Warhammer 40k: Dark Pursuits
Lieutenant "Arms Dealer" Shroud
Humans must die so humanity may live.
|Kul (Quarantine)||Imperial Navy||Ace|
|Weapon Skill (WS)||34||-||Intellegence (INT)||36||-|
|Ballistics (BS)||48||-||Perception (PER)||35||-|
|Strength (S)||33||-||Will Power (WP)||42||-|
|Toughness (T)||41||-||Fellowship (FEL)||30||-|
|Agility (AG)||30||-||Influence (IFL)||32||-|
|Acrobatics (Ag)||10||Medicae (Int)||16|
|Athletics (S)(K)||33||Navigate (Stellar) (Int) (K)||36|
|Awareness (Per)(K)||35||Navigate (Surface) (Int)(KT)||46|
|Charm (Fel)||10||Navigate (Warp) (Int)||0|
|Command (Fel)(K)||30||Operate (Aeronautical) (Ag)(KT)||40|
|Commerce (Int)||16||Operate (Surface) (Ag)(KT)||40|
|Common Lore: Imp Navy (Int) (K)||36||Operate (Voidship)(K)||-|
|Common Lore: (Int)||10||Parry (WS)(K)||34|
|Deceive (Fel)(K)||30||Psyniscience (Per)|
|Dodge (Ag)(K)||30||Scrutiny (Per)(K)||35|
|Forbidden Lore: Daemonolgy (Int)||36||Security (Int)(K)||36|
|Forbidden Lore: The Warp (Int)||36||Sleight of Hand (Ag)||10|
|Inquiry (Fel)(K)||30||Stealth (Ag)(K)||30|
|Interrogation (Wp)||22||Survival (Per)(KT)||45|
|Intimidate (S)||13||Tech Use (Int)(K)||36|
Talents and Traits
|Gen/Fin||Navy||Weapon Training: Chain||The Acolyte can use all weapons with Class: Pistol, Basic, Melee, Throwing, and Vehicle within the group he has selected with this talent. When a character attempts to use a weapon he does not have the correct Weapon Training talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill test.|
|Gen/Fin||Navy||Weapon Training: Solid Projectile||The Acolyte can use all weapons with Class: Pistol, Basic, Melee, Throwing, and Vehicle within the group he has selected with this talent. When a character attempts to use a weapon he does not have the correct Weapon Training talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill test.|
|Agi/Tech||Ace||Hotshot Pilot: (T2)||When the Acolyte succeeds on an Operate test (or Survival test in the case of a living steed), he may voluntarily suffer 1 level of fatigue to add a number of degrees of success equal to half of his Agility bonus. When the Acolyte fails an Operate test (or Survival test in the case of a living steed), he may voluntarily suffer 1 level of Fatigue in order to reduce the degree of failure by an amount equal to his Agility bonus, to a minimum of 1.|
|Will/Def||Divination||Jaded: (T1)||The Acolyte’s wide travels have shown him both wonders and horrors beyond the ken of most. The galaxy has thrown its worst at him and he has yet to flinch. Mundane events, from death’s horrific visage to xenos abominations, do not force him to gain Insanity points or make Fear tests. Daemons, Warp manifestations, and other unnatural effects still affect him normally.|
Myth Made Truth: (Home World Bonus)
A character from Kul has seen childish tales and superstitions take on terrifying forms to stalk the surface of his cursed planet, and has instinctive insight into the Immaterium. He counts as having the Forbidden Lore (The Warp, Daemonology) skills each with a number of ranks equal to half his intelligence bonus (rounded down), unless the number of Ranks would be higher otherwise.
Close Quarters Discipline: (Navy Bonus)
An Imperial Navy character scores one additional degree of success on successful Ballistic Skill tests he make against targets at Point-Blank range, at short range, and with whom he is engaged in melee.
Right Stuff: (Role Bonus)
In addition to the normal uses of Fate points (see page 293 of the Dark Heresy Core Rulebook), an Ace character may spend a fate point to automatically succeed at an Operate or Survival skill test involving vehicles or living steeds with a number of degrees of success equal to his agility bonus.
|Name: Chainsword||Cls: Melee|
|Rof:||DMG: 1d10+2 R|
|Rld:||Wt: 6||Avl: Average|
|Special: Balanced, Tearing|
|Balanced: Carefully weighted, the weapon moves naturally with the user, making his parries more successful. Balanced weapons grant a +10 bonus to Weapon Skill tests made to Parry. Even if the wielder is using multiple Balanced weapons, he only gains the bonus once.|
|Tearing: These weapons call on spinning chainblades, serrated claws, burrowing projectiles, and other vicious means to rip apart targets. These weapons roll one extra die for damage, and the lowest result is discarded.|
|Name: Shotgun (Combat)||Cls: Basic|
|Rof: S/-/-||DMG: 1d10+4 I|
|Rld: 2 Full||Wt: 5||Avl: Average|
|The standard ammunition of these weapons spreads out when fired, ripping apart targets at close range but inflicting considerably less harm from afar. When fired at Point Blank range, this weapon gains +10 to hit and deals +3 damage. When fired at Short range, it gains +10 to hit. At any longer ranges, it suffers –3 damage.|
- Shotgun Combat Ammo
- Shotgun (Combat)
- Flak Coat
Max Carry Weight: 36kg, Current Carry Weight: 19kg
|Rebreather:||These devices store and recycle breathable air via a mask and external supply tank, making the user to immune to toxic atmospheres, even allowing him to survive underwater. The air canister lasts only for about one hour and then must be replaced, which takes a Full Action. Good craftsmanship models last two hours, while Poor ones take two Full Actions to replace the canister. Replacement canisters are Scarce.|
|Name: Pulse Pistol||Cls: Pistol|
|Rof: S/2/-||DMG: 2d10+2 E|
|Rng: 40m||Pen: 4||Clip: 16|
|Rld: Half||Wt: 3 kg||Avl: Extremely Rare|
|Special: Concealed Holster|
|These conformal pouches can hold a small pistol such as an autopistol or stub automatic, and are worn under obscuring clothing to disguise the weapon from observers. Attempts to detect such a weapon suffer a –20 penalty, but Ready actions for this weapon become a Full Action rather than a Half Action (or a Half Action instead of a Free Action where applicable).|
Monotask Servoskull: Imperius-7777 – Auger Array
Servo-skulls represent the honoured remains of valued Imperial servants and Tech-Priests who continue their service even after death. The skull is carefully cleansed and engraved, then fitted with a machine spirit to guide its actions, and tiny grav platings to sustain it in flight. Monotask models are dedicated to a single, basic function and are a common sight on many worlds. Each responds to basic verbal commands, and unless otherwise commanded, always hovers near its master. The types below represent only a fraction of the countless patterns found across the sector.
• Augur: The skull carries a scanner and vox-data systems to relay its findings. The character gains the benefits of an auspex as long as the servo-skull is within 10 metres and active.
Auspex / Scanner
These standard Imperial detection devices are used to reveal energy emissions, motion, life-signs, and other information. A character using an auspex gains a +20 bonus to Awareness tests. Once per round, as a Free Action, a character with one may make a Tech-Use test to spot things not normally visible to human senses, such as invisible gases, nearby signs of life, non-visible radiation, or other things as appropriate. The standard range is 50m, though walls more than 50cm thick and certain shielding materials can block a scanner. Good craftsmanship models increase the bonus to +30, but Poor models an only penetrate 20cm of material.
Vox Data System:
A standard Imperial long-distance communications device, vox- casters can transmit and receive to other units within 100km, and can reach most orbiting vessels overhead. Higher craftsmanship models have increased ranges, and can include encryption and other security settings.
Few things invoke terror as much as a psyker calling on the unholy powers of the Warp to twist reality and rend souls. While faith in the Emperor is always essential, a null rod can also be effective in negating such threats. Most null rods appear as short obsidian cylinders, often crawling with arcane icons and glyphs. Each can dampen the powers of any psykers within 2d10 metres, causing them to take all tests to use any of their psychic powers with a –30 penalty.
They also offer an Acolyte personal protection from psychic attacks by granting a +30 bonus to resist any psychic power that directly affects him. A null rod acts as a truncheon with the Power Field quality when used in close combat.
Just as the Inquisition acts as a light against soul-devouring darkness, so these small portable lamps act against the physical darkness of night. Glow-globes are roughly the size of a clenched fist, and can illuminate an area a dozen or so metres in radius, while cylindrical stablights can project a narrower, conical beam but at twice that distance. Both last roughly five hours before their power packs need recharging or replacing.
These conformal pouches can hold a small pistol such as an autopistol or stub automatic, and are worn under obscuring clothing to disguise the weapon from observers. Attempts to detect such a weapon suffer a –20 penalty, but Ready actions for this weapon become a Full Action rather than a Half Action (or a Half Action instead of a Free Action where applicable).
Xenos Weapon Permit:
Permit from our Inquisitor to keep the Xenos Pulse Pistol.
Pulse Pistol- Pistol 40m S/2/– 2d10+2 E Pen 4 Clip 16 Half — 3kg Extremely Rare
Thin carapace plating is inserted under the skin in various locations, giving the user added protection against damage. While not as impressive as most augmentations and sometimes uncomfortable, subskin armour is very reliable. This implant adds +2 Armour points to the Arms, Body, and Legs locations, which stacks with any other Armour points for these locations.