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Spac

Armoury TIME
Just because a large community actually has the
item a character seeks does not necessarily mean
The 41st Millennium is a dangerous place, rife that it is easy to locate. The larger the
with war and conflict, and if an Acolyte hopes to community, the more time it takes to track the
survive he must make sure that he is well armed item down. A community’s size determines the
and equipped. This chapter deals with some of base time it takes to find the item; see
the many types of weapons, armour and gear Availability: Population and Time for a
that exist within the Imperium. Equipment, baseline. Each Degree of Success on the Inquiry
especially weapons and armour, make up a vital Test reduces this time by a certain amount
part of an Acolyte’s resources and the difference (minutes, hours, days, weeks, or months,
between success and failure on a mission can depending on the base time). The GM should
often come down to having the right gear. make the roll in secret for particularly dangerous
or costly items, to emphasise the struggle and

Availability possible risks entailed by such searching.

Craftsmanship
Having the money does not always guarantee the
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 Ubiquitous to Unique. 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 item’s
modified by the Availability of the item; performance or weight (as detailed later), but in
Availability: Difficulty by Population provides cases of general goods and services, differences
a baseline modifier for Inquiry Tests to find an of quality are merely descriptive. The GM may
item in communities of different sizes. Influence reduce the Difficulty of certain tests, but it is
talents, such as Peer and Good Reputation, can entirely at his discretion. Unless specifically
grant a bonus to Inquiry Tests when going stated, the Craftsmanship of any object is
through relevant parties, such as Middle Classes considered Common.
and Workers on a hive world or Adeptus
Mechanicus on a forge world. In general, larger Craftsmanship Cost Multiplier Availability
communities tend to have greater access to rarer Best ×10 Drop 2 steps
and more valuable items due to the nature of Good ×3 Drop 1 step
trade and mercantilism in the Imperium. Common ×1 —
Poor ×1/2 Increase 1 step

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Availability: Difficulty by Population
Availability Population Below 1,000 Below 10,000 Below 100,000 100,000 or More
Ubiquitous Easy (+30) Automatic Automatic Automatic
Abundant Routine (+20) Easy (+30) Automatic Automatic
Plentiful Ordinary (+10) Routine (+20) Easy (+30) Automatic
Common Challenging (+0) Ordinary (+10) Routine (+20) Easy (+30)
Average Difficult (-10) Challenging (+0) Ordinary (+10) Routine (+20)
Scarce Hard (-20) Difficult (-10) Challenging (+0) Ordinary (+10)
Rare Very Hard (-30) Hard (-20) Difficult (-10) Challenging (+0)
Very Rare Arduous (-40) Very Hard (-30) Hard (-20) Difficult (-10)
Extremely Rare Punishing (-50) Arduous (-40) Very Hard (-30) Hard (-20)
Near Unique Hellish (-60) Punishing (-50) Arduous (-40) Very Hard (-30)
Unique GM's Discretion Hellish (-60) Punishing (-50) Arduous (-40)
Availability: Population and Time
Availability Population 10 million+ Below 10 million Below 1 million Below 100,000 Below 10,000
Ubiquitous One hour 30 minutes 10 minutes 5 minutes One minute
Abundant 1d5 hours One hour 30 minutes 15 minutes 10 minutes
Plentiful 1d10 hours 1d10 hours One hour 30 minutes 15 minutes
Common One day One day 1d10 hours One hour 30 minutes
Average 1d5 days 1d5 days One day 1d10 hours One hour
Scarce 1d5 weeks One week 1d5 days One day 1d10 hours
Rare 2d5 weeks 2d5 weeks One week 1d5 days One day
Very Rare 1d5 months 1d5 months 1d5 weeks 1d10 days 1d5 days
Extremely Rare 3d5 months 2d5 months 2d5 weeks 2d10 days 1d10 days
Near Unique One year 3d5 months 1d5 months 1d5 weeks 2d10 days
Unique 1d5 years One year 1d10 months 2d5 weeks GM's Discretion

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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 firer’s
shoulder in the case of certain weapons), 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
character’s 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 usually cannot be fired at targets more
either a melee, thrown, pistol, basic or heavy than 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 weapon’s 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 or bombs). 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.

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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 target’s Armour Points by the
weapon’s 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. very old. Ranged weapons of Best craftsmanship
Availability: This identifies the weapon’s never suffer from jamming or overheating when
availability (see the Availability section for more using normal ammunition. If a roll would result
information). in either of these occurrences, simply count it as
a miss instead. Melee weapons of Best
craftsmanship add a +10 bonus to tests made to
USING WEAPONS WITHOUT A TALENT
attack and add 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.

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They grant an additional bonus of +10 to the flamers have just one range, and when fired, cast
firer’s Ballistic Skill when used with an Aim fiery death out to this distance. The wielder
action; this is in addition to the bonus granted makes a Ballistic Skill Test to determine only if
from Aiming. When firing a single shot from a the weapon jams. If it doesn't, the weapon fires
single Basic Weapon with the Accurate quality successfully. All creatures in the flame’s path, a
benefiting from the Aim action, the attack gains cone-shaped area extending in a 30 degree arc
an extra 1d10 of Damage for every two Degrees from the firer out to the weapon’s range, must
of Success to a maximum of an extra 2d10. succeed on a Dodge (or Agility) Test or be struck
by the flames and take Damage normally. Like a
Balanced
Blast weapon, a character can only avoid the
Some weapons are designed so that the weight of
Damage if the edge of the affected area is no
the hilt balances the weight of the striking end,
further away than their Agility Bonus in metres.
making the weapon easier to wield while making
To calculate reduction from Armour, assume
quick manoeuvres. Balanced weapons grant a
anyone caught in the flame's path has been hit in
+10 bonus to Weapon Skill Tests made to Parry.
the body. If they take Damage, they must
succeed on another Agility Test or be set on fire.
Blast (X)
Cover does not protect characters from attacks
Many missiles, grenades and some guns create
made by Flame weapons.
an explosion when they hit their target. When
Normally when a weapon is fired without the
working out a hit from a Blast weapon anyone
appropriate talent or a heavy weapon is fired
within the weapon’s blast radius in metres,
without bracing, the wielder suffers a –20 or –30
indicated by the number in parenthesis, is also
Ballistic Skill penalty, respectively (see Dark
hit. Roll Hit Location and Damage individually
Heresy, Using Weapons Without a Talent,
for each person affected by a blast. Blast
page 126). As Flame weapons do not require a
weapons that inflict Damage from explosives,
Ballistic Skill Test to hit, anyone in the area of
flames, and similar sources can be avoided with
effect of the flames gains a +30 bonus to their
a successful Dodge Test, but only as long as the
Dodge or Agility Test to avoid Damage (but not
edge of the blast is no further away than their
to avoid catching on fire!) instead.
Agility Bonus in metres.
Flexible
Defensive Some weapons are made up from lots of loosely
A Defensive weapon, such as a shield, is connected segments or supple woven hides,
intended to be used to block an enemy’s strikes including chains and whips. Weapons with this
and is awkward when used offensively. quality lash about violently when used to attack
Defensive weapons grant a +15 bonus to tests and cannot be Parried.
made when used to Parry, but take a –10 penalty
when used to make attacks. Inaccurate
Weapons with this quality are either badly
Fast designed, woefully assembled, or simply
The size and speed of this weapon makes it hard intended for use at very short distances, and
for an enemy to protect against, especially when regardless of the care taken when used, offer
used to make nimble, darting attacks. little better than a lucky chance to hit. No bonus
Opponents take a -20 penalty to their Weapon is gained from the use of the Aim Action with
Skill Test when attempting to Parry an attack such weapons.
from a Fast weapon.
Overheats
Flame Certain weapons are prone to overheating, either
Flame weapons project a cone of flame out to the because of poor design, reckless overcharging, or
range of the weapon. Unlike other weapons,

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the use of superheated ammunition. When a cutting through modern armour. Any armour
weapon overheats, the wielder suffers Energy that does not also have the Primitive quality
Damage equal to the weapon's damage with a doubles its Armour Points against attacks made
Penetration of 0 to the arm location holding the by weapons with this quality. For example,
weapon (if the weapon was being held in both Guard Flak Armour (AP 4) hit with a Great
hands, the wielder is assumed to have taken Weapon (Primitive quality and Pen 2) would
damage to both arms, but does not suffer twice provide 6 points of armour: (4x2)-2.
the Damage). The wielder may choose to avoid
Proven (X)
taking this Damage by dropping the overheating
A Proven weapon has been masterfully crafted,
weapon; it lands somewhere within a 1 metre
uses extremely powerful ammunition, or
radius of the wielder. This is a Free Action. A
employs archeotech workings that increase its
weapon that has overheated must spend the
lethality. In all cases, weapons with this quality
Round afterwards cooling down and may not be
will reliably inflict terrible and traumatic injuries
fired again until the second round after
on their targets. A Proven weapon will list a
overheating. A weapon with this Quality does
rating number in parentheses; discard any die
not Jam, and any effect that would cause the
roll for Damage lower than this number and
weapon to Jam (i.e., sabotage, certain psychic
replace it with the Proven rating. For example, a
powers) instead causes the weapon to overheat.
weapon with a Proven (3) quality treats any
Damage die roll of 1 or 2 as if it were a 3 instead.
Power Field
Crackling arcane energies wreath a weapon that Razor Sharp
has this quality, drastically increasing is ability to A weapon with this quality has a phenomenal
rend flesh and armour as compared to a normal ability to split or pierce even the heaviest of
weapon of its type. When you successfully use armour when its blow lands just right. When a
this weapon to Parry an attack made with a Weapon Skill or Ballistic Skill Test for an attack
weapon that lacks this quality, you have a 75% with this weapon results in three or more
chance of destroying your attacker’s weapon. Degrees of Success, double the weapon's
Certain weapons, such as those with the Warp Penetration for that attack.
Weapon quality, are immune to this effect.
Recharge
After it has been fired, a weapon with the
Primitive
Recharge quality must spend time building up a
Weapons with this quality are perfectly deadly
charge before it can be used again. This weapon
against unprotected flesh but have a hard time

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can effectively only be fired every other Round. page 210 for more information on the effects of
Smoke.
Reliable
A Reliable weapon seldom fails, and are often Snare
based on tried and true technology, use simple Weapons with this quality are designed to
and effective workings, or are simply assembled entangle enemies. On a successful hit, the target
with a great amount of care and skill. If a must make an Agility Test or be immobilised.
Reliable weapon Jams, roll 1d10. Only on a roll An immobilised target can attempt no other
of 10 does it actually jam, otherwise it is simply actions except try to escape the bonds. He can
considered a miss. attempt to burst the bonds (a Challenging (+0)
Strength Test) or wriggle free (a Challenging
(+0) Agility Test) in his Turn. The target is
Scatter
considered to be Helpless until he escapes.
The standard ammunition of these weapons
spreads out when fired, hitting a wide area of the
Storm
target’s body. If fired at a foe within Point Blank
These are purpose-built assault weapons
range, this weapon scores an additional hit (use
intended to shred targets apart with a flurry of
Table 6-7: Multiple Hits on page 190 of Dark
rapid-fire projectiles. Weapons with the Storm
Heresy) for every two degrees of success on the
quality double the number of shots they fire on
attacker’s Ballistic Skill Test. However, the
any mode, and likewise double the number of
widening spread of small projectiles hampers its
hits scored on an enemy. For example, a Storm
effectiveness. If a character is hit by a weapon
weapon firing a Full Auto Burst scores two hits
with this quality at Long or Extreme range, all
for every degree of success, up to a maximum of
his Armour Points are doubled against that
twice the weapon’s listed firing rate.
attack.
Tearing
Shocking Tearing weapons are vicious devices, often using
Shocking weapons can Stun their opponents multitudes of fast moving jagged teeth or
with a powerful surge of energy. A target that fragmented or explosive ammunition to rip into
takes at least 1 point of Damage from a Shocking flesh and bone. These weapons roll one extra die
weapon, after reduction from Armour Points for Damage, and the lowest result is discarded.
and Toughness Bonus, must make a
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 weapon’s 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
Twin-Linked
point of impact. The screen lasts for 2d10
A twin-linked weapon is formed by combining
Rounds before dissipating, though adverse
two identical weapons together, which are fired
weather may reduce this time. See Dark Heresy,

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by a single trigger pull (or button press). Twin- Vicious
linked weapons are built this way in order to This weapon has a tendency to inflict savage,
increase the chances of scoring a hit on the ruinous injuries due to its great power or simply
enemy through the crude expedience of blasting from an innate lust for battle. Whenever a
more shots at them. This type of weapon is a Vicious weapon has a chance to score Righteous
popular feature on Imperial armoured vehicles Fury (that is, rolls maximum Damage on one of
where its bulk and rapid ammunition its dice) the extra Damage occurs automatically;
consumption are non-issues. A Twin-Linked there is no need for a second Weapon Skill or
weapon fires twice as many shots, on all modes, Ballistic Skill Test to confirm the extra Damage.
as the original weapons that were linked
together, and grants its firer a +20 bonus to hit
to his Ballistic Skill. The weapon may score one
additional hit beyond its normal total as long as
the attack succeeds by two or more degrees.
Finally, as each weapon has its own ammunition
feed, its reload time is doubled.

Unbalanced
Weapons with this quality tend to be overly large
or with weight focused on one end, allowing
them to make powerful attacks but preventing
quick defensive movements. A weapon with this
quality imposes a -10 penalty to Weapon Skill
Tests when used to Parry.

Unreliable
Badly maintained or constructed, or simply of a
sloppy design, these weapons are more likely to
misfire than others. An Unreliable weapon
suffers a Jam on a roll of 91 or higher on the
firer’s Ballistic Skill Test.

Unstable
Weapons with this quality use ammunition that
is both volatile and unstable and can react
unpredictably when detonated. When an
Unstable weapon scores a hit, roll 1d10. On a
score of 1 it inflicts only half Damage, on a score
of 2–9 it deals normal Damage, and on a score of
10 it inflicts twice the normal Damage.

Unwieldy
Huge and often top-heavy or slow to attack,
Unwieldy weapons are too awkward to be used
defensively. Unwieldy weapons cannot be used
to Parry.

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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 leaving it in direct sunlight, the charge
distinctive snap like the cracking of a whip when pack absorbing solar radiation at a rate roughly
the trigger is pulled. While there are many sufficient for one shot every thirty minutes,
variations of lasguns and pistols, produced in a assuming the sky is clear. In the absence of any
multitude of different styles and patterns, almost other methods, a charge pack can be thrown into
all use a totally interchangeable power pack open flames where it can soak up thermal
whose design is sanctioned by the Departmento energy. This takes around twenty-four hours,
Munitorum; Cadian lasguns facing the forces of and permanently reduces the pack’s Clip size by
Chaos near the Eye of Terror and las pistols half the first time it is charged in this fashion. A
carried by Adeptus Mechanicus Explorators in flame-charged power pack causes a las weapon it
the far reaches of Ultima Segmentum are is used in to lose the Reliable quality, if it has it,
powered by a functionally identical power or gain the Unreliable quality if it doesn’t. Each
source. The liquid metal core of the pack stores a time a pack is recharged in this way there is a
vast amount of thermal energy, and can be 30% chance it will burn out and be permanently
recharged from any sort of standard power rendered useless for any purpose other than
source ranging from hive hab conduits, serving as a paperweight.
shipboard transmission lines, or even the
generators of idling Imperial tanks. In a pinch,
simply exposing the charge pack to intense heat
or light over time will fill its reserves once more,
and Guardsmen cut off from resupply have been
known to toss their charge packs into campfires,
finding them blackened but usually usable and
charged in the morning.

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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 they’re
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 laspistol’s bolts. Hellpistols are somewhat
detriment of the weapon’s 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. Further, most hellpistols are
simply as the Khayer-Addin Duelling Las. Its equipped with an integrated micro-cogitator and
range is somewhat inferior compared to the omni-scope, making for faster aiming and more
Malfian design, but its use of a unique (and non- accurate shots as well as aggregating and
sanctioned) charge pack allows it to fire a more displaying useful tactical information.

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

11
with hotshot or overcharge packs, but gain the but can be recharged via a standard port
Overheats quality as their generators aren’t similarly to a las power pack. Because of its
designed to safely handle the extra power. Sollex strange appearance, its user does not appear to
las weapons have Scarce Availability on be armed if searched while carrying it unless the
Fenksworld and are Very Rare elsewhere. searcher is familiar with the Venom’s 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 Munitorum-
sanctioned power packs. It cannot be reloaded,

12
Las Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability
60
Assault Lasgun Basic 50m S/-/5 1d10+3 E 0 2 Full Reliable 4.5kg 250 - Average
(x2)
Hellgun Basic 110m S/3/- 1d10+4 E 7 30 2 Full - 6kg† 2,700 - Rare

Hellgun (D’laku) 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

Shotlas Basic 60m S/3/- 1d10+4 E 1 30 2 Full - 4kg 90 - 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 hotshot packs, allowing a skilled trooper a lot of
Class: Basic (Las) flexibility. Switching between charge packs is a
An unusual lasgun intended for use by Free Action; normally, this is used to switch
Imperial Navy boarding teams and equally from a depleted charge pack to the fresh one, but
popular among pirates and other scummers who it could just as easily be employed to switch to a
deal in up-close work, this sturdy weapon different type of charge pack while the first is
includes two separate receptacles for charge mid-clip. In melee, the Assault Lasgun is
packs. When one is depleted, the user can switch considered a mono-edged spear.
over to the other swiftly, effectively granting an
immediate reload. This has obvious utility in a Hellgun
situation where having to stop and fumble for a Class: Basic (Las)
fresh charge pack can have lethal consequences. Hellguns are the favoured weapons of the
It also features an integral bayonet for close Imperial Guard’s crack Storm Troopers, and are
quarters encounters. The Assault Lasgun’s range also frequently used by their Inquisitorial
is inferior to that of most others since the second counterparts as well. With heavy-duty focusing
charge port takes up valuable stock space and the equipment and triple-density discharge cells, a
barrel had to be shortened to keep its overall Hellgun is capable of burning through a heavily
length reasonable. armoured enemy with ease. In addition to a
This weapon can also be fitted with any greatly improved ability to defeat armour and
combination of standard, overcharge, and pierce cover, hellguns are typically fitted with a

13
built-in micro-cogitator and omni-scope that Very Rare on other Forge Worlds, and is
improves the shooter's accuracy as well as typically not encountered anywhere else.
aggregating useful tactical information. Though
they closely resemble typical if over-built lasgun Man-Portable Lascannon
patterns, a Hellgun is undeniably a professional Class: Heavy (Las)
weapon for professional soldiers. Most commonly encountered on Imperial
A Hellgun makes use of a capacitor weighing armoured vehicles, lascannons are devastatingly
10kg that is normally slung at the small of the powerful weapons capable of accurately
user’s back, with a cable power feed connecting punching through heavy armour at long range.
it to the gun’s charge port. This configuration By stripping down a vehicular lascannon of
provides the stated Clip size in the above table. extraneous hardware, a man-portable version
Larger power packs intended for prolonged can be created for use by heavy weapons teams
combat operations can be used instead; these or in fixed defensive positions. Lascannons
increase the Clip size to 120 and weigh 25kg. require separate power packs which cannot be
Hellguns can also make use of standard lasgun recharged once depleted, so they are virtually
charge packs though their power-hungry nature always deployed as part of a two- or three-man
consumes them quickly (its Clip size becomes 8). team and rarely moved during an ongoing battle.
If used with an overcharge pack, its Clip size A man-portable lascannon can be dismantled
becomes 3 and it gains the Overheats quality. into the lascannon (25kg), power pack (15kg),
Hellguns include a hard-wired Targeter, and tripod (10kg), allowing two or three
granting its user a +10 bonus to Ballistic Skill characters to move it around without becoming
Tests made to attack with it. This device does not drastically encumbered. Setting up or taking
count towards the weapon’s one sight limit. down a lascannon takes at least one minute.

D’laku 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 D’laku-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 Kantrael. It is powered by an with one hand, and can also be fired in melee as
external capacitor (weight 10kg) typically if they were pistols.
attached to the Secutor’s back, though it can Death Light Lasgun: Made to the
make use of both standard lasgun charge and requirements of Fenksworld’s Magnagorsk
overcharge packs (Clip size becomes 12 or 6, guild, the Death Light is another Sollex sect
respectively) or newer backpack units (weight product that produces fearsomely powerful las-
25kg, Clip size becomes 150). bolts compared to similar weapons of its size.
The D’laku Crusade Hellgun has an Officially known as the Sollex Pattern-IX, this
Availability of Scarce in the Lathe system and dense, sturdy weapon includes a folding stock

14
and is commonly used by low-ranking Tech- in the Calixis Sector who believe the increased
Guard soldiers. It can burn through the thick firepower merits the risk that their weapon will
insulation suits worn by many in the fail at an untimely moment.
Magnagorsk hive, and is sought after among Locke-pattern lascarbines can be used with
those seeking a reliable and potent weapon who overcharge or hotshot packs but can become
don’t mind the excessive weight of a gun dangerously unstable and gains the Overheats
designed for use by augmented Skitarii troops. rule. If the weapon overheats, roll 1d10. On a “9”
Sollex las weapons can use standard power or “10”, the Locke’s housing violently explodes,
packs but drain them more quickly than most ruining the weapon and inflicting Damage as a
due to their powerful beams. They can be used Frag Grenade (including the Blast size).
with hotshot or overcharge packs, but gain the Minerva-Aegis: Popular with the more
Overheats quality as their generators aren’t notable mercenary companies and private guild
designed to safely handle the extra power. Sollex armsmen, the Minerva-Aegis is a very
las weapons have Scarce Availability on sophisticated lascarbine that features a high
Fenksworld and are Very Rare elsewhere. cycle-charge chamber that can let off a rapid
Locke-Pattern: This lascarbine looks similar pulse of las-bolts. This advanced feature is a
to a Galaxy-pattern used by Cadian shock troops product of research on the Aegis Data Fragment
but with a significantly enlarged housing around which the Mechanicus has seen fit to title to the
the charge port and a heavier barrel. The Locke’s Takara Fane of Gunmetal City; in small measure,
discharge capacitors are grossly oversized, and it it is a mass-produced archeotech weapon, and a
fires a wide beam with significantly more punch sign of discerning judgment and ample funds
than common lascarbine models. However, its among those who wield them. Its complex
machine spirit has not taken well to this design requires the use of much higher quality
modification, resulting in frequent jams and raw materials than most lasguns which leads to
misfires. In spite of this, there are many shooters the Minerva-Aegis’ expensive cost, and its status

15
as the sign of a successful soldier of fortune. forces of Saint Drusus’ followers during the
Angevin Crusade, and can still be found in the
Mezoa-Pattern Lascutter armouries of various PDFs in the Calixis Sector,
Class: Heavy (Las) and some dusty (though still wholly functional)
Lascutters emit a dagger-shaped blast of examples hang on the walls of descendants of
extremely high energy and are most commonly warriors from that time. While official
used to cut through bulkheads and thick, heavy production of the Drusus Prime ended centuries
structure walls. Most lascutters are too large to ago, many of those extremely robust weapons
be used except on wheeled carriages or can still be found in use, and clones are
construction servitors: the Mezoa-pattern manufactured in smaller forges throughout the
mentioned here is one of the few that is small sector. According to collectors, “authentic”
and light enough to be man-portable. Lascutters Crusade-era lasguns can be identified by the
are markedly inferior to plasma or melta more detailed stamping of Saint Drusus’ likeness
versions of the same tool, but are also much on the housing, which is crude or absent entirely
easier and less dangerous to operate, and can be on reproductions. In all cases, these bulky and
used by anyone familiar with las weaponry. blocky weapons are very robust, and can easily
Mezoa-pattern lascutters are commonly used by be used as a bludgeoning melee weapon (treat
combat engineers to carve through barricades or this function as a staff).
bypass enemy ambushes in built-up areas. Mars-Pattern Mark III Lasgun: Made in
A lascutter can be used to cut through walls large numbers on the forges of Malfi and
and other large objects up to 5 cm thick at rate of Scintilla, this particular pattern of lasgun has
25 cm per round. This consumes one shot from been in use since M36 and was chosen as the
the lascutter’s Clip. The Mezoa-pattern lascutter standard model for most Imperial Guard
is powered by two standard lasgun charge packs, regiments raised in the Calixis Sector. It is
which are drained equally with each use and mentioned by name in the Imperial
must both be replaced when reloading. It cannot Infantryman’s Uplifting Primer as the
be used with overcharge or hotshot packs. “Guardsman’s Friend” and is combination of
easy to use sights and ergonomic grips make it
Lasgun one of the more popular lasguns employed by
the Imperial Guard.
Class: Basic (Las)
Roth Lightning Lasgun: An unusual pattern
Nothing is more synonymous with the
of lasgun, the Roth is fairly unremarkable at first
Imperial Guard and other ground troops than
glance until one recognises that its power packs
the lasgun. Ubiquitous and widespread, lasguns
are loaded into a port under the stock, rather
are reliable, sturdy, and exist in a myriad of
than the centre housing. By moving back the
different patterns and makes, most of which are
innards of the gun, the Roth can use a longer
similar enough to be considered the same
barrel while maintaining the standard lasgun
weapon. These common lasguns can be
profile. This pattern is favoured by
equipped with different sorts of charge packs,
sharpshooters who operate in situations where
and all include the appropriate hardware to
the more accurate but unwieldy long las can
attach a one-handed melee weapon as a bayonet.
impair movement.
Because of their extremely high production
Stormfront Lasgun: This is a “local variant”
figures, lasguns are used by cultists, gangers, and
of the very widespread Kantrael and is only
other foes of the Imperium almost as often as its
encountered in any large numbers in the Calixis
loyal defenders. Some more exotic patterns of
Sector. A polished wood stock and brass
lasguns are listed here.
hardware create a more “classic” look than the
Drusus Prime-Pattern: This simple lasgun
blockish greens and camouflaged polysteel of
was made in large numbers to equip the growing

16
other lasguns, and its suitability for use in close scavenged from all sorts of hardware, with a base
combat with a folding bayonet makes it popular cost of 2 Thrones and an Availability of Plentiful
with Guard regiments that favour assaults, such on Hive and Forge Worlds and Abundant on
as the Brontian Longknives. If used as a melee most others.
weapon, treat the Stormfront as a mono-edge
spear with the Balanced quality. Long Las
Class: Basic (Las)
Laslock The long las is a sniper’s lasgun, heavily
Class: Basic (Las) optimized for accuracy and beam cohesion over
Sometimes known as “blaze guns” or “las- long range. Because of their substantial barrels
muskets”, these are extremely primitive and and adjustable stocks, a long las is difficult to
rudimentary lasguns that are often scratch built manoeuvre in tight spots or in close combat,
by scav-workshops and insurgent armourers; though this is a minor concern to most common
they are not manufactured commercially or used military users. Most long las are fitted with a
by any official Imperial authorities. Laslocks are large tubular noise dampener at the muzzle
variously assembled from industrial components which significantly reduces the volume of the
or ruined lasguns that have been shoddily gun firing. Long las are most often used by
reconstructed, and are powered by clunky marksmen to support infantry attacks, the
battery units and temperamental power greater range and precision being highly useful
capacitors. Their reliability is far lower than for destroying heavy weapon teams and
common lasguns, both in terms of shots fired as entrenched troops. However, the bright beam of
well as the power of the beam itself, and a laslock light can give away a concealed shooter's
is just as likely to produce a very large and position; as a result, military scouts and
powerful blast as it is a fizzle of sparks. infiltrators who rely on stealth will typically
Laslocks cannot be used with any normal employ needle rifles instead.
power packs. Their battery units can be

17
All common long las patterns are considered A shotlas increases its Damage by 1 at Short
to have a silencer installed, and usually include a Range and 3 at Point-Blank Range, and requires
telescopic sight which can be replaced with other two charge packs to be fired. Both charge packs
sights with an Easy (+30) Trade (Armourer) are depleted at the same rate and so both must
Test or an Ordinary (+10) Tech-Use or Trade be replaced when reloading. A shotlas may be
(Technomat) Test. used with overcharge packs provided they are
installed in pairs too.
Multi-Laser
Class: Heavy (Las) Twin Lasgun
Multi-lasers are variously described as fast- Class: Basic (Las)
firing lascannons or giant hellguns, and are Also known as a Lasburst Gun, twin-barrelled
highly effective weapons against enemy infantry lasguns of this type were once popular as far
and lightly armoured vehicles. A multi-laser fires back as the Age of Apostasy due to their heavy
in long bursts of powerful concentrated las-bolts firepower. With both barrels firing a single
that pale into comparison to a full-size intense beam, a Lasburst can inflict savage
lascannon but can still punch through common oblong wounds on those hit by it. However, they
infantry armour with ease. This makes them have always been finicky and temperamental
excellent suppression weapons, and as a result weapons, and with the Imperial Guard’s
they are most frequently employed on Chimera emphasis on guns with high reliability since then
armoured personnel carriers and Sentinel this sort of weapon was doomed to obscurity. No
walkers where they can feed from the vehicle’s major forges have produced twin lasguns for
power systems and support attached soldiers. millennia, but many of the old models are still in
Because of their power requirements and the use by mercenaries and hunters, and a few lesser
inability of portable supports to adequately munitions factories are known to produce
stabilize them, multi-lasers are never deployed as replicas for those who don’t mind their tendency
infantry-portable weapons. to chew up charge packs.
If a twin lasgun jams, there is a 50% chance
Merovech Shotlas that its charge pack is ruined.
Class: Basic (Las)
The shotlas is the broadly unintentional result POWER PACK BOMBS
of efforts to create a fast-firing yet inexpensive Guardsmen who are “in the know” have been
lasgun by several minor forges within Calixis. able to improvise their lasguns into bombs by
Furnished with three lightweight shrouded cutting out certain safety features and setting the
barrels and drawing from two separate charge charge packs to build up a runaway energy
packs at once, the weapon tended to disassemble reaction. Such a manoeuvre would only be
itself under the effects of fully automatic fire, sanctioned during an emergency, such as to
and moreover lacked any kind of accuracy at cover a withdrawal or prevent weapons from
distance due to excessive vibration. With the end becoming captured by the enemy, but can also
result more resembling a "las shotgun" than a make for a nasty surprise by clever (or devious)
hellgun, only the Merovech Combine chose to mercenaries and other ex-Guard fighters. Any
deliver the weapon anyway and market it exactly basic or pistol-class las weapon with a charge
as that. With the full automatic setting deleted, pack that is at least half of a full charge can be
the shotlas is at least as reliable as common slug- made to explode like a Frag Grenade with a
throwers; moreover, there are no shortage of Difficult (-10) Tech-Use Test. The gun
shooters who can appreciate having a weapon explodes 1d5+1 Rounds later. If the gun happens
with the close range firepower of a shotgun that to be loaded with a hotshot pack, increase the
can still engage an enemy at greater distances. blast's Damage by 2.

18
SOLID PROJECTILE
WEAPONS
Commonly known as “slug-throwers”, solid
projectile weapons are extremely common
throughout the Imperium and are popular
among Imperial servants and citizens as well as
renegades and recidivists alike. While a distant
second to las weapons in the ranks of the
Imperial Guard, members of the Inquisition and
Adeptus Arbites often use solid projectile
weapons, and gangers are especially pronounced
about their love for slug-throwers: ease of
manufacture, versatility in combat, bewildering
array and varieties, and, of course, the satisfying
sound they make when rattling off bullets at a
foe. Slug-throwers can offer a weapon for all
occasions, and many gunslingers live by the
simple maxim, “Where there’s a will, there’s a
gun.” Handheld solid projectile weapons tend to
be broken down into two major categories:
autoguns and stubbers.
Autoguns are synonymous with the
Imperium’s forges and monitories, with the first
patterns coming into being during the Great
Crusade and propagating throughout the galaxy
since. Today there are likely as many styles of
autoguns as there are stars, and they come in all
shapes and sizes, from simple autopistols that
can be strapped to the side of a ganger’s 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 worlds isn’t unknown. Stubbers have by and
as the guns themselves, and it isn’t unheard of large been replaced by autoguns in the millennia
for bullets to be used as currency on some since the formation of the Imperium, but some
particularly brutal worlds and among underhive styles have persevered in spite of their antiquity,
scummers. and the occasional stubber design of a totally
Stubbers are far older, and go back as far as new vintage has rolled off more than a few major
known history reaches. Compared to autoguns, forges in the last millennia.
stubbers use metal-cased ammunition, spraying To use the various classes of solid projectile
hot spent cartridges into the air when fired. On weapons you must have the Pistol Training (SP),
the whole they are significantly simpler than Basic Weapon Training (SP) or Heavy Weapon
autoguns, and finding indigenous stubber Training (SP) talents.
patterns on more highly-developed feudal

19
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

Hecuter 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 85 - 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 2 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 weapon’s entry, while the

20
fanes and forges in the Calixis Sector produce combat. They are considered part of a ship’s
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 pistol’s 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 ship’s hardware and
throw away than to reload. Even the most systems. In a pinch, they can also be used with
destitute of the Imperium’s 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 don’t 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
Hecuter 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 pistol’s grip is
pistols”, this exceptionally well-made autopistol occupied by a muzzle-loading shotgun chamber,
is one of Hax-Orthlack’s most famous products, giving the weapon a very boxy and, according to
and for centuries Hecuters have flown off the gangers, “business-like” look. This pistol is
forges of Gunmetal City into waiting holsters as produced explicitly for Lord Hax’s 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 Magistratum’s approval
put aside their differences if only to agree on the of brutally efficient weapons, and there are more
superiority of the Hecuter’s 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 firer’s discretion but cannot shoot
Navy, naval pistols are solid and rugged, easily both in the same round. The shotgun's sharp
being capable of being used as a club in melee recoil imposes a -10 penalty to the user’s Ballistic

21
Skill unless the weapon is held in two hands or available parts, and Talon shooters have been
the firer has a Strength Bonus of 4 or more. 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 Salvation’s 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

22
chambered to fire huge, custom-made soft alloy major hive and forge world. The Belasco
rounds that break apart on impact to cause Deathworks also produce this pistol, and while
horrific wounds. Intended as a last line of having a higher quality of fit and finish, their
defence should a hunter be ambushed by a version somehow still jams just as often as the
dangerous thin-skinned predator, there is an underhive knock-offs.
expression among professional game hunters Because of its monstrous size and recoil, even
that anything that can’t be put down with both among hand cannons, the .54 Tranter is
shots from a Flametongue is probably something considered a Basic weapon unless the shooter
that shouldn’t be hunted in the first place. has a Strength Bonus of 4 or higher.
Flametongue rounds have a base cost of 10 Westingkrup “Carnodon” Precision Pistol:
Thrones each and are Rare. No mere blunt tool, the Carnodon is finely made
and well-balanced, with some claiming it fits in
Hand Cannon the hand better than many lighter autopistols.
“Hand Cannon” is a common expression to This stub automatic is intentionally designed to
refer to very large stub automatics or revolvers resemble a bolt pistol, bulky yet elegant, and is
that are intended to fire heavy-calibre shots. an accurate and powerful weapon when placed
Pistols of this type are not combat weapons by in skilled hands. Carnodon pistols fetch a high
design – most are intended for use in hunting price in arms markets, so wearing one is a sign of
dangerous creatures, but their large and high status among underhive gangs in Scintilla’s Hive
velocity projectiles can be used to fell men just as Sibellus, while more than a few troopers of the
easily as beasts. Most only hold a few thumb- Adeptus Arbites have spent their own wages to
sized bullets within them, and shooters who pick up a Carnodon of their own thanks to its
intend to take hand cannons to a gun battle are many positive qualities (not the least of which
well advised to aim carefully. A hand cannon's being the intimidation factor of blowing a
fierce recoil imposes a -10 penalty on Ballistic ganger’s head clean off). A few have also been
Skill Tests made to attack unless the shooter picked up by Acolytes of the Calixian Conclave
holds the weapon with two hands or has a and enforcers of Calixis’ great houses.
Strength Bonus of 4 or more. Revolver-type Khayer-Addin “Fate Bringer” Revolver: A
hand cannons can be unjammed as a Half perfectly balanced and sleek pistol, this very
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, flowing shape. Well-
with an operating system more commonly found made revolvers of this type are commonly used
on full size autoguns. Because they use a to “settle affairs of honour” among hive nobles
removable clip rather than an internal cylinder, as 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 man’s 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
weapon’s 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 pistol’s 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 it’s 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

23
package. For less than the price of most would ordinarily be forbidden; this makes it
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 don’t show up on scanners
inspectors, and as a self-defence weapon by more or auspex as weapons. Mariette barrel-cylinders
paranoid civilians. Its size and weight allow it to are themselves Rare items with a base price of
be used as a club in melee combat, and most 100 Thrones each, cannot be configured with
feature a wide pommel for just this purpose. 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 it’s “a mercy if it kills what
conventional twin-barrelled shotgun cut down you’re 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 what’s being shot at.
surprise to pull out of a boot holster or a grav- In the Volg hive, the provision of Mercy Killers
car’s 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 ganger’s holster giving their unique
innocuous object, such as a data-slate, or hidden creation. These pistols are tied to the Myrmidon
around the wearer’s 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

24
Sector. Would-be Tech-Priest armourers under being fitted with a Fire Selector upgrade. They
tutelage are given complex and randomly can use any special ammunition used by
incomplete patterns for this weapon, and autopistols or stub pistols, and count as a Best
through skill and divination must produce a Craftsmanship weapon when wielded by the
complete pistol to the satisfaction of their Tech-Priest that crafted it.
master. Once completed, this examination pistol
is vaporised on a plasma-fired altar to the Volg “Ripper Clip” Pistol
Machine God and the aspirant is granted the Known locally as the “zip gun” or “chopper”,
equivalent of a journeyman’s title. It is quite this bulky pistol is purposely designed to be as
common for Tech-Priests who have studied at cheap as possible to manufacture and maintain.
the Panopticon, even high-ranking Magi, to The Ripper Clip is made from industrial spares
continue to make Panoptic pistols in this and crude pressed metal parts, and might pass
ritualistic way as a form of meditation or while for a construction tool such as a nailer or riveter
contemplating a difficult task. Sometimes these at first glance. The riveter appearance is further
reproduction pistols are retained as a personal compounded by the sheet metal strip, holding a
armament, given as a gift to a favoured servant, line of stubber bullets, which is forcibly
or offered for sale to interested buyers. wrenched through the pistol as it fires, clattering
These intricate automata-guns feature two to the ground along with the hot bullet casings
separate ammunition cylinders and count as when the weapon is expended. Despite the gun’s
many shortcomings, there’s 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
target’s body. After shredding through flesh and
bone, the fragments release a potent neurotoxin
into the victim creature’s bloodstream to ensure
that if the grievous wound didn’t 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

25
be just as effective against men as beasts, such household troops and mercenaries throughout
use would be excessive in every sense of the the Calixis Sector. The design is copied from the
word, and even using a bolt pistol would be a far traditional Scorpio-pattern naval pistol popular
more economical option. throughout Segmentum Obscurus, and Hax-
Ripper Pistols use specialty ammunition that Orthlack has been mass producing this stubber
is considered Very Rare with a base cost of 100 for almost as long as its forges on Scintilla have
Thrones each. A true expert’s weapon, Ripper been operating. The Armsman-10 has been
Pistols cannot be used with any other type of contracted to Lord Hax’s Magistratum cadres as
ammunition. their standard sidearm since that organization’s
inception, though it can be found on many other
Shotgun Pistol worlds in the employ of a variety of owners.
A Shotgun Pistol is a compact weapon holding Armsman pistols are machine-stamped with the
a single shotgun shell and using a tip-up barrel insignia of the contracting organization at the
to facilitate reloading. Simple and reliable, time of manufacture, and the more rare
shotgun pistols have a variety of applications in examples lacking this sigil or cipher are
close-range destruction, but are perhaps best considered unlucky by the more superstitious
known in naval circles where they are often shooters. Perhaps due to its association with the
carried by petty officers and bosuns to heavies of various establishments, the Armsman
discourage mutiny among press-ganged crews. is encountered much less frequently in the hands
Shotgun pistols are known as “Persuaders” of underhive gangs and other scummers.
among ratings and anyone else with a nautical Dorcas-Pattern Trophy Automatic: Once
background, and may be referred to by any manufactured on Cantus in the Markayn
number of more colourful titles (“Foehammer”, Marches, this pistol became widely associated
“Castigator”, “Justicar”, and so forth) by with the Insurrection there in 440.M41. Many
terrestrial users. Dorcas pistols were taken from the battlefield as
A shotgun pistol's fierce recoil imposes a -10 trophies by victorious Guard regiments, and
penalty on Ballistic Skill Tests made to attack after the Insurrection was concluded the pistol
unless the shooter holds the weapon with two became something of an award in and of itself.
hands or has a Strength Bonus of 4 or more. 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 pistol’s grip and eject spent
loading port which allows fresh clips to be
bullet casings to the shooter’s 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, it’s likely that there’s 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,

26
exceptionally common sidearm among in Gunmetal City where Westingkrup’s forges
Administratum adepts who refer to it as the turn out many of these pistols every day, the
“Sigma-9” after the opening code-line of the average ganger seeks to carry almost anything
relevant requisition form needed to obtain one. else. This scorn is entirely unfounded; those who
The Fane of Doru in Gunmetal City and the live fast and die young in the underhive view its
Belasco Deathworks on Malfi (where it is known ubiquity as a “hab-prole’s” gun and cannot see
as a “rake” in local parlance) notably produce past that to any of its finer features. Scalptakers
this pattern and export it throughout the sector. are the most common individual pattern of stub
revolver in the Calixis Sector, and almost any
Stub Revolver accomplished shooter has handled one at least
Stub revolvers are among the most basic and once, with some still swearing by its humble
simplistic slug throwers still in use in the efficiency in the face of countless more expensive
Imperium today. Weapons of this type were and “superior” makes.
likely among the first firearms ever made by The Scalptaker’s 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 weapon’s 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 faith’s
eternal. In the unlikely event that a sub
revolver should Jam, clearing it takes only
a Half Action instead of a Full Action.
Westingkrup Model 20 “Scalptaker”:
An enviable example of robust and
utilitarian design, the Scalptaker is a
fantastically reliable pistol, firing true after
almost any amount of abuse or
mistreatment. This fact is not lost on
professional fighters, frightened hivers
and frontier colonists alike, who often
choose the Scalptaker as a backup sidearm
over more powerful pistols for this very
reason. However, in the depths of Infernis

27
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
Storm, Tearing,
Assault Cannon Heavy 120m -/-/10 3d10+4 I 5 200 3 Full 50kg† 7,000 - Very Rare
Unreliable
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 - 3kg 115 - Average


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

Auto-Stubber Basic 60m S/3/- 1d10+4 I 0 20 Full Inaccurate, Reliable 5kg 80 - Average

Combat Shotgun 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
10 2 Full
Persecutor Basic 35m S/3/- 1d10+4 I 0 Reliable, Scatter 7kg 500 - Rare
(x2) (each)
Vanaheim Basic 40m S/3/6 1d10+4 I 0 15 Full Scatter 8kg 300 - Average

Heavy Stubber Heavy 120m -/-/10 1d10+5 I 3 200 2 Full - 35kg 750 - Scarce

Bulldog Heavy 100m -/-/8 1d10+5 I 3 40 Full Reliable 26kg 1,500 - Rare

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

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

Pax Factorem Heavy 170m S/2/- 1d10+5 I 3 5 Full Accurate, Unreliable 18kg 750 - 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 2 Full Inaccurate, 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 50 - 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 “Absolution” Sniper Rifle is an oddity among
Class: Basic (SP) weapons manufactured there, being an explicitly
The Fykos Forge is best known for its high military design with a functional and no-
quality and expensive hunting weapons, and nonsense appearance. While lacking in frills and
there are many among the Calixian elite who aesthetic features, the Absolution is built to the
consider a Fykos-made gun as a prerequisite for same standard of accuracy and quality as any of
any kind of serious expedition. The Fykos’ much more ornate and expensive hunting

28
Assault Cannon
Class: Heavy (SP)
Assault cannons are among the most
powerful slug-throwing weapons in
production, and are a relatively “new”
armament as far as the Imperium’s arsenal
goes. Six rotary barrels are spun by an external
motor to force a vast volume of diamantine
slugs into the air, and a powered ammunition
feed forcibly stuffs new rounds into the gun at
a blistering rate. Because of their extremely
rapid consumption of ammo and staggering
recoil, assault cannons are almost always
deployed as a vehicular weapon, and even a
mighty Space Marine would have some
difficulty using one as a handheld armament.
Assault cannons use high-calibre bullets that
are not interchangeable with any other
weapons. The listed Rate of Fire and Clip size
are purely statistical conveniences; in realistic
terms, assault cannons can fire over a thousand
shots in a single Round. An assault cannon
requires an external ammunition hopper
weighing 35kg to gain the stated Clip size.

Echon Mark III Assault Stubber


Class: Basic (SP)
Heavy stubbers are used by a variety of
instruments. Absolution rifles are far less
forces, including some Imperial Guard
ubiquitous than Guard-favoured long las
regiments, as a support weapon for advancing
weapons and simplistic and basic compared to
assault troops. The weapon’s bulky and unwieldy
needle rifles used by snipers and assassins alike,
size is detrimental to this role, however, and
but they have the advantage of versatility as they
some enterprising arms makers have concocted
are designed to use cheap, commonly-available
a specialized stubber more useful for attacking
autogun ammunition. This sniper rifle is used in
on the move. It is essentially two heavy stubbers
limited numbers by Lord Hax’s Magistratum
with shortened barrels in a stripped-down,
enforcers on Scintilla, and has found some
shared housing which puts forth a large volume
followers among the Adeptus Arbites and other
of shots at once. An assault stubber also has a
security forces.
number of features designed to make it easier to
This weapon has a built-in silencer and
manoeuvre, such as a top-mounted pistol grip,
includes a telescopic sight, which can be
and the weapon is designed to be fired from the
removed and replaced with other types of sights
hip. This assault stubber is not manufactured in
with an Easy (+30) Trade (Armourer) Test or
the Calixis Sector but has been imported in large
an Ordinary (+10) Tech-Use or Trade
quantities, and is a favoured weapon for
(Technomat) Test. It can be used with any type
mercenary companies and some Planetary
of autogun ammunition.

29
Defence Forces who require mobile firepower ammunition. Most autoguns are similar enough
but can’t obtain or afford bolt weapons. to be considered the same type of weapon, while
An assault stubber includes a backpack ammo some more unique patterns are listed here.
pack weighing 25kg that provides the stated Clip Alcher Mark IV Combat Autogun: A fairly
size, and is considered a heavy stubber for the simple weapon among autoguns, this pattern can
purposes of compatible specialty ammunition. be widely found in the arsenals of many PDFs
throughout the Calixis Sector. The basic controls
Autocannon (one shot or full automatic) are well-suited
Class: Heavy (SP) towards troops in those organizations whose
Another ancient weapon, autocannons are training usually isn’t as good as their
basically large-bore stubbers that fire monolithic counterparts in the Imperial Guard, and the
solid shells at a modest rate. The hammering of Alcher employs larger-size clips than most
an autocannon is often sufficient to stop a autoguns to keep up with the rapid shooting.
charge by a large amount of troops, either by its Armageddon-Pattern Autogun: This pattern
fearsome report or simply blowing through of autogun has its origin on the war-torn world
swaths of the enemy ranks. Autocannons are of the same name in Segmentum Solar, and
typically installed on Imperial armoured vehicles many of the Imperium’s foes who have invaded
but are also commonly used as heavy support that planet found themselves cut down by its
weapons by two-man teams, though some large-calibre bullets. In the Calixis Sector clones
especially burly soldiers have been known to of this pattern are manufactured by the Belasco
man-haul an autocannon around by themselves. Deathworks as well as lesser forges on Malfi, and
Autocannons are fed by a removable drum, after being heavily used during the Tranch
which is usually tended to by the second man in Insurrection it is widely distributed in the
a heavy weapons team. Malfian Subsector. Uncomplicated, loud, and
Autocannons use high-calibre bullets that are lethal, the Armageddon is an unapologetic brick
not interchangeable with other types of weapons. of a gun that can make an effective melee
weapon simply on the providence of its heavy
Autogun construction and shrouded barrel (treat as a staff
when used in this way), and many examples have
Class: Basic (SP)
stood up to abuse and kept shooting in ways that
Autoguns are a staple weapon across the
would make lasguns seem fragile.
Imperium, and after lasguns are likely the most
Hax-Orthlack Creed-9 Autogun: There are
common rifle-type gun handled by Imperial
few autoguns better suited for close-quarters
citizens. They are simpler than lasguns and can
warfare than the Creed-9. This Orthlack gun is
be cheaply manufactured on worlds which are
based off of an out-sector pattern formerly used
less developed, but any sort of implied inferiority
by Naval boarding parties, and makes many
flies in the face of their ubiquity in hives and
compromises to improve its handling. Made
frontier worlds alike. Most autoguns are rapid-
with lightweight materials and using a collapsing
firing automatics that use standardized low-
wire stock, the Creed-9 is only slightly larger
calibre caseless rounds, easily stocked on almost
than military autopistols and is a favoured
any world in the Imperium, and many hive cities
weapon for numerous kill squads and private
stockpile huge caches of these weapons with
troops of noble houses and Chartist Captains.
which to arm the middle-hive citizens in the
Many of Lord Hax’s Magistratum enforcers in
event of a planetary invasion. Autoguns can also
Hive Sibellus carry these compact autoguns
be commonly found in the employ of gangers
under their long green coats to ensure that they
and recidivists, household enforcers, PDF
are always well-armed against scummers who
soldiers, and even some xenos have been known
aren’t deterred by their reputation for excessive
to wield weaponry compatible with Imperial

30
force. Because of this association with
elites and professional troopers, many
Creed-9s sport numerous upgrades such
as red dot sights, expanded mag-ports or
fire selectors.
The Creed-9 is compact enough that it
imparts a -10 rather than -20 penalty to
Ballistic Skill Tests if wielded with one
hand, and can also be fired in melee as if
was a pistol.
Cadence “Spectre” Assault Device:
One of the few widely known weapons
produced by Cadence, the Spectre
deserves its superlative title. Technically,
it is a heavily reinforced autogun with a
tri-mag shot selection system, giving it a
huge volume of fire and the ability to
seamlessly switch between different
ammunition types. There is also an
integral shotgun mounted below the main
barrel shroud, giving the user even more
firepower and a hidden heavy punch to
boot. A finely crafted and functional
weapon in every respect, the Spectre is
intended for use by mercenaries and other
heavies expecting to get into serious
firefights. The weapon’s only real
detractors are those who question its high
complexity and cost among autoguns, which lacking in precision and good looks, an auto-
isn’t far off from that of an unquestionably stubber's simple construction and generous
superior bolter’s. tolerances mean it can keep firing even after
The Spectre may fire as an autogun or shotgun suffering horrendous abuse. No major forge or
but not both during the same Round, and is manufactorum produces auto-stubbers in the
considered to have three individual Clips with a Calixis Sector, but the fact that they can be built
built-in fire selector upgrade already installed. with very basic machinery and equipment means
a whole slew of minor factories and workshops
Auto-Stubber can churn these weapons out on the cheap.
Class: Basic (SP) Auto-stubbers are commonly the purview of
Though largely superseded by autoguns for hive gangers and low-grade enforcers, though
many millennia, self-loading stub rifles are a more irregular PDF troopers might be seen with
class of weapon that has stubbornly refused to them as well.
succumb to irrelevance. Compared to most Auto-stubbers can fire any kind of stub pistol
common styles of autoguns, an auto-stubber is ammunition.
an overbuilt gun that tends to jerk about in the Combat Shotgun
shooter's hands as its heavy operating parts rattle
Class: Basic (SP)
off bullets and spew smoky metallic casings like
Combat shotguns are bulky, hard-hitting
a malfunctioning auto-quill. However, while
weapons designed to shoot the same type of

31
shells as those commonly used by frontier more like oversized autoguns with huge
settlers and hunters, the ability to blast apart an ammunition drums and function on a similar
unarmoured target just as applicable in a hive as basis, while others are intentionally designed like
on the plains. A combat shotgun is separated pump-action versions except with a self-loading
from other shell-firing smoothbores by its self- feature. Combat shotguns of this type have a
loading operation, with some having more in Clip size of 8 and take 2 Full Actions to Reload,
common with autoguns than other shotguns. but can load a single shell as a Half Action,
Combat shotguns hammer out an intimidating useful for quickly employing specialty
racket when fired, and while they may be ammunition. Some unusual patterns found in
something of an unofficial symbol of the the Calixis Sector are listed here.
Adeptus Arbites, their firepower is appreciated Cypra-Mundi “Ironclaw” Shotgun: Naval
by other Imperial organizations and criminal combat shotguns such as this one are designed to
enterprises alike. Most combat shotguns look withstand the rigors of the void and have a
reinforced and weighted stock, making it
A GALAXY OF BULLETS... perfectly functional as a close combat weapon
Lasguns, with a few exceptions, can be powered (use the weapon profile of a staff). Ironclaw
by a charge pack made just about anywhere in shotguns are common shipboard weapons
the Imperium. Slug-throwers have no such within Battlefleet Calixis, and numerous
benefit, often featuring a bewildering range and merchant vessels, Chartist ships and other
variety of bullets, cartridges, and rounds of voidfaring types have followed suit with large
ammunition that could fill entire tomes just storage lockers that unlock automatically to arm
from the guns made on a single forge world, the crew against boarders or to suppress
nevermind an entire sector. The following is a mutinies. Of course, more than a few rating
general rule-of-thumb for Acolytes to consider rebellions have succeeded in the capture of a
when choosing a solid projectile weapon. ship specifically because a large volume of
Stub Weapons: Stub automatics, stub revolvers, Ironclaws were accidentally released into their
hand cannons, hunting rifles, heavy stubbers, hands via the same method.
and some other weapons use stub ammunition. Persecutor-Pattern Riot Gun: This specific
These metallic-cased bullets generally can only pattern is produced by a number of fanes and
be used in a single type of gun; bullets meant for forges in the Calixis Sector as a dedicated
a stub automatic might be usable in other stub enforcer's weapon, although some precinct-forts
automatics, but could never be used with a hand of the Adeptus Arbites are known to favour this
cannon or heavy stubber. style of shotgun as well. The Persecutor is a
Autoguns and Autopistols: These types of rugged, blocky shotgun that stores its shells in
weapons use caseless ammunition that can be two parallel tubes above the barrel, allowing the
used in many different types of weapons; caseless shooter to have two full clips' worth of shells
bullets that fit in an autopistol will fit in an loaded at once, with a clockwork mechanism
autogun just as well. Unless otherwise stated in automatically switching over to the second tube
the weapon's description, autoguns and when the first runs dry. The double-tube
autopistols can freely share bullets between one configuration can also be used to store specialty
another without any issue. ammunition, such as shock or snare shells, with
Everything Else: Autocannons, Ripper Pistols, a simple lever selecting which tube to load shells
and other large or unusual solid projectile from. Finally, the Persecutor features an
weapons will typically make use of their own integrated shock pad that projects out above the
type of bullet which cannot be used with any barrel; this feature is handy for controlling
other guns. Sometimes, these types of weapons disturbances, freeing the shooter up from
will have a specific cost and Availability listed for retrieving a secondary weapon by simply
their ammunition as well.

32
jamming the business end of his Persecutor into Heavy Stubber
the face of a miscreant. Class: Heavy (SP)
The Persecutor is considered to have two Another ancient weapon that is still in use due
individual Clips with a fire selector upgrade to its mechanical simplicity and ease of
already installed, and can be used in melee as a manufacture, heavy stubbers are one of the few
standard shock staff. military stub weapons that can commonly be
Vanaheim Skitarii Assault Shotgun: A found in the arsenals of many armed forces.
terrifying weapon made even more so by the Most Imperial Guard regiments have replaced
Skitarii Tech-Guards often wielding them, these weapons with bolters, but a few holdouts
Vanaheim shotguns are brutally efficient remain, and there are still quite common among
weapons that form the standard armament of smaller PDFs and as mainstay support weapons
most Skitarii-Provosts charged with enforcing on lower-tech worlds. The more professional
law on forge worlds controlled by the hive gangers also seem to be able to acquire these
Mechanicus. Skitarii are as uncompromising as weapons with alarming frequency, and many
the Vanaheims they carry and use these gang wars have come to an abrupt end thanks to
shotguns to violently put down everything from a grav-car with a heavy stubber pintle-mounted
hab-worker crime rings to full scale labour-helot in the rear compartments.
uprisings (with equal force). A heavy stubber can be equipped with an
The Vanaheim includes a built-in red-dot ammunition drum instead of a belt hopper,
laser sight which does not count against the reducing its Weight to 30kg, Clip size to 40 and
weapon’s one sight limit as well as retractable Reload time to a Full Action.
saw-bladed bayonet, allowing the Vanaheim to Bulldog Heavy Stubber: Lightened and
be used as a mono-edge axe in melee. shortened, the Bulldog heavy stubber is a

33
support weapon used primarily by Arbitrators in Calixis Sector, and according to some can put
heavy combat and suppression operations. With two bullets through one hole a kilometre away.
a shorter barrel and cut-down housing, the Allegedly the design was the work of Angevin’s
Bulldog's handling and portability is greatly personal gunsmith, while some explanations go
improved compared to common patterns, and a that the Nomad is far older and hails from a line
second grip mounted above the barrel allows it produced on Holy Terra itself. Either way, Fykos
to be fired from the hip. Indeed, the Bulldog Forge produces perhaps ten of these exquisitely-
lacks normal sights of any kind, relying on a crafted weapons in a year, invariably to
built-in motion predictor to riddle its targets commission and even then only to those who
with large-calibre bullets. While nominally actually intend to use the weapon (the artisans of
intended as a support weapon, the reduced size Fykos Forge considering it a grave insult to treat
and mass mean it can be used in an assault one of their weapons as a "wall-hanger"). Each
configuration, and Arbitrators issued the one is customized to some degree, either for
Bulldog are well known for employing its auto- length of stock, trigger shape or pressure, or the
tracking features for short-range room clearing choice of materials for the housing. It includes a
and other actions usually reserved for shotguns. bracket for mounting a sight though none are
After the Adeptus Arbites, the most common included with it as any true hunter will doubtless
user of the Bulldog are better-funded enforcer already have the exact one they’d like to use.
outfits, such as Lord Hax's Magistratum, but The Nomad uses special stub ammunition
select numbers of mercenary groups and security which is considered Rare, with a base price of 20
guilds are known to employ the weapon too. Thrones each.
The Bulldog includes a built-in motion
predictor. Its superior handling characteristics Raffir "Pax Factorem" Rifle
treat the shooter as though they had the Bulging Class: Heavy (SP)
Biceps talent as long as they have a Strength The Pax Factorem is Scintillan example of
Bonus of at least 4. massive, brutish rifles designed to chamber and
fire large stub bullets normally used in heavy
Hunting Rifle stubbers. Producing monstrous recoil and a
Class: Basic (SP) fierce flash at the muzzle, weapons of this type
Hunting rifles are accurate and powerful can flatten enemies behind cover or protected by
stubbers that can commonly be found in the most common forms of personal armour, and
hands of frontier settlers and expert hunters the easy availability of stubber rounds on most
alike. Simple and robust to a point, most hunting worlds will not leave the shooter suffering for
rifles are manually operated repeaters that can lack of rare and costly ammunition. The great
drop game (beast or otherwise) from a long mass and length of the weapon make it
distance in the hands of a skilled shooter, and cumbersome to heft around, and as a result it is
while by and large a civilian’s weapon, many most frequently used from a stationary position,
have been pressed into use in more combat- typically a vantage point where the wielder can
oriented roles where they are still quite set up and observe the area below. In Gunmetal
functional. Most common hunting rifles include City Raffir-made weapons are often favoured by
a telescopic sight. gangers and fane heavies alike, and "portable
cannons" like the Pax Factorem aren't
“Nomad” Hunting Instrument uncommon in the employ of snipers and
Class: Basic (SP) assassins that lurk among the gantries, heating
Possibly the most famous weapon produced in ducts, gargoyles, statuary, and gleaming lumen-
Gunmetal City, the Nomad is unquestionably banners that form the hive's sky. Many revolts
the most accurate slug-thrower available in the and "labour disputes" have been brought to an

34
end by the death of a leader on one side, often extreme conditions, and this particular pattern
via a shot from a Raffir rifle, and the calm that has caught on with scavengers who get
follows is commonly thought of as the origin of dangerously close to geothermal heat sinks and
the weapon's name. plasma reactors whilst looking for appealing
Pax Factorem rifles can fire any ammunition junk to collect.
usable by a heavy stubber. The weapon can also The Slayer is compact enough that it imparts a
be used with custom hand-loaded bullets -10 rather than -20 penalty to Ballistic Skill Tests
(considered Rare with a base cost of 20 Thrones if wielded with one hand, and can also be fired in
for a full clip), in which case it loses the melee as if was a pistol.
Unreliable quality.
Naval Shotcannon
Pump-action Shotgun Class: Heavy (SP)
Class: Basic (SP) A massive shotgun-like weapon, shotcannons
Simple and practical, pump-action shotguns are explicitly designed tools of mayhem meant to
are manually-operated slug-throwers which lay waste to boarders within the confines of a
replace a standard shotgun’s lower barrel with a ship’s companionways and passages. A
tubular ammunition supply. Popular with
settlers defending their homes and gangers in
search of cheap firepower, all could agree that
there are few things as satisfying (or terrifying)
as the sound of a shotgun’s pump being racked.
Much like stubbers, shotguns of this type are a
truly ancient design that likely predates known
history, and have been produced by major forges
and scav-workshops alike for their low cost and
high capacity. Most common pump-action
shotguns can load a single shell as a Half Action,
useful for deploying specialty ammunition.
Westingkrup “Slayer” Pump Shotgun: The
Slayer is a classically functional design from the
Westingkrup Fane in Gunmetal City, intended
as a backup weapon for vehicle crews and PDF
troopers, but can now be commonly found
among a variety of users throughout Calixis. The
Slayer can be instantly recognized by its blockish
body and stockless design, ending in a simple
pistol grip that allows for quick aiming, even in
confined spaces. It is said that almost as many of
these shotguns end up in the hands of deep-hive
scum as are supplied to the Munitorum for
reasons which remain unclear, although one
cannot criticise their choice of weapon. One
local variant, referred to as the “Bonefinger”, is
crafted from heat-resistant ceramics and used
for hunting dangerous Scoldbats in the upper
reaches of Hive Tarsus. A weapon made of
conventional materials might warp fail in such

35
shotcannon’s shells are more than twice the size stock and firing mechanism, all constructed to
of those of most shotguns, and can reduce a man safely fire an enormous shell nearly twice the size
into a spray of flesh and clothing even through of those used in standard-size shotguns. Each
reinforced void suits. Due to extreme recoil, Blackhammer shell is custom-made and filled
shotcannons are typically operated from fixed with dozens of pellets the size of stub rounds,
positions or on mag-tripods where they can be backed by a massive charge; the Blackhammer’s
quickly deployed against the deck or any other high quality construction is necessary to prevent
available surface. the gun from coming apart when it fires.
A shotcannon's Scatter quality may score Blackhammer shotguns are intended for use as
additional hits on targets up to 10 metres away. emergency “failure to stop” weapons by hunters
Shotcannon shells are designed to function and explorers on dangerous feral and death
within a void environment, and the shotcannon worlds, but examples have turned up in the
loses the Unreliable quality when fired there. hands of under-hive gangers who put their
Shotcannon shells have a base cost of 15 Thrones massive firepower to good use in obliterating
each and an Availability of Scarce around large rival scummers and other victims.
space stations and planetary dock yards, while The Blackhammer’s Scatter quality may score
the shells and shotcannon itself have an additional hits on targets up to 5 metres away.
Availability of Rare elsewhere. Unless the firer has a Strength Bonus of 4 or
higher, the weapon's crushingly powerful recoil
Shotgun imposes a -10 penalty to Ballistic Skill Tests
Class: Basic (SP) made to hit with it. Blackhammer shells have a
Shotguns are among the most basic ranged base cost of 20 Thrones each and are Very Rare.
weapons mass-produced in the Imperium. Volg Meat Hammer Scattergun: Volg’s
Elaborate patterns manufactured by large forges violent gangers have created an even more brutal
may have polished wood stocks and inlaid and savage variation on common shotguns to
designs, while humble metal and resin housings stamp their authority on any who dare cross
are typical for those made in scav-workshops them. The Meat Hammer, so named for its
and on low-tech worlds, but at their core all ability to turn the flesh of its victim into a
standard shotguns consist of a pair of chamber- splatter of unrecognisable bits, is a triple-barrel
barrels into which one shell each is loaded. Being open-choke shotgun which fires all three shells
so rudimentary and uncomplicated, even at once. Though crude and ungainly, its
cheaply made shotguns will almost always fire firepower can all but annihilate a living body,
when the trigger is pulled even after enduring and when fired at point-blank range (as Volg
incredible abuse or neglect, a fact not lost on all gangers are wont to do) can even punch through
matters of Imperial citizens from settlers and light personal armour on sheer force alone.
hive-workers to gangers and Administratum The Meat Hammer will violently disassemble
inspectors. A shotgun can load one shell at a itself due to unbalanced recoil forces if
time as a Full Action. Both barrels can also be attempted to be fired with anything other than
fired at once which gives the attack the Tearing three of the same type of shells loaded.
quality. The vast majority of shotguns in the
Imperium fall into this weapon type; a few more Westingkrup Steadholder Rifle
unique patterns available in the Calixis Sector Class: Basic (SP)
are listed here. Made in the millions by Westingkrup and
Scatheros “Blackhammer” Defence copied by dozens of lesser forges throughout the
Shotgun: Notorious for its sheer destructive Calixis Sector, the Steadholder is a heavy-calibre
power, the Blackhammer comprises of a stub rifle loaded by a very distinctive lever
carefully fitted barrel to an equally well-crafted mechanism. The Steadholder may not be the

36
finest or most famed weapon to come from despite its obvious drawbacks, and this uniquely
Gunmetal City’s forges, but it is the absolute line Volg weapon has somehow ended up being
between death and starvation on the margin of produced in large numbers by the lesser forges
many worlds and justly respected for that. on Fenksworld and exported to cheaply supply
Steadholders and their clones are by and large low-grade PDF troops and the private arms
intended for use on frontier and agri-worlds as market across the sector. A real brute to use,
basic, no-nonsense weapons for hunting and especially for long periods, it’s unsurprising that
protection from wild creatures, but many never “Crank” gunners are often marked by noticeably
leave the worlds they are manufactured on, overdeveloped right arms.
frequently appearing in the hands of low-rent
thugs and under-hive scum. A considerable Void Speargun
number have wound up in the hands of Class: Basic (SP)
Redemptionists, who issue these “saviour guns” A straightforward and easy-to-use weapon,
to new (and often untrained) initiates where void spearguns are designed to tear holes in void
their low cost and ease of maintenance can be suits. Most models use a simple recoilless gas
put to good use. discharge system to propel a hardened spike at a
Steadholders can fire any type of stub pistol reasonable speed, but some models are even
ammunition. simpler and take the form of a heavily modified
crossbow. Being struck by a void spear can cause
Volg VI “Crank Cannon” Stubber serious injury or death if the victim is
Class: Heavy (SP) particularly unlucky, but the main application is
The Volg VI has one simple virtue – extreme in ripping a hole in their void suit which will
ease of manufacture. The “Crank Cannon” uses generally cause them to become extremely
cheaply made parts and standard heavy stubber distracted in trying to repair the rip before they
ammunition; it is a purely hand-powered suffer from decompression. Obviously, this
weapon, the firer literally cranking a handle to weapon is only meant to be employed during
grind ammo belts through the breech and rotate void operations, but it can still be used (at
the weapon’s quadruple barrels. Crank Cannons extremely close ranges) inside of ships as well.
are installed in great numbers throughout Volg’s Five void spears and a gas cartridge sufficient
exterior industrial works to be manned by the to fire them cost 1 Throne and are Scarce outside
worker-exiles in the event that some of the of environments where they are commonly used
under-hive’s more treacherous forms of (such as dock yards and space stations). In
“wildlife” come up for a meal. The “Big Six”, as it atmosphere, a void speargun cannot be fired at
is popularly known, has proven a great success anything at Long or Extreme range.

37
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 Marine’s
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 wielder’s connections (or guile…).
Bolt weapons are loud and thoroughly
terrifying to see in action, and the distinctive
noise made by their bolts sailing towards an
unfortunate foe can be a potent weapon in and
of itself.
Bolters are literally as old as the Imperium
itself, and have been firmly connected to it
from the beginning. Techno-barbarians that
savagely fought for control of Terra during the
Age of Strife wielded early bolter-like
weapons, and their unification by the Emperor
led to bolters becoming synonymous with the

38
Bolt Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability

Angelus Basic 120m S/-/- 2d10+2 X 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-De’az 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-De’az 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-De’az 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 Forge’s 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 gun’s 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

39
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 weapon’s 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-De’az-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-De’az 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 Emperor’s Bolt Pistol
judgement and of the Sister’s personal Class: Pistol (Bolt)
connection to her faith. Carrying a bolt pistol is a sign of the wearer’s
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 bolt’s
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 Imperium’s
as a bayonet, allowing the shooter to rip open greater forges for issuance to Imperial Guard

40
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 squad’s 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 commissioner’s
Intimidate Skill Tests when used to threaten exact biometric data. This counts as a Best
anyone familiar with the Commissariat’s 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 Inquisitor’s Handbook, page circuit in the grip ensures only that hand can fire
232 for more information). the pistol.
Godwyn-De’az-Pattern: A companion piece Sacristan Bolt Pistol: This class of bolt pistol
to the Godwyn-De’az boltgun, this pistol is a is produced under license for the Ordos Calixis

41
by the Fane of Orthlack on Scintilla, this fully-automatic boltguns designed for heavy
association immediately marking it as an suppression and destruction of enemy infantry
“Inquisitor’s Sidearm”. The Sacristan’s killing and light vehicles. Heavy bolters fire a larger 1-
power is augmented by a grav-accelerator inside calibre bolt that gives them dramatically more
its bulky housing that increases the velocity of its power and improved range, and dug-in heavy
bolts, making it somewhat more potent than weapon teams armed with this type of bolter can
most bolt pistols. This is an attractive feature to tie up a very large opposing force. Heavy bolters
Inquisitors and their minions who wish to keep are common weapons on Imperial armoured
away from overt displays of power by only vehicles, with Twin-Linked mounts featured on
packing a sidearm, and while few would doubt a super-heavy tanks and fixed defence turrets. A
bolt pistol’s efficiency at killing, fewer still would heavy bolter is fed via an attached ammunition
doubt a Sacristan’s. drum and can be ported by one man, with an
The Sacristan's sharp recoil imposes a -10 assistant carrying a tripod and additional bolt
penalty on Ballistic Skill Tests made to attack shells. Particularly brawny troops or those in
unless the shooter holds the weapon with two power armour have been known to schlep a
hands or has a Strength Bonus of 4 or more. 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 one’s 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 one’s robe or a hidden pouch on the fires special custom-crafted bolts charged with
wearer’s 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, psycannon’s 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 psyker’s 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

42
Ministorum, and the knowledge to create these firer, who must also Test Agility or be set on
weapons is wisely and carefully guarded. fire). Likewise, Spitfire ammunition that is hit by
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 grenade’s 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 bolts one implement of the Emperor’s wrath. A storm
that are Extremely Rare with a base price of 250 bolter can literally saw a well-armoured target in
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 bolter’s
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 Imperium’s forge worlds, such as Ryza in
sensation among Volg’s 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-De’az-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-De’az 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 Spitfire’s ramshackle payload. worthy of such withering firepower. It is
Spitfire shells are far from stable and any Jam exceptionally rare outside of their ranks.
result automatically incurs an Explosive Mishap
(if the shell explodes, Damage is directed at the

43
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 whatever’s on the other side. similar ways. While doubtlessly inferior to those
Most work by combining highly-pressurised of the Imperium’s 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 they’re 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 meltagun’s 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 Vicious 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 Vicious 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
Blast (1), Extremely
Mars Heavy 60m S/-/- 4d10+12 E 14 10 2 Full 40kg 15,000 -
Vicious Rare
Thermal Lance Heavy 10m S/-/- 2d10+4 E 12 2 2 Full Accurate 55kg 3,000 - Rare

44
extreme rarity they are also statements of the clergy as awards to high ranking allies that have
wearer’s power and status just as much as their 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 Seraphim’s 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 its Penetration.
although a few have leaked out of the red robed

45
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 weapon’s Clip
A meltacutter’s 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
world’s 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 manufactorums on
monitored, leading to frequent delays in
Mars. Those reserved for the elites of the
obtaining spare parts or opening new
Machine Cult are significantly more efficient,
production lines.

46
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 melta’s 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 weapon’s 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 of 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 won’t 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

47
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 weapon’s 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 weapon’s
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 weapon’s 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- who’s 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.

48
Plasma Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability

Phased Plasma Gun Basic 100m S/2/4 2d10 E 6 - - Special 12kg 1,500 Lathes Very Rare
Blast (1), Overheats,
Plasma Blaster Basic 60m S/-/- 2d10+8 E 8 6 2 Full 20kg 7,500 - Very Rare
Recharge, Vicious

Plasma Cannon Heavy 120m S/-/- 2d10+10 E 8 80 5 Full Overheats 38kg† 8,500 - Very Rare
Blast (3), Overheats,
(Maximal) 4d10+10 E
Recharge, Vicious
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

Phased Plasma Gun automatic fire. This configuration is broadly


Class: Basic (Plasma) similar to an innovative method employed by
This singular variant of plasma gun is an the secretive tech-artisans of Clove, which has
exclusive weapon of the Venatorii "Crimson sparked discussion of intrigue among the more
Guard" of the Lathe Worlds, constructed with scholarly adherents of the Cult Mechanicus. A
peculiar but undeniably effective secrets of tech- phased plasma gun's firepower is somewhat less
artifice known only to the forgemasters of those consistent as a result of its bizarre and eclectic
planets. A phased plasma gun is not a wholly power systems, but it represents a wholly
independent weapon, requiring an integrated superior platform to common plasma weapons
link to the bearer's potentia coil in order to used throughout the Imperium, and for exactly
function properly; this prevents it from falling that reason it will likely remain in absolute
into the "wrong hands" while simultaneously control of the Venatorii.
mollifying a number of existent problems that A character must have both the Basic Weapon
plague most types of plasma weapons. A phased Training (Plasma) and Exotic Weapon Training
plasma gun can dissipate dangerous energy (Integrated Ranged Weapons) to use a phased
overloads through the bearer's potentia coil and plasma gun without penalty. A phased plasma
bio-power systems, and while uncomfortable to gun gains the listed profile when connected to
say the least, the weapon can be used without the wielder's potentia coil, which requires a Half
concern of it turning into a molten fireball. Action and a successful Ordinary (+10) Tech-
Furthermore, energy from the bearer's linked Use Test. While connected, a phased plasma
potentia coil is employed in an unusual but gun does not Jam or overheat; an attack that
functional method to improve the plasma gun's would result in a Jam simply misses while
refire rate, the using a directed pulse to split the inflicting 1 level of Fatigue on the on the wielder
outgoing hydrogen bolt in an approximation of as their potentia coil absorbs the excessive
energy. As long as the wielder's potentia coil is

49
charged, a phased plasma gun has an unlimited benefit from large liquid cooling systems to
Clip size and does not need to be reloaded. minimize the possibility of dangerous
Should the weapon become disconnected, it overheating. No Imperial Guard regiments make
rapidly becomes inert; the Clip size becomes 1d5 use of plasma cannons in the infantry role, but
and the weapon gains the Overheats quality. See well-funded (and brave) elite mercenaries acting
the Weapon Upgrades section for more under the authority of rich noble houses and the
information on Integrated Weapons. A phased personal troops of Rogue Traders have been
plasma gun has an Availability of Very Rare in known to port these frighteningly potent
the Lathe system, Near Unique on other Forge weapons around with them.
Worlds, and is typically not encountered Plasma cannons can be fired on a Maximal
anywhere else. setting for greatly increased firepower. Firing in
Maximal mode consumes six shots from the
Plasma Blaster weapon’s Clip and gains the Damage and Special
Class: Basic (Plasma) Qualities listed. The plasma cannon rules listed
A plasma blaster is a crude but functional assume the firer is equipped with a backpack
expedient designed to create a weapon with ammo pack weighing 25kg which provides the
similar firepower to a plasma cannon that is stated Clip size. A plasma cannon can be used
significantly more portable. Twin barrels are with standard plasma flasks in a pinch, with two
powered by a single set of standard plasma flasks flasks providing a Clip of 4 (and disallowing
and fusion generator, creating a significantly Maximal fire).
more potent ball of starstuff that can wipe out
multiple enemy troops at once as well as defeat Plasma Gun (Ryza)
light vehicles by slagging through their armour. Class: Basic (Plasma)
A number of concessions had to be made to Plasma Guns are the most common form of
obtain this firepower in a (reasonably) plasma weapon in use within the Imperium, and
lightweight package, and plasma blasters suffer many well-organised Imperial Guard regiments
from a significantly shorter range and lower include a plasma gunner in each squad of
number of shots available thanks to more rapid veteran troops. While this is something of a
and less efficient consumption of hydrogen. dubious honour, giving plasma weaponry’s
Plasma blasters include a functional if dangerous generally temperamental nature, only a minority
rapid reloading system that violently ejects spent of Guardsmen would honestly rather use their
plasma flasks from the weapon’s housing, standard-issue lasgun after seeing the efficiency
leaving the firer only needing to insert fresh of their plasma gun in vaporising the enemy.
ones. Care must be taken to ensure that no body Ryza, a forge world in Ultima Segmentum,
parts are in the path of these jettisoned canisters produces the largest share of plasma weapons in
as examples of the errant vessels penetrating use in the Imperium. For reasons still unknown
flakboard walls have been noted. to most, the techno-magi of Ryza understand the
art of plasma weaponry better than any other
Plasma Cannon save for perhaps the Martian priesthood
Class: Heavy (Plasma) themselves, and plasma weapons manufactured
Monstrous weapons in every definition, on this world are of exceptional quality and ease
plasma cannons are essentially grossly oversized of use. Ryza’s plasma weapons are found
plasma guns that can cause utter havoc on the everywhere from the holsters of high-ranking
battlefield as blasts of solar intensity are flung Imperial officers to the main batteries of
about. Plasma cannons are most often found Warhound Scout Titans.
attached to Imperial armoured vehicles where Plasma weapons made on Ryza generally
their mass and necessity for external include a Maximal setting which discharges a
ammunition supplies are non-issues, and can much larger blast over longer range. Firing on

50
Maximal depletes readily available plasma
within the fusion chamber, and the
weapon cannot be fired again until it
refills (gaining the Recharge quality as
described). Firing on Maximal consumes
3 shots from the plasma weapon’s Clip,
and cannot be used if it does not have at
least 3 shots left.
Clovis Mark IV: This curious plasma
gun is produced on the hive world of
Clove in the Hazeroth Abyss and is
capable of rapid-fire. Its plasma blasts are
somewhat smaller and less intense than
those of comparable patterns, but the fully
automatic capability is of immediate
interest to tech-scholars and other
artificers. According to those who have
studied it, the Clovis plasma gun makes
use of rapid dilation and contraction of its
magnetic containing fields to release swift
spurts of plasma, effectively chopping up
a single charge into multiple smaller
projectiles. While crude in design, this
capability represents a feature from the
ancient past of plasma weaponry, and
there are some within the Machine Cult
that believe the tech-artisans of Clove
might have acquired a partial STC or data
fragment from the Dark Age of
Technology and are guarding it jealously,
with this Mark IV plasma gun as a product of and design. While certainly functional and
that knowledge. deadly enough, these plasma guns typically lack
The Clovis plasma gun has a Maximal setting a Maximal setting and are significantly more
similar to those made on Ryza that can be bulky and heavier to schlep around due to their
employed on either single shots or semi-auto inefficient induction coils and unnecessarily
bursts. If fired on semi-auto the Clovis totally large fusion core. The sheer volume of plasma
depletes its energized hydrogen and must wait guns produced by Ryza makes them similar in
two Rounds instead of one while the fusion core number to those from lesser forges combined,
builds up a plasma charge. Firing on the but the inferior characteristics of these sub-
Maximal setting consumes 3 shots (9 if fired on standard patterns does tend to reduce their black
semi-auto) and cannot be used if it doesn’t have market cost, and having any plasma gun is
at least that many shots remaining in its Clip. certainly better than having none at all.
Mezoa-Pattern: Mezoa-pattern plasma guns, Mark III Sunfury Assault Gun: A high-
manufactured on that world in the Gothic power weapon issued to some Imperial Guard
Sector, are typical of any number of “lesser units that often must face heavily armoured foes,
grade” plasma guns that hail from forge worlds the Sunfury is an example of a deliberately
without Ryza’s intimate knowledge of their art simplified plasma gun that is easier for

51
Guardsmen and PDF troopers to handle. It lacks Clip, and cannot be used if it does not have at
a Maximal setting and has a reduced range least 3 shots left.
compared to similar plasma weapons, but its Kronos-Pattern: The Kronos plasma pistol is
normal power shots are of a significantly greater a “local” product of the Lathe Worlds in the
intensity so as to eliminate the need to switch Calixis Sector that is unique for its
between modes and deal with the recharge time. extraordinarily powerful Maximal setting. With
The tech-artisans of forges with the ability to an absurdly oversized fusion unit and heavily
produce higher-quality plasma guns tend to reinforced muzzle emitter, the Kronos can rival
derisively refer to these hard-hitting but simple an inferno pistol’s raw destructive ability while
weapons as “plasma clubs” due to their offering more “modest” firepower with normal
perceived use as the guns of under-trained and shots. Aside from only being able to fire on
thuggish troops. single shots, it is otherwise similar to plasma
pistols manufactured on Ryza. Just why this
Plasma Pistol (Ryza) potent instrument of the Omnissiah’s divine fury
Class: Pistol (Plasma) is available for sale (at exorbitant price, of
Plasma pistols are favoured sidearms of high- course) while the Tech-Priests covetously guard
ranking Imperial servants, wealthy nobles and lesser weapons and equipment remains another
inscrutable Rogue Traders. With a highly inexplicable mystery of the Mechanicus.
condensed fusion core and miniature magnetic When fired on the Maximal setting, the
acceleration coils, plasma pistols have a reduced Kronos consumes 5 shots from its Clip; this
range compared to full-size plasma guns but feature can’t be used if it has less than 5 shots
their firepower at distance is unmatched among remaining. The Kronos gains the Recharge
similarly sized weapons. Plasma pistols are quality when fired on the Maximal setting, but
powered by a single flask that is installed in a must spend two Rounds rather than the
socket ahead of the trigger, and often have standard one before it has finished recharging.
ornate and ergonomic grips that further increase Khayer-Addin “Wrath” Plasma Pistol: This
their value and the showmanship of their plasma pistol is heavily optimized for accurate
wielders. As with plasma guns, the finest pistols shooting and long range, making it extremely
are made on Ryza where the art of plasma unusual among other plasma weapons. Though
weaponry is still understood, and these finely fully capable of use as a combat weapon, the
crafted weapons are likely the single most famed Khayer-Addin forge of Gunmetal City has
common pattern in Imperial service. Fairly designed this gun as a duellist’s piece. It lacks a
standard and utilitarian versions are brought Maximal setting and can’t be fired on semi-
into battle by veteran Guard leaders, tank automatic, typical for plasma weapons that are
commanders and even the Princeps of mighty manufactured outside the purview of the master
Titan walkers, while more decorated and flashy tech-artisans of Ryza, but its accuracy is superb
pistols can be spotted at the hips of Inquisitors, as far as pistols go. Finely crafted, and
Cardinals, and other elite Adeptus. correspondingly rare, these pistols are most
Plasma weapons made on Ryza generally commonly used by the segment of Scintilla’s
include a Maximal setting which discharges a nobles who view duelling as not only a means to
much larger blast over longer range. Firing on settle affairs of honour but also to make
Maximal depletes readily available plasma within absolutely sure that the offending party won’t be
the fusion chamber, and the weapon cannot be insulting them (or anyone else) again. At least a
fired again until it refills (gaining the Recharge few have also wound up in the hands of
quality as described). Firing on Maximal accomplished gunslingers that hold accuracy
consumes 3 shots from the plasma weapon’s and takedown power above volume of shots.

52
well over species gaps.
FLAME WEAPONS Flame weapons of the Imperium typically use
Flamers, as they are more popularly known, are a highly flammable substance known as
indiscriminate terror weapons used to displace Promethium to produce their terrible effects.
entrenched enemies and bring the light of the Promethium is refined on many worlds from a
Emperor to all matters of His foes. All flamers variety of substances, including the atmosphere
work in roughly the same manner, projecting of gas giants, ancient organic mineral deposits,
gouts of burning fuel at the target, and have been and even frozen liquids encountered on ice
used by mankind in some form or other since worlds. It is used for a variety of purposes other
the dawn of time. They are reasonably simple than immolating the enemies of the Emperor,
weapons, most consisting of a canister of fuel, an such as fuel for many types of vehicular engines
air compressor to shoot the fuel at the target, an and as a base component for numerous everyday
ignition system, and a housing with controls to commodities. Promethium intended for use in
store it all. By and large flamers manufactured flamers is designed to spontaneously combust on
by scav-workshops in underhive slums are of contact with oxygen, and is of a thick
similar utility to those churned out in mass from consistency so it sticks to whatever it lands on.
Imperial forges destined for Guard regiments, Those not killed by the initial fireball will die
and it isn’t difficult to find a flamer on almost horribly as the sticky, slow-burning gel
any world in the hands of all sorts of users. The immolates them down into blackened heaps.
Sisters of Battle and Redemptionist cults are Other combinations of chemicals and volatile
particularly fond of flamers due to their substances can be used if Promethium is not
“purifying” effect on the sinful and wicked, while available, and most Imperial flamers include a
the famed Catachan Jungle Fighters are known pilot light to ignite these substitutes.
for their almost psychotic love of burning To use flame weapons without penalty, a
enemies out of heavy foliage and other sorts of character must have the Pistol Training (Flame),
cover. Numerous breeds of xenos make use of Basic Weapon Training (Flame), or Heavy
flame weapons as well, the threat of being lit on Weapon Training (Flame) talents.
fire one thing that usually communicates quite

53
Flame Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability

Flamer (generic) Basic 20m S/-/- 1d10+4 E 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 arm’s 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 fire’s 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 “Hax’s 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

54
within a sealed suit of armour are immune to Hand Flamer
this effect. Nightfire fuel costs twice as much as Class: Pistol (Flame)
standard flamer fuel and is considered Rare. Hand flamers are just as they sound: a flamer
Salamander Assault Flamer: The Salamander cut down in size to be used as a pistol-like
started out as a field-improvised weapon rigged weapon. Although they have a very short range
up by Enginseers at the front during the Tranch thanks to a much smaller air compressor, at
War, and was picked up by several forges in the “personal” distances a hand flamer is an
Calixis Sector after many Guardsmen found its exceptionally effective weapon. Warriors who
performance to be exceptional for the fast-paced favour close combat often employ a hand flamer
open warfare there. Salamander flamers use an in their off hand to soften up a group of foes
inert propellant gas combined with a wide, thin before righteously smiting them with their melee
nozzle that forcefully sprays Promethium over a weapon. The Sisters of Battle and particularly
significantly wider area. Troops equipped with zealous members of the Ecclesiarchy are perhaps
Salamander Assault Flamers can burn down a the most enthusiastic users of hand flamers, for
numerically superior force with total ease, and much the same reasons as they enjoy the full size
against lightly armoured foes like cult mobs the counterparts as well. Just as with normal flamers,
effect is spectacular to say the least. hand flamers are reasonably simple weapons,
Salamander flamers project flame over a 45 and the majority of all patterns manufactured in
degree arc rather than a normal 30 degree arc as the Imperium can fit into this description. A few
described in the Flame quality. with some more unique features are listed here.
Cadence “Destroyer” Pistol: A weapon
Gas Torch produced only to commission by the mysterious
Class: Basic (Flame) Cadence tech-artisan cult, the Destroyer is an
Gas torches are industrial tools that project an extremely sophisticated hand flamer that uses
incandescent vapour used to clear away fungal force-compression technology similar to that of
growths and other obstructions (vermin nests, a plasma weapon to create a superheated
desiccated corpses, and so forth) from a hive thermal-incandescent blast that burns far hotter
city’s labyrinthine duct-systems. While not and with greater fuel efficiency than most other
intended for use as a weapon, the availability of flame weapons. About the only thing that the
gas torches to low-rent gangers and other Destroyer has in common with other Imperial
underhive scum see them pressed into service as hand flamers is the ability to use standard-size
improvised flamers that can still be perfectly Promethium fuel canisters. This flamer has a
deadly as many unsuspecting rival gangs and strong association with the Inquisition of the
upper hive enforcers have fatally discovered. Calixian Conclave, and if the stories are to be
Gas torches use bulky packs of pressurised and believed, the first commissioner of the Destroyer
highly reactive gas to produce their effect. If an was none other than the legendary Inquisitor
individual wearing a gas torch is attacked from Ark-Ashten of the Ordo Xenos.
behind and suffers Damage, there is a 50% Seraphim Hand Flamer: Like much of the
chance that the gas tanks rupture and explode, Adepta Soroitas’ reliquary-arsenal, hand flamers
dealing 2d10 Explosive Damage with a Blast of 4. issued to elite Seraphim jump troops are
The wearer suffers double that Damage result exceptionally well-crafted weapons that are a cut
and may not make an Agility Test to try and above their more commonplace counterparts.
avoid the blast. Seraphim who have demonstrated particular zeal
Gas Torches have an Availability of Average in punishing the enemies of the Emperor may
on Hive Worlds and are Rare on most other swap their bolt pistols for a pair of these
developed worlds within the Imperium. excellent hand flamers and use them to great
effect in annihilating swaths of lesser foes. An

55
efficient canister socket allows fresh Heavy Flamer
Promethium tanks to be loaded with much Class: Heavy (Flame)
greater speed than most flamers, an invaluable Enormously oversized flamers sometimes
advantage to Sisters hurtling through the air on sporting two nozzles, heavy flamers are designed
their jump packs. Seraphim hand flamers to bring fiery ruin to huge swaths of terrain at
include an additional function that projects a once. The great amount of flaming Promethium
very short burst of flame that consumes minimal hurled out by these weapons more closely
fuel, and those Sisters that carry these superior resembles an inferno at a processing plant than a
pistols can use them effectively in close combat. battlefield weapon, and a heavy flamer is quite
If armed with two Seraphim hand flamers, a possibly the least subtle armament that can be
character with the Dual Shot talent can make a hauled by troops onto a battlefield. Heavy
combined attack with both weapons. flamers are most commonly employed on
Ammunition is consumed from each flamer as Imperial armoured vehicles where a large
normal, but the attack deals 1d10+10 Energy amount of fuel can be carried with (relative)
Damage and targets hit by its flames suffer a -20 safety, though small numbers are also carried
penalty to their Agility Tests to avoid its effects. into battle by Guardsmen for special situations.
This penalty stacks with that from the Cleanse In this role one trooper carries the flamer itself
and Purify talent. A Seraphim hand flamer can while his assistant hauls its fuel and a backup
be used to make melee attacks against single weapon such as a lascarbine. Especially strong or
opponents which deal its normal Damage as power armoured soldiers are capable of wielding
long as the weapon has at least one shot left in its a heavy flamer and its fuel supply by themselves.
Clip. This attack does not have the Flame quality Among those who believe in the purifying power
and so will not set targets on fire; likewise, the of fire, a heavy flamer is its ultimate expression
weapon does not Jam if the wielder rolls a result as far as individual weapons go.
that would ordinarily cause one. Individual Heavy flamers include a backpack fuel tank
melee attacks do not consume fuel, but a weighing 25kg that provides the listed Clip size.
protracted battle may end up spending some
over time.

56
Anoxis Stingray Rifle used by the gangers of Volg on Fenksworld to
Class: Basic (Flame) 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 spray’s 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 weapon’s
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 Stingray’s 30 degree arc
suffer a -10 penalty to their Agility Tests to avoid
the weapon’s 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
extremely unfortunate victim(s) through a jury-
rigged spray gun. The effects of the mixture on
flesh are truly horrific and most armour offers
little protection from the burning and sickening
poisonous fluids. Notoriously, tox sprays are

57
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

58
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 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, Vicious 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 longbow’s
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

59
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 who’ve 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 crossbow’s 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 won’t 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 wouldn’t 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.

60
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 autopistol’s. 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 won’t 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 that’s 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 can’t 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.

61
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 rifle’s 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 haven’t 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 sector’s nobility, the reinforcing bar that’s 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 thrower’s 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.

62
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 that’s nearly as big as a bolter’s, 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 disk’s 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 that’s 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, the weapon is
muskets made on that world. simply rammed with nails, bolts, and anything
Formed in the main from a human thighbone else nasty scraped from the underhive floor.
and incorporating other osseous bodies in a Scrap cannons are hugely unwieldy and not
variety of functions, these components are actually very lethal, especially if its targets are
traditionally those of the wielder’s ancestors as wearing any kind of half-decent armour.

63
However, they look scary and make an sharpened bone juts out, whilst the innards are
impressively enormous bang and pyrotechnic packed with a primitive and volatile explosive
blast when fired, which is often enough to scatter that detonates when striking a hardened surface.
poorly disciplined gangers and other sorts of When thrown, the weapon flies in a wide
underhive scum. As an added plus, ammunition circular arc, and can return to the thrower if it
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 thrower’s
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 thrower’s 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 grenade’s Range with that of the sling deeper into the victim’s 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

64
gamut of purposes, from shredding one’s 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 firer’s 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 launcher’s 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

65
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 launcher’s clip. The pins are left in the launcher’s
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 weapon’s 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
Munitorum as ammunition rather than weapons grenade into the breech. This is not the fastest
and many armouries throughout the Imperium process on the battlefield, and many users
are stacked to the roof with crates of these simply keep a grenade loaded at all times and
weapons. This has led to numerous examples seldom bother reloading once fired until a lull in
finding their way onto the black market, much combat presents itself.
to the chagrin of the Adeptus Arbites and An aux grenade launcher counts as a basic
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 Gorge’s 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
harm’s 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 Munitorum standards

66
The Gorge requires two hands to fire, but can sensorum suite make adjustments to the
be easily and safely swung with one and counts missile’s 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
on Mezoa are designed for simplicity and of a hunter-killer missile bearing down on one’s
effectiveness at range as well as ease in firing. A position is a sign of 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 missile’s
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 cylinder’s Mole Mortar
rotation tends to make the assault launcher want Class: Heavy (Launcher)
to jump out of the shooter’s 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
missile’s internal cogitator and

67
Test and if the weapon misses it deviates by
INDIRECT FIRING 3d10+5 metres (see Dark Heresy, page 196).
Mortars and similar Launcher weapons are often
fired in a suppression mode where the targeted Mortar
enemy cannot be seen and only their rough Class: Heavy (Launcher)
location is known. In these cases, mortar shells A mortar is a classic artillery weapon that can
and the like can be fired without any actual line of fling a substantial explosive warhead on a high
sight required. When firing in this manner, a hit ballistic trajectory. Infantry mortars are typically
means that the shell still scatters 1d10 metres hauled into place by a two-man crew and
from the target point, while a miss scatters 2d10 deployed in a defensive position where they can
metres instead. bombard an enemy. Mortars are especially
Often such weapons are fired in conjunction useful at displacing troops in entrenched
with a spotter who directs fire from the weapon. positions as their high angle of attack will often
Any ally with an auspex or who can see the target cause a mortar shell to land directly in an enemy
can spend a Half or Full Action to spot for the trench or dugout. The majority of mortars used
mortar fire. In this case, the next shot by the in the Imperium are fairly simple tube affairs
mortar only scatters 1d5 metres on a hit, and with a sturdy base plate and adjustable braces to
gains a +10 or +20 bonus (respectively) to its allow for adjustments to aim and angle. Mortar
Ballistic Skill Test. crews are usually used by two men, with one to
name suggests, a mole mortar fires a special load and fire the mortar (by dropping the shells
tunnelling torpedo that mimics the ballistic arc down the barrel) and another to direct and aim
of a normal mortar except in a reversed fashion the weapon by visually spotting the enemy or
underground rather than in the air. They are set relaying targeting information by voxlink from a
to explode just beneath the surface of their target forward observer.
which can often catch the enemy unprepared. Locke-Pattern: This specific mark looks
The resulting underground blast can have much like many types of functionally identical
devastating results on structures as well as mortars produced throughout the Imperium,
enemy troops; those not killed or maimed by the but it is designed to use a rotary ammo drum
blast itself are typically sent flying by the rather than muzzle-loaded shells. This provides
concussive force. A mole mortar can also be used it with a substantially greater rate of fire as the
to destroy enemies in subterranean tunnels, and firer need only move the drum to its next shell
are particularly effective in collapsing bunkers. and press an ignition stud rather than physically
Tunnelling torpedoes are advanced munitions dropping another mortar into the tube. One
that use a powerful drill in the nose to bore downside to the Locke’s design is that the firer
through rock and earth. A small and unstable cannot singly load individual mortar shells down
power field generator assists in sliding through the muzzle like on most mortars; a new drum
dense surfaces; its operational life span provides must be loaded to fire a different type of
just enough time for the tunnelling torpedo to ammunition than those already installed.
reach its point of detonation.
A mole mortar launcher includes a small Missile Launcher
guidance cogitator that the firer manipulates to Class: Heavy (Launcher)
guide the torpedo to its target. Firing a mole Missile launchers are precision destructive
mortar is a Full Action if the firer wishes to use devices that fire extremely powerful warheads.
the guidance cogitator in this way. It can be fired By and large the purview of dedicated tank
blind as a Half Action like other weapons, but hunters and demolition teams, a missile
the firer takes a -10 penalty to his Ballistic Skill launcher is a bulky but uncomplicated affair

68
Grenades
composed of a large tubular housing
Name Dam Pen Special Wt Cost Availability
with a pistol grip and ignition
system. A missile is Anti-Plant 3d10 E† 0 Blast (3) .5kg 40 Very Rare

loaded from the rear of the Blast (4), Toxic,


Bilge Bomb 2d10 X 0 .5kg 20 Common
Unreliable
launcher and locked into place, often
Blast (10), Smoke,
by an assistant, leaving the job of Blind - - .5kg 25 Scarce
Special
sending the missile on its way to the Bloodfire Special - Special .5kg 55 Rare
firer. Imperial missiles are built for Blast (1d10+3),
Choke Gas - - .5kg 40 Scarce
maximum accuracy and stability Special
over range, and can make minor Extremely
Filament 4d10+4 R 6 Blast (1), Tearing .5kg 300
Rare
course corrections and adjustments
Fire Bomb 1d10+3 E 4 Blast (3), Primitive .5kg 5 Plentiful
as they scream towards their target.
A missile launcher is only as accurate Frag 2d10 X 0 Blast (4) .5kg 10 Common
as its user, however, and tank Mark III Solid 2d10 X 0 Blast (5) .8kg 10 Scarce
hunters and kill teams alike always
Hallucinogen - - Blast (10), Special .5kg 40 Rare
put their steadiest (and most
disciplined) members in control of it Haywire - - Blast (3), Special .5kg 200 Very Rare

when possible. Howler - - Blast (3), Special .5kg 25 Scarce


Retobi-Pattern: The Retobi is an
Krak 2d10+4 X 6 - .5kg 50 Rare
ancient and comparably rare mark of
Nail Bomb 1d10+1 X 0 Blast (2), Unreliable 1kg 5 Common
missile launcher due to its
temperamental machine spirits and Blast (12), Extremely
Rad 1d10 E 0 1kg 650
Unreliable Rare
rather cumbersome handling. Rather
Photon Flash - - Blast (15), Special .5kg 60 Scarce
than individually loading missiles
from behind, the Retobi uses a giant Psychotroke - - Blast (3) 1kg 500 Very Rare
clip-loading system that can stack Extremely
Psyk-Out - - Blast (Special) 1kg 5000
Rare
several missiles atop one another
that drop into the launch tube after Plasma 1d10+6 E 6 Blast (1), Vicious 2kg 100 Very Rare

the previous one is fired. This allows Smoke - - Blast (10), Smoke .5kg 5 Common
one man to operate it with Starflare 1d10+5 E 6 Primitive 1kg 30 Scarce
devastating efficiency – at least in
Stunner - - Blast (10), Special .5kg 45 Rare
theory, one soldier could destroy an
entire armoured company on his Thermal 1d10+3 E 6 Blast (2) .6kg 60 Rare
own. Aside from its bulk, the Retobi Terror - - Blast (10) 1kg 100 Scarce
is plagued with a stubbornness to use
Toxin Special - Blast (10), Special .5kg 90 Rare
the newer styles of missiles in use by
Extremely
the Imperial Guard, and an Virus 3d10 I - Blast (8), Special .5kg 500
Rare
uncooperative machine spirit has Web - - Blast (4), Snare 1kg 220 Scarce
sent more than a few tank hunters to
the Emperor when the launcher †This Damage only affects plants and other flora
misfires and sets off the entire clip’s A thrown grenade’s Range is the thrower’s Strength Bonus x 3 metres
worth of missiles at once. at high speed and considerable range far beyond
that of a typical grenade launcher. It is a fairly
RPG Launcher simple weapon composed primarily of a launch
Class: Basic (Launcher) tube and firing system with a pistol grip; rockets
Short for “rocket propelled grenade”, an RPG are loaded at the front, and one man can usually
Launcher is designed to fire modified grenades handle all of the operations in the field. The

69
rockets themselves are uncomplicated affairs while scattering thousands of particulate IR
made of a solid propellant charge with fins that bafflers and EM spectrum chaff to befuddle
deploy once the projectile is in flight. A grenade advanced visual sensors. The effect is short-lived,
can be installed at the top, and a small secondary but while it lasts it provides an excellent cover
charge sets it off on impact with a hard surface for advancing forces or to facilitate a quick
(the side of a tank, a barricade, body armour, withdrawal. A blind grenade’s vapour discharge
and so forth). An RPG launcher can be dissipates after 1d10+1 Rounds though weather
extremely useful and versatile to any combat conditions may significantly reduce this time.
situation depending on what type and how many Characters within the blast area while the smoke
grenades are available to the firer. remains are considered to be Blind.
Most types of grenades can be used with an
RPG launcher; see the individual grenade entry Bloodfire Grenade
for compatibility. Blank rockets, ready to be
Used With: Thrown, GL, RPG
loaded with a grenade, have a base price of 10
This terribly unpleasant grenade is packed full
Thrones and are Scarce.
of a poisonous gas that attacks the nervous
system, causing a horrible burning sensation and
Anti-Plant Grenade convulsive paralysis that are extremely painful
Used With: Thrown, GL, RPG and potentially lethal. Anyone within a Bloodfire
Anti-plant grenades contain a medley of grenade’s must succeed on a Difficult (-10)
chemicals and other toxic substances designed to Toughness Test or suffer 1d10+3 Impact
reduce almost any kind of flora to a foul- Damage with the Toxic quality, with no
smelling muck that deprives the enemy of cover reduction from Armour and Toughness. A
while not seriously harming other materials. rebreather or respirator provides a +30 bonus to
Aside from thwarting ambushes and revealing this Test, and a character in a sealed suit is
hidden foes, anti-plant grenades can also be used 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
Used With: Thrown, GL, RPG Challenging (+0) Toughness Test. A gas mask
Blind grenades explode with a burst of dense provides a +20 bonus to this Test, while
dark grey smoke that obscures normal vision filtration plugs are totally useless as the choke

70
gas attacks the eyes as well as respiratory system.
Failure inflicts one level of Fatigue, and multiple EXPLOSIVE MISHAPS
Rounds are cumulative. The harmful effects of Whenever a Jam results from throwing or launching
choke gas last while the character is within the a grenade, missile, mortar, and similar weapons,
blast area plus 1d10 Rounds. If a victim of choke something unfortunate has happened that may have
gas fails the Test by four or more degrees, they disastrous consequences! Roll on the table below to
also reduce their Toughness Characteristic by determine the results.
1d10 for 1d5-1 hours. Successive failures are Roll Result
cumulative, and it is possible to die from choke 1-5 Dud. The explosive or round fails to
gas by having one’s Toughness reduced to 0. explode. If fired from a launcher, there is a
Choke gas clouds linger for 1d5x3 minutes 50% chance that the projectile fails to launch
before dispersing, though weather conditions or lands harmlessly amid its intended
may significantly reduce this time. targets; if the former, the jam must be
cleared normally.
Filament Grenade 6-8 “It might be ok…” Nothing happens, yet.
Used With: Thrown Roll again on this table next Round. This
This exotic and arcane grenade carries many may have unfortunate implications if the
tens of metres of compressed segments of firer is clearing a jam at the time.
monomolecular wire that expand into a cloud of 9-0 BOOM! The round or explosive
deadly razor-sharp filaments on detonation. The immediately goes off with any and all effects
resultant barely-visible blast slices through centred on the firer. If this was the result of
armour, flesh, and bone, and victims cut to thin firing a launcher the results may be even
slices by a filament bomb often do not realise worse; “non-lethal” grenades, like howlers
they are dead even as their bodies fall to pieces. and smokes, must be cleared as though
Filament bombs are coveted weapons for elite jammed, while an explosive like a frag or
assassins and Inquisitorial agents, and some krak grenade destroys the launcher as well as
suggest they may be of Xenos manufacture. setting off any other grenades that are
Regardless of where they come from, death at loaded into it!
the hands of a filament grenade is one of the in anticipation of having these weapons hurled
most absolute, if swift, ways to die. at them.
A target caught in a fire bomb’s blast must
Fire Bomb succeed on a Challenging (+0) Agility Test or
Used With: Thrown catch on fire. Characters wearing a sealed suit of
A primitive handheld incendiary device that armour who take no damage from the blast itself
can be fashioned from readily available materials can’t be set on fire in this way.
on most Imperial worlds, fire bombs normally
take the shape of a fragile canister of flammable Frag Grenade
liquid with a fuse made from cloth or other Used With: Thrown, GL, RPG
material that the liquid can soak into. Once the Fragmentation, or “frag”, are the most
fuse is set aflame, the bomb is hurled at the ubiquitous variety of grenade – when a hiver or
enemy; the canister breaks open on impact to voidsman mentions a grenade in general, he’s
release a shower of burning liquid. Fire bombs likely referring to a frag. Frag grenades use an
are common during large riots where the explosive charge to shatter a heavily notched
malcontents can use them to forcibly scatter metallic shell into dozens of deadly pieces of
lines of enforcers, and many Arbitrators bring shrapnel that fly out in every direction. Most
chemical extinguishers with them to such events Imperial models are either round or cylindrical
and are about the size of a clenched fist, and

71
while primarily a military weapon, many fighters types of machines and equipment while being
outside the Imperial Guard or PDF cadres essentially harmless to living creatures and inert
choose to carry a few frags “just in case”. objects. Haywire grenades are unpredictable
Gunmetal Solid Mark III FG: The forges of weapons that are nonetheless extremely
Gunmetal City are known to produce a slightly dangerous, with the consequences of using one
heavier version of standard frag grenades. While in an industrial area or aboard a moving vehicle
not as easy to carry in large numbers, the Solid being potentially catastrophic; mere possession
Mark III offers an improved blast radius and is of a haywire grenade on a forge world is grounds
the choice of professional grenadiers throughout for execution for most. While a serious threat to
the Calixis Sector. Because of its oversized machinery of all sorts, haywire grenades are
housing, this grenade can only be thrown.
HAYWIRE FIELD
Hallucinogen Grenade Electromagnetic radiation from a haywire grenade can have
Used With: Thrown, GL, RPG utterly devastating - or pathetically minimal - effects on all
Hallucinogen grenades are a special type of matters of machinery caught within the field's radius. When
(usually) non-lethal weapon that induces a a haywire field springs into being, roll 1d10 on the table
variety of short-lived psychological states and below to determine the strength of the effect. Each Round,
delusions. A hallucinogen grenade releases an the result decreases by 1 as the field diminishes; when it
almost invisible cloud of gas that profoundly reaches 0, the field dissipates completely. If another haywire
warps the minds of those who breathe it in, field is created in the same area it is ignored if the result is
and their comparative rarity as well as lower or replaces the current effect if it is higher.
unpredictable outcome marks them as a tool Roll Result
of a very small set of specialist users. 1-2 Insignificant: Other than a brief static tingle, there is
All living creatures within a hallucinogen no appreciable effect.
grenade’s blast must make a Difficult (-10) 3-4 Minor Disruption: All actions utilising technology,
Toughness Test, with failure causing them to including driving vehicles, firing non-Primitive
be overcome with delusions and Ranged weapons, Tech-Use Tests, and any physical
hallucinations for 1d10 Rounds. Roll a d100 actions attempted while wearing power armour or
and refer to Hallucinogen Effects on page using cybernetics suffer a -10 penalty. The Base
137 of Dark Heresy to determine the nature Movement score of anyone in power armour or with
of and results of these hallucinations for the cybernetic limbs or organs is reduced by 1.
duration of the grenade’s effect. Wearing a 5-6 Major Disruption: As above but the penalty
gas mask only provides a +20 bonus against increases to -20 and Base Movement is reduced by 3.
this effect, and filtration plugs are totally Non-Primitive Melee weapons, such as chain axes or
useless. power swords, function as Primitive weapons of an
analogous type.
Haywire Grenade 7-8 Dead Zone: All technology within the affected area
Used With: Thrown completely creases to function. Power armour
This curious device resembles an becomes unpowered, vehicles slow to a halt, and
innocuous metal sphere with a ventilated characters within non-incidental cybernetics suffer
band around its equator that emits a faint one level of Fatigue each Round they remain in the
blue glow. When armed by depressing a stud Dead Zone along with any other consequences the
at the top and bottom of the sphere, a haywire GM deems appropriate (for example, a bionic heart
grenade charges and then shortly after going into cardiac arrest).
releases a powerful burst of electromagnetic 9-10 Prolonged Dead Zone: As above. Roll 1d5 and add
radiation that can have severely debilitating, the result to the previous roll to determine how many
though usually temporary, effects on many extra Rounds the Dead Zone lasts.

72
most often used by Skitarii Tech-Guards and their targets, but they can be used just as easily to
Secutors of the Adeptus Mechanicus, typically disrupt a group of enemies before gunning them
while persecuting labour-helot uprisings or down. Characters within a howler grenade’s
exterminating hereteks and traitors to their faith. blast radius who lack heavy hearing protection
A haywire grenade causes a field effect of are automatically deafened, and must pass a
variable duration and strength; see the adjacent Challenging (+0) Toughness Test or be
table for more information. Stunned while the grenade is active. Failure by
three or more degrees results in the deafness
Howler Grenade being permanent.
Used With: Thrown, GL
These grenades are designed to explode with a Krak Grenade
sustained burst of sonic energy lasting 1d5 Used With: Thrown, GL, RPG
Rounds, intended more to deafen and Krak grenades incorporate a small but
disorientate than wound. They generally cause extremely powerful charge designed to defeat
no physical harm beyond loss of hearing and are armour with a concentrated blast. This heavy
most commonly used for incapacitating enemies directed firepower can be used in a variety of
with extremely painful noise. Howler grenades ways, most commonly to punch through bunker
are often employed by professional bounty walls or attack armoured vehicles. Krak grenades
hunters, Inquisitorial agents, and other fighters do not produce a blast effect and their very
who have some compunction against killing narrow explosion makes them impractical for

73
use against people, but skilled grenadiers with Plasma Grenade
sharp aim have been known to make use of them Used With: Thrown, GL
in an anti-personnel role. A man directly hit by a These use a deliberate plasma containment
krak grenade will likely leave nothing behind by failure, causing a blast of heat and light to burst
a pair of smouldering boots. forth like a miniature sun. Plasma grenades are
similar to a compressed hydrogen flask used as
Nail Bomb
ammunition by plasma weapons; the fuel is
Used With: Thrown
maintained in an excited state by a small
Frag grenades are often heavily proscribed
onboard generator, with the resultant blast
items on hive worlds due to their ability to cause
closely resembling a hit from a powerful plasma
wanton amounts of death in a hive city’s
weapon. However, this apparatus becomes
confines and dense crowds. Criminal scum and
unstable over time, and plasma grenades have a
scavengers often produce their own crude
short “shelf life” as some recidivists have
variants to more easily obtain indiscriminate
discovered the hard way after looting Imperial
firepower, and the frequent use of nails as the
armouries to supply their own men.
primary shrapnel ingredient leads to these
improvised grenades being generally referred to
as nail bombs. Any sort of canister, often lengths Psychotroke Grenade
of pipe or old food cans, is typically packed full Used With: Thrown, GL
of a crude explosive compound along with A more refined and "tactical" variant of the
whatever shrapnel is available – nails, metal better-known hallucinogen grenade, this weapon
spoil, crushed glass, and other assorted nastiness contains a purer mixture of psycho-reactive
– along with a home-made fuse that hopefully is compounds and synthetic amplifiers to create a
reliable enough not to kill the user. suitably more powerful effect. Moreover, instead
Along with scummers on hive worlds, of releasing a cloud of translucent vapour, the
primitive black powder grenades used on more psychotroke jettisons a massive burst of
developed feudal worlds produce a similar effect microscopic particulates that can pierce virtually
to a nail bomb, though with a correspondingly any form of protection from gas masks to full
higher degree of finish and care in construction. power armour. However, while it is capable of
defeating significantly better protection, the
grenade's coverage area is drastically smaller and
Photon Flash
shorter lived, the same properties that allow it to
Used With: Thrown, GL
pass through respirator filters and life-sustainers
Photon flash grenades are extensively used by
being ill-suited to persistence once they have
various enforcer types to disorient and surprise
been released from their housing. Moreover, the
their targets, and are favourites for covering the
active ingredients themselves are so unstable
entry into a hostile building. After landing, a
that they must be contained within a tiny stasis
photon flash grenade’s chemical-powder core
field before use; in addition to increasing the
ignites and produces a flash like a small star,
cost and complexity of the grenade, it also adds a
causing temporary blindness to anyone nearby.
measureable "shelf life" before the grenade
The flash is bright enough to overload cheap or
expires and becomes a harmless shell.
primitive vision protection systems, so even
Anyone caught within the blast area of a
better-equipped gangers and scum can still be
psychotroke grenade must pass a Hard (-20)
disabled by one. Anyone caught in a photon
Toughness Test or suffer the effects of a
flash grenade’s blast must succeed on a
hallucinogen grenade. For each Degree of
Challenging (+0) Toughness Test or be
Failure on the Test, add a +5 bonus to the
blinded for 1d5 Rounds.
Hallucinogen Effect roll.

74
Psyk-Out Grenade creatures must Test for Warp Instability each
Used With: Thrown, GL time they suffer Damage. The dust's effect fades
Psyk-out grenades are a terrifying tool of after 5 Rounds; it clings tenaciously to surfaces
retribution against witches and daemons, within the area, making it essentially impossible
typically off-limits to anyone but the Inquisition to disperse any faster.
and especially favoured servants of the Adeptus
Ministorum. It is said that psyk-out grenades Rad Grenade
come directly from the Golden Throne itself, Used With: Thrown
and while this may be more legend than fact, the Frighteningly insidious yet effective weapons,
weapons are produced only on Holy Terra, often a rad grenade releases a sharp burst of powerful
travelling incredible distances through the warp ionising radiation that can pierce heavy armour
before being used in anger. Because of their and cover with ease, while unprotected victims
rarity and sacred origin, even newly- are further subject to painful burns on the skin.
manufactured psyk-out grenades tend to be The grenade itself is an entirely unremarkable
treated as venerated artefacts and invariably affair save for charitable warning symbols as to
come in a gleaming alloy casing that resembles a its terrible effects, and doesn't detonate so much
holy relic. Once armed, a psyk-out grenade as merely "open" when releasing its malignant
shatters on impact with a hard surface, spewing payload. There is little visual effect, though
a cloud of glittering particles impregnated with auspex, IR goggles, and photovisors along with
negative psychic energies in the immediate similar equipment are briefly blinded by the
vicinity. This has severely warp-dampening streaming waves of deadly particles. Alone, a
effects that can completely cut off daemons and single rad grenade is unlikely to kill unless its
witches from their source of power, making it victims are of a more frail constitution, but the
often the first (or last...) recourse for those who sickening secondary effects can linger for days as
would persecute these eternal enemies of well as cause growth of potentially lethal
mankind. However, a psyk-out grenade's effects tumours in the long term. Using any kind of
can be wildly unpredictable - only a fool would subcritical isotropic pile as a weapon can be
trust one to bring a rogue psyker to his knees perilously hazardous, however, and even slight
entirely by itself. misalignments in the radioactive contents can
A psyk-out grenade's Blast extends out 1d10+3 result in an unfortunately premature release.
metres. Any creature with a Psy Rating caught in A rad grenade deals both direct Damage while
the blast area, or who enters into the dust field also savaging the vitals of its victims. Characters
before it becomes inert, must make a Very Hard caught within the rad grenade's blast must pass a
(-30) Willpower Test. On failure, the affected Hard (-20) Toughness Test or suffer 2d10
target's Psy Rating is reduced by 1, plus an Toughness Damage. Failure by three or more
additional Rating for each Degree of Failure. Psy Degrees results in the Damage being permanent.
Rating lost in this fashion returns at a rate of 1 This additional Damage ignores cover that is not
Rating every six hours. If a the affected target made of a shielded material and can even affect
loses 2 or more Psy Rating from this effect, it targets on the other side of some walls.
also suffers Psychic Phenomena automatically Characters who are heavily shielded against
any time it manifests a psychic power until its radiation, such as wearing a suit of engine
Psy Rating is fully restored. As an additional plating or a Tech-Priest with the Machine trait,
effect, the dust left behind by a psyk-out grenade may be immune to the Toughness Damage. If an
remains active in suppressing warp energies - attack with a rad grenade results in a Jam, it is
any attempts to manifest a psychic power or always considered to have rolled a result of
make Psyniscience Tests within its affected area "BOOM!" on the Explosives Mishaps chart.
automatically fail, and daemons and other warp

75
Smoke Grenade GAS WARFARE
Used With: Thrown, GL, RPG Many types of grenades listed in this segment disperse
A more basic form of blind grenades, these smoke, fumes, gases or vapours that are intended to
simply generate a voluminous cloud of coloured have some harmful effect on those within their clouds.
smoke that obscures vision and little more. There are several gear options that can protect an
Smoke grenades can be useful for signalling Acolyte from choking, being poisoned, or otherwise
friendly forces from a great distance, while kill incapacitated; these are the most common ones. In
teams equipped with IR goggles and auspex can general, any of the items described here prevents the
make use of a smoke grenade to confuse and wearer from using their sense of smell, which can
hinder an opposing force that lacks such impose penalties or disallow certain Tests (such as
equipment. Smoke grenades are cheap and easy Awareness or Chem-Use) entirely. Unless otherwise
to manufacture, and can produce a variety of stated, these protective items provide the same
colours for signalling purposes. benefits for all gas-type weapons; see the description
of the individual grenade for more details.
Filter Plugs: These simple plugs are inserted into the
Starflare Grenade
nostrils and help filter out pollutants and harmful
Used With: GL, RPG
gases (as well as foul smells!). They are cheap and
Starflare grenades contain a powerful long-
available, and many hivers on more polluted worlds
burning pyrotechnic charge that is intended to
wear them on a daily basis. Wearing filtration plugs
provide illumination to dark areas. When fired
grants a +10 bonus to any Toughness Test made to
into the air a starflare grenade ignites at the top
resist the effects of gas.
of its path and deploys a small parachute. It takes
Gas Mask/Respirator: Typically covering the entire
about one minute for a starflare grenade to
face, a gas mask uses a self-contained filter canister to
return to the ground, during which time it
provide much better protection than simple filter
provides bright illumination in a 100 metre
plugs and helps keep irritating vapours out of the
radius and shadowy illumination a further 100
eyes. Gas masks can be worn for long periods of time,
metres beyond that.
though they are far from comfortable and cheap
If fired directly at a character, a starflare
models can hinder the wearer's vision. A gas mask
grenade uses the listed Damage and Penetration
provides a +30 bonus to Toughness Tests made to
values, and the target must succeed on a
resist the effects of gas, and the wearer may reroll
Challenging (+0) Agility Test or be set on fire.
failed tests. Outside of military situations, gas masks
are usually referred to as respirators.
Stunner Grenade Re-Breather: A re-breather is similar to a gas mask
Used With: Thrown except it provides its own air supply which allows a
This grenade carries a gas that disorients its wearer to survive in all but the most hostile
victims through neurological bio-agents that environments. A character wearing a re-breather is
cause a stupefying effect but no actual physical immune to most gases and can even survive
harm. Covert operatives and well-equipped underwater. Re-breather canisters have enough air to
thieves make use of these devices in situations keep the user alive for about an hour; once expended,
where no permanent harm is required or it is a re-breather offers no protection until a fresh canister
more desirable to leave opponents temporarily can be loaded in.
incapacitated. Stunner grenades are weapons of Sealed Armour: Wearing a void suit, power armour,
opportunity and are ineffective against or environmental body glove can totally isolate the
opponents wearing any kind of protective gear, wearer from outside conditions, allowing them to
as more than a few would-be professionals have survive in the harshest locations. Unless otherwise
found out the hard way. Anyone within the blast stated, wearing sealed armour provides total
area of a stunner grenade must succeed on an immunity from gases.
Ordinary (+10) Toughness Test or be Stunned

76
for 1 Round plus a number of Rounds equal to grenade, though sealed armour still provides
the Degrees of Failure of the Test. immunity to its effects. Traits or talents that
grant a bonus on Tests against Fear or Poison
Terror Grenade apply as usual, and a terror grenade is obviously
Used With: Thrown, GL useless against a character with the Fearless
An eccentric weapon to say the least, terror talent or Machine trait.
grenades are loaded with a fast-acting
psychotropic aerosol that begins affecting its Thermal Grenade
victims on contact with the skin. Those who Used With: Thrown, GL, RPG
succumb to its effects begin experiencing intense Also known as inferno grenades, this powerful
feelings of dread and paranoia, which can be weapon uses an incendiary fuel mixture
more debilitating than choke gas on those who designed to violently melt its sturdy outer casing,
have a less than steely reserve. However, a terror with a subsequent explosion that causes liquefied
grenade's effects are anything but consistent, and metal shards to fill the blast area. While they are
what sends some men into gibbering wrecks not as powerful as a melta-bomb, they are easier
does little more than annoy others. As a result, to handle and use, and offer a wider area of
this type of weapon is only rarely employed by destruction that can easily ignite enclosed areas
"legitimate" users, such as local enforcer cadres into blazing conflagrations. They can also burn
or troopers of the Adeptus Arbites. Meanwhile, down most barricades and lesser internal
raiders, pirates, insurrectionists, and other structures, and are often used by suppression
assorted scummers who value fear as a weapon teams during uprisings for just that purpose. In a
in and of itself tend to be perfectly content with bind, a thermal grenade can be employed in
the unpredictable results if it means they can sabotaging equipment as the high-intensity heat
traumatize their opponents into submission. can warp metal. Anyone caught within a thermal
All characters within a terror grenade's blast grenade’s blast must succeed on a Challenging
must succeed on a Difficult (-10) Toughness (+0) Agility Test or be set on fire.
Test or suffer intense distress as though they had
failed a Fear Test; as normal, add +10 to the roll Toxin Grenade
on the Shock Table for each Degree of Failure. Used With: Thrown, GL
Wearing filtration plugs, a gas mask or re- Deadly and fast-acting chemicals, viral agents,
breather offers no benefit against a terror and other unpleasant substances fill these

77
bloated-looking grenades. The toxic cocktail is Anyone caught within a virus grenade’s blast
specially formulated to permeate through a area who is not wearing sealed armour
victim’s skin as well as their respiratory system, automatically takes the listed Damage with no
and can even seep through light protective gear. reduction for Armour or Toughness. Each
As a result they can be just as dangerous to the character who takes Damage from a virus
user as their target since only the best protection grenade allows the virus to propagate further,
can offer immunity to its effects. and any previously-unaffected targets within 1d5
Any characters caught within a toxin metres of them are then attacked by it as above.
grenade’s blast area must succeed on a Difficult This process continues until there are no victims
(-10) Toughness Test or suffer 2d10+4 Impact left for the virus to attack or 1d5+5 Rounds have
Damage with the Toxic quality. This Damage is passed from the virus grenade’s initial use, after
not reduced by Armour or Toughness. Gas which it mutates into a harmless strain.
masks provide a +10 bonus to this Test while re-
breathers offer a +20 bonus; both allow a reroll Web Grenade
on a failed test. Filtration plugs are totally useless Used With: Thrown, GL
as the toxins can still attack through the mouth A web grenade is really little more than a
and eyes. Only sealed armour can offer total highly compressed webber canister which splits
protection – characters wearing such a suit are open while still in flight, showering the area
effectively immune to a toxin grenade’s effects. around it with a cascade of sticky web filaments
as though the area had been hit by a webber
Virus Grenade attack. Although they can easily be thrown, the
Used With: Thrown, GL principal use is typically via a launcher as a
This grenade houses a tiny sample of the means to circumvent the very low clip capacity
horrific life-eater virus culture that was once of most web weapons.
used (in much greater quantities) as a tool to See the section on Exotic Weapons for more
execute an Exterminatus on a condemned world. information on the use of web weapons.
Though far weaker and designed to burn out on
its own after a short while, the effects of a virus Frag Missile/Shell
grenade are still terrible as organic matter is Used With: Missile Launcher/Mortar
reduced to a sickening sludge, its victims only A large-size fragmentation device meant to
capable of watching in horror as their bodies obliterate exposed enemies. Frag missiles and
slough off in great sheets. Once loose, a virus shells are fairly similar to one another, each
breaks down biological systems in mere incorporating what looks like an inflated frag
moments before leaping to a new victim, leaving grenade attached to a rocket motor or propellant
little more than sticky puddles of putrefied waste charge depending on which launcher will be
in its wake. firing it. The greatly increased explosive charge
Missiles and Shells as well as shrapnel quantity makes a blast
from a frag round far more deadly, even
Name Dam Pen Special Wt Cost Availability
for well-armoured targets. Although they
Frag 2d10+2 X 4 Blast (6) 1kg 75 Average
use the same warhead, frag missiles and
Krak 3d10+10 X 10 - 1.5kg 150 Scarce shells are not interchangeable.
Minefield 2d10 X 1 Blast (1) 2kg 100 Rare

Scatter Special 0 Blast (10) 3kg 175 Very Rare Krak Missile
Starflare - - Special 1kg 60 Scarce
Used With: Missile Launcher
Tunnelling
Krak missiles offer superb armour
2d10+3 X 2 Blast (4), Shocking 3kg 200 Very Rare penetration thanks to their very large
Torpedo
Web - - Blast (6), Snare 2kg 200 Rare focusing charge and a detonator rod in the

78
nose that ignites the warhead at the optimum A scatter shell deploys bomblets equivalent to
moment to ensure maximum destruction of the a frag grenade into every 1 metre area within its
target. Krak missiles are typically used against blast area. These are considered multiple attacks
enemy tanks due to their ability to defeat even for the purposes of attempting to avoid the
heavy armour, but they also make fine choices to individual blasts.
demolish bunkers and create openings in
buildings too. Starflare Shell
Used With: Mortar
Minefield Missile/Shell
This is an extremely scaled-up version of a
Used With: Missile Launcher/Mortar
starflare grenade and works on roughly the same
This type of weapon is a handy method to
principles. After exploding at altitude, a starflare
quickly and safely deploy a large number of
shell provides bright illumination in a 300 metre
mines at once. Minefield rounds are designed to
radius and shadowy illumination out to a total of
explode at a pre-determined point along their
500 metres, and takes roughly five minutes to
trajectory and shower the ground with tiny
burn out as it nears the ground.
submunitions that arm on impact and patiently
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 Web Missile
mines are expended. Aside from using Used With: Missile Launcher
specialized mine removal equipment, mines can Instead of an explosive payload, a web
be quickly cleared away by attacks from weapons missile's distended body contains a brace of
with the Flame quality. webber canisters that are scattered over a wide
area while the missile is still airborne, ensuring a
Scatter Missile/Shell very generous dispersion of sticky web filaments.
Used With: Missile Launcher/Mortar While less precise than a webber and ill-suited
Also known as cluster bombs, rounds of this for close quarters or indoors use, a missile
type spread a large amount of grenade-sized launcher armed with a web missile represents a
bomblets over a huge area, and timely very efficient means to immobilize a group of
deployment of a scatter round can utterly enemies at once from far outside the effective
obliterate an entire enemy company at once. The range of other web weapons. Further, the choice
sound of dozens upon dozens of bomblets going of a missile as the delivery means can create
off in sequence is more akin to the report of a other opportunities for a creative shooter, such
Vulcan Mega-bolter than any explosive, and the as sending one through an open window into a
only thing more satisfying than the sight of the room full of miscreants and scraping the whole
round’s detonation is observing the total carnage mess out at once to sort out at leisure.
left behind on one’s enemies. See the section on Exotic Weapons for more
information on the use of web weapons.

79
despite a fairly unassuming appearance, they are
EXOTIC WEAPONS anything but. A mass driver utilises a series of
Despite their different patterns and marks, even parallel electromagnetic rings, energised by the
unusually-designed lasguns and bolters are wielder's potentia coil via a hard-wired
similar enough for a warrior who’s familiar with connector, to fling tiny sliver projectiles of dense
one to pick up another and smite his foes in the conductive alloy at a phenomenal velocity. The
Emperor’s name. Some weapons, however, are method of action is deceptively simple, but the
far and apart from others, each with totally vast amount of power required, along with the
unique functions and purposes. Lesser Imperial necessity of using inert ammunition
servants will likely never even see, much less manufactured under the strange gravitic
hold, any examples of these exotic armaments, conditions existent on the Lathe Worlds,
and their cost, rarity, or difficulty of use keeps prevents this weapon from being employed by
them squarely in the court of resourceful and organisations outside the domain of the
well-connected specialists. Mechanicus. The damage output of a catalytic
Exotic weapons cover a wide range of guns mass driver is far from impressive, the tiny nail-
and other devices that do not fit into other like projectiles not having much width or
weapon categories. Most are particular and very wounding capacity, but the incredible velocity
specialized compared to others that are similarly and super-dense construction allows them to
classified as exotics; in general, exotic weapons bore through virtually any armour and keep
require an individual Talent to use. For example, going out the other side. Compared to a melta
a character wishing to tangle up his opponents gun, a catalytic mass driver's raw firepower is
with a web pistol must have the Exotic Weapon drastically less, but it makes up for that
Training (Web Pistol) talent. Some career paths deficiency with much easier handling, a massive
include specific Exotic Weapon Training talents amount of available shots between reloading,
as part of their normal advances, but most and longer effective range.
characters will have to obtain one through an A character requires both the Basic Weapon
Elite Advance. Exotic weapons are still classified Training (Solid Projectile) and Exotic Weapon
as Pistol, Basic, or Heavy weapons and must Training (Integrated Ranged Weapons) talents
obey all relevant rules for their class (use in to use a catalytic mass driver without penalty. A
melee, bracing requirements, and so forth). catalytic mass driver gains the listed profile
Exotic weapons typically make use of equally when connected to the wielder's potentia coil,
exotic ammunition. In general, assume exotic which requires a Half Action and a successful
ammunition is Very Rare with a cost of 20 Ordinary (+10) Tech-Use Test. While
Thrones each unless otherwise stated in a connected, a catalytic mass driver does not Jam;
weapon’s description. an attack that would result in a Jam simply
misses while inflicting 1 level of Fatigue on the
Catalytic Mass Driver on the wielder as their potentia coil strains and
Class: Basic (Exotic) purges the obstruction. Should the weapon
This weapon might be mistaken for a lasgun become disconnected, it rapidly becomes inert; it
with an oversized, drum-like charge pack at first can fire 1d5 more shots with the Unreliable
glance, but the ventilated barrel and tiny quality, after which it will not shoot again until
aperture at the end - along with a low whistling reconnected. See the Weapon Upgrades section
noise accompanied by sharp supersonic cracks for more information on Integrated Weapons. A
while firing - immediately sets this weapon apart catalytic mass driver has an Availability of Very
from any other conventional gun. Catalytic mass Rare in the Lathe system, Near Unique on other
drivers are exclusive weapons of the Venatorii Forge Worlds, and is typically not encountered
"Crimson Guard" of the Lathe Worlds, and anywhere else. A drum of magnetic slivers costs

80
100 Thrones and is considered Rare; this not even notice. As a result, most users intent on
provides the listed Clip size, but cannot be causing real harm saturate their darts in
reloaded individually and must be discarded powerful poisons or other chemicals. The most
when empty. common choice is needler toxin (this is reflected
in the listed rules), but almost any sort of poison
Dartcaster or other substance can be administered by a
Class: Pistol (Exotic) skilled user. A bounty hunter might use a
Dartcasters come in a variety of forms, most tranquiliser compound to quietly subdue a
using pressurised gas or a crossbow-like mark, while an Ordo Malleus agent could
mechanism to fire small metal slivers at great employ blessed silver darts filled with sacred oils
velocities. These have only modest wounding as a means of combating warp-spawned fiends.
capability, and while many hivers would be Particularly nefarious users have been known to
suitably incapacitated by having a metallic dart drain a hallucinogen grenade for its mind-
embedded in their bodies, a furious cultist might altering ingredients and apply them to a dart,

Exotic Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost World Availability
Catalytic Mass
Basic 120m S/-/5 1d10 R 12 200 Full Special 7kg 600 Lathes Very Rare
Driver
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

Empyrian Brain Mine Thrown SBx3m S/-/- Special - 1 - Special 1kg 500 - Extremely Rare
Heavy Catalytic
Heavy 150m S/3/10 1d10+4 R 12 400 Full Special 16kg 2,800 Lathes Very Rare
Mass Driver
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

Synapse Disruptor Pistol 40m S/-/- - - 10 2 Full Special 3kg 3,500 - Very 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

81
visiting its effects on an unfortunate victim scummers and some enforcer types who want to
without the collateral results (or obvious take their prey alive.
evidence) of chucking the grenade itself. The usual payload for a hypo-pistol is strixis
Artifico-Biologis 0.5I Hypo-Pistol: This fine tincture, a powerful soporific. Any living target
crafted and intricate handgun is carved from that takes Damage from a hypo-pistol must
clockwork and brass, an obvious Cult succeed on a Hard (-20) Toughness Test or fall
Mechanicus device that is typically used by comatose for 1d10 x 3 minutes. On a failure by
Magos Biologis and their agents to subdue living three or more Degrees, the target remains
specimens. By employing a cunningly-designed comatose for a further 1d5 hours. The special
mechanical spring, a hypo-pistol fires a short- filament injectors are designed to cause minimal
range injector dart fitted with a penetrating harm to a victim. Roll for Damage as normal to
filament that delivers a chemical payload directly overcome the target’s Armour and Toughness,
into the target’s bloodstream. Though nominally but reduce any excess to just 1 point. Hypo-
a tool of Mechanicus Magi, it is found with some pistol ammunition is Scarce, with each dart
frequency in the hands of bounty hunters, having a base cost of 8 Thrones.

Digital Weapon
Class: Pistol or Thrown (Exotic)
Digital weapons, or digi-weapons for short,
are incredibly miniaturised guns so advanced
and so sophisticated that they can be worn on a
finger as a ring, yet still pack the same firepower
as a full-size pistol. Digi-weapons appear to be
perfectly ordinary jewellery until a powerful las
bolt or gout of flame violently issues forth from
tiny, almost imperceptible apertures, making
them perfect choices for deep infiltration or
situations where weapons are absolutely
forbidden. They can also make a nasty surprise
attack, and more than a few assassins have met a
sudden and violent end as their mark unleashes
a melta blast from their ring finger. Digi-
weapons are presumably a form of archeotech
that extremely few tech-artisans are capable of
creating, and the great craftsmanship and high-
quality materials required to produce just one
weapon puts them squarely in the realm of the
Imperium’s elite.
Digi-weapons require both the Exotic Weapon
Training (Digital Weapon) talent as well as the
relevant Pistol Training talent for the type of
weapon being used (Flame, Las, Melta, or Needle
Pistol). Digi-mines are an exception – they need
only be armed, usually by a hidden trigger or
switch, and then thrown where they explode like
a grenade. Alternatively, a digi-mine can be used

82
in conjunction with the Demolition Skill to falls harmlessly to the floor. A brain mine's
explode at a later time or as a booby trap. victim can attempt a Hard (-20) Willpower
Reloading a digi-weapon is a slow process Test to resist the mine's effect; if successful, the
requiring a special recharging device (included character can take a Half Action that Round. An
in the cost of the digi-weapon) about the size of a attached mine can be removed with a successful
personal cogitator. An entire clip for a suitable Challenging (+0) Strength Test. An expended
pistol type – a promethium tank, hellgun brain mine becomes totally inert and is of little
capacitor, melta canister, or needle pack – is use for anything other than a conversation piece.
installed into the device and totally exhausted to
recharge the digi-weapon. Digi-mines are an Graviton Gun
obvious exception as they are consumed in the Class: Basic (Exotic)
blast when triggered. An extremely unusual and little understood
relic, so-called “graviton guns” were likely never
Empyrian Brain Mine intended for use as weapons to begin with.
Class: Thrown (Exotic) When fired at a target area, the energy field
This strange and esoteric device resembles a generated by the gun creates a sudden and
glossy grenade at first, but when activated it powerful gravitational flux. Whilst unlikely to do
deploys a number of small metallic claws more than knock living creatures violently to the
creating a look akin to a mechanical beetle. The floor, the effect can be extremely damaging to
mine contains a sort of "negative" psychic the internal mechanisms and moving parts of
imprint within its housing that can overload a vehicles, with a particularly pronounced effect
creature's mind with false sensations and on skimmers and other devices with their own
perceptions. When thrown, or simply thrust grav-engines becoming quickly destabilized and
against the body, the mine's legs clamp down overloaded by the flux field.
and begin flooding the target's brain and Everything caught within the gun’s blast area
nervous system, leaving them briefly is violently pressed to the floor and must make a
incapacitated. A brain mine's bizarre ability is Very Hard (-30) Strength Test or be knocked
derived from a crystalline shard harvested from down. Being thrown to a solid surface from a
the ghost world of Threnos, amplified by a tiny standing position and forced to the ground in
high discharge power core. The exact method of this way is enough to inflict 1d5 Impact Damage
action is unknown, but it is a remarkably – roll to determine the affected hit location. Note
effective tool, albeit one that is precariously that what the character falls against may make
short-lived. Because of the high cost of this effect worse, and if the character falls any
manufacture and comparative rarity of the brain appreciable distance then they take Falling
mine itself, only well-funded and connected Damage as normal (see Falling on page 210 of
users can obtain them with any regularity; as a Dark Heresy).
result, their primary users tend to be high-rent The gravity flux remains for 2d5 Rounds.
bounty hunters, though small numbers of Anyone attempting to move or perform physical
Inquisitorial agents have been known to employ actions within the field must succeed on an
them as well. Opposed Strength Test versus the gravity flux,
An empyrian brain mine must directly attach which is considered to have Strength 60
itself to a target before it can be used; this can be (Unnatural x2) each Round. Additionally, a
accomplished by throwing it at them or making graviton gun’s flux field may wreak all matters of
a successful melee attack. Once attached to the havoc: brittle objects shatter, loose flooring
target, the mine activates, preventing the target collapses, containment vessels rupture, vehicles
from attempting any actions for 3 Rounds, after and machinery fail catastrophically, and any
which its power core burns out and the mine other chaos the GM deems appropriate.

83
A graviton gun uses two lasgun charge packs 150 Thrones and is considered Rare; this
to provide the energy to generate a flux field. provides the listed Clip size, but cannot be
Overcharge or hotshot packs can be used in a reloaded individually and must be discarded
graviton gun but offer no special benefits. A when empty.
single charge pack can be used, reducing the
Reload time to a Full Action and Clip size to 1. Heavy Webber
Class: Heavy (Exotic)
Heavy Catalytic Mass Driver This particularly huge webber is cumbersome
Class: Heavy (Exotic) and difficult to handle but has correspondingly
This oversized version of the "standard" huge takedown power. Aside from being able to
catalytic mass driver is fitted with a larger entangle a whole band of scummers at once, a
housing and multiple cable links to the wielder's heavy webber can project its sticky filament nets
potentia coil, allowing it to energise and fire far enough away to put the shooter outside the
significantly larger and longer alloy slivers. Its range of some autoguns. Heavy webbers use a
method of operation is the same as its smaller very large web chem canister that allows them to
brethren, using additional power condensers and be fired several times before being expended,
capacitance arrays to improve its rate of fire and making it a more suitable choice for high-
efficiency over range at the cost of greater weight intensity situations where multiple targets need
and reduced handling. Heavy catalytic mass to be apprehended. A heavy webber’s webs break
drivers are often used by the elite Triarii of the down on their own after 1d5+2 hours.
"Crimson Guard" as support weapons to cut Aegis-Redback Pattern: Held by the Adeptus
down enemy troops and light vehicles at once as Mechanicus of the Lathe System, this advanced
well as laying down covering fire for advancing heavy webber pattern is produced under license
Mechanicus forces. by the Hax-Orthlack manufactorums on
A character requires both the Basic Weapon Scintilla. It is a standard issue item in most
Training (Solid Projectile) and Exotic Weapon Adeptus Arbites arsenals in the Calixis Sector,
Training (Integrated Ranged Weapons) talents and can also (perhaps unsurprisingly) be found
to use a heavy catalytic mass driver without in the employ of Lord Hax’s Magistratum
penalty. A catalytic mass driver gains the listed enforcers. Unlike most heavy webber marks, the
profile when connected to the wielder's potentia Aegis-Redback stores its web chem in a canister
coil, which requires a Half Action and a on the wearer’s back, making the weapon itself
successful Ordinary (+10) Tech-Use Test. significantly easier to port around while still
While connected, a heavy catalytic mass driver providing a larger volume of shots. This quality
does not Jam; an attack that would result in a has led to some of its users, especially the
Jam simply misses while inflicting 1 level of Magistratum in Hive Sibellus, to be rather
Fatigue on the on the wielder as their potentia overzealous in its use. Of course, most innocent
coil strains and purges the obstruction. Should bystanders would probably prefer to be caught
the weapon become disconnected, it rapidly in its web than blown apart by a riot gun.
becomes inert; it can fire 1d5 more shots with
the Unreliable quality, after which it will not Needle Pistol
shoot again until reconnected. See the Weapon Class: Pistol (Exotic)
Upgrades section for more information on Needle pistols are incredibly dangerous
Integrated Weapons. A heavy catalytic mass weapons when put in the right hands, and while
driver has an Availability of Very Rare in the some believe that a needler is a pale shadow to
Lathe system, Near Unique on other Forge the power of a bolter, there is no denying a
Worlds, and is typically not encountered needler’s ability to kill with almost complete
anywhere else. A drum of magnetic slivers costs impunity. Needle pistols use a low-power laser

84
to noiselessly propel small slivers of crystallized dead after being imperceptibly shot with a
toxins that produce no flash when leaving the needle rifle from half a kilometre away. A needle
weapon; the projectile painlessly dissolves into sniper must have very careful aim and always
the victim’s bloodstream, leaving no obvious look to exploit weaknesses in his target’s
evidence behind, and most men killed by a protection, as even simple flak armour used by
needle pistol likely never even knew they’d been countless warriors of the Imperial Guard has a
shot. Needle pistols are favoured by assassins for reasonable chance of deflecting a needle. Of
their lethality and stealthy features, but many course, as most would not even realize that the
have turned up in the hands of agents, enforcers deadly projectile has bounced off them, a well-
and well-equipped scummers alike. hidden sniper could certainly try again.
Glavian Needler: This advanced and elegant
needle pistol is designed for close-range work Rad-Cleanser
and can spit out toxin needles at a patently Class: Heavy (Exotic)
alarming rate. This makes it a truly fearsome Rad-cleansers are potent weapons said to be
tool against opponents who lack armour heavy relics of the long-past Dark Age of Technology,
enough to harmlessly shatter the incoming
projectiles. While already a fine holster pistol, a
Glavian needler can also be constructed as a
wrist gun that is stored up the owner’s sleeve and
fired with a special glove or nearly-invisible
wired stud that is attached to the palm by
adhesive. While far less common, these hidden
versions have been used in a number of high-
profile assassinations and other crimes, and have
led to the expression “Glavian handshake” being
a euphemism for murder. The Belasco
Deathworks is the only major forge in Calixis
that produces this style of needle pistol.
Wrist gun Glavians cost an extra 300 Thrones
and can be converted between the concealed
version and standard pistol grip in about an
hour (this work requires no Skill Tests). When
suitably hidden, a wrist gun Glavian needler
grants a +20 bonus to the wearer’s Sleight of
Hand Test to conceal it. When in this
configuration reloading takes twice as long due
to the awkward positioning.

Needle Rifle
Class: Basic (Exotic)
Needle rifles are longer and more stable than
their pistol counterparts but operate on much
the same principles: silent, accurate, and utterly
lethal. Many military snipers make use of needle
rifles to fell targets of opportunity, such as
enemy command staff or political leaders, and
more than a few insurrections have been cut
short when a charismatic leader suddenly drops

85
and they are certainly powerful and terrible ground in a bloody heap. Razorweb launchers
enough in effect to justify that mythic claim are thought to be of human manufacture but no
regardless of its veracity. Victims caught in a fane or forge in the Calixis Sector has ever taken
rad-cleanser’s blast suffer an agonising death as credit for the weapon’s production (possibly due
their tissues are blown apart on a cellular level to the similarities between its monofilament
and they are boiled alive from within. Even ammunition and certain xenos weapons).
metals may combust in the powerful blast Despite this, razorweb launchers are bought and
created by a rad-cleanser. These horrific traded in high-end arms markets throughout the
weapons require very specific materials in the sector, and the bazaars at Port Wander at the
creation of their fission cores and are difficult to edge of the Drusus Marches always seem to have
manufacture while being heavily proscribed by at least one on hand.
the Cult Mechanicus as well. Despite this, the A razorweb launcher is considered a heavy
retinues of many Magos Militants wield at least weapon as the firer must obtain a very specific
one of these devastating weapons, suggesting and stable posture before releasing his filaments,
that some sanctioned group or facility in the lest any kind of disturbance cause the strands to
Calixis Sector possesses whatever baleful erratically deviate and go awry, possibly back at
knowledge is necessary to create such a the firer himself. The weapon makes use of
frightening weapon and does so with relative ammunition canisters that contain incredible
and disquieting frequency. lengths of monofilament wire, hyper-condensed
The Toxic quality in the rad-cleanser’s profile with an attached power field generator. This
represents massive radioactive contamination provides just enough threads for one shot, albeit
and should be treated accordingly. A rad- one that can utterly annihilate a man at
cleanser’s bulky reactor-core unit is able to conventional pistol ranges. Each one has a base
produce adequate purifying radiation for cost of 500 Thrones and is Extremely Rare.
decades, but heavy use can deplete the available
reserves faster than the rad-cleanser can Rocketfire Gun
replenish them. A rad-cleanser automatically Class: Basic (Exotic)
adds 1 shot to its Clip (up to the normal Rocketfire guns are curious weapons that
maximum of 20) every 1d5 hours for the lifetime resemble primitive bolt guns. As its name
of the reactor-core, which may well be longer implies, a rocketfire gun launches a small solid-
than the weapon’s current owner. fuel rocket that accelerates to top speed through
the weapon’s long barrel. Unlike a bolt, the
Razorweb Launcher rockets are spin-stabilised by angled exhaust
Class: Heavy (Exotic) vents in the base of the projectile, and leave a
This terrible weapon fits onto the user’s dramatic swirling smoke trail in their path. A
forearm, with a wide and thin barrel projecting rocketfire gun’s lethality is primarily due to the
beyond the fingertips. The triggering mechanism crushing impact of the high-velocity shell
sits in the palm and is activated by making a slamming into the target’s body, which can
specific squeezing motion which releases a gout create nasty wounds in spite of lacking an
of smoke. In reality, the aptly-named razorweb explosive charge like a bolter. This does tend to
launcher fires nearly a kilometre’s worth of produce a reduction in power as a rocketfire
hyper-condensed monofilament wire in a deadly gun’s projectile loses speed at distance, however.
cloud of impossibly sharp threads. The Rocketfire guns are produced on a number of
razorweb’s target is cut to ribbons as the strands Imperial worlds that have progressed past the
effortlessly pass through armour, flesh and bone feudal stage but have not yet been ushered into
with such speed that the victim often does not the tech-dominion of the Adeptus Mechanicus,
realize his own death even as he crumples to the and some scholars believe they represent a

86
precursor to the Imperium’s 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 gun’s 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 target’s 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, but offer
mysterious Aegis Data Fragment. Taking the no special benefits. Because sound waves require
shape of a bulky, tubular pistol, a shock blaster atmospheric pressure to function, they have no
discharges a blast of electromagnetic force effect in a void or vacuum or against characters
capable of completely overloading a human’s wearing sealed armour.
nervous system or disrupting the control
systems of servitors. A shock blaster can also Synapse Disruptor
have highly detrimental effects against electronic Class: Pistol (Exotic)
systems and cogitators, and can totally blank A favourite of flesh merchants, pit-masters,
data slates that are caught in its path. and a few debased nobles, synapse disruptors are
Shock blasters increase their Damage by 2 incredibly exclusive devices that are closer to a
points against targets with the Machine trait. A tool than a weapon. Most styles resemble an
shock blaster uses lasgun charge packs to overbuilt laspistol, but instead of releasing sharp
provide the energy for its electromagnetic field. bursts of thermal energy, a synapse disruptor
Overcharge and hotshot packs can be used projects an invisible beam of bio-attuned
instead of standard charge packs but offer no radiation that, over the course of about a half a
special benefits. minute of continued exposure, will cause a
victim to completely lose his mind. A synapse
Demerite “Screamer” Sonic Rifle disruptor produces a low thrumming noise while
Class: Basic (Exotic) releasing its radiation beam, which can foil
Most sonic weapons require a huge weapons- clandestine usage of the device in quiet
support platform in order to generate enough environments. A victim targeted by a synapse
power to be effective in a battlefield situation. In disruptor will begin to feel a dull ache
the tight spaces aboard ships, however, sonic progressing up their extremities, then progress
weapons the size of autoguns can generate to suffer vivid hallucinations and other
enough power in a directed burst to split perceptions of weirdness, before finally entering
eardrums and cause severe, disorienting pain. into a semi-stupefied condition unable to focus
The “Screamer” as it is popularly known is or concentrate on anything at all. While
intended for use to quell mutinies and other functionally harmless in a strict sense, a synapse
shipboard disturbances without the risk of disruptor can have lethal consequences if a
collateral damage that shotguns and gas weapons

87
targeted victim's hallucinations compel them to
jump out a window.
WEB WEAPONS
Webbers, heavy webbers, and web pistols fire
A synapse disruptor must be "fired" at a
masses of adhesive filaments which expand in the
character for three Rounds, requiring a Full
air to form a web of sticky, near-unbreakable
Action for each and possibly additional Ballistic
material. Targets are quickly entangled in a
Skill Tests if the target makes any substantial
painful though nominally non-lethal embrace; if
movements. A character who moves more than 5
they attempt to struggle the filaments constrict
metres in any given direction relative to the
even more, further entrapping them and
synapse disruptor causes the attack to fail. After
eventually becoming quite dangerous to those
three Rounds, the victim must succeed on a
trapped within. In addition to the normal effects
Challenging (+0) Willpower Test, with failure
of weapons with the Snare quality, each time an
inflicting a deranging effect as though the victim
ensnared character fails a Strength or Agility Test
had been affected by a hallucinogen grenade.
to escape he imposes a cumulative -10 penalty on
Maintaining the attack for three additional
all future tests to escape those webs. Should this
Rounds forces the victim to succeed on a second
exceed -30, the character takes 1d5+1 Damage
Challenging (+0) Willpower Test or else suffer
with no reduction for Armour each time he
a -20 penalty to any actions that require
attempts another Test to escape (even if he
concentration or focus (such as Aiming or Tech-
succeeds). This constriction is very specific – if
Use Tests) for 1d5 hours. A synapse disruptor
multiple characters are entangled in the same
uses 1 shot from its Clip each time an attack is
web, likely the result of being on the receiving
made with it, so a stationary target might be able
end of a webber or heavy webber, only those who
to be targeted for the full six Rounds on a single
attempt to escape take these penalties (or
shot, while one that is moving about could use
Damage, for that matter).
up as many as six shots if the shooter has to
continue attacking them. Synapse disruptors use situation by webbing the hostages and their
a special double-ended power cell to gain the captors at once. A webber’s webs break down on
listed Clip size, which has a base cost of 200 their own after 1d5 hours.
Thrones and is Very Rare.
Web Pistol
Webber Class: Pistol (Exotic)
Class: Basic (Exotic) Web pistols are smaller and handier webbers
Also known as webguns or glue guns, webbers that can be wielded with one hand. They have a
are the most widespread type of web weapon and significantly shorter range and only produce
are often called into play by agents of justice to sufficient webs to immobilise a single individual,
subdue those violating the Emperor’s Law. so a web pistol wielder must choose his shots
Webbers have a fairly long range and substantial carefully. Particularly devious users might use a
coverage, allowing them to cover and entangle a web pistol in conjunction with a melee weapon,
small group of people at once. A webber’s web entangling an opponent and leaving them
chem canister only has enough for a single shot, helpless to defend against subsequent attacks
however, so they are commonly issued in from the wielder’s primary weapon. A web
tandem with another basic weapon or pistol to pistol’s webs are much finer and less numerous
use when reloading is impractical (or lethal force than heavier version, and break down on their
is necessary). Several webbers can be employed own after 1d10 Rounds.
at once to incapacitate an entire crowd, allowing
enforcers to pick through the captives and sort
out miscreants at their leisure, and they also
make a handy option to quickly end a hostage

88
Melee Weapons
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 axe’s 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 planet’s 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 Skull’s 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.

89
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 40 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

Falchion Melee 2d5+1 R 0 Primitive, Unbalanced 2.5kg 20 - Average

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

Great Hammer† Melee 1d10+4 I 2 Unwieldy 8kg 70 Imperial Average


Percussion Mallet Melee 1d10+3 I†† 5 Unwieldy 5kg 3000 Forge Average
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

Parrying Dagger Melee 1d5 R 0 Defensive, Primitive 0.5kg 50 Landunder Scarce

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

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


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

†Requires two hands to be used effectively


††Add twice the wielder’s Strength Bonus to Damage

90
Primitive Weapons
Name Class Dam Pen Special Wt Cost World Availability
Stiletto Melee 1d5-1 R 2 Fast, Primitive, Unbalanced 0.2kg 25 - Average
Devil’s 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 100 Fervious Very Rare

Quicksilver Sword Melee 1d10+2 R 0 Balanced, Primitive 2kg 500 Balecaster Rare

Reliquary Blade Melee 1d10+2 R 3 Balanced, Sanctified 3kg 3000 - 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 10 - Common

†Requires two hands to be used effectively


††Add twice the wielder’s Strength Bonus to Damage
Boarding Pike Buckler
One problem with utilising powerful close A buckler is a small shield about the size of a
combat weapons aboard ship is that they can dinner plate that offer some protection without
easily punch through hull plating. Boarding sacrificing mobility. The buckler’s modest size
pikes are a simple yet effective shipboard makes it inadequate for protection against
solution, using a strong shell charge mounted at arrows and crossbow bolts, but its light weight
the end of a reinforced metal staff. A trigger in allows it to be easily used as a striking weapon in
the grip arms the charge, which explodes the its own right. These qualities put it rightly in the
next time it is firmly struck against something. realm of swordfighters and duellists, and the
The explosion blasts into flesh with gruesome armsmen of noble houses on feudal worlds often
effect, but with little or no collateral damage to decorate their bucklers with the insignia of their
the surrounding area. Once the charge is patrons and families.
expended a boarding pike is typically thrown On Acreage, a buckler-style weapon with
away, though the sturdy shaft itself can be used small metal spikes protruding from the shield’s
as a staff in melee if necessary. edge is a favoured item for those with a penchant
for sneaky attacks. Acreage bucklers have
Brass Knuckles identical statistics to comparable shields but can
Also known as knuckle dusters, these solid be thrown with a range of 8 metres, and
metal weapons are worn with a base against the generally look more impressive too.
palm and a thick ridged band over the foremost
fingers, turning a simple punch into a powerful Club
hit that can break bones when employed with Clubs are the simplest and most basic melee
sufficient force. Brass knuckles are generally weapons, often little more than a sturdy length
thought of as a weapon of thugs and scummers, of wood possibly with a knot or of a thicker
though almost anyone who fights regularly diameter at the business end. Aside from tucked
might employ a set for their convenience and into the loincloths of feral worlders, clubs can
ease of use in making sudden attacks. also be found in the employ of hive gangers
Use the figures for brass knuckles when pistol (often as weapons to threaten or intimidate) and
whipping an opponent with most pistols.

91
basic truncheons carried by local enforcers Hammer
would fall into this category as well. This is a heavier version of the regular hand
Sturdy, reinforced pistols can be used as a club tool used to drive nails or rivets and makes use
in melee combat. of a large weighted end to inflict a harder and
deadlier blow than similar hafted weapons.
Falchion Hammers are simple and straightforward, often
A falchion is a curious weapon, somewhere reflecting on the personality of their users who
between a knife and a sword in length with a don’t care for swordplay or complex manoeuvres
wide, straight blade sharpened only on one side. and would rather simply splatter their
Falchions are popular melee weapons on a opponent’s brains over the floor.
number of feudal worlds as their construction Great Hammer: This broad-faced hammer is
puts axe-like chopping power into a more undeniably intended for use as a weapon and
compact package, and many will feature features a heavy, sturdy striking face and shaft
elaborate grips often festooned with tassels or comprised of modern materials. A great hammer
guards of rare metals. Simple, mass-produced is a step up from the weapons of feudal warriors
versions are a common sight on agri-worlds as or salvaged bludgeons of underhive gangers,
well, though typically used as a tool for clearing with a metallic head of dense alloy that can bash
unwanted plant growth rather than hacking a man out of light armour handily. Agents of the
down opponents on the battlefield. Calixian Conclave's Ordo Malleus are common
enthusiasts for these cudgels - aside from
Flail bearing a passing resemblance to a mighty
A take on a grain farming tool on some daemonhammer, the massive blows they can
worlds, flails consist of one or more heavy spiked unleash can stagger the most intransigent foe, a
balls attached to the weapon’s pole, utilising testament to a simple expression that there is
lengths of chain or metal rods to build up nothing a large piece of metal backed up by a
considerable velocity before crashing home with large amount of faith can't subdue.
a brutal impact. Flails are difficult to use in A great hammer adds a +10 bonus to Weapon
combat but can have devastating results when Skill Tests made to Stun.
wielded properly, and the unpredictable motion Percussion Mallet: More of a tool than a
of the striking end makes a flail's attack difficult weapon, a percussion mallet is an almost
to avoid. ubiquitous sight on many forge worlds where it
is frequently used by labour menials to hammer
Great Weapons ingots and plating into the desired shape. A
grav-accelerator built into the bulky head of the
Enormously oversized swords, axes, hammers,
mallet greatly augments the force of the wielder's
and other weapons are often employed by the
blows, and while strictly not intended for
most brutish of a feudal army’s warriors and are
combat, their ability to bash through the armour
sometimes carried by chieftains and other nobles
plating of combat servitors means they are often
as a sign of strength and power (even if they
pressed into the role during uprisings. More
themselves couldn’t hope to wield such a weapon
rarely, lesser forgemasters will sometimes wield a
effectively). A great weapon invariably requires
percussion mallet as a sign of office when their
two hands to wield and can inflict serious
responsibilities encompass macro-assembly and
damage even against enemies protected by rigid
other works where the tool is often used. Due to
feudal armours, though they leave little to
their utility to the Mechanicus, percussion
subtlety or skill in their use.
mallets are never legally sold or traded off of a
Depending on its construction, a great weapon
forge world, and those who have the courage to
may inflict Rending or Impact Damage.
risk wrath of the Magi-in-attendance by

92
smuggling and trading them elsewhere are few
and far between.
Percussion mallets are Average on most forge
worlds and Very Rare elsewhere.
Warhammer: Mounted on a longer pole grip
than a regular hammer, warhammers generally
have a thinner striking head and may include a
sharply pointed reverse, making it an ideal
choice to penetrate light armour and cause deep
wounds thanks to concentrating the force of
impact to a much smaller area. Many of the
more zealous Imperial servants favour a
warhammer as an enduring symbol of the
Emperor’s righteous justice, and it figures
prominently on the heraldry and insignia of
numerous organizations.

Improvised
Table legs, long wrenches, lasgun stocks,
severed limbs, artillery shell casings, and any
other myriad instruments not normally intended
for use as a weapon but serviceable enough fit
into this category. Any handy weighted object
can be used as an improvised weapon, though
most would prefer to only employ it as long as
it’s necessary to obtain a better one.
Smashing an opponent with the butt of most
basic weapons usually counts as attacking with
an improvised weapon. Bolo Knife: This is a heavy single-edged
cutting tool suitable for hacking through dense
Knife foliage that doubles as a brutally effective man-
A short blade with an adequate handle to hold killer. Bolo knives have a particular reputation
at a variety of grips, knives are ubiquitous back- on Malfi, a world once covered in far more
up weapons for warriors all across the jungle than at the present, where it has a
Imperium, from lowly hive scum to the elite murderous reputation in local folklore in spite of
soldiers of a planetary governor. Though of only still being used as an everyday tool. Malfian
modest killing power, a knife is much more bolos are typically crafted from plexsteel and
mobile than larger weapons, and makes a feature an inwardly curving blade exactly 40
particularly good implement of intimidation as centimetres long that features a distinctive
well. Knives are produced in almost widened tip. This makes it perfect for heavy
innumerable makes and natures, with some slashing blows, and in skilled hands can lop a
serving very specific purposes (such as a psyker’s limb off or open a man’s torso up in a single
psykana mercy blade, intended as a weapon of stroke. Malfi’s jacker-gangs and dacoits
suicide should the psyker be faced with invariably carry bolos on their bodies at all
imminent corruption or possession) while others times, most with acid-etched glyphs marking
might be nothing more than eating utensils. noteworthy kills or other exploits.

93
Bolo knives are Common on Malfi and Rare Landrian “Sigilite” Blade: Named after a
elsewhere. half-forgotten holy figure from a time long past,
Combat Knife: Combat knives can only the Sigilite is a curious weapon wielded by the
liberally be called knives to begin with, often gelt-brokers of Landunder who broker the price
featuring a straight blade the size of a human with crystal miners for the load yielded from the
forearm with a clipped point that is both deep-sea mineral chimneys. Traditionally a
intimidating in profile and can make for nasty weapon of self-defence to protect the broker
piercing and slashing attacks, and are commonly from robbery, the Sigilite is outlandishly formed
used as bayonets by the Imperial Guard. They from a set of intersecting crescents sharpened
also make fine can openers. along their edges and tapering-off to wicked
Kraken Tooth Dagger: Gleaming pearlescent points. The blade’s curious shape, combined
knives of this type are often carried by veteran with the twirls and circling passes of the gelt
voidsmen who typically claim their blades are broker’s knife-work, allows it to deflect
fashioned from enormous teeth found lodged in incoming blows before delivering savage, raking
the hulls of their ships or on debris encountered counter-attacks.
in the void. Whether or not these knives are If a Sigilite’s wielder has the Counter-attack
actually a product of horrific gargantuan talent, he does not take the usual -10 penalty to
creatures that lurk on the edge of system space, Weapon Skill Tests made to attack when using
ready to attack unfortunate vessels just as they that talent to follow up a successful Parry.
emerge from the warp, is more or less Trophy Knife: Many fighters use the remains
inconsequential to the void born that carry them of their kill to fashion a memento of the action,
as good luck charms. Many are decorated with and those who battle xenos are no exception.
intricate scrimshaw carvings depicting Among Guardsmen who commonly go to war
horrendous tentacled beasts tearing ships apart, against such foes there is a thriving secondary
which in the strange proclivities of the void born business in many regiments where the claws and
is supposedly said to ensure safe passage for the teeth of terrible alien creatures are removed and
vessel they crew. Knives of this type are sought honed into valuable weapons. Each is a unique
after by collectors for their artistic merit and creation representing some of the monstrous
intrinsic craftsmanship, and there are plenty of races that have threatened the sector, some even
Rogue Traders who have been known to sport a unknown by scholars. They serve to show off the
kraken tooth dagger on their belts. battlefield prowess of a warrior to their fellow
Parrying Dagger: Typically formed with an troopers, and are fine weapons in their own
intricate guard or twin, tine-like blade, parrying right. Of course, a trophy knife’s final
daggers are a more specialist variety of knife dispensation is often as a collector’s mantelpiece,
designed principally for defence. A parrying and even after intermediaries have skimmed
dagger's construction creates a number of their “cut” of the profits a Guardsman will often
wedges or gaps explicitly devised to catch an have enough left over to buy a commission (or
opponent's blade, and in the hands of a skilled pay his way out of his service early).
swordsman can actually be more effective at
deflecting blows than a shield while being much Man-Catcher
lighter and easier to carry. Parrying daggers are Man-catchers are simple yet effective tools
typically the provenance of duellists due to their designed to apprehend a target at distance or
specialised nature, and are often wielded in the within a crowd. Most are formed of a long pole
off-hand by more swashbuckling types. with a spring-loaded claw at the end that is
When used to Parry an edged weapon, such as designed to grapple around the target’s neck or
a sword or axe, a parrying dagger grants an an extremity and allow for a swift capture.
additional +5 bonus on the Weapon Skill Test. Targets latched on by a man-catcher are then

94
forcefully wrenched to the ground by their dense liquid metal alloy that augments the force
attacker. Man-catchers are used on many feudal of struck blows. These weapons are most closely
worlds throughout the Imperium, but can also associated with Lord Hax’s Magistratum in Hive
be found in the employment of low-rent Sibellus, but they are carried by enforcer cadres
enforcers who can’t afford or obtain webbers, and other heavies across the sector as a cheap
and have some shipboard use as well as effective and effective alternative to shock weapons.
methods to corral mutineers.
Scythe
Balecarne Moon Blade Scythes are principally an agri-tool intended
These strangely-shaped blades are primarily to reap grains for harvest, but they have a long
used by the elite Crescent Brotherhood of the history of “double duty” as weapons often used
Balecarne tribe, who originate from the feral by peasant uprisings or farmer-militias. When
world of Munsk in the Josian Reach. Over time, used as a weapon, a scythe’s blade is typically
the tribe has spawned sister-tribes on the moved in line with the shaft to be used as a long
neighbouring worlds in the system, making chopping weapon; the typical shape of a scythe
these blades somewhat more common. used for agriculture is far from practical due to
Moon blades are crescent-shaped cutting the awkward swings a wielder must make,
weapons each about 30 centimetres in length. although the wicked point can still cut clean
The wielder usually holds a blade in each hand, through an inexperienced opponent. Scythes are
gripping it in the centre, with a piece of leather often used as props in rituals or to convey
wrapped around the middle of the blade to specific images; often, this invokes themes of
protect the user’s palms. The points of the death, with the wielder reaping lives just as his
crescent point outwards, away from the wielder’s weapon reaps crops.
body. Moon blades are difficult to use and take
many years to fully master, but even an Shield
intermediate user can wield them with deadly A shield is a useful protective device that can
force. Experts, such as the aforementioned be made from any of a large variety of materials.
Crescent Brotherhood, can make use of their Their uses, shapes, and specific employments are
blades as short-range throwing weapons as well. just as varied. In general, a shield is intended to
be used in a defensive role as a means to deflect
Punch Dagger an enemy’s melee attacks, though they may have
Punch daggers, also known as push or T- a number of other features depending on the
knives, have a fairly typical blade attached to a exact mark or pattern used.
T-shaped handle that is carried in the palm Guard Shield: Some Imperial Guard
similar to brass knuckles, allowing a simple regiments make use of shields made of thin but
punch to be improved with a nasty piercing sturdy plasteel plates that can provide protection
wound. Punch daggers are particularly effective from incoming projectiles and fragments as well
in confined quarters and tight spaces, and are as to turn aside an opponent’s blades. Many
often carried with the blade tucked into the boot include a small glassteel visor so the user can
by enforcers and scummers alike. peek out from behind the shield without
sacrificing protection.
Magistratum “Punisher” Baton A Guard shield can be used as cover against
A byword for brutality on Scintilla, this heavy ranged attacks, providing 6 Armour Points to all
baton is intended to smash limbs, crack skulls hit locations as long as they are stationary or
and wantonly crush any resistance with using the Tactical Advance action, though the
overwhelming force. The baton is a polymer user must expose at least one arm to attack.
sheathed, metre-long rod of strengthened Sepherin Mirror Shield: Made famous by the
plasteel with a hollow core part-filled with a Royal Scourges of Sepheris Secundus, the mirror

95
shield is an ornate rectangular device capable of shields are large ceramite slabs with a minor
covering about two-thirds of its wielder’s body. outward curve, sufficiently large to completely
Constructed from layers of metal and stained cover an Arbitrator’s form but still
crystal-silicate glass, bearing the colourful crests manoeuvrable enough to be used in close
and armorials of the nobility, the refractive glass quarters. Each one has an arc-lumin built in on
gives the shield a mirrored effect that supposedly an upper corner, with a powerful shock plate
deflects evil spirits (although it can also repel las taking the form of the aquila symbol at the
bolts as well). As such, it is considered an shield’s centre. Arbitrators who can’t draw their
exemplar of ennobled warfare and “affairs of shock maul in time can rely on a quick smash
honour” on a world where such advanced from their suppression shield to do the job. A
weapons are restricted to the elite retainers of suppression shield includes a small but much
the ruling barons. appreciated feature in the form of a lock-grip
If used as cover against ranged attacks, the opposite the arc-lumin, which can securely
shield is large enough to protect the arm that anchor a basic weapon to where only one hand is
carries it and the wearer’s body, though it may required to use it. This gives Arbitrators the
shield the head instead (if the wearer is taking flexibility to use their issued weapon instead of a
cover behind a barricade, for instance). This sidearm while conducting assaults from behind
provides 8 Armour Points (Primitive) to those their shields.
locations; thanks to its reflective construction, a A Suppression Shield’s lock-grip allows its
mirror shield’s APs are not considered Primitive user to wield a basic weapon with one hand.
against las weapons. After making a successful melee attack, a
Naval Shield: Shipboard armsmen, boarding Suppression Shield must spend a Round
crews, and other naval troops often utilise building up a charge (per the Recharge quality),
shields of this type for personal protection as during which time it can still be used to make
they protect their ship. Each shield is a huge and attacks though it gains the Primitive quality and
solid plasteel plate in a roughly rectangular loses the Shocking quality. As long as the user is
shape that is uncomfortable to carry for any not Surprised (see Dark Heresy, page 187), a
prolonged period but offers superior protection. Suppression Shield provides 4 Armour Points to
Unlike most Imperial shields they are totally flat the user’s arm and body locations (which stacks
and have a smooth surface so they can be used as with any worn armours). It can also be used as
emergency hull and bulkhead sealers. A Naval cover against ranged attacks, providing 4 APs to
shield is large enough to totally conceal the all hit locations as long as they are stationary or
user’s body, and boarding parties facing using the Tactical Advance action, though the
defensive strong-points often make use of these user must expose at least one arm to attack.
shields to create a solid wall of plasteel that To use the Suppression Shield’s shock plate,
completely covers themselves and their allies. the user must have the Melee Weapon Training
A Naval shield can be used as cover against (Shock) talent.
ranged attacks, providing 8 Armour Points to all Tower Shield: An immense barricade of
hit locations as long as long as they are wood or metal, tower shields are more of a
stationary or using the Tactical Advance action, mobile barrier than an active means of defence.
though the user must expose their head and at Tower shields find their most frequent use on
least one arm to attack. feudal worlds where warfare places a heavy
Arbitrator Suppression Shield: This type of emphasis on massed archer attacks; troops
shield is produced for the Adeptus Arbites and protected by a tower shield can endure almost
the aquila emblazoned on its front is often the any arrow shower, while those with lesser
first sign of an Arbitrator raid as it is thrust protections are riddled like archery targets.
through a recently-breached door. Suppression Simple plated iron examples are a common sight

96
in the canyons and narrow passages of sophisticated tools, like the breacher units
Coseflame, while the inland bronze and wood favoured by the Mechanicus, would be
shields found on Monrass are considered works impossible to maintain. Powered by a weighty
of art in their own right. and scolding hot backpack steam compressor
A tower shield can be used as cover against that provides pressure to turn a huge boring
ranged attacks, providing 8 Armour Points drill, they are not intended for use as weapons
(Primitive) to all hit locations as long as long as due to their unwieldy size and mass. Of course,
the user is stationary or using the Tactical such a tool could inflict horrific damage on any
Advance action, though they must expose at unfortunates that manage to get in the way of
least their head and one arm to attack. A tower the drill head.
shield’s great bulk and mass imposes a -2 penalty Steam drills require a Strength Bonus of 4 or
to the user’s Agility Bonus due to its difficulty in more to be effectively used as a weapon. Weaker
handling, though most would rather be slower in characters suffer a -10 penalty to their Weapon
moving than dead from an arrow storm. Skill Tests made to attack with it for each point
their Strength Bonus is below 4. The bulk of a
Spear steam drill and its power rig imposes a -10
Spears are simple but effective weapons made penalty to the user’s Agility while carrying it.
of a piercing tip, often made of stone or metal,
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
Spetum combat before it really begins. Stilettos are
This pole-arm is equipped with three single- favoured weapons of assassins and many include
edged prongs on the business end and is most narrow grooves in the blade suitable for dipping
commonly found on Balecaster as a ceremonial in poison, and they are often carried as
weapon by the Inner Guard of the Star Sanctum. secondary weapons by feudal armoured knights.
Although the opportunity to use these weapons In the latter, a stiletto is not a combat weapon,
in combat is somewhat rare, the warriors who but is intended to be used to give a mercy killing
form the Inner Guard are highly trained in its to a mortally wounded enemy, as no noble
use, having spend countless hours honing their warrior would allow another of his peers – even
technique to achieve complete mastery. The an opponent – to die slowly on a battlefield.
Spetum is an exceptionally fine weapon that is Landrian “Devil’s Kiss” Stiletto: The Devil’s
far removed from the humble fishing trident it Kiss is a long and narrow knife that is quenched
resembles, and those that make their way off in blood during forging and sharpened only
Balecaster end up used in battle just as often as along the last five centimetres, leading to a
added to the collections of wealthy aficionados. needle-like tip. In the cities of Landunder, the
Devil’s Kiss is also the name of a blade clan
Steam Drill notorious for quiet and subtle killing, their
These bulky and temperamental devices are victims bleeding out from a single, almost
crude mining rigs used on worlds such as invisible, puncture wound. It is said that unless
Sepheris Secundus and Coseflame where more you are learning the fatal tricks of the clan, you

97
developed worlds alike. Generally a staff will
take the form of a humble wooden rod that is a
common sight among pilgrims trekking
throughout the galaxy as they retrace the steps of
saints, but far more elaborate and decorated
versions might be carried as a symbol of office
or rulership, and novice sanctioned psykers
often use a staff topped with the symbol of the
ever-watching eye to indicate their allegiance to
the Emperor and the Scholastica Psykana.
Basic ranged weapons that are well balanced
and constructed for use in clobbering an
opponent count as a staff when used in melee.

Sword
Swords are the classic melee weapon of
chivalric knights and men-at-arms alike, and are
used by almost innumerable classes and types of
fighters throughout the expanse of the
Imperium. In general a sword will have a
striking blade with a single or double edge and a
grip suitable for use with one or both hands, but
any number of other features – blade length,
curvature, thickness, presence of lack of a cross-
guard, intention for chopping or thrusting –
vary widely with the design of the blade. A
sword might be a simple iron blade built
expressly for war, a finely wrought piece of art as
will never see this deadly blade except with your beautiful as it is deadly, or even concealed within
own blood wetting it. Off world, Landrian a cane or walking stick.
stilettos fetch a high price due to their rarity and Fervious Long-Sabre: The Fervious long-
excellent craftsmanship. Such is the quality of a sabre is an overly-long sword with a dramatic
Devil’s Kiss that a mono-edged example could curve designed for a two-handed grip. It is very
rival a power blade in its ability to perforate even sharp among feudal weapons since the metallic
modern, well-made armour without the ores of Fervious are extremely stubborn and
crackling and luminescent energy field of a difficult to work with, requiring numerous
power weapon, and they are a favourite of Death folding and reforging to work out the impurities.
Cult Assassins for just this reason. This creates a naturally razor-fine edge that
holds quite well, even after hacking through
armoured opponents. Long-sabres are wielded
Staff
by the nobles and wealthy armsmen of Fervious,
A staff is a very simple weapon formed in the
but can also be found among the many death
main from a sturdy length of wood about a
cults that world generates. Fervious’ society is a
metre and a half long that is well balanced and
bloodthirsty and violent one, founded on ritual
easy to wield. Though suitable for use as a
murder as a means to gain status and wealth,
walking stick, a trained user can use a staff as an
and those in positions of power and authority
effective bludgeoning instrument, and the art of
stick-fighting is popular on many primitive and

98
invariably carry one of these swords to ward off than 10 Corruption Points cannot benefit from
assassins and other would-be usurpers. this effect, the relic offering no succour for those
Quicksilver Sword: Among the nobles on of a tainted soul. If the character burns a Fate
Balecaster, a quicksilver sword is viewed as a Point it is still lost as usual.
sign of divine lineage and right to rule, with each Landrian Render: Renders are considered
blade being passed down from previous cursed and ill-omened blades on Landunder,
generations - the further back the current bearer and even off-worlders who don’t subscribe to the
can prove that the blade has been in their line, local mysticisms might be inclined to agree after
the greater their status in the courts. As a combat looking at the arm-length butcher blade’s
weapon, a quicksilver sword is a remarkably numerous serrations and teeth. A render is
dangerous instrument. Though looking much designed to take its victim apart slowly, piece by
like a normal, if finely-crafted, sword, these piece, and has many deliberate concessions
weapons seem preternaturally fast, bending and made to create excruciating wounds that heal
twisting in the wielder's hand as they lash out. poorly. Perhaps unsurprisingly, the weapon
Administratum tithe-keepers visiting Balecaster shares its name with Landunder’s Render clan,
have noted the peculiar tendencies of its nominally meat-mongers and tanners who have
quicksilver swords, which has aroused the been repeatedly linked with murder cults and the
suspicion of certain elements of the Inquisition worst criminal atrocities.
that the blades may be of xenos origin. Sabre: A favoured weapon of cavalry troops
Opponents attempting to Parry an attack from and other mounted warriors, sabres are popular
a quicksilver sword suffer a -10 penalty to their weapons on worlds such as Iocanthos and
Weapon Skill Tests. Volonx that are famed for their horsemen.
Reliquary Blade: This blade is a typical Sabres possess a curved single-edged blade
example of sacred weaponry formed partly from designed to make downward slashes and have
the corporal remains of saints and seers - in this excellent balance that allows a rider to keep a
case, a human femur forms the pommel and hand free to control his mount. The sabre’s
grip, giving way to a cruciform guard and a cold elegant yet functional construction causes it to
iron blade inscribed with litanies of protection persist in many more sophisticated climes, and
and blessings against heretics and sinners. Imperial Guard officers and hive nobles often
Weapons of such provenance are typically kept wield mono-edged sabres for their graceful and
under close watch in the sacristy of great temples distinctive appearance (as well as lethality in
and shrines, only to be used in periods of great battle), and there are several patterns of power
need, although especially faithful or honoured swords with a blade that specifically resembles
warriors may be gifted such a valuable tool of the that of a sabre’s.
Emperor's strength while they crusade in His A sabre increases its Damage value by 1 when
name. Regardless of the weapon's exact shape or wielded by a user who is mounted or has another
construction, a reliquary blade is an immediate significant height advantage over his opponent.
and undeniable mark of the bearer's holy Short Sword: Short swords have a slightly
convictions and will. reduced lethality and reach compared to their
A reliquary blade is always of Best full-size counterparts but are significantly easier
Craftsmanship. If wielded by a character with to wield in cramped or confined spaces, making
the Pure Faith talent, this weapon gains the them popular with naval armsmen and boarding
Vicious quality. Whenever a character spends a parties. They are also the largest size of blade
Fate Point within 10 metres of a strongly that is still suitable as a backup weapon, and are
displayed reliquary blade, roll 1d10. On a result carried by some Imperial Guard regiments with
of "8" or higher, the character immediately a penchant for hand-to-hand combat.
recovers the Fate Point. Characters with more

99
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
in its own right. Chain weapons are most of 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
the mighty Space Marines. Some Xenos are armourer’s work in modifying their weapons so
known to employ their own chain weapons as they can turn their blades on the Emperor’s foes.
well, obviously in deference to the superiority of The exposed chain makes the Locke-pattern
man’s 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 wounds
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
“Hell’s Teeth” pattern which employs a flat, boxy and does not add the wielder’s Strength Bonus.
housing that contains the spinning chain and its

100
Chain Weapons
Name Class Dam Pen Special Wt Cost World Availability

Chainsword Melee 1d10+2 R 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 axe’s 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 anyone’s 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
wielder’s 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 crown’s
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 weapon’s 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 weapon’s
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 hiver’s 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 crimson crown can be used by characters
Landunder, the buzz blade is infamously the without the Thrown Weapon Training (Chain)
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 (Chain) 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

101
than their wielders and roar fiercely as their there are anecdotal stories of these weapons
teeth spin on both sides of the totally exposed hacking through the legs of walkers. They are
blade. They are sacred to witch-hunters and difficult and tiring to use for any period of time,
Redemptionists who view an Eviscerator as an but most who wield an Eviscerator will end a
instrument of the Emperor’s divine might and combat in very short order.
hatred for sinners and heretics, but may end up Any character that rolls an unmodified 96-00
in the hands of well-equipped gang heavies and on their Weapon Skill Test while wielding an
other warriors who want to see their foes split in Eviscerator risks losing control of the chain
twain and with a whole lot of mess to go with it. blade and must succeed on a Challenging (+0)
An Eviscerator is a true terror weapon that Agility Test or else hit themselves with the
makes a terrific racket when in use, and the weapon instead of their target. This attack deals
sheer volume and size of its teeth can rival a full Damage, including Penetration and the
power weapon in terms of raw destructive user’s Strength Bonus. Roll to determine hit
capability. Even light vehicles are not immune to location normally, but re-roll if the hit would
an Eviscerator’s army of spinning teeth, and indicate a blow to either arm.

102
Because of the great cost of manufacturing
POWER WEAPONS the power field generators themselves, power
Sheathed in a power field of crackling arcane weapons are almost exclusively the province of
energies, a power weapon greatly amplifies the the wealthy and well-connected, such as high-
force of the wielder’s swings and thrusts, ranking Imperial Guard officers, Rogue Traders,
disrupting the matter that makes up armour and Inquisitors, and others who are afforded such
its wearer all at once. Many of these weapons luxuries. However, power weapons are the
conceal their true nature with power packs unquestioned champions among those meant
subtly incorporated into the grip and energy for use in close combat, and most who can
projection veins down the blade, appearing as a obtain such devices are the types who like to use
totally normal if well-made weapon until them as well.
activated amid crackles of lightning running When deactivated, a power weapon counts as
down their length. Regardless of whether its a Primitive weapon of the same type with the
generators are hidden within or obviously mono-edged upgrade and can be used without
attached with conduit cables, power weapons are penalty by a character with the Melee Weapon
dramatic implements that can go from ordinary Training (Primitive) talent. Otherwise, a
blades to cleaving and smashing engines of character must have the Melee Weapon Training
destruction in a matter of moments. (Power) to use power weapons without penalty.

Power Weapons
Name Class Dam Pen Special Wt Cost World Availability

Null Rod Melee 1d10+4 E 6 Power Field, Special 3kg 9,000 - Extremely Rare
Balanced, Flexible, Power
Omnissian Rod Melee 1d10+10 E 7 9kg Tech-Priest Only Extremely Rare
Field, Special
Power Axe Melee 1d10+7 E 8 Power Field, Unbalanced 6kg 2,700 -

Loi-Pattern† Melee 1d10+8 E 10 Power Field, Unbalanced 7kg 3,200 -

Omnissian Axe Melee 2d10+4 E 8 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 7 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) Melee 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 wielder’s Strength Bonus to Damage
†††Not including external power source

103
Null Rod successfully manifested within a null rod's field
Equal parts weapon and tool, a null rod takes area, reduce any Psychic Phenomena results by
the form of an obsidian shaft about a metre long 10. In addition, a null rod forces daemonic
heavily inscribed with runic wards and prayers creatures and other warp entities to make a
against the daemon and witch. The grip is Warp Instability Test with a -10 penalty each
formed from simple leather strips bearing time they take Damage from it in melee. Finally,
inscriptions of protection, giving a null rod a each time a psyker or other creature with a Psy
very "low-tech" and mundane appearance, but Rating spends 10 continuous Rounds within a
this is deceiving in the extreme. The unique null rod's field, it must succeed on a Hard (-20)
material is mined from an unknown world in the Willpower Test or gain 1d5 Insanity Points.
Koronus Expanse, its location kept secret by the Failure by two or more Degrees also affects the
Calixian Conclave explicitly for this enigmatic character as though he was affected by a
substance alone. When gripped strongly the rod hallucinogen grenade.
reacts to the wielder's own life force, emitting a
Omnissian Rod
crackling energy field that pulses with warp-
An exceptionally rare device, an Omnissian
disrupting power, weakening a daemon's hold
rod is gifted only to ranking Magi, Fabricators,
on reality while filling a witch's head with vertigo
and other elites of the Cult Mechanicus who
and false perceptions. The Inquisition's own
wield this weapon as a staff or standard. Taking
tech-artisans have installed a compact power
the form of a two metre tall staff of consummate
field generator within the body of the rod,
discs stacked end to end, an Omnissian Rod is
further amplifying the effect as well as allowing
topped with a broad escutcheon of the Imperial
the tool to function as a power weapon in hand-
aquila inlaid with the skull-and-cog device of the
to-hand combat. Null rods are indispensible
Adeptus Mechanicus, a symbolic representation
tools to witch and daemon hunters alike; agents
of the (sometimes tenuous) unity of the
of the Throne who are granted such exclusive
Imperium of Man and the Martian Priesthood.
gear are favoured indeed. The vast majority of
Though impressive to behold, when wielded by a
null rods are wielded by militant Inquisitors and
Tech-Priest an Omnissian rod becomes an
their minions, but more fanatical elements of the
extremely potent weapon. The rod's body can
Ecclesiarchy and the Adepta Soroitas have
separate into its individual segments, an internal
obtained them from time to time as well.
spine of bundled monomolecular wire
A null rod emits a field that can totally nullify
preventing it from flying apart while the
psychic powers and other warp phenomena out
escutcheon acts as the head of a flail. When
to a distance of 20 metres. When a psychic
wired in to the Tech-Priest's potentia coil, the
power is manifested, roll 1d10 - only on a result
rod can be sheathed in a high energy field
of "8" or higher is the power actually manifested.
analogous to a power weapon. This energy can
This roll should be made before checking for any
be used to make ranged attacks as well by
Psychic Phenomena; if the null rod prevents the
turning the rod on its side and using the haft as a
psychic power from manifesting then no Psychic
focusing barrel, giving the Tech-Priest wielding
Phenomena occur. Active or sustained powers
it firepower equivalent to a fine plasma gun as
entering the field are subject to its effects and
well.
must make this roll upon contact with the field
An Omnissian rod gains the listed profile
and when making the subsequent Power Roll to
when connected to the wielder's potentia coil,
sustain. If a power is manifested outside the null
which requires a Half Action and a successful
rod's field, but its effect encroaches into the area
Ordinary (+10) Tech-Use Test. If the wielder
warded by the field, the power is still manifested
uses the rod to Parry, it loses the Flexible quality
but may have no effect within the field itself; roll
for one Round. Alternatively, the wielder can
to determine this as above. If a psychic power is
choose to use the Omnissian rod as a ranged

104
weapon, in which case it counts as a phased
plasma gun (and requires both hands to wield).
The weapon cannot be used as both a melee and
ranged weapon in the same Round. If used
without a connection to a potentia coil, the
weapon loses the Power Field quality, can't be
used as a ranged weapon, and reduces its
Damage and Penetration by 7 each. In all cases, a
Tech-Priest bearing an Omnissian rod gifted to
him gains a +20 bonus to Interaction Tests made
with other members of the Cult Mechanicus,
while the Disposition of members of Imperial
organisations that chafe with the Mechanicus
improve by one step.

Power Axe
As with the simple axes wielded by
commoners and feudal warriors, a power axe
makes use of a heavy blade atop a stout haft that
dramatically increases its chopping power.
When combined with a power field, even a
heavily-armoured foe can be split in half like a
piece of kindling. Power axes are somewhat
clumsier than more common power swords, but
those that wield them believe the extra lethality
more than makes up for a slower swing.
Loi-Pattern: This particular mark of power
axe is a product of the Loi Metalworks Armoury
on the world of Lo and differentiates itself from materials and to absolute tolerances using great
others of its type by a much longer haft and secrets of tempering and field generation, and
harsh, cleaver-like blade that is significantly are among the finest power weapons
longer as well. Sometimes informally referred to manufactured anywhere in the Imperium. Many
as a “power glaive”, the extended dimensions of have saw-toothed blades or backs to invoke the
the Loi-pattern allow it to be swung with a wider ancient prehistory of engineering, and all are
arc and correspondingly greater force. Several invariably decorated with sacred equations and
Inquisitors of the Calixian Conclave favour this symbols of the Mechanicus. Tech-Priests who
pattern, whether for their personal use or that of wield these superb weapons often use them as
their senior acolytes and agents; these exaggerated (and wholly unnecessary) walking
prominently feature Inquisitorial iconography sticks and badges of office, and the bearer is
on the business end, making sure that those laid most often regarded as a figure blessed by the
low for their heresies will know their doom at Machine God as a furious incarnation of its
the final moments. repositories of knowledge and power in war.
Omnissian Axe: No “mere” power weapon, The wielder of an Omnissian axe receives a
this is a holy icon of the Cult Mechanicus that is +10 bonus to Interaction Tests involving
granted to Magi and Enginseers alike who have followers of the Cult Mechanicus, and the
shown their faith to the Machine God in battle. weapon’s machine spirit is so advanced that it
An Omnissian axe is forged of the finest acts as a multi-tool when wielded by an

105
adherent. An Omnissian axe may never be the centre but tapering to whisper thin edges
bought or deliberately obtained – it is gifted only that can inflict cuts on a careless wielder. A
to Tech-Priests by their superiors, and to wield power discus has almost no weight to it in spite
one without that blessing is a suicidal act. of its size and construction, and when thrown it
flies almost noiselessly through the air until a
Power Blade power field crackles to existence around it. The
Power blades are modest dagger-sized power discus’ generator activates once it detects
weapons that are infinitely more dangerous than the airborne spinning motion, and deactivates
their size suggests because of their power field. several moments after its movement ceases
Though only slightly larger than any of a (often embedded into an object behind the
multitude of knives popular throughout the opponent it just cut through). Most who own a
Imperium, a power blade can still punch power discus are wealthy collectors or
through almost any armour as though it were aficionados, but they make perfectly deadly
made of wet parchment, and a particularly combat weapons to those who can afford their
serious wielder might go so far as to use a kick to cost and don’t mind hunting through
drive an impaled power blade deeper still into underbrush or tangled hive-works to recover a
his opponent’s body. thrown discus that’s gone awry.
Khayer-Addin “Serpentine” Blade: Blades A power discus can be used by characters
concealed in walking canes, umbrellas, and other without the Thrown Weapon Training (Power)
innocuous objects are far from uncommon talent if they have both the Melee Weapon
among the Calixis Sector’s wealthy and Training (Power) and Thrown Weapon Training
connected, but the Khayer-Addin Forge’s (Primitive) talents. A character wielding a power
Serpentine escalates this concept to an entirely discus risks cutting himself when throwing the
higher level. The Serpentine’s incredibly thin weapon if he lacks adequate protection for his
blade is forged from the highest-quality hands. If the wielder rolls an unmodified 91-00
adamantine alloys to ensure strength in spite of on his Ballistic Skill Test when attacking, he also
its slender shape, and it is capable of generating takes 1d5 Rending Damage to whichever arm is
a power field from a sophisticated unit no longer wielding the weapon.
than a common autogun clip that is concealed
within the handle. Khayer-Addin produces this Power Fist
exclusive weapon by commission and no two are Power fists are heavy armoured gloves or
exactly alike, though most take the form of gauntlets with a built in power field generator
elaborate walking sticks or rods of office. The that can turn a simple punch into a blow capable
Serpentine may be drawn normally or erupt of completely obliterating an opponent and
through its decoy housing with a field burst to putting holes through the side of thick
create a suitably dramatic deployment, and most bulkheads. The broad surface of a power fist’s
users typically keep one or two “spares” to field means a struck foe is disrupted over a wide
conceal their weapon again after its use is no area; armour is punctured and rent open like
longer required. fabric, while an unprotected foe erupts in a
shower of ruined flesh as though a grenade had
Power Discus exploded inside their bodies. Power fists are
Few would consider throwing a costly and rare imprecise instruments that are poor choices for
power weapon at any enemy as anything other swordplay and quick manoeuvres, but their
than madness, but the archeotech power discus destructive power is unquestioned.
is designed to do just that. A power discus is Power fists are usually produced in two
formed of a seamless silvery disc with a mirror- distinct patterns: a sturdy “power glove” that can
like gloss finish no more than 30 centimetres be worn on its own, and the large gauntlet that is
across, roughly five centimetres in thickness in designed to interface with a suit of power

106
armour and maximize on the user’s greatly to the use of a variable power field generator.
increased strength. Glove-type fists are favoured Most power weapons are only designed to be
by Imperial Guard officers as they mesh well switched on or off, but a power maul’s more
with carapace suits and are only modestly sophisticated field can be adjusted with a
encumbering, while the larger gauntlets are most selector stud set into the base of the shaft. At
commonly used by power-armoured crusaders maximum power it is just as deadly as any other
and Inquisitorial agents who have no need for power weapon and can be used to smash
subtlety or drudging work in the course of their through walls or annihilate opponents, but at a
duties. Despite their differences, both are reduced setting produces just enough energy to
extraordinarily deadly weapons. duplicate a shock maul’s 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 maul’s 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-type’s 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 Inquisitor’s 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 target’s 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

107
wielding it (the +1 Damage bonus has already who are not utterly obliterated after being
been added to the profile). struck, reduced to a smouldering pile of cooked
flesh and ruined armour, are often sent reeling
Power Sword from the meteoric force of the blow as energy
Power swords are the most common type of courses through their bodies. To carry a thunder
power weapon, at least as far as these rare and hammer is a sign not only of the wielder’s wealth
valuable arms can be considered. A power sword or connections, but of true faith in the justice
is an immediate sign of the wearer’s status as and might of the Emperor.
well as their preference for close range combat, A thunder hammer takes time to build up
as few weapons are as functional, deadly, and maximum energy. After striking an opponent it
immediately ostentatious as a power sword. loses the Shocking quality for one Round (per
Depending on the mark, power swords might be the Recharge quality), but can otherwise still be
simply elegant weapons that could pass for a used to attack normally.
conventional blade or obvious tech-marvels that
ripple energy along their exposed power cabling. Witch Lance
Regardless of whether it’s wielded by an A potent weapon that is a mix of the techno-
Inquisitor, Imperial Guard officer, or Rogue arcane and the sacred, witch lances are designed
Trader, a power sword sets its user apart from to destroy rogue psykers and witches utterly and
those below his station. without mercy. These heavily modified power
Power Sabre: This sweeping single-edged weapons take the form of an ornate spear, pike,
blade is often made as a power weapon for or some other pole-arm with a cold iron and
wielders that value a sabre’s swift cuts and basket adamantine blade and haft. Contained at the
hilt but would like something with quite a bit weapon’s heart is a pressure-release reservoir of
more bite. A power sabre is somewhat less concentrated promethium mixed with sacred
effective at cutting down an armoured opponent oils and anti-psy compounds. Should the lance
than the thicker blades of “normal” power successfully impale a victim’s body, this mixture
swords, but when wielded by a skilled is explosively vented, utterly consuming them in
swordsman the blade seems to become just a a blast of holy fire. Although ostensibly intended
flash of light as it darts around before striking for use against psykers, a witch lance is a
true. Power sabres are often wielded by perfectly useful weapon against any enemy of the
Commissars for their dramatic appearance and Emperor, as it is guilt, rather than warp power,
wicked point, though anyone – regardless of that causes them to ignite.
their skill – could appreciate one’s appearance. Whenever Righteous Fury results while a
A power sabre’s excellent handling grants its character is attacking with a witch lance, the
wielder an additional +5 bonus to Weapon Skill weapon deals an additional 2d10 Energy
Tests made to Parry; with the Balanced quality, Damage that ignores Armour, and the victim is
the wielder’s total bonus to these Tests is +15. set on fire. This extra Damage is considered
Holy, which has certain effects on Daemonic
Thunder Hammer creatures and warp entities (as will be noted in
Normally carried into battle by heroic Space their descriptions). These effects are in addition
Marines, thunder hammers are also made in a to the normal effects of Righteous Fury. The
shape that can be wielded by mere humans, witch lance’s internal reservoir has enough fuel
though it is by no means easy to do so. to castigate five of the Emperor’s foes before it
Compared to other power weapons, a thunder must be refilled; the mixture has a base cost of
hammer’s power field is employed to build up a 100 Thrones and is Very Rare.
devastating charge which is released on impact
with a foe, rending them asunder with the force
of a lightning strike (hence the name). Those

108
carefully guarded by security proctors and
SHOCK WEAPONS armsmen to prevent them from falling into the
Shock weapons are designed to be generally non- hands of rioting mining-helots or workers.
lethal, attacking the subject with incapacitating Outside of the mines, there are small numbers of
force through electrical shocks that are fighters and other heavies who would use stolen
discharged on impact. Being hit with a shock concussion maces as full-time weapons. The
weapon is painful and causes mild burns on the impressive result of a particularly solid hit, as
skin, but generally will not result in debilitating well as the ability to smash a fully armoured
injury, maiming, or death, making them very Arbitrator right through his carapace suit, makes
useful for crowd control and “encouraging” for an appealing choice. However, the
workers to venerate the Emperor through their unpredictable nature of such improvised
labours with more enthusiasm. To use shock potency can have potentially disastrous effects,
weapons without penalty, a character must have especially if the concussive wave ends up being
the Melee Weapon Training (Shock) or Thrown reflected back at the wielder.
Weapon Training (Shock) talents. A concussion mace can be used by characters
without the Melee Weapon Training (Shock)
Concussion Mace talent as a Primitive weapon, but it loses the
Designed for use in zero-gravity mining, Blast and Unstable qualities without the precise
concussion maces take the form of a long focus necessary to strike blows with the grav-
metallic haft about two metres tall topped with a plate. On a successful hit this weapon inflicts its
flanged striking end. A concussion mace makes Damage as a Blast weapon, but the blast area
use of a piece of surplus or salvaged grav-plating, does not extend towards or to the sides of the
energised by a kinetic generator that spins up as wielder. However, an unmodified roll of 94-00
the mace is swung. On impact, the concussion on a Weapon Skill Test made to attack results in
mace discharges a massive burst of stored power, the blast rolling back into the wielder, centring
creating a brief pulse of crushing force suitable the effect on the originally targeted area or on
for shattering rocks and prying out dense the wielder himself, whichever is more
deposits from hard ore and other strata. appropriate for the situation. Regardless of
Concussion maces are not intended to be used as where the blast is centred, the wielder of the
weapons, but the powerful augmented impacts concussion mace cannot attempt an Agility Test
can be quite effective at annihilating even well- to avoid the blast. If the wielder does not
armoured opponents. As a result, these tools are

Shock Weapons
Name Class Dam Pen Special Wt Cost World Availability
Blast (1), Special, Unstable,
Concussion Mace† Melee 1d10+3 I 4 15kg 600 Void Scarce
Unwieldy
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
Officer’s 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

109
Electro-Flail implanted in their limbs specifically to assist
Electro-flails are groups of tendril-like lashes, forge overseers in quelling any potential unrest.
attached to a short staff or handle and swung in
sharp, quick snaps. These flails have a short Neural Whip
reach, but as they strike in devastating masses of This nasty weapon resembles a conventional
hits they can be extraordinarily effective at whip with a thicker length that delivers a
incapacitating a foe. Electro-flails are common powerful electrical shock from a heavy power
sights at manufactorums that use forced labour pack in the grip. Neural whips can’t be rightly
as they make an intimidating, whip-like crack as considered a “non-lethal” weapon; the whip’s
they strike an obstinate worker, and there are terrible lacerations alone could kill, never mind
many types of servitors with electro-flails the shock discharge that is sufficient to stop the

110
heart and lungs of those with weaker mitts worn by nobles and dilettantes at formal
constitutions. The electrostatic charge in the functions and other gatherings.
whip seems to help it fly further, and a labour A shock glove can be used as a melee weapon
foreman or press-gang captain of sufficient skill with the listed profile, but can also deliver the
can send its painful touch over the heads of well- effects of the Shocking quality as part of an
behaved mendicants to savage a miscreant in Unarmed attack, benefitting from any talents or
their midst. abilities the wearer may have. They can also be
A neural whip can be used against a target up used to shock a victim any time the wearer is in
to three metres away, but loses the Flexible and direct contact with the victim’s skin, whether
Tearing qualities against adjacent opponents as grappling an unarmoured opponent or dancing
the whip cannot build up the high speed or at a ball.
twisting movements that cause its frightening The bulk and appearance of a shock glove are
effects when used on foes further away. factors of their quality. The attributes listed
below are in addition to the regular modifiers for
Officer’s Cutlass Craftsmanship as described previously:
The cutlass has a long tradition of naval Poor: Overly-large and covered in a mess of
service dating to prehistory, and many can still wires, these look intimidating but are hard to use
be found aboard voidfaring ships of the present. in an actual fight due to their bulk. Any attempt
Swords carried by junior officers and lead to conceal their true nature suffers a -20 penalty.
ratings often will have a shock generator built in Common: These have an appearance similar
to the handle that greatly increases the force of to sturdy armoured gauntlets with some
cuts and blows with a sharp electrical discharge. extraneous cabling that occasionally cracks or
An officer’s cutlass offers an additional pops with electricity.
versatility in that the shock can also be delivered Good: No more bulky than any sort of
through the armoured guard to make a reinforced gloves, these can pass for regular
significantly less deadly but just as incapacitating armour or equipment for handling hot items.
blow, a handy feature during a mutiny or revolt The wearer gains a +10 bonus for attempts to
among superiors that would prefer to keep losses hide the weapon’s purpose.
to a minimum. Best: Finely crafted and well-fitting, these can
A character wielding an officer’s cutlass can be perfectly disguised as mesh or leather gloves,
strike with the guard instead of the blade, which and could even pass for stylish clothing worn by
deals 1d5 Impact Damage with a Penetration naval officers or hive nobles. The wearer gains a
value of 0 and the Shocking quality. +20 bonus to conceal the nature of these gloves,
and they do not show up as weapons on an
Shock Glove auspex and other scanners.
Shock gloves are designed to deliver an
electrical jolt as part of a punch, and are most Shock Maul
commonly used by gangers and low-life Standard equipment for Adeptus Arbites
enforcers as a cheap but effective way to inflict troopers, shock mauls are carried by other
pain and terrorize victims, but they can be enforcers and a wide variety of authority-types
devastatingly in brawls and other situations throughout the Imperium, and the sound of a
where an opponent might not know exactly shock maul being powered up is often sufficient
what’s on his attacker’s hands until far too late. to persuade a ruffian to cease misbehaving.
Higher quality shock gloves do exist, however, Because of their use by Arbitrators, shock mauls
often looking simply like ordinary gloves for are commonly associated with the Emperor’s
keeping the hands warm or even light elegant Law and its swift retaliation for misdeeds. Hive
riots are often met by a line of suppression

111
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 them out for ridicule or
more official persecution
depending on the world and the
nature of the riot. Shock mauls are
nominally non-lethal weapons,
though an “enthusiastic” user can
make them perfectly deadly by
aiming for vulnerable areas and
generally just administering an
excessive beating.

Shock-Staff
Shock-staffs are basic and
somewhat oversized shock
weapons that are primarily
intended for use in herding press-
ganged crews aboard ships, though
they can be found in similar
planetary applications as well.
Formed in the main from a long
haft of metal or plasteel, a shock-
staff has a simple single-power
shock emitter mounted at one end
with the generator installed in the
other. Most use a flat shock-plate,
either a plain surface or one
decorated with the ship’s insignia
or naval badge, but some varieties
instead feature a nasty-looking
spike on the end that is designed to
pierce the insulated suits worn by
turned on or off; it simply activates when it
reactor and engine crews, and are typically the
strikes something at sufficient velocity, and a few
favoured type used by scummers and other dregs
users have been shocked by their own stars
due to the more fearsome appearance.
carried in a pocket or belt thanks to a sudden
impact as a result of a fall.
Shock Star A shock star can be used by characters without
This tiny metal throwing disc contains a small the Thrown Weapon Training (Shock) talent if
power cell as well as conventional cutting edges. they have both the Melee Weapon Training
A target hit by a shock star suffers the usual (Shock) and Thrown Weapon Training
lacerations from the star’s blades and points as (Primitive) talents.
well as a debilitating jolt as its power cell
discharges on impact. A shock star can’t be

112
of their normal advances, but most characters
EXOTIC WEAPONS will have to obtain one through an Elite
Some melee weapons are designed in such a way Advance. Exotic weapons are still classed as
that they are completely set apart from more Melee or Thrown weapons and must obey all
common patterns of blades and hammers used relevant rules for use in combat.
throughout the Imperium. Whether they are
tools that make handy weapons, archeotech Arc-Welder
implements from a lost age, Xenos armaments,
Principally a tool of the Lathe Worlds' elite
or those weapons that simply must be used
mech-wrights, an arc-welder uses a discharge of
differently to obtain a useful feature or
pure energy to create a small, precise cutting
capability, exotic weapons are a class in and of
blade that can make extremely fine and delicate
themselves.
incisions and slices through even the hardest
Like their ranged counterparts, exotic melee
material as easily as a chirurgeon's scalpel cuts
weapons cover a wide range of devices and arms
through flesh. The twin arc emitters are
that do not handily fit into other weapon
mounted as a bracer or gauntlet, possibly
categories. Most are unique or specialized
permanently integrated into a bionic hand or
enough that each one requires an individual
arm, and snap in place ahead of the wielder's
Talent to use. For example, a character wanting
fingers - simply by moving the arm, the arc blade
to rend his foes asunder with a breacher drill
effortlessly cuts through anything the wielder
must have the Exotic Weapon Training
"points" at. The amount of energy to create a
(Breacher) talent. Some career paths include
cutting blade of this intensity is staggering, and
specific Exotic Weapon Training talents as part
so arc-welders are invariably either used in a

Exotic Weapons
Name Class Dam Pen Special Wt Cost World Availability

Arc-Welder Melee 1d10+5 E†† 10 Fast, Unwieldy 2kg 1,700 Lathes Very Rare

Breacher† Melee 1d10+5 R 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

Coil Whip Melee 1d10+5 E 4 Flexible, Shocking 3kg 600 Lathes Very Rare

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 wielder’s Strength Bonus to Damage with this weapon

113
stationary setting, or more often by a direct link Breacher
to a Tech-Priest's potentia coil. The ability to A breacher is a high-power drilling device
easily cut through super-dense alloys means an made from hyper-dense adamantine alloys and
arc-welder could very easily be pressed into fitted with a matter-wave generator, designed to
service as a powerful, if purely offensive, drill through the toughest materials and ore
weapon. With its ability to suddenly spring into deposits, break up blocks, and puncture
an attack position, as well as small overall bulkheads. Breachers are sometimes designed as
profile, defending against an attack by an arc- a heavy rig that is slung over the wielder’s
welder is a tricky prospect, and some more shoulder and held with both hands, but they are
eccentric Venatorii wield these tools for entirely more commonly implanted into the flesh of a
non-constructive purposes. servitor or bonded labourer. However, a
An arc-welder gains the listed profile when breacher can also be employed as a slow but
connected to the wielder's potentia coil, which devastatingly potent weapon capable of ripping
requires a Half Action and a successful through armour and flesh with ease, and there
Ordinary (+10) Tech-Use Test. Should it are many examples of Mechanicus Secutors that
become disconnected, it ceases to function as a have fused a breacher to one of their bionic arms
weapon. See the Weapon Upgrades section for for just such a purpose.
more information on Integrated Weapons. An Because of its bulk and vibration when
arc-welder can cut through adamantine plating activated, a user must have a Strength Bonus of 5
up to 40 centimetres thick in one minute; or higher to use a rig-mounted breacher as a
thinner and less dense materials can be carved combat weapon. Weaker characters suffer a -10
through faster. An arc-welder has an Availability penalty to Weapon Skill Tests made to attack
of Very Rare in the Lathe system, Extremely with it for each point their Strength Bonus is
Rare on other Forge Worlds, and is typically not below 5. If used as an implant, the user may add
encountered anywhere else.

114
double their Strength Bonus to the breacher’s together by a strong chain, and many
Damage, and the weapon rolls an additional incorporate a liquid reservoir core to amplify the
2d10 rather than 1d10 when successfully force of struck blows. These are often wielded by
inflicting Righteous Fury. flashy gangers and recidivists as they look almost
as impressive as the savage battering they can
Bulkhead Cutters inflict. “Modern” chain-sticks lose both the
As the name suggests, these are designed to Toxic and Primitive qualities due to their
slowly rip open tough metal bulkheads and deck superior though decidedly non-poisonous build.
plating. Bulkhead cutters are worn more than
wielded: a huge row of mechanical teeth grind Coil Whip
along below the user’s forearm, extending about A favoured weapon of the top-ranking
30 centimetres beyond their hand, and a large Venatorii "Crimson Guard", coil whips are flashy
and sturdy frame with an included gauntlet and loud, filling the air with cracks of man-made
protects the limb from sparks and flying thunder as they lash about. While having an
fragments. The cutter itself is supported by a impressive appearance, mistaking a coil whip for
load-bearing harness that the user dons over a toy would be a fatal error. A coil whip is made
their torso which also stores the power supply, up of a series of flat, immaculately forged links
making this heavy tool easier to use for long of conductive alloy that can be rolled up on a
cutting jobs. Bulkhead cutters are not designed spool and stored in a special bracer or gauntlet.
for use as weapons, but a user who has learned When deployed, the whip rolls out and is
the proper motions can make use of them as energised by the wielder's potentia coil, glowing
terrifyingly effective if imprecise armaments for brightly as the wielder's own bio-power courses
melee combat, and more eccentric boarding through it. The raw power of a potentia coil
crews might arm a man with one over his void energising the whip's length gives these weapons
suit to assist with cutting through obstacles a potency that rivals a power field while still
(including defenders of the boarded ship!). preserving a whip's erratic, unpredictable
behaviour in combat. Along with the Venatorii
Fervious Chain-Sticks of the Lathe Worlds, militant Electro-Priests are
Some of the more disciplined but no less also known to favour these exceptional weapons,
vicious warriors of Fervious create these though those that are in attendance outside the
weapons by binding two batons together at the Lathes have a much harder time obtaining them.
base with a length of tough sinew. Amateurs A coil whip gains the listed profile when
often hit themselves with the free-swinging connected to the wielder's potentia coil, which
baton, but a trained fighter can make pulverizing requires a Half Action and a successful
strikes with ease, and the erratic movement is Ordinary (+10) Tech-Use Test. Should it
hard for an opponent to predict. The batons become disconnected, it ceases to function as a
themselves are formed from trees that produce weapon. See the Weapon Upgrades section for
vicious slivers; to add insult to injury, even cured more information on Integrated Weapons.
wood is still poisonous if it enters the Toughness Tests made to avoid being stunned
bloodstream, and a competent wielder will often suffer a -30 penalty after any bonus from
soak his batons in serpent venom to magnify the Armour is taken into account. Coil whips have
effect. Of course, the stick-fighter must use great an Availability of Very Rare in the Lathe system,
care to avoid poisoning himself during combat, Near Unique on other Forge Worlds, and are
and most wield a sturdy gauntlet or mitt on one typically not encountered anywhere else.
or both hands just in case.
Similar weapons are produced locally on Penolpass Double Flail
several more advanced worlds, including The lithe warriors of Penolpass, whose
Scintilla. These use sturdy plasteel rods linked fighting style more closely resembles a dance

115
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 pistol’s 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 weapon’s 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 wearer’s 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 wearer’s
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 blade’s mounting keeps the
even most power swords, and the vast majority wearer’s hand free, and when deactivated they
of them are wielded by Tech-Priests of Sollex. can easily wield a basic weapon or perform any
They are sometimes gifted to parties and patrons other tasks that might be necessary. Forearm
that have done great deeds or favours to the Cult power blades are typically strapped to the
and to wield one of these exquisite weapons is a wearer’s arm, but some more elaborate designs
sign of respect (and material) connections with might be integrated with clothing or armour,
the Adeptus Mechanicus of Calixis. and high-ranking Inquisitorial agents and
Whenever the energy blade’s wielder Ecclesiarchial crusaders often have these
successfully Parries another weapon with two or weapons permanently integrated into the bracers
more degrees of success, the energy blade of their power armour.
automatically destroys the other weapon, even if Activating (Readying) a forearm power blade
it possesses a power field. However, the almost is a Free Action. If the wearer has the Quick
weightless blade means the force of the swing Draw talent, it can be activated as part of a
contributes nothing to the weapon’s destructive Reaction (such as to Parry a melee attack).
power. As a result, the wielder’s Strength Bonus
does not increase its Damage. Furthermore, Fractal Sword
should an Attack or Parry with an energy blade This pale blue and translucent blade is actually
fail by five or more degrees, the insubstantial formed from a diamond-like living crystal that is
plasma column ceases cooperating with the harvested from an unknown planet in the

116
Koronus Expanse. An anonymous and doubtless simply do not exist. If a fractal sword is
fabulously wealthy Rogue Trader farms them destroyed, such as by being successfully parried
from this world, and after reaching Port Wander by a power weapon, the blade will grow back
the swords make their way into the hands of from the handle in 1d5-1 hours. If the rolled
collectors and rich fighters throughout the result is a 1, the break immediately re-sets as if it
Calixis Sector. When the blade is struck by had never been broken at all.
sufficient force small slivers of it break off amid
a terrific screeching noise akin to nails on a Garrotte
chalkboard. The crystal constantly grows and This simple weapon is little more than a length
replaces shards as they are struck off, resulting in of sturdy wire with handles on each end,
an edge that is perpetually sharp as long as it is designed to be used to strangle a victim from
used with some frequency; letting it “go to seed” behind by forcibly closing their windpipe. In the
through disuse results in the blade becoming hands of a master, this humble tool can be every
rough and awkward to wield, though sufficient bit as lethal as a boltgun, and can also be used to
chopping will hone it back to its original razor incapacitate, rather than kill, if its wielder so
thickness in short order. Each tiny sliver that desires. Due to the close proximity necessary to
breaks free from a fractal sword is a crystalline use this weapon, the Moritat death cult considers
seed, and close examination reveals a similar it one of the last and most intimate martial
shape to the blade itself, albeit in extremely forms taught to their members.
minute form. If planted back on the fractal All attacks with a garrotte are counted as
blade’s home world, a new sword would grow Called Shots to the Head, and as such suffer a -
from it. Naturally, the Rogue Trader who 20 penalty to hit (this is normally offset by the
discovered this fantastic planet has gone to great garrotte’s intended use as a weapon of ambush).
lengths to keep its location a mystery. Subsequent attacks after a successful hit,
Because of their natural sharpness and ease in regardless of Damage, receive a +30 bonus
swinging, a fractal sword is always considered a instead as the garrotte has already been applied
Good craftsmanship weapon, granting its to the victim’s neck. Should the weapon cause
wielder a +5 bonus to their Weapon Skill when Damage to the target after reduction from
using it. Better or worse Craftsmanship versions Armour, the attacker may cause Wounds

117
normally (though these are reduced by burns from the writhing energy fields that
Toughness, as usual) or inflict half the value, “spark” when the chain is in motion.
rounded up, in levels of Fatigue (see Dark Constructed as they are, a lightning chain’s
Heresy, page 200 for more information on entire length becomes charged and conductive.
Fatigue and its effects). A garrotte is considered As a result, the wielder must wear thick gloves
to have the Snare quality on any Round in which made from the tough hides of certain animals
it inflicts Damage or Fatigue on its victim, native to Acreage; these provide sufficient
though the attacker gains none of the usual insulation so that a lighting chain’s wielder isn’t
benefits from his victim being Helpless as he shocked by his own weapon during normal use,
must already devote his full attention to although accidentally striking one’s self with the
maintaining the garrotte’s grip. hitting end of the chain is always possible.

Groxwhip Acreage Lightning Gauntlet


A groxwhip is formed out of strong metallic These are made from the same metal alloys as
cable interspersed with wicked-looking barbs the Acreage lightning chain, giving them similar
and hooks, making it a decidedly frightening shocking properties. They are often worn by
weapon to behold. Whether or not groxwhips knights and other well-paid soldiers of Acreage’s
are actually used in the herding of the beasts of armies, who incorporate them as fixtures of their
the same name is a matter of debate, but most sturdy plate armour. A lightning gauntlet cannot
onlookers could think of no other application be swung as fast as its chain counterpart, so the
that such a disastrous-looking weapon could kinetic effect is somewhat lessened, but it is still
possibly be used for. A groxwhip is perhaps far more deadly than an ordinary punch, and
somewhat less effective than the more common being struck in the face by a lightning gauntlet is
neural whip at “persuading” a miscreant to likely to cause serious harm, if not death, to the
behave, but they have the advantage of not unfortunate victim. The gauntlets are
requiring any sort of power cell to function, and constructed atop gloves and bracers made of the
can inflict terrible injuries on a man who isn’t same insulating leather as a lightning chain’s
wearing decent armour. wielder uses and offer similar protection against
A groxwhip can be used against a target up to being accidentally shocked.
three metres away, but loses the Flexible and
Tearing qualities against adjacent opponents as Sieve Blade
the whip cannot build up the high speed or Original examples of this weapon were made
twisting movements that cause its frightening from the hollow, spiky fronds of the
effects when used on foes further away. spindlethorn plant, where it would be loaded
with the venomous sap of the same for use
Acreage Lightning Chain against predators. While some “purists” insist on
At a glance, this length of spiked chain a weapon grown in the old ways, similar
roughly a metre-and-a-half long appears to be a examples constructed from modern materials
completely mundane and unremarkable, if have become popular with a number of cults and
painful, looking weapon. However, the unique Assassinorum operatives. The flat sides of the
alloys found on Acreage allow it to somehow blade have hundreds of tiny pore-like holes,
“store” kinetic energy, which is released in the allowing the substance inside to spread into any
form of blue-coloured sparks when the chain wound it causes. A reproduction sieve blade
moves with any kind of sharp, excessive force. otherwise resembles a common short sword with
When properly used in combat, victims of a a slightly wider blade.
lightning chain attack not only receive dreadful Any hit with a sieve blade that causes at least
lacerations and broken bones, but also suffer one Wound will also “inject” a dose of whatever
substance its owner has placed in the hollow.

118
However, due to the indiscriminate nature of
this delivery system, a dose is expended out of
the blade on any successful hit; if the sieve blade
scrapes harmlessly off the target’s armour, the
dose is wasted as it dribbles out on the victim’s
protective gear and clothing.
A more sophisticated sieve blade, costing an
additional 100 Thrones, includes a pressure
valve in the grip to hold the dose within; it is
released by a stub on the pommel, which is
typically done when the wielder believes he has
scored a firm strike. This version only expends
the dosed substance at the wielder’s discretion,
and the decision can be made after Damage has
been rolled.

Soft Sword
Also known as an assassin’s belt, soft swords
are forged from a polymorphic material that has
been of great interest to Mechanicus Magi since
it was discovered on planets near the Heathen
Stars. Normally flexible like thick cloth, when an
electrical current is run through the material it
suddenly springs to the consistency of well-
tempered steel, and can be employed just like a
fine blade. Soft swords are of particular utility to
tool to use on biological machinery. Of course,
those who desire a more unassuming appearance
these same qualities allow it to be used as a
while still being armed, or who want a hidden
horrific melee weapon, and while perhaps
weapon should their obvious ones be removed.
unsuited for full-scale battles, a single savage
While inactive, a soft sword does not show up
blow from a Vivisector has administered the
as a weapon on an auspex or similar scanner.
justice of the Cult Mechanicus to many labour-
When readied, it can act as either a sword or a
helots who have dared rise up against their
staff (dealing Impact rather than Rending
masters. Other scummers and recidivists that
Damage) at the wielder’s choice.
have tried to mug or murder a lone enginseer for
Vivisector whatever foul purpose have been similarly
The Vivisector is a long ornate gauntlet that dispatched as the apparently weapon less Tech-
locks over the user’s forearm with sufficient Priest proves his Vivisector is far from just a
clearance to be worn over most types of armour. simple tool.
Servo-augmented articulation extends over the A Vivisector grants the wielder a +10 bonus to
fingers, which are tipped with laser cutters, bio- Medicae Tests for the purposes of repairing
solvents, shears and flensing instruments. While servitors or conducting autopsies. Its frightening
the ignorant may confuse a Vivisector with a appearance is also a useful tool in and of itself,
medical device, this is no instrument of healing. and grants the wielder a +10 bonus to
A Vivisector’s true purpose is to dismantle and Interrogation and Intimidation Tests as well. For
portion organic tissues in a forge world’s flesh an additional 500 Thrones, a Vivisector may be
works as well as servicing and maintaining upgraded with stronger bio-solvents and other
servitors; to a Tech-Priest, it is simply another corrosives that give it the Toxic quality as well.

119
Weapons Upgrades

Upgrades
Name Weight Cost Test Availability

Backpack Ammo Pack +25kg 100 +10 Rare

Bipod +2kg 10 +30 Average

Calamity Vent +0.5kg 250 +0 Very Rare


While a weapon is only as efficient as its wielder
Combi-Weapon Special Special -20 Special
– whose performance in combat is no better
than his faith in the Emperor – various types of Combi-Weapon (Military) Special Special +0 Special

modifications and additional equipment can be Compact x 1/2 50 +0 Average


used to augment this to some extent. Upgrades Dipole Mag-Lock +0.5kg 75 +30 Average
enhance the performance or capability of a
Duplus Ammo Clips - 10 - Scarce
weapon in some way, and can perform a variety
of functions. Upgrading a weapon requires a Exterminator +1kg 35 +30 Common

successful Trade (Armourer) Test, whose Exterminator Cartridge +0.5kg 50 +30 Average
difficulty depends on the upgrade itself. Trade Extra Grip +0.5kg 25 +10 Average
(Technomat) can be used instead, but the
Fire Selector +0.5kg 50 +20 Scarce
difficulty increases by two steps.
Force Weapon - 3,500 -20 Very Rare
The cost and availability of each upgrade
refers to the component itself, not the cost of Forearm Weapon Mount +1kg 300 +0 Scarce

attaching it. Characters that can’t perform that Gene-Lock Circuit +0.5kg 100 +0 Rare
work will usually have to pay separately for an Grav-Accelerator +2kg 550 -20 Very Rare
armourer to do the labour. Some weapons may
Integrated Weapon +0.5kg 200 -30 Extremely Rare
already have one or more upgrades already
Lathe Blade - 2,500 -20 Very Rare
installed; in this case, simply add the cost of the
upgrade to the weapon’s cost. An upgrade may Melee Attachment +0.3kg 5 +30 Plentiful
modify a weapon’s weight as well. Upgrades Mono Edge - 40 -10 Scarce
usually do not modify a weapon’s availability,
Mono-Sight +1kg 400 +10 Scarce
although especially rare ones may be an
Motion Predictor +0.5kg 1,000 +10 Rare
exception at the GM’s discretion.
Pyre-Lance Aperture +0.5kg 200 +0 Rare

Backpack Ammo Pack Rangefinder Sight +1.5kg 1,200 +0 Rare


Upgrades: Most non-primitive ranged weapons Red-Dot Laser Sight +0.5kg 50 +20 Scarce
Most ranged weapons store their ammunition Sanctified Weapon - 500 † Very Rare
in clips, canisters or packs attached to the
Silencer +1kg 10 +30 Plentiful
weapon itself, but for extended battles or
situations where the user doesn’t want to reload, Spoor Targeter +1.5kg 3,000 -10 Very Rare

a large external supply can be carried in a Stabiliser Rig +8kg 700 +10 Scarce
backpack. A backpack ammo pack employs a Starflare Vent +0.5kg 300 -10 Very Rare
powered feed for projectiles or a cable supply for
Stutter-Las - 50 -10 Average
other sources that plugs into the weapon’s
Suspensors x 1/2 2,500 -10 Extremely Rare
loading port, keeping a steady supply of
ammunition ready to be fired at the wearer’s Targeter +1.5kg 2,250 +0 Rare
foes. Because of its bulk, backpack ammo packs Telescopic Sight +1kg 35 +20 Average
are often employed by fighters wearing power Tripod +5kg 20 +30 Common
armour, but a brawny trooper can muscle one
Vox Operated +0.3kg 500 +10 Rare
along if need be.
Whisper-Bolt Discharger +2kg 80 +0 Scarce

†This upgrade requires the attentions of a suitable member of the Ecclesiarchy

120
A backpack ammo pack is the size of a normal weapons and are designed to activate if a
backpack, but has half of its volume given over dangerous overload is detected by a small
to ammunition storage and a feed mechanism. cogitator unit. Instead of dumping heat into the
Most las, solid projectile, bolt, melta, plasma, weapon’s housing, often causing injury to the
and flame weapons can be used with a backpack firer, the calamity vents cause it to be harmlessly
ammo pack. Grenades and rockets used by expelled in a gout of searing blue flame away
launchers are too large for any sort of from the firer’s hands and body. When they
meaningful feed line, and exotic weapons in function as designed, a calamity vent gives the
general are varied to such an extent that trying to plasma weapon’s wielder a surprise but nothing
make a backpack ammo pack for one would be a else, the overheat dissipated and weapon ready
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,
consume this more quickly), 80 shots for plasma the 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 wielder’s 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
Bipod caused a catastrophic feedback loop and the
Upgrades: Heavy weapons plasma weapon violently explodes; treat this as
A bipod consists of two telescoping metal legs though the weapon had rolled maximum
attached to a weapon’s barrel or housing, Damage with a Blast of 3. The wielder cannot
allowing it to be stably deployed on any sort of attempt an Agility 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 sniper’s 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

121
attached under it. Most are formed using a more This type of combi-weapon makes no attempt to
powerful, but less versatile, firearm as the reconcile the quibbling machine spirits of the
secondary weapon. Combi-weapons are individual weapons; the secondary weapon is
uncommon armaments not only due to the intentionally designed so that it can only be fired
valuable weapons that are used in their once between reloads, keeping the amount of
construction, but due to the difficulty of getting “cross machine” interference to a minimum.
two distinct machine spirits to cooperate with A military combi-weapon’s secondary weapon
one another. As a result, combi-weapons are can only be fired once before needing to be
often very finely crafted, and many become reloaded; its RoF becomes S/-/- and Clip size
heirloom items whose choice in individual becomes 1. Its weight is also reduced by half. A
weapons speaks volumes about the original military combi-weapon’s cost is just the
commissioner of the gun in the first place. combined cost of both of the weapons used to
Combi-weapons of this style are invariably make it, and its rarity is equal to the rarer of the
produced by commission in the Imperium’s two weapons. A military combi-weapon may be
greater forges; the Fane of Fykos in Scintilla’s formed from two Basic weapons, two Pistol
Gunmetal City is probably the best known weapons, or a Basic weapon with a Pistol
producer of combi-weapons in the Calixis weapon as the secondary.
Sector.
When armed with a combi-weapon, the
user may fire either weapon, but not both,
in any given Round. A combi-weapon’s
primary weapon uses the same statistics as it
would on its own, while the secondary
weapon’s 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-weapon’s 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 are Munitorum-
sanctioned tools that are produced on many
forge worlds, and are often carried by
Imperial Guard assault troops, Sisters of
Battle, Inquisitorial Storm Troopers, and
even Space Marines are known to wield
combi-weapons employing their own
divinely-powerful (and divinely-large) guns.

122
Compact as lesser armours lack the suitable rigidity to
Upgrades: Any Pistol or Basic Las, Solid support a weapon attached to them.
Projectile, Flame, Bolt, or Plasma weapon
By reducing the size of the barrel and clip, a Duplus Ammo Clips
weapon can be made significantly smaller. This Upgrades: Any Pistol or Basic Las, Solid
assists in concealment, handling, as well as the Projectile, or Bolt weapon with a removable clip
ease of carrying an otherwise heavy gun all day. These double-ended clips store twice as much
Compact weapons are favoured by those that ammunition (or two charge packs) as the
believe in subterfuge more than pure firepower. standard models, and when one runs dry, the
A compact weapon’s Weight, Clip size, and user simply flips it over and inserts the other
Range are all reduced by half, and its Damage is end. This significantly shortens reload time, and
also 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 weapon’s
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 can’t 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 man’s combi-weapon” that can be
to a paired plate attached to the user’s 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 weapon’s 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 weapon’s normal attack for that Round. Its
effect is identical to a standard flamer. Because

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of its weight, an Exterminator can be measure at best. For those wielders who must
detrimental to a melee weapon’s handling; if keep a hand free, an extra grip is a valuable
attached to a melee weapon with the Balanced upgrade. As the name suggests, this installs a
quality, it loses that quality as long as the second grip along with a trigger near the
Exterminator is attached (including after it has weapon’s centre of gravity, allowing it to be held
been expended). more naturally with one hand. Though
functional, some precision is lost as it becomes
Exterminator Cartridge difficult to aim carefully.
Upgrades: Any weapon A Basic weapon with an extra grip can be fired
An even smaller Exterminator, the Cartridge with one hand without incurring the usual -20
version could easily fit in a pocket and can be penalty to Ballistic Skill Tests. However, its
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 weapon’s 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 with a removable clip
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 weapon’s
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

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look, but few would argue its efficiency in point for every point of the wielder’s Psy Rating;
combat, and fire selectors are common additions for example, a force staff wielder with Psy Rating
among professional mercenaries, assault troops, 3 would add 3 points to his weapon’s Damage
and other types of operatives. and Penetration.
A weapon fitted with a fire selector can have In addition, whenever a psyker damages an
any combination of specialty or unusual ammo opponent with his force weapon, he may channel
loaded into its clip. At the start of the user’s yet more psychic energy into the instrument,
Turn, he can use the fire selector to choose turning his hatred of the opponent into a killing
which type of ammo he wishes to use for that power in and of itself. Treat this effect as a
Round. psychic power with a Threshold of 6 that is a
Free Action to manifest. If the psyker succeeds
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 over the opponent by the psyker allows
mental power and aggression of a psyker into a him to deal an additional 1d10 Energy Damage;
deadly, reality-rending force. It is said that force this extra Damage is pure psychic force and
weapons were originally designed by the ignores the victim’s 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 weapon’s
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 weapon’s trigger and grip, allowing it to be fixed
the Ordo Malleus’ famed Grey Knights, but they along the line of the user’s 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 weapon’s functions and triggering. This
Imperial Guard. arrangement keeps the wielder’s 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 moment’s 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 wielder’s body to assist in reloading. It also
deactivated for the psyker’s 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 user’s
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) mounting’s 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 weapon’s considered Readied. Pistol class weapons can be
Damage and Penetration values increase by 1 used by anyone in a forearm weapon mounting.

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If the user is wearing power armour or heavy might use a micro-needle to take a sample of the
power armour, the increased size of the arm and wielder’s blood or a proximity detector linked to
augmented strength can be used to mount a a subdermal implant. Regardless of its exact
Basic weapon in this way instead. construction, a weapon upgraded with a gene-
lock circuit will not fire unless wielded by the
Gene-Lock Circuit hand that was keyed to it.
Upgrades: Any non-Primitive ranged weapon Gene-locks are excellent precautions against
This upgrade is designed for those who have a theft and being disarmed in combat, but they are
special dislike of the idea of being shot with their far from immune to the predations of a skilled
own gun. A gene-lock circuit is installed in the tech-adept. A gene-lock can be reset to a
grip and interfaces with the weapon’s firing different owner or simply shut off so the weapon
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 weapon’s 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
Grav-Accelerator
Upgrades: Any Pistol or Basic Solid
Projectile weapon
Slug-throwers of all walks and means
invariably rely on controlled explosions of
their chemical propellant charges to fling a
projectile at speed down the barrel. The
velocity, and by association power, can be
increased through the crude expedience of
simply using more propellant, but those
with access to salvaged or recycled grav-
plating have devised an altogether more
efficient, though entirely illegal, means of
putting more force into their shots. A grav-
accelerator is permanently attached to the
housing of a slug-thrower and linked into its
firing system. When the weapon is fired, a
directional gravitic force is blasted at the
projectile to put greater power behind it
without the risk of exploding the barrel or
chamber. While succeeding admirably at
improving the slug-thrower’s ballistic
performance, the grav-accelerator does add
considerably to the weapon’s bulk and
recoil. Further, the accelerator requires a
separate power source to function,
complicating reloading and increasing the
complexity of the gun. As an ancillary
concern, the Cult Mechanicus considers
most of these modifications to be proscribed

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in the extreme – as a result, most who would (Integrated Ranged Weapons) or (Integrated
dare to upgrade their gun in such a fashion are Melee Weapons) as appropriate. Integrated
those already on the wrong side of the law. ranged weapons do not suffer from jamming or
A grav-accelerator increases the weapon’s misfires; any result that would cause a Jam to
Damage by 1 and Range by 10 metres. If applied occur is automatically cleared by the shooter's
to a Pistol class weapon, the enhanced recoil potentia coil, though doing so inflicts 1 level of
inflicts a -10 penalty to the shooter’s Ballistic Fatigue from the strain. An integrated weapon is
Skill Tests unless the shooter has a Strength semi-permanently connected to its wielder, and
Bonus of 4 or higher, or holds the weapon with requires an Ordinary (+10) Tech-Use Test to
both hands. If the weapon already has a similar connect or disconnect; this is normally a Half
requirement, the shooter’s Strength Bonus must Action, though more augmetic weapons may
be 5 or higher instead. Finally, the grav- take longer, require Medicae Tests, and so forth
accelerator itself requires an additional power like many other types of augmetics. Without a
source, typically a small battery unit or lasgun connection to a potentia coil, an integrated
charge pack. The accelerator is configured to weapon quickly loses its numerous
expend power equally as the gun’s Clip is improvements. All abilities derived from this
exhausted and must be replaced when it runs out upgrade are lost immediately. Ranged weapons
of bullets or shells, adding another Full Action to with an improved or unlimited Clip size
its Reload time. dwindles to 1d5, and after those shots have been
fired it becomes inert until reconnected.
Integrated Weapon Integrated melee weapons lose power after 1d5
Upgrades: See text Rounds, becoming Primitive weapons of the
Integrated weapons blur the line between same type. Through Tech-Use or Trade
personal weapons and augmetics, deriving their (Armourer) Tests is may be possible to jury-rig
superior lethality from the wielder's own body. an improvised power source, but this varies from
This sort of weapon is a wonder of the weapon to weapon and can have disastrous
Mechanicus Magi of the Lathe Worlds and are consequences with a failed Test. Weapons that
common fixtures for their elite Venatorii can be turned into an integrated weapon gain
"Crimson Guard"; so far, they have been different effects and qualities depending on their
extraordinarily resistant to its propagation to type and usage. In general, only Pistol and Basic
other arms of the Priesthood, much less the ranged weapons can become integrated
broader Imperium. An integrated weapon is weapons; a single potentia coil likely cannot
directly linked by a cable or conduit connection provide enough energy to upgrade a Heavy
to the wielder's potentia coil - as a result, only weapon in this fashion.
ordained Tech-Priests or Venatorius can use Las: Drawing from the shooter's potentia coil
them in their intended fashion. This nearly gives these weapons an unlimited Clip size. The
limitless supply of bio-power can be used for a extra power available maxes out the las weapon's
variety of purposes depending on the type of firepower, changing its Damage to 1d10+5, its
weapon that is integrated to it, typically either Penetration to 2, and giving the weapon the
improving firepower, stretching ammunition Tearing quality. An integrated las weapon can
supply, or increasing reliability. In all cases, the functionally shoot all day, making these the most
weapon loses the benefits of this upgrade, and common and favoured integrated weapons of
may cease to function entirely, if it loses a direct the "Crimson Guard".
connection to a potentia coil. Solid Projectile: The motion of the gun's
To use an integrated weapon, a character must operating parts, typically achieved through the
have the relevant Training talent for the base force of bullets being fired, is augmented by the
weapon as well as the Exotic Weapon Training shooter's potentia coil, improving its operation

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and rate of fire. All solid projectile weapons gain Lathe Blade
the Reliable quality, and those with a Semi-Auto Upgrades: Any edged melee weapon with the
or Full-Auto setting gain the Storm quality as Primitive quality
well. A liquid cooling sleeve with cycled The astronomical and gravitic alignment of
refrigerating chemicals is used to prevent barrels the Lathe Worlds creates conditions where metal
from deforming due to the high volume of shots. alloys of rare and singular properties can be
Melta and Plasma: Energy from the shooter's manufactured. If used in the construction of a
potentia coil is used to assist the power-heavy bladed melee weapon, an armament of exquisite
beam emitters and fusion cores of melta and quality can be made. A Lathe blade’s edge is
plasma weapons (respectively), making them paper thin, yet is flexible enough to withstand
consume ammunition with greater efficiency savage blows in combat. They are also virtually
and help control the violent, unstable reactions indestructible – even the devastating action of a
these weapons use to obliterate their targets. power field can’t shatter one. A Lathe blade’s
Melta and plasma weapons double their cutting power rivals that of a power weapon
standard Clip size. If the weapon Overheats, it simply on account of its construction, and there
does not inflict any Damage on the shooter as are some users who favour these weapons for
the potentia coil sucks up the dangerous thermal their quality and repute. There are others who
energy, though this inflicts 1 level of Fatigue on prefer the lack of a power weapon’s crackling
the shooter as if it had suffered a Jam. arcane energy field, and there is certainly
Launcher: Grenade launchers used as something to be said for a Lathe blade’s ability to
integrated weapons augment their gas kill quietly.
compressors with stored kinetic energy, while A weapon forged as a Lathe blade replaces the
rocket and missile launchers created a short- Primitive quality with the Razor Sharp quality
lived charged field around the warhead that and increases its Damage and Penetration by 3.
significantly improves its aerodynamic profile Lathe blades are invariably of Best craftsmanship
and stability. These weapons improve their and give their wielder a +10 bonus on Weapon
Range by 50%. Skill Tests made to attack (the extra Damage is
Chain: By imbuing the spinning teeth and already factored in). Finally, a Lathe blade
motor with extra power from the wielder's cannot be destroyed by being parried by another
potentia coil, a chain weapon's cutting power weapon with a power field.
can rival that of a power field when its business
end gets a solid hold of a victim. An integrated Melee Attachment
chain weapon gains the Razor Sharp quality.
Upgrades: Any Basic weapon
Power: The wielder's potentia coil bleeds extra
Basic weapons are usually too cumbersome to
energy into the power field generator, producing
be used against an opponent in melee combat.
a power field that is dangerously overcharged
By fitting a close combat weapon under the Basic
and crackles violently as if reaching out towards
weapon’s barrel, a handy and immediately
a potential victim. An integrated power weapon's
available melee weapon can be created. A melee
Damage and Penetration increases by 2 and it
attachment creates a sturdy hardpoint for a one-
gains the Unstable quality.
handed edged melee weapon to be fixed to. Most
Shock: Through the crude but effective
lasguns already have this upgrade installed, and
expedience of pumping more current into the
some military-type autoguns include it as well.
business end, the debilitating effect of an
A knife or similar blade allows the Basic
integrated shock weapon is much harder to
weapon to be used as a spear, while a longer
shake off. Toughness Tests made to avoid being
weapon like a sword allows it to be used as an
stunned suffer a -30 penalty after any bonus
axe. Use the Damage and Penetration values of
from Armour is taken into account.
those weapons or that of the mounted weapon,

128
whichever is favourable, and special qualities upgrade can also be used to represent a similar
having to do with Damage – Power Field, modification or re-design of blunt weapons too;
Tearing, Toxic, and so forth – are maintained as a hammer might have a pneumatic accelerator
well, while the spear and axe retain their other built into the head, while a staff could have a
qualities as normal (such as the axe’s liquid metal core that enhances the force of
Unbalanced quality). Either one requires both struck blows. In all cases, the weapon loses the
hands to wield. Primitive quality and increases its Penetration
value by 2. Note that weapons which have
Mono Edge received the Mono Edge upgrade cannot benefit
Upgrades: Any Primitive melee weapon with from any other upgrades that require a weapon
the Primitive quality to have the Primitive quality.
Normal knives and swords can cut through
Mono-Sight
flesh and bone just fine, but typically have a
Upgrades: Any non-Primitive ranged weapon
much harder time puncturing armour made on
Typically the purview of well-paid
any of the Imperium’s many forges. By reforging
mercenaries and more “tactical” hit-teams, a
the blade with a monomolecular edge (Mono for
mono-sight integrates a high-quality pict-thief in
short), these simple weapons stand a much
a scope mount that provides its visual data to a
better chance at digging through an opponent’s
wired augmetic monocle. This allows the shooter
protective gear and mangling the soft flesh
to aim without actually shouldering his weapon
behind it. A mono-edged blade never loses its
simply by focusing on the monocle; the visual is
sharpness no matter how often it is used as each
displayed from the gun’s point of view. While
slice and chop causes the blade to hone itself
this may have an interesting appeal on its own,
rather than becoming duller. Mono-knives and
the main application is in allowing the shooter to
swords are fairly common equipment for better
look around corners or above cover, exposing
equipped fighters throughout the Imperium.
only the weapon and the arms holding it. With
Only an edged weapon can benefit from
steady hands, firing the weapon while aiming
having a monomolecular edge, however this
through the mono-sight is possible, making this

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an exceptional tool for tactical advances and lance aperture adds extra focusing emitters to
infiltration missions. Its use in battle situations the barrel and muzzle of most common
or large-scale combats is significantly less meltaguns, giving a more focused blast that can
impressive as these environs typically do not extend the reach of these staggeringly powerful
feature a large amount of heavy cover, leaving weapons out to a more meaningful distance. The
the mono-sight taking up valuable scope space. baroque, brazier-like pyre-lance creates a very
A character can use a mono-sight to look dramatic appearance as well, keeping up with the
around corners or over obstacles, and can use aesthetics and fearsome look that the Sisters of
the weapon to attack targets he observes through Battle prefer. However, the modified aperture is
the mono-sight. The shooter must use the Aim woefully inefficient with the weapon’s fuel
action to take advantage of the mono-sight in supply, burning off a substantial amount of the
this way. A mono-sight counts towards a gun’s chemical admixture for several seconds after
one sight limit. every firing and further reinforcing the
incendiary appearance. The well-equipped
Motion Predictor Orders Militant typically do not have any
Upgrades: Any ranged weapon with a Full difficulty keeping up the flow of supplies, while
Automatic setting Redemption Cultists rarely get into the sort of
Motion predictors are something of a “poor intense, pitched battles that would leave them
man’s targeter”, although that expression is with impressive-looking clubs. The same cannot
somewhat inaccurate as they are still costly be said for most Imperial Guard regiments and
pieces of wargear. A motion predictor uses an legions, however, so this modification can be
onboard cogitator unit to calculate a target’s considered a strictly "non-military" upgrade.
movements and literally “chases” them with a Melta weapons outfitted with a pyre-lance
full auto barrage. Motion predictors are most aperture increase their Range by 10 metres but
often employed by mercenaries and the crack halve the Clip size due to horribly wasteful
troops of noble house militias; elite Imperial (though visually stunning) use of fuel. The
Guard Storm Troopers are provided with more threatening yet elegant appearance of a melta
advanced targeters instead. weapon modified by this upgrade grants a +10
A weapon fitted with a motion predictor bonus to Intimidate Skill Tests in anytime the
grants its wielder a +10 bonus to his Ballistic weapon has been fired in the previous Round.
Skill Tests made to attack as part of a Full Auto This is in addition to the Carry a Big Gun rule
Burst. This stacks with the Full Auto Burst’s (see The Inquisitor’s Handbook, page 232 for
usual +20 bonus for a total bonus of +30. The more information).
weapon uses ammunition at the normal rate, but
its maximum number of hits are halved (round Rangefinder Sight
up) to reflect some wasted shots as the motion Upgrades: Any Basic or Heavy Las, Solid
predictor tracks the target. A motion predictor Projectile, Bolt, Plasma, or Launcher weapon
does not count towards a gun's one sight limit, Rangefinders are most commonly
but cannot be used in conjunction with a proper encountered in the targeting apparatuses of
targeter - the machine spirits are simply Imperial tanks, but smaller and less powerful
incompatible with one another. versions exist to equip man-portable weapons as
well. Most ranged weapons are lethal well
Pyre-Lance Aperture beyond the distance at which they can be fired
Upgrades: Any Melta weapon other than Mars- with even the thinnest margin of a successful hit;
pattern weapons a rangefinder sight combines the magnification
A favoured modification by the Orders of a telescopic sight with the ballistic calculance
Militant of the Adepta Soroitas as well as the cogitator stacks of a targeter with the sole
best-equipped Redemptionist fanatics, a pyre- purpose of making those hits possible. By

130
aggregating atmospheric pressure, wind speed, a low-power red laser at whatever the weapon is
the trajectory characteristics of the weapon, and pointed at. The firer is able to determine exactly
a host of other esoteric and arcane measures, a where his shot will land simply based on where
rangefinder scope can guide the shooter to the dot created by the laser lies. Being “painted”
making truly heroic shots. This application is of by a laser sight can be a potent tool of
particular use to military snipers as well as intimidation as well, the targeted character
hunters tracking the most dangerous and savage having exact knowledge of where a bullet or bolt
of death world game, but heavy weapons teams is about to land on them. However, the bright
in fixed positions can also make use of this targeting beam can have detrimental effects on a
assistance to rain death on attacking enemy character attempting to shoot from
forces even longer. concealment. A red-dot laser sight automatically
A character using a rangefinder sight must shuts off if the weapon it is attached to is fired
spend a Full Action to Aim to obtain its benefits. on Semi-Auto or Full Auto as the vibration can
Any Ballistic Skill Tests made to attack destroy the focusing lens if it is powered up.
benefitting from the Aim ignores the normal A weapon fitted with a red-dot laser sight
penalties for Long and Extreme range; grants the wielder a +10 bonus to his Ballistic
furthermore, its Extreme range increases to five Skill Test made to attack whenever it is fired on
times the weapon's listed Range, rather than the single shot. If used to threaten a character as part
usual four. The shooter can passively use the of an Intimidate Test, it grants a +10 bonus to
rangefinder sight to determine the exact distance that Test as well. If the shooter is hiding,
of any target he Aims at. A rangefinder sight attacking or Aiming while using the sight grants
counts towards a gun’s one sight limit. opponents a +30 bonus to their Awareness Tests
to spot the shooter. A red-dot laser sight counts
Red-Dot Laser Sight towards a gun’s one sight limit.
Upgrades: Any non-Primitive ranged weapon
This simple but highly effective sight projects

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Sanctified Weapon targeter prevents a gun from being fired when
Upgrades: Any Primitive or Chain melee pointed directly at someone it has been
weapon of Good or Best craftsmanship programmed to recognise as an ally, making it
The prayers and blessings of those of true faith literally impossible for the user to shoot his
in the God-Emperor of Mankind, coupled with comrades in the swirling confusion of combat.
the ancient lore of Ecclesiastical alchemistry, is Because of their cost and very specific purpose,
able to turn a mundane blade into a fell weapon spoor targeters are typically only employed by
that can cut down the foul denizens of the warp the most elite of the Imperium’s combat troops:
and other unnatural horrors. Once soaked in squads of Inquisitorial agents, Adeptus Arbites
anointing oils, affixed with purity seals and kill-teams, and so forth.
blessed in the name of the Emperor, even a A spoor targeter may be loaded with the
humble sword can become a powerful weapon profiles of up to 10 allies. This process takes
against warp-spawned fiends. about 10 minutes and requires a successful
The effect of this upgrade is to make the Routine (+20) Tech-Use Test. Once the ally’s
Damage caused by the upgraded weapon be profile is loaded into the targeter, the attached
counted as “Holy”, which has certain effects on weapon cannot shoot that ally. Even if pointed
some Daemonic and warp creatures (as will be directly at them, the weapon simply refuses to
noted in their description). It also takes on a fire. The user may unleash a fully automatic
distinctly sacred appearance, which can put the volley into a melee combat involving his allies
wielder in better graces when interacting with with absolute confidence; if any shots would hit
members of the Ecclesiarchy. an ally the spoor targeter recognises, either
count them as misses or resolve them against
Silencer another enemy, whichever is more appropriate
Upgrades: Pistol and Basic Solid Projectile for the situation.
weapons without the Scatter quality As a tool that is employed by the Inquisition, a
A silencer is a large can-like device fitted to spoor targeter is designed not to leave its user
the muzzle of a compatible weapon. Its internal helpless should an “unfortunate situation” arise.
baffles absorb the sound and flash of gunfire, To this effect, it can be switched off at any point.
making it far harder to detect by its victims (and A spoor targeter counts towards a gun's one
sparing the shooter from future deafness). It is a sight limit.
favourite of snipers, assassins, and other types of
operatives who value stealthy approaches. Stabiliser Rig
Awareness Tests to hear or spot shots made Upgrades: Any Heavy weapon
with a silenced weapon suffer a -20 penalty and A stabiliser rig makes use of a powered,
can only be attempted within the weapon’s articulated metal armature attached to a bulky
standard range. At the GM’s discretion, the chest harness to support some of the ungainly
targets of a Suppressing Fire action may receive a mass of Heavy weapons. While effective at
bonus on their Tests to resist Pinning as the spreading the weight of the ported weapon out
racket of automatic gunfire greatly enhances the over the wielder's body, the rig on the whole is
intimidating effect. an awkward and cumbersome affair, making it
ill suited for troops that need to move fast or
Spoor Targeter with any degree of stealth. However, a stabiliser
Upgrades: Any ranged weapon without the rig is greatly less costly and exceptional than a
Blast, Flame, or any similar qualities suspensor set, making it available to many of he
This rare and highly specialized gun-scope Imperium's more humble forces that would
contains extremely sophisticated spoor-sniffers ordinarily be saddled with dragging around
and miniature cogitators linked directly to the tripods and sandbags. Finally, while not an
attached weapon’s firing mechanism. A spoor explicit design feature, a stabiliser rig does

132
prevent the attached weapon from leaving the Blast of 5. The wielder cannot attempt an Agility
wielder's possession (for better or worse). Test to avoid the blast. This modification is
When using a Heavy weapon affixed to a essentially permanent; only the Tech-Priests of
stabiliser rig, the shooter counts as having the Ryza or another forge world blessed with the
Bulging Biceps talent regardless of whether they rare understanding of plasma weaponry could
meet the prerequisites, and cannot lose the reverse the modifications, which most would be
weapon as a result of a Disarm attack. The bulk eager to do immediately after terminating the
and poor balance of the rig and the weapon fool that would bring them such a
attached to it cause the shooter to suffer a -10 blasphemously defiled weapon.
penalty to all movement-related Tests. Donning
or removing a stabiliser rig is an Extended Stutter-Las
Action that takes 3 Rounds. Upgrades: Any Pistol or Basic Las weapon
without a Full-Auto setting
Starflare Vent While proscribed by the Mechanicus for very
Upgrades: Any Plasma weapon obvious reasons, stutter-las weapons are
This modification is both dangerous and a remarkably common gear in the hands of
blatant act of tech-heresy, but the results are various scummers operating on the far side of
stunning enough that heretek tinkerers and the law. By modifying the fast-discharge
outlaw tech-wrights with the right skill and luck capacitors used on most las weapons, the rate of
seem to have no shortage of demand. By fire can be significantly increased, albeit at the
deliberately weakening and obfuscating a plasma cost of modestly reduced beam intensity. As this
weapon's magnetic containment field, the upgrade is commonly favoured by those with a
weapon ceases being able to generate coherent preference for quantity over quality, the wielder
bolts of photonic hydrogen and instead vomits of a stutter-las will commonly opine that the loss
forth a great column of annihilation out to a of power is more than made up for by volume of
short distance. On already temperamental fire. Moreover, the dull red las-bolts and short
weapons armed with fickle fusion cores and bursts of sparks that are often created can make
unstable ammunition, use of a starflare vent can a fine stand-in for the rattle of automatic gunfire
very easily have disastrous consequences - and on worlds and within regions where obtaining
not just from the righteous retribution of bullets for slug-throwers is more difficult than
incensed Tech-Priests and their Secutors ubiquitous lasgun charge packs.
cohorts. Of course, the power to utterly vaporise A stutter-las gains a Full-Auto setting that
an entire mob of enemies with a single burst of expends 5 shots as well as the Inaccurate quality
solar intensity can make these concerns seem and reduces its Damage to 1d10+2 E when using
significantly less pressing. standard charge packs; if the weapon's Damage
A plasma weapon modified with a starflare was already lower than this value then the
vent reduces its Range to one quarter (25%) its upgrade has no further reduction.
normal value, its Rate of Fire becomes S/-/- if it
wasn't already, and its Clip size is halved due to Suspensors
the massively increased rate of hydrogen Upgrades: Any Heavy weapon
consumption. However, the weapon's massive These plates and studs are similar to those
attack now affects an area as though it had the employed on skimmers and grav-cars, effectively
Flame quality. If a plasma weapon modified with reducing the mass of a weapon they are attached
a starflare vent overheats, roll 1d10. On a result to. Elite Imperial troops make use of suspensors
of "8" or higher, the vents have caused a to make their Heavy weapons more portable,
catastrophic feedback loop and the plasma allowing one trooper to haul around the weapon
weapon violently explodes; treat this as though as well as its ammunition with surprising speed.
the weapon had rolled maximum Damage with a A Heavy weapon fitted with suspensors can be

133
Targeter
Upgrades: Any non-Primitive ranged weapon
Targeters are incredibly valuable and sought-
after devices that boost the efficiency of any
weapon they are attached to. A miniature
guidance cogitator along with a multi-spectrum
omni-scope calculates and tabulates ballistic
information and other values, such as windage,
and aggregates them into easily-readable data
that is displayed on a cable-attached visor or
some similar item worn by the user. Armed
with this knowledge, a trained shooter can
make far more accurate shots in any condition.
Targeters are standard-issue wargear for the
Imperial Guard’s elite Storm Troopers as well
as their Inquisitorial counterparts, and may be
employed by well-funded mercenaries, bounty
hunters, and other private troops as well.
A targeter grants a +10 bonus to all Ballistic
Skill Tests made to attack with the weapon it is
attached to. Additionally, the shooter is always
aware of his exact distance to a target within the
weapon’s range, prevalent wind speed and
pressure, and how much ammunition remains
within the weapon’s Clip. A targeter counts
towards a gun's one sight limit.

Telescopic Sight
Upgrades: Any Pistol with the Accurate quality
or any Basic ranged weapon
fired without bracing first, giving its shooter Also known as a sniper scope, a telescopic
great mobility and the ability to support his allies sight magnifies distant targets, making them
during tactical advances and manoeuvres. As a easier to shoot than with the naked eye alone.
result, suspensors are an invaluable asset to Basic sights will just include a rudimentary but
assault teams and other forces that rely on functional set of crosshairs, while more
moving quickly. advanced models might include adjustable
A Heavy weapon fitted with suspensors has its reticules or range-estimating stadia marks as
weight reduced by half, and the operator is part of the sight itself. Telescopic sights are
considered to have the Auto-stabilised Trait as usually employed by marksmen and hunters to
well (see Trait Descriptions on page 329 of better pick out a far-away victim, but assassins
Dark Heresy). Note that suspensors do not who prefer to do their work from a healthy
reduce the weight of external ammunition distance make use of them as well. There are
supplies, such as a man-portable lascannon’s anecdotal stories of snipers betraying their
power cells or a heavy flamer’s Promethium position when sunlight glints off the lenses of
tanks. Subtract the weight of the ammunition their scopes, and as a result some sharpshooters
supply first, then factor the suspensors’ believe that a true sniper wouldn’t use a
reduction on the remaining weight.

134
telescope, their own eyes being far superior to A vox operated weapon can be adjusted and
any mechanical device. fired without direct physical manipulation but
When the shooter takes an Aim action, a otherwise has no immediate statistical effect.
weapon with a telescopic sight ignores penalties The receiver can pick out the shooter’s voice
to Ballistic Skill Tests made to attack a target at from around 10 metres away, though this range
Long or Extreme range. A telescopic sight counts may be extended or reduced based on ambient
towards a gun’s one sight limit. noise. Vox operated weapons may have some
other situational utility; for example, if the
Tripod wielder has been apprehended by his opponents
Upgrades: Any Heavy weapon who are presently rifling through his equipment.
A tripod is a large and sturdy three-legged
mount commonly used by Imperial Guard heavy Whisper-Bolt Discharger
weapon teams. A tripod attaches to a weapon’s Upgrades: Any non-Primitive ranged weapon
centre of gravity and allows the wielder to turn it Las weapons, produced in countless billions by
in any direction, a handy feature for use in forges and manufactorums across the Imperium,
defensive positions such as dugouts and are well designed for the large-scale battles that
pillboxes. Because of their bulk and that they do the Imperial Guard is constantly mired in.
not offer any benefits until the weapon is set However, the lightning-like crack and bright
down, a tripod is usually carried separately by an beam of energy are very poorly suited for stealth
assistant, with the gunner planting the weapon and infiltration, and conventional blast and flash
down via a mag-lock onto the tripod’s central mufflers and silencers can't be used with a las
shaft after reaching a suitable point. weapon for obvious reasons. "Whisper-Bolts" are
Bracing with a tripod is a Full Action. Once a type of modified lasgun produced by a few
Braced, the firer may attack any target within a lesser manufactorums largely for use by
180-degree arc of his position. mercenary companies and other "private"
concerns - modification of an STC design is
Vox Operated frowned upon at best and violently persecuted
Upgrades: Any non-Primitive ranged weapon by the Adeptus Mechanicus at worst, so most
(including Grenades) stay well clear of such efforts. The modified
For some users, simply clicking a switch or discharger shifts the las-bolt out of the visible
pressing a stud just isn’t good enough. A spectrum; combined with a noise dampener
specially coded vox receiver can be integrated wrapping around the length of the barrel, a
into a weapon’s firing mechanism and other "Whisper-Bolt" is almost as difficult to observe
innards so that the user can operate it simply by as a silenced slug-thrower. The modified
speaking the appropriate command words. This discharger does reduce the lasgun's overall
includes firing, switching fire modes, and power, however, making this upgrade more
ejecting a spent clip (though it must be replaced suitable for use in ambushes or infiltrations than
manually as normal). Weapons with a fire open combat.
selector upgrade can have it operated vocally as A las weapon with a whisper-bolt discharger
well, and some who make use of this esoteric forces a -20 penalty on Awareness Tests to hear
upgrade take particular appreciation of stating or spot the attack, and can only be attempted
out loud exactly what type of projectile they are within the weapon's standard Range, though the
about to blast a foe with. For security reasons las-bolts can still be seen by characters wearing
each receiver is usually keyed to a specific voice IR goggles or holo-visors. Energy is lost in
pattern to prevent unintended operation at a hiding the beam within the visible spectrum;
potentially disastrous moment. reduce the weapon's Damage by 1.

135
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
Bullets, high calibre 1/20 Scarce
amount of effort, no matter how valiant, will
Charge Pack (pistol) 10/1 pack Common
ever make a lasgun charge pack fit into an
autogun’s feed port (much less allow it to Charge Pack (basic) 15/1 pack Common
shoot!). The table details the availability as well Exotic Ammo 20/1 Very Rare
as how much the ammunition costs. Weapons
Flamer Fuel 3/1 Scarce
that fire single projectiles (Solid Projectile, Bolt,
Hellgun Capacitor 50/1 pack Rare
and Primitive weapons) as well as refillable
Flamer tanks are calculated based on the price of Lascannon Power Pack 30/1 pack Rare
individual projectiles, while those that use Melta Canister (pistol) 20/1 pack Very Rare
containerized ammo (Las, Melta, and Plasma Melta Canister (basic) 15/1 pack Rare
weapons) is for one tank, pack or canister that
Melta Canister (heavy) 40/1 pack Rare
usually provides a full clip’s worth of shots.
Check the weapon’s entry for further Plasma Flask 18/1 pack Rare

information. The weight of ammunition is not Plasma Tank 50/1 pack Very Rare
listed; unless the weapon includes a set weight, Shot 1/20 Common
such as a flamer’s optional 10kg fuel tank,
Shotgun Shells 1/15 Plentiful
assume a full clip’s weight weighs 10% of the
weight of the weapon itself.
This section is for standard ammo types, Bolts
which allow a ranged weapon to function as its Used With: Bolt weapons
individual entry describes. Unusual and specialty The ammunition used by bolters are precisely
ammunition is listed in the next section. engineered and fine-crafted projectiles designed
to utterly shred one’s foes in the Emperor’s
Arrows/Quarrels name. Each bolt contains a mass-reactive
Used With: Bows, crossbows, and similar weapons warhead and rocket propulsion cell in the base.
Arrows and quarrels come in a variety of After slamming into a victim at bone-shattering
shapes, sizes, and materials ranging from crude speed, the bolt violently explodes to rend their
wooden sticks with flint tips (common on feral bodies apart. Bolt guns and pistols almost
worlds), finely crafted shafts with iron or steel invariably use .75-calibre bolts that are totally
heads and feather fletching (standard for feudal interchangeable, while heavy bolters use more
armies), or metallic shafts with razor-sharp powerful 1-calibre bolts that are powerful
points (for bows made on more advanced enough to be anti-vehicular weapons. Bolts are
planets). Because of their characteristics, an difficult to manufacture, and their ammunition
arrow or quarrel may be re-usable once the firer is consequently expensive; this factor is what
has plucked it out of his victim (or a piece of keeps bolters out of the hands of most common
scenery, in the event of a miss). Arrows are used Imperial servants.
for hand-drawn bows, while crossbows and
similar weapons use quarrels.

136
Bullets unique stub ammunition, crystal shards, and
Used With: Most Solid Projectile weapons other strange projectiles. Unless an Exotic
without the Scatter quality weapon has its own type of ammunition
“Bullets” is a general term for ammunition specified in its entry, use the rules for Exotic
used by most slug-throwing weapons with the ammo when acquiring new reloads.
exception of shotguns. There are several types of
Flamer Fuel
bullets: caseless ammo burns up entirely when
Used With: Most weapons with the Flame quality
fired, and is used in most autoguns and
Liquid fuel is used by most flamers regardless
autopistols, while stub rounds have a metallic
of whether they are simple hand flamers or the
case that is ejected after the gun is fired, and are
giant incineration devices mounted to Imperial
used in stub revolvers and automatics, hand
armoured vehicles. Promethium is the most
cannons, hunting rifles, and some other
common choice, but backwater worlds might
weapons. Whether a Solid Projectile weapon
make due with crude alcohols or oil, and most
uses caseless ammo or stub rounds will be listed
flame weapons include a pilot light to ignite
in its entry. Almost all weapons that use caseless
these sub-standard fuels. Most types of flamer
ammo are interchangeable, which is a major
fuels can also be ignited and burn things down
advantage of that type of weapon. Stub rounds
by themselves as well.
are more specific and can only be used for one
type of weapon: for example, the long, heavy Hellgun Capacitor
rounds used by a hunting rifle are far too large to Used With: Hellguns and Hellpistols
fit, much less be fired, in a stub revolver. Hellgun capacitors resemble multiple banks of
Autocannons and assault cannons use high charge packs linked together in a series, the
calibre stub bullets that are completely exclusive energy charge becoming more powerful with
to their respective weapons. each bank until reaching the level of strength
associated with a hellgun’s penetrating shots.
Charge Pack
The capacitor itself fits into the backpack rig
Used With: Pistol and Basic las weapons
when in use, and can be recharged just like a
These liquid-cored thermal batteries store
standard charge pack.
energy for las weapons, and are famously robust
and easy to use. Pistols use smaller charge packs, Lascannon Power Pack
while Basic weapons employ larger models, but Used With: Lascannons
otherwise any charge pack will function in just These enormous thermal batteries serve the
about any las weapon. Because of their ease of same purpose as standard charge packs but are
availability, charge packs are also sometimes much different in construction to accommodate
used as a power source for equipment and Exotic the far more potent energy required by a
weapons too. lascannon. They cannot be recharged and must
be discarded once depleted.
Exotic Ammo
Used With: Exotic ranged weapons without a Melta Canister
specific ammunition type Used With: Melta weapons
Exotic weapons usually make use of equally Inferno pistols, meltaguns, and similar
exotic ammunition; for some, obtaining a weapons use a special mixture of chemicals that
reliable supply of ammo can be just as difficult, if are stored in pressurised canisters and fired at
not more so, than acquiring the weapon itself. the enemy as a superheated gas. A melta weapon
This type of ammo can be used to represent makes an instantly recognisable hissing noise for
needler cartridges or web chem canisters, being a few seconds as the canister’s pressure equalizes
the most common types of Exotic weapons used with that of the weapon; very often a harbinger
in the Imperium, but they may also be used for of doom for the melta gunner’s enemies. Care

137
must be taken with the storage of melta canisters Shot
as they can rupture with great force if stored Used With: Most Primitive firearms
improperly and roughly handled. Solid lead or stone projectiles, usually just a
simple ball, are used by early muzzle-loading
Plasma Flask
guns like muskets and flintlock pistols. Some use
Used With: Plasma weapons
a single ball, while others use multiple smaller
These heavily reinforced flasks store volatile
projectiles, but all are propelled by a powder
photonic hydrogen in a magnetic field, ready to
charge that is poured down the barrel or into the
be compressed, energized, and spit forth at an
breech before the shot itself is tamped into place.
unfortunate victim by the plasma gun. Unlike
The listed cost includes the projectiles as well as
most weapons, almost all plasma weapons make
a suitable powder charge to propel them.
use of the same type of flask, which helps
simplify the supply lines to some extent. Most
plasma guns use two flasks, while pistols use one, Shotgun Shells
and they are fully interchangeable. Plasma flasks Used With: Shotguns (all types)
are known to have a “shelf life”, slowly becoming Shells for use in shotguns contain a number of
unstable over time if they are left in storage for small projectiles that expand into a deadly cloud
too long without adequate appeasing rituals. after leaving the weapon’s muzzle. They are
especially lethal at close range where a victim is
Plasma Tank likely to be struck by every single projectile; men
Used With: Plasma Cannons lacking sturdy armour are simply ripped apart.
A plasma tank is essentially a very large Shotgun shells are usually large metal cartridges
plasma flask with added safety devices and a resembling oversized stub rounds, but mono-
cable hose feed, designed to be worn on the back. poly versions are also common, and may be
This provides a steady supply of solar firepower colour-coded to identify what size and how
to plasma cannons, whose rapid consumption – many projectiles are contained by the shell.
especially in the Maximal mode – would drain
normal plasma flasks in just a few shots.

138
Ammunition
UNUSUAL AMMO 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 Acid Shells 16/1 Rare
types of specialty and unique ammunition that
Airtorch Canister +10/1 pack Extremely Rare
function differently from the standard fare that
Amputator Bullets 12/1 Extremely Rare
most militants use. Some types of unusual ammo
are costly to produce or intentionally restricted Amputator Shells 10/1 Extremely Rare
by authorities, making them difficult to obtain, Blazer Shells 4/1 Common
while others are only suited for certain situations
Bleeder Rounds 10/1 Rare
and would be inappropriate for a general
Blessed Ammunition +50/clip Very Rare
combat. Regardless of the exact purpose,
unusual ammo is somehow different from more Cryptus Bolts +15/1 Extremely Rare
common types, and their usage is one of the first Cryptus Shells 10/1 Very Rare
divisions between common fighters and Dumdum Bullets 1/5 Scarce
professional warriors. Unless otherwise stated,
Executioner Shells 150/1 Very Rare
unusual ammo weighs the same as standard
types and can only be used with certain weapons Expander Bullets 1/2 Scarce

as detailed in its description. Only one kind of Explosive Arrows/Quarrels 1/5 Scarce
unusual ammo can be used at once (i.e. their Explosive Bullets +3/1 Very Rare
effects cannot be combined), and like standard
Flechette Shells 3/2 Rare
ammo types, unusual ammo for different
Hotshot Pack 15/1 pack Scarce
weapons is not usually interchangeable. A
bleeder round for an autopistol will fit in an Hyper-Density Penetrators 100/1 Rare
autogun, but an amputator shell for a shotgun Inferno Bolts 20/1 Very Rare
won’t fit in either of those weapons. If a weapon Inferno Shells 12/1 Rare
uses specialty ammunition already, such as a
Man-Stopper Bullets 5/6 Scarce
Naval Shotcannon or Nomad sniper rifle, add
the cost of the unusual ammo to the weapon’s Microburst Flask 35/1 pack Very Rare

own ammunition and increase its rarity by one Nephium Fuel 14/1 Very Rare
step, using the rarer of the two as a starting Organgrinder Bolts 50/1 Extremely Rare
point. If this would push the ammunition’s
Organgrinder Bullets 15/1 Very Rare
availability beyond Extremely Rare, the
Organgrinder Shells 20/1 Very Rare
combination is simply not possible.
Overcharge Pack 12/1 Common

Acid Shells/Bolts Psyflame Fuel +100/clip Very Rare


Used With: All shotguns and Bolt weapons Psycannon Bolt 250/1 Very Rare
Acid shells replace their multiple pellets with a Rejected Bolts 6/1 Scarce
single slug containing a large amount of
Slug Shells 1/4 Common
incredibly corrosive acid that can eat through
almost any material. An unarmoured man will Snare Shells 10/1 Rare

have his flesh melted from his bones in Solid Bolts 25/1 Very Rare
moments, while even heavy protective gear can Stun Shells 15/1 Scarce
be worn away with alarming speed. Acid bolts
Tempest Bolts 200/1 Extremely Rare
function in the same way as their shotgun
Tracer Bolts +2/1 Scarce
counterparts, replacing their mass-reactive
warheads with a vessel containing the same acid. Tracer Bullets 1/10 Average

Void Rounds 5/1 Scarce

139
Effects: Change the weapon’s Damage to 2d10 Blazer Shells
Energy and Penetration to 0. If used in a shotgun Used With: All shotguns
the weapon loses the Scatter quality. Should the These shells are packed with pyrotechnic
target takes any damage after reduction for materials instead of shot pellets, producing a
Armour and Toughness they suffer the same huge gout of flame when the shotgun is fired.
effects as being set on fire for 1d5 Rounds, The intensity of the fire is somewhat less than
representing the awful chemical burns that the burning Promethium from a proper flamer, but
acid can cause. If the unmodified Damage roll is it is far easier to carry a few blazer shells than a
more than 10, the target’s worn armour has its bulky flame weapon, and shotguns are more
AP reduced by 1 on the hit location; multiple easily obtained by most users anyway.
hits can reduce the armour’s APs to 0. Damaged Effects: Change the shotgun’s Damage type to
armour can be repaired with a Difficult (-10) Energy and replace the Scatter quality with the
Trade (Armourer) Test; see Expanded Skills, Flame and Primitive qualities. The range
page 240 of The Inquisitor’s Handbook for decreases to 15 metres or half the shotgun’s
more information. normal range, whichever is lower. Because of the
duration of the flame, a shotgun using blazer
Airtorch Canister shells can only be fired on single-shot mode.
Used With: Any Pistol or Basic Melta weapon
Whilst regular melta weapons are known for Bleeder Bullets
the tight focus of incredibly superheated blasts Used With: Any Pistol or Basic Solid Projectile
they generate, a specially modified Airtorch weapon without the Scatter quality
chemical mixture can be used to cause an almost Bleeder rounds are designed to break into
uncontrolled reaction that sets the air itself on sharp, irregular fragments, causing ragged
fire. The blast roars forth in an overwhelming wounds that do not heal well. For added effect,
swath, and unfortunate firers have occasionally they are laced with strong anti-coagulants to
been burnt to a crisp by their own meltagun increase the likelihood that the victim will
when using an Airtorch canister. simply “bleed out” from their injuries.
Effects: The weapon’s range is halved and it Effects: As long as the weapon deals at least 1
gains the Scatter quality due to the extreme point of Damage after reduction for Armour and
spread of the blast. However, it also gains the Toughness, the victim takes an additional 3
Overheats quality as the intense heat is often points of Damage as their wounds are
simply too great for even a meltagun to handle. aggravated. Creatures with the Daemonic or
Machine Traits are immune to this extra
Amputator Rounds Damage, along with any other targets immune to
Used With: Any Pistol or Basic Solid Projectile the effects of Blood Loss.
weapon, including shotguns
Amputator rounds are so named for their Blessed Ammunition
frightening tendency to blow the limbs off of Used With: Any Bolt, Flame, and Solid
unfortunate victims hit by them. Amputator Projectile weapons
rounds replace the bullet or shot pellets with The truly faithful of the Imperial Creed, when
explosive micro-shrapnel that can shear flesh properly equipped with the correct unguents,
and shatter bones. incense, and oils, can render the ammunition of
Effects: The weapon gains the Vicious quality. “weapons most suitable” into devastating
If the attack results in Critical Damage, add an implements of the Emperor’s justice when
additional 3 points to the total Critical Damage employed against the foul warp-spawned
suffered by the target. creatures that threaten the Imperium. This work
is usually performed on sacred bolters and

140
purifying flamers, but even a humble autogun
can benefit from it.
Effects: The weapon’s Damage is counted as
“Holy”, which has certain effects on some
Daemonic and warp creatures (as will be noted
in their description).

Cryptus Shells/Bolts
Used With: All shotguns and Bolt weapons
The Templum of the Sacred Lights on the
world of Cryptus, renowned for its gleaming
glass construction, was burned to the ground
during a siege by heretical cultists in 702.M39.
The flames consumed the temple's last defenders
and every last one of the renegades; the act was
considered a miracle by the Ecclesiarchy, while
the Ordo Malleus showed a particular interest in
that the flames even consumed the great
daemons that the cultists had summoned. When
the inferno subsided, a field of white glass shards
covered the site for kilometres in every direction.
With the Inquisition in at least nominal control
over the site, the glass remnants of the temple
came to be used as a potent weapon against
daemons and other warp-spawn, the righteous
retribution of that day still present in the shards
centuries later. When packed into bolts or
shotgun shells, the glass shards can be fired into
abominable beings where they burn brightly just certain affects on some Daemonic and warp
as the Templum of the Sacred Lights did. creatures (as will be noted in their description).
Because of the limited (if nevertheless great)
quantity of glass shards, only the Inquisition is - Dumdum Bullets
at least in theory - able to manufacture these Used With: Stub pistols and hand cannons
weapons. However, pilgrims and their overseers These heavy, blunt bullets are designed to
from the Adeptus Ministorum will often sneak cause maximum damage against soft tissue and
shards off the world during the annual can tear great gaping holes in an unprotected
pilgrimage on the anniversary of the Templum's target. However, these same qualities make them
burning, and as a result the militant arms of the ineffective at penetrating even half-decent
Ecclesiarchy can sometimes obtain a small armour. Dumdum bullets are commonly used by
number of this ammunition too. gangers and other low-rent scummers as their
Effects: Shotguns and Bolt weapons using usual victims don’t wear carapace breastplates.
Cryptus shells or bolts gain the Vicious quality Effects: The weapon’s Damage increases by 3
when used against Daemons, warp creatures, but it also gains the Primitive quality.
and other creatures with a Psy Rating; if they
Executioner Shells
take Damage from the attack, the affected targets
Used With: Shotguns that use standard shells
must succeed on a Challenging (+0) Toughness
An Executioner is an incredibly sophisticated
Test or be blinded for 1d5 Rounds. The Damage
piece of ammunition with more in common with
they inflict is considered "Holy", which has

141
a missile than a shotgun shell. Each contains a weapon whose operation – though not result – is
miniature propulsion and stabilisation system as completely silent. The arrow or quarrel might
well as a tiny guidance cogitator. After being have a hollow body filled with an impact-
sighted in and fired, the shell can literally lock sensitive blasting substance, or coated and
on and track its victim. Once targeted by an soaked in an unstable alchemical compound.
Executioner, doom is almost assured. The Regardless of its specific means of action, the
mechanisms that are used to provide this deadly projectile violently explodes with the power of a
capability are little understood and can only be small bomb when it strikes its target.
replicated by a handful of forges throughout the Effects: The weapon’s Damage type becomes
Imperium, and as a result they are highly rare Explosive and it loses the Primitive quality, but
items that are typically only issued to veteran the awkward balancing of the projectiles imposes
troopers of the Adeptus Arbites. Agents of the a -10 penalty to the firer’s Ballistic Skill Tests
Inquisition are also known to make use of them when using the explosive arrow or quarrel.
on occasion, and giving where they are made,
likely employed (on a strictly non-official basis) Explosive Bullets
by Skitarii Tech-Guards and Secutors of the Used With: All Solid Projectile weapons
Adeptus Mechanicus. without the Scatter quality
Effects: The weapon loses the Scatter quality, These bullets replace their metallic projectiles
but adds +4 to its Damage and Penetration. with a thin alloy shell packed full of high
Executioners ignore any cover the target may be explosive compounds that detonate on impact
benefitting from, and when fired at Short or with the target with an effect that is broadly
standard (but not Point Blank, Long or Extreme) similar to a bolt weapon. Lesser weapons tend to
range the firer may reroll a failed Ballistic Skill have a very minor effect that leaves broad but
Test made to attack with it (including if the shallow wounds instead of thin penetrating
target successfully Dodged the first attack). injuries, but as the slug-thrower's calibre
increases the effect can become frighteningly
Expander Bullets
noticeable. However, without the ballistic cap of
Used With: Any Pistol or Basic Solid Projectile
a bolt, explosive bullets have little penetrative
weapons without the Scatter quality
ability and so aren't nearly as useful in areas of
Savage to the point that they are outlawed on
dense cover or against well armoured targets.
some worlds, these dense shells are designed to
Effects: The weapon's Damage type changes
hold their shape until after piercing the target’s
to Explosive and its Penetration becomes 0. For
body, after which they shred open to cause their
each point of Penetration reduced from the
victim further suffering through internal
weapon's normal value, to a maximum of 4, the
wounds and ripped organs. As a side effect, the
weapon gains the Proven quality with the same
expanded slugs can be frustratingly difficult to
value; a hand cannon with Pen 2 would gain the
remove after the fact as well.
Proven (2) quality, while an autocannon with
Effects: Increase the weapon’s Damage and
Pen 4 would gain the Proven (4) quality.
Penetration by 1. Medicae Tests made to
administer First Aid to a target that has taken
Damage from expander bullets suffer a -10 Flechette Shells
penalty; this condition persists until the target Used With: Shotguns that use standard shells
no longer has any Damage. Flechette shells replace a shotgun's load of
dense metal shot with a bundle of thin, mono-
Explosive Arrows/Quarrels edged darts. The fin-stabilised projectiles spread
Used With: Bows, crossbows, and similar weapons out less and are more stable in flight, giving the
Careful use of modern explosives can turn shotgun a modest increase in its effective range.
even the humble bow into a wholly deadly They also offer superior penetration of cover and

142
personal armour; military shotgunners operating the Lathe Worlds. A victim hit by a hyper-
in dense environments or against armoured density penetrator can be totally blown in half as
opponents tend to be the largest users of the great mass and velocity of the projectile tears
flechette shells. The darts themselves are no through armour as easily as flesh and bone.
more lethal than much cheaper shot loads, Hyper-density penetrators produce extreme
however, so their expense is broadly unnecessary recoil and pressure, and can only be used in the
for hunters and most enforcer types. sturdiest of weapons.
Effects: Flechette shells increase the shotgun's Effects: Hyper-density penetrators increase
range by 10 metres and its Penetration value to the weapon’s Damage and Penetration values by
2. Shotguns that already have Pen 2 or higher 2. The weapon gains the Tearing and Vicious
don't gain any additional benefits. qualities if it didn't already have them. 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 warhead’s 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 don’t 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 weapon’s 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 weapon’s 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.
doesn’t it gains the Unreliable quality. If the
Man-Stopper Bullets
weapon is already Unreliable, it instead gains the
Used With: Any Pistol or Basic Solid Projectile
Overheats quality.
weapon without the Scatter quality
Some las weapons may have different
These projectiles are made of a solid hardened
consequences for using a hotshot pack; if
core that is designed to easily puncture armour
applicable, these are described in their entries.
and cover that an enemy might be hiding
behind. The wounds they make are no more
Hyper-Density Penetrators grievous than normal bullets, but they can still
Used With: Hand cannons, hunting rifles, and have quite an impressive effect once the target
all shotguns realises that the flakboard wall he is shielded by
Famously nicknamed “Lathe Body-Blowers” offers him absolutely no protection at all.
for their incredible effect at ploughing through Effects: Increase the weapon’s Penetration
vulnerable flesh, these bullets are cast from a value to 3. Weapons that already have Pen 3 or
unique dense metal alloy only made possible by higher don’t gain any additional benefits.
exploiting the strange gravitational forces within

143
Microburst Flask Nephium Fuel
Used With: Any Pistol or Basic Plasma weapon Used With: Any Flame weapon that uses
The photonic hydrogen stored in these flasks standard flamer fuel
has a much higher concentration of heavy ions, Nephium is an unstable accelerant that is
which has a number of effects on the burst of normally used in extremely high temperature
plasma produced when the weapon is fired. A forges in the creating of adamantine plates and
Microburst flask produces bolts that are smaller other very dense metal alloys. However, while it
and less intense, but with a significantly higher is dangerous to do so, encapsulated Nephium
velocity and density. The lower temperature of motes can be mixed in with the Promethium fuel
the fusion core also makes the plasma weapon used by flamers to produce devastating tongues
significantly safer for its user as well. of fire that can rival a meltagun in intensity. The
Effects: Plasma weapons using a Microburst use of Nephium as an additive is common
flask decrease their Damage and increase their knowledge among the Adeptus Mechanicus but
Penetration by 2 each. Range is increased by 10 most others would have no idea of its potency;
metres, but the weapon cannot be fired on the among those that do, only a certain few would
Maximal setting (if it has one), and it risk using it in spite of its great potency.
additionally loses the Overheats quality. Effects: Increase the flame weapon’s Damage
by 2 and it gains the Unstable quality. Agility
Tests made to avoid the flames from Nephium
fuel suffer a -10 penalty. If the weapon suffers a
jam while using Nephium fuel, roll 1d10. On a
result of 9 or 10 the fuel tank or canister
spontaneously combusts in a terrible
conflagration; treat this as an explosion with a
Blast equal to how many shots the flamer had
left in its Clip (up to a maximum 10) that deals
the flamer’s Damage and Penetration to
anything within that area, including the penalty
to Agility Tests to avoid it. The flame weapon’s
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 can’t 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

144
organgrinder round deploys spiralled ridges that battle are often issued these packs as they can be
lacerate flesh and bone into a pulp of viscera. trusted to make their shots count even in a hectic
These also dramatically slow the projectile’s combat, and many accomplished snipers were
speed, ensuring that the round will be left inside first identified as common soldiers using
the victim’s body to cause further complications overcharge packs to great effect.
and misery. These rounds are difficult to forge Effects: Increase the weapon’s Damage and
and can only be used in the largest slug-throwing Penetration by 1 but halve the Clip size.
weapons due to their diameter; of course, a bolt
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 Challenging warp-spawned filth with ease. However, the
(+0) Toughness Test; the round imposes a -10 Ordo Malleus is able to manufacture individual
penalty on this Test for every point of Damage it bolts with a small measure of a psycannon’s
successfully dealt. If the victim succeeds then the power for use by trusted servants and others who
round has failed to operate; on a failure, the often battle the foul denizens of the unknown. A
round works as designed, immediately causing psycannon bolt’s mass-reactive warhead is
another 2d5 points of Rending Damage that are augmented by psy-anathemic compounds and
not reduced by Armour or Toughness. Even if are blessed and sanctified to strike true against
the victim survives, the round remains within the daemon and the witch, and can rip through
their body until removed, which requires a warp-stuff and psychic barriers with remarkable
Medicae Test as though the victim was having a efficiency. Of course, a psycannon bolt’s superior
broken limb amputated, with the same difficulty construction can still rend even a non-psyker to
and consequences of failure (see Damage & shreds in the Emperor’s name. Psycannon bolts
Healing on Page 211 of Dark Heresy). If left are a jealously guarded secret of the Ordo
untreated, an organgrinder round can cause Malleus, and even the Tech-Priest Magi of the
further complications even years later. If the Mechanicus are forbidden from trying to
victim ever takes Critical Damage again, the examine or study them. Only an Inquisitor can
organgrinder round shifts and worms about, issue psycannon bolts, and just to carry one of
increasing the Critical Damage result by 1. If the these pieces of ammunition without the Malleus’
Critical Damage affects the same hit location blessing is likely sufficient grounds for
that the round is still embedded in, the victim execution, or worse…
takes 2 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 as well as
Used With: Pistol or Basic Las weapons 1 additional point for each Psy Rating they have;
Overcharge packs provide a more rapid beam for example, if a witch with Psy Rating 3 reduces
discharge than standard charge packs, which a psycannon bolt’s Damage to 4 from Armour
increases the weapon’s power, though it also and Toughness, it then suffers 11 Damage from
runs out of energy more quickly as well. the bolt’s unique and holy construction. A
Guardsmen who have proven their merit in psycannon bolt is invariably a "Holy" weapon,

145
which has additional effects on Daemons and Effects: The Damage produced by a flamer
warp creatures, and it completely ignores warp using psyfuel flame is considered "Holy" and
and psychic barriers, shields, and armour (such completely ignores warp and psychic barriers,
as Daemonic Resilience, Catch Projectiles, shields, and armour (such as Daemonic
Telekinetic Shield, and so on). Resilience, Telekinetic Shield, and so on).
Targets with a Psy Rating suffer a -5 penalty to
Psyflame Fuel the Agility Test to avoid the flames as well as
Used With: Any Flame weapon that uses being lit on fire for every point; for example, a
standard flamer fuel witch with Psy Rating 3 would suffer a -15
The sacred promethium fuel used to burn penalty to its Agility Test.
heretics and sinners can be further enhanced
with a number of arcane psy-reactive Rejected Bolts
compounds and additives that seem to turn the Used With: Shotguns that use standard shells
gouts of purifying flame into a living and all Bolt weapons
embodiment of hatred towards the witch and the Bolts are precision-engineered munitions that
Daemon. This produces a lesser though still must meet very specific tolerances and receive
impressive effect similar to that of the various liturgical blessings during their
Incinerators of the Ordo Malleus' Grey Knights, manufacture. Many do not pass muster and are
the flames seemingly trying to wrap around and rejected by the circumspect Tech-Priests or
immolate the wicked as if they had a mind of adepts tasked with verifying the sanctity of the
their own. Psyflame fuel is manufactured and projectile, ensuring that no righteous Imperial
consecrated only under the careful eye of the citizen will be failed by a defective bolt's inability
Inquisition and is meted out in small measure to to launch or detonate. These rejected bolts are
its minions and agents, the Adepta Soroitas, and supposed to be destroyed, but many wind up
other loyal and fervent warriors. being smuggled out and illicitly traded by
reclaimators and scav-workshops. Bolts that lack

146
acceptance runes are completely illegal to even making it almost impossible for the target to
possess on most Forge worlds, and while they escape. Using snare shells is not as effective as a
are much more likely to malfunction than a proper webber or web pistol, but the fact that
properly manufactured one, a rejected bolt will they can be used in any shotgun with no special
(usually) still blast an opponent apart with just training makes them an extremely handy
as much potency. Because they have not yet accessory to use. Snare shells can still kill an
received their final casings, this type of bolt can unfortunate victim who takes a strong hit, so
also be made to fit and be fired from common they are poor choices where a safe capture of the
shotguns, though such lesser weapons have been target is absolutely necessary.
known to fail with spectacular effect. Effects: A shotgun using snare shells reduces
Effects: All weapons using rejected bolts gain its Damage by 2 but gains the Snare quality. The
the Unreliable quality. If the weapon was already sticky webs created by one break down on their
Unreliable, it instead jams on any failed roll to own after 1d5+1 Rounds.
hit. A shotgun using rejected bolts increases its
Range by 50%, changes its Damage to 1d10+5 Solid Bolts
Explosive, its Penetration to 4, and gains the Used With: All Bolt weapons
Tearing quality while losing the Scatter quality. Bolters are best known for the horrific injuries
However, if the shotgun jams, roll 1d10. On a that their mass-reactive warheads cause, but
result of "6" or above, the bolt detonates in the some forges are known to produce bolts
barrel, causing the shotgun to catastrophically designed expressly for piercing even the heaviest
explode. Resolve this as though the shooter was armour by replacing the warhead with a solid
hit in the Body location by the shotgun's attack monolithic core of super-dense alloy. The
while inflicting Damage as a frag grenade to any bolter’s usually devastating effect is somewhat
other characters within 4 metres of the shooter. reduced, but against the greatest beasts (or
armoured vehicles) the extra penetration can be
Slug Shells the difference between life and death.
Used With: Shotguns that use standard shells Effects: Increase the weapon’s Penetration
Slug shells contain a single alloy projectile in value by 3 but remove the Tearing quality. The
place of a handful of small pellets. This weapon’s Damage type changes from Explosive
concentrates a shotgun's considerable power to Impact.
onto a smaller area, which greatly increases its
destructive ability at longer ranges. Slug shells Stun Shells
are commonly used by hunters to take game at Used With: Shotguns that use standard shells
greater distances than normal shot shells, though A favourite of the Adeptus Arbites and well-
gangers and irregular troops will sometimes funded enforcer outfits, stun shells are
carry this type of shell in lieu of bringing a essentially a single-use shock weapon crammed
second weapon with greater reach. into a shotgun slug. In flight, a stun shell deploys
Effects: A shotgun using slug shells increases three metal prongs that bury themselves in the
its Damage by 2 and Penetration by 1 but loses flesh of a victim before discharging a powerful
the Scatter quality. jolt that can incapacitate a target at distance.
Stun shells are designed to be used for a non-
Snare Shells lethal takedown, but the velocity of the projectile
Used With: All shotguns itself can still kill those of a frail constitution; as
These shells replace much of their shot pellets a result, great care must be taken in their
with small capsules of web chem which explode employment when loss of life is unacceptable.
into a mass of ensnaring sticky filaments. Effects: A shotgun using stun shells gains the
Contact with the air causes them to solidify, Shocking quality and loses the Scatter quality.

147
Targets hit by a stun shell make their Toughness they make it far easier to guide and adjust a
Test to avoid being Stunned at a -10 penalty, and firing pattern. Tracer rounds include a dab of
gain no bonus on this Test for the first 3 Armour pyrophoric chemical on the back of the
Points on the hit location. After reduction for projectile; this flares brightly once the bullet or
Armour and Toughness, the target takes only bolt leaves a hot barrel. Of course, this also gives
half of the remaining Damage (minimum 1). away the firer’s position, and can make return
fire more accurate as well, leading to the popular
Tempest Bolts Guard expression “tracers work both ways.”
Used With: All Bolt weapons Tracer rounds could be manufactured for
Tempest bolts are designed to be extremely theoretically any weapon that uses a physical
destructive towards machinery and cybernetics, projectile, but they only have any significant
allowing them to be used in cutting down even appreciable benefit to weapons firing in long
monstrous servitors and other such targets. automatic bursts.
Tempest bolts contain a miniature plasma-shock Effects: The weapon’s firer gains a +5 bonus
generator that releases a pulse of electromagnetic to Ballistic Skill Tests when firing the weapon on
and thermal energy on impact, which can be Full Auto. In certain ambient conditions, the
debilitating against almost any target but is bright tracers also allow other characters
especially destructive to machinery. Giving what (including enemies) to immediately pinpoint the
an effective weapon this would be against firer’s location. If used in areas of fog, mist,
members of the Cult Mechanicus, it is perhaps shadow, smoke, or darkness, anyone with line of
not surprising that only they hold the secrets to sight to the firer’s position gains a +5 bonus on
manufacturing tempest bolts. Only the great Ballistic Skill Tests made to fire back at them.
forges of Mars itself can manufacture these bolts, Because tracer rounds have a small amount of
and that is entirely by design. The forces of the burning chemical on the back of them, they may
Magos Militants of a number of forge worlds, be able to ignite very flammable substances such
including the Lathes in the Calixis Sector, as storage drums of Promethium or stockpiled
maintain a stockpile of these bolts specifically for ammunition in an open dump.
use in hunting down hereteks and traitors, and
they may be gifted to trusted allies who Void Rounds
accompany the Destructor Covenants on such Used With: All Solid Projectile weapons
expeditions. Of course, even the forces of the Conventional slug-throwers usually do not
Emperor’s most holy Inquisition are not above work as well in airless environments as the lack
the scrutiny of the Magi, and those who have of atmospheric pressure causes propelling gases
callously demanded supplies of these bolts seem to lose force more quickly. The absence of air
to frequently suffer terrible accidents of a also tends to increase jams due to overheated
mechanical nature at a later point. barrels and chambers. Void rounds are designed
Effects: The weapon gains the Shock quality to remedy these problems. They are
and changes its Damage type from Explosive to manufactured as stub ammo, caseless bullets,
Energy. Increase the Damage and Penetration and shotgun shells, all coated with a special heat-
value by 3 when used against targets with the absorbing laminate that also seals the barrel and
Machine trait or other mechanical objects (such chamber, ensuring that each round will function
as door lock mechanisms, cogitator cores, and just as it would on a planetary environment.
anything else the GM deems appropriate). Effects: The weapon functions normally in an
airless or void environment. If used in
Tracer Rounds atmosphere the rounds reduce the weapon’s
Used With: All Solid Projectile and Bolt weapons Damage by 1 due to their coating slowing down
Most heavy weapon teams use tracer rounds the projectile via air resistance.
in their support weapons whenever possible as

148
Armour
Availability: Identifies the armour’s
availability; see the Availability section for more
information on the consequences of availability.

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 wearer’s 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 armour’s 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 wearer’s wearing a mesh vest (4 AP) and a flak coat (3
Concealment and Silent Move Tests. AP) is hit in the body, the mesh vest’s AP is used
Wt (Weight): Represents how much the while the flak coat’s is ignored. If the attack
armour weighs in kilograms. happens to be a blast, the flak coat’s 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.

149
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 world’s 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 world’s 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 can’t 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 noble’s 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 armour’s 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 who’s wearing them.
weapon’s 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
Mirker’s 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

150
ribcages and thick bone plates form the armour by any stretch of the imagination, there
breastplate. Sometimes the armour is also are many gangers who’ve 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 owner’s 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
armour’s 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 collector’s 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

151
Plate Armour
Strong articulated suits of iron or steel plates
are the preferred gear for feudal knights and
well-paid men-at-arms. These typically consist
of a number of large plates that can articulate or
slide over one another, with chainmail links
covering the joints and other areas. Armour of
this type is a notably expensive piece of
equipment due to the large amount of metal as
well as a skilled smith necessary to make it;
many feudal worlds that practice ransoming
captured knights back to their respective camps
do so out of the value of their plate armour just
as much as the knight himself.

Quilted Vest
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 wearer’s taste in fashion
Mirker’s 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 mirker’s 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 mirker’s 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

152
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 Scintilla’s 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 Imperium’s
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

153
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. There’s usually an additional plate to
to cause the most casualties in battle, so the protect the back of the hand as well, and more
Munitorum 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 Explosive Damage from weapons with decorated with regimental insignia and awards
the Blast 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 wearer’s
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.
wearer’s body is in motion, which permits ease
of movement in spite of the cloak’s 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

154
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 man’s largest target area. the helmet as well as a removable gas mask.

155
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

156
decorated, a cape or robe fit for a noble’s 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 wearer’s 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 fighter’s 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 mesh’s lightweight properties, no the lives of saints, iconography meaningful to
matter what style a cowl takes, it can be donned the wearer’s 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 attacker’s 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 can’t
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 wearer’s 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.

157
CARAPACE Carapace Armours
Name Location(s) Covered AP Wt Cost Availability
ARMOUR Carapace Helm Head 4 2 kg 250 Rare
Carapace armour, so named because
Carapace Greaves Legs 5 3 kg 375 Rare
full suits of it make the wearer
Carapace Vambraces Arms 5 2 kg 300 Rare
resemble some kind of plated
creature, are the heaviest and most Arbitrator Carapace All 5 15.5 kg 1,350 Very Rare
protective suits that are mass Enforcer Carapace Arms, Body, Legs 5 15 kg 575 Rare
produced in the Imperium. Carapace
Magistratum Carapace All 5 16 kg 1,100 Rare
is formed from heavy interlocking
plates of armaplas or ceramite, Carapace Chest Plate Body 6 7 kg 600 Rare

moulded to the shape of the wearer’s Storm Trooper Carapace All 6 17 kg 3,750 Very Rare
body, that are relatively thin but still Venatorii Armour All 6 6 kg 12,500 Tech-Priest Only
extremely strong; a carapace-
to the protective coats worn by dog handlers in
armoured trooper can often withstand a direct
prehistory, while judges and marshals often affix
hit from a lasgun blast with little if any injury to
a golden eagle insignia or ornament to their
show for it. The suits make use of the same
helmets, literally bringing the symbol of the
principles as the plate armour worn on feudal
Emperor’s Justice to recidivists and scummers
worlds: individual plates move and slide over top
while keeping their hands free to use weapons
one another, with flakweave panels installed to
and other combat gear.
protect the joints. Carapace armour is more
Arbitrator combat armour includes an integral
costly to create than other types, and it can also
micro-bead and Good craftsmanship photo-
be tiring to wear for long periods of time. As a
visor in the helmet. The micro-bead can power
result, it is usually only worn by the Imperial
an attached vox-amplifier, which can turn the
Guard’s elite Storm Troopers and their
wearer’s shouts into deafening roars, and small
Inquisitorial counterparts, Navy response teams,
stab-lights can be attached to the armour’s
and hit squads of the Adeptus Arbites – these
shoulders. These systems can be powered by a
fighters can usually afford to don their armour
small battery unit or a lasgun charge pack, which
just before combat begins, and often do not
has enough energy for up to a week’s worth of
march long distances on their own.
continuous use (about 170 hours).

Arbitrator Combat Carapace


Carapace Chest Plate
Worn by even novice troopers in the field all
A sturdy carapace breastplate shrouds its
the way up to the stern judges and marshals, the
wearer’s torso with several armaplas plates,
Adeptus Arbites are probably best known by
keeping organs and other vitals safely ensconced
their fierce-looking carapace suits. Arbitrator
from blades and bullets alike. Carapace chest
carapace is a full body suit of articulated
plates are usually too large and rigid to conceal;
ceramite plates, with broad shoulders and
instead, they are typically worn in conjunction
reinforced boots and gauntlets meant for
with a lighter and more comfortable mesh or
“hands-on” work. A visored helmet covers the
flakweave armour on the wearer’s limbs, giving
head and most of the face, and can be fitted with
them solid protection for the most essential body
a rebreather for use during gas attacks or patrols
parts without sacrificing ease of movement.
in underhive sumps. While the armour itself is
more or less standardized, Arbites agents often
customize it based on their rank and roles. Carapace Greaves
Troopers controlling cyber-mastiffs usually don Strong boots totally enclose the wearer’s shins
a storm coat over their armour to hearken back and calves, with separate plates for the top of the

158
foot and thighs. Flakweave protects the joints from a carapace-armoured fist is often just as
and an articulated segment covers the front and deadly, if not more so, than a knuckle duster.
sides of the knee, which gives a stable surface for
kneeling too. Enforcer Light Carapace
So named because it is a frequent choice for
Carapace Helm PDF heavies and the private troops of noble
Carapace headgear inevitably takes the form of houses and planetary leaders, enforcer light
a sturdy helmet due to its construction, and by carapace is a lightweight suit of armour that is
and large has a distinctly military appearance. fairly easy to wear and maintain. It is more costly
Regardless of their exact shape, most carapace than lesser armours, but is still modestly priced
helms include mounting positions for photo- for how much protection it offers. Enforcer
visors and rebreathers. carapace’s individual plates are designed to be
easily replaced if they become damaged, which
Carapace Vambraces helps keep operating expenses reasonable. Of
These vambraces totally protect the wearer’s course, it can also be considered something of a
arms, with tubular armaplas or ceramite sections bad omen to receive a suit of armour with a
for the forearm and upper arms and fully single obviously new plate.
articulated sections for the elbow and hand.
Some versions totally protect the back of the Magistratum Combat Carapace
wearer’s hands and may have segmented This articulated carapace suit is produced by
sections for the digits as well, often bonded to a the forge of Hax-Orthlack for the Lord Sector’s
mesh or flakweave glove to maintain flexibility. Magistratum enforcers on Scintilla, but is also
Because of their sturdy construction, a punch sold to similar organizations on other hive

159
worlds throughout the Calixis Sector. Though its photo-visor, micro-bead, and there are clip
armour protection is modest, designed to turn attachments on the side for lamp packs, vid-
away knives and low-calibre guns typically used recorders, and other useful gear. The armour’s
by ganger scum, the Magistratum armour is very integrated systems can be powered by a small
well designed and almost completely encloses battery or a lasgun charge pack, which has
the wearer’s body. The helmet is deliberately enough energy for up to a week’s worth of
designed to resemble a skull, with a vent-like continuous use (about 170 hours).
respirator and individual flash-reactive
eyepieces, while rugged but elegant styling make Venatorii Armour
the wearer vaguely resemble a Terran cohort of This unbelievably fine set of carapace armour
the Adeptus Custodes, right down to the leather is the exclusive provenance of the Venatorii
balteum worn at the waist. The skeletal visages of "Crimson Guard" of the Lathe Worlds. Though
carapace-armoured Magistratum enforcers are wholly unnecessary for the often heavily-
often the last things seen by a recidivist in Hive augmented Venatorius, the armour is forged
Sibellus, assuming the Arbitrators don’t get to using the same materials and techniques used in
him first. other Lathe-wrought gear and equipment,
The suit of armour includes a respirator, making it extremely light and easy to move in.
micro-bead, and photo-visor in its helmet. The Furthermore, the astronomical and gravitic
respirator normally functions as a gas mask, but alignment of the Lathe Worlds creates
can also be used as a closed-cycle rebreather, and conditions for the production of alloys and
with all parts of the Magistratum carapace worn, composites with impossibly good sectional
the wearer is concealed to be in sealed armour as density in spite of their low overall weight,
long as the rebreather is active. Additionally, the making this armour far more protective than it
fierce visage of the helmet itself grants the initially appears. Combined with the brute
wearer a +10 bonus on Intimidate Tests. strength and resiliency of the Venatorii
themselves, instances of elites of the "Crimson
Storm Trooper Carapace Guard" surviving point-blank shots from
The elite of the elite, Storm Troopers in the meltaguns is not unheard-of. The leering
service of the Imperial Guard and Inquisition faceplate of the armour's helmet, resembling a
alike often must face the fiercest resistance from mechanical skull not entirely unlike that present
aliens, heretics, mutants, and other forms of on the cog symbol of the Adeptus Mechanicus,
Emperor-forsaken scum while performing their adds a further level of intimidation - as if the
duties. As a result, they are invariably equipped Venatorius' red robes and integrated weapons
with the finest armour that can be reasonably were not sufficiently imposing enough.
mass-produced. Storm Trooper carapace is Venatorii armour is inherently of Best
heavily reinforced over all areas, and while tiring Craftsmanship, and includes a Good
to wear for any extended period of time, it offers Craftsmanship photo-visor and upgrades the
the best protection possible without resorting to wearer's respirator unit to a closed-cycle system,
power-assistance. The armour is also equipped treating them as though they were wearing
with an array of useful gear that helps the wearer sealed armour as long as it is worn. Finally,
act decisively and efficiently in battle, whether Venatorii armour's unique material construction
purging dens of cultists, gunning down warp- is exceptionally resistant to being perforated -
spawned fiends, or infiltrating enemy positions. reduce the Penetration value of all weapons
Storm Trooper carapace includes an integral attacking the wearer by half (minimum 1, round
auspex unit with wrist display and a backpack up). A character must have the Mechanicus
attachment for a vox-caster or grav-chute. The Implants trait in order to wear Venatorii
helmet is equipped with a removable rebreather, Armour.

160
POWER ARMOUR Power Armours
Name Location(s) Covered AP Wt Cost Availability
Mankind has always placed a strong
Lidhl Power Armour All 6 35 kg 6,300 Very Rare
emphasis on wearing armour in battle, and
while most races in the galaxy employ some Light Power Armour All 7 40 kg 8,000 Very Rare
kind of personal protection, only humanity Artificer Armour All 7 22 kg 32,000 Near Unique
has truly 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 of
the Imperium’s drives at personal Ignatus Power Armour All 8 15 kg 22,000 Extremely Rare

protection, formed in the main from Power Armour All 8 65 kg 15,000 Very Rare
enormous overlapping ceramite plates that Heavy Power Armour All 9† 150 kg 24,000 Extremely Rare
are far too heavy for their wearer to easily
Malleus Power Armour All 9 100 kg 35,000 Near Unique
move in without the aid of power assistance
Malleus Terminator Issued
systems built into the suit’s frame. Like the Armour
All 12 220 kg
Only
Unique
boltgun, power armour is a rare but
†This armour’s AP is 1 higher on the Body location
instantly recognisable symbol of the
obtain. There are also numerous rituals and
Imperium. Its use dates back to the Age of Strife
liturgies that must be performed during
and the Emperor’s Great Crusade, and is
maintenance and the donning of the armour as
perhaps best associated with the Imperium’s
well – heavier suits typically require extra help
mighty Space Marines, though smaller and less
just to put on, much less to awaken the machine
sophisticated suits are forged for lesser humans
spirits necessary to keep the armour functioning.
as well. Power armour has evolved and shifted
All power armour requires a constant power
over the millennia, but in virtually all cases they
source to operate and increases the wearer’s
are venerated objects maintained with religious
Strength Characteristic; see the individual entry
duty and dedication. Some suits, especially those
of each for details. A user must wear all of a suit
worn by the Adeptus Astartes, may be thousands
of power armour’s components in order to gain
of years old, scarred and scratched after
its benefits, though the helmet can be removed
centuries of war but still no less effective at
for wearers who wish to see things with their
protecting their wearer than the newest marks
own eyes or who don’t mind bullets whizzing by
and patterns. Power armour uses a sophisticated
their skulls. As long as the suit is powered, its
network of electrically-motivated fibre bundles
Weight does not count against the wearer’s
that move with the wearer’s motions, carrying
carrying capacity, and unless otherwise stated,
the weight of the bulky ceramite plates while
wearing a full suit of power armour counts as
greatly enhancing the wearer’s physical strength
being in sealed armour, making the wearer
as well. Most power armour is totally enclosed
immune to gases and airborne toxins, among
once its various segments have been fitted, and
other effects.
with the aid of built-in rebreathers and an
oxygen supply can keep the wearer alive even in
the oblivion of the void for long periods of time. Artificer Armour
Power armour requires a great deal of skill and Magnificently crafted of the finest materials
raw materials to craft, and only certain armour- and invariably custom-fit to the wearer, artificer
artificers of the Adeptus Mechanicus possess a armour is exquisitely designed and almost
full understanding of its manufacture. As a always commissioned by a wealthy patron.
result, it is a prohibitively expensive item that Because of the great care taken in its forging,
only the best-funded and equipped forces, such sparing no expense and often dredging through
as the Sisters of Battle and high-ranking data-vaults sectors away for inspiration, artificer
Inquisitorial cells and cabals, can regularly armour provides excellent protection while

161
being remarkably lightweight and easy to move armour may have hexagramatic wards, a
in. The motor-fibre network has been treated targeter, or a forearm power blade installed at
with special unguents and solutions that make it the time of construction; the commissioner’s
nearly silent in operation as well, making it quite choice is included in the cost. Artificer armour’s
possible to be stealthy while wearing the suit – a power supply is internal and spread throughout
feature that Inquisitors, the most common the suit’s frame to improve the wearer’s balance.
wearers of these master-crafted armours, often Because of its superior construction, this armour
find most useful in the course of their duties. uses very little power; its power supply is
Artificer armour is considered to be of Best adequate for an entire week of combat
Craftsmanship and therefore does not inflict any operation. Less intensive activities, such as
penalties on the wearer’s Concealment and walking around during an investigation or
Silent Move Tests. When powered it provides a navigating a space hulk’s airless passages, use far
+10 bonus to the wearer’s Strength less energy, and the armour could operate for up
Characteristic, and includes a built-in auspex to a month on a single charge. Should this
with wrist display, though a wearer with a Mind armour ever lose power it ceases offering a
Impulse Unit can also have that information bonus to Strength and instead imposes a -10
piped directly into their mind if desired. A penalty to the wearer’s Agility Characteristic, but
micro-bead is integrated at the throat, as most can otherwise still be worn; its seals are
wearers of these magnificent armours choose not automatically opened to prevent suffocation
to wear the helmet. Depending on the should the wearer be helmeted at the time.
commissioner’s preferences, a suit of artificer

162
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 wearer’s 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 wearer’s 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 cell’s
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-Priest’s 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 priest’s body. there is little more capable of withstanding
Dragon scale upgrades the Tech-Priest’s 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-Priest’s 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 +30 bonus to the wearer’s Strength
to +20, but also increases the wearer’s 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-Priest’s potentia 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 armour’s 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

163
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 wearer’s 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 armour’s vents open his Strength Characteristic. The backpack power
automatically to ensure the wearer doesn’t 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 wearer’s 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 wearer’s 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
Inquisitor’s 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 wearer’s
helmet. These devices can be controlled by Agility Characteristic. Without power the
speaking to the armour’s machine spirit, though rebreathers and life sustainers cease functioning
the wearer can also commune with his armour

164
as well; this can suffocate the wearer, though various parts of the Calixis Sector.
pulling the helmet off can prevent this fate. Light power armour grants the wearer a +10
bonus to their Strength Characteristic as long as
Light Power Armour it has power. Power is provided by a cell unit on
Light power armour is a generic term for suits the back; a standard non-military supply has
of power armour that are smaller and less enough power for 1d5 hours of use, while a more
protective than larger and heavier styles. While costly and efficient unit can keep the armour
less impressive to behold and possessing inferior operating for 12 hours (at an extra cost of 1,000
protection, light power armour is also easier to Thrones). If the armour loses power it no longer
move in and requires less in the way of arcane increases the wearer’s Strength and instead
tech-rituals and specialized equipment to use. imposes a -30 penalty to the wearer’s Agility
Though still rare and expensive, it is likely one of Characteristic as the wearer must stagger around
the more common types of power armour in use, and force the fibre motive bundles to move with
with many wealthy operators – nobles on his own muscle. Without power the rebreathers
planetary expeditions, the trusted underlings of and life sustainers cease functioning as well; this
militant Rogue Traders, and even the best can suffocate the wearer, though pulling the
established recidivists and gang lords – in helmet off will prevent this fate.

Malleus Power Armour


Rare even among the Holy Ordos, this style of
power armour is constructed by secret cabals of
armour-artisans explicitly for the use of Ordo
Malleus Inquisitors and their most militant
minions; as a result, the baroque and
extravagant suits are often known informally as
"daemonhunter armour" (or "gelt armour"
among members of the other Ordos). Malleus
power armour is ritually inscribed and engraved
with wards of protection and incantations
against the warp and the Daemon, the runic
scripture glowing brightly as it repulses the
touch of warp-spawned abominations. Each suit
is powered by a small fusion device stored on
the wearer’s back, similar to those used by the
Adeptus Astartes, and can keep the armour
running forever with proper care and
maintenance. The heavy ceramite plates and
motive-fibre bundles leave little for subtlety or
stealth, and are heavily accented with decorative
fixtures and artwork as well, often including the
seal of the armour's patron Inquisitor. The
armour itself can be seen as something of a
representation of the modus operandi of the
Ordo Malleus on the whole, bright and
uncompromising in direct, frontal
confrontation with the eldritch horrors that lurk
in the beyond.

165
Better or worse Craftsmanship versions of this suffer 1d5 Damage that is not reduced by their
armour do not exist. Malleus power armour Armour and Toughness.
grants the wearer a +20 bonus to their Strength
Characteristic as long as it has power, and the FUSION UNIT CRITICAL DAMAGE
wearer increases by one size while wearing it (an
Damage Result
average human would become Hulking). Auto-
bracing rigs in the armour's gauntlets and 1-3 Unaffected: The power unit shrugs off
vambraces treat the wearer as being Braced (as the attack and continues functioning
per the Bulging Biceps talent) at all times. The normally, though the wearer may be
helmet includes a Good Craftsmanship photo- worse for wear…
visor and an in-built micro-bead. The backpack 4-5 Damaged: The power flow has been
fusion unit provides power for the armour diminished or interrupted due to
indefinitely, though it can be damaged. If the damaged components, causing system
wearer sustains Critical Damage to the Body failures and difficulty moving. All
location and the attack originated from behind benefits granted by the armour (except
them, consult the Fusion Unit Critical Damage its inherent AP) are lost, and all physical
chart in addition to the normal injuries suffered actions suffer a -10 penalty.
by the wearer. Any problems that are sustained 6+ Unpowered: The suit completely shuts
continue until the unit can be repaired, which down as its fusion unit sputters out.
requires a successful Challenging (+0) Tech- Unless otherwise stated, the wearer’s
Use Test. Should the armour become Base Movement decreases by 2, and
unpowered, its joints lock up and systems shut must succeed on a Difficult (-10)
down, leaving the wearer extremely vulnerable. Strength Test to move more than a
Movement is all but impossible, though the Half Move every Round. All physical
wearer can still (slowly) work his way out of an actions suffer a -20 penalty.
unpowered suit. This takes about an hour and Malleus Terminator Armour
inflicts one level of Fatigue on the wearer. Malleus terminator armour is a pale imitation
Malleus power armour is hexagramatically of the famous Tactical Dreadnought Armour of
warded, granting a +20 bonus on Tests made to the Adeptus Astartes, but nevertheless it
resist any direct psychic attack or manipulation represents an absolute pinnacle of individual
used against the wearer. Furthermore, the protection among men. Inquisitors of the Ordo
armour provides double its normal Armour Malleus that don this armour become massive
Points against attacks of psychic force or warp defenders of the Imperium, heavily armed and
energy that directly deal Damage (such as the ensconced behind truly massive plates of blessed
Psychic Blade or Fire Bolt psychic powers), and ceramite ready to wade into the most horrific
keeps its normal value against attacks with the spawn of the immaterium. Each of these
Warp Weapon effect. Finally, the long rites and incredibly exquisite suits of armour is crafted for
rituals of imbued protection can help protect the the individual Inquisitor that commissioned it,
wearer against the worst the warp has to offer. often taking years or decades of focused labour
Malleus power armour blocks up to 6 by secretive armour-artisan cabals with the end
Corruption Points gained from direct exposure result being a truly spectacular panoply that is
to warp material and psychic powers; this just as much a work of art as protective gear. In
prevention occurs once for each exposure, and theory, a suit could be adopted for another user,
has no effect on other sources of Corruption. but this is rare in the extreme; other than the
Daemons and other warp creatures that great expense and time required, Inquisitors of
successfully strike the wearer in melee combat the Ordo Malleus that don these suits typically
leave nothing behind when some warp fiend

166
Malleus terminator armour is not the choice
of those who favour precision. The armour's
bulk imposes a -20 penalty to any Agility Tests
the wearer may make, along with any other Tests
that require manual dexterity. Acrobatics,
Contortionist, and Dodge Tests are simply
impossible, and the wearer cannot run (though
they can charge). The armour grants the wearer
a +30 bonus to their Strength Characteristic, and
superior actuator and stabilisation systems treat
the wearer as though they had the Auto-
Stabilised trait; additionally, the wearer can even
wield Heavy ranged weapons with one hand.
The heaviest portions of this armour are so solid
that even severe attacks can harmlessly glance off
it. Whenever the wearer of Malleus terminator
armour is attacked, roll a d100 - if the result is
"35" or less, the attack is deflected harmlessly or
totally absorbed by the armour's massive bulk.
Malleus terminator armour is identical to
Malleus power armour in terms of protective
wards and guards against the warp and
daemonic attacks, and is powered by the same
fusion unit that can operate theoretically forever.
However, if the fusion unit is damaged and
would have suffered an unpowered result, it
instead explodes with solar intensity. This is an
intentional design feature; no self-respecting
Inquisitor militant enough to don this exquisite
armour would allow it to become a tomb or
subject themselves to the depredations of
daemonic horrors. This explosion inflicts
4d10+10 Energy Damage with a Blast of 8. The
finally manages to utterly destroy them. So
wearer can manually detonate his armour with
substantial is this armour that the wearer could
the same effect if desired. More than a few
be mistaken for an actual Astartes at first glance,
Inquisitors of the Ordo Malleus have met their
though those with even some familiarity with the
demise in this way, gone on to join the Emperor
Angels of Death would quickly recognise the
safe in the knowledge that their final act of
overly-long limbs and comparatively tiny size of
defiance likely annihilated whatever nightmarish
the helmet in relation to the armour's massive
fiend had finally cornered them.
shoulders. As would be fitting for such a glorious
representation of the might of the Inquisition, Power Armour
Malleus terminator armour is invariably etched, As close to “standard” as these exceptional
engraved, and warded on every available surface, types of armour can be called, power armour
often depicting scenes of great triumphs, the wraps its wearer in a sturdy suit of ceramite
purgation of Daemons and cultists, and plates and electrically-motivated fibre bundles,
spectacular heraldic symbols and devices. allowing him to strut about with remarkable ease
despite the great bulk of armour that weighs

167
more than the average hive ganger. Because of Soroitas Power Armour
the bulky size and noisy operation, power The custom power armours worn by the
armour is usually only worn by the most militant militants of the Sisters of Battle are expertly
fighters with a large amount of Thrones to burn, crafted relics that have changed little from the
and some of these suits, commissioned centuries Age of Apostasy, and demonstrate a level of
earlier, can still be found in use by the original quality and techno-craft that is only surpassed
wearer’s descendants or other warriors in the by the armour worn by the Space Marines
employ of that organization. Many sets of power themselves. These suits were originally
armour are elaborately decorated with specific commissioned by Goge Vandire himself; with
motifs or ornate embellishments, such as family the most talented armour-artificers at his
heraldry or planetary and sector insignia. disposal, the mad High Lord saw to it that his
However, it is said that the plain and featureless Brides of the Emperor would have the finest
suits are by far the most intimidating, as they protection possible for unaugmented humans.
represent mysterious and shadowy groups with Each suit is powered by a small fusion device
great financial strength and no doubt shadowy stored on the wearer’s back, similar to those used
and nefarious objectives. by the Adeptus Astartes, and can keep the
Power armour grants the wearer a +20 bonus armour running forever with proper care and
to their Strength Characteristic as long as it has maintenance. The Orders of the Adepta Soroitas
power, and the wearer increases by one size keep close watch and sustention over their
while wearing it (an average human would armours, and many are used by numerous
become Hulking). For an additional 500 Sisters after their previous wearer is killed or
Thrones, the armour’s arms may be reinforced retires to a non-militant order. As a result, they
with an auto-brace rig, making the wearer are exceptionally difficult to obtain outside that
always considered to be Braced (as per the organization, although there are at least a few
Bulging Biceps talent). A rack of power cells examples of these great protective suits going
stored on the back provide energy for the unaccounted for.
armour’s motive fibre network. A standard non- Soroitas power armour grants the wearer a
military unit lasts for 1d5 hours; a more efficient +10 bonus to their Strength Characteristic as
(and expensive) power unit costing 1,000 long as it has power. The helmet includes an
Thrones can provide power for up to 12 hours inbuilt micro-bead and a targeter that grants its
before it must be recharged. Should the armour Ballistic Skill bonus to any non-Exotic ranged
lose power it no longer increases the wearer’s weapon held by the wearer. The backpack fusion
Strength and becomes a stiff prison that just unit provides power for the armour indefinitely,
barely moves, and then only under great effort. though it can be damaged. If the wearer sustains
The wearer must succeed on a Very Hard (-30) Critical Damage to the Body location and the
Strength Test just to move; their Agility attack originated from behind them, consult the
Characteristic suffers a -30 penalty, and all other Fusion Unit Critical Damage chart in addition to
physical actions suffer a -10 penalty as well. the normal injuries suffered by the wearer. Any
Without the rebreathers and life sustainers, the problems that are sustained continue until the
wearer is at risk of suffocation inside their unit can be repaired, which requires a successful
armour. This can be averted by pulling the Challenging (+0) Tech-Use Test. If the suit
helmet off (a successful Challenging (+0) loses power, the vents in the helmet open
Strength Test), though if the wearer hadn’t automatically to prevent the wearer from
donned the helmet in the first place this is not a suffocating inside her own armour.
concern.

168
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 armour’s 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
Engine-Plate All 7 30 kg 700 Rare
them apart from other armour types.
Whether designed for special purposes or made scanner waves that common IR sensors and
from rare materials, armours dumped into this auspexes generate, making it significantly harder
category are likely about as similar to one to spot the wearer with such equipment.
another as an Aquila Lander is to a pair of boots. Attempts to detect the wearer with an auspex,
IR goggles, or similar gear take a -20 penalty.

Armoured Body Glove


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

169
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 wearer’s
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 suit’s 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 armour’s impellor can
propel the wearer in zero or
can be disabled as a Half Action. Because of the reduced gravity conditions with a Movement of
network of wiring and cables that produce the 6, but its bulk imposes a -10 penalty on all
blur field effect, an attack that punctures the Agility Tests once the wearer returns to anything
cloak can cause additional harm to the wearer; like normal gravity.
any attack that successfully inflicts Damage on
wearer (it is not totally reduced by Armour and Engine-Plate
Toughness) also gains the Shocking quality if the This heavy plated suit is used primarily by the
cloak is active, and the wearer does not gain the enginarium crews of great starships, its ability to
usual armour bonuses to their Toughness Test. withstand extreme heat and radiation being
invaluable in areas that are thoroughly saturated
Boarding Armour with both. Rigid ceramite-bonded plasteel plates,
When conducting offensive actions, repelling alloyed with dense metals that soak up deadly
enemy boarders, or conducting investigations in radioactive particles, form an outer shell that
perilous “black holds,” Imperial Navy armsmen articulates to a flakweave body suit, the whole
and the militants of armed merchant ships often affair being securely attached to a vulcanised
don these armoured kits which provide rubber glove to keep out superheated fluids and
protection from blades and bolts along with the seal the rig against scalding vapours and toxic
hard vacuum of the void. Boarding armour gases. A closed-cycle respiratory system and
consists of a sealed void suit that has been vanes of thermo-reactive cooling coils integrated
reinforced with a full flakweave skin, while a into the back of the suit isolate the wearer from
strong ceramite breastplate and helmet protect the outside environment entirely. These fine
the most important areas. Most styles of protective qualities could make engine-plate

170
suits very useful as armour, but the extreme bulk customs of Imperial citizens from other worlds,
and rigid construction hinders the wearer's means most will never leave the (relative) safety
mobility to a considerable degree as well as of their homeworld. However, those that do go
making an obnoxious racket as the outer plates out into the unknown often despair over the
grind and rattle against each other. Further, the many environments they must prepare for as
cycling of the powerful respirator could be they travel between systems. Bulky void suits are
compared to a bull grox with a lung infection, frequently impractical, especially when a given
making a wheezing noise audible at well beyond world’s atmosphere is simply unpleasant rather
conversation distance. Nonetheless, while ill- than dangerous or deadly, and there are few void
suited for battlefields, more eccentric (or suits that actually provide any armour
deranged) boarding parties might use engine- protection to their wearer. Travellers on the
plate for short-range combat aboard a vessel; frontiers of the galaxy have an especially difficult
these types are well known for their comparative time of it, for if they discover a planet with
lack of concern for starting shipboard fires as unexpected environmental conditions, the
their huge, blackened suits are quite immune to proper equipment may be long months away.
the normally horrifying effects. Several of the worthies of the various Malfian
Engine-plate uses a large respirator system to noble houses decided that the situation of
provide the wearer with an isolated air supply exploration in the Calixis Sector was intolerable
that lasts for up to eight hours (usually just and set about designing a series of form-fitting
enough to cover a shift in the enginarium). full body suits that can withstand multiple
While active the wearer counts as being in sealed extreme conditions while still maintaining their
armour and can be safely exposed to fire and wearer in relative comfort. The suits were a great
even exceptionally extreme heat; they are success at once, and various models are
immune to most Flame weapons, and the produced in small quantities on Malfi, Vaxanide,
engine-plate is considered to have 10 APs and Scintilla. “Environmental envelope” is a
against Energy weapons that rely on heat, such generic name for a wide variety of suits; these are
as lasguns and meltaguns. The respirator system often named after the house line that produces
does not use standard re-breather canisters and them, such as the “Mariette Explorer Glove” or
must be refilled with an external compressor “Hax Hostile” field suit.
between uses; the suit's helmet must be removed An environmental envelope covers the
when its air supply runs out or else the wearer wearer’s entire body and sustains them at a
will begin to suffocate. In all cases, the additional constant temperature, despite all but the most
immunities to heat and flames are lost whenever extreme external conditions, making them ideal
the engine-plate is not sealed. Because of their as outerwear for desert worlds and a useful inner
ungainly size and mass, engine-plate reduces the layer for particularly cold environments. Pockets
wearer's Agility Characteristic by 10 and imposes within the suits recycle sweat and other bodily
a further -10 penalty on Acrobatics, fluids, cooling or warming them as necessary, in
Contortionist, and Dodge Tests as well as any order to regulate temperature and provide
other Tests requiring fine manual dexterity. emergency water rations. The suits are
Suits of engine-plate include an internal micro- waterproof, which makes them useful in marshy
bead and Common craftsmanship magboots and terrain, and capable of keeping the wearer dry
photo-visor. while conducting underwater expeditions.
Wearing an environmental envelope makes
Environmental Envelope the wearer immune to most conditions one
Professional travellers and explorers in the might encounter on a planet, such as extreme
Imperium are an uncommon and foolish (some heat or cold, toxic or acid rain, and other
would say) sort; the costs of travel, combined unpleasantness. Note that this protection is
with dangerous voidfaring and the questionable

171
limited, and while the envelope could keep the changing the Locations Covered to “All”. This
wearer alive and comfortable in a scorching version has inherent stealth features that make
desert, it would be burnt to a crisp (along with the wearer harder to detect with auspexes, IR
its owner) in short order by a plasma reactor or a vision, and other equipment, imposing a -20
baked world perilously close to its star. A penalty on Tests made to notice the wearer with
rebreather that uses standard canisters can keep any such gear.
the wearer alive underwater or in poisonous
atmospheres, and an environmental envelope Hospitaller Armour
also includes an inbuilt micro-bead and photo- Often serving in combat zones, a Sister
visor. The envelope grants the wearer a +10 Hospitaller requires more protection than her
bonus on Survival Tests, and as long as the allies in the other Non-militant Orders. The
rebreather is active they are considered to be in distinctive armour is a welcome sight to injured
sealed armour. The envelope can be worn in guardsmen and Acolytes alike, an angel of mercy
conjunction with other armour to gain its
effects; its AP stacks with lighter armour,
but can never increase the wearer’s
Armour to more than 5. This means that
it could be worn with a suit of Guard Flak
Armour and still count, but would be
ignored if worn with Light Carapace or
any type of power armour.

Hardened Body Glove


Intended as a covert form of personal
armour, the hardened body glove
comprises a form-fitting suit made up of a
flexible mesh fibre material that tenses
when struck to disperse the impact. The
suit is also reinforced with micro-scale
inserts hardened ceramic lamellar plating
over vital areas. Because of how well it
follows the form of the wearer’s body, it
can be easily worn under loose-fitting or
other specially tailored clothing, making it
a very handy choice for troops engaged in
undercover operations, bodyguards at
formal functions, and anyone else who
desires good physical protection without
an overt show of doing so. Because it
moves and even feels like clothing,
physical contact doesn’t produce a tactile
response indicative of armour, and
certain types of body gloves are even
disguised to look like clothing in their
own right.
For twice the listed cost, a hardened
body glove can be purchased with a
sealable hood that covers the head,

172
sent by the God-Emperor himself. In addition to likely users of such a device will often find
its protective qualities, the hooded habit is often themselves in harm’s way, the suit is built into a
coated in incense and unguents and the rest of flakweave outfit to provide some protection
the armour is sealed and treated against toxins, should their camouflage prove inadequate. Of
an invaluable feature for someone who course, it can also be wrapped around or worn
inevitably must work in foul conditions. Various under heavier suits of armour for those who
tools and equipment suitable for medicae work expect trouble but still want to confound
are integrated into the armour so the Sister can thermal detectors.
immediately start treating casualties without the A preysense masking suit provides a +20
need to haul separate gear with her. Many of bonus to the wearer’s Concealment Tests when
these implements are also quite suitable for use opposed by any kind of infrared sensor or
in interrogations, however, and it is not detection, including creatures whose sight is
unheard-of for an Inquisitor to request the based on heat. This effect can be sustained for up
assistance of a Sister Hospitaller to aid (under to an hour before it must be turned off to allow
close supervision) in cracking a particularly the cooling agents to recharge, which takes
defiant subject. another hour. It provides the listed amount of
Hospitaller armour’s rebreather and purity flak armour to the locations indicated; the suit
treatments grant the wearer a +20 bonus to resist can be worn with most other armour but its APs
toxins or diseases that do not penetrate the do not stack. The preysense mask suit’s shielding
armour (such as a poison dart), regardless of is not powerful enough to block out the heat
whether the gas ordinarily reduces the created by bulky suits of power armour; if the
effectiveness of such items. These features also wearer is already in armour that provides 7 or
grant a +10 bonus on any Fear Test with an more APs (taking the usual -30 penalty to
olfactory component (such as rotting bodies). Concealment and Silent Move Tests), the suit
Hospitaller armour includes a diagnosticator, an has no effect.
injector rig to quickly apply serums and drugs to
the wounded, and a chain blade to cut a victim Slither Boots
out of damaged armour or a crumpled vehicle. Slither boots are designed for exploration on
The chain blade can be used as a weapon in worlds with polluted or hostile environments
conjunction with the injector rig; treat this as a where the soil itself is destructive and toxic. The
chain knife with the Toxic and Unwieldy salt-fens of Acreage, acid storm wastes of
qualities. Grangold, or deadly slime jungles of Vaxanide
can cut any expedition to a halt in short order as
Preysense Masking Suit the ground itself eats away a traveller’s footwear
While visual masking will often confound and exposes them to the toxicity of their
sentries and simple scanners, often one’s own surroundings. “Locals” simply avoid such places
body heat will give you away to an auspex or whenever possible, whilst the unprepared
thermal sensor. Preysense masking suits use a adventurers often return horribly injured, or not
simple but effective method to thwart detection at all. Those equipped with slither boots,
by using a liquid cooling agent that circulates however, can brave almost any terrain. Slither
through capillaries throughout the exterior of boots are highly advanced footwear that
the garment. A small integrated cogitator causes incorporate a variety of materials, including
the cooling system to activate when necessary to ceramite-woven leather and a circuitry-
maintain the suit’s exterior temperature to that embedded inner frame, to ward off the
of the local environment. The wearer simply environment. Instead of breaking down into
melts into the background on thermal scanning, mush, slither boots slowly bleed off chemicals
rendering him far harder to spot with IR goggles that shield the wearer’s feet and legs from acidic
and other gear that looks for heat. Because the or alkaline soil and muck. Finally, as their name

173
suggests, slither boots do not slip. Regardless of armour points do not stack. If worn in
how tractionless a surface may seem, the soles of conjunction with other armour, it no longer
the boots exude small gelatinous tendrils that grants a bonus to Concealment or Silent Move,
help compensate for the wearer’s movements. Tests, but the wearer is still rendered invisible to
Slither boots provide a +10 bonus to Agility IR goggles and dark sight unless their armour
Tests made to maintain footing in treacherous or provides 7 or more APs, in which case it is
slick conditions, and their Armour Points are simply too large and cumbersome to be
doubled against corrosives and other adequately hidden by synskin’s stealth features.
disintegrating substances that the wearer might
find himself stepping in. Wind Armour
Wind armour, a seemingly fanciful concept, is
Synskin built and designed to deal with a very real
A favourite of assassins and others who prefer problem. There are many worlds in the Calixis
stealth to brawn to accomplish their tasks, Sector that boast powerful storms – the
synskin is a highly advanced bio-reactive body infamous Splinter Winds of Baraspine travel at
glove with an inert, non-reflective surface that over 700 kilometres an hour, and are more than
moulds itself perfectly to the wearer’s form, capable of stripping an armoured man to dust
offering absolutely no encumbrance other than a inside of one minute. Against such force, even a
slightly clammy sensation. It has many curious void shield would be hard-pressed to cope.
properties that are not fully understood by many Understanding that simply trying to stand
priests of the Mechanicus, much less the against the wind was ultimately foolhardy, the
operatives who wear them, but for deep designers at the Fane of Doru on Scintilla came
infiltrations and espionage there are few better up with a clever idea of creating a series of auto-
options, and that knowledge alone is usually reactive ceramsteel plates that would redirect
enough for even the most seasoned agent. The wind force. The aerodynamic shape allows the
suit is less donned and more poured or wearer to advance in lighter storms, and at least
stretched, appearing as a block or sheet of a hunker down to survive the more intense ones.
matte black rubbery substance when dormant. Wind armour is formed from a light articulated
The stuff’s properties become apparent when the carapace suit that has an enclosed body glove
wearer thrusts a limb through the synskin and it under it, with a closed-cycle air supply and other
binds perfectly to their form, with the wearer features all designed to keep the wearer alive in
applying it to the rest of their body by simply the most severe wind and storm conditions.
pulling and stretching it until no slack remains. While popular with explorers, it is not designed
Care must be taken to ensure that the wearer is for combat and its protection against weapons is
also familiar with how to safely create openings inferior to other types of carapace armour.
in the substance, as it is entirely possible to Wind armour includes an inbuilt vox-caster
suffocate by foolishly thrusting one’s head into and photo-visor in the helmet along with an
the material. Synskin is similar, though less advanced air filtration life sustainer whose tank
advanced (and far less costly), than the highly lasts three times as long as a standard rebreather.
specialized stealth suits used by the Officio The tank can be replaced without removing the
Assassinorum, and there are some that believe suit as a Full Action. As long as the life sustainer
that shadowy and enigmatic organization is is active the wearer is immune to the effects of
responsible for their creation. dire storms and wings, and counts as being in
Synskin grants the wearer a +20 bonus to sealed armour, though only within an
Concealment and Silent Move Tests, and renders atmospheric or aquatic environment; it cannot
him invisible to infrared scanning and Dark protect the wearer from hard vacuum.
Sight. Synskin can be worn under other armour Replacement sustainer tanks have a base price of
though its stealth properties are reduced and its 60 Thrones, weigh 1 kg, and are Rare.

174
ARMOUR UPGRADES Weapons Upgrades
Name Weight Cost Test Availability
Depending on their construction and the
preferences of the owner, suits of armour will Armour Reinforcement

often include various pieces of useful Deflective Construction +1 kg 1,000 -30 Scarce
equipment built in to their frames. Flash- Impact Gel Cells +0.5 kg 700 -20 Rare
reactive films and visors protect the wearer’s
Reflec Alloy - 800 -20 Rare
eyes from glare and photon grenades,
Cameleoline Coating +1 kg 600 -20 Very Rare
rebreathers and air filtration systems keep out
poison gases and toxic vapours, auspexes Concealed Compartment +0.5kg 300 -10 Rare
detect hidden opponents, and a micro-bead Iron Collar +3 kg 20 +10 Common
or vox-caster lets the wearer stay in touch Lathe-Wrought ×1/2 ×20 † Near-Unique
with allies outside of earshot. However, the
Lumen-Heraldry - 70 -10 Scarce
bulk of these features are simply analogous to
individual pieces of gear or equipment that Ecclesiarchy Overlay +2 kg 1,000 +10 Rare

can be donned on their own by anyone who Hexagramatic Wards +1 kg 2,500 -30 Very Rare
can afford to purchase one. Modern Materials - ×5 -30 Very Rare
Armour upgrades refer to a very specific set
Power-Assist +15kg 2,000 -20 Very Rare
of modifications that add some kind of extra
function or capability that must be integrated
Sanctified Armour +0.5 kg 1,500 † Very Rare

into a suit of armour to obtain their benefits. Servo-Manipulators +1 kg 1,200 -20 Rare
Some upgrades can only be added to certain †This upgrade cannot be performed by common armourers; see text
types of armour; this will be listed in the
included with the armour at the time of its
description where appropriate. Adding these
creation. Multiple reinforcements can be used in
upgrades to a suit of armour requires the Trade
the same armour, but the work gets
(Armourer) Skill, and may have other
progressively more difficult and costly as extra
requirements depending on the nature of the
inlays, coatings, and composites must be
upgrade itself.
crammed into the same space. Each additional
reinforcement increases the difficulty of the first
Armour Reinforcement reinforcement's Trade (Armourer) Test by one
Upgrades: Carapace and power armour step while decreasing the Availability of the
Customisation of gear and equipment is all reinforcement by one step as well. The combined
but mandatory among high-rent mercenaries cost of the reinforcements is multiplied by 3 if
and other fighters who earn their keep by two reinforcements are added or multiplied by
reputation and style. Weapons and clothing tend 10 if three reinforcements are added.
to be the first choice, but heavier styles of body Deflective Construction: This armour
armour can receive a number of modifications incorporates odd or incongruous angles, ridges,
and integral upgrades that create a more and projections in its outer surfaces while
dramatic look as well as offer improvements to integrating denser alloys in certain areas that
the armour's protective qualities. These expertly catch and deflect bladed weapons,
reinforcements are permanently integrated into channelling even the roaring teeth of a chain axe
the armour itself while it is made, requiring a into the most protective areas. The armour is
significant amount of skill at forging and casting further impregnated with blast-reactive
as well as a true intuitive grasp of the armour- compounds and a dense flakweave inner layer
monger's craft. that can absorb explosive forces with greatly
Armour reinforcements cannot be added to improved efficiency over solid ceramite or
armour that already exists; they must be armaplas. Armour with this reinforcement

175
improves its Armour Points by 2 against
weapons that inflict Rending Damage as well as
Explosive Damage with the Blast quality.
Impact Gel Cells: Wafer-thin gel cells are
sandwiched between several layers of the base
armour materials, offering greatly improved
absorption of physical blows and bullet strikes
alike. When struck with a sharp impact, the gel
cells abruptly stiffen and increase their sectional
density, distributing the impact force through
the individual cells and reducing the strength of
the blow before it transmits fully through the
armour. Fine seams and creases in what would
ordinarily be solid plates indicate the presence of
this reinforcement, and many wearers will often
add gleaming trim to these areas to make an
otherwise unassuming armour show its refined
pedigree. This reinforcement is often thought of
as a tool for close combat to provide extra
protection against bludgeons, but it is just as
effective at shielded the wearer from solid slugs
and even potentially lethal falls. Armour with
this reinforcement improves its Armour Points
by 2 against weapons that inflict Impact Damage Concealed Compartment
(except for that caused by the Toxic quality), and Upgrades: Carapace and power armour
moreover can reduce Falling Damage as well. The large armour plates of heavy carapace
Reflec Alloy: The metals and materials used suits as well as most types of power armour
in the construction of this armour have been provide a great level of protection against many
alloyed with reflec, a glossy, silvery compound types of common weapons due to their bulk and
that imparts a mirror-like sheen which never density. However, many armours of this style are
seems to dull. Other than keeping the armour often overbuilt and excessively thick in areas that
looking immaculate through dirt and grime, blows are unlikely to fall. More eccentric
reflec alloy has a curious though wonderfully armourers - and their equally eccentric patrons -
useful dispersing effect against las-bolts that have been known to hollow out small areas of an
begins disrupting the beam before it actually armour's least-struck locations in order to create
contacts the armour material itself. The effect is a small sleeve or pocket that can be used to hide
negligible against a powerful weapon like a small items, including weapons. While sealed,
lascannon, but more common lasguns and the concealed compartment is impervious to the
carbines can glance off it entirely, leaving not outside environment, and moreover, the
even the tiniest of scorches or burns behind once contents of the compartment can't be seen on an
the bolt has dissipated. Armour with this auspex or scanner - it merely returns that the
upgrade improves its Armour Points by 2 wearer is in armour, not that there's something
against Las weapons (and never seems to rust or hidden within it. The inside of the compartment
corrode either). Because of its reflective qualities, and the armour below it is lined with very dense
this upgrade may inflict a penalty to alloy to make up for the loss of sectional
Concealment Tests if a bright source of light thickness that the compartment created, which
illuminates it.

176
prevents the compartment itself from becoming fraternizing with members of the Ecclesiarchy.
a weak point in the armour. Additionally, the aura of purity that is radiated
A concealed compartment can hide an object by this regalia punishes foul warp-denizens and
no longer than an average knife or a compact other cretins. Any supernatural creatures within
pistol, or a number of smaller items that take up 20 metres of the wearer take a -10 penalty on all
about the same amount of space. As long as it's Willpower Tests.
sealed, the concealed compartment cannot be
discovered by Awareness Tests; hands-on Hexagramatic Wards
inspection could reveal the compartment with a Upgrades: Carapace and power armour that
Very Hard (-30) Search Test. covers the Body location
Powerful wards, null-psy lattice circuits and
Cameleoline Coating prayers of protection are woven and etched into
Upgrades: Any non-Primitive armour armour carrying this upgrade, often visually
This substance is laminated onto the exterior represented by ornate carvings and graven icons
surfaces of a suit of armour, mimicking the embellishing its surface. Armour upgraded in
effects of the better-known cameleoline cloak this way not only serves to protect the wearer’s
without the need for a separate garment that body, but their soul as well.
might get caught on obstructions or provide a Armour with this upgrade provides its wearer
handhold for an enemy in close combat. with a +20 bonus on Tests made to resist any
Armour treated with a cameleoline coating direct psychic attack or manipulation used
acts as though the wearer were wearing a against them. This effect persists regardless of
cameleoline cloak, giving them a +20 bonus to what type of armour receives this upgrade.
Concealment Tests and counting the wearer as Furthermore, the armour provides double its
being at Extreme range as long as they take no normal Armour Points against attacks of psychic
movement actions. If applied to power armour, force or warp energy that directly deal Damage
which ordinarily imposes a -30 penalty to the (such as the Psychic Blade or Fire Bolt psychic
wearer’s Concealment and Silent Move Tests, it powers), and keeps its normal value against
instead cancels out the penalty to Concealment attacks with the Warp Weapon effect. This
entirely, but does not count the wearer as being quality is dependent on the type of armour
further away. worn: a carapace breastplate only provides those
additional bonuses against attacks that hit the
Ecclesiarchy Overlay Body location, while a full suit of power armour
Upgrades: Any armour applies it to the wearer’s whole form.
Comprised of a battery of extensive
Ministorum-approved iconography, engraved Iron Collar
prayers, mottos, and purity seals, an Overlay can Upgrades: Carapace and power armour that
be applied to both armour as well as sturdy covers the Body location
clothing, and immediately marks the wearer as a There are many ways to literally lose one's
particularly vocal follower of the God-Emperor. head in combat, nevermind the existence of
Such accoutrements can inspire other members murderous cults and savage warriors that place a
of the faithful, put the wearer in good graces premium on skull-taking rites and rituals.
with the Ecclesiarchy, and is utterly revolting to Armours made on the feudal world of Fervious
wicked heretics and other creatures who shudder tend to have large, overly tall collars specifically
away from the radiant light of the Emperor. to offer maximum protection to the neck for just
The wearer of an Ecclesiarchy Overlay receives this reason, but the style is also sometimes used
a +10 bonus to Command and Fellowship Tests on wholly more modern protective suits for
when trying to inspire, lead, or rally the faithful, exactly the same reasons. Iron collars are
and a +10 bonus on Charm Tests when typically not made of iron at all, using modern

177
armaplas or ceramite as appropriate; the name is Technicus and Metallurgicus of the Lathes have
simply used to imply the strength and solidity the prerequisite skill and inspiration to forge
that the upgrade provides. The collar's height these armours; even the great armour-mongers
also partly obscures the wearer's face, which can and tech-artisans of many of Calixis' great
create an intimidating look as well. It does tend manufactorums, if given access to the Lathes'
to make the armour more cumbersome to wear, materials and facilities, would be unable to bend
however, as the shoulders and torso can't twist the metals to their will for the desired effect.
or turn quite as far as they would otherwise be Outside of the ranks of the Venatorii "Crimson
able to if unencumbered. Guard", Lathe-wrought armour is almost
An iron collar protects the wearer's head but nonexistent, with perhaps a few suits
reduces his mobility. Any time the wearer is hit manufactured to commission by wealthy
in the Head location by a melee attack, roll 1d10 benefactors to the Cult Mechanicus of the Lathes
- on a result of "7" or higher the attack is every few years. Explorators on the fringes of the
deflected downward by the collar and hits the Sector seem especially incensed by the
wearer's Body location instead. If the wearer exclusivity of this wonder of arcane armourcraft,
takes Critical Damage to the Head location, the and it is not unheard-of for the owner of a suit of
Damage is reduced by 3 (to a minimum of 0). Lathe-wrought armour to turn up dead at the
However, the restrictive nature of the collar hands of a covetous Magos for no reason other
imposes a -10 penalty to Acrobatics, than the rarity of the armour itself.
Contortionist, and Dodge Tests. Lathe-wrought armour is always considered to
be Best Craftsmanship, reducing its Weight by
Lathe-Wrought half while increasing its APs by 1. Because of its
Upgrades: Carapace and power armour magnificently resistant qualities, a weapon's
The astronomical and gravitic alignment of Penetration value is reduced by half (round up)
the Lathe Worlds creates unique conditions before it begins reducing the armour's APs as
where production of metal alloys of rare and normal. For example, a Lathe-wrought carapace
singular properties is possible. Lathe blades, chest plate would provide 7 APs to the wearer's
renowned for their incredible sharpness, and Body location. If the wearer were to be shot with
hyperdensity penetrator bullets, infamous for a plasma gun, its Penetration of 7 would be
literally blowing men apart, are likely the best reduced to 4, meaning the armour still reduces
known examples of Lathe metalworking in the the inflicted Damage by 3.
broader Calixis Sector, but for those with the
most exclusive of connections (and virtually Lumen-Heraldry
bottomless purses), entire suits of armour can be Upgrades: Any non-Primitive armour
made by the craft of Lathe tech-artificers. Lathe- Lumen-heraldry is a "high-tech" variation
wrought armour is marvellously light and easy traditional armour customisation, replacing
to move in, yet its tensile strength and sectional careful engraving and inscription of the material
density are staggeringly better than even the with a laminate coating or etched layer of lumo-
finest of bonded ceramite and armaplas; with a gel that can display heraldic symbols and coats
bit of luck, the wearer might survive a of arms, depictions of battle or animated murals,
bombardment that would totally obliterate a terrifying images, or just flashing or glowing
lesser armour made with conventional materials. abstract colours. Regardless of the individual
However, the sheer amount of metalworking choice of visual, armour with lumen-heraldry
and forging necessary to create a suit of armour creates a dramatic and stunning appearance that
using Lathe techniques and alloys is staggering, can be activated or deactivated with a simple
easily consuming many times as much raw push of a button or switch. Moreover, unlike
materials as even a master-crafted armour traditional engraving, flexible armours like mesh
would. Moreover, only the ranking Magos and flakweave suits can be impregnated with

178
lumo-gel, and it is quite possible to add multiple appearance the armour gives, such as gleaming
sets of lumen-heraldry, the wearer using feudal plate for a questing knight, or stylish
whichever one is the most appropriate for a leather coats and jackets that will still ward off
given situation. bullets like a flak vest.
As long as the lumen-heraldry is of an Most types of Primitive armour can benefit
appropriate theme, this upgrade grants the from this upgrade, but it can only be applied
wearer a +10 bonus on Command and/or when the armour is first made. Primitive armour
Intimidate Tests, but the bright glowing made with modern materials uses its full AP
appearance imposes a -30 penalty to value against non-Primitive weapons.
Concealment Tests for the same reason. Lumen-
heraldry takes 1d5 Rounds to activate as the Power-Assist
lumo-gel is charged, and one minute to Upgrades: Carapace and other armour that
deactivate while it bleeds off energy. This provides 5 or more APs and covers all locations
upgrade requires a power source to operate, A complex array of supports and servos
usually an energy cell or lasgun charge pack supports the weight of the armour it is bonded
that's kept in a pocket and connected to a cable; to, improving the physical strength of the wearer
this allows the lumen-heraldry to be used for as well as reducing the "base" load they have to
about five days before the power source must be carry. While nominally similar to power armour
recharged. In the case of power armour, the in function, a power-assist is much simpler and
lumen-heraldry can simply draw from its power less capable, primarily intended for utilitarian
supply with negligible effect.

Modern Materials
Upgrades: Any Primitive armour
Primitive armour can be perfectly effective at
deflecting blades, fists, and thrown bricks or
arrows from a bow, but even the heaviest
examples of feudal plate suits tend to crumple
like empty rotgut cans when struck by a large-
calibre bullet or bolt. Compared to armaplas,
flakweave and ceramite, tanned leather and
tempered iron simply lacks the ability to
withstand modern weaponry. By substituting
modern armour materials for the much simpler,
basic components used by feudal smiths and
feral tanners, replicas of many types of Primitive
armour can be created that can be just as
protective as a flak jacket or carapace breastplate.
The end result of such an effort is perfectly
functional as a protective item, but very often
will require a higher level of skill in its assembly
as well as a use of rarer tools and components;
this translates almost invariably into greater
expense than simply buying a comparable piece
of modern armour. Easily dismissed as a
functionally pointless endeavour, replica
armours made in this way are broadly only
useful for those who desire the specific

179
purposes rather than for use in combat. Most Ecclesiarchy Overlay to create a truly glorious
commonly used in conjunction with engine- tribute to the Emperor’s might in battle.
plate suits, power-assisted enginarium crews can Sanctified armour grants the wearer the
plod around with large stacks of isotropic fuel following benefits. First, it provides a +10 bonus
rods or remove the heads of operating plasma on Tests made to resist any direct psychic attack
reactors by themselves. Of course, there are or manipulation used against the user.
those who would use a power-assisted armour Additionally, it provides full Armour Points
for battle anyway, typically those who desire the against attacks made of psychic force or warp
improved handling and physical enhancement energy that deals damage directly, as well as
that power armour bestows but without the attacks made with the Warp Weapon effect.
means to obtain such exclusive wargear. Finally, punches and kicks made by the wearer,
Armour with a power-assist provides a +10 whether using unarmed attacks for lighter
bonus to the wearer's Strength Characteristic, armour or the armoured gauntlets of carapace or
and the armour's Weight does not count towards power armour, are considered to be “Holy” in
calculating the wearer's normal carrying limits. nature and will have additional effects on some
Power is provided by a cell unit on the back; a Daemonic creatures and warp entities (as will be
standard non-military supply has enough power noted in their descriptions).
for 1d5 hours of use, while a more costly and
efficient unit can keep the armour operating for Servo-Manipulators
12 hours (at an extra cost of 1,000 Thrones). If Upgrades: Any non-Primitive armour
the power-assist runs out of energy it no longer Heavier suits of armour are often shackled
increases the wearer’s Strength and instead with a "sliding scale" of hindrance; as the
imposes a -30 penalty to the wearer’s Agility armour's protective qualities improve, the
Characteristic as the wearer must stagger around wearer's ability to do anything besides kill
and force the servo-struts and rotators to move decreases. Thick armoured gloves or mitten-like
with his own muscle. The humming and gauntlets impede manual dexterity, while
whirring of the power-assist's moving parts massive ceramite or armaplas plates reduce the
inflicts a -30 penalty to Concealment and Silent wearer's range of motion when activities other
Move Tests just as though the wearer was in than aiming a gun or swinging a blade are
armour that provided 7 or more APs. involved. Warriors who don an armour, earn
their keep, then peel it off will rarely give
Sanctified Armour thought towards these considerations, but those
Upgrades: Any non-Primitive armour that who must spend long periods of time inside
provides 3 or more APs protective suits, or who wear such gear for
Created with great care by Ministorum priests protection from harsh environments or the void
and often performed on the robes of militant rather than bullets and bolts, must often make
clerics and power armour of the Sisters of Battle, hard choices between their personal safety and
sanctifying armour turns it into a bastion of holy ability to get the job done. Servo-manipulators
might against the corrupting powers of the warp are a specialised tool, integrated into a suit of
and the unclean. Sanctified armour nearly armour, that can significantly offset this
always features engraved prayers or knit symbols shortcoming when tasks requiring careful
on numerous areas, while large holy symbols are manipulation are involved. Typically mounted
set or hang over the chest and along each limb. along the wrists or back of the hand, a set of
Finally, the entire suit is blessed and anointed servo-manipulators will contain an array of
with sacred oils, taking on a glossy sheen that small probes, pinchers, magno-clamps, bit and
never becomes dirtied, no matter how many impact drivers, and other fine appendages. The
blades strike it or heretic blood is spilled over it. manipulators are controlled by the wearer either
Sanctified armour is often paired with an through tracking eye movements (a low-power

180
laser in the helmet relays instructions to the less effective way to deliver a nasty jolt to
tools) or via a sense-link if the wearer has a Mind scummers and recidivists. By incorporating a
Impulse Unit or similar augmetic installed. In all shock field generator directly into a suit of
cases, the wearer need not use their actual armour, anyone who successfully lands a blow
fingers to fumble around with most precision against the wearer is rewarded with a shock as
tools; the manipulators do the work for him. the current travels through their weapon and
Whenever the wearer can use the servo- into their bodies. The wearer is grounded by
manipulators, this upgrade ignores penalties to virtue of the generator field’s design equally
Agility or Tests requiring fine manual dexterity charging their armour, so he is at no risk of
imposed by heavy or bulky armour. This does shocking himself. Allies, however, are another
not allow the wearer to run faster or Dodge story, and most shock field generators will have a
better, but can be extremely useful when hidden emergency cut-off to facilitate a
attempting a Tech-Use or Security Test to wounded wearer being dragged away by a
manipulate small equipment or a Demolition comrade. The elite White Hands of the Adeptus
Test to disarm a bomb. Using the servo- Arbites on Scintilla are the largest known users
manipulators takes twice as long as usual, the of shock field generators, incorporating them
eye-reading inputs requiring more time to move into their carapace armour as an extra line of
the tools than if the wearer was wielding them defence against the underhivers that they all too
directly. However, if the wearer has a Mind often must go to war against.
Impulse Unit, he can connect to the servo- Any successful melee attack made against the
manipulators directly, in which case they can be wearer of a suit of armour with a shock field
used at the normal speed and rate. generator can shock the attacker. If the weapon
is conductive – anything not made of wood,
Shock Field Generator glass, ceramite, or a similar material – the
Upgrades: Carapace and power armour attacker must make a Toughness Test as though
Shock weapons are commonly used by the they were struck with a weapon with the
Adeptus Arbites, among many other sorts of Shocking quality. This effect targets the wearer
enforcers and authority types. Usually this is in in the arm (or leg, if making a kick) used to
the form of a melee weapon, such as the make the attack, and includes unarmed attacks
ubiquitous shock maul, but there are some unless the wearer has some kind of non-
groups who make use of a more unusual but no conductive gauntlets or gloves.

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