FEATS:All feats from Races of War are allowed (along with the Skill feats made by the Denizens), as are basically all regular feats from D&D, with the exception of [Heritor] feats and such. Even the minor magic feats may be taken – these spell-like abilities manifest as Minor Psykic Powers.
Additional feats follow.
A note on [Psyker] feats: no individual may possess more than two [Psyker] feats aside from
Minor Powers. Being an Inquisitorial Acolyte counts as possessing a single [Psyker] feat. Additionally, possessing a [Psyker] feat makes you a Psyker for all intents and purposes.
Telekinesis [Psyker]
You have some degree of telekinetic power.Benefit: you may cast Greater Mage Hand and Shield as Supernatural abilities at will.
At 3rd level, you may cast Telekinetic Sphere and Wall of Force once each per hour as Spell-like abilities.
At 6th level, you may cast Wings of Cover and Telekinesis as Spell-like abilities at will. You may also cast Forcecage once per day as a Spell-like ability.
At 10th level, you may deal 20d4 Force Damage to a single target once per day, as a Supernatural ability. This is negated with a successful Fortitude save.
Pyromancy [Psyker]
You can set things on fire by thinking about it really hard.Benefit: you may cast Scorching Ray and Heat Stroke as Supernatural abilities at will.
At 3rd level, you may cast Fireball and Parboil once each per hour as Spell-like abilities.
At 6th level, you may cast Wall of Fire and Blackfire as Spell-like abilities at will.
You may also cast Quickened Flamestrike once per day as a Spell-like ability.
At 10th level, you become Immune to Fire, as a Supernatural ability.
Biomancy [Psyker]
Your control over your body, and those of others, is disturbing.Benefit: you may cast Expeditious Retreat and Ray of Enfeeblement as Supernatural abilities at will.
At 3rd level, you may cast Cure Moderate Wounds and Bull’s Strength once each per hour as Spell-like abilities.
At 6th level, you may cast Blindness/Deafness as a Spell-like ability at will.
You may also cast Horrid Sickness once per day as a Spell-like ability.
At 10th level, you may cast Polymorph once per day, as a Supernatural ability.
Beastmaster [Psyker]
Animals like you. They also insist on hanging around you.Benefit: you gain Wild Empathy and an Animal Companion as though you were a Druid of your own level.
Minor Powers [Psyker]
You possess a handful of lesser powers that make good party tricks. They’re minor enough that Inquisitors generally don’t even care, unless they’re in a bad mood or it’s Thursday.Benefit: you may utilize a number of powers as spell-like abilities at will:
-Mage Hand
-Acid Splash
-Mage Armour
-Flare
-Cure Minor Wounds
-Resistance
-Light
TinkerYou like to toy with machinery, taking your equipment apart and making it better. Some consider this heresy, but some consider skipping breakfast heresy, so whatever.Benefit: given 8 hours of downtime and the right materials, you may enhance your equipment – or that of your allies. You may increase the range of a weapon by 25% or the speed of a vehicle by 25%, or improve the Armour bonus of armour or a vehicle by +2. You may also make any equipment Masterwork in quality or add +1d6 damage to a weapon. You can also quite possibly create certain Wondrous Items or grant special abilities to equipment, entirely dependant on whether the DM feels like allowing it.
MechadendritesYou now have bionic tentacles. Schoolgirls not included.Benefit: a pair of robotic tendrils is added to your body. They provide a +4 bonus on Climb and Grapple checks, and can reach out to 15’ to perform actions such as Sleight of Hand, Repair, Heal and Disable Device. They may even be used to grapple foes at a distance, although you do not add your own Strength bonus in this case. They may also be used to make a flailing attack, dealing 1d6 Slashing damage, plus your Strength modifier. At level 6, your body can provide enough extra energy to add 1d6 Electrical damage plus your Constitution modifier.
Bionic ReconstructionWe can rebuild you… stronger, faster, more expensive!Benefit: if you ever lose a limb or an eye, you simply get a bionic replacement, no questions asked. Additionally, upon taking this feat you may have metallic components surgically added to grant a 25% immunity to critical hits, as well as up to 3 of the following (any may be taken more than once):
-Secret Compartment (you have a hidden carry capacity of about half a square foot)
-Charger Port (you may recharge clips for laser weapons, 1 clip per hour)
-Drug Dispenser (once per day, gain the effects of Cure Light Wounds or Barkskin)
-Shock Inducer (once per day, you may deliver a Shocking Grasp attack)
Special: If you lack this feat and lose a limb, you must trade a feat out for it unless you are deemed worthy of receiving a replacement for free.
EQUIPMENT:A note on proficiencies and firearms: firearms come in four basic varieties:
Pistols: whether you move or stand still, you can fire a pistol a number of times equal to your melee attacks (yes, a full attack as a standard action). They are single-handed weapons, and tend to have poor range relative to other guns.
Rapid Fire: two-handed weapons, these can all be used as clubs, and can be fired once as a standard action if you move, or fired on full auto as a full round action, making your full number of attacks.
Assault: these are two-handed weapons as well, and most of them allow your full number of attacks whether you move or stay still. Some have special rules, however. Also note that two Assault weapons are only Assault weapons if you take the Exotic Weapon Proficiency - otherwise they are Heavy.
Heavy: these require you to brace the weapon as a move action, so you cannot move and shoot. Some of these have a single, powerful shot, whereas others fire on full auto, granting your full compliment of attacks.
Some Heavy weapons are listed as [Massive]. These require, for anyone not wearing full Power Armour or better, a full round to set up on the ground before you can begin firing. People in full Power Armour, on the other hand, can totally carry them about and fire them like normal Heavy weapons.
A suggestion on ammo: unless they are on prolonged missions, assume they have "enough" ammo and can just keep reloading (note that they must still spend the action to reload), topping up every time they return to the base.
Armour:
Carapace Armour [Light]
Armour Bonus: +5
Max Dex: +4
Penalty: -2
Arcane Spell Failure: 20%
Damage Reduction: 10/magic
Fully Sealed, Visor
Scout Power Armour [Medium]
Armour Bonus: +8
Max Dex: +5
Penalty: -4
Arcane Spell Failure: 25%
Damage Reduction: 25%/Adamantine
Barely Fortified (10% Critical Hit Immunity)
Strength: +2
Visor
Power Armour [Medium]
Armour Bonus: +10
Max Dex: +3
Penalty: -6
Arcane Spell Failure: 50%
Damage Reduction: 25%/Adamantine
Lightly Fortified
Strength +4, +2 to Fortitude saves
Fully Sealed, Visor, Radio Comms 100'
Artificer Armour [Medium]
Armour Bonus: +12
Max Dex: +2
Penalty: -6
Arcane Spell Failure: 90%
Damage Reduction: 50%/Adamantine
Lightly Fortified
Strength +4, +5 to Fortitude saves
Fully Sealed, Visor, Radio Comms 100'
Terminator Armour [Heavy]
Armour Bonus: +15
Max Dex: +1
Penalty: -10
Arcane Spell Failure: 200%
Damage Reduction: 50%/Magical Adamantine
Moderately Fortified
Strength +6, +5 to Fortitude saves
Against Touch Attacks: +6 to AC, DR 20/-
Teleport 1/Day
Fully Sealed Armour: Immunity to Gas and Drowning, +2 bonus on saves vs Enchantments
Visor: Immunity to being Dazzled or Blinded, Low-Light Vision
Radio Comms: this more or less functions as Telepathy with those set on the same frequency.
Pistols:
Las Pistol: 50' range, 1d8 Light damage, clip-30, crit 20/x2
Treats Armour bonus as 2 points lower (minimum 0)
*Hot-Shot Ammo: clip-1, touch attack, 2d8 Light damage
Hell Pistol: 50' range, 1d8 Light damage, pack-100, crit 18-20/x2
Plasma Pistol: 50' range, 5d6 Fire/Electricity damage, canister-10, crit 20/x2
Touch attacks, Overheats (firing more than one shot per round deals 2d6 damage to the wielder unless dialing it down to low power: 2d6 damage)
Auto Pistol: 50' range, 2d4 Piercing damage, clip-12, crit 19-20/x2
Ripper Pistol: 50' range, 2d4 Piercing damage plus Poison, clip-10, crit 19-20/x2
Poison: DC 20, 1d4 Con/2d6 Con
Stub Pistol: 50' range, 2d6 Bludgeoning damage, clip-8, crit 20/x3
*Manstopper Ammo: 2d8 Bludgeoning damage, DR counts double
Bolt Pistol: 50' range, 3d6 Fire/Sonic damage, clip-20, crit 20/x3
*Can take special Bolter ammunition
Inferno Pistol: 30' range, 4d8 Fire damage, canister-10, crit 20/x3
touch attacks, no regeneration
*within 15' range: 8d6 Fire damage, Fire Resistance/Immunity can only beat up to half of it
Flame Pistol: 10' Cone of fire, 2d6 Fire damage, Ref half (DC = Attack Roll), canister-6
Failed save causes burning (1d6 Fire damage per round), ignores cover
Rapid Fire Firearms:
Lasgun: 100' range, 2d6 Light damage, clip-30, crit 20/x2
Treats Armour bonus as 2 points lower (minimum 0)
*Hot shot pack: clip-1, touch attack, 4d6 Light damage
Plasma Gun: 100' range, 6d6 Fire/Electricity damage, canister-20, crit 20/x2
Touch attacks, Overheats (3d6, Low Power: 3d6)
Boltgun: 100' range, 4d6 Fire/Sonic damage, clip-30, crit 20/x3
*Can take special Bolter ammunition, may have a Sarissa (counts as a Spear)
Assault Firearms:
Shotgun: depends on ammunition used, clip-12
-Scattershot: 20' cone, 3d6 Bludgeoning damage, Ref half (DC = Attack roll)
-Solid Shot: 60' range, 3d6 Bludgeoning, crit 20/x3
-Executioner Rounds: 100' range, 2d6 Piercing damage, crit 19-20/x2, not affected by cover or any miss chance
Melta: 50' range, 5d8 Fire damage, canister-20, crit 20/x3, touch attacks, no regeneration
*within 25' range: 10d6 Fire damage, only half can be negated through Fire Resistance/Immunity
Flamer: 30' cone of fire, 6d6 Fire damage, Ref half (DC = Attack roll), canister-10, ignores cover
Failed save: target burns (1d8 Fire per round)
Each extra attack merely adds +2d6 damage to the one attack.
Heavy Flamer: 50' cone of fire, 10d6 Fire damage, Ref half (DC = Attack roll), fuel tank-20, ignores cover
Failed save: target burns (2d6 Fire per round)
Each extra attack merely adds +2d6 damage to the one attack.
Counts as Heavy without Exotic training
Heavy Stubber: 100' range, 4d6 Bludgeoning damage, belt-100, crit 20/x3
Upon being hit by all incoming shots, the target must make a DC 20 Strength check or be knocked prone (size modifiers/stability do apply)
Counts as Heavy without Exotic training
Autogun: 120' range, 2d6 Piercing damage, clip-20, crit 19-20/x2
Storm Bolter: 150' range, 4d6 Fire/Sonic damage, drum-60, crit 20/x3
*Can take special Bolter ammunition
Grenade Launcher: 70' range, launches grenades, clip-6
Hell Gun: 100' range, 2d6 Light damage, pack-100, crit 18-20/x2
Heavy Weapons:
Needle Rifle: 250' range, 2d4 Piercing damage plus Poison, clip-10, crit 19-20/x3
Poison: DC 20, 1d6 Str/2d6 Con
Heavy Bolter: 200' range, 6d6 Fire/Sonic damage, belt-100, crit 20/x4
*Can take special Bolter ammunition
Lascannon: 250' range, 10d6 Light damage, battery-40, crit 19-20/x2
Touch attacks, single-shot only, [Massive]
Autocannon: 300' range, 6d6 Piercing/Bludgeoning damage, drum-40, crit 20/x4
Upon being hit by all incoming shots, the target must make a DC 20 Strength check or be knocked prone (size modifiers/stability do apply)
[Massive]
Multilaser: 200' range, 6d6 Light damage, battery-100, crit 19-20/x2
Halve armour bonus, +1 attack in a full attack, vehicle-mounted only
Rocket Launcher: 200' range, delivers Frag or Krak missiles, clip-4
Single-shot only
-Frag: 30' radius, 5d6 Fire/Sonic damage, Ref half (DC 18)
-Krak: 6d8 Fire/Sonic damage, crit 19-20/x4
[Massive]
Plasma Cannon: 200' range, 10d6 Fire/Electricity damage in a 15' radius
Ref half (DC 25), cell-20
Overheats (5d6, DC 20), [Massive]
Multi-Melta: 100' range, 8d8 Fire damage, fuel tank-25, crit 20/x2, touch attacks, no regeneration
*Within 50' range: 16d6 Fire damage, no more than half may be blocked
Single-shot only
Assault Cannon: 200' range, 3d4 Piercing, drum-300, crit 19-20/x2
Double the number of attacks
Rocket Pods: 60' range, 30' radius explosion, 6d6 Fire/Sonic damage, Ref half (DC 16), no cover saves, drum-10, vehicle-mounted only
Hunter-Killer Missile: 1000' range, 10' radius explosion, 8d8 Fire/Piercing damage, Ref half (DC 17), no save for target if hit, crit 17-20/x2, single-use, vehicle-mounted only
Hellfury Missile: 500' range, 10' radius explosion, 10d6 Fire damage, Ref half (DC 20), single-use, vehicle-mounted only
Hellstrike Missile: 500' range, 50' radius explosion, 5d6 Fire damage, Ref half (DC 18), no cover bonus, single-use, vehicle-mounted only
Demolition Device: 30' range, 15' radius blast, 10d6 Fire/Sonic damage, Ref Half (DC = attack roll), those who fail the save are knocked Prone. Single-use only.
Battle Cannon: 500' range, 20' radius blast, 6d6 Sonic/Bludgeoning damage, Ref Half (DC = attack roll). Hand-loaded, single-shot only, vehicle-mounted only.
Earthshaker: 1,000' range, 100' radius blast, 8d6 Sonic/Bludgeoning damage, Ref Half (DC = attack roll if direct, 15 if indirect), those who fail the save are knocked Prone and Stunned for 1 round. Hand-loaded, single-shot only, vehicle-mounted only.
Vanquisher: 750' range, 50' radius blast, 8d6 Sonic/Bludgeoning damage, Ref half (DC = attack roll), ignores all Damage Reduction and Regeneration, Deafens all in 100' for 1 minute on a failed Fortitude save (DC 20). Hand-loaded, single-shot only, vehicle-mounted only.
Manticore Missile: 1000' range, bursts into four 10' radius blasts. 5d6 Fire/Sonic damage each, Ref half (DC 16). Single-use, single-shot only, vehicle-mounted only.
Deathstrike Missile: 2000' range, 500' radius explosion. 20d6 Fire/Sonic damage to all in the area, Ref Half (DC 25). Single-use, vehicle-mounted only.
Bomb: dropped from the air, 20' radius blast, 5d6 Sonic/Bludgeoning damage, Ref half (DC 16). Single-use, vehicle-mounted only.
Explosives:
Frag Grenade: thrown to 40', 20' radius explosion, 4d6 Fire/Bludgeoning, Ref Half (DC 15), those who fail the save are knocked Prone.
Krak Grenade: thrown to 30', 5' radius explosion, 8d6 Fire/Bludgeoning, Ref Half (DC 17)
Gas Grenade: thrown to 40', 20' radius cloud of gas. Counts as Obscuring Mist + Hypnotic Pattern to those in the area (Fort negates the latter, DC 20).
Plasma Grenade: thrown to 40', 10' radius explosion, 10d6 Fire/Electricity damage, Ref half (DC 16), lingers for 1d4 rounds.
Melta Bomb: attach to device, 5' radius explosion, 20d6 Fire damage, Fort half (DC 25), no more than half can be negated.
Concussion Mines: set into ground as a 5' radius Caltrop field. Stepping on them causes a 10' radius explosion, 2d6 Sonic damage, Ref Half (DC 15, DC 25 for the one who stepped on them), failing the save also results in being Stunned for 1 round.
Melee Weapons:
Chainsword: counts as a Masterwork Longsword that deals 1 point of Constitution damage with each hit, and if it hits successfully, Rends the target for an extra 2d6 damage at the end of the round.
Eviscerator: counts as a Blood-Drinking Greatsword that deals 2 points of Constitution damage with each hit, and if it hits successfully, Rends the target for an extra 4d6 damage at the end of the round. Has a built-in 1-use Flamer.
Power Weapon: Power Weapons count as +5 Brilliant Energy Shocking versions of the weapons they are based on.
Power Fist: Power Fists count as +5 Brilliant Energy Shocking Burst Spiked Gauntlets that deal 2 points of Constitution damage with each hit, and that have a x4 critical multiplier.
Misc:
Chameleoline: occupies "Cloak" slot, grants a 25% miss chance through Concealment and Hide in Plain Sight, as well as a +4 bonus to Hide checks.
Grav-Chute: anyone wearing a Grav-Chute basically has a permanent Feather Fall effect, and never suffers falling damage.
Twin-link: if a weapon is twin-linked, then roll damage twice and pick the best one.
Medikit: this grants a +5 bonus to Heal checks, as well as providing one dose of each of the following:
-Morphia: immunity to Pain and Fear for 1 hour
-Narthecium: Cure Critical Wounds, CL 15
-Antivenin: Neutralise Poison
-Apocalyptic Antibiotics: Cure Disease
-Stimm: Immunity to Fatigue for 1 hour, Haste for 1 minute
-Slaught: Rage and Bull's Strength for 1 minute, then Fatigue
Cloak of St. Aspira: occupies the "Cloak" slot, granting a +5 Enhancement bonus to AC, and adding Damage Reduction 25%, as well a granting +4 to Will saves and to Charisma.
Roasarius: occupies the "Belt" slot, granting a +5 Deflection bonus to AC, as well as a +3 Resistance bonus to all saving throws.
Auspex: this device can cast the following at will, as Supernatural abilities:
-Detect Chaos
-Detect Poison
-Detect Magic
-Deathwatch
-Locate City
-Identify
Jet Pack: wearing this allows you to fly, somewhat. You gain a +10' bonus to your movement speed if merely using it to skim along, and can also cross difficult terrain without penalty. If used for actual flight, the speed is 40' (Clumsy), generally only used to launch in straight lines.
Jump Pack: more elegant than a jet pack, this actually flies properly. If using it to skim along, you gain the +10' movement bonus, but it can also grant a flight speed of 50' (Good).
Special Bolter Ammunition:
-Kraken Penetrator Rounds: crit 18-20/x2, reduce DR by 10
-Frag Rounds: Wounding, deals 1d6 Piercing to adjacent creatures
-Hellfire Rounds: Acid damage, Poison (DC 20, 1d4 Con/1d4 Con)
-Inferno Rounds: Fire damage, catch fire (1d6 Fire per round)
-Tempest Bolts: Electricity damage, Fort DC 20 or be Stunned 1 round
-Bessed Bolts: count as Holy, Axiomatic
Vehicles:So, vehicles are handled like this: they are essentially animated objects that you control. Their type is Construct, and if they do not move they are flat-footed. If they do move, they treat their Dex bonus as +1 per ten feet moved in that round - so if a vehicle speeds 250 feet up to you, it seriously has +25 AC.
Chimera Military Transport:Maximum Speed: 180' (Swim 100')
Armour: +7
Size: Huge (Long)
Carry Capacity: Gunner, Pilot and 12 passengers
HP: 100
Fort +10, Ref +3, Will +6
"Trample" 4d8+20
Stability, Bullrush +28
*6 Hull-mounted Lasguns (passenger-operated)
*Optional: 1 Pintle-mounted Storm Bolter or Heavy Stubber
*Optional: 1 Hunter-Killer Missile
*Turret: Multi-laser or Auto-cannon or Heavy Bolter
*Hull: Heavy Bolter or Heavy Flamer
Rhino Armoured Transport:Maximum Speed: 200'
Armour: +7
Size: Huge (Long)
Carry Capacity: Pilot, 10 passengers
HP: 100
Fort +10, Ref +3, Will +6
Trample 4d8+20
Stability, Bullrush +28
*Pintle-mounted Storm Bolter
*Optional: 1 Hunter-Killer Missile
Repressor Assault Transport:Maximum Speed: 180'
Armour: +7
Size: Huge (Long)
Carry Capacity: Pilot, Gunner, 10 passengers
HP: 120
Fort +11, Ref +4, Will +7
Trample 4d8+20
Stability, Bullrush +30
*Cupola-mounted Storm Bolter
*Pintle-mounted Heavy Flamer
*Optional: 1 Hunter-Killer Missile
Valkyrie Aircraft:Maximum Speed: Fly 500' (Good)
Armour: +5
Size: Gargantuan (Long)
Carry Capacity: Pilot, 2 Gunners, 10 passengers
HP: 80
Fort +8, Ref +3, Will +6
*Two door-mounted Heavy Bolters
*Nose-mounted Multilaser or Lascannon
*2 Wing-mounted Hellstrike Missiles or Rocket Pods
Vendetta Gunship:Maximum Speed: Fly 500' (Good)
Armour: +5
Size: Gargantuan (Long)
Carry Capacity: Pilot, 2 Gunners, 10 passengers
HP: 80
Fort +8, Ref +3, Will +6
*Two door-mounted Heavy Bolters
*Nose-mounted Twin-linked Lascannon
*2 Wing-mounted Hellfury Missiles or Twin-linked Lascannons
Vulture Gunship:Maximum Speed: Fly 600' (Perfect)
Armour: +5
Size: Gargantuan (Long)
Carry Capacity: Pilot, 2 Gunners
HP: 80
Fort +8, Ref +3, Will +6
*Two Wing-mounted Lascannons
*Nose-mounted Heavy Bolter
*2 Wing-mounted Hellstrike Missiles or Rocket Pods
Marauder Bomber:Maximum Speed: Fly 400' (Average)
Armour: +7
Size: Colossal (Long)
Carry Capacity: Pilot, 5 assorted crew
HP: 200
Fort +12 Ref +5 Will +9
*Rear-mounted twin-linked Assault Cannon
*Anti-Aircraft twin-linked Heavy Bolter
*24 Bombs or 4 Deathstrike Missile equivalent 200kg bombs
*3x nose-mounted twin-linked Auto-cannons
Le Man Russ:Maximum Speed: 100'
Armour: +12
Size: Huge (Long)
Carry Capacity: Pilot, Gunner, 2 other crew
HP: 150
Fort +12 Ref +5 Will +9
*Turret-Mounted Battle Cannon or Vanquisher or 2x Twin-linked Auto-Cannon
*Hull-mounted Heavy Bolter or Lascannon
*Two Sponsons with Heavy Bolters or Plasma Cannons or Multi-Meltas
*Optional: 1 Hunter-Killer Missile
*Optional: Pintle-mounted Heavy Stubber or Storm Bolter
Land Raider:Maximum Speed: 100'
Armour: +13
Size: Gargantuan (Long)
Carry Capacity: Pilot, Gunner, 10 passengers
HP: 180
Fort +13 Ref +5 Will +9
*Roof-mounted twin-linked Heavy Bolters
*Two sponsons with twin-linked Lascannons
Astartes Bike:Maximum Speed: 150'
Armour: +4
Size: Large (Long)
Carry Capacity: Driver only
HP: 60
Fort +5 Ref +2 Will +5
*Front-mounted twin-linked Boltguns
*May have a rear-mounted mine-layer or a seat for one passenger.
Drop Pod:Maximum Speed: 0 (it falls, then it lands and doesn't move)
Armour: +8
Size: Huge (Tall)
Carry Capacity: 10 passengers
HP: 100
Fort +7 Ref +2 Will +6
*Ceiling-mounted Storm Bolter or Grenade Launcher
*May replace 5 passenger spots with additional Grenade Launchers or Assault Cannons.
AI BAB: +8