Dark Heresy Sisters of Silence Career Path

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    IntroductIon

    careerPath

    advances

    talentsand skIlls

    equIPment

    hIstory

    role-PlayIngtIPs

    notablenPcs

    SISTERS OF

    SILENCE

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    S T

    LA

    CW

    C r ed i tsCreditsWrittenby

    Richard Littles (ThePatriot)

    ContributorsPendeira

    (or editing the Untouchable rules)

    Cynical Cat(or the Cyber-Masti and the Tyranid section)

    Santiago(or writing the NPCs)

    ArtRobban-O

    LAyoutDarthBane

    speCiAL thAnksKage2020

    Mordheim

    For more an-created material visit the unocial Dark Heresywebsite, Dark Reign, at

    www.darkreign40k.com

    This document is completely unocial and in no way endorsed by Games Workshop Limited or Fantasy

    Flight Games.

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    I:

    INTRODu

    CTION

    V

    I n tr o d u c ti o nIntrodction

    Vigilator Jyserus Kerica pulled her bolt pistol out and steadied hersel in the shadows o the alleyway. Her

    target was coming and shell be damned i the rogue psyker was going to get away. Clad in her goldenpower armor with a ace protector instead o a helmet, her long brown hair fowed reely rom in the

    single pony tail on her otherwise shaved head. The mark o the aquila was tattooed, in bright red, on her ace,

    ollowing the contours o her delicate eatures. She had an empty holster or her bolt pistol and a power sword

    strapped to her small waist with a long white cloak fowing behind her.

    The shadows hid her lithe and graceul gure and she concentrated or a moment to get a x on her target. Smil-

    ing, she realized that he was very close and waited or her opportunity to pounce.

    A tall man, with fowing black hair, wearing a long trench coat, black leather pants and shirt, with tall combat

    boots entered the alleyway. His skin crawled with goosebumps and he elt his connection to the warp eclipsed by

    absolute nothingness. He was startled by the sensation and realized that something was amiss. He reached down

    to his hip and pulled the orce sword ree o its scabbard. With his other hand he pulled out a hand cannon.

    Noticing his movements, Jyserus moved behind a trash bin or additional cover and waited. She sensed his pres-ence and he did hers. A blank spot in the warp was ahead o him somewhere.

    He inhaled deeply to gather his courage and continued to walk down the alleyway. She sensed his movements

    and detly pulled up her bolter pistol sighting the red-dot sight onto his chest. Silently, Jyserus stepped out rom

    behind the trash bin and moved within the shadows to get closer to him. He roze sensing movement, but was

    unable to locate where it was.

    I suggest that you drop your weapons psyker or Ill drop you,she calmly stated.

    Ater a sharp intake o breath the man said, Oh, its one o your kind they sent ater me. Its no matter since this ends

    now.

    With a fourish he pulled up both o his weapons and relied upon his sight and hearing to locate her. She quietly

    moved around his right side while sticking to the shadows. His entire being retched at her blankness and ought

    the urge to run. He kept his composure and continued to walk down the alleyway looking or a target.

    With a lightning quick jump she landed behind him and pressed her bolter pistol to the back o his neck.

    Youre quite correct that it ends now. Drop your weapons,she commanded.

    Sighing in the utility o it all, the man dropped the orce sword and hand cannon to the ground. She lithely

    grabbed his right hand with her let and secured a manacle to it. Rapidly his let hand was secured. She smiled

    and spoke quietly into her vox....

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    II:CaREERPaTh

    T

    C a r e e r P a t hCreer Pt

    The Sisters o Silence are the militant arm o the

    Adeptus Astra Telepathica and are internally re-erred to as its Departmento Investigates. The Sis-

    ters o Silence have a long history (their organization

    predates the Horus Heresy). They are an all emale or-

    der, in much the same way as the Adepta Sororitas; the

    major dierence is that the sisters are all Blanks.

    Recruited rom Untouchable stock, the Sisters are

    anathema to psykers. Their very presence disrupts psy-

    chic activity and they are presumed immune to most

    orms o psychic assault. The main purpose o the Sis-

    ters o Silence is thereore to seek out and apprehend

    psykers. As warrior-investigators they can be involved

    in all aspects o the capture and transportation o psy-chic individuals and can almost always be ound among

    the crew o the Black Ships.

    Each Sister swears an oath o silence known as the

    Oath o Tranquility upon being nominated or Sister-

    hood; beore this, when they are novices, they are al-

    lowed to converse normally. Amongst their other duties

    novices sometimes act as interpreters between senior

    Sisters and other agents o the Imperium. Full Sisters

    converse in their own sign-language, but there is at

    least one example o them being conversant in other

    orms o sign-communication, such as Astartes battle-signage.

    Starting Skills:Secret Language (Sisters o SilenceSignage), Speak Language (Low Gothic), Common

    Lore (Sisters o Silence), Inquiry, Search.

    Starting Talents: Melee Weapon Training (Primi-tive), Pistol Training (SP), Basic Weapon Training (SP),

    Untouchable Rank 1.

    Starting Equipment: Robes o the Sisterhood(Common Quality Clothing); Auto-Pistol and one mag-

    azine or Stub Automatic with one magazine; Autogun

    and one magazine or Shotgun with 12 shells; Knie.

    Starting Rank:Novice.

    Throne Gelt: 75+1d10.

    NoviceXP Level: 0-499

    Initite

    XP Level: 500-999

    Neopyte

    XP Level: 1,000-1,999

    aspirnt

    XP Level: 2,000-2,999

    SeekerXP Level: 3,000-5,999

    Oblivion Knigt

    XP Level: 6,000-7,999

    Sb-Conder

    XP Level: 8,000-9,999

    Conder

    XP Level: 10,000-14,999

    Vigiltor

    XP Level: 6,000-7,999

    Extrctor

    XP Level: 8,000-9,999

    Prosector

    XP Level: 10,000-14,999

    Rptor

    XP Level: 6,000-7,999

    hevy Wepon

    XP Level: 8,000-9,999

    asslt

    XP Level: 10,000-14,999

    sIstersofsIlence

    ranks

    Sisters of Silence Crcteristic advnces

    Characteristic Simple Intermediate Trained Expert

    Weapon Skill 250 500 750 1,000

    Ballistic Skill 100 250 500 750

    Strength 500 750 1,000 2,500

    Toughness 250 500 750 1,000

    Agility 250 500 750 1,000

    Intelligence 250 500 750 1,000

    Perception 100 250 500 750

    Willpower 100 250 500 750

    Fellowship 500 750 1,000 2,500

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    III:a

    DV

    aNCES

    Advance Cost Type Prerequisites

    Awareness 100 S

    Climb 100 S

    Drive (Ground Vehicles) 100 S

    Literacy 100 S

    Swim 100 S

    Ambidextrous 100 T Ag 30

    Pistol Training (Las) 100 T

    Pistol Training (Primitive) 100 T

    Rapid Reload 100 T

    Sound Constitution 100 T

    Thrown Weapon Training 100 T

    You may take this Talent up to three times at this Rank.

    Novice

    AdvANces

    Novices are recent induct-ees into the the Sister-hood and learn the basicso combat. Their train-ing enables them to be selsucient on operations.

    Advance Cost Type Prerequisites

    Common Lore (Sisters o Silence) +10 100 S Common Lore (Sisters o Silence)

    Common Lore (Imperium) 100 S

    Common Lore (Imperial Creed) 100 S

    Common Lore (Psykers) 100 S

    Forbidden Lore (Black Ships) 100 S

    Scholastic Lore (Cryptology) 100 S

    Tracking 100 S

    Disarm 100 T Ag 30

    Total Recall 100 T

    Untouchable Rank 2 100 T Untouchable Rank 1

    iNitiAteAdvANces

    An Initiates training o-cuses more on scholarly

    pursuits and give themthe basis o hunting her-etic psykers.

    Advance Cost Type Prerequisites

    Awareness +10 100 S Awareness

    Chem-Use 100 S

    Common Lore (Astra Telepathica) 100 S

    Dodge 100 S

    Drive (Hover Vehicle) 100 S

    Logic 100 S

    Medicae 100 S

    Navigation (Surace) 100 S

    Scholastic Lore (Legend) 100 S

    Basic Weapon Training (Las) 100 T

    Combat Master 100 T WS 30

    Leap Up 200 T Ag 30

    Meditation 100 T

    Neophyte

    AdvANces

    Not yet a ull-fedged Sis-ter, a Neophyte starts tolearn useul skills whichwill be needed in the pur-suit o psykers.

    A d va n c e sadvnces

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    III:aD

    VaNCES

    Advance Cost Type Prerequisites

    Ciphers (War Cant) 100 S

    Climb +10 100 S Climb

    Common Lore (Sisters o Silence) +20 100 S Common Lore

    (Sisters o Silence) +10

    Common Lore (Imperium) +10 100 S Common Lore (Imperium)

    Common Lore (Imperial Creed) +10 100 S Common Lore (Imperial Creed)

    Common Lore (Psykers) +10 100 S Common Lore (Psykers)Scholastic Lore (Bureaucracy) 200 S

    Blind Fighting 100 T Per 30

    Deadeye Shot 100 T BS 30

    Light Sleeper 200 T Per 30

    Orthoproxy 100 T

    Untouchable Rank 3 100 T Untouchable Rank 2

    Two Weapon Wielder (Ballistic) 100 T BS 35, Ag 35

    AspirANtAdvANces

    Well versed both in com-bat and in scholarly mat-ters, an Aspirant is givenher rst taste o real op-erations by her senior Sis-

    ters.

    Advance Cost Type Prerequisites

    Acrobatics 100 S

    Awareness +20 100 S Awareness +10

    Common Lore (Imperial Creed) +20 100 S Common Lore(Imperial Creed) +10

    Dodge +10 100 S Dodge

    Literacy +10 100 S Literacy

    Scholastic Lore (Sisters o Silence) 100 S

    Scholastic Lore (War) 100 S

    Basic Weapon Training (Bolt) 100 T

    Basic Weapon Training (Flame) 100 T

    Heavy Weapon Training (Bolt) 100 T

    Fearless 100 T

    Melee Weapon Training (Power) 100 T

    Untouchable Rank 4 100 T Untouchable Rank 3

    Quick Draw 100 T

    Sprinting 100 T

    Two Weapon Wielder (Melee) 100 T WS 35, Ag 35

    seekerAdvANces

    Seekers orm the core othe Sisterhood and pro-vide the basic troops oroperations.

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    III:a

    DV

    aNCESAdvance Cost Type Prerequisites

    Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10

    Common Lore (Imperial Creed) +20 100 S Common Lore

    (Imperial Creed) +10

    Concealment 100 S

    Forbidden Lore (Black Ships) +10 100 S Forbidden Lore (Black Ships)

    Forbidden Lore (Chaos) 200 S

    Forbidden Lore (Psykers) 100 S Inquiry +10 100 S Inquiry

    Scholastic Lore (Astra Telepathica) 100 S

    Scholastic Lore (Cryptology) +10 200 S Scholastic Lore (Cryptology)

    Scholastic Lore (Legend) +10 200 S Scholastic Lore (Legend)

    Tracking +10 100 S Tracking

    Wrangling 200 S

    Hatred (Unsanctioned Psykers) 200 T

    Heightened Senses (Sight) 200 T

    Peer (Astra Telepathica) 200 T Fel 30

    Resistance (Psychic Powers) 200 T

    vigilAtorAdvANces

    Vigilators are the startingrank or the path o psyk-er hunters branch. Theygain more knowledge re-garding their prey while

    being the vanguard orExtractors and Prosecu-

    tors during operations.

    Advance Cost Type Prerequisites

    Common Lore (Psykers) +20 100 S Common Lore (Psykers) +10

    Common Lore (Underworld) 200 S

    Concealment +10 100 S Concealment

    Forbidden Lore (Black Ships) +20 100 S Forbidden Lore (Black Ships) +10

    Forbidden Lore (Chaos) +10 200 S Forbidden Lore (Chaos)

    Forbidden Lore (Archeotech) 200 S Forbidden Lore (Psykers) +10 100 S Forbidden Lore (Psykers)

    Inquiry +20 100 S Inquiry +10

    Literacy +20 100 S Literacy +10

    Logic +10 100 S Logic

    Navigation (Surace) +10 100 S Navigation (Surace)

    Pilot (Military Crat) 200 S

    Pilot (Spacecrat) 200 S

    Scholastic Lore (Astra Telepathica) +10 100 S Scholastic Lore (Astra Telepathica)

    Scholastic Lore (Cryptology) +20 200 S Scholastic Lore (Cryptology) +10

    Scholastic Lore (Legend) +20 200 S Scholastic Lore (Legend) +10

    Search +10 100 S Search

    Tech Use 200 S

    Wrangling +10 200 S Wrangling

    Cleanse and Puriy 100 T Basic Weapon Training (Flame)

    Heightened Senses (Touch) 200 T

    Melee Weapon Training (Shock) 100 T

    Mighty Shot 200 T BS 40

    Pistol Training (Flame) 200 T

    Untouchable Rank 5 100 T Untouchable Rank 4

    Rapid Reaction 100 T Ag 40

    extrActorAdvANces

    Extractors main role is theremoval o captured psyk-ers and securing them ortransport aboard a Black

    Ship. They ensure thattheir prey is teleportedin custody or is a charredcorpse.

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    III:aD

    VaNCES

    Advance Cost Type Prerequisites

    Common Lore (Underworld) +10 200 S Common Lore (Underworld)

    Concealment +20 100 S Concealment +10

    Forbidden Lore (Chaos) +20 200 S Forbidden Lore (Chaos) +10

    Forbidden Lore (Archeotech) +10 200 S Forbidden Lore (Archeotech)

    Forbidden Lore (Psykers) +20 100 S Forbidden Lore (Psykers) +10

    Interrogation 100 S

    Logic +20 100 S Logic +10

    Medicae +10 200 S Medicae

    Pilot (Military Crat) +10 200 S Pilot (Military Crat)

    Pilot (Spacecrat) +10 200 S Pilot (Spacecrat)

    Scholastic Lore (Astra Telepathica) +20 100 S Scholastic Lore

    (Astra Telepathica) +10

    Search +20 100 S Search +10

    Tech Use +10 200 S Tech Use

    Wrangling +20 100 S Wrangling +10

    Double Team 100 T

    Heightened Senses (Smell) 200 T Jaded 100 T

    Nerves o Steel 100 T

    Untouchable Rank 6 100 T Untouchable Rank 5

    Total Recall 200 T Int 30

    prosecutorAdvANces

    A prosecutor endlesslysearches or psykers with-in the Imperium. They usemassive cyber-mastis tohelp them carry out their

    search and once oundthe Vigilators secure therogue psyker until Extrac-tors can get there.

    Advance Cost Type Prerequisites

    Acrobatics +10 100 S Acrobatics

    Climb +20 100 S Climb +10Command 100 S

    Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10

    Common Lore (Imperial Creed) +20 100 S Common Lore

    (Imperial Creed) +10

    Common Lore (Psykers) +10 100 S Common Lore (Psykers)

    Forbidden Lore (Black Ships) +10 100 S Forbidden Lore (Black Ships)

    Forbidden Lore (Chaos) 100 S

    Forbidden Lore (Psykers) 100 S

    Logic +10 100 S Logic

    Navigation (Surace) +10 100 S Navigation (Surace)

    Scholastic Lore (Astra Telepathica) +10 100 S Scholastic Lore (Astra Telepathica)

    Scholastic Lore (Bureaucracy) 100 S

    Scholastic Lore (Judgment) 200 S

    Scholastic Lore (Philosophy) 200 S

    Scholastic Lore (Tactica Imperialis) 100 S

    Pistol Training (Plasma) 100 T

    Crack Shot 200 T BS 40

    Foresight 100 T Int 30

    Hip Shooting 100 T BS 40, WS 40

    Iron Disciple 100 T WP 30, Command

    Mighty Shot 100 T BS 40

    oblivioNkNight

    AdvANcesOblivion Knights arethe squad leaders or theSisterhood and provideleadership as well as ex-perience to the squad theylead. They orm the NCOcorps or the Sisterhood.

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    III:a

    DV

    aNCESAdvance Cost Type Prerequisites

    Acrobatics +20 100 S Acrobatics +10

    Command +10 100 S Command

    Common Lore (Psykers) +10 100 S Common Lore (Psykers) +10

    Forbidden Lore (Black Ships) +20 100 S Forbidden Lore (Black Ships) +10

    Forbidden Lore (Chaos) +10 100 S Forbidden Lore (Chaos)

    Forbidden Lore (Psykers) +10 100 S Forbidden Lore (Psykers)

    Literacy +20 100 S Literacy +10

    Logic +20 100 S Logic +10

    Navigation (Surace) +20 100 S Navigation (Surace) +10

    Scholastic Lore (Astra Telepathica) +20 100 S Scholastic Lore

    (Astra Telepathica) +10

    Scholastic Lore (Bureaucracy) +10 100 S Scholastic Lore (Bureaucracy)

    Scholastic Lore (Judgment) +10 200 S Scholastic Lore (Judgment)

    Scholastic Lore (Philosophy) +10 200 S Scholastic Lore (Philosophy)

    Scholastic Lore (Tactica Imperialis) +10 100 S Scholastic Lore (Tactica Imperialis)

    Air o Authority 100 T Fel 30

    Die Hard 200 T WP 40Exotic Weapon Training (pick one) 200 T

    Marksman 100 T BS 35

    Peer (Astra Telepathica) 100 T Fel 30

    sub-commANderAdvANces

    Sub-Commanders leadlarger ormations o Sis-ters into battle or on largemanhunt or a dangerousthreat to the Imperium.They make up the bulk othe Ocer Corps.

    Advance Cost Type Prerequisites

    Command +20 100 S Command +10

    Forbidden Lore (Chaos) +20 200 S Forbidden Lore (Chaos) +10

    Scholastic Lore (Bureaucracy) +20 100 S Scholastic Lore (Bureaucracy) +10Scholastic Lore (Judgment) +20 200 S Scholastic Lore (Judgment) +10

    Scholastic Lore (Philosophy) +20 200 S Scholastic Lore (Philosophy) +10

    Scholastic Lore (Tactica Imperialis) +20 100 S Scholastic Lore

    (Tactica Imperialis) +10

    Scholastic Lore (War) +10 100 S Scholastic Lore (War)

    Survival +10 100 S Survival

    Literacy 200 S

    Dual Shot 100 T Two Weapon Wielder (Ballistic),

    Ag 40

    Good Reputation (Astra Telepathica) 100 T Fel 50, Peer (Astra Telepathica)

    Hard Target 200 T Ag 40

    Into the Jaws o Hell 100 T Iron DIscipline

    Independent Targeting 200 T BS 40

    Light Sleeper 200 T Per 30

    Nerves o Steel 100 T

    Pistol Training (Flame) 100 T

    Talented (pick one skill) 200 T

    commANderAdvANces

    Commanders lead entirebattle ormations intocombat while coordinat-ing with other assets on aplanet. They work direct-ly with the other serviceso the Imperium. Theyare the highest rank that aSister can hope to attain.

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    III:aD

    VaNCES

    Advance Cost Type Prerequisites

    Acrobatics +10 100 S Acrobatics

    Climb +20 100 S Climb +10

    Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10

    Common Lore (Imperial Creed) +20 100 S Common Lore(Imperial Creed) +10

    Common Lore (Psykers) +10 100 S Common Lore (Psykers)

    Demolition 100 S Forbidden Lore (Black Ships) +10 100 S Forbidden Lore (Black Ships)

    Forbidden Lore (Chaos) 200 S

    Forbidden Lore (Psykers) 100 S

    Navigation (Surace) +10 200 S Navigation (Surace)

    Pilot (Jump Pack) 100 S

    Search +10 100 S Search

    Security 100 S

    Shadowing 100 S

    Silent Move 100 S

    Survival 200 S Counter-Attack 100 T WS 40

    Blade Master 100 T Melee Weapon Training (any),

    WS 30

    Crack Shot 100 T BS 40

    Dual Strike 100 T Two Weapon Wielder (Melee),

    Ag 40

    Hatred (Unsanctioned Psykers) 200 T

    Swit Attack 100 T WS 35

    rAptorAdvANces

    Raptors orm the advancerecon elements o a Sisterso Silence assault. Theyare able to pin down theirtargets until they can be

    relieved or other assign-ments.

    Advance Cost Type PrerequisitesCommon Lore (Psykers) +20 100 S Common Lore (Psykers) +10

    Demolition +10 100 S Demolition

    Forbidden Lore (Black Ships) +20 100 S Forbidden Lore (Black Ships) +10

    Forbidden Lore (Chaos) +10 200 S Forbidden Lore (Chaos)

    Forbidden Lore (Psykers) +10 100 S Forbidden Lore (Psykers)

    Literacy +20 100 S Literacy +10

    Navigation (Surace) +20 200 S Navigation (Surace) +10

    Pilot (Jump Pack) +10 100 S Pilot (Jump Pack)

    Scholastic Lore (Chymistry) 100 S

    Security +10 200 S SecurityShadowing +10 200 S Shadowing

    Silent Move +10 200 S Silent Move

    Survival +10 100 S Survival

    Cleanse and Puriy 100 T Basic Weapon Training (Flame)

    Gunslinger 200 T Two Weapon Wielder (Ballistic),

    BS 40

    Heavy Weapon Training (Flame) 100 T

    Heavy Weapon Training (Las) 100 T

    Heavy Weapon Training (Launcher) 100 T

    Heavy Weapon Training (Melta) 100 T

    Heavy Weapon Training (Plasma) 100 T

    Heavy Weapon Training (Primitive) 100 T

    Heavy Weapon Training (SP) 100 T

    Sharpshooter 200 T BS 40, Deadeye Shot

    heAvyWeApoNAdvANces

    Members o the HeavyWeapons rank bring tobear the massive tankhunting and inantry resuppression weapons tothe ght. They are ableto lay down a heavy vol-ume o re in support o a

    main assault.

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    III:a

    DV

    aNCESAdvance Cost Type Prerequisites

    Acrobatics +20 100 S Acrobatics +10

    Dodge +20 100 S Dodge +10

    Medicae +10 200 S Medicae

    Pilot (Jump Pack) +20 100 S Pilot (Jump Pack) +10

    Scholastic Lore (War) +10 100 S Scholastic Lore (War)

    Security +20 100 S Security +10

    Survival +20 100 S Survival +10

    Tech Use 200 S

    Trade (Armorer) 200 S

    Berserk Charge 100 T

    Catall 200 T Ag 30

    Crippling Strike 100 T WS 50

    Crushing Blow 100 T S 40

    Furious Assault 100 T WS 35

    Hard Target 200 T Ag 40

    Lightning Attack 100 T Swit Attack

    Melee Weapon Training (Chain) 200 T

    Melee Weapon Training (Shock) 200 T

    Peer (Astra Telepathica) 100 T Fel 30

    Step Aside 100 T Ag 40, Dodge

    True Grit 200 T T 40

    Untouchable Rank 5 100 T Untouchable Rank 4

    Wall o Steel 100 T Ag 35

    AssAultAdvANces

    Assault Sisters are armedwith the most earsomearray close combat weap-ons and heavily armored.They are the pinnacle o

    advancement or the regu-lar troops branch o theSisterhood.

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    IV:Ta

    LENTSaN

    DSKILLS

    T a l e n ts a n d S k i l l s Tlents nd SkillstAleNts

    uNtouchAbleAn Untouchable has a rating o 1-6 based on the

    strength o their ability, the severity o their eect on

    psychic creatures and the radius o their powers. Each

    rank o the ability has ve characteristics:

    Null Rating: The strength o the Untouchablesability. This is added to the Untouchables Willpower

    bonus to give the total modier to many tests. The total

    o the Null Rating added to the Untouchables Will-power bonus is reerred to as the Null Modier.

    Disruption Radius:The upper radius o the Un-touchables abilities. Within this radius, Psykers nd

    their abilities much harder to call upon.

    Protection Radius: The inner radius o the Un-touchables abilities where they become much stronger.

    Most creatures nd the Untouchable unnerving, while

    some are physically repulsed by their abilities.

    Detection Radius: The upper radius that an

    Untouchable can detect other psykers.

    Fellowship Penalty: This number is the penaltyapplied to all Fellowship tests taken by the psyker when

    dealing with someone without the Untouchable trait

    within their Protection radius. The modier can never

    reduce an Untouchables ellowship below 5.

    Untouchable Rank 1Null Rating: 5 Disruption Radius: 5m

    Protection Radius: 0m Detection Radius: 10m

    Fellowship Penalty: -2

    Untouchable Rank 2Null Rating: 10 Disruption Radius: 10mProtection Radius: 2m Detection Radius: 20m

    Fellowship Penalty: -5

    Untouchable Rank 3Null Rating: 15 Disruption Radius: 15m

    Protection Radius: 5m Detection Radius: 30m

    Fellowship Penalty: -10

    Untouchable Rank 4

    Null Rating: 20 Disruption Radius: 20mProtection Radius: 7m Detection Radius: 40m

    Fellowship Penalty: -15

    Untouchable Rank 5

    Null Rating: 25 Disruption Radius: 25mProtection Radius: 9m Detection Radius: 50m

    Fellowship Penalty: -20

    Untouchable Rank 6Null Rating: 30 Disruption Radius: 25m

    Protection Radius: 12m Detection Radius: 50m

    Fellowship Penalty: -25

    Untouchable Rules:Any Daemon or Tyranid attempting to detect the Un-

    touchable must take an immediate Willpower test witha penalty o the Null Modier. I the test is ailed they

    are unaware o the Untouchable unless it attacks them.

    A Daemon or Psyker attempting to move within the

    Untouchables Protection Radius (or 1m, i the protec-

    tion radius is 0) must take a Willpower test with a pen-

    alty o the Null Modier. I the test is ailed, they must

    stop at the edge o this radius and may not attempt to

    move within it or the rest o the turn.

    The Untouchable may take an Awareness or Percep-

    tion test to detect any psykers within their detection ra-

    dius. The test is penalized by the Psy Rating and Will-

    Nulls ANd tyrANids

    Untouchables disrupt the hive mind* throughout

    the area o their psychic suppression aura. Tyranid

    organisms instinctively avoid such areas and will

    not enter unless desperate, starving, or ordered to

    do so by a higher order hive organism. A tyranid

    organism needs to make a Willpower check penal-

    ized by the Null Rating in order to willingly enterthe disruption zone o an Untouchable.

    Once inside the disruption zone, a tyranid organism

    becomes a conused animal, cut o rom directing

    intelligence. It must make a Willpower test penal-

    ized by the Null Rating every round or be treated as

    stunned. I it succeeds it takes a penalty on all o its

    actions equal to the Untouchables Null Rating.

    None o these rules apply to organisms that can op-

    erate independently o the hive mind such as gen-estealers or lictors.

    * For rules on the Tyranid Hive mind see page 11 o

    the Dark Reign presents: Genestealer Cultssupplement.

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    IV:

    TaLENTSaND

    SKILLS

    untocble Rnks

    Class Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Rank 6

    Adept 1 2 4 5 7 8

    Arbitrator 1 2 4 5 8

    Assassin 1 2 4 5 7 8

    Cleric 1 2 4 5 7 8

    Guardsman 1 2 4 5 8

    Scum 1 2 4 5 8

    Tech-Priest 1 2 4 5 7 8

    Experience Cost per Rnk

    Class Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Rank 6

    Adept 100 200 200 300 300 300

    Arbitrator 100 200 300 300 300

    Assassin 100 200 200 300 300 300

    Cleric 100 200 200 300 300 300

    Guardsman 100 200 300 300 300

    Scum 100 200 300 300 300

    Tech-Priest 100 200 200 300 300 300

    skills

    pilot (Jump pAck)This skill allows a character to use a jump pack. Tests

    are not needed to be made under normal conditions.

    However, Tests will be needed to be made during com-bat, storms, or attempting a dangerous maneuver.

    Existing careers that get a Pilot advance can choose to

    gain Pilot (Jump Pack) in addition to the regular Pilot

    advances. Normal experience costs apply.

    power Bonus o the Psyker. For a standard success the

    Untouchable learns the rough location o the psyker.

    For each degree o success the Untouchable gains ad-

    ditional knowledge concerning the power o the psyker

    and narrows down his exact location. The Untouchable

    can roll a test every action as a ull action, but must

    do nothing other then concentrate upon locating the

    psyker.

    Eects on Psychic Powers:An Untouchables main eect is the disruption o psy-

    chic powers. Any psyker attempting to use a power on

    the Untouchable or a target within the Untouchables

    Protection Radius increases the threshold o their pow-

    er by the Null Modier.

    I the psyker is within the Disruption radius, the

    threshold o all their powers is increased by two (this is

    cumulative with the above rule, so a Psyker within the

    Disruption radius, using a power on the Untouchable

    adds the Null Modier+2 to their Threshold).

    Untouchable in other Career Paths:I a character does not choose the Sisters o Silence

    career path they may elect to select a standard careerpath and apply the Psychic Blank Talent at character

    creation. Imperial Psykers cannot gain this talent at all.

    This talent cannot be gained later on through charac-

    ter advancement. The ollowing table explains at what

    level each career can buy the next highest rank o Un-

    touchable.

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    V:Eq

    uIPmENT

    E q u i p m e n t Eqipent

    Armour Protection Hal Move Full Move Charge Assault Cost Availability

    8 1m8m 9m16m 17m24m 25m48m 1,500 Rare

    moveent, mnevers, nd Collision Dge Tble

    Movement Difculty Collision Damage

    On the Ground No special maneuvers are possible,

    except attacks or ground movement

    No damage

    Hal Move +10 1d5

    Full Move +0 1d10

    Charge -10 2d10

    Assault -20 3d10

    cyber-mAstiff

    Cyber-Mastis are used by Prosecutors to hunt down

    heretic psykers. They have a keen sense o smell and

    can track through the worst o conditions.

    Ws bs s t A in p Wp f

    40 -- 41 35 31 12 40 41 11

    c-ma

    Cost: 1000 Thrones Availability: Scarce

    Movement: 4/8/12/24 Wounds: 6

    Skills: Awareness (Per) +10, Tracking (Int) +20.

    Talents: Crushing Blow, Fearless, Heightened Senses

    (Smell), Takedown.

    Traits: Armour Plating (5), Brutal Charge, Dark Sight,

    Natural Weapons (Bite), Quadruped, Size: Scrawny.

    Weapons: Bite (1d10+6 R).

    Threat Rating: Hereticus Minima.

    Jump pAck

    The Jump Pack is part o the standard kit that Rap-

    tors carry. The jump pack allow Raptors to quickly

    cross the battleeld and to engage enemies. The stats

    and movement rates or jump packs remain the same

    or all models o jump packs produced by the Adeptus

    Mechanicus.

    Rules:A jump pack grants the Flyer trait to the character. Due

    to the design o the jump pack the character can only

    achieve Low Altitude or movements up to Full Move.High Altitude can only be achieved or Charge and As-

    sault moves. A character using a jump pack can stay in

    the air or three rounds o movement. At the end o the

    third movement phase the character must land or suer

    alling damage. The heavy armored design grants an

    AP o 8 or any attacks coming rom behind the char-

    acter that hit the body location.

    Jump packs can only fy in a straight line without incur-

    ring a penalty. Changing direction in mid-fight suers

    a penalty based upon the movement o the character.

    Acrobatic maneuvers also incur a penalty based upon

    the movement o the character.

    A character landing into the equivalent o Light Woods

    incurs a -10 to a Pilot (Jump Pack) Test and landing

    into the equivalent o Heavy Woods incurs a -20 pen-

    alty. Failure o the Test results in the character taking

    damage as per landing into buildings or impassable ter-

    rain. Landing into a building or other impassable ter-

    rain causes damage to the character upon impact. Reer

    to the Movement, Maneuvers, and Collision Damage

    Table to gure the damage based upon the speed o the

    character. The damage incurred is not sotened by the

    armor o the character and takes the ull damage listed.

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    V:

    EquIPmENTArmor Notes

    Heavy Weapons, Seekers, Vigilators, and Oblivion

    Knights wear a combination o Mesh and Carapace

    Armor, which in game terms is equivalent to Storm

    Trooper Carapace, due to the mesh being covered by

    the Carapace.

    Extractors, Prosecutors, Raptors, Sub-Commanders,

    and Commanders wear the civilian version o the Pow-

    er Armor listed in the main Dark Heresyrules.

    Assault Sisters are the only ones to wear a civilian

    type o Terminator Armor, which is to say it is identi-

    cal to Adeptus Astartes Terminator Armor, but lacks the

    advanced unctions o the armor.

    aror

    Armour Type Location(s)Covered

    AP Weight Cost Availability

    Sisters o Silence Terminator Armor All 12 130 kg Unavailable Very Rare

    sisters of sileNcetermiNAtor Armor

    Terminator Armor grants the wearer a +30 Strength

    bonus.

    Massive Strength: Due to the armors massive

    strength, ring any heavy weapon does not incur a

    penalty since the wearer is always classied as beingbraced.

    Slow: Terminator armor is bulky and slow. As such

    terminator armor halves the movement o the character

    to a minimum o 1m and makes running impossible.

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    VI:hISTORy

    T

    H i sto r yhistory

    The Sisters o Silence orm the militant and inves-

    tigative arm o the Adeptus Astra Telepathica.In their long and illustrious history they have

    guarded the Blacks Ships run by the Adeptus Astra

    Telepathica, ought in large scale battles where rogue

    psykers were ound, investigated reports o psychic

    phenomena, and other activities related to apprehend-

    ing psykers.

    They are the rst line o deense against psykers and

    warp phenomena.

    The Sisterhood were originally headquartered on Ter-

    ras moon, but during Horuss invasion o the Sol sys-

    tem their headquarters was destroyed by a massive bar-rage rom the traitor feets.

    The barrage was to silence the deense platorms and

    other installations charged with protecting Terra. In

    the attack the Sisters o Silence headquarters were de-

    stroyed and a signicant portion o their support and

    command personnel were killed.

    This was just the beginning o that black, terrible day

    or them.

    Currently, they are headquartered on Terra near the

    Emperors Palace and have a permanent garrison underthe Emperors throne room to bolster the Legio Cus-

    todes deenders.

    Under the throne room there is the webway the Em-

    peror was building, beore the Heresy had the psychic

    wards breached by Magnus the Reds sorcery allowing

    daemons to pour into the Imperial Palace. Upon the

    Emperors entombment upon the Golden Throne, the

    tide o daemons slowed to a trickle, but occasionally

    there is an incursion that needs to be dealt with.

    Side by side with the Legio Custodes the Sisters ght

    the horric daemons o the our Chaos gods.

    During large scale outbreaks o psychic activity, or when

    the orces o Chaos attack an Imperial world, the Sisters

    o Silence are deployed in large battle ormations.

    They coordinate with the supreme commander o the

    Imperial orces in the planning o attacks and seizing

    objectives. Their untouchable abilities make them in-

    valuable allies in battles against psykers and their Chaos

    minions.

    The League o Black Ships collects all the psykers rom

    an Imperial world to be transported to Terra or sanc-

    tioning. On these ten-year long journeys the Sisters

    provide protection or the ships important internal sys-

    tems, the bridge personnel, and the Astra telepaths test-

    ing their human cargo.

    A note concerning the name o the Black Ships: there

    are two types o Black Ships operating in the Imperium.

    The original Black Ships are operated by the Adeptus

    Astra Telepathica which the League o Black Ships are

    a part o. The latter Black Ships came into prominence

    during the Age o Apostasy. These Black Ships are

    run by the Inquisition to allow Inquisitors to perorm

    their duties in ghting the shadow war against internal,

    external, and daemonic threats.

    To conuse matters even worse is that the Inquisition

    regularly travels on board an Adeptus Astra TelepathicaBlack Ship when they are unable to procure other trans-

    port. Due to this occurrence, the term Black Ship ap-

    plies to both the ships o the Adeptus Astra Telepathica

    and the Inquisition.

    When the League o Black Ships arrive at a planet they

    begin screening the psykers that have been tithed to the

    Imperium by the local government.

    When on the planet. the Sisters o Silence perorm a

    sweep o all the major population centers looking or

    psykers and untouchables. I they nd a psyker that hasbeen missed by the planetary governments sweep o

    the planet they apprehend and transport him to the

    Black Ship in orbit.

    When they nd an untouchable that is a male they

    inorm the Inquisition o everything concerning him

    so he can be used by the Inquisition. When they nd a

    emale they take the girl to be transported to the Black

    Ship to be trained in how to use their abilities.

    Their training regimen is lled with standard school-

    ing, training in the combat arts, and how to developtheir untouchable ability. Part o their untouchable abil-

    ity is they can sense and track psykers by judging the

    amount o psychic energy that lls up their void. The

    closer they are the more the warp energy surrounds

    them. This does not aect them in the slightest since

    warp powers have no eect upon them.

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    VI:hI

    STORyUpon completion o her schooling, the novice Sister issent out to work with commanders lling the role o

    interpreters and work in the various departments o the

    Sisterhood to gain experience and knowledge.

    As they complete this apprenticeship program, they

    are able to make a choice to take the Oath o Tranquil-

    ity or to stay where they are in their current position

    as an aide.

    When a Sister takes her Oath it is a solemn ceremony

    overseen by the highest ranking ocer and attended by

    the Seeker squad she will join.

    The Oath is a lietime commitment to track down and

    protect the Imperium rom psychic threats whether they

    are human or xenos. She will serve until she dies in the

    pursuit o her duties or o old age.

    The nal acet o this oath is that she will become

    a willing mute. Her last words or the rest o her lie

    will be the ones she utters to take the vow. From this

    day orward she will be unable to speak with her vocalchords. This does not mean that she cannot converse

    with others, but rather that she cannot converse vocally.

    The Sisters o Silence have their own sign language that

    ew outside o the Adeptus Astra Telepathica can un-

    derstand.

    oAth of trANquility

    I am united by common bond

    to serve the Emperor o Mankind,

    My bond is my strength

    through it I seek my enemies,

    I am unseen and despisedbut this lends me strength,

    I stalk the shadows searching or

    my enemies relentlessly hunting,

    I willingly give my lie

    so my Family and humanity

    will live in the blessed

    ignorance o the Warp,

    The Emperor decreed this service

    ages long past and Iwillingly heed his call

    or he is the leader o men,

    This oath is the voice o

    my common bond,

    Forever aterward I am

    silent and join my Sisters.

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    VII:ROLE-PLayINgTIPS

    A

    R o l e - P l a y i n g T i p s Role-Plying Tips

    ater reading this supplement, youre probably

    asking yoursel,How can I use a Sister o Silence

    in my game? How can I role play a character that is

    mute ater the frst three rank advances? What plots and goals

    can be derived rom having a Sister o Silence in my group?

    These are all tough questions to be asked by players

    and GMs alike. Hopeully, this section will help you

    out and allow you to have un playing a member o one

    o the most mysterious Imperial organizations.

    The possible plots that can be derived rom including

    a Sister are both external and internal. I you have a

    psyker in your playing group, then this will introduce

    riction between the two characters.A psyker will absolutely hate the idea o having some-

    one that can make it impossible to use their abilities

    in the group. The Sister player could be the subject o

    abuse rom the psyker just because o who she is. This

    all changes i the GM uses a nasty rogue psyker against

    the players.

    The player psyker should be able to realize that they

    have gained a valuable asset to both them and their

    party. The Sister has the ability to shut down the bulk

    o the powers rom an enemy psyker just by being nearthem. The party psyker wouldnt be disrupted in using

    their powers as long as they stay out o the disruption

    radius. However, doing so exposes the player psyker to

    being the target o the enemy psyker. The non-psyker

    members o the group will be thankul that the Sister is

    in the group during this encounter, and will protect her

    at all costs. Without her, they could possibly be killed

    by the enemy psyker. All o this encourages teamwork

    within the group and will build the bond that is shared

    by Acolytes o the Inquisition.

    Another way to employ a group with a Sister is that

    they arent part o the Inquisition. Instead, they nd

    themselves thrown together on some war torn battle-

    eld ghting or survival.

    The great supplements on Dark Reigncontain rules or

    a lot o NPCs that arent part o Chaos or the Warp. The

    possibilities or this type o game are endless as youve

    placed the characters onto a survival ooting. They may

    not have all o their gear as well.

    The group could also be part o a special unit that is

    inserted into a standard battle and have very specic

    objectives. The group would be a special orces unit

    operating behind enemy lines and doing their best to

    disrupt them.

    The last way to use them is to make up a new campaign

    using the background or the Inquisition and the set-ting o the Calixis Sector, but instead the entire party is

    comprised o Sisters o Silence.

    The group could start out as guards on a Black Ship

    and one o their charges escape. They are then tasked

    with the job o hunting down this dangerous ugitive.

    They could also just be given their rst assignment

    that is to screen the local populace or psykers and un-

    touchables. The ways o incorporating a Sister o Si-

    lence are only as limited as your imagination.

    For players the question is: why should I play a Sister o

    Silence?The answer is easy i you can think o the uturecharacter as a human being complete with desires and

    wants. With a ully feshed out background youll have a

    solid understanding o how to use her in a campaign.

    Granted, a Sisters role is totally dependent upon your

    uture choices in the career path. A Sister o Silence can

    be an adept-like character, a guardsman type character,

    or a cleric type character. At the rst our ranks it may

    appear that shes a jack o all trades and master o none.

    This was done to give her a solid oundation or the

    three branches that make up the nal our ranks.

    On the matter o not being able to speak, there are nu-

    merous ways that you can communicate without using

    an in-character voice.

    One o the easiest ways is to phrase what you want

    to say like, My character uses her Secret Language (Sisters

    o Silence Signage) to communicate to the group/person in the

    group.

    The other way is to use a notebook and a pen or say

    that youre using data-slate to write with then state the

    message that you want to say. This does make playing

    a Sister o Silence challenging, but the eorts are wellworth it, because it allows you to get creative with your

    role playing.

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    VIII:

    NOTabLENPCSN o ta b l e N P C sNotble NPCs

    Novice AlexiA

    Alexia was born on the Space Hulk Geridion, lie

    wasnt easy there, especially when youre an orphan.

    With nowhere to go she ended up in the wretched outer

    corridors o the Geridion; the void o space did little to

    warm these corridors. It was cold and damp in those

    passages and it was also the place where all the sick

    people were moved too. Alexias survival chances were

    slim though somehow she managed. The years passed

    by and the meagre young girl turned into a woman, this

    last part was not overlooked by the rest o the under-

    belly scum.

    During one her scavenging rounds, they trapped her

    and tried to orce themselves upon her. Beore the scum

    could complete the deed they were quickly cut down.

    An older woman was looking down at her with

    a bloodied knie in hand, with her other hand she

    reached out to Alexia and took her away rom the ac-

    cursed place.

    The woman took her to a dierent part o the ship; into

    a place she had never been beore. Ater being cleaned

    up, the strangers subjected Alexia to several tests. An-other young woman told her what the idea behind all

    the tests were. The woman explained to her who the

    sisters were and that she, a puny woman rom the outer

    corridors had the potential to join them.

    Ever since that day Alexia has been a student o the

    mysterious woman. She ound out later that her name

    was Vigilator Jyserus and although, she hasnt taken her

    vows yet she is determined to ollow in the ootsteps o

    her saviour.

    Ws bs s t A in p Wp f

    27 43 29 31 30 33 32 40 34

    N Aa

    Career Path: Sister o Silence

    Rank: Novice

    Origin: Void Born

    Movement: 3/6/9/18 Wounds: 11

    Fate Points: 2Skills: Awareness, Secret Language (Sister o Silence

    Signage), Speak Language (Low Gothic), Common

    Lore (Sisters o Silence), Inquiry, Search, Literacy.

    Talents: Melee Weapon Training (Primitive), Untouch-

    able Rank 1, Basic Weapon Training (SP), Pistol Train-

    ing (SP).Traits: Charmed, Ill-Omened, Ship wise, Void Accus-

    tomed.Weapons: Stub Automatic (Range 30, S/3/-, 1d10+3

    I, Pen 3, Clip 9), Shotgun (Range 30, S/-/-, 1d10+4 I,

    Clip 5, Scatter), Knie (Range 3, 1d5+2, Primitive).Gear: Robes o the Sisterhood (Common Quality),

    Chrono, Micro-bead, Filtration Plugs, extra clip o

    man-stopper bullets and 12 extra Shotgun shells.

    vigilAtor Jyserus kericA

    It was 35 years ago that Jyserus Kerica was born on the

    Feral world o Belahaam, although Death world would

    have been more appropriate. Belahaam was a cold plan-

    et that was almost completely covered in thick snow.

    Her people, the nomads o the northern plains, were

    a proud a clan o warriors that were adept with spears

    and bows.

    Now Jyserus Kerica wasnt a normal child, she was the

    daughter o the chietain and at her birth the shaman o

    her tribe had oretold she was destined to kill the mon-

    ster in the tunnels under the Uraha fats. The Reaper

    daemon was a stealthy and dangerous monster that had

    hunted her people since dawn o time.

    When she reached adulthood she was set on her way.

    For days she braved the weather with only a spear and

    knie until she reached the fats and the entrance to the

    tunnel. Pale light shone through the icy roo o the cav-

    erns as she travelled deeper and deeper into the tunnels

    until all o a sudden she was knocked to the ground and

    elt the warm blood fowing rom her leg. She turnedaround quickly and looked into the eyes o a pale blue

    monster, it eyes deep and black. Instantly the creature

    went mad, and fung itsel right unto her readied spear

    impaling itsel on its fint head. Though this was not

    the end o the ght she quickly ended it by orcing her

    knie deep into the beast s eye socket.

    Although seriously wounded, she made it back to the

    encampment with the proo o her kill, a piece o the

    beasts icy claw, bloodied and weakened she presented

    the claw to the shaman.

    She told her tale to the entire tribe, proud as she did,

    not knowing that this was going to be the last tale she

    would ever tell. The Shaman told the girls ather that

    he had to commune with the tribes god. When the sha-

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    VIII:N

    OTabLEN

    PCS

    man came back he told the Chietain his daughter had

    been chosen to serve at the side o their god.

    The Shaman led the girl into mountains where the car-

    riage o the tribes god would come and lead her to him.

    He gave her a dagger made out o the tip o the claw

    as a parting git. Though the crat was only a lander

    and not a carriage o God. The tribes symbol, the two

    headed eagle, was painted on its side.She was taken up into the skies to the gods home at

    least that is what she thought. Ater nally arriving on

    the space ship she was met by a man, a cleric serving

    her god as he explained. She was to be a great warrior,

    ghting the anathema o her god across the heavens.

    She accepted her ate and her education soon started.

    She learned about the Sisters, about the Imperium, and

    its threats.

    She also learned about her planet, that it was a truly

    blessed planet or the composition o the air and itsunique gravitational pull created an exceptional number

    o psychic resistant people. The Sisters o Silence used

    this planet as one o the planets to recruit its members

    rom. They would place a Genestealer, with its repro-

    ductive glands removed, near each o the tribes. I there

    was an untouchable near it, it would go mad, and prove

    the child had the untouchable gene. I this would hap-

    pen the shaman o that tribe would call to the station

    circling around the world and they would send down

    a lander to take the man or woman. What exactly hap-

    pens to the men was never told to her.

    Her training was long and hard, but wasnt long beore

    she took her Oath o Silence and truly joined the Sis-

    terhood. She is an exceptionally talented tracker and

    has made progress through the ranks o the Sisters. Jy-

    serus has even recently taken on a pupil to help her in

    her duties. The number o unsanctioned psykers she has

    captured or slain could possibly be a record or some-

    one o her age; unortunately she is not able to brag.

    Ws bs s t A in p Wp f

    48 48 40 32 38 35 33 44 31

    va J ka

    Career Path: Sister o Silence

    Rank: Vigilator

    Origin: Feral World

    Movement: 3/6/9/18 Wounds: 13

    Fate Points: 1

    Skills: Awareness, Secret Language (Sister o Silence

    Signage), Speak Language (Low Gothic, Belehaam

    Tribal Dialect), Common Lore (Sisters o Silence, Psyk-

    ers, Imperium), Inquiry, Search, Literacy, Tracking +10,

    Dodge +10, Scholastic Lore (Legend), Climb +10,

    Concealment, Ciphers (War Cant), Survival.

    Talents: Melee Weapon Training (Primitive, Power),

    Untouchable Rank 4, Basic Weapon Training (SP, Bolt-

    er), Pistol Training (SP, Primitive, Bolter), UntouchableRank 4, Disarm, Blind Fighting, Quick Draw, Sprint-

    ing, Heightened Senses (Sight), Wrangling, Forbidden

    Lore (Chaos, Psykers), Fearless, Swit Attack.

    Traits: Iron Stomach, Primitive, Rite o Passage, Wil-

    derness Savvy.

    Armour: Storm Trooper Carapace Armour (All 6).

    Weapons: Bolter Pistol with Red-dot Laser Sight (BS

    +10, Range 30, S/2/-, 1d10+5 X, Pen 4, Clip 8),

    Boltgun (Range 90, S/2/-, 1d10+5 X, Clip 18), Pow-

    er Sword (1d10+8 E, Pen 6, Power Field), Raptor Fang

    (WS +5, Range 3, 1d5+5, Pen 2).Gear: Robes o the Sisterhood (Common Quality),

    Filtration Plugs, Fur Cloak, Book o Imperial Hymns,

    Bandoleer, Inra Red Goggles, Charms (Prayer Scrolls)

    2 extra clips o Stalker Silenced Shells*.

    * Stalker Silenced Shells are listed under the New Am-

    munition section oDark Reign presents: Adeptus Astartes.