Warhammer Sisters of Silence
Warhammer Sisters of Silence
SILENCE
Introduction
•
Career Path
•
Advances
•
Talents and Skills
•
Equipment
•
History
•
Role-Playing Tips
•
Notable NPCs
C redits
Credits
W ritten
W by A
Art
Richard Littles (ThePatriot) Robban-O
Contributors
C LLayout
Pendeira DarthBane
(for editing the Untouchable rules)
Cynical Cat
Special T
S
(for the Cyber-Mastiff and the Tyranid section)
Santiago Thanks
(for writing the NPCs) 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
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Flight Games.
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I n tr o d u c ti o n
Introduction
I: Introduction
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. Smil-
ing, 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 pres-
ence 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....
C a r e e r Path
Career Path
II: Career Path
T
T
he Sisters of Silence are the militant arm of the
Adeptus Astra Telepathica and are internally re-
ferred to as its Departmento Investigates. The Sis- Sisters of Novice
XP Level: 0-499
Starting Skills: Secret Language (Sisters of Silence Starting Equipment: Robes of the Sisterhood
Signage), Speak Language (Low Gothic), Common (Common Quality Clothing); Auto-Pistol and one mag-
Lore (Sisters of Silence), Inquiry, Search. azine or Stub Automatic with one magazine; Autogun
Starting Talents: Melee Weapon Training (Primi- and one magazine or Shotgun with 12 shells; Knife.
tive), Pistol Training (SP), Basic Weapon Training (SP), Starting Rank: Novice.
Untouchable Rank 1. Throne Gelt: 75+1d10.
III: Advances
Novice Advance Cost Type Prerequisites
Advances Awareness 100 S —
Climb 100 S —
Novices are recent induct-
Drive (Ground Vehicles) 100 S —
ees into the the Sister-
hood and learn the basics Literacy 100 S —
of combat. Their train- Swim 100 S —
ing enables them to be self Ambidextrous 100 T Ag 30
sufficient on operations. 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.
III: Advances
Advance Cost Type Prerequisites
Advances Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10
Common Lore (Imperial Creed) +20 100 S Common Lore
Vigilators are the starting (Imperial Creed) +10
rank for the path of psyk- Concealment 100 S —
er hunters branch. They
Forbidden Lore (Black Ships) +10 100 S Forbidden Lore (Black Ships)
gain more knowledge re-
garding their prey while Forbidden Lore (Chaos) 200 S —
being the vanguard for Forbidden Lore (Psykers) 100 S —
Extractors and Prosecu- Inquiry +10 100 S Inquiry
tors during operations. 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 —
III: Advances
Advance Cost Type Prerequisites
Commander Acrobatics +20 100 S Acrobatics +10
Advances Command +10 100 S Command
Common Lore (Psykers) +10 100 S Common Lore (Psykers) +10
Sub-Commanders lead Forbidden Lore (Black Ships) +20 100 S Forbidden Lore (Black Ships) +10
larger formations of Sis-
Forbidden Lore (Chaos) +10 100 S Forbidden Lore (Chaos)
ters into battle or on large
manhunt for a dangerous Forbidden Lore (Psykers) +10 100 S Forbidden Lore (Psykers)
threat to the Imperium. Literacy +20 100 S Literacy +10
They make up the bulk of Logic +20 100 S Logic +10
the Officer Corps. 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
III: Advances
Advance Cost Type Prerequisites
Advances Acrobatics +20 100 S Acrobatics +10
Dodge +20 100 S Dodge +10
Assault Sisters are armed
Medicae +10 200 S Medicae
with the most fearsome
array close combat weap- Pilot (Jump Pack) +20 100 S Pilot (Jump Pack) +10
ons and heavily armoured. Scholastic Lore (War) +10 100 S Scholastic Lore (War)
They are the pinnacle of Security +20 100 S Security +10
advancement for the regu- Survival +20 100 S Survival +10
lar troops branch of the
Tech Use 200 S —
Sisterhood.
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
T a le nts and
Talents andS ki l ls
Skills
IV: Talents and Skills
Untouchable Rank 4 None of these rules apply to organisms that can op-
Null Rating: 20 Disruption Radius: 20m erate independently of the hive mind such as gen-
Protection Radius: 7m Detection Radius: 40m estealers or lictors.
Fellowship Penalty: -15
* For rules on the Tyranid Hive mind see page 11 of
the Dark Reign presents: Genestealer Cults supplement.
power Bonus of the Psyker. For a standard success the If the psyker is within the Disruption radius, the
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
Skills
Pilot (Jump Pack)
This skill allows a character to use a jump pack. Tests Existing careers that get a Pilot advance can choose to
are not needed to be made under normal conditions. gain Pilot (Jump Pack) in addition to the regular Pilot
However, Tests will be needed to be made during com- advances. Normal experience costs apply.
bat, storms, or attempting a dangerous maneuver.
E quip m ent
Equipment
V: Equipment
Rules: 40 -- 41 35 31 12 40 41 11
A jump pack grants the Flyer trait to the character. Due
to the design of the jump pack the character can only Cost: 1000 Thrones Availability: Scarce
achieve Low Altitude for movements up to Full Move.
High Altitude can only be achieved for Charge and As- Movement: 4/8/12/24 Wounds: 6
sault moves. A character using a jump pack can stay in Skills: Awareness (Per) +10, Tracking (Int) +20.
the air for three rounds of movement. At the end of the Talents: Crushing Blow, Fearless, Heightened Senses
third movement phase the character must land or suffer (Smell), Takedown.
falling damage. The heavy armoured design grants an Traits: Armour Plating (5), Brutal Charge, Dark Sight,
AP of 8 for any attacks coming from behind the char- Natural Weapons (Bite), Quadruped, Size: Scrawny.
acter that hit the body location. Weapons: Bite (1d10+6 R).
Jump packs can only fly in a straight line without incur- Threat Rating: Hereticus Minima.
ring 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 Notes
Woods incurs a -10 to a Pilot (Jump Pack) Test and
landing into the equivalent of Heavy Woods incurs The rules presented here for Jump Packs and Cyber-
a -20 penalty. Failure of the Test results in the char- Mastiff are optional.
acter taking damage as per landing into buildings or Depending upon your preference, you can use the
impassable terrain. Landing into a building or other rules in this book or the ones from the Inquisitor’s
impassable terrain causes damage to the character upon Handbook.
impact. Refer to the Movement, Maneuvers, and Col-
lision 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.
Armour Protection Half Move Full Move Charge Assault Cost Availability
8 1m–8m 9m–16m 17m–24m 25m–48m 1,500 Rare
V: Equipment
Heavy Weapons, Seekers, Vigilators, and Oblivion
Terminator Armour
Knights wear a combination of Mesh and Carapace
Terminator Armour grants the wearer a +30 Strength
Armour, which in game terms is equivalent to Storm
bonus.
Trooper Carapace, due to the mesh being covered by
Massive Strength: Due to the armour’s massive
the Carapace.
strength, firing any heavy weapon does not incur a
Extractors, Prosecutors, Raptors, Sub-Commanders,
penalty since the wearer is always classified as being
and Commanders wear the civilian version of the Pow-
braced.
er Armour listed in the main Dark Heresy rules.
Slow: Terminator armour is bulky and slow. As such
Assault Sisters are the only ones to wear a “civilian”
terminator armour halves the movement of the character
type of Terminator Armour, which is to say it is identi-
to a minimum of 1m and makes running impossible.
cal to Adeptus Astartes Terminator Armour, but lacks
the advanced functions of the armour.
Armour
Armour Type Location(s) AP Weight Cost Availability
Covered
Sisters of Silence Power Armour All Head 10 65 kg — Very Rare
Body12
Arms 11
Legs 11
Sisters of Silence Terminator Armour All Head 13 130 kg — Very Rare
Body 16
Arms 15
Legs 15
Ranged Weapons
Bolt Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Avail
Bolt Pistol Pistol 30m S/2/- 2d10 X 4 8 Full — 5 kg — Very Rare
Boltgun Basic 90m S/2/- 2d10 X 4 24 Full — 14 kg — Very Rare
Heavy Bolter Heavy 120m -/-/10 2d10+5 X 5 400 2 Full — 60 kg — Very Rare
H i stor y
History
VI: History
T
T
he Sisters of Silence form the militant and inves-
tigative arm of the Adeptus Astra Telepathica.
In their long and illustrious history they have
tems, the bridge personnel, and the Astra telepaths test-
ing their human cargo.
guarded the Blacks Ships run by the Adeptus Astra A note concerning the name of the Black Ships: there
Telepathica, fought in large scale battles where rogue are two types of Black Ships operating in the Imperium.
psykers were found, investigated reports of psychic The original Black Ships are operated by the Adeptus
phenomena, and other activities related to apprehend- Astra Telepathica which the League of Black Ships are
ing psykers. a part of. The latter Black Ships came into prominence
They are the first line of defense against psykers and during the Age of Apostasy. These Black Ships are
warp phenomena. run by the Inquisition to allow Inquisitors to perform
their duties in fighting the shadow war against internal,
The Sisterhood were originally headquartered on Ter- external, and daemonic threats.
ra’s moon, but during Horus’s invasion of the Sol sys- To confuse matters even worse is that the Inquisition
tem their headquarters was destroyed by a massive bar- regularly travels on board an Adeptus Astra Telepathica
rage from the traitor fleets. Black Ship when they are unable to procure other trans-
The barrage was to silence the defense platforms and port. Due to this occurrence, the term Black Ship ap-
other installations charged with protecting Terra. In plies to both the ships of the Adeptus Astra Telepathica
the attack the Sisters of Silence headquarters were de- and the Inquisition.
stroyed and a significant portion of their support and
command personnel were killed. When the League of Black Ships arrive at a planet they
This was just the beginning of that black, terrible day begin screening the psykers that have been tithed to the
for them. Imperium by the local government.
When on the planet. the Sisters of Silence perform a
Currently, they are headquartered on Terra near the sweep of all the major population centers looking for
Emperor’s Palace and have a permanent garrison under psykers and untouchables. If they find a psyker that has
the Emperor’s throne room to bolster the Legio Cus- been missed by the planetary government’s sweep of
todes defenders. the planet they apprehend and transport him to the
Under the throne room there is the webway the Em- Black Ship in orbit.
peror was building, before the Heresy had the psychic When they find an untouchable that is a male they
wards breached by Magnus the Red’s sorcery allowing inform the Inquisition of everything concerning him
daemons to pour into the Imperial Palace. Upon the so he can be used by the Inquisition. When they find a
Emperor’s entombment upon the Golden Throne, the female they take the girl to be transported to the Black
tide of daemons slowed to a trickle, but occasionally Ship to be trained in how to use their abilities.
there is an incursion that needs to be dealt with.
Side by side with the Legio Custodes the Sisters fight Their training regimen is filled with standard school-
the horrific daemons of the four Chaos gods. ing, training in the combat arts, and how to develop
their untouchable ability. Part of their untouchable abil-
During large scale outbreaks of psychic activity, or when ity is they can sense and track psykers by judging the
the forces of Chaos attack an Imperial world, the Sisters amount of psychic energy that fills up their void. The
of Silence are deployed in large battle formations. closer they are the more the warp energy surrounds
They coordinate with the supreme commander of the them. This does not affect them in the slightest since
Imperial forces in the planning of attacks and seizing warp powers have no effect upon them.
objectives. Their untouchable abilities make them in-
valuable allies in battles against psykers and their Chaos
minions.
VI: History
sent out to work with commanders filling the role of Oath of Tranquility
interpreters and work in the various departments of the
Sisterhood to gain experience and knowledge. I am united by common bond
As they complete this apprenticeship program, they to serve the Emperor of Mankind,
are able to make a choice to take the Oath of Tranquil- My bond is my strength
ity or to stay where they are in their current position through it I seek my enemies,
as an aide.
I am unseen and despised
When a Sister takes her Oath it is a solemn ceremony but this lends me strength,
overseen by the highest ranking officer and attended by I stalk the shadows searching for
the Seeker squad she will join. my enemies relentlessly hunting,
The Oath is a lifetime commitment to track down and
protect the Imperium from psychic threats whether they I willingly give my life
are human or xenos. She will serve until she dies in the so my Family and humanity
pursuit of her duties or of old age. will live in the blessed
The final facet of this oath is that she will become ignorance of the Warp,
a willing mute. Her last words for the rest of her life
will be the ones she utters to take the vow. From this The Emperor decreed this service
day forward she will be unable to speak with her vocal ages long past and I
chords. This does not mean that she cannot converse willingly heed his call
with others, but rather that she cannot converse vocally. for he is the leader of men,
The Sisters of Silence have their own sign language that
few outside of the Adeptus Astra Telepathica can un- This oath is the voice of
derstand. my common bond,
Forever afterward I am
silent and join my Sisters.
R ole - Play ing TTips
Role-Playing ip s
VII: Role-Playing Tips
A
A
fter reading this supplement, you’re probably The last way to use them is to make up a new campaign
asking yourself, “How can I use a Sister of Silence using the background for the Inquisition and the set-
in my game? How can I role play a character that is ting of the Calixis Sector, but instead the entire party is
mute after the first three rank advances? What plots and goals comprised of Sisters of Silence.
can be derived from having a Sister of Silence in my group?” The group could start out as guards on a Black Ship
These are all tough questions to be asked by players and one of their charges escape. They are then tasked
and GMs alike. Hopefully, this section will help you with the job of hunting down this dangerous fugitive.
out and allow you to have fun playing a member of one They could also just be given their first assignment
of the most mysterious Imperial organizations. that is to screen the local populace for psykers and un-
touchables. The ways of incorporating a Sister of Si-
The possible plots that can be derived from including lence are only as limited as your imagination.
a Sister are both external and internal. If you have a
psyker in your playing group, then this will introduce For players the question is: why should I play a Sister of
friction between the two characters. Silence? The answer is easy if you can think of the future
A psyker will absolutely hate the idea of having some- character as a human being complete with desires and
one that can make it impossible to use their abilities wants. With a fully fleshed out background you’ll have a
in the group. The Sister player could be the subject of solid understanding of how to use her in a campaign.
abuse from the psyker just because of who she is. This Granted, a Sisters role is totally dependent upon your
all changes if the GM uses a nasty rogue psyker against future choices in the career path. A Sister of Silence can
the players. be an adept-like character, a guardsman type character,
or a cleric type character. At the first four ranks it may
The player psyker should be able to realize that they appear that she’s a jack of all trades and master of none.
have gained a valuable asset to both them and their This was done to give her a solid foundation for the
party. The Sister has the ability to shut down the bulk three branches that make up the final four ranks.
of the powers from an enemy psyker just by being near
them. The party psyker wouldn’t be disrupted in using On the matter of not being able to speak, there are nu-
their powers as long as they stay out of the disruption merous ways that you can communicate without using
radius. However, doing so exposes the player psyker to an in-character voice.
being the target of the enemy psyker. The non-psyker One of the easiest ways is to phrase what you want
members of the group will be thankful that the Sister is to say like, “My character uses her Secret Language (Sisters
in the group during this encounter, and will protect her of Silence Signage) to communicate to the group/person in the
at all costs. Without her, they could possibly be killed group.”
by the enemy psyker. All of this encourages teamwork The other way is to use a notebook and a pen or say
within the group and will build the bond that is shared that you’re using data-slate to write with then state the
by Acolytes of the Inquisition. message that you want to say. This does make playing
a Sister of Silence challenging, but the efforts are well
Another way to employ a group with a Sister is that worth it, because it allows you to get creative with your
they aren’t part of the Inquisition. Instead, they find role playing.
themselves thrown together on some war torn battle-
field 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.
NNotable
ota b l e NNPCs
PCs