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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 abundant to very rare. 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, Table
5-3: Consequences of Availability in Dark
Heresy, page 126 provides a baseline modifier
for Inquiry Tests to find an item in a community
of 1,000 people or less. For communities larger
than 1,000 people, reduce the Difficulty for
finding an object by one step for communities of
10,000 or less, or two steps for communities of
10,000 or more. If the community has 100
people or less, increase the Difficulty by one
step. Dark Heresy, Table 5-4: Availability by
Population, page 126 shows how the Difficulty
changes based on population size.
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. Each degree of
success reduces this time by a certain amount
(minutes, hours, days, weeks, or months,
depending on the base time). See Dark Heresy,
Table 5-5: Availability and Time on page 126.
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. Some gear, goods, or
services may have markedly different effects or
qualities depending on their Craftsmanship - in
such cases, the effect will be listed in the item's
description. 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
Clothing &
Personal Items
This category covers a wide array of gear
designed for everyday purposes or other
common tasks, though a resourceful Acolyte
should be able to find plenty of less conventional
uses as well. In general, items in this category are
meant to be worn; handheld pieces are described
in the Tools section. More generic items are
listed first, with those endemic to certain worlds,
regions, or purposes to follow.
Backpack
Variously referred to as rucksacks, kit bags, or
gear sacks, a backpack refers to any piece of
equipment generally worn over the back or
shoulder via straps that is intended to carry
other items. Backpacks come in countless
permutations throughout the Calixis Sector, and
may take the form of rigid framed packs of
plastek and synth-canvas to completely soft and
supple leather bags with button closures. A
backpack can generally hold about fifty
kilograms worth of gear, allowing the wearer to
carry or drop a load of equipment at will,
although particularly long or oversized items
will likely stick out of one or both ends.
Blast Goggles
This bulky eyewear is specifically designed for
protective purposes, most commonly taking the
form of large, single lens pieces that are strapped
to the back of the wearers head. The heavy
glassteel lens is durable enough to deflect or
mitigate flying bits of shrapnel, making them
popular items for those who fight at close
quarters, and also includes a reactive laminate
coating that darkens in response to bright flashes
of light. Aside from combat applications, blast
goggles are also common attire for forge
workers, furnace crews, and arc torch operators.
They can also be found in use by gangers who
Weight
Cost
Availability
Backpack
1kg
10
Plentiful
Blast Goggles
0.5kg
25
Common
Cameleoline Cloak
0.5kg
500
Rare
Charm
Varies
Varies
Chrono
40+
Abundant
Clip/Drop Harness
2kg
25
Common
Clothing
Varies
Varies
Dog Tags
Plentiful
Field Sack
1.5kg
Common
Filtration Plugs
15
Common
Infrared Goggles
0.5kg
275
Rare
Photo-Visor
0.5kg
100
Scarce
250
Rare
Re-Breather
1kg
50
Scarce
Recoil Glove
0.5kg
80
Rare
Respirator/Gas Mask
0.5kg
25
Average
Spider Pads
1kg
150
Scarce
Survival Suit
1kg
300
Plentiful
Thermal Gloves
1kg
220
Scarce
Void Suit
8kg
100
Plentiful
Photo-Contacts
Cameleoline Cloak
Cameleoline is a term used to describe
materials made from a miraculous and poorlyunderstood mimic fibre that mysteriously alters
its coloration to blend in with its immediate
Charm
A charm is a keepsake, holy relic, or some
other good luck token that is intended to draw
the benevolent eye of the Emperor to the wearer.
They take a myriad of forms, including such
things as saintly finger bones, fragments of
blessed bolt casings, water from holy rivers or
cisterns, or even corpse hair woven into
significant patterns. An almost universally
superstitious society (and rightly so), many
citizens of the Imperium place great faith in
their charms, and there are no shortage of all
types of peddlers, vendors, and (unfortunately)
charlatans who will happily arm faithful
Acolytes with a charm to safeguard them in their
endeavours. Of course, discerning a true relic
Chrono
Short for chronometer, these items are
generally worn on the wrist or carried in a
pocket and can keep the bearer up to date on the
current time, though how accurate the readings
are depends on the craftsmanship of the item as
well as the consistency of the wearer in ensuring
that the chrono is set correctly. Most units use a
mechanical set of hands on a dial, but more
expensive units could make use of electricallypowered digits instead, and particularly
extravagant examples might have a powered
hololith that projects the time into the air above
the wearers arm.
Clip/Drop Harness
An absolutely invaluable item for those who
must often deal with vertical obstacles, clip or
drop harnesses (as they are variously known) are
Clothing
Protecting ones modesty pleases the Emperor,
and there is a whole universe of different styles
of clothing worn by Imperial citizens in the
Calixis Sector alone. Whether humble rags,
sturdy coveralls, or elegant robes and vestments,
clothing is often the quickest way to identify
someones station or role, and Acolytes wishing
to investigate a given area would do well to
familiarize themselves with the local fashions
and who wears what. Attempting a
comprehensive list of Imperial attire would be a
fools errand, but some more common pieces are
listed here.
Rag-Castings (Poor Craftsmanship): Very
poor and drudging citizens often must make do
with patchwork clothes made from whatever
materials are readily available. Outfits made in
this way are reasonably durable but have an
extremely shabby appearance, often with the
effect of making the wearer resemble a pile of
refuse or garbage.
Adept Robes (Common Craftsmanship):
Whether members of the Administratum or
their counterparts in major conglomerations and
dynastic enterprises, adepts are famous for the
Dog Tags
A somewhat pejorative name for common
types of military identification, dog tags are
typically made of sheet metal in a small rectangle
or circle into which is stamped or punched-out
information about the wearer. What is inscribed
depends on the branch of service, but typically
includes the wearers name, date of enlistment or
conscription, blood type, and place of origin.
Dog tags are usually surrendered when (or if) the
wearer is released from service, but some
veterans choose to keep wearing them in honour
of their unit or as a personal charm or memento.
Field Sack
Military backpacks or rucksacks are typically
designed to very specific patterns for ease of
mass production as well as to carry standard
field kits, and will often include straps and
pockets explicitly for carrying canteens, cleaning
kits, entrenching tools, and attaching a bedroll.
However, field sacks are less useful than
civilian backpacks as far as carrying unusual
objects (personal cogitators, grox bridles, arcane
staves, and so forth) is concerned. Additionally,
most field sacks are designed to be able to be
fully unfolded into a makeshift body bag should
the wearer meet a violent end in his service to
the Emperor.
Filtration Plugs
Filtration plugs are simple but exceedingly
useful items that are inserted into the wearers
nostrils. The expansive foam or fabric material
fills the orifices, helping to ward off dangerous
Infrared Goggles
Commonly referred to as IR goggles, this piece
of gear allows the wearer to look into the
infrared spectrum and is most commonly used
for identifying sources of heat. In industrial
applications they can be crucial for determining
points of failure or friction in machinery and
piping, but they are also imminently useful for
spotting hiding enemies at night, making them
favoured items among crack military troops and
high-rent mercenaries.
A character wearing IR goggles can see in
darkness without penalty and gains a +20 bonus
to vision-based Perception Tests in such
situations, though very hot environments and
thermally shielded enemies may counteract this
or give the wearer false positive readings.
Re-Breather
Re-breathers make use of a self-contained air
supply piped in to a helmet or mask, allowing
the wearer to exist in extremely toxic
environments or even to function underwater;
they are highly in demand items among
reclamators and other scavenger types who
frequently operate in conditions that would fell
an unprotected man in short order. Compared
to military gas masks or civil respirators, a rebreather offers almost perfect protection but is
only as good as the remaining air in its canister.
While worn, a re-breather makes the wearer
completely immune to the effects of most gases
or inhaled toxins and can safely swim or dive
underwater without risk of drowning. Rebreathers make use of disposable air canisters
that last for about an hour before they must be
replaced, which takes a Full Action and may
expose the wearer to anything unpleasant that
the re-breather was previously protecting them
against. Spare canisters cost 25 Thrones, weigh
half a kilogram, and are Scarce.
Recoil Glove
Photo-Visor
Photo-visors use complex electrically-powered
filtration lenses to amplify ambient light,
allowing the wearer to see in the dark almost as
well as in perfectly well-lit areas. As a result, they
are almost always a popular and sought-after
gear choice for all matters of men who must
operate at night or in darkness, and have been
donned by assassins and bodyguards, enforcers
and reclamators, commandos and infiltrators,
and innumerable others.
Good Craftsmanship photo-visors can employ
more sophisticated filtration systems to shield
the wearer from exceptionally bright light,
rendering them immune to the blinding effects
of photon flash grenades and similar devices.
Photo-Contacts: These superior pieces of
gear utilize the same equipment as photo-visors
Respirator/Gas Mask
Gear of this type is intended to protect the
wearer from harmful gases and vapours by
passing the air the wearer breathes through
several filters in succession. Respirators
generally cover the wearers mouth and nose and
are nominally civilian items, while gas masks
fully cover the face or head and have a distinctly
military appearance, although there is some
overlap between the different types and as with
many pieces of kit they are manufactured in a
bewildering array of patterns in the Calixis
Sector alone. Regardless of the exact method and
style, they are far superior protective wear
compared to the more common filtration plugs,
and in some particularly grim areas of hive cities
Spider Pads
Spider pads are a type of superior climbing
apparatus that are worn on the hands, arms,
knees and feet. At the wearers direction, these
unusual-looking pads can emit an adhesive
substance that greatly improves the wearers
ability to climb sheer surfaces, giving them
spider-like mobility where others would be
struggling to find purchase. Care must be taken
to ensure that the spider pads themselves remain
inactive when the wearer isnt climbing lest they
find themselves sticking to floors, walls and held
objects, and most only don these items when
about to begin a climb.
A character wearing spider pads gains a +30
bonus to Climb Tests when attempting to climb
most regular surfaces. Loose and unstable
surfaces, such as scree or talus, reduce this bonus
to +10.
Survival Suit
Often found in the kits of explorers as well as
within the lockers of better-stocked life pods,
survival suits are a boon to anyone who must
endure a harsh environment. Bulky by design, a
survival suit is designed to be worn over normal
clothing and even some body armours,
providing an insulative barrier between the
wearer and outside temperatures. This is most
effective at keeping the wearer from freezing to
death in frigid climates, but a heat exchanging
vane system is used to drive a series of power
cells to keep the wearer from overheating in
scorching temperatures as well. By nature of
their design, survival suits are uncomfortable to
wear in normal temperature ranges, with the
wearer typically being either too hot or too cold
thanks to the suits aggressive construction.
A character wearing a survival suit gains a +20
bonus to Survival Tests where resisting the
Thermal Gloves
These thin yet sturdy gauntlets are made of
high-quality materials and inlaid with complex
circuitry that can keep the wearers hands
comfortably warm or cool without the need for
bulky insulation that would hamper manual
dexterity. Active gloves of this type were first
developed for use in the mining colonies on
Soryth, where the frozen gas deposits must be
extracted and handled carefully lest their
impact-sensitive nature lead to a catastrophic
explosion a task whose difficulty is magnified
by hands numbed by cold or trapped in bulky
mittens. Small thermal batteries produce power
for the gloves in order to maintain their
temperature-regulating qualities these cells are
meant to be kept under the wearers clothing
where they can absorb heat from the body, with
a thin cable connection keeping the gloves
supplied with power.
A character wearing thermal gloves can safely
handle hot or cold objects without taking
Damage, although their protective qualities are
not impervious to especially extreme
temperatures (such as an operating reactor head
or an overheating plasma gun). Further, the
wearer can also jerry-rig the power source to
provide a jolt of energy that can be used to help
restart a stalled generator, power-up a data-slate
with a dead energy cell, and so forth. Using a
pair of thermal gloves in this respect grants the
user a +10 bonus to Tech-Use Tests. Finally, the
wearer can totally discharge the gloves cells to
warm up the charge pack for a las weapon,
adding 1d10 shots to a standard charge pack and
1d5-1 to an overcharge pack. Thermal gloves can
only be used with packs for basic and pistol-class
las weapons heavy weapons charge packs are
simply too large for the gloves cells to have any
meaningful effect. Once depleted, the thermal
gloves cells recharge on their own in about an
hour as long as theyre kept in contact with a
warm body.
Void Suit
Exposure to hard void, even briefly, is almost
invariably lethal to humans. Void suits remedy
this problem by creating a pressurized shell
around the wearer, allowing them to exist safely
in the void for a period of time. Once sealed, a
void suit creates a micro-environment that
totally insulates the wearer from gases,
immersion in fluids, or the life-draining effects
of the void itself, and typically includes a rebreather to provide the wearer with a fresh air
supply. Void suits are made in many patterns
and can range from fairly simple pressurized
fabric to sturdy articulated plasteks and
composite materials. Most will also include some
common tools useful for doing work in the void,
such as tether lines, mag-clamps, and so forth.
Other features generally depend on the
Craftsmanship of the suit itself.
Poor: While still perfectly capable of
protecting the wearer against depressurisation
and toxic atmospheres, crude or cheaply made
void suits cannot change their re-breather
canisters while the suit is being worn, limiting
the wearers deployment to as long as his
canister holds out. They are also typically not
shielded against radiation and other aetheric
energies, which can lead to sickness or death
over long-term exposure.
Good: Void suits that are manufactured to a
higher level of quality usually include a waste
recycling system and better air scrubbers for
longer void deployments. A single re-breather
canister lasts twice as long in a Good
Craftsmanship void suit, and magboots are
almost always included as a standard accessory.
Best: A voidsmans best friend, these void
suits fit well and are minimally encumbering
despite having full-spectrum shielding and
insulation. A double cartridge system allows the
wearer to switch re-breather canisters with the
flip of a button for a maximum of four hours of
operations without replacing a canister, and a
built-in impellor on the back grants the wearer
extra mobility in a zero-gravity environment
(treated as having a Movement of 6).
Specialty
Personal Items
Whether only found on certain worlds or serving
extremely specific purposes, items in this
category fall outside the purview of clothing and
equipment encountered by the vast majority of
the Imperiums citizens, including most trained
agents. Acolytes may encounter various
examples of specialty equipment while onmission on worlds where this gear can be
commonly found, for a particular purpose
during the course of an operation, or just out of
happenstance while conducting field work.
Weight
Cost
Braid Cloak
2kg
80
Explosive Collar
1kg
55
Gill Filter
0.5kg
100
Gloom Eye
300
Holo-Visor
0.5kg
250
Huntsman's Musk
0.2kg
20
Jump Pack
25kg
2,000
Mag-Harness
10kg
550
Magboots
2kg
65
Night Cloak
2.5kg
100
Ocular Catechizer
250
Opus Machina
0.5kg
1,500
Slip Vest
2kg
200
Soul Mask
1kg
200
Targeting Monocle
Special
Explosive Collar
A staple of the Imperial Guards penal legions,
explosive collars are an easy and just about
uniformly effective method of ensuring
compliance on the prisoners theyre attached to.
Each collar includes a hard-wired microvox
receiver linked to a remote, whose
holder can either release the collar or
cause it to detonate. An explosive
Availability
collar being triggered is almost
Scarce
assuredly lethal to the wearer; the
Rare
residual blast deals 1d10 points of
Scarce
Explosive Damage to characters and
Very Rare
objects within 3 metres of the victim.
An explosive collar can be triggered
Rare
up to a kilometre away removing it
Rare
from the remotes effective radius
Rare
may or may not cause an automatic
Scarce
detonation.
Less common versions sometimes
Average
used on penal worlds or in work
Average
gangs eschew the remote detonator
Scarce
in favour of a fixed limiter link that
Tech-Priest Only
triggers a detonation if the collar
Very Rare
strays too far from a defined
boundary or distance, typically with
Rare
an audible warning advising the
Very Rare
wearer to return
boundaries.
within
the
prescribed
Gill Filter
This strange rubbery mask adheres to the
bottom half of the wearer's face, covering their
nose and mouth with a wet, clammy layer of biomass. Despite its appearance being more akin to
a vaguely shaped wad of goo, a gill filter is
actually an extremely sophisticated piece of gear
developed by a cadre of Magos Biologis
conducting research on the water world of
Spectoris. The strange membranes act like the
gills of marine creatures, filtering oxygen out of
water which the wearer then respires normally.
The exact means by which these miraculous
items are manufactured remains a mystery; there
are no shortage of rumours, however, with some
nefarious suggestions involving hideous deep sea
creatures and cloned human flesh making the
rounds through public houses and dives
frequented by workers and explorers who use
the filters for prolonged submarine endeavours.
A gill filter will sustain a submerged wearer's
need for air indefinitely. However, the filters
must be kept constantly immersed in water - if
exposed to air for more than about a minute the
filter will dry out and wither, becoming a useless
piece of brittle detritus. Gill filters are typically
stored in a watertight metallic container when
not in use.
Gloom Eye
"Gloom Eye" is a common term for strange
hunks of luminescent crystal that can be
inexplicably found in the depths of many hive
cities in the Calixis Sector. The strange mixtures
of polluted wastes that drip down from the
upper levels and congeal in hardened masses can
sometimes form lumps of gloom eye. Finding a
growth of gloom eye is considered a sign of
providence or good luck by reclamators and
others making expeditions into the underhive,
and those that live within the fetid depths swear
that carrying a piece of gloom eye offers blessed
protection from the perils of the crumbling and
claustrophobic pits. Gloom eye from the
10
Holo-Visor
A holo-visor is a specialized piece of gear
designed for covert operations, and are most
commonly employed by military types and
Huntsman's Musk
World-hopping big game hunters and feral
beast trackers alike commonly make use of
stench-laden pastes to mask their human odours
when in pursuit of prey with an acute sense of
smell. Smearing oneself with foulness whose
origins are best left unconsidered is by no means
a pleasant process, but this odoriferous task
could well be the margin between a successful
hunt and being torn to shreds by an agitated
carnosaur. Among certain circles, the varied
stinks of musk from different creatures on
different worlds can take on an almost academic
or artistic appreciation.
Creatures that rely on smell to detect their
prey take a -20 penalty to Perception-based Tests
made to detect characters wearing huntsman's
musk. An application lasts for 2d5 hours.
Depending on the method of application, being
immersed in water or rain may shorten this
duration. Huntsman's musk may also be able to
foil pursuit by characters with the Heightened
Sense (Smell) Talent as well.
Jump Pack
Across the Imperium, and likely since the
dawn of mankind, men have dreamed of flight.
Jump packs are fantastic creations of the
Mechanicus that allows just that. Using a
combination of high-intensity suspensor cells
and powerful hybrid thrusters, a character
11
Mag-Harness
These sturdy belts and bandoliers contain a
series of magnetic plates on the outer surfaces,
allowing the wearer to attach ferromagnetic
objects, such as knives, pistol clips, or whole
12
Magboots
Standard gear for voidsmen conducting work
on the exterior of ships or servicing areas where
the grav-plates have malfunctioned. As the name
suggests, magboots are sturdy, oversized shoes
that are worn over a voidsuit and provide a solid
magnetic attachment to most surfaces found
within Imperial voidships. Though heavy and
hard to move in, magboots are a necessity for
any kind of reliable movement in a zero-gravity
environment.
A character wearing active magboots has his
Agility Bonus reduced by half, but can walk
normally in areas of low gravity or zero gravity
as long as there are ferrous surfaces available
(such as deck plating). Magboots of Common or
better Craftsmanship can be activated or
deactivated as a Half Action with a simple stud Poor Craftsmanship examples are always active.
Night Cloak
Night cloaks are formed out of a type of
insulative and lumen-dampening fabric more
commonly seen in reactor or boiler isolating
sleeves. Cloaks are the most common style of
this uncommon gear, but rarer varieties might
take the form of a stormcoat with a pull-on
hood. Regardless of the construction, when fully
donned a night cloak completely absorbs the
wearer's ambient thermal energy while perfectly
masking any light-emitting items that the wearer
may possess, giving him an excellent stealth
advantage at night or in other areas of darkness.
Its thermally absorbing qualities can make a
cloak uncomfortable or even downright
dangerous to wear for a long period of time,
something that well highlights its basis as a piece
of industrial or naval hardware rather than
purpose-designed stealth equipment. Night
cloaks have only appeared in the Calixis Sector
within the last decade, and exactly who
Ocular Catechizer
This arcane instrument is a favoured tool of
archivists, scriveners, sages, and Administratum
officials who often work with voluminous bodies
of text and handwritten documents. The
intricate-looking devices, resembling ornate
brass eyewear festooned with lenses and multifocal loupes, grand the wearer a potent ability to
magnify and recognize patterns of information
in written or visual materials. No mere set of
bifocals, an ocular catechizer's machine spirit
can literally help the wearer "read between the
lines" and process data much more efficiently
than with his own eyes and mind alone. That
being the case, ocular catechizers have a
reputation for particularly temperamental and
easily-vexed machine spirits - if the wearer does
not entirely focus on his task, the catechizer will
often reward him with a severe headache and
sore eyes.
A character wearing an ocular catechizer gains
a +10 bonus to any Literacy, Logic, Lore, or
Search Test when close examination of written
text or visual data (such as picts or patternsheets) are involved. Only physical materials can
be scanned through in this way - ocular
catechizers are not designed to read text
displayed on data-slates or pict-screens. An
13
Opus Machina
Many have seen an Opus Machina before but
few know to call the skull-and-cog medallion
worn around the neck of many Tech-Priests by
its true name. Part tool, part devotional symbol,
and part badge of office, an Opus Machina
conceals just as many secrets as the red robes of
its bearers. The interior of an Opus Machina is
riddled with circuitry, power cells, and microcogitators, all of which gently broadcast code
ciphers and ultrasonic prayers signifying the
wearer's worth to those with the right ears to
process them. Most tech-priests don't clutch and
brandish their Opus Machina when hailing their
cohorts as many outsiders would their Imperial
Aquila. The uninformed would assume this is
merely another facet of the Martian Priesthood's
deliberate lack of empathy and faith in the GodEmperor, but the few who are well-versed in the
secrets and mysteries of the Mechanicus know
well that the mere presence of an Opus Machina
communicates far more than any simple gesture
possibly could.
Any character can wear an Opus Machina,
though this is strongly frowned upon (and
sometimes violently so) by non-members of the
Adeptus Mechanicus. However, if the wearer has
both the Speak Language (Techna-Lingua) and
Common Lore (Machine Cult) skills, an Opus
Machina's innate features can be activated. This
grants the wearer a +10 bonus on all Fellowshipbased Tests when communicating with other
Tech-Priests and followers of the Machine God,
as well as a +10 bonus on Tech-Use Tests made
Targeting Monocle
Slip Vest
Slip vests are made of a faded yellowish leather
obtained from the hides of savage beasts native
to Monrass in the Drusus Marches. When
properly tanned the leather never loses its waxy
sheen and nearly frictionless texture, making it
exceptionally supple and comfortable to wear.
Aside from its fashionable appearance, the
slippery surface of the aptly-named slip vest has
the side effect of making it difficult to get hold of
the wearer. Pugilists, thieves, and others with
"irregular habits" who are in the know have
come to appreciate these vests and their slick
qualities - martial opponents, guards, and others
who would try to tackle a wearer tend to have a
much less positive opinion.
Characters wearing a slip vest gain a +10
bonus to any attempts to break free from a
Grapple action, while Grappling opponents
suffer a -10 penalty to attempt to start or
maintain the Grapple. A slip vest's bonus may
not apply in certain situations, such as a
character being grabbed around the legs by the
vines of a Death World carnivorous plant.
14
Drugs &
Consumables
Giving the incredible breadth and span of the
Imperium of Man, it is no surprise that there are
a staggering array of food, drink, intoxicants,
drugs, and other items meant to be taken into
the body. Some alter the consumer's mindset or
perception, others can fulfil valuable medical
needs, while many more simply sustain
important biological functions. To attempt to
codify a complete list of edibles and drinkables
consumed within the God-Emperor's domain
would be an impossible undertaking even for a
battalion of expert lexmechanics, but some more
common items that an Acolyte of the Calixian
Conclave might find during the course of his
duties are listed here. An appendix containing
more specialized or region/world-specific
consumables follows.
Amasec
This is a common term for a variety of
alcoholic beverages distilled from wines and
other fermented fruits - it enjoys an almost
universal popularity across the Imperium's
civilised worlds. The quality of this drink can
vary widely - cheap bottles with watery pink or
purple contents can be found in low-hive
refectories and are affordably priced, while
expensive and rare vintages with sealed corks
pour like syrup with a rich, flavourful bouquet
and are typically cracked open by toasting nobles
at a soiree or Imperial Guard officers
commemorating a strategic victory.
More common bottles of amasec may not
force the imbiber to make a Carouse Test until
two or three drinks have been taken, while the
stout and storied vintages can be strongly
fortified and may impose a -5 penalty on the
imbiber's Tests to remain clear-headed.
Weight
Cost
Availability
Amasec (bottle)
1kg
50+
Scarce
45
Rare
Calmer (dose)
20
Plentiful
1kg
Plentiful
0.75kg
Average
0.5kg
10
Common
De-Tox (dose)
65
Scarce
Foodstuffs (meal)
Varies
Varies
Ubiquitous
Frenzon (dose)
50
Rare
200
Very Rare
300
Very Rare
Halo (dose)
100
Common
Kick (dose)
55
Average
Abundant
20
Scarce
150
Rare
0.5kg
Scarce
1.5kg
3+
Plentiful
Rotgut (bottle)
1kg
3+
Common
Slaught (dose)
75
Scarce
Spook (dose)
350
Very Rare
Spur (dose)
60
Scarce
Stimm (dose)
20
Average
Tranq (tankard)
0.5kg
Abundant
Wideawake (dose)
Plentiful
A user can develop immunity to this drug; see Building Immunity sidebar
15
Calmer (Drug)
These sedative capsules are thought of as being
the purview of voidsick pilgrims and shellshocked Guardsmen, but anyone suffering from
the after-effects of severe trauma can benefit
from their soothing effect. Therapeutic in
nature, calmers can be especially helpful in
preventing a mental breakdown or psychotic
episode in those that have had horrifying
experiences, such as witnessing a hive blackout,
being trapped in a manufactorum fire, or
encountering a ravenous beast that's crawled up
from the underhive - even members of the
Inquisition have taken up the habit of
16
De-Tox (Drug)
De-Tox is the common term for a biologically
reactive compound that is intended for
emergency use in saving the life of a poisoned or
overdosed victim. Packaged in a small disposable
injector unit, de-tox causes the consumer to
violently wretch and cough, expelling whatever
might currently be inhabiting their stomach,
lungs, and bowels as well. The experience is
singularly unpleasant, but is certainly preferable
(in the eyes of most, anyway) to a painful death
from tainted food, drug overdose, or noxious
fumes. De-tox is effective at stopping common
forms of toxins as well as the life-threatening
effects of drug overdoses or alcohol poisoning,
but likely will not be enough to save a victim
who has inhaled a militarized chemical weapon
or been hit by a needle rifle's deadly payload.
A dose of de-tox ends the ongoing effects of
any drugs and most other ingested substances
one Round after it has been administered. The
character is Stunned for 2d5 Rounds as the detox forces his body to purge out the harmful
contents (among other things). A conscious
character can attempt to resist this effect and
reduce the duration by a number of Rounds
equal to his Toughness Bonus, but if this
produces a result of zero or less then the
character also resists the beneficial effects of the
de-tox as well!
Foodstuffs
Barring a few exceptions, one thing all men
have in common is a necessity to eat. The types
of food consumed throughout the Imperium are
Common Foodstuffs
Examples by Quality
Cost
Availability
Low (fungus bread, CS biscuits, synth-paste, algae spread, roasted vermin, recyk-water, cheap rotgut)
Ubiquitous
Average (vatmeal cakes, canned Grox hash, flavoured Grox jerky, fortified nutri-slurry, Josian ale)
Plentiful
High (grain bread, rehydrated vegetables, top Grox filet, steamed multi-grain mix, mineral water, amasec)
10
Common
Extravagant (fresh fruit, Turiin wasp honey, grazer steak, aged cheese, digestive-aid pudding, vintage amasec)
50
Scarce
Depending on the world, culture, and general living expenses, the given cost may be for a single meal or a full day's board
17
Frenzon (Drug)
Unquestionably the top tier of combat drugs,
frenzon sends the consumer into a violent rage,
making him a fanatical and fearless warrior who
seeks only the destruction of his enemies. It is
commonly used in military situations, especially
among penal legions, where it has an infamous
reputation due to the use of remote-controlled
autoinjectors meant to "motivate" the dour
legionnaires. Other users include high-rent
mercenaries, bloodspot fighters, and ganger
heavies that want to "feel the rush" while
smashing some victim's head against the
rockcrete. Frenzon is always used with an
injector so as to provide immediate results.
A character using frenzon enters into a rage
one Round later as if he had the Frenzy talent,
gaining all the benefits and penalties associated
with being frenzied. This effect lasts for 1d5+5
minutes and may not be voluntarily ended by
the consumer short of using de-tox or some
similar effect.
Cold Fire: Sometimes known as "noble's
frenzon", this more costly drug is laced with
antipsychotics and tranquilizers that help
18
BUILDING IMMUNITY
Kick (Drug)
Halo (Drug)
This drug induces a mild state of psychosis in
the user - the effects are similar to a highly
diluted dose of frenzon, though the stuff takes
far longer to break down once in the
bloodstream. Most believe that halo was
originally developed for use in penal legions of
the Imperial Guard, but its use is surprisingly
widespread among a variety of worlds and social
classes - the only constant is that the user desires
a bit of fortification against a particularly
unpleasant stimulus. A character under the
effects of halo finds long vertical drops, narrow
passages full of skittering vermin, enemy
bunkers, and possibly even ominous stacks of
paper- and slatework to be somewhat less
frightening than before, though this suppression
of natural repulsive emotions does tend to make
the user somewhat less alert as a result.
A dose of halo becomes effective in about 20
minutes once ingested. It can also be used in an
injector instead, in which case the effects begin
after one minute. The drug remains active for
2d5 hours, during which time the user gains a
+10 bonus on all Tests to resist Fear and
Pinning, but also suffers a -10 penalty on
19
Lho-Sticks
This popular narcotic is typically sold in packs
and can be found just about anywhere within the
Imperium, though some xeno-arcanists have
suggested that even the lesser races of the galaxy
make use of similar substances. Lho-sticks are
Obscura (Drug)
20
Ploin Juice
Juice from the ploin fruit, which grows like a
weed on some worlds in the Calixis Sector, is an
almost ubiquitous drink for voidfarers and
explorers as the oddly-shaped fruit itself never
seems to become rotten. Though mild in flavour,
ploin juice contains a variety of minerals and
vitamins that are often sorely lacking in cheap
shipboard rations. That it combats common
void illnesses while also possessing an extreme
longevity is viewed as something of a miracle by
seasoned void-masters and ratings alike, and
many discharged crewmen have often settled for
good near starports and shipyards simply so they
have ready access to more of the stuff.
"Flatlanders" who choose to try ploin juice are
often baffled as to its nearly religious appeal
among voidfarers as it is something of an
acquired taste.
Recaf
Recaf is a popular hot beverage that exists in
many permutations throughout the Imperium the only universal constant is that is tends to
contain a mild stimulant such as caffeine or
pharamoxine. Crushed and cured leaves from
certain plants are the most common variety, but
baked or roasted seeds ground into powder and
brewed can be found on most worlds as well.
Varying grades of recaf exist and virtually all
levels of Imperial society take part in it, whether
from simple tin mugs or elegant ceramic cups.
Rotgut
This catch-all term covers a broad array of
cheap brewed or malted alcoholic drinks
commonly consumed by labourers, soldiers, and
other members of the lower classes of Imperial
society, though only a few ironic brands would
actually describe their product as such. Most
rotgut tends to be produced in vast quantities by
the same megaguilds and agri-trusts that supply
the Calixis Sector's hive worlds with processed
foodstuffs - pilgrims and travellers can often take
a small amount of solace when stepping onto a
new world that the same drink they've had on
their homeworld will likely be available at their
21
Slaught (Drug)
Short for "onslaught", this drug powerfully
affects the consumer's nervous and respiratory
system, making them both physically and
mentally faster. Slaught is most commonly used
in military situations where a final push or fierce
attack is about to be launched - troops under its
effect can cross enemy kill zones and other types
of "no man's land" much quicker, giving them a
better chance of making it to their objective and
unleashing the Emperor's fury upon the enemy.
Extended use of slaught can badly overtax the
consumer's vital humours and innards, often
resulting in nerve damage or growth of tumours.
Most commanders will not issue it regularly for
this reason, although depending on the conflict,
a Guardsman could well have much bigger
things to worry about than possible long-term
consequences. Its use outside of the Imperial
Guard and other armed forces is fairly rare.
Slaught can be ingested or injected directly into
the bloodstream - injecting it results in more
immediate effect but tends to have worse side
effects once the drug runs its course.
Slaught takes one minute to become effective
after being ingested. If injected instead the drug
takes only one Round to take effect. Regardless
of how it is taken, a dose of slaught increases the
user's Agility and Perception by +30 for 3d10
Rounds, during which time the user feels
extraordinarily jumpy and restless if he isn't
engaged in some type of physical activity. Once
the drug wears off the user must make a
Challenging (+0) Toughness Test or suffer a
level of Fatigue as his body catches up with the
drug's effects and leaves him exhausted. If the
character injected slaught the difficulty of the
Test becomes Difficult (-10) with failure
Spook (Drug)
Spook is an incredibly unusual drug that fills
the user with strange visions of heightened
perception, ultimate power, or some other such
delusion. However, this is no mere hallucination
- spook actually enables the user to manifest a
limited form of psychic energy, which can be
extremely useful (or extremely dangerous...) in
the right situation. Spook is derived from rare
mutagenic substances that can sometimes be
found naturally amassing in the lowest depths of
Imperial hive cities. These sickly-looking
greenish
puddles,
typically
sprouting
luminescent fungi, contain a vast concentration
of human protein - likely the result of waste and
effluent from above as well as the decaying
remains of underhivers, mutants, and even more
unspeakable things congealing together. It is
thought that the presence of this human genetic
material in such a condensed form is what
causes the drug's psy-reactive effect, but the
exact method of action remains a mystery.
Regardless of how the stuff comes to be, it is an
incredibly feared and reviled substance that is
universally prescribed and banned across the
Imperium. The enforcer crackdowns that target
the makers and distributors of spook more
closely resemble military offensives than ganger
busts, which all but ensures a high price for the
drug - and a veritable fortune to be made for
those with the guile and conniving to partake in
its trade. Only a few, however, are cunning or
lucky enough to outlive their ill-gotten wealth.
Spook takes effect immediately as soon as it
touches the user's lips, and has markedly
different effects based on whether a character
has a Psy Rating or not. A user without a Psy
Rating must make a Challenging (+0)
Willpower Test - failure indicates that the drug
is unable to find the user's "psychic mind" and
simply bestows terrible, nightmarish visions
instead, inflicting 1d5 Insanity Points in the
22
Spur (Drug)
This drug is most commonly used by
unsavoury types who earn their keep through
violence. It is highly unusual in its method of
action in that the initial effect is delayed - the
strong stimulants and proteins remain inert in
the user's bloodstream until they are activated by
adrenaline, at which time the user is hit by an
abrupt rush of energy and vigour. Because of
these qualities, a user can "dose up" in
anticipation of violence, saving them from
fumbling with an injector or skin patch while a
foe is drawing weapons. A spur user can endure
almost any pain or injury, fighting through
wounds or exhaustion that would leave an unassisted man on the ground wheezing for mercy.
Overusing spur invariably causes addiction,
however, adding another layer of danger to those
already present in a fight.
A dose of spur takes one Round to become
active, but it does not actually take effect until
the user becomes engaged in combat. Spur can
remain in the user's body for up to 10 hours - if
the user does not engage in combat during this
time the drug dissipates and another dose must
Stimm (Drug)
Stimm is a generic term for a voluminous
amount of fast-acting drugs that are meant to
suppress pain and invigorate the user, allowing
him to fight on (or flee faster...) in spite of
terrible wounds or crushing exhaustion. Stimm
is most commonly encountered in military
situations, but anyone who fights for a living
would be well served to have a stimm or two on
their person, and they are an integral part of any
field medikit. A stimm's effect is short-lived, but
being able to move when a victim would
ordinarily be consigned to a slow death on the
ground has no doubt spared innumerable souls
from an early reunion with the God-Emperor.
Stimm takes effect immediately and lasts for
3d10 Rounds. During this time the user cannot
be Stunned or knocked unconscious and ignores
the negative effects of Fatigue. Should the
character have suffered Critical Damage, a dose
of stimm allows him to ignore any negative
effects to his physical Characteristics, though
broken and lost limbs or blinded eyes are still
just as useless.
Tranq
An unusual type of booze to say the least, this
brew (if it can be called as such) is indigenous to
23
Wideawake (Drug)
Wideawake, as the name implies, is intended
to ward of feelings of sleepiness in those who
keep long hours. This drug is composed of longacting psychostimulants compressed into small
tablets that break down slowly once ingested,
providing a feeling of alertness and focus that is
normally lost once the wearer begins to suffer
from sleep deprivation. Though effective, it is a
cheap substance designed for the masses, so its
effects are limited in situations more stressful
than running an all-night watch or heavy
cogitator manipulation. The tablets themselves
are typically found in small sealed packets that
can be easily stuffed into a pocket or bag, and are
so ubiquitous in certain lines of work that
automat machines which usually stock cheap
foodstuffs and refreshments can dispense the
little plastek packets too.
A dose of wideawake takes 20 minutes to
become effective and lasts for 2d5 hours. During
this time the character can ignore the effects of
Fatigue on his mental Characteristics
(Intelligence, Perception, Willpower, and
Fellowship), though taking too many levels of
Fatigue will still result in unconsciousness.
When the drug wears off the character gains an
additional level of Fatigue as the over-worked
portions of his mind begin to demand rest.
Frontier
Consumables
Those travelling to the undeveloped fringes of
the Calixis Sector - missionaries, explorers,
huntsmen, mercenaries, and so forth - will
typically find a whole new spectrum of things to
eat and drink, some of which may even be
palatable. Worlds that are largely untouched by
the sprawling domestic industries of Imperial
society typically have extremely insular culture
and this extends to all matters of consumables,
making each new world an explorer happens to
set foot on likely more bizarre than the last. This
section highlights some of the more unusual
examples that can be found on the lessdeveloped worlds of the Sector.
Note that the Availability of any consumable
whose name lists it as being found on certain
worlds only applies on that same world - it may
be much rarer or totally nonexistent elsewhere.
Frontier Consumables
Name
Wt
Cost
Availability
Belly-Churn (pouch)
1kg
10
Average
Dryas (dose)
50
Rare
15
Average
0.25kg
100
Rare
3kg
45
Scarce
0.1kg
12
Common
1kg
75
Very Rare
Belly-Churn
This is a staple of nomadic riders that inhabit
worlds like Balecaster and Fervious. The food
gets its name from the use of a slain animal's
stomach as part of the preparation. The organ is
removed and washed out, then filled with milk
and sewn shut so it curdles during the natural
movement of the stomach when slung over a
24
Dryas (Drug)
Dryas is a compound that is derived from
desert-dwelling reptiles native to the agri-world
Dreah. These skittish creatures have an
incredible resilience to the arid environment in
which they inhabit, and it is said that consuming
one can sustain a lost traveller in the desert for
days. Mechanicus explorators have, at great
effort, discovered a method to derive an extract
from the Drean fauna that provides similar
effects without the need to chase one down and
eat it. A dose of dryas causes sharp though
temporary changes in the user's biochemistry,
allowing them to survive with a drastically lower
water intake and making them less susceptible to
death from heat exhaustion. There are some
undesirable side-effects, however, which include
degraded senses and a nauseating sense of
weakness. Few would willingly take dryas unless
the alternative is a slow demise.
A dose of dryas takes about an hour to become
effective and lasts for 1d10 days minus the user's
Toughness Bonus (minimum 3). During that
time the user gains a +20 bonus to any Survival
Tests made to withstand arid conditions and
needs only half as much his usual water intake.
However, the drug's lassitude imparts a -10
penalty to any Strength- and Perception-based
Tests the user might undertake, and also reduces
the user's Fellowship by 1d5 points due to his
slurred speech and absent manner.
Ration Grubs
A native fauna of the infamous death world
Dusk, these small and wiggly larvae have an
incredible nutritional content that puts even the
best-engineered of high-energy rations to shame.
It is unknown who first attempted to voluntarily
25
26
Specialty
Consumables
Some things just aren't made for most men.
Whether very costly, unobtainable, area-specific,
or serving only a very narrow purpose,
consumable items in this section are typically
not encountered by most Imperial citizens. An
Acolyte of the Emperor's Inquisition, however,
would do well to familiarise himself with such
oddities and unusual finds - a lack of prior
knowledge is a poor excuse for failure.
Blush
This expensive though remarkably smooth
libation is derived from small yellow fruits that
inexplicably grow on several distantly dispersed
worlds near the edge of the Malfian Sub-Sector.
Once mashed into juice and pulp, the sicklysweet mixture is fermented in stone vats before
being packaged in elegant and shapely bottles for
later consumption. The drink has a complex and
warm sapor which imparts a pleasantly glowing
feeling as it infiltrates the drinker's bloodstream.
The glow, however, is quite literal - while
intoxication sets in the drinker actually begins to
emit a reddish-pinkish hue that increases in
intensity when more blush is consumed.
Likewise, the aura fades in much the same way
when sobriety reasserts itself. These secondary
qualities make blush exceedingly popular with
debauched young nobles who often make games
over seeing who can glow the brightest before
joining their fellow revellers on the floor.
Countersepts (Drug)
Short for "counterseptics", these innocuous
tablets are a gift from the Emperor Himself to
soldiers, explorers, pilgrims, and others who find
themselves in suddenly foetid conditions. Each
Specialty Consumables
Name
Wt
Cost
Availability
Blush (bottle)
1kg
75
Rare
10kg
15
Plentiful
Countersepts (dose)
Common
1kg
Plentiful
1.3kg
Common
25
Very Rare
Panimmune (dose)
30
Average
Painimmune (dose)
Common
1.5kg
300
Very Rare
1kg
1000
Extremely Rare
1kg
20000
Near Unique
1.5kg
200
Rare
Raenka (bottle)
1kg
70
Scarce
Rainbow (dose)
75
Rare
50
Very Rare
175
Extremely Rare
Somna (dose)
350
Very Rare
6000
Extremely Rare
1.3kg
100
Rare
Verita (dose)
300
Very Rare
100
Scarce
A user can develop immunity to this drug; see Building Immunity sidebar
27
28
Panimmune (Drug)
Panimmune is a powerful medicinal
compound that gives the user a massive boost to
their natural resistance against toxins,
contamination, parasites, and other infectious
agents, making it a highly sought-after item for
explorers and travellers as well as enforcers and
agents pursuing targets into foetid hiding spots.
The drug takes the form of a disposable
hypospray tube that administers the panimmune
via a tiny high-pressure jet into the user's neck.
The strong mixture of counterseptics and inert
toxin-absorbing compounds can be a literal lifesaver in situations where even light injuries or
switching re-breather canisters can be fatal, but
it is extremely dangerous to use over a long term
29
Painimmune (Drug)
While many of the more steely Imperial
servants might grimly recant that "pain is
weakness leaving the body", or perhaps more
jovially, "pain lets you know you're still alive",
most men find these catechisms to be of little
comfort when suffering from a terrible injury or
sickness. Painimmune, as the name suggests, is a
long-acting analgesic that suppresses physical
pain (along with just about every other sense) for
therapeutic purposes. Painimmune is widely
used as a post-surgical recovery aid, especially
when a patient has received a cybernetic implant
or some other major procedure that can cause
systemic shock, and is typically administered in a
slow-drip infusion to spread a dose out over
time. Acolytes of the Imperial Inquisition are
more likely to encounter single-use injectorampoules that are commonly used in combat
Quaddis Wine
The world of Quaddis is something of a
mystery in and of itself. It does not appear on
many star charts, and the area of space it
inhabits is notably desolate. There are also no
stable warp lanes to or from the isolated planet,
putting it off limits from chartist captains and
other voidfarers who lack Navigators. Many
members of the Sector's lower classes would
simply assume that the world is a legend or a
byword for fantasy, but there are those that
30
Raenka
This stout liquor is almost synonymous with
"space captains" and the officers of voidfaring
ships throughout many of the far reaches of
Segmentum Obscurus. Raenka is primarily
distilled from the already much-endeared ploin
fruit, though arriving at a proper alcoholic
31
Rainbow (Drug)
So named for the all-encompassing spectrum
of treatments contained, rainbow is an advanced
drug concoction meant to be used in life-ordeath situations where a more specific treatment
can't be diagnosed in a timely basis. Rainbow
contains numerous individual medicinals,
including anti-allergen compounds, antibacterial serum, blood-clotting agents, poison
antidotes, antirad chemicals, broad-band
immune stimulators, a whole slew of vitamins,
and a potent sedative - the latter most ingredient
often jabbed at as being included "just because".
The sheer amount of bio-reactive substances
being injected at once can cause massive system
shock to the victim - as a result, rainbow is
typically only used as a drug of last resort or
where a medicae must take a gamble when
fighting an unknown ailment. Rainbow is so
powerful that the drug is actually referenced in
Administratum code as part of the Lex Medicae.officially, rainbow cannot be administered
without the victim's consent. Of course, this is
rarely enforced outside of established hospices
and convalescent sanatoriums as critical
emergencies are the very reason for the drug's
use in the first place.
After being injected with a dose of rainbow, a
victim can immediately re-roll any Toughness
Tests to resist most diseases and toxins, with
success ending any ongoing effects, though it
does not reverse existing conditions or Damage
already taken. If the character is suffering from
Blood Loss that condition ends as well. At the
same time, the character must make a
Challenging (+0) Toughness Test. Success
causes them to gain a single level of Fatigue,
while failure inflicts 1d5 levels as well as 1d5
points of Damage that ignores Armour and
Toughness. Note that the character is subjected
to this secondary effect regardless of whether or
not the dose helped them overcome an existing
condition or ailment.
32
Slam (Drug)
Slam is unquestionably the worst, most
destructive kind of combat drug imaginable. It
should therefore be no surprise that the horrid
stuff originated on Fenksworld's nightmarish
Hive Volg. Its manufacture is similarly
unpleasant. The raw materials are chemical
residue gathered from the digestive tracts of
hulking corpse roaches that infest the meat
sumps in Volg's worst districts. The gooey and
caustic substance is crystallized in an alkaline
bath and then ground into a bile yellow powder
before being diluted in what's hopefully water.
Moments after being injected, slam causes a
rapid biological change in the user, creating
hyperactive muscular growth that often causes
the user to visibly bulge and spasm. The user's
nerves are greatly deadened during the process,
leaving them to feel only a monstrous rush of
power and energy that is frequently
accompanied by an intense urge to commit
violence. Diluted slam can easily cause long term
damage to the user's circulatory and nervous
system, even in small doses. Those who hail
from Volg would consider this a small price to
pay when faced with the choice of being
devoured by a ravenous maw-fluke or dosing up
and then ripping its jaws off with their bare
hands. Use of slam is a matter of survival on
Volg, but a thriving black market for the drug
exists on other worlds where users take the
destructive substance to wreak havoc on their
enemies, often with little concern (or perhaps
understanding) of the consequences. Pure slam,
still suspended in an alkaline solution, can be
injected as well - the results are almost inevitably
fatal for the user, but the sheer destruction that a
"slammed" hiver can create before their organs
rupture is a spectacle in and of itself.
A dose of diluted slam becomes effective in
one Round and grants the user the Unnatural
Strength (x2) and Unnatural Toughness (x2)
traits for 1d5+TB Rounds. The user must pass an
Ordinary (+10) Willpower Test or enter into a
violent rage as if they'd taken a dose of frenzon,
though the effect only lasts as long as the slam
itself. When the drug wears off, the character
Somna (Drug)
An unusual and curious drug to say the least,
somna is created from a synthesized extract of
the Nephys Orchid of Iocanthus. When properly
refined and condensed, somna instils a wave of
shifts in the user's bodily humours, inducing a
coma-like state and very nearly shutting their
biological processes down. The character hovers
on the very brink of death, their consciousness
plunged into a bottomless abyss far beyond even
the deepest sleep, while their body can survive
without food or water and on an imperceptible
amount of air for up to several weeks. Like
clockwork, the user will apparently rise from the
dead a predetermined amount of time later,
possibly feeling ravenously hungry but otherwise
suffering no ill effects. A man under the effects
of somna appears to be dead for all intents and
purposes - an auspex scan reports a corpse, while
all but the most skilled medicae will write the
user off as well. Somna can even fool the soulscouring powers of a trained psyker, making the
stuff immensely useful for deep infiltration and
high-risk operations. As with almost all things,
33
34
Theosophist's Philtre
This strong and heady liquor is produced on
Archaos, a hive world famed for its cultural
affectation for philosophy. With a rich, syrupy
complexion, the philtre's sweet and floral flavour
is followed by an astringent aftertaste - the
juxtaposition supposedly providing a good
clarity for battling mental conundrums.
Paradoxically, the stuff is actually forbidden on
Archaos itself due to an ancient pre-Angevin
law, but enforcement is pitifully lax - typically
only in the event of one making too many
enemies at the oratorium. Theosophist's philtre
has broad appeal among the more cerebral
nobles and other rich drinkers in the Calixis
Sector, where it advertises the drinker's cultural
affinity more than just his wealth. Whether or
not it actually has mind-altering powers to give
the drinker expanded lucidity, or if the drinker
simply experiences a sense of mystique due to
the bottle's nominal illegality, is debatable.
Verita (Drug)
The very existence of this potent narcotic is
unknown to most drug users, and because of its
strong and singular effects, the powers that be including the Inquisition's Calixian Conclave are keen on keeping it that way. Verita is an
incredibly powerful hallucinogenic substance
that must be drunk to be effective. After
ingesting it, the user's senses are slowly subdued
by verita's profound psychotropic effects - his
perception slowly shifts, revealing the cosmic
interplay of fates and history, with some addicts
claiming that they can "see through time",
gaining insight to unknown truths and
incredible visions. Most would assume that
verita's gifts are simply an incredibly vivid
hallucination, but investigators from Scintilla's
ruling houses as well as the Inquisition have
hypothesised that the drug may well bestow the
user with immersive visions that transcend the
mortal perception of time. As a result, the drug
is incredibly illegal, with the act of distribution
being deemed a Moral Threat and carrying the
harshest of penalties. Verita's composition is
totally unknown, and careful chem-analysis
reveal a bewildering array of trace constituents
that defy identification. The substance itself
typically takes the form of a thick blue liquid in a
sealed ampoule - if cracked open, a smell of
unknown flowering blossoms mixed with a
subtle undertone of decay will permeate the
room long after the drug has been swallowed.
A dose of verita takes about 20 minutes to
become effective, after which the user finds
himself slowly immersed in alien visions and
sensations that can show all matters of mindblowing weirdness. For the duration of the drug'
effect, these vivid perceptions impose a -20
penalty on all Perception-based Tests and reduce
the user's Willpower by 10 points. Verita lasts
for 3d10 hours, after which the user must
succeed on a Challenging (+0) Willpower Test
or else gain 1d5 Insanity Points from a vision
that was particularly terrifying or unsettling. If
the character gained any Insanity as a result of
failing the Test they also have a 20% chance of
gaining 1d5 Corruption Points as they take a
35
Tools &
Equipment
Many pieces of gear don't readily fall into a more
specific classification or purpose. This section
covers a broad spectrum of equipment that is
generally designed to perform a certain task or
aid the user in a specific endeavour. More
generic tools and equipment are listed first,
while specialised and region/world-specific bits
of gear follow in subsequent categories.
Arms Coffer
These heavy-duty lockers and cases are
designed to safely transport weapons in noncombat situations, protecting their machine
spirits from disgruntling conditions as well as an
attractive finish from being scuffed or beaten
around. They tend to take the form of flat,
oblong containers with reinforcement ribbing
and sturdy latches and hinges that communicate
a sense of durability - the insides are typically
lined with polyfoam, rubber, or some other
material that provides cushioning and impact
resistance. An arms coffer includes the necessary
hardware to attach locking mechanisms, be they
simple tension-shackles or advanced gene-locks,
and most form an airtight seal to protect the
weapons within from the environment as well as
pilfering hands.
With some variances, an arms coffer can
typically carry either two Basic weapons or six
Pistols weapons and "enough" ammunition for
the same, along with other sundry items such as
a maintenance kit, bottles of sacred machine oil,
removable gun sights, and so forth. Unless
drastically overloaded, an arms coffer will float if
immersed in most liquids.
Auspex/Scanner
"Auspex" is a general term for a category of
sensor and scanning devices that can detect
energy emissions, motion and movement, and
Wt
Cost
Availability
Arms Coffer
6kg
100
Average
Auspex/Scanner
0.5kg
145
Scarce
Auto-Quill
3kg
150
Scarce
Cast Spray
0.4kg
60
Average
Cognomen
Varies
Plentiful
Combi-Tool
1kg
200
Rare
Compass/Orienter
25
Scarce
Data-Slate
0.5kg
20
Common
Glow-Globe/Lamp Pack
0.5kg
15
Abundant
Grapnel
2kg
30
Common
Igniter
10
Abundant
Injector
10
Common
1.5kg
35
Average
Skin Patch
20
Scarce
Syrette
Abundant
Magnoculars
0.5kg
55
Average
Manacles
1kg
30
Common
Mantle-Shrine
2kg
30
Abundant
4.5kg
40
Scarce
2kg
100
Common
Advanced Medikit
5kg
300
Rare
Healer's Kit
3kg
50
Average
Micro-Bead
20
Average
Multikey
150
Scarce
Pict Recorder
2kg
100
Average
Polygum
75
Rare
Autojector
Hypo-Spray
Missionary Shrine
Medikit
Salvation Auger
1kg
20
Common
Screamer
2kg
120
Scarce
Stab-Light
- or 1kg
10
Common
Stummer
2kg
25
Average
Survival Kit
4kg
150
Average
Synth-Skin
0.5kg
40
Common
Toxin Wand
0.2kg
100
Scarce
Vox-Caster
5kg
300
Scarce
1kg
20
Average
Writing Kit
2kg
20
Common
36
37
Auto-Quill
An esoteric though undoubtedly useful device,
auto-quills are a boon to adepts and anyone else
who must deal with written records for any
period of time. Auto-quills typically take the
form of small metallic or wooden cabinets large
enough to feed reams of paper or rolls of
parchment through, with a runeboard or keypad
attached to one end not unlike a personal
cogitator. The other end feeds the paper in
where one or two pairs of small servo-arms
convert the user's keystrokes into written words
and prose on the chosen medium. Using an
auto-quill requires some training before useful
copies and prints can be made - the user must
become very judicious in his finger-tapping as
an auto-quill happily duplicates errors just as
well, and there are a handful
of minor rites that must be
observed before using the
device in order to ensure
reliable transfer. Once a user
has "gotten the stroke of it",
however, many wonder how
they wrote at all before using
one.
A character using an autoquill gains a +10 bonus to
Trade (Copyist) Tests in any
situation where the written
material can be used with an
auto-quill.
A
Good
Craftsmanship
auto-quill
grants a +20 bonus as well as
producing written text that
Cast Spray
As the name suggests, this handy metallic can
contains an aerosol spray that hardens into a
sturdy and impact-resistant mass suitable for
bracing a broken bone. The spray is also laced
with procoagulants and antibacterial agents
which help greatly in preventing infection in
perilous compound fractures. Cast spray is
frequently added to medikits to improve the
capability of the medic to treat broken bones,
but can also be carried and used by itself as its
application is fairly intuitive.
A medic using cast spray allows the victim of a
broken bone to roll twice and choose the more
favourable result when making the Toughness
Test to retain the limb (see Dark Heresy, page
211 for more information on Broken Limbs and
their treatment). It also provides a +20 bonus to
any Tests made to stop Blood Loss, though it
may leave the character partly immobilised even
if they don't have a broken bone at all. One can
of cast spray is sufficient for three applications,
after which it is usually discarded. Using cast
spray is a Full Action.
Cognomen
"Cognomen" is the official Administratum
designation for standardised forms of citizen
identification used on most developed worlds in
the Calixis Sector. These take a variety of forms
ranging from thin plastek cards with raised text
and possibly an etched pict or other visual aid to
small implants in the user's hand or arm that can
be read by a compatible scanner from a short
distance away. The most common variety are
used on hive worlds and invariably take the form
of a small metal card with a unique series of
punches removed from the upper half while the
lower half bears the insignia of the issuing hive,
guild, or Adepta that the owner belongs to. A
hiver's cognomen is a frighteningly important
item - depending on the world and the citizen's
specific condition, the cognomen may well be
the owner's entire life and legal identity.
38
Combi-Tool
Combi-Tools are immeasurably serviceable
pieces of equipment that improve their owner's
ability to manipulate many different types of
machines and other forms of tech. A combi-tool
can be found in innumerable patterns and
shapes, but the most common variety take the
form of a sturdy metal box that scissors open to
reveal a plethora of attached implements that
can be folded out and put to work. Combi-tools
will typically include a full set of bits and drivers,
small-size sockets and adjustable wrench heads,
pliers and tongs, several blades, probes, a current
detector, magnetic attractor, accessor-tines for
use with cogitator maintenance, and probably a
few other attachments as well. Outside of the
Mechanicus, where ornate combi-tools are given
to initiate enginseers as a mark of merit and
accomplishment, it is likely that most owners of
a combi-tool aren't sure what at least one of its
attachments is meant to be used for. Regardless
of their type, however, a combi-tool will
invariably have at least one reinforced and
hardened strike-plate for the sole purpose of
Compass/Orienter
A small device typically capable of fitting into
a pocket, a compass or orienter is typically tuned
and calibrated to look for a planet's magnetic
pole, giving the user an absolute and constant
direction to aid in navigation. A compass is
often thought of as a useful tool for covering
open ground, but it can be just as useful for
finding one's way in the labyrinthine interior of
a hive city's lower depths, and certain orienters
are produced to latch on to a void ship's bridge
or bow for similar purposes when delving into
seldom-use decks.
When used in conjunction with a map or
personal geographic knowledge a compass or
orienter grants a +10 bonus to Navigation
(Surface) Tests made while travelling. At the
GM's discretion it may grant other bonuses in
certain situations as well.
39
Data-Slate
Data-slates are a nearly ubiquitous sight across
much of the Imperium, and it is often said that
there are likely more styles and patterns of these
humble devices than there are worlds under the
God-Emperor's gaze. In general, a data-slate is
designed to display some form of media typically text or graphs, but more advanced
models can also be used to render vox or vidrecordings, with some costly patterns even
incorporating a hololith or projector. The core
components of a data-slate belong to wellunderstood STCs and as a result they can be
produced in staggering quantities with minimal
expense - many are used simply because they're
more durable than paper. Data-slates are
typically powered off of an internal charge cell depending on the quality of the slate's
construction, a data-slate may be able to be used
for days or weeks at a time before it must be
connected to a power source to replenish its
reserves. In most cases, a data-slate retains
information it carried even when it has no
power. The functions and utility of a data-slate
can typically be categorized on the same scale as
Item Craftsmanship, but even then there can be
considerable variance:
Poor: A simple monotask construction
typically encountered in a cheap plastek or soft
metal housing. These very basic slates are only
designed to display text, and by and large cannot
be used to do anything but display the data that
40
Glow-globe/Lamp Pack
Most men are naturally afraid of the dark, and
for good reason - naturally blind in such
conditions, a man is easy prey for savage beasts
that stalk in darkness, not to mention terrain an
environmental pitfalls that exist in a plethora of
forms through even the most advanced and
developed of worlds. Lamp packs and glowglobes are a common remedy to this problem,
allowing the bearer to bring light and (usually)
safety with him into darkened areas. Lamp packs
are usually self-contained cylindrical or conical
housings made of metal or plastek with a clear
area so that a gas-filled bulb, fluoro-tube, or
chemical flame can shine outward in all
directions. A glow-globe works off of the same
principle but tends to be more spherical with a
magnetic or adhesive base so that it can literally
be stuck to an available surface.
This sample example provides illumination in
a 10 to 15 metre radius for about twelve hours
before needing to be recharged or refuelled,
though larger and heavier examples might
project light out significantly further.
Grapnel
When you need to reach a vertically distant
area or object, a grapnel is often the quickest and
easiest way to make the ascent. The most
common examples used on developed worlds
(and by explorers on regional backwaters) take
the form of a crossbow or gas-gun with a
metallic frame that fires a hooked or magnetic
anchor trailing a long length of wire (most have
a spool that will go about 100 metres). Once the
grapnel has secured itself to the desired location,
the firer can climb the line or winch himself up
using the grapnel's own spool mechanism.
Grapnels are commonly thought of as being a
Igniter
Whether it is used for starting a campsite
fire, re-lighting a snuffed pilot flame in a
boiler or cooker, destroying sensitive
information written on paper, or simply to
start off a relaxing lho-stick, the ability to
carry fire in one's pocket is an immediate
distinction between advanced and feral
worlds in the Imperium. Igniters are the
chosen form on most developed Imperial
worlds as they exhibit key qualities of ease of
use, cheapness of manufacture, and reliability
of action. Most igniters take the form of a
small metallic or plastek box with or without
a lid or cap that makes use of a flammable
liquid fuel or Promethium aerosol to create a
stable flame. The make and style vary widely
on individual worlds, much less an entire
41
Injector
Many types of drugs - medicinal, augmentive,
or illicit - are intended to be absorbed directly
into the user's flesh and blood. Some of these
substances, such as stimm, are already prepared
and ready to be used, but others must be used in
conjunction with some type of device to
introduce the drug into the user's blood stream.
42
Magnoculars
Through the magic of paired sets of glass or
crystal focusing lenses, a set of magnoculars can
allow inquisitive eyes to substantially magnify
distant objects, allowing for closer inspection or
Manacles
This type of basic restraint has been used in
some form or other since the Age of Terra and is
just as effective today as it has been for countless
millennia. In their most basic form, manacles are
sturdy metallic cuffs linked together by a chain
or cable that scissor open and then latch shut
around a prisoner's wrists - depending on the
user's skill, a prisoner can be made quite
compliant, or at least easier to transport. Tried
and true styles of manacles typically use a
43
Mantle-Shrine
While resplendent to behold and humbling to
enter, grand churches and cathedrals dedicated
to the God-Emperor of Man are sorely lacking in
portability. When a visit to a sanctioned chapel
or church isn't possible, faithful Imperial citizens
can turn to an easily movable mantle-shrine to
44
ensure the Emperor hears their prayers. Mantleshrines are common devotional items that vary
greatly in quality and workmanship, but most
follow a fairly standard format of a triptych case
made of wood, alloy, or flakboard. Fully folded, a
mantle-shrine can be carried around like a piece
of luggage - when needed, most shrines can
deploy a set of folding legs and then be snapped
open to reveal their ecclesiastical interiors.
Traditional mantle-shrines contain a larger
centre partition with a painted or relief icon of
the Emperor - the right panel invariably depicts
Saint Drusus, while the left may feature scenes of
religious portents, well-known lay members of
the Church, or other images of the maker's
choosing. The base folds out and includes small
troughs for incense and charms, holders for
candles, and a tackboard for votive slips. Ornate
mantle-shrines can be obtained from skilled
artisans, but the vast majority - even those used
by men of means - are made in pilgrim
shantytowns on Scintilla's Hive Tarsus. The
Ecclesiarchy rewards these devoted souls with a
stipend for expenses and shelter, then distributes
the mantle-shrines across the sector where
countless faithful citizens can venerate the
Emperor through devotional displays that were
assembled and blessed under the searing light of
the Golden Cathedral itself.
Missionary Shrine: Travelling missionaries
will almost always carry a sturdy metallic
mantle-shrine that is often noticeably heavier
than the types worshipped by common citizens.
Depending on which tradition one follows, this
extra mass is variously to visit a small measure of
the Emperor's burden on the missionary's
posture, or simply "because it's so full of mercy".
The truth is somewhat less inspirational - aside
from being more solidly built to withstand the
rigours of travel, the heavy construction is of
immediate utility for clobbering heathen
scummers and bandits that would dare desecrate
a missionary's holy work.
Medikit
Medikits are an essential part of any combat
medic's arsenal and are frequently employed by
chirurgeons and medicae making "hab calls" as
45
Micro-bead
Short for "microphone-earbead", micro-beads
are a common form of field communication
among soldiers, professional mercenaries, and
other groups that focus on complex tactics. They
are less heavily used outside of military and
paramilitary circles, but aren't unheard of either,
often gracing the lobes of manufactorum
foremen and labour-gang supervisors. A microbead is designed for hands-free vocal
communication over short distances - the wearer
is able to speak with other characters wearing a
micro-bead and hear their replies. Individual
micro-beads operate on a unique vox-frequency
that can be shared with multiple participants
with a range of about a kilometre. If properly
configured, a micro-bead can be "trunked"
through a vox-caster as well, giving the microbead's wearer the ability to speak at much longer
distances. Because of their small size, microbeads are prone to receiving "unhelpful"
interference from heavy machinery and more
powerful comm-links, and their signal range can
be considerably degraded by certain materials or
simple density of objects between them. A
micro-bead's Craftsmanship has further effects
on its use and utility:
Poor: Often composed of a bulky headset with
a movable microphone, cheap micro-beads
typically
do
not
even
mount
the
communications device itself in the headgear.
The antenna and receiver unit take the form of a
separate device about the size of a pack of lhosticks that is typically carried in a vest pocket or
pouch, with a wire feed connecting the headset.
This type of micro-bead is usually found in non-
46
Multikey
Though it is an honest utility item that is
immediately useful for all matters of
maintenance and social needs, a multikey is
often thought of as a tool of burglary and theft.
Many types of Imperial locks and security
mechanisms work off of similar, or sometimes
even identical, components and layouts - a
47
Pict Recorder
A pict recorder is a fairly common device
meant to matriculate still or live media. The
technology to make these devices is well
understood, but most require a significant
amount of rare metals and precisely engineered
components in their construction - this puts
their cost above what most citizens could afford
for any kind of recreational or entertainment
purpose. Pict recorders are used in a battery of
applications, including both covert and overt
surveillance, inspections of manufactured
products and equipment, and the recording of
expeditions and discoveries - some more
eccentric explorers and questing Magi have been
known to include monotask servitors or servoskulls in their retinue solely to record their
exploits for posterity. Pict-recorders come in a
range of formats and styles - their capabilities
and functions can be roughly categorized using
the same rules as Item Craftsmanship:
Poor: Basic and cheap pict recorders are only
capable of taking still monochrome picts, which
are captured on cellulose strips that must
undergo chemical processing before they can be
viewed. For-hire inquiry agents tend to make use
of these simple devices to obtain visual evidence
of their target's misdeeds.
Common: More complex and sophisticated
pict recorders are fully capable of taking down
live-action vids as well as still picts, both of
which are recorded in a subtractive colour
scheme that reproduces - with decent accuracy a true depiction of what the device sees. A pict
recorder of this type can store a hundred or
more picts or several hours of vid-recording on
physical memory-coils within the recorder's
housing. Once full, the media within can be sent
to a compatible data-slate, cogitator, or other
storage device for later review.
Good: Higher quality pict recorders produce
picts and vids with sharper clarity and
definition. Many also include a small screen on
the device's housing that allows the user to view
picts or vids that have already been taken,
allowing them to inspect and cycle through their
handiwork. This quality lets the user determine
48
Polygum
This miraculous substance is the sole export of
the world of Ganf Magna, and while its
properties seem to defy logical explanation, its
utility is vast beyond question. According to
popular iteration, polygum was accidentally
discovered when frontiersmen, waging a
punitive expedition against the feral Orks that
still trouble Ganf Magna today, blew open
ancient trees with errant gunfire. The thick sap
that emerged formed a rubbery, stretchy
compound after coming in contact with scrubby
lichen that grow on the tree's exterior. Even after
being removed from the tree, the wads of
gummy stuff demonstrate incredible elasticity
and adhesive qualities - closer inspection has
revealed that the polygum has an antibacterial
property as well, creating even more uses for the
marvellous substance. Polygum can be stretched
and shaped to form waterproof cloaks, mantles,
and tarps; readily serves as a sling for a broken
or sprained limb; could improvise a litter if
attached to parallel rods; is perfectly capable of
holding damaged machinery components
together until a more permanent fix is possible;
keeps water and moisture out of leaky housings
for equipment; and can even be used to squeeze
shut a bleeding wound. It may be easier to
question what can't be done with polygum than
to attempt to create a comprehensive list of its
possible applications. In order to retain
"freshness", polygum must be stored in fairly
small quantities in wooden containers - these
handling characteristics lead to its fairly high
Salvation Auger
Salvation augers are pocket-sized devices that
"sniff" the owner's immediate whereabouts in
order to provide warning of hazardous
environmental conditions. Designed to be both
portable and easy to use, a salvation auger is
typically flipped on when the wearer enters an
area of suspect status, after which it is usually
worn around the neck or on a belt. When the
salvation auger's scan-nodes detect harmful
radiation, airborne toxins, or other atmospheric
hazards, the auger warns the user with a variety
of cues and indications. Salvation augers are
most commonly employed by hivers - decrepit
and dilapidated expanses of Imperial hive cities
can generate a plethora of noxious and lethal
conditions, such as accumulations of radioactive
vapour and virulently poisonous plant and
fungal growths. An expedition down to the
underhive, or reclamator endeavours into
disaster-felled districts, may take all necessary
precautions to avoid physical pitfalls and survive
encounters with creatures or violent denizens,
but neglecting to protect oneself against
environmental hazards can be just as fatal.
Though less common, salvation augers are also
carried by explorers uncovering ancient ruins
and architecture on distant worlds, as well as
naval armsmen delving down into the
abandoned decks of great voidships.
A salvation auger produces a visual or audio
warning when the wearer enters into an area that
is contaminated with dangerous levels of
radiation, toxic or poisonous gases or particles,
49
Screamer
A common and typically quite effective
security device, "screamer" is a broad term used
to describe a plethora of devices that are
designed to make an audible alert when its
perimeter is breached. A screamer is about the
size of a can of grox hash and will sometimes
include a magnetic strip or a sturdy stake to
anchor it to available surfaces. The device uses a
simple motion tracker, aural sensor, and thermal
scanner to locate and identify the presence of
potential enemies. A small cogitator stack
processes the information and triggers an earshattering alarm that can be heard up to a
kilometre away. A screamer includes ten identtokens that can be handed out to allies - anyone
wearing one in an open location causes the
screamer to politely ignore their presence.
A character wishing to set a screamer must
make on a Challenging (+0) Tech-Use Test. If
successful, the screamer activates and begins
acting as a warder over the nearby area, making
Awareness Tests as though it had a Perception of
75. A screamer watches over an area with a 30
metre radius, adding 5 metres for every degree of
success on the setter's Tech-Use Test. Should the
Test fail, the screamer appears to set properly,
but some malfunction of its machine spirit (or
the character not pressing the right button)
reduces its Perception to 10 - most experienced
explorers make sure to test a screamer's function
(often by throwing a large rock or stick or some
such object) to ensure that it has activated
properly. Disarming a screamer requires an Easy
(+30) Tech-Use Test, with failure likely causing
the screamer to issue its horrendous racket when
the user attempts to move it from its perch. A
screamer can be left set for up to 5 days before its
internal power cell needs to be recharged (this
Stab-light
This handheld device is designed to project a
sharp, coherent beam of light out to a
considerable distance, allowing its wielder to
banish darkness from a specified point of aim.
Compared to a lamp pack, a stab-light is smaller
and handier with a greater effective range, but it
can only illuminate a fairly small area. Stablights come in a variety of sizes, ranging from
small pocket units that fit nicely in the hand to
sturdy femur-sized metal rods that can double
nicely as a truncheon. Stab-lights typically run
off of cheap disposable power cells that feed a
high-lumen gas bulb protected by a thin layer of
transparent plastek or armaglass, and,
depending on the shape and function, may
include an adjustable focus function too.
A stab-light can throw a beam of bright
whitish-yellow light up to 50 metres away. The
light can be projected as a straight line or cone,
though the total diameter of the illuminated area
cannot exceed more than about five metres. A
stab light's power cells last for 1d5+1 hours of
continuous use before they run down and must
be discarded - replacement power cells have a
base price of 1 Throne and are Plentiful on most
developed worlds.
Stummer
Stummers are almost standard kit for
professional infiltrators and saboteurs, and are
also well used by assassins, military snipers, and
others who place a high value on stealth. Most
would say that a stummer somehow absorbs
noise made by its user, but the reality is
somewhat more complex. The oblong object is
about the size of a howler grenade and features
about a dozen holes at regular intervals through
which glimpses of thin fibre-like wires can be
obtained. Once activated, a stummer issues a
variable "anti-noise" that cancels out most
sound-waves created by the wearer. Using a
stummer to maximum effect requires some skill
at moving in a certain way, but trained skulkers
can become nearly inaudible while under one's
50
Survival Kit
Being marooned or lost in the wilderness,
whether natural or man-made, can be a damning
prospect for the unprepared. A survival kit is a
compact and highly organized set of tools and
provisions that, at least in theory, can be lifesaving for those stranded outside the reach of
civilisation. The Haal-Lorden Cartel, based on
the world of Cantus in the Markayn Marches,
produces the "Throne Standard" of survival kits
available in the Calixis Sector, and many
patterns and makes used in military, civil, and
Adepta situations are copies or close derivatives
of the design. The Haal-Lorden survival kit
includes a battery of equipment in a waterproof
parcel that can be used as a flotation device in
emergencies - the treated fabric's interior is lined
with a reflective chem treatment for use as an
improvised signalling device. The standard kit
includes all of the following: two blade razors; a
pocket igniter; a flexible wire saw; a dozen
fishing hooks of various sizes; five weighted
metallic lures; 25 metres of heavy-duty fishing
line; a large meat-hook; 10 metres of metallic
snare wire; a compact stab-light; a small booklet
containing survival information and a singlepage guide for most worlds - the booklet has a
pre-calibrated compass in the back with settings
for several magnetically-anomalous planets; four
stimm autojectors; six antibiotic tablets; 20 water
purification capsules; a stypic pencil; two
multipurpose flexi-bags; a 10 metre roll of
Synth-Skin
As the name suggests, this can contains an
aerosol spray of binding enzymes and proteins
mixed with powerful procoagulant agents and a
topical pain/inflammation relief compound.
Shaken and then sprayed onto an injury, synthskin leaves a thin foam that sticks to the victim's
wound, causing rapid coagulation and
promoting the regeneration of new skin. Timely
application of synth-skin can be a saviour to a
victim at risk of death by exsanguination, and its
very simple use - point the nozzle at the wound
and depress - means that average citizens or
soldiers can provide potentially lifesaving
intervention when a trained medic or skilled
medicae is not available. While not its primary
purpose, synth-skin is also an effective field
treatment for burn injuries and preventing
secondary infection. Some wounds also tend to
heal better when quickly treated with synth-skin,
producing smaller and more orderly scars.
Using a can of synth-skin is a Full Action that
automatically ends Blood Loss - no Tests are
necessary. Synth-skin can be used as part of a
Medicae Test to administer First Aid. If used on
a character that has suffered Energy Damage
resulting in burns, the medic gains a +5 bonus to
his Test. One can of synth-skin is sufficient for
five applications before it runs out.
51
Toxin Wand
Toxin wands - usually referred to as toxwands for short - are simple but particularly
useful tools for determining what's ailing a
victim. A tox-wand is something of a cheap
medispex, using penetrating though benign ion
radiation to identify common abnormalities in
the victim's flesh and blood. Each is about the
size of a large flow-pen - the likeness is
reinforced by a protective cap over the fiber-like
rad-scanners on the business end of the tool.
Small lights on the shaft of the wand will blink in
simple patterns as the wand scans a victim, and
the device will emit a pattern of chirping noises
when the problem has been identified. A user
can attempt to memorize the patterns, or - more
likely - attach the wand via cable to a data-slate
and use the slate's screen for a visual description.
A character can use a toxin wand to identify
the presence of poisons, venoms, and other
virulence in the body. Using a toxin wand
requires an Extended Action that takes three
Rounds - at the end of the third Round, the
character using the wand can make a
Challenging (+0) Perception Test or a Routine
(+20) Medicae Test with success indicating that
the wand has identified the afflicting substance.
Success with two or more degrees provides a
thorough sampling that also indicates what
antidotes or remedies exist, while failure by two
or more degrees produces a totally incorrect
diagnosis complete with a suggested antidote
that will either be ineffectual, or possibly even
make the ongoing condition worse!
Vox-caster
A vox-caster is an invaluable tool for longdistance communication. Typically just called a
vox, this device translates the user's voice into a
burst of radiation that can be received across the
air by other vox-casters. Compared to a voxterminas (common equipment in many Imperial
hive-cities) there is no need for voluminous
cable conduits and mechanical switch-pits,
leading to some - especially in military circles to refer to the boxes as a "wireless". Vox-casters
are somewhat temperamental pieces of tech
52
Writing Kit
When composing written material, Imperial
citizens that are better-off can make use of
devices like an auto-quill or may tap away at the
rune-keys of a personal cogitator directly. Most,
however, make use of simple but effective
stationery to write personal communications or
fill out affidavits and writs. Depending on the
world and societal level, a writing kit will contain
materials: sheets of animal vellum or pulpcompressed paper; and writing utensils: real or
artificial quills, flow-pens, or styli, all of which
write in conjunction with a supply of ink.
Manual calligraphy is often thought of as being
the purview of the lower classes, where literacy
itself is not always common. However, it is not
unheard of for those with the means to leave
writing to their staff or machines to still make
use of such personal correspondence, with some
going insofar as to suggest that direct
composition is esoterically stimulating.
A writing kit is generally necessary to make
Trade (Copyist or Scrimshawer) Tests.
Primitive
World Gear
The Imperium of Man has lifted countless
billions from the depths of savagery into civilised
society where all bathe in the reflected glory of
the God-Emperor. For various circumstances,
though, many worlds remain in lower states of
development. Most are simply waiting for the
proper elevation and growth of Administratum
and other Adepta, bringing industry and social
indoctrination with them, though a minority
have been deliberately left as they are for a
variety of moral, social, or economic reasons.
Worlds of this type have much less evolved tech
than other Imperial planets, but local gear and
equipment can still be the margin between
success and failure (perhaps life and death as
well!) just as they are in the tallest of hive cities.
Explorers and missionaries spending long
periods of time on less-developed planets will
often bring arsenals of tools and gear from
proper Imperial stocks, but there are some who
believe in truly absorbing the native existence
and making do with only locally-available kit.
Note that the Availability of any gear whose
name lists it as being found on certain worlds
only applies on that same world - it may be
Primitive World Gear
Name
Wt
Cost
Availability
Caltrops
1kg
Common
Capsican Trap
3kg
20
Scarce
Glo-Slug
0.1kg
Rare
Kill Sticks
0.5kg
Plentiful
Powder Bomb
1.5kg
15
Scarce
Skeleton Key
100
Near Unique
Skem Net
2kg
85
Rare
Smoke Flare
0.4kg
10
Scarce
Spark Rocks
Common
Stink Bomb
1kg
Common
53
Caltrops
Something of a primitive world's land mine, a
caltrop is a length of twisted nail or spines
ending in sharp tips. When thrown on the
ground, a caltrop is designed to embed several of
its sharp points into the soil, always leaving one
pointing straight up. Caltrops are effective at
disrupting the movement of enemy troops and
beast-borne cavalry. Aside from the sharp point,
particularly devious siege-planners have been
known to coat large quantities of caltrops in
venom or toxic spores to further magnify their
effect as an area-denial weapon.
A single bag of caltrops has enough to cover a
two-by-two metre area. A character with less
than 3 Primitive APs or 1 non-Primitive AP on
the Legs location must succeed on a Difficult (10) Agility Test to avoid injuring their feet.
Failure reduces the character's movement speed
by half until they receive medical attention for
their injuries. Best Craftsmanship caltrops are
coated with debilitating poison; if the character
fails his Agility Test, he must also pass a
Challenging (+0) Toughness Test or take 1d10
points of Impact Damage (with no reduction for
Armour or Toughness Bonus) just as if they'd
been wounded by a weapon with the Toxic
special quality.
Duskan Glo-slug
Among Dusk's many other carnivorous
creatures are the fairly innocuous-looking gloslugs. At first appearing to be little more than
slimy brownish gastropods about five
centimetres long, a glo-slug begins to extrude a
bright phosphor glow when removed from its
watery habitat. Although intended as a defence
mechanism, native marsh-hunters have been
known to gather up several glo-slugs and flick
them into a jar, the amplifying light given off by
a small pile of slugs providing considerable
illumination. While perhaps not as bright as a
traditional pitch-covered torch, a slug-lantern
will "burn" longer and is safer to use, assuming
you don't hold onto a glo-slug for too long while
transferring it to the lamp.
When removed from water, a glo-slug emits
light in a one metre radius. Gathering additional
glo-slugs together increases this in a linear
fashion with a theoretical maximum of 20
metres - glo-slugs tend to start cannibalizing one
another in higher quantities, even if fresh meat is
provided for them to feed on. Glo-slugs must be
kept wet for at least half of each day, during
54
Kill Sticks
Even on worlds where metalworking has been
fully developed a simple pointed stick can be a
perfectly deadly weapon. Sharpened wooden
sticks or stakes typically aren't used in open
battles due to their difficulty in penetrating
leather and metal armours, but they make very
effective traps and obstacles where a falling
victim's own mass makes the sticks significantly
more lethal. Kill sticks are used to line small pits
designed to trip and wound enemy soldiers
crossing a field, but whole forests of them are
sometimes used to deny an army the use of open
terrain or to make scaling the slopes of a fortified
position or castle more dangerous.
One bundle of kill sticks can be used to cover a
one metre by one metre area. Characters
stepping into an area covered with kill sticks
must succeed on an Ordinary (+10) Agility
Test or else skewer themselves on the sticks,
which deals 1d10+2 points of Rending Damage.
If the kill sticks are hidden, such as in a
camouflaged pit or trench, the Agility Test
becomes Difficult (-10).
Skeleton Key
Smoke Flare
55
56
Stink Bomb
Assaulting a victim's olfactory senses is a
common recourse for scummers and scoundrels
on any number of worlds, but it is especially
prevalent in primitive societies where effective
protection from reeking smells is typically all but
nonexistent. Mixing together a variety of
unpleasant ingredients into a combustible or
breakable housing creates a stink bomb, a
weapon that can repel or nauseate groups of
enemies without subjecting its holder to the
same effects beforehand. Stink bombs used on
the world of Munsk in the Josian Reach are a
fine example of a well-engineered weapon: faeces
from large carrion-worms are mixed with the
virulent pollen of the aptly-named "dung-bloom"
flower, with the foetid amalgamation balled up
and then covered with a dried mud shell. The
fragile shell shatters when thrown against a hard
surface, releasing the fermented filth and filling
the area with a horrendous stench. So vile is the
odour that it can sap the reserve of even mighty
warriors, leaving lesser men retching on the
ground or even fainted from the reeking smell.
A stink bomb can be thrown up to 10 metres.
Provided it lands on any kind of solid surface,
the bomb ruptures and fills the air with an
unbelievably foul smell. Anyone within 1d5+5
metres of the bomb's impact point must succeed
on a Challenging (+0) Toughness Test every
Round or gain a level of Fatigue from severe
nausea - a character who can't get away from the
miasma could pass out from the olfactory
devastation alone. The stink persists for an hour
outdoors and three times as long in an enclosed
area. Characters who cannot smell, such as men
who may be wearing filter plugs or victims of a
sensory-depriving injury are entirely immune to
a stink bomb's effects.
Infantry Gear
It is said that all a Guardsman needs to win a
battle is a guts and a lasgun, and while this may
be true in spirit, it is a gross oversimplification of
battlefield logistics, not to mention something of
a slap in the face to the Imperial Guard's dutiful
and stalwart quartermasters and logisters.
Beyond a weapon and body armour, soldiers of
various types, be they a Planetary Defence Force,
a noble's house guards, naval armsmen, or one
among billions in the Hammer of the Imperium
itself, all tend to have a variety of kit at their
disposal for the multitude of tasks and
assignments they carry out.
Whether it is intended for the rigours of
combat or the vapidity of garrison duty, infantry
gear all tends to have some kind of militaristic
purpose, and many pieces are catalogued
inventory of the Departmento Munitorum.
Infantry gear is typically found in the
employment of military situations and groups,
but accounting for the massive production base
of the Imperial war machine, along with the
often overtly militarised and jingoistic aspects of
society and culture, it is not surprising to find
pieces of infantry gear in the hands of citizens,
largely including those who aren't demobilised
Guard veterans, too.
57
Wt
Cost
Availability
2kg
15
Average
Bedroll
4kg
Abundant
Grooming Kit
0.1kg
Plentiful
Infantryman's Primer
0.3kg
Varies
Infantry Lamp/Tac-Light
0.8kg
10
Average
Melta Bomb
5kg
100
Rare
Mess Kit
0.5kg
Plentiful
Sandbags (100)
10kg
Ubiquitous
Tac-Rig/Gear Harness
1.5kg
20
Common
Tent
9kg
35
Average
Tool Kit
0.8kg
15
Common
Bedroll
Not everyone can look forward to sleeping on
a cot or bed, especially in the field - in many
cases, a soldier who desires something more
comfortable than the dirt must bring it with him.
Bedrolls are designed to be folded and rolled
into a tight bundle that can sit atop or below a
backpack, taking up a minimum of space and
weight. Bedrolls tend to be generously cut so
even the brawniest of Guardsmen can fully
ensconce themselves in warm synth-fibre. Aside
from sleeping, a bedroll can also be laid out to
cushion a sniper's elbows and knees when lying
prone, flung over the top of a bolthole to act as
improvised camouflage from enemy flyers, and being flame-retardant - used to beat out small
fires. Munitorum-issued bedrolls tend to be
impregnated with poisons meant to kill small
pests, though this effect wears off over time and
may be entirely lost in second-hand examples.
Grooming Kit
Many military organisations maintain some
form of grooming standards that everyone from
front-line troops to supply officers and tacticians
must adhere to. This is often due to local
preference and a desire for a "professional" look,
but in many cases serves a practical application
as well, such as ensuring a close fit of a gas mask
or helmet. A grooming kit will provide all the
usual tools necessary for personal hygiene, such
as shaving razors and soaps, dental brushes and
pastes, counterseptic washes, and lotions or
shampoos with antifungal or antiparasitic
agents. Local and regimental variations abound,
such as compact scissors for the tidy trimming of
beards in groups where facial hair is common.
58
Infantry Lamp/Tac-Light
This variation on standard stab-lights is more
robustly constructed with an armaplas housing
and double-thickness focusing lens. The shape of
an infantry lamp allows it to be held in the hand
or tucked into a uniform pocket, and a special
slot down the side means it can be securely
fastened to the melee attachment lug found on
most patterns of lasgun. Guardsmen moving in
darkness are well served by such a configuration,
as it allows them to illuminate a target and then
promptly mow it down. Of course, it also gives
away the user's position quite clearly, and
veteran troops will often prefer to make do with
their own natural night-vision if at all possible
for just this reason.
59
Melta Bomb
Few handheld demolition tools are as
destructive as a melta bomb. These cylindrical
devices are designed to be directly attached to a
variety of solid and otherwise impassable
objects, such as bunkers, reinforced bulkheads,
or the hulls of armoured vehicles, and include
large magnetic or adhesive bands down the
length of the device for this purpose. Once
attached, the sapper activates a simple manual
detonator and must then find cover immediately
before the bomb detonates with incredible
power, leaving the target very likely a
smouldering ruin just as if it had been hit by a
large melta weapon. Using a melta bomb
requires a very steady hand and measured
response, especially for soldiers attempting to
knock out an active enemy vehicle. Fortunately,
melta bombs themselves are designed to be quite
stable and can withstand a lot of abuse without
spontaneous detonation, allowing the wielder to
fully focus on the multi-ton death machine he
must get within arm's reach of.
A melta bomb is already fully set to explode
once the integrated timer is activated - this
requires no Tests, although the character setting
Mess Kit
Soldiers in the field must sometimes carry a
variety of basic necessities on their person.
Encamped troops will often have the benefit of a
properly staffed mess tent, but those in forward
positions or involved in intense combat often
have to make do with simpler means. A mess kit
is a fully contained package that includes all the
essentials for consumption of meals - this most
commonly includes a combination spoon/fork,
knife, mug, and a clamshell container that
carries the kit and can also be unfolded to serve
as a tray. The pieces are all made of sturdy and
lightweight alloy that's been treated to resist
corrosion. Giving their heavily processed and
storable nature, Guardsmen who are subsisting
off of combat rations usually don't need to make
use of all of their kit, but it is especially useful
when foraging has turned up edible food from
the local environment. A hot meal can be
prepared by putting the ingredients to be cooked
in the container and then tossing it into a
campfire or leaving it on the heat exchangers of
an idling tank for a while.
Sandbags
Sandbags are a cheap yet effective form of
creating defensive fortifications in field
situations. Fabric or synthetic sacks are filled
with sand or dirt and then piled atop one
another, often several bags thick, creating walls
and revetments that are very effective at
absorbing explosive blasts, shell or bomb
60
Tac-Rig/Gear Harness
Soldiers typically have a large array of gear and
equipment for various battle and garrison
situations. Being prepared for every eventuality
and having the right kit for the job can mean the
difference between success and failure (and quite
possibly life and death in parallel), but actually
having ready access and availability of
everything in a soldier's tool arsenal can be a
conundrum in and of itself. Tactical rigs are a
style of load-bearing gear that is designed to
keep as many bits of kit within easy reach as
possible. These exist in a broad array of patterns
and styles, some of which are Munitorumsanctioned and produced in vast quantities,
while others are more regional and specialised in
nature. Common formats typically employ a
sturdy belt with removable framed suspenders
festooned with gear-clips for attaching pouches,
packs, rings, holsters, and other points where all
matters of equipment can be stowed. When
properly configured, a tac-rig can place almost
all of a soldier's handheld kit at his disposal for
ready use, though the rattling of grenades, clip
pouches and knife sheathes bouncing against
each other can be detrimental to stealth.
A character wearing a tac-rig or gear harness
can stow up to 15kg worth of small items
(typically no more than 1kg each) in the harness'
various pockets and pouches - any items stored
in this way never take more than one hand to
ready. A tac-rig can also be configured for a fast
draw by reducing friction on the stowed items
and keeping them at the cusp ready to be
grabbed. This grants the wearer the Quick Draw
talent when Readying items stowed in his tac-rig.
Tent
Tents of various sizes are common items
for any situation where one is exposed to
harsh elements while encamped in the field.
Compared to the sort of covers used by
hunters and explorers, Munitorum-issued
field tents are somewhat bulkier and heavier
but are far more sturdy. Aside from keeping
out precipitation or keeping in warmth
from heater bricks, field tents are chemically
treated to resist cracking and fraying due to
acidic rainfall in polluted environments, and
feature a double-sided construction with a
reflective laminate interior. In scorching
deserts or other arid environs the tent can
be turned inside out, keeping the reflective
surfaces facing towards merciless suns while
keeping the shade below notably cooler.
One tent has enough room to sleep two men
and still have space for some gear and
equipment. If assembled properly, several
tents can be linked together to increase the
available amount of sleeping space - two
tents can sleep five, and three tents can sleep
eight.
61
Specialty Equipment
Name
Wt
Cost
Availability
Bomb Spray
1kg
200
Very Rare
Cogitator
Emplaced
150kg
4000
Average
Personal
1.5kg
700
Average
Data-Loom
25kg
900
Rare
Matriculation Engine
14kg
750
Scarce
Memrance Enhancer
5kg
300
Scarce
2kg
180
Average
1.5kg
250
Rare
Det-Tape
1kg
50
Common
Diagnostor/Medispex
4kg
525
Very Rare
Disguise Kit
5kg
150
Average
Drusine Incense
0.3kg
100
Rare
Emergency Kit
6kg
300
Common
Emergency Hab
10kg
250
Scarce
Excruciator
2kg
4000
Rare
Forgery Kit
3kg
400
Scarce
Gene-Printer
18kg
1500
Rare
Glidewing
28kg
7500
Extremely Rare
Grav-Chute
15kg
400
Scarce
Grey Device
3kg
500
Rare
0.2kg
10
Scarce
Hololith/Holo-Projector
40kg
3000
Scarce
Bomb Spray
Holo Wafer
0.1kg
Average
Intrusion Spirit
0.5kg
620
Very Rare
Line Ascender
1kg
100
Scarce
Melta Gel
0.3kg
200
Rare
Penthrift Dreadfuls
Average
Pict-Fly
1200
Rare
Pinner
5kg
800
Extremely Rare
Poi-Savant
2kg
300
Rare
10kg
1550
Rare
Psy-Focus
Varies
100
Very Rare
Psycrystal
0.3kg
1000
Near Unique
Sky Eye
4kg
1700
Extremely Rare
Strait-Cape
5kg
100
Scarce
Tracking Device
0.5kg
200
Scarce
Venom Ring
350
Very Rare
Vox Bug
500
Rare
Vox-Thief
Varies
2000
Rare
Vox-Tracker
11kg
450
Scarce
Ward Accessor
25
Average
Specialty
Equipment
Whether due to rarity, expense, or simply
serving extremely esoteric purposes, some types
of tools and gear simply aren't commonly used
by most Imperial citizens. Acolytes of the
Imperial Inquisition, however, would do well to
be aware of their existence in case some of these
techno-obscurities or highly specialised bits of
equipment come up during the course of an
investigation. Some specialty equipment are
truly spectacular works of Imperial tech and the
arcane understandings of the mechanical, while
others can simply be novelties and amusement
for the wealthy and idle. Still more are simply
unusual, ill-understood, or just limited in
application or to certain segments of society.
Specialty equipment's Availability assumes a
general attempt to locate such gear within
Imperial space. Specific tools and kit may be
significantly more or less common on individual
worlds depending on their type and utility.
62
Demo Charge
Hollow Charge
63
Cogitator
Wondrous devices composed of fine circuitry,
gas tubes, and coil sleeves, cogitators are highly
sophisticated machines that sift, analyse, and
parse through data that is input by the user.
Cogitators can't "think" on their own - such
abominable intelligence has been banned since
the Great Crusade by decree of the Emperor
Himself, and for good reason - but they come
remarkably close through the use of memeroutines and vast macro-coding that are linked
in strings by the user and then run in sequence.
Getting a cogitator to do anything but hum
peacefully and use power requires that the user
be well familiarised with the necessary input
codes and algorithms, but once armed and set a
cogitator can perform all the heavy lifting on its
own. Depending on their construction and size,
a cogitator may be capable of performing all
sorts of tasks beyond simple calculation and
collation of data, such as splicing and editing
pict or vid-feeds, operating logis-controlled
machinery, and so forth. There are some who
believe that a cogitator's true capabilities can
only be employed by a suitably ordained techpriest who can bypass the
simple input controls and
interface
with
the
cogitator's complex and
multi-faceted
machine
spirit directly.
A character must have
the Tech Use skill to
activate or use a cogitator.
Some routines can be
performed without a Test
as the character's innate
knowledge of codes and
sequences is sufficient,
though more complex or
logarithmic tasks may
require one or more Tests
of varying difficulties. All
cogitators provide a bonus
to Literacy, Logic, and
Common or Scholastic
Lore Tests - the bonus
64
65
Demo Charge
A demolition charge demo charge for short
is a simple but effective device meant to bring
down unnecessary structures and clear rubble or
debris out of the way of work being performed.
The shape and composition of a demo charge
varies widely, but in general it will be formed of
a large quantity of cheap, low-grade explosives
packed into a satchel or canister and fitted with a
suitable triggering device. The charges are bulky
and heavy for the amount of destructive power
they bring, but are quite reliable at what they do.
Demo charges are nominally civil devices, but
they are often used in military situations for
sabotage and creating defensive works. In
theory, a demo charge can be used in combat,
but this is a remarkably perilous endeavour.
Imperial Guardsmen tasked with carrying a
demo charge for breaching field obstacles are
almost invariably volunteers and receive double
pay along with better rations as an incentive for
their incredibly dangerous payloads.
A demo charge is inert until it has been
primed and armed with a detonator - see
Demolition on page 101 of Dark Heresy for
more information on setting an explosive. A
demo charge inflicts 3d10 points of Explosive
Damage in a five metre blast - linking multiple
66
Det-Tape
A seemingly harmless putty-like substance,
det-tape is actually a highly explosive compound
that is triggered when any kind of current is run
through it. Det-tape is stable and easily shaped
to fit on a variety of objects and areas, making it
a very versatile explosive, but the low size and
mass of the stuff tends to result in relatively
small blasts. Det-tape is commonly used to set
off larger charges simultaneously, but can also be
employed to precisely sever large pipes and
conduits. It is not typically considered a proper
explosive on its own, but the Adeptus Arbites
have become particular enthusiasts for using it
as a convenient and effective way to breach solid
doors - the tape is simply pressed around the
perimeter of the door with the resultant blast
sending it cleanly out of the frame.
Det-tape must be carefully planted and affixed
to ensure it remains in contact with the target Demolition Tests to "arm" it take roughly twice
as long as normal. Once planted, det-tape inflicts
2d5 points of Explosive Damage with a
Penetration of 1 to anything it is in direct
contact with. Det-tape is very stable and flexible,
and will not explode even if set on fire, but just a
single point of Damage from any source that also
has the Shocking quality will immediately cause
it to detonate, and areas with high static buildups may cause a spontaneous reaction as well.
Diagnostor/Medispex
A diagnostor - also known as a medicae
auspex, or medispex in shorthand - is something
of a highly advanced tox-wand, though such a
comparison belittles the diagnostor's very
sophisticated faculties. A diagnostor broadly
resembles a pistol-type weapon, but its muzzle
only houses several types of multi-spectrum
analysers and sniffers that use a combination of
harmless ion radiation, sono-imaging, and
precision chem-detectors to identify and
diagnose a bewildering array of pathogens,
poisons, and bio-hazards that a victim may be
suffering from. The results are presented on a
small screen integrated on the back of the
device's housing, along with any suggested
67
Disguise Kit
Altering one's appearance is one of the easiest
and most straightforward means of subterfuge
available as humans and even many xenos
identify looks quite a bit more readily than any
other physical quality. Disguise kits contain a
variety of tools and aids meant to allow a
character to artfully change his visage and
perhaps other features as well. The name is
something of a misnomer, however, as no
manufactorums or commercia houses simply
produce these items as prepared kits - most are
hand-assembled by professional infiltrators
where they take bits and pieces from a broad
range of sources and combine them together
into a single arsenal of deception. The level of
thoroughness, utility, and versatility of a given
kit can be represented using the same scale as
Item Craftsmanship.
A disguise kit can generally be used up to
1d5+10 times. If a character succeeds on a
Disguise Test by two or more degrees he uses
only half as many supplies and materials as
usual, in which case a single disguise kit could be
potentially used as many as thirty times.
68
Drusine Incense
This superior incense was promulgated by
then-General Drusus in the period before he
assumed command of the Angevin Crusade, and
69
Emergency Hab
An emergency hab, typically referred to as an
"e-hab" in conversation, is actually little more
than a sealed plastek package containing what
initially appears to be a tightly folded bundle of
fabric with a number of thin alloy rods that can
be screwed together in various shapes and
patterns. Instructions printed in Low Gothic on
the inside reveal the emergency hab's marvellous
functions: the fabric reacts sharply when
exposed to water, stiffening into a totally firm
sheeting fully capable of holding its shape and
then some in less than a minute. The hab is
designed to be set up by stretching it over a
framework of the provided poles and then
doused from the outside, after which it
permanently forms a rigid tent that can keep out
rain, snow, and wind as well as provide shade in
sun-baked climes. Stranded flyer crews and
long-range exploration teams with access to an
emergency hab can make a much better shelter
while awaiting rescue, though it can be used just
as easily for non-emergency situations as well,
such as a hunters' camp or archaeological
expedition. An emergency hab is superior to
conventional tents in almost every way with the
notable exception that it cannot be broken down
again - once deployed, an emergency hab holds
its shape forever, and many are simply
abandoned where they lie once their occupants
no longer have use of them.
An emergency hab can be stretched to form a
variety of shapes and provides enough space for
three people to shelter within. An emergency
hab that can shelter six people, typically referred
Excruciator
Sometimes called a "porta-rack" in jocular
parlance, an excruciator is a compact device
about the size of two data-slates stacked atop one
another that can simulate extreme pain and
suffering on a victim. The device itself, typically
jet black in construction, is actually a heavily
modified medispex with its machine spirits
repurposed to inflicting, rather than mollifying,
painful sensations. The only actual torture
devices are a mane of hair-like wires that are
taped or stuck into the victim's skin which
stimulate nerves into agonising feelings whose
exact intensity, duration, and "flavour" can be
controlled by the excruciator's operator. While a
wonderful and terrible tool in the hands of a
seasoned explicator, an excruciator is laughably
useless to those who don't already have a good
grasp of the art of interrogation, and indeed is
more likely to put a victim to sleep than get them
to divulge confidential information if used by a
novice or inexperienced operator. While many
believe that excruciators are typically the
purview of the Imperial Inquisition, many
enforcer cadres and even well-connected
recidivist groups make use of them too - all the
tortures once can possibly devise in a compact
package that does no physical harm to the victim
is an appealing prospect to just about anyone
who specialises in such efforts.
An excruciator grants the user a +30 bonus to
Interrogation Tests when used on a restrained
and helpless victim, and the victim suffers a
further -10 penalty to Deceive Tests made to try
and throw off their interrogator. Furthermore,
an excruciator can't inflict Damage on a victim
even with a badly botched Test, though the
victim still gains the usual bonus to resist further
questioning. Reckless or extended use of an
excruciator can be dangerous, however: if a
victim gains more levels of Fatigue than his
Toughness Bonus due to repeated interrogations
he must pass an Ordinary (+10) Toughness
Test or expire due to a sudden infarction. An
70
Forgery Kit
A forgery kit is designed for one thing only:
creating or modifying documents with false
71
72
Gene-Printer
A gene-printer is a fairly sophisticated
apparatus that uses a small battery of logis stacks
combined with sensitive sniffer-fibres that can
closely compare samples of gene-spoor (hair
follicles, skin, bodily fluids, and so forth) to
determine if they are from the same source. The
Adeptus Arbites and their skilled verispex adepts
make heavy use of these devices to secure
evidence of guilt from the persecuted - criminals
and recidivists have decried the reliability of
such arcane methods, though the Lord Marshal
Goreman has insistently defended their accuracy
and even-handedness. Aside from the blackarmoured Arbitrators, well-funded enforcer
cadres, such as Scintilla's Magistratum, also
equip themselves with these tools of justice. A
gene-printer is fully self-contained, requiring no
external connections to process its information,
and is compact enough to be stuffed into a
backpack and carried in the field, which allows
for quick analysis and conviction of the guilty
without the need to return to an enforcer house
or precinct-fort.
Using a gene-printer requires a successful
Ordinary (+20) Tech-Use Test. Two samples
of gene-spoor are placed in individual trays and
taken into the gene-printer where it performs its
analysis and conclusions - the process takes
about 1d5 minutes. Any success confirms what
relationship, if any, the gene-spoor samples have
to one another, while failure indicates an
inconclusive result. Failure by three or more
degrees does the same but also ruins both
samples as the gene-printer's machine spirit
becomes irate. While effective for most cases,
providing samples of exceptionally strange genespoor, such as heavily mutated creatures or
xenos beings, can have unpredictable effects.
Glidewing
This techno-marvel enables a limited form of
flight for its wearer with large avian-like wings
that create a striking image. A wound-be flyer
dons the glidewing's harness which is worn like a
73
Grav-Chute
Grav-chutes are the preferred means for flyer
crews to bail out of a crippled vehicle in flight,
but are also often used by the Imperial Guard to
rapidly deploy strike teams from aerial
transports and gunships. A grav-chute works off
of the same principles as a much larger and more
powerful jump pack, but is merely designed to
slow the wearers fall to a survivable speed
handy after jettisoning ones self from a high
altitude transport. A grav-chutes backpack
frame mounts a pair of stabilised counter-grav
generators that rapidly decelerate a falling
wearer assuming the device functions
correctly, the character will return to the soil
with relative safety, though it is to his detriment
if he cant find somewhere safe to land. Gravchutes are designed with simplicity and ease of
production in mind, which allows them to be
Grey Device
Few know about the origins of these
mysterious brushed-metal boxes, and those that
do are perfectly tight-lipped about it. A grey
device is a machine of unknown provenance
when connected to a power source, it chirps and
whirrs at odd intervals, but seems to have no
other function. A few Magi of the Mechanicus
have speculated that the grey devices are
fragments of archaeotech, machines meant as
part of some broader system or network, but the
bulk believe that the grey devices hold some kind
74
Hololith/Holo-Projector
A far more advanced device than simple image
projectors, a hololith can display all matters of
visual material as a shimmering monochrome
cone in the air. Anything from text to picts and
charts can be displayed as such, and those with
sufficient connections can even illuminate live
feeds over vox and pict-casters. The hololith
console itself is bulky and seems heavier than it
should, typically encased in a strong alloy or
wooden case with polished brass or copper
fixtures and bristling with cables and wires for
connection to external cogitators or voxterminas jacks. Because of its ungainly
construction hololiths are typically used in
stationary environments, such as the briefing
rooms of many Adepta compounds and military
headquarters where their illuminations can be
viewed in darkened chambers filled with incense
and vapours that enhances the clarity of the
images. Aside from creating a stunning look,
typically with vibrant blues or oranges, a hololith
also has the advantage of central display - an
audience can sit in a circular configuration,
keeping the attendants in close contact with one
another as compared to stretched oblong seating
for typical projectors.
Good Craftsmanship hololiths can display
their images with multiple colours at once to
create a sharper and more defined visual, but
otherwise function the same.
Holo Wafer
Holon wafers are small disposable devices
about the width of a coin and no larger than a
man's palm. Each contains a tiny power cell that
provides enough power to project a small
hololithic image when a button is depressed.
Holo wafers are largely novelty items that are
sometimes used as bargaining chips, badge or
crest displayers, and signal markers - anything
that a common card or small sign could be used
for, but with a pleasing projected appearance
that floats a few centimetres in the air. In the
underworld of Hive Sibellus holo wafers tend to
have a far more sinister application as the
"marques" of professional assassins and hitmen,
75
Intrusion Spirit
This simple, almost featureless-looking dataslate has a single port that is covered by a
removable insulated cap. Securely locked within
is a particularly feisty and rebellious machine
spirit eager to escape its prison and wreak havoc
on greater machines and systems. Intrusion
spirits are the ultimate multikey for logiscontrolled locks and security devices - once
unleashed into the system, the intrusion spirit
goes wild and partakes in a wanton orgy of
consumption, devouring and obfuscating
everything it can before burning itself out,
leaving the lock open and totally unable to be
secured again. Obtaining a securely packed
intrusion spirit can be a costly endeavour, but
the ease at which they can brutally force open
advanced security devices makes them worth
every Throne to the infiltrator who can take no
chances. Once the intrusion spirit has run its
course, the plain data-slate becomes little more
than a paperweight. The Adeptus Mechanicus is
sharply divided on the use of intrusion spirits some believe in their great utility as well as the
esoteric interest in the destructive and almost
emotional manner they carry when deployed,
while others view it as being an abuse of Mars'
sacred craft that skirts the fringes of tech-heresy.
An intrusion spirit grants a +30 bonus to
Security or Tech-Use Tests made against any
locks or security devices that have any kind of
data-port that the intrusion spirit can access, and
the Test takes only a Full Action to execute. Any
locks or security devices opened by an intrusion
Line Ascender
A line ascender is a fairly simple powered
device that is intended to be attached to lengths
of rope or cable and quickly move the operator
up or down the line. The tripartite machine is
composed of individual wheels or fine-toothed
gears each possessing its own motor installed in
a flexible hinged bracket. The bracket is opened
or closed like a bolt cropper, causing all three
moving parts to clamp down on the line and grip
it firmly. Two handholds are provided onto
which the user grips and then allows the device
to pull him along in the desired direction. The
ascender can be sent along the line without
anyone holding onto it by engaging a separate
auto-mode switch, in which case it zips along
until it reaches the end of the line and stops
there. Line ascenders are typically used by
manufactorum crews and mine-rig operators as
an easy way to cross open areas or reach vertical
areas quickly and with minimal effort - these
areas frequently have cables and lines in
abundance, whether for use in stabilising a
structure, providing an insulative ground link,
or even purpose-built transit cables for the
ascenders themselves. Unlike grapnels, they are
not typically used in military applications as the
sound of the three rollers meshing together
around the line produces a distinctive whining
noise that can carry noticeably far.
A line ascender can be attached to any
reasonably smooth rope, cable, wire, or line that
is free of obstructions and knots. Once attached,
the user can grip the line ascender (using both
hands) and ride it safely at a speed of up to their
Agility Bonus in metres every round regardless
of whether the ascender is moving up or down,
76
Melta Gel
A blanket term for highly compressed reactive
pastes meant to fuse and cut metallic objects,
melta gel is so named on account of the intensity
of its white-hot reactions are akin to the results
of a melta gun's discharge. Melta gel is most
often used by the crews of voidships to perform
Penthrift Dreadfuls
These cheaply-printed pamphlets and
periodicals are a rather base form of
entertainment for hivers, hauler crews, and other
"lowest common denominators" of Imperial
society, though adepts and the well-to-do have
been known to indulge in their lurid pages from
time to time. Penthrift dreadfuls typically
contain all matters of sordid literature - murders
of passion, ganger killing sprees, intrigue in the
hive spires, and terrible xeno seductresses - all of
77
Pict-Fly
Equal parts techno-wonder and elite espionage
device, pict-flies are wonderfully useful
instruments for the conniving and underhanded.
The tiny brain and nervous system of a flying
insect is housed within a compact multi-legged
construct that can crawl around on its needlelike appendages or fly on minute gossamer wings
- only close inspection or an auspex scan would
reveal the mechanical nature of the device. A
pict-fly has a limited logis stack that can receive
and carry out basic instructions, such as "follow
the man in the red boots" or "hover above the
terminal for an hour", which it will carry out to
the best of its ability. A battery of micro-sized
pict-stealers and vox pickups can record and
transmit the visual and audio cues from the
immediate vicinity via a tightly compacted
antenna coil in the pict-fly's abdomen - the
device has no room for any kind of data-storage,
so any signals sent to an inattentive viewer are
lost. A pict-fly can transmit its findings over a
long distance, but the broad frequency can be
easily jammed by background interference,
operating machinery, or large metallic objects,
and most clandestine types who would use a
pict-fly prefer to let their costly tool get no more
than a few hundred metres away.
A pict-fly can transmit what it sees and hears
to most common pict-casters with the aid of a
special receiver module that can also be used to
recharge a pict-fly's unique power cell (the
Pinner
A pinner is a decidedly criminal item that
many suspect is produced using illicit funds
from the recidivist Kasballica syndicate. The tool
resembles a hand-held dumbbell used for
strength training and practicing bell-ringing
motions, with the large cylindrical pods on each
78
wearing a mag-harness or using a dipole maglock must succeed on a Hellish (-60) Strength
Test to pry his weapons or gear free of the
supercharged magnets. In the case of the magharness, the character may find themselves
physically stuck to a nearby wall or floor if the
surfaces are ferrous in nature.
Poi-Savant
Some food, whether naturally-occurring or
deliberately tainted, can be just as deadly as a hot
bolt slamming into your centre of mass.
Travellers on distant and unknown worlds,
brave or foolhardy traders making contact with
untrustworthy xeno counterparts, or hive nobles
in societies known for backstabbing can all find
death in consumption of food and drink - fleshy
plants that resemble something from one's home
world could be virulently toxic, and the piping
hot brew offered by a friendly server might be
laced with a deadly poison. A handy poi-savant
can provide a quick warning as to whether or not
a foodstuff is safe to consume, making it an
essential tool for those who are often around
potentially perilous consumables. Poi-savants
come in a variety of shapes and sizes, with
costlier variants being smaller and more discreet
to use, but all work on a basically the same
principle: the cogitation stack contained within
performs a fast analysis on a sample of the food
to be consumed, either through sticking a small
probe into the substance, or if the food is hot,
ingesting the vapours it gives off. The sample is
referenced against various bio-chemicals known
to be toxic, either by themselves or when mixed
together, which generally provides a very
accurate and no-nonsense prediction of the
safety of the sampled food. The poi-savant is no
gourmet, of course - a confirmation that food is
edible doesn't mean its flavour is at all desirable.
A poi-savant can be used as a Full Action by
making an Easy (+30) Tech-Use Test or as a
Half Action by making an Ordinary (+10)
Tech-Use Test - the latter can also be concealed
from suspicious or easily-offended eyes with a
Sleight of Hand Test. Any success indicates
whether the food is safe to consume, while a
79
80
Psy-Focus
A psy-focus is something of a "charm for
psykers", though aside from whatever mystical
powers the charm may possess it is also a
decidedly psychoactive item. Whether or not this
is an innate property of the item itself or actually
a manifestation of the psyker's will through a
properly attuned trinket is anyone's guess - the
less one ponders the nuances of the warp the
better. Any Emperor-fearing sanctionite will
inevitably have a psy-focus of some kind - more
common examples include sacred relics such as
small bones or vials of blood, holy icons and
badges, crystals and jewelry, and other blessed
mementos typically bearing at least a small
number of Ecclesiastical symbols. Of course,
more obscure or esoteric psy-foci can be found silver-finished pistols, mercy blades, belt
buckles, walking staves and so forth. In theory,
just about any smallish item that can be held in
81
Psycrystal
These strange quartz-like minerals began to
appear in the Calixis Sector after the Koronus
Expanse was opened. Initially considered to be
little more than attractive conversation pieces,
demand picked up considerably after it was
found that the normally smoky grey crystals
began to glow with a deep purple aura when in
the presence of warp energies. These can be used
for a variety of purposes - one whimsical touch is
on the famous liner Andrea Graza where the
crystals are integrated into the halls of the
passenger decks to indicate to the embarked
when the vessel is in the warp - but by far
the most sought-after application is in the
detection of psykers themselves. Those
who seek out and acquire these unusual
and provocative items tend to have a
deep-seated fear or concern that those
with extraordinary powers may be spying
on their activities, or worse, lurking
around corners with nefarious intentions
in mind. The fact that psycrystals tend to
be found on barren, dead worlds that
once hosted verdant life before some sort
of cataclysmic event obliterated the
biosphere (a worryingly common
occurrence in the Koronus Expanse) has
given them a slightly disquieting
reputation in spite of their obvious utility,
with some suggesting that the crystals
themselves are cursed.
A psycrystal requires no activation or
input from its wielder whatsoever simply having it where it can be seen is
sufficient. The crystal gives off a rich
Sky Eye
A sky eye is a fantastic piece of technoarcanum about the size of a scrumball that can
scan and survey large amounts of territory from
the air with almost as much ease as a much
larger recon-drone sometimes employed by
artillery regiments of the Imperial Guard. The
sky eye takes the form of an almost featureless
metallic sphere dotted with dozens of tiny ports
for micro-scanners and an inbuilt suspensor
array - there is no apparent means to access the
sky eye's no-doubt wondrously sophisticated
innards. A sky eye is paired with a similarly
elegant docking station that provides the device
with power and is used to input commands. The
sky eye can be programmed to fly out to a given
area and perform surveillance quietly from the
air - it moves at a modest speed but with
impeccable grace and can cover a substantial
area before returning to its docking station to
recharge and display its findings. In the Calixis
Sector only the highly advanced and sprawling
forges of the Lathes can produce these exquisite
machines, where they are viewed as being works
82
Strait-Cape
When manacles just aren't good enough,
dedicated man-catchers resort to the strait-cape.
This restraint device consists of a heavy duty
synth-fabric bag reinforced with memory wire
and festooned with other features meant for very
reliable confinement of the prisoner, though
most enforcers don't employ all of them at once
except against especially dangerous captives.
With a strait-cape thrown over their torso, the
prisoner's arms are completely restrained in
immobile sleeves that allow no use of the hands
and extra straps can further secure the prisoner's
legs in a foetal or hogtied posture. The straightcape further includes a hood that can completely
blind, silence, and deafen the prisoner with
heavy padded straps, keeping them isolated and
unable to utter foul heresies (or nasty epithets)
to their captors. While not the intended purpose,
some chasteners of the Arbites believe that fully
confining a prisoner helps reinforce a sense of
vulnerability, which makes them more pliant in
the ensuing interrogations. Giving the qualities
of memory wire, a strait-cape can also be used as
83
Tracking Device
This very simple homer is designed to be
covertly planted within a target's effects and then
used to follow the unsuspecting victim or his
targeted item. This sort of tracking effort is
Venom Ring
Typically thought of as a decidedly Malfian
fashion accessory, venom rings are pieces of fine
jewellery that contain a small reservoir capable
of holding poison or toxins within. The ring
itself hasn't got any delivery methods, such as
concealed injectors or darts - it "merely" makes
the task of carrying the poison and preparing it
for use much simpler. Normally, a poison
carried in a venom ring is meant to be applied to
84
Vox Bug
This self-propelled listening device is
essentially a miniaturised micro-bead's aural
pickup and transmitter that has been fit into a
mechanical body vaguely resembling a tiny
beetle. The cortical material from ubiquitous
hive-roaches makes up its basic intelligence
functions - the vox bug can be told simple
instructions, such as "climb into that woman's
handbag" or "hide in the left corner of the next
room", which it will carry out as best as its
faculties permit. The bug can also be switched
into an inert mode and then simply stuck under
a shelf, behind a conduit box, or any other
concealed location, in which case its tiny pincers
latch on to an applicable perch and it remains in
place. In all cases, the vox bug faithfully
reproduces all noises that occur nearby,
transmitting them to any micro-beads or voxcasters that are listening in on the correct
frequency. The tiny transmitter can't apply
encrypt-ciphers to its signal, so it is not unheard
of for paranoid individuals to cycle through
frequencies on a vox-caster when entering a
room they suspect may be bugged. If a noisy
feedback loop appears on a given channel, the
concerned party will know his privacy has been
compromised in the nearby area.
A vox bug can move along the ground or any
contiguous surface at a rate of 1 metre per
Round. If it needs to hide, the vox bug can make
Concealment Tests with an Agility of 60. The
vox bug can transmit everything it hears just like
Vox-Thief
A vox is typically a secure way to
communicate with peers, contacts and allies,
but a where there's a will - and the right
artifices of the Machine God - there's a way.
A vox-thief is a uniquely purposed device
that is designed to clandestinely interject
itself into existing lines of over-the-air
comms, such as what is employed by most
vox-casters and micro-beads. The devices
are notoriously finicky to work with as their
machine spirit must wilfully interfere with
the operations of others, but an agent who
can make the machine work for his
purposes can quickly become a very
unwelcome yet totally unknown party to a
formerly secure channel. The effort required
to employ a vox-thief is heavily dependent
on the amount of "traffic" the user must sift
through to find what he's looking for. Open
areas where cultists meet in secret is a fairly
mundane task, while trying to jack in to a
coven in a heavily populated habstack could
be a very challenging endeavour. A voxthief's range is directly proportional to the
unit's size - most are about the size of a large
data-slate and are capable of scanning into
the nearby airwaves. Larger models that
resemble vox-casters in weight and
dimensions can reach out and spy on
unknowing subjects much further away,
while certain forge worlds are rumoured to
have gargantuan vox-thieves the size of a
heavy battle tank installed as orbital
85
Vox-Tracker
This heavily modified vox-caster can't actually
be used for any kind of communications at all,
but its machine spirits have been repurposed
into a much more creative and clandestine role:
instead of bridging an aural link to another voxcaster, a vox-tracker locates others and reports
their general direction and distance to its
operator. This is especially useful for locating a
target that has hidden himself in remote
environments but is still keeping in touch with
his contacts by a vox. A vox-tracker must be set
up in a particular fashion with the use of a
detached interceptor array, making it something
of a cumbersome device to use in time-sensitive
situations. Likewise, the device is essentially
useless in areas with heavy vox traffic - after
trying to isolate more than a few sources of vox
transmissions the device will overload, possibly
blowing a few tubes before shutting down and
refusing to function again until its machine
spirit has been suitably placated.
The vox-tracker itself weighs 6kg - the
remaining 5kg is the interceptor array, which
must be set up in a vantage point that has
relatively clear line of sight. The array includes a
50 metre spool of cable to allow the vox-tracker
to be set up in a more convenient location than
the outside of a foundry roof or ledge of a tall
habstack. A vox-tracker takes a minimum of one
minute to set up, possibly taking longer if the
86
Ward Accessor
There are many areas of Imperial hive cities,
forge complexes, voidships, and other built-up
areas that are off-limits to most passers-by but
which typically can't be staffed by armed guards
to gently nudge the overly curious away. A ward
accessor is a type of techno-key that is used to
gain entry to a given area or areas that utilise
more complex electrical or logis-controlled
locking and security mechanisms. The shape and
style of these devices varies from world to world
- more common types include alloy or plastek
cards or coins that are read or passed through a
scanner, holo wafers that display a specific shape
recognized by an electric eye, and small circuit
disks that interface with a simple cogitator and
carry current at a specific power and modulation
that the system expects. Of course, much more
grandiose or eccentric varieties exist, including
the placing and removal of great seals, inserting
staffs or sceptres into ornate receptacles, and so
forth, though these are often intended to convey
a grandiose sense of awe rather than for any sort
of improved security means.
The ward accessor listed here is for a common
card-type or coin-type version that is blank and
ready to be written with the desired code.
Possession of blank accessors is usually not
illegal, though it can be highly suspicious.
Inquisitorial
Equipment
As an organisation that moves through shadows
and blend seamlessly in with the breadth of
Imperial society until the time is right to reveal
its holy fury, the Emperor's Inquisition arms and
girds itself using a variety of kit, most of which
are sourced from mundane and unremarkable
origins. However, there exist a few things which
simply don't exist in the realms of citizen-run
manufactora and great industrial cartels. These
extremely unusual and esoteric pieces of
equipment are made to very exacting
specifications, either wholly within the
Inquisition itself or contracted out to larger
forges who receive exorbitant compensation for
their efforts (and face exorbitant wrath should
their secrecy ever be compromised). Most serve
a particular role to aid an agent of the
Inquisition in their duty, while others are
arguably more simplistic effects that simply have
a great significance or portents within that
enigmatic organisation. Acolytes of the
Inquisition will likely begin to encounter some
of these items as they ascend in rank and
prestige with their masters.
Despite the Inquisition's diligence, there have
been a few instances of these reliquaries turning
up in the hands of outsiders - alarmingly,
almost always those who would oppose the Holy
Ordos.
Badge of Office
Many lowly Acolytes never actually meet their
masters, carrying on their work in secrecy and
convening cells when they receive a coded
transmission or find a sealed message tube at a
dead-drop. Those who have risen in favour,
however, may find themselves summoned to
become a more integrated part of the Conclave,
meeting with their betters and taking orders to
investigate and destroy far more dangerous foes
of man. These valued minions are often
87
Weight
Cost
Availability
Badge of Office
0.5kg
Issued Only
Near Unique
Black Grimoire
1kg
2500
Extremely Rare
Liber Excruciatus
3.5kg
350
Rare
Liber Heresius
2kg
Issued Only
Near Unique
Psy-Tracker
1.5kg
2000
Very Rare
Psyocculum
2kg
1650
Very Rare
Rosette
Varies
Issued Only
Unique
Sentinel Array
15kg
12000
Near Unique
Simulacrum Imperialis
10kg
Issued Only
Extremely Rare
Spy Mask
2kg
Issued Only
Near Unique
Stealth Suit
5kg
Issued Only
Near Unique
Witch Cage
7kg
3000
Very Rare
88
Liber Excruciatus
This book exists in a variety of editions and
printings, often penned by different authors or
gathered from disparate collections, but in all
cases it presents a very thorough dissertation on
various means of interrogation and prying
Liber Heresius
Containing the collected wisdom, musings,
anecdotes and philosophies of a thousand famed
witch hunters, the Liber Heresius is the
definitive guide to heresy in its various
permutations. Detailed notes and explanations
on the structure, activities, and nature of many
infamous cults and heretics, as well as how they
were discovered and their corruption rooted out,
fill this tome's heavy rigid pages. The book itself
has a solid metallic cover and binding with a
gene-coded clasp, creating a very sturdy and
impressive-looking reference that is emblazoned
with the symbol of the Inquisition. Aside from a
mere chronicle of the Ordo Hereticus' great
accomplishments and purgations, the book also
contains a great many manuscripts and treatises
on how to identify incipient heresy, recognise
signs and symbols commonly used by heretics,
and how to be cognizant of subtle creeds and
89
Psy-Tracker
Also known as an aetheroscope, a psy-tracker
is a novel type of scanner that can monitor
disturbances in the empyrean and analyse
psychic fluctuations. As might be expected, they
are imminently useful tools for locating and
hunting down witches and rogue psykers,
making them a favourite piece of kit for militant
witch hunters. The device resembles an overbuilt
auspex with a hardened case that is inlaid with
many fine sensory wires that slightly rise up
from the housing, creating a textured
appearance. There is no apparent display - the
psy-tracker is designed to be wired into a photovisor where it overlays its findings. This
capability makes an especially potent tool if
combined with a psyocculum, ensuring that
almost no witch could hide from the piercing
gaze of the Inquisition. While many within the
Holy Ordos regard these implements of
discovery as sacred and revered tools, some have
noted with a degree of bemusement that the
inner workings of a psy-tracker are uncannily
similar to devices used to monitor a voidship's
Geller field and the systems that create it.
The user of a psy-tracker must have the TechUse Skill, though no Tests are necessary under
Psyocculum
90
Rosette
A rosette appears to be little more than a
simple cast metallic badge, typically of a rare
metal or alloy, which recreates the icon of the
Inquisiton. The badge is about 15 centimetres
long and is meant to be worn around the neck,
though it can also be stowed up a sleeve or
pocket. Despite its plain appearance, a rosette is
one of the most powerful objects in the
Imperium as it grants its bearer the full rights
and responsibilities of an Inquisitor of the Holy
Ordos. Producing this symbol can compel
Imperial citizens to perform all matters of tasks
and duties, requisition equipment and men,
denounce a traitor, and indeed, can save (or
destroy) entire worlds through the force of the
Sentinel Array
A techno-wonder to rival all others, a sentinel
array makes a common auspex look like a
stripling's toy. The wondrous device compacts
incredibly sophisticated motion trackers, heat
detectors, acquisition and logis systems,
guidance cogitators, predictor suites, and other
forms of electronic sensory input into a housing
no larger than a common backpack, though a
few scanners and optical sensors peek out above
the user's shoulders. Considering that much
91
92
Simulacrum Imperialis
A Simulacrum Imperialis is a holy symbol
once carried by an Imperial saint, though
fragments of a saint's bones and other such
reliquary items have been known to be used as
well. No simple charm or whimsical seal, a
Simulacrum Imperialis carries great power
among the faithful, and militant Inquisitors of
the Ordo Hereticus leading a convent of the
Adepta Soroitas into battle have been known to
bring one of these relics to the field to inspire
and embolden their charges. A Simulacrum
Imperialis, regardless of the specific form it
takes, can be considered one of the most holy
relics that one would dare remove from its
proper resting place, and the rarity of the icons
alone can represent a considerable amount of
their power and potency. To wield a Simulacrum
Imperialis is to defiantly stand in the face of
heresy and corruption demanding its strongest
come forth and face retribution.
Whenever a character spends a Fate Point
within a 20 metre radius of a strongly displayed
Simulacrum Imperialis the character has a 30%
chance to immediately recover it. Roll 1d10 - on
Spy Mask
Only issued to the sinister and littleknown operatives of the Officio
Assassinorum, a spy mask is an incredibly
sophisticated headgear that crams an
astounding sensorum suite in a tiny
package as well as a plethora of other
useful features that can aid an assassin in
the execution of their tasks (and their
targets). The multi-spectrum visor is
linked to micro-sized scanners and
detectors, with a cogitator stack no larger
than a few coins sitting above the right ear
to process the flow of data into visual
displays for the assassin's pleasure. An
assassin armed with a spy mask is
therefore always a few paces ahead of his
mark, able to travel light and move swiftly
with the benefit of a lorry's worth of intelgathering gear at his disposal at all times.
Aside from the espionage and surveillance
equipment, a spy mask also includes
super-compact ration cartridges that can
be retrieved with the tongue should the
assassin find himself in a mission where
stopping to acquire foodstuffs would pose
an unacceptable risk to the mission.
A character wearing a spy mask has
access to all the features of an auspex,
magnoculars, micro-bead, photo-visor,
pict-recorder, re-breather, and vox-caster,
all of which can be considered to be of
Best Craftsmanship for determining
ancillary effects based off of item quality.
In addition to the above, the wearer is
entitled to re-roll any failed Perceptionbased Tests, and can ignore the effects of
an enemy wearing chameleoline when
93
Stealth Suit
This highly advanced version of synskin is
whole leagues more complex and capable than
the lesser style of bodygloves, and is produced
within the Officio Assassinorum exclusively for
its deadly agents - even magi of the Martian
Priesthood have been unable to get their
mechadendrites on this exquisite equipment to
attempt to divine its functions. Cameleoline is
heavily impregnated into the material, causing
the wearer to actively blend in with their
surroundings, and the suit does more than
simply bond to the wearer's skin - it actually
grafts itself into their tissues, extending microfibres that link into the assassin's nerves. While
unnerving to experience, the stealth suit
augments an assassin's already superb reflexes
and responses while steeling them against
poisons and toxic gas. Combined with its supple,
silent motion, an assassin clad in a stealth suit
can
effortlessly
move
through
most
environments while stalking his prey and
waiting for the right moment to strike.
A stealth suit grants all the benefits of Best
Craftsmanship synskin as well as a chameleoline
cloak or coating and a permanently active
stummer. It further provides its wearer with a
+10 bonus on Dodge Tests as well as Toughness
Tests made to resist any kind of poison,
including ingested toxins, and finally permits the
wearer to make Concealment Tests even while
being observed. Once donned, the stealth suit
can only be removed by the assassin, though a
particularly dedicated adversary might be able to
physically cut it free from an assassin's form. A
stealth suit is gene-coded to the assassin it is
issued to and will not function for any other,
though it may be possible to adjust the genecoding to another user. Such an endeavour
requires a suitably advanced facility with genewriting equipment and successful Arduous (40) Tech-Use and Medicae Tests, with any
failure resulting in the stealth suit becoming an
inert mass of matte black gel.
Witch Cage
There are times when a rogue psyker or witch
simply can't be dealt with in the proper fashion
94
Augmetics
Though cast in the image of the God-Emperor, a
human body can be frustratingly frail when one
considers the myriad forms of death and injury
that exist in the 41st Millennium. Enter the
blessings of the Adeptus Mechanicus: the
augmetic. The red-robed priests of Mars are able
to create marvellous constructions of technoartifice that can not only replicate various
functions of the body but can further expand
and empower the capabilities of those who are
willing to turn their bodies into the artistic
playthings of skilled chirurgeons. Some cyberenhancement can extend a man's lifespan
beyond its natural limits - combined with
juvenant treatments, living into one's third or
fourth century isn't out of the question, and
particularly enduring souls have pushed on even
beyond that. However, some would say that
there is a price to pay for replacing one's flesh
with alloy and composites far greater than mere
gelt. Attitudes towards augmetics vary widely in
the breadth of the Emperor's domains.
Backwater and less-developed worlds may view
obvious augmetics with suspicion, fear, or even
revulsion, while inversely the lay members of the
ATTACHING AN AUGMETIC
Aside from the augmetic itself, a character must
also have access to a skilled chirurgeon and the
proper medicae facilities to undergo the
attachment and recuperation period, though an
already heavily augmented tech-priest may be
able to work on his own body. For most men, the
operation and recovery period takes 2d10 days - a
character who wishes to get back into action
more quickly can reduce the total by his
Toughness Bonus to a minimum of 1. The
medicae performing the procedure must succeed
on a Medicae Test whose difficulty is determined
by the type of augmetic - having access to more
advanced facilities can reduce the difficulty to
some extent. A critical failure can have lethal
consequences; something anyone who is
considering a voluntary augmetic "upgrade"
should consider closely.
95
BIONICS
A bionic is often the most immediately
recognisable type of augmetic as many tend to be
quite obvious in their construction. A man who's
lost a limb or suffered crushing organ damage
can usually be returned to health and vitality by
sawing off or scooping out the failing tissues and
replacing them by shiny, reliable machinery quite possibly with the blessing of a member of
the Mechanicus.
Many bionics have secondary effects
depending on their type and Craftsmanship. As
a general rule of thumb, a bionic limb increases
the bearer's Toughness Bonus by 2 for the
purposes of reducing Damage from hits to that
area - alloy and pistons are simply more durable
than flesh and bone. Likewise, Critical Damage
to a bionic limb may be less fatal to the bearer - a
condition that causes Blood Loss instead causes
the limb to cease functioning until repaired,
while a violent amputation that would ordinarily
be immediately lethal only has a 50% of actually
killing the character, though they still incur all
the other penalties and impediments for
suffering the Critical Damage itself. Depending
on the nature of the bionic, it may be possible to
repair the damage, or the character could have to
seek out a new replacement.
Some types of bionics grant a bonus to Tests
to reflect their superior quality. The bonus only
applies to Tests made with that bionic directly,
and having two of the same bionic does not
grant double the bonus unless otherwise stated.
Bionic Arm
Losing an arm greatly affects a man's
effectiveness in almost every situation, and it is
not entirely uncommon for a valued labourer to
be fitted with a bionic replacement at the
expense of his betters so as to continue his
utility. A bionic arm can replace part or all of
the human limb, up to and including a sturdy
bracket implanted at the shoulder to serve as a
firm anchor point. Most bionic arms are
controlled by a synth-nerve bundle which can
sometimes be seen as a slightly raised line under
the bearer's skin. A whole arm replacement is
typically wired directly to the bearer's brain,
while a bionic hand is usually connected to
existing synaptic fibres in the arm. The bionic's
Craftsmanship has further effects on the
bionic's utility and functions.
If the character only requires a replacement
hand rather than the entire arm, the base cost of
the arm decreases by half, though it no longer
grants the increased Toughness Bonus to resist
Damage like the full bionic limb would.
Poor: While rudimentary in function, a cheap
bionic arm is still vastly preferable to a clumsy
wire-controlled pincer or having no arm at all.
These limbs are typically more bulky than the
flesh they replaced and have a more limited
range of motion than others, including fingers
that can only be moved small increments
independently - the bearer can grasp and grip
without difficulty, but fine dextrous tasks are
notably more difficult, and the sense of touch is
perceptibly imprecise. This type of augmetic is
most commonly seen among maimed citizens
who have received a replacement from their
guild or commercia house - those who have
enough gelt to their name would typically pay
for a more advanced bionic.
Poor bionic arms halve the bearer's Agility
when used to make Tests requiring fine
manipulation, such as positioning thin wires
into a conduit, and impose a -5 penalty to
Weapon and Ballistic Skill Tests made using that
arm. This penalty may not apply in certain
situations, such as using the off hand to steady a
basic ranged weapon.
96
Bionics
Name
Cost
Test
Availability
Bionic Arm
1000
+0
Scarce
2700
-20
Rare
Bionic Locomotion
1500
-10
Scarce
800
-20
Rare
350
-10
Scarce
Cybernetic Senses
Sight
1500
-10
Scarce
Smell
1600
-20
Rare
Sound
1300
-10
Scarce
Taste
1750
-30
Very Rare
Touch
1700
-20
Rare
Gastral Bionics
1100
-20
Rare
Rite of Setesh
100000
-40
Near Unique
97
Bionic Locomotion
Without the use of one or both legs, a citizen
is very literally half the man he was before. This
eminently crippling condition can lay low men
of any stature or office, which is why virtually
anyone with the means to do so acquires a bionic
replacement to get them back up to size. Bionic
locomotion can replace a significant amount of
damaged or missing anatomy anywhere from a
lost foot up to entire legs and the pelvic region.
Because they tend to be simpler and require less
sophisticated synth-nerve bundling, the greater
mass and utility of bionic legs is typically less
costly and more available than other types of
prosthetic bionics. Within the Imperial Guard
this type of bionic is a notably common sight veteran troopers who've lost a leg or two due to
enemy mines or vehicular accidents are
considered to be easily worth the price of the
augmetic. Some legions and regiments will
award cheaper bionics to low-ranked volunteers
or even conscripts as well, typically as part of a
demobilisation, though how many crippled
Guardsmen are so gifted can depend widely on
the nature of their conflict. Compared to a
bionic arm, bionic feet, legs, or hips are typically
wired directly into the base of the bearer's spinal
column, so aside from the limbs themselves
there is usually little sign of further tampering
with their biology. The bionic's Craftsmanship
has further effects on the bionic's functions.
This augmetic presumes that the character
needs two new legs and possibly some
reconstructive work done to the hips and pelvis.
If only one leg is being replaced the base cost is
decreased by half. The cost is decreased by half
again if the character is just in need of an
augmetic foot, though in this case it no longer
grants the increased Toughness Bonus to resist
Damage like the full bionic limb would.
Poor: Inexpensive and quickly produced, this
sort of bionic is meant to be better than a pair of
crutches and little more, though it succeeds there
98
99
Cybernetic Senses
Ocular and aural augmetics are fairly common
bionic systems in the Imperium - the small mass
of the sensorum combined with close proximity
to the brain make for relatively easy attachment
and replacement. Giving that being blind or deaf
can drastically lower one's usefulness in many
trades and levels of society, those that wish to
stay out of begging would do well to obtain an
augmetic replacement. The exact construction
and procedure depends on the sense. Ocular
augmetics usually make use of sophisticated
pict-recorders and vid-casters that run through
compact logis stacks to convert their signals into
100
101
Gastral Bionics
Aside from those suffering from tumours or
who've been critically injured in combat or via a
terrible accident, bionic replacement of the
digestive tract is a rare procedure due to
IMPLANTS
102
Name
Cost
Test
Availability
Auger Implants
1200
+0
Rare
Bio-Power Cells
625
+10
Very Rare
4000
-20
Very Rare
Chem Implant
Chem Gland
5000
-10
Very Rare
Injector Rig
700
+10
Scarce
Cranial Reinforcement
1800
-20
Rare
Cortex Implants
5500
-30
Very Rare
Exoskeletal Augmetics
3000
-10
Very Rare
Internal Blade
1000
+0
Very Rare
Locator Matrix
1550
-10
Rare
Memorance Unit
2300
-10
Rare
1750
-10
Rare
Cerebral Plug
550
+10
Scarce
MIU, Superior
5200
-20
Very Rare
Mind-Weapon Interface
1100
-10
Rare
Pain Ward
4000
-20
Extremely Rare
750
-10
Rare
Scribe-Tines
600
+0
Scarce
Subdermal Armour
2700
-20
Very Rare
Synth-Muscle
2500
-20
Rare
Synth-Muscle (huge)
3750
-30
Very Rare
Bio-Power Cells
1500
+10
Scarce
Vitae Supplaceor
5500
-20
Very Rare
Voidskin
2000
-10
Extremely Rare
Voxplant
300
+0
Scarce
Auger Implants
Compact yet sophisticated sensorum suites
can be physically integrated with the nervous
system and brain, granting the bearer enhanced
perceptive abilities beyond the fundamental
senses. Fibre-thin wires are carefully inserted
into different areas of the brain and connected to
103
104
Chem Implant
A plethora of drugs and substances exist in the
Emperor's domain, and there are almost as many
ways to introduce them into the body as well.
Almost all rely on some kind of mechanisms,
such as needle-tipped syringes or bio-active skin
patches. While effective at what they do, the
process of using the tool can be unacceptably
long when seconds are priceless. Chem implants
exist to remedy this shortcoming, arming their
bearer with the desired drug at a moment's
notice and with minimal interaction.
Chem Gland: No mere mechanical dispenser,
a chem gland is an masterpiece of the Magos
Biologis - a completely organic device that
functions as an ancillary organ which can secrete
drugs and chemicals into the bloodstream by
muscular compression. Other than perhaps
surgical scars, the bearer presents no outward
signs of the implant's presence, and its complete
lack of machinery means nothing unusual
appears on most auspex scans. Even more
amazing is the gland's ability to biologically
synthesise common drugs by absorbing their
core compounds from the bearer's biology. Once
the bearer has become familiar with the
necessary somatic stimuli to trigger the gland's
functions, he need not worry about needles and
injectors ever again.
A chem gland can replicate the effects of any
of the following drugs: calmer, de-tox, frenzon,
halo, kick, panimmune, painimmune, spur,
stimm, wideawake. The gland can build up as
many as three doses of the same drug over time,
typically taking about a day for each dose.
Alternatively, the bearer can "gland" any one
drug as a Half Action by succeeding on a
Routine (+10) Toughness Test, though this
destroys any accumulated doses in the gland.
Failure inflicts one level of Fatigue on the
character as he overworks his muscles while
prodding the gland into action, while failure by
four or more degrees causes minor poisoning
that inflict 1d10 points of Toughness Damage.
Regardless of which, the gland still produces and
applies the drug's effects.
105
Cranial Reinforcement
A man's head is a frighteningly fragile thing,
containing his most important organs in a very
small area. Having a limb taken off or torso
crushed, while life-threatening, may be a
survivable injury, and with the aid of augmetics
the victim could even be restored to full ability.
Losing one's head, however, is virtually always
instantly fatal. Imperial medicae frequently
make use of composite and alloy bracing to help
repair a damaged cranium, but this augmetic
goes significantly further and replaces vast areas
of the skull's osseous portions with a multilayered plasteel shell. Gel padding on the interior
cushions the brain and other sensitive organs,
making the bearer's head far better protected
than with only natural tissues around it. Of
course, cutting out huge swaths of bone creates a
dramatic appearance. No two cranial
reinforcements look the same, but in general the
bearer can expect significant portions of his head
to be rendered in gleaming or matte alloy instead
of hair and skin, possibly covering or obscuring
parts of the face as well. Members of the Adeptus
Mechanicus who eagerly replace flesh and bone
with metal and composites will often strive to
create a strictly mechanical appearance that
meshes seamlessly with their respirator units
and other cranial implants, while those who wish
106
Cortex Implants
Magos Biologis who often work around the
brain and carefully study its functions have come
close to perfecting the art of enhancing and
replacing cortical functions with compact logis
stacks and memory coils. Cortex implants are
most frequently used in the control systems for
servitors and other types of bonded labour, but
more advanced and sophisticated variants can be
used to restore most functions of a badly
damaged mind. Being exposed to hard void,
tissue-destroying vapours and gases, or suffering
107
Exoskeletal Augmetics
These external braces and supports are servoassisted and duplicate the range of motion of the
bearer's limbs and torso with a control unit that
is almost invariably hard-linked into the spinal
column. More basic models and styles, which are
permanently or semi-permanently attached to
the bearer's body, can restore mobility to
extremely aged or diseased flesh, though those
who have suffered severe nerve damage may be
able to benefit from this augmetic too.
Compared to bionic limbs, an exoskeletal
augmetic can enable motion and movement but
does not replace so much as "assist" the corporal
form. Obviously, it is only suitable for those who
still have the extremities the God-Emperor
blessed them with. Most are simply devised as a
means to treat the impaired who, for various
reasons, would refuse a bionic recovery.
Particularly advanced and purpose-designed
augmetics do exist, and while rare, they can
actually greatly enhance the bearer's physical
abilities. Care must be taken in their use to avoid
potentially dangerous overexertion of the
biology the exoskeleton attaches to.
Exoskeletal augmetics can move parts or all of
the charcter's body even if he would otherwise be
unable to, such as through paralysis or serious
injury. Characteristic Damage or reduction due
to mangled or useless limbs and organs can be
totally offset with the use of this augmetic,
though only for the purposes of movement and
other such actions - for example, scorched lungs
that have caused the character to permanently
have one level of Fatigue can't be remedied with
an exoskeleton. Other functions depend on the
design and intention of the implants, which
roughly follow the rules for Item Craftsmanship.
Poor: While they may appear to be mundane
and simplistic, typically composed in the main of
slate grey metal, these augmetics can get a man
out of a gurney or medi-chair with surprising
grace. Because they tend to be somewhat bulky
in construction, these augmetics are usually
worn outside the bearer's clothing (alterations
may need to be made for some attachment
108
109
Internal Blade
An augmetic that is almost more of the fleshsculptor's art than anything else, this incredibly
precise and finely fitted device is inserted into
the muscles and tissues of the bearer's lower arm
where it can be used to perfectly conceal a small
bladed melee weapon. A skin vent on the wrist
allows the weapon to be drawn, typically hiltfirst, so the augmetic tends to be implanted in
the bearer's non-dominant arm. The mechanism
Locator Matrix
A locator matrix is an invaluable gift of the
Omnissiah to professional explorers and others
who frequently operate in distant, unknown
lands. Two tiny stacks of micro-cogitators are
implanted at the base of the skull and neck,
leaving thin parallel strips of shiny metal visible
on opposite sides of the spine. The matrix's
advanced self-positioning routines inform the
bearer via empathic signals of true magnetic
north. If the bearer has a data-slate handy, he
can also plug it into the matrix's data-port to
receive other information such as relative and
absolute velocity, altitude, time of day, air
pressure, and so forth. This information can be
immediately useful for purposes of navigation
and overland travel, but only if the bearer also
has access to maps or some other kind of
reference to compare the matrix's input to.
Knowing which way is north can be of little
utility if one doesn't know what direction he
should be travelling in, never mind what's over
the next rise.
When used in conjunction with a map a
locator matrix grants a +20 bonus to Navigation
(Surface) Tests made while travelling. Even
without any other gear, the bearer of a locator
110
Memorance Unit
This metallic device is permanently grafted to
the back of the bearer's skull where it wires
directly into the memory centres of the brain
and functions as a miniaturised datavault. Aside
from being able to greatly enhance the bearer's
ability to remember things, an exterior pictcapture array and compact projector are
attached to the bearer's temples and connected
to the memorance unit by thin cables to record
and capture what the bearer sees. It can then be
replayed for the benefit of an audience, allowing
the bearer of the implant to share his memories
with others directly. This augmetic is most
commonly employed by archivists and
chroniclers, though scholars and other seekers of
knowledge will sometimes petition for the
device, whether for research or simple posterity.
Much less common, though undeniably effective
and with a suitable flare for the dramatic, are
those who would use a memorance unit as an aid
in negotiations. Potentially damaging or critical
information, captured from the perspective of
the augmetic's bearer, can be an excellent source
of leverage in such encounters.
A memorance unit grants a +20 bonus to
Trade (Remembrancer) Tests as well as the Total
Recall talent if the character did not already
possess it. If the character already has the talent,
he instead never needs to make an Intelligence
Test to recollect information that the
memorance unit has captured. Should the
character already have cybernetic eyes or a
similar bionic sense he may omit the pictcapture array and simply capture all that he sees
with his augmetic oculars.
111
Pain Ward
A pain ward, as the name suggests, prevents
the bearer from feeling physical pain. The
implant takes the form of a flat, paper-thin sheet
of flexible circuitry that is inserted under the
skull where it literally re-wires the areas of the
bearer's brain. Excruciating pain is replaced with
strange perceptions of colour, taste, or nothing
at all as the synaptic relays are deliberately
confused by the implant's circuits. While the
immediate applications of such an augmetic may
112
Scribe-Tines
Unlike most implants, this augmetic is actually
designed to improve another augmetic rather
than flesh and bone. Scribe-tines are a form of
extremely versatile and dextrous manipulator
that is well-purposed for rifling through great
stacks of paper, tapping away at a runeboard, or
reaching the many keys and switches on a
control lectern. On command, the bearer's
existing augmetic hand roughly splits in half and
extends in a disturbing-looking fashion,
functionally doubling the number of fingers
available as well as moderately increasing their
reach. The long and thin digits lack tensile and
gripping strength, making them ill-suited for
any kind of heavy lifting or labour. This fragility,
combined with the very disquieting appearance,
means that even stuffy scholars and
lexmechanics who have made use of the
augmetic will keep them retracted when they
aren't actively in use.
113
Subdermal Armour
Agents, infiltrators, and others who rely on
disguise and subterfuge often do not have the
liberty of proper armour and protective gear
when they most frequently change their attire
and appearance. Subdermal armour can help
rectify this by inserting thin plates of high
density ceramite under the bearer's tissues,
protecting bones and organs from a variety of
physical violence. Great care must be taken by
the chirurgeon performing the task, however, as
all sorts of complications can arise from shoddy
workmanship, such as skin losing circulation
and rotting off or muscles becoming crushed by
excess pressure. Likewise, only the absolute
finest ceramite can be used in the forging of the
armour plates themselves - fragments chipping
Synth-Muscle
Grown in culture vats from samples of the
bearer's own blood, synth-muscles are carefully
implanted into the bearer's existing musculature
and tendons. As one could assume, this increases
the bearer's physical strength by the simple
expedient of growing their overall muscle mass.
Once the implants have been properly grafted
and accepted by the bearer's body the new flesh
functions essentially as though it was their own this includes getting flabby if the bearer becomes
overly idle or indolent. Most synth-muscle
grafting will noticeably increase the bearer's bulk
and leave them with a more chiselled (if scarred)
appearance. For those with a surplus of gelt and
a deficiency in reason, a more advanced and
aggressive grafting can turn them into a brutal
meat mountain that is well suited to crushing
lesser men with their bare hands. This requires
more intensive surgical procedures as well as
gene-engineering to make sure the huge bulk
takes, not to mention ensuring the bearer's
bones and circulatory system can handle his new
muscle-bound form.
"Normal" synth-muscle grafting permanently
increases the bearer's Strength Characteristic by
10, making him generally more powerful at
lifting, jumping, and clobbering enemies in
melee combat.
Huge grafts do the same, but also grant the
bearer the Unnatural Strength (x2) trait while
reducing their Agility Characteristic by 10 on
account of the extreme mass of the new flesh.
Additionally, the character must also eat roughly
twice as much food as before in order to keep up
with his artificially higher metabolic rate.
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Vitae Supplaceor
Broadly similar to the systems and engines
used in the life sustainers of great voidships
plying the empyrean, a vitae supplaceor is
something of a personal indemnitas against all
sorts of injuries and conditions that frequently
result in expiration. A variety of compact
implants are inserted into the bearer's torso, all
of which only function if a spinal sensor detects
impending death due to trauma. Arterial micro-
Voidskin
Exposure to hard void, even briefly, is almost
assuredly a fatal experience, and those that do
survive are often crippled from the lack of air or
ridden with tumours from cosmic energies.
Among veteran voidsmen, this death is quite
possibly one of the most feared of the myriad
ways in which a man can meet his end while
plying the stern mistress of the galaxy. Voidskin,
a combination of physical augmetics as well as
bio-chem conditioning, can offer a man a brief
respite to claw his way back into a life-sustaining
environment before the void claims him. A
microfine flakweave is integrated with the lower
layers of the bearer's external tissues while
chemical hardening is performed on the orifices
and membranes that would burst or rupture
(those who receive this treatment often find
these areas to be annoyingly itchy for weeks after
the initial surgeries). Furthermore, tiny
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Voxplant
Visible as a small plate behind the bearer's ear,
a voxplant is a short-range communicator
roughly similar to a micro-bead but with the
added boon of being implanted in their head. A
voxplant is thus never in danger of coming loose,
being accidentally forgotten somewhere, and so
forth. Voxplants are most commonly
encountered on the crew of voidships to ensure
they don't become tangled up and lost in bundles
of cabling or on the edges of maintenance
passages, and they are often linked directly to the
ship's vox channels for ease of use. Aside from
being always accessible, a voxplant is also
completely inaudible to anyone except the
bearer. An internal pickup translates the
movements of the bearer's mouth and throat
into voice for listeners on the other end of the
vox-link. This feature allows those "in the know"
to produce speech simply by manipulating the
muscles of their throat and tongue, making no
audible noise but coming through crystal-clear
on the voxplant. This technique, popularly
known as "subvocalisation", is of particular use
to infiltrators, agents, and voidsmen saying rude
things behind an officer's back.
A voxplant duplicates the effects of a Good
Craftsmanship micro-bead. For twice the listed
cost, it may also include the code ciphers of a
Best Craftsmanship micro-bead as well.
BLESSINGS OF
THE OMNISSIAH
Implants and bionics are often thought of as
being the purview of the Adeptus Mechanicus,
many of whom eagerly replace as much of their
flesh and blood as possible with the shiny
artifices of the Machine God. Most of these fine
pieces of cyber-tech can be obtained by outsiders
for the right fee or boon, thus bringing even
greater riches to the Mechanicus' domains.
However, there are some things which simply
are not ever allowed to pass into the flesh of
those not of the Martian Priesthood. These
augmetics are either devised to only function
with the holy implants that a tech-priest receives
as part of their indoctrination in the ways of the
Omnissiah, or are simply watched and guarded
with such care that none ever leave the "right"
hands, or bodies as the case may be.
For various reasons, these augmetics can only
be used by tech-priests and other members of
the Adeptus Mechanicus. Such characters need
not make Inquiry Tests to locate the implant
while on forge worlds and other areas that are
controlled by the Mechanicus - the augmetics
are always available if the tech-priest has the
Thrones to pay.
Blessings of the Omnissiah
components left in their bodies when their soul or machine spirit, depending on who's asked leaves its vessel for what lies beyond. However, a
tech-priest can come much closer to becoming
one with the Omnissiah by draining his blood
and replacing it with biomechanical serum. This
remarkable fluid is filled with legions of
homonculitic machines which course through
the tech-priest's veins, repairing and rebuilding
any damaged tissues they come across. The lack
of biological proteins in the serum causes the
tech-priest's skin - however much they have left,
anyway - to become grey and wither around the
edges, but this pallor is purely superficial. After
undergoing a hermetic infusion, there is very
little that can keep a tech-priest down without
outright annihilating him entirely.
A tech-priest must already have the
Autosanguine talent to receive this blessing. The
hermetic infusion grants a +20 bonus to resist
the effects of toxins, diseases, radiation, and
other virulent dangers that would gravely
threaten those of a more fleshy constitution. The
tech-priest gains the Regeneration trait as well the serum's micro-machines can heal and repair
injuries so fast that the wounded tissues can be
visibly seen mending themselves. However, the
tech-priest's biology becomes so radically altered
by this blessing that he may no longer be treated
for First Aid or receive Extended Care through
the use of the Medicae skill. Further, should he
ever suffer from Blood Loss, only cast spray or
heavy industrial adhesives can staunch the flow
of the escaping serum.
Name
Cost
Test
Hermetic Infusion
5000
-30
Mechadendrite
Ballistic
600
+0
Manipulator
500
+0
Mechadendrites
Medicae
500
+0
Optical
400
+0
1500
+0
500
+0
Secutor Augmetics
2000
+0
Servo-Arm
1200
-10
Plasma Cutter
Utility
Hermetic Infusion
With few exceptions, even the greatest of magi
will still have at least a few biological
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scent of Mechanicus incense, any Perceptionbased Tests to detect the tech-priest that rely on
scent gain a +10 bonus. The censer can be shut
off as a Full Action which ceases making the
smells, though it takes 1d10 minutes to coax it
back into action again if the tech-priest requires
its services. The blades and cutters on the
mechadendrite can be used as a weapon in a
pinch, functioning as a mono-edged knife with
the Defensive quality. The tech-priest can make
Half Action Standard Attacks using his Weapon
Skill as normal.
Secutor Augmetics
The Secutors of the Auxilia Myrmidon are
fearsome experts at strategic warfare as well as
personal combat, applying their knowledge of
machinery and extensive augmetics to make
themselves an embodiment of the Imperium's
mighty war machine. Those who truly relish
battle will often undergo a lengthy series of
implants and rituals that reshape their fleshy
bodies and what bionics they already have to be
more powerful and durable, further solidifying
their roles as warrior-priests who are only
fulfilled while preparing mighty death-dealing
machines or crushing their enemies with bionic
siege weapons. Aside from becoming noticeably
stronger and more solidly built, a Secutor's brain
is also wired to make sure it has no shortage of
the one emotion that such combatants truly
need: aggression.
Secutor augmetics improve the tech-priest's
Strength and Toughness Characteristics by 10,
but also reduce his Agility Characteristic by the
same on account of the more solid and heavy
construction. The tech-priest's weight doubles
and he gains the Iron Jaw and True Grit talents if
he did not have them already. Further, if the
tech-priest has the Machinator Array talent, he
can opt to replace one or both bionic arms with a
heavy ranged weapon or breacher, leaving his
mechadendrites to assist with things he would
have used hands on before. A Sector always
desires to be in battle or preparing for it, and this
monomania focused on combat inflicts 1d10
Insanity Points as the tech-priest begins to think
of himself as a weapon more than anything else.
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Servo-Arm
This huge appendage is too large to be
considered a proper mechadendrite, although it
is used in a similar fashion. Servo-arms are
typically only seen in the employ of Enginseers
and other tech-priests who frequently work
around very large and heavy objects, such as
those attached to Imperial Guard regiments or
foremen in macro-foundries. A servo-arm more
resembles a transplanted gantry armature than a
mechadendrite, having only a few points of
articulation and fitted with a huge clamp or
pincer almost the size of a man's chest. The
entire rig is fitted with grav-stabilisers so that the
tech-priest doesn't tip over while lifting giant
machine blocks or tipping a Leman Russ onto its
side to replace damaged tracks. The limb is
invariably attached to the tech-priest's cyber
mantle directly at his centre of mass, remaining
folded up in a more compact shape akin to a
backpack when not in use. Although intended
strictly as a heavy-duty utility device, a servoarm's monstrous hydraulics and pistons can be
used to utterly flatten lesser men like tiny hive
roaches, and a good slam could potentially flip
over light ground vehicles.
The tech-priest must have the Mechadendrite
Use (Manipulator) to use a servo-arm. The
servo-arm uses its own Strength of 65 with the
Unnatural Strength (x2) trait in place of the
tech-priest's own as far as determining how
much weight it can lift or push. The bulky
pincers or clamps at the end of the
mechadendrite can be used to pick up durable
objects or to securely anchor the tech-priest to
an available surface, but the servo-arm has very
little precision and can't be used for any tasks
requiring manual dexterity. If used as a weapon,
the servo-arm imposes a -10 penalty to the techpriest's Weapon Skill Test made to attack with it
due to its bulk and poor handling. A direct hit
from the servo-arm inflicts 2d10+12 Impact
Damage with a Penetration value of 2 (do not
add the tech-priest's own Strength Bonus to the
total Damage); the servo-arm is considered to
have the Unwieldy quality.