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Armoury TIME

Just because a large community actually has the


The 41st Millennium is a dangerous place, rife item a character seeks does not necessarily mean
with war and conflict, and if an Acolyte hopes to that it is easy to locate. The larger the
survive he must make sure that he is well armed community, the more time it takes to track the
and equipped. This chapter deals with some of item down. A communitys size determines the
the many types of weapons, armour and gear base time it takes to find the item. Each degree of
that exist within the Imperium. Equipment, success reduces this time by a certain amount
especially weapons and armour, make up a vital (minutes, hours, days, weeks, or months,
part of an Acolytes resources and the difference depending on the base time). See Dark Heresy,
between success and failure on a mission can Table 5-5: Availability and Time on page 126.
often come down to having the right gear. The GM should make the roll in secret for
particularly dangerous or costly items, to

Availability
emphasise the struggle and possible risks
entailed by such searching.

Having the money does not always guarantee the


Craftsmanship
desired goods or services are at hand. Squalid
Not all goods are of the same quality. In the
medieval worlds are a lot less likely to have
vastness of the Imperium, and beyond, the
expensive goods than the marketplaces of a hive
craftsmanship of items can vary widely from
city. Moreover, finding a high-quality weapon
crudely made, mass-produced materials to
on a backwater planet is far more difficult than
handcrafted masterpieces.
locating such a weapon in a teeming metropolis.
Normally, Craftsmanship has little effect on
To reflect availability, each piece of equipment
game play for regular goods and services. As a
or service has an associated Availability, ranging
general rule items of Poor Craftsmanship are
from abundant to very rare. GMs can use the
more prone to failure and breaking while Good
following guidelines as a starting point for
and Best Craftsmanship are more durable,
determining whether a place has such an item or
though it is up to the GM how and when these
not. Characters searching for a particular item or
effects might enter play. In the case of weaponry
service must make a successful Inquiry Test
and armour, there are effects on the items
modified by the Availability of the item, Table
performance or weight (as detailed later), but in
5-3: Consequences of Availability in Dark
cases of general goods and services, differences
Heresy, page 126 provides a baseline modifier of quality are merely descriptive. The GM may
for Inquiry Tests to find an item in a community
reduce the Difficulty of certain tests, but it is
of 1,000 people or less. For communities larger
entirely at his discretion. Unless specifically
than 1,000 people, reduce the Difficulty for
stated, the Craftsmanship of any object is
finding an object by one step for communities of
considered Common.
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 Craftsmanship Cost Multiplier Availability

step. Dark Heresy, Table 5-4: Availability by Best 10 Drop 2 steps


Population, page 126 shows how the Difficulty Good 3 Drop 1 step
changes based on population size. Common 1
Poor 1/2 Increase 1 step

1
Weapons
Heavy weapons always require two hands
and must be braced in some way, usually
either on a bipod or tripod but equally it could
be a windowsill or sandbag (or the firers
shoulder in the case of RPG launchers), to be
Weapons are divided into several groups fired without penalties. Firing a heavy weapon
covering a plethora of ranged weapons, dealing without bracing incurs a 30 penalty to hit
with everything from crossbows to plasma and prohibits Semi-Auto and Full Auto fire.
cannons, and melee weapons covering all Range: All weapons are given an effective
manner of close combat weaponry. Unless they range on the weapons tables. Short range is
are of Poor quality, all weapons come with an below half of this number, Long range is above
appropriate holster, sling, or carrying strap as double, Extreme range is above three times and
part of their cost so they can be stored on the maximum is above four times. Below 3 metres is
characters body. Point Blank range. A lasgun, for example, has a
given range of 100. Short range is 3-50 (from
Point Blank to half the given range), Medium is
All weapons have a profile that is presented
50-200 (from Short to double the given range),
using the following statistics, providing players
Long is 200-300 (from two to three times the
and GMs with all the relevant information
given range) and Extreme is 300-400 (from three
needed to use them:
to four times the given range). For ranged
bonuses and penalties see Dark Heresy, Chapter
Name: What the weapon is called. VII: Playing the Game, pages 198-199).
Class: Describes what class the weapon is, Weapons cannot be fired at targets more than
either a melee, thrown, pistol, basic or heavy four times their range distance.
weapon. RoF (Rate of Fire): Tells you if the weapon
Melee weapons can be used in close combat. can be fired either on Semi-Auto or Full Auto
When using a melee weapon you add your SB and how many rounds/ charges it expends when
to the damage you inflict. doing so. A weapons RoF has three entries to
Thrown weapons cover anything propelled indicate the modes a weapon can be fired in. The
by muscle power alone and covers knives, axes, first entry indicates whether the weapon can be
spears and such like. Unless they are also fired singly (with an S). The second entry
classed as melee, thrown weapons cannot be indicates whether or not a weapon can be fired
used in close combat (or if they do, they count semi-automatically, and the number listed
as improvised weapons). When using a thrown describes the shots fired. Finally, the third entry
weapon you add your SB to the damage you describes if the weapon can be fired on full
inflict (with the exception of explosives such as automatic. Any mode in which the weapon
grenades). cannot be fired is indicated with a .
Pistol weapons are fired one-handed and can Some weapons can be fired in more than one
be used in close combat. However, when a mode. If this is the case each of its different rates
pistol is used in close combat, the firer gains of fire will be listed in its profile. Characters
no bonuses or penalties to hit for range or must choose which mode they are firing their
targeting equipment. Pistols with the Scatter weapon in before making their attack.
quality fired in melee are considered to be Dam (Damage): The Damage the weapon
firing at Point-Blank range for the purposes of does and the type of damage it inflicts (as shown
determining any extra hits. in brackets): (E) Energy, (X) Explosive, (R)
Basic weapons normally require two hands Rending, (I) Impact.
but can be used one-handed with a 20 penalty
to hit.

2
Pen (Penetration): Reflects how good the weapon is used untrained, it counts as having the
weapon is at going through armour. When a Unreliable quality, increasing its chance of
shot or blow from this weapon hits a target, jamming.
reduce the targets Armour Points by the
weapons Penetration, with results of less than 0
counting as 0 (i.e. the armour provides no WEAPON CRAFTSMANSHIP
protection at all). Then work out Damage as All the weapons detailed here are of Common
normal. So for example, if a weapon with a craftsmanship. For weapons of better or worse
Penetration of 3 hits a target with 5 Armour manufacture use the following modifiers:
Points, the target will only count as having 2 Poor: These cheaply constructed ranged
Armour Points against any damage the hit weapons are more prone to malfunction. A
causes. Note that Penetration has no effect on ranged weapon of Poor craftsmanship has the
fields, but it does affect cover. Unreliable quality. If the weapon already has this
Clip: How many rounds/charges the weapon quality then it will jam on any failed rolled to hit.
holds when fully loaded. Melee weapons of Poor craftsmanship incur a
Rld (Reload): How many Actions the weapon 10 penalty to tests made to attack due to their
takes to reload. This is generally Half (for a Half shoddy design.
Action) or Full (for a Full Action). Some Good: More carefully constructed and finished,
weapons can take a number of Actions over these weapons are consequently more reliable.
several Rounds. The number of Rounds is given Ranged weapons of Good craftsmanship have
as a number, for example 2Full means that the Reliable quality. If it already has this quality
reloading takes 2 Full Rounds. there is no further effect beyond the obvious fine
Special: This tells you if the weapon has any workmanship of the weapon. If a weapon
special qualities, such as creating a blast when normally has the Unreliable quality, a good
fired or needing to recharge between shots. craftsmanship version of that weapon does not
Wt (Weight): Represents how much the become Reliable; the two qualities cancel each
weapon weighs, normally in kg (kilograms). other out and the weapon ends up having
Cost: Indicates the standard value of the neither. Melee weapons of Good craftsmanship
weapon within the Imperium. Cost is always add a +5 bonus to tests made to attack.
represented in Thrones. Best: A work of art as much as a weapon, these
World: If this weapon is common on a items are created by skilled artisans and are often
particular type of world or a specific planet. centuries old. Ranged weapons of Best
Availability: This identifies the weapons craftsmanship never suffer from jamming or
availability (see Dark Heresy, Table 53: overheating. If a roll would result in either of
Consequences of Availability, page 126). these occurrences, simply count it as a miss
instead. Melee weapons of Best craftsmanship
add a +10 bonus to tests made to attack and add
USING WEAPONS WITHOUT A TALENT
1 to the Damage they inflict.
Many of the weapons described in this chapter
require a Talent to use them effectively; lacking
the necessary ability makes weapons particularly WEAPON SPECIAL QUALITIES
dangerous to employ. Still, there are bound to be Some weapons possess special qualities to
circumstances when a character needs to use a represent such things as special damage or
weapon for which he does not have the Talent. unusual effects.
Doing so imposes a 20 penalty on the relevant
Test. If the weapon has the Flame special quality, Accurate
the target is granted a +30 to his Agility Test to Some weapons are designed with precision in
avoid being hit. In addition, when a ranged mind and respond superbly in skilled hands.

3
They grant an additional bonus of +10 to the the weapon jams. If it doesn't, the weapon fires
firers Ballistic Skill when used with an Aim successfully. All creatures in the flames path, a
Action; this is in addition to the bonus granted cone-shaped area extending in a 30 degree arc
from Aiming. When firing a single shot from a from the firer out to the weapons range, must
single Basic Weapon with the Accurate quality make an Agility Test or be struck by the flames
benefiting from the Aim action, the attack gains and take damage normally. To calculate
an extra d10 of damage for every two degrees of reduction from armour, assume anyone caught
success to a maximum of two extra d10. in the flame's path has been hit in the body. If
they take damage, they must succeed on a
Balanced second Agility Test or be set on fire. Cover does
Some weapons are designed so that the weight of not protect characters from attacks made by
the hilt balances the weight of the striking end, Flame weapons.
making the weapon easier to wield while making Normally when a weapon is fired without the
quick manoeuvres. Balanced weapons grant a appropriate talent or a heavy weapon is fired
+10 bonus to Weapon Skill Tests made to Parry. without bracing, the wielder suffers a 20 or 30
Ballistic Skill penalty, respectively (see page 130).
As Flame weapons do not require a Ballistic Skill
Blast (X)
Test to hit, anyone in the area of effect of the
Many missiles, grenades and some guns create
flames gains a +30 bonus to their Agility Test to
an explosion when they hit their target. When
avoid damage (but not to avoid catching on fire!)
working out a hit from a Blast weapon anyone
instead.
within the weapons blast radius in metres,
indicated by the number in parenthesis, is also
hit. Roll Hit Location and Damage individually Flexible
for each person affected by a blast. Some weapons are made up from lots of loosely
connected segments or supple woven hides,
including chains and whips. Weapons with this
Defensive
quality lash about violently when used to attack
A Defensive weapon, such as a shield, is
and cannot be Parried.
intended to be used to block an enemys strikes
and is awkward when used offensively.
Defensive weapons grant a +15 bonus to tests Inaccurate
made when used to Parry, but take a 10 penalty Weapons with this quality are either badly
when used to make attacks. designed or simply woefully made, and
regardless of the care taken when used, offer
Fast little better than a lucky chance to hit. No bonus
is gained from the use of the Aim Action with
The size and speed of this weapon makes it hard
such weapons.
for an enemy to protect against. Opponents take
a -20 penalty to their Weapon Skill Test when
attempting to Parry an attack from a Fast Overheats
weapon. Certain weapons are prone to overheating, either
because of poor design, reckless overcharging, or
the use of superheated ammunition. When a
Flame
weapon overheats, the wielder suffers Energy
Flame weapons project a cone of flame out to the
Damage equal to the weapon's damage with a
range of the weapon. Unlike other weapons,
Penetration of 0 to the arm location holding the
flamers have just one range, and when fired, cast
weapon (if the weapon was being held in both
fiery death out to this distance. The wielder
hands, the wielder is assumed to have taken
makes a Ballistic Skill Test to determine only if
damage to both arms, but does not suffer twice

4
the Damage). The wielder may choose to avoid Recharge
taking this Damage by dropping the overheating After it has been fired, a weapon with the
weapon; it lands somewhere within a 1 metre Recharge quality must spend time building up a
radius of the wielder. This is a Free Action. A charge before it can be used again. This weapon
weapon that has overheated must spend the can effectively only be fired every other Round.
Round afterwards cooling down and may not be
fired again until the second round after Reliable
overheating. A weapon with this Quality does Based on tried and true technology, Reliable
not Jam, and any effect that would cause the weapons seldom fail. If a Reliable weapon Jams,
weapon to Jam (i.e., sabotage, certain psychic roll 1d10. Only on a roll of 10 does it actually
powers) instead causes the weapon to overheat. jam, otherwise it is simply considered a miss.

Power Field Scatter


Crackling arcane energies wreath a weapon that The standard ammunition of these weapons
has this quality, drastically increasing is ability to spreads out when fired, hitting a wide area of the
rend flesh and armour as compared to a normal targets body. If fired at a foe within Point Blank
weapon of its type. When you successfully use range, this weapon scores an additional hit (use
this weapon to Parry an attack made with a Table 6-7: Multiple Hits on page 190 of Dark
weapon that lacks this quality, you have a 75% Heresy) for every two degrees of success on the
chance of destroying your attackers weapon. attackers Ballistic Skill Test. However, the
Certain weapons, such as those with the Warp widening spread of small projectiles hampers its
Weapon quality, are immune to this effect. effectiveness. If a character is hit by a weapon
with this quality at Long or Extreme range, all
Primitive his Armour Points are doubled against that
Weapons with this quality are perfectly deadly attack.
against unprotected flesh but have a hard time
cutting through modern armour. Any armour Shocking
that does not also have the Primitive quality Shocking weapons can Stun their opponents
doubles its Armour Points against attacks made with a powerful surge of energy. A target that
by weapons with this quality. For example, takes at least 1 point of Damage from a Shocking
Guard Flak Armour (AP 4) hit with a Great weapon, after reduction from Armour Points
Weapon (Primitive quality and Pen 2) would and Toughness Bonus, must make a
provide 6 points of armour: (4x2)-2.

5
Challenging (+0) Toughness Test or become Toxic
Stunned for a number of Rounds equal to half Some weapons rely on toxins and poisons to do
the Damage they suffered. If the character hit is their real damage. Anyone that takes Damage
wearing non-Primitive armour, they receive a from a Toxic weapon, after reduction for
+10 bonus to this Test for every Armour Point Armour and Toughness Bonus, must make a
on the location hit. Challenging (+0) Toughness Test with a -5
penalty for every point of Damage taken from
Smoke the Toxic weapons attack. Success indicates
Rather than inflicting Damage, these weapons there is no further effect from the weapon.
throw up dense clouds of smoke to create Failure however deals an immediate 1d10 points
concealment. When a hit is scored from a of Impact Damage to the target with no
weapon with the Smoke quality, it creates a reduction for Armour or Toughness Bonus.
smokescreen 3d10 metres in diameter from the
point of impact. The screen lasts for 2d10 Twin-Linked
Rounds before dissipating, though adverse A twin-linked weapon is formed by combining
weather may reduce this time. See Dark Heresy, two identical weapons together, which are fired
page 210 for more information on the effects of by a single trigger pull (or button press). Twin-
Smoke. linked weapons are built this way in order to
increase the chances of scoring a hit on the
Snare enemy through the crude expedience of blasting
Weapons with this quality are designed to more shots at them. This type of weapon is a
entangle enemies. On a successful hit, the target popular feature on Imperial armoured vehicles
must make an Agility Test or be immobilised. where its bulk and rapid ammunition
An immobilised target can attempt no other consumption are non-issues. A Twin-Linked
actions except try to escape the bonds. He can weapon fires twice as many shots, on all modes,
attempt to burst the bonds (a Challenging (+0) as the original weapons that were linked
Strength Test) or wriggle free (a Challenging together, and grants its firer a +20 bonus to hit
(+0) Agility Test) in his Turn. The target is to his Ballistic Skill. The weapon may score one
considered to be Helpless until he escapes. additional hit beyond its normal total as long as
the attack succeeds by two or more degrees.
Storm Finally, as each weapon has its own ammunition
These are purpose-built assault weapons feed, its reload time is doubled.
intended to shred targets apart with a flurry of
rapid-fire projectiles. Weapons with the Storm Unbalanced
quality double the number of shots they fire on Weapons with this quality tend to be overly large
any mode, and likewise double the number of or with weight focused on one end, allowing
hits scored on an enemy. For example, a Storm them to make powerful attacks but preventing
weapon firing a Full Auto Burst scores two hits quick defensive movements. A weapon with this
for every degree of success, up to a maximum of quality imposes a -10 penalty when used to
twice the weapons listed firing rate. Parry.

Tearing Unreliable
Tearing weapons are vicious devices, often using Badly maintained or constructed or simply of a
multitudes of fast moving jagged teeth or sloppy design, these weapons are more likely to
fragmented or explosive ammunition to rip into misfire than others. An Unreliable weapon
flesh and bone. These weapons roll one extra die suffers a Jam on a roll of 91 or higher on the
for Damage, and the lowest result is discarded. firers Ballistic Skill Test.

6
Unstable the far reaches of Ultima Segmentum are
Weapons with this quality use ammunition that powered by a functionally identical power
is both volatile and unstable and can react source. The liquid metal core of the pack stores a
unpredictably when detonated. When an vast amount of thermal energy, and can be
Unstable weapon scores a hit, roll 1d10. On a recharged from any sort of standard power
score of 1 it inflicts only half Damage, on a score source ranging from hive hab conduits,
of 29 it deals normal Damage, and on a score of shipboard transmission lines, or even the
10 it inflicts twice the normal Damage. generators of idling Imperial tanks. In a pinch,
simply exposing the charge pack to intense heat
Unwieldy or light over time will fill its reserves once more,
Huge and often top-heavy, Unwieldy weapons and Guardsmen cut off from resupply have been
are too awkward to be used defensively. known to toss their charge packs into campfires,
Unwieldy weapons cannot be used to Parry. finding them blackened but both usable and
charged in the morning.
To use las weapons without penalty, a
LAS WEAPONS character must have the Pistol Training (Las),
Produced by the millions on countless forge- Basic Weapon Training (Las), or Heavy Weapon
worlds, laser (las in parlance) weapons are by Training (Las) talents.
far the most numerous type of weapon in the
Imperium as they are the basic tool of countless RECHARGING POWER PACKS
soldiers of the Imperial Guard. While complex Aside from their ease of use, the abundance of
to manufacture, their STC design is extremely ammunition in the form of standardized power
well understood and their great ruggedness packs is a central reason for the staggering
makes them the perfect weapon for the myriad number of las weapons in use by the forces of the
soldiers of the Hammer of the Emperor. Las Imperium. Las power packs can be charged in
weapons can be found on almost any developed the field from almost any power source.
planet, even outside the Imperium, and can be Characters may make an Ordinary (+10) Tech-
found in the employ of xeno mercenary tribes Use Test to charge a power pack as long as there
who favour them for the same reason as their is some kind of power source available.
human betters. Aside from the very common Examples might include municipal power jacks
lasguns and las pistols, much larger lascannons in a hive city, portable battery units for powering
and multi-lasers are often mounted to Imperial large equipment, or even currently-operating
vehicles, and gigantic lance batteries arming machines. The time the pack takes to charge is
Imperial Navy battleships work off the same determined by the power output of the source
principles as their humble infantry counterparts. and is ultimately up to the GM, though
Las weapons work by emitting short, sharp characters should expect at least an hour or so.
pulses of laser energy from high capacity fast- Alternatively, a power pack can be charged
discharge generators, with a flash of light and a simply by tossing it into open flames. This takes
distinctive snap like the cracking of a whip when around twenty-four hours, and permanently
the trigger is pulled. While there are many reduces the packs Clip size by half the first time
variations of lasguns and pistols, produced in a it is charged in this fashion. A flame-charged
multitude of different styles and patterns, almost power pack causes a las weapon it is used in to
all use a totally interchangeable power pack lose the Reliable quality, if it has it, or gain the
whose design is sanctioned by the Departmento Unreliable quality if it doesnt. Each time a pack
Munitorium; Cadian lasguns facing the forces of is recharged in this way there is a 30% chance it
Chaos near the Eye of Terror and las pistols will be permanently rendered useless.
carried by Adeptus Mechanicus Explorators in

7
Las Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability

Duelling Las (Belasco) Pistol 45m S/-/- 1d10+5 E 5 1 Full Accurate 1.5kg 250 - Very Rare

Duelling Las (K-A) Pistol 30m S/-/- 1d10+4 E 4 1 Full Accurate, Tearing 1.7kg 220 - Very Rare

Hellpistol Pistol 35m S/2/- 1d10+4 E 7 40 2 Full - 4kg 2,500 - Rare

Laspistol (generic) Pistol 30m S/-/- 1d10+2 E 0 30 Full Reliable 1.5kg 50 - Common

Civitas Pistol 25m S/2/- 1d10+1 E 0 25 Full Reliable 2kg 35 - Common

Fury Pistol 20m S/2/5 1d10+2 E 0 30 Full Reliable 1.5kg 100 - Scarce

Mark IV Pistol 70m S/2/- 1d10+3 E 0 15 Full Accurate, Reliable 1.75kg 150 - Rare

Palatine Pistol 20m S/3/- 1d10+2 E 0 20 Full Reliable 1.1kg 100 - Average

Steel Burner Pistol 30m S/-/- 1d10+4 E 2 10 Full - 2.5kg 100 Fenksworld Very Rare

Las Gauntlets Pistol 50m S/4/- 1d10+4 E 1 20 Full Reliable 3kg 350 - Very Rare

Series-S Venom Pistol 10m S/-/- 1d10+1 E 0 15 - - 0.5kg 120 - Scarce

Not including power pack


Duelling Las concentrated blast of significantly higher power.
Based around the philosophy of a one shot Guns of this type hold a particular spot in
kill, Duelling Laspistols (or just Duelling Las for folklore in Gunmetal City, where theyre
short) are commonly worn as signs of wealth popularly known as Valentines after a
and status by hive nobles and Rogue Traders. mythical Metallican gunslinger of ages past.
While ostentatious and certainly designed with Each power cell for a Khayer-Addin Duelling
image in mind, a Duelling Las is still nonetheless Las has a base cost of 20 Thrones and is
a very deadly weapon that can generate an considered Scarce on Scintilla and Rare
extremely powerful las blast, and are accurate elsewhere. It cannot be combined with a hotshot
enough to hit a single Throne at distances most or overcharge pack.
comparable pistols would only be able to hit a
man-sized target. Hellpistol
The Belasco Duelling Pistol is a product of A popular sidearm among Inquisitorial agents
the famed Belasco Deathworks on Malfi, and Imperial Guard officers, Hellpistols are
engineered for a much longer effective range probably best known for their use by crack
than most laspistols and featuring an intricate Storm Troopers. Thanks to their heavy-duty
housing that looks impressive when tucked into focusing equipment and discharge cells,
a belt or sash. In spite of its potency, it is capable Hellpistols have a far superior ability to burn
of using standard laspistol power packs, though though well-armoured targets, and can cut down
it drains them entirely with a single shot. It can all matters of foes that would mock an ordinary
be used with an overcharge pack to the laspistols bolts. Hellpistols are somewhat
detriment of the weapons reliability: if loaded bulkier than most sidearms due to their external
with one, it gains the Overheats quality. power supplies, though few would argue the
The Khayer-Addin Forge in Gunmetal City value of their destructive power against the cost
produces another high quality pistol known of the extra mass.
simply as the Khayer-Addin Duelling Las. Its A Hellpistol makes use of a capacitor weighing
range is somewhat inferior compared to the 10kg that is normally slung at the small of the
Malfian design, but its use of a unique (and non- users back, with a cable power feed connecting
sanctioned) charge pack allows it to fire a more it to the pistols grip. This configuration

8
provides the stated Clip size in the above table. once theyve closed into hand-to-hand combat
Larger power packs intended for prolonged with the enemy.
combat operations can be used instead; these Mark IV Command Laspistol: Well made for
increase the Clip size to 150 and weigh 25kg. accuracy and beam cohesion, this type of
Hellpistols can also make use of standard sidearm can rival full-size lasguns for striking
laspistol charge packs though their power- range. The Mark IV is a favourite of Imperial
hungry nature consumes them quickly (its Clip Guard squad leaders, allowing them to engage
size becomes 10). If used with an overcharge foes at the same distance as their soldiers can,
pack, its Clip size becomes 3 and it gains the and its bright and narrow beam can also be used
Overheats quality. to point out targets of opportunity, even
Hellpistols include a hard-wired Targeter, during a pitched battle situation.
granting its user a +10 bonus to Ballistic Skill Palatine Compact Laspistol: A superior
Tests made to attack with it. This built-in device laspistol manufactured by the Takara Fane of
does not count towards the weapons one sight Gunmetal City. The Palatine has equal stopping
limit. power to many other laspistols in spite of being
nearly half the size of a standard military
Laspistol pattern. It is easy to conceal and easier to carry
Laspisols are common and widespread devices all day, making it equally popular with hive
used by Guardsmen and gangers alike thanks to nobles as well as mercenaries and assassins.
their ease of use and simple, reliable design. Given Takaras image as a provider to exclusive
Many laspistol patterns exist within the clients, Palatine pistols with heavily embellished
Imperium, and the most common types, such as and decorated housings are manufactured to
the Galaxy-M used by Cadian sergeants or the order, with some costing upwards of three times
Lucius-pattern favoured by Krieg gunners are so the base models price.
similar that, functionally, they may as well be the The Palatines small size and smooth body
same weapon. There are also more exotic sorts of grants a +10 bonus to Sleight of Hand Tests
laspistols that include various unique features. made to conceal it.
Civitas Pattern: This is a simple utility Steel Burner Heavy Laspistol: The Sollex sect
weapon of extremely ancient design, and can of the Cult Mechanicus produces this handheld
commonly be found as a self-defence pistol lascannon at its headquarters on Haddrak in
carried by hab-workers or serving as a backup the Drusus Marches. Aside from equipping
weapon to gangers wielding powerful if less Sollexs own Tech-Guard and Magos Militants,
reliable autoguns. It is bulkier and less efficient the Sollex Pattern-VII (as it is officially known)
than common military patterns due to its cheap is manufactured for distribution on Fenksworld
manufacture, but even if left in a drawer or stuck as well. The Steel Burner is a favoured pistol
to the bottom of a desk for decades, a Civitas among those with the Thrones to spare, but it is
owner can rest assured that his weapon will especially treasured in the Volg hive where
always shoot. weapons with the ability to defeat well-protected
Fury Assault Pistol: A quick-firing laspistol creatures are always in high demand and short
suitable for use by shock troops and capable of supply. The Belasco Deathworks and the Takara
laying down a barrage of las-bolts. The Furys Fane have all tried to reproduce this weapon in
range is inferior to most laspistols due to its their own forges without success.
rapid discharging cells, but it is an ideal weapon Sollex las weapons can use standard power
to use against large numbers of foes. It is often packs but drain them more quickly than most
paired with a close combat weapon, such as a due to their powerful beams. They can be used
chainsword, and many of its users rarely shoot it with hotshot or overcharge packs, but gain the
Overheats quality as their generators arent

9
designed to safely handle the extra power. Sollex similarly to a las power pack. Because of its
las weapons have Scarce Availability on strange appearance, its user does not appear to
Fenksworld and are Very Rare elsewhere. be armed if searched while carrying it unless the
searcher is familiar with the Venoms design.
Las Gauntlets
These strange weapons use standard power
packs but otherwise have very little in common
with other las weapons used in the Imperium,
and there has been some speculation that they
may even be of xenos origin. Each fits over the
forearm with controls built into a glove and the
user sights down the line of his arm. Las
Gauntlets produce a thin raking beam rather
than the crisp blast of most lasguns which
creates an impressive visual. They are primarily
considered the plaything of nobles and are often
used for hunting game at closer ranges, while
those who employ them for real combat are far
between. There are a select few examples of
assassins who favour style over efficiency using
Las Gauntlets to kill their marks.
Because of their strange architecture, Las
Gauntlets gain the Unstable quality if used with
an overcharge pack and cannot be used with
hotshot packs at all.

Series-S Venom Compact Pistol


This Belasco-made pistol is a highly unusual
pattern and one benefitting the treacherous
reputation of Malfi. The Venom is a highly
compact laspistol designed for covert use. It
takes the shape of a flat disk that is grasped in
the hand, with the short barrel-emitter
projecting between the middle fingers. It is fired
by applying pressure to a hidden trigger, and
must be firmly grasped before it will shoot as a
safety feature. Eminently concealable, the
Venom is an excellent tool for murder and
espionage, making it widely favoured both on
Malfi and beyond, though it is neither as
expensive nor rare as its other local rival, the
infamous Mariette pistol.
The Venom is powered via an internal non-
removable power cell rather than Munitorium-
sanctioned power packs. It cannot be reloaded,
but can be recharged via a standard port

10
Las Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability

Assault Lasgun Basic 50m S/-/5 1d10+3 E 0 120 2 Full Reliable 4.5kg 250 - Average

Hellgun Basic 110m S/3/- 1d10+4 E 7 30 2 Full - 6kg 2,700 - Rare

Hellgun (Dlaku) Basic 100m S/3/5 1d10+3 E 4 40 2 Full - 9kg 500 Lathes Scarce

Lascannon Heavy 300m S/-/- 5d10+10 E 10 5 2 Full - 55kg 5,000 - Very Rare

Lascarbine (generic) Basic 60m S/2/- 1d10+2 E 0 40 Full Reliable 3kg 75 - Common

Death Light Basic 80m S/3/- 1d10+5 E 2 18 Full - 7.2kg 250 Fenksworld Scarce

Locke Basic 60m S/2/- 1d10+4 E 0 40 Full Unreliable 2.5kg 100 - Scarce

Minerva-Aegis Basic 60m S/4/8 1d10+2 E 0 40 Full Reliable 4.1kg 150 - Scarce

Lascutter Heavy 5m S/-/- 2d10+3 E 6 10 2 Full - 8kg 370 - Rare

Lasgun (generic) Basic 100m S/3/- 1d10+3 E 0 60 Full Reliable 4kg 100 - Common

Drusus Prime Basic 100m S/2/- 1d10+3 E 0 50 Full Reliable 7kg 50 - Common

Mark III Basic 100m S/3/- 1d10+3 E 0 60 Full Reliable 4kg 75 - Average

Roth Basic 120m S/2/- 1d10+2 E 0 60 Full Reliable 4kg 175 - Rare

Stormfront Basic 100m S/3/- 1d10+3 E 0 60 Full Reliable 5kg 200 - Very Rare

Laslock Basic 70m S/-/- 1d10+4 E 0 1 Full Unreliable, Unstable 4kg 40 - Plentiful

Long Las Basic 150m S/-/- 1d10+3 E 1 40 Full Accurate, Reliable 4.5kg 100 - Scarce

Multi-Laser Heavy 250m -/-/10 3d10+3 E 4 60 3 Full - - 2,000 - Scarce

Twin Lasgun Basic 100m S/2/- 1d10+4 E 0 18 Full Tearing, Unreliable 7kg 220 - Rare

Not including power pack


Merovech Assault Lasgun flexibility. In melee, the Assault Lasgun is
Class: Basic (Las) considered a mono-edged spear.
An unusual lasgun intended for use by
Imperial Navy boarding teams and equally Hellgun
popular among pirates and other scummers who Class: Basic (Las)
deal in up-close work, this sturdy weapon Hellguns are the favoured weapons of the
includes two separate receptacles for charge Imperial Guards crack Storm Troopers, and are
packs. When one is depleted, the user can switch also frequently used by their Inquisitorial
over to the other as a Free Action, effectively counterparts as well. With heavy-duty focusing
granting an immediate reloading. This has equipment and discharge cells, a hellgun is
obvious utility in a situation where having to capable of burning through a heavily armoured
stop and fumble for a fresh charge pack can have enemy with ease.
lethal consequences. It also features an integral A Hellgun makes use of a capacitor weighing
bayonet for close quarters encounters. The 10kg that is normally slung at the small of the
Assault Lasguns range is inferior to that of most users back, with a cable power feed connecting
others since the second charge pack takes up it to the guns charge port. This configuration
valuable stock space and the barrel had to be provides the stated Clip size in the above table.
shortened to keep its overall profile similar. Larger power packs intended for prolonged
This weapon can also be fitted with any combat operations can be used instead; these
combination of standard, overcharge, and increase the Clip size to 120 and weigh 25kg.
hotshot packs, allowing a skilled trooper a lot of Hellguns can also make use of standard lasgun
charge packs though their power-hungry nature

11
consumes them quickly (its Clip size becomes 8). always deployed as part of a two- or three-man
If used with an overcharge pack, its Clip size team and rarely moved during an ongoing battle.
becomes 3 and it gains the Overheats quality. A man-portable lascannon can be dismantled
Hellguns include a Targeter that is hard-wired into the lascannon (25kg), power pack (15kg),
into the weapon, granting its user a +10 bonus to and tripod (10kg), allowing two or three
Ballistic Skill Tests made to attack with it. This characters to move it around without becoming
built-in device does not count towards the one drastically encumbered. Setting up or taking
sight limit. down a lascannon takes at least one minute.

Dlaku Crusade Hellgun Lascarbine


Class: Basic (Las) Class: Basic (Las)
This ancient pattern of Hellgun is closely Lascarbines are shortened and lightened
associated with the Adeptus Mechanicus Skitarii versions of the more typical lasgun, intended for
Secutors, and was once used by those cohorts use at close quarters by assault troops or as a
during the Angevin Crusade to conquer the more effective weapon than a pistol by vehicle
Calixis Sector. Out of reverence for that history, and artillery crews. Like lasguns, lascarbines
this antique Hellgun pattern is still commonly exist in a massive number of makes and patterns
used by the Secutors of the present, and is and are manufactured throughout the
manufactured in the Mechanicus famed Lathe Imperium, with most being similar enough to be
Worlds. The Dlaku-pattern differs markedly virtually interchangeable. Some more unique
from newer Hellguns, favouring rapid-fire over lascarbines are listed here. All lascarbines are
beam intensity and lacking the built-in Targeter compact enough that they impart a -10 rather
that is a hallmark of the weapons manufactured than -20 penalty to Ballistic Skill Tests if wielded
by Voss and Lucius. It is powered by an external with one hand, and can also be fired in melee as
capacitor (weight 10kg) typically attached to the if they were pistols.
Secutors back, though it can make use of both Death Light Lasgun: Made to the
standard lasgun charge and overcharge packs requirements of Fenksworlds Magnagorsk
(Clip size becomes 12 or 6, respectively) or guild, the Death Light is another Sollex sect
newer backpack units (weight 25kg, Clip size product that produces fearsomely powerful las-
becomes 150). bolts compared to similar weapons of its size.
The Dlaku Crusade Hellgun has an Officially known as the Sollex Pattern-IX, this
Availability of Scarce in the Lathe system and compact weapon includes a folding stock and is
Very Rare on other Forge Worlds, and is commonly used by low-ranking Tech-Guard
typically not encountered anywhere else. soldiers. It can burn through the thick insulation
suits worn by many in the Magnagorsk hive, and
Man-Portable Lascannon is sought after among those seeking a reliable
Class: Heavy (Las) and potent weapon who dont might the
Most commonly encountered on Imperial excessive weight of a gun designed for use by
armoured vehicles, lascannons are devastatingly augmented Skitarii troops.
powerful weapons capable of accurately Sollex las weapons can use standard power
punching through heavy armour at long range. packs but drain them more quickly than most
By stripping down a vehicular lascannon of due to their powerful beams. They can be used
extraneous hardware, a man-portable version with hotshot or overcharge packs, but gain the
can be created for use by heavy weapons teams Overheats quality as their generators arent
or in fixed defensive positions. Lascannons designed to safely handle the extra power. Sollex
require separate power packs which cannot be las weapons have Scarce Availability on
recharged once depleted, so they are virtually Fenksworld and are Very Rare elsewhere.

12
Locke Pattern: This lascarbine looks similar which the Mechanicus has seen fit to title to the
to a Galaxy-pattern used by Cadian shock troops Takara Fane of Gunmetal City; in small measure,
but with a significantly enlarged housing around it is a mass-produced archeotech weapon, and a
the charge port and a heavier barrel. The Lockes sign of discerning judgment and ample funds
discharge capacitors are grossly oversized, and it among those who wield them. Its complex
fires a wide beam with significantly more punch design requires the use of much higher quality
than common lascarbine models. However, its raw materials than most lasguns which leads to
machine spirit has not taken well to this the Minerva-Aegis expensive cost and its status
modification, resulting in frequent jams and as the sign of a successful mercenary.
misfires. In spite of this, there are many shooters
in the Calixis Sector who believe the increased Mezoa-Pattern Lascutter
firepower merits the risk that their weapon will Class: Heavy (Las)
fail at an untimely moment. Lascutters emit a dagger-shaped blast of
Locke pattern lascarbines can be used with extremely high energy and are most commonly
overcharge or hotshot packs but can become used to cut through bulkheads and thick, heavy
dangerously unstable and gains the Overheats structure walls. Most lascutters are too large to
rule. If the weapon overheats, roll 1d10. On a 9 be used except on wheeled carriages or
or 10, the Lockes housing violently explodes, construction servitors: the Mezoa-pattern
ruining the weapon and inflicting damage as a mentioned here is one of the few that is small
Frag Grenade (including the Blast size). and light enough to be man-portable. Lascutters
Minerva-Aegis: Popular with the more are markedly inferior to plasma or melta
notable mercenary companies and private guild versions of the same tool, but are also much
armsmen, the Minerva-Aegis is a very easier and less dangerous to operate, and can be
sophisticated lascarbine that features a high used by anyone familiar with las weaponry.
cycle-charge chamber that can let off a rapid Mezoa-pattern lascutters are commonly used by
pulse of las-bolts. This advanced feature is a combat engineers to carve through barricades or
product of research on the Aegis Data Fragment bypass enemy ambushes in built-up areas.

13
A lascutter can be used to cut through walls Mars-Pattern Mark III Lasgun: Made in
and other large objects up to 5 cm thick at rate of large numbers on the forges of Malfi and
25 cm per round. This consumes one shot from Scintilla, this particular pattern of lasgun has
the lascutters clip. The Mezoa-pattern lascutter been in use since M36 and was chosen as the
is powered by two standard lasgun charge packs, standard model for most Imperial Guard
which are drained equally with each use and regiments raised in the Calixis Sector. It is
must both be replaced when reloading. It cannot mentioned by name in the Imperial
be used with overcharge or hotshot packs. Infantrymans Uplifting Primer as the
Guardsmans Friend and is combination of
Lasgun easy to use sights and ergonomic grips make it
Class: Basic (Las) one of the more popular lasguns employed by
Nothing is more synonymous with the the Imperial Guard.
Imperial Guard and other ground troops than Roth Lightning Lasgun: An unusual pattern
the lasgun. Ubiquitous and widespread, lasguns of lasgun, the Roth is fairly unremarkable at first
are reliable, sturdy, and exist in a myriad of glance until one recognises that its power packs
different patterns and makes, most of which are are loaded into a port under the stock, rather
similar enough to be considered the same than the centre housing. By moving back the
weapon. These common lasguns can be innards of the gun, the Roth can use a longer
equipped with different sorts of charge packs, barrel while maintaining the standard lasgun
and all include the appropriate hardware to profile. This pattern is favoured by
attach a one-handed melee weapon as a bayonet. sharpshooters who operate in situations where
Because of their extremely high production the more accurate but unwieldy long las can
figures, lasguns are used by cultists, gangers, and impair movement.
other foes of the Imperium almost as often as its Stormfront Lasgun: This is a local variant
loyal defenders. Some more exotic patterns of of the very widespread Kantrael and is only
lasguns are listed here. encountered in any large numbers in the Calixis
Drusus Prime Pattern: This simple lasgun Sector. A polished wood stock and brass
was made in large numbers to equip the growing hardware create a more classic look than the
forces of Saint Drusus followers during the blockish greens and camouflaged polysteel of
Angevin Crusade, and can still be found in the other lasguns, and its suitability for use in close
armouries of various PDFs in the Calixis Sector, combat with a folding bayonet makes it popular
and some dusty (though still wholly functional) with Guard regiments that favour assaults, such
examples hang on the walls of descendants of as the Brontian Longknives. If used as a melee
warriors from that time. While official weapon, treat the Stormfront as a mono-edge
production of the Drusus Prime ended centuries spear with the Balanced quality.
ago, many of those extremely robust weapons
can still be found in use, and clones are Laslock
manufactured in smaller forges throughout the Class: Basic (Las)
sector. According to collectors, authentic Sometimes known as blaze guns or las-
Crusade-era lasguns can be identified by the muskets, these are extremely primitive and
more detailed stamping of Saint Drusus likeness rudimentary lasguns that are often scratch built
on the housing, which is crude or absent entirely by scav-workshops and insurgent armourers;
on reproductions. In all cases, these bulky and they are not manufactured commercially or used
blocky weapons are very robust, and can easily by any official Imperial authorities. Laslocks are
be used as a bludgeoning melee weapon (treat variously assembled from industrial components
this function as a staff). or ruined lasguns that have been shoddily
reconstructed, and are powered by clunky

14
battery units and temperamental power walkers where they can feed from the vehicles
capacitors. Their reliability is far lower than power systems and support attached soldiers.
common lasguns, both in terms of shots fired as Because of their power requirements and the
well as the power of the beam itself, and a laslock inability of portable supports to adequately
is just as likely to produce a very large and stabilize them, multi-lasers are never deployed as
powerful blast as it is a fizzle of sparks. infantry-portable weapons.
Laslocks cannot be used with any normal
power packs. Their battery units can be Twin Lasgun
scavenged from all sorts of hardware, with a base Class: Basic (Las)
cost of 2 Thrones and an Availability of Plentiful Also known as a Lasburst Gun, twin-barrelled
on Hive and Forge Worlds and Abundant on lasguns of this type were once popular as far
most others. back as the Age of Apostasy due to their heavy
firepower. With both barrels firing a single
Long Las intense beam, a Lasburst can inflict savage
Class: Basic (Las) oblong wounds on those hit by it. However, they
The long las is a snipers lasgun, heavily have always been finicky and temperamental
optimized for accuracy and beam cohesion over weapons, and with the Imperial Guards
long range. Because of their substantial barrels emphasis on guns with high reliability since then
and adjustable stocks, a long las is difficult to this sort of weapon was doomed to obscurity. No
manoeuvre in tight spots or in close combat, major forges have produced twin lasguns for
though this is a minor concern to most common millennia, but many of the old models are still in
military users. Most long las are fitted with a use by mercenaries and hunters, and a few lesser
large tubular noise dampener at the muzzle munitions factories are known to produce
which significantly reduces the volume of the replicas for those who dont mind their tendency
gun firing. However, the bright laser beam can to chew up charge packs.
give away the firers position, something that If a twin lasgun jams, there is a 50% chance
expert marksmen believe is an unacceptable risk. that its charge pack is ruined.
All common long las patterns are considered
to have a silencer installed, and usually include a
telescopic sight which can be replaced with other
POWER PACK BOMBS
Guardsmen who are in the know have been
sights with an Easy (+30) Trade (Armourer)
able to improvise their lasguns into bombs by
Test or an Ordinary (+10) Tech-Use or Trade
cutting out certain safety features and setting the
(Technomat) Test.
charge packs to build up a runaway energy
reaction. Such a manoeuvre would only be
Multi-Laser
sanctioned during an emergency, such as to
Class: Heavy (Las)
cover a withdrawal or prevent weapons from
Multi-lasers are variously described as fast-
becoming captured by the enemy. Any basic or
firing lascannons or giant hellguns, and are
pistol-class las weapon with a charge pack that is
highly effective weapons against enemy infantry
at least half full can be made to explode like a
and lightly armoured vehicles. A multi-laser fires
Frag Grenade with a Difficult (-10) Tech-Use
in long bursts of powerful concentrated las-bolts
Test. The gun explodes 1d5+1 Rounds later.
that pale into comparison to a full-size
lascannon but can still punch through common
infantry armour with ease. This makes them
excellent suppression weapons, and as a result
they are most frequently employed on Chimera
armoured personnel carriers and Sentinel

15
SOLID PROJECTILE
WEAPONS
Commonly known as slug-throwers, solid
projectile weapons are extremely common
throughout the Imperium and are popular
Imperial servants and citizens as well as
renegades and recidivists alike. While a distant
second to las weapons in the ranks of the
Imperial Guard, members of the Inquisition and
Adeptus Arbites often use solid projectile
weapons, and gangers are especially pronounced
about their love for slug-throwers: ease of
manufacture, versatility in combat, bewildering
array and varieties, and, of course, the satisfying
sound they make when rattling off bullets at a
foe. Slug-throwers can offer a weapon for all
occasions. Where theres a will, theres a gun.
Handheld solid projectile weapons tend to be
broken down into two major categories:
autoguns and stubbers.
Autoguns are synonymous with the
Imperiums forges and munitoriums, with the
first patterns coming into being during the Great
Crusade and propagating throughout the galaxy
since. Today there are likely as many styles of
autoguns as there are stars, and they come in all
shapes and sizes, from simple autopistols that
can be strapped to the side of a gangers boot to
massive vehicular autocannons that can punch
through any personal armour and violently
explode its wearer, and even the great
macrocannons of Imperial Navy battleships fall
into this style of weapon. Most autoguns use
square caseless rounds that are just as ubiquitous
as the guns themselves, and it isnt unheard of worlds isnt unknown. Stubbers have by and
for bullets to be used as currency on some large been replaced by autoguns in the millennia
particularly brutal worlds and among underhive since the formation of the Imperium, but some
scummers. styles have persevered in spite of their antiquity,
Stubbers are far older, and go back as far as and the occasional stubber design of a totally
known history reaches. Compared to autoguns, new vintage has rolled off more than a few major
stubbers use metal-cased ammunition, spraying forges in the last millennia.
hot spent cartridges into the air when fired. On To use the various classes of solid projectile
the whole they are significantly simpler than weapons you must have the Pistol Training (SP),
autoguns, and finding indigenous stubber Basic Weapon Training (SP) or Heavy Weapon
patterns on more highly-developed feudal Training (SP) talents.

16
Solid Projectile Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability

Autopistol (generic) Pistol 30m S/-/6 1d10+2 I 0 18 Full - 2.5kg 75 - Common

Disposable Pistol Pistol 30m S/2/- 1d10+2 I 0 8 2 Full Inaccurate, Unreliable 2kg 15 - Ubiquitous

Encarmine Pistol 20m S/3/8 1d10 I 0 24 Full - 2kg 90 - Average

Hecutor Pistol 30m S/3/6 1d10+3 I 0 15 Full Reliable 2kg 175 - Average

Naval Pistol Pistol 20m S/3/- 1d10+4 I 0 6 Full Tearing 3kg 120 - Scarce

Orthlack Mark IV Pistol 20m S/-/6 1d10+4 I 0 12 Full - 2.5kg 75 - Scarce

Puritan-14 Pistol 20m S/3/6 1d10+2 I 0 15 Full - 1.7kg 100 - Scarce

As shotgun Pistol 15m S/-/- 1d10+4 I 0 1 Full Scatter

Salvation Pistol 10m S/3/- 1d10 I 0 7 - - 0.7kg 80 - Common

Talon Mark III Pistol 30m S/2/6 1d10+2 I 0 18 Full - 2.3kg 70 - Common
Primitive, Reliable,
Flametongue Pistol 20m S/-/- 1d10+6 I 0 2 2 Full 2kg 140 - Rare
Tearing
Hand Cannon (generic) Pistol 35m S/-/- 1d10+4 I 2 5 2 Full - 3kg 65 - Average

.54 Tranter Pistol 30m S/2/- 1d10+5 I 2 7 Full Unreliable 3.5kg 95 - Common

Carnodon Pistol 35m S/3/- 1d10+4 I 2 6 Full Accurate 2.5kg 200 - Scarce

Fate Bringer Pistol 40m S/-/- 1d10+3 I 2 5 2 Full Accurate, Reliable 1.6kg 200 - Rare

Stormchild Pistol 35m S/-/- 1d10+4 I 2 5 2 Full - 3kg 65 - Average


Inaccurate, Scatter,
Hack Shotgun Pistol 10m S/-/- 1d10+4 I 0 1 2 Full 3kg 60 - Common
Tearing
Mariette Pistol 20m S/2/- 2d5+3 I 0 1 2 Full Tearing 0.5k 400 - Rare

Mercy Killer Pistol 20m S/-/- 1d10+2 I 0 1 2 Full Inaccurate, Unreliable 1kg 10 - Plentiful
5
Panoptic Pistol 35m S/2/- 1d10+3 I 0 2 Full Reliable 2kg 225 - Rare
(x2)
Ripper Clip Pistol 20m -/-/6 1d10+2 I 0 12 Full Inaccurate, Unreliable 3kg 40 Volg Common

Ripper Pistol Pistol 30m S/2/- 1d10+1 I 7 8 Full Tearing, Toxic 4kg 2,000 - Extremely Rare

Shotgun Pistol Pistol 10m S/-/- 1d10+4 I 0 1 Full Reliable, Scatter 1kg 60 - Average

Stub Automatic (generic) Pistol 30m S/3/- 1d10+3 I 0 9 Full - 1.5kg 50 - Plentiful

Armsman-10 Pistol 35m S/3/- 1d10+3 I 0 13 Full - 1.5kg 75 - Plentiful

Dorcas Pattern Pistol 30m S/3/- 1d10+3 I 0 9 Half - 1.5kg 125 - Rare

Phobos Stubber Pistol 30m S/3/- 1d10+3 I 0 9 Full - 1.3kg 50 - Plentiful

Stub Revolver (generic) Pistol 30m S/-/- 1d10+3 I 0 6 2 Full Reliable 1kg 40 - Plentiful

Scalptaker Pistol 35m S/-/- 1d10+3 I 0 6 2 Full Reliable 2kg 40 - Plentiful

Autopistol quite a bit of firepower in a relatively small


Small but effective, autopistols are the package that can be stuffed into a pocket and
preferred backup weapon of many military types carried all day, while more than a few of those
who need a compact but rapid-firing gun for scummers have met their end from another
situations where their main long-arm is autopistol wielded by an Arbitrator opposite his
unsuitable. They are also the sidearm of choice suppression shield. Numerous autopistol
for many gangers and outlaws as they conceal patterns throughout the Imperium are similar
enough to fall into this weapons entry, while the

17
fanes and forges in the Calixis Sector produce combat. They are considered part of a ships
some more exotic variants as listed below. arsenal rather than an issued weapon, and the
Disposable Pistol: Stripped down to the bare name of the vessel to which they were attached is
minimum of functioning parts, autopistols of stamped into the pistols housing. Naval pistols
this type can be commonly found in shipboard from famous warships are thus particularly
and flyer survival kits, and exist in a multitude of sought after by collectors, though this has
shapes and sizes in just about every corner of dubious legality and weapons of this type are not
Imperial space. Because they are poorly made offered for sale by any forges that manufacture
and prone to misfiring, with a clip that is them. Naval pistols are designed to make use of
intentionally hard to remove as a precaution specialty fragmenting ammunition which can rip
against it coming loose, most accomplished through the bodies of mutinying ratings without
pistol fighters consider these weapons easier to causing major damage to a ships hardware and
throw away than to reload. Even the most systems. In a pinch, they can also be used with
destitute of the Imperiums citizens can typically other types of autopistol ammunition (but lose
afford to stuff one of these weapons into their the Tearing quality in doing so).
belts, while there are assassins who have been Naval pistol ammunition has a base cost of 30
known to use such pistols simply because they Thrones on the black market and are Rare items.
can be effortlessly discarded after completing a Orthlack Mark IV Thollos: This large-calibre
contract. Disposable pistols cannot be equipped autopistol has a strong following among junior
with any special ammunition. officers of many Calixian Guard regiments as
Sulymann Encarmine Service Pistol: This is well as Planetary Defence Forces who favour its
a fairly advanced autopistol that crams a large superior stopping power when compared to
number of bullets into its small frame. This regulation sidearms. As an Orthlack weapon it is
combination of small size and high capacity also considered to have the tacit approval of
makes it a common sidearm by second liners Lord Sector Hax, and it has become a tradition
such as plainclothes enforcers, hauler rig crews, among old military families for sons and
and construction foremen. It also enjoys daughters to receive a commemoratively
widespread popularity as a self-defence weapon inscribed and personalized Thollos to mark their
for hab-workers who dont trust shaky, panicked first commission.
hands to reloading a fresh clip (or taking steady Hax-Orthlack Puritan-14 Double Pistol:
aim for that matter). Squat and ugly, the Puritan-14 is a pure combat
Hecutor 9/5 Combat Autopistol: Often pistol meant to impress with killing power rather
regarded on Scintilla as the prince among than looks. The area ahead of the pistols grip is
pistols, this exceptionally well-made autopistol occupied by a muzzle-loading shotgun chamber,
is one of Hax-Orthlacks most famous products, giving the weapon a very boxy and, according to
and for centuries Hecutors have flown off the gangers, business-like look. This pistol is
forges of Gunmetal City into waiting holsters as produced explicitly for Lord Haxs Magistratum
fast as the workers can make them. It is a firm enforcers, and is the standard sidearm of the
favourite among Metallican gunslingers and elite Crimson Sashes unit. Many have also
Malfian bloodsworn alike, showing that even the turned up in the hands of Adeptus Arbites
feuding parties of the Scintilla-Malfi dispute can troopers who share the Magistratums approval
put aside their differences if only to agree on the of brutally efficient weapons, and there are more
superiority of the Hecutors design. than a few on the black market as well. The
Naval Pistol: Heavy-duty autopistols that Puritan-14 can fire its autopistol or shotgun
have long been associated with the Imperial barrel at the firers discretion but cannot shoot
Navy, naval pistols are solid and rugged, easily both in the same round. Firing the shotgun
being capable of being used as a club in melee imposes a -10 penalty to the users Ballistic Skill

18
unless the weapon is held in two hands, owing to available parts, and Talon shooters have been
its fierce recoil. known to replace broken components with those
Sulymann Salvation Holdout Pistol: The borrowed from machines or hab equipment with
Salvation is an extremely compact pistol no no loss of function. This pistol enjoys
larger than a thick deck of cards and intended widespread appeal among gangers and enforcers
for use by merchants, adepts, and common alike and many street battles in Gunmetal City
citizens who are untrained in weapons. It is and Hive Sibellus lower levels have been fought
entirely self-contained and easy to use with no with both parties using the Talon III.
extraneous levers or knobs, but is also ill-suited This pistol can be used with common military
for anything but emergency self-defence use autogun clips, increasing its Clip size to 30 at the
since it must be partially dismantled to reload its expense of making it harder to manoeuvre. The
internal ammunition supply. added bulk imposes a -10 penalty to Ballistic
The Salvations small size grants a +10 bonus Skill Tests made to attack with it unless the
to Sleight of Hand Tests made to conceal it, and shooter uses two hands to hold it.
the firer suffers no penalties for shooting it
without the appropriate Talent. Flametongue Howdah Pistol
Sulymann Talon III Autopistol: The Talon is The Fykos Forge of Gunmetal City is a
a fully-automatic, medium-calibre pistol that prestigious clan of master gunsmiths who
offers a good combination of firepower and clip specialise in elaborate and finely made hunting
capacity in a package that is modestly easier to weapons, and the Flametongue pistol is no
wield than more common autopistol types. It is different. This simple and reliable weapon
easily maintained and uses a lot of commonly resembles a master-crafted hack shotgun that is

19
chambered to fire huge, custom-made soft alloy Deathworks also produce this pistol, and while
rounds that break apart on impact to cause having a higher quality of fit and finish, their
horrific wounds. Intended as a last line of version is somehow just as prone to jamming as
defence should a hunter be ambushed by a the underhive knock-offs.
dangerous thin-skinned predator, there is an Because of its monstrous size and recoil, even
expression among professional game hunters among hand cannons, the .54 Tranter is
that anything that cant be put down with both considered a Basic weapon unless the shooter as
shots from a Flametongue is probably something at least a Strength Bonus of 4.
that shouldnt be hunted in the first place. Westingkrup Carnodon Precision Pistol:
Flametongue rounds have a base cost of 10 No mere blunt tool, the Carnodon is finely made
Thrones each and are Rare. and well-balanced, with some claiming it fits in
the hand better than many lighter autopistols.
Hand Cannon This stub automatic is intentionally designed to
Hand Cannon is a common expression to resemble a bolt pistol, bulky yet elegant, and is
refer to very large stub automatics or revolvers an accurate and powerful weapon when placed
that are intended to fire heavy-calibre shots. in skilled hands. Carnodon pistols fetch a high
Pistols of this type are not combat weapons by price in arms markets, so wearing one is a sign of
design most are intended for use in hunting status among underhive gangs in Scintillas Hive
dangerous creatures, but their large and high Sibellus, while more than a few troopers of the
velocity projectiles can be used to fell men just as Adeptus Arbites have spent their own wages to
easily as beasts. Most only hold a few thumb- pick up a Carnodon of their own thanks to its
sized bullets within them, and shooters who many positive qualities (not the least of which
intend to take hand cannons to a gun battle are being the intimidation factor of blowing a
well advised to aim carefully. Because of fierce gangers head clean off). A few have also been
recoil, hand cannons must be fired with two picked up by Acolytes of the Calixian Conclave
hands or else suffer a -10 penalty to the shooters and enforcers of Calixis great houses.
Ballistic Skill Tests made to attack with them. Khayer-Addin Fate Bringer Revolver: A
Revolver-type hand cannons can be unjammed perfectly balanced and sleek pistol, this very
as a Half Action rather than a Full Action. large stub revolver looks smaller than it actually
.54 Tranter: This is a giant stub automatic is thanks to its attractive shape. Well-made
with an operating system more commonly found revolvers of this type are commonly used to
on full size autoguns. Because they use a settle affairs of honour among hive nobles as
removable clip rather than an internal cylinder, they have the requisite combination of
the Tranter can be reloaded more quickly than showmanship and killing power necessary to win
most hand cannons, making it at least somewhat a duel in one shot. They also make fine hunting
suitable for use in a battle. Pistols of this type are weapons and target pistols, and a few assassins
sometimes referred to as a poor mans bolter have been known to make use of a Fate Bringer
due to their great takedown power. However, the as a means to execute a target at range (or one
weapons operating parts are notoriously finicky who is fleeing) when a larger sniper rifle
and it is prone to jamming, a trait rarely found would be impractical.
among stubbers. That said, the pistols Stormchild Hand Cannon: The Stormchild is
intimidating size and shape as well as the racket a venerable and proven design taking the form of
it makes when shooting means its still quite a massive hinged-frame stub revolver. While
popular in spite of its lack of reliability, and totally lacking in subtlety with a wide barrel,
underhive workshops and heretek tinkerers thick frame, and massive report, the Stormchild
produce this pattern of hand cannon on every offers a lot of firepower in a very affordable
major hive and forge world. The Belasco package. For less than the price of most

20
autopistols, a shooter can put a big enough slug popular with nobles and VIPs and those who
in the air that can knock a man out of light would try to kill them alike, a truly Malfian
armour or damage grav-cars and other civilian weapon if there ever was one.
vehicles. Stormchilds are manufactured by most When disassembled and hidden a Mariette is
forges in the Calixis Sector and are commonly almost impossible to find (-30 penalty on Search
used by naval boarding parties, Administratum Tests), and the parts dont show up on scanners
inspectors, and as a self-defence weapon by more or auspexes as weapons. Mariette barrel-
paranoid civilians. Its size and weight allow it to cylinders are themselves Rare items with a base
be used as a club in melee combat, and most price of 100 Thrones each, cannot be configured
feature a wide pommel for just this purpose. with any special ammunition, and are not
individually reloadable.
Hack Shotgun
Known by a wide variety of nicknames on Volg Mercy Killer
different worlds and systems, this is a So named because its a mercy if it kills what
conventional twin-barrelled shotgun cut down youre aiming at, this weapon is typical of any
to the smallest possible size, fitted with a pistol number of crude, scratch-built pistols used by
grip and rigged to fire both barrels at once. the desperate and the oppressed across the
Although very short-ranged and anything but a realms of mankind. Fashioned from whatever
precision weapon, a hack shotgun can obliterate materials are on hand, these single-shot stub
an unarmoured target with a salutary effect on pistols are far from accurate and can be as
nearby bystanders. Hack shotguns make a nasty dangerous to the shooter as whats being shot at.
surprise to pull out of a boot holster or a grav- In the Volg hive, the provision of Mercy Killers
cars glove compartment, but they are by no has gone far and above enterprising criminals
means a suitable weapon for heavy combat, as home-brewing up guns: the higher powers on
many a ganger has found out while being Fenksworld see to it that Mercy Killers are
gunned down by carapace-wearing enforcers. manufactured en masse to subsidize the non-
A hack shotgun fires both barrels at once, stop violence there. Indeed, a Mercy Killer and a
consuming two shotgun shells with each firing. handful of bullets cost less in Volg than a
It can also fire one shell at a time at reduced trencher of parboiled murk fungus with an
damage (change Damage to 1d10+4 and lose the obligatory demi-litre of recyk water to wash it
Tearing quality). down with.
Mercy Killers cost 2 Thrones on Volg and
Mariette Cylinder Pistol similar hives. If a Mercy Killer suffers a Jam
Named for the Malfian noble house said to result, roll 1d10. If the result is a 9 the pistol
have originated the design, the Mariette is an explodes, inflicting its Damage on its firer and
extremely concealable stubber crafted from destroying the gun.
polyflex and ceramics with no metallic or
powered components. Its four chamber-barrels Panoptic 0-5 Automata Pistol
are self-contained and the whole pistol is More art than weapon, Automata Pistols are
designed to break down into a handful of small more likely to be found in a private collection
parts that can be concealed inside some than a gangers holster giving their unique
innocuous object, such as a data-slate, or hidden creation. These pistols are tied to the Myrmidon
around the wearers body. Disassembled, the Warsmiths of the Adeptus Mechanicus, taking
Mariette is almost totally imperceptible as a their name from the Panopticon Orbital
weapon, making it a top choice for those who fortress/manufactorum which serves as one of
want a gun on themselves in situations where it the Mechanicus headquarters in the Calixis
would ordinarily be forbidden; this makes it Sector. Would-be tech-priest armourers under

21
tutelage are given complex and randomly being fitted with a Fire Selector upgrade. They
incomplete patterns for this weapon, and can use any special ammunition regardless of
through skill and divination must produce a whether it was designed for use by autoguns or
complete pistol to the satisfaction of their stubbers, and count as a Best quality weapon
master. Once completed, this examination pistol when wielded by the tech-priest that crafted it.
is vaporised on a plasma-fired altar to the
Machine God and the aspirant is granted the Volg Ripper Clip Pistol
equivalent of a journeymans title. It is quite Known locally as the zip gun or chopper,
common for tech-priests who have studied at the this bulky pistol is purposely designed to be as
Panopticon, even high-ranking Magi, to cheap as possible to manufacture and maintain.
continue to make Panoptic pistols in this The Ripper Clip is made from industrial spares
ritualistic way as a form of meditation or while and crude pressed metal parts, and might pass
contemplating a difficult task. Sometimes these for a construction tool such as a nailer or riveter
reproduction pistols are retained as a personal at first glance. The riveter appearance is further
armament, given as a gift to a favoured servant, compounded by the sheet metal strip, holding a
or offered for sale to interested buyers. line of stubber bullets, which is forcibly
These intricate automata-guns feature two wrenched through the pistol as it fires, clattering
separate ammunition cylinders and count as to the ground along with the hot bullet casings
when the weapon is expended. Despite the guns
many shortcomings, theres no shortage of
buyers in Volg, as it is a place where any extra
firepower can keep your corpse from the meat-
sumps for a while longer.
Ripper Clips have Common Availability in
Volg and are Scarce elsewhere.

Belasco Ripper Pistol


This highly rare pistol is intended for those
who often set foot on Death Worlds whether for
adventure, sport, or some other line of work, and
need a compact weapon that can fell mighty
beasts and other terrible creatures that lurk
within the jungle or under the sands. Though at
first glance looking like a common if over-built
autopistol, a Ripper Pistol is a precision weapon
built to fire massive armour-piercing stub
rounds that fragment after penetrating the
targets body. After shredding through flesh and
bone, the fragments release a potent neurotoxin
into the victim creatures bloodstream to ensure
that if the grievous wound didnt do the job, its
nervous system dissolving will. Ripper Pistols are
often the final word in terminal close
encounters, and there are more than a few famed
explorers and hunters who are alive today thanks
to the (large) investment made in one of these
weapons. While a Ripper Pistol would certainly

22
be just as effective against men as beasts, such the Calixis Sector. The design is copied from the
use would be excessive in every sense of the traditional Scorpio-pattern naval pistol popular
word, and even using a bolt pistol would be a far throughout Segmentum Obscurus, and Hax-
more economical option. Orthlack has been mass producing this stubber
Ripper Pistols use specialty ammunition that for almost as long as its forges on Scintilla have
is considered Very Rare with a base cost of 100 been operating. The Armsman-10 has been
Thrones each. A true experts weapon, Ripper contracted to Lord Haxs Magistratum cadres as
Pistols cannot be used with any other type of their standard sidearm since that organizations
ammunition. inception, though it can be found on many other
worlds in the employ of a variety of owners.
Shotgun Pistol Armsman pistols are machine-stamped with the
A Shotgun Pistol is a compact weapon holding insignia of the contracting organization at the
a single shotgun shell and using a tip-up barrel time of manufacture, and the more rare
to facilitate reloading. Simple and reliable, examples lacking this sigil or cipher are
shotgun pistols have a variety of applications in considered unlucky by the more superstitious
close-range destruction, but are perhaps best shooters. Perhaps due to its association with the
known in naval circles where they are often heavies of various establishments, the Armsman
carried by petty officers and bosuns to is encountered much less frequently in the hands
discourage mutiny among press-ganged crews. of underhive gangs and other scummers.
Shotgun pistols are known as Persuaders Dorcas Pattern Trophy Automatic: Once
among ratings and anyone else with a nautical manufactured on Cantus in the Markayn
background, and may be referred to by any Marches, this pistol became widely associated
number of more colourful titles (Foehammer, with the Insurrection there in 440.M41. Many
Castigator, Justicar, and so forth) by Dorcas pistols were taken from the battlefield as
terrestrial users. trophies by victorious Guard regiments, and
Because of its strong recoil, a shotgun pistol after the Insurrection was concluded the pistol
imposes a -10 penalty to the firers Ballistic Skill became something of an award in and of itself.
unless wielded with two hands. Tradition has since resulted in replica Dorcas
Patterns being issued as commendations to
Stub Automatic soldiers and junior officers among many Guard
units (including some that did not participate in
Mechanically simple and robust, stub
the Cantus Insurrection at all), while relics from
automatics are one of the more prevalent types
the war itself are highly valued by collectors.
of slug-throwing pistols around. They typically
Functionally the Dorcas is a fairly unremarkable
take the form of slide-action handguns with a
stubber except for its angled and funnel-like
clip inserted into the pistols grip and eject spent
loading port which allows fresh clips to be
bullet casings to the shooters right side.
rammed home quickly with ease.
Stubbers like this are older than the Imperium
Phobos Stubber: The Phobos is one of the
itself, and while there are still many forges that
most widespread single patterns of stub
produce modern patterns of this tried-and-true
automatic and can be found in almost every
weapon, its likely that theres still plenty truly
corner of the Imperium. It is cheap to
ancient pistols in use, possibly without the
manufacture and a functional, if unimpressive,
knowledge of their current owners. Some more
design that is unique among stubbers in that its
unique stub automatics are listed here.
specific pattern has demonstrably been in
Hax-Orthlack Armsman-10 Service Pistol:
production since prehistory. Its long association
This bulky and intimidating high-capacity
with Terra has resulted in it being an
stubber is a common sidearm for enforcers,
exceptionally common sidearm among
household troops and mercenaries throughout

23
Administratum adepts who refer to it as the forges turn out many of these pistols every day,
Sigma-9 after the opening code-line of the the average ganger seeks to carry almost
relevant requisition form needed to obtain one. anything else. This scorn is entirely unfounded;
The Fane of Doru in Gunmetal City and the those who live fast and die young in the
Belasco Deathworks on Malfi (where it is known underhive view its ubiquity as a hab-proles
as a rake in local parlance) notably produce gun and cannot see past that to any of its finer
this pattern and export it throughout the sector. features. Scalptakers are the most common
individual pattern of stub revolver in the Calixis
Stub Revolver Sector, and almost any accomplished shooter has
Stub revolvers are among the most basic and handled one at least once, with some still
simplistic slug throwers still in use in the swearing by its humble efficiency in the face of
Imperium today. Weapons of this type were countless more expensive and superior makes.
likely among the first firearms ever made by The Scalptakers swing-out cylinder is
humans, and Administratum scholars studying somewhat uncommon among stub revolvers and
late feudal worlds have noted the extreme gives shooters the ability to load single rounds at
similarities between indigenously-developed a time. The firer may load one round as a Half
sixguns and the stub revolvers tucked into their Action, useful for loading specialty ammunition.
own robe sashes. Stub revolvers have few moving The weapons size and weight allow it to be used
parts, and while many patterns and styles are as a club in melee combat.
produced by large forges throughout the
Imperium, others of equivalent quality
can often be made simply by higher grade
scav-workshops as anyone with even a
rudimentary understanding of mechanics
and access to a few machining presses can
make one, much to the consternation of
the Adeptus Mechanicus. This type of
pistol is also quite easy to use, and given
their inexpensive cost, stub revolvers are
often the first choice of many common
Imperial citizens who desire temporal
protection to go along with that of faiths
eternal. In the unlikely event that a sub
revolver should Jam, clearing it takes only
a Half Action instead of a Full Action.
Westingkrup Model 20 Scalptaker:
An enviable example of robust and
utilitarian design, the Scalptaker is a
fantastically reliable pistol, firing true after
almost any amount of abuse or
mistreatment. This fact is not lost on
professional fighters, frightened hivers
and frontier colonists alike, who often
choose the Scalptaker as a backup sidearm
over more powerful pistols for this very
reason. However, in the depths of Infernis
in Gunmetal City where Westingkrups

24
Solid Projectile Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability

Absolution Basic 220m S/-/- 1d10+4 I 0 6 Full Accurate 4kg 250 - Rare

Assault Cannon Heavy 120m -/-/10 3d10+5 I 5 200 2 Full Tearing, Unreliable 50kg 7,000 - Very Rare

Assault Stubber Basic 100m -/-/6 1d10+4 I 3 200 2 Full Storm 21kg 1,300 - Rare

Autocannon Heavy 300m S/2/5 4d10+5 I 4 20 2 Full - 55kg 1,000 - Scarce

Autogun (generic) Basic 90m S/3/10 1d10+3 I 0 30 Full - 3.5kg 100 - Average

Alcher Mark IV Basic 60m S/-/10 1d10+3 I 0 40 Full - 3.5kg 85 - Average

Armageddon Basic 100m S/2/6 1d10+4 I 0 15 Full Reliable 8.5kg 100 - Average

Creed-9 Basic 50m S/3/10 1d10+3 I 0 35 Full - 3.6kg 115 - Average


Full
Spectre Basic 80m S/3/10 1d10+3 I 0 20(x3) - 6.5kg 375 - Rare
(each)
As shotgun Basic 30m S/-/- 1d10+4 I 0 4 2 Full Scatter

Combat Shotgun (generic) Basic 30m S/3/- 1d10+4 I 0 18 Full Scatter 6.5kg 150 - Scarce

Ironclaw Basic 30m S/2/- 1d10+4 I 0 12 Full Reliable, Scatter 6.5kg 80 - Scarce

Vanaheim Basic 40m S/3/6 1d10+4 I 0 15 Full Scatter 8kg 300 - Average

Heavy Stubber Heavy 120m -/-/10 1d10+4 I 3 200 2 Full - 35kg 750 - Scarce

Hunting Rifle Basic 150m S/-/- 1d10+3 I 0 5 Full Accurate 5kg 100 - Scarce

Nomad Basic 250m S/-/- 1d10+5 I 3 4 Full Accurate, Reliable 10kg 2,000 - Very Rare

Pump-action Shotgun Basic 30m S/-/- 1d10+4 I 0 8 2 Full Scatter 5kg 75 - Average

Slayer Basic 30m S/-/- 1d10+4 I 0 6 3 Full Scatter 3.5kg 70 - Average

Shotcannon Heavy 40m S/3/- 2d10+4 I 0 24 2 Full Scatter, Unreliable 12kg 700 Void Scarce

Shotgun (generic) Basic 30m S/-/- 1d10+4 I 0 2 2 Full Reliable, Scatter 5kg 60 - Common

Blackhammer Basic 20m S/-/- 2d10 I 0 1 2 Full Inaccurate, Scatter 4.7kg 250 - Rare

Meat Hammer Basic 30m S/-/- 2d5+6 I 0 1 3 Full Scatter, Tearing 5kg 80 - Scarce

Steadholder Basic 100m S/-/- 1d10+4 I 0 6 Full - 5kg 60 - Plentiful

VI Crank Cannon Heavy 70m -/-/5 1d10+5 I 0 100 3 Full Unreliable 38kg 500 - Average

Void Speargun Basic 10m S/-/- 1d10+2 R 2 1 Full - 1.5kg 45 Void Average

Not including ammo pack


Fykos Forge Absolution Sniper Rifle aesthetic features, the Absolution is built to the
Class: Basic (SP) same standard of accuracy and quality as any of
The Fykos Forge is best known for its high Fykos much more ornate and expensive hunting
quality and expensive hunting weapons, and instruments. Absolution rifles are far less
there are many among the Calixian elite who ubiquitous than Guard-favoured long las
consider a Fykos-made gun as a prerequisite for weapons and simplistic and basic compared to
any kind of serious expedition. The needle rifles used by snipers and assassins alike,
Absolution Sniper Rifle is an oddity among but they have the advantage of versatility as they
weapons manufactured there, being an explicitly are designed to use autogun ammunition. This
military design with a functional and no- sniper rifle is used in limited numbers by Lord
nonsense appearance. While lacking in frills and Haxs Magistratum enforcers on Scintilla, and

25
has found some followers among the Adeptus and the weapon is designed to be fired from the
Arbites and other security forces. hip. This assault stubber is not manufactured in
This weapon has a built-in silencer and the Calixis Sector but has been imported in large
includes a telescopic sight, which can be quantities, and is a favoured weapon for
removed and replaced with other types of sights mercenary companies and some Planetary
with an Easy (+30) Trade (Armourer) Test or Defence Forces who require mobile firepower
an Ordinary (+10) Tech-Use or Trade but cant obtain or afford bolt weapons.
(Technomat) Test. It can be used with any type An assault stubber includes a backpack ammo
of autogun ammunition. pack weighing 25kg that provides the stated Clip
size, and is considered a heavy stubber for the
Assault Cannon purposes of compatible specialty ammunition.
Class: Heavy (SP)
Assault cannons are among the most powerful Autocannon
slug-throwing weapons in production, and are a Class: Heavy (SP)
relatively new armament as far as the Another ancient weapon, autocannons are
Imperiums arsenal goes. Six rotary barrels are basically large-bore stubbers that fire heavy
spun by an external motor to force a vast volume mass-reactive explosive shells at a modest rate.
of diamantine slugs into the air, and a powered The hammering of an autocannon is often
ammunition feed forcibly stuffs new rounds into sufficient to stop a charge by a large amount of
the gun at a blistering rate. Because of their troops, either by its fearsome report or simply
extremely rapid consumption of ammo and blowing apart swaths of the enemy ranks.
staggering recoil, assault cannons are almost Autocannons are typically installed on Imperial
always deployed as a vehicular weapon, and even armoured vehicles but are also commonly used
a mighty Space Marine would have some as heavy support weapons by two-man teams,
difficulty using one as a handheld armament. though some especially burly soldiers have been
The listed Rate of Fire and Clip size are purely known to man-haul an autocannon around by
statistical conveniences; in realistic terms, assault themselves. Autocannons are fed by a removable
cannons can fire over a thousand shots in a drum, which is usually tended to by the second
single Round. An assault cannon requires an man in a heavy weapons team.
external ammunition hopper weighing 35kg to
gain the stated Clip size. Autogun
Class: Basic (SP)
Echon Mark III Assault Stubber Autoguns are a staple weapon across the
Class: Basic (SP) Imperium, and after lasguns are likely the most
Heavy stubbers are used by a variety of forces, common rifle-type gun handled by Imperial
including some Imperial Guard regiments, as a citizens. They are simpler than lasguns and can
support weapon for advancing assault troops. be cheaply manufactured on worlds which are
The weapons bulky and unwieldy size is less developed, but any sort of implied inferiority
detrimental to this role, however, and some flies in the face of their ubiquity in hives and
enterprising arms makers have concocted a frontier worlds alike. Most autoguns are rapid-
specialized stubber more useful for attacking on firing automatics that use standardized low-
the move. It is essentially two heavy stubbers calibre caseless rounds, easily stocked on almost
with shortened barrels in a stripped-down, any world in the Imperium, and many hive cities
shared housing which puts forth a large volume stockpile huge caches of these weapons with
of shots at once. An assault stubber also has a which to arm the middle-hive citizens in the
number of features designed to make it easier to event of a planetary invasion. Autoguns can also
manoeuvre, such as a top-mounted pistol grip, be commonly found in the employ of gangers

26
large-calibre bullets. In the Calixis Sector
clones of this pattern are manufactured by the
Belasco Deathworks as well as lesser forges on
Malfi, and after being heavily used during the
Tranch Insurrection it is widely distributed in
the Malfian Subsector. Uncomplicated, loud,
and lethal, the Armageddon is an
unapologetic brick of a gun that can make an
effective melee weapon simply on the
providence of its heavy construction and
shrouded barrel (treat as a staff when used in
this way), and many examples have stood up
to abuse and kept shooting in ways that would
make lasguns seem fragile.
Hax-Orthlack Creed-9 Autogun: There
are few autoguns better suited for close-
quarters warfare than the Creed-9. This
Orthlack gun is based off of an out-sector
pattern formerly used by Naval boarding
parties, and makes many compromises to
improve its handling. Made with lightweight
materials and using a collapsing wire stock,
the Creed-9 is only slightly larger than
military autopistols and is a favoured weapon
for numerous kill squads and private troops of
noble houses and Chartist Captains. Many of
and recidivists, household enforcers, PDF Lord Haxs Magistratum enforcers in Hive
soldiers, and even some xenos have been known Sibellus carry these compact autoguns under
to wield weaponry compatible with Imperial their long green coats to ensure that they are
ammunition. Most autoguns are similar enough always well-armed against scummers who arent
to be considered the same type of weapon, while deterred by their reputation for excessive force.
some more unique patterns are listed here. Because of this association with elites and
Alcher Mark IV Combat Autogun: A fairly professional troopers, many Creed-9s sport
simple weapon among autoguns, this pattern can numerous upgrades such as red dot sights,
be widely found in the arsenals of many PDFs expanded mag-ports or fire selectors.
throughout the Calixis Sector. The basic controls The Creed-9 is compact enough that it imparts
(one shot or full automatic) are well-suited a -10 rather than -20 penalty to Ballistic Skill
towards troops in those organizations whose Tests if wielded with one hand, and can also be
training usually isnt as good as their fired in melee as if was a pistol.
counterparts in the Imperial Guard, and the Cadence Spectre Assault Device: One of
Alcher employs larger-size clips than most the few widely known weapons produced by
autoguns to keep up with the rapid shooting. Cadence, the Spectre deserves its superlative
Armageddon Pattern Autogun: This pattern title. Technically, it is a heavily reinforced
of autogun has its origin on the war-torn world autogun with a tri-mag shot selection system,
of the same name in Segmentum Solar, and giving it a huge volume of fire and the ability to
many of the Imperiums foes who have invaded seamlessly switch between different ammunition
that planet found themselves cut down by its types. There is also an integral shotgun mounted

27
below the main barrel shroud, giving the user shipboard weapons within Battlefleet Calixis,
even more firepower and a hidden heavy punch and numerous merchant vessels, Chartist ships
to boot. A finely crafted and functional weapon and other voidfaring types have followed suit
in every respect, the Spectre is intended for use with large storage lockers that unlock
by mercenaries and other heavies expecting to automatically to arm the crew against boarders
get into serious firefights. The weapons only real or to suppress mutinies. Of course, more than a
detractors are those who question its high cost few rating rebellions have succeeded in the
among autoguns, which isnt far off from that of capture of a ship specifically because a large
an unquestionably superior bolters. volume of Irontalons were accidentally released
The Spectre may fire as an autogun or shotgun into their hands via the same method.
but not both during the same Round, and is Vanaheim Skitarii Assault Shotgun: A
considered to have three magazines and a fire- terrifying weapon made even more so by the
selector upgrade installed. Skitarii Tech-Guards often wielding them,
Vanaheim shotguns are brutally efficient
Combat Shotgun weapons that form the standard armament of
Class: Basic (SP) most Skitarii-Provosts charged with enforcing
Combat shotguns are bulky, hard-hitting law on forge worlds controlled by the
weapons designed to shoot the same type of Mechanicus. Skitarii are as uncompromising as
shells as those commonly used by frontier the Vanaheims they carry and use these
settlers and hunters, the ability to blast apart an shotguns to violently put down everything from
unarmoured target just as applicable in a hive as hab-worker crime rings to full scale labour-helot
on the plains. A combat shotgun is separated uprisings (with equal force).
from other shell-firing smoothbores by its self- The Vanaheim includes a built-in red-dot
loading operation, with some having more in laser sight which does not count against the
common with autoguns than other shotguns. weapons one sight limit as well as retractable
Combat shotguns hammer out an intimidating saw-bladed bayonet, allowing the Vanaheim to
racket when fired, and while they may be be used as a mono-edge axe in melee.
something of an unofficial symbol of the
Adeptus Arbites, their firepower is appreciated Heavy Stubber
by other Imperial organizations and criminal Class: Heavy (SP)
enterprises alike. Most combat shotguns look Another ancient weapon that is still in use due
more like oversized autoguns with huge to its mechanical simplicity and ease of
ammunition drums, while others are manufacture, heavy stubbers are one of the few
intentionally designed like pump-action versions military stub weapons that can commonly be
except with a self-loading feature. Combat found in the arsenals of many armed forces.
shotguns of this type have a Clip size of 8 and Most Imperial Guard regiments have replaced
take 2 Full Actions to Reload, but can load a these weapons with bolters, but a few holdouts
single shell as a Half Action, useful for remain, and there are still quite common among
employing specialty ammunition. Some unusual smaller PDFs and as mainstay support weapons
patterns found in the Calixis Sector are listed on lower-tech worlds. The more professional
here. hive gangers also seem to be able to acquire these
Cypra-Mundi Ironclaw Shotgun: Naval weapons with alarming frequency, and many
combat shotguns such as this one are designed to gang wars have come to an abrupt end thanks to
withstand the rigors of the void and have a a grav-car with a heavy stubber pintle-mounted
reinforced and weighted stock, making this in the rear compartments.
weapon suitable for use as a melee weapon (treat A heavy stubber can be equipped with an
as a staff). Ironclaw shotguns are common ammunition drum instead of a belt hopper,

28
reducing its Weight to 30kg, Clip size to 40 and replace a standard shotguns lower barrel with a
Reload time to a Full Action. tubular ammunition supply. Popular with
settlers defending their homes and gangers in
Hunting Rifle search of cheap firepower, all could agree that
Class: Basic (SP) there are few things as satisfying (or terrifying)
Hunting rifles are accurate and powerful as the sound of a shotguns pump being racked.
stubbers that can commonly be found in the Much like stubbers, shotguns of this type are a
hands of frontier settlers and expert hunters truly ancient design that likely predates known
alike. Simple and robust to a point, most hunting history, and have been produced by major forges
rifles are manually operated repeaters that can and scav-workshops alike for their low cost and
drop game (beast or otherwise) from a long high capacity. Most common pump-action
distance in the hands of a skilled shooter, and shotguns can load a single shell as a Half Action,
while by and large a civilians weapon, many useful for deploying specialty ammunition.
have been pressed into use in more combat- Westingkrup Slayer Pump Shotgun: The
oriented roles where they are still quite Slayer is a classically functional design from the
functional. Most common hunting rifles include Westingkrup Fane in Gunmetal City, intended
a telescopic sight. as a backup weapon for vehicle crews and PDF
troopers, but can now be commonly found
Nomad Hunting Instrument among a variety of users throughout Calixis. The
Slayer can be instantly recognized by its blockish
Class: Basic (SP)
body and stockless design, ending in a simple
Possibly the most famous weapon produced in
pistol grip that allows for quick aiming, even in
Gunmetal City, the Nomad is unquestionably
confined spaces. It is said that almost as many of
the most accurate slug-thrower available in the
these shotguns end up in the hands of deep-hive
Calixis Sector, and according to some can put
scum as are supplied to the Munitorium for
two bullets through one hole a kilometre away.
reasons which remain unclear, although one
Allegedly the design was the work of Angevins
cannot criticise their choice of weapon. One
personal gunsmith, while some explanations go
local variant, referred to as the Bonefinger, is
that the Nomad is far older and hails from a line
crafted from heat-resistant ceramics and used
produced on Holy Terra itself. Either way, Fykos
for hunting dangerous Scoldbats in the upper
Forge produces perhaps ten of these exquisitely-
reaches of Hive Tarsus. A weapon made of
crafted weapons in a year, invariably to
conventional materials might warp fail in such
commission and even then only to those who
extreme conditions, and this particular pattern
actually intend to use the weapon. Each one is
has caught on with scavengers who get
customized to some degree, either for length of
dangerously close to geothermal heat sinks and
stock, trigger shape or pressure, or the choice of
plasma reactors whilst looking for appealing
materials for the housing. It includes a bracket
junk to collect.
for mounting a sight though none are included
The Slayer is compact enough that it imparts a
with it as any true hunter will doubtless already
-10 rather than -20 penalty to Ballistic Skill Tests
have the exact one theyd like to use.
if wielded with one hand, and can also be fired in
The Nomad uses special stub ammunition
melee as if was a pistol.
which is considered Rare, with a basic price of 20
Thrones each.
Naval Shotcannon
Pump-action Shotgun Class: Heavy (SP)
A massive shotgun-like weapon, shotcannons
Class: Basic (SP)
are explicitly designed tools of mayhem meant to
Simple and practical, pump-action shotguns
lay waste to boarders within the confines of a
are manually-operated slug-throwers which

29
ships companionways
and passages. A
shotcannons shells are
more than twice the size
of those of most shotguns,
and can reduce a man into
a spray of flesh and
clothing even through
reinforced void suits. Due
to extreme recoil,
shotcannons are typically
operated from fixed
positions or on mag-
tripods where they can be
quickly deployed against
the deck or any other
available surface.
Shotcannon shells are
designed to function within a void environment, Imperium fall into this weapon type; a few more
and the shotcannon loses the Unreliable quality unique patterns available in the Calixis Sector
when fired there. Shotcannon shells have a base are listed here.
cost of 15 Thrones each and an Availability of Scatheros Blackhammer Defence
Scarce around large space stations and planetary Shotgun: Notorious for its sheer destructive
dock yards, while the shells and shotcannon power, the Blackhammer comprises of a
itself have an Availability of Rare elsewhere. carefully fitted barrel to an equally well-crafted
stock and firing mechanism, all constructed to
safely fire an enormous shell nearly twice the size
Shotgun
of those used in standard-size shotguns. Each
Class: Basic (SP)
Blackhammer shell is custom-made and filled
Shotguns are among the most basic ranged
with dozens of pellets the size of stub rounds,
weapons mass-produced in the Imperium.
backed by a massive charge; the Blackhammers
Elaborate patterns manufactured by large forges
high quality construction is necessary to prevent
may have polished wood stocks and inlaid
the gun from coming apart when it fires.
designs, while humble metal and resin housings
Blackhammer shotguns are intended for use as
are typical for those made in scav-workshops
emergency failure to stop weapons by hunters
and on low-tech worlds, but at their core all
and explorers on dangerous feral and death
standard shotguns consist of a pair of chamber-
worlds, but examples have turned up in the
barrels into which one shell each is loaded. Being
hands of under-hive gangers who put their
so rudimentary and uncomplicated, even
massive firepower to good use in obliterating
cheaply made shotguns will almost always fire
rival scummers and other victims.
when the trigger is pulled even after enduring
The Blackhammers recoil is too strong for
incredible abuse or neglect, a fact not lost on all
most shooters to handle. Unless the firer has a
matters of Imperial citizens from settlers and
Strength Bonus of 4 or higher, the weapon
hive-workers to gangers and Administratum
imposes a -10 penalty to Ballistic Skill Tests
inspectors. A shotgun can load one shell at a
made to hit with it. Blackhammer shells have a
time as a Full Action. Both barrels can also be
base cost of 20 Thrones each and are Very Rare.
fired at once which gives the attack the Tearing
Volg Meat Hammer Scattergun: Volgs
quality. The vast majority of shotguns in the
violent gangers have created an even more brutal

30
and savage variation on common shotguns to ammunition; it is a purely hand-powered
stamp their authority on any who dare to cross weapon, the firer literally cranking a handle to
them. The Meat Hammer, so named for its grind ammo belts through the breach and rotate
ability to turn the flesh of its victim into a the weapons quadruple barrels. Crank Cannons
splatter of unrecognisable bits, is a triple- are installed in great numbers throughout Volgs
barrelled open-choke shotgun which fires all exterior industrial works to be manned by the
three shells at once. This firepower can all but worker-exiles in the event that some of the Volg
annihilate a living body, and when fired at point- under-hives more treacherous forms of
blank range (as Volg gangers are wont to do) can wildlife come up for a meal. The Big Six, as it
even punch through light personal armour on is popularly known, has proven a great success
sheer force alone. despite its obvious drawbacks, and this uniquely
The Meat Hammer requires three shotgun Volg weapon has somehow ended up being
shells to fire and will violently disassemble itself produced in large numbers by the lesser forges
due to unbalanced recoil forces if attempted to on Fenksworld and exported to cheaply supply
be fired with two or less shells loaded. low-grade PDF troops and the private arms
market across the sector. A real brute to use,
Westingkrup Steadholder Rifle especially for long periods, its unsurprising that
Class: Basic (SP) Crank gunners are often marked by noticeably
Made in the millions by Westingkrup and overdeveloped right arms.
copied by dozens of lesser forges throughout the
Calixis Sector, the Steadholder is a heavy-calibre Void Speargun
stub rifle loaded by a very distinctive lever Class: Basic (SP)
mechanism. The Steadholder may not be the A straightforward and easy-to-use weapon,
finest or most famed weapon to come from void spearguns are designed to tear holes in void
Gunmetal Citys forges, but it is the absolute line suits. Most models use a simple recoilless gas
between death and starvation on the margin of discharge system to propel a hardened spike at a
many worlds and justly respected for that. reasonable speed, but some models are even
Steadholders and their clones are by and large simpler and take the form of a heavily modified
intended for use on frontier and agri-worlds as crossbow. Being struck by a void spear can cause
basic, no-nonsense weapons for hunting and serious injury or death if the victim is
protection from wild creatures, but many never particularly unlucky, but the main application is
leave the worlds they are manufactured on, in ripping a hole in their void suit which will
frequently appearing in the hands of low-rent generally cause them to become extremely
thugs and under-hive scum. A considerable distracted in trying to repair the rip before they
number have wound up in the hands of suffer from decompression. Obviously, this
Redemptionists, who issue these saviour guns weapon is only meant to be employed during
to new (and often untrained) initiates where void operations, but it can still be used (at
their low cost and ease of maintenance can be extremely close ranges) inside of ships as well.
put to good use. Five void spears and a gas cartridge sufficient
Steadholders can fire any type of stub pistol to fire them cost 1 Throne and are Scarce outside
ammunition. of environments where they are commonly used
(such as dock yards and space stations). In
Volg VI Crank Cannon Stubber atmosphere, a void speargun cannot be fired at
Class: Heavy (SP) anything at Long or Extreme range.
The Volg VI has one simple virtue its ease of
manufacture. The Crank Cannon uses cheaply
made parts and standard heavy stubber

31
mighty Space Marine legions that would go on to
BOLT WEAPONS re-conquer the galaxy. The Adeptus Astartes are
There may be weapons that can burn through still commonly associated with bolt weapons due
armour better, hit targets further away, or be to their almost uniform use of them. These
more economical to mass produce and service, weapons are far larger and more powerful than
but no weapon could possibly claim to be as the smaller counterparts designed for mere
Imperial as the bolter. Bolt weapons combine a humans, but while these humbler weapons are
high level of technological precision and but a shadow of the power of a Space Marines
engineering with deliberate brutality; only man holy instrument, only a fool would
could possibly devise such an armament. Bolters underestimate their killing power.
fire rocket-propelled mass-reactive shells known To use bolt weapons without penalty, a
appropriately enough as bolts, which streak to character must have the Pistol Training (Bolt),
their target with a roar and explode into jagged Basic Weapon Training (Bolt), or Heavy
fragments after piercing the body of their Weapon Training (Bolt) talents.
unfortunate victim.
The superiority of bolt weapons cannot be
contested, but they are out of reach of many
Imperial servants due to the cost and difficulty
of supporting them. Bolters require skilled
maintenance using very exact rituals and
blessings for them to remain functional, and
even individual bolts must undergo a brief
prayer during manufacture to ensure ignition.
A bolter may only be several times costlier
than high-quality autoguns, but keeping a
steady supply of bolts for it to fire as well as
the necessary pre-battle hymnals and
consecrations sets it squarely as the weapon of
an elite. Wielding a bolter is an immediate
sign of status and respect, and many boltguns
in use today are centuries old, handed down
from veteran to successor, and some have long
legends attached to them of their great lineage.
Whether a bolter is a relic or freshly
manufactured, brandishing one is an instant
sign of the wielders connections (or guile).
Bolt weapons are loud and thoroughly
terrifying to see in action, and the distinctive
noise made by their bolts sailing towards an
unfortunate foe can be a potent weapon in and
of itself.
Bolters are literally as old as the Imperium
itself, and have been firmly connected to it
from the beginning. Techno-barbarians that
savagely fought for control of Terra during the
Age of Strife wielded early bolter-like
weapons, and their unification by the Emperor
led to bolters becoming synonymous with the

32
Bolt Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability

Angelus Basic 100m S/-/- 2d10+2 X 5 3 3 Full Accurate, Tearing 11kg 2,000 - Very Rare

Boltgun (generic) Basic 90m S/2/- 1d10+5 X 4 24 Full Tearing 7kg 500 - Rare

Godwyn-Deaz Basic 90m S/2/- 1d10+5 X 4 30 Full Reliable, Tearing 6kg 1,000 - Very Rare

Locke Basic 90m S/2/4 1d10+5 X 4 24 Full Tearing 7kg 900 - Very Rare

Scourge Basic 90m S/2/- 1d10+5 X 4 24 Full Reliable, Tearing 10kg 650 - Very Rare
Accurate,
Solo Basic 100m S/-/- 1d10+5 X 4 24 Full 7kg 500 - Very Rare
Reliable, Tearing
Bolt Pistol (generic) Pistol 30m S/2/- 1d10+5 X 4 8 Full Tearing 3.5kg 250 - Rare

Garm Pistol 30m S/2/- 1d10+5 X 4 8 Full Tearing 4.5kg 350 - Rare

Godwyn-Deaz Pistol 30m S/2/- 1d10+5 X 4 6 Full Reliable, Tearing 3kg 550 - Very Rare

Mauler Pistol 30m S/3/- 1d10+5 X 4 6 Full Reliable, Tearing 2.7kg 375 - Very Rare

Sacristan Pistol 30m S/2/- 1d10+6 X 4 6 Full Tearing 3.3kg 380 - Rare

Cane Bolter Pistol 30m S/-/- 1d10+5 X 4 1 2 Full Tearing 3kg 600 - Very Rare

Heavy Bolter Heavy 120m -/-/10 2d10+2 X 5 60 Full Tearing 40kg 2,000 - Very Rare
Reliable, Extremely
Psycannon Heavy 120m S/-/5 2d10+5 X 5 40 3 Full 20kg 12,000 Malleus
Sanctified, Tearing Rare
Spitfire Pistol 20m S/-/- 1d10+3 X 0 3 Full Tearing, Unreliable 3kg 75 Volg Scarce
Extremely
Storm Bolter Basic 90m S/2/4 1d10+5 X 4 60 Full Storm, Tearing 9kg 4,000 -
Rare
Reliable, Storm, Extremely
Godwyn-Deaz Basic 90m S/2/4 1d10+5 X 4 60 Full 12kg 9,000 -
Tearing Rare

Angelus Bolt Carbine away their firing position can be remedied by


Class: Bolt (Basic) killing the entire enemy party from well outside
A specialist version of what is already a their own engagement range.
specialist weapon, the Fykos Forges Angelus
Bolt Carbine is jokingly termed as such as it Boltgun
would make a lightweight and handy weapon if Class: Basic (Bolt)
the firer was a Space Marine. The Angelus is a Boltguns are the epitome of individual
truly new weapon devised only in the last few firepower in the Imperium and those lucky
centuries once several fanes of Gunmetal City enough to be gifted or issued one of these superb
were granted rights to begin constructing Solar- weapons are truly blessed. The sound of bolts
pattern heavy bolters. This weapon uses those being fired has been enough to rout much larger
very large 1-calibre bolt shells, storing three cultist forces, while the more dedicated enemies
packed end-to-end within the guns finely are handily taken care of as the mass-reactive
crafted stock. As it lacks an external clip and is bolt shells shred their bodies into mush even
longer and narrower than most bolters, a layman through the best common armours. Boltguns are
might mistake an Angelus for a heavy sniper rifle typified by a squat, boxy body with a pistol grip
right up until hearing the signature roar (and and stockless frame, making them somewhat
subsequent blast) of its bolt. While lacking any shorter than common autoguns in spite of their
kind of subtlety or stealth applications, the much greater power, and feature multiple
Angelus has an undeniable ability to blow apart attachment points for extra sights, exterminator
well protected foes at long range, and the cartridges, and so on. Boltguns use standard .75-
professional mercenaries and Inquisitorial calibre bolts from a sickle clip. At the cost of
Agents who most often make use of this bolter reliability, most boltguns can be used with a
can reliably argue that any concerns about giving boxy ammo drum instead, increasing the Clip

33
size to 60 but either gaining the Unreliable any enemy hoping to gain an advantage in close
quality or losing the Reliable quality if it has it. combat. Armed Ecclesiarchs accompanying
Only boltguns that use a standard mag-port Sisters of Battle are known to carry this style of
(those with a standard Clip size of 24) can use boltgun, and it is particularly common within
these drums. Boltguns for use by humans come the arsenal of the Abbey of Dawn on Iocanthos,
in a variety of patterns and marks made by a world where close quarters battles are often the
artificers across the Imperium, most of which order of the day. When used in close combat, a
can fit into this weapons entry. Some patterns Scourge boltgun counts as a mono-edged axe.
that include more unique features are listed here. Perinetus Solo Boltgun: Some sects of the
Godwyn-Deaz Pattern: This pattern was Adeptus Mechanicus frown on this weapon as
designed specifically for the Adepta Soroitas, skirting tech-heresy as many of its internal
blessed by the Canonesses of the Orders, and workings have been left out and deliberately
presented to a hopeful when they officially simplified as an attempt to make an inexpensive
become a Battle Sister. The Sisterhood considers yet reliable boltgun for use by troops who
the venerated Godwyn-Deaz bolt weapons normally would not hope to have access to such
heirlooms; each one is carefully maintained by superb arms. The artificers of the Perinetus
highly specialized servitors and trusted servants, Forge in the Periphery succeeded admirably at
and those with the privilege to see these weapons this task, but with the opposite of the intended
up close have commented both on the quality of result once it was discovered that the longer
their make as well as the presence of several barrel and reduced moving parts have resulted
features which have been omitted from more in a very accurate bolter. Demand for the Solo
recent patterns. This style of boltgun was once has constantly exceeded supply as there are
used in considerable numbers during the Age of many who would benefit greatly from taking
Apostasy and holds great significance for the down their foes with a single bolt shell, and
Adepta Soroitas giving their founding in the virtually all of them consider the loss of semi-
wake of those dark times. It is not only a automatic burst fire a price worth paying.
powerful weapon against the enemies of
mankind, but also a symbol of the Emperors Bolt Pistol
judgement and of the Sisters personal Class: Pistol (Bolt)
connection to her faith. Carrying a bolt pistol is a sign of the wearers
Locke Pattern: Unusual among Imperial status just as much as it is a powerful and
weapons, this pattern of boltgun has a effective sidearm. Being gifted one of these fine
mysterious lineage and it is unclear when or pistols immediately sets its owner ahead as a
where they were first made. Locke boltguns are favoured servant, while those who can obtain
capable of putting down a withering barrage of one through their own devices display their
fully automatic fire; this is a rare feature, giving wealth and excellent discretion all at once. A bolt
the headache of maintaining a supply for even pistol is effectively a highly shortened boltgun,
well-disciplined bolt expenditures. For those lacking range but just as deadly compared to its
whose connections or wealth permits such full-size counterpart thanks to most of a bolts
extravagance, the Locke has unwavering merit as velocity coming from its internal rocket
a partner in destruction. propulsion. Bolt pistols use the same .75-calibre
Scourge Mark II: A favoured mark among bolts from a narrow single column clip, and
well-equipped expeditionary troops, the Scourge those fortunate enough to have both a boltgun
boltgun is based on a Martian pattern now and bolt pistol to their names can freely share
manufactured in Gunmetal City. It features a their precious bolts between them. Bolt pistols
wicked saw-toothed blade permanently attached are manufactured in many of the Imperiums
as a bayonet, allowing the shooter to rip open greater forges for issuance to Imperial Guard

34
officers and Adeptus Arbites elites, while favourite of the Adepta Soroitas for many of the
heirloom examples made many centuries ago are same reasons as its larger counterpart. The single
often passed down in private hands or among largest user among the Sisterhood are the elite
the ranks of the Inquisition. Whether fresh from Seraphim jump troops, who often go into battle
the forges or venerated and festooned with with one of these bolters in each hand and
purity seals, few which carry a bolt pistol wish aggressively cut down multiple enemies at once.
they had something else. The most widely It is also a common sidearm for a squads Sister
produced marks of bolt pistol fit into this Superior and other Sisters who wield a close
description; some with more unique features are combat weapon in their other hand.
listed here. Cinder Crag Mauler Pistol: The Mauler is
Garm Pattern Service Pistol: This bolter is a highly sought-after bolt pistol manufactured
commonly carried by the grim Commissars by the Cinder Crag Forge of Gunmetal City, who
attached to Imperial Guard units. The Garm is make these fine weapons to commission for
well suited to this role by these feared and those with deep pockets and the desire for an
respected leaders its large size and inlaid exclusive sidearm. Maulers are hand made by a
insignia can be easily seen from a distance when small cadre of artificers using the finest materials
a Commissar waves it in the air to inspire his and alloys, with the heavy work performed by
troops, while the oversized muzzle placed specially designed servitors. The resultant
squarely at face level is often enough to weapon is both extremely sophisticated and
embolden cowering Guardsmen (though more blessed with a well-disposed machine spirit that
vindictive Commissars might follow up with a will see its owner through where even other
summary execution anyway). bolters may fail.
Specifically designed to inspire fear, a Garm For twice the listed price, a Mauler may be
Pattern bolt pistol grants a +10 bonus to made to commission using the commissioners
Intimidate Skill Tests when used to threaten exact biometric data. This counts as a Best
anyone familiar with the Commissariats Craftsmanship weapon when wielded by the
authority. This is in addition to the Carry a Big hand designed for it, and an included gene-lock
Gun rule (see The Inquisitors Handbook, page circuit in the grip ensures only that hand can fire
232 for more information). the pistol.
Godwyn-Deaz Pattern: A companion piece Sacristan Bolt Pistol: This class of bolt pistol
to the Godwyn-Deaz boltgun, this pistol is a is produced under license for the Ordos Calixis

35
by the Fane of Orthlack on Scintilla, this suppression and destruction of enemy infantry
association immediately marking it as an and light vehicles. Heavy bolters fire a larger 1-
Inquisitors Sidearm. The Sacristans killing calibre bolt that gives them dramatically more
power is augmented by a grav-accelerator inside power and improved range, and dug-in heavy
its bulky housing that increases the velocity of its weapon teams armed with this type of bolter can
bolts, making it somewhat more potent than tie up a very large opposing force. Heavy bolters
most bolt pistols. This is an attractive feature to are common weapons on Imperial armoured
Inquisitors and their minions who wish to keep vehicles, with Twin-Linked mounts featured on
away from overt displays of power by only super-heavy tanks and fixed defence turrets. A
packing a sidearm, and while few would doubt a heavy bolter is fed via an attached ammunition
bolt pistols efficiency at killing, fewer still would drum and can be ported by one man, with an
doubt a Sacristans. assistant carrying a tripod and additional bolt
Unless held with two hands, the Sacristan shells. Particularly brawny troops or those in
imposes a -10 penalty on Ballistic Skill Tests power armour have been known to schlep a
made to attack with it. heavy bolter as an individual assault weapon,
typically using a backpack ammunition feed.
Cane Bolter A heavy bolter using an ammunition drum
Class: Pistol (Bolt) uses the stated statistics. It can be used with a
Those with the resources and connections to backpack ammo pack weighing 25kg instead,
own their own bolters are often the same types reducing its weight to 35kg, increasing its Clip
who choose to flaunt their assets, sporting size to 200, and doubling its Reload time.
brusque and overwhelming attires and festooned
with bandoliers of pistols and clips. Some, Psycannon
however, attempt a more subtle though no less Class: Heavy (Bolt)
deadly style that favours concealed and hidden Psycannons are extremely powerful and
weapons. Local customs or specific situations mystic weapons used almost exclusively by the
might also dictate leaving ones weapons behind, Ordo Malleus of the Inquisition. A psycannon is
and while carefully tucking a pistol away within similar to a greatly modified heavy bolter and
the folds of ones robe or a hidden pouch on the fires special custom-crafted bolts charged with
wearers body might appeal to some, others psychic energy and possessing ritually inscribed
prefer a weapon they can have right out in the silver tips backed by a rare isotopic explosive.
open. Cane bolters are exactly as they seem: an Each blessed round can unerringly penetrate the
ostentatious walking stick that just happens to psychic defences and shields of a target, making
conceal a single bolt and firing mechanism in the them a coveted weapon for Inquisitors planning
upper end, with a breakaway false bottom that is to hunt daemons and witches. While powerful
torn off when the bolt is launched. The handle weapons against psykers and warp entities, a
must be unscrewed for a new bolt to be loaded, psycannons true power is revealed when it is
so they are by and large weapons of surprise and wielded by none other than a psyker itself. Each
opportunity. A cane bolter can be equipped with shot can be imbued with a measure of the
any boltgun or pistol ammunition its owner psykers mental force, bringing ruin to his target
might happen to have available. with each shot. Psycannons are exceptionally
rare weapons, making standard bolt weapons
Heavy Bolter seem ubiquitous in comparison. Each is
Class: Heavy (Bolt) handcrafted by special artisan-armourers
Rarely deployed outside of military watched and sanctified by the Adeptus
organizations, heavy bolters are oversized and Ministorum, and the knowledge to create these
fully-automatic boltguns designed for heavy weapons is wisely guarded.

36
Psycannon bolts ignore all protective benefits an explosion or flame weapon (such as the
granted by psychic powers (including bonuses to wearer being within a grenades Blast radius) has
Dodge) and the increased Toughness Bonus a 50% chance of exploding, dealing 1d10+3
from the Daemonic Trait. Psycannons also have points of Explosive Damage to the user.
in-built Suspensors, so the wielder counts as Spitfire shells are Scarce with a base cost of 5
possessing the Auto-Stabilised Trait. Finally, an Thrones per reload.
individual with a Psy Rating may imbue the
psycannon with additional Damage equal to his Storm Bolter
Psy Rating. This is considered a Minor Psychic Class: Basic (Bolt)
power with a Threshold of 10 that can be used as Storm bolters are truly devastating weapons
a Free Action. Psycannons are always Good created by the very careful and time-consuming
Craftsmanship weapons; this is reflected in their process of combining two boltguns together into
rules. Psycannons fire special handcrafted bolt one implement of the Emperors wrath. A storm
shells that are Extremely Rare with a base price bolter can literally saw a well-armoured target in
of 250 Thrones each. half, while an unprotected man would be
reduced to a fine mist with a few chunks of flesh-
Volg Spitfire Bolter pulp decorating his cohorts. Storm bolters are
Class: Pistol (Bolt) exceptionally difficult weapons to craft in no
The Spitfire is an imitation bolt pistol, in small part due to the frustrating travails of
reality little more than a flare or line launcher wheedling two machine spirits into functioning
modified to fire crude impact-detonated in concert with one another, as that harmonious
warheads. According to popular myth, the cooperation is the true source of a storm bolters
Spitfire was first patterned by an exiled exponentially greater power. Because of the great
Magnavar tech-adept to help combat swarming effort and skill required to create them, storm
Maw-flukes. While a pale substitute for an actual bolters are typically only made on the greatest of
bolt pistol, Spitfires became an immediate the Imperiums forge worlds, such as Ryza in
sensation among Volgs scav-workshops and the Ultima Segmentum and even Holy Mars itself.
more talented arms dealers as they can provide Storm bolters can be most commonly found as
much needed firepower to a place filled with auxiliary weapons attached to Imperial
unseen horrors. In Volg, carrying a Spitfire with armoured vehicles, with small numbers endowed
its primitive but functional exploding shells can as personal weapons to especially favoured
mean the difference between living another day Imperial officers and senior agents of the
and being carried off into the darkness below. Inquisition. The Sisters of Battle are known to
Spitfires use modified distress flares fitted with make use of storm bolters with some frequency
a crude impact detonator; almost a mockery of with a specific pattern assigned to their arsenals.
the precision and arcane rituals used in the Godwyn-Deaz Pattern: This pattern of
creation of bolts. Nonetheless, they are still quite storm bolter is based off of the standard
deadly: Spitfire shells ignite flammable materials Godwyn-Deaz boltgun used by the bulk of the
on impact, and any Critical Hits inflicted on a Sisters of Battle, and is issued as a reward for
target forces an Agility Test, with failure Battle Sisters who have proven themselves in
indicating that the victim has been set on fire by combat prowess and spiritual dedication to be
the Spitfires ramshackle payload. worthy of such firepower. It is exceedingly rare
Spitfire shells are far from stable and any Jam outside of their ranks.
result automatically incurs an Explosive Mishap
(if the shell explodes, Damage is directed at the
firer, who must also Test Agility or be set on
fire). Likewise, Spitfire ammunition that is hit by

37
even the heaviest vehicles and battle servitors,
MELTA WEAPONS this is perhaps unsurprising. Curiously, meltas
Also known as melters and cookers, melta are not the sole provenance of mankind, and
weapons deliver supreme close-range firepower different xenos races have been known to make
capable of burning through almost any armour use of remarkably similar guns in remarkably
and incinerating whatevers on the other side. similar ways. While doubtlessly inferior to those
Most work by combining highly-pressurised of the Imperiums forges, scholars have
gases into an unstable sub-molecular state, questioned if the aliens are simply copying these
which is fired out in an intense blast of heat that devastatingly effective weaponry for their own
can turn even adamantine plate into molten slag purposes or if it is the inverse that is true.
(and any unfortunates caught in its path into a Regardless of their provenance, those who wield
vaguely pink vapour). Meltas make little noise meltas will universally agree that there are few
when theyre fired; the loudest report is a better weapons for close combat.
distinctive hissing noise as water in the air is To use melta weapons without penalty, a
evaporated, possibly followed by the violent character must have the Pistol Training (Melta),
explosion of whatever was just hit. This makes Basic Weapon Training (Melta), or Heavy
them eminently useful weapons to commandoes Weapon Training (Melta) talents.
and infiltrators who can neutralize parked
enemy vehicles long before they can enter battle. Inferno Pistol
Meltas are most commonly issued to specialist
Class: Pistol (Melta)
anti-vehicular troops as while their power is
By and large, inferno pistols are valuable relics
unmatched, their short range and sparse number
as the technology to reproduce them is poorly
of shots are major liabilities to inexperienced or
understood by all but the greatest forges. An
undisciplined soldiers.
inferno pistol compacts the massive firepower of
Melta weapons are fairly rare on the battlefield
a meltagun into a parcel that is deceptively small,
as only a few forge worlds are allowed to
often no larger than a common autopistol
produce them in any quantity. The Adeptus
pattern. This has limited its range even further,
Mechanicus formerly enjoyed a complete
with some noting that you could almost throw
monopoly on such fearsome weapons and they
one as far as its bolt of destruction will reach.
have been loathe to allow their widespread
However, as a close-range annihilation device,
dissemination. Giving a meltaguns ability to slag
inferno pistols have no equal. Because of their
Melta Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability

Inferno Pistol (generic) Pistol 10m S/-/- 2d10+4 E 12 3 Full - 2.5kg 7,500 - Very Rare
Extremely
Mars Pistol 20m S/-/- 2d10+8 E 13 3 Full - 2.5kg 12,000 -
Rare
Extremely
Seraphim Pistol 10m S/-/- 2d10+2 E 10 6 Full Reliable 2kg 9,000 -
Rare
Meltacutter Basic 10m S/-/- 2d10+4 E 10 5 3 Full - 30kg 600 Hive & Forge Scarce

Meltagun (generic) Basic 20m S/-/- 2d10+4 E 12 5 2 Full - 8kg 4,000 - Rare

Mars Basic 20m S/-/- 2d10+8 E 13 5 2 Full - 7.5kg 9,000 - Very Rare

Ultima Basic 40m S/-/- 2d10+2 E 8 8 2 Full - 10kg 2,500 - Rare

Multi-Melta (generic) Heavy 60m S/-/- 4d10+12 E 12 10 2 Full Blast (1) 55kg 8,500 - Very Rare
Extremely
Mars Heavy 60m S/-/- 4d10+12 E 14 10 2 Full Blast (1) 40kg 14,000 -
Rare
Thermal Lance Heavy 10m S/-/- 2d10+4 E 12 2 2 Full Accurate 55kg 3,000 - Rare

38
extreme rarity they are also statements of the clergy as awards to high ranking Adeptus that
wearers power and status just as much as their have done much to benefit the Machine Cult.
desire to reduce a foe in full power armour to a Seraphim Inferno Pistol: What one does well
bubbling pool of goo. Those who bear one of two does better, and this maxim is frighteningly
these exclusive sidearms count themselves in the applied to inferno pistols often issued in
company of Inquisitors, Canonesses, Rogue matched pairs to veteran Seraphim jump troops
Traders, and Space Marine Captains, to name a of the Adepta Soroitas. A Seraphim who has
few. Aside from a handful of effectively proven herself time and time again to be worthy
interchangeable patterns, there are also few of deed and pure of faith may be granted two of
more unique marks which are listed here. these exquisite pistols with which to bring ruin
Mars Pattern: Inferno pistols manufactured to those foes she finds beneath her. This mark of
in the Adeptus Mechanicus great forges on inferno pistol is of unknown origin and
Mars itself are unquestionably a cut above any of sacrifices a small measure of firepower for
those made on lesser worlds. This is doubtless by greater clip size and more reliable functioning, a
design: the truly elite of the Machine Cult are Seraphims combat style leaving little room for
extremely disinclined to let the unbridled power venting fouled gas canisters.
of melta weapons promulgate throughout the Matched pairs of Seraphim Inferno Pistols are
Imperium, much to the binary grumbling of designed to be used at the same time by the
Fabricators and Magi from Voss Prime to specially trained Sisters who wield them. If the
Estaban and everywhere in between. Mars firer possesses the Dual Shot talent and fires
Patterns are most commonly wielded by both weapons at once, this attack increases its
members of the Mechanicus themselves, Damage by 1d10 and doubles is Penetration.
although a few have leaked out of the red robed

39
Meltacutters have an absolute maximum
range of 10 metres and do not receive any
bonuses to hit for firing at closer distances.
Unless the wielder has a Strength Bonus of 4 or
more they suffer a cumulative -10 penalty to
Ballistic Skill Tests made to attack with it for
each point their Strength Bonus is below 4.
Meltacutters use standard meltagun canisters for
ammunition.

Meltagun
Class: Basic (Melta)
Meltaguns are the most common and versatile
melta weapon used in the Imperium, and are
often used by Imperial Guard anti-armour
teams, Dominion Squads of the Sisters of Battle,
and a multitude of other groups who have need
of short range obliteration at their disposal. On
hive worlds where meltaguns are made there are
even the occasional gangers and Redemptionists
who happen to acquire one through some sort of
provenance; these users waste no time in putting
such extraordinary firepower to good work,
often using ammunition from stolen
meltacutters from the factories above. Aside
from annihilating enemy armour and sending
opponents into puffs of steam, meltaguns can be
pressed into service to quickly breach barricades
or create an entrance through bulkheads, and
Meltacutter
just about any team dealing in close quarters
Class: Basic (Melta)
battles could benefit from having a man on a
Meltacutters are specialized tools used to cut
meltagun.
and weld slabs of metal in macro construction
The meltagun description assumes the use of
facilities and manufactorums. Extremely large
attached gas canisters. A meltagun may instead
and cumbersome, a meltacutter can still make a
be equipped with a compact backpack canister
very effective killing device if used as a weapon.
weighing 10kg that doubles the weapons clip
A meltacutters reach is quite short but can
size. As with inferno pistols, most meltagun
quickly breach most sealed bulkheads and
patterns can follow the listed figures, while some
reduce a fully armoured Arbitrator to hot gas
more unique patterns are provided here.
and ash with ease. When a hive worker or
Mars Pattern: When the Mechanicus allowed
labour-helot revolt spills over into the forges
for other forge worlds to begin production of
themselves, these are often the first tools to be
meltaguns the high Magi of the Priesthood of
looted in anticipation of the retaliation of the
Mars ensured that only watered down versions
worlds masters. As a result, the trade and
of these exceptionally potent weapons would be
deployment of these necessary tools is carefully
made away from their sacred manufactoriums
monitored, leading to frequent delays in
on Mars. Those reserved for the elites of the
obtaining spare parts or opening new
Machine Cult are significantly more efficient,
production lines.

40
boasting greater firepower and reduced bulk at insulative suits or heavy armour for protection
the same time, and can most typically be found against this effect.
in the employment of Skitarii Tech-Guards and Unless the firer is wearing thermally
Magos Militants in good standing with the protective clothing or armour that provides at
Martian Priesthood. A meltagun is already an least 5 APs to the head, body and arms, he
impressive weapon, but to wield one of those suffers 1d10 Energy Damage from the multi-
from Mars own great forges is a display of meltas muzzle blast. Multi-meltas are fed by a
wealth and influence all its own. backpack gas canister weighing 10kg which is
Ultima Pattern: This meltagun is the most included in the weapons statistics.
common type employed by Imperial Guard tank Mars Pattern: Like other types of melta
hunters, and has been optimized to provide a weapons, the Tech-Priests of Mars reserved the
substantially longer range and reduced weight at best for themselves. Multi-meltas produced by
the expense a modestly inferior lethality. It is the great Martian forges are actually quite
also significantly simpler to manufacture than similar to those that they have allowed to be
other patterns which has allowed for Guard produced on other worlds. Their biggest
regiments to equip significantly more specialist departure is a much more efficient gas
troops, and anything that might survive being compression and dispersion apparatus, making a
struck by an Ultima Pattern likely wont survive Mars Pattern significantly lighter and safer to
a follow-up shot from another hunter. Ultima shoot as well. Mars Pattern multi-meltas do not
Pattern meltaguns are produced by Voss, Lucius, deal damage to the firer due to excess heat.
Mezoa, and others large forges, and have
recently begun in the Calixis Sector from the Thermal Lance
Lathe Worlds as well. Class: Heavy (Melta)
Thermal lances are something of a more
Multi-Melta refined and efficient meltacutter. Using a long
Class: Heavy (Melta) and thin containment cylinder rather than bulky
This terrifying heavy weapon is created in focusing beam emitters, a thermal lance is
typical Imperial fashion by forging two large- significantly lighter and easier to port around,
aperture meltaguns together. Both barrels fire at allowing them to be used by workers directly
once in an incredibly powerful blast that can rather than mounted to heavy servitors. Thermal
obliterate all but the heaviest armour and leaves lances require a few moments to steady and align
an area of several square metres scorched to dust the aperture, but once braced are exceptionally
and a few wisps of vapour. They are dedicated accurate and easy to control, allowing for very
anti-vehicular weapons; using a multi-melta on precise cuts to be made through the largest
enemy troops would be excessive in every sense construction slabs and unfinished components.
of the term, and even a mighty Space Marine They are just as often used in demolitions as well
would likely be felled by a direct hit from one of with wreckers being able to cut through
these annihilation engines. Multi-meltas are bulkheads and structural supports in a methodic
typically only deployed as defensive weapons and surgical process. Thermal lances are not
aboard Imperial armoured vehicles, although the intended to be used as weapons, but a trained
Retributors of the Adepta Soroitas are known to user can employ them to slice through armoured
carry them in small numbers, and they are also opponents just as well.
frequently chosen for installation on high-end Thermal lances use standard meltagun
battle servitors. A multi-melta generates an canisters for ammunition and can be equipped
incredible amount of heat when fired, and the with the same backpack unit which weighs 10kg
residual blowback can be dangerous to the firer. and doubles their clip size.
As a result, vehicle crews typically wear

41
fuel core, this plasma bolt is flung at its
PLASMA WEAPONS unfortunate victim via rings of electromagnets
Plasma weapons are fantastic pieces of tech- which contain the raw energy as well as guide it
artifice whose art is almost lost in the Imperium. to its final destination.
Though once common during the Dark Age of As weapons that contain a miniature fusion
Technology, the STC for plasma weapons has yet device and use arcane magnetic fields to propel a
to be recovered, and many of the Adeptus highly unstable projectile, a plasma weapon is by
Mechanicus most skilled plasma artisans sided no means the most dependable (or safe) gun to
with the traitors during the Horus Heresy. At the bring to the battlefield. Aside from a low refire
present only a few forge worlds truly understand rate, most plasma weapons can become
a plasma weapons functions and the necessary dangerously overheated if their byzantine
rituals and oaths to create one of acceptable workings fall out of a very narrow range of
quality, and their small numbers combined with acceptable tolerances. A plasma gunner must
excellent combat attributes makes them highly therefore be of sound aim to make his low
sought-after guns. volume of shots strike true as well as familiar
Plasma weapons function off of a deceptively with the subtle proclivities of his weapons
simple principle of accelerating a hydrogen machine spirit. Being able to read the ebb and
plasmoid bolt to great speed, with the resultant flow of a plasma weapons mechanical humours
kinetic impact and tremendous energy release is a key asset when one might need to rapidly
sufficient to explode men and machines alike fling an overheating gun a safe distance away. A
from a more than adequate distance. A foe hit pattern of particular burns on the palms can
with a salvo from a plasma gun is consumed in a instantly identify a man as a plasma gunner
miniature solar explosion, reduced to a deep- whos experienced a mishap with his weapon, a
fried husk or simply annihilated from existence class of people ranging from veteran Imperial
with nary a speck in remains. Plasma weapons Guardsmen to wealthy Rogue Traders.
are fed from external flasks containing elemental To use plasma weapons without penalty, a
hydrogen suspended in a photonic state, which character must have the Pistol Training
provides the fuel necessary for the plasma (Plasma), Basic Weapon Training (Plasma), or
reaction. Once energized in a photohydrogen Heavy Weapon Training (Plasma) talents.

42
Plasma Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability
Blast (1), Overheats,
Plasma Blaster Basic 60m S/-/- 2d10+8 E 8 6 2 Full 20kg 7,500 - Very Rare
Recharge
Plasma Cannon Heavy 120m S/-/- 2d10+10 E 8 80 5 Full Overheats 38kg 8,500 - Very Rare

(Maximal) 4d10+10 E Overheats, Recharge, Blast (3)

Plasma Gun (Ryza) Basic 90m S/2/- 1d10+7 E 7 40 5 Full Overheats 9kg 3,000 - Very Rare

(Maximal) 100m S/-/- 2d10+7 E 9 Overheats, Recharge


Extremely
Clovis Basic 60m S/3/5 1d10+5 E 6 40 5 Full Overheats 20kg 6,000 -
Rare
(Maximal) 70m S/3/- 2d10+5 E 8 Overheats, Recharge

Mezoa Basic 90m S/2/- 1d10+7 E 6 40 5 Full Overheats 17kg 2,200 - Very Rare

Sunfury Basic 80m S/3/- 1d10+10 E 6 20 5 Full Overheats 12kg 3,000 - Very Rare

Plasma Pistol (Ryza) Pistol 30m S/2/- 1d10+6 E 6 10 3 Full Overheats 4kg 4,000 - Very Rare

(Maximal) 40m S/-/- 2d10+6 E 8 Overheats, Recharge

Kronos Pistol 30m S/-/- 1d10+6 E 6 10 3 Full Overheats 4kg 5,000 - Very Rare

(Maximal) 2d10+10 E 8 Overheats, Recharge


Extremely
Wrath Pistol 40m S/-/- 1d10+8 E 6 8 3 Full Accurate, Overheats 5kg 6,500 -
Rare
Not including ammo pack

Plasma Blaster Plasma Cannon


Class: Basic (Plasma) Class: Heavy (Plasma)
A plasma blaster is a crude but functional Monstrous weapons in every definition,
expedient designed to create a weapon with plasma cannons are essentially grossly oversized
similar firepower to a plasma cannon that is plasma guns that can cause utter havoc on the
significantly more portable. Twin barrels are battlefield as blasts of solar intensity are flung
powered by a single set of standard plasma flasks about. Plasma cannons are most often found
and fusion generator, creating a significantly attached to Imperial armoured vehicles where
more potent ball of starstuff that can wipe out their mass and necessity for external
multiple enemy troops at once as well as defeat ammunition supplies are non-issues, and can
light vehicles by slagging through their armour. benefit from large liquid cooling systems to
A number of concessions had to be made to minimize the possibility of dangerous
obtain this firepower in a (reasonably) overheating. No Imperial Guard regiments make
lightweight package, and plasma blasters suffer use of plasma cannons in the infantry role, but
from a significantly shorter range and lower well-funded (and brave) elite mercenaries acting
number of shots available thanks to more rapid under the authority of rich noble houses and the
and less efficient consumption of hydrogen. personal troops of Rogue Traders have been
Plasma blasters include a functional if dangerous known to port these frighteningly potent
rapid reloading system that violently ejects spent weapons around with them.
plasma flasks from the weapons housing, Plasma cannons can be fired on a Maximal
leaving the firer only needing to insert fresh setting for greatly increased firepower. Firing in
ones. Care must be taken to ensure that no body Maximal mode consumes six shots from the
parts are in the path of these jettisoned canisters weapons clip and gains the Damage and Special
as examples of the errant vessels penetrating Qualities listed. The plasma cannon rules listed
flakboard walls have been noted. assume the firer is equipped with a backpack
ammo pack weighing 25kg which provides the

43
stated Clip size. A plasma cannon can be used and contraction of its magnetic containing fields
with standard plasma flasks in a pinch, with two to release swift spurts of plasma, effectively
flasks providing a Clip of 4. chopping up a single charge into multiple
smaller projectiles. While crude in design, this
Plasma Gun (Ryza) capability represents a feature from the ancient
past of plasma weaponry, and there are some
Class: Basic (Plasma)
within the Machine Cult that believe the tech-
Plasma Guns are the most common form of
adepts of Clove might have acquired a partial
plasma weapon in use within the Imperium, and
STC or data fragment from the Dark Age of
many well-organised Imperial Guard regiments
Technology and are guarding it jealously, with
include a plasma gunner in each squad of
this Mark IV plasma gun as a product of that
veteran troops. While this is something of a
knowledge.
dubious honour, giving plasma weaponrys
The Clovis plasma gun has a Maximal setting
generally temperamental nature, only a minority
similar to those made on Ryza that can be
of Guardsmen would honestly rather use their
employed on either single shots or semi-auto
standard-issue lasgun after seeing the efficiency
bursts. If fired on semi-auto the Clovis totally
of their plasma gun in vaporising the enemy.
depletes its energized hydrogen and must wait
Ryza, a forge world in Ultima Segmentum,
two Rounds instead of one while the fusion core
produces the largest share of plasma weapons in
builds up a plasma charge. Firing on the
use in the Imperium. For reasons still unknown
Maximal setting consumes 3 shots (9 if fired on
to most, the techno-magi of Ryza understand the
semi-auto) and cannot be used if it doesnt have
art of plasma weaponry better than any other
at least that many shots remaining in its clip.
save for perhaps the Martian priesthood
Mezoa Pattern: The Mezoa Pattern,
themselves, and plasma weapons manufactured
manufactured on that world in the Gothic
on this world are of exceptional quality and ease
Sector, is typical of any number of lesser grade
of use. Ryzas plasma weapons are found
plasma guns that hail from forge worlds without
everywhere from the holsters of high-ranking
Ryzas intimate knowledge of their art and
Imperial officers to the main batteries of
design. While certainly functional and deadly
Warhound Scout Titans.
enough, these plasma guns typically lack a
Plasma weapons made on Ryza generally
Maximal setting and are significantly more
include a Maximal setting which discharges a
bulky and heavier to schlep around due to their
much larger blast over longer range. Firing on
inefficient induction coils and unnecessarily
Maximal depletes readily available plasma within
large fusion core. The sheer volume of plasma
the fusion chamber, and the weapon cannot be
guns produced by Ryza makes them similar in
fired again until it refills (gaining the Recharge
number to those from lesser forges combined,
quality as described). Firing on Maximal
but the inferior characteristics of these sub-
consumes 3 shots from the plasma weapons clip,
standard patterns does tend to reduce their black
and cannot be used if it does not have at least 3
market cost, and having any plasma gun is
shots left.
certainly better than having none at all.
Clovis Mark IV: This curious plasma gun is
Mark III Sunfury Assault Gun: A high-
produced on the hive world of Clove in the
power weapon issued to some Imperial Guard
Hazeroth Abyss and is capable of rapid-fire. Its
units that often must face heavily armoured foes,
plasma blasts are somewhat smaller and less
the Sunfury is an example of a deliberately
intense than those of comparable patterns, but
simplified plasma gun that is easier for
the fully automatic capability is of immediate
Guardsmen and PDF troopers to handle. It lacks
interest to tech-scholars and other artificers.
a Maximal setting and has a reduced range
According to those who have studied it, the
compared to similar plasma weapons, but its
Clovis plasma gun makes use of rapid dilation

44
normal power shots are of a significantly greater Calixis Sector that is unique for its
intensity so as to eliminate the need to switch extraordinarily powerful Maximal setting. With
between modes and deal with the recharge time. an absurdly oversized fusion unit and heavily
The tech-adepts of forges with the ability to reinforced muzzle emitter, the Kronos can rival
produce higher-quality plasma guns tend to an inferno pistols raw destructive ability while,
derisively refer to these hard-hitting but simple while offering more modest firepower with
weapons as plasma clubs due to their normal shots. Aside from only being able to fire
perceived use as the guns of under-trained and on single shots, it is otherwise similar to plasma
thuggish troops. pistols manufactured on Ryza. Just why this
potent instrument of the Omnissiahs divine fury
Plasma Pistol (Ryza) is available for sale (at exorbitant price, of
Class: Pistol (Plasma) course) while the Tech-Priests jealously guard
Plasma pistols are favoured sidearms of high- lesser weapons and equipment remains another
ranking Imperial servants, wealthy nobles and inexplicable mystery of the Mechanicus.
inscrutable Rogue Traders. With a highly When fired on the Maximal setting, the
condensed fusion core and miniature magnetic Kronos consumes 5 shots from its clip; this
acceleration coils, plasma pistols have a reduced feature cant be used if it has less than 5 shots
range compared to full-size plasma guns but remaining. The Kronos gains the Recharge
their firepower at distance is unmatched among quality when fired on the Maximal setting, but
similarly sized weapons. Plasma pistols are must spend two Rounds rather than the
powered by a single flask that is installed in a standard one before it has finished recharging.
socket ahead of the trigger, and often have Khayer-Addin Wrath Plasma Pistol: This
ornate and ergonomic grips that further increase plasma pistol is heavily optimized for accurate
their value and the showmanship of their shooting and long range, making it extremely
wielders. As with plasma guns, the finest pistols unusual among other plasma weapons. Though
are made on Ryza where the art of plasma fully capable of use as a combat weapon, the
weaponry is still understood, and these finely famed Khayer-Addin forge of Gunmetal City has
crafted weapons are likely the single most designed this gun as a duellists piece. It lacks a
common pattern in Imperial service. Fairly Maximal setting and cant be fired on semi-
standard and utilitarian versions are brought automatic, typical for plasma weapons that are
into battle by veteran Guard leaders, tank manufactured outside the purview of the master
commanders and even the Princeps of mighty tech-artisans of Ryza, but its accuracy is superb
Titan walkers, while more decorated and flashy as far as pistols go. Finely crafted, and
pistols can be spotted at the hips of Inquisitors, correspondingly rare, these pistols are most
Cardinals, and other elite Adeptus. commonly used by the segment of Scintillas
Plasma weapons made on Ryza generally nobles who view duelling as not only a means to
include a Maximal setting which discharges a settle affairs of honour but also to make
much larger blast over longer range. Firing on absolutely sure that the offending party wont be
Maximal depletes readily available plasma within able to insulting them (or anyone else) again. At
the fusion chamber, and the weapon cannot be least a few have also wound up in the hands of
fired again until it refills (gaining the Recharge accomplished gunslingers that hold accuracy
quality as described). Firing on Maximal and takedown power above volume of shots.
consumes 3 shots from the plasma weapons clip,
and cannot be used if it does not have at least 3
shots left.
Kronos Pattern: The Kronos plasma pistol is
a local product of the Lathe System in the

45
immolates them down into blackened heaps.
FLAME WEAPONS Other combinations of chemicals and volatile
Flamers, as they are more popularly known, are substances can be used if Promethium is not
indiscriminate terror weapons used to displace available, and most Imperial flamers include a
entrenched enemies and bring the light of the pilot light to ignite these substitutes.
Emperor to all matters of His foes. All flamers To use flame weapons without penalty, a
work in roughly the same manner, projecting character must have the Pistol Training (Flame),
gouts of burning fuel at the target, and have been Basic Weapon Training (Flame), or Heavy
used by mankind in some form or other since Weapon Training (Flame) talents.
the dawn of time. They are reasonably simple
weapons, most consisting of a canister of fuel,
an air compressor to shoot the fuel at the
target, an ignition system, and a housing with
controls to store it all. By and large flamers
manufactured by scav-workshops in
underhive slums are of similar utility to those
churned out in mass from Imperial forges
destined for Guard regiments, and it isnt
difficult to find a flamer on almost any world
in the hands of all sorts of users. The Sisters of
Battle and Redemptionist cults are particularly
fond of flamers due to their purifying effect
on the sinful and wicked, while the famed
Catachan Jungle Fighters are known for their
almost psychotic love of burning enemies out
of heavy foliage and other sorts of cover.
Numerous breeds of xenos make use of flame
weapons as well, as the threat of being lit on
fire is one thing that communicates quite well
over species gaps.
Flame weapons of the Imperium typically
use a highly flammable substance known as
Promethium to produce their terrible effects.
Promethium is refined on many worlds from a
variety of substances, including the
atmosphere of gas giants, ancient organic
mineral deposits, and even frozen liquids
encountered on ice worlds. It is used for a
variety of purposes other than igniting the
enemies of the Emperor, such as fuel for many
types of vehicular engines and as a base
component for numerous everyday
commodities. Promethium intended for use in
flamers is designed to spontaneously combust
on contact with oxygen, and is of a thick
consistency so it sticks to whatever it lands on.
Those not killed by the initial fireball will die
horribly as the sticky, slow-burning gel

46
Flame Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability

Flamer (generic) Basic 20m S/-/- 1d10+4 E 3 3 2 Full Flame, Unreliable 6kg 200 - Scarce

Burst Basic 5m S/-/- 1d5 E 0 10 2 Full Flame, Primitive 3kg 50 - Scarce


Flame, Toxic,
Nightfire Basic 20m S/-/- 1d10+5 E 2 3 2 Full 7kg 400 - Very Rare
Unreliable
Salamander Basic 10m S/-/- 1d10+4 E 1 3 2 Full Flame, Unreliable 6kg 250 - Scarce

Gas Torch Basic 5m S/-/- 1d10+1 E 2 20 5 Full Flame, Unreliable 20kg 150 Hive Average

Hand Flamer (generic) Pistol 10m S/-/- 1d10+4 E 2 2 2 Full Flame, Unreliable 3.5kg 200 - Rare

Destroyer Pistol 15m S/-/- 1d10+5 E 2 5 2 Full Flame, Unreliable 2.1kg 750 - Very Rare
Extremely
Seraphim Pistol 10m S/-/- 1d10+4 E 2 6 Full Flame 2kg 1,000 -
Rare
Heavy Flamer Heavy 30m S/-/- 2d10+4 E 4 30 2 Full Flame, Unreliable 20kg 1,000 - Rare

Stingray Basic 15m S/-/- 1d10+3 E 2 4 Full Flame 3kg 100 Void Scarce

Tox Spray Basic 10m S/-/- 2d5+5 E 0 3 3 Full Flame, Toxic 8kg 200 Hive Scarce

Not including ammo pack


Flamer clothing but is unlikely to cause serious injury
Class: Basic (Flame) unless the target is within arms reach of the
Flame guns, known more popularly as flamers, firer. Burst-pattern flamers are commonly used
are the most common type of flame weapon used aboard ships as a means of quelling angry ratings
by the military forces of the Imperium. Most as their minor output is unlikely to start a
assault squads in the Imperial Guard have at shipboard fire, but some have wound up being
least one or two men armed with flamers, and used by the Adeptus Arbites and planetary
they are also commonly wielded by specialised enforcers to gently encourage riots to disperse.
shock troops and others who can make the best Voss Nightfire Flame Device: A pure
use of fires intimidating effects. All common terror weapon, the Nightfire is most commonly
patterns of flamers are designed to make use of used by troops in full protective suits due to its
attached fuel canisters with enough Promethium doubly terrible effects. It uses a special fuel
for a few shots, which is normally sufficient for compound made of highly purified Promethium
frying enclosed troops and enemies behind mixed with virulently poisonous chemicals; it
cover. This configuration provides the listed not only scorches the flesh of its victims but
figures. Flamers can also be used with a those who survive the fire find themselves
backpack fuel canister and hose feed weighing inundated in toxic smoke.
6kg and providing double the listed Clip size, or When fired a Nightfire flamer produces a
a larger rig weighing 25kg with enough fuel for cloud of smoke that expands 2 metres beyond
60 shots. Most flamers produced in the the normal 30 degree arc in all directions,
Imperium can fit into this category, while some including in the direction of the firer. Each
more unique patterns are listed here. Round any characters are caught within the
Anoxis Burst Flamer: Also known (very smoke they must succeed on a Challenging (+0)
informally) as Haxs Breath, this flamer variant Toughness Test or take 1d10 Impact Damage
is designed primarily as a tool of intimidation with no reduction from Armour or Toughness.
and for crowd control rather than outright The smoke remains dangerous for 1d10 Rounds
annihilation. Its fuel mixture ignites before and totally dissipates another 1d10 Rounds later
leaving the weapon, resulting in a quick burst of though adverse weather conditions may clear it
heat that will singe eyebrows and burn loose away faster. Characters wearing a re-breather or

47
within a sealed suit of armour are immune to Hand Flamer
this effect. Class: Pistol (Flame)
Nightfire fuel costs twice as much as standard Hand flamers are just as they sound: a flamer
flamer fuel and is considered Rare. cut down in size to be used as a pistol-like
Salamander Assault Flamer: The Salamander weapon. Although they have a very short range
started out as a field-improvised weapon rigged thanks to a much smaller air compressor, at
up by Enginseers at the front during the Tranch personal distances a hand flamer is an
War, and was picked up by several forges in the exceptionally effective weapon. Warriors who
Calixis Sector after many Guardsmen found its favour close combat often employ a hand flamer
performance to be exceptional for the fast-paced in their off hand to soften up a group of foes
open warfare there. Salamander flamers use an before righteously smiting them with their melee
inert propellant gas combined with a wide, thin weapon. The Sisters of Battle and particularly
nozzle that forcefully sprays Promethium over a zealous members of the Ecclesiarchy are perhaps
significantly wider area. Troops equipped with the most enthusiastic users of hand flamers, for
Salamander Assault Flamers can burn down a much the same reasons as they enjoy the full size
numerically superior force with total ease, and counterparts as well. Just as with normal flamers,
against lightly armoured foes like cult mobs the hand flamers are reasonably simple weapons,
effect is spectacular to say the least. and the majority of all patterns manufactured in
Salamander flamers project flame over a 45 the Imperium can fit into this description. A few
degree arc rather than a normal 30 degree arc as with some more unique features are listed here.
described in the Flame quality. Cadence Destroyer Pistol: A weapon
produced only to commission by the mysterious
Gas Torch Cadence tech-artisan cult, the Destroyer is an
Class: Basic (Flame) extremely sophisticated hand flamer that uses
Gas torches are industrial tools that project an force-compression technology similar to that of
incandescent vapour used to clear away fungal a plasma weapon to create a superheated
growths and other obstructions (vermin nests, thermal-incandescent blast that burns far hotter
desiccated corpses, and so forth) from a hive and with greater fuel efficiency than most other
citys labyrinthine duct-systems. While not flame weapons. About the only thing that the
intended for use as a weapon, the availability of Destroyer has in common with other Imperial
gas torches to low-rent gangers and other hand flamers is the ability to use standard-size
underhive scum see them pressed into service as Promethium fuel canisters. This flamer has a
improvised flamers that can still be perfectly strong association with the Inquisition of the
deadly as many unsuspecting rival gangs and Calixian Conclave, and if the stories are to be
upper hive enforcers have fatally discovered. believed, the first commissioner of the Destroyer
Gas torches use bulky packs of pressurised and was none other than the legendary Inquisitor
highly reactive gas to produce their effect. If an Ark-Ashten of the Ordo Xenos.
individual wearing a gas torch is attacked from Seraphim Hand Flamer: Like much of the
behind and suffers Damage, there is a 50% Adepta Soroitas reliquary-arsenal, hand flamers
chance that the gas tanks rupture and explode, issued to elite Seraphim jump troops are
dealing 2d10 Explosive Damage with a Blast of 4. exceptionally well-crafted weapons that are a cut
The wearer suffers double that Damage result above their more commonplace counterparts.
and may not make an Agility Test to try and Seraphim who have demonstrated particular zeal
avoid the blast. in punishing the enemies of the Emperor may
Gas Torches have an Availability of Average swap their bolt pistols for a pair of these
on Hive Worlds and are Rare on most other excellent hand flamers and use them to great
developed worlds within the Imperium. effect in annihilating swaths of lesser foes. An

48
efficient canister socket allows fresh protracted battle may end up spending some
Promethium tanks to be loaded with much over time.
greater speed than most flamers, an invaluable
advantage to Sisters hurtling through the air on Heavy Flamer
their jump packs. Seraphim hand flamers Class: Heavy (Flame)
include an additional function that projects a Enormously oversized flamers sometimes
very short burst of flame that consumes minimal sporting two nozzles, heavy flamers are designed
fuel, and those Sisters that carry these superior to bring fiery ruin to huge swaths of terrain at
pistols can use them effectively in close combat. once. The great amount of flaming Promethium
If armed with two Seraphim hand flamers, a hurled out by these weapons more closely
character with the Dual Shot talent can make a resembles an inferno at a processing plant than a
combined attack with both weapons. battlefield weapon, and a heavy flamer is quite
Ammunition is consumed from each flamer as possibly the least subtle armament that can be
normal, but the attack deals 1d10+10 Energy hauled by troops onto a battlefield. Heavy
Damage and targets hit by its flames suffer a -20 flamers are most commonly employed on
penalty to their Agility Tests to avoid its effects. Imperial armoured vehicles where a large
This penalty stacks with that from the Cleanse amount of fuel can be carried with (relative)
and Purify talent. A Seraphim hand flamer can safety, though small numbers are also carried
be used to make melee attacks against single into battle by Guardsmen for special situations.
opponents which deal its normal Damage as In this role one trooper carries the flamer itself
long as the weapon has at least one shot left in its while his assistant hauls its fuel and a backup
Clip. This attack does not have the Flame quality weapon such as a lascarbine. Especially strong or
and so will not set targets on fire; likewise, the power armoured soldiers are capable of wielding
weapon does not Jam if the wielder rolls a result a heavy flamer and its fuel supply by themselves.
that would ordinarily cause one. Individual Among those who believe in the purifying power
melee attacks do not consume fuel, but a

49
of fire, a heavy flamer is its ultimate expression extremely unfortunate victim(s) through a jury-
as far as individual weapons go. rigged spray gun. The effects of the mixture on
Heavy flamers include a backpack fuel tank flesh are truly horrific and most armour offers
weighing 25kg that provides the listed Clip size. little protection from the burning and sickening
poisonous fluids. Notoriously, tox sprays are
Anoxis Stingray Rifle used by the gangers of Hive Volg on Fenksworld
Class: Basic (Flame) to execute traitors and informants in the most
The Stingray is not actually a flamer at all but gruesome manner possible and without doubt
produces similar results (horrible burns) by there are few worse ways to die.
directional microwave projection instead of a Although not a true flame weapon, victims hit
fiery jet of Promethium. This causes immediate by a tox sprays attack must still succeed on an
blistering heat on organic substances, such as Agility Test or else the terrible effluence clings to
unruly crewmembers or boarding parties, but their bodies and causes further chemical burns
will not damage most shipboard equipment and as though they were on fire. Characters in sealed
is extremely unlikely to start a fire. This makes armour and those lacking organic bodies are
the Stingray an exceptionally useful weapon for effectively immune to being attacked by a tox
use aboard ships in the void. Planetary users who spray. If the tox spray suffers a Jam, the weapon
can acquire a Stingray often find them to be just ruptures explosively, inflicting the weapons
as efficient as their voidsman counterparts, but Damage as a two metre blast with double the
the microwave beam can be significantly rolled Damage inflicted on the user. Tox sprays
hampered by rainfall, high humidity, and other are Scarce on Hive Worlds and Rare on other
atmospheric weather conditions. developed worlds.
Targets caught in a Stingrays 30 degree arc
suffer a -10 penalty to their Agility Tests to avoid
the weapons effects, but cannot be set on fire by
it. If raining or extremely humid the Stingray
gains the Primitive quality and its Range is
reduced to 10m. Stingray rifles use standard
lasgun charge packs to provide energy for their
microwave beam, and can be used with
overcharge packs with the usual effects.
Stingrays can also be used with hotshot packs
but with extreme danger: if the weapon suffers a
Jam it catastrophically explodes, dealing Damage
to the firer as though he were hit with the beam.
Stingrays are Scarce around large space
stations and planetary dock yards and are Very
Rare elsewhere.

Tox Spray
Class: Basic (Flame)
Tox sprays are terrifying weapons founds in
the hands of the worst type of gang scum in the
most polluted hive sumps. The weapon uses an
absolutely foul mixture of highly corrosive
industrial residue and toxic waste contained
under high pressure, which is unleashed on its

50
foe to entangle them where their mass and
PRIMITIVE WEAPONS inertia can knock even a strong man off his feet.
Even in the 41st Millennium there are many Bolas are not explicitly offensive weapons, and
worlds within the Imperium that have a very low someone hit by a set of them is likely to only
technological base, whether still developing or suffer injuries from being knocked over. This
having regressed back to a more primitive state. makes them a favoured choice for bounty
Weaponry of this type is typical to that which hunters and enforcers, including some more
was once used on Terra in ancient prehistory, eccentric Arbitrators, as they can be used in the
and there are Administratum scholars who aid of apprehending a fleeing target.
believe that the growth of such undeveloped Volonx Bone Bolas: The nomads and hunters
worlds may closely resemble that of Holy Terra of Volonx have created a nastier style of bolas
itself. Many explorers and investigative groups that is intended to inflict much more harm on
have found it to their advantage to maintain their victim. The weights are made from bone
proficiency with these very low-tech weapons so and cords embedded with sharp teeth from
that they can make use of local hardware while native sand sharks meant to cause lacerations as
conducting business on such backwater and it entangles its target. The porous shark teeth are
regressed planets. typically soaked in poison made from mashed
Primitive weapons of this sort can sometimes skem plants, giving it several victims worth of
be found on more built-up planets, including virulent toxic kick. A target tripped up by
Hive worlds, as the product of cheap scav- Volonx bone bolas is likely to be sent into
workshops and other low-grade smiths, and anaphylactic shock from exposure to the poison
while far from effective compared to autoguns along with being planted on their faces by the
and stubbers, any gun is better than none at all. bolas more typical effect.
This class of weapon refers to any of a broad Volonx Bone Bolas are Very Rare outside of
range of low-complexity ranged armaments, that planet.
including black powder-fired guns as well as
muscle-powered devices like crossbows and Bow
javelins among a wide variety of others. To use
Class: Basic (Primitive)
primitive weapons without penalty, a character
Bows are unlikely the first missile weapon
must have the Thrown Weapon Training
designed by man in ancient prehistory, and tens
(Primitive), Pistol Training (Primitive), Basic
of millennia later are still made by tribal bowyers
Weapon Training (Primitive), or Heavy Weapon
on feral worlds and niche weapon artisans on
Training (Primitive) talents.
more developed planets. While undeniably
inferior to any kind of modern gun in terms of
Bolas firepower, range, and ease of use, a bow is almost
Class: Thrown (Primitive) completely silent while firing. This is an
Bolas are a simple but highly effective tool attractive quality to assassins and more eccentric
meant to tangle up an opponent. Most are gangers who have enough faith in their aim to
constructed from several dense balls of stone or justify the slow attacks and lack of armour
wood (sometimes as many as eight) held penetration. Bows made on feral and feudal
together with heavy cord; examples worlds are almost universally made of special
manufactured on more developed Imperial types of wood selected for their flexibility; those
worlds might be made of resin or plasteel bound designed for Imperial hunters and hitmen may
together with wire, but function in essentially be made of any variety of synthetic materials.
the same way. Bolas are held in one hand and Composite Bow: This is a more advanced
swung above the head where their mass allows style of bow is found on later feudal worlds and
them to pick up speed, then flung at the legs of a is made of multiple pieces of wood, sinew and

51
Primitive Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability

Bolas Thrown 10m S/-/- 0 0 1 - Primitive, Snare 1.5kg 10 - Average


Inaccurate, Primitive,
Bone Bolas Thrown 8m S/-/- 1d5 I 0 1 - 2kg 15 Volonx Rare
Snare, Toxic
Bow Basic 30m S/-/- 1d10 R 0 1 Half Primitive, Reliable 2kg 10 - Common

Composite Bow Basic 40m S/-/- 1d10+2 R 1 1 Half Accurate, Primitive 3kg 50 - Scarce

Longbow Basic 50m S/-/- 1d10+2 R 2 1 Half Primitive 3kg 20 Feudal Average

Crossbow Basic 30m S/-/- 1d10 R 0 1 2 Full Primitive 3kg 10 - Common

Heavy Crossbow Basic 80m S/-/- 1d10+4 R 2 1 4 Full Primitive 6kg 75 Feudal Rare

Hunting Crossbow Basic 50m S/-/- 1d10+1 R 1 1 2 Full Accurate, Primitive 2.5kg 100 Imperial Scarce

Drive Nailer Basic 5m -/3/- 1d10+1 R 4 15 3 Full Primitive 7kg 50 Hive Common

Flick Bow Pistol 15m S/-/- 1d10 R 0 1 Full Primitive, Special 1kg 30 - Scarce
Inaccurate, Primitive,
Flintlock Pistol Pistol 15m S/-/- 1d10+2 I 0 1 3 Full 4kg 10 - Common
Unreliable
Deuce Pistol Pistol 15m S/2/- 1d10+2 I 0 2 5 Full Primitive, Unreliable 2kg 40 - Average

Hand Crossbow Pistol 15m S/-/- 1d10 R 0 1 Full Primitive 1kg 200 - Rare

Haywire Rifle Basic 10m S/-/- 1d10+3 I 2 6 1 Full Special 5kg 400 - Very Rare

Hunting Boomerang Thrown 10m S/-/- 1d10 I 0 1 - Primitive .5kg 50 - Common

Impaler Heavy 30m S/-/- 1d10+5 I 2 1 2 Full Primitive, Unreliable 22kg 100 Hive Scarce

Javelin Thrown 15m S/-/- 1d10+SB R 1 1 - Primitive 1kg 8 - Plentiful


Inaccurate, Primitive,
Musket Basic 30m S/-/- 1d10+3 I 2 1 5 Full 7kg 30 - Common
Unreliable
Inaccurate, Primitive,
Blunderbuss Basic 30m S/-/- 1d10+ 2 I 0 1 2 Full 4kg 20 - Plentiful
Unreliable
Siskan Musket Basic 40m S/-/- 1d10+3 I 2 1 5 Full Primitive 8kg 65 Sisk Scarce

Razor Disk Thrown 10m S/-/- 1d10+SB R 1 1 - Primitive .5kg 50 Fedrid Average

Scrap Cannon Heavy 15m S/-/- 1d10+3 R 0 1 3 Full Scatter, Unreliable 40kg 150 Hive Very Rare

Sling Basic 15m S/-/- 1d10-2 I 0 1 Full Primitive .5kg 10 - Plentiful


Blast (2), Inaccurate,
Thunderclap Exotic 9m S/-/- 1d5+3 X 0 1 - 1kg 45 Volonx Very Rare
Primitive, Unstable
Vibe Spear Thrown 10m S/-/- 1d10+2+SB R 1 1 - Primitive, Snare, Special 2kg 14 Endrite Scarce

horn fused together under pressure to give the unwieldy for use in hunting game. A longbows
bow a permanently drawn shape. Composite arrows are designed to be propelled at range
bows are both accurate and quicker to use than with great speed and sufficient power to
classic bows, but require substantial penetrate personal armours worn by enemy
craftsmanship and access to better materials, as troops, and a classic tactic to employ these
well as a higher degree of care in maintenance. weapons is where a multitude of archers release
Composite bows offer some significant a massive flurry of arrows on a ballistic
advantages over primitive black powder guns, trajectory to rain death upon an opposing army.
and like normal bows some are manufactured on A longbow is almost invariably crafted from the
more advanced worlds for their combination of dense heartwood of old-growth trees as these
attractive features. provide sufficient strength to contain the great
Longbow: Longbows are explicit weapons of tension necessary to propel an arrow at sufficient
war, often taller than their users and far too velocity. Many feudal worlds have entire sections

52
of law devoted to the protection of such trees including detachable stocks, pistol grips, and the
from logging by commoners as their depletion ability to mount sights much like a hunting rifle.
would be a crippling blow to the manufacture of Hunting crossbows can use bolts made of
new longbows. Due to their great bulk and the laminate plexichrome or armaplas along with
difficulty in drawing, longbows are far rarer than more traditional ones. These bolts cost twice as
other bow-style weapons as far as manufacture much as normal bolts and when used with a
on more advanced Imperial worlds. hunting crossbow cause it to lose the Primitive
quality.
Crossbow
Class: Basic (Primitive) Drive Nailer
A semi-mechanical weapon, crossbows are Class: Basic (Primitive)
wooden-stocked with a sturdy metal bow that is One of the first weapons to appear in the
held back by a trigger-activated release. Short, hands of heretics in a hive uprising, the drive
heavy arrows known as bolts are flung out of the nailer is simply a high-power nail or rivet-
weapon at great speed, though pulling the bow driving gun of the type common to the millions
itself back into firing position requires who toil in hive construction and reclamation
considerable effort and time. Crossbows are crews across the Imperium. With its power
easier to use than regular bows since they can be setting turned up to maximum and safety
left loaded and grabbed just before combat, features disabled, drive nailers can make a messy
whereas a bow will always need to be readied but effective weapon. They have a very short
and drawn first. effective range as the nails or rivets lose velocity
Heavy Crossbow: Also known as arbalests, quickly, but nevertheless are often sufficient to
these monster crossbows must be braced with a give rioting hivers enough firepower to steal
foot in a special stirrup near the bow and better weapons from unlucky enforcers and PDF
winched into firing position with a windlass troops whove found themselves nailed to a wall
before a bolt can be inserted. This process is or bulkhead.
almost as lengthy as reloading a musket, but the
force created by a heavy crossbows bolt is Flick Bow
incredible among primitive weapons and have Class: Basic (Primitive)
been known to penetrate a horseman and his A flick bow is a curious compact-size hand
horse at the same time. Soldiers armed with crossbow that is designed to fold up into a
heavy crossbows must be well-disciplined to fire package that can be tucked away inside a boot,
their shot at the right moment, as a charging muffler, sleeve, or purse. It is therefore a
enemy likely wont give them enough time to common choice for coachmen, ladies of
reload. They are also stable and exceptionally negotiable affection and criminal gangs on many
accurate, and expert sharpshooters at a besieged medieval worlds, although the finest crafted
castle have been known to take out men examples are made by the artisans of Balecaster
operating catapults of the attacking force. and wouldnt look out of place in an Inquisition
Hunting Crossbow: Effectively a crossbow armoury. The span of a flick bow folds inwards
manufactured using present techniques and and its grip tips back to form an oblong shape
materials, crossbows of this type are used on suitable for concealment.
many worlds by huntsmen, frontier settlers, and A flick bow requires a Half Action to be
others who value its simple action and quiet unfolded and locked in place before it can be
operation. Unlike traditional crossbows found loaded and shot. The bow is not designed for
on feudal worlds, hunting crossbows usually long-term tension, so it cannot be left in the
include a variety of convenience features, expanded position for long periods of time.

53
When folded up, a flick bow grants a +10 bonus though their usefulness is still far below a
to Sleight of Hand Tests made to conceal it. modern autopistols. Most models of deuce
pistols feature separate triggers, one for each
Flintlock Pistol barrel, thus allowing the wielder to fire twice
Class: Pistol (Primitive) before having to reload. Assuming the powder
These primitive black powder weapons can takes, both barrels can also be fired at once by
take many forms, from finely crafted pistols pulling both triggers simultaneously.
constructed for the nobles of low-tech worlds, If both triggers are fired at once, a deuce pistol
elegant yet simple sidearms for use by cavalry adds 1 to its Damage and gains the Tearing
soldiers, or simple pipe and powder affairs used quality. The listed Reload time assumes the firer
by underhive scum. In general, a pistol of this is reloading both barrels; reloading just one
type is essentially an extremely short musket barrel takes three Full Actions.
with a built-in ramrod that wont come lose
during close combat. Many have reinforced Hand Crossbow
pommels made of iron or brass explicitly for use Class: Pistol (Primitive)
as a club in melee combat as few enemies would A hand crossbow is more or less a normal
give the firer enough time to reload. Flintlocks crossbow thats been shrunken down to a size
are the most common form of primitive pistol suitable for one-handed operation complete with
although similar weapons might be rigged to fire a pistol grip. This size is suitable for firing and
with a match or percussion cap depending on reloading by horsemen, coach guards, and others
the level of advancement of the particular world. who cant manage the bulk of a full-size
Deuce Pistol: A double-barrelled variant that crossbow. They can also be easily dismantled
is particularly popular on many worlds where and re-assembled and are almost completely
duelling is common, and it also serves as a useful silent when firing. This makes them a favoured
hunting sidearm as well. These types of flintlock weapon of assassins on medieval planets, while
pistol are almost assuredly manufactured to a higher-tech killers may opt to use such a weapon
high level of precision and are often markedly for exactly the same reasons, especially if using
more accurate than their contemporaries, poison-coated bolts.

54
Haywire Rifle air, enabling a hunter armed with one to silently
Class: Basic (Primitive) kill his quarry.
Haywire rifles are not the issue of feudal world Boomerangs occasionally turn up on more
gunsmiths at all, instead being the product of advanced worlds as a novelty item, but some are
deliberate design to make a weapon that is as used for exactly the same purpose as their
mechanically simple as possible for a very primitive counterparts. If made of modern
particular purpose. Haywire rifles are designed materials (metals and synthetics, plasteel, and so
to shoot specialty stub ammunition that contains forth) a boomerang deals Rending instead of
a directed energy discharge, effectively passing Impact Damage, and can benefit from the
through augmetic armour and machine plating. Mono-edge upgrade.
Due to these debilitating effects on holy engines
and other pieces of equipment, they are severely Impaler
proscribed by the Adeptus Mechanicus, who Class: Heavy (Primitive)
view a haywire rifles lack of a machine spirit This is something of a giant harpoon cannon
with particular hatred and disgust. Haywire that employs high tension springs or industrial
rifles are produced by a handful of skilled (and cabling to hurl a projectile at a target with great
clandestine) armourer-cabals in the Calixis force. Crude and simplistic to a point, weapons
Sector, and there are some that have suggested of this type are often wielded by slab-muscled
the only reason these groups havent been wiped gang heavies and degenerate mutant scum in
out by Mechanicus Secutors is due to special many underhives of Imperial cities. Impalers
protections being offered by high authority. make use of a section of sturdy pipe or
Whether this implies the sectors nobility, the reinforcing bar thats had one end ground to a
Inquisition, or some other dark power varies sharp piercing tip as a projectile. Though a poor
from source to source. substitute for a more proper gun, up-hive
A haywire rifle doubles its Pen value and gains enforcers and gunslingers have found it
the Tearing quality against targets with the remarkably hard to laugh about its inferiority
Machine or Mechanicus Implants Trait as well as whilst pinned to a wall by a metre-long spear.
those judged by the GM to be similar in nature A Strength Bonus of at least 4 is required to
(such as the lock system for a blast door). operate the reloading mechanism of an impaler.
Haywire rifle ammunition has a base price of 20
Thrones each and is considered Very Rare. A Javelin
haywire rifle can be used with normal stub pistol Class: Thrown (Primitive)
ammunition instead, gaining those qualities as A lightweight flexible spear that is specifically
normal (such as a Pen value of 3 for man- designed for throwing, javelins lack the rigidity
stopper bullets). to be used as a melee weapon but can he hurled a
surprising distance by a skilled user. Javelins are
Hunting Boomerang common sights on worlds that have devolved to
Class: Thrown (Primitive) total savagery as they are very simple to make,
Boomerangs are deceptively simple weapons while sophisticated versions that are designed to
made of two pieces of finely crafted and shaped splinter or bend on impact to cause more severe
wood or horn that are joined together to make a injury are employed on some more developed
V-shape. When thrown by a trained user, a planets. Chariot-mounted warriors of Monrass
boomerang will spin with great speed and fly for are especially fond of this style of javelin, and
a short period, and can hit game animals with carry them in clusters on their carriages.
remarkable accuracy. A boomerang imparts The throwers Strength Bonus is added to
enough force to break bones of smaller creatures Damage inflicted by a javelin as though it was a
and makes little noise while sailing through the melee weapon.

55
Musket this supposedly provides a stronger bond
Class: Basic (Primitive) between the weapon and its owner. This
Muskets are the simplest type of gun exquisite firearm is a highly desirable object in
manufactured in notable quantities and almost many noble circles due to its intrinsic (if
exclusively use black powder and a muzzle- gruesome) beauty and fine craftsmanship.
loaded shot to bring down an enemy. Most are Utilising an iron-capped tooth as its striking
smoothbore weapons with separately loaded mechanism, the Father Shot is considered to
powder and shot that must be rammed into be a reliable weapon with a reputation for lucky
place with an included ramrod, with ignition hits, and is undeniably a masterfully-crafted
provided by a flint and hammer. The lengthy weapon whose accuracy comes close to that of
reloading time along with generally poor far more sophisticated stubbers and autoguns. In
accuracy makes these weapons markedly inferior certain seedy areas of Sisk, down on their luck
to any type of more modern rifle, and outside of artificers are willing to create trophy muskets of
feudal worlds they are only used by the most comparable quality from bones brought to them
desperate or ill-equipped renegades. Muskets by well-paying customers. They seldom ask
fire a projectile thats nearly as big as a bolters, where the materials come from, as their patrons
and while not nearly as effective as one of those all too often have the steely glint of revenge in
holy instruments many armoured knights have their eyes.
found themselves blasted straight out of their
plate suits by a direct hit from a musket. Fedrid Razor Disk
Blunderbuss: This is a very basic type of Class: Thrown (Primitive)
musket with a wide barrel that is designed to be The hunters of Fedrid employ an unusual
easy to reload from horseback or inside a coach. thrown weapon on their expeditions, which is
Its funnel-like muzzle can also be used to load simply known as a razor disk. About the size of a
loose shot pellets instead of a single ball, making standard dinner plate, the weapon features a
it something of a primitive shotgun. A feudal sharpened edge all around its outer surface.
blunderbuss will often be decorated with a motif Numerous holes, made at 45 degree angles,
of fire-breathing creatures around its muzzle due pierce the disks surface so that when thrown the
to the loud report and giant flame produced air passing through the holes creates a low
when firing, while those scratch-built in humming sound. This can be used to scare birds
underhive workshops are often little more than hiding in tall grass where they can be caught
tubes with a firing mechanism using ball with nets or shot, while the noise itself is useful
bearings or industrial scrap for ammo. in tracking a disk thats been thrown into the
If loaded with loose shot a blunderbuss Range dense Fedrid undergrowth as it strikes game.
decreases to 10m and it gains the Scatter quality.
Siskan Father Shot Musket: Fanatical Scrap Cannon
theologians dominate the feudal world of Sisk Class: Heavy (Primitive)
and recorded that in the tradition of their For underhive gangs who cannot steal or buy
colonial founding is the admonishment that more effective heavy armament, the best they
Siskan defence is built upon the bones of our can bring to a turf war is an aptly-named scrap
forefathers. This expression is taken quite cannon. Made from a crudely reinforced length
literally by many and is best exemplified by the of pipe packed with black powder and rammed
muskets made on that world. with nails, bolts, and anything else nasty scraped
Formed in the main from a human thighbone from the underhive floor. Scrap cannons are
and incorporating other osseous bodies in a hugely unwieldy and not actually very lethal,
variety of functions, these components are especially if its targets are wearing any kind of
traditionally those of the wielders ancestors as half-decent armour. However, they look scary

56
and make an impressively enormous bang and packed with a primitive and volatile explosive
pyrotechnic blast when fired, which is often that detonates when striking a hardened surface.
enough to scatter poorly disciplined gangers and When thrown, the weapon flies in a wide
other sorts of underhive scum. As an added plus, circular arc, and can return to the thrower if it
ammunition is more or less free. does not strike a target. Ideally, the thrower will
Individuals successfully hit with a scrap then be brave and nimble enough to catch it
cannon must Test for Pinning. Scrap cannons again, without blowing themselves to pieces!
are Very Rare items outside of underhive areas If a character throws a thunderclap and
and are Average within their depths. misses, it attempts to return to the throwers
location. Catching a returning thunderclap
Sling requires the catcher to succeed on a Challenging
Class: Basic (Primitive) (+0) Agility Test; failure means the thunderclap
Slings are a surprisingly difficult weapon to flies an additional 1d5+1 metres from the
master and are far easier to construct than they throwers position before landing, while failure
are to build. Most are made from a simple by three or more degrees results in the
leather square firmly attached to two lengths of thunderclap exploding directly on the thrower.
cord, which are usually provided with a leather In this case, the thrower cannot make an Agility
or wooden handle on each end. With a projectile Test to attempt to avoid the blast.
often a rock on the square, a skilled user can
swing the sling with considerable speed, Vibe Spear
releasing the projectile with a snap of the wrist. Class: Thrown (Primitive)
On more advanced worlds slings may be used to This nasty weapon, haling from Endrite in the
hurl metallic balls or more aerodynamic Drusus Marches, appears to be a simple spear of
projectiles, and those confident of their skill fresh-cut wood to the untrained eye. However,
might even use them to throw hand grenades as any scrutiny of the spearhead reveals tiny
well. Slings made on developed Imperial worlds backwards-curving barbed thorns protruding
are typically made of more sophisticated from the fibrous point. Once embedded into a
materials, such as elastic cords and flakweave target, the barbs bite deep and the thorned head
pockets, but are used in the same way. may break off in the wound, with any
If a character uses a sling to propel a grenade, subsequent movement seeing the barbs dig
replace the grenades Range with that of the sling deeper into the victims flesh. The Endrites use
and leave other statistics unchanged. If the sling vibe spears to bleed and wear down prey
suffers a Jam, the projectile flies off 3d10 metres animals, but they make effective weapons of war
in a random direction (see Missing on page 196 too. Removing the barbed point without causing
of Dark Heresy). further harm is a delicate business.
Any living creature without the Machine trait
Volonx Thunderclap injured by a vibe spear must pass a Challenging
Class: Thrown (Exotic) (+0) Toughness Test or also suffer 1 level of
The tribal warriors of Volonx are famed for Fatigue. Successfully removing the spear
their strange scavenged weapons. Perhaps the requires a Challenging (+0) Medicae Test. A
strangest (and most suicidal) employed by these failed Test still removes the spear but inflicts a
innovative fighters is the thunderclap. A thrown further 1d5 Damage which is not reduced by
weapon with a surprisingly good range, a Toughness or Armour.
thunderclap vaguely resembles a boomerang
with a 45 degree bend about a third of the way
along its length. At each end a fearsome piece of
sharpened bone juts out, whilst the innards are

57
gamut of purposes, from shredding ones foes to
LAUNCHERS, laying down a smokescreen to cover a tactical
GRENADES, AND BOMBS manoeuvre. They differ in that while grenades
In a galaxy raked by war and disorder there is a can be armed and lobbed by hand, missiles must
high demand for extremely destructive be fired by a compatible launcher weapon.
ordnance. Being able to blow away a large mass To use launcher weapons without penalty, a
of enemies at once can be a major equalizer to character must have the Pistol Training
servants of the Imperium, who all too often find (Launcher), Basic Weapon Training (Launcher),
themselves outnumbered by foes whose quantity or Heavy Weapon Training (Launcher) talents.
(almost) makes up for their lack of faith. To that Throwing grenades requires no special training
end, the forge worlds of the Imperium send out a or talents and is simply resolved through a
steady stream of explosives, grenades, bombs, Ballistic Skill Test, while setting explosives and
and weaponry designed to chuck them at the bombs is resolved through the Demolition skill
enemies of the Emperor. (see Dark Heresy, page 101).
This section includes several types of weapons.
Launchers are designed to propel another Bola Launcher
weapon, typically a grenade or missile, at a foe Class: Basic (Launcher)
that is beyond throwing range, and vary widely This weapon looks vaguely like a miniature
from simple tubes attached to the bottom of missile launcher but is much less deadly, though
Imperial Guard lasguns to devastating hunter- its firers intentions may not be. A bola launcher
killer missiles ordinarily deployed from uses compressed gas to fling a standard set of
armoured vehicles. In most cases, a launchers bolas at high velocity and with considerably
Damage and Qualities are dictated by the greater reach than even a skilled bola thrower
projectile it is firing. Grenades and missiles are could manage on muscle power alone. Being
portable destructive devices that can run a clocked by a set of bolas fired from a bola
Launchers
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability

Bola Launcher Basic 20m S/-/- 1d5+1 I 0 6 Full Primitive, Snare 12kg 250 - Rare

Disposable Launcher Heavy 175m S/-/- 1 - 20kg 600 - Scarce

Grenade Launcher Basic 60m S/-/- 6 2 Full 9kg 500 - Scarce

Aux Special 45m S/-/- 1 Full +2kg 250 - Rare

Gorge Basic 60m S/-/- 1 2 Full Reliable, 8kg 300 Hive Average

Mezoa Basic 80m S/-/- 1 Half 10kg 400 - Scarce

Voss Basic 60m S/3/- 6 2 Full Inaccurate, 13kg 1,000 - Very Rare

Hunter-Killer Missile Heavy 350m S/-/- 3d10+6 X 6 1 - - 65kg 2,000 - Very Rare
50 Inaccurate, Extremely
Mole Mortar Heavy S/-/- 2d10+2 X 2 1 Full 50kg 4,500 -
200m Shocking, Blast (4) Rare
50
Mortar (generic) Heavy
300m
S/-/- 1 Full Inaccurate 40kg 1,500 - Rare

50
Locke Heavy
300m
S/-/- 6 2 Full Inaccurate 48kg 3,000 - Very Rare

Missile Launcher Heavy 250m S/-/- 1 Full 22kg 2,500 - Scarce

Retobi Heavy 200m S/-/- 5 2 Full Unreliable, 35kg 3,000 - Rare

RPG Launcher Basic 120m S/-/- 1 Full 15kg 1,200 - Scarce

Damage, Penetration, and any special qualities are determined by the ammunition fired

58
launcher can cause injury due to the speed of the include a device that automatically pulls the
bolas, so they are not recommended for use on arming pin of a hand grenade when fired,
delicate quarries. A bola launcher has the allowing grenades to be safely stored within a
advantage of storing several sets of bolas in a launchers clip. The pins are left in the launchers
removable clip, allowing for multiple takedowns clip after the grenades have been fired, and
before the weapon needs to be reloaded. This particularly seasoned grenadiers have been
sort of weapon is most commonly employed by known to maintain large necklaces or other
bounty hunters and trackers, though more charms made from the numerous pins of
unsavoury types have been known to employ grenades they have fired. The most common
them for sinister purposes involving kidnapping. types of grenade launchers employed by the
Imperial Guard and Adeptus Arbites take the
Disposable Launcher form of a large, stocky gun with a pistol grip and
Class: Heavy (Launcher) a revolver-style chamber into which multiple
Cheap single-shot missile launchers like this grenades can be loaded. Other grenade launchers
are produced to equip PDF troopers and other with more unique features are listed here.
forces that need simple but hard-hitting Aux Grenade Launcher: This simple one-
firepower. They are by and large a reinforced shot launcher is designed to be attached under
armaplas tube with a protective cover on each the barrel of another basic weapon, such as a
end and a folding pistol grip and sighting lasgun, allowing the firer the option to shoot a
system, with a single frag or krak missile grenade instead of their weapons usual attack.
preloaded and ready for use. Disposable missile Aux launchers are reloaded by pivoting the
launchers are regarded by the Departmento barrel downward on a hinge and loading a new
Munitorium as ammunition rather than grenade into the breach. This is not the fastest
weapons and many armouries throughout the process on the battlefield, and many users
Imperium are stacked to the roof with crates of simply keep a grenade loaded at all times and
these weapons. This has led to numerous seldom bother reloading once fired until a lull in
examples finding their way onto the black combat presents itself.
market, much to the chagrin of the Adeptus An aux grenade launcher counts as a basic
Arbites and planetary enforcers. weapon when attached to one. It can also be
Disposable missile launchers are intended to used on its own as a pistol, and are typically
be fired once and then thrown away, and may employed in this fashion to launch signal or
not be reloaded. illumination rounds.
Gorge Grenade Launcher: The Gorge is a
Grenade Launcher very basic single-shot launcher that resembles an
oversized shotgun. It has a break-open action
Class: Basic (Launcher)
which allows grenades to be loaded this is
Grenade launchers are a favourite weapon of
rather sluggish due to the Gorges robust design,
many Imperial servants and scummers alike for
but a grenadier can shoot with total confidence
their ease of use and ability to deliver all sorts of
that his grenade will launch. Its simplicity does
unpleasant things into the midst of a group of
not diminish its effectiveness, and it is a popular
foes. Grenade launchers use compressed gas
support weapon used by enforcers, mercenaries,
(provided by a built-in compressor) to propel
and PDF troopers. Gorges are especially
grenades far further than even the strongest arm
common on hive worlds where they can be made
possibly could. This puts the firer safely out of
in scav-workshops and lesser forges, and
harms way and allows the power of a grenade to
widespread availability on the black market
be deposited in tactical situations. Most
makes it one of the easiest ways for recidivists
common grenades can be fired by a grenade
and rebel groups to obtain extra firepower.
launcher; those made to Munitorium standards

59
The Gorge requires two hands to fire, but can sensorum suite make adjustments to the
be easily and safely swung with one and counts missiles path to lead it almost unerringly to its
as a club in melee. target. Armed with a krak warhead and leaving a
Mezoa Pattern: Grenade launchers produced corkscrewing spiral of smoke behind it, the sight
by the Mezoa forge world are designed for of a hunter-killer missile bearing down on ones
simplicity and range as well as ease in firing. A position is almost certain doom.
long barrel and stable grenade chamber The listed rules are for a hunter-killer missile
improves accuracy compared to other launchers, attached to an infantry tripod so that it can be
and the weapon automatically opens after firing hauled around in the field; vehicular versions
to permit a rapid reload. Though it can only weigh 10kg less. A hunter-killer missiles
hold a single grenade, skilled users can load a guidance systems grant a +20 bonus to Ballistic
new one with enough speed to keep up a steady Skill Tests made to attack with it and reduce
barrage of shots, even while on the move. penalties for shooting at Long or Extreme range
Voss Assault Launcher: This grenade by half. Additionally, a hunter-killer missile may
launcher resembles more common patterns but reroll a failed attack as long as it was by two
with the addition of a clockwork cylinder degrees of failure or less. Hunter-killer missiles
mechanism that must be wound up during take a few moments to get up to speed and do
reloading. The cylinder remains under tension not benefit from shooting at Short or Point-
and can fire off its grenades with a frightening Blank range (not that it would be wise to employ
pace, making it an excellent choice for shock one at such distances regardless!).
troops who need to suppress a large enemy force
at once. The violent motion of the cylinders Mole Mortar
rotation tends to make the assault launcher want Class: Heavy (Launcher)
to jump out of the shooters hands; they are Mole mortars are curious devices that look
known for their volume of firepower, not like something between a handheld missile
pinpoint accuracy. launcher and a typical mortar weapon. As the

Hunter-Killer Missile
Class: Heavy (Launcher)
This specialty missile is a
marvel of Mechanicus
engineering that is almost
capable of firing itself. Because of
its very large weight and back
blast it is usually mounted to
Imperial vehicles, with wide
stubby patterns used on tanks
and armoured personnel carriers
while longer and thinner
versions are attached to the
wings of flyers. Hunter-killer
missiles are fitted with an
advanced guidance system and a
large fuel supply, giving them
exceptional range and accuracy.
Once fired, a hunter-killer
missiles internal cogitator and

60
name suggests, a mole mortar fires a special down the barrel) and another to direct and aim
tunnelling torpedo that mimics the ballistic arc the weapon by visually spotting the enemy or
of a normal mortar except in a reversed fashion relaying targeting information by voxlink from a
underground rather than in the air. They are set forward observer.
to explode just beneath the surface of their target Locke Pattern: This specific mark looks much
which can often catch the enemy unprepared. like many types of functionally identical mortars
The resulting underground blast can have produced throughout the Imperium, but it is
devastating results on structures as well as designed to use a rotary ammo drum rather than
enemy troops; those not killed or maimed by the muzzle-loaded shells. This provides it with a
blast itself are typically sent flying by the substantially greater rate of fire as the firer need
concussive force. A mole mortar can also be used only move the drum to its next shell and press an
to destroy enemies in subterranean tunnels, and ignition stud rather than physically dropping
are particularly effective in collapsing bunkers. another mortar into the tube. One downside to
Tunnelling torpedoes are advanced munitions the Lockes design is that the firer cannot singly
that use a powerful drill in the nose to bore load individual mortar shells down the muzzle
through rock and earth. A small and unstable like on most mortars; a new drum must be
power field generator assists in sliding through loaded to fire a different type of ammunition
dense surfaces; its operational life span provides than those already installed.
just enough time for the tunnelling torpedo to
reach its point of detonation. Missile Launcher
A mole mortar launcher includes a small Class: Heavy (Launcher)
guidance cogitator that the firer manipulates to Missile launchers are precision destructive
guide the torpedo to its target. Firing a mole devices that fire extremely powerful warheads.
mortar is a Full Action if the firer wishes to use By and large the purview of dedicated tank
the guidance cogitator in this way. It can be fired hunters and demolition teams, a missile
blind as a Half Action like other weapons, but launcher is a bulky but uncomplicated affair
the firer takes a -10 penalty to his Ballistic Skill composed of a large tubular housing with a
Test and if the weapon misses it deviates by pistol grip and ignition system. A missile is
3d10+5 metres (see Dark Heresy, page 196).
INDIRECT FIRING
Mortar Mortars and similar Launcher weapons are often
Class: Heavy (Launcher) fired in a suppression mode where the targeted
A mortar is a classic artillery weapon that can enemy cannot be seen and only their rough
fling a substantial explosive warhead on a high location is known. In these cases, mortar shells
ballistic trajectory. Infantry mortars are typically and the like can be fired without any actual line of
hauled into place by a two-man crew and sight required. When firing in this manner, a hit
deployed in a defensive position where they can means that the shell still scatters 1d10 metres
bombard an enemy. Mortars are especially from the target point, while a miss scatters 2d10
useful at displacing troops in entrenched metres instead.
positions as their high angle of attack will often Often such weapons are fired in conjunction
cause a mortar shell to land directly in an enemy with a spotter who directs fire from the weapon.
trench or dugout. The majority of mortars used Any ally with an auspex or who can see the target
in the Imperium are fairly simple tube affairs can spend a Half or Full Action to spot for the
with a sturdy base plate and adjustable braces to mortar fire. In this case, the next shot by the
allow for adjustments to aim and angle. Mortar mortar only scatters 1d5 metres on a hit, and
crews are usually used by two men, with one to gains a +10 or +20 bonus (respectively) to its
load and fire the mortar (by dropping the shells Ballistic Skill Test.

61
loaded from the rear of the launcher and locked cumbersome handling. Rather than individually
into place, often by an assistant, leaving the job loading missiles from behind, the Retobi uses a
of sending the missile on its way to the firer. giant clip-loading system that can stack several
Imperial missiles are built for maximum missiles atop one another that drop into the
accuracy and stability over range, and can make launch tube after the previous one is fired. This
minor course corrections and adjustments as allows one man to operate it with devastating
they scream towards their target. A missile efficiency at least in theory, one soldier could
launcher is only as accurate as its user, however, destroy an entire armoured company on his
and tank hunters and kill teams alike always put own. Aside from its bulk, the Retobi is plagued
their steadiest (and most disciplined) members with a stubbornness to use the newer styles of
in control of it when possible. missiles in use by the Imperial Guard, and an
Retobi Pattern: The Retobi is an ancient and uncooperative machine spirit has sent more than
comparably rare mark of missile launcher due to a few tank hunters to the Emperor when the
its temperamental machine spirits and rather launcher misfires and sets off the entire clips
worth of missiles at once.
Grenades
Name Dam Pen Special Wt Cost Availability RPG Launcher
Anti-Plant 3d10 E 0 Blast (3) .5kg 40 Very Rare Class: Basic (Launcher)
Bilge Bomb 2d10 X 0
Blast (4), Toxic,
.5kg 20 Common
Short for rocket propelled grenade,
Unreliable
an RPG Launcher is designed to fire
Blast (10), Smoke,
Blind - -
Special
.5kg 25 Scarce modified grenades at high speed and
Bloodfire Special - Special .5kg 55 Rare
considerable range far beyond that of a
Blast (1d10+3),
typical grenade launcher. It is a fairly
Choke Gas - - .5kg 40 Scarce simple weapon composed primarily of a
Special

Filament 4d10+4 R 6 Blast (1), Tearing .5kg 300


Extremely launch tube and firing system with a
Rare pistol grip; rockets are loaded at the
Fire Bomb 1d10+3 E 4 Blast (3), Primitive .5kg 5 Plentiful front, and one man can usually handle
Frag 2d10 X 0 Blast (4) .5kg 10 Common all of the operations in the field. The
Mark III Solid 2d10 X 0 Blast (5) .8kg 10 Scarce
rockets themselves are uncomplicated
affairs made of a solid propellant charge
Hallucinogen - - Blast (10), Special .5kg 40 Rare
with fins that deploy once the projectile
Howler - - Blast (3), Special .5kg 25 Scarce is in flight. A grenade can be installed at
Krak 2d10+4 X 6 - .5kg 50 Rare the top, and a small secondary charge
sets it off on impact with a hard surface
Nail Bomb 1d10+1 X 0 Blast (2), Unreliable 1kg 5 Average
(the side of a tank, a barricade, body
Photon Flash - - Blast (15), Special .5kg 60 Scarce armour, and so forth). An RPG launcher
Plasma 1d10+6 E 6 Blast (1) 2kg 100 Very Rare can be extremely useful and versatile to
Smoke - - Blast (10), Smoke .5kg 5 Common
any combat situation depending on what
type and how many grenades are
Starflare 1d10+5 E 6 Primitive 1kg 30 Scarce
available to the firer.
Stunner - - Blast (10), Special .5kg 45 Rare Most types of grenades can be used
Thermal 1d10+3 E 6 Blast (2) .6kg 60 Rare with an RPG launcher; see the individual
grenade entry for compatibility. Blank
Toxin Special - Blast (10), Special .5kg 90 Rare
rockets, ready to be loaded with a
Extremely
Virus 3d10 I - Blast (8), Special .5kg 500
Rare
grenade, have a base price of 10 Thrones
and are Scarce.
This Damage only affects plants and other flora
A thrown grenades Range is the throwers Strength Bonus x 3 metres

62
Anti-Plant Grenade system, causing a horrible burning sensation and
Used With: Thrown, GL, RPG convulsive paralysis that are extremely painful
Anti-plant grenades contain a medley of and potentially lethal. Anyone within a Bloodfire
chemicals and other toxic substances designed to grenades must pass a Difficult (-10) Toughness
reduce almost any kind of flora to a foul- Test or suffer 1d10+3 Impact Damage with the
smelling muck that deprives the enemy of cover Toxic quality, with no reduction from Armour
while not seriously harming other materials. and Toughness. A rebreather or respirator
Aside from thwarting ambushes and revealing provides a +30 bonus to this Test, and a
hidden foes, anti-plant grenades can also be used character in a sealed suit is immune to its effects.
to create improvised landing zones or to quickly
clear foliage for camp sites or building locations. Choke Gas
Used With: Thrown, GL
Bilge Bomb A particularly indiscriminate and potentially
Used With: Thrown lethal weapon designed for crowd control and
These crude weapons are packed full of riot dispersal, choke gas contains a powerful
poisonous fungi, chemical waste, diseased flesh, irritant that attacks the eyes and respiratory
and other grotesque substances. The canisters system. A few lungfuls of the thick bluish gas can
burst open on impact, showering the area with reduce the most ardent mobs to a sobbing,
caustic sludge and noxious vapours. While their coughing morass. Choke gas grenades can be
effect is not very powerful, unprotected targets found in the arsenals of Adeptus Arbites
can be brought down by the toxins, if not by the precinct-forts on almost every planet, and while
sheer nauseating smell of the attack. Bilge bombs undoubtedly effective, it is not a weapon of first
are a favourite of foul creatures that lurk on the choice within cities (especially hives) as it has a
black decks of large spacecraft throughout the tendency to spread through built-up areas and
Imperium, but comparable bombs can be crafted into air filtration systems where it can kill or
in the foul underhive of many hive cities as well. seriously harm those of weak constitution.
Each Turn that a character is caught in the
Blind Grenade blast radius of choke gas they must make a
Challenging (+0) Toughness Test. A gas mask
Used With: Thrown, GL, RPG
provides a +20 bonus to this Test, while
Blind grenades explode with a burst of dense
filtration plugs are totally useless as the choke
dark grey smoke that obscures normal vision
gas attacks the eyes as well as respiratory system.
while scattering thousands of particulate IR
Failure inflicts one level of Fatigue, and multiple
bafflers and EM spectrum chaff to befuddle
Rounds are cumulative. The harmful effects of
advanced visual sensors. The effect is short-lived,
choke gas last while the character is within the
but while it lasts it provides an excellent cover
blast area plus 1d10 Rounds. If a victim of choke
for advancing forces or to facilitate a quick
gas fails the Test by four or more degrees, they
withdrawal. A blind grenades vapour discharge
also reduce their Toughness Characteristic by
dissipates after 1d10+1 Rounds though weather
1d10 for 1d5 - 1 hours. Successive failures are
conditions may significantly reduce this time.
cumulative, and it is possible to die from choke
Characters within the blast area while the smoke
gas by having ones Toughness reduced to 0.
remains are considered to be Blind.
Choke gas clouds linger for 1d5 x 3 minutes
before dispersing, though weather conditions
Bloodfire Grenade may significantly reduce this time.
Used With: Thrown, GL, RPG
This terribly unpleasant grenade is packed full
of a poisonous gas that attacks the nervous

63
Filament Grenade metallic shell into dozens of deadly pieces of
Used With: Thrown shrapnel that fly out in every direction. Most
This exotic and arcane grenade carries many Imperial models are either round or cylindrical
tens of metres of compressed segments of and are about the size of a clenched fist, and
monomolecular wire that expand into a cloud of while primarily a military weapon, many fighters
deadly razor-sharp filaments on detonation. The outside the Imperial Guard choose to carry a few
resultant barely-visible blast slices through frags just in case.
armour, flesh, and bone, and victims cut to thin Gunmetal Solid Mark III FG: The forges of
slices by a filament bomb often do not realise Gunmetal City are known to produce a slightly
they are dead even as their bodies fall to pieces. heavier version of standard frag grenades. While
Filament bombs are coveted weapons for elite not as easy to carry in large numbers, the Solid
assassins and Inquisitorial agents, and some Mark III offers an improved blast radius and is
suggest they may be of Xenos manufacture. the choice of professional grenadiers throughout
Regardless of where they come from, death at the Calixis Sector.
the hands of a filament grenade is one of the
most absolute, if swift, ways to die. Hallucinogen Grenade
Used With: Thrown, GL, RPG
Fire Bomb Hallucinogen grenades are a special type of
Used With: Thrown (usually) non-lethal weapon that induces a
A primitive handheld incendiary device that
can be fashioned from readily available materials EXPLOSIVE MISHAPS
on most Imperial worlds, fire bombs normally Whenever a Jam results from throwing or launching
take the shape of a fragile canister of flammable a grenade, missile, mortar, and similar weapons,
liquid with a fuse made from cloth or other something unfortunate has happened that may have
material that the liquid can soak into. Once the disastrous consequences! Roll on the table below to
fuse is set aflame, the bomb is hurled at the determine the results.
enemy; the canister breaks open on impact to Roll Result
release a shower of burning liquid. Fire bombs 1-5 Dud. The explosive or round fails to
are common during large riots where the explode. If fired from a launcher, there is a
malcontents can use them to forcibly scatter 50% chance that the projectile fails to launch
lines of enforcers, and many Arbitrators bring or lands harmlessly amid its intended
chemical extinguishers with them to such events targets; if the former, the jam must be
in anticipation of having these weapons hurled cleared normally.
at them. 6-8 It might be ok Nothing happens, yet.
A target caught in a fire bombs blast must Roll again on this table next Round. This
succeed on a Challenging (+0) Agility Test or may have unfortunate implications if the
catch on fire. Characters wearing a sealed suit of firer is clearing a jam at the time.
armour who take no damage from the blast itself
9-0 BOOM! The round or explosive
cant be set on fire in this way.
immediately goes off with any and all effects
centred on the firer. If this was the result of
Frag Grenade firing a launcher the results may be even
Used With: Thrown, GL, RPG worse; non-lethal grenades, like howlers
Fragmentation, or frag, are the most and smokes, must be cleared as though
ubiquitous variety of grenade when a hiver or jammed, while an explosive like a frag or
voidsman mentions a grenade in general, hes krak grenade destroys the launcher as well as
likely referring to a frag. Frag grenades use an setting off any other grenades that are
explosive charge to shatter a heavily notched loaded into it!

64
variety of short-lived psychological states and outcome marks them as a tool of a very small set
delusions. A hallucinogen grenade releases an of specialist users.
almost invisible cloud of gas that profoundly All living creatures within a hallucinogen
warps the minds of those who breathe it in, and grenades blast must make a Difficult (-10)
their comparative rarity as well as unpredictable Toughness Test, with failure causing them to be
overcome with delusions and hallucinations for
GAS WARFARE 1d10 Rounds. Roll a d100 and refer to
Many types of grenades listed in this segment Hallucinogen Effects on page 137 of Dark
disperse smoke, fumes, gases or vapours that are Heresy to determine the nature of and results of
intended to have some harmful effect on those these hallucinations for the duration of the
within their clouds. There are several gear options grenades effect. Wearing a gas mask only
that can protect an Acolyte from choking, being provides a +20 bonus against this effect, and
poisoned, or otherwise incapacitated; these are filtration plugs are totally useless.
the most common ones. Unless otherwise stated,
these protective items provide the same benefits Howler Grenade
for all gas-type weapons. See the Gear section for Used With: Thrown, GL
more details. These grenades are designed to explode with a
Filter Plugs: These simple plugs are inserted into sustained burst of sonic energy lasting 1d5
the nostrils and help filter out pollutants and Rounds, intended more to deafen and
harmful gases. They are cheap and available, and disorientate than wound. They generally cause
many hivers on more polluted worlds wear them no physical harm beyond loss of hearing and are
on a daily basis. Wearing filtration plugs grants a most commonly used for incapacitating enemies
+10 bonus to any Toughness Test made to resist with extremely painful noise. Howler grenades
the effects of gas. are often employed by professional bounty
Gas Mask: Typically covering the entire face, a hunters, Inquisitorial agents, and other fighters
gas mask uses a self-contained filter canister to who have some compunction against killing
provide much better protection than simple filter their targets, but they can be used just as easily to
plugs. Its also useful for keeping irritating disrupt a group of enemies before gunning them
vapours out of the eyes. Gas masks can be worn down. Characters within a howler grenades
for long periods of time, though they are far from blast radius who lack heavy hearing protection
comfortable. A gas mask provides a +30 bonus to are automatically deafened, and must pass a
Toughness Tests made to resist the effects of gas, Challenging (+0) Toughness Test or be
and the wearer may reroll failed tests. Stunned while the grenade is active. Failure by
Re-Breather/Respirator: A re-breather is similar three or more degrees results in the deafness
to a gas mask except it provides its own air supply being permanent.
which allows a wearer to survive in all but the
most hostile environments. A character wearing a
Krak Grenade
re-breather is immune to most gases and can
Used With: Thrown, GL, RPG
even survive underwater. Re-breather canisters
Krak grenades incorporate a small but
have enough air to keep the user alive for about
extremely powerful charge designed to defeat
an hour before they must be replaced.
armour with a concentrated blast. This heavy
Sealed Armour: Wearing a void suit, power
directed firepower can be used in a variety of
armour, or environmental body glove can totally
ways, most commonly to punch through bunker
isolate the wearer from outside conditions,
walls or attack armoured vehicles. Krak grenades
allowing them to survive in the harshest
do not produce a blast effect and their very
locations. Unless otherwise stated, wearing sealed
narrow explosion makes them impractical for
armour provides total immunity from gases.
use against people, but skilled grenadiers with

65
sharp aim have been known to make use of them Plasma Grenade
in an anti-personnel role. A man directly hit by a Used With: Thrown, GL
krak grenade will likely leave nothing behind by These use a deliberate plasma containment
a pair of smouldering boots. failure, causing a blast of heat and light to burst
forth like a miniature sun. Plasma grenades are
Nail Bomb similar to a compressed hydrogen flask used as
Used With: Thrown ammunition by plasma weapons; the fuel is
Frag grenades are often heavily proscribed maintained in an excited state by a small
items on hive worlds due to their ability to cause onboard generator, with the resultant blast
wanton amounts of death in a hive citys closely resembling a hit from a powerful plasma
confines and dense crowds. Criminal scum and weapon. However, this apparatus becomes
scavengers often produce their own crude unstable over time, and plasma grenades have a
variants to more easily obtain indiscriminate short shelf life as some recidivists have
firepower, and the frequent use of nails as the discovered the hard way after looting Imperial
primary shrapnel ingredient leads to these armouries to supply their own men.
improvised grenades being generally referred to
as nail bombs. Any sort of canister, often lengths Smoke Grenade
of pipe or old food cans, is typically packed full Used With: Thrown, GL, RPG
of a crude explosive compound along with A more basic form of blind grenades, these
whatever shrapnel is available nails, metal simply generate a voluminous cloud of coloured
spoil, crushed glass, and other assorted nastiness smoke that obscures vision and little more.
along with a home-made fuse that hopefully is Smoke grenades can be useful for signalling
reliable enough not to kill the user. friendly forces from a great distance, while kill
Along with scummers on hive worlds, teams equipped with IR goggles and auspexes
primitive black powder grenades used on more can make use of a smoke grenade to confuse and
developed feudal worlds produce a similar effect hinder an opposing force that lacks such
to a nail bomb, though with a correspondingly equipment. Smoke grenades are cheap and easy
higher degree of finish and care in construction. to manufacture, and can produce a variety of
colours for signalling purposes.
Photon Flash
Used With: Thrown, GL Starflare Grenade
Photon flash grenades are extensively used by Used With: GL, RPG
various enforcer types to disorient and surprise Starflare grenades contain a powerful long-
their targets, and are favourites for covering the burning pyrotechnic charge that is intended to
entry into a hostile building. After landing, a provide illumination to dark areas. When fired
photon flash grenades chemical-powder core into the air a starflare grenade ignites at the top
ignites and produces a flash like a small star, of its path and deploys a small parachute. It takes
causing temporary blindness to anyone nearby. about one minute for a starflare grenade to
The flash is bright enough to overload cheap or return to the ground, during which time it
primitive vision protection systems, so even provides bright illumination in a 100 metre
better-equipped gangers and scum can still be radius and shadowy illumination a further 100
disabled by one. Anyone caught in a photon metres beyond that.
flash grenades blast must succeed on a If fired directly at a character, a starflare
Challenging (+0) Toughness Test or be grenade uses the listed Damage and Penetration
blinded for 1d5 Rounds. values, and the target must succeed on a
Challenging (+0) Agility Test or be set on fire.

66
Stunner Grenade Thermal Grenade
Used With: Thrown Used With: Thrown, GL, RPG
This grenade carries a gas that disorients its Also known as inferno grenades, this powerful
victims through neurological bio-agents that weapon uses an incendiary fuel mixture
cause a stupefying effect but no actual physical designed to violently melt its sturdy outer casing,
harm. Covert operatives and well-equipped with a subsequent explosion that causes liquefied
thieves make use of these devices in situations metal shards to fill the blast area. While they are
where no permanent harm is required or it is not as powerful as a melta-bomb, they are easier
more desirable to leave opponents temporarily to handle and use, and offer a wider area of
incapacitated. Stunner grenades are weapons of destruction that can easily ignite enclosed areas
opportunity and are ineffective against into blazing conflagrations. They can also burn
opponents wearing any kind of protective gear, down most barricades and lesser internal
as more than a few would-be professionals have structures, and are often used by suppression
found out the hard way. Anyone within the blast teams during uprisings for just that purpose. In a
area of a stunner grenade must succeed on an bind, a thermal grenade can be employed as a
Ordinary (+10) Toughness Test or be Stunned means of sabotaging equipment as the high-
for 1 Round plus a number of Rounds equal to intensity heat can warp metal. Anyone caught
the degrees of failure of the Test. within a thermal grenades blast must succeed on

67
a Challenging (+0) Agility Test or be set on wearing sealed armour automatically takes the
fire. listed Damage with no reduction for Armour or
Toughness. Each character who takes Damage
Toxin Grenade from a virus grenade allows the virus to
Used With: Thrown, GL propagate further, and any previously-
Deadly and fast-acting chemicals, viral agents, unaffected targets within 1d5 metres of them are
and other unpleasant substances fill these then attacked by it as above. This process
bloated-looking grenades. The toxic cocktail is continues until there are no victims left for the
specially formulated to permeate through a virus to attack or 1d5+5 Rounds have passed
victims skin as well as their respiratory system, from the virus grenades initial use, after which it
and can even seep through light protective gear. mutates into a harmless strain.
As a result they can be just as dangerous to the
user as their target since only the best protection Frag Missile/Shell
can offer immunity to its effects. Used With: Missile Launcher/Mortar
Any characters caught within a toxin A large-size fragmentation device meant to
grenades blast area must succeed on a Difficult obliterate exposed enemies. Frag missiles and
(-10) Toughness Test or suffer 2d10+4 Impact shells are fairly similar to one another, each
Damage with the Toxic quality. This Damage is incorporating what looks like an inflated frag
not reduced by Armour or Toughness. Gas grenade attached to a rocket motor or propellant
masks provide a +10 bonus to this Test while re- charge depending on which launcher will be
breathers offer a +20 bonus; both allow a reroll firing it. The greatly increased explosive charge
on a failed test. Filtration plugs are totally useless as well as shrapnel quantity makes a blast from a
as the toxins can still attack through the mouth frag round far more deadly, even for well-
and eyes. Only sealed armour can offer total armoured targets. Although they use the same
protection characters wearing such a suit are warhead, frag missiles and shells are not
effectively immune to a toxin grenades effects. interchangeable.

Virus Grenade Krak Missile


Used With: Thrown, GL Used With: Missile Launcher
This grenade houses a tiny sample of the Krak missiles offer superb armour penetration
horrific life-eater virus culture that was once thanks to their very large focusing charge and a
used (in much greater quantities) as a tool to detonator rod in the nose that ignites the
execute an Exterminatus on a condemned world. warhead at the optimum moment to ensure
Though far weaker and designed to burn out on maximum destruction of the target. Krak
its own after a short while, the effects of a virus missiles are typically used against enemy tanks
grenade are still terrible as organic
matter is reduced to a sickening Missiles and Shells
sludge, its victims only capable of Name Dam Pen Special Wt Cost Availability

watching in horror as their bodies Frag 2d10+2 X 4 Blast (4) 1kg 75 Average
slough off in great sheets. Once Krak 3d10+10 X 10 - 1.5kg 150 Scarce
loose, a virus breaks down biological
Minefield 2d10 X 1 Blast (1) 2kg 100 Rare
systems in mere moments before
Scatter Special 0 Blast (10) 3kg 175 Very Rare
leaping to a new victim, leaving little
more than sticky puddles of Scatter Special 0 Blast (10) 3kg 175 Very Rare

putrefied waste in its wake. Starflare - - Special 1kg 60 Scarce


Anyone caught within a virus Tunnelling
2d10+2 X 2 Blast (4), Shocking 3kg 200 Very Rare
grenades blast area who is not Torpedo

68
due to their ability to defeat even heavy armour, multiple attacks for the purposes of attempting
but they also make fine choices to demolish to avoid the individual blasts.
bunkers and create openings in buildings too.
Starflare Shell
Minefield Missile/Shell Used With: Mortar
Used With: Missile Launcher/Mortar This is an extremely scaled-up version of a
This type of weapon is a handy method to starflare grenade and works on roughly the same
quickly and safely deploy a large number of principles. After exploding at altitude, a starflare
mines at once. Minefield rounds are designed to shell provides bright illumination in a 300 metre
explode at a pre-determined point along their radius and shadowy illumination out to a total of
trajectory and shower the ground with tiny 500 metres, and takes roughly five minutes to
submunitions that arm on impact and patiently burn out as it nears the ground.
wait until an unfortunate victim walks across
them. Minefield rounds are thus an easy way to Tunnelling Torpedo
deny access to a given area to opposing forces, Used With: Mole Mortar
and can be used defensively to set up an A specialty munition to be certain, a
explosive cordon around a strategic location. tunnelling torpedo is designed to be used with a
Minefield rounds saturate the ground with mole mortar. Once fired it uses a powerful
miniature mines in a 10 metre radius from their boring drill backed up by a miniature power
point of landing. Anything passing through this field to rapidly tunnel through earth, stone, and
area that is larger than Puny sets off mines which anything else that might be in its way before
attack with the listed values, once for every reversing course and exploding just beneath the
metre the trespasser attempts to move through feet of its unsuspecting victims.
the area. Each 1 metre area of the minefield
has sufficient mines to attack 5 times before all
mines are expended. Aside from using
specialized mine removal equipment, mines
can be quickly cleared away by attacks from
weapons with the Flame quality.

Scatter Missile/Shell
Used With: Missile Launcher/Mortar
Also known as cluster bombs, rounds of this
type spread a large amount of grenade-sized
bomblets over a huge area, and timely
deployment of a scatter round can utterly
obliterate an entire enemy company at once.
The sound of dozens upon dozens of bomblets
going off in sequence is more akin to the
report of a Vulcan Mega-bolter than any
explosive, and the only thing more satisfying
than the sight of the rounds detonation is
observing the total carnage left behind on
ones enemies.
A scatter shell deploys bomblets equivalent
to a frag grenade into every 1 metre area
within its blast area. These are considered

69
a character wishing to tangle up his opponents
EXOTIC WEAPONS with a web pistol must have the Exotic Weapon
Despite their different patterns and marks, even Training (Needle Pistol) talent. Some career
unusually-designed lasguns and bolters are paths include specific Exotic Weapon Training
similar enough for a warrior whos familiar with talents as part of their normal advances, but
one to pick up another and smite his foes in the most characters will have to obtain one through
Emperors name. Some weapons, however, are an Elite Advance. Exotic weapons are still
far and apart from others, each with totally classified as Pistol, Basic, or Heavy weapons and
unique functions and purposes. Lesser Imperial must obey all relevant rules for their class (use in
servants will likely never even see, much less melee, bracing requirements, and so forth).
hold, any examples of these exotic armaments, Exotic weapons typically make use of equally
and their cost, rarity, or difficulty of use keeps exotic ammunition. In general, assume exotic
them squarely in the court of resourceful and ammunition is Very Rare with a cost of 20
well-connected specialists. Thrones each unless otherwise stated in a
Exotic weapons cover a wide range of guns weapons description.
and other devices that do not fit into other
weapon categories. Most are particular and very Dartcaster
specialized compared to others that are similarly
Class: Pistol (Exotic)
classified as exotics; in general, exotic weapons
Dartcasters come in a variety of forms, most
require an individual Talent to use. For example,
using pressurised gas or a crossbow-like

Exotic Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability

Dartcaster Pistol 30m S/-/- 1d10 R 0 1 Full Toxic 2.5kg 600 - Rare

Artifico-Biologis Pistol 20m S/-/- 1d5+2 R 2 3 2 Full Accurate, Special 1kg 1,000 Forge Scarce

Digi-flamer Pistol 3m S/-/- 1d10+4 E 2 1 3 Full Flame .1kg 6,000 - Extremely Rare

Digi-laser Pistol 3m S/-/- 1d10+3 E 7 1 3 Full Reliable .1kg 9,000 - Extremely Rare

Digi-mine Thrown SBx3m S/-/- 3d10 X 5 1 - Blast (3) .1kg 2,000 - Extremely Rare

Digi-melta Pistol 3m S/-/- 2d10+4 E 12 1 3 Full - .1kg 20,000 - Extremely Rare

Digi-needler Pistol 3m S/-/- 1d10 R 0 1 3 Full Toxic .1kg 11,000 - Extremely Rare

Graviton Gun Basic 30m S/-/- Special - 3 2 Full Blast (5), Special 5kg 3,500 Forge Very Rare

Heavy Webber Heavy 70m S/-/- - - 3 Full Blast (5), Snare 14kg 1,200 - Rare

Aegis-Redback Heavy 80m S/-/- - - 4 3 Full Blast (6), Snare 17kg 2,000 - Rare

Needle Pistol Pistol 30m S/-/- 1d10 R 0 6 Full Accurate, Toxic 1.5kg 1,250 - Very Rare

Glavian Needler Pistol 30m S/3/- 1d10-1 R 0 7 Full Toxic 1kg 950 - Very Rare

Needle Rifle Basic 180m S/-/- 1d10 R 0 6 2 Full Accurate, Toxic 2kg 1,000 - Very Rare

Rad-Cleanser Heavy 30m S/-/- 2d10+2 E 7 20 - Blast (2), Recharge, Toxic 26kg 7,000 - Very Rare
Razorweb
Heavy 10m S/-/- 2d10+4 R 5 1 Full Blast (1), Tearing 3kg 10,000 - Extremely Rare
Launcher
Rocketfire Gun Basic 80m S/-/- 1d10+5 I 4 6 Full Tearing 4kg 1,000 - Very Rare

Shock Blaster Pistol 20m S/2/- 1d10+2 E 4 7 Full Shocking 3kg 650 Forge Scarce

Sonic Rifle Basic 30m S/2/- 1d10+3 X 2 8 Full Shocking, Tearing 3.5kg 800 Void Rare

Webber Basic 50m S/-/- - - 1 Full Blast (5), Snare 8kg 1,800 - Rare

Web Pistol Pistol 30m S/-/- - - 1 Full Snare 3.5kg 1,200 - Rare

70
mechanism to fire small metal slivers at great pistol ammunition is Scarce, with each dart
velocities. These have only modest wounding having a base cost of 8 Thrones.
capability, and while many hivers would be
suitably incapacitated by having a metallic dart Digital Weapon
embedded in their bodies, a furious cultist might Class: Pistol or Thrown (Exotic)
not even notice. As a result, most users intent on Digital weapons, or digi-weapons for short,
causing real harm saturate their darts in are incredibly miniaturised guns so advanced
powerful poisons or other chemicals. The most and so sophisticated that they can be worn on a
common choice is needler toxin (this is reflected finger as a ring, yet still pack the same firepower
in the listed rules), but almost any sort of poison as a full-size pistol. Digi-weapons appear to be
or other substance can be administered by a perfectly ordinary jewellery until a powerful las
skilled user. A bounty hunter might use a bolt or gout of flame violently issues forth from
tranquiliser compound to quietly subdue a tiny, almost imperceptible apertures, making
mark, while an Ordo Malleus agent could them perfect choices for deep infiltration or
employ blessed silver darts filled with sacred oils situations where weapons are absolutely
as a means of combating warp-spawned fiends. forbidden. They can also make a nasty surprise
Particularly nefarious users have been known to attack, and more than a few assassins have met a
drain a hallucinogen grenade for its mind- sudden and violent end as their mark unleashes
altering ingredients and apply them to a dart, a melta blast from their ring finger. Digi-
visiting its effects on an unfortunate victim weapons are presumably a form of archeotech
without the collateral results (or obvious that extremely few tech-artisans are capable of
evidence) of chucking the grenade itself. creating, and the great craftsmanship and high-
Artifico-Biologis 0.5I Hypo-Pistol: This fine quality materials required to produce just one
crafted and intricate handgun is carved from weapon puts them squarely in the realm of the
clockwork and brass, an obvious Cult Imperiums elite.
Mechanicus device that is typically used by Digi-weapons require both the Exotic Weapon
Magos Biologis and their agents to subdue living Training (Digital Weapon) talent as well as the
specimens. By employing a cunningly-designed relevant Pistol Training talent for the type of
mechanical spring, a hypo-pistol fires a short- weapon being used (Flame, Las, Melta, or Needle
range injector dart fitted with a penetrating Pistol). Digi-mines are an exception they need
filament that delivers a chemical payload directly only be armed, usually by a hidden trigger or
into the targets bloodstream. Though nominally switch, and then thrown where they explode like
a tool of Mechanicus Magi, it is found with some a grenade. Alternatively, a digi-mine can be used
frequency in the hands of bounty hunters, in conjunction with the Demolition Skill to
scummers and some enforcer types who want to explode at a later time or as a booby trap.
take their prey alive. Reloading a digi-weapon is a slow process
The usual payload for a hypo-pistol is strixis requiring a special recharging device (included
tincture, a powerful soporific. Any living target in the cost of the digi-weapon) about the size of a
that takes Damage from a hypo-pistol must personal cogitator. An entire clip for a suitable
succeed on a Hard (-20) Toughness Test or fall pistol type a promethium tank, hellgun
comatose for 1d10 x 3 minutes. On a failure by capacitor, melta canister, or needle pack is
three or more degrees, the target remains installed into the device and totally exhausted to
comatose for a further 1d5 hours. The special recharge the digi-weapon. Digi-mines are an
filament injectors are designed to cause minimal obvious exception as they are consumed in the
harm to a victim. Roll for Damage as normal to blast when triggered.
overcome the targets Armour and Toughness,
but reduce any excess to just 1 point. Hypo-

71
Everything caught within the guns blast area
is violently pressed to the floor and must make a
Very Hard (-30) Strength Test or be knocked
down. Being thrown to a solid surface from a
standing position and forced to the ground in
this way is enough to inflict 1d5 Impact Damage
roll to determine the affected hit location. Note
that what the character falls against may make
this effect worse, and if the character falls any
appreciable distance then they take Falling
Damage as normal (see Falling on page 210 of
Dark Heresy).
The gravity flux remains for 2d5 Rounds.
Anyone attempting to move or perform physical
actions within the field must succeed on an
Opposed Strength Test versus the gravity flux,
which is considered to have Strength 60
(Unnatural x2) each Round. Additionally, a
graviton guns flux field may wreak all matters of
havoc: brittle objects shatter, loose flooring
collapses, containment vessels rupture, vehicles
and machinery fail catastrophically, and any
other chaos the GM deems appropriate.
A graviton gun uses two lasgun charge packs
to provide the energy to generate a flux field.
Overcharge or hotshot packs can be used in a
graviton gun but offer no special benefits. A
single charge pack can be used, reducing the
Reload time to a Full Action and Clip size to 1.

Heavy Webber
Class: Heavy (Exotic)
Graviton Gun This particularly huge webber is cumbersome
Class: Basic (Exotic) and difficult to handle but has correspondingly
An extremely unusual and little understood huge takedown power. Aside from being able to
relic, so-called graviton guns were likely never entangle a whole band of scummers at once, a
intended for use as weapons to begin with. heavy webber can project its sticky filament nets
When fired at a target area, the energy field far enough away to put the shooter outside the
generated by the gun creates a sudden and range of some autoguns. Heavy webbers use a
powerful gravitational flux. Whilst unlikely to do very large web chem canister that allows them to
more than knock living creatures violently to the be fired several times before being expended,
floor, the effect can be extremely damaging to making it a more suitable choice for high-
the internal mechanisms and moving parts of intensity situations where multiple targets need
vehicles, with a particularly pronounced effect to be apprehended. A heavy webbers webs break
on skimmers and other devices with their own down on their own after 1d5+2 hours.
grav-engines becoming quickly destabilized and Aegis-Redback Pattern: Held by the Adeptus
overloaded by the flux field. Mechanicus of the Lathe System, this advanced

72
heavy webber pattern is produced under license versions have been used in a number of high-
by the Hax-Orthlack manufactorums on profile assassinations and other crimes, and have
Scintilla. It is a standard issue item in most led to the expression Glavian handshake being
Adeptus Arbites arsenals in the Calixis Sector, a euphemism for murder. The Belasco
and can also (perhaps unsurprisingly) be found Deathworks is the only major forge in Calixis
in the employ of Lord Haxs Magistratum that produces this style of needle pistol.
enforcers. Unlike most heavy webber marks, the Wrist gun Glavians cost an extra 300 Thrones
Aegis-Redback stores its web chem in a canister and can be converted between the concealed
on the wearers back, making the weapon itself version and standard pistol grip in about an
significantly easier to port around while still hour (this work requires no Skill Tests). When
providing a larger volume of shots. This quality suitably hidden, a wrist gun Glavian needler
has led to some of its users, especially the grants a +20 bonus to the wearers Sleight of
Magistratum in Hive Sibellus, to be rather Hand Test to conceal it. When in this
overzealous in its use. Of course, most innocent configuration reloading takes twice as long due
bystanders would prefer to be caught in its web to the awkward positioning.
than blown apart by a riot gun.
Needle Rifle
Needle Pistol Class: Basic (Exotic)
Class: Pistol (Exotic) Needle rifles are longer and more stable than
Needle pistols are incredibly dangerous their pistol counterparts but operate on much
weapons when put in the right hands, and while the same principles: silent, accurate, and utterly
some believe that a needler is a pale shadow to lethal. Many military snipers make use of needle
the power of a bolter, there is no denying a rifles to fell targets of opportunity, such as
needlers ability to kill with almost complete enemy command staff or political leaders, and
impunity. Needle pistols use a low-power laser many insurrections have been cut short when a
to noiselessly propel small slivers of crystallized charismatic leader suddenly drops dead after
toxins that produce no flash when leaving the being imperceptibly shot with a needle rifle from
weapon; the projectile painlessly dissolves into half a kilometre away. A needle sniper must have
the victims bloodstream, leaving no obvious very careful aim and always look to exploit
evidence behind, and most men killed by a weaknesses in his targets protection, as even
needle pistol likely never even knew theyd been simple flak armour used by countless warriors of
shot. Needle pistols are favoured by assassins for the Imperial Guard has a reasonable chance of
their lethality and stealthy features, but many deflecting a needle. Of course, as most would not
have turned up in the hands of agents, enforcers even realize that the deadly projectile has
and well-equipped scummers alike. bounced off them, a well-hidden sniper could
Glavian Needler: This advanced and elegant certainly try again.
needle pistol is designed for close-range work
and can spit out toxin needles at a patently Rad-Cleanser
alarming rate. This makes it a truly fearsome Class: Heavy (Exotic)
tool against opponents who lack armour heavy Rad-cleansers are potent weapons said to be
enough to harmlessly shatter the incoming relics of the long-past Dark Age of Technology,
projectiles. While already a fine holster pistol, a and they are certainly powerful and terrible
Glavian needler can also be constructed as a enough in effect to justify that mythic claim
wrist gun that is stored up the owners sleeve and regardless of its veracity. Victims caught in a
fired with a special glove or nearly-invisible rad-cleansers blast suffer an agonising death as
wired stud that is attached to the palm by their tissues are blown apart on a cellular level
adhesive. While far less common, these hidden and they are boiled alive from within. Even

73
and should be treated accordingly. A rad-
cleansers bulky reactor-core unit is able to
produce adequate purifying radiation for
decades, but heavy use can deplete the available
reserves faster than the rad-cleanser can
replenish them. A rad-cleanser automatically
adds 1 shot to its Clip (up to the normal
maximum of 20) every 1d5 hours for the
lifetime of the reactor-core, which may well be
longer than the weapons current owner.

Razorweb Launcher
Class: Heavy (Exotic)
This terrible weapon fits onto the users
forearm, with a wide and thin barrel projecting
beyond the fingertips. The triggering
mechanism sits in the palm and is activated by
making a specific squeezing motion which
releases a gout of smoke. In reality, the aptly-
named razorweb launcher fires nearly a
kilometres worth of hyper-condensed
monofilament wire in a deadly cloud of
impossibly sharp threads. The razorwebs
target is cut to ribbons as the strands
effortlessly pass through armour, flesh and
bone with such speed that the victim often does
not realize his own death even as he crumples
to the ground in a bloody heap. Razorweb
launchers are thought to be of human
manufacture but no fane or forge in the Calixis
Sector has ever taken credit for the weapons
production (possibly due to the similarities
metals may combust in the powerful blast between its monofilament ammunition and
created by a rad-cleanser. These horrific certain xenos weapons). Despite this, razorweb
weapons require very specific materials in the launchers are bought and traded in high-end
creation of their fission cores and are difficult to arms markets throughout the sector, and the
manufacture while being heavily proscribed by bazaars at Port Wander at the edge of the Drusus
the Cult Mechanicus as well. Despite this, the Marches always seem to have at least one on
retinues of many Magos Militants wield at least hand.
one of these devastating weapons, suggesting A razorweb launcher is considered a heavy
that some sanctioned group or facility in the weapon as the firer must obtain a very specific
Calixis Sector possesses whatever baleful and stable posture before releasing his filaments,
knowledge is necessary to create such a lest any kind of disturbance cause the strands to
frightening weapon and does so with relative erratically deviate and go awry, possibly back at
and disquieting frequency. the firer himself.
The Toxic quality in the rad-cleansers profile A razorweb launcher makes use of
represents massive radioactive contamination ammunition canisters that contain incredible

74
lengths of monofilament wire, hyper-condensed shape of a bulky, tubular pistol, a shock blaster
with an attached power field generator. This discharges a blast of electromagnetic force
provides just enough threads for one shot, albeit capable of completely overloading a humans
one that can utterly annihilate a man at nervous system or disrupting the control
conventional pistol ranges. Each one has a base systems of servitors. A shock blaster can also
cost of 500 Thrones and is Extremely Rare. have highly detrimental effects against electronic
systems and cogitators, and can totally blank
Rocketfire Gun data slates that are caught in its path.
Class: Basic (Exotic) Shock blasters increase their Damage by 2
Rocketfire guns are curious weapons that points against targets with the Machine trait. A
resemble primitive bolt guns. As its name shock blaster uses lasgun charge packs to
implies, a rocketfire gun launches a small solid- provide the energy for its electromagnetic field.
fuel rocket that accelerates to top speed through Overcharge and hotshot packs can be used
the weapons long barrel. Unlike a bolt, the instead of standard charge packs but offer no
rockets are spin-stabilised by angled exhaust special benefits.
vents in the base of the projectile, and leave a
dramatic swirling smoke trail in their path. A Demerite Screamer Sonic Rifle
rocketfire guns lethality is primarily due to the Class: Basic (Exotic)
crushing impact of the high-velocity shell Most sonic weapons require a huge weapons-
slamming into the targets body, which can support platform in order to generate enough
create nasty wounds in spite of lacking an power to be effective in a battlefield situation. In
explosive charge like a bolter. This does tend to the tight spaces aboard ships, however, sonic
produce a reduction in power as a rocketfire weapons the size of autoguns can generate
guns projectile loses speed at distance, however. enough power in a directed burst to split
Rocketfire guns are produced on a number of eardrums and cause severe, disorienting pain.
Imperial worlds that have progressed past the The Screamer as it is popularly known is
feudal stage but have not yet been ushered into intended for use to quell mutinies and other
the tech-dominion of the Adeptus Mechanicus, shipboard disturbances without the risk of
and some scholars believe they represent a collateral damage that shotguns and gas weapons
precursor to the Imperiums own bolters. can entail, though the high cost of manufacture
Outside of these worlds they fetch a high price (typical of weapons of this type) usually means
due to strong competition from collectors and that they are only found in the arsenals of larger
weapons aficionados. ships. The Demerite pattern is known for its
A rocketfire guns projectile becomes less integral gene-lock which is coded to specific
effective at range as it loses speed; subtract 1 security troopers as an added precaution against
point from both the Damage and Penetration the weapon falling into the wrong hands. A
values against targets at Long range and 2 points sonic rifle is not intended to kill, though it is
at Extreme range. Rocket ammunition for a certainly capable of doing so through vibration
rocketfire gun has a base price of 30 Thrones and and pressure that can cause horrible internal
is Very Rare. injuries as its targets organs rupture like rotten
fruit. Aside from its expense and rarity, the only
Aegis Anbaric Shock Blaster serious argument against the use of a sonic rifle
Class: Pistol (Exotic) is that it is useless in an airless environment.
This unusual weapon is a highly specialised Sonic rifles use standard lasgun charge packs
rarity, even among the more militant Magi and to provide energy for their attacks. Overcharge
the Skitarii, and doubtless a product of the and hotshot packs can be used instead of
mysterious Aegis Data Fragment. Taking the

75
out miscreants at their leisure, and they also
WEB WEAPONS make a handy option to quickly end a hostage
Webbers, heavy webbers, and web pistols fire situation by webbing the hostages and their
masses of adhesive filaments which expand in the captors at once. A webbers webs break down on
air to form a web of sticky, near-unbreakable their own after 1d5 hours.
material. Targets are quickly entangled in a
painful though nominally non-lethal embrace; if
Web Pistol
they attempt to struggle the filaments constrict
Class: Pistol (Exotic)
even more, further entrapping them and
Web pistols are smaller and handier webbers
eventually becoming quite dangerous to those
that can be wielded with one hand. They have a
trapped within. In addition to the normal effects
significantly shorter range and only produce
of weapons with the Snare quality, each time an
sufficient webs to immobilise a single individual,
ensnared character fails a Strength or Agility Test
so a web pistol wielder must choose his shots
to escape he imposes a cumulative -10 penalty on
carefully. Particularly devious users might use a
all future tests to escape those webs. Should this
web pistol in conjunction with a melee weapon,
exceed -30, the character takes 1d5+1 Damage
entangling an opponent and leaving them
with no reduction for Armour each time he
helpless to defend against subsequent attacks
attempts another Test to escape (even if he
from the wielders primary weapon. A web
succeeds). This constrictions is very specific if
pistols webs are much finer and less numerous
multiple characters are entangled in the same
than heavier version, and break down on their
web, likely the result of being on the receiving
own after 1d10 Rounds.
end of a webber or heavy webber, only those who
attempt to escape take these penalties (or
Damage, for that matter).
standard charge packs but offer no special
benefits.
Because sound waves require atmospheric
pressure to function, they have no effect in a
void or vacuum or against characters wearing
sealed armour.

Webber
Class: Basic (Exotic)
Also known as webguns or glue guns, webbers
are the most widespread type of web weapon and
are often called into play by agents of justice to
subdue those violating the Emperors Law.
Webbers have a fairly long range and substantial
coverage, allowing them to cover and entangle a
small group of people at once. A webbers web
chem canister only has enough for a single shot,
however, so they are commonly issued in
tandem with another basic weapon or pistol to
use when reloading is impractical (or lethal force
is necessary). Several webbers can be employed
at once to incapacitate an entire crowd, allowing
enforcers to pick through the captives and sort

76
Melee Weapons
leather gloves, and shipboard voidsmen and
hive-workers alike have fabricated their own
punchers by stripping down protective heat
mitts made for handling overheated conduit
Despite the wide range of ways available to kill
pipes or plasma coils. Gangers are known to
the enemy at all sorts of distances, there is still
fabricate their own punchers as tools of
plenty of use for weapons designed for close and
intimidation as well as face-smashing; these
personal combat. For some it is a matter of
home-made weapons are often studded with
honour to look their foe in the eye, others simply
points or other metal hardware to make them
another way to ensure their survival in a
look more frightening.
dangerous galaxy. After all, a simple sword or
hammer will inevitably be more reliable than
even the finest and most impressive of firearms, Axe
which are dependent on ammunition, often An axe sports a brutal blade at the end of a
noisy, and prone to failure. Like ranged sturdy haft, giving it magnificent chopping
weapons, melee weapons come in different power. This makes it functional as both a tool
classes and each requires its own relevant talent and a weapon, and the same axe that splits wood
to use without penalty. Unless otherwise stated, can be just as easily used to cut down an
users add their Strength Bonus to the Damage opponent. Axes generally lack the reach as well
inflicted by a melee weapon. as the precision of a sword, and are harder to use
defensively due to their poor balance, but a
strike offers significantly greater ability to maim
PRIMITIVE WEAPONS and kill as it rips through flesh and shatters bone
Basic hand weapons are a common sight with the same ease as it fells a tree.
throughout the Imperium and beyond, and in An axes qualities and Damage can also be
many places it would be unthinkable to go forth used to figure a basic weapon equipped with a
without at least one such weapon visible on your long bayonet.
person. Depending on the planets level of
technology, and the wealth of the user, these can Bastard Sword
range from simple metal swords to precisely Bastard swords are so named because they are
manufactured blades made of exotic materials, roughly halfway between a traditional one-
though both will chop through a man just as handed arming or longsword and a much longer
well. Primitive weapons are generally the most two-handed blade, and are sometimes known as
simple brand of melee weapon, carried by feral hand-a-half swords because of it. Specialised
hunters and soldiers of the Imperial Guard alike, blades like this are common on feudal worlds
and typically have a hard time penetrating with a love of swordsmithing, and are the
modern armours. To use primitive weapons featured weapons of Warlord Vervai Skulls elite
without penalty, a character must have the Harrowguard on Iocanthos. Most warriors
Thrown Weapon Training (Primitive) or the would need both hands to wield a bastard sword,
Melee Weapon Training (Primitive) talents for and those of sufficient skill and strength to use
ranged and melee attacks, respectively. just one are immediately set apart from their
peers in the realm of swordsmanship. Because of
Armoured Gauntlet their versatility and size, bastard swords are
The heavy gauntlets of carapace or power sometimes used by off-worlders, often upgraded
armour can make a surprisingly effective with a mono-edge to cut through armour.
weapon in a pinch, especially against lesser foes. A bastard sword may be wielded in one hand
Similar weapons can also be scratch-built by if the user has a Strength Bonus of at least 4;
sewing powdered lead into the knuckles of heavy otherwise, it requires both hands to use.

77
Primitive Weapons
Name Class Dam Pen Special Wt Cost World Availability
Armoured Gauntlet Melee 1d5 I 0 Primitive 0.5kg 35 - Common
Axe Melee 1d10+1 R 0 Primitive, Unbalanced 4kg 10 - Scarce
Bastard Sword Melee 1d10+1 R 1 Primitive 5kg 20 Feudal Scarce
Boarding Pike Melee 1d10+3 X 2 Special 4kg 30 Void Common
Brass Knuckles Melee 1d5-1 I 0 Primitive 0.5kg 5 - Plentiful

Buckler Melee 1d5-2 I 0 Balanced, Primitive 1kg 30 Feudal Common

Club Melee 1d10 I 0 Primitive 2kg 5 - Abundant

Flail Melee 1d10+2 I 0 Flexible, Primitive 4kg 20 Feudal Scarce

Great Weapon Melee 2d10 R or I 2 Primitive, Unwieldy 7kg 70 Feudal Rare

Hammer Melee 1d10+1 I 0 Primitive, Unbalanced 4kg 10 - Common


Warhammer Melee 1d10+2 I 1 Primitive 2kg 35 - Common
Improvised Weapon Melee 1d10-2 I 0 Primitive, Unbalanced Varies - - Abundant
Knife Melee/Thrown (3m) 1d5 R 0 Primitive 0.5kg 5 - Abundant
Bolo Knife Melee 2d5 R 2 - 2kg 50 Malfi Common
Combat Knife Melee 1d5+3 R 0 Primitive 3kg 40 - Average
Kraken Tooth Dagger Melee/Thrown (5m) 1d5+1 R 1 - 0.4kg 200 Void Rare
Sigilite Blade Melee 1d5 R 3 Defensive 0.8kg 85 Landunder Rare
Trophy Knife Melee 1d5+1 R 1 Balanced, Primitive 0.5kg 700 - Very Rare

Man-Catcher Melee 1d10 I 0 Primitive, Snare, Unwieldy 8kg 60 - Scarce

Moon Blade Melee/Thrown (5m) 1d10 R 0 Fast, Primitive, Unwieldy 3kg 25 Munsk Rare

Punch Dagger Melee 1d5+1 R 2 Primitive 0.5kg 10 - Uncommon

Punisher Baton Melee 1d10 I 0 - 3kg 50 - Rare

Scythe Melee 1d10+2 R 0 Primitive, Unwieldy 5kg 12 Feudal Uncommon

Shield Melee 1d5 I 0 Defensive, Primitive 3kg 25 Feudal Average


Guard Shield Melee 1d5 I 0 Defensive, Primitive 1.5kg 100 - Scarce
Mirror Shield Melee 1d5-1 I 0 Defensive, Primitive 3.5kg 60 Sepheris Rare
Naval Shield Melee 1d5+2 I 0 Defensive, Primitive 7kg 75 Void Average
Defensive, Recharge,
Suppression Shield Melee 1d10 I 0 4kg 250 - Rare
Shocking
Tower Shield Melee 1d5+2 I 0 Defensive, Primitive 10kg 60 Feudal Rare

Spear Melee/Thrown (10m) 1d10 R 0 Primitive, Unwieldy 3kg 15 - Common

Spetum Melee 1d10 R 2 Primitive, Unbalanced 6kg 45 Balecaster Rare

Steam Drill Melee 2d10 I 3 Primitive, Unwieldy 18kg 100 - Very Rare

Stiletto Melee 1d5-1 R 2 Fast, Primitive, Unbalanced 0.2kg 25 - Uncommon


Devils Kiss Melee 1d5 R 3 Fast, Primitive 0.3kg 70 Landunder Rare

Staff Melee 1d10 I 0 Balanced, Primitive 3kg 10 - Plentiful

Sword Melee 1d10 R 0 Balanced, Primitive 2.5kg 15 - Common

Long-Sabre Melee 1d10+2 R 2 Balanced, Primitive 3kg 70 Fervious Very Rare

Render Melee 1d5+1 R 0 Primitive, Tearing 1.2kg 50 Landunder Rare


Sabre Melee 1d10 R 0 Balanced, Primitive 2kg 15 - Common
Short Sword Melee 1d10-1 R 0 Primitive 1.5kg 12 - Common

Requires two hands to be used effectively

78
Boarding Pike be thrown with a range of 8 metres, and
One problem with utilising powerful close generally look more impressive too.
combat weapons aboard ship is that they can
easily punch through hull plating. Boarding Club
pikes are a simple yet effective shipboard Clubs are the simplest and most basic melee
solution, using a strong shell charge mounted at weapons, often little more than a sturdy length
the end of a reinforced metal staff. A trigger in of wood possibly with a knot or of a thicker
the grip arms the charge, which explodes the diameter at the business end. Aside from tucked
next time it is firmly struck against something. into the loincloths of feral worlders, clubs can
The explosion blasts into flesh with gruesome also be found in the employ of hive gangers
effect, but with little or no collateral damage to (often as weapons to threaten or intimidate) and
the surrounding area. Once the charge is basic truncheons carried by local enforcers
expended a boarding pike is typically thrown would fall into this category as well.
away, though the sturdy shaft itself can be used Sturdy, reinforced pistols can be used as a club
as a staff in melee if necessary. in melee combat.

Brass Knuckles Flail


Also known as knuckle dusters, these solid A take on a grain farming tool on some
metal weapons are worn with a base against the worlds, flails consist of one or more heavy spiked
palm and a thick ridged band over the foremost balls attached to the weapons pole, utilising
fingers, turning a simple punch into a powerful lengths of chain or metal rods to build up
hit that can break bones when employed with considerable velocity before crashing home with
sufficient force. Brass knuckles are generally a brutal impact. Flails are difficult to use in
thought of as a weapon of thugs and scummers, combat but can have devastating results when
though almost anyone who fights regularly wielded properly.
might employ a set for their convenience and
ease of use in making sudden attacks. Great Weapons
Use the figures for brass knuckles when pistol Enormously oversized swords, axes, hammers,
whipping an opponent with most pistols. and other weapons are often employed by the
most brutish of a feudal armys warriors and are
Buckler sometimes carried by chieftains and other nobles
A buckler is a small shield about the size of a as a sign of strength and power (even if they
dinner plate that offer some protection without themselves couldnt hope to wield such a weapon
sacrificing mobility. The bucklers modest size effectively). A great weapon invariably requires
makes it inadequate for protection against two hands to wield and can inflict serious
arrows and crossbow bolts, but its light weight damage even against enemies protected by rigid
allows it to be easily used as a striking weapon in feudal armours, though they leave little to
its own right. These qualities put it rightly in the subtlety or skill in their use.
realm of swordfighters and duellists, and the
armsmen of noble houses on feudal worlds often Hammer
decorate their bucklers with the insignia of their This is a heavier version of the regular hand
patrons and families. tool used to drive nails or rivets and makes use
On Acreage, a buckler-style weapon with of a large weighted end to inflict a harder and
small metal spikes protruding from the shields deadlier blow than similar hafted weapons.
edge is a favoured item for those with a penchant Hammers are simple and straightforward, often
for sneaky attacks. Acreage bucklers have reflecting on the personality of their users who
identical statistics to comparable shields but can dont care for swordplay or complex manoeuvres

79
can be used as an improvised weapon, though
most would prefer to only employ it as long as
its necessary to obtain a better one.
Smashing an opponent with the butt of most
basic weapons usually counts as attacking with
an improvised weapon.

Knife
A short blade with an adequate handle to hold
at a variety of grips, knives are ubiquitous back-
up weapons for warriors all across the
Imperium, from lowly hive scum to the elite
soldiers of a planetary governor. Though of only
modest killing power, a knife is much more
mobile than larger weapons, and makes a
particularly good implement of intimidation as
well. Knives are produced in almost
innumerable makes and natures, with some
serving very specific purposes (such as a psykers
psykana mercy blade, intended as a weapon of
suicide should the psyker be faced with
imminent corruption or possession) while others
might be nothing more than eating utensils.
Bolo Knife: This is a heavy single-edged
cutting tool suitable for hacking through dense
foliage that doubles as a brutally effective man-
and would rather simply splatter their killer. Bolo knives have a particular reputation
opponents brains over the floor. on Malfi, a world once covered in far more
Warhammer: Mounted on a longer pole grip jungle than at the present, where it has a
than a regular hammer, warhammers generally murderous reputation in local folklore in spite of
have a thinner striking head and may include a still being used as an everyday tool. Malfian
sharply pointed reverse, making it an ideal bolos are typically crafted from plexsteel and
choice to penetrate light armour and cause deep feature an inwardly curving blade exactly 40
wounds thanks to concentrating the force of centimetres long that features a distinctive
impact to a much smaller area. Many of the widened tip. This makes it perfect for heavy
more zealous Imperial servants favour a slashing blows, and in skilled hands can lop a
warhammer as an enduring symbol of the limb off or open a mans torso up in a single
Emperors righteous justice, and it figures stroke. Malfis jacker-gangs and dacoits
prominently on the heraldry and insignia of invariably carry bolos on their bodies at all
numerous organizations. times, most with acid-etched glyphs marking
noteworthy kills or other exploits. Bolo knives
Improvised are Common on Malfi and Rare elsewhere.
Table legs, long wrenches, lasgun stocks, Combat Knife: Combat knives can only
severed limbs, artillery shell casings, and any liberally be called knives to begin with, often
other myriad instruments not normally intended featuring a straight blade the size of a human
for use as a weapon but serviceable enough fit forearm with a clipped point that is both
into this category. Any handy weighted object intimidating in profile and can make for nasty

80
piercing and slashing attacks, and are commonly against such foes there is a thriving secondary
used as bayonets by the Imperial Guard. They business in many regiments where the claws and
also make fine can openers. teeth of terrible alien creatures are removed and
Kraken Tooth Dagger: Gleaming pearlescent honed into valuable weapons. Each is a unique
knives of this type are often carried by veteran creation representing some of the monstrous
voidsmen who typically claim their blades are races that have threatened the sector, some even
fashioned from enormous teeth found lodged in unknown by scholars. They serve to show off the
the hulls of their ships or on debris encountered battlefield prowess of a warrior to their fellow
in the void. Whether or not these knives are troopers, and are fine weapons in their own
actually a product of horrific gargantuan right. Of course, a trophy knifes final
creatures that lurk on the edge of system space, dispensation is often as a collectors mantelpiece,
ready to attack unfortunate vessels just as they and even after intermediaries have skimmed
emerge from the warp, is more or less their cut of the profits a Guardsman will often
inconsequential to the void born that carry them have enough left over to buy a commission (or
as good luck charms. Many are decorated with pay his way out of his service early).
intricate scrimshaw carvings depicting
horrendous tentacled beasts tearing ships apart, Man-Catcher
which in the strange proclivities of the void born Man-catchers are simple yet effective tools
is supposedly said to ensure safe passage for the designed to apprehend a target at distance or
vessel they crew. Many are sought after by within a crowd. Most are formed of a long pole
collectors for their artistic merit and intrinsic with a spring-loaded claw at the end that is
craftsmanship, and there are plenty of Rogue designed to grapple around the targets neck or
Traders who have been known to sport a kraken an extremity and allow for a swift capture.
tooth dagger on their belts. Targets latched on by a man-catcher are then
Landrian Sigilite Blade: Named after a forcefully wrenched to the ground by their
half-forgotten holy figure from a time long past, attacker. Man-catchers are used on many feudal
the Sigilite is a curious weapon wielded by the worlds throughout the Imperium, but can also
gelt-brokers of Landunder who broker the price be found in the employment of low-rent
with crystal miners for the load yielded from the enforcers who cant afford or obtain webbers,
deep-sea mineral chimneys. Traditionally a and have some shipboard use as well as effective
weapon of self-defence to protect the broker methods to corral mutineers.
from robbery, the Sigilite is outlandishly formed
from a set of intersecting crescents sharpened Balecarne Moon Blade
along their edges and tapering-off to wicked
These strangely-shaped blades are primarily
points. The blades curious shape, combined
used by the elite Crescent Brotherhood of the
with the twirls and circling passes o the gelt
Balecarne tribe, who originate from the feral
brokers knife-work, allows it to deflect
world of Munsk in the Josian Reach. Over time,
incoming blows before delivering savage, raking
the tribe has spawned sister-tribes on the
counter-attacks.
neighbouring worlds in the system, making
It a Sigilites user has the Counter-attack
these blades somewhat more common.
talent, he does not take the usual -10 penalty to
Moon blades are crescent-shaped cutting
Weapon Skill Tests made to attack when using
weapons each about 30 centimetres in length.
that talent to follow up a successful Parry.
The wielder usually holds a blade in each hand,
Trophy Knife: Many fighters use the remains
gripping it in the centre, with a piece of leather
of their kill to fashion a memento of the action,
wrapped around the middle of the blade to
and those who battle xenos are no exception.
protect the users palms. The points of the
Among Guardsmen who commonly go to war
crescent point outwards, away from the wielders

81
body. Moon blades are difficult to use and take death, with the wielder reaping lives just as his
many years to fully master, but even an weapon reaps crops.
intermediate user can wield them with deadly
force. Experts, such as the aforementioned Shield
Crescent Brotherhood, can make use of their A shield is a useful protective device that can
blades as short-range throwing weapons as well. be made from any of a large variety of materials.
Their uses, shapes, and specific employments are
Punch Dagger just as varied. In general, a shield is intended to
Punch daggers, also known as push or T- be used in a defensive role as a means to deflect
knives, have a fairly typical blade attached to a an enemys melee attacks, though they may have
T-shaped handle that is carried in the palm a number of other features depending on the
similar to brass knuckles, allowing a simple exact mark or pattern used.
punch to be improved with a nasty piercing Guard Shield: Some Imperial Guard
wound. Punch daggers are particularly effective regiments make use of shields made of thin but
in confined quarters and tight spaces, and are sturdy plasteel plates that can provide protection
often carried with the blade tucked into the boot from incoming projectiles and fragments as well
by enforcers and scummers alike. as to turn aside an opponents blades. Many
include a small glassteel visor so the user can
Magistratum Punisher Baton peek out from behind the shield without
A byword for brutality on Scintilla, this heavy sacrificing protection.
baton is intended to smash limbs, crack skulls A Guard shield can be used as cover against
and wantonly crush any resistance with ranged attacks, providing 6 Armour Points to all
overwhelming force. The baton is a polymer hit locations as long as they are stationary or
sheathed, metre-long rod of strengthened using the Tactical Advance action, though the
plasteel with a hollow core part-filled with a user must expose at least one arm to attack.
dense liquid metal alloy that augments the force Sepherin Mirror Shield: Made famous by the
of struck blows. These weapons are most closely Royal Scourges of Sepheris Secundus, the mirror
associated with Lord Haxs Magistratum in Hive shield is an ornate rectangular device capable of
Sibellus, but they are carried by enforcer cadres covering about two-thirds of its wielders body.
and other heavies across the sector as a cheap Constructed from layers of metal and stained
and effective alternative to shock weapons. crystal-silicate glass, bearing the colourful crests
and armorials of the nobility, the refractive glass
Scythe gives the shield a mirrored effect that supposedly
deflects evil spirits (although it can also repel las
Scythes are principally an agri-tool intended
bolts as well). As such, it is considered an
to reap grains for harvest, but they have a long
exemplar of ennobled warfare and affairs of
history of double duty as weapons often used
honour on a world where such advanced
by peasant uprisings or farmer-militias. When
weapons are restricted to the elite retainers of
used as a weapon, a scythes blade is typically
the ruling barons.
moved in line with the shaft to be used as a long
If used as cover against ranged attacks, the
chopping weapon; the typical shape of a scythe
shield is large enough to protect the arm that
used for agriculture is far from practical due to
carries it and the wearers body, though it may
the awkward swings a wielder must make,
shield the head instead (if the wearer is taking
although the wicked point can still cut clean
cover behind a barricade, for instance). This
through an inexperienced opponent. Scythes are
provides 8 Armour Points (Primitive) to those
often used as props in rituals or to convey
locations; thanks to its reflective construction, a
specific images; often, this invokes themes of

82
mirror shields APs are not considered Primitive A Suppression Shields lock-grip allows its
against las weapons. user to wield a basic weapon with one hand.
Naval Shield: Shipboard armsmen, boarding After making a successful melee attack, a
crews, and other naval troops often utilise Suppression Shield must spend a Round
shields of this type for personal protection as building up a charge (per the Recharge quality),
they protect their ship. Each shield is a huge and during which time it can still be used to make
solid plasteel plate in a roughly rectangular attacks though it gains the Primitive quality and
shape that is uncomfortable to carry for any loses the Shocking quality. As long as the user is
prolonged period but offers superior protection. not Surprised (see Dark Heresy, page 187), a
Unlike most Imperial shields they are totally flat Suppression Shield provides 4 Armour Points to
and have a smooth surface so they can be used as the users arm and body locations (which stacks
emergency hull and bulkhead sealers. A Naval with any worn armours). It can also be used as
shield is large enough to totally conceal the cover against ranged attacks, providing 4 APs to
users body, and boarding parties facing all hit locations as long as they are stationary or
defensive strong-points often make use of these using the Tactical Advance action, though the
shields to create a solid wall of plasteel that user must expose at least one arm to attack.
completely covers themselves and their allies. To use the Suppression Shields shock plate,
A Naval shield can be used as cover against the user must have the Melee Weapon Training
ranged attacks, providing 8 Armour Points to all (Shock) talent.
hit locations as long as long as they are Tower Shield: An immense barricade of
stationary or using the Tactical Advance action, wood or metal, tower shields are more of a
though the user must expose their head and at mobile barrier than an active means of defence.
least one arm to attack. Tower shields find their most frequent use on
Arbitrator Suppression Shield: This type of feudal worlds where warfare places a heavy
shield is produced for the Adeptus Arbites and emphasis on massed archer attacks; troops
the aquila emblazoned on its front is often the protected by a tower shield can endure almost
first sign of an Arbitrator raid as it is thrust any arrow shower, while those with lesser
through a recently-breached door. Suppression protections are riddled like archery targets.
shields are large ceramite slabs with a minor Simple plated iron examples are a common sight
outward curve, sufficiently large to completely in the canyons and narrow passages of
cover an Arbitrators form but still Coseflame, while the inland bronze and wood
manoeuvrable enough to be used in close shields found on Monrass are considered works
quarters. Each one has an arc-lumin built in on of art in their own right.
an upper corner, with a powerful shock plate A Naval shield can be used as cover against
taking the form of the aquila symbol at the ranged attacks, providing 8 Armour Points
shields centre. Arbitrators who cant draw their (Primitive) to all hit locations as long as long as
shock maul in time can rely on a quick smash the user is stationary or using the Tactical
from their suppression shield to do the job. A Advance action, though they must expose at
suppression shield includes a small but much least their head and one arm to attack. A tower
appreciated feature in the form of a lock-grip shields great bulk and mass imposes a -2 penalty
opposite the arc-lumin, which can securely to the users Agility Bonus due to its difficulty in
anchor a basic weapon to where only one hand is handling, though most would rather be slower in
required to use it. This gives Arbitrators the moving than dead from an arrow storm.
flexibility to use their issued weapon instead of a
sidearm while conducting assaults from behind Spear
their shields. Spears are simple but effective weapons made
of a piercing tip, often made of stone or metal,

83
securely fastened to a sturdy wooden shaft. Stiletto
Spears are advanced weapons on feral worlds A long dagger equipped with a thin and
since they give their users a small measure of narrow blade, stilettos are designed to slip
reach against dangerous beasts, and are still in between armour and puncture heavy clothing
use on most feudal worlds by cheap troops and where they can go on to pierce vital organs. A
as anti-cavalry weapons. stiletto is not designed for prolonged combats as
A spear can be used as a melee weapon against its light construction and lack of an edge makes
opponents that are up to 2 metres away from the it useless for anything but piercing thrusts, but a
user thanks to their length. skilled fighter wielding a stiletto can often end a
combat before it really begins. Stilettos are
Spetum favoured weapons of assassins and many include
This pole-arm is equipped with three single- narrow grooves in the blade suitable for dipping
edged prongs on the business end and is most in poison, and they are often carried as
commonly found on Balecaster as a ceremonial secondary weapons by feudal armoured knights.
weapon by the Inner Guard of the Star Sanctum. In the latter, a stiletto is not a combat weapon,
Although the opportunity to use these weapons but is intended to be used to give a mercy killing
in combat is somewhat rare, the warriors who to a mortally wounded enemy, as no noble
form the Inner Guard are highly trained in its warrior would allow another of his peers even
use, having spend countless hours honing their an opponent to die slowly on a battlefield.
technique to achieve complete mastery. The Landrian Devils Kiss Stiletto: The Devils
Spetum is an exceptionally fine weapon that is Kiss is a long and narrow knife that is quenched
far removed from the humble fishing trident it in blood during forging and sharpened only
resembles, and those that make their way off along the last five centimetres, leading to a
Balecaster end up used in battle just as often as needle-like tip. In the cities of Landunder, the
added to the collections of wealthy aficionados. Devils Kiss is also the name of a blade clan
notorious for quiet and subtle killing, their
Steam Drill victims bleeding out from a single, almost
These bulky and temperamental devices are invisible, puncture wound. It is said that unless
crude mining rigs used on worlds such as you are learning the fatal tricks of the clan, you
Sepheris Secundus and Coseflame where more will never see this deadly blade except with your
sophisticated tools, like the breacher units own blood wetting it. Off world, Landrian
favoured by the Mechanicus, would be stilettos fetch a high price due to their rarity and
impossible to maintain. Powered by a weighty excellent craftsmanship. Such is the quality of a
and scolding hot backpack steam compressor Devils Kiss that a mono-edged example could
that provides pressure to turn a huge boring rival a power blade in its ability to perforate even
drill, they are not intended for use as weapons modern, well-made armour without the
due to their unwieldy size and mass. Of course, crackling and luminescent power field, and they
such a tool could inflict horrific damage on any are a favourite of Death Cult Assassins for just
unfortunates that manage to get in the way of this reason.
the drill head.
Steam drills require a Strength Bonus of 4 or Staff
more to be effectively used as a weapon. Weaker A staff is a very simple weapon formed in the
characters suffer a -10 penalty to their Weapon main from a sturdy length of wood about a
Skill Tests made to attack with it for each point metre and a half long that is well balanced and
their Strength Bonus is below 4. The bulk of a easy to wield. Though suitable for use as a
steam drill and its power rig imposes a -10 walking stick, a trained user can use a staff as an
penalty to the users Agility while carrying it. effective bludgeoning instrument, and the art of

84
stick-fighting is popular on many primitive and invariably carry one of these swords to ward off
developed worlds alike. Generally a staff will take assassins and other would-be usurpers.
the form of a humble wooden rod that is a Landrian Render: Renders are considered
common sight among pilgrims trekking cursed and ill-omened blades on Landunder,
throughout the galaxy as they retrace the steps of and even off-worlders who dont subscribe to the
saints, but far more elaborate and decorated local mysticisms might be inclined to agree after
versions might be carried as a symbol of office or looking at the arm-length butcher blades
rulership, and novice sanctioned psykers often numerous serrations and teeth. A render is
use a staff topped with the symbol of the ever- designed to take its victim apart slowly, piece by
watching eye to indicate their allegiance to the piece, and has many deliberate concessions
Emperor and the Scholastica Psykana. made to create excruciating wounds that heal
Basic ranged weapons that are well balanced poorly. Perhaps unsurprisingly, the weapon
and constructed for use in clobbering an shares its name with Landunders Render clan,
opponent count as a staff when used in melee. nominally meat-mongers and tanners who have
been repeatedly linked with murder cults and the
Sword worst criminal atrocities.
Swords are the classic melee weapon of Sabre: A favoured weapon of cavalry troops
chivalric knights and men-at-arms alike, and are and other mounted warriors, sabres are popular
used by almost innumerable classes and types of weapons on worlds such as Iocanthos and
fighters throughout the expanse of the Volonx that are famed for their horsemen.
Imperium. In general a sword will have a Sabres possess a curved single-edged blade
striking blade with a single or double edge and a designed to make downward slashes and have
grip suitable for use with one or both hands, but excellent balance that allows a rider to keep a
any number of other features blade length, hand free to control his mount. The sabres
curvature, thickness, presence of lack of a cross- elegant yet functional construction causes it to
guard, intention for chopping or thrusting persist in many more sophisticated climes, and
vary widely with the design of the blade. A sword Imperial Guard officers and hive nobles often
might be a simple iron blade built expressly for wield mono-edged sabres for their graceful and
war, a finely wrought piece of art as beautiful as distinctive appearance (as well as lethality in
it is deadly, or even concealed within a cane or battle), and there are several patterns of power
walking stick. swords with a blade that specifically resembles
Fervious Long-Sabre: The Fervious long- that of a sabres.
sabre is an overly-long sword with a dramatic A sabre increases its Damage value by 1 when
curve designed for a two-handed grip. It is very wielded by a user who is mounted or has another
sharp among feudal weapons since the metallic significant height advantage over his opponent.
ores of Fervious are extremely stubborn and Short Sword: Short swords have a slightly
difficult to work with, requiring numerous reduced lethality and reach compared to their
folding and reforging to work out the impurities. full-size counterparts but are significantly easier
This creates a naturally razor-sharp edge that to wield in cramped or confined spaces, making
holds quite well, even after hacking through them popular with naval armsmen and boarding
armoured opponents. Long-sabres are wielded parties. They are also the largest size of blade
by the nobles and wealthy armsmen of Fervious, that is still suitable as a backup weapon, and are
but can also be found among the many death carried by some Imperial Guard regiments with
cults that world generates. Fervious society is a a penchant for hand-to-hand combat.
bloodthirsty and violent one, founded on ritual
murder as a means to gain status and wealth,
and those in positions of power and authority

85
motor. There is a curved opening at the front
CHAIN WEAPONS and along one side of the housing so the teeth
Chain weapons are popular amongst many can rip into foes struck while the wielder can
warriors in the 41st Millennium as most races safely grasp the enclosed side to aid in attacking
and planets have the basic technology to produce or defence. This also prevents the user from
these brutal and highly effective weapons. being maimed by their own chainsword if it is
Roughly taking the shape of several types of knocked back against them. There are more
typical (Primitive) melee weapons, all weapons exotic or unusual marks of chainswords as well,
of this type do their damage with fast-moving and some are listed here.
chains of serrated teeth often made of ceramite Drusian Crusader Chainsword: Replicas
and other hard metallic materials that replace of the weapon carried by Saint Drusus during
the bladed edge that is normally found there. A the Angevin Crusade are quite popular in the
powerful motor in the base sets the teeth Calixis Sector, and the worlds that celebrate
spinning at a wickedly high speed, and even Drusus Day often have throngs of faithful
glancing blows can rip open a man like a piece of gathered in the streets outside his shrines with
rotten fruit. The vicious teeth can even grind these weapons thrust into the air in honour of
through armour, and while not intended for use his memory. A Crusader chainsword has finer
against heavily-armoured opponents a severe teeth set into a long and sweeping housing with a
blow from a chain weapon can still strike true basket hilt, making it extremely nimble as well as
while any lesser blade would be harmlessly quite attractive in a spartan fashion, and those
turned aside. Chain weapons are loud and make who can afford to commission a sword of their
an angry buzzing noise as their visibly dangerous own often have them inlaid with intricate
teeth spin around, and the sight of a revving patterns or precious stones.
chain blade can be a powerfully intimidating tool Locke Pattern: Particularly fanatic wielders of
in its own right. Chain weapons are most chainswords often remove some or all of the
commonly associated with warriors of the protective housing that covers half the blade,
Imperium; they are favourites of Imperial Guard allowing them to make more devastating cuts
officers and sergeants, naval boarding parties, and thrusts at the expense of personal safety. The
specialist assault troops, Redemptionist fanatics, Locke pattern is manufactured to meet this
and much larger versions are often wielded by demand, freeing zealots up from the tedious
stalwart Space Marines. Some Xenos are known armourers work in modifying their weapons so
to employ their own chain weapons as well, they can turn their blades on the Emperors foes.
obviously in deference to the superiority of The exposed chain makes the Locke pattern
mans ability to make war with these fine more dangerous for the user, but those who
weapons. To use chain weapons without penalty, favour this style of weapon have little concern
a character must have the Melee Weapon for injuries they may sustain from accidental
Training (Chain) talent. hits, and often wear the scars from such injuries
as badges of pride.
Chainsword Any character that rolls an unmodified 96-00
Chainswords are the most common make and on their Weapon Skill Test while wielding a
style of chain weapon, and are much loved by Locke pattern chainsword risks losing control of
those who wield one for their ease of handling the chain blade and must succeed on a
and the gory spray of satisfaction they leave Challenging (+0) Agility Test or else hit
when rending an enemy apart. Most themselves with the weapon instead. This attack
chainswords follow the style of the Mk. Xf deals normal Damage but has a Pen value of 0
Hells Teeth pattern which employs a flat, boxy and does not add the wielders Strength Bonus.
housing that contains the spinning chain and its

86
Chain Weapons
Name Class Dam Pen Special Wt Cost World Availability

Chainsword Melee 1d10+2 R 2 Balanced, Tearing 6kg 275 - Scarce

Drusian Melee 1d10 R 2 Balanced, Fast, Tearing 7kg 250 - Average

Locke Melee 1d10+5 R 2 Special, Tearing 6kg 400 - Scarce

Chain Axe Melee 1d10+4 R 2 Tearing 13kg 450 - Rare

Chain Knife Melee 1d5+3 R 2 Tearing 2.5kg 80 Hive Scarce

Crimson Crown Thrown (SBx4m) 1d10+2 R 2 Special, Tearing 0.5kg 2,000 - Very Rare

Eviscerator Melee 1d10+10 R 5 Special, Tearing, Unwieldy 12kg 750 - Rare

Requires two hands to be used effectively


Chain Axe Crimson Crown
A chain axe is designed to offer all of an axes This highly non-standard chain weapon is
strength at cleaving through a foe like a cord of intended to be thrown, and is not produced by
wood with the added rending power of a roaring any major forge in quantity; whether they are
chain blade. Chain axes are weapons of absolute ancient relics or the product of small but skilled
brutality with little room for subtlety or careful tech-adept cabals is anyones guess. A crimson
combat manoeuvres, and are well-designed for crown takes the form of a metal circlet roughly
those who favour a fast and hard offence against the width of a human forearm and the thickness
their foes. Compared to chainswords, chain axes of a palm that is surrounded by sharpened metal
are rare weapons that go far to show their teeth. A crimson crown is a heavy and awkward
wielders zeal for smiting his opponents. weapon to wield, but once activated a brace of
micro-gravlifts nearly cancel out its mass, and a
Chain Knife central grip enables the weapon to be thrown
Chain knives work on the same principle as with frightening speed and accuracy. The
their larger kin, and often take the appearance of rotating action signals the crimson crowns
a short cleaver or wide dirk with a squat and internal motor to roar to life, making it safer for
murderous look to them. Powered by a compact the wielder to throw as its flesh-tearing teeth
cell in the hilt, the weapons buzzing teeth rip only start spinning once the weapon is released.
through flesh with ease and splatter onlookers The speed of its flight as well as a chain weapons
with hot gore. Chain knives, also known customary brutality sends its victim to the
variously as buzz blades or chain rippers, are ground in a spray of blood and viscera; the chain
almost entirely a hivers weapon and are stops several moments after impact, leaving its
widespread among gangers of the Sibellian owner to pry it free of his victim.
underhive and the fighting cages of Malfi. On A power discus can be used by characters
Landunder, the buzz blade is infamously the without the Thrown Weapon Training (Power)
province of the labour gangs that control the talent if they have both the Melee Weapon
docking airlocks of the eight cities, notorious as Training (Power) and Thrown Weapon Training
they are for quelling dissent with a single ragged (Primitive) talents. It must be thrown at least 3
cut to the belly. In this, Landrians have metres for the teeth to spin up; if flung at a closer
developed a special killing art whose aim is to opponent, it loses the Tearing quality.
leave the victim screaming in agony for as long
as possible before death. Eviscerator
Eviscerators are almost comically-oversized
chainswords that are often just as tall if not taller

87
than their wielders and roar fiercely as their weapons hacking through the legs of walkers.
teeth spin on both sides of the totally exposed They are difficult and tiring to use for any period
blade. They are sacred to witch-hunters and of time, but most who wield an Eviscerator will
Redemptionists who view an Eviscerator as an end a combat in very short order.
instrument of the Emperors divine might and Any character that rolls an unmodified 96-00
hate, but may end up in the hands of well- on their Weapon Skill Test while wielding an
equipped gang heavies and other warriors who Eviscerator risks losing control of the chain
want to see their foes split in twain and with a blade and must succeed on a Challenging (+0)
whole lot of mess to go with it. An Eviscerator is Agility Test or else hit themselves with the
a true terror weapon that makes a terrific racket weapon instead of their target. This attack deals
when in use, and the sheer volume and size of its full Damage, including Penetration and the
teeth can rival a power weapon in terms of raw users Strength Bonus. Roll to determine hit
destructive capability. Even light vehicles are not location normally, but re-roll if the hit would
immune to an Eviscerators army of spinning indicate a blow to either arm.
teeth, and there are anecdotal stories of these

88
that wield them believe the extra lethality more
POWER WEAPONS than makes up for a slower swing.
Sheathed in a power field of crackling arcane Loi Pattern: This particular mark of power
energies, a power weapon greatly amplifies the axe is a product of the Loi Metalworks Armoury
force of the wielders swings and thrusts, on the world of Lo and differentiates itself from
disrupting the matter that makes up armour and others of its type by a much longer haft and
its wearer all at once. Many of these weapons harsh, cleaver-like blade that is significantly
conceal their true nature with power packs longer as well. Sometimes referred to as a power
subtly incorporated into the grip and energy glaive, the extended dimensions of the Loi
projection veins down the blade, appearing as a pattern allow it to be swung with a wider arc and
totally normal if well-made weapon until correspondingly greater force. Several
activated amid crackles of lightning running Inquisitors of the Calixian Conclave favour this
down their length. Regardless of whether its pattern, whether for their personal use or that of
generators are hidden within or obviously their senior acolytes and agents; these
attached with conduit cables, power weapons are prominently feature Inquisitorial iconography
dramatic implements that can go from ordinary on the business end, making sure that those laid
blades to cleaving and smashing engines of low for their heresies will know their doom at
destruction in a matter of moments. the final moments.
Because of the great cost of manufacturing the Omnisian Axe: No mere power weapon,
power field generators themselves, power this is a holy icon of the Cult Mechanicus that is
weapons are almost exclusively the province of granted to tech-adepts and Enginseers who have
the wealthy and well-connected, such as high- shown their faith to the Machine God in battle.
ranking Imperial Guard officers, Rogue Traders, An Omnisian axe is forged of the finest materials
Inquisitors, and others who are afforded such and to absolute tolerances using secrets of
luxuries. However, power weapons are the tempering and field generation, and are among
unquestioned champions among those meant the finest power weapons manufactured
for use in close combat, and most who can anywhere in the Imperium. Many have saw-
obtain such devices are the types who like to use toothed blades or backs to invoke the ancient
them as well. prehistory of engineering, and all are invariably
When deactivated, a power weapon counts as decorated with sacred equations and symbols of
a Primitive weapon of the same type with the the Mechanicus. Tech-Priests who wield these
mono-edged upgrade and can be used without superb weapons often use them as exaggerated
penalty by a character with the Melee Weapon (and wholly unnecessary) walking sticks and
Training (Primitive) talent. Otherwise, a badges of office, and the bearer is most often
character must have the Melee Weapon Training regarded as a figure blessed by the Machine God
(Power) to use power weapons without penalty. as a furious incarnation of its power in war.
The wielder of an Omnisian axe receives a +10
Power Axe bonus to Interaction Tests involving followers of
As with the simple axes wielded by the Cult Mechanicus, and the weapons machine
commoners and feudal warriors, a power axe spirit is so advanced that it acts as a multi-tool
makes use of a heavy blade atop a stout haft that when wielded by an adherent. An Omnisian axe
dramatically increases its chopping power. may never be bought or deliberately obtained
When combined with a power field, even a it is gifted only to Tech-Priests by their
heavily-armoured foe can be split in half like a superiors, and to wield one without that blessing
piece of kindling. Power axes somewhat clumsier is a suicidal act.
than more common power swords, but those

89
Power Weapons
Name Class Dam Pen Special Wt Cost World Availability

Power Axe Melee 1d10+7 E 7 Power Field, Unbalanced 6kg 2,700 - Very Rare

Loi Pattern Melee 1d10+8 E 9 Power Field, Unbalanced 7kg 3,200 - Very Rare

Omnisian Axe Melee 2d10+4 E 7 Power Field, Unbalanced 8kg Tech-Priest Only Extremely Rare

Power Blade Melee 1d10+3 E 6 Power Field 1.5kg 1,750 - Very Rare

Serpentine Melee 1d10+2 E 6 Fast, Power Field 1.5kg 2,000 - Extremely Rare

Power Discus Thrown (SBx4m) 1d10+4 E 5 Power Field, Special 0.2kg 10,000 - Extremely Rare

Power Fist (gauntlet) Melee 2d10 E 9 Power Field, Unwieldy 12kg 3,200 - Very Rare

Power Fist (glove) Melee 2d10 E 7 Power Field, Unwieldy 7kg 3,000 - Very Rare

Power Longsword Melee 1d10+7 E 6 Power Field 4.5kg 3,500 - Very Rare

Power Maul (high) Melee 1d10+5 E 5 Power Field 3.5kg 2,500 - Very Rare

Power Maul (low) 1d10+1 I 2 Shocking


Power Field, Sanctified,
Power Stake Melee 1d10+7 E 5 1kg 20,000 - Extremely Rare
Unbalanced
Power Sword Melee 1d10+6 E 6 Balanced, Power Field 3.5kg 2,500 - Very Rare

Power Sabre Melee 1d10+5 E 5 Balanced, Power Field 3kg 2,700 - Very Rare
Power Field, Recharge,
Thunder Hammer Melee 2d10+2 E 10 15kg 4,000 - Very Rare
Shocking, Unwieldy
Witch Lance Melee/Thrown (10m) 1d10+5 E 6 Power Field, Special 5kg 2,800 - Very Rare

Requires two hands to be used effectively


Add twice the wielders Strength Bonus to Damage
Power Blade a power field from a sophisticated unit no longer
Power blades are modest dagger-sized than a common autogun clip that is concealed
weapons that are infinitely more dangerous than within the handle. Khayer-Addin produces this
their size suggests because of their power field. exclusive weapon by commission and no two are
Though only slightly larger than any of a exactly alike, though most take the form of
multitude of knives popular throughout the elaborate walking sticks or rods of office. The
Imperium, a power blade can still punch Serpentine may be drawn normally or erupt
through almost any armour as though it were through its decoy housing with a field burst to
made of wet parchment, and a particularly create a suitably dramatic deployment, and most
serious wielder might go so far as to use a kick to users typically keep one or two spares to
drive an impaled power blade deeper still into conceal their weapon again after its use is no
his opponents body. longer required.
Khayer-Addin Serpentine Blade: Blades
concealed in walking canes, umbrellas, and other Power Discus
innocuous objects are far from uncommon Few would consider throwing a costly and rare
among the Calixis Sectors wealthy and power weapon at any enemy as anything other
connected, but the Khayer-Addin Forges than madness, but the archeotech power discus
Serpentine escalates this concept to an entirely is designed to do just that. A power discus is
higher level. The Serpentines incredibly thin formed of a seamless silvery disc with a mirror-
blade is forged from the highest-quality like gloss finish no more than 30 centimetres
adamantine alloys to ensure strength in spite of across, roughly five centimetres in thickness in
its slender shape, and it is capable of generating the centre but tapering to whisper thin edges

90
that can inflict cuts on a careless wielder. A without the Thrown Weapon Training (Power)
power discus has almost no weight to it in spite talent if they have both the Melee Weapon
of its size and construction, and when thrown it Training (Power) and Thrown Weapon Training
flies almost noiselessly through the air until a (Primitive) talents. A character wielding a power
power field crackles to existence around it. The discus risks cutting himself when throwing the
power discus generator activates once it detects weapon if he lacks adequate protection for his
the airborne spinning motion, and deactivates hands. If the wielder rolls an unmodified 91-00
several moments after its movement ceases on his Ballistic Skill Test when attacking, he also
(often embedded into an object behind the takes 1d5 Rending Damage whichever arm is
opponent it just cut through). Most who own a wielding the weapon.
power discus are wealthy collectors or
aficionados, but they make perfectly deadly Power Fist
combat weapons to those who can afford their Power fists are heavy armoured gloves or
cost and dont mind hunting through gauntlets with a built in power field generator
underbrush or tangled hive-works to recover a that can turn a simple punch into a blow capable
thrown discus thats gone awry. of completely obliterating an opponent and
A power discus can be used by characters putting holes through the side of thick
bulkheads. The broad surface of a
power fists field means a struck foe
is disrupted over a wide area;
armour is punctured and rent open
like fabric, while an unprotected foe
erupts in a shower of ruined flesh as
though a grenade had exploded
inside their bodies. Power fists are
imprecise instruments that are poor
choices for swordplay and quick
manoeuvres, but their destructive
power is unquestioned.
Power fists are usually produced
in two distinct patterns: a sturdy
power glove that can be worn on
its own, and the large gauntlet that
is designed to interface with a suit of
power armour and maximize on the
users greatly increased strength.
Glove-type fists are favoured by
Imperial Guard officers as they
mesh well with carapace suits and
are only modestly encumbering,
while the larger gauntlets are most
commonly used by power-
armoured crusaders and
Inquisitorial agents who have no
need for subtlety or drudging work
in the course of their duties. Despite

91
their differences, both are extraordinarily deadly reduced setting produces just enough energy to
weapons. duplicate a shock mauls incapacitating jolts.
Power fists provide Armour Points to the arm This gives veteran troopers and judges the
covered by them but impose a penalty to Skill flexibility to exert as much restraint as they feel
Tests involving fine dexterity made with that is necessary, and the power mauls simple
hand on account of the bulky digits. Glove-type appearance reduces some of the class division
power fists provide 6 APs and gauntlet-type that exists in most Imperial institutions. Veteran
power fists provide 8 APs; these do not stack Arbitrators who become judges or proctors may
with worn armour, so count whichever provides be presented with one of these simple but highly
more APs when calculating reduction. A glove- effective weapons as an award for dutiful service,
type power fist imposes a -5 penalty to Skill Tests and most are quite eager to put it to use at once.
involving fine manual dexterity, while the
gauntlet-types penalty is -10. A glove-type Power Stake
power fist requires an external power flask The power stake is another item in the
weighing 5kg, typically carried on the belt or on Inquisitors arsenal that is designed to be as
an equipment pack. much a symbol as it is a weapon. It takes the
form of a solid metre-long shaft of cold-forged
Power Longsword iron, tapering to a wicked point on one end. The
Most power swords are designed to be easy to other end is fashioned into a handle, containing
wield with one hand, but two-handed patterns the power field generator and suitable for
with a much longer blade are made for those gripping in combat as well as use as a walking
with a particular zeal for close combat. While stick. Thousands of etched runes, prayers against
somewhat more difficult to handle, a power the psyker and invocations against the warp,
longsword can put much greater force on its decorate the shaft of the weapon, giving it a
blows to rend open heavily-armoured opponents wrinkled look from a distance. These weapons
or thrust deeply into the guts of even the largest are the progeny of the noted witch hunter
beasts and aliens. Officers of the Brontian Inquisitor Rykehuss of the Calixian Conclave,
Longknives, already well known for their love of and carry his hatred of psykers and witches. He
blades and melee battles, are known to be has commissioned dozens of these bane stakes
particular enthusiasts for these weapons, and and issued them to favoured minions and other
they are also often found in the employ of servants of the Emperor deemed to harbour the
militant operatives of the Ordo Xenos who same fanatic zeal as he himself for the
desire a potent weapon to use against foul persecution of these unclean mutants and scum.
creatures of great size and power. A successful attack with a power stake is
crippling against witches. This weapon deals an
Arbitrator Power Maul additional 1d10 Damage for every point of the
This weapon is designed to look similar to the targets Psy Rating. Power stakes are invariably a
shock maul used by rank-and-file Adeptus Best craftsmanship weapon and grant their user
Arbites troopers but is far more capable thanks a +10 bonus to their Weapon Skill when
to the use of a variable power field generator. wielding it (the +1 Damage bonus has already
Most power weapons are only designed to be been added to the profile).
switched on or off, but a power mauls more
sophisticated field can be adjusted with a Power Sword
selector stud set into the base of the shaft. At Power swords are the most common type of
maximum power it is just as deadly as any other power weapon, at least as far as these rare and
power weapon and can be used to smash valuable arms can be considered. A power sword
through walls or annihilate opponents, but at a is an immediate sign of the wearers status as

92
well as their preference for close range combat, or connections, but of true faith in the justice
as few weapons are as functional, deadly, and and might of the Emperor.
immediately ostentatious as a power sword. A thunder hammer takes time to build up
Depending on the mark, power swords might be maximum energy. After striking an opponent it
simply elegant weapons that could pass for a loses the Shocking quality for one Round (per
conventional blade or obvious tech-marvels that the Recharge quality), but can otherwise still be
ripple energy along their exposed power cabling. used to attack normally.
Regardless of whether its wielded by an
Inquisitor, Imperial Guard officer, or Rogue Witch Lance
Trader, a power sword sets its user apart from A potent weapon that is a mix of the techno-
those below his station. arcane and the sacred, witch lances are designed
Power Sabre: This sweeping single-edged to destroy rogue psykers and witches utterly and
blade is often made as a power weapon for without mercy. These heavily modified power
wielders that value a sabres swift cuts and basket weapons take the form of an ornate spear, pike,
hilt but would like something with quite a bit or some other pole-arm with a cold iron and
more bite. A power sabre is somewhat less adamantine blade and haft. Contained at the
effective at cutting down an armoured opponent weapons heart is a pressure-release reservoir of
than the thicker blades of normal power concentrated promethium mixed with sacred
swords, but when wielded by a skilled oils and anti-psy compounds. Should the lance
swordsman the blade seems to become just a successfully impale a victims body, this mixture
flash of light as it darts around before striking is explosively vented, utterly consuming them in
true. Power sabres are often wielded by a blast of holy fire. Although ostensibly intended
Commissars for their dramatic appearance and for use against psykers, a witch lance is a
wicked point, though anyone regardless of perfectly useful weapon against any enemy of the
their skill could appreciate ones appearance. Emperor, as it is guilt, rather than warp power,
A power sabres excellent handling grants its that causes them to ignite.
wielder an additional +5 bonus to Weapon Skill Whenever Righteous Fury results while a
Tests made to Parry; with the Balanced quality, character is attacking with a witch lance, the
the wielders total bonus to these Tests is +15. weapon deals an additional 2d10 Energy
Damage that ignores Armour, and the victim is
Thunder Hammer set on fire. This extra Damage is considered
Normally carried into battle by heroic Space Holy, which has certain effects on Daemonic
Marines, thunder hammers are also made in a creatures and warp entities (as will be noted in
shape that can be wielded by mere humans, their descriptions). These effects are in addition
though it is by no means easy to do so. to the normal effects of Righteous Fury. The
Compared to other power weapons, a thunder witch lances internal reservoir has enough fuel
hammers power field is employed to build up a to castigate five of the Emperors foes before it
devastating charge which is released on impact must be refilled; the mixture has a base cost of
with a foe, rending them asunder with the force 100 Thrones and is Very Rare.
of a lightning strike (hence the name). Those
who are not utterly obliterated after being
struck, reduced to a smouldering pile of cooked
flesh and ruined armour, are often sent reeling
from the meteoric force of the blow as energy
courses through their bodies. To carry a thunder
hammer is a sign not only of the wielders wealth

93
pack in the grip. Neural whips cant be rightly
SHOCK WEAPONS considered a non-lethal weapon; the whips
Shock weapons are designed to be generally non- terrible lacerations alone could kill, never mind
lethal, attacking the subject with incapacitating the shock discharge that is sufficient to stop the
force through electrical shocks that are heart and lungs of those with weaker
discharged on impact. Being hit with a shock constitutions. The electrostatic charge in the
weapon is painful and causes mild burns on the whip seems to help it fly further, and a labour
skin, but generally will not result in debilitating foreman or press-gang captain of sufficient skill
injury, maiming, or death, making them very can send its painful touch over the heads of well-
useful for crowd control and encouraging behaved mendicants to savage a miscreant in
workers to venerate the Emperor through their their midst.
labours with more enthusiasm. To use shock A neural whip can be used against a target up
weapons without penalty, a character must have to three metres away, but loses the Flexible and
the Melee Weapon Training (Shock) or Thrown Tearing qualities against adjacent opponents as
Weapon Training (Shock) talents. the whip cannot build up the high speed or
twisting movements that cause its frightening
Electro-Flail effects when used on foes further away.
Electro-flails are groups of tendril-like lashes,
attached to a short staff or handle and swung in Officers Cutlass
sharp, quick snaps. These flails have a short The cutlass has a long tradition of naval
reach, but as they strike in devastating masses of service dating to prehistory, and many can still
hits they can be extraordinarily effective at be found aboard voidfaring ships of the present.
incapacitating a foe. Electro-flails are common Swords carried by junior officers and lead
sights at manufactorums that use forced labour ratings often will have a shock generator built in
as they make an intimidating, whip-like crack as to the handle that greatly increases the force of
they strike an obstinate worker, and there are cuts and blows with a sharp electrical discharge.
many types of servitors with electro-flails An officers cutlass offers an additional
implanted in their limbs specifically to assist versatility in that the shock can also be delivered
forge overseers in quelling any potential unrest. through the armoured guard to make a
significantly less deadly but just as incapacitating
Neural Whip blow, a handy feature during a mutiny or revolt
This nasty weapon resembles a conventional among superiors that would prefer to keep losses
whip with a thicker length that delivers a to a minimum.
powerful electrical shock from a heavy power A character wielding an officers cutlass can
Shock Weapons
Name Class Dam Pen Special Wt Cost World Availability

Electro-Flail Melee 1d10+2 I 0 Flexible, Shocking 4.5kg 375 - Rare


Flexible, Shocking, Special,
Neural Whip Melee (3m) 1d10+1 E 0 4kg 500 - Rare
Tearing
Officers Cutlass Melee 1d10 R 0 Shocking, Special 3kg 200 Void Scarce

Shock Glove Melee 1d5 E 0 Shocking, Special 1.5kg 100 - Scarce

Shock Maul Melee 1d10 I 0 Shocking 2.5kg 150 - Average

Shock Staff Melee 1d5+3 I 0 Shocking 2kg 100 - Scarce

Shock Staff (spike) Melee 1d5+1 R 2 Shocking 2kg 125 - Rare

Shock Star Thrown (SBx3m) 1d5+2 R 0 Shocking .2kg 350 - Rare

Requires two hands to be used effectively

94
strike with the guard instead of the blade, which devastatingly in brawls and other situations
deals 1d5 Impact Damage with a Penetration where an opponent might not know exactly
value of 0 and the Shocking quality. whats on his attackers hands until far too late.
Higher quality shock gloves do exist, however,
Shock Glove often looking simply like ordinary gloves for
Shock gloves are designed to deliver an keeping the hands warm or even light elegant
electrical jolt as part of a punch, and are most mitts worn by nobles and dilettantes at formal
commonly used by gangers and low-life functions and other gatherings.
enforcers as a cheap but effective way to inflict A shock glove can be used as a melee weapon
pain and terrorize victims, but they can be with the listed profile, but can also deliver the

95
effects of the Shocking quality as part of an them out for ridicule or more official
Unarmed attack, benefitting from any talents or persecution depending on the world and the
abilities the wearer may have. They can also be nature of the riot. Shock mauls are nominally
used to shock a victim any time the wearer is in non-lethal weapons, though an enthusiastic
direct contact with the victims skin, whether user can make them perfectly deadly by aiming
grappling an unarmoured opponent or dancing for vulnerable areas and generally just
at a ball. administering an excessive beating.
The bulk and appearance of a shock glove are
factors of their quality. The attributes listed Shock-Staff
below are in addition to the regular modifiers for
Shock-staffs are basic and somewhat oversized
Craftsmanship as described previously:
shock weapons that are primarily intended for
Poor: Overly-large and covered in a mess of
use in herding press-ganged crews aboard ships,
wires, these look intimidating but are hard to use
though they can be found in similar planetary
in an actual fight due to their bulk. Any attempt
applications as well. Formed in the main from a
to conceal their true nature suffers a -20 penalty.
long haft of metal or plasteel, a shock-staff has a
Common: These have an appearance similar
simple single-power shock emitter mounted at
to sturdy armoured gauntlets with some
one end with the generator installed in the other.
extraneous cabling that occasionally cracks or
Most use a flat shock-plate, either a plain surface
pops with electricity.
or one decorated with the ships insignia or
Good: No more bulky than any sort of
naval badge, but some varieties instead feature a
reinforced gloves, these can pass for regular
nasty-looking spike on the end that is designed
armour or equipment for handling hot items.
to pierce the insulated suits worn by reactor and
The wearer gains a +10 bonus for attempts to
engine crews, and are typically the favoured type
hide the weapons purpose.
used by scummers and other dregs due to the
Best: Finely crafted and well-fitting, these can
more fearsome appearance.
be perfectly disguised as mesh or leather gloves,
and could even pass for stylish clothing worn by
naval officers or hive nobles. The wearer gains a Shock Star
+20 bonus to conceal the nature of these gloves, This tiny metal throwing disc contains a small
and they do not show up as weapons on an power cell as well as conventional cutting edges.
auspex and other scanners. A target hit by a shock star suffers the usual
lacerations from the stars blades and points as
Shock Maul well as a debilitating jolt as its power cell
discharges on impact. A shock star cant be
Standard equipment for Adeptus Arbites
turned on or off; it simply activates when it
troopers, shock mauls are carried by other
strikes something at sufficient velocity, and a few
enforcers and a wide variety of authority-types
users have been shocked by their own stars
throughout the Imperium, and the sound of a
carried in a pocket or belt thanks to a sudden
shock maul being powered up is often sufficient
impact as a result of a fall.
to persuade a ruffian to cease misbehaving.
A shock star can be used by characters without
Because of their use by Arbitrators, shock mauls
the Thrown Weapon Training (Shock) talent if
are commonly associated with the Emperors
they have both the Melee Weapon Training
Law and its swift retaliation for misdeeds. Hive
(Shock) and Thrown Weapon Training
riots are often met by a line of suppression
(Primitive) talents.
shields and shock mauls; hivers returning to
their toils the next day can be immediately be
identified by obvious burns from being
clobbered by a shock maul, which may single

96
will have to obtain one through an Elite
EXOTIC WEAPONS Advance. Exotic weapons are still classed as
Some melee weapons are designed in such a way Melee or Thrown weapons and must obey all
that they are completely set apart from more relevant rules for use in combat.
common patterns of blades and hammers used
throughout the Imperium. Whether they are Breacher
tools that make handy weapons, archeotech
A breacher is a high-power drilling device
implements from a lost age, Xenos armaments,
made from hyper-dense adamantine alloys and
or those weapons that simply must be used
fitted with a matter-wave generator, designed to
differently to obtain a useful feature or
drill through the toughest materials and ore
capability, exotic weapons are a class in and of
deposits, break up blocks, and puncture
themselves.
bulkheads. Breachers are sometimes designed as
Like their ranged counterparts, exotic melee
a heavy rig that is slung over the wielders
weapons cover a wide range of devices and arms
shoulder and held with both hands, but they are
that do not handily fit into other weapon
more commonly implanted into the flesh of a
categories. Most are unique or specialized
servitor or bonded labourer. However, a
enough that each one requires an individual
breacher can also be employed as a slow but
Talent to use. For example, a character wanting
devastatingly potent weapon capable of ripping
to rend his foes asunder with a breacher drill
through armour and flesh with ease, and there
must have the Exotic Weapon Training
are many examples of Mechanicus Secutors that
(Breacher) talent. Some career paths include
have fused a breacher to one of their bionic arms
specific Exotic Weapon Training talents as part
for just such a purpose.
of their normal advances, but most characters
Because of its bulk and vibration when
Exotic Weapons
Name Class Dam Pen Special Wt Cost World Availability

Breacher Melee 1d10+5 R 4 Special, Tearing, Unwieldy 18kg 750 Forge Scarce

Bulkhead Cutters Melee 1d10+3 R 6 Tearing, Unwieldy 8kg 100 - Average

Chain-Sticks Melee 1d10+1 I 0 Fast, Primitive, Toxic 1kg 30 Fervious Scarce

Double Flail Melee 1d10 I 0 Balanced, Flexible, Primitive 4kg 28 Penolpass Scarce

Energy Blade Melee 1d10+6 E 7 Balanced, Power Field 1kg 5,000 Forge Very Rare
Balanced, Defensive,
Forearm Power Blade Melee 1d10+1 E 4 1.5kg 2,200 - Very Rare
Power Field
Extremely
Fractal Sword Melee 1d10+1 R 8 Balanced 1kg 10,000 -
Rare
Garrotte Melee 1d10 R 0 Flexible, Primitive, Unwieldy 0.5kg 30 Hive Scarce
Flexible, Primitive, Special,
Groxwhip Melee (3m) 1d10+3 R 0 4kg 45 - Scarce
Tearing
Lightning Chain Melee 1d10+1 I 0 Flexible, Primitive, Shocking 4kg 100 Acreage Very Rare

Lightning Gauntlet Melee 1d10 I 0 Primitive, Shocking 2kg 80 Acreage Very Rare

Sieve Blade Melee 1d10-1 R 0 Primitive 0.5kg 200 - Rare

Soft Sword Melee 1d10 R 2 Balanced 1.5kg 400 - Rare

Vivisector Melee 1d5+5 R 4 Tearing, Unwieldy 1.5kg 650 Forge Rare

Requires two hands to be used effectively


Do not add the wielders Strength Bonus to Damage with this weapon

97
activated, a user must have a Strength Bonus of 5 cutting jobs. Bulkhead cutters are not designed
or more to use a rig-mounted breacher as a for use as weapons, but a user who has learned
combat weapon. Weaker characters suffer a -10 the proper motions can make use of them as
penalty to Weapon Skill Tests made to attack terrifyingly effective if imprecise armaments for
with it for each point their Strength Bonus is melee combat, and more eccentric boarding
below 5. crews might arm a man with one over his void
If used as an implant, the user may add double suit to assist with cutting through obstacles
their Strength Bonus to the breachers Damage, (including defenders of the boarded ship!).
and the weapon rolls 2d10 rather than 1d10
when successfully inflicting Righteous Fury. Fervious Chain-Sticks
Some of the more disciplined but no less
Bulkhead Cutters vicious warriors of Fervious create these
As the name suggests, these are designed to weapons by binding two batons together at the
slowly rip open tough metal bulkheads and deck base with a length of tough sinew. Amateurs
plating. Bulkhead cutters are worn more than often hit themselves with the free-swinging
wielded: a huge row of mechanical teeth grind baton, but a trained fighter can make pulverizing
along below the users forearm, extending about strikes with ease, and the erratic movement is
30 centimetres beyond their hand, and a large hard for an opponent to predict. The batons
and sturdy frame with an included gauntlet themselves are formed from trees that produce
protects the limb from sparks and flying vicious slivers; to add insult to injury, even cured
fragments. The cutter itself is supported by a wood is still poisonous if it enters the
load-bearing harness that the user dons over bloodstream, and a competent wielder will often
their torso which also stores the power supply, soak his batons in serpent venom to magnify the
making this heavy tool easier to use for long effect. Of course, the stick-fighter must use great

98
care to avoid poisoning himself during combat, of them are wielded by Tech-Priests of Sollex.
and most wield a sturdy gauntlet or mitt on one They are sometimes gifted to parties and patrons
or both hands just in case. that have done great deeds or favours to the Cult
Similar weapons are produced locally on and to wield one of these exquisite weapons is a
several more advanced worlds, including sign of respect (and material) connections with
Scintilla. These use sturdy plasteel rods linked the Adeptus Mechanicus of Calixis.
together by a strong chain, and many Whenever the energy blades wielder
incorporate a liquid reservoir core to amplify the successfully Parries another weapon with two or
force of struck blows. These are often wielded by more degrees of success, the energy blade
flashy gangers and recidivists as they look almost automatically destroys the other weapon, even if
as impressive as the savage battering they can it possesses a power field. However, the almost
inflict. Modern chain-sticks lose both the weightless blade means the force of the swing
Toxic and Primitive qualities due to their contributes nothing to the weapons destructive
superior though decidedly non-poisonous build. power. As a result, the wielders Strength Bonus
does not increase its Damage. Furthermore,
Penolpass Double Flail should an Attack or Parry with an energy blade
The lithe warriors of Penolpass, whose fail by five or more degrees, the insubstantial
fighting style more closely resembles a dance plasma column ceases cooperating with the
than combat manoeuvres, heavily favour double- wielder and strikes them instead, using its
ended flails for the versatility and hitting power normal Damage and Penetration values (roll to
that they offer. The weapon has an unusual determine hit location).
structure, consisting of two spiked heads Owing to the harsh actinic light and blast
attached to chains affixed on either end of a furnace roar that the blade produces, the wielder
stout wooden shaft. Given the complexity of this cannot attempt to be stealthy while the energy
weapon, using it effectively requires a great deal blade is switched on. The blade is powered by a
of skill. The true masters of the double flail plasma pistols ammunition flask, which is worn
those of the Penolpassian Blood Order can on the belt and cable-fed to the hilt. A plasma
make its use a deadly, though beautiful, art flask can keep the blade lit for up to 10 Rounds
which is unmatched amongst feudal world before it must be replaced; reloading a Sollex-
disciplines throughout the Calixis Sector. In rare Aegis energy blade requires 3 Full Actions.
cases, the weapons shaft can split to produce
two smaller flails, giving the wielder even more Forearm Power Blade
flexibility in combat. While the idea of a defensive power weapon
might seem ridiculous to many, the forearm
Sollex-Aegis Energy Blade power blade is a testament to what creative (and
The aptly-named energy blade is a product of well-funded) tech-adepts can do. As the name
information obtained from the Aegis Data implies, a forearm power blade is stored on the
Fragment, and with the use of focusing crystals wearers arm in a bracer or gauntlet; it has a wide
refined by the Divine Light of Sollex, this and short shape, and is stored in a retracted
archeotech weapon can be produced in limited position when not in use. At the wearers
quantities in the forges of Haddrack. The energy command, the blade springs forth along the line
blade produces a beam of coherent high-energy of their arm and can be used to make very swift
plasma that materialises from the armoured hilt, parries and deflective manoeuvres. Its position
appearing as a blazing column of blue-white fire makes it awkward to attack with, so it is most
that dances wildly in anticipation of burning often used in tandem with another melee
through a foe. This weapon is potent beyond weapon. The power blades mounting keeps the
even most power swords, and the vast majority wearers hand free, and when deactivated they

99
can easily wield a basic weapon or perform any simply do not exist. If a fractal sword is
other tasks that might be necessary. Forearm destroyed, such as by being successfully parried
power blades are typically strapped to the by a power weapon, the blade will grow back
wearers arm, but some more elaborate designs from the handle in 1d5-1 hours. If the rolled
might be integrated with clothing or armour, result is a 1, the break immediately re-sets as if it
and high-ranking Inquisitorial agents and had never been broken at all.
Ecclesiarchial crusaders often have these
weapons permanently integrated into the bracers Garrotte
of their power armour. This simple weapon is little more than a length
Activating (Readying) a forearm power blade of sturdy wire with handles on each end,
is a Free Action. If the wearer has the Quick designed to be used to strangle a victim from
Draw talent, it can be activated as part of a behind by forcibly closing their windpipe. In the
Reaction (such as to Parry a melee attack). hands of a master, this humble tool can be every
bit as lethal as a boltgun, and can also be used to
Fractal Sword incapacitate, rather than kill, if its wielder so
This pale blue and translucent blade is actually desires. Due to the close proximity necessary to
formed from a diamond-like living crystal that is use this weapon, the Moritat death cult considers
harvested from an unknown planet in the it one of the last and most intimate martial
Koronus Expanse. An anonymous and doubtless forms taught to their members.
fabulously wealthy Rogue Trader farms them All attacks with a garrotte are counted as
from this world, and after reaching Port Wander Called Shots to the Head, and as such suffer a -
the swords make their way into the hands of 20 penalty to hit (this is normally offset by the
collectors and rich fighters throughout the garrottes intended use as a weapon of ambush).
Calixis Sector. When the blade is struck by Subsequent attacks after a successful hit,
sufficient force small slivers of it break off amid regardless of Damage, receive a +30 bonus
a terrific screeching noise akin to nails on a instead as the garrotte has already been applied
chalkboard. The crystal constantly grows and to the victims neck. Should the weapon cause
replaces shards as they are struck off, resulting in Damage to the target after reduction from
an edge that is perpetually sharp as long as it is Armour, the attacker may cause Wounds
used with some frequency; letting it go to seed normally (though these are reduced by
through disuse results in the blade becoming Toughness, as usual) or inflict half the value,
rough and awkward to wield, though sufficient rounded up, in levels of Fatigue (see Dark
chopping will hone it back to its original razor Heresy, page 200 for more information on
thickness in short order. Each tiny sliver that Fatigue and its effects). A garrotte is considered
breaks free from a fractal sword is a crystalline to have the Snare quality on any Round in which
seed, and close examination reveals a similar it inflicts Damage or Fatigue on its victim,
shape to the blade itself, albeit in extremely though the attacker gains none of the usual
minute form. If planted back on the fractal benefits from his victim being Helpless as he
blades home world, a new sword would grow must already devote his full attention to
from it. Naturally, the Rogue Trader who maintaining the garrottes grip.
discovered this fantastic planet has gone to great
lengths to keep its location a mystery. Groxwhip
Because of their natural sharpness and ease in A groxwhip is formed out of strong metallic
swinging, a fractal sword is always considered a cable interspersed with wicked-looking barbs
Good craftsmanship weapon, granting its and hooks, making it a decidedly frightening
wielder a +5 bonus to their Weapon Skill when weapon to behold. Whether or not groxwhips
using it. Better or worse craftsmanship versions are actually used in the herding of the beasts of

100
the same name is a matter of debate, but most burns from the writhing energy fields that
onlookers could think of no other application spark when the chain is in motion.
that such a disastrous-looking weapon could Constructed as they are, a lightning chains
possibly be used for. A groxwhip is perhaps entire length becomes charged and conductive.
somewhat less effective than the more common As a result, the wielder must wear thick gloves
neural whip at persuading a miscreant to made from the tough hides of certain animals
behave, but they have the advantage of not native to Acreage; these provide sufficient
requiring any sort of power cell to function, and insulation so that a lightning chains wielder isnt
can inflict terrible injuries on a man who isnt shocked by his own weapon during normal use,
wearing decent armour. although accidentally striking ones self with the
A groxwhip can be used against a target up to hitting end of the chain is always possible.
three metres away, but loses the Flexible and
Tearing qualities against adjacent opponents as Acreage Lightning Gauntlet
the whip cannot build up the high speed or These are made from the same metal alloys as
twisting movements that cause its frightening the Acreage lightning chain, giving them similar
effects when used on foes further away. shocking properties. They are often worn by
knights and other well-paid soldiers of Acreages
Acreage Lightning Chain armies, who incorporate them as fixtures of their
At a glance, this length of spiked chain sturdy plate armour. A lightning gauntlet cannot
roughly a metre-and-a-half long appears to be a be swung as fast as its chain counterpart, so the
completely mundane and unremarkable, if kinetic effect is somewhat lessened, but it is still
painful, looking weapon. However, the unique far more deadly than an ordinary punch, and
alloys found on Acreage allow it to somehow being struck in the face by a lightning gauntlet is
store kinetic energy, which is released in the likely to cause serious harm, if not death, to the
form of blue-coloured sparks when the chain unfortunate victim. The gauntlets are
moves with any kind of sharp, excessive force. constructed atop gloves and bracers made of the
When properly used in combat, victims of a same insulating leather as a lightning chains
lightning chain attack not only receive dreadful wielder uses and offer similar protection against
lacerations and broken bones, but also suffer being accidentally shocked.

101
Sieve Blade want a hidden weapon should their obvious ones
Original examples of this weapon were made be removed.
from the hollow, spiky fronds of the While inactive, a soft sword does not show up
spindlethorn plant, where it would be loaded as a weapon on an auspex or similar scanner.
with the venomous sap of the same for use When readied, it can act as either a sword or a
against predators. While some purists insist on staff (dealing Impact rather than Rending
a weapon grown in the old ways, similar Damage) at the wielders choice.
examples constructed from modern materials
have become popular with a number of cults and Vivisector
Assassinorum operatives. The flat sides of the The Vivisector is a long ornate gauntlet that
blade have hundreds of tiny pore-like holes, locks over the users forearm with sufficient
allowing the substance inside to spread into any clearance to be worn over most types of armour.
wound it causes. A reproduction sieve blade Servo-augmented articulation extends over the
otherwise resembles a common short sword with fingers, which are tipped with laser cutters, bio-
a slightly wider blade. solvents, shears and flensing instruments. While
Any hit with a sieve blade that causes at least the ignorant may confuse a Vivisector with a
one Wound will also inject a dose of whatever medical device, this is no instrument of healing.
substance its owner has placed in the hollow. A Vivisectors true purpose is to dismantle and
However, due to the indiscriminate nature of portion organic tissues in a forge worlds flesh
this delivery system, a dose is expended out of works as well as servicing and maintaining
the blade on any successful hit; if the sieve blade servitors; to a Tech-Priest, it is simply another
scrapes harmlessly off the targets armour, the tool to use on biological machinery. Of course,
dose is wasted as it dribbles out on the victims these same qualities allow it to be used as a
protective gear and clothing. horrific melee weapon, and while perhaps
A more sophisticated sieve blade, costing an unsuited for full-scale battles, a single savage
additional 100 Thrones, includes a pressure blow from a Vivisector has administered the
valve in the grip to hold the dose within; it is justice of the Cult Mechanicus to many labour-
released by a stub on the pommel, which is helots who have dared rise up against their
typically done when the wielder believes he has masters. Other scummers and recidivists that
scored a firm strike. This version only expends have tried to mug or murder a lone enginseer for
the dosed substance at the wielders discretion, whatever foul purpose have been similarly
and the decision can be made after Damage has dispatched as the apparently weapon less Tech-
been rolled. Priest proves his Vivisector is far from just a
simple tool.
Soft Sword A Vivisector grants the wielder a +10 bonus to
Also known as an assassins belt, soft swords Medicae Tests for the purposes of repairing
are forged from a polymorphic material that has servitors or conducting autopsies. Its frightening
been of great interest to Mechanicus Magi since appearance is also a useful tool in and of itself,
it was discovered on planets near the Heathen and grants the wielder a +10 bonus to
Stars. Normally flexible like thick cloth, when an Interrogation and Intimidation Tests as well. For
electrical current is run through the material it an additional 500 Thrones, a Vivisector may be
suddenly springs to the consistency of well- upgraded with stronger bio-solvents and other
tempered steel, and can be employed just like corrosives that give it the Toxic quality as well.
any other weapon. Soft swords are of particular
utility to those who desire a more unassuming
appearance while still remaining armed, or who

102
Upgrades
used to augment this to some extent. Upgrades
enhance the performance or capability of a
weapon in some way, and can perform a variety
of functions. Upgrading a weapon requires a
successful Trade (Armourer) Test, whose
While a weapon is only as efficient as its wielder difficulty depends on the upgrade itself. Trade
whose performance in combat is no better (Technomat) can be used instead, but the
than his faith in the Emperor various types of difficulty increases by two steps.
modifications and additional equipment can be The cost and availability of each upgrade
refers to the component itself, not the cost of
Weapons Upgrades
attaching it. Characters that cant perform that
Name Weight Cost Test Availability
work will usually have to pay separately for an
Backpack Ammo Pack +25kg 100 +10 Rare armourer to do the labour. Some weapons may
Bipod +2kg 10 +30 Average already have one or more upgrades already
Calamity Vent +0.5kg 250 +0 Very Rare installed; in this case, simply add the cost of the
upgrade to the weapons cost. An upgrade may
Combi-Weapon Special Special -20 Special
modify a weapons weight as well. Upgrades
Combi-Weapon (Military) Special Special +0 Special
usually do not modify a weapons availability,
Compact x 1/2 50 +0 Average although especially rare ones may be an
Dipole Mag-Lock +0.5kg 75 +30 Average exception at the GMs discretion.
Duplus Ammo Clips - 10 - Scarce

Exterminator +1kg 35 +30 Common


Backpack Ammo Pack
Upgrades: Most non-primitive ranged weapons
Exterminator Cartridge +0.5kg 50 +30 Average
Most ranged weapons store their ammunition
Extra Grip +0.5kg 25 +10 Average in clips, canisters or packs attached to the
Fire Selector +0.5kg 50 +20 Scarce weapon itself, but for extended battles or
Force Weapon - 3,500 -20 Very Rare situations where the user doesnt want to reload,
a large external supply can be carried in a
Forearm Weapon Mount +1kg 300 +0 Scarce
backpack. A backpack ammo pack employs a
Gene-Lock Circuit +0.5kg 100 +0 Rare powered feed for projectiles or a cable supply for
Lathe Blade - 2,500 -20 Very Rare other sources that plugs into the weapons
Melee Attachment +0.3kg 5 +30 Plentiful loading port, keeping a steady supply of
ammunition ready to be fired at the wearers
Mono Edge - 40 -10 Scarce
foes. Because of its bulk, backpack ammo packs
Motion Predictor +0.5kg 1,000 +10 Rare
are often employed by fighters wearing power
Red-Dot Laser Sight +0.5kg 50 +20 Scarce armour, but a brawny trooper can muscle one
Sanctified Weapon - 500 Very Rare along if need be.
Silencer +1kg 10 +30 Plentiful A backpack ammo pack is the size of a normal
backpack, but has half of its volume given over
Spoor Targeter +1.5kg 3,000 -10 Very Rare
to ammunition storage and a feed mechanism.
Suspensors x 1/2 2,500 -10 Extremely Rare Most las, solid projectile, bolt, melta, plasma,
Targeter +1.5kg 2,250 +0 Rare and flame weapons can be used with a backpack
Telescopic Sight +1kg 35 +20 Average ammo pack. Grenades and rockets used by
launchers are too large for any sort of
Tripod +5kg 20 +30 Common
meaningful feed line, and exotic weapons in
Vox Operated +0.3kg 500 +10 Rare
general are varied to such an extent that trying to
This upgrade requires the attentions of a suitable member of the Ecclesiarchy make a backpack ammo pack for one would be a

103
tech-nightmare in and of itself. Some weapons, to be used again. However, these intrusions do
such as man-portable lascannons, already not sit well with the machine spirits of most
include an external ammunition or power source plasma weapons, and a mishap with one can be
and cannot benefit from this upgrade. Unless worse than if the weapon had been allowed to
otherwise stated, a backpack ammo pack can overheat in the first place.
provide sufficient ammo for 300 shots for las If a plasma weapon with calamity vents
weapons (high-powered hellguns and hellpistols overheats, roll 1d10. On a roll of 4 or higher, the
consume this more quickly), 80 shots for plasma vents function as designed and the plasma is
and melta weapons, 200 shots for bolt and solid jettisoned safely. This attack is simply treated as
projectile weapons, and 60 shots for flame a miss, and the weapon does not need to spend a
weapons. Note that some weapons may not be round cooling off. On a 2 or 3, however, the
compatible with a backpack ammo pack in spite overheat is still vented away, but it goes directly
of their type, often due to design considerations. into the wielders face instead! Resolve this as if
Creating a backpack ammo pack for a stub the wielder was shot by the plasma weapon,
revolver, for example, would likely be including the normal Damage and Penetration
impossible. The GM has final discretion on what values; the wayward blast hits the wielder in the
may or may not be upgraded with a backpack body unless they had used the Aim action just
ammo pack. before the overheat, in which case it hits them in
the head. On a result of 1, the vents have caused
Bipod a catastrophic feedback loop and the plasma
Upgrades: Heavy weapons weapon violently explodes; treat this as though
A bipod consists of two telescoping metal legs the weapon had rolled maximum Damage with a
attached to a weapons barrel or housing, Blast of 3. The wielder cannot attempt an Agility
allowing it to be stably deployed on any sort of Test to avoid the blast.
flat surface, including windowsills and low walls.
Bipods are sometimes used on sniper rifles to Combi-Weapon
help steady the snipers aim, but their main Upgrades: Any two Basic weapons
application is in bearing some of the weight and A combi-weapon is formed from two weapons
recoil of heavy weapons. When fitted with a that have been combined together, giving a
bipod, a heavy weapon can be Braced as a Half- fighter a high degree of versatility. Combi-
Action, and the firer can use it to attack targets weapons are typically formed from two different
within a 90-degree arc of his position. types of weapons; the firer can choose to shoot
either one at will, without having to switch
Calamity Vent between two separate guns (not to mention
Upgrades: Plasma weapons carrying both at once). A combi-weapon starts
These emergency cut-offs are carefully off with a primary weapon, typically an
installed into the capacitance rings of plasma autogun or bolt gun, with a secondary weapon
weapons and are designed to activate if a attached under it. Most are formed using a more
dangerous overload is detected by a small powerful, but less versatile, firearm as the
cogitator unit. Instead of dumping heat into the secondary weapon. Combi-weapons are
weapons housing, often causing injury to the uncommon armaments not only due to the
firer, the calamity vents cause it to be harmlessly valuable weapons that are used in their
expelled in a gout of searing blue flame away construction, but due to the difficulty of getting
from the firers hands and body. When they two distinct machine spirits to cooperate with
function as designed, a calamity vent gives the one another. As a result, combi-weapons are
plasma weapons wielder a surprise but nothing often very finely crafted, and many become
else, the overheat dissipated and weapon ready heirloom items whose choice in individual

104
weapons speaks volumes about the original
commissioner of the gun in the first place.
Combi-weapons of this style are invariably
produced by commission in the Imperiums
greater forges; the Fane of Fykos in
Scintillas Gunmetal City is probably the
best known producer of combi-weapons in
the Calixis Sector.
When armed with a combi-weapon, the
user may fire either weapon, but not both,
in any given Round. A combi-weapons
primary weapon uses the same statistics as it
would on its own, while the secondary
weapons Clip size is reduced by half (round
up) as it must be made small enough to fit
below the primary without significantly
altering its profile. A combi-weapons cost is
usually that of the primary weapon plus
double that of the secondary weapon, and its
rarity is one step rarer than whichever
weapon is the rarest of the two. The GM has
the final say on which weapons may and
may not be combined.

Combi-Weapon (Military)
Upgrades: Any two Pistol or Basic weapons
A simpler style of combi-weapon is
employed by the Adepta Soroitas and other
well-equipped military organizations. military combi-weapons cost is just the
Military combi-weapons are Munitorium- combined cost of both of the weapons used to
sanctioned tools that are produced on many make it, and its rarity is equal to the rarer of the
forge worlds, and are often carried by Imperial two weapons. A military combi-weapon may be
Guard assault troops, Sisters of Battle, formed from two Basic weapons, two Pistol
Inquisitorial Storm Troopers, and even Space weapons, or a Basic weapon with a Pistol
Marines are known to wield combi-weapons weapon as the secondary.
employing their own divinely-powerful (and
divinely-large) guns. This type of combi-weapon
Compact
makes no attempt to reconcile the quibbling
Upgrades: Any Pistol or Basic Las, Solid
machine spirits of the individual weapons; the
Projectile, Flame, Bolt, or Plasma weapon
secondary weapon is intentionally designed so
By reducing the size of the barrel and clip, a
that it can only be fired once between reloads,
weapon can be made significantly smaller. This
keeping the amount of cross machine
assists in concealment, handling, as well as the
interference to a minimum.
ease of carrying an otherwise heavy gun all day.
A military combi-weapons secondary weapon
Compact weapons are favoured by those that
can only be fired once before needing to be
believe in subterfuge more than pure firepower.
reloaded; its RoF becomes S/-/- and Clip size
A compact weapons weight, clip size, and range
becomes 1. Its weight is also reduced by half. A
are all reduced by half, and its Damage is also

105
decreased by 1 as well. If the weapon has the experienced users can load a fresh clip with
Accurate quality it loses it, as there is insufficient almost no dead time at all.
barrel remaining to adequately stabilize the A duplus ammo clip reduces a weapons
projectile for pinpoint shots. Pistol class reload time by half when used to switch between
weapons grant a +10 bonus on Sleight of Hand its stored ammunition. For example, a weapon
Tests made to conceal the weapon, while Basic that normally takes two Full Actions to reload
class weapons can be used in melee combat as if becomes a single Full Action. If the user also has
they were pistols. the Rapid Reload talent, it further decreases to a
Half Action. Duplus ammo clips cant be used in
Dipole Mag-Lock a weapon with a fire selector due to their size.
Upgrades: Any Pistol or melee weapon that can
be wielded in one hand Exterminator
Mag-locks are common pieces of equipment Upgrades: Any Basic weapon or melee weapon
used to secure articulated sections of power without the Flexible quality that deals at least
armour together. They are also used in a wide 1d10 Damage
variety of other applications, such as on large This small device stores highly compressed
monotask cargo haulers. Enterprising armourers Promethium with a gas cartridge to propel it,
have found that the use of a dipole mag-lock can and is designed to be attached to another
also replace a holster or baldric for users wearing weapon. On command, it can unleash a burst of
carapace or power armour. When fitted to a purifying fire just like a flamer, and is something
weapon, the dipole mag-lock causes it to stick of a poor mans combi-weapon that can be
to a paired plate attached to the users armour. encountered among many different groups.
The mag-lock is usually released by a small stud Redemptionists are especially fond of them, and
on the weapons grip, though more advanced have been known to affix Exterminators to their
(and expensive) versions might use a proximity melee weapons in addition to whatever other
trigger, vox-link operation, or some other ordnance they may wield (Eviscerators are a
somatic cue to produce the same effect. particular favourite). Once fired the
A dipole mag-lock grants the Quick Draw Exterminator burns out and must be discarded.
talent for the upgraded weapon. If the user However, they are cheap to manufacture and
already has Quick Draw, the weapon may produced in significant quantities; it is easier to
instead be drawn as part of a Reaction, such as to consider an Exterminator to be a unit of ammo
produce a pistol while diving for cover, or to rather than a weapon upgrade.
draw a melee weapon to Parry an incoming The wielder of a weapon fitted with an
attack. A dipole mag-lock is only usable if the Exterminator may choose to fire it instead of use
character is wearing carapace or power armour, the weapons normal attack for that Round. Its
as lesser armours lack the suitable rigidity to effect is identical to a standard flamer. Because
support a weapon attached to them. of its weight, an Exterminator can be
detrimental to a melee weapons handling; if
Duplus Ammo Clips attached to a melee weapon with the Balanced
Upgrades: Any Pistol or Basic Las, Solid quality, it loses that quality as long as the
Projectile, or Bolt weapon with a removable clip Exterminator is attached (including after it has
These double-ended clips store twice as much been expended).
ammunition (or two charge packs) as the
standard models, and when one runs dry, the Exterminator Cartridge
user simply flips it over and inserts the other Upgrades: Any weapon
end. This significantly shortens reload time, and An even smaller Exterminator, the Cartridge
version could easily fit in a pocket and can be

106
attached to just about any other weapon. range is halved and it gains the Inaccurate
Although its flame is somewhat less impressive, quality while being wielded like this. An extra
few would expect a cumbersome heavy stubber grip does not remove the weapons standard grip
or missile launcher to suddenly spew forth a and trigger, and it can still be held with two
column of fire at them. hands and used at its normal capabilities.
An Exterminator Cartridge uses the same
rules as the normal Exterminator except it Fire Selector
counts as a standard hand flamer. It can be fired Upgrades: Any Pistol or Basic Solid Projectile or
in melee combat even if attached to a Basic or Bolt weapon
Heavy weapon. Some weapons have the ability to use different
types of ammunition readily, but this usually
Extra Grip requires switching clips to do so. A fire selector
Upgrades: Any Basic weapon is a mechanical device that replaces the weapons
Most Basic weapons can be fired with one feed port, and when paired with a special clip,
hand, but the extremely awkward balancing and allows the user to select between ammunition
position of the grip make this an emergency loaded inside. This creates a somewhat bulky
measure at best. For those wielders who must look, but few would argue its efficiency in
keep a hand free, an extra grip is a valuable combat, and fire selectors are common additions
upgrade. As the name suggests, this installs a among professional mercenaries, assault troops,
second grip along with a trigger near the and other types of operatives.
weapons centre of gravity, allowing it to be held A weapon fitted with a fire selector can have
more naturally with one hand. Though any combination of specialty or unusual ammo
functional, some precision is lost as it becomes loaded into its clip. At the start of the users
difficult to aim carefully. Turn, he can use the fire selector to chose which
A Basic weapon with an extra grip can be fired type of ammo he wishes to use for that Round.
with one hand without incurring the usual -20
penalty to Ballistic Skill Tests. However, its

107
Force Weapon in manifesting the power, he and his victim
Upgrades: Special, see text make Opposed Willpower Tests. Every degree of
A force weapon is capable of channelling the success by the psyker allows him to deal an
mental power and aggression of a psyker into a additional 1d10 Energy Damage; this extra
deadly, reality-rending force. It is said that force Damage is pure psychic force and ignores the
weapons were originally designed by the victims Armour and Toughness.
Emperor himself, and the Holy Ordos of the When wielded by a psyker, a force weapon
Inquisition carefully guards the method of their cannot be destroyed by another weapon with the
manufacture. Force weapons are created by re- Power Field quality.
forging the blade of a high quality weapon with Finally, for an additional 200 Thrones, a force
an arcane psi-convector and channelling weapon may include a psy-focus that is
circuitry, which take the form of a precise integrated into its form, giving the weapons
serpentine pattern visible on the sides of the wielder its benefits any time the weapon is held.
blade under close observation. Axes, swords, and
staffs are the most common type of force Forearm Weapon Mounting
weapon, but theoretically almost any solid Upgrades: Any Pistol or Basic weapon (see text)
weapon could be remade as a force weapon. A heavy bracing replaces the upgraded
Force weapons are perhaps best associated with weapons trigger and grip, allowing it to be fixed
the Ordo Malleus famed Grey Knights, but they along the line of the users forearm. A special
are also carried by psychic Inquisitors and some cable-attached glove is provided to control the
sanctioned psykers in the military service to the weapons functions and triggering. This
Imperial Guard. arrangement keeps the wielders hands free,
A Best craftsmanship Primitive melee weapon allowing them to use other weapons or perform
that has received the Mono Edge upgrade can be fine manipulation while keeping their attached
reforged into a force weapon. Chain weapons weapon ready to be used at a moments notice.
lack enough suitable surface to inscribe the The weapon is usually turned on its axis with the
sacred runes and psi-convector, while a power clip positioned straight up or towards the
weapon would have to have its power field wielders body to assist in reloading. It also
deactivated for the psykers own channelled creates a strong visual impression as bolts, flame
force to run through it; such a weapon would be or plasma blasts seem to erupt from the users
extravagantly expensive, at any rate. The force outstretched arm.
weapon retains all its normal properties A weapon fitted to a forearm weapon
(including the benefits of Best craftsmanship) mountings range is reduced by 30% but
and can be used by anyone, but only a psyker otherwise functions normally and is always
can bring out its true potential. The weapons considered Readied. Pistol class weapons can be
Damage and Penetration values increase by one used by anyone in a forearm weapon mounting.
point for every point of the wielders Psy Rating; If the user is wearing full power armour, the
for example, a force staff wielder with Psy Rating increased size of the arm and augmented
3 would add 3 points to his weapons Damage strength can be used to mount a Basic weapon in
and Penetration. this way instead.
In addition, whenever a psyker damages an
opponent with his force weapon, he may channel Gene-Lock Circuit
yet more psychic energy into the instrument, Upgrades: Any non-Primitive ranged weapon
turning his hatred of the opponent into a killing This upgrade is designed for those who have a
power in and of itself. Treat this effect as a special dislike of the idea of being shot with their
psychic power with a Threshold of 6 that is a own gun. A gene-lock circuit is installed in the
Free Action to manifest. If the psyker succeeds grip and interfaces with the weapons firing

108
mechanism, and prevents the gun from being will function for anyone with a Hard (-20)
discharged unless it is deactivated. Most use a Tech-Use Test that takes about an hour.
reader strip that matches the thumb or palm Normally there are no consequences for a failed
prints of the weapons owner; users who wear Test, though specially-crafted gene-locks might
gloves or heavy armours can have a tensiometric include some sort of booby trap.
pad instead, while more sophisticated versions
might use a micro-needle to take a sample of the Lathe Blade
wielders blood or a proximity detector linked to Upgrades: Any edged melee weapon with the
a subdermal implant. Regardless of its exact Primitive quality
construction, a weapon upgraded with a gene- The astronomical and gravitic alignment of
lock circuit will not fire unless wielded by the the Lathe worlds creates conditions where metal
hand that was keyed to it. alloys of rare and singular properties can be
Gene-locks are excellent precautions against manufactured. If used in the construction of a
theft and being disarmed in combat, but they are bladed melee weapon, an armament of exquisite
far from immune to the predations of a skilled quality can be made. A Lathe blades edge is
tech-adept. A gene-lock can be reset to a paper thin, yet is flexible enough to withstand
different owner or simply shut off so the weapon savage blows in combat. They are also virtually
indestructible even the devastating action
of a power field cant shatter one. A Lathe
blades cutting power rivals that of a power
weapon simply on account of its
construction, and there are some users who
favour these weapons for their quality and
repute. There are others who prefer the lack
of a power weapons crackling arcane energy
field, and there is certainly something to be
said for a Lathe blades ability to kill quietly.
A weapon forged as a Lathe blade loses
the Primitive quality while increasing its
Damage and Penetration by 3. Lathe blades
are invariably of Best craftsmanship and
give their wielder a +10 bonus on Weapon
Skill Tests (the extra Damage is already
factored in). Finally, a Lathe blade cannot be
destroyed by being parried by another
weapon with a power field.

Melee Attachment
Upgrades: Any Basic weapon
Basic weapons are usually too
cumbersome to be used against an opponent
in melee combat. By fitting a close combat
weapon under the Basic weapons barrel, a
handy and immediately available melee
weapon can be created. A melee attachment
creates a sturdy hardpoint for a one-handed
edged melee weapon to be fixed to. Most

109
lasguns already have this upgrade installed, and Motion Predictor
some military-type autoguns include it as well. Upgrades: Any ranged weapon with a Full
A knife or similar blade allows the Basic Automatic setting
weapon to be used as a spear, while a longer Motion predictors are something of a poor
weapon like a sword allows it to be used as an mans targeter, although that expression is
axe. Use the Damage and Penetration values of somewhat inaccurate as they are still costly
those weapons or that of the mounted weapon, pieces of wargear. A motion predictor uses an
whichever is favourable, and special qualities onboard cogitator unit to calculate a targets
having to do with Damage Power Field, movements and literally chases them with a
Tearing, Toxic, and so forth are maintained as full auto barrage. Motion predictors are most
well, while the spear and axe retain their other often employed by mercenaries and the crack
qualities as normal (such as the axes troops of noble house militias; elite Imperial
Unbalanced quality). Either one requires both Guard Storm Troopers are provided with more
hands to wield. advanced targeters instead.
A weapon fitted with a motion predictor
Mono Edge grants its wielder a +10 bonus to his Ballistic
Upgrades: Any Primitive melee weapon with Skill Tests made to attack as part of a Full Auto
the Primitive quality Burst. This stacks with the Full Auto Bursts
Normal knives and swords can cut through usual +20 bonus for a total bonus of +30. The
flesh and bone just fine, but typically have a weapon uses ammunition at the normal rate, but
much harder time puncturing armour made on its maximum number of hits are halved (round
any of the Imperiums many forges. By reforging up) to reflect some wasted rounds as the motion
the blade with a monomolecular edge (Mono for predictor tracks the target.
short), these simple weapons stand a much
better chance at digging through an opponents Red-Dot Laser Sight
protective gear and mangling the soft flesh Upgrades: Any Pistol or Basic weapon
behind it. A mono edged blade never loses its This simple but highly effective sight projects
sharpness no matter how often it is used as each a low-power red laser at whatever the weapon is
slice and chop causes the blade to hone itself pointed at. The firer is able to determine exactly
rather than becoming duller. Mono-knives and where his shot will land simply based on where
swords are fairly common equipment for better the dot created by the laser lies. Being painted
equipped fighters throughout the Imperium. by a laser sight can be a potent tool of
Only an edged weapon can benefit from intimidation as well, the targeted character
having a monomolecular edge, however this having exact knowledge of where a bullet or bolt
upgrade can also be used to represent a similar is about to land on them. A red-dot laser sight
modification or re-design of blunt weapons too; automatically shuts off if the weapon it is
a hammer might have a pneumatic accelerator attached to is fired on Semi-Auto or Full Auto as
built into the head, while a staff could have a the vibration can destroy the focusing lens if it is
liquid metal core that enhances the force of powered up. They cannot be attached to Heavy
struck blows. In all cases, the weapon loses the weapons for the same reason.
Primitive quality and increases its Penetration A weapon fitted with a red-dot laser sight
value by 2. Note that weapons which have grants the wielder a +10 bonus to his Ballistic
received the Mono Edge upgrade cannot benefit Skill Test made to attack whenever it is fired on
from any other upgrades that require a weapon single shot. If used to threaten a character as part
to have the Primitive quality. of an Intimidate Test, it grants a +10 bonus to
that Test as well. A red-dot laser sights counts
towards a guns one sight limit.

110
Sanctified Weapon attached weapons firing mechanism. A spoor
Upgrades: Any Primitive or Chain melee targeter prevents a gun from being fired when
weapon of Good or Best craftsmanship pointed directly at someone it has been
The prayers and blessings of those of true faith programmed to recognise as an ally, making it
in the God-Emperor of Mankind, coupled with literally impossible for the user to shoot his
the ancient lore of Ecclesiastical alchemistry, is comrades in the swirling confusion of combat.
able to turn a mundane blade into a fell weapon Because of their cost and very specific purpose,
that can cut down the foul denizens of the warp spoor targeters are typically only employed by
and other unnatural horrors. Once soaked in the most elite of the Imperiums combat troops:
anointing oils, affixed with purity seals and squads of Inquisitorial agents, Adeptus Arbites
blessed in the name of the Emperor, even a kill-teams, and so forth.
humble sword can become a powerful weapon A spoor targeter may be loaded with the
against warp-spawned fiends. profiles of up to 10 allies. This process takes
The effect of this upgrade is to make the about 10 minutes and requires a successful
Damage caused by the upgraded weapon be Routine (+20) Tech-Use Test. Once the allys
counted as Holy, which has certain effects on profile is loaded into the targeter, the attached
some Daemonic and warp creatures (as will be weapon cannot shoot that ally. Even if pointed
noted in their description). It also takes on a directly at them, the weapon simply refuses to
distinctly sacred appearance, which can put the fire. The user may unleash a fully automatic
wielder in better graces when interacting with volley into a melee combat involving his allies
members of the Ecclesiarchy. with absolute confidence; if any shots would hit
an ally the spoor targeter recognises, either
Silencer count them as misses or resolve them against
another enemy, whichever is more appropriate
Upgrades: Pistol and Basic Solid Projectile
for the situation. A spoor targeter counts as a
weapons without the Scatter quality
sight towards a guns one sight limit.
A silencer is a large can-like device fitted to
As a tool that is employed by the Inquisition, a
the muzzle of a compatible weapon. Its internal
spoor targeter is designed not to leave its user
baffles absorb the sound and flash of gunfire,
helpless should an unfortunate situation arise.
making it far harder to detect by its victims (and
To this effect, it can be switched off at any point.
sparing the shooter from future deafness). It is a
favourite of snipers, assassins, and other types of
operatives who value stealthy approaches. Suspensors
Awareness Tests to hear or spot shots made Upgrades: Any Heavy weapon
with a silenced weapon suffer a -20 penalty and These plates and studs are similar to those
can only be attempted within the weapons employed on skimmers and grav-cars, effectively
standard range. At the GMs discretion, the reducing the mass of a weapon they are attached
targets of a Suppressing Fire action may receive a to. Elite Imperial troops make use of suspensors
bonus on their Tests to resist Pinning as the to make their Heavy weapons more portable,
racket of automatic gunfire greatly enhances the allowing one trooper to haul around the weapon
intimidating effect. as well as its ammunition with surprising speed.
A Heavy weapon fitted with suspensors can be
Spoor Targeter fired without bracing first, giving its shooter
great mobility and the ability to support his allies
Upgrades: Any ranged weapon without the
during tactical advances and manoeuvres. As a
Blast, Flame, or any similar qualities
result, suspensors are an invaluable asset to
This rare and highly specialized gun-scope
assault teams and other forces that rely on
contains extremely sophisticated spoor-sniffers
moving quickly.
and miniature cogitators linked directly to the

111
A Heavy weapon fitted with suspensors has its this knowledge, a trained shooter can make far
weight reduced by half, and the operator is more accurate shots in any condition. Targeters
considered to have the Auto-stabilised Trait as are standard-issue wargear for the Imperial
well (see Trait Descriptions on page 329 of Guards elite Storm Troopers as well as their
Dark Heresy). Note that suspensors do not Inquisitorial counterparts, and may be employed
reduce the weight of external ammunition by well-funded mercenaries, bounty hunters,
supplies, such as a man-portable lascannons and other private troops as well.
power cells or a heavy flamers Promethium A targeter grants a +10 bonus to all Ballistic
tanks. Subtract the weight of the ammunition Skill Tests made to attack with the weapon it is
supply first, then factor the suspensors attached to. Additionally, the shooter is always
reduction on the remaining weight. aware of his exact distance to a target within the
weapons range, as well as how much
Targeter ammunition remains within the weapons clip.
Upgrades: Any non-Primitive ranged weapon
Targeters are incredibly valuable and sought- Telescopic Sight
after devices that boost the efficiency of any Upgrades: Any Pistol with the Accurate quality
weapon they are attached to. A miniature or any Basic ranged weapon
guidance cogitator along with a multi-spectrum Also known as a sniper scope, a telescopic
omni-scope calculates and tabulates ballistic sight magnifies distant targets, making them
information and other values, such as windage, easier to shoot than with the naked eye alone.
and aggregates them into easily-readable data Basic sights will just include a rudimentary but
that is displayed on a cable-attached visor or functional set of crosshairs, while more
some similar item worn by the user. Armed with advanced models might include adjustable

112
reticules or range-estimating stadia marks as 180-degree arc of his position.
part of the sight itself. Telescopic sights are
usually employed by marksmen and hunters to Vox Operated
better pick out a far-away victim, but assassins Upgrades: Any non-Primitive ranged weapon
who prefer to do their work from a healthy (including Grenades)
distance make use of them as well. There are For some users, simply clicking a switch or
anecdotal stories of snipers betraying their pressing a stud just isnt good enough. A
position when sunlight glints off the lenses of specially coded vox receiver can be integrated
their scopes, and as a result some sharpshooters into a weapons firing mechanism and other
believe that a true sniper wouldnt use a innards so that the user can operate it simply by
telescope, their own eyes being far superior to speaking the appropriate command words. This
any mechanical device. includes firing, switching fire modes, and
When the shooter takes an Aim action, a ejecting a spent clip (though it must be replaced
weapon with a telescopic sight ignores penalties manually as normal). Weapons with a fire
to Ballistic Skill Tests made to attack a target at selector upgrade can have it operated vocally as
Long or Extreme range. well, and some who make use of this esoteric
upgrade take particular appreciation of stating
Tripod out loud exactly what type of projectile they are
Upgrades: Any Heavy weapon about to blast a foe with. For security reasons
A tripod is a large and sturdy three-legged each receiver is usually keyed to a specific voice
mount commonly used by Imperial Guard heavy pattern to prevent unintended operation at a
weapon teams. A tripod attaches to a weapons potentially disastrous moment.
centre of gravity and allows the wielder to turn it A vox operated weapon can be adjusted and
in any direction, a handy feature for use in fired without direct physical manipulation but
defensive positions such as dugouts and otherwise has no immediate statistical effect.
pillboxes. Because of their bulk and that they do The receiver can pick out the shooters voice
not offer any benefits until the weapon is set from around 10 metres away, though this range
down, a tripod is usually carried separately by an may be extended or reduced based on ambient
assistant, with the gunner planting the weapon noise. Vox operated weapons may have some
down via a mag-lock onto the tripods central other situational utility; for example, if the
shaft after reaching a suitable point. wielder has been apprehended by his opponents
Bracing with a tripod is a Full Action. Once who are presently rifling through his equipment.
Braced, the firer may attack any target within a

113
Ammunition Ammunition
Name Cost/Amount Availability

Arrows/Quarrels 1/30 Common


Without ammunition, even the most exquisite
firearms are reduced to glorified cudgels. Bolts, 0.75-calibre 15/1 Rare

Different types of weapons make use of different Bolts, 1-calibre 20/1 Rare
ammo, and while some simplifications are made Bullets 1/30 Plentiful
with regards to ease of playing the game, no
Charge Pack (pistol) 10/1 pack Common
amount of effort, no matter how valiant, will
Charge Pack (basic) 15/1 pack Common
ever make a lasgun charge pack fit into an
autoguns feed port (much less allow it to Exotic Ammo 20/1 Very Rare
shoot!). The table details the availability as well Flamer Fuel 3/1 Scarce
as how much the ammunition costs. Weapons
Hellgun Capacitor 50/1 pack Rare
that fire single projectiles (Solid Projectile, Bolt,
Lascannon Power Pack 30/1 pack Rare
and Primitive weapons) as well as refillable
Flamer tanks are calculated based on the price of Melta Canister (pistol) 20/1 pack Very Rare
individual projectiles, while those that use Melta Canister (basic) 15/1 pack Rare
containerized ammo (Las, Melta, and Plasma Melta Canister (heavy) 40/1 pack Rare
weapons) is for one tank, pack or canister that
Plasma Flask 18/1 pack Rare
usually provides a full clips worth of shots.
Check the weapons entry for further Plasma Tank 50/1 pack Very Rare

information. The weight of ammunition is not Shot 1/20 Common


listed; unless the weapon includes a set weight, Shotgun Shells 1/15 Plentiful
such as a flamers optional 10kg fuel tank,
assume a full clips weight weighs 10% of the
weight of the weapon itself. Bolts
This section is for standard ammo types, Used With: Bolt weapons
which allow a ranged weapon to function as its The ammunition used by bolters are precisely
individual entry describes. Unusual and specialty engineered and fine-crafted projectiles designed
ammunition is listed in the next section. to utterly shred ones foes in the Emperors
name. Each bolt contains a mass-reactive
Arrows/Quarrels warhead and rocket propulsion cell in the base.
Used With: Bows, crossbows, and similar weapons After slamming into a victim at bone-shattering
Arrows and quarrels come in a variety of speed, the bolt violently explodes to rend their
shapes, sizes, and materials ranging from crude bodies apart. Bolt guns and pistols almost
wooden sticks with flint tips (common on feral invariably use .75-calibre bolts that are totally
worlds), finely crafted shafts with iron or steel interchangeable, while heavy bolters use more
heads and feather fletching (standard for feudal powerful 1-calibre bolts that are powerful
armies), or metallic shafts with razor-sharp enough to be anti-vehicular weapons. Bolts are
points (for bows made on more advanced difficult to manufacture, and their ammunition
planets). Because of their characteristics, an is consequently expensive; this factor is what
arrow or quarrel may be re-usable once the firer keeps bolters out of the hands of most common
has plucked it out of his victim (or a piece of Imperial servants.
scenery, in the event of a miss). Arrows are used
for hand-drawn bows, while crossbows and
similar weapons use quarrels.

114
Bullets weapon has its own type of ammunition
Used With: Most Solid Projectile weapons specified in its entry, use the rules for Exotic
without the Scatter quality ammo when acquiring new reloads.
Bullets is a general term for ammunition
used by most slug-throwing weapons with the Flamer Fuel
exception of shotguns. There are several types of Used With: Most weapons with the Flame quality
bullets: caseless ammo burns up entirely when Liquid fuel is used by most flamers regardless
fired, and is used in most autoguns and of whether they are simple hand flamers or the
autopistols, while stub rounds have a metallic giant incineration devices mounted to Imperial
case that is ejected after the gun is fired, and are armoured vehicles. Promethium is the most
used in stub revolvers and automatics, hand common choice, but backwater worlds might
cannons, hunting rifles, and some other make due with crude alcohols or oil, and most
weapons. Whether a Solid Projectile weapon flame weapons include a pilot light to ignite
uses caseless ammo or stub rounds will be listed these sub-standard fuels. Most types of flamer
in its entry. Almost all weapons that use caseless fuels can also be ignited and burn things down
ammo are interchangeable, which is a major by themselves as well.
advantage of that type of weapon. Stub rounds
are more specific and can only be used for one Hellgun Capacitor
type of weapon: for example, the heavy-calibre Used With: Hellguns and Hellpistols
rounds used by a heavy stubber are far too large Hellgun capacitors resemble multiple banks of
to fit, much less be fired, in a stub revolver. charge packs linked together in a series, the
energy charge becoming more powerful with
Charge Pack each bank until reaching the level of strength
Used With: Pistol and Basic las weapons associated with a hellguns penetrating shots.
These liquid-cored thermal batteries store The capacitor itself fits into the backpack rig
energy for las weapons, and are famously robust when in use, and can be recharged just like a
and easy to use. Pistols use smaller charge packs, standard charge pack.
while Basic weapons employ larger models, but
otherwise any charge pack will function in just Lascannon Power Pack
about any las weapon. Because of their ease of Used With: Lascannons
availability, charge packs are also sometimes These enormous thermal batteries serve the
used as a power source for equipment and Exotic same purpose as standard charge packs but are
weapons too. much different in construction to accommodate
the far more potent energy required by a
Exotic Ammo lascannon. They cannot be recharged and must
Used With: Exotic ranged weapons without a be discarded once depleted.
specific ammunition type
Exotic weapons usually make use of equally Melta Canister
exotic ammunition; for some, obtaining a Used With: Melta weapons
reliable supply of ammo can be just as difficult, if Inferno pistols, meltaguns, and similar
not more so, than acquiring the weapon itself. weapons use a special mixture of chemicals that
This type of ammo can be used to represent are stored in pressurised canisters and fired at
needler cartridges or web chem canisters, being the enemy as a superheated gas. A melta weapon
the most common types of Exotic weapons used makes an instantly recognisable hissing noise for
in the Imperium, but they may also be used for a few seconds as the canisters pressure equalizes
unique stub ammunition, crystal shards, and with that of the weapon; very often a harbinger
other strange projectiles. Unless an Exotic of doom for the melta gunners enemies. Care

115
must be taken with the storage of melta canisters especially in the Maximal mode would drain
as they can rupture with great force if stored normal plasma flasks in just a few shots.
improperly and roughly handled. Shot
Used With: Most Primitive firearms
Plasma Flask Solid lead or stone projectiles, usually just a
Used With: Plasma weapons simple ball, are used by early muzzle-loading
These heavily reinforced flasks store volatile guns like muskets and flintlock pistols. Some use
photonic hydrogen in a magnetic field, ready to a single ball, while others use multiple smaller
be compressed, energized, and spit forth at an projectiles, but all are propelled by a powder
unfortunate victim by the plasma gun. Unlike charge that is poured down the barrel or into the
most weapons, almost all plasma weapons make breech before the shot itself is tamped into place.
use of the same type of flask, which helps The listed cost includes the projectiles as well as
simplify the supply lines to some extent. Most a suitable powder charge to propel them.
plasma guns use two flasks, while pistols use one,
and they are fully interchangeable. Plasma flasks Shotgun Shells
are known to have a shelf life, slowly becoming Used With: Shotguns (all types)
unstable over time if they are left in storage for Shells for use in shotguns contain a number of
too long without adequate appeasing rituals. small projectiles that expand into a deadly cloud
after leaving the weapons muzzle. They are
Plasma Tank especially lethal at close range where a victim is
Used With: Plasma Cannons likely to be struck by every single projectile; men
A plasma tank is essentially a very large lacking sturdy armour are simply ripped apart.
plasma flask with added safety devices and a Shotgun shells are usually large metal cartridges
cable hose feed, designed to be worn on the back. resembling oversized stub rounds, but mono-
This provides a steady supply of solar firepower poly versions are also common, and may be
to plasma cannons, whose rapid consumption colour-coded to identify what size and how
many projectiles are contained by the shell.

116
UNUSUAL AMMO Ammunition
Name Cost/Amount Availability
Few things in the Imperium are created equal,
Acid Bolts +8/1 Very Rare
and munitions are no exception. There are many
types of specialty and unique ammunition that Acid Shells 16/1 Rare
function differently from the standard fare that Airtorch Canister +10/1 pack Extremely Rare
most militants use. Some types of unusual Amputator Bullets 12/1 Extremely Rare
ammo are costly to produce or intentionally
Amputator Shells 10/1 Extremely Rare
restricted by authorities, making them difficult
to obtain, while others are only suited for certain Blazer Shells 4/1 Common

situations and would be inappropriate for a Bleeder Rounds 10/1 Rare


general combat. Regardless of the exact purpose, Blessed Ammunition +50/clip Very Rare
unusual ammo is somehow different from more
Dumdum Bullets 1/2 Scarce
common types, and their usage is one of the first
divisions between common fighters and Executioner Shells 150/1 Very Rare

professional warriors. Unless otherwise stated, Expander Bullets 1/1 Scarce


unusual ammo weighs the same as standard Explosive Arrows/Quarrels 1/5 Scarce
types and can only be used with certain weapons
Hotshot Pack 15/1 pack Scarce
as detailed in its description. Only one kind of
Hyper-Density Penetrators 100/1 Rare
unusual ammo can be used at once (i.e. their
effects cannot be combined), and like standard Inferno Bolts 20/1 Very Rare
ammo types, unusual ammo for different Inferno Shells 12/1 Rare
weapons is not usually interchangeable. A Man-Stopper Bullets 5/6 Scarce
bleeder round for an autopistol will fit in an
Microburst Flask 35/1 pack Very Rare
autogun, but an amputator shell for a shotgun
wont fit in either of those weapons. If a weapon Nephium Fuel 14/1 Very Rare

uses specialty ammunition already, such as a Organgrinder Bolts 50/1 Extremely Rare
Naval Shotcannon or Nomad sniper rifle, add Organgrinder Bullets 15/1 Very Rare
the cost of the unusual ammo to the weapons
Organgrinder Shells 20/1 Very Rare
own ammunition and increase its rarity by one
Overcharge Pack 12/1 Common
step, using the rarer of the two as a starting
point. If this would push the ammunitions Psycannon Bolt 250/1 Very Rare
availability beyond Extremely Rare, the Snare Shells 10/1 Rare
combination is simply not possible. Solid Bolts 25/1 Very Rare

Tempest Bolts 200/1 Extremely Rare


Acid Shells/Bolts
Tracer Bolts +2/1 Scarce
Used With: All shotguns and Bolt weapons
Acid shells replace their multiple pellets with a Tracer Bullets 1/10 Average

single slug containing a large amount of Void Rounds 5/1 Scarce


incredibly corrosive acid that can eat through Effects: Change the weapons Damage to 2d10
almost any material. An unarmoured man will Energy with a Pen 0. If the target takes any
have his flesh melted from his bones in damage after reduction for Armour and
moments, while even heavy protective gear can Toughness they suffer the same effects as being
be worn away with alarming speed. Acid bolts set on fire for 1d5 Rounds, representing the
function in the same way as their shotgun awful chemical burns that the acid can cause. If
counterparts, replacing their mass-reactive the unmodified Damage roll is more than 10, the
warheads with a vessel containing the same acid. targets worn armour has its AP reduced by 1 on

117
the hit location; multiple hits can reduce the
armours APs to 0. Damaged armour can be
repaired with a Difficult (-10) Trade
(Armourer) Test; see Expanded Skills, page
240 of The Inquisitors Handbook for more
information.

Airtorch Canister
Used With: Any Pistol or Basic Melta weapon
Whilst regular melta weapons are known for
the tight focus of incredibly superheated blasts
they generate, a specially modified Airtorch
chemical mixture can be used to cause an almost
uncontrolled reaction that sets the air itself on
fire. The blast roars forth in an overwhelming
swath, and unfortunate firers have occasionally
been burnt to a crisp by their own meltagun
when using an Airtorch canister.
Effects: The weapons range is halved and it
gains the Scatter quality due to the extreme
spread of the blast. However, it also gains the
Overheats quality as the intense heat is often
simply too great for even a meltagun to handle.

Amputator Rounds
Used With: Any Pistol or Basic Solid Projectile bulky flame weapon, and shotguns are more
weapon, including shotguns easily obtained by most users anyway.
Amputator rounds are so named for their Effects: Change the shotguns Damage type to
frightening tendency to blow the limbs off of Energy and replace the Scatter quality with the
unfortunate victims hit by them. Amputator Flame and Primitive qualities. The range
rounds replace the bullet or shot pellets with decreases to 15 metres or half the shotguns
explosive micro-shrapnel that can shear flesh normal range, whichever is lower. Because of the
and shatter bones. duration of the flame, a shotgun using blazer
Effects: Add 2 to the weapons Damage. If the shells can only be fired on single-shot mode.
attack results in Critical Damage, add an
additional 1 point to the total Critical Damage Bleeder Bullets
suffered by the target. Used With: Any Pistol or Basic Solid Projectile
weapon without the Scatter quality
Blazer Shells Bleeder rounds are designed to break into
Used With: All shotguns sharp, irregular fragments, causing ragged
These shells are packed with pyrotechnic wounds that do not heal well. For added effect,
materials instead of shot pellets, producing a they are laced with strong anti-coagulants to
huge gout of flame when the shotgun is fired. increase the likelihood that the victim will
The intensity of the fire is somewhat less than simply bleed out from their injuries.
burning Promethium from a proper flamer, but Effects: As long as the weapon deals at least 1
it is far easier to carry a few blazer shells than a point of Damage after reduction for Armour and
Toughness, the victim takes an additional 3

118
points of Damage as their wounds are mechanisms that are used to provide this deadly
aggravated. Creatures with the Daemonic or capability are little understood and can only be
Machine Traits are immune to this extra replicated by a handful of forges throughout the
Damage, along with any other targets immune to Imperium, and as a result they are highly rare
the effects of Blood Loss. items that are typically only issued to veteran
troopers of the Adeptus Arbites. Agents of the
Blessed Ammunition Inquisition are also known to make use of them
Used With: Any Bolt, Flame, and Solid on occasion, and giving where they are made,
Projectile weapons likely employed (on a strictly non-official basis)
The truly faithful of the Imperial Creed, when by Skitarii Tech-Guards and Secutors of the
properly equipped with the correct unguents, Adeptus Mechanicus.
incense, and oils, can render the ammunition of Effects: The weapon loses the Scatter quality,
weapons most suitable into devastating but adds +4 to its Damage and Penetration.
implements of the Emperors justice when Executioners ignore any cover the target may be
employed against the foul warp-spawned benefitting from, and when fired at Short or
creatures that threaten the Imperium. This work standard (but not Point Blank, Long or Extreme)
is usually performed on sacred bolters and range the firer may reroll a failed Ballistic Skill
purifying flamers, but even a humble autogun Test made to attack with it (including if the
can benefit from it. target successfully Dodged the first roll).
Effects: The weapons Damage is counted as
Holy, which has certain effects on some Expander Bullets
Daemonic and warp creatures (as will be noted Used With: Any Pistol or Basic Solid Projectile
in their description). weapon without the Scatter quality
Vicious to the point that they are outlawed on
Dumdum Bullets some worlds, these dense shells are designed to
Used With: Stub pistols and hand cannons hold their shape until after piercing the targets
These heavy, blunt bullets are designed to body, after which they shred open to cause their
cause maximum damage against soft tissue and victim further suffering through internal
can tear great gaping holes in an unprotected wounds and ripped organs.
target. However, these same qualities make them Effects: Increase the weapons Damage and
ineffective at penetrating any decent armour. Penetration by 1.
Dumdum bullets are commonly used by gangers
and other low-rent scummers as their usual Explosive Arrows/Quarrels
victims dont wear carapace breastplates. Used With: Bows, crossbows, and similar weapons
Effects: The weapons Damage increases by 3 Careful use of modern explosives can turn
but it also gains the Primitive quality. even the humble bow into a wholly deadly
weapon whose operation though not result is
Executioner Shells completely silent. The arrow or quarrel might
Used With: Shotguns that use standard shells have a hollow body filled with an impact-
An Executioner is an incredibly sophisticated sensitive blasting substance, or coated and
piece of ammunition with more in common with soaked in an unstable alchemical compound.
a missile than a shotgun shell. Each contains a Regardless of its specific means of action, the
miniature propulsion and stabilisation system as projectile violently explodes with the power of a
well as a tiny guidance cogitator. After being small bomb when it strikes its target.
sighted in and fired, the shell can literally lock Effects: The weapons Damage type becomes
on and track its victim. Once targeted by an Explosive and it loses the Primitive quality, but
Executioner, doom is almost assured. The the awkward balancing of the projectiles imposes

119
a -10 penalty to the firers Ballistic Skill Tests range. The weapon gains the Tearing quality if it
when using the explosive arrow or quarrel. didnt already have it to begin with. If used in a
shotgun it loses the Scatter quality.
Hotshot Pack
Used With: Pistol and Basic Las weapons Inferno Shells/Bolts
Though similar in design and construction to Used With: All shotguns and Bolt weapons
standard charge packs for laspistols and lasguns, This type of round is augmented by a
a hotshot pack is specially designed to expend all phosphor-gel that ignites as the projectile(s)
of its stored energy in one powerful blast. strike their target. Shotgun shells are the most
Snipers in the Imperial Guard often use these common type due to their availability and the
charge packs to give their long las rifles some fact that the large volume of the shell is optimal
more punch; the fact that they go dry after one for storing the flammable additive. Inferno bolts
shot is of little concern to troops who are function on much the same principle, the mass-
supposed to kill with one shot anyway. reactive warheads composition altered to
Effects: A weapon using a hotshot pack include phosphor-gel that sets the target ablaze
increases its Damage by 1, its Penetration to 4 as well as blowing it apart.
(weapons that already have Pen 4 or higher dont Effects: Targets hit by an inferno shell or bolt
increase any further), and gains the Tearing must succeed on a Challenging (+0) Agility
quality. The weapons clip size becomes 1 and Test or be set on fire. Aside from other
therefore can only be fired on single shot mode. characters, an inferno shell or bolt can be used to
When using a hotshot pack, the weapons ignite certain objects (flammable liquids, plants,
reliability decreases by one step; if the weapon sleeping grox, and so forth) at the discretion of
has the Reliable quality it loses it, and if it the GM.
doesnt it gains the Unreliable quality. If the
weapon is already Unreliable, it instead gains the
Man-Stopper Bullets
Overheats quality.
Used With: Any Pistol or Basic Solid Projectile
Some las weapons may have different
weapon without the Scatter quality
consequences for using a hotshot pack; if
These projectiles are made of a solid hardened
applicable, these are described in their entries.
core that is designed to easily puncture armour
and cover that an enemy might be hiding
Hyper-Density Penetrators behind. The wounds they make are no more
Used With: Hand cannons, hunting rifles, and grievous than normal bullets, but they can still
all shotguns have quite an impressive effect once the target
Famously nicknamed Lathe Body-Blowers realises that the flakboard wall he is shielded by
for their incredible effect at ploughing through offers him absolutely no protection at all.
vulnerable flesh, these bullets are cast from a Effects: Increase the weapons Penetration
unique dense metal alloy only made possible by value to 3. Weapons that already have Pen 3 or
exploiting the strange gravitational forces within higher dont gain any additional benefits from
the Lathe System. A victim hit by a hyper- using man-stopper rounds.
density penetrator can be totally blown in half as
the great mass and velocity of the projectile tears
Microburst Flask
through armour as easily as flesh and bone.
Used With: Any Pistol or Basic Plasma weapon
Hyper-density penetrators produce extreme
The photonic hydrogen stored in these flasks
recoil and pressure, and can only be used in the
has a much higher concentration of heavy ions,
sturdiest of weapons.
which has a number of effects on the burst of
Effects: Hyper-density penetrators increase
plasma produced when the weapon is fired. A
the weapons Penetration value by 2 but halve its
Microburst flask produces bolts that are smaller

120
and less intense, but with a significantly higher motes can be mixed in with the Promethium fuel
velocity and density. The lower temperature of used by flamers to produce devastating tongues
the fusion core also makes the plasma weapon of fire that can rival a meltagun in intensity. The
significantly safer for its user as well. use of Nephium as an additive is common
Effects: Plasma weapons using a Microburst knowledge among the Adeptus Mechanicus but
flask decrease their Damage and increase their most others would have no idea of its potency;
Penetration by 2 each. Range is increased by 10 among those that do, only a certain few would
metres, but the weapon cannot be fired on the risk using it in spite of its great potency.
Maximal setting (if it has one), and it Effects: Increase the flame weapons Damage
additionally loses the Overheats quality. by 2 and it gains the Unstable quality. Agility
Tests made to avoid the flames from Nephium
Nephium Fuel fuel suffer a -10 penalty. If the weapon suffers a
Used With: Any Flame weapon that uses jam while using Nephium fuel, roll 1d10. On a
standard flamer fuel result of 9 or 10 the fuel tank or canister
Nephium is an unstable accelerant that is spontaneously combusts in a terrible
normally used in extremely high temperature conflagration; treat this as an explosion with a
forges in the creating of adamantine plates and Blast equal to how many shots the flamer had
other very dense metal alloys. However, while it left in its clip (up to a maximum 10) that deals
is dangerous to do so, encapsulated Nephium the flamers Damage and Penetration to
anything within that area, including the penalty
to Agility Tests to avoid it. The flame weapons
wielder may not make an Agility Test to attempt
to evade the blast and suffers double the Damage
result of the blast.
Nephium fuel and regular fuel cant be
combined in the same weapon, though a fuel
tank or canister can be partially filled with it.

Organgrinder Rounds
Used With: Hand cannons, hunting rifles,
shotguns that use standard shells, and all Bolt
weapons that use 0.75-calibre bolts
Most types of unusual ammo, regardless of
their exact function, are designed to make their
weapon immediately more lethal towards its
victims. The grisly organgrinder rounds are an
exception to this rule, intended explicitly to
cause a slow, lingering death from an
excruciating wound. After striking the victim, an
organgrinder round deploys spiralled ridges that
lacerate flesh and bone into a pulp of viscera.
These also dramatically slow the projectiles
speed, ensuring that the round will be left inside
the victims body to cause further complications
and misery. These rounds are difficult to forge
and can only be used in the largest slug-throwing
weapons due to their diameter; of course, a bolt

121
is plenty big enough to accommodate their Psycannon Bolts
terrible payload. Used With: All Bolt weapons
Effects: Organgrinder rounds work similar to Typically only the legendary Grey Knights can
a weapon with the Toxic quality. If the target readily access psycannons, fell bolt weapons that
takes Damage after reduction for Armour and can cut down even horrendous daemons and
Toughness, they must succeed on a Toughness warp-spawned filth with ease. However, the
Test; the round imposes a -10 penalty on this Ordo Malleus is able to manufacture individual
Test for every point of Damage it successfully bolts with a small measure of a psycannons
dealt. If the victim succeeds then the round has power for use by trusted servants and others who
failed to operate; on a failure, the round works as often battle the foul denizens of the unknown. A
designed, immediately causing another 2d5 psycannon bolts mass-reactive warhead is
points of Rending Damage that are not reduced augmented by psy-anathemic compounds and
by Armour or Toughness. Even if the victim are blessed and sanctified to strike true against
survives, the round remains within their body the daemon and the witch, and can rip through
until removed, which requires a Medicae Test as warp-stuff and psychic barriers with remarkable
though the victim was having a broken limb efficiency. Of course, a psycannon bolts superior
amputated, with the same difficulty and construction can still rend even a non-psyker to
consequences of failure (see Damage & Healing shreds in the Emperors name. Psycannon bolts
on Page 211 of Dark Heresy). If left untreated, are a jealously guarded secret of the Ordo
an organgrinder round can cause further Malleus, and even the Tech-Priest Magi of the
complications even years later. If the victim ever Mechanicus are forbidden from trying to
takes Critical Damage again, the organgrinder examine or study them. Only an Inquisitor can
round shifts and worms about, increasing the issue psycannon bolts, and just to carry one of
Critical Damage result by 1. If the Critical these pieces of ammunition without the Malleus
Damage affects the same hit location that the blessing is likely sufficient grounds for
round is still embedded in, the victim takes 2 execution, or worse
more Critical Damage instead. Effects: Against all targets, any Critical
If organgrinder shells are used in a shotgun it Damage inflicted by a psycannon bolt is
loses the Scatter quality, while organgrinder increased by 5. Warp entities, Daemons, and
bolts change the damage type of their weapon creatures with a Psy Rating can use their
from Explosive to Impact. Armour and Toughness to reduce Damage from
a psycannon bolt normally, but they suffer
Overcharge Pack double Damage from any that remains; for
Used With: Pistol or Basic Las weapons example, if a witch reduces a psycannon bolts
Overcharge packs provide a more rapid beam Damage to 4 from Armour and Toughness, it
discharge than standard charge packs, which then suffers 8 Damage from the bolts unique
increases the weapons power, though it also and holy construction. A psycannon bolt is
runs out of energy more quickly as well. invariably a Holy weapon, which has additional
Guardsmen who have proven their merit in effects on Daemons and warp creatures, and it
battle are often issued these packs as they can be completely ignores warp and psychic barriers,
trusted to make their shots count even in a hectic shields, and armour (such as Daemonic
combat, and many accomplished snipers were Resilience, Telekinetic Shield, and so on).
first identified as common soldiers using
overcharge packs to great effect. Snare Shells
Effects: Increase the weapons Damage and Used With: All shotguns
Penetration by 1 but halve the clip size. These shells replace much of their shot pellets
with small capsules of web chem which explode

122
into a mass of ensnaring sticky filaments. armoured vehicles) the extra penetration can be
Contact with the air causes them to solidify, the difference between life and death.
making it almost impossible for the target to Effects: Increase the weapons Penetration
escape. Using snare shells is not as effective as a value by 3 but remove the Tearing quality. The
proper webber or web pistol, but the fact that weapons Damage type changes from Explosive
they can be used in any shotgun with no special to Impact.
training makes them an extremely handy
accessory to use. Snare shells can still kill an Tempest Bolts
unfortunate victim who takes a strong hit, so Used With: All Bolt weapons
they are poor choices where a safe capture of the Tempest bolts are designed to be extremely
target is absolutely necessary. destructive towards machinery and cybernetics,
Effects: A shotgun using snare shells reduces allowing them to be used in cutting down even
its Damage by 2 but gains the Snare quality. The monstrous servitors and other such targets.
sticky webs created by one break down on their Tempest bolts contain a miniature plasma-shock
own after 1d5+1 Rounds. generator that releases a pulse of electromagnetic
and thermal energy on impact, which can be
Solid Bolts debilitating against almost any target but is
Used With: All Bolt weapons especially destructive to machinery. Giving what
Bolters are best known for the horrific injuries an effective weapon this would be against
that their mass-reactive warheads cause, but members of the Cult Mechanicus, it is perhaps
some forges are known to produce bolts not surprising that only they hold the secrets to
designed expressly for piercing even the heaviest manufacturing tempest bolts. Only the great
armour by replacing the warhead with a solid forges of Mars itself can manufacture these bolts,
monolithic core of super-dense alloy. The and that is entirely by design. The forces of the
bolters usually devastating effect is somewhat Magos Militants of a number of forge worlds,
reduced, but against the greatest beasts (or including the Lathes in the Calixis Sector,
maintain a stockpile of these bolts specifically for

123
use in hunting down hereteks and traitors, and as storage drums of Promethium or stockpiled
they may be gifted to trusted allies who ammunition in an open dump.
accompany the Destructor Covenants on such
expeditions. Of course, even the forces of the Void Rounds
Emperors most holy Inquisition are not above Used With: All Solid Projectile weapons
the scrutiny of the Magi, and those who have Conventional slug-throwers usually do not
callously demanded supplies of these bolts seem work as well in airless environments as the lack
to frequently suffer terrible accidents of a of atmospheric pressure causes propelling gases
mechanical nature at a later point. to lose force more quickly. The absence of air
Effects: The weapon gains the Shock quality also tends to increase jams due to overheated
and changes its Damage type from Explosive to barrels and chambers. Void rounds are designed
Energy. Increase the Damage and Penetration to remedy these problems. They are
value by 3 when used against targets with the manufactured as stub ammo, caseless bullets,
Machine trait or other mechanical objects (such and shotgun shells, all coated with a special heat-
as door lock mechanisms, cogitator cores, and absorbing laminate that also seals the barrel and
anything else the GM deems appropriate). chamber, ensuring that each round will function
just as it would on a planetary environment.
Tracer Rounds Effects: The weapon functions normally in an
Used With: All Solid Projectile and Bolt weapons airless or void environment. If used in
Most heavy weapon teams use tracer rounds atmosphere the rounds reduce the weapons
in their support weapons whenever possible as Damage by 1 due to their coating slowing down
they make it far easier to guide and adjust a the projectile via air resistance.
firing pattern. Tracer rounds include a dab of
pyrophoric chemical on the back of the
projectile; this flares brightly once the bullet or
bolt leaves a hot barrel. Of course, this also gives
away the firers position, and can make return
fire more accurate as well, leading to the popular
Guard expression tracers work both ways.
Tracer rounds could be manufactured for
theoretically any weapon that uses a physical
projectile, but they only have any significant
appreciable benefit to weapons firing in long
automatic bursts.
Effects: The weapons firer gains a +5 bonus
to Ballistic Skill Tests when firing the weapon on
Full Auto. In certain ambient conditions, the
bright tracers also allow other characters
(including enemies) to immediately pinpoint the
firers location. If used in areas of fog, mist,
shadow, smoke, or darkness, anyone with line of
sight to the firers position gains a +5 bonus on
Ballistic Skill Tests made to fire back at them.
Because tracer rounds have a small amount of
burning chemical on the back of them, they may
be able to ignite very flammable substances such

124
Armour
Availability: Identifies the armours
availability; see Consequences of Availability,
page 126 of Dark Heresy.

The 41st Millennium is not only filled with ARMOUR CRAFTSMANSHIP


dangerous enemies but also dangerous weapons, All of the armours listed in this section assume
either of which could easily maim or kill in a they are of Common craftsmanship. Armour
heartbeat. Nearly every race in the galaxy has that is made to a higher standard or that which is
developed defensive measures, ranging from poorly made or designed has several gameplay
simple animal skins to highly sophisticated effects aside from the obvious appearances.
powered battlesuits and protective energy fields. Poor: Badly fitted, seriously damaged, or just
Mankind is no exception, and the abundance of designed by someone having no business doing
armours within the Imperium is such that even so, Poor armour is generally difficult to wear.
everyday clothes might offer some protective Characters wearing Poor craftsmanship armour
value. Military personnel and Imperial agents take a -10 penalty on all Agility Tests as the
are almost always equipped with some sort of armour seems to deliberate hinder them.
personal armour, be it cheap layered padding Good: Well constructed and often sized for
that can turn away knives or artificer-crafted the wearer, Good armour is much easier to wear
power suits that can withstand almost any and more comfortable too. The first time the
attack. Regardless of what shape it takes, armour wearer is successfully attacked in each Round
exists to protect the wearers body from harm this armour increases its AP by 1.
of course, any true servant of the Emperor would Best: Finely wrought and perfectly fitted in
know that while armour may protect the flesh, every way, even heavy suits of Best armour move
only faith can protect the soul. effortlessly with their wearer as though they were
Worn armour provides Armour Points (APs) a second skin. Best craftsmanship armour
to various locations on the body, as described in weighs half as much as normal and has 1 more
their entries. Some kinds of armour might have AP at all times.
special properties as well, which will also be
noted where appropriate. Use the armours base AP to determine if the
Armour Type: What sort of armour it is. user suffers any penalties for encumbrance or
Location(s) Covered: What locations the wearing heavy armour
armour covers. These are the same as the
possible hit locations for an attack: arms, legs, MIXING ARMOUR
body, and head. An armour that states All You can mix pieces of armour, but their
means it has suitable components to protect protective qualities do not stack when worn in
every location. the same locations. In cases where an area which
AP (Armour Points): How many Armour is covered by multiple pieces of armour is struck,
Points the armour provides for the locations use the most beneficial armour to calculate
covered. Note that any armour that provides 7 or Damage reduction. For example, if a character
more APs inflicts a -30 penalty on the wearers wearing a mesh vest (4 AP) and a flak coat (3
Concealment and Silent Move Tests. AP) is hit in the body, the mesh vests AP is used
Wt (Weight): Represents how much the while the flak coats is ignored. If the attack
armour weighs in kilograms. happens to be a blast, the flak coats is used
Cost: This indicates the standard price of the instead, as flak armour counts as AP 5 against
armour in the Imperium. blasts and similar effects.

125
PRIMITIVE ARMOUR Fervious Banded Mail
This type of armour is made from layers of
Primitive Armour is the norm on many feudal
tough, laminated strips of hide, bonded or sewn
and feral planets, though low-grade protective
to cushioned leather. On Fervious, it is
gear and sturdy clothing found on the lower
specifically intended to protect against the razor-
levels of hive worlds fits into this category as
sharp long-sabres that that worlds smiths are
well. Protection at this level often consists of
famous for. It is also highly effective at stopping
reinforced animal hides (fur shawls or ganger
arrows and crossbows while being reasonably
jackets simply depends on the worlds tech level),
easy to move in, making it popular with warriors
metal plating worn over the chest, chainmail, or
who want to stay mobile or cant afford heavy
combinations of these and other crude methods.
plate armours. Due to the callous nature of
Primitive armour will rarely stop a las-bolt but
Fervious culture, where murder is an acceptable
can turn aside a blade and is usually better than
way of dispatching rivals, paranoid nobles often
no protection at all. Primitive armour only
make use of these as well. Some are decorated
counts half of its AP value (round up) against
with fineries and furs, intended to be worn as
attacks from weapons that do not also have the
part of the nobles dress attire for daily affairs.
Primitive quality. A suit of feudal plate armour
will easily ward off blows from swords and
Beast Furs
arrows, but a shot from a bolt pistol will likely
The pelts of various creatures can make
plough right through it.
suitable clothing, with the denser types having
When calculating the effects of Penetration, a
adequate strength to fend off blades and claws.
Primitive armours APs are halved against non-
The nature of the furs is highly dependent on
Primitive weapons before reduction for the
their world of origin and whos wearing them.
weapons Penetration value.
Feral savages might wear ragged strips
Primitive Armours of fur sewn together to provide
Name Location(s) Covered AP Wt Cost Availability rudimentary protection and warmth,
Bracers Arms 1 0.5kg 10 Plentiful while ermine or sand-fox furs can be
Ganger Leathers Arms, Body, Legs 1 5 kg 25 Average finely bound into luxuriously soft
coats or vests for hive nobles, trading
Heavy Leathers Arms, Body, Legs 2 7 kg 100 Common
magnates, and other well-to-do
Beast Furs Body 2 10 kg 5 Average
citizens.
Bone All 2 12 kg 20 Scarce

Quilted Vest Body 2 2 kg 10 Common Bone Armour


Scrag Furs Body 2 7 kg 5 Common On many feral worlds the strongest
Banded Mail Arms, Body, Legs 3 12 kg 50 Rare
material available is bone, and so it
falls to this crude substance to provide
Chain Coat Arms, Body, Legs 3 18 kg 50 Average
some measure of protection. Bone
Grox Hides Body 3 14 kg 60 Common armour is made from the skeletal
Scale Armour Arms, Body, Legs 3 15 kg 1,000 Very Rare remains of beasts, the design and
Silkmail Arms, Body, Legs 3 5 kg 150 Rare shape wholly dependent on the world
of origin and the type of animal bones
Mirkers Greaves Legs 4 8 kg 50 Average
used.
Plate All 5 30 kg 120 Scarce
There are a few common themes, no
Heavy Plate All 6 28 kg 300 Scarce matter where the armour was made.
Volcanis Shroud All 6 20 kg 350 Average The skull is usually hollowed out and
Xeno Hides Body 6 22 kg 5,000 Very Rare
serves as a helmet, with the user
looking out through the mouth, while

126
ribcages and thick bone plates form the armour by any stretch of the imagination, there
breastplate. Sometimes the armour is also are many gangers whove had a knife turned
dressed in furs and hides, but more often than aside by their sturdy jackets; these lucky leathers
not, the bone is on full display to give the wearer are often worn perpetually thereafter.
a fearsome appearance. This quality also sees
bone armours crafted on some feudal worlds and Grox Hides
even more advanced planets as well, though Grox are exceptionally common beasts on
usually only for ritualistic purposes. many worlds that are farmed in massive
numbers to feed meat-hungry citizens of the
Bracers Imperium. Livestock or no, they are famed for
Bracers are worn on the wrists and forearms, their foul tempers and thick hides; the latter can
and may be made from hide, leather, or metal. be formed into protective clothing without even
They serve a dual purpose in offering modest being cured or tanned, and rebellions on agri-
protection, turning the blade of a dagger or worlds commonly yield peasants decked out in
sword, as well as assisting archers to steady their the hides of the creatures they were previously
wrist when drawing a bowstring. tasked with tending.
Like many types of armour, bracers are often
decorated, from finely carved and intricate Heavy Leathers
designs, to being inlaid with precious stones and Feral warriors and low-rent troops on feudal
metals to show the owners wealth. Like many planets often make due with leather armour as it
other sorts of primitive items, bracers have is simple and inexpensive to create on any world
found their way into Imperial society, primarily where there are suitable beasts to tan. On more
as a fashion accessory. Clever wearers might also advanced worlds, long leather coats and dusters
use a bracer to conceal a useful gadget or piece of are worn as fashion items or for protection from
equipment, like a refractor field generator or rain, and they are obligatory among bikers and
hidden communication device. other two-wheeled enthusiasts.

Chainmail Coat Heavy Plate Armour


This armour is formed by links of small metal More developed feudal worlds have often
rings that are bound together, making a unlocked a sufficient understanding of
protective suit that offers excellent protection metallurgy to craft massive suits of all-
against blades, though arrows and quarrels can encompassing plate armour. These heavy plate
sometimes force their way through by splitting armours often require weeks worth of labour by
the individual links. Chainmail is extremely several smiths at once, and are often decorated
flexible and moves with the wearer, but it is also with elaborate engravings and flourishes. A
quite weighty and tiring to wear as most of the knight in heavy plate can often wade through
armours mass hangs from the shoulders. whole squads of lesser troops, riddled with
arrows like a spine-hog but with hardly any
Ganger Leathers injury to show for it. Heavy plate is usually
Leather jackets and pants are common reserved for the most elite warriors and the
clothing worn by gangers and other scum on militants of the nobility due to the cost and
countless hives throughout the Imperium. workmanship required to create it. Because of its
Ganger leathers are often studded with metallic exquisite appearance and value, there is also a
spikes, barbs, fastener pins, and any other thriving collectors market for complete sets of
combination of accessories that make the wearer heavy plate armour on many worlds throughout
look more intimidating towards potential the Imperium.
victims and rivals. While not technically an

127
Plate Armour
Strong articulated suits of iron or steel plates
are the preferred gear for feudal knights and
well-paid men-at-arms. These typically consist
of a number of large plates that can articulate or
slide over one another, with chainmail links
covering the joints and other areas. Armour of
this type is a notably expensive piece of
equipment due to the large amount of metal as
well as a skilled smith necessary to make it;
many feudal worlds that practice ransoming
captured knights back to their respective camps
do so out of the value of their plate armour just
as much as the knight himself.

Quilted Vest
Sturdy fabric garments are worn underneath
most types of metal armour used on feudal
worlds; this provides essential cushioning to
reduce the force of blows that strike the armour,
as well as to prevent chafing and other non-
combat-related ills. If worn on its own, it can
provide a modicum of protection by itself,
though it is a poor substitute for just about
anything else. On more advanced worlds,
heavier clothing worn for protection from the
cold or just to show the wearers taste in fashion
Mirkers Greaves can also function as a very modest form of
These rather unusual forms of leg wear and armour in a pinch.
boots are common in one form or another to the
ill-fortuned (but often well-paid) men and Monrass Scale Armour
women who are sent to hunt vermin and clear The Monrass Scar Dragons are in danger of
debris in the thousands upon thousands of vanishing from that world since their scales are
kilometres of sewer and drainage systems that valued for the construction of a particularly
riddle most hive cities. The blind, rancid things durable form of armour. Despite their fearsome
encountered in these sumps are usually more nature, men who are eager to reap the rewards
than capable of biting (or even burning) through that the creatures skin can bring have hunted
most fabrics, and mirkers greaves are usually the Scar Dragon to near extinction. Once killed,
reinforced with polyflex and metal plates, and the hunters skin the dragon and drag off the
sometimes razored or studded for good measure. carcass to be sold as meat (which is very tough
Although used in nearly every hive city to some but still considered a delicacy for its delicious
extent, they are unsurprisingly widespread daily taste and supposed health benefits). The scales
wear on Volg. are the turned into suits of armour. It is a highly
A kick from someone wearing mirkers skilled job that can only be performed by a
greaves has the same effect as if they were member of the Scale Jakkers Guild. The
punching using knuckle dusters. manufacture of such armour takes many

128
months, as each scale needs to be properly against blistering heat. This garb takes its name
aligned and then bonded to the tough hide that from the vast magma-fed forges of Volcanis
forms the basis of the suit. deep beneath the surface of Mars itself, and suits
For reasons yet unknown, suits of scale like this are a staple of heavy industrial hives and
armour seem particularly resistant to fire and forges throughout the Imperium. In Magnagorsk
heat-based attacks, the wearer often able to on Fenksworld the shrouds are almost everyday
emerge even from a stream of burning wear for both the foundry guilders as well as
Promethium without serious injury. Some who other workers who tend to almost every function
have witnessed the effectiveness of the armour of that flame-ensconced hive, though they are
have spoken of establishing a captive dragon almost as common in the industrial vaults of
population off-world in order to farm the Scintillas Gunmetal City and Ambulon as well.
creatures as a source of fire-proof outfits. A Volcanis shroud is not considered Primitive
Monrass scale armour retains its full against Flame and Melta weapons and provides
protective value against Flame and Melta its full AP against fires, acids and corrosives of
weapons, and grants the wearer a +10 bonus to all types. However, the extreme bulk of the
Agility Tests made to avoid catching on fire and shroud imposes a -10 penalty on any Agility
subsequent Tests to put the flames out. Tests the wearer makes while wrapped up in it. A
Volcanis shroud includes a rebreather and
Scrag Furs photo-visor, and when both are worn with the
Made from the hide of the ill-tempered and hood pulled up and fastened it counts as sealed
ill-smelling Scrag Bear, this armour is cheaper armour for the purposes of resisting gases.
than other types of fur due to its distinctive
stench that outlives the bear itself for many Xeno Hides
years. The odour, somewhere between rancid Many frightening creatures exist on the
ham and vomit, ensures that the wearer of scrag periphery of the Imperium, and among the brave
furs is not a popular fellow. and daring there is a well-organized trade of
A character wearing scrag furs takes a -10 pelts, skin, and hides from some of the more
penalty on all Fellowship Tests made in the notable monstrosities. Some are so tough and
company of anyone with a sense of smell. heavy that they can serve as armour rather
effectively, harmlessly turning blades aside and
Acreage Silkmail even absorbing weaker las-bolts. The only thing
Chainmail is a staple defence on many feudal more interesting, and perhaps more frightening,
worlds throughout the Imperium, but the than the ability of these dead husks to protect
armour-artisans of Acreage produce some of the their wearer is what sorts of feral horrors must
absolute finest examples. Far finer and lighter have worn them in life. Xeno hides are often
than common mail and entirely more worn by hardened barbarian warriors who
comfortable, silkmail, as it is known, is favoured occupy feral or death worlds shared with these
by the nobility of Acreage and highly prized by creatures; such is the ferocity of these beastskin-
off-worlder collectors for its workmanship. wearing fighters that planets of that sort often
serve as recruiting grounds for the Imperiums
Volcanis Shroud legendary Space Marines.
The shroud is a common name for an
integrated suit of heavy protective gear including
a temperature-insulating under-suit and a heavy,
hooded blast coat of polymer and ceramite-alloy
weave. The entire shroud is treated with a flame-
repelling laminate, providing superb protection

129
Flak Armours
FLAK ARMOUR
Name Location(s) Covered AP Wt Cost Availability
Flak armour is likely the most
Flak Gauntlets Arms 2 1 kg 50 Average
common type of personal body
armour in the galaxy, thanks Flak Helmet Head 2 2 kg 25 Average
primarily due to the huge Light Flak Jacket Arms, Body, Legs 2 4 kg 80 Scarce
infrastructure that exists to turn it Flakweave Cloak All 3 8 kg 80 Scarce
out for the Imperial Guard. Untold
Flak Jacket Arms, Body, Legs 3 6 kg 100 Average
millions of Guardsmen going to war
on a thousand worlds at any given Flak Vest Body 3 5 kg 50 Average

time go forth with at least some Flak Greatcoat Arms, Body, Legs 4 9 kg 150 Average
modest protection from their flak Guard Flak Armour All 4 11 kg 300 Scarce
armour, and that ubiquity ensures
and the expansive folds of the cloak can also
that there are often ample surpluses, not to
allow the wearer to stow a lot of hardware
mention stolen quantities, of flak armour
against their body without being too visually
available to reach the arms market. Flak armour
conspicuous to outside observation.
is made of layered ablative and impact absorbing
material the more layers, the greater the
protective qualities of the armour. It is Flak Gauntlets
particularly effective at saving the wearer from Flak gauntlets are formed in the main by
shrapnel and flying fragmentation from sturdy plates worn around the arms over a
explosive weapons. Artillery bombardments, reinforced fabric glove that reaches up to the
detonating grenades, and other explosions tend elbow. Theres usually an additional plate to
to cause the most casualties in battle, so the protect the back of the hand as well, and more
Munitorium has placed special emphasis on advanced models might even include
deflecting or absorbing these attacks while reinforcement on the tops of the fingers too.
keeping production costs as low as possible.
Better armour exists, of course, but there is Flak Greatcoat
nothing that could be made and supplied on the Perhaps best associated with fearsome
same scale as flak. Commissars, flak greatcoats offer excellent
Because of these properties, as long as the protection while simultaneously looking stylish
wearer is not directly hit or on the target spot of as well as protecting the wearer from the
detonation, flak armour counts as having AP 5 elements. It uses thick, overlapping flak plates
(6 for Good and Best craftsmanship versions) fused together into a flexible fabric, and is often
against damage from weapons with the Blast decorated with regimental insignia and awards
quality. for use in conjunction with a uniform or even as
one by itself. Aside from Commissars, Imperial
Flakweave Cloak Guard officers and some civilian fighters are
This heavy cloak includes a separate hood and known to favour this type of armour due to its
cape that is fastened around the shoulders, and imposing yet classic appearance.
vaguely resembles an Ecclesiarchial mantellum. A flak greatcoat only protects the wearers
It is made from many thin flakweave layers that arms unless it is fully buttoned or secured
move smoothly over top one another as the around the front of the body.
wearers body is in motion, which permits ease
of movement in spite of the cloaks weight. It Flak Helmet
offers a reasonable degree of protection while Flak helmets variously take the form of
not appearing unlike normal if heavy clothing, rounded ballistic shells or stiff, low-brimmed

130
hats, both invariably formed of rigid flak layers Undercover enforcers and investigative agents
designed to protect the head. Suddenly often make use of armour like this to maintain
incapacitating injuries strike the head more than some personal safety while trying to appear as
any other area, so even the most backwater PDF average hivers or non-militant adeptus.
troops and low-rent mercenaries will often at
least have a flak helmet if nothing else. Guard Flak Armour
Guard Flak Armour is the heaviest type of flak
Flak Jacket armour commonly produced, and is designed
Standard combat gear for many militants in purely for combat. It consists of carbon-fibre
the Imperium, a flak jacket covers the entire and thermoplas strips wrapped around a
torso with a flexible fabric tunic that includes lightweight flexible metal frame, which is given
rigid plates within. Some models have long its final shape by a ruggedized outer shell. It is
sleeves to protect the arms, while others end therefore significantly more rigid than other
above the elbow and use separate gauntlets. All types of flak armour, making it ill-suited for
will invariably include sturdy boots or leggings, concealment but significantly more robust
and the outfit has a distinctively military-looking against bullets and shrapnel. Most patterns
appearance, often riddled with pockets and gear- consist of a strong breastplate with articulated
clips to store equipment. Light flak jackets use shrouds for the shoulders, a close-fitting helmet,
thinner plates and offer proportionally inferior gauntlets with bracers, and tall boots with knee
protection, but unlike the heavier versions they pads, giving the Guardsman fairly good
can easily pass for everyday clothing. protection for his entire body. Gear-clips and
tac-harnesses are often added to keep handy
Flak Vest equipment (grenades, charge packs, and so
This is essentially a reduced flak jacket that is forth) readily available.
only designed to protect the torso. This makes it Guard Flak Armour of at least Common
lighter and easier to wear while still offering craftsmanship includes an inbuilt micro-bead in
protection to a mans largest target area. the helmet as well as a removable gas mask.

131
MESH ARMOUR Mesh Armours
Name Location(s) Covered AP Wt Cost Availability
This advanced and extremely
Mesh Cowl Head 3 0.5 kg 100 Rare
lightweight armour may well be of
alien origin, but it is purely Mesh Gloves Arms 3 0.5 kg 120 Rare
Imperial in construction and Mesh Combat Cloak All 4 1.5 kg 350 Very Rare
execution now. Mesh armour is Mesh Vest Body 4 1 kg 150 Rare
formed from bonded lattices of
Shield Robes Arms, Body, Legs 4 2 kg 5,000 Very Rare
thermoplas cells that are
seamlessly linked together in high-intensity violence but who cannot afford strutting about
presses, creating an armour that is extremely in more obvious forms of protection.
light and flexible yet just as good, if not better,
than the more common though cheaper flak Mesh Combat Cloak
suits. Mesh armour protects the wearer by This armour offers a superb combination of
responding to impacts and heat by suddenly protection and easy wearing characteristics,
becoming extremely rigid; once the blow has making it a favourite of just about any fighter
been deflected, the material returns to its who can afford its expense. Depending on style,
normally soft and flexible state. It is a favourite a mesh combat cloak could easily pass for a long
of agents, assassins, and others who expect raincoat, outerwear for a chilly day, or if suitably

132
decorated, a cape or robe fit for a nobles Shield Robes
masquerade ball. The folds of a combat cloak are When not clad in their well-known power
long and loose enough to cover the wearers armour, the Adepta Soroitas will usually wear a
arms and legs, while a removable hood offers set of these fine mesh robes, which serve
protection for the head as well. A mesh combat perfectly for devotional study or martial
cloak is worn similar to the much more common training. They are also traditionally worn by the
(and less expensive) flakweave cloak, and Orders Non-militant in their support roles as
possession of one is a sure example of a fighters well as noviciates as they are being instructed in
financial standings (or that of his employers). the ways of the Sisterhood. Aside from their
signature power armour, these robes are often
Mesh Cowl the only clothes that a Battle Sister will wear.
Mesh headgear can take the form of a close- They are not exclusive items to the Adepta
fitting cowl or mask, a hood attached to a duster, Soroitas, however, and clerics and other
or a wide-brimmed hat paired with a tall collar Ecclesiarchial servants who often find
(this look is particularly favoured by witch- themselves in battle will wear them as well. They
hunting Inquisitors and their henchmen). are often stylized and detailed with images from
Thanks to meshs lightweight properties, no the lives of saints, iconography meaningful to
matter what style a cowl takes, it can be donned the wearers favoured cult, and other holy works.
quickly, which is handy when the wearer is Shield robes include the Ecclesiarchy Overlay
trying to blend in with groups that do not often upgrade.
wear hats.

Mesh Gloves
Although usually looking no different
than common fabric gloves worn for
fashion or protection from cool weather,
the mesh construction can allow the
wearer to literally grab an attackers knife
by the blade and yank it out of his hand.
Powdered steel is sometimes sewn into
the knuckles and backs of the palm to
create a more painful punch, which can be
useful in situations where the wearer cant
use a more effective weapon.

Mesh Vest
This plain but no less effective vest can
be easily worn under almost any kind of
clothing, protecting the wearers vitals
while allowing him to operate undercover
with almost no difficulty in concealing his
armour. Most are simply pulled over the
head, the wondrous construction
stretching effortlessly when being put on
but becoming a sturdy shield against
blades and bullets immediately thereafter.

133
CARAPACE ARMOUR Carapace Armours
Name Location(s) Covered AP Wt Cost Availability
Carapace armour, so named because
full suits of it make the wearer Carapace Helm Head 4 2 kg 250 Rare

resemble some kind of plated creature, Carapace Greaves Legs 5 3 kg 375 Rare
are the heaviest and most protective Carapace Vambraces Arms 5 2 kg 300 Rare
suits that are mass produced in the
Arbitrator Carapace All 5 15.5 kg 1,350 Very Rare
Imperium. Carapace is formed from
heavy interlocking plates of armaplas Enforcer Carapace Arms, Body, Legs 5 15 kg 575 Rare

or ceramite, moulded to the shape of Magistratum Carapace All 5 16 kg 1,100 Rare


the wearers body, that are relatively Carapace Chest Plate Body 6 7 kg 600 Rare
thin but still extremely strong; a
Storm Trooper Carapace All 6 17 kg 3,750 Very Rare
carapace-armoured trooper can often
withstand a direct hit from a lasgun blast with helmets, literally bringing the symbol of the
little if any injury to show for it. The suits make Emperors Justice to recidivists and scummers
use of the same principles as the plate armour while keeping their hands free to use weapons
worn on feudal worlds: individual plates move and other combat gear.
and slide over top one another, with flakweave Arbitrator combat armour includes an integral
panels installed to protect the joints. Carapace micro-bead and Good craftsmanship photo-
armour is more costly to create than other types, visor in the helmet. The micro-bead can power
and it can also be tiring to wear for long periods an attached vox-amplifier, which can turn the
of time. As a result, it is usually only worn by the wearers shouts into deafening roars, and small
Imperial Guards elite Storm Troopers and their stab-lights can be attached to the armours
Inquisitorial counterparts, Navy response teams, shoulders. These systems can be powered by a
and hit squads of the Adeptus Arbites these small battery unit or a lasgun charge pack, which
fighters can usually afford to don their armour has enough energy for up to a weeks worth of
just before combat begins, and often do not continuous use (about 170 hours).
march long distances on their own.
Carapace Chest Plate
Arbitrator Combat Carapace A sturdy carapace breastplate shrouds its
Worn by even novice troopers in the field all wearers torso with several armaplas plates,
the way up to the stern judges and marshals, the keeping organs and other vitals safely ensconced
Adeptus Arbites are probably best known by from blades and bullets alike. Carapace chest
their fierce-looking carapace suits. Arbitrator plates are usually too large and rigid to conceal;
carapace is a full body suit of articulated instead, they are typically worn in conjunction
ceramite plates, with broad shoulders and with a lighter and more comfortable mesh or
reinforced boots and gauntlets meant for flakweave armour on the wearers limbs, giving
hands-on work. A visored helmet covers the them solid protection for the most essential body
head and most of the face, and can be fitted with parts without sacrificing ease of movement.
a rebreather for use during gas attacks or patrols
in underhive sumps. While the armour itself is Carapace Greaves
more or less standardized, Arbites agents often Strong boots totally enclose the wearers shins
customize it based on their rank and roles. and calves, with separate plates for the top of the
Troopers controlling cyber-mastiffs usually don foot and thighs. Flakweave protects the joints
a storm coat over their armour to hearken back and an articulated segment covers the front and
to the protective coats worn by dog handlers in sides of the knee, which gives a stable surface for
prehistory, while judges and marshals often affix kneeling too.
a golden eagle insignia or ornament to their

134
Carapace Helm designed to resemble a skull, with a vent-like
Carapace headgear inevitably takes the form of respirator and individual flash-reactive
a sturdy helmet due to its construction, and by eyepieces, while rugged but elegant styling make
and large has a distinctly military appearance. the wearer vaguely resemble a Terran cohort of
Regardless of their exact shape, most carapace the Adeptus Custodes, right down to the leather
helms include mounting positions for photo- balteum worn at the waist. The skeletal visages of
visors and rebreathers. carapace-armoured Magistratum enforcers are
often the last things seen by a recidivist in Hive
Carapace Vambraces Sibellus, assuming the Arbitrators dont get to
him first.
These vambraces totally protect the wearers
The suit of armour includes a respirator,
arms, with tubular armaplas or ceramite sections
micro-bead, and photo-visor in its helmet. The
for the forearm and upper arms and fully
respirator normally functions as a gas mask, but
articulated sections for the elbow and hand.
can also be used as a closed-cycle rebreather, and
Some versions totally protect the back of the
with all parts of the Magistratum carapace worn,
wearers hands and may have segmented
the wearer is concealed to be in sealed armour as
sections for the digits as well, often bonded to a
long as the rebreather is active.
mesh or flakweave glove to maintain flexibility.
Because of their sturdy construction, a punch
from a carapace-armoured fist is often just as Storm Trooper Carapace
deadly, if not more so, than a knuckle duster. The elite of the elite, Storm Troopers in the
service of the Imperial Guard and Inquisition
Enforcer Light Carapace alike often must face the fiercest resistance from
aliens, heretics, mutants, and other forms of
So named because it is a frequent choice for
Emperor-forsaken scum while performing their
PDF heavies and the private troops of noble
duties. As a result, they are invariably equipped
houses and planetary leaders, enforcer light
with the finest armour that can be reasonably
carapace is a lightweight suit of armour that is
mass-produced. Storm Trooper carapace is
fairly easy to wear and maintain. It is more costly
heavily reinforced over all areas, and while tiring
than lesser armours, but is still modestly priced
to wear for any extended period of time, it offers
for how much protection it offers. Enforcer
the best protection possible without resorting to
carapaces individual plates are designed to be
power-assistance. The armour is also equipped
easily replaced if they become damaged, which
with an array of useful gear that helps the wearer
helps keep operating expenses reasonable. Of
act decisively and efficiently in battle, whether
course, it can also be considered something of a
purging dens of cultists, gunning down warp-
bad omen to receive a suit of armour with a
spawned fiends, or infiltrating enemy positions.
single obviously new plate.
Storm Trooper carapace includes an integral
auspex unit with wrist display and a backpack
Magistratum Combat Carapace
attachment for a vox-caster or grav-chute. The
This articulated carapace suit is produced by
helmet is equipped with a removable rebreather,
the forge of Hax-Orthlack for the Lord Sectors
photo-visor, micro-bead, and there are clip
Magistratum enforcers on Scintilla, but is also
attachments on the side for lamp packs, vid-
sold to similar organizations on other hive
recorders, and other useful gear. The armours
worlds throughout the Calixis Sector. Though its
integrated systems can be powered by a small
armour protection is modest, designed to turn
battery or a lasgun charge pack, which has
away knives and low-calibre guns typically used
enough energy for up to a weeks worth of
by ganger scum, the Magistratum armour is very
continuous use (about 170 hours).
well designed and almost completely encloses
the wearers body. The helmet is deliberately

135
POWER ARMOUR Power Armours
Mankind has always placed a strong Name Location(s) Covered AP Wt Cost Availability
emphasis on wearing armour in battle, Lidhl Power Armour All 6 35 kg 6,300 Very Rare
and while most races in the galaxy
Light Power Armour All 7 40 kg 8,000 Very Rare
employ some kind of personal
protection, only humanity has truly Artificer Armour All 7 22 kg 32,000 Extremely Rare

gone to such lengths in turning its Soroitas Power Armour All 7 35 kg 20,000 Very Rare
warriors into mobile battle fortresses. Dragon Scale All 8 20 kg 7,500 Tech-Priest Only
Power armour is the fullest realisation
Ignatus Power Armour All 8 15 kg 22,000 Extremely Rare
of the Imperiums drives at personal
Power Armour All 8 65 kg 15,000 Very Rare
protection, formed in the main from
enormous overlapping ceramite plates Heavy Power Armour All 9 150 kg 24,000 Extremely Rare
that are far too heavy for their wearer This armours AP is 1 higher on the Body location
to easily move in without the aid of
Inquisitorial cells and cabals, can regularly
power assistance systems built into the suits
obtain. There are also numerous rituals and
frame. Like the boltgun, power armour is a rare
liturgies that must be performed during
but instantly recognisable symbol of the
maintenance and the donning of the armour as
Imperium. Its use dates back to the Age of Strife
well heavier suits typically require extra help
and the Emperors Great Crusade, and is
just to put on, much less to awaken the machine
perhaps best associated with the Imperiums
spirits necessary to keep the armour functioning.
mighty Space Marines, though smaller and less
All power armour requires a constant power
sophisticated suits are forged for lesser humans
source to operate and increases the wearers
as well. Power armour has evolved and shifted
Strength Characteristic; see the individual entry
over the millennia, but in virtually all cases they
of each for details. A user must wear all of a suit
are venerated objects maintained with religious
of power armours components in order to gain
duty and dedication. Some suits, especially those
its benefits, though the helmet can be removed
worn by the Adeptus Astartes, may be thousands
for wearers who wish to see things with their
of years old, scarred and scratched after
own eyes or who dont mind bullets whizzing by
centuries of war but still no less effective at
their skulls. As long as the suit is powered, its
protecting their wearer than the newest marks
weight does not count against the wearers
and patterns. Power armour uses a sophisticated
carrying capacity, and unless otherwise stated,
network of electrically-motivated fibre bundles
wearing a full suit of power armour counts as
that move with the wearers motions, carrying
being in sealed armour, making the wearer
the weight of the bulky ceramite plates while
immune to gases and airborne toxins, among
greatly enhancing the wearers physical strength
other effects.
as well. Most power armour is totally enclosed
once its various segments have been fitted, and
with the aid of built-in rebreathers and an
Artificer Armour
Magnificently crafted of the finest materials
oxygen supply can keep the wearer alive even in
and invariably custom-fit to the wearer, artificer
the oblivion of the void for long periods of time.
armour is exquisitely designed and almost
Power armour requires a great deal of skill and
always commissioned by a wealthy patron.
raw materials to craft, and only certain armour-
Because of the great care taken in its forging,
artificers of the Adeptus Mechanicus possess a
sparing no expense and often dredging through
full understanding of its manufacture. As a
data-vaults sectors away for inspiration, artificer
result, it is a prohibitively expensive item that
armour provides excellent protection while
only the best-funded and equipped forces, such
being remarkably lightweight and easy to move
as the Sisters of Battle and high-ranking

136
in. The motor-fibre network has been treated armour may have hexagramatic wards, a
with special unguents and solutions that make it targeter, or a forearm power blade installed at
nearly silent in operation as well, making it quite the time of construction; the commissioners
possible to be stealthy while wearing the suit a choice is included in the cost. Artificer armours
feature that Inquisitors, the most common power supply is internal and spread throughout
wearers of these master-crafted armours, often the suits frame to improve the wearers balance.
find most useful in the course of their duties. Because of its superior construction, this armour
Artificer armour is considered to be of Best uses very little power; its power supply is
Craftsmanship and therefore does not inflict any adequate for an entire week of combat
penalties on the wearers Concealment and operation. Less intensive activities, such as
Silent Move Tests. When powered it provides a walking around during an investigation or
+10 bonus to the wearers Strength navigating a space hulks airless passages, use far
Characteristic, and includes a built-in auspex less energy, and the armour could operate for up
with wrist display, though a wearer with a Mind to a month on a single charge. Should this
Impulse Unit can also have that information armour ever lose power it ceases offering a
piped directly into their mind if desired. A bonus to Strength and instead imposes a -10
micro-bead is integrated at the throat, as most penalty to the wearers Agility Characteristic, but
wearers of these magnificent armours choose not can otherwise still be worn; its seals are
to wear the helmet. Depending on the automatically opened to prevent suffocation
commissioners preferences, a suit of artificer should the wearer be helmeted at the time.

137
Dragon Scale through storms of lesser weapons and lesser
This armour is designed to be worn by the enemies with ease. However, for those who
warrior-priests of the Magos Militant and the absolutely require the most physical protection
field enginseers assigned to frontline duty with possible, some forges create even more
the Imperial Guard, and is almost more of an monstrous armours. Heavy power armour
augmetic than a suit of armour. Each set of makes use of additional plasteel plates and a
dragon scale is individually hand-forged from laminate coating to bulk up the wearers body
adamantine and ceramite plating woven with even more, with a bulging rack of power cells
prayers of permanence and micro-etched with festooned with thermal radiator fins attached to
sacred machine code and fractal incantations of the back of the chestplate to activate hugely
defence. A tech-priest fitted with a set of dragon oversized motive bundles. Elaborate bracing
scale is protected by the equivalent of a full suit protects the most vulnerable areas, and with
of power armour, but with only minimal such massive shoulders and a gorget, the
encumbrance due to the direct interface with his wearers helmeted head looks almost comically
cyber-mantle, and because it draws power from small in comparison. Almost no considerations
his potentia coil, it will never require recharging. have been made for utility outside of combat: the
Among Mechanicus Secutors and the ranking mitten-like gauntlets are useless for any sort of
Magos Ordinatos, who are likely the most tasks that require dexterity, the power cells
devoted members of the Priesthood as far as radiators make the suit stand out like a beacon to
heavy augmetics go, a set of dragon scale is often those with IR goggles, and the expansive plates
permanently attached to the tech-priests cyber- moving atop one another make a racket akin to a
mantle, forming a new and much more effective pair of grav-cars colliding whenever the wearer
skin and flesh while also doing a fine job of moves. However, excluding Space Marines or
hiding what little offensive biologics remain on the most heavily augmented Mechanicus Magi,
the priests body. there are none more capable of withstanding
Dragon scale upgrades the tech-priests punishing blows in combat than a heavy power
respirator unit with a closed-cycle supply, and armoured warrior.
they are treated as wearing sealed armour as long Heavy power armour is cumbersome to the
as it is worn. A Good Craftsmanship photo-visor extreme, imposing a -20 penalty to any Agility
is integrated into the helmet, with separate Tests the wearer may make. Acrobatics,
models for tech-priests who still have organic Contortionist, and Dodge Tests are simply
eyes and those who have wisely replaced them impossible, as are any Skill Tests involving
with bionic equivalents. While worn, dragon manual dexterity (repairing a cogitator, picking
scale provides a +10 bonus to the tech-priests a lock, playing cards, and any other uses the GM
Strength Characteristic. Good or Best deems appropriate). Heavy power armour grants
Craftsmanship dragon scale increases this bonus a +20 bonus to the wearers Strength
to +20, but also increases the wearers size by one Characteristic and increases his size by one step,
step; an average Magos would become Hulking, so a standard human would become Hulking.
while a heavily augmented one with the The helmet includes an inbuilt micro-bead and
Machinator Array talent would become vox-caster, Good Craftsmanship photo-visor,
Enormous. Unless the tech-priests potential coil and an auspex display. The combat systems
is somehow damaged, this armour never contained within the reinforced arms allow the
becomes unpowered. wearer to wield ranged weapons as though they
were wearing recoil gloves, and the servo-
Heavy Power Armour bracing grants the wearer the Auto-stabilised
trait. The armours power cells have enough
Standard suits of power armour turn the
energy for 12 hours of continuous use, and can
wearer into a fierce juggernaut that can wade

138
be recharged from most standard power sources; with a cerebral plug or Mind Impulse Unit. The
it takes roughly twice as long to charge, so a fully wearers size increases by one step, so an average
depleted power cell would need to be recharged human would become Hulking, and as long as
for a full day. Should the suit become the armour has power, it grants a +20 bonus to
unpowered, the armours vents open his Strength Characteristic. The backpack power
automatically to ensure the wearer doesnt supply is an extremely high quality unit, capable
suffocate, but movement is nearly impossible. of providing enough high-discharge energy for
Most wearers simply topple over, immobile and five days of continuous combat operations; work
all but helpless; if the wearers Carrying Weight that requires less energy, such as walking around
is above that of the armour (see Carrying and or conducting investigations, might let a suit of
Lifting on Page 215 of Dark Heresy), they can Ignatus power armour function for several
still stumble around awkwardly by succeeding weeks between recharges. Should the armour
on a Hard (-20) Strength Test; success allows become unpowered, however, its joints lock up
the wearer to make a Half Move each Round for and systems shut down, leaving the wearer
a number of Rounds equal to the wearers extremely vulnerable. Movement is all but
Toughness Bonus, after which they must succeed impossible, though the wearer can still (slowly)
on another Hard Strength Test to keep moving. work his way out of an unpowered suit. This
Even still, all physical actions suffer a -30 penalty takes about an hour and inflicts one level of
until the wearer is extracted from his unpowered Fatigue on the wearer.
suit or receives power once more.
Lidhl Power Armour
Ignatus-pattern Power Armour This style of light power armour is on the low
Ignatus power armour is produced by skilled end of protective value. While little better than a
Mechanicus artisans for the express purpose of good carapace suit in terms of warding off
equipping agents of the Inquisition, and many bullets and blades, it is far easier to move in
militant Inquisitors and their ranking minions thanks to its power assistance, while the fairly
have plunged headlong into battle with the simple design and construction requires much
enemies of the Emperor whilst girded by this less specialized knowledge and liturgical rituals
fine style of power armour. Ignatus-pattern suits to coax the machine spirits into action. Higher-
are a cut above the marks that are manufactured ranking Imperial Guard officers of various
for dilettante nobles, mercantile cartels, and the regiments throughout the Calixis Sector are
personal troops of a wealthy Rogue Trader; known to favour this type of armour for these
while similar in function, with large ceramite reasons, often decorating them with awards and
plates articulated by motive-fibre bundles, this achievements; some are explicitly crafted to be
pattern also has many finer features that are suitable for wear as a uniform in the field.
useful to a warrior in the service of the Lidhl power armour grants the wearer a +10
Inquisition. They are almost exclusively bonus to their Strength Characteristic as long as
decorated with religious iconography and it has power. The backpack power supply has
symbols of the Holy Ordos, with many likewise enough energy for 1d3 days of operation, after
flourished with the personal insignia of an which it must be recharged. This can be done
Inquisitors cadre. from most power sources and takes exactly
Ignatus-pattern power armour has the twelve hours. If the armour becomes unpowered
equivalent of a Good craftsmanship photo-visor, it ceases offering its bonus to Strength and
micro-bead, and an auspex display built into its instead imposes a -20 penalty to the wearers
helmet. These devices can be controlled by Agility Characteristic. Without power the
speaking to the armours machine spirit, though rebreathers and life sustainers cease functioning
the wearer can also commune with his armour as well; this can suffocate the wearer, though

139
pulling the helmet off will obviously prevent this Light power armour grants the wearer a +10
fate. bonus to their Strength Characteristic as long as
it has power. Power is provided by a cell unit on
Light Power Armour the back; a standard non-military supply has
Light power armour is a generic term for suits enough power for 1d5 hours of use, while a more
of power armour that are smaller and less costly and efficient unit can keep the armour
protective than larger and heavier styles. While operating for 12 hours (at an extra cost of 1,000
less impressive to behold and possessing inferior Thrones). If the armour loses power it no longer
protection, light power armour is also easier to increases the wearers Strength and instead
move in and requires less in the way of arcane imposes a -30 penalty to the wearers Agility
tech-rituals and specialized equipment to use. Characteristic as the wearer must stagger around
Though still rare and expensive, it is likely one of and force the fibre motive bundles to move with
the more common types of power armour in use, his own muscle. Without power the rebreathers
with many wealthy operators nobles on and life sustainers cease functioning as well; this
planetary expeditions, the trusted underlings of can suffocate the wearer, though pulling the
militant Rogue Traders, and even the best helmet off will obviously prevent this fate.
established recidivists and gang lords in
various parts of the Calixis Sector. Power Armour
As close to standard as these exceptional
types of armour can be called, power armour
wraps its wearer in a sturdy suit of ceramite
plates and electrically-motivated fibre bundles,
allowing him to strut about with remarkable
ease despite the great bulk of armour that
weighs more than the average hive ganger.
Because of the bulky size and noisy operation,
power armour is usually only worn by the most
militant fighters with a large amount of Thrones
to burn, and some of these suits, commissioned
centuries earlier, can still be found in use by the
original wearers descendants or other warriors
in the employ of that organization. Many sets of
power armour are elaborately decorated with
specific motifs or ornate embellishments, such
as family heraldry or planetary and sector
insignia. However, it is said that the plain and
featureless suits are by far the most
intimidating, as they represent mysterious and
shadowy groups with great financial strength
and no doubt shadowy and nefarious objectives.
Power armour grants the wearer a +20 bonus
to their Strength Characteristic as long as it has
power, and the wearer increases by one size
while wearing it (an average human would
become Hulking). For an additional 500
Thrones, the armours arms may be reinforced
with an auto-brace rig, making the wearer

140
always considered to be Braced (as per the examples of these great protective suits going
Bulging Biceps talent). A rack of power cells unaccounted for.
stored on the back provide energy for the Soroitas power armour grants the wearer a
armours motive fibre network. A standard non- +10 bonus to their Strength Characteristic as
military unit lasts for 1d5 hours; a more efficient long as it has power. The helmet includes an
(and expensive) power unit costing 1,000 inbuilt micro-bead and a targeter that grants its
Thrones can provide power for up to 12 hours Ballistic Skill bonus to any non-Exotic ranged
before it must be recharged. Should the armour weapon held by the wearer. The backpack fusion
lose power it no longer increases the wearers unit provides power for the armour indefinitely,
Strength and becomes a stiff prison that just though it can be damaged. If the wearer sustains
barely moves, and then only under great effort. Critical Damage to the Body location and the
The wearer must succeed on a Very Hard (-30) attack originated from behind them, consult the
Strength Test just to move; their Agility chart below in addition to the normal injuries
Characteristic suffers a -30 penalty, and all other suffered by the wearer. Any problems that are
physical actions suffer a -10 penalty as well. sustained continue until the unit can be
Without the rebreathers and life sustainers, the repaired, which requires a successful
wearer is at risk of suffocation inside their Challenging (+0) Tech-Use Test. If the suit
armour. This can be averted by pulling the loses power, the vents in the helmet open
helmet off (a successful Challenging (+0) automatically to prevent the wearer from
Strength Test), though if the wearer hadnt suffocating inside her own armour.
donned the helmet in the first place this is not a
concern. FUSION UNIT CRITICAL DAMAGE
Damage Result
Soroitas Power Armour
1-3 Unaffected: The power unit shrugs off
The custom power armours worn by the
the attack and continues functioning
militants of the Sisters of Battle are expertly
normally, though the wearer may be
crafted relics that have changed little from the
worse for wear
Age of Apostasy, and demonstrate a level of
4-5 Damaged: The power flow has been
quality and techno-craft that is only surpassed
diminished or interrupted due to
by the armour worn by the Space Marines
damaged components, causing system
themselves. These suits were originally
failures and difficulty moving. All
commissioned by Goge Vandire himself; with
benefits grated by the armour (except its
the most talented armour-artificers at his
inherent AP) are lost, and all physical
disposal, the mad High Lord saw to it that his
actions suffer a -10 penalty.
Brides of the Emperor would have the finest
6+ Unpowered: The suit completely shuts
protection possible for unaugmented humans.
down as its fusion unit sputters out. The
Each suit is powered by a small fusion device
wearers Base Movement decreases by 2,
stored on the wearers back, similar to those used
and she must succeed on a Difficult (-
by the Adeptus Astartes, and can keep the
10) Strength Test to move more than a
armour running forever with proper care and
Half Move every Round. All physical
maintenance. The Orders of the Adepta Soroitas
actions suffer a -20 penalty.
keep close watch and sustention over their
armours, and many are used by numerous
Sisters after their previous wearer is killed or
retires to a non-militant order. As a result, they
are exceptionally difficult to obtain outside that
organization, although there are at least a few

141
OTHER ARMOURS Other Armours
Name Location(s) Covered AP Wt Cost Availability
Most forms of armour worn in the
Environmental
Imperium can be divided up into Envelope
All 1 5 kg 625 Rare
categories based on their common Blur Field Cloak All 2 6 kg 800 Rare
features. All mesh armour protects
Synskin All 2 2 kg 2,500 Very Rare
the wearer by using thermoplas cells
that harden on impact, while Preysense Mask Suit All 3 7 kg 650 Rare

carapace armours rigid armaplas Slither Boots Legs 3 6 kg 500 Rare


plates do the same. There are, Wind Armour All 3 18 kg 2,200 Rare
however, forms of armour that
Hardened Body Glove Arms, Legs, Body 3 5 kg 300 Scarce
simply cannot be classified as any
one given type. These are either Boarding Armour Head, Body/Arms, Legs 5/3 20 kg 1,225 Rare

uniquely constructed, worn Hospitaller Armour Head/Arms, Legs, Body 4/5 20 kg 10,000 Very Rare
differently, or have some kind of Armoured Body Glove Arms, Legs, Body 5 7 kg 1,300 Rare
inherent feature or ability that sets
scanner waves that common IR sensors and
them apart from other armour types. Whether
auspexes generate, making it significantly harder
designed for special purposes or made from rare
to spot the wearer with such equipment.
materials, armours dumped into this category
Attempts to detect the wearer with an auspex,
are likely about as similar to one another as an
IR goggles, or similar gear take a -20 penalty.
Aquila Lander is to a pair of boots.

Blur Field Cloak


Armoured Body Glove
A blur field is a curious side effect of
This form-fitting armour is crafted from
Mechanicus attempts to mimic Eldar holofields.
armaplas micro-fibre that is bonded together in
While not nearly as effective as that xenotech, a
a similar style to the more common mesh
blur field integrated into a cloak can significantly
armour. An armoured body glove is costly and
disrupt the wearers shape, and is much more
difficult to craft, as even the most skilled
economical (and less heretical!) to produce. A
armour-artisans must often start over several
blur field does not hide so much as distort the
times when microscopic imperfections turn up
wearers silhouette, rendering it difficult to focus
in the bonding process, but the protection it
on or identify details. It also causes interference
offers is incredible considering its mass and
in some types of electronics, and hinders the
flexibility. It is also much more comfortable to
ability of systems that use pattern recognition by
wear than any light carapace suit, making it an
fouling their scanners.
ideal choice for operatives who must remain
A blur field cloak can be used as armour, or
undercover for days at a time. Assassins and
worn over heavier suits; its APs do not stack,
Inquisitorial agents are likely the most common
though it still provides its other benefits. A blur
users, as they must frequently undertake such
field imposes a -10 penalty on all sight-based
missions and usually have suitable funding for
Tests made against the user while it is active,
the more costly equipment, but well-equipped
Ballistic Skill and Weapon Skill Tests made to
bounty hunters and house enforcers are known
attack, as well as any attempts to locate the
to sport it as well.
wearer on an auspex or IR goggles. The blur
For twice the listed price, an armoured body
fields generator can use most common power
glove may be manufactured with a removable
cells or a lasgun charge pack to operate; either
hood that, when pulled up, provides the same
one lasts for about five minutes. The blur field
AP to the head location. This version is treated
takes 1d5 Rounds to power up once activated but
with a special laminate coating that absorbs
can be disabled as a Half Action. Because of the

142
the most important areas. Most
styles of boarding armour, which
can be quite varied, include a
backpack-mounted impellor unit
that gives the wearer some
mobility in a low or zero gravity
environment.
Boarding armour grants 3 APs
of flak armour to the wearers
Arms and Legs, and 5 APs of
carapace armour to the Body and
Head. The wearer is considered to
be wearing sealed armour and can
operate safely in the void as long as
the suits rebreather canister lasts
(usually about an hour). Canisters
can be replaced without removing
the armour, and most wearers will
carry a spare as a precaution.
Boarding armour includes an
inbuilt micro-bead and photo-
visor in the helmet, and there are
external pouches and gear-clips to
attach useful items (seal patching
kits, lasgun charge packs, a
grapnel/clasp, and so forth). The
boarding armours impellor can
network of wiring and cables that produce the propel the wearer in zero or
blur field effect, an attack that punctures the reduced gravity conditions with a Movement of
cloak can cause additional harm to the wearer; 6, but its bulk imposes a -10 penalty on all
any attack that successfully inflicts Damage on Agility Tests once the wearer returns to anything
wearer (it is not totally reduced by Armour and like normal gravity.
Toughness) also gains the Shocking quality if the
cloak is active, and the wearer does not gain the Environmental Envelope
usual armour bonuses to their Toughness Test. Professional travellers and explorers in the
Imperium are an uncommon and foolish (some
Boarding Armour would say) sort; the costs of travel, combined
When conducting offensive actions, repelling with dangerous voidfaring and the questionable
enemy boarders, or conducting investigations in customs of Imperial citizens from other worlds,
perilous black holds, Imperial Navy armsmen means most will never leave the (relative) safety
and the militants of armed merchant ships often of their homeworld. However, those that do go
don these armoured kits which provide out into the unknown often despair over the
protection from blades and bolts along with the many environments they must prepare for as
hard vacuum of the void. Boarding armour they travel between systems. Bulky void suits are
consists of a sealed void suit that has been frequently impractical, especially when a given
reinforced with a full flakweave skin, while a worlds atmosphere is simply unpleasant rather
strong ceramite breastplate and helmet protect than dangerous or deadly, and there are few void

143
suits that actually provide any armour visor. The envelope grants the wearer a +10
protection to their wearer. Travellers on the bonus on Survival Tests, and as long as the
frontiers of the galaxy have an especially difficult rebreather is active they are considered to be in
time of it, for if they discover a planet with sealed armour. The envelope can be worn in
unexpected environmental conditions, the conjunction with other armour to gain its
proper equipment may be long months away. effects; its AP stacks with lighter armour, but can
Several of the worthies of the various Malfian never increase the wearers Armour to more
noble houses decided that the situation of than 5. This means that it could be worn with a
exploration in the Calixis Sector was intolerable suit of Guard Flak Armour and still count, but
and set about designing a series of form-fitting would be ignored if worn with Light Carapace or
full body suits that can withstand multiple any type of power armour.
extreme conditions while still maintaining their
wearer in relative comfort. The suits were a great Hardened Body Glove
success at once, and various models are Intended as a covert form of personal armour,
produced in small quantities on Malfi, Vaxanide, the hardened body glove comprises a form-
and Scintilla. Environmental envelope is a fitting suit made up of a flexible mesh fibre
generic name for a wide variety of suits; these are material that tenses when struck to disperse the
often named after the house line that produces impact. The suit is also reinforced with micro-
them, such as the Mariette Explorer Glove or scale inserts hardened ceramic lamellar plating
Hax Hostile field suit. over vital areas. Because of how well it follows
An environmental envelope covers the the form of the wearers body, it can be easily
wearers entire body and sustains them at a worn under loose-fitting or other specially
constant temperature, despite all but the most tailored clothing, making it a very handy choice
extreme external conditions, making them ideal for troops engaged in undercover operations,
as outerwear for desert worlds and a useful inner bodyguards at formal functions, and anyone else
layer for particularly cold environments. Pockets who desires good physical protection without an
within the suits recycle sweat and other bodily overt show of doing so. Because it moves and
fluids, cooling or warming them as necessary, in even feels like clothing, physical contact doesnt
order to regulate temperature and provide produce a tactile response indicative of armour,
emergency water rations. The suits are and certain types of body gloves are even
waterproof, which makes them useful in marshy disguised to look like clothing in their own right.
terrain, and capable of keeping the wearer dry For twice the listed cost, a hardened body
while conducting underwater expeditions. glove can be purchased with a sealable hood that
Wearing an environmental envelope makes covers the head, changing the Locations Covered
the wearer immune to most conditions one to All. This version has inherent stealth
might encounter on a planet, such as extreme features that make the wearer harder to detect
heat or cold, toxic or acid rain, and other with auspexes, IR vision, and other equipment,
unpleasantness. Note that this protection is imposing a -20 penalty on Tests made to notice
limited, and while the envelope could keep the the wearer with any such gear.
wearer alive and comfortable in a scorching
desert, it would be burnt to a crisp (along with Hospitaller Armour
its owner) in short order by a plasma reactor or a
Often serving in combat zones, a Sister
baked world perilously close to its star. A
Hospitaller requires more protection than her
rebreather that uses standard canisters can keep
allies in the other Non-militant Orders. The
the wearer alive underwater or in poisonous
distinctive armour is a welcome sight to injured
atmospheres, and an environmental envelope
guardsmen and Acolytes alike, an angel of mercy
also includes an inbuilt micro-bead and photo-
sent by the God-Emperor himself. In addition to

144
its protective qualities, the hooded habit is often environment. The wearer simply melts into the
coated in incense and unguents and the rest of background on thermal scanning, rendering him
the armour is sealed and treated against toxins, far harder to spot with IR goggles and other gear
an invaluable feature for someone who that looks for heat. Because the likely users of
inevitably must work in foul conditions. Various such a device will likely find themselves in
tools and equipment suitable for medicae work harms way, the suit is built into a flakweave
are integrated into the armour so the Sister can outfit to provide some protection should their
immediately start treating casualties without the camouflage prove inadequate. Of course, it can
need to haul separate gear with her. Many of also be wrapped around or worn under heavier
these implements are also quite suitable for use suits of armour for those who expect trouble but
in interrogations, however, and it is not still want to confound thermal detectors.
unheard-of for an Inquisitor to request the
assistance of a Sister Hospitaller to aid
(under close supervision) in cracking a
particularly defiant subject.
Hospitaller armours rebreather and
purity treatments grant the wearer a +20
bonus to resist toxins or diseases that do not
penetrate the armour (such as a poison
dart), regardless of whether the gas
ordinarily reduces the effectiveness of such
items. These features also grant a +10 bonus
on any Fear Test with an olfactory
component (such as rotting bodies).
Hospitaller armour includes a
diagnosticator, an injector rig to quickly
apply serums and drugs to the wounded,
and a chain blade to cut a victim out of
damaged armour or a crumpled vehicle. The
chain blade can be used as a weapon in
conjunction with the injector rig; treat this
as a chain knife with the Toxic and
Unwieldy qualities.

Preysense Masking Suit


While visual masking will often confound
sentries and simple scanners, often ones
own body heat will give you away to an
auspex or thermal sensor. Preysense
masking suits use a simple but effective
method to thwart detection by using a liquid
cooling agent that circulates through
capillaries throughout the exterior of the
garment. A small integrated cogitator causes
the cooling system to activate when
necessary to maintain the suits exterior
temperature to that of the local

145
A preysense masking suit provides a +20 doubled against corrosives and other
bonus to the wearers Concealment Tests when disintegrating substances that the wearer might
opposed by any kind of infrared sensor or find himself stepping in.
detection, including creatures whose sight is
based on heat. This effect can be sustained for up Synskin
to an hour before it must be turned off to allow A favourite of assassins and others who prefer
the cooling agents to recharge, which takes stealth to brawn to accomplish their tasks,
another hour. It provides the listed amount of synskin is a highly advanced bio-reactive body
flak armour to the locations indicated; the suit glove with an inert, non-reflective surface that
can be worn with most other armour but its APs moulds itself perfectly to the wearers form,
do not stack. The preysense mask suits shielding offering absolutely no encumbrance other than a
is not powerful enough to block out the heat slightly clammy sensation. It has many curious
created by bulky suits of power armour; if the properties that are not fully understood by many
wearer is already in armour that provides 7 or priests of the Mechanicus, much less the
more APs (taking the usual -30 penalty to operatives who wear them, but for deep
Concealment and Silent Move Tests), the suit infiltrations and espionage there are few better
has no effect. options, and that knowledge alone is usually
enough for even the most seasoned agent. The
Slither Boots suit is less donned and more poured or
Slither boots are designed for exploration on stretched, appearing as a block or sheet of a
worlds with polluted or hostile environments matte black rubbery substance when dormant.
where the soil itself is destructive and toxic. The The stuffs properties become apparent when the
salt-fens of Acreage, acid storm wastes of wearer thrusts a limb through the synskin and it
Grangold, or deadly slime jungles of Vaxanide binds perfectly to their form, with the wearer
can cut any expedition to a halt in short order as applying it to the rest of their body by simply
the ground itself eats away a travellers footwear pulling and stretching it until no slack remains.
and exposes them to the toxicity of their Care must be taken to ensure that the wearer is
surroundings. Locals simply avoid such places also familiar with how to safely create openings
whenever possible, whilst the unprepared in the substance, as it is entirely possible to
adventurers often return horribly injured, or not suffocate by foolishly thrusting ones head into
at all. Those equipped with slither boots, the material. Synskin is similar, though less
however, can brave almost any terrain. Slither advanced (and far less costly), than the highly
boots are highly advanced footwear that specialized stealth suits used by the Officio
incorporate a variety of materials, including Assassinorum, and there are some that believe
ceramite-woven leather and a circuitry- that shadowy and enigmatic organization is
embedded inner frame, to ward off the responsible for their creation.
environment. Instead of breaking down into Synskin grants the wearer a +20 bonus to
mush, slither boots slowly bleed off chemicals Concealment and Silent Move Tests, and renders
that shield the wearers feet and legs from acidic him invisible to infrared scanning and Dark
or alkaline soil and muck. Finally, as their name Sight. Synskin can be worn under other armour
suggests, slither boots do not slip. Regardless of though its stealth properties are reduced and its
how tractionless a surface may seem, the soles of armour points do not stack. If worn in
the boots exude small gelatinous tendrils that conjunction with other armour, it no longer
help compensate for the wearers movements. grants a bonus to Concealment or Silent Move,
Slither boots provide a +10 bonus to Agility Tests, but the wearer is still rendered invisible to
Tests made to maintain footing in treacherous or IR goggles and dark sight unless their armour
slick conditions, and their Armour Points are provides 7 or more APs, in which case it is

146
simply too large and cumbersome to be over 700 kilometres an hour, and are more than
adequately hidden by synskins stealth features. capable of stripping an armoured man to dust
inside of one minute. Against such force, even a
Wind Armour void shield would be hard-pressed to cope.
Wind armour, a seemingly fanciful concept, is Understanding that simply trying to stand
built and designed to deal with a very real against the wind was ultimately foolhardy, the
problem. There are many worlds in the Calixis designers at the Fane of Doru on Scintilla came
Sector that boast powerful storms the up with a clever idea of creating a series of auto-
infamous Splinter Winds of Baraspine travel at reactive ceramsteel plates that would redirect
wind force. The aerodynamic shape
allows the wearer to advance in
lighter storms, and at least hunker
down to survive the more intense
ones. Wind armour is formed from a
light articulated carapace suit that has
an enclosed body glove under it, with
a closed-cycle air supply and other
features all designed to keep the
wearer alive in the most severe wind
and storm conditions. While popular
with explorers, it is not designed for
combat and its protection against
weapons is inferior to other types of
carapace armour.
Wind armour includes an inbuilt
vox-caster and photo-visor in the
helmet along with an advanced air
filtration life sustainer whose tank
lasts three times as long as a standard
rebreather. The tank can be replaced
without removing the suit as a Full
Action. As long as the life sustainer is
active the wearer is immune to the
effects of dire storms and wings, and
counts as being in sealed armour,
though only within an atmospheric
or aquatic environment; it cannot
protect the wearer from hard
vacuum. Replacement sustainer tanks
have a base price of 60 Thrones,
weigh 1 kg, and are Rare.

147
ARMOUR UPGRADES Weapons Upgrades
Name Weight Cost Test Availability
Depending on their construction and the
preferences of the owner, suits of armour will Cameleoline Coating +1 kg 600 -20 Very Rare

often include various pieces of useful equipment Ecclesiarchy Overlay +2 kg 1,000 +10 Rare
built in to their frames. Flash-reactive films and Hexagramatic Wards +1 kg 2,500 -30 Very Rare
visors protect the wearers eyes from glare and
Sanctified Armour +0.5 kg 1,500 Very Rare
photon grenades, rebreathers and air filtration
Shock Field Generator +2 kg 1,200 -10 Special
systems keep out poison gases and toxic
vapours, auspexes detect hidden opponents, and This upgrade requires the attentions of a suitable member of the Ecclesiarchy
a micro-bead or vox-caster lets the wearer stay Ecclesiarchy Overlay
in touch with allies outside of earshot. However,
Upgrades: Any armour
the bulk of these features are simply analogous
Comprised of a battery of extensive
to individual pieces of gear or equipment that
Ministorum-approved iconography, engraved
can be donned on their own by anyone who can
prayers, mottos, and purity seals, an Overlay can
afford to purchase one.
be applied to both armour as well as sturdy
Armour upgrades refer to a very specific set of
clothing, and immediately marks the wearer as a
modifications that add some kind of extra
particularly vocal follower of the God-Emperor.
function or capability that must be integrated
Such accoutrements can inspire other members
into a suit of armour to obtain their benefits.
of the faithful, put the wearer in good graces
Some upgrades can only be added to certain
with the Ecclesiarchy, and is utterly revolting to
types of armour; this will be listed in the
wicked heretics and other creatures who shudder
description where appropriate. Adding these
away from the radiant light of the Emperor.
upgrades to a suit of armour requires the Trade
The wearer of an Ecclesiarchy Overlay receives
(Armourer) Skill, and may have other
a +10 bonus to Command and Fellowship Tests
requirements depending on the nature of the
when trying to inspire, lead, or rally the faithful,
upgrade itself.
and a +10 bonus on Charm Tests when
fraternizing with members of the Ecclesiarchy.
Cameleoline Coating Additionally, the aura of purity that is radiated
Upgrades: Any non-Primitive armour by this regalia punishes foul warp-denizens and
This substance is laminated onto the exterior other cretins. Any supernatural creatures within
surfaces of a suit of armour, mimicking the 20 metres of the wearer take a -10 penalty on all
effects of the better-known cameleoline cloak Willpower Tests.
without the need for a separate garment that
might get caught on obstructions or provide a Hexagramatic Wards
handhold for an enemy in close combat.
Upgrades: Carapace and power armour that
Armour treated with a cameleoline coating
covers the Body location
acts as though the wearer were wearing a
Powerful wards, null-psy lattice circuits and
cameleoline cloak, giving them a +20 bonus to
prayers of protection are woven and etched into
Concealment Tests and counting the wearer as
armour carrying this upgrade, often visually
being at Extreme range as long as they take no
represented by ornate carvings and graven icons
movement actions. If applied to power armour,
embellishing its surface. Armour upgraded in
which ordinarily imposes a -30 penalty to the
this way not only serves to protect the wearers
wearers Concealment and Silent Move Tests, it
body, but their soul as well.
instead cancels out the penalty to Concealment
Armour with this upgrade provides its wearer
entirely, but does not count the wearer as being
with a +20 bonus on Tests made to resist any
further away.
direct psychic attack or manipulation used

148
against them. This effect persists regardless of Daemonic creatures and warp entities (as will be
what type of armour receives this upgrade. noted in their descriptions).
Furthermore, the armour provides double its
normal Armour Points against attacks of psychic Shock Field Generator
force or warp energy that directly deal Damage Upgrades: Carapace and power armour
(such as the Psychic Blade or Fire Bolt psychic Shock weapons are commonly used by the
powers), and keeps its normal value against Adeptus Arbites, among many other sorts of
attacks with the Warp Weapon effect. This enforcers and authority types. Usually this is in
quality is dependent on the type of armour the form of a melee weapon, such as the
worn: a carapace breastplate only provides those ubiquitous shock maul, but there are some
additional bonuses against attacks that hit the groups who make use of a more unusual but no
Body location, while a full suit of power armour less effective way to deliver a nasty jolt to
applies it to the wearers whole form. scummers and recidivists. By incorporating a
shock field generator directly into a suit of
Sanctified Armour armour, anyone who successfully lands a blow
Upgrades: Any non-Primitive armour that against the wearer is rewarded with a shock as
provides 3 or more APs the current travels through their weapon and
Created with great care by Ministorum priests into their bodies. The wearer is grounded by
and often performed on the robes of militant virtue of the generator fields design equally
clerics and power armour of the Sisters of Battle, charging their armour, so he is at no risk of
sanctifying armour turns it into a bastion of holy shocking himself. Allies, however, are another
might against the corrupting powers of the warp story, and most shock field generators will have a
and the unclean. Sanctified armour nearly hidden emergency cut-off to facilitate a
always features engraved prayers or knit symbols wounded wearer being dragged away by a
on numerous areas, while large holy symbols are comrade. The elite White Hands of the Adeptus
set or hang over the chest and along each limb. Arbites on Scintilla are the largest known users
Finally, the entire suit is blessed and anointed of shock field generators, incorporating them
with sacred oils, taking on a glossy sheen that into their carapace armour as an extra line of
never becomes dirtied, no matter how many defence against the underhivers that they all too
blades strike it or heretic blood is spilled over it. often must go to war against.
Sanctified armour is often paired with an Any successful melee attack made against the
Ecclesiarchy Overlay to create a truly glorious wearer of a suit of armour with a shock field
tribute to the Emperors might in battle. generator can shock the attacker. If the weapon
Sanctified armour grants the wearer the is conductive anything not made of wood,
following benefits. First, it provides a +10 bonus glass, ceramite, or a similar material the
on Tests made to resist any direct psychic attack attacker must make a Toughness Test as though
or manipulation used against the user. they were struck with a weapon with the
Additionally, it provides full Armour Points Shocking quality. This effect targets the wearer
against attacks made of psychic force or warp in the arm (or leg, if making a kick) used to
energy that deals damage directly, as well as make the attack, and includes unarmed attacks
attacks made with the Warp Weapon effect. unless the wearer has some kind of non-
Finally, punches and kicks made by the wearer, conductive gauntlets or gloves.
whether using unarmed attacks for lighter
armour or the armoured gauntlets of carapace or
power armour, are considered to be Holy in
nature and will have additional effects on some

149

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