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Heroes of the Imperium

Codex:
Underhive
A Wrath & Glory Fan
Supplement

A living conversion document by Eric A. Duckworth


Heroes of the Imperium
Table of Contents
1. Introduction
2. Section 1: Characters
a. Character Creation Rules
b. Species
c. Archetypes
d. Talents & Ascension Packages
e. Character Common Abilities
f. Organizational Abilities
g. Psychic Powers
h. Gang Tactics
3. Section 2: Wargear
a. Armour Traits
b. Armour
c. Weapon Traits
d. Weapon Upgrades
e. Weapons: Ranged
f. Weapons: Munitions
g. Weapons: Melee
h. Miscellaneous Wargear
i. Special-Issue Wargear
j. Relics
4. Section 3: NPCs
a. Warlord Traits
b. Champions and Troops
5. Section 4: Vehicles
a. Vehicle Traits
b. Vehicle Catalog
6. Section 5: Battlefield Terrain, Emplacements, & Fortifications
a. Barrier Material & Breaching Barriers
b. Battlefield Terrain
c. Emplacement Weapon & Fortification Traits
d. Emplacement Weapon & Fortification Catalog
7. Section 6: Bestiary
8. Section 7: Conversion Notes
9. Document Change Log

A living conversion document by Eric A. Duckworth


Heroes of the Imperium

Introduction
Greetings Citizen!

What you see here is a project that started for my home game roughly 3 months after the Wrath & Glory RPG was released. I
realized the material that had been released was lacking in crunchy bits to make use in game. So, I started making my own! I have a great
bunch of guys in my play group. We are all lifers in regard to Warhammer 40K, I myself have been playing off and on since the Rogue
Trader Days of 1st edition!!!

I have always loved the universe and story of WH40k. And while other RPGs have done well with it, I feel the Wrath & Glory RPG
has captured that spirit very nicely. The way they balance using different power levels of pc’s together is great. But I can tell that the original
writers were role-players first, and wargamers second. Things were missing that I felt should have been included in the core book…. Like the
Chimera APC… I know that Ulysses Spiel probably had a score of books planned out before things went south and Cubicle 7 picked up the
game. I am glad Cubicle 7 is embracing the game and listening to players. I can’t wait to get ahold of the new Core Book! The book needed
a new layout to make things easier to find.

This document you see here is everything I felt was in the 40k Tabletop that needed to be added to the 40k RPG. Some things I have
had to use a judicious interpretation to make it RPG suitable. Somethings were just plain not converted because they were to centric to the
wargame and had no real amalgam in the RPG. The concept of using Stratagems in the RPG as new uses for Wrath and Ruin expands on
how to use those points. Warlord Traits and Relics to make NPC’s more colorful. New common abilities for the various Archetypes, and new
Species and Archetypes!!! And lots of guns and vehicles!!!

I pulled some material from older editions of the tabletop. Squats for instance, and more grenade types. While the titanic
warmachines exist in the tabletop, I have decided to hold off doing conversions for those vehicles and creatures until after I have done all the
Hero, Heretic, and Xenos conversions.

This is a living document! As new Codex and Datasheets are released, I will add the material to this document. I hope to remember
to update the document change log at the end of the doc when I make updates, but there will always be little editing things that are done that
will not be noted.

I plan on a companion document to this one tentatively called “Codex: Heretics of the Imperium” to cover Chaos, Genestealer Cults,
and various renegade IG. Then a “Codex: Xenos Threats to the Imperium” document. I already have Orks, Tyranids, and GSC converted at
time of this writing.

In addition to my conversion notes in the last section of this document, I have included a Character Creation rules section for new
and streamlined rules for making characters. Scattered throughout the document, especially in the Characters and Wargear sections are new
material of my own creation to fill in holes and such in what is available to the players for their characters. A good 90% of my conversion
adhere to these formulae. But really, a lot of it was common sense. I did end up expanding the weapon and armour traits by a ton just to
accommodate all the eccentricities of the WH40k tabletop. My biggest concern has been game balance when I am making these conversions.
Thankfully the feedback I get from my players is straightforward in that aspect. We did several game sessions to just test out rules and
conversions with a brainstorm session afterwards to discuss how to fix things.

So overall, I hope you are happy with what you see here and do please give me feedback!!!

Your Humble Imperial Servant!

Eric ‘Duckie” Duckworth

Find me on Facebook at:


Duckies Wrath & Glory RPG Archive https://www.facebook.com/groups/650192795461991/

Email: Ericdagamer@gmail.com

A living conversion document by Eric A. Duckworth


Heroes of the Imperium
The following materials have been consulted and/or converted in full or in part in the making of this and other fan documents by me:

Necromunda books: Codex: Deathwatch


Codex: Genestealer Cults
Necromunda Rulebook Codex: Grey Knights
Book of Judgement Codex: Imperial Knights
Book of Peril Codex: Space Marines I & II
Book of Ruin Codex: Space Wolves
Gangs of the Underhive Codex Supplement: Imperial Fists
House of Chains Codex Supplement: Iron Hands
Corpse Grinder Tactics Card Pack Codex Supplement: Raven Guard
Enforcer Tactics Card Pack Codex Supplement: Salamanders
Codex Supplement: Ultramarine
Warhammer 40k Older Edition books: Codex Supplement: White Scars
Psychic Awakening: Blood of Baal
WH40k Rogue Trader (1987) Psychic Awakening: Faith & Fury
WH40k Compilation Psychic Awakening: Ritual of the Damned
WH40k Compendium Psychic Awakening: The Greater Good
WH40k Battle Manual Vigilus I

Warhammer 40k 8th Ed books: White Dwarf Magazine:

Chapter Approved 2017 March 2018 (Genestealer Cults in Necromunda)


Chapter Approved 2018 March 2019 (Officio Assassinorum)
Chapter Approved 2019 July 2019 (Blood Ravens)
Index Imperium I & II October 2019 (Sisters of Silence)
Imperial Armour Index Forces of the Astra Militarum November 2019 (Inquisition)
Imperial Armour Index Forces of the Adeptus Astartes December 2019 (Necromunda Expanded Terrain Rules)
Codex: Adeptas Sororitas “A Present For You!” WD Extra Tactics Card
Codex: Adeptus Custodes
Codex: Adeptus Mechanicus Warhammer Community Downloads Page
Codex: Astra Militarum
Codex: Blood Angels “Badzone-Delta7 Rules”
Codex: Dark Angels “Web Exclusive Tactics Card”

A living conversion document by Eric A. Duckworth


Heroes of the Imperium

Section 1:

Characters

A living conversion document by Eric A. Duckworth


Heroes of the Imperium
Character Creation Rules
Wrath & Glory PC Creation Summary Maximum Starting Minor Psychic Powers: 6
Maximum Starting Discipline Powers: 5
1. Determine Tier of game Max Total Psychic Powers: 9
a. This determines the build points available for Max Dice Pool Bonus: +9
PC creation along with maximum and minimum Max Difficulty Penalty: +9
ratings for skills and attributes
b. Keep a running total of the number of build Tier 6 Pre-assigned Attributes
points spent at each section of pc creation.
2. Choose Race One at rating 8
a. Note Species abilities Three at rating 7
3. Choose Archetype One at rating 6
a. Note Prerequisites for later Two at rating 5
b. Note Benefits Build Point Cost: 437
4. Purchase Ascension Package if the Tier of your
Archetype is less than the Tier of the game being played. Tier 6 Attribute Array
a. Note Prerequisites for later
b. Note Benefits Strength 5
5. Purchase Attributes Agility 8
a. You must purchase a minimum in your Toughness 7
attributes to cover Prerequisites Intellect 5
6. Purchase Skills Fellowship 6
a. You must purchase a minimum in your skills to Willpower 7
cover Prerequisites Initiative 7
b. Remember the total value of your skill is the
Skill Rating PLUS your Skill’s Attribute Tier 6 Per-Assigned Skills
Rating!
7. Purchase Talents One at rating 8
8. Refine your purchases in Steps 5-7 to reach your max. Two at rating 7
Build Point total for the Tier of game being played. One at rating 6
9. Choose Special abilities Seven at rating 5
10. Choose A Background One at rating 3
11. Choose Wargear Total Build Point Cost: 330
12. Figure Calculated Attributes
13. Apply any additional Build Points given by the Game Tier 6 Skill Array
Master
a. Recalculate as necessary all of your skills and Athletics 5
attributes. Awareness 5
Ballistic Skill 7
Tier 6 Character Build information Insight 5
Investigation 5
Build Points: 600 Leadership 8
Max BP Spent on Attributes: 400 Medicae 5
Base Attribute Maximum at Character Creation: 12 Pilot 5
Base Attribute Maximum: 14 Scholar 6
Skill Maximum: 10 Stealth 4
Max Starting Talents: 5 Tech 5
Max Psychic Powers at Character Creation: 7 Weapon Skill 7

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Heroes of the Imperium
Species
Bullgryn Gene-Smithed Birth: See Gene-Smithing Techniques.
Build Point Cost: 30
Base Tier: 2 Ogryn
Speed: 6 Build Point Cost: 20
Attribute Modifications: +3 Strength, +3 Toughness Base Tier: 2
Size: Large (+1D) Speed: 6
Avalanche of Muscle: Bullgryns gain a +3 Bonus Dice instead of Attribute Modifications: +2 Strength, +2 Toughness
+1 when charging. Size: Large (+1D)
Avalanche of Muscle: Ogryns gain a +3 Bonus Dice instead of
Human, Natborn Fighter +1 when charging.
Build Point Cost: 10
Base Tier: 1 Ratling
Speed: 5 Build Point Cost: 10
Attribute Modifications: +1 Willpower, +1 Fellowship Base Tier: 1
Size: Average Speed: 5
<Goliath> Attribute Modifications: +1 Agility
Gene-Smithed Birth: See Gene-Smithing Techniques Size: Small (-1D)
Outsider: +1DN to all Interaction tests with members of the
Human, Unborn Fighter Adeptus Astartes or Astartes Primaris.
Build Point Cost: 0
Base Tier: 1 Squat
Speed: 5 Build Point Cost: 10
Attribute Modifications: None Base Tier: 1
Size: Average Speed: 5
<Goliath> Attribute Modifications: +1 Toughness
Gene-Smithed Birth: See Gene-Smithing Techniques Size: Small (-1D)
Outsider: +1DN to all Interaction tests with members of the
Adeptus Astartes or Astartes Primaris.
Human, Vatborn Fighter Note: For the purposes of choosing Stratagems for use in game, a
Build Point Cost: 0 Squat <Brotherhood> member may use any Astra Militarum
Base Tier: 1 Stratagem that are not restricted to a <Regiment> and a Squat
Speed: 5 <Guild> member may use any Adeptus Mechanicus Stratagem
Attribute Modifications: None that are not restricted to a <Forgeworld>.
Size: Average
<Goliath>

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Heroes of the Imperium
Archetypes
New Archetypes by Tier
Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
Bounty Hunter Adeptus Arbites
Houseless Ganger Rebel Lord
Rogue Doc

New Archetype Abilities Tier: 1


None at this time Species: Human
Attribute: Fellowship 3
Skill: Investigation (2)
New Keywords
Outlaw Generally a descriptive only Benefits
Keywords: Imperium, Champion
New Archetypes
Influence: +1
Adeptus Arbites
Bounty Sighted: Once per game, designate a threat as a Bounty.
Build Point Cost: 10 When the Bounty is defeated, gain a one use bonus to Wealth
based on the type of threat as listed below. If the Bounty is
Prerequisites brought in dead, halve the collected bounty.
Tier: 2 • Bounty type
Species: Human o Troop: +1
Attribute: Toughness 2, Willpower 4 o Elite: +2
Skill: Scholar (2) o Adversary: +3
o Monster: x2 of above
Benefits o Champion: x2 of above
Keywords: Imperium, Adeptus Arbites, Champion o Monster and Champion: x3 of above

Influence: +2 Wargear: This Champion is equipped with restraints, dataslate of


bounties, Carapace Armour, Combat Knife, Pistol of choice, Rifle
By the Emperor’s Law: A Champion with this ability gains of choice.
+Rank Bonus Dice to Attack and Interaction tests when dealing
with or targeting any Heretic or Scum-type threats Houseless Ganger
Voice of Command: A Champion with this ability may issue Build Point Cost: 5
Combat Orders (see Astra Militarum Common Abilities) to ally
troops. Prerequisites
Tier: 1
Wargear: Arbites Carapace Armour, Suppression Shield, Species: Human
Arbites Shotgun, Combat Knife, Shock Maul, d3 Choke Attribute: Toughness 2
Grenades, d3 Shock Grenades, a copy of the Lex Imperialis. Skill: Weapon Skill or Ballistic Skill (2)

Bounty Hunter Benefits


Keywords: Imperium, Champion
Build Point Cost: X
Influence: +0
Prerequisites
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Wargear: Flak Armour and weapons of choice Wargear: This Champion is equipped as a Rogue Trader would
be.
Rebel Lord
Rogue Doc
Build Point Cost: X
Build Point Cost: 10
Prerequisites
Tier: 2 Prerequisites
Species: Human Tier: 1
Attribute: Fellowship 3 Species: Human
Skill: None Attribute: Intellect 3
Skill: Medicae (2)
Benefits
Keywords: Imperium, Champion, Outlaw Benefits
Keywords: Imperium, Champion
Influence: +2
Influence: +1
Wanted by the Imperium: A Champion with this ability that is
captured by a threat may be turned into the authorities for a ‘Patch ‘em Up’: Gain a number of bonus dice to Medicae tests
reward. This reward takes the form of an increase of the threat’s equal to your Rank.
Wealth equal to the Champions Wealth.
Wargear: Medicae Kit, Dataslate.
On the Run, in a ship of my own!: This Champion has a Ship
and loyal crew as listed for the Rogue Trader.

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Heroes of the Imperium

Talents & Ascension Packages


The following are new or modified talents for player characters. • Cost: 10
• Prerequisites: Agility 3+
XX • Effect: When determining the distance fallen for falling
• Cost: damage, count half the vertical distance. As long as the
• Prerequisites: character is not heavily wounded after the fall damage is
• Effect: resolved, the character may make an Agility (DN4) Test
to land on their feet.
Avatar of Blood
• Cost: 40 Clamber
• Prerequisites: <Corpse Grinder Cult> or <Chaos> • Cost: 10
• Effect: For each unsoaked wound this character inflicts • Prerequisites: Agility 3+
in combat with a melee weapon, he may heal one Shock. • Effect: This character may climb at full Speed.

Backstab Combat Master


• Cost: 15 • Cost: 20
• Prerequisites: Weapon Skill 4+ • Prerequisites: Weapon Skill 4+
• Effect: Melee weapons used by you gain the Mortal 1 • Effect: You gain +1 Bonus Dice for melee attacks for
weapon trait. If it already has Mortal X, increase the X each ally within 2m of you. You grant +1 Bonus Dice for
by 1. melee attacks to any ally within 2m of you.

Ballistics Expert Commanding Presence


• Cost: 15 • Cost: 20
• Prerequisites: Ballistic Skill 4+ • Prerequisites: Leadership 4+
• Effect: Whenever you make a ranged attack, make an • Effect: Gain +1 Bonus Dice for all Leadership Tests.
Intellect Test. You may count any Exalted Icons as When you activate, make a Leadership Test (DN4) to
Bonus Dice to your ranged attack. activate any ally troop within 12m as part of your
activation. This counts as their activation for the turn.
Berserker
• Cost: 15 Connected
• Prerequisites: Weapon Skill 4+ • Cost: 15
• Effect: Gain an additional +1 Bonus Dice to all melee • Prerequisites: Fellowship 3+
attacks as part of a charge action. • Effect: Make a Fellowship Test and count any Exalted
Icons as Bonus Dice when attempting to acquire a piece
Blood Lust of Wargear.
• Cost: 20
• Prerequisites: <Corpse Grinder Cult> Or <Chaos> Crimson Haze
• Effect: After killing a threat, you may immediately • Cost: 10
move up to 8m. • Prerequisites: <Corpse Grinder Cult> or <Chaos>
• Effect: If this character is engaged with a threat and one
Bull Charge or more allies are also, he automatically passes any
• Cost: 10 Resolve Tests he must take.
• Prerequisites: Agility or Strength 4+
• Effect: When using the Charge Action, increase damage Crushing Blow
by a further +1 ED and the target of the attack must • Cost: 15
make a Strength or Agility (DN2+and shifted icons for • Prerequisites: Weapon Skill 4+
damage) Test or be knocked prone. • Effect: When making a melee attack, gain +2ED for the
damage
Bulging Bicepts
• Cost: 15 Disarm
• Prerequisites: Strength 4+ • Cost: 15
• Effect: You are able to use an Unwieldy weapon one • Prerequisites: Weapons Skill 4+
handed. • Effect: When engaged in melee combat with a threat,
anytime you roll a critical hit, you also disarm the threat
Catfall

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Heroes of the Imperium
in addition to any other effect generated by the critical
hit. Got Your Six
• Cost: 15
Dodge • Prerequisites: Initiative 3+
• Cost: 10 • Effect: If an ally within 6m is the subject of a charge
• Prerequisites: Agility 3+ attack, you may make an attack against the threat before
• Effect: Gain +1 Defense against attacks up to 8m away. the charge is resolved.

Escape Artist Gunfighter


• Cost: 10 • Cost: 20
• Prerequisites: Initiative 3+ • Prerequisites: Ballistic Skill 4+
• Effect: At the beginning of your activation if you are • Effect: When making a Multi-Attack, reduce your
engaged with 2 or more threats, make an Initiative Test. penalty by -1DN.
You may move a number of meters away from the
threats equal to the number of icons generated on the Head Butt
test. This movement does not count as part of your • Cost: 10
activation. • Prerequisites: Weapons Skill 3+
• Effect: May make a melee attack of (5+1ED; AP 0;
Evade Range Melee)
• Cost: 10
• Prerequisites: Agility 3+ Hip Shooting
• Effect: When you are subject to a ranged attack, gain a • Cost: 15
+1DN cover modifier if you are not in full cover. • Prerequisites: Ballistic Skill 4+
• Effect: Gain the following attack action: “Run & Gun:
Fast Shot You may move up to double Speed and make a ranged
• Cost: 10 attack at a -1DN penalty instead of the normal Multi-
• Prerequisites: Initiative and Ballistic Skill 3+ Action Penalty.”
• Effect: You may ignore up to -1DN of the Multi-Action
Penalty when attacking with a weapon that is neither Hurl
Heavy nor Unwieldly. • Cost: 20
• Prerequisites: Strength 5+
Fearsome • Effect: As a melee attack, choose a target within 2m who
• Cost: 15 is your size or smaller. Make an opposed Strength Test,
• Prerequisites: Intimidation 3+ if you win you throw the target a number of meters equal
• Effect: When making a charge attack, you may make an to any excess icons generated on the test. The target is
Intimidation Test opposed by the target’s Resolve. If you prone afterwards.
win, the target is Feared until their next activation.
Immovable Stance
Fists of Steel • Cost: 15
• Cost: 20 • Prerequisites: Strength 5+
• Prerequisites: Toughness 4+ • Effect: As an action you may declare a ‘Tank Action’ as
• Effect: Unarmed melee attacks gain +2 Base Damage follows. Cannot be moved (GMs discretion). Gain +4
and +1ED. Resilience until the start of your next activation.

Fixer Impetuous
• Cost: 10 • Cost: 10
• Prerequisites: <Interaction Skill> 4+ • Prerequisites: Initiative 4+
• Effect: When acquiring a piece of Wargear, make a • Effect: When a threat disengages from you, you may
Fellowship Test and gain Bonus Dice to the Acquisition immediately follow them at up to ½ Speed.
Test equal to the number of Exalted Icons generated on
the Fellowship Test. Infiltrate
• Cost: 15
Frenzy • Prerequisites: Initiative 4+
• Cost: 20 • Effect: At the beginning of your first activation in a
• Prerequisites: <Corpse Grinder Cult> or <Chaos> combat, make an Agility Test and gain a bonus to your
• Effect: When this character declares a charge attack, Defense equal to the number of Exalted Icons generated.
gain +2d3 Initiative but increase the DN of all attacks by This ends after the first attack is resolved against you.
-1.
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Heroes of the Imperium
Inspirational
• Cost: 10 Naaargh!
• Prerequisites: <Interaction Skill> 4+ • Cost: 30
• Effect: Ally Troops within 12m may reroll Resolve • Prerequisites: Willpower 5+
Tests • Effect: When you declare a multi-action, make a
Willpower (DN4) Test. If you succeed, you do not suffer
Iron Man the normal multi-action penalties. If you fail, your
• Cost: 10 activation ends immediately.
• Prerequisites: Toughness 3+
• Effect: Gain +1 Resilience and +2 Soak. Nerves of Steel
• Cost: 10
Iron Will • Prerequisites: Willpower 3+
• Cost: 10 • Effect: Ignore the first Restrained effect of a
• Prerequisites: <Interaction Skill> 4+ Complication or Critical Hit in combat.
• Effect: Ally troops within 12m gain +2 Bonus Dice for
Resolve Tests Non-Verbal Communication
• Cost: 10
Iron Jaw • Prerequisites: Intellect 3+
• Cost: 20 • Effect: Allow 2-way communication between allies who
• Prerequisites: Toughness 5+ have this Talent that are in visual range of each other.
• Effect: Gain Toughness +2 when being attacked with a
melee attack. Overseer
• Cost: 20
Lie Low • Prerequisites: Leadership 4+
• Cost: 10 • Effect: Once per game, make a Leadership (DN4) Test
• Prerequisites: Agility 3+ to have an ally troop within 12m take a second activation
• Effect: Whilst this character is Prone, threats cannot this turn. All actions they perform are at +1DN.
target them with a ranged attack unless they are within
short range for the attack. Overwatch
• Cost: 20
Killing Blow • Prerequisites: Initiative 3+
• Cost: 25 • Effect: Whilst attacking from a held action, gain +2
• Prerequisites: <Corpse Grinder Cult> or <Chaos> Bonus Dice for the attack.
• Effect: This character can declare a “Killing Blow”
Action if he is armed with a melee weapon and does not Parry
declare any other action except movement. “Killing • Cost: 20
Blow: Double the weapons Base Damage and ED • Prerequisites: Weapons Skill 4+
(before Strength) for the next attack made by their • Effect: Any melee weapon you use has the Parry trait in
character.” addition to any other.

Mentor <Skill> Precision Shot


• Cost: 10 • Cost: 20
• Prerequisites: <Skill> 3+ • Prerequisites: Ballistic Skill 4+
• Effect: Once per game session, choose an ally troop to • Effect: Increase the bonus for an Aim action to +2
gain +2 Bonus Dice to <Skill> on any one action during Bonus Dice.
their next activation.
Rain of Blows
Mighty Leap • Cost: 30
• Cost: 10 • Prerequisites: Agility 4+
• Prerequisites: Strength 3+ • Effect: When making a melee attack, you may attack
• Effect: Ignore the first 2m, either horizontal or vertical, twice before incurring any multi-action or multi-attack
of distance of any gap being jumped. penalties.

Munitioneer Regroup
• Cost: 10 • Cost: 15
• Prerequisites: Ballistic Skill 4+ • Prerequisites: Leadership 4+
• Effect: Ignore the first “Out of Ammo” Complication • Effect: As an action, make a Leadership (DN4) Test to
during each combat for you or an ally. have any ally troops within 12m form a new Mob.
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Heroes of the Imperium
• Effect: If a threat ends a charge action with 12m of you,
Restraint Protocols you may make a charge against the threat after their
• Cost: 10 charge action is fully resolved.
• Prerequisites: Initiative 4+
• Effect: Gain +2 Bonus Dice to Weapon Skill or Strength Trick Shot
Tests to restrain a threat. • Cost: 15
• Prerequisites: Ballistic Skill 4+
Savvy Trader • Effect: Reduce the cover penalty threats have by -1D or
• Cost: 15 you can shoot into melee with no risk of hitting allies.
• Prerequisites: Intellect 4+
• Effect: Make an Intellect Test and count any Exalted True Grit
Icons as Bonus Dice when attempting to acquire a piece • Cost: 15
of Wargear. • Prerequisites: Toughness 4+
• Effect: You may roll an extra Soak die when making
Slaughter Born Soak rolls.
• Cost: 20
• Prerequisites: <Corpse Grinder Cult> or <Chaos> Unleash the Beast
• Effect: For every unsoaked wound this character inflicts • Cost: 15
with attacking with a melee weapon, increase their Speed • Prerequisites: Intimidation 4+
by 1 until the end of their next activation. • Effect: As a free action you may perform an Intimidation
Test at +2 Bonus Dice.
Spring Up
• Cost: 10 Unstoppable
• Prerequisites: Agility 3+ • Cost: 15
• Effect: As a free action, you may make an Agility (DN • Prerequisites: Toughness 4+
3) Test to stand up from a horizontal position. • Effect: Ignore the penalties for being Lightly Wounded.

Sprint Walk it Off


• Cost: 10 • Cost: 20
• Prerequisites: Agility 3+ • Prerequisites: Toughness 4+
• Effect: Increase your base Speed by half, rounded up. • Effect: Should this character move 2 or more times
without taking any other actions, he recovers 1 wound.
Step Aside
• Cost: 15 The following are new ascension packages for player characters.
• Prerequisites: Initiative 3+
• Effect: When you are attacked by a melee attack, you Basic Ascension Package
may make an Initiative Test with a DN equal to the Cost: New Tier x 10
number of excess icons generated on the attack. If
successful, the attack is considered a miss. Prerequisites:
Minimum Campaign Tier: 2
Teamwork Race: Any
• Cost: 15 Attribute: None
• Prerequisites: <Interaction Skill> 4+ Skill: None
• Effect: When you activate, you may activate an ally
within 6m alt the same time even if that ally has already Benefits:
activated this turn. Keywords: Any that apply
Influence Bonus: +1/2 Tiers ascended
Threat Response Story Element: The character gains the following per Tier
• Cost: 20 ascended: +1 to any attribute, +1 to 2 skills or +2 to one skill. The
• Prerequisites: Initiative 4+ character gains +1 Talent for every 2 Tiers ascended.

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Heroes of the Imperium
Character Common Abilities
The House Gang common abilities are summarized below.

Gene-Smithed Birth <Goliath>: The following Gene-Smithing • Nerve Burnout (V; -5BP): Starting Fellowship -2.
Techniques may be taken during character creation. Each one lists • Over-Developed Musculature (V; +5 BP): Starting
a cost in build points. Negative cost for adverse effects, positive Strength is +2, Initiative is -2.
for beneficial effects. Each technique will also list what type of • Over-Engineered (N, V; -10BP): When making a
human or near-human character type may have the Gene- Defiance check, roll twice and keep the worse result,
Smithing Technique (N for Natborn, U for Unborn or near human, May not be combined with Redundant Organs (below).
and V for Vatborn). • Prime Specimen (N, V; +5BP): Any 1 Starting Attribute
• Adaptive Biology (N, V; +10BP): Toughness +2 against is +2.
gas or toxin effects. Gains +1 Bonus Dice to Strength or • Proto-Goliath (N, U, V; -10 BP): Starting Speed +2,
Toughness Tests. Strength -2; Toughness -2; Fellowship -3; Intellect +3,
• Adaptive Mind (N, V; +5BP): Starting Intellect is +2. Willpower +2.
• Alpha’s Lineage (N, V; +20BP): Starting Fellowship is • Rapid Muscle Growth (N, V; +5BP): Starting Strength
+2. When this Champion activates, he may activate any is +2. May be taken up to 3 times during character
ally troop within 12m at the same time. creation but the bonus for the 2nd and 3rd time is only a
• Corrupted Slug (V; -5BP): Stating Intellect or +1.
Willpower is -2. • Reduced Bone Density (V; -10 BP): Starting Strength or
• Dermal Hardenning (V; +10BP): Starting Resilience Toughness is -2.
+2. • Redundant Organs (N, V: +15BP): When making a
• Doc’s Experiment (N, U, V; +5BP): Choose 2 of the Defiance check, roll twice and keep the best result, May
following attributes: Speed, Strength, Toughness, or not be combined with Over-Engineered (above).
Wounds. Increase 1 by +1, and decrease one by -1. • Scar Tissue (N, U, V; +10BP): Reduce damage before
• Doc’s Failure (N, U, V; -10BP): Choose 2 of the Soak by -1 to a minimum of 1.
following attributes: Speed, Strength, Toughness, or • Stimm Implant (N, U, V; +5 BP): As a free action
Wounds. Decrease both by -1. increase Strength by +4 until the end of the round. At
• Fearless but Foolish (V; +5BP): Starting Willpower is that time, make a Toughness (DN3) Test or suffer 1
+2, Intellect -2. mortal wound.
• Genetic Ancient (V; +10BP): Starting Intellect, • Survivor (N, U, V: +10BP): Gains +2 Bonus Dice to
Willpower, and Fellowship are +2. Defiance Tests
• Genetic Outsider (N, U, V: -5BP): Whenever dealing • Terminal Biology (V; -10BP): Whenever this champion
with <Goliath> allies, you are Fellowship -2. is reduced to 0 wounds, roll a d6. On a 1, the character is
• Hardened Immune System (V; +5BP): Toughness +2 considered to have failed a Defiance Check.
when resisting gas or toxin effects. • The Tyrant’s Own (N, V; +20 BP): Any 2 starting
• Hyper Healing (V; +15BP): At the beginning of each attributes are +2.
activation, heal d3-1 wounds.
• Iron Flesh (N, V; +10BP): Starting Wounds are +2.
• Malformed (N, U, V; +5 BP): Starting Strength is +2
but Initiative is -2.

A living conversion document by Eric A. Duckworth


Heroes of the Imperium

Organizational Abilities
The Cult, House & Guild <Allegiance> abilities are summarized below.
Catallius Great House: ZZZ
Mercator Pallidus Corpse Guild: ZZZ
Corpse Grinder Cult: ZZZ
Mercator Pyros Promethium Guild: ZZZ
Cowdor House Clan: ZZZ
Mercator Sanguis Corpse Guild: ZZZ
Delaque House Clan: ZZZ
Mercator Temperium Air Guild: ZZZ
Escher House Clan: ZZZ
Orlock House Clan: ZZZ
Goliath House Clan: ZZZ
Ran Lo Great House: ZZZ
Greim Great House: ZZZ
To’Iron Great House: ZZZ
Helmawr Imperial House: ZZZ
Ty Great House: ZZZ
Mercator Gelt Coin Guild: ZZZ
Ulanti Great House: ZZZ
Mercator Lux Electro Guild: ZZZ
Van Saar House Clan: ZZZ
Mercator Munda Iron Guild: ZZZ

Mercator Nautica Water Guild: ZZZ


.

A living conversion document by Eric A. Duckworth


Heroes of the Imperium
Psychic Powers
Imperial Psykers and Space Marine Librarians have access to all of the following disciplines subject to any Keyword limitations. Space
Marine Librarians may only select one Obscuration keyworded discipline unless noted otherwise.

X Multi-target: Np
Point Cost: -- Keywords: Psychic
DN: x Effect: Upon manifesting, the Psykers barehand damage is
Activation: x increased by +2 Base Damage and gains the Brutal trait.
Duration: x Potency [1] Increase Based Damage by +3
Range: x Potency [2] Increase Base Damage by +4
Multi-target: x
Keywords: Psychic Hypnosis
Effect: X Point Cost: --
Potency [x] x DN: Target’s Willpower, Opposed
Potency [x] x Activation: Action
Duration: Sustained
Dark Shield Range: 18m
Point Cost: -- Multi-target: No
DN: 5 Keywords: Psychic
Activation: Full Action Effect: When manifested, if the Psyker succeeded on the opposed
Duration: Sustained test, then the threat immediately activates and is under the control
Range: Self of the Psyker. Each time the Psyker activates, a new opposed test
Multi-target: no my be succeeded to sustain control.
Keywords: Psychic, <Chaos> or <Corpse Grinder Cult>
Effect: Upon Manifesting, all allies within 6m gain a *2 Shield Maddening Visions
Bonus. Point Cost: --
Potency [1] Increase to *3 Shield Bonus DN: Target’s Willpower, Opposed
Potency [3] Increase to *4 Shield Bonus Activation: Action
Duration: Instant
Force Blast Range: 6m
Point Cost: -- Multi-target: Yes
DN: 4 Keywords: Psychic, Telepathy
Activation: Action Effect: When Manifested, if the Psyker succeeded on the opposed
Duration: Instant test, the targeted thereat may only take move actions or other
Range: Self, LBT action, but not both on their next activation.
Multi-target: No
Keywords: Psychic, Kinetic Mind Lock
Effect: Upon Manifesting, all affected threats must make a Point Cost: --
Strength (DN2) Test or be pushed away 2d3M DN: Targets Willpower, Opposed
Activation: Full Action
Freeze Time Duration: Instant
Point Cost: -- Range: 36m
DN: 7 Multi-target: Yes
Activation: Action Keywords: Psychic, Telepathy
Duration: Instant Effect: When Manifested, If the Psyker succeeded on the opposed
Range: 36m test, the target may not activate this turn.
Multi-target: Yes
Keywords: Psychic, Technomancy Premonition
Effect: Upon manifesting, the target suffers a Complication in Point Cost: --
addition to any other Complication effect generated on their next DN: Target’s Willpower
attack. Activation: Action
Duration: Sustained
Hammer Hand Range: 30m
Point Cost: -- Multi-target: Yes
DN: 7 Keywords: Psychic, Telepathy
Activation: Action Effect: Upon manifesting, any threats this Psyker succeeded on
Duration: Sustained their test against, receive a +2DN bonus when being attacked by
Range: Self that threat.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Potency [4] Increase to 10+1ED, AP -1
Psychic Assault
Point Cost: -- Unbreakable Will
DN: Targets Willpower, Opposed Point Cost: --
Activation: Full Action DN: 5
Duration: Instant Activation: Action
Range: 36m Duration: Sustained
Multi-target: Yes Range: 18m
Keywords: Psychic, Telepathy Multi-target: Yes
Effect: Upon manifesting, if successful, the target suppers 1 Keywords: Psychic, Telepathy
wound and d3 shock. Effect: When manifested all allies within range use the Psykers
Potency [3] Increase to d3 wounds and d3+1 shock Willpower instead of their own for any Willpower based test they
Potency [5] Increase to d3+1 wounds and 2d3 shock make.

Psychic Scream Warp Strength


Point Cost: -- Point Cost: --
DN: Targets Willpower DN: 5
Activation: Full Activation Activation: Action
Duration: Instant Duration: Instant
Range: Self, 6m Burst Range: Self
Multi-target: No Multi-target: No
Keywords: Psychic, Telepathy Keywords: Psychic, <Chaos> or <Corpse Grinder Cult>
Effect: When manifested, compare the Psychic Master Test versus Effect: When manifested, gain a bonus to Strength equal to the
all threats win range. Any whose Willpower rating was less than number of excess Icons generated on the Psychic Mastery Test.
the icons generated on the test suffer 2d3 Shock Potency [2] Increase Initiative by +2 also
Potency [2] Increase to 2d3+1 Shock Potency [4] Increase Initiative by +3 also
Potency [4] Increase to 2d3+2 Shock
Zealot
Scouring Point Cost: --
Point Cost: -- DN: 7
DN: 7 Activation: Full Action
Activation: Action Duration: Sustained
Duration: Instant Range: 18m
Range: 12m, SBT Multi-target: No
Multi-target: No Keywords: Psychic, <Genestealer Cult>
Keywords: Psychic, Fire Effect: When manifested, once per activation, select a target all to
Effect: When manifested, shoose a threat within range to be gain +3 Bonus Dice to all melee attacks on their next activation.
subject to a (8+1ED, AP 0; Blaze, SBT) attack.
Potency [2] Increase to 10+1ED, AP 0

A living conversion document by Eric A. Duckworth


Heroes of the Imperium

Gang Tactics
Gang Tactics are similar to the Stratagems detailed in the Codex: Heroes of the Imperium Document. Their use is optional in Wrath & Glory
play. If using Gang Tactics, each character will begin with Tier+1 Wrath Points instead of the normal 2 Wrath Points. Each Gang Tactic
lists the number of Wrath Points, if other than 1 point, that must be spent to use the Tactic and each Tactic may only be used once per game
session (unless noted otherwise). Wrath Points may be gained through normal game play.

Any NPC’s under a PC’s control may have Tactics used for their benefit but these must be paid for with Glory. Tactics can be used by the
GM for NPC Threats, but these are paid for by Ruin.

Each Tactic will list any keyword restrictions after the cost that must be met in full for the Tactic to apply. Unless noted otherwise, Tactics
effects end at the end of that character or threats activation.

Note: Champions and Threats may use Stratagems that are keyworded to them in addition to the Tactics below.

The following Tactics are generic to any faction or race and may be used more than once per game:

Command Reroll (Cost 1)


Use this Tactic to reroll all 1s (except for Complications) on any Test.

Counter Offensive (Cost 2)


Use this Tactic after a threat has attacked, make an immediate attack against that threat.

Insane Bravery (Cost 2)


Use this Tactic in place of any Resolve or Conviction test, you pass that test.

The following Tactics are available to units, except those restricted by <Allegiance> and may be used only once per game unless noted
otherwise:

X <XX>
XX. Blade For Every Occasion
Use this Tactic and choose for yourself or an ally to gain the use
A Present For You! of a basic Knife, Sword, or Axe for the rest of the combat.
Use this Tactic when a threat activates that is within line of sight
and (Strength x 4)m. Roll a d6 to determine the type of Grenade Blood Fury
that affects them: Use this Tactic when you or an ally suffers one or more wounds to
• 1-2: Concussion Grenade have that unit gain the Berserker Talent until healed.
• 3-4: Flash Grenade
• 5-6: Fear Gas Grenade Blood Money <Venator>
Use this Tactic after a combat to have you or an ally gain a
Apprentice Wealth bonus equal to the number of ally troop units and
Use this Tactic to add the Overseer Talent to yourself or an ally champions that were killed during the combat. This Wealth bonus
for the duration of the game session. is good for one future purchase.

Authority Breakdown Blood Surge


Use this Tactic to reduce the size of a threat Champion’s aura Use this Tactic to have yourself or a selected ally be under the
abilities by 4m to a min of 2m for the duration of the combat. effects of a Stimm-Slug Stash for the remainder of the turn but do
not suffer any side-effects.
Bait and Switch
Use this Tactic to have yourself or a selected ally who has not Blood-Drenched Champion
activated to be considered activated and allow an activated ally to Use this Tactic and select a visible threat. The selected threat must
have a new activation this turn. pass a Resolve (DN3) Test or become Terrified of you.

Big Red Key <Adeptus Arbites> Bloodlust


Use this Tactic and until the end of the turn, you and your allies
may automatically gain entry to any normal locked door.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Use this Tactic when you or an ally performs a Charge action. Use this Tactic when a threat activates. The threat must pass a
Select you or an ally that did not just charge to perform a Charge Willpower (DN3) Test or else shoot the nearest ally visible to
action. them instead of performing their normal action that activation.

Boost Up Fireborn <Goliath>


Use this Tactic and choose an ally within 4m of you to boost that Use this Tactic and select yourself and up to 2 other allies to be
ally up to 6m up in the air. immune to Blaze and Rad traits of weapons and effects until the
end of the game session.
Born To Slaughter
Use this Tactic to give yourself or an ally +1 Weapon Skill and Genetically Gifted <Goliath>
Willpower but -1 Ballistic Skill and Fellowship till the end of the Use this Tactic at the beginning of the session to give yourself or
combat. a <Goliath> ally any one Gene-Smithing Technique they could
have taken at character creation, ignoring the BP cost of the
Breach and Clear Technique.
Use this Tactic when a door or portal is opened up to have
yourself or an ally make a free range attack. Get ‘Em!
Use this Tactic at the end of a turn to allow yourself and all allies
Call The Faithfull <Cawdor> move up to Speed +2.
Use this Tactic to add 3 members to any ally mob.
Got You Back
Close to Retirement Use this Tactic to allow yourself and all allies to gain +1 Defense
Use this Tactic and select a threat. Until the end of the combat, the for each other ally within 2m till the end of the turn.
selected threat’s Fellowship is reduced by 4.
Gripped By Fear
Crackdown <Adeptus Arbites> Use this Tactic and select an threat to suffer -1 Weapon Skill and
Use this Tactic and any melee weapons used by you and your Willpower until the end of the Turn.
allies gain the Agonizing Trait until the end of the turn.
Hammer Blow <Goliath>
Crunch Time Use this Tactic for have yours and all allies melee attacks gain the
Use this Tactic to have yourself and all allies gain +1 Strength and Brutal trait till the end of the turn if they did not already have it.
Brutal to the first melee attack they make this turn on their
activation. The Hand That Feeds You
Use this Tactic to add one Guild Representative to your party.
Cult Ambush <Genestealer Cults> This Representative stays within 4m of you at all times and
Use this Tactic and select an ally troop unit gain a free move of up activates when you do.
to double Speed.
Hard Stop
Cut Their Supply Use this Tactic when you or an ally is being charged by a threat to
Use this Tactic and choose a weapon used by any threat in the make an immediate melee attack against the threat and end their
combat. Each time a Complication is drawn, the Complication is activation.
considered to be the “Out of Ammo” Complication in addition to
whatever is drawn. Improvised Projectile
Use this Tactic and choose a melee weapon that you or an ally
Dark Blessings <Chaos Helots Gang> possesses. Until the end of the turn, the weapon may be used at
Use this Tactic to have a Demogogue make a Willpower (DN3) range for one attack up to (Strength x3m distant and then is
Test to become a Chaos Spawn. considered “Lost” until recovered.

Dedicated to Duty Infamous Butcher <Corpse Grinder Cult> <or <Chaos>


Use this Tactic for pass any one Resolve Test. Use this Tactic to give yourself or an ally the Fearsome Talent.

Double Time Informant <Adeptus Arbites>


Use this Tactic to have yourself and all allies make a free move Use this Tactic to have one unit of threat troops change sides and
before anyone activates during the turn. be considered an ally for the rest of the combat under your
control.
Eager For Battle
Use this Tactic at the beginning of a turn after an ally troop unit Jaded Veteran <Adeptus Arbites>
arrives for the combat to increase its number of members by d3. Use this Tactic at the beginning of combat and choose yourself or
an ally to be immune to any Resolve Tests for the duration of the
Fear of Betrayal combat.

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Heroes of the Imperium
Keen Edge Use this Tactic to have yourself or a selected ally to heal d3-1
Use this Tactic and choose a melee weapon possessed by yourself wounds each of heir next 2 activations.
or an ally. The selected melee weapon has its AP increased by -1.
Reckless Charge
Last Chance <Orlock> Use this Tactic to have yourself or an ally gain d3+1 Speed when
Use this Tactic when you or an ally is reduced to 0 wounds to they declare a charge on their next activation.
allow yourself or the selected ally to stand up and make an
immediate attack. After this attack, you or the ally are considered The Red Hunt <Corpse Grinder Cult> or <Chaos>
unconscious and must make a defiance check. Use this Tactic to have yourself and all allies currently engaged to
make an immediate melee attack.
Long Arm
Use this Tactic to have yourself and all allies have Strength +1 Reign of Blood <Corpse Grinder Cult> or <Chaos>
when determining the range to throw grenades until the end of the Use this Tactic when you or a champion ally reduces a threat to
turn. zero wounds with a melee attack. You and your allies gain +1
Bonus dice to all action until the end of their next activation.
Look The Other Way
Use this Tactic and select a threat within line of sight. The Roger That!
selected threat fails the next Awareness Test it must make. Use this Tactic and select an single ally troop, for the rest of the
session, the selected ally is considered a Champion and can use
Loose Cannon Ruin actions.
Use this Tactic and select an ally to make an immediate ranged
attack at an additional -1 DN penalty. Savage Brutality <Corpse Grinder Cult> or <Chaos>
Use this Tactic after a threat has been heavily wounded or killed.
Loud and Clear Any threats with 24m of that threat must pass a Resolve (DN2)
Use this Tactic to give yourself or an ally d3+1 Stun Grenades. Test or be Feared.

Lucky Shot Shield Wall


Use this Tactic when yourself or an ally had a ranged attack miss Use his Tactic at the beginning of combat to have yourself and
to have it be considered a hit. any allies equipped with a shield to gain +1 Defense for each
other ally with a shield withing 2m of each other.
Marked For Death
Use this Tactic and select any threat. Until the end of the combat, Speedy Recovery
all attacks against the selected threat are made at +1 Bonus Dice. Use this Tactic and select yourself or an ally to immediately
recover d3 wounds.
Mass Infiltration <Delaque>
Use this Tactic before the combat to give yourself and up to 2
allies to gain the Infiltrate Talent until the end of the combat. Stimm Overload <Goliath>
Use this Tactic when you or an ally declares a charge action to
Named And Shamed <Goliath> move at double Speed.
Use this Tactic at the beginning of the combat to add two Goliath
Juves to the game as allies. Stimm Reserve
Use this Tactic and select yourself or an ally. The selected gains
No Mercy For The Weak +d3 Strength but is also -1 Toughness. If this reduces their
Use this Tactic as your action this activation and have all allies Toughness to 0, they are rendered unconscious.
gain +1 Icon on damage rolls when targeting threats that are
already wounded. This effect ends at the end of the current turn. Stand Firm
Use this Tactic to have yourself or an ally reroll a failed
One Last Go Willpower based test.
Use this Tactic when you or an ally has been reduce to 0 wounds
to allow you to make one charge attack against a threat in range. Stop Resisting
Use this Tactic to nullify the use of the Counter-Attack Talent by
Pre-emptive Measures any one threat for the rest of the turn.
Use this Tactic to have yourself and one ally make an immediate
move action. Subconscious Mneumonics <Goliath>
Use this Tactic to and choose a Talent you have, switch it out for
Rapid Fire <Van Saar> any other Talent you are able to have for the duration of the game
Use this Tactic to have yourself or an ally make a immediate session.
single ranged attack.
Swift Justice
Rapid Healing
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Use this Tactic when an ally is reduced to 0 wounds to make an Unleash The Fear
immediate attack the threat that wounded them. Use this Tactic when you or an ally makes an Intimidation Test to
add +1 Bonus Dice to the Test and have it affect all visible
Swift Redeployment <Escher> threats.
Use this Tactic to have an ally make a free movement up to their
Speed. Unnerving Whispers
Use this Tactic and select an threat. The selected threat must pass
Tactical Deployment a Resolve (DN3) Test of suffer from momentary Insanity. When
Use this Tactic at the beginning of the second combat round, you that threat activates, it may only perform a move action or any
may switch position with any one ally. other action, but not both. A Successful Resolve (DN3) Test as an
action will negate the effects for the remainder of the game.
Tainted Meat
Use this Tactic and choose a threat to start the combat with -1 Veiled Threat
Wound. Use this Tactic and select yourself or ally. The selected cannot be
subject to ranged attacks by any threat unless they are the only
Take The Initiative visible target.
Use this Tactic to Seize the Initiative from an threat when that
threat activates. Vat Twin <Goliath>
Use this Tacti and select a <Goliath> ally to be your Vat Twin. If
Tempered In Battle either of you are reduced to 0 wounds, the other gains the
Use this Tactic after you or an ally reduces a threat to zero Berserker, Nerves of Steel, and Unstoppable Talents for the
wounds. You or the selected ally gains the Fearsome Talent until remainder of the combat.
the end of their next activation.
Walking Fortress
They’re Only Bullets! Use this Tactic and place a Furnace Barricade of up to 4m in
Use this Tactic to give yourself and all allies with 12m the Nerves length within 2m of yourself. This ends your activation for the
of Steel Talent until the end of the combat. turn.

A living conversion document by Eric A. Duckworth


Heroes of the Imperium

Section 2:

Wargear
Heroes of the Imperium
Armour Traits
Bulk X: Reduce speed of wearer by X
Powered X: Raise the bearer’s Strength by X. Bearer ignores the
Cumbersome: Bearer cannot run or sprint. Heavy Weapons Trait.

Force Shield: Bearer can soak mortal wounds. This armour rating Rad Resistant: This armour adds its rating to Toughness rolls
is Invulnerable and cannot be reduced by AP. made to resist radiation, corrosion, and environmental energy
hazards.
Invulnerable: This armors’ rating cannot be reduced by AP.
These are noted by an ‘*’. Shield: This armour grants its rating to attacks coming from the
front and side as the GM sees fit. Some Shields are Invulnerable
Phobos: Increases the DN to notice or locate the wearer by and are denoted by an *.
+2DN.
Heroes of the Imperium
Armour Types
Please note that if there are any discrepancy between the listings Allarus Terminator Armour: Armour Rating 7; Cumbersome;
in this section and those elsewhere in this document, that the Powered 6; Crux Terminatus: Allows the wearer to soak mortal
information presented in this section takes precedence. <Adeptus Custodes>
Aquilla Mark I Armor: Armor Rating 2, Cumbersome, Powered
Basic Armour Types 1
Aquilla Mark II Armor: Armor Rating 2, Cumbersome,
Arbites Carapace Armour: Armour Rating 5, Bulk 1, Sealed, Powered 2
Vox Caster Aquilla Mark III Armor: Armor Rating 3, Cumbersome,
Armoured Body Glove: Armour Rating 3 Powered 2
Armoured Undersuit: Armour Rating 1, Stacks with all other Aquilla Mark IV Armor: Armor Rating 4, Cumbersome,
armour. Powered 2
Armourweave Armour: Armour Rating *3 Aquilla Mark V Armor: Armor Rating 4, Cumbersome,
Astartes Scout Amour: Armour Rating 4 Powered 3
Body Glove: Armour Rating 2 Aquilla Mark VI Armor: Armor Rating 4, Powered 3
Bullgryn Plate: Armour Rating 6 Aquilla Mark VII Armor: Armor Rating 5, Powered 3
Carapace Armour: Armour Rating 4, Bulk 1 Aquilla Mark VIII Armour: Armour Rating 6, Powered 3
Carapace Armour, Light: Armour Rating 4 Auric Aquilla Armour: Armour Rating *6, Powered 3 <Adeptus
Carapace Armour, Heavy: Armour Rating 5, Bulk 1 Ablative Overlay Custodes>
Flak Armour: Armour Rating 3 Cataphracti Terminator Armor: Armour Rating 6;
Flak Coat: Armour Rating 3 Cumbersome; Powered 4; Crux Terminatus: Allows the wearer
Furnace Plate: Armour Rating 8, Bulk 1 to soak mortal wounds
Hardened Flak Armour: Armour Rating 3, 4 vs Blast and Flame Centurion Armour: Armour Rating 10; Cumbersome; Powered 7
Attacks. Reduce the AP or ranged attacks against this armour by Heavy Powered Armour: Armour Rating 6, Bulk 1,
1. Cumbersome, Powered 3
Layered Flak Armour: Armour Rating 3, 4 vs Blast and Flame Ignatus Powered Armour: Armour Rating 5, Powered 2
Weapons. Light Powered Armour: Armour Rating 4, Powered 1
Haz-Mat Suit: Armour Rating 2, Immune to Blaze or Rad Sisters of Silence Armour: Armour Rating 5, Powered 2
effects. Sororitas Power Armour: Armour Rating 5, Powered 2
Mesh Armour: Armour Rating 3 Squat Exo Armour: Armour Rating 7; Cumbersome; Powered 4.
Palantine Flak Armour: Armour Rating 3, 4 vs Blast and Flame Includes integral Auspex, Boltgun, and Power Axe.
Attacks Tactus Mk X Gravis Powered Armour: Armour Rating 7,
Palantine Hardened Flak Armour: Armour Rating 3, 4 vs Blast Cumbersome, Powered 6 <Primaris>
and Flame Attacks. Reduce the AP or ranged attacks against this Tactus Mk X Phobos Powered Armour: Armour Rating 7,
armour by 1. Cumbersome, Powered 5, Phobos <Primaris>
Palantine Hardened Layered Flak Armour: Armour Rating 4, Tactus Mk X Powered Armour: Armour Rating 7,
5 vs Blast and Flame Attacks. Reduce the AP or ranged attacks Cumbersome, Powered 5 <Primaris>
against this armour by 1. Tartaros Terminator Armor: Armour Rating 6; Powered 4;
Palantine Layered Flak Armour: Armour Rating 4, 5 vs Blast Crux Terminatus: Allows the wearer to soak mortal wounds
and Flame Attacks. Terminator Armour: Armour Rating 7; Cumbersome; Powered
Primitive Armour: Armour Rating 2, Bulk 2 5; Crux Terminatus: Allows the wearer to soak mortal wounds
Skitarii Auto-Cauirass: Armour Rating 3, Rad Resistant
Synskin: Armour Rating 3, Sealed, +4 Bonus Dice to Survival in Shields
Hostile Environments.
Tempestus Carapace: Armour Rating 4, Sealed, Vox Caster, Aquilla Aegis Field: Grants a +*2 Armour Bonus
Omnishield Helm Belt of Russ: +*2 Force Shield <Space Wolves>
Blizzard Shield: *3 Force Shield, Shield, Dreadnaught Only
Powered Armor Types <Space Wolves>
Brute Shield: *4, Shield
Aegis Armour: Armour Rating 6, Powered 3, A Psyker adds ½ Ceramite Shield: *4 Shield, Ignore attacks with the Melta trait if
their Psychic Mastery as an Invulnerable Armor Bonus vs from the direction protected by the shield.
Daemons, incorporates a Wrist-Mounted Storm Bolter <Grey Combat Shield: Armour Rating +*1; Force Shield, Shield
Knights> Conversion Field: *2 Force Shield. In addition, if the attacker
Aegis Terminator Armour: Armour Rating 7; Cumbersome; rolls a critical hit, all within 6m must make an Agility (DN3) Test
Powered 5; Crux Terminatus: Allows the wearer to soak mortal or be blinded till the end of the round.
wounds, A Psyker adds ½ their Psychic Mastery as an Displacer Field: *2 Force Shield. In addition, if the attacker rolls
Invulnerable Armor Bonus vs Daemons, incorporates a Wrist- a critical hit, the bearer of this field is teleported a number of
Mounted Storm Bolter <Grey Knights> meters equal to the base damage of he attack in a random
direction.
Heroes of the Imperium
Emanatus Force Field: Provide a bonus +*2 Force Shield Armor Armour Spikes: Body slam type attacks gain the Brutal trait.
Rating and gains an additional +1 for each other friendly <Forge Corpse Grinder Masks <Corpse Grinder Cult>
World> vehicle with an Emanatus Force Field within 12. • Butcher’s Mask: Armour Rating *1 Shield, any threat
<Adeptus Mechanicus> charging this unit must pass a Resolve (DN3) Test or be
Iron Halo: +*2 Force Shield Feared and cannot move toward this unit and their
Refractor Field: Armour Rating *3; Force Shield activation is ended.
Repulsor Grid: Provide a bonus +*2 Force Shield Armor Rating
vs Ranged attacks. If the attacker rolls a Complication on the • Cutter’s Mask: Armour Rating *1 Shield, any threat
attack, it suffers 1 mortal wound. <Adeptus Mechanicus> charging this unit must pass a Resolve (DN3) Test or be
Scrap Shield: Armour Rating 2, Shield vs Melee only. Terrified and cannot move toward this unit and their
Suppression Shield: Armour Rating +*3, Shield activation is ended.
Rosarius: Armour Rating *4; Force Shield
Slabshield: *5, Shield, Rad Resistant • Initiate’s Mask: Armour Rating *1 Shield.
Storm Shield: Armour Rating *2, Bulk 1, Force Shield, Shield • Skinner’s Mask: Armour Rating *1 Shield, any threat
Vigilance Pattern Assault Shield: Armour Rating *3 Shield. In charging this unit must pass a Resolve (DN3) Test or be
Melee is (4+1ED; AP 0; Range Melee; Assault) Terrified and cannot move toward this unit and their
Voltagheist Field: Armour Rating *2, Force Shield activation is ended.
Wolf Amulet: Armour Rating *4; Force Shield <Space Wolves>
Crux Terminatus: Allows the wearer to soak mortal wounds
Armor Pieces & Misc Clothing Hexagramatic Field: Increase the ranged attack DNs by +2, and
the melee attack DNs by +1 for attacks that target the wearer. If
Ablative Overlay: Increases the Armour Rating of a suit of the attack generates a critical hit, then the field is drained.
armour by 4. Each attack that penetrates the armour ad deals Omnishield Helm: Armour 3 to head only Sealed, Low-Light
damage to the bearer reduces the Ablative Overlay armour rating Vision
by 1. When the Overlay’s armour rating reaches 0, it is exhausted
and must be reapplied.
Heroes of the Imperium
Weapons Traits
For all traits, if no number is listed for X, assume a value of 1. Some weapons will be limited to certain organizations. These will be denoted
by ‘< >’ in the traits listing.

Acidic: Weapons with this trait deal the listed number of Mortal Heavy Sidearm: A Heavy weapon with this trait gains the Pistol
Wounds, Shock, and any other damage effects to all threats in the trait in addition to any other traits when the character or walker
area of effect. using it is within 2m of a threat.

Agonizing: For every wound this weapon inflicts, the victim Indirect: A weapon with this trait may target threats outside of
suffers 1 shock. An exhausted character who suffers more shock line of site and ignores any cover modifiers for all targets
is rendered unconscious.
Invulnerable: A the Armour Trait.
Anti-Air: A weapon with this trait gains +2 bonus dice when
targeting a threat with Fly Lance: When a weapon with this trait is used in a charge attack,
double the users Strength and use that as the base damage instead.
Arc X: A weapon with this trait gains +X ED when targeting a
Vehicle Limit X: Weapons with the Limit trait may only be fired X
number of times before they are effectively permanently out of
Assault: Assault weapons can be fired as part of a run action, ammo. If there is no X listed assume a Limit of 1.
increasing the DN of the attack by +2.
Lucky: Weapons with add +2 Bonus Dice to attack rolls
Bane <X>: Weapons with the Bane trait deal damage as mortal
wounds to threats with the <X> Keyword. In addition, if a Macro: This weapon cannot be fired in the same activation that
weapon with the Bane <Psyker> trait wounds a Psyker, that the bearer moved. Conversely, the bearer of this weapon cannot
Psyker automatically suffers Perils of the Warp at a level equal to move if they fired this weapon this activation. Macro Weapons
half the number of wounds suffered (after soak if any) to a deal double damage versus Titanic size threats.
minimum of 1
Melta; Melta weapons add +1ED at close range against vehicles
Blast (Size): Noted as SBT, MBT, LBT, and HBT for small, and an additional +1 to the ED result at close range against
medium, large, and huge blast template. If an attack with a blast vehicles and fortifications
weapon misses it deviates. If a weapon with the blast and fire
keywords miss, the weapon hits the area intended but no damage Mortal X: Attacks with this weapon that score a critical hit on the
is dealt, Weapons with the blast and fire keywords ignore cover attack roll inflict 1 or more mortal wounds as indicated, in
bonuses to defense. A pistol weapon with the blast keyword only addition to any other damage dealt.
damages the target the welder is engaged with and no one else.
Natural: Attacks made with this weapon do not incur a Multi-
Brutal: When rolling dice for the damage of a brutal weapon, add Attack penalty when combined with any other attacks made by
+1 to the result of each die rolled before calculating icons this threat. If a threat is equipped with 2 or more of the same
generated. A 6 still only generates 2 icons. weapons, that weapon automatically gains the Natural trait.

Fast: When attacking with a weapon with this trait, you may OTH (Over The Horizon): A Weapon with this trait has a
make a second attack with it at no multi-attack penalty. minimum range and no maximum range.

Final Attack: A Threat armed with this weapon can, upon being Parry: A weapon with this trait grants +1 to the wielder’s defense
reduced to 0 wounds, make one attack with this weapon against against melee attacks.
any for nearby.
Penetrating X: When a weapon with Penetrating has any icons
Force: A Psyker wielding a force weapon adds ½ Willpower to shifted to damage, increase the AP of the weapon by X
the weapon’s base damage in addition to Strength.
Pistol: A Pistol weapon can be fired while in close combat using
Devastating: Weapons with trait deal +1 wound if the target of the Weapon Skill instead of Ballistic Skill.
the attack takes 1 or more wounds from the attack.
Psi: A weapon with this trait adds the users Psychic Mastery to
Heavy X: For each point of Strength less than X, the wielder the weapons base damage.
suffers a +2 DN penalty on ranged attacks with tis weapon. A roll
of 1 o the wrath die knocks the user prone as well. Character in Rad X: Weapons with this trait add +X to the ED rolls.
powered armor ignore the Heavy Trait of weapons used.
Heroes of the Imperium
Rapid Fire X: Weapons with this trait add +X Bonus Dice to the Supercharge: A weapon fired in Supercharge modes deals +2ED
attack at close range. but deals d6 mortal wounds to the wielder on a Complication.

Regen X: When a creature kills a threat with this weapon it heals Thunderstrike: When an attack with this weapon reduces a
X wounds. vehicle or Monstrous Creature to 0 wounds, choose a threat within
18m and roll d6. The chosen threat suffers a number of mortal
Seismic: A Weapon with this trait deals double damage to wounds equal to the number of icons generated plus 1.
structures.
Toxic X: A character who is damaged by a weapon with this trait
Shield-Breaker: A Weapon with this trait may reduce becomes Poisoned. The character must make a Toughness Test
invulnerable armor ratings with it’s AP. (DN X) at the end of each turn or suffer X wounds. A Medicae
Test (DN X-2) will cause the effect to end along with making the
Sniper X: A weapon with this trait increase the bonus from Toughness Test.
Aiming to +2d and ignore the penalty for firing into close combat.
In addition, after aiming, increase the weapons ED by X. Twin: A weapon with this trait doubles the salvo of the weapon
(or gains Salvo 2 if it has no Salvo) and is Heavy +2 (or Heavy 2
Spread: When a weapon with Spread kills a troop in a mob, the if it was not a Heavy weapon)
remaining damage is applied to the next nearest troop I the mob
and continues till no damage remains. Unwieldly X: Wielder’s of a weapon with trait suffer an addition
penalty to their attacks equal to -X DN.
Steadfast: Each combat, ignore the first Complication for this
weapon. All repair tests made for this weapon are made at +1 Venomous X: Any threat that suffers a wound by a weapon with
Bonus Dice. this trait suffers an additional DN penalty to all Tasks till the end
of their next activation equal to X.
Heroes of the Imperium
Weapon Upgrades
Autoloader: This upgrade allows the weapon to the reloaded as a Infra-Sight: A weapon with this upgrade ignores smoke/gas
free action during combat. clouds when targeting a threat at short range.

Bayonet Lug: This upgrade allows the weapon to be used in Las Projector: Gain a -1DN modifier for all ranged attacks at
melee with an attached knife or bayonet. This upgrade does not short range.
count against the weapons maximum number of upgrades.
Master-Crafted: This upgrade grants +2 Bonus dice to attacks
Chem Darts: (Needle Weapons only): Allows for the delivery at made with this weapon and the weapon gains Steadfast.
range of a chemical substance.
Megathoule Accelerator (Lucious Pattern): A weapon with this
Distinction: A weapon with this upgrade grants +1 Bonus Dice to upgrade gains +2 Salvo and loses Steadfast (if it possessed it).
Intimidation rolls. Distinction does not count against the weapons Las weapons only.
maximum number of upgrades.
Monoscope: This weapon reduces range DN penalties by 2.
Dueling: This upgrade grants +1 Bonus Dice to attacks made with
this weapon. This upgrade may only be applied to pistols and one- Preysense Sight: This weapon upgrade allows the wielder to see
handed melee weapons. pitch-black darkness by tracking ambient heat.

Focusing Crystals: (Las Weapons Only, except LasCannon): Red-Dot Sight: This upgrade grands +1 Bonus Dice to ranges
Increase weapon AP by -2. attacks.

Gene-Grip Bio-Veritor: A weapon with this upgrade will only Silencer: Weapons with this upgrade are +4DN to Awareness to
function for the designated user. It will lock up and cease to hear. Bolt and Projectile Weapons only, Not available for Heavy
function if used by anyone else. Weapons.

Gun Shroud: Increase the Awareness Test to hear this weapon Suspensors: Remove the Heavy trait from a weapon with this
fire by +2DN. upgrade.

Hot-Shot Las Pack: Turns a normal Laspistol or Lasgun into a Telescopic Sight: This upgrade reduces the range DN modifier by
Hot-Shot Las weapon. 3 at medium or long range.
Heroes of the Imperium
Weapons: Ranged
Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.

Man-Portable Weapons

Arc Weapons Reaper Autocannon (13+1ED; AP -1; Range 90m; Salvo 8;


Arc Pistol (14+1ED; AP -1; Range 24m; Salvo 1; Arc 2, Pistol; Heavy 8)
Value 5 Rare <Adeptus Mechanicus>) Reductor Pistol (10+2ED; AP -3; Range 10m; Salvo 0; Pistol)
Arc Rifle (14+1ED, AP -1; Range 48m; Salvo 2; Arc 2, Rapid Shotgun (8+1ED; AP 0; Range 20m; Salvo 1; Assault, Spread;
Fire 1; Value 6 Rare <Adeptus Mechanicus>) Value 3 Common)
Heavy Arc Rifle (12+3ED; AP -2; Range 90m; Salvo 3; Arc 2, Shotgun, Arbites (8+1ED; AP 0; Range 20m; Salvo 2; Assault,
Heavy 4 <Adeptus Mechanicus>) Spread)
Shotgun, Combat (9+1ED; AP 0; Range 24m; Salvo 2; Assault,
Autogun, Projectile, & Shotgun Weapons Rapid Fire 1, Spread; Value 3 Uncommon)
Accelerator Autocannon (13+2ED; AP -2; Range 120m; Salvo Shotgun, Enforcer (10+2ED; AP 0; Range 24m; Salvo 1; Rapid
4; Heavy 8 <Primaris>) Fire 1; Assault, Spread)
Assault Cannon (14+2ED; AP -1; Range 48m; Salvo 6; Heavy 8; Shotgun, Sawn Off (8+1ED, AP0; Range 10m; Salvo 1; Assault,
Value 6 Uncommon) Pistol, Spread)
Autocannon (16+1ED; AP -1; Range 96m; Salvo 3, Heavy 8; Stubber or Stubgun (7-1ED; AP 0; Range 20m; Salvo 1; Pistol;
Value 5 Common) Value 2 Common)
Autogun (7+1ED; AP 0; Range 48m; Salvo 3; Rapid Fire 1; Stubcarbine (10+1ED; AP 0; Range 46m; Salvo 4; Pistol
Value 3 Common) <Adeptus Mechanicus>)
Autopistol (9+1ED; AP 0; Range 30m; Salvo 1; Pistol; Value 3 Stubcannon (9+1ED; AP 0; Range 30m; Salvo 1; Brutal; Value 2
Common) Common)
Blunderbuss (8+1ED, AP 0; Range 20m; Salvo -; Spread) Transuranic Arquebus (13+2ED; AP -1; Range 15m; Salvo -;
Cognis Autocannon (14+2ED; AP -1; Range 120m; Salvo 3; Devastating, Macro <Adeptus Mechanicus>)
Assault, Heavy 6 <Adeptus Mechanicus>)
Cognis Heavy Stubber (10+2ED; AP 0; Range 72m; Salvo 3, Bolt Weapons
Assault, Heavy 4 <Adeptus Mechanicus>) Absolver Bolt Pistol (11+1ED; AP -1; Range 40m; Salvo 1;
Deathwatch Shotgun (Damage 10+1ED; AP 0; Range 24m; Brutal, Pistol)
Salvo 2; Assault, Spread, Steadfast, <Deathwatch>) Angelus Boltgun (10+1ED; AP -1; Range 40m; Salvo 3; Assault,
Hand Cannon (9+1ED; AP 0; Range 20m; Salvo 1; Pistol; Value Brutal)
4 Common) Assault Bolter (12+2ED; AP -1; Range 36m; Salvo 3; Assault,
Heavy Onslaught Gatling Cannon (11+1ED; AP -1; Range Brutal; Value 8 Very Rare; <Primaris>)
80m; Salvo 4; Brutal; Heavy 4 <Primaris>) Astartes Sniper Rifle (10+1ED; AP 0; Range 150m; Salvo 0;
Heavy Stubber (10+2ED; AP 0; Range 72m; Salvo 3, Heavy 4; Sniper 2; Value 6 Uncommon)
Value 5 Uncommon) Auto Bolt Rifle (10+1ED; AP 0; Range 60m; Salvo 2, Brutal,
Hot-Shot Volley Gun (10+1ED; AP -2; Range 48m; Salvo 4; Assault <Primaris>)
Heavy 4, Steadfast; Value 6 Very Rare) Auto Boltstorm Gauntlets (10+1ED; AP 0; Range 50m; Salvo 4;
Icarus Autocannon (13+2ED; AP -1; Range 90m; Salvo 3; Assault <Primaris>)
Brutal, Heavy 6 <Adeptus Mechanicus>) Bolt Carbine (10+1ED; AP 0; Range 60m; Salvo 2; Brutal,
Icarus Ironhail Heavy Stubber (10+1ED; AP -1; Range 90m; Assault <Primaris>)
Salvo 3; Brutal, Heavy 4, Anti-Air) Bolt Pistol (10+1ED; AP 0; Range 20m; Salvo 1; Brutal, Pistol;
Icarus Stormcannon (13+2ED; AP -1; Range 120m; Salvo 3; Value 4 Uncommon)
Brutal, Heavy 4, Anti-Air) Bolt Rifle (10+1ED; AP -1; Range 60m; Salvo 2; Brutal, Rapid
Ironhail Autocannon (16+2ED; AP -1; Range 96m; Salvo 3) Fire 2; Value 7 Very Rare)
Ironhail Heavy Stubber (10+1ED; AP -1; Range 90m; Salvo 3, Bolt Sniper Rifle (Damage 12+1ED; AP 0; Range 150m; Salvo --
Heavy 4) ; Sniper 2; Heavy 1)
Ironhail Skytalon Array (10+1ED; AP -1; Range 90m; Salvo 3; Boltgun (10+1ED; AP 0; Range 40m; Salvo 2; Brutal, Rapid Fire
Heavy 10, Anti-Air) 2; Value 4 Uncommon)
Kheres Pattern Assault Cannon (13+1ED; AP -1; Range 60m; Boltstorm Gauntlets (10+1ED; AP 0; Range 30m; Salvo 3;
Salvo 2; Brutal, Heavy 4) Pistol)
Liberator Autostub (10+2ED; AP -1, Range 60m; Salvo 2; Condemnor Boltgun (10+1ED; AP 0; Range 40m; Salvo 2;
Pistol) Brutal, Rapid Fire 2, +3ED vs Psykers)
Macro-Stubber (10+1ED; AP 0; Range 30m; Salvo 4; Pistol Enforcer Boltgun (10+2ED; AP -1; Range 40m; Salvo 1; Brutal,
<Adeptus Mechanicus>) Rapid Fire 1)
Heroes of the Imperium
Executioner Pistol (10+1Ed; AP -1; Range 30m; Salvo 3; Brutal, • Secondary: Flamer, Grenade Launcher, Melta Gun or
Devastating, Pistol, Bolt Weapon) Plasma Gun
Exitus Pistol (10+3ED; AP -3; Range 30m; Salvo 1; Pistol, Guardian Spear <Adeptus Custodes>
Brutal, Shield-Breaker, Bolt Weapon) • Ranged: (10+2ED, AP -1; Range 60m; Salvo 2; Rapid
Exitus Rifle (11+3ED; AP -3; Range 180m; Salvo 1; Heavy 2, Fire 2)
Sniper 2, Brutal, Shield-Breaker, Bolt Weapon) • Melee: (5+3ED; AP -3; Range Melee 4m; Lance,
Heavy Bolt Pistol (10+1ED; AP -1; Range 24m; Salvo 1; Brutal, Penetrating 2 <Adeptus Custodes>)
Pistol; Value 7 Rare; <Primaris>) Icarus Array (Combi-Weapon, May fire all 3 weapons on the
Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 3; Brutal, same activation)
Heavy 4; Value 6 Uncommon) • Daedalus Missile Launcher (See Launchers)
Hurricane Bolter (10+1ED; AP 0; Range 60m; Salvo 12; Brutal; • Gatling Rocket Launcher (See Launchers)
Heavy 6) • Twin Icarus Autocannon (13+2ED; AP -1; Range 90m;
Jackal Sniper Rifle (10+3ED; AP -2; Range 90m; Salvo 2; Salvo 6; Brutal, Heavy 6 <Adeptus Mechanicus>)
Heavy 2; Sniper 2) Infernus (As Flamer or Master Crafted Boltgun)
Marksman Bolt Carbine (10+1ED; AP 0; Range 60m; Salvo 2; Infernus Heavy Bolter: As Heavy Bolter or Heavy Flamer
Brutal, Mortal 1 <Primaris>) (<Deathwatch>)
Oculus Bolt Carbine (10+1ED; AP 0; Range 60m; Salvo 3; Pole Arm with Autogun
Brutal, Rapid Fire 1; No Cover Saves vs this weapon <Primaris>)
• Ranged: As Autogun
Silencer Sniper Rifle (10+3ED; AP -1; Range 120m; Salvo 0;
• Melee: (5+1ED; AP 0; Range Melee 4m)
Sniper 2, Bane <Psyker>)
Ripper Gun
Sniper Rifle (10+1ED; AP 0; Range 120m; Salvo 0; Sniper 2)
Special Issue Boltgun (10+1ED; AP -2; Range 76m; Salvo 2; • Ranged (12+1ED; AP 0; Range 36m; Salvo 3; Assault)
Brutal) • Melee (5+1ED; AP -1; Range Melee; Brutal, Unwieldly
Stalker Bolt Rifle (12+3ED; AP -2; Range 120m; Brutal, Heavy 1)
3, Sniper 3) Sentinel Blade <Adeptus Custodes>
Stalker Pattern Boltgun (10+1ED; AP -1; Range 60m; Salvo 2; • Ranged (10+1ED; AP -0; Range 30m; Salvo 2; Pistol,
Heavy 2, Brutal, Rapid Fire 2, <Deathwatch>) Brutal)
Storm Bolter (10+1ED; AP 0; Range 40m; Salvo 4, Brutal, • Melee: (4+3ED; AP -3; Range Melee; Brutal)
Rapid Fire 2; Value 6 Rare) Watcher’s Axe <Adeptus Custodes>
• Ranged: (11+2ED; AP -1; Range 60m; Salvo 2; Rapid
Combi-Weapons Fire 1)
Assault Ram, SLHG Pattern “Sledge Hammer” • Melee: (10+3ED; AP -3; Range Melee; Brutal)
• Assault Ram (6+2ED; AP -1; Range Melee; Brutal)
• Grenade Launcher: Damage As Grenade; AP As Flame Weapons
Grenade; Range 40m; Salvo 1) Atalan Incinerator (11+1ED; AP -1; Range 30m; Salvo 1; Blaze,
Castellan Axe <Adeptus Custodes> Heavy 5, Spread)
• Ranged: (10+2ED; AP -1; Range 60m; Salvo 2; Rapid Clearance Incinerator (11+1ED, AP -1; Range 30m; Salvo 1;
Fire 2) Blaze, Brutal, Heavy 6, Spread)
• Melee: (7+3ED; AP -2; Range Melee, Brutal) Cognis Flamer (10+1ED, AP 0; Range 16m; Salvo 1; Assault,
Combi-Weapons MBT, Blaze, Spread <Adeptus Mechanicus>)
Combi-Flamer: As Boltgun and Flamer Flamer (10+1ED, AP 0; Range 16m; Salvo 1; Assault, MBT,
Combi-Grav: As Boltgun and Grav-Gun (<Deathwatch>) Blaze, Spread; Value 5 Uncommon)
Combi-Melta: As Boltgun and Melta Gun Flamestorm Cannon (14+2ED; AP 2; Range 16m; Salvo 2;
Combi-Plasma: As Boltgun and Plasma Gun Heavy 6, Blaze, Spread)
Electro-Static Gauntlets <Adeptus Mechanicus > Hand Flamer (7+1ED; AP 0; Range 12m; Salvo 4; SBT, Blaze,
Pistol, Spread; Value 5 Rare)
• Ranged: (11+1ED; AP 0; Range 30m; Salvo 3; Assault
Heavy Flamer (12+2ED; AP -1; Range 16m; Salvo 2, LBT,
>)
Blaze, Spread, Heavy 6; Value 5 Rare)
• Melee: (5+1ED; AP 0; Range Melee; Devastating
Heavy Incinerator (13+2ED; AP -1; Range 30m; Salvo 2; LBT,
<Adeptus Mechanicus>)
Bane <Daemon>, Blaze, Spread, Heavy 4 <Grey Knight>)
Flamestorm Gauntlets
Immolation Flamer (18+4ED; AP -2; Range 32m; Salvo 3; LBT,
• Ranged:(10+1ED; AP 0; Range 20m; Salvo 2; Assault, Blaze, Spread)
Spread <Primaris>) Incendine Combustor (11+1ED; AP -1; Range 30m; Salvo 1;
• Melee: (8+3ED; AP -3; Range Melee <Primaris>) Blaze, Spread, Heavy 6 <Adeptus Mechanicus>)
Goliath Pattern Combi-Pistol Incendium Cannon (12+2ED; AP -1; Range 20m; Salvo 2;
• Primary: Bolt Pistol or Stubgun Blaze, Spread, Heavy 4)
• Secondary: Hand Flamer or Plasma Pistol Incinerator (12+1ED; AP -1; Range 20m; Salvo 1; Bane
Goliath Pattern Combi-Weapon <Daemon>, Assault, Blaze <Grey Knight>)
• Primary: Bolter
Freeze Weapons
Heroes of the Imperium
Hellfrost Cannon (14+6ED; AP -4; Range 60m; Salvo 1; Heavy Heavy Plasma Cannon (16+4ED, AP -3, Range 60m; Salvo 3;
4, Brutal, Mortal 2 <Space Wolves>) Supercharge, Heavy 6)
Hellfrost Destructor (14+6ED; AP -4; Range 60m; Salvo 1; Heavy Plasma Incinerator (18+2ED, AP -4, Range 90m; Salvo
Heavy 6, Brutal, Mortal 2 <Space Wolves>) 3; Supercharge, Heavy 6)
Hellfrost Pistol (14+3ED; AP -4; Range 30m; Salve 2; Pistol, Macro-Plasma Incinerator (15+2ED; AP -4; Range 90; Salvo 2;
Mortal 1 <Space Wolves>) Heavy 6; Macro, Supercharge)
Plasma Blaster (14+2ED; AP -2; Range 120m; Salvo 3; Heavy 8,
Improvised Weapons Supercharge)
Heavy Mining Laser (15+6ED; AP -3; Range 90m; Salvo 1; Plasma Caliver (14+2ED; AP -3; Range 46m; Salvo 4; Assault,
Steadfast, Heavy 6) Supercharge <Adeptus Mechanicus>)
Heavy Rivet Cannon (12+2ED; AP -2; Range 30m; Salvo 1; Plasma Cannon (15+2ED; AP -3; Range 72m; Salvo 3; Heavy 8;
Heavy 6, Brutal, Blaze, Rapid Fire 1) Supercharge; Value 7 Very Rare)
‘Krumper’ Rivet Cannon (12+2ED; AP -2; Range 20m; Salvo Plasma Culvern (14+2ED; AP -3; Range 90m; Salvo 4; Heavy 8,
1; Rapid Fire 1, Blaze, Penetrating 1, Heavy 4) Supercharge <Adeptus Mechanicus>)
Mining Laser (15+3ED; AP -3; Range 60m; Salvo 1; Steadfast, Plasma Cutter (13+1ED; AP -3; Range 24m; Salvo 1; Assault,
Heavy 2) Supercharge)
Storm Welder (11+1ED, AP 0; Range 30m; Salvo 1; Rapid Fire Plasma Exterminator (15+2ED; AP -3; Range 50m; Salvo 5;
1, Agonizing) Assault, Supercharge, <Primaris>)
Plasma Incinerator (14+2ED, AP -4, Range 76m; Salvo 3;
Las Weapons Supercharge, Rapid Fire 1)
Cognis Lascannon (18+3ED; AP -3; Range 150m; Salvo 1; Plasma Pistol (15+1ED; AP -3; Range 24m; Salvo 1; Pistol,
Assault, Heavy 8; Steadfast <Adeptus Mechanicus>) Supercharge; Value 6 Rare)
Dueling Laspistol (10+1ED; AP 0; Range 24; Salvo 1; Pistol; Plasma Gun (15+1ED; AP -3; Range 48m; Salvo 2; Rapid Fire 1,
Value 6 Very Rare) Supercharge; Value 6 Rare)
Hot-Shot Lasgun (7+1ED; AP -2; Range 36m; Salvo 2; Rapid Plasma Storm Battery (14+3ED; AP -3; Range 90m; Salvo 2;
Fire 1; Steadfast; Value 6 Very Rare) Heavy 8, Supercharge)
Hot-Shot Laspistol (7+1ED; AP -2; Range 17m; Salvo 1; Pistol, Plasma Talon (14+2ED; AP -3; Range 46m; Salvo 2; Assault,
Steadfast; Value 6 Very Rare) Supercharge)
Icarus Lascannon (18+3ED; AP -3; Range 150m; Salvo 1;
Heavy 8; Steadfast, Anti-Air) Primitive Ranged Weapons
Lascannon (18+3ED; AP -3; Range 150m; Salvo 1; Heavy 8; Bow, Primitive (Range 46m; Salvo 0)
Steadfast; Value 9 Uncommon) Crossbow, Heavy (Range 70m, Salvo -, Unwieldly)
Lascarbine (9+1ED; AP 0; Range 60m; Salvo 2; Rapid Fire 1) Crossbow, Pistol (Range 40m; Salvo -; Pistol)
Lasgun (7+1ED; AP 0; Range 48m; Salvo 2; Rapid Fire 1,
Steadfast; Value 3 Common) Rad Weapons
Laspistol (7+1ED; AP 0; Range 24m; Salvo 1; Pistol, Steadfast; Rad Cannon (8+1ED; AP -2; Range 8m; Salvo 2; Heavy 4; Rad
Value 3 Common) 2; MBT)
Light Multi-Laser (12+1ED; AP 0; Range 70m; Salvo 2; Rad Gun (8+1ED, AP-2; Range 60m; Salvo 1; Rad 2)
Steadfast) Radium Carbine (7+1ED; AP 0; Range 36m; Salvo 3; Assault,
Long Las (10+1ED; AP 0; Range 140m; Salvo 0; Sniper 1, Rad 2; Value 6 Very Rare <Adeptus Mechanicus>)
Steadfast; Value 6 Uncommon) Radium Jezzail (7+1ED; AP 0; Range 76m; Salvo 2; Heavy 4,
Multi-Laser (14+2ED; AP 0; Range 70m; Salvo 3; Steadfast) Rad 2 <Adeptus Mechanicus>)
Suppression Laser (11+2ED; AP 0; Range 30m; Salvo 3; Radium Pistol (7+1ED; AP 0; Range 24m; Salvo 1; Pistol, Rad
Spread, Steadfast) 2; Value 6 Rare <Adeptus Mechanicus>)
Twin-Linked Heavy Las-Carbine (10+1ED; AP 0; Range 72m;
Salvo 4; Rapid Fire 3; Steadfast) Exotic Weapons
Animus Speculum (11+1ED; AP -4; Range 46m; Salvo 3;
Melta Wepons Agonizing, Assault, Bane <Psyker>)
Inferno Cannon (18+4ED; AP -2; Range 32m; Salvo 3; LBT, Conversion Beamer (14+1ED; AP 0; Range 60m; Salvo 1;
Melta, Spread) Heavy 6; At half or greater range, 16+3ED AP 2)
Inferno Pistol (15+1ED; AP -4; Range 16m; Salvo 1; Pistol, Concussion Carbine (9+1E; AP -1; Range 40m; Salvo 3; Spread,
Melta; Value 6 Very Rare) Seismic)
Meltagun (16+2ED; AP -4; Range 24m; Salvo 1; Assault, Melta; Concussion Ram, Heavy (10+1ED; AP -1; Range 72m; Salvo -;
Value 6 Uncommon) Seismic; Brutal, Heavy 4)
Multi-Melta (16+3ED; AP -4; Range 48m; Salvo 1; Melta, Eradication Beamer (14+3ED; AP -1; Range 90m; Salvo 2;
Heavy 8; Value 7 Rare) Heavy 6, At Half Range, this weapon gains +3ED and AP
<Adeptus Mechanicus>)
Plasma Weapons Eradication Ray (14+1ED; AP -2; Range 60m; Salvo 2; Heavy
Assault Plasma Incinerator (14+2ED; AP -4; Range 60m; Salvo 4; A Half Range, this weapon gains +2ED and AP <Adeptus
4; Assault, Supercharge) Mechanicus>)
Heroes of the Imperium
Flechette Blaster (9+1ED; AP 0; Range 30m; Salvo 3; Pistol
<Adeptus Mechanicus>)
Galvanic Rifle (10+1ED; AP 0; Range 60m; Salvo 2; Rapid Fire
1, Penetrating 1; Value 5 Rare <Adeptus Mechanicus>)
Gamma Pistol (12+2ED; AP -3; Range 30m; Salvo 1;
Devastating vs Vehicles <Adeptus Mechanicus>)
Gatling Psilencer (10+3ED; AP 0; Range 60m; Salvo 3; Bane
<Daemon>, Brutal, Heavy 8, Force <Grey Knight>)
Grav-Cannon with Grav-amp (12+1ED; AP -3; Range 60m;
Salvo 1; Heavy 4, Penetrating 2)
Grav-Gun (12+1ED; AP -3; Range 40m; Salvo 1; Rapid Fire 1,
Penetrating 1, <Deathwatch>)
Grav-Pistol (12+1ED; AP -3; Range 20m; Salvo 1; Pistol,
Penetrating 1, <Deathwatch>)
Heavy Grav-Cannon (11+1ED; AP -3; Range 76m; Salvo 1;
Heavy 8; Penetrating 2 <Adeptus Mechanicus>)
Heavy Phosphor Blaster (12+1ED; AP -2; Range 90m; Salvo 2;
Heavy 4, No Cover Saves vs this weapon <Adeptus
Mechanicus>)
Heavy Psicannon (13+2ED; AP -1; Range 60m; Salvo 2; Heavy
4, Bane <Daemon>, Brutal, Force <Grey Knight>)
Heavy Seismic Cannon (12+3ED; AP -2; Range 48m; Salvo 3;
Heavy 6, Seismic, Brutal, Heavy 4)
Needle Pistol (7+3ED; AP 0; Range 30m; Salvo 3; Pistol,
Devastating)
Neural Shredder ((20-Targets Willpower)+0ED; AP –(10-
Targets Intellect); Range 24m; Salvo 0; Agonizing, Assault,
Shield Breaker)
Neuron Laser (16+6ED; AP -4; Range 120m; Salvo 1; Brutal,
Devastating, Heavy 8 <Adeptus Mechanicus>)
Phosphor Blast Pistol (11+1ED; AP -1; Range 30m; Salvo 1;
Pistol, No Cover Saves vs this weapon <Adeptus Mechanicus>)
Phosphor Blaster (11+1ED; AP -1; Range 60m; Salvo 2; Rapid
Fire 1, No Cover Saves vs this weapon <Adeptus Mechanicus>)
Phosphor Serpenta (11+1ED; AP -1; Range 46m; Salvo 2;
Assault, No Cover Saves vs this weapon <Adeptus Mechanicus>)
Psicannon (13+1ED; AP -1; Range 60m; Salvo 2; Bane
<Daemon>, Brutal, Heavy 6, Force <Grey Knight>)
Psilencer (10+3ED; AP 0; Range 60m; Salvo 2; Bane
<Daemon>, Brutal, Heavy 8, Force <Grey Knight>)
Seismic Cannon (11+2ED; AP -1; Range 48m; Salvo 3; Heavy 6,
Brutal)
Solar Atomiser (16+3ED; AP -4; Range 30m; Salvo 3; assault, A
Half Range, this weapon gains +3ED <Adeptus Mechanicus>)
Volkite Blaster (12+1ED; AP 0; Range 60m; Salvo 2, Brutal,
Heavy 6, Mortal 1 <Adeptus Mechanicus>)
Volkite Charger (11+2ED; AP 0; Range 38m; Salvo 2; Brutal)
Web Pistol (9+1ED; AP 0; Range 30m; Salvo 1; Pistol, Spread)
Webber (10+1ED; AP 0; Range 40m; Salvo 2; Assault, Spread)
Heroes of the Imperium

Launchers
Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.

Grenade Launchers Daedalus Missile Launcher (Damage as Daedalus Missile; AP


Balistus Grenade Launcher (Damage As Grenade; AP As As Daedalus Missile; Range 36m; Salvo 0; Indirect, OTH,
Grenade; Range 30m; Salvo 2; Assault, <Adeptus Custodes>) <Adeptus Mechanicus>)
Deathwatch Frag Cannon (Damage As Grenade; AP As Death Strike Missile Launcher (Damage As Death Strike
Grenade; Range 50m; Salvo 2; Rapid Fire 2, Assault, Missile; AP As Death Strike Missile; Range 36m; Salvo 0;
<Deathwatch>) Indirect, OTH, Limit 1)
Frag Assault Launchers (Damage As Frag Grenade, AP As Exorcist Missile Launcher (Damage As Missile; AP As Missile;
Frag Grenade; Range 50m: Salvo 3; Forward only) Range 36m; Salvo 0; OTH, Limit 4)
Frag Cannon (Damage As Frag Grenade, AP As Frag Hellstrike Missile Battery (Damage As Missile, AP As Missile;
Grenade; Range 50m: Salvo 2; Assault, Rapid Fire 2) Range 72m; Salvo 2; OTH)
Fragstorm Grenade Launcher (Damage As Grenade; AP As Hunter Killer Missile Launcher (As Krak Missile; Range 36m;
Grenade; Range 60m; Salvo 4; Assault, Rapid Fire 2) Salvo 1; Limit 1)
Grenade Launcher (Damage As Grenade; AP As Grenade; Ironstorm Missile Pod (Damage as Ironstorm Missile; AP As
Range 60m; Salvo 1) Ironstorm Missile; Range 36m; Salvo 1; Heavy 8, Indirect, OTH
Grenadier Gauntlet (Damage As Grenade; AP As Grenade; <Adeptus Mechanicus>)
Range 20m; Salvo 1) Missile Launcher (Damage and AP by Missile Type; Range
Krakstorm Grenade Launcher (Damage As Grenade; AP As 150m; Salvo -, Heavy 6; Value 4 Common)
Grenade; Range 60m; Salvo 4; Assault) Redemption Missile Silo (Damage as Missile; AP as Missile;
Militarum Tempestus Grenade Launcher (Damage As Range 36m; Salvo 2; Indirect, OTH)
Grenade; AP As Grenade; Range50m; Salvo 1; Assault; Value 6 Salvo Launcher (Damage as Missile; AP As Missile; Range
Uncommon) 90m; Salvo 2; Heavy 4, <Adeptus Custodes>)
Ravenwing Grenade Launcher (Damage as Grenade; AP As Skyhammer Missile launcher (Damage as Skyhammer Missile;
Grenade; Range 60m; Salvo 2; Assault) AP As Skyhammer Missile; Range 36m, Salvo 0; Anti-Air,
Stormfang Auto-Launcher (Damage As Grenade; AP As Indirect, OTH)
Grenade; Range 60m; Salvo 1) Skyspear Missile Launcher (Damage As Skyspear Missile; AP
Subjugation Pattern Grenade Launcher (Damage as Grenade, As Skyspear Missile; Range 36m; Salvo 0; Indirect; Limit 4,
AP As Grenade; Range 48m; Salvo 1) OTH)
Twin-Linked Assault Grenade Launcher (Damage As Grenade; Stormstrike Missile launcher (Damage as Stormstrike Missile;
AP As Grenade; Range 40m; Salvo -; Assault) AP As Stormstrike Missile; Range 36m, Salvo 1; Anti-Air,
Voss Pattern Grenade Launcher (Damage As Grenade; AP As Indirect, OTH)
Grenade; Range 40m; Salvo 1, Assault; Value 5 Uncommon) Taurox Missile Launcher (Damage As Missile; AP As Missile;
Wrist-Mounted Grenade Launcher (Damage as Grenade; AP Range 120m; Salvo -)
As Grenade; Range 30m; Salvo 2; Assault) Typhoon Missile Launcher (Damage by missile; AP by missile;
Range 200m; Salvo 1; Special, Heavy 8)
• Special: In addition to the normal benefits, spending a
Missile Launchers Reload to Salvo with a Typhoon Missile Launcher
Bellicarius Missile Array (Damage As Missile; AP As Missile;
allows the wielder to attack a specific enemy with three
Range 36m; Salvo 0; OTH)
missiles. To resolve this, make a single attack and triple
Centurion Missile Launcher (Damage As Centurion Missile,
the missile’s damage value and ED, then triple the
AP As Centurion Missile; Range 72m; Salvo 1; Assault,
target’s resilience.
Indirect)
Cyclone Missile Launcher (Damage by Missile Type; AP by Vortex Missile Launcher (Damage as Missile; AP as Missile;
Missile Type; Range 150m; Salvo 1; Special, Heavy 8; Value 11 Range 100m; Salvo 1; Indirect, OTH)
Very Rare)
• Special: In addition to the normal benefits, spending a
Mortar Launchers
Reload to Salvo with a Cyclone Missile Launcher allows
Heavy Mortar (11+1ED; AP -1; Range 120m; Salvo 1; LBT,
the wielder to attack a specific enemy with three
Indirect, Heavy 6)
missiles. To resolve this, make a single attack and double
Mole Launcher (Damage as Round; AP As Round; Range 120m;
the missile’s damage value and ED, then double the
Salvo 1, Unwieldly)
target’s resilience.
Mortar (Damage As Mortar Round; AP As Mortar Round; Range
120m; Salvo 3; LBT, Indirect)
Heroes of the Imperium
Wyvern Quad Stormshard Mortar (30+4ED; AP -3; Range
60m; LBT, Indirect)

Rocket Launchers
Blackstar Rocket Launchers (Damage as Rocket Type; AP As
Rocket Type; Range 5km; Salvo 3; <Deathwatch>)
Cerebus Launcher (Damage As Cerebus Rocket; AP As
Cerebus Rocket; Range 72m; Salvo 1; Heavy 4)
Deathwind Launcher (Damage As Deathwind Rocket; AP As
Deathwind Rocket; Range 20m; Salvo 2)
Exorcist Conflegration Rocket (11+16ED; AP -2; Range 10km;
Salvo 0; LBT, Indirect; Limit 4)
Gatling Rocket Launcher (Damage As Gatling Rocket; AP As
Gatling Rocket; Range 150m; Salvo 4; Anti-Air <Adeptus
Mechanicus>)
Icarus Rocket Launcher (Damage As Rocket; AP As Rocket;
Range 1km; Salvo 2; Heavy 6)
Storm Eagle Rocket Launcher (Damage As Storm Eagle
Rocket; AP As Storm Eagle Rocket; Range 10km; Salvo 0;
Indirect; Limit 4)
Stormspear Rocket Pod (Damage As Stormspear Rocket; AP
As Stormspear Rocket; Range 120m; Salvo 0; <Ad Mech>)
Whirlwind Castellan Rocket Launcher (Damage As Castellan
Rocket; AP As Castellan Rocket; Range 10km; Salvo 0;
Indirect)
Whirlwind Vengeance Rocket Launcher (Damage As
Vengeance Rocket; AP As Vengeance Rocket; Range 10km;
Salvo 0; Indirect)
Heroes of the Imperium

Emplacement and Vehicle Weapons


Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.

Aquila Macro-Canon (20+6ED; AP -3; Range 100m; Salvo 4; Twin Assault Cannon (14+2ED; AP -1; Range 48m; Salvo 12;
Brutal, Heavy 10, Indirect, Macro, OTH) Heavy 8)
Avenger Gatling Cannon (12+2; AP -2; Range 90m; Salvo 4; Twin Cognis Autocannon (14+2ED; AP -1; Range 120m; Salvo
Brutal, Heavy <Adeptus Mechanicus>) 6; Assault, Heavy 6 <Adeptus Mechanicus>)
Battle Cannon (16+3ED; AP -2; Range 140m; Salvo -; Heavy 6, Twin Cognis Lascannon (18+3ED; AP -3; Range 150m; Salvo
LBT) 2; Assault, Heavy 8; Steadfast <Adeptus Mechanicus>)
Chem Cannon (1d3 mortal wounds, 1d6 shock, Staggered; Twin Grenade Launcher (Damage As Grenade; AP As Grenade;
Range 10m; LBT, Acidic) Range 60m; Salvo 2)
Demolisher Cannon (20+3ED; AP -3, Range 50m; Salvo -; LBT) Twin Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 6;
Dual Turbo-Laser Destructor (22+12ED; AP -3; Range 48m; Brutal; Heavy 6)
Mortal 4, OTH) Twin Heavy Plasma Cannon (16+4ED, AP -3, Range 60m;
Earthshaker Cannon (15+3ED; AP -2; Range 60m; Salvo 3; Salvo 6; Supercharge, Heavy 6)
Heavy 8, Brutal, Indirect, HBT, OTH) Twin Hellfrost Cannon (14+6ED; AP -4; Range 60m; Salvo 2;
Eradicator Nova Cannon (12+3ED; AP -2; Range 70m; Salvo 1; Heavy 4, Brutal, Mortal 2 <Space Wolves>)
LBT, Melta) Twin Icarus Autocannon (13+2ED; AP -1; Range 90m; Salvo 6;
Executioner Plasma Cannon (13+3ED; AP -3; Range 70m; Brutal, Heavy 6 <Adeptus Mechanicus>)
Salvo 1; LBT; Supercharge) Twin Ironhail Autocannon (16+2ED; AP -1; Range 96m; Salvo
Heavy Laser Destroyer (16+6ED; AP -4; Range 180m; Salvo 3; 6; Heavy 6)
Devastating, Heavy 6; Steadfast <Primaris>) Twin Lascannon (18+5ED; AP -3; Range 150m; Salvo 3; Heavy
Hydra Quad Autocannon (20+4ED; AP -1; 3km; Salvo 4) 10, Steadfast)
Icarus Lascannon (16+6ED; AP -3; Range 240m; Salvo 2; Anti- Twin Multi-Melta (16+3ED; AP -4; Range 48m; Salvo 2; Heavy
Air, Steadfast) 2, Melta)
Las-Talon (18+3ED; AP -3; Range 60m; Salvo 1; Heavy 4; Twin Heavy Phosphor Blaster (12+1ED; AP -2; Range 90m;
Steadfast) Salvo 4; Heavy 4, No Cover Saves vs this weapon <Adeptus
Macro-Plasma Incinerator (15+2ED, AP -4, Range 90m; Salvo Mechanicus>)
3; Macro, Supercharge, Heavy 10 <Primaris>) Twin Plasma Cannon (15+2ED, AP -3, Range 48m; Salvo 4;
Onslaught Gatling Cannon (11+1ED; AP -1; Range 60m; Salvo Heavy 2, Rapid Fire 1, Supercharge)
4; Brutal; Heavy 4 <Primaris>) Vanquisher Battle Cannon (16+3ED; AP -3; Range 140m;
Orbital Array (16+6ED; AP -4; Range 180m; Salvo 3; Heavy 6; Salvo -; LBT; Penetrating 10)
LBT, Indirect, Limit 1)
Plasma Obliterator (14+2ED; AP -3; Range 180m; Salvo 3;
Heavy 10, Supercharge)
Predator Autocannon (16+2ED; AP -1; Range 90m; Salvo 4;
Brutal; Heavy 8)
Punisher Gatling Cannon (12+2ED; AP 0, Range 40m; Salvo 5;
Rapid Fire 10; Spread)
Quad-Gun (13+1ED; AP -1; Range 120m; Salvo 4; Brutal,
Heavy 8, Anti-Air)
Quad Icarus Lascannon (18+3ED; AP -3; Range 150m; Salvo 6;
Heavy 8; Steadfast, Anti-Air)
Rapid Fire Battle Cannon (14+3ED; AP -2; Range 180m; Salvo
3; Heavy 12; LBT <Adeptus Mechanicus>)
Taurox Battle Cannon (13+3ED; AP 1; Range 120m; Salvo -;
MBT)
Taurox Gatling Cannon (10+1ED; AP 0; Range 60m; Salvo 8;
Spread)
Thermal Cannon (15+6ED; AP -4; Range 90m; Salvo 2; Heavy
8, Melta <Adeptus Mechanicus>)
Torsion Cannon (14+6ED; AP -4; Range 60m; Salvo 0; Brutal,
Heavy 4 <Adeptus Mechanicus>)
Twin Autocannon (16+1ED; AP -1; Range 96m; Salvo 6)
Heroes of the Imperium

Weapons: Munitions
Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.

All Munitions have the Explosive trait.

Grenades wounds, SBT; 4-5: A few more live worms. D3 mortal wounds,
Throw Range is STR x4m unless noted otherwise. LBT; 6: A can full of worms!. 2d3 mortal wounds. LBT)

All Missiles/Rockets are Value 6 Rare unless noted otherwise. Mines/Bombs


Blasting Charge (9+1ED; AP 0; Range Str x3m; MBT)
Anti-Plant Grenade (Destroys all plant life instantly with 4m of Demolition Charge (14+3ED; AP -3; Range Str x2m; LBT)
point of impact) Plant Based threats suffer a (15+2ED; AP -3, • Cache of Demolition Charges gains Assault Trait.
Toxic 3) damage.
Balistus Grenade (10+1ED; AP -3; MBT) Frag Bomb (10+1ED; AP 0; Range: Str x4m; LBT)
Blind Grenade (Agility DN4 test or Blinded. Toughness or Haywire Mine (Explodes when a threat moves to within 6m. Roll
Medicae DN4 test to recover. SBT) a d6, deal a number of mortal wounds equal to 1 + the number of
Choke Grenade (Toughness DN4 test or be Staggered. Icons generated. If a Vehicle, deal d3 + the number of icons
Toughness or Medicae DN 4 test to recover. SBT. Does not affect generated instead.)
targets in sealed environments.) Melta-Bombs (16+3ED; AP -4; Range STR x4m; Salvo 1; MBT,
Concussion Grenade (Toughness DN4 test or be knocked Prone Melta)
and Staggered. Toughness or Medicae DN 4 test to recover. SBT.
Does not affect targets in sealed environments.) Missiles/Rockets
Flare Provides illumination equal to daylight in a 24m diameter
area (48m if fired from a launcher) for 10+2d3 rounds. If fired at a All Missiles/Rockets are Value 6 Very Rare unless noted
target or touched, does (10+3ED; AP-2; Fire) otherwise.
Fleshrenderer Grenades (11+2ED; AP -3; MBT; No Cover
Bonus) Anti-Plant Missile (Destroys all plant life instantly with 6m of
Frag Grenade (10+1ED; AP 0; MBT; Value 2 Common) point of impact)
Hallucinogen Grenade (Toughness DN4 test or be Feared. If a Blind Missile (Agility DN4 test or Blinded. Toughness or
complication is rolled, then Terror. Toughness or Medicae DN 4 Medicae DN4 test to recover. MBT)
test to recover. SBT. Does not affect targets in sealed Centurion Missile (10+2ED; AP 0; SBT)
environments.) Castellan Rocket (20+3ED; AP 0; LBT)
Krak Grenade (14+2ED; AP -2, SBT; Value 4 Uncommon) Cerebus Missile (10+1ED; AP 0; SBT)
Phosphor Cannister (10+2ED; AP -3; SBT; Blaze; Melta) Choke Missile (Toughness DN4 test or be Staggered. Toughness
Photon Flash Grenade (Agility DN test or Blinded. Toughness or Medicae DN 4 test to recover. MBT. Does not affect targets in
or Medicae DN4 test to recover. SBT) sealed environments)
Plasma Grenade (11+2ED; AP -1, SBT, Blaze; Value 6 Rare) Corvid Rocket (14+2ED, AP -1; Heavy 6, Anti-Air,
Psyk-Out Grenade (8+1ED; AP 0; SBT, Bane <Psyker or <Deathwatch>)
Daemon>) Daedalus Missile (13+6ED; AP-3; LBT <Adeptus Mechanicus>)
Rad Grenade (10+1ED; AP 0; SBT, Rad 2) Death Strike Missile (40+5ED; AP -5; HBT)
Scare Grenade (Toughness DN6 test or be Feared. If a Draco Rocket (10+1ED; AP 0; Heavy 6, SBT, <Deathwatch>)
complication is rolled, then Terror. Toughness or Medicae DN 6 Exorcist Missile (16+4ED; AP -4; LBT)
test to recover. SBT. Does not affect targets in sealed Flakkburst Missile (13+3ED; AP -1; MBT, Anti-Air)
environments.) Frag Missile (16+2ED; AP 0; LBT; Value 4 Common)
Shock Grenade (10+1ED; AP0; MBT, Agonizing) Fragstorm Missile (10+1ED; AP 0; HBT, Brutal)
Smoke Grenade (Provides +2DN smoke-based cover to ranged Gatling Rocket (12+1ED; AP -2; SBT <Adeptus Mechanicus>)
attacks made through the MBT area of effect) Hallucinogen Grenade (Willpower DN4 test or be Feared. If a
Stun Grenade (8+1ED; AP -1; SBT; Toughness (DN of Damage complication is rolled, then Terror. Toughness or Medicae DN 4
Suffered or be Unconscious)) test to recover. MBT. Does not affect targets in sealed
Tanglefoot Grenade (Ground movement reduced by half within environments.)
6m of impact point. Does not affect vehicles with the Fly Hellstrike Missile (14+3ED; AP -3; SBT)
keyword.) Icarus Missile (13+3ED; AP -1; MBT)
Threadneedle Worm Cannister (Roll a d6 for effect. If a Icarus Rocket (13+1ED; AP -1; SBT)
complication is rolled, the cannister opens centered on the user. 1: Ironstorm Missile (11+2ED; AP -1; MBT <Adeptus
Dead worms, no effect; 2-3: A few life worms. D3 mortal Mechanicus>)
Krak Missile (16+3ED; AP -2; SBT; Value 6 Uncommon)
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Krakstorm Missile (14+3ED; AP -3; MBT, Brutal)
Melta Missile (14+6ED; AP -4; MBT, Melta)
Photon Flash Missile (Agility DN test or Blinded. Toughness or
Medicae DN4 test to recover. MBT)
Rad Missile (10+1ED; AP 0; MBT, Rad 2)
Scare Missile (Toughness DN6 test or be Feared. If a
complication is rolled, then Terror. Toughness or Medicae DN 6
test to recover. MBT. Does not affect targets in sealed
environments.)
Skyhammer Missile (18+3ED, AP -1; MBT)
Skyspear Missile (20+4ED; AP -3; LBT)
Smoke Missile (Provides +2DN smoke-based cover to ranged
attacks made through the LBT area of effect)
Stormstrike Missile (20+4ED, AP -3; MBT)
Storm Eagle Rocket (40+4ED; AP -3; LBT)
Stormshard Mortar Round (30+4ED; AP -3; LBT)
Stormspear Rocket (14+6ED; AP -2; MBT <Adeptus
Mechanicus>)
Vengeance Rocket (22+3ED; AP -1; LBT)
Vortex Missile (HBT, 2d3+3 Mortal wounds)

Mortar Rounds
Frag Round (12+2ED; AP 0; LBT; Value 5 Rare)
Krak Round (16+2ED; AP -3, MBT; Value 7 Rare)
Mole Round (12+1ED; AP -2; SBT)
Plasma Round (12+1ED; AP -1, MBT, Blaze; Value 9 Rare)
Heroes of the Imperium

Special Issue Ammunition


Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.

Special Issue Battle Cannon Ammunition Gas Round: Gains SBT and can deliver a gas compound,
generally Toxic 2.
(Battle Cannon, Taurox Battle Cannon, Vanquisher Battle Gatebreaker Bolts <Imperial Fists>: Weapon is AP -5 and gains
Canon only) +3 ED.
Gunk Bolts: Weapon gains the Toxic 2 trait.
All Special Issue Battle Cannon Ammunition is Value 8 Very Haywire Bolts <Iron Hands> When used against a vehicle, deal
Rare an additional d3 mortal wounds for each icon generated on the
Wrath Die.
Anti-Armour Ammunition: When fired this attack gains the Arc Hellfire Round <Deathwatch>: Weapon gains +2ED, +3ED vs
4 Trait. organic targets
Cannister Ammunition: When fired, the attack loses the Blast Hellfury Bolts <Ultramarines>: Deals 1 mortal wound in addition
Template Trait and gains the Brutal and Spread Traits. to any other damage done.
Chemical Ammunition: When fired, choose one of the following Hyperfrag Round: Increase Salvo of weapon by +2
grenade types for the effect but the attack is a HBT: Anti-Plant, Korvidari Bolts <Raven Guard> Increase the weapons range by
Choke, Hallucination, Tanglefoot. 12m and this weapon gains the Indirect Trait.
Extended Range Ammunition: When fired, increase the Range Kraken Bolt <Deathwatch>: Weapons AP is increased by -2
of the attack by ½. Manstopper: +1ED; Projectile Weapons only, not available for
Illumination Ammunition: When fired, an area 36m in radius Heavy Weapons.
does not suffer any penalties for darkness penalties for 2d3 Turns Mortis Round: Improve AP by -2, Gains +1ED, on a critical hit,
Radium Ammunition: When fired the attack gains the Rad 3 deals 1 mortal wound in addition to any other damage done.
Trait. Penetrator Round: Weapon gins Penetrating 2.
Psybolt <Grey Knights>: A bolter firing this ammo gains the
Special Issue Primitive Bow/Crossbow Ammo Bane <Daemon & Psyker> Trait.
Quake Bolts <Blood Angels>: A bolter firing this ammo gains +1
Bows use arrows, Crossbows use Bolts. Pistol Crossbows use Bonus Dice to the attack. If a hit is scored, the target is knocked
normal bolts but reduce the Base Damage of the ammunition by - prone in addition to any other damage that may be dealt.
2. Shatter Rounds: Weapon gains SBT
Stormwrath Bolts <White Scars>: Increase the weapons base
Standard Arrow (81ED; AP -1) damage by +3, improve the AP by -1. If the target of the attack is
Standard Bolt (9+2ED; AP 1) a Monstrous Creature, increase the ED by +3.
Frag Arrow/Bolt As Frag Grenade Turbo-Penetrator Round: When you make a damage roll for an
Krak Arrow/Bolt As Krak Grenade attack with this weapon, the damage for the attack becomes 2d3+2
mortal wounds.
Vengeance Bolt <Deathwatch>: Weapon gains Spread Trait and
Special Issue Bolter Ammunition ignores any cover bonus to the target’s Defense.
Witchseeker Bolts <Black Templar>: This weapon has the Bane
(Bolter type weapon only, not usable in Heavy Bolter, Twin <Psyker> trait in addition to any other traits when firing this
Heavy Bolter, or Hurricane Bolter). May also be used in Sniper round.
Projectile weapons.
Special Issue Projectile Weapon Ammunition
All Special Bolter Ammunition is Value 10 Very Rare
(Projectile Type weapons only. May not be used in Assault
Bolt of Judgement <Dark Angels>: Weapon gains AP -2 and Cannon, Autocannon and Stubcannon unless noted in the
+3ED. entries below)
Dragonfire Bolt <Deathwatch>: Weapon gains Blaze Trait and
ignores any cover bonus to the target’s Defense. All Special Issue Projectile Weapon Ammunition is Value 6 Very
Dum-Dum Rounds: Weapon gains +1 Base Damage. Rare
Executioner Round: Improve AP by -1, Attack Ignores Cover
Modifier Basic Shotgun Round (10+1ED; AP 0; Range 24m; Spread)
Fragmentation Rounds: Weapon is -1 Base Dame, but gains -
1AP. Acid Rounds: Shotgun Only. Weapons gains the Acidic Trait.
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Breaching Rounds: Shotgun only. The attack does double
damage versus structures.
Cryptclearer Round: Shotgun Only. (10+1ED; AP 0; Range
30m; Spread, <Deathwatch>)
Dum-Dum Rounds: Weapon gains +1 Base Damage.
Emperor’s Wrath Rounds: Blunderbuss only. Weapon gains
+20m Range and Brutal.
Executioner Rounds: Shotgun only: Weapons gains Penetrating
2 and Mortal 2 traits.
Firestorm Rounds: Shotgun only. The attack gains the Blaze and
Spread traits.
Fragmentation Rounds: Weapon is -1 Base Dame, but gains -
1AP.
Full Metal Jacket Rounds: The attack gains the Penetrating 2
trait.
Gas Round: Shotgun only. Loses Spread and gains SBT and can
deliver a gas compound, generally Toxic 2.
Hollow Point Rounds: The attack gains the Mortal 2 trait.
Hyper-Velocity (H-V) Rounds: The attack gains the Arc 2 Trait
but gains a Complication on a 1 or 2 on the Wrath Die for the
attack roll. A weapon firing these rounds loses the Steadfast trait.
Inferno Rounds: Shotgun Only. Weapon gains the Melta trait.
Non-Lethal Rounds: Shotgun only. The attack gains the
Agonizing trait.
Phosphor Rounds: Ranged attacks vs threats that have ben bit by
an attack with this ammo gain +1 Bonus Dice. The Phosphor can
be removed as a full action.
Plantbuster Round: +1 Based Damage and +2ED vs Plant-based
targets.
Purgation Shot: Blunderbuss only. Weapon gains Blaze.
Rad Rounds: The attack gains the Rad 1 trait. Used in Assault
Cannon and Autocannon weapons only.
Salvo Rounds: Shotguns only. Gains +2 to Salvo.
Shatter Rounds: Shotguns only. Weapon loses Spread and gains
SBT
Shredder Rounds: Shotgun only. Weapon gains Mortal 1.
Solid Rounds: Shotguns only. The attack loses the Spread Trait
gains the Brutal trait.
Static Rounds: Auto and Stub guns only. Weapons gains Shield
Breaker.
Xenopurge Slug: Shotgun Only. Weapon gains <Bane (Xeno
Type)> <Deathwatch>
Wyrmsbreath Shell: Shotgun Only. Weapon gains Melta.
<Deathwatch>
Heroes of the Imperium

Weapons: Melee
Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.

Man-Portable Melee Weapons Flail/Mace


Arco-Flails (5+1ED; AP -1; Range Melee; Brutal)
Unless noted otherwise, all weapons will have the wielder’s Flail (5+1ED; AP 0; Range Melee; Brutal)
Strength added to the Base Damage listed. Flail of the Unforgiven (6+2ED; AP -3; Range Melee, Spread)
Mace of Absolution (10+3ED, AP -2; Range Melee)
Arc
Arc Claw (5+1ED; AP -1; Range Melee; Arc 2 <Adeptus Force
Mechanicus>) Force Axe (5+2ED; AP -2; Force; Value 6 Very Rare)
Arc Maul (6+1ED; AP -1; Range Melee; Arc 2 <Adeptus Force Hammer (6+2ED; AP -3; Range Melee 2m; Force,
Mechanicus>) Unwieldly 2; Value 7 Very Rare)
Arc Scourge (9+1ED; AP -1; Range Mele; Arc 2 <Adeptus Force Rod (4+1ED; AP -1; Range Melee 2m; Brutal, Force;
Mechanicus>) Value 6 Uncommon)
Force Stave (5+2ED; AP -2; Force, Parry)
Axe Force Sword (5+1ED; AP -3; Force, Parry; Value 6 Rare)
Axe (5+1ED; AP 0; Ranged Melee)
Axe, Boarding (5+1ED; AP 0; Range Melee) Frost
Axe, Great Frost (10+3ED; AP -3; Range Melee 2m; Brutal, Frost Axe (6+1ED; AP -2; Range Melee; Brutal, Power Field
Power Field, Unwieldly 2 <Space Wolves>) <Space Wolves>)
Axe, ‘Renderizer’ Serrated (6+2ED; AP -1; Range Melee; Frost Claws (5+1ED; AP -2; Range Melee; Brutal, Power Field
Brutal) <Space Wolves>)
Axe, Two-Handed (6+2ED, AP 0; Range Melee; Brutal, Frost Sword (5+1ED, AP -3; Range Melee; Brutal, Parry, Power
Unwieldly) Field <Space Wolves>)
Omnissian Axe (5+2ED; AP -2; Range Melee, 2m; Power Field,
Two-Handed; Value 6 Very Rare) Hammer/Maul
Runic Axe (5+3ED; AP -2; Range Melee; Brutal <Space Bullgryn Maul (7+1ED, AP -3; Range Melee; Brutal)
Wolves>) Corvus Hammer (5+2ED; AP -1; Range Melee; Brutal)
Hammer, Two-Handed (5+3ED; AP 0; Range Melee, Brutal,
Chain Unwieldly)
Brute Chain (4+1ED; AP -1; Range Melee) Heavy Thunder Hammer (16+4ED; AP -3; Range 2m, Melee;
Butcher’s Chain Cleaver (5+2ED; AP -2; Range Melee, Brutal) Brutal, Unwieldly 2, <Deathwatch>)
Chain Axe (5+2ED; AP 0; Range Melee; Brutal, Penetrating 1; Maul (4+2ED; Ap 0; Range Melee; Brutal)
Value 5 Rare) Tempest Hammer (10+3ED; AP -3; Range Melee; Brutal,
Chain Bayonet (4+1ED; AP 0; Range Melee; Brutal; Value 4 Unwieldly 2, Mortal 2 <Space Wolves>)
Rare) Thunder Hammer (8+3ED; AP -3; Range 2m; Brutal, Power
Chain Fist (7+3ED; AP -4; Brutal, Unwieldly 3; value 10 Very Field, Unwieldly 2; Value 9 Unique)
Rare)
Chain Glaive (6+2ED; AP -2; Range Melee 4m; Unwieldly) Improvised
Chain Sword (5+1ED; AP 0; Range Melee; Brutal, Parry; Value 9-70 Entrenching Tool (3+1ED; AP 0; Range Melee; Value 2
5 Uncommon) Common)
Drilldozer Blade (5+3ED; AP -2; Range Melee; Brutal)
Claw/Fist Heavy Improvised Weapon (6+2ED; AP -1; Range Melee;
Chordclaw (4+3ED; AP 0; Range Melee; Mortal 3, Natural Brutal)
<Adeptus Mechanicus>) Heavy Power Hammer (8+3ED; AP -3; Range Melee 2m;
Hydraulic Claw (10+3ED; AP -1; Range Melee; Brutal, Brutal, Unwieldly 2)
Cumbersome <Adeptus Mechanicus>) Heavy Rock Cutter (8+3ED; AP -4; Range Melee, Brutal,
Kastelan’s Fist (8+3ED; AP -3; Range Melee <Adeptus Mortal 2, Unwieldly 2)
Mechanicus>) Heavy Rock Drill (8+1ED; AP -3; Range Melee, Brutal, Mortal
Lightning Claw (5+1ED, AP -3, Range Melee; Power Field, 1, Unwieldly 2)
+2ED per claw after the first) Heavy Rack Saw (8+2ED; AP -4; Range Melee; Brutal)
Wolf Claw (5+1ED, AP -2, Range Melee; Power Field, +2ED per Improvised Weapon (2+1ED; AP 0; Range Melee)
claw after the first) Industrial Bludgeon (4+2ED; AP 0; Range Melee; Brutal,
Wulfen Claws (4+1ED; AP -1; Range Melee, <Space Wolves>) Unwieldly 1; Value 3 Uncommon)
Lascutter (9+2ED, AP -3; Range Melee 4m, Steadfast)
Heroes of the Imperium
Power Sledgehammer (8+5ED; AP -3; Range Melee; Brutal, Taser Goad (6+1ED; AP 0; Range Melee; Devastating <Adeptus
Power Field) Mechanicus>)
Rotary Flensing Saw (5+2ED; AP -2; Range Melee; Brutal, Taser Lance (7+2ED; AP -1; Range Melee 2m; Devastating
Parry) <Adeptus Mechanicus>)
Seismic Hammer (21+6ED; AP -4; Range Melee; Brutal,
Unwieldly 2) Power
Death Cult Powerblade (5+ED; AP -1; Range Melee; Parry;
Knife/Cleaver Value 6 Very Rare)
Brute Cleaver (4+1ED; AP -1; Range Melee) Power Axe (5+2ED; AP -2; Range Melee; Penetrating 1, Power
Butcher’s Cleaver (5+1ED; AP -1; Range Melee) Field; Value 6 Rare)
Heavy Chain Cleaver (6+2ED; AP -2; Range Melee, Brutal) Power Fist (7+2ED; AP -3; Range Melee; Brutal, Power Field,
Knife/Bayonet (2+1ED; AP 0; Range Melee; Value 2 Common) Unwieldly 2; Value 8 Very Rare)
Knife, Astartes Combat (3+1ED; AP 0; Range Melee; Steadfast; Power Hammer (7+2ED; AP -3; Range Melee; Brutal, Power
Value 3 Uncommon) Field)
Knife, Cultist (2+1ED; AP 0; Range Melee) Power Lance (7+1ED; AP -1; Range Melee 6m; Brutal, Lance;
Knife, Fighting (4+1ED, AP -1; Range Melee) Power Field)
Knife, Flensing (4+1ED; AP -1; Range Melee, Brutal) Power Maul (5+1ED, AP -3; Range Melee; Brutal, Power Field)
Knife, Huge (4+1ED; AP 0; Range Melee, Brutal) Power Pick (5+3ED; AP -2; Range Melee; Penetrating 2, Power
Knife, Mono- (3+2ED; AP -1; Range Melee; Penetrating 1; Field)
Value 3 Uncommon) Power Sword (5+1ED; AP -3; Range Melee; Parry, Power Field;
Knife, Skinblade (4+1ED; AP 0; Range Melee; Awareness Value 6 Rare)
(DN5) Test to notice)
Knife, Throwing (2+1ED; AP 0; Range Str x4m; Value 2 Staff/Septor
Common) Crozarius Arcanum (8+3ED; AP -3; Range 2m; Brutal, Master
Poison Blades (3+2ED; AP -1; Range Melee; Penetrating 1, Crafted, Power Field, Steadfast)
Toxic 4) Dialogus Staff (5+1ED, AP 0; Range Melee)
Electroleech Stave (6+3ED; AP -2; Range Melee; Mortal 2
Neural/Shock <Adeptus Mechanicus>)
Neuro-Gauntlet (5+1ED; AP -1; Range Melee; Agonizing, Runic Stave (6+3ED; AP -1; Range Melee; Brutal <Space
Devastating) Wolves>)
Neural Whip (3+1ED; AP -1; Range Melee 4m; Agonizing;
Value 5 Rare) Sword
Shock Baton (4+1ED; AP 0; Range Melee; Agonizing) Black Sword (8+3ED; AP -3; Range Melee, Devastating, Parry)
Shock Maul (4+2ED; AP -1; Range Melee; Agonizing, Brutal; Champions Blade (7+2ED; AP -2; Range Melee; Master Crafted,
Value 5 Uncommon) Penetrating 1)
Shock Stave (5+1ED; AP 0; Range Melee; Agonizing, Parry) The Emperor’s Sword (10+3ED; AP -4; Devastating, Parry)
Shock Whip (4+1ED; AP 0; Range Melee 4m; Agonizing, Eviscerator (6+2ED; AP -4; Range 2m; Brutal, Unwieldly 2;
Penetrating 2; Value 5 Very Rare) Value 6 Rare)
Whip (1+1ED; AP 0; Range Melee 4m; Agonizing; Value 2 Executioner Greatblade (5+3ED; AP-3; Range Melee; Brutal,
Common) Parry, Power Field)
Penitant Eviscerator (10+2ED; AP -2; Range 2m; Brutal,
Nemesis Unwieldly 2)
Nemesis Daemon Hammer (12+3ED; AP -3; Range Melee; Phase Sword (4+2Ed; AP -3; Range Melee; Parry, Shield-
Bane <Daemon>, Brutal, Unwieldly 1 <Grey Knight>) Breaker)
Nemesis Falchion (5+3ED; AP -2; Range Melee; Bane Psykana Mercy Blade (2+1ED; AP -1; Range Melee; Value 2
<Daemon>, Force, Parry <Grey Knight>) Uncommon)
Nemesis Force Halberd (7+3ED; AP -2; Range Melee; Bane Relic Blade (8+2ED; AP -3; Range Melee, Master Crafted,
<Daemon>, Force <Grey Knight>) Steadfast)
Nemesis Force Sword (5+3ED; AP -3; Range Melee; Bane Runic Sword (4+3ED; AP -3; Range Melee; Brutal, Parry, Power
<Daemon>, Force, Parry <Grey Knight>) Field <Space Wolves>)
Nemesis Greatsword (8+6ED; AP -3; Range Melee; Bane Sword (3+1ED; AP 0; Range Melee; Parry; Value 3 Common)
<Daemon>, Force, Unwieldly 2 <Grey Knight>) Sword of the High Marshals (7+3ED; AP -3; Range Melee;
Nemesis Warding Stave (6+2Ed; AP -1; Rage Melee; Bane Devastating, Parry)
<Daemon>, Force, Invulnerable <Grey Knight>) Sword, Stiletto (4+1ED; AP -1; Range Melee; Toxic 2)
Transonic Blades (5+1ED; AP 0; Range Melee; Mortal 1
Pole Arms/Lance/Spear <Adeptus Mechanicus>)
Interceptor Lance (5+3ED, AP -3; Range Melee 4m; Lance, Transonic Razor (4+1ED; AP 0; Range Melee; Mortal 1
Penetrating 4 <Adeptus Custodes>) <Adeptus Mechanicus>)
Khan’s Spear (5+3ED; AP -3; Range Melee. Lance)
Exotic/Misc.
Heroes of the Imperium
Auto Boltstorm Gauntlet (8+3ED; AP -3; Range Melee,
<Primaris>)
Boltstorm Gauntlet (8+3ED; AP -3; Range Melee)
Garrote (3+2ED; AP 0; Range Melee; Mortal 2; Value 3
Common)
Misericordia (4+1ED; AP -2; Range Melee; Penetrating 4
<Adeptus Custodes>)
Servo Arm (10+3ED; AP -2; Range Melee; Unwieldly 1)
Heroes of the Imperium
Vehicle Melee Weapons
Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.

Vehicle Weapons incorporate the vehicles inherent strength into the Base Damage already.

Blood Talons (8+3ED; AP -2; Range Melee; Brutal, Lucky, Devastating)


Dreadfist (20+3ED; AP -3; Range Melee; Brutal)
Dreadnaught Chain Fist (21+5ED; AP -4; Range Melee; Brutal, Unwieldly 1)
Dreadnaught Combat Weapon (20+5ED; AP -3; Range Melee; Brutal)
Fenrisian Great Axe (When attacking with this weapon, choose which of the following profiles to use. <Space Wolves>)
• Cleave (20+6ED; AP -3; Range Melee; Unwieldly 1)

• Scythe (14+1ED; AP -3; Range Melee; Fast)


Furioso Fist (16+3ED; AP -3; Range Melee; Brutal, Lucky)
Great Wolf Claw (16+6ED; AP -2; Range Melee 2m; Brutal, Power Field, Unwieldly 2 <Space Wolves>)
Invictor Fist (24+3ED; AP 3; Range Melee)
Nemesis Daemon Greathammer (16+3ED; AP -4; Range Melee 2m; Bane <Daemon>, Brutal, Force, Unwieldly 1 <Grey Knight>)
Penitent Buzz Blades (16+3ED; AP -3; Range Melee 4m, Brutal)
Penitent Flail (13+1ED; AP -2; Range Melee 4m, Brutal, Mortal 2)
Reaper Chainsword (18+6ED; AP -3; Range Melee 8m; Brutal <Adeptus Mechanicus>) *Titanic Vehicles only
Redemptor Fist (20+5ED; AP -3; Range Melee; Brutal)
Siege Drill (20+3ED; AP -4, Range Melee; Brutal)
Sentinel Chainsaw (7+1ED, AP -1; Range 4m; Salvo -; Brutal)
Thunderstrike Gauntlet (22+6ED; AP -4; Range Melee 8m; Thunderstrike <Adeptus Mechanicus>) *
Titanic Feat (14+3ED; AP -2; Range Melee; Brutal, Devastating) *Titanic Creatures or Vehicles only
Heroes of the Imperium
Miscellaneous Wargear
Adornments Devices
Chaplet Ecclesiasticus: Decorative emblem of the Adeptus Chem Synth: When used in conjunction with a chem or gas
Ministorum or Adepta Soriatas that may double as a garrote as weapon, make a Tech-Use (DN4) Test to increase the Base
necessary. Damage of the chem or gas by +2. This bonus lasts until the end
Symbol of Authority: This item grants +1 Bonus Dice to of your next activation.
Leadership and Intimidation Tests vs appropriate targets. Frenzon Collar: A collar that dispenses Frenzon to the wearer
whenever the collar is activated by a master activator device.
Bionics and Cybernetic Augmentations
Drugs
Aortic Supercharger: Increase Toughness by +1 Combat Chem Stash
Artificer Bionics: A character with this ability gains a +*5 Effect: Gains +2d3 Initiative
Armour Bonus Side-Effect: If the gain is a ‘2’, then Initiative is reduced
Bio-Booster: Ignore the first wound suffered in a combat. to 1 until the beginning of their next activation.
Bionic Arm: Increase Weapon Skill by +1 per arm. Frenzon
Bionic Eyes: Increase Ballistic Skill by +1. Effect: Gains the Nerves of Steel, True Grit,
Bionic Leg: Increase Speed by +1 per leg. Unstoppable, and Berserk Talents. In combat, they must always
Bionics: A character with this ability gain a +*3 Armour Bonus. draw an additional Complication whenever they draw a
Blade Mowhawk: Headbutt attacks gain Penetrating 2. Complication or Critical. They must always move and attack the
Cortex Cogitator: closest threat when able.
• Mundane: Increase Intellect or Willpower by +1 Side-Effect: Highly Addictive, after the combat/scene is
over, they must make a Toughness (DN4) Test with +2 Bonus
• Improved: Increase Intellect and Willpower by +1 each. Dice or become addicted.
Ghast
Cranial Spikes (4+2ED; AP -1; Range Melee; Headbutt attack,
Effect: Is used by a Psyker, they gain +3 Bonus Dice to
cannot wear a helmet)
their Psychic Mastery Tests. If used by a non-Pryker, they gain
Cybernetic Enhancement: Provides Armour Rating 2
the use of one random power for the combat/scene.
Lobo Chip: Increase Fellowship by +1
Side-Effect: Make Willpower (DN4) Test at the end of
Massive Cybernetic Enhancement: Provides Armour Rating 3
the combat or scene. If failed, reduce your Willpower by 1, by 2 if
Masterwork Bionics: A character with this ability gain a +*4
the Test has a Complication.
Armour Bonus.
Icrotic Slime
Serrated Mowhawk: Headbutt attacks gain Brutal
Effect: Increase Speed, Strength, Toughness, and
Skeletal Enhancers: Increase Strength by +1
Initiative by d3 each.
Side-Effect: While under the influence of this chem,
Books
reduce Intellect, Willpower, and Fellowship by d3 each. AT the
Lex Imperialis: The Book of Imperial Law issued to all Adeptus
end of the combat or scene, make a Willpower (DN4) Test using
Arbites.
the unmodified rating. If a complication is rolled, suffer 2d3
Sacred Tomes: Various books and scrolls of an Order. Includes
mortal wounds (will not kill) and become addicted to the chem.
the Imperial Infantryman’s Uplifting Primer and other such
‘Slought
books.
Effect: Increase Initiative and Strength by +2.
Side-Effect: Toughness (DN4) or suffer 2d3 mortal
Chemicals & Drugs
wounds (will not kill). IF a complication is rolled, decrease
Toughness n2 and Strength by 1 permanently!
Basic Rules: Using a Chem is a full action. All Chems have an
Spur
effect and a side effect.
Effect: Increase Speed by 2 and Initiative by 4.
Mixing Chems: If more than 1 chem is taken during a combat, the
Side-Effect: At the end of each activation roll a d6. On a
user must roll a d6. If the result is equal to or less than the number
roll of 1 the chem ends and has no further effect.
of chems taken (including the new one) they are under the
Stimm
influence of, they must pass a Toughness (DN6) Test or suffer
Effect: On a successful Medicae test, it restores 1d3+6
2d3 mortal wounds (will not kill them)
Shock rather than 1d3+3. A stimm ampoule must be restocked to
Addiction: If the side-effect has the user become addicted, they
be used again.
must take the chem at the beginning of each combat. To come
Side-Effect: None
clean of the chem, the user must succeed Willpower (DN3) Test
Stimm-Slug Stash
to not take the chem and a Toughness (DN3) to not suffer
Effect: As an action, the user gains +2 Speed, +2
withdrawal symptoms of -1 to Toughness and Fellowship for the
Strength, and +2 Toughness until the end of their next activation.
session. If both tests are successful, the character is no longer
Side Effect: When this effect ends, make a Toughness
addicted
(DN2) test, If the test is failed, the user is -2 Speed, -2 Strength,
and -2 Toughness until the end of their next activation.
Heroes of the Imperium
Stinger Mould Ammunition Bandolier: A character with this upgrade may carry
Effect: Adds +4 Bonus Dice to any 1 Medicae test made two additional Reloads.
to treat the user. Ammunition Drum: This upgrade allows a character can carry
Side-Effect: none one additional Reload for that weapon.
Grenade Harness: A character equipped with a Grenade Harness
Clothing starts with double the number of Grenades.
Camo Cloak: Add +2 icons for all Stealth Tests
Gutter Forged Cloak: Provides Armour Rating 1, Shield Electronics
Industrial Respirator: User gains +3 Bonus Dice to Toughness Auto-Quill: Grants +2 Bonus Dice to tests to forge or alter
Tests to resist the effects of gases or airborne toxins. If combined documents.
with a Haz-Mat suit, increase the Bonus to +4 Bonus Dice. O2 Card Sniffer: Tech-Use (DN4) to locate the metals of a cred chi
cannisters are replaceable and good for 3 hours each. in close proximity.
Photo-Goggles: As Preysense Goggles below plus grants low- Chrono: Time keeping device
light sight and if subject to a flash attack, gains +1 Bonus Dice to Data-Slate: Personal data storage device
resist the effects. Data-Tether: A Mob with a Data-Tether in it may reroll 1s
Photo-Lumans: The Bearer may attack upto 24m away in Pitch (except for Complications) for Resolve Tests.
Black conditions with no penalty from lighting. • Broad-Spectrum Data-Tether: As Data-Tether
Preysense Goggles: User is immune to penalties due to darkness but also +2 Bonus Dice to Resolve Tests.
and fog.
Reflex Shroud: Provides Armour Rating 2. Las, Plasma, and • Enhanced Data-Tether: As Data-Tether but also
Melta Weapons have their AP reduced to “-“ when targeting the +1 Bonus Dice to Resolve Tests.
wearer.
Data-Thief; Adds +1 Bonus Dice for Tech-Use Tests to tap into
Respirator: User gains +2 Bonus Dice to Toughness Tests to
data/comm lines.
resist the effects of gases or airborne toxins. If combined with a
Falsehood: Adds +4 Bonus Dice to visual Deception Tests
Haz-Mat suit, increase the Bonus to +4 Bonus Dice. O2 cannisters
Slate Monitorum: A data-slate that tracks personal health
are replaceable and good for 2 hours each.
information and can be synked up to a squad leader for passing
Servo-Harness
around information.
• Partial: Wearer gains -1 Initiative and -2 Speed, +2
Strength, +1 Toughness, gains the Power Keyword in
Icons/Symbols
respect to Weapon Traits. Cult Icon: An ally with line of sight to this Icon gains +2 Bonus
• Full: As Partial but without the negative modifiers. Dice to Resolve Tests.
Cult Icon <Corpse Grinder Cult>: As a Cult Icon but also all ally
Spymask: This Champion does not suffer penalties to his ranged troops may Mob Up as a free action.
attacks for attacking threats in cover. Regimental Banner: Any Astra Militarum Troops within 20m of
Stealth Suit: This Champion gains a +1DN modifier to all attacks a <Regiment> Regimental Banner gains +2 Bonus Dice to
made against it from range. Increase this to +2DN if this Resolve or Conviction Tests.
Champion already is subject to a cover modifier.
Suspensor Harness: A person wearing one of these has their Medical
Strength increased by +4 in regards to carrying loads or using a Diognostor: Grants +1 Bonus Dice to Medicae Tests to detect
weapon with the Heavy trait. ailments and diagnose patients; and to Awareness and
Void Suit: Protects the user from the rigors or low-atmosphere Investigation Tests when examining a corpse.
and hard vacuum. Has an internal vox and 5 hours of oxygen. Healing Balms: A character equipped with these balms may heal
Salvaged suits may only have d3 hours of oxygen. a target non-vehicle of d3 wounds.
Medkit: Required minimum equipment to treat battlefield injuries
Communications Devices with the Medicae skill.
Cult Vox Caster: A Mob with a Cult Vox Caster in it gains +1 Medi-Pack: A Guardsman equipped with a Medi-Pack receives
Bonus Dice for Resolve Tests. +2 Bonus Dice to any Medicae Tests.
Data Augers: Whilst within 48m of a friendly vehicle, this Narthecium: As an action, a Narthecium grants a target a free
vehicle gains +2 Bonus Dice on ranged attacks. soak roll and removes all shock from the wounded target. The
Vox: Personal radio communicator. Vox Beads have 1km range, Nethecium also grants the target a new Defiance check to recover
larger units can range to 100km. near death. The Nethecium can be used but once per target per
Vox Caster: Anyone equipped with a vox-caster that is within wound set received.
24m of anyone else equipped with a vox caster or with 24m of
anyone with the Voice of Command ability, will increase the Movement
range of said individuals Voice of Command ability by 24” Drop Rig: Allows the user to descend vertical surfaces at 3x
Speed.
Containers Grapnel Launchers: A grapnel launcher allows the user to move
Ammunitiion Backpack: A character with this upgrade may up vertical surfaces at 2x Speed and down at 3x Speed.
carry ten additional Reloads.
Heroes of the Imperium
Grav Chute: A grav-chute emits a suspensor field that counters Munitorum-Issued Mess Kit: Mess Kits grant a +1d bonus to
the force of gravity at the particle level, and two small Survival tests made to find food and water.
promethium fueled thrusters to provide some directional control. Periculum Kit: A periculum kit contains the following items:
A grav-chute can be used to hover for up to one minute at a time. Chrono, Data-Slate, Magnoculars, 2 Ration Packs, Respirator, and
In many ways, a grav-chute is similar to the jump pack, but it only a Vox-bead.
controls a fall rather than lift the wearer into true flight. The grav- Personal Teleporter: When moving, you ignore terrain and other
chute’s solar battery provides enough energy to operate creatures. You must end your movement not in the same space as
Jump Pack: Instead of a normal movement, a hero wearing a another object or creature.
jump pack can attempt a Pilot test to move up to twice their base Radcounter: Detects zones of harmful radiation. A Tech-Use
movement, (DN2) Test identifies the level of radiation and classifies it as
ignoring all intervening obstacles. On a failed Pilot test, the user’s “safe” to “deadly”
movement deviates like a grenade (see page 286). A complication Ration Packs: Standard food packs for one adult for one day
on the Pilot test indicates a rough landing, inflicting 1d3 shock on Servo-Skull: Servo-Skulls have the following commonalities.
the user in addition to other complications. Defense 4, Resilience 4, Speed 8, Stays within 4m of owner,
typically a rating of 5 in any skill they are programmed with.
Psyker Related Example Servo-Skulls are as follows:
Hexagramatic Fetish: When the bearer I subject to a psychic • Gun Skull: May be equipped with any 1 pistol or rifle
power, roll a d6 to determine the effect on the Psyker manifesting that does not have the Heavy Trait or a melee weapon
the power: that is not Unwieldly.
• 1: None
• Harrier Skull: Has Deception 8 to act as a decoy for
• 2-5: Increase the DN of the Psychic Mastery Test by +1 attacks made by creatures against its owner.

• 6: Increase the DN of the Psychic Mastery Test by +3 • Medi-Skull: Ads +2 Dice to Medicae Tests of owner.
Equipped with a Bio-Scanner.
Psychic Focus: User gains +1 Bonus Dice for Psychic Mastery
Tests. • Repair Skull: An ally vehicle (or this one) within 24m is
Psychic Hood: provides +1 Icon for Deny the Witch Tests and the repaired d3 wounds.
user does not need to use a Hold Action to perform a Deny the
Witch test, but is limited to one Deny the Witch test per turn per • Sensor Skull: Adds +2 Bonus Dice to Awareness Tests
Tier Level. of owner. Is equipped with a Bio-Scanner.

Tools • Targeting Data Skull: An ally within 24m of this


9-70 Entrenching Tool: This item is a general digging tool that vehicle gains +2 Bonus Dice on their ranged attacks till
halves the time to create earthen fortifications. Adds +1 Bonus the end of the turn.
Dice to Survival Tests. • Vox Skull: All allies within 24m of this vehicle gain +2
Augur Array (Once per game, you can re-roll a single roll to hit Bonus Dice on Willpower based tests till the end of the
for this vehicle turn.
Auspex: Range 50m, Grants +2 Bonus Dice to Awareness Tests.
Auspex Array: A vehicle equipped with an Auspex Array may Servo-Skull Hub: Once per activation, may activate any one
reroll 1s (except for Complications) when shooting at a threat Servo Skull serviced by the Hub.
with the Fly keyword. Signum Array: Allies within 6m of this Champion gain +4
Ballistic Appeasement Auto-Reliquary (Absolutis Pattern): A Bonus Duce to their Ballistic Tests.
character equipped with this item may clear a jammed weapon as Simulacrum Imperialis: A Champion or Squad with a
a free action. Simulacrum Imperialis gains +2 Faith points.
Bio-Scanner: Has Awareness (10) to detect life-forms up to 30m Strip Kit: Adds +2 Bonus Dice to Tech-Use Tests to access
away from it. terminals and crack electronic locks.
Filter Plugs: Gain +1 Bonus Dice to Toughness Dice to resist the Survey Auger: Threats do not receive a bonus from cover when
effects of Gas or Airborne Toxin affects if not wearing a attacked with a ranged weapon from a Champion, Troop, or
Respirator or sealed suit. Vehicle equipped with a Survey Auger.
Lock-Punch: User gains +6 Bonus Dice to Strength when trying Survival Kit: Survival Kits grant +1 bonus dice to all Survival
to force a mechanical lock open. Tests.
Magnacles: Magnetic restraints that lock the wearer into place on
metal surfaces. Strength (DN12) to break free. Vehicle Wargear
Magnoculars: Awareness tests made with this item suffer no Blackstar Cluster Launcher: As a vehicle with Fly passes over
penalties for distance. threats while moving, it may attack them with its Blackstar
Missionary Kit: Missionary kits grant a +1d bonus to Persuasion Cluster Launcher. Roll a d6 for each threat that is passed over,
tests made involving converts to the Imperial Creed and those do 1 mortal wound for each icon generated on that d6
seeking redemption through the grace of the God-Emperor Deathwatch Teleport Homer: If a Deathwatch Squad contains a
member on a bike with a Deathwatch Teleport Homer and another
Heroes of the Imperium
member in Terminator Armor, then on one of that squads’ Omnispex: Negate the penalty to attack rolls for attacking a threat
activations, set up the Teleport Homer within 2m of the Bike in cover upto 72m range.
member. Anytime after that on any of that squads’ activations, an Orbital Comms Array (Vehicles Only): Any vehicle equipped
emergency teleport action may be declared. When this is done, with this array may, as its activation, call in an orbital barrage.
immediately move all squad members to within 6m of the teleport Treat the orbital barrage as if the Orbital Bombardment Stratagem
homer. If any threat gets within 6m of the teleport homer, they had been used. This does not count as a use of the Orbital
may use an activation to destroy it. Bombardment Stratagem.
Dozer Blade (When Ramming or making a vehicle melee attack, Sacred Machine Oil: A character with is item may ignore the
add +3 ED to the damage inflicted by the Ramming vehicle only) first complication in combat when using a weapon or machine.
Infernum Halo Launcher: May only be equipped to a vehicle Shield Dome: This vehicle gains +*3 Armour, Shield.
with Fly. Threats suffer a -2 DN penalty when shooting at this Smoke Launchers (Vehicle Only): Any vehicle equipped with
vehicle these launchers can declare their use at the beginning of their
Magna-Grapple: A vehicle equipped with a Magna-Grapple that activation. Until the end of this vehicles next activation all ranged
declares a Charge against another vehicle, adds +4 to their speed. attacks against this vehicle are at +2 DN.
Omniscope: Negate the penalty to attack rolls for attacking a Spotter: A Vehicle with a spotter increases the range of all ranged
threat in cover upto 36m range. Allies within 10m gain this bonus weapons by 12m
also.
Heroes of the Imperium
Special-Issue Wargear
Special-Issue Wargear may be used by PC Champions, with GM’s permission, and should be treated as ultra-rare Wargear.

Adamantine Mantle
When this Champion would take any wound, roll a d6. If you roll Headtaker’s Trophies
an exalted icon, ignore that wound. Threats within 12m of this Champion are -2 Willpower.

Arridian Drakehide Cloak Reliquary of Vengeance


When a Champion with this cloak is hit by an attack, reduce the Once per game, this Champion can reveal the reliquary. All allies
damage dealt by 1 to a minimum of 1 before rolling Soak. gain +2 Initiative while within 12m of this character.

Artificer Armour Seal of Oath


Armour Rating 6; Cumbersome, Powered 3. The bearer of this Once per game, at the start of any activation, select a visible
armour may soak mortal wounds. threat. This character and any allies within 12m gain +1 Bonus
Dice and +2 ED for the attacks against the chosen threat.
Auric Aquilla
Grants +2* Armor and if the bearer would suffer a mortal wound Shadowmaster Cloak
from a psychic power, the bearer may attempt to soak as if it was A Champion with this cloak gains an additional +3DN cover
a normal wound. bonus while in cover.

Auto-Medicae Bionics Shard of Isstavan


At the start of each of your activations, if you have suffered any A Champion with this talisman gains +2 Initiative. Allies within
wounds since you last activation, then regain d3 lost wounds. 12m gain +1 Bonus to any Resolve Tests.

Cyber-Eagle Helm Silentus Pistol


Allies within 12m gain +2 bonus dice on attacks when resolving a As a Master Crafted Bolt Pistol but is (11+2ED; AP -2; Range
hold action and attacking. 20m; Salvo 1; Brutal, Lucky, Pistol)

Digital Weapons Sunwrath Pistol


Replaces one of the Champions fingers. Damage is 1 mortal As a Master Crafted Bolt Pistol but is (14+2ED; AP -3; Range
wound if a successful melee attack roll is made against a threat. 30m; Salvo 2; Pistol, Supercharge)

Equis-Pattern Bolt Pistol Tanith Straight Silver Knife


As a Master Crafted Bolt Pistol but is (10+1ED; AP -1; Range As a Master Crafted Combat Knife but is (4+1ED; AP -2,
20m; Salvo 15; Brutal, Pistol) Range Melee; Steadfast)

Fist of Terra Teeth of Mars


As a Master Crafted Power Fist (10+3ED; AP -3; Range Melee; As a Master Crafted Chain Sword but is (4+2ED; AP 2; Range
Brutal, Power Field, Unwieldly 2) Melee; Brutal, Parry). When used to attack a vehicle increase the
damage to 8+2ED.
Fortis-Pattern Data Spike
When this Champion uses their Blessings of the Omnissiah Warden’s Cuirass
ability, roll 2 dice and discard one result. The bearer of this relic gains +2 Wounds while wearing this relic.
Heroes of the Imperium
Relics
Relics can only be possessed by NPC Champions and should be treated as ultra-rare Wargear

Pillar of Chains <Goliath> Relic of the Forge <Goliath>


Any captive with 2m of this relic is considered Pinned. For Acts as a Cult Icon for <Goliaths>. Any ally with 6m of this
each captive pinned to this Relic, an ally troop with line of Relic may discard the first ‘Out of Ammo’ Complication each
sight gains +1 Bonus Dice to Resolve Tests. combat.
Heroes of the Imperium

Section 3:

NPCs
Heroes of the Imperium
Warlord Traits
Warlord Traits are usable by NPC Champions only. Typically, only 1 trait may be used by a Champion at a time.

The following Warlord Traits are available to any Champions


unless noted otherwise restricted. Marksman’s Honour
Weapons used by this Champion have a +2ED bonus. This
The Imperium’s Sword does not apply to Relics or Grenade-Type weapons.
This Champion gains +2 Speed when Charging and 2 Bonus
Dice to his attack rolls the same activation he charged. Stealth Adept
All attacks made against this Champion are made at an
Iron Resolve additional -2 DN penalty.
This Champion gains +2 Wounds. In addition, when this
Champion would suffer a wound, roll a d6 for each wound, on
a 6 the wound is ignored.
Heroes of the Imperium
Champions & Troops
Champions are individuals that act as leaders of Troops. These individuals may use Ruin through the course of the game to influence
the troops under their control. Champions generally may not Mob. Troops encompass the infantry of the world. Troop squads are
led by a Sergeant. These squad leaders have the same profile as the troops they lead except as follows:
• Is considered a Champion and can use Ruin
• +2 Initiative and +2 Willpower
• Is armed with a Pistol-type weapon and a Power or Chain type Sword of choice depending on the Tier of the Troop in
addition to a primary weapon of the Troop they lead.

XX Is equipped with Arbites Carapace Armour, Suppression


Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop Shield, Arbites Shotgun, Combat Knife, Shock Maul, d2
Choke Grenades, d2 Shock Grenades, d2 Smoke Grenades;
Strength Intellect a copy of the Lex Imperialis.
Agility Willpower
Toughness Fellowship Weapons
Arbites Shotgun (8+1ED; AP 0; Range 20m; Salvo 2;
Initiative Defense
Assault, Spread)
Speed Wounds
Combat Knife (3+1ED; AP 0; Range Melee)
Shock Soak
Grenade (Damage As Grenade; AP As Grenade; Range Str
Resolve Conviction x4m)
Passive Awareness: Choke Grenade (Toughness DN4 test or be
Resilience: X (XX: Armour Rating X) Staggered. Toughness or Medicae DN 4 test to recover. SBT.
Skills: Default N; Weapon Skill N; Ballistic Skill N Does not affect targets in sealed environments.)
Size: Average Shock Grenade (10+1ED; AP0; MBT, Agonizing)
Keywords: Imperium, <Allegiance>, Champion Smoke Grenade (Provides +2DN smoke-based
cover to ranged attacks made through the MBT area of effect)
Wargear Shock Maul (4+2ED; AP -1; Range Melee; Agonizing,
XX Brutal)
Weapons Special Abilities
XX By the Emperor’s Law: A Champion with this ability gains
+Rank Bonus Dice to Attack and Interaction tests when
Special Abilities dealing with or targeting any Heretic, Outlaw, or Scum-type
XX threats
(Mob) Mob-Up: This troop may form a mob. Voice of Command: A Champion with this ability may issue
(Ruin) Champion: This champion may take Ruin Actions Combat Orders (see Astra Militarum Common Abilities) to
ally troops.
Adeptus Arbites (MOB) Mob: Arbites may form an Arbites Squad lead by a
Proctor. Proctor: As Adeptus Arbites above but is +1
Threat Classification: Tier 1+: Adversary Strength, Toughness, and Scholar.

Strength 5 Intellect 8 Agitator


Agility 5 Willpower 8 Threat Classification: Tier 1+: Troop
Toughness 5 Fellowship 6
Initiative 5 Defense 4 Strength 4 Intellect 4
Speed 6 Wounds 5 Agility 4 Willpower 5
Shock 8 Soak 5 Toughness 4 Fellowship 6
Resolve 7 Conviction 8 Initiative 4 Defense 3
Passive Awareness: 4 Speed 4 Wounds 4
Resilience: 12/*3 (Arbites Carapace Armour: Armour Shock 5 Soak 4
Rating 5, Bulk 1, Sealed, Vox Caster; Suppression Shield: Resolve 5 Conviction 5
Armour Rating +*3, Shield) Passive Awareness: 4
Skills: Default 8; Weapon Skill 10; Ballistic Skill 10 Resilience: 5
Size: Average Skills: Default 6; Weapon Skill 8; Ballistic Skill 8
Keywords: Imperium, Adeptus Arbites Size: Average
Keywords: Imperium, Outlaw
Wargear
Heroes of the Imperium
Wargear
Laspistol or Stubgun Weapons
Weapon as above
Weapons
Laspistol Special Abilities
Stubgun Bounty Sighter:
(Ruin) Champion: This champion may take Ruin Actions
Special Abilities
Inspirational Brute Handler
(Mob) Mob-Up: This troop may form a mob. Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop

Ammo Jack Strength 4 Intellect 4


Threat Classification: Tier 1+: Troop Agility 4 Willpower 4
Toughness 4 Fellowship 5
Strength 4 Intellect 7 Initiative 4 Defense 3
Agility 4 Willpower 7 Speed 4 Wounds 4
Toughness 4 Fellowship 7 Shock 3 Soak 4
Initiative 4 Defense 3 Resolve 2 Conviction 4
Speed 5 Wounds 4 Passive Awareness: 3
Shock 7 Soak 5 Resilience: 5
Resolve 6 Conviction 7 Skills: Default 6; Weapon Skill 8; Ballistic Skill 7
Passive Awareness: 3 Size: Average
Resilience: 5 (Mesh Armour: Armour Rating x) Keywords: Imperium, <Allegiance>
Skills: Default 6; Weapon Skill 10; Ballistic Skill 8
Size: Average Wargear
Keywords: Imperium, <Allegiance> Armed with a Shock Whip

Wargear Weapons
Weas Mesh Armour. Armed with a Boltgun or Combat Shock Whip
Shotgun and either a Power Hammer or Power Sword.
Special Abilities
Weapons Iron Jaw
Weapons as determind above Where there’s a whip: When this champion activates, an ally
troop withing 12m may activate at the same time. This counts
Special Abilities as the ally’s activation. If the selected ally has already
Munitioneer activated this turn, they suffer 1 mortal wound and activate
(Mob) Mob-Up: This troop may form a mob. again.

Bountey hunter Cadaver Merchant


Threat Classification: Tier 1+: Troop Threat Classification: Tier 1+: Troop

Strength 5 Intellect 7 Strength 4 Intellect 4


Agility 5 Willpower 7 Agility 4 Willpower 5
Toughness 5 Fellowship 7 Toughness 4 Fellowship 4
Initiative 5 Defense 4 Initiative 4 Defense 3
Speed 6 Wounds 5 Speed 4 Wounds 4
Shock 7 Soak 5 Shock 5 Soak 4
Resolve 6 Conviction 7 Resolve 4 Conviction 5
Passive Awareness: 4 Passive Awareness: 3
Resilience: 6 (Carapace rmour: Armour Rating X, XX) Resilience: 5
Skills: Default 8; Weapon Skill 10; Ballistic Skill 8; Skills: Default 6; Weapon Skill 8; Ballistic Skill 8
Investigate 8 Size: Average
Size: Average Keywords: Imperium, Outlaw
Keywords: Imperium, Champion
Wargear
Wargear Respirator, Chain Axe, any basic weapon
Wears Carapace Armour, A Pistol (Auto, Bolt, or Las), and
a Rifle (AutoGun or LasRifle) Weapons
Heroes of the Imperium
Chain Axe
Special Abilities
Special Abilities Fixer
Fearsome
(Mob) Mob-Up: This troop may form a mob. Corpse Grinder Cult:
Butcher
Cephalopod Spekter Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Strength 5 Intellect 5
Strength 5 Intellect 8 Agility 5 Willpower 7
Agility 5 Willpower 6 Toughness 5 Fellowship 7
Toughness 5 Fellowship 5 Initiative 5 Defense 4
Initiative 5 Defense 4 Speed 5 Wounds 5
Speed 10 Wounds 5 Shock 7 Soak 5
Shock 6 Soak 5 Resolve 6 Conviction 7
Resolve 5 Conviction 6 Passive Awareness: 5
Passive Awareness: 5 Resilience: 6 (Flak Armour: Armour Rating X; Butcher’s
Resilience: 6 Mask: X)
Skills: Default 6; Weapon Skill 8; Awareness 10 Skills: Default 10; Weapon Skill 12; Ballistic Skill 8
Size: Average Size: Average
Keywords: Fly, <Delaque> Keywords: Imperium, <Corpse Grinder>, Champion

Wargear Wargear
None Wears Flak Armour and a Butcher’s Mask

Weapons Weapons
8x Shock Tendril (10+1ED; AP 0; Range Melee 4m; Melee Weapons Only
Agonizing)
Special Abilities
Special Abilities Any 2 Talents desired
Sensor Array: Add +1 Bonus Dice to any Awareness Tests First in the Fray: When this Champion performs a Charge
allies make when within 6m of a Cephalopod Spekter. Action, increase their Speed by 2d3.
Threat Response: Ignore up to -2DN of Multi-action (Ruin) Champion: This champion may take Ruin Actions
penalties when targeting 3 or more threats with a single attack.
Watchdog: Gain +3 Bonus Dice for Passive Awareness tests Corpse Grinder Cult:
and Initiative Tests before the first activation in a combat.
Cutter
(Mob) Mob-Up: This troop may form a mob.
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop

Chem Dealer Strength 5 Intellect 4


Threat Classification: Tier 1+Troop Agility 4 Willpower 5
Strength 4 Intellect 5 Toughness 5 Fellowship 6
Agility 4 Willpower 4 Initiative 4 Defense 4
Toughness 4 Fellowship 5 Speed 5 Wounds 5
Initiative 4 Defense 3 Shock 5 Soak 5
Speed 4 Wounds 4 Resolve 4 Conviction 5
Shock 5 Soak 4 Passive Awareness: 4
Resolve 3 Conviction 4 Resilience: 6 (Plate Armour: Armour Rating X; Cutter’s
Passive Awareness: 3 Mask: X)
Resilience: 5 Skills: Default 8; Weapon Skill 8; Ballistic Skill 8
Skills: Default 6; Weapon Skill 8; Ballistic Skill 108 Size: Average
Size: Average Keywords: Imperium, <Corpse Grinder Cult>, Champion
Keywords: Imperium, <Allegiance>, Outlaw
Wargear
Wargear Wears Plate Armour and a Cutter’s Mask
Is armed with a Stubgun and 2d3+1 doses of any one chem
Weapons
Weapons Melee Weapons Only
Stubgun
Heroes of the Imperium
Special Abilities Berserker: When this unit makes a Charge Melee Attack,
Any 1 Talent desired they gain +1 Bonus Dice to the attack.
Dervish: Each time this Champion Activates, make an (Mob) Mob-Up: This troop may form a mob.
Initiative Test. Each exalted icon generated on the test may be
transferred to Defense. This bonus lasts until the beginning of Crazed Cannibals
this Champions next activation. Threat Classification: Tier 1+: Troop
(Ruin) Champion: This champion may take Ruin Actions
Strength 4 Intellect 2
Corpse Grinder Cult: Agility 4 Willpower 6
Initiate Toughness 5 Fellowship 3
Threat Classification: Tier 1+: Troop Initiative 4 Defense 4
Speed 6 Wounds 5
Strength 4 Intellect 6 Shock 6 Soak 5
Agility 4 Willpower 3 Resolve 5 Conviction 6
Toughness 4 Fellowship 4 Passive Awareness: 3
Initiative 4 Defense 3 Resilience: 6
Speed 5 Wounds 4 Skills: Default 6; Weapon Skill 8; Ballistic Skill 7
Shock 3 Soak 4 Size: Average
Resolve 2 Conviction 3 Keywords: Imperium
Passive Awareness: 4
Resilience: X (Plate Armour: Armour Rating X; Initiate’s Wargear
Mask: X) None
Skills: Default 8; Weapon Skill 10; Ballistic Skill 7
Size: Average Weapons
Keywords: Imperium, <Corpse Grinder Cult> Teeth and Claw (8+1ED; AP 0; Range Melee)

Wargear Special Abilities


Wears Plate Armour and a Initiate’s Mask True Grit
Unstoppable
Special Abilities Nerves of Steel
Infiltrate Killer Mind: Cannibals activate last in a turn. When they do
(Mob) Mob-Up: This troop may form a mob. activate, they must move towards and attack the nearest threat.
(Mob) Mob-Up: This troop may form a mob.
Corpse Grinder Cult:
Skinner Cyborg Assassin
Threat Classification: Tier 1+: Troop Threat Classification: Tier 1+: Adversary

Strength 4 Intellect 6 Strength 5 Intellect 8


Agility 4 Willpower 4 Agility 5 Willpower 8
Toughness 4 Fellowship 5 Toughness 7 Fellowship 2
Initiative 4 Defense 3 Initiative 5 Defense 4
Speed 5 Wounds 4 Speed 4 Wounds 9
Shock 4 Soak 4 Shock 8 Soak 7
Resolve 3 Conviction 4 Resolve 7 Conviction 8
Passive Awareness: 4 Passive Awareness: 5
Resilience: X (Plate Armour: Armour Rating X; Skinner’s Resilience: 8 (Light Carapace Armour: Armour Rating 3,
Mask: X) Displacer Field XX)
Skills: Default 8; Weapon Skill 10; Ballistic Skill 7 Skills: Default 10; Weapon Skill 10; Ballistic Skill 14
Size: Average Size: Average
Keywords: Imperium, <Corpse Grinder Cult> Keywords: Imperium, Champion

Wargear Wargear
Wears Plate Armour and a Skinner’s Mask Wears Light Carapace Armour and a Displacer Field. May
have any number of Bionic and Cybernetic enhancements or
Weapons Chems.
Melee Weapons Only
Weapons
Special Abilities Bolt Pistol
Heroes of the Imperium
Shotgun Skills: Default 5; Weapon Skill 7; Ballistic Skill 7
Grenades Size: Average
• Frag Keywords: Imperium, <Allegiance>
• Krak
Wargear
Special Abilities Armed with a Fighting Knife and either a Shotgun or
Any 1 Talent Autopistol.
Cyborg: This threat ignores blinding effects of weapons and
any airborne toxins/gases. Ignore wound penalties except for Weapons
heavily wounded. Shotgun
(Ruin) Champion: This champion may take Ruin Actions AutoPistol
Fighting Knife
Factoria Work Gangs: Special Abilities
Factoria Overseer (Mob) Mob-Up: This troop may form a mob.
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Factoria Work Gangs:
Strength 5 Intellect 6
Agility 5 Willpower 6 Work Party Boss
Toughness 5 Fellowship 4 Threat Classification: Tier 1+: Troop
Initiative 5 Defense 4
Speed 4 Wounds 5 Strength 3 Intellect 6
Shock 6 Soak 5 Agility 5 Willpower 6
Resolve 5 Conviction 6 Toughness 5 Fellowship 5
Passive Awareness: 3 Initiative 5 Defense 4
Resilience: 6 (Mesh Armour: Armour Rating X) Speed 4 Wounds 5
Skills: Default 6; Weapon Skill 8; Ballistic Skill 8 Shock 6 Soak 5
Size: Average Resolve 5 Conviction 6
Keywords: Imperium, <Allegiance>, Champion Passive Awareness: 3
Resilience: 6
Wargear Skills: Default 6; Weapon Skill 10; Ballistic Skill 8
Wears Mesh Armour Size: Average
Keywords: Imperium, <Allegiance>, Champion
Weapons
Combi-Pistol Wargear
• Auto-Pisol None
• Plasma Pistol
Shock Baton Weapons
Laspistol
Special Abilities Shock Whip
Commanding Prescience
Overseer Special Abilities
(Mob) Mob-Up: This troop may form a mob. Iron Will
(Ruin) Champion: This champion may take Ruin Actions (Mob) Mob-Up: This troop may form a mob.
(Ruin) Champion: This champion may take Ruin Actions

Fatoria Work Gangs:


Fixer
Factoria Worker
Threat Classification: Tier 1+: Troops
Threat Classification: Tier 1+: Troop
Strength 4 Intellect 5
Strength 5 Intellect 4
Agility 4 Willpower 4
Agility 5 Willpower 4
Toughness 4 Fellowship 5
Toughness 5 Fellowship 4
Initiative 4 Defense 3
Initiative 5 Defense 4
Speed 5 Wounds 4
Speed 4 Wounds 5
Shock 4 Soak 4
Shock 4 Soak 5
Resolve 3 Conviction 4
Resolve 3 Conviction 4
Passive Awareness: 3
Passive Awareness: 3
Resilience: 6 (Mesh Armour: Armour Rating 3, XX)
Resilience: 6
Heroes of the Imperium
Skills: Default 6; Weapon Skill 8; Ballistic Skill 8 May have any 1 weapon or armour, but not both
Size: Average
Keywords: Imperium, <Allegiance> Weapons
As above
Wargear
Wears Mesh Armour Special Abilities
Unstoppable
Weapons
Bolt Pistol
Genestealer Cult: Cult
Special Abilities Adept
Fixer Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
(Mob) Mob-Up: This troop may form a mob.
Strength 3 Intellect 8
Agility 4 Willpower 7
Gang Lookout Toughness 3 Fellowship 9
Threat Classification: Tier 1+: Troop
Initiative 4 Defense 2
Speed 4 Wounds 4
Strength 3 Intellect 4
Shock 7 Soak 3
Agility 4 Willpower 5
Resolve 6 Conviction 7
Toughness 4 Fellowship 5
Passive Awareness: 3
Initiative 4 Defense 4
Resilience: 4
Speed 5 Wounds 5 Skills: Default 6; Weapon Skill 8; Ballistic Skill 8; Psychic
Shock 5 Soak 5 Master 8
Resolve 4 Conviction 5 Size: Average
Passive Awareness: 3 Keywords: <Genestealer Cult>, <Tyranid>, Psyker,
Resilience: 5 Champion
Skills: Default 6; Weapon Skill 6; Ballistic Skill 7
Size: Average Wargear
Keywords: Imperium, <Allegiance>, Champion Any Weapons
Wargear Weapons
Armed with a Laspistol or Stubgun and either an Axe or As above
Knife
Special Abilities
Weapons Non-Sanctioned Psyker: As a Sanctioned Psyker
As determined above Any 1 Talent desired
(Ruin) Champion: This champion may take Ruin Actions
Special Abilities
Evade
(Mob) Mob-Up: This troop may form a mob. Genestealer Cult: Cult
Alpha
Genestealer Cult: Hybrid Acolyte Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Threat Classification: Tier 1+: Troop
Strength 5 Intellect 8
Strength 7 Intellect 2 Agility 5 Willpower 7
Agility 5 Willpower 6 Toughness 5 Fellowship 9
Toughness 5 Fellowship 3 Initiative 5 Defense 4
Initiative 5 Defense 4 Speed 5 Wounds 6
Speed 5 Wounds 5 Shock 7 Soak 5
Shock 6 Soak 5 Resolve 6 Conviction 7
Resolve 5 Conviction 6 Passive Awareness: 4
Passive Awareness: 4 Resilience: 6 (Hazmat Suit: Armour Rating X)
Resilience: 6 Skills: Default 8; Weapon Skill 10; Ballistic Skill 10
Skills: Default 8; Weapon Skill 10; Ballistic Skill 6 Size: Average
Size: Average Keywords: <Genestealer Cult>, <Tyranid>, Champion
Keywords: <Genestealer Cult>, <Tyranid>
Wargear
Wargear Wears a Hazmat Suit and has any weapons
Heroes of the Imperium
Wargear
Weapons Wears a Hazmat Suit and has any weapons.
As above
Weapons
Special Abilities As above
Any 1 Talent desired
Extra Arm: This threat may wield a second weapon that is Special Abilities
Heavy or Unwieldly and suffer no penalty or he may make an Extra Arm: This threat may wield a second weapon that is
additional attack each activation without incurring an added Heavy or Unwieldly and suffer no penalty or he may make an
multi-action penalty. additional attack each activation without incurring an added
(Ruin) Champion: This champion may take Ruin Actions multi-action penalty.

Genestealer Cult: Hybrid Acolyte Goliath Bully


Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop Threat Classification: Tier 1+: Troop

Strength 5 Intellect 6 Strength 5 Intellect 3


Agility 5 Willpower 5 Agility 4 Willpower 3
Toughness 5 Fellowship 8 Toughness 5 Fellowship 3
Initiative 5 Defense 4 Initiative 4 Defense 4
Speed 4 Wounds 6 Speed 4 Wounds 5
Shock 5 Soak 5 Shock 3 Soak 5
Resolve 4 Conviction 5 Resolve 2 Conviction 3
Passive Awareness: 4 Passive Awareness: 3
Resilience: 6 (Hazmat Suit: Armour Rating X) Resilience: 6
Skills: Default 8; Weapon Skill 10; Ballistic Skill 10 Skills: Default 6; Weapon Skill 8; Ballistic Skill 7
Size: Average Size: Average
Keywords: <Genestealer Cult>, <Tyranid>, Champion Keywords: Imperium, <Goliath>

Wargear Wargear
Wears a Hazmat Suit and has any weapons Armed with a Stubgun, any melee weapon of choice and 1
grenade of choice.
Weapons
As above Weapons
As determined above
Special Abilities
Any 1 Talent desired Special Abilities
Extra Arm: This threat may wield a second weapon that is (Mob) Mob-Up: This troop may form a mob.
Heavy or Unwieldly and suffer no penalty or he may make an
additional attack each activation without incurring an added
multi-action penalty. Goliath Bruiser
(Ruin) Champion: This champion may take Ruin Actions Threat Classification: Tier 1+: Troop

Strength 5 Intellect 4
Genestealer Cult: Neophyte Hybrids Agility 5 Willpower 3
Threat Classification: Tier 1+: Troop Toughness 5 Fellowship 4
Initiative 5 Defense 4
Strength 5 Intellect 4 Speed 5 Wounds 5
Agility 5 Willpower 7 Shock 3 Soak 5
Toughness 5 Fellowship 5 Resolve 2 Conviction 3
Initiative 5 Defense 4 Passive Awareness: 3
Speed 4 Wounds 5 Resilience: 6
Shock 7 Soak 5 Skills: Default 6; Weapon Skill 8; Ballistic Skill 8
Resolve 6 Conviction 7 Size: Average
Passive Awareness: 3 Keywords: Imperium, <Goliath>
Resilience: 6 (Hazmat Suit: Armour Rating X)
Skills: Default 6; Weapon Skill 8; Ballistic Skill 8 Wargear
Size: Average Any non-heavy weapon of choice and 2 grenades of choice.
Keywords: <Genestealer Cult>, <Tyranid>
Weapons
Heroes of the Imperium
As determined above
Special Abilities
Special Abilities Any 2 Talents of choice
Any 1 Talent desired Gang Activation: When this champion activates, an ally troop
(Mob) Mob-Up: This troop may form a mob. withing 12m may activate at the same time. This counts as the
ally’s activation. If the selected ally has already activated this
turn, they suffer 1 mortal wound and activate again.
Goliath Forge-Born (Ruin) Champion: This champion may take Ruin Actions
Prospect
Threat Classification: Tier 1+: Troop Goliath Forge Tyrant
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Strength 5 Intellect 3
Agility 5 Willpower 3 Strength 5 Intellect 5
Toughness 5 Fellowship 5 Agility 7 Willpower 4
Initiative 5 Defense 4 Toughness 5 Fellowship 7
Speed 5 Wounds 5 Initiative 7 Defense 6
Shock 3 Soak 5 Speed 4 Wounds 7
Resolve 2 Conviction 3 Shock 4 Soak 5
Passive Awareness: 3 Resolve 3 Conviction 4
Resilience: 6 Passive Awareness: 4
Skills: Default 6; Weapon Skill 8; Ballistic Skill 7 Resilience: 6 (Carapace Armour: Armour Rating 3 or
Size: Average
Furnace Plate: Armour Rating X)
Keywords: Imperium, <Goliath> Skills: Default 8; Weapon Skill 10; Ballistic Skill 10
Size: Average
Wargear Keywords: Imperium, <Goliath>, Champion
Fighting Knife and a Stubgun, Storm-Welder, or Heavy Rock
Saw Wargear
Wears Light Carapace Armour or Furnace Plate
Weapons
As determined above Weapons
Any combination of weapons desired
Special Abilities
Hot Headed: Must pass a Willpower Test (DN 3) to resist Special Abilities
charging the nearest threat each activation Any 2 Talents of choice
(Mob) Mob-Up: This troop may form a mob. Gang Activation: When this champion activates, an ally troop
withing 12m may activate at the same time. This counts as the
Goliath Forge Boss ally’s activation. If the selected ally has already activated this
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop turn, they suffer 1 mortal wound and activate again.
(Ruin) Champion: This champion may take Ruin Actions
Strength 5 Intellect 4
Agility 5 Willpower 4 Goliath Stimmer
Toughness 5 Fellowship 6 Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Initiative 5 Defense 4
Speed 4 Wounds 6 Strength 6 Intellect 4
Shock 4 Soak 5 Agility 5 Willpower 5
Resolve 3 Conviction 4 Toughness 6 Fellowship 4
Passive Awareness: 4 Initiative 5 Defense 5
Resilience: 6 (Light Carapace Armour: Armour Rating 3 or Speed 4 Wounds 7
Furnace Plate: Armour Rating X) Shock 5 Soak 6
Skills: Default 8; Weapon Skill 8; Ballistic Skill 10 Resolve 4 Conviction 5
Size: Average Passive Awareness: 5
Keywords: Imperium, <Goliath>, Champion Resilience: 7 (Armoured Undersuit: Armour Rating 3;
Furnace Plate: Armour Rating X)
Wargear Skills: Default 10; Weapon Skill 10; Ballistic Skill 10
Wears Light Carapace Armour or Furnace Plate Size: Average
Keywords: Imperium, <Goliath>, Champion
Weapons
Any combination of weapons desired Wargear
Heroes of the Imperium
Armoured Undersuit and Furnace Place. Has any Passive Awareness: 3
combination of ranged and melee weapons desired. Bio- Resilience: 5 (Flak ArmourArmour: Armour Rating X)
Booster, Combat Chem Stack Skills: Default 6; Weapon Skill 8; Ballistic Skill 8
Size: Average
Weapons Keywords: Imperium, <Guild>, Champion
As determined above
Wargear
Special Abilities Wears Flak Armour and has a Knife of choice and any pistol
Bio-Booster and rifle of choice.
Combat Chem Stack
Any 2 Talents desired Weapons
(Ruin) Champion: This champion may take Ruin Actions As above

Special Abilities
Goliath ‘Zerker (Ruin) Champion: This champion may take Ruin Actions
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop

Strength 7 Intellect 2 Helot Chaos Gang: Cult


Agility 7 Willpower 4 Demagogue
Toughness 7 Fellowship 5 Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Initiative 7 Defense 6
Speed 4 Wounds 7 Strength 4 Intellect 5
Shock 4 Soak 7 Agility 4 Willpower 7
Resolve 3 Conviction 4 Toughness 4 Fellowship 6
Passive Awareness: 4 Initiative 4 Defense 3
Resilience: 8 Speed 5 Wounds 5
Skills: Default 8; Weapon Skill 10; Ballistic Skill 6 Shock 7 Soak 4
Size: Average Resolve 6 Conviction 7
Keywords: Imperium, <Goliath>, Champion Passive Awareness: 4
Resilience: 5
Wargear Skills: Default 8; Weapon Skill 10; Ballistic Skill 10
Any Size: Average
Keywords: Imperium, <Helot Chaos Gang>, <Chaos>,
Weapons Champion
Open Fist (11+1ED; AP -1; Range Melee)
Mutated Fists or Bone Spurs (12+2ED; AP -1; Range Melee, Wargear
Brutal) Any weapons without the Heavy or Unwieldly Trait
Special Abilities Weapons
Impetuous: A Goliath ‘Zerker must always move towards the As above
closest threat when he activates.
(Ruin) Combat Drug Stash: Spend a Ruin and gain +3 Special Abilities
Speed, +2 Strength, +2 Toughness until the end of this Any 2 Talents desired
Champions next activation. While under the influence of the Devotion: Allies within 18m us this Champions Willpower for
Combat Drug Stash, if a Complication is rolled for a combat any needed Tests.
action, do not draw a card, this threat immediately suffers d3-1 Inured to Insanity: This Champion automatically passes
mortal wounds and all drug effects immediately end. Willpower Based Tests versus Insanity effects,
(Ruin) Champion: May use Ruin. (Ruin) Champion: This champion may take Ruin Actions

Guild Representative Helot Chaos Gang: Cult


Threat Classification: Tier 1+: Adversary
Disciple
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Strength 4 Intellect 6
Agility 4 Willpower 6
Strength 4 Intellect 4
Toughness 4 Fellowship 6
Agility 4 Willpower 4
Initiative 4 Defense 3
Toughness 4 Fellowship 5
Speed 5 Wounds 4
Initiative 4 Defense 3
Shock 4 Soak 4
Speed 5 Wounds 5
Resolve 5 Conviction 6
Heroes of the Imperium
Shock 4 Soak 4 Threat Classification: Tier 1+: Troop
Resolve 3 Conviction 4
Passive Awareness: 4 Strength 4 Intellect 4
Resilience: 5 Agility 4 Willpower 5
Skills: Default 8; Weapon Skill 8; Ballistic Skill 10 Toughness 4 Fellowship 3
Size: Average Initiative 4 Defense 3
Keywords: Imperium, <Helot Chaos Gang>, <Chaos>, Speed 5 Wounds 4
Champion Shock 5 Soak 4
Resolve 4 Conviction 5
Wargear Passive Awareness: 3
Any weapons without the Heavy or Unwieldly Trait Resilience: 5
Skills: Default 6; Weapon Skill 8; Ballistic Skill 8
Weapons Size: Average
As above Keywords: Imperium, <Helot Chaos Gang>, <Chaos>

Special Abilities Wargear


Any 1 Talents desired Any weapons
Inured to Insanity: This Champion automatically passes
Willpower Based Tests versus Insanity effects, Weapons
(Ruin) Champion: This champion may take Ruin Actions As above

Helot Chaos Gang: Cult Special Abilities


(Mob) Mob-Up: This troop may form a mob
Witch
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Heretek
Strength 4 Intellect 5 Threat Classification: Tier 1+: Troop
Agility 4 Willpower 7
Toughness 4 Fellowship 6 Strength 4 Intellect 7
Initiative 4 Defense 3 Agility 4 Willpower 5
Speed 5 Wounds 5 Toughness 4 Fellowship 3
Shock 7 Soak 4 Initiative 4 Defense 3
Resolve 6 Conviction 7 Speed 5 Wounds 4
Passive Awareness: 4 Shock 5 Soak 4
Resilience: 5 Resolve 4 Conviction 5
Skills: Default 8; Weapon Skill 10; Ballistic Skill 10, Psychic Passive Awareness: 3
Mastery 10 Resilience: 5 (Mesh Armour: Armour Rating X)
Size: Average Skills: Default 6; Weapon Skill 7; Ballistic Skill 8; Tech Use
Keywords: Imperium, <Helot Chaos Gang>, <Chaos>, 8
Psyker, Champion Size: Average
Keywords: Imperium, Outlaw
Wargear
Any Pistol or melee weapons without the Heavy or Unwieldly Wargear
Trait Wears Mesh Armour and has a Repair Kit. Armed with either
a Grav-Gun or Plasma Gun
Weapons
As above Weapons
Grav-Gun
Special Abilities Plasma Gun
Any 1 Talents desired
Non-Sanctioned Psyker: As a Sanctioned Psyker but cannot Special Abilities
attempt any Deny The Witch Tests. Munitioneer
Inured to Insanity: This Champion automatically passes
Willpower Based Tests versus Insanity effects, Hive Scum
(Ruin) Champion: This champion may take Ruin Actions
Threat Classification: Tier 1+: Troops

Helot Chaos Gang: Helot Strength 3 Intellect 8


Cultist Agility 3 Willpower 8
Toughness 5 Fellowship 8
Heroes of the Imperium
Initiative 3 Defense 2 Resilience: 5 (XX: Armour Rating X)
Speed 6 Wounds 5 Skills: Default 8; Weapon Skill 8; Ballistic Skill 10
Shock 8 Soak 5 Size: Average
Resolve 7 Conviction 8 Keywords: Imperium, <Allegiance>, Champion
Passive Awareness: 4
Resilience:4 Wargear
Skills: Default 8; Weapon Skill 8; Ballistic Skill 8 May have any Armour and weapons of choice
Size: Average
Keywords: Imperium Weapons
As above
Wargear
Any Special Abilities
Any 1 Talent desired
Weapons Call the Gang: When this champion activates, an ally troop
Any but typically Auto Pistol, Knife, and or Club withing 12m may activate at the same time. This counts as the
ally’s activation. If the selected ally has already activated this
Special Abilities turn, they suffer 1 mortal wound and activate again.
(Mob) Mob-Up: This troop may form a mob. (Ruin) Champion: This champion may take Ruin Actions

House Delaque Spyker House Gang: Ganger


Threat Classification: Tier 1-2: Adversary; Tier 3+: Troop Threat Classification: Tier 1+: Troop

Strength 5 Intellect 10 Strength 4 Intellect 5


Agility 5 Willpower 10 Agility 4 Willpower 5
Toughness 5 Fellowship 5 Toughness 4 Fellowship 5
Initiative 5 Defense 4 Initiative 4 Defense 3
Speed 6 Wounds 5 Speed 5 Wounds 4
Shock 10 Soak 5 Shock 5 Soak 4
Resolve 6 Conviction 10 Resolve 4 Conviction 5
Passive Awareness: 3 Passive Awareness: 3
Resilience: 6 (Displacer Field: Armour Rating X) Resilience: 5 (XX: Armour Rating X)
Skills: Default 6; Weapon Skill 6; Ballistic Skill 6; Psychic Skills: Default 6; Weapon Skill 8; Ballistic Skill 8
Mastery 10 Size: Average
Size: Average Keywords: Imperium, <Allegiance>
Keywords: Imperium, <Delaque>, Psyker
Wargear
Wargear May have any Armour and weapons of choice
Has a Displacer Field
Weapons
Weapons As above
None
Special Abilities
Special Abilities (Mob) Mob-Up: This troop may form a mob
Fly: The Spyker hovers above the ground and ignores all but
the most difficult terrain. House Gang: Juve
Psyker: As a Sanctioned Psyker. Threat Classification: Tier 1+: Troop

House Gang: Champion Strength 3 Intellect 3


Threat Classification: Tier 1-2: Adversary; Tier 3+: Troop Agility 4 Willpower 4
Toughness 3 Fellowship 4
Strength 4 Intellect 6 Initiative 4 Defense 2
Agility 5 Willpower 5 Speed 5 Wounds 3
Toughness 4 Fellowship 7 Shock 4 Soak 3
Initiative 5 Defense 3 Resolve 3 Conviction 4
Speed 5 Wounds 4 Passive Awareness: 3
Shock 5 Soak 4 Resilience: 4 (XX: Armour Rating X)
Resolve 4 Conviction 5 Skills: Default 5; Weapon Skill 7; Ballistic Skill 7
Passive Awareness: 4 Size: Average
Heroes of the Imperium
Keywords: Imperium, <Allegiance> May have Flak Armour and any weapons of choice

Wargear Weapons
May have any Armour and weapons of choice As above

Weapons Special Abilities


As above (Mob) Mob-Up: This troop may form a mob

Special Abilities
Master Charlatan
(Mob) Mob-Up: This troop may form a mob.
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop

House Gang: Leader Strength 5 Intellect 6


Threat Classification: Tier 1-2: Adversary; Tier 3+: Troop Agility 7 Willpower 6
Toughness 5 Fellowship 7
Strength 5 Intellect 6 Initiative 7 Defense 4
Agility 5 Willpower 6 Speed 5 Wounds 5
Toughness 5 Fellowship 7 Shock 6 Soak 5
Initiative 5 Defense 4 Resolve 5 Conviction 6
Speed 5 Wounds 5 Passive Awareness: 4
Shock 5 Soak 5 Resilience: 6 (Mesh Armour: Armour Rating X)
Resolve 5 Conviction 5 Skills: Default 8; Weapon Skill 10; Ballistic Skill 10
Passive Awareness: 4 Size: Average
Resilience: 5 (XX: Armour Rating X) Keywords: Imperium, <Allegiance>, Champion, Outlaw
Skills: Default 9; Weapon Skill 11; Ballistic Skill 101
Size: Average Wargear
Keywords: Imperium, <Allegiance>, Champion Wears Mesh Armor, Holochromatic Field, and a Falsehood

Wargear Weapons
May have any Armour and weapons of choice Needle pistol
Stiletto Sword
Weapons 4x Digilasers
As above
Special Abilities
Special Abilities Evade
Any 2 Talent desired Infiltrate
Call the Gang: When this champion activates, an ally troop Step Aside
withing 12m may activate at the same time. This counts as the (Ruin) Champion: This champion may take Ruin Actions
ally’s activation. If the selected ally has already activated this
turn, they suffer 1 mortal wound and activate again.
(Ruin) Champion: This champion may take Ruin Actions
Military Attaché:
Jagerkin
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Houseless Ganger
Threat Classification: Tier 1+: Troop Strength 4 Intellect 3
Agility 4 Willpower 4
Strength 4 Intellect 4 Toughness 4 Fellowship 4
Agility 4 Willpower 5 Initiative 4 Defense 3
Toughness 4 Fellowship 4 Speed 5 Wounds 4
Initiative 4 Defense 3 Shock 4 Soak 4
Speed 5 Wounds 4 Resolve 3 Conviction 4
Shock 4 Soak 4 Passive Awareness: 4
Resolve 4 Conviction 5 Resilience: 5 (Mesh Armour: Armour Rating X)
Passive Awareness: 4 Skills: Default 8; Weapon Skill 8; Ballistic Skill 10
Resilience: 3 Size: Average
Skills: Default 6; Weapon Skill 8; Ballistic Skill 6 Keywords: Imperium, <Allegiance> or <Regiment>,
Size: Average
Keywords: Imperium Wargear
Wears Mesh Armour
Wargear
Heroes of the Imperium
Weapons Special Abilities
Shotgun Fearsome
Non-Sanctioned Psyker: As a Sanctioned Psyker but cannot
Special Abilities perform a Deny the Witch Action.
Bodyguard (Mob) Mob-Up: This troop may form a mob.

Military Attaché: Krieg Narker


Master Threat Classification: Tier 1+: Troop
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Strength 5 Intellect 3
Strength 4 Intellect 6 Agility 5 Willpower 3
Agility 5 Willpower 5 Toughness 5 Fellowship 5
Toughness 4 Fellowship 6 Initiative 5 Defense 4
Initiative 5 Defense 3 Speed 5 Wounds 5
Speed 5 Wounds 5 Shock 3 Soak 5
Shock 5 Soak 4 Resolve 2 Conviction 3
Resolve 4 Conviction 5 Passive Awareness: 3
Passive Awareness: 3 Resilience: 6
Resilience: 5 (Light Carapace Armour: Armour Rating X) Skills: Default 6; Weapon Skill 8; Ballistic Skill 7
Skills: Default 6; Weapon Skill 8; Ballistic Skill 8 Size: Average
Size: Average Keywords: Imperium, <Allegiance>
Keywords: Imperium, <Allegiance> or <Regiment>,
Champion Wargear
None
Wargear
Wears Light Carapace Armour Weapons
Fighting Knife
Weapons
Bolt Pistol Special Abilities
Power Sword Lie Low
(Mob) Mob-Up: This troop may form a mob.
Special Abilities
Overseer Ogryns
(Ruin) Champion: This champion may take Ruin Actions
Threat Classification: Tier 1-2: Elite; Tier 3+: Adversary
Mindlocked Wyrd
Strength 7 Intellect 3
Threat Classification: Tier 1: Troop
Agility 4 Willpower 3
Toughness 7 Fellowship 3
Strength 5 Intellect 3
Initiative 4 Defense 3
Agility 5 Willpower 8
Speed 6 Wounds 7
Toughness 5 Fellowship 4
Shock 3 Soak 7
Initiative 5 Defense 4
Resolve 2 Conviction 3
Speed 4 Wounds 5
Passive Awareness: 4
Shock 8 Soak 5
Resilience: 11 (Flak Armour Armour 3)
Resolve 7 Conviction 8
Skills: Default 8; Weapon Skill 12; Ballistic Skill 10
Passive Awareness: 4 Size: Large (+1D)
Resilience: 6 (Mesh Armour: Armour Rating X) Keywords: Imperial <Allegiance>
Skills: Default 8; Weapon Skill 7; Ballistic Skill 8; Psychic
Mastery 10 Wargear
Size: Average
Flak Armour: Armour Rating 3; Ripper Gun; and 1d3 Frag
Keywords: Imperium, <Allegiance>, Outlaw, Psyker
Bombs
Wargear Weapons
Wears Mesh Armour Frag Bomb (10+1ED; AP 0; Range: Str x4m; LBT)
Ripper Gun (12+1ED; AP 0; Range 36m; Salvo 3; Assault)
Weapons
Any but typically none
Heroes of the Imperium
Ripper Gun (12+1ED; AP -1; Range Melee; Brutal, Toughness 5 Fellowship 8
Unwieldly 1) Initiative 5 Defense 4
Speed 5 Wounds 6
Special Abilities Shock 6 Soak 5
Avalanche of Muscle: Ogryns gain a +3 Bonus Dice instead Resolve 5 Conviction 6
of +1 when charging. Passive Awareness: 4
(Mob) Mob Up: Ogryns may form a mob. Resilience: 6 (Flak Armour: Armour Rating X and
Armoured Undersuit: Armour Rating X)
Variants Skills: Default 8; Weapon Skill 10; Ballistic Skill 8
Size: Average
Ogryn Bodyguards: As Ogryns above with the following Keywords: Imperium, <Adeptus Arbites>
changes:
Ogryn Bodyguards wear Bullgryn Plate and may have either Wargear
a Brute Shield or Slabshield Wears an Armoured Undersuit and Flak Armour. Is armed
Bullgryn Plate (Armour Rating 6) with a Stubgun, Enforcer Shotgun or Enforcer Boltgun,
Brute Shield (*4, Shield) and 2 Stun Grenades
Slabshield (*5, Shield)
Armed with a Ripper Gun, Huge Knife, and 1d3 Frag Weapons
Bombs Stubgun
Huge Knife (11+1ED; AP 0; Range Melee, Brutal) Enforcer Shotgun
May exchange their Ripper Gun for one of the following: Enforcer Boltgun
Bullgryn Maul (14+1ED, AP -3; Range Melee; Brutal) Stun Grenade
Grenadier Gauntlet (Damage As Grenade; AP As Grenade;
Range 20m; Salvo 1) Special Abilities
Frag Grenade (10+1ED; AP 0; MBT) Any 2 Talents desired
Krak Grenade (14+2ED; AP -2, SBT) Call the Boys: When this champion activates, an ally troop
Avalanche of Muscle: Ogryns gain a +3 Bonus Dice instead withing 12m may activate at the same time. This counts as the
of +1 when charging. ally’s activation. If the selected ally has already activated this
Bodyguard: If an Ogryn Bodyguard is within 6m of an ally turn, they suffer 1 mortal wound and activate again
Character or Champion that has been hit by a ranged attack, it (Ruin) Champion: This champion may take Ruin
may make an Initiative Test (DN4), if it passes, the damage
from the attack is applied to the Ogryn Bodyguard instead. If Variant Unit
this case apply the Brute Shield or Slabshield to the Ogryn
Bodyguards Resilience no matter the angle of the attack. Subjugator: May be a Subjugator Sergeant who wears
Ogryn Bodyguards may not Mob Layered Flak Armour and is armed with a Subjugator
Pattern Grenade Launcher.
Bullgryns: As Ogryns with the following changes
Add +2 Strength and Toughness
Equipped with either a Bullgryn Maul or a Grenadier Palantine Enforcer:
Gauntlet and either a Brute Shield or Slabshield Patrolman
(Mob) Mob Up: A Bullgyn Mob is led by a Bullgryn Bone Threat Classification: Tier 1+Troop
‘Ead with the following changes:
Add +1 to Intellect and Willpower Strength 4 Intellect 5
Agility 5 Willpower 5
‘Jotunn’ H-Grade Servitor Ogryn: As Ogryns with the Toughness 4 Fellowship 5
following changes Initiative 5 Defense 3
May wear Furnace Armour Speed 5 Wounds 4
Armed with either 2 Augment Fists or one Augment Fist and Shock 5 Soak 4
an Arc Welder Resolve 4 Conviction 5
• Augment Fist (12+2ED; AP -1; Range Melee; Brutal) Passive Awareness: 3
• Arc Welder (13+3ED; AP -3; Range Melee; Arc 2, Resilience: 5 (Flak Armour: Armour Rating X and
Blaze) Armoured Undersuit: Armour Rating X)
Skills: Default 6; Weapon Skill 8; Ballistic Skill 8
Palantine Enforcer: Size: Average
Captain Keywords: Imperium, <Adeptus Arbites>
Threat Classification: Tier 1-2: Elite; Tier 3+: Adversary
Wargear
Strength 5 Intellect 5
Agility 5 Willpower 6
Heroes of the Imperium
Wears an Armoured Undersuit and Flak Armour. Is armed
with a Stubgun, Enforcer Shotgun or Enforcer Boltgun, Strength 5 Intellect 5
and 2 Stun Grenades Agility 5 Willpower 6
Toughness 5 Fellowship 7
Weapons Initiative 5 Defense 4
Stubgun Speed 5 Wounds 6
Enforcer Shotgun Shock 6 Soak 5
Enforcer Boltgun Resolve 5 Conviction 6
Stun Grenade Passive Awareness: 3
Resilience: 6 (Flak Armour: Armour Rating X and
Special Abilities Armoured Undersuit: Armour Rating X)
(Mob) Mob-Up: This troop may form a mob Skills: Default 6; Weapon Skill 8; Ballistic Skill 8
Size: Average
Variant Unit Keywords: Imperium, <Adeptus Arbites>
Subjugator: May be a Subjugator Patrolman who wears Wargear
Layered Flak Armour and is armed with a Subjugator Wears an Armoured Undersuit and Flak Armour. Is armed
Pattern Grenade Launcher. with a Stubgun, Enforcer Shotgun or Enforcer Boltgun,
and 2 Stun Grenades

Palantine Enforcer: Weapons


Rookie Patrolman Stubgun
Enforcer Shotgun
Threat Classification: Tier 1+Troop
Enforcer Boltgun
Stun Grenade
Strength 4 Intellect 4
Agility 4 Willpower 4 Special Abilities
Toughness 4 Fellowship 4 Call the Boys: When this champion activates, an ally troop
Initiative 4 Defense 3 withing 12m may activate at the same time. This counts as the
Speed 5 Wounds 4 ally’s activation. If the selected ally has already activated this
Shock 3 Soak 4 turn, they suffer 1 mortal wound and activate again
Resolve 4 Conviction 4 (Mob) Mob-Up: This troop may form a mob
Passive Awareness: 3
Resilience: 5 (Flak Armour: Armour Rating X and Variant Unit
Armoured Undersuit: Armour Rating X)
Skills: Default 5; Weapon Skill 7; Ballistic Skill 7 Subjugator: May be a Subjugator Sergeant who wears
Size: Average Layered Flak Armour and is armed with a Subjugator
Keywords: Imperium, <Adeptus Arbites> Pattern Grenade Launcher.

Wargear
Wears an Armoured Undersuit and Flak Armour. Is armed Pit Trainer
with a Stubgun, Enforcer Shotgun or Enforcer Boltgun, Threat Classification: Tier 1+: Troop
and 2 Stun Grenades
Strength 5 Intellect 5
Weapons Agility 4 Willpower 4
Stubgun Toughness 5 Fellowship 5
Enforcer Shotgun Initiative 5 Defense 4
Enforcer Boltgun Speed 5 Wounds 5
Stun Grenade Shock 4 Soak 5
Resolve 3 Conviction 4
Special Abilities Passive Awareness: 4
Fresh From The Academy: The Rookie must pass a Resolve Resilience: 6
(DN2) Test to not Run towards the nearest threat during their Skills: Default 8; Weapon Skill 10; Ballistic Skill 8
first activation of the combat round. Size: Average
(Mob) Mob-Up: This troop may form a mob Keywords: Imperium, <Allegiance>

Wargear
Palantine Enforcer:
None
Sergeant
Threat Classification: Tier 1+Troop
Heroes of the Imperium
Weapons
Fighting Knife
Chain Sword
Rebel Lord
Threat Classification: Tier 1+: Adversary
Special Abilities
Mentor Strength 5 Intellect 6
Agility 5 Willpower 6
Toughness 5 Fellowship 5
Propagandist Initiative 5 Defense 4
Threat Classification: Tier 1+: Troop Speed 5 Wounds 7
Shock 5 Soak 5
Strength 4 Intellect 4 Resolve 5 Conviction 6
Agility 4 Willpower 5 Passive Awareness: 4
Toughness 4 Fellowship 6 Resilience: 6 (Light Carapace Armour: Armour Rating X;
Initiative 4 Defense 3 Displacer Field or Refractor Field)) Skills: Default 8; Weapon
Speed 5 Wounds 4 Skill 10; Ballistic Skill 10
Shock 5 Soak 4 Size: Average
Resolve 5 Conviction 5 Keywords: Imperium, <Allegiance>, Champion
Passive Awareness: 3
Resilience: 6 Wargear
Skills: Default 6; Weapon Skill 8; Ballistic Skill 8 Wears Light Carapace Armour and has either a Displacer
Size: Average Field or Refractor Field)
Keywords: Imperium, <Allegiance>
Weapons
Wargear Paired Master Crafted Laspistols or Boltgun
None Extra Stiletto Sword or Thunderhammer
4x Digilasers
Weapons
Laspistol or Stubgun Special Abilities
Any 2 Talents of choice
Special Abilities (Ruin) Champion: This champion may take Ruin Actions
Inspirational
(Mob) Mob-Up: This troop may form a mob. Rogue Doc
Threat Classification: Tier 1+: Troop
Proxy (Guild or House)
Threat Classification: Tier 1+: Troop Strength 3 Intellect 8
Agility 4 Willpower 8
Strength 4 Intellect 6 Toughness 4 Fellowship 8
Agility 4 Willpower 5 Initiative 4 Defense 4
Toughness 4 Fellowship 5 Speed 6 Wounds 5
Initiative 4 Defense 3 Shock 5 Soak 8
Speed 5 Wounds 4 Resolve 7 Conviction 8
Shock 5 Soak 4 Passive Awareness: 3
Resolve 4 Conviction 5 Resilience: X (XX: Armour Rating 3, XX)
Passive Awareness: 3 Skills: Default N; Weapon Skill N; Ballistic Skill N
Resilience: 5 Size: Average
Skills: Default 5; Weapon Skill 7; Ballistic Skill 7 Keywords: Imperium, <Allegiance>, Outlaw
Size: Average
Keywords: Imperium, <Allegiance> Wargear
Medicae Kit and Dataslate
Wargear
None extra Weapons
Laspistol or Stubgun
Weapons
Shotgun or Laspistol Special Abilities
‘Patch ‘em Up’: Gain a number of bonus dice to Medicae
Special Abilities tests equal to your Rank.
Evade (Mob) Mob-Up: This troop may form a mob.
(Mob) Mob-Up: This troop may form a mob.
Heroes of the Imperium
Scabber Servitor: Orlock ‘Lugger’
Threat Classification: Tier 1+: Troop Cargo Servitor
Threat Classification: Tier 1+: Troop
Strength 4 Intellect 6
Agility 4 Willpower 34 Strength 7 Intellect 4
Toughness 4 Fellowship 5 Agility 5 Willpower 3
Initiative 4 Defense 3 Toughness 7 Fellowship 5
Speed 4 Wounds 4 Initiative 5 Defense 6
Shock 4 Soak 5 Speed 4 Wounds 7
Resolve 3 Conviction 4 Shock 3 Soak 7
Passive Awareness: 3 Resolve 2 Conviction 3
Resilience: 5 Passive Awareness: 3
Skills: Default 6; Weapon Skill 7; Ballistic Skill 8 Resilience: 12
Size: Average Skills: Default 6; Weapon Skill 7; Ballistic Skill 8
Keywords: Imperium, <Allegiance>, Champion Size: Average
Keywords: Imperium, <Orlock>
Wargear
No armour Wargear
Equipped with Servitor Combat Arm, And either a Harpoon
Weapons Launcher, Heavy Bolter, Heavy Stubber, or Heavy Flamer.
Shotgun
Weapons
Special Abilities Servitor Combat Arm
Savvy Trader Harpoon Launcher
(Mob) Mob-Up: This troop may form a mob.
Special Abilities
Servitor: Defense As Servitor in W&G Rulebook
Servitor Ammo Hopper: Ignores the first Out of Ammo Complication
Threat Classification: Tier 1+: Troop each combat.
Weapons Platform: Ignores the Heavy weapon trait.
Strength 7 Intellect 4 (Mob) Mob-Up: This troop may form a mob.
Agility 5 Willpower 3
Toughness 7 Fellowship 5 Slaver Entourage: Chain
Initiative 5 Defense 6 Lord
Speed 4 Wounds 7 Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Shock 3 Soak 7
Resolve 2 Conviction 3 Strength 4 Intellect 3
Passive Awareness: 3 Agility 4 Willpower 5
Resilience: 12 Toughness 4 Fellowship 5
Skills: Default 6; Weapon Skill 7; Ballistic Skill 8 Initiative 4 Defense 4
Size: Average Speed 4 Wounds 5
Keywords: Imperium
Shock 5 Soak 4
Resolve 4 Conviction 5
Wargear
Passive Awareness: 4
Equipped with Servitor Combat Arm, and any heavy
Resilience: 5 (Light Carapace Armour: Armour Rating X)
weapon.
Skills: Default 8; Weapon Skill 10; Ballistic Skill 6
Size: Average
Weapons
Keywords: Imperium, <Mercator Sanguis>, Champion,
Servitor Combat Arm
Outlaw
Heavy Weapon of Choice
Wargear
Special Abilities
Wears Light Carapace Armour and has a Stim-Stash and
As Servitor in W&G Rulebook
Ammo Hopper: Ignores the first Out of Ammo Complication Bio-Booster. Armed with a Chain Axe and either a Shock
Whip or Chain Glaive.
each combat.
Weapons Platform: Ignores the Heavy weapon trait.
Weapons
(Mob) Mob-Up: This troop may form a mob.
Chain Axe
Heroes of the Imperium
Shock Whip Size: Average
Chain Glaive Keywords: Imperium, <Mercator Sanguis>, Champion,
Outlaw
Special Abilities
Where there’s a whip: When this champion activates, Slaver Wargear
troop withing 24m may activate at the same time. This counts Wears Flak Armour and has a Cult Icon. Is armed with a
as the ally’s activation. If the selected ally has already Fighting Knife, Shock Stave, and Harpoon Launcher
activated this turn, they suffer 1 mortal wound and activate
again. Weapons
Hurl Fighting Knife
Overseer Shock Stave
(Ruin) Champion: This champion may take Ruin Actions Harpoon Launcher

Special Abilities
Slaver Entourage: Pit Where there’s a whip: When this champion activates, Slaver
Figher troop withing 12m may activate at the same time. This counts
Threat Classification: Tier 1+: Troop as the ally’s activation. If the selected ally has already
activated this turn, they suffer 1 mortal wound and activate
Strength 5 Intellect 2 again.
Agility 5 Willpower 4 Disarm
Toughness 5 Fellowship 4 (Ruin) Champion: This champion may take Ruin Actions
Initiative 5 Defense 6
Speed 5 Wounds 5 Slopper
Shock 3 Soak 5 Threat Classification: Tier 1+: Troop
Resolve 3 Conviction 4
Passive Awareness: 4 Strength 3 Intellect 7
Resilience: 6 (Flak Armour: Armour Rating X) Agility 4 Willpower 7
Skills: Default 8; Weapon Skill 8; Ballistic Skill 6 Toughness 4 Fellowship 7
Size: Average Initiative 4 Defense 4
Keywords: Imperium, <Mercator Sanguis>, Outlaw, Slave Speed 4 Wounds 5
Shock 7 Soak 5
Wargear Resolve 6 Conviction 7
Wears Flak Armour Passive Awareness: 3
Resilience: 5
Weapons Skills: Default 5; Weapon Skill 5; Ballistic Skill 5
Chain Glaive Size: Average
Keywords: Imperium
Special Abilities
Bodyguard: If a Chain Lord ss hit by a ranged attack while Wargear
with 4m of a it Fighter, the damage of he attack may be Slop Kit
transferred to a Pit Fighter.
Rain of Blows Weapons
(Mob) Mob Up Knife

Slaver Entourage: Special Abilities


Shackelman (Mob) Mob-Up: This troop may form a mob.
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Smuggler Shore Party:
Strength 5 Intellect 4
Agility 4 Willpower 5
Bosun
Toughness 4 Fellowship 4 Threat Classification: Tier 1+: Troop
Initiative 5 Defense 3
Strength 3 Intellect 6
Speed 4 Wounds 4
Agility 5 Willpower 6
Shock 5 Soak 4
Toughness 5 Fellowship 4
Resolve 4 Conviction 5
Initiative 5 Defense 4
Passive Awareness: 3
Resilience: 5 (Flak Armour: Armour Rating X) Speed 4 Wounds 5
Skills: Default 6; Weapon Skill 8; Ballistic Skill 7 Shock 6 Soak 5
Resolve 5 Conviction 6
Heroes of the Imperium
Passive Awareness: 3 Resolve 4 Conviction 5
Resilience: 6 (Mesh Armour: Armour Rating X) Passive Awareness: 3
Skills: Default 6; Weapon Skill 10; Ballistic Skill 8 Resilience: 8 (Flak Armour: Armour Rating X)
Size: Average Skills: Default 6; Weapon Skill 10; Ballistic Skill 8
Keywords: Imperium, <Allegiance>, Outlaw Size: Average
Keywords: Imperium, <Allegiance>, Outlaw
Wargear
Wears Mesh Armour Wargear
Wears Flak Armour
Weapons
Shotgun Weapons
Fighting Knofe Autopistol or Laspistol
Fighting Knife
Special Abilities Stiletto Knife
Dodge
(Mob) Mob-Up: This troop may form a mob. Special Abilities
Step Aside
Smuggler Shore Party: Overseer
(Mob) Mob-Up: This troop may form a mob.
Cold Trader (Captain) (Ruin) Champion: This champion may take Ruin Actions
Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop

Strength 5 Intellect 6 Stig-Shambler


Agility 5 Willpower 6 Threat Classification: Tier 1-2: Adversary, Tier 3+: Troop
Toughness 5 Fellowship 5
Initiative 5 Defense 4 Strength 7 Intellect 5
Speed 6 Wounds 5 Agility 5 Willpower 5
Shock 5 Soak 5 Toughness 5 Fellowship 5
Resolve 5 Conviction 5 Initiative 5 Defense 4
Passive Awareness: 3 Speed 4 Wounds 5
Resilience: 6 (Armour Weave Armour: Armour Rating X) Shock 5 Soak 5
Skills: Default 6; Weapon Skill 8; Ballistic Skill 8 Resolve 4 Conviction 5
Size: Average Passive Awareness: 3
Keywords: Imperium, <Allegiance>, Champion, Outlaw Resilience: X (Flak Armour: Armour Rating X)
Skills: Default 6; Weapon Skill 8; Ballistic Skill 8
Wargear Size: Average
Wears Armour Weave Armour with a Bio-Booster Keywords: Imperium, <Cowdor>, Champion

Weapons Wargear
Sling Gun Wears Flak Armour and has either a Club or Pole Arm. Is
Stiletto Knife Armed with either a Heavy Stubber, Twin Linked Heavy
Stubber, or Heavy Flamer
Special Abilities
Step Aside Weapons
Overseer Club
(Mob) Mob-Up: This troop may form a mob. Pole Arm
(Ruin) Champion: This champion may take Ruin Actions Heavy Stubber
Twin Linked Heavy Stubber
Heavy Flamer
Smuggler Shore Party:
Void-Born Scum Special Abilities
Threat Classification: Tier 1+: Troop Intelligent Control: The Stig-Shambler may reroll Willpower
based Tests.
Strength 7 Intellect 5 Move or Shoot: When a Stig-Shambler activates, it may only
Agility 7 Willpower 5 declare a move or an attack action.
Toughness 7 Fellowship 4 (Ruin) Champion: This champion may take Ruin Actions
Initiative 7 Defense 6
Speed 4 Wounds 7 Uphive Agent
Shock 5 Soak 5 Threat Classification: Tier 1+: Troop
Heroes of the Imperium
Size: Average
Strength 4 Intellect 8 Keywords: Imperium, <Allegiance>
Agility 3 Willpower 8
Toughness 4 Fellowship 8 Wargear
Initiative 3 Defense 2 Wears Mesh Armour and a Displacer Field
Speed 6 Wounds 5
Shock 8 Soak 5 Weapons
Resolve 7 Conviction 8 Laspistol
Passive Awareness: 4
Resilience: 6 (Mesh Armour: Armour Rating x, Displacer Special Abilities
Field: Armour Rating X, Special) (Mob) Mob-Up: This troop may form a mob.
Skills: Default 8; Weapon Skill 10; Ballistic Skill 8
Heroes of the Imperium

Section 4:

Vehicles
Heroes of the Imperium
Vehicle Traits
Assault Vehicle: When this vehicle ends its movement, all Open Top: An open top vehicle leaves its crew and
passengers may disembark and make an immediate move at passengers exposed to the elements and enemy attacks, but
Speed+2. This movement does not count as an activation for leaves passengers and crew free to attack from the vehicle
that passenger nor can they charge into attack. without penalty (see Attacking from Vehicles on page 235).
Attacking an occupant of an open top vehicle does not require
Crash Webbing: Occupants strapped into a vehicle with crash a called shot.
webbing are immune to Shock caused by impacts, Blast
weapons, and System Shock. Getting into or out of crash Sealed: Occupants of a sealed vehicle are immune to toxic
webbing is an action. gasses and airborne diseases while all hatches are closed. The
occupants of a Sealed vehicle cannot be targeted by called
Crawler: A vehicle with this trait may not perform a charge shots. A vehicle cannot possess both the Open Top and Sealed
attack, but suffers no penalty to moving and shooting weapons traits.
with the Heavy trait.
Tracked: Tracked vehicles are equipped with caterpillar
Explodes: When this vehicle is reduced to 0 Wounds, roll a treads that chew through rough ground. A tracked vehicle
d6, if an icon is rolled this unit explodes. On an Icon, any takes no penalty from rough terrain when moving up to its
character within 10m takes 1 mortal wound, mobs take d3 Cruising Speed.
mortal wounds. On an Exalted Icon, damage is increased to d3
and 2d3 mortal wounds respectively. Transport: Any vehicle that carries 3 or more troops or
walkers to deploy on the battlefield is a Transport.
Gyro-Stabilised: A Gyro-Stabilised vehicle grants a +1d
bonus to Pilot tests. Vacuum Hardened: Vacuum Hardened craft can function in
absolute vacuum and are equipped with life support
Hover: Hover vehicles ignore all penalties from rough terrain, capabilities. Vacuum Hardened vehicles have all the benefits
pass over obstacles and obstructions, and can lift 10m off the of the Sealed trait. Flying vehicles with the Vacuum Hardened
ground as part of its movement. trait are space worthy and capable of surface to orbit flight.

Immobile: A vehicle with this trait cannot move after it is Walker: A walker takes no penalty from rough terrain when
deployed and has a Defense of 0. Nothing may embark upon moving up to half its Cruising Speed, can ascend sharp
this vehicle after it has disembarked its passengers. inclines, and can perform a ram stunt without moving against
targets within 1m by “stomping” them.
Heroes of the Imperium
Vehicle Catalog: Wheeled/Tracked
Vehicles
Vehicles are crewed and not autonomous (Machine Spirit being the exception to this!). The crew is standard Infantry (based on
keywords) and if a vehicle commander is listed in the Crew, then they are the equivalent of a Sergeant. If the crew of a vehicle is ever
reduced to half or less of the amount needed to operate, then all skill tests for the vehicle are made at an added +2DN penalty.

XX

Crew: X
Passengers: X

Cruising Speed: X
Defense: X
Wounds: X
Resilience: X

Default Skill: X
Piloting: X
Ballistic Skill: X

Traits: X

Key Words: Imperium>

Weapons:
XX

Variants

X Variant
Passengers: X
Weapons: X
Heroes of the Imperium

Vehicle Catalog: Hover Vehicles


Vehicles are crewed and not autonomous (Machine Spirit being the exception to this!). The crew is standard Infantry (based on
keywords) and if a vehicle commander is listed in the Crew, then they are the equivalent of a Sergeant. If the crew of a vehicle is ever
reduced to half or less of the amount needed to operate, then all skill tests for the vehicle are made at an added +2DN penalty.
Heroes of the Imperium
Vehicle Catalog: Walker Vehicles
Vehicles are crewed and not autonomous (Machine Spirit being the exception to this!). The crew is standard Infantry (based on
keywords) and if a vehicle commander is listed in the Crew, then they are the equivalent of a Sergeant. If the crew of a vehicle is ever
reduced to half or less of the amount needed to operate, then all skill tests for the vehicle are made at an added +2DN penalty.

Luther-Pattern Resilience: 13
Excavation Automata Default Skill: 8
(Ambot) Piloting: 10
Weapon Skill: 8
Crew: 0 Ballistic Skill: 8
Passengers: 0
Traits: Walker, Gyro-Stabilized, Explodes
Cruising Speed: 12m
Defense: 2 Key Words: Imperium
Wounds: 7
Resilience: 7 Weapons:
Heavy Rock-Cutter
Default Skill: 8
Piloting: 10 Variants
Weapon Skill: 8
Ballistic Skill: 8 None known at this time

Traits: Walker, Gyro-Stabilized, Explodes Van-Saar ‘Arachni-Rig’


Servo-Suit
Key Words: Imperium

Weapons: Crew: 1
Tunneling Claw or Grav-Fist Passengers: 0
Tunneling Claw
• Melee: 11+2ED; AP -1; Range Melee; Brutal Cruising Speed: 10m
• Ranged: 12+2ED; AP -2; Range 20m; Salvo -; Defense: 3
Melta Wounds: 6
Grav-Fist Resilience: 10
• Melee: 11+2ED; AP -1; Ranged Melee; Brutal
• Ranged: 12+2ED, AP -1; Range 30m, Salvo 1; Default Skill: 6
SBT Piloting: 8
Weapon Skill: 8
Special: Ballistic Skill: 8
Automata: Ignores all Willpower based Tests
Cranial Governor: When in ‘Safe Mode’ will not attack Traits: Walker, Gyro-Stabilized
others. When ‘Safe Mode’ is off, will attack all within 2m
(friend or foe) and has the Berserk Talent. Key Words: Imperium, <Van-Saar>

Variants Weapons:
4x Servo Arm (12+1ED, AP 0; Range Melee)
None known at this time Twin-Linked Heavy Las-Carbine (10+1ED; AP 0; Range
72m; Salvo 4; Rapid Fire 3; Steadfast)
Rad Gun (8+1ED, AP-2; Range 60m; Salvo 1; Rad 2)
Mining Automata Plasma Gun

Crew: 0 Notes:
Passengers: 0 Up to 2 Servo Arms may be replaced with a Rad Gun or
Plasma Gun
Cruising Speed: 12m Superior Weapons Array: Ignore up to -2DN of multi-action
Defense: 2 penalties when targeting 2 or more targets simultaneously.
Wounds: 13
Variants
Heroes of the Imperium
Weapons: X
X Variant
Passengers: X
Heroes of the Imperium
Vehicle Catalog: Aeronautica Vehicles
Vehicles are crewed and not autonomous (Machine Spirit being the exception to this!). The crew is standard Infantry (based on
keywords) and if a vehicle commander is listed in the Crew, then they are the equivalent of a Sergeant. If the crew of a vehicle is ever
reduced to half or less of the amount needed to operate, then all skill tests for the vehicle are made at an added +2DN penalty.
Heroes of the Imperium

Vehicle Catalog: Titanicus Vehicles


Vehicles are crewed and not autonomous (Machine Spirit being the exception to this!). The crew is standard Infantry (based on
keywords) and if a vehicle commander is listed in the Crew, then they are the equivalent of a Sergeant. If the crew of a vehicle is ever
reduced to half or less of the amount needed to operate, then all skill tests for the vehicle are made at an added +2DN penalty.
Heroes of the Imperium
Vehicle Catalog: Voidspace Vehicles
Vehicles are crewed and not autonomous (Machine Spirit being the exception to this!). The crew is standard Infantry (based on
keywords) and if a vehicle commander is listed in the Crew, then they are the equivalent of a Sergeant. If the crew of a vehicle is ever
reduced to half or less of the amount needed to operate, then all skill tests for the vehicle are made at an added +2DN penalty.
Heroes of the Imperium

Section 5:

Battlefield Terrain,
Emplacements, &
Fortifications
Heroes of the Imperium
Barrier Material
& Breaching Barriers
Various materials are in use throughout the Imperium to construct buildings, vehicles, and other barriers that will get in a character’s
way while adventuring, and there will be a time when a character must try and bust or blat his way through these barriers.

Material Ratings Attacking a Barrier

Below is a list of various material examples and the Resilience When making an attack against a barrier or construction made
and Wounds for the materials. of the material, the attack is made against a Defense 1, but any
Material Thickness Resilience Wounds Complications rolled on the attack still apply. Various attacks
Dirt, Loose 1m 2 1 will produce different final effects based on the type of
Dirt, Hard Packed 1m 2 2 weapon used.
Wood 1m 3 3
Concrete 1/2m 4 5 Arc/Power Weapons: Double their AP when dealing damage
Steel Reinforced 1/2m 6 7 to any metal materials
Concrete Bolt/Projectile Weapons: Pierce the material but do not create
Basic Metals 1/2m 7 9 anything larger than a small hole
Hardened Metals 1/4m 9 13 Blast Template Weapons: Create a hole in the material that is
Armour Plate 1/10m 12 15 1m in diameter per icon of damage dealt over the wound
threshold.
Vehicle Plate 1/10m 15 18
Melta/Plasma Weapons: Create a hole in the material that is
Hull Plate 1/10m 20 25
1/2m in diameter per icon of damage dealt over the wound
threshold and sets the material on fire.
Each doubling of the thickness of the material triples the
Wounds of the barrier.
Heroes of the Imperium
Battlefield Terrain
In this section you will find expanded terrain rules based on new material from Chapter Approved 2019 and the Necromunda Game.

All of the following terrain features presume that the feature is closer to the shooter than the target is, if not the target does not gain a
bonus to cover from the terrain feature.

Abandoned Hardware: Cranes and Servitors Some terrain, as noted in its description, will count as
With a successful Tech-Use (DN3) Test, you may activate Dangerous Industrial Terrain and has the following added
cranes or servitors to move yourself, al ally, or cargo up to effects.
20m away. If using a crane, you may also move an added 10m • If Damaged: If purposefully targeted by an attack,
up or down. Alternately, they may be used to attack with at a the affects of the terrain happen automatically.
range of up to 20m distant as Industrial Cranes & Hooks. • If used for Cover: If the attack misses its target and
the Wrath die was a complication, the terrain is hit
Abandoned Hardware: Force Barricades instead as if purposefully targeted.
Provides those on opposite sides a bonus versus ranged attacks
as if equipped with a Refractor Field (*3 Force Shield) Death World Forests
These features grant a +1 DN cover bonus but also reduce
Abandoned Hardware: Medicae Station movement as Woodlands. Death World Forests come in 4
This station contains preserved Medicae supplies and allows a varieties:
user to make Medicae Tests at +3 Bonus Dice while they are • Barbed Venomgorse: When a unit moves with
within 6m of it. If a Complication is rolled on any of these 6m of this feature, roll a d6. If an Exanted Icon is
tests, then the station supplies are depleted. generated that unit suffers d3 mortal wounds as
the feature lashes out and attacks the unit.
Abandoned Hardware: Vox Relay • Eldritch Ruin: Psykers making a Psychic
A Vox Relay will, with a Tech-Use (DN3) Test, you can Mastery Test with 6m of this feature gain +2
communicate with anyone within the ‘local area’. Bonus Dice for the test.
• Grapple Weed: As Barbed Venomgorse but at
Ancient Imperium: Ancient Terminal the end of the Turn, Grapple Weed moves 2d6m
With a successful Tech-Use Test, you gain a one-use bonus to towards the nearest unit but stops when within
a future skill test of your choice equal to the number of 2m of any unit or another terrain feature.
Exalted Icons generated on the Tech-Use Test plus 1 from the • Shardwrack Spine: When a unit moves with 6m
information gained. The Terminal ceases to function of this feature, roll a d6. If an Exalted Icon is
afterwards, permanently. After this the Terminal counts as generated that unit suffers d3 mortal wounds as
Mechanicus Arcana below. If the Tech-Use Test has a the feature shoots piecing spines and attacks the
Complication, the user is electrocuted and suffers (8-1ED, AP unit.
0; Agonizing) damage from electro shock. Doors
Doors can be made of any material and be of any size. If a
Ancient Imperium: Mechanicus Arcana door is locked, either mechanically or electronically, then the
These not-quite Archaeotech devices have minor value on the door will have to be forced (Strength (DN2 + Material
black market. Increase you Wealth by +d3 for one purchase Resilience) Test) open, or lock picked (Tech-Use (DN 5)) to
when using this device as trade. open.
Ancient Imperium: Statuary Ductways
Statuary grants a +1 DN cover bonus to infantry within 4m of Ductways represent crawlspaces built into structures to move
it. Any Imperial unit within 6m of Imperial Statuary that is a air or access areas from inside the walls. Generally, these are
minimum of 50% identifiable as such gain +3 Bonus Dice to no more than 2m square in shape and infinitely long. As a
any Resolve Tests general rule, combat may only be performed with a target
directly ahead of you in the ductway and the character or ally
Barricades in the front will block line of sight for all attacks made from
Barricades provide infantry with a +1 DN bonus from cover those behind. Movement is also made at half Speed.
and reduce movement by 2m when crossing over them.
Flooded Passageways/Sewage Channels
Craters Flooding, in a hive, ship, or other structure can be devastating.
Movement thru a crater is slowed by 2m. Infantry wholly in a The area that is flooded can have many affects on movement
crater gain a +1 DN cover bonus. and combat. If partially flooded (you can walk through it),
then movement is halved and any combat is done at an
Dangerous Industrial Terrain additional -1DN penalty. Fully flooded areas must be swam
across. If the character cannot swim then movement is reduced
Heroes of the Imperium
to 2 and they must pass Strength or Agility (DN3) Test to keep Galvanic Servohaulers
from drowning. Those that can swim may move up to half- Infantry within 2m of a Servohauler gains a +1 DN cover
Speed. If a character is injured and submerged in water or bonus.
sewage, they risk having their wounds become infected. They
must pass a Toughness (DN2 or DN4 if sewage) Test or have Haemeotropic Reactors
their wounds become infected, Infections deal d3-1 mortal Infantry within 6m of a Reactor gains a +2 cover bonus and is
wounds each day unless treated by a Medicae (DN 3) Test or considered Hazardous Cover.
the character succeeds in 3 consecutive Toughness (DN2)
Tests to resist the infection. Hatchways
Provides an added+1DN cover modifier. Has a Barrier rating
Forgotten Fuel Drums & Ammo Crates as Armour Plate.
Has the following effects:
• Considered Dangerous Industrial Terrain Hazardous Cover
• If targeted by a ranged attack, explodes a Frag If the attack generates a Critical Hit while targeting a unit
Grenade. within a terrain feature that is considered Hazardous Cover
• Ammo Crates may be looted by characters to then roll a d6. The unit closest to the reactor, either friend or
gain 3 reloads each. foe, (or a random one if more than one) suffers a number of
• Fuel Drums may be looted to refuel any one mortal wounds equal to the number of Icons Generated.
vehicle the characters have.
Imperial Statuary
Forgotten Ordinance: Munition Containers Statuary grants a +1 DN cover bonus to infantry within 4m of
When these containers are opened, roll a d6 and consul the it. Any Imperial unit within 6m of Imperial Statuary that is a
table below to determine the contents: minimum of 50% identifiable as such gain +2 Bonus Dice to
• 1: Unstable Ordinance that explodes as Frag any Resolve Tests.
Grenade destroying the container.
• 2-4: Nothing of use any more. Industrial Cranes & Hooks
Have the following effects:
• 5-6: As an ammo crate above.
• Quick Climbing: May be ascended or
Forgotten Ordinance: Treasure Casket descended at normal Speed.
These Treasure troves can be worth a one-time bonus to a • Death From Above: May be dropped on a threat
future Wealth Test. When opened, roll a d6 and consul the with a Tech-Use (DN3) Test. Damage done to
table below to determine the contents: the threat is (10+1ED; AP 0; Brutal). Exalted
• 1: Click! Trapped: Explodes as Frag Grenade Icons on the Tech-Use Test can be shifted to
destroying the container. damage.
• 2-4: Family Threads: Gain +d3 to your Wealth • Hailing Cargo: A Tech-Use (DN3) Test is
for one purchase. needed to activate and use the machinery.
• 5-6: Nobles Ransom: Gain +2d3 to your Wealth
Lifts
for one purchase.
Lift are used for moving cargo or personnel between level of
structure. A Tech-Use (DN2) Test is required to activate the
Forgotten Ordinance: Unexploded Ordinance
lift. If an ally or threat are located under a lift that is coming
Has the following effects:
down, they must make an Initiative (DN3) Test to jump out of
• Considered Dangerous Industrial Terrain
the way or be crushed taking (12+3ED, AP -5) damage. If they
• May be disarmed with a Tech-Use (DN4) Test. If pass the Initiative test, move them up to 4m away from the lift.
a Complication is generated, the ordinance A lift moves 10m per turn unless hacked (Tech-Use (DN5) to
explodes dealing d3 mortal wounds in a SBT.
double movement of the lift.).
• If the ordinance is targeted with a ranged attack,
the ordinance explodes as above. Munitorum Armoured Containers
These containers provide a +1 DN cover bonus if the target is
Furnace Barricade inside a container, a +2 cover bonus if on the other side of a
If a target is granted a cover bonus by the barricade, they also container. Any infantry within 2m of a container that is
ignore Blaze and Melta traits of attacks against them. equipped with a Storm Bolter may, on their activation,
operate the Storm Bolter as if they are equipped with it.
Furnace Floor Storm Bolter (10+1ED; AP 0; Range 40m; Salvo 4, Brutal,
These open floor sections into the heart of an active furnace Rapid Fire 2)
are nasty things to fall into. Anyone who fails to jump the
opening of a furnace falls in and is considered dead. Anyone Obstacles
who attempts to shoot over a furnace floor opening does so at Obstacles fall into 2 categories: Tank Traps for Vehicles and
an added -1DN modifier from the fire haze. Monster, and Tanglewire for Infantry. Any unit moving thru
Heroes of the Imperium
an obstacles has its Speed reduce by half. Obstacles do not • Fuel Slick: At the beginning of each turn, roll a
affect Flyers or Titanic units. d6 for each length of pipes. On a 1, that length of
pipes has sprung a leak and a slick forms. Each
Pitfalls turn, roll a d6, for each icon generated, the slick
Pitfalls represent areas of large holes in the floor of a structure increases in size by 2m. Movement thru a slick is
with unsteady flooring around or over the hole. Movement is halved. Any movement faster than half Speed
reduced to half -Speed unless an Agility (DN3) Test is made. requires an Agility (DN3) Test to avoid falling
If the test is failed, the character must pass a Strength (DN3) prone and loses any further actions this
Test to catch themselves before falling into the hole and activation. If the slick is targeted by a Fire type
possibly to their death. If a blast weapon goes off over or weapon, roll a d6. On a 4+ the slick is set afire
within 2m of the edge of a pitfall, roll a d6 for each ‘side’ of and all within it or who move thru it suffer the
the pitfall. On a 1, the pitfall opens by 2m on that side as the effects of a Flamer attack.
structure collapses. Any bridges across the chasm opening
have a 1 in 6 chance of collapsing in as a result of these blasts. Protein Reclamators
These are huge vats that grind down any living things put into
Pitfalls may also be traps set by others for one reason or the them into base material for becoming food substrates. If
other, usually to catch other creatures in for food or other anyone is unfortunate enough to fall into one, they become
needs. When a character or ally enters an area occupied by a prone and pinned and their activation ends. On their next
pitfall hey must make an Initiative Test (DN3) or set off the activation they must declare a double movement and pass an
pitfall and suffer the effects of it. The base damage is falling Agility (DN4) Test to climb out. Anyone located with 4m of
damage as detailed in the W&G rulebook plus any spikes or the control panel for the reclamator may perform a Tech-Use
whatnot at the bottom. Typical added damage is (6+2ED, AP - (DN3) Test to activate the reclemator on their activation.
1, Brutal) for spikes or whatnot. Anyone or thing in the reclamator when it is activated suffers
a (15+5ED, AP -5) melee attack.
Plasma Pipes & Generators
Has the following effects: Ruins
• Considered Dangerous Industrial Terrain Infantry and non-Titanic vehicles that are wholly within a ruin
• High Pressure Plasma: If hit by an attack, roll a gain a +3 DN bonus from cover. If partially within a ruin, the
d6. If an Icon is generated, the terrain feature is benefit is only +1 DN. Speed is reduce by 2m for Infantry and
pierced. Center a LBT at the puncture point, all by half for non-titanic vehicles or monsters that move within a
targets in this area suffer the effects of a Plasma Ruin.
Grenade.
• Harsh Glow: Provides illumination equal to Sealed Frontierus Structure
daylight out to 12m and fouls Infrared and Photo Provide +3 DN cover bonus to any target with 4m of the
Goggles in the wearer is within 6m. structure. Any target on top of the structure gains no cover
• Plasma Cannister: If thrown (up to Str x3m and bonus. Vehicles and Monsters cannot gain a cover bonus from
at -2 DN) or shot, may be used as a Plasma these structures.
Grenade with a MBT blast radius.
Sector Mechanicus Structures
Power Generators Act as a Ruin for cover modifiers but do not restrict movement
Throughout the hive power generators are set up in blocks to for Infantry. Vehicles and Monsters of any type may not
collect and distribute energy. Sometimes these will move thru a Sector Mechanicus Terrain Feature.
malfunction due to neglect or direct damage to them from
firefights. Generators will normally have a nearby console or Sludge Vats
terminal to control this bank of generators. A Tech-Use (DN3) These pits collect the runoff from various places in the hive
Test can be made to operate them (Turn on/off, etc). While the and are not normally nice to fall into. Anyone who falls into
generators are running, power will arc from one to another at one is considered pinned and their activation ends. On their
times. At the beginning of each turn, roll a d6 for each pair of next activation they can make either a Strength or Agility
generators, on a 1 the generators arc. Anyone caught between (DN3) Test to climb out. Otherwise they just kind of float
generators at this time will suffer (10+1ED; AP 0; Agonizing) there!
damage immediately.
Smokestacks
Promethium Pipes & Reserves Have the following effects:
Has the following effects: • Belching Smoke: At the beginning of a turn, roll
• Considered Dangerous Industrial Terrain a d6. On a 1, a smokestack activates and belches
• High Pressure Gas: If hit by an attack, roll a d6. smoke and fumes. Until the end of the following
If an Icon is generated, the terrain feature is turn, the area within 12m of the smokestack
pierced. Center a LBT at the puncture point, all counts as blocking terrain for determining line of
targets in this area suffer the effects of a Flamer. sight.
Heroes of the Imperium
• Foul Air: The around an active smokestack is
fouled and prevents movement in excess of half Launcher weapons have their range halved when shooting
speed unless eqiopped with a Respirator of in a against the air flow; and increased by half with the airflow.
sealed suit. Any ranged attacks across or against the flow of air is done at
• Flammable Fumes: The air around an active -3DN. Any attack that scatters does so automatically with the
smokestack is flammable. An fire type weapons flow or air.
have their Base Damage increased by +2 against
targets in this area of effect. If a character is attacking though a turbine, the attack is made
at an addition -4DN penalty. The Turbine machinery has a
Stairs Resilience of 4, and wounds of 10 to resist damage.
Generally, a character may move up or down stairs at normal
Speed. A Character or threat on a higher stair than a target of a Waste Compactor
melee or ranged attack gains +1 Bonus Dice to their attack. If This terrain feature is treated like a pitfall (see above) but a
a complication is rolled while performing an attack while on character that falls in is Pinned and must try to climb out
stairs, you must pass a Agility (DN2) test of fall prone, ending before the compactor activates. At the beginning of each turn,
your current activation. roll a d6, if a 1 is rolled the compactor activates automatically.
A nearby terminal may be accessed by a Tech-Use (DN3) Test
Thermic Plasma Conduits to activate or deactivate a compactor. Anyone in the
Act as Barricades but are Hazardous Cover. compactor when it activates immediately suffers a (14+3ED;
AP -5; Brutal) melee attack.
Thermic Plasmic Regulators
Act as Sector Mechanicus Structures but are Hazardous Cover. Woodlands
Infantry has Speed reduced by 2m, Vehicles under Titanic in
Toxic Sludge Size have Speed Reduced by half until completely cleared of a
Whenever a character, ally, or threat begins their activation in woodland terrain feature. Shooting attacks mad against a
whole or part in a pool of Toxic sludge, if they are not in a target wholly within a woodlands terrain feature gain a +2 DN
sealed suit of some type, they must make a Toughness (DN2 bonus from cover, if partially within, the bonus is only +1 DN.
plus number of activations they have been in contact with the
sludge the whole session) or go unconscious from toxic Xenos Hatching Sites
exposure. On any subsequent activations, they must pass These area of a hive, structure, or ship are area that xenos have
Defiance checks to resist death if not removed from the pool infested and laid their spore/eggs for hatching. When a
by an ally. character ends their movement within 2m of such, roll a d6, on
a 1, the spores/eggs hatch and the character is attacks by d3
Ventilation Tunnels hatchlings who hit for (5+1ED; AP 0; Brutal) damage due to
These tunnels move the air needed to exist in a hive and do so acidic mucus or digestive juices to assist them in feeding.
by pushing a lot of air at tremendous velocities. Anyone They can be killed easily with any successful attack.
wishing to move against the airflow must pass a Strength
(DN3) to move up to half-Speed (at most). A Strength (DN3)
test is also required to move less that full Speed with the flow
of the air current. Failure means the character moves double
Speed before stopping on their own.
Heroes of the Imperium
Emplacement Weapon
& Fortification Traits
Automated Weapons: This weapon or fortification may Magazine Explosion: When this fortification is reduced to 0
attack when no crewmen are present. Use the Ballistic Skill wounds, roll a d6. If a 6 is rolled this fortification suffers a
listed in the abilities section for attacks. All attacks must me catastrophic magazine explosion. Roll a d6 for each infantry
directed to the nearest threat that is more then 2m away. or vehicle embarked in or within 2d6m the fortification and
deal a number of mortal wounds equal to the number of icons
Battlements: This fortification provides minimal defensive generated on the die roll.
structures for infantry manning the tops of walls and
structures. Any attacks targeting infantry on the battlements Mighty Bulwark: This fortification has open-air fire points on
are made at +1DN for cover. top of the fortification for up to half of the allowable amount
of infantry to attack from. Infantry manning the bulwark may
Crew-Served: This weapon or fortification requires one or be attacked but they gain a +*3 Armour Bonus.
more crewman to operate. The crew is standard Infantry
(based on keywords) and if a vehicle commander is listed in Plasma Explosion: When this fortification is reduced to 0
the Crew, then they are the equivalent of a Sergeant. If the wounds, roll a d6. If a 4+ is rolled this fortification suffers a
crew of a vehicle is ever reduced to half or less of the amount catastrophic magazine explosion. Roll a d6 for each infantry
needed to operate, then all skill tests for the vehicle are made or vehicle embarked in or within 3d6m the fortification and
at an added +2DN penalty. Any additional crew requirements deal a number of mortal wounds equal to the number of icons
will be listed in the abilities section of the entry. generated on the die roll.

Fire Points: This fortification has points that any embarked Reactor Explosion: When this fortification is reduced to 0
infantry may fire from. The entry will not in the abilities how wounds, roll a d6. If a 6 is rolled this fortification suffers a
many embarked infantry may use the fire points. Attacks are catastrophic reactor explosion. Roll 2d6 for each infantry or
measured from the closest point on the fortification to the vehicle embarked in or within 3d6m the fortification and deal
targeted threat. a number of mortal wounds equal to the number of icons
generated on the die roll.
Immobile: This weapon or fortification is not able to be
moved without the aid of heavy machinery. It always has a Emplacement Weapons and Fortifications all count as
Cruising Speed of 0. This weapon or fortification has an Vehicles for the purpose of being targeted by abilities, powers,
effective Defense of 0. Roll to attack as normal and shift all and other weapons.
exalted icons generated on the attack roll to Glory or Damage.
Heroes of the Imperium
Emplacement Weapon
& Fortifications Catalog
Defense Servitor Weapons Emplacement
Threat Classification: Adversaries at all Tiers

Strength 7 Intellect 4
Agility 7 Willpower 3
Toughness 7 Fellowship 0
Initiative 7 Defense 6
Speed 0 Wounds 12
Shock 6 Soak 7
Resolve 6 Conviction 3
Passive Awareness: 4
Resilience: 8
Skills: Default 8; Weapon Skill 10

Traits: Servitor, Immobile, Magazine Explosion, Size: Large (+1ED) to Huge (+2D)

Key Words: Imperium, <Allegiance>

Weapons: Any 1 of the following:

Battle Cannon (16+3ED; AP -2; Range 140m; Salvo -; Heavy 6, LBT)


Demolisher Cannon (20+3ED; AP -3, Range 50m; Salvo -; LBT)
Eradicator Nova Cannon (12+3ED; AP -2; Range 70m; Salvo 1; LBT, Melta)
Executioner Plasma Cannon (13+3ED; AP -3; Range 70m; Salvo 1; LBT; Supercharge)
Hydra Quad Autocannon (20+4ED; AP -1; 3km; Salvo 4)
Las-Talon (18+3ED; AP -3; Range 60m; Salvo 1; Heavy 4; Steadfast)
Missile Launcher (Damage and AP by Missile Type; Range 150m; Salvo -, Heavy 6)
• Flakkburst Missile (13+3ED; AP -1; MBT, Anti-Air)
• Frag Missile (16+2ED; AP 0; LBT)
• Fragstorm Missile (10+1ED; AP 0; HBT, Brutal)
• Krak Missile (16+3ED; AP -2; SBT)
• Krakstorm Missile (14+3ED; AP -3; MBT, Brutal)
Predator Autocannon (16+2ED; AP -1; Range 90m; Salvo 4; Brutal; Heavy 8)
Punisher Gatling Cannon (12+2ED; AP 0, Range 40m; Salvo 5; Rapid Fire 10; Spread)
Quad-Gun (13+1ED; AP -1; Range 120m; Salvo 4; Brutal, Heavy 8, Anti-Air)
Twin Autocannon (16+1ED; AP -1; Range 96m; Salvo 6)
Twin Assault Cannon (14+2ED; AP -1; Range 48m; Salvo 12; Heavy 8)
Twin Grenade Launcher (Damage As Grenade; AP As Grenade; Range 60m; Salvo 2)
• Frag Grenade (10+1ED; AP 0; MBT)
• Krak Grenade (14+2ED; AP -2, SBT)
Twin Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 6; Brutal; Heavy 6)
Twin Heavy Plasma Cannon (16+4ED, AP -3, Range 60m; Salvo 6; Supercharge, Heavy 6)
Twin Ironhail Autocannon (16+2ED; AP -1; Range 96m; Salvo 6; Heavy 6)
Twin Lascannon (18+5ED; AP -3; Range 150m; Salvo 3; Heavy 10, Steadfast)
Twin Multi-Melta (16+3ED; AP -4; Range 48m; Salvo 2; Heavy 2, Melta)
Twin Plasma Cannon (15+2ED, AP -3, Range 48m; Salvo 4; Heavy 2, Rapid Fire 1, Supercharge)
Vanquisher Battle Cannon (16+3ED; AP -3; Range 140m; Salvo -; LBT; Penetrating 10)
Heroes of the Imperium

Section 6:

Bestiary
Heroes of the Imperium

Brainleaf Zombie Toughness 2 Fellowship 5


Initiative 3 Defense 4
Threat Classification: Troops at all Tiers Speed 6 Wounds 2
Shock 2 Soak 2
Strength 5 Intellect 2 Resolve 3 Conviction 4
Agility 5 Willpower 2 Passive Awareness: 4
Toughness 5 Fellowship 2 Resilience: 7 (*4)
Initiative 5 Defense 2 Skills: Default 7; Weapon Skill 7
Speed 2d6 Wounds 4 Size: Small (-1D)
Shock 2 Soak 5 Keywords: Beast, Troops, Fly
Resolve 1 Conviction 2
Passive Awareness: 2 Weapons
Resilience: 6 None
Skills: Default 2; Weapon Skill 6
Size: Small (-1D) to Large (+1D) Special Abilities
Keywords: Beast, Troops Omen of Fortune: An ally within 6m of a Caryatid may,
when the subject of the first attack of a combat, make a
Weapons Fellowship (DN 4) Test. If they succeed, any Exalted Icons
Club generated on the Fellowship Test may be shifted to their
Teeth & Claws (7+2ED; AP 1; Range Melee) Defense.
Precog: A Caryatid has a *4 Armor Bonus.
Special Abilities Symbol of Renown: An ally with a Caryatid Companion
Brain Dead: Immune to Resolve Tests. gains +1 Influence while it is in his presence.
Infect: (Mob) Mob-Up: This troop may form a mob.
(Mob) Mob-Up: This threat may form a mob
Cavalry Horse
Carrion Hunter
Threat Classification: Troops at all Tiers
Threat Classification: Troops at all Tiers
Strength 6 Intellect 5
Strength 5 Intellect 5 Agility 6 Willpower 5
Agility 3 Willpower 5 Toughness 6 Fellowship 5
Toughness 5 Fellowship 5 Initiative 6 Defense 5
Initiative 3 Defense 2 Speed 10 Wounds 7
Speed 6 Wounds 5 Shock 5 Soak 6
Shock 5 Soak 5 Resolve 4 Conviction 4
Resolve 4 Conviction 5 Passive Awareness: 5
Passive Awareness: 3 Resilience: 7
Resilience: 6 Skills: Default 10; Weapon Skill 12
Skills: Default 6; Weapon Skill 8; Ballistic Skill 6; Survival 8 Size: Large (+1D)
Size: Small (-1D) to Large (+1D) Keywords: Beast, Troops
Keywords: Beast, Troops
Weapons
Weapons Hooves (10+1ED; AP -1; Range Melee)
Teeth & Claws (7+1ED; AP 0; Range Melee, Brutal)
Special Abilities
Special Abilities War Horse: Cavalry Horses gain +2 Speed when charging.
Taste For Blood: Carrion Hunters gain +2 Bonus Dice to Cavalry Mount: Thunderwolves are large enough to be
Survival to track targets who have suffered one or more ridden (using Pilot) into battle. An infantry squad in non-
wounds. powered armour may use a Cavalry Horse as mounts.
(Mob) Mob-Up: This threat may form a mob.
Cold One
Caryatid
Threat Classification: Tier 1+: Troop Threat Classification: Troops at all Tiers

Strength 2 Intellect 4 Strength 9 Intellect 5


Agility 3 Willpower 4 Agility 9 Willpower 5
Heroes of the Imperium
Toughness 12 Fellowship 2 Cyber Mastiff
Initiative 6 Defense 8 Threat Classification: Tier 1+: Troop
Speed 8 Wounds 15
Shock 5 Soak 6 Strength 5 Intellect 4
Resolve 4 Conviction 4 Agility 5 Willpower 4
Passive Awareness: 5 Toughness 5 Fellowship 5
Resilience: 12 (16) Thick Armour Hide (Armour Rating 4) Initiative 5 Defense 4
Skills: Default 10; Weapon Skill 12 Speed 5 Wounds 5
Size: Large (+1D) Shock 4 Soak 5
Keywords: Beast, Troops Resolve 3 Conviction 4
Passive Awareness: 4
Wargear Resilience: 6
Thick Armour Hide (Armour Rating 4) Skills: Default 8; Weapon Skill 10
Size: Average
Weapons Keywords: Beast, Troops, <Orlock>
Teeth & Claws (15+1ED; AP -1; Range Melee)

Special Abilities Weapons


Taste of Blood: After engaging in melee combat, Carnosaurs Bite (6+1ED, AP 0; Range Melee, Toxic 3)
must pass a Willpower test (DN 3). On a failure, the Web Projector (6+1, AP 0; Range 6m; Salvo -; Toxic 2)
Carnosaur feels a strong urge to eat the fallen - the rider must
pass a DN 4 Pilot test to make the Carnosaur resist this urge Special Abilities
and continue in the combat. If the Carnosaur’s failure Clamber: May move up or down vertical surfaces at full
involves a complication, the Carnosaur may not resist this Speed..
urge. Horrific: If a Cyberarachnid attacks from concealment, the
Cavalry Mount: Carnosur are large enough to be ridden target must pass a Willpower (DN3) Test or be Feared.
(using Pilot) into battle. An infantry squad in Mk VII or lower (Mob) Mob-Up: This troop may form a mob.
armor, Scout armour, or non-powered armour may use a
Carnosaur as mounts. Familiar
(Mob) Mob-Up: This threat may form a mob.
Threat Classification: Troops at all Tiers
Cyberarachnid
Threat Classification: Tier 1+: Troop Strength 2 Intellect 5
Agility 3 Willpower 6
Strength 2 Intellect 4 Toughness 2 Fellowship 5
Agility 3 Willpower 4 Initiative 3 Defense 2
Toughness 2 Fellowship 5 Speed 5 Wounds 2
Initiative 3 Defense 1 Shock 6 Soak 2
Speed 6 Wounds 2 Resolve 5 Conviction 6
Shock 4 Soak 2 Passive Awareness: 5
Resolve 3 Conviction 3 Resilience: 4
Passive Awareness: 3 Skills: Default 6; Weapon Skill 8
Resilience: 3 Size: Small (-1D)
Skills: Default 6; Weapon Skill 8; Ballistic Skill 7 Keywords: Beast, Troops, <Allegience>
Size: Small (-1D)
Keywords: Beast, Troops, <Orlock> Weapons
None
Weapons
Bite & Claws (9+1ED, AP -2; Range Melee) Special Abilities
Omen of Fortune: As long as this familiar is within 6m of its
Special Abilities companion ally, the ally gains +2 Defense.
Watchdog: Gain +3 Bonus Dice for Passive Awareness tests Precog: Whenever this familiar is attacked, the attack fails if a
and Initiative Tests before the first activation in a combat. Complication is rolled.
Loyal Protector: If a Cyber Mastiff is with 2m of an ally that Psychic Manifestation: If this familiar’s companion is a
is the subject or a charge or melee attack, the Cyber Mastiff Psyker, the Psyker gains +2 Bonus Dice for Psychic Mastery
gains the Counter-Attack Talent until the end of the current Tests.
activation.
(Mob) Mob-Up: This troop may form a mob. Variant Unit
Heroes of the Imperium
Gene Stealer Cults Psychic Familiar Special Abilities
As above but adds Agility and Cunning to Special Abilities. Fly: Has a Speed of 8 when Flying.
Grapple: If a Grapplehawk gains a Critical Hit with a talon
attack, then the Grapplehawk has latched on and automatically
Fenrisian Wolf hits on subsequent rounds.
(Mob) Mob-Up: This threat may form a mob.
Threat Classification: Troops at all Tiers

Strength 6 Intellect 5 Gyrinx Cat


Agility 6 Willpower 5
Toughness 6 Fellowship 5 Threat Classification: Troops at all Tiers
Initiative 6 Defense 5
Speed 10 Wounds 7 Strength 2 Intellect 5
Shock 5 Soak 6 Agility 2 Willpower 6
Resolve 4 Conviction 4 Toughness 2 Fellowship 3
Passive Awareness: 5 Initiative 2 Defense 2
Resilience: 7 Speed 7 Wounds 2
Skills: Default 10; Weapon Skill 12 Shock 6 Soak 2
Size: Average Resolve 5 Conviction 6
Keywords: Beast, Troops Passive Awareness: 2
Resilience: 3
Weapons Skills: Default 4; Weapon Skill 8; Psychic Mastery 8
Teeth & Claws (10+1ED; AP -1; Range Melee) Size: Small (-1D)
Keywords: Beast, Psyker, Troops, Xenos
Special Abilities
Swift Hunters: Fenrisian Wolves gain +2 Speed when Wargear
charging. None
(MOB) Mob: Fenrisian Wolves may for a Pack. The Pack
my include a Cyberwolf (see below) as an Alpha. Weapons
(MOB) Pack Mentality: Increase this units Wisdom by +2 for Teeth & Claws (6+1ED; AP 0; Range Melee)
every 5 pack members in the mob.
Special Abilities
Variant Unit Psyker: The Gyrinx Cat may manifest psychic powers as a
Psyker but may not attempt a Deny the Witch action. The
Cyberwolf Gyrinx Cat know any 3 powers.
As a Fenrisian Wolf above except as follows: Charmed: The Gyrinx Cat may not be subject to a ranged
+1 Willpower attack unless the attacker is at short range. The Gyrinx Cat
Has Bionics: A character with this ability gain a +*3 Armor may not be subject to a melee attack as long if the attacker is
Bonus. already engaged.
(Mob) Mob-Up: This threat may form a mob.
Grapplehawk
Khimerix
Threat Classification: Troops at all Tiers Threat Classification: Tier 1+: Troop

Strength 2 Intellect 3 Strength 5 Intellect 4


Agility 3 Willpower 3 Agility 7 Willpower 5
Toughness 3 Fellowship 3 Toughness 7 Fellowship 4
Initiative 3 Defense 2 Initiative 7 Defense 6
Speed 2/8 Wounds 3 Speed 8 Wounds 7
Shock 3 Soak 3 Shock 5 Soak 7
Resolve 2 Conviction 3 Resolve 4 Conviction 5
Passive Awareness: 3 Passive Awareness: 4
Resilience: 4 Resilience: 8 (Thickened or Scaly Hide (As Flak Armour):
Skills: Default 6; Weapon Skill 8 Armour Rating X)
Size: Small (-1D) Skills: Default 6; Weapon Skill 8; Ballistic Skill 8;
Keywords: Beast, Troops Awareness 8
Size: Large (+1D)
Weapons Keywords: Beast, <Escher>
Beak or Talons (7+1ED; AP -1; Range Melee)
Heroes of the Imperium
Wargear Keywords: Beast, Troops
None
Weapons
Weapons Teeth & Claws (5+2ED; AP 0; Range Melee, Toxic 2)
Chem Cloud Breath
• Chem Cloud (9+1ED; AP -3; Range 30m; SBT) Special Abilities
• Gaseous Eruption (9+1ED; AP -3; Range 20m; Nimble: Due to their small size and speed, Giant Rats enjoy a
MBT) *3 Armour Bonus.
Talons or Razor Sharp Talons (Mob) Mob-Up: This threat may form a mob
• Talons (9+2ED; AP -1; Range Melee;
Penetrating 1) Sheen Bird
• Razor Sharp Talons (10+3ED; AP -2; Range
Melee; Brutal) Threat Classification: Troops at all Tiers

Special Abilities Strength 3 Intellect 3


Regen: Each activation the Khimerix heals d3 wounds. Agility 3 Willpower 4
(Ruin) Crushing Blow: Increase the damage done in melee Toughness 2 Fellowship 4
by +1 Base Damage and +3ED. Initiative 3 Defense 2
Speed 6 Wounds 2
Phyrr Cat Shock 4 Soak 2
Threat Classification: Tier 1+: Troop Resolve 3 Conviction 2
Passive Awareness: 3
Strength 3 Intellect 4 Resilience:
Agility 3 Willpower 5 Skills: Default 6; Weapon Skill 8
Toughness 3 Fellowship 5 Size: Small (-1D)
Initiative 3 Defense 2 Keywords: Beast, Troops
Speed 7 Wounds 3
Weapons
Shock 5 Soak 3
Beak & Talons (7+2ED; AP -1; Range Melee, Brutal)
Resolve 4 Conviction 5
Passive Awareness: 4
Special Abilities
Resilience: 4
Flight: Sheen Birds can move up to 24m when flying.
Skills: Default 8; Weapon Skill 10
Bate: Unless controlled by another being, the Sheen Bird will
Size: Small (-1D)
always attack the nearest threat.
Keywords: Beast, Troops, <Escher>
Rake Away: Once per combat, the Sheen Bird can gain +2
Strength and +1ED to all attacks for one activation.
Weapons
(Mob) Mob-Up: This threat may form a mob
Teeth & Talons (7+2ED, AP -1; Range Melee; Brutal)

Special Abilities Sumpkroc


Land on their feet: Whenever falling, reduce the base Threat Classification: Tier 1+: Troop
damage taken by half.
(Mob) Mob-Up: This troop may form a mob. Strength 8 Intellect 1
Agility 8 Willpower 5
Rat, Giant Toughness 8 Fellowship 4
Initiative 8 Defense 7
Threat Classification: Troops at all Tiers Speed 4 Wounds 8
Shock 5 Soak 8
Strength 2 Intellect 4 Resolve 4 Conviction 5
Agility 5 Willpower 2 Passive Awareness: 4
Toughness 3 Fellowship 2 Resilience: 11 (Scaly Hide: Armour Rating 2)
Initiative 5 Defense 4 Skills: Default 8; Weapon Skill 10
Speed 6 Wounds 3 Size: Large (+1D)
Keywords: Beast, Troops, <Goliath>
Shock 2 Soak 3
Resolve 2 Conviction 2
Weapons
Passive Awareness: 2
Ferocious Jaws (12+2ED, AP -1; Range Melee; Brutal)
Resilience: 7 (*3)
Skills: Default 4; Weapon Skill 8
Special Abilities
Size: Small (-1D)
Heroes of the Imperium
Combat Charge: Whenever a Sumpkroc is the subject of a
charge action, make an opposed Initative Test, if the Sumkroc
wins the test, the charge attack is immediately ended and the
Sumpkroc may attack as if it had the Counter-Attack Talent.
(Mob) Mob-Up: This troop may form a mob.

Thunderwolf

Threat Classification: Troops at all Tiers

Strength 8 Intellect 5
Agility 8 Willpower 5
Toughness 8 Fellowship 5
Initiative 8 Defense 5
Speed 10 Wounds 9
Shock 5 Soak 8
Resolve 4 Conviction 4
Passive Awareness: 5
Resilience: 9
Skills: Default 10; Weapon Skill 12
Size: Large (+1D)
Keywords: Beast, Troops

Weapons
Crushing Teeth & Claws (15+1ED; AP -1; Range Melee,
Brutal)

Special Abilities
Cavalry Mount: Thunderwolves are large enough to be
ridden (using Pilot) into battle. An infantry squad in Mk VII or
lower armor, Scout armour, or non-powered armour may use a
Thunderwolf as mounts.
(Mob) Mob-Up: This threat may form a mob.
Heroes of the Imperium

Section 7:

Conversion Notes
Heroes of the Imperium

Attributes and Skills: Vehicle Profiles:


Attributes
40k Rating -> 1-2 3-4 5-6 7-8 9+ Cruising Speed: Mx3m
Size Small 2 3 5 6 7
Size Medium 3-4 4-5 5-7 8 10 Defense: (6-SV)
Size Large/Huge* 4-5 6-8 9-10 10-11 12
Size Gargantuan* 5-8 8-10 11-12 12-14 15 Resilience: (T x 2.5)
Size Titanic* 6-10 10-12 13-14 15-16 17
Wounds: (W x 1.5)
Size Large/Huge, Gargantuan and Titanic use these lines for
Strength and Toughness only! Use the Size Medium line for Weapons and Traits/Keywords as needed
all other attribute conversions.

40K S = Strength
40K T = Toughness Weapon Profiles:
40K A+2 = Initiative and Agility
40K L/2 (round down) = Intellect, Willpower, and Fellowship Base Damage: S+6
Melee: 4+weapon S for small to average size
For some Necromunda Stats to W&G use (12-Rating) creatures; 5+ weapon S for large or monstrous
Necro Int = Intellect creatures; a S of ‘X2’ is a base 10.
Necro Will = Willpower
Necro Ld or Cl = Fellowship ED: =D
Rapid Fire Weapons add X x.5 to ED
Fellowship is modified up or down based on the race.
Creatures have ½ Leadership AP: =AP

Defense: Initiative -1 Range: Guns n Such: Inches x2.5m; Missiles/Rockets x3m;


Artillery x2.5km
Speed: =M
For Small and Average: x1; For Large or Huge: x1.5; Salvo: D+1
For Gargantuan and Titanic x2; Fly: x4? For Rapid Fire and Assault Weapons, increase
calculated Salvo by X x.5
Shock: Willpower
Gargantuan+ add (W-1) Type: same except for the following
Grenade = Explosive; Heavy x = Heavy X x1.5
Resolve: Willpower -1
Traits: added as needed
Wounds: Toughness
Gargantuan+ add [(W-1) x2] For weapons with multiple profiles to represent different
Champions add (W-1) to toughness for final wound power settings, use the most powerful profile and use the
calculation ‘Supercharge’ Trait.

Soak: Toughness

Conviction: Willpower

Resilience: Toughness +1

Passive Awareness: ½ Awareness

Weapons Skill & Ballistic Skill: = WS/BS


6+ 5+ 4+ 3+ 2+
6 7 8 10 12

Default Skill: Highest of WS or BS -2


Heroes of the Imperium

Document Change Log


• 3/25/20
o Up to date for all conversions
o Introduced updated layout of Wargear section
• 3/24/20
o Added Terrain from Dec 2019 WD.
o Began editing and determining point costs for Talents
• 3/20/20 – 3/24/20
o Added all Necromunda Material to document

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