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Gear

Aside from weapons and armour, a host of other


equipment exists that may be of some use to the
enterprising Acolyte in his service to the
Emperor. Many situations can be resolved with a
quick strike and a fast bullet, but there are
numerous others that may require significantly
more tact, and a specialised set of equipment to
go with it. This sort of arsenal falls under the
general classification of Gear, and includes
clothing, special tools, drugs, and many other
bits of kit that range from the mundane and
ubiquitous to the rare and esoteric.

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

Clothing and Personal Items


Name

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

This item's Craftsmanship has one or more special effects


value the intimidating look as well as the degree
of concealment offered by the hefty pieces.
A character wearing blast goggles is immune
to the blinding effects of a photon flash grenade
and similar sources of extremely bright light,
though the character suffers a -10 penalty to
sight-based Awareness tests for 1d5 Rounds as
the laminated lens returns to its normal
transparency. Additionally, should the character
ever be subjected to a non-Energy Critical
Damage effect that would cause him to lose one
or both eyes, the goggles save his eyesight but are
torn away and ruined in the process.

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

surroundings. While distracting to look at


directly, cameleoline cloaks are indispensible
gear choices for scouts, snipers, and anyone else
who values stealthy approaches to an objective.
They are ill-suited for everyday wear, however,
as the constantly changing appearance will likely
attract suspicious and confused stares in
crowded areas.
A character wearing a cameleoline cloak gains
a +20 bonus to Concealment tests. Further, if
they remain stationary, the passive camouflaging
effect causes them to be counted as being at
Extreme Range (see Combat Circumstances on
page 198 of Dark Heresy) when attacked by a
ranged weapon.

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

from a fraudulent one can be a troublesome or


even impossible task; as a result, the cost and
weight of a charm is entirely up to the GM.
Wearing a charm has no immediately tangible
benefits. However, when in the course of an
adventure something unfortunate is about to
occur to a random character, the GM may
choose to shift the unpleasant effect away from a
character wearing a charm. If all the characters
are wearing charms (as any faithful servant of
the Emperor should), it is up to the GM which, if
any, charms are the most potent.

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

strapped to the wearers torso and thighs,


allowing them to make use of a securely attached
spool of safety line with a magnetic or hooked
clasp. When properly attached to a suitable
point, the wearer of a clip or drop harness can
safely scale or descend from almost any surface,
although especially treacherous ones may still
prove dangerous.
A character wearing a clip or drop harness
gains a +30 bonus to Climb Tests and cannot fall
if he fails, though a particularly serious failure
might result in him becoming tangled up in his
harness line. A character can descend a vertical
surface normally, but ascending with a clip
harness is somewhat slower than trusting ones
bare hands alone as the attachment points must
be continually moved as the wearer ascends. An
ascending character moves at one-half their Half
Move speed, regardless of how many degrees of
success they may have on their Climb Test.

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

near ubiquity of the clean-cut robes they wear.


While made of simple materials, adept robes are
well made and feature oversized cuffs, generous
belts and pants, and usually include a hood that
is worn in public. Colouration and trim are
widely varied, but only Administratum thralls
are allowed to be dyed in red.
Coveralls
(Common
Craftsmanship):
Workers of all types often don large single-piece
garments that are comfortable to move around
in during long shifts. They are especially
common in manufactorums, where different
colours or coded arm bands can indicate
workers from different areas, shift supervisors,
and product inspectors. Many Imperial citizens
who labour in these environments will often
exclusively wear clothing of this type, even
during leisure hours, and refectories and holotheatres populated by coverall-clad patrons are a
sure sign that a manufactorum and its hab
blocks are nearby.
Hiver Overcoat (Common Craftsmanship):
Those who reside in the Imperiums sprawling
hive cities often gird themselves in long, sturdy
coats or cloaks when travelling on foot, typically
to provide protection from cold, rain, or sudden
bursts of vapour from poorly-marked vents.
Clothing of this type is typically drab in colour;
blacks are usually less popular than greys and
earthy tones due to their common association
with plainclothes enforcers.
Uniform (Common Craftsmanship): Worn
typically by soldiers, enforcers, and private
militamen, a uniform helps identify the wearer
as belonging to a certain faction, and may
include rank tabs, awards and decorations,
heraldic symbols, and any other suitably
impressive accessories. Uniforms run a range of
styles and cuts, and may be specifically designed
to be worn under personal armour.
Bodyglove (Good Craftsmanship): This type
of form-fitting outfit is worn like a glove for the
entire body as its name would imply, and is a
common choice for skilled operatives,
bodyguards, and infiltrators. A bodyglove may
be a simple rubberised suit that stretches to fit its
wearer or could be as sophisticated as a custom-

fitted piece with integral cooling coils, but in all


cases they are designed to be easy to move in
with the absolute minimum encumbrance.
Ecclesiastical Robes (Good Craftsmanship):
Flowing habits that are equal parts intimidating
and inspiring, the vestments donned by
ecclesiarchs of all ranks are finely-made clothing
that tends to become progressively more
ostentatious and elaborate as the clergy ascend
in rank and power. At the minimum, an
ecclesiastical robe will include the primary robe
itself with a separate belt or sash, a mantellum
worn around the shoulders and a mitre or biretta
on the head. Ecclesiarchs-in-attendance will
typically wear slippers, while those in the field
may don any sort of applicable footwear (boots
are the most common choice).
Mechanicus Robes (Good Craftsmanship):
The infamous red robes of the Martian TechPriests are voluminous and heavy garments that
conceal most of the adherents augmetics,
including separate sleeves and cowls to keep
their bodies completely covered even while
blessing the innards of a needy machine.
Mechanicus robes most frequently feature a
checkerboard pattern trim and numerous skulland-cog insignia, and are often riddled with
concealed slits and pockets so the wearers
augmetics can manoeuvre about freely. A
common saying goes that no outsiders have ever
seen a Tech-Priests cyber-mantle and the most
impressive of their assimilation with the
machine spirit this is both a statement on the
Mechanicus extremely secretive nature as well
as a literal observation on their concealing garb.
Aether-Weave (Best Craftsmanship): A
popular fashion among well-connected hive
nobles, aether-weave is formed from
luminescent fabrics that can be made to glow in
different colours, allowing the wearer to have a
custom-made set of attire that diffuses light
about their bodies or creates elaborate designs
and patterns with tiny lumen beads. The exact
shades and diffusion of light that an aetherweave creates can be manipulated or adjusted by
re-stitching, but most who can afford such
fineries usually just buy another set.

Billow Robes (Best Craftsmanship): Billow


robes are exquisite clothing designed for those
who care more about appearances than function.
The costly lighter-than-air fabrics are difficult to
tailor but can create a marvellous look as the
robes flow and wave around the wearer, often
making them appear significantly larger than
they actually are. Though certainly impressive to
look at, billow robes can be difficult to move in,
and the wearer must be mindful not to trip over
an errant trailing flap.

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

vapours (as well as unpleasant odours).


Filtration plugs are commonly employed by
workers who deal with the more foul aspects of
Imperial society, such as tanners, sump crews,
morticians, and grox herders, but can also be
used to protect against some chemical weapons
in a pinch.
A character wearing filtration plugs gains a
+20 bonus to any Toughness Test made to resist
the effects of gases.

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.

but in a much more compact profile, granting


similar effects to the wearer but in the form of
unobtrusive contact lenses.

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

Interlocking plates connected by bundles of


memory wire enable these curious-looking
gloves to form a rigid strut around the wearers
hand and forearm, allowing for much more
efficient dissipation of recoil forces when
shooting guns. More costly versions may be able
to conceal their functioning parts somewhat
better, but regardless of their make or pattern, a
recoil glove is a sure sign that the wearer is a
serious gunfighter.
Characters wearing a recoil glove can fire a
Basic weapon with only the gloved hand and do
not take the usual -20 penalty for firing onehanded. Likewise, Pistol-class weapons that
usually require two hands to be fired (such as
handcannons) can be fired one-handed by a
recoil glove as well.

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

are just about everyday wear.


A character wearing a gas mask or respirator
receives a +30 bonus to any Toughness Tests
made to resist the effects of airborne gases and
may reroll a failed Test; the results of the reroll
are final.

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

effects of a harsh climate are concerned, though


he still must be able to provide for food and
water using other means.

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.

Fedrid Braid Cloak


Fedrids dense, nearly impenetrable jungles
are home to innumerable horrors, but the most
dangerous creatures on this feral world are its
native huntsmen who take to the trees in search
of terrifying creatures to stalk. The feral hunters
often clad themselves in braid cloaks, tough
Specialty Personal Items
Name

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

This item's Craftsmanship has one or more special effects

leathery garments made from the Ungorth hides,


which are thought to ward off the scything
talons and reaping fangs of the nightmares that
lurk below the jungle canopy. While this is more
superstition than anything else, the cloaks do
offer some protection, but more importantly are
excellent camouflage. Fedrids Ungorth survives
by remaining unseen, and its hide has excellent
scent-masking properties even long after the
creatures death.
A Fedrid braid cloak grants a +5 bonus to the
wearers Concealment Tests in any environment
thanks to its ability to mask the wearers scent.
When worn in a jungle environment similar to
Fedrids own, however, the wearer can seemingly
vanish into the native fauna; the bonus increases
to +20. Finally, the tough construction adds 1
AP (Primitive) to the wearers Arms and Body.

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

nightmare hive of Volg on Fenksworld is


particularly sought after - according to some, the
stuff changes colours when the wearer is in
imminent danger.
A piece of gloom eye sheds light like a candle
and counts as a charm for any wearer.
Characters from hive worlds gain a further +10
bonus on tests made to avoid Pinning. Volgite
gloom eye, which costs three times as much and
has an Availability of Very Rare, allows the
wearer to act as if he had the Paranoia Talent. In
all cases, the piece must be worn in an obvious
location on the wearer's body - covering or
hiding its light halts the gloom eye's effects.

Holo-Visor
A holo-visor is a specialized piece of gear
designed for covert operations, and are most
commonly employed by military types and

assassins who rely on discrete tactics. A special


back-scatter film causes the visor to detect
specific intensities of light in the infrared
spectrum. When paired with a special lens filter,
a common red-dot laser sight projects a beam
that is only visible on a holo-visor. This allows
the wearer to target his enemies or indicate
targets to other characters wearing their own
holo-visors while those not so equipped will be
none the wiser to the beams being "painted" on
them. Due to the nature of the back-scatter film
used in their construction, holo-visors are fairly
bulky pieces of headgear, with Good
Craftsmanship versions being solid enough to
double as blast goggles.

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

wearing a jump pack can send themselves


soaring through the air or hurtling across flat
ground at great speed. Jump packs are highly
sophisticated pieces of equipment that require
special training both to use and to maintain, and
as a result they are typically only employed by
elite organisations such as the Adepta Soroitas'
famed Seraphim or the Imperial Navy's crack
void armsmen. Much larger versions are used by
Assault Marines of the Adeptus Astartes to
especially devastating effect. Because of their
bulk and mass, along with the noise of idling
turbines, jump packs are typically only donned
right before an operation commences.
Using a jump pack requires the operator have
the Pilot (Jump Pack) or Pilot (Personal) skill to attempt to fly without understanding the
nuances and habits of the jump pack would
result in almost certain death. A trained
character can use a jump pack to safely land
from almost any altitude, and can make short
jumps or dashes as if they had an Agility Bonus
of 6 for the purposes of determining movement.
When used in this mode, a character takes off at
the start of his movement and lands at the end this can potentially allow a character to avoid
difficult or hazardous terrain (see Treacherous
Environments on page 213 of Dark Heresy).
When cranked to maximum output, a jump pack
allows its wearer to duplicate the effects of the
Flyer (12) Trait for up to a minute at a time; after
being used in this fashion, a jump pack must
spend an equal amount of time cooling its
turbines.
Jump packs can also be used in a void
environment, granting the wearer a Movement
of 15. Without atmosphere to rush through its
turbines, a jump pack relies purely on its
thrusters to move through void, which will
exhaust their reserves of fuel and energy in about
an hour.

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

grenades - simply by tapping them against the


centre of each plate and allowing the magnetism
to do the rest. A mag-harness allows a
professional fighter to do away with many kinds
of mundane holsters and pouches or packs - as
long as the item is mostly composed of magnetic
alloys, it simply sticks to a given plate and
remains there until needed. Aside from simple
tapping or twisting motions, a mag-harness'
plates can be manually activated or deactivated
by short numeric codes that are entered into a
small runepad on the harness' large belt buckle.
The pad is typically covered by a sturdy lid to
prevent damage or errant hands grasping at it,
and many mag-harnesses decorate it with the
insignia of the maker, the organisation it belongs
to, or a personal badge of some sort. Magharnesses usually aren't used in military
situations due to their expense as well as the
careful attentions one must keep while wearing
one - an environment full of metallic objects,
such as a hive corridor or the interior of a tank,
could result in the wearer being stuck to a
surface if his harness accidentally triggers.
Likewise, areas with large amounts of
electromagnetic interference can result in
"undesirous operation", and heavy-duty magnets
such as those often used in the moving of scrap
metal and cargo-vaults can be especially
dangerous. The Adeptus Arbites are the largest
single user of mag-harnesses, as their welltrained patrols can be trusted to use the
appropriate level of caution when around such
hazardous conditions.
A mag-harness can attach up to 25 metallic
objects that can be easily held in one hand wearing one grants the wearer the Quick Draw
talent for any pistol, grenade, one-handed melee
weapon, or similar item that can be attached to
the mag-harness. Basic weapons and twohanded melee weapons can be attached to a
mag-harness provided they weigh less than 10
kg, though they take the same amount of time to
Ready as normal. If the character already
possesses the Quick Draw talent the magharness does not let them Ready any faster, but
they can stow items that would benefit from the

12

talent as a Free Action. Some types of weapons


are composed of nonmetallic materials or alloys
that have no ferromagnetic qualities - these can't
be used in conjunction with a mag-harness.

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

manufacturers these highly specialized pieces of


kit remains a mystery.
A character wearing a night cloak gains a +30
bonus to Concealment Tests when in areas of
darkness, even if there is not applicable cover or
terrain available, and enemies using infrared
goggles gain no bonus to their Perception Tests
against the wearer. Characters wearing night
cloaks run the risk of overheating as their body
temperature is forced higher and higher. Each
hour, a character who is stationary must make a
Routine (+20) Toughness Test, while a
character engaging in activity (such as walking
or climbing) must make a Challenging (+0)
Toughness Test. Strenuous activity, such as
running or climbing, reduces the interval by
half. In all cases, failure causes the wearer to gain
a level of Fatigue.

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

ocular catechizer may be wired to a data-slate,


cogitator, or similar device in order to record its
impressions for later study; this can also be used
to grant the wearer a +20 bonus to Trade
(Copyist) Tests made to transcribe bodies of
text. No other Actions may be undertaken while
a character is using an ocular catechizer in this
way. Should the character fail one of the above
Tests by four or more degrees the ocular
catechizer inflicts 1 level of Fatigue on the
wearer as it inadvertently sends a painful
feedback loop into the wearer's head.

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

to interact with servitors, cogitators, and other


complex machines. Finally, an active Opus
Machina's code ciphers and override decrypts
can effectively replicate the effects of a multi-key
when used on electronic locks, alarms, and when
communing with machine spirits.

Malfi. The stories of strange hauntings, bloody


histories and native curses clinging to such
masks only enhances the frisson of owning one,
with particularly frightening-looking examples
fetching a high price at auction.

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.

Fedrid Soul Mask


These ornate wooden masks glare and scowl
with sinister faces which the native hunters of
Fedrid believe ward off evil spirits and frighten
the savage beasts they stalk. Soaked in the blood
of ritually slain monsters - or, as some have
whispered, ritually slain enemies - the native
huntsmen trust these masks to warn them of
danger when the trapped soul within flinches in
anticipation of imminent peril. Whether or not
there is any truth to this superstition is an
academic matter, but that has little bearing on
the popularity of these masks as pieces of
macabre art that decorate the private studies of
collectors and other aficionados from Scintilla to

14

For some, image is everything - both what it


shows and what it conceals. For those who
demand an ostentatious appearance while
preserving a tactical advantage in the event of an
eruption of combat, few items better typify this
attitude than a targeting monocle. At first
glance, this piece of gear simply looks like a wellcrafted monocular eyepiece, but the wearer is
presented with a highly useful battery of
information at all times, which may include
thermal imaging, distance to the point of sight,
ambient wind speed, and so forth. The exact
utility of a targeting monocle depends on the
desire of the commissioner. Many are outfitted
with a miniature wire link or a short-range
microvox allowing them to be used like a sight
on a chosen gun.
When a targeting monocle is created it may
duplicate the effects of any one weapon upgrade
that is considered to be a sight, such as a RedDot Laser Sight, Motion Predictor, or Telescopic
Sight. Determine the cost in Thrones by
multiplying the price of the sight upgrade by ten.
A unique receiver unit can be installed to a gun
that is paired to the targeting monocle, allowing
the wearer to use the sight and even take Aim
Actions without actually drawing the paired gun.
A successful Very Hard (-30) Scrutiny Test
allows an opponent to see through the
subterfuge and determine a targeting monocle's
true purpose. The monocle's receiver unit does
not count as a sight for the purposes of
determining a gun's sight limit, but the wearer
cannot benefit from using both the targeting
monocle and a sight attached to the gun at once.

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.

Attention Spanner (Drug)


Attention Spanner is an unusual substance
that is commonly consumed by hard-working
adepts and archivists that require a high degree
of focus over long periods of time, though it is
also more rarely used by artists, writers,
tradesmen, and more fleshy members of the
Adepts Mechanicus. A dose of attention spanner
takes the form of a fine powder contained in a
digestible capsule. Once absorbed by the body,
attention spanner induces a state of monomania
in the subject, giving them an abnormal level of
focus and dedication to resolving the current
Drugs & Consumables
Name

Weight

Cost

Availability

Amasec (bottle)

1kg

50+

Scarce

Attention Spanner (dose)

45

Rare

Calmer (dose)

20

Plentiful

Combat Ration Pack (day)

1kg

Plentiful

0.75kg

Average

0.5kg

10

Common

De-Tox (dose)

65

Scarce

Foodstuffs (meal)

Varies

Varies

Ubiquitous

Frenzon (dose)

50

Rare

Cold Fire (dose)

200

Very Rare

Ghostfire Pollen (dose)

300

Very Rare

Halo (dose)

100

Common

Kick (dose)

55

Average

Lho-Sticks (pack of 20)

Abundant

Obscura, cut (dose)

20

Scarce

Obscura, pure (dose)

150

Rare

Ploin Juice (bottle)

0.5kg

Scarce

Recaf (3 cup thermos)

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

Long Duration Rations (day)


Emergency Rations (day)

A user can develop immunity to this drug; see Building Immunity sidebar

15

task. Care must be taken when using attention


spanner, however, as the consumer can
sometimes find himself zeroing in on something
other than his intended task and wasting time
until the drug wears off. Outside of certain
circles the use of this drug is extremely rare.
Attention spanner takes effect after about 20
minutes if swallowed. The consumer can also
chose to break open the capsule and inhale its
contents, in which case the drug becomes
effective in 1d5 Rounds. The consumer must
pass an Ordinary (+10) Willpower Test if the
capsule was swallowed or a Difficult (-10)
Willpower Test if inhaled for the drug to
function properly. If successful, the consumer
gains a +30 bonus to any Intelligence-based
Tests for the next 1d5+3 hours, but also suffers a
-20 penalty to any Perception-based Tests due to
his fixation on the subjects at hand. Should the
consumer fail his Willpower Test, the drug still
takes effect, but the consumer runs the risk of
being too distracted to actually focus on his
tasks. The consumer must make a Challenging
(+0) Perception Test (including the drug's
penalty) every 30 minutes until the drug wears
off. Success indicates that the consumer was able
to concentrate on his work and suffers no
further ill effects. Failure, meanwhile, has him
become distracted by any sort of diversion
available, causing him to take a -20 penalty on all
Tests until he succeeds on a subsequent
Perception Test or the drug's effects expire.

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

suppressing unpleasant encounters, though few


would admit it. Calmers are affordably priced
but are still beyond the reach of especially poor
and destitute citizens who must try and make
due with their personal hauntings, sometimes
with very unfortunate effects.
A dose of calmers takes about 20 minutes
before it becomes effective. Once ingested,
calmers impose a -20 penalty to the character's
Perception and a -5 penalty to their Initiative
(minimum 1) for 1d10+5 hours due to the drug's
highly allaying qualities. The character may
ignore the effects of any Minor mental disorders
during this time. Further, if the character is
suffering from any Mental Traumas, reduce the
result on Table 6-8: Mental Traumas by 30 for
the duration of the drug's effect.

Combat Ration Pack


A variety of Munitorum-approved rations are
produced in vast quantities by agri-worlds
throughout the Imperium to create a steady
supply of food for soldiers of the Imperial Guard
as well as mobilized PDF regiments and other
military-style outfits. A combat ration pack
typically takes the form of a metallic pouch that
can be stuffed into a backpack or cargo pocket
(such as are commonly found on infantry
fatigues) which is hermetically sealed and
waterproof - each contains a mixture of
preserved foodstuffs that can sustain one man
for a day. Common items include a variety of
synth-crackers and cakes, tubes or cans of
spreadable protein, and condensed soup blocks
designed to be dumped into hot water. Because
of their heavily processed and synthesized nature
a ration pack's contents are typically bland or
have a half-hearted attempt at flavour, and it is
common for deployed Guardsmen to try and
scrounge up anything available to make the
rations more palatable. Ration packs will also
contain smaller but equally useful sundries,
including
vitamin
supplements,
water
purification tabs, salt, and antiseptic gum (to
prevent tooth decay). Officially known as "readyto-eat", some types of ration packs have
derisively been referred to as "refusing to exit" by

their consumers as they tend to cause


constipation with extended use. While
nominally intended for use in military
operations, combat ration packs can often be
found for sale in goods stores and by other
second-hand peddlers for use by travellers,
reclamators, explorers, and anyone else who
needs storable food that can also be transported
easily. Many of these packs are beyond their
marked expiration date, but the food inside
never seems to actually go bad.
Long Duration Ration Pack: This variety of
ration is intended for use by troops that must
march long distances as well as scout and
commando teams
as
it
contains
a
correspondingly higher caloric content. Highly
condensed protein bars replace some of the
spreadable pastes, while the soldier is expected to
spike his canteens with packets of carb powder
that also contain a variety of stimulants. These
additions do little to improve the taste of the
ration, but their nutritional benefits are sorely
appreciated by soldiers who would go hungry
using standard packs, and the amount of food
energy in proportion to the mass of the ration
itself is incredibly good.
Emergency Ration Pack: Both durable and
storable to a point, emergency rations are
intended not to be consumed except in a serious
situation and are typically stored away within
compartments in flyers, wastes-trawling macro
haulers, and combat vehicles. Emergency rations
typically contain dehydrated and highly
compacted
cubes of starch, fat, meat or
vegetable extracts, synth-stock, and so forth.
Should a crash survivor or lost traveller require
their aid, the rations are intended to be broken
up into hot water to form a soup or broth, which
can sustain the consumer for quite a while assuming they have a source of water available,

of course. Most emergency rations also contain


purification tabs for this purpose, though this
may be of little aid to a marooned party in an
arid desert.

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

heavily dependent on both the type of world and


the individual's social class, with those having
greater income having access to the best eats.
Drudging labourers and manufactorum workers
in the low hives typically subside off of heavily
processed and synthesized food which may or
may not actually resemble anything edible corpse starch, cultured algae, parboiled fungus,
protein pastes, and so forth. Adepts, domestic
workers, traders, and others who ply their
labours in the mid-hive might subside off of
flavoured Grox strips and fortified slurry-drinks,
while the nobles in the spires above have access
to the finest cultivated grazer meat, purified
mineral water, and fleshy rehydrated vegetables.
Paradoxically, those plebian labourers who toil
away on agri-worlds tend to have access to some
of the finest fare, as the produce and meat has
yet to reach the monstrous processing plants
that renders it into goods that will survive the
trip to nearby worlds.

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

balance out some of the less desirable effects of


frenzon. The much shorter duration makes it
suitable for duellists and participants of combat
sports, but any user who happens to be in a fight
could benefit from the better control that cold
fire offers.
This drug duplicates the primary effects of
frenzon, but the effect lasts 3d10 Rounds, and
the character also gains the benefits of the Battle
Rage Talent as well.
Ghostfire Pollen Extract: Ghostfire pollen,
native to the feudal world Iocanthus, is used as
the main ingredient of frenzon in the Calixis
Sector. The drug is produced through a variety
of distillation and moderating procedures - the
pollen itself is a fairly small portion of the final
product. However, exceptionally motivated - or
irrational - warriors have been known to inject
pure pollen extract directly, which sends them
into a frothing berserker state that makes a user
of "common" frenzon look mildly disgruntled in
comparison. The use of ghostfire pollen is
strictly forbidden in the Imperial Guard and
most planetary militias as it is considered far too
great of a risk to the user - which, considering
the dangers of a battlefield, should be a suitable
warning as to its capabilities.
A character who uses ghostfire pollen extract
immediately falls under its effects, gaining all the
benefits and penalties of the Frenzy talent along
with the Unnatural Strength (x2) and Unnatural
Agility (x2) traits. However, the user also takes 1
point of Damage (which ignores Armour and
Toughness) due to system shock as the pollen
takes over and the user begins to sweat blood.
Should the user kill all enemies before the drug's
effect wears off he must then attack any nearby
characters or creatures, possibly including his
allies. In absence of any other potential character
or creature to attack the frenzied character must
then assault any nearby objects (trees, rocks,
walls, and so forth) until the drug's effects wear
off. A dose of ghostfire pollen lasts for 2d10+5
minutes. If the character spends more than 10
minutes under the effects of ghostfire pollen, he
must pass a Challenging (+0) Toughness Test

once it wears off or gain a level of Fatigue as


massive overexertion takes its toll.

Perception-based Tests as a result of their newlyfound self-confidence.

BUILDING IMMUNITY

Kick (Drug)

Some drugs, especially those that profoundly affect


the user's physiology, can quickly cause the user to
develop an immunity to their effects. If an Acolyte
takes more than one dose of a drug that is subject
to immunity within a 24 hour period he must make
a Challenging (+0) Toughness Test. Success
indicates the drug has the desired effect, while
failure causes the Acolyte's body to reject the
substance. Subsequent use of the same drug during
any 24 hour period forces a cumulative increase in
the difficulty in the Toughness Test, regardless of
whether or not the previous Test was a success (a
third dose would force a Difficult (-10)
Toughness Test, while a fourth would force a
Hard (-20) Toughness Test, and so on).

Kick is the common name for a variety of


drugs that give the user a sharp burst of shortlived energy. Though not nearly as potent as
slaught or most types of stimms there are also
fairly few consequences to its use besides a
profound feeling of tiredness once the drug
wears off. Unlike many drugs, kick includes a
biological "warning" to the user when its effects
are about to expire. When the user begins to see
unusual colours around the edges of their vision
he knows that he'll soon be plunged into
profound listlessness and lethargy. Kick is
commonly used in military situations where an
urgent manoeuvre must be executed no matter
what condition the troops are in, but it can also
be found in the pockets of warring hive-gangers
and enforcer kill teams who believe a little extra
"kick" might be the margin of victory. Kick's low
cost and ease of manufacture makes it available
to just about anyone who can find a seller,
though it typically has few users outside of those
who make their living through violence.
A dose of kick becomes effective one Round
after it is injected and remains active for 1d5+10
Rounds. During this time the user can
completely ignore the effects of any Fatigue he
already has as well as additional levels he may
gain while the drug is effective. Once the drug
wears off the user falls back under the effects of
any accumulated Fatigue he already has plus an
additional two levels, which may be enough to
render him unconscious. If the user had no
Fatigue when he injected kick, he instead gains
1d5 levels when it wears off. A character who has
used kick is aware that the drug will wear off one
Round before it actually does.

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

consumers, and their use is so common in the


Imperial Guard that the Departmento
Munitorum has even distributed their own
brand (where it is inexplicably listed as a ration).

Obscura (Drug)

formed from a thin paper that is rolled into a


tube and filled with dried and crushed leaves
from a variety of plants (referred to as a whole as
"lho" in Administratum regulations) that
produce a mildly relaxing and satisfying
sensation when smoked. The lho smoke has
some addictive qualities, and heavy users tend to
develop a dependency on it after long term
consumption. Lho-sticks sometimes incorporate
a small foam filter to enhance the flavour and
smoothness by reducing the amount of irritating
particulates in the smoke. Regardless of their
construction, lho-sticks are generally considered
a recreational item on most worlds and their use
is sometimes even encouraged among teeming
masses of menials, labourers, low-hivers and
enforcers as their sale typically brings in a few
demi-Thrones to the planetary coffers. There are
some worlds which strictly regulate or outright
ban the consumption or sale of lho-sticks,
however, as more than a few pilgrims and
explorers have found out the hard way.
Guardsmen tend to be especially heavy

20

Though almost universally prescribed and the


subject of enforcer crackdowns, this drug is
nearly as widespread as it is potent. Obscura
induces a peaceful dream-like state in the user
that can last anywhere from a few hours to all
day depending on the purity of the substance,
but tends to leave the user feeling deeply
depressed or despondent once the drug wears
off. Whether this is a chemical reaction of the
drug itself or simply the user suffering from
being returned to reality is unknown. Obscura
comes in a variety of forms, all of which have
strongly addictive qualities. The crystallized
powder is typically smoked or inhaled into the
nostrils, but users wanting a more intense effect
will often use organic acids to distil the powder
into a condensed liquid and inject it directly into
the bloodstream. Though relatively inexpensive
to manufacture, the "street price" tends to have a
massive mark-up due to its illegality. The
producers, smugglers, and dealers who supply
the stuff can make a very comfortable living off
of their addicted clients, though the risk of an
enforcer - or worse, Arbitrator - kill team
kicking down the door is a constant companion.
A dose of obscura sends the user into a
euphoric trance filled with pleasant visions; cut
obscura lasts for 1d5 hours, while the pure drug
lasts for an additional 5 hours. While under its
effects the character suffers a -20 penalty to any
Perception, Intelligence, or Willpower-based
Tests, but is also considered to have the Fearless
talent as they are unable to actually rationalise
danger or peril. Once the drug wears off the user
suffers a -10 penalty to his Willpower and
Toughness for the next 1d10 hours as he goes
through a general malaise unless another dose of
obscura is taken. Using de-tox will end the
primary effects of obscura but cannot nullify its
secondary consequences.

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

present destination. A minority come from


smaller brew-plants and houses which are often
endemic to a single world or region, some of
which is surprisingly tolerable. Though
considered something of a social blunder, a few
labels are even enjoyed by Malfian hive nobles,
and the trend is beginning to appear within
exclusive circles on Scintilla as well.

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

inflicting 1d5 levels of Fatigue. Failure by three


or more degrees also reduces the user's Agility by
1d5 points - if the user injected slaught, this
Characteristic Damage is permanent.

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

process. Should the character succeed he gains a


random power from the adjacent table. If the
character succeeds by two or more degrees, the
character may instead simply gain a single minor
psychic power of his choice. The character has
access to the power for a number of hours equal
to his Willpower Bonus and manifests it by
succeeding on another Willpower Test.
If the user happens to be a psyker - in other
words, has a Psy Rating - they must also make a
Challenging (+0) Willpower Test as they take
the dose. Success adds 2 to all Power Rolls for a
number of hours equal to the psyker's Willpower
Bonus, while failure causes the psyker to gain a
single Insanity Point as they are subjected to
some of the same horrible sights that the nonpsyker would. Regardless of success or failure,
add +20 to any rolls made on the Psychic
Phenomena table. This secondary effect lasts
until the drug runs its course, even if the psyker
failed his Willpower Test.

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

be taken in order to gain its effects. Once a


character enters into combat (rolls Initiative or
Surprises an enemy) the drug becomes effective
for 2d10 minutes. A character under the effect of
spur cannot be Stunned or take any levels of
Fatigue while the drug is effective. Once the
effect ends the user suffers a -20 penalty to any
Toughness- or Agility-based Tests for one hour.
The user also gains one level of Fatigue for every
two levels that he ignored due to taking spur (if
the character ignored one level of Fatigue then
he takes none when the spur wears off). Taking
more than five doses of spur in a weeklong
period can cause addiction - the character must
succeed on a Hard (-20) Willpower Test to
fight it off. Failure indicates that the user
succumbs to deranged paranoia, compulsively
dosing up every day out of fear that he will be
caught in a battle without it.

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

the low hives of worlds in the Golgenna Reach,


but press-ganged ratings and hard-nosed
security proctors aboard voidships have spread it
throughout the Calixis Sector. The exact method
of preparation varies from recipe to recipe, but
all involve a variety of chemical distillates being
mixed and prepared into a drink that produces a
feeling of numbing relaxation which lasts for
hours. This tranquilising effect, which begets the
stuff's name, is a welcome escape for many who
eek out a paltry existence doing drudging work,
though those who are used to the drunkenness
that amasec or rotgut creates have referred to
tranq's own inebriation as being remarkably
depressing. The flavour varies widely depending
on its individual constitution, with a few being
regarded as "not disagreeable".

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

Ration Grubs (day)

15

Average

Sleep Dust (dose)

0.25kg

100

Rare

Sour Mud (dose)

3kg

45

Scarce

Spirit Tonic (dose)

0.1kg

12

Common

Styger Milk (bottle)

1kg

75

Very Rare

This consumable is typically only found on worlds listed in its description

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

trotting mount. If it is allowed to develop long


enough - which is sometimes not an option if the
nomads can't find more sources of fresh food the cheese within becomes a true delicacy that is
highly nutritious and keeps for a surprisingly
long time. Even some off-world explorers and
Imperial missionaries have commented that the
belly-churn's final product is surprisingly tasty.

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

eat one of Dusk's insects, giving that planet's


well-known reputation for being hostile to
human life, but once representatives of the
Adeptus Mechanicus became aware of their
value a thriving industry in harvesting the grubs
blossomed there. Once preserved through a
special freeze-drying process, the so-called
ration grubs will keep for years without losing
any nutritional value. Just one of these thumbsized creatures can sustain a grown man for an
entire day regardless of his level of physical
activity, essentially making it the ultimate in
light-travelling sustenance. The flavour,
however, is unspeakably bad, leading to some
quips that the Dusk-born creature is at least
lethal to one's appetite. Aside from the taste, it is
known that the grubs mature into a sinister
winged insect with a deadly sting - residual
toxicity in the grub's flesh probably makes it a
poor choice for long-term consumption.

Sleep Dust (Drug)


At some point in the recent past, native
apothecaries from Zillman's Domain discovered
- quite by accident - that crushing the seeds of a
common red-and-black flower into a fine
powder produces a substance with profoundly
soporific qualities. A strong whiff can flutter
eyelids, while inhalation or ingestion of the stuff
will drop a fully grown man of average
constitution in minutes, sending them off into a
restful sleep for hours. Once the dust wears off
the character will likely awaken (unless seriously

25

sleep deprived beforehand), feeling somewhat


drowsy for a few more hours but otherwise
suffering no ill effects. The powder is tasteless,
and if ground adequately, can be mixed into
food without a perceptible alteration of the
flavour or texture. Those who export sleep dust
from Zillman's Domain would like to think that
they are simply helping the restless get some
badly needed shut-eye, though many users tend
to have far less honourable intentions for
ampoules or capsules of the powder.
A character who inhales sleep dust, such as
having an ampoule broken open under their
nose or a handful blown in their face, must make
a Challenging (+0) Toughness Test or pass
out, falling into a deep sleep for 1d5 hours minus
the victim's Toughness Bonus. Ingesting the
powder magnifies its effects, though they take
about 20 minutes to become active - the
Toughness Test becomes Hard (-20) and the
victim does not reduce the duration of his sleep.
If the character succeeds on his Toughness Test
he suffers no perceptible effects and will remain
unaware of his attempted drugging, although a
face full of strange powder might provoke other
questions for the would-be assailant.

Endrite Sour Mud


Feral shamans and witch doctors native to the
planet Endrite scoop this vicious and sticky
substance out of dormant tar pits which line vast
stretches of that world. Many feral healer
remedies can be more dangerous than the ills

they claim to cure, but the so-called "sour mud"


is actually laden with minerals and enzymes that
have strong antibacterial and immunogenic
qualities. Sour mud is most often used to
staunch bleeding - simply plastering some of the
stuff on a wound and then working it into a
putty-like mass causes rapid coagulation and
staves off infection. However, it also has other
medicinal qualities - if diluted and boiled, it can
be ingested to reduce fevers and diarrhoea,
though the taste is extremely bitter (hence the
name). Because of these miraculous qualities,
some of which border on well-developed
Imperial technology, several corporations and
commercia guilds have expressed interest in
creating a large-scale packaging and export
operation on Endrite to get the sour mud into
circulation throughout the sector. Finding a
means to keep the mud fresh, however, has
proven elusive.
A character can use a handful of sour mud to
immediately end ongoing Blood Loss by
spending a Full Action to massage the mud into
the bleeding injury. Additionally, medics
attempting to treat certain diseases and fevers
gain a +20 bonus on any Medicae Tests when
using sour mud as part of the treatment.

Munsk Spirit Tonic (Drug?)


This alcoholic brew originates from Munsk's
northern continent where it is rumoured that
that region's many small rodents form one of the
main ingredients. Imperial missionaries on that
world have commented at length about the spirit
tonic's "notably unpleasant" flavour, which has
sparked much curiosity as to exactly what is used
to make it - the native brewmasters are
notoriously tight-lipped on the subject.
Regardless of what goes into it, the thick and
adipose drink imparts a stiff measure of drunken
courage and audacity in the imbiber. Munsk's
tribesmen therefore consume the stuff as a
matter of nearly religious reverence before going
on hunts, making war, or confronting spouses.
A dose of spirit tonic takes about 20 minutes
to take effect, thereafter granting the consumer a
+20 bonus on Fear Tests for 1d5 hours as he
feels far more brave and certain than before.

26

This intoxicated overconfidence also impairs


judgment and leaves common sense somewhat
lacking, however, imparting a -10 penalty on any
Intelligence-based Tests for the same duration.
A character can attempt a Carouse Test at the
time of consumption to negate the substance's
effects. Habitual consumption of spirit tonic
over a long period can cause brain damage,
effectively making the above effects permanent.

Fervious Styger Milk


The Styger is a well-known beast of burden on
Fervious and has a vast cultural significance to
the herding bands that make their livelihood off
of the creatures. When a Styger births a whelp it
produces a viscous fluid broadly similar to milk
for the whelp to nourish off of, which the native
herdsmen swear can ward off poison and other
maladies that one might inadvertently consume.
Though strong of taste, the stuff is very
nutritious, and a man could survive off of a diet
of Styger milk alone for days at a time, though
any kind of long-term consumption tends to
cause unspeakably bad "digestive complications".
A boon to farmers and herders to be sure,
Fervious' nobles have also taken a liking to the
thick drink, consuming it as a matter of etiquette
when dining with rivals (and allies) due to its
toxin-neutralizing qualities. In some areas, the
peasant farmers who have more than a few
dozen head have become quite wealthy in their
own right, and small scale "milk wars" are not
entirely unheard of as oppositional bands of
Styger herders try to gain a monopoly on a
region's supply.
A character consuming Styger milk finds it
coating his throat and stomach - this somewhat
unpleasant feeling imparts a +20 bonus on any
Toughness Tests made to resist ingested poisons
or toxins. The protective quality lasts 1d5+5
hours, though the sticky sensation (and taste)
lingers for a while longer. Consuming two or
more doses of Styger milk in a 24 hour period
can be dangerous to the digestive organs - the
character must pass a Challenging (+0)
Toughness Test or suffer one point of
Toughness Damage. Failure by two or more
degrees results in this Damage being permanent.

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.

with siege by the enemy. Designed to be durable


enough to be thrown out of flyers or even
launched by artillery in special canisters, relief
rations take the form of unappealing bricks of
recycled food waste, processed synth-protein, or
just about any other form of organic matter that
has some nutritional content. The individually
wrapped parcels are waterproof and small
enough to be stuffed into a pocket or satchel and
contain enough food energy to keep a man alive
for a day. The flavour ranges from "bad" to
"horrendous", but this is a minor consideration
when the alternative is death by malnourishment
or enslavement by unspeakable armies.

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

Civilian Relief Rations (box of 30)

10kg

15

Plentiful

Countersepts (dose)

Common

Combat Ration Pack (day)

1kg

Plentiful

Gorsk White Gyn (bottle)

1.3kg

Common

Night Dust (dose)

25

Very Rare

Panimmune (dose)

30

Average

Painimmune (dose)

Common

Quaddis Wine (bottle)

1.5kg

300

Very Rare

Golden Tokay (bottle)

1kg

1000

Extremely Rare

Kataline Malmsey (bottle)

1kg

20000

Near Unique

Sorrowful Vintage (bottle)

1.5kg

200

Rare

Raenka (bottle)

1kg

70

Scarce

Civilian Relief Rations

Rainbow (dose)

75

Rare

Starvation is often one of the most effective


weapons that can be wielded against a human
population centre, a fact which is not lost on the
enemies of mankind. Civilian relief rations are a
special type of food product created by the
Departmento Munitorum and issued to Imperial
Guard units tasked with defending or liberating
cities, hives, and other urban areas threatened

Slam, diluted (dose)

50

Very Rare

Slam, pure (dose)

175

Extremely Rare

Somna (dose)

350

Very Rare

The Tears of the Dragon

6000

Extremely Rare

Theosophist's Philtre (bottle)

1.3kg

100

Rare

Verita (dose)

300

Very Rare

White Void (20 sticks' worth)

100

Scarce

A user can develop immunity to this drug; see Building Immunity sidebar

27

contain broad-spectrum chemical, mineral, and


probiotic ingredients that help stave off infection
or disease, which can often be just as deadly as a
hot bullet or a long fall. Countersepts are
standard-issue kit to Guardsmen operating in
foul environments, and those travelling to
unknown regions would be well advised to bring
a few doses in the event of complications.
Countersepts provide a +20 bonus to any
Toughness Tests made to resist initial
contraction of diseases and infections, but have
no benefit on an already existent condition. One
dose is good for an entire day.

Gorsk White Gyn


Gorsk White is an incredibly stiff spirit that is
partly distilled from modified engine coolant,
hence the play on words for "gin". The original
vintages, if they can be called that, were first

popularized in the Magnagorsk hive on


Fenksworld, but now many hive worlds have an
industry of producing the caustic and ice-cloudy
drink in a variety of local styles. Though
inexpensive and often thought of as an
intoxicant for drudging masses, "gyn mixers"
have been seen in the halls of the upper classes
too - a desire for booze with more kick than
triple-stilled amasec apparently is not limited to
the fringes of Imperial society. Aside from
making the drinker feel as though his head's
been staved in, Gorsk White and its peers can be
diluted and used to mitigate the effects of some
tainted food and water thanks to their
antibacterial qualities.
Drinking unmixed gyn of any kind requires a
Hard (-20) Carouse Test if the drinker wants to
try and resist intoxication.

Night Dust (Drug)


Among innumerable other horrors, the feral
world of Dusk is home to a savage predatory
creature that the native tribesmen refer to as
Nightwings. A Nightwing does not attack its
victims directly, preferring to sprinkle them
with a potent hallucinogenic dust it extrudes
from veins in its wings. Once the victim passes
into a nightmarish stupor, the hematophagous
Nightwing sucks them dry with its sieve-like
fangs, leaving the victim a desiccated husk in
mere minutes. For reasons best left unexplored,
there are those that have survived a Nightwing
attack and found the experience somehow
exciting or desirous, and Nightwing dust (or
"night dust" for short) has propagated far
beyond Dusk itself. The dust is harvested from
slain or captive Nightwings and rendered down
into a concentrate where it is shipped out to
nefarious peddlers and dealers throughout the
Sector. Night dust is typically consumed by
burning it as an incense and inhaling the
resultant smoke, but a more powerful effect can
be created by dissolving the powder in fortified
amasec and consuming the resultant brew.
Once the drug takes effect the user is locked in
a dream-racked narcosis that can last for days
on end - many users find the frightening and

28

violent visions to be off-putting enough to steer


clear of the stuff thereafter. It is said that a socalled "dusk dream" shows the user dark facets of
their own mind. If true, those who find the trip
to be an enjoyable diversion are likely even more
twisted and sinister than they appear. The
severity of a night dust experience can be
profoundly altering to the user, and the term
"dust dream" is sometimes used in Malfian
parlance to refer to a sudden disappearance or
bout of madness.
Once a character uses a dose of night dust
they immediately begin to experience strange
hallucinations and dissociative influences. This
initial stage imparts a -20 penalty on all Tests
and lasts for 1d10+10 minutes. Afterward, the
user falls into a deep, feverish slumber filled with
vivid dreams that reflect the deepest and most
depraved sections of the user's subconscious.
The user remains locked in their own mind for
1d5-2 days (if the result is 0 or less, the effect
lasts for 2d10 hours instead). Upon returning to
his senses, the user must pass an Ordinary
(+10) Willpower Test or gain 1d5 Insanity
Points from their maddening visions. If the user
chose to ingest rather than smoke the night dust,
the effects are more powerful: the user remains
asleep for 1d5 days and must pass a Difficult (10) Willpower Test or else gain 1d10 Insanity
Points when the drug wears off.

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

period as the potent mixture can upset the user's


bodily humours - possibly with fatal results.
Panimmune should never be confused with
painimmune - though similar in name, the
effects are wholly different, and a mistake in
dosage between the two could be catastrophic.
Once injected a dose of panimmune
immediately provides a +30 bonus on
Toughness Tests made to withstand most
poisons, diseases, toxins and infections. An
unintended side effect, this bonus also applies to
Carouse Tests as well. The effect lasts for 1d5+5
hours. Once the drug wears off, the user takes a 10 penalty on the same Toughness Tests as their
body's natural defences are somewhat weakened
by the loss of the drug's fortifying effect. The
user can re-dose immediately, but taking more
than one dose without first having a full night's
rest (about 8 hours) to allow their humours to
"reset" can be perilous. In this case, the user must
pass a Challenging (+0) Toughness Test or
permanently lose 1 point of Toughness and
Willpower. Characters that do not sleep, such as
heavily augmented Tech-Priests, may be active
during this period as normal, though taking a
second dose in any 8 hour period still has the
same consequences.

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

situations. In this format, a single ampoule is


typically used by a medic to help stabilize a
wounded comrade until more thorough
treatment can be administered. Alternatively, a
victim that is too grievously wounded might be
given two doses and then simply left to meet the
God-Emperor in peace, a manoeuvre known
commonly as a "medicae mercy killing". Though
designed to help heal, or at least soothe physical
languishment, painimmune's powerful effects on
the nervous system can also be extremely
dangerous, with overdoses being almost
invariably fatal. The drug can also be addictive patients who have been under a heavy regimen
during convalescence may find themselves
dangerously dosing themselves long after their
original injuries have healed.
A dose of painimmune becomes effective in
one Round and completely suppresses feelings of
pain or discomfort for 1d5+1 hours. During this
time the user gains a number of levels of Fatigue
equal to their Toughness Bonus. If a second dose
is taken during this time the duration is
increased by another 1d5+1 hours and the user is
knocked unconscious as their various biological
processes begin to shut down. The user takes 1
point of Toughness Damage every 5 minutes
until the drug wears off or their Toughness
becomes 0, at which point they die peacefully.
The rules described above refer to individual
doses of painimmune meant to be used in the
field - therapeutic dosages used as part of longterm recovery and treatment are considered to
fall under the Medicae skill when used in a
hospice or similarly-outfitted environment.

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

know better - though many wouldn't admit it. In


reality, Quaddis' more temperate regions are
highly fertile, and the privately-owned fiefdoms
that carve out much of these areas have turned
some of their pleasure grounds over to the
production of fine beverages. A number of
fabulously rich and flavourful vintages originate
on Quaddis - many of these bottles never leave,
being consumed by their growers or spilled on
the bodies of wild revellers in the perpetually
debauched planetary capital of Xicarph, but
there is a hot market among rich off-world
collectors and connoisseurs. Maintaining a
steady supply can be an endeavour in and of
itself, even for those who have the funds to do so.
Between shipping difficulties, and the fact that
Quaddis' brutal winters often kill off a large
number of the wine-producing vineyards, it is
advisable to stock up when you can.
Golden Tokay: This rich and flavourful wine
has tiny gold shavings added to the casks as it
ferments, giving the final product a barelyperceptible
metallic
tone
that
neatly
complements a slightly sweet and nutty
character. The gold particles go out with the
bottles, and it is generally considered a good
omen to find a bit of gold in the bottom of one's
glass once the wine itself has been drunk.
Kataline Malmsey: Unquestionably a head
above its peers, the Kataline Malmsey is an
especially exquisite wine famed for its
smoothness and subtle yet satisfying flavours
with a bouquet "reminiscent of newly-fallen rain
and nostalgic memories". The vineyards that
produce this exceptional variety are annihilated
annually by metres of snow and ice, resulting in
each vintage being different than the last. Some
especially storied years are said to be of a
particularly incredible quality, imparting a sort
of euphoric intoxication that has literally killed a
few drinkers who dared to overindulge in such a
singular libation. Whether this effect is literally a
death resultant from pure pleasure or simply an
cardiac infarction in a more corpulent consumer
is unknown, though it does make fine table talk.
Sorrowful Vintage: "Sorrowful Vintage" is a
broad term applied to wines that have all the

qualities of a fine Quaddis vintage but which,


through careful inspection, turn out to be
imitations or mixed bottles of less spectacular
wines. Though immediately less valuable than a
true Quaddis original - both in terms of wealth
material as well as social - Sorrowful Vintages
are still an exquisite drink in and of themselves
and remain highly desirable among aficionados.
Many have even made a deliberate sport of the
stuff, entertaining guests and their fellows with
exaggerated tales of the tragedy of discovering
the bottle's imperfect origins.

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

conclusion requires a lengthy distillation in


barrels that have already been used in the
production of amasec (so the wood absorbs the
reaction, or so the distilleries say). The resulting
drink would be considered a brandy by Imperial
standards, with a mellow flavour and subtle
bouquet that carries a pleasantly juxtaposing bite
from its high alcohol content. Raenka is
inevitably bottled in transparent containers to
show off its pleasing yellow-amber hue, and even
feudal distilleries go to great lengths to offer
ornate and elegant bottles for their sky-hailing
buyers. Much like the ploin fruit it is derived
from raenka has a strong following among those
who spend long voyages in the void, and many
shipyards hold a sacred tradition of smashing a
bottle of the stuff against the hull of ships newly
ordained or returned to service after a long
overhaul. Incongruously enough, red robed
observers from the Adeptus Mechanicus usually
frown on such frivolities.

Raenka's strongly fortified character imposes a


-5 penalty on Carouse Tests made to stay sober
while consuming it.

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

must pass an Arduous (-40) Toughness Test or


permanently reduce their Strength and Agility
Characteristics by 1d5 points each.
Pure slam is even more dangerous. The drug
takes effect immediately, with the character
gaining the Unnatural Strength (x3), Unnatural
Toughness (x3), and Unnatural Speed traits for a
number of Rounds equal to twice their
Toughness Bonus. The character goes
completely berserk as if under the effects of
ghostfire pollen extract, crushing friend and foe
alike. Once the drug "wears off", the effects do
not end, but the character must pass a Very
Hard (-30) Toughness Test or gain a level of
Fatigue (ignoring its effects per the Frenzy
talent). The character's drug-fuelled rage
continues until he has accumulated more levels
of Fatigue than his Toughness Bonus, at which
time he drops dead from catastrophic cardiac
failure. This accumulated Fatigue cannot be
removed in any way - even de-tox is ineffective
against pure slam's terrible effects.

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

Malfian society has found a twisted and sinister


application for somna in the form of elaborate
murders and disappearances where a drugged
user awakens to find himself buried alive or
marooned on the notoriously perilous feral
world of Dusk. An adulterated form of somna is
used as a lacing agent for a particularly potent
variety of obscura known as "black spiral", which
so far has only turned up on Scintilla. This
suggests that the narco-gangs in Hive Sibellus
have come into some kind of reliable supply of
somna, which has sparked all sorts of
speculation and intrigue among the hive's
enforcers and citizens. Many have thought that
the enigmatic and behemoth chartist ship known
as The Miserichord has some role to play, while
others have whispered that the Lord Sector or
even the Inquisition itself are involved.
Somna must be carefully measured and
administered to a user by a trained medicae in
order to receive the desired result. Dosing a user

requires a second character to make a Difficult


(-10) Medicae Test which takes about an hour
for both characters. On a success the user enters
into a state of apparent death for between one
and twenty days (chosen by the character
making the Medicae Test) - if the test is a failure
then the duration is random (2d10 days), though
the character making the Medicae Test is
unaware of the failure (with potentially
disastrous consequences!). A failure by four or
more degrees results in a catastrophic reaction
that kills the user, the death becoming quite real
sometime before the user was to awaken.
Regardless of the outcome of the Medicae
Test, a character under the effect of somna
appears to be dead. Medicae or Awareness Tests
made with an auspex, medispex, or similar
device show the user as being dead, while
Psychic Powers that can detect or identify living
creatures simply fail to recognise the user.
However, a successful Very Hard (-30)
Medicae Test made only with the medicae's own
senses - no other gear or equipment that grants a
bonus may be used - can reveal the ruse.
A character can be awoken early from a
somna-induced state by administering a stimm
to the user's heart or a major artery, but this is an
extremely dangerous action that can have lethal
consequences. The somna user must succeed on
a Challenging (+0) Toughness Test to wake
up, in which case the drug's effect ends normally.
Failure means that the stimm causes the user to
suffer a fatal infarction, though to outside
observers it simply appears to be an uncomical
attempt to revive a cadaver.

The Tears of the Dragon


Artificial psycho-viral infections, better
known as "meme-viruses", are a brand of technowizardry that is only truly understood by the
Adeptus Mechanicus, and the red-robed priests
make extensive use of them as part of a broad
array of psycho-conditioning both of their helots
and servants as well as members of their own
ranks. The most widely used meme-virus within
the Priesthood is known as "The Tears of the
Dragon" and is most commonly used on the elite

34

Centurions of the Skitarii Tech-Guard as well as


most combat-minded of the Magos Ordinatos.
Being infected by the meme-virus results in the
user being subjected to feverish recorded visions
and senses of the worst horrors that the
Mechanicus has borne witness to in its very long
history. Some do not emerge with their minds
intact, possibly making them candidates for
mind-cleansing, or worse, servitor conversion.
Those that do have demonstrated their ability to
purge the frail trappings of human sanity and
fear, bringing them closer still to the perfection
of the Machine God.
Once infected, the character must succeed on
a Difficult (-10) Willpower Test or suffer
1d10+10 Insanity Points as the pre-programmed
visions run amok in their minds. With a success
the character gains the Fearless and Jaded talents
- as well as the approval of their peers in the
Mechanicus - but also permanently reduces their
Fellowship by 1d10 points. Because a memevirus never actually leaves a character's mind,
any attempts to re-infect oneself at a later date
automatically fail.

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

little too much of their hallucinations to heart.


Because of the incredibly vivid nature of veritainduced visions, the GM may wish to award that
character some form of insight or foreknowledge
of future threats or events relevant to that
character's own challenges or efforts.

White Void (Drug)


White void is a notably popular drug that
sends the user into a peacefully hazy state where
they are comforted by nondescript feelings of
beatific well-being. The stuff is fairly simple to
make and appears to be derived entirely from
synthetic compounds that can be easily acquired
on just about any developed Imperial world.
Unlike many drugs, white void cannot be taken
on its own - the powdery product is typically
dissolved in water into which a pack of lho-sticks
are immersed. When the water dries out evaporation works best, but it can be boiled in a
pinch - the white void-laced lho sticks are
smoked normally. Long-term usage of white
void tends to cause discoloration of the eyes,
eventually leaving the user's oculars totally
colourless and appearing nothing more than
black pupils on a vast expanse of white. White
void is extremely addictive and can hook regular
users with the utmost of ease, but it has no major
long-term side effects that are any worse than
smoking regular lho-sticks.
Once smoked, white void takes 1d5+5 minutes
to become effective. A character smoking a lhostick laced with white void gains a +20 bonus on
any Willpower-based Tests for 1d10 minutes.
After the initial high expires, the character's
improved mood and feelings of confidence still
impart a +5 bonus on Tests made to resist Fear
and Pinning for another 1d5 hours. When the
drug completely wears off, the user finds himself
left with a surly and dour attitude, suffering a
-20 penalty to any Fellowship-based Tests for the
same amount of time that they were under white
void's effect. A character who takes three or
more doses of white void in a weeklong period
must pass a Hard (-20) Willpower Test or
become addicted, thereafter being unable to
function without taking at least one dose every
day "to start things off right".

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

Tools & Equipment


Name

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

Weapon Maintenance Kit

1kg

20

Average

Writing Kit

2kg

20

Common

This item's Craftsmanship has one or more special effects

36

biological life signs. Auspex units come in a


range of sizes, with smaller types being able to fit
in a modest belt pouch with a wire connection to
a wrist- or visor-mounted display while heavier
vehicular models might be the size of a man's
torso. Larger auspex units generally have a
greater scanning distance and can more easily
detect hidden objects. Though imminently
useful during exploration and scouting
endeavours, an auspex must be carefully
manipulated in order to achieve the desired
effect - a unit whose machine spirit is not
adequately mollified will often report the
presence of nonexistent objects or threats.
Common handheld auspex units take the form
of a single housing about the size of a large dataslate or a two-piece affair with a cable-connected
display. An auspex can be used in an automatic
scan mode or can be manually activated to do
more intensive examination of the area. In
automatic mode, an auspex grants the user a +20
bonus to Opposed Awareness Tests against other
characters or creatures using the Concealment
Skill or benefitting from environmental
concealment such as smoke or brush. In manual
mode, the user must succeed on an Ordinary
(+10) Tech-Use Test, with success revealing the
presence of living creatures, moving objects, the
presence of most types of weapons, and

37

potentially other hidden dangers such as


radiation or toxic gases in the air. Should the
user fail his Test, the auspex may return a partial
result, nothing at all, or "false positives" as it
identifies threats that don't actually exist. A
handheld auspex typically has a range of about
50 metres, though walls more than 50
centimetres thick, special shielding materials,
and background interference from heavy
machinery or dedicated jamming equipment can
degrade or totally block an auspex's scanning.

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

will fool all but the most discerning eye into


thinking it was written by hand.

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

Authorisation to inhabit a block or dormitory,


be served in refectories and cafetoriums, and
even simply to enter their workplace and
conduct labour are all granted by the flash or
swipe of a cognomen, making losing one a
terrifying process. Without any proof of their
status or identity, a hiver could well face
starvation, abandonment, arrest, being forced to
recidivism, or - possibly worst of all - seeking
refuge in the underhive. Procedures exist for a
hiver to petition for a replacement cognomen,
but the length of time involved can sometimes
be astronomical when compared to the
immediate needs of food and housing. Because
of their great importance, leading to expressions
like "you are your 'cog'", there is a thriving black
market in stolen and fraudulent cognomen, with
the price reaching up into the thousands for
more comfortable occupations (manufactorum
foremen, hab supervisors and public inspectors
tend to be the most highly sought). Of course,
the penalty for such impropriety can be steep.

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

thwacking sacred runes to awaken a machine's


slumbering spirit.
A character using a combi-tool gain a +10
bonus to Tech-Use and Trade (Technomat)
Tests when working with Imperial tech and
mechanisms, though they may also be
compatible with machinery of unknown or xeno
provenance as well. Note that a combi-tool can't
be used in all situations, and generally requires
the user to have both hands free to manipulate
the combi-tool and the item it is being used on.

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

is initially printed into them. Some can be


repurposed later, but most use a type of "single
use" data-coils that can only be written to once.
Common: These slates appear to be similar to
the Poor Craftsmanship version described
above, but have denser data-coils that are
doubled up in the slightly thicker housing. This
allows the contained text to be cleared out and
filled again when connected to a cogitator, dataloom, or other device capable of recording text.
Even cheap slates usually have enough memory
to store quite a bit of text on it, with some
models able to store an entire volume of the
Psalms of Saint Drusus in a package that can be
slipped into a pants pocket. For an additional 10
Thrones, data-slates of Common Craftsmanship
(or better) can be obtained with a built-in
microvox that can receive data from the public
info-nets that exist in some grander hive cities.
Good: No longer a simple device to merely
store text, a Good Craftsmanship data-slate is
capable of storing and replaying picts, vids and
voxlogs as well, making it a truly multipurpose
device. The higher cost and workmanship is
typically represented by a shiny alloy housing
that is often finished with brass or copper
around the edges. Data-slates of this type tend to
be larger than their lesser brethren, boasting a
large and clear screen that's about the size of a
roll of parchment. A minority are the inverse,
however, with high-quality interiors that allow
the slate to be barely larger than a deck of cards this style is often favoured by those that must
travel light, though the tiny screen can be hard
to read at times.
Best: Top-of-the-line patterns begin to blur
the line between data-slate and personal
cogitator, and are often constructed with a finely
lacquered wooden housing, though brushed or
chromed metal examples can also be found.
These data-slates are both durable and
functional, often containing built-in pict- or vidstealers and almost always including a vox
pickup for taking verbal notations. A data-slate
of this quality might also have such features as a
gene-lock so only assigned users can access its
information, an emergency purge feature that

40

completely wipes the slate's data-coils, and even


a miniature thermal-writer that can transfer text
or picts stored on the slate to a small-size roll of
special heat-reactive paper. For twice the cost, a
Best Craftsmanship data-slate may be fitted with
a hololith display or projector suitable for
displaying its contents to an audience.

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

tool for explorers blazing trails through perilous


feral jungles and mountains, but they are just as
commonly used by manufactorum workers to
ascend tall gantries or the support ribbing of
industrial vaults, while particularly bold
recidivists (and assassins...) have been more
rarely known to use a grapnel to make their way
up the exterior of hive spires, sometimes for
several levels or more, to reach an exposed
balcony or window belonging to their target.
Firing a grapnel does not require a Test unless
the user wishes to hit a specific target, such as a
single outcropping, pipe, or window ledge, in
which case the user makes a Ballistic Skill Test
which can benefit from the Aim Action. A
grapnel has a range of 50m but cannot be fired at
Long or Extreme Range, giving it a maximum
range of 100m. A character can climb the
extended cable, but the difficulty of the Climb
Test is one step higher than if they were using
knotted rope due to the smoothness of the
cable. The grapnel's user can also employ the
winch to ascend, in which case he can reel
himself up at a rate of 5 metres per Round.
No Tests are necessary to climb in this way,
though the user must keep both hands on the
grapnel unless he is using it in conjunction
with a clip/drop harness.

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

sector of space, and some aficionados have been


known to amass staggering collections of all
shapes and sizes. Depending on the style, an
igniter may require the user to keep a stud or
switch depressed to produce flame, or it may
continue to burn until snuffed or its fuel is
exhausted.

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.

Injectors are a variety of tools and implements


meant to do just that.
Autojector: Most combat drugs tend to be
used with autojectors due to their ease of use. An
autojector resembles a plastek tube with an
opening on one end that contains a springloaded needle. Once armed by depressing a stud,
an autojector is used by jabbing the open end
against the body - the sudden stop causes the
needle to be deployed and the drug to be
administered. An autojector can be used through
clothing but can't penetrate any kind of armour normally, a character can simply jab himself or
an ally through a gap or space, but a character in
sealed armour will have to remove at least one
piece (typically the helmet) to present an
injection site. Using a drug with an autojector is
a Full Action, but the user can attempt to reduce
this time to a Half Action by succeeding on a
Weapon Skill Test (gaining the usual +30 bonus
for attacking an Unaware target, assuming the
recipient is willing).
Hypo-Spray: Though somewhat bulkier than
other injection methods, hypo-sprays are a novel
and efficient way to quickly administer drugs to
a recipient. The small gun-like device uses a
pressurized gas canister to atomize and then
jettison the drug into the user. The hypo-spray's
holder simply presses the device against the
recipient's skin and pulls a trigger - the high
speed of the spray penetrates the skin while
leaving only an irritated circle instead of a tiny
wound, which can be an crucial consideration if
the user is operating in a foetid or contaminated
environment. A hypo-spray can be loaded with
up to six doses of the same drug; Good
Craftsmanship versions can take up to six
different drugs and make use of a rotary feed
mechanism to select between the loaded
capsules. Using a drug with a hypo-spray is a
Half Action.
Skin Patch: Unlike most injectors, skin
patches appear to be completely innocuous items
whose true purpose may be lost on the average
Imperial citizen. A skin patch takes the form of a
square of thin transparent film about 10
centimetres on a side, and are most often stored

42

in a disposable wrapper. Once removed, a skin


patch is applied to an area of bare skin where it
sticks in place - the drug is actually contained
within the patch itself and leaches into the user's
bloodstream by infiltrating through their skin.
Very basic skin patches begin administering the
drug immediately, but most are bio-attuned to
retain their dose until activated by the user. This
is typically done by applying a firm pressure to
the entire patch - if applied properly, skin
patches can be worn under most types of
armour, with the user simply compressing the
area in a prescribed fashion to activate the patch.
Skin patches are especially useful for those
wearing heavy armour or void suits - an
autojector is typically out of the question - but
can also be appreciated by men with a particular
distaste for needles. A character may apply a skin
patch as a Full Action - once applied, a skin
patch retains the drug for 1d5-2 days (minimum
1), after which it dries out and begins to peel off.
As a Half Action, the user can activate the skin
patch at any time during this period.
Syrette: Simple to a point, this type of injector
uses a thin needle attached to a tube that
contains the drug. Pressure, whether by
squeezing the tube or pressing down on a
plunger, forces the drug into the recipient's flesh.
Syrettes are cheap and effective, but have to be
used on an area of bare skin, making them
somewhat clumsy in dangerous situations (such
as combat). A syrette is typically thrown away
after being used, though some types can be
refilled and used again. Re-used syrettes are
commonly seen in the employ of addicts of illicit
drugs, and can often lead to infections. For the
same reason, a syrette can be dangerous if used
in a contaminated environment - most medics,
given enough time, will sanitise the injection site
with alcohol or a similar disinfectant first. Using
a drug with a syrette is a Full Action.

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

surveillance. Magnoculars typically require a


notable amount of adjustment and fine-tuning
in order to present a clear image, but once the
user has become familiar with the item's
propensities, they can be an extremely helpful
piece of kit. In general, a set of magnoculars can
make a specific point anywhere from four to ten
times as large to the viewer's perception. Agents
and inspectors typically make use of
magnoculars to more closely examine a distant
item or area that requires their attentions, while
explorers and hunters utilise the piece to scan for
possible paths ahead and hiding or stalking prey.
They are also commonly used in military
situations as well, though an observer must
always take cognizance that magnoculars only
present a very small area at once, potentially
blinding their user to activity at their flanks.
Most types of magnoculars simply make things
appear larger, but rarer and more costly versions
and patterns may boast other ancillary features.
A character actively using magnoculars may
be entitled to Awareness Tests to see things that
others without enhanced vision cannot, and can
pick out greater detail of far-off objects or areas.
In addition, Good Craftsmanship magnoculars
can also determine the distance of a sighted
object (out to a maximum of 1 kilometre) and
can textually identify a range of common objects
and targets, informing the viewer when they are
looking at men, vehicles, machinery, beasts, and
so forth. These additional qualities may grant
bonuses to certain Skill Tests in a given
situation, though what benefits may be derived
are left to the discretion of the GM.

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

mechanical lock whose key is held by the captor,


while more novel or esoteric versions might use
a combination, gene-lock, or simple tension that
can't be loosened by the prisoner. Manacles are
commonly thought of as the purview of bounty
hunters and enforcers, but they also have a
calling among sinister individuals and groups
with more nefarious intentions. Various styles of
manacles, including those hailing from worlds of
varying tech levels, can typically be categorized
on the same scale as Item Craftsmanship.
Poor: Basic, no-frills designs that keep a
prisoner's hands together and not much else.
Manacles of this type are typically referred to as
"hand clamps" due to their simplistic
construction - some use the familiar lock-andkey arrangement, but many make use of simple
bolts and pins that, in theory, a prisoner can't
reach to pop out. Aside from cheap restraints,
this type of manacle can also represent examples
used in feudal world dungeons.
Manacles of this type impose a -10 penalty on
Contortionist or Security Tests to escape from
them, and can be burst if the prisoner succeeds
at three successive Hard (-20) Strength Tests.
Common: Often seen in the belts and pockets
of hive enforcers and other heavies, manacles of
this type are generally considered to be "good
enough" for most duties. A solid case-hardened
frame contains a racheting cuff that securely
clicks in place around the prisoner's wrists with a
high-tensile chain connecting each manacle,
making them very hard to force or break open.
The locks themselves are invariably used with a
small key that is unique to each pair of cuffs, and
the keyhole is deliberately placed to be difficult
for an enterprising prisoner to attempt to pick.
Manacles of this type increase the penalty to
Security Tests made to escape to -30 and require
five successive Very Hard (-30) Strength Tests
to be broken open.
Good: This type of manacle is usually defined
from its lesser iterations by the use of a more
complex
and
escape-resistant
locking
mechanism. Instead of a typical lock-and-key
device, these manacles can be found with more
advanced mechanisms - gene-lock circuits are

particularly popular as only the manacles' owner


can trigger their release, but some more
ambitious patterns use a cogitator-controlled
lock that can be programmed via a special dataslate. This data-slate can deactivate the manacles
at any time, but can also set up a specific time
period or interval where the manacles will
unlock by themselves. A built-in microvox link
allows the data-slate to communicate with the
manacles from a distance of up to 10 metres.
Manacles of this type impose a -40 penalty to
Security Tests made to escape, and the Test takes
twice as long to attempt.
Best: Also known as "magnacles", these finelycrafted restraints are about as effective as wrist
restraints get. Magnacles, as the name suggests,
make heavy use of magnetism in their operations
- the locking mechanism of the shackle is
magnetic, and the cuffs themselves are designed
to clamp to one another, making them
exceptionally difficult to escape. All the same,
they can be released almost instantly by merely
pressing a stud on a small pocket-sized "clicker"
which deactivates the magnetic fields. Aside
from attaching to one another, an individual
magnacle can also be stuck to just about any
ferrous surface, such as the interior of a
Repressor vehicle or prison cell, making them a
highly versatile tool as well. Magnacles are most
commonly used by hardened Arbitrators
dispensing Imperial law - a single trooper will
often carry a pair in his personal equipment,
with a dozen or more kept as standard in a
Repressor's cargo bins.
Magnacles impose a -40 penalty on
Contortionist and Security Tests made to escape,
and each Test takes at least three times as long as
usual to attempt. A character can force a
magnacle open by succeeding on five successive
Hellish (-60) Strength Tests.

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

well. A medikit will vary considerably in


appearance and utility, but the general purpose
is to provide a concise and compact set of
medical tools, chem sets, drugs, and other gear
to improve the medicae's ability to treat injured
and sickened victims in field situations. Medikits
used by soldiers and Guardsmen will typically
come in a collapsible rubberised fabric bundle
that can be easily attached to a gear harness or
belt, while a chirurgeon might carry a much
more polished set in a leather case that will hold
its shape and the implements within during
treatment procedures.
A medikit provides a +20 bonus to Medicae
Tests made to administer First Aid, to stop
Blood Loss, and in the treatment of broken limbs
(including amputations). A medikit typically has
enough supplies to be used ten times before it is

45

depleted. If the medic has access to reserves of


medicinal supplies, such as at a hospice or
treatment centre, a depleted medikit can be
"refilled" for half the listed price of a new one. If
the medic succeeds on a Medicae Test with three
or more degrees of success he only uses half as
many supplies as usual thanks to greater
efficiency and avoidance of precautionary excess.
See the Medicae skill description on page 233 of
The Inquisitor's Handbook for a more detailed
explanation and further rules.
Advanced Medikit: Aside from the usual
supplies and tools, this medikit includes a
compact "guidance cogitator" that can offer
instructions to the medic, allowing those who
are not skilled in first aid to still act in a
lifesaving capacity. Easy-to-follow pict-grams are
provided as well to facilitate quick diagnosis of
common conditions. Though helpful for the
average citizen or soldier, the added bulk and
"juvie" nature of an advanced medikit's extra
features make them rare sights in the hands of a
trained healer.
In addition to functioning as a normal
medikit, an advanced medikit allows the user to
make Medicae Tests even if he is not trained in
that skill.
Healer's Kit: Less developed worlds of the
Imperium usually have at least a modicum of
medical theory and surgical practice, which are
often taught by secretive guilds and academic
schools. Feudal medicine is far less advanced
than that practiced on fully-vested Imperial
worlds, but it can be surprisingly effective at
treating common maladies. A feudal healer will
typically use live leeches to staunch bleeding,
sharp needles and fine thread to suture wounds
closed, and bottles of alcohol and herbal
tinctures to clean injuries and relax pain. Other
accoutrements would usually include rolls of
fabric bandages, metallic tongs and clamps,
scalpels, probes, and a wire saw to quickly
amputate diseased or crushed limbs. While kit of
this type would be logically found on feudal and
other less-developed worlds, it can also be used
to represent cheap or improvised medical tools
and supplies used on the fringes of Imperial

society - for example, replacing the needles and


thread with a handheld staple-fastener or noncaustic binding glues.
A healer's kit provides a +10 bonus to Medicae
Tests made to administer First Aid, to stop
Blood Loss, and in the treatment of broken limbs
(including amputations). A healer's kit has
enough supplies to be used 1d10+5 times before
it is exhausted, though replacement supplies can
be easily scrounged up in most inhabited areas.

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

combat uses where its extra mass and clunky


nature aren't problematic.
A Poor Craftsmanship micro-bead weighs 1
kg and imposes a -5 penalty to any sound-based
Awareness or Perception Tests the wearer makes
in any Round in which he also uses the microbead to communicate.
Common: These micro-beads are typical of
those used in the Imperial Guard and similar
circles, and can sometimes be found
permanently integrated into a flak helmet. The
stand-alone types are composed of a metallic or
plastek hook that sits around the user's earlobe
with a small probe that fills the ear canal to allow
the wearer to hear his allies in relative privacy. A
microphone is provided on a thin boom that can
be folded or collapsed when not in use - if
properly adjusted, the user can whisper into the
boom and still be heard clearly by his allies.
Good: Lighter and more comfortable to wear,
high-grade micro-beads dispense with most of
the external housing, leaving behind a very thin
frame that fits behind the user's ear. The entire
body of the micro-bead acts as an antenna which
allows it to be made much smaller, and the
microphone is reduced to a tiny sphere on a thin
memory wire that can be easily repositioned as
the wearer needs. In addition to speaking aloud,
a trained user can make use of a special micpatch affixed to the side of his neck to
communicate subvocally - the mic-patch
interprets vibration and tensing of the user's
neck and throat into speech, allowing him to
"speak" while appearing to be silent, though
careful observation can reveal subtle movements
of the neck muscles.
A Good Craftsmanship micro-bead allows the
user to speak to his allies without making any
verbal noise as long as he has any one Ciphers
skill. The micro-bead translates this subvocal
communication into spoken words for those
listening in on the micro-bead's frequency.
Best: A top-of-the-line micro-bead broadly
resembles its lesser peer but is even more
complex, the thin frame containing hundreds of
metres of hair-like circuitry. A complex codecipher algorithm is applied to all transmissions

between these micro-beads, making it much


more difficult for prying ears to listen in on any
conversations that may be transpiring. Though
theoretically secure against eavesdropping, the
paranoid users of encrypted micro-beads will
often communicate in verbal code all the same just in case. Micro-beads of this type are most
commonly used by agents and infiltrators who
cannot risk being exposed, but especially
nefarious recidivists and ganglords are known to
communicate with them as well, much to the
frustration of enforcers or Arbitrators trying to
edge in.
A Best Craftsmanship micro-bead is identical
to a Good Craftsmanship model in terms of use,
but imposes a -30 penalty to Tech-Use Tests
made as part of attempts to jack or bug the
linked micro-beads with other devices.

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

multikey can interface with common patterns of


mechanical and semi-mechanical locks, giving a
skilled handler the ability to "finesse" a lock the
rest of the way open. In an overbuilt habstack or
industrial vault teeming with locked access
hatches and cable-snake tunnels, a technomat
armed with a multikey can be the difference
between normal operations and functions
grinding to a halt as block supervisors fumble
through rotary files of keys and cards looking for
the right one - they are also imminently useful
for the salvation of citizens that have locked
themselves out of their habs, and for the
wealthier among them, personal vehicles. Of
course, with the ability to open locks with
relative ease using a metallic tool no bigger than
a deck of cards, one can see how more paranoid
citizens might believe a multikey holder could
have less than honourable intentions as well.
A character using a multi-key gains a +30
bonus to Security Tests made to open most types
of Imperial locks. Rare, unusual, or superior
types of locks may reduce this bonus or
completely negate it altogether - in general, the
user is aware of whether or not his multikey will
be useful or not through quick visual inspection.

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

if any re-takes are necessary while the object of


attention is still at hand, which can be
immeasurably useful.
Best: Showing their top quality in both
workmanship and the media produced, mastercrafted pict recorders can store a staggering
amount of picts or vids through the use of liquid
data medium that is contained in pressurised
internal vessels. These pict recorders can be used
in most lighting conditions and are the only
types that return visual feeds sharp enough to be
translated into full-scale hololith projections.

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

cost on the open market, even though the stuff


literally "grows on trees" on its world of origin.
Polygum can be used for a variety of situations
where a waterproof putty-like material could be
employed. A character with the Medicae skill
can use a ball of polygum to immediately end
Blood Loss being suffered by himself or another
character. Polygum can generally be reused after
being unstuck and returned to its original
container, but exposure to substances with a
high iron content - such as blood - causes it to
become brittle and crumble the next time
someone tries to reshape it.

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

and other forms of environmental hazards.


Good Craftsmanship salvation augers can
provide more information than just the presence
of danger - the user can attempt an Ordinary
(+10) Tech-Use Test to manipulate the device
into reporting the exact type and concentration
of the hazard.

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

can be done using the same techniques as a las


weapon's charge pack).

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

effects. The basic technology behind a stummer


is frequently used for acoustic isolation of heavy
machinery, making obtaining spare parts for one
relatively easy on developed worlds.
As long as it is worn in an exposed position, a
stummer provides a +30 bonus to Silent Move
Tests. A stummer can be switched on or off as a
Half Action, and its power cell provides enough
energy for up to 20 minutes of usage. The cell
can be recharged in about an hour through most
common Imperial power sources - alternatively,
the user can swap out a spare power cell, which
takes a Full Action. Power cells compatible with
a stummer have a base price of 2 Thrones and
are Abundant on most developed worlds.

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

adhesive tape; three metres of cord; a three


metre roll of ceramite-weave reinforced tape; 12
metres of sewing thread; three sewing needles of
various sizes; a sterile surgical needle; eight
safety fasteners; a one metre-by-one metre
square of metallic foil; a small pack of grease
pencils; one narrow-quill with Watersure ink; six
sheets of rolled paper; and two phosphor-red
signal flares. How much of the kit will be useful
in a given survival situation is questionable, but
Haal-Lorden seems to have erred solidly on the
side of over-preparation.
A character with a survival kit gains a +10
bonus to Survival Tests in most environments. If
used creatively, the GM may determine that the
equipment contained can grant bonuses to other
skill Tests as well.

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

filled with vacuum tubes and cable-spooled


amplificator cells - causing one to reach out and
connect to the proper recipient is a complex
affair requiring a precise understanding of the
vox's gauges and meters. Soldiers tasked with
carrying a vox-caster must be trained in its use,
typically receiving a specialist pay increase, while
vehicles equipped with one often have a
crewmember assigned to manipulate it. Portable
vox-casters are often designed to be worn as a
small backpack (this variety is typically
encountered in military use), but less common
varieties can be found built into a sturdy piece of
luggage, the vox's operator unfolding the case to
access the vox's controls and antenna.
Depending on environmental conditions, such
as ambient weather and the presence of large
structures, a portable vox-caster can be used to
communicate with other vox-casters up to 3,000
kilometres away. Larger vox units, such as those
found in Imperial Guard vehicles, may have a
range two or three times higher. In all cases,
using a vox-caster requires a successful
Ordinary (+10) Tech-Use Test, with failure
indicating the character only hears static.
Establishing a connection to a given frequency
takes one minute, though this time can be
reduced by ten seconds for every degree of
success on the operator's Tech-Use Test. Once
the initial contact has been made, subsequent
activations take a Full Action.

Weapon Maintenance Kit


This is an essential kit for those who use guns
and powered melee weapons and who can't have
an ordained tech-priest tend to their weapons
every night. Though it cannot fully replace the
proper liturgical rituals and invocations, a
weapon maintenance kit contains a variety of
tools and items that will keep a weapon's
machine spirit cooperative and eager between
proper servicing. Common gear include
lubricating oils and solvents, swabbing cloths,
brushes and rod-handles, cleansing spray, and a
silica towel to restore sheen and lustre on
external parts. Imperial Guard-issued kits will
often include other components specific to the
maintenance of lasguns or pistols, such as barrel

52

honing plugs and mag-port cleaners, while


private shootists will typically increase their kit
with other bits of gear intended for the upkeep
of their personal armaments. A new-looking kit,
devoid of any specialised tools or chemicals,
typically indicates a novice owner.

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

This gear is typically only found on worlds listed in its description

53

much rarer or totally nonexistent elsewhere.

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.

Monrassan Capsican Trap


Monrass is divided by several empires locked
in seemingly perpetual war, with each faction
deploying huge armies of soldiers wearing
brightly coloured uniforms to more easily
distinguish friend from foe in the brutal melees.
The battlemasters of Anevus, often finding
themselves outnumbered on the field, devised a
cunning way to "even the odds" in the form of
the capsican trap. A mixture of sharp, barbed
thorns, lantern oil, and spay-burner grubs (a
native insect filled with pyretic acid) are mixed
into thin clay pots that are buried ahead of a
battle, leaving a few leaves and clippings on top
to disguise the trap. When a victim steps on a
trap, the pot collapses, spraying them with the

spear-like thorns while the agitated grubs


rupture and explode, inflicting painful acid
burns that will likely ignite the sticky lamp oil
for even more effect. Capsican traps are highly
effective at disrupting huge masses of troops,
and within a few years they were used by
warlords across the entire world. Capsican traps
have even migrated off Monrass in the hands of
regiments raised for the Imperial Guard where
they've proven effective in less primitive
battlefields too. The breeding nests of spaygrubs, however, have proven a considerable
source of annoyance for Munitorum
quartermasters charged with oversight.
A character who steps on a capsican trap must
succeed on a Difficult (-10) Agility Test to
avoid crushing the pot. Failure indicates that the
trap explodes, inflicting 1d10 points of Energy
damage to the victim's legs. A second
Challenging (+0) Agility Test determines
whether the victim is set on fire as well.

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

which time they cease emitting light, though this


can be broken up into continuous segments of
any length. As long as the glo-slugs have
adequate time in water and a supply of fresh
meat to consume, two or more will produce
enough eggs for newly-hatched slugs to replace
natural losses due to age, disease, or being eaten
by another glo-slug.

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).

Fervious Powder Bomb


Death cults that skulk through Fervious'
shanties have developed these ingeniously
simple devices to increase odds in their favour
when facing more numerous opponents. Glass
orbs about the size of a scrum-ball are packed
full of a fine powdery pollen and are ignited with
a simple fuse. When the lit fuse burns down the
powder spontaneously ignites, rupturing its
housing with great force and scattering the sticky
pollen over a very wide area. The pollen is toxic
to humans, but usually lacks the power to kill or
inflict serious injury. Inflammation of the eyes,

nose and throat, however, are much more likely,


leading to confusion and disorganisation among
bands of men or a victim's bodyguards.
A Fervious powder bomb must be lit with a
wick or lantern flame before it is thrown
(consider the bomb's Range to be 10 metres or
three times the user's Strength Bonus, whichever
is better). The powder bomb erupts in a 30 metre
radius with the Smoke quality, and anyone
caught within its effect who has not adequately
protected their face must succeed on a
Challenging (+0) Toughness Test or gain a
level of Fatigue. A character must Test
Toughness each Round he is exposed to the
powder, but can't gain more than one level of
Fatigue from its effects. The cloud of pollen
dissipates in 2d10+1 Rounds indoors or in calm
conditions, while a stiff wind will blow it away in
a single Round.

the skin can cause severe respiratory distress or


even death by anaphylaxis, making the prospect
of being snared a frightening one. However, the
plant doesn't differentiate between a victim and
its owner - archers who use skem nets must use
heavy gloves to handle and bundle their nets,
and careless or unlucky ones often fall victim to
accidental exposure.
A skem net can be fired from most types of
bows, though the bow gains the Inaccurate
quality and its Range is reduced by half. A
character hit by the arrow is treated as being
affected by a weapon with the Snare quality, and
unless they are wearing sturdy full body
clothing, is also affected as if the net had the
Toxic quality as well. A skem net dries out and
dies 1d5 weeks after it is cut, losing its poisonous
features, though it can still be used to snare and
trap victims it is fired at.

Skeleton Key

Smoke Flare

So named because the teeth of the key


resemble a human ribcage, a skeleton key is
designed to open many locks and are
deliberately made at the same time as the locks
are. Skeleton keys tend to be thought of as a
noble's possession as they can grant access to an
entire castle by themselves, and depending on
the world and region, may be able to open the
doors of inns, taverns, smithies, and other such
doors in the local towns and hamlets as well.

A smoke flare is formed from a hollowed-out


length of sturdy plant stalk packed to the brim
with dyed cotton. When one end is ignited, a

Volonx Skem Net


Volonx's famed archers make use of these
strange but highly effective bio-weapons to catch
dangerous creatures or apprehend hated
enemies. The net is formed in the main from a
freshly harvested skem plant, whose hardy stalk
can be used to contain the long tendril-like
vines. The vines are wrapped up into a weavelike pattern using strips of the plant's stem that
balloons open into a net of a roughly six metre
diameter. If attached to an arrow, the skem net
can be fired a considerable distance before it
opens to trap a victim in its perilous embrace.
The skem plant itself is highly toxic and "bleeds"
a sticky sap when agitated - simple contact on

55

voluminous amount of thick, smelly smoke is


created, which can be used for a variety of
purposes. Feudal tacticians and battle-planners
have come up with several clever ideas for such
tools, such as signalling distant troops or allies
through the used of coloured dyes, as part of a
trap to disorient enemy troops on the march, or
- among those with uncanny foresight - to screen
their own soldiers against the perils of massed
enemy archer attacks. Of course, the only real
limit to what can be achieved with a portable
smoke-screen is the wielder's own ingenuity.
After being lit with a flame, a smoke flare
begins creating a dense cloud that expands
outward at a rate of 1d5+1 metres every Round
up to a maximum of 40 metres. In calm
conditions the smoke will expand evenly, but
movement of the flare or the presence of a
breeze will cause a more lopsided deployment. A
smoke flare can burn for up to a minute, while
the smoke it leaves behind will disperse after
1d10+5 minutes in the absence of a wind. A
good breeze will blow the smoke away in 1d5
Rounds, and particularly strong winds can
effectively neutralize the cloud from a stillburning flare entirely.

Fedrid Spark Rocks


Many less-developed worlds make do
adequately with flint or chemically-treated wicks
to start fires, but Fedrid's natives have
discovered an altogether more effective way to
light their torches and lanterns. Spark rocks,
uncannily enough, create sparks when two of the
small white minerals are rubbed together,
allowing a seasoned hunter or dour farmer alike
to carry "ready-to-light" fire in his pocket. While
light and easy to use, care must be taken to
ensure that spark rocks don't come in contact
with one another at any time when their holder
doesn't want to create a flame - more than a few
inexperienced handlers have set their packs (or
their pants) on fire by keeping their spark rocks
in close contact. This highly useful utility has not
gone unnoticed by Imperial explorers and
missionaries - indeed, many common types of
mass-produced igniters in the Calixis Sector use

56

synthetic spark rocks to start their flames, and


more costly models may actually use the real
thing (though the effect is identical). Among the
off-world game hunters that trek across Fedrid's
jungles in search of dangerous beasts, it is
something of a social faux pas to use anything
but a pair of real spark rocks to start a flame.

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.

9-70 Entrenchment Tool


This handy shovel - 9 centimetres wide and 70
centimetres long - is a part of the standard kit of
many Guard regiments where, despite its name,
the tool's primary purpose is found in the filling
of sandbags. However, units that lack access to
proper excavation tools and equipment will
sometimes use their 9-70s to dig boltholes and
trenches - this is generally discouraged as the
tool isn't quite long enough to effectively shovel
dirt, but only a few NCOs would prefer
regulations over having good cover in a firefight.
The 9-70's alloy blade and handle make it quite
light yet also very sturdy - aside from moving
soil, it can also be used as a nasty improvised

57

weapon, and some regiments have taken a


particular liking to eschewing bayonets and
knives in favour of their trusty 9-70s when handto-hand combat is inevitable.
If the edges have been sharpened to a point against Munitorum regulations but widely
practiced anyway - a 9-70 Entrenchment Tool
can be used as a melee weapon, dealing 1d10
points of Rending Damage with the Primitive
and Unbalanced qualities.
Infantry Gear
Name

Wt

Cost

Availability

9-70 Entrenchment Tool

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.

The Imperial Infantryman's


Uplifting Primer
Equal parts field manual, prayer book, and
identification, The Imperial Infantryman's
Uplifting Primer is a small and sturdy
publication printed in massive quantities for the
Departmento Munitorum. When a Guardsman
is first sworn to service he is issued a fresh copy
of the primer and must keep it on his person at
all times (failure to produce the issued Primer at
the request of an officer is a disciplinary
offence). The Primer contains several chapters

58

on the regulations and policies of the Imperial


Guard, an explanation of command structures
(including a sizeable portion dedicated to
instilling fear and respect of the Commissariat),
and a large segment regarding the maintenance
and utility of various pieces of issued equipment.
The second half of the book is filled with useful
field information, such as basic pointers on
survival and foraging, a treatise on different
types of foul xenos that a Guardsman may have
to fight, and a sizeable portion of prayers,
hymns, litanies and catechisms to reinforce the
Guardsman's spirit and motivation. The rear
cover contains biographical information about
its owner - should the Guardsman be felled in
combat, this page is torn out to verify its owner's
death for regimental records and assist in
informing next of kin (when feasible).
Each Guardsman's Primer is his main form of
identification in formal circumstances, such as
when receiving pay or post, going on leave,
recording increases in rank, and travelling when
away from his unit. These "civil" functions may
seem superfluous to conscripts that may not
survive their first battle of a brutal war, but the
Primer's bureaucratic component is essential to
salty veterans who spend years and decades in
service to the Imperium. A conscript who
survives his term surrenders the Primer when he
is dismissed to indicate that his formal military

service to the Emperor has concluded. When a


volunteer is discharged, typically due to injury or
age, they are entitled to keep their Primer as a
memento of their sacrifices to the Imperium - it
is also something of an open secret that flashing
a worn Primer at a refectory is a good way to get
free or cheap booze from a right-minded
proprietor, and depending on the world and
region, may have other "social" perks as well.

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

the bomb can still make a Demolition Test if he


wishes to conceal the device or make it harder to
disarm. Setting a melta bomb is a Full Action;
device detonates in five Rounds which inflicts
6d10 Explosive Damage with a Penetration value
of 12 to anything within a two metre blast and
likely setting everything within the area on fire
as well (if a character should manage to survive
the explosion, somehow, he must also succeed
on a Challenging (+0) Agility Test or be set
alight too). Depending on the bomb's effects on
its target, secondary explosions may have a
significantly greater blast than the bomb itself.

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

fragments, and even las bolts. A sandbag can also


be used as a makeshift pillow by stuffing it with
clothing (or other sandbags), and are a handy
way to blindfold enemy prisoners and captives
too. Aside from the above uses, the act of filling
sandbags is also a useful duty to keep idle
soldiers busy, as boredom in the field combined
with access to highly destructive weapons and
vehicles has produced catastrophic effects in the
past, especially when unit discipline is lacking.

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.

If the wearer already has the Quick Draw talent


then he may Ready an item as part of a Reaction,
such as grabbing a knife to Parry an incoming
melee attack. This configuration imposes a -10
penalty on Silent Move Tests as the partlysecured gear clatters noisily when the character
is in motion.

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.

Munitorum Tool Kit


This pressed alloy box contains a small
arsenal of handheld tools meant for basic
repair and maintenance work on many
types of military hardware. Common
equipment includes several types of pilers
and tongs, wire snips, screw and bolt
drivers, wrenches, insulated clamps, and a
small hammer. Invariably included are one
or more rolls of adhesive "mud tape" (so
named because it sticks to everything and
never comes off), which is considered by
many soldiers to be a gift from the

61

Mechanicus due to its ability to rejoin almost


any mechanical component that has separated
from its proper location.
A Munitorum tool kit provides a +5 bonus to
Trade (Technomat) Tests made when repairing
any sort of Munitorum-sanctioned gear and
equipment, though it may be compatible with
other devices as well depending on their
provenance and the nature of construction.

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

"Heretic's Wake" Deck

0.2kg

10

Scarce

Hololith/Holo-Projector

40kg

3000

Scarce

Bomb Spray

Holo Wafer

0.1kg

Average

Though of immediate utility to many covert


agents and other clandestine types, this
wondrous aerosol contained in humble metallic
cans has a particularly small following due to the
extreme danger inherent in its use. Bomb spray,
as the name suggests, creates a chemically
reactive layer onto any surface it is applied to.
While inert as a gas, once it settles and dries the
compound becomes incredibly unstable - any
strong impact, such as a bullet strike or even a
rock or brick being tossed at the coated surface
causes the spray to violently detonate. Bomb
spray was originally devised by a genius Magos
Technicus from the lesser forge world of
Perinetus as a means to easily facilitate
demolition of archaic or ruined equipment or
edifices. While very easy to use, bomb spray can't
be easily controlled like proper demo charges or
other forms of explosives - once applied, the

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

Privacy Field Generator

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

This item's Craftsmanship has one or more special effects

"bomb" is set and can't be removed in any way.


Moreover, poorly made or old cans can develop
leaks, which slowly turn storage cases - or
trouser pockets! - into bombs with alarming
efficiency. Because of this peril, bomb spray is
almost never used for its intended purpose, but
the stuff is still manufactured for those intending
more "destructive" effects, such as sabotage and
laying stealthy traps.
Applying bomb spray is a Full Action that
coats a roughly 50 centimetre square with a
matte orange colour. The bomb spray dries in
three Rounds, after which any type of sharp
impact causes it to explode. The detonation deals
1d5+3 points of Explosive Damage in a two
metre blast. Additional applications of bomb
spray increases the Damage by a further 1d5 and
the Blast quality by 1. Attempting to apply a
fourth dose of bomb spray causes the first layer
to detonate, so it is not possible to use more than
three applications. A single can has enough
aerosol for five applications of bomb spray.
Good Craftsmanship bomb spray produces the
same effect but the spray is a neutral colour that
is far less obvious than the demolitions orange.

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

depends on the type of cogitator. Depending on


its construction or the abilities of the user, it may
be able to offer a bonus to other Skill Tests as
well, such as Inquiry or Evaluate.
Cogitator, Emplaced: An emplaced cogitator
as about as close to "standard" as these fine
devices go, and are typically about the size of a
large dresser or small closet. These machines
contain a large assortment of circuit plates as
well as mechanical relays and require a steady
power supply to function. Most have a sizeable
panel festooned with ports, plugs, and sockets,
including a revolving mechanism which can
completely swallow data-slates to process and
transfer information contained on the portable
devices. The cogitator will typically be contained
in a sturdy alloy cabinet studded with small
gauges and meters along with one or more pictscreens that display "live" data being processed
by the machine. Examples that are employed
directly by the Adeptus Mechanicus will
invariably employ a fine wooden cabinet with
brass reinforcement instead, keeping with the
Martian priesthood's affectation towards
ensconcing their tech-marvels in elegant organic
housings. Most cogitators include a hard-wired
runeboard and numeric keypad for quick entry
of data and textual meme-routines, which is
often paired with a smooth orb in a socket that is
rotated with the fingers to move through visual
data and text-logs. Finally, most emplaced
cogitators will also include an auto-quill or heat
writer (or both) to output their findings onto a
physical medium for review or archiving.
An emplaced cogitator grants a +20 bonus to
all Literacy, Logic, and Common or Scholastic
Lore Tests made while using it. If a connection
to a public info-net is available and wired in, it
also grants a +20 bonus to Inquiry Tests, though
it does not shorten the duration of the Test and
some "footwork" will still be required to follow
up on leads.
Cogitator, Personal: Though they lack some
of the more advanced sub-sets and routines, a
personal cogitator has one vast advantage over
its larger brethren: the device is only about the
size of a small piece of luggage which clamshells

64

open to provide access to the cogitator's screen


and runepad. A personal cogitator is powered by
a replaceable power cell with an identical
footprint to a lasgun charge pack and can be
used for about six hours before it must be
recharged. Through the use of adapters and
cables a personal cogitator can be connected to
data-slates and some other forms of equipment
to read or transfer information off of them, but
it is generally much less capable at interfacing
with advanced techno-devices than the heavier
emplaced systems. Further, the lack of heavy
memory coils, which would make the device
considerably more bulky, means it has no
capability to store data when the power is
switched off. Most owners tend to keep a
separate data-slate handy for just such a use.
A personal cogitator functions just like an
emplaced unit but it offers no bonus on
Scholastic Lore Tests. Additionally, it cant be
connected to a data-loom, memrance enhancer,
or matriculation engine. Spare power cells for a
personal cogitator have a base cost of 10 Thrones
and are Common, but it can also run off of
standard lasgun charge packs as well.
Data-Loom: This mechanical device is made
up largely of heavy-duty switchers and relays
that interface with double-coiled memory banks
essentially, the device excises the main
calculation functions of a cogitator without the
circuitry and macro-coding that make up much
of a cogitators systems. With that space freed
up, a data-loom is able to house a highly
sophisticated geometric display screen that can
represent information as visual constructs,
making sifting through it much more intuitive to
laymen outside the Adeptus Mechanicus. A
data-loom can be used by itself to parse recorded
material and compare variances in both picts
and textual medium, and includes several input
ports and slots to read from provided data-slates
as well as magnetic reels and liquid storage
cylinders. However, for those with the power
connections and room to spare, a data-loom can
be wired into an emplaced cogitator, lending its
considerable logis-systems to the cogitators own

to more quickly process and codify all matters


recorded material.
If used individually, a data-loom provides a
+10 bonus to Logic Tests when processing
information from data-slates or written material.
A data-loom can be wired to an emplaced
cogitator to create a powerful analysis engine,
adding its bonus to Logic Tests to the cogitators
own for a total of +30. Furthermore, the amount
of time necessary to complete an Investigative
Benchmark (see Using Investigation Skills on
page 186 of Dark Heresy) is reduced by half in
most situations.
Matriculation Engine: Something of the
opposite of an auto-quill, a matriculation engine
takes materials written on paper, vellum, or
parchment and converts them into memory data
that can be viewed on data-slates or cogitator
screens. Records and forms inscribed on fragile
and flammable sheets can thereby be preserved
on more storable media, and there are countless
adepts throughout many Imperial institutions
whose sole task is to operate these devices so as
to better protect important written works and
archives from destruction by fire and vermin. Of
course, such records are ill-suited for official
usage, and indeed many documents are specified
as a matter of formality to be rendered on rolls
or sheets, leading to the rather comedic affair of
data-archived files being reproduced via autoquill back into a more officious format.
As long as the character has the Tech Use skill
a matriculation engine grants a +30 bonus to
Trade (Copyist) Tests made to transcribe written
materials onto data-slates and similar devices.
Memrance Enhancer: This simple-looking
edifice, resembling an alloy shoebox with a few
data-cables peeking out from one end, is in
reality little more than a highly compressed stack
of triple-thickness memory coils capable of
storing a very large amount of data. Memrance
enhancers can be used to improve a cogitators
meme-routines and calculance power by
providing far more information for it to process
and consider when performing analysis. Care
must be taken when using memrance enhancers
as their machine spirits tend to be inscrutably

65

confrontational with those of the cogitators they


must be connected to. If the proper rites are not
observed, especially with regards to the order in
which the devices are connected and
disconnected, the memrance enhancer can burn
itself out, and quite possibly take the cogitator
with it!
A memrance enhancer increases an emplaced
cogitators bonus to Logic and Literacy Tests by
+5. Best Craftsmanship versions do the same,
but also contain much more detailed data on
subjects that many Imperial authorities the
Inquisition included would rather citizens not
have access to. This allows the attached cogitator
to grant its bonus on Forbidden Lore Tests. Note
that possession of such devices ranges from mere
illegality to an outright moral threat depending
on whos asked.

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

demo charges together increases the Damage by


2 points and the blast by one metre for every
additional charge. Attempting to combine five or
more demo charges together increases the
Difficulty of the Demolition Test by one step for
each additional charge beyond the fourth. A
Demolition Test can be made while the charge is
being placed or in advance, leaving the charge
armed and ready to explode as soon as the setter
activates the detonator. However, carrying an
armed demo charge is incredibly dangerous: if
the character carrying the charge takes more
than 5 points of Explosive Damage or 1 point of
Energy Damage the charge immediately goes off.
The character carrying the charge cannot
attempt an Agility Test to avoid the blast.
Hollow Charge: More advanced than its
simple "satchel" brethren, a hollow or tube
charge is effectively an oversized and simple krak
warhead that focuses its blast over a very narrow
area. Hollow charges are almost invariably used
to breach obstacles or for point-blank
destruction of armoured targets and tend to have
magnetic or adhesive surfaces on the "business"
end of the charge to make sure it faces the
correct direction. Because of their highly focused

66

explosion, hollow charges are much safer to


work with, and can be used for a variety of
precision applications in both military and civil
roles.
A hollow charge must be directly affixed to its
target while being set, and unlike standard demo
charges, cannot be linked together to form a
single larger explosive effect. Setting a hollow
charge takes roughly 50% longer than a standard
demo charge - in normal circumstances, this
makes the Demolition Test an Extended Action,
and the charge can't be armed until it is attached
to its target. A hollow charge inflicts 3d10 points
of Explosive Damage with a Penetration value of
6 to whatever it is attached to. Anything (or
anyone!) within a 2 metre radius of the charge
suffers half the charge's Damage due to
secondary spalling and
concussive effects
(change the Damage type to Rending and reduce
the Penetration value to 0). Once attached, a
hollow charge can be physically separated from
its target with a Difficult (-10) Strength Test.
Unlike standard demo charges, a hollow charge
is not at risk for a premature detonation unless
the character setting it critically fails his
Demolition Test.

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

remedies that may be available. Diagnostors are


armed with the breadth of ailments and
afflictions known to Imperial medicae scholars it has been said that anyone who manages to
turn up an "unknown" result on a medispex will
likely have the privilege of naming the condition
they've just discovered, though this will likely be
of little comfort to the victim.
A diagnostor can be used to identify almost
any condition or malady a victim may be
suffering from. Using a diagnostor is a Full
Action, after which the user must make an Easy
(+30) Medicae Test - any success identifies
what's causing the victim's infirmity as well as
what countermeasures can be taken (a grim
conclusion of "Prayer" is provided if there is no
known cure or remedy). If the user fails the Test
the diagnostor is unable to identify exactly what
is causing the victim's condition, though it still
provides suggestions to treat the ongoing
symptoms if not the cause itself.

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.

Poor: Typically little more than repurposed


cosmetics and balms, simply altering one's
complexion and covering distinguishing marks
(or adding new ones) can throw off cursory
inspection. Further, cheap disguise kits appear to
be perfectly innocuous items of hygiene and
beauty, meaning a search of one's possessions
typically won't raise suspicion.
Disguise kits of this type grant a +5 bonus to
Disguise Tests based on appearance.
Common: These kits are much better
assembled and arranged - aside from powders,
dyes and balms, they also frequently contain
false features such as colour-changing contact
lenses, very convincing wigs and other facial hair
substitutes, clip-on piercings, and even fleshputty that can be used to make the face and neck
seem thicker, rounder, or more defined than it
truly is. Transparent inserts are also provided
that can be placed in the mouth to make the
lower jaw sit at a different angle or projection,
ensuring that even a profile view will look
thoroughly different.
Disguise kits of this type grant a +20 bonus to
Disguise Tests based on appearance.
Good: High-quality disguise aids start
crossing a line into medicae and chem-oriented
solutions, which are often more durable and
stable than simple surface treatments, though
they require a correspondingly higher level of
skill to pull off adequately. The fact that they
don't "wash off" as easily can be something of a
detriment too with thoroughly disguised users
being stuck as their impersonation until the
heavier substances wear off. Drugs and serum
injections can drastically change the user's skin
and hair pigmentation while electro-pricking
can create or hide scars, change the density and
consistency of hair, and alter other
distinguishing features that are, for all intents
and purposes, quite real, though the user's
original flesh will re-assert itself after a week or
so unless repeat applications are performed.
Disguise kits of this type grant a +30 bonus to
Disguise Tests based on appearance, but only if
the character using the kit also possesses the
Medicae skill.

68

Best: These kits are broadly similar to lesser


styles in use, but contain even more advanced
tools and substances to completely bury the
user's original appearance, including a somewhat
"watered-down" version of the infamous drug
polymorphine. Giving enough time and talent,
an infiltrator can disguise their form to resemble
almost any other human, including changing
gender quite convincingly, and some are even
able to create an appearance more suggesting of
a humanoid xenos-creature, though the kit's
limits can't make up for those with substantially
different biology (radically altered posture and
large variances in physical dimension, for
example). Those making use of these powerful
and frankly dangerous tools have, on occasion,
been known to become so thoroughly
committed to their disguise that they begin to
suffer from personality disorders, literally
believing that they are their disguise.
Top level disguise kits grant a +30 bonus to
Disguise Tests, and also allow a disguised
character to speak in a radically different fashion
- the character is treated as if they had the Mimic
talent, though the difficulty of Opposed Scrutiny
Tests to detect the subterfuge is decreased by one
step. If the user already has the Mimic talent
then the difficulty of any Opposed Scrutiny Tests
increases by one step instead. Depending on
circumstances, a thoroughly disguised character
may be able to fool gene-locks and other devices
meant to measure biometric data.
Such deep cover runs the risk of profoundly
affecting the user's psyche - if he succeeds on a
Disguise Test made to drastically alter his
appearance by three or more degrees he must
also pass a Difficult (-10) Willpower Test or
gain a minor obsession disorder (see Disorders
on page 235 of Dark Heresy) to continue
disguising himself as such in the future. Success
by more than five degrees on the Disguise Test
inflicts a severe disorder to do the same instead.

Drusine Incense
This superior incense was promulgated by
then-General Drusus in the period before he
assumed command of the Angevin Crusade, and

with his elevation to sainthood the recipe was


swiftly sanctified and disseminated throughout
the Sector. The incense is a mixture of myrrh,
camphor, verdigris, and crushed blossoms of the
Iocanthine rose, the latter adding a reddish
speckling to the otherwise green-brown
consistency. Aside from a pleasing if astringent
aroma, the incense is said to have a protective
and purifying effect on those who inhale its
vapours. The incense is used in High Masses and
other ceremonies of import across the Sector,
with the finest blends being prepared within the
vaults of the fantastic Cathedral of Illumination
in Hive Tarsus itself. However, there are some
among the Holy Ordos who believe, with some
factual base, that the incense's ability to ward off
evil is more than just inspirational thinking.
Drusine incense can be burned in any suitable
receptacle, such as ornate censers for conducting
mass or self-heated thuribles that can be worn
on the belt. Any character who can strongly
smell the burning incense - typically those
within a radius of 10 metres in a large censer or
three metres in a thurible - are immune to the
effects of the Daemonic Presence special rule.
This only works on characters with less than 10
Corruption Points, however, as no saint would
abide those with tainted souls. A single packet of
incense burns for 1d10+20 minutes.

Vessel Emergency Kit


Almost invariably packaged in bright orange
reflective parcels, a vessel emergency kit is
commonly found aboard voidfaring ships, but
are also often stocked in flyers and
transatmospheric craft, and one is just about
always packed into a saviour pod. An emergency
kit will typically include the following tools and
gear: a glowstick that provides steady
illumination for 1d5 hours; a universal power
cell that can be used to give a rudimentary
charge to many devices, such as vox-casters or
lamp packs, and can also provide enough energy
for a laspistol to fire 10 shots; a compact ration
pack and water bottle sufficient to keep a man
alive for a day; an emergency vox programmed
with a voidship's normal comm channels as well

69

as a faculty to broadcast the standard Imperial


Prayer for Aid on emergency frequencies; a
mask with an attached air bottle that can provide
30 minutes of breathable air, useful in situations
with smoke or toxic contaminants; a pack of five
anti-radiation tablets, which can be a real lifesaver for those who've been exposed to a plasma
reactor meltdown or solar flare; and a tube of
hull sealant gel that can affect quick repairs to
small breaches in a fuselage or deck-plating.

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

to as a "duplex e-hab", costs an extra 100


Thrones and weighs 3 kg more.

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

excruciator takes about an hour to set up due to


its finicky machine spirits requiring lengthy rites
and burning of incense before they will
cooperate with the user. An excruciator's
operator must have both the Medicae and Tech
Use skills to make use of an excruciator.

Forgery Kit
A forgery kit is designed for one thing only:
creating or modifying documents with false

information or credentials. Typically thought of


as being the purview of scummers and recidivists
taking advantage of the Imperium's heavily
bureaucratic nature, a forgery kit can be just as
readily used by the forces of justice and
retribution to sidestep normal formalities and
observances as well as to infiltrate highlydeveloped organisations and cults. Depending
on a forgery kit's level of sophistication and
versatility, it may be used on existing writs and
certifications on paper all the way up to purposemade data-slates and cognomen, though some
especially sophisticated forms of security may
well be immutable by even the best forger.
Forgery is very often a capital offence on many
worlds, especially those with a strong
Administratum presence, and as a result skilled
forgers are usually few and far between: the less
talented of their ilk frequently winding up as
scribe-servitors once their crimes are exposed.
Forgery kits grant a bonus to Forgery Tests
made by the user which varies depending on

71

how advanced the kit is. More versatile and


elaborate kits can be categorised using the same
scale as Item Craftsmanship.
Common: Replacement sheets of paper or
parchment and specially reactive inks can be
used to create copies of written material with as
much accuracy as the forger can muster. Wax
seals and stamps can also be replicated with the
use of a configurable stamper or signet, though
specialty waxes might need to be obtained
separately. In general, any written material that
does not incorporate especially complex antiforgery features can be forged with this kit.
Common Craftsmanship forgery kits provide
a +10 bonus to Forgery Tests when working with
paper, scrolls, and parchment documents. The
user must have the Trade (Copyist) Skill to
benefit from the kit's bonus.
Good: This adds a specially derived codifier
kit to the usual arsenal which can sniff through
documents and records for concealed or hidden
authenticators and anti-forgery features, though

defeating them may be another matter entirely.


The codifier can be attached to an auto-quill to
replicate papers and forms with complex
headings and margin frames, and a special
chemical wipe can simulate the weight or texture
of special types of paper. In the hands of a skilled
forger, this kit leaves few types of documents
that can't be bastardised.
Good Craftsmanship forgery kits provide a
+20 bonus to Forgery Tests when working with
paper, scrolls, and parchment documents. The
codifier can also identify hidden anti-forgery
devices in the material to be forged - the user
must succeed on an Opposed Scrutiny Test
against the original writer's Security or Trade
(Copyist) Test made to apply the measures. The
user must have the Trade (Copyist) and Tech
Use Skills to use all of the equipment. The
codifier and extra chem-sets add an additional
3kg to the weight of the total set.
Best: Aside from written records, this forgery
kit can also falsify materials that are kept in data
format on data-slates or cogitators whose
memory can be modified after-the-fact. Many
types of cognomen can be forged or modified
too, which can open quite a few doors both
literally and metaphorically. An intrusion-slate
filled with eager lines of macro-code can be
connected to other data-slates and cogitator
systems which can readily delete or substitute
data that is already contained, though it lacks the
power to perform any meaningful damage to the
operating routines of the equipment itself.
Because of the threat posed by this type of
forgery equipment it is not uncommon for
especially valuable or important information to
be stored on data-slates that can only be written
to once, which is effectively foolproof right up
until the forger physically replaces the slate's
innards with some of his own devising.
Best Craftsmanship forgery kits provide the
same bonuses as the Good Craftsmanship
versions but can also be used on records that are
contained on most types of data-slates and
cogitator banks. Cognomen that use any kind of
circuitry or memory coils can also be forged. The

72

intrusion-slate and attachments increase the


weight of the set by a further 2kg.

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

large backpack - projections slightly shorter than


the wearer's legs are used to steer and maintain
stability while the thin metallic plates that scissor
outward like wings provide aerodynamic lift.
The glidewing works off of a combination of air
currents and passive suspensor fields - it does
not have an engine or propulsion source in the
traditional sense, which helps keep weight and
complexity low. Glidewings are often a plaything
of nobles who hike up mountains or tall towers
and then fling themselves off to leisurely survey
the lands below as a sort of escapism from the
confines of gravity, soaring through the air on
glossy silver wings, but limited numbers have
turned up in the hands of military users where
they are employed like a long-range grav-chute,
deploying commando teams far behind enemy
lines in daring night-time raids. The fact that a
glidewing is nearly silent in flight makes it ideal
for this purpose, and matte black versions
carrying strike teams can insert quietly to
destroy important communications and logistic

73

sites, assassinate enemy leaders, and sabotage


weapons and equipment.
Using a glidewing requires the Pilot
(Glidewing) or Pilot (Personal) skill. A glidewing
grants the user the Flyer (12) Trait, but is
incapable of gaining altitude without the use of
thermal updrafts and cannot hover in any
meaningful way. If launched from a platform
that is at least 15 metres off the ground a
glidewing can remain flying until its wearer/pilot
tires from using his body to control the lifter's
turning and altitude adjustments - use the rules
for Forced Marching (page 213 of Dark
Heresy), reducing the time margins by half to
accommodate for the greater effort required to
control the glidewing. Flying a glidewing
requires the use of both hands. "Donning" a
glidewing's harness and pack elements takes one
minute, and the apparatus can be removed as a
Full Action. While in its folded position a
character can move and act freely on foot, but
the bulk of the glidewing itself imposes a -10
penalty to Agility-based Tests. Because the alloy
body of the glidewing is fairly fragile most who
would attempt to use one in a combat situation
quickly remove the harness once on the ground
and collect it again at the cessation of battle.

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

manufactured in large quantities, but this does


tend to result in more than a few having
defective power cells or generators. Most
patterns of grav-chutes include a dedicated
reserve drogue just in case the counter-grav
generators prove less than successful.
Grav-chutes can be configured to deploy
automatically at a predefined altitude (anywhere
above 500 metres), including the moment the
wearer leaves his flyer, or can be left to a manual
activation at the wearers discretion (requiring a
successful Routine (+20) Agility Test). A gravchute has a 10% chance of failing to activate if
the grav-chute fails, the character can attempt to
activate the reserve drogue with an Ordinary
(+10) Agility Test, during which time he falls
another 100 metres. If the Test fails, the wearer
can attempt to activate it again until it opens or
he hits the ground (inevitably with fatal results).
Grav-chutes are somewhat noisy and the
generators create prominent blue jets when the
device is in operation this can make a gravchutes wearer vulnerable to enemy attacks,
leading some to risk a manual activation at very
low altitude. A grav-chute needs an absolute
minimum of 50 metres to slow the wearer to a
safe landing activating the grav-chute below
this altitude means the wearer takes Damage
when they hit the ground as if theyd fallen from
a height equal to every metre past the 50 metre
minimum. A character with the Pilot (Personal)
skill can attempt to steer a grav-chute as it
descends, though only if the counter-grav
generators are functioning.

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

of secrets or lost information and are simply


waiting for the right kind of stimulus to reveal
their contents. An alarming number of grey
devices seem to keep turning up in the hands of
hivers and forge labour helots, however, many of
which have developed a gambling game based
off of the grey box's actions and responses to
various occurrences around it. More rarely,
commoners have used grey devices as unusual
means of prognostication, as the boxes tend to
produce very recognizable noises and patterns to
verbally stated or written questions made in
their presence. Whether this is actually a
property of the enigmatic devices or just unusual
coincidences is unknown, but an alarming
number of men condemned for heresy seem to
have first strayed from the path of the righteous
after an encounter with a grey device.

"Heretic's Wake" Deck


As the name may suggest, this debased deck of
tarot cards is used in an extremely illegal card
game that has spread throughout the Calixis
Sector over the last century. The designs on the
cards themselves, twisted parodies and satires of
those on a proper Ministorum-sanctioned deck,
are rumoured to be the machinations of the
infamous heretical illuminator Cassilda. While
the Inquisition has so far refrained from
declaring the cards to be a moral threat this has
not stopped the Sector Synod from doing
everything in its power to stamp out the game those found in possession of a deck are subject to
grievous punishment, and enforcers of the
Ecclesiastical laws catching the players of a game
in progress will typically put the entire table
(along with any spectators) to the torch.
Paradoxically, the crackdown has only made the
game more popular, and hands being played
with an open chair for the curious can be found
in dark corners in almost any city on every world
in the Sector. It is said that drawing a certain
combination of cards will grant the player
visions and instructions toward a far greater and
more dangerous game - or possibly just make
them go mad.

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

sending the immediate signal to common hivers


and enforcer heavies alike that a death was no
mere murder. The symbology can vary widely,
but those who are well connected in the criminal
underworld - and all too often, the halls of the
elite in the spires - will typically use a winking
skull or a crying mother to show that powerful
forces have ordered the killing. Holo wafers that
turn up next to a corpse on distant worlds are
especially profound, showing that the long and
vindictive arms of intrigue from the Sector's
capital know no distance or time.

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

spirit remain open until they have received


repairs by a suitably ordained membr of the
Mechanicus. The intrusion spirit can only be
used once, even if the Test is a failure. Note that
a failed Test will almost always activate any sort
of tampering fail-safe or alarm that may be
installed on the security device - use of an
intrusion spirit is very decidedly an all-ornothing approach.

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

horizontally or vertically. The ascender itself can


move much faster, but the strong vibration and
risk of getting caught up in the cable or
mechanism can lead to disastrous accidents. A
character can move up to twice his Agility Bonus
by succeeding on an Ordinary (+10)
Acrobatics Test or Challenging (+0) Agility
Test, with failure indicating that he loses his grip
on the ascender. As a safety feature, a line
ascender will stop if it meets any kind of
obstruction on the line that might inadvertently
disengage the wheels. Attaching a line ascender
is a Full Action and removing it is a Half Action.

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

spot repairs of hull plating or to cut entrances


through bulkheads or jammed doors. Aside from
the requisite intensity to burn through superdense naval alloys, it also possesses the highly
desirable quality of functioning in the absence of
oxygen - very useful in situations where a partial
or total loss of atmosphere can be encountered.
It is less commonly used in planetary environs,
though it does have certain special applications,
such as quickly cutting up gargantuan sections
of conduit and fusing gas extraction rig-heads
before pumping has begun. In theory, it could be
used as a substance for military demolitions, but
the fairly slow burning would make its utility
questionable in combat and the very bright light
it emits would do the same for covert action.
A single tube of melta gel can create a thin line
up to five metres long at a rate of up to 10
centimetres per Round. Melta gel's sticky
consistency can adhere to many surfaces
allowing the user to "draw" a line as he desires,
even on vertical planes. Melta gel is ignited when
a current runs through it (a small "pocket
sparker" is provided with the tube), inflicting
1d10 points of Energy Damage with a
Penetration value of 10 every Round for a full
minute, but it can only react with metallic
substances - if ignited on organic or mineral
matter, such as rocks, flakboard, or a Grox, it
simply burns and fizzles away with little more
than a few puffs of smoke to show for it. Melta
gel can remain on whatever it's been stuck to
almost indefinitely, but the application of an
alcohol-based solution causes it to crumble away
into a harmless sludge.

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

which tend to be couched in morality tales or


hasty warnings so as to evade the censor's hand.
Firebrand Ministorum preachers often target
these "dirty maps to heresy" for showy and
theatrical conflagrations, but most powers-thatbe allow the publishers to carry on their torrid
serials either as a source of tax revenue or
because the stories within their pages keep the
readers properly incensed against threats to
society. The dreadfuls with a wider circulation
tend to receive a cursory glance from the
Inquisition from time to time, however, should
any dangerous information manage to work its
way into the scripts and illustrations.

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

module weighs 2kg). The visual and audio


returned tends to be of a fairly low quality Perception-based Tests to observe the going-ons
take a -10 or -20 penalty for sight- and soundbased occurrences, respectively. A pict-fly's
insectoid wings create a low buzzing noise in
flight - those nearby can attempt a Hard (-20)
Awareness Test to locate the pict-fly while it is
flying. The pict-fly has the Flyer (5) Trait and
can make Concealment Tests with an Agility of
50 if it needs to hide. Because of its diminutive
size and fragile construction, any kind of attack including an errant stripling swatting it out of
the air with a stick - ruins the arcane device. The
pict-fly's power cell can operate for up to three
hours, after which it finds the nearest flat surface
and shuts down.

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

end of a sturdy handle about 20 centimetres


across. When an activation stud is pressed, the
pinner begins emitting a powerful field
fluctuation. This has no apparent effect on its
own, but existing magnetic fields become far
stronger - especially those that run off of
electromagnetic reactions, such as dipole maglocks and mag-harnesses. Kasballica agents,
along with the scummers and recidivists whom
they sell to, have been known to thoroughly
humiliate entire Arbitrator kill-teams by
activating a pinner and then fleeing into the
shadows while the troopers struggle to free their
weapons from overcharged mag-harnesses.
These affronts, combined with the complete and
total havoc a pinner can wreak if activated in an
area of heavy machinery, has made mere
possession of one an offence punishable by
summary execution, typically with a very public
shotgun blast to the back of the head.
Activating a pinner is a Half Action that only
requires a free hand to hold the device. Any
active magnetic devices within a 30 metre radius
exponentially increase in power, which can cause
all sorts of unpleasant effects. A character

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

failure returns inclusive results. Failure by two


or more degrees, however, causes the poi-savant
to misread the sample, possibly reporting safe
food as toxic and poisonous food as safe (GM's
discretion). Other functions depend on the poisavant's level of Item Craftsmanship.
Poor: The cheaply-made cogitation coils and
relays in this savant require a larger housing and
analyse information more slowly, but its ability
to detect poisons is just as good as the bettermade versions. They are often used as a costeffective way for explorers to forage on alien
worlds and are also used as part of agriprocessing to randomly check foodstuffs for
contamination or unacceptable levels of toxins.
The device must be pressed against the food to
be sampled so the simple reader-cell can take in
the suspect food's essences.
Poor Craftsmanship poi-savants are about the
size of a small pistol, complete with a grip to
hold it, weighing twice as much and taking a full
minute to analyse whether or not a food item is
safe (the user can't take a penalty to their TechUse Test to reduce this time).
Common: About the size of a data-slate and
including a small screen to report findings, this
type of poi-savant is the most typical variety
used by those with a concern for their food's
purity. The savant makes use of a needle-like
wire lead to sample solid or liquid foods - a hot
item that is giving off vapours, such as a freshly
cooked Grox flank, can simply be passed over to
provide enough of a whiff for the savant's use.
Good: Expensive poi-savants are built with
miniaturised circuitry and samplers, often no
larger than a small pencil or flow-pen which can
be easily hidden up the sleeve of a generouslycut garment - perfect for discreetly checking the
amasec at a soiree. The entire savant is used to
test food's safety, typically by inserting the tip a
millimetre or two into the item, though simply
holding the instrument near hot food will be
sufficient thanks to rising thermals carrying
traces of virulent substances that may be within.
A tiny light on the opposite end of the savant
indicates the food's safety - a solid glow for

edible, blinking for toxic, and a single blink for


inconclusive results.
Good Craftsmanship poi-savants weigh only
one-quarter as much as Common Craftsmanship
versions and grant a +10 bonus to the user's
Sleight of Hand Tests if he's trying to be discreet
in using it.
Best: The finest of hair-thin coils and rare
metal-clad inputs allow the poi-savant to be
shrunk to an utterly miniscule size. These
savants are almost invariably crafted to
commission by spire nobles, Rogue Traders, and
other men of worth who can't afford the social
faux pas of acting with impropriety when eating
with their peers (no matter how prudent it
would be). Common shapes and forms are rings,
bangles, and small piercings, all of which could
idly brush up against food with a gentle
movement of the arm. Some go to particular
extremes and actually implant the device into a
finger or palm, allowing any food handled
directly to be sampled.
Depending on the style and situation, a Best
Craftsmanship poi-savant grants a +15 or +20
bonus to Sleight of Hand Tests made to
discreetly use the device - its weight is negligible.
An implanted version costs an extra 700 Thrones
and is all but imperceptible to anything but the
most discerning or suspicious eye.

Privacy Field Generator


There are times where a man simply does not
want his affairs to be known to unwanted parties
- shadow operators and their handlers, delicate
commerce negotiators, and Inquisitorial cell
briefings can all benefit highly from having
absolute confidence that the immediate
surroundings are devoid of prying eyes or ears
and their mechanical counterparts. A privacy
field generator does exactly what its name
suggests - projects an area of both visual, aural,
and wireless interference that blocks visual
observation as well as sound waves and acts as a
narrow-spectrum jammer for vox-bugs and
other such listening devices. The exact method
of operation of these clandestine devices is hard
to pin down. It is believed that they are based

80

around a core similar to a highly oversized


stummer linked to a number of microphones
integrated into the device's housing that cancels
out noise within the field, but with the aid of a
"null cone" at the very centre that still allows the
occupants of the field to hear one another.
Visual dampening is done by manipulating and
bending light in the area around the device, a
technology that some believe may be less than
human in origin - if the Adeptus Mechanicus has
taken umbrage to such speculation it has not
stopped their members from using privacy fields
when discussing matters of high importance.
Some establishments that cater to an especially
elite clientele will integrate a privacy field
generator into tables or fixtures in the ceiling,
but most of these rare and infinitely useful
devices are designed to be carried around like a
piece of luggage so they can be set up at liberty opening the case reveals the device's controls.
For all its power, a privacy field generator is no
more difficult to employ than a common voxcaster, though attempting to disassemble one
almost always results in the device failing to
activate again when put back together.
A privacy field generator can be activated or
deactivated as a Full Action with an Ordinary
(+10) Tech-Use Test. While active, the
generator projects a field in a five metre radius
that distorts vision and completely absorbs
sounds on both sides of the field along with
completely preventing any kind of wireless
communication, such as through a micro-bead,
between the inside and outside areas of the field.
The field itself glows warmly, creating the
illusion that the characters and objects within it
are beyond a gently sifting pane of frosted glass this obscures all detail, but does absolutely
nothing to hide the existence of the group itself.
The generator must be nominally stationary
while the field is in operation: it could be used
on a voidship sailing through the immaterium,
but accidentally knocking it off the table results
in the field disappearing as the generator shuts
off to protect itself from damage. The generator's
internal power cell has enough energy for about
an hour of usage, but most users keep it

connected to an available conduit to make


assurances that the field doesn't fizzle out at an
inopportune moment.

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

the hand could serve as a psy-focus. These


trinkets are never encountered for sale as such psykers just seem to know where to find them
and are typically tight-lipped about it.
When grasped in the hand, a psy-focus grants
a +10 bonus to a psyker's Invocation Tests. A
psy-focus can be immediately identified by a
psyker with an Easy (+30) Psyniscience Test,
but to most other characters it simply appears to
be a charm or some other common item.

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

purple hue about as bright as a candle when any


of the following exists or occurs within a five
metre radius: a creature or character with a Psy
Rating or under the effects of Spook; an object or
item recently held by a psyker or which has a
strong psychic attunement; or a psychic power
or effect is used on anyone or anything. Much
more powerful psychic effects, such as a voidship
entering the warp or the summoning of a greater
daemon may cause a psycrystal to flare up even
if it is occurring significantly further away.
Psykers seem to have an innate dislike of
psycrystals, finding them to be uncomfortably
hot to the touch and generally off-putting in an
indescribable way. Sustained contact with one
for more than a few moments will begin to cause
burns that will increase in severity until the
psyker begins taking actual Energy Damage.
A character carrying a psycrystal may find
himself suffering from calamitous situations
more often than usual - treat this as something
of the inverse of a charm.

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

of micro-tech art just as much as useful tools of


exploration and reconnaissance.
Sky eyes can be loaded with a set of
instructions to cover and scan a given area up to
15 kilometres away - the device takes to the air
and finds its way to the target, using its microscanners to create a three-dimensional map of
the area. The process can take anywhere from a
few minutes to several hours depending on the
size of the target, distances involved, and "traffic"
that the sky eye must avoid to get there. Its task
complete, the sky eye will unerringly return to
the location it was launched from (this requires
the docking station to be at the same general
spot as it was when the sky eye left). landing
flawlessly to begin recharging and providing the
information it has gathered. The docking station
is equipped with a small hololith to display the
maps on-location, and includes standard dataports so the information can be sent to dataslates for later review on larger systems. Simple
instructions, such as taking a peek at the roof of
a nearby building, require no Tests on the part of
the user. More complex plans or programs,
especially those directed at areas that can't be
observed from the launch location, will typically
require an Ordinary (+10) Tech-Use Test, and
may be considerably harder if the sky eye must
navigate in a very specific way, travel near the
edge of its operational radius, or fly through
small passages or openings. On a failure, the sky
eye simply refuses to launch, though failure by
two or more degrees angers its machine spirit
and causes it to become inert for 1d10 hours.
The sky eye is durable enough to survive
bumping into objects or minor impacts in the
course of flight, but its body is easily destroyed
by weapons fire - if it takes even a single point of
Damage, the sky eye self-destructs in a brilliant
cascade of white sparks to preserve the enigmatic
construction from hereteks and others who
could prosper with its secrets. The sky eye moves
with the Flyer (8) Trait and its active stealth
procedures require a Very Hard (-30)
Awareness Test to notice its presence by sight
or sound, though an auspex scan will detect it
normally. If the sky eye and its docking station

are uniquely paired, so if one is destroyed the


other is effectively reduced to a mantelpiece
display.

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

a much more improvised restraint device where


the cape is literally tossed at the target, grappling
them in its embrace until more purposeful
binding can be affected.
A strait-cape can be primed and flung at a
target where it will wrap them up - treat this as a
ranged attack with a Range equal to twice the
attacker's Strength Bonus as well as the
Inaccurate and Snare qualities. If properly
secured using all of the strait-cape's finer
features, a process that takes about a minute for
a trained enforcer, a character is completely
Helpless, Blinded, Deafened, and cannot speak,
preventing the use of any Talents or Skills that
rely on sight, sound, and the use of the voice or
limbs. When properly bound and tied, a straitcape imposes a -50 penalty to Contortionist and
Security Tests made to escape, and each Test
takes five times as long as usual. It is impossible
to break out of a strait-cape using pure Strength
alone - the captive is simply unable to gain any
purchase to put their muscle power to good use.

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

typically deployed as part of a larger strategy to


use a compromised target to reveal the physical
location of the ultimate quarry. Because this sort
of endeavour usually indicates a high degree of
sophistication, finding a tracking device in your
luggage is sometimes enough of a fear-inducing
discovery to shake those with a weaker will. The
tracking device itself is only about the size of a
single Throne Gelt, using adhesive or magnetic
pads to attach itself to just about anything. The
device gives off a low power vox signal on
unused frequencies that can be interpreted by a
special handheld locator about the size of an
auspex. The locator indicates the rough direction
and distance on a small pict-screen, leaving the
operator to deal with structures and obstacles
that might be in the way. The locator can pick up
the tracking device's bearing from many
kilometres away, but interference from built-up
areas such as hive spires or giant manufactoria
yards can drastically shorten the range to as little
as a few hundred metres - this often necessitates
fairly close pursuit.
A tracking device can be planted covertly
using Concealment or Sleight of Hand Tests as
necessary. Once paired to a locator, the tracking
device reports its direction and distance relative
to the locator as best it can - the rest is up to the
locator's operator. The device can be recovered
and re-used simply by peeling it off from
whatever it was attached to. Should the device or
locator be lost, the tracking device itself has a
base price of 50 Thrones while the locator's
makes up the rest for the purposes of obtaining
replacements. A locator can only track a single
device at once.

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

food or drink, the accessory being casually


triggered when a hand passes over a plate or
serving tray to release its contents at a discreet
moment. Venom rings are the most common
forms of this nefarious item, though other types
of jewellery can also be made to suit the user's
tastes. The only real limit is adequate space for
the reservoir and a convenient location on the
body for deploying the poison.
A venom ring imposes a -20 penalty to any
Tests made to observe that the wearer is
dispensing a poison or other substance into food
or drink.

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

a micro-bead, including the range limitations


and the ability to trunk through a vox-caster.
Because of its tiny size and mass, any kind of
attack - especially being stepped on - ruins the
tech-artifice entirely. A vox bug can transmit for
up to a week before its power cell expires and
must be recharged. Agents who need to have
uninterrupted eavesdropping will often,
circumstances permitting, wire the vox bug into
an available power box or conduit to keep its cell
fully charged, in which case it can theoretically
operate forever.

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

platforms that can theoretically listen in on any


vox-casters on the entire planet.
Activating a vox-thief requires a successful
Difficult (-10) Tech-Use Test to coax its
machine spirit into action. Once activated, the
user can begin to listen in on active vox traffic in
the area. Isolating a specific conversation or
pattern out from an area that already has heavy
communications, such as a hive spire or forge,
may require additional Logic, Scrutiny, or TechUse Tests as deemed by the GM, though a
properly configured emplaced cogitator can be
immensely useful in pairing off the background
chatter. Encrypted communications require an

additional Security or Tech-Use Test to reveal


what's actually being said - the difficulty is
directly proportional to the strength of the
encryption and cipher. A compact vox-thief
about the size of a data-slate (weight 1kg) can
pick up signals within a range of about two or
three kilometres, while a heavy-duty vox-thief
that is designed to be carried around like a
backpack (weight 20kg) can reach out to a
distance of around 50 kilometres. Local
interference can dramatically shorten the radius
of either device, of course. Both versions are
equipped with data-ports to log their findings
onto data-slates or another available storage
format for later analysis.

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

environment is tricky or there are other hazards


to negotiate. Once armed, the operator can make
a Challenging (+0) Tech-Use Test to reveal the
origins of local vox transmissions, which it can
search out to an absolute maximum of five
kilometres (conditions permitting). A simple
success merely indicates the presence of voxcasters and their direction from the tracker,
while one or more degrees of success gives the
distance to the nearest hundred metre increment
as well as a more precise direction (generally
within a 10 degree cone). Three or more degrees
of success returns an even more positive result,
identifying the exact distance out to a 1d5 metre
radius as well as the exact angle and bearing.
Failure simply displays a blank screen as if no
vox traffic was present in the area.

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

entrusted with a Badge of Office that bears the


seal of the Inquisition, providing the Acolytes
with a very positive form of identification along
with a measure of the awesome power that their
Inquisitor wields - something that is best
employed with discretion. Revealing a Badge of
Office unequivocally states "I am in the employ
of an Inquisitor - stand in my way at your peril."
"Bearing the seal" is thus a common expression
within the Holy Ordos meaning that a situation
has come to a head.
A Badge of Office typically takes the form of a
slate grey or jet black data-slate that is genelocked to the Acolyte it has been issued to. When
grasped by its owner, the Badge displays the
unmistakable symbol of the Inquisition and can
also offer up certified credentials of the bearer's
identity. Less common examples may include an
actual badge that displays a holo when activated,
an electoo hidden on the arms or torso, and so
forth - the only real limit is the Inquisitor's
imagination and preferences.

Calixian Black Grimoire


Penned and annotated by a number of
illustrious Inquisitors of the Calixian Conclave's
Ordo Xenos, this volume is nothing less than an
encyclopaedic field manual on the nature of
known aliens and creatures that threaten the
Inquisitorial Equipment
Name

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

This item's Craftsmanship has one or more special effects

Calixis Sector. The work is as decidedly factual


as anything written by the hands of men. It
contains the most reliable information available
on how to identify, communicate, combat, and
destroy a plethora of beings from beyond - with
hardly any of the usual inspiring and vindictive
tropes that permeate most written material
concerning the abominable entities. While it is
presumed that the Inquisitor and his retinue will
"fill in" all the applicable hatred, the fact that the
Black Grimoire is so devoid of condemnation
and spite - indeed, whole chapters are dedicated
to xenos which can be reasoned and negotiated
with - makes it an extremely contentious item
within the Conclave itself. Representatives of the
Ordo Malleus have demanded that the tomes be
kept under close security to prevent their
contents from becoming known among the
masses, with many arguing that it belongs
alongside their own tracts on daemons and the
warp inside the hermetic vaults. The witch
hunters of the Ordo Hereticus have made even
more of an issue of the volume, claiming that to
even pen such damning filth is a grand heresy in
and of itself, the firebrands even going so far as
to threaten their peers in the Ordo Xenos who
bear copies of the folios. Ever the ones to walk
dangerous lines, the Xenos agents themselves
who happen to obtain a Grimoire have taken to
wearing them openly in Conclave communions
merely to antagonize their fellows.
The original Calixian Black Grimoire's
whereabouts are unknown, but copies have been
made and imprinted on special hand-crafted
data-slates. A reproduction Grimoire is
contained in a glossy black polyflex housing that
opens much like a clasped book to reveal dual
screens - the left displays text while the right
automatically cycles through picts, charts, and
illustrations as relevant for the written content.
The Grimoire further contains a miniaturised
gene-sampler which can confirm samples of
spoor as belonging to any of the creatures that
the volume has information on. Each Black
Grimoire is encrypted with a gene-lock that
grants only its owner access - anyone else
opening the slate causes it to immolate itself as a

88

security precaution, leading some among the


Ordo Hereticus to refer to it as "the book so
wicked it burns itself".
A Calixian Black Grimoire grants a +10 bonus
on Research Tests involving Ciphers (Occult),
Scholastic Lore (Legend), and Forbidden Lore
(Cults, Daemonology, and/or Warp). The bonus
increases to +20 for Forbidden Lore (Xenos).

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

information from those who'd rather not give it.


The heavy leather-bound tomes look almost as
imposing as the verses and diagrams contained
within, often bracketed by dull iron or lustreless
copper hardware to further the appearance.
Although they are an Inquisitorial fixture, many
actual Interrogators only keep a copy for
sentimental or introspective purposes, leaving
the actual hands-on work to the undoubtedly
less messy excruciator. Of course, there are those
who genuinely enjoy that sort of hands-on work,
and may keep a bloodstained copy of the Liber
Excruciatus handy at all times for that purpose.
Reading off various gory procedures from the
Liber Excruciatus grants a +10 bonus on
Intimidate Tests made against characters who
are restrained and believe they're in imminent
peril of being subjected to the verses. Actually
using the book's techniques and methods as part
of an interrogation grants a +10 bonus to the
Interrogation Test, but also inflicts 1d5 levels of
Fatigue on the captive with each Test as well as
1d5 points of Damage plus the interrogator's
Willpower Bonus. This Damage isn't reduced by
the captive's Toughness Bonus owing to the
especially creative (and sadistic) methods.

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

mottos used by those who ferment such crimes.


While the Liber Heresius is a valuable volume
for research and preparation in striking down
heresy wherever it may appear, it could just as
easily be used as an all-points-covered manual
on how to start a cult and keep it hidden too. As
a result, only the most trusted of the witch
hunters are allowed to obtain a copy of their
own, and must surrender it to the Conclave at a
moment's notice without protest.
Having a copy of the Liber Heresius on hand
grants a +20 bonus to Research Tests involving
Forbidden Lore (Cults and/or Heresy). Each
book is gene-locked to a single owner and will
steadfastly refuse to open in the hands of anyone
else. Only high-ranking members of the
Inquisition's inner circles know the means to
defeat the security mechanisms without also
destroying the book's content as well.

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

can confuse a psy-tracker, and a user


would be well-advised to use
discretion when pursuing what the
tracker believes is a dangerous witch.
A psyker can make use of a psytracker to augment his own seeking
abilities, but the device can't be used in
any Round in which the psyker
channels his gifts, such as making a
Focus Power Action or Invocation
Test, or sustaining a Psychic Power.

Psyocculum

normal operation. When connected to a photovisor or other suitable display, a psy-tracker


allows the user to make Awareness Tests to
determine the location and relative strength of
psychic forces and disturbances, the presence of
daemons and psykers (or vacillating signs of
recent passage), and any lingering effect that a
psychic emanation may leave. The difficulty of
the Test will vary depending on the situation,
especially if the target is deliberately trying to
suppress their psychic "signature". A psy-tracker
has an effective range out to several hundred
metres, though very powerful occurrences, such
as an alpha-class psyker immolating an entire
convent or a daemonically-possessed cruiser
appearing from the warp in low orbit, can
register from great distances. Energy fields, such
as magnetic containment housings of plasma
reactors, along with psychic "background noise"

90

These thick, opaque black goggles


are
rimmed
with
powerful
miniaturised scanners and aetheric
probes just beneath the surface of the
sturdy housing, all of which are
processed through a pair of tiny logis
stacks to project a visual cue around
psychic beings that the wearer lays his
eyes on. While much more simplistic
and primitive compared to a proper
aetheroscope, a psyocculum is
effectively "always on" and requires no
physical manipulation to invoke its
powers - as long as the wearer has a
keen and suspicious eye, witches and
daemons will not escape detection. A
psyocculum includes a plug that allows it to be
connected to a full psy-tracker, giving the
righteous bearer a more in-depth spectrum of
witch-finding, and may include other faculties as
well depending on the design and orders of the
commissioner.
A psyocculum allows the wearer to make
Psyniscience Tests with a +20 bonus, but only to
detect the presence of daemons or psykers that
are hiding in sight. If the wearer is observing the
being the psyocculum will superimpose a
shimmering aura around them, the intensity of
which can be used as a general gauge of the
creature's psychic strength. For an extra 200
Thrones a psyocculum can also have a photovisor's amplification features built in to the lens,
allowing the wearer to see in areas of darkness. A
psyocculum's heavy construction means it also

protects the wearer's eyes from injury just like a


pair of blast goggles.

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

Inquisitor's will, influence, and power. Each


rosette is hand-crafted when an Inquisitor is first
elevated to that lofty title, presented to them as
the ultimate mark of their authority, and
interred or cremated with the wearer when his
service to the Emperor ends (whenever the
situation permits, at least). Extremely ancient or
crippled Inquisitors may voluntarily enter a state
of quasi-retirement where they dedicate
themselves to research and study or the
cultivation of new young men in the employ of
the Inquisition, sharing the priceless wealth of
their experiences and exploits - but none ever
truly hang up their rosette.
A rosette can only be acquired when one
ascends to the rank of Inquisitor, and each is
individually crafted with some input by the
soon-to-be bearer. Aside from being a physical
representation of the Inquisitor's awesome
power, a rosette will also typically have a highly
sophisticated data-probe integrated into its
shape, which is drawn out on a tiny hair-like
fibre. Many logis-gates used in electrical security
systems can be overriden by an Inquisitor's
rosette - no Tests are required, the device either
cooperates or it doesn't. Finally, a rosette is
individually gene-locked to its Inquisitor using a
sophisticated micro-cogitator that can detect the
movements of the badge. If presented in any
stern way, as Inquisitors are wont to do, while
being held by anyone else the rosette will
violently explode, likely blowing up the impostor
in a spectacular fashion that invokes a sense of
divine retribution (the action itself is carried out
by a miniaturised melta bomb).

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

equipment usually makes up an orbital spy


platform, this is no mere feat of Mechanicus
miniaturisation but a virtual miracle of
technology - fitting, then, that it should arm the
Inquisition for hunting extremely elusive targets.
When its powerful and aggressive machine
spirits are coaxed into action, a sentinel array
provides an unbelievable amount of information
about the immediate environment. No mere
display or screen can possibly contain all the
torrent of data that the array compiles - only
piping the array's output into the user's brain
directly, typically using a cerebral plug, will
suffice. Once properly configured and affixed,
the sentinel array's powerful detection and
scanning features permit the user to track a
target through dense underbrush, crowded
streets, and even through solid walls. The
expanded perception grants the array's user a
stunning new perspective on their surroundings,
though a mental overload is possible from the
sheer volume of sensory input flooding the user's
mind. This factor, along with their extreme
rarity and expense, limits their deployment to all
but the most trusted agents of the God-Emperor.
A character must have a cerebral plug, mind
impulse unit, or some other method to directly
connect their mind to the sentinel array's datafeeds. Once fully linked to the array, the user
gains a +30 bonus to all Awareness Tests as well
as the Unnatural Senses trait. The character can
functionally "see" in all directions (enemies gain
no bonus for ganging up on the user) and even
through solid matter that is less than one metre
thick, though only for specific targets that the
user makes an Awareness Test to locate. The
sentinel array can also "lock on" to a single target
that the wearer is aware of, keeping that quarry
isolated in the user's mind so that no possible
combination of Concealment, Shadowing, or
other such subterfuge can fool the user's gaze.
Activating this tracking feature is a Half Action,
though if the array has been pre-loaded with a
sample of the target's gene-spoor it requires no
action whatsoever. These various faculties can all
be used up to a range of 50 metres save for the
target tracking feature, which has twice the

92

effective range. The array's internal power cells


have enough energy for up to 10 hours of use
before they must be recharged via a highinduction power conduit.
Using a sentinel array can completely
incapacitate a character who lacks the cranial
fortitude to actually process the immense datastream it produces. Each time the user activates
the sentinel array and for every continuous
minute of use thereafter the user must succeed
on an Ordinary (+10) Willpower Test or suffer
1d5 levels of Fatigue as their mind is
overstressed by the array's flood of information.
A psyker can use a sentinel array, but attempting
to use the Psyniscience Skill or manifesting a
psychic power while the array is active causes its
machine spirits to rebel against the warp
incursion from the psyker's mind. The psyker
must pass a Very Hard (-30) Willpower Test
or suffer 1d10 levels of Fatigue as well as the
array shutting down in protest.

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

a result of 8, 9, or 10, the character recovers the


Fate Point as if it had never been spent in the
first place. This effect can only be used by
characters who have 10 or fewer Corruption
Points, the holy relics having no succour for
those who harbour wickedness in their hearts. If
the character burns a Fate Point it is still
permanently lost as usual.

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

making ranged attacks against them. A spy mask


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 gene-coding to another
user. Such an endeavour requires a suitably
advanced facility with gene-writing equipment
and successful Arduous (-40) Tech-Use and
Medicae Tests, with any failure resulting in the
spy mask's advanced features being ruined.

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

at once. Regardless of what extenuating


circumstances may exist, those wishing to keep a
dangerous psyker captive would do well to bear a
witch cage. This simple-looking wrought iron
box is planted on the psyker's head. Both sides of
its major surfaces are deeply etched with runes
and wards, the pentagrams on the inside cutting
off the psyker from calling on the warp while the
hexagrams on the outside prevent any other
warp-spawned beings from breaking through to
the trapped mind within. The sturdy box also
prevents the psyker from seeing his
surroundings and the heavy construction mutes
sound as well, which combined with the loss of
warp attunement can have powerfully
disorienting effects on the captive. Finally, the
witch cage is lined with points and rings - these
are used to encourage the psyker to cooperate,
typically by slapping the box or pulling on ropes
run through the rings, all of which will inflict
pain but are unlikely to cause real injury. Most
are easily corralled by a witch cage, but an august
and prudent witch hunter would take heed when
using one on a rogue psyker that has truly given
themselves over to their dark patrons. A witch
cage is held in place by fairly simple buckles and
straps, possibly including a padlock, so it is in
the witch hunters' best interests to make sure
their captive is physically restrained to prevent
them from simply pulling the cage off.
A witch cage reduces a psyker's effective Psy
Rating by 4 and imposes a -40 penalty to
Invocation and Psyniscience Tests. Anyone else
attempting to use a psychic power to contact the
psyker or affect the psyker's mind must succeed
on a Very Hard (-30) Willpower Test or else
the witch cage blocks out their efforts. If the
psyker is actually able to manifest a psychic
powes or succeed on an Invocation or
Psyniscience Test, the witch cage's wards glow
brightly to warn his captors. The witch cage's
construction causes its wearer to be considered
Blinded and imposes a -30 penalty on any
sound-based Awareness Tests as long as their
head is stuck in it.

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

Adeptus Mechanicus are virtually expected to


pare away their weak biologics in favour of a
shape more holy to the Machine God.
Most augmetics can be classified into two
primary groups. Bionics replace limbs, organs,
and other anatomy, often as a prosthetic to
remedy grievous injuries. Most are designed to
get a man moving again, though well-made
examples might give pause to consider chopping
off a perfectly healthy limb. Implants are the
opposite, typically adding some kind of
capability or talent that the bearer did not have
before and expanding the versatility of his form.

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

Bionic Cardiac System

2700

-20

Rare

Bionic Locomotion

1500

-10

Scarce

Bionic Respiratory System

800

-20

Rare

Bionic Weapon Attachment

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

This item's Craftsmanship has one or more special effects


Attaching this bionic requires a Tech-Use Test instead of a Medicae Test
Common: An average bionic arm can fully
replicate all the functions of the flesh it replaces,
including a proper motion and manipulation of
the fingers. The limb gently whirrs and hums as
it moves, but is otherwise fully responsive and
can duplicate a sense of touch with a good
degree of accuracy. Bearers who are well
acquainted with their arm's functions can also
manually disable some of its senses, including
pain receptors, which can be useful should the
bearer have to reach into a caustic acid to
retrieve a lost object or disable a hot valve panel
that would ordinarily cause painful burns.
Good: Well built and showing its superb level
of workmanship, these high-grade arms are
actually more nimble and flexible than what the
Emperor blessed them with at birth. Unless
otherwise desired by the bearer, a Good
Craftsmanship bionic arm is precisely the same
size and dimensions as the arm it replaced, and
can be easily concealed under a long sleeve and
glove. Many who have the wealth to afford such
a fine augmetic choose to do quite the opposite,
however, bearing the limb proudly to show off a
glossy or engraved finish that can be further
accentuated with inlaid gemstones, rare metals,
or even lumen-fibres that glow as the limb's

motors and servos move. Even with a whimsical


or effete appearance, however, a high quality
arm is also notably stronger than the bearer's
muscles and bone would have been.
Good bionic arms grant the bearer a +10
bonus on Agility-based Tests where fine
manipulation is concerned as well as a +10
bonus on Strength Tests to lift and pull with that
arm. This bonus may apply in other situations
per the GM's discretion.

Bionic Cardiac System


Disease, injury, or decadence can all damage
or destroy a man's heart and arteries, and no
matter how good of physical shape the body
might be in, it will wither and die without
adequate flow of life-giving blood. A bionic
cardiac system can partly or fully replace the
bearer's heart and major arteries with a strong
mechanical replacement and vat-grown tissues
for the finer bits, ensuring that whatever frailty
eventually claims them most certainly won't be
an infarction. The sturdy heart itself is typically
mounted in a solid brace that attaches to the
bearer's ribcage to prevent the device from
pressing on other organs, and small metal plates
may be visible on the bearer's chest to indicate
the anchoring points, one of which will typically
have a data-port to verify the heart's vitals. Aside
from this reinforcement, the cardiac system's
efficient pumping and oxygen infusers can
improve the bearer's athletic ability as well,
though care must be taken not to overstress the
body - overeager users have been know to
catastrophically damage the other areas of their
circulatory system, including causing cranial
haemorrhaging and other unpleasantness.
A bionic cardiac system grants the bearer the
Sprint talent, though overuse of it causes the
bearer to gain two levels of Fatigue instead of the
usual one. Additionally, the installation and
mounting strengthens the upper torso, granting
1 AP to the Body location that stacks with
armour worn. A Good Craftsmanship system
fully conceals itself under the wearer's flesh with
no obvious plates or raised areas, and can also
release bio-coagulants into the bloodstream if

97

the bearer is suffering from Blood Loss. This is a


passive effect that reduces the character's chance
to die each Round to 5%.

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

admirably. Cheap locomotive bionics will have a


reduced range of motion and flexibility
compared to healthy muscle and bone, usually
lacking individual toes in favour of a simpler
mitten-like sole and heel. They also tend to have
a disquieting appearance, possibly with overbuilt
joints or exposed gas-tube absorbers instead of a
solid chassis that would more closely mimic the
human leg's shape. Of course, even with all these
shortcomings, a cheap bionic is almost
invariably a better option than hobbling around
with a cane or crutch.
Poor Craftsmanship bionic locomotion
hinders the bearer's movements in some fashion:
depending on the particular method of
construction, the augmetics are either less than
perfectly stable or oversized and clunky. At the
bearer's discretion, he either halves his
Movement Rates (round up) or suffers a -20
penalty to Dodge Tests. The penalty must be
chosen at the time the augmetic is attached.
Regardless of which penalty the bearer suffers,
he must also succeed on an Ordinary (+10)
Agility Test to avoid stumbling and falling over
at the end of any Run movement.
Common:
Average augmetics closely
duplicate the functions and abilities of the limbs
they replaced. Once the bearer has gotten used to
the sturdier construction and wholly different
feel of striding on metal instead of flesh they can
largely continue on with no impediment. Unless
otherwise dictated during the crafting and
forging process, components of Common bionic
locomotion mimic the shape and general utility
of human limbs, including all the normal joints
and appendages. If covered with clothes and
properly-sized footwear the bionic could not
only pass for flesh and bone but sounds no
differently as well.
If the character is replacing both legs, they
may also choose to voluntarily increase or
decrease their height by up to 10 centimetres to
reflect limbs that are deliberately slightly taller or
shorter than the bearer's original flesh.
Good: This type of augmetic is made almost
exclusively to commission for those who desire
better limbs than the God-Emperor gave them.

98

By flatly discarding the typical shape of the


human leg in favour of a much more energyefficient profile, the bearer can move with
unnatural grace and speed over uneven terrain.
The legs themselves look unsettling in motion,
however, typically being articulated backwards
and able to extend or contract a significant
distance to cover much wider strides. They are
also tipped with claw-like digits that are evenly
spaced, making the bearer very stable as he runs,
though they preclude wearing most types of
common footwear. The augmented owner of
these fine legs will typically opt for a wardrobe
that focuses more heavily on robes and cloaks as
they can reasonably hide his strange mechanical
anatomy, at least at low speeds.
Good Craftsmanship bionic legs must be
installed as a pair - walking normally on just one
would be impossible. A character fitted with this
type of augmetic gains the Unnatural Speed trait

and takes only half the usual penalties associated


with moving through Difficult Terrain. At the
commissioner's discretion they can also have the
buffer pads removed from the digits and outfit
them with wickedly sharp flensing claws. The
character can make attacks with his feet as
though he was wielding two Best Craftsmanship
mono-edged combat knives, but the eerie
tinkering noise of the points on any kind of solid
surface imposes a -20 penalty on Silent Move
Tests. For an extra 500 thrones the character can
integrate a power blade into each foot instead,
though the weapons must be obtained separately
and impose penalties and benefits per their
Craftsmanship as usual.

Bionic Respiratory System


Having a healthy windpipe and lungs is almost
as essential to human biology as a heart and
arteries, but a bewildering array of factors can
weak or cripple a man's breathing power. Toxic
gases, exposure to superheated air, moulds and
diseases, and even chronic lho-stick smoking can
all leave a man wheezing and out of breath from
even minor exertion, never mind a puncture
wound from a bullet or blade. A bionic
respiratory system uses cyclonic pumps to inflate
and deflate artificial membranes that replace the
bearer's lungs. Tiny scrubber fibres introduce
oxygen into the bloodstream, providing the
necessary respiration for muscles and organs they also have the added effect of acting as an
efficient toxin filter, which increases the appeal
of replacing healthy organs for those who often
work amid noxious environs.
A bionic respiratory system provides a +20
bonus on Toughness Tests made to withstand
inhaled toxins and poison gases. The
Craftsmanship of the augmetic has other effects
on its utility and functions.
Poor: These augmetics are perfectly functional
and provide their bearer with full, life-sustaining
breaths, but the cheap cyclonic pumps make a
clearly audible wheezing noise as the bearer
respires. The implanting procedures are also
more haphazard in nature, which often leaves

99

very visual scarring on the bearer's torso where


his failing organs were removed.
Cheap bionic respiratory systems impose a -20
penalty on all Silent Move Tests, even if the
character attempts to hold his breath.
Common: Perfectly replicating the bearer's
original flesh, an average bionic respiratory
system is designed to have minimal effect on the
bearer's daily habits and proclivities. If
implanted carefully, the procedure leaves
minimal disruption to the bearer's torso, with
only a telltale clicking noise being heard at close
distances as the valve caps cycle within their
chest. While not an intended effect, lho-stick
smokers often quit the habit as the action
invariably ends up feeling less satisfying.
Common bionic respiratory systems impose a
-5 penalty on Silent Move Tests, even if the
character attempts to hold his breath.
Good: An unquestionably superior bionic
respiratory system is created by omitting the
cyclonic pumps entirely in favour of custom biogill filters that are attuned to the bearer's own
bodily rhythms and humours. These lungs are
both silent and far more efficient than lesser
augmetics due to their folded and structured
membranes hosting many times the amount of
scrubber fibres. Their ancillary effects on the
bearer's biology tend to appeal more to those
who have the Thrones to burn on enhancing
their bodies than cripples and men who spend
long days pooling caustic substances, however,
by and large making them "augmetics of choice"
more than anything else.
Good Craftsmanship bionic lungs increase the
bonus on Toughness Tests to resist toxins to
+30, and further allow the character to hold his
breath for four times as long as normal (see
Suffocation on page 210 of Dark Heresy for
more information).

Bionic Weapon Attachment


Although only commonly employed by
militant tech-priests of the Adeptus Mechanicus,
a bionic arm can be configured to conceal
smaller types of weapons within its frame. Rearrangement of the bionic's internal structures

can make room for the operating parts of most


types of pistols and bladed melee weapons to be
partly or fully hidden within. Pistol-type
weapons tend to be constructed in-line with the
arm's longitudinal axis, the muzzle lying flush
with the palm to release its projectiles from the
bearer's outstretched hand. Blades can be
mounted in a number of ways, including sliding,
swinging, or scissoring actions, though in
general the weapon extends along the arm's line
and is swung accordingly. A bionic weapon
attachment can be quite a boon in situations
where weapons can't be bared openly, though it
may be of little use in circumstances where the
bionic itself sticks out badly.
A bionic weapon attachment can mount any
pistol or small melee weapon, such as a chain
knife or power blade, completely concealing it
from view until the weapon is used. While the
weapon is hidden only an auspex scan can reveal
it, though those familiar with such augmetics
may be able to recognize the signs of such a
mounting if the bearer's bionic arm is not
covered by clothing. A weapon that is integrated
as a bionic weapon attachment can't be
Disarmed, but if the weapon Jams or Overheats
it also partially disables the arm until the
character clears it (or it cools down). The bionic
attachment also allows the character to keep a
hand free that would ordinarily wield the
weapon, though shooting may have unfortunate
consequences for whatever the hand is holding.

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

neural impulses that the bearer's mind can


understand as sight, while aural augmetics
perform a similar translation via vox pickups
and microphones. While not nearly as common,
cybernetic replication of touch and taste are not
unheard of, though these tend to use
significantly more esoteric methods such as vatgrown tongues with far more taste buds than
normal or super-fine circuitry implanted below
the skin of the fingers. Regardless of the sense
and the exact method of replication, the
Craftsmanship of the augmetic has other effects
on its utility and functions.
Poor: The use of cheap components and basic
logis translators causes a somewhat less than
perfect emulation of the sense in question,
although an inferior sense is certainly better than
none at all. Bionic eyes may present a
monochromatic picture that stutters or has
narrowed peripheral perception, ears are missing
high or low frequency receptors or easily pick up
unwanted interference, and so forth. The
augmetics themselves are also obviously artificial
and oversized as no attempt has been made to
create a less obtrusive appearance. Adepts and
lexmechanics, among others who don't require a
high degree of precision in their labours, tend to
be seen with these augmetics with the most
frequency, leading to derisive prods about
bumbling archivists and scriveners on many
worlds throughout the Sector.
Poor Craftsmanship senses duplicate the most
important aspects of the sense but are always
lacking in at least one area of competence. This
imposes a -20 penalty to Tests involving that
sense, effectively making it a detrimental version
of the Heightened Senses talent. The GM is free
to determine what Tests the penalty applies to, as
well as other effects the inferior sense may have.
Common: Many aspects of Imperial society
favour function over appearance and the average
sensory augmetic follows this philosophy to the
letter. Bionic eyes often take the form of an
implanted visor or small metallic plate covering
the ocular orbit from which a pict-stealer glares,
while ears may partly or totally replace the
external lobe with grilles or small, pointed vox

pickups, either of which may feature thin cables


or wires that run along the contours of the head.
However, while their appearance may only be
marginally better than cheap augmetics plaguing
scribes at the archives, they do produce clear,
sharp representations of the sense they replace.
This allows the bearer the luxury of deciding
how much, if at all, his looks will be
inconvenienced by the augmetic's external
fixtures and components.
Common Craftsmanship senses replicate the
character's normal sensory range almost
flawlessly. In addition, a character can connect a
data-slate or similar device to a data-port on his
augmetic, allowing him to archive what he sees
and hears for later analysis (or simple posterity).
Good: For those with the gelt to spare, highquality cybernetics can provide a superior range
of sensory input than the flesh they replaced
while simultaneously looking much less artificial
in the first place (if the natural look is desired, of
course). Fine bionic eyes actually fit
within the bearer's eye sockets, creating a
more natural appearance that can be
further disguised with the use of coloured
contact lenses. For aural augmetics, the
earlobes are typically spared (jewellery
simply does not look as good attached to a
metallic plate) with perhaps a small
sensor-laden plug visible within the ear or
peeking out from the skull behind the
lobe - depending on whether or not the
bearer is offsetting deafness or merely
enhancing his hearing, the biological ears
themselves may be no more than
decoration while the actual sensory input
occurs at the base of the skull. Exterior
cables or wiring is well concealed too,
perhaps leaving slight raised areas in the
skin but little more, and flaps of artificial
tissue cover diagnostor plugs and dataports. In spite of their very unobtrusive
appearance, costly augmetics like these
can significantly enhance the bearer's
senses, such as being able to see into the
ultraviolet spectrum or hear ultra high or

101

low frequency noises normally inaudible to the


common man.
Best Craftsmanship senses duplicate the
effects of Common versions and also grant the
Heightened Senses talent for the affected skill.
Further capabilities can be added at the time of
the augmetic's creation and attachment - as a
general rule of thumb, a cybernetic sense can
include the functions of a relevant tool or piece
of gear by paying twice the base price of the item
in question. Examples could include bionic eyes
that include a holo-visor or magnoculars, bionic
ears that have a built-in microbead, an augmetic
tongue that can detect poison like a poi-savant
(without exposing its bearer either), and so on.

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

complicated surgeries and the limited


applications that a mechanical replacement
provides. Gastral bionics replace the stomach
and much of the intestines with augmetic
analogues that use artificial membranes
combined with enzyme solutions to break down
food and drink much like the bearer's original
organs did. The digestive enzyme admixture that
cycles through the whole system is a minor
marvel in and of itself, being collected and
purified before being sent back to the beginning
of the bionic to commence the process again,
though most who bear this augmetic probably
give it no further thought than for the minor
discomfort and flatulence they sometimes
experience. Aside from replicating the important
digestive functions, gastral bionics also make
very effective toxin screens - normally poisonous
substances are simply excreted with the rest of
the waste instead of being absorbed into the
bloodstream. This virtual immunity to poisoned
food has made more than a few spire nobles and
rich gang lords spring for this augmetic simply
to ensure they won't keel over after a fine meal.
Gastral bionics duplicate all the normal
biological functions of the digestive tract as well
as making the bearer completely immune to
almost all ingested poisons and toxins. Best
Craftsmanship versions, usually one-off
examples made for professional explorers and
trackers, allow the bearer to derive nourishment
from almost any organic material, though it does
nothing to make questionable food sources any
more palatable (or remove prickly brambles
from the windpipe).

a sort of complete cyber-construction of a


human body in its last stages of decay from age,
which is known as The Rite of Setesh in
Mechanicus tradition. The Rite completely
encases the dying flesh in an augmetic mummy,
mechanising all bodily functions and mobility.
Death from age or disease need no longer
concern the entombed man within, but being
completely devoid of human contact while
having only a modicum of the physical freedom
they had at their prime can be a ghastly
experience in and of itself. It is said that anyone
who could possibly want to take such drastic
measures against death's eventual embrace is less
dreading the end than being judged and found
wanting by the Emperor Himself. Most of the lay
members of the Mechanicus view the Rite as
skirting a very fine line of techno-heresy - after
all, even the mightiest and most augmented of
magi will one day expire.
The Rite of Setesh is performed over 3d10+10
days as the character is completely swallowed up
by a bionic body, leaving only vestiges of their
original flesh behind to continue existing (such a
condition would be hard to call "living") in
perpetuity. The character gains the Machine (4)
and Regeneration traits but reduces its Weapon
Skill, Ballistic Skill, and Agility by half. Wounds
and other characteristics are unchanged, though
the utterly dehumanising experience causes the
character to gain 2d10 Insanity Points as they
grapple with their new state of being. Finally,
any Critical Damage suffered by the character
increases by 5 owing to the pathetically frail
nature of the rotted biology ensconced within.

The Rite of Setesh

IMPLANTS

Augmetics and juvenant treatments can


drastically extend a man's lifespan, but for those
on the side of righteousness there is an inevitable
end where the soul finally gives up on its
withered flesh and aged bionics to meet the GodEmperor. However, with the right lore, skill, and
gear, it is said that even death may be overcome,
though the price in both gelt and things far less
tangible is incredibly steep. The Magos Biologis
of the Hippocrasian Agglomeration can perform

102

As the name suggests, this type of augmetic is


typically inserted or nestled into the bearer's
flesh rather than outright replacing it entirely. A
bewildering array of implants can be
encountered in the Imperium, with the only real
constant between them being that they add some
kind of capability or use that the bearer did not
have before. Some implant systems can be
almost common sights within certain groups on
well-developed worlds, while others are

fantastically rare and esoteric that are usually


made only on a commissioned basis.
Implants

a tiny logis stack implanted in the base of the


skull to process the additional flow of sensory
data. Externally, the bearer might sport a few
small metallic studs or ports on their head, but
on the whole the implant is unobtrusive unless
the bearer desires a more dramatic effect (techpriests are particularly wont to do this,
sometimes bearing additional cybernetic eyes or
glowing vox detectors). The bearer can activate
their
augers
simply
through
mental
concentration, augmenting or subsuming their
normal senses briefly to consult what others
could never perceive without the aid of an
auspex. Of course, like many other types of
scanner, an auger implant isn't infallible and can
be prone to interference and "false positive"
findings - those who bear these augmetics should
reserve their best judgement when their implant
and biological senses sharply contradict.
An auger implant duplicates the effects of an
auspex in any Round in which the character
spends a Half Action to focus on its findings (the
Tech-Use Test to use the auger in manual mode
can be made as part of the action). Poor
Craftsmanship implants function the same but
only out to a 20 metre radius due to their smaller
and less powerful sensors, while Good
Craftsmanship implants allow the character to
re-roll failed Perception-based Tests made while
using the implant.

Name

Cost

Test

Availability

Auger Implants

1200

+0

Rare

Bio-Power Cells

625

+10

Very Rare

Calculus Logi Implant

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

Mind Impulse Unit

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

Respiratory Filter Implant

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

Vehicle Interface Circuitry

1500

+10

Scarce

Vitae Supplaceor

5500

-20

Very Rare

Voidskin

2000

-10

Extremely Rare

Voxplant

300

+0

Scarce

This implant is broadly similar, though far


smaller and less powerful, to the potentia coils
borne by tech-priests and enginseers of the
Adeptus Mechanicus. Flat power cells about the
size of a coin are implanted throughout the
bearer's body where they are partly subsumed by
muscles and other tissues, leaving only a faint
outline or small raised areas where thin wires
connect them to betray their presence. These
advanced cells slowly absorb bio-energy from
the bearer's body, building up a charge that can
be used for a variety of useful purposes when
released from a small port or contact point
implanted on the palms or fingertips. The energy
released is not nearly strong enough to be used

This item's Craftsmanship has one or more special effects


Attaching this bionic requires a Tech-Use Test instead of a Medicae Test

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

as a weapon, though it could certainly give a


sharp jolt that would leave its victim tingling for
an hour or so. The intended role of this augmetic
is to make sure the bearer is never left suffering
for lack of a quick power charge, such as to
repower a data-slate with an expired energy cell,
but more than a few eccentric nobles and others
with gelt to burn have received this implant for
no other reason than to offer a shocking surprise
to their peers and guests who were only
expecting a cordial handshake.
Bio-power cells duplicate the effects of a pair
of thermal gloves, though they do not offer any
protection from extreme heat or cold.

Calculus Logi Implant


Miniaturised cogitator cylinders that pump a
liquid data medium are wired directly into the
bearer's brain, greatly expanding thought
processing centres and literally letting him
"think faster". A calculus logi implant is of
immense utility for archivists and scholars,
making sifting through towering stacks of dataslates and rolls of parchment seem far less

104

daunting. However, the bearer's improved


mental processing can have potentially
undesirable side effects, such as spontaneously
completing other people's sentences or chronic
insomnia. Unlike some mind-enhancing
augmetics, a calculus logi can be shut off when
the bearer is not in need of its assistance, though
its machine spirit can be notably perturbed by
this and may gift the bearer with a migraine
when reconnected.
A calculus logi implant grants the bearer a +10
bonus on all Logic, Literacy, and Lore Tests
made against written or textual materials. If the
character has the Total Recall talent, it also
grants these bonuses to the character's memories
as well. The implant makes it more difficult for
the bearer to sleep when it is active - the GM is
free to determine what effects, if any, this has in
the game. The implant can be switched off to
negate this effect, but the bearer must succeed on
a Routine (+20) Willpower Test or gain one
level of Fatigue due to headaches the next time
he activates the implant.

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

Injector Rig: An injector rig is a fairly simple


affair that replaces the manipulative aspects of
administering drugs with an automatic system
that pumps its contents into the bearer's body on
command. The function and usage depends
heavily on the level of care quality put into the
rig, as well as the concern shown to its bearer's
well-being and health. This roughly follows the
rules for Item Craftsmanship.
Poor: Cheaply made in heretek workshops for
ganger heavies or bloodpit fighters, these crude
rigs are obviously artificial and oversized, often
with hypo-injectors or intramuscular tubes
linked to bulky chem canisters sutured to the
bearer's back or worn in external pouches.
Depending on the exact style and how much care
(if any) is used in their attachment, this type
implant may more closely resemble the features
of a fleshy servitor than a proper augmetic. Their
low level of quality, aside from looking less than
appealing, can also cause painful or crippling
side effects if the external portions of the rig are
damaged or malfunction.
Poor injector rigs can store up to ten doses of
four different types of drugs, which can be
deployed into the character's body as a Half
Action. The rig can be designed to administer
drugs at the character's direction or remotely via
a small control pad, with the latter configuration
being commonly used on slave-warriors. In all
cases, the character taking any Critical Damage
has a 50% chance to trigger potentially fatal toxic
poisoning as the injector rig malfunctions. This
inflicts 2d10 points of Damage that aren't
reduced by Armour or Toughness.
Common: A well-made injector rig integrates
more seamlessly with the bearer's form, most
frequently making use of evenly distributed
synth-bladders and membranous pouches that
are hidden among the bearer's muscles and
under his skin. These can secrete their contents
directly into the bearer's bloodstream via microvalve implants that directly connect to major
veins and arteries. Each bladder or reservoir can
be replenished through a tiny port that appears
as a small metal plate about one centimetre
across which are spread out throughout the

body, with the drug being secreted through


muscular action or simply applying pressure in a
certain motion around the implant. The ports
can be disguised with cosmetics or simply by
wearing flowing clothes.
Common injector rigs can store up to eight
doses of different types of drugs, which can be
deployed into the character's body as a Half
Action. Each bladder or pouch must be refilled
or drained and replaced separately if the
character desires to change what sorts of drugs
he's carrying. These injector rigs are much more
reliable than cheaper versions, but can still be
accidentally triggered if the implants are suitably
battered. If the character takes any Impact
Critical Damage, one of the drugs in the injector
rig is randomly administered.

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

to preserve their existing looks are well


cautioned to consider this augmetic's effects on
the shape and profile of their head.
Cranial reinforcement adds 1 AP to the
character's Head location which stacks with any
armour worn. Additionally, if the bearer suffers
Impact Critical Damage to the Head location,
the reinforcement mitigates some lingering
effects. If Stunned, reduce the duration by half; if
the character gains levels of Fatigue, reduce the
number of levels gained by half (both to a
minimum of 1).

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

a catastrophic head injury can reduce a man to


an unresponsive plant from which no amount of
therapeutic treatment and surgery can redeem.
Timely insertion of a cortex implant can rewire
the damaged areas of the brain with only a
minor loss of cogitation power - a vast
improvement to drooling blankly in a hospice!
However, a select few magi blessed with a
comprehension of the mind and techno-artifice
that would baffle most of their peers can go even
beyond those limitations to make implants that
are arguably better than the grey matter they
replace in every way...
The use of cortex implants causes the
character to gain 1d10 Insanity Points to reflect
more "mechanical thinking" as well as occasional
glitches and processing errors that can fool the
character's consciousness into misperceiving
their own thought processes. Other functions
depend on the design and intention of the
implants, which roughly follow the rules for
Item Craftsmanship.
Poor: Simple, low-density implants control
the various biological and neural processes of the
bearer's body, but they are insufficient for higher
thinking and any sort of independent decisionmaking that does not rely on pre-written control
routines and codes. This type of implant is often
used to create servitors from existing (rather
than vat-grown) bodies, and a more
sophisticated style is also employed by the
Ecclesiarchy's terrible arco-flagellants.
The use of this type of implant more or less
"erases" the character's personality, memories,
and other functions. Unless some extenuating
circumstances exist, a player character who finds
these installed in his head should be removed
from play.
Common: Most cortex implants aren't quite
as good as the tissues they are carefully planted
next to, but a character who receives them as
part of treatment for a mind-affecting injury
likely won't mind too terribly much. Aside from
aiding in important mental functions, cortex
implants can also be used to suppress or cordon
off portions of the bearer's brain that have borne
witness to things too horrible to comprehend.

107

A character who receives this type of implant


loses 1d5 points from the character's Weapon
Skill, Ballistic Skill, Agility, Intelligence, and
Fellowship. The implants can also replicate the
effects of the Mind Cleansed Origin (see Origins
on page 8 of The Inquisitor's Handbook) as
they prevent access to damaging memories or
experiences. The GM should feel free to subtract
some of the character's accumulated Insanity
and Corruption Points as well as creating more
relevant and appropriate Shards of Memory for
the character to experience.
Best: Only a few magi can create these
stunningly powerful implants which transcend
mere augmetic functions - and they usually
install them in their own heads. Instead of
repairing, or indeed, augmenting, the bearer's
fleshy brain, they completely replace it with an
incredible mass of techno-artifice that replaces
nerves and synapses with gold relays and
crackling data-coils. This type of augmetic is
almost never encountered outside of the
Adeptus Mechanicus, but rare exceptions do
exist. Of course, the bearer might begin acting
uncomfortably like a tech-priest if they weren't
already one to begin with...
This implant can only be attached and used if
the character already has or will be receiving the
cranial reinforcement, bionic respiration, and
gastral bionics augmetics. Additionally, the
character loses any senses (except for touch) that
he does not have a cybernetic sense augmetic for.
The implant grants the bearer the Unnatural
Intelligence (x2) trait (see Unnatural
Characteristics on page 332 of Dark Heresy for
more information) as well as the Rite of Pure
Thought talent if he did not possess it already.
His mind can functionally duplicate the effects
of an emplaced cogitator, including the ability to
connect to other systems through external ports
and sockets, and because the entire head is now
composed of only mechanical components, he
can no longer suffer Blood Loss, Stunning, or
Fatigue from attacks that hit there (functionally
treat the character as having the Machine trait
on his Head location).

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

points), although more voluminous vestments


could conceal their presence.
Poor Craftsmanship augmetics of this type
reduce the character's original Movement Rate
by 1 and impose a -5 penalty on Weapon Skill
Tests, but otherwise grant the bearer a full range
of motion and movement again. If the
character's condition caused them to completely
lose the use of hands and fingers, the exoskeleton
can restore those too, but the movement is less
than perfect and they reduce their original
Agility by half when making any Tests involving
fine manipulation. The exoskeleton gently creaks
and flexes as the character moves, imposing a 10 penalty on Silent Move Tests. This augmetic
can be removed by the character (the spinal
control block remains, of course), though their
condition may require the aid of another
character to put it back on again.
Common: While far less common, exoskeletal
augmetics are sometimes used by those who
simply desire a body that is more powerful and
strongly built without resorting to chopping
away their flesh and bones. More advanced
exoskeletons are almost always permanently
integrated into the bearer's body, their natural
tissues augmented by shiny metal bracing and
reinforcement which are often further
customised and decorated with engraving or
glowing power fibres. Aside from the observable
parts of the augmetic, the exoskeleton also
underpins the bearer's own bones with
additional plating - the scars from this heavy
surgery are nicely hidden by the augmetic's
exterior components.
Common Craftsmanship augmetics of this
type perform the same functions as the Poor
Craftsmanship version but impose no penalties
save for those on Silent Move Tests.
Additionally, the augmetic's reinforcement of
the character's body grants them the Bulging
Biceps and Iron Jaw talents as well as increasing
the Damage of unarmed attacks by 2. This
augmetic is permanently integrated with the
character's body and can't be removed.
Good: Elderly Inquisitors and Rogue Traders
who steadfastly refuse to acquiesce to time's

inexorable advance will sometimes commission


an augmetic of this level of exquisite quality to
make sure it won't be frailty of the body that
finally does them in. This augmetic closely
resembles its lesser variation, but the servoacutators and nerve input stacks are far more
sophisticated and elaborate, quite possibly
making the bearer move even faster than they
did in their prime. A perfectly healthy man
could benefit from this augmetic as well, though
usually only those who have built up
considerable resources and influence over a
lifetime of duty and endeavours could easily
afford the great expense.
Good Craftsmanship augmetics of this type
perform the same functions as the Common
Craftsmanship version but further grant the
character the Unnatural Agility (x2) trait as well
as granting a +10 bonus on all Agility-based
Tests. The character can also attempt a Hard (20) Toughness Test to gain the benefits of the

109

Unnatural Speed trait for up to one minute at a


time. Failure still grants the trait's benefits but
also inflicts 1d5 levels of Fatigue due to placing
serious strain on the character's body. Failure by
four or more degrees results in the exoskeleton
partly tearing away from the character's body,
causing him to begin suffering from Blood Loss
as well as reducing the augmetic's effects to those
of a Poor Craftsmanship version until it receives
proper repairs and service.

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

itself, resembling an almost paper-thin brace


with a tension-assisted slot that deploys the
weapon's base, is invariably made of high quality
monoplasteks so it does not appear on an auspex
scan, likewise concealing the weapon until the
moment it is drawn. Great care must be taken
when returning the blade to its augmetic sheath,
as a slight error in angling the point can result in
missing the skin vent and instead piercing flesh,
or worse, arteries in the wrist.
An internal blade can store most bladed knives
and similar weapons - including power blades in a hidden augmetic in the character's arm. The
weapon can be drawn normally, but slipping it
back in requires a Full Action. The implant's
base price does not include that of the weapon
itself, which must be acquired separately. What
melee weapons can be used with this implant are
left to the GM's discretion.

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

matrix can always determine which direction


north is.

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.

Mind Impulse Unit


Also known as machine-links or "Divine
Conduits" among tech-priests, a mind impulse
unit is a sophisticated and potent implant that
allows its bearer to interface directly with the
machine spirits of powerful machinery and
equipment. Ultra-fine wires are ran into the

bearer's brain and then coalesce into a spinal or


cortical socket into which an appropriate plug
from the machine is connected. A bearer who is
familiar with the proper rites and rituals - and
none who would carry this augmetic aren't - can
communicate with and direct the machine by
thought and will alone. For followers of the Cult
Mechanicus, this is an act of religious
importance as one becomes closer to singularity
with the holy machine; those that aren't
members of the priesthood would do well to
show the proper respect when using a mind
impulse unit whilst in the presence of techpriests and enginseers. Being directly linked to
the awesome power of large and puissant pillars
of techno-artifice can be dangerous for a hasty,
unobservant, or ill-prepared mind. Those who
do not require the ability to direct great
forgeworks like an orchestra or wield a Battle
Titan's earth-shattering power like an extension
of their own body will likely find a much
humbler cerebral plug to be perfectly sufficient
for their purposes.
A mind impulse unit provides a +10 bonus to
Drive, Pilot, and Tech-Use Tests made with a
linked machine. More esoteric pursuits, such as
communication with the machine spirits, may
provide the character with other bonuses or
require other Tests. Connecting a mind impulse
unit requires the completion of the appropriate
rituals and rites to establish communion with
the machine - this takes at least one minute,
though an observant tech-priest might take
longer than that just out of piety. The character
can attempt to speed the process up to a single
Full Action, but must succeed on a Challenging
(+0) Toughness Test or gain one level of
Fatigue as the machine spirit chastises their
impropriety. Especially great machines, such as
voidship steering cogitators, a gun-cutter's main
control systems, or a manufactorum logis stack
will exact a far harsher price for those who dare
intrude fleshy minds into their mechanical
purity: the Toughness Test becomes Hard (-20)
with failure inflicting 1d10 levels of Fatigue.
Failure by four or more degrees instead causes
the machine spirit to violently lash out at the

111

unfortunate character, frying their mind impulse


unit and their brain along with it - after a
brilliant cascade of sparks, the character falls
dead with his head sizzling.
Cerebral Plug: A much simpler type of
connector compared to a full mind impulse unit,
cerebral plugs are fairly common augmetics
among those who work with techno-devices
frequently. A siginficantly reduced wire network
runs through the bearer's brain to a small box at
the top of the spine from which a plug attached
to a ribbon wire can be retrieved. By reeling out
their plug, the bearer can connect himself to a
variety of smaller and less complex machines,
such as an auspex or vox-caster, and manipulate
them without the use of manual controls.
Devices that incorporate a display can also pipe
their findings into the bearer's mind, allowing
him to visualise the machine's read-outs rather
than paging through a screen or rolls of data
from an attached auto-quill. The cerebral plug is
specifically devised to be unable to link with
powerful machines - such a basic connector
would likely cause the bearer great injury or even
death as the awesome power of great machine
spirits overload their mind.
Mind Impulse Unit, Superior: Some types of
mind impulse unit are even more substantive
than most styles and patterns. Aside from the
cortical or spinal socket, the bearer will also
receive connector probes wired into their wrists
(or fingers if they have bionic hands) to transfer
both tactile as well as logical data from the
machine spirits. Superior mind impulse units are
rarely encountered outside the realms of the
Mechanicus, and those who do bear them tend
to have a strong relationship with members of
the Martian Priesthood or some similar pursuit
of esoteric knowledge.
A superior mind impulse unit functions as the
common augmetic but also grants a +10 bonus
to Logic and Inquiry Tests made with the
connected machine. If the character is linked in
to a war machine they gain a +10 bonus to
Weapon Skill and Ballistic Skill Tests made to
use the machine's combat systems.

Mind-Weapon Interface: This less costly


derivative of the mind impulse unit is designed
expressly to communicate with the machine
spirits of handheld weapons. A single cable
connects the interface's external component,
which resembles a smaller mind impulse unit's
socket assembly, to a jack that is installed on the
desired weapon. The bearer is then able to fire
the weapon simply by focusing his mind on the
action, and can also be kept abreast of other
information the weapon's machine spirit may be
in possession of. This could include the amount
of remaining ammunition, barrel temperature,
or if the weapon is in need of maintenance. In
theory any kind of Imperial ballistic weapon
could be made to work with a mind-weapon
interface, but the most useful application of the
device is in the attachment of pistol-type
weapons in a servo-assisted shoulder mount,
keeping the bearer's hands free to wield other
implements, climb ladders, or theatrically
denounce his foes with an incriminating finger.
A mind-weapon interface can connect to most
types of ranged weapons and grants the
character the ability to fire the weapon without
working the trigger and controls. He must still
have hands free to reload or clear jams. For an
extra 300 Thrones, the character can combine
this augmetic with a servo-rig to attach a Pistol
class weapon to one shoulder. This weapon is
always considered Readied and can be fired even
if the character has his hands full, is Grappling,
or restrained. Note that this does not allow a
character to make more than one Attack action
per Round.

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

seem appealing to those who fight and die for a


living, it is more commonly employed by
debased nobles and entertainers who don't want
to let an accidental injury stymie a good time.
Cost isn't the only reason, however - being
unable to feel pain can have conspicuously
dangerous effects in and of itself, such as not
being cognizant of contact with a hot surface
until the bearer smells cooking flesh.
A pain ward renders a character immune to
Stunning and other involuntary actions or
penalties that result from painful events, such as
Critical Damage, being set on fire, drowning,
and so forth. The character can still be Stunned
from other types of forces, such as being
subjected to a Takedown attack. At the GM's
discretion, the character may have to begin
making Awareness Tests to realise he's taken
Damage, especially if it was from a more subtle
source such as a silenced sniper's bullet or a
poisoned stiletto.

Respiratory Purifier Implant


Compared to a full bionic respiratory system,
this implant is a fairly simple solution towards
making the bearer's lungs more resistant to
airborne toxins and noxious fumes. A speciallydevised porous membrane is grown in a culture
vat and then sent down the bearer's windpipe
with a tiny prehensile probe where it is attached
to the interior lining of the lungs. Poisonous
particles and vapours have a much harder time
penetrating the membrane than the organs'
original surfaces and most are destroyed by
natural biotic reactions. With his lungs and
windpipe so augmented, the bearer can head
into a toxic environment with the same
confidence as if he was wearing a gas mask.
However, many will still choose to carry a mask
anyway owing to certain gases and poisons being
able to attack the eyes as well - something this
implant has no power to address.
A respiratory purifier implant grants a +20
bonus to Toughness Tests made to withstand
airborne toxins and allows a re-roll of failed
Tests. This bonus does not stack with that from a
gas mask or respirator as the implant essentially

places the same filters in the character's lungs. If


the gas can affect the character's eyes or attacks
the skin, the bonus decreases to +10. This
implant is not effective against any gases that can
bypass a gas mask (as noted in their description).

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

The character must have at least one bionic


hand or arm to receive this implant. Scribe-tines
can be deployed or retracted as a Half Action.
While deployed, the implant grants a +10 bonus
on all Skill Tests with the Investigation
descriptor where most types of data mediums
are involved. However, at the same time the
character is unable to attempt any Strengthbased or Weapon Skill Tests using his hands.

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

and breaking off, ordinarily a superficial


problem on a suit of power armour, can lead to
infection, tumours, or even a fatal ischemia.
Subdermal armour adds 2 APs to the
character's Arms, Body, and Legs locations,
which stack with any worn Armour. If properly
installed, the armour can't be detected by visual
observation and searches, but the plates will
show up on an auspex scan.

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.

114

Vehicle Interface Circuitry


Vehicle interface circuitry is a marvellous
piece of techno-artifice that is believed to be one
of the few relics from the Dark Age of
Technology that is still understood and practiced
in the present age. Glimmering, paper-thin
circuits are implanted just below the skin of the
bearer's palms and fingers. The tiny web-like
augmetics mesh with the controls and yokes of
machines specifically devised to work in concert
with them, giving the bearer a sort of intuitive
understanding of the machine's operations and
needs. This tech is almost invariably found only
in the cockpits of flyers and small voidcraft tanks and walkers tend to have much simpler
controls that require a far lower level of
interaction, while great machines like voidships
and Titans will usually mandate the use of a
mind impulse unit or similar device that allows a
direct man-machine connection. Because of this
association, a man bearing vehicle interface
circuitry on his hands - something few would
willingly cover with gloves or otherwise
obfuscate - can be almost certainly fingered as a
skilled pilot or void-master.
This implant grants a +10 bonus to Pilot Tests
made with a vehicle that has the appropriate
interface receptors. Additionally, a character so
equipped can attempt a Perception Test (the
Difficulty should be set by the GM depending on
the situation) to determine the status and
condition of the vehicle as a Free Action. This
could provide information such as the remaining
fuel or ammunition level, locating damaged
areas, or simply gauging the readiness of the
vehicle's machine spirit.

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-

pumps can keep blood flowing in the event of


cardiac failure, electrolytic scrubber fibres
stimulate the lungs to keep the body oxygenated,
and reserves of procoagulant agents can prevent
exsanguination, all with absolutely no input
from the bearer. Which is in and of itself a
highly desirous quality, as many forms of
crushing injuries often leave their victims
unconscious as they expire. A vitae supplaceor
can only sustain its bearer for a few hours before
their wounds overwhelm the implants' lifesustaining faculties, but this is usually more than
enough time - if the medicae haven't arrived by
then, they probably aren't coming at all.
A character bearing a vitae supplaceor gains
the Autosanguine talent any time he sustains
Critical Damage and retains its effects until he is
no longer considered Wounded. Additionally, at
the GM's discretion, the character may have a
50% chance to survive what would otherwise be
a fatal injury due to Critical Damage. If the vitae
supplaceor saves the character in this fashion, it
is able to sustain them for up to four hours, after
which they expire if they haven't received
adequate medical treatment to reduce their
Damage to non-lethal levels.

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

115

chemplant bladders are spread throughout the


body - these release fast-acting protective agents
that can temporarily shield the body against
being irradiated or cooked by the aether's
malignant power. Although undeniably useful
for what it does, this implant's niche abilities as
well as the fact that being "voided" is usually
accompanied
by
other,
equally
fatal
happenstance (such as being lit on fire by
rupturing power conduits or impaled by flying
shafts of reinforcement bars) makes it a
particularly rare augmetic.
A character who has received the voidskin
implant can spend an additional 1d10+3 Rounds
in the void or another hard vacuum
environment before suffering its effects (see
Vacuum on page 210 of Dark Heresy).

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

After the all-encompassing red robes, the most


recognisable aspect of a tech-priest are his
mechadendrites. These undulating mechanical
limbs are used for a wide variety of purposes and
functions. Most have multiple joints or are
mounted on strong servo-snakes, making them
resemble metallic tentacles or pseudopods
tipped with instruments of the Omnissiah's
glory. Because they draw power directly from the
tech-priest's potentia coil, they also have
significant power in and of themselves, with
some being able to easily heft the tech-priest up

Plasma Cutter
Utility

Hermetic Infusion
With few exceptions, even the greatest of magi
will still have at least a few biological

116

walls as though he were using his own limbs.


Depending on the pattern and make, a
mechadendrite may be able to conceal itself
beneath a tech-priest's robes, only slithering out
when its services are needed, or the limb may be
a significant growth prominently jutting out of
the tech-priest's back, shoulders, or sternum.
The largest of the mechadendrites often include
grav-stabiliser systems and gyro-guidance rigs to
prevent their bearer from becoming unbalanced
due to the implant's mass. All interface with a
tech-priest's cyber-mantle, making them
effective extensions of his own body.
A tech-priest must possess the appropriate
Mechadendrite Use talent to employ the more
advanced features of his mechadendrites.
Ballistic Mechadendrite: Intended primarily
as a defensive augmetic, a ballistic
mechadendrite mounts a sleek, powerful
laspistol on the end of a flexible limb about two
metres long. The weapon is thus greatly flexible
and can fire in almost any direction, including
while the tech-priest is otherwise engaged, such
as while performing a lengthy rite or clobbering
an enemy with a melee weapon. Power is
siphoned off from the tech-priest's potentia coil
into a permanently integrated capacitor unit,

117

and unless the bearer is especially overzealous in


its use, it will never run out of charge. An
enterprising tech-priest could even shoot the
weapon around corners while remaining
completely hidden, though the mechadendrite
does not have its own sighting system which
leaves the bearer to his own machinations if he
wants to avoid firing blindly. This
mechadendrite is usually attached to the back or
shoulder, but a few members of the Priesthood
have been known to rig theirs to abruptly slide
out of a sleeve of their robes.
A ballistic mechadendrite counts as a Best
Craftsmanship Steel Burner heavy laspistol that
is always Readied. Using his own Ballistic Skill,
the tech-priest can fire the weapon as a Half
Action Standard Attack or by spending his
Reaction for that Round, though it cannot be
fired more than once in any given Round. The
tech-priest is still limited to making one Attack
action per Round. As long as the tech-priest's
potentia coil isn't exhausted or somehow
damaged, the laspistol always has a charge and
never needs to be reloaded.
Manipulator Mechadendrite: This type of
fairly simple mechadendrite is devised to grip,
clamp, and manoeuvre heavy objects while

keeping the tech-priest's hands free for other


tasks or somatic rituals. Strong hydraulics
attached to a multi-jointed appendage allow the
tech-priest to direct a pair of gripping pincers up
to a metre and a half away. Along with picking
things up, a tech-priest can also use a
manipulator mechadendrite to firmly anchor
himself to the ground or any other surface,
including overhead gantries or vertical trusses,
and the pincers can even be used for climbing if
suitable surfaces are available. Finally, the
manipulator itself is made of very sturdy casehardened alloy and can be used to bludgeon
stubborn relays and levers (or an assailant).
A manipulator mechadendrite grants a +20
bonus to the tech-priest's Strength Characteristic
when making Tests while using it or lifting heavy
objects. The manipulator can be used to make
Climb Tests provided there are sufficient handholds for it to grab on to, such as exposed girders
or buttresses. The mechadendrite deals 1d5+2
points of Impact Damage, plus the tech-priest's
improved Strength Bonus, if used to bash in
stuck doors or crush objects. The tech-priest can
make Weapon Skill Tests to attack with the
mechadendrite, which has the Primitive and
Unbalanced qualities if used in combat.
Medicae Mechadendrite: Tech-priests are
not well known for their skills as a chirurgeon,
but not for lack of talent or gear. A medicae
mechadendrite is fitted with all sorts of small
tools useful for procedures on living or
preserved flesh, such as lancets and scalpels,
injectors, surgical staplers, a cauterizing probe,
and so forth. The surgical implements are
mounted on the end of a highly flexible limb
about two metres long, and some of the more
precise instruments can be further extended on
tiny wire-like probes. Most tech-priests who bear
this mechadendrite use it in the maintenance of
servitors or biological components of large
machines, but those who do have the interest
and goodwill towards lesser men can be perfectly
effective medicae in their own right. It is also the
perfect tool for the attachment and maintenance
of augmetics, and some particularly skilled magi

118

have been known to perform their own implants


utilising this device.
A medicae mechadendrite grants a +10 bonus
to any Medicae Tests made while using the limb.
Among many useful tools, the mechadendrite
has several specific applications. An injector unit
can be loaded with up to six doses of different
types of drugs which are always ready for
immediate use, either on the tech-priest or
others. A surgical stapler can quickly close
grievous wounds, automatically ending Blood
Loss as a Half Action. A small chain blade is
provided to cut through personal armour to
facilitate treatment to damaged biologics
underneath, and can also be used to amputate a
diseased or mangled limb with great speed (the
difficulty becomes a Challenging (+0) Medicae
Test). The tech-priest can also use the blade as a
weapon by making Weapon Skill Tests, in which
case it functions as a chain knife. Finally, the
threatening-looking rig of gleaming instruments
can be used to intimidate a helpless victim,
granting a +5 bonus on Interrogation Tests if
used in such a fashion.
Optical Mechadendrite: Unlike just about
every other mechadendrite, this one has no
actual tools of its own, but rather is intended to
be of assistance to others or the tech-priest's own
hands. The mechadendrite has two main
components. First, a powerful electric torch in a
shock-proof housing peers over the tech-priest's
shoulder, allowing him to cast a very bright
beam of light anywhere he's facing. The light can
cycle through different colours, and can also be
used as an infrared illuminator for IR goggles as
well. Second, a pict-capture suite is installed on
the tip of a very thin probe which can snake out
up to three metres while being no thicker than a
flow-pen. The flexible nature of the probe means
it can be used to inspect machinery in cramped
quarters, peer into ventilation chutes, or wiggle
through vents to observe objects in toxic
environments, sending still pict reports back to
its bearer. Among other things, the tech-priest
can remain in a dignified posture where others
would be stooped over or crawling along
fumbling with a handheld stab-light.

An optical mechadendrite duplicates the


functions of a pair of infrared goggles and
magnoculars for the tech-priest, and can also be
used as a signalling device. The torch can project
a high output light out to a distance of more
than 100 metres, while the optical probe allows
for close examination of very small objects. At
the discretion of the GM, the tech-priest may
receive a bonus on Search or Evaluate Tests
when being able to see minute detail is relevant.
Plasma Cutter Mechadendrite: This type of
mechadendrite is notably rarer than most due to
its specialised applications. A shielded plasma
cutter is installed at the end of a flexible limb
about a metre and a half long and feeds photonic
hydrogen from a reservoir that forms part of the
mechandendrite's base. The cutter is able to
slowly but steadily cut through almost any
material. It is often thought of as a tool of
demolition or to make doors into areas where
none exist, but they can also be used for
constructive purposes equally well, such as
cutting lengths of conduit to the right size or
shaping piston heads and impellor blades.
Further, while not designed to perform as such
at all, a tech-priest can also disable the cutter's
safety limiters to turn the mechadendrite into an
improvised plasma weapon, though such an
affront to the device's machine spirits should
only be undertaken in an emergency.
A plasma cutter mechadendrite can cut
through up to 20 centimetres of superhard
material, such as adamantine alloy, in one
minute. Less dense materials, such as ordinary
metal, take proportionally less time. The cutter
must be allowed to cool off for 1d5 minutes after
each use. The photonic hydrogen reservoir
contains enough fuel for the cutter to be used for
up to 20 minutes at a time - the reservoir can be
refilled using standard plasma flasks, three of
which are needed to fully fill it. The tech-priest
can use the mechadendrite as a weapon, in
which case it is treated as a Ryza-pattern plasma
pistol with an absolute maximum range of 10
metres, no Maximal setting, and the Unreliable
quality. The weapon can be used similarly to a
Ballistic Mechadendrite, and the tech-priest

119

must have the appropriate talent to make use of


it as such. Firing the weapon in this fashion
consumes fuel equivalent to 2 minutes' worth of
cutting time.
Utility Mechadendrite: Fitted with all sorts of
useful tools and appendages, a utility
mechadendrite is about the closest thing to
"common" as far as the artificial Mechanicus
limbs can be concerned, and is often the first
type of mechadendrite that a tech-priest will
graft to his body. A utility mechadendrite is a
highly flexible limb about two metres long
bristling with a variety of implements to assist
the tech-priest in the commission of his holy
duties to the Machine God. In general, such a
mechadendrite will be armed with numerous
drivers, sockets and spanners, blades, snippers, a
sparker, lubricant and oil dispensers, a current
monitor, and probably a few other bits as well.
The mechadendrite also includes a built in
censer for puffing incense as part of rituals and
rites as well as to sooth perturbed machine
spirits with a direct blast. Giving the wide range
of styles and fixtures, a utility mechadendrite
may have other features and faculties as well,
such as thermal probes to determine the
temperature of fluids or surfaces, mag-clamps to
hold small objects steady for closer inspection,
and so forth.
A utility mechadendrite's various tools and
implements duplicate the effects of a combi-tool
while keeping the tech-priest's hands free for
other tasks. If the tech-priest has the Ferric Lure
or Ferric Summons talents, he can attract objects
to a utility mechadendrite instead of his hands.
The censer can be used offensively to distract
and obscure by puffing fumes into the faces of
enemies. As a Half Action, the tech-priest can
create a puff of incense smoke with a two metre
radius. Living creatures whose eyes and nose
aren't protected incur a -5 penalty on Weapon
Skill, Ballistic Skill, and Perception-based Tests
while in the cloud, which dissipates in 1d5+1
Rounds (or faster if a strong breeze presents
itself). The censer takes one minute to build up
enough fumes to be used in this fashion again.
Because of the very pungent and recognisable

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.

120

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.

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