SISTERS OF SILENCE Introduction • Career Path • Advances • Talents and Skills • Equipment • History • Role-Playing Tips • Notable NPCs
C redits Credits W ritten W
A Art
by Richard Littles (ThePatriot)
Robban-O
Contributors C
LLayout
Pendeira
DarthBane
(for editing the Untouchable rules)
Cynical Cat (for the Cyber-Mastiff and the Tyranid section)
Santiago (for writing the NPCs)
S Special T Thanks Kage2020 Mordheim
For more fan-created material visit the unofficial Dark Heresy website, Dark Reign, at www.darkreign40k.com
D is c laim er Disclaimer This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy Flight Games. © Fantasy Flight Games. Warhammer 40,000 is a trademark of Games Workshop, Ltd. All Rights Reserved. 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, ‘Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
V V
igilator Jyserus Kerica pulled her bolt pistol out and steadied herself in the shadows of the alleyway. Her target was coming and she’ll be damned if the rogue psyker was going to get away. Clad in her golden power armour with a face protector instead of a helmet, her long brown hair flowed freely from in the single pony tail on her otherwise shaved head. The mark of the aquila was tattooed, in bright red, on her face, following the contours of her delicate features. She had an empty holster for her bolt pistol and a power sword strapped to her small waist with a long white cloak flowing behind her. The shadows hid her lithe and graceful figure and she concentrated for a moment to get a fix on her target. Smiling, she realized that he was very close and waited for her opportunity to pounce. A tall man, with flowing 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 felt 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 force sword free of its scabbard. With his other hand he pulled out a hand cannon. Noticing his movements, Jyserus moved behind a trash bin for additional cover and waited. She sensed his presence and he did hers. A blank spot in the warp was ahead of him somewhere. He inhaled deeply to gather his courage and continued to walk down the alleyway. She sensed his movements and deftly pulled up her bolter pistol sighting the red-dot sight onto his chest. Silently, Jyserus stepped out from behind the trash bin and moved within the shadows to get closer to him. He froze sensing movement, but was unable to locate where it was. “I suggest that you drop your weapons psyker or I’ll drop you,” she calmly stated. After a sharp intake of breath the man said, “Oh, it’s one of your kind they sent after me. It’s no matter since this ends now.” With a flourish he pulled up both of 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 fought the urge to run. He kept his composure and continued to walk down the alleyway looking for a target. With a lightning quick jump she landed behind him and pressed her bolter pistol to the back of his neck. “You’re quite correct that it ends now. Drop your weapons,” she commanded. Sighing in the futility of it all, the man dropped the force sword and hand cannon to the ground. She lithely grabbed his right hand with her left and secured a manacle to it. Rapidly his left hand was secured. She smiled and spoke quietly into her vox....
I: Introduction
I n tr o d u c ti o n Introduction
II: Career Path
C a r e e r Path Path Career T T
he Sisters of Silence are the militant arm of the Adeptus Astra Telepathica and are internally referred to as its Departmento Investigates. The Sisters of Silence have a long history (their organization predates the Horus Heresy). They are an all female order, in much the same way as the Adepta Sororitas; the major difference is that the sisters are all Blanks. Recruited from Untouchable stock, the Sisters are anathema to psykers. Their very presence disrupts psychic activity and they are presumed immune to most forms of psychic assault. The main purpose of the Sisters of Silence is therefore to seek out and apprehend psykers. As warrior-investigators they can be involved in all aspects of the capture and transportation of psychic individuals and can almost always be found among the crew of the Black Ships. Each Sister swears an oath of silence known as the Oath of Tranquility upon being nominated for Sisterhood; before this, when they are novices, they are allowed to converse normally. Amongst their other duties novices sometimes act as interpreters between senior Sisters and other agents of the Imperium. Full Sisters converse in their own sign-language, but there is at least one example of them being conversant in other forms of sign-communication, such as Astartes battlesignage.
Starting Skills: Secret Language (Sisters of Silence Signage), Speak Language (Low Gothic), Common Lore (Sisters of Silence), Inquiry, Search. Starting Talents: Melee Weapon Training (Primitive), Pistol Training (SP), Basic Weapon Training (SP), Untouchable Rank 1.
Sisters of Silence Ranks
Novice XP Level: 0-499
Initiate XP Level: 500-999
Neophyte XP Level: 1,000-1,999
Aspirant XP Level: 2,000-2,999
Seeker XP Level: 3,000-5,999
Vigilator
Oblivion Knight
Raptor
XP Level: 6,000-7,999
XP Level: 6,000-7,999
XP Level: 6,000-7,999
Extractor
Sub-Commander
Heavy Weapon
XP Level: 8,000-9,999
XP Level: 8,000-9,999
XP Level: 8,000-9,999
Prosecutor
Commander
Assault
XP Level: 10,000-14,999
XP Level: 10,000-14,999
XP Level: 10,000-14,999
Starting Equipment: Robes of the Sisterhood (Common Quality Clothing); Auto-Pistol and one magazine or Stub Automatic with one magazine; Autogun and one magazine or Shotgun with 12 shells; Knife. Starting Rank: Novice. Throne Gelt: 75+1d10.
Sisters of Silence Characteristic Advances 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
Novice Advances Novices are recent inductees into the the Sisterhood and learn the basics of combat. Their training enables them to be self sufficient on operations.
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.
Initiate Advances An Initiate’s training focuses more on scholarly pursuits and give them the basis of hunting heretic psykers.
Neophyte Advances Not yet a full-fledged Sister, a Neophyte starts to learn useful skills which will be needed in the pursuit of psykers.
Advance
Cost
Type
Prerequisites
Common Lore (Sisters of Silence) +10
100
S
Common Lore (Sisters of 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
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 (Surface)
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
—
III: Advances
A dva n c es Advances
III: Advances
Aspirant Advances Well versed both in combat and in scholarly matters, an Aspirant is given her first taste of real operations by her senior Sisters.
Seeker Advances Seekers form the core of the Sisterhood and provide the basic troops for operations.
Advance
Cost
Type
Prerequisites
Ciphers (War Cant)
100
S
—
Climb +10
100
S
Climb
Common Lore (Sisters of Silence) +20
100
S
Common Lore (Sisters of 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
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 of 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
Vigilators are the starting rank for the path of psyker hunters branch. They gain more knowledge regarding their prey while being the vanguard for Extractors and Prosecutors during operations.
Extractor Advances Extractors’ main role is the removal of captured psykers and securing them for transport aboard a Black Ship. They ensure that their prey is teleported in custody or is a charred corpse.
Advance
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
—
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 (Surface) +10
100
S
Navigation (Surface)
Pilot (Military Craft)
200
S
—
Pilot (Spacecraft)
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 Purify
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
III: Advances
Vigilator Advances
III: Advances
Prosecutor Advances A prosecutor endlessly searches for psykers within the Imperium. They use massive cyber-mastiffs to help them carry out their search and once found the Vigilators secure the rogue psyker until Extractors can get there.
Oblivion Knight Advances Oblivion Knights are the squad leaders for the Sisterhood and provide leadership as well as experience to the squad they lead. They form the NCO corps for the Sisterhood.
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 Craft) +10
200
S
Pilot (Military Craft)
Pilot (Spacecraft) +10
200
S
Pilot (Spacecraft)
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 of Steel
100
T
—
Untouchable Rank 6
100
T
Untouchable Rank 5
Total Recall
200
T
Int 30
Advance
Cost
Type
Prerequisites
Acrobatics +10
100
S
Acrobatics
Climb +20
100
S
Climb +10
Command
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 (Surface) +10
100
S
Navigation (Surface)
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
Sub-Commanders lead larger formations of Sisters into battle or on large manhunt for a dangerous threat to the Imperium. They make up the bulk of the Officer Corps.
Commander Advances Commanders lead entire battle formations into combat while coordinating with other assets on a planet. They work directly with the other services of the Imperium. They are the highest rank that a Sister can hope to attain.
Advance
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 (Surface) +20
100
S
Navigation (Surface) +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 of Authority
100
T
Fel 30
Die Hard
200
T
WP 40
Exotic Weapon Training (pick one)
200
T
—
Marksman
100
T
BS 35
Peer (Astra Telepathica)
100
T
Fel 30
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) +10
Scholastic 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 of Hell
100
T
Iron DIscipline
Independent Targeting
200
T
BS 40
Light Sleeper
200
T
Per 30
Nerves of Steel
100
T
—
Pistol Training (Flame)
100
T
—
Talented (pick one skill)
200
T
—
III: Advances
SUBCommander Advances
III: Advances
Raptor Advances Raptors form the advance recon elements of a Sisters of Silence assault. They are able to pin down their targets until they can be relieved for other assignments.
Heavy Weapon Advances Members of the Heavy Weapons rank bring to bear the massive tank hunting and infantry fire suppression weapons to the fight. They are able to lay down a heavy volume of fire in support of a main assault.
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 (Surface) +10
200
S
Navigation (Surface)
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
—
Swift Attack
100
T
WS 35
Advance
Cost
Type
Prerequisites
Common 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 (Surface) +20
200
S
Navigation (Surface) +10
Pilot (Jump Pack) +10
100
S
Pilot (Jump Pack)
Scholastic Lore (Chymistry)
100
S
—
Security +10
200
S
Security
Shadowing +10
200
S
Shadowing
Silent Move +10
200
S
Silent Move
Survival +10
100
S
Survival
Cleanse and Purify
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
Assault Sisters are armed with the most fearsome array close combat weapons and heavily armoured. They are the pinnacle of advancement for the regular troops branch of the Sisterhood.
Advance
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 (Armourer)
200
S
—
Berserk Charge
100
T
—
Catfall
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
Swift 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 of Steel
100
T
Ag 35
III: Advances
Assault Advances
IV: Talents and Skills
T a le nts and ki l ls Talents andS Skills Talents
Untouchable Rank 5
Untouchable An Untouchable has a rating of 1-6 based on the strength of their ability, the severity of their effect on psychic creatures and the radius of their powers. Each rank of the ability has five characteristics:
Null Rating: 25 Protection Radius: 9m Fellowship Penalty: -20
Disruption Radius: 25m Detection Radius: 50m
Untouchable Rank 6 Null Rating: 30 Protection Radius: 12m Fellowship Penalty: -25
Disruption Radius: 25m Detection Radius: 50m
Null Rating: The strength of the Untouchable’s ability. This is added to the Untouchable’s Willpower bonus to give the total modifier to many tests. The total of the Null Rating added to the Untouchable’s Willpower bonus is referred to as the Null Modifier. Disruption Radius: The upper radius of the Untouchable’s abilities. Within this radius, Psykers find their abilities much harder to call upon. Protection Radius: The inner radius of the Untouchable’s abilities where they become much stronger. Most creatures find 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 penalty applied to all Fellowship tests taken by the psyker when dealing with someone without the Untouchable trait within their Protection radius. The modifier can never reduce an Untouchable’s fellowship below 5.
Untouchable Rank 1 Null Rating: 5 Protection Radius: 0m Fellowship Penalty: -2
Disruption Radius: 5m Detection Radius: 10m
Untouchable Rank 2 Null Rating: 10 Protection Radius: 2m Fellowship Penalty: -5
Disruption Radius: 10m Detection Radius: 20m
Untouchable Rank 3 Null Rating: 15 Protection Radius: 5m Fellowship Penalty: -10
Disruption Radius: 15m Detection Radius: 30m
Untouchable Rank 4 Null Rating: 20 Protection Radius: 7m Fellowship Penalty: -15
Disruption Radius: 20m Detection Radius: 40m
Untouchable Rules: Any Daemon or Tyranid attempting to detect the Untouchable must take an immediate Willpower test with a penalty of the Null Modifier. If the test is failed they are unaware of the Untouchable unless it attacks them. A Daemon or Psyker attempting to move within the Untouchable’s Protection Radius (or 1m, if the protection radius is 0) must take a Willpower test with a penalty of the Null Modifier. If the test is failed, they must stop at the edge of this radius and may not attempt to move within it for the rest of the turn. The Untouchable may take an Awareness or Perception test to detect any psykers within their detection radius. The test is penalized by the Psy Rating and Will-
Nulls and Tyranids Untouchables disrupt the hive mind* throughout the area of 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 penalized by the Null Rating in order to willingly enter the disruption zone of an Untouchable. Once inside the disruption zone, a tyranid organism becomes a confused animal, cut off from directing intelligence. It must make a Willpower test penalized by the Null Rating every round or be treated as stunned. If it succeeds it takes a penalty on all of its actions equal to the Untouchable’s Null Rating. None of these rules apply to organisms that can operate independently of the hive mind such as genestealers or lictors. * For rules on the Tyranid Hive mind see page 11 of the Dark Reign presents: Genestealer Cults supplement.
If the psyker is within the Disruption radius, the threshold of 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 Modifier+2 to their Threshold).
Untouchable in other Career Paths: If a character does not choose the Sisters of Silence career path they may elect to select a standard career path 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 character advancement. The following table explains at what level each career can buy the next highest rank of Untouchable.
Effects on Psychic Powers: An Untouchable’s main effect is the disruption of psychic powers. Any psyker attempting to use a power on the Untouchable or a target within the Untouchable’s Protection Radius increases the threshold of their power by the Null Modifier.
Untouchable Ranks 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 Rank 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 combat, 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.
IV: Talents and Skills
power Bonus of the Psyker. For a standard success the Untouchable learns the rough location of the psyker. For each degree of success the Untouchable gains additional knowledge concerning the power of the psyker and narrows down his exact location. The Untouchable can roll a test every action as a full action, but must do nothing other then concentrate upon locating the psyker.
V: Equipment
E quip m ent Equipment Jump Pack
Cyber-mastiff
The Jump Pack is part of the standard kit that Raptors carry. The jump pack allow Raptors to quickly cross the battlefield and to engage enemies. The stats and movement rates for jump packs remain the same for all models of jump packs produced by the Adeptus Mechanicus.
Cyber-Mastiffs are used by Prosecutors to hunt down heretic psykers. They have a keen sense of smell and can track through the worst of conditions. Cyber-Mastiff
Rules: A jump pack grants the Flyer trait to the character. Due to the design of the jump pack the character can only achieve Low Altitude for movements up to Full Move. High Altitude can only be achieved for Charge and Assault moves. A character using a jump pack can stay in the air for three rounds of movement. At the end of the third movement phase the character must land or suffer falling damage. The heavy armoured design grants an AP of 8 for any attacks coming from behind the character that hit the body location. Jump packs can only fly in a straight line without incurring a penalty. Changing direction in mid-flight suffers a penalty based upon the movement of the character. Acrobatic maneuvers also incur a penalty based upon the movement of the character. A character landing into the equivalent of Light Woods incurs a -10 to a Pilot (Jump Pack) Test and landing into the equivalent of Heavy Woods incurs a -20 penalty. Failure of the Test results in the character taking damage as per landing into buildings or impassable terrain. Landing into a building or other impassable terrain causes damage to the character upon impact. Refer to the Movement, Maneuvers, and Collision Damage Table to figure the damage based upon the speed of the character. The damage incurred is not softened by the armour of the character and takes the full damage listed.
WS
BS
S
T
Ag
Int
Per WP Fel
40
--
41
35
31
12
40
Cost: 1000 Thrones
41
11
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.
Notes The rules presented here for Jump Packs and CyberMastiff are optional. Depending upon your preference, you can use the rules in this book or the ones from the Inquisitor’s Handbook.
Armour Protection
Half Move
Full Move
Charge
Assault
Cost
Availability
8
1m–8m
9m–16m
17m–24m
25m–48m
1,500
Rare
Movement, Maneuvers, and Collision Damage Table Movement On the Ground
Difficulty
Collision Damage
No special maneuvers are possible, except attacks or ground movement
No damage
Half Move
+10
1d5
Full Move
+0
1d10
Charge
-10
2d10
Assault
-20
3d10
Sisters of Silence Terminator Armour
Heavy Weapons, Seekers, Vigilators, and Oblivion Knights wear a combination of Mesh and Carapace Armour, 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 of the Power Armour listed in the main Dark Heresy rules. Assault Sisters are the only ones to wear a “civilian” type of Terminator Armour, which is to say it is identical to Adeptus Astartes Terminator Armour, but lacks the advanced functions of the armour.
Terminator Armour grants the wearer a +30 Strength bonus. Massive Strength: Due to the armour’s massive strength, firing any heavy weapon does not incur a penalty since the wearer is always classified as being braced. Slow: Terminator armour is bulky and slow. As such terminator armour halves the movement of the character to a minimum of 1m and makes running impossible.
Armour Armour Type
Location(s) Covered
AP
Weight
Cost
Availability
Sisters of Silence Power Armour
All
Head 10 Body12 Arms 11 Legs 11
65 kg
—
Very Rare
Sisters of Silence Terminator Armour
All
Head 13 Body 16 Arms 15 Legs 15
130 kg
—
Very Rare
Ranged Weapons Bolt Weapons Name
Class
Range
RoF
Dam
Pen Clip
Rld
Special
Bolt Pistol
Pistol
30m
S/2/-
2d10 X
4
Boltgun
Basic
90m
S/2/-
2d10 X
4
Heavy Bolter
Heavy
120m
-/-/10
2d10+5 X
5
400
Wt
Cost
Avail
8
Full
24
Full
—
5 kg
—
Very Rare
—
14 kg
—
Very Rare
2 Full
—
60 kg
—
Very Rare
V: Equipment
Armour Notes
VI: History
H i stor y History T T
he Sisters of Silence form the militant and investigative arm of the Adeptus Astra Telepathica. In their long and illustrious history they have guarded the Blacks Ships run by the Adeptus Astra Telepathica, fought in large scale battles where rogue psykers were found, investigated reports of psychic phenomena, and other activities related to apprehending psykers. They are the first line of defense against psykers and warp phenomena. The Sisterhood were originally headquartered on Terra’s moon, but during Horus’s invasion of the Sol system their headquarters was destroyed by a massive barrage from the traitor fleets. The barrage was to silence the defense platforms and other installations charged with protecting Terra. In the attack the Sisters of Silence headquarters were destroyed and a significant portion of their support and command personnel were killed. This was just the beginning of that black, terrible day for them. Currently, they are headquartered on Terra near the Emperor’s Palace and have a permanent garrison under the Emperor’s throne room to bolster the Legio Custodes defenders. Under the throne room there is the webway the Emperor was building, before the Heresy had the psychic wards breached by Magnus the Red’s sorcery allowing daemons to pour into the Imperial Palace. Upon the Emperor’s entombment upon the Golden Throne, the tide of 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 fight the horrific daemons of the four Chaos gods. During large scale outbreaks of psychic activity, or when the forces of Chaos attack an Imperial world, the Sisters of Silence are deployed in large battle formations. They coordinate with the supreme commander of the Imperial forces in the planning of attacks and seizing objectives. Their untouchable abilities make them invaluable allies in battles against psykers and their Chaos minions. The League of Black Ships collects all the psykers from an Imperial world to be transported to Terra for sanctioning. On these ten-year long journeys the Sisters provide protection for the ship’s important internal sys-
tems, the bridge personnel, and the Astra telepaths testing their human cargo. A note concerning the name of the Black Ships: there are two types of Black Ships operating in the Imperium. The original Black Ships are operated by the Adeptus Astra Telepathica which the League of Black Ships are a part of. The latter Black Ships came into prominence during the Age of Apostasy. These Black Ships are run by the Inquisition to allow Inquisitors to perform their duties in fighting the shadow war against internal, external, and daemonic threats. To confuse matters even worse is that the Inquisition regularly travels on board an Adeptus Astra Telepathica Black Ship when they are unable to procure other transport. Due to this occurrence, the term Black Ship applies to both the ships of the Adeptus Astra Telepathica and the Inquisition. When the League of 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 of Silence perform a sweep of all the major population centers looking for psykers and untouchables. If they find a psyker that has been missed by the planetary government’s sweep of the planet they apprehend and transport him to the Black Ship in orbit. When they find an untouchable that is a male they inform the Inquisition of everything concerning him so he can be used by the Inquisition. When they find a female they take the girl to be transported to the Black Ship to be trained in how to use their abilities. Their training regimen is filled with standard schooling, training in the combat arts, and how to develop their untouchable ability. Part of their untouchable ability is they can sense and track psykers by judging the amount of psychic energy that fills up their void. The closer they are the more the warp energy surrounds them. This does not affect them in the slightest since warp powers have no effect upon them.
When a Sister takes her Oath it is a solemn ceremony overseen by the highest ranking officer and attended by the Seeker squad she will join. The Oath is a lifetime commitment to track down and protect the Imperium from psychic threats whether they are human or xenos. She will serve until she dies in the pursuit of her duties or of old age. The final facet of this oath is that she will become a willing mute. Her last words for the rest of her life will be the ones she utters to take the vow. From this day forward she will be unable to speak with her vocal chords. This does not mean that she cannot converse with others, but rather that she cannot converse vocally. The Sisters of Silence have their own sign language that few outside of the Adeptus Astra Telepathica can understand.
Oath of Tranquility I am united by common bond to serve the Emperor of Mankind, My bond is my strength through it I seek my enemies, I am unseen and despised but this lends me strength, I stalk the shadows searching for my enemies relentlessly hunting, I willingly give my life so my Family and humanity will live in the blessed ignorance of the Warp, The Emperor decreed this service ages long past and I willingly heed his call for he is the leader of men, This oath is the voice of my common bond, Forever afterward I am silent and join my Sisters.
VI: History
Upon completion of her schooling, the novice Sister is sent out to work with commanders filling the role of interpreters and work in the various departments of the Sisterhood to gain experience and knowledge. As they complete this apprenticeship program, they are able to make a choice to take the Oath of Tranquility or to stay where they are in their current position as an aide.
VII: Role-Playing Tips
R ole - Play ing TTips ip s Role-Playing A A
fter reading this supplement, you’re probably asking yourself, “How can I use a Sister of Silence in my game? How can I role play a character that is mute after the first three rank advances? What plots and goals can be derived from having a Sister of Silence in my group?” These are all tough questions to be asked by players and GMs alike. Hopefully, this section will help you out and allow you to have fun playing a member of one of the most mysterious Imperial organizations. The possible plots that can be derived from including a Sister are both external and internal. If you have a psyker in your playing group, then this will introduce friction between the two characters. A psyker will absolutely hate the idea of having someone that can make it impossible to use their abilities in the group. The Sister player could be the subject of abuse from the psyker just because of who she is. This all changes if 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 of the powers from an enemy psyker just by being near them. The party psyker wouldn’t be disrupted in using their powers as long as they stay out of the disruption radius. However, doing so exposes the player psyker to being the target of the enemy psyker. The non-psyker members of the group will be thankful 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 of this encourages teamwork within the group and will build the bond that is shared by Acolytes of the Inquisition. Another way to employ a group with a Sister is that they aren’t part of the Inquisition. Instead, they find themselves thrown together on some war torn battlefield fighting for survival. The great supplements on Dark Reign contain rules for a lot of NPCs that aren’t part of Chaos or the Warp. The possibilities for this type of game are endless as you’ve placed the characters onto a survival footing. They may not have all of their gear as well. The group could also be part of a special unit that is inserted into a standard battle and have very specific objectives. The group would be a special forces 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 for the Inquisition and the setting of the Calixis Sector, but instead the entire party is comprised of Sisters of Silence. The group could start out as guards on a Black Ship and one of their charges escape. They are then tasked with the job of hunting down this dangerous fugitive. They could also just be given their first assignment that is to screen the local populace for psykers and untouchables. The ways of incorporating a Sister of Silence are only as limited as your imagination. For players the question is: why should I play a Sister of Silence? The answer is easy if you can think of the future character as a human being complete with desires and wants. With a fully fleshed out background you’ll have a solid understanding of how to use her in a campaign. Granted, a Sisters role is totally dependent upon your future choices in the career path. A Sister of Silence can be an adept-like character, a guardsman type character, or a cleric type character. At the first four ranks it may appear that she’s a jack of all trades and master of none. This was done to give her a solid foundation for the three branches that make up the final four ranks. On the matter of not being able to speak, there are numerous ways that you can communicate without using an in-character voice. One of the easiest ways is to phrase what you want to say like, “My character uses her Secret Language (Sisters of 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 you’re using data-slate to write with then state the message that you want to say. This does make playing a Sister of Silence challenging, but the efforts are well worth it, because it allows you to get creative with your role playing.
Novice Alexia Alexia was born on the Space Hulk Geridion, life wasn’t easy there, especially when you’re an orphan. With nowhere to go she ended up in the wretched outer corridors of the Geridion; the void of 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. Alexia’s 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 of the underbelly scum. During one her scavenging rounds, they trapped her and tried to force themselves upon her. Before the scum could complete the deed they were quickly cut down. An older woman was looking down at her with a bloodied knife in hand, with her other hand she reached out to Alexia and took her away from the accursed place. The woman took her to a different part of the ship; into a place she had never been before. After being cleaned up, the strangers subjected Alexia to several tests. Another 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 from the outer corridors had the potential to join them. Ever since that day Alexia has been a student of the mysterious woman. She found out later that her name was Vigilator Jyserus and although, she hasn’t taken her vows yet she is determined to follow in the footsteps of her saviour. Novice Alexia WS
BS
S
T
Ag
Int
Per WP Fel
27
43
29
31
30
33
32
40
34
Career Path: Sister of Silence Rank: Novice Origin: Void Born Movement: 3/6/9/18 Wounds: 11 Fate Points: 2 Skills: Awareness, Secret Language (Sister of Silence Signage), Speak Language (Low Gothic), Common Lore (Sisters of Silence), Inquiry, Search, Literacy. Talents: Melee Weapon Training (Primitive), Untouch-
able Rank 1, Basic Weapon Training (SP), Pistol Training (SP). Traits: Charmed, Ill-Omened, Ship wise, Void Accustomed. Weapons: Stub Automatic (Range 30, S/3/-, 1d10+3 I, Pen 3, Clip 9), Shotgun (Range 30, S/-/-, 1d10+4 I, Clip 5, Scatter), Knife (Range 3, 1d5+2, Primitive). Gear: Robes of the Sisterhood (Common Quality), Chrono, Micro-bead, Filtration Plugs, extra clip of 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 of Belahaam, although Death world would have been more appropriate. Belahaam was a cold planet that was almost completely covered in thick snow. Her people, the nomads of the northern plains, were a proud a clan of warriors that were adept with spears and bows. Now Jyserus Kerica wasn’t a normal child, she was the daughter of the chieftain and at her birth the shaman of her tribe had foretold she was destined to kill the monster in the tunnels under the Uraha flats. The Reaper daemon was a stealthy and dangerous monster that had hunted her people since dawn of time. When she reached adulthood she was set on her way. For days she braved the weather with only a spear and knife until she reached the flats and the entrance to the tunnel. Pale light shone through the icy roof of the caverns as she travelled deeper and deeper into the tunnels until all of a sudden she was knocked to the ground and felt the warm blood flowing from her leg. She turned around quickly and looked into the eyes of a pale blue monster, it eyes deep and black. Instantly the creature went mad, and flung itself right unto her readied spear impaling itself on its flint head. Though this was not the end of the fight she quickly ended it by forcing her knife deep into the beast’s eye socket. Although seriously wounded, she made it back to the encampment with the proof of her kill, a piece of the beast’s 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 girl’s father that he had to commune with the tribe’s god. When the sha-
VIII: Notable NPCs
NNotable ota b l e NNPCs PCs
VIII: Notable NPCs
man came back he told the Chieftain his daughter had been chosen to serve at the side of their god. The Shaman led the girl into mountains where the carriage of the tribe’s god would come and lead her to him. He gave her a dagger made out of the tip of the claw as a parting gift. Though the craft was only a lander and not a carriage of God. The tribe’s symbol, the two headed eagle, was painted on its side. She was taken up into the skies to the god’s home at least that is what she thought. After finally 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, fighting the anathema of her god across the heavens. She accepted her fate 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 for the composition of the air and its unique gravitational pull created an exceptional number of psychic resistant people. The Sisters of Silence used this planet as one of the planets to recruit its members from. They would place a Genestealer, with its’ reproductive glands removed, near each of the tribes. If there was an untouchable near it, it would go mad, and prove the child had the untouchable gene. If this would happen the shaman of 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 happens to the men was never told to her. Her training was long and hard, but wasn’t long before she took her Oath of Silence and truly joined the Sisterhood. She is an exceptionally talented tracker and has made progress through the ranks of the Sisters. Jyserus has even recently taken on a pupil to help her in her duties. The number of unsanctioned psykers she has captured or slain could possibly be a record for someone of her age; unfortunately she is not able to brag.
Vigilator Jyserus Kerica WS
BS
S
T
Ag
Int
Per WP Fel
48
48
40
32
38
35
33
44
31
Career Path: Sister of Silence Rank: Vigilator Origin: Feral World Movement: 3/6/9/18 Wounds: 13 Fate Points: 1 Skills: Awareness, Secret Language (Sister of Silence Signage), Speak Language (Low Gothic, Belehaam Tribal Dialect), Common Lore (Sisters of Silence, Psykers, 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, Bolter), Pistol Training (SP, Primitive, Bolter), Untouchable Rank 4, Disarm, Blind Fighting, Quick Draw, Sprinting, Heightened Senses (Sight), Wrangling, Forbidden Lore (Chaos, Psykers), Fearless, Swift Attack. Traits: Iron Stomach, Primitive, Rite of Passage, Wilderness Savvy. Armour: Storm Trooper Carapace Armour (All 6). Weapons: Bolter Pistol with Red-dot Laser Sight (BS +10, Range 30, S/2/-, 2d10 X, Pen 4, Clip 8), Boltgun (Range 90, S/2/-, 2d10 X, Clip 18), Power Sword (1d10+8 E, Pen 6, Power Field), Raptor Fang (WS +5, Range 3, 1d5+5, Pen 2). Gear: Robes of the Sisterhood (Common Quality), Filtration Plugs, Fur Cloak, Book of Imperial Hymns, Bandoleer, Infra Red Goggles, Charms (Prayer Scrolls) 2 extra clips of Stalker Silenced Shells*. * Stalker Silenced Shells are listed under the New Ammunition section of Dark Reign presents: Adeptus Astartes.