Professional Documents
Culture Documents
Armoury
The 41st Millennium is a dangerous place, rife
with war and conflict, and if an Acolyte hopes to
survive he must make sure that he is well armed
and equipped. This chapter deals with some of
the many types of weapons, armour and gear
that exist within the Imperium. Equipment,
especially weapons and armour, make up a vital
part of an Acolytes resources and the difference
between success and failure on a mission can
often come down to having the right gear.
Availability
Having the money does not always guarantee the
desired goods or services are at hand. Squalid
medieval worlds are a lot less likely to have
expensive goods than the marketplaces of a hive
city. Moreover, finding a high-quality weapon
on a backwater planet is far more difficult than
locating such a weapon in a teeming metropolis.
To reflect availability, each piece of equipment
or service has an associated Availability, ranging
from Ubiquitous to Unique. GMs can use the
following guidelines as a starting point for
determining whether a place has such an item or
not. Characters searching for a particular item or
service must make a successful Inquiry Test
modified by the Availability of the item;
Availability: Difficulty by Population provides
a baseline modifier for Inquiry Tests to find an
item in communities of different sizes. Influence
talents, such as Peer and Good Reputation, can
grant a bonus to Inquiry Tests when going
through relevant parties, such as Middle Classes
and Workers on a hive world or Adeptus
Mechanicus on a forge world. In general, larger
communities tend to have greater access to rarer
and more valuable items due to the nature of
trade and mercantilism in the Imperium.
TIME
Just because a large community actually has the
item a character seeks does not necessarily mean
that it is easy to locate. The larger the
community, the more time it takes to track the
item down. A communitys size determines the
base time it takes to find the item; see
Availability: Population and Time for a
baseline. Each Degree of Success on the Inquiry
Test reduces this time by a certain amount
(minutes, hours, days, weeks, or months,
depending on the base time). The GM should
make the roll in secret for particularly dangerous
or costly items, to emphasise the struggle and
possible risks entailed by such searching.
Craftsmanship
Not all goods are of the same quality. In the
vastness of the Imperium, and beyond, the
craftsmanship of items can vary widely from
crudely made, mass-produced materials to
handcrafted masterpieces.
Normally, Craftsmanship has little effect on
game play for regular goods and services. As a
general rule items of Poor Craftsmanship are
more prone to failure and breaking while Good
and Best Craftsmanship are more durable,
though it is up to the GM how and when these
effects might enter play. In the case of weaponry
and armour, there are effects on the items
performance or weight (as detailed later), but in
cases of general goods and services, differences
of quality are merely descriptive. The GM may
reduce the Difficulty of certain tests, but it is
entirely at his discretion. Unless specifically
stated, the Craftsmanship of any object is
considered Common.
Craftsmanship Cost Multiplier Availability
Best
Good
Common
Poor
10
3
1
1/2
Drop 2 steps
Drop 1 step
Increase 1 step
Below 10,000
Below 100,000
100,000 or More
Ubiquitous
Easy (+30)
Automatic
Automatic
Automatic
Abundant
Routine (+20)
Easy (+30)
Automatic
Automatic
Plentiful
Ordinary (+10)
Routine (+20)
Easy (+30)
Automatic
Common
Challenging (+0)
Ordinary (+10)
Routine (+20)
Easy (+30)
Average
Difficult (-10)
Challenging (+0)
Ordinary (+10)
Routine (+20)
Scarce
Hard (-20)
Difficult (-10)
Challenging (+0)
Ordinary (+10)
Rare
Hard (-20)
Difficult (-10)
Challenging (+0)
Very Rare
Arduous (-40)
Hard (-20)
Difficult (-10)
Extremely Rare
Punishing (-50)
Arduous (-40)
Hard (-20)
Near Unique
Hellish (-60)
Punishing (-50)
Arduous (-40)
Unique
GM's Discretion
Hellish (-60)
Punishing (-50)
Arduous (-40)
Population 10 million+
Below 10 million
Below 1 million
Below 100,000
Below 10,000
Ubiquitous
One hour
30 minutes
10 minutes
5 minutes
One minute
Abundant
1d5 hours
One hour
30 minutes
15 minutes
10 minutes
Plentiful
1d10 hours
1d10 hours
One hour
30 minutes
15 minutes
Common
One day
One day
1d10 hours
One hour
30 minutes
Average
1d5 days
1d5 days
One day
1d10 hours
One hour
Scarce
1d5 weeks
One week
1d5 days
One day
1d10 hours
Rare
2d5 weeks
2d5 weeks
One week
1d5 days
One day
Very Rare
1d5 months
1d5 months
1d5 weeks
1d10 days
1d5 days
Extremely Rare
3d5 months
2d5 months
2d5 weeks
2d10 days
1d10 days
Near Unique
One year
3d5 months
1d5 months
1d5 weeks
2d10 days
Unique
1d5 years
One year
1d10 months
2d5 weeks
GM's Discretion
Weapons
Weapons are divided into several groups
covering a plethora of ranged weapons, dealing
with everything from crossbows to plasma
cannons, and melee weapons covering all
manner of close combat weaponry. Unless they
are of Poor quality, all weapons come with an
appropriate holster, sling, or carrying strap as
part of their cost so they can be stored on the
characters body.
All weapons have a profile that is presented
using the following statistics, providing players
and GMs with all the relevant information
needed to use them:
Name: What the weapon is called.
Class: Describes what class the weapon is,
either a melee, thrown, pistol, basic or heavy
weapon.
Melee weapons can be used in close combat.
When using a melee weapon you add your SB
to the damage you inflict.
Thrown weapons cover anything propelled
by muscle power alone and covers knives, axes,
spears and such like. Unless they are also
classed as melee, thrown weapons cannot be
used in close combat (or if they do, they count
as improvised weapons). When using a thrown
weapon you add your SB to the damage you
inflict (with the exception of explosives such as
grenades or bombs).
Pistol weapons are fired one-handed and can
be used in close combat. However, when a
pistol is used in close combat, the firer gains
no bonuses or penalties to hit for range or
targeting equipment. Pistols with the Scatter
quality fired in melee are considered to be
firing at Point-Blank range for the purposes of
determining any extra hits.
Basic weapons normally require two hands
but can be used one-handed with a 20 penalty
to hit.
WEAPON CRAFTSMANSHIP
All the weapons detailed here are of Common
craftsmanship. For weapons of better or worse
manufacture use the following modifiers:
Poor: These cheaply constructed ranged
weapons are more prone to malfunction. A
ranged weapon of Poor craftsmanship has the
Unreliable quality. If the weapon already has this
quality then it will jam on any failed rolled to hit.
Melee weapons of Poor craftsmanship incur a
10 penalty to tests made to attack due to their
shoddy design.
Good: More carefully constructed and finished,
these weapons are consequently more reliable.
Ranged weapons of Good craftsmanship have
the Reliable quality. If it already has this quality
there is no further effect beyond the obvious fine
workmanship of the weapon. If a weapon
normally has the Unreliable quality, a good
craftsmanship version of that weapon does not
become Reliable; the two qualities cancel each
other out and the weapon ends up having
neither. Melee weapons of Good craftsmanship
add a +5 bonus to tests made to attack.
Best: A work of art as much as a weapon, these
items are created by skilled artisans and are often
very old. Ranged weapons of Best craftsmanship
never suffer from jamming or overheating when
using normal ammunition. If a roll would result
in either of these occurrences, simply count it as
a miss instead. Melee weapons of Best
craftsmanship add a +10 bonus to tests made to
attack and add 1 to the Damage they inflict.
Accurate
Some weapons are designed with precision in
mind and respond superbly in skilled hands.
Balanced
Some weapons are designed so that the weight of
the hilt balances the weight of the striking end,
making the weapon easier to wield while making
quick manoeuvres. Balanced weapons grant a
+10 bonus to Weapon Skill Tests made to Parry.
Blast (X)
Many missiles, grenades and some guns create
an explosion when they hit their target. When
working out a hit from a Blast weapon anyone
within the weapons blast radius in metres,
indicated by the number in parenthesis, is also
hit. Roll Hit Location and Damage individually
for each person affected by a blast. Blast
weapons that inflict Damage from explosives,
flames, and similar sources can be avoided with
a successful Dodge Test, but only as long as the
edge of the blast is no further away than their
Agility Bonus in metres.
Defensive
A Defensive weapon, such as a shield, is
intended to be used to block an enemys strikes
and is awkward when used offensively.
Defensive weapons grant a +15 bonus to tests
made when used to Parry, but take a 10 penalty
when used to make attacks.
Fast
The size and speed of this weapon makes it hard
for an enemy to protect against, especially when
used to make nimble, darting attacks.
Opponents take a -20 penalty to their Weapon
Skill Test when attempting to Parry an attack
from a Fast weapon.
Flexible
Some weapons are made up from lots of loosely
connected segments or supple woven hides,
including chains and whips. Weapons with this
quality lash about violently when used to attack
and cannot be Parried.
Inaccurate
Weapons with this quality are either badly
designed, woefully assembled, or simply
intended for use at very short distances, and
regardless of the care taken when used, offer
little better than a lucky chance to hit. No bonus
is gained from the use of the Aim Action with
such weapons.
Overheats
Flame
Flame weapons project a cone of flame out to the
range of the weapon. Unlike other weapons,
Power Field
Proven (X)
A Proven weapon has been masterfully crafted,
uses extremely powerful ammunition, or
employs archeotech workings that increase its
lethality. In all cases, weapons with this quality
will reliably inflict terrible and traumatic injuries
on their targets. A Proven weapon will list a
rating number in parentheses; discard any die
roll for Damage lower than this number and
replace it with the Proven rating. For example, a
weapon with a Proven (3) quality treats any
Damage die roll of 1 or 2 as if it were a 3 instead.
Razor Sharp
Primitive
Recharge
Reliable
A Reliable weapon seldom fails, and are often
based on tried and true technology, use simple
and effective workings, or are simply assembled
with a great amount of care and skill. If a
Reliable weapon Jams, roll 1d10. Only on a roll
of 10 does it actually jam, otherwise it is simply
considered a miss.
Scatter
The standard ammunition of these weapons
spreads out when fired, hitting a wide area of the
targets body. If fired at a foe within Point Blank
range, this weapon scores an additional hit (use
Table 6-7: Multiple Hits on page 190 of Dark
Heresy) for every two degrees of success on the
attackers Ballistic Skill Test. However, the
widening spread of small projectiles hampers its
effectiveness. If a character is hit by a weapon
with this quality at Long or Extreme range, all
his Armour Points are doubled against that
attack.
Snare
Weapons with this quality are designed to
entangle enemies. On a successful hit, the target
must make an Agility Test or be immobilised.
An immobilised target can attempt no other
actions except try to escape the bonds. He can
attempt to burst the bonds (a Challenging (+0)
Strength Test) or wriggle free (a Challenging
(+0) Agility Test) in his Turn. The target is
considered to be Helpless until he escapes.
Storm
These are purpose-built assault weapons
intended to shred targets apart with a flurry of
rapid-fire projectiles. Weapons with the Storm
quality double the number of shots they fire on
any mode, and likewise double the number of
hits scored on an enemy. For example, a Storm
weapon firing a Full Auto Burst scores two hits
for every degree of success, up to a maximum of
twice the weapons listed firing rate.
Tearing
Shocking
Shocking weapons can Stun their opponents
with a powerful surge of energy. A target that
takes at least 1 point of Damage from a Shocking
weapon, after reduction from Armour Points
and Toughness Bonus, must make a
Challenging (+0) Toughness Test or become
Stunned for a number of Rounds equal to half
the Damage they suffered. If the character hit is
wearing non-Primitive armour, they receive a
+10 bonus to this Test for every Armour Point
on the location hit.
Smoke
Rather than inflicting Damage, these weapons
throw up dense clouds of smoke to create
concealment. When a hit is scored from a
weapon with the Smoke quality, it creates a
smokescreen 3d10 metres in diameter from the
point of impact. The screen lasts for 2d10
Rounds before dissipating, though adverse
weather may reduce this time. See Dark Heresy,
Toxic
Some weapons rely on toxins and poisons to do
their real damage. Anyone that takes Damage
from a Toxic weapon, after reduction for
Armour and Toughness Bonus, must make a
Challenging (+0) Toughness Test with a -5
penalty for every point of Damage taken from
the Toxic weapons attack. Success indicates
there is no further effect from the weapon.
Failure however deals an immediate 1d10 points
of Impact Damage to the target with no
reduction for Armour or Toughness Bonus.
Twin-Linked
A twin-linked weapon is formed by combining
two identical weapons together, which are fired
by a single trigger pull (or button press). Twinlinked weapons are built this way in order to
increase the chances of scoring a hit on the
enemy through the crude expedience of blasting
more shots at them. This type of weapon is a
popular feature on Imperial armoured vehicles
where its bulk and rapid ammunition
consumption are non-issues. A Twin-Linked
weapon fires twice as many shots, on all modes,
as the original weapons that were linked
together, and grants its firer a +20 bonus to hit
to his Ballistic Skill. The weapon may score one
additional hit beyond its normal total as long as
the attack succeeds by two or more degrees.
Finally, as each weapon has its own ammunition
feed, its reload time is doubled.
Unbalanced
Weapons with this quality tend to be overly large
or with weight focused on one end, allowing
them to make powerful attacks but preventing
quick defensive movements. A weapon with this
quality imposes a -10 penalty to Weapon Skill
Tests when used to Parry.
Unreliable
Badly maintained or constructed, or simply of a
sloppy design, these weapons are more likely to
misfire than others. An Unreliable weapon
suffers a Jam on a roll of 91 or higher on the
firers Ballistic Skill Test.
Unstable
Weapons with this quality use ammunition that
is both volatile and unstable and can react
unpredictably when detonated. When an
Unstable weapon scores a hit, roll 1d10. On a
score of 1 it inflicts only half Damage, on a score
of 29 it deals normal Damage, and on a score of
10 it inflicts twice the normal Damage.
Unwieldy
Huge and often top-heavy or slow to attack,
Unwieldy weapons are too awkward to be used
defensively. Unwieldy weapons cannot be used
to Parry.
Vicious
This weapon has a tendency to inflict savage,
ruinous injuries due to its great power or simply
from an innate lust for battle. Whenever a
Vicious weapon has a chance to score Righteous
Fury (that is, rolls maximum Damage on one of
its dice) the extra Damage occurs automatically;
there is no need for a second Weapon Skill or
Ballistic Skill Test to confirm the extra Damage.
LAS WEAPONS
Produced by the millions on countless forgeworlds, laser (las in parlance) weapons are by
far the most numerous type of weapon in the
Imperium as they are the basic tool of countless
soldiers of the Imperial Guard. While complex
to manufacture, their STC design is extremely
well understood and their great ruggedness
makes them the perfect weapon for the myriad
soldiers of the Hammer of the Emperor. Las
weapons can be found on almost any developed
planet, even outside the Imperium, and can be
found in the employ of xeno mercenary tribes
who favour them for the same reason as their
human betters. Aside from the very common
lasguns and las pistols, much larger lascannons
and multi-lasers are often mounted to Imperial
vehicles, and gigantic lance batteries arming
Imperial Navy battleships work off the same
principles as their humble infantry counterparts.
Las weapons work by emitting short, sharp
pulses of laser energy from high capacity fastdischarge generators, with a flash of light and a
distinctive snap like the cracking of a whip when
the trigger is pulled. While there are many
variations of lasguns and pistols, produced in a
multitude of different styles and patterns, almost
all use a totally interchangeable power pack
whose design is sanctioned by the Departmento
Munitorum; Cadian lasguns facing the forces of
Chaos near the Eye of Terror and las pistols
carried by Adeptus Mechanicus Explorators in
the far reaches of Ultima Segmentum are
powered by a functionally identical power
source. The liquid metal core of the pack stores a
vast amount of thermal energy, and can be
recharged from any sort of standard power
source ranging from hive hab conduits,
shipboard transmission lines, or even the
generators of idling Imperial tanks. In a pinch,
simply exposing the charge pack to intense heat
or light over time will fill its reserves once more,
and Guardsmen cut off from resupply have been
known to toss their charge packs into campfires,
finding them blackened but usually usable and
charged in the morning.
Las Weapons
Name
Class
Range
RoF
Dam
Pen
Clip
Rld
Special
Wt
Cost
World
Availability
Pistol
45m
S/-/-
1d10+5 E
Full
Accurate
1.5kg
250
Very Rare
Pistol
30m
S/-/-
1d10+4 E
Full
Accurate, Tearing
1.7kg
220
Very Rare
Hellpistol
Pistol
35m
S/2/-
1d10+4 E
40
2 Full
4kg
2,500
Rare
Laspistol (generic)
Pistol
30m
S/-/-
1d10+2 E
30
Full
Reliable
1.5kg
50
Common
Civitas
Pistol
25m
S/2/-
1d10+1 E
25
Full
Reliable
2kg
35
Common
Fury
Pistol
20m
S/2/5
1d10+2 E
30
Full
Reliable
1.5kg
100
Scarce
Mark IV
Pistol
70m
S/2/-
1d10+3 E
15
Full
Accurate, Reliable
1.75kg
150
Rare
Palatine
Pistol
20m
S/3/-
1d10+2 E
20
Full
Reliable
1.1kg
100
Average
Steel Burner
Pistol
30m
S/-/-
1d10+4 E
10
Full
2.5kg
100
Fenksworld
Very Rare
Las Gauntlets
Pistol
50m
S/4/-
1d10+4 E
20
Full
Reliable
3kg
350
Very Rare
Series-S Venom
Pistol
10m
S/-/-
1d10+1 E
15
0.5kg
120
Scarce
Duelling Las
Based around the philosophy of a one shot
kill, Duelling Laspistols (or just Duelling Las for
short) are commonly worn as signs of wealth
and status by hive nobles and Rogue Traders.
While ostentatious and certainly designed with
image in mind, a Duelling Las is still nonetheless
a very deadly weapon that can generate an
extremely powerful las blast, and are accurate
enough to hit a single Throne at distances most
comparable pistols would only be able to hit a
man-sized target.
The Belasco Duelling Pistol is a product of
the famed Belasco Deathworks on Malfi,
engineered for a much longer effective range
than most laspistols and featuring an intricate
housing that looks impressive when tucked into
a belt or sash. In spite of its potency, it is capable
of using standard laspistol power packs, though
it drains them entirely with a single shot. It can
be used with an overcharge pack to the
detriment of the weapons reliability: if loaded
with one, it gains the Overheats quality.
The Khayer-Addin Forge in Gunmetal City
produces another high quality pistol known
simply as the Khayer-Addin Duelling Las. Its
range is somewhat inferior compared to the
Malfian design, but its use of a unique (and nonsanctioned) charge pack allows it to fire a more
10
Hellpistol
A popular sidearm among Inquisitorial agents
and Imperial Guard officers, Hellpistols are
probably best known for their use by crack
Storm Troopers. Thanks to their heavy-duty
focusing equipment and discharge cells,
Hellpistols have a far superior ability to burn
though well-armoured targets, and can cut down
all matters of foes that would mock an ordinary
laspistols bolts. Hellpistols are somewhat
bulkier than most sidearms due to their external
power supplies, though few would argue the
value of their destructive power against the cost
of the extra mass. Further, most hellpistols are
equipped with an integrated micro-cogitator and
omni-scope, making for faster aiming and more
accurate shots as well as aggregating and
displaying useful tactical information.
Laspistol
Laspisols are common and widespread devices
used by Guardsmen and gangers alike thanks to
their ease of use and simple, reliable design.
Many laspistol patterns exist within the
Imperium, and the most common types, such as
the Galaxy-M used by Cadian sergeants or the
Lucius-pattern favoured by Krieg gunners are so
similar that, functionally, they may as well be the
same weapon. There are also more exotic sorts of
laspistols that include various unique features.
Civitas-Pattern: This is a simple utility
weapon of extremely ancient design, and can
commonly be found as a self-defence pistol
carried by hab-workers or serving as a backup
weapon to gangers wielding powerful if less
reliable autoguns. It is bulkier and less efficient
than common military patterns due to its cheap
manufacture, but even if left in a drawer or stuck
to the bottom of a desk for decades, a Civitas
owner can rest assured that his weapon will
always shoot.
Fury Assault Pistol: A quick-firing laspistol
suitable for use by shock troops and capable of
laying down a barrage of las-bolts. The Furys
range is inferior to most laspistols due to its
rapid discharging cells, but it is an ideal weapon
to use against large numbers of foes. It is often
11
Las Gauntlets
These strange weapons use standard power
packs but otherwise have very little in common
with other las weapons used in the Imperium,
and there has been some speculation that they
may even be of xenos origin. Each fits over the
forearm with controls built into a glove and the
user sights down the line of his arm. Las
Gauntlets produce a thin raking beam rather
than the crisp blast of most lasguns which
creates an impressive visual. They are primarily
considered the plaything of nobles and are often
used for hunting game at closer ranges, while
those who employ them for real combat are far
between. There are a select few examples of
assassins who favour style over efficiency using
Las Gauntlets to kill their marks.
Because of their strange architecture, Las
Gauntlets gain the Unstable quality if used with
an overcharge pack and cannot be used with
hotshot packs at all.
12
Las Weapons
Name
Class
Range
RoF
Dam
Pen
Clip
Rld
Special
Wt
Cost
World
Availability
2 Full
Reliable
4.5kg
250
Average
Assault Lasgun
Basic
50m
S/-/5
1d10+3 E
60
(x2)
Hellgun
Basic
110m
S/3/-
1d10+4 E
30
2 Full
6kg
2,700
Rare
Hellgun (Dlaku)
Basic
100m
S/3/5
1d10+3 E
40
2 Full
9kg
500
Lathes
Scarce
Lascannon
Heavy
300m
S/-/-
5d10+10 E
10
2 Full
55kg
5,000
Very Rare
Lascarbine (generic)
Basic
60m
S/2/-
1d10+2 E
40
Full
Reliable
3kg
75
Common
Death Light
Basic
80m
S/3/-
1d10+5 E
18
Full
7.2kg
250
Fenksworld
Scarce
Locke
Basic
60m
S/2/-
1d10+4 E
40
Full
Unreliable
2.5kg
100
Scarce
Minerva-Aegis
Basic
60m
S/4/8
1d10+2 E
40
Full
Reliable
4.1kg
150
Scarce
Lascutter
Heavy
5m
S/-/-
2d10+3 E
10
2 Full
8kg
370
Rare
Lasgun (generic)
Basic
100m
S/3/-
1d10+3 E
60
Full
Reliable
4kg
100
Common
Drusus Prime
Basic
100m
S/2/-
1d10+3 E
50
Full
Reliable
7kg
50
Common
Mark III
Basic
100m
S/3/-
1d10+3 E
60
Full
Reliable
4kg
75
Average
Roth
Basic
120m
S/2/-
1d10+2 E
60
Full
Reliable
4kg
175
Rare
Stormfront
Basic
100m
S/3/-
1d10+3 E
60
Full
Reliable
5kg
200
Very Rare
Laslock
Basic
70m
S/-/-
1d10+4 E
Full
Unreliable, Unstable
4kg
40
Plentiful
Long Las
Basic
150m
S/-/-
1d10+3 E
40
Full
Accurate, Reliable
4.5kg
100
Scarce
Multi-Laser
Heavy
250m
-/-/10
3d10+3 E
60
3 Full
2,000
Scarce
Shotlas
Basic
60m
S/3/-
1d10+4 E
30
2 Full
4kg
90
Scarce
Twin Lasgun
Basic
100m
S/2/-
1d10+4 E
18
Full
Tearing, Unreliable
7kg
220
Rare
13
Hellgun
Class: Basic (Las)
Hellguns are the favoured weapons of the
Imperial Guards crack Storm Troopers, and are
also frequently used by their Inquisitorial
counterparts as well. With heavy-duty focusing
equipment and triple-density discharge cells, a
Hellgun is capable of burning through a heavily
armoured enemy with ease. In addition to a
greatly improved ability to defeat armour and
pierce cover, hellguns are typically fitted with a
Lascarbine
14
Man-Portable Lascannon
Class: Heavy (Las)
Most commonly encountered on Imperial
armoured vehicles, lascannons are devastatingly
powerful weapons capable of accurately
punching through heavy armour at long range.
By stripping down a vehicular lascannon of
extraneous hardware, a man-portable version
can be created for use by heavy weapons teams
or in fixed defensive positions. Lascannons
require separate power packs which cannot be
recharged once depleted, so they are virtually
always deployed as part of a two- or three-man
team and rarely moved during an ongoing battle.
A man-portable lascannon can be dismantled
into the lascannon (25kg), power pack (15kg),
and tripod (10kg), allowing two or three
characters to move it around without becoming
drastically encumbered. Setting up or taking
down a lascannon takes at least one minute.
and is commonly used by low-ranking TechGuard soldiers. It can burn through the thick
insulation suits worn by many in the
Magnagorsk hive, and is sought after among
those seeking a reliable and potent weapon who
dont mind the excessive weight of a gun
designed for use by augmented Skitarii troops.
Sollex las weapons can use standard power
packs but drain them more quickly than most
due to their powerful beams. They can be used
with hotshot or overcharge packs, but gain the
Overheats quality as their generators arent
designed to safely handle the extra power. Sollex
las weapons have Scarce Availability on
Fenksworld and are Very Rare elsewhere.
Locke-Pattern: This lascarbine looks similar
to a Galaxy-pattern used by Cadian shock troops
but with a significantly enlarged housing around
the charge port and a heavier barrel. The Lockes
discharge capacitors are grossly oversized, and it
fires a wide beam with significantly more punch
than common lascarbine models. However, its
machine spirit has not taken well to this
modification, resulting in frequent jams and
misfires. In spite of this, there are many shooters
15
Mezoa-Pattern Lascutter
Class: Heavy (Las)
Lascutters emit a dagger-shaped blast of
extremely high energy and are most commonly
used to cut through bulkheads and thick, heavy
structure walls. Most lascutters are too large to
be used except on wheeled carriages or
construction servitors: the Mezoa-pattern
mentioned here is one of the few that is small
and light enough to be man-portable. Lascutters
are markedly inferior to plasma or melta
versions of the same tool, but are also much
easier and less dangerous to operate, and can be
used by anyone familiar with las weaponry.
Mezoa-pattern lascutters are commonly used by
combat engineers to carve through barricades or
bypass enemy ambushes in built-up areas.
A lascutter can be used to cut through walls
and other large objects up to 5 cm thick at rate of
25 cm per round. This consumes one shot from
the lascutters Clip. The Mezoa-pattern lascutter
is powered by two standard lasgun charge packs,
which are drained equally with each use and
must both be replaced when reloading. It cannot
be used with overcharge or hotshot packs.
Lasgun
Class: Basic (Las)
Nothing is more synonymous with the
Imperial Guard and other ground troops than
the lasgun. Ubiquitous and widespread, lasguns
are reliable, sturdy, and exist in a myriad of
different patterns and makes, most of which are
similar enough to be considered the same
weapon. These common lasguns can be
equipped with different sorts of charge packs,
and all include the appropriate hardware to
attach a one-handed melee weapon as a bayonet.
Because of their extremely high production
figures, lasguns are used by cultists, gangers, and
other foes of the Imperium almost as often as its
loyal defenders. Some more exotic patterns of
lasguns are listed here.
Drusus Prime-Pattern: This simple lasgun
was made in large numbers to equip the growing
16
Laslock
Class: Basic (Las)
Sometimes known as blaze guns or lasmuskets, these are extremely primitive and
rudimentary lasguns that are often scratch built
by scav-workshops and insurgent armourers;
they are not manufactured commercially or used
by any official Imperial authorities. Laslocks are
variously assembled from industrial components
or ruined lasguns that have been shoddily
reconstructed, and are powered by clunky
battery units and temperamental power
capacitors. Their reliability is far lower than
common lasguns, both in terms of shots fired as
well as the power of the beam itself, and a laslock
is just as likely to produce a very large and
powerful blast as it is a fizzle of sparks.
Laslocks cannot be used with any normal
power packs. Their battery units can be
17
Long Las
Class: Basic (Las)
The long las is a snipers lasgun, heavily
optimized for accuracy and beam cohesion over
long range. Because of their substantial barrels
and adjustable stocks, a long las is difficult to
manoeuvre in tight spots or in close combat,
though this is a minor concern to most common
military users. Most long las are fitted with a
large tubular noise dampener at the muzzle
which significantly reduces the volume of the
gun firing. Long las are most often used by
marksmen to support infantry attacks, the
greater range and precision being highly useful
for destroying heavy weapon teams and
entrenched troops. However, the bright beam of
light can give away a concealed shooter's
position; as a result, military scouts and
infiltrators who rely on stealth will typically
employ needle rifles instead.
Multi-Laser
Class: Heavy (Las)
Multi-lasers are variously described as fastfiring lascannons or giant hellguns, and are
highly effective weapons against enemy infantry
and lightly armoured vehicles. A multi-laser fires
in long bursts of powerful concentrated las-bolts
that pale into comparison to a full-size
lascannon but can still punch through common
infantry armour with ease. This makes them
excellent suppression weapons, and as a result
they are most frequently employed on Chimera
armoured personnel carriers and Sentinel
walkers where they can feed from the vehicles
power systems and support attached soldiers.
Because of their power requirements and the
inability of portable supports to adequately
stabilize them, multi-lasers are never deployed as
infantry-portable weapons.
Merovech Shotlas
Class: Basic (Las)
The shotlas is the broadly unintentional result
of efforts to create a fast-firing yet inexpensive
lasgun by several minor forges within Calixis.
Furnished with three lightweight shrouded
barrels and drawing from two separate charge
packs at once, the weapon tended to disassemble
itself under the effects of fully automatic fire,
and moreover lacked any kind of accuracy at
distance due to excessive vibration. With the end
result more resembling a "las shotgun" than a
hellgun, only the Merovech Combine chose to
deliver the weapon anyway and market it exactly
as that. With the full automatic setting deleted,
the shotlas is at least as reliable as common slugthrowers; moreover, there are no shortage of
shooters who can appreciate having a weapon
with the close range firepower of a shotgun that
can still engage an enemy at greater distances.
18
Twin Lasgun
Class: Basic (Las)
Also known as a Lasburst Gun, twin-barrelled
lasguns of this type were once popular as far
back as the Age of Apostasy due to their heavy
firepower. With both barrels firing a single
intense beam, a Lasburst can inflict savage
oblong wounds on those hit by it. However, they
have always been finicky and temperamental
weapons, and with the Imperial Guards
emphasis on guns with high reliability since then
this sort of weapon was doomed to obscurity. No
major forges have produced twin lasguns for
millennia, but many of the old models are still in
use by mercenaries and hunters, and a few lesser
munitions factories are known to produce
replicas for those who dont mind their tendency
to chew up charge packs.
If a twin lasgun jams, there is a 50% chance
that its charge pack is ruined.
SOLID PROJECTILE
WEAPONS
Commonly known as slug-throwers, solid
projectile weapons are extremely common
throughout the Imperium and are popular
among Imperial servants and citizens as well as
renegades and recidivists alike. While a distant
second to las weapons in the ranks of the
Imperial Guard, members of the Inquisition and
Adeptus Arbites often use solid projectile
weapons, and gangers are especially pronounced
about their love for slug-throwers: ease of
manufacture, versatility in combat, bewildering
array and varieties, and, of course, the satisfying
sound they make when rattling off bullets at a
foe. Slug-throwers can offer a weapon for all
occasions, and many gunslingers live by the
simple maxim, Where theres a will, theres a
gun. Handheld solid projectile weapons tend to
be broken down into two major categories:
autoguns and stubbers.
Autoguns are synonymous with the
Imperiums forges and monitories, with the first
patterns coming into being during the Great
Crusade and propagating throughout the galaxy
since. Today there are likely as many styles of
autoguns as there are stars, and they come in all
shapes and sizes, from simple autopistols that
can be strapped to the side of a gangers boot to
massive vehicular autocannons that can punch
through any personal armour and violently
explode its wearer, and even the great
macrocannons of Imperial Navy battleships fall
into this style of weapon. Most autoguns use
square caseless rounds that are just as ubiquitous
as the guns themselves, and it isnt unheard of
for bullets to be used as currency on some
particularly brutal worlds and among underhive
scummers.
Stubbers are far older, and go back as far as
known history reaches. Compared to autoguns,
stubbers use metal-cased ammunition, spraying
hot spent cartridges into the air when fired. On
the whole they are significantly simpler than
autoguns, and finding indigenous stubber
patterns on more highly-developed feudal
19
Class
Range
RoF
Dam
Pen
Clip
Rld
Special
Wt
Cost
World
Availability
Autopistol (generic)
Pistol
30m
S/-/6
1d10+2 I
18
Full
2.5kg
75
Common
Disposable Pistol
Pistol
30m
S/2/-
1d10+2 I
2 Full
Inaccurate, Unreliable
2kg
15
Ubiquitous
Encarmine
Pistol
20m
S/3/8
1d10 I
24
Full
2kg
90
Average
Hecuter
Pistol
30m
S/3/6
1d10+3 I
15
Full
Reliable
2kg
175
Average
Naval Pistol
Pistol
20m
S/3/-
1d10+4 I
Full
Tearing
3kg
120
Scarce
Orthlack Mark IV
Pistol
20m
S/-/6
1d10+4 I
12
Full
2.5kg
75
Scarce
Puritan-14
Pistol
20m
S/3/6
1d10+2 I
15
Full
1.7kg
100
Scarce
As shotgun
Pistol
15m
S/-/-
1d10+4 I
Full
Scatter
Salvation
Pistol
10m
S/3/-
1d10 I
0.7kg
80
Common
Pistol
30m
S/2/6
1d10+2 I
18
Full
2.3kg
85
Common
Flametongue
Pistol
20m
S/-/-
1d10+6 I
2 Full
Primitive, Reliable,
Tearing
2kg
140
Rare
Pistol
35m
S/-/-
1d10+4 I
2 Full
3kg
65
Average
.54 Tranter
Pistol
30m
S/2/-
1d10+5 I
Full
Unreliable
3.5kg
95
Common
Carnodon
Pistol
35m
S/3/-
1d10+4 I
Full
Accurate
2.5kg
200
Scarce
Fate Bringer
Pistol
40m
S/-/-
1d10+3 I
2 Full
Accurate, Reliable
1.6kg
200
Rare
Stormchild
Pistol
35m
S/-/-
1d10+4 I
2 Full
3kg
65
Average
3kg
60
Common
Hack Shotgun
Pistol
10m
S/-/-
1d10+4 I
2 Full
Inaccurate, Scatter,
Tearing
Mariette
Pistol
20m
S/2/-
2d5+3 I
2 Full
Tearing
0.5k
400
Rare
Mercy Killer
Pistol
20m
S/-/-
1d10+2 I
2 Full
Inaccurate, Unreliable
1kg
10
Plentiful
2 Full
Reliable
2kg
225
Rare
Panoptic
Pistol
35m
S/2/-
1d10+3 I
5
(x2)
Ripper Clip
Pistol
20m
-/-/6
1d10+2 I
12
Full
Inaccurate, Unreliable
3kg
40
Volg
Common
Ripper Pistol
Pistol
30m
S/2/-
1d10+1 I
Full
Tearing, Toxic
4kg
2,000
Extremely Rare
Shotgun Pistol
Pistol
10m
S/-/-
1d10+4 I
Full
Reliable, Scatter
1kg
60
Average
Pistol
30m
S/3/-
1d10+3 I
Full
1.5kg
50
Plentiful
Armsman-10
Pistol
35m
S/3/-
1d10+3 I
13
Full
1.5kg
75
Plentiful
Dorcas-Pattern
Pistol
30m
S/3/-
1d10+3 I
Half
1.5kg
125
Rare
Phobos Stubber
Pistol
30m
S/3/-
1d10+3 I
Full
1.3kg
50
Plentiful
Pistol
30m
S/-/-
1d10+3 I
2 Full
Reliable
1kg
40
Plentiful
Scalptaker
Pistol
35m
S/-/-
1d10+3 I
2 Full
Reliable
2kg
40
Plentiful
Autopistol
Small but effective, autopistols are the
preferred backup weapon of many military types
who need a compact but rapid-firing gun for
situations where their main long-arm is
unsuitable. They are also the sidearm of choice
for many gangers and outlaws as they conceal
20
21
22
Hand Cannon
Hand Cannon is a common expression to
refer to very large stub automatics or revolvers
that are intended to fire heavy-calibre shots.
Pistols of this type are not combat weapons by
design most are intended for use in hunting
dangerous creatures, but their large and high
velocity projectiles can be used to fell men just as
easily as beasts. Most only hold a few thumbsized bullets within them, and shooters who
intend to take hand cannons to a gun battle are
well advised to aim carefully. A hand cannon's
fierce recoil imposes a -10 penalty on Ballistic
Skill Tests made to attack unless the shooter
holds the weapon with two hands or has a
Strength Bonus of 4 or more. Revolver-type
hand cannons can be unjammed as a Half
Action rather than a Full Action.
.54 Tranter: This is a giant stub automatic
with an operating system more commonly found
on full size autoguns. Because they use a
removable clip rather than an internal cylinder,
the Tranter can be reloaded more quickly than
most hand cannons, making it at least somewhat
suitable for use in a battle. Pistols of this type are
sometimes referred to as a poor mans bolter
due to their great takedown power. However, the
weapons operating parts are notoriously finicky
and it is prone to jamming, a trait rarely found
among stubbers. That said, the pistols
intimidating size and shape as well as the racket
it makes when shooting means its still quite
popular in spite of its lack of reliability, and
underhive workshops and heretek tinkerers
produce this pattern of hand cannon on every
23
Hack Shotgun
Known by a wide variety of nicknames on
different worlds and systems, this is a
conventional twin-barrelled shotgun cut down
to the smallest possible size, fitted with a pistol
grip and rigged to fire both barrels at once.
Although very short-ranged and anything but a
precision weapon, a hack shotgun can obliterate
an unarmoured target with a salutary effect on
nearby bystanders. Hack shotguns make a nasty
surprise to pull out of a boot holster or a gravcars glove compartment, but they are by no
means a suitable weapon for heavy combat, as
many a ganger has found out while being
gunned down by carapace-wearing enforcers.
A hack shotgun fires both barrels at once,
consuming two shotgun shells with each firing.
It can also fire one shell at a time at reduced
damage (change Damage to 1d10+4 and lose the
Tearing quality).
24
25
Shotgun Pistol
A Shotgun Pistol is a compact weapon holding
a single shotgun shell and using a tip-up barrel
to facilitate reloading. Simple and reliable,
shotgun pistols have a variety of applications in
close-range destruction, but are perhaps best
known in naval circles where they are often
carried by petty officers and bosuns to
discourage mutiny among press-ganged crews.
Shotgun pistols are known as Persuaders
among ratings and anyone else with a nautical
background, and may be referred to by any
number of more colourful titles (Foehammer,
Castigator, Justicar, and so forth) by
terrestrial users.
A shotgun pistol's fierce recoil imposes a -10
penalty on Ballistic Skill Tests made to attack
unless the shooter holds the weapon with two
hands or has a Strength Bonus of 4 or more.
Stub Automatic
Mechanically simple and robust, stub
automatics are one of the more prevalent types
of slug-throwing pistols around. They typically
take the form of slide-action handguns with a
clip inserted into the pistols grip and eject spent
bullet casings to the shooters right side.
Stubbers like this are older than the Imperium
itself, and while there are still many forges that
produce modern patterns of this tried-and-true
weapon, its likely that theres still plenty truly
ancient pistols in use, possibly without the
knowledge of their current owners. Some more
unique stub automatics are listed here.
Hax-Orthlack Armsman-10 Service Pistol:
This bulky and intimidating high-capacity
stubber is a common sidearm for enforcers,
26
exceptionally
common
sidearm
among
Administratum adepts who refer to it as the
Sigma-9 after the opening code-line of the
relevant requisition form needed to obtain one.
The Fane of Doru in Gunmetal City and the
Belasco Deathworks on Malfi (where it is known
as a rake in local parlance) notably produce
this pattern and export it throughout the sector.
Stub Revolver
Stub revolvers are among the most basic and
simplistic slug throwers still in use in the
Imperium today. Weapons of this type were
likely among the first firearms ever made by
humans, and Administratum scholars studying
late feudal worlds have noted the extreme
similarities between indigenously-developed
sixguns and the stub revolvers tucked into their
own robe sashes. Stub revolvers have few moving
parts, and while many patterns and styles are
produced by large forges throughout the
Imperium, others of equivalent quality
can often be made simply by higher grade
scav-workshops as anyone with even a
rudimentary understanding of mechanics
and access to a few machining presses can
make one, much to the consternation of
the Adeptus Mechanicus. This type of
pistol is also quite easy to use, and given
their inexpensive cost, stub revolvers are
often the first choice of many common
Imperial citizens who desire temporal
protection to go along with that of faiths
eternal. In the unlikely event that a sub
revolver should Jam, clearing it takes only
a Half Action instead of a Full Action.
Westingkrup Model 20 Scalptaker:
An enviable example of robust and
utilitarian design, the Scalptaker is a
fantastically reliable pistol, firing true after
almost any amount of abuse or
mistreatment. This fact is not lost on
professional fighters, frightened hivers
and frontier colonists alike, who often
choose the Scalptaker as a backup sidearm
over more powerful pistols for this very
reason. However, in the depths of Infernis
27
Class
Range
RoF
Dam
Pen
Clip
Rld
Special
Wt
Cost
World
Availability
Absolution
Basic
220m
S/-/-
1d10+4 I
Full
Accurate
4kg
250
Rare
Assault Cannon
Heavy
120m
-/-/10
3d10+4 I
200
3 Full
Storm, Tearing,
Unreliable
50kg
7,000
Very Rare
Assault Stubber
Basic
100m
-/-/6
1d10+4 I
200
2 Full
Storm
21kg
1,300
Rare
Autocannon
Heavy
300m
S/2/5
4d10+5 I
20
2 Full
55kg
1,000
Scarce
Autogun (generic)
Basic
90m
S/3/10
1d10+3 I
30
Full
3.5kg
100
Average
Alcher Mark IV
Basic
60m
S/-/10
1d10+3 I
40
Full
3.5kg
85
Average
Armageddon
Basic
100m
S/2/6
1d10+4 I
15
Full
Reliable
8.5kg
100
Average
Creed-9
Basic
50m
S/3/10
1d10+3 I
35
Full
3kg
115
Average
Full
(each)
6.5kg
375
Rare
Spectre
Basic
80m
S/3/10
1d10+3 I
20
(x3)
As shotgun
Basic
30m
S/-/-
1d10+4 I
2 Full
Scatter
Auto-Stubber
Basic
60m
S/3/-
1d10+4 I
20
Full
Inaccurate, Reliable
5kg
80
Average
Combat Shotgun
Basic
30m
S/3/-
1d10+4 I
18
Full
Scatter
6.5kg
150
Scarce
Basic
30m
S/2/-
1d10+4 I
12
Full
Reliable, Scatter
6.5kg
80
Scarce
2 Full
(each)
Reliable, Scatter
7kg
500
Rare
Ironclaw
Persecutor
Basic
35m
S/3/-
1d10+4 I
10
(x2)
Vanaheim
Basic
40m
S/3/6
1d10+4 I
15
Full
Scatter
8kg
300
Average
Heavy
120m
-/-/10
1d10+5 I
200
2 Full
35kg
750
Scarce
Heavy
100m
-/-/8
1d10+5 I
40
Full
Reliable
26kg
1,500
Rare
Hunting Rifle
Basic
150m
S/-/-
1d10+3 I
Full
Accurate
5kg
100
Scarce
Nomad
Basic
250m
S/-/-
1d10+5 I
Full
Accurate, Reliable
10kg
2,000
Very Rare
Pax Factorem
Heavy
170m
S/2/-
1d10+5 I
Full
Accurate, Unreliable
18kg
750
Rare
Pump-action Shotgun
Basic
30m
S/-/-
1d10+4 I
2 Full
Scatter
5kg
75
Average
Basic
30m
S/-/-
1d10+4 I
2 Full
Inaccurate, Scatter
3.5kg
70
Average
Shotcannon
Heavy
40m
S/3/-
2d10+4 I
24
2 Full
Scatter, Unreliable
12kg
700
Void
Scarce
Shotgun (generic)
Basic
30m
S/-/-
1d10+4 I
2 Full
Reliable, Scatter
5kg
60
Common
Blackhammer
Basic
20m
S/-/-
2d10 I
2 Full
Inaccurate, Scatter
4.7kg
250
Rare
Meat Hammer
Basic
30m
S/-/-
2d5+6 I
3 Full
Scatter, Tearing
5kg
80
Scarce
Steadholder
Basic
100m
S/-/-
1d10+4 I
Full
5kg
50
Plentiful
VI Crank Cannon
Heavy
70m
-/-/5
1d10+5 I
100
3 Full
Unreliable
38kg
500
Average
Void Speargun
Basic
10m
S/-/-
1d10+2 R
Full
1.5kg
45
Void
Average
Heavy Stubber
Bulldog
Slayer
28
Assault Cannon
Class: Heavy (SP)
Assault cannons are among the most
powerful
slug-throwing
weapons
in
production, and are a relatively new
armament as far as the Imperiums arsenal
goes. Six rotary barrels are spun by an external
motor to force a vast volume of diamantine
slugs into the air, and a powered ammunition
feed forcibly stuffs new rounds into the gun at
a blistering rate. Because of their extremely
rapid consumption of ammo and staggering
recoil, assault cannons are almost always
deployed as a vehicular weapon, and even a
mighty Space Marine would have some
difficulty using one as a handheld armament.
Assault cannons use high-calibre bullets that
are not interchangeable with any other
weapons. The listed Rate of Fire and Clip size
are purely statistical conveniences; in realistic
terms, assault cannons can fire over a thousand
shots in a single Round. An assault cannon
requires an external ammunition hopper
weighing 35kg to gain the stated Clip size.
29
Autocannon
Class: Heavy (SP)
Another ancient weapon, autocannons are
basically large-bore stubbers that fire monolithic
solid shells at a modest rate. The hammering of
an autocannon is often sufficient to stop a
charge by a large amount of troops, either by its
fearsome report or simply blowing through
swaths of the enemy ranks. Autocannons are
typically installed on Imperial armoured vehicles
but are also commonly used as heavy support
weapons by two-man teams, though some
especially burly soldiers have been known to
man-haul an autocannon around by themselves.
Autocannons are fed by a removable drum,
which is usually tended to by the second man in
a heavy weapons team.
Autocannons use high-calibre bullets that are
not interchangeable with other types of weapons.
Autogun
Class: Basic (SP)
Autoguns are a staple weapon across the
Imperium, and after lasguns are likely the most
common rifle-type gun handled by Imperial
citizens. They are simpler than lasguns and can
be cheaply manufactured on worlds which are
less developed, but any sort of implied inferiority
flies in the face of their ubiquity in hives and
frontier worlds alike. Most autoguns are rapidfiring automatics that use standardized lowcalibre caseless rounds, easily stocked on almost
any world in the Imperium, and many hive cities
stockpile huge caches of these weapons with
which to arm the middle-hive citizens in the
event of a planetary invasion. Autoguns can also
be commonly found in the employ of gangers
and recidivists, household enforcers, PDF
soldiers, and even some xenos have been known
to wield weaponry compatible with Imperial
30
Auto-Stubber
Class: Basic (SP)
Though largely superseded by autoguns for
many millennia, self-loading stub rifles are a
class of weapon that has stubbornly refused to
succumb to irrelevance. Compared to most
common styles of autoguns, an auto-stubber is
an overbuilt gun that tends to jerk about in the
shooter's hands as its heavy operating parts rattle
off bullets and spew smoky metallic casings like
a malfunctioning auto-quill. However, while
31
lacking in precision and good looks, an autostubber's simple construction and generous
tolerances mean it can keep firing even after
suffering horrendous abuse. No major forge or
manufactorum produces auto-stubbers in the
Calixis Sector, but the fact that they can be built
with very basic machinery and equipment means
a whole slew of minor factories and workshops
can churn these weapons out on the cheap.
Auto-stubbers are commonly the purview of
hive gangers and low-grade enforcers, though
more irregular PDF troopers might be seen with
them as well.
Auto-stubbers can fire any kind of stub pistol
ammunition.
Combat Shotgun
Class: Basic (SP)
Combat shotguns are bulky, hard-hitting
weapons designed to shoot the same type of
A GALAXY OF BULLETS...
Lasguns, with a few exceptions, can be powered
by a charge pack made just about anywhere in
the Imperium. Slug-throwers have no such
benefit, often featuring a bewildering range and
variety of bullets, cartridges, and rounds of
ammunition that could fill entire tomes just
from the guns made on a single forge world,
nevermind an entire sector. The following is a
general rule-of-thumb for Acolytes to consider
when choosing a solid projectile weapon.
Stub Weapons: Stub automatics, stub revolvers,
hand cannons, hunting rifles, heavy stubbers,
and some other weapons use stub ammunition.
These metallic-cased bullets generally can only
be used in a single type of gun; bullets meant for
a stub automatic might be usable in other stub
automatics, but could never be used with a hand
cannon or heavy stubber.
Autoguns and Autopistols: These types of
weapons use caseless ammunition that can be
used in many different types of weapons; caseless
bullets that fit in an autopistol will fit in an
autogun just as well. Unless otherwise stated in
the weapon's description, autoguns and
autopistols can freely share bullets between one
another without any issue.
Everything Else: Autocannons, Ripper Pistols,
and other large or unusual solid projectile
weapons will typically make use of their own
type of bullet which cannot be used with any
other guns. Sometimes, these types of weapons
will have a specific cost and Availability listed for
their ammunition as well.
32
33
Heavy Stubber
Class: Heavy (SP)
Another ancient weapon that is still in use due
to its mechanical simplicity and ease of
manufacture, heavy stubbers are one of the few
military stub weapons that can commonly be
found in the arsenals of many armed forces.
Most Imperial Guard regiments have replaced
these weapons with bolters, but a few holdouts
remain, and there are still quite common among
smaller PDFs and as mainstay support weapons
on lower-tech worlds. The more professional
hive gangers also seem to be able to acquire these
weapons with alarming frequency, and many
gang wars have come to an abrupt end thanks to
a grav-car with a heavy stubber pintle-mounted
in the rear compartments.
A heavy stubber can be equipped with an
ammunition drum instead of a belt hopper,
reducing its Weight to 30kg, Clip size to 40 and
Reload time to a Full Action.
Bulldog Heavy Stubber: Lightened and
shortened, the Bulldog heavy stubber is a
Hunting Rifle
Class: Basic (SP)
Hunting rifles are accurate and powerful
stubbers that can commonly be found in the
hands of frontier settlers and expert hunters
alike. Simple and robust to a point, most hunting
rifles are manually operated repeaters that can
drop game (beast or otherwise) from a long
distance in the hands of a skilled shooter, and
while by and large a civilians weapon, many
have been pressed into use in more combatoriented roles where they are still quite
functional. Most common hunting rifles include
a telescopic sight.
34
Naval Shotcannon
Pump-action Shotgun
Class: Basic (SP)
Simple and practical, pump-action shotguns
are manually-operated slug-throwers which
replace a standard shotguns lower barrel with a
tubular ammunition supply. Popular with
settlers defending their homes and gangers in
search of cheap firepower, all could agree that
there are few things as satisfying (or terrifying)
as the sound of a shotguns pump being racked.
Much like stubbers, shotguns of this type are a
truly ancient design that likely predates known
history, and have been produced by major forges
and scav-workshops alike for their low cost and
high capacity. Most common pump-action
shotguns can load a single shell as a Half Action,
useful for deploying specialty ammunition.
Westingkrup Slayer Pump Shotgun: The
Slayer is a classically functional design from the
Westingkrup Fane in Gunmetal City, intended
as a backup weapon for vehicle crews and PDF
troopers, but can now be commonly found
among a variety of users throughout Calixis. The
Slayer can be instantly recognized by its blockish
body and stockless design, ending in a simple
pistol grip that allows for quick aiming, even in
confined spaces. It is said that almost as many of
these shotguns end up in the hands of deep-hive
scum as are supplied to the Munitorum for
reasons which remain unclear, although one
cannot criticise their choice of weapon. One
local variant, referred to as the Bonefinger, is
crafted from heat-resistant ceramics and used
for hunting dangerous Scoldbats in the upper
reaches of Hive Tarsus. A weapon made of
conventional materials might warp fail in such
35
Shotgun
Class: Basic (SP)
Shotguns are among the most basic ranged
weapons mass-produced in the Imperium.
Elaborate patterns manufactured by large forges
may have polished wood stocks and inlaid
designs, while humble metal and resin housings
are typical for those made in scav-workshops
and on low-tech worlds, but at their core all
standard shotguns consist of a pair of chamberbarrels into which one shell each is loaded. Being
so rudimentary and uncomplicated, even
cheaply made shotguns will almost always fire
when the trigger is pulled even after enduring
incredible abuse or neglect, a fact not lost on all
matters of Imperial citizens from settlers and
hive-workers to gangers and Administratum
inspectors. A shotgun can load one shell at a
time as a Full Action. Both barrels can also be
fired at once which gives the attack the Tearing
quality. The vast majority of shotguns in the
Imperium fall into this weapon type; a few more
unique patterns available in the Calixis Sector
are listed here.
Scatheros
Blackhammer
Defence
Shotgun: Notorious for its sheer destructive
power, the Blackhammer comprises of a
carefully fitted barrel to an equally well-crafted
36
37
Void Speargun
Class: Basic (SP)
A straightforward and easy-to-use weapon,
void spearguns are designed to tear holes in void
suits. Most models use a simple recoilless gas
discharge system to propel a hardened spike at a
reasonable speed, but some models are even
simpler and take the form of a heavily modified
crossbow. Being struck by a void spear can cause
serious injury or death if the victim is
particularly unlucky, but the main application is
in ripping a hole in their void suit which will
generally cause them to become extremely
distracted in trying to repair the rip before they
suffer from decompression. Obviously, this
weapon is only meant to be employed during
void operations, but it can still be used (at
extremely close ranges) inside of ships as well.
Five void spears and a gas cartridge sufficient
to fire them cost 1 Throne and are Scarce outside
of environments where they are commonly used
(such as dock yards and space stations). In
atmosphere, a void speargun cannot be fired at
anything at Long or Extreme range.
BOLT WEAPONS
There may be weapons that can burn through
armour better, hit targets further away, or be
more economical to mass produce and service,
but no weapon could possibly claim to be as
Imperial as the bolter. Bolt weapons combine a
high level of technological precision and
engineering with deliberate brutality; only man
could possibly devise such an armament. Bolters
fire rocket-propelled mass-reactive shells known
appropriately enough as bolts, which streak to
their target with a roar and explode into jagged
fragments after piercing the body of their
unfortunate victim.
The superiority of bolt weapons cannot be
contested, but they are out of reach of many
Imperial servants due to the cost and difficulty
of supporting them. Bolters require skilled
maintenance using very exact rituals and
blessings for them to remain functional, and
even individual bolts must undergo a brief
prayer during manufacture to ensure ignition.
A bolter may only be several times costlier
than high-quality autoguns, but keeping a
steady supply of bolts for it to fire as well as
the necessary pre-battle hymnals and
consecrations sets it squarely as the weapon of
an elite. Wielding a bolter is an immediate
sign of status and respect, and many boltguns
in use today are centuries old, handed down
from veteran to successor, and some have long
legends attached to them of their great lineage.
Whether a bolter is a relic or freshly
manufactured, brandishing one is an instant
sign of the wielders connections (or guile).
Bolt weapons are loud and thoroughly
terrifying to see in action, and the distinctive
noise made by their bolts sailing towards an
unfortunate foe can be a potent weapon in and
of itself.
Bolters are literally as old as the Imperium
itself, and have been firmly connected to it
from the beginning. Techno-barbarians that
savagely fought for control of Terra during the
Age of Strife wielded early bolter-like
weapons, and their unification by the Emperor
led to bolters becoming synonymous with the
38
Bolt Weapons
Name
Class
Range
RoF
Dam
Pen
Clip
Rld
Special
Wt
Cost
World
Availability
Angelus
Basic
120m
S/-/-
2d10+2 X
3 Full
Accurate, Tearing
11kg
2,000
Very Rare
Boltgun (generic)
Basic
90m
S/2/-
1d10+5 X
24
Full
Tearing
7kg
500
Rare
Godwyn-Deaz
Basic
90m
S/2/-
1d10+5 X
30
Full
Reliable, Tearing
6kg
1,000
Very Rare
Locke
Basic
90m
S/2/4
1d10+5 X
24
Full
Tearing
7kg
900
Very Rare
Scourge
Basic
90m
S/2/-
1d10+5 X
24
Full
Reliable, Tearing
10kg
650
Very Rare
Solo
Basic
100m
S/-/-
1d10+5 X
24
Full
Accurate,
Reliable, Tearing
7kg
500
Very Rare
Pistol
30m
S/2/-
1d10+5 X
Full
Tearing
3.5kg
250
Rare
Garm
Pistol
30m
S/2/-
1d10+5 X
Full
Tearing
4.5kg
350
Rare
Godwyn-Deaz
Pistol
30m
S/2/-
1d10+5 X
Full
Reliable, Tearing
3kg
550
Very Rare
Mauler
Pistol
30m
S/3/-
1d10+5 X
Full
Reliable, Tearing
2.7kg
375
Very Rare
Sacristan
Pistol
30m
S/2/-
1d10+6 X
Full
Tearing
3.3kg
380
Rare
Cane Bolter
Pistol
30m
S/-/-
1d10+5 X
2 Full
Tearing
3kg
600
Very Rare
Heavy Bolter
Heavy
120m
-/-/10
2d10+2 X
60
Full
Tearing
40kg
2,000
Very Rare
20kg
12,000
Malleus
Extremely
Rare
3kg
75
Volg
Psycannon
Heavy
120m
S/-/5
2d10+5 X
40
3 Full
Reliable,
Sanctified, Tearing
Spitfire
Pistol
20m
S/-/-
1d10+3 X
Full
Tearing, Unreliable
Storm Bolter
Godwyn-Deaz
Basic
90m
S/2/4
1d10+5 X
60
Full
Storm, Tearing
9kg
4,000
Basic
90m
S/2/4
1d10+5 X
60
Full
Reliable, Storm,
Tearing
12kg
9,000
39
Boltgun
Class: Basic (Bolt)
Boltguns are the epitome of individual
firepower in the Imperium and those lucky
enough to be gifted or issued one of these superb
weapons are truly blessed. The sound of bolts
being fired has been enough to rout much larger
cultist forces, while the more dedicated enemies
are handily taken care of as the mass-reactive
bolt shells shred their bodies into mush even
through the best common armours. Boltguns are
typified by a squat, boxy body with a pistol grip
and stockless frame, making them somewhat
shorter than common autoguns in spite of their
much greater power, and feature multiple
attachment points for extra sights, exterminator
cartridges, and so on. Boltguns use standard .75calibre bolts from a sickle clip. At the cost of
reliability, most boltguns can be used with a
boxy ammo drum instead, increasing the Clip
Scarce
Extremely
Rare
Extremely
Rare
40
Bolt Pistol
Class: Pistol (Bolt)
Carrying a bolt pistol is a sign of the wearers
status just as much as it is a powerful and
effective sidearm. Being gifted one of these fine
pistols immediately sets its owner ahead as a
favoured servant, while those who can obtain
one through their own devices display their
wealth and excellent discretion all at once. A bolt
pistol is effectively a highly shortened boltgun,
lacking range but just as deadly compared to its
full-size counterpart thanks to most of a bolts
velocity coming from its internal rocket
propulsion. Bolt pistols use the same .75-calibre
bolts from a narrow single column clip, and
those fortunate enough to have both a boltgun
and bolt pistol to their names can freely share
their precious bolts between them. Bolt pistols
are manufactured in many of the Imperiums
greater forges for issuance to Imperial Guard
41
Cane Bolter
Class: Pistol (Bolt)
Those with the resources and connections to
own their own bolters are often the same types
who choose to flaunt their assets, sporting
brusque and overwhelming attires and festooned
with bandoliers of pistols and clips. Some,
however, attempt a more subtle though no less
deadly style that favours concealed and hidden
weapons. Local customs or specific situations
might also dictate leaving ones weapons behind,
and while carefully tucking a pistol away within
the folds of ones robe or a hidden pouch on the
wearers body might appeal to some, others
prefer a weapon they can have right out in the
open. Cane bolters are exactly as they seem: an
ostentatious walking stick that just happens to
conceal a single bolt and firing mechanism in the
upper end, with a breakaway false bottom that is
torn off when the bolt is launched. The handle
must be unscrewed for a new bolt to be loaded,
so they are by and large weapons of surprise and
opportunity. A cane bolter can be equipped with
any boltgun or pistol ammunition its owner
might happen to have available.
Heavy Bolter
Class: Heavy (Bolt)
Rarely deployed outside of military
organizations, heavy bolters are oversized and
42
Psycannon
Class: Heavy (Bolt)
Psycannons are extremely powerful and
mystic weapons used almost exclusively by the
Ordo Malleus of the Inquisition. A psycannon is
similar to a greatly modified heavy bolter and
fires special custom-crafted bolts charged with
psychic energy and possessing ritually inscribed
silver tips backed by a rare isotopic explosive.
Each blessed round can unerringly penetrate the
psychic defences and shields of a target, making
them a coveted weapon for Inquisitors planning
to hunt daemons and witches. While powerful
weapons against psykers and warp entities, a
psycannons true power is revealed when it is
wielded by none other than a psyker itself. Each
shot can be imbued with a measure of the
psykers mental force, bringing ruin to his target
with each shot. Psycannons are exceptionally
rare weapons, making standard bolt weapons
seem ubiquitous in comparison. Each is
handcrafted by special artisan-armourers
watched and sanctified by the Adeptus
43
Storm Bolter
Class: Basic (Bolt)
Storm bolters are truly devastating weapons
created by the very careful and time-consuming
process of combining two boltguns together into
one implement of the Emperors wrath. A storm
bolter can literally saw a well-armoured target in
half, while an unprotected man would be
reduced to a fine mist with a few chunks of fleshpulp decorating his cohorts. Storm bolters are
exceptionally difficult weapons to craft in no
small part due to the frustrating travails of
wheedling two machine spirits into functioning
in concert with one another, as that harmonious
cooperation is the true source of a storm bolters
exponentially greater power. Because of the great
effort and skill required to create them, storm
bolters are typically only made on the greatest of
the Imperiums forge worlds, such as Ryza in
Ultima Segmentum and even Holy Mars itself.
Storm bolters can be most commonly found as
auxiliary weapons attached to Imperial
armoured vehicles, with small numbers endowed
as personal weapons to especially favoured
Imperial officers and senior agents of the
Inquisition. The Sisters of Battle are known to
make use of storm bolters with some frequency
with a specific pattern assigned to their arsenals.
Godwyn-Deaz-Pattern: This pattern of
storm bolter is based off of the standard
Godwyn-Deaz boltgun used by the bulk of the
Sisters of Battle, and is issued as a reward for
Battle Sisters who have proven themselves in
combat prowess and spiritual dedication to be
worthy of such withering firepower. It is
exceptionally rare outside of their ranks.
MELTA WEAPONS
Also known as melters and cookers, melta
weapons deliver supreme close-range firepower
capable of burning through almost any armour
and incinerating whatevers on the other side.
Most work by combining highly-pressurised
gases into an unstable sub-molecular state,
which is fired out in an intense blast of heat that
can turn even adamantine plate into molten slag
(and any unfortunates caught in its path into a
vaguely pink vapour). Meltas make little noise
when theyre fired; the loudest report is a
distinctive hissing noise as water in the air is
evaporated, possibly followed by the violent
explosion of whatever was just hit. This makes
them eminently useful weapons to commandoes
and infiltrators who can neutralize parked
enemy vehicles long before they can enter battle.
Meltas are most commonly issued to specialist
anti-vehicular troops as while their power is
unmatched, their short range and sparse number
of shots are major liabilities to inexperienced or
undisciplined soldiers.
Melta weapons are fairly rare on the battlefield
as only a few forge worlds are allowed to
produce them in any quantity. The Adeptus
Mechanicus formerly enjoyed a complete
monopoly on such fearsome weapons and they
have been loathe to allow their widespread
dissemination. Giving a meltaguns ability to slag
Inferno Pistol
Class: Pistol (Melta)
By and large, inferno pistols are valuable relics
as the technology to reproduce them is poorly
understood by all but the greatest forges. An
inferno pistol compacts the massive firepower of
a meltagun into a parcel that is deceptively small,
often no larger than a common autopistol
pattern. This has limited its range even further,
with some noting that you could almost throw
one as far as its bolt of destruction will reach.
However, as a close-range annihilation device,
inferno pistols have no equal. Because of their
Melta Weapons
Name
Class
Range
RoF
Dam
Pen
Clip
Rld
Special
Wt
Cost
World
Availability
Pistol
10m
S/-/-
2d10+4 E
12
Full
2.5kg
7,500
Very Rare
Mars
Pistol
20m
S/-/-
2d10+8 E
13
Full
Vicious
2.5kg
12,000
Seraphim
Pistol
10m
S/-/-
2d10+2 E
10
Full
Reliable
2kg
9,000
Meltacutter
Basic
10m
S/-/-
2d10+4 E
10
3 Full
30kg
600
Scarce
Meltagun (generic)
Basic
20m
S/-/-
2d10+4 E
12
2 Full
8kg
4,000
Rare
Mars
Basic
20m
S/-/-
2d10+8 E
13
2 Full
Vicious
7.5kg
9,000
Very Rare
Ultima
Basic
40m
S/-/-
2d10+2 E
2 Full
10kg
2,500
Rare
Multi-Melta (generic)
Heavy
60m
S/-/-
4d10+12 E
12
10
2 Full
Blast (1)
55kg
8,500
Very Rare
Mars
Heavy
60m
S/-/-
4d10+12 E
14
10
2 Full
Blast (1),
Vicious
40kg
15,000
Extremely
Rare
Heavy
10m
S/-/-
2d10+4 E
12
2 Full
Accurate
55kg
3,000
Rare
Thermal Lance
44
Extremely
Rare
Extremely
Rare
45
Meltagun
Meltacutter
Class: Basic (Melta)
Meltacutters are specialized tools used to cut
and weld slabs of metal in macro construction
facilities and manufactorums. Extremely large
and cumbersome, a meltacutter can still make a
very effective killing device if used as a weapon.
A meltacutters reach is quite short but can
quickly breach most sealed bulkheads and
reduce a fully armoured Arbitrator to hot gas
and ash with ease. When a hive worker or
labour-helot revolt spills over into the forges
themselves, these are often the first tools to be
looted in anticipation of the retaliation of the
worlds masters. As a result, the trade and
deployment of these necessary tools is carefully
monitored, leading to frequent delays in
obtaining spare parts or opening new
production lines.
46
Multi-Melta
Class: Heavy (Melta)
This terrifying heavy weapon is created in
typical Imperial fashion by forging two largeaperture meltaguns together. Both barrels fire at
once in an incredibly powerful blast that can
obliterate all but the heaviest armour and leaves
an area of several square metres scorched to dust
and a few wisps of vapour. They are dedicated
anti-vehicular weapons; using a multi-melta on
enemy troops would be excessive in every sense
of the term, and even a mighty Space Marine
would likely be felled by a direct hit from one of
these annihilation engines. Multi-meltas are
typically only deployed as defensive weapons
aboard Imperial armoured vehicles, although the
Retributors of the Adepta Soroitas are known to
carry them in small numbers, and they are also
frequently chosen for installation on high-end
battle servitors. A multi-melta generates an
incredible amount of heat when fired, and the
residual blowback can be dangerous to the firer.
As a result, vehicle crews typically wear
47
Thermal Lance
Class: Heavy (Melta)
Thermal lances are something of a more
refined and efficient meltacutter. Using a long
and thin containment cylinder rather than bulky
focusing beam emitters, a thermal lance is
significantly lighter and easier to port around,
allowing them to be used by workers directly
rather than mounted to heavy servitors. Thermal
lances require a few moments to steady and align
the aperture, but once braced are exceptionally
accurate and easy to control, allowing for very
precise cuts to be made through the largest
construction slabs and unfinished components.
They are just as often used in demolitions as well
with wreckers being able to cut through
bulkheads and structural supports in a methodic
and surgical process. Thermal lances are not
intended to be used as weapons, but a trained
user can employ them to slice through armoured
opponents just as well.
Thermal lances use standard meltagun
canisters for ammunition and can be equipped
with the same backpack unit which weighs 10kg
and doubles their Clip size.
PLASMA WEAPONS
Plasma weapons are fantastic pieces of techartifice whose art is almost lost in the Imperium.
Though once common during the Dark Age of
Technology, the STC for plasma weapons has yet
to be recovered, and many of the Adeptus
Mechanicus most skilled plasma artisans sided
with the traitors during the Horus Heresy. At the
present only a few forge worlds truly understand
a plasma weapons functions and the necessary
rituals and oaths to create one of acceptable
quality, and their small numbers combined with
excellent combat attributes makes them highly
sought-after guns.
Plasma weapons function off of a deceptively
simple principle of accelerating a hydrogen
plasmoid bolt to great speed, with the resultant
kinetic impact and tremendous energy release
sufficient to explode men and machines alike
from a more than adequate distance. A foe hit
with a salvo from a plasma gun is consumed in a
miniature solar explosion, reduced to a deepfried husk or simply annihilated from existence
with nary a speck in remains. Plasma weapons
are fed from external flasks containing elemental
hydrogen suspended in a photonic state, which
provides the fuel necessary for the plasma
reaction. Once energized in a photohydrogen
48
Plasma Weapons
Name
Class
Range
RoF
Dam
Pen
Clip
Rld
Special
Wt
Cost
World
Availability
Basic
100m
S/2/4
2d10 E
Special
12kg
1,500
Lathes
Very Rare
Plasma Blaster
Basic
60m
S/-/-
2d10+8 E
2 Full
20kg
7,500
Very Rare
Plasma Cannon
Heavy
120m
S/-/-
2d10+10 E
80
5 Full
Overheats
38kg
8,500
Very Rare
9kg
3,000
Very Rare
20kg
6,000
Extremely
Rare
(Maximal)
Plasma Gun (Ryza)
4d10+10 E
Basic
(Maximal)
Clovis
Basic
(Maximal)
90m
S/2/-
1d10+7 E
100m
S/-/-
2d10+7 E
60m
S/3/5
1d10+5 E
70m
S/3/-
2d10+5 E
40
5 Full
Overheats
Overheats, Recharge
40
5 Full
Overheats
Overheats, Recharge
Mezoa
Basic
90m
S/2/-
1d10+7 E
40
5 Full
Overheats
17kg
2,200
Very Rare
Sunfury
Basic
80m
S/3/-
1d10+10 E
20
5 Full
Overheats
12kg
3,000
Very Rare
Pistol
30m
S/2/-
1d10+6 E
10
3 Full
Overheats
4kg
4,000
Very Rare
40m
S/-/-
2d10+6 E
30m
S/-/-
1d10+6 E
4kg
5,000
Very Rare
2d10+10 E
1d10+8 E
5kg
6,500
Extremely
Rare
(Maximal)
Kronos
Pistol
(Maximal)
Wrath
Pistol
40m
S/-/-
Overheats, Recharge
10
3 Full
Overheats
Overheats, Recharge
3 Full
Accurate, Overheats
pack
49
Plasma Blaster
Class: Basic (Plasma)
A plasma blaster is a crude but functional
expedient designed to create a weapon with
similar firepower to a plasma cannon that is
significantly more portable. Twin barrels are
powered by a single set of standard plasma flasks
and fusion generator, creating a significantly
more potent ball of starstuff that can wipe out
multiple enemy troops at once as well as defeat
light vehicles by slagging through their armour.
A number of concessions had to be made to
obtain this firepower in a (reasonably)
lightweight package, and plasma blasters suffer
from a significantly shorter range and lower
number of shots available thanks to more rapid
and less efficient consumption of hydrogen.
Plasma blasters include a functional if dangerous
rapid reloading system that violently ejects spent
plasma flasks from the weapons housing,
leaving the firer only needing to insert fresh
ones. Care must be taken to ensure that no body
parts are in the path of these jettisoned canisters
as examples of the errant vessels penetrating
flakboard walls have been noted.
Plasma Cannon
Class: Heavy (Plasma)
Monstrous weapons in every definition,
plasma cannons are essentially grossly oversized
plasma guns that can cause utter havoc on the
battlefield as blasts of solar intensity are flung
about. Plasma cannons are most often found
attached to Imperial armoured vehicles where
their mass and necessity for external
ammunition supplies are non-issues, and can
50
51
52
FLAME WEAPONS
Flamers, as they are more popularly known, are
indiscriminate terror weapons used to displace
entrenched enemies and bring the light of the
Emperor to all matters of His foes. All flamers
work in roughly the same manner, projecting
gouts of burning fuel at the target, and have been
used by mankind in some form or other since
the dawn of time. They are reasonably simple
weapons, most consisting of a canister of fuel, an
air compressor to shoot the fuel at the target, an
ignition system, and a housing with controls to
store it all. By and large flamers manufactured
by scav-workshops in underhive slums are of
similar utility to those churned out in mass from
Imperial forges destined for Guard regiments,
and it isnt difficult to find a flamer on almost
any world in the hands of all sorts of users. The
Sisters of Battle and Redemptionist cults are
particularly fond of flamers due to their
purifying effect on the sinful and wicked, while
the famed Catachan Jungle Fighters are known
for their almost psychotic love of burning
enemies out of heavy foliage and other sorts of
cover. Numerous breeds of xenos make use of
flame weapons as well, the threat of being lit on
fire one thing that usually communicates quite
53
Flame Weapons
Name
Class
Range
RoF
Dam
Pen
Clip
Rld
Special
Wt
Cost
World
Availability
Flamer (generic)
Basic
20m
S/-/-
1d10+4 E
2 Full
Flame, Unreliable
6kg
200
Scarce
Basic
5m
S/-/-
1d5 E
10
2 Full
Flame, Primitive
3kg
50
Scarce
7kg
400
Very Rare
Burst
Nightfire
Basic
20m
S/-/-
1d10+5 E
2 Full
Flame, Toxic,
Unreliable
Salamander
Basic
10m
S/-/-
1d10+4 E
2 Full
Flame, Unreliable
6kg
250
Scarce
Gas Torch
Basic
5m
S/-/-
1d10+1 E
20
5 Full
Flame, Unreliable
20kg
150
Hive
Average
Pistol
10m
S/-/-
1d10+4 E
2 Full
Flame, Unreliable
3.5kg
200
Rare
Destroyer
Pistol
15m
S/-/-
1d10+5 E
2 Full
Flame, Unreliable
2.1kg
750
Very Rare
Seraphim
Pistol
10m
S/-/-
1d10+4 E
Full
Flame
2kg
1,000
Extremely
Rare
Heavy Flamer
Heavy
30m
S/-/-
2d10+4 E
30
2 Full
Flame, Unreliable
20kg
1,000
Rare
Stingray
Basic
15m
S/-/-
1d10+3 E
Full
Flame
3kg
100
Void
Scarce
Tox Spray
Basic
10m
S/-/-
2d5+5 E
3 Full
Flame, Toxic
8kg
200
Hive
Scarce
Flamer
Class: Basic (Flame)
Flame guns, known more popularly as flamers,
are the most common type of flame weapon used
by the military forces of the Imperium. Most
assault squads in the Imperial Guard have at
least one or two men armed with flamers, and
they are also commonly wielded by specialised
shock troops and others who can make the best
use of fires intimidating effects. All common
patterns of flamers are designed to make use of
attached fuel canisters with enough Promethium
for a few shots, which is normally sufficient for
frying enclosed troops and enemies behind
cover. This configuration provides the listed
figures. Flamers can also be used with a
backpack fuel canister and hose feed weighing
6kg and providing double the listed Clip size, or
a larger rig weighing 25kg with enough fuel for
60 shots. Most flamers produced in the
Imperium can fit into this category, while some
more unique patterns are listed here.
Anoxis Burst Flamer: Also known (very
informally) as Haxs Breath, this flamer variant
is designed primarily as a tool of intimidation
and for crowd control rather than outright
annihilation. Its fuel mixture ignites before
leaving the weapon, resulting in a quick burst of
heat that will singe eyebrows and burn loose
54
Gas Torch
Class: Basic (Flame)
Gas torches are industrial tools that project an
incandescent vapour used to clear away fungal
growths and other obstructions (vermin nests,
desiccated corpses, and so forth) from a hive
citys labyrinthine duct-systems. While not
intended for use as a weapon, the availability of
gas torches to low-rent gangers and other
underhive scum see them pressed into service as
improvised flamers that can still be perfectly
deadly as many unsuspecting rival gangs and
upper hive enforcers have fatally discovered.
Gas torches use bulky packs of pressurised and
highly reactive gas to produce their effect. If an
individual wearing a gas torch is attacked from
behind and suffers Damage, there is a 50%
chance that the gas tanks rupture and explode,
dealing 2d10 Explosive Damage with a Blast of 4.
The wearer suffers double that Damage result
and may not make an Agility Test to try and
avoid the blast.
Gas Torches have an Availability of Average
on Hive Worlds and are Rare on most other
developed worlds within the Imperium.
55
Hand Flamer
Class: Pistol (Flame)
Hand flamers are just as they sound: a flamer
cut down in size to be used as a pistol-like
weapon. Although they have a very short range
thanks to a much smaller air compressor, at
personal distances a hand flamer is an
exceptionally effective weapon. Warriors who
favour close combat often employ a hand flamer
in their off hand to soften up a group of foes
before righteously smiting them with their melee
weapon. The Sisters of Battle and particularly
zealous members of the Ecclesiarchy are perhaps
the most enthusiastic users of hand flamers, for
much the same reasons as they enjoy the full size
counterparts as well. Just as with normal flamers,
hand flamers are reasonably simple weapons,
and the majority of all patterns manufactured in
the Imperium can fit into this description. A few
with some more unique features are listed here.
Cadence Destroyer Pistol: A weapon
produced only to commission by the mysterious
Cadence tech-artisan cult, the Destroyer is an
extremely sophisticated hand flamer that uses
force-compression technology similar to that of
a plasma weapon to create a superheated
thermal-incandescent blast that burns far hotter
and with greater fuel efficiency than most other
flame weapons. About the only thing that the
Destroyer has in common with other Imperial
hand flamers is the ability to use standard-size
Promethium fuel canisters. This flamer has a
strong association with the Inquisition of the
Calixian Conclave, and if the stories are to be
believed, the first commissioner of the Destroyer
was none other than the legendary Inquisitor
Ark-Ashten of the Ordo Xenos.
Seraphim Hand Flamer: Like much of the
Adepta Soroitas reliquary-arsenal, hand flamers
issued to elite Seraphim jump troops are
exceptionally well-crafted weapons that are a cut
above their more commonplace counterparts.
Seraphim who have demonstrated particular zeal
in punishing the enemies of the Emperor may
swap their bolt pistols for a pair of these
excellent hand flamers and use them to great
effect in annihilating swaths of lesser foes. An
efficient
canister
socket
allows
fresh
Promethium tanks to be loaded with much
greater speed than most flamers, an invaluable
advantage to Sisters hurtling through the air on
their jump packs. Seraphim hand flamers
include an additional function that projects a
very short burst of flame that consumes minimal
fuel, and those Sisters that carry these superior
pistols can use them effectively in close combat.
If armed with two Seraphim hand flamers, a
character with the Dual Shot talent can make a
combined attack with both weapons.
Ammunition is consumed from each flamer as
normal, but the attack deals 1d10+10 Energy
Damage and targets hit by its flames suffer a -20
penalty to their Agility Tests to avoid its effects.
This penalty stacks with that from the Cleanse
and Purify talent. A Seraphim hand flamer can
be used to make melee attacks against single
opponents which deal its normal Damage as
long as the weapon has at least one shot left in its
Clip. This attack does not have the Flame quality
and so will not set targets on fire; likewise, the
weapon does not Jam if the wielder rolls a result
that would ordinarily cause one. Individual
melee attacks do not consume fuel, but a
protracted battle may end up spending some
over time.
56
Heavy Flamer
Class: Heavy (Flame)
Enormously oversized flamers sometimes
sporting two nozzles, heavy flamers are designed
to bring fiery ruin to huge swaths of terrain at
once. The great amount of flaming Promethium
hurled out by these weapons more closely
resembles an inferno at a processing plant than a
battlefield weapon, and a heavy flamer is quite
possibly the least subtle armament that can be
hauled by troops onto a battlefield. Heavy
flamers are most commonly employed on
Imperial armoured vehicles where a large
amount of fuel can be carried with (relative)
safety, though small numbers are also carried
into battle by Guardsmen for special situations.
In this role one trooper carries the flamer itself
while his assistant hauls its fuel and a backup
weapon such as a lascarbine. Especially strong or
power armoured soldiers are capable of wielding
a heavy flamer and its fuel supply by themselves.
Among those who believe in the purifying power
of fire, a heavy flamer is its ultimate expression
as far as individual weapons go.
Heavy flamers include a backpack fuel tank
weighing 25kg that provides the listed Clip size.
Tox Spray
Class: Basic (Flame)
Tox sprays are terrifying weapons founds in
the hands of the worst type of gang scum in the
most polluted hive sumps. The weapon uses an
absolutely foul mixture of highly corrosive
industrial residue and toxic waste contained
under high pressure, which is unleashed on its
extremely unfortunate victim(s) through a juryrigged spray gun. The effects of the mixture on
flesh are truly horrific and most armour offers
little protection from the burning and sickening
poisonous fluids. Notoriously, tox sprays are
57
PRIMITIVE WEAPONS
Even in the 41st Millennium there are many
worlds within the Imperium that have a very low
technological base, whether still developing or
having regressed back to a more primitive state.
Weaponry of this type is typical to that which
was once used on Terra in ancient prehistory,
and there are Administratum scholars who
believe that the growth of such undeveloped
worlds may closely resemble that of Holy Terra
itself. Many explorers and investigative groups
have found it to their advantage to maintain
proficiency with these very low-tech weapons so
that they can make use of local hardware while
conducting business on such backwater and
regressed planets.
Primitive weapons of this sort can sometimes
be found on more built-up planets, including
Hive worlds, as the product of cheap scavworkshops and other low-grade smiths, and
while far from effective compared to autoguns
and stubbers, any gun is better than none at all.
This class of weapon refers to any of a broad
range of low-complexity ranged armaments,
including black powder-fired guns as well as
muscle-powered devices like crossbows and
javelins among a wide variety of others. To use
primitive weapons without penalty, a character
must have the Thrown Weapon Training
(Primitive), Pistol Training (Primitive), Basic
Weapon Training (Primitive), or Heavy Weapon
Training (Primitive) talents.
Bolas
Class: Thrown (Primitive)
Bolas are a simple but highly effective tool
meant to tangle up an opponent. Most are
constructed from several dense balls of stone or
wood (sometimes as many as eight) held
together
with
heavy
cord;
examples
manufactured on more developed Imperial
worlds might be made of resin or plasteel bound
together with wire, but function in essentially
the same way. Bolas are held in one hand and
swung above the head where their mass allows
them to pick up speed, then flung at the legs of a
58
Bow
Class: Basic (Primitive)
Bows are unlikely the first missile weapon
designed by man in ancient prehistory, and tens
of millennia later are still made by tribal bowyers
on feral worlds and niche weapon artisans on
more developed planets. While undeniably
inferior to any kind of modern gun in terms of
firepower, range, and ease of use, a bow is almost
completely silent while firing. This is an
attractive quality to assassins and more eccentric
gangers who have enough faith in their aim to
justify the slow attacks and lack of armour
penetration. Bows made on feral and feudal
worlds are almost universally made of special
types of wood selected for their flexibility; those
designed for Imperial hunters and hitmen may
be made of any variety of synthetic materials.
Composite Bow: This is a more advanced
style of bow is found on later feudal worlds and
is made of multiple pieces of wood, sinew and
Primitive Weapons
Name
Class
Range
RoF
Dam
Pen
Clip
Rld
Special
Wt
Cost
World
Availability
Bolas
Thrown
10m
S/-/-
Primitive, Snare
1.5kg
10
Average
2kg
15
Volonx
Rare
Thrown
8m
S/-/-
1d5 I
Inaccurate, Primitive,
Snare, Toxic
Basic
30m
S/-/-
1d10 R
Half
Primitive, Reliable
2kg
10
Common
Composite Bow
Basic
40m
S/-/-
1d10+2 R
Half
Accurate, Primitive
3kg
50
Scarce
Longbow
Basic
50m
S/-/-
1d10+2 R
Half
Primitive
3kg
20
Feudal
Average
Basic
30m
S/-/-
1d10 R
2 Full
Primitive
3kg
10
Common
Heavy Crossbow
Basic
80m
S/-/-
1d10+4 R
4 Full
Primitive
6kg
75
Feudal
Rare
Hunting Crossbow
Basic
50m
S/-/-
1d10+1 R
2 Full
Accurate, Primitive
2.5kg
100
Imperial
Scarce
Drive Nailer
Basic
5m
-/3/-
1d10+1 R
15
3 Full
Primitive
7kg
50
Hive
Common
Flick Bow
Pistol
15m
S/-/-
1d10 R
Full
Primitive, Special
1kg
30
Scarce
Flintlock Pistol
Pistol
15m
S/-/-
1d10+2 I
3 Full
Inaccurate, Primitive,
Unreliable
4kg
10
Common
Pistol
15m
S/2/-
1d10+2 I
5 Full
Primitive, Unreliable
2kg
40
Average
Hand Crossbow
Pistol
15m
S/-/-
1d10 R
Full
Primitive
1kg
200
Rare
Haywire Rifle
Basic
10m
S/-/-
1d10+3 I
Full
Special
5kg
400
Very Rare
Hunting Boomerang
Thrown
10m
S/-/-
1d10 I
Primitive
.5kg
50
Common
Impaler
Heavy
30m
S/-/-
1d10+5 I
2 Full
Primitive, Unreliable
22kg
100
Hive
Scarce
Javelin
Thrown
15m
S/-/-
1d10+SB R
Primitive
1kg
Plentiful
7kg
30
Common
4kg
20
Plentiful
Bone Bolas
Bow
Crossbow
Deuce Pistol
Musket
Inaccurate, Primitive,
Unreliable
Inaccurate, Primitive,
Unreliable
Basic
30m
S/-/-
1d10+3 I
5 Full
Blunderbuss
Basic
30m
S/-/-
1d10+ 2 I
2 Full
Siskan Musket
Basic
40m
S/-/-
1d10+3 I
5 Full
Primitive, Vicious
8kg
65
Sisk
Scarce
Razor Disk
Thrown
10m
S/-/-
1d10+SB R
Primitive
.5kg
50
Fedrid
Average
Scrap Cannon
Heavy
15m
S/-/-
1d10+3 R
3 Full
Scatter, Unreliable
40kg
150
Hive
Very Rare
Sling
Basic
15m
S/-/-
1d10-2 I
Full
Primitive
.5kg
10
Plentiful
Thunderclap
Exotic
9m
S/-/-
1d5+3 X
1kg
45
Volonx
Very Rare
Vibe Spear
Thrown
10m
S/-/-
1d10+2+SB R
2kg
14
Endrite
Scarce
59
Crossbow
Class: Basic (Primitive)
A semi-mechanical weapon, crossbows are
wooden-stocked with a sturdy metal bow that is
held back by a trigger-activated release. Short,
heavy arrows known as bolts are flung out of the
weapon at great speed, though pulling the bow
itself back into firing position requires
considerable effort and time. Crossbows are
easier to use than regular bows since they can be
left loaded and grabbed just before combat,
whereas a bow will always need to be readied
and drawn first.
Heavy Crossbow: Also known as arbalests,
these monster crossbows must be braced with a
foot in a special stirrup near the bow and
winched into firing position with a windlass
before a bolt can be inserted. This process is
almost as lengthy as reloading a musket, but the
force created by a heavy crossbows bolt is
incredible among primitive weapons and have
been known to penetrate a horseman and his
horse at the same time. Soldiers armed with
heavy crossbows must be well-disciplined to fire
their shot at the right moment, as a charging
enemy likely wont give them enough time to
reload. They are also stable and exceptionally
accurate, and expert sharpshooters at a besieged
castle have been known to take out men
operating catapults of the attacking force.
Hunting Crossbow: Effectively a crossbow
manufactured using present techniques and
materials, crossbows of this type are used on
many worlds by huntsmen, frontier settlers, and
others who value its simple action and quiet
operation. Unlike traditional crossbows found
on feudal worlds, hunting crossbows usually
include a variety of convenience features,
60
Drive Nailer
Class: Basic (Primitive)
One of the first weapons to appear in the
hands of heretics in a hive uprising, the drive
nailer is simply a high-power nail or rivetdriving gun of the type common to the millions
who toil in hive construction and reclamation
crews across the Imperium. With its power
setting turned up to maximum and safety
features disabled, drive nailers can make a messy
but effective weapon. They have a very short
effective range as the nails or rivets lose velocity
quickly, but nevertheless are often sufficient to
give rioting hivers enough firepower to steal
better weapons from unlucky enforcers and PDF
troops whove found themselves nailed to a wall
or bulkhead.
Flick Bow
Class: Basic (Primitive)
A flick bow is a curious compact-size hand
crossbow that is designed to fold up into a
package that can be tucked away inside a boot,
muffler, sleeve, or purse. It is therefore a
common choice for coachmen, ladies of
negotiable affection and criminal gangs on many
medieval worlds, although the finest crafted
examples are made by the artisans of Balecaster
and wouldnt look out of place in an Inquisition
armoury. The span of a flick bow folds inwards
and its grip tips back to form an oblong shape
suitable for concealment.
A flick bow requires a Half Action to be
unfolded and locked in place before it can be
loaded and shot. The bow is not designed for
long-term tension, so it cannot be left in the
expanded position for long periods of time.
Flintlock Pistol
Class: Pistol (Primitive)
These primitive black powder weapons can
take many forms, from finely crafted pistols
constructed for the nobles of low-tech worlds,
elegant yet simple sidearms for use by cavalry
soldiers, or simple pipe and powder affairs used
by underhive scum. In general, a pistol of this
type is essentially an extremely short musket
with a built-in ramrod that wont come lose
during close combat. Many have reinforced
pommels made of iron or brass explicitly for use
as a club in melee combat as few enemies would
give the firer enough time to reload. Flintlocks
are the most common form of primitive pistol
although similar weapons might be rigged to fire
with a match or percussion cap depending on
the level of advancement of the particular world.
Deuce Pistol: A double-barrelled variant that
is particularly popular on many worlds where
duelling is common, and it also serves as a useful
hunting sidearm as well. These types of flintlock
pistol are almost assuredly manufactured to a
high level of precision and are often markedly
more accurate than their contemporaries,
61
Hand Crossbow
Class: Pistol (Primitive)
A hand crossbow is more or less a normal
crossbow thats been shrunken down to a size
suitable for one-handed operation complete with
a pistol grip. This size is suitable for firing and
reloading by horsemen, coach guards, and others
who cant manage the bulk of a full-size
crossbow. They can also be easily dismantled
and re-assembled and are almost completely
silent when firing. This makes them a favoured
weapon of assassins on medieval planets, while
higher-tech killers may opt to use such a weapon
for exactly the same reasons, especially if using
poison-coated bolts.
Haywire Rifle
Class: Basic (Primitive)
Haywire rifles are not the issue of feudal world
gunsmiths at all, instead being the product of
deliberate design to make a weapon that is as
mechanically simple as possible for a very
particular purpose. Haywire rifles are designed
to shoot specialty stub ammunition that contains
a directed energy discharge, effectively passing
through augmetic armour and machine plating.
Due to these debilitating effects on holy engines
and other pieces of equipment, they are severely
proscribed by the Adeptus Mechanicus, who
view a haywire rifles lack of a machine spirit
with particular hatred and disgust. Haywire
rifles are produced by a handful of skilled (and
clandestine) armourer-cabals in the Calixis
Sector, and there are some that have suggested
the only reason these groups havent been wiped
out by Mechanicus Secutors is due to special
protections being offered by high authority.
Whether this implies the sectors nobility, the
Inquisition, or some other dark power varies
from source to source.
A haywire rifle doubles its Pen value and gains
the Tearing quality against targets with the
Machine or Mechanicus Implants Trait as well as
those judged by the GM to be similar in nature
(such as the lock system for a blast door).
Haywire rifle ammunition has a base price of 20
Thrones each and is considered Very Rare. A
haywire rifle can be used with normal stub pistol
ammunition instead, gaining those qualities as
normal (such as a Pen value of 3 for manstopper bullets).
Hunting Boomerang
Class: Thrown (Primitive)
Boomerangs are deceptively simple weapons
made of two pieces of finely crafted and shaped
wood or horn that are joined together to make a
V-shape. When thrown by a trained user, a
boomerang will spin with great speed and fly for
a short period, and can hit game animals with
remarkable accuracy. A boomerang imparts
enough force to break bones of smaller creatures
and makes little noise while sailing through the
62
Impaler
Class: Heavy (Primitive)
This is something of a giant harpoon cannon
that employs high tension springs or industrial
cabling to hurl a projectile at a target with great
force. Crude and simplistic to a point, weapons
of this type are often wielded by slab-muscled
gang heavies and degenerate mutant scum in
many underhives of Imperial cities. Impalers
make use of a section of sturdy pipe or
reinforcing bar thats had one end ground to a
sharp piercing tip as a projectile. Though a poor
substitute for a more proper gun, up-hive
enforcers and gunslingers have found it
remarkably hard to laugh about its inferiority
whilst pinned to a wall by a metre-long spear.
A Strength Bonus of at least 4 is required to
operate the reloading mechanism of an impaler.
Javelin
Class: Thrown (Primitive)
A lightweight flexible spear that is specifically
designed for throwing, javelins lack the rigidity
to be used as a melee weapon but can he hurled a
surprising distance by a skilled user. Javelins are
common sights on worlds that have devolved to
total savagery as they are very simple to make,
while sophisticated versions that are designed to
splinter or bend on impact to cause more severe
injury are employed on some more developed
planets. Chariot-mounted warriors of Monrass
are especially fond of this style of javelin, and
carry them in clusters on their carriages.
The throwers Strength Bonus is added to
Damage inflicted by a javelin as though it was a
melee weapon.
Musket
Class: Basic (Primitive)
Muskets are the simplest type of gun
manufactured in notable quantities and almost
exclusively use black powder and a muzzleloaded shot to bring down an enemy. Most are
smoothbore weapons with separately loaded
powder and shot that must be rammed into
place with an included ramrod, with ignition
provided by a flint and hammer. The lengthy
reloading time along with generally poor
accuracy makes these weapons markedly inferior
to any type of more modern rifle, and outside of
feudal worlds they are only used by the most
desperate or ill-equipped renegades. Muskets
fire a projectile thats nearly as big as a bolters,
and while not nearly as effective as one of those
holy instruments many armoured knights have
found themselves blasted straight out of their
plate suits by a direct hit from a musket.
Blunderbuss: This is a very basic type of
musket with a wide barrel that is designed to be
easy to reload from horseback or inside a coach.
Its funnel-like muzzle can also be used to load
loose shot pellets instead of a single ball, making
it something of a primitive shotgun. A feudal
blunderbuss will often be decorated with a motif
of fire-breathing creatures around its muzzle due
to the loud report and giant flame produced
when firing, while those scratch-built in
underhive workshops are often little more than
tubes with a firing mechanism using ball
bearings or industrial scrap for ammo.
If loaded with loose shot a blunderbuss Range
decreases to 10m and it gains the Scatter quality.
Siskan Father Shot Musket: Fanatical
theologians dominate the feudal world of Sisk
and recorded that in the tradition of their
colonial founding is the admonishment that
Siskan defence is built upon the bones of our
forefathers. This expression is taken quite
literally by many and is best exemplified by the
muskets made on that world.
Formed in the main from a human thighbone
and incorporating other osseous bodies in a
variety of functions, these components are
traditionally those of the wielders ancestors as
63
Scrap Cannon
Class: Heavy (Primitive)
For underhive gangs who cannot steal or buy
more effective heavy armament, the best they
can bring to a turf war is an aptly-named scrap
cannon. Made from a crudely reinforced length
of pipe packed with black powder, the weapon is
simply rammed with nails, bolts, and anything
else nasty scraped from the underhive floor.
Scrap cannons are hugely unwieldy and not
actually very lethal, especially if its targets are
wearing any kind of half-decent armour.
Sling
Class: Basic (Primitive)
Slings are a surprisingly difficult weapon to
master and are far easier to construct than they
are to build. Most are made from a simple
leather square firmly attached to two lengths of
cord, which are usually provided with a leather
or wooden handle on each end. With a projectile
often a rock on the square, a skilled user can
swing the sling with considerable speed,
releasing the projectile with a snap of the wrist.
On more advanced worlds slings may be used to
hurl metallic balls or more aerodynamic
projectiles, and those confident of their skill
might even use them to throw hand grenades as
well. Slings made on developed Imperial worlds
are typically made of more sophisticated
materials, such as elastic cords and flakweave
pockets, but are used in the same way.
If a character uses a sling to propel a grenade,
replace the grenades Range with that of the sling
and leave other statistics unchanged. If the sling
suffers a Jam, the projectile flies off 3d10 metres
in a random direction (see Missing on page 196
of Dark Heresy).
Volonx Thunderclap
Class: Thrown (Exotic)
The tribal warriors of Volonx are famed for
their strange scavenged weapons. Perhaps the
strangest (and most suicidal) employed by these
innovative fighters is the thunderclap. A thrown
weapon with a surprisingly good range, a
thunderclap vaguely resembles a boomerang
with a 45 degree bend about a third of the way
along its length. At each end a fearsome piece of
64
Vibe Spear
Class: Thrown (Primitive)
This nasty weapon, haling from Endrite in the
Drusus Marches, appears to be a simple spear of
fresh-cut wood to the untrained eye. However,
any scrutiny of the spearhead reveals tiny
backwards-curving barbed thorns protruding
from the fibrous point. Once embedded into a
target, the barbs bite deep and the thorned head
may break off in the wound, with any
subsequent movement seeing the barbs dig
deeper into the victims flesh. The Endrites use
vibe spears to bleed and wear down prey
animals, but they make effective weapons of war
too. Removing the barbed point without causing
further harm is a delicate business.
Any living creature without the Machine trait
injured by a vibe spear must pass a Challenging
(+0) Toughness Test or also suffer 1 level of
Fatigue. Successfully removing the spear
requires a Challenging (+0) Medicae Test. A
failed Test still removes the spear but inflicts a
further 1d5 Damage which is not reduced by
Toughness or Armour.
LAUNCHERS,
GRENADES, AND BOMBS
In a galaxy raked by war and disorder there is a
high demand for extremely destructive
ordnance. Being able to blow away a large mass
of enemies at once can be a major equalizer to
servants of the Imperium, who all too often find
themselves outnumbered by foes whose quantity
(almost) makes up for their lack of faith. To that
end, the forge worlds of the Imperium send out a
steady stream of explosives, grenades, bombs,
and weaponry designed to chuck them at the
enemies of the Emperor.
This section includes several types of weapons.
Launchers are designed to propel another
weapon, typically a grenade or missile, at a foe
that is beyond throwing range, and vary widely
from simple tubes attached to the bottom of
Imperial Guard lasguns to devastating hunterkiller missiles ordinarily deployed from
armoured vehicles. In most cases, a launchers
Damage and Qualities are dictated by the
projectile it is firing. Grenades and missiles are
portable destructive devices that can run a
Bola Launcher
Class: Basic (Launcher)
This weapon looks vaguely like a miniature
missile launcher but is much less deadly, though
its firers intentions may not be. A bola launcher
uses compressed gas to fling a standard set of
bolas at high velocity and with considerably
greater reach than even a skilled bola thrower
could manage on muscle power alone. Being
clocked by a set of bolas fired from a bola
Launchers
Name
Class
Range
RoF
Dam
Pen
Clip
Rld
Special
Wt
Cost
World
Availability
Bola Launcher
Basic
20m
S/-/-
1d5+1 I
Full
Primitive, Snare
12kg
250
Rare
Disposable Launcher
Heavy
175m
S/-/-
20kg
600
Scarce
Grenade Launcher
Basic
60m
S/-/-
2 Full
9kg
500
Scarce
Special
45m
S/-/-
Full
+2kg
250
Rare
Gorge
Basic
60m
S/-/-
2 Full
Reliable,
8kg
300
Hive
Average
Mezoa
Basic
80m
S/-/-
Half
10kg
400
Scarce
Voss
Basic
60m
S/3/-
2 Full
Inaccurate,
13kg
1,000
Very Rare
Heavy
350m
S/-/-
3d10+6 X
65kg
2,000
Very Rare
50kg
4,500
Extremely
Rare
Aux
Hunter-Killer Missile
Mole Mortar
Heavy
Mortar (generic)
Heavy
Locke
Missile Launcher
Retobi
RPG Launcher
Heavy
50
200m
50
300m
50
300m
S/-/-
2d10+2 X
Full
Inaccurate,
Shocking, Blast (4)
S/-/-
Full
Inaccurate
40kg
1,500
Rare
S/-/-
2 Full
Inaccurate
48kg
3,000
Very Rare
Heavy
250m
S/-/-
Full
22kg
2,500
Scarce
Heavy
200m
S/-/-
2 Full
Unreliable,
35kg
3,000
Rare
Basic
120m
S/-/-
Full
15kg
1,200
Scarce
Damage, Penetration, and any special qualities are determined by the ammunition fired
65
Disposable Launcher
Class: Heavy (Launcher)
Cheap single-shot missile launchers like this
are produced to equip PDF troopers and other
forces that need simple but hard-hitting
firepower. They are by and large a reinforced
armaplas tube with a protective cover on each
end and a folding pistol grip and sighting
system, with a single frag or krak missile
preloaded and ready for use. Disposable missile
launchers are regarded by the Departmento
Munitorum as ammunition rather than weapons
and many armouries throughout the Imperium
are stacked to the roof with crates of these
weapons. This has led to numerous examples
finding their way onto the black market, much
to the chagrin of the Adeptus Arbites and
planetary enforcers.
Disposable missile launchers are intended to
be fired once and then thrown away, and may
not be reloaded.
Grenade Launcher
Class: Basic (Launcher)
Grenade launchers are a favourite weapon of
many Imperial servants and scummers alike for
their ease of use and ability to deliver all sorts of
unpleasant things into the midst of a group of
foes. Grenade launchers use compressed gas
(provided by a built-in compressor) to propel
grenades far further than even the strongest arm
possibly could. This puts the firer safely out of
harms way and allows the power of a grenade to
be deposited in tactical situations. Most
common grenades can be fired by a grenade
launcher; those made to Munitorum standards
66
Hunter-Killer Missile
Class: Heavy (Launcher)
This specialty missile is a
marvel
of
Mechanicus
engineering that is almost
capable of firing itself. Because of
its very large weight and back
blast it is usually mounted to
Imperial vehicles, with wide
stubby patterns used on tanks
and armoured personnel carriers
while longer and thinner
versions are attached to the
wings of flyers. Hunter-killer
missiles are fitted with an
advanced guidance system and a
large fuel supply, giving them
exceptional range and accuracy.
Once fired, a hunter-killer
missiles internal cogitator and
67
Mole Mortar
Class: Heavy (Launcher)
Mole mortars are curious devices that look
like something between a handheld missile
launcher and a typical mortar weapon. As the
INDIRECT FIRING
Mortars and similar Launcher weapons are often
fired in a suppression mode where the targeted
enemy cannot be seen and only their rough
location is known. In these cases, mortar shells
and the like can be fired without any actual line of
sight required. When firing in this manner, a hit
means that the shell still scatters 1d10 metres
from the target point, while a miss scatters 2d10
metres instead.
Often such weapons are fired in conjunction
with a spotter who directs fire from the weapon.
Any ally with an auspex or who can see the target
can spend a Half or Full Action to spot for the
mortar fire. In this case, the next shot by the
mortar only scatters 1d5 metres on a hit, and
gains a +10 or +20 bonus (respectively) to its
Ballistic Skill Test.
name suggests, a mole mortar fires a special
tunnelling torpedo that mimics the ballistic arc
of a normal mortar except in a reversed fashion
underground rather than in the air. They are set
to explode just beneath the surface of their target
which can often catch the enemy unprepared.
The resulting underground blast can have
devastating results on structures as well as
enemy troops; those not killed or maimed by the
blast itself are typically sent flying by the
concussive force. A mole mortar can also be used
to destroy enemies in subterranean tunnels, and
are particularly effective in collapsing bunkers.
Tunnelling torpedoes are advanced munitions
that use a powerful drill in the nose to bore
through rock and earth. A small and unstable
power field generator assists in sliding through
dense surfaces; its operational life span provides
just enough time for the tunnelling torpedo to
reach its point of detonation.
A mole mortar launcher includes a small
guidance cogitator that the firer manipulates to
guide the torpedo to its target. Firing a mole
mortar is a Full Action if the firer wishes to use
the guidance cogitator in this way. It can be fired
blind as a Half Action like other weapons, but
the firer takes a -10 penalty to his Ballistic Skill
68
Mortar
Class: Heavy (Launcher)
A mortar is a classic artillery weapon that can
fling a substantial explosive warhead on a high
ballistic trajectory. Infantry mortars are typically
hauled into place by a two-man crew and
deployed in a defensive position where they can
bombard an enemy. Mortars are especially
useful at displacing troops in entrenched
positions as their high angle of attack will often
cause a mortar shell to land directly in an enemy
trench or dugout. The majority of mortars used
in the Imperium are fairly simple tube affairs
with a sturdy base plate and adjustable braces to
allow for adjustments to aim and angle. Mortar
crews are usually used by two men, with one to
load and fire the mortar (by dropping the shells
down the barrel) and another to direct and aim
the weapon by visually spotting the enemy or
relaying targeting information by voxlink from a
forward observer.
Locke-Pattern: This specific mark looks
much like many types of functionally identical
mortars produced throughout the Imperium,
but it is designed to use a rotary ammo drum
rather than muzzle-loaded shells. This provides
it with a substantially greater rate of fire as the
firer need only move the drum to its next shell
and press an ignition stud rather than physically
dropping another mortar into the tube. One
downside to the Lockes design is that the firer
cannot singly load individual mortar shells down
the muzzle like on most mortars; a new drum
must be loaded to fire a different type of
ammunition than those already installed.
Missile Launcher
Class: Heavy (Launcher)
Missile launchers are precision destructive
devices that fire extremely powerful warheads.
By and large the purview of dedicated tank
hunters and demolition teams, a missile
launcher is a bulky but uncomplicated affair
Grenades
Name
Dam
Pen
Special
Wt
Cost
Availability
Anti-Plant
3d10 E
Blast (3)
.5kg
40
Very Rare
Bilge Bomb
2d10 X
.5kg
20
Common
Blind
.5kg
25
Scarce
Bloodfire
Special
Special
.5kg
55
Rare
Choke Gas
Blast (1d10+3),
Special
.5kg
40
Scarce
Filament
4d10+4 R
.5kg
300
Extremely
Rare
Fire Bomb
1d10+3 E
.5kg
Plentiful
Frag
2d10 X
Blast (4)
.5kg
10
Common
2d10 X
Blast (5)
.8kg
10
Scarce
Hallucinogen
.5kg
40
Rare
Haywire
.5kg
200
Very Rare
Howler
.5kg
25
Scarce
Krak
2d10+4 X
.5kg
50
Rare
Nail Bomb
1d10+1 X
1kg
Common
1kg
650
Extremely
Rare
Scarce
Rad
1d10 E
Blast (12),
Unreliable
Photon Flash
.5kg
60
Psychotroke
Blast (3)
1kg
500
Very Rare
Psyk-Out
Blast (Special)
1kg
5000
Extremely
Rare
Plasma
1d10+6 E
2kg
100
Very Rare
Smoke
.5kg
Common
Starflare
1d10+5 E
Primitive
1kg
30
Scarce
Stunner
.5kg
45
Rare
Thermal
1d10+3 E
Blast (2)
.6kg
60
Rare
Terror
Blast (10)
1kg
100
Scarce
Toxin
Special
.5kg
90
Rare
Virus
3d10 I
.5kg
500
Extremely
Rare
Web
1kg
220
Scarce
RPG Launcher
Class: Basic (Launcher)
Short for rocket propelled grenade, an RPG
Launcher is designed to fire modified grenades
69
Anti-Plant Grenade
Used With: Thrown, GL, RPG
Anti-plant grenades contain a medley of
chemicals and other toxic substances designed to
reduce almost any kind of flora to a foulsmelling muck that deprives the enemy of cover
while not seriously harming other materials.
Aside from thwarting ambushes and revealing
hidden foes, anti-plant grenades can also be used
to create improvised landing zones or to quickly
clear foliage for camp sites or building locations.
Bilge Bomb
Used With: Thrown
These crude weapons are packed full of
poisonous fungi, chemical waste, diseased flesh,
and other grotesque substances. The canisters
burst open on impact, showering the area with
caustic sludge and noxious vapours. While their
effect is not very powerful, unprotected targets
can be brought down by the toxins, if not by the
sheer nauseating smell of the attack. Bilge bombs
are a favourite of foul creatures that lurk on the
black decks of large spacecraft throughout the
Imperium, but comparable bombs can be crafted
in the foul underhive of many hive cities as well.
Blind Grenade
Used With: Thrown, GL, RPG
Blind grenades explode with a burst of dense
dark grey smoke that obscures normal vision
70
Bloodfire Grenade
Used With: Thrown, GL, RPG
This terribly unpleasant grenade is packed full
of a poisonous gas that attacks the nervous
system, causing a horrible burning sensation and
convulsive paralysis that are extremely painful
and potentially lethal. Anyone within a Bloodfire
grenades must succeed on a Difficult (-10)
Toughness Test or suffer 1d10+3 Impact
Damage with the Toxic quality, with no
reduction from Armour and Toughness. A
rebreather or respirator provides a +30 bonus to
this Test, and a character in a sealed suit is
immune to its effects.
Choke Gas
Used With: Thrown, GL
A particularly indiscriminate and potentially
lethal weapon designed for crowd control and
riot dispersal, choke gas contains a powerful
irritant that attacks the eyes and respiratory
system. A few lungfuls of the thick bluish gas can
reduce the most ardent mobs to a sobbing,
coughing morass. Choke gas grenades can be
found in the arsenals of Adeptus Arbites
precinct-forts on almost every planet, and while
undoubtedly effective, it is not a weapon of first
choice within cities (especially hives) as it has a
tendency to spread through built-up areas and
into air filtration systems where it can kill or
seriously harm those of weak constitution.
Each Turn that a character is caught in the
blast radius of choke gas they must make a
Challenging (+0) Toughness Test. A gas mask
provides a +20 bonus to this Test, while
filtration plugs are totally useless as the choke
Filament Grenade
Used With: Thrown
This exotic and arcane grenade carries many
tens of metres of compressed segments of
monomolecular wire that expand into a cloud of
deadly razor-sharp filaments on detonation. The
resultant barely-visible blast slices through
armour, flesh, and bone, and victims cut to thin
slices by a filament bomb often do not realise
they are dead even as their bodies fall to pieces.
Filament bombs are coveted weapons for elite
assassins and Inquisitorial agents, and some
suggest they may be of Xenos manufacture.
Regardless of where they come from, death at
the hands of a filament grenade is one of the
most absolute, if swift, ways to die.
Fire Bomb
Used With: Thrown
A primitive handheld incendiary device that
can be fashioned from readily available materials
on most Imperial worlds, fire bombs normally
take the shape of a fragile canister of flammable
liquid with a fuse made from cloth or other
material that the liquid can soak into. Once the
fuse is set aflame, the bomb is hurled at the
enemy; the canister breaks open on impact to
release a shower of burning liquid. Fire bombs
are common during large riots where the
malcontents can use them to forcibly scatter
lines of enforcers, and many Arbitrators bring
chemical extinguishers with them to such events
71
EXPLOSIVE MISHAPS
Whenever a Jam results from throwing or launching
a grenade, missile, mortar, and similar weapons,
something unfortunate has happened that may have
disastrous consequences! Roll on the table below to
determine the results.
Roll Result
1-5
Dud. The explosive or round fails to
explode. If fired from a launcher, there is a
50% chance that the projectile fails to launch
or lands harmlessly amid its intended
targets; if the former, the jam must be
cleared normally.
6-8
It might be ok Nothing happens, yet.
Roll again on this table next Round. This
may have unfortunate implications if the
firer is clearing a jam at the time.
9-0
BOOM!
The round or explosive
immediately goes off with any and all effects
centred on the firer. If this was the result of
firing a launcher the results may be even
worse; non-lethal grenades, like howlers
and smokes, must be cleared as though
jammed, while an explosive like a frag or
krak grenade destroys the launcher as well as
setting off any other grenades that are
loaded into it!
in anticipation of having these weapons hurled
at them.
A target caught in a fire bombs blast must
succeed on a Challenging (+0) Agility Test or
catch on fire. Characters wearing a sealed suit of
armour who take no damage from the blast itself
cant be set on fire in this way.
Frag Grenade
Used With: Thrown, GL, RPG
Fragmentation, or frag, are the most
ubiquitous variety of grenade when a hiver or
voidsman mentions a grenade in general, hes
likely referring to a frag. Frag grenades use an
explosive charge to shatter a heavily notched
metallic shell into dozens of deadly pieces of
shrapnel that fly out in every direction. Most
Imperial models are either round or cylindrical
and are about the size of a clenched fist, and
HAYWIRE FIELD
Hallucinogen Grenade
Used With: Thrown, GL, RPG
Hallucinogen grenades are a special type of
(usually) non-lethal weapon that induces a
variety of short-lived psychological states and
delusions. A hallucinogen grenade releases an
almost invisible cloud of gas that profoundly
warps the minds of those who breathe it in,
and their comparative rarity as well as
unpredictable outcome marks them as a tool
of a very small set of specialist users.
All living creatures within a hallucinogen
grenades blast must make a Difficult (-10)
Toughness Test, with failure causing them to
be
overcome
with
delusions
and
hallucinations for 1d10 Rounds. Roll a d100
and refer to Hallucinogen Effects on page
137 of Dark Heresy to determine the nature
of and results of these hallucinations for the
duration of the grenades effect. Wearing a
gas mask only provides a +20 bonus against
this effect, and filtration plugs are totally
useless.
Haywire Grenade
Used With: Thrown
This curious device resembles an
innocuous metal sphere with a ventilated
band around its equator that emits a faint
blue glow. When armed by depressing a stud
at the top and bottom of the sphere, a haywire
grenade charges and then shortly after
releases a powerful burst of electromagnetic
radiation that can have severely debilitating,
though usually temporary, effects on many
72
Howler Grenade
Used With: Thrown, GL
These grenades are designed to explode with a
sustained burst of sonic energy lasting 1d5
Rounds, intended more to deafen and
disorientate than wound. They generally cause
no physical harm beyond loss of hearing and are
most commonly used for incapacitating enemies
with extremely painful noise. Howler grenades
are often employed by professional bounty
hunters, Inquisitorial agents, and other fighters
who have some compunction against killing
73
Krak Grenade
Used With: Thrown, GL, RPG
Krak grenades incorporate a small but
extremely powerful charge designed to defeat
armour with a concentrated blast. This heavy
directed firepower can be used in a variety of
ways, most commonly to punch through bunker
walls or attack armoured vehicles. Krak grenades
do not produce a blast effect and their very
narrow explosion makes them impractical for
Nail Bomb
Used With: Thrown
Frag grenades are often heavily proscribed
items on hive worlds due to their ability to cause
wanton amounts of death in a hive citys
confines and dense crowds. Criminal scum and
scavengers often produce their own crude
variants to more easily obtain indiscriminate
firepower, and the frequent use of nails as the
primary shrapnel ingredient leads to these
improvised grenades being generally referred to
as nail bombs. Any sort of canister, often lengths
of pipe or old food cans, is typically packed full
of a crude explosive compound along with
whatever shrapnel is available nails, metal
spoil, crushed glass, and other assorted nastiness
along with a home-made fuse that hopefully is
reliable enough not to kill the user.
Along with scummers on hive worlds,
primitive black powder grenades used on more
developed feudal worlds produce a similar effect
to a nail bomb, though with a correspondingly
higher degree of finish and care in construction.
Photon Flash
Used With: Thrown, GL
Photon flash grenades are extensively used by
various enforcer types to disorient and surprise
their targets, and are favourites for covering the
entry into a hostile building. After landing, a
photon flash grenades chemical-powder core
ignites and produces a flash like a small star,
causing temporary blindness to anyone nearby.
The flash is bright enough to overload cheap or
primitive vision protection systems, so even
better-equipped gangers and scum can still be
disabled by one. Anyone caught in a photon
flash grenades blast must succeed on a
Challenging (+0) Toughness Test or be
blinded for 1d5 Rounds.
74
Plasma Grenade
Used With: Thrown, GL
These use a deliberate plasma containment
failure, causing a blast of heat and light to burst
forth like a miniature sun. Plasma grenades are
similar to a compressed hydrogen flask used as
ammunition by plasma weapons; the fuel is
maintained in an excited state by a small
onboard generator, with the resultant blast
closely resembling a hit from a powerful plasma
weapon. However, this apparatus becomes
unstable over time, and plasma grenades have a
short shelf life as some recidivists have
discovered the hard way after looting Imperial
armouries to supply their own men.
Psychotroke Grenade
Used With: Thrown, GL
A more refined and "tactical" variant of the
better-known hallucinogen grenade, this weapon
contains a purer mixture of psycho-reactive
compounds and synthetic amplifiers to create a
suitably more powerful effect. Moreover, instead
of releasing a cloud of translucent vapour, the
psychotroke jettisons a massive burst of
microscopic particulates that can pierce virtually
any form of protection from gas masks to full
power armour. However, while it is capable of
defeating significantly better protection, the
grenade's coverage area is drastically smaller and
shorter lived, the same properties that allow it to
pass through respirator filters and life-sustainers
being ill-suited to persistence once they have
been released from their housing. Moreover, the
active ingredients themselves are so unstable
that they must be contained within a tiny stasis
field before use; in addition to increasing the
cost and complexity of the grenade, it also adds a
measureable "shelf life" before the grenade
expires and becomes a harmless shell.
Anyone caught within the blast area of a
psychotroke grenade must pass a Hard (-20)
Toughness Test or suffer the effects of a
hallucinogen grenade. For each Degree of
Failure on the Test, add a +5 bonus to the
Hallucinogen Effect roll.
Psyk-Out Grenade
Used With: Thrown, GL
Psyk-out grenades are a terrifying tool of
retribution against witches and daemons,
typically off-limits to anyone but the Inquisition
and especially favoured servants of the Adeptus
Ministorum. It is said that psyk-out grenades
come directly from the Golden Throne itself,
and while this may be more legend than fact, the
weapons are produced only on Holy Terra, often
travelling incredible distances through the warp
before being used in anger. Because of their
rarity and sacred origin, even newlymanufactured psyk-out grenades tend to be
treated as venerated artefacts and invariably
come in a gleaming alloy casing that resembles a
holy relic. Once armed, a psyk-out grenade
shatters on impact with a hard surface, spewing
a cloud of glittering particles impregnated with
negative psychic energies in the immediate
vicinity. This has severely warp-dampening
effects that can completely cut off daemons and
witches from their source of power, making it
often the first (or last...) recourse for those who
would persecute these eternal enemies of
mankind. However, a psyk-out grenade's effects
can be wildly unpredictable - only a fool would
trust one to bring a rogue psyker to his knees
entirely by itself.
A psyk-out grenade's Blast extends out 1d10+3
metres. Any creature with a Psy Rating caught in
the blast area, or who enters into the dust field
before it becomes inert, must make a Very Hard
(-30) Willpower Test. On failure, the affected
target's Psy Rating is reduced by 1, plus an
additional Rating for each Degree of Failure. Psy
Rating lost in this fashion returns at a rate of 1
Rating every six hours. If a the affected target
loses 2 or more Psy Rating from this effect, it
also suffers Psychic Phenomena automatically
any time it manifests a psychic power until its
Psy Rating is fully restored. As an additional
effect, the dust left behind by a psyk-out grenade
remains active in suppressing warp energies any attempts to manifest a psychic power or
make Psyniscience Tests within its affected area
automatically fail, and daemons and other warp
75
Rad Grenade
Used With: Thrown
Frighteningly insidious yet effective weapons,
a rad grenade releases a sharp burst of powerful
ionising radiation that can pierce heavy armour
and cover with ease, while unprotected victims
are further subject to painful burns on the skin.
The grenade itself is an entirely unremarkable
affair save for charitable warning symbols as to
its terrible effects, and doesn't detonate so much
as merely "open" when releasing its malignant
payload. There is little visual effect, though
auspex, IR goggles, and photovisors along with
similar equipment are briefly blinded by the
streaming waves of deadly particles. Alone, a
single rad grenade is unlikely to kill unless its
victims are of a more frail constitution, but the
sickening secondary effects can linger for days as
well as cause growth of potentially lethal
tumours in the long term. Using any kind of
subcritical isotropic pile as a weapon can be
perilously hazardous, however, and even slight
misalignments in the radioactive contents can
result in an unfortunately premature release.
A rad grenade deals both direct Damage while
also savaging the vitals of its victims. Characters
caught within the rad grenade's blast must pass a
Hard (-20) Toughness Test or suffer 2d10
Toughness Damage. Failure by three or more
Degrees results in the Damage being permanent.
This additional Damage ignores cover that is not
made of a shielded material and can even affect
targets on the other side of some walls.
Characters who are heavily shielded against
radiation, such as wearing a suit of engine
plating or a Tech-Priest with the Machine trait,
may be immune to the Toughness Damage. If an
attack with a rad grenade results in a Jam, it is
always considered to have rolled a result of
"BOOM!" on the Explosives Mishaps chart.
Smoke Grenade
Used With: Thrown, GL, RPG
A more basic form of blind grenades, these
simply generate a voluminous cloud of coloured
smoke that obscures vision and little more.
Smoke grenades can be useful for signalling
friendly forces from a great distance, while kill
teams equipped with IR goggles and auspex can
make use of a smoke grenade to confuse and
hinder an opposing force that lacks such
equipment. Smoke grenades are cheap and easy
to manufacture, and can produce a variety of
colours for signalling purposes.
Starflare Grenade
Used With: GL, RPG
Starflare grenades contain a powerful longburning pyrotechnic charge that is intended to
provide illumination to dark areas. When fired
into the air a starflare grenade ignites at the top
of its path and deploys a small parachute. It takes
about one minute for a starflare grenade to
return to the ground, during which time it
provides bright illumination in a 100 metre
radius and shadowy illumination a further 100
metres beyond that.
If fired directly at a character, a starflare
grenade uses the listed Damage and Penetration
values, and the target must succeed on a
Challenging (+0) Agility Test or be set on fire.
Stunner Grenade
Used With: Thrown
This grenade carries a gas that disorients its
victims through neurological bio-agents that
cause a stupefying effect but no actual physical
harm. Covert operatives and well-equipped
thieves make use of these devices in situations
where no permanent harm is required or it is
more desirable to leave opponents temporarily
incapacitated. Stunner grenades are weapons of
opportunity and are ineffective against
opponents wearing any kind of protective gear,
as more than a few would-be professionals have
found out the hard way. Anyone within the blast
area of a stunner grenade must succeed on an
Ordinary (+10) Toughness Test or be Stunned
76
GAS WARFARE
Many types of grenades listed in this segment disperse
smoke, fumes, gases or vapours that are intended to
have some harmful effect on those within their clouds.
There are several gear options that can protect an
Acolyte from choking, being poisoned, or otherwise
incapacitated; these are the most common ones. In
general, any of the items described here prevents the
wearer from using their sense of smell, which can
impose penalties or disallow certain Tests (such as
Awareness or Chem-Use) entirely. Unless otherwise
stated, these protective items provide the same
benefits for all gas-type weapons; see the description
of the individual grenade for more details.
Filter Plugs: These simple plugs are inserted into the
nostrils and help filter out pollutants and harmful
gases (as well as foul smells!). They are cheap and
available, and many hivers on more polluted worlds
wear them on a daily basis. Wearing filtration plugs
grants a +10 bonus to any Toughness Test made to
resist the effects of gas.
Gas Mask/Respirator: Typically covering the entire
face, a gas mask uses a self-contained filter canister to
provide much better protection than simple filter
plugs and helps keep irritating vapours out of the
eyes. Gas masks can be worn for long periods of time,
though they are far from comfortable and cheap
models can hinder the wearer's vision. A gas mask
provides a +30 bonus to Toughness Tests made to
resist the effects of gas, and the wearer may reroll
failed tests. Outside of military situations, gas masks
are usually referred to as respirators.
Re-Breather: A re-breather is similar to a gas mask
except it provides its own air supply which allows a
wearer to survive in all but the most hostile
environments. A character wearing a re-breather is
immune to most gases and can even survive
underwater. Re-breather canisters have enough air to
keep the user alive for about an hour; once expended,
a re-breather offers no protection until a fresh canister
can be loaded in.
Sealed Armour: Wearing a void suit, power armour,
or environmental body glove can totally isolate the
wearer from outside conditions, allowing them to
survive in the harshest locations. Unless otherwise
stated, wearing sealed armour provides total
immunity from gases.
Terror Grenade
Used With: Thrown, GL
An eccentric weapon to say the least, terror
grenades are loaded with a fast-acting
psychotropic aerosol that begins affecting its
victims on contact with the skin. Those who
succumb to its effects begin experiencing intense
feelings of dread and paranoia, which can be
more debilitating than choke gas on those who
have a less than steely reserve. However, a terror
grenade's effects are anything but consistent, and
what sends some men into gibbering wrecks
does little more than annoy others. As a result,
this type of weapon is only rarely employed by
"legitimate" users, such as local enforcer cadres
or troopers of the Adeptus Arbites. Meanwhile,
raiders, pirates, insurrectionists, and other
assorted scummers who value fear as a weapon
in and of itself tend to be perfectly content with
the unpredictable results if it means they can
traumatize their opponents into submission.
All characters within a terror grenade's blast
must succeed on a Difficult (-10) Toughness
Test or suffer intense distress as though they had
failed a Fear Test; as normal, add +10 to the roll
on the Shock Table for each Degree of Failure.
Wearing filtration plugs, a gas mask or rebreather offers no benefit against a terror
77
Thermal Grenade
Used With: Thrown, GL, RPG
Also known as inferno grenades, this powerful
weapon uses an incendiary fuel mixture
designed to violently melt its sturdy outer casing,
with a subsequent explosion that causes liquefied
metal shards to fill the blast area. While they are
not as powerful as a melta-bomb, they are easier
to handle and use, and offer a wider area of
destruction that can easily ignite enclosed areas
into blazing conflagrations. They can also burn
down most barricades and lesser internal
structures, and are often used by suppression
teams during uprisings for just that purpose. In a
bind, a thermal grenade can be employed in
sabotaging equipment as the high-intensity heat
can warp metal. Anyone caught within a thermal
grenades blast must succeed on a Challenging
(+0) Agility Test or be set on fire.
Toxin Grenade
Used With: Thrown, GL
Deadly and fast-acting chemicals, viral agents,
and other unpleasant substances fill these
Web Grenade
Used With: Thrown, GL
A web grenade is really little more than a
highly compressed webber canister which splits
open while still in flight, showering the area
around it with a cascade of sticky web filaments
as though the area had been hit by a webber
attack. Although they can easily be thrown, the
principal use is typically via a launcher as a
means to circumvent the very low clip capacity
of most web weapons.
See the section on Exotic Weapons for more
information on the use of web weapons.
Virus Grenade
Used With: Thrown, GL
This grenade houses a tiny sample of the
horrific life-eater virus culture that was once
used (in much greater quantities) as a tool to
execute an Exterminatus on a condemned world.
Though far weaker and designed to burn out on
its own after a short while, the effects of a virus
grenade are still terrible as organic matter is
reduced to a sickening sludge, its victims only
capable of watching in horror as their bodies
slough off in great sheets. Once loose, a virus
breaks down biological systems in mere
moments before leaping to a new victim, leaving
little more than sticky puddles of putrefied waste
in its wake.
Frag Missile/Shell
Name
Dam
Pen
Special
Wt
Cost
Frag
2d10+2 X
Blast (6)
1kg
75
Krak
3d10+10 X
10
1.5kg
150
Minefield
2d10 X
Blast (1)
2kg
100
Rare
Scatter
Special
Blast (10)
3kg
175
Very Rare
Starflare
Special
1kg
60
Scarce
Tunnelling
Torpedo
2d10+3 X
3kg
200
Very Rare
Web
2kg
200
Rare
78
Krak Missile
Used With: Missile Launcher
Krak missiles offer superb armour
penetration thanks to their very large
focusing charge and a detonator rod in the
Minefield Missile/Shell
Used With: Missile Launcher/Mortar
This type of weapon is a handy method to
quickly and safely deploy a large number of
mines at once. Minefield rounds are designed to
explode at a pre-determined point along their
trajectory and shower the ground with tiny
submunitions that arm on impact and patiently
wait until an unfortunate victim walks across
them. Minefield rounds are thus an easy way to
deny access to a given area to opposing forces,
and can be used defensively to set up an
explosive cordon around a strategic location.
Minefield rounds saturate the ground with
miniature mines in a 10 metre radius from their
point of landing. Anything passing through this
area that is larger than Puny sets off mines which
attack with the listed values, once for every
metre the trespasser attempts to move through
the area. Each 1 metre area of the minefield has
sufficient mines to attack 5 times before all
mines are expended. Aside from using
specialized mine removal equipment, mines can
be quickly cleared away by attacks from weapons
with the Flame quality.
Scatter Missile/Shell
Used With: Missile Launcher/Mortar
Also known as cluster bombs, rounds of this
type spread a large amount of grenade-sized
bomblets over a huge area, and timely
deployment of a scatter round can utterly
obliterate an entire enemy company at once. The
sound of dozens upon dozens of bomblets going
off in sequence is more akin to the report of a
Vulcan Mega-bolter than any explosive, and the
only thing more satisfying than the sight of the
rounds detonation is observing the total carnage
left behind on ones enemies.
79
Starflare Shell
Used With: Mortar
This is an extremely scaled-up version of a
starflare grenade and works on roughly the same
principles. After exploding at altitude, a starflare
shell provides bright illumination in a 300 metre
radius and shadowy illumination out to a total of
500 metres, and takes roughly five minutes to
burn out as it nears the ground.
Tunnelling Torpedo
Used With: Mole Mortar
A specialty munition to be certain, a
tunnelling torpedo is designed to be used with a
mole mortar. Once fired it uses a powerful
boring drill backed up by a miniature power
field to rapidly tunnel through earth, stone, and
anything else that might be in its way before
reversing course and exploding just beneath the
feet of its unsuspecting victims.
Web Missile
Used With: Missile Launcher
Instead of an explosive payload, a web
missile's distended body contains a brace of
webber canisters that are scattered over a wide
area while the missile is still airborne, ensuring a
very generous dispersion of sticky web filaments.
While less precise than a webber and ill-suited
for close quarters or indoors use, a missile
launcher armed with a web missile represents a
very efficient means to immobilize a group of
enemies at once from far outside the effective
range of other web weapons. Further, the choice
of a missile as the delivery means can create
other opportunities for a creative shooter, such
as sending one through an open window into a
room full of miscreants and scraping the whole
mess out at once to sort out at leisure.
See the section on Exotic Weapons for more
information on the use of web weapons.
EXOTIC WEAPONS
Despite their different patterns and marks, even
unusually-designed lasguns and bolters are
similar enough for a warrior whos familiar with
one to pick up another and smite his foes in the
Emperors name. Some weapons, however, are
far and apart from others, each with totally
unique functions and purposes. Lesser Imperial
servants will likely never even see, much less
hold, any examples of these exotic armaments,
and their cost, rarity, or difficulty of use keeps
them squarely in the court of resourceful and
well-connected specialists.
Exotic weapons cover a wide range of guns
and other devices that do not fit into other
weapon categories. Most are particular and very
specialized compared to others that are similarly
classified as exotics; in general, exotic weapons
require an individual Talent to use. For example,
a character wishing to tangle up his opponents
with a web pistol must have the Exotic Weapon
Training (Web Pistol) talent. Some career paths
include specific Exotic Weapon Training talents
as part of their normal advances, but most
characters will have to obtain one through an
Elite Advance. Exotic weapons are still classified
as Pistol, Basic, or Heavy weapons and must
obey all relevant rules for their class (use in
melee, bracing requirements, and so forth).
Exotic weapons typically make use of equally
exotic ammunition. In general, assume exotic
ammunition is Very Rare with a cost of 20
Thrones each unless otherwise stated in a
weapons description.
80
Dartcaster
Class: Pistol (Exotic)
Dartcasters come in a variety of forms, most
using pressurised gas or a crossbow-like
mechanism to fire small metal slivers at great
velocities. These have only modest wounding
capability, and while many hivers would be
suitably incapacitated by having a metallic dart
embedded in their bodies, a furious cultist might
Exotic Weapons
Name
Class
Range
RoF
Dam
Pen
Clip
Rld
Special
Wt
Cost
World
Availability
Catalytic Mass
Driver
Basic
120m
S/-/5
1d10 R
12
200
Full
Special
7kg
600
Lathes
Very Rare
Dartcaster
Pistol
30m
S/-/-
1d10 R
Full
Toxic
2.5kg
600
Rare
Pistol
20m
S/-/-
1d5+2 R
2 Full
Accurate, Special
1kg
1,000
Forge
Scarce
Digi-flamer
Pistol
3m
S/-/-
1d10+4 E
3 Full
Flame
.1kg
6,000
Extremely Rare
Digi-laser
Pistol
3m
S/-/-
1d10+3 E
3 Full
Reliable
.1kg
9,000
Extremely Rare
Digi-mine
Thrown
SBx3m
S/-/-
3d10 X
Blast (3)
.1kg
2,000
Extremely Rare
Digi-melta
Pistol
3m
S/-/-
2d10+4 E
12
3 Full
.1kg
20,000
Extremely Rare
Digi-needler
Pistol
3m
S/-/-
1d10 R
3 Full
Toxic
.1kg
11,000
Extremely Rare
Graviton Gun
Basic
30m
S/-/-
Special
2 Full
5kg
3,500
Forge
Very Rare
Artifico-Biologis
Thrown
SBx3m
S/-/-
Special
Special
1kg
500
Extremely Rare
Heavy Catalytic
Mass Driver
Heavy
150m
S/3/10
1d10+4 R
12
400
Full
Special
16kg
2,800
Lathes
Very Rare
Heavy Webber
Heavy
70m
S/-/-
Full
14kg
1,200
Rare
Heavy
80m
S/-/-
3 Full
17kg
2,000
Rare
Pistol
30m
S/-/-
1d10 R
Full
Accurate, Toxic
1.5kg
1,250
Very Rare
Pistol
30m
S/3/-
1d10-1 R
Full
Toxic
1kg
950
Very Rare
Needle Rifle
Basic
180m
S/-/-
1d10 R
2 Full
Accurate, Toxic
2kg
1,000
Very Rare
Rad-Cleanser
Heavy
30m
S/-/-
2d10+2 E
20
26kg
7,000
Very Rare
Razorweb
Launcher
Heavy
10m
S/-/-
2d10+4 R
Full
3kg
10,000
Extremely Rare
Rocketfire Gun
Basic
80m
S/-/-
1d10+5 I
Full
Tearing
4kg
1,000
Very Rare
Shock Blaster
Pistol
20m
S/2/-
1d10+2 E
Full
Shocking
3kg
650
Forge
Scarce
Sonic Rifle
Basic
30m
S/2/-
1d10+3 X
Full
Shocking, Tearing
3.5kg
800
Void
Rare
Synapse Disruptor
Pistol
40m
S/-/-
10
2 Full
Special
3kg
3,500
Very Rare
Webber
Basic
50m
S/-/-
Full
8kg
1,800
Rare
Web Pistol
Pistol
30m
S/-/-
Full
Snare
3.5kg
1,200
Rare
Aegis-Redback
Needle Pistol
Glavian Needler
81
Digital Weapon
Class: Pistol or Thrown (Exotic)
Digital weapons, or digi-weapons for short,
are incredibly miniaturised guns so advanced
and so sophisticated that they can be worn on a
finger as a ring, yet still pack the same firepower
as a full-size pistol. Digi-weapons appear to be
perfectly ordinary jewellery until a powerful las
bolt or gout of flame violently issues forth from
tiny, almost imperceptible apertures, making
them perfect choices for deep infiltration or
situations where weapons are absolutely
forbidden. They can also make a nasty surprise
attack, and more than a few assassins have met a
sudden and violent end as their mark unleashes
a melta blast from their ring finger. Digiweapons are presumably a form of archeotech
that extremely few tech-artisans are capable of
creating, and the great craftsmanship and highquality materials required to produce just one
weapon puts them squarely in the realm of the
Imperiums elite.
Digi-weapons require both the Exotic Weapon
Training (Digital Weapon) talent as well as the
relevant Pistol Training talent for the type of
weapon being used (Flame, Las, Melta, or Needle
Pistol). Digi-mines are an exception they need
only be armed, usually by a hidden trigger or
switch, and then thrown where they explode like
a grenade. Alternatively, a digi-mine can be used
82
83
Graviton Gun
Class: Basic (Exotic)
An extremely unusual and little understood
relic, so-called graviton guns were likely never
intended for use as weapons to begin with.
When fired at a target area, the energy field
generated by the gun creates a sudden and
powerful gravitational flux. Whilst unlikely to do
more than knock living creatures violently to the
floor, the effect can be extremely damaging to
the internal mechanisms and moving parts of
vehicles, with a particularly pronounced effect
on skimmers and other devices with their own
grav-engines becoming quickly destabilized and
overloaded by the flux field.
Everything caught within the guns blast area
is violently pressed to the floor and must make a
Very Hard (-30) Strength Test or be knocked
down. Being thrown to a solid surface from a
standing position and forced to the ground in
this way is enough to inflict 1d5 Impact Damage
roll to determine the affected hit location. Note
that what the character falls against may make
this effect worse, and if the character falls any
appreciable distance then they take Falling
Damage as normal (see Falling on page 210 of
Dark Heresy).
The gravity flux remains for 2d5 Rounds.
Anyone attempting to move or perform physical
actions within the field must succeed on an
Opposed Strength Test versus the gravity flux,
which is considered to have Strength 60
(Unnatural x2) each Round. Additionally, a
graviton guns flux field may wreak all matters of
havoc: brittle objects shatter, loose flooring
collapses, containment vessels rupture, vehicles
and machinery fail catastrophically, and any
other chaos the GM deems appropriate.
84
Heavy Webber
Class: Heavy (Exotic)
This particularly huge webber is cumbersome
and difficult to handle but has correspondingly
huge takedown power. Aside from being able to
entangle a whole band of scummers at once, a
heavy webber can project its sticky filament nets
far enough away to put the shooter outside the
range of some autoguns. Heavy webbers use a
very large web chem canister that allows them to
be fired several times before being expended,
making it a more suitable choice for highintensity situations where multiple targets need
to be apprehended. A heavy webbers webs break
down on their own after 1d5+2 hours.
Aegis-Redback Pattern: Held by the Adeptus
Mechanicus of the Lathe System, this advanced
heavy webber pattern is produced under license
by the Hax-Orthlack manufactorums on
Scintilla. It is a standard issue item in most
Adeptus Arbites arsenals in the Calixis Sector,
and can also (perhaps unsurprisingly) be found
in the employ of Lord Haxs Magistratum
enforcers. Unlike most heavy webber marks, the
Aegis-Redback stores its web chem in a canister
on the wearers back, making the weapon itself
significantly easier to port around while still
providing a larger volume of shots. This quality
has led to some of its users, especially the
Magistratum in Hive Sibellus, to be rather
overzealous in its use. Of course, most innocent
bystanders would probably prefer to be caught
in its web than blown apart by a riot gun.
Needle Pistol
Class: Pistol (Exotic)
Needle pistols are incredibly dangerous
weapons when put in the right hands, and while
some believe that a needler is a pale shadow to
the power of a bolter, there is no denying a
needlers ability to kill with almost complete
impunity. Needle pistols use a low-power laser
Needle Rifle
Class: Basic (Exotic)
Needle rifles are longer and more stable than
their pistol counterparts but operate on much
the same principles: silent, accurate, and utterly
lethal. Many military snipers make use of needle
rifles to fell targets of opportunity, such as
enemy command staff or political leaders, and
more than a few insurrections have been cut
short when a charismatic leader suddenly drops
85
Rad-Cleanser
Class: Heavy (Exotic)
Rad-cleansers are potent weapons said to be
relics of the long-past Dark Age of Technology,
Razorweb Launcher
Class: Heavy (Exotic)
This terrible weapon fits onto the users
forearm, with a wide and thin barrel projecting
beyond the fingertips. The triggering mechanism
sits in the palm and is activated by making a
specific squeezing motion which releases a gout
of smoke. In reality, the aptly-named razorweb
launcher fires nearly a kilometres worth of
hyper-condensed monofilament wire in a deadly
cloud of impossibly sharp threads. The
razorwebs target is cut to ribbons as the strands
effortlessly pass through armour, flesh and bone
with such speed that the victim often does not
realize his own death even as he crumples to the
86
Rocketfire Gun
Class: Basic (Exotic)
Rocketfire guns are curious weapons that
resemble primitive bolt guns. As its name
implies, a rocketfire gun launches a small solidfuel rocket that accelerates to top speed through
the weapons long barrel. Unlike a bolt, the
rockets are spin-stabilised by angled exhaust
vents in the base of the projectile, and leave a
dramatic swirling smoke trail in their path. A
rocketfire guns lethality is primarily due to the
crushing impact of the high-velocity shell
slamming into the targets body, which can
create nasty wounds in spite of lacking an
explosive charge like a bolter. This does tend to
produce a reduction in power as a rocketfire
guns projectile loses speed at distance, however.
Rocketfire guns are produced on a number of
Imperial worlds that have progressed past the
feudal stage but have not yet been ushered into
the tech-dominion of the Adeptus Mechanicus,
and some scholars believe they represent a
87
Synapse Disruptor
Class: Pistol (Exotic)
A favourite of flesh merchants, pit-masters,
and a few debased nobles, synapse disruptors are
incredibly exclusive devices that are closer to a
tool than a weapon. Most styles resemble an
overbuilt laspistol, but instead of releasing sharp
bursts of thermal energy, a synapse disruptor
projects an invisible beam of bio-attuned
radiation that, over the course of about a half a
minute of continued exposure, will cause a
victim to completely lose his mind. A synapse
disruptor produces a low thrumming noise while
releasing its radiation beam, which can foil
clandestine usage of the device in quiet
environments. A victim targeted by a synapse
disruptor will begin to feel a dull ache
progressing up their extremities, then progress
to suffer vivid hallucinations and other
perceptions of weirdness, before finally entering
into a semi-stupefied condition unable to focus
or concentrate on anything at all. While
functionally harmless in a strict sense, a synapse
disruptor can have lethal consequences if a
WEB WEAPONS
Webbers, heavy webbers, and web pistols fire
masses of adhesive filaments which expand in the
air to form a web of sticky, near-unbreakable
material. Targets are quickly entangled in a
painful though nominally non-lethal embrace; if
they attempt to struggle the filaments constrict
even more, further entrapping them and
eventually becoming quite dangerous to those
trapped within. In addition to the normal effects
of weapons with the Snare quality, each time an
ensnared character fails a Strength or Agility Test
to escape he imposes a cumulative -10 penalty on
all future tests to escape those webs. Should this
exceed -30, the character takes 1d5+1 Damage
with no reduction for Armour each time he
attempts another Test to escape (even if he
succeeds). This constriction is very specific if
multiple characters are entangled in the same
web, likely the result of being on the receiving
end of a webber or heavy webber, only those who
attempt to escape take these penalties (or
Damage, for that matter).
situation by webbing the hostages and their
captors at once. A webbers webs break down on
their own after 1d5 hours.
Web Pistol
Webber
Class: Basic (Exotic)
Also known as webguns or glue guns, webbers
are the most widespread type of web weapon and
are often called into play by agents of justice to
subdue those violating the Emperors Law.
Webbers have a fairly long range and substantial
coverage, allowing them to cover and entangle a
small group of people at once. A webbers web
chem canister only has enough for a single shot,
however, so they are commonly issued in
tandem with another basic weapon or pistol to
use when reloading is impractical (or lethal force
is necessary). Several webbers can be employed
at once to incapacitate an entire crowd, allowing
enforcers to pick through the captives and sort
out miscreants at their leisure, and they also
make a handy option to quickly end a hostage
88
Melee Weapons
Despite the wide range of ways available to kill
the enemy at all sorts of distances, there is still
plenty of use for weapons designed for close and
personal combat. For some it is a matter of
honour to look their foe in the eye, others simply
another way to ensure their survival in a
dangerous galaxy. After all, a simple sword or
hammer will inevitably be more reliable than
even the finest and most impressive of firearms,
which are dependent on ammunition, often
noisy, and prone to failure. Like ranged
weapons, melee weapons come in different
classes and each requires its own relevant talent
to use without penalty. Unless otherwise stated,
users add their Strength Bonus to the Damage
inflicted by a melee weapon.
PRIMITIVE WEAPONS
Basic hand weapons are a common sight
throughout the Imperium and beyond, and in
many places it would be unthinkable to go forth
without at least one such weapon visible on your
person. Depending on the planets level of
technology, and the wealth of the user, these can
range from simple metal swords to precisely
manufactured blades made of exotic materials,
though both will chop through a man just as
well. Primitive weapons are generally the most
simple brand of melee weapon, carried by feral
hunters and soldiers of the Imperial Guard alike,
and typically have a hard time penetrating
modern armours. To use primitive weapons
without penalty, a character must have the
Thrown Weapon Training (Primitive) or the
Melee Weapon Training (Primitive) talents for
ranged and melee attacks, respectively.
Armoured Gauntlet
The heavy gauntlets of carapace or power
armour can make a surprisingly effective
weapon in a pinch, especially against lesser foes.
Similar weapons can also be scratch-built by
sewing powdered lead into the knuckles of heavy
89
Axe
An axe sports a brutal blade at the end of a
sturdy haft, giving it magnificent chopping
power. This makes it functional as both a tool
and a weapon, and the same axe that splits wood
can be just as easily used to cut down an
opponent. Axes generally lack the reach as well
as the precision of a sword, and are harder to use
defensively due to their poor balance, but a
strike offers significantly greater ability to maim
and kill as it rips through flesh and shatters bone
with the same ease as it fells a tree.
An axes qualities and Damage can also be
used to figure a basic weapon equipped with a
long bayonet.
Bastard Sword
Bastard swords are so named because they are
roughly halfway between a traditional onehanded arming or longsword and a much longer
two-handed blade, and are sometimes known as
hand-a-half swords because of it. Specialised
blades like this are common on feudal worlds
with a love of swordsmithing, and are the
featured weapons of Warlord Vervai Skulls elite
Harrowguard on Iocanthos. Most warriors
would need both hands to wield a bastard sword,
and those of sufficient skill and strength to use
just one are immediately set apart from their
peers in the realm of swordsmanship. Because of
their versatility and size, bastard swords are
sometimes used by off-worlders, often upgraded
with a mono-edge to cut through armour.
A bastard sword may be wielded in one hand
if the user has a Strength Bonus of at least 4;
otherwise, it requires both hands to use.
Primitive Weapons
Name
Class
Dam
Pen
Special
Wt
Cost
World
Availability
Armoured Gauntlet
Melee
Axe
Melee
1d5 I
Primitive
0.5kg
35
Common
1d10+1 R
Primitive, Unbalanced
4kg
10
Scarce
Bastard Sword
Melee
1d10+1 R
Primitive
5kg
40
Feudal
Scarce
Boarding Pike
Melee
1d10+3 X
Special
4kg
30
Void
Common
Brass Knuckles
Melee
1d5-1 I
Primitive
0.5kg
Plentiful
Buckler
Melee
1d5-2 I
Balanced, Primitive
1kg
30
Feudal
Common
Club
Melee
1d10 I
Primitive
2kg
Abundant
Falchion
Melee
2d5+1 R
Primitive, Unbalanced
2.5kg
20
Average
Flail
Melee
1d10+2 I
Flexible, Primitive
4kg
20
Feudal
Scarce
Great Weapon
Melee
2d10 R or I
Primitive, Unwieldy
7kg
70
Feudal
Rare
Hammer
Melee
1d10+1 I
Primitive, Unbalanced
4kg
10
Common
Great Hammer
Melee
1d10+4 I
Unwieldy
8kg
70
Imperial
Average
Percussion Mallet
Melee
1d10+3 I
Unwieldy
5kg
3000
Forge
Average
Warhammer
Melee
1d10+2 I
Primitive
2kg
35
Common
Improvised Weapon
Melee
1d10-2 I
Primitive, Unbalanced
Varies
Abundant
Knife
Melee/Thrown (3m)
1d5 R
Primitive
0.5kg
Abundant
Bolo Knife
Melee
2d5 R
2kg
50
Malfi
Common
Combat Knife
Melee
1d5+3 R
Primitive
3kg
40
Average
Melee/Thrown (5m)
1d5+1 R
0.4kg
200
Void
Rare
Parrying Dagger
Melee
1d5 R
Defensive, Primitive
0.5kg
50
Landunder
Scarce
Sigilite Blade
Melee
1d5 R
Defensive
0.8kg
85
Landunder
Rare
Trophy Knife
Melee
1d5+1 R
Balanced, Primitive
0.5kg
700
Very Rare
Man-Catcher
Melee
1d10 I
8kg
60
Scarce
Moon Blade
Melee/Thrown (5m)
1d10 R
3kg
25
Munsk
Rare
Punch Dagger
Melee
1d5+1 R
Primitive
0.5kg
10
Average
Punisher Baton
Melee
1d10 I
3kg
50
Rare
Scythe
Melee
1d10+2 R
Primitive, Unwieldy
5kg
12
Feudal
Average
Shield
Melee
1d5 I
Defensive, Primitive
3kg
25
Feudal
Average
Guard Shield
Melee
1d5 I
Defensive, Primitive
1.5kg
100
Scarce
Mirror Shield
Melee
1d5-1 I
Defensive, Primitive
3.5kg
60
Sepheris
Rare
Naval Shield
Melee
1d5+2 I
Defensive, Primitive
7kg
75
Void
Average
4kg
250
Rare
Suppression Shield
Melee
1d10 I
Defensive, Recharge,
Shocking
Tower Shield
Melee
1d5+2 I
Defensive, Primitive
10kg
60
Feudal
Rare
Spear
Melee/Thrown (10m)
1d10 R
Primitive, Unwieldy
3kg
15
Common
Spetum
Melee
1d10 R
Primitive, Unbalanced
6kg
45
Balecaster
Rare
Steam Drill
Melee
2d10 I
Primitive, Unwieldy
18kg
100
Very Rare
90
Primitive Weapons
Name
Class
Dam
Pen
Special
Wt
Cost
World
Availability
Stiletto
Melee
1d5-1 R
0.2kg
25
Average
Melee
1d5 R
Fast, Primitive
0.3kg
70
Landunder
Rare
Staff
Melee
1d10 I
Balanced, Primitive
3kg
10
Plentiful
Sword
Melee
1d10 R
Balanced, Primitive
2.5kg
15
Common
Long-Sabre
Melee
1d10+2 R
Balanced, Primitive
3kg
100
Fervious
Very Rare
Quicksilver Sword
Melee
1d10+2 R
Balanced, Primitive
2kg
500
Balecaster
Rare
Reliquary Blade
Melee
1d10+2 R
Balanced, Sanctified
3kg
3000
Very Rare
Render
Melee
1d5+1 R
Primitive, Tearing
1.2kg
50
Landunder
Rare
Sabre
Melee
1d10 R
Balanced, Primitive
2kg
15
Common
Short Sword
Melee
1d10-1 R
Primitive
1.5kg
10
Common
Devils Kiss
Boarding Pike
Buckler
Brass Knuckles
Also known as knuckle dusters, these solid
metal weapons are worn with a base against the
palm and a thick ridged band over the foremost
fingers, turning a simple punch into a powerful
hit that can break bones when employed with
sufficient force. Brass knuckles are generally
thought of as a weapon of thugs and scummers,
though almost anyone who fights regularly
might employ a set for their convenience and
ease of use in making sudden attacks.
Use the figures for brass knuckles when pistol
whipping an opponent with most pistols.
91
Club
Clubs are the simplest and most basic melee
weapons, often little more than a sturdy length
of wood possibly with a knot or of a thicker
diameter at the business end. Aside from tucked
into the loincloths of feral worlders, clubs can
also be found in the employ of hive gangers
(often as weapons to threaten or intimidate) and
Falchion
A falchion is a curious weapon, somewhere
between a knife and a sword in length with a
wide, straight blade sharpened only on one side.
Falchions are popular melee weapons on a
number of feudal worlds as their construction
puts axe-like chopping power into a more
compact package, and many will feature
elaborate grips often festooned with tassels or
guards of rare metals. Simple, mass-produced
versions are a common sight on agri-worlds as
well, though typically used as a tool for clearing
unwanted plant growth rather than hacking
down opponents on the battlefield.
Flail
A take on a grain farming tool on some
worlds, flails consist of one or more heavy spiked
balls attached to the weapons pole, utilising
lengths of chain or metal rods to build up
considerable velocity before crashing home with
a brutal impact. Flails are difficult to use in
combat but can have devastating results when
wielded properly, and the unpredictable motion
of the striking end makes a flail's attack difficult
to avoid.
Great Weapons
Enormously oversized swords, axes, hammers,
and other weapons are often employed by the
most brutish of a feudal armys warriors and are
sometimes carried by chieftains and other nobles
as a sign of strength and power (even if they
themselves couldnt hope to wield such a weapon
effectively). A great weapon invariably requires
two hands to wield and can inflict serious
damage even against enemies protected by rigid
feudal armours, though they leave little to
subtlety or skill in their use.
Depending on its construction, a great weapon
may inflict Rending or Impact Damage.
92
Hammer
This is a heavier version of the regular hand
tool used to drive nails or rivets and makes use
of a large weighted end to inflict a harder and
deadlier blow than similar hafted weapons.
Hammers are simple and straightforward, often
reflecting on the personality of their users who
dont care for swordplay or complex manoeuvres
and would rather simply splatter their
opponents brains over the floor.
Great Hammer: This broad-faced hammer is
undeniably intended for use as a weapon and
features a heavy, sturdy striking face and shaft
comprised of modern materials. A great hammer
is a step up from the weapons of feudal warriors
or salvaged bludgeons of underhive gangers,
with a metallic head of dense alloy that can bash
a man out of light armour handily. Agents of the
Calixian Conclave's Ordo Malleus are common
enthusiasts for these cudgels - aside from
bearing a passing resemblance to a mighty
daemonhammer, the massive blows they can
unleash can stagger the most intransigent foe, a
testament to a simple expression that there is
nothing a large piece of metal backed up by a
large amount of faith can't subdue.
A great hammer adds a +10 bonus to Weapon
Skill Tests made to Stun.
Percussion Mallet: More of a tool than a
weapon, a percussion mallet is an almost
ubiquitous sight on many forge worlds where it
is frequently used by labour menials to hammer
ingots and plating into the desired shape. A
grav-accelerator built into the bulky head of the
mallet greatly augments the force of the wielder's
blows, and while strictly not intended for
combat, their ability to bash through the armour
plating of combat servitors means they are often
pressed into the role during uprisings. More
rarely, lesser forgemasters will sometimes wield a
percussion mallet as a sign of office when their
responsibilities encompass macro-assembly and
other works where the tool is often used. Due to
their utility to the Mechanicus, percussion
mallets are never legally sold or traded off of a
forge world, and those who have the courage to
risk wrath of the Magi-in-attendance by
Improvised
Table legs, long wrenches, lasgun stocks,
severed limbs, artillery shell casings, and any
other myriad instruments not normally intended
for use as a weapon but serviceable enough fit
into this category. Any handy weighted object
can be used as an improvised weapon, though
most would prefer to only employ it as long as
its necessary to obtain a better one.
Smashing an opponent with the butt of most
basic weapons usually counts as attacking with
an improvised weapon.
Knife
A short blade with an adequate handle to hold
at a variety of grips, knives are ubiquitous backup weapons for warriors all across the
Imperium, from lowly hive scum to the elite
soldiers of a planetary governor. Though of only
modest killing power, a knife is much more
mobile than larger weapons, and makes a
particularly good implement of intimidation as
well. Knives are produced in almost
innumerable makes and natures, with some
serving very specific purposes (such as a psykers
psykana mercy blade, intended as a weapon of
suicide should the psyker be faced with
imminent corruption or possession) while others
might be nothing more than eating utensils.
93
94
Man-Catcher
Man-catchers are simple yet effective tools
designed to apprehend a target at distance or
within a crowd. Most are formed of a long pole
with a spring-loaded claw at the end that is
designed to grapple around the targets neck or
an extremity and allow for a swift capture.
Targets latched on by a man-catcher are then
Punch Dagger
Punch daggers, also known as push or Tknives, have a fairly typical blade attached to a
T-shaped handle that is carried in the palm
similar to brass knuckles, allowing a simple
punch to be improved with a nasty piercing
wound. Punch daggers are particularly effective
in confined quarters and tight spaces, and are
often carried with the blade tucked into the boot
by enforcers and scummers alike.
95
Scythe
Shield
A shield is a useful protective device that can
be made from any of a large variety of materials.
Their uses, shapes, and specific employments are
just as varied. In general, a shield is intended to
be used in a defensive role as a means to deflect
an enemys melee attacks, though they may have
a number of other features depending on the
exact mark or pattern used.
Guard Shield: Some Imperial Guard
regiments make use of shields made of thin but
sturdy plasteel plates that can provide protection
from incoming projectiles and fragments as well
as to turn aside an opponents blades. Many
include a small glassteel visor so the user can
peek out from behind the shield without
sacrificing protection.
A Guard shield can be used as cover against
ranged attacks, providing 6 Armour Points to all
hit locations as long as they are stationary or
using the Tactical Advance action, though the
user must expose at least one arm to attack.
Sepherin Mirror Shield: Made famous by the
Royal Scourges of Sepheris Secundus, the mirror
96
Spear
Spears are simple but effective weapons made
of a piercing tip, often made of stone or metal,
securely fastened to a sturdy wooden shaft.
Spears are advanced weapons on feral worlds
since they give their users a small measure of
reach against dangerous beasts, and are still in
use on most feudal worlds by cheap troops and
as anti-cavalry weapons.
A spear can be used as a melee weapon against
opponents that are up to 2 metres away from the
user thanks to their length.
Spetum
This pole-arm is equipped with three singleedged prongs on the business end and is most
commonly found on Balecaster as a ceremonial
weapon by the Inner Guard of the Star Sanctum.
Although the opportunity to use these weapons
in combat is somewhat rare, the warriors who
form the Inner Guard are highly trained in its
use, having spend countless hours honing their
technique to achieve complete mastery. The
Spetum is an exceptionally fine weapon that is
far removed from the humble fishing trident it
resembles, and those that make their way off
Balecaster end up used in battle just as often as
added to the collections of wealthy aficionados.
Steam Drill
These bulky and temperamental devices are
crude mining rigs used on worlds such as
Sepheris Secundus and Coseflame where more
97
Stiletto
A long dagger equipped with a thin and
narrow blade, stilettos are designed to slip
between armour and puncture heavy clothing
where they can go on to pierce vital organs. A
stiletto is not designed for prolonged combats as
its light construction and lack of an edge makes
it useless for anything but piercing thrusts, but a
skilled fighter wielding a stiletto can often end a
combat before it really begins. Stilettos are
favoured weapons of assassins and many include
narrow grooves in the blade suitable for dipping
in poison, and they are often carried as
secondary weapons by feudal armoured knights.
In the latter, a stiletto is not a combat weapon,
but is intended to be used to give a mercy killing
to a mortally wounded enemy, as no noble
warrior would allow another of his peers even
an opponent to die slowly on a battlefield.
Landrian Devils Kiss Stiletto: The Devils
Kiss is a long and narrow knife that is quenched
in blood during forging and sharpened only
along the last five centimetres, leading to a
needle-like tip. In the cities of Landunder, the
Devils Kiss is also the name of a blade clan
notorious for quiet and subtle killing, their
victims bleeding out from a single, almost
invisible, puncture wound. It is said that unless
you are learning the fatal tricks of the clan, you
Sword
Staff
A staff is a very simple weapon formed in the
main from a sturdy length of wood about a
metre and a half long that is well balanced and
easy to wield. Though suitable for use as a
walking stick, a trained user can use a staff as an
effective bludgeoning instrument, and the art of
stick-fighting is popular on many primitive and
98
99
CHAIN WEAPONS
Chain weapons are popular amongst many
warriors in the 41st Millennium as most races
and planets have the basic technology to produce
these brutal and highly effective weapons.
Roughly taking the shape of several types of
typical (Primitive) melee weapons, all weapons
of this type do their damage with fast-moving
chains of serrated teeth often made of ceramite
and other hard metallic materials that replace
the bladed edge that is normally found there. A
powerful motor in the base sets the teeth
spinning at a wickedly high speed, and even
glancing blows can rip open a man like a piece of
rotten fruit. The vicious teeth can even grind
through armour, and while not intended for use
against heavily-armoured opponents a severe
blow from a chain weapon can still strike true
while any lesser blade would be harmlessly
turned aside. Chain weapons are loud and make
an angry buzzing noise as their visibly dangerous
teeth spin around, and the sight of a revving
chain blade can be a powerfully intimidating tool
in its own right. Chain weapons are most
commonly associated with warriors of the
Imperium; they are favourites of Imperial Guard
officers and sergeants, naval boarding parties,
specialist assault troops, Redemptionist fanatics,
and much larger versions are often wielded by
the mighty Space Marines. Some Xenos are
known to employ their own chain weapons as
well, obviously in deference to the superiority of
mans ability to make war with these fine
weapons. To use chain weapons without penalty,
a character must have the Melee Weapon
Training (Chain) talent.
Chainsword
Chainswords are the most common make and
style of chain weapon, and are much loved by
those who wield one for their ease of handling
and the gory spray of satisfaction they leave
when rending an enemy apart. Most
chainswords follow the style of the Mk. Xf
Hells Teeth pattern which employs a flat, boxy
housing that contains the spinning chain and its
100
Chain Weapons
Name
Class
Dam
Pen
Special
Wt
Cost
World
Availability
Chainsword
Melee
1d10+2 R
Balanced, Tearing
6kg
275
Scarce
Drusian
Melee
1d10 R
7kg
250
Average
Locke
Melee
1d10+5 R
Special, Tearing
6kg
400
Scarce
Chain Axe
Melee
1d10+4 R
Tearing
13kg
450
Rare
Chain Knife
Melee
1d5+3 R
Tearing
2.5kg
80
Hive
Scarce
Crimson Crown
Thrown (SBx4m)
1d10+2 R
Special, Tearing
0.5kg
2,000
Very Rare
Eviscerator
Melee
1d10+10 R
12kg
750
Rare
Chain Axe
Crimson Crown
Chain Knife
Chain knives work on the same principle as
their larger kin, and often take the appearance of
a short cleaver or wide dirk with a squat and
murderous look to them. Powered by a compact
cell in the hilt, the weapons buzzing teeth rip
through flesh with ease and splatter onlookers
with hot gore. Chain knives, also known
variously as buzz blades or chain rippers, are
almost entirely a hivers weapon and are
widespread among gangers of the Sibellian
underhive and the fighting cages of Malfi. On
Landunder, the buzz blade is infamously the
province of the labour gangs that control the
docking airlocks of the eight cities, notorious as
they are for quelling dissent with a single ragged
cut to the belly. In this, Landrians have
developed a special killing art whose aim is to
leave the victim screaming in agony for as long
as possible before death.
Eviscerator
Eviscerators are almost comically-oversized
chainswords that are often just as tall if not taller
101
102
POWER WEAPONS
Sheathed in a power field of crackling arcane
energies, a power weapon greatly amplifies the
force of the wielders swings and thrusts,
disrupting the matter that makes up armour and
its wearer all at once. Many of these weapons
conceal their true nature with power packs
subtly incorporated into the grip and energy
projection veins down the blade, appearing as a
totally normal if well-made weapon until
activated amid crackles of lightning running
down their length. Regardless of whether its
generators are hidden within or obviously
attached with conduit cables, power weapons are
dramatic implements that can go from ordinary
blades to cleaving and smashing engines of
destruction in a matter of moments.
Power Weapons
Name
Class
Dam
Pen
Special
Wt
Cost
World
Availability
Null Rod
Melee
1d10+4 E
3kg
9,000
Extremely Rare
Omnissian Rod
Melee
1d10+10 E
9kg
Tech-Priest Only
Extremely Rare
Power Axe
Melee
1d10+7 E
6kg
2,700
Loi-Pattern
Melee
1d10+8 E
10
7kg
3,200
Omnissian Axe
Melee
2d10+4 E
8kg
Tech-Priest Only
Extremely Rare
Melee
1d10+3 E
Power Field
1.5kg
1,750
Very Rare
Melee
1d10+2 E
1.5kg
2,000
Extremely Rare
Power Discus
Thrown (SBx4m)
1d10+4 E
0.2kg
10,000
Extremely Rare
Melee
2d10 E
12kg
3,200
Very Rare
Melee
2d10 E
7kg
3,000
Very Rare
Power Longsword
Melee
1d10+7
Power Field
4.5kg
3,500
Very Rare
Melee
1d10+5 E
Power Field
3.5kg
2,500
Very Rare
Melee
1d10+1 I
Shocking
Power Stake
Melee
1d10+7 E
1kg
20,000
Extremely Rare
Power Sword
Melee
1d10+6 E
3.5kg
2,500
Very Rare
Melee
1d10+5 E
3kg
2,700
Very Rare
15kg
4,000
Very Rare
5kg
2,800
Very Rare
Power Blade
Serpentine
Power Sabre
Thunder Hammer
Melee
2d10+2 E
10
Witch Lance
Melee/Thrown (10m)
1d10+5 E
103
Null Rod
Equal parts weapon and tool, a null rod takes
the form of an obsidian shaft about a metre long
heavily inscribed with runic wards and prayers
against the daemon and witch. The grip is
formed from simple leather strips bearing
inscriptions of protection, giving a null rod a
very "low-tech" and mundane appearance, but
this is deceiving in the extreme. The unique
material is mined from an unknown world in the
Koronus Expanse, its location kept secret by the
Calixian Conclave explicitly for this enigmatic
substance alone. When gripped strongly the rod
reacts to the wielder's own life force, emitting a
crackling energy field that pulses with warpdisrupting power, weakening a daemon's hold
on reality while filling a witch's head with vertigo
and false perceptions. The Inquisition's own
tech-artisans have installed a compact power
field generator within the body of the rod,
further amplifying the effect as well as allowing
the tool to function as a power weapon in handto-hand combat. Null rods are indispensible
tools to witch and daemon hunters alike; agents
of the Throne who are granted such exclusive
gear are favoured indeed. The vast majority of
null rods are wielded by militant Inquisitors and
their minions, but more fanatical elements of the
Ecclesiarchy and the Adepta Soroitas have
obtained them from time to time as well.
A null rod emits a field that can totally nullify
psychic powers and other warp phenomena out
to a distance of 20 metres. When a psychic
power is manifested, roll 1d10 - only on a result
of "8" or higher is the power actually manifested.
This roll should be made before checking for any
Psychic Phenomena; if the null rod prevents the
psychic power from manifesting then no Psychic
Phenomena occur. Active or sustained powers
entering the field are subject to its effects and
must make this roll upon contact with the field
and when making the subsequent Power Roll to
sustain. If a power is manifested outside the null
rod's field, but its effect encroaches into the area
warded by the field, the power is still manifested
but may have no effect within the field itself; roll
to determine this as above. If a psychic power is
104
Omnissian Rod
An exceptionally rare device, an Omnissian
rod is gifted only to ranking Magi, Fabricators,
and other elites of the Cult Mechanicus who
wield this weapon as a staff or standard. Taking
the form of a two metre tall staff of consummate
discs stacked end to end, an Omnissian Rod is
topped with a broad escutcheon of the Imperial
aquila inlaid with the skull-and-cog device of the
Adeptus Mechanicus, a symbolic representation
of the (sometimes tenuous) unity of the
Imperium of Man and the Martian Priesthood.
Though impressive to behold, when wielded by a
Tech-Priest an Omnissian rod becomes an
extremely potent weapon. The rod's body can
separate into its individual segments, an internal
spine of bundled monomolecular wire
preventing it from flying apart while the
escutcheon acts as the head of a flail. When
wired in to the Tech-Priest's potentia coil, the
rod can be sheathed in a high energy field
analogous to a power weapon. This energy can
be used to make ranged attacks as well by
turning the rod on its side and using the haft as a
focusing barrel, giving the Tech-Priest wielding
it firepower equivalent to a fine plasma gun as
well.
An Omnissian rod gains the listed profile
when connected to the wielder's potentia coil,
which requires a Half Action and a successful
Ordinary (+10) Tech-Use Test. If the wielder
uses the rod to Parry, it loses the Flexible quality
for one Round. Alternatively, the wielder can
choose to use the Omnissian rod as a ranged
Power Axe
As with the simple axes wielded by
commoners and feudal warriors, a power axe
makes use of a heavy blade atop a stout haft that
dramatically increases its chopping power.
When combined with a power field, even a
heavily-armoured foe can be split in half like a
piece of kindling. Power axes are somewhat
clumsier than more common power swords, but
those that wield them believe the extra lethality
more than makes up for a slower swing.
Loi-Pattern: This particular mark of power
axe is a product of the Loi Metalworks Armoury
on the world of Lo and differentiates itself from
others of its type by a much longer haft and
harsh, cleaver-like blade that is significantly
longer as well. Sometimes informally referred to
as a power glaive, the extended dimensions of
the Loi-pattern allow it to be swung with a wider
arc and correspondingly greater force. Several
Inquisitors of the Calixian Conclave favour this
pattern, whether for their personal use or that of
their senior acolytes and agents; these
prominently feature Inquisitorial iconography
on the business end, making sure that those laid
low for their heresies will know their doom at
the final moments.
Omnissian Axe: No mere power weapon,
this is a holy icon of the Cult Mechanicus that is
granted to Magi and Enginseers alike who have
shown their faith to the Machine God in battle.
An Omnissian axe is forged of the finest
105
Power Blade
Power blades are modest dagger-sized
weapons that are infinitely more dangerous than
their size suggests because of their power field.
Though only slightly larger than any of a
multitude of knives popular throughout the
Imperium, a power blade can still punch
through almost any armour as though it were
made of wet parchment, and a particularly
serious wielder might go so far as to use a kick to
drive an impaled power blade deeper still into
his opponents body.
Khayer-Addin Serpentine Blade: Blades
concealed in walking canes, umbrellas, and other
innocuous objects are far from uncommon
among the Calixis Sectors wealthy and
connected, but the Khayer-Addin Forges
Serpentine escalates this concept to an entirely
higher level. The Serpentines incredibly thin
blade is forged from the highest-quality
adamantine alloys to ensure strength in spite of
its slender shape, and it is capable of generating
a power field from a sophisticated unit no longer
than a common autogun clip that is concealed
within the handle. Khayer-Addin produces this
exclusive weapon by commission and no two are
exactly alike, though most take the form of
elaborate walking sticks or rods of office. The
Serpentine may be drawn normally or erupt
through its decoy housing with a field burst to
create a suitably dramatic deployment, and most
users typically keep one or two spares to
conceal their weapon again after its use is no
longer required.
Power Discus
Few would consider throwing a costly and rare
power weapon at any enemy as anything other
than madness, but the archeotech power discus
is designed to do just that. A power discus is
formed of a seamless silvery disc with a mirrorlike gloss finish no more than 30 centimetres
across, roughly five centimetres in thickness in
106
Power Fist
Power fists are heavy armoured gloves or
gauntlets with a built in power field generator
that can turn a simple punch into a blow capable
of completely obliterating an opponent and
putting holes through the side of thick
bulkheads. The broad surface of a power fists
field means a struck foe is disrupted over a wide
area; armour is punctured and rent open like
fabric, while an unprotected foe erupts in a
shower of ruined flesh as though a grenade had
exploded inside their bodies. Power fists are
imprecise instruments that are poor choices for
swordplay and quick manoeuvres, but their
destructive power is unquestioned.
Power fists are usually produced in two
distinct patterns: a sturdy power glove that can
be worn on its own, and the large gauntlet that is
designed to interface with a suit of power
Power Longsword
Most power swords are designed to be easy to
wield with one hand, but two-handed patterns
with a much longer blade are made for those
with a particular zeal for close combat. While
somewhat more difficult to handle, a power
longsword can put much greater force on its
blows to rend open heavily-armoured opponents
or thrust deeply into the guts of even the largest
beasts and aliens. Officers of the Brontian
Longknives, already well known for their love of
blades and melee battles, are known to be
particular enthusiasts for these weapons, and
they are also often found in the employ of
militant operatives of the Ordo Xenos who
desire a potent weapon to use against foul
creatures of great size and power.
107
Power Stake
The power stake is another item in the
Inquisitors arsenal that is designed to be as
much a symbol as it is a weapon. It takes the
form of a solid metre-long shaft of cold-forged
iron, tapering to a wicked point on one end. The
other end is fashioned into a handle, containing
the power field generator and suitable for
gripping in combat as well as use as a walking
stick. Thousands of etched runes, prayers against
the psyker and invocations against the warp,
decorate the shaft of the weapon, giving it a
wrinkled look from a distance. These weapons
are the progeny of the noted witch hunter
Inquisitor Rykehuss of the Calixian Conclave,
and carry his hatred of psykers and witches. He
has commissioned dozens of these bane stakes
and issued them to favoured minions and other
servants of the Emperor deemed to harbour the
same fanatic zeal as he himself for the
persecution of these unclean mutants and scum.
A successful attack with a power stake is
crippling against witches. This weapon deals an
additional 1d10 Damage for every point of the
targets Psy Rating. Power stakes are invariably a
Best craftsmanship weapon and grant their user
a +10 bonus to their Weapon Skill when
Power Sword
Power swords are the most common type of
power weapon, at least as far as these rare and
valuable arms can be considered. A power sword
is an immediate sign of the wearers status as
well as their preference for close range combat,
as few weapons are as functional, deadly, and
immediately ostentatious as a power sword.
Depending on the mark, power swords might be
simply elegant weapons that could pass for a
conventional blade or obvious tech-marvels that
ripple energy along their exposed power cabling.
Regardless of whether its wielded by an
Inquisitor, Imperial Guard officer, or Rogue
Trader, a power sword sets its user apart from
those below his station.
Power Sabre: This sweeping single-edged
blade is often made as a power weapon for
wielders that value a sabres swift cuts and basket
hilt but would like something with quite a bit
more bite. A power sabre is somewhat less
effective at cutting down an armoured opponent
than the thicker blades of normal power
swords, but when wielded by a skilled
swordsman the blade seems to become just a
flash of light as it darts around before striking
true. Power sabres are often wielded by
Commissars for their dramatic appearance and
wicked point, though anyone regardless of
their skill could appreciate ones appearance.
A power sabres excellent handling grants its
wielder an additional +5 bonus to Weapon Skill
Tests made to Parry; with the Balanced quality,
the wielders total bonus to these Tests is +15.
Thunder Hammer
Normally carried into battle by heroic Space
Marines, thunder hammers are also made in a
shape that can be wielded by mere humans,
though it is by no means easy to do so.
Compared to other power weapons, a thunder
hammers power field is employed to build up a
devastating charge which is released on impact
with a foe, rending them asunder with the force
of a lightning strike (hence the name). Those
108
Witch Lance
A potent weapon that is a mix of the technoarcane and the sacred, witch lances are designed
to destroy rogue psykers and witches utterly and
without mercy. These heavily modified power
weapons take the form of an ornate spear, pike,
or some other pole-arm with a cold iron and
adamantine blade and haft. Contained at the
weapons heart is a pressure-release reservoir of
concentrated promethium mixed with sacred
oils and anti-psy compounds. Should the lance
successfully impale a victims body, this mixture
is explosively vented, utterly consuming them in
a blast of holy fire. Although ostensibly intended
for use against psykers, a witch lance is a
perfectly useful weapon against any enemy of the
Emperor, as it is guilt, rather than warp power,
that causes them to ignite.
Whenever Righteous Fury results while a
character is attacking with a witch lance, the
weapon deals an additional 2d10 Energy
Damage that ignores Armour, and the victim is
set on fire. This extra Damage is considered
Holy, which has certain effects on Daemonic
creatures and warp entities (as will be noted in
their descriptions). These effects are in addition
to the normal effects of Righteous Fury. The
witch lances internal reservoir has enough fuel
to castigate five of the Emperors foes before it
must be refilled; the mixture has a base cost of
100 Thrones and is Very Rare.
SHOCK WEAPONS
Shock weapons are designed to be generally nonlethal, attacking the subject with incapacitating
force through electrical shocks that are
discharged on impact. Being hit with a shock
weapon is painful and causes mild burns on the
skin, but generally will not result in debilitating
injury, maiming, or death, making them very
useful for crowd control and encouraging
workers to venerate the Emperor through their
labours with more enthusiasm. To use shock
weapons without penalty, a character must have
the Melee Weapon Training (Shock) or Thrown
Weapon Training (Shock) talents.
Concussion Mace
Designed for use in zero-gravity mining,
concussion maces take the form of a long
metallic haft about two metres tall topped with a
flanged striking end. A concussion mace makes
use of a piece of surplus or salvaged grav-plating,
energised by a kinetic generator that spins up as
the mace is swung. On impact, the concussion
mace discharges a massive burst of stored power,
creating a brief pulse of crushing force suitable
for shattering rocks and prying out dense
deposits from hard ore and other strata.
Concussion maces are not intended to be used as
weapons, but the powerful augmented impacts
can be quite effective at annihilating even wellarmoured opponents. As a result, these tools are
Shock Weapons
Name
Class
Dam
Pen
Special
Wt
Cost
World
Availability
15kg
600
Void
Scarce
Concussion Mace
Melee
1d10+3 I
Electro-Flail
Melee
1d10+2 I
Flexible, Shocking
4.5kg
375
Rare
4kg
500
Rare
Neural Whip
Melee (3m)
1d10+1 E
Officers Cutlass
Melee
1d10 R
Shocking, Special
3kg
200
Void
Scarce
Shock Glove
Melee
1d5 E
Shocking, Special
1.5kg
100
Scarce
Shock Maul
Melee
1d10 I
Shocking
2.5kg
150
Average
Shock Staff
Melee
1d5+3 I
Shocking
2kg
100
Scarce
Melee
1d5+1 R
Shocking
2kg
125
Rare
Shock Star
Thrown (SBx3m)
1d5+2 R
Shocking
.2kg
350
Rare
109
Electro-Flail
Electro-flails are groups of tendril-like lashes,
attached to a short staff or handle and swung in
sharp, quick snaps. These flails have a short
reach, but as they strike in devastating masses of
hits they can be extraordinarily effective at
incapacitating a foe. Electro-flails are common
sights at manufactorums that use forced labour
as they make an intimidating, whip-like crack as
they strike an obstinate worker, and there are
many types of servitors with electro-flails
110
Neural Whip
This nasty weapon resembles a conventional
whip with a thicker length that delivers a
powerful electrical shock from a heavy power
pack in the grip. Neural whips cant be rightly
considered a non-lethal weapon; the whips
terrible lacerations alone could kill, never mind
the shock discharge that is sufficient to stop the
Officers Cutlass
The cutlass has a long tradition of naval
service dating to prehistory, and many can still
be found aboard voidfaring ships of the present.
Swords carried by junior officers and lead
ratings often will have a shock generator built in
to the handle that greatly increases the force of
cuts and blows with a sharp electrical discharge.
An officers cutlass offers an additional
versatility in that the shock can also be delivered
through the armoured guard to make a
significantly less deadly but just as incapacitating
blow, a handy feature during a mutiny or revolt
among superiors that would prefer to keep losses
to a minimum.
A character wielding an officers cutlass can
strike with the guard instead of the blade, which
deals 1d5 Impact Damage with a Penetration
value of 0 and the Shocking quality.
Shock Glove
Shock gloves are designed to deliver an
electrical jolt as part of a punch, and are most
commonly used by gangers and low-life
enforcers as a cheap but effective way to inflict
pain and terrorize victims, but they can be
devastatingly in brawls and other situations
where an opponent might not know exactly
whats on his attackers hands until far too late.
Higher quality shock gloves do exist, however,
often looking simply like ordinary gloves for
keeping the hands warm or even light elegant
111
Shock Maul
Standard equipment for Adeptus Arbites
troopers, shock mauls are carried by other
enforcers and a wide variety of authority-types
throughout the Imperium, and the sound of a
shock maul being powered up is often sufficient
to persuade a ruffian to cease misbehaving.
Because of their use by Arbitrators, shock mauls
are commonly associated with the Emperors
Law and its swift retaliation for misdeeds. Hive
riots are often met by a line of suppression
Shock-Staff
Shock-staffs are basic and
somewhat
oversized
shock
weapons that are primarily
intended for use in herding pressganged crews aboard ships, though
they can be found in similar
planetary applications as well.
Formed in the main from a long
haft of metal or plasteel, a shockstaff has a simple single-power
shock emitter mounted at one end
with the generator installed in the
other. Most use a flat shock-plate,
either a plain surface or one
decorated with the ships insignia
or naval badge, but some varieties
instead feature a nasty-looking
spike on the end that is designed to
pierce the insulated suits worn by
reactor and engine crews, and are typically the
favoured type used by scummers and other dregs
due to the more fearsome appearance.
Shock Star
This tiny metal throwing disc contains a small
power cell as well as conventional cutting edges.
A target hit by a shock star suffers the usual
lacerations from the stars blades and points as
well as a debilitating jolt as its power cell
discharges on impact. A shock star cant be
112
EXOTIC WEAPONS
Some melee weapons are designed in such a way
that they are completely set apart from more
common patterns of blades and hammers used
throughout the Imperium. Whether they are
tools that make handy weapons, archeotech
implements from a lost age, Xenos armaments,
or those weapons that simply must be used
differently to obtain a useful feature or
capability, exotic weapons are a class in and of
themselves.
Like their ranged counterparts, exotic melee
weapons cover a wide range of devices and arms
that do not handily fit into other weapon
categories. Most are unique or specialized
enough that each one requires an individual
Talent to use. For example, a character wanting
to rend his foes asunder with a breacher drill
must have the Exotic Weapon Training
(Breacher) talent. Some career paths include
specific Exotic Weapon Training talents as part
Arc-Welder
Principally a tool of the Lathe Worlds' elite
mech-wrights, an arc-welder uses a discharge of
pure energy to create a small, precise cutting
blade that can make extremely fine and delicate
incisions and slices through even the hardest
material as easily as a chirurgeon's scalpel cuts
through flesh. The twin arc emitters are
mounted as a bracer or gauntlet, possibly
permanently integrated into a bionic hand or
arm, and snap in place ahead of the wielder's
fingers - simply by moving the arm, the arc blade
effortlessly cuts through anything the wielder
"points" at. The amount of energy to create a
cutting blade of this intensity is staggering, and
so arc-welders are invariably either used in a
Exotic Weapons
Name
Class
Dam
Pen
Special
Wt
Cost
World
Availability
Arc-Welder
Melee
1d10+5 E
10
Fast, Unwieldy
2kg
1,700
Lathes
Very Rare
Breacher
Melee
1d10+5 R
18kg
750
Forge
Scarce
Bulkhead Cutters
Melee
1d10+3 R
Tearing, Unwieldy
8kg
100
Average
Chain-Sticks
Melee
1d10+1 I
1kg
30
Fervious
Scarce
Coil Whip
Melee
1d10+5 E
Flexible, Shocking
3kg
600
Lathes
Very Rare
Double Flail
Melee
1d10 I
4kg
28
Penolpass
Scarce
Energy Blade
Melee
1d10+6 E
1kg
5,000
Forge
Very Rare
Melee
1d10+1 E
Balanced, Defensive,
Power Field
1.5kg
2,200
Very Rare
Fractal Sword
Melee
1d10+1 R
Balanced
1kg
10,000
Extremely
Rare
Garrotte
Melee
1d10 R
0.5kg
30
Hive
Scarce
Groxwhip
Melee (3m)
1d10+3 R
4kg
45
Scarce
Lightning Chain
Melee
1d10+1 I
4kg
100
Acreage
Very Rare
Lightning Gauntlet
Melee
1d10 I
Primitive, Shocking
2kg
80
Acreage
Very Rare
Sieve Blade
Melee
1d10-1 R
Primitive
0.5kg
200
Rare
Soft Sword
Melee
1d10 R
Balanced
1.5kg
400
Rare
Vivisector
Melee
1d5+5 R
Tearing, Unwieldy
1.5kg
650
Forge
Rare
113
114
Breacher
A breacher is a high-power drilling device
made from hyper-dense adamantine alloys and
fitted with a matter-wave generator, designed to
drill through the toughest materials and ore
deposits, break up blocks, and puncture
bulkheads. Breachers are sometimes designed as
a heavy rig that is slung over the wielders
shoulder and held with both hands, but they are
more commonly implanted into the flesh of a
servitor or bonded labourer. However, a
breacher can also be employed as a slow but
devastatingly potent weapon capable of ripping
through armour and flesh with ease, and there
are many examples of Mechanicus Secutors that
have fused a breacher to one of their bionic arms
for just such a purpose.
Because of its bulk and vibration when
activated, a user must have a Strength Bonus of 5
or higher to use a rig-mounted breacher as a
combat weapon. Weaker characters suffer a -10
penalty to Weapon Skill Tests made to attack
with it for each point their Strength Bonus is
below 5. If used as an implant, the user may add
Bulkhead Cutters
As the name suggests, these are designed to
slowly rip open tough metal bulkheads and deck
plating. Bulkhead cutters are worn more than
wielded: a huge row of mechanical teeth grind
along below the users forearm, extending about
30 centimetres beyond their hand, and a large
and sturdy frame with an included gauntlet
protects the limb from sparks and flying
fragments. The cutter itself is supported by a
load-bearing harness that the user dons over
their torso which also stores the power supply,
making this heavy tool easier to use for long
cutting jobs. Bulkhead cutters are not designed
for use as weapons, but a user who has learned
the proper motions can make use of them as
terrifyingly effective if imprecise armaments for
melee combat, and more eccentric boarding
crews might arm a man with one over his void
suit to assist with cutting through obstacles
(including defenders of the boarded ship!).
Fervious Chain-Sticks
Some of the more disciplined but no less
vicious warriors of Fervious create these
weapons by binding two batons together at the
base with a length of tough sinew. Amateurs
often hit themselves with the free-swinging
baton, but a trained fighter can make pulverizing
strikes with ease, and the erratic movement is
hard for an opponent to predict. The batons
themselves are formed from trees that produce
vicious slivers; to add insult to injury, even cured
wood is still poisonous if it enters the
bloodstream, and a competent wielder will often
soak his batons in serpent venom to magnify the
effect. Of course, the stick-fighter must use great
care to avoid poisoning himself during combat,
and most wield a sturdy gauntlet or mitt on one
or both hands just in case.
Similar weapons are produced locally on
several more advanced worlds, including
Scintilla. These use sturdy plasteel rods linked
115
Coil Whip
A favoured weapon of the top-ranking
Venatorii "Crimson Guard", coil whips are flashy
and loud, filling the air with cracks of man-made
thunder as they lash about. While having an
impressive appearance, mistaking a coil whip for
a toy would be a fatal error. A coil whip is made
up of a series of flat, immaculately forged links
of conductive alloy that can be rolled up on a
spool and stored in a special bracer or gauntlet.
When deployed, the whip rolls out and is
energised by the wielder's potentia coil, glowing
brightly as the wielder's own bio-power courses
through it. The raw power of a potentia coil
energising the whip's length gives these weapons
a potency that rivals a power field while still
preserving a whip's erratic, unpredictable
behaviour in combat. Along with the Venatorii
of the Lathe Worlds, militant Electro-Priests are
also known to favour these exceptional weapons,
though those that are in attendance outside the
Lathes have a much harder time obtaining them.
A coil whip gains the listed profile when
connected to the wielder's potentia coil, which
requires a Half Action and a successful
Ordinary (+10) Tech-Use Test. Should it
become disconnected, it ceases to function as a
weapon. See the Weapon Upgrades section for
more information on Integrated Weapons.
Toughness Tests made to avoid being stunned
suffer a -30 penalty after any bonus from
Armour is taken into account. Coil whips have
an Availability of Very Rare in the Lathe system,
Near Unique on other Forge Worlds, and are
typically not encountered anywhere else.
than combat manoeuvres, heavily favour doubleended flails for the versatility and hitting power
that they offer. The weapon has an unusual
structure, consisting of two spiked heads
attached to chains affixed on either end of a
stout wooden shaft. Given the complexity of this
weapon, using it effectively requires a great deal
of skill. The true masters of the double flail
those of the Penolpassian Blood Order can
make its use a deadly, though beautiful, art
which is unmatched amongst feudal world
disciplines throughout the Calixis Sector. In rare
cases, the weapons shaft can split to produce
two smaller flails, giving the wielder even more
flexibility in combat.
116
Fractal Sword
This pale blue and translucent blade is actually
formed from a diamond-like living crystal that is
harvested from an unknown planet in the
117
Garrotte
This simple weapon is little more than a length
of sturdy wire with handles on each end,
designed to be used to strangle a victim from
behind by forcibly closing their windpipe. In the
hands of a master, this humble tool can be every
bit as lethal as a boltgun, and can also be used to
incapacitate, rather than kill, if its wielder so
desires. Due to the close proximity necessary to
use this weapon, the Moritat death cult considers
it one of the last and most intimate martial
forms taught to their members.
All attacks with a garrotte are counted as
Called Shots to the Head, and as such suffer a 20 penalty to hit (this is normally offset by the
garrottes intended use as a weapon of ambush).
Subsequent attacks after a successful hit,
regardless of Damage, receive a +30 bonus
instead as the garrotte has already been applied
to the victims neck. Should the weapon cause
Damage to the target after reduction from
Armour, the attacker may cause Wounds
Groxwhip
118
Sieve Blade
Original examples of this weapon were made
from the hollow, spiky fronds of the
spindlethorn plant, where it would be loaded
with the venomous sap of the same for use
against predators. While some purists insist on
a weapon grown in the old ways, similar
examples constructed from modern materials
have become popular with a number of cults and
Assassinorum operatives. The flat sides of the
blade have hundreds of tiny pore-like holes,
allowing the substance inside to spread into any
wound it causes. A reproduction sieve blade
otherwise resembles a common short sword with
a slightly wider blade.
Any hit with a sieve blade that causes at least
one Wound will also inject a dose of whatever
substance its owner has placed in the hollow.
Soft Sword
Also known as an assassins belt, soft swords
are forged from a polymorphic material that has
been of great interest to Mechanicus Magi since
it was discovered on planets near the Heathen
Stars. Normally flexible like thick cloth, when an
electrical current is run through the material it
suddenly springs to the consistency of welltempered steel, and can be employed just like a
fine blade. Soft swords are of particular utility to
those who desire a more unassuming appearance
while still being armed, or who want a hidden
weapon should their obvious ones be removed.
While inactive, a soft sword does not show up
as a weapon on an auspex or similar scanner.
When readied, it can act as either a sword or a
staff (dealing Impact rather than Rending
Damage) at the wielders choice.
Vivisector
The Vivisector is a long ornate gauntlet that
locks over the users forearm with sufficient
clearance to be worn over most types of armour.
Servo-augmented articulation extends over the
fingers, which are tipped with laser cutters, biosolvents, shears and flensing instruments. While
the ignorant may confuse a Vivisector with a
medical device, this is no instrument of healing.
A Vivisectors true purpose is to dismantle and
portion organic tissues in a forge worlds flesh
works as well as servicing and maintaining
servitors; to a Tech-Priest, it is simply another
119
Upgrades
Weapons Upgrades
Name
Weight
Cost
Test
Availability
+25kg
100
+10
Rare
Bipod
+2kg
10
+30
Average
Calamity Vent
+0.5kg
250
+0
Very Rare
Combi-Weapon
Special
Special
-20
Special
Combi-Weapon (Military)
Special
Special
+0
Special
Compact
x 1/2
50
+0
Average
Dipole Mag-Lock
+0.5kg
75
+30
Average
10
Scarce
Exterminator
+1kg
35
+30
Common
Exterminator Cartridge
+0.5kg
50
+30
Average
Extra Grip
+0.5kg
25
+10
Average
Fire Selector
+0.5kg
50
+20
Scarce
Force Weapon
3,500
-20
Very Rare
+1kg
300
+0
Scarce
Gene-Lock Circuit
+0.5kg
100
+0
Rare
Grav-Accelerator
+2kg
550
-20
Very Rare
Integrated Weapon
+0.5kg
200
-30
Extremely Rare
Lathe Blade
2,500
-20
Very Rare
Melee Attachment
+0.3kg
+30
Plentiful
Mono Edge
40
-10
Scarce
Mono-Sight
+1kg
400
+10
Scarce
Motion Predictor
+0.5kg
1,000
+10
Rare
Pyre-Lance Aperture
+0.5kg
200
+0
Rare
Rangefinder Sight
+1.5kg
1,200
+0
Rare
+0.5kg
50
+20
Scarce
Sanctified Weapon
500
Very Rare
Silencer
+1kg
10
+30
Plentiful
Spoor Targeter
+1.5kg
3,000
-10
Very Rare
Stabiliser Rig
+8kg
700
+10
Scarce
Starflare Vent
+0.5kg
300
-10
Very Rare
Stutter-Las
50
-10
Average
Suspensors
x 1/2
2,500
-10
Extremely Rare
Targeter
+1.5kg
2,250
+0
Rare
Telescopic Sight
+1kg
35
+20
Average
Tripod
+5kg
20
+30
Common
Vox Operated
+0.3kg
500
+10
Rare
Whisper-Bolt Discharger
+2kg
80
+0
Scarce
120
Bipod
Upgrades: Heavy weapons
A bipod consists of two telescoping metal legs
attached to a weapons barrel or housing,
allowing it to be stably deployed on any sort of
flat surface, including windowsills and low walls.
Bipods are sometimes used on sniper rifles to
help steady the snipers aim, but their main
application is in bearing some of the weight and
recoil of heavy weapons. When fitted with a
bipod, a heavy weapon can be Braced as a HalfAction, and the firer can use it to attack targets
within a 90-degree arc of his position.
Calamity Vent
Upgrades: Plasma weapons
These emergency cut-offs are carefully
installed into the capacitance rings of plasma
121
Combi-Weapon
Upgrades: Any two Basic weapons
A combi-weapon is formed from two weapons
that have been combined together, giving a
fighter a high degree of versatility. Combiweapons are typically formed from two different
types of weapons; the firer can choose to shoot
either one at will, without having to switch
between two separate guns (not to mention
carrying both at once). A combi-weapon starts
off with a primary weapon, typically an
autogun or bolt gun, with a secondary weapon
Combi-Weapon (Military)
Upgrades: Any two Pistol or Basic weapons
A simpler style of combi-weapon is
employed by the Adepta Soroitas and other
well-equipped
military
organizations.
Military combi-weapons are Munitorumsanctioned tools that are produced on many
forge worlds, and are often carried by
Imperial Guard assault troops, Sisters of
Battle, Inquisitorial Storm Troopers, and
even Space Marines are known to wield
combi-weapons employing their own
divinely-powerful (and divinely-large) guns.
122
Compact
Upgrades: Any Pistol or Basic Las, Solid
Projectile, Flame, Bolt, or Plasma weapon
By reducing the size of the barrel and clip, a
weapon can be made significantly smaller. This
assists in concealment, handling, as well as the
ease of carrying an otherwise heavy gun all day.
Compact weapons are favoured by those that
believe in subterfuge more than pure firepower.
A compact weapons Weight, Clip size, and
Range are all reduced by half, and its Damage is
also decreased by 1 as well. If the weapon has the
Accurate quality it loses it, as there is insufficient
barrel remaining to adequately stabilize the
projectile for pinpoint shots. Pistol class
weapons grant a +10 bonus on Sleight of Hand
Tests made to conceal the weapon, while Basic
class weapons can be used in melee combat as if
they were pistols.
Dipole Mag-Lock
Upgrades: Any Pistol or melee weapon that can
be wielded in one hand
Mag-locks are common pieces of equipment
used to secure articulated sections of power
armour together. They are also used in a wide
variety of other applications, such as on large
monotask cargo haulers. Enterprising armourers
have found that the use of a dipole mag-lock can
also replace a holster or baldric for users wearing
carapace or power armour. When fitted to a
weapon, the dipole mag-lock causes it to stick
to a paired plate attached to the users armour.
The mag-lock is usually released by a small stud
on the weapons grip, though more advanced
(and expensive) versions might use a proximity
trigger, vox-link operation, or some other
somatic cue to produce the same effect.
A dipole mag-lock grants the Quick Draw
talent for the upgraded weapon. If the user
already has Quick Draw, the weapon may
instead be drawn as part of a Reaction, such as to
produce a pistol while diving for cover, or to
draw a melee weapon to Parry an incoming
attack. A dipole mag-lock is only usable if the
character is wearing carapace or power armour,
123
Exterminator
Upgrades: Any Basic weapon or melee weapon
without the Flexible quality that deals at least
1d10 Damage
This small device stores highly compressed
Promethium with a gas cartridge to propel it,
and is designed to be attached to another
weapon. On command, it can unleash a burst of
purifying fire just like a flamer, and is something
of a poor mans combi-weapon that can be
encountered among many different groups.
Redemptionists are especially fond of them, and
have been known to affix Exterminators to their
melee weapons in addition to whatever other
ordnance they may wield (Eviscerators are a
particular
favourite).
Once
fired
the
Exterminator burns out and must be discarded.
However, they are cheap to manufacture and
produced in significant quantities; it is easier to
consider an Exterminator to be a unit of ammo
rather than a weapon upgrade.
The wielder of a weapon fitted with an
Exterminator may choose to fire it instead of use
the weapons normal attack for that Round. Its
effect is identical to a standard flamer. Because
Exterminator Cartridge
Upgrades: Any weapon
An even smaller Exterminator, the Cartridge
version could easily fit in a pocket and can be
attached to just about any other weapon.
Although its flame is somewhat less impressive,
few would expect a cumbersome heavy stubber
or missile launcher to suddenly spew forth a
column of fire at them.
An Exterminator Cartridge uses the same
rules as the normal Exterminator except it
counts as a standard hand flamer. It can be fired
in melee combat even if attached to a Basic or
Heavy weapon.
Extra Grip
Upgrades: Any Basic weapon
Most Basic weapons can be fired with one
hand, but the extremely awkward balancing and
position of the grip make this an emergency
124
Fire Selector
Upgrades: Any Pistol or Basic Solid Projectile or
Bolt weapon with a removable clip
Some weapons have the ability to use different
types of ammunition readily, but this usually
requires switching clips to do so. A fire selector
is a mechanical device that replaces the weapons
feed port, and when paired with a special clip,
allows the user to select between ammunition
loaded inside. This creates a somewhat bulky
Force Weapon
Upgrades: Special, see text
A force weapon is capable of channelling the
mental power and aggression of a psyker into a
deadly, reality-rending force. It is said that force
weapons were originally designed by the
Emperor himself, and the Holy Ordos of the
Inquisition carefully guards the method of their
manufacture. Force weapons are created by reforging the blade of a high quality weapon with
an arcane psi-convector and channelling
circuitry, which take the form of a precise
serpentine pattern visible on the sides of the
blade under close observation. Axes, swords, and
staffs are the most common type of force
weapon, but theoretically almost any solid
weapon could be remade as a force weapon.
Force weapons are perhaps best associated with
the Ordo Malleus famed Grey Knights, but they
are also carried by psychic Inquisitors and some
sanctioned psykers in the military service to the
Imperial Guard.
A Best craftsmanship Primitive melee weapon
that has received the Mono Edge upgrade can be
reforged into a force weapon. Chain weapons
lack enough suitable surface to inscribe the
sacred runes and psi-convector, while a power
weapon would have to have its power field
deactivated for the psykers own channelled
force to run through it; such a weapon would be
extravagantly expensive, at any rate. The force
weapon retains all its normal properties
(including the benefits of Best craftsmanship)
and can be used by anyone, but only a psyker
can bring out its true potential. The weapons
Damage and Penetration values increase by 1
125
Gene-Lock Circuit
Upgrades: Any non-Primitive ranged weapon
This upgrade is designed for those who have a
special dislike of the idea of being shot with their
own gun. A gene-lock circuit is installed in the
grip and interfaces with the weapons firing
mechanism, and prevents the gun from being
discharged unless it is deactivated. Most use a
reader strip that matches the thumb or palm
prints of the weapons owner; users who wear
gloves or heavy armours can have a tensiometric
pad instead, while more sophisticated versions
Grav-Accelerator
Upgrades: Any Pistol or Basic Solid
Projectile weapon
Slug-throwers of all walks and means
invariably rely on controlled explosions of
their chemical propellant charges to fling a
projectile at speed down the barrel. The
velocity, and by association power, can be
increased through the crude expedience of
simply using more propellant, but those
with access to salvaged or recycled gravplating have devised an altogether more
efficient, though entirely illegal, means of
putting more force into their shots. A gravaccelerator is permanently attached to the
housing of a slug-thrower and linked into its
firing system. When the weapon is fired, a
directional gravitic force is blasted at the
projectile to put greater power behind it
without the risk of exploding the barrel or
chamber. While succeeding admirably at
improving the slug-throwers ballistic
performance, the grav-accelerator does add
considerably to the weapons bulk and
recoil. Further, the accelerator requires a
separate power source to function,
complicating reloading and increasing the
complexity of the gun. As an ancillary
concern, the Cult Mechanicus considers
most of these modifications to be proscribed
126
Integrated Weapon
Upgrades: See text
Integrated weapons blur the line between
personal weapons and augmetics, deriving their
superior lethality from the wielder's own body.
This sort of weapon is a wonder of the
Mechanicus Magi of the Lathe Worlds and are
common fixtures for their elite Venatorii
"Crimson Guard"; so far, they have been
extraordinarily resistant to its propagation to
other arms of the Priesthood, much less the
broader Imperium. An integrated weapon is
directly linked by a cable or conduit connection
to the wielder's potentia coil - as a result, only
ordained Tech-Priests or Venatorius can use
them in their intended fashion. This nearly
limitless supply of bio-power can be used for a
variety of purposes depending on the type of
weapon that is integrated to it, typically either
improving firepower, stretching ammunition
supply, or increasing reliability. In all cases, the
weapon loses the benefits of this upgrade, and
may cease to function entirely, if it loses a direct
connection to a potentia coil.
To use an integrated weapon, a character must
have the relevant Training talent for the base
weapon as well as the Exotic Weapon Training
127
128
Lathe Blade
Upgrades: Any edged melee weapon with the
Primitive quality
The astronomical and gravitic alignment of
the Lathe Worlds creates conditions where metal
alloys of rare and singular properties can be
manufactured. If used in the construction of a
bladed melee weapon, an armament of exquisite
quality can be made. A Lathe blades edge is
paper thin, yet is flexible enough to withstand
savage blows in combat. They are also virtually
indestructible even the devastating action of a
power field cant shatter one. A Lathe blades
cutting power rivals that of a power weapon
simply on account of its construction, and there
are some users who favour these weapons for
their quality and repute. There are others who
prefer the lack of a power weapons crackling
arcane energy field, and there is certainly
something to be said for a Lathe blades ability to
kill quietly.
A weapon forged as a Lathe blade replaces the
Primitive quality with the Razor Sharp quality
and increases its Damage and Penetration by 3.
Lathe blades are invariably of Best craftsmanship
and give their wielder a +10 bonus on Weapon
Skill Tests made to attack (the extra Damage is
already factored in). Finally, a Lathe blade
cannot be destroyed by being parried by another
weapon with a power field.
Melee Attachment
Upgrades: Any Basic weapon
Basic weapons are usually too cumbersome to
be used against an opponent in melee combat.
By fitting a close combat weapon under the Basic
weapons barrel, a handy and immediately
available melee weapon can be created. A melee
attachment creates a sturdy hardpoint for a onehanded edged melee weapon to be fixed to. Most
lasguns already have this upgrade installed, and
some military-type autoguns include it as well.
A knife or similar blade allows the Basic
weapon to be used as a spear, while a longer
weapon like a sword allows it to be used as an
axe. Use the Damage and Penetration values of
those weapons or that of the mounted weapon,
Mono Edge
Upgrades: Any Primitive melee weapon with
the Primitive quality
Normal knives and swords can cut through
flesh and bone just fine, but typically have a
much harder time puncturing armour made on
any of the Imperiums many forges. By reforging
the blade with a monomolecular edge (Mono for
short), these simple weapons stand a much
better chance at digging through an opponents
protective gear and mangling the soft flesh
behind it. A mono-edged blade never loses its
sharpness no matter how often it is used as each
slice and chop causes the blade to hone itself
rather than becoming duller. Mono-knives and
swords are fairly common equipment for better
equipped fighters throughout the Imperium.
Only an edged weapon can benefit from
having a monomolecular edge, however this
129
Mono-Sight
Upgrades: Any non-Primitive ranged weapon
Typically
the
purview
of
well-paid
mercenaries and more tactical hit-teams, a
mono-sight integrates a high-quality pict-thief in
a scope mount that provides its visual data to a
wired augmetic monocle. This allows the shooter
to aim without actually shouldering his weapon
simply by focusing on the monocle; the visual is
displayed from the guns point of view. While
this may have an interesting appeal on its own,
the main application is in allowing the shooter to
look around corners or above cover, exposing
only the weapon and the arms holding it. With
steady hands, firing the weapon while aiming
through the mono-sight is possible, making this
Motion Predictor
Upgrades: Any ranged weapon with a Full
Automatic setting
Motion predictors are something of a poor
mans targeter, although that expression is
somewhat inaccurate as they are still costly
pieces of wargear. A motion predictor uses an
onboard cogitator unit to calculate a targets
movements and literally chases them with a
full auto barrage. Motion predictors are most
often employed by mercenaries and the crack
troops of noble house militias; elite Imperial
Guard Storm Troopers are provided with more
advanced targeters instead.
A weapon fitted with a motion predictor
grants its wielder a +10 bonus to his Ballistic
Skill Tests made to attack as part of a Full Auto
Burst. This stacks with the Full Auto Bursts
usual +20 bonus for a total bonus of +30. The
weapon uses ammunition at the normal rate, but
its maximum number of hits are halved (round
up) to reflect some wasted shots as the motion
predictor tracks the target. A motion predictor
does not count towards a gun's one sight limit,
but cannot be used in conjunction with a proper
targeter - the machine spirits are simply
incompatible with one another.
Pyre-Lance Aperture
Upgrades: Any Melta weapon other than Marspattern weapons
A favoured modification by the Orders
Militant of the Adepta Soroitas as well as the
best-equipped Redemptionist fanatics, a pyre-
130
Rangefinder Sight
Upgrades: Any Basic or Heavy Las, Solid
Projectile, Bolt, Plasma, or Launcher weapon
Rangefinders
are
most
commonly
encountered in the targeting apparatuses of
Imperial tanks, but smaller and less powerful
versions exist to equip man-portable weapons as
well. Most ranged weapons are lethal well
beyond the distance at which they can be fired
with even the thinnest margin of a successful hit;
a rangefinder sight combines the magnification
of a telescopic sight with the ballistic calculance
cogitator stacks of a targeter with the sole
purpose of making those hits possible. By
131
Sanctified Weapon
Upgrades: Any Primitive or Chain melee
weapon of Good or Best craftsmanship
The prayers and blessings of those of true faith
in the God-Emperor of Mankind, coupled with
the ancient lore of Ecclesiastical alchemistry, is
able to turn a mundane blade into a fell weapon
that can cut down the foul denizens of the warp
and other unnatural horrors. Once soaked in
anointing oils, affixed with purity seals and
blessed in the name of the Emperor, even a
humble sword can become a powerful weapon
against warp-spawned fiends.
The effect of this upgrade is to make the
Damage caused by the upgraded weapon be
counted as Holy, which has certain effects on
some Daemonic and warp creatures (as will be
noted in their description). It also takes on a
distinctly sacred appearance, which can put the
wielder in better graces when interacting with
members of the Ecclesiarchy.
Silencer
Upgrades: Pistol and Basic Solid Projectile
weapons without the Scatter quality
A silencer is a large can-like device fitted to
the muzzle of a compatible weapon. Its internal
baffles absorb the sound and flash of gunfire,
making it far harder to detect by its victims (and
sparing the shooter from future deafness). It is a
favourite of snipers, assassins, and other types of
operatives who value stealthy approaches.
Awareness Tests to hear or spot shots made
with a silenced weapon suffer a -20 penalty and
can only be attempted within the weapons
standard range. At the GMs discretion, the
targets of a Suppressing Fire action may receive a
bonus on their Tests to resist Pinning as the
racket of automatic gunfire greatly enhances the
intimidating effect.
Spoor Targeter
Upgrades: Any ranged weapon without the
Blast, Flame, or any similar qualities
This rare and highly specialized gun-scope
contains extremely sophisticated spoor-sniffers
and miniature cogitators linked directly to the
attached weapons firing mechanism. A spoor
132
Stabiliser Rig
Upgrades: Any Heavy weapon
A stabiliser rig makes use of a powered,
articulated metal armature attached to a bulky
chest harness to support some of the ungainly
mass of Heavy weapons. While effective at
spreading the weight of the ported weapon out
over the wielder's body, the rig on the whole is
an awkward and cumbersome affair, making it
ill suited for troops that need to move fast or
with any degree of stealth. However, a stabiliser
rig is greatly less costly and exceptional than a
suspensor set, making it available to many of he
Imperium's more humble forces that would
ordinarily be saddled with dragging around
tripods and sandbags. Finally, while not an
explicit design feature, a stabiliser rig does
Starflare Vent
Upgrades: Any Plasma weapon
This modification is both dangerous and a
blatant act of tech-heresy, but the results are
stunning enough that heretek tinkerers and
outlaw tech-wrights with the right skill and luck
seem to have no shortage of demand. By
deliberately weakening and obfuscating a plasma
weapon's magnetic containment field, the
weapon ceases being able to generate coherent
bolts of photonic hydrogen and instead vomits
forth a great column of annihilation out to a
short distance. On already temperamental
weapons armed with fickle fusion cores and
unstable ammunition, use of a starflare vent can
very easily have disastrous consequences - and
not just from the righteous retribution of
incensed Tech-Priests and their Secutors
cohorts. Of course, the power to utterly vaporise
an entire mob of enemies with a single burst of
solar intensity can make these concerns seem
significantly less pressing.
A plasma weapon modified with a starflare
vent reduces its Range to one quarter (25%) its
normal value, its Rate of Fire becomes S/-/- if it
wasn't already, and its Clip size is halved due to
the massively increased rate of hydrogen
consumption. However, the weapon's massive
attack now affects an area as though it had the
Flame quality. If a plasma weapon modified with
a starflare vent overheats, roll 1d10. On a result
of "8" or higher, the vents have caused a
catastrophic feedback loop and the plasma
weapon violently explodes; treat this as though
the weapon had rolled maximum Damage with a
133
Stutter-Las
Upgrades: Any Pistol or Basic Las weapon
without a Full-Auto setting
While proscribed by the Mechanicus for very
obvious reasons, stutter-las weapons are
remarkably common gear in the hands of
various scummers operating on the far side of
the law. By modifying the fast-discharge
capacitors used on most las weapons, the rate of
fire can be significantly increased, albeit at the
cost of modestly reduced beam intensity. As this
upgrade is commonly favoured by those with a
preference for quantity over quality, the wielder
of a stutter-las will commonly opine that the loss
of power is more than made up for by volume of
fire. Moreover, the dull red las-bolts and short
bursts of sparks that are often created can make
a fine stand-in for the rattle of automatic gunfire
on worlds and within regions where obtaining
bullets for slug-throwers is more difficult than
ubiquitous lasgun charge packs.
A stutter-las gains a Full-Auto setting that
expends 5 shots as well as the Inaccurate quality
and reduces its Damage to 1d10+2 E when using
standard charge packs; if the weapon's Damage
was already lower than this value then the
upgrade has no further reduction.
Suspensors
Upgrades: Any Heavy weapon
These plates and studs are similar to those
employed on skimmers and grav-cars, effectively
reducing the mass of a weapon they are attached
to. Elite Imperial troops make use of suspensors
to make their Heavy weapons more portable,
allowing one trooper to haul around the weapon
as well as its ammunition with surprising speed.
A Heavy weapon fitted with suspensors can be
Targeter
Upgrades: Any non-Primitive ranged weapon
Targeters are incredibly valuable and soughtafter devices that boost the efficiency of any
weapon they are attached to. A miniature
guidance cogitator along with a multi-spectrum
omni-scope calculates and tabulates ballistic
information and other values, such as windage,
and aggregates them into easily-readable data
that is displayed on a cable-attached visor or
some similar item worn by the user. Armed
with this knowledge, a trained shooter can
make far more accurate shots in any condition.
Targeters are standard-issue wargear for the
Imperial Guards elite Storm Troopers as well
as their Inquisitorial counterparts, and may be
employed by well-funded mercenaries, bounty
hunters, and other private troops as well.
A targeter grants a +10 bonus to all Ballistic
Skill Tests made to attack with the weapon it is
attached to. Additionally, the shooter is always
aware of his exact distance to a target within the
weapons range, prevalent wind speed and
pressure, and how much ammunition remains
within the weapons Clip. A targeter counts
towards a gun's one sight limit.
Telescopic Sight
134
Tripod
Upgrades: Any Heavy weapon
A tripod is a large and sturdy three-legged
mount commonly used by Imperial Guard heavy
weapon teams. A tripod attaches to a weapons
centre of gravity and allows the wielder to turn it
in any direction, a handy feature for use in
defensive positions such as dugouts and
pillboxes. Because of their bulk and that they do
not offer any benefits until the weapon is set
down, a tripod is usually carried separately by an
assistant, with the gunner planting the weapon
down via a mag-lock onto the tripods central
shaft after reaching a suitable point.
Bracing with a tripod is a Full Action. Once
Braced, the firer may attack any target within a
180-degree arc of his position.
Vox Operated
Upgrades: Any non-Primitive ranged weapon
(including Grenades)
For some users, simply clicking a switch or
pressing a stud just isnt good enough. A
specially coded vox receiver can be integrated
into a weapons firing mechanism and other
innards so that the user can operate it simply by
speaking the appropriate command words. This
includes firing, switching fire modes, and
ejecting a spent clip (though it must be replaced
manually as normal). Weapons with a fire
selector upgrade can have it operated vocally as
well, and some who make use of this esoteric
upgrade take particular appreciation of stating
out loud exactly what type of projectile they are
about to blast a foe with. For security reasons
each receiver is usually keyed to a specific voice
pattern to prevent unintended operation at a
potentially disastrous moment.
135
Whisper-Bolt Discharger
Upgrades: Any non-Primitive ranged weapon
Las weapons, produced in countless billions by
forges and manufactorums across the Imperium,
are well designed for the large-scale battles that
the Imperial Guard is constantly mired in.
However, the lightning-like crack and bright
beam of energy are very poorly suited for stealth
and infiltration, and conventional blast and flash
mufflers and silencers can't be used with a las
weapon for obvious reasons. "Whisper-Bolts" are
a type of modified lasgun produced by a few
lesser manufactorums largely for use by
mercenary companies and other "private"
concerns - modification of an STC design is
frowned upon at best and violently persecuted
by the Adeptus Mechanicus at worst, so most
stay well clear of such efforts. The modified
discharger shifts the las-bolt out of the visible
spectrum; combined with a noise dampener
wrapping around the length of the barrel, a
"Whisper-Bolt" is almost as difficult to observe
as a silenced slug-thrower. The modified
discharger does reduce the lasgun's overall
power, however, making this upgrade more
suitable for use in ambushes or infiltrations than
open combat.
A las weapon with a whisper-bolt discharger
forces a -20 penalty on Awareness Tests to hear
or spot the attack, and can only be attempted
within the weapon's standard Range, though the
las-bolts can still be seen by characters wearing
IR goggles or holo-visors. Energy is lost in
hiding the beam within the visible spectrum;
reduce the weapon's Damage by 1.
Ammunition
Without ammunition, even the most exquisite
firearms are reduced to glorified cudgels.
Different types of weapons make use of different
ammo, and while some simplifications are made
with regards to ease of playing the game, no
amount of effort, no matter how valiant, will
ever make a lasgun charge pack fit into an
autoguns feed port (much less allow it to
shoot!). The table details the availability as well
as how much the ammunition costs. Weapons
that fire single projectiles (Solid Projectile, Bolt,
and Primitive weapons) as well as refillable
Flamer tanks are calculated based on the price of
individual projectiles, while those that use
containerized ammo (Las, Melta, and Plasma
weapons) is for one tank, pack or canister that
usually provides a full clips worth of shots.
Check the weapons entry for further
information. The weight of ammunition is not
listed; unless the weapon includes a set weight,
such as a flamers optional 10kg fuel tank,
assume a full clips weight weighs 10% of the
weight of the weapon itself.
This section is for standard ammo types,
which allow a ranged weapon to function as its
individual entry describes. Unusual and specialty
ammunition is listed in the next section.
Arrows/Quarrels
Used With: Bows, crossbows, and similar weapons
136
Ammunition
Name
Cost/Amount
Availability
Arrows/Quarrels
1/30
Common
Bolts, 0.75-calibre
15/1
Rare
Bolts, 1-calibre
20/1
Rare
Bullets
1/30
Plentiful
1/20
Scarce
10/1 pack
Common
15/1 pack
Common
Exotic Ammo
20/1
Very Rare
Flamer Fuel
3/1
Scarce
Hellgun Capacitor
50/1 pack
Rare
30/1 pack
Rare
20/1 pack
Very Rare
15/1 pack
Rare
40/1 pack
Rare
Plasma Flask
18/1 pack
Rare
Plasma Tank
50/1 pack
Very Rare
Shot
1/20
Common
Shotgun Shells
1/15
Plentiful
Bolts
Used With: Bolt weapons
The ammunition used by bolters are precisely
engineered and fine-crafted projectiles designed
to utterly shred ones foes in the Emperors
name. Each bolt contains a mass-reactive
warhead and rocket propulsion cell in the base.
After slamming into a victim at bone-shattering
speed, the bolt violently explodes to rend their
bodies apart. Bolt guns and pistols almost
invariably use .75-calibre bolts that are totally
interchangeable, while heavy bolters use more
powerful 1-calibre bolts that are powerful
enough to be anti-vehicular weapons. Bolts are
difficult to manufacture, and their ammunition
is consequently expensive; this factor is what
keeps bolters out of the hands of most common
Imperial servants.
Bullets
Used With: Most Solid Projectile weapons
without the Scatter quality
Bullets is a general term for ammunition
used by most slug-throwing weapons with the
exception of shotguns. There are several types of
bullets: caseless ammo burns up entirely when
fired, and is used in most autoguns and
autopistols, while stub rounds have a metallic
case that is ejected after the gun is fired, and are
used in stub revolvers and automatics, hand
cannons, hunting rifles, and some other
weapons. Whether a Solid Projectile weapon
uses caseless ammo or stub rounds will be listed
in its entry. Almost all weapons that use caseless
ammo are interchangeable, which is a major
advantage of that type of weapon. Stub rounds
are more specific and can only be used for one
type of weapon: for example, the long, heavy
rounds used by a hunting rifle are far too large to
fit, much less be fired, in a stub revolver.
Autocannons and assault cannons use high
calibre stub bullets that are completely exclusive
to their respective weapons.
Charge Pack
Used With: Pistol and Basic las weapons
These liquid-cored thermal batteries store
energy for las weapons, and are famously robust
and easy to use. Pistols use smaller charge packs,
while Basic weapons employ larger models, but
otherwise any charge pack will function in just
about any las weapon. Because of their ease of
availability, charge packs are also sometimes
used as a power source for equipment and Exotic
weapons too.
Exotic Ammo
Used With: Exotic ranged weapons without a
specific ammunition type
Exotic weapons usually make use of equally
exotic ammunition; for some, obtaining a
reliable supply of ammo can be just as difficult, if
not more so, than acquiring the weapon itself.
This type of ammo can be used to represent
needler cartridges or web chem canisters, being
the most common types of Exotic weapons used
in the Imperium, but they may also be used for
137
Flamer Fuel
Used With: Most weapons with the Flame quality
Hellgun Capacitor
Used With: Hellguns and Hellpistols
Melta Canister
Used With: Melta weapons
Plasma Flask
Used With: Plasma weapons
Plasma Tank
Used With: Plasma Cannons
138
Shot
Used With: Most Primitive firearms
Solid lead or stone projectiles, usually just a
simple ball, are used by early muzzle-loading
guns like muskets and flintlock pistols. Some use
a single ball, while others use multiple smaller
projectiles, but all are propelled by a powder
charge that is poured down the barrel or into the
breech before the shot itself is tamped into place.
The listed cost includes the projectiles as well as
a suitable powder charge to propel them.
Shotgun Shells
Used With: Shotguns (all types)
Shells for use in shotguns contain a number of
small projectiles that expand into a deadly cloud
after leaving the weapons muzzle. They are
especially lethal at close range where a victim is
likely to be struck by every single projectile; men
lacking sturdy armour are simply ripped apart.
Shotgun shells are usually large metal cartridges
resembling oversized stub rounds, but monopoly versions are also common, and may be
colour-coded to identify what size and how
many projectiles are contained by the shell.
UNUSUAL AMMO
Ammunition
Name
Cost/Amount
Availability
Acid Bolts
+8/1
Very Rare
Acid Shells
16/1
Rare
Airtorch Canister
+10/1 pack
Extremely Rare
Amputator Bullets
12/1
Extremely Rare
Amputator Shells
10/1
Extremely Rare
Blazer Shells
4/1
Common
Bleeder Rounds
10/1
Rare
Blessed Ammunition
+50/clip
Very Rare
Cryptus Bolts
+15/1
Extremely Rare
Cryptus Shells
10/1
Very Rare
Dumdum Bullets
1/5
Scarce
Executioner Shells
150/1
Very Rare
Expander Bullets
1/2
Scarce
Explosive Arrows/Quarrels
1/5
Scarce
Explosive Bullets
+3/1
Very Rare
Flechette Shells
3/2
Rare
Hotshot Pack
15/1 pack
Scarce
Hyper-Density Penetrators
100/1
Rare
Inferno Bolts
20/1
Very Rare
Inferno Shells
12/1
Rare
Man-Stopper Bullets
5/6
Scarce
Microburst Flask
35/1 pack
Very Rare
Nephium Fuel
14/1
Very Rare
Organgrinder Bolts
50/1
Extremely Rare
Organgrinder Bullets
15/1
Very Rare
Organgrinder Shells
20/1
Very Rare
Overcharge Pack
12/1
Common
Acid Shells/Bolts
Psyflame Fuel
+100/clip
Very Rare
Psycannon Bolt
250/1
Very Rare
Rejected Bolts
6/1
Scarce
Slug Shells
1/4
Common
Snare Shells
10/1
Rare
Solid Bolts
25/1
Very Rare
Stun Shells
15/1
Scarce
Tempest Bolts
200/1
Extremely Rare
Tracer Bolts
+2/1
Scarce
Tracer Bullets
1/10
Average
Void Rounds
5/1
Scarce
139
Airtorch Canister
Blazer Shells
Used With: All shotguns
Amputator Rounds
Used With: Any Pistol or Basic Solid Projectile
weapon, including shotguns
140
Bleeder Bullets
Used With: Any Pistol or Basic Solid Projectile
weapon without the Scatter quality
Bleeder rounds are designed to break into
sharp, irregular fragments, causing ragged
wounds that do not heal well. For added effect,
they are laced with strong anti-coagulants to
increase the likelihood that the victim will
simply bleed out from their injuries.
Effects: As long as the weapon deals at least 1
point of Damage after reduction for Armour and
Toughness, the victim takes an additional 3
points of Damage as their wounds are
aggravated. Creatures with the Daemonic or
Machine Traits are immune to this extra
Damage, along with any other targets immune to
the effects of Blood Loss.
Blessed Ammunition
Used With: Any Bolt, Flame, and Solid
Projectile weapons
The truly faithful of the Imperial Creed, when
properly equipped with the correct unguents,
incense, and oils, can render the ammunition of
weapons most suitable into devastating
implements of the Emperors justice when
employed against the foul warp-spawned
creatures that threaten the Imperium. This work
is usually performed on sacred bolters and
Cryptus Shells/Bolts
Used With: All shotguns and Bolt weapons
The Templum of the Sacred Lights on the
world of Cryptus, renowned for its gleaming
glass construction, was burned to the ground
during a siege by heretical cultists in 702.M39.
The flames consumed the temple's last defenders
and every last one of the renegades; the act was
considered a miracle by the Ecclesiarchy, while
the Ordo Malleus showed a particular interest in
that the flames even consumed the great
daemons that the cultists had summoned. When
the inferno subsided, a field of white glass shards
covered the site for kilometres in every direction.
With the Inquisition in at least nominal control
over the site, the glass remnants of the temple
came to be used as a potent weapon against
daemons and other warp-spawn, the righteous
retribution of that day still present in the shards
centuries later. When packed into bolts or
shotgun shells, the glass shards can be fired into
abominable beings where they burn brightly just
as the Templum of the Sacred Lights did.
Because of the limited (if nevertheless great)
quantity of glass shards, only the Inquisition is at least in theory - able to manufacture these
weapons. However, pilgrims and their overseers
from the Adeptus Ministorum will often sneak
shards off the world during the annual
pilgrimage on the anniversary of the Templum's
burning, and as a result the militant arms of the
Ecclesiarchy can sometimes obtain a small
number of this ammunition too.
Effects: Shotguns and Bolt weapons using
Cryptus shells or bolts gain the Vicious quality
when used against Daemons, warp creatures,
and other creatures with a Psy Rating; if they
take Damage from the attack, the affected targets
must succeed on a Challenging (+0) Toughness
Test or be blinded for 1d5 Rounds. The Damage
they inflict is considered "Holy", which has
141
Dumdum Bullets
Used With: Stub pistols and hand cannons
These heavy, blunt bullets are designed to
cause maximum damage against soft tissue and
can tear great gaping holes in an unprotected
target. However, these same qualities make them
ineffective at penetrating even half-decent
armour. Dumdum bullets are commonly used by
gangers and other low-rent scummers as their
usual victims dont wear carapace breastplates.
Effects: The weapons Damage increases by 3
but it also gains the Primitive quality.
Executioner Shells
Used With: Shotguns that use standard shells
An Executioner is an incredibly sophisticated
piece of ammunition with more in common with
Expander Bullets
Used With: Any Pistol or Basic Solid Projectile
weapons without the Scatter quality
Savage to the point that they are outlawed on
some worlds, these dense shells are designed to
hold their shape until after piercing the targets
body, after which they shred open to cause their
victim further suffering through internal
wounds and ripped organs. As a side effect, the
expanded slugs can be frustratingly difficult to
remove after the fact as well.
Effects: Increase the weapons Damage and
Penetration by 1. Medicae Tests made to
administer First Aid to a target that has taken
Damage from expander bullets suffer a -10
penalty; this condition persists until the target
no longer has any Damage.
Explosive Arrows/Quarrels
Used With: Bows, crossbows, and similar weapons
142
Explosive Bullets
Used With: All Solid Projectile weapons
without the Scatter quality
These bullets replace their metallic projectiles
with a thin alloy shell packed full of high
explosive compounds that detonate on impact
with the target with an effect that is broadly
similar to a bolt weapon. Lesser weapons tend to
have a very minor effect that leaves broad but
shallow wounds instead of thin penetrating
injuries, but as the slug-thrower's calibre
increases the effect can become frighteningly
noticeable. However, without the ballistic cap of
a bolt, explosive bullets have little penetrative
ability and so aren't nearly as useful in areas of
dense cover or against well armoured targets.
Effects: The weapon's Damage type changes
to Explosive and its Penetration becomes 0. For
each point of Penetration reduced from the
weapon's normal value, to a maximum of 4, the
weapon gains the Proven quality with the same
value; a hand cannon with Pen 2 would gain the
Proven (2) quality, while an autocannon with
Pen 4 would gain the Proven (4) quality.
Flechette Shells
Used With: Shotguns that use standard shells
Flechette shells replace a shotgun's load of
dense metal shot with a bundle of thin, monoedged darts. The fin-stabilised projectiles spread
out less and are more stable in flight, giving the
shotgun a modest increase in its effective range.
They also offer superior penetration of cover and
Hotshot Pack
Used With: Pistol and Basic Las weapons
Hyper-Density Penetrators
Used With: Hand cannons, hunting rifles, and
all shotguns
Famously nicknamed Lathe Body-Blowers
for their incredible effect at ploughing through
vulnerable flesh, these bullets are cast from a
unique dense metal alloy only made possible by
exploiting the strange gravitational forces within
143
the Lathe Worlds. A victim hit by a hyperdensity penetrator can be totally blown in half as
the great mass and velocity of the projectile tears
through armour as easily as flesh and bone.
Hyper-density penetrators produce extreme
recoil and pressure, and can only be used in the
sturdiest of weapons.
Effects: Hyper-density penetrators increase
the weapons Damage and Penetration values by
2. The weapon gains the Tearing and Vicious
qualities if it didn't already have them. If used in
a shotgun it loses the Scatter quality.
Inferno Shells/Bolts
Used With: All shotguns and Bolt weapons
This type of round is augmented by a
phosphor-gel that ignites as the projectile(s)
strike their target. Shotgun shells are the most
common type due to their availability and the
fact that the large volume of the shell is optimal
for storing the flammable additive. Inferno bolts
function on much the same principle, the massreactive warheads composition altered to
include phosphor-gel that sets the target ablaze
as well as blowing it apart.
Effects: Targets hit by an inferno shell or bolt
must succeed on a Challenging (+0) Agility
Test or be set on fire. Aside from other
characters, an inferno shell or bolt can be used to
ignite certain objects (flammable liquids, plants,
sleeping grox, and so forth) at the discretion of
the GM.
Man-Stopper Bullets
Used With: Any Pistol or Basic Solid Projectile
weapon without the Scatter quality
These projectiles are made of a solid hardened
core that is designed to easily puncture armour
and cover that an enemy might be hiding
behind. The wounds they make are no more
grievous than normal bullets, but they can still
have quite an impressive effect once the target
realises that the flakboard wall he is shielded by
offers him absolutely no protection at all.
Effects: Increase the weapons Penetration
value to 3. Weapons that already have Pen 3 or
higher dont gain any additional benefits.
Microburst Flask
Nephium Fuel
Organgrinder Rounds
Used With: Hand cannons, hunting rifles,
shotguns that use standard shells, and all Bolt
weapons that use 0.75-calibre bolts
Most types of unusual ammo, regardless of
their exact function, are designed to make their
weapon immediately more lethal towards its
victims. The grisly organgrinder rounds are an
exception to this rule, intended explicitly to
cause a slow, lingering death from an
excruciating wound. After striking the victim, an
144
Overcharge Pack
Used With: Pistol or Basic Las weapons
Overcharge packs provide a more rapid beam
discharge than standard charge packs, which
increases the weapons power, though it also
runs out of energy more quickly as well.
Guardsmen who have proven their merit in
145
Psycannon Bolts
Used With: All Bolt weapons
Typically only the legendary Grey Knights can
readily access psycannons, fell bolt weapons that
can cut down even horrendous daemons and
warp-spawned filth with ease. However, the
Ordo Malleus is able to manufacture individual
bolts with a small measure of a psycannons
power for use by trusted servants and others who
often battle the foul denizens of the unknown. A
psycannon bolts mass-reactive warhead is
augmented by psy-anathemic compounds and
are blessed and sanctified to strike true against
the daemon and the witch, and can rip through
warp-stuff and psychic barriers with remarkable
efficiency. Of course, a psycannon bolts superior
construction can still rend even a non-psyker to
shreds in the Emperors name. Psycannon bolts
are a jealously guarded secret of the Ordo
Malleus, and even the Tech-Priest Magi of the
Mechanicus are forbidden from trying to
examine or study them. Only an Inquisitor can
issue psycannon bolts, and just to carry one of
these pieces of ammunition without the Malleus
blessing is likely sufficient grounds for
execution, or worse
Effects: Against all targets, any Critical
Damage inflicted by a psycannon bolt is
increased by 5. Warp entities, Daemons, and
creatures with a Psy Rating can use their
Armour and Toughness to reduce Damage from
a psycannon bolt normally, but they suffer
double Damage from any that remains as well as
1 additional point for each Psy Rating they have;
for example, if a witch with Psy Rating 3 reduces
a psycannon bolts Damage to 4 from Armour
and Toughness, it then suffers 11 Damage from
the bolts unique and holy construction. A
psycannon bolt is invariably a "Holy" weapon,
Psyflame Fuel
Used With: Any Flame weapon that uses
standard flamer fuel
The sacred promethium fuel used to burn
heretics and sinners can be further enhanced
with a number of arcane psy-reactive
compounds and additives that seem to turn the
gouts of purifying flame into a living
embodiment of hatred towards the witch and the
Daemon. This produces a lesser though still
impressive effect similar to that of the
Incinerators of the Ordo Malleus' Grey Knights,
the flames seemingly trying to wrap around and
immolate the wicked as if they had a mind of
their own. Psyflame fuel is manufactured and
consecrated only under the careful eye of the
Inquisition and is meted out in small measure to
its minions and agents, the Adepta Soroitas, and
other loyal and fervent warriors.
146
Rejected Bolts
Used With: Shotguns that use standard shells
and all Bolt weapons
Bolts are precision-engineered munitions that
must meet very specific tolerances and receive
various liturgical blessings during their
manufacture. Many do not pass muster and are
rejected by the circumspect Tech-Priests or
adepts tasked with verifying the sanctity of the
projectile, ensuring that no righteous Imperial
citizen will be failed by a defective bolt's inability
to launch or detonate. These rejected bolts are
supposed to be destroyed, but many wind up
being smuggled out and illicitly traded by
reclaimators and scav-workshops. Bolts that lack
Slug Shells
Used With: Shotguns that use standard shells
Slug shells contain a single alloy projectile in
place of a handful of small pellets. This
concentrates a shotgun's considerable power
onto a smaller area, which greatly increases its
destructive ability at longer ranges. Slug shells
are commonly used by hunters to take game at
greater distances than normal shot shells, though
gangers and irregular troops will sometimes
carry this type of shell in lieu of bringing a
second weapon with greater reach.
Effects: A shotgun using slug shells increases
its Damage by 2 and Penetration by 1 but loses
the Scatter quality.
Snare Shells
Used With: All shotguns
These shells replace much of their shot pellets
with small capsules of web chem which explode
into a mass of ensnaring sticky filaments.
Contact with the air causes them to solidify,
147
Solid Bolts
Used With: All Bolt weapons
Bolters are best known for the horrific injuries
that their mass-reactive warheads cause, but
some forges are known to produce bolts
designed expressly for piercing even the heaviest
armour by replacing the warhead with a solid
monolithic core of super-dense alloy. The
bolters usually devastating effect is somewhat
reduced, but against the greatest beasts (or
armoured vehicles) the extra penetration can be
the difference between life and death.
Effects: Increase the weapons Penetration
value by 3 but remove the Tearing quality. The
weapons Damage type changes from Explosive
to Impact.
Stun Shells
Used With: Shotguns that use standard shells
A favourite of the Adeptus Arbites and wellfunded enforcer outfits, stun shells are
essentially a single-use shock weapon crammed
into a shotgun slug. In flight, a stun shell deploys
three metal prongs that bury themselves in the
flesh of a victim before discharging a powerful
jolt that can incapacitate a target at distance.
Stun shells are designed to be used for a nonlethal takedown, but the velocity of the projectile
itself can still kill those of a frail constitution; as
a result, great care must be taken in their
employment when loss of life is unacceptable.
Effects: A shotgun using stun shells gains the
Shocking quality and loses the Scatter quality.
Tempest Bolts
Used With: All Bolt weapons
Tempest bolts are designed to be extremely
destructive towards machinery and cybernetics,
allowing them to be used in cutting down even
monstrous servitors and other such targets.
Tempest bolts contain a miniature plasma-shock
generator that releases a pulse of electromagnetic
and thermal energy on impact, which can be
debilitating against almost any target but is
especially destructive to machinery. Giving what
an effective weapon this would be against
members of the Cult Mechanicus, it is perhaps
not surprising that only they hold the secrets to
manufacturing tempest bolts. Only the great
forges of Mars itself can manufacture these bolts,
and that is entirely by design. The forces of the
Magos Militants of a number of forge worlds,
including the Lathes in the Calixis Sector,
maintain a stockpile of these bolts specifically for
use in hunting down hereteks and traitors, and
they may be gifted to trusted allies who
accompany the Destructor Covenants on such
expeditions. Of course, even the forces of the
Emperors most holy Inquisition are not above
the scrutiny of the Magi, and those who have
callously demanded supplies of these bolts seem
to frequently suffer terrible accidents of a
mechanical nature at a later point.
Effects: The weapon gains the Shock quality
and changes its Damage type from Explosive to
Energy. Increase the Damage and Penetration
value by 3 when used against targets with the
Machine trait or other mechanical objects (such
as door lock mechanisms, cogitator cores, and
anything else the GM deems appropriate).
Tracer Rounds
Used With: All Solid Projectile and Bolt weapons
148
Void Rounds
Used With: All Solid Projectile weapons
Armour
The 41st Millennium is not only filled with
dangerous enemies but also dangerous weapons,
either of which could easily maim or kill in a
heartbeat. Nearly every race in the galaxy has
developed defensive measures, ranging from
simple animal skins to highly sophisticated
powered battlesuits and protective energy fields.
Mankind is no exception, and the abundance of
armours within the Imperium is such that even
everyday clothes might offer some protective
value. Military personnel and Imperial agents
are almost always equipped with some sort of
personal armour, be it cheap layered padding
that can turn away knives or artificer-crafted
power suits that can withstand almost any
attack. Regardless of what shape it takes, armour
exists to protect the wearers body from harm
of course, any true servant of the Emperor would
know that while armour may protect the flesh,
only faith can protect the soul.
Worn armour provides Armour Points (APs)
to various locations on the body, as described in
their entries. Some kinds of armour might have
special properties as well, which will also be
noted where appropriate.
Armour Type: What sort of armour it is.
Location(s) Covered: What locations the
armour covers. These are the same as the
possible hit locations for an attack: arms, legs,
body, and head. An armour that states All
means it has suitable components to protect
every location.
AP (Armour Points): How many Armour
Points the armour provides for the locations
covered. Note that any armour that provides 7 or
more APs inflicts a -30 penalty on the wearers
Concealment and Silent Move Tests.
Wt (Weight): Represents how much the
armour weighs in kilograms.
Cost: This indicates the standard price of the
armour in the Imperium.
149
Availability:
Identifies
the
armours
availability; see the Availability section for more
information on the consequences of availability.
ARMOUR CRAFTSMANSHIP
All of the armours listed in this section assume
they are of Common craftsmanship. Armour
that is made to a higher standard or that which is
poorly made or designed has several gameplay
effects aside from the obvious appearances.
Poor: Badly fitted, seriously damaged, or just
designed by someone having no business doing
so, Poor armour is generally difficult to wear.
Characters wearing Poor craftsmanship armour
take a -10 penalty on all Agility Tests as the
armour seems to deliberate hinder them.
Good: Well constructed and often sized for
the wearer, Good armour is much easier to wear
and more comfortable too. The first time the
wearer is successfully attacked in each Round
this armour increases its AP by 1.
Best: Finely wrought and perfectly fitted in
every way, even heavy suits of Best armour move
effortlessly with their wearer as though they were
a second skin. Best craftsmanship armour
weighs half as much as normal and has 1 more
AP at all times.
Use the armours base AP to determine if the
user suffers any penalties for encumbrance or
wearing heavy armour
MIXING ARMOUR
You can mix pieces of armour, but their
protective qualities do not stack when worn in
the same locations. In cases where an area which
is covered by multiple pieces of armour is struck,
use the most beneficial armour to calculate
Damage reduction. For example, if a character
wearing a mesh vest (4 AP) and a flak coat (3
AP) is hit in the body, the mesh vests AP is used
while the flak coats is ignored. If the attack
happens to be a blast, the flak coats is used
instead, as flak armour counts as AP 5 against
blasts and similar effects.
PRIMITIVE ARMOUR
Primitive Armour is the norm on many feudal
and feral planets, though low-grade protective
gear and sturdy clothing found on the lower
levels of hive worlds fits into this category as
well. Protection at this level often consists of
reinforced animal hides (fur shawls or ganger
jackets simply depends on the worlds tech level),
metal plating worn over the chest, chainmail, or
combinations of these and other crude methods.
Primitive armour will rarely stop a las-bolt but
can turn aside a blade and is usually better than
no protection at all. Primitive armour only
counts half of its AP value (round up) against
attacks from weapons that do not also have the
Primitive quality. A suit of feudal plate armour
will easily ward off blows from swords and
arrows, but a shot from a bolt pistol will likely
plough right through it.
When calculating the effects of Penetration, a
Primitive armours APs are halved against nonPrimitive weapons before reduction for the
weapons Penetration value.
Primitive Armours
Beast Furs
The pelts of various creatures can make
suitable clothing, with the denser types having
adequate strength to fend off blades and claws.
The nature of the furs is highly dependent on
their world of origin and whos wearing them.
Feral savages might wear ragged strips
of fur sewn together to provide
Availability
rudimentary protection and warmth,
Plentiful
while ermine or sand-fox furs can be
finely bound into luxuriously soft
Average
coats or vests for hive nobles, trading
Common
magnates, and other well-to-do
Average
citizens.
Name
Location(s) Covered
AP
Wt
Bracers
Arms
0.5kg
10
Ganger Leathers
5 kg
25
Heavy Leathers
7 kg
100
Body
10 kg
All
12 kg
20
Scarce
Quilted Vest
Body
2 kg
10
Common
Bone Armour
Scrag Furs
Body
7 kg
Common
Banded Mail
12 kg
50
Rare
Chain Coat
18 kg
50
Average
Grox Hides
Body
14 kg
60
Common
Scale Armour
15 kg
1,000
Very Rare
Silkmail
5 kg
150
Rare
Legs
8 kg
50
Average
Plate
All
30 kg
120
Scarce
Heavy Plate
All
28 kg
300
Scarce
Volcanis Shroud
All
20 kg
350
Average
Body
22 kg
5,000
Very Rare
Beast Furs
Bone
Mirkers Greaves
Xeno Hides
150
Cost
Bracers
Bracers are worn on the wrists and forearms,
and may be made from hide, leather, or metal.
They serve a dual purpose in offering modest
protection, turning the blade of a dagger or
sword, as well as assisting archers to steady their
wrist when drawing a bowstring.
Like many types of armour, bracers are often
decorated, from finely carved and intricate
designs, to being inlaid with precious stones and
metals to show the owners wealth. Like many
other sorts of primitive items, bracers have
found their way into Imperial society, primarily
as a fashion accessory. Clever wearers might also
use a bracer to conceal a useful gadget or piece of
equipment, like a refractor field generator or
hidden communication device.
Grox Hides
Grox are exceptionally common beasts on
many worlds that are farmed in massive
numbers to feed meat-hungry citizens of the
Imperium. Livestock or no, they are famed for
their foul tempers and thick hides; the latter can
be formed into protective clothing without even
being cured or tanned, and rebellions on agriworlds commonly yield peasants decked out in
the hides of the creatures they were previously
tasked with tending.
Heavy Leathers
Feral warriors and low-rent troops on feudal
planets often make due with leather armour as it
is simple and inexpensive to create on any world
where there are suitable beasts to tan. On more
advanced worlds, long leather coats and dusters
are worn as fashion items or for protection from
rain, and they are obligatory among bikers and
other two-wheeled enthusiasts.
Chainmail Coat
Ganger Leathers
Leather jackets and pants are common
clothing worn by gangers and other scum on
countless hives throughout the Imperium.
Ganger leathers are often studded with metallic
spikes, barbs, fastener pins, and any other
combination of accessories that make the wearer
look more intimidating towards potential
victims and rivals. While not technically an
151
Plate Armour
Strong articulated suits of iron or steel plates
are the preferred gear for feudal knights and
well-paid men-at-arms. These typically consist
of a number of large plates that can articulate or
slide over one another, with chainmail links
covering the joints and other areas. Armour of
this type is a notably expensive piece of
equipment due to the large amount of metal as
well as a skilled smith necessary to make it;
many feudal worlds that practice ransoming
captured knights back to their respective camps
do so out of the value of their plate armour just
as much as the knight himself.
Quilted Vest
Mirkers Greaves
These rather unusual forms of leg wear and
boots are common in one form or another to the
ill-fortuned (but often well-paid) men and
women who are sent to hunt vermin and clear
debris in the thousands upon thousands of
kilometres of sewer and drainage systems that
riddle most hive cities. The blind, rancid things
encountered in these sumps are usually more
than capable of biting (or even burning) through
most fabrics, and mirkers greaves are usually
reinforced with polyflex and metal plates, and
sometimes razored or studded for good measure.
Although used in nearly every hive city to some
extent, they are unsurprisingly widespread daily
wear on Volg.
A kick from someone wearing mirkers
greaves has the same effect as if they were
punching using knuckle dusters.
152
Scrag Furs
Made from the hide of the ill-tempered and
ill-smelling Scrag Bear, this armour is cheaper
than other types of fur due to its distinctive
stench that outlives the bear itself for many
years. The odour, somewhere between rancid
ham and vomit, ensures that the wearer of scrag
furs is not a popular fellow.
A character wearing scrag furs takes a -10
penalty on all Fellowship Tests made in the
company of anyone with a sense of smell.
Acreage Silkmail
Chainmail is a staple defence on many feudal
worlds throughout the Imperium, but the
armour-artisans of Acreage produce some of the
absolute finest examples. Far finer and lighter
than common mail and entirely more
comfortable, silkmail, as it is known, is favoured
by the nobility of Acreage and highly prized by
off-worlder collectors for its workmanship.
Volcanis Shroud
The shroud is a common name for an
integrated suit of heavy protective gear including
a temperature-insulating under-suit and a heavy,
hooded blast coat of polymer and ceramite-alloy
weave. The entire shroud is treated with a flamerepelling laminate, providing superb protection
153
Xeno Hides
Many frightening creatures exist on the
periphery of the Imperium, and among the brave
and daring there is a well-organized trade of
pelts, skin, and hides from some of the more
notable monstrosities. Some are so tough and
heavy that they can serve as armour rather
effectively, harmlessly turning blades aside and
even absorbing weaker las-bolts. The only thing
more interesting, and perhaps more frightening,
than the ability of these dead husks to protect
their wearer is what sorts of feral horrors must
have worn them in life. Xeno hides are often
worn by hardened barbarian warriors who
occupy feral or death worlds shared with these
creatures; such is the ferocity of these beastskinwearing fighters that planets of that sort often
serve as recruiting grounds for the Imperiums
legendary Space Marines.
FLAK ARMOUR
Flak Armours
Name
Flakweave Cloak
This heavy cloak includes a separate hood and
cape that is fastened around the shoulders, and
vaguely resembles an Ecclesiarchial mantellum.
It is made from many thin flakweave layers that
move smoothly over top one another as the
wearers body is in motion, which permits ease
of movement in spite of the cloaks weight. It
offers a reasonable degree of protection while
not appearing unlike normal if heavy clothing,
154
Location(s) Covered
AP
Wt
Cost
Availability
Arms
1 kg
50
Average
Head
2 kg
25
Average
4 kg
80
Scarce
All
8 kg
80
Scarce
6 kg
100
Average
Body
5 kg
50
Average
9 kg
150
Average
All
11 kg
300
Scarce
Flak Gauntlets
Flak gauntlets are formed in the main by
sturdy plates worn around the arms over a
reinforced fabric glove that reaches up to the
elbow. Theres usually an additional plate to
protect the back of the hand as well, and more
advanced models might even include
reinforcement on the tops of the fingers too.
Flak Greatcoat
Perhaps best associated with fearsome
Commissars, flak greatcoats offer excellent
protection while simultaneously looking stylish
as well as protecting the wearer from the
elements. It uses thick, overlapping flak plates
fused together into a flexible fabric, and is often
decorated with regimental insignia and awards
for use in conjunction with a uniform or even as
one by itself. Aside from Commissars, Imperial
Guard officers and some civilian fighters are
known to favour this type of armour due to its
imposing yet classic appearance.
A flak greatcoat only protects the wearers
arms unless it is fully buttoned or secured
around the front of the body.
Flak Helmet
Flak helmets variously take the form of
rounded ballistic shells or stiff, low-brimmed
Flak Jacket
Standard combat gear for many militants in
the Imperium, a flak jacket covers the entire
torso with a flexible fabric tunic that includes
rigid plates within. Some models have long
sleeves to protect the arms, while others end
above the elbow and use separate gauntlets. All
will invariably include sturdy boots or leggings,
and the outfit has a distinctively military-looking
appearance, often riddled with pockets and gearclips to store equipment. Light flak jackets use
thinner plates and offer proportionally inferior
protection, but unlike the heavier versions they
can easily pass for everyday clothing.
Flak Vest
This is essentially a reduced flak jacket that is
only designed to protect the torso. This makes it
lighter and easier to wear while still offering
protection to a mans largest target area.
155
MESH ARMOUR
Mesh Armours
Name
156
Location(s) Covered
AP
Wt
Cost
Availability
Head
0.5 kg
100
Rare
Arms
0.5 kg
120
Rare
All
1.5 kg
350
Very Rare
Body
1 kg
150
Rare
2 kg
5,000
Very Rare
Mesh Cowl
Mesh headgear can take the form of a closefitting cowl or mask, a hood attached to a duster,
or a wide-brimmed hat paired with a tall collar
(this look is particularly favoured by witchhunting Inquisitors and their henchmen).
Thanks to meshs lightweight properties, no
matter what style a cowl takes, it can be donned
quickly, which is handy when the wearer is
trying to blend in with groups that do not often
wear hats.
Mesh Gloves
Although usually looking no different
than common fabric gloves worn for
fashion or protection from cool weather,
the mesh construction can allow the
wearer to literally grab an attackers knife
by the blade and yank it out of his hand.
Powdered steel is sometimes sewn into
the knuckles and backs of the palm to
create a more painful punch, which can be
useful in situations where the wearer cant
use a more effective weapon.
Mesh Vest
This plain but no less effective vest can
be easily worn under almost any kind of
clothing, protecting the wearers vitals
while allowing him to operate undercover
with almost no difficulty in concealing his
armour. Most are simply pulled over the
head, the wondrous construction
stretching effortlessly when being put on
but becoming a sturdy shield against
blades and bullets immediately thereafter.
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Shield Robes
When not clad in their well-known power
armour, the Adepta Soroitas will usually wear a
set of these fine mesh robes, which serve
perfectly for devotional study or martial
training. They are also traditionally worn by the
Orders Non-militant in their support roles as
well as noviciates as they are being instructed in
the ways of the Sisterhood. Aside from their
signature power armour, these robes are often
the only clothes that a Battle Sister will wear.
They are not exclusive items to the Adepta
Soroitas, however, and clerics and other
Ecclesiarchial servants who often find
themselves in battle will wear them as well. They
are often stylized and detailed with images from
the lives of saints, iconography meaningful to
the wearers favoured cult, and other holy works.
Shield robes include the Ecclesiarchy Overlay
upgrade.
CARAPACE
ARMOUR
Carapace Armours
Name
Carapace Helm
Location(s) Covered
AP
Wt
Cost
Availability
Head
2 kg
250
Rare
158
Carapace Greaves
Strong boots totally enclose the wearers shins
and calves, with separate plates for the top of the
Rare
Rare
Very Rare
Rare
Rare
Rare
Very Rare
Tech-Priest Only
Carapace Helm
Carapace headgear inevitably takes the form of
a sturdy helmet due to its construction, and by
and large has a distinctly military appearance.
Regardless of their exact shape, most carapace
helms include mounting positions for photovisors and rebreathers.
Carapace Vambraces
These vambraces totally protect the wearers
arms, with tubular armaplas or ceramite sections
for the forearm and upper arms and fully
articulated sections for the elbow and hand.
Some versions totally protect the back of the
wearers hands and may have segmented
sections for the digits as well, often bonded to a
mesh or flakweave glove to maintain flexibility.
Because of their sturdy construction, a punch
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160
Venatorii Armour
This unbelievably fine set of carapace armour
is the exclusive provenance of the Venatorii
"Crimson Guard" of the Lathe Worlds. Though
wholly unnecessary for the often heavilyaugmented Venatorius, the armour is forged
using the same materials and techniques used in
other Lathe-wrought gear and equipment,
making it extremely light and easy to move in.
Furthermore, the astronomical and gravitic
alignment of the Lathe Worlds creates
conditions for the production of alloys and
composites with impossibly good sectional
density in spite of their low overall weight,
making this armour far more protective than it
initially appears. Combined with the brute
strength and resiliency of the Venatorii
themselves, instances of elites of the "Crimson
Guard" surviving point-blank shots from
meltaguns is not unheard-of. The leering
faceplate of the armour's helmet, resembling a
mechanical skull not entirely unlike that present
on the cog symbol of the Adeptus Mechanicus,
adds a further level of intimidation - as if the
Venatorius' red robes and integrated weapons
were not sufficiently imposing enough.
Venatorii armour is inherently of Best
Craftsmanship, and includes a Good
Craftsmanship photo-visor and upgrades the
wearer's respirator unit to a closed-cycle system,
treating them as though they were wearing
sealed armour as long as it is worn. Finally,
Venatorii armour's unique material construction
is exceptionally resistant to being perforated reduce the Penetration value of all weapons
attacking the wearer by half (minimum 1, round
up). A character must have the Mechanicus
Implants trait in order to wear Venatorii
Armour.
POWER ARMOUR
Power Armours
Name
Location(s) Covered
AP
Wt
Cost
161
Availability
Very Rare
Very Rare
Near Unique
Very Rare
Tech-Priest Only
Extremely Rare
Very Rare
Extremely Rare
Near Unique
Unique
162
Dragon Scale
This armour is designed to be worn by the
warrior-priests of the Magos Militant and the
field enginseers assigned to frontline duty with
the Imperial Guard, and is almost more of an
augmetic than a suit of armour. Each set of
dragon scale is individually hand-forged from
adamantine and ceramite plating woven with
prayers of permanence and micro-etched with
sacred machine code and fractal incantations of
defence. A Tech-Priest fitted with a set of dragon
scale is protected by the equivalent of a full suit
of power armour, but with only minimal
encumbrance due to the direct interface with his
cyber-mantle, and because it draws power from
his potentia coil, it will never require recharging.
Among Mechanicus Secutors and the ranking
Magos Ordinatos, who are likely the most
devoted members of the Priesthood as far as
heavy augmetics go, a set of dragon scale is often
permanently attached to the Tech-Priests cybermantle, forming a new and much more effective
skin and flesh while also doing a fine job of
hiding what little offensive biologics remain on
the priests body.
Dragon scale upgrades the Tech-Priests
respirator unit with a closed-cycle supply, and
they are treated as wearing sealed armour as long
as it is worn. A Good Craftsmanship photo-visor
is integrated into the helmet, with separate
models for Tech-Priests who still have organic
eyes and those who have wisely replaced them
with bionic equivalents. While worn, dragon
scale provides a +10 bonus to the Tech-Priests
Strength Characteristic. Good or Best
Craftsmanship dragon scale increases this bonus
to +20, but also increases the wearers size by one
step; an average Magos would become Hulking,
while a heavily augmented one with the
Machinator Array talent would become
Enormous. Unless the Tech-Priests potentia coil
is somehow damaged, this armour never
becomes unpowered.
163
164
165
166
4-5
6+
Result
Unaffected: The power unit shrugs off
the attack and continues functioning
normally, though the wearer may be
worse for wear
Damaged: The power flow has been
diminished or interrupted due to
damaged components, causing system
failures and difficulty moving. All
benefits granted by the armour (except
its inherent AP) are lost, and all physical
actions suffer a -10 penalty.
Unpowered: The suit completely shuts
down as its fusion unit sputters out.
Unless otherwise stated, the wearers
Base Movement decreases by 2, and
must succeed on a Difficult (-10)
Strength Test to move more than a
Half Move every Round. All physical
actions suffer a -20 penalty.
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Power Armour
As close to standard as these exceptional
types of armour can be called, power armour
wraps its wearer in a sturdy suit of ceramite
plates and electrically-motivated fibre bundles,
allowing him to strut about with remarkable ease
despite the great bulk of armour that weighs
168
OTHER ARMOURS
Other Armours
Name
Location(s) Covered
AP
Wt
Cost
Availability
169
Boarding Armour
When conducting offensive actions, repelling
enemy boarders, or conducting investigations in
perilous black holds, Imperial Navy armsmen
and the militants of armed merchant ships often
don these armoured kits which provide
protection from blades and bolts along with the
hard vacuum of the void. Boarding armour
consists of a sealed void suit that has been
reinforced with a full flakweave skin, while a
strong ceramite breastplate and helmet protect
the most important areas. Most styles of
170
Engine-Plate
This heavy plated suit is used primarily by the
enginarium crews of great starships, its ability to
withstand extreme heat and radiation being
invaluable in areas that are thoroughly saturated
with both. Rigid ceramite-bonded plasteel plates,
alloyed with dense metals that soak up deadly
radioactive particles, form an outer shell that
articulates to a flakweave body suit, the whole
affair being securely attached to a vulcanised
rubber glove to keep out superheated fluids and
seal the rig against scalding vapours and toxic
gases. A closed-cycle respiratory system and
vanes of thermo-reactive cooling coils integrated
into the back of the suit isolate the wearer from
the outside environment entirely. These fine
protective qualities could make engine-plate
Environmental Envelope
Professional travellers and explorers in the
Imperium are an uncommon and foolish (some
would say) sort; the costs of travel, combined
with dangerous voidfaring and the questionable
171
172
Hospitaller Armour
Often serving in combat zones, a Sister
Hospitaller requires more protection than her
allies in the other Non-militant Orders. The
distinctive armour is a welcome sight to injured
guardsmen and Acolytes alike, an angel of mercy
173
Slither Boots
Slither boots are designed for exploration on
worlds with polluted or hostile environments
where the soil itself is destructive and toxic. The
salt-fens of Acreage, acid storm wastes of
Grangold, or deadly slime jungles of Vaxanide
can cut any expedition to a halt in short order as
the ground itself eats away a travellers footwear
and exposes them to the toxicity of their
surroundings. Locals simply avoid such places
whenever possible, whilst the unprepared
adventurers often return horribly injured, or not
at all. Those equipped with slither boots,
however, can brave almost any terrain. Slither
boots are highly advanced footwear that
incorporate a variety of materials, including
ceramite-woven leather and a circuitryembedded inner frame, to ward off the
environment. Instead of breaking down into
mush, slither boots slowly bleed off chemicals
that shield the wearers feet and legs from acidic
or alkaline soil and muck. Finally, as their name
Synskin
A favourite of assassins and others who prefer
stealth to brawn to accomplish their tasks,
synskin is a highly advanced bio-reactive body
glove with an inert, non-reflective surface that
moulds itself perfectly to the wearers form,
offering absolutely no encumbrance other than a
slightly clammy sensation. It has many curious
properties that are not fully understood by many
priests of the Mechanicus, much less the
operatives who wear them, but for deep
infiltrations and espionage there are few better
options, and that knowledge alone is usually
enough for even the most seasoned agent. The
suit is less donned and more poured or
stretched, appearing as a block or sheet of a
matte black rubbery substance when dormant.
The stuffs properties become apparent when the
wearer thrusts a limb through the synskin and it
binds perfectly to their form, with the wearer
applying it to the rest of their body by simply
pulling and stretching it until no slack remains.
Care must be taken to ensure that the wearer is
also familiar with how to safely create openings
in the substance, as it is entirely possible to
suffocate by foolishly thrusting ones head into
the material. Synskin is similar, though less
advanced (and far less costly), than the highly
specialized stealth suits used by the Officio
Assassinorum, and there are some that believe
that shadowy and enigmatic organization is
responsible for their creation.
Synskin grants the wearer a +20 bonus to
Concealment and Silent Move Tests, and renders
him invisible to infrared scanning and Dark
Sight. Synskin can be worn under other armour
though its stealth properties are reduced and its
174
Wind Armour
Wind armour, a seemingly fanciful concept, is
built and designed to deal with a very real
problem. There are many worlds in the Calixis
Sector that boast powerful storms the
infamous Splinter Winds of Baraspine travel at
over 700 kilometres an hour, and are more than
capable of stripping an armoured man to dust
inside of one minute. Against such force, even a
void shield would be hard-pressed to cope.
Understanding that simply trying to stand
against the wind was ultimately foolhardy, the
designers at the Fane of Doru on Scintilla came
up with a clever idea of creating a series of autoreactive ceramsteel plates that would redirect
wind force. The aerodynamic shape allows the
wearer to advance in lighter storms, and at least
hunker down to survive the more intense ones.
Wind armour is formed from a light articulated
carapace suit that has an enclosed body glove
under it, with a closed-cycle air supply and other
features all designed to keep the wearer alive in
the most severe wind and storm conditions.
While popular with explorers, it is not designed
for combat and its protection against weapons is
inferior to other types of carapace armour.
Wind armour includes an inbuilt vox-caster
and photo-visor in the helmet along with an
advanced air filtration life sustainer whose tank
lasts three times as long as a standard rebreather.
The tank can be replaced without removing the
suit as a Full Action. As long as the life sustainer
is active the wearer is immune to the effects of
dire storms and wings, and counts as being in
sealed armour, though only within an
atmospheric or aquatic environment; it cannot
protect the wearer from hard vacuum.
Replacement sustainer tanks have a base price of
60 Thrones, weigh 1 kg, and are Rare.
ARMOUR UPGRADES
Weapons Upgrades
Name
Weight
Cost
Test
Availability
175
176
Concealed Compartment
Upgrades: Carapace and power armour
The large armour plates of heavy carapace
suits as well as most types of power armour
provide a great level of protection against many
types of common weapons due to their bulk and
density. However, many armours of this style are
often overbuilt and excessively thick in areas that
blows are unlikely to fall. More eccentric
armourers - and their equally eccentric patrons have been known to hollow out small areas of an
armour's least-struck locations in order to create
a small sleeve or pocket that can be used to hide
small items, including weapons. While sealed,
the concealed compartment is impervious to the
outside environment, and moreover, the
contents of the compartment can't be seen on an
auspex or scanner - it merely returns that the
wearer is in armour, not that there's something
hidden within it. The inside of the compartment
and the armour below it is lined with very dense
alloy to make up for the loss of sectional
thickness that the compartment created, which
Cameleoline Coating
Upgrades: Any non-Primitive armour
This substance is laminated onto the exterior
surfaces of a suit of armour, mimicking the
effects of the better-known cameleoline cloak
without the need for a separate garment that
might get caught on obstructions or provide a
handhold for an enemy in close combat.
Armour treated with a cameleoline coating
acts as though the wearer were wearing a
cameleoline cloak, giving them a +20 bonus to
Concealment Tests and counting the wearer as
being at Extreme range as long as they take no
movement actions. If applied to power armour,
which ordinarily imposes a -30 penalty to the
wearers Concealment and Silent Move Tests, it
instead cancels out the penalty to Concealment
entirely, but does not count the wearer as being
further away.
Ecclesiarchy Overlay
Upgrades: Any armour
Comprised of a battery of extensive
Ministorum-approved iconography, engraved
prayers, mottos, and purity seals, an Overlay can
be applied to both armour as well as sturdy
clothing, and immediately marks the wearer as a
particularly vocal follower of the God-Emperor.
Such accoutrements can inspire other members
of the faithful, put the wearer in good graces
with the Ecclesiarchy, and is utterly revolting to
wicked heretics and other creatures who shudder
away from the radiant light of the Emperor.
The wearer of an Ecclesiarchy Overlay receives
a +10 bonus to Command and Fellowship Tests
when trying to inspire, lead, or rally the faithful,
and a +10 bonus on Charm Tests when
177
Hexagramatic Wards
Upgrades: Carapace and power armour that
covers the Body location
Powerful wards, null-psy lattice circuits and
prayers of protection are woven and etched into
armour carrying this upgrade, often visually
represented by ornate carvings and graven icons
embellishing its surface. Armour upgraded in
this way not only serves to protect the wearers
body, but their soul as well.
Armour with this upgrade provides its wearer
with a +20 bonus on Tests made to resist any
direct psychic attack or manipulation used
against them. This effect persists regardless of
what type of armour receives this upgrade.
Furthermore, the armour provides double its
normal Armour Points against attacks of psychic
force or warp energy that directly deal Damage
(such as the Psychic Blade or Fire Bolt psychic
powers), and keeps its normal value against
attacks with the Warp Weapon effect. This
quality is dependent on the type of armour
worn: a carapace breastplate only provides those
additional bonuses against attacks that hit the
Body location, while a full suit of power armour
applies it to the wearers whole form.
Iron Collar
Upgrades: Carapace and power armour that
covers the Body location
There are many ways to literally lose one's
head in combat, nevermind the existence of
murderous cults and savage warriors that place a
premium on skull-taking rites and rituals.
Armours made on the feudal world of Fervious
tend to have large, overly tall collars specifically
to offer maximum protection to the neck for just
this reason, but the style is also sometimes used
on wholly more modern protective suits for
exactly the same reasons. Iron collars are
typically not made of iron at all, using modern
Lathe-Wrought
Upgrades: Carapace and power armour
The astronomical and gravitic alignment of
the Lathe Worlds creates unique conditions
where production of metal alloys of rare and
singular properties is possible. Lathe blades,
renowned for their incredible sharpness, and
hyperdensity penetrator bullets, infamous for
literally blowing men apart, are likely the best
known examples of Lathe metalworking in the
broader Calixis Sector, but for those with the
most exclusive of connections (and virtually
bottomless purses), entire suits of armour can be
made by the craft of Lathe tech-artificers. Lathewrought armour is marvellously light and easy
to move in, yet its tensile strength and sectional
density are staggeringly better than even the
finest of bonded ceramite and armaplas; with a
bit of luck, the wearer might survive a
bombardment that would totally obliterate a
lesser armour made with conventional materials.
However, the sheer amount of metalworking
and forging necessary to create a suit of armour
using Lathe techniques and alloys is staggering,
easily consuming many times as much raw
materials as even a master-crafted armour
would. Moreover, only the ranking Magos
178
Lumen-Heraldry
Upgrades: Any non-Primitive armour
Lumen-heraldry is a "high-tech" variation
traditional armour customisation, replacing
careful engraving and inscription of the material
with a laminate coating or etched layer of lumogel that can display heraldic symbols and coats
of arms, depictions of battle or animated murals,
terrifying images, or just flashing or glowing
abstract colours. Regardless of the individual
choice of visual, armour with lumen-heraldry
creates a dramatic and stunning appearance that
can be activated or deactivated with a simple
push of a button or switch. Moreover, unlike
traditional engraving, flexible armours like mesh
and flakweave suits can be impregnated with
Modern Materials
Upgrades: Any Primitive armour
Primitive armour can be perfectly effective at
deflecting blades, fists, and thrown bricks or
arrows from a bow, but even the heaviest
examples of feudal plate suits tend to crumple
like empty rotgut cans when struck by a largecalibre bullet or bolt. Compared to armaplas,
flakweave and ceramite, tanned leather and
tempered iron simply lacks the ability to
withstand modern weaponry. By substituting
modern armour materials for the much simpler,
basic components used by feudal smiths and
feral tanners, replicas of many types of Primitive
armour can be created that can be just as
protective as a flak jacket or carapace breastplate.
The end result of such an effort is perfectly
functional as a protective item, but very often
will require a higher level of skill in its assembly
as well as a use of rarer tools and components;
this translates almost invariably into greater
expense than simply buying a comparable piece
of modern armour. Easily dismissed as a
functionally pointless endeavour, replica
armours made in this way are broadly only
useful for those who desire the specific
179
Power-Assist
Upgrades: Carapace and other armour that
provides 5 or more APs and covers all locations
A complex array of supports and servos
supports the weight of the armour it is bonded
to, improving the physical strength of the wearer
as well as reducing the "base" load they have to
carry. While nominally similar to power armour
in function, a power-assist is much simpler and
less capable, primarily intended for utilitarian
Sanctified Armour
Upgrades: Any non-Primitive armour that
provides 3 or more APs
Created with great care by Ministorum priests
and often performed on the robes of militant
clerics and power armour of the Sisters of Battle,
sanctifying armour turns it into a bastion of holy
might against the corrupting powers of the warp
and the unclean. Sanctified armour nearly
always features engraved prayers or knit symbols
on numerous areas, while large holy symbols are
set or hang over the chest and along each limb.
Finally, the entire suit is blessed and anointed
with sacred oils, taking on a glossy sheen that
never becomes dirtied, no matter how many
blades strike it or heretic blood is spilled over it.
Sanctified armour is often paired with an
180
Servo-Manipulators
Upgrades: Any non-Primitive armour
Heavier suits of armour are often shackled
with a "sliding scale" of hindrance; as the
armour's protective qualities improve, the
wearer's ability to do anything besides kill
decreases. Thick armoured gloves or mitten-like
gauntlets impede manual dexterity, while
massive ceramite or armaplas plates reduce the
wearer's range of motion when activities other
than aiming a gun or swinging a blade are
involved. Warriors who don an armour, earn
their keep, then peel it off will rarely give
thought towards these considerations, but those
who must spend long periods of time inside
protective suits, or who wear such gear for
protection from harsh environments or the void
rather than bullets and bolts, must often make
hard choices between their personal safety and
ability to get the job done. Servo-manipulators
are a specialised tool, integrated into a suit of
armour, that can significantly offset this
shortcoming when tasks requiring careful
manipulation are involved. Typically mounted
along the wrists or back of the hand, a set of
servo-manipulators will contain an array of
small probes, pinchers, magno-clamps, bit and
impact drivers, and other fine appendages. The
manipulators are controlled by the wearer either
through tracking eye movements (a low-power
181