations, do not force him to gain Insanity
points or make Fear tests. Daemons, Warp manifestations,
and other unnatural effects still affect him normally. Iron Resolve
The Acolyte is inured to the terrors of both combat and
Keen Intuition the Warp, knowing that he must control his fear in order
to face foes that threaten both body and soul. When
The Acolyte has trained extensively to notice objects that confronted with the machinations of heretics, threats to
seem out of place or hidden. This can bring the smallest life and limb, and even the otherworldly creatures of the
irregularity to prominence, revealing the heresy festering Warp, the Acolyte stands firm.
beneath the surface. Book: Dark Heresy 2nd Beyond
Book: Dark Heresy 2nd CRB Tier: 2
Tier: 1 Prerequisites: Resistance (Fear), Jaded
Prerequisites: Intelligence 35 Aptitudes: Defence, Willpower
Aptitudes: Perception, Social Effects: After failing a Fear or Pinning test, the character
Effects: After failing an Awareness skill test, the character can re-roll the test with a –10 modifier.
can re-roll the test with a –10 modifier.
Lexographer
Killing Strike From years poring over dusty tomes and examining
With expert precision, the Acolyte can land blows which ancient ruins on forgotten worlds—and perhaps even
defy his opponent’s ability to counter, slicing through speaking face-to- face with inhuman beings—the Acolyte
defenses as surely as a powerblade cuts flesh. has become an expert in deciphering lost human
Book: Dark Heresy 2nd CRB languages as well as those of xenos.
Tier: 2 Book: Dark Heresy 2nd Without
Prerequisites: Weapon Skill 50 Tier: 2
Aptitudes: Weapon Skill, Offence Prerequisites: Rank 3 in Linguistics (Any)
Effects: At the beginning of each of his turns, the character Aptitudes: Intelligence, Knowledge
may spend a Fate point to make his melee attacks
Effects: The character can attempt any Linguistics skill in Effects: The Acolyte has learned how to better use his
which he is not trained as an untrained skill test as if it implanted maglev coils, and can hover for a number of
were not a Specialist skill. minutes equal to 1d10 plus twice his Toughness bonus. He
can move his Run speed when making a Half Move action
Lightning Attack and suffers no damage from falling if the coils are active.
Each use drains half the power stored in the coils
The Acolyte’s speed with weapons is unmatched, allowing (therefore he can use the coils twice before recharging
him to launch flurries of attacks in melee. them).
Book: Dark Heresy 2nd CRB
Tier: 3
Prerequisites: Swift Attack Marksman
Aptitudes: Weapon Skill, Finesse The Acolyte’s steady hand and eagle eye allow him to keep
Effects: He can make the Lightning Attack action (see page crosshairs steady on any target, regardless of range.
222). Book: Dark Heresy 2nd CRB
Tier: 2
One-on-One
Mounted Warrior The Acolyte is a master of single combat. Without the
Hard-won experience fighting from the saddle or seat of a distractions of multiple opponents, he fights at his best,
vehicle has trained the Acolyte to adjust for the motion of taking every opening and leaving none.
mounted combat, moving with the vehicle instead of Book: Dark Heresy 2nd Beyond
fighting against it. Tier: 2
Book: Dark Heresy 2nd Within Prerequisites: Weapon Skill 40
Tier: 1 Aptitudes: Finesse, Weapon Skill
Prerequisites: Rank 2 (Trained) in any Operate skill or Rank Effects: When fighting a single enemy in melee combat,
2 (Trained) in Survival skill, Ballistic Skill 30 or Weapon Skill the character scores extra degrees of success on successful
30 Weapon Skill tests equal to half of his Weapon Skill bonus
Specialisations: Melee, Ranged (rounded down).
Aptitudes: Weapon Skill or Ballistic Skill, Offence
Effects: When a character purchases this talent, he selects
the specialisation that matches the characteristic Peer
prerequisite and aptitude used in purchase. He then Book: Dark Heresy 2nd CRB
reduces any penalty for making corresponding attacks Tier: 1
(Melee or Ranged) from a moving vehicle or mount by 10 Prerequisites: Fellowship 30
for each time the talent has been purchased in that Specialisations: Any listed in the sidebar The Powers of
specialisation. This applies to both ordinary attack actions Askellon (see page 126), others at GM’s discretion
and vehicle combat actions, such as Hit and Run. Aptitudes: Fellowship, Social
Effects: The Acolyte knows how to deal with a particular
Sound Constitution
Book: Dark Heresy 2nd CRB Superior Chirurgeon
Tier: 1 The Acolyte’s advanced medical training enables him to
Prerequisites: None knit flesh with deft mastery, essential for treating combat
Aptitudes: Toughness, General casualties. His exceptional education in use of the
Effects: The Acolyte gains an additional wound. He can Narthecium, Med-Slate, and supplemental drugs give his
purchase this talent additional times up to twice his patients an enormous advantage.
Toughness bonus. When he gains this talent multiple times, Book: Dark Heresy 2nd CRB
note the number of times it has been taken after the Tier: 3
talent, such as Sound Constitution (3). Prerequisites: Rank 2 in the Medicae skill
Aptitudes: Intelligence, Fieldcraft
Step Aside Effects: He can make the Swift Attack action (see page
225).
Swaying his body out of the path of an attack, the Acolyte
causes the shot to pass through thin air, or turns his blade
mid-swing to deflect a blow. Tainted Psyker
Book: Dark Heresy 2nd CRB Though all psykers draw their power from the Warp, the
Tier: 3 Scholastica Psykana teaches that the Warp is something to
Prerequisites: Agility 40, Dodge or Parry fear. Some psykers ignore these warnings, whether wyrds
Aptitudes: Agility, Defence who escaped the Black Ships, scholars of maleic lore, or
Effects: He can make an additional Evasion attempt (either even sanctioned psykers fallen from grace. Such tainted
a Dodge or a Parry) once per round. In effect, this gives psykers embrace the true potential the Warp offers, and
him a second Reaction that can only be used for Dodge or even heed its denizens’ whispered promises of greater
Parry attempts, allowing two Dodges, two Parries, or a power.
Dodge and a Parry in each turn. However, he can still only Book: Dark Heresy 2nd Within
Tier: 2
Prerequisites: Psy rating, Rank 2 (Trained) in Psyniscience Thunder Charge
skill, 10 Corruption points The Acolyte charges into combat using his body as an
Aptitudes: Knowledge, Psyker additional weapon. Driven by his rage and momentum, the
Effects: When making a Focus Power test, the character impact of such a charge can knock foes flying or bring
may gain a number of Corruption points up to his psy them to their knees.
rating. For each point he gains in this way, he gains a +10 Book: Dark Heresy 2nd CRB
bonus to the Focus Power test but adds +5 to rolls on Tier: 3
Table 6–2: Psychic Phenomena (see page 196 of the Dark Prerequisites: Strength 50
Heresy Core Rulebook 2nd Ed). Aptitudes: Strength, Offence
Effects: When he makes a Charge action, he can barrel
Target Selection
The Acolyte’s dread gaze marks out his chosen victim, and Two-Weapon Master
not even the riotous confusion of close combat interferes. The Acolyte has mastered the difficult ability of wielding a
Book: Dark Heresy 2nd CRB weapon in each hand, making him deadly both in personal
Tier: 3 and short- ranged attacks.
Prerequisites: Ballistic Skill 50 Book: Dark Heresy 2nd CRB
Aptitudes: Ballistic Skill, Finesse Tier: 3
Effects: He can shoot into melee with no penalty. If he also Prerequisites: Agility 45, Ambidextrous, Ballistic Skill 40 or
makes an Aim action beforehand, he prevents any chance Weapon Skill 40, Two-Weapon Wielder (Melee, Ranged)
of hitting friendly targets as well. Aptitudes: Finesse, Offence
Effects: When armed with two single-handed weapons
Unarmed Specialist Phenomena he has rolled (including the Perils of the Warp
result on Table 6–2: Psychic Phenomena, see page 196),
After extensive training, the Acolyte has made his body as completely negating its effects. Such rapid dislocation
dangerous as any Munitorum-issued weapon. from the Warp, though, is stressful and traumatic to his
Book: Dark Heresy 2nd CRB mind. He suffers 1d5 Energy damage to the Head location
Tier: 2 (not reduced by Armour or Toughness) as a result, and
Prerequisites: Agility 35, Ambidextrous, Weapon Skill 35 cannot make any Focus Power tests or sustain other
Aptitudes: Strength, Offence psychic powers until the beginning of his next turn.
Effects: He gains the Deadly Natural Weapon trait (see
page 135), and counts as armed even when facing
weapon-wielding opponents while barehanded. While Warp Sense
fighting barehanded, he can also re-roll the damage he The Acolyte’s senses have evolved to perceive the Warp in
inflicts. parallel with the physical world.
Book: Dark Heresy 2nd CRB
Whirlwind of Death
When facing massed opponents in close quarters, the
Acolyte becomes a streak of blows, moving, hacking,
gutting, and beheading his enemies with ceaseless fury.
Book: Dark Heresy 2nd CRB
Tier: 2
Prerequisites: Weapon Skill 40
Aptitudes: Weapon Skill, Finesse
Effects: As a Half Action, the character may make one
Standard Attack action (see page 224) with a melee
weapon against a foe, plus one additional Standard Attack
action with the same weapon targeting each other foe
also engaged in melee combat with the character beyond
the first (to a maximum number of attacks up to his
Weapon Skill bonus).
Witch Finder
In order to root out the witch, wyrd, and sorcerer, an
Inquisitor or Acolyte must be able to detect and follow the