Pilot – the transport becomes part of the same detachment as any retinue stands
Combat Pilot – if the crewed vehicle has a transport capacity, it becomes part of the same detachment as any retinue stands, otherwise it forms its own detachment within the retinue
Vehicle Repair, Battlefield Surgery, Terror, Champion, Inspiring Leader, Warp Eye, Ultimate Authority – if multiple characters in a retinue stand possess one of these talents, the effects do not stack and no additional uses of the abilities are gained
Bulging Biceps – the change in weapon category does not affect the weapon’s range, or the benefits granted by (multiple) heavy weapons on a stand
Lavishly Equipped, Lucky, Epic Hero – these talents may be taken any number of times
Loyal Retainers – if adding a member to the retinue, they are created as standard for characters; if adding troops, instead of adding a support card, you add a specified number of troops as a separate detachment to the retinue, this detachment operates at a Morale Value 1 better than normal for their troop type, if subject to special command rules, they treat the retinue stand with the character whose retainers they are as their commander, troops permanently lost from this detachment cannot be replaced
Regeneration – the recovery time is 1 month
Stealthy – in addition to its first effect, Stealthy also grants the ability to make an infiltration move of up to charge rate before the start of a battle, this may not bring them closer than 5cm to any enemy
Certain careers may also allow specific talents to be taken more than once.
Language (dialect), Language (group ciphers), Language (xenos), Scholastic Lore (niche field), Trade – all of these present groups of skills and can thus be gained multiple times, each time defining a new (sub-)skill within the group, e.g., Language (group ciphers, Nemodeath worm cult) and Language (group ciphers, Battlefleet Cinis escorts code)
Forbidden Lore, Scholastic Lore, Language – if a random roll during character creation or for an advance indicates “pick one”, any of the respective skills may be picked, including ones that do not otherwise appear on the relevant table
Superior Weapon (Force Weapon) – the retinue’s close combat only is treated as a psychic attack if the weapon is wielded by a Psyker, otherwise it has no effect
Skill Use – Combat – Casualties:
Wounds – Feeble, Mindless, Lost Arm, Slow, and Blind can all be gained multiple times from permanent wound effects, make a note of the number of times each talent has been gained, the effects of multiple instances of the talents do not stack, instead, it becomes harder to remove them, as each instance of removal (e.g., by applying Bionics wargear) will only remove one count of the talent/ one wound
The number of facilities a base or ship may support, is dependend on their sizes – both the size of the base and that of the facilities in question.
In general, bases can be small (e.g., a farm or a one-level bunker complex, a small space freighter or escort ship), mid-sized (e.g., a cathedral or a light navy cruiser), large (e.g., a multi-regiment depot, a large cruiser), or grand (e.g., a hive sub-spire, a capital ship).
Facilities are compact (e.g., the Hypnoindoctrinator or Holy Shrine), normal (e.g., Rejuvenator, Teleportatorium, Crew Reclaimation, Forges, Medicae Center, Fighting Pit, Ancient Library, Advanced Clone Tanks, Biowafer Printer, Dreadnough Crypt, Titan Cradle, Transatmospheric Targeting Array, or Planetary Assault Ship), or vast (e.g., Barracks or Cadet School).
See the table below for typical limitations for the number of facilities depending on base size.
| Compact Facilities | Normal Facilities | Vast Facilities | |
| Small Base | 1D6 | 1 | none |
| Mid-size Base | 2D6 | 1D3 | 1 |
| Large Base | unlimited | 1D6 | 1D3 |
| Grand Base | unlimited | 2D6 | 1D6 |
In-System Travel & Space Battles:
If the Navigate (Stellar) test to try and avoid battle fails, it counts as the Navigate (Stellar) test for maneuvering for this battle, i.e., failure to avoid battle imposes a -1 penalty on a fleet that tried to run and it does not get a second chance to roll Navigate (Stellar).
For large fleets and battles, you may consider to adjust scale by one or more orders of magnitude, e.g., treating 10 ships as a single ship for the purposes of the rules.
On planets with appropriate infrastructure – such as high-speed magnarails or fleets of sandships – movement along certain routes may be easier than normal, e.g., allowing to ignore terrain or forced marching without losses. Mark the available routes on the planetary map.
For large forces, armies, and battles, you may consider to adjust scale by one or more orders of magnitude, e.g., treating 10,000 points of troops as 100 points of troops for the purposes of the rules.
Characters may try to gain Power by diligent work and continuous effort instead of hoping for a windfall from missions. This requires the character to focus exclusively on their quest for Power for the entire year, they may not embark on space or warp voyages, participate in missions, use facilities, or advance during this year. Instead, they make a single skill test, in a skill befitting their plan to gain power – e.g., a Rogue Trader testing Commerce to secure lucrative trade deals, an Inquisitor testing Investigate to uncover dangerous secrets, a Citizen testing Decadence hoping to curry favour with lavish banquets. Such efforts are not only time consuming, they are always high stakes affairs, too. As well as choosing a skill to test, the character must also name what they put at risk – this must be something of high value, Power, the command of armies, ressources, a voidship, their own life. Skill and risk should be interlinked. The skill test itself is made at a penalty of -1 and suffers an additional penalty for each point the character’s Morale Value is higher than their Rank. Additional modifiers (positive or negative) may be assigned based on circumstances. If the test is successful, the character gains 1 point of personal Power for this year. If it fails, they lose what they put at risk, if they cannot pay (e.g., they risked Power, having counted on it being available from some other source which fell through , and so are stranded with none), an alternative – higher – price will be exacted upon them.
The conversion rate of Production installations typically falls into one of four categories:
Standard – producing 1 unit of outputs for 1 unit of inputs (of each required resource)
Inefficient – producing 1 unit of outputs for 1D6 units of inputs (of each required resource)
Hyperefficient – producing 1D6 units of outputs for 1 unit of inputs (of each required resource)
Unpredictable – producing 1D6 units of outputs for 1D6 units of inputs (of each required resource)
For the recruitment of large forces, you may consider to adjust scale by one or more orders of magnitude, e.g., treating 100,000 points of troops as 1,000 points of troops for the purposes of the rules.

