100% found this document useful (3 votes)
1K views20 pages

Warhammer Sisters of Silence

Uploaded by

Ryu Osaki
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (3 votes)
1K views20 pages

Warhammer Sisters of Silence

Uploaded by

Ryu Osaki
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 20

SISTERS OF

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
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 War-
hammer 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.
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

ters of Silence have a long history (their organization Silence


predates the Horus Heresy). They are an all female or- Ranks Initiate
der, in much the same way as the Adepta Sororitas; the XP Level: 500-999

major difference is that the sisters are all Blanks.


Recruited from Untouchable stock, the Sisters are Neophyte
XP Level: 1,000-1,999
anathema to psykers. Their very presence disrupts psy-
chic activity and they are presumed immune to most
forms of psychic assault. The main purpose of the Sis- Aspirant
XP Level: 2,000-2,999
ters 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 psy- Seeker
XP Level: 3,000-5,999
chic individuals and can almost always be found among
the crew of the Black Ships.
Vigilator Oblivion Knight Raptor
Each Sister swears an oath of silence known as the XP Level: 6,000-7,999 XP Level: 6,000-7,999 XP Level: 6,000-7,999
Oath of Tranquility upon being nominated for Sister-
hood; before this, when they are novices, they are al-
Extractor Sub-Commander Heavy Weapon
lowed to converse normally. Amongst their other duties XP Level: 8,000-9,999 XP Level: 8,000-9,999 XP Level: 8,000-9,999
novices sometimes act as interpreters between senior
Sisters and other agents of the Imperium. Full Sisters
Prosecutor Commander Assault
converse in their own sign-language, but there is at XP Level: 10,000-14,999 XP Level: 10,000-14,999 XP Level: 10,000-14,999

least one example of them being conversant in other


forms of sign-communication, such as Astartes battle-
signage.

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.

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
A dva n c es
Advances

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.

Initiate Advance Cost Type Prerequisites


Advances Common Lore (Sisters of Silence) +10 100 S Common Lore (Sisters of Silence)
Common Lore (Imperium) 100 S —
An Initiate’s training fo-
Common Lore (Imperial Creed) 100 S —
cuses more on scholarly
pursuits and give them Common Lore (Psykers) 100 S —
the basis of hunting her- Forbidden Lore (Black Ships) 100 S —
etic psykers. 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

Neophyte Advance Cost Type Prerequisites


Advances Awareness +10 100 S Awareness
Chem-Use 100 S —
Not yet a full-fledged Sis-
Common Lore (Astra Telepathica) 100 S —
ter, a Neophyte starts to
learn useful skills which Dodge 100 S —
will be needed in the pur- Drive (Hover Vehicle) 100 S —
suit of psykers. 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 —
Aspirant
III: Advances
Advance Cost Type Prerequisites
Advances Ciphers (War Cant) 100 S —
Climb +10 100 S Climb
Well versed both in com-
Common Lore (Sisters of Silence) +20 100 S Common Lore
bat and in scholarly mat- (Sisters of Silence) +10
ters, an Aspirant is given
Common Lore (Imperium) +10 100 S Common Lore (Imperium)
her first taste of real op-
erations by her senior Sis- Common Lore (Imperial Creed) +10 100 S Common Lore (Imperial Creed)
ters. 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

Seeker Advance Cost Type Prerequisites


Advances Acrobatics 100 S —
Awareness +20 100 S Awareness +10
Seekers form the core of
Common Lore (Imperial Creed) +20 100 S Common Lore
the Sisterhood and pro- (Imperial Creed) +10
vide the basic troops for
Dodge +10 100 S Dodge
operations.
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
Vigilator

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 —

Extractor Advance Cost Type Prerequisites


Advances Common Lore (Psykers) +20 100 S Common Lore (Psykers) +10
Common Lore (Underworld) 200 S —
Extractors’ main role is the
Concealment +10 100 S Concealment
removal of captured psyk-
ers and securing them for Forbidden Lore (Black Ships) +20 100 S Forbidden Lore (Black Ships) +10
transport aboard a Black Forbidden Lore (Chaos) +10 200 S Forbidden Lore (Chaos)
Ship. They ensure that Forbidden Lore (Archeotech) 200 S —
their prey is teleported Forbidden Lore (Psykers) +10 100 S Forbidden Lore (Psykers)
in custody or is a charred
Inquiry +20 100 S Inquiry +10
corpse.
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
Prosecutor
III: Advances
Advance Cost Type Prerequisites
Advances Common Lore (Underworld) +10 200 S Common Lore (Underworld)
Concealment +20 100 S Concealment +10
A prosecutor endlessly
Forbidden Lore (Chaos) +20 200 S Forbidden Lore (Chaos) +10
searches for psykers with-
in the Imperium. They use Forbidden Lore (Archeotech) +10 200 S Forbidden Lore (Archeotech)
massive cyber-mastiffs to Forbidden Lore (Psykers) +20 100 S Forbidden Lore (Psykers) +10
help them carry out their Interrogation 100 S —
search and once found Logic +20 100 S Logic +10
the Vigilators secure the
Medicae +10 200 S Medicae
rogue psyker until Extrac-
tors can get there. 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

Oblivion Advance Cost Type Prerequisites


Knight Acrobatics +10 100 S Acrobatics
Advances Climb +20 100 S Climb +10
Command 100 S —
Oblivion Knights are Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10
the squad leaders for the
Common Lore (Imperial Creed) +20 100 S Common Lore
Sisterhood and provide (Imperial Creed) +10
leadership as well as ex-
Common Lore (Psykers) +10 100 S Common Lore (Psykers)
perience to the squad they
lead. They form the NCO Forbidden Lore (Black Ships) +10 100 S Forbidden Lore (Black Ships)
corps for the Sisterhood. 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-

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

Commander Advance Cost Type Prerequisites


Advances Command +20 100 S Command +10
Forbidden Lore (Chaos) +20 200 S Forbidden Lore (Chaos) +10
Commanders lead entire
Scholastic Lore (Bureaucracy) +20 100 S Scholastic Lore (Bureaucracy) +10
battle formations into
combat while coordinat- Scholastic Lore (Judgment) +20 200 S Scholastic Lore (Judgment) +10
ing with other assets on a Scholastic Lore (Philosophy) +20 200 S Scholastic Lore (Philosophy) +10
planet. They work direct- Scholastic Lore (Tactica Imperialis) +20 100 S Scholastic Lore
ly with the other services (Tactica Imperialis) +10
of the Imperium. They Scholastic Lore (War) +10 100 S Scholastic Lore (War)
are the highest rank that a
Survival +10 100 S Survival
Sister can hope to attain.
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 —
Raptor
III: Advances
Advance Cost Type Prerequisites
Advances Acrobatics +10 100 S Acrobatics
Climb +20 100 S Climb +10
Raptors form the advance
Common Lore (Imperium) +20 100 S Common Lore (Imperium) +10
recon elements of a Sisters
of Silence assault. They Common Lore (Imperial Creed) +20 100 S Common Lore
(Imperial Creed) +10
are able to pin down their
targets until they can be Common Lore (Psykers) +10 100 S Common Lore (Psykers)
relieved for other assign- Demolition 100 S —
ments. 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

Heavy Advance Cost Type Prerequisites


Weapon Common Lore (Psykers) +20 100 S Common Lore (Psykers) +10
Advances Demolition +10 100 S Demolition
Forbidden Lore (Black Ships) +20 100 S Forbidden Lore (Black Ships) +10
Members of the Heavy Forbidden Lore (Chaos) +10 200 S Forbidden Lore (Chaos)
Weapons rank bring to
Forbidden Lore (Psykers) +10 100 S Forbidden Lore (Psykers)
bear the massive tank
hunting and infantry fire Literacy +20 100 S Literacy +10
suppression weapons to Navigation (Surface) +20 200 S Navigation (Surface) +10
the fight. They are able Pilot (Jump Pack) +10 100 S Pilot (Jump Pack)
to lay down a heavy vol- Scholastic Lore (Chymistry) 100 S —
ume of fire in support of a
Security +10 200 S Security
main assault.
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

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

Talents Untouchable Rank 5


Null Rating: 25 Disruption Radius: 25m
Protection Radius: 9m Detection Radius: 50m
Untouchable Fellowship Penalty: -20
An Untouchable has a rating of 1-6 based on the
strength of their ability, the severity of their effect on Untouchable Rank 6
psychic creatures and the radius of their powers. Each Null Rating: 30 Disruption Radius: 25m
rank of the ability has five characteristics: Protection Radius: 12m Detection Radius: 50m
Fellowship Penalty: -25
Null Rating: The strength of the Untouchable’s
ability. This is added to the Untouchable’s Willpower Untouchable Rules:
bonus to give the total modifier to many tests. The total Any Daemon or Tyranid attempting to detect the Un-
of the Null Rating added to the Untouchable’s Will- touchable must take an immediate Willpower test with
power bonus is referred to as the Null Modifier. a penalty of the Null Modifier. If the test is failed they
Disruption Radius: The upper radius of the Un- are unaware of the Untouchable unless it attacks them.
touchable’s abilities. Within this radius, Psykers find A Daemon or Psyker attempting to move within the
their abilities much harder to call upon. Untouchable’s Protection Radius (or 1m, if the protec-
Protection Radius: The inner radius of the Un- tion radius is 0) must take a Willpower test with a pen-
touchable’s abilities where they become much stronger. alty of the Null Modifier. If the test is failed, they must
Most creatures find the Untouchable unnerving, while stop at the edge of this radius and may not attempt to
some are physically repulsed by their abilities. move within it for the rest of the turn.
Detection Radius: The upper radius that an The Untouchable may take an Awareness or Percep-
Untouchable can detect other psykers. tion test to detect any psykers within their detection ra-
dius. The test is penalized by the Psy Rating and Will-
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 Nulls and Tyranids
reduce an Untouchable’s fellowship below 5.
Untouchables disrupt the hive mind* throughout
Untouchable Rank 1 the area of their psychic suppression aura. Tyranid
Null Rating: 5 Disruption Radius: 5m organisms instinctively avoid such areas and will
Protection Radius: 0m Detection Radius: 10m not enter unless desperate, starving, or ordered to
Fellowship Penalty: -2 do so by a higher order hive organism. A tyranid
organism needs to make a Willpower check penal-
Untouchable Rank 2 ized by the Null Rating in order to willingly enter
Null Rating: 10 Disruption Radius: 10m the disruption zone of an Untouchable.
Protection Radius: 2m Detection Radius: 20m
Fellowship Penalty: -5 Once inside the disruption zone, a tyranid organism
becomes a confused animal, cut off from directing
Untouchable Rank 3 intelligence. It must make a Willpower test penal-
Null Rating: 15 Disruption Radius: 15m ized by the Null Rating every round or be treated as
Protection Radius: 5m Detection Radius: 30m stunned. If it succeeds it takes a penalty on all of its
Fellowship Penalty: -10 actions equal to the Untouchable’s Null Rating.

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

IV: Talents and Skills


Untouchable learns the rough location of the psyker. threshold of all their powers is increased by two (this is
For each degree of success the Untouchable gains ad- cumulative with the above rule, so a Psyker within the
ditional knowledge concerning the power of the psyker Disruption radius, using a power on the Untouchable
and narrows down his exact location. The Untouchable adds the Null Modifier+2 to their Threshold).
can roll a test every action as a full action, but must
do nothing other then concentrate upon locating the Untouchable in other Career Paths:
psyker. If a character does not choose the Sisters of Silence
career path they may elect to select a standard career
Effects on Psychic Powers: path and apply the Psychic Blank Talent at character
An Untouchable’s main effect is the disruption of psy- creation. Imperial Psykers cannot gain this talent at all.
chic powers. Any psyker attempting to use a power on This talent cannot be gained later on through charac-
the Untouchable or a target within the Untouchable’s ter advancement. The following table explains at what
Protection Radius increases the threshold of their pow- level each career can buy the next highest rank of Un-
er by the Null Modifier. touchable.

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 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

Jump Pack Cyber-mastiff


The Jump Pack is part of the standard kit that Rap- Cyber-Mastiffs are used by Prosecutors to hunt down
tors carry. The jump pack allow Raptors to quickly heretic psykers. They have a keen sense of smell and
cross the battlefield and to engage enemies. The stats can track through the worst of conditions.
and movement rates for jump packs remain the same
for all models of jump packs produced by the Adeptus Cyber-Mastiff
Mechanicus. WS BS S T Ag Int Per WP Fel

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

Movement, Maneuvers, and Collision Damage Table


Movement Difficulty Collision Damage
On the Ground No special maneuvers are possible, No damage
except attacks or ground movement
Half Move +10 1d5
Full Move +0 1d10
Charge -10 2d10
Assault -20 3d10
Armour Notes Sisters of Silence

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.

The League of Black Ships collects all the psykers from


an Imperial world to be transported to Terra for sanc-
tioning. On these ten-year long journeys the Sisters
provide protection for the ship’s important internal sys-
Upon completion of her schooling, the novice Sister is

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

VIII: Notable NPCs


Novice Alexia able Rank 1, Basic Weapon Training (SP), Pistol Train-
ing (SP).
Alexia was born on the Space Hulk Geridion, life Traits: Charmed, Ill-Omened, Ship wise, Void Accus-
wasn’t easy there, especially when you’re an orphan. tomed.
With nowhere to go she ended up in the wretched outer Weapons: Stub Automatic (Range 30, S/3/-, 1d10+3
corridors of the Geridion; the void of space did little to I, Pen 3, Clip 9), Shotgun (Range 30, S/-/-, 1d10+4 I,
warm these corridors. It was cold and damp in those Clip 5, Scatter), Knife (Range 3, 1d5+2, Primitive).
passages and it was also the place where all the sick Gear: Robes of the Sisterhood (Common Quality),
people were moved too. Alexia’s survival chances were Chrono, Micro-bead, Filtration Plugs, extra clip of
slim though somehow she managed. The years passed man-stopper bullets and 12 extra Shotgun shells.
by and the meagre young girl turned into a woman, this
last part was not overlooked by the rest of the under-
belly scum.
Vigilator Jyserus Kerica
During one her scavenging rounds, they trapped her
and tried to force themselves upon her. Before the scum It was 35 years ago that Jyserus Kerica was born on the
could complete the deed they were quickly cut down. Feral world of Belahaam, although Death world would
An older woman was looking down at her with have been more appropriate. Belahaam was a cold plan-
a bloodied knife in hand, with her other hand she et that was almost completely covered in thick snow.
reached out to Alexia and took her away from the ac- Her people, the nomads of the northern plains, were
cursed place. a proud a clan of warriors that were adept with spears
and bows.
The woman took her to a different part of the ship; into Now Jyserus Kerica wasn’t a normal child, she was the
a place she had never been before. After being cleaned daughter of the chieftain and at her birth the shaman of
up, the strangers subjected Alexia to several tests. An- her tribe had foretold she was destined to kill the mon-
other young woman told her what the idea behind all ster in the tunnels under the Uraha flats. The Reaper
the tests were. The woman explained to her who the daemon was a stealthy and dangerous monster that had
sisters were and that she, a puny woman from the outer hunted her people since dawn of time.
corridors had the potential to join them.
When she reached adulthood she was set on her way.
Ever since that day Alexia has been a student of the For days she braved the weather with only a spear and
mysterious woman. She found out later that her name knife until she reached the flats and the entrance to the
was Vigilator Jyserus and although, she hasn’t taken her tunnel. Pale light shone through the icy roof of the cav-
vows yet she is determined to follow in the footsteps of erns as she travelled deeper and deeper into the tunnels
her saviour. until all of a sudden she was knocked to the ground and
felt the warm blood flowing from her leg. She turned
Novice Alexia
around quickly and looked into the eyes of a pale blue
WS BS S T Ag Int Per WP Fel monster, it eyes deep and black. Instantly the creature
27 43 29 31 30 33 32 40 34 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
Career Path: Sister of Silence knife deep into the beast’s eye socket.
Rank: Novice Although seriously wounded, she made it back to the
Origin: Void Born encampment with the proof of her kill, a piece of the
beast’s icy claw, bloodied and weakened she presented
Movement: 3/6/9/18 Wounds: 11 the claw to the shaman.
Fate Points: 2
Skills: Awareness, Secret Language (Sister of Silence She told her tale to the entire tribe, proud as she did,
Signage), Speak Language (Low Gothic), Common not knowing that this was going to be the last tale she
Lore (Sisters of Silence), Inquiry, Search, Literacy. would ever tell. The Shaman told the girl’s father that
Talents: Melee Weapon Training (Primitive), Untouch- he had to commune with the tribe’s god. When the sha-
man came back he told the Chieftain his daughter had
VIII: Notable NPCs
been chosen to serve at the side of their god. Vigilator Jyserus Kerica
WS BS S T Ag Int Per WP Fel
The Shaman led the girl into mountains where the car-
48 48 40 32 38 35 33 44 31
riage 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
Career Path: Sister of Silence
as a parting gift. Though the craft was only a lander
Rank: Vigilator
and not a carriage of God. The tribe’s symbol, the two
Origin: Feral World
headed eagle, was painted on its side.
She was taken up into the skies to the god’s home at
Movement: 3/6/9/18 Wounds: 13
least that is what she thought. After finally arriving on
Fate Points: 1
the space ship she was met by a man, a cleric serving
Skills: Awareness, Secret Language (Sister of Silence
her god as he explained. She was to be a great warrior,
Signage), Speak Language (Low Gothic, Belehaam
fighting the anathema of her god across the heavens.
Tribal Dialect), Common Lore (Sisters of Silence, Psyk-
She accepted her fate and her education soon started.
ers, Imperium), Inquiry, Search, Literacy, Tracking +10,
She learned about the Sisters, about the Imperium, and
Dodge +10, Scholastic Lore (Legend), Climb +10,
its threats.
Concealment, Ciphers (War Cant), Survival.

Talents: Melee Weapon Training (Primitive, Power),
She also learned about her planet, that it was a truly
Untouchable Rank 4, Basic Weapon Training (SP, Bolt-
blessed planet for the composition of the air and its
er), Pistol Training (SP, Primitive, Bolter), Untouchable
unique gravitational pull created an exceptional number
Rank 4, Disarm, Blind Fighting, Quick Draw, Sprint-
of psychic resistant people. The Sisters of Silence used
ing, Heightened Senses (Sight), Wrangling, Forbidden
this planet as one of the planets to recruit its members
Lore (Chaos, Psykers), Fearless, Swift Attack.
from. They would place a Genestealer, with its’ repro-
Traits: Iron Stomach, Primitive, Rite of Passage, Wil-
ductive glands removed, near each of the tribes. If there
derness Savvy.
was an untouchable near it, it would go mad, and prove
Armour: Storm Trooper Carapace Armour (All 6).
the child had the untouchable gene. If this would hap-
Weapons: Bolter Pistol with Red-dot Laser Sight (BS
pen the shaman of that tribe would call to the station
+10, Range 30, S/2/-, 2d10 X, Pen 4, Clip 8), Bolt-
circling around the world and they would send down
gun (Range 90, S/2/-, 2d10 X, Clip 18), Power Sword
a lander to take the man or woman. What exactly hap-
(1d10+8 E, Pen 6, Power Field), Raptor Fang (WS +5,
pens to the men was never told to her.
Range 3, 1d5+5, Pen 2).
Gear: Robes of the Sisterhood (Common Quality),
Her training was long and hard, but wasn’t long before
Filtration Plugs, Fur Cloak, Book of Imperial Hymns,
she took her Oath of Silence and truly joined the Sis-
Bandoleer, Infra Red Goggles, Charms (Prayer Scrolls)
terhood. She is an exceptionally talented tracker and
2 extra clips of Stalker Silenced Shells*.
has made progress through the ranks of the Sisters. Jy-
serus has even recently taken on a pupil to help her in
* Stalker Silenced Shells are listed under the New Am-
her duties. The number of unsanctioned psykers she has
munition section of Dark Reign presents: Adeptus Astartes.
captured or slain could possibly be a record for some-
one of her age; unfortunately she is not able to brag.

You might also like