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Legends of the Expanse

Ascendant Characters of
the Koronus Expanse
Table of Contents
Introduction 3 Chapter 4: New Talents 60
Chapter 1: New Career Paths 4 Chapter 5: Expanded Armory 76
Adepta Sororitas 5 Weapon Qualities 76
Table of Contents

Arbitrator 13 Melee Weapons 76


Assassin 21 Ranged Weapons 78
Chapter 2: Expanded Core Career Paths 29 Armour 81
Rogue Trader 30 Shields 86
Arch Militant 32 Gear and Tools 87
Astropath Transcendent 34 Ammunition 91
Explorator 36 Upgrades 92
Missionary 38 Cybernetics 95
Navigator 40 Compiled Armory Tables 98
Seneschal 42 Chapter 6: Expanded Vehicles 100
Void Master 44 New Vehicles 101
Optional Advances 46 Vehicle Rarity/Weapon Stats 126
Chapter 3: Expanded Xenos Careers 47 New Vehicle Weapons 127
Dark Eldar Kabalite Warrior 48 Vehicle Character Sheet 131
Dark Eldar Wych 50
Kroot Mercenary 52 A Note From the Author 132
Ork Freebooter 54
Ork Weirdboy 56
Tau Fire Warrior 58

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Introduction
This guide is meant to provide additional Remember to check the New Talents section
ranks for the Rogue Trader system, bringing it's for clarification of any talents that are not
Experience Totals up to equal those presented presented in the Rogue Trader Core Rulebook,
in the Dark Heresy: Ascension Rules and apply the benefits described to the
Supplement and the Deathwatch Core character.

Introduction
Rulebook. This supplement provides three new In addition to the new Talents, also included
Ranks for each Career Path presented in the for purchase is new Equipment. Included in the
Rogue Trader Core Rulebook. These ranks New Gear section, you will find a series of new
follow the normal rules for Rank progression as weapons and a substantial number of new
detailed in the Rogue Trader Core Rulebook. Weapon Upgrades. These new upgrades
They may also be replaced by Alternate Ranks provide an unparalleled new level of
as detailed in Into the Storm and other Rogue customization to the Rogue Trader Experience,
Trader Supplements. and allow for increased versatility with many
There are also several new talents and Ranged weapons.
abilities available as characters progress into Chapter 6 provides statistics for new
this level of expertise and ability, which are all vehicles which requires the vehicle rules from
detailed in the New Talents section. These Into the Storm to fully utilize.
talents are all based off existing talents present I hope you enjoy the Expanded Career
in other lines, and inherent abilities presented at Paths, Additional Characteristics, and new
the end of the Career Paths section of the options present in the Legends of the Expanse
Rogue Trader Core Rulebook. The intent is to Supplement!
provide special abilities to every character at
this power level, but not to cause power levels
to become too divergent.

The three new Expanded Ranks utilize the


following experience levels:

Rank 9: 35,000-39,999
Rank 10: 40,000-44,999
Rank 11: 45,000-49,999

These Expanded Ranks function identically


to the ranks described in the Rogue Trader Core
Rulebook, and function in exactly the same
manner. Upgrades are purchased from the
given rank or a previous one until the requisite
amount of experience has been spent to reach
the next rank. Also provided are two
Additional Characteristic Advances. These
Additional Characteristic Advances each
provide an additional +5 to attributes, and are
purchased in the same fashion as regular
characteristics as detailed in the Rogue Trader
Core Rulebook. These new ranks may, at the
player's option, be swapped out for alternate
ranks provided in Into the Storm and other
Rogue Trader Supplements, following the
standard rules for Alternate Ranks.

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Chapter 1: New Career Paths
Included in this supplement are three new making sure to follow all the instructions. If
Career Paths for players to choose. They other supplements are available, you may also
include the Adepta Sororitas, a member of a use the Expanded Origin Path presented in the
holy organization committed to protecting the Into the Storm supplement, though it is not
material plane from Daemonic incursion and required for play. The Special Ability for each
New Careers

rooting out heretical influence, the Arbitrator, a new rank is detailed in each Rank's starting
law enforcer who attempts to impose order on statistics section.
the chaos of Imperial society and bring the These new Career Paths function in the
justice of the law to those who might otherwise same manner as those presented in the Rogue
escape it, and the Assassin, a highly skilled Trader Core Rulebook and advance by
warrior who is trained in eliminating high value progressing through the ranks detailed on page
targets, who may or may not be involved with a 38 of the Rogue Trader Core Rulebook. They
death cult or assassin temple. also make use of the Expanded Ranks presented
To use these Career Paths, simply follow the in this supplement on page 3.
instructions for Character Creation listed on I hope you enjoy these new additions to the
page 13 of the Rogue Trader Core Rulebook, Legends of the Expanse Supplement!

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Adepta Sororitas Career Path
Source Disclaimer: Lore in this section is taken from the is to persecute the Ecclesiarchy’s wars of faith
Inquisitor's Handbook from the Dark Heresy RPG. and serve as a fighting arm of Ordo Hereticus.
To be a sister of the Adepta Sororitas in the Members of the Orders Famulous specialise
coreward worlds is to have a holy and divinely as councillors, diplomats, teachers and
ordained calling to do the Emperor’s will, to investigators. The Orders Dialogous serves in

Adepta Sororitas
lead the faithful by example and to punish and translating and understanding ancient, xenos or
destroy the heretic wherever and whenever it is heretical texts, ciphers and history. Finally, the
found. The Orders Militant of the Adepta Orders Hospitaller provides skilled surgeons
Sororitas (or the Daughters of the Emperor to and physicians to the Imperial military.
give them their archaic title), are a powerful Regardless of her Order, each Sororitas sister is
and largely independent collection of religious a highly trained and adaptable agent of the
orders that form the militant wing of the God-Emperor. Each is willing to lay down their
Imperial Ecclesiarchy, protecting its domains, lives for Creed and mankind: strong of will and
enforcing its will, destroying its enemies and firm of purpose. They are also armed with one
defending the faithful. Each member of this all- of the greatest of weapons in humanity’s
female sisterhood is sworn to the Imperial arsenal—faith.
Creed, relentlessly trained to excel and is The power of the purity, will and faith of an
utterly devoted to her Order, her work and the Adepta Sororitas sister is a tangible and real
Imperial faith. thing, capable of shielding her from the
The Sororitas is formed into two divisions: psyker’s power or the Daemon’s wrath and
the great Convent Prioris on Terra and the enabling her to perform deeds that are nothing
Convent Sanctorum of the shrine world of short of miraculous. A Sororitas sister’s faith
Ophelia IV. The Sororitas is further subdivided manifests as a series of specialised Talents that
into several component Orders. The principle allow the character to use her Fate Points in
task of the Orders Militant or Sisters of Battle unique ways to achieve extraordinary effects.

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Source Disclaimer: Lore in this section is fan written. artifacts to defend the material plane against the
Feel free to use or disregard as needed. unknowable. Rogue Traders find the Sororitas
To be a member of the Adepta Sororitias on to be steadfast and loyal allies with incredible
the fringes of the galaxy is somewhat different. skills in situations social and martial, making
While some Adepta Sororitas in the Koronus an excellent addition to their crew.
Expanse can follow the traditional mentality of
their order, many have adopted what would be Adepta Sororitas Characters begin play with the
Adepta Sororitas

considered by their contemporaries to be following Skills, Talents, Gear, and Special


heretical beliefs. Amongst the wilds of the Ability:
Expanse there are many different methods of
following the word of the Emperor, and many Starting Skills: Common Lore (Ecclesiarchy,
different interpretations that are permitted. It is Imperial Creed), Forbidden Lore (Heresy),
these varying beliefs that have caused the Literacy, Scholastic Lore (Imperial Creed),
members of the Sororitas to have a much Speak Language (High Gothic, Low Gothic),
different outlook than their coreward Starting Talents: Basic Weapon Training
counterparts. With so many Rogue Traders and (Universal), Pistol Weapon Training
so much interaction with the various Xenos of (Universal), Pure Faith, Unshakeable Faith
the galaxy, their fervor in that regard has been Starting Gear: Good Craftsmanship Hellgun
tempered. The primary goal of the Sororitas in or Common Craftsmanship Boltgun, Good
the Expanse is to guard against Daemonic Craftsmanship Hellpistol or Common
incursion from all sides, as the passage to the Craftsmanship Bolt Pistol, Best Craftsmanship
Expanse still skirts the boundaries of two warp Pneumoshock (Mono) Maul or Common
storms. The ever present danger of such Craftsmanship Power Maul, Micro Bead, Void
Incursions may also have played a part in the Suit, Chaplet Ecclesiasticus (Charm),
more liberal views of the Sororitas of the Rebreather, Lamp Pack, Enforcer Light
Expanse. Carapace
This is what drives many to join and travel Special Ability: Pure Faith: the Adepta
with the Rogue Traders of the Expanse. By Sororitas begins play with the Pure Faith Talent
traversing the void they find more loyal allies (See page 104 of the Rogue Trader Core
to bolster their numbers and can find powerful Rulebook for more details).

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7
Adepta Sororitas
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Adepta Sororitas
9
Adepta Sororitas
10
Adepta Sororitas
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Adepta Sororitas
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Adepta Sororitas
Arbitrator Career Path
Source Disclaimer: Lore in this section is taken from the Source Disclaimer: Lore beyond this point is fan written, feel
Dark Heresy Core Rulebook, but with references to the free to use or disregard as needed.
Inquisition replaced with Rogue Traders.
While the Emperor's Justice might be more
In the coreward systems, there is a need for spelled out in the more civilized sectors of the
justice. Throughout the millions of worlds of galaxy, the Arbitrator's responsibilities in the
the Imperium, crime is rife. Not just the petty Koronus Expanse are incredibly difficult ones.
crimes of individuals for personal gain, but The law of the land is, in many cases, that of the
organised crime on a scale never even Rogue Trader who has been given one of the
considered in humanity’s past. Entire sub-

Arbitrator
highest Imperial decrees to settle worlds, explore
sectors and planets have been in the thrall of the unknown, and speak with the voice of the
illegal cartels and criminal organisations. There Emperor. It is for this reason that many
are even wayward planetary governors who Arbitrators join Rogue Traders on their excursions
shun the Imperium and treat the dominion as throughout the Expanse, as the Rogue Trader is the
their own paltry fiefdom, claiming the planet’s greatest authority in the region. Many Rogue
natural resources, labour and riches for their Traders are simply happy for the additional layer
own. of legitimacy that an Arbitrator can bring to their
In these dire situations it falls to the Adeptus dealings. Those Rogue Traders who uphold the
Arbites to defend the Imperium’s rights and duties of their writ tend to forge strong alliances
prevent whole sub-sectors going rogue for with the Arbites forces in the Expanse.
generations, or even permanently. The Adeptus
Arbites is not a galactic police force; it has little
interest in petty crimes such as theft, murder or
tax evasion, for these fall under the
responsibility of the local planetary forces. The
Adeptus Arbites is there to keep order on a far
greater scale, to root out corruption, maintain
the Imperial tithe and to guard against witchery.
From the Adeptus Arbites come the
fearsome Arbitrators. Also known as Judges,
these men and women are stoic in their duty
and unquestionably loyal to the Imperium.
Rogue Traders often go to the Adeptes Arbites
when in need of a trustworthy ally, trained to
think on their feet, combat-hardened and
beyond reproach in their faith. Arbitrators are
infamous for their prodigious stamina and zeal,
and their ability to survive all manner of
wounds and punishment in the quest to catch
their quarry.
Arbitrators are resolute and fearless. They
demand utter obedience from the citizens they
come into contact with. Where civil unrest and
crime threaten the stability of a world, the
Arbitrators are in the field: unflinching,
ordering the local enforcers, and hunting down
the rabble-rousers, to restore law and order. The
means used can be different depending on their
mentors, what Schola Progenium the individual
attended and other such factors. Regardless of
their origins, all members of the Adeptes
Arbites have the same goal and responsibility—
to uphold the Emperor’s justice. The Judges’
methods are varied, not unlike the way Rogue
Traders go about their duties.

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Conversely, some Arbitrators join up with
Rogue Trader crews to expose corruption and
failure to uphold their warrant's duties. These
arbitrators collect evidence and ready
themselves to begin a long uphill battle to bring
down a supremely powerful individual.
Still more Arbitrators have come to the
understanding that the Emperor's Justice is not
as cut and dry on the edges of the galaxy as it is
in the coreward worlds. With a multitude of
Arbitrator

dangers and the relatively weak Imperial


presence within the Expanse, they have come to
the belief that there is a certain practicality that
must be considered when dispensing Justice,
and that there are more shades of gray than
many others in the Arbites would refuse to
admit exist.
Whatever their disposition, the presence of
an Arbitrator on a Rogue Trader's crew can
provide an incredible asset with their skills,
knowledge, and experiences.

Arbitrators begin play with the following


Skills, Talents, Gear, and Special Ability:

Starting Skills: Common Lore (Adeptus


Arbites, Imperium), Interrogation, Inquiry,
Literacy, Scrutiny, Scholastic Lore
(Judgement), Speak Language (Low Gothic)
Starting Talents: Basic Weapon Training
(Universal), Melee Weapon Training
(Universal), Pistol Weapon Training
(Universal)
Starting Gear: Best Craftsmanship Ius
Automatic or Common Craftsmanship Raffir
Ringleader Pistol, Best Quality Shotgun or
Common Craftsmanship Vox Legi-Pattern
Arbites Combat Shotgun, Common
Craftsmanship Power Maul, Micro-Bead, Void
Suit, Rebreather, Lamp Pack, Manacles,
Enforcer Light Carapace
Special Ability: Bulwark Mastery: The ranks
of the Adeptus Arbites often call for the use and
mastery of defensive formations. When using a
large shield that normally grants protection to
an arm and body the Arbitrator applies that
armour bonus to all locations.

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Arbitrator
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Arbitrator
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Arbitrator
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Arbitrator
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Arbitrator
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Arbitrator
Assassin Career Path
Source Disclaimer: Lore in this section is taken from the will be unknowingly tested. The trials are
Dark Heresy Core Rulebook with references to the likely extremely lethal, and so those who are
Inquisition replaced with Rogue Traders.
found lacking are unlikely to survive. The few
In the Imperium assassination is a valued who do successfully make it through the trials
become initiates in one of the Assassin

Assassin
tool and it is used by all, from the agencies of
the Adepta down to petty crime lords of the Temples, although the Assassin is unaware of
underhives—a professional killer is always in this even at this stage, such is the secrecy
demand. Such individuals can range from surrounding the Officio Assassinorum.
freelancers, who are self-taught, to members of Source Disclaimer: Lore beyond this point is fan written
Assassin Orders and Guilds. feel free to use or disregard as needed.
Assassins come in all shapes and guises, and Assassins in the Koronus Expanse are a
it is often the person a potential target least unique entity in that there is no known central
expects that is their killer. These can range from organization of them in the sector. Perhaps
unsubtle brutes, who will crush every bone in they are simply that much better hidden, but
the target’s body, to mundane-looking perhaps those that journey to the Expanse are
everymen who practice the use of potions and looking for a freedom that the coreward worlds
poisons, and are able to slip a deadly cannot offer. Whatever the motivation,
concoction into the unsuspecting target’s next Assassins are a tool highly prized by any who
meal. have the means to compensate them for their
There are many Orders, Guilds and Death services, especially Rogue Traders.
Cults that thrive in the Imperium. Though there
will be an element of penitence to the Emperor,
in the duties they perform the Orders are either
a functioning off-shoot of some monolithic
Adepta or may even have a commercial
interest, so some sort funding or tithe would be
required to gain their services. Unbeknownst to
even the aspirants that belong to these semi-
legal organizations and cults most, if not all, are
fronts for the Assassin Temples that form the
highly secretive Officio Assassinorum, for this
is where the Temple Masters recruit and induct
the most promising individuals.
The Assassins of such Orders are highly
trained killers capable of feats far and above
that of mere humans. Whether a Death Cultist
or member of an Assassin Order, they are
experts in exotic weaponry but they also have
intimate knowledge of other lethal crafts, such
as the use of poisons and the creation of fatal
booby traps. The methods, demeanour, and
personality of an Assassin can vary as much as
there are ways to kill, though this will be
heavily influenced by the teachings and
training, be it from a Death Cult or Order.
If an Assassin survives long enough into his
career and his superiors deem him worthy, he

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Understanding the value of the elimination Assassins begin play with the following Skills,
of key targets, the Rogue Traders of the Talents, Gear, and Special Ability:
Expanse and those Assassins who work within
it have a known relationship. Whether it be to Starting Skills: Awareness, Concealment,
remove a rival who has been causing problems Dodge, Shadowing, Silent Move, Speak
for the dynasty, a pesky government official Language (Low Gothic), Tracking
preventing trade routes, or a dangerous Xeno Starting Talents: Basic Weapon Training
leader causing problems, the Rogue Traders are (Universal), Melee Weapon Training
always willing to pay highly for the services of (Universal), Pistol Weapon Training
a trained killer. Those Assassins who work (Universal)
Assassin

with Rogue Traders often accompany them for Starting Gear: Best Craftsmanship Long-Las
extended contracts. After all, one enormous or Common Craftsmanship Triplex-Pattern
payday can be good, but a lifetime of payments Lasgun, Best Craftsmanship Las Pistol or
can be priceless. Common Craftsmanship Bolt Pistol, Best
There are those who are trained in the arts of Craftsmanship Mono-Sword or Common
assassins who have no connection to the Craftsmanship Power Sword, Chameleoline
Assassin Temples or the Death Cults at all as Cloak, Grapnel, Micro Bead, Stummer, Void
well, such is the nature of the varied talents in Suit, Synskin
the Expanse. These individuals still possess Special Ability: Deliverer of Death: The
incredible skills, and are often even more Assassin has trained extensively in the art of
sought after as there is no connection to the the demise of others. Choose one group of
temples that might cause problems for the weapons. The Assassin gains +3 Initiative and
employer in the future. +3 Damage when wielding weapons of the
chosen type.

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Assassin
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Assassin
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Assassin
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Assassin
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Assassin
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Assassin
Chapter 2: Expanded Core Career Paths
This section contains the Expanded Career In addition to a series of universal talents,
Paths for all of the Careers presented in the each Career Path has also been given a series of

Expanded Careers
Rogue Trader Core Rulebook. Within each unique talents that further develop the abilities
rank there are a multitude of new talents and of each individual class. These new talents are
abilities, as well as some imported from some designed to showcase the strengths of each
of the other Warhammer 40,000 Roleplay lines. individual career path and give them abilities
For details on the new talents check Chapter 4: more in line with the higher levels of play in
New Talents on page 60. Dark Heresy: Ascension and Deathwatch.

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Rogue
Trader
Expanded
Career
Rogue Trader

Path

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Rogue Trader
Arch-Militant
Expanded
Career Path
Arch-Militant

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33
Arch-Militant
Astropath
Transcendent
Expanded
Astropath Transcendent

Career Path

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35
Astropath Transcendent
Explorator
Expanded
Career
Path
Explorator

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Explorator
Missionary
Expanded
Career
Path
Missionary

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Missionary
Special Rule: the Missionary qualifies
for the Augmenticist Alternate Career
Rank (see Into the Storm) at the normal
Rank Restrictions and Prerequisites.
This is in effect even before Expanded
Ranks.

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Navigator
Expanded
Career
Path
Navigator

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Navigator
Seneschal
Expanded
Career
Path
Seneschal

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Seneschal
Void
Master
Expanded
Career
Path
Void Master

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Void Master
Optional Advances
As is sometimes the case when integrating a Adepta Sororitas Optional Advances
cross-systems game utilizing Dark Heresy (1st Rank 9: Unnatural Toughness (x2) 2000
Edition), Rogue Trader, and Deathwatch, the Rank 10: Unnatural Strength (x2) 1000
Rogue Trader Career Paths in the Core Rank 11: Unnatural Willpower (x2) 3000
Optional Advances

Rulebook are almost always overlooked.


Generally people will opt to play the Space Arbitrator Optional Advances:
Marines with their incredible abilities and Rank 9: Unnatural Toughness (x2) 2000
Unnatural Attribute modifiers, or play a Rank 10: Unnatural Strength (x2) 2000
Guardsman, Assassin, or Magos and obtain the Rank 11: Unnatural Intelligence (x2) 1000
same modifiers in Dark Heresy Ascension.
With that in mind, the following additional Assassin Optional Advances
advances have been provided as a way to bring Rank 9: Unnatural Agility (x2) 2000
up the Rogue Trader Career Paths to match the Rank 10: Unnatural Toughness (x2) 2000
power level of those classes. Rank 11: Unnatural Strength (x2) 2000
WARNING: GMs, utilizing these advances
may seriously unbalance your game if you are Rogue Trader
unprepared for it. Unnatural modifiers make Rank 9: Unnatural Toughness (x2) 2000
your players significantly more powerful. If Rank 10: Unnatural Strength (x2) 2000
you are not doing a cross-systems game, it may Rank 11: Unnatural Fellowship (x2) 1000
be better to not allow these advances. Players,
you MUST check with your GM to see if these Arch-Militant
advances are allowed before purchasing any of Rank 9: Unnatural Toughness (x2) 2000
them. They are not inherently part of the Rank 10: Unnatural Strength (x2) 2000
Expanded Career Paths, and as such the GM Rank 11: Unnatural Agility (x2) 2000
has final say in what is an is not allowed in
their game. Astropath Transcendent
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Perception (x2) 1000
Rank 11: Unnatural Willpower (x2) 3000

Explorator
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Strength (x2) 2000
Rank 11: Unnatural Intelligence (x2) 1000

Missionary
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Strength (x2) 2000
Rank 11: Unnatural Willpower (x2) 3000

Navigator
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Perception (x2) 1000
Rank 11: Unnatural Willpower (x2) 3000

Seneschal
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Fellowship (x2) 1000
Rank 11: Unnatural Agility (x2) 2000

Void-Master
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Agility (x2) 2000
Rank 11: Unnatural Speed (x2) 1000

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Chapter 3: Expanded Xenos Careers
This chapter was a desire of many who were Always remember to first check with your
interested in the first version of Legends of the GM before playing a Xenos character, as it is
Expanse, and has finally come to fruition. This best to make sure that they will fit in with the

Xenos Careers
section of the guide provides Expanded Career party you are playing with. Just because the
Paths for each of the official Fantasy Flight rules are presented here as an option does not
Games Xenos Career Paths, including the Dark mean that every GM allows Xenos characters,
Eldar Kabalite Warrior, Dark Eldar Wych, and it does not mean that they will be
Kroot Mercenary, Ork Freebooter, Ork appropriate for every game.
Weirdboy, and Tau Fire Warrior. One difference between this section and the
These Career Paths function in the same last is that there are not optional rules for
manner as their human equivalents and are Unnatural Characteristic Advances for these
intended to bring the Xenos Career Paths up to Career Paths, as the majority of them get them
the same experience level presented in Dark inherently or have gear and special abilities that
Heresy Ascension and Deathwatch. The new grant sufficient equivalents already.
talents for this section are presented in the I hope that you all enjoy this robust and long
“New Talents” section on page 60 alongside the requested addition to the Legends of the
universal talents also presented in these Paths. Expanse supplement!

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Dark Eldar
Kabalite Warrior
Expanded Career
Kabalite Warrior

Path

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49
Kabalite Warrior
Wych
Expanded
Career
Path
Wych

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51
Wych
Kroot
Mercenary
Expanded
Kroot Mercenary

Career Path

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53
Kroot Mercenary
Ork
Freebooter
Expanded
Ork Freebooter

Career Path

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55
Ork Freebooter
Ork
Weirdboy
Expanded
Ork Weirdboy

Career Path

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57
Ork Weirdboy
Fire
Warrior
Expanded
Career Path
Fire Warrior

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Fire Warrior
Chapter 4: New Talents
This sections pertains to a host of new Included in this sections are more ubiquitous
Talents for players to purchase and the rules of talents available to multiple Career Paths as
New Talents

how they function. These talents are partly well as a bevy of them only available to certain
scavenged from other Warhammer 40,000 Career Paths, designed to further their starting
Roleplay lines, but mostly have been custom abilities and those developed over the course of
created for this supplement. the 8 Ranks prior to reaching this supplement.
These new custom Talents represent the Hopefully these new Talents accurately
specialization of each of the Career Paths as reflect power levels equal to Ascension and
they become incredibly powerful examples of Dark Heresy, I hope you enjoy using these new
those of their station. rules in your game!

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A Leaf on the Wind removing a target. The Assassin gains an
Prerequisites: Drive (Ground Vehicle) +20, additional reaction per round equal to the
Drive (Skimmer/Hover) +20, Drive (Walker) number in parentheses. This reaction is in
+20, Pilot (Aeronautica) +20, Pilot (Personal) addition to the standard reaction per round,
+20, Pilot (Spacecraft) +20 Step Aside, and Wall of Steel and can be used
Countless hours of practice have honed a to either Parry or Dodge.
truly remarkable skill with vehicle operations.
The Void Master now adds an additional +10 to All O Da Dakka
all Drive and Pilot checks, and is considered to Prerequisites: Ork, Exotic Weapon Training

New Talents
be Trained at Master Level (+20) with all Drive (Any Ork) x5
and Pilot Skills. This means that the Void The Ork has practiced with the many
Master now treats all Pilot and Drive Skills as practical and impractical weapons in the Ork
though they are at +30 before any other arsenal, and has learned the intricacies of their
modifiers. They may also now re-roll any operation. The Ork is considered to be
failed Pilot (Personal) tests. proficient with all Ork Weapons.

Accrue Pain Astounding Leader


Prerequisites: Dark Eldar, Siphon Pain Prerequisites: Rogue Trader
The Dark Eldar's need for suffering grows The Rogue Trader has learned how to direct
and they grasp further and further afield to sate an astounding number of subordinates in a
their vile hunger. The Dark Eldar adds five coherent and productive manner, a feat not to
times the first digit of their corruption points in be taken lightly. The Rogue Trader may now
meters to the range at which they can gain pain use the Exceptional Leader Special Ability a
tokens. number of times per round equal to one-half
their unmodified Fellowship Bonus.
Adaptable Assault
Prerequisites: Tau
The Tau has learned how to drill and teach
the operation of weapons to their fellows with
such reliable results that they can rapidly
instruct those who have no experience in
operating with them. As a full round action the
Tau may spend a Fate Point to confer the Fire
Caste Weapon Training Talent to a number of
allies (including themselves) equal to their
fellowship bonus for the duration of the
encounter. If the character already has the Fire
Caste Weapon Training Talent they instead gain
a +5 bonus to all tests to utilize those weapons.

Additional Pilot Mastery (x3)


Prerequisites: Void Master
This talent may be taken up to three times.
Each time it is taken, the Void Master selects an
additional Mastery aspect from the Void-Master
Special Ability list located on page 72 of the
Rogue Trader Core Rulebook.

Additional Reaction (X)


Prerequisites: Assassin, Additional Reaction
(X-1)
The Assassin has perfected their skill in
avoiding dangers to complete the goal of

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Armour Monger toughness bonus from the critical effects table.
Prerequisites: Intelligence 35, Tech-Use, Trade This in effect gives them an additional number
(Armourer) of levels of critical damage equal to their
The finest armours and most powerful unmodified Toughness bonus. Ex: An Ork with
shields are all products of the followers of the an Unmodified Toughness Bonus of 7 would
machine god, based on the fabled and ancient move the effects of a -1 Critical Effect to a -8
designs of man’s glorious past. With years of Critical Effect, and a -10 Critical Effect to a
training, the Explorer can learn to enhance -17. The additional critical levels granted to
these protections, or use them in their optimum not have any penalties associated with them.
New Talents

fashion. The Explorer increases the Armour


Points of any armour he wears by 2 on all Blade Dancer
locations it would normally cover as long as he Prerequisites: Weapon Skill 40, Two Weapon
has at least an hour each day to bless and Wielder (Melee)
prepare the armour. This bonus applies only to The character has mastered the difficult
armour worn by the Explorer. ability to wield a blade or other melee weapon
in either hand, making expert simultaneous
Aura of Faith attacks as they weave a deadly pattern of steel.
Prerequisites: Missionary When armed with two single-handed melee
Daemonic entities reel from the Missionary, weapons with the Balanced Quality, the
their daemonic powers cleansed in their character reduces the penalties for Two-Weapon
presence. Any Daemon within a radius equal to Fighting by 10 (so –20 would drop to –10). If
the Missionary's Willpower Bonus in meters taken with the Ambidextrous Talent, this drops
suffers 1d5 damage if it fails a Warp Instability the penalty to +0.
Test plus an additional 1d5 damage per degree
of failure. This damage is not affected by Blessed Bolt Weapons
armour or Toughness Bonus. Prerequisite: Adepta Sororitas
The Adepta Sororitas has become so
Biggest 'n Baddest proficient with the often preferred Bolt
Prerequisites: Ork, Da 'Ardest Eva Weapons of the order that they have begun to
The Ork has become even tougher and more ring with the blessings of the Emperor. The
resilient than almost any other creature in the character now adds their unmodified Willpower
galaxy. The Ork subtracts their unmodified Bonus to the Damage and Pen of all Bolt
Weapons.

Blessed Bolts
Prerequisites: Bolt Weapon Training (Any)
The Explorer's faith in both the God-
Emperor of Mankind and his trusted weapon
causes Psybolt ammunition to burn even
brighter. The Explorer is treated as having a Psy
Rating of 3 when using weapons loaded with
Psybolt Ammunition.

Bulwark Mastery
Prerequisites: Arbitrator
The Arbitrator has become so skilled in the
art of protecting themselves with their shield
that they can use even smaller variants of shield
to the same effect as large. The Arbitrator now
adds the AP provided by a shield to all
locations regardless of what size the shield may
be.

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Burning Light of the Astronomican Da 'Ardest Eva
Prerequisites: Navigator Prerequisites: Ork, 'Ard, Dead 'Ard, Too 'Ard to
The Navigator has become incredibly adept Care
at locating the Astronomicon, and gains a +20 The Ork's resilience has become legendary
to all tests to Locate the Astronomicon (See even amongst their own kind and they are able
page 184 of the Rogue Trader Core Rulebook.) to stand until completely decimated. The Ork
also becomes immune to the effects of Critical
Cold Hearted Hits that do not cause death. While tougher
Prerequisites: None than most creatures in the galaxy they still fall
Either chemical and surgical treatments or to critical effects that cause death.

New Talents
sheer will has rendered the character immune to
most mundane temptations. Seduction attempts Da Orkier Da Originz...
against him automatically fail and Charm Tests Prerequisites: Ork
increase their Difficulty by one level. Taking The Ork has embraced their origins, be they
this Talent causes one Insanity Point. If the the Klan or their Know Wotz. They gain the
Explorer possesses the Chem Geld talent, they Peer and Good Reputation Talents for their
instead gain the benefits of the difficulty Klan, and treat the skills they gained from the
increase to any skill with the Interaction Klan and Know Wotz are treated as being at
descriptor, not just charm. Trained (+20).

Commerce Savant
Prerequisites: Seneschal
The Seneschal now adds an additional bonus
degrees of success on any successful
Commerce, Inquiry, or Evaluate test. This
stacks with the Seeker of Lore ability for a total
of two bonus degrees of success to these skills.

Common Lore Mastery


Prerequisites: Seneschal, Common Lore (Any
3), Total Recall
The Seneschal is treated as though they have
all Common Lore Skills at the Mastered (+20)
level.

Constant Training
Prerequisites: Tau
The Tau has learned how to best direct the
skills of their team. As a full round action the
Tau may spend a Fate Point to confer the
benefits of any Tau Talent to a number of allies
equal to their Fellowship Bonus for the
duration of the encounter.

Crime Scene Investigator


Prerequisites: Arbitrator, Any Investigation
Skill +20 (x5)
The Arbitrator has witnessed so many crime
scenes that they begin to quickly identify
important elements of any scene. The Arbitrator
may make an Intelligence Test in place of any
skill Test with the Investigation skill descriptor.

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Dark Eldar Weapon Mastery Deflect Shot
Prerequisites: Dark Eldar, Exotic Weapon Prerequisites: Agility 50
Training (Any Dark Eldar) x5 The character’s weapons move with such
The Dark Eldar has trained with such a wide speed that they can deflect thrown weapons and
variety of exotic Dar Eldar weapons that they shots fired from primitive weapons. When the
have learned the fundamentals of their character is armed with a readied melee
operation. The Dark Eldar is considered weapon, they add their Weapon Skill Bonus to
proficient with all Dark Eldar Weapons. their Armour Points on all locations (even
unarmoured locations) when calculating
New Talents

Deadly Beak Damage from hits from ranged weapons with


Prerequisites: Kroot the Primitive Special Quality or Thrown
The Kroot has spent much time perfecting weapons. This bonus armor does not apply to
the assault with their naturally sharp beak, and Blast weapons.
has honed it to deadly effect. They now treats
their beak as an Improved Natural Weapon with Deny the Witch
the following profile: 1d10+SB, Pen 2 Prerequisites: Willpower 35
The Explorer draws on his faith and mental
Death Dealer fortitude to act as his shield against those
Prerequisites: Weapon Skill 45, Ballistic Skill tainted by the Warp. The character may use his
45 Willpower characteristic when making an
The Explorer can place his hits where they Evasion Reaction against ranged or melee
inflict maximum harm, such as gaps or joints in attacks against him made with psychic powers.
armour. When the character’s attack in that When successfully evading an attack with an
combat type inflicts Critical damage, he adds area of effect, the character does not move but
his unmodified Perception bonus to the damage instead is simply unaffected by the psychic
result. power.

Devastating Weapon Mastery


Prerequisites: Arch-Militant
The Arch Militant's mastery of their chosen
weapons becomes so devastating that few can
stand in their way. The Arch Militant now adds
an additional +10 to hit, +2 to damage, and +2
initiative when wielding any weapon with
which they have the Weapon Master Special
Ability. These benefits stack with those
provided by Weapon Master.

Distant Pain
Prerequisites: Dark Eldar, Accrue Pain
The Dark Eldar's need for suffering grows
and they grasp still further afield to sate their
vile hunger. The Dark Eldar adds ten times the
first digit of their corruption points in meters to
the range at which they can get pain tokens.

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Drill Instruction Encompassing Hatred
Prerequisites: Arch-Militant Prerequisites: Adepta Sororitas, Hatred (Any)
The Arch-Militant bellows instructions (x3)
about the use of weaponry to those around him, Bringing down their wrath so strongly on
giving a crash course in their use. The some enemies has led them to understand all
character chooses a single weapon training skill available means of dealing with a particular
that he has and makes a Challenging (+0) group of foes. The character now adds the
Command Test. If successful, anyone under his bonus from hatred to all tests versus the foe of
command or who chooses to obey (including their choice, including Ballistic Skill and Skill
other Explorers) are treated as if they too have Tests involving these foes, representing an all

New Talents
that weapon training talent until the end of the encompassing knowledge of how best to deal
encounter or until this talent is used again. with them. This bonus also applies to allies if
using the Litany of Hate talent.
Embracing the Order
Prerequisites: Adepta Sororitas, Skill from Eye of Vengeance
related descriptor group +20 (x4) Prerequisites: Ballistic Skill 50
While there are many orders within the The character can focus their intent on
Adepta Sororitas, there are those who embody where it is likely to do most damage to their
the skills that their order traditionally follows. enemy and then strike them down with a single
When taking this talent, choose one skill shot. Before making a ranged Standard Attack
descriptor (Crafting, Exploration, Interaction, Action, the character may spend a Fate Point. If
Investigation, Movement, or Operator). The he does so, his attack deals +X Damage and
Sororitas gains a +10 bonus to all skills from gains +X Pen, where X equals the number of
the group of their choice, reflecting their Degrees of Success scored on the attack roll.
superior training and use of these skills.
Exotic Weapon Mastery
Emperor's Blessing Prerequisites: Arch-Militant, Exotic Weapon
Prerequisites: Adepta Sororitas or Missionary, Training (Any) (x4)
Pure Faith, Tests of Faith (1) Having become familiar with the various
Only those Adepta Sororitas who have Exotic weapons of the Koronus Expanse, the
learned to channel the true power of that which Arch Militant is now treated as proficient in all
protects humanity ever receive this potent Exotic Weaponry, and can use it without
blessing. Once per session, the Sororitas may penalty.
treat a Faith Talent that has been activated by
spending a Fate Point as though it were spent Firing Solutions
by Burning a Fate Point, with all the benefits Prerequisites: Arch-Militant
that entails. The Arch-Militant has become incredibly
adept at the art of precision fire and instructing
others in their use. The Arch-Militant may re-
roll any failed Ballistic Skill Test once per
round, or may grant any other Explorer a re-roll
on a Ballistic Skill Test once per round.

Flame Weapon Expert


Prerequisites: Missionary, Flame Weapon
Training (Universal)
When wielding a Flame Weapon, the
character knows exactly when to release the
trigger to avoid jamming the weapon or when
to push its functions in the glorious name of the
God-Emperor. A Missionary with this talent
may treat all Flame weapons as reliable and
gain the Proven (4) Quality.

65
Flames of Faith Missionary's Willpower Bonus, and treats all
Prerequisites: Missionary, Flame Weapon Flame Weapons as though they were Sanctified.
Training (Universal) Sanctified weapons ignore toughness bonus
The Explorer's faith in both the God- granted by the Daemonic trait.
Emperor of Mankind and his trusted weapon
causes Psyflame ammunition to burn even Intellectualization
brighter. The Explorer is treated as having a Psy Prerequisites: Arbitrator
Rating of 3 when using weapons loaded with The Arbitrator has memorized such a large
Psyflame Ammunition. number of regulations, statues, and information
New Talents

that they have become skilled at rationalizing


Forbidden Lore Mastery words, text, and undesirable situations and
Prerequisites: Seneschal, Forbidden Lore (Any stripping them of their power over themselves.
3), Total Recall If called to make a Test against Fear, Insanity or
The Seneschal is treated as though they have Corruption, the character may re-roll any failed
all Forbidden Lore Skills at the Mastered (+20) Willpower Tests substituting his Intelligence for
level. Willpower on the re-roll.

Furious Litanies Interaction Mastery


Prerequisite: Missionary Prerequisites: Rogue Trader, Interaction Skills
By inscribing powerful litanies and prayers +20 (Any 3)
onto weapons, the Missionary can instill the The Rogue Trader has become incredibly
fervor of the Emperor into the weapons of their adept at interacting with others and getting
allies. The Missionary may grant the Sanctified what they want from them. The Rogue Trader
trait to a number of weapons equal to their now treats all skills with the Interaction
Willpower Bonus. Sanctified weapons ignore descriptor as being Mastered (+20).
the toughness bonus granted by the Daemonic
trait. If the weapon already possesses the
Sanctified Trait or is treated as having it, the
weapon instead gains the Felling quality against
any creature with the Daemonic trait. This lasts
for one day or until the Missionary grants the
benefit to a different weapon.

Hammer Blow
Prerequisites: Crushing Blow
The character strikes a single blow with
such focus and force that it breaks armour and
pulps flesh as it strikes. When the character
uses an All Out Attack manoeuvre to make a
single melee attack, they may add half their
Strength Bonus to the weapon’s Armour
Penetration. The attack also counts as having
the Concussive Special Quality to represent the
shocking force of the blow’s impact.

Holy Purging
Prerequisites: Missionary, Flame Weapon
Training (Universal)
When wielding a Flame Weapon, the
character knows how to infuse the very
spirit of their faith into cleansing fire. Any
Flame Weapon wielded by the Missionary
gains additional Damage and Pen equal to the

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Investigation Mastery all Gunnery and Augury checks that involve
Prerequisites: Rogue Trader, Investigation vehicle mounted or integrated systems.
Skills +20 (Any 3)
The Rogue Trader has refined their abilities Leaping Dash
to uncover the truth as they have traversed the Prerequisites: Kroot, Kroot Leap, Strength 45+,
expanse and grown quite adept at uncovering it. Agility 45+
The Rogue Trader now treats all skills with the The Kroot may now utilize the Kroot Leap
Investigation descriptor as being Mastered talent in spaces where there is not sufficient
(+20). overhead space by leaping off of walls or other

New Talents
obstructions. They may also land in the same
Killing Strike square as an enemy with a successful
Prerequisites: Weapon Skill 50 Acrobatics Test.
Certain Explorers are amongst the deadliest
warriors in the galaxy, and they have learned Legendary Leader
how best to place their blows for maximum Prerequisites: Rogue Trader, Masterful Leader
effect. When taking the All-Out Attack action, Able to bring order to even the most chaotic
an Explorer may spend a Fate Point (before of voidships, the Rogue Trader has become a
rolling the dice) to make his melee attacks for paragon of efficiency and direction. The Rogue
that round impossible to parry or dodge. Trader may now utilize the Exceptional Leader
a number of times per round equal to their
Land Vehicle Operation Mastery Fellowship Bonus.
Prerequisites: Additional Pilot Mastery
This talent represents a true mastery of Lore Savant
vehicle operation. The Void Master may now Prerequisites: Seneschal
re-roll all tests associated with operating land The Seneschal gains a +10 bonus to the
vehicles. This extends to all Drive (Ag) Skill Ciphers, Commerce, Common Lore, Evaluate,
Tests. Forbidden Lore, Inquiry, Lore, Logic, and
Scholastic Lore skills. In the even that a skill
Land Vehicle Systems Mastery has multiple specializations (in particular the
Prerequisites: Land Vehicle Operation Mastery Ciphers or Lore skills), this bonus applies to all
This talent allows the Void Master to re-roll specializations.

67
Luminen Barrier field of static, strong enough to turn aside
Prerequisites: Luminen Shield, Electoo incoming blows and stop weapons fire in its
Inductors, Potentia Coil. tracks. As a Full Action, he may activate a
Much like the celebrated Electro-Priests, the Luminen Shield which remains active for a
Explorator can draw upon all of his power to number of Rounds equal to the Explorator’s
create a shimmering barrier of pure energy, one base Willpower Bonus. The shield has a rating
capable of deflecting any attack. As a Full equal to the half the Explorator's Willpower
Action, the player can activate a Luminen Characteristic, rounded up (e.g. an Explorator
Barrier which remains active for a number of with a Willpower of 43 would have a Luminen
New Talents

Rounds equal to the Explorators’s base Shield with a Rating of 22). As long as the
Willpower Bonus. The barrier has a Rating shield is active, the Explorator may attempt to
equal to the Explorators’s base Willpower stop incoming Ranged and Melee attacks by
Characteristic. As long as the barrier is active, rolling a 1d100 and comparing it to the shield’s
the Explorator can attempt to stop incoming Rating. If the roll is equal to or under the
Ranged and Melee attacks by rolling a 1d100 Rating, the attack is stopped completely. If the
and comparing it to the barrier’s Rating. If the roll is over the Rating, the attack penetrates the
roll is equal to or under the Rating, the attack is shield and causes Damage as normal. This roll
stopped completely. If the roll is over the is made before reductions for
Rating, the attack penetrates the barrier and Toughness/Armour. If the 1d100 roll ever
causes Damage as normal. This roll is made results in a 01-04, the shield stops the attack,
before reductions for Armour and Toughness but is overloaded in the process. It instantly
Bonus. If the 1d100 roll ever results in a 01-05, collapses, and the Explorator must pass a
the barrier stops the attack, but is overloaded in Challenging (+0) Toughness Test or gain 1 level
the process. It instantly collapses, and the of Fatigue. An Explorator can use Luminen
Explorator must pass a Challenging (+0) Shield a number of times equal to his
Toughness Test or gain 1 level of Fatigue. An Willpower Bonus every 24 hours; however,
Explorator can use Luminen Barrier a number upon the second activation of the ability within
of times equal to his Willpower Bonus every 24 24 hours, and upon each subsequent activation
hours; however, upon the second activation of in that time, he gains 1 level of Fatigue.
the ability within 24 hours, and upon each
subsequent activation in that time, he gains 1
level of Fatigue.

Luminen Flare
Prerequisites: Luminen Blast, Mechanicus
Implants
The Explorator has mastered the ability to
channel his will through the Potentia Coil into a
powerful blast of energy that brings the fury of
the Omnissiah to all who might stand in his
path. On a successful Ballistic Skill Test, he
may direct this energy at a single target within
20 metres The attack deals 1d10 plus his
Willpower Bonus in Energy Damage, and has
the Blast (X) Quality, where X equals the
Explorator’s Willpower Bonus. This counts as a
Half Action, and each time the Explorator uses
this Talent, he must first pass a Challenging
(+0) Toughness Test or gain a level of Fatigue.

Luminen Shield
Prerequisites: Mechanicus Implants
Focusing his energy in all directions at once,
the Explorator is capable of creating a hazy

68
Luminen Surge character will pass it by a number of Degrees of
Prerequisites: Luminen Shock, Mechanicus Success equal to it's associated Characteristic
Implants Bonus. This Talent may be taken more than
The Explorator is able to channel even more once, each time for a different Skill.
power through his hands, sheathing them in a
glowing torrent of power that can rend armour Material Emergence
and bone alike. He must touch his enemy for Prerequisites: Navigator
this ability to work. In combat, he must either The Navigator has learned to locate with

New Talents
make a successful Challenging (+0) Weapon incredible accuracy the points that connect the
Skill Test or be Grappling to deliver the blast. Immaterium back to real space. The Navigator
Each Luminen Surge deals 2d10+3 points of now treats the Perception test to leave the Warp
Energy Damage. This counts as a Half Action, (See page 186 of the Rogue Trader Core
and each time the Explorator uses this Talent, Rulebook) as a Challenging (+0) instead of a
he must pass a Challenging (+0) Toughness Hard (-20) test.
Test or gain a level of Fatigue.
Meditative Frenzy
Master of Blades Prerequisites: Frenzy, Battle Rage, Willpower
Prerequisites: Assassin, Blademaster 45
The Assassin has trained with bladed So practiced is the character in the art of
implements for so long that they have become fury and destruction that is has become a
an extension of their arms. The Assassin may natural state for them. The character no longer
now re-roll any weapon skill test with any suffers a -20 to Ballistic Skills and Willpower
bladed weapon, successful or not. They may Tests. So focused is their fury that they are able
select which roll is the one used. to act more freely under it's influence, and as
such are no longer required to move closer to
Master of Death their target or utilize the All-Out Attack action.
Prerequisites: Assassin
The Assassin has perfected the art of death
with weapons of both close range and long.
The Assassin gains the benefit of the Deliverer
of Death Special Ability with all weapons.

Masterful Leader
Prerequisites: Rogue Trader
So adept has the Rogue Trader become at
leading and directing their fellows that they can
coax even more out of their crew. Whenever
the Rogue Trader utilizes the Exceptional
Leader Special Ability (See page 72 of the
Rogue Trader Core Rulebook), they grant a +20
bonus instead of the normal +10

Mastery
Prerequisites: Any Skill +20
The character has become a consummate
master of a single Skill and can perform feats
with it that would baffle lesser men. The
character may spend a Fate Point to
automatically pass a Skill Test with his chosen
Skill (which must be at +20), provided the final
modifier to his Skill Test is 0 or better. In
addition to simply passing the Test, the

69
Mercenary's Avarice Movement Mastery
Prerequisites: Kroot, Mercenary Prerequisites: Assassin, Any Movement Skill
The Kroot has fully devoted themselves to +20 (x3)
the payment and favors of their benefactor. The Assassin's movements have become a
They may now utilize Profit Factor in place of thing of almost unnatural grace with no
Willpower for any Willpower test they may be movements wasted in the application of
required to make. This does not allow them to physicality. The Assassin gains a +10 bonus to
replace Willpower for the purpose of utilizing all skills with the Movement descriptor.
skills.
New Talents

Navigating the Eddies


Miraculous Survival Prerequisites: Navigator
Prerequisites: n/a The Navigator has become skilled at
The Explorer is not merely protected by perceiving the interaction between the material
their faith in the Emperor, it is clear to all that of a Voidship and the immaterial of the
He has plans for them and they will not die Empyrean. The Navigator gains a +20 bonus to
until He ordains it. When the Explorer burns a the Steering the Vessel stage of Warp Travel
Fate Point to avoid death, they stands up (or (See page 184 of the Rogue Trader Core
climbs their way out of the rubble, etc.) at the Rulebook). In addition, they become incredibly
beginning of their next action completely attuned to any possible incursions that may
unharmed in any way. They have full wounds, happen aboard the vessel. Add a +20 bonus to
no fatigue and are cured of any critical effects all rolls made during the Encounters in the
that they had sustained, even if the damage was Warp test (See page 185 of the Rogue Trader
incurred before the event that would have Core Rulebook).
caused their death.
Never Die
Prerequisites: Toughness 50, Willpower 50
The character’s will or devotion to the
Emperor can sustain him when his mortal body
fails him. The character can spend one Fate
Point to ignore the effects of injury, Fatigue,
and Stunning for a single combat. This Talent
does not prevent the Damage, but allows the
character to temporarily ignore its effects for
the duration of the combat. Death still affects
him normally.

Nymune Equilibrium
Prerequisites: Kroot, Hyperactive Nymune
Organ
The Kroot's Nymune Organs have been
utilized and exercised enough that they have
grown accustomed to use. The Kroot may now
utilize the Hyperactive Nymune Organ Talent
indefinitely without fear of gaining Fatigue or
needing a Toughness Test.

Orky Enuf
Prerequisites: Ork, Mob Rule, Da Nekst Best
Fing
The Ork has become used to the strange
non-orky companions that they travel with, and
has grown to respect their contributions in a
fight. The Ork gains gains the full benefit of
Mob Rule from their non-ork companions
instead of half. They still do not gain a bonus
from lesser orkoids such as Gretchins/Squigs.

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Peerless Marksmanship Persistent Pain (X)
Prerequisites: Deadeye Shot, Marksman, Prerequisites: Dark Eldar, Any 5 Dark Eldar
Sharpshooter, Ballistic Skill 40, Perception 40 Talents
The character has perfected the art of The Dark Eldar has truly embraced their
leading and adjusting for atmospheric ability to gain power through pain, and so much
conditions so frequently that it has become so that they are able to push themselves further
second nature. So great is the character's skill than other Dark Eldar purely with the memory
with firearms that they may now utilize the of previous acts. The Dark Eldar begins each
Called Shot special action as a half action. If encounter with a number of pain tokens equal

New Talents
wielding 2 weapons, they may perform a Called to the number of times this talent has been
Shot with each. taken, noted by a number in place of the X.

Perceiving the Currents Physiological Adaptation


Prerequisites: Navigator Prerequisites: Kroot
The Navigator has become incredibly adept The Kroot has come to learn how to utilize
at perceiving turbulence, strange phenomena, or their skills while heavily encumbered by
storms that lie hidden in the Empyrean that will increasing their reliance on visual cues and
affect vessels as they travel through them. The practicing movement in armor. The Kroot now
Navigator gains a +20 bonus on the Perception retains the Unnatural Perception and Fieldcraft
Check made during the Charting the Course Traits in armor with more than 3 AP.
step of Warp Travel (See page 184 of the Rogue
Trader Core Rulebook). Preturnatural Speed
Prerequisites: Weapon Skill 40, Agility 50
The character is a swift moving bringer of
death, a living, bloody scythe before whom foes
die like corn before the reaper. The character
may use Swift Attack and Lighting Attack as a
Half Action rather than a Full Action. In
addition, the character may use the Swift Attack
and Lightning Attack Talents during a Charge.

Quantifying the Immaterial


Prerequisite: Navigator
The Navigator has become incredibly well at
judging the time it will take to complete a Warp
Jump. When making a Navigation (Warp) test
to estimate duration (See page 183 of the
Rogue Trader Core Rulebook) the Navigator
adds a +20 bonus to their check, though the
results remain secret.

Reliable Assault
Prerequisites: Tau, Adaptable Assault
The Tau has further refined their abilities in
weapon drills. They now confer a +5 bonus to
those who do not have the Fire Caste Weapon
Training Talent when utilizing the Adaptable
Assault, and a +10 bonus to those who do have
the Fire Caste Weapon Training Talent.

71
Rite of Inspiration blade and pistol. When armed with a pistol in
Prerequisites: Missionary one hand and melee weapon in the other (both
This rite allows the missionary to make of which the character could normally use
manifest the protections and inspirations of the single-handed), the character reduces the
Emperor and inspire those who serve with penalty for Two-Weapon Fighting by 10 (so –
them. During Void Combat, the Missionary 20 would drop to –10). If taken with the
may take an extended action to restore Crew Ambidextrous Talent, this drops the penalty to
Morale. With a successful Challenging (+0) 0.
Charm or Command test, they restore an
New Talents

amount of Morale equal to their Fellowship Speed Reading


Bonus. This may be done only once per Prerequisites: Literacy, Total Recall
instance of Morale Damage Suffered and Through years of practice the character has
cannot increase it above maximum, but may be developed the ability read text at an astonishing
performed multiple times. This may not heal rate. The character may make a Challenging
cohesion damage suffered in a previous round. (+0) Literacy Test to read text at the rate of 20
For example, if a ship took ten Crew Morale pages per minute, plus an additional 5 pages per
damage during a boarding action and the minute per degree of success. The character
Missionary decided to Inspire the crew with the automatically passes any Total Recall Tests
Rite of Inspiration and succeeded, they would required of him to recall the information within
restore an amount equal to their Fellowship the book.
Bonus. For the sake of example, we will
assume this recovered five. On the next turn,
they suffer 3 more crew morale damage, and
the Missionary takes this action again, and
again succeeds. He would only be able to
restore 3 crew morale, as that is all that was
taken this turn.

Scholastic Lore Mastery


Prerequisites: Seneschal, Scholastic Lore (Any
3), Total Recall
The Seneschal is treated as though they have
all Scholastic Lore Skills at the Mastered (+20)
level.

Shotgun Surgeon
Prerequisites: Arbitrator, Mighty Shot, Hip
Shooting
Like many of their fellow Arbitrators,
Arbitrators have a judicious amount of training
with one of the signature weapons of their
organization, the Shotgun. Far beyond the
traditional training, the Arbitrator's skill with
these weapons far outshines the basic
instruction. As such, the Arbitrator now adds
their Ballistic Skill Bonus (the tens place) to the
Pen value of any shotgun they wield. In
addition they may fire Executioner Rounds on
any fire mode, not just single shot.

Sidearm
Prerequisites: Weapon Skill 40, Ballistic Skill
40, Two Weapon Wielder (Ballistic, Melee)
Many Rogue Traders among the stars of the
Koronus Expanse favour fighting with both

72
Stalwart Defense Street Fighting
Prerequisites: Weapon Skill 50, Fearless Prerequisites: Weapon Skill 30
The Explorer stands immovable and The character is adept in close and dirty
indomitable, as if he were made of rock and fighting, favouring small weapons or even his
iron against which foes break like water against bare hands to take down his foes. When armed
a cliff. The Explorer may spend a Fate Point as with a knife (powered, chain or otherwise),
a Full Action to adopt a Stalwart Defense. similar small weapon, or simply armed with his
While adopting this condition, the Explorer bare hands, he adds half his Weapon Skill
may not move and may not Dodge. He may Bonus to any Critical Damage he inflicts.
make a Parry reaction against all successful

New Talents
strikes against him, and all Damage he suffers Target Selection
is reduced by –2. Furthermore, the character’s Prerequisites: Ballistic Skill 50
enemies gain no benefits for outnumbering the The character’s dread gaze marks out his
Explorer in close combat. These effects last chosen victim and not even the riotous
until the Explorer chooses to end his Stalwart confusion of close combat interferes. The
Defense or until he is rendered incapable of character may shoot into melee with no penalty.
fighting. If he aims beforehand, he can avoid any chance
of hitting friendly targets.
Storm of Iron
Prerequisites: Ballistic Skill 45 Tests of Faith (X)
When facing massed enemies on the Prerequisites: Adepta Sororitas or Missionary,
battlefield, the character lays down a storm of Pure Faith
firepower that even the most foolhardy cannot The Adepta Sororitas's faith has been tested
push through. When the character deals in the fires of combat and she has emerged with
Damage to a target with a semi-auto burst or a her faith tempered and sharpened. The Adepta
full-auto burst, the character may allocate his Sororitas gains a fate point that can be spent to
extra hits to any other target within five metres, activate any of her Faith Talents, but may not
instead of the usual two metres. be burnt to activate them. They cannot be used
in any other fashion Fate Points are typically
used.

Thunder Charge
Prerequisites: Strength 50
The Explorer charges into combat using his
armoured body as an additional weapon. Driven
by his armour and the Explorer’s enhanced
muscle, the impact of such a charge is like
being struck by a thunderbolt. When the
Explorer makes a Charge Action, first make an
unarmed attack against every opponent he is
charging. This represents slamming into the
enemy with the character’s armoured bulk. This
attack automatically also has the potential to
knock the opponent down in the same way as if
the Explorer had used the Knock Down Action.
Once this attack has been resolved, the
Explorer may make his normal Charge Attack
as normal.

Tormentor's Indestructibility
Prerequisites: Dark Eldar, Tormentor's Might,
Tormentor's Vigour
The Dark Eldar is an unstoppable fury on
the battlefield, able to shrug off the mightiest of
blows in the pursuit of causing more anguish.
After gaining five Pain tokens, the Character
may spend a Fate Point to gain the Unnatural
Toughness (x2) Trait for the
remainder of the encounter.
73
Unified Cooperation Warp Lock
Prerequisites: Tau, Constant Training Prerequisites: Willpower 50, Psy Rating, Strong
The Tau has learned how best to direct their Minded
fellows in a variety of circumstances. As a full The character has learned to swiftly cut
round action the Tau may spend a Fate Point to himself off from the Warp to protect himself
confer the benefits of any two Tau Talents to a from harm. Once per game session, the
number of allies equal to their Fellowship character may ignore a Psychic Phenomenon
Bonus for the duration of the encounter. result he has rolled (including a result that
would indicate rolling on the Perils of the Warp
New Talents

Unpowered Weapon Mastery Table) completely negating its effects. Such


Prerequisites: Melee Weapon Training rapid dislocation from the Warp, through, is
(Universal) stressful and traumatic to the character’s mind
The Explorer has learned the art of and they will suffer 1d5 Energy Damage to the
deflecting power weapons on the field of battle Head location (not reduced by Armour or
in such a fashion as to preserve non powered Toughness) as a result, and may not make any
ones meeting them by swatting them aside and Focus Power Tests or sustain other Psychic
catching hilt and haft instead of the power field Powers until the beginning of his next Turn.
directly. Explorers with this talent ignore the
chance that power weapons have to destroy Weapon Master
non-powered weapons when parrying or being Prerequisites: Arbitrator, Blademaster, Melee
parried. Weapon Training (Universal)
The Arbitrator has trained with the melee
Versatile Weapon Mastery weapons for so long that they have become an
Prerequisites: Arch-Militant extension of their arm. The Arbitrator may now
The Arch-Militant chooses an additional use the Blademaster talent with any melee
class of weapons. They gain the benefits of the weapon, not just bladed weapons.
Weapon Master Special Ability (See page 72 of
the Rogue Trader Core Rulebook) with this
class of weapons.

74
Weapon Tech moving, hacking, gutting, and beheading with
Prerequisites: Tech-Use +10, Intelligence 40 ceaseless fury. When attacking more than one
The character has developed an extensive foe in close combat, the character may make
understanding of advanced technological one melee attack for each foe he is facing, up to
weapons and their functions, opening them up a maximum equal to his Weapon Skill Bonus.
and learning what makes them tick, hum, or Each additional attack beyond the first counts

New Talents
click. Once per combat, the character can as a Free Action, but cannot be combined with
enhance his weapon, increasing its firepower any other Talents or abilities which would grant
and deadliness. For one Round per combat extra attacks or hits (i.e. Lightning Attack,
encounter, a weapon personally wielded by the Furious Charge, etc.). The character may
character from the Las, Melta, Plasma, Power, choose in which order he attacks his opponents.
or Exotic category increases its Damage and
Penetration by an amount equal to his Wisdom of the Greater Good (X)
Intelligence Bonus. Prerequisites: Tau
The Tau has fully embraced the elements of
Whirlwind of Death the Greater Good and it has in turn granted
Prerequisites: Weapon Skill 40 them a measure of power. The Tau gains a
When facing massed opponents in combat, number of Fate Points equal to the (X) that can
the character becomes a whirlwind of death, only be utilized to activate Tau Talents.

75
Chapter 5: Expanded Armory
This section of the guide holds within a host of Damage lower than the value in parenthesis as if it
new equipment options selected from the various were that number instead. For instance, a Proven
Warhammer 40,000 Roleplay lines but never made (3) weapon treats any die roll of 1 or 2 as 3 for the
it into any offical Rogue Trader release. A portion purposes of calculating Damage.
of the gear does reflect the new Career Paths, but it
Expanded Armory

is also available to any who might wish to use it. Sanctified


This section includes rules for new Melee Damage inflicted by a sanctified weapon counts
Weapons, Ranged Weapons, Armor, Shields, Gear as Holy Damage, which has certain effects on some
and Tools, Ammunition, Equipment Upgrades, and Daemonic and warp creatures. All weapons with
Cybernetics. Enjoy these new additions to the this special quality must be of either Good
Rogue Trader Armory! Craftsmanship or Best Craftsmanship.

New Weapon Qualities Melee Weapons

Concussive Agni-Pattern Power Maul


The weapon causes a barrage of sound and A relatively small and inexpensively
force upon impact. When you strike an opponent manufactured model of power maul, this weapon is
with a Concussive weapon, he must make a weighted towards the hilt, and as such is regarded
Toughness Test at a Difficulty of –10 per degree of by some power weapon connoisseurs as somewhat
success by which the attack succeeded or be graceless. It iscommon in “second line” precincts
Stunned for 1 Round. Auditory protection confers (as they are locally known) where trouble is not
a +10 bonus to this Test, but does not negate the particularly expected, or among vehicle crews who
kinetic energy of the blast. Additionally, any target value its handy proportions. Like all true power
taking Damage greater than his Strength Bonus mauls, it has energy settings which can be adjusted
from a Concussive weapon is automatically to the circumstances.
knocked down. The user may switch settings on their power
maul between low and high power once per turn as
Crippling (X) a Free Action.
Particularly cruel or deadly weapons sometimes
include things like living barbs or shards that Bakka-Pattern Power Ram
remain in their victims’ wounds, causing them This power ram is a heavy tube with a pair of
immense pain and even slowly killing them. When long handles running down each side of its length.
a target suffers at least one Damage (after Inside the tube is a potent power field connected to
reductions for Armour and Toughness Bonus) from a piston, the head of which is often sculpted to
a weapon with the Crippling Quality, it counts as resemble an Imperial Aquila. These tools were
being “Crippled” for the remainder of the crafted for use on Karrik, and other Calixian
encounter or until healed of all Damage. If a worlds with high gravity, because of the requisite
Crippled character takes more than a Half Action sturdy construction of the doors and walls. Usually
on a single turn, that character suffers Rending held by two Arbitrators, who swing it against a
Damage equal to the number in parenthesis (X). door or even a wall, the Bakka-pattern Power Ram
This damage is not reduced by Armour or drives the piston forward, surrounded by the
Toughness Bonus. flickering energies of the disruption field. The
weapon is powerful enough to blow most doors
Felling (X) clean off their hinges, and is more than capable of
Designed to puncture and to mangle, Felling knocking holes in solid brick walls in seconds.
weapons are capable of toppling even the mightiest Although this weapon can theoretically be used
foes. If the weapon hits, it ignores a number of in combat, it is really not designed for this— its
levels of Unnatural Toughness possessed by the primary use is as an entry device. All Weapon Skill
target equal to the number in parenthesis. For Tests made using the weapon in melee combat are
instance, a Felling (1) weapon ignores the benefits at -20 to represent how bulky it is. However, the
of Unnatural Toughness (x2) and would reduce the ram is assumed to do double damage against
benefits of Unnatural Toughness (x3) by one inanimate structural objects such as doors and
multiplier. walls. Unless the GM wishes, for dramatic reasons,
to prevent a wielder entering a building, this
Proven (X) weapon should allow entry into most normal
Weapons with the Proven Quality always inflict structures instantly.
significant injuries and treat any die roll for

76
Cyclopea-Pattern Power Maul Neuro Gauntlet
A huge and intimidating two-handed Neuro-Gauntlets are subtle weapons, but
weapon unique to the Calixis Sector, this power noless vicious for that. Prized by assassins and
maul contains a monstrously overcharged torturers, the neuro-gauntlet is a glove
disruption field which actively shatters the constructed from a flexible adamantine
bonds between the molecules contained within hyperalloy, with neuro-toxin injectors fitted
items it strikes. Resembling a feudal mace, this into each finger. Each injector is diamond-hard

Expanded Armory
maul has only one power setting: maximal. and incredibly sharp, allowing it to slice
Potent enough to crush groundcars or send through armour and into the vulnerable flesh
shattered opponents flying dozens of feet with a below.
single stroke, this weapon is reserved for the The cuts from a neuro-gauntlet are
most intense riots. It is designed to awe and deceptively small. However, the poisons they
terrorise the enemies of the Arbites, to send produce are some of the most potent and
entire mobs cowering before the user. crippling toxins known to the Officio
An Arbitrator who hits a target with a Assassorium. Neuro-Gauntlets have the Toxic
Cyclopea-pattern Power Maul gains the Fear Quality; if the target fails its Toughness Test, in
(1) Trait against that targets allies for the addition to suffering damage as normal, all his
remainder of the encounter. Characteristics are halved for 1d5 minutes. This
specific effect is not cumulative, and does not
Lathe-Pattern Power Maul affect targets with the Daemonic or Machine
A light, slender, and elegant model of power Traits.
maul, this unusual weapon (crafted only on The toxins within the neuro-gauntlets may
demand in the Calixis Sector) has a spiked be replaced by different toxins (including one
handguard and a long, straight, un-weighted that mimics the effect of a Hallucinogen
haft. It must be handled more like a sword than Grenade).
a club, which some users find frustrating, and
critics have labelled the weapon fussy and
difficult to master. However, the Arbitrators
manning the Precinct Fortresses of the Lathe
Worlds find that the slender profile is highly
effective in the dense manufactorum corridors.
Those who take the time to familiarise
themselves with the pattern’s idiosyncrasies
declare it one of the finest examples of a power
maul. The apparent fragility of the design is
misleading, and the versatile power field is
more than capable of inflicting the same
damage against opponents as models with a
more brutal heft.
The user may switch settings once per turn
as a Free Action. This weapon is so well made
and finely balanced that it adds +5 to the user’s
Weapon Skill when attempting to Parry.

77
Power Stakes Autocannon
The Power Stake is another item in the Autocannons are large-calibre support guns
Explorer's arsenal that is designed to be as that fire dense, high-velocity solid shells
much a symbol as a weapon. It takes the form designed to punch through armour. These heavy
of a solid metre-long shaft of cold-forged iron, weapons see widespread service by the Imperial
Expanded Armory

tapering to a wicked point on one end. The Guard, as well as by many planetary militias
other end is fashioned into a handle, containing and renegade armies. Though unlikely to
a power field generator. All along the shaft are penetrate the adamantium and ceramite of
thousands of etched runes, each a prayer against power armour, they can devastate light and
the psyker and an invocation against the warp. medium vehicles. Autocannons can also
The power stakes of Witch Hunter Rykehuss provide effective anti-infantry support,
were specially commissioned by that noted especially the shooter uses high explosive
Inquisitor to be a bane against the witch and shells to augment their lethality against smaller
psy-user. He has actually commissioned several targets.
dozen, which by now have been scattered The M34 autocannon is an older version of a
throughout the Sector with his blessing, to do common Imperial Guard pattern used
the God-Emperor’s holy work. throughout the Calixis Sector and uses a tripod
If this weapon strikes a target with a Psy mount. It can be manned by one person, though
Rating, it deals an additional 1d10 damage for it ideally employs a crew of two to move, set
every point of Psy Rating the target possesses up, and assist with reloading the weapon. If it
(so a target with Psy Rating 3 would take an has a second crew member, he can spend his
additional 3d10 damage). A Power Stake of Actions to Reload the autocannon.
Witch Hunter Rykehuss is always considered a
Best craftsmanship weapon, granting the user
+10 to Weapon Skill Tests and +1 damage,
which has already been included in the profile.

Digital Explosive
Among the most popular types of digital
Ranged Weapons weapons amongst the those who traverse the
Expanse are the digital explosives. Digital
Astartes Incinerator explosives are made to look like a wide variety
Incinerators are Heavy Flamers that use a of jewellery, are armed by applying precise
psychically impregnated promethium so that pressure to certain points, and then thrown. As
they might burn with hotter and more fierce such, digital explosives are strictly one use
flames. An Incinerator ignores any protective only.
benefits granted by Psychic Abilities or
Sorcery. Its damage counts as Sanctified, Executor Pistol
ignoring any Toughness Bonus granted by the This combi-pistol is rarely seen in Imperial
Daemonic Trait, and targets in the its area of space, despite (or perhaps because of ) the fact
affect suffer a –5 penalty to the Agility Test to that it is used by one of the Imperium’s most
avoid the blast for every point of the wielder’s dangerous killers. The Eversor Assassins, skull-
Psy Rating. faced slaughterers of the Officio Assasinorum,
carry these weapons in addition to their lethal
array of close-combat gear. The Executor is an
unusual example of a combi-weapon. Instead of
being one weapon grafted crudely onto another,
it is a seamless joining of two individual
firearms. The Executor is a bolt pistol with an
under-slung needle pistol beneath the barrel,
allowing the wielder to choose between the
destructive power of the bolt weapon, or the

78
quiet lethality of the needle weapon. It is this
versatility, combined with the exquisite
craftsmanship of every Executor pistol, that
makes them such a popular choice for one of
the Imperium’s sanctioned assassins.
The weapon incorporates the heights of
arcane tech-lore in its construction. It

Expanded Armory
incorporates a bi-stabilised targeting sight, and
its polymorphic grip is genetically coded to the
individual Assassin. Even if an opponent was
able to somehow gain control of an Executor, Exitus Rifle
he would be unable to fire it. In addition, the The signature weapon of the Vindicare
needle pistol uses a synthesised neuro-toxin to Temple, this rifle is amongst the finest
incapacitate its target. examples of Imperial weaponsmithing. Hand-
An Executor Pistol can always be fired as crafted by a Magos-Artisan of the Adeptus
either a bolt pistol or needle pistol, although the Mechanicus, each Exitus rifle is part of a
bearer may only fire it in one mode per turn. matched set—both pistol and rifle customised
The entire weapon counts as Best to the specifications of the individual Assassin.
craftsmanship. An Executor Pistol is The Exitus weapons contain sophisticated
programmed to be used by a single individual machine-spirits and utilise ammunition
when it is crafted. Changing the weapon’s constructed from special heavy-gravity alloys
programming requires either access to secret to penetrate nearly all forms of known
Officio facilities (something that is almost protection. All Exitus weapons incorporate a
impossible even for members of the Holy silencer and a selector switch. The Exitus rifle
Ordos), or success on a Hellish (–60) Tech-Use has a built-in telescopic sight. Exitus weapons
Test. In addition, the needle pistol’s toxins are are manufactured at the Best craftsmanship
so potent that whenever a target is hit by a shot, level. The firer may load one round as a half
he must succeed on a Challenging (+0) action (normally for one of the special issue
Toughness Test or take 1d10 wounds ignoring ammunition loads). If the firer has the Rapid
armour or toughness; the shot does not need to Reload Talent, he may instead use a Reaction to
wound the target. load a single round.

Ius Automatic
Not even planetary lords can gainsay an
Arbites Precinct commander’s choice of the
weapons issued to his officers. Load-outs range
Exitus Pistol from innocuous unpowered batons to full
The Exitus pistol is a masterpiece of blown military weapons like bolters or krak
craftsmanship, a weapon as elegant as it is grenades. However, there are certain weapons
deadly. Unlike the larger rifle, the Exitus pistol that are distributed to the Arbites by Lord
is mainly considered a backup weapon for the Marshal Goreman as a matter of course, and the
Vindicare Temple, primarily used in those rare Ius pistol falls within this category. Normally
circumstances where the Assassin is used as a backup weapon alongside the Arbites
discovered, cornered, or in need of rapidfire shotgun, the Ius is ubiquitous amongst both the
capability. Under those circumstances, the Calixian Arbites and planetary enforcers of
Exitus pistol performs admirably, and more Scintilla. This weapon is a solid and
than a few Vindicare Assassins owe their lives unspectacular yet utterly reliable pistol, crafted
to this weapon. The Exitus Pistol has a built-in by the gunsmiths of Gunmetal city to be as
silencer and is manufactured at the Best
craftsmanship level.

79
sturdy as possible. Typically issued to junior gargoyles, heating ducts, and gantries of the
ranks within both organisations, this weapon is great hives, the better to watch over every
designed to be foolproof and to withstand aspect of the lives of the fearful citizens below,
punishment that would damage other firearms and, when needed, to bring death. A variety of
Many of these humble weapons are thousands local-pattern sniper rifles are used for this
of years old, having served generations of purpose, including long-las and needler
Expanded Armory

lawmen and women in some of the toughest weapons. However, many skilled riflemen rely
hives in the galaxy upon more traditional solid projectile weapons,
such as the Raffir ‘Pax Factorem’, a large
Multi-Laser calibre semi-automatic rifle of sturdy
Often found mounted on vehicles as a construction common amongst the weapons
counter to infantry and light vehicles, the multi- made in Gunmetal City
laser is a multi-barrelled gatling laser with an
impressive rate of fire. However, its blasts lack Triplex Pattern Lasgun
the penetration of the lascannon, making it less A highly refined variant of the standard
effective against heavy armour. lasgun, the triplex offers alternative firing
modes that make the weapon more versatile on
Raffir Ringleader Pistol the battlefield. When fired in standard mode,
Gifted to the Arbites as part of the planetary the weapon uses the Rate of Fire, Range, and
tithe by the Raffir clan manufactory Damage listed. When fired in precision mode,
smithmasters of Hive Subrique, these beautiful the Rate of Fire is changed to S/–/–, the Range
weapons are produced under licence using is changed to 150m, and the weapon gains the
ancient Adeptus Mechanicus archprints. The Accurate Quality. When fired in burst mode,
pistols produced are huge, intimidating shock- the Rate of Fire is changed to S/–/–, the Range
and-terror weapons, designed for the execution is changed to 50m, and the weapon gains
of high profile targets at the height of anti- Proven (5) and Felling (1) Qualities.
Imperial riots. These weapons are issued to
senior Arbites officers, not so much for their
accuracy or utility in a fi re fight, but for the
damage they inflict on both the person of rabble
rousers and on the morale of their followers.

Raffir 'Pax Factotem' Rifle


Both Assassins and the Enforcers in
Gunmetal city make use of sharpshooter teams,
snipers who ensconce themselves among the

80
Vox-Legi Pattern Arbites Combat Shotgun New Armour
The primary weapon of the Arbites is the
combat shotgun. It is valued for its stopping Arbites Carapace Armour
power, simplicity, reliability, and for its ability The appearance of the Adeptus Arbites
to intimidate. Even the most dusty, ancient strikes fear into the hearts of criminals and the
Judge haunting the Halls of Judgement on Terra lawless. The task of crafting the signature

Expanded Armory
will have cut his teeth on the brutally effective carapace armour of the Adeptus Arbites falls to
shotgun drills which form the foundation of all a variety of worlds in the Calixis Sector. The
Arbites combat training. Calixian Adeptus sees to the manufacturing of
A huge variety of different shotgun designs equipment for its Fortress Precincts on many of
are used in different Precinct Fortresses across the Forge Worlds, so that it would require a
the galaxy, depending upon local forge worlds. sector wide revolt to jeopardise the supply
The Vox Legi-pattern is particularly widespread lines. The carapace armour is constructed from
amongst the Arbitrators of The Periphery, and is dense plasteel plates overlaying a synthetic
broadly typical of the weapons favoured by polyplastic fibre weave that must be produced
Calixian Arbitrators. Effectively a large-bore, in the orbital null-gravity manufactorum above
locally manufactured version of the shotgun the Lathe worlds. Calixian Arbites carapace
designs used by many planetary enforcers, the armour is designed to be clipped together and
Vox Legi is a devastating and adaptable weapon worn over a light, breathable bodyglove, the
that fi res shotgun shells nearly the size of those armour carefully constructed and tailor-made to
employed by the Adeptus Astartes. The the proportions of the Arbitrator concerned.
increased size of the weapon reduces its Given that the armour must be worn for hours
ammunition capacity compared to that of its at a time, often during periods of extreme
fellow shotguns, but it still remains more
powerful and adaptable than a standard
shotgun. Most patrolling Arbitrators take
advantage of this flexibility by carrying a
variety of shotgun shell types so as to offer
them different tactical options in the event of
encountering a situation that requires their
intervention.
Over-engineered by a considerable margin,
the weapon is also perfectly capable of being
used as a large club— indeed, it is expressly
designed with this secondary purpose in mind.
It is also designed for maximum psychological
impact, with a very audible pump action
(standard Arbites riot training makes use of
this) The sound of a hundred Arbitrators
simultaneously chambering their weapons has
ended countless riots over the millennia.
The Vox Legi counts as a club when used in
melee. The user may opt to hand load a single
shotgun shell into the specially designed tube
magazine as a single Full Action. This shotgun
shell may be of a different type to the other
shells in the gun, but must be the next shell
fired from the weapon.

81
physical exertion, it must be light and Hospitaller Carapace
comfortable, and it succeeds surprisingly well Often serving in combat zones, Sisters
on these fronts. The armour is completely Hospitaller require more protection than other
unpowered, though it is often equipped with a Non-militant Orders. The distinctive armour is
number of mag-strips which permit weapons a welcome sight to injured guardsmen and
and other equipment to be attached directly to Acolytes alike, an angel of mercy sent by the
Expanded Armory

the armour without the need for clumsy straps God-Emperor himself. In addition to its
and external clips. The Carapace helm is protective qualities, the hooded habit is often
equipped with a micro-bead (or “vox-torc”) and coated in incense and unguents and the rest of
is open at the mouth to allow easier verbal the armour is sealed and treated against toxins.
communication. The helm is, however, capable This grants the wearer a +20 to resist toxins or
of being hermetically sealed in seconds; and diseases that do not penetrate the armour (such
has mountings for a rebreather, which is usually as a poison dart) and a +10 on any Fear Test
magnetised to the belt when not in use. It also with an olfactory component (such as rotting
contains polarising lenses which react instantly bodies). The helm incorporates a re-breather.
to light over a certain lumen level, and which
have the effect of negating photon flash
grenades completely. A beneficial side effect of
this approach is that it makes it impossible to
see which direction an Arbitrator is looking.
The armoured gloves are cunningly wrought
devices colloquially known as “lock gloves” in
Calixian Arbites terminology, which count as
recoil gloves.
The armour has a number of magnetised
attachment strips that are capable of carrying
the Arbitrator’s weapons and equipment.
Typically, an Arbitrator in the field will be
equipped with a holstered Ius automatic pistol,
three clips of ammunition, a rebreather, a vox-
torc, a lamp pack that can be handheld or
swiftly attached to any Arbites weapon, a
power maul, two grenades (of any type), and
two pairs of magnacles in addition to a basic
weapon and ammunition. The armour has a
very large mag-strip on the back which is
capable of mounting a single basic weapon of
up to 10kg in weight.

82
Infiltrator Mask Cameleoline.
Of the same make as those Issued to It should be noted that the equipment issued
Imperial Assassins of the Vindicare Temple, to a Vindicare Assassin is often gene-coded to
this wargear’s systems are incredibly advanced that individual and no other, and that it would
and sophisticated. It is said that the design for take a great deal of effort—and a Very Hard (–
the Infiltrator Mask is little-understood even by 30) Tech-Use and Medicae Test—to adjust the
the Tech-Priests of Mars. The spy mask gene-coding for another user.

Expanded Armory
contains cartridges of concentrated food and
water for extended operations, and a multi- Infiltrator Suit
channel comm sensor (both vox and pict) for This item of wargear appears as a matte-
monitoring enemy communications. Its main black bodyglove, specially fitted for the
feature is a wide-spectrum visor which can pick individual Explorer, though it is most often
out heat and energy sources at tremendous associated with the Vindicare Temple. The
distances. Vindicare Temple has a long-standing pact with
The mask includes a built-in auspex, the Adeptus Mechanicus to craft these equisite
advanced high quality magnoculars, good- suits, each one combining Cameleoline laced
quality photo-visor (granting the wearer the materials with a complex version of “synskin.”
Dark Sight Trait and making him immune to This material bonds with the Assassin’s body,
the effects of photon flash grenades), pict- enhancing his reflexes and protecting him from
recorder, re-breather, and vox- aster. In poisons, gases, and other hazards of the
addition, the wearer may re-roll any failed battlefield. Each suit is supple and silent,
Perception-based Test, and does not suffer a allowing the Assassin to move with perfect
change to the range bracket when firing a freedom whilst still retaining its protective
ranged weapon at a target protected by qualities.
The Stealth Suit may not be worn under any
form of armour. It provides 3 points of Armour
to all locations and incorporates all the benefits
of synskin. The Stealth Suit grants a +10 bonus
to Dodge Tests and to Toughness tests to resist
any form of toxin, and a +20 bonus to
Concealment and Silent Move Tests. The
wearer may attempt a Concealment Test as a
Half Action instead of a Full Action, and may
make the attempt even whilst being observed. If
the wearer remains stationary, he counts as
being one range bracket further away for all
ranged attacks against him. The Stealth Suit
makes the wearer invisible to the Dark Sight
Trait, preysense, and infared sensors of all
kinds. This item is manufactured at the Best
craftsmanship level.
It should be noted that the equipment of a
Vindicare Assassin is often gene-coded to that
individual and no other, and that it would take a
great deal of effort—and a Very Hard (–30)
Tech-Use and Medicae Test—to adjust the
gene-coding for another user.

83
Judge Armour
Judges have the authority to requisition
whatever equipment is held within the
armouries or Cold Vaults of their planet’s
Precincts, and as such will wear whatever they
want in the field. Some pride themselves on
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wearing the same battered carapace armour


they wore when patrolling decades ago as a
humble arbitrator; however, most accept that
their superior station as a lord of the Emperor’s
justice demands more spectacular and
intimidating garb. Judges will typically wear
the finest examples of carapace armour
available, constructed by master artisans,
together with antique flowing robes and
elaborate headdresses from different periods of
humanity’s judicial history. A Judge’s armour
will vary from world to world, as he or she
seeks to refine their appearance so that it causes
the most awe and fear in an individual
planetary population.
Judge armour is broadly similar to normal
Arbites carapace armour in terms of its level of
protection, but it incorporates theatrical and
gaudy elements which suggest (in local
historical terms) the power and majesty of the
Arbites. When a Judge is required to take an and will have additional certain effects on some
Interrogation or Intimidate Test, they gain a +5 Daemonic creatures and warp entities (as will
bonus against individuals from the sector where be noted in their description). Finally, the
the Judge is stationed while wearing this armour’s sanctified nature give it an aura of
armour. purity, causing all supernatural creatures within
20 metres to take a -10 penalty on Willpower
Sanctified Carapace Tests.
Created with great care (and great expense),
a sanctified carapace features engraved prayers Shield Robes
on each layered plate. Additional prayers and When not clad in their well-known power
wards border each primary piece (such the rim armour, the Adepta Sororitas will often wear
of the helmet or edges of the chest plate), while their armoured robes. These are consecrated
large holy symbols are set into the centre of the mesh robes designed for both devotional study
chest and along each limb. Finally, the entire and martial training. Traditionally worn by the
suit is blessed and then anointed with sacred Orders Non- Militant in their support roles and
machine oils. by noviciates as they are being instructed in the
Once complete, a sanctified carapace grants ways of the Sisterhood, they act as secondary
the wearer a number of protective benefits. clothing for a Battle Sister while their power
First, it provides a +10 bonus on Tests made to armour is being maintained or when they return
resist any direct psychic attack or manipulation to their Convent. Eschewing regular clothing,
used against the user. Additionally, it provides the robes and the power armour are typically all
full Armour Points against attacks of psychic a Battle Sister will wear.
force or warp energy that deal damage directly Shield Robes are not limited to the Adepta
as well as attacks made with the Warp Weapon Sororitas. Clerics who fi nd themselves in
effect. Blows made with the carapace’s combat or who bring faith and fi re to the
gauntlets are considered to be “Holy” in nature enemies will also wear them. Often these robes
are stylized and detailed with images from the
lives of Saints or with iconography meaningful
to a single cult.

84
Sororitas Power Armour suit. If the wearer takes Critical Damage to the
Commissioned by Goge Vandire, it is the Body from behind, consult the Power Unit
only part of his legacy that was not removed Critical Effects chart below (in addition to
along with his head. Created initially by the normal Critical Effects). The problems continue

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forges on Mars for the Adepta Sororitas, this until the unit can be repaired with a
lighter power armour provides excellent Challenging (+0) Tech-Use Test.
protection and increased strength with little to
no reduction in movement speed or agility. The
armour uses a similar power supply as the
armour for the Adeptus Astartes and does not
run out of power unless damaged. A Sister of
Battle within the Calixis sector is not typically
issued a helmet until she has proven herself.
Sororitas Power Armour adds +10 to the
user’s strength and the helmet includes an
integrated targeter (+5 to BS), a rebreather, and
a comm-link. User’s with a Heavy weapon treat
it as Braced.

NOTE: Damaging Power Armour: Sororitas


power armour uses a fusion generator backpack
which can sustain power forever with proper
care. However, it is possible for the power unit
to be damaged, hindering or even disabling the

85
Verispex Armour lightweight polycarbonate that offers
The Verispex Adepts on are individuals with protection against impact attacks and limited
a unique perspective on the galaxy, a skewed protection against many other types of assault.
outlook gained by years of focused study. These Because the shield is attached at the wrist, an
crime-teks do not require the same standard of Enforcer may prefer this shield over other
protective armour as frontline Arbitrators, yet protection, as it keeps his hand free to operate
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they are still operating alongside Arbites agents, other equipment (such as a vox) or a pistol.
and must be clothed in garments that express These shields offer +3 AP against attacks
their standing. Verispex armour symbolically made against the body and one arm from
resembles Arbitrator carapace armour, but is far weapons with the Primitive quality, and +1 AP
lighter and more comfortable. It contains a to attacks of all other kinds made against the
variety of special tools and scanners, including same areas. An Acolyte using an Enforcer riot
an auspex, chrono, combi-tool and data-slate. In shield may still carry and manipulate objects in
addition, the armour has storage space for his shield hand, up to pistol-sized weapons.
specialised tools, granting a +10 bonus
Awareness and Medicae tests made to find Synford Pattern “Lockshield”
information in the field (such as looking over a The Arbites commonly make use of heavy,
dead body or tracing the trajectory of a bullet). ceramite shields during operations of all types.
These are rectangular plates, worn on one arm,
Verispex Helm which are typically equipped with a heavily
In order to comprehend the often mystifying armoured viewport that offers protection to the
scenes left behind by the galaxy’s killers and operator. The Synford “Lockshield” is a
assassins, the Verispex Adepts employ a wide relatively standard example of the type, but
variety of tools, custom crafted by Calixian with one unusual and defining feature.
Manufactorums. Issued with the Adept’s The lockshield, like most Arbites shields, is
Verispex armour, the Verispex helm is a designed with an armourglass viewport and a
diagnostic and detective device resembling firing port through which a basic or pistol
prey-sight goggles mounted with a variety of weapon can be fired without penalty. It also
eyepieces and lamps. The helm employs a contains a powered vox- ailer linked to the vox-
number of polarised eyelenses and lume torc of the most senior Arbitrator present,
frequencies to locate bloodstains and other allowing that officer to rebuke and remonstrate
bodily fluids. The rare chemicals found in the over even the most deafening racket. It contains
oceans of Landunder also allow the Verispex mag-strips on both sides, which enable
helm to analyze scent and pheromone trails, an prisoners to be secured directly to the shield by
invaluable tool for the Verispex Adepts working magnacles. Its most unusual feature is its ability
beside the Calixian Arbites. Many Verispex to lock solidly with adjacent lockshields to
Adepts will attempt to acquire a Verispex helm create an armoured wall behind which
for their own use, especially when in the field Arbitrators can advance as a unit.
with an Inquisitorial cell. A lockshield requires one hand to use and
The Verispex helm includes both infra-red provides +4 AP to that arm and the torso of the
goggles and a photo-visor. In addition, the user. The shield is taller than most Arbites
Verispex helm adds +10 to Search and Tracking shields, and as such can additionally provide
Tests. the +4 AP protection to the head when the user
is in motion, or the legs when stationary. The
New Shields shield can be locked using mag- trips to shields
adjacent to it; the Arbites use this to create
Enforcer Riot Shield walled “Lockshield” formations during
These transparent circular shields have a particularly lethal riots, or to advance large
diameter of about 2 feet, and are constructed of groups of Arbites down wide, fire swept
corridors.

86
New Gear nobility of many Hive Worlds, although the
latter seem to consider wearing a cilice (usually
Chaplet Ecclesiasticus in the form of a shirt) to be a point of pride and
Every member of the Adepta Sororitas not humility.
carries a Chaplet Ecclesiasticus either around A cilice does however help to focus the
her neck or her waist. Each adamantium bead character’s mind and remind him of his
serves as a reminder of an act of penitence, but

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devotion to the God-Emperor. This has the
in the case of very experienced Sisters each effect of granting a +10 on Willpower Tests to
bead could represent many more such acts. A resist Fear, Charm, Intimidation or other kinds
Sister who openly displays her Chaplet of social manipulation. However, characters
Ecclesiasticus may re-roll any failed Charm who adorn themselves with an excess of chains
Tests made against members of the and hooks or wear their cilice for longer then
Ecclesiarchy who are of equal or lower status the proscribed period of time (usually twice
(as determined by the GM). their Toughness Bonus in hours) must make a
Toughness Test or suffer 1 Level of Fatigue.
Cilice
These are garments and other accessories Dialogous Staff
designed to cause a level of discomfort when Many sisters of the Ordo Dialogous choose
worn. Examples include shirts made from to carry the Dialogous staff. Fitted with a Laud
rough and/or coarse cloth, lengths of heavy Hailer and an audio recording device. It is
chain, belts of crude rope and unscraped hide or sturdy enough to be used in combat as a Staff
coarse cloth, or garters of metal links adorned and grants a +10 to understand sounds at a
with small hooks. Shirts are normally worn distance
under regular clothing, while the other forms of
cilice are strapped around the waist or limbs. Gene Printer
The purpose of a cilice is to remind the This compact piece of apparatus can be
wearer of the burdens he bears as a citizen of worn as a backpack, and will provide (with
the Imperium, as well as the trials and reasonable accuracy) confirmation as to
tribulations endured by the Saints and the God- whether two pieces of biological residue come
Emperor himself. A form of corporal from the same person. They are used by the
mortification, wearing a cilice is meant to bring Arbites Verispex teams to prove guilt based
about a purification of the soul and serve as an upon gene-spoor (hair follicles, skin, etc) left at
act of penance. Cilice are common on Feral crime scenes. While many would-be criminals
Worlds and, strangely enough among the decry this “evidence” as suspicious at best,
Lord Marshal Goreman asserts that the devices
are serviced regularly by trained Adeptus
Mechanicus personnel. Gene printers are
relatively simple devices, and lack the nuanced
power of the larger, holy Omnissian constructs
stored within the great altar-templums of the
Mechanicus. These legendary devices are said
to be able to unspool a supplicant’s genome all
the way back to ancient Terra, providing a
wealth of genetic information about him and
his entire line.
The gene-printer requires an Ordinary (+20)
Tech-Use Test to perform the proper rituals of
tek-obeisance. A success will confirm whether
or not two gene-spoor samples placed within
the device come from the same person. The
machine-spirits of gene-printers are relatively
simple, however, and at the GM’s discretion,
complex genetic factors (genetic manipulation,
twins, xenos tampering, etc.) may interfere with
the result.

87
Hospitaller Medicae Tools the teachings of the Ecclesiarchy, with a special
The Order Hospitaller equips its Sisters with emphasis on chants and hymnals. Compact
the best battlefi eld medicine tools found versions of the Litanies (concentrating
outside the Apothecaries of the Adeptus primarily on prayers) are common among the
Astartes. The kit has a variety of sacred oils, possessions of Ministorum preachers.
unguents, surgical tools, and sterilisers to help A complete copy of the Litanies Of Faith
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those who lay wounded in battle. provides a +20 bonus on Research Tests
The Hospitaller Medicae Tools count as a involving Common Lore (Ecclesiarchy) and
medkit, 2 doses of De-tox, and 2 doses of Scholastic Lore (Imperial Creed). Abridged
Stimm. In addition the Sister Hospitaller may versions of the Litanies only provide a +10
amputate a damage limb (or what remains) and bonus.
inject a cocktail of drugs that provide succour
and cauterises the wound. The amputation is a Lock Punch
Hard (-10) Medicae Test. If successful the A simple two-handed cylinder with a
patient is missing the limb but removes all salvaged grav-plate generator built in, the lock-
other effects caused by damage to the limb, punch is designed to quickly disable door locks.
including Fatigue, Blood Loss and (per GM The user presses the cylinder against the lock
discretion) heals 1d5 wounds suffered in the and triggers the plate, which generates a
loss of the limb. localized maelstrom of gravitic energies that
tear the lock (or occasionally the entire door)
Liber Heresius apart. The user must be wary, however, as the
Containing the collected writings, temperamental mechanism may backfire and
philosophies, musings, sayings, and wisdom of throw the user across a room—or into the
thousands of Witch Hunters of the Holy Ordos, ceiling.
the Liber Heresius is the defi nitive guide to The most common form of the lock-punch is
heresy in all of its forms. It details the structure, crafted from stolen grav-plating found in long
activities, and nature of many infamous forgotten corridors of Hive Subrique. It is
heretical cults, as well as how they were rumoured that the entire Hive was built on the
detected and destroyed. Treatises can be found remnants of a Rogue Trader’s vessel, but more
on how to identify incipient heresy, the signs level heads point to deep sea pressures as a
and symbols commonly used by heretics, and reason to install grav-plates deep within the
the various heretical creeds and mottos. Hive’s infrastructure.
As can be expected, the tome is a closely Using the lock-punch is a Full Round
guarded secret among the Holy Ordos, who Action. The user must press the device’s barrel
realise that not only is the Liber Heresius an against the lock and make a Challenging (+0)
excellent guide to the nature of heresy, it’s also Tech-Use Test. Success destroys a lock on a
the perfect primer on how to start a heretical standard door of AP 16 or less (this usually
cult and keep one hidden. The book is only includes thin rockcrete, iron, and steel).
issued to those Witch Hunters who have proved Particularly flimsy doors, such as wooden ones,
their loyalty and devotion and even then the are blown apart in their entirity. Tough doors
owner may be called upon to surrender his copy such as adamantium hatches or ceramite vault
at a moment’s notice. doors cannot be affected by the lock-punch. If
The Liber Heresius normally appears as a the user rolls 4 or more Degrees of Failure, the
massive armoured book. The symbol of the device misfires and it throws him 2d10 metres
Ministorum is set into the outer cover and away. This deals damage as if he had fallen
contains a lock coded to the owner’s genetic from the same height, and may have other
structure. The Liber Heresius provides a +20 adverse environmental effects as well (such as
bonus on Research Tests involving Forbidden if the user is standing on a ledge!).
Lore (Cults, Heresy). Good and Best Craftsmanship versions
throw the user 5 and 6 Degrees of Failure,
Litanies of Faith respectively. Poor Craftsmanship versions
These books come in a variety of forms, impose a –10 on Tech-Use Tests.
ranging from massive tomes of hand-written
parchment to compact dataslates. They contain

88
Magnacles
These are magnetised handclamps—a snap-
open hoop constructed of hardened and
tempered steel that seals around a suspect’s
wrist and locks together using powerful
magnets. These same magnets (controlled by a

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simple set of buttons operated by the
keyholder) allow suspects to be rapidly
clamped to lampposts, Rhino APCs, or other
metallic objects. The magnets are intensely
powerful, and almost impossible to separate
from each other or whatever they are attached
to. Arbites officers usually carry at least two
pairs of these on their person at any time, and
most Arbites vehicles contain dozens.
Magnacles are about as advanced and well
constructed as wrist restraints can get. All Tests
(Contortionist, Security, or even pure Strength)
to escape the bonds are always taken with at
least a Very Hard (-30) penalty, and take three
times as long as normal.

Pinner
Scintilla’s Arbites make extensive use of
magnetic latches and holsters to carry their gear
and secure prisoners. To help foil their
operations, certain factions of the Kasballica
have invested in devices called pinners. These
coil-generators emit a charged fluctuating mag-
field. Though it does not magnetically charge
items itself, it greatly amplifies the power of
Magnetic Harness existing magnets.
The Magnetic Harness finds use on many Once activated, the device affects all
Calixian worlds where Hive structures and magnetic devices within 30 metres for 2d10
readily abundant metal surfaces are not Rounds, supercharging them. Any attempt to
common occurances, or where an Explorer separate the magnet from the surface they are
must operate alone. The multiple magnets can attached to requires a Hellish (–60) Strength
either be used as simple surfaces, or as Test.
magnetic field generators of their own. The first Good and Best Craftsmanship versions
of their type were simple metal plates, strapped increase the radius by 5 metres and 10 metres,
to the arms, legs, and torso of the Arbitrators of respectively. Poor Craftsmanship versions
Iocanthos, but the system has long since been decrease the radius by 10 metres.
refined by Calixian Tech-Adepts.
Each magnetic plate can be activated and de-
activated individually, holding a weapon, piece
of equipment, or even a suspect to the plate.
Simple taps on the center of the plate set the
device to release when pressure is applied, or to
hold until the Explorer inputs a command
sequence.
An Explorer with a magnetic harness is
treated as having the Quick Draw Talent, usable
on any object stored on his magnetic harness. In
addition, if an Explorer has the Quick Draw
Talent he may also stow equipment weapons as
a Free Action.

89
Vox-Pickup better to smoothly affect the lucrative
These tiny devices, taking the form of black transactions these underworld lords and ladies
boxes no larger than the joint of a child’s thrive upon.
thumb, are technological wonders from a A privacy field generates a dome of
forgotten age. They are capable of flickering blue light with a ten-foot radius that
eavesdropping upon any conversation within a cannot be seen through or eavesdropped upon.
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10-metre radius. They can either record up to The field offers no physical protection
100 hours of such conversation, or directly whatsoever, other than visual cover. Each is
transmit them contemporaneously in short, unique, usually mounted in a small handled
secure bursts to waiting receivers. The Arbites case or on a Servo-Skull.
make extensive use of this equipment to obtain
damning evidence against suspects. Enforcers Witch Cage
make use of similar devices, though usually The Witch Cage is an ancient device created
they are less sophisticated and easier to detect. on Veneris to control Psykers who would
The Inquisition also has a great fondness for otherwise be killed but who need to be kept
these machines. alive due to extreme circumstances. This simple
Activating a vox-pickup is a Full Action, iron box is placed over the head of the psyker
though they are so simple to use that no Tech- and restricts both his vision and hearing. Runes
Use Test is required. Detecting an activated inscribed within stop the psyker from
vox-pickup is a far harder proposition: anyone effectively using his unholy gifts. In addition
searching for one that has been planted must the Witch Cage has dozens of rings and spikes
make an Opposed Search Test, pitting his so that the psyker is easy to control by slapping
Search Test against an Intelligence Test taken the cage or pulling on ropes looped through
by the person who concealed the vox-pickup. rings.
At the GM’s discretion, modifiers may be A psyker wearing a Witch Cage deducts 4
applied for possessing equipment which can from his effective Psy Rating, takes a -40
detect burst transmissions, or for having penalty to all Willpower and Willpower based
foreknowledge of the actual existence of vox Tests and is considered Blind and Deaf.
pickups in a given location.
New Ammunition

Executioner Shotgun Shells


These rare and specialised shells (whose use
is often limited to the upper echelons such as
Judges and important members of the
Castigators and Mortiurges of the Adeptus
Arbites) contain miniaturised propulsion and
stabilisation systems allowing the shell to lock
on and track its target. The mechanisms that
achieve this are little understood and extremely
hard to replicate, and so remain within the
purview of those Magos-Munitorium that
provide the Arbites with their sanctioned and
ordained arms.
Effects: The weapon loses the Scatter Quality,
but adds +4 to its base Damage and +1 to its
Vox-Privacy Field base Penetration. Ballistic Skill Tests for shots
Much in demand amongst the secretive that miss at short or standard range may be re-
Kasballica crime lords, these energy fields rolled, and the defensive value of any cover for
create a shimmering dome of force which your target is ignored. When firing Executioner
sound and light do not penetrate. These fields rounds, the weapon may not be used for Semi-
are used to obfuscate their users from the Automatic or Automatic fire.
prying eyes of Arbites and Enforcers alike, the Used With: Any Shotgun

90
Exitus Ammunition Exitus Turbo-Penetrator Round
All Exitus ammunition (including all special The turbo-penetrator round is a hypervelocity,
rounds) contain miniaturised cogitator targeting- adamantine jacketed shell surrounding a special
spirits that make them nearly impossible to avoid. magno-sealed flux needle. These special rounds
Any attempt to Dodge an attack from an Exitus are renowned for their ability to pierce nearly any
rifle or pistol suffers a –20 penalty. armour, and the hypervelocity shell wreaks havoc
Exitus rounds can also be programmed to self- upon any target, often by the secondary effects of

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destruct. The rounds are disintegrated, consumed its passage through the target’s molecular
as if destroyed by a virus, and leave no trace structure.
behind. Effects: The weapon inflicts +2d10 Damage and
Used With: Exitus Pistol and Exitus Rifle adds +5 to its Penetration. In addition, the
weapon ignores any increase to a target’s base
Exitus Hellfire Rounds Toughness Bonus from the Unnatural Toughness
The Hellfire round has devastating effects on Trait (but does not ignore the Daemonic Trait,
organic matter— its core is filled with a vial of nor the Toughness Bonus associated with that
mutagenic acid. Thousands of armour-piercing Trait).
micro-needles inject the target with this acid These rounds are incredibly hard to come by.
upon impact, eating away flesh and metal alike Each successful check to obtain this ammunition
with horrific speed. results in one clip of this ammo. It must be re-
Effects: The weapon inflicts +1d10 damage and acquisitioned and does not replenish inherently.
may inflict Righteous Fury on any damage die Used With: Exitus Pistol and Exitus Rifle
results of a 9 or 10. In addition, the weapon gains
the Tearing Quality. High Grade Promethium
These rounds are incredibly hard to come by. Most promethium is poorly refined or has
Each successful check to obtain this ammunition already been through the engines of a shuttle or
results in one clip of this ammo. It must be re- generator before it finds its way into the canisters
acquisitioned and does not replenish inherently. of a flamer; high-grade promethium, as the name
Used With: Exitus Pistol and Exitus Rifle suggests, is of a much better quality and allows a
flamer to fire further with a cleaner jet. The
Exitus Shieldbreaker Rounds weapon adds 20 to its range.
This round is a specially-treated with a Used With: Any Flame Weapon
psychically-charged imprint, and contains a
complex circuit of anti-phase technology that is Psybolt Ammunition
little understood even by the Mechanicus. Psychically charged bolt shells tipped with
Effects: This ammunition ignores the Daemonic truesilver and etched with powerful rites, Psybolt
Trait, any protection from a Psychic Power, and ammunition glows with an eerie blue light when
the protection from any Field item. When this fi red from a bolt weapon. Any Bolt weapon
round hits a target utilising a protective Psychic equipped with Psybolt ammunition ignores any
Power and/or an item with the Field quality, that protective benefits the target has based on
Psychic Power and/or Field ceases to function for psychic powers or Sorcery. In addition, the
1 Round. weapon counts as Sanctifi ed and adds the Psy
These rounds are incredibly hard to come by. Rating of the user to the damage dealt.
Each successful check to obtain this ammunition Used With: All Bolt Weapons
results in one clip of this ammo. It must be re-
acquisitioned and does not replenish inherently. Psyflame Ammunition
Used With: Exitus Pistol and Exitus Rifle The promethium used in flamers can be
replaced with the psychically charged
promethium, like that used in Incinerators, with a
few simple modifications that prevent undue
stress on the weapon. Flamer weapons equipped
with Psyflame Ammunition ignore any protection
based on psychic powers or Sorcery. The
weapon’s damage counts as Sanctified, and
targets in the weapon’s area of affect suffer a –5
modifier to the Agility Test to avoid the blast for
every point of Psy Rating of the user.
Used With: Any Flame Weapon

91
New Weapon Upgrades Dipole Mag-Lock
For Explorers in power armour, mag-locks
Combi-Weapon Mounting are as common as holsters for securing
This mounting allows the wielder to create a weapons. The typical mag-lock consists of
Combi Weapon with two weapons that they strong electromagnets near a suit of power
possess as opposed to purchasing one already armour’s surface, and mirrored magnets on the
created. Any two basic ranged weapons or any weapon to be attached. A dipole mag-lock can
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two pistol weapons can be combined into a reverse its magnetic field to literally propel the
combi-weapon. First, select which weapon is weapon into the wielder’s hand. This is
the primary weapon and which is the secondary typically accomplished by embedding small
weapon. The primary weapon retains its proximity triggers in the glove of the weapon
statistics—rate of fire, ammo capacity, and so hand that cause the magnet to reverse polarity
forth—while the secondary weapon has its clip when brought near it. However, versions using
size reduced to one and its rate of fire becomes verbal and more sophisticated somatic cues also
S/–/–. The weight of the new, combined exist.
weapon is equal to the weight of the primary A dipole mag-lock grants the Quick Draw
weapon plus half the weight of the secondary Talent for the upgraded weapon. If the character
weapon. already has Quick Draw, he may draw his
Upgrades: Any two Basic Ranged weapons or weapon as part of a Parry, allowing him to go
any two Pistol weapons. from unarmed to deflecting an enemy blade
with his own in the blink of an eye.
Customization Kit Upgrades: Any Pistol or Basic ranged weapon,
This kit allows the user to modify and tweak or any melee weapon that may be wielded in
the specifications of the weapon in such a one hand
fashion that is individually tailored to the
owner's needs. This grants the Customized Electromagnetic Enhancement
Quality to any weapon with this upgrade. A series of Electromagnetic Emitters are
Upgrades: Any ranged weapon placed within the barrel of a firearm,
augmenting any ammunition, projectile, or
Devastating Heraldry energy beam passing through. Any weapon
A multitude of heraldry now covers the with this upgrade gains +3 damage and +2
weapon, making it more devastating when used Penetration, and loses the Primitive Quality if it
as an improvised weapon and making those has it.
weapons designed for melee altercations all the Upgrades: Any Ranged Weapon
more deadly. Ranged Weapons with this
upgrade count as an Unbalanced Sword in close
combat. Melee weapons with this upgrade gain
+1 Damage.

92
Extra-Large Duplex Magazine Precision Barrel
This modified magazine system is capable A longer and more precisely machined
of holding an enormous amount of ammunition, barrel allows the shots fired from the weapon it
and is available in a wide variety of styles, is installed in to fire longer ranges with
including magazines, ammunition belts, and increased accuracy. Increase the weapon's
high yield batteries. Weapons with this upgrade range by 10 meters.

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double their Clip size. Upgrades: Any Ranged Weapon
Upgrades: Any Ranged Weapon
Power Field Emitter
Lasgun Variable Setting An ancient and powerful piece of
The Lasguns in use by the Imperium utilize technology, this emitter produces a Power Field
a standard power pack, and with a modification that envelops the blade of any weapon it is
attachment can be made to be more tactically affixed to. Any weapon with this upgrade gains
flexible. This attachment comes with a variable the Power Field Quality and increases it's
setting option, allowing it to fire higher- Damage and Pen by 2.
powered bursts. It may be changed to Upgrades: Any Melee Weapon without the
overcharge mode, dealing +1 Damage, but Power Field Quality
using two shots worth of ammunition per shot
fired. Further, the lasgun may be changed to Shock Emitters
overload mode, dealing +2 Damage and gaining A series of electrical shock emitting
+2 Penetration. In this case, the lasgun uses attachments, these allow the wielder to more
four shots of ammunition per shot fired, loses easily take down foes. A weapon with this
Reliable, and gains Unreliable. upgrade gains the Shocking Quality.
Upgrades: Any Pistol or Basic Las Weapon Upgrades: Any Melee Weapon

Laud Hailer Attachment Targeter


Equipped with a vox system that blasts Expensive, heavy and rarely used except by
Imperial battle hymns, weapons with this elite forces, a targeter uses a variety of guidance
upgrade strike terror into any foolish enough to cogitators and omni-sights to improve accuracy.
charge them. When using the Suppressing Fire These upgrades are normally hard-wired into a
action, any weapon with this upgrade applies a specific weapon for maximum efficiency.
-10 penalty to all tests made to resist pinning. Commonly viewed as adding to the weapon’s
Upgrades: All weapons capable of Suppressing machine-spirit, they create an even closer bond
Fire between gunner and gun. A targeter grants a
+10 bonus on all Ballistic Skill Tests made with
the weapon.
Upgrades: Any Basic, Pistol, or Heavy
Weapon

93
New Armor Upgrades
Ecclesiarchal Overlay Column 2
Comprised from the extensive
Ministorumapproved iconography, engraved
prayers, mottos, and purity seals, an Overlay
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can be applied to any normal suit of armour.


Aside from marking the wearer as a devout
follower of the God-Emperor, it also grants +10
bonus to Command and Fellowship Tests when
the character seeks to inspire, lead, and rally the
faithful.
Upgrades: Any Armour
Hexagrammatic Wards
Powerful wards, null-psy lattice circuits and
prayers of protection are woven into armour
carrying this upgrade, often visually
represented by ornate carvings and graven icons
embellishing its surface. Armour upgraded in
this way serves not only to protect the wearer’s
body but also their soul.
Armour with this upgrade provides it wearer
with a +20 bonus on Tests made to resist any
direct psychic attack or manipulation used
against them. Additionally, the armour provides
double the Armour Points against attacks of
psychic force or warp energy that directly deal
Damage (such as the Psychic Blade or Fire Bolt
powers), and keeps its value against attacks
made with the Warp Weapon effect.
Upgrades: Any fully encompassing suit of
armour.
Power Armor Microfusion Power Supply
This power supply is constructed utilizing
the same methods as the power packs utilized
by the Adeptus Sororitas and the Adeptus
Astartes. Utilizing an arcane power source not
fully understood, this allows suits of Powered
Armour to function indefinitely. Limitations on
oxygen and other consumable concerns do not
change.
Note: Damaging Microfusion Packs
Microfusion generator backpacks can
sustain power forever with proper care,
however it is possible for the power unit to be
damaged, hindering or even disabling the suit.
If the wearer takes Critical Damage to the Body
from behind, consult the Power Unit Critical
Effects chart below (in addition to normal
Critical Effects). The problems continue until
the unit can be repaired with a Challenging
(+0) Tech-Use Test.
Upgrades: Any Power Armor

94
New Cybernetics Karrikan Lock-Arm
On the high gravity world of Karrik, the
Cranial Armour Arbitrators must augment their armour and
Inserted just beneath the skin, Cranial equipment with powerful servomotors to
Armour adds an extra level of protection that operate outside of the orbiting Precinct
could be the difference between life and death. Fortress. The tithe of Ogryns to the Imperial
Cranial Armour adds +1 to any armour on the Guard regiments is constantly under threat by

Expanded Armory
head, stacking with other types of armour as slavers who see the worlds location on the
well as Talents that provide Armour Points outskirts of the sector as a sign of easy prey.
(such as The Flesh is Weak). Poor- uality While the enhanced power armour of the
Cranial Armour is crude and obvious, Arbitrators and Judges who serve there has
permanently reducing the user’s Fellowship by suited them well over the last century, the
1d10. Good-Craftsmanship Cranial Armour Lock-Arm has become a right of passage for
adds an additional +1 (for a total of +2)Armour local Adeptus Arbites personnel.
to the head. Those Ogryn who have fallen under the
sway of slavers make excellent body guards,
Enhanced Potentia Coil and while easily tricked, they are violent and
Designed as a more heavy-duty replacement potent melee combatants. When they turn their
for standard internal power units, the Enhanced formidable mass to an Arbitrator, armour can
Potentia Coil can be taxed at a far greater level sometimes prove useless. The Ogryn will often
in order to enhance the many abilities common attempt to tear off the arm of a subject,
to members of the Machine Cult. Installation of mangling it within the power armour in the
an Enhanced Potentia Coil involves difficult process.
and invasive surgery, and thus the time taken to It is in this way that many Karrikian
add the Enhanced Potentia Coil is 1d5+1 Arbitrators come to possess a Lock-Arm, a
weeks. Poor- Quality Enhanced Potentia Coils powerful servo- nhanced augmetic that is
leave the user with a noticeably hunched form, powerful even by the standards of an Ogryn. In
permanently reducing their Agility by 1d10. An addition to the enhanced strength, the arm
Enhanced Potentia Coil can be used for all of contains dozens of magnetic field generators,
the following benefits: and reactive grapple stakes. Such a powerful

Luminen Blast/Luminen Flare: Gain cybernetic would otherwise be torn from the
+1d10 Damage, a Penetration value body of the user, or they would be lifted from
equal to the user’s Willpower Bonus, the ground. When required, the arm fires the
and the Shocking Quality. stakes or magnetic grapples to nearby supports

Luminen Shock/Luminen Surge: Gain a at multipe angles, bracing against a more sturdy
Penetration value equal to the user’s frame, allowing a unnaturally strong suspect to
Willpower Bonus as well as the be restrained without harming the user.
Shocking and Tearing Qualities. A character with a Karrikian Lock-Arm is

Luminen Shield/Luminen Barrier: Can treated as having Unnatural Strength (x3) for
be activated as a Reaction. the purposes of grappling or restraining a target.

Luminen Charge: Tests are 2 steps In addition, the user gains a +20 bonus to
easier (i.e. Hard (–20) Test becomes Strength when making melee attacks using the
a Challenging (+0) Test). arm.

Maglev Grace/Maglev Transcendence:
Maintaining these abilities becomes
a Free Action. Maglev Grace can be
performed once every 6 hours.
Maglev Transcendence can be
performed twice every 6 hours.

Electrical Succour: Takes half a minute
to conduct and becomes an Easy
(+30) Toughness Test.

Ferric Lure/Ferric Summons: Become
Free Actions.

95
Landrian Revealer rendering a subject unable to make normal
The Cyber-Mastiff ’s of Hive Subrique are facial expressions without using the device.
well known for their augmented gene-spoor and It requires 5 rounds and a Challenging (+0)
scent tracking abilities. Several attempts have Tech-Use Test to change the user’s visage,
been made to create portable versions of the which grants a +20 bonus to any Disguise Tests
device, but none have met with any success made to impersonate another person and causes
Expanded Armory

among the Calixian Adeptus Mechanicus. 1 level of Fatigue. This bonus increases to +30
Refusing to believe that such a thing was after the Fatigue has been removed (as the
impossible, Tech-Wright Ontuo began a stretched skin heals). If the Tech-Use Test is
lifelong quest to uncover the secrets of the failed, the user suffers 1 point of Tearing
chemicals in the oceans of Landsunder, and to Damage (not reduced by Toughness) per
unlock their detection secrets. The end result Degree of Failure as his muscles are strained
was the Landrian Revealer. and his face is torn open by metal. If the test is
Rather than processing the data through a failed by more than 3 Degrees of Failure, the
cogitator, the Landrian Revealer fills the users user must succeed on a Hard (-20) Toughness
eyes with phero-conductive chemicals, literally Test or lose 1d5 Fellowship as his face is
allowing him to see scents and other biological permanently damaged. The process of facial
markers. This augmetic is typically installed on reconfiguration may be shortened from 5
a single eye, so that the user may still choose to rounds to as little as 1 round, but every round
see the world normally most of the time. reduced imposes a cumulative -10 penalty to
A character equipped with a Landrian the Tech-Use Test.
Revealer gains the Heightened Sense (Smell) Good Quality versions of this augmetic
and Talented (Tracking) talents. In addition, include small pigment scrubbers strategically
when blinded he may locate targets by their placed all over the body, allowing the user to
smell and only suffers a -10 penalty to Ballistic darken or lighten his skin tone as well. There
or Weapon Skill tests. It is a half-action to flood are no Best Quality versions of this augmetic.
the eye with chemicals, activating the device.
Good Quality versions of the Landrian Mechadendrite Stabilizers
Revealer impose no penalty to Ballistic Skill The Lathes are known for mysterious and
and Weapon Skill Tests when blinded. Those of frequent gravity shifts, which can overcome
Best Quality also include powerful Photovisors even experienced Tech-Priests when they are in
or Infra-Red goggle augmentations. areas not properly shielded with additional grav
plating. Years of study indicated that replating
Malfian Dermaguise the myriad facilities would be impractical, so
Imposters from around the Calixis Sector many in the far edges of the system began
routinely make a pilgrimage to Malfi to see one surreptitiously developing a radical
of the few surgeons capable of performing a mechadendrite design to aid in their work.
unique, painful, and dangerous operation. Instead of adding additional manipulation
Hundreds of electro-flexible plates are inserted capabilities, pairs of gyroscopically stabilised,
beneath the subject’s skin, and linked into a heavily clawed talons can anchor a Tech-Priest
series of micro-servo’s. Using firmly onto a surface, where he can conduct his
a data-slate, the subject is able to manipulate furtive research more peacefully. Though
the plates so that his facial structure is somewhat heretical, more and more are
reshaped. appearing across the Lathe Worlds.
The process is extremely painful; many Lathes Stabilisers require a Half Action to
users of the Malfian Dermaguise become activate or deactivate. Once active, if the
addicted to drugs to help compensate for the Acolyte remains in place, he counts as being
pain. The movement of the plates can tear Braced and gains the Sturdy Trait. The Acolyte
through the skin or stretch flesh in odd ways. also ignores modifiers to his Movement in
After using the Dermaguise it often takes days areas of High, Low, or Zero Gravity and in
for the skin to heal around the new form areas with Tremors or other uncertain stability,
properly, although minor alterations can heal as well as gaining a bonus to Climb Tests. The
much quicker. Over-use of the device can Mechadendrite Use (Utility) Talent applies to
damage muscles and facial tissue, even this Mechadendrite.

96
Perinetus-Pattern Servo-Harness any one weapon on the harness. The
As one of the main voidship construction attachments on the Perinetus-pattern Servo-
and repair facilities within the Calixis Sector, Harness can be swapped out for other items,
forge world Perinetus has developed numerous such as other forms of Mechadendrites,
adaptive technologies to make working in zero- Bulkhead Cutters, and even full-sized Servo-
gravity environments easier and more efficient. Arms. The Talents Mechadendrite Use
One such device is the Perinetus-Pattern Servo- (Weapon) and (Utility) are required in order to

Expanded Armory
Harness, a large, backpack-like cybernetic that use a Perinetus-pattern Servo-Harness, and the
gives its user the ability to carry and use more user must possess the Mechanicus Implants
tools simultaneously as they float around Trait.
damaged and unfinished vessels. Additionally,
small manoeuvring thrusters sprout from Servo Claw
various points across the harness, allowing for A large number of Mechanicum
greater control in environments without gravity. technologies, such as Manipulator
At a minimum, each Perinetus-Pattern Mechadendrites and Servo-Arms, are designed
Servo-Harness consists of one Manipulator for a specific practical purpose; whatever use
Mechadendrite, one Utility Mechadendrite, a they have as a weapon is often secondary and
Combi-tool, a Fyceline Torch, and a Plasma incidental. The Servo-Claw is the opposite, a
Cutter. The torch is identical to a Flamer. The form of Mechadendrite designed purely for its
plasma cutter can burn through a metre of combat applications that can also be used as a
adamantine plating up to 20 centimetres thick makeshift tool. Consisting of tightly wound
every minute (thinner material can be cut bundles of synthetic muscle fibres contained
through faster); it may also be used as a Plasma within a small metal framework, the Servo-
Pistol with a Range of 10m. A Perinetus-pattern Claw ends in a sharp, serrated claw that can cut
Servo-Harness also has several manoeuvring through armour and snap bones with
thrusters, that grant the user the Flyer (6) Trait remarkable ease, leaving the user’s hands free
when used in areas with very low or no gravity. for other matters.
A character with Talents that allow him to A Servo-Claw is usually mounted at waist
make Multiple Attacks may use any weapon (or height, as not to interfere with the movement of
equivalent) on his Perinetus-Pattern Servo- the arms or any other Mechadendrites. It can be
Harness for any of the attacks he would used to make any normal Attack Action as if it
normally be allowed, subject to all normal were a regular Melee weapon, or can be used to
limitations including weapon Class. make a Standard Attack as a Reaction (but
Additionally, the user may use his normal never both in the same Round). This attack is
Reaction to make a single shot or strike with made with the user’s Weapon Skill, and deals
1d10+12 Rending Damage with a Penetration
of 4 and the Tearing Quality. The servo-claw
never adds the Strength of the user to its
Damage. It can be used to grip and lift objects
using its Strength of 60 and Unnatural Strength
(x2) Trait, and can be used as a makeshift
Manipulator Mechadendrite, with a –10 penalty
to all associated Tests. The Mechadendrite Use
(Utility) Talent applies to this Mechadendrite.

97
98
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99
Expanded Armory
Chapter 6: Expanded Vehicles
Expanded Vehicles

This section of the supplement adds in how vehicles function in the rules, only
multiple new Vehicles for purchase and use. presents new options.
The statistics presented here are largely from In addition, weapon statistics are not
the armories of the Imperial Guard and can included in the initial vehicle stat block. The
pack some serious firepower. As such, you statistics for emplacement weapons can be
may want to carefully consider allowing found in the Rogue Trader Core Rulebook and
players to purchase these conveyances. the Ranged Weapons Section of this
To fully utilize this section of the supplement. Vehicle Weapon Statistics are
supplement you will need the Vehicle rules included later in this chapter on page 126.
presented in the Rogue Trader Supplement Into I hope you enjoy these new additions to the
the Storm. This section does not cover rules of Rogue Trader vehicle lineup!

100
Atlas Recovery Vehicle

The Atlas is a heavily stripped down variant of the Leman Russ used for towing immobilised or
damaged vehicles to safety. The Atlas’ engine is powerful enough to tow a fully-loaded Leman Russ, and
can even tow something as large as a Baneblade when matched with three or four other recovery vehicles.
The Atlas performs its tasks by means of its heavy duty winch and hydraulic spade, both of which allow

Expanded Vehicles
the Atlas to stay steady during recovery operations and pull even the most crippled vehicles from ditches
or craters. Atlas Recovery Vehicles also assist with field repairs as their ability to lift stricken vehicles
gives Enginseers the chance to restore what would normally require a full repair facility. With no turret
and little armour to speak of, the Atlas is extremely vulnerable to enemy attack and thus tends to wait in
reserve until called upon.

Type: Tracked Vehicle Tactical Speed: 14m


Cruising Speed: 40 kph Manoeuvrability: -10
Structural Integrity: 35 Size: Massive
Armour: Front 28, Side 18, Rear 16 Crew: Commander, Driver, Operator
Carrying Capacity: n/a

Weapons

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows all the rules for Ground Vehicles

Reliable: All tests made to repair this vehicle gain a +10 bonus

Repair Winch: Decreases the difficulty of repairing other vehicles by one step (ex: A Hard (-20)
test would become Difficult (-10))

Towing: May tow a single vehicle up to Massive Size, two may move an Immense, four may
move Monumental or Larger. When more than one Atlas tows in unison their speeds are
halved and they suffer an additional -10 to Manoeuvrability. Attaching the winch takes 24
Full Actions (2 minutes) and the Atlas must remain stationary.
Availability: Very Rare

101
Bane Wolf Chem Tank

An exceptionally lethal variant of the Hellhound Flame Tank, the Bane Wolf replaces the inferno
cannon with a short ranged chemical spray cannon. Each burst from the chem cannon sends a cloud
of toxin so potent that it can melt armour and dissolve flesh. More pervasive than even the best
types of promethium, the chem cannon is usually the best weapon for dislodging heavily entrenched
infantry. The effects of the toxins are horrifying to behold, and exposed infantry often give the Bane
Expanded Vehicles

Wolf a wide berth, letting it go about its grizzly work before following up the advance.

Type: Tracked Vehicle Tactical Speed:


Cruising Speed: 70kph Manoeuvrability:
Structural Integrity: 30 Size:
Armour: Front 30, Side 28, Rear 18 Crew: Commander, Driver, Gunner
Carrying Capacity: n/a

Weapons

Turret Mounted (All Facing): Chem Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half
action and may move three times tactical speed as a full action. This applies to the Floor
It! Action and causes the vehicle to move three times tactical speed.

Extremely Volatile: Double the chance of exploding when this vehicle catches fire, on
explosion all those in the blast must make a Difficult (-10) Agility Test or catch fire.

Ground Vehicle: This vehicle follows the rules for Ground Vehicles

Noxious Fuel: In addition to being extremely flammable, the Bane Wolf utilzes fuel with
toxic fumes. If the Bane Wolf is ruptured, all those within the flame radius must make a
Challenging (+0) Toughness Test or take 1d10 Toxic damage ignoring Armor.

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the
result rounding up. This does not affect rolls on the critical hit chart from Righteous
Fury.
Availability: Extremely Rare

102
Baneblade

The Baneblade is easily one of the most dangerous vehicles on the battlefields of the 41st Millennium.
Colossal vehicles, Baneblades make Leman Russ battle tanks look tiny and pathetic in comparison, and
the morale boost from seeing one of these metal leviathans can never be underestimated. Baneblades are
bristling with weapons and can engage more targets by themselves than most vehicle squadrons. Their

Expanded Vehicles
armour is nigh on impenetrable to small arms fire and they can shrug off hits that would core even a
Leman Russ Demolisher.
A Baneblade’s main weapon is the huge baneblade cannon. Firing a specially designed rocket-
propelled warhead, it can remove entire chunks of the battlefield in fiery plumes of death and destruction.
An autocannon is slaved to the main cannon in a co-axial mount, mainly used to guide the larger gun’s
shots. However, unlike some superheavy vehicles, the Baneblade’s arsenal does not end with its primary
weapon. A hull-mounted demolisher cannon gives the Baneblade added punch at shorter ranges and a trio
of twin-linked heavy bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally,
two strategically placed lascannon turrets give the Baneblade protection against flanking vehicles,
especially walkers, who can often turn the Baneblade’s sluggish speed against it.
To be the commander of a Baneblade is to be a god among other tank crews. Baneblades are always in
high demand and most Imperial Guard armies will be lucky to have one in their service, let alone a full
squadron. However, even one Baneblade can turn the tide of a losing battle, or make the break in a vital
siege—there is almost nothing that can stand in a Baneblade’s way.

Type: Tracked Vehicle Tactical Speed: 8m


Cruising Speed: 25kph Manoeuvrability: -30
Structural Integrity: 120 Size: Monumental
Armour: Front 45, Side 38, Rear 30 Crew: Commander, Driver, 5 Gunners, 2 Support
Carrying Capacity: n/a

Weapons

Turret Mounted (All Facing): Baneblade Cannon with mounted Auto Cannon

Hull Mounted (Front Facing): Demolisher Cannon

Turret Mounted (All Facing): Twin-Linked Heavy Bolter

2 Sponson Mounted (Left/Right Facing): 2 Twin Linked Heavy Bolters

2 Turret Mounted (All Facing): 2 Lascannons

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Command and Control: +10 to command tests while in this vehicle

Damage Control: When this vehicle takes critical damage the result may be re-rolled, but the
second result stands. Putting out fires in this vehicle is a free action.

Ground Vehicle: This vehicle follows the rules for ground vehicles

Ponderous: May not use the Floor It! Action and moving tactical speed requires a Full Action.

Problematic Targeting: The Baneblade's size is so great that any All Facing weapon may have
difficulties targeting certain enemies as their line of site will be blocked.

Improved Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve
the result rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
If a Mechanic is stationed onboard this rule applies to Righteous Fury rolls as well and
provides a +20 bonus to put out all fires.

Super-Heavy: This vehicle may drive over obstacles 5 meters high or bulldoze it's way through
walls, forests, or medium size buildings with no negative effects.
Availability: Unique

103
Baneblade (Continued)
Expanded Vehicles

104
Basilisk

Showing just how multi-purpose the basic Chimera chassis is, the Basilisk is not a transport vehicle at
all but is instead the premiere artillery unit of the Imperial Guard. Entire sectors have had their fates
decided by the power and roar of the Basilisk’s mighty earthshaker cannon, and, true to its basic
construction, it remains one of the more versatile artillery units available to Guard commanders.

Expanded Vehicles
Basilisk batteries are capable of flattening entire cities, decimating tank formations and cutting a
swathe through massed ranks of advancing infantry. This ability stems from the earthshaker artillery
shell, a type of ordnance so potent and so powerful that it tends to literally shake its targets apart.
Destroying the enemies of the God-Emperor is not the only thing a Basilisk can do, as its main gun can
fire a variety of shells in order to support its fellow infantry. Illumination shells can carpet battlefields in
daylight, forcing heretics and xenos alike out of the darkness, and smoke shells can keep Imperial Guard
infantry and tanks safe as they advance towards their targets. With abilities like these, the Basilisk
becomes more than just another artillery piece—it becomes a vital part of the Imperial Guard war
machine.

Type: Tracked Vehicle Tactical Speed: 12m


Cruising Speed: 35 kph Manoeuvrability: -15
Structural Integrity: 40 Size: Massive
Armour: Front 30, Side 18, Rear 16 Crew: Commander, Driver, Gunner, Loader
Carrying Capacity: n/a

Weapons

Fixed Turret (Front Facing): Earthshaker Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows the rules for ground vehicles
Availability: Extremely Rare

105
Centaur Carrier

Easily one of the smallest vehicles employed by the Imperial Guard, the Centaur Carrier is an
exceptionally versatile vehicle that uses speed and a uniquely modular design to fulfil a number of
roles. Centaurs act as command crew transports, supply transports and communication vehicles, but
they most often find use as towing vehicles for field artillery as well as transporting the gun crews
that operate these weapons. The Centaur itself has few weapons, often just a single pintle mount,
Expanded Vehicles

but its hull incorporates a modular weapon mount adapted for numerous weapon types. This makes
it an ideal transport for small units of well-equipped infantry, such as Storm Troopers or Grenadiers.
Not considered fighting vehicles, Centaur crews tend to fall back from concentrated pockets of
enemy resistance using their high speed to get away quickly.

Type: Tracked Vehicle Tactical Speed: 20m


Cruising Speed: 110 kph Manoeuvrability: +10
Structural Integrity: 25 Size: Enormous
Armour: Front 25, Side 16, Rear 12 Crew: Driver, Gunner
Carrying Capacity: 5 Explorers plus wargear

Weapons

Pintle Mounted (All Facing): Heavy Stubber
Special Rules

Artillery Towing: Centaurs may tow Artillery Pieces up to Massive Size, though it halves
the vehicles speed and applies a -20 penalty to Manoeuvrability. Coupling and
uncoupling a piece takes 12 full actions (1 minute) and the Centaur must remain
stationary during this time.

Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half
action and may move three times tactical speed as a full action. This applies to the Floor
It! Action and causes the vehicle to move three times tactical speed.

Ground Vehicle: This vehicle follows the rules for ground vehicles

Modular Weapon Mount: The Centaur is equipped with a modular front weapon mount
that can be fired by the passengers in the vehicle. The mount can accept a Heavy
Stubber, Heavy Flamer, or Grenade Launcher.

Open Topped: Crew of this vehicle may be targeted with the Called Shot action

Reliable: Tests made to repair this vehicle get a +10 bonus
Availability: Very Rare

106
Chimera Armoured Transport

More than a simple armoured personnel carrier, the Chimera is both a transport vehicle and light tank,
and its dependable frame and universal design forms the backbone of the Imperial Guard’s armoured
might.
The Chimera is designed to transport a full squad of Guardsmen into the thick of the fighting, whilst
still providing support in the form of heavy firepower. The Chimera’s heavily armoured front makes it

Expanded Vehicles
ideal for head-on assaults where lines of Chimeras can form an exceptionally effective spearhead, backed
up by the infantry within them.
The Chimera’s success is also down to its versatility. More vehicles are based upon the Chimera
design than any other, from command tanks like the Salamander to self-propelled artillery like the
Medusa. Even the basic Chimera itself has many variants, and its modular turret and hull mounts can be
adapted to a number of different weapon configurations to ensure a level of tactical flexibility not
normally achievable with other Guard vehicles. The Chimera’s adaptability is such that many other
organisations, such as the Inquisition and the Adeptus Arbites, also employ the vehicle, making it one of
the most ubiquitous designs in the galaxy.

Type: Tracked Vehicle Tactical Speed: 15m


Cruising Speed: 70kph Manoeuvrability: +0
Structural Integrity: 35 Size: Massive
Armour: Front 30, Side 22, Rear 16 Crew: Commander, Driver, Gunner
Carrying Capacity: 12 Explorers plus gear

Weapons

Turret Mounted (All Facing) Weapon (Choose One): Multi-Laser, Heavy Bolter, Heavy
Flamer, Autocannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Amphibious: This vehicle treats bodies of water as open ground

Firing Ports: This vehicles has ports (3 per side) that the occupants of the vehicle may use to
shoot at enemies outside of the vehicle.

Ground Vehicle: This vehicle follows the rules for ground vehicles

Reliable: Tech-use tests to repair the vehicle gain a +20 bonus
Availability: Very Rare

107
Cyclops Demolition Vehicle

A diminutive vehicle that none would ever describe as a “tank,” the Cyclops Demolition Vehicle
is a remote controlled siege weapon packed with an inordinate amount of high explosives. Upon
command the Cyclops detonates with a thunderous crack, ripping apart fortifications and
annihilating exposed infantry over a large area. However against the heavily entrenched forces of
the Severan Dominate, the Cyclops more often find itself deployed for mine and tank trap clearance
Expanded Vehicles

despite its overwhelming explosive power. The small size of the Cyclops allows it to fit inside the
hulls of Chimeras, Crassus Armoured Assault Transports and even Valkyries. Always in high
demand and low supply, the Cyclops holds a special place in many Spinward Front regiments.
A Cyclops Demolition Vehicle takes up the equivalent space of 5 Guardsmen (so a Chimera
could carry two Cyclops Demolition Vehicles and the two Guardsmen that control them) although
due to their weight a Valkyrie can only ever carry a single Cyclops.

Type: Tracked Vehicle Tactical Speed: 12m


Cruising Speed: 42 kph Manoeuvrability: -10
Structural Integrity: 10 Size: Average
Armour: Front 10, Side 10, Rear 8 Crew: n/a
Carrying Capacity: n/a

Weapons

Integrated Explosive: Cyclops Demolition Charge
Special Rules
Extremely Volatile: Double the chance of exploding when this vehicle catches fire, on
explosion all those in the blast must make a Difficult (-10) Agility Test or catch fire.
Ground Vehicle: This vehicle follows the rules for Ground Vehicles
Ponderous: May not use the Floor It! Action and moving tactical speed requires a Full Action.
Remote Controlled: Must be driven via remote at a range of 200m utilizing the Tech-Use Skill
to operate. This requires the actions of the operator and range may be impeded by walls or
inclement weather. Detonating the Demolition Charge is an attack action and destroys the
Cyclops in the process. If it would explode, use the Demolition Charge statistics instead of
the normal critical rules. The Cyclops is destroyed immediately upon suffering a Righteous
Fury.
Availability: Rare

108
Griffon Heavy Mortar

Criticised for its lack of firepower, the Griffon Heavy Mortar is something of a rarity among dedicated
artillery regiments. The heavy mortar lacks the punch of its larger cousins such as the earthshaker or
bombard, and the heavy mortar’s significantly reduced range makes it ill-suited to the task of sustained
suppressive barrages. Nevertheless as an infantry close support weapon the Griffon shines above more

Expanded Vehicles
cumbersome artillery pieces, and as each individual shell tends to be smaller the vehicle’s rate of fire is
much higher than more traditional barrage weapons. The Griffon’s main strength is its versatility, and the
heavy mortar is capable of utilising many different shell types. The siege shell is unique to the Griffon, its
specialised design allowing it to burrow into the ground before exploding, concentrating the blast within
a smaller area and giving it greater armour cracking potential.

Type: Tracked Vehicle Tactical Speed: 15m


Cruising Speed: 70kph Manoeuvrability: +0
Structural Integrity: 40 Size: Massive
Armour: Front 30, Side 18, Rear 16 Crew: Commander, Driver, Gunner, Loader
Carrying Capacity: n/a

Weapons

Fixed Weapon (Front Facing): Griffon Heavy Mortar

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows the rules for Ground Vehicles

Open Topped: Crew of the vehicle may be targeted with the Called Shot action
Availability: Very Rare

109
Hades Breaching Drill

Not a true tank by any means, the Hades Breaching Drill is essentially a piece of mining
equipment commonly found within combat engineer regiments. Consisting of four diamantine-
tipped rotary power cutters and a high-power melta-cutter, the Hades can plough through just about
any surface. The Hades is used to grind through massive walls and other obstructions, usually in
underground tunnels to guard its crew from enemy fire as it is brought into position. Piloted through
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man-made, braced tunnels, the Hades acts as the final blow, boring through rockcrete, plasteel, and
adamantium with equal ease. This unique ability gives the Hades its role as a subterranean ambush
vehicle. With a single command the small vehicle rips into fortified enemy positions from beneath,
scattering defenders in a maelstrom of dust and sprays of near-molten rock. Moments later the
Hades’ attendant combat engineers swarm the breach, securing the position before the enemy has
regrouped. Across the Spinward Front the regiments of Krieg make the most use of the Hades, and
the small vehicle has a proven track record against the forces of the Severan Dominate. However,
against the unpredictable nature of the Orks and nimble raiding parties of the Dark Eldar, the Hades
is often of little use.

Type: Tracked Vehicle Tactical Speed: 10m


Cruising Speed: 25 kph Manoeuvrability: -15
Structural Integrity: 20 Size: Enormous
Armour: Front 30, Side 16, Rear 16 Crew: Driver
Carrying Capacity: n/a

Weapons

Emplacement: Fixed Rotary Power/Melta Cutters
Special Rules

Burrower: This vehicle may move underground as though it had the Burrower (6) Trait, and
leave behind a semi-stable tunnel for infantry to pass through. These tunnels may
collapse suddenly. Targets attacked by Burrowing into them count as surprised.

Ground Vehicle: This vehicle follows the rules for Ground Vehicles

Limited Attacks: This vehicle may only attack via the Ram! Action, however the Hades
uses the weapon profile for the rotary power/melta cutters to determine the damage and
the Hades takes no damage itself for the Ram.

Open Topped: Crew of this vehicle may be targeted with the Called Shot action.

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the
result rounding up. This does not affect rolls on the critical hit chart from Righteous
Fury.
Availability: Average

110
Hellhound Flame Tank

One of the more specialist variants of the Chimera chassis, the Hellhound Flame Tank is a dedicated
anti-infantry tank designed to clear out masses of troops with its fearsome inferno cannon. Watching a
Hellhound in action is a frightening prospect, as great gouts of fiery promethium spray outwards in a
large arc. The effect is short lived, but the roar of its scorching payload is soon replaced by the tortured

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screams of those unfortunate enough to be caught in the wave of fire.
Hellhounds are suited to the more reckless and cavalier of vehicle crews, as while they may have
increased armour across their flanks, they do carry vast amounts of highly explosive promethium fuel.
Every hit could spell potential disaster for a Hellhound and its crew, and exposed infantry tend to give the
tank a wide berth in case a well-aimed shot from an enemy turns the tank into a raging fireball of titanic
proportions.
Despite these obvious drawbacks, the Hellhound itself has a good reputation as a quick strike vehicle,
moving ahead of the main line to torch dug-in enemy positions and burn away obstructions for the slower
and heavier vehicles that follow behind it. The enemies of Mankind know to fear the Hellhound and their
crews exploit this well-deserved dread at every opportunity.

Type: Tracked Vehicle Tactical Speed: 18m


Cruising Speed: 70kph Manoeuvrability: +10
Structural Integrity: 30 Size: Massive
Armour: Front 30, Side 28, Rear 18 Crew: Commander, Driver, Gunner
Carrying Capacity: n/a

Weapons

Turret Mounted (All Facing): Inferno Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half action and
may move three times tactical speed as a full action. This applies to the Floor It! Action and
causes the vehicle to move three times tactical speed.

Extremely Volatile: Double the chance of exploding when this vehicle catches fire, on explosion
all those in the blast must make a Difficult (-10) Agility Test or catch fire.

Ground Vehicle: This vehicle follows the rules for ground vehicles.

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
Availability: Very Rare

111
Hydra Flak Tank

The Hydra Flak Tank is one of the most


sought-after vehicles in the Imperial Guard
arsenal, and its distinctive silhouette and four
long-barrelled autocannons have kept the skies
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clear of enemy aircraft for millennia. Hydras are


usually organised into large anti-aircraft
batteries, but individual vehicles regularly find
themselves seconded to specific companies
where even a single tank can make a huge
difference to the unit’s defensive capabilities.
Artillery companies almost always have attached
Hydra support, as they are often the most
vulnerable to enemy bombing raids and quick
strike aircraft. Infantry units also adore the
Hydra, as it can both watch the skies for them as
well as point its guns directly forward where the
high explosive flak shells can cut enemy infantry
to ribbons.
Much like the Manticore, the Hydra features
highly sophisticated targeting equipment, and the
turret is capable of locking onto a single airborne
target and tracking it automatically without the
need for manual readjustment by the crew.
Combined with its prodigious rate of fire most
aircraft that find themselves in a Hydra’s sights
do not leave in one piece. Deployed by the
thousands across the entire Spinward Front, most
Hydra crews find their versatile guns pressed into
a variety of tasks from standard AA operations,
to infantry suppression and even rapid
emergency forest clearing. There are few targets
they cannot handle, and all Guardsmen feel safer
when there’s a Hydra or two backing their lines.
Type: Tracked Vehicle Tactical Speed: 15m
Cruising Speed: 50 kph Manoeuvrability: +0
Structural Integrity: 40 Size: Massive
Armour: Front 30, Side 18, Rear 16 Crew: Commander, Driver, 2 Gunners, Loader
Carrying Capacity: n/a

Weapons

2 Turret Mounted: Hydra Autocannons

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Anti-Air: This vehicle is designed to eliminate threats in the air. It suffers a -20 to Ballistic Skill
against any Ground Targets.

Ground Vehicle: This vehicle follows the rules for ground vehicles.

Sustained Fire: As long as the Hydra continues to target the same Aerial vehicle with both
Autocannons they count as having benefited from a Half Action Aim. This benefit ends if the
cannons target different enemies or the target is destroyed. This benefit never applies to
Ground Vehicles.
Availability: Extremely Rare

112
Leman Russ Battle Tank

The Leman Russ is the workhorse of the Imperial Guard’s armoured companies. Deployed to virtually
every warzone across the galaxy for thousands of years, there is no other type of tank that sees more
combat than the Leman Russ.
A robust and rugged design, the Leman Russ actually benefits from its unsophisticated construction

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techniques that allow it to traverse all sorts of terrain types and ensure that it can operate in almost any
local conditions. Its heavy armour, mostly concentrated towards the front, provides a level of protection
that outweighs all but the greatest tanks of the Adeptus Astartes, and its weapon configuration allows it to
take on a varied range of targets.
The Leman Russ is slow and bulky, yet adaptable, forming the basis for several variants such as the
Executioner and the Annihilator. It is one of the most recognisable silhouettes on the battlefield and the
sound the Leman Russ’ battle cannon makes as it fires high explosive rounds towards the enemies of the
Imperium can be as inspirational as a Ministorum Priest’s battle hymn or the shouts of a Commissar.

Type: Tracked Vehicle Tactical Speed: 12m


Cruising Speed: 35 kph Manoeuvrability: -10
Structural Integrity: 55 Size: Massive
Armour: Front 40, Side 32, Rear 20 Crew: Commander, Driver, 4 Gunners/Loaders
Carrying Capacity: n/a

Weapons

Turret (All Facing): Battle Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Lascannon, Heavy Flamer

2 Sponson Mounted (Left/Right Facing) Weapons (Choose One): 2 Heavy Bolters, 2 Heavy
Flamers, 2 Plasma Cannons

Pintle Mounted Weapon (All Facing) (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows the rules for Ground Vehicles

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.

Reliable: Tests to repair this vehicle gain a +20 bonus
Availability: Extremely Rare

113
Leman Russ Demolisher

The Demolisher gets its name from the enormous siege cannon that sits within its turret. This
demolisher cannon fires massive shells that can level buildings, annihilate heavily armoured
infantry, and obliterate vehicles in a single hit. However, the main cannon is not the only thing that
makes the Demolisher so dangerous and so popular amongst the infantry of the Imperial Guard.
Based on the venerable chassis and construction techniques of the Leman Russ, the Demolisher
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strains its engine by adding even more armour to its rear quarters and thickening the armour in all
other locations. This makes it one of the slower vehicles in the Imperial Guard arsenal, almost as
slow as some of the colossal super-heavy tanks, but also one of the most resilient. Demolishers can
form bulwarks in defensive actions, and a line of these tanks can hold off a determined attacker for
hours, if not days, when properly supplied with ammunition.
On the offensive, the Demolisher acts as a siege tank, spearheading attacks against the most
hardened points of enemy resistance. Often equipped with hull lascannons and exceptionally
dangerous sponson weaponry such as plasma cannons and multi-meltas, these siege tanks can blast
holes in enemy formations, allowing for faster elements to move in and claim their objectives. The
Demolisher is a vital and powerful element of any Armoured Company.

Type: Tracked Vehicle Tactical Speed: 10m


Cruising Speed: 28kph Manoeuvrability: -15
Structural Integrity: 60 Size: Massive
Armour: Front 40, Side 35, Rear: 22 Crew: Commander, Driver, 4 Gunners/Loaders
Carrying Capacity: n/a

Weapons

Turret (All Facing): Turret Mounted Demolisher Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Lascannon, Heavy
Flamer

2 Sponson Mounted (Left/Right Facing) Weapons (Choose One): 2 Heavy Bolters, 2
Heavy Flamers, 2 Plasma Cannons, 2 Multi-Meltas

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows the rules for ground vehicles

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the
result rounding up. This does not affect rolls on the critical hit chart from Righteous
Fury.

Ponderous: May not use the Floor It! Action and moving tactical speed requires a Full
Action.
Availability: Extremely Rare

114
Leman Russ Executioner

The Leman Russ Executioner has all but disappeared from the battlefields of the 41st Millennium.
Rarer than even the Leman Russ Vanquisher, the Executioner features a primary weapon that virtually no
Forge World can replicate: the plasma destroyer. Volatile, unreliable and devastatingly powerful, this relic
of the Age of Technology disgorges gouts of incandescent death that no personal armour can withstand.

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The plasma destroyer’s fusillade makes the Executioner one of the most dangerous tanks available to the
Imperial Guard.
However this power comes at a price, and the Executioner has a number of serious drawbacks. Such
ancient tech-secrets require dedicated Enginseer support. Prone to massive overheating, the plasma
destroyer’s troubles only get worse if errant small arms fire or explosive shrapnel cut the external coolant
lines. Overtaxed main guns have led to catastrophic detonations, meaning only the most skilled tank
crews ever pilot these formidable, if unpredictable, tanks to their full potential.

Type: Tracked Vehicle Tactical Speed: 12m


Cruising Speed: 35 kph Manoeuvrability: -10
Structural Integrity: 55 Size: Massive
Armour: Front 40, Side 32, Rear 20 Crew: Commander, Driver, 3 Gunners, 1 Gunner/Loader
Carrying Capacity: n/a

Weapons

Turret Mounted: Plasma Destroyer

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Lascannon, Heavy Flamer,
Plasma Cannon

2 Sponson Mounted (Left/Right Facing) Weapons (Choose One): 2 Heavy Bolters, 2 Heavy
Flamers, 2 Plasma Cannons

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Extremely Volatile: Double the chance of exploding when this vehicle catches fire, on explosion
all those in the blast must make a Difficult (-10) Agility Test or catch fire.

Ground Vehicle: This vehicle follows the rules for ground vehicles.

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
Availability: Unique

115
Leman Russ Exterminator

Although it carries considerably lighter armaments than the standard Leman Russ, the
Exterminator is no less heavily armoured than its more common cousin. A simple modification of the
Leman Russ design, the Exterminator replaces the battle cannon with a set of autocannons commonly
referred to as an exterminator cannon. The higher rate of fire afforded by this weapon system allows
the Exterminator to blast through ranks of infantry and lighter vehicles, and the internal space freed
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up by the removal of the heavy shells gives the Exterminator deep ammunition reservoirs allowing it
to operate for longer periods of time without resupply.
The rest of the Exterminator’s chassis remains almost identical to that of the venerable Leman
Russ, but the robust (if inefficient) engine no longer need cope with the massive weight of the battle
cannon and its ammunition, making the Exterminator significantly faster for a vehicle of its type.
Often used in a scouting role when armoured companies require recon in force, the Exterminator is
reliable, easy to maintain and very dangerous.
Although unsuited to the task, Exterminators can be pressed into ad-hoc anti-aircraft duty when
more dedicated AA assets are unavailable. Their main armament is perfect for bringing down enemy
fliers, but the Exterminator lacks the sophisticated targeting equipment needed to properly track and
eliminate fast-moving airborne targets. Nevertheless squadrons of Exterminators can, at a pinch,
mimic the effect of a single Hydra battery.

Type: Tracked Vehicle Tactical Speed: 14m


Cruising Speed: 40 kph Manoeuvrability: -10
Structural Integrity: 55 Size: Massive
Armour: Front 40, Side 32, Rear 20 Crew: Commander, Driver, 3 Gunners, 1
Gunner/Loader
Carrying Capacity: n/a

Weapons

Turret Mounted (All Facing): Exterminator Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer,
Lascannon

2 Sponson Mounted (Left/Right Facing) Weapon (Choose One): 2 Heavy Bolters, 2 Heavy
Flamers, 2 Plasma Cannons

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows the rules for ground vehicles.

Gyroscopic Stabilization: This vehicle does not take penalties for firing while moving

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.

Reinforced Turret: Any hits against the turret of this vehicle count as having armor 42

Reliable: Tech-Use tests made to repair this vehicle gain a +10 bonus.
Availability: Extremely Rare

116
Leman Russ Vanquisher

An extremely sophisticated and rare variant of the basic Leman Russ, the Vanquisher is a dedicated
vehicle destroyer and command tank. Equipped with the exceptionally longbarrelled vanquisher cannon,
a Vanquisher is capable of sending specialist anti-tank shells that far outclass standard anti-tank
munitions. Their built-in command and control systems also make them natural choices for squadron and

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company command vehicles, and Vanquisher crews are usually hand-picked from the best within any
given regiment.
The unfortunate reality when it comes to the Vanquisher is that they are in short supply. Very few
Forge Worlds now possess the ability to make vanquisher cannons and the specialist ammunition they
use, and many Vanquishers have to make do with standard types of ammunition when their namesake
rounds are unavailable.
Vanquishers are usually kept towards the middle of an armoured advance as to not expose them to
enemy fire too early into a confrontation and to ensure that they can keep an eye on the battle around
them, putting their command and control systems to better use. The extra range their vanquisher cannons
afford mean they can often snipe enemy vehicles from afar before moving in closer to use their secondary
weapons. Tank commanders privileged enough to find themselves leading the crew of a Vanquisher often
have good prospects for rank advancement, and their tanks are often afforded much glory in the name of
the God-Emperor.

Type: Tracked Vehicle Tactical Speed: 12m


Cruising Speed: 35kph Manoeuvrability: -10
Structural Integrity: 55 Size: Massive
Armour: Front 40, Side 32, Rear 20 Crew: Commander, Driver, 4 Gunners/Loaders
Carrying Capacity: n/a

Weapons

Turret (All Facing): Turret Mounted Vanquisher Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Lascannon, Heavy Flamer

2 Sponson Mounted (Left/Right Facing) Weapons (Choose One): 2 Heavy Bolters, 2 Heavy
Flamers, 2 Plasma Cannons

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Command and Control: + 10 to Command Tests while in this vehicle

Ground Vehicle: This vehicle follows the rules for ground vehicles

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
Availability: Near Unique

117
Manticore Rocket Battery

Whilst the Basilisk is the mainstay artillery piece of the Imperial Guard, the Manticore stands
above it for sheer destructive firepower. Utilising fairly sophisticated technology by Guard
standards the Manticore’s four massive rockets—each one nearly the length of the vehicle itself—
possess the ability to level massive swathes of infantry, crack open enemy fortifications, or blast
enemy aircraft right out of the sky. Typically a Manticore barrage lasts only seconds as the vehicle’s
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high rate of fire quickly overwhelms its limited ammunition capacity. Nevertheless, with secured
supply lines, rearming takes little time and it is never long before the crews hear the distinctive
sound of another salvo racing into the sky to bring death to the Emperor’s foes.

Type: Tracked Vehicle Tactical Speed: 16m


Cruising Speed: 60 kph Manoeuvrability: +0
Structural Integrity: 40 Size: Massive
Armour: Front 30, Side 18, Rear 16 Crew: Commander, Driver, Gunner, Loader
Carrying Capacity: n/a

Weapons

Turret Mounted (All Facing): Multiple Rocket Launcher

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows the rules for Ground Vehicles

Rocket Ordinance: A manticore must select a single type of rocket and all four must match.
Loading a Maticore require a special facility (such as a voidship bay) or a Trojan
Support Vehicle. Reloading the Manticore takes 36 Full Actions (3 Minutes) per rocket.
If the firing mechanism jams it must be manually removed, which requires time equal to
loading.
Availability: Extremely Rare

118
Sabre Gun Platform

Sabre Gun Platforms are simple and relatively robust point defence weapons often used as a light

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support weapon or as a way of shoring up strong points with additional firepower. Consisting of paired
heavy weapons and designed with a single operator in mind, the Sabre’s simple yet elegant gyroscopic
frame provides ample range of movement for both anti-ground and anti-air targeting.

Type: Gun Platform Tactical Speed: n/a


Cruising Speed: n/a Manoeuvrability: +0
Structural Integrity: 14 Size: Hulking
Armour: Front 12, Side 10, Rear 8 Crew: Gunner
Carrying Capacity: n/a

Weapons

Turret Mounted (All Facing) Weapon (Choose One): Twin-Linked Heavy Bolter, 2 Twin-
Linked Heavy Stubbers, Twin-Linked Lascannon, Twin-Linked autocannon
Special Rules

Immobile: This vehicle cannot move under it's own power and must be towed by another.

Open-Topped: Crew of this vehicle may be targeted with the Called Shot action

Reliable: Rests made to repair this vehicle gain a +10 bonus
Availability: Rare

119
Salamander Command Vehicle

An even more specialised variant of the Chimera chassis, the Salamander Command Vehicle
often finds itself at the head of Armoured Fist Companies and artillery batteries where it can act as a
spotter and coordinate the actions of its fellow vehicles. Not designed for combat and equipped with
only the most cursory of defensive weaponry, the Salamander’s chief strength lies in its multi-
spectral auspex surveyor. The device gives the Salamander’s crew a commanding view of the
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battlefield allowing for better organisation and a more fluid response to enemy movements.
Unfortunately for the forces of the Spinward Front, the Severan Dominate makes extensive use of
the Salamander Command Vehicle, and its sophisticated command and control features have led to
numerous crushing defeats on many worlds.

Type: Tracked Vehicle Tactical Speed: 15m


Cruising Speed: 70 kph Manoeuvrability: +0
Structural Integrity: 35 Size: Massive
Armour: Front 30, Side 18, Rear 16 Crew: Commander, Driver, Comm-Operator, Gunner
Carrying Capacity: n/a

Weapons

Fixed Weapon Mount (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy
Flamer

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Amphibious: This vehicle treats open water as covered ground.

Command and Control: Command tests gain a +10 bonus while aboard this vehicle.

Ground Vehicle: This vehicle follows the rules for Ground Vehicles.

Multi-Spectral Auspex: This device grants a +30 to Awareness Tests and one of the Crew
may make an Ordinary (+10) Tech-Use test to detect things not normally detectable to
human senses. This functions to a range of 500m though it can be blocked by 1m or
thicker walls and certain shielding materials.

Open-Topped: Crew of this vehicle may be targeted by the Called Shot action
Availability: Extremely Rare

120
Salamander Reconnaissance Vehicle

Mostly seen in pairs ranging ahead of Imperial lines, the Salamander Reconnaissance Vehicle is a
lightly armed and armoured variant of the Chimera chassis. Used in a similar role to the Sentinel,
Salamanders use their high speed to move beyond the main advance and identify important targets.
Outside of reconnaissance, Salamanders act as sentries and guards for supply depots where their thin

Expanded Vehicles
armour and limited armaments make them less of a liability. Crews are trained to withdraw to friendly
lines rather than engage in pitched battles as the Salamander is neither designed for nor capable of
protracted engagements. Capable of covering more terrain types at a greater rate than their walker
cousins, Salamanders give Imperial Guard commanders a real edge when scouting uneven ground.

Type: Tracked Vehicle Tactical Speed: 20m


Cruising Speed: 100 kph Manoeuvrability: +10
Structural Integrity: 35 Size: Massive
Armour: Front 30, Side 18, Rear 16 Crew: Commander, Drive, Comm-Operator, Gunner
Carrying Capacity: n/a

Weapons

Fixed Emplacement (Front Facing): Autocannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer
Special Rules

Amphibious: This vehicle treats open water as solid ground.

Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half action and
may move three times tactical speed as a full action. This applies to the Floor It! Action and
causes the vehicle to move three times tactical speed.

Ground Vehicle: This vehicle follows the rules for ground vehicles.

Open-Topped: Crew of this vehicle may be targeted by the Called Shot action.
Availability: Very Rare

121
Shadowsword

Sister tank to the Baneblade, the Shadowsword’s formidable frame is home to the mighty
Volcano Cannon, a Titan-killing weapon capable of punching through massed void shields and
sheering titan- sized limbs off in a single blast.
As one of the largest non-starship-based weapons in the Imperial arsenal, the Volcano Cannon is
a sight to behold on the battlefield. Each lance of white-blue energy that leaps from its barrel blinds
Expanded Vehicles

any foolish enough to look directly upon it, and seconds later whatever the Shadowsword targeted is
often reduced to a massive smoking crater. The weapon is overkill in most instances, but as most
Shadowswords hail from worlds that maintain their own Titan Legions, the Shadowswords act as
additional anti-Titan firepower, working as hunterkiller tanks that enemy titans tend to neglect in
favour of larger targets. This is useful as the gun must recharge after each shot, leaving the
Shadowsword stationary and temporarily vulnerable to counter-attack.

Type: Tracked Vehicle Tactical Speed: 8m


Cruising Speed: 25 kph Manoeuvrability: -30
Structural Integrity: 120 Size: Monumental
Armour: Front 48, Side 40, Rear 30 Crew: Commander, Driver, 4 Gunners, Enginseer
Carrying Capacity: n/a

Weapons

Fixed Mounting (Front Facing): Volcano Cannon, Twin-Linked Heavy Bolter

2 Sponson Mounted (Left/Right Facing): 2 Twin Linked Heavy Bolters

2 Turret Mounted (All Facing): 2 Lascannons

Pintle Mounted (All Facing) Weapons (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Command and Control: +10 to command tests while in this vehicle

Damage Control: When this vehicle takes critical damage the result may be re-rolled, but
the second result stands. Putting out fires in this vehicle is a free action.

Ground Vehicle: This vehicle follows the rules for ground vehicles

Ponderous: May not use the Floor It! Action and moving tactical speed requires a Full
Action.

Problematic Targeting: The Shadowsword's size is so great that any All Facing weapon
may have difficulties targeting certain enemies as their line of site will be blocked.

Improved Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit,
halve the result rounding up. This does not affect rolls on the critical hit chart from
Righteous Fury. If a Mechanic is stationed onboard this rule applies to Righteous Fury
rolls as well and provides a +20 bonus to put out all fires.

Super-Heavy: This vehicle may drive over obstacles 5 meters high or bulldoze it's way
through walls, forests, or medium size buildings with no negative effects.
Availability: Unique, Best Craftsmanship

122
Tarantula Sentry Gun

The Tarantula Sentry Gun comes from an ancient design lost to the vagaries of time. Found
throughout the Imperium, the Tarantula is a short multi-legged turret that features two heavy weapons
and no crew. Within the armoured shell of each Tarantula lies a simple logis engine capable of guarding
defined areas and approach paths far more effectively than living sentries. Tarantulas never sleep, never

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waver in their duty and relentlessly hammer their targets until their ammunition bays run dry.

Type: Gun Platform Tactical Speed: n/a


Cruising Speed: n/a Manoeuvrability: +0
Structural Integrity: 12 Size: Hulking
Armour: Front 12, Side 10, Rear 10 Crew: n/a
Carrying Capacity: n/a

Weapons

Turret Mounted (All Facing) Weapon (Choose One): Twin Linked Heavy Bolter, Twin Linked
Lascannons. Weapons are assumed to have a Preysense Sight and a Targeter.
Special Rules

Automated Logis Engine: This weapon has a logis engine that has the follow statistics: Ballistic
Skill 45, Agility 40, Perception 35, and Awareness +10.

Immobile: This vehicle cannot move under it's own power and must be towed by another.

Sentry: Once put in a position and activated this vehicle will automatically target and attack any
enemies that pass within it's sensor range. A successful Tech-Use test can assign more specific
Targeting Parameters.
Availability: Rare

123
Tauros Assault Vehicles

An all-terrain vehicle found mostly in use by Elysian regiments, the Tauros Assault Vehicle’s
compact design and sophisticated drive system make it a remarkable asset to regiments that lack
traditional armoured support. Featuring a silent-running long-ranged electric engine and set of
special galvanic motors that powers each wheel individually the Tauros is very hard to stop, and can
still maintain considerable speeds even when half of its wheels are damaged or destroyed. Limited
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weapons and negligible armour make the Tauros unsuitable for frontal attacks, but the speed and
reliability of its motive systems make it a great harassing unit and an excellent scout vehicle.

Type: Wheeled Vehicle Tactical Speed: 20m


Cruising Speed: 120 kph Manoeuvrability: +15
Structural Integrity: 20 Size: Enormous
Armour: Front 16, Side 14, Rear 14 Crew: Driver, Gunner
Carrying Capacity: n/a

Weapons

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Flamer, Tauros Grenade
Launcher
Special Rules

Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half
action and may move three times tactical speed as a full action. This applies to the Floor
It! Action and causes the vehicle to move three times tactical speed.

Ground Vehicle: This vehicle follows the rules for Ground Vehicles.

Open-Topped: Crew of this vehicle may be targeted with the Called Shot action.

Reliable: Tech-Use tests made to repair this vehicle gain a +10 bonus
Availability: Rare

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Tauros Venator

A further modification of the Tauros Assault Vehicle, the Venator is larger and more heavily armed,
featuring a powered turret and an additional set of independently powered wheels. The increased size also
allows for slightly thicker frontal armour, making the Venator capable of withstanding more punishment
whilst engaging in flanking or hit and fade attacks. Designed to give Elysian regiments a form of fast-

Expanded Vehicles
moving heavy weapon support, the Venator’s turret and missile hard points allow it to excel at both anti-
infantry and anti-tank duty.

Type: Wheeled Vehicle Tactical Speed: 20m


Cruising Speed: 110 kph Manoeuvrability: +10
Structural Integrity: 25 Size: Enormous
Armour: Front 18, Side 15, Rear 15 Crew: Driver, Gunner
Carrying Capacity: n/a

Weapons

Turret Mounted (All Facing) Weapon (Choose One): Twin-Linked Multi-Lasers, Twin-Linked
Lascannons

Fixed Emplacement (Front Facing) Weapon: 2 Hunter-Killer Missiles
Special Rules

Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half action and
may move three times tactical speed as a full action. This applies to the Floor It! Action and
causes the vehicle to move three times tactical speed.

Ground Vehicle: This vehicle follows the rules for Ground Vehicles.

Open-Topped: Crew of this vehicle may be targeted with the Called Shot action.

Reliable: Tech-Use tests made to repair this vehicle gain a +10 bonus
Availability: Very Rare

125
126
Expanded Vehicles
Vehicle Weapons Cyclops Demolition Charge
These are the explosive charges placed
This section contains descriptions and within the Cyclops Demolition Vehicle.
statistics for the new and deadly vehicular Detonating the Cyclops’ demolition charge is a
weapons detailed above. Remember to check Half Action with the Attack and Concentration
the descriptions of the weapons to see if there subtypes. Once detonated the Cyclops is

Expanded Vehicles
are any special rule that apply to using them. automatically destroyed and cannot be repaired
For a more complete vehicle reference you can or salvaged. Cyclops Demolition Vehicles
fill out the Vehicle Character Sheet located at automatically detonate if they suffer Righteous
the end of this chapter. Fury. If a Cyclops ever explodes due to
accumulated Critical Damage use the Damage
Baneblade Cannon profile for the demolition charge rather than the
A Baneblade’s main weapon is the huge standard Damage for exploding vehicles.
baneblade cannon. Firing a specially designed
rocket-propelled warhead, it can remove entire Demolisher Cannon
chunks of the battlefield in fiery plumes of A variant of the battle cannon, the
death and destruction. demolisher cannon is specifically designed as a
siege support weapon. While it suffers a
Battle Cannon decreased range, its plasma charged shells are
A massive version of the autocannon, the capable of blasting through layers of plasteel
battle cannon fires a huge, explosive shell and ceramite with each devastating volley. Its
which is proportionately more damaging. One massive shells wrap an outer layer of
of the largest and most destructive weapons that explosives and shrapnel around an unstable
see common use on the battlefield, these chemical core. When the outer explosives
cannons, their ammunition, and support detonate, weakening their target, they also
equipment are far too large for infantry units to trigger the chemical reagents to unleash a
carry and use. Instead, the weapons are potent jet of plasma that is channelled directly
generally mounted upon vehicles or into its victims. The combination of shrapnel
fortifications. The Leman Russ main battle tank and flaming metal can eliminate even the most
most commonly employs a battle cannon in its robust defences.
main turret.

Chem Cannon
A frightening and hazardous weapon to use,
the Bane Wolf ’s chem cannon is often more of
a burden than a boon. Firing a dense cloud of
exceedingly dangerous chemicals, some so
powerful that they dissolve organic material on
contact, the chem cannon is a true terror
weapon. Exposed infantry die within seconds,
reduced to puddles of stinking infected ooze,
any survivors lurching away screaming, their
bodies covered with steaming chemical burns.
After completing a chem cannon attack find
the general centre of the area affected by the
attack. A toxic cloud with a radius of 1d5
metres remains in place for 1d5 rounds. Any
character who ends his Turn within the cloud
suffers 2d10+5 Energy Damage with the ,
Felling (1) and Toxic Qualities. Any character
who ends his Turn within the cloud also begins
to suffocate until they leave the cloud or the
cloud dissipates.

127
Earthshaker Cannon Heavy Minefield Shell (Mortar)
This massive artillery gun is designed for Most often used to block enemy infantry
long range bombardments, but it may also be movement, heavy minefield shells scatter
used as a direct fire weapon when necessary. In multiple sub-munitions across a wide area. The
either situation, it is ideal for levelling mines are hard to see and easily catch the
Expanded Vehicles

fortifications, destroying massive war unwary underfoot with lethal consequences. A


machines, and obliterating any unsuspecting heavy minefield shell creates a minefield 1d10
infantry. Earthshaker cannons are far larger than metres in diameter. This minefield remains in
the indirect weapons carried by infantry, and place until ten mines have exploded, or if the
fire over a much longer distance. area is cleared by a minesweeper. Mine
detonations cannot be Dodged unless the victim
Exterminator Cannon is aware he is in a minefield.
This weapon is a set of autocannons
commonly referred to as an exterminator Hellstrike Missiles
cannon. The higher rate of fire afforded by this The hellstrike missile is an air to surface
weapon system allows the Exterminator to blast missile commonly mounted on Imperial attack
through ranks of infantry and lighter vehicles, and assault craft used in support of ground-
and the internal space freed up by the removal based operations. These weapons use a solid
of the heavy shells gives the Exterminator deep propellant core to deliver a high explosive load,
ammunition reservoirs allowing it to operate for designed to effectively penetrate even well-
longer periods of time without resupply. armoured targets. Because they are generally
launched from fixed wing aircraft, these
Fixed Rotary Power/Melta Cutters missiles often strike their targets with a speed
These incredibly powerful mining tools that substantially exceeds that of rockets fired
allow the Hades to burrow through virtually from ground-based platforms. Hellstrike
any substance and perform devastating missiles may not be loaded with unusual ammo.
ramming attacks on those unfortunate enough
to get in their way. Hunter-Killer Missiles
This missile launcher is often mounted on
Griffon Heavy Mortar vehicles and fires a specialised krak missile.
Despite its name, the heavy mortar is one of Fitted with advanced guidance systems and
the smallest artillery weapons in service to the fuel, it has longer range and better accuracy
Imperial Guard. As the main armament of the than standard missiles, as the internal
Griffon artillery vehicle, the heavy mortar cogitator’s sensorum suite guides it to the
makes up for its lack of punch with a higher target. Each comes in a complete launching
rate of fire and a broad suite of ammunition package, good for one shot only.
types, including the specially designed Siege A hunter-killer missile grants a +20 to
Shell. In addition the specialist ammunition Ballistic Skill Tests made to fire it. Hunter-
listed in this book, heavy mortars may also fire Killer Missile Launchers cannot be loaded with
anti-plant rounds, smoke rounds, and starflare unusual ammo.
rounds, adding +2 to any Blast or Smoke
Radiuses (or an extra minute of illumination for
starflare rounds).

Heavy Frag Shell (Mortar)


The standard shell of the heavy mortar, the
heavy frag shell lacks the punch of the bigger
Earthshaker shell, but covers a much wider area
than the standard frag shells used by regular
mortars.

128
Hydra Autocannons Manticore Missiles
These autocannons are specially designed to Easily the most common type of warhead
be particularly devastating to aircraft, though used by the Manticore, the standard manticore
they may be used on other types of vehicle as missile has an enormous blast radius and can
well to equally devastating effect. tear infantry and heavy vehicles apart with ease.

Expanded Vehicles
Inferno Cannon Multiple Rocket Launcher
Specifically designed as part of the This incredibly versatile Rocket Launcher
Hellhound Flame Tank, the inferno cannon has has more space than the standard model,
a limited number of other uses within the allowing it to load four rockets and fire them
Tactica Imperialis. These enormous flamers with astounding speed. This weapon's damage
send huge gouts of white hot flames over an and special effects are dependent on the type of
extended portion of the battlefield. Their ammunition utilized with it.
accelerated pumping mechanisms grant the
turreted weapons the abilities to shoot massive Seige Shell (Mortar)
jets of destruction at a range that drastically A shell unique to the griffon, the siege shell
exceeds that of a traditional flamer. Because of contains a specialised fuse that detonates only
this, when calculating the weapon’s spray area, after it has punctured the hard exterior of an
the cannon’s wielder may choose to begin the enemy fortification or building. This makes the
spray at a point up to half the weapon’s range round excellent at destroying bunkers, but
away from the firing point. Due to the inferno limits its use against standard targets. When
cannon’s power, other vehicles do not add their fired at buildings or other fortifications the
Armour value when making the Drive Test to siege shell increases its Penetration to 20 and
avoid catching on fire from the Flame Quality. inflicts an extra 2d10 Damage.
The inferno cannon draws fuel from a large
storage tank, and can’t be easily reloaded on the Storm Eagle Rockets (Manticore)
battlefield. Reloading one requires at least A slightly longer rocket that is gaining
thirty minutes at a properly equipped facility. popularity among Spinward Front artillery
crews stationed on worlds with heavy Ork
Infernus Mortar Shell (Mortar) populations, the Storm Eagle Rocket deploys
Much like the heavy frag shell, the infernus multiple smaller warheads that lack the
mortar shell lacks the punch of standard sized penetrative capabilities of the standard missiles
infernus shells, but the roaring inferno that but more than make up for it with their
follows is no less dangerous to lightly explosive yield. Once the final hit location for a
armoured infantry. Storm Eagle rocket is determined, the Explorer

129
that fired it should scatter 1d5 additional hits Damage granted by Accurate Quality as if it
2d10 metres away from the initial hit. Once the were a Basic weapon.
location of every hit has been determined
resolve Damage as normal. Volcano Cannon
In the realm of ground-based warfare there
Sky Eagle Rockets (Manticore) are few weapons larger and more powerful than
Expanded Vehicles

Sky Eagle rockets change the mission the volcano cannon. Measuring over 13 metres
capabilities of the Manticore from heavy in length, the volcano cannon’s range and
ground suppression to anti-air support. Sky firepower make it one of the most feared and
Eagle Rockets are lethal weapons that track destructive weapons available to the Imperial
their targets with surprising accuracy, making Guard. More commonly seen on the massive
them far more effective than most “spray and God-machines of the Titan Legions, volcano
pray” anti-aircraft weapons. They can be fired cannons are also found on the Shadowsword
directly at ground targets, but suffer a Ballistic super-heavy tank, a variant of the Baneblade
Skill penalty of –30 when used in this manner. chassis. The Shadowsword must remain
stationary when the volcano cannon fires and
Tauros Grenade Launcher recharges, but the effects are unmistakable;
This Grenade Launcher comes with an virtually nothing short of an Ork Gargant or
expanded magazine and rapid launching Reaver Titan can stand up to the firepower of
system, allowing it to hurl grenades at an such an immense weapon.
incredible rate and cause much havoc amongst The destructive force of the volcano cannon
enemy lines. against regular infantry is nearly incalculable,
and as such anything anything with a Size of
Vanquisher Cannon Hulking or below that suffers even a single
Veteran tank commanders highly respect this point of Damage is instantly obliterated in a
rare pattern battle cannon for its unique efficacy torrent of ravening flame. Against larger
in battles against heavily armoured opponents. targets, or any vehicle with the Super-Heavy
While few forge worlds remain capable of Vehicle Trait, roll Damage as normal. If it is not
producing it, the legends of its ability to a Titan, the platform for the volcano cannon
penetrate any known armour make its extended cannot move in the same Turn it fires, or whilst
profile immediately recognisable. it is recharging.
The vanquisher battle cannon gains the extra

130
Sidebar
A Note from the Author
After many hours of hard work and re-revision, the now current draft of the Legends of the
Expanse Supplement as of 2-9-18 (US Date Notation) is available for download!
This revision was a major one to say the least, and includes a whopping 90 pages of additional
content including new Career Paths, new Expanded Career Paths, and a prolific amount of new
weapons, gear, and cybernetics. I decided to add in a multitude of new vehicles in chapter 6, though
it does break my usual rule for guide creation and requires a book outside the core rules to use that
chapter. I highly recommend picking up the Into the Storm supplement if you don't have it, it is a
Author's Note

fantastic addition to any game and the options are truly worthwhile.
The images used in my guide have been found with search engines and presently have no
accreditation, so if you see your work here or supply the link I will create an artist's credits page and
include a link to the original source.
An enormous thanks goes out to Libre Office, whose Draw program is used to create all of these
PDFs. A new thanks goes out to GIMP image editing software recommended by Elavion on the
forums which has allowed me to really refine the graphics and images in my guides.
A colossal thanks goes out to Jerichoreach.com for creating the wonderful high-res vehicle
character sheet included with this guide. It's a fantastic sheet and my players loved it during the
Deathwatch game that I ran.
A huge thanks goes out once again to everyone on the Rogue Trader Forums who has helped me
with editing and given such wonderful feedback over the many guide releases and revisions.
I hope you all enjoy this version of the Legends of the Expanse supplement! Happy gaming!

-LodgeBlackman99

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